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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