![]() ![]() Some platforms (such as the Commodore 64, Amiga, Master System, PC Engine/TurboGrafx-16, Sega Mega Drive/Genesis, Super NES, Game Boy, Game Boy Advance and Nintendo DS) provide a horizontal blank interrupt for automatically setting the registers independently of the rest of the program. This is called a "raster effect" and is also useful for changing the system palette to provide a gradient background. ![]() The program will then wait for horizontal blank and change the layer's scroll position just before the display system begins to draw each scanline. Typically, strips higher on the screen will represent things farther away from the virtual camera or one strip will be held stationary to display status information. ![]() The more sophisticated games on such systems generally divide the layer into horizontal strips, each with a different position and rate of scrolling. These include most of the classic 8-bit systems (such as the Commodore 64, Nintendo Entertainment System, Master System, PC Engine/TurboGrafx-16 and original Game Boy). Some display systems have only one layer. Games designed for older graphical chipsets-such as those of the third and fourth generations of video game consoles, those of dedicated TV games, or those of similar handheld systems-take advantage of the raster characteristics to create the illusion of more layers. In raster graphics, the lines of pixels in an image are typically composited and refreshed in top-to-bottom order with a slight delay (called the horizontal blanking interval) between drawing one line and drawing the next line. ![]() Many games used this technique for a scrolling star-field, but sometimes a more intricate or multi-directional effect is achieved, such as in the game Parallax by Sensible Software. This software effect gives the illusion of another (hardware) layer. Color cycling can be used to animate tiles quickly on the whole screen. Scrolling displays built up of individual tiles can be made to 'float' over a repeating background layer by animating the individual tiles' bitmaps in order to portray the parallax effect. Risky Woods on the Amiga uses sprites multiplexed with the copper to create an entire fullscreen parallax background layer as an alternative to the system's dual playfield mode. The Amiga computer has sprites which can have any height and can be set horizontal with the copper co-processor, which makes them ideal for this purpose. For instance Star Force, an overhead-view vertically scrolling shooter for NES, used this for its starfield, and Final Fight for the Super NES used this technique for the layer immediately in front of the main playfield. Programmers may also make pseudo-layers of sprites-individually controllable moving objects drawn by hardware on top of or behind the layers-if they are available on the display system. Layers can be placed in front of the playfield-the layer containing the objects with which the player interacts-for various reasons such as to provide increased dimension, obscure some of the action of the game, or distract the player. Layers that move more quickly are perceived to be closer to the virtual camera. On such a display system, a game can produce parallax by simply changing each layer's position by a different amount in the same direction. Some display systems support multiple background layers that can be scrolled independently in horizontal and vertical directions and composited on one another, simulating a multiplane camera. The same image as above, viewed from the front Jungle King (1982), later called Jungle Hunt, also had parallax scrolling, and was released a month after Moon Patrol in June 1982. Moon Patrol is often credited with popularizing parallax scrolling. The following year, Moon Patrol (1982) implemented a full form of parallax scrolling, with three separate background layers scrolling at different speeds, simulating the distance between them. It used a limited form of parallax scrolling with the main scene scrolling while the starry night sky is fixed and clouds move slowly, adding depth to the scenery. Some parallax scrolling was used in the arcade video game Jump Bug (1981). Parallax scrolling was popularized in 2D computer graphics with its introduction to video games in the early 1980s. The technique grew out of the multiplane camera technique used in traditional animation since the 1930s. Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. ![]()
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