![]() ![]() The number of sprites which can be displayed per scan line is often lower than the total number of sprites a system supports. Sprites can be positioned or altered by setting attributes used during the hardware composition process. Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a cathode-ray tube, without involvement of the main CPU and without the need for a full-screen frame buffer. Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap. Systems with hardware sprites include arcade video games of the 1970s and 1980s game consoles including as the Atari VCS (1977), ColecoVision (1982), Nintendo Entertainment System (1983), and Sega Genesis (1988) and home computers such as the TI-99/4 (1979), Atari 8-bit family (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). Use of the term has since become more general. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. ![]()
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