A common critic about msx2 vdp sprites is that sprite colors are linked to sprite plane no instead of sprite pattern no.
Before VRAM access timing was reengineered i always thought that is was not possible because of the need to calculate the SCT address from pattern no. I thought it was for fast to get the color byte from planeno during SAT fetch because it is implicitly already available, just start SCT at base address and while you increment SAT PTR you can easily do SCT=SCT+16.
But looking at the fetch pattern used by the vdp, i see that color informations are fetched later after reading two sprite SAT entries. So i think there is time to calculate from the already fetched patternno a SCT address.
It could have been done! Only the SCT would resulted to be 1024 bytes instead of 512......
(that is extremely sad.)
Or I am wrong?