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Beginners > Can i Show 50 sprites at 64x64

#110612 - QuantumDoja - Wed Nov 29, 2006 10:44 pm

Hi, Im not sure if this is right, but can i load in 1 64 by 64 sprite into memory and then draw 50 of these on the screen at one time

sprites[n to 50].OAM = 0;

I can fit eight 64x64 sprites into memory at once, i should be able to create 50 references to them...shouldnt i?
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#110616 - DekuTree64 - Wed Nov 29, 2006 11:10 pm

Yeah, that should work fine. There is a limit to the number of sprite pixels the hardware can draw on a single scanline though, so you might get some graphical tearing with that many packed onto the screen at once.
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#110618 - tepples - Wed Nov 29, 2006 11:14 pm

Given unrotated, unscaled sprites, each 64 pixels wide, you can fit 18 on one scanline (or 14 if the "write enable OAM during hblank" bit in DISPCNT is turned on).
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#110631 - gmiller - Thu Nov 30, 2006 12:22 am

tepples wrote:
Given unrotated, unscaled sprites, each 64 pixels wide, you can fit 18 on one scanline (or 14 if the "write enable OAM during hblank" bit in DISPCNT is turned on).


Is this a bit for GBA or DS? I don't remember it for GBA.

#110637 - tepples - Thu Nov 30, 2006 12:42 am

gmiller wrote:
tepples wrote:
you can fit 18 on one scanline (or 14 if the "write enable OAM during hblank" bit in DISPCNT is turned on).

Is this a bit for GBA or DS? I don't remember it for GBA.

It's DISPCNT bit 5 on GBA.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#110644 - gmiller - Thu Nov 30, 2006 1:21 am

Yep ... I missed that .... don't know why but I guess I never tried to modify OAM during HBLANK ...

#110688 - QuantumDoja - Thu Nov 30, 2006 2:56 pm

Hi, thanks for your replies, I thought I could....Ive been dealing with a horrible bug regarding sprites for the past three days, just worked out i hadnt set my sprites array big enough.....man 3 days wasted!!!!!!
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Chris Davis