base:simple_hardware_sprite_to_sprite_collision
no way to compare when less than two revisions
Differences
This shows you the differences between two versions of the page.
— | base:simple_hardware_sprite_to_sprite_collision [2015-04-17 04:33] (current) – created - external edit 127.0.0.1 | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ==== Sprite/ | ||
+ | One of the most easiest methods to make the player sprite collide into sprite 2 or higher is by using a simple hardware collision. This is triggered by using $D01E. Unfortunately with most games these days, $D01E is very useless, therefore a software collision is used. Anyway, if you wish to use a sprite/ | ||
+ | |||
+ | < | ||
+ | LDA $D01E ;Read hardware sprite/ | ||
+ | LSR ; (LSR A for TASM users) Collision for sprite 1 | ||
+ | BCC HIT | ||
+ | RTS ;No collision | ||
+ | HIT INC $D020 | ||
+ | JMP HIT | ||
+ | </ | ||
+ | |||
+ | |||
+ | This source above shows that if the very first sprite hits any other sprite, the border will flash | ||
+ | |||
+ | |||
+ | If you want the next sprite to read hardware collision to other sprites just add another LSR, etc. |
base/simple_hardware_sprite_to_sprite_collision.txt · Last modified: 2015-04-17 04:33 by 127.0.0.1