This is an archive of a topic from NESdev BBS, taken in mid-October 2019 before a server upgrade. View original topic
Background/sprite clipping
by James on 2005-01-27 (#1003)
What is the proper way to handle background/sprite clipping? Draw nothing (i.e. video card outputs black pixel) or palette[0]? I'm using the former method, but I've seen it handled both ways.
The 8 pixels on the side of the screen? I'm under the impression that the real NES draws the background color instead of just black. But I have absolutely nothing to back that up
The 8 pixels on the side of the screen? I'm under the impression that the real NES draws the background color instead of just black. But I have absolutely nothing to back that up
Turn on Super Mario Bros. 3 and look at the left side of the screen. It's sky blue.
What I meant was, I don't actually have an NES. Sad, but true. All I have is a laptop, a Playstation controller with a USB adapter, an SVideo cable, and an emulator currently in development.
>>Turn on Super Mario Bros. 3 and look at the left side of the screen
Hmm... I think I'll leave my system in place. I think a strip of black looks better than a strip of sky blue (esp. in full screen mode).
While we're on the subject -- would sprite 0 hit detection work if sprite 0 was in the clipped region? My emulator draws the background and sprites even if they're clipped. Does a real NES?