I think the only collision events you can do with Mode7 are testing a collision with the whole Mode7 box. If you want to test collisions with the main image, make an offscreen active object with the same picture as the main image. Then make a real player and check collisions through the two real objects.
Well, thanks. Although I saw a 3rd person shooter engine using mode7 that didn't need a separate map or real player. It tested collisions with heights and origins and stuff. But anyway, what I would like to do is a game like Skyroads. There are many platforms and you jump on them, and you lose if you fall.
The X,Y coords on the Mode7 maps are just like the playfield's system. It's only the camera that looks weird. Set the camera angle to 270-angle("player").
But I mean, for example, in the main image drawing, suppose the center of that image is 16, 16, and there, I put a yellow star. If I make the mode7 origins to 16, 16 at the start of the frame, should it appear at the yellow star?
Yeah, you need to have a 'representation' running at the same time, kinda like a HUD map in a racing game, or a radar, where the dots and things are your real objects, and what you see on the screen is just the outcome of calculations based on it. Complicated stuff, I still need to get used to this myself...
I did manage to get a sort of engine running without a 'radar/map', but it was pretty limited, as in it was first person only, and the height of the map worked for collision(i.e. using a height map to make something real tall so it's like a wall will make you stop, like an obstacle, although these 'walls' look really ugly). Your best bet is to learn the dots thing. I know that's what I'll be doing when I get into it.