Work on fleshing out sections

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Kyle Cardoza 2024-03-24 02:29:05 -04:00
parent 32c94033d2
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@ -292,6 +292,65 @@ The palette is stored in VERA memory beginning at VERA address `0x1FA00`, and co
Note that the high order four bits in the second byte of each palette entry is unused. Note that the high order four bits in the second byte of each palette entry is unused.
## Sprite Entries
Sprites are controlled using 128 control entries, beginning at VERA address `0x1FC00`. Each of these entries contains the following structure:
<table>
<tr>
<th>Offset</th>
<th>Bit&nbsp;7</th>
<th>Bit&nbsp;6</th>
<th>Bit&nbsp;5</th>
<th>Bit&nbsp;4</th>
<th>Bit&nbsp;3</th>
<th>Bit&nbsp;2</th>
<th>Bit&nbsp;1</th>
<th>Bit&nbsp;0</th>
</tr>
<tr>
<td>0</td>
<td align="center" colspan="8">Bitmap (Address bits 5-12)</td>
</tr>
<tr>
<td>1</td>
<td>Mode</td>
<td align="center" colspan="3">-</td>
<td align="center" colspan="4">Bitmap (Address bits 13-16)</td>
</tr>
<tr>
<td>2</td>
<td align="center" colspan="8">X Position (Low 8 bits)</td>
</tr>
<tr>
<td>3</td>
<td align="center" colspan="6">-</td>
<td align="center" colspan="2">X Position (High 2 bits)</td>
</tr>
<tr>
<td>4</td>
<td align="center" colspan="8">Y Position (Low 8 bits)</td>
</tr>
<tr>
<td>5</td>
<td align="center" colspan="6">-</td>
<td align="center" colspan="2">Y Position (High 2 bits)</td>
</tr>
<tr>
<td>6</td>
<td align="center" colspan="4">Collision Mask</td>
<td align="center" colspan="2">Layer Position</td>
<td align="center">Vertical Flip</td>
<td align="center">Horizontal Flip</td>
</tr>
<tr>
<td>7</td>
<td align="center" colspan="2">Sprite Height</td>
<td align="center" colspan="2">Sprite Width</td>
<td align="center" colspan="4">Palette Offset</td>
</tr>
</table>
## 16-Bit Reads/Writes ## 16-Bit Reads/Writes
With appropriate configuration of registers, it is possible to perform sequential 16-bit reads and writes to VERA address space: With appropriate configuration of registers, it is possible to perform sequential 16-bit reads and writes to VERA address space: