GE Command Format: Each command word is divided into two parts, a 8-bit command and a 24-bit argument. The command is in the upper part of the word, and the argument in the lower. The argument can be either integer of a special kind of float that the GE supports (described below). GE Floats: Floats processed in the command-stream are 24 bits instead of 32 that are used by the CPU. Conversion from 32 to 24 bits is done by shifting the value down 8 bits, losing the least significant bits of the mantissa. Pointers: Some pointers use a shared register when loading addresses called BASE. This register must be written BEFORE you write to the designated register. All these registers are marked with (BASE) after the summary. Other pointers only use 28 bits of information, and their top bits are referred to as the '4 most significant bits' in pointer, which reflects bits 24-27, not 28-31 which could perhaps be believed from common terminology. Enabling Registers: Any command or bit that has 'Enable' in the name implies that setting the first bit (or the bit itself) enables the feature, and no ON/OFF-states are documented. DISCLAIMER: Names and bitsets are all derived from reverse engineering, available PS2 documentation and educated guesses. Nothing has been derived using illegal methods. Dec Hex Name Description --- --- ---- ----------- 0 00 NOP No Operation 1 01 VADDR Vertex Address (BASE) 0-23: 24 least significant bits of pointer 2 02 IADDR Index Address (BASE) 0-23: 24 least significant bits of pointer 4 04 PRIM Primitive Kick 0-15: Number of vertices to kick (0-65535) 16-18: Primitive Type 000: Points 001: Lines 010: Line Strips 011: Triangles 100: Triangle Strips 101: Triangle Fans 110: Sprites (2D Rectangles) 5 05 BEZIER Bezier Patch Kick 0-7: U Count 8-15: V Count 6 06 SPLINE Spline Surface Kick 0-7: U Count 8-15: V Count 16-17: U Edges 00: Close/Close 01: Open/Close 10: Close/Open 11: Open/Open 18-19: V Edges 00: Close/Close 01: Open/Close 10: Close/Open 11: Open/Open 7 07 BBOX Bounding Box 0-15: Number of vertices to test for conditional rendering (0-65535) 8 08 JUMP Jump To New Address (BASE) 0-23: 24 least significant bits of pointer 9 09 BJUMP Conditional Jump (BASE) 0-23: 24 least significant bits of pointer 10 0A CALL Call Address (BASE) 0-23: 24 least significant bits of pointer 11 0B RET Return From Call 12 0C END Stop execution 14 0E SIGNAL Raise Signal Interrupt 0-15: Argument to pass to signal handler 16-23: Signal index to trigger 15 0F FINISH Complete rendering 0-15: Finish signal argument 16 10 BASE Base Address Register 16-20: 4 most significant bits for address (28 bits total) 18 12 VTYPE Vertex Type 0-1: Texture Format (2 values ST/UV) 00: Not present in vertex 01: 8-bit fixed 10: 16-bit fixed 11: 32-bit floats 2-4: Color Format (1 value) 000: Not present in vertex 100: 16-bit BGR-5650 101: 16-bit ABGR-5551 110: 16-bit ABGR-4444 111: 32-bit ABGR-8888 5-6: Normal Format (3 values XYZ) 00: Not present in vertex 01: 8-bit fixed 10: 16-bit fixed 11: 32-bit floats 7-8: Position Format (3 values XYZ) 00: Not present in vertex 01: 8-bit fixed 10: 16-bit fixed 11: 32-bit floats 9-10: Weight Format 00: Not present in vertex 01: 8-bit fixed 10: 16-bit fixed 11: 32-bit floats 11-12: Index Format 00: Not using indices 01: 8-bit 10: 16-bit 14-16: Number of weights (Skinning) 000-111: 1-8 weights 18-20: Number of vertices (Morphing) 000-111: 1-8 vertices 23: Bypass Transform Pipeline 0: Transformed Coordinates 1: Raw Coordinates 19 13 ??? Offset Address (BASE) 20 14 ??? Origin Address (BASE) 21 15 REGION1 Draw Region Start 0-9: X Start 10-19: Y Start 22 16 REGION2 Draw Region End 0-9: X End ((X + Width)-1) 10-19: Y End ((Y+Height)-1) 23 17 LTE Lighting Enable 24 18 LTE0 Light Enable 0 25 19 LTE1 Light Enable 1 26 1A LTE2 Light Enable 2 27 1B LTE3 Light Enable 3 28 1C CPE Clip Plane Enable 29 1D BCE Backface Culling Enable 30 1E TME Texture Mapping Enable 31 1F FGE Fog Enable 32 20 DTE Dither Enable 33 21 ABE Alpha Blend Enable 34 22 ATE Alpha Test Enable 35 23 ZTE Depth Test Enable 36 24 STE Stencil Test Enable 37 25 AAE Anti Aliasing Enable 38 26 PCE Patch Cull Enable 39 27 CTE Color Test Enable 40 28 LOE Logical Operation Enable 42 2A BOFS Bone Matrix Offset 0-23: Bone Matrix Offset Offset is in values, so each matrix is offset by 3*4 values 43 2B BONE Bone Matrix Upload 0-23: Matrix Value (GE Float) Write 3x4 times to upload full bone matrix 44 2C MW0 Morph Weight 0 0-23: Morph Value (GE Float) 45 2D MW1 Morph Weight 1 0-23: Morph Value (GE Float) 46 2E MW2 Morph Weight 2 0-23: Morph Value (GE Float) 47 2F MW3 Morph Weight 3 0-23: Morph Value (GE Float) 48 30 MW4 Morph Weight 4 0-23: Morph Value (GE Float) 49 31 MW5 Morph Weight 5 0-23: Morph Value (GE Float) 50 32 MW6 Morph Weight 6 0-23: Morph Value (GE Float) 51 33 MW7 Morph Weight 7 0-23: Morph Value (GE Float) 54 36 PSUB Patch Subdivision 0-7: S Subdivision 8-15: T Subdivision 55 37 PPRIM Patch Primitive 0-1: 00: Triangles 01: Lines 10: Points 56 38 PFACE Patch Front Face 0: 0: Clockwise 1: Counter-Clockwise 58 3A WMS World Matrix Select 59 3B WORLD World Matrix Upload 0-23: Matrix Value (GE Float) Write 3*4 values for complete matrix 60 3C VMS View Matrix Select 61 3D VIEW View Matrix Upload 0-23: Matrix Value (GE Float) Write 3*4 values for complete matrix 62 3E PMS Projection Matrix Select 63 3F PROJ Projection Matrix Upload 0-23: Matrix Value (GE Float) Write 4*4 values for complete matrix 64 40 TMS Texture Matrix Select 65 41 TMATRIX Texture Matrix Upload 0-23: Matrix Value Write 3*4 values for complete matrix 66 42 XSCALE Viewport Width Scale 0-23: Scale Value (GE Float) 67 43 YSCALE Viewport Height Scale 0-23: Scale Value (GE Float) 68 44 ZSCALE Depth Scale 0-23: Scale Value (GE Float) 69 45 XPOS Viewport X Position 0-23: Offset Value (GE Float) 70 46 YPOS Viewport Y Position 0-23: Offset Value (GE Float) 71 47 ZPOS Depth Position 0-23: Offset Value (GE Float) 72 48 USCALE Texture U Scale 0-23: Scale Value (GE Float) 73 49 USCALE Texture V Scale 0-23: Scale Value (GE Float) 74 4A OFFSET Texture U Offset 0-23: Offset Value (GE Float) 75 4B OFFSET Texture V Offset 0-23: Offset Value (GE Float) 76 4C OFFSETX Viewport X Offset 0-23: X Offset (12.4 fixed) 77 4D OFFSETY Viewport Y Offset 0-23: Y Offset (12.4 fixed) 80 50 SHADE Shade Model 0: Shading type 0: Flat 1: Smooth 81 51 RNORM Reverse Face Normals Enable 83 53 CMAT Color Material 0-2: Material flags (OR together) 001: Ambient 010: Diffuse 100: Specular 84 54 EMC Emissive Model Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 85 55 AMC Ambient Model Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 86 56 DMC Diffuse Model Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 87 57 SMC Specular Model Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 88 58 AMA Ambient Model Alpha 0-7: Alpha Component 91 5B SPOW Specular Power 0-23: Power (GE Float) 92 5C ALC Ambient Light Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 93 5D ALA Amibient Light Alpha 0-7: Alpha Component 94 5E LMODE Light Model 0: Lighting model 0: Single color 1: Separate specular color 95 5F LT0 Light Type 0 0-1: Light Components 00: Ambient & Diffuse 01: Diffuse & Specular 10: Unknown (diffuse color, affected by specular power) 8-9: Light Type 00: Directional Light 01: Point Light 10: Spot Light 96 60 LT1 Light Type 1 0-1: Light Components 00: Ambient & Diffuse 01: Diffuse & Specular 10: Unknown (diffuse color, affected by specular power) 8-9: Light Type 00: Directional Light 01: Point Light 10: Spot Light 97 61 LT2 Light Type 2 0-1: Light Components 00: Ambient & Diffuse 01: Diffuse & Specular 10: Unknown (diffuse color, affected by specular power) 8-9: Light Type 00: Directional Light 01: Point Light 10: Spot Light 98 62 LT3 Light Type 3 0-1: Light Components 00: Ambient & Diffuse 01: Diffuse & Specular 10: Unknown (diffuse color, affected by specular power) 8-9: Light Type 00: Directional Light 01: Point Light 10: Spot Light 99 63 LXP0 Light X Position 0 0-23: Vector Component (GE Float) 100 64 LYP0 Light Y Position 0 0-23: Vector Component (GE Float) 101 65 LZP0 Light Z Position 0 0-23: Vector Component (GE Float) 102 66 LXP1 Light X Position 1 0-23: Vector Component (GE Float) 103 67 LYP1 Light Y Position 1 0-23: Vector Component (GE Float) 104 68 LZP1 Light Z Position 1 0-23: Vector Component (GE Float) 105 69 LXP2 Light X Position 2 0-23: Vector Component (GE Float) 106 6A LYP2 Light Y Position 2 0-23: Vector Component (GE Float) 107 6B LZP2 Light Z Position 2 0-23: Vector Component (GE Float) 108 6C LXP3 Light X Position 3 0-23: Vector Component (GE Float) 109 6D LYP3 Light Y Position 3 0-23: Vector Component (GE Float) 110 6E LZP3 Light Z Position 3 0-23: Vector Component (GE Float) 111 6F LXD0 Light X Direction 0 0-23: Vector Component (GE Float) 112 70 LYD0 Light Y Direction 0 0-23: Vector Component (GE Float) 113 71 LZD0 Light Z Direction 0 0-23: Vector Component (GE Float) 114 72 LXD0 Light X Direction 1 0-23: Vector Component (GE Float) 115 73 LYD0 Light Y Direction 1 0-23: Vector Component (GE Float) 116 74 LZD0 Light Z Direction 1 0-23: Vector Component (GE Float) 117 75 LXD0 Light X Direction 2 0-23: Vector Component (GE Float) 118 76 LYD0 Light Y Direction 2 0-23: Vector Component (GE Float) 119 77 LZD0 Light Z Direction 2 0-23: Vector Component (GE Float) 120 78 LXD0 Light X Direction 3 0-23: Vector Component (GE Float) 121 79 LYD0 Light Y Direction 3 0-23: Vector Component (GE Float) 122 7A LZD0 Light Z Direction 3 0-23: Vector Component (GE Float) 123 7B LCA0 Light Constant Attenuation 0 0-23: Attenuation Factor (GE Float) 124 7C LLA0 Light Linear Attenuation 0 0-23: Attenuation Factor (GE Float) 125 7D LQA0 Light Quadratic Attenuation 0 0-23: Attenuation Factor (GE Float) 126 7E LCA1 Light Constant Attenuation 1 0-23: Attenuation Factor (GE Float) 127 7F LLA1 Light Linear Attenuation 1 0-23: Attenuation Factor (GE Float) 128 80 LQA1 Light Quadratic Attenuation 1 0-23: Attenuation Factor (GE Float) 129 81 LCA2 Light Constant Attenuation 2 0-23: Attenuation Factor (GE Float) 130 82 LLA2 Light Linear Attenuation 2 0-23: Attenuation Factor (GE Float) 131 83 LQA2 Light Quadratic Attenuation 2 0-23: Attenuation Factor (GE Float) 132 84 LCA3 Light Constant Attenuation 3 0-23: Attenuation Factor (GE Float) 133 85 LLA3 Light Linear Attenuation 3 0-23: Attenuation Factor (GE Float) 134 86 LQA3 Light Quadratic Attenuation 3 0-23: Attenuation Factor (GE Float) 135 87 ??? Spot light 0 exponent 0-23: Spotlight exponent 136 88 ??? Spot light 1 exponent 0-23: Spotlight exponent 137 89 ??? Spot light 2 exponent 0-23: Spotlight exponent 139 8A ??? Spot light 3 exponent 0-23: Spotlight exponent 139 8B ??? Spot light 0 cutoff 0-23: Spotlight cutoff angle (cosine of angle) 140 8C ??? Spot light 1 cutoff 0-23: Spotlight cutoff angle (cosine of angle) 141 8D ??? Spot light 2 cutoff 0-23: Spotlight cutoff angle (cosine of angle) 142 8E ??? Spot light 3 cutoff 0-23: Spotlight cutoff angle (cosine of angle) 143 8F ALC0 Ambient Light Color 0 0-7: Red Component 8-15: Green Component 16-23: Blue Component 144 90 DLC0 Diffuse Light Color 0 0-7: Red Component 8-15: Green Component 16-23: Blue Component 145 91 SLC0 Specular Light Color 0 0-7: Red Component 8-15: Green Component 16-23: Blue Component 146 92 ALC1 Ambient Light Color 1 0-7: Red Component 8-15: Green Component 16-23: Blue Component 147 93 DLC1 Diffuse Light Color 1 0-7: Red Component 8-15: Green Component 16-23: Blue Component 148 94 SLC1 Specular Light Color 1 0-7: Red Component 8-15: Green Component 16-23: Blue Component 149 95 ALC2 Ambient Light Color 2 0-7: Red Component 8-15: Green Component 16-23: Blue Component 150 96 DLC2 Diffuse Light Color 2 0-7: Red Component 8-15: Green Component 16-23: Blue Component 151 97 SLC2 Specular Light Color 2 0-7: Red Component 8-15: Green Component 16-23: Blue Component 152 98 ALC3 Ambient Light Color 3 0-7: Red Component 8-15: Green Component 16-23: Blue Component 153 99 DLC3 Diffuse Light Color 3 0-7: Red Component 8-15: Green Component 16-23: Blue Component 154 9A SLC3 Specular Light Color 3 0-7: Red Component 8-15: Green Component 16-23: Blue Component 155 9B FFACE Front Face Culling Order 0: Culling Order 0: Clockwise primitives are visible 1: Counter-clockwise primitives are visible 156 9C FBP Frame Buffer Pointer 0-23: 24 least significant bits of pointer (see FBW) 157 9D FBW Frame Buffer Width 0-15: Buffer width in pixels 16-23: 8 most significant bits of pointer (see FBP) 158 9E ZBP Depth Buffer Pointer 0-23: 24 least significant bits of pointer (see ZBW) 159 9F ZBW Depth Buffer Width 0-15: Buffer width in pixels 16-23: 8 most significant bits of pointer (see ZBP) 160 A0 TBP0 Texture Buffer Pointer 0 0-23: 24 least significant bits of pointer (see TBW0) 161 A1 TBP1 Texture Buffer Pointer 1 0-23: 24 least significant bits of pointer (see TBW1) 162 A2 TBP2 Texture Buffer Pointer 2 0-23: 24 least significant bits of pointer (see TBW2) 163 A3 TBP3 Texture Buffer Pointer 3 0-23: 24 least significant bits of pointer (see TBW3) 164 A4 TBP4 Texture Buffer Pointer 4 0-23: 24 least significant bits of pointer (see TBW4) 165 A5 TBP5 Texture Buffer Pointer 5 0-23: 24 least significant bits of pointer (see TBW5) 166 A6 TBP6 Texture Buffer Pointer 6 0-23: 24 least significant bits of pointer (see TBW6) 167 A7 TBP7 Texture Buffer Pointer 7 0-23: 24 least significant bits of pointer (see TBW7) 168 A8 TBW0 Texture Buffer Width 0 0-15: Buffer width in pixels 16-20: 4 most significant bits of pointer (see TBP0) 169 A9 TBW1 Texture Buffer Width 1 0-15: Buffer width in pixels 16-20: 4 most significant bits of pointer (see TBP1) 170 AA TBW2 Texture Buffer Width 2 0-15: Buffer width in pixels 16-20: 4 most significant bits of pointer (see TBP2) 171 AB TBW3 Texture Buffer Width 3 0-15: Buffer width in pixels 16-20: 4 most significant bits of pointer (see TBP3) 172 AC TBW4 Texture Buffer Width 4 0-15: Buffer width in pixels 16-20: 4 most significant bits of pointer (see TBP4) 173 AD TBW5 Texture Buffer Width 5 0-15: Buffer width in pixels 16-20: 4 most significant bits of pointer (see TBP5) 174 AE TBW6 Texture Buffer Width 6 0-15: Buffer width in pixels 16-20: 4 most significant bits of pointer (see TBP6) 175 AF TBW7 Texture Buffer Width 7 0-15: Buffer width in pixels 16-20: 4 most significant bits of pointer (see TBP7) 176 B0 CBP CLUT Buffer Pointer 0-23: 24 least significant bits of pointer (see CBPH) 177 B1 CBPH CLUT Buffer Pointer H 16-20: 4 most significant bits of pointer (see CBP) 178 B2 TRXSBP Transmission Source Buffer Pointer 0-23: 24 least significant bits of pointer (see TRXSBW) 179 B3 TRXSBW Transmission Source Buffer Width 0-15: Source Buffer Width 16-23: 8 most significant bits of pointer (see TRXSBP) 180 B4 TRXDBP Transmission Destination Buffer Pointer 0-23: 24 least significant bits of pointer (see TRXDBW) 181 B5 TRXDBW Transmission Destination Buffer Width 0-15: Destination Buffer Width 16-23: 8 most significant bits of pointer (see TRXDBP) 184 B8 TSIZE0 Texture Size Level 0 0-7: Width = 2^TW 8-15: Height = 2^TH 185 B9 TSIZE1 Texture Size Level 1 0-7: Width = 2^TW 8-15: Height = 2^TH 186 BA TSIZE2 Texture Size Level 2 0-7: Width = 2^TW 8-15: Height = 2^TH 187 BB TSIZE3 Texture Size Level 3 0-7: Width = 2^TW 8-15: Height = 2^TH 188 BC TSIZE4 Texture Size Level 4 0-7: Width = 2^TW 8-15: Height = 2^TH 189 BD TSIZE5 Texture Size Level 5 0-7: Width = 2^TW 8-15: Height = 2^TH 190 BE TSIZE6 Texture Size Level 6 0-7: Width = 2^TW 8-15: Height = 2^TH 191 BF TSIZE7 Texture Size Level 7 0-7: Width = 2^TW 8-15: Height = 2^TH 192 C0 TMAP Texture Projection Map Mode + Texture Map Mode 0-1: Texture Map Mode 00: Texture Coordinates (UV) 01: Texture Matrix 10: Environment Map 8-9: Texture Projection Map Mode 00: Position 01: Texture Coordinates 10: Normalized Normal 11: Normal 193 C1 Texture Environment Map Matrix 0-1: 1st Column for matrix 8-9: 2nd column for matrix 194 C2 TMODE Texture Mode 0: Swizzle Enable 8-15: ??? 16-20: Maximum mipmap level 195 C3 TPSM Texture Pixel Storage Mode 0-23: Pixel Storage Mode 0: 16-bit BGR 5650 1: 16-bit ABGR 5551 2: 16-bit ABGR 4444 3: 32-bit ABGR 8888 4: 4-bit indexed 5: 8-bit indexed 6: 16-bit indexed 7: 32-bit indexed 8: DXT1 9: DXT3 10: DXT5 196 C4 CLOAD CLUT Load 0-23: Number of colors divided by 8 197 C5 CMODE CLUT Mode 0-1: CLUT Pixel Format 00: 16-bit BGR 5650 01: 16-bit ABGR 5551 10: 16-bit ABGR 4444 11: 32-bit ABGR 8888 2-7: ??? 8-15: mask 16-23: ??? 198 C6 TFLT Texture Filter 0-2: Minifying filter 8-10: Magnifying filter 000: Nearest 001: Linear 100: Nearest; Mipmap Nearest 101: Linear; Mipmap Nearest 110: Nearest; Mipmap Linear 111: Linear; Mipmap Linear 199 C7 TWRAP Texture Wrapping 0: U Wrap Mode 8: V Wrap Mode 0: Repeat 1: Clamp 200 C8 TBIAS Texture Level Bias (???) 0-15: ??? 16-23: Mipmap bias (signed) 201 C9 TFUNC Texture Function 0-2: Texture Effect 000: Modulate 001: Decal 010: Blend 011: Replace 100: Add 8: Texture Color Component 0: Texture alpha is ignored 1: Texture alpha is read 16: Fragment Double Enable 0: Fragment color is untouched 1: Fragment color is doubled 202 CA TEC Texture Environment Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 203 CB TFLUSH Texture Flush Invalidate texture cache on texture change 204 CC TSYNC Texture Sync Sync with texture transfer (see TRXKICK) 205 CD FFAR Fog Far (???) 206 CE FDIST Fog Range 0-23: Range (GE Float) 207 CF FCOL Fog Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 208 D0 TSLOPE Texture Slope 0-23: Slope (GE Float) 210 D2 PSM Frame Buffer Pixel Storage Mode 0-1: Pixel Storage Mode 00: 16-bit BGR 5650 01: 16-bit ABGR 5551 10: 16-bit ABGR 4444 11: 32-bit ABGR 8888 211 D3 CLEAR Clear Flags 0: Clear enable 8-11: Clear flags (OR together) 001: Clear Color Buffer 010: Clear Stencil/Alpha Buffer 100: Clear Depth Buffer 212 D4 SCISSOR1 Scissor Region Start 0-9: X Start 10-19: Y Start 213 D5 SCISSOR2 Scissor Region End 0-9: X End 10-19: Y End 214 D6 NEARZ Near Depth Range 0-15: Depth Value 215 D7 FARZ Far Depth Range 0-15: Depth Value 216 D8 CTST Color Test Function 0-1: Color Function 00: Never pass pixel 01: Always pass pixel 10: Pass pixel if color matches 11: Pass pixel if color differs 217 D9 CREF Color Reference 0-23: Color Reference Value 218 DA CMSK Color Mask 0-23: Color Mask 219 DB ATST Alpha Test 0-2: Alpha Test Function 000: Never pass pixel 001: Always pass pixel 010: Pass pixel if match 011: Pass pixel if difference 100: Pass pixel if less 101: Pass pixel if less or equal 110: Pass pixel if greater 111: Pass pixel if greater or equal 8-15: Alpha Reference Value 16-23: Alpha Mask 220 DC STST Stencil Test 0-2: Stencil Function 000: Never pass stencil test 001: Always pass stencil test 010: Pass test if match 011: Pass test if difference 100: Pass test if less 101: Pass test if less or equal 110: Pass test if greater 111: Pass test if greater or equal 8-15: Stencil Reference Value 16-23: Stencil Mask 221 DD SOP Stencil Operations 0-3: Pass Op 8-11: Fail Op 16-18: Zfail Op 000: Keep stencil value 001: Zero stencil value 010: Replace stencil value 011: Invert stencil value 100: Increment stencil value 101: Decrement stencil value 222 DE ZTST Depth Test Function 0-2: Function 000: Never pass pixel 001: Always pass pixel 010: Pass pixel when depth is equal 011: Pass pixel when depth is not equal 100: Pass pixel when depth is less 101: Pass pixel when depth is less or equal 110: Pass pixel when depth is greater 111: Pass pixel when depth is greater or equal 223 DF ALPHA Alpha Blend 0-3: Blend Operation 000: Add 001: Subtract 010: Reverse Subtract 011: Minimum Value 100: Maximum Value 101: Absolute Value 4-7: Source Function 8-11: Destination Function 0000: Source Color 0001: One Minus Source Color 0010: Source Alpha 0011: One Minus Source Alpha 0100: Destination Color 0101: One Minus Destination Color 0110: Destination Alpha 0111: One Minus Destination Alpha 1010: Fix 224 E0 SFIX Source Fix Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 225 E1 DFIX Destination Fix Color 0-7: Red Component 8-15: Green Component 16-23: Blue Component 226 E2 DTH0 Dither Matrix Row 0 0-3: Column 0 4-7: Column 1 8-11: Column 2 12-15: Column 3 227 E3 DTH1 Dither Matrix Row 1 0-3: Column 0 4-7: Column 1 8-11: Column 2 12-15: Column 3 228 E4 DTH2 Dither Matrix Row 2 0-3: Column 0 4-7: Column 1 8-11: Column 2 12-15: Column 3 229 E5 DTH3 Dither Matrix Row 3 0-3: Column 0 4-7: Column 1 8-11: Column 2 12-15: Column 3 230 E6 LOP Logical Operation 0-3: Logic Op 0000: Clear 0001: And 0010: Reverse And 0011: Copy 0100: Inverted And 0101: No Operation 0110: Exclusive Or 0111: Or 1000: Negated Or 1001: Equivalence 1010: Inverted 1011: Reverse Or 1100: Inverted Copy 1101: Inverted Or 1110: Negated And 1111: Set 231 E7 ZMSK Depth Mask 0-15: Depth Write Mask 232 E8 PMSKC Pixel Mask Color 0-7: Red Write Mask 8-15: Green Write Mask 16-23: Blue Write Mask 233 E9 PMSKA Pixel Mask Alpha 0-7: Alpha Write Mask 234 EA TRXKICK Transmission Kick 0: 0: 16-bit texel size 1: 32-bit texel size 235 EB TRXSPOS Transfer Source Position 0-9: X Position 10-19: Y Position 236 EC TRXDPOS Transfer Destination Position 0-9: X Position 10-19: Y Position 237 EE TRXSIZE Transfer Size 0-9: Width = Transfer Width-1 10-19: Height = Transfer Height-1