The layout of the data of a Bob's image is different from that of a
VSprite because of the way the system retrieves data to draw Bobs.
VSprite images are organized in a way convenient to the Sprite hardware;
Bob images are set up for easy blitter manipulation. The ImageData
pointer is still initialized to point to the first word of the image
definition.
Note:
-----
As with all image data, a Bob's ImageData must be in Chip memory
for access by the blitter.
The sample image below shows the same image defined as a VSprite in the
"Using Virtual Sprites" section above. The data here, however, is laid
out for a Bob. The shape is 2 planes deep and is triangular:
<first bitplane data>
mem 1111 1111 1111 1111 Least significant bit of sprite line 1
mem + 1 0011 1100 0011 1100 Least significant bit of sprite line 2
mem + 2 0000 1100 0011 0000 Least significant bit of sprite line 3
mem + 3 0000 0010 0100 0000 Least significant bit of sprite line 4
mem + 4 0000 0001 1000 0000 Least significant bit of sprite line 5
<second bitplane data>
mem + 5 1111 1111 1111 1111 Most significant bit of sprite line 1
mem + 6 0011 0000 0000 1100 Most significant bit of sprite line 2
mem + 7 0000 1111 1111 0000 Most significant bit of sprite line 3
mem + 8 0000 0011 1100 0000 Most significant bit of sprite line 4
mem + 9 0000 0001 1000 0000 Most significant bit of sprite line 5
<more bitplanes of data if Bob is deeper>
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