Raster interrupt

As their most important use case, the multiplexing of hardware sprites, is nowadays no longer relevant there exists no modern successor to raster interrupts.

[1][2] The ANTIC chip itself is considerably powerful and inherently capable of many features which other systems require raster interrupts to duplicate.

Although early games like Super Mario Bros., Castlevania, and The Legend of Zelda managed to produce effective split-screen scrolling with this method, it is CPU-intensive.

Some later cartridges incorporated MMC circuitry (most prominently Nintendo's MMC3 chip) that kept track of the PPU's address and data lines and generated raster interrupts.

[3] Later in 1984, IBM introduced the EGA graphics standard which also supported a vertical retrace interrupt, but implemented as XT IRQ2 and disabled by default.

The Amiga computers include a custom coprocessor called the Copper which is dedicated to servicing raster interrupts.

The Copper runs a program of simple instructions directing it to wait for a specific vertical scan line and horizontal beam position, then update the contents of a custom chip hardware register.

The X68000, a 16-bit home computer sold in Japan, has a flexible raster interrupt system to multiplex hardware sprites.