Also sprites larger than 32x32 need to be rendered using multiple hardware sprites so the sprite limit could come into play (though I doubt this would be the case for a fighting game).
But in a shooter the massive boss doesn't contains dozens of full animation frames, only a few small animated parts. Actually, in many shooters, when the boss if REALLY big, the bulk of the boss that has no animation is done using background tiles.
Originally posted by ExCyber@Oct 24, 2003 @ 02:27 PM
But in a shooter the massive boss doesn't contains dozens of full animation frames, only a few small animated parts. Actually, in many shooters, when the boss if REALLY big, the bulk of the boss that has no animation is done using background tiles.
I was talking about the problem of having lots of bullets flying around onscreen going over the VDP sprite limit. You can only have 16 (or 20 I think if it's in 40-cell mode) sprites sharing the same scanline before the VDP stops drawing them (probably memory access reasons).
Originally posted by ExCyber@Oct 24, 2003 @ 02:27 PM
But in a shooter the massive boss doesn't contains dozens of full animation frames, only a few small animated parts. Actually, in many shooters, when the boss if REALLY big, the bulk of the boss that has no animation is done using background tiles.
I was talking about the problem of having lots of bullets flying around onscreen going over the VDP sprite limit. You can only have 16 (or 20 I think if it's in 40-cell mode) sprites sharing the same scanline before the VDP stops drawing them (probably memory access reasons).
Originally posted by M3d10n@Oct 24, 2003 @ 11:48 AM
In the Genesis/Sega CD version of Samurai Shodown, they decided to take out Earthquake, that would surely hog the system, while in the SNES version all characters became lemmings to allow Earthquake to be in.
Originally posted by RadSil@Oct 25, 2003 @ 10:08 AM
I would say it was completely cartridge size limitations...
Originally posted by Mask of Destiny@Oct 25, 2003 @ 03:11 PM
You can increase the number of sprites per frame with raster effects (You have 2 sprite lists in RAM and you change a VDP register so it switches between the two part way through the raster), but you can't overcome the per line limitation. Eternal Champions changed the color pallete mid-raster to get more colors on the screen.
Originally posted by Alexvrb+Oct 26, 2003 @ 02:42 AM--><div class='quotetop'>QUOTE(Alexvrb @ Oct 26, 2003 @ 02:42 AM)</div><div class='quotemain'> <!--QuoteBegin-Mask of Destiny@Oct 25, 2003 @ 03:11 PM
You can increase the number of sprites per frame with raster effects (You have 2 sprite lists in RAM and you change a VDP register so it switches between the two part way through the raster), but you can't overcome the per line limitation. Eternal Champions changed the color pallete mid-raster to get more colors on the screen.
Originally posted by Alexvrb@Oct 26, 2003 @ 06:56 PM
Who says Hold and Modify cannot be done in software?
Do a google for eternal champions CD 256