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HARDWARE ManualVDP2 User's Manual
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VDP2 User's Manual

Chapter 10 Dot color data


If the dot color data of the sprite and each scroll screen is in palette format, the color RAM address is the dot color data made up of the palette number and dot color code, plus the value of the color RAM address offset register, and the address of that address is Outputs color data as dot color data. In the case of RGB format, the dot color data consisting of each RGB data is output as is as the color data of that dot.
If the dot color data on the scroll screen is in palette format, you can specify whether to use the special priority function or special color calculation function by the value of the lower 4 bits of the dot color data.

■10.1 Dot color data in palette format

Dot color data in palette format is 11-bit data, and the value of the color RAM address offset register of the corresponding screen is added to the upper 3 bits to determine the color RAM address that stores the color data of that dot.

●Sprite dot color data

Sprite dot color data in palette format varies depending on the specified sprite type. If you specify a sprite type with dot color data of 10 bits or less, fix the missing high-order bits to 0, add the color RAM address offset value for the sprite to the high-order 3 bits, and set the color RAM address of that dot. will do. Note that if the color RAM mode is set to mode 0 or mode 2, the most significant bit of the color RAM address is ignored.

Figure 10.1 shows the sprite dot color data in palette format, and Figure 10.2 shows the sprite color RAM address.

Figure 10.1 Sprite dot color data in palette format

◆For sprite types 0 to 3, 5
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
Dot color data 11 bits

◆For sprite types 4 and 6
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
0 Dot color data 10 bits

◆For sprite type 7
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
0 0 Dot color data 9 bits

◆For sprite types C to F
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
0 0 0 Dot color data 8 bits

◆For sprite type 8
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
0 0 0 0 Dot color data 7 bits

◆For sprite types 9 to B
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
0 0 0 0 0 Dot color data 6 bits

Figure 10.2 Sprite color RAM address

・Sprite dot color data
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
Dot color data 11 bits

+

・Color RAM address offset for sprites
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
Offset value
3 bits
0 0 0 0 0 0 0 0

・Color RAM address of that dot
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
Color RAM address 11 bits

[note]
If the color RAM mode is mode 0 or mode 2 , the most significant bit (LSB) of the color RAM address is ignored.

●Scroll dot color data

Scroll dot color data in palette format varies depending on the number of specified character colors. Add the color RAM address offset value corresponding to each side to the upper 3 bits of the 11-bit dot color data to determine the color RAM address of that dot. Note that if the color RAM mode is set to mode 0 or mode 2, the most significant bit of the color RAM address is ignored.

Line color screens do not have a corresponding color RAM address offset value, so the 11-bit value read from the line color screen table becomes the color RAM address.

Figure 10.3 shows the scroll dot color data in palette format, and Figure 10.4 shows the color RAM address for the scroll screen.

Figure 10.3 Scroll dot color data in palette format

◆When the number of character colors is 16
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
pallet number
7 bit
dot color code
4 bits

◆When the number of character colors is 256
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
palette
number
3 bits
dot color code
8 bit

◆When the number of character colors is 2048 colors
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
dot color data
11 bit

Figure 10.4 Scroll color RAM address

・Scroll dot color data
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
Dot color data 11 bits

+

・Color RAM address offset for each scroll
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
Offset value
3 bits
0 0 0 0 0 0 0 0

・Color RAM address of that dot
 10
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
Color RAM address 11 bits

[note]
If the color RAM mode is mode 0 or mode 2 , the most significant bit (LSB) of the color RAM address is ignored.

●Color RAM address offset register

The color RAM address offset register specifies the color RAM address offset value for the sprite and each scroll screen. This is a 16-bit write-only register located at addresses 1800E4H to 1800E6H. The value is cleared to 0 after power-on or reset, so be sure to set it.

CRAOFA 1800E4H
   15   
   14   
   13   
   12   
   11   
   10   
   09   
   08   
 -
 N3CAOS2
 N3CAOS1
 N3CAOS0
 -
 N2CAOS2
 N2CAOS1
 N2CAOS0

   07   
   06   
   05   
   04   
   03   
   02   
   01   
   00   
 -
 N1CAOS2
 N1CAOS1
 N1CAOS0
 -
 N0CAOS2
 N0CAOS1
 N0CAOS0 

CRAOFB 1800E6H
   15   
   14   
   13   
   12   
   11   
   10   
   09   
   08   
 -
 -
 -
 -
 -
 -
 -
 -

   07   
   06   
   05   
   04   
   03   
   02   
   01   
   00   
 -
 SPCAOS2
 SPCAOS1
 SPCAOS0
 -
 R0CAOS2
 R0CAOS1
 R0CAOS0

Color RAM address offset bit : Color RAM address offset bit
(N0CAOS2~N0CAOS0, N1CAOS2~N1CAOS0, N2CAOS2~N2CAOS0, N3CAOS2~N3CAOS0, R0CAOS2~R0CAOS0, SPCAOS2~SPCAOS0)
Specifies the color RAM address offset value for the sprite and each scroll screen.

N0CAOS2〜N0CAOS0 1800E4H bits 2-0 For NBG0 (or for RBG1)
N1CAOS2~N1CAOS0 1800E4H bits 6-4 For NBG1 (or for EXBG)
N2CAOS2~N2CAOS0 1800E4H bits 10-8 For NBG2
N3CAOS2~N3CAOS0 1800E4H bits 14-12 For NBG3
R0CAOS2〜R0CAOS0 1800E6H bits 2-0 For RBG0
SPCAOS2~SPCAOS0 1800E6H bits 6-4 for sprites

The actual color RAM address offset value is calculated using the following formula: If the color RAM mode is mode 0 or mode 2, the most significant bit of the color RAM address resulting from adding the color RAM address offset value is ignored.

・When the color RAM mode is mode 0 or mode 1

(Color RAM address offset value)
       = (Color RAM address offset register value 3 bits) x 200H

・When the color RAM mode is mode 2

(Color RAM address offset value)
       = (Color RAM address offset register value 3 bits) x 400H


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HARDWARE ManualVDP2 User's Manual
Copyright SEGA ENTERPRISES, LTD., 1997