Files
pspsdk/src/gu/doc/commands.txt
2010-10-18 12:54:49 -03:00

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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