NanoBoyAdvance
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Disabling sprites test gives incorrect results
I started making tests for examining the effect of disabling sprites midscanline. Currently Nanoboy Advance renders addtional scanlines of sprites even when disabled.
Here is the test: https://github.com/alyosha-tas/gba-tests/blob/master/ppu/Sprite_Disable_Midline.gba
The results should look like this:
This probably is related to the weird latching of DISPCNT enable bits that I never understood why the hardware even behaves the way it does. Apparently back when I researched this I decided that sprites unlike backgrounds should check only the latched DISPCNT enable bits and not AND them with the current enable bits unlike backgrounds... I'm not sure why I concluded that but it's likely why the test is breaking