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Sprite (computer graphics)

From Wikipedia, the free encyclopedia
2D bitmap displayed over a larger scene
For the technique of combining images into a single bitmap, seeTexture atlas. For the process of drawing sprites, seePixel art. For other uses, seeSprite (disambiguation).
Tank and rocket sprites fromBroforce
Part of a series on
Video game graphics

Incomputer graphics, asprite is atwo-dimensionalbitmap that is integrated into a larger scene, most often in a 2Dvideo game. Originally, the termsprite referred to fixed-sized objects composited together, by hardware, with a background.[1] Use of the term has since become more general.

Systems with hardware sprites includearcade video games of the 1970s and 1980s;game consoles including as theAtari VCS (1977),ColecoVision (1982),Famicom (1983),Genesis/Mega Drive (1988); andhome computers such as theTI-99/4 (1979),Atari 8-bit computers (1979),Commodore 64 (1982),MSX (1983),Amiga (1985), andX68000 (1987). Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap.

Hardware composition of sprites occurs as eachscan line is prepared for the video output device, such as acathode-ray tube, without involvement of the mainCPU and without the need for a full-screenframe buffer.[1] Sprites can be positioned or altered by setting attributes used during the hardware composition process. The number of sprites which can be displayed per scan line is often lower than the total number of sprites a system supports. For example, the Texas InstrumentsTMS9918 chip supports 32 sprites, but only four can appear on the same scan line.

The CPUs in modern computers, video game consoles, and mobile devices are fast enough that bitmaps can be drawn into a frame buffer without special hardware assistance. Beyond that,GPUs can render vast numbers of scaled, rotated,anti-aliased, partially translucent, very high resolution images in parallel with the CPU.

Etymology

[edit]

According to Karl Guttag, one of two engineers for the 1979Texas Instruments TMS9918 video display processor, this use of the wordsprite came from David Ackley, a manager at TI.[2][3] It was also used byDanny Hillis at Texas Instruments in the late 1970s.[4] The term was derived from the fact that sprites "float" on top of the background image without overwriting it, much like a ghost ormythological sprite.

Some hardware manufacturers used different terms, especially beforesprite became common:

Player/Missile Graphics was a term used byAtari, Inc. for hardware sprites in theAtari 8-bit computers (1979) andAtari 5200 console (1982).[5] The term reflects the use for both characters ("players") and smaller associated objects ("missiles") that share the same color. The earlierAtari Video Computer System and some Atari arcade games usedplayer,missile, andball.

Stamp was used in some arcade hardware in the early 1980s, includingMs. Pac-Man.[6]

Movable Object Block, orMOB, was used inMOS Technology's graphics chip literature.Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, instead used the termsprite for the Commodore 64.

OBJs (short forobjects) is used in the developer manuals for theNES,Super NES, andGame Boy. The region ofvideo RAM used to store sprite attributes and coordinates is calledOAM (Object Attribute Memory). This also applies to theGame Boy Advance andNintendo DS.

History

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Arcade video games

[edit]

The use of sprites originated witharcade video games.Nolan Bushnell came up with the original concept when he developed the first arcade video game,Computer Space (1971). Technical limitations made it difficult to adapt theearly mainframe gameSpacewar! (1962), which performed an entirescreen refresh for every little movement, so he came up with a solution to the problem: controlling each individual game element with a dedicatedtransistor. Therockets were essentially hardwiredbitmaps that moved around the screen independently of the background, an important innovation for producing screen images more efficiently and providing the basis for sprite graphics.[7]

The earliest video games to representplayer characters as human player sprites were arcadesports video games, beginning withTaito'sTV Basketball,[8][9][10] released in April 1974 and licensed toMidway Manufacturing for release in North America.[11] Designed byTomohiro Nishikado, he wanted to move beyond simplePong-style rectangles to character graphics, by rearranging the rectangle shapes into objects that look likebasketball players andbasketball hoops.[12][13]Ramtek released another sports video game in October 1974,Baseball,[11] which similarly displayed human-like characters.[14]

TheNamco Galaxianarcade system board, for the 1979 arcade gameGalaxian, displays animated, multi-colored sprites over a scrolling background.[15] It became the basis forNintendo'sRadar Scope andDonkey Kong arcade hardware andhome consoles such as theNintendo Entertainment System.[16] According to Steve Golson fromGeneral Computer Corporation, the term "stamp" was used instead of "sprite" at the time.[6]

Home systems

[edit]

Signetics devised the first chips capable of generating sprite graphics (referred to asobjects by Signetics) for home systems. The Signetics 2636 video processors were first used in the 19781292 Advanced Programmable Video System and later in the 1979Elektor TV Games Computer.

TheAtari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The termsprite was not in use at the time. The VCS's sprites are calledmovable objects in the programming manual, further identified as twoplayers, twomissiles, and oneball.[17] These each consist of a single row of pixels that are displayed on ascan line. To produce a two-dimensional shape, the sprite's single-row bitmap is altered by software from one scan line to the next.

The 1979Atari 400 and 800 home computers have similar, but more elaborate, circuitry capable of moving eight single-color objects per scan line: four 8-bit wideplayers and four 2-bit widemissiles. Each is the full height of the display—a long, thin strip.DMA from a table in memory automatically sets the graphics pattern registers for each scan line. Hardware registers control the horizontal position of each player and missile. Vertical motion is achieved by moving the bitmap data within a player or missile's strip. The feature was calledplayer/missile graphics by Atari.

Texas Instruments developed theTMS9918 chip with sprite support for its 1979 TI-99/4 home computer. An updated version is used in the 1981TI-99/4A.

In 2.5D and 3D games

[edit]
Player interactions with sprites in a 2.5D game

Sprites remained popular with the rise of2.5D games (those which recreate a 3D game space from a 2D map) in the late 1980s and early 1990s. A technique calledbillboarding allows 2.5D games to keep onscreen sprites rotated toward the player view at all times. Some 2.5D games, such as 1993'sDoom, allow the same entity to be represented by different sprites depending on its rotation relative to the viewer, furthering the illusion of 3D.

Fully 3D games usually present world objects as3D models, but sprites are supported in some 3Dgame engines, such asGoldSrc[18] andUnreal,[19] and may be billboarded or locked to fixed orientations. Sprites remain useful for small details,particle effects, and other applications where the lack of a third dimension is not a major detriment.

Systems with hardware sprites

[edit]

These are base hardware specs and do not include additional programming techniques, such as usingraster interrupts to repurpose sprites mid-frame.

SystemSprite hardwareIntroducedSprites on screenSprites per scan lineMax.texels on lineTexture widthTexture heightColorsZoomRotationCollision detectionTransparencyRef.
Amstrad PlusASIC19901616?1616152, 4× vertical, 2, 4× horizontalNoNoColor key[20]
Atari 2600TIA197755191, 826212, 4, 8× horizontalHorizontal mirroringYesColor key[21]
Atari 8-bit computersGTIA/ANTIC197988402, 8128, 25612× vertical, 2, 4× horizontalNoYesColor key[22]
Commodore 64VIC-II19828896, 19212, 24211, 32× integerNoYesColor key[23]
Amiga (OCS)Denise19858, can be reused horizontally per 4 pixel incrementsArbitrary, 8 uniqueArbitrary16Arbitrary3, 15Vertical by display listNoYesColor key[24]
Amiga (AGA)Lisa19928, can be reused horizontally per 2 pixel incrementsArbitrary, 8 uniqueArbitrary16, 32, 64Arbitrary3, 15Vertical by display listNoYesColor key
ColecoVisionTMS9918A1983324648, 168, 1612× integerNoPartialColor key
TI-99/4 & 4ATMS99181979324648, 168, 1612× integerNoPartialColor key
Gameduino2011256961,5361616255NoYesYesColor key[25]
IntellivisionSTIC AY-3-89001979886488,1612, 4, 8× vertical, 2× horizontalHorizontal and vertical mirroringYesColor key[26]
MSXTMS9918A1983324648, 168, 1612× integerNoPartialColor key[27]
MSX2Yamaha V993819863281288, 168,161, 3, 7, 15 per line2× integerNoPartialColor key
MSX2+ /MSX turbo RYamaha V995819883281288,168,161, 3, 7, 15 per line2× integerNoPartialColor key
Namco Pac-Man
(arcade)
TTL1980669616163NoHorizontal and vertical mirroringNoColor key[28]
TurboGrafx-16HuC6270A1987641625616, 3216, 32, 6415NoHorizontal and vertical mirroringYesColor key[29]
Namco Galaxian
(arcade)
TTL19797711216163NoHorizontal and vertical mirroringNoColor key[30][31][32]
NintendoDonkey Kong,Radar Scope
(arcade)
19791281625616163IntegerNoYesColor key[33]
Nintendo DSIntegrated PPU20041281281,2108, 16, 32, 648, 16, 32, 6465,536AffineAffineNoColor key, blending[34]
NES/FamicomRicohRP2C0x PPU19836486488, 163NoHorizontal and vertical mirroringPartialColor key[35]
Game BoyIntegrated PPU198940108088, 163NoHorizontal and vertical mirroringNoColor key[36]
Game Boy AdvanceIntegrated PPU200112812812108, 16, 32, 648, 16, 32, 6415, 255AffineAffineNoColor key, blending[37]
Master System,
Game Gear
YM2602B VDP
(TMS9918-derived)
19856481288, 168, 16152× integer, 2× verticalBackground tile mirroringYesColor key[38][39]
Genesis / Mega DriveYM7101 VDP
(SMS VDP-derived)
198880203208, 16, 24, 328, 16, 24, 3215NoHorizontal and vertical mirroringYesColor key[40][41]
Sega OutRun (arcade)198612812816008 to 5128 to 25615AnisotropicHorizontal and vertical mirroringYesAlpha[42][43][44][45][46][47][48]
X68000Cynthia jr. (original), Cynthia (later models)1987128325121616152× integerHorizontal and vertical mirroringPartialColor key[49][50][51]
Neo GeoLSPC2-A219903849615361616 to 51215Sprite shrinkingHorizontal and vertical mirroringPartialColor key[52][53][54]
Super NES / Super FamicomS-PPU1, S-PPU21990128342568, 16, 32, 648, 16, 32, 6415NoHorizontal and vertical mirroringNoColor key, averaging[55]
SystemSprite hardwareIntroducedSprites on screenSprites on lineMax.texels on lineTexture widthTexture heightColorsHardware zoomRotationCollision detectionTransparencySource

See also

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References

[edit]
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