![]() It became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System. The Namco Galaxian arcade system board, for the 1979 arcade game Galaxian, displays animated, multi-colored sprites over a scrolling background. Ramtek later released another sports video game in October 1974, Baseball, which similarly displayed human-like characters. Designed by Tomohiro Nishikado, he wanted to move beyond simple Pong-style rectangles to character graphics, by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops. #MAKE A PASS SYNONYMS TV#The earliest video games to represent player characters as human player sprites were arcade sports video games, dating back to Taito's TV Basketball, released in April 1974 and licensed to Midway Manufacturing for release in North America. The rockets were essentially hardwired bitmaps that moved around the screen independently of the background, an important innovation for producing screen images more efficiently and providing the basis for sprite graphics. Technical limitations made it difficult to adapt the early mainframe game Spacewar! (1962), which performed an entire screen refresh for every little movement, so he came up with a solution to the problem: controlling each individual game element with a dedicated transistor. Nolan Bushnell came up with the original concept when he developed the first arcade video game, Computer Space (1971). The use of sprites originated with arcade video games. This also applies to the Game Boy Advance and Nintendo DS. The region of RAM used to store sprite attributes and coordinates is OAM (Object Attribute Memory). #MAKE A PASS SYNONYMS MANUALS#OBJs (short for objects) is used in the developer manuals for the NES, Super NES, and Game Boy. ![]() Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, used the term sprite for the 1982 Commodore 64. Movable Object Block, or MOB, was used in MOS Technology's graphics chip literature. Stamp was used in some arcade hardware in the early 1980s, including Ms. ![]() The earlier Atari Video Computer System and some Atari arcade games used player, missile, and ball. The term reflects the use for both characters ("players") and smaller associated objects ("missiles") that share the same color. for hardware sprites in the Atari 8-bit computers (1979) and Atari 5200 console (1982). Player/Missile Graphics was a term used by Atari, Inc. Some hardware manufacturers used different terms, especially before sprite became common. The term was derived from the fact that sprites, rather than being part of the background data in the screen image table, instead "floated" on top without affecting the data in the framebuffer below, much like a ghost or mythological sprite. It was also used by Danny Hillis at Texas Instruments in the late 1970s. Beyond that, GPUs can render vast numbers of scaled, rotated, antialiased, partially translucent, very high resolution images in parallel with the CPU.Īccording to Karl Guttag, one of two engineers for the 1979 Texas Instruments TMS9918 video display processor, the term sprite came from David Ackley, a manager at TI. The CPUs in modern computers, video game consoles, and mobile devices are fast enough that bitmaps can be drawn into a frame buffer without special hardware assistance. For example, the Texas Instruments TMS9918 chip supports 32 sprites, but only 4 can appear on the same scan line. ![]() The number of sprites which can be displayed per scan line is often lower than the total number of sprites a system supports. Sprites can be positioned or altered by setting attributes used during the hardware composition process. Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a CRT, without involvement of the main CPU and without the need for a full-screen frame buffer. 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. Systems with hardware sprites include arcade video games of the 1970s and 1980s game consoles such as the Atari VCS (1977), ColecoVision (1982), Nintendo Entertainment System (1983), and Sega Genesis (1988) and home computers such as the TI-99/4A (1979), Atari 8-bit family (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). ![]() Use of the term has since become more general. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. ![]()
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