A new version, with one significant feature change... torpedoes now use CALL MOTION to move!
After a discussion on a thread, I realized I COULD make it work if I used a second invisible sprite as a "target" for the torpedo to hit. Using CALL COINC with ALL will only check a single bit for sprite overlap which is about as fast as you can get, and if you just loop continuously, it should always contact. I got them moving at a pretty good speed too!
The one tricky bit was pre-calculating the end square, this creates a slight delay before a torpedo is fired, but it's not as bad as I feared it would be.
SpaceTrekv33.zip 14.2KB 11 downloads