So I'm at the point with my game where I'm twiddlin' with the Ogmo Editor (customizable, check it out), and I'm thinking about how best to represent background tiles the player can collide with. I'm coming from a more modern programming background where I'm used to essentially having a separate "meta-map" storing the collision data for a map.
However, this doesn't seem as feasible on a limited system like the NES. Having 2 nametables worth of meta-collision data with my scheme would take roughly 60 bytes just to handle standard collision, but I'm prepping something to have flat, slope up, slope down, insta-death and water physics.
I'm kinda at the point where I'm thinking I'll just store a list of tiles instead referencing what properties they essentially have.
e.g.
#$01 = flat collision
I'm leaning that way so I use less RAM. Just wanna see what all you have done and any suggestions for doing something like this efficiently.
However, this doesn't seem as feasible on a limited system like the NES. Having 2 nametables worth of meta-collision data with my scheme would take roughly 60 bytes just to handle standard collision, but I'm prepping something to have flat, slope up, slope down, insta-death and water physics.
I'm kinda at the point where I'm thinking I'll just store a list of tiles instead referencing what properties they essentially have.
e.g.
#$01 = flat collision
I'm leaning that way so I use less RAM. Just wanna see what all you have done and any suggestions for doing something like this efficiently.