★ HARDWARE Manual ★ VDP2 User's Manual
VDP2 User's Manual Chart table of contents
table
Chapter 1 Functions of VDP2
- 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 modes
- 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 Restrictions on pattern name data storage location
- Table 3.2 Number of pattern name table data accesses 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 auxiliary mode
- Table 4.6 Bit configuration when pattern name data is 1 word
- Table 4.7 Inversion function bits
- Table 4.8 Address values of map specification registers according to settings
- Table 4.9 Bitmap size
- Table 4.10 Bitmap color count
- Table 4.11 Bitmap pattern capacity per surface
- Table 4.12 Normal scroll screen display area
- Table 4.13 Display area of rotary scroll screen
Chapter 5 Normal scroll screen
- Table 5.1 Horizontal coordinate increment and contraction settings
- Table 5.2 Restrictions on the display screen by setting the reduction enable bit
Chapter 6 Rotating scroll screen
- Table 6.1 Rotation scroll screen
- Table 6.2 Rotation parameters
- Table 6.3 Coefficient parameter by coefficient data size Address value indicated by the least significant bit of data
- Table 6.4 Image processing using the most significant bit value of the 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 Selection of sprite color arithmetic ratio register
Chapter 11 Priority Function
- Table 11.1 Priority when the priority numbers are equal
- Table 11.2 Special priority functions by mode
Chapter 12 Color Calculation
- Table 12.1 Color calculation function in high resolution mode or dedicated monitor mode
- Table 12.2 Extended color calculation ratio
- Table 12.3 Special color calculation mode
Chapter 15 How to use VDP2
- Table 15.1 Registers associated with the data defined in VRAM
figure
Chapter 1 Functions of VDP2
- Figure 1.1 System configuration
- Figure 1.2 Address map
Chapter 2 TV screen
- Figure 2.1 Display method by interlace setting
- 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 Restrictions on access specification for pattern table data
- Figure 3.4 Example of character pattern data read access specification
- Figure 3.5 Access specification restrictions for vertical cell scroll table data
- Figure 3.6 Example of CPU read / write access specification when VRAM is not divided into 2 banks
- Figure 3.7 Example of CPU read / write access specification when dividing VRAM into 2 banks
- Figure 3.8 VRAM cycle pattern specification example
- Figure 3.9 Color data structure on color RAM
- Figure 3.10 Color RAM color data
Chapter 4 Scroll screen
- Figure 4.1 Cell-type scroll screen configuration
- Figure 4.2 Correspondence between cell format scroll screen configuration and data settings
- Figure 4.3 Bitmap format scroll screen configuration
- 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 layout by 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 the pattern name data is 2 words
- Figure 4.10 Bit configuration when the pattern name data is one word
- Figure 4.11 Dot color data based on the number of character colors
- Figure 4.12 Reverse display of character patterns
- 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 Plain map placement with reduced settings
- Figure 4.17.1 Bitmap pattern configuration, part 1
- Figure 4.17.2 Bitmap pattern configuration, part 2
- Figure 4.17.3 Bitmap pattern configuration, part 3
- Figure 4.17.4 Bitmap pattern configuration, part 4
- Figure 4.17.5 Bitmap pattern configuration, part 5
- Figure 4.17.6 Bitmap pattern configuration, part 6
- Figure 4.17.7 Bitmap pattern configuration, part 7
- Figure 4.17.8 Bitmap pattern configuration, part 8
- Figure 4.17.9 Bitmap pattern configuration, 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 based on the number of bitmap colors
- 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 Example line scroll table
- Figure 5.6 Vertical cell scroll function
- Figure 5.7 Data structure on a vertical cell scroll table
- Figure 5.8 Example of vertical cell scroll table
Chapter 6 Rotating scroll screen
- Figure 6.1 How to display the rotary scroll screen
- Figure 6.2 Rotation parameter data structure
- Figure 6.3 Rotation parameter table
- Figure 6.4 How to store the 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 Normal line window table configuration
- Figure 8.5 Sprite window
- Figure 8.6 Window Effective Area
- 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 RGB sprite dot color data
- Figure 10.6 Scroll dot color data in RGB format
- Figure 10.7 Dot color code corresponding to special function code
Chapter 11 Priority Function
- Figure 11.1 Priority function
- Figure 11.2 Inserting a line color screen
Chapter 12 Color Calculation
- Figure 12.1 Color calculation function
- Figure 12.2 Color calculation ratio mode
- Figure 12.3 Extended color calculation function
- Figure 12.4 Blurring 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 sprite data for normal shadows
- 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 screens for rotation parameter modes 2 and 3
- Figure 15.5 Example of sprite display to make it translucent
★ HARDWARE Manual ★ VDP2 User's Manual
Copyright SEGA ENTERPRISES, LTD., 1997