+\r
+\r
+\r
+\r
+\r
+\r
+[15:03] joncampbell123m Think of it this way\r
+[15:03] joncampbell123m If something moves or changes frame\r
+[15:04] joncampbell123m then a rectangular region around the sprite needs to be redrawn\r
+[15:05] joncampbell123m So you collect update regions together\r
+[15:06] joncampbell123m based on performance vs overlap\r
+[15:06] joncampbell123m combine the rectangles together and redraw the screen they cover\r
+[15:07] joncampbell123m the simplest way is to compute a rectangle that covers them all\r
+[15:07] joncampbell123m then redraw that.\r
+[15:08] joncampbell123m Then optimize the code from there how you handle it\r
+\r
+\r
+\r
+\r
+screen set up 2 rendering screens lock together\r
+1 scrolls the other one follow\r
+\r
+pointers from 2nd screen follows the 1st\r
+size and dimentions and stuff are the same but addresses are different\r
+data is different \r
+\r
+https://www.quora.com/How-such-smooth-scrolling-was-achieved-in-games-like-Super-Mario-and-Commander-Keen