.B% EQUB 22, 4 \ Switch to screen mode 4 EQUB 28 \ Define a text window as follows: EQUB 2, 17, 15, 16 \ \ * Left = 2 \ * Right = 15 \ * Top = 16 \ * Bottom = 17 \ \ i.e. 1 row high, 13 columns wide at (2, 16) EQUB 23, 0, 6, 31 \ Set 6845 register R6 = 31 EQUB 0, 0, 0 \ EQUB 0, 0, 0 \ This is the "vertical displayed" register, and sets \ the number of displayed character rows to 31. For \ comparison, this value is 32 for standard modes 4 and \ 5, but we claw back the last row for storing code just \ above the end of screen memory EQUB 23, 0, 12, &0C \ Set 6845 register R12 = &0C and R13 = &00 EQUB 0, 0, 0 \ EQUB 0, 0, 0 \ This sets 6845 registers (R12 R13) = &0C00 to point EQUB 23, 0, 13, &00 \ to the start of screen memory in terms of character EQUB 0, 0, 0 \ rows. There are 8 pixel lines in each character row, EQUB 0, 0, 0 \ so to get the actual address of the start of screen \ memory, we multiply by 8: \ \ &0C00 * 8 = &6000 \ \ So this sets the start of screen memory to &6000 EQUB 23, 0, 1, 32 \ Set 6845 register R1 = 32 EQUB 0, 0, 0 \ EQUB 0, 0, 0 \ This is the "horizontal displayed" register, which \ defines the number of character blocks per horizontal \ character row. For comparison, this value is 40 for \ modes 4 and 5, but our custom screen is not as wide at \ only 32 character blocks across EQUB 23, 0, 2, 45 \ Set 6845 register R2 = 45 EQUB 0, 0, 0 \ EQUB 0, 0, 0 \ This is the "horizontal sync position" register, which \ defines the position of the horizontal sync pulse on \ the horizontal line in terms of character widths from \ the left-hand side of the screen. For comparison this \ is 49 for modes 4 and 5, but needs to be adjusted for \ our custom screen's width EQUB 23, 0, 10, 32 \ Set 6845 register R10 = 32 EQUB 0, 0, 0 \ EQUB 0, 0, 0 \ This is the "cursor start" register, so this sets the \ cursor start line at 0, effectively disabling the \ cursorName: B% [Show more] Type: Variable Category: Screen mode Summary: VDU commands for setting the square mode 4 screen Deep dive: The split-screen mode Drawing monochrome pixels in mode 4Context: See this variable in context in the source code Variations: See code variations for this variable in the different versions References: This variable is used as follows: * Elite loader (Part 2 of 6) calls B%
This block contains the bytes that get written by OSWRCH to set up the screen mode (this is equivalent to using the VDU statement in BASIC). It defines the whole screen using a square, monochrome mode 4 configuration; the mode 5 part for the dashboard is implemented in the IRQ1 routine. The top part of Elite's screen mode is based on mode 4 but with the following differences: * 32 columns, 31 rows (256 x 248 pixels) rather than 40, 32 * The horizontal sync position is at character 45 rather than 49, which pushes the screen to the right (which centres it as it's not as wide as the normal screen modes) * Screen memory goes from &6000 to &7EFF, which leaves another whole page for code (i.e. 256 bytes) after the end of the screen. This is where the Python ship blueprint slots in * The text window is 1 row high and 13 columns wide, and is at (2, 16) * The cursor is disabled This almost-square mode 4 variant makes life a lot easier when drawing to the screen, as there are 256 pixels on each row (or, to put it in screen memory terms, there's one page of memory per row of pixels). For more details of the screen mode, see the deep dive on "Drawing monochrome pixels in mode 4". There is also an interrupt-driven routine that switches the bytes-per-pixel setting from that of mode 4 to that of mode 5, when the raster reaches the split between the space view and the dashboard. See the deep dive on "The split-screen mode" for details.