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Forums > C64 Coding > Flimbo's Quest scrolling routine
2004-12-01 09:50
ready.

Registered: Feb 2003
Posts: 441
Flimbo's Quest scrolling routine

I was looking for some documents explaing how to do the scrolling effect like in Flimbo's Quest, where there are 2 levels of scrolling moving at different speeds, one level behind the other one. Anyone can help me? Thanks.
 
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2004-12-01 13:11
Oswald

Registered: Apr 2002
Posts: 5017
overlapping is character based... thats all. no ORA or AND or whatever, a char on the upper layer always hides the whole char behind it.
2004-12-02 07:28
AmiDog

Registered: Mar 2003
Posts: 97
Read about Flimbo's scrolling here:

http://www.lemon64.com/forum/viewtopic.php?t=2922
2004-12-14 18:25
Wile Coyote

Registered: Mar 2004
Posts: 637
Wasn't the game Paralex (Paralex?) the first game to show the effect in a commercial game. They only used 4 char definitions for the effect, which as impressive as say, Hawk Eye
2004-12-14 18:25
Wile Coyote

Registered: Mar 2004
Posts: 637
which was not quite as impressive as say, Hawk Eye :)
2004-12-14 22:10
TDJ

Registered: Dec 2001
Posts: 1879
Quote: Wasn't the game Paralex (Paralex?) the first game to show the effect in a commercial game. They only used 4 char definitions for the effect, which as impressive as say, Hawk Eye

Not sure if it (parallax) was the first game to do so, but it could explain the name of the effect (parallax scrolling, as Scout already mentioned above).

2004-12-15 01:12
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Jon Hare has gone on record as saying that Chris Yates lifted the idea for the parallax in Parallax from Bounder, just improving it for multi-way scrolling... =-)
2004-12-15 13:11
Wile Coyote

Registered: Mar 2004
Posts: 637
Oh, i remember Bounder, the screen only scrolled in one direction though (downwards). As most people will no doubt know, Parallax scrolled in all 8 directions. I think i read once that the effect came about before the game. It was the effect that then inspired the game to go a head.
2004-12-17 15:19
PopMilo

Registered: Mar 2004
Posts: 145
Flimbo's routine was great. Most important thing was the design of each char. They were drawn very well, so you couldn't see easyly that they are 8x8 (or 4x8) pixel blocks. I remember doing a routine that had screen (20x12 char = 240 multicolor chars), 4 colours each pixel,and full dual layer scroll. When I say "full" I mean "BACK and MASK or FRONT" for every byte of front layer that had something in it. It was nice, but a lack of colours, small screen, and not many cpu clocks remaining for anything else made me drop the idea .... but it still haunts me from time to time. What if you would take Flimbo kind of routine, and just add maybe 64 or 128 chars for the parts of screen that need masking ? And copy data from the back into them, and with coresponding mask from the front, and put it on screen. Graphic would seem smoother, and we would have one more thing to brag about. Well it's just a thought.
2004-12-17 16:50
Graham
Account closed

Registered: Dec 2002
Posts: 990
hmm to me the pattern looks like 8x16 and not 4x8.
2004-12-18 15:09
PopMilo

Registered: Mar 2004
Posts: 145
Most levels do have a 2x1 har kind of objects in the front layer, but there are also objects that are 1 char wide (ladders in level one, gravestones in the graveyard level (level 6 or 7, I don't know exactly). Anyway it's not a problem to make such graphic.
I would try to ad chars in corners to make object boundaries smoother (to give them a black edge) and to be able to do some round objects not only square ones, and some black tree branches or something like that (fences, shadows ...)
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