Path: chuka.playstation.co.uk!news From: "Scott Ward" Newsgroups: scee.yaroze.beginners Subject: Re: Collision Detection!.....(Joy) Date: Sat, 19 Jun 1999 02:18:37 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: <7ker42$4fj17@chuka.playstation.co.uk> References: <7kdntq$4fj13@chuka.playstation.co.uk> <7kdqqp$4fj15@chuka.playstation.co.uk> NNTP-Posting-Host: p46-heron-gui.tch.virgin.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Rikki, As always Rikki, you are only too pleased to help and you should be commended for it. It is much appreciated. So far, your comments are definately food for thought, however, there are still a couple of points that you, or anyone else for that matter, might be able to clear up. The more I think about it the more I'm starting to get my head around the concept of testing for collision in main memory BUT why is the image stored as 2-bit? If for example the mask is stored so that a 1 represents the image and a 0 represents the transparent bits wouldn't that only require one bit per pixel? This is probably where you laugh at me but wouldn't that make it a 1-bit image? Why two bits per pixel (or is that not what 2-bit means?). Also, I could probably work out a mask for my image but in the game I use the GsSPRITE .rotate argument to rotate the main sprite so I would really need to be able to draw the mask in game depending on the position of the sprite. Any ideas? Cheers, Scott