Board Thread:Questions and Answers/@comment-24454571-20140517053531/@comment-24454571-20140523214420

Okay, 6*6 pixels, I get that. What does 8x8 characters have to do with the BG & GFILL square? Is that the size of a BG character, while the square is 6x6? So, about the BG/collision - is collision an innate part of the BG function? I still don't see where the code is saying you can't collide with 1's, and I still don't see how the IF MAP(a,b) returns a 0 or a 1 - I undertand that it can ONLY return a 0 or a 1, but given the calculations results, what is determining whether it returns a 0 or a 1?

I think you're saying that it is determining the location of the square's pixels, -wait, okay, I think I see a little bit better now, it's saying something like, "Your corners are here, that's where a 1 is." - right? So as far as I know, the collision part has to be built into the BG code because I still don't see where the code says "you shall not pass 1's!" - or more likely in this scenario "where you're at is a 1 - we're going to revert your old location".