Difference between revisions of "Object"

From Sega Retro

 
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An '''object''' is an element in a [[video game]] which interacts with the environment (or level) and other objects, and is controlled by pieces of code and subroutines. Objects alter values in the [[RAM]] (especially the object's own [[object RAM]]) to effect gameplay, and are often represented on-screen by [[sprite]]s. Sometimes objects are invisible during the game, as is the case for [[plane]]-switching tags 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]]).
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An '''object''' is an element in a [[video game]] which interacts with the environment (or level) and other objects, and is controlled simple algorithms and complex subroutines. Objects alter values in the [[RAM]] (especially the object's own [[object RAM]]) to effect gameplay, and are often represented on-screen by [[sprite]]s. Sometimes objects are invisible during the game, as is the case for [[plane]]-switching tags 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 commonest objects in Sonic games==
 
==The commonest objects in Sonic games==

Revision as of 02:33, 14 May 2005

An object is an element in a video game which interacts with the environment (or level) and other objects, and is controlled simple algorithms and complex subroutines. Objects alter values in the RAM (especially the object's own object RAM) to effect gameplay, and are often represented on-screen by sprites. Sometimes objects are invisible during the game, as is the case for plane-switching tags 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 commonest objects in Sonic games

See also