The actual hardware that renders the sprites does so by rendering horizontal lines individually, the current implementation gets all sprite data on cycle 0 of the first line and then renders all the sprites based on that data at the beginning of v-blank. This is not technically accurate but works somewhat
The actual hardware that renders the sprites does so by rendering horizontal lines individually, the current implementation gets all sprite data on cycle 0 of the first line and then renders all the sprites based on that data at the beginning of v-blank. This is not technically accurate but works somewhat