When 8x16 sprites are active, does the spritehit flag work as usual?
I'm debugging ZeldaII in my emulator and it seems the game writes some stuff to spritememory (only for a short amount of time) that messes up my spritehit.
Anyone knows if Zelda2 has any spritehit tricks?
I'm debugging ZeldaII in my emulator and it seems the game writes some stuff to spritememory (only for a short amount of time) that messes up my spritehit.
Anyone knows if Zelda2 has any spritehit tricks?