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	<title>Comments on: Explorer: 10 &#8211; Sprite Collision</title>
	<atom:link href="http://www.tummaigames.com/blog/2009/07/29/explorer-10-sprite-collision/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.tummaigames.com/blog/2009/07/29/explorer-10-sprite-collision/</link>
	<description>NES homebrew! Development blog for homebrew NES games</description>
	<lastBuildDate>Wed, 09 Jun 2010 16:06:21 +0000</lastBuildDate>
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		<title>By: Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/29/explorer-10-sprite-collision/comment-page-1/#comment-521</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Mon, 10 May 2010 15:19:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=166#comment-521</guid>
		<description>@Dr. Mike Reddy:  Thanks for the comment!  The NES is a lot of fun and I bet some of your students would get a kick out of programming for it.

You&#039;re right, a relative hitbox would be better.  Nice find!

I&#039;m not sure I understand exactly what you mean re: move checks.  By 8 bit do you mean 8 pixels?  The character sprite is 16x32 pixels, but her hitbox is much smaller.  Metatiles are 16x16 pixels, but are represented in RAM as bytes.  Could you elaborate more on your solution?  Anything that can make collision detection cleaner is something I want to take a look at.</description>
		<content:encoded><![CDATA[<p>@Dr. Mike Reddy:  Thanks for the comment!  The NES is a lot of fun and I bet some of your students would get a kick out of programming for it.</p>
<p>You&#8217;re right, a relative hitbox would be better.  Nice find!</p>
<p>I&#8217;m not sure I understand exactly what you mean re: move checks.  By 8 bit do you mean 8 pixels?  The character sprite is 16&#215;32 pixels, but her hitbox is much smaller.  Metatiles are 16&#215;16 pixels, but are represented in RAM as bytes.  Could you elaborate more on your solution?  Anything that can make collision detection cleaner is something I want to take a look at.</p>
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		<title>By: Dr. Mike Reddy</title>
		<link>http://www.tummaigames.com/blog/2009/07/29/explorer-10-sprite-collision/comment-page-1/#comment-516</link>
		<dc:creator>Dr. Mike Reddy</dc:creator>
		<pubDate>Mon, 10 May 2010 10:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=166#comment-516</guid>
		<description>Fascinating site, and an excellent resource for me and my students - I teach games programming and have wanted to do some low-level 8 bit stuff for a while to &quot;expand their horizons&quot; :-) - but one thing (er, two, actually):

Wouldn&#039;t a relative hit box be slightly better. By that I mean, storing the jump from sprite X/Y to the corner, then to the next, and so on, rather than all hit box coordinates being relative to the sprite X/Y. It would mean less fetching of the sprite location each time. And wouldn&#039;t checks on whether the sprite was safe to move be checkable by the sprite X/Y or at least the lowest couple of bits. I&#039;m assuming that you are using 8 bit tiles and an 8 bit wide character. Only when the sprite X/Y was outside a user defined central box would it be necessary to check for collision. Of course, if you are using a character that is n*8 bits wide it could be more complicated.</description>
		<content:encoded><![CDATA[<p>Fascinating site, and an excellent resource for me and my students &#8211; I teach games programming and have wanted to do some low-level 8 bit stuff for a while to &#8220;expand their horizons&#8221; :-) &#8211; but one thing (er, two, actually):</p>
<p>Wouldn&#8217;t a relative hit box be slightly better. By that I mean, storing the jump from sprite X/Y to the corner, then to the next, and so on, rather than all hit box coordinates being relative to the sprite X/Y. It would mean less fetching of the sprite location each time. And wouldn&#8217;t checks on whether the sprite was safe to move be checkable by the sprite X/Y or at least the lowest couple of bits. I&#8217;m assuming that you are using 8 bit tiles and an 8 bit wide character. Only when the sprite X/Y was outside a user defined central box would it be necessary to check for collision. Of course, if you are using a character that is n*8 bits wide it could be more complicated.</p>
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		<title>By: Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/29/explorer-10-sprite-collision/comment-page-1/#comment-36</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Wed, 29 Jul 2009 22:32:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=166#comment-36</guid>
		<description>@Rob:  Cool.  Let me know if you have any trouble implementing it.  I&#039;ll try to help out if I can.

About the stairs, yes.  You go up and down the stairs way too fast right now.  It&#039;s like she&#039;s sprinting up those things :).  I&#039;ll stick a pause in there eventually.  Maybe I can work on it today if I can finish up the switch/stairs thing I&#039;m working on right now.  Fading out and in is a great idea!  I think I&#039;ll do that.

I know it needs a sound effect too, but my sound engine is too basic right now.  I don&#039;t have the noise channel implemented at all yet and I think I&#039;d need that for a &quot;stairs&quot; sound.  Pitfalls need a sound too.</description>
		<content:encoded><![CDATA[<p>@Rob:  Cool.  Let me know if you have any trouble implementing it.  I&#8217;ll try to help out if I can.</p>
<p>About the stairs, yes.  You go up and down the stairs way too fast right now.  It&#8217;s like she&#8217;s sprinting up those things :).  I&#8217;ll stick a pause in there eventually.  Maybe I can work on it today if I can finish up the switch/stairs thing I&#8217;m working on right now.  Fading out and in is a great idea!  I think I&#8217;ll do that.</p>
<p>I know it needs a sound effect too, but my sound engine is too basic right now.  I don&#8217;t have the noise channel implemented at all yet and I think I&#8217;d need that for a &#8220;stairs&#8221; sound.  Pitfalls need a sound too.</p>
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		<title>By: Rob</title>
		<link>http://www.tummaigames.com/blog/2009/07/29/explorer-10-sprite-collision/comment-page-1/#comment-35</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Wed, 29 Jul 2009 19:46:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=166#comment-35</guid>
		<description>Very well done! I&#039;m going to see about trying to incorporate this background hit detection this evening, most likely. We&#039;ll see how it goes haha Thanks for the great entry in your blog!

I know you are still getting the basic stuff going on right now, but are you thinking of maybe making the screen fade out when you get on stairs, make a sound effect, and fade back in? Kind of like Dragon Warrior, if you know what I mean.</description>
		<content:encoded><![CDATA[<p>Very well done! I&#8217;m going to see about trying to incorporate this background hit detection this evening, most likely. We&#8217;ll see how it goes haha Thanks for the great entry in your blog!</p>
<p>I know you are still getting the basic stuff going on right now, but are you thinking of maybe making the screen fade out when you get on stairs, make a sound effect, and fade back in? Kind of like Dragon Warrior, if you know what I mean.</p>
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