Having 80 32x32 sprites on the screen does sound impressive, (though I don't know if the system would get slow-down before then,) but it doesn't give me much more information. (More correctly, any size of 1 to 4 tiles per dimension, and tiles are stored as 8x8.) I did gather that the Genesis could draw 80 sprites on the screen with up to 20 on a scanline, (some oddly non-power-of-2 numbers,) and sprites could be drawn in any multiple-of-eight size up to 32x32. Well I was trying to look up some technical data, but I couldn't find much that was presented in a way that was easy to understand. I definitely notice that Genesis games frequently made use of having creations built out of many sprites, (eg Vectorman) and I was under the impression that this was something the Genesis did better than the SNES, that the Genesis could render more sprites on the screen than the SNES could. Wasn't that one of the categories where Sega beat Nintendo hands down? Or was it not so hands-down, or am I mistaken entirely? I was thinking about 16-bit systems lately, which mostly comes down to the SNES versus the Sega Genesis/Mega Drive.Īnd today, actually I was just thinking about rendering sprites.
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