I suspect the 'sprite adjustment' routines are actually responsible for handling all the object interactions, so when I confirm that I'll update my nomenclature accordingly.
In the mean time, once I have finished the remaining sprite adjustments I'll implement the sprite masking, which I've thus far ignored. That will produce more pleasing results but the sprite priority (Z order) is still yet to be done.
|No sprite masking as yet|
From there I face another choice on how to proceed, but I'll discuss that next post.
I've also been thinking about potential target platforms for a port. The C code will allow me to port to the Amiga at least (I should also take the opportunity to do an Atari ST port while I'm at it), and the Neo Geo (hopefully) with some effort. The Sega Genesis will be more difficult than I first thought, and perhaps not even viable, as it will require use of the rather bandwidth-limited pseudo-bitmap graphics mode. I'll produce a PC port of course but I doubt anyone will be interested enough to look at it. Maybe a mobile platform will be a possibility?
As for assembler ports, the Coco3 was always the original target. But I've also been considering the TRS-80 (Grafyx Solution) - the results won't be stellar without double-buffering but perhaps still impressive enough to warrant a play through? Any other Z80-based bitmapped systems I've neglected?