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]] !! | + | ! 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 |
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− | ! 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 !! | + | ! 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 |
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Revision as of 15:01, 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) 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. 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.
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 | References |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1976 | Fonz, arcade hardware |
3 | 3 | 104 | 13, 20 | 28, 48 | 2 | Yes | Screen orientation | 1 bitmap layer | Yes | Color key | |
Heavyweight Champ, arcade hardware |
2 | 2 | 90 | 35 to 45 | 62, 63 | 3 | 1, 2× integer | No | 1 bitmap layer | Yes | Color key | [3] | |
1980 | Galaxian (Sega), arcade hardware |
Display list | 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 |
Display list | 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 |
Display list | 32 | 256 | 8, 16 | 8, 16 | 3 | Vector | Screen orientation | 2 tile layers | Yes | Color key | [8][9] | |
Sega VCO Object, arcade hardware |
Display list | 16 | 315 | 8 to 20 | 8 to 20 | 3, 7 | Yes | Background tile mirroring | 1 tile layer and 1 bitmap layer | Yes | Color key | [10][11][12] | |
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 | [13] |
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 | [14][15] |
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 | [16][17][18] | |
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 | [19][20][21] [22][23] |
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 | [24][19] |
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 | [25][26][27] |
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 | [28][29][19] [23][30][31] | |
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 | [32][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 | [33][25][34] [35][36] |
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 | [37] |
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 | [38][39][40][41] [42][43][44][45] | |
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 | [46][47] |
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 | References |
References
- ↑ 1.0 1.1 http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa
- ↑ Sprites and textures
- ↑ Sega Discrete Logic Hardware (System 16)
- ↑ 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
- ↑ 19.0 19.1 19.2 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
- ↑ 23.0 23.1 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
- ↑ 25.0 25.1 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