c128lib Chipset
Various chipset functionalities.
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Vic2 Namespace Reference

Variables

label VIC2 = $D000
 
label SPRITE_0_X = VIC2 + $00
 
label SPRITE_0_Y = VIC2 + $01
 
label SPRITE_1_X = VIC2 + $02
 
label SPRITE_1_Y = VIC2 + $03
 
label SPRITE_2_X = VIC2 + $04
 
label SPRITE_2_Y = VIC2 + $05
 
label SPRITE_3_X = VIC2 + $06
 
label SPRITE_3_Y = VIC2 + $07
 
label SPRITE_4_X = VIC2 + $08
 
label SPRITE_4_Y = VIC2 + $09
 
label SPRITE_5_X = VIC2 + $0A
 
label SPRITE_5_Y = VIC2 + $0B
 
label SPRITE_6_X = VIC2 + $0C
 
label SPRITE_6_Y = VIC2 + $0D
 
label SPRITE_7_X = VIC2 + $0E
 
label SPRITE_7_Y = VIC2 + $0F
 
label SPRITE_MSB_X = VIC2 + $10
 
label CONTROL_1 = VIC2 + $11
 
label RASTER = VIC2 + $12
 
label LIGHTPEN_X = VIC2 + $13
 
label LIGHTPEN_Y = VIC2 + $14
 
label SPRITE_ENABLE = VIC2 + $15
 
label CONTROL_2 = VIC2 + $16
 
label SPRITE_EXPAND_Y = VIC2 + $17
 
label MEMORY_CONTROL = VIC2 + $18
 
label IRR = VIC2 + $19
 
label IMR = VIC2 + $1A
 
label SPRITE_PRIORITY = VIC2 + $1B
 
label SPRITE_COL_MODE = VIC2 + $1C
 
label SPRITE_EXPAND_X = VIC2 + $1D
 
label SPRITE_2S_COLLISION = VIC2 + $1E
 
label SPRITE_2B_COLLISION = VIC2 + $1F
 
label BORDER_COL = VIC2 + $20
 
label BG_COL_0 = VIC2 + $21
 
label BG_COL_1 = VIC2 + $22
 
label BG_COL_2 = VIC2 + $23
 
label BG_COL_3 = VIC2 + $24
 
label SPRITE_COL_0 = VIC2 + $25
 
label SPRITE_COL_1 = VIC2 + $26
 
label SPRITE_0_COLOR = VIC2 + $27
 
label SPRITE_1_COLOR = VIC2 + $28
 
label SPRITE_2_COLOR = VIC2 + $29
 
label SPRITE_3_COLOR = VIC2 + $2A
 
label SPRITE_4_COLOR = VIC2 + $2B
 
label SPRITE_5_COLOR = VIC2 + $2C
 
label SPRITE_6_COLOR = VIC2 + $2D
 
label SPRITE_7_COLOR = VIC2 + $2E
 
label XSCAN = VIC2 + $2F
 
label CLKRATE = VIC2 + $30
 
label SPRITE_MOTION_0 = $117E
 
label SPRITE_MOTION_1 = $1189
 
label SPRITE_MOTION_2 = $1194
 
label SPRITE_MOTION_3 = $119F
 
label SPRITE_MOTION_4 = $11AA
 
label SPRITE_MOTION_5 = $11B5
 
label SPRITE_MOTION_6 = $11C0
 
label SPRITE_MOTION_7 = $11CB
 
label SPRITE_MOTION_OFFSET = $0B
 
label SPRITE_MAIN_DIR_UP = $00
 
label SPRITE_MAIN_DIR_RIGHT = $01
 
label SPRITE_MAIN_DIR_DOWN = $02
 
label SPRITE_MAIN_DIR_LEFT = $03
 
label SPRITE_MASK_0 = %00000001
 
label SPRITE_MASK_1 = %00000010
 
label SPRITE_MASK_2 = %00000100
 
label SPRITE_MASK_3 = %00001000
 
label SPRITE_MASK_4 = %00010000
 
label SPRITE_MASK_5 = %00100000
 
label SPRITE_MASK_6 = %01000000
 
label SPRITE_MASK_7 = %10000000
 
label SHADOW_VIC2 = $11D6
 
label SHADOW_SPRITE_0_X = SHADOW_VIC2 + $00
 
label SHADOW_SPRITE_0_Y = SHADOW_VIC2 + $01
 
label SHADOW_SPRITE_1_X = SHADOW_VIC2 + $02
 
label SHADOW_SPRITE_1_Y = SHADOW_VIC2 + $03
 
label SHADOW_SPRITE_2_X = SHADOW_VIC2 + $04
 
label SHADOW_SPRITE_2_Y = SHADOW_VIC2 + $05
 
label SHADOW_SPRITE_3_X = SHADOW_VIC2 + $06
 
label SHADOW_SPRITE_3_Y = SHADOW_VIC2 + $07
 
label SHADOW_SPRITE_4_X = SHADOW_VIC2 + $08
 
label SHADOW_SPRITE_4_Y = SHADOW_VIC2 + $09
 
label SHADOW_SPRITE_5_X = SHADOW_VIC2 + $0A
 
label SHADOW_SPRITE_5_Y = SHADOW_VIC2 + $0B
 
label SHADOW_SPRITE_6_X = SHADOW_VIC2 + $0C
 
label SHADOW_SPRITE_6_Y = SHADOW_VIC2 + $0D
 
label SHADOW_SPRITE_7_X = SHADOW_VIC2 + $0E
 
label SHADOW_SPRITE_7_Y = SHADOW_VIC2 + $0F
 
label SHADOW_SPRITE_MSB_X = SHADOW_VIC2 + $10
 
label SHADOW_SPRITE_2S_COLLISION = SHADOW_VIC2 + $11
 
label SHADOW_SPRITE_2B_COLLISION = SHADOW_VIC2 + $12
 
label SHADOW_LIGHTPEN_X = SHADOW_VIC2 + $13
 
label SHADOW_LIGHTPEN_Y = SHADOW_VIC2 + $14
 
label COLOR_RAM = $D800
 
label TOP_SCREEN_RASTER_POS = 50
 
label RASTER_MAX_PAL = 312
 
label RASTER_MAX_NTSC = 263
 
label CONTROL_1_RASTER8 = %10000000
 
label CONTROL_1_ECM = %01000000
 
label CONTROL_1_BMM = %00100000
 
label CONTROL_1_DEN = %00010000
 
label CONTROL_1_RSEL = %00001000
 
label CONTROL_2_RES = %00100000
 
label CONTROL_2_MCM = %00010000
 
label CONTROL_2_CSEL = %00001000
 
label IRR_IRQ = %10000000
 
label IRR_LIGHTPEN = %00001000
 
label IRR_SPR_SPR = %00000100
 
label IRR_SPR_BG = %00000010
 
label IRR_RASTER = %00000001
 
label IMR_LIGHTPEN = %00001000
 
label IMR_SPR_SPR = %00000100
 
label IMR_SPR_BG = %00000010
 
label IMR_RASTER = %00000001
 
label STANDARD_TEXT_MODE = %000
 
label MULTICOLOR_TEXT_MODE = %001
 
label STANDARD_BITMAP_MODE = %010
 
label MULTICOLOR_BITMAP_MODE = %011
 
label EXTENDED_TEXT_MODE = %100
 
label MODE_ECM = %100
 
label MODE_BMM = %010
 
label MODE_MCM = %001
 
label TEXT_SCREEN_WIDTH = 40
 
label BASIC_IRQ_FLAG
 
label VIC_SCREEN_CHAR_SHADOW = $0A2C
 
label VIC_BITMAP_VIDEO_SHADOW = $0A2D
 
label CHAR_MEM_0000 = %00000000
 
label CHAR_MEM_0800 = %00000010
 
label CHAR_MEM_1000 = %00000100
 
label CHAR_MEM_1800 = %00000110
 
label CHAR_MEM_2000 = %00001000
 
label CHAR_MEM_2800 = %00001010
 
label CHAR_MEM_3000 = %00001100
 
label CHAR_MEM_3800 = %00001110
 
label SCREEN_MEM_0000 = %00000000
 
label SCREEN_MEM_0400 = %00010000
 
label SCREEN_MEM_0800 = %00100000
 
label SCREEN_MEM_0C00 = %00110000
 
label SCREEN_MEM_1000 = %01000000
 
label SCREEN_MEM_1400 = %01010000
 
label SCREEN_MEM_1800 = %01100000
 
label SCREEN_MEM_1C00 = %01110000
 
label SCREEN_MEM_2000 = %10000000
 
label SCREEN_MEM_2400 = %10010000
 
label SCREEN_MEM_2800 = %10100000
 
label SCREEN_MEM_2C00 = %10110000
 
label SCREEN_MEM_3000 = %11000000
 
label SCREEN_MEM_3400 = %11010000
 
label SCREEN_MEM_3800 = %11100000
 
label SCREEN_MEM_3C00 = %11110000
 
label BITMAP_MEM_0000 = %00000000
 
label BITMAP_MEM_2000 = %00001000
 

Variable Documentation

◆ VIC2

label VIC2 = $D000

◆ SPRITE_0_X

label SPRITE_0_X = VIC2 + $00

◆ SPRITE_0_Y

label SPRITE_0_Y = VIC2 + $01

◆ SPRITE_1_X

label SPRITE_1_X = VIC2 + $02

◆ SPRITE_1_Y

label SPRITE_1_Y = VIC2 + $03

◆ SPRITE_2_X

label SPRITE_2_X = VIC2 + $04

◆ SPRITE_2_Y

label SPRITE_2_Y = VIC2 + $05

◆ SPRITE_3_X

label SPRITE_3_X = VIC2 + $06

◆ SPRITE_3_Y

label SPRITE_3_Y = VIC2 + $07

◆ SPRITE_4_X

label SPRITE_4_X = VIC2 + $08

◆ SPRITE_4_Y

label SPRITE_4_Y = VIC2 + $09

◆ SPRITE_5_X

label SPRITE_5_X = VIC2 + $0A

◆ SPRITE_5_Y

label SPRITE_5_Y = VIC2 + $0B

◆ SPRITE_6_X

label SPRITE_6_X = VIC2 + $0C

◆ SPRITE_6_Y

label SPRITE_6_Y = VIC2 + $0D

◆ SPRITE_7_X

label SPRITE_7_X = VIC2 + $0E

◆ SPRITE_7_Y

label SPRITE_7_Y = VIC2 + $0F

◆ SPRITE_MSB_X

label SPRITE_MSB_X = VIC2 + $10

Sprite msb for setting x pos over 255 px https://c128lib.github.io/Reference/D000#D010

◆ CONTROL_1

label CONTROL_1 = VIC2 + $11

Vertical smooth scrolling and control register https://c128lib.github.io/Reference/D000#D011

◆ RASTER

label RASTER = VIC2 + $12

◆ LIGHTPEN_X

label LIGHTPEN_X = VIC2 + $13

Light pen horizontal position https://c128lib.github.io/Reference/D000#D013

◆ LIGHTPEN_Y

label LIGHTPEN_Y = VIC2 + $14

Light pen vertical position https://c128lib.github.io/Reference/D000#D014

◆ SPRITE_ENABLE

label SPRITE_ENABLE = VIC2 + $15

◆ CONTROL_2

label CONTROL_2 = VIC2 + $16

Horizontal smooth scrolling and control register https://c128lib.github.io/Reference/D000#D016

◆ SPRITE_EXPAND_Y

label SPRITE_EXPAND_Y = VIC2 + $17

Sprite vertical expansion register https://c128lib.github.io/Reference/D000#D017

◆ MEMORY_CONTROL

label MEMORY_CONTROL = VIC2 + $18

Screen and character base address register https://c128lib.github.io/Reference/D000#D018

◆ IRR

label IRR = VIC2 + $19

◆ IMR

label IMR = VIC2 + $1A

◆ SPRITE_PRIORITY

label SPRITE_PRIORITY = VIC2 + $1B

Sprite-to-foreground priority register https://c128lib.github.io/Reference/D000#D01B

◆ SPRITE_COL_MODE

label SPRITE_COL_MODE = VIC2 + $1C

Sprite multicolor mode register https://c128lib.github.io/Reference/D000#D01C

◆ SPRITE_EXPAND_X

label SPRITE_EXPAND_X = VIC2 + $1D

Sprite horizontal expansion register https://c128lib.github.io/Reference/D000#D01D

◆ SPRITE_2S_COLLISION

label SPRITE_2S_COLLISION = VIC2 + $1E

Sprite-to-sprite collision register https://c128lib.github.io/Reference/D000#D01E

◆ SPRITE_2B_COLLISION

label SPRITE_2B_COLLISION = VIC2 + $1F

Sprite-foreground collision register https://c128lib.github.io/Reference/D000#D01F

◆ BORDER_COL

label BORDER_COL = VIC2 + $20

◆ BG_COL_0

label BG_COL_0 = VIC2 + $21

Background color register 0 https://c128lib.github.io/Reference/D000#D021

◆ BG_COL_1

label BG_COL_1 = VIC2 + $22

Background color register 1 https://c128lib.github.io/Reference/D000#D022

◆ BG_COL_2

label BG_COL_2 = VIC2 + $23

Background color register 2 https://c128lib.github.io/Reference/D000#D023

◆ BG_COL_3

label BG_COL_3 = VIC2 + $24

Background color register 3 https://c128lib.github.io/Reference/D000#D024

◆ SPRITE_COL_0

label SPRITE_COL_0 = VIC2 + $25

Sprite multicolor color 0 register https://c128lib.github.io/Reference/D000#D025

◆ SPRITE_COL_1

label SPRITE_COL_1 = VIC2 + $26

Sprite multicolor color 1 register https://c128lib.github.io/Reference/D000#D026

◆ SPRITE_0_COLOR

label SPRITE_0_COLOR = VIC2 + $27

◆ SPRITE_1_COLOR

label SPRITE_1_COLOR = VIC2 + $28

◆ SPRITE_2_COLOR

label SPRITE_2_COLOR = VIC2 + $29

◆ SPRITE_3_COLOR

label SPRITE_3_COLOR = VIC2 + $2A

◆ SPRITE_4_COLOR

label SPRITE_4_COLOR = VIC2 + $2B

◆ SPRITE_5_COLOR

label SPRITE_5_COLOR = VIC2 + $2C

◆ SPRITE_6_COLOR

label SPRITE_6_COLOR = VIC2 + $2D

◆ SPRITE_7_COLOR

label SPRITE_7_COLOR = VIC2 + $2E

◆ XSCAN

label XSCAN = VIC2 + $2F

Extended keyboard scan-line control register https://c128lib.github.io/Reference/D000#D02F

◆ CLKRATE

label CLKRATE = VIC2 + $30

Processor clock rate control register https://c128lib.github.io/Reference/D000#D030

◆ SPRITE_MOTION_0

label SPRITE_MOTION_0 = $117E

Sprite 0 movement control data

◆ SPRITE_MOTION_1

label SPRITE_MOTION_1 = $1189

Sprite 1 movement control data

◆ SPRITE_MOTION_2

label SPRITE_MOTION_2 = $1194

Sprite 2 movement control data

◆ SPRITE_MOTION_3

label SPRITE_MOTION_3 = $119F

Sprite 3 movement control data

◆ SPRITE_MOTION_4

label SPRITE_MOTION_4 = $11AA

Sprite 4 movement control data

◆ SPRITE_MOTION_5

label SPRITE_MOTION_5 = $11B5

Sprite 5 movement control data

◆ SPRITE_MOTION_6

label SPRITE_MOTION_6 = $11C0

Sprite 6 movement control data

◆ SPRITE_MOTION_7

label SPRITE_MOTION_7 = $11CB

Sprite 7 movement control data

◆ SPRITE_MOTION_OFFSET

label SPRITE_MOTION_OFFSET = $0B

Offset between sprite control data pointers

◆ SPRITE_MAIN_DIR_UP

label SPRITE_MAIN_DIR_UP = $00

◆ SPRITE_MAIN_DIR_RIGHT

label SPRITE_MAIN_DIR_RIGHT = $01

◆ SPRITE_MAIN_DIR_DOWN

label SPRITE_MAIN_DIR_DOWN = $02

◆ SPRITE_MAIN_DIR_LEFT

label SPRITE_MAIN_DIR_LEFT = $03

◆ SPRITE_MASK_0

label SPRITE_MASK_0 = %00000001

◆ SPRITE_MASK_1

label SPRITE_MASK_1 = %00000010

◆ SPRITE_MASK_2

label SPRITE_MASK_2 = %00000100

◆ SPRITE_MASK_3

label SPRITE_MASK_3 = %00001000

◆ SPRITE_MASK_4

label SPRITE_MASK_4 = %00010000

◆ SPRITE_MASK_5

label SPRITE_MASK_5 = %00100000

◆ SPRITE_MASK_6

label SPRITE_MASK_6 = %01000000

◆ SPRITE_MASK_7

label SPRITE_MASK_7 = %10000000

◆ SHADOW_VIC2

label SHADOW_VIC2 = $11D6

◆ SHADOW_SPRITE_0_X

label SHADOW_SPRITE_0_X = SHADOW_VIC2 + $00

Sprite 0 shadow register x-coordinate https://c128lib.github.io/Reference/11D6#11D6

◆ SHADOW_SPRITE_0_Y

label SHADOW_SPRITE_0_Y = SHADOW_VIC2 + $01

Sprite 0 shadow register y-coordinate https://c128lib.github.io/Reference/11D6#11D7

◆ SHADOW_SPRITE_1_X

label SHADOW_SPRITE_1_X = SHADOW_VIC2 + $02

Sprite 1 shadow register x-coordinate https://c128lib.github.io/Reference/11D6#11D8

◆ SHADOW_SPRITE_1_Y

label SHADOW_SPRITE_1_Y = SHADOW_VIC2 + $03

Sprite 1 shadow register y-coordinate https://c128lib.github.io/Reference/11D6#11D9

◆ SHADOW_SPRITE_2_X

label SHADOW_SPRITE_2_X = SHADOW_VIC2 + $04

Sprite 2 shadow register x-coordinate https://c128lib.github.io/Reference/11D6#11DA

◆ SHADOW_SPRITE_2_Y

label SHADOW_SPRITE_2_Y = SHADOW_VIC2 + $05

Sprite 2 shadow register y-coordinate https://c128lib.github.io/Reference/11D6#11DB

◆ SHADOW_SPRITE_3_X

label SHADOW_SPRITE_3_X = SHADOW_VIC2 + $06

Sprite 3 shadow register x-coordinate https://c128lib.github.io/Reference/11D6#11DC

◆ SHADOW_SPRITE_3_Y

label SHADOW_SPRITE_3_Y = SHADOW_VIC2 + $07

Sprite 3 shadow register y-coordinate https://c128lib.github.io/Reference/11D6#11DD

◆ SHADOW_SPRITE_4_X

label SHADOW_SPRITE_4_X = SHADOW_VIC2 + $08

Sprite 4 shadow register x-coordinate https://c128lib.github.io/Reference/11D6#11DE

◆ SHADOW_SPRITE_4_Y

label SHADOW_SPRITE_4_Y = SHADOW_VIC2 + $09

Sprite 4 shadow register y-coordinate https://c128lib.github.io/Reference/11D6#11DF

◆ SHADOW_SPRITE_5_X

label SHADOW_SPRITE_5_X = SHADOW_VIC2 + $0A

Sprite 5 shadow register x-coordinate https://c128lib.github.io/Reference/11D6#11E0

◆ SHADOW_SPRITE_5_Y

label SHADOW_SPRITE_5_Y = SHADOW_VIC2 + $0B

Sprite 5 shadow register y-coordinate https://c128lib.github.io/Reference/11D6#11E1

◆ SHADOW_SPRITE_6_X

label SHADOW_SPRITE_6_X = SHADOW_VIC2 + $0C

Sprite 6 shadow register x-coordinate https://c128lib.github.io/Reference/11D6#11E2

◆ SHADOW_SPRITE_6_Y

label SHADOW_SPRITE_6_Y = SHADOW_VIC2 + $0D

Sprite 6 shadow register y-coordinate https://c128lib.github.io/Reference/11D6#11E3

◆ SHADOW_SPRITE_7_X

label SHADOW_SPRITE_7_X = SHADOW_VIC2 + $0E

Sprite 7 shadow register x-coordinate https://c128lib.github.io/Reference/11D6#11E4

◆ SHADOW_SPRITE_7_Y

label SHADOW_SPRITE_7_Y = SHADOW_VIC2 + $0F

Sprite 7 shadow register y-coordinate https://c128lib.github.io/Reference/11D6#11E5

◆ SHADOW_SPRITE_MSB_X

label SHADOW_SPRITE_MSB_X = SHADOW_VIC2 + $10

Sprite shadow register msb for setting x pos over 255 px https://c128lib.github.io/Reference/11D6#11E6

◆ SHADOW_SPRITE_2S_COLLISION

label SHADOW_SPRITE_2S_COLLISION = SHADOW_VIC2 + $11

Sprite-to-sprite collision shadow register https://c128lib.github.io/Reference/11D6#11E7

◆ SHADOW_SPRITE_2B_COLLISION

label SHADOW_SPRITE_2B_COLLISION = SHADOW_VIC2 + $12

Sprite-to-background collision shadow register https://c128lib.github.io/Reference/11D6#11E8

◆ SHADOW_LIGHTPEN_X

label SHADOW_LIGHTPEN_X = SHADOW_VIC2 + $13

Light pen horizontal position shadow register https://c128lib.github.io/Reference/11D6#11E9

◆ SHADOW_LIGHTPEN_Y

label SHADOW_LIGHTPEN_Y = SHADOW_VIC2 + $14

Light pen vertical position shadow register https://c128lib.github.io/Reference/11D6#11EA

◆ COLOR_RAM

label COLOR_RAM = $D800

◆ TOP_SCREEN_RASTER_POS

label TOP_SCREEN_RASTER_POS = 50

◆ RASTER_MAX_PAL

label RASTER_MAX_PAL = 312

◆ RASTER_MAX_NTSC

label RASTER_MAX_NTSC = 263

◆ CONTROL_1_RASTER8

label CONTROL_1_RASTER8 = %10000000

Extra bit for raster register

◆ CONTROL_1_ECM

label CONTROL_1_ECM = %01000000

Extended background color mode

◆ CONTROL_1_BMM

label CONTROL_1_BMM = %00100000

Char mode or bitmapped mode

◆ CONTROL_1_DEN

label CONTROL_1_DEN = %00010000

Enable or disable Vic screen

◆ CONTROL_1_RSEL

label CONTROL_1_RSEL = %00001000

Vertical screen row count

◆ CONTROL_2_RES

label CONTROL_2_RES = %00100000

Reset bit

◆ CONTROL_2_MCM

label CONTROL_2_MCM = %00010000

Multicolor mode

◆ CONTROL_2_CSEL

label CONTROL_2_CSEL = %00001000

Horizontal screen column count

◆ IRR_IRQ

label IRR_IRQ = %10000000

Irq status

◆ IRR_LIGHTPEN

label IRR_LIGHTPEN = %00001000

Light pen signal

◆ IRR_SPR_SPR

label IRR_SPR_SPR = %00000100

Sprite to sprite collision

◆ IRR_SPR_BG

label IRR_SPR_BG = %00000010

Sprite to background collision

◆ IRR_RASTER

label IRR_RASTER = %00000001

Irq on raster line

◆ IMR_LIGHTPEN

label IMR_LIGHTPEN = %00001000

Light pen interrupt

◆ IMR_SPR_SPR

label IMR_SPR_SPR = %00000100

Sprite to sprite collision interrupt

◆ IMR_SPR_BG

label IMR_SPR_BG = %00000010

Sprite to background collision interrupt

◆ IMR_RASTER

label IMR_RASTER = %00000001

Raster interrupt

◆ STANDARD_TEXT_MODE

label STANDARD_TEXT_MODE = %000

◆ MULTICOLOR_TEXT_MODE

label MULTICOLOR_TEXT_MODE = %001

◆ STANDARD_BITMAP_MODE

label STANDARD_BITMAP_MODE = %010

◆ MULTICOLOR_BITMAP_MODE

label MULTICOLOR_BITMAP_MODE = %011

◆ EXTENDED_TEXT_MODE

label EXTENDED_TEXT_MODE = %100

◆ MODE_ECM

label MODE_ECM = %100

◆ MODE_BMM

label MODE_BMM = %010

◆ MODE_MCM

label MODE_MCM = %001

◆ TEXT_SCREEN_WIDTH

label TEXT_SCREEN_WIDTH = 40

◆ BASIC_IRQ_FLAG

label BASIC_IRQ_FLAG
Initial value:
= $12FD
label SCREEN_EDITOR_IRQ_FLAG = $D8

◆ VIC_SCREEN_CHAR_SHADOW

label VIC_SCREEN_CHAR_SHADOW = $0A2C

VIC text screen and character base

◆ VIC_BITMAP_VIDEO_SHADOW

label VIC_BITMAP_VIDEO_SHADOW = $0A2D

VIC bitmap and video matrix base

◆ CHAR_MEM_0000

label CHAR_MEM_0000 = %00000000

Char memory on $0000

◆ CHAR_MEM_0800

label CHAR_MEM_0800 = %00000010

Char memory on $0800

◆ CHAR_MEM_1000

label CHAR_MEM_1000 = %00000100

Char memory on $1000

◆ CHAR_MEM_1800

label CHAR_MEM_1800 = %00000110

Char memory on $1800

◆ CHAR_MEM_2000

label CHAR_MEM_2000 = %00001000

Char memory on $2000

◆ CHAR_MEM_2800

label CHAR_MEM_2800 = %00001010

Char memory on $2800

◆ CHAR_MEM_3000

label CHAR_MEM_3000 = %00001100

Char memory on $3000

◆ CHAR_MEM_3800

label CHAR_MEM_3800 = %00001110

Char memory on $0800

◆ SCREEN_MEM_0000

label SCREEN_MEM_0000 = %00000000

Screen memory on $0000

◆ SCREEN_MEM_0400

label SCREEN_MEM_0400 = %00010000

Screen memory on $0400

◆ SCREEN_MEM_0800

label SCREEN_MEM_0800 = %00100000

Screen memory on $0800

◆ SCREEN_MEM_0C00

label SCREEN_MEM_0C00 = %00110000

Screen memory on $0c00

◆ SCREEN_MEM_1000

label SCREEN_MEM_1000 = %01000000

Screen memory on $1000

◆ SCREEN_MEM_1400

label SCREEN_MEM_1400 = %01010000

Screen memory on $1400

◆ SCREEN_MEM_1800

label SCREEN_MEM_1800 = %01100000

Screen memory on $1800

◆ SCREEN_MEM_1C00

label SCREEN_MEM_1C00 = %01110000

Screen memory on $1c00

◆ SCREEN_MEM_2000

label SCREEN_MEM_2000 = %10000000

Screen memory on $2000

◆ SCREEN_MEM_2400

label SCREEN_MEM_2400 = %10010000

Screen memory on $2400

◆ SCREEN_MEM_2800

label SCREEN_MEM_2800 = %10100000

Screen memory on $2800

◆ SCREEN_MEM_2C00

label SCREEN_MEM_2C00 = %10110000

Screen memory on $2c00

◆ SCREEN_MEM_3000

label SCREEN_MEM_3000 = %11000000

Screen memory on $3000

◆ SCREEN_MEM_3400

label SCREEN_MEM_3400 = %11010000

Screen memory on $3400

◆ SCREEN_MEM_3800

label SCREEN_MEM_3800 = %11100000

Screen memory on $3800

◆ SCREEN_MEM_3C00

label SCREEN_MEM_3C00 = %11110000

Screen memory on $3c00

◆ BITMAP_MEM_0000

label BITMAP_MEM_0000 = %00000000

Bitmap memory on $0000

◆ BITMAP_MEM_2000

label BITMAP_MEM_2000 = %00001000

Bitmap memory on $2000