drawing 3d video game adventure
In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most oftentimes in a second video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background.[one] Apply of the term has since become more general.
Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles such as the Atari VCS (1977), ColecoVision (1982), Nintendo Amusement Arrangement (1983), and Sega Genesis (1988); and home computers such as the Texas Instruments TI-99/4A (1979), Atari viii-bit family (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). Hardware varies in the number of sprites supported, the size and colors of each sprite, and special furnishings such as scaling or reporting pixel-precise overlap.
Hardware composition of sprites occurs as each browse line is prepared for the video output device, such every bit a CRT, without interest of the main CPU and without the demand for a total-screen frame buffer.[1] Sprites can be positioned or altered by setting attributes used during the hardware composition process. The number of sprites which tin can exist displayed per scan line is ofttimes lower than the total number of sprites a arrangement supports. For example, the Texas Instruments TMS9918 chip supports 32 sprites, but only 4 tin appear on the aforementioned scan line.
The CPUs in modern computers, video game consoles, and mobile devices are fast enough that bitmaps tin can be fatigued into a frame buffer without special hardware help. Alternatively, modernistic GPUs tin can render vast numbers of scaled, rotated, antialiased, and partially translucent images in parallel with the CPU.
History [edit]
Arcade systems [edit]
The employ of sprites originated with arcade video games. Nolan Bushnell came upwardly with the original concept when he developed the first arcade video game, Computer Space (1971). Technical limitations made it difficult to arrange the early mainframe game Spacewar! (1962), which performed an entire screen refresh for every fiddling motility, so he came up with a solution to the problem: controlling each individual game element with a dedicated transistor. The rockets were essentially hardwired bitmaps that moved around the screen independently of the background, an important innovation that allowed screen images to be produced more efficiently and providing the ground for sprite graphics.[ii]
The earliest video games to represent player characters as human player sprites were arcade sports video games, dating back to Taito's TV Basketball,[3] [4] [5] released in April 1974 and licensed to Midway Manufacturing for release in N America.[6] Designed past Tomohiro Nishikado, he wanted to move across uncomplicated Pong-style rectangles to grapheme graphics, by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops.[7] [8] Ramtek later released some other sports video game in October 1974, Baseball,[six] which similarly displayed human-similar characters.[nine]
The Namco Galaxian arcade system board, for the 1979 arcade game Galaxian, displays animated, multi-colored sprites over a scrolling background.[x] It became the footing for Nintendo'due south Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System.[11] According to Steve Golson from General Estimator Corporation, the term "stamp" was used instead of "sprite" at the time.[12]
Domicile systems [edit]
Signetics devised the commencement chips capable of generating sprite graphics (referred to every bit objects by Signetics) for home systems. The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer.
The Atari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The term sprite was non in use at the fourth dimension. The VCS's sprites are chosen movable objects in the programming transmission, farther identified as 2 players, two missiles, and one ball.[13] These each consist of a single row of pixels that are displayed on a scan line. To produce a two-dimensional shape, the sprite'due south single-row bitmap is altered by software from 1 browse line to the next.
The 1979 Atari 400 and 800 dwelling house computers have similar, just more elaborate, circuitry capable of moving eight single-color objects per scan line: iv eight-flake wide players and four ii-bit wide missiles. Each is the full height of the display—a long, sparse strip. DMA from a table in memory automatically sets the graphics pattern registers for each scan line. Hardware registers control the horizontal position of each player and missile. Vertical movement is achieved by moving the bitmap data within a player or missile'southward strip. The feature was called player/missile graphics by Atari.
The term sprite was commencement used in the graphic sense past i of the definers of the Texas Instruments 9918(A) video display processor (VDP).[fourteen] The term was first used by Danny Hillis at Texas Instruments in the late 1970s.[fifteen] The term was derived from the fact that sprites, rather than beingness function of the bitmap data in the framebuffer, instead "floated" effectually on pinnacle without affecting the information in the framebuffer below, much like a ghost or "sprite". By this time, sprites had advanced to the point where consummate two-dimensional shapes could be moved around the screen horizontally and vertically with minimal software overhead.
Systems with hardware sprites [edit]
These are base hardware specs and do not include additional programming techniques, such every bit using raster interrupts to repurpose sprites mid-frame.
Organisation | Sprite hardware | Introduced | Sprites on screen | Sprites on line | Max. texels on line | Texture width | Texture height | Colors | Zoom | Rotation | Standoff detection | Transparency | Source |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Amstrad Plus | 1990 | sixteen | 16 | ? | sixteen | sixteen | 15 | 2, 4× vertical, 2, four× horizontal | No | No | Color key | [xvi] | |
Atari 2600 | TIA | 1977 | 5 | v | xix | 1, 8 | 262 | i | two, four, 8× horizontal | Horizontal mirroring | Yes | Color key | [17] |
Atari 8-bit family | GTIA/ANTIC | 1979 | 8 | viii | twoscore | 2, 8 | 128, 256 | 1 | 2× vertical, 2, 4× horizontal | No | Yes | Colour key | [18] |
Commodore 64 | VIC-II | 1982 | eight | 8 | 96, 192 | 12, 24 | 21 | 1, 3 | 2× integer | No | Aye | Color key | [nineteen] |
Amiga (OCS) | Denise | 1985 | viii, tin can be reused horizontally per iv pixel increments | Capricious, 8 unique | Capricious | 16 | Arbitrary | three, 15 | Vertical by brandish listing | No | Yes | Colour key | [20] |
Amiga (AGA) | Lisa | 1992 | 8, tin exist reused horizontally per two pixel increments | Arbitrary, viii unique | Capricious | 16, 32, 64 | Arbitrary | three, fifteen | Vertical by display listing | No | Yes | Color fundamental | |
ColecoVision | TMS9918A | 1983 | 32 | four | 64 | 8, 16 | 8, sixteen | ane | 2× integer | No | Partial | Color fundamental | |
TI-99/4 & 4A | TMS9918 | 1979 | 32 | 4 | 64 | 8, 16 | 8, xvi | 1 | 2× integer | No | Fractional | Colour key | |
Gameduino | 2011 | 256 | 96 | 1,536 | xvi | xvi | 255 | No | Yes | Yes | Color key | [21] | |
Intellivision | STIC AY-iii-8900 | 1979 | eight | eight | 64 | 8 | 8,sixteen | ane | two, four, 8× vertical, 2× horizontal | Horizontal and vertical mirroring | Yes | Color key | [22] |
MSX | TMS9918A | 1983 | 32 | four | 64 | eight, 16 | eight, xvi | 1 | 2× integer | No | Fractional | Color key | [23] |
MSX2 | Yamaha V9938 | 1986 | 32 | eight | 128 | 8, 16 | 8,16 | i, 3, vii, 15 per line | 2× integer | No | Partial | Color key | |
MSX2+ / MSX turbo R | Yamaha V9958 | 1988 | 32 | 8 | 128 | 8,16 | viii,xvi | 1, 3, 7, xv per line | 2× integer | No | Partial | Color primal | |
Namco Pac-Human being (arcade) | TTL | 1980 | 6 | 6 | 96 | 16 | 16 | 3 | No | Horizontal and vertical mirroring | No | Color key | [24] |
TurboGrafx-16 | HuC6270A | 1987 | 64 | 16 | 256 | 16, 32 | xvi, 32, 64 | 15 | No | Horizontal and vertical mirroring | Aye | Color key | [25] |
Namco Galaxian (arcade) | TTL | 1979 | vii | 7 | 112 | 16 | 16 | 3 | No | Horizontal and vertical mirroring | No | Color key | [26] [27] [28] |
Nintendo Donkey Kong, Radar Telescopic (arcade) | 1979 | 128 | 16 | 256 | 16 | 16 | iii | Integer | No | Yes | Color cardinal | [29] | |
Nintendo DS | Integrated PPU | 2004 | 128 | 128 | 1,210 | 8, 16, 32, 64 | 8, 16, 32, 64 | 65,536 | Affine | Affine | No | Color central, blending | [xxx] |
NES/Famicom | Ricoh RP2C0x PPU | 1983 | 64 | 8 | 64 | 8 | 8, 16 | three | No | Horizontal and vertical mirroring | Partial | Color key | [31] |
Game Boy | Integrated PPU | 1989 | twoscore | 10 | 80 | 8 | 8, 16 | iii | No | Horizontal and vertical mirroring | No | Color key | [32] |
Game Boy Advance | Integrated PPU | 2001 | 128 | 128 | 1210 | viii, 16, 32, 64 | 8, 16, 32, 64 | xv, 255 | Affine | Affine | No | Colour cardinal, blending | [33] |
Master System, Game Gear | YM2602B VDP (TMS9918-derived) | 1985 | 64 | 8 | 128 | 8, 16 | 8, sixteen | 15 | two× integer, two× vertical | Groundwork tile mirroring | Yes | Colour cardinal | [34] [35] |
Genesis / Mega Drive | YM7101 VDP (SMS VDP-derived) | 1988 | fourscore | 20 | 320 | 8, xvi, 24, 32 | 8, sixteen, 24, 32 | 15 | No | Horizontal and vertical mirroring | Yep | Color primal | [36] [37] |
Sega OutRun (arcade) | 1986 | 128 | 128 | 1600 | 8 to 512 | viii to 256 | 15 | Anisotropic | Horizontal and vertical mirroring | Yes | Alpha | [38] [39] [40] [41] [42] [43] [44] | |
X68000 | Cynthia jr. (original), Cynthia (later on models) | 1987 | 128 | 32 | 512 | 16 | 16 | fifteen | 2× integer | Horizontal and vertical mirroring | Partial | Color key | [45] [46] [47] |
Neo Geo | LSPC2-A2 | 1990 | 384 | 96 | 1536 | 16 | xvi to 512 | 15 | Sprite shrinking | Horizontal and vertical mirroring | Partial | Colour central | [48] [49] [50] |
Super NES / Super Famicom | S-PPU1, S-PPU2 | 1990 | 128 | 34 | 256 | 8, 16, 32, 64 | eight, 16, 32, 64 | 15 | No | Horizontal and vertical mirroring | Yeah | Color fundamental, averaging | [51] |
Organisation | Sprite hardware | Introduced | Sprites on screen | Sprites on line | Max. texels on line | Texture width | Texture height | Colors | Hardware zoom | Rotation | Collision detection | Transparency | Source |
Synonyms [edit]
Some hardware manufacturers used different terms, peculiarly before sprite became common.
Player/Missile Graphics was a term used by Atari, Inc. for hardware sprites in the Atari 8-bit computers (1979) and Atari 5200 console (1982).[52] The term reflects the use for both characters ("players") and smaller associated objects ("missiles") that share the same color. The earlier Atari Video Computer System and some Atari arcade games also used thespian, missile, and brawl for sprites.
Stamp was used in some arcade hardware in the early 1980s, including Ms. Pac-Man.[12]
Movable Object Block, or MOB , was used in MOS Technology's graphics chip literature. Commodore, the principal user of MOS fries and the owner of MOS for most of the fleck maker's lifetime, used the term sprite for the Commodore 64.
OBJsouth (short for objects) is used in the developer manuals for the NES, Super NES, and Game Boy. The region of RAM used to store sprite attributes and coordinates is OAM (Object Aspect Retentiveness). This likewise applies to the Game Male child Advance and Nintendo DS.
See besides [edit]
- 2.5D
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Source: https://en.wikipedia.org/wiki/Sprite_(computer_graphics)
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