nes work
@Tanuki right now we get to:
ROM:8E3B STA $2007
ROM:8E3E DEY
ROM:8E3F BNE loc_8E3B
ROM:8E41 DEX
ROM:8E42 BNE loc_8E3B
where we are clearing the sprite data but causing successive OAMDATA writes in the PPU, which auto increments the OAMLATCH (sprite buffer address) in the PPU
This marks the data dirty and then our DrawNameTables explodes when handling it