A sprite's screen position is defined as a set of X,Y coordinates.
Position (0,0), where X = 0 and Y = 0, is the upper left-hand corner of
the display. You define a sprite's location by specifying the coordinates
of its upper left-hand pixel. Sprite position is always defined as though
the display modes were low resolution and non-interlaced. The X,Y
coordinate system and definition of a sprite's position are graphically
represented in Figure 4-1. Notice that because of display overscan,
position (0,0) (that is, X = 0, Y = 0) is not normally in a viewable
region of the screen.
(0,0) __
\
\
+-----------------------------+
|###############|#############|
|###############|#############|
|###+-----------|---------+###|
|###| |###| __ visible screen
|###| Y axis |###| / boundaries
|###| |###|/
|###| | |###/
|###| | |##/|
|###| | |#/#|
|----- X axis --+---+ |/##|
|###| |/*\| |###|
|###| |***| |###|
|###| |\*/| |###|
|###| +---+ |###|
|###| |###|
|###| |###|
|###| |###|
|###| |###|
|###+---------------------+###|
|#############################|
|#############################|
+-----------------------------+
Figure 4-1: Defining Sprite On-screen Position
The amount of viewable area is also affected by the size of the
playfield display window (defined by the values in ddfstrt , ddfstop ,
diwstrt , diwstop , etc.). see the "playfield hardware" chapter for more
information about overscan and display windows .
horizontal position
vertical position
clipped sprites