Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Commodore 64
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Hardware sprites==== [[File:Gesteuerter Sprite lΓ€uft nach oben (Spittis Search Game Commodore 64).jpg|thumb|alt=Screenshot of a video game|Sprites on screen in a C64 game]] A sprite is a character which moves over an area of the screen, draws over the background, and redraws it after it moves. This differs from character block animation, where the user flips character blocks. On the C64, the VIC-II video controller handles most sprite emulation; the programmer defines the sprite and where it goes. The C64 has two types of sprites, respecting their color-mode limitations. Hi-res sprites have one color (one background and one foreground), and multi-color sprites have three (one background and three foreground). Color modes can be split or windowed on a single screen. Sprites can be doubled in size vertically and horizontally up to four times their size, but the pixel attributes are the same β the pixels become "fatter". There are eight sprites, and all eight can be shown in each horizontal line concurrently. Sprites can move with glassy smoothness in front of, and behind, screen characters and other sprites. The hardware sprites of a C64 can be displayed on a bitmapped (high-resolution) screen or a text-mode screen in conjunction with fast and smooth character block animation. Software-emulated sprites on systems without support for hardware sprites, such as the [[Apple II]] and [[ZX Spectrum]], required a bitmapped screen. Sprite-sprite and sprite-background collisions are detected in hardware, and the VIC-II can be programmed to trigger an interrupt accordingly.
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Commodore 64
(section)
Add topic