I’ve spent a significant amount of time chasing down a collision bug. Again, I assumed it was an issue with the compiler. It turned out that when generating a random position, i was generating positions based on 64 and not 32 (a ‘<< 6’ instead of a ‘<< 5’). Normally, that would shift some sprites offscreen, on the SNES they just wrap around. But, collision detection doesn’t use the wrapped coordinates. D’oh.
So, the plan is to polish up the release for either a Jam release, or release it at a later point in time.
Here’s the 2nd playable demo, including enemies, collision detection, and score and life tracking.