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