Properly support games that use 8x16 sprites #30
Merged
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I only recently figured out that games like Gradius, Castlevania, and even Galaga use 8x16 sprites, which explains why I only saw half of the sprites, or sprites were otherwise only partially rendered, while playing them in my emulator. And so this PR introduces changes to support such sprites, making games like them actually playable. The following changes were made:
bytesForTileAt()
now takes a bank index instead of aControllerRegister
instance for more general usage, namely because 8x16 spritescacheSpriteIndices()
was updated to consider the height of both 8x8 and 8x16 sprites when selecting sprites per each scanlinegetSpriteColor()
does the most work for 8x16 sprites, now determining:ControllerRegister