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Re: Map Collision Eject
Posted: Mon Nov 30, 2015 8:36 am
by Prime
tepples wrote:Yes, that's how you typically subtract 16-bit values on 6502.
Do you have a structure i could look at?A typical nes program?I know i am asking a lot tepples but I'm new and that would help.
Re: Map Collision Eject
Posted: Mon Nov 30, 2015 9:06 am
by tokumaru
Prime wrote:I was having a problem with my object gravity he was to many pixels into the block.
My examples were for horizontal motion, but it's exactly the same for vertical: moving down works the same as moving right, moving up works the same as moving left.