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jbs30000

Batari, quick question

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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.

How does temp4 work? I tried playing around with it but I don't quiet get it I guess. Thanks.

Edited by jbs30000

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