Espozo wrote:tomaitheous wrote:This is where the PCE and Genesis have more flexibility; sprites (and tiles) and exist anywhere in the whole vram range (even inside tilemap areas). Though for your typical average game, I'm sure it's not a huge deal breaker
But they only have about half (5/8 for the Genesis) the amount of sprites, so you with the Genesis, you can have a 32x16 sprite, but with the SNES, you can have two 16x16 sprites for the exact same effect, only loosing slightly more sprites than the Genesis and the exact same amount of the TG16, but it's unlikely you wont have a single sprite that's perfectly square. In fact, explosions and bullets are usually one sprite and are usually take the most sprites, so... (I do wish the SNES had an extra sprite bit for sprite size so you could have all the different sized sprites, but I don't care way too bad. Explosions and bullets, which are usually the largest and the smallest, are usually together so that's a bit of a pain...)
By half? You mean the size of the SAT (sprite attribute table, or OAM as Nintendo calls it)? Yeah, but I look at it the other way around; you need such a large SAT because of the limited sprite sizes on the SNES. I.e. You need a large SAT especially when using anything 8x8 sprites (meta or otherwise).
Just an observation/off topic:
Even if you limited the PCE and MD to 256 res mode, the 64 entry SAT will easily cover the entire screen because they have access to
all their sprite sizes in a single frame and aren't limited to square sizes. For MD, that's up to 32x32 which at 64 entries, covers 65k pixels. A 256x224 screen is only 57k pixels. For PCE, with its max size of 32x64, can cover up to 128k pixels; way more coverage than it can show pixel wise. SAT size isn't a problem, even with the PCE's small sprite size of 16x16. Just watch a
Lords of Thunder longplay on the hardest setting; revenge bullets on every enemy kill. 64 sprites is a
LOT of sprites onscreen (objects, not metasprites). Same for the MD. And you have direct access to the full 64k range; no banking or name table limitations or wrapping issues, etc.
Of course, MD has its own problems: to get around the limit number of subpalettes, I'd use more metasprite cells to access more than one palette in a sprite (that or limit sprites to 8 colors each). Stef mentioned that there's a part in Contra Hardcores that maxes out the SAT (80 entries for high res mode), and I thought it was for this reason - but I'm not entirely sure. PCE has a huge number of subpalettes for sprites, but all sizes being increments of 16 pixels (16x16,16x32,16x64,32x16,32x32,32x64) - it can waste space if the object is tiny or waste sprite-line-pixel bandwidth on transparent pixels. They all have their drawbacks, but I wouldn't say SAT entry size is one of them.
On topic:
Isn't the sprite wrap on the SNES sprite page/bank/whatever, at 16k?