So the collision detection now works and I'm starting to flesh it out a bit. Starting at the beginning, I worked on the title screen.
How to overlay the Flappy Bird floating logo? No spare palette entries in the background playfield. No spare palette entries in the foreground, either. A big, 4-colour sprite would do it. Have to use AMOS' computed sprites.
Next problem with that is there's no direct control over which hardware sprites AMOS decides to use for the computed ones, meaning a palette clash with the first couple of computed sprites and the sprite for Flappy himself...
Notice also that there's an odd corruption on the lower part of the second computed sprite (the 'ap' in 'Flappy'). This disappears and reappears depending if the Flappy sprite (a 32x16, 16-colour computed sprite) is vertically below or above the logo.
Digging back in my memory, using the Set Rainbow and related commands may let me set a separate palette for different areas of the screen, which would solve the colour problem perfectly. No clue on the strange corruption to one of the sprites.
So, I fire up a quick test project to learn how to use the Rainbow commands. It's an absolute no-go. Set Rainbow cannot assign a rainbow to a colour index beyond the number of colours assigned to the screen. It's impossible to "Set Rainbow 17..." on a 16-colour screen, which means it can't touch the sprites on a dual-playfield screen.
So, this was a dead-end and I probably should have saved myself the time and stuck the logo graphic in a separate screen displayed on top of the dual-playfield screen. So much easier. No drawbacks at all!
I'm working fairly closely to this video for my reference:
https://www.youtube.com/watch?v=wmnpxUMMfu0But... I'm using the logo from the updated version of Flappy Bird, because the original logo looks like it reads "FrappyBird".
At least I completed the background grapic.