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CLIPPED SPRITES
As noted above, sprites will be partially or totally clipped if they pass across or beyond the
boundaries of the display window. The values of 64 (horizontal) and 44 (vertical) are
"normal" for a centred display on a standard NTSC video monitor. See Chapter 3,
"Playfield Hardware", for more information on display offsets. Information on PAL displays
will be found there. If you choose other values to establish your display window, your
sprites will be clipped accordingly.
SIZE OF SPRITES
Sprites are 16 pixels wide and can be almost any height you wish... as short as one line or
taller than the screen. You would probably move a very tall sprite vertically to display a
portion of it at a time.
Sprite size is based on a pixel that is 1/320th of a screen's width, 1/200th of a NTSC
screen's height, or 1/256 of a PAL screen's height. This pixel size corresponds to the low-
resolution and non-interlaced modes of the normal full-size playfield. Sprites, however,
are independent of playfield modes of display, so changing the resolution or interlace
mode of the playfield has no effect on the size or resolution of a sprite.
SHAPE OF SPRITES
A sprite can have any shape that will fit within the 16-pixel width. You define a sprite's
shape by specifying which pixels actually appear in each of the sprite's locations. For
example, Figures 4-3 and 4-4 show a spaceship whose shape is marked by Xs. The first
Figure shows only the spaceship as you might sketch it out on graph paper. The second
Figure shows the spaceship within the 16-pixel width. The 0s around the spaceship mark
the part of the sprite not covered by the spaceship and transparent when displayed.
x x
x x x x x
x x x x x x x x x x
x x x x x x x x x x
x x x x x x
x x
Figure 4-3: Shape of Spaceship
- Sprite Hardware 97 -
Summary of Contents for Amiga A1000
Page 1: ...AMIGA HARDWARE REFERENCE MANUAL 1992 Commodore Business Machines Amiga 1200 PAL...
Page 20: ...Figure 1 1 Block Diagram for the Amiga Computer Family Introduction 11...
Page 21: ...12 Introduction...
Page 72: ...Figure 3 12 A dual Playfield display Playfield Hardware 63...
Page 87: ...Figure 3 24 Horizontal Scrolling 78 playfield hardware...
Page 101: ...92 Playfield Hardware...
Page 199: ...Figure 6 9 DMA time slot allocation 190 Blitter hardware...
Page 203: ...Figure 6 13 Blitter Block Diagram 194 Blitter Hardware...
Page 229: ...220 System Control Hardware...
Page 246: ...Figure 8 8 Chinon Timing diagram cont Interface Hardware 237...
Page 265: ...256 Interface Hardware...
Page 289: ...280 Appendix A...
Page 297: ...288 Appendix B...
Page 298: ...APPENDIX C CUSTOM CHIP PIN ALLOCATION LIST NOTE Means an active low signal Appendix C 289...
Page 302: ...APPENDIX D SYSTEM MEMORY MAP Appendix D 293...
Page 343: ...334 Appendix F...
Page 351: ...342 Appendix G...
Page 361: ...352 Appendix H...
Page 367: ...358 Appendix I...