![](http://datasheet.mmic.net.cn/390000/TVP3025-135_datasheet_16839165/TVP3025-135_43.png)
2–29
Byte 000
Byte 001
Byte 010
Byte 011
Byte 3F0
Byte 3F1
Byte 00F
Byte 01F
Byte 3FF
. . . . . . . .
. . . . . . . .
.
.
.
.
.
. . . . . . . .
D7, D6 D5, D4 D3, D2 D1, D0
4 Pixels
64
Pixels
64
Pixels
Upper Left Corner as
Displayed on Screen
Figure 2–10. Cursor-RAM Organization
2.3.9.2
The 64
×
64
×
2 cursor RAM provides two bits of cursor information on every pixel clock (DOTCLK) cycle
during the 64
×
64 cursor window. Cursor-control register bit 4 specifies whether the XGA mode
(default = logic 0) or X-window mode (logic 1) standard is used to interpret the cursor information. The two
bits of cursor pixel data determine the cursor appearance as shown in the table below:
Two-Color 64
×
64 Cursor
RAM
COLOR SELECTION
PLANE 1
PLANE 2
XGA MODE
X-WINDOW MODE
0
0
Cursor color 0
Transparent
0
1
Cursor color 1
Transparent
1
0
Transparent
Cursor color 0
1
1
Complement
Cursor color 1
Cursor color 0 and 1: These colors are set by writing to the cursor-color 0 and cursor-color 1 registers
[index 23–28 (hex)].
Transparent: The underlying pixel color is displayed.
Complement: The ones complement of the underlying pixel color is displayed.
2.3.9.3
The cursor-position (x,y) registers are used in conjunction with the sprite-origin (x,y) registers to position
the 64
×
64 cursor on the display screen. The cursor-position (x,y) registers specify the location of the cursor
on the display screen relative to the first displayed pixel out of blank. The sprite-origin (x,y) register specifies
where to origin the 64
×
64 cursor array relative to the cursor position (x,y). Upon reset, the sprite-origin (x,y)
register automatically defaults to (31, 31). Therefore, the cursor-position (x,y) registers specify the location
on the active display screen of the 31st column and 31st row (counting from top left) of the 64
×
64 cursor
array. The crosshair cursor intersects at the center of the sprite cursor area.
64
×
64 Cursor Positioning
The sprite-origin (x,y) registers can be programmed from (0,0) to (63,63). For example, if the sprite-origin
(x,y) registers are programmed to (0,0), the 64
×
64 cursor array is located in the lower right quadrant with
respect to the cursor position (x,y). Figure 2–11 illustrates this more clearly by showing the
64
×
64 cursor array location relative to the cursor position (x) for different sprite-origin values.