commit 72ed625
zzo38
·
2023-04-22 02:42:51 +0000 UTC
parent 3ea3d99
Explain the sprites in varvara.doc.
2 files changed,
+29,
-1
+3,
-0
1@@ -25,3 +25,6 @@
2 DUP2k #1f SFT2 MUL2 SUB2
3 JMP2r
4
5+\\ Macro for alignment.
6+%ALIGN2 { \_@:1&+! }
7+
+26,
-1
1@@ -143,7 +143,32 @@ are as follows:
2 bit4 = Horizontal flip
3 bit3-bit0 = Colour
4
5-(TODO: explain sprites better)
6+The sprite address port must be set before writing to the sprite command
7+port; it is the address of the graphics data. The 2bpp graphics data is
8+stored in the NES/Famicom pattern tables format; the 1bpp graphics data
9+is similar but there is only one plane.
10+
11+The colours of sprites are mapped according to the table (the top row is
12+the data in the sprite, and the rest has the specified colour in the first
13+column and the result colour in the other columns (where - means it is
14+transparent); the last two columns are not used in 1bpp mode):
15+ DATA 0 1 2 3
16+ 0 0 0 1 2
17+ 1 0 1 2 3
18+ 2 0 2 3 1
19+ 3 0 3 1 2
20+ 4 1 0 1 2
21+ 5 - 1 2 3
22+ 6 1 2 3 1
23+ 7 1 3 1 2
24+ 8 2 0 1 2
25+ 9 2 1 2 3
26+ A - 2 3 1
27+ B 2 3 1 2
28+ C 3 0 1 2
29+ D 3 1 2 3
30+ E 3 2 3 1
31+ F - 3 1 2
32
33
34 === Audio ===