So that's machines spanning six years of time, multiple iterations of Moore's law, one or two orders of magnitude of available transistor count, but the sprite limits are strangely constant, which is surprising if transistor count is the limiting resource.
Or maybe 8 sprites per scan line is something that chip desingersdesigners considered sufficient for all games they where required to make the chip for? After all, why spendingspend more resources and thus money in echaeach chip produced than neccesarrynecessary?
So what exactly was the limiting resource?
This quetionquestion is way totoo broad to have a suitable answer. OfcOf course, it would be possible to hold all sprite coordinates in on chip-chip registers and use dedicated logic to compare each sprite position vs. each other to detect and resolve overlapingoverlapping, thus making the number of sprites displayable arbitaryarbitarily large. Same goes for the sprite data itself. So no memory cycle at all (except for creating and moving them) would be needed.
But letslet's be honest, do we need anything more sophisticated? Looking at existing games show that much of the benefits of such a system, if not all, can be reached by clever handling of the existing setup. So why wastingwaste money on developing more costly chips?
Not to mention, that sprites in themselfthemselves are only crutches to enable picture manipulation for CPUs that are not fast enough to redraw a changed picture right in timequickly enough. With faster CPUs the need for sprites vanished. While the Amiga still had sprites, the Atari ST only offered a plain bitmap. Still a rather extremeextremely detailed and animated game like Xenon 2 did run as smoothsmoothly on the ST.
So simple answer, extending the resources to handle more sprites would be a solution without a problem.