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HARDWARE ManualVDP1 User's Manual
SCSP User's Manual

Table of contents


table


Chapter 1 Functions of VDP1

Table 1.1 Classification of parts
Table 1.2 Screen mode and display range

Chapter 2 Address Map

Table 2.1 System registers
Table 2.2 Table on VRAM

Chapter 4 System Register

Table 4.2 Screen mode
Table 4.3(a) Example of using frame buffer switching mode (VBE=0 fixed)
Table 4.3(b) Example of using frame buffer switching mode (using VBE)
Table 4.4 Number of rasters and number of pixels
Table 4.5 Number of pixels that can be used for V blank erase (non-interlaced)

Chapter 5 Table

Table 5.1 Character pattern table size
Table 5.2 Gouraud shading table
Table 5.3 Relationship between Gouraud shading table settings and correction values

Chapter 6 Command Table

Table 6.1 Commands
Table 6.2 Pixel data
Table 6.3 CMDCOLR
Table 6.4 Example of relationship between color bank, definition data, and drawing data
Table 6.5 Relationship between setting values and drawing pixels
Table 6.6 Correspondence between commands and CMDXA to CMDYD

Chapter 7 Commands

Table 7.1 Commands

figure


Chapter 1 Functions of VDP1

Figure 1.1 System configuration
Figure 1.2 Regular sprite
Figure 1.3 Rectangular sprite (2 coordinates specified)
Figure 1.4 Rectangular sprite (fixed point specified)
Figure 1.5 Transforming sprite
Figure 1.6 Hole filling process
Figure 1.7 Polygon
Figure 1.8 Polyline
Figure 1.9 Line
Figure 1.10 Bit configuration of color bank method

Chapter 2 Address Map

Figure 2.1 Address map
Figure 2.2 Frame buffer plane

Chapter 3 Process flow

Figure 3.1 Command table flow
Figure 3.2 Table reference

Chapter 4 System Register

Figure 4.1 Displaying single-dense and double-dense interlacing
Figure 4.2 Erase write area
Figure 4.3 Processing interruption and current processing table address

Chapter 5 Table

Figure 5.1 Example of character pattern table
Figure 5.2 Color lookup table
Figure 5.3 Table relationships in lookup table method
Figure 5.4 RGB code format
Figure 5.5 Command table

Chapter 6 Command Table

Figure 6.1 Zoom point
Figure 6.2 Drawing area
Figure 6.3 Zoom point and drawing area
Figure 6.4 Character read direction
Figure 6.5 High speed shrink
Figure 6.6 Pre-clipping
Figure 6.7 Drawing area
Figure 6.8 Mesh processing
Figure 6.9 Meshing of lines and polylines
Figure 6.10(a) End code processing (Part 1)
Figure 6.10(b) End code processing (Part 2)
Figure 6.11 Drawing example in modes 0 and 1
Figure 6.12 Drawing example for modes 2, 3, and 4
Figure 6.13 RGB code format
Figure 6.14 Mode 5 drawing example
Figure 6.15 Example of color operation
Figure 6.16 MSB on
Figure 6.17 Color bank
Figure 6.18 Color lookup table
Figure 6.19 CMDSIZE

Chapter 7 Commands

Figure 7.1 System clipping
Figure 7.2 User clipping settings
Figure 7.3 User clipping

HARDWARE ManualVDP1 User's Manual
Copyright SEGA ENTERPRISES, LTD., 1997