I'm not sure I understand. Can you draw up an example?
Well it tests for collisions between rectangular coordinates so if you have say a sprite that is:

X = 10
Y = 10
W = 8
H = 8

And you wanted to test if this 'rectangle' overlaps with an enemy sprite at:

X = 15
Y = 15
W = 8
H = 8

Like so:


Then you can use the function to check:

real(4,6,1,10,10,8,8,15,15,8,8

In which case they do collide so the result will be a list:

{1,1,0

{1 = collision found
1 = number of collisions found
0 = index of collision passed with real( statement

And since there was only 1 set of coordinates passed the first index that collided is 0 (the red square).

Another case:

Rectangles at:

X = 10
Y = 10
W = 8
H = 8

Tested against others where:

X = 15
Y = 15
W = 8
H = 8

X = 48
Y = 32
W = 16
H = 16

X = 8
Y = 0
W = 64
H = 16

Like so:


The call would be: real(4,6,3,10,10,8,8,15,15,8,8,48,32,16,16,8,0,64,16

And the result would be:

{1,2,0,2

{1 = collision found (would be 0 if no collisions occured)
2 = number of collisions found (green and red)
0 = collision with index 0 (red)
2 = collision with index 2 (green)

Index 1 is the orange square for which there was no collision.

Does this help?
That does help--thought red/green are not the best choices to use to demonstrate something to someone who is red/green colorblind Razz. Seems neat, especially being able to specific any rectangles.
Ok there is a serious issue here ...

Does anyone know anything about the createTempList and PutToL bcalls? The 2 functions that use them are INCREDIBLY slow ... at least with my implementation.
  
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