Since the amount of hardware sprites required to build a meta sprite may change depending on the sprite of the animation, should I keep the maximum amount of hardware sprites the object can use reserved for it to prevent parts of it disappearing if something else spawns?
For example, in Metroid, Waver's sprite requires 4 hardware sprites most of the time. However the last animation sprite could fit in 2 hardware sprites and would free 2 hardware sprites for something else. But when the Waver's animation returns to use 4 hardware sprites, parts of it would probably disappear if something else has occupied the 2 hardware sprites it freed when changing to the sprite that only uses 2 hardware sprites.
So, should I keep the sprites reserved for the object or free them for something else? Also, if I render "blank" sprite on screen, would it affect to the 8 sprites per scanline limit since it's completely transparent?
Any other ideas or suggestions regarding this matter are very welcome.
For example, in Metroid, Waver's sprite requires 4 hardware sprites most of the time. However the last animation sprite could fit in 2 hardware sprites and would free 2 hardware sprites for something else. But when the Waver's animation returns to use 4 hardware sprites, parts of it would probably disappear if something else has occupied the 2 hardware sprites it freed when changing to the sprite that only uses 2 hardware sprites.
So, should I keep the sprites reserved for the object or free them for something else? Also, if I render "blank" sprite on screen, would it affect to the 8 sprites per scanline limit since it's completely transparent?
Any other ideas or suggestions regarding this matter are very welcome.