![]() ![]() He can only either appear entirely behind the banner and ring seal, or entirely in front of it. There are only two layers available to draw here - a background layer, which houses the tropical graphics on this screen, a second background layer which is what usually houses the level layout, which is what the banner and ring seal around Sonic is, and a sprite layer, which can either appear fully behind or fully in front of either other layer. The sonic image in the title screen is actually made of several sprites. Genesis emulators which turn off this sprite overflow feature exhibit graphical errors, like so: The title screen of sonic, for example, uses this to simulate an extra layer of parallax. Sonic the Hedgehog will place multiple dummy sprites to the left of the screen to trigger scanline-specifc sprite counter overflow to create masks. Very good example of this, sega genesis emulators that remove sprite limits break the graphics in Sonic the Hedgehog. Well, games will sometimes use the ability to not draw sprites past a number as a way to create a mask. Every frame, the game will choose a different sprite to not display, it's not automatic. The way emulators determine if there is sprite flicker is that there is a roll over feature in the sprite counter, when too many sprites have been displayed, the roll over occurs which sends a signal that can be interpreted. Example, what you call "sprite flicker" is programmed behavior, sprites don't have to flicker like that in game. There are numerous cases where these "flaws" you are presenting are actually used to power tricks behind the way the games work. ![]()
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