Questions tagged [sprite]

For questions regarding graphical techniques using sprites.

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19 votes
6 answers
4k views

How were sprites in DOS games programmed?

I would like to know how sprites in DOS games for vintage video cards like Hercules, CGA, EGA and VGA were programmed. I mean how was the duration of each sprite timed and how they were blitted on ...
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  • 191
32 votes
1 answer
11k views

Why did the NES not allow rotated sprites?

I'm taking a look at the chapter on sprites from a NES programming guide at famicom.party. There is a little table which describes what the different sprite attribute flags do; 7 Flips sprite ...
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  • 517
30 votes
1 answer
7k views

Did John Carmack really invent "Adaptive Tile Refresh"?

John Carmack is credited with making fast-paced arcade games like Commander Keen possible on an IBM-PC that had no specialized graphics controllers suited for those, thanks to the "Adaptive Tile ...
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0 votes
3 answers
303 views

c64 copy chars to sprite issue

How to do correct copying char to sprite ? Lets say 1st char is at $2000 second is at $2008 and copying to sprite at $2480. And with this we can copy 1 char to top left position of 1st sprite. But ...
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7 votes
1 answer
1k views

How did the Donkey Kong arcade hardware provide 128 sprites?

According to https://en.wikipedia.org/wiki/Donkey_Kong_(video_game) The Donkey Kong hardware has the memory capacity for displaying 128 foreground sprites at 16x16 pixels each and 256 background ...
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18 votes
7 answers
3k views

Cost of unrestricted sprites

All the game consoles of the second through fourth generations, and several early home computers, had sprites, which were valuable though costly, e.g. the VIC-II spent 2/3 to 3/4 of its area on ...
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28 votes
2 answers
9k views

What is a subpixel in Super Mario Bros, and how does it relate to wall clipping?

What are "subpixels" in Super Mario Bros on the NES? How does it relate to wall clipping? At 4:42 in the following video, the notion is mentioned in the context of how it relates to "wall clipping": ...
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4 votes
1 answer
458 views

Why did Extended BASIC on the TI-99/4A only allow 28 of the 32 sprites?

The Video Display Processor (VDP) of the TI-99/4A was capable of displaying 32 hardware sprites. These sprites were unusable with the default, built-in BASIC that TI provided. However, an enhanced ...
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4 votes
1 answer
675 views

Is screen wrap on the NES a fault of the OAM?

On NES games such as The Legend of Zelda and Metroid, entities that get to close to the edge of the screen, whether that be the top, bottom, left, or right side wrap around to the other side of the ...
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  • 3,733
28 votes
3 answers
5k views

How does Space Invaders on the Atari 2600 display all the aliens?

The Atari 2600 has two 8-bit wide player sprites, and it appears to be these sprites which are used to draw these aliens. There are a few different ways to produce many copies of one sprite; ...
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11 votes
4 answers
2k views

8-bit console horizontal resolution

Some early consoles like the NES and the Sega Master had a horizontal screen resolution of 256. That sounds good for an 8-bit machine, until you consider that a sprite sometimes needs a slightly ...
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8 votes
3 answers
1k views

A different kind of sprite system

Early consoles and home computers that were optimized for games, often provided sprites. From the viewpoint of a game developer, these were good to have, though one always wanted bigger sprites, to ...
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4 votes
1 answer
811 views

SNES / old graphics: merging sprite's with background [closed]

I have one question about how old computers or consoles like Super NES merged background layer(s) and spirites. Or another way - how layers were merged to not overload a PPU / CPU? OR how about ...
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  • 43
19 votes
6 answers
2k views

Limiting factor on sprite sizes

Early consoles and home computers that were optimized for games, tended to provide sprites. From a game programmer's viewpoint, these were good to have. Of course, one always wanted more and larger ...
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12 votes
1 answer
730 views

Sprites not rendering correctly before $2000

I am currently testing out some stuff in assembly with C64Studio and Vice and I noticed something with odd sprites. My code starts at $1000 and my sprites at $2000 but when I try to lower the first ...
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  • 195
18 votes
1 answer
2k views

Was it possible to get more than 8 sprites per scanline on an Amiga with the copper list?

I've read in the past that it was possible to overcome the 8 sprites per scanline on the Amiga (OCS) using the copper list. However, I can't seem to find any actual references to what may have used ...
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  • 8,011
21 votes
2 answers
8k views

Why do NES sprites flicker when there are a lot of them?

Sometimes, NES sprites flicker when there are a lot of them, like at 1:19 in this video of Super Mario Bros. Why did they do this?
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  • 5,074
13 votes
1 answer
2k views

How to avoid sprites confusing the raster timings on C64?

This relates to another question about moving sprites to the border. On my experience, sprites confuse the raster timings very badly. I found this especially problematic, if sprites were moved to the ...
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  • 1,679
18 votes
1 answer
1k views

How to move sprites to the border on c64?

As far as I know, there is no register in the VIC-II, which would enable this. Despite that, in nearly all intros and in many cases even in old games, sprites on the border were visible. Actually, it ...
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