You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: website/guides/deadcscroll.md
+7-7Lines changed: 7 additions & 7 deletions
Original file line number
Diff line number
Diff line change
@@ -288,49 +288,49 @@ The values in the table can dramatically change the effect. For example, if the
288
288
289
289
Also, you could create a 'glitch' effect during a cut-scene, perhaps in a sci-fi game to simulate a slightly dirty transmission.
290
290
291
-

291
+

292
292
293
293
### Y (Vertical) Sine
294
294
295
295
This effect is structured very similar to X Sine, in that there is a table of sine values driven by 3 states. The only difference is that `SCY` is changed instead of `SCX`.
296
296
297
297
This is a really good way to simulate water reflections.
298
298
299
-

299
+

300
300
301
301
### X and Y Sine
302
302
303
303
This is simply a combination of the X Sine and Y Sine effects so you can see how different it looks compared to just the X or Y changing.
304
304
305
305
Instead of a full-screen image like this tutorial uses, imagine if you had a repeating image in VRAM (bigger than the screen) that looked like water ripples. This would move just like water!
306
306
307
-

307
+

308
308
309
309
### Smear On
310
310
311
311
This is like a flood fill effect used as an appearance transition. It's quite simple in that it repeats the lines to achieve the 'smear' effect and is perhaps more interesting than a fade in.
312
312
313
313
The specific image used in the tutorial is light along the bottom so it looks better if the screen was already light before the effect starts. You would change this to suit your image.
314
314
315
-

315
+

316
316
317
317
### Smear Off
318
318
319
319
This is a disappearance transition and the reverse of Smear On. Due to the specific image that was used (i.e. it is light along the bottom), it looks better in this tutorial to have the effect reveal a light screen instead of dark. Again, you would change this to suit your image.
320
320
321
-

321
+

322
322
323
323
### Roll On
324
324
325
325
This effect simulates an image unrolling onto the screen. This might be useful for fantasy RPGs to transition to a map screen or perhaps a message written on a scroll. The image unrolls over a dark screen because the top of the image is mostly dark so it looks better to keep it dark than the contrast of using a light screen.
326
326
327
-

327
+

328
328
329
329
### Roll Off
330
330
331
331
This effect simulates an image rolling off screen. This might be useful for fantasy RPGs to transition away from a map or scroll screen. This reveals a dark screen because the first thing you see in the roll is dark (because that's what's in VRAM below the screen). Keeping it dark made the transition more seamless.
332
332
333
-

333
+

334
334
335
335
The roll effects look complicated but the implementation is probably one of the simpler ones. The key to make this look good is the values in the table. The roll size is 32 pixels, but you can change this to whatever size you want, provided the table values support it. This [SpecBas demo](https://www.youtube.com/watch?v=j04TKI9WKfo) was used as a reference to obtain those values.
0 commit comments