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HARDWARE ManualSEGA Saturn Overview Manual
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■3.4 VDP2

VDP2 displays the scroll screen and determines the priority of the entire screen (including sprites). The simultaneous display of scroll screens can be extended to up to 5 screens, and the screen can be moved up, down, left and right, and rotated. The priority (display priority order) can be set programmably for each character.

●System configuration
VDP2 is connected to VRAM and has built-in color RAM. Image data is defined from the CPU through the SCU to VRAM and color RAM.
The data defined in VRAM is read out according to the register settings and becomes the image data for each scroll screen. The image data of each scroll screen and the image data sent from VDP1 and external image circuit are prioritized for display according to register settings and become display image data. Furthermore, the display image data is converted to display color data and output to the TV (Figure 3.12).

Figure 3.12 VDP2 system configuration

Table 3.7 VDP2 system specifications
 No
 Item
 specification
 remarks
 1
 TV screen
・Horizontal resolution
Choose from 320, 352, 640, 704 pixels
・ vertical resolution
224, 240, 256 pixels (non-interlaced)
448, 480, 512 pixels (when interlaced)
Select from
 Vertical resolution 256 and 512 pins
Xcel is only available in PAL format.



 2
 charactor
・Character size
Select from 1×1 cell or 2×2 cell
・ Number of character colors
Choose from 16, 256, 2048, 32768, 16.77 million colors
 Bitmap method is also possible


 3
 Normal scroll surface
・Maximum number of simultaneous display screens: 4
・ Vertical and horizontal screen scrolling possible
・ line scrollable
・ Vertical cell scrolling possible
・ Can be scaled from 1/4 to 256 times
・ Mosaic function
 4
 rotating scroll surface
・Maximum number of simultaneous display screens: 2
・ Can be scaled and rotated
・ Rotation parameters can be switched on the screen
・ Special screen processing using coefficient table
 When displayed on two sides, normal screen
Roll surface cannot be displayed

 5
 window
・2 normal windows
・ 1 sprite window
・ Line window possible
 6
 priority
・Programmable priority setting for each screen
can be determined
・ Priority per character and per dot
property can be replaced
 7
 Screen processing
・Color calculations can be performed on up to 4 screens
・ Color calculation ratio 32 levels
・ Color offset function
・ shadow function

●Function
VDP2 has a scroll function that controls scroll screen display and a priority function that determines display priority.

Figure 3.13 Scroll and priority function

Scroll function ────┬─ Enlarge/reduce 
                    ├─ Line scroll
                    ├─ Vertical cell scroll
                    ├─ Mosaic processing
                    └─ Window

Priority function ──┬─ Color calculation 
                    ├─ Color offset
                    └─ Shadow

●Scroll screen
Scroll has a scroll screen to display pictures and a window to control the display. Furthermore, there are two types of scroll screens: a normal scroll screen where you can change the number of pages that can be displayed, and a rotating scroll screen where you can rotate the display.
Table 3.8 shows the functions of the normal scroll screen and rotary scroll screen, and the number of character colors.

Table 3.8 Scroll screen functions
 function
 Normal scroll screen
 rotating scroll screen
 Screen 0
 Screen 1
 Screen 2
 Screen 3
 Screen 0
 Screen 1
 Scaling function
 1/4x ~ 256x
 none
 Possible at any magnification
 Rotation function
 none
 can be
 Line scroll function
 can be
 can be
 none
 none
 none
 Vertical cell scrolling function
 can be
 can be
 none
 none
 none
 Mosaic processing function
 can be
 Yes (horizontal direction only)
 Bitmap display
 It can be displayed
 It can be displayed
 Not displayable
 Not displayable
 It can be displayed
 Not displayable
 Number of character colors
 16 colors
256 colors
2048 colors
32768 colors
16.77 million colors
more selection
 16 colors
256 colors
2048 colors
32768 colors
more selection
 16 colors
256 colors
more selection
 16 colors
256 colors
more selection
 16 colors
256 colors
2048 colors
32768 colors
16.77 million colors
more selection
 16 colors
256 colors
2048 colors
32768 colors
16.77 million colors
more selection

◆Scaling function
You can scale the entire screen horizontally and vertically. When reducing the display horizontally, there are restrictions such as a reduction in the number of pages.

◆Line scroll function
With the ability to scroll vertically and horizontally for each line and to scale horizontally, you can create a sense of distance on roads in driving games, for example.

◆Vertical scroll function
This function allows you to scroll up and down in horizontal cell units, which can add depth to vertically scrolling games, for example.

◆Mosaic function
Divide each scroll screen into specified horizontal and vertical directions, and display the color of the upper left dot in each area on all dots in that area.

Figure 3.14 Mosaic pattern

◆Rotation function

◆Scroll screen configuration
There are two screen formats for the scroll screen: cell format and bitmap format. The cell format is a method of displaying cells side by side, similar to conventional home game consoles, and the bitmap format is a method of displaying a corresponding picture for each dot on the screen, similar to computers.

Figure 3.18 Relationship between bitmap format scroll screen and data settings
512 dots horizontally x 256 dots high
◆Window
Windows are classified into three types depending on the area specification (coordinate specification) method.

●Priority function
The display priority of sprites and scroll screens is determined by a 3-bit priority number. Up to eight values can be set for the sprite's priority number, one of which is specified for each character.

◆Judgment of priorities
The priority number for the scroll screen is usually specified in units of planes. (Using the special priority function, you can change it in character or dot units.)

Figure 3.20 Priority function

◆Special priority function
You can change the priority number corresponding to each scroll screen on a character or dot basis. By using this function to change the priority of only certain parts of the scroll screen, you can make a single scroll screen appear to have multiple screens.
◆Color calculation function
The color calculation function adds the color data of multiple screens to create the effect of seeing the background screen through the foreground screen. Normally, this is done on two screens, the top image and the second image, but if you use the extended color calculation function, you can do it on up to four screens.

Figure 3.21 Color calculation function

◆Insert line color screen
The line color screen is a screen that forcibly inserts the specified screen as a second image in the area where it is the top image and performs color calculations. At that time, in the area where the line color screen is inserted, the second image before insertion becomes the third image, and the third image becomes the image one level below it (force image). Figure 3.22 shows the insertion of a line color screen.

Figure 3.22 Inserting a line color screen

◆Shadow function
The shadow function is a function that casts a shadow in the shape of a sprite character on each screen.

Figure 3.23 Shadow function

◆Blur calculation function
The blur calculation function is a function that adds horizontal color data for one specified screen at a fixed rate, creating an effect that blurs distant backgrounds.

Figure 3.24 Blur calculation function

Forces the color data addition result to become the second image for the area where the specified screen becomes the top image or second image. By performing color calculations on this second image and the top image, you can display a blurred picture.
◆Color offset function
The color offset function is a function that adds (subtracts) an offset value to the color data on the screen and displays it, and is used for fade-ins and fade-outs. You can specify whether to use the color offset function for each screen.

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HARDWARE ManualSEGA Saturn Overview Manual
Copyright SEGA ENTERPRISES, LTD., 1997