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@ -15,9 +15,13 @@ The video generation is done using two independent tile/bitmap layers, and a thi
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![12-bit RGB image of a parrot](images/RGB_12bits_palette_sample_image.png) ![12-bit colour palette](images/RGB_12bits_palette_color_test_chart.png)
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Each of the tile/bitmap layers is fully indepentent for content, mode, scrolling, etc. Both layers support two special modes useful for text displays, in 16 and 256 colours.
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There are enough sprites supported to act as a third bitmap layer, should the programmer wish to make use of sprites in that manner.
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## Audio
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The VERA FPGA core produces audio output in i2S format, which is fed to the A/V port for conversion into an analog or digital format suitable for the target display device.
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The VERA FPGA core produces audio output in [I²S](https://en.wikipedia.org/wiki/I²S) format, which is fed to the A/V port for conversion into an analog or digital format suitable for the target display device.
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Audio is generated using a 16-voice stereo programmable sound generator, with each voice able to generate sounds independently, with the waveform for each chosen freely from among Pulse, Sawtooth, Triangle, and Noise.
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@ -85,24 +89,24 @@ The `ADDR0_H` and `ADDR1_H` registers control the low byte of the selected addre
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Bit 0 of the `ADDRx_H` is bit 16 of the address of the data port selected by `ADDRSEL`. Bits 1 and 2 of `ADDRx_H` are unused. Bit 3 is called `DECR0` or `DECR1`; when this bit is clear, the address of the selected data port will increment by the amount set with bits 4-7, called `INCR0` or `INCR1`, according to the table below. When `DECR0` or `DECR1` is set, then the address will _decrement_ by the same amount when the matching data register is read from or written to.
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| `INCR` value | Address Increment |
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| -------------: | ---------------: |
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| 0 | 0 |
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| 1 | 1 |
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| 2 | 2 |
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| 3 | 4 |
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| 4 | 8 |
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| 5 | 16 |
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| 6 | 32 |
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| 7 | 64 |
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| 8 | 128 |
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| 9 | 256 |
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| 10 | 512 |
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| 11 | 40 |
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| 12 | 80 |
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| 13 | 160 |
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| 14 | 320 |
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| 15 | 640 |
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| `INCR` value | Address Increment |
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| :-------------: | :---------------: |
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| 0 | 0 |
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| 1 | 1 |
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| 2 | 2 |
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| 3 | 4 |
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| 4 | 8 |
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| 5 | 16 |
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| 6 | 32 |
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| 7 | 64 |
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| 8 | 128 |
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| 9 | 256 |
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| 10 | 512 |
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| 11 | 40 |
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| 12 | 80 |
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| 13 | 160 |
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| 14 | 320 |
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| 15 | 640 |
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### DATA0
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@ -366,6 +370,10 @@ The layer position value determines the drawing order of the sprite relative to
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| 2 | Between layer 0 and 1 |
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| 3 | Above layer 1 |
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The horizontal and vertical flip bits, as you would expect, flip the sprite's bitmap along the horizontal and vertical axes, respectively.
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The palette offset is used to translate colour values from the sprite bitmap data, where those values are between 1 and 15. Such values are modified by adding the product of 16 and the palette offset.
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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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