Michael Chiaramonte shows us once again how to do some NES Programming.

NES programming #6 - Data driven collision detection and physics (sort of)

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In this episode, I change the collision detection code to be data driven instead of using hard-coded checks. I also fix the collision detection comparisons to actually be comparisons instead of using the SBC operation (thanks again to Sig Hewett for pointing that out in the comments of the previous episode). Finally we implement some bad physics on the ship to make it move a little more fluidly (or something like that) and then talk briefly about source control using git. (Sorry for the audio levels, BTW, I’m still working out a good way to get that leveled out)