80-GRAFIX - USER'S REFERENCE GUIDE
80-GRAFIX
Developed by:
Ted Carter
Distributed exclusively by:
PROGRAMMA International, Inc.
3400 Wilshire Boulevard
Los Angeles, CA 90010
COPYRIGHT (C) 1980
All rights reserved, no part of this manual or the accompanying
computer programs, may be reproduced in any form, or by any
electronic or mechanical means, including information storage and
retrieval systems, without the written consent and permission of
PROGRAMMA International, Inc.
LIMITED WARRANTY
PROGRAMMA shall have no liability or responsibility to purchaser
or any other person or entity with respect to any liability, loss
or damage caused or alleged to be caused directly or indirectly
by this product, including but not limited to any interruption of
service, loss of business and anticipatory profits or
consequential damages resulting from the use or operation of this
product. This product will be repaired or replaced at our option
within ninety (90) days from date of purchase if found defective
in manufacturing, labeling or packaging, but except for such
repair or replacement the sale or subsequent use of this product
is without warranty or liability.
PROGRAMMA and its authors are not responsible for damage to
hardware, software, or data because of its products other than
replacement of said product. Except for such replacement, the
sale or any subsequent handling of these products is without
warranty or liability even through defect, damage, or loss by
negligence or other fault.
NOTE: The use or installation of 80-GRAFIX may void the warranty
of your TRS-80 computer system.
Table of Contents
80-GRAFIX SOFTWARE PACKAGE
Description.......................................1
80-GRAFIX DOCUMENTATION
Welcome...........................................2
1.0 INSTALLATION.................................3
1.1 TROUBLE SHOOTING YOUR INSTALLATION...........7
2.0 THEORY OF OPERATION..........................9
3.0 USING THE 80-GRAFIX.........................11
3.1 MODE CONTROL................................11
3.2 CHARACTER RAM PROGRAMMING...................12
Program #1...............................14
Program #2...............................14
3.3 ASSEMBLY LANGUAGE TECHNIQUES................17
Recommended Reading......................18
Keyboard Driver for 80-GRAFIX............19
3.4 PROGRAMMING MOVING GRAPHICS.................21
3.5 OTHER PROGRAMMING IDEAS.....................22
3.6 SOME PARTING THOUGHTS.......................24
List of Illustrations
Fig. 1 OVERALL PICTURE - Installation
Fig. 2 INSET - Solder Connection Step 7
Fig. 3 INSET - Solder Connection Step 10
80-GRAFIX SOFTWARE PACKAGE
Side 1
BASIC programs: use "CLOAD"
1. DEMO
2. CREATE
3. LOCASE/BAS
4. TIE FIGHTER
Side 2
1. LOCASE -- SYSTEM *?LOCASE *?/ <CR>
2. LCDOS -- Transfer to disk using TAPEDISK, etc.
START=7000H / END=71FAH / TRA=7000H
Side 1 programs are examples of programming methods in
BASIC.
Side 2 programs are lower case character sets with video
drivers added to allow a "real" typewriter keyboard operation
(i.e. lower case is displayed for normal entries, upper case for
shifted letters).
- 1 -
80-GRAFIX DOCUMENTATION
Welcome to the exciting world of 80-GRAFIX!
Your TRS-80 (tm) will be transformed into a
powerful new system, with graphics capabilities
far beyond your dreams after you have installed
your 80-GRAFIX board -- and new worlds of
programming adventure await your dancing
fingers!
In the following pages we will explore the
various techniques which may be employed in
proqramming the new high resolution graphics in
your computer - and examine some of the theories
of operation that apply to the 80-GRAFIX board.
Later, you will see some actual programming
examples that you may employ in your own works,
including a few approaches in Level II (and Disk)
Basic, as well as some assembly source listings
for the more adventuresome.
The 80-GRAFIX (tm) project is so new and
radically different from anything previously
available for the TRS-80 (tm), that we have only
scratched the surface of its possibilities - and
we await your discoveries, as a pioneer in the
field!
Ralph Burris
for PROGRAMMA INTERNATIONAL
July, 1980
- 2 -
80-GRAFIX INSTALLATION July 1980
INSTALLATION BEFORE YOU GRAB YOUR SCREWDRIVER...
As you know, if you haven't opened your keyboard before,
doing so will void your limited 90-day warranty, and may make
your Repair Center a little upset if anything goes wrong - so you
would be wise to assess your soldering skills before you proceed.
If you don't feel up to the task of making two solder
connections, consider getting help from someone with experience,
or having an electronics technician or repair shop do the job for
you. Willing to try? Here we go...
First, clear a working space about the size of a card table.
(It is wise to use a soft, non-static surface to avoid scratching
the plastic covers and keyboard.) Next, assemble the following
tools:
1 Phillips head screwdriver
1 pair of small wire cutters/dykes
1 pair of small needle-nosed pliers
1 15 watt, 3/32" tip soldering iron
1 tube of Duco or similar cement (optional)
1 magnifying glass
Remove all plugs, place the keyboard unit on the working
surface, and follow these steps:
1. Turn the keyboard upside down - locate and
remove the six (6) screws on the bottom. (One
of them is tricky - it comes up through the
grill, and may be covered with by a sticker
or the warranty goop.)
2. CAREFULLY turn the keyboard back upright, and
remove the top cover.
3. Lift the keyboard circuit card and let it
hinge toward you. BE CAREFUL not to twist or
break the connector cable at the lower left.
Remove the five white spacers under the
keyboard (and note where they were
inserted).
4. Remove the entire printed circuit board
assembly and keyboard from the bottom case,
and place the PC board component side up with
the keyboard above it.
- 3 -
80-GRAFIX INSTALLATION July 1980
5. Locate IC (integrated circuit) #Z-11. This IC
may be hard wired or in a socket, depending
on which version of the board you have. If
the IC is in a socket, CAREFULLY pry it up
(grasp it by the ends and pull gently). If
the IC is hardwired, locate pin 16 and CUT it
with the dykes, being careful not cut any
traces or other pins on the IC.
6. Bend the ribbon cables on the 80-GRAFIX board
so that they fold back over the top of the
connectors on the board, and lay the board on
top of the TRS-80 components, with the
circuit side up and the ribbon cables come
out the left side.
7. Locate the solitary wire protruding from the
80-GRAFIX board, and IC #Z-25 on the TRS-80
PC card. USING GREAT CARE NOT TO OVERHEAT
THE IC, solder the solitary wire to pin 8 of
#Z-25 (furthest pin on the left side). Check
this connection with a magnifying glass to be
certain that no "solder bridge" has been
created by accident, which would short out
traces or one pin to another, and that the
connection is solid.
8. Now position the ribbon connector furthest
from you over IC #Z-47. Place a drop of glue
(or the double-faced tape) on top of the EC,
and press the connector firmly down onto the
IC, making sure that all leads make contact
with their respective IC leads, and are not
touching any other leads. If glue is used to
hold the connection together, make sure that
the connector is flush with the top of the IC
when pressed into place. It will be
necessary to trim the ends of the connector
leads a bit if the connection is not flush.
In all of our tests, this type of
connection has proven reliable. It is
therefore not recommended that the connectors
be soldered directly to the IC's since it
makes them difficult to remove, and the IC
may be damaged if overheated. Of course, if
you have a lot of experience with this type
of work, you may prefer to solder low-profile
sockets to the TRS-80 IC'S, and plug the
connectors into those sockets. (The same
procedure is followed as in step #8 for
attaching the remaining ribbon connectors.)
- 4 -
8O-GRAFIX INSTALLATION July 1980
9. Place the next furthest able on IC #Z-29 so
that pins #1 and #18 are not connected. You
will note that IC #Z-29 is an 18 pin IC, and
our connector has only 16 pins, so it is
positioned off-center, such that the two IC
pins closest to you are disconnected.
10. The next furthest connector (which has 2
missing pins and a wire protruding from it)
is connected to IC #Z11. (If your TRS-80 had
a socket for this chip, insert the connector
into the socket.) Locate pin #11 on IC #Z-12
(center pin on the left side.) Using the
caution discussed earlier, solder the wire
from the connecter cable to pin #11, and
check your work for the usual pitfalls.
11. Now the final connector (the lonqest one) is
attached to IC #Z-75, over on the opposite
side of the board.
You should now carefully compare your completed installation
with the accompanying illustration. If everything checks out, you
can reassemble your computer. The 80-GRAFIX board will fit
inside the right "foot" (compartment) of the keyboard and may be
secured with the adhesive pads supplied. Make sure that you do
not knock any of the connectors loose when putting the keyboard
back together.
Now comes the fun (we hope!).
Plug in the power and video cables, and fire it up! If
everything appears normal on the screen (ie. "Memory Size"
appears), then we are ready! If anything unexpected happens,
Quickly turn off the power and proceed to the "Trouble Shooting
Your Installation" section.
You can now check out the 80-GRAFIX by typing in and running
this program:
10 CLS: OUT 255, 32 :set to normal screen
20 FOR X = 0 TO 255 :poke rom character set
30 POKE X+15616,X : on screen
40 NEXT
50 INPUT"HIT ENTER FOR HI-RES! READY";A$
60 OUT 255, 160 :set to hi-res mode
This program will display the entire set of TRS-80
characters twice, followed by the standard set of graphics
characters (also twice). When you press the "ENTER" key, the
mode latch is set to high resolution, and the graphics characters
should be replaced by vertical stripes or a bunch of tiny random
light and dark dots. (If this does not happen, turn off the power
and refer to the "Trouble Shooting" section.)
- 5 -
80-GRAFIX INSTALLATION July 1980
The new characters on the screen display the contents of the
64 programmable characters. They are not recognizable as anything
because they have not been programmed, but this test shows that
the board is installed and functioning correctly.
If you are up and running, GOTO section 2.0.
- 6 -
80-GRAFIX TROUBLE SHOOTING July 1980
1.1 TROUBLE SHOOTING YOUR INSTALLATION
Your 80-GRAFIX board has been thoroughly burned-in and
tested before it left the factory. Therefore, if any problems in
operation have been encountered, you should first suspect an
installation problem.
Here are a some of the possible problems and their probable
causes:
1. TOTALLY DARK SCREEN ON POWER-UP
This can be a serious problem. First,
ascertain that the monitor is connected and
functioning properly. If the condition
persists, it probably indicates that two or
more pins on the TRS-80 circuit board have
been shorted together. Such accidental
shorting of wires could damage other
components in your computer. Carefully trace
every connection you have made with a
magnifying glass, and check for "solder
bridges" and bent connectors. Using an ohm
meter to check the integrity of circuits
would also be a good idea.
2. SPARKLING, GREY SCREEN (no image)
This condition can likely be traced to the
connector on IC #Z-11. Make sure the correct
pins are attached, and firmly in contact.
3. RANDOM FLASHING DOTS DURING TEST PROGRAM RUN
Check the connection to IC #Z-12 to be
certain that it is correctly installed on the
proper pin, and is firmly attached. The next
most likely culprit is the connection to IC
#Z-11.
4. RANDOM SPARKLING DOTS ON SCREEN
Trace the connection to IC #Z-29 for correct
installation and good contact.
5. OLD TRS-80 GRAPHICS ARE DISPLAYED DURING TEST
PROGRAM
The single wire connection to pin 8 of IC
#Z-25 or the connection to IC #Z-75 is
probably incorrect or has not made good
contact.
- 7 -
80-GRAFIX TROUBLE SHOOTING July 1980
(Any time that the 8O-GRAFIX board fails to
properly display programmed characters, does
not blank out the graphics characters on the
screen while in the "programming mode", or
displays normal graphics while in the
"hi-resolution mode", these connections are
usually the culprits.)
6. IMPROPER REPRODUCTION OF PROGRAMMED
CHARACTEPS
If a character-generating program (such as
"CREATE", which is included with the
80-GRAFIX board) fails to return the
characters created, check the connection to
IC #Z-47 for proper installation and
contact.
In general, you should carefully check every connection to
make sure it is in the right place, the connectors are well
seated, and the two solitary wires are properly soldered.
If you are still unable to find and correct the problem,
write to the factory and give a detailed description of all
aspects of the problem. If you find and correct all errors in
the installation, and 80-GRAFIX still fails to perform properly,
it is possible that your mistake may have damaged the 80-GRAFIX
board, the TRS-80, or both. If this is the case, be sure to
describe everything you did when you installed the board in your
letter.
- 8 -
80-GRAFIX THEORY OF OPERATION July 1980
2.0 THEORY OF OPERATION
If you have a copy of the "TRS-80 Micro-Computer Technical
Reference Handbook" (Radio Shack Cat. # 26-2103), you will find
detailed descriptions of the various components that we will be
discussing in this section.
The video section of your TRS-80 consists of a 1K block of
video RAM, a Character ROM (MCM6670) which generates the
alpha-numeric characters, and multiplexer (74153) which allows
the generation of crude graphics with a resolution of 128
horizontal by 48 vertical. Each alpha-numeric character is stored
in the Character ROM as a pattern of bits (1's or 0's) in a
matrix of 5 horizontal and 7 vertical. Graphics characters are
created in a different fashion, and produce "cells" that are 2
horizontal by 6 vertical, but use all 12 of the scan lines on
each line. 80-GRAFIX supplies an alternate graphics memory which
gives the graphics mode a selection of dot patterns similar to
the alpha-numerics patterns, except that each character is a grid
of 6 horizontal by 12 vertical. (More on this later.)
The TRS-80 mixes alpha-numeric and graphics characters on
the screen, and knows which type to display by checking the
status of the MSB (Most Significant Bit) in each of the 1024
bytes of video RAM. If the MSB is HIGH (on) then a graphics
character is displayed. A LOW (off) condition indicates an
alpha-numeric character. By the way, the difference between on
and off (0 or 1 binary) has the effect of adding or subtracting
128 from the value of each byte. Graphics values range from 128
to 191 decimal (80 to BF Hex).
The TRS-80 Video memory consists of 1024 locations (bytes),
located at RAM addresses 15360 thru 16383 (3COO to 3FFF Hex), and
are output to the video monitor as 16 rows of either 64 or 32
characters. These memory locations are accessible from Basic
with the PEEK, POKE and PRINT statements. More information is
available in the Level II Basic Handbook for the above functions
as well as use of CHR$ values. Also refer to the memory Map,
Table of Functions, ASCII and Graphics Codes Appendices for
clarification of screen addressing.
There is one difference between normal TRS-80 Video RAM and
the rest of RAM memory: There are only 7 bits in each byte! The
8th bit has been chopped off, thus characters with a value of
less than 32 that are POKED into ram will return a PEEK value
with 64 added, and values higher than 191 have 128 subtracted
when PEEKed. If you have had a Radio Shack lower case kit
installed, the 8th bit is reinstated, and the Video RAM will act
like all the rest. (Other types of lower case kits also do the
same thing, some have a by-pass switch for this extra bit, others
control it from software.) This memory arrangement has no
particular effect on the use of 80-GRAFIX, but is worthy of
noting for future programming applications.
Installing the 80-GRAFIX board expands the graphics screen
to a resolution of 384 horizontal and 192 vertical, which is
- 9 -
80-CRAFIX THEORY OF OPERATIONAL July 1980
accomplished, as mentioned earlier, by providing graphics cells
of 6 by 12.
80-GRAFIX also provides a software controlled MODE SELECT
LATCH, which is addressed through the cassette port. There are
three MODES of operation for SO-GRAFIX:
1. Normal Display - displays regular TRS-8O
graphic characters.
2. Hi-Resolution - displays the character set
that is is programmed into 80-GRAFIX.
3. Programming mode - causes 80-GRAFIX to accept
programmable character data and generate a
set of characters.
80-GRAFIX has onboard a 1K (byte) by 6 (bit) block of memory
which serves as the Programmable Character RAM (PCR), from which
the Video RAM will summon the character cells just as it does
from the MCM6670 Character ROM. The PCR is organized into 64
groups (let's call them "FIELDS"), which represent the
programmable character set. Each PCR Field has 16 bytes, the
first 12 of which contain the data for each line of the character
(the last 4 bytes in each Field are ignored). When set to the
"Programming mode", 80-GBAFIX uses the Video RAM as its
programming "data buffer". In this mode, the user's character
data is moved to the screen which is then read as the image of
the PCR, and copied into PCR memory. To prevent a lot of garbage
from appearing on the screen, any character with a value of 128
or higher is blanked out.
80-GRAFIX's 6 by 12 Programmable Characters allow access to
every dot in every line of each character. This allows for
continuous graphics as each dot in the bit matrix corresponds to
a dot on the video monitor. When a graphics cell is viewed on
the monitor, the MSB is located at the extreme left and the LSB
is to the extreme right on each scan line in the cell.
- 10 -
80-GRAFIX USING THE 80-GRAFIX July 1980
3.0 USING THE 80-GRAFIX
3.1 MODE CONTROL
As mentioned in the previous chapter, 80-GRAFIX has three
modes of operation which are selected by outputting a value to
the cassette port (Port 255 decimal, FF Hex). The three most
significant bits 5, 6, and 7, are used as control bits when this
value is sent to the port. The following statements control the
Mode of Operation in Basic:
1. OUT 255,32 - sets 80-GRAFIX to display the
normal TRS-8O graphics blocks. (Control bit
5). In this mode, the TRS-80 is just as it
was prior to installation of 80-GRAFIX. This
is the normal power-up condition of the
board. This mode may be switched in and out
at any time, and will have no effect on any
programmed characters that are in the
80-GRAFIX board.
2. OUT 255,160 - sets 80-GRAFIX to Hi-Resolution
graphics, and displays whatever character set
you have programmed into the board. (Control
bits 5 and 7). In this mode, normal graphics
are replaced by Hi-resolution. Alphanumerics
are unchanged.
3. OUT 255,96 - sets 80-GRAFIX to the
Programming mode. (Control bits 5 and 6). Any
characters which are POKEd or PRINTed on the
TRS-80 screen are read by 80-GRAFIX, and
stored as a bit pattern in the Programmable
Character RAM. All characters which have the
Most Significant Bit (MSB) set are "blanked
out" on the screen, to avoid a display of
"garbage" as the board is being programmed.
You should exit this mode as soon as you have
finished programming 80-GBAFIX.
- 11 -
80-GRAFIX CHARACTER RAM PROGRAMMING July 1980
3.2 CHARACTER RAM PROGRAMMING
The Programmable Character RAM is organized into 64 cells of
72 bits (in an array of 6 horizontal x 12 vertical). To program
the PCR, the 80-GRAFIX is put into the PROGRAMMING mode (OUT
255,96), and the appropriate values are put on the screen in
blocks of 16 bytes each, the first 12 of which are read by the
PCR, (the last 4 bytes in each block are ignored). Each of the
blocks of data correspond to a programmed character, and must
begin at the first byte of the screen (15360 decimal, 3C00 Hex),
with each successive block starting at a location which is a
multiple of 16 from the first position. Thus the first block of
data will occupy positions 15360+0 to 15360+15, the next block
starts at 15360+16 and ends at 15360+27, and so on for all 64
characters.
The number (byte) placed in the first position of each block
will correspond to the bit pattern of the top row of that
character; the second byte is the second row, and so on for each
of the 12 rows of each character.
If you were ever frightened by BIT LOGIC, now is the time to
throw those fears in the Bit Bucket, because the values for each
character you are creating is based on which bits are on or off.
In fact, you can increase your knowledge of Binary Logic by using
80-GRAFIX, because here, my friends, is an actual device which
translates those abstract terms into instant reality! But I
digress. It is really quite simple to deal with this concept. For
each dot you wish to light of the six horizontal positions, the
corresponding bit is turned on. Thus, if you want to, say light
every other dot, the bit pattern would look like this:
(MSB) 1 0 1 0 1 0 (LSB)
To translate this into an every day number that can be
programmed into 80-GRAFIX, simply add the values which are ON
(which means there is a l in that position) together. Reading
from right to left, the first (LSB) position has a value of 1,
and each successive position represents DOUBLE the value of the
previous one. Thus, our 6-bit byte has the following values:
(MSB) 32 16 08 04 02 01 (LSB)
So, taking the values in our example above, we can see that
these bits are ON:
(MSB) 32 xx 08 xx 02 xx (LSB)
And by adding these position values together, our number
turns out to be 42 decimal. Each of the 12 lines (values) can be
easily determined by writing down the bit pattern you wish to
represent, and following the above steps.
- 12 -
80-GRAFIX CHARACTER RAM PROGRAMMING July 1980
Here is a sample character that will look like a left arrow:
Line Character Binary Dec Hex
==== ========= =========== === ===
1 * 0 0 0 0 0 1 1 1
2 * 0 0 0 0 1 0 2 2
3 * 0 0 0 1 0 0 4 4
4 * 0 0 1 0 0 0 8 8
5 * 0 1 0 0 0 0 16 10
6 ****** 1 1 1 1 1 1 63 3F
7 ****** 1 1 1 1 1 1 63 3F
8 * 0 1 0 0 0 0 16 10
9 * 0 0 1 0 0 0 8 8
10 * 0 0 0 1 0 0 4 4
11 * 0 0 0 0 1 0 2 2
12 * 0 0 0 0 0 1 1 1
The values derived by this formula are multiplied by 2, and
added to 128 decimal before being placed on the Programming
Screen. This is necessary to supress the display of "garbage" as
the 80-Grafix Board is programmed. If you wish to observe the
values being presented to 80-Grafix, for "debugging" purposes,
omit the addition of 128 to the values, and the characters will
be displayed, as only "graphics" characters are suppressed on the
screen.
This character is programmed and displayed by Program #1,
below. By varying the X and Y coordinates, you can control the
location at which the character is displayed on the screen. This
character can be any of the 64 programmable characters by placing
the 12 data bytes in any of the fields on the Programming Screen.
You may view your entire character set at any time by
entering the following statements (as a program or from Coinmand
Level, as one line):
CLS
OUT 255,160 FOR C=1 TO 64
PRINT@(C-1)*8,C;CHR$(128+(C-1));
NEXT C
This routine clears the screen, sets 80-GRAFIX to the
Hi-Resolution Node, and prints the 64 graphic characters in
succession on the screen, preceeded by the character number.
Remember that the actual ASCII value of the character is 127+C
(CHR$(l27+C)).
- 13 -
80-GRAFIX CHARACTER RAM PROGRAMMING July 1980
PROGRAM #1
10 C=1 :REM C=Character No.
15 X=1 :REM X=1 to 64 (horizontal)
20 Y=8 :REM Y=l to 16 (vertical)
25 REM X=Y=1 is upper-left corner
The following is data for the Character Cell:
30 DATA 1,2,4,8,16,63,63,8,4,2,1
35 POKE 16553,222 :REM correct data read
40 RESTORE:CLS
45 OUT 255,96 :REM Set board to Programming Mode
50 FOR Z=1T012 :REM Get data 6 program 80-Grafix
55 READ D
60 POKE 15360+(C-1)*16+(Z-1),D*2+128
65 NEXT Z
70 OUT 255,160 :REM switch to Hi-Res llode
:REM Display programmed chr at X,Y
75 POKE 15360+(X-1)+(Y-1),16,128+(C-1)
80 END
Now that you have keyed in and RUN program #1, you are ready
to move on to bigger and better things!
The following program (program #2), called "CREATE", is a
basic program to allow you to actually "draw" each character on
an enlarged grid, and see what it looks like in its actual size.
CREATE also prints out the data statements you need to program
the character into 80-GRAFIX. Once you are happy with the
character you have created, copy down the data statements, and
include them in future programs which will use that character
set. ("CREATE" is supplied on cassette with the 80-GRAFIX
board.)
PROGRAM #2
1000 ' "CREATE"
1010 ' (c)1980 by Ted Carter
1020 ' (With comments by Ralph Burris)
1030 '
1040 ' This program allows creation of Hi-Resolution
1050 ' Graphics characters when used in conjunction with
1060 ' 80-GRAFIX. It allows the user to design individual
1070 ' Programmable characters, and prints out a list of
the DATA statements for each character.
1080 '
1090 '
1100 ' The techniques employed in this program may be used
1110 ' in other programs to reproduce the characters
generated, using the data values shown as the
112O ' finished character.
1130 '
1140 DIM A(6,12): 'Stores status of each grid block
(on/off)
1150 POKE 16553,222: 'Correct ROM Data read error
1160 FOR X=1 TO 6: 'Loop through grid
- 14 -
80-GRAFEX CHARACTER RAM PROGRAMMING July 1980
1170 FOR Y=1 TO 12
1180 A(X,Y)=0: 'Set up empty grid values
1190 NEXT
1200 NEXT
1210 OUT 255,96: CLS: 'Set to Programming Node
1220 FOR X=15360 TO 16383: 'Loop through screen
1230 POKE X,128: 'And set up blank chrs
1240 NEXT
1250 RESTORE: FOR X=1 TO 76: 'Loop through data statements
1260 READ D: 'Get character value
1270 POKE 15375+X,D*2+128: 'Convert to graphic value
12SO NEXT: 'and put on programming screen
12S5
1290 '*** Programmable character data - draws grid
1295
1300 DATA 63,32,32,32,32,32,32,32,32,32,32,32,0,0,0,0
1310 DATA 63,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0
1320 DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1330 DATA 63,63,63,63,63,63,63,63,63,63,63,63,0,0,0,0
1340 DATA 63,0,0,0,0,0,0,0,0,0,0,0
1345 '
1350 ' The following lines draw the Programming Grid
1355 '
1360 OUT 255,160: 'Set to Hi-Resolution mode
1370 CLS:PRINT" 1 2 3 4 5 6":
1380 FOR Y=l TO 12:IF Y<10 THENPRINT" ";Y;" ";ELSE
PRINT " ";Y;" ";
1390 FOR X=1 TO 6:IF A(X,Y)=0
THENPRINTCHR$(129);CHR$(130);:GOTO 1410
1400 PRINTCHR$(132);CHB$(132);
1410 NEXT:PRINT:NEXT:PRINT" ";
1420 FOR X=1 TO 12:PRINT CHR$(133);:NEXT:
PRINT@4l8;CHR$(131);
1425 '
1430 ' The following allows input of grid location to change
1435 '
1440 PRINT@896,"ENTER X,Y OF DOT TO CHANGE ";
1450 PRINT@922," ";:INPUTA,B
1460 IF A<1 OR A>6 OR B<1 OR B>12 THEN 1440
1465 '
1470 ' The following tests screen grid position for ON or OFF
1480 ' then changes value to opposite condition.
1485 '
1490 R=15360+4+2*A+64*B: IF PEEK(R)=132 THEN 1510
1500 POKE R,132: POKE R+1,132: A(A,B)=1: GOTO 1520
1510 POKE R,129: POKE R+1,130: A(A,8)=0
1520 PRINT@960,"CHARACTER DATA: ";
1525 '
1530 ' This section sets 80-GRAFIX to the "Programming Mode"
1535 '
1540 OUT 255,96: FOR X=1 TO 12
1545 '
1550 ' The following line reads values in A(X,Y) and converts
1560 ' to proper value for each of the 12 bytes in each
1570 ' programmable character.
1575 '
1580 R=(A(1,X)*32 + A(2,X)*16 + A(3,X)*8 + A(4,X)*4 +
- 15 -
80 GRAFIX CHARACTER RAM PROGRAMMING July 1980
A(5,X)*2 + A(6,X))*2 + 128
1590 POKE 15407+X,R: 'Load value into Programming screen
1595 '
1600 ' The following prints out data value
1605 '
1610 PRINT USING "000";R;: IF X<12 THEN PRINT ",";
1620 NEXT: PRINT@48,"";: OUT 255(160:PRINT" ";
1630 OUT 255,160: 'Set to Hi-Resolution display mode
1640 PRINT" ";
1650 GOTO 1440: 'Zero programming grid & get next character
Using "CREATE" as a guideline for future program
development, you will find that 80-GRAFIX is quite simple to
manipulate in your software. For practice, why not dig out your
favorite graphics game, find the CHR$ values that draw the
pictures, and create your own set to replace them. Include a
subroutine at the end of the program which puts your new
characters into 80-GRAFIX, and play the game with YOUR character
set!
You can have a resolution of 192 by 192 for your new
character set by going to the 32 character mode. As you are
aware, this mode expands each character to double width, and
prints every other character on the screen. The Basic statement
PRINT CHR$(23) puts the TRS-80 into the 32 character mode, while
CLS or PRINT CHR$(28) returns to the 64 character mode. The
32-character mode does not affect character programming. However,
when using POKE to display the character set, be sure to POKE
only to even-numbered screen locations, as the odd locations are
not displayed.
For further programming information, refer to the TRS-80
LEVEL II instruction manual for use of the PRINTS, POKE, and CHR$
functions, as well as the Memory Nap, Table of Functions, ASCII
and GRAPHICS Codes.
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80-GRAFIX ASSEMBLY LANGUAGE TECHNIQUES July 1980
3.3 ASSEMBLY LANGUAGE TECHNIQUES
Programming 80-GRAFIX in Assembly (machine) Language is just
as easy as the Basic Language methods disussed above. At the end
of this section is a complete listing of a Video Driver routine,
the object code for which is included on cassette with your
80-GRAFIX board.
First, set up a Data Buffer which contains the data for each
character you will be programming. This buffer is organized in
the same fashion as in a basic program, and consists of up to 64
"fields" of 16 bytes each, the first 12 of which speak to the
80-GRAFIX board. (Actually, if you wish to conserve space,
fields of 12 bytes each can be moved onto the programming screen,
positioned so that the 1st byte of each field begins at a
position that is a multiple of 16, added to the start address of
the screen.)
For example:
1000 BUFFER: EQU $ ;The following data
1010 DEFB 081H ;is the same as that
1020 DEFB 082H ;used for the "arrow"
1030 DEFB 084H ;in part 3, above.
1040 DEFB 088H
1050 DEFB 090H
1060 DEFB 0BFH
1070 DEFB 0BFH
1080 DEFB 090H
1090 DEFB 088H
1100 DEFB 084H
1110 DEFB 082H
1120 DEFB 081H
ll30 DEFB 080H ;Following is "dummy"
1140 DEFB 080H ;Data for filler.
1150 DEFB 080H
1160 DEFB 080H
1170; End of text buffer
Now that the buffer area has been defined, it is a simple
matter to "program" 80-GRAFIX with this data, using this
technique:
2000 START: LD DE,03COOH ;Point to screen
2010 LD HL,BUFFER ;Point to text
2020 LD BC,16 ;Length of buffer
2040 LD A,96 ;Program mode
2050 OUT (255),A ;Set Board
2060 LDIR ;Move data to screen
2070 LD A,160 ;Set to HiRes Mode
2080 OUT (255),A
2090 CALL 01C9H ;ROM Clear screen
2100 JP 402DH ;Return to DOS
The above routine will move the 16 byte buffer to the programming
screen, and reset the board for Hi-Resolution display. The
- 17 -
80-GRAFIX ASSEMBLY LANGUAGE TECHNIQUES July 1980
character programmed has an ASCII value of 80H (128 decimal). A
routine to display this character may look like this:
3000 DSPLY: CALL 01C9H ;Clear screen
3010 LD A,80H ;Character no.
3020 LD (3COOH),A ;Put chr on screen
3040 RET ;Return to caller
This routine cleared the screen and put ASCII character
number 12S (the one that we programmed) on the screen in the
upper left-hand corner.
The Video Driver routine which follows incorporates these
techniques to give you a "Lower Case" character set. It also
incorporates some other items of interest, such as installing a
new video driver, and a self-protection feature that puts it at
the top of your memory, and lets the TRS-80 know that it is
there, so that it won't be "crashed into" by other computer
operations.
*** NOTE ***
When you use the Video Driver in your machine,
it will display all normally upper case (shifted)
entries as upper case characters, and all lower
case (unshifted) characters as the GRAPHICS lower
case set which is provided. You will SEE LOWER CASE
on tne screen when using this driver, but remember,
the characters that you see are NOT Lower Case in
the usual sense, but rather GRAPHICS. This means
that if you switch to normal graphics (OUT 255,32)/
you will see GARBAGE on the screen. It also means
that the lower case set is not compatible with such
programs as "The Electric Pencil", "Scripsit", or
any other word processer designed for lower case
entries. However, any Basic programs you write
will work on any machine, as the characters that go
in are unchanaed. If you run the program on a
non-80-GRAFIX machine, or without the Video Driver,
it should display the characters normally, as all
upper case.
For further information on programming in Assembly Language,
the following books are recommended:
TRS-80 Assembly Language Programming
by Wm Barden
RS Catalog # 62-2006
Z-80 Microcomputer Handbook
by Wm Barden
Howard W. Sams & Co.
Z-80 Assembly Language Programming Manual
from Zilog
- 18 -
80-GRAFIX ASSEMBLY LANGUAGE TECHNIQUES July 1980
; *** Keyboard driver for 80-GRAFIX ***
SCREEN EQU 3C00H
ORG 7000H
START LD A,96 ;Program Characters mode
OUT (255),A
LD HL,TXT ;Letter text buffer
LD DE,SCREEN
LD BC,BOTTOM-TXT
LDIR ;Move data to screen
; Following section displays character set & jumps
; to DOS READY.
SHOW LD A,160
OUT (255),A ;Set to Display mode
CALL 01C9H ;ROM Call to clear screen
LD A,128
LD DE,SCREEN
NEXT LD (DE),A
INC A
INC DE
CP '*' ;Compare for end of text
JR NZ,NEXT
LD BC,LAST-ENTRY
LD HL,(4049H) ;Use 40B1H for LV2
SBC HL,BC ;compute length of driver
PUSH HL
DEC HL
LD (4049H),HL ;Protect driver (40B1H=LV2)
POP DE
LD HL,ENTRY
LD (401EH),HL ;Install new Video Driver
LDIR ;and move it to new lac.
JP 402DH ;Ret to DOS (06CCH =LV2)
TXT EQU
; User text buffer area
; Fill with data statements to create chr set
;
; NOTE: Data in groups of 16 bytes - up to 64
; blocks may be included.
BOTTOM DEFB '*' ;End of text marker
; Video driver - converts upper to lower
; & lower to grafix
ENTRY LD L,(IX+03) ;Same as ROM routine
LD H,(IX+04)
JP C,049AH
LD A,(IX+05H)
OR A
JR Z,AGN
LD (HL),A
AGN LD A,C
CP 80H ;Compare for grafix value
JP NC,04A6H ;Display graphic chr
CP 20H ;Compare for control chr
JP C,0506H ;Do control code
CP 41H ;Compare for numeric chr
JP C,047DH ;Do normal display
CP 60H ;Compare for lower case
JR NC,FIX ;Go if lower case
- 19 -
80-GRAFIX ASSEMBLY LANGUAGE TECHNIQUES July 1980
ADD A,3FH ;Bump to graphics value
Jp 047DH ;Back to display routine
FIX SUB 20H ;Make lower case into upper
LAST JP 047DH ;Back to display routine
END START ;Auto start
The preceeding driver program can be used for any character
set you wish to enter. For instance, if you wanted to program in
APL, you could create the APL character set and insert the data
statements as indicated above. The driver will now display the
APL set instead of lower case (shifted entries remain unchanged,
of course.)
- 20 -
80 GRAFIX PROGRAMMING MOVING GRAPHICS July 1980
3.4 PROGRAMMING MOVING GRAPHICS
In order to make an object appear to move on a horizontal
plane across the screen, it is necessary to program up to 12
different characters in order to represent the movement. Since
you can move each character only 6 horizontal (or 12 vertical)
dots, you must use six sets of two character cells to represent
each position of the move, with each cell's dot pattern shifted
one dot to the right (or left). Each pair of cells is printed at
the same screen location until all six pairs have been displayed,
then the next screen position is used in the same fashion, until
the object has "moved" across the entire screen. Very effective
displays can be created in this manner, even when using Basic for
the display.
The same scheme may be emploved to move objects in any
direction on the screen. For fast-moving objects, or where less
resolution is required, single dot movement is not necessary, and
you could move the dot pattern 2 or more positions in each
character, using fewer characters for each move.
In Assembly programs, the initial set of characters could be
created, and the "animation" segments could be created by "bit
shifting". For example, if the object you wish to animate takes,
say, 12 bytes to draw (as in a rocket ship), the first 12
characters could be the basic ship. Your assembler program can
then be made to read each of the initial 144 data statements (12
per character), and Shift Left Arithmetic (SLA) or Shift Right
Arithmetic (SRA), each of the data bytes, placing the 'new value
in the data fields following the initial group. The same
procedure may be followed for each group of characters until the
required number have been created. It is possible to do (his "on
the fly", generating a new set of characters between each
display, to have a lot of characters in each set moving around.
- 21 -
80-GRAFIX OTHER PROGRAMMING IDEAS July 1980
3.5 OTHER PROGRAMMING IDEAS
In addition to the methods discussed in the previous
section, the Assembly language programmer will find a wealth of
possibilities for addressing 80-GRAFIX. For example, using the
bit shifting techniques mentioned above, one may employ the carry
bit to dynamically program the next character in a sequence of
animated figures. A reverse character set may be created by
reading the intial data and complementing (CPL) each byte before
storinq it in the new (or previous) position. 80-GRAFIX offers
the opportunity to explore Bit Logic to its' fullest extent,
since each character cell is a true image of the binary values
that are fed into the board.
The BASIC programmer can employ similar techniques in
re-arranging the data values. For example, suppose you have set
up an array to contain the bit values for each line of data, as
in the "CREATE" program, above. Using the NOT statement, one
could create the same effect as CPL in the above example in this
fashion:
10 ' A(X) array stores a "1" or "0" for bit value
20 FOR X=1TO72
30 A(X)=2+NOT A(X)
40 NEXT X
In this routine, the "bit" value of each cell is tested for
on (1) or off (0). If the bit is on (1), the NOT function in line
30 will return a value of -2, and adding 2 to it will make it
zero. If the bit is off (0), NOT returns a value of -1, which,
when added to 2 produces a one. This array is processed as in
"CREATE", and the new data value is used to program 80-GRAFIX.
A similiar routine to produce a left bit-shift effect could
take this form:
10 FOR X=1TO 12: 'Twelve rows
20 FOR Y=lTO6: 'Six columns
30 V=(X-1)*6+Y: 'Actual array position
40 A(V)=A(V+1): 'Shift the value left
50 NEXT Y: 'Do the row
60 A(V)=0: 'Zero right position in row
70 NEXT X
As you can see, the value of each higher position in the
array is brought down one position (or pulled from the position
to tne right in each "row").
- 22 -
80-GRAFIX OTHER PROGRAMMING IDEAS July 1980
To perform a right shift, this routine might be used:
10 FOR X=1TO12
20 FOR Y=6TO2 STEP-1
30 V=(X-1)*6+Y
40 A(V) =A(V-1)
50 NEXT Y
60 A(V)=0
70 NEXT X
Here is a short routine you can RUN which will illustrate
these ideas:
10 DEFINT X-Z: 'Use integers
15 DIAM A(73): 'Dimension array
20 FOR X=1TO72: 'Set up random bit pattern
25 A(X)=(RND(2))-1: 'As "1" or "0"
30 NEXT X
35 FOR X=1T012:FOR Y=1T06: 'Show bit values
40 PRINT A((X-1)*6+Y);
45 NEXTY
50 FOR Y=6T02 STEP-1: 'Shift right
55 V=(X-1)*6+Y
60 A(V) =A(V-1)
6S NEXTY
70 A(V-1)=0: 'Zero left row position
75 FOR Y=1TO6: 'Print the new values
80 V=(X-1)*6+V
85 PRINT A(V);
90 NEXTY:PRINT
95 NEXT X
This routine shows the value of each row and column, shifts
the value to the right, and displays the new values for the row.
- 23 -
80-GRAFIX SOME PARTING THOUGHTS July 1980
3.6 SOME PARTING THOUGHTS
By now, we're sure that your head is literally spinning with
ideas and applications for your new 80-GRAFIX capabilities, and
frankly, we are anxious to see what ideas you come up withl
Here are a few of the ideas that 80-GRAFIX's designer, Ted
Carter, came up with:
Display music notes
IC timing comparisons
Computer art
Building layouts
Automotive design
Graphs
Special characters (Algol, APL, Greek, etc.)
Underline words
Inverse video characters
Lower case characters
... and so on.
The rest is up to you!
END OF 80-GRAFIX DOCUMENTATION.
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D