- Using
this demo, I noticed an annoyance (in my emu) regarding sprite zero hits. Let's assume a (solid) square:
Code:
****
*..*
*..*
*..*
****
- When the sprite is over the * region of the square, the black bar flickers. Any special reason for this???
I don't know why it flickers, but I will tell you that I never tested that demo on an NES. I tested it against LoopyNES, NESten, and NESticle, which were the popular emulators of the time.
- Such annoyance has started after my sprite code rewrite, to match
the hardware procedure.
Fx3 wrote:
- Such annoyance has started after my sprite code rewrite, to match
the hardware procedure.
Bear in mind that is just (a decent) theory, and that it says for all visible scanlines, whereas it should be for the pre-render scanline as well.
AFAIK, the sprite evaluation starts in the scanline -1, but I bet it doesn't matter, since this annoyance occurs *anywhere* in that s0 demo, by giving the situation I showed before... and NO, I didn't try it on other emus (yet).