
The following data structure is for the six-color spaceship made with two attached sprites.
SPRITE0:
DC.W $6D60,$7200 ;VSTART = 65, HSTART = 128
DC.W $0C30,$0000 ;First color descriptor word
DC.W $1818,$0420
DC.W $342C,$0E70
DC.W $1818,$0420
DC.W $0C30,$0000
DC.W $0000,$0000 ;End of sprite 0
SPRITE1:
DC.W $6D60,$7280 ;Same as sprite 0 except attach bit on
DC.W $07E0,$0000 ;First descriptor word for sprite 1
DC.W $0FF0,$0000
DC.W $1FF8,$0000
DC.W $0FF0,$0000
DC.W $07E0,$0000
DC.W $0000,$0000 ;End of sprite 1
MANUAL MODE
It is almost always best to load sprites using the automatic DMA channels. Sometimes,
however, it is useful to load these registers directly from one of the microprocessors.
Sprites may be activated "manually" whenever they are not being used by a DMA channel.
The same sprite that is showing a DMA-controlled icon near the top of the screen can also
be reloaded manually to show a vertical colored bar near the bottom of the screen. Sprites
can be activated manually even when the sprite DMA is turned off.
You display sprites manually by writing to the sprite data registers SPRxDATB and
SPRxDATA, in that order. You write to SPRxDATA last because that address "arms'' the
sprite to be output at the next horizontal comparison. The data written will then be
displayed on every line, at the horizontal position given in the "H" portion of the position
registers SPRxPOS and SPRxCTL. If the data is unchanged, the result will be a vertical
bar. If the data is reloaded for every line, a complex sprite can be produced.
The sprite can be terminated ("disarmed") by writing to the SPRxCTL register. If you write
to the SPRxPOS register, you can manually move the sprite horizontally at any time, even
during normal sprite usage.
- 120 Sprite Hardware -
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...