1. I always wonder why some games have smooth scroll (per pixel) even at 320x200, like:
- Car Vup youtube
(offtopic - Amiga version has clouds in parallax scroll youtube)
2. and some games have awful "stop and go", >8 pixel, scrool like:
- Blues Brother youtube
- Adams Family youtube
3. and there are some games in middle: they usualy have smaller playfield and jerky, but per pixel scrool (I would say less than 25fps).
I guess it's because they are ported from Amiga, like:
- First Samurai youtube
- Fire and Ice youtube
and much better:
- Harlequin (it has much better scroll than first two but also smaller playfield!) youtube
- Turican 2 (also smaller playfield but supersmooth scroll) youtube
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so what do you need to do for smooth horizontal scroll on ST anyway?
I will try to explain to my self


http://www.atarimagazines.com/compute/i ... s_leap.php
to move pixels to left (for one pixel) you need to:
- load four consequent words from RAM
- remember most left bit in every word
- shift bits inside words to left
- and add (previously remeberd) bit to most right position in every of four word?
if ST have 512 cycles per HBL (scanline), and there are 40 words per scanline
and one move.w take 6 cycles (I see that there is: movem.w d0-d3,* - 24cycles for 4 word?)
it is 40 words x 6 cycles = 240 cycles (for reading pixel data data ram)!
and than again 240 cycles for writing back to ram and we already (almost) spend entire "cycle" budget WITHOUT shifting, remebering, apending bits for scroling - it is just reading and writing data from/to RAM - CPU!
how then is it possible to scroll entire 32KB screen per pixel on ST at all??

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...and Amiga has hardware for this, right?
nice text on topic: http://onabitplane.blogspot.com/2009/09 ... amiga.html
another topic would be parallax scroll - how Amiga accomplish this??
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I took MC68K timings from: http://oldwww.nvg.ntnu.no/amiga/MC680x0 ... iming.HTML