hi guys! Max beta was looking for this tutorial, luckily I took time but I find it! The VIB page is offline now and before it is lost, i add the tutorial here!Quotefirst take a look at this picture: notice the blue line, that is your z-offset (char line) .. the floor sprite is between the red lines .. A is the distance between the top and the char line .. B is the distance between char line and bottom .. h is the sprite height (this is here just for reference, note that h=A+B) your z-offset should be = 240 - B (240 is mugen screen height) .. and you should get the top delta of the floor from the emulator by calculating "between how much the top of the floor moves" / "how much a standing character moved" .. then you calculate the xscale using:xscale = 1, xx = ((1-d)*B/A+1)/dwhere A is the distance between the top and the char lineB is the distance between char line and bottomd is the sprite delta, x parameterin chunli's stage for example .. h = 64, A = 41, B = 23, zoffset = 217, d = .765so it is like this:delta = .765,1xscale = 1, 1.479; x = ((1-.765)*23/41+1)/.765then, sprites in the top should have delta = floor's delta (.765 in chunli's) .. sprites in the bottom should have delta = (floor's delta * x) .. .765*1.479= 1.131 in chunli's stage the characters won't slide and you won't have to adjust zoffset because the xscale was calculated in order to make that the delta in the char line to be = 1 (that line of the floor will move in the same speed as the characters) you can see the final delta values in this picture to understanding it notice that the deltas are proportional in the same ratio .. remember Tales ?? =P top delta = .765 * 1 = .765char delta = 1 .. this is the reason of all the calculation, to keep this = to 1bottom delta = .765 * 1.479 = 1.131got it ?? the z-offset you get from the emulator, and then you calculate the bottom delta so that the char delta is equal to 1 ..