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Sprite (computer graphics)
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{{Short description|2D bitmap displayed on top of a larger scene}}{{for|the technique of combining images into a single bitmap|texture atlas}}{{for|the process of drawing sprites|pixel art}}File:Broforce boss sprites 2 (cropped).jpg|thumb|Tank and rocket sprites from BroforceBroforce{{VG 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.Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a cathode-ray tube, without involvement of the main CPU and without the need for a full-screen frame buffer. Sprites can be positioned or altered by setting attributes used during the hardware composition process. The number of sprites which can be displayed per scan line is often lower than the total number of sprites a system supports. For example, the Texas Instruments TMS9918 chip supports 32 sprites, but only four can appear on the same scan line.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. Beyond that, GPUs can render vast numbers of scaled, rotated, antialiased, partially translucent, very high resolution images in parallel with the CPU.- the content below is remote from Wikipedia
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Etymology
According to Karl Guttag, one of two engineers for the 1979 Texas Instruments TMS9918 video display processor, this use of the word sprite came from David Ackley, a manager at TI.WEB, Guttag, KArl, First, Be Useful (Home computers and Pico Projectors),kguttag.com/2011/12/06/first-be-useful-home-computers-and-pico-projectors/, KGOnTech, December 6, 2011, It was also used by Danny Hillis at Texas Instruments in the late 1970s.BOOK, Johnstone, Bob, Never Mind the Laptops: Kids, Computers, and the Transformation of Learning, 2003, 978-0595288427, 108, iUniverse,books.google.com/books?id=UsWRDjcuao8C&q=daniel+hillis+sprites&pg=PA108, The term was derived from the fact that sprites “float” on top of the background image without overwriting it, much like a ghost or mythological sprite.Some hardware manufacturers used different terms, especially before sprite became common:Player/Missile Graphics was a term used by Atari, Inc. for hardware sprites in the Atari 8-bit computers (1979) and Atari 5200 console (1982).WEB, De Re Atari,www.atariarchives.org/dere/chapt04.php, 1981, 2017-08-10, 2017-07-31,www.atariarchives.org/dere/chapt04.php," title="web.archive.org/web/20170731041803www.atariarchives.org/dere/chapt04.php,">web.archive.org/web/20170731041803www.atariarchives.org/dere/chapt04.php, live, The term reflects the use for both characters (“players“) and smaller associated objects (“missiles“) that share the same color. The earlier Atari Video Computer System and some Atari arcade games used player, missile, and ball.Stamp was used in some arcade hardware in the early 1980s, including Ms. Pac-Man.Movable Object Block, or MOB, was used in MOS Technology’s graphics chip literature. Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker’s lifetime, instead used the term sprite for the Commodore 64.OBJs (short for objects) is used in the developer manuals for the NES, Super NES, and Game Boy. The region of video RAM used to store sprite attributes and coordinates is called OAM (Object Attribute Memory). This also applies to the Game Boy Advance and Nintendo DS.History
Arcade video games
The use of sprites originated with arcade video games. Nolan Bushnell came up with the original concept when he developed the first arcade video game, Computer Space (1971). 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. 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.BOOK, Swalwell, Melanie, Wilson, Jason, The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics, 12 May 2015, McFarland & Company, 978-0-7864-5120-3, 109â10,books.google.com/books?id=BbW_DUV-pP4C&pg=PA110, 16 May 2021, 16 May 2021,web.archive.org/web/20210516025657/https://books.google.com/books?id=BbW_DUV-pP4C&pg=PA110, live, The earliest video games to represent player characters as human player sprites were arcade sports video games, beginning with Taito’s TV Basketball,BOOK, Colby, Richard, Johnson, Matthew S. S., Colby, Rebekah Shultz, The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom, 27 January 2021, Springer Nature, 978-3-030-63311-0, 130,books.google.com/books?id=vZoXEAAAQBAJ&pg=PA130, 3 May 2021, 3 May 2021,web.archive.org/web/20210503195104/https://books.google.com/books?id=vZoXEAAAQBAJ&pg=PA130, live, Video Game Firsts {{Webarchive|url=https://web.archive.org/web/20171105041440allincolorforaquarter.blogspot.co.uk/2013/11/video-game-firsts.html |date=2017-11-05 }}, The Golden Age Arcade Historian (November 22, 2013)Basketball Flyer {{Webarchive|url=https://web.archive.org/web/20140708201534flyers.arcade-museum.com/?page=wide-flyer&db=videodb&id=4036&image=2 |date=2014-07-08 }} (1974), Arcade Flyer Museum released in April 1974 and licensed to Midway Manufacturing for release in North America.BOOK, Akagi, Masumi, ã¢ã¼ã±ã¼ãTVã²ã¼ã ãªã¹ãå½å â¢æµ·å¤ç·¨(1971-2005), Arcade TV Game List: Domestic ⢠Overseas Edition (1971-2005), 13 October 2006, Amusement News Agency, ja, Japan, 978-4990251215, 40-1, 51, 129,archive.org/details/ArcadeGameList1971-2005/page/n41/mode/2up, 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.BOOK, Smith, Alexander, They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982, 19 November 2019, CRC Press, 978-0-429-75261-2, 191â95,books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT191, 16 May 2021, 2 May 2021,web.archive.org/web/20210502064515/https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT191, live, NEWS, ã¹ãã¼ã¹ã¤ã³ãã¼ãã¼ã»ä»æããéçºç§è©±ââéçºè ã»è¥¿è§åå®æ°ãã¿ã¤ãã¼ã»åç°æ´ä¸ç¤¾é·å¯¾è«, Space Invader, Development Secret Story Revealed NowâInterview With Developer Tomohiro Nishikado, Taito President Yoichi Wada,trendy.nikkeibp.co.jp/article/special/20080318/1008218/, 3 May 2021, The Nikkei, March 21, 2008, ja, dead,trendy.nikkeibp.co.jp/article/special/20080318/1008218/," title="web.archive.org/web/20080323064622trendy.nikkeibp.co.jp/article/special/20080318/1008218/,">web.archive.org/web/20080323064622trendy.nikkeibp.co.jp/article/special/20080318/1008218/, March 23, 2008,- WEB, Space Invaders â 30th Anniversary Developer Interview,shmuplations.com/spaceinvaders/, Shmuplations, Ramtek released another sports video game in October 1974, Baseball, which similarly displayed human-like characters.MAGAZINE, Thorpe, Nick, The 70s: The Genesis of an Industry, Retro Gamer, March 2014, 127, 24â7,archive.org/details/retro_gamer/RetroGamer_127/page/26/mode/2up,
Home systems
Signetics devised the first chips capable of generating sprite graphics (referred to as objects by Signetics) for home systems. The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer.The Atari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The term sprite was not in use at the time. The VCS’s sprites are called movable objects in the programming manual, further identified as two players, two missiles, and one ball.WEB, Wright, Steve, Stella Programmer’s Guide,atarihq.com/danb/files/stella.pdf, December 3, 1979, April 14, 2016, March 27, 2016,atarihq.com/danb/files/stella.pdf," title="web.archive.org/web/20160327103553atarihq.com/danb/files/stella.pdf,">web.archive.org/web/20160327103553atarihq.com/danb/files/stella.pdf, live, These each consist of a single row of pixels that are displayed on a scan line. To produce a two-dimensional shape, the sprite’s single-row bitmap is altered by software from one scan line to the next.The 1979 Atari 400 and 800 home computers have similar, but more elaborate, circuitry capable of moving eight single-color objects per scan line: four 8-bit wide players and four 2-bit wide missiles. Each is the full height of the display—a long, thin strip. DMA from a table in memory automatically sets the graphics pattern registers for each scan line. Hardware registers control the horizontal position of each player and missile. Vertical motion is achieved by moving the bitmap data within a player or missile’s strip. The feature was called player/missile graphics by Atari.Texas Instruments developed the TMS9918 chip with sprite support for its 1979 TI-99/4 home computer. An updated version is used in the 1981 TI-99/4A.Systems with hardware sprites
These are base hardware specs and do not include additional programming techniques, such as using raster interrupts to repurpose sprites mid-frame.{{clear}}{| class=“wikitable sortable” style="text-align: center;“|+! System !! Sprite hardware !! Introduced!! Sprites on screen !! Sprites per scan line !! Max. texels on line !! Texture width !! Texture height !! Colors !! Zoom !! Rotation !! Collision detection !! Transparency !! SourceAmstrad CPC>Amstrad Plus | ASIC | 1990 | 16 | 16 | ? | 16 | 16 | 15 | {{partial | Chroma key>Color key | HTTP://CPCWIKI.EU/INDEX.PHP/PLUS >TITLE=PLUS - CPCWIKI | ACCESS-DATE=2009-11-29 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20110720154941/HTTP://CPCWIKI.EU/INDEX.PHP/PLUS, live, |
Atari 2600 > | Television Interface Adaptor>TIA | 1977 | 5 | 5 | 19 | 1, 8 | 262 | 1 | {{partial | Horizontal mirroring}} | {{yes}} | Color key | HTTP://WWW.ATARIARCHIVES.ORG/DEV/TIA/DESCRIPTION.PHP >TITLE=TELEVISION INTERFACE ADAPTOR | ACCESS-DATE=2011-02-06 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20100825163151/HTTP://WWW.ATARIARCHIVES.ORG/DEV/TIA/DESCRIPTION.PHP, live, |
Atari 8-bit computers > | CTIA and GTIA>GTIA/ANTIC | 1979 | 8 | 8 | 40 | 2, 8 | 128, 256 | 1 | {{partial | PUBLISHER=ATARIHQ.COM | ARCHIVE-DATE=2011-05-14 | URL-STATUS=LIVE, |
Commodore 64 > | MOS Technology VIC-II>VIC-II | 1982 | 8 | 8 | 96, 192 | 12, 24 | 21 | 1, 3 | {{partial | ACCESS-DATE=2006-01-08 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20060830024142/HTTP://WWW.MINET.UNI-JENA.DE/~ANDREASG/C64/VIC_ARTIKEL/VIC_ARTICLE_1.HTM, August 30, 2006, |
Amiga Original Chip Set>Amiga (OCS) | Original Amiga chipset#Denise | > | Vertical by display}} list | {{no}} | {{yes}} | Color key | HTTP://AMIGADEV.ELOWAR.COM/READ/ADCD_2.1/HARDWARE_MANUAL_GUIDE/NODE00AE.HTML >DATE=1989 | ACCESS-DATE=2017-05-23 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20170814170220/HTTP://AMIGADEV.ELOWAR.COM/READ/ADCD_2.1/HARDWARE_MANUAL_GUIDE/NODE00AE.HTML, live, |
Amiga Advanced Graphics Architecture>Amiga (AGA) | Lisa (computer chip) | > | Vertical by display list}} | {{no}} | {{yes}} | Color key |
ColecoVision > | TMS9918>TMS9918A | 1983 | 32 | 4 | 64 | 8, 16 | 8, 16 | 1 | {{partial | | |
TI-99/4A>TI-99/4 & 4A | TMS9918 | 1979 | 32 | 4 | 64 | 8, 16 | 8, 16 | 1 | {{partial | | |
PUBLISHER=EXCAMERA.COM | ARCHIVE-DATE=2021-12-13 | URL-STATUS=LIVE, |
Intellivision > | 2, 4, 8Ã vertical, 2Ã horizontal}} | {{partial | WEBSITE=WIKI.INTELLIVISION.US | ARCHIVE-DATE=9 JULY 2018 | URL-STATUS=LIVE, |
MSX > | TMS9918>TMS9918A | 1983 | 32 | 4 | 64 | 8, 16 | 8, 16 | 1 | {{partial | ACCESS-DATE=2011-07-05 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20170814231446/HTTPS://EMU-DOCS.ORG/VDP%20TMS9918/DATASHEETS/TMS9918.PDF, dead, |
MSX#MSX2>MSX2 | Yamaha V9938 | 1986 | 32 | 8 | 128 | 8, 16 | 8,16 | 1, 3, 7, 15 per line | {{partial | | |
MSX#MSX2.2B>MSX2+ / MSX#MSX_turboR | > | Yamaha V9958 > | 2Ã integer}} | {{no}} | {{partial}} | Color key |
Namco Pac-Man(arcade) > | Horizontal and vertical mirroring}} | {{no}} | Color key | HTTPS://BOOKS.GOOGLE.COM/BOOKS?ID=DQEPFDZ_X6GC&PG=PA68>TITLE=RACING THE BEAM: THE ATARI VIDEO COMPUTER SYSTEM | LAST1=MONTFORT | LAST2=BOGOST | PUBLISHER=MIT PRESS | VIA=GOOGLE BOOKS, |
TurboGrafx-16 > | Horizontal and vertical mirroring}} | {{yes}} | Color key | HTTPS://WWW.CHIBIAKUMAS.COM/6502/PLATFORM4.PHP#LESSONP33>TITLE=LEARN MULTI PLATFORM 6502 ASSEMBLY PROGRAMMING... FOR MONSTERS! PLATFORM SPECIFIC SERIES | ARCHIVE-DATE=2021-12-04 | URL-STATUS=LIVE, |
Namco Galaxian(arcade) > | Horizontal and vertical mirroring}} | {{no}} | Color key | GALAXIAN-DERIVED VIDEO HARDWARE >URL=HTTPS://GITHUB.COM/MAMEDEV/MAME/BLOB/MASTER/SRC/MAME/VIDEO/GALAXIAN.CPP | GITHUB >PUBLISHER=MAME | ARCHIVE-DATE=NOVEMBER 30, 2017 | URL-STATUS=LIVE, GALAXIAN-DERIVED HARDWARE >URL=HTTPS://GITHUB.COM/MAMEDEV/MAME/BLOB/MASTER/SRC/MAME/DRIVERS/GALAXIAN.CPP | GITHUB >PUBLISHER=MAME | ARCHIVE-DATE=SEPTEMBER 5, 2018 | URL-STATUS=LIVE, GALAXIAN HARDWARE FAMILY >URL=HTTPS://GITHUB.COM/MAMEDEV/MAME/BLOB/MASTER/SRC/MAME/INCLUDES/GALAXIAN.H | GITHUB >PUBLISHER=MAME | ARCHIVE-DATE=FEBRUARY 24, 2021 | URL-STATUS=LIVE, |
Nintendo Donkey Kong (arcade game)>Donkey Kong, Radar Scope(arcade) | 1979 | 128 | 16 | 256 | 16 | 16 | 3 | {{partial | I Am Error: The Nintendo Family Computer / Entertainment System Platform, pages 53 & 69 {{Webarchive>url=https://web.archive.org/web/20161112194623books.google.co.uk/books?id=GVDpCAAAQBAJ&pg=PA53 |date=2016-11-12 }}, MIT Press |
Nintendo DS#Technical specifications>Nintendo DS | Integrated PPU | 2004 | 128 | 128 | 1,210 | 8, 16, 32, 64 | 8, 16, 32, 64 | 65,536 | {{yes | Affine transformation>Affine}} | {{yes | Affine transformation>Affine}} | {{no}} | Color key, blending | HTTP://NOCASH.EMUBASE.DE/GBATEK.HTM#DSTECHNICALDATA >TITLE=SPECIFICATIONS | ACCESS-DATE=2009-11-29 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20090621131721/HTTP://NOCASH.EMUBASE.DE/GBATEK.HTM#DSTECHNICALDATA, 2009-06-21, |
Nintendo Entertainment System technical specifications>NES/Famicom | Ricoh Picture Processing Unit | > | Horizontal and vertical mirroring}} | {{partial}} | Color key | HTTP://NESDEV.PARODIUS.COM/NESDOC.PDF >TITLE=MICROSOFT WORD - NESDOC.DOC | ARCHIVE-DATE=2011-09-30 | URL-STATUS=LIVE, |
Game Boy > | Horizontal and vertical mirroring}} | {{No}} | Color key | HTTP://WWW.AT-MIX.DE/GAMEBOY.HTM >TITLE=GAMEBOY - SPIELKONSOLEN ONLINE LEXIKON | DATE=2004-06-22 | ARCHIVE-DATE=2010-05-06 | URL-STATUS=LIVE, |
Game Boy Advance > | Affine transformation | }} > | Affine transformation | }} > | PUBLISHER=NOCASH.EMUBASE.DE | URL-STATUS=DEAD | ARCHIVE-DATE=2009-06-21, |
Master System,Game Gear > | 2Ã integer, 2Ã vertical}} | {{partial | AUTHOR=CHARLES MACDONALD | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20140318183214/HTTP://CGFM2.EMUVIEWS.COM/TXT/MSVDP.TXT | TITLE=SEGA MASTER SYSTEM TECHNICAL INFORMATION | ACCESS-DATE=2016-11-28 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20190624130810/HTTP://WWW.SMSPOWER.ORG/UPLOADS/DEVELOPMENT/RICHARD.TXT, live, |
Sega Genesis>Genesis / Mega Drive | YM7101 VDP(SMS VDP-derived) | 1988 | 80 | 20 | 320 | 8, 16, 24, 32 | 8, 16, 24, 32 | 15 | {{no}} | {{Partial | ACCESS-DATE=2015-12-10 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20050122094914/HTTP://FLY.HIWAAY.NET/~JFROHWEI/SEGA/GENESIS.HTML | URL=HTTP://WWW.POLYGON.COM/FEATURES/2015/2/3/7952705/SEGA-GENESIS-MASAMI-ISHIKAWA | PUBLISHER=POLYGON | ACCESS-DATE=2016-11-28 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20151103090922/HTTP://WWW.POLYGON.COM/FEATURES/2015/2/3/7952705/SEGA-GENESIS-MASAMI-ISHIKAWA, live, |
Sega OutRun (arcade) > | Anisotropic}} | {{partial | PUBLISHER=SYSTEM 16 | ACCESS-DATE=2016-11-28 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20161128203655/HTTP://SYSTEM16.COM/HARDWARE.PHP?ID=697 | URL-STATUS=DEAD | DATE=21 NOVEMBER 2014 | WEBSITE=GITHUB.COM | URL-STATUS=DEAD | TITLE=OUT RUN | ACCESS-DATE=2016-11-28, WEB
,www.system16.com/hardware.php?id=697 , WEB,cgfm2.emuviews.com/txt/loftech.txt,cgfm2.emuviews.com/txt/loftech.txt," title="web.archive.org/web/20140318183606cgfm2.emuviews.com/txt/loftech.txt,">web.archive.org/web/20140318183606cgfm2.emuviews.com/txt/loftech.txt, dead, 2014-03-18, TXT, Sega “X-Board” hardware notes, 2016-11-28, , Out Run Hardware (Sega) , System 16 , 2009-11-29 , 2016-11-28 ,system16.com/hardware.php?id=697" title="web.archive.org/web/20161128203655system16.com/hardware.php?id=697">web.archive.org/web/20161128203655system16.com/hardware.php?id=697 , live , WEB,www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html, Version 0.3 - 7th February 1998, Coinop.org, 2016-11-28, 2016-05-14,www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html," title="web.archive.org/web/20160514060702www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html,">web.archive.org/web/20160514060702www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html, live, WEB ,imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c , Sega 16-bit common hardware , 2016-02-09 , dead ,imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c" title="web.archive.org/web/20160125144902imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c">web.archive.org/web/20160125144902imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c , 2016-01-25 |
X68000 > | 2à integer}} | {{partial | WEBSITE=MUSEUM.IPSJ.OR.JP | ARCHIVE-DATE=2014-10-02 | URL-STATUS=LIVE, HTTPS://GITHUB.COM/MAMEDEV/MAME/BLOB/MASTER/SRC/MESS/VIDEO/X68K.C>ARCHIVE-URL=HTTPS://ARCHIVE.TODAY/20141121130816/HTTPS://GITHUB.COM/MAMEDEV/MAME/BLOB/MASTER/SRC/MESS/VIDEO/X68K.C | TITLE=MAME/X68K.C AT MASTER · MAMEDEV/MAME · GITHUB | ARCHIVE-DATE=21 NOVEMBER 2014 | ACCESS-DATE=15 MARCH 2018, YOSHIDA>FIRST=KOICHI | TITLE=è¶ é£å°68K éçºå¾è¨ | DATE=12 SEPTEMBER 2001 | LANG=JA | ARCHIVE-DATE=12 MAY 2019 | Translation by Shmuplations. {{Webarchive>url=https://web.archive.org/web/20190702153846shmuplations.com/chorensha68k/|date=2019-07-02}}). |
Neo Geo (console)#Display>Neo Geo | LSPC2-A2 | 1990 | 384 | 96 | 1536 | 16 | 16 to 512 | 15 | {{partial | Horizontal and vertical mirroring}} | {{partial}} | Color key | HTTP://FURRTEK.FREE.FR/NOCLASS/NEOGEO/MVSTECH.TXT >FORMAT=TXT | WEBSITE=FURRTEK.FREE.FR | ARCHIVE-DATE=2018-09-16 | URL-STATUS=LIVE, HTTP://FURRTEK.FREE.FR/NOCLASS/NEOGEO/NEOGEOPM.PDF >TITLE=NEO-GEO PROGRAMMING MANUAL | ACCESS-DATE=2016-11-28 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20161206012848/HTTP://FURRTEK.FREE.FR/NOCLASS/NEOGEO/NEOGEOPM.PDF | PUBLISHER=NEO-GEO | ACCESS-DATE=2016-11-28 | ARCHIVE-URL=HTTPS://WEB.ARCHIVE.ORG/WEB/20161128134201/HTTP://WWW.NEO-GEO.COM/WIKI/INDEX.PHP?TITLE=NEO-GEO_BIG_LIST_OF_DEBUG_DIPSWITCHES, live, |
Super Nintendo Entertainment System technical specifications>Super NES / Super Famicom | S-PPU1, S-PPU2 | 1990 | 128 | 34 | 256 | 8, 16, 32, 64 | 8, 16, 32, 64 | 15 | {{No}} | {{partial | URL=HTTPS://MEGACATSTUDIOS.COM/BLOGS/RETRO-DEVELOPMENT/SNES-SPRITE-ENGINE-DESIGN-GUIDELINES | ARCHIVE-DATE=2021-12-04, |
See also
References
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