; center right
col_point 0, 10
+collision_tile_lut:
+ .rep cti, ROOM_H, 1, .db cti * ROOM_W
+
; checks a collision ptr
; with a map's meta tile
; if the tile has collision flag set
; a = 1 -> collision
; hl += 2
collision_tile:
+ ; y pos / 16 -> tile pos
+ sra d ; / 2
+ sra d ; / 4
+ sra d ; / 8
+ sra d ; / 16
+
+ ; x pos / 16 -> tile pos
+ sra e ; / 2
+ sra e ; / 4
+ sra e ; / 8
+ sra e ; / 16
+
+ ; -> now convert position to
+ ; map flag index using a simple lut
+ ; for y position + x
+
ret