320. Find sprite zero hit position
Detect the first sprite 0/background opaque-pixel overlap.
Lesson 320 of 356 · tests/chapter_11_sprite_zero_hit/test_320_find_sprite_zero_hit_position.py
File to create
emulator/rendering/sprite_zero_hit.pyWhy this step exists
Step 319 established when sprite 0 hit is cleared. Before setting PPUSTATUS bit 6, we need a pure helper that answers:
Does a non-transparent sprite 0 pixel overlap a non-transparent background pixel?
If so, where is the first overlap?Returning a position instead of only True/False gives the next timing step enough information to decide when the PPU should set sprite 0 hit.
Definitions
Sprite pixel is opaque:
its decoded CHR color index is 1, 2, or 3
Background pixel is opaque:
background_opaque_mask[y * screen_width + x] is True
Sprite 0 overlap:
both conditions are true at the same visible screen coordinateSuggested implementation example
from emulator.ppu.chr_decoder import decode_chr_tile
from emulator.rendering.framebuffer import NES_SCREEN_HEIGHT, NES_SCREEN_WIDTH
from emulator.rendering.nametable_renderer import BackgroundOpaqueMask
from emulator.rendering.sprite_renderer import (
SpriteEntry,
decode_sprite_attributes,
)
SpriteZeroHitPosition = tuple[int, int]
def find_sprite_zero_hit_position(
sprite_zero: SpriteEntry,
pattern_table: bytes,
background_opaque_mask: BackgroundOpaqueMask,
screen_width: int = NES_SCREEN_WIDTH,
screen_height: int = NES_SCREEN_HEIGHT,
) -> SpriteZeroHitPosition | None:
if len(background_opaque_mask) != screen_width * screen_height:
raise ValueError(
"Background opaque mask size must be equal to screen width * height"
)
tile_start = sprite_zero.tile_index * 16
tile_end = tile_start + 16
if tile_end > len(pattern_table):
raise ValueError("Pattern table does not contain sprite 0 tile bytes")
attributes = decode_sprite_attributes(sprite_zero.attributes)
color_indexes = decode_chr_tile(pattern_table[tile_start:tile_end])
for tile_y in range(8):
for tile_x in range(8):
source_x = 7 - tile_x if attributes.flip_horizontal else tile_x
source_y = 7 - tile_y if attributes.flip_vertical else tile_y
sprite_color_index = color_indexes[source_y][source_x]
if sprite_color_index == 0:
continue
screen_x = sprite_zero.x + tile_x
screen_y = sprite_zero.y + tile_y
if not (0 <= screen_x < screen_width):
continue
if not (0 <= screen_y < screen_height):
continue
mask_index = screen_y * screen_width + screen_x
if background_opaque_mask[mask_index]:
return screen_x, screen_y
return NoneImportant coordinate simplification
Real NES OAM stores the sprite top Y coordinate minus one, so the first sprite row normally appears at OAM Y + 1. The existing tutorial sprite renderer currently uses OAM Y directly. This helper intentionally matches that existing renderer so visible sprite pixels and overlap coordinates remain consistent. A later focused accuracy step should update both together.
Important rules
- sprite color index 0 never contributes to a hit
- background mask False never contributes to a hit
- sprite priority bit 5 does not prevent sprite 0 hit detection
- clipping must happen before indexing the background mask
- this helper must not mutate PPUSTATUS
Out of scope
- setting or clearing PPUSTATUS
- scheduling the hit by scanline/cycle
- exact OAM Y + 1 behavior
- x=255 hardware exception
- PPUMASK rendering-enable rules
- 8x16 sprites
- Super Mario Bros. validation
Run this lesson
uv run pytest tests/chapter_11_sprite_zero_hit/test_320_find_sprite_zero_hit_position.py -v