I really dont know how exactly memory is arranged in 8x16 sprites. I mean i know when to use ppu addr 0x0000 and 0x1000 but i have tested displaying sprites as the sprite Y as a whole two diferent chunk of 16 bytes, one for bit 0 and the other for bit 1.
This method didnt worked so i thought it was like the top half of the sprites was 0..7 and 16...23 and the lower half 8...15 and 24..31:
The second method worked a little, some sprites in Castlevania (player) looks fine, but for example the items dont show correctly.
im making the emulator scan line based so to obtain FineY for sprites i do:
SLNumber - Sprite.Y.
All this work for ok for 8x8 sprites, and i have emulated hflip and vflip too
but i cant find the problem in 8x16.
I know maybe i should put some code here, so it were easier to help me, but its a little large.
Any Suggestions?
This method didnt worked so i thought it was like the top half of the sprites was 0..7 and 16...23 and the lower half 8...15 and 24..31:
The second method worked a little, some sprites in Castlevania (player) looks fine, but for example the items dont show correctly.
im making the emulator scan line based so to obtain FineY for sprites i do:
SLNumber - Sprite.Y.
All this work for ok for 8x8 sprites, and i have emulated hflip and vflip too
but i cant find the problem in 8x16.
I know maybe i should put some code here, so it were easier to help me, but its a little large.
Any Suggestions?