Still having BIG problems with corner collisions!

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My thought process when solving it on the Amiga was:

The ball is going to be at position fx:fy on the next move.

Will it hit a collision on 1 hitpoint? yes = hit a straight edge.
Will it hit a collision on 2 adjacent hitpoints? yes = we are bumping into a corner and we need to figure out if it was dead-on or off-centre and deal with that appropriately.
Will it hit a collision on 3 adjacent hitpoints? yes = we are almost managing to squeeze between two rows or columns of blocks, but we can use almost the same logic as if we hit a corner.

I do remember that I got it working to the standard of Amegas (best Amiga Arkanoid clone ever).