Difference between revisions of "Sprite"
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− | | [[Sega Dreamcast#Technical specifications|PowerVR CLX2]]<br />([[Dreamcast]], [[NAOMI]]) || 36,077 || | + | | [[Sega Dreamcast#Technical specifications|PowerVR CLX2]]<br />([[Dreamcast]], [[NAOMI]]) || 36,077 || 23,764 || 190,114 || 8 to 1024 || 8 to 1024 || 15 to 16,777,216 |
| {{yes|Yes}} | | {{yes|Yes}} | ||
| {{yes|Yes, rotation and distortion, <br> [[wikipedia:Texture mapping#Perspective correctness|perspective correction]]}} | | {{yes|Yes, rotation and distortion, <br> [[wikipedia:Texture mapping#Perspective correctness|perspective correction]]}} |
Revision as of 00:32, 29 September 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1981 | Jump Bug, Sega Z80 |
Display list | 16 | 256 | 8, 16 | 8, 16, 32 | 3, 7 | 1, 2× integer | No | 1 tile layer and 1 bitmap layer | Yes | Color key | |
KO Punch | 32 | 16 | 256 | 16 | 16 | 7 | No | Horizontal mirroring | 1 bitmap layer | ? | Color key | [3][4] | |
Sega G80, Raster Display Controller |
64 | 32 | 256 | 8, 16 | 8, 16 | 3 | Vector scaling | Screen orientation | 2 tile layers | Yes | Color key | [5][6] | |
Sega VCO Object, arcade hardware |
64 | 16 | 315 | 8 to 20 | 8 to 20 | 3, 7 | Yes, voltage control | Background tile mirroring | 1 tile layer and 1 bitmap layer | Yes | Color key | [7][8][9] | |
1982 | Sega 315‑5011 & 315‑5012 (Sega Z80, System 1/2/16, Hang‑On) |
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 | [10][11] |
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 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 | [13][14][15] |
1986 | Sega OutRun, Sega 315-5211 |
128 | 128 | 1600 | 8 to 512 | 8 to 256 | 15 | Yes, anisotropic | Horizontal and vertical mirroring | 2 tile layers and 1 bitmap layer | Yes | Alpha | [16][17][18] [19][20] |
1987 | Sega 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 | [21][16] |
1988 | Sega System 24, 315-5293 & 315‑5295 |
2048 | 512 | 4096 | 8 to 1024 | 8 to 1024 | 15 to 255 | Yes | Horizontal and vertical mirroring | 4 tile layers | Yes | Alpha | [22][23][24] |
Sega Y Board, 315-5196 & 315‑5305 |
2176 | 2148 | 96,219 | 8 to 512 | 8 to 512 | 15 to 511 | Yes | Yes | 1 bitmap layer | Yes | Alpha | [25][26][16] [20][27][28] | |
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, up to full screen integer zoom | Horizontal and vertical mirroring | 2 tile layers | Yes | Shadow/Highlight | [29][1] | |
1990 | Sega System 32, Sega 315-5387 |
8192 | 8192 | 95,419 | 8 to 1024 | 8 to 1024 | 15 to 512 | Yes | Yes | 4 tile layers and 1 bitmap layer | Yes | Alpha | [30][22][31] [32][33] |
1991 | Sega CD, Sega 315-5548 ASIC |
80 | 20 | 320 | 8, 16, 24, 32 | 8, 16, 24, 32 | 15 | Yes | Yes | 2 tile layers | Yes | Shadow/Highlight | [34] |
1994 | Sega 32X, Sega 32X VDP |
7600 | 7600 | 60,800 | 8 to 320 | 8 to 240 | 15 to 32,768 | Yes | Yes | 2 tile layers | Yes | Alpha | |
Sega VDP1 (Saturn, STV) |
16,384 | 13,610 | 108,883 | 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 | [35][36][37][38] [39][40][41][42] | |
1995 | Sega H1 Board | 16,384 | 13,950 | 111,607 | 8 to 1024 | 1 to 1024 | 15 to 262,144 | Yes | Yes, rotation and distortion | Tile and bitmap layers | Yes | Alpha | [43][44] |
1998 | PowerVR CLX2 (Dreamcast, NAOMI) |
36,077 | 23,764 | 190,114 | 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 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/tree/master/src/mame/video/system1.cpp
- ↑ Sega Pre-System 16 hardware notes (2004-03-29)
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/drivers/sg1000a.cpp
- ↑ Sega Master System VDP documentation (2002-11-12)
- ↑ Sega Master System Technical Documentation (1998-06-10)
- ↑ http://github.com/Aypok/QuAD-SMS-Tilemap-Editor
- ↑ 16.0 16.1 16.2 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
- ↑ 20.0 20.1 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
- ↑ 22.0 22.1 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