someone do Aleste if there are too many sprites it will swap odd/even frames by displaying one layer of different sprites thus doubling the amount of sprites you see on the screen
Check out Mechanical Brain. It uses sprites for literally everything, massive sprites, massive amounts of sprites, even the rocky islands are sprites. It most certainly uses sprite splits to get more than 32 on screen at a time. Unfortunately it doesn’t seem to use sprite flickering to mask the 8 sprites per line limit, I think that would’ve looked even better.
Check out Mechanical Brain. It uses sprites for literally everything, massive sprites, massive amounts of sprites, even the rocky islands are sprites. It most certainly uses sprite splits to get more than 32 on screen at a time. Unfortunately it doesn’t seem to use sprite flickering to mask the 8 sprites per line limit, I think that would’ve looked even better.
With no disrespect meant to the authors, technically this is quite the feat, but I don't think this looks very appealing or even playable.
In my opinion two issues with the game are framerate and lack of sprite flickering, it’s a bit weird that parts just disappear. There are a lot of objects so I can imagine it being too much for Z80, but since the game runs on R800 I think it should be able to run faster, at 30 fps at least or 60 fps ideally.
Hello,
I'll give you an example of flickering or flashing sprites.
- SCREEN 4 with LIMIT 8 SPRITE :
If you want to display 10 sprites in a horizontal line, then the first VDP displays 8, the second VDP displays the 2 sprites!
Probably requires 2 x V9938 (VDU)
Bye
DanySoft: Games usually cycle sprites so that if there are more than 8 (e.g. 10), on each first frame it shows sprites 1-8 and on each second frame it shows sprites 3-10. This means four out of ten sprites are flickering, but they do not disappear completely. If the flickering is done at 60 fps the flickering is not too bothersome.
It is this type of effect that I was referring to be missing in this game.
Hello,
I'll give you an example of flickering or flashing sprites.
- SCREEN 4 with LIMIT 8 SPRITE :
If you want to display 10 sprites in a horizontal line, then the first VDP displays 8, the second VDP displays the 2 sprites!
Probably requires 2 x V9938 (VDU)
Bye
EH? What you are saying ? there is one vdp. Multiple sprites x row are possible on v99x8 with flickering (and it is a common scenario)
I just realised that hydefos also uses a spritesplit.
They actually use 18 sprites already for border masking.
that leaves not much free sprites available, so they are forced to use a spritesplit.