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Question about sprites & pixel position


jeffry

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I am trying to code my own colision detection.

Everytime I think i have it ... I don't.

 

I am hoping someone get help me get back on track.

 

Suppose my player0 sprtie is a 8x8 square.

If I set player0x = 50 & player0y = 50 which pixel of my sprite will be at coordinates 50,50?

 

123454678

a ########

b ########

c ########

d ########

e ########

f ########

g ########

h ########

 

Is a1? h1? a8? h8? Something else?

 

Also how does using the REFP0 affect this?

 

My code seems to me that everything looks correct yet it doesnt quite work. I believe if I can get a clear answer on which pixel is at the defined coordinate I can figure this out.

 

Thanks for any help to set me straight.

Edited by jeffry
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Have you played with any of the example programs below? You can move sprites around and see the coordinates in the score:

 

Find Border Coordinates

 

9 Objects with Coordinates

 

13 Objects With Coordinates and Collision (DPC+)

 

It can help you figure out exactly where things are.

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@Random Terrain

Thanks I had seen that program before in fact i modified it to measure and plot playfields.

I just never thought about utilizing it in this context .. brainfart I guess... Thanks!

P.S. I assume by your name you are the one with the similiarly named website.... SO THANK YOU again. you have given me unmeasurable guidence and help via that site.

 

@kdgarris... Thanks.. I was hopping that not accounting for the REF was part of my problem but alas I screwed up elsewhere

 

Thanks to Both of you!!!!

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The answer to your original question actually varies on the kernel used. The standard kernel uses your "h1" as the base. DPC+ uses your "a1". The multisprite kernel regular player uses "h1", and the virtual players are a bit offset from there.

 

The wrinkle to all of these is if you use NUSIZ#=5 or NUSIZ#=7 to modify the player size, it's pushed one pixel to the right.

 

I've put together a boxcollision routine for bB along with some samples, which you may be interested in.

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