© 1985 ASCII CORP. / NIPPON GAKKI CO.
Page 101 of 108
© 2010-2015 Eugeny Brychkov
5.2.1. Global sprite attributes and tables (SM2)
Register R#1 contains two controls for sprites, allowing magnification and quadruple
sprite pattern size. Register R#8 contains one control bit, “SPD”, which allows disabling
and enabling sprite display.
MSB
7 6 5 4 3 2 1 0
LSB
R#1
0 BL IE0 M1 M2 0 SI MAG R#1
0: Normal
1: Double
Sprite
magnification
0: 8*8
1:16*16
Sprite size
R#8
MS LP TP CB VR 0 SPD BW R#8
0: Enable
1:Disable
Sprite display
control
Sprites are defined by three tables: sprite pattern generator table, which controls the
appearance of the dots within the sprite (being on “1” or off “0”), sprite color table, which
control colors of the sprite lines and other attributes, and sprite attribute table, which
controls positioning and used pattern number.
5.2.2. Sprite attribute table (SM2)
The sprite attribute table is an area in the VRAM that defines display coordinates for
all the possible 32 sprites, pattern numbers used for display and some other flags. Each
sprite has four bytes of attribute data, making up 128 bytes (80h) of the memory.
MSB
7 6 5 4 3 2 1 0
LSB
(B) 0
Y-coordinate (0…255)
1 X-coordinate
(0…255)
2
Pattern number (0…255)
3 Reserved
Attribute area
for sprite #0
124 Y-coordinate
(0…255)
125 X-coordinate
(0…255)
126
Pattern number (0…255)
127 Reserved
Attribute area
for sprite #31