Sprite port-mirror Attribute 4 Register
From SpecNext official Wiki
Number | $39 |
---|---|
Readable | No |
Writable | Yes |
Short Description | Nextreg port-mirror to write directly into "byte 5" of Sprite Attribute Upload ($xx57 / 87). |
Byte 5 is bitmapped:
- For anchor sprites:
Bit | Description |
---|---|
7-6 | "H N6" - "H" is 4/8 bit graphics selector, "N6" is sub-pattern selector for 4 bit modes. %00 = 8-bit colour patterns (256 bytes), this sprite is "anchor" |
5 | Type for following relative sprites: 0 = "composite", 1 = "big sprite" |
4-3 | x-axis scale factor: %00 = 1x (16 pixels), %01 = 2x, %10 = 4x, %11 = 8x (128 pixels) |
2-1 | y-axis scale factor: %00 = 1x (16 pixels), %01 = 2x, %10 = 4x, %11 = 8x (128 pixels) |
0 | MSB of Y coordinate |
- For composite relative sprites:
Bit | Description |
---|---|
7-6 | %01 = relative sprite |
5 | "N6" bit, in 4-bit colour mode 0 = using bytes 0..127 of pattern slot, 1 = using bytes 128..255 of pattern slot. In 8-bit mode use 0. |
4-3 | x-axis scale factor: %00 = 1x (16 pixels), %01 = 2x, %10 = 4x, %11 = 8x (128 pixels) |
2-1 | y-axis scale factor: %00 = 1x (16 pixels), %01 = 2x, %10 = 4x, %11 = 8x (128 pixels) |
0 | Enable relative pattern offset (1 = Pattern index is added to anchor pattern index, 0 = independent pattern index) |
- For big-sprite relative sprites:
Bit | Description |
---|---|
7-6 | %01 = relative sprite |
5 | "N6" bit, in 4-bit colour mode 0 = using bytes 0..127 of pattern slot, 1 = using bytes 128..255 of pattern slot. In 8-bit mode use 0. |
4-1 | use 0 (scaling is defined by anchor sprite) |
0 | Enable relative pattern offset (1 = Pattern index is added to anchor pattern index, 0 = independent pattern index) |
See Sprite Attribute Upload ($xx57 / 87) for extra notes about anchor/relative sprites, coordinates and clipping.