Sprite (computer graphics) in the context of Two-dimensional computer graphics


Sprite (computer graphics) in the context of Two-dimensional computer graphics

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⭐ Core Definition: 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. Use of the term has since become more general.

Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Famicom (1983), Genesis/Mega Drive (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit computers (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.

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👉 Sprite (computer graphics) in the context of Two-dimensional computer graphics

2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves.

2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography).

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Sprite (computer graphics) in the context of Real-time computer graphics

Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.

Computers have been capable of generating 2D images such as simple lines, images and polygons in real time since their invention. However, quickly rendering detailed 3D objects is a daunting task for traditional Von Neumann architecture-based systems. An early workaround to this problem was the use of sprites, 2D images that could imitate 3D graphics.

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Sprite (computer graphics) in the context of Direct3D

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

Direct3D contains many commands for 3D computer graphics rendering; however, since version 8, Direct3D has superseded the DirectDraw framework and also taken responsibility for the rendering of 2D graphics. Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards. Direct3D offers full vertex software emulation but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct3D requires pixel shaders and the video card on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a Reference Rasterizer (or REF device), which emulates a generic graphics card in software, although it is too slow for most real-time 3D applications and is typically only used for debugging. A new real-time software rasterizer, WARP, designed to emulate the complete feature set of Direct3D 10.1, is included with Windows 7 and Windows Vista Service Pack 2 with the Platform Update; its performance is said to be on par with lower-end 3D cards on multi-core CPUs.

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Sprite (computer graphics) in the context of Sega Genesis

The Sega Genesis, known as the Mega Drive outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy.

Designed by an R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's System 16 arcade board, centered on a Motorola 68000 processor as the CPU, a Zilog Z80 as a sound controller, and a video system supporting hardware sprites, tiles, and scrolling. It plays a library of more than 900 games on ROM-based cartridges. Several add-ons were released, including a Power Base Converter to play Master System games. It was released in several different versions, some created by third parties. Sega created two network services to support the Genesis: Sega Meganet and Sega Channel.

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Sprite (computer graphics) in the context of Full-motion video

Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information during cutscenes, games that are primarily presented through FMVs are referred to as full-motion video games or interactive movies. Recent full motion video games often combine the use of CGI/green screens and in-game graphics for immersion.

The early 1980s saw almost exclusive use of the LaserDisc for FMV games. Many arcade games used the technology but it was ultimately considered to be a fad and fell out of use. In the early 1990s FMV games had a resurgence of interest, the proliferation of optical discs gave rise to a slew of original FMV-based computer games such as Night Trap (1992), The 7th Guest (1993), Voyeur (1993), Phantasmagoria  (1995), and Daryl F. Gates' Police Quest: SWAT (1995). The introduction of CD-based consoles like 3DOCD-i, and Sega CD brought the concept of interactive FMV gameplay. Companies such as Digital Pictures and American Laser Games were formed to produce full-motion video games.

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Sprite (computer graphics) in the context of Galaxian

Galaxian is a 1979 fixed shooter video game developed and published by Namco for arcades during early video games' golden age. The player assumes control of the Galaxip starfighter in its mission to protect Earth from waves of aliens. Gameplay involves destroying each formation of aliens, who dive down towards the player in an attempt to hit them.

Designed by company engineer Kazunori Sawano, Galaxian was Namco's answer to Space Invaders, a similar space shooter released the previous year by rival developer Taito. Space Invaders was a sensation in Japan, and Namco wanted a game that could compete against it. Sawano strove to make the game simple and easy to understand. He was inspired by the space combat scenes in Star Wars, with enemies originally being in the shape of the film's TIE Fighters. Galaxian is one of the first video games to feature RGB color graphics, and the first to use a tile-based hardware system, which was capable of animated multi-color sprites as well as scrolling; the latter was limited to the starfield background while the game itself remained a fixed shooter.

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Sprite (computer graphics) in the context of Lethal Enforcers

Lethal Enforcers is a 1992 light gun shooter video game developed and published by Konami for arcades. The graphics consist entirely of digitized photographs and digitized sprites. Home console versions were released for the Super NES, Sega Genesis, and Sega CD, and include a revolver-shaped light gun known as the Justifier.

The game was a critical and commercial success, becoming one of the top five highest-grossing dedicated arcade games of 1993 in the United States. However, it also caused controversy as it allowed players to shoot photorealistic representations of enemies. Lethal Enforcers was followed by Lethal Enforcers II: Gun Fighters. Both games would later be released in the two-in-one compilation Lethal Enforcers I & II (Lethal Enforcers Deluxe Pack in Japan) for the PlayStation. Years later, Konami released the Police 911 series as a Japan-themed sequel to the original plot. This was also followed by the arcade game Heroes of Justice, which was localized and renamed as Lethal Enforcers 3 for Western audiences.

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Sprite (computer graphics) in the context of Super Mario 64

Super Mario 64 is a 1996 platform game developed and published by Nintendo for the Nintendo 64. It is the first Super Mario game to feature 3D gameplay, combining traditional Super Mario gameplay, visual style, and characters in a large open world. In the game, Bowser invades Princess Peach's castle, kidnaps her and hides the castle's sources of protection, the Power Stars, in many different worlds inside magical paintings. As Mario, the player traverses levels and collects Power Stars to unlock areas of Princess Peach's castle, in order to reach Bowser and rescue Princess Peach.

Director Shigeru Miyamoto conceived a 3D Super Mario game during the production of Star Fox (1993). Development lasted nearly three years: about one year on design and twenty months on production, starting with designing the virtual camera system. The team continued with illustrating the 3D character models—at the time a relatively unattempted task—and refining sprite movements. The sound effects were recorded by Yoji Inagaki and the score was composed by Koji Kondo.

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Sprite (computer graphics) in the context of Commodore 64

The Commodore 64, also known as the C64, is an 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness World Records as the best-selling desktop computer model of all time, with independent estimates placing the number sold between 12.5 and 17 million units. Volume production started in early 1982, marketing in August for US$595 (equivalent to $1,940 in 2024). Preceded by the VIC-20 and Commodore PET, the C64 took its name from its 64 kilobytes (65,536 bytes) of RAM. With support for multicolor sprites and a custom chip for waveform generation, the C64 could create superior visuals and audio compared to systems without such custom hardware.

The C64 dominated the low-end computer market (except in the UK, France and Japan, lasting only about six months in Japan) for most of the later years of the 1980s. For a substantial period (1983–1986), the C64 had between 30% and 40% share of the US market and two million units sold per year, outselling IBM PC compatibles, the Apple II, and Atari 8-bit computers. Sam Tramiel, a later Atari president and the son of Commodore's founder, said in a 1989 interview, "When I was at Commodore we were building 400,000 C64s a month for a couple of years." In the UK market, the C64 faced competition from the BBC Micro, the ZX Spectrum, and later the Amstrad CPC 464, but the C64 was still the second-most-popular computer in the UK after the ZX Spectrum. The Commodore 64 failed to make any impact in Japan, as their market was dominated by Japanese computers, such as the NEC PC-8801, Sharp X1, Fujitsu FM-7 and MSX, and in France, where the ZX Spectrum, Thomson MO5 and TO7, and Amstrad CPC 464 dominated the market.

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Sprite (computer graphics) in the context of Amiga

Amiga is a family of personal computers produced by Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model significantly improves graphical and audio capabilities compared to 8-bit systems, and is one of a number of mid-1980s computers with 16-bit or 16/32-bit processors, 256 KB or more of RAM, and mouse-based GUIs. These include the Atari ST, Macintosh, Archimedes, and later the Apple IIGS. The Amiga differs from its contemporaries through custom hardware to accelerate graphics and sound, including sprites, a blitter, and four channels of sample-based audio. It runs a pre-emptive multitasking operating system called AmigaOS, with a desktop environment called Workbench.

The Amiga 1000, based on the Motorola 68000 microprocessor, was released in July 1985. Production problems kept it from becoming widely available until early 1986. While early advertisements cast the computer as an all-purpose business machine, especially with the Sidecar IBM PC compatibility add-on, the Amiga was most commercially successful as a home computer with a range of video games and creative software. The bestselling model, the Amiga 500, was introduced in 1987 along with the more expandable Amiga 2000. The 1990 Amiga 3000 includes a minor update to the graphics hardware via the Enhanced Chip Set also used in subsequent models.

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Sprite (computer graphics) in the context of Atari XE

The Atari 8-bit computers, formally launched as the Atari Home Computer System, are a series of home computers introduced by Atari, Inc., in 1979 with the Atari 400 and Atari 800. The architecture is designed around the 8-bit MOS Technology 6502 CPU and three custom coprocessors which provide support for sprites, smooth multidirectional scrolling, four channels of audio, and other features. The graphics and sound are more advanced than most of its contemporaries, and video games are a key part of the software library. The 1980 first-person space combat simulator Star Raiders is considered the platform's killer app.

The Atari 800 was positioned as a high-end model and the 400 as more affordable. The 400 has a pressure-sensitive, spillproof membrane keyboard and initially shipped with a non-upgradable 8 KB of RAM. The 800 has a conventional keyboard, a second cartridge slot, and allows easy RAM upgrades to 48K. Both use identical 6502 CPUs at 1.79 MHz (1.77 MHz for PAL versions) and coprocessors ANTIC, POKEY, and CTIA/GTIA. The plug-and-play peripherals use the Atari SIO serial bus, and one of the SIO developers eventually went on to co-patent USB (Universal Serial Bus). The architecture of the Atari 8-bit computers was reused in the 1982 Atari 5200 game console, but games for the two systems are incompatible.

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Sprite (computer graphics) in the context of Third generation of video game consoles

In the history of video games, the 3rd generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer (commonly abbreviated to Famicom) and Sega's SG-1000. When the Famicom was released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the North American video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo (which started in 1980) and the Milton Bradley Microvision (which came out in 1979) that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.

Improvements in technology gave consoles of this generation improved graphical and sound capabilities, comparable to the golden age of arcade games. The number of simultaneous colors on screen and the palette size both increased which, along with larger resolutions, more sprites on screen, and more advanced scrolling and pseudo-3D effects, which allowed developers to create scenes with more detail and animation. Audio technology improved and gave consoles the ability to produce a greater variation and range of sound. A notable innovation of this generation was the inclusion of cartridges with on-board memory and batteries to allow users to save their progress in a game, with Nintendo's The Legend of Zelda introducing the technology to the worldwide market. This innovation allowed for much more expansive gaming worlds and in-depth storytelling, since users could now save their progress rather than having to start each gaming session at the beginning. By the next generation, the capability to save games became ubiquitous—at first saving on the game cartridge itself and, later, when the industry changed to read-only optical disks, on memory cards, hard disk drives, and eventually cloud storage.

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