Difference between revisions of "Sprite Pattern Upload"

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Used to upload sprite patterns. Sprite patterns are 16x16 (256 bytes for 8 bit colour and 128 bytes for 4 bit colour sprites) and are sent in English reading order. Each byte is the offset, 0-255 or 0-15, within the active sprite palette. After sending 256 bytes, the target pattern slot is auto-incremented. This auto-increment is independent of other sprite registers.
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Used to upload sprite patterns. Sprite patterns are 16x16 (256 bytes for 8 bit colour and 128 bytes for 4 bit colour sprites) and are sent in English reading order. Each byte is the offset, 0-255 (or two 0-15 for 4-bit graphics), within the active sprite palette. After sending 256 bytes, the target pattern slot is auto-incremented. This auto-increment is independent of other sprite registers.
  
With 4 bit sprites each pattern slot contains effectively two patterns, each 128 bytes long, the sub-pattern displayed is selected by 7th bit "N6" in 5th sprite-attribute byte.
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With 4 bit sprites each pattern slot contains effectively two patterns, each 128 bytes long, the sub-pattern displayed is selected by 7th bit "N6" in 5th sprite-attribute byte. With four bit graphics the top bits (of each pattern byte) 7-4 are "left" pixel on display and bits 3-0 are "right next to it" pixel on display (in default mode, no mirror, no rotate).

Revision as of 10:48, 28 December 2018

Number $xx5B
Decimal
Short desc. Used to upload the pattern of the selected sprite.
Bit Mask %---- ---- 0101 1011 ??
Readable No
Writable Yes
Subsystem Sprites

Used to upload sprite patterns. Sprite patterns are 16x16 (256 bytes for 8 bit colour and 128 bytes for 4 bit colour sprites) and are sent in English reading order. Each byte is the offset, 0-255 (or two 0-15 for 4-bit graphics), within the active sprite palette. After sending 256 bytes, the target pattern slot is auto-incremented. This auto-increment is independent of other sprite registers.

With 4 bit sprites each pattern slot contains effectively two patterns, each 128 bytes long, the sub-pattern displayed is selected by 7th bit "N6" in 5th sprite-attribute byte. With four bit graphics the top bits (of each pattern byte) 7-4 are "left" pixel on display and bits 3-0 are "right next to it" pixel on display (in default mode, no mirror, no rotate).