脑回路什么意思| 什么是食物链| 什么动物吃蛇| pre什么意思| 真菌镜检阴性是什么意思| 桑葚泡水喝有什么功效| 什么食物好消化| 尽虚空遍法界什么意思| 故宫为什么叫故宫| 腱鞘炎用什么药最好| 胆汁反流什么症状| 阴虚有什么症状| cb是什么意思| 尿里带血是什么原因| 艾灸痒痒的是什么原因| 吉数是什么生肖| 定力是什么意思| 瑞五行属性是什么| 心什么胆什么| hpv感染后有什么症状| 秋天的落叶像什么| 血小板聚集是什么意思| 自欺欺人是什么生肖| 巨峰葡萄为什么叫巨峰| 大姨妈一个月来两次是什么原因| 哥哥的老婆叫什么| 动漫是什么意思| 儿童脾胃不好吃什么调理脾胃| 孩子肚子疼是什么原因| 嫡庶是什么意思| 流产的血是什么颜色| 什么食物增加血管弹性| 门静脉高压是什么意思| trc是什么意思| 武则天代表什么生肖| 浅是什么意思| pd990是什么金| 翊读什么| 脸上出汗多是什么原因| 过敏用什么药膏| 泡脚用什么东西泡最好| 什么烟危害最小| 凌晨两点半是什么时辰| 器材是什么意思| 菠菜和什么不能一起吃| 4.13什么星座| pashmina是什么面料| 最贵的烟是什么| 餐补是什么意思| 写字楼是干什么的| 白细胞减少有什么症状| 卵子是什么| 笑点低是什么意思| 巡查是什么意思| 守字五行属什么| 晒背什么时候最佳时间| 7月15日是什么星座| dvf是什么档次的牌子| 卡地亚手表什么档次| 全麻后需要注意什么| 点完痣要注意什么| 广州的市花是什么| 茶走是什么意思| 梦到头发长长了是什么意思| 猪八戒原名叫什么| 当归和党参有什么区别| 水由什么构成| 术后引流管什么时间可以拔| 屿字五行属什么| 仰卧是什么姿势| 商贩是什么意思| 生蚝吃多了有什么危害| 葫芦挂在家里什么位置好| 铁是补什么的| 二月十三是什么星座| 床塌了有什么预兆| 一年四季穿棉衣是什么生肖| 歌帝梵巧克力什么档次| 哮喘挂什么科| 什么水果可以解酒| 什么的绿毯| 自强是什么意思| 谨记是什么意思| 宜宾燃面为什么叫燃面| 脚冰凉吃什么药| 惊为天人是什么意思| 天珠到底是什么| 低血糖会出现什么症状| 查钙含量做什么检查| 密度是什么意思| mrsa医学上是什么意思| 蛋白粉什么味道| 人中上窄下宽代表什么| 浑水摸鱼是什么意思| 香水前调中调后调是什么意思| 睡觉总醒是什么原因| 阴茎疱疹用什么药| 南京大屠杀是什么时候| 夏天中暑吃什么药| 为什么手上会长小水泡| 诚五行属什么| 不言而喻是什么意思| 梦见野猪是什么预兆| 肚子下面是什么部位| 什么情况下喝补液盐| cea升高是什么意思| 汗臭味很重是什么原因引起的| 市政协常委是什么级别| 什么是引流| 撸管是什么感觉| 童养媳什么意思| 梦见吃药是什么意思| 孕妇吃冰的东西对胎儿有什么影响| 259是什么意思| 感冒了吃什么食物最好| 尿路感染是什么症状| 类胡萝卜素主要吸收什么光| 小儿抽搐是什么原因引起的| 什么是消毒| 胎盘成熟度1级是什么意思| 拉肚子发烧是什么原因| 营销号是什么意思| 男人很man是什么意思| 纳米是什么| 什么是生酮饮食| trust阴性tppa阳性说明什么| 贫血不能吃什么| 癌胚抗原是什么意思| 藏红花和什么一起泡水喝效果好| ou是什么意思| 木字旁与什么有关| 一个山一个脊念什么| 生物科技是做什么的| 痔疮什么情况下需要做手术| 紫菜是什么植物| 经常心慌是什么原因| 刺史相当于现在什么官| ACG是什么牌子| 今晚吃什么家常菜| 犯困是什么原因引起的| 骨质密度不均匀是什么意思| 空蝶鞍是什么意思| 伤口出水是什么原因| 什么动物吃蚂蚁| 送羊是什么意思| 金国是现在的什么地方| 失眠吃什么药最有效| 脑梗吃什么| 高铁上不能带什么| 糖尿病筛查做什么检查| 身份证号码的数字代表什么意义| 吃什么水果祛斑最快| 身上长肉疙瘩是什么原因| 河南专升本考什么| 喝茶有什么坏处| 一点小事就暴躁的人是什么病| 人流挂什么科| 三碘甲状腺原氨酸高是什么意思| 抗氧化性是什么意思| 黑枸杞有什么功效| 眼白发青是什么原因| 廾是什么意思| 吃维生素b2有什么好处和副作用| 怀疑甲亢需要做什么检查| 四九城是什么意思| 梦笔生花的意思是什么| rhe阴性是什么意思| 脖子凉是什么原因| jb是什么意思| 心电图是检查什么的| 一直以来是什么意思| 头疼看什么科| 二姨子是什么意思| 什么是血脂高| 人生苦短是什么意思| 全日制专科是什么意思| 汪字五行属什么| 榴莲不可以和什么一起吃| 神经衰弱有什么症状| 6月底什么星座| 变蛋是什么蛋| 隐形眼镜没有护理液用什么代替| 书房字画写什么内容好| 蛇和什么属相相冲| 心悸吃什么药好| hpv16是什么| 孕早期吃什么水果| 肝阴虚吃什么药| b是什么单位| 迪赛尼斯属于什么档次| 哺乳期吃什么水果好| 什么木材有香味| 脚趾麻是什么原因| 血红蛋白是指什么| 兵工厂属于什么单位| 做完痔疮手术吃什么好| 蚯蚓用什么呼吸| 什么是爱情| 胃胀气吃什么药好| 铁棍山药和普通山药有什么区别| 什么时候需要打破伤风针| 肉是什么结构的字| bmi什么意思| 元老是什么意思| 人参长什么样子图片| 艾灸后放屁多是什么原因| 射精无力是什么原因| 白发用什么染发最安全| 月台是什么意思| 低密度脂蛋白胆固醇是什么意思| 1978年什么命| 大熊猫为什么有黑眼圈| 暴毙是什么意思| 嘴角起泡用什么药膏好| 蚊子怕什么味道| 猫猴子是什么| 什么水果含叶酸最多| 缺钾会有什么症状| 什么人群不适合吃阿胶糕| 穷搬家富挪坟是什么意思| 淋巴结是什么病| 踩指压板有什么好处| 赘婿是什么意思| 吃什么可以增强记忆力| 交泰殿是干什么的| 花干是什么做的| 大腿淤青是什么原因| 属猴的和什么属相最配| 尿黄是什么原因男性| 肠炎吃什么药效果好| 肝经不通吃什么中成药| 3月29是什么星座| 圆脸适合什么发型| 潮汐是什么意思| 梦见大蒜是什么意思| 什么是不动产权证| 为什么会起鸡皮疙瘩| 垂体是什么意思| 放臭屁是什么原因| 一抹是什么意思| 老年人嗜睡是什么原因| 拔牙后喝酒有什么危害| 槟榔长什么样子| 治脚气用什么药| 梦见自己和别人吵架是什么意思| 脑梗做什么检查| 脸上长癣是什么原因| 思源名字的寓意是什么| 为什么头发会变白| 为什么老虎头上有王字| 女性为什么会肾结石| dlco是医学上什么意思| 龋坏是什么意思| 失眠吃什么药效果最好| 娇气是什么意思| 港澳通行证签注是什么意思| 戊土是什么土| er是什么| 塞药塞到什么位置| 抑郁症发作是什么感觉| 50年婚姻是什么婚| 筑基期后面是什么| 汗是什么味道| 头发掉得厉害是什么原因| 百度Jump to content

中国“高中500强”榜单出炉 福安一中、宁德一中上榜

From Wikipedia, the free encyclopedia
Tank and rocket sprites from Broforce
百度 那时西班牙王腓力二世曾经建立一个“异端裁判所”,只要不是天主教徒就被视为异端,在每年四月一日处以极刑,也就是死刑。

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background.[1] Use of the term has since become more general.

Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Famicom (1983), Genesis/Mega Drive (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit computers (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). 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.

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.[1] Sprites can be positioned or altered by setting attributes used during the hardware composition process. The number of sprites which can be displayed per scan line is often lower than the total number of sprites a system supports. For example, the Texas Instruments TMS9918 chip supports 32 sprites, but only four can appear on the same scan line.

The CPUs in modern computers, video game consoles, and mobile devices are fast enough that bitmaps can be drawn into a frame buffer without special hardware assistance. Beyond that, GPUs can render vast numbers of scaled, rotated, anti-aliased, partially translucent, very high resolution images in parallel with the CPU.

Etymology

[edit]

According to Karl Guttag, one of two engineers for the 1979 Texas Instruments TMS9918 video display processor, this use of the word sprite came from David Ackley, a manager at TI.[2][3] It was also used by Danny Hillis at Texas Instruments in the late 1970s.[4] The term was derived from the fact that sprites "float" on top of the background image without overwriting it, much like a ghost or mythological sprite.

Some hardware manufacturers used different terms, especially before sprite became common:

Player/Missile Graphics was a term used by Atari, Inc. for hardware sprites in the Atari 8-bit computers (1979) and Atari 5200 console (1982).[5] The term reflects the use for both characters ("players") and smaller associated objects ("missiles") that share the same color. The earlier Atari Video Computer System and some Atari arcade games used player, missile, and ball.

Stamp was used in some arcade hardware in the early 1980s, including Ms. Pac-Man.[6]

Movable Object Block, or MOB, was used in MOS Technology's graphics chip literature. Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, instead used the term sprite for the Commodore 64.

OBJs (short for objects) is used in the developer manuals for the NES, Super NES, and Game Boy. The region of video RAM used to store sprite attributes and coordinates is called OAM (Object Attribute Memory). This also applies to the Game Boy Advance and Nintendo DS.

History

[edit]

Arcade video games

[edit]

The use of sprites originated with arcade video games. Nolan Bushnell came up with the original concept when he developed the first arcade video game, Computer Space (1971). Technical limitations made it difficult to adapt the early mainframe game Spacewar! (1962), which performed an entire screen refresh for every little movement, so he came up with a solution to the problem: controlling each individual game element with a dedicated transistor. The rockets were essentially hardwired bitmaps that moved around the screen independently of the background, an important innovation for producing screen images more efficiently and providing the basis for sprite graphics.[7]

The earliest video games to represent player characters as human player sprites were arcade sports video games, beginning with Taito's TV Basketball,[8][9][10] released in April 1974 and licensed to Midway Manufacturing for release in North America.[11] Designed by Tomohiro Nishikado, he wanted to move beyond simple Pong-style rectangles to character graphics, by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops.[12][13] Ramtek released another sports video game in October 1974, Baseball,[11] which similarly displayed human-like characters.[14]

The Namco Galaxian arcade system board, for the 1979 arcade game Galaxian, displays animated, multi-colored sprites over a scrolling background.[15] It became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System.[16] According to Steve Golson from General Computer Corporation, the term "stamp" was used instead of "sprite" at the time.[6]

Home systems

[edit]

Signetics devised the first chips capable of generating sprite graphics (referred to as objects by Signetics) for home systems. The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer.

The Atari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The term sprite was not in use at the time. The VCS's sprites are called movable objects in the programming manual, further identified as two players, two missiles, and one ball.[17] These each consist of a single row of pixels that are displayed on a scan line. To produce a two-dimensional shape, the sprite's single-row bitmap is altered by software from one scan line to the next.

The 1979 Atari 400 and 800 home computers have similar, but more elaborate, circuitry capable of moving eight single-color objects per scan line: four 8-bit wide players and four 2-bit wide missiles. Each is the full height of the display—a long, thin strip. DMA from a table in memory automatically sets the graphics pattern registers for each scan line. Hardware registers control the horizontal position of each player and missile. Vertical motion is achieved by moving the bitmap data within a player or missile's strip. The feature was called player/missile graphics by Atari.

Texas Instruments developed the TMS9918 chip with sprite support for its 1979 TI-99/4 home computer. An updated version is used in the 1981 TI-99/4A.

In 2.5D and 3D games

[edit]
Player interactions with sprites in a 2.5D game

Sprites remained popular with the rise of 2.5D games (those which recreate a 3D game space from a 2D map) in the late 1980s and early 1990s. A technique called billboarding allows 2.5D games to keep onscreen sprites rotated toward the player view at all times. Some 2.5D games, such as 1993's Doom, allow the same entity to be represented by different sprites depending on its rotation relative to the viewer, furthering the illusion of 3D.

Fully 3D games usually present world objects as 3D models, but sprites are supported in some 3D game engines, such as GoldSrc[18] and Unreal,[19] and may be billboarded or locked to fixed orientations. Sprites remain useful for small details, particle effects, and other applications where the lack of a third dimension is not a major detriment.

Systems with hardware sprites

[edit]

These are base hardware specs and do not include additional programming techniques, such as using raster interrupts to repurpose sprites mid-frame.

System Sprite hardware Introduced Sprites on screen Sprites per scan line Max. texels on line Texture width Texture height Colors Zoom Rotation Collision detection Transparency Ref.
Amstrad Plus ASIC 1990 16 16 ? 16 16 15 2, 4× vertical, 2, 4× horizontal No No Color key [20]
Atari 2600 TIA 1977 5 5 19 1, 8 262 1 2, 4, 8× horizontal Horizontal mirroring Yes Color key [21]
Atari 8-bit computers GTIA/ANTIC 1979 8 8 40 2, 8 128, 256 1 2× vertical, 2, 4× horizontal No Yes Color key [22]
Commodore 64 VIC-II 1982 8 8 96, 192 12, 24 21 1, 3 2× integer No Yes Color key [23]
Amiga (OCS) Denise 1985 8, can be reused horizontally per 4 pixel increments Arbitrary, 8 unique Arbitrary 16 Arbitrary 3, 15 Vertical by display list No Yes Color key [24]
Amiga (AGA) Lisa 1992 8, can be reused horizontally per 2 pixel increments Arbitrary, 8 unique Arbitrary 16, 32, 64 Arbitrary 3, 15 Vertical by display list No Yes Color key
ColecoVision TMS9918A 1983 32 4 64 8, 16 8, 16 1 2× integer No Partial Color key
TI-99/4 & 4A TMS9918 1979 32 4 64 8, 16 8, 16 1 2× integer No Partial Color key
Gameduino 2011 256 96 1,536 16 16 255 No Yes Yes Color key [25]
Intellivision STIC AY-3-8900 1979 8 8 64 8 8,16 1 2, 4, 8× vertical, 2× horizontal Horizontal and vertical mirroring Yes Color key [26]
MSX TMS9918A 1983 32 4 64 8, 16 8, 16 1 2× integer No Partial Color key [27]
MSX2 Yamaha V9938 1986 32 8 128 8, 16 8,16 1, 3, 7, 15 per line 2× integer No Partial Color key
MSX2+ / MSX turbo R Yamaha V9958 1988 32 8 128 8,16 8,16 1, 3, 7, 15 per line 2× integer No Partial Color key
Namco Pac-Man
(arcade)
TTL 1980 6 6 96 16 16 3 No Horizontal and vertical mirroring No Color key [28]
TurboGrafx-16 HuC6270A 1987 64 16 256 16, 32 16, 32, 64 15 No Horizontal and vertical mirroring Yes Color key [29]
Namco Galaxian
(arcade)
TTL 1979 7 7 112 16 16 3 No Horizontal and vertical mirroring No Color key [30][31][32]
Nintendo Donkey Kong, Radar Scope
(arcade)
1979 128 16 256 16 16 3 Integer No Yes Color key [33]
Nintendo DS Integrated PPU 2004 128 128 1,210 8, 16, 32, 64 8, 16, 32, 64 65,536 Affine Affine No Color key, blending [34]
NES/Famicom Ricoh RP2C0x PPU 1983 64 8 64 8 8, 16 3 No Horizontal and vertical mirroring Partial Color key [35]
Game Boy Integrated PPU 1989 40 10 80 8 8, 16 3 No Horizontal and vertical mirroring No Color key [36]
Game Boy Advance Integrated PPU 2001 128 128 1210 8, 16, 32, 64 8, 16, 32, 64 15, 255 Affine Affine No Color key, blending [37]
Master System,
Game Gear
YM2602B VDP
(TMS9918-derived)
1985 64 8 128 8, 16 8, 16 15 2× integer, 2× vertical Background tile mirroring Yes Color key [38][39]
Genesis / Mega Drive YM7101 VDP
(SMS VDP-derived)
1988 80 20 320 8, 16, 24, 32 8, 16, 24, 32 15 No Horizontal and vertical mirroring Yes Color key [40][41]
Sega OutRun (arcade) 1986 128 128 1600 8 to 512 8 to 256 15 Anisotropic Horizontal and vertical mirroring Yes Alpha [42][43][44][45][46][47][48]
X68000 Cynthia jr. (original), Cynthia (later models) 1987 128 32 512 16 16 15 2× integer Horizontal and vertical mirroring Partial Color key [49][50][51]
Neo Geo LSPC2-A2 1990 384 96 1536 16 16 to 512 15 Sprite shrinking Horizontal and vertical mirroring Partial Color key [52][53][54]
Super NES / Super Famicom S-PPU1, S-PPU2 1990 128 34 256 8, 16, 32, 64 8, 16, 32, 64 15 No Horizontal and vertical mirroring No Color key, averaging [55]
System Sprite hardware Introduced Sprites on screen Sprites on line Max. texels on line Texture width Texture height Colors Hardware zoom Rotation Collision detection Transparency Source

See also

[edit]

References

[edit]
  1. ^ a b Hague, James. "Why Do Dedicated Game Consoles Exist?". Programming in the 21st Century. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  2. ^ Guttag, KArl (December 6, 2011). "First, Be Useful (Home computers and Pico Projectors)". KGOnTech.
  3. ^ U.S. patent 4,243,984
  4. ^ Johnstone, Bob (2003). Never Mind the Laptops: Kids, Computers, and the Transformation of Learning. iUniverse. p. 108. ISBN 978-0595288427.
  5. ^ "De Re Atari". 1981. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  6. ^ a b Steve Golson (2016). Classic Game Postmortem: 'Ms. Pac-Man' (Conference). Game Developers Conference. Event occurs at 20:30. Retrieved 2025-08-05. […] 6 moving characters, what you would call today "sprites" we called them "stamps" back then, […].
  7. ^ Swalwell, Melanie; Wilson, Jason (12 May 2015). The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics. McFarland & Company. pp. 109–10. ISBN 978-0-7864-5120-3. Archived from the original on 16 May 2021. Retrieved 16 May 2021.
  8. ^ Colby, Richard; Johnson, Matthew S. S.; Colby, Rebekah Shultz (27 January 2021). The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom. Springer Nature. p. 130. ISBN 978-3-030-63311-0. Archived from the original on 3 May 2021. Retrieved 3 May 2021.
  9. ^ Video Game Firsts Archived 2025-08-05 at the Wayback Machine, The Golden Age Arcade Historian (November 22, 2013)
  10. ^ Basketball Flyer Archived 2025-08-05 at the Wayback Machine (1974), Arcade Flyer Museum
  11. ^ a b Akagi, Masumi (13 October 2006). アーケードTVゲームリスト国内?海外編(1971-2005) [Arcade TV Game List: Domestic ? Overseas Edition (1971-2005)] (in Japanese). Japan: Amusement News Agency. pp. 40–1, 51, 129. ISBN 978-4990251215.
  12. ^ Smith, Alexander (19 November 2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982. CRC Press. pp. 191–95. ISBN 978-0-429-75261-2. Archived from the original on 2 May 2021. Retrieved 16 May 2021.
  13. ^ "スペースインベーダー?今明かす開発秘話――開発者?西角友宏氏、タイトー?和田洋一社長対談" [Space Invader, Development Secret Story Revealed Now―Interview With Developer Tomohiro Nishikado, Taito President Yoichi Wada]. The Nikkei (in Japanese). March 21, 2008. Archived from the original on March 23, 2008. Retrieved 3 May 2021.
  14. ^ Thorpe, Nick (March 2014). "The 70s: The Genesis of an Industry". Retro Gamer. No. 127. pp. 24–7.
  15. ^ Dillon, Roberto (19 April 2016). The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry. CRC Press. ISBN 9781439873243 – via Google Books.
  16. ^ Making the Famicom a Reality, Nikkei Electronics (September 12, 1994)
  17. ^ Wright, Steve (December 3, 1979). "Stella Programmer's Guide" (PDF). Archived (PDF) from the original on March 27, 2016. Retrieved April 14, 2016.
  18. ^ "GoldSrc Sprite Tutorial". the303.org. Retrieved September 26, 2024.
  19. ^ "How to import and use Paper 2D Sprites in Unreal Engine". epicgames.com. Epic Games. Retrieved October 31, 2024.
  20. ^ "Plus - CPCWiki". Cpcwiki.eu. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  21. ^ "Television Interface Adaptor". AtariArchives.com. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  22. ^ "Atari 5200 FAQ - Hardware Overview". AtariHQ.com. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  23. ^ "The MOS 6567/6569 video controller (VIC-II) and its application in the Commodore 64". Archived from the original on August 30, 2006. Retrieved 2025-08-05.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  24. ^ "Amiga Hardware Reference Manual 4: sprite hardware". 1989. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  25. ^ "Gameduino Specifications". excamera.com. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  26. ^ "STIC - Intellivision Wiki". wiki.intellivision.us. Archived from the original on 9 July 2018. Retrieved 15 March 2018.
  27. ^ TEXAS INSTRUMENTS 9900: TMS9918A/TMS9928AITMS9929A Video Display Processors (PDF). Archived from the original (PDF) on 2025-08-05. Retrieved 2025-08-05.
  28. ^ Montfort, Nick; Bogost, Ian (9 January 2009). Racing the Beam: The Atari Video Computer System. MIT Press. ISBN 9780262261524 – via Google Books.
  29. ^ "Learn Multi platform 6502 Assembly Programming... For Monsters! Platform Specific Series". Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  30. ^ "Galaxian-derived video hardware". GitHub. MAME. Archived from the original on November 30, 2017. Retrieved October 23, 2018.
  31. ^ "Galaxian-derived hardware". GitHub. MAME. Archived from the original on September 5, 2018. Retrieved October 23, 2018.
  32. ^ "Galaxian hardware family". GitHub. MAME. Archived from the original on February 24, 2021. Retrieved October 23, 2018.
  33. ^ Nathan Altice (2015), I Am Error: The Nintendo Family Computer / Entertainment System Platform, pages 53 & 69 Archived 2025-08-05 at the Wayback Machine, MIT Press
  34. ^ "Specifications". Nocash.emubase.de. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  35. ^ "Microsoft Word - NESDoc.doc" (PDF). Archived (PDF) from the original on 2025-08-05. Retrieved 2025-08-05.
  36. ^ "GameBoy - Spielkonsolen Online Lexikon". At-mix.de. 2025-08-05. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  37. ^ "Specifications". Nocash.emubase.de. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  38. ^ Charles MacDonald. "Sega Master System VDP documentation". Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  39. ^ "Sega Master System Technical Information" (TXT). Smspower.org. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  40. ^ "Sega Programming FAQ October 18, 1995, Sixth Edition - Final". Archived from the original on January 22, 2005. Retrieved 2025-08-05.
  41. ^ Staff, Polygon (2025-08-05). "How Sega built the Genesis". Polygon. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  42. ^ "Sega Out Run Hardware (Sega)". System 16. 2025-08-05. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  43. ^ "mame/segaorun.c at master · mamedev/mame · GitHub". github.com. 21 November 2014. Archived from the original on 21 November 2014. Retrieved 15 March 2018.
  44. ^ "Out Run". 2025-08-05. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  45. ^ "Out Run Hardware (Sega)". System 16. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  46. ^ "Version 0.3 - 7th February 1998". Coinop.org. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  47. ^ "Sega 16-bit common hardware". Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  48. ^ "Sega "X-Board" hardware notes". Archived from the original (TXT) on 2025-08-05. Retrieved 2025-08-05.
  49. ^ "X68000-Computer Museum". Museum.ipsj.or.jp. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  50. ^ "mame/x68k.c at master · mamedev/mame · GitHub". github.com. 21 November 2014. Archived from the original on 21 November 2014. Retrieved 15 March 2018.
  51. ^ Yoshida, Koichi (12 September 2001). "超連射68K 開発後記". Yosshin's web page (in Japanese). Archived from the original on 12 May 2019. Retrieved 2025-08-05. (Translation by Shmuplations. Archived 2025-08-05 at the Wayback Machine).
  52. ^ "Neo-Geo MVS Hardware Notes" (TXT). Furrtek.free.fr. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  53. ^ "Neo-Geo Programming Manual" (PDF). Furrtek.free.fr. Archived (PDF) from the original on 2025-08-05. Retrieved 2025-08-05.
  54. ^ "Big List of Debug Dipswitches". Neo-Geo. 2025-08-05. Archived from the original on 2025-08-05. Retrieved 2025-08-05.
  55. ^ "snes sprite engine design guide". 30 March 2021. Archived from the original on 2025-08-05.
脚脱皮什么原因 b超跟彩超有什么区别 前列腺炎有什么症状表现 血糖高吃什么水果好能降糖 低密度脂蛋白胆固醇偏低是什么意思
腰部凉凉的是什么原因 嘴巴里长血泡是什么原因 招风耳适合什么发型 自言自语是什么原因导致 蔬菜沙拉都放什么菜
什么是音色 女左上眼皮跳是什么预兆 陌上是什么意思 拔完智齿吃什么消炎药 打美国电话前面加什么
卵泡期什么意思 弥陀是什么意思 葛根粉有什么效果 ab制是什么意思 猹是什么
痛风不能吃什么东西xianpinbao.com 黄糖是什么糖aiwuzhiyu.com 蚂蚱吃什么食物hcv7jop6ns6r.cn 喉咙老是有白痰是什么原因hcv9jop2ns6r.cn 上吐下泻吃什么travellingsim.com
梦见楼塌了是什么意思hcv9jop1ns4r.cn 流产是什么意思hcv9jop1ns9r.cn 九寨沟在四川什么地方0735v.com 黄什么鱼hcv8jop2ns2r.cn 细菌性阴道炎吃什么药hcv7jop6ns6r.cn
医院红色手环代表什么hcv7jop9ns9r.cn 写意是什么意思hcv7jop5ns0r.cn 他乡遇故知什么意思dajiketang.com 脚心有痣代表什么意思hcv8jop3ns7r.cn 红黑相间的蛇是什么蛇adwl56.com
怂恿是什么意思hcv8jop0ns3r.cn 额头上长小疙瘩是什么原因hcv9jop5ns2r.cn 内分泌失调吃什么调理weuuu.com 丙烯颜料用什么洗掉jiuxinfghf.com 四级残疾证有什么用hcv7jop4ns7r.cn
百度