I've notice how Lunar Magic alters the layer 1/2 tilemap to have it NOT be 2x2 screens big on the S-PPU vram register tilemap, and the way it loads the blocks graphics onto the screen when the player moves the screen (it made the layer 1 “screen” be 2x1 sized).
But there is a problem that only happens to advance ASM hackers that involve positioning the screen out of bounds, more specifically, having its X position negative.
I was thinking of making it load the graphic tile #$0025 instead of random garbage tiles (So I rather have cutoff on the level edge rather than garbage appearing in-level). These garbage tiles can appear even within the level borders when the screen scrolls around while having being part in the level. I'm developing a special quake patch that involves actually moving layer 1 around (both vertically and horizontally), and am concerned about possible loading invalid tiles in the play area should the screen goes past the left (and/or the top) boundary of the stage.
Give thanks to RPG hacker for working on Asar.
But there is a problem that only happens to advance ASM hackers that involve positioning the screen out of bounds, more specifically, having its X position negative.
I was thinking of making it load the graphic tile #$0025 instead of random garbage tiles (So I rather have cutoff on the level edge rather than garbage appearing in-level). These garbage tiles can appear even within the level borders when the screen scrolls around while having being part in the level. I'm developing a special quake patch that involves actually moving layer 1 around (both vertically and horizontally), and am concerned about possible loading invalid tiles in the play area should the screen goes past the left (and/or the top) boundary of the stage.
Give thanks to RPG hacker for working on Asar.