List of games by mirroring technique

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This article categorizes games by their rendering and scrolling methods, and how that relates to mirroring.

Scrolling Type With Status Bar With Status Bar and Parallax Scrolling Effect With Parallax Scrolling Effect Without Status Bar and Parallax Scrolling Effect Games example Comment
1-screen fixed Only Any Vertical, Horizontal2 Vertical, Horizontal2 Any Donkey Kong
Horizontal Only Vertical Vertical, Horizontal2 Vertical, Horizontal2 Vertical Super Mario Bros., Castlevania, Gimmick!, Gradius, Cheetahmen II
Vertical Only Vertical, Horizontal, Single Screen, 3-screen V/H3 Vertical, Horizontal2, Single Screen2, 3-screen V/D3 Horizontal2, Vertical1, Diagonal, 3-screen V/D3, 4-screen4 Horizontal Ice Climber, Gun.Smoke, Recca Horizontal mirroring with a status bar works best with as status bar will have to change address when scrolling vertically.

If you are using a parallax scrolling effect on the entire screen with a status bar, such as the Recca is best to use a Single Screen, Horizontal, or the Vertical mirroring with a scanline counter IRQ.

Horizontal Only, field limited horizontally Vertical Vertical Vertical Vertical Lode Runner, Bomberman No data has to be loaded at all when scrolling horizontally, but the area is limited to two screens.

This screen type, some of parallax scrolling effect does not work.

Vertical Only, field limited vertically Horizontal Horizontal Horizontal Horizontal Wrecking Crew, Ninja Kun No data has to be loaded at all when scrolling vertically, but the area is limited to two screens (less the status bar if present).
Horizontal/Vertical aligned screens Vertical, Horizontal2, Diagonal, 3-screen V/D3, 4-screen4 Vertical, Horizontal2, Single Screen2, 3-screen V/D3, 4-screen4 Vertical, Horizontal2, Diagonal, 3-screen V/D3, 4-screen4 Alternate H/V, L-shaped, Diagonal, 3-screen D3, 4-screen4 Metroid, Mega Man series, Air Fortress, Guardian Legend, TMNT For use if scrolling direction changes only on a screen-based pattern, as in Metroid and Mega Man 3, 4, 5, 6.

Horizontal mirroring with a status bar works best with as status bar will have to change address when scrolling vertically (Also work as Diagonal mirroring) or playfield will have to be written twice to memory. (Teenage Mutant Ninja Turtles, Panic Restaurant)

If you are using a parallax scrolling effect on the entire screen with a status bar, such as the Recca is best to use a Single Screen, Horizontal, or the Vertical mirroring with a scanline counter IRQ.

Horizontal/Vertical/Bidirectional aligned screens Vertical <-> Single Screen2, Horizontal2, Vertical, 4-screen4 Vertical <-> Single Screen2, Single Screen2, Horizontal2, Vertical, 4-screen4 Vertical1, Horizontal2, Diagonal, 4-screen4 Vertical1, Horizontal2, Diagonal, 4-screen4 Akumajou Special, TMNT II/III, Rockman 4 Minus Infinity Horizontal or 4-screen mirroring with a status bar works best with as status bar will have to change address when scrolling vertically or playfield will have to be written twice to memory. (Teenage Mutant Ninja Turtles III: The Manhattan Project)

Vertical mirroring Only with a status bar works best with a scanline counter IRQ. (Teenage Mutant Ninja Turtles II: The Arcade Game)

If you are using a parallax scrolling effect on the entire screen with a status bar, such as the Recca is best to use a Single Screen, Horizontal, or the Vertical mirroring with a scanline counter IRQ.

Bidirectional, field limited vertically Horizontal2 Horizontal2 Horizontal2 Horizontal2 Super Mario Bros. 3, Tiny Toon Adventures No data has to be loaded at all when scrolling vertically, but the area is limited to two screens (less the status bar if present).
Bidirectional, field limited horizontally Vertical Vertical Vertical1 Vertical1 Fire Emblem No data has to be loaded at all when scrolling horizontally, but the area is limited to two screens.

Vertical mirroring with a status bar works best with a scanline counter IRQ.

This screen type, some of parallax scrolling effect does not work.

Bidirectional, field limited 4-screen 4-screen4 4-screen4 4-screen4 4-screen4 Gauntlet No data has to be loaded at all when scrolling 4-screen, but the area is limited to four screens (less the status bar if present).
Free bidirectional Single Screen2, Horizontal2, Vertical, 4-screen4 Single Screen2, Horizontal2, Vertical, 4-screen4 Vertical1, Horizontal2, Diagonal, 4-screen4 Vertical1, Horizontal2, Diagonal, 4-screen4 Castlevania II, Kirby's Adventure, Battletoads, Hebereke, Countless RPG games If using horizontal or 4-screen mirroring with a status bar there are 2 possibilities:
  1. The status bar will have to change address when scrolling vertically (Double Dragon series, Conquest of Crystal Palace, Gradius II)
  2. The playfield will have to be written twice to memory (Kirby's Adventure, Little Nemo: The Dream Master), which only works if the status's bar size remains constant.

Vertical mirroring with a status bar works best with a scanline counter IRQ. (Jungle Book, Mickey's Safari in Letterland)

Depth screen Vertical, Horizontal, 4-screen4 Vertical, Horizontal, 4-screen4 Vertical, Horizontal, 4-screen4 Vertical, Horizontal, 4-screen4 Mach Rider, Rad Racer, F-1 Race, After Burner Bidirectional Pseudo 3D depth perspective works best with a CHR bank switching ROM nametables. (After Burner)
  • 1: Vertical glitches on PAL screens and on NTSC that doesn't overscan.
  • 2: Horizontal glitches will be unavoidable when scrolling (see above).
  • 3: 3-screen mirroring, you can use only specific mapper of MMC5.
  • 4: 4-screen mirroring, and can be used only when you added an additional RAM to the cartridge board.