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ECB9: vic ii chip initialisation values
ECB9 .BYTE $00,$00 sprite 0 x,y
ECBB .BYTE $00,$00 sprite 1 x,y
ECBD .BYTE $00,$00 sprite 2 x,y
ECBF .BYTE $00,$00 sprite 3 x,y
ECC1 .BYTE $00,$00 sprite 4 x,y
ECC3 .BYTE $00,$00 sprite 5 x,y
ECC5 .BYTE $00,$00 sprite 6 x,y
ECC7 .BYTE $00,$00 sprite 7 x,y
ECC9 .BYTE $00 sprites 0 to 7 x bit 8
ECCA .BYTE $9B enable screen, enable 25 rows
vertical fine scroll and control
bit function
7 raster compare bit 8
6 1 = enable extended color text mode
5 1 = enable bitmap graphics mode
4 1 = enable screen, 0 = blank screen
3 1 = 25 row display, 0 = 24 row display
2-0 vertical scroll count
ECCB .BYTE $37 raster compare
ECCC .BYTE $00 light pen x
ECCD .BYTE $00 light pen y
ECCE .BYTE $00 sprite 0 to 7 enable
ECCF .BYTE $08 enable 40 column display
horizontal fine scroll and control
bit function
7-6 unused
5 1 = vic reset, 0 = vic on
4 1 = enable multicolor mode
3 1 = 40 column display, 0 = 38 column display
2-0 horizontal scroll count
ECD0 .BYTE $00 sprite 0 to 7 y expand
ECD1 .BYTE $14 memory control
bit function
7-4 video matrix base address
3-1 character data base address
0 unused
ECD2 .BYTE $0F clear all interrupts
interrupt flags
bit function
7 1 = interrupt
6-4 unused
3 1 = light pen interrupt
2 1 = sprite to sprite collision interrupt
1 1 = sprite to foreground collision interrupt
0 1 = raster compare interrupt
ECD3 .BYTE $00 all vic IRQs disabled
IRQ enable
bit function
7-4 unused
3 1 = enable light pen
2 1 = enable sprite to sprite collision
1 1 = enable sprite to foreground collision
0 1 = enable raster compare
ECD4 .BYTE $00 sprite 0 to 7 foreground priority
ECD5 .BYTE $00 sprite 0 to 7 multicolour
ECD6 .BYTE $00 sprite 0 to 7 x expand
ECD7 .BYTE $00 sprite 0 to 7 sprite collision
ECD8 .BYTE $00 sprite 0 to 7 foreground collision
ECD9 .BYTE $0E border colour
ECDA .BYTE $06 background colour 0
ECDB .BYTE $01 background colour 1
ECDC .BYTE $02 background colour 2
ECDD .BYTE $03 background colour 3
ECDE .BYTE $04 sprite multicolour 0
ECDF .BYTE $00 sprite multicolour 1
ECE0 .BYTE $01 sprite 0 colour
ECE1 .BYTE $02 sprite 1 colour
ECE2 .BYTE $03 sprite 2 colour
ECE3 .BYTE $04 sprite 3 colour
ECE4 .BYTE $05 sprite 4 colour
ECE5 .BYTE $06 sprite 5 colour
ECE6 .BYTE $07 sprite 6 colour
sprite 7 colour is actually the first character of "LOAD" ($4C)
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