Difference between revisions of "Sprite"

From Sega Retro

m
Line 159: Line 159:
 
|- align=center
 
|- align=center
 
| 1998
 
| 1998
| [[Sega Dreamcast#Technical specifications|PowerVR CLX2]]<br />([[Dreamcast]], [[NAOMI]]) || 36,077 || 26,041 || 208,333 || 8 to 1024 || 8 to 1024 || 15 to 16,777,216
+
| [[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

Sprite Hardware Features
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. 1.0 1.1 http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa
  2. Sprites and textures
  3. https://github.com/mamedev/mame/blob/master/src/mame/drivers/kopunch.cpp
  4. https://github.com/mamedev/mame/blob/master/src/mame/video/kopunch.cpp
  5. Sega G80 Hardware Reference (1997-10-25)
  6. htt (Wayback Machine: 2013-01-04 20:21)
  7. https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp
  8. https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h
  9. https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp
  10. https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp
  11. Sega Pre-System 16 hardware notes (2004-03-29)
  12. https://github.com/mamedev/mame/blob/master/src/mame/drivers/sg1000a.cpp
  13. Sega Master System VDP documentation (2002-11-12)
  14. Sega Master System Technical Documentation (1998-06-10)
  15. http://github.com/Aypok/QuAD-SMS-Tilemap-Editor
  16. 16.0 16.1 16.2 Sega "X-Board" hardware notes (2004-12-03)
  17. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaorun.cpp
  18. htt (Wayback Machine: 2006-06-11 10:51)
  19. http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html
  20. 20.0 20.1 http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c
  21. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.cpp
  22. 22.0 22.1 Sega System 24 Hardware Notes (2013-06-16)
  23. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas24.cpp
  24. htt (Wayback Machine: 2012-10-04 09:02)
  25. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaybd.cpp
  26. htt (Wayback Machine: 2013-01-04 20:22)
  27. Sega System 16B hardware notes (2003-01-12)
  28. http://reassembler.blogspot.co.uk/2012/11/sega-system-16-sprite-viewer.html
  29. htt (Wayback Machine: 2005-01-22 09:49)
  30. Sega System 32
  31. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.cpp
  32. htt (Wayback Machine: 2013-01-04 20:22)
  33. http://www.shinforce.com/arcade/TechSpecs-Sys32.htm
  34. http://www.gamepilgrimage.com/content/sega-cd
  35. File:ST-013-R3-061694.pdf
  36. File:ST-058-R2-060194.pdf
  37. htt (Wayback Machine: 2013-01-04 20:29)
  38. htt (Wayback Machine: 2013-01-04 20:29)
  39. http://saturn.system11.org/html/saturn_specs.html
  40. htt (Wayback Machine: 2014-01-05 19:00)
  41. https://github.com/mamedev/mame/blob/master/src/mame/drivers/stv.cpp
  42. http://www.oocities.org/stephan_dolby/saturn_capabilities.html
  43. https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp
  44. http://www.google.com/patents/US6141122