I think your the same guy who was asking before.
Anyhoo, I looked into it and could'nt for the life of me get it working - it works perfectly in DBClassic, yet DBPro struggles, probably because sprites are now 3D objects as opposed to 2D images.
I think you best bet is to substitute the sprite collision for a super fast point command using memblocks. You load your background image, then make a memblock from it and a function that can return the pixel colour of a specified coordinate. The POINT command, even when used with locked pixels is still pretty slow, not really fast enough for a whole collision system.
If I have time, I'll try and make a little demo - but what type of game is it, the last demo I promised has a little boat and a course to drive around, I could just get that working. The thing is that it might be better if I use a sprite mask array to get better collision detection, but there's no point if it'd be useless for yourself.
Van-B
My cats breath smells of cat food.