Vertical Line Count Offset Register: Difference between revisions
core 3.1.5 changes/refresh |
m Xalior moved page Vertical Video Line Offset Register to Vertical Line Count Offset Register: match formal nextreg.txt name |
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Normally the ULA's pixel row 0 aligns with vertical line count 0. With a non-zero offset, the ULA's pixel row 0 will align with the vertical line offset. | Normally the ULA's pixel row 0 aligns with vertical line count 0. With a non-zero offset, the ULA's pixel row 0 will align with the vertical line offset. | ||
Eg, if the offset is 32 then | Eg, if the offset is 32 then video line 32 will correspond to the first pixel row in the ULA and video line 0 will align with the first pixel row of the [[Tilemap]] and [[Sprites]] (in the top border area). Then Copper WAIT command waiting for line 0 will happen already in top border area. | ||
Also Copper mode %11 restarting CPC=0 at pixel [0,0] (with offset 0) will be offset to new line! | |||
Since a change in offset takes effect when the ULA reaches row 0, the change can take up to one frame to occur. | Since a change in offset takes effect when the ULA reaches row 0, the change can take up to one frame to occur. | ||
(also related: {{NextRegNo|$1E}}, {{NextRegNo|$1F}}, {{NextRegNo|$22}}, {{NextRegNo|$23}} and [[Copper]]) | (also related: {{NextRegNo|$1E}}, {{NextRegNo|$1F}}, {{NextRegNo|$22}}, {{NextRegNo|$23}} and [[Copper]]) | ||
Latest revision as of 11:25, 14 October 2025
| Next Register Number | $64 |
|---|---|
| Readable | Yes |
| Writable | Yes |
| Short Description | Offset numbering of raster lines in copper/interrupt/active register |
Since core 3.1.5 (new register):
Bits 7-0 form offset value 0..255, the offset is added to Copper, Video Line Interrupt and Active Video Line readings.
Normally the ULA's pixel row 0 aligns with vertical line count 0. With a non-zero offset, the ULA's pixel row 0 will align with the vertical line offset.
Eg, if the offset is 32 then video line 32 will correspond to the first pixel row in the ULA and video line 0 will align with the first pixel row of the Tilemap and Sprites (in the top border area). Then Copper WAIT command waiting for line 0 will happen already in top border area.
Also Copper mode %11 restarting CPC=0 at pixel [0,0] (with offset 0) will be offset to new line!
Since a change in offset takes effect when the ULA reaches row 0, the change can take up to one frame to occur.
(also related: NextReg:$1E, NextReg:$1F, NextReg:$22, NextReg:$23 and Copper)