© 1985 ASCII CORP. / NIPPON GAKKI CO.
Page 107 of 108
© 2010-2015 Eugeny Brychkov
5.3. Special rules for sprite color settings
In all graphic modes except GRAPHIC7 mode, sprite display color is determined by
the values in palette registers.
In GRAPHIC7 mode sprite colors are fixed and are not related to contents of palette
registers. Table below show these effective values.
Color code
Green
Red
Blue
C3 C2 C1 C0 G2 G1 G0
R2
R1
R0
B2 B1 B0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0 0 0 0 1 0
0 0 1 0 0 0 0 0 1 1 0 0 0
0 0 1 1 0 0 0 0 1 1 0 1 0
0 1 0 0 0 1 1 0 0 0 0 0 0
0 1 0 1 0 1 1 0 0 0 0 1 0
0 1 1 0 0 1 1 0 1 1 0 0 0
0 1 1 1 0 1 1 0 1 1 0 1 0
1 0 0 0 1 0 0 1 1 1 0 1 0
1 0 0 1 0 0 0 0 0 0 1 1 1
1 0 1 0 0 0 0 1 1 1 0 0 0
1 0 1 1 0 0 0 1 1 1 1 1 1
1 1 0 0 1 1 1 0 0 0 0 0 0
1 1 0 1 1 1 1 0 0 0 1 1 1
1 1 1 0 1 1 1 1 1 1 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1
The state of bit 5 “TP” of register R#8 affects how sprites are displayed, and affects
color code 0.
TP bit value
Behavior
TP=0
Color code 0 will be treated as transparent and invisible. All the dots
corresponding to “0” bit value in sprite bitmap will be transparent. These
dots are considered as non-existent and will not cause collision event
TP=1
Color code 0 will be the code corresponding to color #0 in the palette
register. Note that in GRAPHIC7 mode, value of color #0 is predefined and
equal to G=0, R=0 and B=0. If sprites will overlap with the dots
corresponding to “0” bit value in their sprite bitmap, collision event will be
generated