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★ HARDWARE Manual ★ VDP2 User's Manual
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VDP2 User's Manual/Chapter 16 Quick Reference
SPCTL F DC A98 543210
1800E0H □□■■□■■■□□■■■■■■
││ │││ ││└┴┴┴── SPTYPE3..0 sprite type
││ │││ │└────── SPWINEN sprite window enable
││ │││ └─────── SPCLMD Sprite color mode
││ └┴┴────────── SPCCN2..0 Sprite color calculation condition number
└┴────────────── SPCCCS1,0 Sprite color calculation condition
- detail:
- ●Sprite control register
- ●Sprite control register
- connection:
- ●Window control register
- ●Priority number register
- ●Color calculation ratio register
- ●Color calculation control register
- reference:
- ■8.1 Window area
- ■8.2 Window processing
- ■9.1 Sprite data
- ■9.2 Priority and color calculation
- ■12.1 Color calculation function
SDCTL F 8 543210
1800E2H □□□□□□□■□□■■■■■■
│ │││││└── N0SDEN shadow enable (for NBG0 or RBG1)
│ ││││└─── N1SDEN shadow enable (for NBG1 or EXBG)
│ │││└──── N2SDEN shadow enable (for NBG2)
│ ││└───── N3SDEN shadow enable (for NBG3)
│ │└────── R0SDEN shadow enable (for RBG0)
│ └─────── BKSDEN shadow enable (for BACK)
└────────── TPSDSL Transparent Shadow Select
- detail:
- ●Shadow control register
- connection:
- ●Sprite type
- reference:
- ■9.1 Sprite data
- ■14.1 Shadow processing
CRAOFA FEDC A98 654 210
1800E4H □■■■□■■■□■■■□■■■
│││ │││ │││ └┴┴── N0CAOS color RAM address offset (for NBG0 or RBG1)
│││ │││ └┴┴────── N1CAOS color RAM address offset (for NBG1 or EXBG)
│││ └┴┴────────── N2CAOS color RAM address offset (for NBG2)
└┴┴────────────── N3CAOS color RAM address offset (for NBG3)
- detail:
- ●Color RAM address offset register
- reference:
- ■3.4 Color RAM mode
- ■10.1 Dot color data in palette format
CRAOFB F 654 210
1800E6H □□□□□□□□□■■■□■■■
│││ └┴┴── R0CAOS color RAM address offset (for RBG0)
└┴┴────── SPCAOS color RAM address offset (for sprites)
- detail:
- ●Color RAM address offset register
- reference:
- ■3.4 Color RAM mode
- ■10.1 Dot color data in palette format
LNCLEN F 543210
1800E8H □□□□□□□□□□■■■■■■
│││││└── N0LCEN line color screen insertion enable (for NBG0 or RBG1)
││││└──── N1LCEN line color screen insertion enable (for NBG1 or EXBG)
│││└──── N2LCEN line color screen insertion enable (for NBG2)
││└────── N3LCEN line color screen insertion enable (for NBG3)
│└────── R0LCEN line color screen insertion enable (for RBG0)
└─────── SPLCEN line color screen insertion enable (for sprites)
- detail:
- ●Line color screen enable register
- connection:
- ●Line color screen data (when using rotating scroll)
- ●Coefficient table control register (when using rotating scroll)
- ●Line color screen table address register
- ●Color calculation control register
- ●Color calculation ratio register
- reference:
- ■6.4 Coefficient table control
- ■7.1 Line color screen
- ■8.1 Window area
- ■11.3 Inserting line color screen
- ■12.1 Color calculation function
SFPRMD F 9876543210
1800EAH □□□□□□■■■■■■■■■■
││││││││└┴── N0SPRM special priority mode (for NBG0 or RBG1)
││││││└┴──── N1SPRM special priority mode (for NBG1 or EXBG)
││││└┴────── N2SPRM special priority mode (for NBG2)
││└┴──────── N3SPRM special priority mode (for NBG3)
└┴────────── R0SPRM special priority mode (for RBG0)
- detail:
- ●Special priority mode register
- connection:
- ●Special function code register
- ●Special function code select register
- ●Pattern name data
- ●Bitmap palette number register
- reference:
- ■10.3 Special function code
- ■11.2 Special priority function
- ■12.2 Special color calculation function
CCCTL FEDC A98 6543210
1800ECH ■■■■□■■■□■■■■■■■
││││ │││ ││││││└── N0CCEN color calculation enable (for NBG0 or RBG1)
││││ │││ │││││└─── N1CCEN color calculation enable (for NBG1 or EXBG)
││││ │││ ││││└──── N2CCEN color calculation enable (for NBG2)
││││ │││ │││└───── N3CCEN color calculation enable (for NBG3)
││││ │││ ││└────── R0CCEN color calculation enable (for RBG0)
││││ │││ │└─────── LCCCEN color calculation enable (for LNCN)
││││ │││ └──────── SPCCEN color calculation enable (for sprites)
││││ ││└────────── CCMD color calculation mode
││││ │└─────────── CCRTMD color calculation ratio mode
││││ └──────────── EXCCEN extended color calculation enable
│└┴┴────────────── BOKN2..0 blur screen number
└───────────────── BOKEN blur calculation enable
- detail:
- ●Color calculation control register
- connection:
- ●Sprite type
- ●Color calculation ratio register (sprite)
- ●Color calculation ratio register (scroll)
- reference:
- ■9.1 Sprite data
- ■9.2 Priority and color calculation
- ■12.1 Color calculation function
SFCCMD F 9876543210
1800EEH □□□□□□■■■■■■■■■■
││││││││└┴── N0SCCM special color calculation mode (for NBG0 or RBG1)
││││││└┴──── N1SCCM special color calculation mode (for NBG1 or EXBG)
││││└┴────── N2SCCM special color calculation mode (for NBG2)
││└┴──────── N3SCCM special color calculation mode (for NBG3)
└┴────────── R0SCCM special color calculation mode (for RBG0)
- detail:
- ●Special color calculation mode register
- connection:
- ●Special function code register
- ●Special function code select register
- ●Pattern name data
- ●Bitmap palette number register
- ●Color calculation control register
- ●Color calculation ratio register (scroll)
- reference:
- ■10.3 Special function code
- ■11.2 Special priority function
- ■12.2 Special color calculation function
PRISA F A98 210
1800F0H □□□□□■■■□□□□□■■■
│││ └┴┴── S1PRIN2..0 priority number (for sprite 1)
└┴┴────────── S0PRIN2..0 priority number (for sprite 0)
- detail:
- ●Priority number register (for sprites)
- connection:
- ●Sprite type
- ●Priority number register (for scrolling)
- reference:
- ■9.1 Sprite data
- ■11.1 Priority function
PRISB F A98 210
1800F2H □□□□□■■■□□□□□■■■
│││ └┴┴── S3PRIN2..0 priority number (for sprite 3)
└┴┴────────── S2PRIN2..0 priority number (for sprite 2)
- detail:
- ●Priority number register (for sprites)
- connection:
- ●Sprite type
- ●Priority number register (for scrolling)
- reference:
- ■9.1 Sprite data
- ■11.1 Priority function
PRISC F A98 210
1800F4H □□□□□■■■□□□□□■■■
│││ └┴┴── S5PRIN2..0 priority number (for sprite 5)
└┴┴────────── S4PRIN2..0 priority number (for sprite 4)
- detail:
- ●Priority number register (for sprites)
- connection:
- ●Sprite type
- ●Priority number register (for scrolling)
- reference:
- ■9.1 Sprite data
- ■11.1 Priority function
PRISD F A98 210
1800F6H □□□□□■■■□□□□□■■■
│││ └┴┴── S7PRIN2..0 priority number (for sprite 7)
└┴┴────────── S6PRIN2..0 priority number (for sprite 6)
- detail:
- ●Priority number register (for sprites)
- connection:
- ●Sprite type
- ●Priority number register (for scrolling)
- reference:
- ■9.1 Sprite data
- ■11.1 Priority function
PRINA F A98 210
1800F8H □□□□□■■■□□□□□■■■
│││ └┴┴── N1PRIN2..0 priority number (for NBG1)
└┴┴────────── N0PRIN2..0 priority number (for NBG0)
- detail:
- ●Priority number register (for scrolling)
- connection:
- ●Sprite type
- ●Priority number register (for sprites)
- reference:
- ■9.1 Sprite data
- ■11.1 Priority function
PRINB F A98 210
1800FAH □□□□□■■■□□□□□■■■
│││ └┴┴── N3PRIN2..0 priority number (for NBG3)
└┴┴────────── N2PRIN2..0 priority number (for NBG2)
- detail:
- ●Priority number register (for scrolling)
- connection:
- ●Sprite type
- ●Priority number register (for sprites)
- reference:
- ■9.1 Sprite data
- ■11.1 Priority function
PRIR F210
1800FCH □□□□□□□□□□□□□■■■
└┴┴── R0PRIN2..0 priority number (for RBG0)
- detail:
- ●Priority number register (for scrolling)
- connection:
- ●Sprite type
- ●Priority number register (for sprites)
- reference:
- ■9.1 Sprite data
- ■11.1 Priority function
F 0
1800FEH □□□□□□□□□□□□□□□□
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★ HARDWARE Manual ★ VDP2 User's Manual ★
Copyright SEGA ENTERPRISES, LTD., 1997