Comment on Coding the anime "woosh" screen on AmigaparentComments−vardump2y"One major reason is sprites: Amiga can display 8 4-color sprites, or 4 16-color sprites, and the colors are shared with the bitplanes."Per scanline. However, you can multiplex them with copper to your hearts content."SNES can display 128 16-color sprites, and the sprites get 8 palettes all to themselves."32 per scanline, but then almost all of those sprites would need to be 8x8. Just 17 of 16 pixels wide sprites.−Findecanor2yAmiga sprites were also unlimited in height.BTW. On AGA (Amiga 1200, 4000 and CD32) each sprite could be 32 or 64 pixels wide but I don't think that feature was used much by games.
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"One major reason is sprites: Amiga can display 8 4-color sprites, or 4 16-color sprites, and the colors are shared with the bitplanes."
Per scanline. However, you can multiplex them with copper to your hearts content.
"SNES can display 128 16-color sprites, and the sprites get 8 palettes all to themselves."
32 per scanline, but then almost all of those sprites would need to be 8x8. Just 17 of 16 pixels wide sprites.
Amiga sprites were also unlimited in height.
BTW. On AGA (Amiga 1200, 4000 and CD32) each sprite could be 32 or 64 pixels wide but I don't think that feature was used much by games.