Sprite multiplexing to surpass the 64 sprite limit

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

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Vectrex2809
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Re: Sprite multiplexing to surpass the 64 sprite limit

Post by Vectrex2809 »

tepples wrote:Uploading a new display list to OAM must take place while rendering is off, which means a blank bar across the screen at least five scanlines in height. I think Bigfoot does this, but not much else.
Now that you mentioned Bigfoot, there is an interview of this game's programmer about what tricks he used here, including the sprite thingy - http://www.retrogamingtimes.com/rgtimes10/
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