I found a pattern though and that was to compute the data needed for the next scanline during the scanline draw so that it was simply a fetch and save into the TIA registers when its retracing for the next scanline. However even this becomes challenging simply because I only got 3 registers (A,X,Y) and these has to be used at its most optimal way so you dont end up shuffling data in and out of memory variables, as there is really no time for this. I see the outlines of serious tweaks here and there just to make things flow nicely.
Fortunately the X position of sprites could be done e.g. during the vertical blank so the real challenge is to put non-zero data into the sprite at the right place and zero it out at the end. I've never seen such complexity just to move a sprite around, its truly challenging. I cannot imagine how I could ever multiplex sprites in y direction in all of this! And this even before I have thought about playfield data.














