Heyas! Long time no 8-bit
I'm working on a design that requires a lot of PPU bandwidth but not a lot of screen space. What I'd like to do is to use a sprite 0 hit to disable the PPU after line 216, then start the PPU writes. I'd then re-enable rendering when I'm done, sometime before line 24.
I remember there was a lot of discussion some time back about disabling sprite rendering at the wrong time on a scan line, but I can't find the thread. Also I have read that the Sprite 0 hit flag is cleared during the pre-render scan line and I am unsure if this will still happen if PPU rendering is disabled during that scan line.
Can anyone point out the caveats to this method? Example code?
Thanks,
QBRADQ
I'm working on a design that requires a lot of PPU bandwidth but not a lot of screen space. What I'd like to do is to use a sprite 0 hit to disable the PPU after line 216, then start the PPU writes. I'd then re-enable rendering when I'm done, sometime before line 24.
I remember there was a lot of discussion some time back about disabling sprite rendering at the wrong time on a scan line, but I can't find the thread. Also I have read that the Sprite 0 hit flag is cleared during the pre-render scan line and I am unsure if this will still happen if PPU rendering is disabled during that scan line.
Can anyone point out the caveats to this method? Example code?
Thanks,
QBRADQ