Blitting Vs Hardware Sprites
Blitting is similar to hardware-sprite drawing, in that both systems reproduce a pattern, typically a square area, at different locations on the screen. Hardware sprites have the advantage of being stored in separate memory, and therefore don't disturb the main display memory. This allows them to be moved about the display, covering the "background", with no effect on it.
Blitting moves the same types of patterns about the screen, but does so by writing into the same memory as the rest of the display. This means every time the pattern is placed on the screen, the display "under" it is overwritten, or "damaged". It is up to the software to clean this damage up by blitting twice, once to remove the damage, and then again to place the bit in its new location. However, there are several ways to optimize this. If large areas of the screen are taken over by the patterns, it may be more efficient to blit the background to the screen instead of erasing each pattern individually. A variation involves dividing the screen into segments and erasing only the segments where patterns have been drawn on. This technique is known as dirty rectangles.
As one might imagine, this makes blitting significantly slower than sprite manipulation. However, blitting has one very big advantage: there is no physical limit to the number of patterns you can blit, or to the size of the patterns. Thus you can use blitting to display anything on the screen, including simulating sprites (through the double-write pattern noted above), or even text.
Read more about this topic: Bit Blit
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