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Is the negation of the sprite collision mask correct? #31

@Yazwh0

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@Yazwh0

I'm trying to understand how sprite collision works, and the negation of the mask on this line looks wrong.

I cant think of a reason why it would be there, but I don't really know the intent of how the collision is to be used either.

(!pixel_is_transparent && sprite_collision_mask_r != 4'b0) ? (linebuf_rddata[15:12] & ~sprite_collision_mask_r) : 4'b0;

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