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!
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!