gb-asm-tutorial
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Part II, Lesson 5
This lesson will introduce object-to-BG interactions. The ball must start colliding against the bricks in the background as well, bouncing and eliminating them. Like for OBJs, VRAM shall be accessed directly to perform collision checks.
This can be made buggy the first time around, e.g. always checking above the ball; the bug can then be demonstrated (collision misbehaving when the ball hits bricks from the side and/or top), and fixed. Again, it's important to show how to debug and iterate on the code.