rotated sprite collision is still a bit dodgy in that collision block covers more than just the sprite. See this example;
sync on : sync rate 60
cls rgb(255,0,0)
get image 1,0,0,64,64,1
cls rgb(0,0,255)
get image 2,0,0,8,8,1
cls rgb(0,255,0)
get image 3,0,0,8,8,1
s=1
for x=1 to 20
for y=1 to 20
inc s
sprite s,x*9,y*9,2
set sprite s,0,0
next y
next x
sprite 1,100,100,1
set sprite 1,0,0
do
cls
rotate sprite 1,sprite angle(1)+0.5
for f=2 to s-1
if sprite collision(f,1)=1
sprite f,sprite x(f),sprite y(f),3
else
sprite f,sprite x(f),sprite y(f),2
endif
next f
sync
loop
Only other things in RC4 that have caused a few of my programs not to compile are modifications to existing commands.
For/Next loops can only have literal values as step parameter, but Lee has changed this yet again in RC5, so hopefully not a pro any more
left, right and mid commands can no longer have 0 as second parameter. Sounds ok in principal but it has broke lots of my projects and so I have to code around it now with extra checks. Annoying to say the least.
bot sure what you mean by 9.0c bug, other than the normal 9.0c you get as part of windows update is not good enough and you, and your end-users need to download either December 2005 or February 2006 version of 9.0c. Not a huge download, but difficult to explain to people downloading your games.
Boo!