Work on fleshing out sections
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@ -382,6 +382,33 @@ The palette offset is used to translate colour values from the sprite bitmap dat
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While it should rarely be necessary, the presence of the raster line interrupt does allow for the re-use of sprites during the rendering of a single frame; the maximum number of effective sprites possible on screen in a single frame has not been experimentally demonstrated.
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## Tile Data
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The individual tile bitmaps are 8x8, 8x16, 16x8, or 16x16 pixel bitmaps, which can be in a 1, 2, 4, or 8bpp format, with each pixel stored as a colour palette index.
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## Map Data
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Tilemaps are stored as sequences of two-byte structures. The interpretation of those bytes depends on the settings of the layer.
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### 1BPP Tile Mode
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In 1bpp tile mode, with the `T256C` flag cleared, the first byte of the map data is an index into the tile data, and the second byte is split into two nybbles, the low-order nybble holding the foreground colour, and the high-order nybble holding the background colour for that tile.
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In 1bpp tile mode with the `T256C` flag set, instead the second byte is the foreground colour of the tile, with the background colour being transparent.
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### 2/4/8BPP Tile Mode
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In other bit depths, tile mode interprets the first byte of the map data is the low-order eight bits of the tile index. The second byte is interpreted as follows:
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- The low two bits of the second byte are the high-order bits of the tile index.
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- Bits 2 and 4 control horizontal and vertical flipping of the bimap used for that position in the map.
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- Bits 4-7 contain a 4-bit palette offset.
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Palette offsets modify the colour indices in the tile data as follows:
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- Color 0 (transparent) and 16-255 are used as-is
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- Colours 1-15 are modified by adding the product of the palette offset and 16 -- that is, if the palette offset is 2, then colours 1-15 will have 32 added to the palette index.
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## 16-Bit Reads/Writes
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With appropriate configuration of registers, it is possible to perform sequential 16-bit reads and writes to VERA address space:
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