Scrolling
Moving the view across a level larger than the screen, by shifting the background and drawing the new edge before it comes into view.
A scrolling game shows a window onto a level larger than the screen. The hardware shifts the background by a scroll value, and the game writes the column or row about to appear before it does. Auto-scroll moves the view by itself; here the view follows the player.
- FollowFelix the Cat (1992). Walking right, the camera keeps Felix 136 px behind its scroll value and stops 248 px past the stage's bound.1
Games
| Game | Year | How | Note |
|---|---|---|---|
| Felix the Cat | 1992 | Follow | walking right, the camera keeps Felix 136 px behind its scroll value and stops 248 px past the stage's bound |
Every claim about this mechanic, by game (5)
References
- ^The playfield's scroll is
$16:$14, which the raster split writes to$2005. In the Mesen probe, Felix's screen x is about x − scroll + 256: walking right, the camera settles with his x 136 px below the scroll value, and a sprite of his covers screen x 120. The scroll stops at the stage's bound plus 248.Verified“Felix the Cat (USA)”revisedHow we know
In the cartridge (“Felix the Cat (USA)”): fixed bank $C1FC-$C224, the raster split: for split $2A, $16,X and $1A,X bit 0 pick the nametable, then $14,X and $18,X go to $2005 as the X and Y scroll. We don't reproduce the bytes.
Measured by a script in MesenCE 2.2.1 (build 4b8a196), on Felix the Cat (USA) (SHA-1
b57b1c6e6933…). It fails if the result disagrees with the claim.The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.