         @supressNMI = false     # Whether to supress NMI generation
         @nmiDelay = 0           # Number of cycles after which NMI is generated
         @oddFrame = false       # Whether odd frame is being rendered
-        @renderedSprite = null  # Currently rendered sprite
         @spriteCount = 0        # Total number of sprites on current scanline
         @spriteNumber = 0       # Number of currently fetched sprite
         @spriteCache = (0 for [0..261])         # Preprocesed sprite data for current scanline (cycle -> sprite rendered on that cycle)


    renderSpritePixel: ->
        if @$isSpritePixelVisible()
            @renderedSprite = @spriteCache[@cycle]
            @spritePixelCache[@cycle]
        else
            @renderedSprite = null
            0

    isSpritePixelVisible: ->
        @spritesVisible and not (@spriteClipping and (@cycleFlags & F_CLIP_LEFT))

    ###########################################################
    # Debug rendering

                bitPosition = columnNumber ^ 0x07
                colorSelect1 =  (patternBuffer0 >> bitPosition) & 0x01
                colorSelect2 = ((patternBuffer1 >> bitPosition) & 0x01) << 1
                color = @ppuMemory.readPalette colorSelect2 | colorSelect1
                @setFramePixelOnPosition x, y, color
        undefined

