diff --git a/Components/9918/Implementation/9918.cpp b/Components/9918/Implementation/9918.cpp
index 5322ea6f2..31141cc1d 100644
--- a/Components/9918/Implementation/9918.cpp
+++ b/Components/9918/Implementation/9918.cpp
@@ -15,77 +15,13 @@
 
 using namespace TI::TMS;
 
-//
-// TODO notes.
-//
-//	The TMS and Master System VDP run at 342 cycles/line.
-//
-//	The Mega Drive VDP has 3420 master clocks per line, which it divides
-//	by 4 or 5 depending on pixel rate and which part of a line is active.
-//	(And, presumably, by 10 if operating in Master System mode?)
-//	Cf. https://gendev.spritesmind.net/forum/viewtopic.php?t=851 etc.
-//
-//	The MSX2+ Yamaha VDPs have 1368 cycles/line.
-//
-//	So if clock scaling were common, it would need to be to:
-//
-//		3420 = 2 * 2		* 	3 * 3	*	5	*	19
-//		1368 = 2 * 2 * 2	*	3 * 3	* 			19
-//
-//	=> 2^3 * 3^2 * 5 * 19 = 6840
-//		... which would imply a multiply by 30 on the input clock if
-//		it were to remain 3.58Mhz.
-
-// Mega Drive notes, assorted:
-//
-//
-//
-// there are 60 EDCLK at MCLK/5 during a line ... like this:
-//
-//	15 @ /5; 2 @ /4; 15 @ /5; 2 @ /4; 15 @ /5; 2 @ /4; 15 @ /5
-//
-// ... HSYNC signal is what triggers the changes in EDCLK frequency, with some latency though.
-//
-// The total is still 840 EDCLKS (420 pixels) with 780 @MCLK/4 and 60@MCLK/5 (total is 3420 MCLCKS).
-
 namespace {
 
-constexpr uint8_t StatusInterrupt = 0x80;
-constexpr uint8_t StatusSpriteOverflow = 0x40;
-
-constexpr int StatusSpriteCollisionShift = 5;
-constexpr uint8_t StatusSpriteCollision = 0x20;
-
 // 342 internal cycles are 228/227.5ths of a line, so 341.25 cycles should be a whole
 // line. Therefore multiply everything by four, but set line length to 1365 rather than 342*4 = 1368.
 constexpr unsigned int CRTCyclesPerLine = 1365;
 constexpr unsigned int CRTCyclesDivider = 4;
 
-struct ReverseTable {
-	const std::array<uint8_t, 256> map;
-	constexpr ReverseTable() : map(reverse_table()) {}
-
-	private:
-		static constexpr std::array<uint8_t, 256> reverse_table() {
-			std::array<uint8_t, 256> map{};
-			for(size_t c = 0; c < 256; ++c) {
-				map[c] = uint8_t(
-					((c & 0x80) >> 7) |
-					((c & 0x40) >> 5) |
-					((c & 0x20) >> 3) |
-					((c & 0x10) >> 1) |
-					((c & 0x08) << 1) |
-					((c & 0x04) << 3) |
-					((c & 0x02) << 5) |
-					((c & 0x01) << 7)
-				);
-			}
-			return map;
-		}
-};
-
-constexpr ReverseTable reverse_table;
-
 template <Personality personality> constexpr int vram_access_delay() {
 	// This seems to be correct for all currently-modelled VDPs;
 	// it's the delay between an external device scheduling a
@@ -720,22 +656,6 @@ uint8_t TMS9918<personality>::get_current_line() const {
 	return uint8_t(source_row);
 }
 
-template <Personality personality>
-uint8_t TMS9918<personality>::get_latched_horizontal_counter() const {
-	// Translate from internal numbering, which puts pixel output
-	// in the final 256 pixels of 342, to the public numbering,
-	// which makes the 256 pixels the first 256 spots, but starts
-	// counting at -48, and returns only the top 8 bits of the number.
-	int public_counter = this->latched_column_ - 86;
-	if(public_counter < -46) public_counter += 342;
-	return uint8_t(public_counter >> 1);
-}
-
-template <Personality personality>
-void TMS9918<personality>::latch_horizontal_counter() {
-	this->latched_column_ = this->write_pointer_.column;
-}
-
 template <Personality personality>
 uint8_t TMS9918<personality>::read(int address) {
 	this->write_phase_ = false;
@@ -835,275 +755,21 @@ bool TMS9918<personality>::get_interrupt_line() const {
 		(this->enable_line_interrupts_ && this->line_interrupt_pending_);
 }
 
-// MARK: -
-
+// TODO: [potentially] remove Master System timing assumptions in latch and get_latched below.
 template <Personality personality>
-void Base<personality>::draw_tms_character(int start, int end) {
-	LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
-
-	// Paint the background tiles.
-	const int pixels_left = end - start;
-	if(this->screen_mode_ == ScreenMode::MultiColour) {
-		for(int c = start; c < end; ++c) {
-			pixel_target_[c] = palette[
-				(line_buffer.patterns[c >> 3][0] >> (((c & 4)^4))) & 15
-			];
-		}
-	} else {
-		const int shift = start & 7;
-		int byte_column = start >> 3;
-
-		int length = std::min(pixels_left, 8 - shift);
-
-		int pattern = reverse_table.map[line_buffer.patterns[byte_column][0]] >> shift;
-		uint8_t colour = line_buffer.patterns[byte_column][1];
-		uint32_t colours[2] = {
-			palette[(colour & 15) ? (colour & 15) : background_colour_],
-			palette[(colour >> 4) ? (colour >> 4) : background_colour_]
-		};
-
-		int background_pixels_left = pixels_left;
-		while(true) {
-			background_pixels_left -= length;
-			for(int c = 0; c < length; ++c) {
-				pixel_target_[c] = colours[pattern&0x01];
-				pattern >>= 1;
-			}
-			pixel_target_ += length;
-
-			if(!background_pixels_left) break;
-			length = std::min(8, background_pixels_left);
-			byte_column++;
-
-			pattern = reverse_table.map[line_buffer.patterns[byte_column][0]];
-			colour = line_buffer.patterns[byte_column][1];
-			colours[0] = palette[(colour & 15) ? (colour & 15) : background_colour_];
-			colours[1] = palette[(colour >> 4) ? (colour >> 4) : background_colour_];
-		}
-	}
-
-	// Paint sprites and check for collisions, but only if at least one sprite is active
-	// on this line.
-	if(line_buffer.active_sprite_slot) {
-		const int shift_advance = sprites_magnified_ ? 1 : 2;
-		// If this is the start of the line clip any part of any sprites that is off to the left.
-		if(!start) {
-			for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
-				LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
-				if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
-			}
-		}
-
-		int sprite_buffer[256];
-		int sprite_collision = 0;
-		memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
-
-		constexpr uint32_t sprite_colour_selection_masks[2] = {0x00000000, 0xffffffff};
-		constexpr int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
-
-		// Draw all sprites into the sprite buffer.
-		const int shifter_target = sprites_16x16_ ? 32 : 16;
-		for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
-			LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
-			if(sprite.shift_position < shifter_target) {
-				const int pixel_start = std::max(start, sprite.x);
-				for(int c = pixel_start; c < end && sprite.shift_position < shifter_target; ++c) {
-					const int shift = (sprite.shift_position >> 1) ^ 7;
-					int sprite_colour = (sprite.image[shift >> 3] >> (shift & 7)) & 1;
-
-					// A colision is detected regardless of sprite colour ...
-					sprite_collision |= sprite_buffer[c] & sprite_colour;
-					sprite_buffer[c] |= sprite_colour;
-
-					// ... but a sprite with the transparent colour won't actually be visible.
-					sprite_colour &= colour_masks[sprite.image[2]&15];
-					pixel_origin_[c] =
-						(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
-						(palette[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
-
-					sprite.shift_position += shift_advance;
-				}
-			}
-		}
-
-		status_ |= sprite_collision << StatusSpriteCollisionShift;
-	}
+uint8_t TMS9918<personality>::get_latched_horizontal_counter() const {
+	// Translate from internal numbering, which puts pixel output
+	// in the final 256 pixels of 342, to the public numbering,
+	// which makes the 256 pixels the first 256 spots, but starts
+	// counting at -48, and returns only the top 8 bits of the number.
+	int public_counter = this->latched_column_ - 86;
+	if(public_counter < -46) public_counter += 342;
+	return uint8_t(public_counter >> 1);
 }
 
 template <Personality personality>
-void Base<personality>::draw_tms_text(int start, int end) {
-	LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
-	const uint32_t colours[2] = { palette[background_colour_], palette[text_colour_] };
-
-	const int shift = start % 6;
-	int byte_column = start / 6;
-	int pattern = reverse_table.map[line_buffer.patterns[byte_column][0]] >> shift;
-	int pixels_left = end - start;
-	int length = std::min(pixels_left, 6 - shift);
-	while(true) {
-		pixels_left -= length;
-		for(int c = 0; c < length; ++c) {
-			pixel_target_[c] = colours[pattern&0x01];
-			pattern >>= 1;
-		}
-		pixel_target_ += length;
-
-		if(!pixels_left) break;
-		length = std::min(6, pixels_left);
-		byte_column++;
-		pattern = reverse_table.map[line_buffer.patterns[byte_column][0]];
-	}
-}
-
-template <Personality personality>
-void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
-	LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
-	int colour_buffer[256];
-
-	/*
-		Add extra border for any pixels that fall before the fine scroll.
-	*/
-	int tile_start = start, tile_end = end;
-	int tile_offset = start;
-	if(read_pointer_.row >= 16 || !master_system_.horizontal_scroll_lock) {
-		for(int c = start; c < (line_buffer.latched_horizontal_scroll & 7); ++c) {
-			colour_buffer[c] = 16 + background_colour_;
-			++tile_offset;
-		}
-
-		// Remove the border area from that to which tiles will be drawn.
-		tile_start = std::max(start - (line_buffer.latched_horizontal_scroll & 7), 0);
-		tile_end = std::max(end - (line_buffer.latched_horizontal_scroll & 7), 0);
-	}
-
-
-	uint32_t pattern;
-	uint8_t *const pattern_index = reinterpret_cast<uint8_t *>(&pattern);
-
-	/*
-		Add background tiles; these will fill the colour_buffer with values in which
-		the low five bits are a palette index, and bit six is set if this tile has
-		priority over sprites.
-	*/
-	if(tile_start < end) {
-		const int shift = tile_start & 7;
-		int byte_column = tile_start >> 3;
-		int pixels_left = tile_end - tile_start;
-		int length = std::min(pixels_left, 8 - shift);
-
-		pattern = *reinterpret_cast<const uint32_t *>(line_buffer.patterns[byte_column]);
-		if(line_buffer.names[byte_column].flags&2)
-			pattern >>= shift;
-		else
-			pattern <<= shift;
-
-		while(true) {
-			const int palette_offset = (line_buffer.names[byte_column].flags&0x18) << 1;
-			if(line_buffer.names[byte_column].flags&2) {
-				for(int c = 0; c < length; ++c) {
-					colour_buffer[tile_offset] =
-						((pattern_index[3] & 0x01) << 3) |
-						((pattern_index[2] & 0x01) << 2) |
-						((pattern_index[1] & 0x01) << 1) |
-						((pattern_index[0] & 0x01) << 0) |
-						palette_offset;
-					++tile_offset;
-					pattern >>= 1;
-				}
-			} else {
-				for(int c = 0; c < length; ++c) {
-					colour_buffer[tile_offset] =
-						((pattern_index[3] & 0x80) >> 4) |
-						((pattern_index[2] & 0x80) >> 5) |
-						((pattern_index[1] & 0x80) >> 6) |
-						((pattern_index[0] & 0x80) >> 7) |
-						palette_offset;
-					++tile_offset;
-					pattern <<= 1;
-				}
-			}
-
-			pixels_left -= length;
-			if(!pixels_left) break;
-
-			length = std::min(8, pixels_left);
-			byte_column++;
-			pattern = *reinterpret_cast<const uint32_t *>(line_buffer.patterns[byte_column]);
-		}
-	}
-
-	/*
-		Apply sprites (if any).
-	*/
-	if(line_buffer.active_sprite_slot) {
-		const int shift_advance = sprites_magnified_ ? 1 : 2;
-
-		// If this is the start of the line clip any part of any sprites that is off to the left.
-		if(!start) {
-			for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
-				LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
-				if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
-			}
-		}
-
-		int sprite_buffer[256];
-		int sprite_collision = 0;
-		memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
-
-		// Draw all sprites into the sprite buffer.
-		for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
-			LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
-			if(sprite.shift_position < 16) {
-				const int pixel_start = std::max(start, sprite.x);
-
-				// TODO: it feels like the work below should be simplifiable;
-				// the double shift in particular, and hopefully the variable shift.
-				for(int c = pixel_start; c < end && sprite.shift_position < 16; ++c) {
-					const int shift = (sprite.shift_position >> 1);
-					const int sprite_colour =
-						(((sprite.image[3] << shift) & 0x80) >> 4) |
-						(((sprite.image[2] << shift) & 0x80) >> 5) |
-						(((sprite.image[1] << shift) & 0x80) >> 6) |
-						(((sprite.image[0] << shift) & 0x80) >> 7);
-
-					if(sprite_colour) {
-						sprite_collision |= sprite_buffer[c];
-						sprite_buffer[c] = sprite_colour | 0x10;
-					}
-
-					sprite.shift_position += shift_advance;
-				}
-			}
-		}
-
-		// Draw the sprite buffer onto the colour buffer, wherever the tile map doesn't have
-		// priority (or is transparent).
-		for(int c = start; c < end; ++c) {
-			if(
-				sprite_buffer[c] &&
-				(!(colour_buffer[c]&0x20) || !(colour_buffer[c]&0xf))
-			) colour_buffer[c] = sprite_buffer[c];
-		}
-
-		if(sprite_collision)
-			status_ |= StatusSpriteCollision;
-	}
-
-	// Map from the 32-colour buffer to real output pixels, applying the specific CRAM dot if any.
-	pixel_target_[start] = master_system_.colour_ram[colour_buffer[start] & 0x1f] | cram_dot;
-	for(int c = start+1; c < end; ++c) {
-		pixel_target_[c] = master_system_.colour_ram[colour_buffer[c] & 0x1f];
-	}
-
-	// If the VDP is set to hide the left column and this is the final call that'll come
-	// this line, hide it.
-	if(end == 256) {
-		if(master_system_.hide_left_column) {
-			pixel_origin_[0] = pixel_origin_[1] = pixel_origin_[2] = pixel_origin_[3] =
-			pixel_origin_[4] = pixel_origin_[5] = pixel_origin_[6] = pixel_origin_[7] =
-				master_system_.colour_ram[16 + background_colour_];
-		}
-	}
+void TMS9918<personality>::latch_horizontal_counter() {
+	this->latched_column_ = this->write_pointer_.column;
 }
 
 template class TI::TMS::TMS9918<Personality::TMS9918A>;
diff --git a/Components/9918/Implementation/9918Base.hpp b/Components/9918/Implementation/9918Base.hpp
index 5ccaf25ad..83c00b001 100644
--- a/Components/9918/Implementation/9918Base.hpp
+++ b/Components/9918/Implementation/9918Base.hpp
@@ -122,6 +122,12 @@ struct LineBufferPointer {
 	int row, column;
 };
 
+constexpr uint8_t StatusInterrupt = 0x80;
+constexpr uint8_t StatusSpriteOverflow = 0x40;
+
+constexpr int StatusSpriteCollisionShift = 5;
+constexpr uint8_t StatusSpriteCollision = 0x20;
+
 template <Personality personality> struct Base {
 	Base();
 
@@ -162,17 +168,20 @@ template <Personality personality> struct Base {
 	Outputs::CRT::CRT crt_;
 	TVStandard tv_standard_ = TVStandard::NTSC;
 
-	// Holds the contents of this VDP's connected DRAM.
+	// Personality-specific metrics and converters.
+	ClockConverter<personality> clock_converter_;
+
+	// This VDP's DRAM.
 	std::array<uint8_t, memory_size(personality)> ram_;
 
-	// Holds the state of the DRAM/CRAM-access mechanism.
+	// State of the DRAM/CRAM-access mechanism.
 	uint16_t ram_pointer_ = 0;
 	uint8_t read_ahead_buffer_ = 0;
 	MemoryAccess queued_access_ = MemoryAccess::None;
 	int cycles_until_access_ = 0;
 	int minimum_access_column_ = 0;
 
-	// Holds the main status register.
+	// The main status register.
 	uint8_t status_ = 0;
 
 	// Current state of programmer input.
@@ -189,24 +198,20 @@ template <Personality personality> struct Base {
 	bool generate_interrupts_ = false;
 	int sprite_height_ = 8;
 
+	// Programmer-specified addresses.
 	size_t pattern_name_address_ = 0;				// i.e. address of the tile map.
 	size_t colour_table_address_ = 0;				// address of the colour map (if applicable).
 	size_t pattern_generator_table_address_ = 0;	// address of the tile contents.
 	size_t sprite_attribute_table_address_ = 0;		// address of the sprite list.
 	size_t sprite_generator_table_address_ = 0;		// address of the sprite contents.
 
+	// Default colours.
 	uint8_t text_colour_ = 0;
 	uint8_t background_colour_ = 0;
 
-	ClockConverter<personality> clock_converter_;
-
 	// Internal mechanisms for position tracking.
 	int latched_column_ = 0;
 
-	// A helper function to output the current border colour for
-	// the number of cycles supplied.
-	void output_border(int cycles, uint32_t cram_dot);
-
 	// A struct to contain timing information for the current mode.
 	struct {
 		/*
@@ -381,38 +386,7 @@ template <Personality personality> struct Base {
 		queued_access_ = MemoryAccess::None;
 	}
 
-/*
-	Fetching routines follow below; they obey the following rules:
-
-		1)	input is a start position and an end position; they should perform the proper
-			operations for the period: start <= time < end.
-		2)	times are measured relative to a 172-cycles-per-line clock (so: they directly
-			count access windows on the TMS and Master System).
-		3)	time 0 is the beginning of the access window immediately after the last pattern/data
-			block fetch that would contribute to this line, in a normal 32-column mode. So:
-
-				* it's cycle 309 on Mattias' TMS diagram;
-				* it's cycle 1238 on his V9938 diagram;
-				* it's after the last background render block in Mask of Destiny's Master System timing diagram.
-
-			That division point was selected, albeit arbitrarily, because it puts all the tile
-			fetches for a single line into the same [0, 171] period.
-
-		4)	all of these functions are templated with a `use_end` parameter. That will be true if
-			end is < 172, false otherwise. So functions can use it to eliminate should-exit-not checks,
-			for the more usual path of execution.
-
-	Provided for the benefit of the methods below:
-
-		*	the function external_slot(), which will perform any pending VRAM read/write.
-		*	the macros slot(n) and external_slot(n) which can be used to schedule those things inside a
-			switch(start)-based implementation.
-
-	All functions should just spool data to intermediary storage. This is because for most VDPs there is
-	a decoupling between fetch pattern and output pattern, and it's neater to keep the same division
-	for the exceptions.
-*/
-
+	// Various fetchers.
 	template<bool use_end> void fetch_tms_refresh(int start, int end);
 	template<bool use_end> void fetch_tms_text(int start, int end);
 	template<bool use_end> void fetch_tms_character(int start, int end);
@@ -423,14 +397,22 @@ template <Personality personality> struct Base {
 
 	template<bool use_end> void fetch_sms(int start, int end);
 
+	// A helper function to output the current border colour for
+	// the number of cycles supplied.
+	void output_border(int cycles, uint32_t cram_dot);
+
+	// Output serialisation state.
 	uint32_t *pixel_target_ = nullptr, *pixel_origin_ = nullptr;
 	bool asked_for_write_area_ = false;
+
+	// Output serialisers.
 	void draw_tms_character(int start, int end);
 	void draw_tms_text(int start, int end);
 	void draw_sms(int start, int end, uint32_t cram_dot);
 };
 
 #include "Fetch.hpp"
+#include "Draw.hpp"
 
 }
 }
diff --git a/Components/9918/Implementation/Draw.hpp b/Components/9918/Implementation/Draw.hpp
new file mode 100644
index 000000000..304afeeef
--- /dev/null
+++ b/Components/9918/Implementation/Draw.hpp
@@ -0,0 +1,295 @@
+//
+//  Draw.hpp
+//  Clock Signal
+//
+//  Created by Thomas Harte on 05/01/2023.
+//  Copyright © 2023 Thomas Harte. All rights reserved.
+//
+
+#ifndef Draw_hpp
+#define Draw_hpp
+
+#include "../../../Numeric/BitReverse.hpp"
+
+// MARK: - TMS9918
+
+template <Personality personality>
+void Base<personality>::draw_tms_character(int start, int end) {
+	LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
+
+	// Paint the background tiles.
+	const int pixels_left = end - start;
+	if(this->screen_mode_ == ScreenMode::MultiColour) {
+		for(int c = start; c < end; ++c) {
+			pixel_target_[c] = palette[
+				(line_buffer.patterns[c >> 3][0] >> (((c & 4)^4))) & 15
+			];
+		}
+	} else {
+		const int shift = start & 7;
+		int byte_column = start >> 3;
+
+		int length = std::min(pixels_left, 8 - shift);
+
+		int pattern = Numeric::bit_reverse(line_buffer.patterns[byte_column][0]) >> shift;
+		uint8_t colour = line_buffer.patterns[byte_column][1];
+		uint32_t colours[2] = {
+			palette[(colour & 15) ? (colour & 15) : background_colour_],
+			palette[(colour >> 4) ? (colour >> 4) : background_colour_]
+		};
+
+		int background_pixels_left = pixels_left;
+		while(true) {
+			background_pixels_left -= length;
+			for(int c = 0; c < length; ++c) {
+				pixel_target_[c] = colours[pattern&0x01];
+				pattern >>= 1;
+			}
+			pixel_target_ += length;
+
+			if(!background_pixels_left) break;
+			length = std::min(8, background_pixels_left);
+			byte_column++;
+
+			pattern = Numeric::bit_reverse(line_buffer.patterns[byte_column][0]);
+			colour = line_buffer.patterns[byte_column][1];
+			colours[0] = palette[(colour & 15) ? (colour & 15) : background_colour_];
+			colours[1] = palette[(colour >> 4) ? (colour >> 4) : background_colour_];
+		}
+	}
+
+	// Paint sprites and check for collisions, but only if at least one sprite is active
+	// on this line.
+	if(line_buffer.active_sprite_slot) {
+		const int shift_advance = sprites_magnified_ ? 1 : 2;
+		// If this is the start of the line clip any part of any sprites that is off to the left.
+		if(!start) {
+			for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
+				LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
+				if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
+			}
+		}
+
+		int sprite_buffer[256];
+		int sprite_collision = 0;
+		memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
+
+		constexpr uint32_t sprite_colour_selection_masks[2] = {0x00000000, 0xffffffff};
+		constexpr int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
+
+		// Draw all sprites into the sprite buffer.
+		const int shifter_target = sprites_16x16_ ? 32 : 16;
+		for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
+			LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
+			if(sprite.shift_position < shifter_target) {
+				const int pixel_start = std::max(start, sprite.x);
+				for(int c = pixel_start; c < end && sprite.shift_position < shifter_target; ++c) {
+					const int shift = (sprite.shift_position >> 1) ^ 7;
+					int sprite_colour = (sprite.image[shift >> 3] >> (shift & 7)) & 1;
+
+					// A colision is detected regardless of sprite colour ...
+					sprite_collision |= sprite_buffer[c] & sprite_colour;
+					sprite_buffer[c] |= sprite_colour;
+
+					// ... but a sprite with the transparent colour won't actually be visible.
+					sprite_colour &= colour_masks[sprite.image[2]&15];
+					pixel_origin_[c] =
+						(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
+						(palette[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
+
+					sprite.shift_position += shift_advance;
+				}
+			}
+		}
+
+		status_ |= sprite_collision << StatusSpriteCollisionShift;
+	}
+}
+
+template <Personality personality>
+void Base<personality>::draw_tms_text(int start, int end) {
+	LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
+	const uint32_t colours[2] = { palette[background_colour_], palette[text_colour_] };
+
+	const int shift = start % 6;
+	int byte_column = start / 6;
+	int pattern = Numeric::bit_reverse(line_buffer.patterns[byte_column][0]) >> shift;
+	int pixels_left = end - start;
+	int length = std::min(pixels_left, 6 - shift);
+	while(true) {
+		pixels_left -= length;
+		for(int c = 0; c < length; ++c) {
+			pixel_target_[c] = colours[pattern&0x01];
+			pattern >>= 1;
+		}
+		pixel_target_ += length;
+
+		if(!pixels_left) break;
+		length = std::min(6, pixels_left);
+		byte_column++;
+		pattern = Numeric::bit_reverse(line_buffer.patterns[byte_column][0]);
+	}
+}
+
+// MARK: - Master System
+
+template <Personality personality>
+void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
+	LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
+	int colour_buffer[256];
+
+	/*
+		Add extra border for any pixels that fall before the fine scroll.
+	*/
+	int tile_start = start, tile_end = end;
+	int tile_offset = start;
+	if(read_pointer_.row >= 16 || !master_system_.horizontal_scroll_lock) {
+		for(int c = start; c < (line_buffer.latched_horizontal_scroll & 7); ++c) {
+			colour_buffer[c] = 16 + background_colour_;
+			++tile_offset;
+		}
+
+		// Remove the border area from that to which tiles will be drawn.
+		tile_start = std::max(start - (line_buffer.latched_horizontal_scroll & 7), 0);
+		tile_end = std::max(end - (line_buffer.latched_horizontal_scroll & 7), 0);
+	}
+
+
+	uint32_t pattern;
+	uint8_t *const pattern_index = reinterpret_cast<uint8_t *>(&pattern);
+
+	/*
+		Add background tiles; these will fill the colour_buffer with values in which
+		the low five bits are a palette index, and bit six is set if this tile has
+		priority over sprites.
+	*/
+	if(tile_start < end) {
+		const int shift = tile_start & 7;
+		int byte_column = tile_start >> 3;
+		int pixels_left = tile_end - tile_start;
+		int length = std::min(pixels_left, 8 - shift);
+
+		pattern = *reinterpret_cast<const uint32_t *>(line_buffer.patterns[byte_column]);
+		if(line_buffer.names[byte_column].flags&2)
+			pattern >>= shift;
+		else
+			pattern <<= shift;
+
+		while(true) {
+			const int palette_offset = (line_buffer.names[byte_column].flags&0x18) << 1;
+			if(line_buffer.names[byte_column].flags&2) {
+				for(int c = 0; c < length; ++c) {
+					colour_buffer[tile_offset] =
+						((pattern_index[3] & 0x01) << 3) |
+						((pattern_index[2] & 0x01) << 2) |
+						((pattern_index[1] & 0x01) << 1) |
+						((pattern_index[0] & 0x01) << 0) |
+						palette_offset;
+					++tile_offset;
+					pattern >>= 1;
+				}
+			} else {
+				for(int c = 0; c < length; ++c) {
+					colour_buffer[tile_offset] =
+						((pattern_index[3] & 0x80) >> 4) |
+						((pattern_index[2] & 0x80) >> 5) |
+						((pattern_index[1] & 0x80) >> 6) |
+						((pattern_index[0] & 0x80) >> 7) |
+						palette_offset;
+					++tile_offset;
+					pattern <<= 1;
+				}
+			}
+
+			pixels_left -= length;
+			if(!pixels_left) break;
+
+			length = std::min(8, pixels_left);
+			byte_column++;
+			pattern = *reinterpret_cast<const uint32_t *>(line_buffer.patterns[byte_column]);
+		}
+	}
+
+	/*
+		Apply sprites (if any).
+	*/
+	if(line_buffer.active_sprite_slot) {
+		const int shift_advance = sprites_magnified_ ? 1 : 2;
+
+		// If this is the start of the line clip any part of any sprites that is off to the left.
+		if(!start) {
+			for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
+				LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
+				if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
+			}
+		}
+
+		int sprite_buffer[256];
+		int sprite_collision = 0;
+		memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
+
+		// Draw all sprites into the sprite buffer.
+		for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
+			LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
+			if(sprite.shift_position < 16) {
+				const int pixel_start = std::max(start, sprite.x);
+
+				// TODO: it feels like the work below should be simplifiable;
+				// the double shift in particular, and hopefully the variable shift.
+				for(int c = pixel_start; c < end && sprite.shift_position < 16; ++c) {
+					const int shift = (sprite.shift_position >> 1);
+					const int sprite_colour =
+						(((sprite.image[3] << shift) & 0x80) >> 4) |
+						(((sprite.image[2] << shift) & 0x80) >> 5) |
+						(((sprite.image[1] << shift) & 0x80) >> 6) |
+						(((sprite.image[0] << shift) & 0x80) >> 7);
+
+					if(sprite_colour) {
+						sprite_collision |= sprite_buffer[c];
+						sprite_buffer[c] = sprite_colour | 0x10;
+					}
+
+					sprite.shift_position += shift_advance;
+				}
+			}
+		}
+
+		// Draw the sprite buffer onto the colour buffer, wherever the tile map doesn't have
+		// priority (or is transparent).
+		for(int c = start; c < end; ++c) {
+			if(
+				sprite_buffer[c] &&
+				(!(colour_buffer[c]&0x20) || !(colour_buffer[c]&0xf))
+			) colour_buffer[c] = sprite_buffer[c];
+		}
+
+		if(sprite_collision)
+			status_ |= StatusSpriteCollision;
+	}
+
+	// Map from the 32-colour buffer to real output pixels, applying the specific CRAM dot if any.
+	pixel_target_[start] = master_system_.colour_ram[colour_buffer[start] & 0x1f] | cram_dot;
+	for(int c = start+1; c < end; ++c) {
+		pixel_target_[c] = master_system_.colour_ram[colour_buffer[c] & 0x1f];
+	}
+
+	// If the VDP is set to hide the left column and this is the final call that'll come
+	// this line, hide it.
+	if(end == 256) {
+		if(master_system_.hide_left_column) {
+			pixel_origin_[0] = pixel_origin_[1] = pixel_origin_[2] = pixel_origin_[3] =
+			pixel_origin_[4] = pixel_origin_[5] = pixel_origin_[6] = pixel_origin_[7] =
+				master_system_.colour_ram[16 + background_colour_];
+		}
+	}
+}
+
+// MARK: - Yamaha
+
+// TODO.
+
+// MARK: - Mega Drive
+
+// TODO.
+
+#endif /* Draw_hpp */
diff --git a/Components/9918/Implementation/Fetch.hpp b/Components/9918/Implementation/Fetch.hpp
index c38d51202..a6c2a2e48 100644
--- a/Components/9918/Implementation/Fetch.hpp
+++ b/Components/9918/Implementation/Fetch.hpp
@@ -9,6 +9,38 @@
 #ifndef Fetch_hpp
 #define Fetch_hpp
 
+/*
+	Fetching routines follow below; they obey the following rules:
+
+		1)	input is a start position and an end position; they should perform the proper
+			operations for the period: start <= time < end.
+		2)	times are measured relative to a 172-cycles-per-line clock (so: they directly
+			count access windows on the TMS and Master System).
+		3)	time 0 is the beginning of the access window immediately after the last pattern/data
+			block fetch that would contribute to this line, in a normal 32-column mode. So:
+
+				* it's cycle 309 on Mattias' TMS diagram;
+				* it's cycle 1238 on his V9938 diagram;
+				* it's after the last background render block in Mask of Destiny's Master System timing diagram.
+
+			That division point was selected, albeit arbitrarily, because it puts all the tile
+			fetches for a single line into the same [0, 171] period.
+
+		4)	all of these functions are templated with a `use_end` parameter. That will be true if
+			end is < 172, false otherwise. So functions can use it to eliminate should-exit-not checks,
+			for the more usual path of execution.
+
+	Provided for the benefit of the methods below:
+
+		*	the function external_slot(), which will perform any pending VRAM read/write.
+		*	the macros slot(n) and external_slot(n) which can be used to schedule those things inside a
+			switch(start)-based implementation.
+
+	All functions should just spool data to intermediary storage. This is because for most VDPs there is
+	a decoupling between fetch pattern and output pattern, and it's neater to keep the same division
+	for the exceptions.
+*/
+
 #define slot(n)	\
 	if(use_end && end == n) return;	\
 	[[fallthrough]];				\
diff --git a/Numeric/BitReverse.hpp b/Numeric/BitReverse.hpp
new file mode 100644
index 000000000..440501f1b
--- /dev/null
+++ b/Numeric/BitReverse.hpp
@@ -0,0 +1,62 @@
+//
+//  BitReverse.hpp
+//  Clock Signal
+//
+//  Created by Thomas Harte on 05/01/2023.
+//  Copyright © 2023 Thomas Harte. All rights reserved.
+//
+
+#ifndef BitReverse_hpp
+#define BitReverse_hpp
+
+#include <cstdint>
+
+namespace Numeric {
+
+/// @returns @c source with the order of its bits reversed. E.g. if @c IntT is @c uint8_t then
+/// the reverse of bit pattern abcd efgh is hgfd dcba.
+template <typename IntT> constexpr IntT bit_reverse(IntT source);
+
+// The single-byte specialisation uses a lookup table.
+template<> constexpr uint8_t bit_reverse<uint8_t>(uint8_t source) {
+    struct ReverseTable {
+		static constexpr std::array<uint8_t, 256> reverse_table() {
+			std::array<uint8_t, 256> map{};
+			for(std::size_t c = 0; c < 256; ++c) {
+				map[c] = uint8_t(
+					((c & 0x80) >> 7) |
+					((c & 0x40) >> 5) |
+					((c & 0x20) >> 3) |
+					((c & 0x10) >> 1) |
+					((c & 0x08) << 1) |
+					((c & 0x04) << 3) |
+					((c & 0x02) << 5) |
+					((c & 0x01) << 7)
+				);
+			}
+			return map;
+		}
+    };
+
+	const std::array<uint8_t, 256> map = ReverseTable::reverse_table();
+	return map[source];
+}
+
+// All other versions just call the byte-level reverse the appropriate number of times.
+template <typename IntT> constexpr IntT bit_reverse(IntT source) {
+	IntT result;
+
+	uint8_t *src = reinterpret_cast<uint8_t *>(&source);
+	uint8_t *dest = reinterpret_cast<uint8_t *>(&result) + sizeof(result) - 1;
+	for(size_t c = 0; c < sizeof(source); c++) {
+		*dest = bit_reverse(*src);
+		++src;
+		--dest;
+	}
+
+	return result;
+}
+
+}
+
+#endif /* BitReverse_hpp */
diff --git a/OSBindings/Mac/Clock Signal.xcodeproj/project.pbxproj b/OSBindings/Mac/Clock Signal.xcodeproj/project.pbxproj
index fc4ae9b88..1447f9c93 100644
--- a/OSBindings/Mac/Clock Signal.xcodeproj/project.pbxproj	
+++ b/OSBindings/Mac/Clock Signal.xcodeproj/project.pbxproj	
@@ -1319,6 +1319,8 @@
 		4B43983829620FB1006B0BFC /* 9918.cpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.cpp; path = 9918.cpp; sourceTree = "<group>"; };
 		4B43983C29621024006B0BFC /* ClockConverter.hpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = ClockConverter.hpp; sourceTree = "<group>"; };
 		4B43983E29628538006B0BFC /* Fetch.hpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = Fetch.hpp; sourceTree = "<group>"; };
+		4B43983F2967459B006B0BFC /* Draw.hpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = Draw.hpp; sourceTree = "<group>"; };
+		4B43984129674943006B0BFC /* BitReverse.hpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = BitReverse.hpp; sourceTree = "<group>"; };
 		4B448E7F1F1C45A00009ABD6 /* TZX.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = TZX.cpp; sourceTree = "<group>"; };
 		4B448E801F1C45A00009ABD6 /* TZX.hpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.h; path = TZX.hpp; sourceTree = "<group>"; };
 		4B448E821F1C4C480009ABD6 /* PulseQueuedTape.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = PulseQueuedTape.cpp; sourceTree = "<group>"; };
@@ -3289,6 +3291,7 @@
 		4B7BA03C23D55E7900B98D9E /* Numeric */ = {
 			isa = PBXGroup;
 			children = (
+				4B43984129674943006B0BFC /* BitReverse.hpp */,
 				4BD155312716362A00410C6E /* BitSpread.hpp */,
 				4B7BA03E23D55E7900B98D9E /* CRC.hpp */,
 				4B7BA03F23D55E7900B98D9E /* LFSR.hpp */,
@@ -4738,6 +4741,7 @@
 				4BD388411FE34E010042B588 /* 9918Base.hpp */,
 				4B43983C29621024006B0BFC /* ClockConverter.hpp */,
 				4B43983E29628538006B0BFC /* Fetch.hpp */,
+				4B43983F2967459B006B0BFC /* Draw.hpp */,
 			);
 			path = Implementation;
 			sourceTree = "<group>";