Sprite (Video Game)

A sprite is a rendered 2D graphic, used mostly in the 1980s and 1990s, particularly the SNES and Genesis days. It is not the background. Sprites are often on a different layer as items or characters. Sprites usually have some transparency.
As games went 3D, sprites became rarer, replaced by models. Sprites were still incorporated, since they were smaller files, for less important things such as backgrounds (The crowds in games like WWF No Mercy had sprites for crowds) or various explosions (Super Smash Bros. Melee used many sprites for items & hit explosions).
Sprites tend to take longer to animate then models, because they require redrawing, while models only need to be moved. Because of the time it takes, sprites are often the subject of palette swapping.
=Overview=
In computer graphics, a spritehttp://msdn.microsoft.com/en-us/library/bb203919.aspxhttp://docs.unity3d.com/ScriptReference/Sprite.html (also known by other names; see Synonyms below) is a two-dimensional bitmap graphic object that can be a static image or animation (2D computer graphics) that is integrated into a larger scene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays.
Originally, sprites were a method of integrating unrelated bitmaps so that they appeared to be part of the normal bitmap on a screen, such as creating an animated character that can be moved on a screen without altering the data defining the overall screen. Such sprites can be created by either electronic circuitry or software. In circuitry, a hardware sprite is a hardware construct that employs custom DMA channels to integrate visual elements with the main screen in that it super-imposes two discrete video sources. Software can simulate this through specialized rendering methods.
More recently, CSS sprites are used in web design as a way to improve performance by combining numerous small images or icons into a larger image called a sprite sheet or tile set, and selecting which icon to show on the rendered page using Cascading Style Sheets.
As three-dimensional graphics became more prevalent, sprites came to include flat images seamlessly integrated into complicated three-dimensional scenes.
=History=
The use of read-only memory in arcade games from around 1974 allowed the widespread use of sprites. Taito released some of the earliest known video games with sprites that year, including Basketball, a sports game that represented four basketball players and two baskets as sprite images, and Speed Race, a racing video game that represented cars as sprite images, which could collide with each other and vertically scroll across a race track.Bill Loguidice & Matt Barton (2009), Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time, p. 197, Focal Press, ISBN 0-240-81146-1 The following year, they released Western Gun, a run and gun multi-directional shooter that was the earliest known video game to visually represent game characters as sprites,Chris Kohler (2005), Power-up: how Japanese video games gave the world an extra life, p. 19, BradyGames, ISBN 0-7440-0424-1 as well as the first to depict a gun on screen.Stephen Totilo, In Search Of The First Video Game Gun, Kotaku Gun Fight's sprite graphics were powered by the Fuujitsu MB14241 video shifter, the first graphics processor used for video games; it would be used by Taito and Midway in subsequent arcade games, including Taito's blockbuster hit Space Invaders in 1978. The arcades would remain at the forefront of sprite graphics technology, producing the most advanced sprite graphics possible since the 1970s through to the 1990s.
Speed Race, which ran on Taito Discrete Logic hardware in 1974,http://www.system16.com/hardware.php?id=625 featured spriteshttp://vintage3d.org/history.php with collision detection moving along a vertical scrolling playfield.Bill Loguidice & Matt Barton (2009), Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time, p. 197, Focal Press, ISBN 0-240-81146-1 The Fujitsu MB14241 was used to accelerate the drawing of sprite graphics for various 1970s arcade games from Taito and Midway, such as Gun Fight (1975), Sea Wolf (1976) and Space Invaders (1978). It could display up to 11 sprites per scanline. In 1976, Signetics devised a video/graphics processor capable of generating sprite graphics. The Signetics 2636 video processor was first used in the Radofin 1292 Advanced Programmable Video System, released in 1976.
In the mid-1970s, Signetics devised the first video/graphics processors capable of generating sprite graphics on a home system. The Signetics 2636 video processors were first used in the 1976 Radofin 1292 Advanced Programmable Video System.
In 1977, the Taito Z80 arcade system board used for Super Speed Racehttp://system16.com/hardware.php?id=628 was capable of generating up to 16 sprites in hardware and display 4 sprites per scanline. Each sprite could have a size up to 32 pixels in width or height and display up to 15 colors.Super Speed Race references:
*https://github.com/mamedev/mame/tree/master/src/mame/drivers/sspeedr.c
*http://web.archive.org/web/20130104202755/http://mamedev.org/source/src/mame/video/sspeedr.c.html
*http://books.google.co.uk/books?id=TEp5AgAAQBAJ&pg=PT253
The Atari VCS, released in 1977, features a hardware sprite implementation wherein five graphical objects can be moved independently of the game playfield. The VCS's sprites, called players and missiles, are constructed from a single row of pixels that displayed on a scan line; to produce a two-dimensional shape, the sprite's single-row bitmap is altered by software from one scanline to the next.
The Atari 400 and 800 home computers of 1979 feature similar, but more elaborate circuitry, capable of moving eight Player/Missile objects per scanline -- four 8-bit wide players, and four 2-bit wide missiles. This more advanced version allows operation like the VCS where the CPU modifies the graphics pattern register for each scan line, or an automatic mode where the display chip performs DMA from a table in memory populating the graphics pattern registers for each scan line. In the automatic DMA mode vertical motion is simulated by moving the sprite's up and down incrementally in memory. The hardware produces a two-dimensional bitmap several pixels wide, and as tall as the screen. The width of pixels can also vary from 1, 2, or 4 color clocks. Multiple Player objects can be merged to produce a multi-color player. The four missile objects can be grouped together as a fifth Player and colored independently from the Players.
In 1979, the Namco Galaxian arcade system used specialized graphics hardware supporting RGB color, multi-colored sprites and tilemap backgrounds. It could display up to 64 hardware sprites on screen and 16 per scanline. Each sprite could be up to 16x16 pixels in size, with 3 colors each.https://github.com/mamedev/mame/tree/master/src/mame/video/galaxian.c The Galaxian hardware was widely used during the golden age of arcade video games, by game companies such as Namco, Centuri, Gremlin, Irem, Konami, Midway, Nichibutsu, Sega and Taito.https://github.com/mamedev/mame/tree/master/src/mame/drivers/galaxian.chttps://web.archive.org/web/20140103070737/http://mamedev.org/source/src/mame/drivers/galdrvr.c.html The Elektor TV Games Computer in 1979 was an early microcomputer capable of generating sprite graphics, which Signetics referred to as "objects".
The term sprite was first used in the graphic sense by one of the definers of the Texas Instruments 9918(A) video display processor (VDP), released in 1981. The term was derived from the fact that sprites, rather than being part of the bitmap data in the framebuffer, instead "floated" around on top without affecting the data in the framebuffer below, much like a ghost or "sprite". By this time, sprites had advanced to the point where complete two-dimensional shapes could be moved around the screen horizontally and vertically with minimal software overhead.
The CPU would instruct the external chips to fetch source images and integrate them into the main screen using direct memory access channels. Calling up external hardware, instead of using the processor alone, greatly improved graphics performance. Because the processor was not occupied by the simple task of transferring data from one place to another, software could run faster; and because the hardware provided certain innate abilities, programs were also smaller.
In the 1980s, sprite-scaling became a popular technique in arcade games to represent a three-dimensional perspective using 2D sprite graphics. Sega in particular was at the forefront of sprite-scaling graphics with its powerful custom Super Scaler graphics boards, which could quickly scale and rotate many large colourful sprites at high frame rates. Sega's Super Scaler hardware powered a string of 1980s arcade hits ranging from Space Harrier and Out Run to After Burner and Galaxy Force. Other arcade manufacturers such as Namco, Capcom and SNK also relied on custom graphics processors in order to produce similarly advanced sprite graphics in the 1980s to early 1990s. Following the rise of true 3D polygon graphics in the early 1990s, the sprite-scaling technique declined in popularity.
==Hardware sprites==
In early video gaming, hardware sprites were a method of compositing separate bitmap so that they appear to be part of a single image on a screen.
Many early graphics chips had true spriting use capabilities in which the sprite images were integrated into the screen, often with priority control with respect to the background graphics, at the time the video signal was being generated by the graphics chip.
These contrasted with software and blitter methods of 2D animation which modify a framebuffer held in RAM, which required more memory cycles to load and store the pixels, sometimes with an additional mask, and refresh backgrounds behind moving objects. These methods frequently required double buffering to avoid flickering and tearing, but placed fewer restrictions on the size and number of moving objects.
The sprite engine is a hardware implementation of scanline rendering. For each scanline the appropriate scanlines of the sprites are first copied (the number of pixels is limited by the memory bandwidth and the length of the horizontal retrace) into very fast, small, multiple (limiting the number of sprites on a line), and costly caches (the size of which limit the horizontal width) and as the pixel are sent to the screen, these caches are combined with each other and the background. It may be larger than the screen and is usually tiled, where the tile map is cached, but the tile set is not. For every pixel, every sprite unit signals its presence onto its line on a bus, so every other unit can notice a collision with it. Some sprite engines can automatically reload their "sprite units" from a display list. The sprite engine has synergy with the palette. To save registers, the height of the sprite, the location of the texture, and the zoom factors are often limited. On systems where the word size is the same as the texel there is no penalty for doing unaligned reads needed for rotation. This leads to the limitations of the known implementations:
Sprite Hardware Features
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	Source
1974	Taito Discrete Logic,arcade hardwareUsed for Basketball and Speed Race in 1974 	14 	 9 	60 	4, 8, 16 	4, 8 	1 	 	 	1 tile or bitmap layer 	 	 	http://assets.artmicropatronage.org/artmicropatronage/10000pixels/Basketball-TaitoGames.pnghttp://www.gameclassification.com/files/games/Speed-Race.jpg
1975	Fujitsu MB14241(Midway 8080, Taito 8080) 	60 	9 	144 	4 to 32 	1 to 224 	1 	 	 	1 bitmap layer 	 	 	Fujitsu MB14241 references:
*https://github.com/mamedev/mame/tree/master/src/mame/drivers/8080bw.c
*https://github.com/mamedev/mame/tree/master/src/mame/drivers/mw8080bw.c
*http://system16.com/hardware.php?id=594
*http://system16.com/hardware.php?id=629
*http://www.computerarcheology.com/wiki/wiki/Arcade/SpaceInvaders
*http://books.google.co.uk/books?id=oK3D4i5ldKgC&pg=PA173
*http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=24
1976	Speed Race Twin,Taito Discrete Logic 	10 	 6 	48 	4, 8 	8, 16 	1, 3 	 	 	1 tile or bitmap layer 	 	 	http://www.pinballbrasil.org/home/pinballc/public_html/images/stories/Image/003/IURE0.jpg.pagespeed.ce.0_Uj8vP_3X.jpghttp://i1069.photobucket.com/albums/u471/Gyruss99/IMAG5360.jpg
1976	Sega Discrete Logic,Used for Fonz and Heavyweight Champ in 1976Sega 94789-P 	5 	 5 	96 	8, 16, 32, 64	8, 16, 32, 64 	1 	 	 	1 tile or bitmap layer 	 	 	http://system16.com/hardware.php?id=683http://archive.org/details/ArcadeGameManualFonzhttp://www.arcade-museum.com/game_detail.php?game_id=8099
1976	Fairchild Channel F, F8 	Display list (run by CPU) 	9 	56 	4, 8 	5, 8 	1 	 	 	1 bitmap layer 	 	 	http://books.google.co.uk/books?id=oK3D4i5ldKgC&pg=PA65http://www.computinghistory.org.uk/det/5768/Adman-Grandstand-(Fairchild-Channel-F)-Video-Entertainment-Computer/http://www.vintagecomputing.com/index.php/archives/545
1976	Signetics 2636/2637(1292, VC 4000, Arcadia) 	4 	4 	32 	8 	8 	1 	 	 	1 bitmap layer 	 	 	https://github.com/mamedev/mame/tree/master/src/mess/drivers/arcadia.c
1977	Atari 2600,TIA 	9 (5 multiplied by CPU) 	9 (with triplication) 	51 (with triplication)	1, 8 	192 	1 	 	 	1 bitmap layer 	 	 	
1977	Taito Z80,Taito AO84-91335-C762Used for Super Speed Race 	7 	7 	224 	32 	16 	15 	 	 	1 tile or bitmap layer 	 	 	
1979	Namco Galaxian,Namco LFSR 	Display list 	15 	240 	8, 16 	8, 16 	3 	 	 	1 tile layer and 1 bitmap layer 	 	 	https://github.com/mamedev/mame/tree/master/src/mame/includes/galaxian.h
1979	Atari 8-bit,GTIA/ANTIC 	Display list 	8 	40 	2, 8 	128, 256 	1, 3 	 	 	1 bitmap layer 	 	 	
1979	Texas Instruments TMS9918(TI-99/4, ColecoVision, MSX, SG‑1000) 	32 	4 	64 	8, 16 	8, 16 	1 	 	 	1 tile layer 	 	 	
1979	Radar Scope,Nintendo Classic 	64 	 16 	256 	8, 16, 32 	8, 16, 32 	3, 7 	 	 	1 tile layer, 1 bitmap layer 	 	 	http://flyers.arcade-museum.com/?page=flyer&db=videodb&id=856&image=2 https://github.com/mamedev/mame/blob/master/src/mame/drivers/dkong.chttps://github.com/mamedev/mame/blob/master/src/mame/includes/dkong.h http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/making-the-famicom-a-reality/
1980	Namco Pac-Man,Namco NVC293 	8 	8 	128 	16 	16 	3 	 	 	2 tile layers 	 	 	https://github.com/mamedev/mame/tree/master/src/mame/drivers/pacman.chttp://web.archive.org/web/20130104063950/http://mamedev.org/source/src/mame/drivers/rallyx.c.html
1981	Jump Bug,Sega Z80 	Display list 	 16 	256 	8, 16 	8, 16, 32 	3, 7 	 	 	1 tile layer and 1 bitmap layer 	 	 	
1981	KO Punch 	32 	16 	256 	16 	16 	7 	 	 	1 bitmap layer 	 	 	KO Punch:
*https://github.com/mamedev/mame/blob/master/src/mame/drivers/kopunch.c
*https://github.com/mamedev/mame/blob/master/src/mame/video/kopunch.c
*http://system16.com/hardware.php?id=682&gid=3236#3236
*http://www.arcade-history.com/?n=ko-punch&page=detail&id=1309
1981	Sega G80,Raster Display Controller 	64 	32 	256 	8, 16 	8, 16 	3 	 	 	2 tile layers 	 	 	http://www.system16.com/hardware.php?id=687http://web.archive.org/web/20120219195401/http://www.cityofberwyn.com/simulation/gameHardware/G80ref1.20.txthttps://web.archive.org/web/20130104202105/http://mamedev.org/source/src/mame/video/segag80r.c.html
1981	Sega VCO Object,arcade hardware 	64 	16 	315 	8 to 20 	8 to 20 	3, 7 	 	 	1 tile layer and 1 bitmap layer 	 	 	Sega VCO Object references:
*http://www.system16.com/hardware.php?id=690
*https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.c
*https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h
*https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.c
1982	C64, VIC-II 	 	8 	 	12, 24 	21 	1, 3 	 	 	1 tile or bitmap layer 	 	 	
1982	Moon Patrol,Irem M52 	64 	 16 	256 	8, 16 	8, 16, 32 	3, 7 	 	 	2 tile layers 	 	 	
1982	Namco Pole Position,04xx & 09xx 	64 	32 	512 	16, 32 	16, 32 	15 	, anisotropic	 	1 tile layer and 1 bitmap layer 	 	 	https://github.com/mamedev/mame/tree/master/src/mame/drivers/polepos.chttp://web.archive.org/web/20130104201547/http://mamedev.org/source/src/mame/video/polepos.c.html
1982	Sega 315‑5011 & 315‑5012(Sega Z80, System 1/2/16, Space Harrier) 	128 	100 	800 	8 to 256 	8 to 256 	15 	, anisotropic	 	2 tile layers and 1 bitmap layer 	 	 	http://www.system16.com/hardware.php?id=696https://github.com/mamedev/mame/tree/master/src/mame/video/system1.chttps://web.archive.org/web/20140318183604/http://cgfm2.emuviews.com/txt/p16tech.txt
1983	Namco System 16 	96 	 24 	384 	8, 16 	8, 16 	3 	 	 	2 bitmap layers 	 	 	http://system16.com/hardware.php?id=517https://github.com/mamedev/mame/blob/master/src/mame/drivers/toypop.c
1983	NES, RP2C0x 	64 	8 	64 	8 	8, 16 	3 	 	 	1 tile layer 	 	 	
1983	Punch-Out,Nintendo CHP1-VIDEO b 	4 	 3 	384 	64, 128 	128, 256 	15 	 	 	1 tile layer 	 	 	
1983	Sega SG-1000,TMS9929 	32 	4 	64 	8, 16 	8, 16 	1, 3 	 	 	1 tile layer 	 	 	http://system16.com/hardware.php?id=859https://github.com/mamedev/mame/blob/master/src/mame/drivers/sg1000a.c
1983	TX-1,Tatsumi TC012 	96 	 24 	384 	8, 16, 32, 64	8, 16, 32, 64 	3, 7 	 	 	2 tile layers 	 	 	https://github.com/mamedev/mame/blob/master/src/mame/drivers/tx1.c
1984	Taito Z80,Taito Z80 used for Change Lanes in 1983 and The Legend of Kage in 1984.Fujitsu MB112S146	96 	 24 	384 	8, 16 	8, 16 	15 	 	 	2 tile layers 	 	 	http://system16.com/hardware.php?id=628&gid=1478https://github.com/mamedev/mame/blob/master/src/mame/drivers/lkage.chttps://github.com/mamedev/mame/blob/master/src/mame/drivers/changela.c
1985	Amiga, Denise 	 	8 	128 	16 	Up to 256 	3, 15 	list 	 	2 bitmap layers 	 	 	http://ada.evergreen.edu/~tc_nik/files/AmigaHardRefManual.pdf
1985	MSX2,Yamaha V9938 	32 	8 	128 	8, 16, 32 	8, 16, 32 	1, 3, 7, 15 per line	 	 	1 tile or bitmap layer 	 	 	http://msx.hansotten.com/uploads/msxdocs/MSX%20Programming%20-%20Graham%20Bland.pdfhttp://archive.org/stream/bitsavers_yamahaYamanicalDataBookAug85_6932685/Yamaha_V9938_MSX-Video_Technical_Data_Book_Aug85#page/n19/mode/2up/search/collisionhttp://metalgear.wikia.com/wiki/D%C3%A9j%C3%A0_Vu
1985	Sega VDP(Master System, Game Gear) 	64 	8 	128 	8, 16 	8, 16 	15 	 	 	1 tile layer 	 	 	http://www.smspower.org/uploads/Development/richard.txthttp://github.com/Aypok/QuAD-SMS-Tilemap-Editor
1986	Atari 7800,MARIA 	100 (without background) 	30 (without background)	160 	4 to 160 	4, 8, 16 	1, 3, 8 	 	 	1 bitmap layer 	 	 	Atari 7800 references:
*http://www.atarimuseum.com/ahs_archives/archives/pdf/videogames/7800/gcc1702b_maria_specs.pdf
*http://sites.google.com/site/atari7800wiki/7800-compared-to-the-nes
*http://www.atarimuseum.com/videogames/consoles/7800/7800.html
*http://sites.google.com/site/atari7800wiki/graphics-programming
*http://atarihq.com/danb/files/7800%20Software%20Guide.pdf
1986	Namco Thunder Ceptor, C45 	Display list 	8 	512 	16, 32 	16, 32 	15 	, anisotropic	 	2 tile layers and 1 bitmap layer 	 	 	http://www.system16.com/hardware.php?id=523https://github.com/mamedev/mame/blob/master/src/mame/drivers/tceptor.chttps://github.com/mamedev/mame/blob/master/src/mame/video/tceptor.c
1986	Sega OutRun,315-5211 	128 	128 	1600 	8 to 512 	8 to 256 	15 	, anisotropic	 	2 tile layers and 1 bitmap layer 	 	 	Sega OutRun references:
*http://system16.com/hardware.php?id=697
*https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaorun.c
*http://web.archive.org/web/20060611105140/http://emustatus.rainemu.com/games/outrun.htm
*
*http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html
*http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c
*https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt
1987	Namco System 2,Namco V56 	128 	128 	2081 	8 to 64 	8 to 64 	255 	, anisotropic	, affine	7 tile layers and 1 bitmap layer 	 	 	Namco System 2:
* Namco System 2 hardware page at System16.com - The Arcade Museum
* Namco System 2 (driving games) hardware page at System16.com - The Arcade Museum
* Namco System 2 driver code in MAME
1987	NEC PC Engine, Hudson HuC6270A 	64 	16 	256 	16, 32 	16, 32, 64 	15 	 	 	1 tile layer 	 	 	https://web.archive.org/web/20140318183739/http://cgfm2.emuviews.com/txt/pcetech.txtPC Engine references:
*http://cgfm2.emuviews.com/txt/pcetech.txt
*http://atariage.com/forums/topic/201925-vcs-on-the-turbografx-16pc-engine/
*http://www.gamepilgrimage.com/ArtofFightingComp001.htm
http://www.gamepilgrimage.com/content/turbografx-16
1987	Sega X Board,315-5211A & 315‑5278 	256 	256 	3200 	8 to 512 	8 to 256 	15 	, anisotropic	, affine	4 tile layers and 1 bitmap layer 	 	 	Sega X Board references:
*http://www.system16.com/hardware.php?id=698
*https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c
*https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt
1987	Sharp X68000,Cynthia 	512 (128 multiplied by raster interrupt)	32 	512 	16 	16 	15 	 	 	1-2 tile layers and 1-4 bitmap layers 	 	 	http://museum.ipsj.or.jp/en/computer/personal/0038.htmlhttps://github.com/mamedev/mame/tree/master/src/mess/video/x68k.chttp://shmuplations.com/chorensha68k/http://www.jcec.co.uk/Game%20Pages/gameplan15.pdf
1987	Taito Ninja Warriors,TC0100SCN 	128 	108 	1737 	16 	16 	15 	 	 	6 tile layers 	 	 	http://www.system16.com/hardware.php?id=653https://github.com/mamedev/mame/blob/master/src/mame/drivers/ninjaw.chttps://github.com/mamedev/mame/blob/master/src/mame/video/ninjaw.c
1987	Taito Z System,Motion Object Generator 	512 	108 	1737 	16 to 128 	8 to 128 	15 to 255 	, anisotropic	 	2-4 tile layers and 1 bitmap layer 	 	 	Taito Z System:
*Taito Z System, System 16: The Arcade Museum
*https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_z.c
*https://github.com/mamedev/mame/blob/master/src/mame/video/taito_z.c
1988	Capcom CP System,CPS-A & CPS‑B 	256 	65 	1048 	16 to 256 	16 to 256 	15 	 	 	3 tile layers and 2 bitmap layers 	 	 	Capcom CPS:
*http://web.archive.org/web/20130216014200/http://patpend.net/technical/arcade/cps1.html
*https://github.com/mamedev/mame/tree/master/src/mame/video/cps1.c
*http://src.gnu-darwin.org/ports/emulators/raine/work/raine-0.43.3/source/games/cps1drv.c
https://github.com/mamedev/mame/tree/master/src/mame/drivers/cps1.c
1988	Sega System 24,315-5293 & 315‑5295 	2048 	512 	4096 	8 to 1024 	8 to 1024 	15 to 255 	, anisotropic	 	4 tile layers 	 	 	https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txtSega System 24 references:
*https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas24.c
*http://web.archive.org/web/20121004090236/http://mamedev.org/source/src/mame/video/segaic24.c.html
*https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txt
http://www.system16.com/hardware.php?id=708http://web.archive.org/web/20121004090236/http://mamedev.org/source/src/mame/video/segaic24.c.html
1988	Sega Y Board,315-5196 & 315‑5305 	2176 	400 	3200 	8 to 512 	8 to 512 	15 to 511 	, anisotropic	, affine	1 bitmap layer 	 	 	Sega Y Board references:
*Sega Y Board Hardware, System 16
*Sega Y Board (Drivers), MAME
*Sega Y Board (Video), MAME
*https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt
Sega 16-bit common hardware, iMAME4allhttps://web.archive.org/web/20140318183457/http://cgfm2.emuviews.com/txt/s16tech.txtSega Y Board references:
*Galaxy Force, Arcade History
*Power Drift, Arcade Flyers Museum
*http://reassembler.blogspot.co.uk/2012/11/sega-system-16-sprite-viewer.html
1988	Taito B System, TC0180VCU 	408 	110 	1768 	16 to 256 	16 to 256 	15 to 63 	 	 	2 tile layers and 1 bitmap layer 	 	 	http://system16.com/hardware.php?id=660https://github.com/mamedev/mame/tree/master/src/mame/drivers/taito_b.chttps://github.com/mamedev/mame/tree/master/src/mame/video/taito_b.c
1988	Taito F2 System 	2048 	512 	4096 	8, 16 	8, 16 	2, 4, 16, 64 	 	 	3 tile layers 	 	 	http://system16.com/hardware.php?id=661https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_f2.chttp://patpend.net/technical/arcade/taitof2.html
1988	Yamaha V9958(MSX2+, TurboR, TIM) 	32 	8 	128 	8, 16, 32 	8, 16, 32 	1, 3, 7, 15 per line	 	 	1 tile layer and 1 bitmap layer 	 	 	http://www.faq.msxnet.org/msx2p.html
1988	Yamaha YM7101(Mega Drive, Mega‑Tech/Play, System C) 	80 	20 	320 	8, 16, 24, 32	8, 16, 24, 32 	15 	 	 	2 tile layers 	 	 	
1989	Fujitsu FM Towns,FM Towns Marty 	1024 	64 	1024 	16 	16 	15 	 	 	1-2 bitmap layers 	 	 	https://github.com/mamedev/mame/tree/master/src/mess/video/fmtowns.chttp://www.old-computers.com/museum/computer.asp?st=1&c=384
1989	Game Boy 	40 	10 	80 	8 	8, 16 	3 	 	 	1 tile layer 	 	 	
1989	NEC PC Engine SuperGrafx, HuC6270A 	128 	32 	512 	16, 32 	16, 32, 64 	15 	 	 	2 tile layers 	 	 	
1989	Taito F1 System 	2048 	512 	4096 	8, 16 	8, 16 	2, 4, 16, 64 	 	 	4 tile layers 	 	 	http://system16.com/hardware.php?id=662https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_f2.chttp://patpend.net/technical/arcade/taitof2.html
1989	Taito Z System 	512 	512 	4096 	8 to 128 	8 to 128 	16 	 	 	4 tile layers 	 	 	http://system16.com/hardware.php?id=657https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_z.c
1990	Amstrad Plus, Asic 	 	 	256 	16 	16 	15 	 	 	Bitmap layer 	 	 	
1990	SNK Neo Geo,LSPC2-A2 	384 	96 	1536 	16 	16 to 512 	15 	 	 	1 tile layer 	 	 	http://furrtek.free.fr/noclass/neogeo/mvstech.txthttp://furrtek.free.fr/noclass/neogeo/NeoGeoPM.pdfhttp://www.neo-geo.com/wiki/index.php?title=Neo-Geo_Big_List_of_Debug_Dipswitches
1990	Sega System 32,315-5387 	8192 	512 	4096 	8 to 1024 	8 to 1024 	15 to 512 	, anisotropic	, affine	4 tile layers and 1 bitmap layer 	 	 	Sega System 32 references:
*http://www.system16.com/hardware.php?id=709
*https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c	
*http://web.archive.org/web/20130104202207/http://mamedev.org/source/src/mame/video/segas32.c.html
http://segaretro.org/Sega_System_32http://www.shinforce.com/arcade/TechSpecs-Sys32.htm
1990	SNES, PPU 	128 	34 	272 	8, 16, 32, 64	8, 16, 32, 64 	15 	, affine 	 	1-4 tile layers or 1 affine mapped tile layer 	 	 	http://emu-docs.org/Super%20NES/General/snesdoc
1991	Sega CD 	80 	20 	320 	8, 16, 24, 32	8, 16, 24, 32 	15 	 	 	2 tile layers 	 	 	http://www.gamepilgrimage.com/content/sega-cd
1992	Amiga (AGA), Lisa 	 	8 	448 	16, 32, 64 	Up to 256 	3, 15 	 	 	2 bitmap layers 	 	 	http://blog.frosties.org/public/amiga/RandyAGA.txt
1992	Taito F3 System 	2048 	1024 	8192 	8, 16 	8, 16 	15, 31, 63 	 	 	5 tile layers 	 	 	http://system16.com/hardware.php?id=665https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_f3.chttp://patpend.net/technical/arcade/taitof2.html
1992	Taito SZ System, TC0570SPC 	1024 	162 	2604 	16 to 128 	8 to 128 	15 to 255 	, anisotropic	 	4 tile layers and 1 bitmap layer 	 	 	Taito SZ System:
*https://github.com/mamedev/mame/blob/master/src/mame/drivers/gunbustr.c
*https://github.com/mamedev/mame/blob/master/src/mame/video/gunbustr.c
*http://www.system16.com/hardware.php?id=663#3298
1993	Atari Jaguar, Tom 	1000 	90 	720 	8 to 360 	Up to 220 	Up to 255 	, anisotropic	, affine	1 bitmap layer 	 	 	http://www.hillsoftware.com/files/atari/jaguar/jag_v8.pdfhttp://implantgames.com/read/786
1993	Capcom CP System II (CPS2),CPS-A & CPS‑B 	900 	65 	1048 	16 to 256 	16 to 256 	15 	 	 	3 tile layers and 2 bitmap layers 	 	 	http://www.system16.com/hardware.php?id=795https://github.com/mamedev/mame/blob/master/src/mame/drivers/cps2.c
1994	PC Engine Arcade CD-ROM, HuC6270A 	256 	96 	1536 	16, 32, 64 	16, 32, 64, 128	15 	 	 	1 tile layer 	 	 	
1994	Sega 32X,Sega 32X VDP 	320 	80 	1280 	8, 16, 24, 32	8, 16, 24, 32 	15, 255 	 	 	3 tile layers 	 	 	
1994	Sega VDP1(Saturn, STV) 	16,384 	512 	4096 	8 to 504 	1 to 255 	15 to 32,768 	, anisotropic	, affine	3-6 tile layers and 1-4 bitmap layers 	 	 	Sega VDP1/VDP2 references:
*http://www.system16.com/hardware.php?id=711
*http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf
*http://koti.kapsi.fi/~antime/sega/files/ST-058-R2-060194.pdf
*https://web.archive.org/web/20130104202915/http://mamedev.org/source/src/mame/video/stvvdp1.c.html
*https://web.archive.org/web/20130104202921/http://mamedev.org/source/src/mame/video/stvvdp2.c.html
Sega STV/Saturn references:
*http://saturn.system11.org/html/saturn_specs.html
*https://web.archive.org/web/20140105190013/http://mamedev.org/source/src/mame/drivers/saturn.c.html
*https://github.com/mamedev/mame/blob/master/src/mame/drivers/stv.c
*http://www.oocities.org/stephan_dolby/saturn_capabilities.html
1994	Sony GPU(PSX, System 11/10/12) 	4000 	128 	1024 	8, 16, 256 	8, 16, 256 	15, 255 	, anisotropic	, affine	1 bitmap layer 	 	 	http://psx.rules.org/gpu.txthttps://archive.org/stream/nextgen-issue-001/Next_Generation_Issue_001_January_1995#page/n47/mode/2up/Sony PlayStation references:
*http://www.vgmuseum.com/mrp/cv-sotn/documents/nocturne-port.htm
*http://retrogamingcollector.com/Vintage-Consoles/SonyPlaystation.html
*http://www.absolute-playstation.com/api_faqs/faq7.htm
1996	Capcom CP System III (CPS3),DL-2729 	1024 	482 	3861 	8, 16 	8, 16 	63, 255 	, anisotropic	 	4 tile layers 	 	 	https://github.com/mamedev/mame/blob/master/src/mame/drivers/cps3.c.htmlhttp://www.system16.com/hardware.php?id=799
1996	Data East MLC System,DE150 & DE223 	614 	176 	2828 	16 	16 	15 to 255 	, anisotropic	 	2 tile layers 	 	 	Data East MLC System:
*http://system16.com/hardware.php?id=950
*http://flyers.arcade-museum.com/?db=videodb&id=3513&page=thumbs
*https://github.com/mamedev/mame/blob/master/src/mame/drivers/deco_mlc.c.html
*http://mamedev.emulab.it/haze/2013/03/18/mostly-lacking-cool/
*https://github.com/mamedev/mame/blob/master/src/mame/video/deco_mlc.c
1997	Hyper Neo Geo 64,NEO64-SPR 	1535 	384 	3072 	16 	16 to 512 	15, 255 	, anisotropic	, affine	4 tile layers 	 	 	http://www.system16.com/hardware.php?id=870https://github.com/mamedev/mame/blob/master/src/mame/drivers/hng64.chttps://github.com/mamedev/mame/blob/master/src/mame/video/hng64.c
2001	Game Boy Advance 	128 	128 	1210 	8, 16, 32, 64	8, 16, 32, 64 	15, 255 	, affine 	, affine	2-4 layers or 1-2 affine layers 	 	 	
2004	Nintendo DS 	256 (128 per screen) 	128 	1210 	8, 16, 32, 64	8, 16, 32, 64 	15 to 32,768 	affine 	, affine	8 layers (4 per screen); each layer is independent	 	 	
2011	Gameduino 	256 	96 	1536 	16 	16 	255 	 	 	1 tile layer 	 	 	
 	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	Source
Many third party graphics cards offered sprite capabilities. Sprite engines often scaled badly, starting to flicker as the number of sprites increased above the number of sprite units, or used more and more silicon as the designer of the chip implements more units and bigger caches. The exception was arcade games, which were expensive and could afford to feature more advanced sprite engines compared to home systems, with the exception of the Sharp X68000 computer and Neo Geo console, both of which were based on expensive arcade technology.
==Sprites by software==
Many popular home computers of the 1980s lack any support for sprites by hardware. The animated characters, bullets, pointing cursors, etc. for videogames (mainly) were rendered exclusively with the CPU by software, as part of the screen video memory in itself. Hence the term software sprites.
Mainly, two distinct techniques were used to render the sprites by software, depending on the display hardware characteristics:
* Binary image masks, mainly for systems with bitmapped video frame buffers. It employs the use of an additional binary mask for every sprite displayed to create transparent areas within a sprite.
* Transparent color, mainly for systems with indexed color displays. This method defines a particular color index (typically index '0' or index '255') with a palletted display mode as a 'transparent color' which the blitter ignores when blitting the sprite to video memory or the screen.
==Sprites by CSS==
To reduce the number of requests the browser makes to the server, some web designers combine numerous small images or icons into a larger image called a sprite sheet or tile set. CSS is used to select the parts of the composite image to display at different points in the page. If a page has ten 1 kB images, they can be combined into one 10 kB image, downloaded with a single HTTP request, and then positioned with CSS. Reducing the number of HTTP requests can make a Web page load much faster. In this usage, the sprite sheet format that had been developed for use in game and animation engines is being applied to static images.
==Return of sprites in casual games and mobile devices==
With mobile devices and casual gaming becoming more and more popular the classic 2D games return. The modern devices lack support for hardware sprites but come with powerful 3D hardware. On these devices sprites are simulated using textures on rectangular shapes. Perspective is disabled for these games.
Since the hardware often comes with constraints - e.g. that it can only use power-of-two sized textures (that is a width or height of 64,128,256,...) sprite sheets are used to reduce memory consumption. This is done by packing many sprites into one texture which, as a whole, has to meet the hardware constraints.
Apart from the memory usage this technique can also be used to reduce the number of draw calls to the graphics subsystem and speed up rendering.
=Move to 3D=
Prior to the popularizing of true 3D graphics in the late 1990s, many 2D games attempted to imitate the look of three-dimensionality with a variety of sprite production methods. These included:
*Rotoscoping: The filmed performances of live actors were sometimes used for creating sprites, most famously in the case of Prince of Persia which added a relative element of realism to a platform game. The method was used in a number of other fighting games, mostly in the mid 1990s.
*Claymation or the use of posable models which were used for characters that could not be portrayed by actors. Famous early examples include Goro of Mortal Kombat and various enemies from Doom. Used to a greater extent in games like Clay Fighter and Neverhood.
*Pre-rendered CGI models: Introduced by Rise of the Robots and made famous by Donkey Kong Country, and later used to a great extent in PC real-time strategy and role-playing video game games prior to the move to real-time 3D. Since computers of the day could not run complex 3D graphics, footage of pre-rendered three-dimensional character models were often used which created a (relative) illusion of 3D.
More often sprite now refers to a partially transparent two dimensional animation that is mapped onto a special plane in a 3D scene. Unlike a texture map, the sprite plane is always perpendicular to the axis emanating from the camera. The image can be scaled to simulate perspective, rotated two dimensionally, overlapped with other objects, and be occluded, but it can only be viewed from a single angle. This rendering method is also referred to as billboarding.
Sprites create an effective illusion when
* the image inside the sprite already depicts a three dimensional object;
* the animation is constantly changing or depicts rotation;
* the sprite exists only shortly;
* the depicted object has a similar appearance from many common viewing angles (such as something spherical);
* the perspective of the object from the viewer cannot possibly change fast enough for the viewer to discern a difference from true 3D geometry, as in the case of object a long distance away from the viewer in 3D space.
* the viewer accepts that the depicted object only has one perspective (such as small plants or leaves).
When the illusion works, viewers will not notice that the sprite is flat and always faces them. Often sprites are used to depict phenomena such as fire, smoke, small objects, small plants (like blades of grass), or special symbols (like "1-Up"), or object of any size where the angle of view does not appreciably change with respect to the rectilinear projection of the object (usually from a long distance). The sprite illusion can be exposed in video games by quickly changing the position of the camera while keeping the sprite in the center of the view. Sprites are also used extensively in particle effects and commonly represented pickups in early 3D games especially.
An example of extensive usage of sprites to create the illusion is the game The Elder Scrolls IV: Oblivion, whose main graphical feature was the ability to display hundreds, if not thousands of animated trees on-screen at one time. Closer inspection of those trees reveals that the leaves are in fact sprites, and rotate along with the position of the user. The tree rendering package used by Oblivion uses sprites to create the appearance of a high number of leaves. However, this fact is only revealed when the player actually examines the trees up-close, and rotates the camera.
Sprites have also occasionally been used as a special-effects tool in movies. One such example is the fire breathing Balrog in The Lord of the Rings: The Fellowship of the Ring; the effects designers utilized sprites to simulate fire emanating from the surface of the demon. Small bursts of fire were filmed in front of a black background and made transparent using a luma key. Many bursts were then attached to the surface of the animated Balrog model and mixed with simulated smoke and heat waves to create the illusion of a monster made from fire.
The term sprite is often confused with low resolution 2D graphics drawn on a computer, also known as pixel art. However, sprite graphics (bitmaps) can be created from any imaginable source, including prerendered CGI, dynamic 3D graphics, vector art, and even text. Likewise, pixel art is created for many purposes other than as a sprite, such as video game backgrounds, textures, icons, websites, display art, comics, and t-shirts.
With the advancement in computer graphics and improved power and resolution, actual pixel art sprites are becoming increasingly infrequent outside of handheld game systems and cell phones.
=Application=
Sprites are typically used for characters and other moving objects in video games. They have also been used for mouse pointers and for writing letters to the screen. For on-screen moving objects larger than one sprite's extent, sprites may sometimes be scaled and/or combined.
Billboarding is the use of sprites in a 3D environment. In the same way that a billboard is positioned to face drivers on a highway, the 3D sprite always faces the camera. There is both a performance advantage and an aesthetic advantage to using billboarding. Most 3D rendering engines can process "3D sprites" much faster than other types of 3D objects. So it is possible to gain an overall performance improvement by substituting sprites for some objects that might normally be modeled using texture mapped polygons. Aesthetically sprites are sometimes desirable because it can be difficult for polygons to realistically reproduce phenomena such as fire. In such situations, sprites provide a more attractive illusion.
Sprites are also made and used by various online digital artists, usually to train their ability to make more complicated images using different computer programs or just for the fun of it. "Sprite Artists" will either create their own "custom" sprites, or use and edit pre-existing sprites (often made by other artists or "ripped" from a video game or other media) in order to create art, comics, or animations.
=Synonyms=
Major video game companies rarely (if at all) use the term "sprite" in the general public. Some other alternatives that have been used are:
* Player-Missile Graphics was a term used by Atari, Inc. for hardware-generated sprites in the company's early coin-op games, the Atari 2600 and 5200 consoles and the Atari 8-bit computers. The term reflected the usage for both characters ("players") and other objects ("missiles"). They had restricted horizontal size (8 or 2 pixels, albeit with scalability) and vertical size equal to height of the entire screen.
* Movable Object Block, or MOB, was used in MOS Technology's graphics chip literature (data sheets, etc.) However, Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, applied the common term "sprite", except for Amiga line of home computers, where MOB was the preferred term.
* The developer manuals for the Nintendo Entertainment System, Super Nintendo Entertainment System, and Game Boy referred to sprites as OBJs (short for "objects"), and the region of RAM used to store sprite attributes and coordinates was known as OAM (Object Attribute Memory). This still applies today on the Game Boy Advance and Nintendo DS handheld systems. However, Nintendo Power referred to them as sprites in articles about the NES architecture in the magazine's third year.
* BOB, more often BLOB or 'Blitter Object', popular name for graphics objects drawn with the dedicated graphics blitter in the Amiga series of computers, which was available in addition to its true hardware sprites.
* Software sprites were used to refer to subroutines that used bit blitting to accomplish the same goal on systems such as the Atari ST and the Apple II whose graphics hardware had no sprite capability.
* The computer programming language DarkBASIC used the term Bob (for "blitter object") to refer to its software-sprite functions, before switching to the more conventionally used "sprite" term.
* Billboard or 3D Sprite is a term often used to refer to sprites that are essentially texture mapped 3D facets that always have their surface normal facing into the camera.
* Z-Sprite is a term often used for 3D environments that contain only sprites. The Z-parameter provides a scaling effect that creates an illusion of depth. For example in adventure games such as King's Quest VI where the camera never moves, normal 2D sprites might suffice, but Z-sprites provide an extra touch.
* Impostor is a term used instead of billboard if the billboard is meant to subtly replace a real 3D object.
=Gallery=
Sprite (Video Game)/Gallery
=See also=
* Two-dimensional
* Two-and-a-half-dimensional
* Isometric graphics in video games and pixel art
* Video games with isometric graphics
* Three-dimensional
* Graphics processing unit
* Video display controller
* Tile engine
* Tile-based video game
=References=
=External links=
* Gamia Wiki
* Sprite Database
* The Spriters Resource
* Pixil WareHouse
Category:Browse
Category:Sprites
Category:Games
Category:Sprites(Enchanted)