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PostPosted: Mon Apr 22, 2019 7:55 pm 
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Joined: Sat Feb 12, 2005 9:43 pm
Posts: 11376
Location: Rio de Janeiro - Brazil
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.


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PostPosted: Mon Apr 22, 2019 8:12 pm 
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Joined: Fri Feb 27, 2009 2:35 pm
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Location: Fort Wayne, Indiana
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


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