Difference between revisions of "Object"
From Sega Retro
old>Shobiz (Wikilinking to path swappers) |
old>Shobiz (Ouch, that was stupid) |
||
Line 1: | Line 1: | ||
− | An '''object''' is an element in a video game which interacts with the environment (or level) and other objects, and is controlled by simple algorithms and complex subroutines. Objects alter values in the [[RAM]] (especially the object's own [[object RAM]]) to affect gameplay, and are often represented on-screen by [[sprite]]s. Sometimes objects are invisible during the game, as is the case for [[path swappers]] and lava tags. In Sonic games, the most complex object is always [[Sonic]] himself. He is required to be controlled by the player, interact with dozens of other objects, be affected by the curvature and elevation of the floor, and change graphics loaded into the [[VRAM]] according to his current behaviour. Sonic is always by far the largest object, in terms of lines of code (and therefore space in the [[ROM]]). | + | An '''object''' is an element in a video game which interacts with the environment (or level) and other objects, and is controlled by simple algorithms and complex subroutines. Objects alter values in the [[RAM]] (especially the object's own [[object RAM]]) to affect gameplay, and are often represented on-screen by [[sprite]]s. Sometimes objects are invisible during the game, as is the case for [[Path swapper|path swappers]] and lava tags. In Sonic games, the most complex object is always [[Sonic]] himself. He is required to be controlled by the player, interact with dozens of other objects, be affected by the curvature and elevation of the floor, and change graphics loaded into the [[VRAM]] according to his current behaviour. Sonic is always by far the largest object, in terms of lines of code (and therefore space in the [[ROM]]). |
==The most common objects in Sonic games== | ==The most common objects in Sonic games== |
Revision as of 12:52, 1 September 2008
An object is an element in a video game which interacts with the environment (or level) and other objects, and is controlled by simple algorithms and complex subroutines. Objects alter values in the RAM (especially the object's own object RAM) to affect gameplay, and are often represented on-screen by sprites. Sometimes objects are invisible during the game, as is the case for path swappers and lava tags. In Sonic games, the most complex object is always Sonic himself. He is required to be controlled by the player, interact with dozens of other objects, be affected by the curvature and elevation of the floor, and change graphics loaded into the VRAM according to his current behaviour. Sonic is always by far the largest object, in terms of lines of code (and therefore space in the ROM).