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Sprite zero act as if the visible image starts at h = 2 (i.e., the
sprite 0 hit flag will be set during the third tick of a scanline at the earliest).
Actual pixel output is delayed by two or more ticks, so the first pixel of a
scanline is output at h = 4 (due to the way the internal render pipeline is
set up, with palette lookup taking place after the tile and attribute bits
are fetched)
I really don't understand it...