I have made a nice and easy to understand LumaBoost example that I look forward to sharing, but I need help figuring out what bits of what byte to check if the players are overlapping and flickering

**includes/custom/main.c contains this..**

int checkswap(int a, int b)

{

signed int temp1;

char s1,s2;

s1=checkwrap(RIOT[player1y+a],RIOT[player1height+a]);

s2=checkwrap(RIOT[player1y+b],RIOT[player1height+b]);

temp1=s1-s2;

if (temp1>0)

{ // larger is higher

if ((temp1-=5)>0)

{// not overlapping

if (temp1>RIOT[player1height+b])

return SKIP;

else return OVERLAP;

}

else

return OVERLAP;

}

else // largerXislower

{

if ((temp1=(temp1^0xFF)-5)>0)

return OVERLAP;

else

{//notoverlapping

if (temp1>RIOT[player1height+b])

return NOOVERLAP;

else return OVERLAP;

}

}

}

Then it continues in **includes/DPCplus_kernel.asm i guess?**

spritedisplay, SpriteGfxIndex and SpriteGfxIndex+1 gives promising results when the virtual sprites are overlapping.

asm

lda spritedisplay

sta temp4

end

_sc1 = 0 : _sc2 = _sc2 & 15

if temp4 >= 100 then _sc1 = _sc1 + 16 : temp4 = temp4 - 100

if temp4 >= 100 then _sc1 = _sc1 + 16 : temp4 = temp4 - 100

if temp4 >= 50 then _sc1 = _sc1 + 5 : temp4 = temp4 - 50

if temp4 >= 30 then _sc1 = _sc1 + 3 : temp4 = temp4 - 30

if temp4 >= 20 then _sc1 = _sc1 + 2 : temp4 = temp4 - 20

if temp4 >= 10 then _sc1 = _sc1 + 1 : temp4 = temp4 - 10

_sc2 = (temp4 * 4 * 4) | _sc2

asm

ldy #0

lda SpriteGfxIndex,y

sta temp4

end

_sc2 = _sc2 & 240 : _sc3 = 0

if temp4 >= 100 then _sc2 = _sc2 + 1 : temp4 = temp4 - 100

if temp4 >= 100 then _sc2 = _sc2 + 1 : temp4 = temp4 - 100

if temp4 >= 50 then _sc3 = _sc3 + 80 : temp4 = temp4 - 50

if temp4 >= 30 then _sc3 = _sc3 + 48 : temp4 = temp4 - 30

if temp4 >= 20 then _sc3 = _sc3 + 32 : temp4 = temp4 - 20

if temp4 >= 10 then _sc3 = _sc3 + 16 : temp4 = temp4 - 10

_sc3 = _sc3 | temp4

I put that code into RT's 13 objects with cordinates example in hope that someone can help me figure it out.

"Hold down the fire button and press the joystick up or down to select an object"

player0y

player1y

player2y

player3y

player4y

player5y

player6y

player7y

player8y

player9y