Talk:PPU sprite evaluation: Difference between revisions

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:I think this is worded very confusingly. Sprite "evaluation" is a vague and unclear term, especially since you've determined that sprite 0 hit won't be caused when sprites are disabled. I think it means that the OAM is accessed and refreshed as long as either the sprites or background are enabled. This is important for OAM decay, at least, but I don't know about other factors. Does sprite overflow still happen is sprites are disabled, but the background is? (Is that what "sprite evaluation" means?) Does sprite 0 hit still happen? (No. Right?) I think the whole sentence is a bit worthless as-is, to be honest. I think I'll delete it. - [[User:Rainwarrior|Rainwarrior]] ([[User talk:Rainwarrior|talk]]) 01:36, 30 August 2016 (MDT)
:I think this is worded very confusingly. Sprite "evaluation" is a vague and unclear term, especially since you've determined that sprite 0 hit won't be caused when sprites are disabled. I think it means that the OAM is accessed and refreshed as long as either the sprites or background are enabled. This is important for OAM decay, at least, but I don't know about other factors. Does sprite overflow still happen is sprites are disabled, but the background is? (Is that what "sprite evaluation" means?) Does sprite 0 hit still happen? (No. Right?) I think the whole sentence is a bit worthless as-is, to be honest. I think I'll delete it. - [[User:Rainwarrior|Rainwarrior]] ([[User talk:Rainwarrior|talk]]) 01:36, 30 August 2016 (MDT)


::Man, you must be kidding now. It's not my fault if "sprite evaluation" is a vague term to you, sorry. Anyway, the sprite zero test FAILS (plain and simple) if the sprites evaluation starts at scanline -1 (pre-render scanline). It should start at scanline 0, the first visible scanline. --[[User:Zepper|Zepper]] ([[User talk:Zepper|talk]]) 19:39, 5 September 2016 (MDT)
::Man, you must be kidding now. It's not my fault if "sprite evaluation" is a vague term to you, sorry. Anyway, the sprite zero test FAILS (plain and simple) if the PPU sprite evaluation starts at scanline -1 (pre-render scanline). It should start at scanline 0, the first visible scanline. --[[User:Zepper|Zepper]] ([[User talk:Zepper|talk]]) 19:39, 5 September 2016 (MDT)
::http://wiki.nesdev.org/w/index.php/PPU_sprite_evaluation
::http://wiki.nesdev.org/w/index.php/PPU_sprite_evaluation

Revision as of 01:40, 6 September 2016

Sprite zero with sprites disabled

The article says: "According to the blargg's sprite zero hit tests, sprites are NOT evaluated in the pre-render scanline. Plus, the evaluation occurs if sprites OR background are enabled."

I find the second sentence problematic. I took it to mean that the sprite zero flag will still be set even if sprites are disabled in PPUMASK. But in fact it will not. I was pretty annoyed to find that out the hard way! So what is this trying to say, then? - Furrykef (talk) 01:10, 30 August 2016 (MDT)

I think this is worded very confusingly. Sprite "evaluation" is a vague and unclear term, especially since you've determined that sprite 0 hit won't be caused when sprites are disabled. I think it means that the OAM is accessed and refreshed as long as either the sprites or background are enabled. This is important for OAM decay, at least, but I don't know about other factors. Does sprite overflow still happen is sprites are disabled, but the background is? (Is that what "sprite evaluation" means?) Does sprite 0 hit still happen? (No. Right?) I think the whole sentence is a bit worthless as-is, to be honest. I think I'll delete it. - Rainwarrior (talk) 01:36, 30 August 2016 (MDT)
Man, you must be kidding now. It's not my fault if "sprite evaluation" is a vague term to you, sorry. Anyway, the sprite zero test FAILS (plain and simple) if the PPU sprite evaluation starts at scanline -1 (pre-render scanline). It should start at scanline 0, the first visible scanline. --Zepper (talk) 19:39, 5 September 2016 (MDT)
http://wiki.nesdev.org/w/index.php/PPU_sprite_evaluation