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★ HARDWARE Manual ★ VDP2 User's Manual
VDP2 User's Manual Table of contents
table
Chapter 1 VDP2 functions
- Table 1.1 TV screen mode
- Table 1.2 Scroll screen
- Table 1.3 Window
- Table 1.4 Scroll screen functions
Chapter 2 TV screen
- Table 2.1 TV screen mode
- Table 2.2 Registers for external screen settings
- Table 2.3 H counter register bit contents
- Table 2.4 V counter register bit contents
Chapter 3 RAM
- Table 3.1 Data defined in VRAM
- Table 3.2 Limitations on pattern name data storage location
- Table 3.2 Number of accesses to pattern name table data required during one cycle
- Table 3.3 Character pattern data (bitmap pattern data) read access count
- Table 3.4 Character pattern data read access specification restrictions
- Table 3.5 Access commands
Chapter 4 Scroll screen
- Table 4.1 Number of character colors and dot data size
- Table 4.2 Cell data structure
- Table 4.3 Transparent dot data values
- Table 4.4 Pattern name table capacity and page boundary for one page
- Table 4.5 Character number assistance mode
- Table 4.6 Bit configuration when pattern name data is 1 word
- Table 4.7 Invert function bit
- Table 4.8 Address values of map specification registers depending on settings
- Table 4.9 Bitmap size
- Table 4.10 Number of bitmap colors
- Table 4.11 Bitmap pattern capacity per page
- Table 4.12 Display area of normal scroll screen
- Table 4.13 Display area of rotating scroll screen
Chapter 5 Normal scroll screen
- Table 5.1 Horizontal coordinate increment and reduction settings
- Table 5.2 Display screen limitations by setting the reduction enable bit
Chapter 6 Rotating scroll screen
- Table 6.1 Rotating scroll screen
- Table 6.2 Rotation parameters
- Table 6.3 Address values indicated by the least significant bit of coefficient parameter data by coefficient data size
- Table 6.4 Image processing using the most significant bit value of coefficient data for RBG0
Chapter 8 Window
- Table 8.1 Bit contents of window position register for horizontal coordinates
- Table 8.2 Bit contents of window position register for vertical coordinates
Chapter 9 Sprite data
- Table 9.1 Shared bits
- Table 9.2 Sprite Priority Number Register Selection
- Table 9.3 Sprite color calculation ratio register selection
Chapter 11 Priority Function
- Table 11.1 Priority when priority numbers are equal
- Table 11.2 Special priority functions by mode
Chapter 12 Color operations
- Table 12.1 Color calculation functions in high resolution mode or dedicated monitor mode
- Table 12.2 Extended color calculation ratio
- Table 12.3 Special color calculation modes
Chapter 15. How to use VDP2
- Table 15.1 Data defined in VRAM and related registers
figure
Chapter 1 VDP2 functions
- Figure 1.1 System configuration
- Figure 1.2 Address map
Chapter 2 TV screen
- Figure 2.1 Display method using interlace settings
- Figure 2.2 TV screen configuration
Chapter 3 RAM
- Figure 3.1 VRAM address map by capacity
- Figure 3.2 VRAM cycle pattern register
- Figure 3.3 Access specification restrictions for pattern name table data
- Figure 3.4 Character pattern data read access specification example
- Figure 3.5 Access specification restrictions for vertical cell scroll table data
- Figure 3.6 CPU read/write access specification example when VRAM is not divided into two banks
- Figure 3.7 Example of specifying CPU read/write access when dividing VRAM into two banks
- Figure 3.8 VRAM cycle pattern specification example
- Figure 3.9 Color data structure on color RAM
- Figure 3.10 Color data of color RAM
Chapter 4 Scroll screen
- Figure 4.1 Structure of cell format scroll screen
- Figure 4.2 Correspondence between cell format scroll screen configuration and data settings
- Figure 4.3 Configuration of bitmap format scroll screen
- Figure 4.4 Relationship between bitmap format scroll screen configuration and data settings
- Figure 4.6 Dot data in RGB format
- Figure 4.7 Cell placement according to character size
- Figure 4.8.1 Data structure of pattern name table, Part 1
- Figure 4.8.2 Data structure of pattern name table, Part 2
- Figure 4.8.3 Data structure of pattern name table, Part 3
- Figure 4.8.4 Data structure of pattern name table, Part 4
- Figure 4.9 Bit configuration when pattern name data is 2 words
- Figure 4.10 Bit configuration when pattern name data is 1 word
- Figure 4.11 Dot color data based on character color number
- Figure 4.12 Reverse display of character pattern
- Figure 4.13 Arrangement of pattern name table by plane size
- Figure 4.14 Map specification register
- Figure 4.15 Map size
- Figure 4.16 Map plane placement with zoom settings
- Figure 4.17.1 Bitmap pattern structure, Part 1
- Figure 4.17.2 Bitmap pattern structure, Part 2
- Figure 4.17.3 Bitmap pattern structure, part 3
- Figure 4.17.4 Bitmap pattern structure, Part 4
- Figure 4.17.5 Bitmap pattern structure, Part 5
- Figure 4.17.6 Bitmap pattern structure, Part 6
- Figure 4.17.7 Bitmap pattern structure, part 7
- Figure 4.17.8 Bitmap pattern structure, Part 8
- Figure 4.17.9 Bitmap pattern structure, Part 9
- Figure 4.17.10 Bitmap pattern configuration, part 10
- Figure 4.17.11 Bitmap pattern configuration, Part 11
- Figure 4.17.12 Bitmap pattern configuration, Part 12
- Figure 4.17.13 Bitmap pattern configuration, Part 13
- Figure 4.17.14 Bitmap pattern configuration, Part 14
- Figure 4.17.15 Bitmap pattern configuration, Part 15
- Figure 4.18 Dot color data by bitmap color number
- Figure 4.19 Mosaic pattern
Chapter 5 Normal scroll screen
- Figure 5.1 Configuration of screen scroll value bits
- Figure 5.2 Configuration of coordinate increment register
- Figure 5.3 Line scroll function
- Figure 5.4 Bit configuration of line scroll table data
- Figure 5.5 Line scroll table example
- Figure 5.6 Vertical cell scrolling function
- Figure 5.7 Data structure on vertical cell scroll table
- Figure 5.8 Vertical cell scroll table example
Chapter 6 Rotating scroll screen
- Figure 6.1 How to display the rotating scroll screen
- Figure 6.2 Data structure of rotation parameters
- Figure 6.3 Rotation parameter table
- Figure 6.4 How to store rotation parameter table in VRAM
- Figure 6.5 Switching rotation parameters
- Figure 6.6 Line color screen data using coefficient data
- Figure 6.7 Bit configuration of coefficient table data
Chapter 7 Line screen
- Figure 7.1 Line screen
- Figure 7.2 Line color screen table configuration
- Figure 7.3 Bit configuration of line color screen table data
- Figure 7.4 Back screen table configuration
- Figure 7.5 Bit configuration of back screen table data
Chapter 8 Window
- Figure 8.1 Normal rectangular window
- Figure 8.2 Normal line window
- Figure 8.3 Bit configuration of normal line window table data
- Figure 8.4 Structure of normal line window table
- Figure 8.5 Sprite window
- Figure 8.6 Effective area of window
- Figure 8.7 Window processing 1
- Figure 8.7 Window processing 2
- Figure 8.7 Window processing 3
Chapter 9 Sprite data
- Figure 9.1 Sprite type
- Figure 9.2 Sprite data when palette format and RGB format data are mixed
Chapter 10 Dot color data
- Figure 10.1 Sprite dot color data in palette format
- Figure 10.2 Sprite color RAM address
- Figure 10.3 Scroll dot color data in palette format
- Figure 10.4 Scroll color RAM address
- Figure 10.5 Sprite dot color data in RGB format
- Figure 10.6 Scroll dot color data in RGB format
- Figure 10.7 Dot color codes corresponding to special function codes
Chapter 11 Priority Function
- Figure 11.1 Priority function
- Figure 11.2 Inserting a line color screen
Chapter 12 Color operations
- Figure 12.1 Color calculation function
- Figure 12.2 Color calculation ratio mode
- Figure 12.3 Extended color calculation function
- Figure 12.4 Blur calculation function
Chapter 13 Color offset function
- Figure 13.1 Color offset data
Chapter 14 Shadow Function
- Figure 14.1 Shadow function
- Figure 14.2 Writing normal shadow sprite data
- Figure 14.3 Normal shadow sprite data
- Figure 14.4 Sprite shadows and transparent shadows
- Figure 14.5 MSB shadow sprite data
Chapter 15. How to use VDP2
- Figure 15.1 Bitmap display image
- Figure 15.2 Bitmap display position
- Figure 15.3 Example of RBG0 display screen
- Figure 15.4 Example of display screen in rotation parameter mode 2 and 3
- Figure 15.5 Example of displaying a sprite that is semi-transparent
★ HARDWARE Manual ★ VDP2 User's Manual
Copyright SEGA ENTERPRISES, LTD., 1997