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- Set the reading direction of the character pattern. You can draw by flipping upside down or left and right by specifying the reading direction. When the reverse direction is specified by specifying the readout direction and specifying the vertex (A) (CMDXA, CMDYA) and vertex (C) (CMDXC, CMDYC), the reverse is canceled and the direction is restored. .
- Set high speed shrink. Specify accuracy priority or speed priority.
- Set pre-clipping. Specify valid or invalid considering the clipping area and drawing position of the part.
- Specify the user clipping valid bit and clipping mode. Specifies whether user clipping is outside or inside in clipping mode.
- Mesh enabled, end code disabled, transparent pixel disabled. Set MSB on for shade or window processing in VDP2.
- Set the color mode that defines the character pattern. When the color mode is the color bank mode, specify the color bank. In lookup table mode, define the color lookup table address divided by 8H.
- Specifies color calculation. Color calculation is effective in RGB mode. Specify Replace if you do not want to perform color calculation. When performing Gouraud shading processing, specify the Gouraud shading table address divided by 8H. Gouraud shading is effective in RGB mode.
- The character pattern table address is divided by 8H and defined in CMDSRCA. Define the horizontal and vertical character sizes defined in the character pattern table in CMDSIZE. Define the horizontal size divided by 8.
- The upper left coordinate of the drawing area is defined as vertex (A) (CMDXA, CMDYA), and the lower right coordinate is defined as vertex (C) (CMDXC, CMDYC). You can draw by scaling up and down by specifying vertex (A) and vertex (C). If (XA of Vertex (A))> (XC of Vertex (C)), the shape is reversed horizontally. If you set (Vertex (A) YA)> (Vertex (C) YC), it will be upside down.
- Supplement: If vertex A and vertex C are set to the same coordinate, it will be drawn with 1 pixel.
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