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NES_ROM: implement circular byte shifting For ROMs that have no CHR, sometimes the tiles aren't aligned to 16-byte boundaries. Circularly shifting the PRG data may be necessary to get proper tiles. In order to do so efficiently, this also requires changing the Tile object to be more like a cached look into the underlying tile data. Thus, I turned its `pixmap` and the `raw_tile` properties into descriptors so I can properly clear those cached properties and can thus lazily update them, as required by the update functions.
author Jordi Gutiérrez Hermoso <jordigh@octave.org>
date Sun, 15 Sep 2019 20:47:01 -0400
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