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A '''sprite''' is a rendered [[2D]] graphic, used mostly in the 1980s and 1990s, particularly the [[SNES]] and [[Genesis]] days. It is not the background. Sprites are often on a different layer as items or characters. Sprites usually have some transparency. [[File:Sprites.jpg|frame|right|Sprites from the game [[Fire Emblem: The Sacred Stones]].]] As games went [[3D]], sprites became rarer, replaced by [[models]]. Sprites were still incorporated, since they were smaller files, for less important things such as backgrounds (The crowds in games like [[WWF No Mercy]] had sprites for crowds) or various explosions ([[Super Smash Bros. Melee]] used many sprites for items & hit explosions). Sprites tend to take longer to animate then models, because they require redrawing, while models only need to be moved. Because of the time it takes, sprites are often the subject of [[palette swap]]ping. ==Overview== {{VG Graphics}} In [[computer graphics]], a '''sprite'''<ref>http://msdn.microsoft.com/en-us/library/bb203919.aspx</ref><ref>http://docs.unity3d.com/ScriptReference/Sprite.html</ref> (also known by other names; see [[#Synonyms|Synonyms]] below) is a [[Two-dimensional space|two-dimensional]] bitmap graphic object that can be a static [[image]] or [[animation]] ([[2D computer graphics]]) that is integrated into a larger scene. Initially including just graphical objects handled separately from the memory [[bitmap]] of a video display, this now includes various manners of graphical overlays. Originally, sprites were a method of integrating unrelated bitmaps so that they appeared to be part of the normal bitmap on a [[Computer monitor|screen]], such as creating an [[Animation|animated]] character that can be moved on a screen without altering the [[data]] defining the overall screen. Such sprites can be created by either electronic [[Electrical circuit|circuitry]] or [[software]]. In circuitry, a hardware sprite is a [[Computer hardware|hardware]] construct that employs custom [[Direct memory access|DMA]] channels to integrate visual elements with the main screen in that it super-imposes two discrete video sources. Software can simulate this through specialized rendering methods. More recently, '''CSS sprites''' are used in [[web design]] as a way to improve performance by combining numerous small images or icons into a larger image called a sprite sheet or [[tile set]], and selecting which icon to show on the [[Web browser engine|rendered page]] using [[Cascading Style Sheets]]. As [[Three-dimensional space|three-dimensional]] graphics became more prevalent, sprites came to include flat images seamlessly integrated into complicated three-dimensional scenes. == History == [[File:Sprite anatomy 2d.svg|right|thumb|150px|2D coordinates of an isometric sprite.]][[File:Sprite anatomy 3d.svg|right|thumb|150px|3D coordinates of an isometric sprite.]] The first video game with color sprites was 1973 arcade game ''[[Playtron]]'',<ref>[https://www.giantbomb.com/playtron/3030-59335/ Playtron], Giant Bomb</ref> developed by Japanese company [[Kasco]],<ref>[https://www.giantbomb.com/kasco/3010-7816/ Kasco], Giant Bomb</ref> which only manufactured two cabinets of the game.<ref>[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001</ref> The use of [[read-only memory]] in [[arcade game]]s from around 1974 allowed the widespread use of sprites. [[Taito]] released some of the earliest known video games with sprites that year, including ''[[List of Taito games|Basketball]]'', a [[sports game]] that represented four basketball players and two baskets as sprite images,<ref>{{KLOV game|id=7025|name=Basketball}}</ref> and ''[[Speed Race]]'', a [[racing video game]] that represented cars as sprite images,<ref>{{KLOV game|id=9709|name=Speed Race}}</ref> which could [[Collision detection|collide]] with each other and vertically [[Scrolling|scroll]] across a race track.<ref name="Barton-197"/> The following year, they released ''[[Gun Fight|Western Gun]]'', a [[run and gun (video game)|run and gun]] [[multi-directional shooter]] that was the earliest known video game to visually represent [[Player character|game characters]] as sprites,<ref>Chris Kohler (2005), ''Power-up: how Japanese video games gave the world an extra life'', p. 19, [[BradyGames]], ISBN 0-7440-0424-1</ref> as well as the first to depict a gun on screen.<ref name=Kotaku>Stephen Totilo, [http://kotaku.com/5626466/in-search-of-the-first-video-game-gun In Search Of The First Video Game Gun], [[Kotaku]]</ref> Gun Fight's sprite graphics were powered by the Fuujitsu MB14241 video shifter, the first graphics processor used for video games; it would be used by [[Taito]] and [[Midway]] in subsequent arcade games, including Taito's blockbuster hit [[Space Invaders]] in 1978. The arcades would remain at the forefront of sprite graphics technology, producing the most advanced sprite graphics possible since the 1970s through to the 1990s. ''[[Speed Race]]'', which ran on [[Arcade system board#Taito|Taito Discrete Logic]] hardware in 1974,<ref>http://www.system16.com/hardware.php?id=625</ref> featured sprites<ref>http://vintage3d.org/history.php</ref> with [[collision detection]] moving along a vertical [[scrolling]] playfield.<ref name=Barton-197>Bill Loguidice & Matt Barton (2009), ''Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time'', p. 197, [[Focal Press]], ISBN 0-240-81146-1</ref> The [[Video display controller|Fujitsu MB14241]] was used to accelerate the drawing of sprite graphics for various 1970s [[arcade game]]s from [[Taito]] and [[Midway Games|Midway]], such as ''[[Gun Fight]]'' (1975), ''[[Sea Wolf (video game)|Sea Wolf]]'' (1976) and ''[[Space Invaders]]'' (1978). It could display up to 11 sprites per [[Scan line|scanline]].<ref name=mb14241/> In 1976, [[Signetics]] devised a video/graphics processor capable of generating sprite graphics. The Signetics 2636 video processor was first used in the Radofin [[1292 Advanced Programmable Video System]], released in 1976. In the mid-1970s, [[Signetics]] devised the first video/graphics processors capable of generating sprite graphics on a home system. The Signetics 2636 video processors were first used in the 1976 Radofin [[1292 Advanced Programmable Video System]]. In 1977, the [[Arcade system board#Taito|Taito Z80]] [[arcade system board]] used for ''[[Speed Race|Super Speed Race]]''<ref name="system16.com">http://system16.com/hardware.php?id=628</ref> was capable of generating up to 16 sprites in hardware and display 4 sprites per scanline. Each sprite could have a size up to 32 pixels in width or height and display up to 15 colors.<ref name="sspeedr">''Super Speed Race'' references: *https://github.com/mamedev/mame/tree/master/src/mame/drivers/sspeedr.c *http://web.archive.org/web/20130104202755/http://mamedev.org/source/src/mame/video/sspeedr.c.html *http://books.google.co.uk/books?id=TEp5AgAAQBAJ&pg=PT253 </ref> The [[Atari 2600|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. The [[Atari 8-bit family|Atari 400 and 800]] home computers of 1979 feature similar, but more elaborate circuitry, capable of moving eight Player/Missile objects per scanline—four 8-bit wide players, and four 2-bit wide missiles. This more advanced version allows operation like the VCS where the CPU modifies the graphics pattern register for each scan line, or an automatic mode where the display chip performs DMA from a table in memory populating the graphics pattern registers for each scan line. In the automatic DMA mode vertical motion is simulated by moving the sprite's up and down incrementally in memory. The hardware produces a two-dimensional bitmap several pixels wide, and as tall as the screen. The width of pixels can also vary from 1, 2, or 4 color clocks. Multiple Player objects can be merged to produce a multi-color player. The four missile objects can be grouped together as a fifth Player and colored independently from the Players. In 1979, the [[Namco Galaxian]] arcade system used specialized graphics hardware supporting [[RGB color model|RGB color]], multi-colored sprites and [[Tile engine|tilemap]] backgrounds. It could display up to 64 hardware sprites on screen and 16 per scanline. Each sprite could be up to 16x16 pixels in size, with 3 colors each.<ref name="ReferenceA">https://github.com/mamedev/mame/tree/master/src/mame/video/galaxian.c</ref> The Galaxian hardware was widely used during the [[golden age of arcade video games]], by game companies such as [[Namco]], [[Centuri]], [[Gremlin Industries|Gremlin]], [[Irem]], [[Konami]], [[Midway Games|Midway]], [[Nichibutsu]], [[Sega]] and [[Taito Corporation|Taito]].<ref name="ReferenceB">https://github.com/mamedev/mame/tree/master/src/mame/drivers/galaxian.c</ref><ref>https://web.archive.org/web/20140103070737/http://mamedev.org/source/src/mame/drivers/galdrvr.c.html</ref> The [[Elektor TV Games Computer]] in 1979 was an early microcomputer capable of generating sprite graphics, which Signetics referred to as "objects". The term ''sprite'' was first used in the graphic sense by one of the definers of the [[Texas Instruments]] [[TMS9918|9918(A)]] video display processor (VDP),<ref>{{cite web | url=http://groups.google.com/group/comp.sys.ti/msg/73e2451bcae4d91a |title=Karl Guttag Conference on Delphi TI Net - comp.sys.ti | Google Groups |publisher=Groups.google.com |date= |accessdate=2009-11-29}}</ref> released in 1981. The term was derived from the fact that sprites, rather than being part of the bitmap data in the [[framebuffer]], instead "floated" around on top without affecting the data in the framebuffer below, much like a ghost or "sprite". By this time, sprites had advanced to the point where complete two-dimensional shapes could be moved around the screen horizontally and vertically with minimal software overhead. The CPU would instruct the external chips to fetch source images and integrate them into the main screen using [[direct memory access]] channels. Calling up external hardware, instead of using the processor alone, greatly improved graphics performance. Because the processor was not occupied by the simple task of transferring data from one place to another, software could run faster; and because the hardware provided certain innate abilities, programs were also smaller. In the 1980s, [[2.5D|sprite-scaling]] became a popular technique in [[arcade game]]s to represent a three-dimensional perspective using 2D sprite graphics. [[Sega]] in particular was at the forefront of sprite-scaling graphics with its powerful custom Super Scaler graphics boards, which could quickly scale and rotate many large colourful sprites at high frame rates. Sega's Super Scaler hardware powered a string of 1980s arcade hits ranging from [[Space Harrier]] and [[Out Run]] to [[After Burner]] and [[Galaxy Force]]. Other arcade manufacturers such as [[Namco]], [[Capcom]] and [[SNK]] also relied on custom graphics processors in order to produce similarly advanced sprite graphics in the 1980s to early 1990s. Following the rise of true [[3D]] polygon graphics in the early 1990s, the sprite-scaling technique declined in popularity. === Hardware sprites === {{See also|Arcade system board|Graphics processing unit|Instructions per second|List of home computers by video hardware|Two-dimensional}} In early [[video game|video gaming]], hardware sprites were a method of compositing separate [[wikipedia:Bitmap|bitmap]] so that they appear to be part of a single image on a [[computer monitor|screen]]. Many early graphics chips had true spriting use capabilities in which the sprite images were integrated into the screen, often with priority control with respect to the background graphics, at the time the video signal was being generated by the graphics chip. These contrasted with software and [[wikipedia:Blitter|blitter]] methods of [[2D]] animation which modify a [[framebuffer]] held in RAM, which required more memory cycles to load and store the pixels, sometimes with an additional mask, and refresh backgrounds behind moving objects. These methods frequently required [[wikipedia:Double buffering|double buffering]] to avoid flickering and tearing, but placed fewer restrictions on the size and number of moving objects. The '''sprite engine''' is a hardware implementation of [[wikipedia:Scanline rendering|scanline rendering]]. For each [[scanline]] the appropriate scanlines of the sprites are first copied (the number of pixels is limited by the memory bandwidth and the length of the horizontal retrace) into very fast, small, multiple (limiting the number of sprites on a line), and costly [[wikipedia:Cache (computing)|caches]] (the size of which limit the horizontal width) and as the [[wikipedia:Pixel|pixel]] are [[wikipedia:Genlock|sent to the]] [[wikipedia:Display device|screen]], these caches are combined with each other and the [[wikipedia:Computer wallpaper|background]]. It may be larger than the screen and is usually [[wikipedia:Tile engine|tiled]], where the tile map is cached, but the tile set is not. For every pixel, every sprite unit signals its presence onto its line on a [[bus (computing)|bus]], so every other unit can notice a collision with it. Some sprite engines can automatically reload their "sprite units" from a [[wikipedia:Display list|display list]]. The '''sprite engine''' has [[wikipedia:Synergy|synergy]] with the [[wikipedia:Palette (computing)|palette]]. To save registers, the height of the sprite, the location of the texture, and the zoom factors are often limited. On systems where the word size is the same as the texel there is no penalty for doing unaligned reads needed for rotation. This leads to the limitations of the known implementations: {| class="wikitable sortable" style="font-size: 87%;" |+Sprite Hardware Features |- ! '''Year''' ! System(s), [[Graphics processing unit|chip(s)]] !! Sprites on screen !! Sprites on [[Scan line|line]] !! Max. [[wikipedia:Texel (graphics)|texels]] on line !! [[wikipedia:Texture mapping|Texture]] width !! Texture height !! [[Two-dimensional|Colors]] !! [[Two-and-a-half-dimensional|Hardware zoom]] !! [[wikipedia:Rotation|Rotation]] !! Background !! [[wikipedia:Collision detection|Collision detection]] !! <small>[[wikipedia:Transparency (graphic)|Transparency]]</small> !! Source |- align=center | 1974 | [[Tomohiro Nishikado|Taito Discrete Logic]],<br /><small>[[Arcade game|arcade]] hardware</small><ref>Used for [[Tomohiro Nishikado|Basketball]] and [[Speed Race]] in 1974</ref> || 14 || 9 || 60 || 4, 8, 16 || 4, 8 || 1 || {{no}} || {{no}} || 1 tile or bitmap layer || {{yes}} || {{no}} || <ref>http://assets.artmicropatronage.org/artmicropatronage/10000pixels/Basketball-TaitoGames.png</ref><ref>http://www.gameclassification.com/files/games/Speed-Race.jpg</ref> |- align=center | 1975 | [[Video display controller#List of example VDCs|Fujitsu MB14241]]<br /><small>([[Arcade system board#Midway|Midway 8080]], [[Arcade system board#Taito|Taito 8080]])</small> || 60 || 9 || 144 || 4 to 32 || 1 to 224 || 1 || {{partial|1, 2× vertical, 1, 2× horizontal}} || {{partial|Screen orientation}} || 1 [[wikipedia:Bitmap|bitmap]] layer || {{yes}} || {{partial|[[Color key]]}} || <ref name=mb14241>Fujitsu MB14241 references: *https://github.com/mamedev/mame/tree/master/src/mame/drivers/8080bw.c *https://github.com/mamedev/mame/tree/master/src/mame/drivers/mw8080bw.c *http://system16.com/hardware.php?id=594 *http://system16.com/hardware.php?id=629 *http://www.computerarcheology.com/wiki/wiki/Arcade/SpaceInvaders *http://books.google.co.uk/books?id=oK3D4i5ldKgC&pg=PA173 *http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=24 </ref> |- align=center | rowspan="4" | 1976 | [[Speed Race|Speed Race Twin]],<br /><small>[[Arcade system board#Taito|Taito Discrete Logic]]</small> || 10 || 6 || 48 || 4, 8 || 8, 16 || 1, 3 || {{partial|1, 2× integer}} || {{no}} || 1 tile or bitmap layer || {{yes}} || {{partial | [http://en.wikipedia.org/wiki/Chroma_key Color key] }} || <ref>http://www.pinballbrasil.org/home/pinballc/public_html/images/stories/Image/003/IURE0.jpg.pagespeed.ce.0_Uj8vP_3X.jpg</ref><ref>http://i1069.photobucket.com/albums/u471/Gyruss99/IMAG5360.jpg</ref> |- align=center | [[Fonz|Sega Discrete Logic]],<ref>Used for [[Fonz]] and [[Heavyweight Champ]] in 1976</ref><br /><small>Sega 94789-P</small> || 5 || 5 || 96 || 8, 16, 32, 64 || 8, 16, 32, 64 || 1 || {{partial|1, 2× integer}} || {{partial|Horizontal mirroring}} || 1 tile or bitmap layer || {{yes}} || {{partial|Color key}} || <ref>http://system16.com/hardware.php?id=683</ref><ref>http://archive.org/details/ArcadeGameManualFonz</ref><ref>http://www.arcade-museum.com/game_detail.php?game_id=8099</ref> |- align=center | [[Fairchild Channel F]], [[Fairchild F8|F8]] || [[Display list]] (run by CPU) || 9 || 56 || 4, 8 || 5, 8 || 1 || {{no}} || {{no}} || 1 bitmap layer || {{no}} || {{partial|Color key}} || <ref>http://books.google.co.uk/books?id=oK3D4i5ldKgC&pg=PA65</ref><ref>http://www.computinghistory.org.uk/det/5768/Adman-Grandstand-(Fairchild-Channel-F)-Video-Entertainment-Computer/</ref><ref>http://www.vintagecomputing.com/index.php/archives/545</ref> |- align=center | [[Signetics]] [[Video display controller|2636/2637]]<br /><small>([[1292 Advanced Programmable Video System|1292]], [[VC 4000]], [[Arcadia 2001|Arcadia]])</small> || 4 || 4 || 32 || 8 || 8 || 1 || {{no}} || {{no}} || 1 bitmap layer || {{no}} || {{partial|Color key}} || <ref>https://github.com/mamedev/mame/tree/master/src/mess/drivers/arcadia.c</ref> |- align=center | rowspan="2" | 1977 | [[Atari 2600]],<br />[[wikipedia:Television Interface Adapter|TIA]] || 9 (5 multiplied by CPU) || 9 (with triplication) || 51 (with triplication) || 1, 8 || 192 || 1 || {{partial|1, 2, 4, 8× horizontal}} ||{{partial|Horizontal mirroring}} || 1 bitmap layer || {{yes}} || {{partial|Color key}} ||<ref>{{cite web|url=http://www.atariarchives.org/dev/tia/description.php |title=Television Interface Adaptor |publisher=AtariArchives.com |date= |accessdate=2011-02-06}}</ref> |- align=center | [[Arcade system board#Taito|Taito Z80]],<br /><small>Taito AO84-91335-C762</small><ref>Used for ''[[Speed Race|Super Speed Race]]''</ref> || 7 || 7 || 224 || 32 || 16 || 15 || {{no}} || {{partial|Screen orientation}} || 1 [[wikipedia:Tile engine|tile]] or bitmap layer || {{yes}} || {{partial|Color key}} || <ref name="system16.com"/><ref name="sspeedr"/> |- align=center | rowspan="4" | 1979 | [[Namco Galaxian]],<br />Namco LFSR || Display list || 15 || 240 || 8, 16 || 8, 16 || 3 || {{partial|1, 2, 3× vertical, 1, 2, 3× horizontal}} || {{partial|Horizontal and vertical mirroring}} || 1 tile layer and 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref name="ReferenceA"/><ref name="ReferenceB"/><ref>https://github.com/mamedev/mame/tree/master/src/mame/includes/galaxian.h</ref> |- align=center | [[Atari 8 Bit|Atari 8-bit]],<br />[[wikipedia:CTIA and GTIA|GTIA]]/[[wikipedia:ANTIC|ANTIC]] || Display list || 8 || 40 || 2, 8 || 128, 256 || 1, 3 || {{partial|1, 2× vertical, 1, 2, 4× horizontal}} || {{no}} || 1 bitmap layer || {{yes}} || {{partial|Color key}} ||<ref>{{cite web|url=http://www.atarihq.com/5200/5200faq/04_02.html |title=Atari 5200 FAQ - Hardware Overview |publisher=AtariHQ.com |date= |accessdate=2011-02-06}}</ref> |- align=center | [[wikipedia:Texas Instruments TMS9918|Texas Instruments TMS9918]]<br /><small>([[Texas Instruments TI-99/4|TI-99/4]], [[ColecoVision]], [[MSX]], [[SG-1000|SG‑1000]])</small> || 32||4||64|| 8, 16||8, 16||1|| {{partial|1, 2× integer}} ||{{no}}||1 tile layer||{{partial}}|| {{partial|Color key}} ||<ref>{{cite manual|url=http://emu-docs.org/VDP%20TMS9918/Datasheets/TMS9918.pdf |title=TEXAS INSTRUMENTS 9900: TMS9918A/TMS9928AITMS9929A Video Display Processors |publisher= |date= |accessdate=2011-07-05}}</ref> |- align=center | [[Radar Scope]],<br /><small>[[Arcade system board#Nintendo|Nintendo Classic]]</small> || 64 || 16 || 256 || 8, 16, 32 || 8, 16, 32 || 3, 7 || {{partial|Analog scaling}} || {{partial|Horizontal and vertical mirroring}} || 1 tile layer, 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref>http://flyers.arcade-museum.com/?page=flyer&db=videodb&id=856&image=2</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/dkong.c</ref><br /><ref>https://github.com/mamedev/mame/blob/master/src/mame/includes/dkong.h</ref><ref>http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/making-the-famicom-a-reality/</ref> |- align=center | 1980 | [[Namco Pac-Man]],<br /><small>Namco NVC293</small> || 8 || 8 || 128 || 16 || 16 || 3 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 2 tile layers || {{yes}} || {{partial|Color key}} || <ref>{{citation|title=Racing the beam: the Atari Video computer system|author=Nick Montfort & Ian Bogost|publisher=[[MIT Press]]|year=2009|isbn=0-262-01257-X|page=67|url=http://books.google.co.uk/books?id=DqePfdz_x6gC&pg=PA67|accessdate=2011-05-07}}</ref><ref>https://github.com/mamedev/mame/tree/master/src/mame/drivers/pacman.c</ref><ref>http://web.archive.org/web/20130104063950/http://mamedev.org/source/src/mame/drivers/rallyx.c.html</ref> |- align=center | rowspan="4" | 1981 | [[Jump Bug]],<br /><small>Sega Z80</small> || Display list || 16 || 256 || 8, 16 || 8, 16, 32 || 3, 7 || {{partial|1, 2× integer}} || {{no}} || 1 tile layer and 1 bitmap layer || {{yes}} || {{partial|Color key}} || |- align=center | [[List of Sega arcade system boards#KO Punch|KO Punch]] || 32 || 16 || 256 || 16 || 16 || 7 || {{no}} || {{partial|Horizontal mirroring}} || 1 bitmap layer || {{?}} || {{partial|Color key}} || <ref>KO Punch: *https://github.com/mamedev/mame/blob/master/src/mame/drivers/kopunch.c *https://github.com/mamedev/mame/blob/master/src/mame/video/kopunch.c *http://system16.com/hardware.php?id=682&gid=3236#3236 *http://www.arcade-history.com/?n=ko-punch&page=detail&id=1309 </ref> |- align=center | [[Sega G80]],<br /><small>Raster Display Controller</small> || 64 || 32 || 256 || 8, 16 || 8, 16 || 3 || {{partial|[[Vector graphics|Vector]] scaling}} || {{partial|Screen orientation}} || 2 tile layers || {{yes}} || {{partial|Color key}} || <ref>http://www.system16.com/hardware.php?id=687</ref><ref>http://web.archive.org/web/20120219195401/http://www.cityofberwyn.com/simulation/gameHardware/G80ref1.20.txt</ref><ref>https://web.archive.org/web/20130104202105/http://mamedev.org/source/src/mame/video/segag80r.c.html</ref> |- align=center | [[Sega VCO Object]],<br /><small>[[Arcade system board|arcade hardware]]</small> || 64 || 16 || 315 || 8 to 20 || 8 to 20 || 3, 7 || {{partial|[[Sega VCO Object|Voltage control]]}} || {{partial|Background tile mirroring}} || 1 tile layer and 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref>Sega VCO Object references: *http://www.system16.com/hardware.php?id=690 *https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.c *https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h *https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.c </ref> |- align=center | rowspan="4" | 1982 | [[Commodore 64|C64]], [[wikipedia:MOS Technology VIC-II|VIC-II]] || {{sort||Display list run by CPU}} || 8 || {{sort|192|96, 192}} || 12, 24 || 21 || 1, 3 || {{partial|1, 2× integer}} ||{{no}} || 1 tile or bitmap layer || {{yes}} || {{partial|Color key}} || <ref>{{Wayback |url=http://www.minet.uni-jena.de/~andreasg/c64/vic_artikel/vic_article_1.htm |archiveurl=http://web.archive.org/web/20060830024142/http://www.minet.uni-jena.de/~andreasg/c64/vic_artikel/vic_article_1.htm |title= The MOS 6567/6569 video controller (VIC-II) and its application in the Commodore 64| archivedate=2006-08-30 |date=20060830024142 |bot=H3llBot}}</ref> |- align=center | [[Moon Patrol]],<br />[[Irem|Irem M52]] || 64 || 16 || 256 || 8, 16 || 8, 16, 32 || 3, 7 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 2 tile layers || {{yes}} || {{partial|Color key}} || |- align=center | [[Namco Pole Position]],<br />04xx & 09xx || 64 || 32 || 512 || 16, 32 || 16, 32 || 15 || {{yes}}, [[anisotropic]] || {{partial|Horizontal and vertical mirroring}} || 1 tile layer and 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref>https://github.com/mamedev/mame/tree/master/src/mame/drivers/polepos.c</ref><ref>http://web.archive.org/web/20130104201547/http://mamedev.org/source/src/mame/video/polepos.c.html</ref> |- align=center | [[List of Sega arcade system boards|Sega 315‑5011 & 315‑5012]]<br /><small>([[List of Sega arcade system boards#Sega Z80|Sega Z80]], [[Sega System 1|System 1/2]]/[[Sega System 16|16]], [[Sega Space Harrier|Space Harrier]])</small> || 128 || 100 || 800 || 8 to 256 || 8 to 256 || 15 || {{yes}}, anisotropic || {{partial|Horizontal and vertical mirroring}} || 2 tile layers and 1 bitmap layer || {{yes}} || {{yes|[[Alpha compositing|Alpha]]}} || <ref>http://www.system16.com/hardware.php?id=696</ref><ref>https://github.com/mamedev/mame/tree/master/src/mame/video/system1.c</ref><ref>https://web.archive.org/web/20140318183604/http://cgfm2.emuviews.com/txt/p16tech.txt</ref> |- align=center | rowspan="5" | 1983 | [[Namco Libble Rabble|Namco System 16]] || 96 || 24 || 384 || 8, 16 || 8, 16 || 3 || {{partial|Background only}} || {{partial|Horizontal and vertical mirroring}} || 2 bitmap layers || {{yes}} || {{partial|Color key}} || <ref>http://system16.com/hardware.php?id=517</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/toypop.c</ref> |- align=center | [[Nintendo Entertainment System#Technical specifications|NES]], [[Picture Processing Unit|RP2C0x]] || 64 || 8 || 64 || 8 || 8, 16 || 3 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 1 tile layer || {{partial}} || {{partial|Color key}} ||<ref>{{cite web|url=http://nesdev.parodius.com/NESDoc.pdf |title=Microsoft Word - NESDoc.doc |format=PDF |date= |accessdate=2009-11-29}}</ref> |- align=center | [[Punch-Out!!|Punch-Out]],<br />Nintendo CHP1-VIDEO b || 4 || 3 || 384 || 64, 128 || 128, 256 || 15 || {{yes}} || {{partial|Horizontal and vertical mirroring}} || 1 tile layer || {{yes}} || {{partial|Color key}} || |- align=center | [[Sega SG-1000]],<br />[[wikipedia:Texas Instruments TMS9918|TMS9929]] || 32 || 4 || 64 || 8, 16 || 8, 16 || 1, 3 || {{partial|1, 2× integer}} || {{no}} || 1 tile layer || {{yes}} || {{partial|Color key}} || <ref>http://system16.com/hardware.php?id=859</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/sg1000a.c</ref> |- align=center | [[TX-1]],<br />Tatsumi TC012 || 96 || 24 || 384 || 8, 16, 32, 64 || 8, 16, 32, 64 || 3, 7 || {{yes}} || {{partial|Horizontal and vertical mirroring}} || 2 tile layers || {{yes}} || {{partial|Color key}} || <ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/tx1.c</ref> |- align=center | 1984 | [[Taito|Taito Z80]],<ref>Taito Z80 used for [[Change Lanes]] in 1983 and [[The Legend of Kage]] in 1984.</ref><br />Fujitsu MB112S146 || 96 || 24 || 384 || 8, 16 || 8, 16 || 15 || {{yes}} || {{partial|Horizontal and vertical mirroring}} || 2 tile layers || {{yes}} || {{partial|Color key}} || <ref>http://system16.com/hardware.php?id=628&gid=1478</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/lkage.c</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/changela.c</ref> |- align=center | rowspan="3" | 1985 | [[Amiga]], [[wikipedia:Original Amiga chipset#Denise|Denise]] || {{sort||Display list}} || 8 || 128 || 16 || Up to 256 || 3, 15 || {{partial|Vertical by display}} list || {{no}} || 2 bitmap layers || {{yes}} || {{partial|Color key}} || <ref name=amiga>http://ada.evergreen.edu/~tc_nik/files/AmigaHardRefManual.pdf</ref> |- align=center | [[wikipedia:MSX|MSX2]],<br />[[wikipedia:Yamaha V9938|Yamaha V9938]] || 32 || 8 || 128 || 8, 16, 32 || 8, 16, 32 || 1, 3, 7, 15 per line || {{partial|1, 2× integer}} || {{partial|Horizontal and vertical mirroring}} || 1 tile or bitmap layer || {{yes}} || {{partial|Color key}} || <ref name=msx_prog>http://msx.hansotten.com/uploads/msxdocs/MSX%20Programming%20-%20Graham%20Bland.pdf</ref><ref name=v9938>http://archive.org/stream/bitsavers_yamahaYamanicalDataBookAug85_6932685/Yamaha_V9938_MSX-Video_Technical_Data_Book_Aug85#page/n19/mode/2up/search/collision</ref><ref name="mg_dejavu">http://metalgear.gamepedia.com/D%C3%A9j%C3%A0_Vu</ref> |- align=center | [[Video display controller#List of example VDCs|Sega VDP]]<br /><small>([[Master System#Technical specifications|Master System]], [[Sega Game Gear|Game Gear]])</small> || 64 || 8 || 128 || 8, 16 || 8, 16 || 15 || {{partial|1, 2× integer, 1, 2× vertical}} || {{partial|Background tile mirroring}} || 1 tile layer || {{yes}} || {{partial|Color key}} || <ref>{{cite web|url=http://cgfm2.emuviews.com/txt/msvdp.txt |title=Sega Master System VDP documentation |publisher= |date= |author=Charles MacDonald |accessdate=2011-07-05 |archiveurl=https://web.archive.org/web/20140318183214/http://cgfm2.emuviews.com/txt/msvdp.txt |archivedate=2014-03-18}}</ref><ref>http://www.smspower.org/uploads/Development/richard.txt</ref><ref>http://github.com/Aypok/QuAD-SMS-Tilemap-Editor</ref> |- align=center | rowspan="3" | 1986 | [[Atari 7800]],<br />MARIA || 100 (without background) || 30 (without background) || 160 || 4 to 160 || 4, 8, 16 || 1, 3, 8 || {{no}} || {{no}} || 1 bitmap layer || {{no}} || {{partial|Color key}} || <ref>Atari 7800 references: *http://www.atarimuseum.com/ahs_archives/archives/pdf/videogames/7800/gcc1702b_maria_specs.pdf *http://sites.google.com/site/atari7800wiki/7800-compared-to-the-nes *http://www.atarimuseum.com/videogames/consoles/7800/7800.html *http://sites.google.com/site/atari7800wiki/graphics-programming *http://atarihq.com/danb/files/7800%20Software%20Guide.pdf </ref> |- align=center | [[Namco Thunder Ceptor]], C45 || Display list || 8 || 512 || 16, 32 || 16, 32 || 15 || {{yes}}, anisotropic || {{partial|Road rotation}} || 2 tile layers and 1 bitmap layer || {{?}} || {{partial|Color key}} || <ref>http://www.system16.com/hardware.php?id=523</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/tceptor.c</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/video/tceptor.c</ref> |- align=center | [[Sega OutRun]],<br />315-5211 || 128 || 128 || 1600 || 8 to 512 || 8 to 256 || 15 || {{yes}}, anisotropic || {{partial|Horizontal and vertical mirroring}} || 2 tile layers and 1 bitmap layer || {{yes}} || {{yes|Alpha}} || <ref>Sega OutRun references: *http://system16.com/hardware.php?id=697 *https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaorun.c *http://web.archive.org/web/20060611105140/http://emustatus.rainemu.com/games/outrun.htm *{{cite web|url=http://www.system16.com/hardware.php?id=697 |title=Out Run Hardware (Sega) |publisher=System 16 |date= |accessdate=2009-11-29}} *http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html *http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c *https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt </ref> |- align=center | rowspan="6" | 1987 | [[Namco System 2]],<br />Namco V56 || 128 || 128 || 2081 || 8 to 64 || 8 to 64 || 255 || {{yes}}, anisotropic || {{yes}}, [[Affine transformation|affine]] || 7 tile layers and 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref name="namcos2">Namco System 2: * [http://www.system16.com/hardware.php?id=525 Namco System 2 hardware page at System16.com - The Arcade Museum] * [http://www.system16.com/hardware.php?id=526 Namco System 2 (driving games) hardware page at System16.com - The Arcade Museum] * [https://github.com/mamedev/mame/blob/master/src/mame/drivers/namcos2.c Namco System 2 driver code in MAME] </ref> |- align=center | [[TurboGrafx-16|NEC PC Engine]], [[Hudson Soft|Hudson]] [[Hudson Soft HuC6270|HuC6270A]] || 64 || 16 || 256 || 16, 32 || 16, 32, 64 || 15 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 1 tile layer || {{yes}} || {{partial|Color key}} || <ref>https://web.archive.org/web/20140318183739/http://cgfm2.emuviews.com/txt/pcetech.txt</ref><ref name="pce">PC Engine references: *http://cgfm2.emuviews.com/txt/pcetech.txt *http://atariage.com/forums/topic/201925-vcs-on-the-turbografx-16pc-engine/ *http://www.gamepilgrimage.com/ArtofFightingComp001.htm http://www.gamepilgrimage.com/content/turbografx-16 </ref> |- align=center | [[Sega X Board]],<br /><small>315-5211A & 315‑5278</small> || 256 || 256 || 3200 || 8 to 512 || 8 to 256 || 15 || {{yes}}, anisotropic || {{yes}}, affine || 4 tile layers and 1 bitmap layer || {{yes}} || {{yes|Alpha}} || <ref>Sega X Board references: *http://www.system16.com/hardware.php?id=698 *https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c *https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt </ref> |- align=center | [[Sharp X68000]],<br />[[X68000#Technical specifications|Cynthia]] || 512 (128 multiplied by [[raster interrupt]]) || 32 || 512 || 16 || 16 || 15 || {{partial|1, 2× integer}} || {{partial|Horizontal and vertical mirroring}} || 1-2 tile layers and 1-4 bitmap layers || {{partial}} || {{partial|Color key}} || <ref>http://museum.ipsj.or.jp/en/computer/personal/0038.html</ref><ref>https://github.com/mamedev/mame/tree/master/src/mess/video/x68k.c</ref><ref>http://shmuplations.com/chorensha68k/</ref><ref>http://www.jcec.co.uk/Game%20Pages/gameplan15.pdf</ref> |- align=center | [[The Ninja Warriors|Taito Ninja Warriors]],<br /><small>TC0100SCN</small> || 128 || 108 || 1737 || 16 || 16 || 15 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 6 tile layers || {{yes}} || {{partial|Color key}} || <ref>http://www.system16.com/hardware.php?id=653</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/ninjaw.c</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/video/ninjaw.c</ref> |- align=center | [[Taito Z System]],<br /><small>Motion Object Generator</small> || 512 || 108 || 1737 || 16 to 128 || 8 to 128 || 15 to 255 || {{yes}}, anisotropic || {{partial|Horizontal and vertical mirroring}} || 2-4 tile layers and 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref name="tz">Taito Z System: *[http://www.system16.com/hardware.php?id=657 Taito Z System], System 16: The Arcade Museum *https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_z.c *https://github.com/mamedev/mame/blob/master/src/mame/video/taito_z.c </ref> |- align=center | rowspan="7" | 1988 | [[CP System|Capcom CP System]],<br /><small>[[CP System#Technical specifications|CPS-A & CPS‑B]]</small> || 256 || 65 || 1048 || 16 to 256 || 16 to 256 || 15 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 3 tile layers and 2 bitmap layers || {{yes}} || {{partial|Color key}} || <ref name=cps>Capcom CPS: *http://web.archive.org/web/20130216014200/http://patpend.net/technical/arcade/cps1.html *https://github.com/mamedev/mame/tree/master/src/mame/video/cps1.c *http://src.gnu-darwin.org/ports/emulators/raine/work/raine-0.43.3/source/games/cps1drv.c </ref><ref>https://github.com/mamedev/mame/tree/master/src/mame/drivers/cps1.c</ref> |- align=center | [[Sega System 24]],<br /><small>315-5293 & 315‑5295</small> || 2048 || 512 || 4096 || 8 to 1024 || 8 to 1024 || 15 to 255 || {{yes}}, anisotropic || {{partial|Horizontal and vertical mirroring}} || 4 tile layers || {{Yes}} || {{yes|Alpha}} || <ref name=s24hw>https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txt</ref><ref name=s24>Sega System 24 references: *https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas24.c *http://web.archive.org/web/20121004090236/http://mamedev.org/source/src/mame/video/segaic24.c.html *https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txt </ref><ref>http://www.system16.com/hardware.php?id=708</ref><ref>http://web.archive.org/web/20121004090236/http://mamedev.org/source/src/mame/video/segaic24.c.html</ref> |- align=center | [[Sega Y Board]],<br /><small>315-5196 & 315‑5305</small> || 2176 || 400 || 3200 || 8 to 512 || 8 to 512 || 15 to 511 || {{yes}}, anisotropic || {{yes}}, affine || 1 bitmap layer || {{yes}} || {{yes|Alpha}} || <ref>Sega Y Board references: *[http://www.system16.com/hardware.php?id=699 Sega Y Board Hardware], System 16 *[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaybd.c Sega Y Board (Drivers)], MAME *[http://web.archive.org/web/20130104202220/http://mamedev.org/source/src/mame/video/segaybd.c.html Sega Y Board (Video)], MAME *https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt </ref><ref name="sega16">[http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c Sega 16-bit common hardware], iMAME4all</ref><ref name=s16tech>https://web.archive.org/web/20140318183457/http://cgfm2.emuviews.com/txt/s16tech.txt</ref><ref name="y_ref">Sega Y Board references: *[http://www.arcade-history.com/?n=galaxy-force&page=detail&id=3697 Galaxy Force], Arcade History *[http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=805 Power Drift], Arcade Flyers Museum *http://reassembler.blogspot.co.uk/2012/11/sega-system-16-sprite-viewer.html </ref> |- align=center | [[Taito B System]], <small>TC0180VCU</small> || 408 || 110 || 1768 || 16 to 256 || 16 to 256 || 15 to 63 || {{partial|Sprite shrinking}} || {{partial|Horizontal and vertical mirroring}} || 2 tile layers and 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref>http://system16.com/hardware.php?id=660</ref><ref>https://github.com/mamedev/mame/tree/master/src/mame/drivers/taito_b.c</ref><ref>https://github.com/mamedev/mame/tree/master/src/mame/video/taito_b.c</ref> |- align=center | [[Arcade system board|Taito F2 System]] || 2048 || 512 || 4096 || 8, 16 || 8, 16 || 2, 4, 16, 64 || {{partial|1, 2, 4× integer}} || {{no}} || 3 tile layers || {{yes}} || {{partial|Color key}} || <ref>http://system16.com/hardware.php?id=661</ref><ref name="github.com">https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_f2.c</ref><ref name="patpend.net">http://patpend.net/technical/arcade/taitof2.html</ref> |- align=center | [[wikipedia:Yamaha V9958|Yamaha V9958]]<br /><small>([[MSX|MSX2+]], [[MSX|TurboR]], [[Yamaha V9958|TIM]])</small> || 32 || 8 || 128 || 8, 16, 32 || 8, 16, 32 || 1, 3, 7, 15 per line || {{partial|1, 2× integer}} || {{partial|Horizontal and vertical mirroring}} || 1 tile layer and 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref name=msx_prog/><ref name=v9938/><ref name="mg_dejavu"/><ref>http://www.faq.msxnet.org/msx2p.html</ref> |- align=center | [[Mega Drive#Technical specifications|Yamaha YM7101]]<br /><small>([[Mega Drive]], [[Sega Mega-Tech|Mega‑Tech]]/[[Sega Mega-Play|Play]], [[Sega System C-2|System C]])</small> || 80 || 20 || 320 || 8, 16, 24, 32 || 8, 16, 24, 32 || 15 || {{partial|1, 2× integer}} || {{Partial|Horizontal and vertical mirroring}} || 2 tile layers || {{Yes}} || {{partial|Color key}} ||<ref>{{Wayback |url=http://fly.hiwaay.net/~jfrohwei/sega/genesis.html |archiveurl=http://web.archive.org/web/20050122094914/http://fly.hiwaay.net/~jfrohwei/sega/genesis.html |archivedate=2005-01-22 |date=20050122094914|title=Sega Programming FAQ October 18, 1995, Sixth Edition - Final}}</ref> |- align=center | rowspan="5" | 1989 | [[FM Towns|Fujitsu FM Towns]],<br />[[FM Towns Marty]] || 1024 || 64 || 1024 || 16 || 16 || 15 || {{partial|1, 2× vertical, 1, 2, 3, 4, 5× horizontal}} || {{partial|Horizontal and vertical mirroring}} || 1-2 bitmap layers || {{partial}} || {{partial|Color key}} || <ref>https://github.com/mamedev/mame/tree/master/src/mess/video/fmtowns.c</ref><ref>http://www.old-computers.com/museum/computer.asp?st=1&c=384</ref> |- align=center | [[Game Boy]] || 40 || 10 || 80 || 8 || 8, 16 || 3 || {{no}} || {{no}} || 1 tile layer || {{no}} || {{partial|Color key}} ||<ref>{{cite web|url=http://www.at-mix.de/gameboy.htm |title=GameBoy - Spielkonsolen Online Lexikon |publisher=At-mix.de |date=2004-06-22 |accessdate=2009-11-29}}</ref> |- align=center | [[PC-Engine SuperGrafx|NEC PC Engine SuperGrafx]], [[Hudson Soft HuC6270|HuC6270A]] || 128 || 32 || 512 || 16, 32 || 16, 32, 64 || 15 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 2 tile layers || {{yes}} || {{partial|Color key}} || <ref name="pce"/> |- align=center | [[Arcade system board#Taito|Taito F1 System]] || 2048 || 512 || 4096 || 8, 16 || 8, 16 || 2, 4, 16, 64 || {{yes}} || {{yes}} || 4 tile layers || {{yes}} || {{partial|Color key}} || <ref name="github.com"/><ref name="patpend.net"/><ref>http://system16.com/hardware.php?id=662</ref> |- align=center | [[Taito Z System]] || 512 || 512 || 4096 || 8 to 128 || 8 to 128 || 16 || {{yes}} || {{partial}} || 4 tile layers || {{yes}} || {{partial|Color key}} || <ref>http://system16.com/hardware.php?id=657</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_z.c</ref> |- align=center | rowspan="4" | 1990 | [[Amstrad CPC|Amstrad Plus]], [[Application-specific integrated circuit|Asic]] || {{sort||Display list run by CPU}} || {{sort|16|16 min.}} || 256 || 16 || 16 || 15 || {{partial|1, 2, 4x vertical,<br />1, 2, 4x horizontal}} || {{no}} || Bitmap layer || {{no}} || {{partial|Color key}} ||<ref>{{cite web|url=http://cpcwiki.eu/index.php/Plus |title=Plus - CPCWiki |publisher=Cpcwiki.eu |date= |accessdate=2009-11-29}}</ref> |- align=center | [[Neo Geo (console)#Display|SNK Neo Geo]],<br />[[Neo Geo (system)#Specifications|LSPC2-A2]] || 384 || 96 || 1536 || 16 || 16 to 512 || 15 || {{partial|Sprite shrinking}} || {{partial|Horizontal and vertical mirroring}} || 1 tile layer || {{partial}} || {{partial|Color key}} || <ref>http://furrtek.free.fr/noclass/neogeo/mvstech.txt</ref><ref>http://furrtek.free.fr/noclass/neogeo/NeoGeoPM.pdf</ref><ref>http://www.neo-geo.com/wiki/index.php?title=Neo-Geo_Big_List_of_Debug_Dipswitches</ref> |- align=center | [[Sega System 32]],<br />315-5387 || 8192 || 512 || 4096 || 8 to 1024 || 8 to 1024 || 15 to 512 || {{yes}}, anisotropic || {{yes}}, affine || 4 tile layers and 1 bitmap layer || {{yes}} || {{yes|Alpha}} || <ref name=s24hw/><ref>Sega System 32 references: *http://www.system16.com/hardware.php?id=709 *https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c *http://web.archive.org/web/20130104202207/http://mamedev.org/source/src/mame/video/segas32.c.html </ref><ref>http://segaretro.org/Sega_System_32</ref><ref>http://www.shinforce.com/arcade/TechSpecs-Sys32.htm</ref> |- align=center | [[Super Nintendo Entertainment System#Technical specifications|SNES]], [[Super Nintendo Entertainment System technical specifications|PPU]] || 128 || 34 || 272 || 8, 16, 32, 64 || 8, 16, 32, 64 || 15 ||{{partial|Background}}, affine || {{partial|Background affine rotation and sprite mirroring}} || 1-4 tile layers or 1 affine mapped tile layer || {{Yes}} || {{yes|Color key, [[Alpha blending|averaging]]}} || <ref>http://emu-docs.org/Super%20NES/General/snesdoc</ref> |- align=center | 1991 | [[Sega CD]] || 80 || 20 || 320 || 8, 16, 24, 32 || 8, 16, 24, 32 || 15 || {{yes}} || {{yes}} || 2 tile layers || {{Yes}} || {{partial|Color key}} || <ref>http://www.gamepilgrimage.com/content/sega-cd</ref> |- align=center | rowspan="3" | 1992 | [[Amiga|Amiga (AGA)]], [[wikipedia:Amiga Advanced Graphics Architecture#Technical details|Lisa]] || {{sort||Display list}} || 8 || 448 || 16, 32, 64 || Up to 256 || 3, 15 || {{partial|Vertical by display list}} || {{no}} || 2 bitmap layers || {{yes}} || {{partial|Color key}} || <ref name=amiga/><ref>http://blog.frosties.org/public/amiga/RandyAGA.txt</ref> |- align=center | [[Taito F3 System]] || 2048 || 1024 || 8192 || 8, 16 || 8, 16 || 15, 31, 63 || {{yes}} || {{yes}} || 5 tile layers || {{yes}} || {{yes|Alpha}} || <ref name="patpend.net"/><ref>http://system16.com/hardware.php?id=665</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/taito_f3.c</ref> |- align=center | [[Taito Z System#Taito SZ System|Taito SZ System]], <small>TC0570SPC</small> || 1024 || 162 || 2604 || 16 to 128 || 8 to 128 || 15 to 255 || {{yes}}, anisotropic || {{partial|Horizontal and vertical mirroring}} || 4 tile layers and 1 bitmap layer || {{yes}} || {{partial|Color key}} || <ref name="tz"/><ref>Taito SZ System: *https://github.com/mamedev/mame/blob/master/src/mame/drivers/gunbustr.c *https://github.com/mamedev/mame/blob/master/src/mame/video/gunbustr.c *http://www.system16.com/hardware.php?id=663#3298 </ref> |- align=center | rowspan="2" | 1993 | [[Atari Jaguar]], Tom || 1000 || 90 || 720 || 8 to 360 || Up to 220 || Up to 255 || {{yes}}, anisotropic || {{yes}}, affine || 1 bitmap layer || {{partial}} || {{partial|Color key}} || <ref>http://www.hillsoftware.com/files/atari/jaguar/jag_v8.pdf</ref><ref>http://implantgames.com/read/786</ref> |- align=center | [[CP System II|Capcom CP System II]] (CPS2),<br /><small>[[CP System II#Technical specifications|CPS-A & CPS‑B]]</small> || 900 || 65 || 1048 || 16 to 256 || 16 to 256 || 15 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 3 tile layers and 2 bitmap layers || {{yes}} || {{yes|Alpha}} || <ref name=cps/><ref>http://www.system16.com/hardware.php?id=795</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/cps2.c</ref> |- align=center | rowspan="4" | 1994 | [[PC Engine Arcade Card|PC Engine Arcade CD-ROM]], HuC6270A || 256 || 96 || 1536 || 16, 32, 64 || 16, 32, 64, 128 || 15 || {{no}} || {{partial|Horizontal and vertical mirroring}} || 1 tile layer || {{yes}} || {{partial|Color key}} || <ref name="pce"/> |- align=center | [[Sega 32X]],<br />Sega 32X VDP || 320 || 80 || 1280 || 8, 16, 24, 32 || 8, 16, 24, 32 || 15, 255 || {{yes}} || {{yes}} || 3 tile layers || {{Yes}} || {{partial|Color key}} || |- align=center | [[Sega ST-V|Sega VDP1]]<br /><small>([[Sega Saturn|Saturn]], [[Sega ST-V|STV]])</small> || 16,384 || 512 || 4096 || 8 to 504 || 1 to 255 || 15 to 32,768 || {{yes}}, anisotropic || {{yes}}, affine || 3-6 tile layers and 1-4 bitmap layers || {{yes}} || {{yes|Alpha}} || <ref name=s24hw/><ref>Sega VDP1/VDP2 references: *http://www.system16.com/hardware.php?id=711 *http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf *http://koti.kapsi.fi/~antime/sega/files/ST-058-R2-060194.pdf *https://web.archive.org/web/20130104202915/http://mamedev.org/source/src/mame/video/stvvdp1.c.html *https://web.archive.org/web/20130104202921/http://mamedev.org/source/src/mame/video/stvvdp2.c.html </ref><ref>Sega STV/Saturn references: *http://saturn.system11.org/html/saturn_specs.html *https://web.archive.org/web/20140105190013/http://mamedev.org/source/src/mame/drivers/saturn.c.html *https://github.com/mamedev/mame/blob/master/src/mame/drivers/stv.c *http://www.oocities.org/stephan_dolby/saturn_capabilities.html </ref> |- align=center | [[PlayStation technical specifications|Sony GPU]]<br /><small>([[PlayStation (console)|PSX]], [[Namco System 11|System 11]]/[[Namco System 10|10]]/[[Namco System 12|12]])</small> || 4000 || 128 || 1024 || 8, 16, 256 || 8, 16, 256 || 15, 255 || {{yes}}, anisotropic || {{yes}}, affine || 1 bitmap layer || {{partial}} || {{yes|Alpha}} || <ref>http://psx.rules.org/gpu.txt</ref><ref>https://archive.org/stream/nextgen-issue-001/Next_Generation_Issue_001_January_1995#page/n47/mode/2up/</ref><ref>Sony PlayStation references: *http://www.vgmuseum.com/mrp/cv-sotn/documents/nocturne-port.htm *http://retrogamingcollector.com/Vintage-Consoles/SonyPlaystation.html *http://www.absolute-playstation.com/api_faqs/faq7.htm </ref> |- align=center | rowspan="2" | 1996 | [[CP System III|Capcom CP System III]] (CPS3),<br /><small>DL-2729</small> || 1024 || 482 || 3861 || 8, 16 || 8, 16 || 63, 255 || {{yes}}, anisotropic || {{partial|Horizontal and vertical mirroring}} || 4 tile layers || {{yes}} || {{yes|Alpha}} || <ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/cps3.c.html</ref><ref>http://www.system16.com/hardware.php?id=799</ref> |- align=center | [[Avengers in Galactic Storm|Data East MLC System]],<br /><small>DE150 & DE223</small> || 614 || 176 || 2828 || 16 || 16 || 15 to 255 || {{yes}}, anisotropic || {{partial|Horizontal and vertical mirroring}} || 2 tile layers || {{yes}} || {{yes|Alpha}} || <ref>Data East MLC System: *http://system16.com/hardware.php?id=950 *http://flyers.arcade-museum.com/?db=videodb&id=3513&page=thumbs *https://github.com/mamedev/mame/blob/master/src/mame/drivers/deco_mlc.c.html *http://mamedev.emulab.it/haze/2013/03/18/mostly-lacking-cool/ *https://github.com/mamedev/mame/blob/master/src/mame/video/deco_mlc.c </ref> |- align=center | 1997 | [[Hyper Neo Geo 64]],<br /><small>NEO64-SPR</small> || 1535 || 384 || 3072 || 16 || 16 to 512 || 15, 255 || {{yes}}, anisotropic || {{yes}}, affine || 4 tile layers || {{yes}} || {{yes|Alpha}} || <ref>http://www.system16.com/hardware.php?id=870</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/hng64.c</ref><ref>https://github.com/mamedev/mame/blob/master/src/mame/video/hng64.c</ref> |- align=center | 2001 | [[Game Boy Advance#Unit colors|Game Boy Advance]] || 128 || 128 || 1210 || 8, 16, 32, 64 || 8, 16, 32, 64 || 15, 255|| {{yes}}, affine || {{yes}}, affine || 2-4 layers or 1-2 affine layers || {{no}} || {{yes|Color key, [[Alpha blending|blending]]}} || <ref>{{cite web|url=http://nocash.emubase.de/gbatek.htm |title=Specifications |publisher=Nocash.emubase.de |date= |accessdate=2009-11-29}}</ref> |- align=center | 2004 | [[Nintendo DS#Technical specifications|Nintendo DS]] || 256 (128 [[Multi-monitor|per screen]]) || 128 || 1210 || 8, 16, 32, 64 || 8, 16, 32, 64 || 15 to 32,768 || {{yes}} affine || {{yes}}, affine || 8 layers (4 per screen); each layer is independent || {{no}} || {{yes|Color key, blending}} || <ref>{{cite web|url=http://nocash.emubase.de/gbatek.htm#dstechnicaldata |title=Specifications |publisher=Nocash.emubase.de |date= |accessdate=2009-11-29}}</ref> |- align=center | 2011 | [[Arduino|Gameduino]] || 256 || 96 || 1536 || 16 || 16 || 255 || {{no}} || {{yes}} || 1 tile layer || {{yes}} || {{partial|Color key}} || <ref>{{cite web|url=http://gameduino.com/ |title=Gameduino Specifications |publisher=excamera.com}}</ref> |- class="sortbottom" ! ! System(s), chip(s) !! Sprites on screen !! Sprites on line !! Max. texels on line !! Texture width !! Texture height !! Colors !! Hardware zoom !! Rotation !! Background !! Collision detection !! <small>Transparency</small> !! Source |} Many third party graphics cards offered sprite capabilities. Sprite engines often scaled badly, starting to flicker as the number of sprites increased above the number of sprite units, or used more and more [[silicon]] as the designer of the chip implements more units and bigger caches. The exception was [[arcade game]]s, which were expensive and could afford to feature more advanced sprite engines compared to home systems, with the exception of the [[Sharp X68000]] computer and [[Neo Geo]] console, both of which were based on expensive arcade technology. === Sprites by software === [[File:Fencer-anim.png|thumb|A sprite of a [[fencing|fencer]] unit from ''[[The Battle for Wesnoth|Wesnoth]]'']] {{expand section|date=February 2012}} Many popular [[home computer]]s of the 1980s lack any support for sprites by hardware. The animated characters, bullets, pointing cursors, etc. for [[videogame]]s (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: * [[Image mask|Binary image masks]], mainly for systems with [[bitmap]]ped video frame buffers. It employs the use of an additional binary ''mask'' for every sprite displayed to create transparent areas within a sprite. * [[Palette (computing)#Transparent color in palettes|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. === Sprites by CSS === [[File:Sprite-example.gif|right|thumb|Example of a sprite sheet]] {{expand section|date=February 2012}} To reduce the number of requests the browser makes to the server, some [[web design]]ers combine numerous small images or icons into a larger image called a sprite sheet or [[tile set]].<ref>{{cite web|last=Shea |first=Dave |url=http://www.alistapart.com/articles/sprites |title=Articles: CSS Sprites: Image Slicing’s Kiss of Death |publisher=A List Apart |date=2004-03-05 |accessdate=2009-11-29}}</ref> [[CSS]] is used to select the parts of the composite image to display at different points in the page. If a page has ten 1 kB images, they can be combined into one 10 kB image, downloaded with a single [[HTTP]] request, and then positioned with CSS. Reducing the number of HTTP requests can make a Web page load much faster.<ref>{{cite web|url=http://css-tricks.com/css-sprites/|title=CSS Sprites: What They Are, Why They’re Cool, and How To Use Them}}</ref> In this usage, the sprite sheet format that had been developed for use in game and animation engines is being applied to static images.<ref>{{cite web|url=http://yuiblog.com/blog/2006/11/28/performance-research-part-1/ |title=Performance Research, Part 1: What the 80/20 Rule Tells Us about Reducing HTTP Requests » Yahoo! User Interface Blog |publisher=YUIBlog |date= |accessdate=2009-11-29}}</ref><ref>{{cite web|last=Brock |first=Matt |url=http://www.websiteoptimization.com/speed/tweak/css-sprites/ |title=CSS Sprites: How Yahoo.com and AOL.com Improve Web Performance |publisher=Websiteoptimization.com |date= |accessdate=2009-11-29}}</ref> === Return of sprites in casual games and mobile devices === With mobile devices and casual gaming becoming more and more popular the classic 2D games return. The modern devices lack support for hardware sprites but come with powerful 3D hardware. On these devices sprites are simulated using textures on rectangular shapes. Perspective is disabled for these games. Since the hardware often comes with constraints - e.g. that it can only use power-of-two sized textures (that is a width or height of 64,128,256,...) sprite sheets are used to reduce memory consumption. This is done by packing many sprites into one texture which, as a whole, has to meet the hardware constraints. Apart from the memory usage this technique can also be used to reduce the number of draw calls to the graphics subsystem and speed up rendering. <ref>{{cite web|last=Loew |first=Andreas |url=http://www.codeandweb.com/what-is-a-sprite-sheet/ |title=SpriteSheets - Essential facts every game developer should know|publisher=codeandweb.com |date= |accessdate=2012-06-21}}</ref> == Move to 3D == Prior to the popularizing of true [[3D]] graphics in the late 1990s, many 2D games attempted to imitate the look of three-dimensionality with a variety of sprite production methods. These included: *'''[[Rotoscoping]]''': The filmed performances of live actors were sometimes used for creating sprites, most famously in the case of ''[[Prince of Persia (1989 video game)|Prince of Persia]]'' which added a relative element of realism to a platform game. The method was used in a number of other [[fighting game]]s, mostly in the mid 1990s. *'''[[Claymation]]''' or the use of ''posable models'' which were used for characters that could not be portrayed by actors. Famous early examples include [[Goro (Mortal Kombat)|Goro]] of ''Mortal Kombat'' and various enemies from ''Doom''. Used to a greater extent in games like ''[[Clay Fighter]]'' and ''[[Neverhood]]''. *'''Pre-rendered [[computer-generated imagery|CGI]] models''': Introduced by ''[[Rise of the Robots]]'' and made famous by ''[[Donkey Kong Country]]'', and later used to a great extent in PC [[real-time strategy]] and [[role-playing video game]] games prior to the move to real-time 3D. Since computers of the day could not run complex 3D graphics, footage of pre-rendered three-dimensional character models were often used which created a (relative) illusion of 3D. More often ''sprite'' now refers to a partially transparent two dimensional animation that is mapped onto a special plane in a 3D scene. Unlike a [[texture mapping|texture map]], the sprite plane is always perpendicular to the axis emanating from the [[virtual camera|camera]]. The image can be scaled to simulate [[perspective (graphical)|perspective]], rotated two dimensionally, overlapped with other objects, and be [[Hidden surface determination|occluded]], but it can only be viewed from a single angle. This [[rendering (computer graphics)|rendering]] method is also referred to as '''billboarding'''. Sprites create an effective illusion when * the image inside the sprite already depicts a three dimensional object; * the animation is constantly changing or depicts rotation; * the sprite exists only shortly; * the depicted object has a similar appearance from many common viewing angles (such as something spherical); * the perspective of the object from the viewer cannot possibly change fast enough for the viewer to discern a difference from true 3D geometry, as in the case of object a long distance away from the viewer in 3D space. * the viewer accepts that the depicted object only has one perspective (such as small plants or leaves). When the illusion works, viewers will not notice that the sprite is flat and always faces them. Often sprites are used to depict phenomena such as fire, smoke, small objects, small plants (like blades of grass), or special symbols (like [[powerup|"1-Up"]]), or object of any size where the [[angle of view]] does not appreciably change with respect to the rectilinear projection of the object (usually from a long distance). The sprite illusion can be exposed in video games by quickly changing the position of the camera while keeping the sprite in the center of the view. Sprites are also used extensively in [[particle effects]] and commonly represented [[pickup (gaming)|pickups]] in early 3D games especially. An example of extensive usage of sprites to create the illusion is the game [[The Elder Scrolls IV: Oblivion]], whose main graphical feature was the ability to display hundreds, if not thousands of animated trees on-screen at one time. Closer inspection of those trees reveals that the leaves are in fact sprites, and rotate along with the position of the user. The [[SpeedTree|tree rendering package used by Oblivion]] uses sprites to create the appearance of a high number of leaves. However, this fact is only revealed when the player actually examines the trees up-close, and rotates the camera. Sprites have also occasionally been used as a special-effects tool in movies. One such example is the fire breathing [[Balrog]] in ''[[The Lord of the Rings: The Fellowship of the Ring]]''; the effects designers utilized sprites to simulate fire emanating from the surface of the demon. Small bursts of fire were filmed in front of a black background and made transparent using a [[luma key]]. Many bursts were then attached to the surface of the animated Balrog model and mixed with simulated smoke and heat waves to create the illusion of a monster made from fire. The term ''sprite'' is often confused with low resolution 2D graphics drawn on a computer, also known as [[pixel art]]. However, sprite graphics ([[bitmap]]s) can be created from any imaginable source, including [[prerendered]] [[Computer-generated imagery|CGI]], dynamic [[3D graphics]], [[vector art]], and even [[Roguelike|text]]. Likewise, pixel art is created for many purposes other than as a sprite, such as video game backgrounds, textures, icons, websites, display art, comics, and t-shirts. With the advancement in computer graphics and improved power and resolution, actual pixel art sprites are becoming increasingly infrequent outside of handheld game systems and cell phones. == Application == [[File:Clouds_Cute_for_CSS_sprites.svg|120px|right|thumb|Sprite with 3 kinds of natural clouds, as well as their [[humanized]] versions, a process used in [[gamification]].]] Sprites are typically used for characters and other moving objects in video games. They have also been used for [[computer mouse|mouse]] pointers and for writing letters to the screen. For on-screen moving objects larger than one sprite's extent, sprites may sometimes be scaled and/or combined. Billboarding is the use of sprites in a 3D environment. In the same way that a billboard is positioned to face drivers on a highway, the 3D sprite always faces the camera. There is both a performance advantage and an aesthetic advantage to using billboarding. Most 3D rendering engines can process "3D sprites" much faster than other types of 3D objects. So it is possible to gain an overall performance improvement by substituting sprites for some objects that might normally be modeled using texture mapped polygons. Aesthetically sprites are sometimes desirable because it can be difficult for polygons to realistically reproduce phenomena such as fire. In such situations, sprites provide a more attractive illusion. Sprites are also made and used by various online digital artists, usually to train their ability to make more complicated images using different computer programs or just for the fun of it. "Sprite Artists" will either create their own "custom" sprites, or use and edit pre-existing sprites (often made by other artists or "ripped" from a video game or other media) in order to create art, comics, or animations. == Synonyms == Major video game companies rarely (if at all) use the term "sprite" in the general public. Some other alternatives that have been used are: * '''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 [[Atari 5200|5200]] consoles and the [[Atari 8-bit family|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. * <span id="MOB">'''Movable Object Block''', or '''MOB'''</span>, was used in [[MOS Technology]]'s graphics chip literature (data sheets, etc.) However, [[Commodore International|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 '''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. 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 [[2.5D|illusion of depth]]. For example in ''adventure games'' such as ''[[King's Quest VI: Heir Today, Gone Tomorrow|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. == See also == * [[Two-dimensional]] * [[Two-and-a-half-dimensional]] * [[Isometric graphics in video games and pixel art]] * [[Video games with isometric graphics]] * [[Three-dimensional]] * [[Graphics processing unit]] * [[Video display controller]] * [[Tile engine]] * [[Tile-based video game]] == References == {{Reflist|30em}} == External links == * [http://spritedatabase.net/ Sprite Database] * [http://spriters-resource.com/ The Spriters Resource] * [http://pixel.garoux.net/ Pixil WareHouse] * [[w:c:sprites|Sprites Wiki]] {{DEFAULTSORT:Sprite (Computer Graphics)}} [[Category:Computer graphics data structures]] [[Category:Video game design]] [[Category:Video game development]] [[Category:Terminology]] [[Category:Sprites]]
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