=> R0 = 15, &F (Create sprite)
R1 = Sprite area
R2 = Sprite name/pointer
R3 = 0 => Exclude palette
1 => Include palette
R4 = Width in pixels
R5 = Height in pixels
R6 = Mode number, or sprite type, or mode specifier block
This creates a blank sprite.
For a 256 entry palette on an 8bpp sprite, set bit 31 of R3. Otherwise a 64 entry VIDC1 compatible palette is assumed.
The ability to pass a sprite type or mode specifier block in R6 was introduced in RISC OS 3.50, earlier versions only accept the mode number.
When opting to include a palette, note that the palette used is derived from the first N colours of the current screen mode. Therefore, the result is only sensible when in the same screen mode as the sprite being created for - where different, exclude the palette at the creation step and make a subsequent call to OS_SpriteOp 37 for the palette.
See PRM 1, page 773
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