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Internally, each character shape was defined on a 5 × 9 pixel grid, which was then interpolated by smoothing diagonals to give a 10 × 18 pixel character, with a characteristically angular shape, surrounded to the top and the left by two pixels of blank space. The algorithm only works on monochrome source data, and assumes the source pixels ...
Pixel art [note 1] is a form of digital art drawn with graphical software where images are built using pixels as the only building block. [2] It is widely associated with the low-resolution graphics from 8-bit and 16-bit era computers, arcade machines and video game consoles, in addition to other limited systems such as LED displays and graphing calculators, which have a limited number of ...
In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1]
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. [1] Use of the term has since become more general.
Sprites: 64 on screen, 16 per scanline, 16×16 to 32×64 sizes, 16 colors per sprite, sprite flipping [56] Tilemap: 1 scrolling background [56] with line scroll effect [57] Colors on screen: 482 (241 for backgrounds, 241 for sprites) Color palette: 512 (9-bit color) CD add-on: Full motion video (FMV) [58] SuperGrafx: 128 sprites on screen
Sprite multiplexing is a computer graphics technique where additional sprites (moving images) can be drawn on the screen, beyond the nominal maximum. It is largely historical, applicable principally to older hardware, where limited resources (such as CPU speed and memory ) meant only a relatively small number of sprites were supported.
The SNK custom video chipset allows the system to draw sprites in vertical strips of tiles (blocks of 16x16 pixels), and can be 32 tiles tall (total of 512 pixels); it can draw up to 380 sprites on the screen at a time, with the limitation of 96 sprites per scanline. Each tile can be assigned a palette, which defines 15 colors (+ transparency).
The Build Engine is a first-person shooter engine created by Ken Silverman, author of Ken's Labyrinth, for 3D Realms.Like the Doom engine, the Build Engine represents its world on a two-dimensional grid using closed 2D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects.