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Codes 01,10,or 11 select one of three possible registers from the normal color register
from the normal color register group, from which the actual color data is taken.
COLOR REGISTER SET
_________________________
__ | Unused | 16
| 00 |_________________________| \
Sprite 0 or 1 | 01 |_________________________| \
| 10 |_________________________| \
|__ 11 |_________________________| \
__ | Unused | 20 \
| 00 |_________________________| \ \
Sprite 2 or 3 | 01 |_________________________| \ \
| 10 |_________________________| \ \
|__ 11 |_________________________| \ \
__ | Unused | 24 ---------> Yields
| 00 |_________________________| / / Trans-
Sprite 4 or 5 | 01 |_________________________| / / parent
| 10 |_________________________| / /
|__ 11 |_________________________| / /
__ | Unused | 28 /
| 00 |_________________________| /
Sprite 6 or 7 | 01 |_________________________| /
| 10 |_________________________| /
|__ 11 |_________________________| 31 /
Figure 4-6: (Color Register Assignments)
If you require certain colors in a sprite, you will want to load the sprite's color registers
with those colors. The "Playfield Hardware" chapter contains instructions on loading color
registers.
The binary number 00 is special in this color scheme. A pixel whose value is 00 becomes
transparent and shows the color of any other sprite or playfield that has lower video
priority. An object with low priority appears "behind" an object with higher priority. Each
sprite has a fixed video priority with respect to all the other sprites. You can vary the
priority between sprites and playfields. (See Chapter 7, "System Control Hardware," for
more information about sprite priority.)
- 100 Sprite Hardware -
Содержание Amiga A1000
Страница 1: ...AMIGA HARDWARE REFERENCE MANUAL 1992 Commodore Business Machines Amiga 1200 PAL...
Страница 20: ...Figure 1 1 Block Diagram for the Amiga Computer Family Introduction 11...
Страница 21: ...12 Introduction...
Страница 72: ...Figure 3 12 A dual Playfield display Playfield Hardware 63...
Страница 87: ...Figure 3 24 Horizontal Scrolling 78 playfield hardware...
Страница 101: ...92 Playfield Hardware...
Страница 199: ...Figure 6 9 DMA time slot allocation 190 Blitter hardware...
Страница 203: ...Figure 6 13 Blitter Block Diagram 194 Blitter Hardware...
Страница 229: ...220 System Control Hardware...
Страница 246: ...Figure 8 8 Chinon Timing diagram cont Interface Hardware 237...
Страница 265: ...256 Interface Hardware...
Страница 289: ...280 Appendix A...
Страница 297: ...288 Appendix B...
Страница 298: ...APPENDIX C CUSTOM CHIP PIN ALLOCATION LIST NOTE Means an active low signal Appendix C 289...
Страница 302: ...APPENDIX D SYSTEM MEMORY MAP Appendix D 293...
Страница 343: ...334 Appendix F...
Страница 351: ...342 Appendix G...
Страница 361: ...352 Appendix H...
Страница 367: ...358 Appendix I...