Fox, on 17 March 2014 - 07:57 AM, said:
Speaking of TROR, sprites don't do well in 8-bit, since they are clip through walls.
TerminX, on 17 March 2014 - 12:24 PM, said:
I think the fix here for classic is to actually do something similar to the sprite mirroring done by the ROR code that uses sector effectors.
Actually, the classic TROR code duplicates tsprites that cross a bunch into the neighboring sector, if that's what you're referring to. Otherwise, the portion in the "other" sector wouldn't even be shown.
In Fox's screenshot there are two separate issues at work. First, that too much of the cactus is drawn to its left. This is not related to TROR, see this shot:
Second, the triangular portion that is wrongly not drawn. This is a consequence of the horizontal clipping boundary due to the upper sector's floor. It also shows that the tsprite gets split up: the lower portion is only drawn where there are water pixels.