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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-03-18 16:56:23 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-03-18 16:56:23 +0100
commitd38a958f446aac1a6faa79277c140ab8a0ff03f4 (patch)
tree7d9551f96f321a6eb4a5b56870425b4e3a1e1ccc /src/background.s
parent93f3db33eeb5bfd59f539c3e1d2cb978a3e325be (diff)
downloadjetpac.nes-d38a958f446aac1a6faa79277c140ab8a0ff03f4.tar.gz
jetpac.nes-d38a958f446aac1a6faa79277c140ab8a0ff03f4.zip
Expanded ground collision to the other platforms
This comes with a more general approach to handle background collision. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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+.segment "CODE"
+
+.scope Background
+ ;; Screen coordinates on the Y axis for the ground.
+ GROUND_Y_COORD = $C8
+
+ ;; To make them easier to traverse when performing background collision
+ ;; checking, each platform is laid out in tile coordinates and spanning
+ ;; three bytes: tile row, tile column beginning, tile column end.
+ platforms:
+ ;; Top of the screen.
+ .byte $03, $00, $FF
+
+ ;; Left platform.
+ .byte $09, $18, $1D
+
+ ;; Center platform.
+ .byte $0C, $03, $08
+
+ ;; Right platform.
+ .byte $0F, $0F, $12
+
+ ;; Ground.
+ .byte $19, $00, $FF
+
+ ;; End of the list.
+ .byte $FF
+.endscope