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Animated Hardware Graphics Video Generator Controller

IP.com Disclosure Number: IPCOM000101425D
Original Publication Date: 1990-Aug-01
Included in the Prior Art Database: 2005-Mar-16
Document File: 2 page(s) / 73K

Publishing Venue

IBM

Related People

Thompson, SP: AUTHOR

Abstract

A animated hardware graphics video generator controller is described to enable a hardware graphics cursor, also known as "sprite", to be moved around a video screen by writing to registers that control the X-Y screen position. The concept is an improvement over previous methods since it eliminates the need for continuous software involve ment to update a large number of pixels in video memory, normally required to move a sprite image.

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This is the abbreviated version, containing approximately 52% of the total text.

Animated Hardware Graphics Video Generator Controller

       A animated hardware graphics video generator controller
is described to enable a hardware graphics cursor, also known as
"sprite", to be moved around a video screen by writing to registers
that control the X-Y screen position.  The concept is an improvement
over previous methods since it eliminates the need for continuous
software involve ment to update a large number of pixels in video
memory, normally required to move a sprite image.

      Typically, a sprite is able to be configured into many
different shapes through programming designation.  The concept
described herein is an extension to the sprite architecture so as to
allow the ability to cycle through several sprite shapes at a
programmable rate, with no software involvement other than the
initial programming of the sprite shapes and the cycling rate.
Therefore, by using different sprite shape definitions at a rapid
rate, the concept provides the sprite with an animated effect.

      The sprite is generated by organizing the video screen in X and
Y coordinates, where each coordinate corresponds to a pixel on the
screen. X and Y counter/comparators check for the point on the screen
where the sprite is to begin.  When the Y counter/comparator finds
the sprite Y starting point, data is read into the video line where
that data will appear.  Once the video line actually starts, the X
counter/ comparator will look for the proper X coordinate to begin
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