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Color calculation
Color calculation includes replacement, shadow, semi-brightness, semi-transparency, and Gouraud shading, and Gouraud shading semi-brightness and Gouraud shading and semi-transparency. These specification methods are as follows.
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 Color Calculation 
 Underground 
MSB
 Original 
 Background 
 Color calculation types 
 Available modes 
 bit 2 
 1 
 0 
 Original 
 Background 
0
0
0
 1 
 0 
 replace 
 unrestricted 
 unrestricted 
0
0
1
0
0
1 
 Do not rewrite 
 No restrictions 
 Unlimited 
 1 
 0 * 1 
 1/2 
 shadow 
 RGB 
0
1
0
 1/2 
 0 
 half luminance 
 RGB 
 Unlimited 
0
1
1
0
1
0 
 replace 
 RGB 
 Unlimited 
 1 
 1/2 
 1/2 
 half translucent 
 RGB 
1
0
0
 Gouraud 
 0 
 Gouraud shading 
 RGB 
 Unlimited 
1
0
1
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-
 Setting prohibited (Do not set) 
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1
1
0
 Golow 1/2 
 0 
 Gouraud shading + half brightness * 2 
 RGB 
 Limit None 
1
1
 1 
 0 
 Gouraud 
 0 
 Gouraud shading 
 RGB 
 Unlimited 
 1 
 Golow 1/2 
 1/2 
 Gouraud shading + translucent * 3 
 RGB 
 [Note]-: Don'tcare 
  Original picture: Pixel data to be drawn with sprite or non-texture 
  Base: Pixel data already drawn in the frame buffer 
  * 1: Refer to the original picture (transparent pixel end code). 
  * 2: After the Gouraud calculation, the data subjected to saturation processing is reduced to 1/2. 
  * 3: After the Gouraud calculation, add the background to the saturated data to make 1/2. 

Replace (color operation mode = 0)
Replace does not perform color calculation. The drawing target part is written to the frame buffer as it is.
* Pixel data already written in the frame buffer is not affected.
Since color calculation is not possible at 8bit / pixel, please specify replacement.

Shadow (color operation mode = 1)
Processing differs depending on the MSB of the pixel data already drawn in the frame buffer. If the MSB of the frame buffer is 0, color calculation processing is not performed, including replacement, and the frame buffer remains unchanged.
シ ャ ド ウ Shadowing is performed when the MSB of the frame buffer is 1.
In shadow, pixel data already written in the frame buffer is subject to color calculation. The target area on the frame buffer is calculated from the character pattern and its drawing coordinates for sprites and from the drawing coordinates for non-textures. The brightness of the pixel data that is already written to the frame buffer in the target area where the part is drawn is halved for each of R, G, and B.
The shadow MSB does not change. The areas that were transparent remain transparent.


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