Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 (Tek) 9/28/84 based on 9/17/84; site hammer.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!mit-eddie!genrad!decvax!tektronix!orca!hammer!paulg From: paulg@hammer.UUCP (Paul Gilliam) Newsgroups: net.micro.cbm Subject: sprite collisions Message-ID: <1386@hammer.UUCP> Date: Mon, 15-Jul-85 18:58:46 EDT Article-I.D.: hammer.1386 Posted: Mon Jul 15 18:58:46 1985 Date-Received: Thu, 18-Jul-85 04:11:26 EDT Distribution: net Organization: Tektronix, Wilsonville OR Lines: 16 It is unclear from the C-64 Prog. Manual, but it seems that the sprite collision registers are only set once per scan (60 times a second for NTSC versions). If this is true, it means that a sprite can move no faster than 60 pixels a second if you want to the detect when it hits the *edge* of a background object of another sprite. If this is true, how do some of those fast moving games get around this problem? Please respond by mail and I will summerize to the net. Paul J. Gilliam {decvax,ucbvax,...}!tektronix!hammer!paulg uucp hammer!paulg@tektronix csnet address hammer!paulg.tektronix@Udel-Relay arpanet