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Usage of different sprite sizes
Posted: Thu Jan 07, 2016 3:12 pm
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The Master System supports 8x8 and 8x16 sprites. This can be zoomed in to doubled size(16x16, 16x32). An author(Winnie F.) asked me are there any games which used this techniques? | |
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Posted: Thu Jan 07, 2016 4:28 pm |
Some of them were listed here, not sure if there are more. I wonder, should a tag be created to make it simpler to look for them? | |
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Posted: Thu Jan 07, 2016 4:37 pm |
It's a bit below the bar for "interesting for a normal person".
Zoomed sprites are rarely used because (1) they have bugs on SMS1s and (2) the GG screen is already so low resolution that you don't much need bigger sprites, and the blockiness is a bit extreme. 8x16 is pretty common, for example Sonic uses it, as a way to get more sprite pixels on the screen (two tiles per sprites table entry) at the expense of more chance of sprite overflow (as you may end up with more transparent sprite pixels, plus you can shw more anyway). It is generally hard to see visually that double-height sprites are in use. |
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Posted: Fri Jan 08, 2016 9:48 am |
I'm using zoomed sprites in WaimanuSMS at the end of each level :) | |
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Posted: Sat Jan 09, 2016 12:45 am |
Zoomed sprites are indeed too blocky for in-game use (unless the background is drawn to match and the whole game goes for the blocky aesthetics), but they can still be useful in special cases, like cutscenes, mini-games or status bars. | |
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Posted: Sat Feb 27, 2016 10:02 am |
Perhaps zoomed sprites are not interesting enough for a general tag, but they are interesting for developers. They are already mentioned on a couple of pages in the Development section. I have consolidated these mentions into a Development-section tag: Zoomed Sprites. 8 x 16 sprites may not even be sufficiently interesting for a Development tag - as you say, they are pretty common (although we have an R Register tag...) and hard to recognise. |
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