batari, on Thu Jul 28, 2011 1:33 AM, said:
Collision detection:
* Pixel-perfect collision(player#,player#) where # is 0-9, for any two real or virtual player sprites (doesn't support NUSIZ changes yet, sorry.)
* A kernel_option controls an in-kernel read of a standard hardware collision register (example: set kernel_options collision(player1,playfield) will return the y-coordinate where the first such collision occurs, so you can later figure out what sprite it was.) Value is returned in temp4 after a drawscreen.
* Pixel-perfect collision(player#,player#) where # is 0-9, for any two real or virtual player sprites (doesn't support NUSIZ changes yet, sorry.)
* A kernel_option controls an in-kernel read of a standard hardware collision register (example: set kernel_options collision(player1,playfield) will return the y-coordinate where the first such collision occurs, so you can later figure out what sprite it was.) Value is returned in temp4 after a drawscreen.
Edited by jbs30000, Thu Nov 3, 2011 11:17 PM.













