NES PPU Sprite Evaluation: Secondary OAM, Overflow Bug, and Fetch Timing
Follow NES sprite evaluation from primary OAM through eight secondary slots, the diagonal overflow bug, sprite fetches, and scanline-visible state.
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Follow NES sprite evaluation from primary OAM through eight secondary slots, the diagonal overflow bug, sprite fetches, and scanline-visible state.
Model the Game Boy's combined STAT interrupt line and LY-to-LYC coincidence correctly, then debug raster effects across scanlines and hardware revisions.
Implement CGB VRAM DMA accurately by separating general-purpose and HBlank transfers, preserving bank state, and testing FF51-FF55 timing and status.
A timing-focused guide to NES VBlank status, PPUCTRL NMI gating, PPUSTATUS reads, regional timing, races, and emulator validation.
Understand SNES Mode 7 fixed-point transforms, center offsets, map-boundary behavior, mosaic, and why per-line effects need raster-aware emulation.
How tile maps, pattern tables, palettes, sprites, scanlines, and hardware limits produced classic 2D graphics-and what an emulator must reproduce.