From: "Phil Stroffolino" <pstroffo@...>
> 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?
I've also seen the numbers posted here recently but I don't have them readily
handy. However, you should be able to get a rough idea by making some
simple calculations. The limitation is on the amount of time it takes to
process
each sprite. So if the numbers are that x 32x32 sprites or y ROZ sprites can
be rendered, you can see that the time it takes to render a ROZ sprite is x/y
times the amount of time it takes to render a normal sprite.
Since the total time's units are irrelevant here, assume that you have a total
time
of x units and it takes 1 unit to render a normal sprite.
T = A + B * (x/y)
if T (time to render) <= x, you should be OK. If T > x, either you will have
problems,
the above assumptions are incorrect, or the starting numbers are incorrect.
From experience with similar hardware in the SNES, some of the sprites will not
appear
on that scan line, or may only partially appear. Also, if only a few scan lines
have the
convergence of too many sprites, the sprites will appear fine both above and
below those
lines.
I would also suspect that the numbers of sprites that can be rendered changes
depending
upon how many background layers are in use.
- John