Spritework on the ZX Spectrum: Preparing Our Graphics
The article discusses techniques for preparing sprite graphics on the ZX Spectrum, covering tools, constraints, and workflows for creating pixel art optimized for the system's hardware limitations.
Background
- The ZX Spectrum was a hugely popular 1982 British home computer (Z80A CPU, 48 KB RAM). Its display was 256×192 pixels with a "colour attribute" system: each 8×8 block could only show two colours (one foreground, one background). This caused notorious "colour clash" — moving a sprite across a multicolour background creates ugly artefacts because the colour block follows the sprite.
- The article walks through preparing pixel art for a Spectrum game using modern tools. The central challenge is working around colour clash: techniques include using monochrome sprites, carefully placing colours to minimise clashes, and masking.
- This is part of a hands-on retro-programming blog series. The ZX Spectrum scene remains active today (new games, demos, tools). Understanding these constraints shows how early game devs solved problems of limited memory, colour, and performance.
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