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.