also if bit 5 is set in REG_DISTCNT (0x04000000) you get even less [i think
thats the right way if I remember right the cowbite spec is wrong, that bit
allows user access to oam during hsync, not the other way]
and rot/scale again lowers the sprites per scan line
can't find the figures but I know its a max of 128 8x8 tiles per scan line,
and think the gba can process about 150 8x8 tiles
per scan line if bit 5 is clear and 128 if its set; rotate scale take about
3 times longer (doubling the size means 6 times longer)
only fully processed sprites are shown.
----- Original Message -----
From: "Francis Lillie" <francis_lillie@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, February 04, 2003 11:09 AM
Subject: RE: [gbadev] sprites dissapearing
> >I have started to display around 70 sprites on screen at once, most of
> >them are size 16x16. If I display more than 70 odd, sprites start to
> >disappear randomly.
>
> Are the sprites disappearing completely, or just parts of them? At a
> guess, with the information supplied, I would say that you're exceeding
> the display limitations for sprites on a raster line. The GBA is only
> capable of displaying up to 76 16 pixel wide sprites on any given raster
> line. Any more than this and the data won't be displayed. Are the
> sprites in fairly close Y proximity on screen?
>
> FGL
>
>
>
>
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>
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