beefster09 wrote:The only major problems that could come of Z3 scrolling are:
- Enemies. How would they be constrained?
- What if you want an irregular shape, such as a cross?
- Rooms. How are they distinguished?
- Warp returns. How will you be placed?
1: They'd probably be loaded the moment you get within range of their screen.
2: Just keep people from getting to certain screens!
3: LttP's scrolling didn't have one big screen that scrolled- IT WAS MANY SCREENS LINKED TOGETHER! Fascinating, huh? In the dungeon maps, any free-scrolling rooms were shown on the map to be bigger than others. Granted, some scrolling rooms were actually one single room, but that was because of LttP's max room size and the size of the TV screen (Remember, this WAS a console game, after all) If you tried to fit the whole screen into the TV screen at once, every sprite and tile would be small. So the rooms are distinguished as normal rooms, but the bigger ones are (of course) bigger on the map.
4: See above. The rooms are individual, but you scroll between them, so even though it's one big scrolling screen, it's made of individual ones, so depending on what screen you're in, the warps are checked differently. However... This means you get MORE WARPS. Think about it. A 2x2 box of 4 screens that scroll together means that for the giant screen they make, YOU GET SIXTEEN WARPS. But still only 4 warps per screen? I already said how warps would be distinguished, so no need to ask. 😉