Difference between revisions of "Vertical Video Line Offset Register"
(core 3.1.5 changes/refresh) |
(core 3.1.5 changes/refresh) |
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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 vertical line 32 will correspond to the first pixel row in the ULA and vertical line 0 will align with the first pixel row of the [[Tilemap]] and [[Sprites]]. | + | Eg, if the offset is 32 then vertical line 32 will correspond to the first pixel row in the ULA and vertical 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. |
+ | |||
+ | (<del>also Copper mode %11 restarting CPC=0 at pixel [0,0] will be offset</del> - yet to be confirmed by Allen or VHDL source - TODO) | ||
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]]) |
Revision as of 08:06, 27 April 2020
Number | $64 |
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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 vertical line 32 will correspond to the first pixel row in the ULA and vertical 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] will be offset - yet to be confirmed by Allen or VHDL source - TODO)
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: Active Video Line MSB Register ($1E), Active Video Line LSB Register ($1F), Video Line Interrupt Control Register ($22), Video Line Interrupt Value Register ($23) and Copper)