I'm writing a cycling routine for a sports game engine I've been working on. There can be up to 45 8x16 sprites on any given scanline at any given time (though not very likely). Of those, 44 are for players and need to be cycled.
So my idea was to have 2 separate $58 byte "pages" within the OAM page. For every frame, toggle which team uses which page (so priority between teams changes) as well as keep an index on what player to start the copy (from player struct ram to OAM ram) from. The index would be increased on every frame so priority among teamates changes too. The effectiveness has yet to be tested (the ai hasn't progressed far enough).
I was just wondering what techniques others have used/seen.
So my idea was to have 2 separate $58 byte "pages" within the OAM page. For every frame, toggle which team uses which page (so priority between teams changes) as well as keep an index on what player to start the copy (from player struct ram to OAM ram) from. The index would be increased on every frame so priority among teamates changes too. The effectiveness has yet to be tested (the ai hasn't progressed far enough).
I was just wondering what techniques others have used/seen.