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SPRxDAT
These registers buffer the sprite image data. They
are usually loaded by the sprite DMA channel but may
be loaded by either processor at any time. When a
horizontal coincidence occurs the buffers are dumped
into shift registers and serially outputed to the
display, MSB first on the left.
NOTE: Writing to the A buffer enables (arms) the
sprite. Writing to the SPRxCTL registers disables
the sprite. If enabled, data in the A and B buffers
will be output whenever the beam counter equals the
sprite horizontal position value in the SPRxPOS
register. The DATB bits are the 2SBs (worth 2) for
the color registers. DATA bits are LSBs of the
pixels.
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