HARDWARE ManualVDP1 User's Manual
BackForward
VDP1 User's Manual

Chapter 5 Table


■ 5.1 Character pattern table

The character pattern is the data that is the source of the sprite drawn by the texture drawing command.
Define the character pattern in VRAM continuously as a table. The stored data is referenced by the character address in the command table, and the size of the data is determined by the size of the character pattern and the color mode of the sprite.

● Character pattern table address
Define the character pattern with a 20H (32) Byte boundary. However, it is not possible to define a character pattern starting at address 00000H of VRAM. Since the character pattern is stored in the 20HByte boundary, the memory less than 20HByte becomes free space.
VRAM is up to address 7FFFFH. Do not define a character pattern beyond address 80000H.

● Table size
Depending on the color mode, 1 pixel of the character pattern becomes 4, 8 or 16-bit data.
The character size can be specified in the range of 8 to 504 pixels in units of 8 pixels in the horizontal direction and 1 to 255 pixels in units of 1 pixel in the vertical direction.
For example, to represent a character pattern of 8 pixels wide x 3 pixels high, 0CH (12) Byte is required for 4bit / pixel, 18H (24) Byte for 8bit / pixel, and 30H (48) Byte for 16bit / pixel.
The character pattern table requires 4HByte when the minimum size is 8pixels x 1pixel and 4bit / pixel, and 3EC10H (257040) bytes when the maximum size is 504pixels x 255pixels and 16bits / pixel.

Table 5.1 Character pattern table size
 item
 minimum
 maximum
 Character size
 Width 8 pixel x height 1 pixel
 504 pixels wide x 255 pixels high
 Color mode
 4bit / pixel
 16bit / pixel
 Character pattern
 4HByte *
 3EC10H (257040) Byte

[Note] * Note that even a 4HByte character pattern requires 20HByte on VRAM.

● Example of character pattern table
An example of a character pattern with a character size of 8 pixels wide x 3 pixels high is shown below.

Figure 5.1 Example of character pattern table
● 0CH (12) bytes are required for 4bit / pixel pixel 0 1 2 3 4 5 6 7 
     ┏━┯━┳━┯━┳━┯━┳━┯━┓
     ┃ │ ┃ │ ┃ │ ┃ │ ┃
+ 00H ┃ + 00 ┃ + 01 ┃ + 02 ┃ + 03 ┃
     ┃ │ ┃ │ ┃ │ ┃ │ ┃
     ┣━┿━╋━┿━╋━┿━╋━┿━┫
     ┃ │ ┃ │ ┃ │ ┃ │ ┃
+ 04H ┃ + 04 ┃ + 05 ┃ + 06 ┃ + 07 ┃
     ┃ │ ┃ │ ┃ │ ┃ │ ┃
     ┣━┿━╋━┿━╋━┿━╋━┿━┫
     ┃ │ ┃ │ ┃ │ ┃ │ ┃
+ 08H ┃ + 08 ┃ + 09 ┃ + 0A ┃ + 0B ┃
     ┃ │ ┃ │ ┃ │ ┃ │ ┃
     ┗━┷━┻━┷━┻━┷━┻━┷━┛

● 18H (24) bytes are required for 8bit / pixel pixel 0 1 2 3 4 5 6 7 
     ┏━━━┳━━━┳━━━┳━━━┳━━━┳━━━┳━━━┳━━━┓
     ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃
+ 00H ┃ + 00 ┃ + 01 ┃ + 02 ┃ + 03 ┃ + 04 ┃ + 05 ┃ +06 ┃ +07 ┃
     ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃
     ┣━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━┫
     ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃
+ 08H ┃ + 08 ┃ + 09 ┃ + 0A ┃ + 0B ┃ + 0C ┃ + 0D ┃ + 0E ┃ + 0F ┃
     ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃
     ┣━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━╋━━━┫
     ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃
+ 10H ┃ + 10 ┃ + 11 ┃ + 12 ┃ + 13 ┃ + 14 ┃ + 15 ┃ + 16 ┃ + 17 ┃
     ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃ ┃
     ┗━━━┻━━━┻━━━┻━━━┻━━━┻━━━┻━━━┻━━━┛

● 18H (24) bytes are required for 8bit / pixel pixel 0 1 2 3 4 5 6 7 
     ┏━━━┯━━━┳━━━┯━━━┳━━━┯━━━┳━━━┯━━━┳━━━┯━━━┳━━━┯━━━┳━ ━━┯━━━┳━━━┯━━━┓
     ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃
+ 00H ┃ + 00 │ + 01 ┃ + 02 │ + 03 ┃ + 04 │ + 05 ┃ + 06 │ + 07 ┃ + 08 │ + 09 ┃ + 0A │ + 0B ┃ + 0C │ + 0D ┃ + 0E │ + 0F ┃
     ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃
     ┣━━━┿━━━╋━━━┿━━━╋━━━┿━━━╋━━━┿━━━╋━━━┿━━━╋━━━┿━━━╋━ ━━┿━━━╋━━━┿━━━┫
     ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃
+ 08H ┃ + 00│ + 01 ┃ + 02 │ + 03 ┃ + 04 │ + 05 ┃ + 06 │ + 07 ┃ + 08 │ + 09 ┃ + 0A │ + 0B ┃ + 0C │ + 0D ┃ + 0E │ + 0F ┃
     ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃
     ┣━━━┿━━━╋━━━┿━━━╋━━━┿━━━╋━━━┿━━━╋━━━┿━━━╋━━━┿━━━╋━ ━━┿━━━╋━━━┿━━━┫
     ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃
+ 10H ┃ + 00 │ + 01 ┃ + 02 │ + 03 ┃ + 04 │ + 05 ┃ + 06 │ + 07 ┃ + 08 │ + 09 ┃ + 0A │ + 0B ┃ + 0C │ + 0D ┃ + 0E │ + 0F ┃
     ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃
     ┗━━━┷━━━┻━━━┷━━━┻━━━┷━━━┻━━━┷━━━┻━━━┷━━━┻━━━┷━━━┻━ ━━┷━━━┻━━━┷━━━┛



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