Hey, that's an elegant solution!Turtle_Quality wrote: ↑Thu Aug 29, 2019 8:06 pmFor vertical clipping , if you use a lookup table to get the address of each row, you point rows 192-255 to somewhere harmless, ROM for instance. That way there is no loss of speed. I assume you hold the y address in a single byte so -1 would be 255.
Though I think it's handy to calculate ahead of time how many lines of the clipped sprite to draw. That way you can avoid drawing more than necessary as you would if you "blindly" wrote data into ROM over the course of the full sprite height.