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★ HARDWARE Manual ★ VDP2 User's Manual ★ Chapter 15 How to use VDP2
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VDP2 User's Manual/Chapter 15 How to use VDP2
■15.3 Bit configuration diagram
- Each bit of a register has a relationship with other bits. The bit configuration diagram for each scroll screen and priority function is shown below.
- ●TV screen mode
- TV screen display (DISP, 180000H, bit15)
- 0: Do not display pictures on the TV screen
- 1: Display the picture on the TV screen
- Border color mode (BDCLMD, 180000H, bit8)
- 0: Display black
- 1: Display back screen
- Interlace mode (LSMD, 180000H, bit7~6)
- 00: Non-interlaced
- 10: Single dense interlace
- 11: Double dense interlace
- Vertical resolution (VRESO, 180000H, bit4~5)
- 00: 224 lines (NTSC or PAL TV)
- 01: 240 lines (NTSC or PAL TV)
- 10: 256 lines (PAL TV)
- Horizontal resolution (HRESO, 180000H, bit2~0)
- 000: 320 pixels (Normal Graphic A, NTSC or PAL TV)
- 001: 352 pixels (Normal Graphic B, NTSC or PAL TV)
- 010: 640 pixels (high resolution graphic A, NTSC or PAL TV)
- 011: 704 pixels (high resolution graphic B, NTSC or PAL TV)
- 100: 320 pixels (dedicated normal graphic A, 31kHz monitor)
- 101: 352 pixels (dedicated normal graphic B, high-definition monitor)
- 110: 640 pixels (dedicated high resolution graphic A, 31kHz monitor)
- 111: 704 pixels (dedicated high-resolution graphic B, high-definition monitor)
- ●External signal enable
- External latch enable (EXLTEN, 180002H, bit9)
- 0: Latch when external enable register is read
- 1: Latch by external signal
- External synchronization enable (EXSYEN, 180002H, bit8)
- 0: No external synchronization signal is input
- 1: Input an external synchronization signal to synchronize the TV screen display with the external one.
- Image display area selection (DASEL, 180002H, bit1)
- 0: Display only in the settings display area
- 1: Display the image in all standard display areas
- External screen enable (EXBGEN, 180002H, bit0)
- 0: Do not input external screen data
- 1: Input external screen data
- ●Screen status
- External latch flag (EXLTFG, 180004H, bit9)
- 0: Not latched in register yet (cleared on read access)
- 1: HV counter value latched in register
- External synchronization flag (EXSYFG, 180004H, bit8)
- 0: Not synced
- 1: Internal circuit synchronized
- V blank flag (VBLANK, 180004H, bit3)
- 0: Scanning is during vertical display period
- 1: Scanning is during vertical retrace period (during VBLANK period)
- H blank flag (HBLANK, 180004H, bit2)
- 0: Scanning is during horizontal display period
- 1: Scanning is during horizontal retrace period (during HBLANK period)
- Scan field flag (ODD, 180004H, bit1)
- 0: Scan during even field period
- 1: Scanning is during odd field period
- TV system flag (PAL, 180004H, bit)
- 0: NTSC system
- 1: PAL method
- H counter value (HCT, 180008H, bit9~0)
- V counter value (VCT, 180008H, bit9~0)
- ●VRAM
- VRAM size (VRAMSZ, 180006H, bit15)
-
- VRAM-A mode (VRAMD, 18000EH, bit8)
- VRAM-B mode (VRBMD, 18000EH, bit9)
- Do not divide into 0:2 banks
- Split into 1:2 banks
- VRAM cycle pattern (for VRAM-A or VRAM-A0) (VCPnA0, 180010H, 180012H)
- VRAM cycle pattern (for VRAM-A1) (VCPnA1, 180014H, 180016H)
- VRAM cycle pattern (for VRAM-B or VRAM-B0) (VCPnB0, 180018H, 18001AH)
- VRAM cycle pattern (for VRAM-B1) (VCPnB1, 18001CH, 18001EH)
- For timing T0 (VCPP0xx, 18001yH, bit15~12)
- For timing T1 (VCPP1xx, 18001yH, bit11~8)
- For timing T2 (VCPP2xx, 18001yH, bit7~4)
- For timing T3 (VCPP3xx, 18001yH, bit3~0)
- For timing T4 (VCPP4xx, 18001zH, bit15~12)
- For timing T5 (VCPP5xx, 18001zH, bit11~8)
- For timing T6 (VCPP6xx, 18001zH, bit7~4)
- For timing T7 (VCPP7xx, 18001zH, bit3~0)
- 0000: NBG0 pattern name data read
- 0001: NBG1 pattern name data read
- 0010: NBG2 pattern name data read
- 0011: NBG3 pattern name data read
- 0100: NBG0 character pattern name data read
- 0101: NBG1 character pattern name data read
- 0110: NBG2 character pattern name data read
- 0111: NBG3 character pattern name data read
- 1100: Vertical cell scroll table data read for NBG0
- 1101: Vertical cell scroll table data read for NBG1
- 1110: CPU read/write
- 1111: Do not access
- Color RAM mode (CRMD, 18000EH, bit13~13)
- 00: Mode 0: 1024 color settings with 5 bits each for RGB
- 01: Mode 1: 2048 color settings with 5 bits each for RGB
- 10: Mode 0: RGB each 8 bits, 1024 color settings
- ●Scroll screen
- normal scroll
-
- rotating scroll
-
- External input screen
-
- line screen
- Line color screen: LNCL
- Back screen: BACK
- ●Normal scroll screen (NBG0)
- Transparent display enable (N0TPON, 180020H, bit8)
- 0: Enable transparent code (transparent code dots will be transparent)
- 1: Disable transparent code (transparent code dots are displayed according to their values)
- Screen display enable (N0ON, 180020H, bit0)
- 0: Cannot display (does not access VRAM for display)
- 1: Can be displayed
- Number of character colors (N0CHCN, 180028H, bit6~4)
- 000: 16 colors (palette format)
- 001: 256 colors (palette format)
- 010: 2048 colors (palette format)
- 011: 32768 colors (RGB format
- 100: 16.77 million colors (RGB format
- Bitmap enable (N0BMEN, 180028H, bit1)
-
- Mosaic enable (N0BMEN, 180022H, bit0)
- 0: No mosaic processing
- 1: Perform mosaic processing
↓
- Mosaic size (MZSZx, 180022H)
- Horizontal mosaic size (MZSZH, 180022H, bit11~8)
- Vertical mosaic size (MZSZV, 180022H, bit15~12)
- Screen scroll value (N0SCx, 180070H to 180076H)
- For horizontal direction (N0SCX, 180070H, bit10 to 180072H, bit8)
- For vertical direction (N0SCY, 180074H, bit10 to 180076H, bit8)
- Coordinate increment (N0ZMx, 180078H to 18007EH)
- For horizontal direction (N0ZMX, 180078H, bit2 to 18007AH, bit8)
- For vertical direction (N0ZMY, 18007CH, bit2 to 18007EH, bit8)
- Reduction enable (N0ZMQT, N0ZMHF, 180098H, bit1~0)
- 00: Horizontal reduction is not possible
- 01: Can be reduced to 1/2 horizontally
- 10: Can be reduced to 1/4 horizontally
- 11: Can be reduced to 1/4 horizontally
- Line scroll interval (N0LSS, 18009AH, bit5~4)
- 00: Every line (non-interlace, double-dense interlace)
Every 2 lines (single dense interlace) - 01: Every 2 lines (non-interlace, double-dense interlace)
Every 4 lines (single dense interlace) - 10: Every 4 lines (non-interlaced, double-dense interlaced)
Every 8 lines (single dense interlace) - 11: Every 8 lines (non-interlace, double-dense interlace)
Every 16 lines (single dense interlace)
- Line zoom enable (N0LZMX, 18009AH, bit3)
- 0: Do not scale
- 1: Scale horizontally by line
- Line scroll enable/for vertical direction (N0LSCY, 18009AH, bit2)
- 0: do not scroll
- 1: Scroll vertically by line
- Line scroll enable/horizontal direction (N0LSCX, 18009AH, bit1)
- 0: do not scroll
- 1: Scroll horizontally by line
- Vertical cell scroll enable (N0VCSC, 18009AH, bit0)
- 0: Do not scroll vertical cells
- 1: Scroll vertical cells
- Line scroll table address (N0LSTA, 1800A0H, bit2 to 1800A2H, bit1)
- Vertical cell scroll table address (VCSTA, 18009CH, bit2 to 18009EH, bit1)
- ●Cell format (NBG0)
- Character size (N0CHSZ, 180028H, bit0)
- 0: 1 cell horizontal x 1 cell vertical
- 1: 2 cells horizontally x 2 cells vertically
- Pattern name data size (N0PNB, 180030H, bit15)
-
- 1 word (pattern name data size)
- Character number auxiliary mode (N0CNSM, 180030H, bit14)
- 0: The character number in the pattern name data is 10 bits long,
Reverse function can be specified for each character - 1: The character number in the pattern name data is 12 bits long,
Reverse function cannot be specified
- Special priority (N0SPR, 180030H, bit9)
- (For pattern name auxiliary data)
- Special color calculation (N0SCC, 180030H, bit8)
- (For pattern name auxiliary data)
- Auxiliary pallet number (N0SPLT, 180030H, bit7~5)
- (For pattern name auxiliary data)
- Auxiliary character number (N0SCN, 180030H, bit4~0)
- (For pattern name auxiliary data)
- Plane size (N0PLSZ, 18003AH, bit1~0)
- 00: 1 page horizontally x 1 page vertically
- 01: 2 pages horizontally x 1 page vertically
- 10: 2 pages horizontally x 2 pages vertically
- Map offset (N0MP, 18003CH, bit2~0)
- Map (N0MPx, 180040~180042H)
- For plane A (N0MPA, 180040H, bit5~0)
- For plane B (N0MPB, 180040H, bit13~8)
- For plane C (N0MPC, 180042H, bit5~0)
- For plane D (N0MPD, 180042H, bit13~8)
- ●Bitmap format (NBG0)
- Bitmap size (N0BMSZ, 180028H, bit3~2)
- 00: 512 dots horizontally x 256 dots vertically
- 01: 512 dots horizontally x 512 dots vertically
- 10: 1024 dots horizontally x 256 dots vertically
- 11: 1024 dots horizontally x 512 dots vertically
- Special priority (N0BMPR, 18002CH, bit5)
- Special color calculation (N0BMCC, 18002CH, bit4)
- Auxiliary pallet number (N0BMP, 18002CH, bit2~0)
- Map offset (N0MP, 18003CH, bit2~0)
- ●Normal scroll screen (NBG1)
- Transparent display enable (N1TPON, 180020H, bit9)
- 0: Enable transparent code (transparent code dots will be transparent)
- 1: Disable transparent code (transparent code dots are displayed according to their values)
- Screen display enable (N1ON, 180020H, bit1)
- 0: Cannot display (does not access VRAM for display)
- 1: Can be displayed
- Number of character colors (N1CHCN, 180028H, bit13~12)
- 000: 16 colors (palette format)
- 001: 256 colors (palette format)
- 010: 2048 colors (palette format)
- 011: 32768 colors (RGB format
- 100: 16.77 million colors (RGB format
- Bitmap enable (N1BMEN, 180028H, bit9)
-
- Mosaic enable (N1BMEN, 180022H, bit1)
- 0: No mosaic processing
- 1: Perform mosaic processing
↓
- Mosaic size (MZSZx, 180022H)
- Horizontal mosaic size (MZSZH, 180022H, bit11~8)
- Vertical mosaic size (MZSZV, 180022H, bit15~12)
- Screen scroll value (N1SCx, 180080H to 180086H)
- For horizontal direction (N1SCX, 180080H, bit10 to 180082H, bit8)
- For vertical direction (N1SCY, 180084H, bit10 to 180086H, bit8)
- Coordinate increment (N1ZMx, 180088H to 18008EH)
- For horizontal direction (N1ZMX, 180088H, bit2 to 18008AH, bit8)
- For vertical direction (N1ZMY, 18008CH, bit2 to 18008EH, bit8)
- Reduction enable (N1ZMQT, N1ZMHF, 180098H, bit9~8)
- 00: Horizontal reduction is not possible
- 01: Can be reduced to 1/2 horizontally
- 10: Can be reduced to 1/4 horizontally
- 11: Can be reduced to 1/4 horizontally
- Line scroll interval (N1LSS, 18009AH, bit13~12)
- 00: Every line (non-interlace, double-dense interlace)
Every 2 lines (single dense interlace) - 01: Every 2 lines (non-interlace, double-dense interlace)
Every 4 lines (single dense interlace) - 10: Every 4 lines (non-interlaced, double-dense interlaced)
Every 8 lines (single dense interlace) - 11: Every 8 lines (non-interlace, double-dense interlace)
Every 16 lines (single dense interlace)
- Line zoom enable (N1LZMX, 18009AH, bit11)
- 0: Do not scale
- 1: Scale horizontally by line
- Line scroll enable/for vertical direction (N1LSCY, 18009AH, bit10)
- 0: do not scroll
- 1: Scroll vertically by line
- Line scroll enable/horizontal direction (N1LSCX, 18009AH, bit9)
- 0: do not scroll
- 1: Scroll horizontally by line
- Vertical cell scroll enable (N1VCSC, 18009AH, bit8)
- 0: Do not scroll vertical cells
- 1: Scroll vertical cells
- Line scroll table address (N1LSTA, 1800A4H, bit2 to 1800A6H, bit1)
- Vertical cell scroll table address (VCSTA, 18009CH, bit2 to 18009EH, bit1)
- ●Cell format (NBG1)
- Character size (N1CHSZ, 180028H, bit8)
- 0: 1 cell horizontal x 1 cell vertical
- 1: 2 cells horizontally x 2 cells vertically
- Pattern name data size (N1PNB, 180032H, bit15)
-
- 1 word (pattern name data size)
- Character number auxiliary mode (N1CNSM, 180032H, bit14)
- 0: The character number in the pattern name data is 10 bits long,
Reverse function can be specified for each character - 1: The character number in the pattern name data is 12 bits long,
Reverse function cannot be specified
- Special priority (N1SPR, 180032H, bit9)
- (For pattern name auxiliary data)
- Special color calculation (N1SCC, 180032H, bit8)
- (For pattern name auxiliary data)
- Auxiliary pallet number (N1SPLT, 180032H, bit7~5)
- (For pattern name auxiliary data)
- Auxiliary character number (N1SCN, 180032H, bit4~0)
- (For pattern name auxiliary data)
- Plane size (N1PLSZ, 18003AH, bit3~2)
- 00: 1 page horizontally x 1 page vertically
- 01: 2 pages horizontally x 1 page vertically
- 10: 2 pages horizontally x 2 pages vertically
- Map offset (N1MP, 18003CH, bit6~4)
- Map (N1MPx, 180044-180046H)
- For plane A (N1MPA, 180040H, bit5~0)
- For plane B (N1MPB, 180040H, bit13~8)
- For plane C (N1MPC, 180042H, bit5~0)
- For plane D (N1MPD, 180042H, bit13~8)
- ●Bitmap format (NBG1)
- Bitmap size (N1BMSZ, 180028H, bit11~10)
- 00: 512 dots horizontally x 256 dots vertically
- 01: 512 dots horizontally x 512 dots vertically
- 10: 1024 dots horizontally x 256 dots vertically
- 11: 1024 dots horizontally x 512 dots vertically
- Special priority (N1BMPR, 18002CH, bit3)
- Special color calculation (N1BMCC, 18002CH, bit12)
- Auxiliary pallet number (N1BMP, 18002CH, bit10~8)
- Map offset (N1MP, 18003CH, bit6~4)
- ●Normal scroll screen (NBG2)
- Transparent display enable (N2TPON, 180020H, bit10)
- 0: Enable transparent code (transparent code dots will be transparent)
- 1: Disable transparent code (transparent code dots are displayed according to their values)
- Screen display enable (N2ON, 180020H, bit2)
- 0: Cannot display (does not access VRAM for display)
- 1: Can be displayed
- Number of character colors (N2CHCN, 18002AH, bit1)
- 0: 16 colors (palette format
- 1: 256 colors (palette format)
- Display in cell format → Reference: Cell format NBG2
- Mosaic enable (N2BMEN, 180022H, bit2)
- 0: No mosaic processing
- 1: Perform mosaic processing
↓
- Mosaic size (MZSZx, 180022H)
- Horizontal mosaic size (MZSZH, 180022H, bit11~8)
- Vertical mosaic size (MZSZV, 180022H, bit15~12)
- Screen scroll value (N2SCx, 180090H to 180092H)
- For horizontal direction (N2SCX, 180090H, bit10~0)
- For vertical direction (N2SCY, 180092H, bit10~0)
- ●Cell format (NBG2)
- Character size (N2CHSZ, 18002AH, bit0)
- 0: 1 cell horizontal x 1 cell vertical
- 1: 2 cells horizontally x 2 cells vertically
- Pattern name data size (N2PNB, 180034H, bit15)
-
- 1 word (pattern name data size)
- Character number auxiliary mode (N2CNSM, 180034H, bit14)
- 0: The character number in the pattern name data is 10 bits long,
Reverse function can be specified for each character - 1: The character number in the pattern name data is 12 bits long,
Reverse function cannot be specified
- Special priority (N2SPR, 180034H, bit9)
- (For pattern name auxiliary data)
- Special color calculation (N2SCC, 180034H, bit8)
- (For pattern name auxiliary data)
- Auxiliary pallet number (N2SPLT, 180034H, bit7~5)
- (For pattern name auxiliary data)
- Auxiliary character number (N2SCN, 180034H, bit4~0)
- (For pattern name auxiliary data)
- Plane size (N2PLSZ, 18003AH, bit5~4)
- 00: 1 page horizontally x 1 page vertically
- 01: 2 pages horizontally x 1 page vertically
- 10: 2 pages horizontally x 2 pages vertically
- Map offset (N2MP, 18003CH, bit10~8)
- Map (N2MPx, 180048H~18004AH)
- For plane A (N2MPA, 180048H, bit5~0)
- For plane B (N2MPB, 180048H, bit13~8)
- For plane C (N2MPC, 18004AH, bit5~0)
- For plane D (N2MPD, 18004AH, bit13~8)
- ●Normal scroll screen (NBG3)
- Transparent display enable (N3TPON, 180020H, bit11)
- 0: Enable transparent code (transparent code dots will be transparent)
- 1: Disable transparent code (transparent code dots are displayed according to their values)
- Screen display enable (N3ON, 180020H, bit3)
- 0: Cannot display (does not access VRAM for display)
- 1: Can be displayed
- Number of character colors (N3CHCN, 18002AH, bit5)
- 0: 16 colors (palette format
- 1: 256 colors (palette format)
- Display in cell format → Reference: Cell format NBG3
- Mosaic enable (N3BMEN, 180022H, bit3)
- 0: No mosaic processing
- 1: Perform mosaic processing
↓
- Mosaic size (MZSZx, 180022H)
- Horizontal mosaic size (MZSZH, 180022H, bit11~8)
- Vertical mosaic size (MZSZV, 180022H, bit15~12)
- Screen scroll value (N3SCx, 180094H to 180096H)
- For horizontal direction (N3SCX, 180094H, bit10~0)
- For vertical direction (N3SCY, 180096H, bit10~0)
- ●Cell format (NBG3)
- Character size (N3CHSZ, 18002AH, bit4)
- 0: 1 cell horizontal x 1 cell vertical
- 1: 2 cells horizontally x 2 cells vertically
- Pattern name data size (N3PNB, 180036H, bit15)
-
- 1 word (pattern name data size)
- Character number auxiliary mode (N3CNSM, 180036H, bit14)
- 0: The character number in the pattern name data is 10 bits long,
Reverse function can be specified for each character - 1: The character number in the pattern name data is 12 bits long,
Reverse function cannot be specified
- Special priority (N3SPR, 180036H, bit9)
- (For pattern name auxiliary data)
- Special color calculation (N3SCC, 180036H, bit8)
- (For pattern name auxiliary data)
- Auxiliary pallet number (N3SPLT, 180036H, bit7~5)
- (For pattern name auxiliary data)
- Auxiliary character number (N3SCN, 180036H, bit4~0)
- (For pattern name auxiliary data)
- Plane size (N3PLSZ, 18003AH, bit7~6)
- 00: 1 page horizontally x 1 page vertically
- 01: 2 pages horizontally x 1 page vertically
- 10: 2 pages horizontally x 2 pages vertically
- Map offset (N3MP, 18003CH, bit14~12)
- Map (N3MPx, 18004CH~18004EH)
- For plane A (N3MPA, 18004CH, bit5~0)
- For plane B (N3MPB, 18004CH, bit13~8)
- For plane C (N3MPC, 18004EH, bit5~0)
- For plane D (N3MPD, 18004EH, bit13~8)
- ●Rotating scroll screen (RBG0)
- Transparent display enable (R0TPON, 180020H, bit12)
- 0: Enable transparent code (transparent code dots will be transparent)
- 1: Disable transparent code (transparent code dots are displayed according to their values)
- Screen display enable (R0ON, 180020H, bit4)
- 0: Cannot display (does not access VRAM for display)
- 1: Can be displayed
- Character color number (R0CHCN, 18002AH, bit14~12)
- 000: 16 colors (palette format)
- 001: 256 colors (palette format)
- 010: 2048 colors (palette format)
- 011: 32768 colors (RGB format
- 100: 16.77 million colors (RGB format
- Bitmap enable (R0BMEN, 18002AH, bit9)
-
- Mosaic enable (R0BMEN, 180022H, bit4)
- 0: No mosaic processing
- 1: Perform mosaic processing
↓
- Mosaic size (MZSZx, 180022H)
- Horizontal mosaic size (MZSZH, 180022H, bit11~8)
- Vertical mosaic size (MZSZV, 180022H, bit15~12)
- Rotation data bank specification (RDBSxx,18000EH)
- For VRAM-A0 (or VRAM-A) (RDBSA0,18000EH, bit1~0)
- For VRAM-A1 (RDBSA1,18000EH, bit3~2)
- For VRAM-B0 (or VRAM-B) (RDBSB0,18000EH, bit5~4)
- For VRAM-B1 (RDBSB1,18000EH, bit7~6)
- 00: Not used as RAM for RBG0
- 01: RAM for RBG0 coefficient data table
- 10: RAM for RBG0 pattern name table
- 11: RAM for RBG0 character pattern table
(or for bitmap patterns)
- Parameter read enable (RxxxSTRE, 1800B2H)
- For Xst of rotation parameter A (RAXSTRE,1800B2H,bit0)
- For Xst of rotation parameter B (RAXSTRE,1800B2H,bit8)
- For Yst of rotation parameter A (RAXSTRE,1800B2H,bit1)
- For Yst of rotation parameter B (RAXSTRE,1800B2H,bit9)
- For KAst of rotation parameter A (RAXSTRE, 1800B2H, bit2)
- For KAst of rotation parameter B (RAXSTRE, 1800B2H, bit10)
- 0: Do not load
- 1: Read the specified parameters at that line
- Rotation parameter table address (RPTA, 1800BCH, bit12 to 1800BEH, bit1)
- Rotation parameter mode (RPMD, 1800B0H, bit1~0)
- 00: Mode 0: Rotation parameter A
- 01: Mode 1: Rotation parameter B
- 10: Mode 2: Rotation parameter A Switch between image A and image B using the coefficient table read from the coefficient table of rotation parameter A.
- 11: Mode 3: Switch between A and B images using the rotation parameter window
- Coefficient line color enable (RxKLCE, 1800B4H)
- For rotation parameter A (RAKLCE, 1800B4H, bit4)
- For rotation parameter B (RBKLCE, 1800B4H, bit12)
- 0: Do not use line color screen data in coefficient data
- 1: Use
- Coefficient data mode (RxKMD, 1800B4H)
- For rotation parameter A (RAKMD, 1800B4H, bit3~2)
- For rotation parameter B (RAKMD, 1800B4H, bit11~10)
- 00: Mode 0: Use as scaling factor kx,ky
- 01: Mode 1: Use as scaling factor kx
- 10: Mode 2: Use as scaling factor ky
- 11: Mode 3: Use as viewpoint coordinates Xp after rotation transformation
- Coefficient data size (RxKDBS, 18004BH)
- For rotation parameter A (RAKDBS, 1800B4H, bit1)
- For rotation parameter B (RBKDBS, 1800B4H, bit9)
- Coefficient table enable (RxKTE, 1800B4H)
- For rotation parameter A (RAKTE, 1800B4H, bit0)
- For rotation parameter B (RBKTE, 1800B4H, bit8)
- 0: Do not use coefficient table
- 1: Use
- Coefficient table address offset (RxKTAOS, 1800B6H)
- For rotation parameter A (RAKTAOS, 1800B6H, bit2~0)
- For rotation parameter B (RBKTAOS, 1800B6H, bit10~8)
- ●Cell format (RBG0)
- Character size (R0CHSZ, 18002AH, bit8)
- 0: 1 cell horizontal x 1 cell vertical
- 1: 2 cells horizontally x 2 cells vertically
- Pattern name data size (R0PNB, 180038H, bit15)
-
- 1 word (pattern name data size)
- Character number auxiliary mode (R0CNSM, 180038H, bit14)
- 0: The character number in the pattern name data is 10 bits long,
Reverse function can be specified for each character - 1: The character number in the pattern name data is 12 bits long,
Reverse function cannot be specified
- Special priority (R0SPR, 180038H, bit9)
- (For pattern name auxiliary data)
- Special color calculation (R0SCC, 180038H, bit8)
- (For pattern name auxiliary data)
- Auxiliary pallet number (R0SPLT, 180038H, bit7~5)
- (For pattern name auxiliary data)
- Auxiliary character number (R0SCN, 180038H, bit4~0)
- (For pattern name auxiliary data)
- Rotation parameter mode (RPMD, 1800B0H, bit1~0)
-
- ●Bitmap format (RBG0)
- Bitmap size (R0BMSZ, 18002AH, bit10)
- 0: 512 dots horizontally x 256 dots vertically
- 1: 512 dots horizontally x 512 dots vertically
- Special priority (R0BMPR, 18002EH, bit5)
- Special color calculation (N0BMCC, 18002EH, bit4)
- Auxiliary pallet number (N0BMP, 18002EH, bit2~0)
- Rotation parameter mode (RPMD, 1800B0H, bit1~0)
- 00: Mode 0 : Use rotation parameter A
- 01: Mode 1 : Use rotation parameter B
- Map offset (for rotation parameter A) (RAMP, 18003EH, bit2~0)
- Map offset (for rotation parameter B) (RBMP, 18003EH, bit6~4)
- ●For rotation parameter A (RBG0)
- Plane size (RAPLSZ, 18003AH, bit9~8)
- 00: 1 page horizontally x 1 page vertically
- 01: 2 pages horizontally x 1 page vertically
- 10: 2 pages horizontally x 2 pages vertically
- Screen over processing (RAOVR, 18003AH, bit11~10)
- 00: Repeats the image set in the display area outside the display area
- 01: Repeats the character pattern set in the screen over pattern name register outside the display area
- 10: Make everything outside the display area transparent
- 11: Force display area to 0≦X regardless of plane size or bitmap size< 512, 0≦Y< 512 to make everything outside that area transparent.
- Screen over pattern name register (RAOPN, 1800B8H, bit15~0)
- Map offset (RAMP, 18003EH, bit2~0)
- Map (RAMPx, 180050H to 18005EH)
- For plane A (RAMPA, 180050H, bit5~0)
- For plane B (RAMPB, 180050H, bit13~8)
- For plane C (RAMPC, 180052H, bit5~0)
- For plane D (RAMPD, 180052H, bit13~8)
- For plane E (RAMPE, 180054H, bit5~0)
- For plane F (RAMPF, 180054H, bit13~8)
- For plane G (RAMPG, 180056H, bit5~0)
- For plane H (RAMPH, 180056H, bit13~8)
- For plane I (RAMPI, 180058H, bit5~0)
- For plane J (RAMPJ, 180058H, bit13~8)
- For plane K (RAMPK, 18005AH, bit5~0)
- For plane L (RAMPL, 18005AH, bit13~8)
- For plane M (RAMPM, 18005CH, bit5~0)
- For plane N (RAMPN, 18005CH, bit13~8)
- For plane O (RAMPO, 18005EH, bit5~0)
- For plane P (RAMPP, 18005EH, bit13~8)
- ●For rotation parameter B (RBG0)
- Plane size (RBPLSZ, 18003AH, bit13~12)
- 00: 1 page horizontally x 1 page vertically
- 01: 2 pages horizontally x 1 page vertically
- 10: 2 pages horizontally x 2 pages vertically
- Screen over processing (RBOVR, 18003AH, bit15-14)
- 00: Repeats the image set in the display area outside the display area
- 01: Repeats the character pattern set in the screen over pattern name register outside the display area
- 10: Make everything outside the display area transparent
- 11: Force display area to 0≦X regardless of plane size or bitmap size< 512, 0≦Y< 512 to make everything outside that area transparent.
- Screen over pattern name register (RBOPN, 1800BAH, bit15~0)
- Map offset (RBMP, 18003EH, bit6~4)
- Map (RBMPx, 180060H to 18006EH)
- For plane A (RBMPA, 180060H, bit5~0)
- For plane B (RBMPB, 180060H, bit13~8)
- For plane C (RBMPC, 180062H, bit5~0)
- For plane D (RBMPD, 180062H, bit13~8)
- For plane E (RBMPE, 180064H, bit5~0)
- For plane F (RBMPF, 180064H, bit13~8)
- For plane G (RBMPG, 180066H, bit5~0)
- For plane H (RBMPH, 180066H, bit13~8)
- For plane I (RBMPI, 180068H, bit5~0)
- For plane J (RBMPJ, 180068H, bit13~8)
- For plane K (RBMPK, 18006AH, bit5~0)
- For plane L (RBMPL, 18006AH, bit13~8)
- For plane M (RBMPM, 18006CH, bit5~0)
- For plane N (RBMPN, 18006CH, bit13~8)
- For plane O (RBMPO, 18006EH, bit5~0)
- For plane P (RBMPP, 18006EH, bit13~8)
- ●Rotating scroll screen (RBG1)
- Transparent display enable (R1TPON, 180020H, bit8)
- 0: Enable transparent code (transparent code dots will be transparent)
- 1: Disable transparent code (transparent code dots are displayed according to their values)
- Screen display enable (R1ON, 180020H, bit5)
- 0: Cannot display (does not access VRAM for display)
- 1: Can be displayed
- Character color number (R1CHCN, 180028H, bit6~4)
- 000: 16 colors (palette format)
- 001: 256 colors (palette format)
- 010: 2048 colors (palette format)
- 011: 32768 colors (RGB format
- 100: 16.77 million colors (RGB format
- Display in cell format → Reference: Cell format RBG1
- Mosaic enable (R1BMEN, 180022H, bit0)
- 0: No mosaic processing
- 1: Perform mosaic processing
↓
- Mosaic size (MZSZx, 180022H)
- Horizontal mosaic size (MZSZH, 180022H, bit11~8)
- Vertical mosaic size (MZSZV, 180022H, bit15~12)
- ●Cell format (RBG1)
- Character size (for NBG0) (N0CHSZ, 180028H, bit0)
- 0: 1 cell horizontal x 1 cell vertical
- 1: 2 cells horizontally x 2 cells vertically
- Pattern name data size (NBG0) (N0PNB, 180030H, bit15)
-
- 1 word (pattern name data size)
- Character number auxiliary mode (NBG0) (N0CNSM, 180030H, bit14)
- 0: The character number in the pattern name data is 10 bits long,
Reverse function can be specified for each character - 1: The character number in the pattern name data is 12 bits long,
Reverse function cannot be specified
- Special priority (NBG0) (R1SPR, 180030H, bit9)
- (For pattern name auxiliary data)
- Special color operation (NBG0) (R1SCC, 180030H, bit8)
- (For pattern name auxiliary data)
- Auxiliary pallet number (NBG0) (R1SPLT, 180030H, bit7~5)
- (For pattern name auxiliary data)
- Auxiliary character number (NBG0) (R1SCN, 180030H, bit4~0)
- (For pattern name auxiliary data)
- Use rotation parameter B → Reference: For rotation parameter B
- ●For rotation parameter B (RBG1)
- Plain size (RBPLSZ, 18003AH, bit13~12)
- 00: 1 page horizontally x 1 page vertically
- 01: 2 pages horizontally x 1 page vertically
- 10: 2 pages horizontally x 2 pages vertically
- Screen over processing (RBOVR, 18003AH, bit15-14)
- 00: Repeats the image set in the display area outside the display area
- 01: Repeats the character pattern set in the screen over pattern name register outside the display area
- 10: Make everything outside the display area transparent
- 11: Force display area to 0≦X regardless of plain size or bitmap size< 512, 0≦Y< 512 to make everything outside that area transparent.
- Screen over pattern name register (RBOPN, 1800BAH, bit15~0)
- Map offset (RBMP, 18003EH, bit6~4)
- Map (RBMPx, 180060H to 18006EH)
- For plane A (RBMPA, 180060H, bit5~0)
- For plane B (RBMPB, 180060H, bit13~8)
- For plane C (RBMPC, 180062H, bit5~0)
- For plane D (RBMPD, 180062H, bit13~8)
- For plane E (RBMPE, 180064H, bit5~0)
- For plane F (RBMPF, 180064H, bit13~8)
- For plane G (RBMPG, 180066H, bit5~0)
- For plane H (RBMPH, 180066H, bit13~8)
- For plane I (RBMPI, 180068H, bit5~0)
- For plane J (RBMPJ, 180068H, bit13~8)
- For plane K (RBMPK, 18006AH, bit5~0)
- For plane L (RBMPL, 18006AH, bit13~8)
- For plane M (RBMPM, 18006CH, bit5~0)
- For plane N (RBMPN, 18006CH, bit13~8)
- For plane O (RBMPO, 18006EH, bit5~0)
- For plane P (RBMPP, 18006EH, bit13~8)
- ●Line color screen (LNCL)
- Line color screen color mode (LCCLMD, 1800A8H, bit15)
- 0: Single color
- 1: Specify for each line
- ●Back screen (BACK)
- Back screen color mode (BKCLMD, 1800ACH, bit15)
- 0: Single color
- 1: Specify for each line
- Back screen table address (BKTA, 1800ACH, bit12 to 1800AEH, bit0)
- ●Window
- Normal rectangular window
-
- normal line window
- sprite window
- ●Normal rectangular window
- Window position (horizontal coordinate) (WxxX, 1800C0H to 1800CCH)
- W0 starting point coordinates (W0SX, 1800C0H, bit9~0)
- W0 end point coordinates (W0EX, 1800C4H, bit9~0)
- W1 starting point coordinates (W1SX, 1800C8H, bit9~0)
- W1 end point coordinates (W1EX, 1800CCH, bit9~0)
- Window position (vertical coordinate) (WxxY, 1800C2H ~ 1800CEH)
- W0 starting point coordinates (W0SY, 1800C2H, bit9~0)
- W0 end point coordinates (W0EY, 1800C6H, bit9~0)
- W1 starting point coordinates (W1SY, 1800CAH, bit9~0)
- W1 end point coordinates (W1EY, 1800CEH, bit9~0)
- ●Normal line window
- Line window enable (WxLWE, 1800D8H to 1800DCH)
- For W0 (W0LWE, 1800D8H, bit15)
- For W1 (W1LWE, 1800DCH, bit15)
- 0: Do not make normal window a line window
- 1: Do
- Line window table address (WxLWTA, 1800D8H ~ 1800DEH)
- For W0 (W0LWTA, 1800D8H, bit2 to 1800DAH, bit1)
- For W1 (W1LWTA, 1800DCH, bit2 to 1800DEH, bit1)
- ●Sprite window
- Sprite window enable (SPWINEN, 1800E0H, bit4)
- 0: Do not use sprite window
- 1: Use
- ●Window control
- Window logic (xxLOG, 1800D0H to 1800D6H)
- For NBG0 (or for RBG1) of the transparent processing window (N0LOG, 1800D0H, bit7)
- For NBG1 (or for EXBG) of the transparent processing window (N1LOG, 1800D0H, bit15)
- For NBG2 of transparent processing window (N2LOG, 1800D2H, bit7)
- For NBG3 of transparent processing window (N3LOG, 1800D2H, bit15)
- For RBG0 of the transparent processing window (R0LOG, 1800D4H, bit7)
- For sprites in the transparent processing window (SPLOG, 1800D4H, bit15)
- For rotation parameter window (RPLOG, 1800D6H, bit7)
- For color calculation window (CCLOG, 1800D6H, bit15)
- Window enable (for W0) (xxW0E, 1800D0H to 1800D6H)
- For NBG0 (or for RBG1) of the transparent processing window (N0W0E, 1800D0H, bit1)
- For NBG1 (or for EXBG) of the transparent processing window (N1W0E, 1800D0H, bit9)
- For NBG2 of transparent processing window (N2W0E, 1800D2H, bit1)
- For NBG3 of transparent processing window (N3W0E, 1800D2H, bit9)
- For RBG0 of transparent processing window (R0W0E, 1800D4H, bit1)
- For sprites in transparent processing window (SPW0E, 1800D4H, bit9)
- For rotation parameter window (RPW0E, 1800D6H, bit1)
- For color calculation window (CCW0E, 1800D6H, bit9)
- 0: Do not use W0 window
- 1: Use
- Window enable (for W1) (xxW1E, 1800D0H to 1800D6H)
- For NBG0 (or for RBG1) of the transparent processing window (N0W1E, 1800D0H, bit3)
- For NBG1 (or for EXBG) of the transparent processing window (N1W1E, 1800D0H, bit11)
- For NBG2 of transparent processing window (N2W1E, 1800D2H, bit3)
- For NBG3 of transparent processing window (N3W1E, 1800D2H, bit11)
- For RBG0 of transparent processing window (R0W1E, 1800D4H, bit3)
- For sprites in transparent processing window (SPW1E, 1800D4H, bit11)
- For rotation parameter window (RPW1E, 1800D6H, bit3)
- For color calculation window (CCW1E, 1800D6H, bit11)
- 0: Do not use W1 window
- 1: Use
- Window enable (for SW) (xxSWE, 1800D0H to 1800D6H)
- For NBG0 (or for RBG1) of the transparent processing window (N0SWE, 1800D0H, bit5)
- For NBG1 (or for EXBG) of the transparent processing window (N1SWE, 1800D0H, bit13)
- For NBG2 of transparent processing window (N2SWE, 1800D2H, bit5)
- Transparent processing window for NBG3 (N3SWE, 1800D2H, bit13)
- For RBG0 of transparent processing window (R0SWE, 1800D4H, bit5)
- For sprites in transparent processing window (SPSWE, 1800D4H, bit13)
- For rotation parameter window (RPSWE, 1800D6H, bit5)
- For color calculation window (CCSWE, 1800D6H, bit13)
- 0: Do not use SW window
- 1: Use
- Window area (for W0) (xxW0A, 1800D0H to 1800D6H)
- For NBG0 (or for RBG1) of the transparent processing window (N0W0A, 1800D0H, bit0)
- For NBG1 (or for EXBG) of the transparent processing window (N1W0A, 1800D0H, bit8)
- For NBG2 of transparent processing window (N2W0A, 1800D2H, bit0)
- For NBG3 of transparent processing window (N3W0A, 1800D2H, bit8)
- For RBG0 of transparent processing window (R0W0A, 1800D4H, bit0)
- For sprites in transparent processing window (SPW0A, 1800D4H, bit8)
- For rotation parameter window (RPW0A, 1800D6H, bit0)
- For color calculation window (CCW0A, 1800D6H, bit8)
- 0: Enable inside W0 window
- 1: Enable outside W0 window
- Window area (for W1) (xxW1A, 1800D0H to 1800D6H)
- For NBG0 (or for RBG1) of the transparent processing window (N0W1A, 1800D0H, bit2)
- For NBG1 (or for EXBG) of the transparent processing window (N1W1A, 1800D0H, bit10)
- For NBG2 of transparent processing window (N2W1A, 1800D2H, bit2)
- For NBG3 of transparent processing window (N3W1A, 1800D2H, bit10)
- For RBG0 of transparent processing window (R0W1A, 1800D4H, bit2)
- For sprites in transparent processing window (SPW1A, 1800D4H, bit10)
- For rotation parameter window (RPW1A, 1800D6H, bit2)
- For color calculation window (CCW1A, 1800D6H, bit10)
- 0: Enable inside W1 window
- 1: Enable outside W1 window
- Window area (for SW) (xxSWA, 1800D0H to 1800D6H)
- For NBG0 (or for RBG1) of the transparent processing window (N0SWA, 1800D0H, bit4)
- For NBG1 (or for EXBG) of the transparent processing window (N1SWA, 1800D0H, bit12)
- For NBG2 of transparent processing window (N2SWA, 1800D2H, bit4)
- For NBG3 of transparent processing window (N3SWA, 1800D2H, bit12)
- For RBG0 of transparent processing window (R0SWA, 1800D4H, bit4)
- For sprites in transparent processing window (SPSWA, 1800D4H, bit12)
- For rotation parameter window (RPSWA, 1800D6H, bit4)
- For color calculation window (CCSWA, 1800D6H, bit12)
- 0: Enable inside SW window
- 1: Enable outside SW window
- ●Sprite
- Sprite color calculation conditions (SPCCCS, 1800E0H, bit13~12)
- 00: Only when (priority number) ≦ (color calculation condition number)
- 01: Only when (priority number) = (color calculation condition number)
- 10: Only when (priority number) ≧ (color calculation condition number)
- 11: Only when the most significant bit (LSB) of color data is 1
- Sprite color calculation condition number (SPCCN, 1800E0H, bit10~8)
- Sprite color mode (SPCLMD, 1800E0H, bit5)
- 0: All sprite data is in palette format only
- 1: Palette format and RGB format are mixed
- Sprite window enable (SPWINEN, 1800E0H, bit4)
- 0: Do not use sprite window
- 1: Use
- Sprite type (SPTYPE, 1800E0H, bit3~0)
- Priority number (for sprite) (SxPRIN, 1800F0H to 1800F6H)
- Sprite register 0 (S0PRIN, 1800F0H, bit2~0)
- Sprite register 1 (S1PRIN, 1800F0H, bit10~8)
- Sprite register 2 (S2PRIN, 1800F2H, bit2~0)
- Sprite register 3 (S3PRIN, 1800F2H, bit10~8)
- Sprite register 4 (S4PRIN, 1800F4H, bit2~0)
- Sprite register 5 (S5PRIN, 1800F4H, bit10~8)
- Sprite register 6 (S6PRIN, 1800F6H, bit2~0)
- Sprite register 7 (S7PRIN, 1800F6H, bit10~8)
- Color calculation ratio (for sprites) (SxCCRT, 180100H to 180106H)
- Sprite register 0 (S0CCRT, 180100H, bit4~0)
- Sprite register 1 (S1CCRT, 180100H, bit12~8)
- Sprite register 2 (S2CCRT, 180102H, bit4~0)
- Sprite register 3 (S3CCRT, 180102H, bit12~8)
- Sprite register 4 (S4CCRT, 180104H, bit4~0)
- Sprite register 5 (S5CCRT, 180104H, bit12~8)
- Sprite register 6 (S6CCRT, 180106H, bit4~0)
- Sprite register 7 (S7CCRT, 180106H, bit12~8)
- ●Dot color data
- Color RAM address offset (xxCAOS, 1800E4H to 180E6H)
- For NBG0 (or for RBG1) (N0CAOS, 1800E4H, bit2~0)
- For NBG1 (or for EXBG) (N1CAOS, 1800E4H, bit6~4)
- For NBG2 (N2CAOS, 1800E4H, bit10~8)
- For NBG3 (N3CAOS, 1800E4H, bit14~12)
- For RBG0 (R0CAOS, 1800E6H, bit2~0)
- For sprites (SPCAOS, 1800E6H, bit6~4)
- Special function code select (xxSFCS, 180024H)
- For NBG0 (or for RBG1) (N0SFCS, 180024H, bit0)
- For NBG1 (or for EXBG) (N1SFCS, 180024H, bit1)
- For NBG2 (N2SFCS, 180024H, bit2)
- For NBG3 (N3SFCS, 180024H, bit3)
- For RBG0 (R0SFCS, 180024H, bit4)
- 0: Enable special function code A
- 1: Enable special function code B
- Special function code (SFCDxx, 180026H)
- For special function code A (SFCDAx, 180026H, bit7~0)
- For special function code B (SFCDBx, 180026H, bit15~8)
- SFCDx0: When the lower 4 bits of the dot color code are 0H or 1H
- SFCDx1: When the lower 4 bits of the dot color code are 2H or 3H
- SFCDx2: When the lower 4 bits of the dot color code are 4H or 5H
- SFCDx3: When the lower 4 bits of the dot color code are 6H or 7H
- SFCDx4: When the lower 4 bits of the dot color code are 8H or 9H
- SFCDx5: When the lower 4 bits of the dot color code are AH or BH
- SFCDx6: When the lower 4 bits of the dot color code are CH or DH
- SFCDx7: When the lower 4 bits of the dot color code are EH or FH
- 0: Do not use special functions
- 1: Use
- ●Priority
- Line color insertion enable (xxLCEN, 1800E8H)
- For NBG0 (or for RBG1) (N0CAOS, 1800E8H, bit0)
- For NBG1 (or for EXBG) (N1CAOS, 1800E8H, bit1)
- For NBG2 (N2CAOS, 1800E8H, bit2)
- For NBG3 (N3CAOS, 1800E8H, bit3)
- For RBG0 (R0CAOS, 1800E8H, bit4)
- For sprites (SPCAOS, 1800E8H, bit5)
- 0: Do not insert a line screen when the supported screen becomes the top image
- 1: Insert line screen
- Special priority mode (xxSPRM, 1800EAH)
- For NBG0 (or for RBG1) (N0SPRM, 1800EAH, bit1~0)
- For NBG1 (or for EXBG) (N1SPRM, 1800EAH, bit3~2)
- For NBG2 (N2SPRM, 1800EAH, bit5~4)
- For NBG3 (N3SPRM, 1800EAH, bit7~6)
- For RBG0 (R0SPRM, 1800EAH, bit9~8)
- 00: Mode 0: The least significant bit of the number is specified for each screen.
- 01: Mode 1: The least significant bit of the number is specified for each character.
- 10: Mode 2: Specify the least significant bit of the number for each dot
- Priority number (for scroll screen) (xxPRIN, 1800F8H to 1800FCH)
- For NBG0 (or for RBG1) (N0PRIN, 1800F8H, bit12~0)
- For NBG1 (or for EXBG) (N1PRIN, 1800F8H, bit10~8)
- For NBG2 (N2PRIN, 1800FAH, bit12~0)
- For NBG3 (N3PRIN, 1800FAH, bit10~8)
- For RBG0 (R0PRIN, 1800FCH, bit12~0)
- ●Color calculation
- Blur calculation enable (BOKEN, 1800ECH, bit15)
- 0: Do not use blur calculation function
- 1: Use
- Blur screen number (BOKN, 1800ECH, bit14-12)
- 000: Sprite
- 001:RBG0
- 010: NBG0 or RBG1
- 100: NBG1 or EXBG
- 101:NBG2
- 110:NBG3
- Extended color calculation enable (EXCCEN, 1800ECH, bit10)
- 0: Do not use extended color calculation function
- 1: Use
- Color calculation ratio mode (CCRTMD, 1800ECH, bit9)
- 0: Mode 0: Color calculation ratio is specified on the top image side
- 1: Mode 1: Specify the color calculation ratio on the second image side
- Color calculation mode (CCMD, 1800ECH, bit8)
- 0: Mode 0: Add according to the value of the color calculation ratio register
- 1: Mode 1: Add as is
- Color calculation enable (xxCCEN, 1800ECH)
- For NBG0 (or for RBG1) (N0CCEN, 1800ECH, bit0)
- For NBG1 (or for EXBG) (N1CCEN, 1800ECH, bit1)
- For NBG2 (N2CCEN, 1800ECH, bit2)
- For NBG3 (N3CCEN, 1800ECH, bit3)
- For RBG0 (R0CCEN, 1800ECH, bit4)
- For LNCL (LCCCEN, 1800ECH, bit5)
- For sprites (SPCCEN, 1800ECH, bit6)
- 0: Do not perform color calculations
- 1: Do
- Special color calculation mode (xxSCCM, 1800EEH)
- For NBG0 (or for RBG1) (N0CCM, 1800EEH, bit1~0)
- For NBG1 (or for EXBG) (N1CCM, 1800EEH, bit3~2)
- For NBG2 (N2CCM, 1800EEH, bit5~4)
- For NBG3 (N3CCM, 1800EEH, bit7~6)
- For RBG0 (R0CCM, 1800EEH, bit9~8)
- 00: Mode 0: Color calculation enable is specified for each screen.
- 01: Mode 1: Color calculation enable is specified for each character.
- 10: Mode 2: Color calculation enable is specified for each dot.
- 11: Mode 3: Color calculation enable is specified by the most significant bit of color data
- Color calculation ratio (for scroll screen) (xxCCRT, 180108H to 18010EH)
- For NBG0 (or for RBG1) (N0CCRT, 180108H, bit4~0)
- For NBG1 (or for EXBG) (N1CCRT, 180108H, bit12~8)
- For NBG2 (N2CCRT, 18010AH, bit4~0)
- For NBG3 (N3CCRT, 18010AH, bit12~8)
- For RBG0 (R0CCRT, 18010CH, bit4~0)
- For LNCL (LCCCRT, 18010EH, bit4~0)
- For BACK (BKCCRT, 18010EH, bit12~8)
- ●Color offset
- Color offset enable (xxCOEN, 180110H)
- For NBG0 (or for RBG1) (N0COEN, 180110H, bit0)
- For NBG1 (or for EXBG) (N1COEN, 180110H, bit1)
- For NBG2 (N2COEN, 180110H, bit2)
- For NBG3 (N3COEN, 180110H, bit3)
- For RBG0 (R0COEN, 180110H, bit4)
- For BACK (BKCOEN, 180110H, bit5)
- For sprites (SPCOEN, 180110H, bit6)
- 0: Do not use color offset function
- 1: Do
- Color offset select (xxCOSL, 180112H)
- For NBG0 (or for RBG1) (N0COSL, 180112H, bit0)
- For NBG1 (or for EXBG) (N1COSL, 180112H, bit1)
- For NBG2 (N2COSL, 180112H, bit2)
- For NBG3 (N3COSL, 180112H, bit3)
- For RBG0 (R0COSL, 180112H, bit4)
- For BACK (BKCOSL, 180112H, bit5)
- For sprites (SPCOSL, 180112H, bit6)
- 0: Use color offset A value
- 1: Use color offset B value
- Color offset value (COxxx, 180114H to 18011EH)
- For RED data of color offset A (COARD, 180114H, bit8~0)
- For GREEN data of color offset A (COAGR, 180116H, bit8~0)
- For BLUE data of color offset A (COABL, 180118H, bit8~0)
- For RED data of color offset B (COARD, 18011AH, bit8~0)
- For GREEN data of color offset B (COAGR, 18011CH, bit8~0)
- For BLUE data of color offset B (COABL, 18011EH, bit8~0)
- ●Shadow function
- Shadow enable (xxSDEN, 1800E2H)
- For NBG0 (or for RBG1) (N0SDEN, 1800E2H, bit0)
- For NBG1 (or for EXBG) (N1SDEN, 1800E2H, bit1)
- For NBG2 (N2SDEN, 1800E2H, bit2)
- For NBG3 (N3SDEN, 1800E2H, bit3)
- For RBG0 (R0SDEN, 1800E2H, bit4)
- For BACK (BKSDEN, 1800E2H, bit5)
- 0: Do not use shadow function (do not add shadow)
- 1: Use (add shadow)
- Transparent shadow select (TPSDSL, 1800E2H, bit8)
- 0: Disable transparent shadow sprites
- 0: Enable transparent shadow sprites
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★ HARDWARE Manual ★ VDP2 User's Manual ★ Chapter 15 How to use VDP2
Copyright SEGA ENTERPRISES, LTD., 1997