This will make the game only show one screen and scroll to the next when the player reaches it.
Uses 4 bytes of freeram as well as a hijack to disable the invisible screen barriers.
V1.1 Changes
Now works with LM3 level sizes
Start can optionally be aligned to a screen but isn't required to anymore
Options to disable horizontal/vertical scrolling separately
More options to change the size of the screen/when the scrolling triggers
Removed the "code per screen" feature since I think it doesn't really work with big level sizes*
(Requested by Final Theory)
*yeah, I'm just lazy, if you need that feature you probably know what you're doing anyway so add it yourself.
Note: for best results, combine with the sprite scroll fix patch (be sure to change the default free RAM). Without this, sprites may not spawn when the screen is scrolled leftwards.
Probably because they share the same free RAM (both use $60). Change the free RAM address for one of them to another empty address and that should fix it. (you should check this by default when combining pretty much any uberasm codes, as many use the same free RAM addresses)
Seems to work perfectly. Also added SA-1 support, along with a readme to direct to the sprite scroll fix patch in case people don't see the note in the description/comments. Tested with: LM 3.04, UberASMTool 1.4, SA-1 1.32, Snes9x 1.60.
Or change them in the screen scrolling pipes but yeah, the default addresses are pretty commonly used as some kind of general purpose freeram among resources.
Using this ends up in a softlock when the screen scrolls for me.
Using Lunar Magic 3.04.
Edit:
Fixed. If you use the Screen Scrolling Pipes, you can not use the default freeRAM. Replace them with these if you have any issues with this code:
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