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BlitX

Old School Side Scrollers Techniques

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Hi all, I am searching for information on how old school side scrollers handled collision, I mean on the 8 bit era or even 16bit, the consoles didnt have a fast processor for complicated collisions algorithms, I know that sprite x sprite collisions can be doing using a simple bounding box, but what about collisions sprite x map , where the map can have varios angles of slopes, do you remember sonic on the genesis, where the ground was very "wavy" and sonic goes up and down, wherever the ground change the height? And what about jumping algorithms.. I was trying to do some jump algorithm like the mario ones.. I mean if you tap the button you will not jump as high as if you keep the button pressed.. Hope you all understand.. if not, ask me.. All help will be appreciated.. BlitX

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Hey thanks , you two..
great links..
the NES one is amazing..
love those retro consoles

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