04-23-2020, 01:35 AM
Hi,
tile flipping is hardware supported.
I don't know for C framework, but here's the description of a sprite (64 sprtites, starting from 0x8800):
0x8800 C.C = Character Tile Number (lower 8 bits of 9)
0x8801 Bit 7 - H.F = Horizontal Flip (0=normal,1=flipped)
Bit 6 - V.F = Vertical Flip (0=normal,1=flipped
Bit 5 - P.C = Palette Code (Valid for K1GE upper palette compatible mode ie BW hardware)
Bit 4 - PR.C = Priority Code MSB (00=Hide,01=Furthest,10=Middle,11=Front)
Bit 3 - PR.C = Priority Code LSB
Bit 2 - H.ch = H Position Chain (0 = Normal, 1 = Offset coordinates) (Value defined becomes the offset value with respect to the previous character.)
Bit 1 - V.ch = V Position Chain (0 = Normal, 1 = Offset coordinates) (Value defined becomes the offset value with respect to the previous character.)
Bit 0 - C.C = Character Tile Number (Upper 1 bit of 9)
0x8802 H.P = Horizontal Position
0x8803 V.P = Vertical Position
[...]
tile flipping is hardware supported.
I don't know for C framework, but here's the description of a sprite (64 sprtites, starting from 0x8800):
0x8800 C.C = Character Tile Number (lower 8 bits of 9)
0x8801 Bit 7 - H.F = Horizontal Flip (0=normal,1=flipped)
Bit 6 - V.F = Vertical Flip (0=normal,1=flipped
Bit 5 - P.C = Palette Code (Valid for K1GE upper palette compatible mode ie BW hardware)
Bit 4 - PR.C = Priority Code MSB (00=Hide,01=Furthest,10=Middle,11=Front)
Bit 3 - PR.C = Priority Code LSB
Bit 2 - H.ch = H Position Chain (0 = Normal, 1 = Offset coordinates) (Value defined becomes the offset value with respect to the previous character.)
Bit 1 - V.ch = V Position Chain (0 = Normal, 1 = Offset coordinates) (Value defined becomes the offset value with respect to the previous character.)
Bit 0 - C.C = Character Tile Number (Upper 1 bit of 9)
0x8802 H.P = Horizontal Position
0x8803 V.P = Vertical Position
[...]