Well, I have the collision lookup itself sorted.
My bigger concern has to do with this: given eight-directional movement (WASD) how do you move the player object into a tunnel which is at 90" to the current tunnel? Or, rather, allow him to do so?
I am starting to think that this may be more simple than I think it is and that I am overthinking the problem so I need to actually sit down and start coding a test. I have scrolling tilemap and collision lookup and I am thinking the rest will come. after all, they did it in the 1980s...
AI will also be a somewhat interesting problem....
I'm used to programming Asteroids-like arena shooters where there are no tilemaps. Tilemap collisions have proven to be surprisingly tricky in many ways.
Edit: It appears that the solution to my problem involves making the detection boxes for the sprites somewhat smaller than the max size of the tiles. Then the whole problem is avoided. Duh.
Also, Shockwave: I'm a legitimate poster and not a bot. I'm very interested in demoscene coding and retro games, as well as Blitz and numerous other languages. Is there any way you can take me off the captcha list so I don't have to tell it what continent Zimbabwe is in every time I want to post?