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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The 16x16 pixels sprite tiles are divided in 4 8x8 blocks, like this:
[[File:spritegfx.png|center]]


{| border=1 cellpadding=10
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.
|3
|1
|-
|4
|2
|}


Each row of these 8x8 blocks are stored 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...).
Bitplanes 1 and 2 go in the odd [[C ROM]]s (C1, C3...), while bitplanes 3 and 4 go in the even ones (C2, C4...).
*On CD systems, bitplanes follow a 1/0/3/2 pattern.
 
(Need diagrams)


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

File:Spritegfx.png

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.

Informations from Raregame.ru: [here] and [here].