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Sprite (hardware): Difference between revisions
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On the [[SNES]] hardware, a sprite is an image drawn at a specific part of the screen. Unlike regular layers, each sprite image can move independently from each other. Furthermore, sprites also always use 4bpp graphics, no matter which [[BG mode]] is used. Only two different sprite sizes can be used at the same time | On the [[SNES]] hardware, a sprite is an image drawn at a specific part of the screen. Unlike regular layers, each sprite image can move independently from each other. Furthermore, sprites also always use 4bpp graphics, no matter which [[BG mode]] is used. Only two different sprite sizes can be used at the same time - the two sizes available depend on bits 5, 6 and 7 of $2101. In [[SMW]], the two sizes used are 8x8 and 16x16. The sprite data is stored in [[OAM]], the graphics for them are stored in [[VRAM]] and the palette in [[CGRAM]]. | ||
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== Limitations == | == Limitations == | ||
* Only 32 sprites can be used on the same [[scanline]] (this is refered to as '[[Range Over]]') | |||
Only 32 sprites can be used on the same [[scanline]] (this is refered to as '[[Range Over]]') | * Only 34 sprite tiles (8x8) can be used on the same scanline (this is refered to as '[[Time Over]]') | ||
* The OAM can only hold up to 128 sprites. | |||
Only 34 sprite tiles (8x8) can be used on the same scanline (this is refered to as '[[Time Over]]') | * Sprites are never hi-res. | ||
* [[Interlacing]] does not double the possible sprite vertical positions<sup>[3]</sup> | |||
The OAM can only hold up to 128 sprites. | |||
Sprites are never hi-res. | |||
[[ | |||
=== See Also === | === See Also === | ||
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=== References === | === References === | ||
# [https://archive.org/details/SNESDevManual/book1/page/ | # Chapter 2, "Object (OBJ)" on [https://archive.org/details/SNESDevManual/book1/page/n60 page 2-2-1 of Book I] of the official Super Nintendo development manual | ||
# [https://archive.org/details/SNESDevManual/book1/page/n114 page 2-27-1 of Book I] lbid | # [https://archive.org/details/SNESDevManual/book1/page/n114 page 2-27-1 of Book I], lbid | ||
# 18.3 OBJ on [https://archive.org/details/SNESDevManual/book1/page/n88 page 2-18-1 of Book I], lbid. | |||
[[Category:Video]] | |||
[[Category:Scene Slang]] |
Latest revision as of 06:18, 18 August 2024
On the SNES hardware, a sprite is an image drawn at a specific part of the screen. Unlike regular layers, each sprite image can move independently from each other. Furthermore, sprites also always use 4bpp graphics, no matter which BG mode is used. Only two different sprite sizes can be used at the same time - the two sizes available depend on bits 5, 6 and 7 of $2101. In SMW, the two sizes used are 8x8 and 16x16. The sprite data is stored in OAM, the graphics for them are stored in VRAM and the palette in CGRAM.
OBJ Size Combination Select | ||
---|---|---|
000 | 8 dot | 16 dot |
001 | 8 dot | 32 dot |
010 | 8 dot | 64 dot |
011 | 16 dot | 32 dot |
100 | 16 dot | 64 dot |
101 | 32 dot | 64 dot |
110 | 16 dot x 32 dot | 32 dot x 64 dot |
111 | 16 dot x 32 dot | 32 dot x 32 dot |
The last two non-square size combinations are not documented in the official dev manual.[2]
Limitations
- Only 32 sprites can be used on the same scanline (this is refered to as 'Range Over')
- Only 34 sprite tiles (8x8) can be used on the same scanline (this is refered to as 'Time Over')
- The OAM can only hold up to 128 sprites.
- Sprites are never hi-res.
- Interlacing does not double the possible sprite vertical positions[3]
See Also
Other Layers | ||||||
---|---|---|---|---|---|---|
Backdrop Color | Layer 4 | Layer 3 | Layer 2 | Layer 1 | Sprite | BG3 High Prio |
References
- Chapter 2, "Object (OBJ)" on page 2-2-1 of Book I of the official Super Nintendo development manual
- page 2-27-1 of Book I, lbid
- 18.3 OBJ on page 2-18-1 of Book I, lbid.