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Sprite evaluation must occur over multiple cycles #4

@TheDreadedAndy

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@TheDreadedAndy

In the current implementation of the PPU, sprite evaluation is run in its entirety over the course of one cycle. This prevents the sprite overflow flag from being raised at the correct time. Additionally, this emulation is incorrect if the user attempts to write to OAMDATA during rendering, which should increment OAMADDR and cause buggy evaluation.

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    EmulationAn issue within the emulatorPPUAn issue in the PPUUnimplemented BehaviorBehavior in original hardware that is not currently emulated

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