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hardware:screen_map [2016/06/05 15:14] ex_writer created |
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In the Bally Arcade, two bits of RAM define each screen pixel. Therefore, one 8-bit byte of RAM defines four pixels on the screen. | In the Bally Arcade, two bits of RAM define each screen pixel. Therefore, one 8-bit byte of RAM defines four pixels on the screen. | ||
- | In low-resolution mode, 40 bytes define a line of screen data, providing a horizontal resolution of 160 pixels. The vertical resolution is 102 lines. The areas of the screen defined by the display RAM therefore requires 102 x 40 = 4,080 bytes. The remaining 16 bytes of screen RAM are used for [[glossary#s|scratchpad]]. More RAM can be reserved for scratchpad by [[hardware:interrupts#vertical blank|blanking]] the screen before the 102nd line. | + | In low-resolution mode, 40 bytes define a line of screen data, providing a horizontal resolution of 160 pixels. The vertical resolution is 102 lines. The areas of the screen defined by the display RAM therefore requires 102 x 40 = 4,080 bytes. The remaining 16 bytes of screen RAM are used for [[:glossary#s|scratchpad]]. More RAM can be reserved for scratchpad by [[hardware:interrupts#vertical blank|blanking]] the screen before the 102nd line. |
The first byte of RAM is in the upper lefthand corner of the screen. As RAM addresses increases, the screen position moves in the same direction as the TV scan: from left to right and from top to bottom. The four pixels in each byte are displayed with the least significant pixel (bits 0 and 1) on the right. | The first byte of RAM is in the upper lefthand corner of the screen. As RAM addresses increases, the screen position moves in the same direction as the TV scan: from left to right and from top to bottom. The four pixels in each byte are displayed with the least significant pixel (bits 0 and 1) on the right. | ||
{{:screen_map.png}} | {{:screen_map.png}} | ||
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[NM:85–6] | [NM:85–6] | ||