Difference between revisions of "Sprite port-mirror Attribute 3 Register"

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| 7 || Enable visibility
 
| 7 || Enable visibility
 
|-
 
|-
| 6 || ? see note below.
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| 6 || Enable fifth sprite attribute byte
 
|-
 
|-
 
| 5-0 || Pattern index ("Name")
 
| 5-0 || Pattern index ("Name")
 
|}
 
|}
  
Bit 6 is in normal port writing used to indicate there will be "byte 5" following, while with NextReg mirror the "byte 5" is directly accessible at {{NextRegNo|$39}}. At the time of adding this documentation, it is not clear what bit 6 does here, but value "0" may work as "reset whole byte 5 to zero", so if you intend to use extended "byte 5" features, write "1" or test with actual HW. And other way too, if you don't plan to use the extra features, probably write zero to {{NextRegNo|$39}} explicitly, even if you use "0" for bit 6 here.
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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).
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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".