You already know sprites are movable images that can be freely placed over the background image in a computer game. Now that you've read all of the OAM tags, you also know that a sprite as we see it in-game is often built of multiple hardware sprites which usually have quite restricted size (e.g. 8x{8; 16} for NES, 8x8 to 64x64 for DS, but not e.g. 24x16).
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VRAM alone doesn't make a sprite. |
Each hardware sprite is controlled by an entry in the graphic chip's descriptors, giving its position and other attributes (like flipping bits) and that completes the sprite tiles storage (
spritesheet) in either ROM or
video RAM.
On the nintendo consoles, these are named Object Attribute Memory entries. I use that 'OAM' term when I truly mean "a hardware sprite", not a Game Object's rendition on screen (sprite).
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