--- /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