Sprite (computer Graphics) - History - Hardware Sprites

Hardware Sprites

In early video gaming, hardware sprites were a method of compositing separate bitmaps 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 pixels 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
Computer, chip Year Sprites on screen Sprites on line Max. texels on line Texture width Texture height Colors Hardware zoom Rotation Background Collision detection Source
Amiga, Denise 1985 Display list 8 ? 16 Arbitrary 3, 15 Vertical by display list No 2 bitmap layers Yes Color key
Amiga (AGA), Lisa 1992 Display list 8 ? 16, 32, 64 Arbitrary 3, 15 Vertical by display list No 2 bitmap layers Yes Color key
Amstrad Plus, Asic 1990 Display list run by CPU 16 min. ? 16 16 15 1, 2, 4x vertical, 1, 2, 4x horizontal No Bitmap layer No Color key
Atari 2600, TIA 1977 Multiplied by CPU 9 (with triplication) 51 (with triplication) 1, 8 262 1 1, 2, 4, 8× horizontal horizontal mirroring 1 bitmap layer Yes Color key
Atari 8-bit, GTIA/ANTIC 1979 Display list 8 40 2, 8 128, 256 1,3 1, 2× vertical, 1, 2, 4x horizontal No 1 tile or bitmap layer Yes Color key
C64, VIC-II 1982 Display list run by CPU 8 96, 192 12, 24 21 1, 3 1, 2× integer No 1 tile or bitmap layer Yes Color key
Game Boy 1989 40 10 80 8 8, 16 3 No No 1 tile layer No Color key
GBA 2001 128 128 1210 8, 16, 32, 64 8, 16, 32, 64 15, 255 Yes affine Yes affine 4 layers, 2 layers, and 1 affine layer, 2 affine layers No Color key, blending
Gameduino 2011 256 96 1,536 16 16 255 No Yes 1 tile layer Yes Color key
NES, RP2C0x 1983 64 8 64 8 8, 16 3 No No 1 tile layer Partial Color key
Neo Geo 1990 384 96 1536 16 Up to 512 15 sprite shrinking No No No Color key .
Out Run, dedicated hardware 1986 128 32 ? 8 8 ? Yes anisotropic No 3 tile layers ? Alpha
PC Engine, HuC6270A 1987 64 16 256 16, 32 16, 32, 64 15 No No 1 tile layer Yes Color key
1985 64 8 64 8 8, 16 15 1, 2× integer No 1 tile layer Yes Color key
Mega Drive 1988 80 20 320 8, 16, 24, 32 8, 16, 24, 32 15 No No 2 tile layers Yes Color key
Sharp X68000 1987 128 32 ? 16 16 15 No No ? ? Color key
SNES 1990 128 34 272 8, 16, 32, 64 8, 16, 32, 64 15 Background only Background only 3 tile layers or 1 affine mapped tile layer Yes Color key, averaging
Texas Instruments TMS9918 1979 32 4 64 8, 16 8, 16 1 1, 2× integer No 1 tile layer Partial Color key
Yamaha V9938 1986 32 8 128 8, 16 8,16 1, 3, 7, 15 per line 1, 2× integer No 1 tile or bitmap layer Partial Color key
Yamaha V9958 1988 32 8 128 8,16 8,16 1, 3, 7, 15 per line 1, 2× integer No 1 tile or bitmap layer Partial Color key
Computer, chip Year Sprites on screen Sprites on line Max. texels on line Texture width Texture height Colors Hardware zoom Rotation Background Collision detection Source

Many third party graphics cards offered sprite capabilities. Sprite engines often scale badly, starting to flicker as the number of sprites increases above the number of sprite units, or uses more and more silicon as the designer of the chip implements more units and bigger caches.

Read more about this topic:  Sprite (computer Graphics), History

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