sprite pixel definition database
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sprite pixel definition database
I am new to the forum and looking for a database of NES game sprite definitions -- 8x8, 16x16, 16x32, 32x32... pixel data and RGB colors for old retro games. It can be any language (C, Java, Python, assembly...) and RGB format (24-bit RGB, 16-bit RGB, ...) as long as the interpretation is clearly documented somewhere. I found https://github.com/BrianEnigma/NES_Sprite_Display and am looking for more of the same.
- Anna_TeamRocket
- Posts: 24
- Joined: Sat Jan 04, 2025 3:21 am
Re: sprite pixel definition database
I'm not sure what you're looking for, but usually sprites take from 1 tile of 8 pixels wide up to 8 tiles of 64 pixels per scanline, limited by the 64 records in the PPU's Only Access Memory, and even that is not a hard limit. Sometimes with the flicker effect, they bypass this limitation, although at this point it's more useful to just hard-code the big sprite into one large background chunk.
Re: sprite pixel definition database
I am looking for the sprite definitions used in popular NES games such as Super Mario Bros, Duck Hunt, Teenage Mutant Ninja Turtles, The Legend of Zelda, Kung Fu, Dragon Quest... sprite frames showing the main characters doing the actions they did in the games. I am hoping someone has pulled the pixel/color sprite definitions out of those games and posted them somewhere for use in others' programs.
Re: sprite pixel definition database
It's very common for people to extract sprites from games and create sprite sheets to share in sites like The Spriter's Resource, but I don't think that sharing sprites in formats closer to what's used in actual ROMs (e.g. CHR + OAM + palette data) is a thing anyone does, if that's what you're asking.
- Anna_TeamRocket
- Posts: 24
- Joined: Sat Jan 04, 2025 3:21 am
Re: sprite pixel definition database
Kung Fu have initially surprised me by the way they put over 4, 16 pixels wide character sprites in one scanline, but later I've realized that the main hero was actually a part of the background.Rick314 wrote: ↑Sat Feb 01, 2025 7:02 pmI am looking for the sprite definitions used in popular NES games such as Super Mario Bros, Duck Hunt, Teenage Mutant Ninja Turtles, The Legend of Zelda, Kung Fu, Dragon Quest... sprite frames showing the main characters doing the actions they did in the games. I am hoping someone has pulled the pixel/color sprite definitions out of those games and posted them somewhere for use in others' programs.
Re: sprite pixel definition database
For the native CHR pattern definition format you could just take them directly from the CHR ROMs as long as the game isn't using CHR RAM (in which case it may be compressed in the PRG ROM). You can get both sprites and tiles from the CHR ROM as they use the same format. You wouldn't get the palette information in that case though as it's just character dot pattern data.
Nesscreentool (and the NEXXT variant) can extract them from the ROM image, display them and convert them to bitmaps or save them as CHR files (raw NES pattern data).
The CHR pattern format uses a 2bpp color depth and is explained at the wiki.
Nesscreentool (and the NEXXT variant) can extract them from the ROM image, display them and convert them to bitmaps or save them as CHR files (raw NES pattern data).
The CHR pattern format uses a 2bpp color depth and is explained at the wiki.
Should be Object Attribute Memory (OAM) as it stores sprite (AKA object) attributes.
- Anna_TeamRocket
- Posts: 24
- Joined: Sat Jan 04, 2025 3:21 am
Re: sprite pixel definition database
Re: sprite pixel definition database
It's usually called the sprite attribute table (SAT or something similar), but Nintendo always calls it OAM in all their consoles that has spriting hardware.