Name: | Single screen v1.1 |
Author: | TheBiob |
Added: | |
Version History: | View |
Type: | Level, Game Mode |
Includes GFX: | No |
Includes Hijack: | Yes |
Featured: | No |
Description: | 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. |
Tags: | horizontal lorom sa-1 screen scrolling scrolling |
Comments: | 18 (jump to comments) |
Rating: |
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2.14 KiB | 255 downloads
Comments (18)
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)
Tested with: LM 3.04, UberASMTool 1.4, SA-1 1.32, Snes9x 1.60.
If you pause while the screen scrolls, you get stuck between the two screens and all sprites despawn.
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:
Most likely won't work for any of the new level sizes, still want to fix that at some point, but that might take a while.
This should work.
Updated for SA-1 compatibility.
Be sure if you are using this to watch every entrance to the level, not just the main one. If any entrance is off center from a screen boundary, it will create garbage tiles.