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● Part color
- For sprites, color is set using the color bank method, color lookup table method, or RGB code method. Non-texture color is set for non-texture of polygon, polyline and line. Set for each part.
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Color lookup table
- The color lookup table refers to the 16-color lookup table for the 4 bit data of the character pattern and exchanges it with 16 bit data.
Since 16-bit data on the table is written to the frame buffer as it is, there is no distinction between color bank code and RGB code as texture data.
∙ When read to VDP2, when the 16-bit MSB is 0, it is treated as a color bank code, and when it is 1, it is treated as an RGB code.
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Non-textured color
- Non-texture color is treated as pixel data as it is. Color banks and color lookup tables are not used.
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● 8bit / pixel color
- During high resolution, or when the frame buffer is rotated and the bit width is specified as 8bit / pixel, it is written to the frame buffer at 8bit / pixel. At this time, in the case of the color lookup table method or non-texture color, the lower 8 bits of 16 bits are written to the frame buffer.
Hereafter, abbreviated as 8bit / pixel (high resolution or rotation 8).
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