Diagonal scrolling help

Discussion of hardware and software development for Super NES and Super Famicom.

Moderator: Moderators

Forum rules
  • For making cartridges of your Super NES games, see Reproduction.
User avatar
tokumaru
Posts: 11519
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: Diagonal scrolling help

Post by tokumaru » Mon Apr 22, 2019 7:55 pm

koitsu wrote:And in the case of the SNES, there is no "fine scroll".
I used the term generically, basically referring to sub-tile scrolling. The internal implementation of that in the NES or SNES is irrelevant here.

User avatar
NovaSquirrel
Posts: 377
Joined: Fri Feb 27, 2009 2:35 pm
Location: Fort Wayne, Indiana
Contact:

Re: Diagonal scrolling help

Post by NovaSquirrel » Mon Apr 22, 2019 8:12 pm

psycopathicteen wrote:I think lowering the top loading seam would do the trick.
That actually fixed it, thank you! I was seriously looking into trying to settle for a 32x64 tilemap and sacrificing one of the two windows on clipping the 4 pixels on the left and right like KSS (not the 8 left most like I thought) but I don't have to now.

That explains why it only occurred when scrolling upwards, why my column/row preparing code looked perfectly fine, why the order of the row and column didn't seem to matter, etc.

This is a big relief and now I can move on with the rest of the game. :p

Post Reply