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	<title>sprites &#8211; Set Side B</title>
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	<title>sprites &#8211; Set Side B</title>
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	<item>
		<title>Sonic on the Amiga: Mega Drive Sprite Pushing</title>
		<link>https://setsideb.com/sonic-on-the-amiga-mega-drive-sprite-pushing/</link>
					<comments>https://setsideb.com/sonic-on-the-amiga-mega-drive-sprite-pushing/#respond</comments>
		
		<dc:creator><![CDATA[rodneylives]]></dc:creator>
		<pubDate>Thu, 25 Dec 2025 15:00:00 +0000</pubDate>
				<category><![CDATA[retro]]></category>
		<category><![CDATA[amiga]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[genesis]]></category>
		<category><![CDATA[megadrive]]></category>
		<category><![CDATA[reassembler]]></category>
		<category><![CDATA[sonic]]></category>
		<category><![CDATA[sprites]]></category>
		<guid isPermaLink="false">https://setsideb.com/?p=11336</guid>

					<description><![CDATA[It&#8217;s Christmas Day! So naturally the best thing to do is to settle in for a deep dive on programming sprites on an Amiga (20 minutes), from the guy who recently ported Outrun to the Amiga, reassembler. The Amiga has hardware sprites, but they&#8217;re fairly limited. Most programmers prefer to use its powerful blitter hardware &#8230; <a href="https://setsideb.com/sonic-on-the-amiga-mega-drive-sprite-pushing/" class="more-link">Continue reading<span class="screen-reader-text"> "Sonic on the Amiga: Mega Drive Sprite Pushing"</span></a>]]></description>
										<content:encoded><![CDATA[
<p>It&#8217;s Christmas Day! So naturally the best thing to do is to settle in for <a href="https://www.youtube.com/watch?v=JGKqkJwv2P8">a deep dive on programming sprites on an Amiga</a> (20 minutes), from the guy who recently <a href="https://www.youtube.com/watch?v=O_QP2qQJuXc">ported Outrun to the Amiga</a>, reassembler.</p>



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<iframe title="Blitting SONIC&#039;s sprites on the AMIGA: Make or break?" width="840" height="473" src="https://www.youtube.com/embed/JGKqkJwv2P8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>The Amiga has hardware sprites, but they&#8217;re fairly limited. Most programmers prefer to use its powerful blitter hardware to simulate sprites, drawing them to screen memory much more rapidly than non-blitter hardware can. For more information, I refer you to the video.</p>



<p>That&#8217;s it for today, but there be something more substantial tomorrow&#8230;.</p>
<div class="saboxplugin-wrap" itemtype="http://schema.org/Person" itemscope itemprop="author"><div class="saboxplugin-tab"><div class="saboxplugin-gravatar"><img alt='rodneylives' src='https://secure.gravatar.com/avatar/cb688ada8b517e838b06bdbcddb8d1ea3dd56de2e66848938e8c6568002a4fa9?s=100&#038;d=mm&#038;r=g' srcset='https://secure.gravatar.com/avatar/cb688ada8b517e838b06bdbcddb8d1ea3dd56de2e66848938e8c6568002a4fa9?s=200&#038;d=mm&#038;r=g 2x' class='avatar avatar-100 photo' height='100' width='100' itemprop="image"/></div><div class="saboxplugin-authorname"><a href="https://setsideb.com/author/rodneylives/" class="vcard author" rel="author"><span class="fn">rodneylives</span></a></div><div class="saboxplugin-desc"><div itemprop="description"></div></div><div class="clearfix"></div><div class="saboxplugin-socials "><a title="Twitter" target="_self" href="https://twitter.com/rodneylives" rel="nofollow noopener" class="saboxplugin-icon-grey"><svg aria-hidden="true" class="sab-twitter" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 30 30"><path d="M26.37,26l-8.795-12.822l0.015,0.012L25.52,4h-2.65l-6.46,7.48L11.28,4H4.33l8.211,11.971L12.54,15.97L3.88,26h2.65 l7.182-8.322L19.42,26H26.37z M10.23,6l12.34,18h-2.1L8.12,6H10.23z" /></svg></span></a><a title="Instagram" target="_self" href="https://www.instagram.com/rodneysnotdead/" rel="nofollow noopener" class="saboxplugin-icon-grey"><svg aria-hidden="true" class="sab-instagram" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 448 512"><path fill="currentColor" d="M224.1 141c-63.6 0-114.9 51.3-114.9 114.9s51.3 114.9 114.9 114.9S339 319.5 339 255.9 287.7 141 224.1 141zm0 189.6c-41.1 0-74.7-33.5-74.7-74.7s33.5-74.7 74.7-74.7 74.7 33.5 74.7 74.7-33.6 74.7-74.7 74.7zm146.4-194.3c0 14.9-12 26.8-26.8 26.8-14.9 0-26.8-12-26.8-26.8s12-26.8 26.8-26.8 26.8 12 26.8 26.8zm76.1 27.2c-1.7-35.9-9.9-67.7-36.2-93.9-26.2-26.2-58-34.4-93.9-36.2-37-2.1-147.9-2.1-184.9 0-35.8 1.7-67.6 9.9-93.9 36.1s-34.4 58-36.2 93.9c-2.1 37-2.1 147.9 0 184.9 1.7 35.9 9.9 67.7 36.2 93.9s58 34.4 93.9 36.2c37 2.1 147.9 2.1 184.9 0 35.9-1.7 67.7-9.9 93.9-36.2 26.2-26.2 34.4-58 36.2-93.9 2.1-37 2.1-147.8 0-184.8zM398.8 388c-7.8 19.6-22.9 34.7-42.6 42.6-29.5 11.7-99.5 9-132.1 9s-102.7 2.6-132.1-9c-19.6-7.8-34.7-22.9-42.6-42.6-11.7-29.5-9-99.5-9-132.1s-2.6-102.7 9-132.1c7.8-19.6 22.9-34.7 42.6-42.6 29.5-11.7 99.5-9 132.1-9s102.7-2.6 132.1 9c19.6 7.8 34.7 22.9 42.6 42.6 11.7 29.5 9 99.5 9 132.1s2.7 102.7-9 132.1z"></path></svg></span></a><a title="Html5" target="_self" href="https://www.metafilter.com/user/23306" rel="nofollow noopener" class="saboxplugin-icon-grey"><svg aria-hidden="true" class="sab-html5" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 384 512"><path fill="currentColor" d="M0 32l34.9 395.8L191.5 480l157.6-52.2L384 32H0zm308.2 127.9H124.4l4.1 49.4h175.6l-13.6 148.4-97.9 27v.3h-1.1l-98.7-27.3-6-75.8h47.7L138 320l53.5 14.5 53.7-14.5 6-62.2H84.3L71.5 112.2h241.1l-4.4 47.7z"></path></svg></span></a><a title="Mastodont" target="_self" href="https://cybre.space/@rodneylives" rel="nofollow noopener" class="saboxplugin-icon-grey"><svg aria-hidden="true" class="sab-mastodont" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 417 512"><path fill="currentColor" d="M417.8 179.1c0-97.2-63.7-125.7-63.7-125.7-62.5-28.7-228.5-28.4-290.4 0 0 0-63.7 28.5-63.7 125.7 0 115.7-6.6 259.4 105.6 289.1 40.5 10.7 75.3 13 103.3 11.4 50.8-2.8 79.3-18.1 79.3-18.1l-1.7-36.9s-36.3 11.4-77.1 10.1c-40.4-1.4-83-4.4-89.6-54-.6-4.4-.9-9-.9-13.9 85.6 20.9 158.6 9.1 178.7 6.7 56.1-6.7 105-41.3 111.2-72.9 9.8-49.8 9-121.5 9-121.5zm-75.1 125.2h-46.6V190.1c0-49.7-64-51.6-64 6.9v62.5h-46.3V197c0-58.5-64-56.6-64-6.9v114.2H75.1c0-122.1-5.2-147.9 18.4-175 25.9-28.9 79.8-30.8 103.8 6.1l11.6 19.5 11.6-19.5c24.1-37.1 78.1-34.8 103.8-6.1 23.7 27.3 18.4 53 18.4 175z"></path></svg></span></a></div></div></div>]]></content:encoded>
					
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			</item>
		<item>
		<title>Behind the Code: About the NES&#8217; Sprite Capabilities</title>
		<link>https://setsideb.com/behind-the-code-about-the-nes-sprite-capabilities/</link>
		
		<dc:creator><![CDATA[rodneylives]]></dc:creator>
		<pubDate>Wed, 12 Jul 2023 14:00:00 +0000</pubDate>
				<category><![CDATA[retro]]></category>
		<category><![CDATA[behindthecode]]></category>
		<category><![CDATA[book2]]></category>
		<category><![CDATA[displacedgamers]]></category>
		<category><![CDATA[famicom]]></category>
		<category><![CDATA[hardware]]></category>
		<category><![CDATA[nes]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[ppu]]></category>
		<category><![CDATA[sprites]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[youtube]]></category>
		<guid isPermaLink="false">https://setsideb.com/?p=5111</guid>

					<description><![CDATA[Displaced Gamers&#8216; Behind the Code series doesn&#8217;t get new videos often, but they&#8217;re always great. This one is more technical than usual, but I don&#8217;t think it&#8217;s really all that technical. It&#8217;s about how the NES processes and renders its sprites, particularly explains why there&#8217;s a eight sprite per scanline limit, and even reveals a &#8230; <a href="https://setsideb.com/behind-the-code-about-the-nes-sprite-capabilities/" class="more-link">Continue reading<span class="screen-reader-text"> "Behind the Code: About the NES&#8217; Sprite Capabilities"</span></a>]]></description>
										<content:encoded><![CDATA[
<p><a href="https://www.youtube.com/@DisplacedGamers">Displaced Gamers</a>&#8216; <a href="https://www.youtube.com/watch?v=gTfPLl_AJvs&amp;list=PLn5sTGew1WGD2Tnspn9vhpLGf-kqDRbYy&amp;pp=iAQB">Behind the Code</a> series doesn&#8217;t get new videos often, but they&#8217;re always great. This one is more technical than usual, but I don&#8217;t think it&#8217;s really all <em>that</em> technical. It&#8217;s about how the NES processes and renders its sprites, particularly explains why there&#8217;s a eight sprite per scanline limit, and even reveals a couple of games that use that limit to produce special effects!</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="NES Sprites, OAM, and the Battle for Priority - Behind the Code" width="840" height="473" src="https://www.youtube.com/embed/8M2V5Pv6_1A?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<p>The gist: while each scanline is being prepared for display, the NES&#8217; PPU looks through the entries for the machine&#8217;s 64 hardware sprites in order, finds the first eight that will display on the current line, and copies their attribute data to a small area of internal RAM. There is only space there for eight sprites, so, the NES cannot display more than eight sprites in a single scan line. Any later sprites in the primary attribute data won&#8217;t have room to be copied, and so the PPU won&#8217;t be able to display them.</p>



<p>One thing it notably doesn&#8217;t cover, however, is how games implement priority shuffling to cause sprites to flicker instead of not display at all. The video suggests that that might be coming in a future video&#8230;.</p>



<p><a href="https://www.youtube.com/watch?v=8M2V5Pv6_1A">NES Sprites, OAM, and the Battle for Priority</a> &#8211; Behind the Code (Youtube, 19 minutes)</p>
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			</item>
		<item>
		<title>Fabian Sanglard on Sprite Creation on the Capcom CPS-1</title>
		<link>https://setsideb.com/fabian-sanglard-on-sprite-creation-on-the-capcom-cps-1/</link>
		
		<dc:creator><![CDATA[rodneylives]]></dc:creator>
		<pubDate>Mon, 07 Nov 2022 14:18:00 +0000</pubDate>
				<category><![CDATA[retro]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[cps1]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[fabiansanglard]]></category>
		<category><![CDATA[sprites]]></category>
		<category><![CDATA[streetfighter2]]></category>
		<guid isPermaLink="false">https://setsideb.com/?p=2404</guid>

					<description><![CDATA[Street Fighter II has some really complex spritework! Its characters don&#8217;t actually use traditional sprites, but more what amounts to custom tile layers for each one. This helped unlock characters from being mostly rectangular, and allow them to have poses with radically different shapes. Fabian Sanglard has a great article about how character art was &#8230; <a href="https://setsideb.com/fabian-sanglard-on-sprite-creation-on-the-capcom-cps-1/" class="more-link">Continue reading<span class="screen-reader-text"> "Fabian Sanglard on Sprite Creation on the Capcom CPS-1"</span></a>]]></description>
										<content:encoded><![CDATA[
<p>Street Fighter II has some really complex spritework! Its characters don&#8217;t actually use traditional sprites, but more what amounts to custom tile layers for each one. This helped unlock characters from being mostly rectangular, and allow them to have poses with radically different shapes.</p>


<div class="wp-block-image">
<figure class="alignright size-full is-resized"><img loading="lazy" decoding="async" src="https://setsideb.com/wp-content/uploads/2022/10/honda.png" alt="" class="wp-image-2405" width="248" height="279" srcset="https://setsideb.com/wp-content/uploads/2022/10/honda.png 384w, https://setsideb.com/wp-content/uploads/2022/10/honda-267x300.png 267w" sizes="auto, (max-width: 248px) 85vw, 248px" /></figure>
</div>


<p>Fabian Sanglard has <a href="https://fabiensanglard.net/sf2_sheets/index.html">a great article about how character art was created for that system</a> that&#8217;s well worth your time to have a look at. Well, maybe it&#8217;s worth it? I don&#8217;t know you. For all I know you&#8217;re looking for sewing advice. This is probably the wrong site for that. No offense to all you clothes-makers out there.</p>



<p>ROMs were expensive, and Street Fighter II required a lot of them, so it was important to make the most out of each one. A big rectangular shape around Edmond Honda would contain a lot of empty, wasted space. Imagine how much space they would have wasted with Dhalsim&#8217;s long stretchy legs! With this system, they only had to include the graphics data that would actually contain pixels.</p>


<div class="wp-block-image">
<figure class="alignleft size-full"><img loading="lazy" decoding="async" width="358" height="364" src="https://setsideb.com/wp-content/uploads/2022/10/ryuspritesheet-1.png" alt="" class="wp-image-2407" srcset="https://setsideb.com/wp-content/uploads/2022/10/ryuspritesheet-1.png 358w, https://setsideb.com/wp-content/uploads/2022/10/ryuspritesheet-1-295x300.png 295w" sizes="auto, (max-width: 358px) 85vw, 358px" /></figure>
</div>


<p>This was in 1991, mind you. More recent development practices would probably have the data be compressed in storage, which would take care of all those empty pixels, or at least they could make a tool to handle figuring out which tiles should contain data. What the Street Fighter II artists had to do was create physical representations of each character on a physical board, chop that up into squares, and figure out what each tile had to contain, a laborious process.</p>



<p>Fabian reckons this system was used for other CPS-1 games, going back to at least Forgotten Worlds. Looking at the tile layouts of CPS-2 titles, it seems a lot more evident that they used a packing tool to handle fitting their characters into the memory space. For more info, please go check out the article!</p>
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			</item>
		<item>
		<title>Pixel Art Manipulation Tools</title>
		<link>https://setsideb.com/pixel-art-manipulation-tools/</link>
		
		<dc:creator><![CDATA[rodneylives]]></dc:creator>
		<pubDate>Tue, 12 Jul 2022 14:00:00 +0000</pubDate>
				<category><![CDATA[development]]></category>
		<category><![CDATA[indies]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[kenney]]></category>
		<category><![CDATA[pixelart]]></category>
		<category><![CDATA[sprites]]></category>
		<category><![CDATA[spritesheets]]></category>
		<category><![CDATA[tilemaps]]></category>
		<category><![CDATA[tools]]></category>
		<guid isPermaLink="false">https://setsideb.com/?p=1179</guid>

					<description><![CDATA[Popular and prolific game asset creator Kenney has a page up at Github that links to some of his favorite tools for manipulating pixel art, such as creating sprite sheets and extracting images out of them. It&#8217;s got a lot of useful info! If you have an interest in this style of art, especially making &#8230; <a href="https://setsideb.com/pixel-art-manipulation-tools/" class="more-link">Continue reading<span class="screen-reader-text"> "Pixel Art Manipulation Tools"</span></a>]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="556" height="384" src="https://setsideb.com/wp-content/uploads/2022/06/tiled.jpg" alt="" class="wp-image-1180" srcset="https://setsideb.com/wp-content/uploads/2022/06/tiled.jpg 556w, https://setsideb.com/wp-content/uploads/2022/06/tiled-300x207.jpg 300w" sizes="auto, (max-width: 556px) 85vw, 556px" /><figcaption>Tiled is a popular open-source tool for tilemap construction</figcaption></figure>



<p>Popular and prolific game asset creator <a href="https://kenney.itch.io/">Kenney</a> has a page up at Github that links to some of his favorite tools for manipulating pixel art, such as creating sprite sheets and extracting images out of them. It&#8217;s got a lot of useful info! If you have an interest in this style of art, especially making games with it, these programs are worth having in your toolbox.</p>



<p><a href="https://github.com/orgs/makegame-org/discussions/7">Kenney: Manipulating pre-made game assets</a></p>
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