             # We have to find in which subarea are we in. This is decided by bit 1 of YYYYY and XXXXX values.
             subareaNumber = (@vramAddress >>> 5) & 0x02 | (@vramAddress >>> 1) & 0x01
             @colorBits43 = ((attribute >>> subareaNumber) & 0x03) << 2
-        # Increment scroll coordinates only when background is rendered
-        @incrementFineYScroll() if @cycle is 256
-        @incrementFineXScroll()
         # This 4-bit color value is actualy index to background color palette,
         # so we have to read 1 of 16 entries from that palette.
         color = @colorBits43 | colorBit2 | colorBit1

        value

    setMask: (value) ->
        @monochromeMode            =  value        & 0x01  # Bit  0
        @noSpriteClipping          = (value >>> 1) & 0x01  # Bit  1
        @noBackgroundClipping      = (value >>> 2) & 0x01  # Bit  2
        @backgroundVisible         = (value >>> 3) & 0x01  # Bit  3
        @spritesVisible            = (value >>> 4) & 0x01  # Bit  4
        @backgroundColorsIntensity = (value >>> 5)         # Bits 5-7

    ###########################################################
    # Status register


    readStatus: ->
        value = @getStatus()
        @vblankInProgress = 0
        @writeToogle = 0
        value

    getStatus: ->
        @vramWritesIgnored     << 4 | # S[4]
        @spriteScalineOverflow << 5 | # S[5]
        @spriteZeroHit         << 6 | # S[6]
        @vblankInProgress      << 7   # S[7]

    setStatus: (value) ->
        @vramWritesIgnored     = (value >>> 4) & 0x01 # S[4]
        @spriteScalineOverflow = (value >>> 5) & 0x01 # S[5]
        @spriteZeroHit         = (value >>> 6) & 0x01 # S[6]
        @vblankInProgress      = (value >>> 7)        # S[7]

    ###########################################################
    # Object attribute memory access
