I messed with Z3 scrolling one afternoon many moons ago when I was contemplating a Smash TV'ish quest. Proof of concept; https://www.youtube....h?v=hL7BBtLcVFY
The verdict:
-Rooms have to be small (2x2) unless you script the enemies.
-Scrolling screens are probably best reserved for boss fights, or areas with no enemies.
-You have to script a lot of boilerplate for basic things ZC already does for you.
-Kind of a pain to do (and use).
Enemy list, and ffcs pulled from the upper-left quadrant? This is whatI suspect.
You can spawn real npcs, using combo flags; but until I finish Link's hitbox and draw positioning--if that ever happens--Link and npc interaction is a huge pain.
In my case, the combos on screens were drawn as normal. Flags could also be drawn but things like screen secrets would be a pain to make work (and would not be able to be set up like normal, as far as I know); likewise with enemies, there isn't a way to read the exact enemies on a screen without being on it.
All of this is assuming that the engine is in ZC 2.5.2 (or 2.5.1, or 2.5.0); I'ven't a clue if anything I've mentioned here has been made easier or harder in the most recent version(s?).
No real changes yet, in line with this. I'd like to add GetScreenNPCs() at some point. That, and the aforementioned Link hitbox, and draw position variables.
It occurs to me that this one basic addition might make scrolling engines magnitudes easier to create, as you can then move Link's hitbox and sprite separately from his true x/y, and utilise engine collisions.
The more that we can get working that allows remotely reading screen values, the easier this sort of thing becomes without needing to reinvent...everything.
Edited by ZoriaRPG, 14 January 2017 - 10:12 AM.