Sprites emulation and how they work on Exodus
Posted: Tue May 30, 2017 12:35 pm
Hi all !
Been waiting a lot to finally write in here, looks like the best place to post noob emulation questions.
So, Ive been coding my own emu for the last 6 months, as a learning exercise, using Exodus as a holy bible when in doubt, and stumbled upon some weird things.
Every doc I read, says that in the SAT, the vertical position of each sprite is byte 0-9 of the first word. However, Snow Bros sets its sprites using the whole word, for example, FF3A. Now using the incredible Exodus plane viewer, those sprites are way out of screen, cannot really be seen, and my emu doesnt show them logically. But, they should be rendered somehow, since they are the characters sprites.
Fiddling with it, I found out that if I discard the MSB bit (bit 9), the sprites go to their correct location. Is this something I'm missing like in H32 mode that bit is not read ? Why is Exodus plane viewer showing one thing, and rendering other ?
Thanks for your help !
Been waiting a lot to finally write in here, looks like the best place to post noob emulation questions.
So, Ive been coding my own emu for the last 6 months, as a learning exercise, using Exodus as a holy bible when in doubt, and stumbled upon some weird things.
Every doc I read, says that in the SAT, the vertical position of each sprite is byte 0-9 of the first word. However, Snow Bros sets its sprites using the whole word, for example, FF3A. Now using the incredible Exodus plane viewer, those sprites are way out of screen, cannot really be seen, and my emu doesnt show them logically. But, they should be rendered somehow, since they are the characters sprites.
Fiddling with it, I found out that if I discard the MSB bit (bit 9), the sprites go to their correct location. Is this something I'm missing like in H32 mode that bit is not read ? Why is Exodus plane viewer showing one thing, and rendering other ?
Thanks for your help !