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Commodore Plus 4 - Page 232

Commodore Plus 4
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ZZO
Programming
Graphics
Characters
In
addition
to
being
used
for
most
applications
involving
text,
characters
are
frequently
the
most
efficient
means
of
displaying
many
other
types
of
graphic
information
on
the
screen.
The
character
set
can
be
expanded
to
include
256
completely
different
characters.
The
entire
screen
is
controlled
through
the
use
of
only
1000
memory
locations
for
screen
codes
(and
1000
for
color
information).
This
makes
access
to
the
screen
extremely
fast.
Locating
a
Character
Set
inMemory
The
standard
built-in
upper
case/
graphics
character
set
is
located
in
ROM
at
$D000.
The
upper/
lower
case
set
is
located
in
ROM
at
$D400.
If
you
are
using
a
custom
character
set,
it
is
usually
located
in
RAM.
To
tell
the
graphics
chip
to
look
at
RAM,
you
must
clear
bit
2
of
$FF12.
The
character
set
is
located
by
setting
the
high
6
bits
of
$FF
13
to
the
high
6
bits
of
the
character
set
location.
Care
should
be
taken
to
preserve
the
2
low
bits
of
$FF13
because
they
are
used
for
other
purposes.
Normally,
a
character
set
consists
of
128
eight-byte
patterns
(IK).
Hence
a
character
set
location
must
be
on
a
IK
boundary.
Any
screen
code
greater
than
127
will
produce
a
reversed
screen
image
in
high-resolution
mode.
To
expand
the
character
set
to
256
separate
patterns,
turn
off
the
hardware
reverse
by
setting
bit
7
of
$FF07
to
1.
When
this
is
done,
your
character
set
must
be
located
on
a
2K
boundary.
Locating
Screen
and
Color
Memory
A
character
is
placed
on
the
screen
by
placing
its
screen
code
into
a
location
of
screen
memory.
The
screen
code
(multiplied
by
8)
is
used
by
the
graphics
chip
to
look
up
the
character's
pattern
in
the
character
set.
The
color
and
luminance
associated
with
a
particular
screen
location
are
stored
in
the
corresponding
location
in
color
memory.
These
two
sections
of
memory
are
each
IK
(1000
locations
for the
25
rows
of
40
columns
and
24
unused
locations).
They
are
treated
as
a
single
2K
block.
Color
memory
is
located
by
setting
the
high
5
bits
of
$FF14
to
the
high
5
bits
of
the
desired
color
memory
location.
Screen
memory
is
always
located
in
the
IK
immediately
following
color
memory.
Color
memory
must
be
located
on
a
2K
boundary.
Normally,
color
memory
is
located
at
$0800
(2048)
and
screen
memory
at
S0C00
(3072).
High-Resolution
Characters
In
high-resolution
character
mode,
each
dot
in
an
8><8
character
cell
is
controlled
by
a
single
bit
in
the
character
definition.
The
screen
code
stored
in
screen
memory
(multiplied
by
8
and
added
to
the
character
set
base
address)
points
at
the
character
definition.
The
character
definition
consists
of
8
bytes.
The
first
byte
corresponds
to
the
top
row
of
the
character
and

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