Yamaha V9938 Programmer's Manual page 97

Msx-video
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5.1.1. Global sprite attributes and tables (SM1)
Register R#1 contains two controls for sprites, allowing magnification and quadruple
sprite pattern size.
MSB
R#1
Sprites are defined by two tables: sprite pattern generator table, which controls the
appearance of the dots within the sprite (being on "1" or off "0") and sprite attribute table,
which controls positioning, used pattern number and the sprite color.
5.1.2. Sprite attribute table (SM1)
The sprite attribute table is an area in the VRAM that defines display coordinates for
all the possible 32 sprites, their colors, pattern numbers used for display and some other
flags. Each sprite has four bytes of attribute data, making up 128 bytes (80h) of the
memory.
MSB
7
(B) 0
1
2
3
EC
124
125
126
127
EC
Y-coordinate defines the vertical position of the sprite. Note that if Y is equal to 208
(D0h), all lower priority sprites will not be displayed. It is important to know that when
using vertical offset register R#23 to scroll the visible area of the screen, sprite with the Y-
© 1985 ASCII CORP. / NIPPON GAKKI CO.
7
6
0
BL
IE0
6
5
4
Y-coordinate (0...255)
X-coordinate (0...255)
Pattern number (0...255)
-
-
-
Y-coordinate (0...255)
X-coordinate (0...255)
Pattern number (0...255)
-
-
-
5
4
3
M1
M2
3
2
Color code
Color code
Page 97 of 108
2
1
0
LSB
0
SI
MAG
0: Normal
Sprite
1: Double
magnification
0: 8*8
Sprite size
1:16*16
1
0
LSB
Attribute
for sprite #0
Attribute
for sprite #31
© 2010-2015 Eugeny Brychkov
Mode R#1
area
area

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