ibisum wrote: ↑Tue Mar 25, 2025 7:53 am
Nice progress - but whats the difference between screen and memory based collision detection?
Out of curiosity, are you redrawing the entire screen each frame?
between screen and memory based collision detection?
On-screen collision detection for tiles and sprites is done by checking characters directly within the screen area. Memory-based detection is used, for example, when a projectile fired by the player hits a target that is outside the visible screen. It also allows a sprite that is near the screen area, but not currently visible, to detect the type of collision even though it doesn't appear on screen.
Out of curiosity, are you redrawing the entire screen each frame?
Yes, because in text mode, rendering the entire screen is fast enough that it's no longer really worth handling sprite overlays, which can take more time than simply redrawing the whole screen.