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Any NES games use 8x8 tile collision?

Any NES games use 8x8 tile collision?
by on (#149486)
Super Castlevania 4 does from what I can tell disassembling it. Did the NES Castlevania games do the same thing?
Re: Any NES games use 8x8 tile collision?
by on (#149488)
Partial list of NES/Famicom games using 8x8 pixel tile collision
  • Tetяis
  • Tetris
  • Tetris 2/Tetris Flash
  • Tetris 2 + Bombliss
  • Dr. Mario
  • NeSnake 2
  • Wit's
  • Quarth
  • Flappy (mole, not bird)
  • Rampart (Konami version)
  • Rampart (Jaleco version)
  • Balloon Fight
  • Millipede
  • Battle City
  • Pac-Man
  • Ms. Pac-Man
  • A whole bunch of games in the forthcoming Double Action 53
  • Super Mario Land in a Wide Boy
  • Batman in a Wide Boy
  • Boxxle in a Wide Boy
  • Bubble Ghost in a Wide Boy
  • Kwirk in a Wide Boy
  • BreakThru! in a Wide Boy
  • WildSnake in a Wide Boy
  • Flipull in a Wide Boy
Re: Any NES games use 8x8 tile collision?
by on (#149492)
Crystalis..? no, looks like it's just 16x16 with slopes.
Lizard, coming soon. citation

Link's Awakening [/DX] on a Wide Boy
Donkey Kong '94 on a Wide Boy (but this joke has gone on long enough)

which suggests early NES games including of course
Donkey Kong
Ice Climber
Joust and its clone Balloon Fight
Spelunker

I believe The Legend of Zelda uses 8x8 collision definitions (in 16px metatiles)- Link certainly snaps to 8 pixels on turning. I'd have to check the edge of one of those rocks...checked. First screen's rock corner in the upper-left has a ▜ collision.

Hydlide?
Clu Clu Land, ...sort of?

Bubble Bobble does, though.

As far as I can tell, Castlevania I-III (NES) do not use 8x8 collision, unless you count stairs (which are about the only thing that does I've noticed).

eta:Castlequest uses 8x8.
Milon's Secret Castle has half-thick tiles occasionally, but I remember they collide as though 16x16.

e2: Clash at Demonhead does...though it's very rarely used. There are a handful of 8px-tall tunnels, and some 8px-stagger-stacked 16x16 blocks.
Re: Any NES games use 8x8 tile collision?
by on (#149495)
Peter pan and the pirates
Re: Any NES games use 8x8 tile collision?
by on (#149496)
Thanks for mentioning Lizard. ;)

I think all the ones I could think of already got mentioned. (Balloon Fight, Bubble Bobble, Ice Climber, Rampart)
Re: Any NES games use 8x8 tile collision?
by on (#149499)
I think Spelunker does, unless it's cleverly-masked 16x16 collision somehow.

Edit: Nevermind, mentioned already.
Re: Any NES games use 8x8 tile collision?
by on (#149509)
How do you tell what tiles to check against in the first place so you don't check against all of them? The way that I am thinking of would be to see the top left point of the hitbox and what tile it's in, and then divide the width and height by the width of the tiles and only check against those ones that are in the area.
Re: Any NES games use 8x8 tile collision?
by on (#149513)
Yes, divide the coordinates of the hitbox by the dimensions of the base collision block and check all blocks that touch the edges of the hitbox corresponding to the directions in which the object moved. There's not much more than that to slopeless collision detection.
Re: Any NES games use 8x8 tile collision?
by on (#149666)
I wonder why Konami switched to 8x8 tile collision for SC4, when most of their NES games used 16x16 tiles.