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    Eight sprites at most per scanline – no wonder they would flicker when too many enemies stood in a row.

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      And my understanding (possibly wrong) is that on all these old systems basically every game that might encounter the problem had to have code that rotated which ones were in the first eight so that the flicker would occur rather than sprites >= #9 just not being shown at all.

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        Seems legit. I wonder if you just left the iterating index in a global variable and next frame you’d pick up where you left off.