Path: chuka.playstation.co.uk!news From: "Martin Keates" Newsgroups: scee.yaroze.freetalk.english Subject: Re: negative scrolling on homebrew map routine - need help!! Date: Fri, 16 Mar 2001 14:32:33 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <98t840$6f5@www.netyaroze-europe.com> References: <3AAF7BB2.B427AED3@harbinger.com> <98o38v$ij81@www.netyaroze-europe.com> <98p3qp$rms2@www.netyaroze-europe.com> NNTP-Posting-Host: modem-97.arkansas.dialup.pol.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 > Have a look at the attachment to see the bug in action! Look at the offsetx > and y positions in relation to the negative scroll values and watch the map > do a passable Flintstones background impersination :) I had a look, and it is pretty bizarre. The strange thing is, the y values don't seem to do it (although it's hard to tell - the numbers fly by so fast...). But, I think that if you had map detail on screen as you crossed y=0 you'd still get a 1 block flintstone shift as offsety 0 is repeated for -16 to -1. Is the code exactly equivalent for x and y? I noticed that x size is 80 and y size is 64 - you've not mixed them up anywhere? The map appears to be fine going left after a while, except that if you look at the offsetx it's 5 or 10 out. > If anyone wants to send me any comments about the current look+feel of this > thing, go for it! (the map graphics are placeholders but the spaceship and > main character are probably gonna make it in. Bear in mind, i'm no graphics > artist, so go easy :) I think it looks pretty flash. Martin.