[4.5.9] 8x8 Collision

theOldGameMaker

New member
Hi there, I need to implement 8x8 tile collision for my Arkanoid-style gothic game.

The 16x16 collision tables are found in the Screen_over_xx.col files , each byte covering 2 tiles (4bits each).

I would have to create and manually edit my own collision tables. The thing is, I cannot simply edit the .col file since NESMaker is resetting it each time we compile.
I could create my own .col file and copy/paste everything from the one generated by NESMaker except the collision table. I would have to make sure it is up to date... or maybe have a script that updates it automatically? What do you think? If the collision info is bigger, would it mess up accessing the following data (ScreenType... ScreenPaletteId...)?

The top 5 rows will never be used, neither the 2 bottom ones. So I could save on memory by only checking the collision-able section of the screen.

Thanks!

forest-preview.png
 

reddoc

New member
I have similar needs. Did you find an easy way to do it instead of creating a cuatom table ?

Why dos the tiles collisions does not follow 8x8 tiles screen ?
 

SciNEStist

Well-known member
the way I would go about making "half tiles" would be to create 3 different tiles, a "top" a "bottom" and "both"
you would then need to modify the physics script to account for bottom tiles to have a lower collison, and the "stop on solid" ai script to account for the changed height of a "top" tile. This wouldnt be easy, but is possible without fundamentally re-writing a lot of how nesmakers game engine works.

doing the same for 8X8 tiles wouldn't work as well that way though, since you would need a tile dor every possible combo of the 4 quarters, (15 tiles total)

either way, not a task that can be taken on lightly.

one thing that can get you started partially, is to study and understand the slope tile script written by Knietfeld HERE. even just modifying that by replacing the slope table with a static "#$08" would get a functional bottom half slab.
 
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