![](http://datasheet.mmic.net.cn/390000/TVP3025-135_datasheet_16839165/TVP3025-135_57.png)
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2.3.18.4 Cursor-Position (x, y) Registers (Index 00 – 02 hex)
These registers are used to specify the (x,y) coordinate of the intersection of the crosshair cursor. They are
also used in conjunction with the sprite-origin registers to specify the location of the 64 x 64 cursor area (see
Section 2.3.9). The cursor position is not updated until the vertical retrace interval after cursor position Y
MSB has been written to by the MPU. Bits D4–D7 of the cursor-position X and Y MSB registers are always
logic zero.
CURSOR-POSITION X MSB
D6
D5
D4
CURSOR-POSITION X LSB
D6
D5
D4
Data Bit
D7
D3
D2
D1
D0
D7
D3
D2
D1
D0
X Position
0
0
0
0
X11
X10
X9
X8
X7
X6
X5
X4
X3
X2
X1
X0
Index = 01 (hex)
Index = 00 (hex)
CURSOR-POSITION Y MSB
D6
D5
D4
CURSOR-POSITION Y LSB
D6
D5
D4
Data Bit
D7
D3
D2
D1
D0
D7
D3
D2
D1
D0
Y Position
0
0
0
0
Y11
Y10
Y9
Y8
Y7
Y6
Y5
Y4
Y3
Y2
Y1
Y0
Index = 03 (hex)
Index = 02 (hex)
The cursor-position X and Y values to be written are calculated as follows:
Cx = desired display screen x position
Cy = desired display screen y position
Values from 0000 (hex) to 0fff (hex) can be written into the cursor-position X and Y registers. The values
written into the cursor-position X and Y registers should be relative to the first displayed pixel on the screen,
i.e., (0,0).
2.3.18.5 Sprite-Origin (x, y) Registers (Index 04 – 05 hex)
These registers are used to specify the (x,y) location of the 64 x 64 sprite with respect to the crosshair
location (see Section 2.3.9.3). The sprite-origin X and Y registers can contain values from 0 to 63 decimal.
Both registers are initialized to 1F (hex), 31 (decimal), which sets the center of the crosshair at the center
of the 64 X 64 sprite. Both registers can be written to or read from by the MPU at any time. The sprite origin
is not updated until the vertical retrace interval after sprite-origin X and Y registers have been written by the
MPU.
SPRITE-ORIGIN X
D4
Data Bit
D7
D6
D5
D3
D2
D1
D0
X Origin
0
0
X5
X4
X3
X2
X1
X0
Index = 04 (hex)
SPRITE-ORIGIN Y
D4
Data Bit
D7
D6
D5
D3
D2
D1
D0
Y Origin
0
0
Y5
Y4
Y3
Y2
Y1
Y0
Index = 05 (hex)
NOTE: When command register 4 is written in the BT485 mode or when the device is reset in the BT485 mode, 3F (hex)
is written to the sprite-origin X and Y registers.
Values from 00 (hex) to 3F (hex) can be written into the sprite-origin X and Y registers. Bits D6 and D7 are
always logic 0.