ld a, b ; compare y points
cp a, d
- jp c, @no_collision
+ jr c, @no_collision REL
ld a, c ; compare x position
cp a, e
- jp c, @no_collision
+ jr c, @no_collision REL
; bottom left
push hl
ld a, b ; compare y
cp a, d
- jp nc, @no_collision
+ jr nc, @no_collision REL
ld a, c ; compare x
cp a, e
- jp c, @no_collision
+ jr c, @no_collision REL
; top right
push hl
ld a, b ; compare y
cp a, d
- jp c, @no_collision
+ jr c, @no_collision REL
ld a, c ; compare x position
cp a, e
- jp nc, @no_collision
+ jr nc, @no_collision REL
; bottom right
pop hl
ld a, b ; compare y
- jp c, @no_collision
+ jr c, @no_collision REL
ld a, c ; compare x
cp a, e
- jp nc, @no_collision
+ jr nc, @no_collision REL
@collision:
ld a, 1