Sprite to sprite collisions are recognized by the computer, or flagged, in the sprite to sprite collision register at location 53278 ($D01E in HEX) in the VIC-II chip control register. Each sprite has a bit in this register. If that bit is a 1, then that sprite is involved in a collision. The bits in this register will remain set until read (PEEKed). Once read, the register is automatically cleared, so it is a good idea to save the value in a variable until you are finished with it.
NOTE: Collisions can take place even when the sprites are off screen. |
Sprite to data collisions are detected in the sprite to data collision register at location 53279 ($D01F in HEX) of the VIC-II chip control register.
Each sprite has a bit in this register. If that bit is a 1, then that sprite is involved in a collision. The bits in this register remain set until read (PEEKed). Once read, the register is automatically cleared, so it is a good idea to save the value in a variable until you are finished with it.
NOTE: MULTI-COLOR data 01 is considered transparent for collisions, even though it shows up on the screen. When setting up a background screen, it is a good idea to make everything that should not cause a collision 01 in multi-color mode. |
This page has been created by Sami Rautiainen. | |
Read the small print. | Last updated May 12, 2002. |