I noticed that the vertical scrolling was done 8 pixels at a time in the NES version. I don't think it is done in ZC. Preferable to have a rule.
NES inconsistency: vertical scrolling isn't done 8 pix at a time
Disregard this post.
so... when will the ability to delete posts be restored? like we used to be able to delete our posts if no one posted after us? or am i dreaming?
OK.
Currently, scrolling occurs 4 pixels at a time in all directions, except in dungeons, where screens scroll 2 pixels at a time. (The Fast Dungeon Scrolling rule makes all scrolling 4 pixels at a time.)
How exactly does NES scrolling work?
Mind if I help?
In the NES: Vertical scrolling moves many pixels at a time (I cannot determine until I play the NES). Horizontal scrolling moves 1 pixel at a time (smoothly, and that what I know).
I will notify you or let other members figure it out and notify you.
EDIT: Okay. 8 pixels vertical scrolling in overworlds and 4 pixels vertical scrolling in dungeons. But I noticed when scrolling down (Link heading up), the screen scrolled a few pixels up before scrolling down 8 at a time. Inspect it carefully in the NES!
EDIT: READ CAREFULLY: I have figured it out. For scrolling down (Link heading up), 3 pixels up first and 3 frame delay, then 8 pixels down at a time with 2 frame delay between times for overworld OR 3 frame delay between times for dungeons until it gets to last 3 pixels for completion. After 4 frame delay, then last 3 pixels down to complete the move.
For scrolling up (Link heading down), 3 pixels up first and 2 frame delay, then 8 pixels up at a time with 2 frame delay between times for overworld OR 3 frame delay between times for dungeons until it gets to the screen with 3 pixels over. After 4 frame delay, then last 3 pixels down to complete the move.
Double-posted to bring this back to page 1. Please read the post above.
The fix must only occur for Fast Dungeon scroll quest rule OFF. [SIZE="1"]If you do the fix for that quest rule on, please reverse it. Leave vertical scrolling smooth.[/SIZE]
beefster09 wrote:Preferable to have a rule.
The pixels at a time will be included within this quest rule shown above this quote, underlined.
Bug still occurs in 461.
Multi-post to move this up.
I see that got implemented in 473 but I had made a mistake in my dungeon calculation. Updated in Post #5 and brought this to here.
READ CAREFULLY: I have figured it out. For scrolling down (Link heading up), 3 pixels up first and 3 frame delay, then 8 pixels down at a time with 2 frame delay between times for overworld OR 3 frame delay between times for dungeons until it gets to last 3 pixels for completion. After 4 frame delay, then last 3 pixels down to complete the move.
For scrolling up (Link heading down), 3 pixels up first and 2 frame delay, then 8 pixels up at a time with 2 frame delay between times for overworld OR 3 frame delay between times for dungeons until it gets to the screen with 3 pixels over. After 4 frame delay, then last 3 pixels down to complete the move.
EDIT: In short, for dungeons, please correct this: 8 pixels at a time with a 3 frame delay between times.
Also, did you remember that this behavior is for the quest rule "Fast Dungeon Scroll" to be OFF.
What about horizontal scrolling? 1 pixel with a 1 frame delay feels way too slow. Does it vary on the overworld/in dungeons?
well, yes the overworld scrolling is slow, so is the dungeon scrolling, i've always assumed that it was too hard to adjust this behavior thus i never mentioned it before.
i do not own the game on a console anymore and i have no way of measuring the pixels or speed.
DarkDragon wrote:What about horizontal scrolling? 1 pixel with a 1 frame delay feels way too slow. Does it vary on the overworld/in dungeons?
Horizontal scrolling remains the same. (4 pixels at a time with no frame delay in overworlds and 2 pixels at a time with no frame delay in dungeons) They both remain smooth.
There is no need to do something with horizontal scrolling. That is why this thread name describes about vertical scrolling.
Yes, but your post seemed to suggest that horizontal scrolling needed to be changed.
Fixed in the next build.
After the fix, I will verify it in ZC and in the original NES for both horizontal and vertical scrolling and see if they match.
In the NES: horizontal scrolls smooth, and vertical scrolls 8 pixels at a time.
Uh-oh... Dungeon vertical scrolling is too fast!!! You got the 8 pixel at a time right but it is a 1 frame delay! Change the delay of frames to 3.
And when scrolling down (Link heading up) it is 3 pixels up and 3 frame delay first, then 8 pixels down at a time with 2 frame delay for overworlds or 3 frame delay for dungeons--which is correct, finally, at completion of scroll after 4 frame delay, last 3 pixels down. The ones in bold is what you need to fix.
Fixed in the next build.
* Screen scrolling in the dungeon is now slower than the overworld when "Fast Dungeon Scrolling" is enabled, instead of the other way around.
What?!? I really mean that quest rule off. I was talking about the false calculation of scrolling in dungeons.
Right... slight typo. Pretend "enabled" is "disabled."
Dahhh!!!!! Overworld vertical scrolling has a 1 frame delay between times! I just checked the NES again.
After the release, I will check both the ZC and the NES again to see if it is the correct match. If it still not matches, new information again and the bug is still alive.
Fixed in the next build.
I begin to tire of this bug.
DarkDragon wrote:Fixed in the next build.I begin to tire of this bug.
It is a mystery why >_>
This is not going too well. Overworld vertical scrolling has no frame delays between times. It scrolls too fast! And dungeon vertical scrolling has 2 frame delay between times. You again got confused, I was afraid of that. Let's go through this step-by-step:
1. Overworld vertical scrolling should be set to 1 frame delay between times
2. Dungeon vertical scrolling should be set to 3 frame delay between times.
Release the build soon after it is fixed.
I begin to tire of this bug.
You know what, me too............................ 😞
EDIT: Someone posted the same bug in Open Beta Bugs about fast vertical scrolling.
zcAmazing wrote:This is not going too well. Overworld vertical scrolling has no frame delays between times. It scrolls too fast! And dungeon vertical scrolling has 2 frame delay between times. You again got confused, I was afraid of that. Let's go through this step-by-step:1. Overworld vertical scrolling should be set to 1 frame delay between times
2. Dungeon vertical scrolling should be set to 3 frame delay between times.
Release the build soon after it is fixed.
You know what, me too............................ 😞
EDIT: Someone posted the same bug in Open Beta Bugs about fast vertical scrolling.
That's exactly what is being done. For instance, if there were no frame delay in overworld scrolling, you wouldn't see it scroll at all - it would instantly jump from the first screen to the next.
Okay I know.
I was trying to explain tic (frame delay) and time (movement of pixels) method.
In the NES, using a ROM and Emulator that can move 1 frame.
During the Overworld scrolling, using the emulator feature to move 1 frame at a time, it was:
time-tic-time-tic-time-tic........ (That is 1 frame delay before movement)
In dungeons, it was:
time-tic-tic-tic-time-tic-tic-tic-time-tic-tic-tic..... (3 frame delay before movement)
Now refix it. If you still have trouble, load the LOZ rom in to the emulator that has the move one frame feature to help you determine what vertical scrolling should be done.
So by a "delay" of 1 you mean
Move
Wait 1 frame
Wait 1 additional frame
Repeat?
Right now it is doing
Move
Wait 1 frame
Repeat
Basically, what he's saying is that it moves every-other frame (2 frame delay), while dungeons move every fourth frame (4 frame delay)
Edit: DD, you ninja 😊
Yes, that's exactly what he's saying
Cool. Corrected in the next build.
Disregard this post.
FINALLY!! Bug confirmed fixed in 492. Authenticity restored. Dead bug. :thumbsup:
well, why does the overworld in 1st.qst scroll significantly faster then that of the nes rom? also... why do dungeons scroll a lot faster?
scrolling up should have the screen move down a pixel then start scrolling up.
Build 492