ere are two tables which control the position, size, mirroring,
palette, and priority of sprites.&nbsp; This table has room for 128 entries;
thus, the SNES can display up to 128 sprites on the screen at once (although
I think a real SNES will overload and screw up its display when there are
too many large sprites.)&nbsp; The first table has four bytes per sprite,
and is formatted like this:
<PRE>Byte 1&nbsp;&nbsp;&nbsp; xxxxxxxx&nbsp;&nbsp;&nbsp; x: X coordinate
Byte 2&nbsp;&nbsp;&nbsp; yyyyyyyy&nbsp;&nbsp;