Once i've fixed a few minor mistakes (there's currently 9 sprites on 3 of the rows), it'll be at 118 to 119 sprites on screen at the same time; overtracing the 64 limit almost by a power of 2.
This means the project got a little bigger than i originally had in mind. Now i must multiplex the sprites (early gen console style), which specifically means timed animation of sprite position and tile reference during the draw of one screen.
Before i dig into it - Am i correct if
-Sprite tile animation and position updates would need to happen during hblank
And
-Is there a shorthand answer if this is even viable?
I essentially have a time buffer of 64 scanlines before the scanner hits the next set of 'virtual' / multiplexed sprites, but it can't begin until at least a row (8 scanlines) have passed so i don't move sprites prior to them being rendered. Since the total amount of sprites is less than a power of 2, there's fewer upates to be made halfway down the screen. Attaching a sprite count list.
I can of course reset sprites back to the initial setting during vblank.
Code: Select all
Row Spritecount
1 8
2 7
3 7
4 5
5 9 (needs a fix, cap at 8)
6 8
7 8
8 8
9 6-7 (depending on a choice)
10 6
11 9 (needs a fix, cap at 8)
12 7
13 9 (needs a fix, cap at 8)
14 8
15 7
16 4
17 3
18 2