Pages: 1
Posted on 07-30-11, 03:53 am
Buster Beetle


Karma: 379
Posts: 115/464
Since: 06-29-11
I have used a lot of camera scroll stops in my hack. 176 sprites and 198/199 sprites work sometimes, but other times don't. Same goes for object 1. I have used it and Mario and the camera would not go into the block it was in. But it doesn't always work either. We have got a lot of the data for the above mentioned camera scroll sprites. But we haven't figured out the other oddball camera scroll stops. Anyone found more data on these? In particular the 195/196 sprites?
Posted on 07-30-11, 04:39 am
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9979
Posts: 409/4456
Since: 06-08-11
I don't know either. I had also these problems with some levels.

I guess that there's something important we haven't noticed yet. Something like there's a maximum number of camera limits, or that camera limits must be aligned to 16x16 blocks? (I'm just guessing)
Posted on 07-30-11, 06:16 am
Buster Beetle


Karma: 379
Posts: 117/464
Since: 06-29-11
Yeah, I have noticed sometimes moving a 276 sprite up a couple blocks will make it work. It is somehow based on the 16x16 block. But for now I can't find a pattern to say for sure what makes it happen either way.
Posted on 09-25-11, 11:38 am


Karma: 1
Posts: 1/1
Since: 08-30-11
Did you know that:
Object 1 in tileset 0 marks a 16×16 block as "no scroll", even if it contains objects.
Object 2 in tileset 0 marks a block as "scrollable", even if it has no objects.
The use of objects 3-8 in tileset 0 is unknown. Can someone please tell me?
Posted on 09-25-11, 02:09 pm
Buster Beetle


Karma: 379
Posts: 292/464
Since: 06-29-11
Posted by SpriteFinder991
Did you know that:
Object 1 in tileset 0 marks a 16×16 block as "no scroll", even if it contains objects.
Object 2 in tileset 0 marks a block as "scrollable", even if it has no objects.
The use of objects 3-8 in tileset 0 is unknown. Can someone please tell me?


Where did you get 1 from? How did you come to that conclusion?
Pages: 1