forked from Sentinel65X/Sentinel65X-Handbook
Work on fleshing out sections
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@ -351,6 +351,21 @@ Sprites are controlled using 128 control entries, beginning at VERA address `0x1
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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.
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The X and Y positions are 10-bit numbers representing the offset from the screen origin of the sprite's origin.
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`FIXME: How does the collision mask work?`
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The layer position value determines the drawing order of the sprite relative to the two tile/bitmap layers:
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| Value | Description |
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| :---: | :------------: |
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| 0 | Disabled |
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| 1 | Below layer 0 |
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| 2 | Between layers |
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| 3 | Above layer 1 |
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## 16-Bit Reads/Writes
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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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With appropriate configuration of registers, it is possible to perform sequential 16-bit reads and writes to VERA address space:
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