I have this issue where I would like to hide sprites behind a HUD, which is at the top of the screen. The first idea I had was disabling sprites during VBlank and enabling them from an IRQ at the bottom of the status bar. Although this would be the least CPU-intensive method possible, it could be problematic because what if this causes OAM to decay? If that's the case, I figured I could do a mid-frame OAM DMA before the scanline I would turn sprites back on unless this causes glitches as well... and also it depends on whether it's worth giving up 513/514 clock cycles and not do it in software instead. I would definitely like to avoid having to use 8 blank sprites on top of that horizontal bar to hide sprites (and then putting them off-screen once they would go above the bar).