From 123fbf56f58f853ba3ad460577c3069bb78c2dee Mon Sep 17 00:00:00 2001 From: Kyle Cardoza Date: Sun, 24 Mar 2024 02:36:22 -0400 Subject: [PATCH] Work on fleshing out sections --- Audio & Video.md | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/Audio & Video.md b/Audio & Video.md index 5f2b83f..e16f4fc 100644 --- a/Audio & Video.md +++ b/Audio & Video.md @@ -351,6 +351,21 @@ Sprites are controlled using 128 control entries, beginning at VERA address `0x1 +The bitmap address of a sprite is the top 12 bits of a 17-bit VERA memory address; the low order 5 bits are always `0`, which means that sprite data is always aligned to a 32-byte boundary. + +The X and Y positions are 10-bit numbers representing the offset from the screen origin of the sprite's origin. + +`FIXME: How does the collision mask work?` + +The layer position value determines the drawing order of the sprite relative to the two tile/bitmap layers: + +| Value | Description | +| :---: | :------------: | +| 0 | Disabled | +| 1 | Below layer 0 | +| 2 | Between layers | +| 3 | Above layer 1 | + ## 16-Bit Reads/Writes With appropriate configuration of registers, it is possible to perform sequential 16-bit reads and writes to VERA address space: