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Exact Horizontal Scroll Disable

SMW Blocks → Exact Horizontal Scroll Disable

This file is obsolete. The latest version is Exact Horizontal Scroll Disable. For other versions, check the version history.

Submission Details

Name: Exact Horizontal Scroll Disable
Author: AmazingChest
Version History: View
Act As: 25
Includes GFX: No
Description: Disables horizontal scrolling at an exact position.

Unlike the scroll disabling block by Apollyon, this one ensures that the camera will stop at a precise distance from where the block is placed and it will stop at the exact same coordinate every time.

No more stopping in-between tiles. No more variability in where the camera stops.
Tags: camera horizontal lorom scroll
Comments: 5 (jump to comments)
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Download 1.22 KiB | 290 downloads


Comments (5)

 Maarfy Link
Functional and has its niche over the other version, accepted. Bit of a shame it doesn't support SA-1, though.

The description of this block warns against using it alongside anything that changes the camera's default behavior, which is good advice. What it does not specifically warn about, however, is that disabling L/R scrolling is pretty much mandatory. L/R scrolling can be used to create a local camera scrolling dead zone that this block won't detect (unless spammed in very thick columns, which even then can cause camera jitter). This block also may not work as desired if placed too close to the first or last screen in a level, either by not working at all or by locking the screen on different columns depending on how it's approached.

Tested with Asar 1.81, Lunar Magic 3.31, Snes9x 1.59.2, GPS 1.4.3., Enable/Disable Horizontal Scroll block, Level Constrain v3.4 patch
Alex No Link
Can you Hide a Secret Rooms with this? If you make a brakeable block?
smwln Link
Looks cool. Can you make a vertical version?
BlueToad Link
The blocks in the link that you gave already has both the enabling and disables functionality.
AmazingChest Author Link
Yes but it takes more than simply disabling scrolling to produce precise and consistent results, which is why my block exists.

The problem with Apollyon's version is that the camera will stop in-between tiles and at varying positions each time. If you want the camera to stop in the same spot every time you can't get that with the simple version, you need this.

I do think my description should do a better job explaining this.