I know from reading the docs, wiki etc.. that there is an 8 sprite per scanline limit. If you hit that $2002 bit 5 is set.
According to the wiki, only the first 8 sprites per scanline are used.
My understanding is that if you exceed the 8 sprites, a slowdown occurs, and often there is a flicker, since only the 8 with the highest priority (in terms of their order in the sprite ram) are drawn.
My question is:
Is the slowdown/flicker based on the number of sprites, or the number of pixels drawn? Meaning, will the slowdown disappear if the sprite is behind the background, or another sprite.
It seems like managing these sprites can get complicated. Is there a preferred technique I should be using, or is this all part of the "engine" writing process?
Al
According to the wiki, only the first 8 sprites per scanline are used.
My understanding is that if you exceed the 8 sprites, a slowdown occurs, and often there is a flicker, since only the 8 with the highest priority (in terms of their order in the sprite ram) are drawn.
My question is:
Is the slowdown/flicker based on the number of sprites, or the number of pixels drawn? Meaning, will the slowdown disappear if the sprite is behind the background, or another sprite.
It seems like managing these sprites can get complicated. Is there a preferred technique I should be using, or is this all part of the "engine" writing process?
Al