Difference between revisions of "Global Transparency Register"
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(Created page with "{{NextRegister |Number=20 |Readable=Yes |Writable=Yes |ShortDesc=Sets the color treated as transparent when drawing layer 2. }}") |
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{{NextRegister | {{NextRegister | ||
− | |Number= | + | |Number=$14 |
|Readable=Yes | |Readable=Yes | ||
|Writable=Yes | |Writable=Yes | ||
− | |ShortDesc=Sets the | + | |ShortDesc=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 {{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.