I'm using the sprite engine, I use SPR_clear after a sprite has finished animating on screen. However I'm still seeing tiles left in VRAM?
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case 3:
VDP_setPalette(PAL3, ghoul_sprite.palette->data);
SPR_initSprite(&sprites[0], (SpriteDefinition*)&ghoul_sprite, EMEMYSPRITE_POSITION_X, ENEMYSPRITE_POSITION_Y, TILE_ATTR(PAL3, TRUE, FALSE, FALSE));
SPR_setAnim(&sprites[0], ANIM_DEFEATED);
break;
// code lower down in next case statement
case 4:
if (AnimFrame < 7) {
SPR_nextFrame(&sprites[0]);
SPR_update(sprites, 1);
AnimFrame++;
} else {
SPR_clear();
updateStatistics();
}