My recollection is that people implementing infinite smooth scrolling on the Amiga dealt with the wrap-around issue by replicating the streaming writes so that when you eventually reset the window to the opposite edge the data there is ready as an identical copy. On the NES it's usually assumed you do this via mappers in the carts (so you don't have to replicate the writes but can rely on address mirroring) but were there non-mapper-based smooth scrolling games on NES that replicated writes?
@pervognsen I don’t know about the NES but I can confirm that you can do infinite side scrolling in 2N space and infinite 2D scrolling in 2Mx2N space where M and N are height and width of the play area, using 2x or 4x replicating writes, respectively (spaced out over the play area) and then snapping the screen “back” when going off buffer.
Special hardware might simplify this further.
