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