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/* Palette: */
=== Palette: ===
{| class="wikitable"|-| Entry Offset 0 || Upper nibble is Red, lower nibble is blueBlue|-| Entry Offset 1 || Lower nibble is Green.|} 
When a byte is written to offset 1 and then read back it's value is returned & 0x0f. When writing to offset 0, and then read back, it's value is the same as written.
When a colour is set using the old method (using I/O), the corresponding entry in the ASIC Ram is updated with the RGB of the colour chosen. The table below shows the "hardware colour index" and the corresponding R,G,B for the colour.
{| class="wikitable"|-! Hardware Colour Index !! Colour Name RGB!! R !! G !! B|-| 0 || White || 6 || 6 || 6|-| 1 || White || 6 || 6 || 6|-| 2 || Sea Green || 0 || 15 || 6|-| 3 || Pastel Yellow || 15 || 15 || 6|-| 4 || Blue || 0 || 0 || 6|-| 5 || Purple || 15 || 0 || 6|-| 6 || Cyan || 0 || 6 || 6|-| 7 || Pink || 15 || 6 || 6|-| 8 || Purple || 15 || 0 || 6|-| 9 || Pastel Yellow || 15 || 15 || 6|-| 10 || Bright Yellow || 15 || 15 || 0|-| 11 || Bright White || 15 || 15 || 15|-| 12 || Bright Red || 15 || 0 || 0|-| 13 || Bright Magenta || 15 || 0 || 15|-| 14 || Orange || 15 || 6 || 0|-| 15 || Pastel Magenta || 15 || 6 || 15|-| 16 || Blue || 0 || 0 || 6|-| 17 || Sea Green || 0 || 15 || 6|-| 18 || Bright Green || 0 || 15 || 0|-| 19 || Bright Cyan || 0 || 15 || 15|-| 20 || Black || 0 || 0 || 0|-| 21 || Bright Blue || 0 || 0 || 15|-| 22 || Green || 0 || 6 || 0|-| 23 || Sky Blue || 0 || 6 || 15|-| 24 || Magenta || 6 || 0 || 6|-| 25 || Pastel Green || 6 || 15 || 6|-| 26 || Lime || 6 || 15 || 0|-| 27 || Pastel Cyan || 6 || 15 || 15|-| 28 || Red || 6 || 0 || 0|-| 29 || Mauve || 6 || 0 || 15|-| 30 || Yellow || 6 || 6 || 0|-| 31 || Pastel Blue || 6 || 6 || 15|} 
The sprite colours can not be changed using the old method. To change the sprite colours, the ASIC must be enabled and the ASIC ram paged into the memory space.
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