I guess the trick in these cases to work best within SNES' limits would maybe be to use the 16x16 and 32x32 sprites, like in Sparkster, and try not to make every tile of the sprites use completely unique art, so as to maximize the optimal way of working within that VRAM limit, as well as use a limited amount of variation of the sprites on-screen at any time and create characters that use as much if each tile's space as possible.TiagoSC wrote: ↑Sat Apr 08, 2023 9:43 amJust to see how the MD engine has the advantage, even in H32 mode (maximum 64 sprites):
[moderator: attached images from links to post]
On SNES mmx (70 sprites used out-of 128)
SNES-MMX.png
On MD mmx (28 sprites used out-of 64, in this H32 mode)
MD-MMX.png
On snes, for a game with many particles you will have an advantage for the 128 total sprites, or in a game like Sparkster that uses 16x16/32x32 sprites, you can get more and bigger sprites than the MD, but the limit is to fit all the art in the 512 tiles
snes Sparkster
Sparkster-J-000.png
sprite tiles on vram:
Sparkster-VRAM-sprites.png
I'm curious as to what difference it would have made using the 16x16 and 32x32 sprites in the Mega Man example there and trying to optimize things that way, as that presumably would have cut down on the total required to show the characters in the image you provided above.
You managed to do it in only 28 sprites of varying sizes on Genesis, but I'd be interested to see the lowest number of SNES sprites you could get away with if you were to use the 16x16 and 32x32 sizes instead of the 8x8 and 16x16 sizes Capcom originally went with (assuming it still fits into the VRAM and sprites per scanline limits).
SNES definitely makes it more of a hassle for sure though.
