I agree with you 1,000% The main thing I don't like is how a 16x16 object with only 8x16 of the object filled out will count 16 pixels instead of 8 to the sprite pixel per scan line limit. People always complain about how "slow" the SNES's CPU is (the people who do don't even know what a bit is. They just compare 7.6 with 3.58, and if both processors were exactly the same, the Genesis's CPU would blow the SNES's out of the water, but they aren't) but the sprite pixel per scan line limit is far greater to me. (I'd gladly get rid of BG 3 and transparency and mosaic and window layers and the useless 64x64 sprites and hi res mode and all that jazz for 2x the amount of overdraw any day of the week)psycopathicteen wrote: I just want to use a huge load of 8x8s, like an NES on steroids.
You mean kind of like say you try to store a number at $0010, but it instead stores it at $0020, so you store it at $0000, knowing it will turn into $0010? I've wondered the same thing.psycopathicteen wrote: I know the oam address gets left at the hioam byte of the last sprite rendered, but can you manually change the oam address to where you want it?
(You know, maybe we could get our good buddy 93143 to "help" us.