[comp.sys.amiga.tech] Help with sprite collisions

jshortle@jarthur.Claremont.EDU (John Shortle) (09/20/89)

I am having a lot of trouble accurately reading the hardware sprite
collision data register.  I am trying to find out when a hardware sprite
collides with the background playfield.  My problem is that I can make no 
sense of the data returned by this register.  I put the sprite in an empty
area of the screen, and it says that I collide.  I put the sprite on top of
some data, and it doesn't register a collision.   I throw in some WaitTOF's,
and it says that I collide in both instances.  I put the sprite in the same
place twice in a row, reading a collision after each MoveSprite, and it says
I collide the first time, but not the second.  I read the register twenty
times in a row into twenty different variables.  They all read 0 or 1, except
for the sixth variables which recognizes various collisions with sprite 0, the 
pointer, as well as several other collisions.

There must be something completely obvious that I am missing.  
I am using Manx 3.6a.  I have defined the custom register with "struct Custom
*cstm = 0xdff000;" and I have set the collision with "cstm->clxcon = 0x0000;".
The background is set up with a View structure basically as described in 
the ROM Kernal Ref. Man. (forming a basic display).  Any help you can give 
me would be greatly appreciated.  (Reply by mail or to the net if you think
others will benefit from your comments.)  Thanks.

John Shortle, jshortle@jarthur.claremont.edu