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 64 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:0C00 and spanning through to $AF:0DFF.
The first set of sprite manipulation registers are shown below:
Attribute | Address |
---|---|
SP00_CONTROL_REG | = $AF:0C00 |
SP00_ADDY_PTR_L | = $AF:0C01 |
SP00_ADDY_PTR_M | = $AF:0C02 |
SP00_ADDY_PTR_H | = $AF:0C03 |
SP00_X_POS_L | = $AF:0C04 |
SP00_X_POS_H | = $AF:0C05 |
SP00_Y_POS_L | = $AF:0C06 |
SP00_Y_POS_H | = $AF:0C07 |
For each successive sprite, add +8 to the address registers.
The sprite control register (SPxy_CONTROL_REG) is always the first byte of the 8 byte block. The register is configured as follows:
Attribute | Bit |
---|---|
SPRITE_Enable | = $01 |
SPRITE_LUT0 | = $02 |
SPRITE_LUT1 | = $04 |
SPRITE_LUT2 | = $08 |
SPRITE_DEPTH0 | = $10 |
SPRITE_DEPTH1 | = $20 |
SPRITE_DEPTH2 | = $40 |
SPRITE_Collision_On | = $80 |
NOTE: The upper left corner of the sprite is offset by 32 pixels. Using (0,0) will hide the sprite. Position (32,32) is mapped to the upper left corner of the screen.