Sprite (computer graphics)

For other uses, see Sprite (disambiguation).
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In computer graphics, a sprite (also known by other names; see synonyms below) is a two-dimensional image or animation 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.

As three-dimensional graphics became more prevalent, sprites came to include flat images seamlessly integrated into complicated three-dimensional scenes.

History

In the mid-1970s, Signetics devised the first video/graphics processors capable of generating sprite graphics. The Signetics 2636 video processors were first used in the 1976 Radofin 1292 Advanced Programmable Video System.

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 sprites 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.

The Elektor TV Games Computer 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).[1] 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.

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.

A simple C64 game with few sprites (hardware sprites)

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 Transparency 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, 4× vertical, 1, 2, 4× horizontal No Bitmap layer No Color key [2]
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 [3]
Atari 8-bit, GTIA/ANTIC 1979 Display list 8 40 2, 8 128, 256 1,3 1, 2× vertical, 1, 2, 4× horizontal No 1 tile or bitmap layer Yes Color key [4]
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 [5]
Game Boy 1989 40 10 80 8 8, 16 3 No Horizontal and vertical mirroring 1 tile layer No Color key [6]
Game Boy Advance 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 [7]
Gameduino 2011 256 96 1,536 16 16 255 No Yes 1 tile layer Yes Color key [8]
NES, RP2C0x 1983 64 8 64 8 8, 16 3 No Horizontal and vertical mirroring 1 tile layer Partial Color key [10]
Neo Geo 1990 384 96 1536 16 16 to 512 15 Sprite shrinking Horizontal and vertical mirroring 1 tile layer Partial Color key [11][12][13]
PC Engine, HuC6270A 1987 64 16 256 16, 32 16, 32, 64 15 No No 1 tile layer Yes Color key
Master System,
Game Gear
1985 64 8 128 8, 16 8, 16 15 1, 2× integer, 1, 2× vertical Background tile mirroring 1 tile layer Yes Color key [14][15]
Genesis 1988 80 20 320 8, 16, 24, 32 8, 16, 24, 32 15 Integer, up to full screen Horizontal and vertical mirroring 2 tile layers Yes Color key [16][17]
OutRun, dedicated hardware 1986 128 128 1600 8 to 512 8 to 256 15 Yes, anisotropic Horizontal and vertical mirroring 2 tile layers and 1 bitmap layer Yes Alpha [18]
Sega Saturn,
Sega ST-V
1994 16,384 555 4443 8 to 504 1 to 255 15 to 32,768 Yes Yes, rotation and distortion 3-6 tile layers and 1-4 bitmap layers Yes Alpha [19][20]
X68000 1987 128 (512 with raster interrupt) 32 512 16 16 15 1, 2× integer Horizontal and vertical mirroring 1-2 tile layers and 1-4 bitmap layers Partial Color key [21][22][23]
PlayStation,
Namco System 11
1994 4000 128 1024 8, 16, 256 8, 16, 256 15, 255 Yes Yes 1 bitmap layer Partial Alpha [24][25]
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 [26]
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 Transparency 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.

Sprites by software

A sprite of a fencer unit from Wesnoth

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.

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.[27]

There are several programs that still use 2D sprites in their construction. RPG Maker VX and Wolf RPG Maker are just a couple of examples. As well as the programs that can create said indie games, there are several mainstream games as well. These famous game series like Fire Emblem, Pokémon, and other handheld system games tend to use these more for the same reasons that mobile devices such as tablets and cell phones do. It saves on memory so it allows for more content, effects, music, and story to be added into the chip or cartridge. As such, for first time indie game developers, sprites offer an easy but effective way to introduce themselves into game design as a whole.

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 NES, 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.

See also

References

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  2. ^ "Plus - CPCWiki". Cpcwiki.eu. Retrieved 2009-11-29. 
  3. ^ "Television Interface Adaptor". AtariArchives.com. Retrieved 2011-02-06. 
  4. ^ "Atari 5200 FAQ - Hardware Overview". AtariHQ.com. Retrieved 2011-02-06. 
  5. ^ The MOS 6567/6569 video controller (VIC-II) and its application in the Commodore 64 at the Wayback Machine (archived August 30, 2006)
  6. ^ "GameBoy - Spielkonsolen Online Lexikon". At-mix.de. 2004-06-22. Retrieved 2009-11-29. 
  7. ^ "Specifications". Nocash.emubase.de. Retrieved 2009-11-29. 
  8. ^ "Gameduino Specifications". excamera.com. 
  9. ^ "Specifications". Nocash.emubase.de. Retrieved 2009-11-29. 
  10. ^ "Microsoft Word - NESDoc.doc" (PDF). Retrieved 2009-11-29. 
  11. ^ http://furrtek.free.fr/noclass/neogeo/mvstech.txt
  12. ^ http://furrtek.free.fr/noclass/neogeo/NeoGeoPM.pdf
  13. ^ http://www.neo-geo.com/wiki/index.php?title=Neo-Geo_Big_List_of_Debug_Dipswitches
  14. ^ Charles MacDonald. "Sega Master System VDP documentation". Archived from the original on 2014-03-18. Retrieved 2011-07-05. 
  15. ^ http://www.smspower.org/uploads/Development/richard.txt
  16. ^ Sega Programming FAQ October 18, 1995, Sixth Edition - Final at the Wayback Machine (archived January 22, 2005)
  17. ^ http://www.polygon.com/features/2015/2/3/7952705/sega-genesis-masami-ishikawa
  18. ^ Sega OutRun references:
  19. ^ http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf
  20. ^ http://koti.kapsi.fi/~antime/sega/files/ST-058-R2-060194.pdf
  21. ^ http://museum.ipsj.or.jp/en/computer/personal/0038.html
  22. ^ https://github.com/mamedev/mame/tree/master/src/mess/video/x68k.c
  23. ^ http://shmuplations.com/chorensha68k/
  24. ^ http://psx.rules.org/gpu.txt
  25. ^ https://archive.org/stream/nextgen-issue-001/Next_Generation_Issue_001_January_1995#page/n47/mode/2up/
  26. ^ TEXAS INSTRUMENTS 9900: TMS9918A/TMS9928AITMS9929A Video Display Processors (PDF). Retrieved 2011-07-05. 
  27. ^ Loew, Andreas. "SpriteSheets - Essential facts every game developer should know". codeandweb.com. Retrieved 2012-06-21.