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Old 04 January 2021, 10:20   #19
roondar
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Join Date: Jul 2015
Location: The Netherlands
Posts: 2,793
Quote:
Originally Posted by Foebane View Post
If the game has dual playfield and it was used solely for collision, then how does that work? Never heard of a game doing that before.
I suppose they could have the second playfield draw just the objects that need to collide (in the same palette obviously) and use hardware sprite to playfield collision detection to the second playfield. The hardware does support that. But that does seem like an expensive solution - all that extra DMA overhead is not very optimal if you're only using 8 colours.

After all, if you do want to go that route, you could just as well draw the objects you want to collide with using a separate palette on this collision playfield. Same with the sprites you want to collision check, they too could have their own colours. So while it is possible, if they have gone this way it doesn't look like it's implemented very well.
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