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authorlonkaars <loek@pipeframe.xyz>2023-02-21 16:40:08 +0100
committerlonkaars <loek@pipeframe.xyz>2023-02-21 16:40:08 +0100
commit3bb4bbb64bfc9263520b68cac5b3c6caaa37d19d (patch)
tree672ed4361963a8931406d54e8d8f4883fd4e890e /docs
parent9ab2a3d4b4304a4f489e100a6b66d6ee414143e7 (diff)
WIP ppu foreground sprite component
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@@ -134,6 +134,12 @@ Notable differences:
Our game doesn't need this capability for any visual effects. Leaving this
feature out will lead to a simpler hardware design
+- Sprites are positioned relative to the viewport, not the background layer
+
+ This leads to a simpler hardware architecture for the foreground sprite
+ rendering component. Since the CPU is already likely to reposition all
+ foreground sprites on every frame, the position calculation is moved to
+ hardware to software.
## Hardware design schematics