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Coding > Sprite cycles/scanline for obscured sprites

#16939 - poslundc - Fri Feb 27, 2004 5:46 pm

If I have two sprites and the one with higher OAM priority partially or completely obscures the other, will the obscured pixels consume rendering cycles for that sprite?

Quoth gbatek:

Quote:
Caution:
The maximum number of OBJs per line is also affected by undisplayed (offscreen) OBJs which are having higher priority than displayed OBJs.
To avoid this, move displayed OBJs to the begin of OAM memory (ie. OBJ0 has highest priority, OBJ127 lowest).


... which would seem to imply that OBJs that aren't actually displayed still consume rendering cycles. Still, it's unclear whether this is the case or not for obscured sprites.

Thanks,

Dan.

#16979 - tepples - Sat Feb 28, 2004 3:55 am

Covered-up sprites still use rendering cycles. Just be glad you're not on the 8-bit NES, which had only enough rendering cycles for 64 sprite pixels in one scanline.
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#17010 - Miked0801 - Sat Feb 28, 2004 7:57 pm

DMG/GBC at least gave you 10 sprites on a line :)