I was under the impression that BT's doc is inaccurate with relation to how sprite memory is accessed during rendering (and how writing/reading 2003 or 2004 [when applicable] affects it). Does anyone have any accurate info on this?
Currently, my emulator reads one byte of sprite memory (starting with the address that was last written to 200X [whichever it is, I forget right now]) for each of the first 256 cycles of the scanline (counting the pre-rendering bogus scanline). But this is probably inaccurate.
Anyone?
Currently, my emulator reads one byte of sprite memory (starting with the address that was last written to 200X [whichever it is, I forget right now]) for each of the first 256 cycles of the scanline (counting the pre-rendering bogus scanline). But this is probably inaccurate.
Anyone?