Back to the Saturn sprite vs. quad discussion, because I'm curious about it...
A sprite in the classical sense, is a picture drawn on screen during scann-out. Its used in beam-chasing type graphics hardware, without an actual screen buffer. (some of those have one ore a couple line-buffers though, I guess...)
Within that deffinition, psone supports pseudo-sprites. As they are 2D untransformed pictures rendered onscreen, much like sprites. But they are drawn into the screen buffer using the same rasterization hardware that polygons do.
What I wonder, is if the saturn work in the same fashion, or does it rely in oldschool beam-chasing? In other words, do saturn games have a screen buffer?
The NDS, for exemple was a weird example of a hybrid type thing. It rasterized polygons on a scanline basis, and its gpu was more of a black box than other 3d rendering hardware, much like older 2D consoles. That approach, despite bizarre, has the benefit of giving a hard incentive for devs to run at 60fps...