★ 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 └┴────────────── SPC CCS1,0 Sprite color calculation condition- detail:
- ● Sprite control register
- ● Sprite control register
- connection:
- ● Window control register
- ● Priority number register
- ● Color calculation ratio register
- ● Color operation 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 Palette format dot color data
CRAOFB F 654 210
1800E6H □□□□□□□□□ ■■■ □ ■■■
│ │ │ └┴┴── R0CAOS color RAM address offset (for RBG0)
└┴┴────── SPCAOS Color RAM Address Offset (for Sprite)
- detail:
- ● Color RAM address offset register
- reference:
- ■ 3.4 Color RAM mode
- ■ 10.1 Palette format dot color data
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 rotary scroll)
- ● Coefficient table control register (when using rotary scroll)
- ● Line color screen table address register
- ● Color operation control register
- ● Color calculation ratio register
- reference:
- ■ 6.4 Coefficient table control
- ■ 7.1 Line color screen
- ■ 8.1 Window area
- ■ 11.3 Insert 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 enabled (for NBG2)
│ │ │ │ │ │ │ │ │ │ └───── N3CCEN color calculation enabled (for NBG3)
│ │ │ │ │ │ │ │ │ └────── R0CCEN color calculation enabled (for RBG0)
│ │ │ │ │ │ │ │ └─────── LCCCEN color calculation enable (for LNCN)
│ │ │ │ │ │ │ └──────── SPCCEN color calculation enabled (for sprites)
│ │ │ │ │ │ └────────── CCMD color calculation mode │ │ │ │ │ └─────────── CCRTMD color calculation ratio mode │ │ │ │ └── ────────── EXCCEN Extended Color Calculation Enable │ └┴┴────────────── BOKN2..0 Blurred screen number └───────── ──────── BOKEN Blurred operation enabled- detail:
- ● Color operation 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 operation 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 FA98 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 FA98 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 FA98 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 FA98 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 FA98 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 FA98 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 F 210
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