rsuryase said:
Is it true even Sega Saturn and Sony Playstation 1 can't have as much sprites as Neo Geo? I remember Sega Saturn need to use 4MB Backup RAM to play some Capcom fighting games.
Neo-Geo can display 384 sprites. The number of sprites PS1 and Saturn can display is limited to by fill-rate and primitive setup/processing. Sony says that PS1 can display 4000 8x8 sprites, but doesn't say at what rate. If we look at polygon throughput textured + lit is said to be 180,000, which would mean 3000 per frame at 60Hz, so 60Hz for the 4000 sprite figure isn't out of the question. And 4000 > 384. I don't know what Saturn's limits are, but it can certainly do way more than 384 becaue its sprite engine is what's used for 3D.
Now if you want to talk overall sprite pixels.. Neo-Geo can display 96 sprites per scanline, each 16 pixels wide, and it can do this each of its 224 scanlines. So you get 96 * 16 * 224 = 344,064 sprite pixels per frame * 60 = 20,643,840 sprite pixels per second, bearing in mind that this is source fillrate and not destination (zoomed). If you drew all those 4000 8x8 sprites at 60Hz on PS1 then the source rate is 4000 * 8 * 8 * 60 = 15,360,000 sprite pixels per second. So here the Neo-Geo actually does win.
If you multiplex the sprite set mid-frame (if the console lets you do this, some don't) then you can circumvent the sprites per screen limitation. The problem is that a console like NeoGeo would have too few CPU cycles to change a lot of sprites per scanline, so this can only work if it can swap the entire sprite table with a pointer change.
But RAM expansion carts don't have anything to do with sprite counts or sprite pixel counts.