Re: A86: ASM Programming Test


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Re: A86: ASM Programming Test






>
>> it's actually an easy problem at its barest elements (easier than
>collision
>> detction proper): all you have to do is look at the each byte of
>video mem
>> with the sprite you are checking collision with and AND it with the
>byte of
>> the sprite you are checking collision against.  If the result isn't
>zero,
>> then you'd have a collision.
>
>
>Wouldn't that be true only if you are using alligned sprites, or am I
>missing something?
>


All sprites are aligned, it's just that most PutSprites routines do shifting
to move the sprite to non-aligned coordinates.  So here you would check
collisions within your non-aligned PutSprite after you do the shifting.