Difference between revisions of "Sprite"
From Sega Retro
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! System(s), [[wikia:w:c:gaming:Graphics processing unit|chip(s)]] !! Sprites on screen !! Sprites on [[wikipedia:Scan line|line]] !! Max. [[texel]]s on line !! Texture width !! Texture height !! [[Palette|Colors]] !! [http://www.giantbomb.com/sprite-scaling/3015-7122/ Hardware zoom] !! [[wikipedia:Rotation|Rotation]] !! Background !! [[wikipedia:Collision detection|Collision detection]] !! <small>[[wikipedia:Transparency (graphic)|Transparency]]</small> !! Refs | ! System(s), [[wikia:w:c:gaming:Graphics processing unit|chip(s)]] !! Sprites on screen !! Sprites on [[wikipedia:Scan line|line]] !! Max. [[texel]]s on line !! Texture width !! Texture height !! [[Palette|Colors]] !! [http://www.giantbomb.com/sprite-scaling/3015-7122/ Hardware zoom] !! [[wikipedia:Rotation|Rotation]] !! Background !! [[wikipedia:Collision detection|Collision detection]] !! <small>[[wikipedia:Transparency (graphic)|Transparency]]</small> !! Refs | ||
|- align=center | |- align=center | ||
− | | 1976 | + | | rowspan="2" | 1976 |
− | | [[Sega Fonz hardware|Fonz]], <br> [[List of Sega arcade systems|arcade hardware]] || 3 || 3 || 104 || 13 to | + | | [[Sega Fonz hardware|Fonz]], <br> [[List of Sega arcade systems|arcade hardware]] || 3 || 3 || 104 || 13 to 20 || 28 to 48 || 2 |
| {{yes}} | | {{yes}} | ||
| {{partial|Screen orientation}} | | {{partial|Screen orientation}} | ||
Line 19: | Line 19: | ||
| {{yes}} | | {{yes}} | ||
| {{partial|[[wikipedia:Chroma key|Color key]]}} | | {{partial|[[wikipedia:Chroma key|Color key]]}} | ||
+ | | | ||
+ | |- align=center | ||
+ | | [[Heavyweight Champ]], <br> [[arcade]] hardware || 2 || 2 || 90 || 35 to 45 || 62 to 63 || 3 | ||
+ | | {{partial|1, 2× integer}} | ||
+ | | {{no}} | ||
+ | | 1 bitmap layer | ||
+ | | {{yes}} | ||
+ | | {{partial|Color key}} | ||
| | | | ||
|- align=center | |- align=center | ||
| 1980 | | 1980 | ||
− | | [[Galaxian-based hardware|Galaxian]] ([[Sega]]), <br> | + | | [[Galaxian-based hardware|Galaxian]] ([[Sega]]), <br> arcade hardware || 65 || 10 || 120 || 1, 4, 8, 16 || 1, 4, 8, 16 || 1, 3 |
| {{no}} | | {{no}} | ||
| {{partial|Horizontal and vertical mirroring}} | | {{partial|Horizontal and vertical mirroring}} |
Revision as of 04:24, 5 October 2016
A sprite is a 2-dimensional movable image that appears on the screen.
In Mega Drive games, sprites can be no larger than 32x32 pixels and use no more than 15 colors (plus 1 for transparency), so several sprites are often used by a single object (for example the Sonic object). The way sprites are arranged together in a single object is called sprite mappings. It is also possible to zoom sprites up to full screen.[1]
A sprite is essentially a texture, or textured rectangle.[2] Sprites can be used for both two-dimensional gameplay (as flat surfaces) as well as three-dimensional gameplay (with scaling, rotation and distortion). Sprites could be manipulated to resemble texture-mapped 3D polygons, as is the case with several Sega systems, including the Sega Saturn console and the Sega X Board, Y Board, System 32, ST-V and H1 Board arcade systems. Conversely, a textured polygon could be manipulated to resemble a 2D sprite (rendering a textured quad polygon as a flat surface), as is the case with the Sega Dreamcast console and Sega NAOMI arcade system.
List of Sega systems by sprite capabilities
Year | System(s), chip(s) | Sprites on screen | Sprites on line | Max. texels on line | Texture width | Texture height | Colors | Hardware zoom | Rotation | Background | Collision detection | Transparency | Refs |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1976 | Fonz, arcade hardware |
3 | 3 | 104 | 13 to 20 | 28 to 48 | 2 | Yes | Screen orientation | 1 bitmap layer | Yes | Color key | |
Heavyweight Champ, arcade hardware |
2 | 2 | 90 | 35 to 45 | 62 to 63 | 3 | 1, 2× integer | No | 1 bitmap layer | Yes | Color key | ||
1980 | Galaxian (Sega), arcade hardware |
65 | 10 | 120 | 1, 4, 8, 16 | 1, 4, 8, 16 | 1, 3 | No | Horizontal and vertical mirroring | 1 tile layer and 1 bitmap layer | Yes | Color key | |
1981 | KO Punch, arcade hardware |
30 | 16 | 256 | 16 | 16 | 7 | 1, 2× integer | Horizontal and vertical mirroring | 1 tile layer | Mechanical | Color key | [3][4][5][6] |
Sega G80, Raster Display Controller |
64 | 32 | 256 | 8, 16 | 8, 16 | 3 | Vector | Screen orientation | 2 tile layers | Yes | Color key | [7][8] | |
Sega VCO Object, arcade hardware |
64 | 16 | 315 | 8 to 20 | 8 to 20 | 3, 7 | Yes | Background tile mirroring | 1 tile layer and 1 bitmap layer | Yes | Color key | [9][10][11] | |
1982 | Sega 315‑5011 & 315‑5012 (System 1/2) |
Display list | 32 | 640 | 8 to 256 | 8 to 256 | 15 | No | Horizontal and vertical mirroring | 2 tile layers | Yes | Color key | |
1983 | Sega SG-1000, TMS9929 |
32 | 4 | 64 | 8, 16 | 8, 16 | 1, 3 | 1, 2× integer | No | 1 tile layer | Yes | Color key | [12] |
1985 | Sega 315‑5011 & 315‑5012 (Hang‑On, System 16) |
128 | 100 | 800 | 8 to 256 | 8 to 256 | 15 | Yes | Horizontal and vertical mirroring | 2 tile layers and 1 bitmap layer | Yes | Shadow / Highlight | [13][14] |
Sega VDP (Master System, Game Gear) |
64 | 8 | 128 | 8, 16 | 8, 16 | 15 | 1, 2× integer, 1, 2× vertical | Background tile mirroring | 1 tile layer | Yes | Color key | [15][16][17] | |
1986 | Sega OutRun, 315-5211 |
128 | 128 | 1466 | 8 to 512 | 8 to 256 | 15 | Yes | Horizontal and vertical mirroring | 2 tile layers and 1 bitmap layer | Yes | Alpha | [18][19][20] [21][22] |
1987 | X Board, 315-5211A & 315‑5278 |
256 | 256 | 3200 | 8 to 512 | 8 to 256 | 15 | Yes | Yes | 4 tile layers and 1 bitmap layer | Yes | Alpha | [23][18] |
1988 | System 24, 315-5293 & 315‑5295 |
2048 | 164 | 1312 | 8 to 1024 | 8 to 1024 | 15 to 255 | Yes | Horizontal and vertical mirroring | 4 tile layers | Yes | Alpha | [24][25][26] |
Y Board, 315-5196 & 315‑5305 |
2176 | 500 | 4000 | 8 to 512 | 8 to 512 | 15 to 511 | Yes | Yes | 1 bitmap layer | Yes | Alpha | [27][28][18] [22][29][30] | |
Yamaha YM7101 VDP (Mega Drive, Mega‑Tech, Mega‑Play, System C) |
80 | 20 | 320 | 8, 16, 24, 32 | 8, 16, 24, 32 | 15 | 1, 2× integer, full screen integer zoom | Horizontal and vertical mirroring | 2 tile layers | Yes | Shadow / Highlight | [31][1] | |
1989 | Turbo OutRun, 315-5211 |
128 | 128 | 1600 | 8 to 512 | 8 to 256 | 15 | Yes | Horizontal and vertical mirroring | 2 tile layers and 1 bitmap layer | Yes | Alpha | |
1990 | System 32, 315-5387 |
8192 | 400 | 3200 | 8 to 1024 | 8 to 1024 | 15 to 512 | Yes | Yes | 4 tile layers and 1 bitmap layer | Yes | Alpha | [32][24][33] [34][35] |
1991 | Sega CD, 315-5548 ASIC |
80 | 20 | 320 | 8, 16, 24, 32 | 8, 16, 24, 32 | 15 | Yes | Yes | 2 tile layers | Yes | Shadow / Highlight | [36] |
1994 | Sega 32X, 32X VDP |
7600 | 182 | 1463 | 8 to 320 | 8 to 240 | 15 to 32,768 | Yes | Yes | 2 tile layers | Yes | Alpha | |
Sega VDP1 & VDP2 (Saturn, STV) |
16,383 | 455 | 3640 | 8 to 504 | 1 to 255 | 15 to 32,768 | Yes | Yes, rotation and distortion, forward texture mapping |
2–6 layers (1–5 tile layers, 1–4 bitmap layers) |
Yes | Alpha | [37][38][39][40] [41][42][43][44] | |
1995 | Sega H1 Board, arcade hardware |
16,384 | 795 | 6361 | 8 to 1024 | 1 to 1024 | 15 to 262,144 | Yes | Yes, rotation and distortion, forward texture mapping |
Tile and bitmap layers | Yes | Alpha | [45][46] |
1998 | Dreamcast, PowerVR CLX2 |
31,250 | 1041 | 8333 | 8 to 1024 | 8 to 1024 | 15 to 16,777,216 | Yes | Yes, rotation and distortion, perspective correction |
1 bitmap layer | Yes | Alpha | |
1998 | Sega NAOMI, PowerVR 2 |
34,713 | 1157 | 9256 | 8 to 1024 | 8 to 1024 | 15 to 16,777,216 | Yes | Yes, rotation and distortion, perspective correction |
1 bitmap layer | Yes | Alpha | |
System(s), chip(s) | Sprites on screen | Sprites on line | Max. texels on line | Texture width | Texture height | Colors | Hardware zoom | Rotation | Background | Collision detection | Transparency | Refs |
References
- ↑ 1.0 1.1 http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa
- ↑ Sprites and textures
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/drivers/kopunch.cpp
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/video/kopunch.cpp
- ↑ Sega Unique Hardware (System 16)
- ↑ KO Punch (Vizzed)
- ↑ Sega G80 Hardware Reference (1997-10-25)
- ↑ htt (Wayback Machine: 2013-01-04 20:21)
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/drivers/sg1000a.cpp
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp
- ↑ Sega Pre-System 16 hardware notes (2004-03-29)
- ↑ Sega Master System VDP documentation (2002-11-12)
- ↑ Sega Master System Technical Documentation (1998-06-10)
- ↑ http://github.com/Aypok/QuAD-SMS-Tilemap-Editor
- ↑ 18.0 18.1 18.2 Sega "X-Board" hardware notes (2004-12-03)
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaorun.cpp
- ↑ htt (Wayback Machine: 2006-06-11 10:51)
- ↑ http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html
- ↑ 22.0 22.1 http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.cpp
- ↑ 24.0 24.1 Sega System 24 Hardware Notes (2013-06-16)
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas24.cpp
- ↑ htt (Wayback Machine: 2012-10-04 09:02)
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaybd.cpp
- ↑ htt (Wayback Machine: 2013-01-04 20:22)
- ↑ Sega System 16B hardware notes (2003-01-12)
- ↑ http://reassembler.blogspot.co.uk/2012/11/sega-system-16-sprite-viewer.html
- ↑ htt (Wayback Machine: 2005-01-22 09:49)
- ↑ Sega System 32
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.cpp
- ↑ htt (Wayback Machine: 2013-01-04 20:22)
- ↑ http://www.shinforce.com/arcade/TechSpecs-Sys32.htm
- ↑ http://www.gamepilgrimage.com/content/sega-cd
- ↑ File:ST-013-R3-061694.pdf
- ↑ File:ST-058-R2-060194.pdf
- ↑ htt (Wayback Machine: 2013-01-04 20:29)
- ↑ htt (Wayback Machine: 2013-01-04 20:29)
- ↑ http://saturn.system11.org/html/saturn_specs.html
- ↑ htt (Wayback Machine: 2014-01-05 19:00)
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/drivers/stv.cpp
- ↑ http://www.oocities.org/stephan_dolby/saturn_capabilities.html
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp
- ↑ http://www.google.com/patents/US6141122