© 1985 ASCII CORP. / NIPPON GAKKI CO.
Page 52 of 108
© 2010-2015 Eugeny Brychkov
3.7.2. Color register settings
You can set color of the margin of the screen (backdrop color) specifying BD3…BD0
bits in register R#7. Note that bits TC3…TC0 of R#7 are ignored.
3.7.3. Sprite settings
Set the start address of the sprite attribute table in registers R#5 and R#11; set start
address of the sprite pattern generator table in register R#6. For details about sprites
please refer to section “Sprite mode 2”
MSB
7 6 5 4 3 2 1 0
LSB
R#5
A14 A13 A12 A11 A10 1 1 1
Sprite attribute
table low
R#11
0 0 0 0 0 0 A16
A15
Sprite attribute
table high
R#6
0 0 A16 A15 A14 A13 A12 A11
Sprite pattern
generator table
3.7.4. Hardware tiling function
VDP can only display 4 solid colors in G5 mode however pixels are so small that
combination of two pixels from the set of those 4 solid colors possible produces another
visible color, a mixture of the applied two.
This feature is only available in G5 mode, and is applied to the sprites and to the
screen border color. G5 has 512 pixels in its X-axis, but sprites’ X-coordinate is between 0
and 255. This means that for single sprite dot there’re two font pattern dots, and from forn
pattern point of view sprite of 8*8 has size of 16*8.
SM2 sprite color table uses 4 bits for each line of sprite. For every dot in sprite
pattern table defined as “1” in sprite image bitmap, lower two bits from this 4-bit set
define color of odd pixels of the sprite, and higher two bits from this set define color of
even pixels of the sprite.
In the example above imagine that palette color 1 is set to red (7, 0, 0) and color 3
set to blue (0, 0, 7).