1.6 sprite/3D system instruction
The numerical value of the remainder is rounded down within the range of &H7FFF.FFFC~+ ..- ..use actually.... '&H7FFF.FFFC though the coordinate system of the sprite instruction takes the fixed zero point type. Generally, which written specification expresses one rotation as a value to 0~1 by the fixed decimal type. The integer part is rounded down.

Procedure to display polygon
0. It puts it into the state that OBJECT is not displayed. It is not displayed if it doesn't connect with OBJECT 0 such as making oneself parents though there are a variety of methods. Making to OBJECT TYPE=0 is one method.
1. The top is made from SETVERTEX.
2. The tops made from SETVERTEX with SETPOLYGON are collected and the face is made up.
3. The cloth (texture) in respect is made from SETTEX (There is no necessity for the solid color).
4. The attribute is made for SETATR. Texture specification of SETTEX if there is necessity.
5. Respect where OBJECT was made from SETPOLYGON and SETATR and the attribute are given.
6. Coordinates displayed to OBJECT are given directly.
7. Parents of OBJECT are decided. (It is OBJECT 0 usually. )。
8. The type of OBJECT is decided (TYPE=4,5,6).
Attention
Procedure 7 is executed as a proxy on BASIC side when the above-mentioned procedure is omitted and only the type is specified for OBJECT, and only the hexahedron provisionally registered in BASIC is displayed. (Neither attribute ID nor top ID polygon ID of this object exist. It is the one like the index for warning. )。 When an internal polygon character is displayed by using the SETPFONT instruction, procedure 1~8 is executed as a proxy on BASIC side. Moreover, when the sprite of 16*16(plane polygon) is displayed by using the PUTSPRITE instruction, procedure 1~8 is executed as a proxy on BASIC side.

Procedure for sprite display
0. It puts it into the state that OBJECT is not displayed. For instance, the SCREEN instruction is executed.
1. The cloth (texture) in respect is made from SETTEX (There is no necessity for the solid color).
2. The attribute is made for SETATR. Texture specification of SETTEX if there is necessity.
3. The attribute in which OBJECT is made from SETATR is given.
4. Coordinates displayed to OBJECT are given directly (SETVERTEX is not used).
5. The type of OBJECT is decided (TYPE=1,2,3).
6. Parents of OBJECT are decided. (It is OBJECT 0 usually. )。
Attention
Procedure 6 is executed as a proxy on BASIC side when the above-mentioned procedure is omitted and only the type is specified for OBJECT, and 500 is given to the depth of OBJECT. It is necessary to note it because sprite is not displayed when Z position of sprite is near the aspect.

Direct CAMERA effective order  Indirect effect instruction
Function
The camera angle when OBJECT is displayed is set.
Format
(1) CAMERA(<XO>, <YO>, <ZO>)[,<BANK>] to <OBJECT NUMBER>[,BG]
(2) CAMERA(<XO>, <YO>, <ZO>)[,<BANK>] to (<XT>, <YT>, <ZT>)[,BG]
Example
CAMERA( 0, -200, 200 ) to 1, BG
CAMERA( 0, HIGHT, 500 ), 0.01 to ( TARGET_XP, TARGET_YP, TARGET_ZP, ), BG
Parameter
< XO >, < YO >, and < ZO > … It is a fixed zero point type and coordinates of the aspect.
< XT >, < YT >, and < ZT > … It is a fixed zero point type and coordinates of the target.
< BANK > … Fixed zero point type
< OBJECT NUMBER > … Object number that becomes target
It synchronizes with the content of BG…OBJECT0, and it drinks and the parameter is <論理BG>set for three axis rotation.
Operation is detailed.
The camera changes the aspect by it doesn't work independently but changing the setting of OBJECT 0. To be suitable for the direction of < OBJECT NUMBER > of the glance from the position of (XO,YO,ZO), format (1) sets the value to OBJECT 0. < OBJECT NUMBER > gives the value of one or more.
To be suitable for the direction of (XT,YT,ZT) of the glance from the position of (XO,YO,ZO), format (2) sets the value to OBJECT 0. < BANK > specifies the inclination at the angle in the direction of Z. The integer part is rounded down by the decimal to 0~1. It is the following item that changes by OBJECT 0.
Seven (order of X, Z, Y, and T) when values are smaller than order 6 of converting matrix. When it is larger than six, the present conversion order is used.
(X,Y,Z) It is set that rotation corner OBJECT 0 is suitable for the target.
(X,y,Z) Position (-XO,-YO,-ZO) is set.
It synchronizes with the content of OBJECT 0 when the option "BG" is given, and the parameter of logic BG8 (BG for three axis rotation) is set. The screen mode is generated and Illegal functioncall is generated excluding 5 or 6. The parameter given to logic BG8 is calculated by the following expression. Please refer the calculation by the initiation. Y axis has been exchanged for Z axis because of knocking down the X-Y plane of rotation BG 90 times and adjusting it to the X-Z plane of OBJECT.

>= ..center position..128*8 of < BG in case of screen mode 5 (256*256 character rotation BG)(dot)
>= ..center position..64*8 of < BG in case of screen mode 6 (128*128 character rotation BG)(dot)
Center position of < BG X>=(-OBJ(0,XP)/) + < BG >
Center position of < BG Y>=(OBJ(0,ZP)/) + < BG >
<BG Z>= OBJ( 0, YP )
<BG X>= OBJ( 0, XR )- 0.25
<BG Y>= -OBJ( 0, ZR )
<BG Z>= -OBJ( 0, YR )
Position position ..ROTPOS < BGX.. > < BGY position > ..< BGZ.. >
< BGZ angle ROTATE < BGX angle > < BGY angle > >
Supplementation
This instruction is effective only to OBJECT (child of OBJECT 0) with the world coordinates. It is not suitable for a normal direction for other OBJECT (Do not become an error). Moreover, to OBJECT 0 because ZP is set to 200(The glance is ,in a word, a position of -200 from the starting point) as an initial value
CAMERA( 0, 0, -200 ) to ( 0, 0, 0 )
OBJ( 0, <マトリクス変換順序>)= 0
It returns to the state immediately after the instruction of SCREEN.

Direct PUTSPRITE effective order  Indirect effect instruction
Function
Sprite is displayed.
Format
PUTSPRITE<スプライト番号>,[ > < Y coordinates of < X coordinates >) [,] <スプライトパターン番号>]
Example
PUTSPRITE 1, ( 100, 150 ), 0
Parameter
<スプライト番号>… Numerical value type of fixed zero point type 1~255. It is dropped below the decimal point.
<スプライトパターン番号>… Numerical value type of fixed zero point type 1~255. It is dropped below the decimal point.
< Y coordinates < X coordinates > > … Display coordinates
Operation is detailed.
<スプライト番号>Sprite is drunk and displayed in > < Y coordinates of < X coordinates > by drinking and using <スプライトパターン番号>Pa turn.
OBJ(<対象OBJ番号>, @XP )- - 8
OBJ(<対象OBJ番号>, @YP )- - 8
OBJ(<対象OBJ番号>, @ZP )= 200
<スプライトパターン番号>..peel.. ,
Attention
Information set with PUTSPRITE is initialized by the SCREEN instruction.
Reference
This instruction is easy for interchangeability with MSX BASIC. When the object is defined by other instructions, no same number it <スプライト番号> <オブジェクト番号>becomes it though it is possible to operate almost similarly as long as sprite is displayed by using only SETSPRITE and PUTSPRITE after the SCREEN instruction is executed.
<スプライト番号>It is possible to rewrite it freely by ordering the defined sprite OBJ because it corresponds by number of ..peel.. object and couple 1. Because the object defined by the SPRITE$ instruction is treated as TYPE7 (polygon of the orthographic projection from which the matrix is operated), the parent and child relation and the rotation, etc. can be similarly treated.
The registration order on the inside is almost the same as the object of TYPE7. <スプライト番号>When the object is not drinking TYPE7, it becomes the following.
1. Four tops are secured by using SETVERTEX.
2. Polygon ID that uses SETPOLYGON for this top ID is secured.
3. Scale XS, YS, and ZS of this object are assumed to be 0.99995(&HFFFC).
4. When the SETSPRITE instruction has not been executed yet, it <スプライト番号>sets it to the object that secures attribute ID by the SETATR instruction.
5. <スプライトパターン番号>Texture ID from which is referred for this attribute at the end ties.
The identification number secured here is the following number of ID used by each instruction at the end. It is the Overflow error etc. occur as long as only the SPRITE$ instruction is used though it doesn't get when each resource becomes insufficient.

Direct SETDISP effective order  Indirect effect instruction
Function
Which extent is actually projected to the plane of projection is specified in front of the hand of the plane of projection of the polygon that does the investment conversion.
Format
SETDISP<表示レベル>
Example
SETDISP 7
Parameter
<表示レベル>… Either of 1~7 and numerical value of fixed zero point type.
Operation is detailed.
Which extent is actually projected to the plane of projection is specified in front of the hand of the plane of projection of the polygon that does the investment conversion. It displays it forward in a larger value.
<表示レベル>However, at 1, the display level is set to the place of 1/2 of the distance of the plane of projection and the aspect (just center). It is <表示レベル>set to the distance of the 1/2th power at the following. Therefore, it becomes 1/128 by 1/2^7 at <表示レベル>7. Please see "Display level by SETDISP" of "3D geometric transformation chart and image chart" while it waits in detail.

Direct SETLIGHT effective order  Indirect effect instruction
Function
The source of light is set.
Format
Direction of > < Z of SETLIGHT < X direction direction of > < Y> [,]<光源色>[,<環境光>]
Example
SETLIGHT 1, 0, 0
Parameter
< Z direction direction of > < Y of < X direction > > … Value in which direction for which source of light is suitable is indicated.
<光源色>… Light source color of RGB color shown by 15 bits. Fixed zero point type
<環境光>… Lowest level in part where RGB color shown by 15 bits is dark. Fixed zero point type
Operation is detailed.
The source of light is set. The source of light is a parallel source of light by one kind. The source of light is influenced for the polygon or the texture of RGB color set to receive the influence of the source of light by the attribute.
Supplementation
These values are initialized by the SCREEN instruction.
< X, Y, and Z direction > 1, 1, 0.5
<光源色> RGB( 28, 28, 28 )
<環境色> RGB( 0, 0, 0 )
Attention
When the price rises &H1FFFF while calculating X, Y, and the direction of Z, Overflow is generated.
Example
SETLIGHT &H1FFFF, &H1FFFF, &H1FFFF

Direct SETPERS effective order  Indirect effect instruction
Function
The angle of field in view is set.
Format
SETPERS<画角>
Example
SETPERS 90
Parameter
<画角>… View is specified by the frequency conversion. Fixed zero point type value (expression). The range of the value is 10~160.
Operation is detailed.
It is an object, sprite, and three axis rotation screen to receive the influence of this instruction where the investment conversion is done. An initial value is set to 90 degrees.
Supplementation
<画角>It is initialized by ..peel.. , SCREEN instruction by 90 degrees.

Direct SETPFONT effective order  Indirect effect instruction
Function
The character data of the polygon is defined.
Format
SETPPFONT[<OBJECT ID>],<フォント番号>[,(<スケールX>,<スケールY>,<スケールZ>[,<位置X>,<位置Y>,<位置Z>)][,<カラー>][,<アトリビュートID>]
Example
SETPFONT 1, ASC( "A" )
Parameter
< OBJECT ID > … Defined OBJECT number. When < OBJECT ID > is specified, it is this instruction and Sadamu ..securing.. against < OBJECT ID > <ポリゴンID>. <アトリビュートID>It is connected as a child of WORLD OBJECT(OBJECT 0) when parents of < OBJECT ID > are -1(empty OBJECT), and OBJECT TYPE is set to four (3D polygon and investment conversion). Drinking is <頂点ID> <ポリゴンID>defined when < OBJECT ID > is omitted, and it is not allocated in the object.
<フォント番号>… The number that can be specified :.
Figure ..1~14.. simple
0~9 of 48~57 figures
A~Z of capital letter of 65~90 alphabets
<スケールX>, <スケールY>, <スケールZ>… All the values of the fixed zero point type are effective. The magnification when the top of the DATA initialization statement is read when giving it can be specified. 1.0 is given to all scales when omitting it.
<位置X>, <位置Y>, <位置Z>… All the values of the fixed zero point type are effective. When the top of the DATA initialization statement is read when giving it, the position is added. 0 is given to all the positions when omitting it. The position is added after the scale.
<カラー>… Fixed zero point type. The character color of 15 bit RGB color set to the attribute is specified. RGB(15,15,15) is given when omitting it. <カラー>Only when it peels off and , attribute data is secured newly, it is effective. When an existing attribute is used, it is disregarded.
<アトリビュートID>… When the registered attribute data is used for the polygon font, it has already specified it. The number of <アトリビュートID>data ..the allocation.. <フォント番号>should be more than the number of respects of ..drinking.. polygon. The Attribute size error happens when the number of data is insufficient. <アトリビュートID>When is omitted, it is newly secured, and the top data of the size in which is <フォント番号>used is allocated to the attribute data as an unused attribute identification number (the following number of attribute ID defined at the end). Attribute data over happens if the top data ..Attribute ID over.. any further cannot be secured if ID is not allocated any further.
Operation is detailed.
The character data of the polygon is defined in OBJECT by using the top data of BASIC internal organs. Besides this, top ID and polygon ID are automatically secured in the SETPFONT instruction according to the amount of use of the font data.
Top ID
In SETPFONT, the top data of the size in which is <フォント番号>used is allocated as an unused top identification number (the following number in top ID defined at the end). Vertex ID over happens if ID is not allocated any further, and Vertex data over happens if data cannot be secured any further. Top ID can be read by the VERTEXID(-1) function immediately before executing SETPFONT.
Polygon ID
In SETPFONT, the polygon side data of the size in which is <フォント番号>used is allocated as an unused polygon identification number (the following number of polygon ID defined at the end). Polygon ID over happens if ID is not allocated any further, and Polygon data over happens if the polygon side data cannot be secured any further. In secured polygon ID, top ID secured by this instruction immediately before cracks, it is hit, and a normal vector is made automatically. Polygon ID can be called by the POLYGONID(-1) function immediately before executing SETPFONT.
Example
"B" of the internal organs font is secured for top ID 0 polygon ID 0 attribute ID 0, it allocates to OBJECT 1, and it displays it.
OBJ CLEAR
SETPFONT 1, ASC( "B" )

Direct SETPOLYGON effective order  Indirect effect instruction
Function
The polygon side group (list on the polygon side) is defined.
Format
(1) SETPOLYGON[(<ポリゴンID>],<ポリゴンの数>,<頂点ID>[,{[(<法線ベクトル>)]|[+]|[-]},(<頂点リスト>)]
(2) SETPOLYGON{[(<法線ベクトル>]|[+]|[-]},(<頂点リスト>)
(3) SETPOLYGON<ポリゴンID>,<ポリゴンの数>,<頂点ID>,READ …DATA[(<法線ベクトル>],(<頂点リスト>)[,[(<法線ベクトル>)],(<頂点リスト>) …]
Example
(1) SETPOLYGON 0, 1, 0,,( 0, 1, 2, 3 )
(2) SETPOLYGON ( 1, 0, 0 ),( 0, 1, 2, 3 )
(3) SETPOLYGON 1, 16, READ
Parameter
SETPOLYGON should define the top data that registers and is bright and because the table is registered in the source, top ID be defined in independence with SETVERTEX.
<ポリゴンID>… Group number 0~ of defined polygon
<ポリゴンの数>… Number of polygons defined in this group.
<頂点ID>… ID of the top group that uses it to compose polygon. It is necessary already to have been defined. Undefined vertex happens in case of undefined. The number of tops is the same as the number of polygon sides or can be changed to another top ID if large. However, the vector of the law fountain is not calculated again.
<法線ベクトル>(x,y,z) The direction in respect is specified by the unit vector in the form of. <法線ベクトル>When is omitted, a suitable Catasen vector is made based on the top list. The method is the one (the search for three tops of different clockwise coordinates, and making from this outside product in three tops from among four tops). <法線ベクトル>The normal made from three tops can be made the opposite direction by giving minus (-) when is omitted. When nothing is given plus (+), it doesn't reverse.
<頂点リスト>It specifies in the form of (P1,P2,P3,P4). P1, P2, P3, and P4 are <頂点ID>specified to come to see the table of the polygon drinking in the top number in the top group clockwise. When the polygon is three corner type, the same number as p3 is copied when p4 is omitted. <頂点リスト>It <頂点の数>should be in the range of 0~ (-1) defined by the SETVERTEX instruction because it is the one that the <頂点ID>number was arranged. Vertex number happens when specified beyond the pale ..this...
Operation is detailed.
In the form of format (1), the polygon group is newly made. <ポリゴンID>The smallest group number that can be defined to omit is allocated. This number can be read by the POLYGONID(-1) function. <ポリゴンID>PolygonIDover happens if it cannot register more than.
It writes it from the continuation of the data of polygon ID defined to specify it in the form of format (2) at the end.
The form of format (3) defines the polygon data defined in the DATA initialization statement instead of the character string. As for data, it is necessary to define only an amount necessary to define it by the DATA initialization statement. It becomes Out of DATA error if data is not worth. It is necessary to define a normal vector and the pair of the list of the top in the same DATA initialization statement.
<ポリゴンID>Peeling off and defining it from the 0th , sequentially are the principles. For instance, when ID 2 is defined after ID 0 is defined, ID 1 cannot be defined back. <ポリゴンID>It misses and if it is <ポリゴン数>Onage, it is possible to redefine it later. Polygon size mismatch happens when differing from former number of polygons. It is the <頂点ID>same or should be larger in specified <頂点ID>, end at this with the number of tops. be definedVertex size mismatch happens when it is fewer than the number of tops at the previous state of K. The content of the polygon data is initialized by the SCREEN instruction.
  
Example
(1) SETPOLYGON 0, 10, 0
(2) SETPOLYGON -, ( 0, 1, 2, 3 )
(3) SETPOLYGON 1, 6, 0, READ

It is declared that (1) will define ten polygons by using the top in top ID 0 for polygon ID 0 in the future. Or, the declaration to define the polygon newly by using the top in top ID 0 for polygon ID 0 defined before again is done.
(2) allocates the top of two number top of one number top of 0 top number tops number 3 in top ID 0 in the first polygon of polygon ID 0 declared to be assumption as execution just behind (1) in (1) (polygon number 0). Because a normal vector is omitted, and the minus is given to the sign, a normal vector is defined so that the opponent may do a plane normal that connects the first three different points of two number top of one number top of 0 top number tops number 3.
0→1
↑↓ A normal vector is made on the screen and the other side.
3←2
Because as many as ten polygons ID 0 were reserved by (1), it is necessary to define it nine another times.
It is declared that (3) will define six polygons by using the top in top ID 0 for polygon ID 1 in the future. Or, the declaration to define the polygon newly by using the top in top ID 0 for polygon ID 1 defined before again is done. The defined data is read from DATA initialization statements as much as the READ instructions.
Example in DATA initialization statement of (3)
100 DATA ( 0, 0, -1 ),( 0, 1, 2, 3 )
110 DATA ( 1, 0, 0 ),( 1, 4, 7, 2 )
120 DATA ( 0, 0, 1 ),( 4, 5, 6, 7 )
130 DATA ( -1, 0, 0 ),( 5, 0, 3, 6 )
140 DATA ( 0, -1, 0 ),( 4, 1, 0, 5 )
150 DATA ( 0, 1, 0 ),( 2, 7, 6, 3 )

Direct SETSPRITE effective order  Indirect effect instruction
Function
Sprite is displayed.
Format
SETSPRITE<スプライト番号>[,<色(パレット番号)>[,<反転>]
Example
SETSPRITE 1, 1, &B10
Parameter
<スプライト番号>… It has the value of 1~255.
<パレット番号>… It has the value of 0 or 1. <パレット番号>The color of the palette from which is selected
PALETTE 10, 0~255, and → palette 0
PALETTE 10,256~511 and → palette 1
Color can be specified. (Ten is a logical BG number of sprite. )。Other than sprite number
Parameter
The state before is maintained when it peels off, it is possible to omit, and it omits it.
<反転>… There are not 0 reversing.
1 It reverses in the direction of X.
2 It reverses in the direction of Y.
3 It reverses in X and the direction of Y.
Operation is detailed.
When the sprite display is on, the sprite of a specified sprite number is displayed on the screen. Other than sprite number
Parameter
The state before is maintained when it drinks, it is possible to omit, and it omits it. The sprite number uses the value when defining it by the SPRITE$ instruction. Information set with SETSPRITE is initialized by the SCREEN instruction.

Direct SETVERTEX effective order  Indirect effect instruction
Function
The top group that uses it by the polygon is defined.
Format
(1)SETVERTEX [<頂点ID>],<頂点の数>[,[@<頂点番号>,](<XP>,<YP>,<ZP>) …]
(2)SETVERTEX [@<頂点番号>,](<XP>,<YP>,<ZP>)
(3)SETVERTEX [<頂点ID>],<頂点の数>,READ[,(<スケールX>,<スケールY>,<スケールZ>[,<位置X>,<位置Y>,<位置Z>])]
DATA<XP>,<YP>,<ZP>[,<XP2>,<YP2>,<ZP2> …]
DATA<XP3>,<YP3>,<ZP3>
Example
(1)SETVERTEX 0, 4, @0( -10, -10, 0, ),( 10, -10, 0 ),( 10, 10, 0 ),( -10, 10, 0 )
(2)SETVERTEX @0,( -10, -10, 0 )
(3)SETVERTEX 1, 4,( -10, -10, 0, ),( 10, -10, 0 ),( 10, 10, 0 ),( -10, 10, 0 )
Parameter
<頂点ID>… Group number 0~ in the defined top.
<頂点の数>… Number of tops defined in this group.
<頂点番号>… Number in the top that starts definition of coordinates in the top.
(< XP > < YP > < ZP >) … Coordinates in the top.
(,,) <スケールX><スケールY><スケールZ>… Scale value of each direction.
(,,) <位置X><位置Y><位置Z>… When the top of the DATA initialization statement is read, the position is added.
Operation is detailed.
The new top is made in the form of format (1). <頂点ID>The smallest group number that can be defined to omit is allocated. This number can be read by the VERTEXID(-1) function. <頂点ID>Vertex ID over happens if it cannot register more than.
It writes it from the continuation of the top defined to specify it in the form of format (2) at the end. <頂点ID>Vertex out of area happens when the top is defined exceeding the number of tops in which is specified.
The form of format (3) defines the top data defined in the DATA initialization statement instead of the character string. As for data, it is necessary to define only an amount necessary to define it by the DATA initialization statement. It becomes Out of DATA error if data is not worth.
<スケールX>,<スケールY>,<スケールZ>Magnification when the top of the DATA initialization statement is read when giving it can be specified. 1.0 is given to all scales when omitting it.
<位置X>,<位置Y>,<位置Z>When the top of the DATA initialization statement is read when giving it, the position is added as for. 0 is given to all the positions when omitting it. The position is added after the scale. It is necessary to register X, Y, and Z in the same sentence though it is also possible to divide the DATA initialization statement into the plural. The top group that uses it by the polygon is defined. <頂点ID>..peel.. ,  Sequentially defining it from the 0th is a principle. For instance, when ID 2 is defined after ID 0 is defined, ID 1 cannot be defined back.
<頂点ID>It is possible to redefine it if it is ..peel.. <頂点の数>Onage.
<頂点番号>To rewrite the top of one , back the peel, it specifies it. <頂点番号>It is 0~-1 of ..drinking.. range (top group under the definition). <頂点の数>It is necessary to note it in an one side polygon and the polygon that the source of light influences because a normal vector of the polygon is not calculated again though all polygons that use this top ID are transformed when coordinates in the defined top are changed back. It is necessary to execute SETPOLYGON by using same top ID again to make a correct Catasen vector. The top data is initialized by the SCREEN instruction.

Direct SPRITE$ effective order  Indirect effect instruction
Function
Definition of sprite pattern
Format
SPRITE$(<スプライトパターン番号>)=<文字列式>
Example
SPRITE$( 1 )= STRING$( 16* 16, CHR$( &HAA ))
Parameter
<スプライトパターン番号>… To 0~255.
<文字列式>… Length cannot exceed 256 bytes (16*16). TABLE SIZE ERROR happens when exceeding it.
Operation is detailed.
The sizes of sprite are 256 colors of 16*16 always. The pattern defined with SPRITE$ is initialized by the SCREEN instruction.
Supplementation
The necessity sequentially defined from 0 is not and can be treated in random order though sets the pattern to the same area as the SETTEX instruction by SPRITE. When the pattern is newly defined with SPRITE$, it is 16*16 in the following position defined by the SPRTEX instruction It is made to secure 256 color pattern, and to refer with. <スプライトパターン番号>For instance,
SETTEX 0, <XS>, <YS>, , <文字列>
SETTEX 1, <XS>, <YS>, , <文字列>
Define.
SPRITE$( 99 )=<文字列>
When is defined, this texture number :.
SETTEX 2, …
Can be rewritten.

Direct SPRWINDOW effective order  Indirect effect instruction
Function
The range to limit sprite and the display of the polygon is specified.
Format
SPRWINDOW[<左端>][,<上端>][,<右端>][,<下端>][,<ZLIMIT>][,<CX>][,<CY>]
Example
It makes on the left of SPRWINDOW and 0 and 0→ screen the standard of sprite.
The polygon of SPRWINDOW 0 and specific 0,159,223→ is displayed only in the screen left end.
Parameter
<左端>,<上端>,<右端>,<下端>… Integer of fixed zero point type. <右端>~ <左端>The value of +1(width of the screen) should be a range of 1~320. <下端>~ <上端>The value of +1(height of the screen) should be a range of 1~224.
< ZLIMIT > … Integer 0~ &H7FFF of fixed zero point type
< CX > … Integer 0~319 of fixed zero point type
< CY > … Integer 0~223 of fixed zero point type

Operation is detailed.
<左端>,<上端>,<右端>,<下端>It peels off and the polygon on , screen and the range of the display of sprite are specified. When 6 and seven bits of the item in the SETATR instruction are specified for "Display it internally in the window" or "Display it outside in the window", displayed sprite and polygon side are effective to this parameter. In the attribute made by the SETPFONT instruction, "Display it internally in the window" is effective.
< ZLIMIT > specifies the display limit position of the polygon from specification to the direction of Z. The polygon that exceeds this value cannot be displayed. Moreover, when Z coordinates of sprite are larger than that of this, sprite is not displayed (Z coordinates of sprite are used to decide the display priority of sprite the polygon).
< CX > and a standard position in which it peels off and , polygon and sprite are displayed are decided. Do the coordinate origin in the position and the sprite of the disappearance point and centers of the screen in default in the polygon.
The following value is defined as initialization after the SCREEN instruction is executed.
<LEFT> 0
<TOP> 0
<RIGHT> 319
<BOTTOM> 223
<ZLIMIT> &H7FFF
<CX> 320/ 2
<CY> 224/ 2