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?
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?