Mercurial > hg > Members > kono > nitros9-code
diff defs/vdgdefs @ 1587:5f18094d961d
kernel modules renamed to krn, updated makefiles, clock2_tc3 now clock2_cloud9...
author | boisy |
---|---|
date | Mon, 24 May 2004 14:51:21 +0000 |
parents | 8d4b5ee1cee4 |
children | 6e5fa42c2fb1 |
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--- a/defs/vdgdefs Sat May 22 03:54:25 2004 +0000 +++ b/defs/vdgdefs Mon May 24 14:51:21 2004 +0000 @@ -1,5 +1,4 @@ IFNE VDGDEFS-1 - VDGDEFS set 1 ******************************************************************** @@ -46,62 +45,65 @@ * * Total of 22 (150 in whole page) bytes unneeded or unused. -VD.Start equ $1E start of VD.XXXX data: number of VDG screens in use -VD.Strt1 equ $1F (2) and another start -VD.Caps equ $21 caps lock info: $00=lower $FF=upper -VD.DFlag equ $23 0=current screen is valid, $01-$FF = update video + org $1E +VD.Start rmb 1 start of VD.XXXX data: number of VDG screens in use +VD.Strt1 rmb 2 (2) and another start +VD.Caps rmb 2 caps lock info: $00=lower $FF=upper +VD.DFlag rmb 1 0=current screen is valid, $01-$FF = update video * $24-$2B unused -VD.NGChr equ $2C number of additional characters to get -VD.RTAdd equ $2D (2) return address after getting characters -VD.EPlt1 equ $2F (2) pointer to where to put next character -VD.EPlt2 equ $31 (2) as above. + rmb 8 +VD.NGChr rmb 1 number of additional characters to get +VD.RTAdd rmb 2 (2) return address after getting characters +VD.EPlt1 rmb 2 (2) pointer to where to put next character +VD.EPlt2 rmb 2 (2) as above. * $33-$34 unused -VD.CFlag equ $35 true lowercase flag $10=true, $00=false -VD.CFlg1 equ $36 VDG display code values -VD.DGBuf equ $37 number of currently displayed buffer -VD.ScrnA equ $38 (2) screen start address in system memory -VD.ScrnE equ $3A (2) address of end of screen -VD.CrsrA equ $3C (2) cursor address -VD.CrsAL equ $3D cursor address low -VD.CChar equ $3E value of character under cursor -VD.Mode equ $3F mode: 0=256x192 x2, 1=128x192 x4 -VD.Chr1 equ $40 same as under cursor character -VD.CColr equ $41 cursor color -VD.Col equ $42 number of columns for this screen -VD.Row equ $43 number of rows -VD.TFlg1 equ $44 see WRITE ($0E) -VD.Alpha equ $45 0 when in alpha mode -VD.Rdy equ $46 device ready (see SS.DStat 0=not ready) -VD.SBAdd equ $47 (2) address of block screen is in -VD.Blk equ $49 Block number of screen -VD.GBuff equ $4A allocation for graphics buffers (block#) -VD.AGBuf equ $4B (2) additional graphics buffer -VD.HiRes equ $4D hi-res screen table (block value) -VD.NBlk equ $4E number of blocks in this screen -VD.SType equ $4F screen type 0-4 -VD.HR2 equ $50 (3) for screen number 2 -VD.HR3 equ $53 (3) for screen 3 (same 3 bytes as above) -VD.FFMem equ $56 (2) bottom of stack for flood fill -VD.FFSPt equ $58 (2) flood fill stack pointer -VD.FFSTp equ $5A (2) flood fill stack top pointer -VD.FF6 equ $5C flood fill flag -VD.MTabl equ $5D (2) address of mask table for pixels in byte -VD.PixBt equ $5F bit mask for modes (0=$07, 1=$03 )#pixels/byte -VD.GCrsX equ $60 graphics cursor X value -VD.GCrsY equ $61 graphics cursor Y -VD.Msk1 equ $62 mask byte 1 -VD.Msk2 equ $63 mask byte 2 (00,55,AA,FF) -VD.MCol equ $64 color? (C003,8001) -VD.MCol2 equ $65 color -VD.PMask equ $66 pixel mask for colors (i.e. $55, $CC etc) -VD.FF1 equ $67 data for flood fill -VD.FF2 equ $68 data for flood fill -VD.FFMsk equ $69 flood fill mask -VD.FFFlg equ $6A flood fill flag -VD.Palet equ $6B (16) current palette values -VD.PlFlg equ $7B initialized to $08 by L00DB, and then unused! -VD.NChar equ $7C character to process -VD.NChr2 equ $7D and the next one + rmb 2 +VD.CFlag rmb 1 true lowercase flag $10=true, $00=false +VD.CFlg1 rmb 1 VDG display code values +VD.DGBuf rmb 1 number of currently displayed buffer +VD.ScrnA rmb 2 (2) screen start address in system memory +VD.ScrnE rmb 2 (2) address of end of screen +VD.CrsrA rmb 1 (2) cursor address +VD.CrsAL rmb 1 cursor address low +VD.CChar rmb 1 value of character under cursor +VD.Mode rmb 1 mode: 0=256x192 x2, 1=128x192 x4 +VD.Chr1 rmb 1 same as under cursor character +VD.CColr rmb 1 cursor color +VD.Col rmb 1 number of columns for this screen +VD.Row rmb 1 number of rows +VD.TFlg1 rmb 1 see WRITE ($0E) +VD.Alpha rmb 1 0 when in alpha mode +VD.Rdy rmb 1 device ready (see SS.DStat 0=not ready) +VD.SBAdd rmb 2 (2) address of block screen is in +VD.Blk rmb 1 Block number of screen +VD.GBuff rmb 1 allocation for graphics buffers (block#) +VD.AGBuf rmb 2 (2) additional graphics buffer +VD.HiRes rmb 1 hi-res screen table (block value) +VD.NBlk rmb 1 number of blocks in this screen +VD.SType rmb 1 screen type 0-4 +VD.HR2 rmb 3 (3) for screen number 2 +VD.HR3 rmb 3 (3) for screen 3 (same 3 bytes as above) +VD.FFMem rmb 2 (2) bottom of stack for flood fill +VD.FFSPt rmb 2 (2) flood fill stack pointer +VD.FFSTp rmb 2 (2) flood fill stack top pointer +VD.FF6 rmb 1 flood fill flag +VD.MTabl rmb 2 (2) address of mask table for pixels in byte +VD.PixBt rmb 1 bit mask for modes (0=$07, 1=$03 )#pixels/byte +VD.GCrsX rmb 1 graphics cursor X value +VD.GCrsY rmb 1 graphics cursor Y +VD.Msk1 rmb 1 mask byte 1 +VD.Msk2 rmb 1 mask byte 2 (00,55,AA,FF) +VD.MCol rmb 1 color? (C003,8001) +VD.MCol2 rmb 1 color +VD.PMask rmb 1 pixel mask for colors (i.e. $55, $CC etc) +VD.FF1 rmb 1 data for flood fill +VD.FF2 rmb 1 data for flood fill +VD.FFMsk rmb 1 flood fill mask +VD.FFFlg rmb 1 flood fill flag +VD.Palet rmb 16 (16) current palette values +VD.PlFlg rmb 1 initialized to $08 by L00DB, and then unused! +VD.NChar rmb 1 character to process +VD.NChr2 rmb 1 and the next one * and RMB until we get 256 bytes reserved