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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.
2004-12-01 10:28
Scout

Registered: Dec 2002
Posts: 1570
If I recall correctly, the "scrolling effect" is called Parallax Scrolling.
The hardcore coders here can (hopefully) explain how to do this (charset trickery?).

R.
2004-12-01 10:59
Ben
Account closed

Registered: Feb 2003
Posts: 163
Correct. Indeed char trickery. Although the background chars scroll along (d016), you can animate the chars to do differently. That is pretty much it.
2004-12-01 11:13
Oswald

Registered: Apr 2002
Posts: 5094
lets say chars $00-7f are to build up the upper layer, chars 80-ff for the background layer. You store the charset 4 times, where the 2nd half of chars are "animated", in other words shifted in a direction more and more.

now you do your general scrolling with d016 while you animate the background layer's chars to move to the opposite direction, which gives the vision they move slower. Now you can build up the screen from chars and distuingish between layers by checking the chars upmost bit bpl/bmi.
2004-12-01 12:21
ready.

Registered: Feb 2003
Posts: 441
Ok, I've got the main point, thanx. But still I don't understand what happens when the upper layer overlaps with the lower layer, which is then hidden underneath. I would do an AND between the two chars overlapping, but it would take too much time....
2004-12-01 12:44
QuasaR

Registered: Dec 2001
Posts: 145
Just checked Flimbo's Quest out: If you look closely you'll see that the upperlayer chars are always 4 multipixel wide so there's no "overlapping" with the background in one char. It would be indeed too slow, to and/or the upper and background layer.
2004-12-01 12:46
QuasaR

Registered: Dec 2001
Posts: 145
Ah, forgot something (damn Alzheimer...). Sometime ago, in the glory times of the german mag "64'er" they released a tool to edit such paralax chars: http://noname.c64.org/csdb/release/?id=15424. I think the game GENLOCK was made with this tool.
2004-12-01 13:11
Oswald

Registered: Apr 2002
Posts: 5094
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
Account closed

Registered: Mar 2004
Posts: 646
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
Account closed

Registered: Mar 2004
Posts: 646
which was not quite as impressive as say, Hawk Eye :)
 
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