Espozo wrote:
He is wondering if any games just did not write to the 9th x bit and just "teleported" off the screen when they got to far. (Did the NES not have a 9th x bit?)
Instead of a 9th x bit, the NES had a window function that would hide sprites in x=0-7.
Quote:
I don't see when they built the SNES why they didn't make it so when the x coordinate byte got past 255, it would overflow into the 9th x bit, but maybe this would have been too hard to implement?
It does overflow into the 9th x bit. This bit just happens not to be stored contiguously with the rest of the bits but instead stored in high OAM. And if you're not using the OBC1 from
Metal Combat, you need a soft-OBC1 routine (as
explained by psycopathicteen) that will translate the 9th bit and size bit from a form convenient for the game to a form that the S-PPU expects.