=> R0 = 55, &37 (Plot mask) or 56, &38 (Plot sprite)
R1 = Sprite area
R2 = Sprite name/pointer
R3 = flags
R4 = Pointer to source rectangle within sprite
R5 = Plot action
R6 = If R3 bit 0 clear : pointer to matrix
R6 = pointer to transformation matrix
If R3 bit 0 set : pointer to destination coords
R6 = +0,4 = x0,y0 on screen (1/256th OS unit)
+8,12 = x1,y1 on screen (1/256th OS unit)
+16,20 = x2,y2 on screen (1/256th OS unit)
+24,28 = x3,y3 on screen (1/256th OS unit)
R7 = Pixel translation table or Colour mapping descriptor or 0 for none
RISC OS 3 Only
See PRM 1, page 806
Transformation flags
Bit Meaning
0 1=> R6 = Pointer to destination coords
0=> R6 = Pointer to transformation matrix
1 1=> R4 = Pointer to source rectangle within sprite
2-31 Reserved must be 0
Transformation source
Offset Contents
0 x left
4 y bottom
8 x right
12 y top
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