https://www.nesdev.org/w/index.php?title=Sprite_size&feed=atom&action=history
Sprite size - Revision history
2024-03-29T11:40:42Z
Revision history for this page on the wiki
MediaWiki 1.39.0
https://www.nesdev.org/w/index.php?title=Sprite_size&diff=20338&oldid=prev
Fiskbit: Adds Zelda II to list of games using sprites as a right-side column disable.
2023-02-03T01:46:39Z
<p>Adds Zelda II to list of games using sprites as a right-side column disable.</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 01:46, 3 February 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l38">Line 38:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This mode works only with 8x16 sprites because 8x8 sprites can use only one pattern table at a time.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This mode works only with 8x16 sprites because 8x8 sprites can use only one pattern table at a time.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>''Alfred Chicken'', ''Incredible Crash Dummies'', <del style="font-weight: bold; text-decoration: none;">and </del>''Teenage Mutant Ninja Turtles'' use a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>''Alfred Chicken'', ''Incredible Crash Dummies'', ''Teenage Mutant Ninja Turtles<ins style="font-weight: bold; text-decoration: none;">'', and ''Zelda II</ins>'' use a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>that involves placing a column of black sprites at x=248.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>that involves placing a column of black sprites at x=248.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.</div></td></tr>
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Fiskbit
https://www.nesdev.org/w/index.php?title=Sprite_size&diff=20335&oldid=prev
Rainwarrior: /* Advantages of 8x16 */ Crash Dummies is another one that blanks the side
2023-02-01T05:32:42Z
<p><span dir="auto"><span class="autocomment">Advantages of 8x16: </span> Crash Dummies is another one that blanks the side</span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 05:32, 1 February 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l38">Line 38:</td>
<td colspan="2" class="diff-lineno">Line 38:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This mode works only with 8x16 sprites because 8x8 sprites can use only one pattern table at a time.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This mode works only with 8x16 sprites because 8x8 sprites can use only one pattern table at a time.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>''Alfred Chicken'' and ''Teenage Mutant Ninja Turtles'' use a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>''Alfred Chicken''<ins style="font-weight: bold; text-decoration: none;">, ''Incredible Crash Dummies'', </ins>and ''Teenage Mutant Ninja Turtles'' use a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>that involves placing a column of black sprites at x=248.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>that involves placing a column of black sprites at x=248.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.</div></td></tr>
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Rainwarrior
https://www.nesdev.org/w/index.php?title=Sprite_size&diff=11220&oldid=prev
Rainwarrior: blank > black (these sprites certainly aren't transparent, which blank probably implies)
2017-07-21T19:23:34Z
<p>blank > black (these sprites certainly aren't transparent, which blank probably implies)</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 19:23, 21 July 2017</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>''Alfred Chicken'' and ''Teenage Mutant Ninja Turtles'' use a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>''Alfred Chicken'' and ''Teenage Mutant Ninja Turtles'' use a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]]</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>that involves placing a column of <del style="font-weight: bold; text-decoration: none;">blank </del>sprites at x=248.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>that involves placing a column of <ins style="font-weight: bold; text-decoration: none;">black </ins>sprites at x=248.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
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Rainwarrior
https://www.nesdev.org/w/index.php?title=Sprite_size&diff=11219&oldid=prev
Rainwarrior: /* Advantages of 8x16 */ adding TMNT as an example for the attribute-cover trick (it's one of the most common NES games)
2017-07-21T15:13:58Z
<p><span dir="auto"><span class="autocomment">Advantages of 8x16: </span> adding TMNT as an example for the attribute-cover trick (it's one of the most common NES games)</span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 15:13, 21 July 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l38">Line 38:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This mode works only with 8x16 sprites because 8x8 sprites can use only one pattern table at a time.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This mode works only with 8x16 sprites because 8x8 sprites can use only one pattern table at a time.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>''Alfred Chicken'' <del style="font-weight: bold; text-decoration: none;">uses </del>a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]]<del style="font-weight: bold; text-decoration: none;">.</del></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>''Alfred Chicken'' <ins style="font-weight: bold; text-decoration: none;">and ''Teenage Mutant Ninja Turtles'' use </ins>a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]]</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">It </del>involves placing a column of blank sprites at x=248.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">that </ins>involves placing a column of blank sprites at x=248.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">But this </del>is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">This </ins>is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== External links ==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== External links ==</div></td></tr>
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Rainwarrior
https://www.nesdev.org/w/index.php?title=Sprite_size&diff=11218&oldid=prev
Rainwarrior: Moving some statements I find strange/confusing to talk page
2017-07-21T15:12:18Z
<p>Moving some statements I find strange/confusing to talk page</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 15:12, 21 July 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l7">Line 7:</td>
<td colspan="2" class="diff-lineno">Line 7:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>These might include tiny bullets, puffs of smoke, or puzzle pieces.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>These might include tiny bullets, puffs of smoke, or puzzle pieces.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Drawing, say, a 4x4 pixel bullet with an 8x16 pixel sprite would waste pattern table space and increase potential for dropout or flicker on adjacent scanlines.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Drawing, say, a 4x4 pixel bullet with an 8x16 pixel sprite would waste pattern table space and increase potential for dropout or flicker on adjacent scanlines.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">If your game's characters are 21-24 pixels tall, 8x8 pixel sprites may be the best choice.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">For example, this is true of ''Mario Bros.'' (1983), ''Balloon Fight'', the enemies in the original ''Super Mario Bros.'', and the hero in the ''Mega Man'' series.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">And in ''[[Thwaite]]'', everything is either 8x8 (missiles, smoke, crosshair) or 24x24 (explosions) by nature, so 8x8 is a natural fit.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Some very detailed sprite animations are easier to do in 8x8.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Some very detailed sprite animations are easier to do in 8x8.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The NES supports 64 8x8 sprites or 64 8x16 sprites.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The NES supports 64 8x8 sprites or 64 8x16 sprites.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This means 8x16 sprites can cover a larger area of the screen.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This means 8x16 sprites can cover a larger area of the screen.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">So games without many objects that are smaller than 12 pixels or 17-24 pixels in height can benefit from 8x16 sprites.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">These include fighting games, vertical shooters, or platformers without guns.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Using 8x16 pixel sprites can sometimes save CPU time.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Using 8x16 pixel sprites can sometimes save CPU time.</div></td></tr>
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Rainwarrior
https://www.nesdev.org/w/index.php?title=Sprite_size&diff=11217&oldid=prev
Tepples: /* External links */ sprite shearing
2013-09-07T15:47:08Z
<p><span dir="auto"><span class="autocomment">External links: </span> sprite shearing</span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 15:47, 7 September 2013</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== External links ==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== External links ==</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* BBS discussion: <del style="font-weight: bold; text-decoration: none;">topics </del>[http://forums.nesdev.org/viewtopic.php?f=10&t=1473 1473], [http://forums.nesdev.org/viewtopic.php?f=10&t=3649 3649], [http://forums.nesdev.org/viewtopic.php?p=40787#p40787 4622], [http://forums.nesdev.org/viewtopic.php?f=10&t=6194 6194], [http://forums.nesdev.org/viewtopic.php?f=2&t=6223 6223], and [http://forums.nesdev.org/viewtopic.php?p=115918#p115918 10324]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* BBS discussion:</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">** Topics </ins>[http://forums.nesdev.org/viewtopic.php?f=10&t=1473 1473], [http://forums.nesdev.org/viewtopic.php?f=10&t=3649 3649], [http://forums.nesdev.org/viewtopic.php?p=40787#p40787 4622], [http://forums.nesdev.org/viewtopic.php?f=10&t=6194 6194], [http://forums.nesdev.org/viewtopic.php?f=2&t=6223 6223], and [http://forums.nesdev.org/viewtopic.php?p=115918#p115918 10324<ins style="font-weight: bold; text-decoration: none;">]</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">** [http://forums.nesdev.org/viewtopic.php?f=21&t=9678 Sprite shearing</ins>]</div></td></tr>
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Tepples
https://www.nesdev.org/w/index.php?title=Sprite_size&diff=11216&oldid=prev
Tepples: gleaned from 6 forum topics
2013-08-09T18:20:16Z
<p>gleaned from 6 forum topics</p>
<p><b>New page</b></p><div>The NES PPU offers the choice of 8x8 pixel or 8x16 pixel sprites.<br />
Each size has its advantages.<br />
<br />
== Advantages of 8x8 ==<br />
<br />
If the majority of your objects fit in an 8x8 pixel sprite, choose 8x8.<br />
These might include tiny bullets, puffs of smoke, or puzzle pieces.<br />
Drawing, say, a 4x4 pixel bullet with an 8x16 pixel sprite would waste pattern table space and increase potential for dropout or flicker on adjacent scanlines.<br />
<br />
If your game's characters are 21-24 pixels tall, 8x8 pixel sprites may be the best choice.<br />
For example, this is true of ''Mario Bros.'' (1983), ''Balloon Fight'', the enemies in the original ''Super Mario Bros.'', and the hero in the ''Mega Man'' series.<br />
And in ''[[Thwaite]]'', everything is either 8x8 (missiles, smoke, crosshair) or 24x24 (explosions) by nature, so 8x8 is a natural fit.<br />
<br />
Some very detailed sprite animations are easier to do in 8x8.<br />
For example, 8x8 is more amenable to animating just the legs in an RPG character's walk cycle while reusing the head tiles.<br />
An overlay to add more colors to a small area, as in ''Mega Man'' series, causes flicker on fewer lines.<br />
And it's possible to simulate small amounts of rotation by shearing the sprite, moving individual 8-pixel chunks 1 pixel at a time.<br />
<br />
The NES has no way to put a sprite half off the top of the screen, other than by using a top status bar and hiding sprites in [[PPU registers|$2001]] while the status bar is being displayed.<br />
Sprites entering or leaving have to enter or leave all at once, and this is especially visible on a PAL NES.<br />
So 8x8 sprites help diminish this pop-on effect.<br />
<br />
''Super Mario Bros. 3'' uses 8x16 sprites, and some of the enemies inherited from the original ''Super Mario Bros.'' had to be modified to fit this.<br />
Blooper (the squid), for example, is 24 pixels tall in the original but had to be redrawn smaller for ''SMB3''.<br />
<br />
== Advantages of 8x16 ==<br />
<br />
The NES supports 64 8x8 sprites or 64 8x16 sprites.<br />
This means 8x16 sprites can cover a larger area of the screen.<br />
So games without many objects that are smaller than 12 pixels or 17-24 pixels in height can benefit from 8x16 sprites.<br />
These include fighting games, vertical shooters, or platformers without guns.<br />
<br />
Using 8x16 pixel sprites can sometimes save CPU time.<br />
Say a game has four characters, each 32x16 pixels in size.<br />
It takes more time to write 32 entries to a display list than to write 16.<br />
<br />
Some games, such as ''Crystal Mines'' (and its retreads ''Exodus'' and ''Joshua''), repeatedly switch game objects from being part of the background to being sprites and back so that they can temporarily leave the tile grid.<br />
''Super Mario Bros. 2'' likewise does this for the mushroom blocks, keys, and the like.<br />
Because 8x16 sprites can use both pattern tables, an object can use the same tiles whether it is rendered as background or as sprites.<br />
This causes a problem, however, for games using a scanline counter clocked by PA12 like that of the [[MMC3]] because fetching from both pattern tables causes extra rises in PA12, which confuses the counter circuit.<br />
<br />
The NES supports 4 KiB for the background and 4 KiB for sprites.<br />
MMC5, however, has a 12K CHR mode that replaces background patterns with a third pattern table during [[PPU rendering|sprite fetch time in horizontal blanking]].<br />
This mode works only with 8x16 sprites because 8x8 sprites can use only one pattern table at a time.<br />
<br />
''Alfred Chicken'' uses a trick to completely hide attribute glitches when scrolling horizontally with [[Mirroring|horizontally mirrored nametables]].<br />
It involves placing a column of blank sprites at x=248.<br />
But this is practical only with 8x16 sprites, as it needs 15 8x16 sprites or 30 8x8 sprites to cover the entire screen height.<br />
<br />
== External links ==<br />
* BBS discussion: topics [http://forums.nesdev.org/viewtopic.php?f=10&t=1473 1473], [http://forums.nesdev.org/viewtopic.php?f=10&t=3649 3649], [http://forums.nesdev.org/viewtopic.php?p=40787#p40787 4622], [http://forums.nesdev.org/viewtopic.php?f=10&t=6194 6194], [http://forums.nesdev.org/viewtopic.php?f=2&t=6223 6223], and [http://forums.nesdev.org/viewtopic.php?p=115918#p115918 10324]</div>
Tepples