Difference between revisions of "Sprite"

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In [[Mega Drive]] games, sprites can be no larger than 32x32 [[pixel]]s and use no more than 15 [[Palette|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.{{ref|http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa}}
 
In [[Mega Drive]] games, sprites can be no larger than 32x32 [[pixel]]s and use no more than 15 [[Palette|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.{{ref|http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa}}
  
A sprite is essentially a [[wikipedia:Texture mapping|texture]], or textured rectangle.{{ref|[http://www.sfml-dev.org/tutorials/2.0/graphics-sprite.php Sprites and textures]}} Sprites can be used for both two-dimensional gameplay (as flat surfaces) and three-dimensional gameplay (with scaling, rotation and distortion). Sprites could be manipulated to resemble [[wikipedia:Texture mapping|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 [[Sega H1 Board|H1 Board]] [[List of Sega arcade systems|arcade systems]]. Conversely, a texture-mapped 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. A texture-mapped 3D polygon itself is essentially a 3D polygon with a sprite texture applied to its surface.
+
A sprite is essentially a [[wikipedia:Texture mapping|texture]], or textured rectangle.{{ref|[http://www.sfml-dev.org/tutorials/2.0/graphics-sprite.php Sprites and textures]}} Sprites can be used for both two-dimensional gameplay (as flat surfaces) and three-dimensional gameplay (with scaling, rotation and distortion). Sprites could be manipulated to resemble [[wikipedia:Texture mapping|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 [[Sega H1 Board|H1 Board]] [[List of Sega arcade systems|arcade systems]]. A sprite can also be used as a texture that is applied to the surface of a 3D polygon, resulting in a texture-mapped 3D polygon. Conversely, a texture-mapped 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==
+
== List of Sega systems by sprite capabilities ==
{| class="prettytable sortable" style="font-size: 87%;"
+
{| class="wikitable sortable" style="font-size: 87%;"
|+Sprite Hardware Features
+
|+ Sprite Hardware Features
|-
+
! style="text-align:center" | Year
! '''Year'''
+
! style="text-align:center" | System(s), [[wikia:w:c:gaming:Graphics processing unit|chip(s)]]
! 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]] !! [[wikipedia:Transparency (graphic)|Transparency]] !! References
+
! style="text-align:center" | Sprites on screen
|- align=center
+
! style="text-align:center" | Max. [[texel]]s on screen
| rowspan="2" | 1976
+
! style="text-align:center" | Sprites on [[wikipedia:Scan line|line]]
| [[Sega Fonz hardware|Fonz]], <br> [[List of Sega arcade systems|arcade hardware]] || 3 || 3 || 104 || 13, 20 || 28, 48 || 2
+
! style="text-align:center" | Max. texels on line
 +
! style="text-align:center" | Texture width
 +
! style="text-align:center" | Texture height
 +
! style="text-align:center" | [[Palette|Colors]]
 +
! style="text-align:center" | [http://www.giantbomb.com/sprite-scaling/3015-7122/ Hardware zoom]
 +
! style="text-align:center" | Rotation
 +
! style="text-align:center" | [[Plane|Background]]
 +
! style="text-align:center" | [[wikipedia:Collision_detection|Collision detection]]
 +
! style="text-align:center" | [[wikipedia:Transparency (graphic)|Transparency]]
 +
! style="text-align:center" | References
 +
|- align="center"
 +
| rowspan="2" |1976
 +
|[[Sega Fonz hardware|Fonz]], <br /> [[List of Sega arcade systems|arcade hardware]]
 +
|3
 +
|1688
 +
|3
 +
|104
 +
|13, 20
 +
|28, 48
 +
|2
 
| {{yes}}
 
| {{yes}}
| {{partial|Screen orientation}}
+
| {{partial|Partial rotation/distortion}}
| 1 [[wikipedia:Bitmap|bitmap]] layer
+
|1 [[wikipedia:Bitmap|bitmap]] [[Plane|layer]]
 
| {{yes}}
 
| {{yes}}
 
| {{partial|[[wikipedia:Chroma key|Color key]]}}  
 
| {{partial|[[wikipedia:Chroma key|Color key]]}}  
 
|
 
|
|- align=center
+
|- align="center"
| [[Heavyweight Champ (1976)|Heavyweight Champ]], <br> [[arcade]] hardware || 2 || 2 || 90 || 35 to 45 || 62, 63 || 3
+
|[[Heavyweight Champ (1976)|Heavyweight Champ]], <br /> [[arcade]] hardware
 +
|2
 +
|5670
 +
|2
 +
|90
 +
|35 to 45
 +
|62, 63
 +
|3
 
| {{partial|1, 2× integer}}
 
| {{partial|1, 2× integer}}
 
| {{no}}
 
| {{no}}
| 1 bitmap layer
+
|1 bitmap [[Plane|layer]]
 
| {{yes}}
 
| {{yes}}
 
| {{partial|Color key}}  
 
| {{partial|Color key}}  
| {{ref|1=[http://www.system16.com/hardware.php?id=683 Sega Discrete Logic Hardware (System 16)]}}
+
|{{ref|1=[http://www.system16.com/hardware.php?id=683 Sega Discrete Logic Hardware (System 16)]}}
|- align=center
+
|- align="center"
| 1980
+
|1980
| [[Galaxian-based hardware|Galaxian]] ([[Sega]]), <br> arcade hardware || [[wikipedia:Display list|Display list]] || 7 || 112 || 16 || 16 || 3
+
|[[Galaxian-based hardware|Sega Galaxian]], <br /> arcade hardware
 +
|64
 +
|16,384
 +
|7
 +
|112
 +
|16
 +
|16
 +
|3
 
| {{no}}
 
| {{no}}
 
| {{partial|Horizontal and vertical mirroring}}
 
| {{partial|Horizontal and vertical mirroring}}
| 1 [[wikipedia:Tile engine|tile]] layer and 1 bitmap layer
+
|1 [[wikipedia:Tile_engine|tile]] layer and 1&nbsp;bitmap&nbsp;layer
 
| {{yes}}
 
| {{yes}}
 
| {{partial|Color key}}  
 
| {{partial|Color key}}  
 
|
 
|
|- align=center
+
|- align="center"
| rowspan="3" | 1981
+
| rowspan="3" |1981
| [[KO Punch]], <br> arcade hardware || Display list || 6 || 96 || 16 || 16 || 7
+
|[[KO Punch]], <br /> arcade hardware
 +
|24
 +
|6144
 +
|6
 +
|96
 +
|16
 +
|16
 +
|7
 
| {{partial|1, 2× integer}}  
 
| {{partial|1, 2× integer}}  
 
| {{partial|Horizontal and vertical mirroring}}  
 
| {{partial|Horizontal and vertical mirroring}}  
| 1 tile layer  
+
|1 tile layer
 
| {{partial|Mechanical}}  
 
| {{partial|Mechanical}}  
 
| {{partial|Color key}}  
 
| {{partial|Color key}}  
 
|{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/kopunch.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/kopunch.cpp}}{{ref|1=[http://www.system16.com/hardware.php?id=682 Sega Unique Hardware (System 16)]}}{{ref|[http://www.vizzed.com/games/ko-punch-mame-arcade-50256-game KO Punch (Vizzed)]}}
 
|{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/kopunch.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/kopunch.cpp}}{{ref|1=[http://www.system16.com/hardware.php?id=682 Sega Unique Hardware (System 16)]}}{{ref|[http://www.vizzed.com/games/ko-punch-mame-arcade-50256-game KO Punch (Vizzed)]}}
|- align=center
+
|- align="center"
| [[Sega G80]],<br />Raster Display Controller || Display list || 32 || 256 || 8, 16 || 8, 16 || 3  
+
|[[Sega G80]],<br />Raster Display Controller
| {{partial|[[wikia:w:c:gaming:Vector graphics|Vector]]}} || {{partial|Screen orientation}}  
+
|128
| 2 tile layers  
+
|8192
 +
|32
 +
|256
 +
|8, 16
 +
|8, 16
 +
|3
 +
| {{partial|[[wikipedia:Vector graphics|Vector]]}} || {{partial|Screen orientation}}  
 +
|2 tile layers
 
| {{yes}}  
 
| {{yes}}  
 
| {{partial|Color key}}  
 
| {{partial|Color key}}  
 
|{{intref|Sega G80 Hardware Reference (1997-10-25)}}{{ref|https://web.archive.org/web/20130104202105/mamedev.org/source/src/mame/video/segag80r.c.html}}
 
|{{intref|Sega G80 Hardware Reference (1997-10-25)}}{{ref|https://web.archive.org/web/20130104202105/mamedev.org/source/src/mame/video/segag80r.c.html}}
|- align=center
+
|- align="center"
| [[Sega VCO Object]],<br />arcade hardware || Display list || 16 || 315 || 8 to 20 || 8 to 20 || 3, 7  
+
|[[Sega VCO Object]],<br />arcade hardware
 +
|128
 +
|71,680
 +
|16
 +
|322
 +
|8 to 256
 +
|8 to 224
 +
|3, 7
 
| {{yes}}  
 
| {{yes}}  
 
| {{partial|Background tile mirroring}}  
 
| {{partial|Background tile mirroring}}  
| 1 tile layer and 1 bitmap layer  
+
|1 tile layer and 1&nbsp;bitmap&nbsp;layer
 
| {{yes}}  
 
| {{yes}}  
 
| {{partial|Color key}}  
 
| {{partial|Color key}}  
|{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp}}  
+
|{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp}}
|- align=center
+
|- align="center"
| 1982
+
|1982
| [[Sega System 1#Specifications|Sega 315‑5011 &amp; 315‑5012]]<br />([[Sega System 1|System 1]]/[[Sega System 2|2]]) || Display list || 32 || 640 || 8 to 256 || 8 to 256 || 15  
+
|[[Sega System 1|System 1]] ([[Sega System 1#Prototype|prototype]]) <br /> [[Sega System 1#Specifications|315‑5011 &#x26; 315‑5012]]
 +
|32
 +
|114,688
 +
|32
 +
|512
 +
|8 to 248
 +
|8 to 224
 +
|15
 
| {{no}}
 
| {{no}}
 
| {{partial|Horizontal and vertical mirroring}}  
 
| {{partial|Horizontal and vertical mirroring}}  
| 2 tile layers
+
|2 tile layers
 
| {{yes}}  
 
| {{yes}}  
 
| {{partial|Color key}}  
 
| {{partial|Color key}}  
|  
+
|
|- align=center
+
|- align="center"
| 1983
+
|rowspan="2" |1983
| [[Sega SG-1000]],<br />[[wikipedia:Texas Instruments TMS9918|TMS9929]] || 32 || 4 || 64 || 8, 16 || 8, 16 || 1, 3  
+
|[[SG-1000]] & [[SC-3000]], <br /> [[TMS9918]]
 +
|32
 +
|4096
 +
|4
 +
|64
 +
|8, 16
 +
|8, 16
 +
|1, 3
 
| {{partial|1, 2× integer}}  
 
| {{partial|1, 2× integer}}  
 
| {{no}}  
 
| {{no}}  
| 1 tile layer  
+
|1 tile layer
 
| {{yes}}  
 
| {{yes}}  
 
| {{partial|Color key}}  
 
| {{partial|Color key}}  
 
|{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/sg1000a.cpp}}
 
|{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/sg1000a.cpp}}
|- align=center
+
|- align="center"
| rowspan="2" | 1985
+
|[[Sega System 1|System 1]] & [[Sega System 2|2]], <br /> [[Sega System 1#Specifications|315‑5011 &#x26; 315‑5012]]
| [[Sega Hang-On hardware#Technical Specifications|Sega 315‑5011 &amp; 315‑5012]]<br />([[Sega Hang-On hardware|Hang‑On]], [[Sega System 16|System 16]]) || 128 || 100 || 800 || 8 to 256 || 8 to 256 || 15  
+
|128
 +
|143,360
 +
|32
 +
|640
 +
|8 to 256
 +
|8 to 224
 +
|15
 +
| {{no}}
 +
| {{partial|Horizontal and vertical mirroring}}
 +
|2 tile layers
 +
| {{yes}}
 +
| {{partial|Color key}}
 +
|
 +
|- align="center"
 +
| rowspan="2" |1985
 +
|[[Sega Hang-On hardware|Hang‑On]] & [[Sega System 16|System 16]], <br /> [[Sega Hang-On hardware#Technical Specifications|315‑5011 &#x26; 315‑5012]]
 +
|128
 +
|209,796
 +
|100
 +
|800
 +
|8 to 256
 +
|8 to 256
 +
|15
 
| {{yes|Yes}}
 
| {{yes|Yes}}
 
| {{partial|Horizontal and vertical mirroring}}  
 
| {{partial|Horizontal and vertical mirroring}}  
| 2 tile layers and 1 bitmap layer  
+
|2 tile layers and 1&nbsp;bitmap&nbsp;layer
 
| {{yes}}  
 
| {{yes}}  
 
| {{yes|[[Sega System 16B hardware notes (2003-01-12)|Shadow / Highlight]]}}
 
| {{yes|[[Sega System 16B hardware notes (2003-01-12)|Shadow / Highlight]]}}
 
|{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp}}{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
 
|{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp}}{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
|- align=center
+
|- align="center"
| [[Sega Master System#Technical specifications|Sega VDP]]<br />([[Master System]], [[Sega Game Gear|Game Gear]]) || 64 || 8 || 128 || 8, 16 || 8, 16 || 15  
+
|[[Sega Master System/Technical specifications|Sega VDP]]<br />([[Master System]], [[Sega Game Gear|Game Gear]])
| {{partial|1, 2× integer, 1, 2× vertical}}  
+
|64
 +
|8192
 +
|8
 +
|128
 +
|8, 16
 +
|8, 16
 +
|1, 3, 15
 +
| {{partial|1, 2× integer, 1, 2× vertical, full screen}}  
 
| {{partial|Background tile mirroring}}  
 
| {{partial|Background tile mirroring}}  
| 1 tile layer  
+
|1 tile layer
 
| {{yes}}  
 
| {{yes}}  
 
| {{partial|Color key}}  
 
| {{partial|Color key}}  
 
|{{intref|Sega Master System VDP documentation (2002-11-12)}}{{intref|Sega Master System Technical Documentation (1998-06-10)}}{{ref|http://github.com/Aypok/QuAD-SMS-Tilemap-Editor}}
 
|{{intref|Sega Master System VDP documentation (2002-11-12)}}{{intref|Sega Master System Technical Documentation (1998-06-10)}}{{ref|http://github.com/Aypok/QuAD-SMS-Tilemap-Editor}}
|- align=center
+
|- align="center"
| 1986
+
|1986
| [[Sega OutRun]], <br> [[Sega OutRun#Technical Specifications|315-5211]] || 128 || 128 || 1466 || 8 to 512 || 8 to 256 || 15  
+
|[[Sega OutRun]], <br /> [[Sega OutRun hardware#Technical Specifications|315-5211]]
 +
|128
 +
|384,267
 +
|128
 +
|1466
 +
|8 to 512
 +
|8 to 256
 +
|15
 
| {{yes}}
 
| {{yes}}
 
| {{partial|Horizontal and vertical mirroring}}  
 
| {{partial|Horizontal and vertical mirroring}}  
| 2 tile layers and 1 bitmap layer  
+
|2 tile layers and 1&nbsp;bitmap&nbsp;layer
| {{yes}}  
+
| {{yes}}
 
| {{yes|[[wikipedia:Alpha compositing|Alpha]]}}  
 
| {{yes|[[wikipedia:Alpha compositing|Alpha]]}}  
|{{intref|Sega "X-Board" hardware notes (2004-12-03)}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaorun.cpp}}{{ref|http://web.archive.org/web/20060611105140/emustatus.rainemu.com/games/outrun.htm}} <br> {{ref|http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html}}{{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}
+
|{{intref|Sega "X-Board" hardware notes (2004-12-03)}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaorun.cpp}}{{ref|http://web.archive.org/web/20060611105140/emustatus.rainemu.com/games/outrun.htm}} <br /> {{ref|http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html}}{{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}
|- align=center
+
|- align="center"
| 1987
+
|1987
| [[X Board]],<br />315-5211A & 315‑5278 || 256 || 256 || 3200 || 8 to 512 || 8 to 256 || 15  
+
|[[X Board]],<br />315-5211A & 315‑5278
 +
|256
 +
|833,333
 +
|256
 +
|3200
 +
|8 to 512
 +
|8 to 256
 +
|15
 
| {{yes|Yes}}
 
| {{yes|Yes}}
 
| {{yes|Yes}}
 
| {{yes|Yes}}
| 4 tile layers and 1 bitmap layer  
+
|4 tile layers and 1&nbsp;bitmap&nbsp;layer
 
| {{yes}}  
 
| {{yes}}  
 
| {{yes|Alpha}}
 
| {{yes|Alpha}}
 
|{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.cpp}}{{intref|Sega "X-Board" hardware notes (2004-12-03)}}
 
|{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.cpp}}{{intref|Sega "X-Board" hardware notes (2004-12-03)}}
|- align=center
+
|- align="center"
| rowspan="3" | 1988
+
| rowspan="3" |1988
| [[System 24]],<br />315-5293 & 315‑5295 || 2048 || 164 || 1312 || 8 to 1024 || 8 to 1024 || 15 to 255  
+
|[[System 24]],<br />315-5293 & 315‑5295
 +
|2048
 +
|503,808
 +
|164
 +
|1312
 +
|8 to 1024
 +
|8 to 1024
 +
|15 to 255
 
| {{yes|Yes}}
 
| {{yes|Yes}}
 
| {{partial|Horizontal and vertical mirroring}}  
 
| {{partial|Horizontal and vertical mirroring}}  
| 4 tile layers  
+
|4 tile layers
 
| {{Yes}}  
 
| {{Yes}}  
 
| {{yes|Alpha}}  
 
| {{yes|Alpha}}  
 
|{{intref|Sega System 24 Hardware Notes (2013-06-16)}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas24.cpp}}{{ref|http://web.archive.org/web/20121004090236/mamedev.org/source/src/mame/video/segaic24.c.html}}
 
|{{intref|Sega System 24 Hardware Notes (2013-06-16)}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas24.cpp}}{{ref|http://web.archive.org/web/20121004090236/mamedev.org/source/src/mame/video/segaic24.c.html}}
|- align=center
+
|- align="center"
| [[Y Board]],<br />315-5196 & 315‑5305 || 2176 || 500 || 4000 || 8 to 512 || 8 to 512 || 15 to 511  
+
|[[Y Board]],<br />315-5196 & 315‑5305
 +
|2176
 +
|1,049,476
 +
|500
 +
|4000
 +
|8 to 512
 +
|8 to 512
 +
|15 to 511
 
| {{yes|Yes}}
 
| {{yes|Yes}}
 
| {{yes|Yes}}
 
| {{yes|Yes}}
| 1 bitmap layer  
+
|1 bitmap layer
 
| {{yes}}  
 
| {{yes}}  
 
| {{yes|Alpha}}  
 
| {{yes|Alpha}}  
|{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaybd.cpp}}{{ref|http://web.archive.org/web/20130104202220/mamedev.org/source/src/mame/video/segaybd.c.html}}{{intref|Sega "X-Board" hardware notes (2004-12-03)}} <br> {{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}{{intref|Sega System 16B hardware notes (2003-01-12)}}{{ref|http://reassembler.blogspot.co.uk/2012/11/sega-system-16-sprite-viewer.html}}
+
|{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaybd.cpp}}{{ref|http://web.archive.org/web/20130104202220/mamedev.org/source/src/mame/video/segaybd.c.html}}{{intref|Sega "X-Board" hardware notes (2004-12-03)}} <br /> {{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}{{intref|Sega System 16B hardware notes (2003-01-12)}}{{ref|http://reassembler.blogspot.co.uk/2012/11/sega-system-16-sprite-viewer.html}}
|- align=center
+
|- align="center"
| [[VDP|Yamaha YM7101 VDP]]<br /><small>([[Sega Mega Drive#Technical specifications|Mega Drive]], [[Sega Mega-Tech|Mega‑Tech]], [[Sega Mega-Tech|Mega‑Play]], [[Sega System C|System&nbsp;C]])</small> || 80 || 20 || 320 || 8, 16, 24, 32 || 8, 16, 24, 32 || 15  
+
|[[Sega Mega Drive/Technical specifications|Yamaha YM7101]] [[VDP]]<br /><small>([[Mega Drive]], [[Sega Mega-Tech|Mega‑Tech]], [[Sega Mega-Tech|Mega‑Play]], [[Sega System C|System&nbsp;C]])</small>
| {{partial|1, 2× integer, full screen integer zoom}}  
+
|80
 +
|81,920
 +
|20
 +
|320
 +
|8, 16, 24, 32
 +
|8, 16, 24, 32
 +
|15
 +
| {{partial|1, 2× integer, full screen}}  
 
| {{Partial|Horizontal and vertical mirroring}}  
 
| {{Partial|Horizontal and vertical mirroring}}  
| 2 tile layers  
+
|3 tile layers (2 scrolling, 1&nbsp;static)
 
| {{Yes}}  
 
| {{Yes}}  
| {{yes|[[Sega Mega Drive#Technical specifications|Shadow / Highlight]]}}  
+
| {{yes|[[Sega Mega Drive/Technical specifications|Shadow / Highlight]]}}  
 
|{{ref|http://web.archive.org/web/20050122094914/fly.hiwaay.net/~jfrohwei/sega/genesis.html}}{{ref|http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa}}
 
|{{ref|http://web.archive.org/web/20050122094914/fly.hiwaay.net/~jfrohwei/sega/genesis.html}}{{ref|http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa}}
|- align=center
+
|- align="center"
| 1989
+
|1989
| [[Turbo OutRun]], <br> [[Sega OutRun#Technical Specifications|315-5211]] || 128 || 128 || 1600 || 8 to 512 || 8 to 256 || 15  
+
|[[Turbo OutRun]], <br /> [[Sega OutRun hardware|315-5211]]
 +
|128
 +
|419,200
 +
|128
 +
|1600
 +
|8 to 512
 +
|8 to 256
 +
|15
 
| {{yes}}
 
| {{yes}}
 
| {{partial|Horizontal and vertical mirroring}}  
 
| {{partial|Horizontal and vertical mirroring}}  
| 2 tile layers and 1 bitmap layer  
+
|2 tile layers and 1&nbsp;bitmap&nbsp;layer
 
| {{yes}}  
 
| {{yes}}  
 
| {{yes|Alpha}}
 
| {{yes|Alpha}}
|- align=center
+
|- align="center"
| 1990
+
|1990
| [[System 32]],<br />315-5387 || 8192 || 400 || 3200 || 8 to 1024 || 8 to 1024 || 15 to 512  
+
|[[System 32]],<br />315-5387
 +
|8192
 +
|833,333
 +
|400
 +
|3200
 +
|8 to 1024
 +
|8 to 1024
 +
|15 to 512
 
| {{yes|Yes}}
 
| {{yes|Yes}}
 
| {{yes|Yes}}
 
| {{yes|Yes}}
| 4 tile layers and 1 bitmap layer
+
|4 tile layers and 1&nbsp;bitmap&nbsp;layer
 
| {{yes}}
 
| {{yes}}
 
| {{yes|[[wikipedia:Alpha blending|Alpha]]}}
 
| {{yes|[[wikipedia:Alpha blending|Alpha]]}}
|{{intref|Sega System 32}}{{intref|Sega System 24 Hardware Notes (2013-06-16)}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.cpp}} <br> {{ref|http://web.archive.org/web/20130104202207/mamedev.org/source/src/mame/video/segas32.c.html}}{{ref|http://www.shinforce.com/arcade/TechSpecs-Sys32.htm}}
+
|{{intref|Sega System 32}}{{intref|Sega System 24 Hardware Notes (2013-06-16)}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.cpp}} <br /> {{ref|http://web.archive.org/web/20130104202207/mamedev.org/source/src/mame/video/segas32.c.html}}{{ref|http://www.shinforce.com/arcade/TechSpecs-Sys32.htm}}
|- align=center
+
|- align="center"
| 1991
+
|1991
| [[Sega CD]], <br> [[Sega Mega-CD#Technical specifications|315-5548 ASIC]] || 80 || 20 || 320 || 8, 16, 24, 32 || 8, 16, 24, 32 || 15  
+
|[[Sega CD]], <br /> [[Sega Mega-CD/Technical specifications|315-5548 ASIC]]
 +
|80
 +
|81,920
 +
|20
 +
|320
 +
|8, 16, 24, 32
 +
|8, 16, 24, 32
 +
|15
 
| {{yes}}  
 
| {{yes}}  
 
| {{yes}}  
 
| {{yes}}  
| 2 tile layers  
+
|2 tile layers
 
| {{yes}}  
 
| {{yes}}  
 
| {{yes|Shadow / Highlight}}
 
| {{yes|Shadow / Highlight}}
 
|{{ref|http://www.gamepilgrimage.com/content/sega-cd}}
 
|{{ref|http://www.gamepilgrimage.com/content/sega-cd}}
|- align=center
+
|- align="center"
| rowspan="2" | 1994
+
| rowspan="2" |1994
| [[Sega 32X]],<br />[[Sega 32X#Technical specifications|32X VDP]] || 7600 || 182 || 1463 || 8 to 320 || 8 to 240 || 15 to 32,768
+
|[[Sega 32X]],<br />[[Sega 32X/Technical specifications|32X VDP]]
 +
|3800
 +
|243,200
 +
|182
 +
|1463
 +
|8 to 320
 +
|8 to 240
 +
|127 to 32,768
 
| {{yes}}
 
| {{yes}}
 
| {{yes}}
 
| {{yes}}
| 2 tile layers
+
|2 tile layers
 
| {{yes}}
 
| {{yes}}
 
| {{yes|Alpha}}
 
| {{yes|Alpha}}
 
|
 
|
|- align=center
+
|- align="center"
| [[VDP1 32-bit video display processor|Sega VDP1]] & [[VDP2]]<br />([[Sega Saturn#Technical specifications|Saturn]], [[Sega ST-V|STV]]) || 16,383 || 455 || 3640 || 8 to 504 || 1 to 255 || 15 to 32,768
+
|[[VDP1 (Saturn)|Hitachi]] [[VDP1]]<br />([[Sega Saturn/Technical specifications|Saturn]], [[Sega ST-V|STV]])
 +
|16,383
 +
|497,112
 +
|227
 +
|1820
 +
|8 to 504
 +
|1 to 255
 +
|15 to 32,768
 
| {{yes|Yes}}
 
| {{yes|Yes}}
| {{yes|Yes, rotation and distortion, <br> [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]]}}
+
| {{yes|Yes, rotation/distortion, <br> [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]]}}
| 2–6 layers <br> (1–5 tile layers, 1–4 bitmap layers)
+
|2–6 [[VDP2]] layers <br /> (1–5 tile layers, <br /> 1–4 bitmap layers)
 
| {{yes}}
 
| {{yes}}
 
| {{yes|Alpha}}  
 
| {{yes|Alpha}}  
|{{fileref|ST-013-R3-061694.pdf}}{{fileref|ST-058-R2-060194.pdf}}{{ref|https://web.archive.org/web/20130104202915/mamedev.org/source/src/mame/video/stvvdp1.c.html}}{{ref|https://web.archive.org/web/20130104202921/mamedev.org/source/src/mame/video/stvvdp2.c.html}} <br> {{ref|http://saturn.system11.org/html/saturn_specs.html}}{{ref|https://web.archive.org/web/20140105190013/mamedev.org/source/src/mame/drivers/saturn.c.html}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/stv.cpp}}{{ref|http://www.oocities.org/stephan_dolby/saturn_capabilities.html}}
+
|{{fileref|ST-013-R3-061694.pdf}}{{fileref|ST-058-R2-060194.pdf}}{{ref|https://web.archive.org/web/20130104202915/mamedev.org/source/src/mame/video/stvvdp1.c.html}} <br /> {{ref|https://web.archive.org/web/20130104202921/mamedev.org/source/src/mame/video/stvvdp2.c.html}}{{ref|http://saturn.system11.org/html/saturn_specs.html}}{{ref|https://web.archive.org/web/20140105190013/mamedev.org/source/src/mame/drivers/saturn.c.html}} <br /> {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/stv.cpp}}{{ref|http://www.oocities.org/stephan_dolby/saturn_capabilities.html}}
|- align=center
+
|- align="center"
| 1995
+
|1995
| [[Sega H1 Board]], <br> arcade hardware || 16,384 || 795 || 6361 || 8 to 1024 || 1 to 1024 || 15 to 262,144
+
|[[Sega H1 Board]], <br /> arcade hardware
 +
|16,384
 +
|1,424,640
 +
|795
 +
|6361
 +
|8 to 1024
 +
|1 to 1024
 +
|15 to 262,144
 
| {{yes|Yes}}
 
| {{yes|Yes}}
| {{yes|Yes, rotation and distortion, <br> forward texture mapping}}
+
| {{yes|Yes, rotation/distortion, <br> forward texture mapping}}
| Tile and bitmap layers
+
|Tile and bitmap layers
 
| {{yes}}  
 
| {{yes}}  
 
| {{yes|Alpha}}  
 
| {{yes|Alpha}}  
 
|{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}{{ref|http://www.google.com/patents/US6141122}}
 
|{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}{{ref|http://www.google.com/patents/US6141122}}
|- align=center
+
|- align="center"
| 1998
+
|1998
| [[Dreamcast]], <br> [[Sega Dreamcast#Technical specifications|PowerVR CLX2]] || 31,250 || 1041 || 8333 || 8 to 1024 || 8 to 1024 || 15 to 16,777,216
+
|[[Dreamcast]], <br /> [[Sega Dreamcast/Technical specifications|PowerVR CLX2]]
 +
|31,250
 +
|2,000,000
 +
|1041
 +
|8333
 +
|8 to 2048
 +
|8 to 2048
 +
|15 to 16,777,216
 
| {{yes}}
 
| {{yes}}
| {{yes|Yes, rotation and distortion, <br> [[wikipedia:Texture mapping#Perspective correctness|perspective correction]]}}
+
| {{yes|Yes, rotation/distortion, <br> [[wikipedia:Texture mapping#Perspective correctness|perspective correction]]}}
| 1 bitmap layer
+
|1 bitmap layer
 
| {{yes}}
 
| {{yes}}
 
| {{yes|Alpha}}
 
| {{yes|Alpha}}
 
|
 
|
|- align=center
+
|- align="center"
| 1998
+
|1998
| [[Sega NAOMI]], <br> [[Sega NAOMI#Technical specifications|PowerVR 2]] || 34,713 || 1157 || 9256 || 8 to 1024 || 8 to 1024 || 15 to 16,777,216
+
|[[Sega NAOMI]], <br /> [[Sega NAOMI#Technical specifications|PowerVR 2]]
 +
|34,713
 +
|3,333,312
 +
|1157
 +
|9256
 +
|8 to 2048
 +
|8 to 2048
 +
|15 to 16,777,216
 
| {{yes}}
 
| {{yes}}
| {{yes|Yes, rotation and distortion, <br> perspective correction}}
+
| {{yes|Yes, rotation/distortion, <br> perspective correction}}
| 1 bitmap layer
+
|1 bitmap layer
 
| {{yes}}
 
| {{yes}}
 
| {{yes|Alpha}}
 
| {{yes|Alpha}}
 
|
 
|
 
|- class="sortbottom"
 
|- class="sortbottom"
!
+
! style="text-align:center" | 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 !! References
+
! style="text-align:center" | System(s), chip(s)
 +
! style="text-align:center" | Sprites on screen
 +
! style="text-align:center" | Max. texels on screen
 +
! style="text-align:center" | Sprites on line
 +
! style="text-align:center" | Max. texels on line
 +
! style="text-align:center" | Texture width
 +
! style="text-align:center" | Texture height
 +
! style="text-align:center" | Colors
 +
! style="text-align:center" | Hardware zoom
 +
! style="text-align:center" | Rotation
 +
! style="text-align:center" | Background
 +
! style="text-align:center" | Collision detection
 +
! style="text-align:center" | Transparency
 +
! style="text-align:center" | References
 
|}
 
|}
  
 
==References==
 
==References==
{{multicol|
 
 
<references />
 
<references />
}}
 
 
[[Category:Technical information]]
 
[[Category:Technical information]]

Latest revision as of 10:50, 30 December 2023

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) and 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. A sprite can also be used as a texture that is applied to the surface of a 3D polygon, resulting in a texture-mapped 3D polygon. Conversely, a texture-mapped 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 Max. texels on screen Sprites on line Max. texels on line Texture width Texture height Colors Hardware zoom Rotation Background Collision detection Transparency References
1976 Fonz,
arcade hardware
3 1688 3 104 13, 20 28, 48 2 Yes Partial rotation/distortion 1 bitmap layer Yes Color key
Heavyweight Champ,
arcade hardware
2 5670 2 90 35 to 45 62, 63 3 1, 2× integer No 1 bitmap layer Yes Color key [3]
1980 Sega Galaxian,
arcade hardware
64 16,384 7 112 16 16 3 No Horizontal and vertical mirroring 1 tile layer and 1 bitmap layer Yes Color key
1981 KO Punch,
arcade hardware
24 6144 6 96 16 16 7 1, 2× integer Horizontal and vertical mirroring 1 tile layer Mechanical Color key [4][5][6][7]
Sega G80,
Raster Display Controller
128 8192 32 256 8, 16 8, 16 3 Vector Screen orientation 2 tile layers Yes Color key [8][9]
Sega VCO Object,
arcade hardware
128 71,680 16 322 8 to 256 8 to 224 3, 7 Yes Background tile mirroring 1 tile layer and 1 bitmap layer Yes Color key [10][11][12]
1982 System 1 (prototype)
315‑5011 & 315‑5012
32 114,688 32 512 8 to 248 8 to 224 15 No Horizontal and vertical mirroring 2 tile layers Yes Color key
1983 SG-1000 & SC-3000,
TMS9918
32 4096 4 64 8, 16 8, 16 1, 3 1, 2× integer No 1 tile layer Yes Color key [13]
System 1 & 2,
315‑5011 & 315‑5012
128 143,360 32 640 8 to 256 8 to 224 15 No Horizontal and vertical mirroring 2 tile layers Yes Color key
1985 Hang‑On & System 16,
315‑5011 & 315‑5012
128 209,796 100 800 8 to 256 8 to 256 15 Yes Horizontal and vertical mirroring 2 tile layers and 1 bitmap layer Yes Shadow / Highlight [14][15]
Sega VDP
(Master System, Game Gear)
64 8192 8 128 8, 16 8, 16 1, 3, 15 1, 2× integer, 1, 2× vertical, full screen Background tile mirroring 1 tile layer Yes Color key [16][17][18]
1986 Sega OutRun,
315-5211
128 384,267 128 1466 8 to 512 8 to 256 15 Yes Horizontal and vertical mirroring 2 tile layers and 1 bitmap layer Yes Alpha [19][20][21]
[22][23]
1987 X Board,
315-5211A & 315‑5278
256 833,333 256 3200 8 to 512 8 to 256 15 Yes Yes 4 tile layers and 1 bitmap layer Yes Alpha [24][19]
1988 System 24,
315-5293 & 315‑5295
2048 503,808 164 1312 8 to 1024 8 to 1024 15 to 255 Yes Horizontal and vertical mirroring 4 tile layers Yes Alpha [25][26][27]
Y Board,
315-5196 & 315‑5305
2176 1,049,476 500 4000 8 to 512 8 to 512 15 to 511 Yes Yes 1 bitmap layer Yes Alpha [28][29][19]
[23][30][31]
Yamaha YM7101 VDP
(Mega Drive, Mega‑Tech, Mega‑Play, System C)
80 81,920 20 320 8, 16, 24, 32 8, 16, 24, 32 15 1, 2× integer, full screen Horizontal and vertical mirroring 3 tile layers (2 scrolling, 1 static) Yes Shadow / Highlight [32][1]
1989 Turbo OutRun,
315-5211
128 419,200 128 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 833,333 400 3200 8 to 1024 8 to 1024 15 to 512 Yes Yes 4 tile layers and 1 bitmap layer Yes Alpha [33][25][34]
[35][36]
1991 Sega CD,
315-5548 ASIC
80 81,920 20 320 8, 16, 24, 32 8, 16, 24, 32 15 Yes Yes 2 tile layers Yes Shadow / Highlight [37]
1994 Sega 32X,
32X VDP
3800 243,200 182 1463 8 to 320 8 to 240 127 to 32,768 Yes Yes 2 tile layers Yes Alpha
Hitachi VDP1
(Saturn, STV)
16,383 497,112 227 1820 8 to 504 1 to 255 15 to 32,768 Yes Yes, rotation/distortion,
forward texture mapping
2–6 VDP2 layers
(1–5 tile layers,
1–4 bitmap layers)
Yes Alpha [38][39][40]
[41][42][43]
[44][45]
1995 Sega H1 Board,
arcade hardware
16,384 1,424,640 795 6361 8 to 1024 1 to 1024 15 to 262,144 Yes Yes, rotation/distortion,
forward texture mapping
Tile and bitmap layers Yes Alpha [46][47]
1998 Dreamcast,
PowerVR CLX2
31,250 2,000,000 1041 8333 8 to 2048 8 to 2048 15 to 16,777,216 Yes Yes, rotation/distortion,
perspective correction
1 bitmap layer Yes Alpha
1998 Sega NAOMI,
PowerVR 2
34,713 3,333,312 1157 9256 8 to 2048 8 to 2048 15 to 16,777,216 Yes Yes, rotation/distortion,
perspective correction
1 bitmap layer Yes Alpha
Year System(s), chip(s) Sprites on screen Max. texels on screen Sprites on line Max. texels on line Texture width Texture height Colors Hardware zoom Rotation Background Collision detection Transparency References

References

  1. 1.0 1.1 http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa
  2. Sprites and textures
  3. Sega Discrete Logic Hardware (System 16)
  4. https://github.com/mamedev/mame/blob/master/src/mame/drivers/kopunch.cpp
  5. https://github.com/mamedev/mame/blob/master/src/mame/video/kopunch.cpp
  6. Sega Unique Hardware (System 16)
  7. KO Punch (Vizzed)
  8. Sega G80 Hardware Reference (1997-10-25)
  9. htt (Wayback Machine: 2013-01-04 20:21)
  10. https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp
  11. https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h
  12. https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp
  13. https://github.com/mamedev/mame/blob/master/src/mame/drivers/sg1000a.cpp
  14. https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp
  15. Sega Pre-System 16 hardware notes (2004-03-29)
  16. Sega Master System VDP documentation (2002-11-12)
  17. Sega Master System Technical Documentation (1998-06-10)
  18. http://github.com/Aypok/QuAD-SMS-Tilemap-Editor
  19. 19.0 19.1 19.2 Sega "X-Board" hardware notes (2004-12-03)
  20. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaorun.cpp
  21. htt (Wayback Machine: 2006-06-11 10:51)
  22. http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html
  23. 23.0 23.1 http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c
  24. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.cpp
  25. 25.0 25.1 Sega System 24 Hardware Notes (2013-06-16)
  26. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas24.cpp
  27. htt (Wayback Machine: 2012-10-04 09:02)
  28. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaybd.cpp
  29. htt (Wayback Machine: 2013-01-04 20:22)
  30. Sega System 16B hardware notes (2003-01-12)
  31. http://reassembler.blogspot.co.uk/2012/11/sega-system-16-sprite-viewer.html
  32. htt (Wayback Machine: 2005-01-22 09:49)
  33. Sega System 32
  34. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.cpp
  35. htt (Wayback Machine: 2013-01-04 20:22)
  36. http://www.shinforce.com/arcade/TechSpecs-Sys32.htm
  37. http://www.gamepilgrimage.com/content/sega-cd
  38. File:ST-013-R3-061694.pdf
  39. File:ST-058-R2-060194.pdf
  40. htt (Wayback Machine: 2013-01-04 20:29)
  41. htt (Wayback Machine: 2013-01-04 20:29)
  42. http://saturn.system11.org/html/saturn_specs.html
  43. htt (Wayback Machine: 2014-01-05 19:00)
  44. https://github.com/mamedev/mame/blob/master/src/mame/drivers/stv.cpp
  45. http://www.oocities.org/stephan_dolby/saturn_capabilities.html
  46. https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp
  47. http://www.google.com/patents/US6141122