Name: | Exact Horizontal Scroll Disable |
Author: | AmazingChest |
Added: | |
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. Note: Do not use with other camera controlling asm, including vanilla L/R scrolling. |
Tags: | camera horizontal lorom sa-1 scroll |
Comments: | 6 (jump to comments) |
Rating: |
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1.25 KiB | 445 downloads
Comments (6)
- Lunar Magic 3.40
- SA-1 Pack 1.40
- Snes9x 1.62.3, Bsnes-plus 05
- GPS 1.4.4
Notes:
- A simple update for sa-1 compatibility. Verified and accepted.
- Added lorom tag, since it certainly works okay there as well.
- Changed direct page accesses to actually use direct page addressing instead of absolute as a minor optimization, also avoiding the need for adding
|!dp
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
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.