An 8 way scroller in AmosPro is hard to do efficiently and will require careful consideration. I assume you mean 256 tiles by 256 tiles? How big is each tile, 16 by 16 pixels?
Yes it is 16 by 16. Well not necessarily 256 x 256...I want a cut scene where like r-type scrolling...but you can scroll left and right not just right to left like r-type based on where the character is moving. My issues is I don't want to write hundreds and hundreds and hundreds lines of code for the cutscene...I do not have enough AMOS buffer to do that and makes the executable file large and very slow process and time consuming to write the scene in AMOS BASIC code. I want to write an engine that reads the script on file and the file have the list of events on what to do. I want then to write an external separate program in the game editor where I can click the script and save it as a script file...like click and play of writing the script.
You can see now it is getting seriously complicated. I am also thinking the game editor to write my own camera engine where it focus on the object of choice by the user (in the editor) and when it focus on that object and if that object movies it scrolls the camera (i.e, screen) appropriately. Of course in the scene side editor I will have another command that focus on a different object and instantly the camera (screen) is focused on that object and scrolls when ever that object movies. So I need to write my own construction set.
Is my approach correct? Because I want to avoid as much as possible for my code to be hi-wired and everything it can read from file for my scene and for my all game levels, designs, etc.