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Forums > C64 Coding > sprite/character collision effects
2009-03-07 03:52
Codey

Registered: Oct 2005
Posts: 79
sprite/character collision effects

i don't recall too many demos taking advantage of sprite / character collision detection unless it was some type of game. i do recall a wanderer demo and a beastie boys intro that i believed used it. any other examples where this was used creatively?
2009-03-07 05:28
Conrad

Registered: Nov 2006
Posts: 849
Good question. I do remember somebody mentioning on a stable-raster thread, that 8 sprites are put together horizontally, each colliding by 8 pixels. Then the sprite collision register was used to read its state after a cycle updates it, from that point the value is used in some way to make the appropriate number of nop delays for stabling the cycle counter... I still don't know if this was actually put in practise or not, but that's what he said aparently... and even if it is not really a demo effect, it would be still used FOR demo effects.
2009-03-07 09:16
Graham
Account closed

Registered: Dec 2002
Posts: 990
I've seen it used in a few demos from 1986:

Worldwide Letter/Ace Crackings
Galway Selector/TCC
2009-03-07 09:30
HCL

Registered: Feb 2003
Posts: 728
Mother Mooh
2009-03-07 12:01
Ben
Account closed

Registered: Feb 2003
Posts: 163
The scroll-effect in Mother Mooh reminds me of the one in Wet Dreams
2009-03-07 17:33
WVL

Registered: Mar 2002
Posts: 902
Damn! that's one cool scroller :D

Anyway, I dont like the use of hardware collisions, because basically you're always too late, because the collision already occured.. blergh! :D
2009-03-07 20:47
Mace

Registered: May 2002
Posts: 1799
Sign o' Times to name another one.
Don't know if it was done with collision detection, but the idea is the same :)
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