I'm working on an isometric view RPG similar to "Breath of Fire 3" that
supports freely rotating the screen in any direction (through 64
angles). It uses rotate-zoom layer for the floor, and heavy use of
sprites for other graphics objects.
For sprites, it's using a cache of prerendered sprites (for each view
angle), along with rotate-zoom sprites for simple 3d objects like walls
and puddles.
This yields an excellent frame rate, since no polygons need to be
rendered in software during normal gameplay. It works great on
emulators.
My concern is: what exactly are the hardware limitations on sprites?
And what is the behavior if you use too many sprites per line? Which
sprites disappear? I'd like to build these limitations into my video
hardware simulator so I don't get overzealous with complex scenes.
I've seen listed figures for "max number of ROZ sprites per scanline"
but what happens when you mix normal sprites with some smaller number
of ROZ sprites? Is there a simple rule I can safely use as a
constraint? Let's say for example I have (A) 32x32 sprites, and (B)
double size 32x32 sprites with ROZ enabled. What combination of (A)
and (B) will not cause problems?
Is there any freely available emulator that is known to enforce these
limits?
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