Efficiently populating the display list: high OAM

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Efficiently populating the display list: high OAM
by on (#134055)
So I'm trying to port my minimal functional NES program to the Super NES. This means I'll have to find some way to populate high OAM, the 32-byte table at the end that controls how big each sprite is and whether it overlaps the left side of the screen. I seem to remember readig that some early Super NES games (such as Gradius III) were full of ludicrously inefficient practices that led to slowdown, and I want to show good practice. Anyone know some good practices for high OAM? psycopathicteen?

EDIT: I found this post by psycopathicteen, which is the same technique mentioned in this wiki.superfamicom.org article by Aaendi. Is that the practice I should teach?
Re: Efficiently populating the display list: high OAM
by on (#134062)
Did anyone ever document or create an improvement for this issue in Gradius III?
Re: Efficiently populating the display list: high OAM
by on (#134065)
tepples wrote:
EDIT: I found this post by psycopathicteen, which is the same technique mentioned in this wiki.superfamicom.org article by Aaendi. Is that the practice I should teach?

FYI, I'm pretty sure psycopathicteen == Aaendi.
Re: Efficiently populating the display list: high OAM
by on (#134067)
I'm pretty sure too! :lol: