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Forums > C64 Coding > Maximum number of sprites
2006-02-06 06:45
Wisdom

Registered: Dec 2001
Posts: 90
Maximum number of sprites

Hello,

What is the maximum possible number of sprites on a PAL C64 at once?

There are a couple of numbers about this (based on 312 rasterlines);

1) 112 non-clipped sprites,
2) 112 non-clipped sprites + 8 clipped ones,
3) 144 sprites with 17 pixels height (Crossbow).

Which one would be of general acceptance as the maximum?

And, does the 3rd one really count, as it introduces another limit while trying to remove the other?

Is there any other 'legal' record around that I may not be aware of?

I would like to hear your comments. Thanks.
 
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2006-02-06 15:39
HCL

Registered: Feb 2003
Posts: 717
@Graham: Me? I never said that Crossbow ever made more than 104 *whole* sprites ;). Well, 112 *some* frames perhaps..

Counting the amount of sprites is really quite rediculous, since it can never be more than (screen size)/(sprite size). Either counting clipped ones or not.

Nevertheless, those 144 were rather entertaining :).
2006-02-06 19:10
TDJ

Registered: Dec 2001
Posts: 1879
There's only one sprite, and her name is Kitty Pryde!
2006-02-06 20:10
Oswald

Registered: Apr 2002
Posts: 5025
Quote: Of course the 120 sprites is cheating, but cool cheating if you ask me... Anyway, the max amount of full-fledged sprites is definitely 112, unless you only count the number of visible lines, in which case it's less, depending on what screen you use... Does crunched sprites count? I would say yes, since it's still independent sprites, that are just smaller.

based on that, I could say that I make a multiplexer of 1 pixel high sprites. What.. ? Cheating.. ? why, they're still independent sprites, that are just smaller.
2006-02-06 21:12
dalezy

Registered: Apr 2002
Posts: 475
Quote: There's only one sprite, and her name is Kitty Pryde!

!
2006-02-06 21:22
_V_
Account closed

Registered: Jan 2002
Posts: 124
Well, actually, 1 pixel high sprites are not a bad idea. Give them a 1x5 resolution, so that we have 32 bitcode possibilities for letters and a few symbols(00000=SPACE, 00001=a, 00010=b, etc...). Then, it is possible to create a cool and highly readable uberspritescroller consisting of (taking a base grid of 8x14 normal sprites) 294x8 = 2352 one-line-sprites. Sounds pretty sweet to me ;).
2006-02-06 23:03
Dane
Account closed

Registered: May 2002
Posts: 421
Quote: There's only one sprite, and her name is Kitty Pryde!

:D :D :D
2006-02-07 07:44
HCL

Registered: Feb 2003
Posts: 717
You can not crunch a sprite down to one pixel. Oh well, you can try :). A sprite defines a graphical area which can be assigned independant x- and y-positions.
2006-02-07 08:30
Cruzer

Registered: Dec 2001
Posts: 1048
Quote: You can not crunch a sprite down to one pixel. Oh well, you can try :). A sprite defines a graphical area which can be assigned independant x- and y-positions.

But then multiplexed sprites doesn't count at all, since they can't have completely independant y-positions. Guess we're back at 8. :)
2006-02-07 08:37
TDJ

Registered: Dec 2001
Posts: 1879
Quote: But then multiplexed sprites doesn't count at all, since they can't have completely independant y-positions. Guess we're back at 8. :)

Which just happens to be *my* personal record. Go figure.
2006-03-26 20:59
kamelito
Account closed

Registered: Mar 2006
Posts: 14
Quote: But then multiplexed sprites doesn't count at all, since they can't have completely independant y-positions. Guess we're back at 8. :)

Execpt if the others sprites move to another Y position. :)
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