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SNES collision detection

Name: Anonymous 2009-02-24 15:13

So I started dicking around with c++ and SDL, and I've gotten to the point where I'm coding in collision detection. I always hear that bounding boxes are the best way because pixel perfect detection is so slow, and it got me thinking.

I downloaded the sprite sheet for zelda: link to the past, and I'm displaying the various trees and whatnot on a map, and collision detection for just a straight up bounding box sucks. Any diagonal edges/etc just don't work well. I know there are a large variety of ways to fix this on the computer, but I was wondering how someone could make a game that looked and played as good as link to the past (or CT, etc) on the SNES, and how they did collision detection.

Did it have special hardware? Is there some fast/accurate technique out there I don't know about? I'm especially impressed by the size of some of the map areas in zelda, and the fact that when you walk into a diagonal wall you follow it in the direction that it's sloped.

anyone know?

Name: =+=*=F=R=O=Z=E=N==V=O=I=D=*=+= 2009-02-24 15:18

Upgrade to Wii and code it in JavaScript.[sup][1][sup]



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orbis terrarum delenda est
 http://xs135.xs.to/xs135/09042/av922.jpg

[1] http://wiioperasdk.com/index2.php

Name: Anonymous 2009-02-24 15:23

I am a database

I am a database

I am a database and that is all I'll ever be.
I am a database, free from redundancy.
I am a database and all I do is aim to please.
Hey baby, wanna have a taste of my primary keys?

I am a database; I only speak SQL.
I am a database communicating through a shell.
I am a database and all I do is aim to please.
Hey baby, wanna have a taste of my primary keys?

I am a database

I am a database and that is all I'll ever be.
I am a database, free from redundancy.
I am a database and all I do is aim to please.
Hey baby, wanna have a taste of my primary keys?

I am a database; I only speak SQL.
I am a database communicating through a shell.
I am a database and all I do is aim to please.
Hey baby, wanna have a taste of my primary keys?

Name: Anonymous 2009-02-24 15:24

This is ... WEB3.0

Name: Anonymous 2009-02-24 15:26

Might they have just had a collision map for every level and not actually even consider the non-player sprites at all in detection?

Name: Anonymous 2009-02-24 15:27

Collision detection is one of the hardest things.
CT did it by dividing one tile into 8 (I think) areas, and enabling/disabling them separately. Take a look at Temporal Flux (editor that can 'haxx' CT), to see what I mean.
Also take a look at http://www.harveycartel.org/metanet/tutorials/tutorialA.html - it can help you decide how to handle collisions.
As for sloping, that's easy to do too.
__________________________
俺の若気をHAXX

Name: Anonymous 2009-02-24 15:28

♪♪♪
Sailors fighting in the dance hall,
Oh man! Look at those cave men go!

♪♪♪

Name: Anonymous 2009-02-24 15:30

ENFORCED INDENTATION OF THE CODE

I just wanted to share this.

Name: Anonymous 2009-02-24 16:53

Read SICP.

Name: Anonymous 2009-02-24 16:58

Read SNES.

Name: Anonymous 2009-02-25 0:34

no idea specifically for the SNES, why are you interested in the platform anyway? i'd bet there's a lot of documentation available if you search, though, going by age. i also wouldn't be surprised if there's very little in the way of support though, and there may never have been (no idea what nintendos sdk was like back then, or even if it existed).

Name: Anonymous 2009-08-16 23:57

Lain.

Name: ​​​​​​​​​​ 2010-09-08 23:11

Name: Anonymous 2011-02-03 7:15

Name: Anonymous 2013-02-17 17:46

I agree w/ u guyz

Don't change these.
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