Do you mean linescroll? (ie rows of graphics at different speeds)
That's not what's being discussed abover, that's just line/row scroll and not intensive at all. (you can do it on a more limited basis for columns as well on some systems)
What IS being discussed is simulation of FULL separate BG layers (ie a plane sliding over/under another, not 2 rows/columns sliding past eachother).
Gate of Thunder is showing the true simulation of a 2nd BG plane with tricks using dynamic tiling (animation and tilemap manipulation) to effectively allow software scrolling, but not in the bitmap/CPU/blitter sense. (you might have the CPU rendering some tile animation beforehand to reduce ROM size, but probably not truly "on the fly" -ie it may be done in game as periodic updates, but probably not realtime CPU rendering)
There's even examples of this on 3rd gen systems (and possibly some 2nd gen -I wouldn't be surprised if some home computers did it, some would have needed to do it for just managing 1 layer smooth scrolled -like the MSX- let alone 2)
Metal Storm is a good example on the NES using a simulated scoll plane (not linescroll based "parallax" but plane/layer type parallax).
http://www.youtube.com/watch?v=wCyDzwh37OQ
Hydrocity uses it in some parts of the BG too:
http://www.youtube.com/watch?v=Aez3k...fmt=18#t=2m44s
(pay attention from 2:44 onward, or use the link to skip there)
I think Android Assault might use it in some stages too. (remember seeing it in a review a while back)
All cases tend to only push the effect horizontally, vertical scroll scrolls everything as one layer. (or one layer for the BG plane the effect is used on in the MD's case)
Hmm, actually, maybe I overlooked something: does either the MD or PCE allow per-tile offsets for horizontal scrolling? (ie could you have 2 different areas on the same scanline scrolling at different rates?) That would make it even easier to manage. (I think the SNES's mode 2 supports that, but I'm not sure about the other 2 consoles -the SNES rarely seems to take advantage of it too for that matter even though many games opt for mode 2 over mode 1 with the added 4 color tile layer)
That's the sort of thing that PCE games with a boarder (like various PC98/88 ports) have to deal with as well as they retain a static boarder around a scrolling BG all on one plane. (so if there's no hardware per-tile offset or some form of horizontal segmentation of scrolling, that would need to use software assisted tricks to pull off with dynamic tiling alone)
I just played around with the layers in Panorama Cotton, and it seems to be using a ton of dynamic tiling and similar effects, the title screen is ALL one BG layer! (everything but cotton's sprite and the japnese text; the english COTTON letters, boarder, and scrolling window are all on plane A, plane B is totally unused)
That game has even more cool tricks used that aren't noticeable on the surface.(I's have assumed 2 tilemaps were used)


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