I have been using a pattern type scroll using register 4 pointing to a pattern set for each stage of the scroll.
My issues is what is the best method for sprite collisions while scrolling.
The conditions are hitting a scrolling wall made of patterns but every formula I come up with will never get aligned.
So I guess the real question is there an industry wide standard to handle this problem.
This is a formula that was posted to read a pattern in vram which is a professional routine.
Is there a book, a link, what with similar routines that just work.
PLAYER_TO_TILE: ; Updated June 26, 2021. Less Cycles and more Accurate. Direct VRAM
; In: HL = XY
; Out: HL = Pointer to buffer
LD A, L
RRA
RRA
RRA
RRA
RR H
RRA
RR H
RRA
RR H
LD L, H
AND 3
ADD A, VRAM_NAME/256
LD H, A
CALL SETRD
IN A, (DATA_PORT)