Codes 01,10,or 11 select one of three possible registers from the normal color register
from the normal color register group, from which the actual color data is taken.
COLOR REGISTER SET
_________________________
__ | Unused | 16
| 00 |_________________________| \
Sprite 0 or 1 | 01 |_________________________| \
| 10 |_________________________| \
|__ 11 |_________________________| \
__ | Unused | 20 \
| 00 |_________________________| \ \
Sprite 2 or 3 | 01 |_________________________| \ \
| 10 |_________________________| \ \
|__ 11 |_________________________| \ \
__ | Unused | 24 ---------> Yields
| 00 |_________________________| / / Trans-
Sprite 4 or 5 | 01 |_________________________| / / parent
| 10 |_________________________| / /
|__ 11 |_________________________| / /
__ | Unused | 28 /
| 00 |_________________________| /
Sprite 6 or 7 | 01 |_________________________| /
| 10 |_________________________| /
|__ 11 |_________________________| 31 /
Figure 4-6: (Color Register Assignments)
If you require certain colors in a sprite, you will want to load the sprite's color registers
with those colors. The "Playfield Hardware" chapter contains instructions on loading color
registers.
The binary number 00 is special in this color scheme. A pixel whose value is 00 becomes
transparent and shows the color of any other sprite or playfield that has lower video
priority. An object with low priority appears "behind" an object with higher priority. Each
sprite has a fixed video priority with respect to all the other sprites. You can vary the
priority between sprites and playfields. (See Chapter 7, "System Control Hardware," for
more information about sprite priority.)
- 100 Sprite Hardware -