Difference between revisions of "Sprite port-mirror Attribute 3 Register"
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(Core 2.00.22 changes, and forum knowledge from Jim Bagley distilled.) |
(refresh sprite info) |
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| 7 || Enable visibility | | 7 || Enable visibility | ||
|- | |- | ||
− | | 6 || | + | | 6 || Enable fifth sprite attribute byte |
|- | |- | ||
| 5-0 || Pattern index ("Name") | | 5-0 || Pattern index ("Name") | ||
|} | |} | ||
− | + | When the bit 6 is "0", the sprite renderer will ignore value written in fifth attribute byte, for example by {{NextRegNo|$39}}, and it will use zero for all the features of fifth attribute byte (it is safe to initialize only four bytes if you are planning to use 4-byte type of sprites). | |
+ | |||
+ | If you want the value in fifth attribute byte to apply during rendering, bit 6 here must be set to "1". |
Latest revision as of 23:15, 9 December 2019
Number | $38 |
---|---|
Readable | No |
Writable | Yes |
Short Description | Nextreg port-mirror to write directly into "byte 4" of Sprite Attribute Upload ($xx57 / 87). |
Byte 4 is bitmapped:
Bit | Description |
---|---|
7 | Enable visibility |
6 | Enable fifth sprite attribute byte |
5-0 | Pattern index ("Name") |
When the bit 6 is "0", the sprite renderer will ignore value written in fifth attribute byte, for example by Sprite port-mirror Attribute 4 Register ($39), and it will use zero for all the features of fifth attribute byte (it is safe to initialize only four bytes if you are planning to use 4-byte type of sprites).
If you want the value in fifth attribute byte to apply during rendering, bit 6 here must be set to "1".