I actually had to wrestle with this exact effect while working on wideNES [1]. By saving a screenshot of the screen at each frame alongside with it's PPUSCROLL value, it's possible to gradually build-up a map of the level as it's explored. Moreover, on subsequent playthroughs of the same level, it's possible to sync the map with the on-screen action, effectively enabling a "widescreen" mode for old NES games (with certain limitations).<p>Lots of games used funky scrolling mechanics, typically to create status bars, but of all the different games I tested with, TLOZ was by-far the weirdest, requiring an entire special case to get working!<p>I don't have any screenshots of my own, but some japanese website recently covered wideNES, posting screenshots of it working with the original Legent of Zelda.[2]<p>[1] <a href="http://prilik.com/blog/2018/08/24/wideNES.html" rel="nofollow">http://prilik.com/blog/2018/08/24/wideNES.html</a><p>[2] <a href="https://emulog.net/fc-nes-emulator-anese-how-to-use-widenes/" rel="nofollow">https://emulog.net/fc-nes-emulator-anese-how-to-use-widenes/</a>