Rip Game Boy Sprite Sheet

08.08.2019by admin

Sprites

  • On the Nintendo Entertainment System, Super Nintendo Entertainment System, and Game Boy, sprites were referred to as OBJ s (short for 'objects'), and the region of RAM used to store sprite attributes and coordinates was known as OAM (Object Attribute Memory). This still applies today on the Game Boy Advance and Nintendo DS handheld systems.
  • 3DS Amiga Amstrad CPC Arcade Atari 7800 Atari Lynx CD-i ColecoVision Computer Dreamcast DS Game Boy Game Boy Advance Game Gear GameCube Genesis Master System Mobile MSX Neo-Geo Neo-Geo Pocket NES Nintendo 64 PC-98 PlayStation PlayStation 2 PlayStation 3 PlayStation Portable PlayStation Vita Saturn Sega 32X Sega CD Sega Pico Sharp X68000 SNES.

How to rip gameboy games. An archive of over 128,000 sprites. Sprites Ripped & Captured Sprite Sheets. Here on the Tutorials page, you will find tutorials and guides related to ripping and using sprites. Learn to use VBA-M's ripping features to rip Game Boy Advance. 3DS Amiga Arcade Atari Lynx CD-i ColecoVision Computer Dreamcast DS Game Boy.

Pacman sprite designs by Toru Iwatani

Earthbound sprite rip

Watch: Super Mario design

What is a Sprite?

A 2D image or animation that is integrated into a larger scene.

  • Initially sprites were graphics objects handled separately from the memory bitmap of the overall video display, but still appearing to be a part of it.
  • Can be created in hardware via Direct Memory Access (DMA) channels (a technique for transferring data from main memory to a device without passing it through the CPU) integrating visual elements with the main screen, superimposing two discrete video sources.
  • Sprites can also be simulated via software using the CPU or GPU.

Hardware Sprites

Hp 2000 series 2313tu drivers for windows 7. In early video gaming, hardware sprites were a hardware feature which would compositing separate bitmaps so that they appear to be part of a single image on a screen. There are independent of the normal bitmap background, allowing them to be moved on-screen by adjusting timer values, with no manipulation of memory.

Sprite graphics were more efficient for moving graphics, typically requiring 1/3 the memory cycles as only image data needed to be fetched.

  • Modifying a framebuffer held in RAM needs more memory cycles to load and store pixels, plus mask, and refresh background behind moving objects, also double buffering ideally to avoid tearing/flickering
  • Most sprite systems used a separate group of circuitry for every sprite they could show on a scanline, including a horizontal position trigger and shift register or other way to send out data sequentially.
  • When the raster scan reached the appropriate place, the circuitry would start shifting out the shape data for the sprite
  • For each scanline, the appropriate scanlines of the sprites are copied and combined with the background
  • For every pixel, every sprite unit signals its presence onto its line on a bus, so easy pixel-perfect collision
  • Pointers to a palette rather than actual bitmap images
  • Height, location of texture, zoom factors were historically limited

Historical limitations:

Sprites were usually seen in conjunction with indexed 'character map' backgrounds, also known as 'tiles', as opposed to the more general, memory-hungry linear framebuffers that are ubiquitous today. These were also used for displaying text, where pages could be rapidly refreshed and scrolled by simply replacing a grid of character indices, at the expense of limited precision placement and character-set. Characters were often fonts held in ROM on non-gaming systems such as the IBM PC.

The downside of sprites is a limit of moving graphics per scanline, often between two (the Atari VCS) and eight (Commodore 64 and Atari 8-bits), and inability to update a permanent bitmap making them unsuitable for general desktop GUI acceleration. However, hardware sprites are still useful as a mouse pointer in a GUI, since the sprite requires no pixel manipulation of the desktop metaphor on screen.

Atari 2600

The Atari VCS, released in 1977, features a hardware sprite implementation wherein five graphical objects can be moved independently of the game playfield. The VCS's sprites, called players and missiles, are constructed from a single row of pixels that displayed on a scan line; to produce a two-dimensional shape, the sprite's single-row bitmap is altered by software from one scanline to the next.

Only 8 bits of shape data for each sprite - required the processor to load the data in real time anywhere it was supposed to change.

  • 128 bytes of RAM for run-time data, including call stack and game world state.
  • No room for frame buffer.
  • 2 bitmapped sprites - two 1-pixel 'missiles', one 1-pixel 'ball', one 40-pixel 'playfield'
  • drawn by writing a bit pattern for each line into a register just before the television scans that line.
  • by default, the right side of the screen is a mirrored duplicate of the left.
  • 'racing the beam'
  • 2600 has no protection against altering settings mid-line.

Another clever hack in Yars Revenge:

graphics code from the program literally reading the game's own code as graphical data

People still making Atari games:

NES

Devices like the NES had a small number of sprite circuits per (at the time) large amount of potential sprites to draw. As soon as a circuit finished displaying a sprite, it would load the parameters for the next sprite from memory.

  • Sprites limited to 4 colors (or 3 + transparency)
  • Characters like Mega Man were constructed out of two sprites- one for his body (blue/light blue/black) and one for his face (beige, white, black)
  • Tiles were 8x8, 16x16
  • 8 palettes total- 4 palettes used for background tiles, 4 palettes used for sprites
  • 64 colors total, but only 25 colors onscreen
  • 64 sprites onscreen at once
  • 8 sprites per scanline at once (if more than 8 sprites are drawn on a horizontal line of pixels across the screen (a scanline), only 8 can be visible)
  • Can flip sprites, but no rotation

Flickering- too many sprites per scanline

Big bosses as background tile layers

Sprite limit avoiding by skipping frames

Palette cycling

Palette swapping

John Carmack's Mario 3 PC prototype illustrates the challenge of recreating on a PC the hardware capacities of the NES - video

Software Sprites

From Wikipedia

Many popular home computers of the 1980s lack any support for sprites by hardware. The animated characters, bullets, pointing cursors, etc. for videogames (mainly) were rendered exclusively with the CPU by software, as part of the screen video memory in itself. Hence the term software sprites.

Mainly, two distinct techniques were used to render the sprites by software, depending on the display hardware characteristics:

Binary image masks, mainly for systems with bitmapped video frame buffers. It employs the use of an additional binary mask for every sprite displayed to create transparent areas within a sprite.

Transparent color, mainly for systems with indexed color displays. This method defines a particular color index (typically index '0' or index '255') with a palletted display mode as a 'transparent color' which the blitter ignores when blitting the sprite to video memory or the screen.

The Evolution of Sprites

All a sprite truly is at this stage for most computing is a hardware construct being emulated in software. Modern devices do not have the hardware for 'true' sprites but are able to simulate sprites as textures on rectangular shapes.

A sprite is not necessarily 'pixel art' - its just a 2D graphic of any type being treated as a hardware sprite.

Game

However, there were some interesting aesthetic explorations in the mid 90s as 2D games attempted to imitate a general 3D look with a variety of sprite production methods:

Rotoscoping:

Claymation:

Pre-rendered CGI models:

Boy

In addition, sprites still have an important role with the advent of 3D renderering - first to fill out a scene that only had limited ability to display lots of 3D like in Final Fantasy VII's prerendered backgrounds, and also in the use of billboarding - sprites rotated to always face the camera in a 3D scene.

All grass/plants and leaves in Oblivion are sprites that always face the camera

Sprites vs. Background Tiles

Even though we talk about sprites as being independent from a background, we can also use a 'sprite' approach to draw our backgrounds in these frameworks. For example, in the OF addon we'll be using below, there's no real difference between a moveable sprite and a background sprite - just how we're using them, what layers we're attaching them to, and so on.

Synonyms Trivia

From Wikipedia:

  • Player-Missile Graphics was a term used by Atari, Inc. for hardware-generated sprites in the company's early coin-op games, the Atari 2600 and 5200 consoles and the Atari 8-bit computers. The term reflected the usage for both characters ('players') and other objects ('missiles'). They had restricted horizontal size (8 or 2 pixels, albeit with scalability) and vertical size equal to height of the entire screen.

  • Movable Object Block, or MOB, was used in MOS Technology's graphics chip literature (data sheets, etc.) However, Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, applied the common term 'sprite', except for Amiga line of home computers, where MOB was the preferred term.

  • The developer manuals for the Nintendo Entertainment System, Super Nintendo Entertainment System, and Game Boy referred to sprites as OBJs (short for 'objects'), and the region of RAM used to store sprite attributes and coordinates was known as OAM (Object Attribute Memory). This still applies today on the Game Boy Advance and Nintendo DS handheld systems. However, Nintendo Power referred to them as sprites in articles about the NES architecture in the magazine's third year.

  • BOB, more often BLOB or 'Blitter Object', popular name for graphics objects drawn with the dedicated graphics blitter in the Amiga series of computers, which was available in addition to its true hardware sprites.Software sprites were used to refer to subroutines that used bit blitting to accomplish the same goal on systems such as the Atari ST and the Apple II whose graphics hardware had no sprite capability.

  • The computer programming language DarkBASIC used the term Bob (for 'blitter object') to refer to its software-sprite functions, before switching to the more conventionally used 'sprite' term.

  • Billboard or 3D Sprite is a term often used to refer to sprites that are essentially texture mapped 3D facets that always have their surface normal facing into the camera.

  • Z-Sprite is a term often used for 3D environments that contain only sprites. The Z-parameter provides a scaling effect that creates an illusion of depth. For example, in adventure games such as King's Quest VI where the camera never moves, normal 2D sprites might suffice, but Z-sprites provide an extra touch.Impostor is a term used instead of billboard if the billboard is meant to subtly replace a real 3D object.

Batched Spritesheets

Why use spritesheets and a spritesheet renderer? Why not just draw images as you need them? Stack Overflow gives us some answers (http://gamedev.stackexchange.com/questions/32910/what-is-the-technical-definition-of-sprite-batching):

Game Sprites Free

  • Reduce the amount of draw-calls on your GPU. Each draw call has a certain amount of overhead. By using sprite sheets you can batch the drawing of things that aren't using the same frame of an animation (or more generally, everything that's on the same material) greatly enhancing performance. This may not matter too much for modern PCs depending on your game, but it definitely matters on, say, the iPhone.

  • The number of available textures on a graphic card can be limited. Therefore your graphics library would constantly have to remove texture and re-allocate textures on the GPU. It's much more efficient to just allocate a large texture once.

  • Texture sizes are usually power of 2. So if you have a 50x100px Sprite, you'll allocate textures with the size 64x128px or in the worse case 128x128px. That's just wasting graphics memory. Better pack all the sprites into a 1024x1024px texture, which would allow 20x10 sprites and you'll only lose 24 pixels horizontally and vertically.

OFX Sprite Sheet Renderer

sprites for example from http://www.wiizelda.net/images/oos/oracleofseasons-sprites-sheet-1.png

The basic idea for the ofxSpriteSheetRenderer is that instead of drawing our objects ourselves, they get batched and sent off to the renderer object to be handled more efficiently. This means instead of doing something like:

the draw process will look something more like this:

This is because draw calls to the GPU get computationally heavy over time, and by having a renderer batch our draw calls, we lessen the load considerably. ofxSpriteSheetRenderer is a solid application of this. Unfortunately there's no analoguous library in Processing at the moment, to the best of my knowledge.

The basic method for getting the ofxSpriteSheetRenderer to display and animate sprites is:

Setup:

  1. create a spritesheet, put in bin/data
  2. create renderer object in setup
  3. load spritesheet texture in renderer object in setup

Each frame:

  1. clear renderer
  2. update renderer with current time
  3. use renderer's add method to send sprites and animation information to the renderer
  4. call renderer's draw method

Spritesheets and how to make them

A spritesheet is a collection of graphics organized on a grid in a single image. The spritesheet renderer will pull from this image to draw whatever we need.

I believe for this addon spritesheets need to be square and powers of two. (4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, etc.) - this is because of how the graphics pipeline handles textures.

Index 0 in a 64x64 spritesheet of 16x16 sprites

Index 1

Index 4

Renderer Object

The renderer object in this OF addon is called ofxSpriteSheetRenderer, and it has a few important methods.

You would typically create only one. I can't quite imagine a scenario where you'd want to maintain multiple sprite renderers but maybe you can come up with one.

In ofApp.h:

(don't worry too much about the * symbol if you're not familiar with pointers - just follow this convention for now. We'll talk more about them later if we end up doing more C++ in the class.)

In ofApp.cpp's setup method:

Constructor parameters:

1: number of layers

10000: max number of sprites per layer

0: default layer for sprites

16: the size of the sprites in your spritesheet.

If you wanted a game with multiple layers independent of one another, you would crank up the first argument. If you had a spritesheet with giant sprites like 256x256, you would change the final argument.

Another two lines you probably want to include in your setup to have a more pixel-art focused aesthetic:

In ofApp.cpp's update method:

Similarly, don't worry too much about the -> method call approach. This is basically the same thing as calling a class method via the dot operator - like player.update() or enemy.attack(). It just means we're calling the method of an object referred to by a pointer.

Finally in the same method, there are two basic ways of sending a sprite to the renderer.

In the first, we give an integer represeting the index of the sprite sheet that we want to draw. If we want to draw the top left sprite, the index would be 0. To get the one immediately to the right of it, the index would be 1, etc. This is followed by the x and y position of the sprite we want to draw. This means we will draw a non-animating sprite.

In the second approach, we don't send a sprite sheet index, instead attaching animation data, then the x and y position. The animation data contains all the info about which sprite on the sprite sheet to draw, and how this changes over time. More info on it in the next section.

There are more ways to send tiles to the renderer. The full method call for addTile includes a ton more options that are given default values that can be overriden, like a tint color, a flip direction, and which layer to draw to:

Finally there are more methods still, like addCenteredTile, addRotatedTile, and addCenterRotatedTile. See the ofxSpriteSheetRenderer class for all the info.

Sprite objects / Animation objects

There is no class or object type for sprites. You can send anything to the renderer, like if you had an x and y variable just floating around in your code somewhere, and an arbitrary index for a sprite. However it is smart to make a class to hold whatever object information you want.

In the addon example this class (actually a struct - essentially a class without methods) basicSprite, and contains an ofPoint to store position, a float to store speed, and also another struct called an animation_t.

This animation_t is the important part. This is what we'll send to the renderer so it knows what to draw. Again, this is an arbitrary data value and it could float around independent of any classes, but in this case its being packaged with basicSprite to keep things together.

We can create instances of animation_t with different values, like:

And then when we want to change the sprite's animation, we just assign its animation_t instance to walk or swim.

Sending this animation to renderer apart from any objects would look something like this:

and in a basicSprite called player it would look like this:

(The & operator is another thing related to our pointer situation and also assumes player is a pointer to the player object.)

Test example

The test code loads a vector (a fancy array) of stationary sprites to serve as the background, and a sprite representing the player into the renderer.

It looks for key presses, and moves the player and camera position variables accordingly - and updates the background's position based on the camera position. This way we keep the player stationary in the center of the screen while the world moves around him. This is only one way of many to approach this.

Additionally, all of the sprites are scaled 3x up, and positions etc. are appropriately modified.