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user3840170
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I'm taking a look at the chapter on sprites from a NES programming guide at famicom.party. There is a little table which describes what the different sprite attribute flags do;do:

  • 7 Flips sprite vertically (if "1")
  • 6 Flips sprite horizontally (if "1")
  • 5 Sprite priority (behind background if "1")
  • 4-2 Not used
  • 1-0 Palette for sprite
Bit #Purpose
7Flips sprite vertically (if "1")
6Flips sprite horizontally (if "1")
5Sprite priority (behind background if "1")
4–2Not used
1–0Palette for sprite

I'm generally amazed by how well the memory space is utilised in the console, so I was surprised to see that there are 3 bits per sprite which are not used. Two of these bits could specify a rotation orientation of the sprite. Why was this not implemented on the hardware?

Were these bits used by game programmers for their own sprite-specific information, potentially unrelated to graphics? Were they left unused intentionally for this reason?

I'm taking a look at the chapter on sprites from a NES programming guide at famicom.party. There is a little table which describes what the different sprite attribute flags do;

  • 7 Flips sprite vertically (if "1")
  • 6 Flips sprite horizontally (if "1")
  • 5 Sprite priority (behind background if "1")
  • 4-2 Not used
  • 1-0 Palette for sprite

I'm generally amazed by how well the memory space is utilised in the console, so I was surprised to see that there are 3 bits per sprite which are not used. Two of these bits could specify a rotation orientation of the sprite. Why was this not implemented on the hardware?

Were these bits used by game programmers for their own sprite-specific information, potentially unrelated to graphics? Were they left unused intentionally for this reason?

I'm taking a look at the chapter on sprites from a NES programming guide at famicom.party. There is a little table which describes what the different sprite attribute flags do:

Bit #Purpose
7Flips sprite vertically (if "1")
6Flips sprite horizontally (if "1")
5Sprite priority (behind background if "1")
4–2Not used
1–0Palette for sprite

I'm generally amazed by how well the memory space is utilised in the console, so I was surprised to see that there are 3 bits per sprite which are not used. Two of these bits could specify a rotation orientation of the sprite. Why was this not implemented on the hardware?

Were these bits used by game programmers for their own sprite-specific information, potentially unrelated to graphics? Were they left unused intentionally for this reason?

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user3840170
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I have been learning a bit about NES programming and hardware from the amazing guide at famicom.party.

I'm taking a look at the chapter on the sprites at the momentthe chapter on sprites from a NES programming guide at famicom.party. There is a little table which describes what the different sprite attribute flags do;

  • 7 Flips sprite vertically (if "1")
  • 6 Flips sprite horizontally (if "1")
  • 5 Sprite priority (behind background if "1")
  • 4-2 Not used
  • 1-0 Palette for sprite

I'm generally amazed by how well the memory space is utilised in the console, so I was surprised to see that there are 3 bits per sprite which are not used. Two of these bits could specify a rotation orientation of the sprite. Why was this not implemented on the hardware?

Were these bits used by game programmers for their own sprite-specific information, potentially unrelated to graphics? Were they left unused intentionally for this reason?

I have been learning a bit about NES programming and hardware from the amazing guide at famicom.party.

I'm taking a look at the chapter on the sprites at the moment. There is a little table which describes what the different sprite attribute flags do;

  • 7 Flips sprite vertically (if "1")
  • 6 Flips sprite horizontally (if "1")
  • 5 Sprite priority (behind background if "1")
  • 4-2 Not used
  • 1-0 Palette for sprite

I'm generally amazed by how well the memory space is utilised in the console, so I was surprised to see that there are 3 bits per sprite which are not used. Two of these bits could specify a rotation orientation of the sprite. Why was this not implemented on the hardware?

Were these bits used by game programmers for their own sprite-specific information, potentially unrelated to graphics? Were they left unused intentionally for this reason?

I'm taking a look at the chapter on sprites from a NES programming guide at famicom.party. There is a little table which describes what the different sprite attribute flags do;

  • 7 Flips sprite vertically (if "1")
  • 6 Flips sprite horizontally (if "1")
  • 5 Sprite priority (behind background if "1")
  • 4-2 Not used
  • 1-0 Palette for sprite

I'm generally amazed by how well the memory space is utilised in the console, so I was surprised to see that there are 3 bits per sprite which are not used. Two of these bits could specify a rotation orientation of the sprite. Why was this not implemented on the hardware?

Were these bits used by game programmers for their own sprite-specific information, potentially unrelated to graphics? Were they left unused intentionally for this reason?

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Jojo
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Why did the NES not allow rotated sprites?

I have been learning a bit about NES programming and hardware from the amazing guide at famicom.party.

I'm taking a look at the chapter on the sprites at the moment. There is a little table which describes what the different sprite attribute flags do;

  • 7 Flips sprite vertically (if "1")
  • 6 Flips sprite horizontally (if "1")
  • 5 Sprite priority (behind background if "1")
  • 4-2 Not used
  • 1-0 Palette for sprite

I'm generally amazed by how well the memory space is utilised in the console, so I was surprised to see that there are 3 bits per sprite which are not used. Two of these bits could specify a rotation orientation of the sprite. Why was this not implemented on the hardware?

Were these bits used by game programmers for their own sprite-specific information, potentially unrelated to graphics? Were they left unused intentionally for this reason?