Difference between revisions of "Global Transparency Register"

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|ShortDesc=Sets the "transparent" colour for Layer 2, ULA and LoRes pixel data.
 
|ShortDesc=Sets the "transparent" colour for Layer 2, ULA and LoRes pixel data.
 
}}
 
}}
 
 
Transparency color value (0xE3 after a reset).
 
Transparency color value (0xE3 after a reset).
  
 
This value is 8-bit only, so the transparency is compared only by the MSB bits of the final colour.
 
This value is 8-bit only, so the transparency is compared only by the MSB bits of the final colour.
  
This only affects Layer 2, ULA and LoRes. Sprites use {{NextRegNo|$4B}} for transparency, Tilemap uses {{NextRegNo|$4C}}.
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This only affects Layer 2, ULA, LoRes and 1-bit ("text mode") tilemap. Sprites use {{NextRegNo|$4B}} for transparency, 4-bit Tilemap uses {{NextRegNo|$4C}} except in text mode.

Latest revision as of 11:24, 3 November 2024

Number $14
Readable Yes
Writable Yes
Short Description Sets the "transparent" colour for Layer 2, ULA and LoRes pixel data.

Transparency color value (0xE3 after a reset).

This value is 8-bit only, so the transparency is compared only by the MSB bits of the final colour.

This only affects Layer 2, ULA, LoRes and 1-bit ("text mode") tilemap. Sprites use Sprites Transparency Index Register ($4B) for transparency, 4-bit Tilemap uses Tilemap Transparency Index Register ($4C) except in text mode.