CS2261_29_Sprites - CS 2261 Sprites Recall. Atari computers...

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CS 2261 Sprites
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Recall… Atari computers and video games used the concept of players and missiles. Built in to the hardware Could instantly position at any column Row movement required moving data What technology!!! So why aren’t we all using Atari computers today?
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The Commodore 64!
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With Sprites!!!
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With Sprites!!! Row, Column
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With Sprites!!! Row, Column
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Time passes…
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GBA Sprite Overview Standard component of games Ball, paddle, selection cursor, etc Composed of 8x8 tiles like tile backgrounds Hardware supported movement and drawing that doesn't change background GBA supports up to 128 sprites ranging from 8x8 to 64x64 pixels
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Essential Sprite Steps Load sprite palette into palette memory Load sprite graphics into OVRAM (Object Video Random Access Memory) Set sprite attributes in OAM (Object Attribute Memory) Enable sprite objects and select correct mapping mode in REG_DISPCNT Note: Implementation will be slightly more complicated and involve a kind of “double buffering” for sprites.
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This note was uploaded on 10/19/2009 for the course CM 2261 taught by Professor Omiensci during the Fall '09 term at Georgia Institute of Technology.

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CS2261_29_Sprites - CS 2261 Sprites Recall. Atari computers...

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