Even though my game does not scroll (while the gameplay is going on), I had to use 16-bit coordinates for everything for the following 2 reasons :
- Handling velocities with a finer resolution than pixels/frame (and thus, the position had to hold a sub-pixel part)
- When a sprite is close to the the edge of the screen, having the X position in 8-bit caused too many overlapping bugs in the left/right direction. It is for instance not possible to have a sprite partly on the screen in neither direction.
So for a scrolling game there's even less reason to use 8-bit coordinates. They even mention sub-pixel position somewhere in this document. This is a contradiction with the "screen-coordinates" system I think.
Quote:
as well as the bit about the RNG used.
As far I can tell, *all* FC/NES Konami games work like that, except maybe the very early ones. They also *all* have a specific sprite cycling pattern (which is what you're seeing on the title screen), and they all have that pause sound. This is why Konami games are so distinctive to games from all other companies, in my opinion.