+++ /dev/null
-\r
- Programming the VGA Registers\r
- by Boone (boone@ucsd.edu), March '94\r
-\r
- The IBM PC has long been slammed by owners of other computers which come \r
-with superior graphics capabilities built right into hardware. The PC is a \r
-strange beast to program in general, and when it comes to graphics the \r
-programmer doesn't get much help from the video hardware. However, there are \r
-quite a few neat tricks you can do using the VGA registers, as I'm sure you're \r
-aware. The trick is knowing just which registers to use and how to use them to \r
-achieve the desired results. In particular, precise timing is necessary to \r
-avoid screen flicker and/or "snow". The registers on your video card are \r
-necessary for just about any communication with the VGA besides basic \r
-reading/writing of pixels. Some of the registers are standard, which are the \r
-ones we will be discussing here. Most SVGA chipsets have their own special \r
-functions associated with different registers for things such as bank \r
-switching, which is part of what makes trying to write SVGA programs so \r
-difficult. The registers are also used to set the various attributes of each \r
-video mode: horizontal and vertical resolution, color depth, refresh rate, \r
-chain-4 mode, and so on. Luckily, BIOS handles all this for us and since we \r
-only need to set the video mode once at program start-up and once at exit, you \r
-should need to mess with these particular functions too much, unless you are \r
-using a special mode, such as mode X. (See the mode X section for more info on \r
-all this.) If you want to experiment with the video mode registers, ftp \r
-yourself a file called TWEAK*.* (my version is TWEAK10.ZIP). For now we'll \r
-just assume the video mode has already been set to whatever mode you wish.\r
- One of the most common techniques used by game programmers is fade in/out. \r
-A clean fade is simple but very effective. Suprisingly, even big-budget games \r
-like Ultima VII often have a lot of screen noise during their fades. With a \r
-little effort you can easily write your own noise-free fade routines. There's \r
-nothing like giving a professional first impression on your intro screen, since \r
-the fade-in is likely to be the very first thing they see of your program.\r
- BIOS is much to slow for this timing-critical opperation, so we'll have to \r
-get down and dirty with our VGA card. Fading is a fairly simple process. As \r
-you should know, the VGA palette consists of 256 colors with 3 attributes for \r
-each color: red, green and blue. Every cycle of the fade, we have to go \r
-through all 768 attributes and if it is larger than 0 subtract one. We'll use \r
-regsiters 3C8h and 3C9h for palette opperations. The operation for sending a \r
-palette to the card is straight-forward: send a 0 to port 3C8h and then your \r
-768 byte buffer to port 3C9h. This is good enough for setting the palette at \r
-the start of your program, but of course it has to go in a loop for the fade, \r
-since you'll have to do this 256 times, subtracting one from each non-zero \r
-member of the buffer. The pseudo-code looks something like this:\r
-\r
- constant PALSIZE = 256*3;\r
- unsigned character buffer[PALSIZE];\r
- boolean done;\r
- counter i,j;\r
-\r
- for j = 255 to 0\r
- {\r
- for i = 0 to PALSIZE-1\r
- if buffer[i] > 0\r
- buffer[i] = buffer[i] - 1;\r
-\r
- output 0 to port 3C8h;\r
- for i = 0 to PALSIZE-1\r
- output buffer[i] to port 3C9h;\r
- }\r
-\r
- Easy enough, right? If you convert this to the language of your choice it \r
-should run fine. (Make sure you have the buffer pre-loaded with the correct \r
-palette, however, or you will get very strange results...) But you'll notice \r
-the "snow" mentioned earlier. Depending on your video card, this could mean \r
-that you see no noise at all to fuzz covering your entire screen. Even if it \r
-look fine on your system, however, we want to make sure it will be smooth on \r
-*all* setups it could potentially be run on. For that we're going to have to \r
-ask the video card when it's safe to send the palette buffer to the card, and \r
-for that we'll need the retrace register.\r
- Putting aside palette concerns for a moment, I'll briefly cover the retrace \r
-on your video card. (See the next section of this article for a more in-depth \r
-discussion of this.) Bascially the vertical retrace is a short time in which \r
-the screen is not being updated (from video memory to your monitor) and you can \r
-safely do writes to your video memory or palette without worrying about getting \r
-snow, flicker, tearing, or other unwanted side-effects. This is a pretty quick \r
-period (retrace occurs 60 to 70 times a second) so you can't do too much at \r
-once.\r
- Returning to our fade: we want to update the palette during the vertical \r
-retrace. The value we want is bit 3 of register 3DAh. While that bit is zero \r
-we're safe to write. The best practice in this case is to wait for the bit to \r
-change to one (screen is being traced) and then the instant it changes to 0, \r
-blast all our new video info to the card. It won't be necessary in this case \r
-since all we are doing is fading the palette and then waiting for the next \r
-retrace, but if you're doing animation or playing music at the same time \r
-you'll want to include this extra bit of code as a safety net. Otherwise you \r
-might detect the 0 in the refresh bit at the very last instant of the retrace \r
-and end up writing while the screen is being traced. The pseudo-code now goes \r
-like this:\r
-\r
- for j = 255 to 0\r
- {\r
- for i = 0 to PALSIZE-1\r
- if buffer[i] > 0\r
- buffer[i] = buffer[i] - 1;\r
-\r
- while bit 3 of port 3DAh is 0\r
- no opperation;\r
- while bit 3 of port 3DAh is 1\r
- no opperation;\r
-\r
- output 0 to port 3C8h;\r
- for i = 0 to PALSIZE-1\r
- output buffer[i] to port 3C9h;\r
- }\r
-\r
- That's it! All that's left is for you to implement it in your favorite \r
-language. However, I can hear the cries right now: "Code! Give us some real \r
-assembly code we can use!" I'm reluctant to provided it as this is the exact \r
-sort of thing that is easy to cut and paste into your program without knowing \r
-how it works. However, I'll give you the unoptimized main loop in 80x86 \r
-assembly as this may be clearer to you that my explanation or pseudo-code. Two \r
-things to remember about this code: it is optimized enough to be smooth on any \r
-video card (or any that I've seen, anyway) assuming that the fade is the _only_ \r
-thing going on. There's some other things you may want to change if you plan \r
-to say, play music during this process. Secondly, you'll need to have the \r
-current palette loaded into the buffer beforehand. You could read it from the \r
-VGA card using either registers or BIOS, but this is both slow and (in my \r
-oppinion) sloppy coding. You should *never* ask the video card about anything \r
-(excluding retrace) that you could keep track of yourself. In the case of the \r
-palette, you probably already loaded it from disk anyway, or if you are using \r
-the default palette <cough, gag, choke> just read the values once and store \r
-them in your executable or in a resource file.\r
-\r
- palbuf DB 768 DUP (?)\r
- fadecnt DW 040h\r
-\r
-; At this point, you should:\r
-; 1) have the video mode set\r
-; 2) have palbuf loaded with the current palette\r
-; 3) have something on the screen to fade!\r
-\r
-fadeloop:\r
-\r
- xor al,al ; used for comparisons and port 3D8h\r
- mov cx,768 ; loop counter\r
- mov si,offset palbuf ; save palette buffer in si\r
-\r
-decloop:\r
- mov dl,[si] ; put next pal reg in dx\r
- cmp al,dl ; is it 0?\r
- je next ; nope...\r
- dec dl ; yes, so subtract one\r
- mov [si],dl ; put it back into palette buffer\r
-\r
-next:\r
- dec cx ; decrement counter\r
- inc si ; increment our buffer\r
- cmp cx,0\r
- jne decloop ; not done yet, so loop around\r
-\r
- mov cx,768 ; reset for palette output\r
- sub si,768 ; reset palbuf pointer\r
- mov dx,03c8h\r
- out dx,al ; inform VGA of palette change\r
- inc dx ; DX = 3C8h + 1 = 3C9h\r
-\r
- mov ch,02h ; do outter loop 2 times\r
- mov dx,03dah ; prepare refresh register\r
- mov bx,03c9h ; prepare palette reg (for quick loading)\r
-\r
- cli ; disable interrupts!\r
-\r
-outloop:\r
- mov cl,80h ; do inner loop 128 times\r
-\r
- in al,dx ; wait for current retrace to end\r
- test al,08h\r
- jnz $-5\r
-\r
- in al,dx ; wait for current screen trace to end\r
- test al,08h\r
- jz $-5\r
-\r
- mov dx,bx ; load up the palette change register\r
-\r
-innerloop:\r
- mov al,[si] ; load next byte of palbuf\r
- out dx,al ; send it to the VGA card\r
- dec cl ; decrement counter\r
- inc si ; increment palbuf pointer\r
- cmp cl,0\r
- jne innerloop ; loop while not done\r
-\r
- dec ch ; decrement outer loop counter\r
- cmp ch,0\r
- jne outloop ; loop while not done\r
-\r
- sti ; restore interrupts\r
-\r
- mov ax,fadecnt ; entire palette has been sent\r
- dec ax ; so check fade loop \r
- mov fadecnt,ax\r
- cmp ax,0 ; ready to quit?\r
- jne fadeloop ; nope, keep fading!\r
-\r
-\r
- I should add a few comments about this code segment. First of all, it \r
-assumes you want to fade every color all the way down. You may only want to \r
-fade certain sections of the palette (if your screen was only using a certain \r
-number of colors) or maybe your palette is low-intensity so you don't need to \r
-go the full 256 loops to get every color down to 0. It also goes by ones, so \r
-if you want a faster fade you can have it subtract two from each attribute. \r
-If you want to fade to a certain color other than black (for instance, fade to \r
-red such as the "getting hit" effect in Doom), you'll need to check if each \r
-attribute is above or below your target color and increment or decrement \r
-accordingly. Also, you may have noticed something in the code absent from the \r
-pseudo-code: it only sends 128 colors to the card each retrace! This is \r
-because if you use all 256 the next retrace may start before you get all colors \r
-sent to the video card, thanks to the unoptimized code. Some recommend as \r
-little as 64 colors per retrace, however I've found 128 to be okay and \r
-certainly much faster. The above code works for any VGA-equiped machine, \r
-regardless of processor, but you'll probably want to compress all the IN and \r
-OUT loops into REP INSB/OUTSB, REP INSW/OUTSW, or REP INSD/OUTSD instructions \r
-depending upon the minimum processor requirement for your game/demo.\r
- I won't describe fading in since it's the same sort of thing, and I'm sure \r
-you can figure it out once you know how to use the registers themselves. It's \r
-a little more complicated since you need a second buffer of target values for \r
-your attributes, but otherwise quite similar.\r
-\r
- Next up is vertical retrace. This is simply one of many read registers on \r
-your VGA, but it happens to be one of the most useful for animation and palette \r
-fades (as shown above). Here's a quick rundown of what exactly the vertical \r
-retrace is, and why it's useful.\r
- There's an electron gun in the back of your monitor that keeps the pixels \r
-"refreshed" with their correct values every 1/60th of a second or so. It fires \r
-electrons at each pixel, row by row. The horizontal retrace is the time it \r
-takes it to return from the right side of the screen after it has traced a row. \r
-This is a very short time and I wouldn't worry about that too much right now, \r
-as it is only useful for very specialized (and quite tricky) hardware effects.\r
-More useful, however, is the vertical retrace which occurs when the electron \r
-gun reaches the bottom of the screen (one entire screen traced) and it returns \r
-diagonally to the upper-right hand corner of the screen. During this time you \r
-are free to update anything you like having to do with video with no noise or \r
-interference (since nothing on the screen is being updated). This is a fairly \r
-short amount of time, though, so whatever you want to do you better do it \r
-_quickly_. For animation, you'll usually want to keep a second buffer in main \r
-memory (remember that video RAM is quite slow compared to main RAM) which you \r
-can use to write your animations to. When the vertical retrace occurs, you'll \r
-want to blast the entire thing to the VGA as quickly as possible, using a \r
-memory copy instruction. You can find more on this in articles which cover \r
-animation.\r
-\r
- Lastly I'll briefly describe the VGA mode-set registers. There are quite a \r
-number of them and for the most part they're pretty boring. By sending \r
-different values to these registers you can achieve the various video modes \r
-that your card is capable of. These registers set values such as horizontal \r
-and vertical resolution, retrace timing, addressing modes, color depth, timing, \r
-and other fun stuff. The truth is that it's easier and just as effective to\r
-let the BIOS (gasp!) handle setting the screen mode for you, particularly since \r
-most games use standard modes such as 320x200 anyway. At the very least you \r
-can let BIOS set the mode to begin with and then just modify the registers to \r
-"tweak" the mode the way you want it. Any of these non-BIOS modes are \r
-generally refered to as mode X. I don't want to go deep into detail on the \r
-setting and usage of mode X because there is already so much info availible on \r
-the topic. Check out the Mode X Faq (regularly posted in comp.sys.ibm.pc.demos \r
-and rec.games.programmer), Micheal Abrash's collumn in Dr. Dobb's and his \r
-X-sharp library, or the section on mode X in the PC-GPE.\r
- One mode register I'll cover quickly is the chain-4 enable/disable. A lot \r
-of programmers seem to have trouble visualizing what this thing does exactly. \r
-Bit 3 of port 3C4h (index 4) controls chain-4 mode. Normally it is on. This \r
-allows fast linear addressing of the bytes in video memory, which is the way \r
-you are probably used to addressing them. For example, to change the second \r
-pixel on the screen to a certain color, you simply write the value to address \r
-A000:0001. With chain-4 disabled (the main feature of mode X besides better \r
-resolution) A000:0000 refers to the first pixel in the upper-left corner of \r
-your screen, A000:0001 refers to the fourth pixel, A000:0002 to the eight pixel \r
-and so on. The odd pixels are accessed by changing the write plane. Since \r
-there are four planes, you effectively get an extra two bits of addressing \r
-space, boosting the total bit width for your pixel addressing from 16 to 18. \r
-Standard chain-4 four only allows access to 64K of memory (2^16) while \r
-disabling this feature gives you the full 256K (2^18) of memory to work with. \r
-The disadvantage, of course, is that pixel writes are slower due to the port \r
-writes required to access odd pixels. How can this be an advantage? For one \r
-thing, you can write four pixels at a time as long as they are all the same \r
-color - handy for single-color polygons, as in flight simulators. Secondly, \r
-you get four times as much memory. This allows you to have higher resolutions \r
-without bank switching, or scroll the screen using hardware scrolling, or do \r
-page flipping for smooth animation. And since you can change the resolution, \r
-you can give yourself a sqaure aspect ration (320x240) which is better for \r
-bitmap rotations and the like. But remember that it can be slower for \r
-bitmapped graphics because you have to do at least four writes to the card (to \r
-change planes) in order to copy bitmaps from main RAM to video memory. Don't \r
-use mode X just because you think it's "cool"; make sure you have a good reason \r
-for wanting to use it in your program, or otherwise you're wasting a lot of \r
-effort for no reason.\r
-\r
- Now, I'm sure you want me to continue until I divulge all the secrets of the \r
-VGA register to you - but, I only have some much time and space. Besides, I \r
-still haven't uncovered all of their mysteries and capabilities myself. \r
-However, below is a list of the registers which you may want to play with for \r
-various effects. The following list was posted on rec.games.programmer by \r
-Andrew Bromage (bromage@mundil.cs.mu.OZ.AU), so thanks to him for posting in to \r
-begin with.\r
- That's it for this article and I hope it helped you understand your VGA card \r
-a little better. If not, re-read it, and try writing your own programs which \r
-use the registers. The only way to really understand it (as with most things) \r
-is to get some hands-on experience.\r
- If you've got any questions, comments, flames, or corrections related to \r
-this document or game programming/design in general, feel free to post an \r
-article in rec.games.programmer (in case you haven't noticed by now, I hang out \r
-there regularly) or send mail to boone@ucsd.edu.\r
-\r
-Here's the list. Have fun...\r
-\r
- Documentation Over the I/O Registers for Standard VGA Cards\r
-\r
- Documentated by Shaggy of The Yellow One\r
- Email: D91-SJD@TEKN.HJ.SE\r
-\r
-Feel free to spread this to whoever wants it.....\r
-------------------------------------------------------------\r
-Port-Index: - Port: Write/03c2h Read/03cch\r
-usage: d7 Vertical sync polarity\r
- d6 Horizontal sunc polarity\r
- d5 Odd /even page\r
- d4 Disable video\r
- d3 Clock select 1\r
- d2 Clock select 0\r
- d1 Enable/Disable display RAM\r
- d0 I/O address select\r
-Description: Sync polarity: Bits are set as below for VGA displays\r
- that use sync polarity to determine screen resolution.\r
- Many newer multiple frequency displays are insensitive\r
- to sync polarity\r
-\r
- d7 d6 Resolution\r
- 0 0 Invalid\r
- 0 1 400 lines\r
- 1 0 350 lines\r
- 1 1 480 lines\r
-\r
- I/O address select: When set to zero, selects the\r
- monochrome I/O address space (3bx). When set to one,\r
- it selects the color I/O address space (3dx)\r
-\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03c2h ; read only\r
-usage: d7 Vertical Retrace Interrupt pendling\r
- d6 Feature connector bit 1\r
- d5 Feature connector bit 0\r
- d4 Switch sense\r
- d0-d3 Unused\r
-\r
-Description: d7 uses IRQ2\r
-\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03bah,03dah ; read only\r
-usage: d3 Vertical retrace\r
- d0 Horizontal retrace\r
-\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03c3h,46e8h\r
-usage: d7-d1 Reserved\r
- d0 VGA enable/disable (03c3h only)\r
-\r
-Description: Disables access to display memmory and the other\r
- VGA's ports\r
-\r
-------------------------------------------------------------\r
-Port-Index: 00h Port: 03d4h, 03b4h\r
-usage: Horizontal total\r
-Description: Total number of characters in horizontal scan minus\r
- five ( including blanked and border characters)\r
-\r
-------------------------------------------------------------\r
-Port-Index: 01h Port: 03d4h, 03b4h\r
-usage: Horizontal display enable\r
-Description: Total number of characters displayed in horizontal\r
- scan minus one.\r
-------------------------------------------------------------\r
-Port-Index: 02h Port: 03d4h, 03b4h\r
-usage: Start horizontal blanking\r
-Description: Character at which blanking starts\r
-\r
-------------------------------------------------------------\r
-Port-Index: 03h Port: 03d4h, 03b4h\r
-usage: End horizontal blanking\r
- d7 Test\r
- d6 Skew control\r
- d5 Skew control\r
- d0-d4 End blanking\r
-Description: End blanking: is five LSB bits of six-bit value,\r
- which define the character at which blanking stops.\r
- The MSB bit of this value is in register index 5.\r
-\r
-------------------------------------------------------------\r
-Port-Index: 04h Port: 03d4h, 03b4h\r
-usage: Start horizontal retrace\r
-Description: Character at which horizontal retrace starts\r
-\r
-------------------------------------------------------------\r
-Port-Index: 05h Port: 03d4h, 03b4h\r
-usage: End horizontal retrace\r
- d7 End horizontal blanking bit 5\r
- d6 Horizontal retrace delay\r
- d5 Horizontal retrace delay\r
- d0-d4 End horizontal retrace\r
-Description: End horizontal retrace: defines the character at\r
- which horizontal retrace ends\r
-\r
-------------------------------------------------------------\r
-Port-Index: 06h Port: 03d4h, 03b4h\r
-usage: Vertical total\r
-Description: Total number of horizontal scan lines minus two\r
- (including blanked and border characters). MSB bits\r
- of this value are in register index 7\r
-\r
-------------------------------------------------------------\r
-Port-Index: 07h Port: 03d4h, 03b4h\r
-usage: Overflow register\r
- d7 Vertical retrace start (bit 9)\r
- d6 Vertical display enable end (bit 9)\r
- d5 Vertical total (bit 9)\r
- d4 Line compare (bit 8)\r
- d3 Start vertical blank (bit 8)\r
- d2 Vertical retrace start (bit 8)\r
- d1 Vertical display enable end (bit 8)\r
- d0 Vertical total (bit 8)\r
-------------------------------------------------------------\r
-Port-Index: 08h Port: 03d4h, 03b4h\r
-usage: Preset row scan\r
- d7 Unused\r
- d6 Byte panning control\r
- d5 Byte panning control\r
- d0-d4 Preset row scan\r
-Description: Byte panning control: is used to control byte\r
- panning. This register together with attribute\r
- controller register 13h allows for up to 31 pixels of\r
- panning in double word modes\r
- Preset row scan: Which character scan line is the\r
- first to be displayed\r
-------------------------------------------------------------\r
-Port-Index: 09h Port: 03d4h, 03b4h\r
-usage: Maximum scan line/Character height\r
- d7 double scan\r
- d6 bit d9 of line compare register\r
- d5 bit d9 of start vertical blank register\r
- d0-d4 Maximum scan line\r
-Description: d0-d5=Character height-1, only in textmodes\r
-------------------------------------------------------------\r
-Port-Index: 0ah Port: 03d4h, 03b4h\r
-usage: Cursor start\r
- d7,d6 Reserved (0)\r
- d5 Cursor off\r
- d4-d0 Cursor start\r
-Description:\r
-------------------------------------------------------------\r
-Port-Index: 0bh Port: 03d4h, 03b4h\r
-usage: Cursor end\r
- d7 reserved\r
- d6,d5 Cursor skew\r
- d4-d0 Cursor end\r
-Description:\r
-------------------------------------------------------------\r
-Port-Index: 0ch Port: 03d4h, 03b4h\r
-usage: Start address high\r
-------------------------------------------------------------\r
-Port-Index: 0dh Port: 03d4h, 03b4h\r
-usage: Start address low\r
-Description: Determine the offset in display memory to be\r
- displayed on the upper-left corner on the screen\r
-------------------------------------------------------------\r
-Port-Index: 0eh Port: 03d4h, 03b4h\r
-usage: Cursor location (high byte)\r
-------------------------------------------------------------\r
-Port-Index: 0fh Port: 03d4h, 03b4h\r
-usage: Cursor location (low byte)\r
-Description: Where the cursor is displayed on screen\r
-------------------------------------------------------------\r
-Port-Index: 10h Port: 03d4h, 03b4h\r
-usage: Vertical retrace start\r
-Description: 8 bits out of 10\r
-------------------------------------------------------------\r
-Port-Index: 11h Port: 03d4h, 03b4h\r
-usage: Vertical retrace end\r
- d7 Write protect CRTC register 0 to 7\r
- d6 refresh cycle select\r
- d5 enable vertical interrupt (when 0)\r
- d4 Clear vertical interrupt (when 0)\r
- d0-d3 Vertical retrace end\r
-------------------------------------------------------------\r
-Port-Index: 12h Port: 03d4h, 03b4h\r
-usage: Vertical display enable end\r
-Description: eight LSB bits out of ten-bit value which define\r
- scan line minus one at which the display ends.\r
- The other two are in CRTC register index 7\r
-------------------------------------------------------------\r
-Port-Index: 13h Port: 03d4h, 03b4h\r
-usage: Offset / Logical screen width\r
-Description: Logical screen width between successive scan lines\r
-------------------------------------------------------------\r
-Port-Index: 14h Port: 03d4h, 03b4h\r
-usage: Underline location register\r
- d7 Reserved\r
- d6 Double word mode\r
- d5 count by 4\r
- d0-d4 Underline location\r
-Description: Underline location: Monochrome textmode only\r
-------------------------------------------------------------\r
-Port-Index: 15h Port: 03d4h, 03b4h\r
-usage: Start vertical blanking\r
-Description: eight LSB bits of ten-bit value minus one which\r
- define at which scan line the vertical blanking\r
- starts. The other two bits are in CRTC registers\r
- index 7 and 9\r
-------------------------------------------------------------\r
-Port-Index: 16h Port: 03d4h, 03b4h\r
-usage: End vertical blanking\r
-Description: eight LSB bits of a value which determine the scan\r
- line after which vertical blanking ends.\r
-------------------------------------------------------------\r
-Port-Index: 17h Port: 03d4h, 03b4h\r
-usage: Mode control register\r
- d7 Enable vertical and hoizontal retrace\r
- d6 Byte mode (1), word mode (0)\r
- d5 Address wrap\r
- d4 Reserved\r
- d3 count by 2\r
- d2 multiple vertical by 2 (use half in\r
- CRTC (8,10,12,14,18)\r
- d1 Select row scan counter (not used)\r
- d0 compatibilty mode support (enable interleave)\r
-------------------------------------------------------------\r
-Port-Index: 18h Port: 03d4h, 03b4h\r
-usage: Line compare register\r
-Description: Split screen, 8 bit value out of a ten-bit value\r
-------------------------------------------------------------\r
-Port-Index: 00h Port: 03c4h\r
-usage: Reset register\r
- d7-d2 Reserved\r
- d1 Synchronous reset\r
- d0 Asynchronous reset\r
-Description: Synchr. when set to zero, will halt and reset\r
- the sequencer at the end of its current cycle\r
- Asyncht. when set to zero, will immediatly halt\r
- and reset the sequencer. Data can be loss.\r
-------------------------------------------------------------\r
-Port-Index: 01h Port: 03c4h\r
-usage: Clock mode register\r
- d7,d6 Reserved\r
- d5 display off\r
- d4 Allow 32-bit Fetch (not used in standard modes)\r
- d3 Divide dot clock by 2 (used in some 320*200 modes)\r
- d2 Allow 16-bit fetch (used in mon graphics modes)\r
- d1 Reserved\r
- d0 Enable (0) 9 dot characters (mono text and 400-line)\r
-Description: Display off: Will blank screen and give the cpu\r
- uninterrupted access the display memory.\r
-------------------------------------------------------------\r
-Port-Index: 02h Port: 03c4h\r
-usage: Color plane write enable register\r
- d7,d6 Reserved\r
- d3 Plane 3 Write enable\r
- d2 Plane 2 Write enable\r
- d1 Plane 1 Write enable\r
- d0 Plane 0 Write enable\r
-Description:\r
-------------------------------------------------------------\r
-Port-Index: 03h Port: 03c4h\r
-usage: Character generator select register\r
- d7,d6 Reserved\r
- d5 Character generator table select A (MSB)\r
- d4 Character generator table select B (MSB)\r
- d3,d2 Character generator table select A\r
- d1,d0 Character generator table select B\r
-Description: This register is only of interest if your software\r
- will be using multiple character sets. Either one\r
- or two character sets can be active. Table A selects\r
- the charcater with attribute d3 set to zero and\r
- Table B is the one with d3 set to one.\r
-------------------------------------------------------------\r
-Port-Index: 04h Port: 03c4h\r
-usage: Memory mode register\r
- d4-d7 Reserved\r
- d3 Chain 4 (address bits 0&1 to select plan, mode 13h)\r
- d2 Odd/even (address bit 0 to select plane 0&2 or \r
- 1&3 text modes)\r
- d1 Extended memory (disable 64k modes)\r
- d0 Reserved\r
-Description:\r
-------------------------------------------------------------\r
-Port-Index: 00h Port: 03ceh\r
-usage: Set / Reset register\r
- d7-d4 Reserved (0)\r
- d3 Fill data for plane 3\r
- d2 Fill data for plane 2\r
- d1 Fill data for plane 1\r
- d0 Fill data for plane 0\r
-------------------------------------------------------------\r
-Port-Index: 01h Port: 03ceh\r
-usage: Set / Reset enable register\r
- d7-d4 Reserved (0)\r
- d3 enable set/reset for plane 3 (1 = enable)\r
- d2 enable set/reset for plane 2 (1 = enable)\r
- d1 enable set/reset for plane 1 (1 = enable)\r
- d0 enable set/reset for plane 0 (1 = enable)\r
-Description: Set/Reset enable defines which memory planes will\r
- receive fill data from set/reset register. Any plane\r
- that is disable for set/reset will be written with\r
- normal processor output data\r
-------------------------------------------------------------\r
-Port-Index: 02h Port: 03ceh\r
-usage: Color compare register\r
- d7-d4 Reserved\r
- d3 Color compare value for plane 3\r
- d2 Color compare value for plane 2\r
- d1 Color compare value for plane 1\r
- d0 Color compare value for plane 0\r
-Description: one indicate that color is the same\r
-------------------------------------------------------------\r
-Port-Index: 03h Port: 03ceh\r
-usage: Data rotate / Function select register\r
- d7-d5 Resrved (0)\r
- d4,d3 Function select\r
- d2-d0 Rotate count\r
-\r
- d4 d3 Function\r
- 0 0 Write data unmodified\r
- 0 1 Write data ANDed with processor latches\r
- 1 0 Write data ORed with processor latches\r
- 1 1 Write data XORed with processor latches\r
-Description: Rotation is made before writing data\r
-------------------------------------------------------------\r
-Port-Index: 04h Port: 03ceh\r
-usage: Read plane select register\r
- d7-d2 Reserved (0)\r
- d1,d0 Defines color plane for reading (0-3)\r
-Description: Doesnt matter in color compare mode\r
-------------------------------------------------------------\r
-Port-Index: 05h Port: 03ceh\r
-usage: Mode register\r
- d7 Reserved (0)\r
- d6 256-colour mode\r
- d5 Shift register mode\r
- d4 Odd / Even mode\r
- d3 Color compare mode enable (1 = enable)\r
- d2 Reserved (0)\r
- d1,d0 Write mode\r
-\r
- d1 d0 Write mode\r
- 0 0 Direct write (data rotate, set/reset may apply)\r
- 0 1 Use processor latches as write data\r
- 1 0 Color plane n (0-3) is filled with the value of\r
- bit n in the write data\r
- 1 1 Use (rotated) write data ANDed with Bit mask as\r
- bit mask. Use set/reset as if set/reset was\r
- enable for all planes\r
-Description:\r
-------------------------------------------------------------\r
-Port-Index: 06h Port: 03ceh\r
-usage: Miscellaneous register\r
- d7-d4 Reserved\r
- d3-d2 Memory map\r
- 00 = A000h for 128k\r
- 01 = A000h for 64k\r
- 10 = B000h for 32k\r
- 11 = B800h for 32k\r
- d1 Odd/even enable (used in text modes)\r
- d0 Graphics mode enable\r
-Description: Memory map defines the location and size of the\r
- host window\r
-------------------------------------------------------------\r
-Port-Index: 07h Port: 03ceh\r
-usage: Color don't care register\r
- d7-d4 Reserved (0)\r
- d3 Plane 3 don't care\r
- d2 Plane 2 don't care\r
- d1 Plane 1 don't care\r
- d0 Plane 0 don't care\r
-Description: Color don't care is used in conjunction with color\r
- compare mode. This register masks particular planes\r
- from being tested during color compare cycles.\r
-------------------------------------------------------------\r
-Port-Index: 08h Port: 03ceh\r
-usage: Bitmask register\r
-Description: The bitmask register is used to mask certain bit\r
- positons from being modified.\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03c0h both index and data\r
-usage: d7,d6 Reserved\r
- d5 Palette address source\r
- 0 = palette can be modified, screen is blanked\r
- 1 = screen is enable, palette cannot be modified\r
- d4-d0 Palette register address\r
-Description: Palette register address selects which register of\r
- the attributes controller will be addres,sed by the\r
- next I/O write cycle\r
-------------------------------------------------------------\r
-Port-Index: 00h-0fh Port: 03c0h\r
-usage: Color palette register\r
- d6,d7 Reserved\r
- d5-d0 Color value\r
-Description: not used in 256 color modes\r
-------------------------------------------------------------\r
-Port-Index: 10h Port: 03c0h\r
-usage: Mode control register\r
- d7 p4,p5 source select\r
- d6 pixel width\r
- d5 Horizontal panning compatibility\r
- d4 Reserved\r
- d3 Background intensify / enable blinking\r
- d2 Line graphics enable (text modes only)\r
- d1 display type\r
- d0 graphics / text mode\r
-Description: p4,p5 source select: selects the source for video\r
- outputs p4 and p5 to the DACs. If set to zero, p4\r
- and p5 are driven from the palette registers (normal\r
- operation). If set to one, p4 and p5 video outputs\r
- come from bits 0 and 1 of the color select register.\r
- pixel width: is set to one in mode 13h (256-color mode)\r
- horizontal panning compatibility: enhances the\r
- operation of the line compare register of the CRT\r
- controller, which allows one section of the screen\r
- to be scrolled while another section remains stationary.\r
- When this bit is set to one, the stationary\r
- section of the screen will also be immune to horizontal\r
- panning.\r
-------------------------------------------------------------\r
-Port-Index: 11h Port: 03c0h\r
-usage: Screen border color\r
-Description: In text modes, the screen border color register\r
- selects the color of the border that sorrounds the\r
- text display area on the screen. This is also referred\r
- to by IBM as overscan. Unfortunately, this feature\r
- does not work properly on EGA displays in 350-line\r
- modes.\r
-------------------------------------------------------------\r
-Port-Index: 12h Port: 03c0h\r
-usage: Color plane enable register\r
- d7,d6 Reserved\r
- d5,d4 Video status mux\r
- d3 Enable color plane 3\r
- d2 Enable color plane 2\r
- d1 Enable color plane 1\r
- d0 Enable color plane 0\r
-Description: The video status mux bits can be used in conjunction\r
- with the diagnostic bits of input status register 1\r
- to read palette registers. For the EGA, this is the\r
- only means available for reading the palette registers.\r
- Enable color planes can be used to enable or disable\r
- color planes at the input to the color lockup table.\r
- A zero in any of these bit positions will mask the\r
- data from that color plane. The effect on the display\r
- will be the same as if that color plane were cleared\r
- to all zeros.\r
-------------------------------------------------------------\r
-Port-Index: 13h Port: 03c0h\r
-usage: Horizontal panning register\r
- d7-d4 reserved\r
- d3-d0 Horizontal pan\r
-Description: Horizontal pan allows the display to be shifted\r
- horizontally one pixel at a time.\r
-\r
- d3-d0 Number of pixels shifted to the left\r
- 0+,1+,2+ 13h Other modes\r
- 3+,7,7+\r
- 0 1 0 0\r
- 1 2 1 -\r
- 2 3 2 1\r
- 3 4 3 -\r
- 4 5 4 2\r
- 5 6 5 -\r
- 6 7 6 3\r
- 7 8 7 -\r
- 8 9 - -\r
-------------------------------------------------------------\r
-Port-Index: 14h Port: 03c0h\r
-usage: Color select register\r
- d7-d4 Reserved\r
- d3 color 7\r
- d2 color 6\r
- d1 color 5\r
- d0 color 4\r
-Description: Color 7 and color 6: are normally used as the high\r
- order bits of the eight-bit video color data from the\r
- attribute controller to the DACs. The only exceptions\r
- are 256-color modes\r
- Color 5 and color 4: can be used in place of the p5\r
- and p6 outputs from the palette registers (see mode\r
- control register - index 10h). In 16-color modes, the\r
- color select register can be used to rapidly cycle\r
- between sets of colors in the video DAC.\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03c6h\r
-usage: Pixel mask register\r
-Description: ???\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03c7h\r
-usage: DAC state register (read-only)\r
-Description: if d0 and d1 is set to zero it indicates that\r
- the lookup table is in a write mode\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03c7h\r
-usage: Lookup table read index register (Write only)\r
-Description: Used when you want to read the palette (set color\r
- number)\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03c8h\r
-usage: Lookup table write index register\r
-Description: Used when you want to change palette (set color\r
- number)\r
-------------------------------------------------------------\r
-Port-Index: - Port: 03c9h\r
-usage: Lookup table data register\r
-Description: Read color value (Red-Green-Blue) or write same data.\r
-------------------------------------------------------------\r