Imprímete esta tablilla y tenla siempre a mano
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TABLAS MODOS DE PANTALLA
SCREEN 0 (Text mode, 40 column):
Name table (char positions) 0000-03BF (0-959) (See note A)
Character patterns (font) 0800-0FFF (2048-4095) (See note B)
SCREEN 1 (coloured text mode, 32 column):
Character patterns (font) 0000-07FF (0-2047) (See note B)
Name table (char positions) 1800-1AFF (6144-6911) (See note A)
Sprite attribute table 1B00-1B7F (6912-7039) (See note C)
Characters colour table (8/byte)2000-201F (8192-8223) (See note F)
Sprite character patterns 3800-3FFF (14336-16383) (See note D)
SCREEN 2 (256*192 Graphics mode):
Character patterns 0000-17FF (0-6143) (See note B)
Name table (char positions) 1800-1AFF (6144-6911)
Sprite attribute table 1B00-1B7F (6912-7039) (See note C)
PixelByte colour table 2000-37FF (8192-14335) (See note E)
Sprite character patterns 3800-3FFF (14336-16383) (See note D)
SCREEN 3 (4x4 pixel blocks/Multicolour mode):
Character colour patterns 0000-05FF (0-1535)
Name table (char positions) 0800-0AFF (2048-2815)
Sprite attribute table 1B00-1B7F (6912-7039) (See note C)
Sprite character patterns 3800-3FFF (14336-16383) (See note D)
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Name table (Note A):
Byte: Expl.:
0 Pattern number to be displayed in upper hand left corner of screen
1 Pattern number to be displayed in upper hand left corner of screen+1
2 Pattern number to be displayed in upper hand left corner of screen+2
3 Pattern number to be displayed in upper hand left corner of screen+3
...
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Font (Note B):
Byte (+offset): Expl.:
0-7 Pattern number 0 (First character)
0: 00000000
1: 00001000
2: 00010100
3: 00100010 = "A"
4: 00111110
5: 00100010
6: 00100010
7: 00000000
8-F Pattern number 1 (2nd character)
10-17 Pattern number 2 (3rd character)
1F-20 Pattern number 3 (4th character)
...
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Sprite attribute (Note C):
Byte (+offset): Expl.:
0-3 Sprite 0 attribute
0: Vertical position
1: Horizontal position
2: Pattern number
3: Bit: Expl.:
0-3 Colour code
4-6 0
7 EC (Early Clock, 1=> Shift sprite 32 pixels
to the left)
4-7 Sprite 1 attribute
8-B Sprite 2 attribute
...
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Sprite character patterns (Note D):
Used like the 8*8 pixel Font in screen 0 when using 8*8 pixel sprites.
When using 16*16 pixel sprites, four blocks of 8*8 pixels is organised like:
Byte (+offset): Expl.:
0-7 8 Bytes, Block A
8-F 8 Bytes, Block B
10-17 8 Bytes, Block C
18-1F 8 Bytes, Block D
And the sprite will be assembled on screen like this:
+---------+---------+
| | |
| Block A | Block C |
| | |
+---------+---------+
| | |
| Block B | Block D |
| | |
+---------+---------+
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PixelByte colour (Note E):
Byte (+offset): Expl.
0 Colour code for 8 bits in scrn pos X=0-7, Y=0
Bit: Expl.:
0-3 Colour for bit reset ("0") in pattern table
4-7 Colour for bit set ("1") in pattern table
1 Colour code for 8 bits in scrn pos X=0-7, Y=1
2 Colour code for 8 bits in scrn pos X=0-7, Y=2
...
8 Colour code for 8 bits in scrn pos X=8-15, Y=0
9 Colour code for 8 bits in scrn pos X=8-15, Y=1
A Colour code for 8 bits in scrn pos X=8-15, Y=2
...
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Characters colour table (Note F):
Byte (+offset): Expl.
0 Colour code for patterns 0-7 in pattern table
Bit: Expl.:
0-3 Colour for bit reset ("0") in pattern table
4-7 Colour for bit set ("1") in pattern table
1 Colour code for patterns 8-F in pattern table
2 Colour code for patterns 10-17 in pattern table