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Jan 16, 2024 at 14:04 history edited Omar and Lorraine CC BY-SA 4.0
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Jul 21, 2022 at 12:42 history edited Omar and Lorraine CC BY-SA 4.0
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Jul 21, 2022 at 12:08 history edited Omar and Lorraine CC BY-SA 4.0
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Nov 10, 2021 at 0:50 comment added Owen Reynolds Note that this is somewhat true today. Simple GPU settings can set tiling to x=-1 (horizontal flip) or y=-1 (vertical flip) or both (180 rotation). A 90 or 270 rotation requites playing with the matrixes.
Nov 9, 2021 at 22:36 comment added Ilmari Karonen @NobodyNada: Exactly. If you need to rotate a sprite by 90°, the fast and easy solution is to make a set of pre-rotated bitmaps. Sure, it doubles the amount of ROM needed for the sprite, but that's the only cost, and I doubt that it would be breaking for most games that need it. And if you don't need it, you won't need to pay the cost.
Nov 9, 2021 at 19:32 comment added NobodyNada One can imagine a more complex PPU design that could access memory in one cycle, or gradually loads sprite tiles over a period of 8 lines before they're needed -- but any method to rotate sprites would have greatly increased the cost and complexity of the PPU for very little benefit, and keeping costs down was extremely high-priority during the NES's development.
Nov 9, 2021 at 19:32 comment added NobodyNada "I don't think there's enough time on this slow hardware to do that." There absolutely is not enough time. See the NESDev Wiki's frame timing description and diagram: each memory access takes 2 cycles, and there is only one idle cycle per scanline. So adding another 14 bytes * 2 bytes/cycle * 8 sprites per scanline = 224 cycles per scanline would certainly not be feasible.
Nov 9, 2021 at 11:15 vote accept Jojo
Nov 9, 2021 at 10:09 history edited Omar and Lorraine CC BY-SA 4.0
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Nov 9, 2021 at 9:22 history answered Omar and Lorraine CC BY-SA 4.0