im have unclear how sprite pixel priority and colour 0 is managed.
I change my spr render engine to a pixel one, i mean i apply what brad taylor says in his 2C02 reference, i think its the best way, cos its accurate as possible, but my unclear question is that he says that multiplexer do the following to choose if a spr pixel or bk pixel is drawn:
well this method works in some games but other gives me sprite errors, like some sprites dont display well, the first sprite that i let entry in the sprtemp mem is sprite 0 and his flag, of course, (if it its in range, of course again), and i count to 63 down to 0 to determine the in-range sprite, but...
what about colour 0, when its drawn? some docs says that if bk pixel is xparent and sprite pixel is xparent it uses color 0. Am i wrong?
I change my spr render engine to a pixel one, i mean i apply what brad taylor says in his 2C02 reference, i think its the best way, cos its accurate as possible, but my unclear question is that he says that multiplexer do the following to choose if a spr pixel or bk pixel is drawn:
Code:
if ((ObjPrioriy == FORGROUND) || (PFPixel == Transparent)) && (ObjPixel != Transparent))
PrintObjPixel()
else
PrintBKPixel
PrintObjPixel()
else
PrintBKPixel
well this method works in some games but other gives me sprite errors, like some sprites dont display well, the first sprite that i let entry in the sprtemp mem is sprite 0 and his flag, of course, (if it its in range, of course again), and i count to 63 down to 0 to determine the in-range sprite, but...
what about colour 0, when its drawn? some docs says that if bk pixel is xparent and sprite pixel is xparent it uses color 0. Am i wrong?