s3k-parallax

Implement ROM-accurate Sonic 3 & Knuckles parallax scroll handlers in Java.

6|1|Updated Jan 16, 2013
One-click install
npx skills add https://github.com/OpenGGF/OpenGGF --skill s3k-parallax
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: s3k-parallax
Source: https://github.com/OpenGGF/OpenGGF/tree/main/.agents/skills/s3k-parallax
Command: npx skills add https://github.com/OpenGGF/OpenGGF --skill s3k-parallax

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you implement ROM-accurate zone parallax scroll handlers for Sonic 3 & Knuckles, replacing guesswork with faithful background deformation logic derived from the disassembly.

Core Features & Use Cases

  • Zone-Specific Scroll Math: Port 68000 deformation routines into Java with correct fixed-point behavior, band stepping, and per-line scroll packing.
  • Dynamic Background Handling: Support act transitions, boss arena modes, waterline splits, scatter-fill tables, and other gameplay-driven background changes.
  • Validation Against Source Data: Cross-check implementation details with disassembly labels, optional analysis specs, and zone-specific binary scroll resources.
  • Use Case: You are adding Hydrocity, Carnival Night, or Flying Battery parallax and need the correct band layout, scroll offsets, and runtime transitions without breaking rendering accuracy.

Quick Start

Use the s3k-parallax skill to implement the requested Sonic 3 & Knuckles zone parallax handler from the disassembly and align it with the engine’s scroll pipeline.

Frequently Asked Questions about s3k-parallax

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement ROM-accurate Sonic 3 & Knuckles parallax scroll handlers in Java?▼

To implement Sonic 3 & Knuckles parallax scroll handlers in Java, port the 68000 fixed-point math routines from the disassembly, construct the HScroll buffer, and integrate with your rendering pipeline. This ensures faithful zone-specific background deformation.

What is banded parallax scroll deformation in Sonic 3K?▼

Banded parallax scroll deformation in Sonic 3K is a background rendering technique that uses per-line scroll packing and band stepping. It requires 68000-accurate fixed-point math to replicate the original ROM's zone-specific visual effects.

Does Sonic 3K parallax implementation support dynamic background transitions and waterline splits?▼

Sonic 3K parallax implementation supports dynamic background changes including act transitions, boss arena scroll modes, waterline splits, and scatter-fill scroll tables. These gameplay-driven changes require accurate HScroll buffer construction.

How do I port 68000 fixed-point math for Sonic 3 parallax into a Java rendering pipeline?▼

Porting 68000 fixed-point math for Sonic 3 parallax involves translating disassembly-driven constants into Java, applying correct band stepping, and integrating per-line scroll packing with the Java rendering pipeline to maintain ROM accuracy.

Why does my Sonic 3K background rendering break during act transitions or boss arenas?▼

Sonic 3K background rendering breaks during act transitions or boss arenas if scroll modes and band layouts are not correctly mapped. You must implement disassembly-driven constants and runtime transitions to maintain ROM-accurate background deformation.