Increased sprite limit per pixel to 10
this fixes the sprite ordering issue in zelda
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@ -35,7 +35,7 @@ typedef struct {
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u8 pushed_x;
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u8 fetch_x;
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u8 bgw_fetch_data[3];
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u8 fetch_entry_data[6]; //oam data
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u8 fetch_entry_data[20]; //oam data
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u8 map_y;
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u8 map_x;
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u8 tile_y;
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@ -70,7 +70,7 @@ typedef struct {
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oam_line_entry line_entry_array[10]; //memory to use for list
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u8 fetched_entry_count;
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oam_entry fetched_entries[3]; //entries fetched during pipeline
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oam_entry fetched_entries[10]; //entries fetched during pipeline
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u8 window_line;
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pixel_fifo_context pfc;
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