![]() The Genesis had 512 colors, but only allowed up to 16 different colors per sprite and only 4 such 16 color palettes on the screen at the same time. Still there are animation phases which reach the whole width of 32 or height of 48.Īnother limitation of that time was the available color palettes. Sonic the Hedgehog, for example, used a 32x48 sprite size, but the base frame is only 29x39. When you add more animation phases, you will usually need additional space, and it would be quite wasteful to use a larger spritesize for some frames just for a few pixels. When designing an animated character, it was important to not already fill the whole available size in the base frame. So spritesets of that era usually had grid sizes which were multiples of 8. But video memory was very limited, so it was important to not use more 8x8 blocks than necessary. Both systems also had a limit on the number of sprites it could draw every frame and also a limit per scanline. But in both cases that hardware only allowed sprites with width and height which were multiples of 8. The sprite design of that era was heavily influenced by the technical capabilities of that time.īoth the Sega Genesis and the SNES had specialized hardware for drawing sprites.
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