Auto animation: Difference between revisions

From NeoGeo Development Wiki
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 12: Line 12:


These bits can be set in each tile's attribute word (odd bytes of [[Sprites|SCB1]]):
These bits can be set in each tile's attribute word (odd bytes of [[Sprites|SCB1]]):
{{16BitRegister|[[Palettes|Palette]]|8|?|1|Tile number MSBs|3|'''3bit [[Auto animation|Auto-anim]]'''|1|'''2bit [[Auto animation|Auto-anim]]'''|1|Vertical flip|1|Horizontal flip|1}}
{{16BitRegister|[[Palettes|Palette]]|8|?|1|Tile number MSBs|3|'''3bit auto-anim'''|1|'''2bit auto-anim'''|1|Vertical flip|1|Horizontal flip|1}}


Bit 3 has priority.
Bit 3 has priority.

Revision as of 17:18, 24 December 2012

TODO: Make an English version of this

(Information from Charles MacDonald)

Auto-animation is a tile attribute for sprites and a special feature of the GPU used to animate loops without CPU usage.

An internal write-only 8bit counter is automatically decremented each frame. When it underflows, it is reloaded with the last value written to it, which comes from the 8 highest bits of REG_LSPCMODE. This sets the speed of the animation.

Each time that counter underflows, another internal 3bit counter is incremented. Those 3 bits can only be read in bits 2~0 of REG_LSPCMODE, and are used to replace the 2 or 3 LSBs of the tile numbers.

When auto-animation is disabled (bit 3 of REG_LSPCMODE set), the frame counter and animation counter continue to function. However, tiles are shown as if their animation mode select bits were reset (so the tile number specified is the tile shown).

These bits can be set in each tile's attribute word (odd bytes of SCB1):

Bit 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Def Palette ?Tile number MSBs3bit auto-anim2bit auto-animVertical flipHorizontal flip

Bit 3 has priority.

Depending on the animation period (4 or 8 frames), the tile number specified in SCB1 has the lower 2 or 3 bits replaced with those of the animation counter.