Sprite graphics format: Difference between revisions
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(Created page with "The 16x16 pixels sprite tiles are divided in 4 8x8 blocks, like this: {| border=1 cellpadding=10 |3 |1 |- |4 |2 |} Each row of these 8x8 blocks are stored in a 4bit planar orga…") |
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[[File:spritegfx.png|center]] | |||
The 16x16 pixels sprite tiles are divided in 4 8x8 blocks. Each row of these 8x8 blocks are stored backwards in a 4bit planar organization. | |||
*On cart systems, bitplanes 0 and 1 go in the odd [[C ROM]]s (C1, C3...), while bitplanes 3 and 3 go in the even ones (C2, C4...). | |||
*On CD systems, bitplanes follow a 1/0/3/2 pattern. | |||
Informations from Raregame.ru: [[http://www.raregame.ru/file/15/NEO-GEO_Sprite_Tile_Format.gif here]] and [[http://www.raregame.ru/file/15/NEO-GEO_Fix_Layer_Format.gif here]]. | Informations from Raregame.ru: [[http://www.raregame.ru/file/15/NEO-GEO_Sprite_Tile_Format.gif here]] and [[http://www.raregame.ru/file/15/NEO-GEO_Fix_Layer_Format.gif here]]. | ||
[[Category:Video system]] | [[Category:Video system]] |
Revision as of 15:22, 28 February 2011
The 16x16 pixels sprite tiles are divided in 4 8x8 blocks. Each row of these 8x8 blocks are stored backwards in a 4bit planar organization.
- On cart systems, bitplanes 0 and 1 go in the odd C ROMs (C1, C3...), while bitplanes 3 and 3 go in the even ones (C2, C4...).
- On CD systems, bitplanes follow a 1/0/3/2 pattern.