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Sprite (computer graphics)

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background.[1] Use of the term has since become more general.

Tank and rocket sprites from Broforce

Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Nintendo Entertainment System (1983), and Sega Genesis (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit family (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (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 each scan line is prepared for the video output device, such as a cathode-ray tube, without involvement of the main CPU and without the need for a full-screen frame 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 Instruments TMS9918 chip supports 32 sprites, but only 4 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, antialiased, partially translucent, very high resolution images in parallel with the CPU.

Etymology edit

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

Some hardware manufacturers used different terms, especially before sprite became common:

Player/Missile Graphics was a term used by Atari, Inc. for hardware sprites in the Atari 8-bit computers (1979) and Atari 5200 console (1982).[4] The term reflects the use for both characters ("players") and smaller associated objects ("missiles") that share the same color. The earlier Atari Video Computer System and some Atari arcade games used player, missile, and ball.

Stamp was used in some arcade hardware in the early 1980s, including Ms. Pac-Man.[5]

Movable Object Block, or MOB, was used in MOS 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 term sprite for the Commodore 64.

OBJs (short for objects) is used in the developer manuals for the NES, Super NES, and Game Boy. The region of video RAM used to store sprite attributes and coordinates is called OAM (Object Attribute Memory). This also applies to the Game Boy Advance and Nintendo DS.

History edit

Arcade video games edit

The use of sprites originated with arcade 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 the early mainframe game Spacewar! (1962), which performed an entire screen refresh for every little movement, so he came up with a solution to the problem: controlling each individual game element with a dedicated transistor. The rockets were essentially hardwired bitmaps 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.[6]

The earliest video games to represent player characters as human player sprites were arcade sports video games, beginning with Taito's TV Basketball,[7][8][9] released in April 1974 and licensed to Midway Manufacturing for release in North America.[10] Designed by Tomohiro Nishikado, he wanted to move beyond simple Pong-style rectangles to character graphics, by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops.[11][12] Ramtek released another sports video game in October 1974, Baseball,[10] which similarly displayed human-like characters.[13]

The Namco Galaxian arcade system board, for the 1979 arcade game Galaxian, displays animated, multi-colored sprites over a scrolling background.[14] It became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System.[15] According to Steve Golson from General Computer Corporation, the term "stamp" was used instead of "sprite" at the time.[5]

Home systems edit

Signetics devised the first chips capable of generating sprite graphics (referred to as objects by Signetics) for home systems. The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer.

The Atari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The term sprite was not in use at the time. The VCS's sprites are called movable objects in the programming manual, further identified as two players, two missiles, and one ball.[16] These each consist of a single row of pixels that are displayed on a scan 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 1979 Atari 400 and 800 home computers have similar, but more elaborate, circuitry capable of moving eight single-color objects per scan line: four 8-bit wide players and four 2-bit wide missiles. 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 called player/missile graphics by Atari.

Texas Instruments developed the TMS9918 chip with sprite support for its 1979 TI-99/4 home computer. An updated version is used in the 1981 TI-99/4A.

Systems with hardware sprites edit

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

System Sprite hardware Introduced Sprites on screen Sprites per scan line Max. texels on line Texture width Texture height Colors Zoom Rotation Collision detection Transparency Source
Amstrad Plus 1990 16 16 ? 16 16 15 2, 4× vertical, 2, 4× horizontal No No Color key [17]
Atari 2600 TIA 1977 5 5 19 1, 8 262 1 2, 4, 8× horizontal Horizontal mirroring Yes Color key [18]
Atari 8-bit family GTIA/ANTIC 1979 8 8 40 2, 8 128, 256 1 2× vertical, 2, 4× horizontal No Yes Color key [19]
Commodore 64 VIC-II 1982 8 8 96, 192 12, 24 21 1, 3 2× integer No Yes Color key [20]
Amiga (OCS) Denise 1985 8, can be reused horizontally per 4 pixel increments Arbitrary, 8 unique Arbitrary 16 Arbitrary 3, 15 Vertical by display list No Yes Color key [21]
Amiga (AGA) Lisa 1992 8, can be reused horizontally per 2 pixel increments Arbitrary, 8 unique Arbitrary 16, 32, 64 Arbitrary 3, 15 Vertical by display list No Yes Color key
ColecoVision TMS9918A 1983 32 4 64 8, 16 8, 16 1 2× integer No Partial Color key
TI-99/4 & 4A TMS9918 1979 32 4 64 8, 16 8, 16 1 2× integer No Partial Color key
Gameduino 2011 256 96 1,536 16 16 255 No Yes Yes Color key [22]
Intellivision STIC AY-3-8900 1979 8 8 64 8 8,16 1 2, 4, 8× vertical, 2× horizontal Horizontal and vertical mirroring Yes Color key [23]
MSX TMS9918A 1983 32 4 64 8, 16 8, 16 1 2× integer No Partial Color key [24]
MSX2 Yamaha V9938 1986 32 8 128 8, 16 8,16 1, 3, 7, 15 per line 2× integer No Partial Color key
MSX2+ / MSX turbo R Yamaha V9958 1988 32 8 128 8,16 8,16 1, 3, 7, 15 per line 2× integer No Partial Color key
Namco Pac-Man
(arcade)
TTL 1980 6 6 96 16 16 3 No Horizontal and vertical mirroring No Color key [25]
TurboGrafx-16 HuC6270A 1987 64 16 256 16, 32 16, 32, 64 15 No Horizontal and vertical mirroring Yes Color key [26]
Namco Galaxian
(arcade)
TTL 1979 7 7 112 16 16 3 No Horizontal and vertical mirroring No Color key [27][28][29]
Nintendo Donkey Kong, Radar Scope
(arcade)
1979 128 16 256 16 16 3 Integer No Yes Color key [30]
Nintendo DS Integrated PPU 2004 128 128 1,210 8, 16, 32, 64 8, 16, 32, 64 65,536 Affine Affine No Color key, blending [31]
NES/Famicom Ricoh RP2C0x PPU 1983 64 8 64 8 8, 16 3 No Horizontal and vertical mirroring Partial Color key [32]
Game Boy Integrated PPU 1989 40 10 80 8 8, 16 3 No Horizontal and vertical mirroring No Color key [33]
Game Boy Advance Integrated PPU 2001 128 128 1210 8, 16, 32, 64 8, 16, 32, 64 15, 255 Affine Affine No Color key, blending [34]
Master System,
Game Gear
YM2602B VDP
(TMS9918-derived)
1985 64 8 128 8, 16 8, 16 15 2× integer, 2× vertical Background tile mirroring Yes Color key [35][36]
Genesis / Mega Drive YM7101 VDP
(SMS VDP-derived)
1988 80 20 320 8, 16, 24, 32 8, 16, 24, 32 15 No Horizontal and vertical mirroring Yes Color key [37][38]
Sega OutRun (arcade) 1986 128 128 1600 8 to 512 8 to 256 15 Anisotropic Horizontal and vertical mirroring Yes Alpha [39][40][41][42][43][44][45]
X68000 Cynthia jr. (original), Cynthia (later models) 1987 128 32 512 16 16 15 2× integer Horizontal and vertical mirroring Partial Color key [46][47][48]
Neo Geo LSPC2-A2 1990 384 96 1536 16 16 to 512 15 Sprite shrinking Horizontal and vertical mirroring Partial Color key [49][50][51]
Super NES / Super Famicom S-PPU1, S-PPU2 1990 128 34 256 8, 16, 32, 64 8, 16, 32, 64 15 No Horizontal and vertical mirroring No Color key, averaging [52]
System Sprite hardware Introduced Sprites on screen Sprites on line Max. texels on line Texture width Texture height Colors Hardware zoom Rotation Collision detection Transparency Source

See also edit

References edit

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  6. ^ Swalwell, Melanie; Wilson, Jason (12 May 2015). The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics. McFarland & Company. pp. 109–10. ISBN 978-0-7864-5120-3. from the original on 16 May 2021. Retrieved 16 May 2021.
  7. ^ Colby, Richard; Johnson, Matthew S. S.; Colby, Rebekah Shultz (27 January 2021). The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom. Springer Nature. p. 130. ISBN 978-3-030-63311-0. from the original on 3 May 2021. Retrieved 3 May 2021.
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    • "Space Invaders – 30th Anniversary Developer Interview". Shmuplations.
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sprite, computer, graphics, technique, combining, images, into, single, bitmap, texture, atlas, process, drawing, sprites, pixel, computer, graphics, sprite, dimensional, bitmap, that, integrated, into, larger, scene, most, often, video, game, originally, term. For the technique of combining images into a single bitmap see texture atlas For the process of drawing sprites see pixel art In computer graphics a sprite is a two dimensional bitmap that is integrated into a larger scene most often in a 2D video game Originally the term sprite referred to fixed sized objects composited together by hardware with a background 1 Use of the term has since become more general Tank and rocket sprites from BroforceSystems with hardware sprites include arcade video games of the 1970s and 1980s game consoles including as the Atari VCS 1977 ColecoVision 1982 Nintendo Entertainment System 1983 and Sega Genesis 1988 and home computers such as the TI 99 4 1979 Atari 8 bit family 1979 Commodore 64 1982 MSX 1983 Amiga 1985 and X68000 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 each scan line is prepared for the video output device such as a cathode ray tube without involvement of the main CPU and without the need for a full screen frame 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 Instruments TMS9918 chip supports 32 sprites but only 4 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 antialiased partially translucent very high resolution images in parallel with the CPU Contents 1 Etymology 2 History 2 1 Arcade video games 2 2 Home systems 3 Systems with hardware sprites 4 See also 5 ReferencesEtymology editAccording to Karl Guttag one of two engineers for the 1979 Texas Instruments TMS9918 video display processor this use of the word sprite came from David Ackley a manager at TI 2 It was also used by Danny Hillis at Texas Instruments in the late 1970s 3 The term was derived from the fact that sprites float on top of the background image without overwriting it much like a ghost or mythological sprite Some hardware manufacturers used different terms especially before sprite became common Player Missile Graphics was a term used by Atari Inc for hardware sprites in the Atari 8 bit computers 1979 and Atari 5200 console 1982 4 The term reflects the use for both characters players and smaller associated objects missiles that share the same color The earlier Atari Video Computer System and some Atari arcade games used player missile and ball Stamp was used in some arcade hardware in the early 1980s including Ms Pac Man 5 Movable Object Block or MOB was used in MOS 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 term sprite for the Commodore 64 OBJs short for objects is used in the developer manuals for the NES Super NES and Game Boy The region of video RAM used to store sprite attributes and coordinates is called OAM Object Attribute Memory This also applies to the Game Boy Advance and Nintendo DS History editArcade video games edit The use of sprites originated with arcade 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 the early mainframe game Spacewar 1962 which performed an entire screen refresh for every little movement so he came up with a solution to the problem controlling each individual game element with a dedicated transistor The rockets were essentially hardwired bitmaps 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 6 The earliest video games to represent player characters as human player sprites were arcade sports video games beginning with Taito s TV Basketball 7 8 9 released in April 1974 and licensed to Midway Manufacturing for release in North America 10 Designed by Tomohiro Nishikado he wanted to move beyond simple Pong style rectangles to character graphics by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops 11 12 Ramtek released another sports video game in October 1974 Baseball 10 which similarly displayed human like characters 13 The Namco Galaxian arcade system board for the 1979 arcade game Galaxian displays animated multi colored sprites over a scrolling background 14 It became the basis for Nintendo s Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System 15 According to Steve Golson from General Computer Corporation the term stamp was used instead of sprite at the time 5 Home systems edit Signetics devised the first chips capable of generating sprite graphics referred to as objects by Signetics for home systems The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer The Atari VCS released in 1977 has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield The term sprite was not in use at the time The VCS s sprites are called movable objects in the programming manual further identified as two players two missiles and one ball 16 These each consist of a single row of pixels that are displayed on a scan 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 1979 Atari 400 and 800 home computers have similar but more elaborate circuitry capable of moving eight single color objects per scan line four 8 bit wide players and four 2 bit wide missiles 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 called player missile graphics by Atari Texas Instruments developed the TMS9918 chip with sprite support for its 1979 TI 99 4 home computer An updated version is used in the 1981 TI 99 4A Systems with hardware sprites editThese are base hardware specs and do not include additional programming techniques such as using raster interrupts to repurpose sprites mid frame System Sprite hardware Introduced Sprites on screen Sprites per scan line Max texels on line Texture width Texture height Colors Zoom Rotation Collision detection Transparency SourceAmstrad Plus 1990 16 16 16 16 15 2 4 vertical 2 4 horizontal No No Color key 17 Atari 2600 TIA 1977 5 5 19 1 8 262 1 2 4 8 horizontal Horizontal mirroring Yes Color key 18 Atari 8 bit family GTIA ANTIC 1979 8 8 40 2 8 128 256 1 2 vertical 2 4 horizontal No Yes Color key 19 Commodore 64 VIC II 1982 8 8 96 192 12 24 21 1 3 2 integer No Yes Color key 20 Amiga OCS Denise 1985 8 can be reused horizontally per 4 pixel increments Arbitrary 8 unique Arbitrary 16 Arbitrary 3 15 Vertical by display list No Yes Color key 21 Amiga AGA Lisa 1992 8 can be reused horizontally per 2 pixel increments Arbitrary 8 unique Arbitrary 16 32 64 Arbitrary 3 15 Vertical by display list No Yes Color keyColecoVision TMS9918A 1983 32 4 64 8 16 8 16 1 2 integer No Partial Color keyTI 99 4 amp 4A TMS9918 1979 32 4 64 8 16 8 16 1 2 integer No Partial Color keyGameduino 2011 256 96 1 536 16 16 255 No Yes Yes Color key 22 Intellivision STIC AY 3 8900 1979 8 8 64 8 8 16 1 2 4 8 vertical 2 horizontal Horizontal and vertical mirroring Yes Color key 23 MSX TMS9918A 1983 32 4 64 8 16 8 16 1 2 integer No Partial Color key 24 MSX2 Yamaha V9938 1986 32 8 128 8 16 8 16 1 3 7 15 per line 2 integer No Partial Color keyMSX2 MSX turbo R Yamaha V9958 1988 32 8 128 8 16 8 16 1 3 7 15 per line 2 integer No Partial Color keyNamco Pac Man arcade TTL 1980 6 6 96 16 16 3 No Horizontal and vertical mirroring No Color key 25 TurboGrafx 16 HuC6270A 1987 64 16 256 16 32 16 32 64 15 No Horizontal and vertical mirroring Yes Color key 26 Namco Galaxian arcade TTL 1979 7 7 112 16 16 3 No Horizontal and vertical mirroring No Color key 27 28 29 Nintendo Donkey Kong Radar Scope arcade 1979 128 16 256 16 16 3 Integer No Yes Color key 30 Nintendo DS Integrated PPU 2004 128 128 1 210 8 16 32 64 8 16 32 64 65 536 Affine Affine No Color key blending 31 NES Famicom Ricoh RP2C0x PPU 1983 64 8 64 8 8 16 3 No Horizontal and vertical mirroring Partial Color key 32 Game Boy Integrated PPU 1989 40 10 80 8 8 16 3 No Horizontal and vertical mirroring No Color key 33 Game Boy Advance Integrated PPU 2001 128 128 1210 8 16 32 64 8 16 32 64 15 255 Affine Affine No Color key blending 34 Master System Game Gear YM2602B VDP TMS9918 derived 1985 64 8 128 8 16 8 16 15 2 integer 2 vertical Background tile mirroring Yes Color key 35 36 Genesis Mega Drive YM7101 VDP SMS VDP derived 1988 80 20 320 8 16 24 32 8 16 24 32 15 No Horizontal and vertical mirroring Yes Color key 37 38 Sega OutRun arcade 1986 128 128 1600 8 to 512 8 to 256 15 Anisotropic Horizontal and vertical mirroring Yes Alpha 39 40 41 42 43 44 45 X68000 Cynthia jr original Cynthia later models 1987 128 32 512 16 16 15 2 integer Horizontal and vertical mirroring Partial Color key 46 47 48 Neo Geo LSPC2 A2 1990 384 96 1536 16 16 to 512 15 Sprite shrinking Horizontal and vertical mirroring Partial Color key 49 50 51 Super NES Super Famicom S PPU1 S PPU2 1990 128 34 256 8 16 32 64 8 16 32 64 15 No Horizontal and vertical mirroring No Color key averaging 52 System Sprite hardware Introduced Sprites on screen Sprites on line Max texels on line Texture width Texture height Colors Hardware zoom Rotation Collision detection Transparency SourceSee also edit2 5DReferences edit a b Hague James Why Do Dedicated Game Consoles Exist Programming in the 21st Century Archived from the original on 2018 04 23 Retrieved 2019 09 02 Guttag KArl December 6 2011 First Be Useful Home computers and Pico Projectors KGOnTech Johnstone Bob 2003 Never Mind the Laptops Kids Computers and the Transformation of Learning p 108 ISBN 978 0595288427 De Re Atari 1981 Archived from the original on 2017 07 31 Retrieved 2017 08 10 a b Steve Golson 2016 Classic Game Postmortem Ms Pac Man Conference Game Developers Conference Event occurs at 20 30 Retrieved 2017 01 26 6 moving characters what you would call today sprites we called them stamps back then Swalwell Melanie Wilson Jason 12 May 2015 The Pleasures of Computer Gaming Essays on Cultural History Theory and Aesthetics McFarland amp Company pp 109 10 ISBN 978 0 7864 5120 3 Archived from the original on 16 May 2021 Retrieved 16 May 2021 Colby Richard Johnson Matthew S S Colby Rebekah Shultz 27 January 2021 The Ethics of Playing Researching and Teaching Games in the Writing Classroom Springer Nature p 130 ISBN 978 3 030 63311 0 Archived from the original on 3 May 2021 Retrieved 3 May 2021 Video Game Firsts Archived 2017 11 05 at the Wayback Machine The Golden Age Arcade Historian November 22 2013 Basketball Flyer Archived 2014 07 08 at the Wayback Machine 1974 Arcade Flyer Museum a b Akagi Masumi 13 October 2006 アーケードTVゲームリスト国内 海外編 1971 2005 Arcade TV Game List Domestic Overseas Edition 1971 2005 in Japanese Japan Amusement News Agency pp 40 1 51 129 ISBN 978 4990251215 Smith Alexander 19 November 2019 They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Vol I 1971 1982 CRC Press pp 191 95 ISBN 978 0 429 75261 2 Archived from the original on 2 May 2021 Retrieved 16 May 2021 スペースインベーダー 今明かす開発秘話 開発者 西角友宏氏 タイトー 和田洋一社長対談 Space Invader Development Secret Story Revealed Now Interview With Developer Tomohiro Nishikado Taito President Yoichi Wada The Nikkei in Japanese March 21 2008 Archived from the original on March 23 2008 Retrieved 3 May 2021 Space Invaders 30th Anniversary Developer Interview Shmuplations Thorpe Nick March 2014 The 70s The Genesis of an Industry Retro Gamer No 127 pp 24 7 Dillon Roberto 19 April 2016 The Golden Age of Video Games The Birth of a Multibillion Dollar Industry CRC Press ISBN 9781439873243 via Google Books Making the Famicom a Reality Nikkei Electronics September 12 1994 Wright Steve December 3 1979 Stella Programmer s Guide PDF Archived PDF from the original on March 27 2016 Retrieved April 14 2016 Plus CPCWiki Cpcwiki eu Archived from the original on 2011 07 20 Retrieved 2009 11 29 Television Interface Adaptor AtariArchives com Archived from the original on 2010 08 25 Retrieved 2011 02 06 Atari 5200 FAQ Hardware Overview AtariHQ com Archived from the original on 2011 05 14 Retrieved 2011 02 06 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