Difference between revisions of "Sprites"

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(Created page with "== SPRITES == Sprite is a computer graphics term for a two-dimensional bitmap that is integrated into a larger scene. Originally sprites referred to independent objects that...")
 
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== Sprite Registers ==
 
== Sprite Registers ==
  
Each Sprite has registers composed of a total of 8 bytes for manipulation, starting at $AF:0200 and spanning through to $AF:02FF. The first one of each 8 byte block is always the Control Register with the following attributes:
+
Each Sprite has registers composed of a total of 8 bytes for manipulation, starting at $AF:0200 and spanning through to $AF:02FF. The first one of each 8 byte block is always the control register with the following attributes:
  
{|
+
{| {{Wikitable}}
 +
!Attribute
 +
!Bit
 +
|-
 
|SPRITE_Enable||= $01
 
|SPRITE_Enable||= $01
 +
|-
 
|SPRITE_LUT0||= $02
 
|SPRITE_LUT0||= $02
 +
|-
 
|SPRITE_LUT1||= $04
 
|SPRITE_LUT1||= $04
 +
|-
 
|SPRITE_LUT2||= $08
 
|SPRITE_LUT2||= $08
 +
|-
 
|SPRITE_DEPTH0||= $10
 
|SPRITE_DEPTH0||= $10
 +
|-
 
|SPRITE_DEPTH1||= $20
 
|SPRITE_DEPTH1||= $20
 +
|-
 
|SPRITE_DEPTH2||= $40
 
|SPRITE_DEPTH2||= $40
 
|}
 
|}
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The following is an overview of all the attributes of the 8 byte block:
 
The following is an overview of all the attributes of the 8 byte block:
  
{|
+
{| {{Wikitable}}
 +
!Attribute
 +
!Bit
 +
|-
 
|SP00_CONTROL_REG||= $AF02*0
 
|SP00_CONTROL_REG||= $AF02*0
|SP00_ADDY_PTR_L||= $AF0201
+
|-
|SP00_ADDY_PTR_M||= $AF0202
+
|SP00_ADDY_PTR_L||= $AF02*1
|SP00_ADDY_PTR_H||= $AF0203
+
|-
|SP00_X_POS_L||= $AF0204
+
|SP00_ADDY_PTR_M||= $AF02*2
|SP00_X_POS_H||= $AF0205
+
|-
|SP00_Y_POS_L||= $AF0206
+
|SP00_ADDY_PTR_H||= $AF02*3
|SP00_Y_POS_H||= $AF0207
+
|-
 +
|SP00_X_POS_L||= $AF02*4
 +
|-
 +
|SP00_X_POS_H||= $AF02*5
 +
|-
 +
|SP00_Y_POS_L||= $AF02*6
 +
|-
 +
|SP00_Y_POS_H||= $AF02*7
 
|}
 
|}

Revision as of 03:01, 11 April 2019

SPRITES

Sprite is a computer graphics term for a two-dimensional bitmap that is integrated into a larger scene.

Originally sprites referred to independent objects that are composited together, by hardware, with other elements such as a background or tiles. The composition occurs as each scan line is prepared for the video output device, without involvement of the main CPU and without the need for a full-screen frame buffer. Sprites can be positioned or altered by setting attributes used during the hardware composition process.

Vicky is able to render 32 non-multiplexed sprites with a resolution of 32x32 pixels each. Just as bitmaps, a LUT is required for selecting 256 out of 16.777.216 colors.

Sprite Registers

Each Sprite has registers composed of a total of 8 bytes for manipulation, starting at $AF:0200 and spanning through to $AF:02FF. The first one of each 8 byte block is always the control register with the following attributes:

Attribute Bit
SPRITE_Enable = $01
SPRITE_LUT0 = $02
SPRITE_LUT1 = $04
SPRITE_LUT2 = $08
SPRITE_DEPTH0 = $10
SPRITE_DEPTH1 = $20
SPRITE_DEPTH2 = $40

The following is an overview of all the attributes of the 8 byte block:

Attribute Bit
SP00_CONTROL_REG = $AF02*0
SP00_ADDY_PTR_L = $AF02*1
SP00_ADDY_PTR_M = $AF02*2
SP00_ADDY_PTR_H = $AF02*3
SP00_X_POS_L = $AF02*4
SP00_X_POS_H = $AF02*5
SP00_Y_POS_L = $AF02*6
SP00_Y_POS_H = $AF02*7