This address controls reflection (mirroring) of player graphics data for Player 0.
REFP0 = $0B
Reflect/Mirror Player 0
D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0
| ||
$0B | REFP0 | REFLCT |
Reflect Player
To display a mirror image (reflection) instead of the original figure, write a 1 to D3 of this one bit reflection register. The object is drawn in the same position, with D0 leftmost. A 0 written to these registers restores the original figure, with D7 leftmost.
Function | Values | ||||||||
REFLCT D3 | Reflect (mirror) graphics of player | 0 = No reflection. D7 of GRP on left edge 1 = Reflection.; D7 of GRP on right edge |
Example
REFLCT D3 | Result | ||||||||
0 | |||||||||
1 |