jbs30000 #1 Posted November 3, 2011 (edited) 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 November 4, 2011 by jbs30000 Quote Share this post Link to post Share on other sites