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Article #18 (75 is last):
From: aa853@cleveland.Freenet.Edu (Craig Lisowski)
Newsgroups: freenet.sci.comp.atari.prog.8bit.resource
Subject: ATR: chpt.15: Display Lists
Reply-To: aa853@cleveland.Freenet.Edu (Craig Lisowski)
Posted-By: xx004 (aa853 - Craig Lisowski)
Date: Tue Jan  4 14:45:15 1994

(Thanks to Carsten Strotmann for providing the complete text of this article!)

                                  CHAPTER 15

                                 DISPLAY LISTS

        The program which runs the ANTIC chip is called the display list. Much
        like a microprocessor, the ANTIC chip has a program counter, called the
        display list counter.

        The display list counter is a 16 bit register. However, the six most
        significant bits are semi-fixed. These bits can only be changed with a
        jump instruction. The result of this is that the display list counter
        cannot cross a 1K memory boundary (i.e. $A3FF to $A400) without using a
        jump instruction.

        The ANTIC chip finds the address of the display list in DLISTL [$D402
        (54274)] and DLISTH [$D403 (54275)]. SDLSTL [$0230 (560)] and SDLSTH
        [$0231 (561)] are the shadow registers for DLISTL and DLISTH.

        The ANTIC chip also has a memory scan counter. This register scans the
        display buffer for data to be interpreted and displayed. Once loaded, the
        memory scan counter's 4 most significant bits are fixed. The result is
        that the memory scan counter cannot cross a 4K memory boundary (i.e. $AFFF
        to $B000) without being reloaded.

        DISPLAY LIST INSTRUCTIONS

        There are three basic instructions in the display list.  The type of
        instruction is determined by bits 0,1,2 and 3 of an instruction byte.
        The other four bits give auxilliary parameters for the instruction.
        Bit 7 always enables a display list interrupts (DLIs).

                      Display list instruction format

          7 6 5 4 3 2 1 0
         -----------------
         |I|n|n|n|0|0|0|0|
         -----------------
            \   / \      /
             ---   ------
              |      |
              |      0 = display blank lines
              |
              0-7 = number of blank lines (1-8)



          7 6 5 4 3 2 1 0
         -----------------
         |I|W| | |0|0|0|1|
         -----------------
            |     \      /
            |      ------
            |        |
            |        1 = jump (3 byte instruction)
            |
            0 = jump and display one blank line
            1 = jump and wait for vertical blank


          7 6 5 4 3 2 1 0
         -----------------
         |I|R|H|V|M|M|M|M|
         -----------------
          | | | | \      /
          | | | |  ------
          | | | |    |
          | | | |    2-F = display one line of graphics in
          | | | |          ANTIC mode 2-F
          | | | 1 = horizontal scroll enabled
          | | |
          | | 1 = vertical scroll enabled
          | |
          | 1 = reload memory scan counter with next two bytes
          |
          1 = display list interrupt, all instructions


        In the display instruction, the ANTIC mode is different from the CIO
        graphics mode.  However, each CIO graphics mode uses a particular
        ANTIC mode.  Below are descriptions of the ANTIC modes with their
        associated graphics (CIO) modes.


        ANTIC MODE 2 (Graphics 0)

        Uses 8 pixel by 8 pixel characters, 40 characters horizontal, 8 TV
        scan lines vertical.  Only one color can be displayed at a time.

        ANTIC MODE 3

        8 X 10 pixel, Graphics 0 type characters.  This mode requires a custom
        character set.  The advantage is that it allows true decenders.  The
        custom C-set is still 8 X 8 pixels.  Lower-case letters with decenders
        have the bottom row of pixels put on the top row.

                      Lower-case "y" for ANTIC mode 3


            C-set          Display

          ----------     ----------
          | XXXXX  |     |        |
          |        |     |        |
          |        |     |        |
          | XX  XX |     | XX  XX |
          | XX  XX |     | XX  XX |
          | XX  XX |     | XX  XX |
          |  XXXXX |     |  XXXXX |
          |     XX |     |     XX |
          ----------     | XXXXX  |
                         |        |
                         ----------


        ANTIC MODE 4 (graphics 12 on XL and XE)

        This mode has characters the same size as graphics 0.  However, the
        characters are only 4 X 8 pixels.  This gives only half the horizontal
        resolution of graphics 0.  The advantage is that up to four colors of
        "graphics 0" characters can be displayed at once.  This mode also
        requires a custom C-set.  Below is a comparison of the normal C-set to
        one which works with the ANTIC 4 mode.

                    Upper-case "A" for ANTIC modes 2 and 4

            mode 2          mode 4

          ----------     ----------
          |        |     |        |
          |   XX   |     |  yy    |
          |  XXXX  |     |  yy    |
          | XX  XX |     |xx  zz  |
          | XX  XX |     |xx  zz  |
          | XXXXXX |     |xxyyzz  |
          | XX  XX |     |xx  zz  |
          |        |     |        |
          ----------     ----------

        xx, yy and zz represent two bit binary numbers, controlling one pixel
        each.  These numbers determine which color register a pixel is
        assigned to: (COLOR0, COLOR1, COLOR2 or COLOR3).

        ANTIC mode 5

        Antic mode five is identical to ANTIC mode 4 except the characters are
        displayed twice as tall.  This makes only 12 lines on the screen.

        ANTIC MODE 6 (Graphics 1)

        This mode uses 8 X 8 pixel characters except they are displayed twice
        as wide as in ANTIC mode 2.  There are 3 colors available at once but
        only one case (upper or lower) can be displayed at a time.  The data
        base variable CHBAS [$02F4 (756)] controls the character, [$E0 (224) =
        upper-case, $E2 (226) = lower-case]

        The color/character is controlled by either the color statement or the
        ATASCII number of the character printed.  Control characters are
        controlled by COLOR0, upper-case characters by COLOR1 and lower-case
        characters by COLOR2.  Remember that all characters print as
        upper-case alpha characters, but of different colors.

        ANTIC MODE 7 (Graphics 2)

        This mode is identical to mode 6 except the characters are displayed
        twice as tall.  This results in only 12 lines possible on the screen.

        ANTIC MODE 8 (Graphics 3)

        This is the first graphics (non-character) mode.  This mode, as other
        non-character graphics modes do, uses data in the display buffer as a
        bit map to be displayed.

        A command to display in mode 8 will cause the ANTIC chip to read the
        next 10 bytes in the display buffer.  Each pair of bits will control
        one pixel as in mode 4.  However, the pixels are blocks the same size
        as a Graphics 0 (ANTIC 2) characters.

        ANTIC MODE 9 (Graphics 4)

        This is similar to ANTIC mode 8 except each byte controls 8 pixels
        (instead of 4) and only one color can be displayed at a time.  The
        pixels are also half the size of those in ANTIC mode 8.

        ANTIC MODE A (Graphics 5)

        This mode uses 20 bytes per line/command.  As in ANTIC mode 8, each
        pair of bits controls one pixel.  The result is that the pixels are
        the same size as in ANTIC mode 9 but four colors can be displayed at
        once.

        ANTIC MODE B (Graphics 6)

        As in mode A, there are 8 pixels per byte and only one color.  The
        pixels are half the size as in mode A.

        ANTIC MODE C

        Like mode B except the pixels are half as tall (only one T.V. line).

        ANTIC MODE D (Graphics 7)

        40 Bytes per line, each byte controls 4 pixels.  The pixels are 1/4 as
        large as in ANTIC mode 8 (Graphics 3).

        ANTIC MODE E (Graphics 15 on XL and XE)

        Like mode D except the pixels are half as tall (one T.V. line).  Antic
        mode E is sometimes called Graphics 7.5

        ANTIC mode F (Graphics 8, 9, 10 and 11)

        This is the highest resolution mode.  Pixels are 1/8 the size of ANTIC
        mode 8 or mode 2 characters.  It uses 40 bytes per line, each byte
        controlling 8 pixels, unless the GTIA chip intervenes.  Only one color
        can be displayed at a time.



        DISPLAY LIST EXAMPLES

        When CIO opens a channel to the screen, it sets up the proper display
        list for the ANTIC chip.  The following are the things CIO must handle
        when setting up the display list.

                      Display list duties as used by CIO


        display a certain number of blank lines at the top of the screen.

        Load the memory scan counter with the address of the display data
        buffer.

        Display the required number of lines in the required ANTIC mode.

        Set up a jump instruction if the display list crosses a 1K memory
        boundary.

        Set up a reload-memory-scan-counter instruction if the display data
        buffer crosses a 4K memory boundary.

        CIO assumes that the display data buffer will butt against an 8K
        memory boundary.  If a program causes the display buffer to cross a 4K
        boundary (by changing RAMTOP [$006A (106)] to point to an address
        which is not at an 8K boundary) the screen will be scrambled.  This is
        not usually a problem if the graphics mode doesn't require a large
        block of memory.

        SAMPLE DISPLAY LIST

        Below is an example of a Graphics 0 display list as CIO would set it
        up.


                          Display list for Graphics 0
                        assuming BASIC starts at $A000

                address  instruction      explanation

                         Dec.   Hex.

                $9C20    112    $70 \
                         112    $70  >---- 24 blank lines (8 each command)
                         112    $70 /
                          66    $42 ----- load memory scan counter with
                $9C24     64    $40 \__   next two bytes and display one line
                         156    $9C /  \  of ANTIC 2 characters
                           2    $02 -\ |
                           2    $02  | \- address of display data buffer
                           2    $02  |
                           2    $02  \--- 2nd ANTIC 2 instruction
                           2    $02 ----- 24th ANTIC 2 instruction
                          65    $41 \
                          32    $20  >---- jump back to start of list
                         156    $9C /
                $9C40    ???     ??       first byte of display data buffer

                $9FFF    ???     ??       last byte of buffer

                $A000                     start of ROM

        A display list for a higher resolution graphics mode would require
        more instructions and might cross a 1K boundary.  It would then
        include a jump instruction to cross the boundary.

        MULTIPLE DISPLAYS

        It is possible to set up multiple displays and use one at a time.  The
        technique of changing from one display to another is called page
        flipping.  Below is the simplest way to set up two displays.

                            setting up two displays

        Call a graphics mode through CIO or by using a BASIC GRAPHICS
        command.

        Store the display list pointers, SDLSTL and SDLSTH, and the CIO screen
        pointer, SAVMSC [$0058,2 (88)].

        Move the start-of-ROM pointer, RAMTOP [$006A (106)] to below the
        current display list.  RAMTOP is a one byte pointer so it changes in
        increments of one page (256 bytes).

        make another graphics call as in the first step.

        store the new display list pointer and CIO screen pointer.

        This will set up two displays, each with it's own display list.  If
        the displays are in the same graphics mode, or you will not make any
        changes in the displays with CIO commands, (PLOT, PRINT, etc.) you can
        flip between the two simply by changing the display list pointer.

        If the screens are in the same graphics mode and you want to change
        which one to do CIO commands to, Change the CIO screen pointer, SAVMSC
        [$0058,2 (88)].  This way, you can display one screen while drawing on
        the other.

        If you want to do CIO commands to screens of different graphics modes,
        you will have the move RAMTOP and do a graphics call to change
        screens.

        If your manipulation of RAMTOP causes the display data buffer to cross
        a 4K boundary, the screen may be scrambled.

        DISPLAY LIST INTERRUPTS

        DLIs are not used by the operating system.  However, other programs
        can initiate and use them.  Use the following steps to set up display
        list interrupts.


                                Setting up DLIs

        Set bit 7 of the display list instruction for the line before you want
        the interrupt to occur.  (The interrupt routine should set WSYNC and
        wait for the next line to execute.)

        Set bit 7 of NMIEN [$D40E (54286)] to enable DLIs.

        Set the DLI routine vector, VDSLST [$0200,2 (512)] to point to your
        machine language DLI routine.

        Your DLI routine should set WSYNC [$D40A (54282)].  STA WSYNC will do.
        THis will cause the 6502 to wait for the next horizontal sync.  This
        will keep the DLI routine from changing something in the middle of a
        T.V. line.

        The DLI routine must end with an RTI instruction.

        SCROLLING

        Scrolling is controlled by a combination of scroll position registers,
        and changing the memory scan counter.  Basically, course scrolling is
        done by reloading the memory scan counter and fine scrolling is done
        by changing the scroll registers.

        VERTICAL SCROLLING

        Vertical scrolling is very simple.  Follow the steps below to set up
        vertical scrolling of graphics.


                        Steps to use vertical scrolling

        Set bit 4 of the first byte of the display list instruction for each
        line to be scrolled.

        Put the number of T.V. lines to offset the graphics vertically in the
        vertical scroll register, VSCROL [$D405 (54277)]

        The vertical scroll register can offset the graphics upward by 0 - 7
        T.V. lines in the 24 line graphics modes (ANTIC modes 2 and 4).  In 12
        line graphics modes (ANTIC modes 5 and 7) it can vertically offset the
        graphics by 0 - 15 T.V. lines.  To offset the graphics an 8th (or
        16th) line, the scroll register is reset to 0 and the memory scan
        counter is reloaded with the address of the next line of graphics in
        the display data buffer.  If the entire screen is being scrolled, the
        load-memory-scan-counter command (near the beginning of the display
        list) is changed to point to the address of the second line of
        graphics.

        HORIZONTAL SCROLLING

        Horizontal scrolling works much like vertical scrolling.  It is
        enabled by setting bit 5 of the instruction for each line to be
        scrolled.  The horizontal scroll register, HSCROL [$D404 (54276)],
        sets the offset.  The small difference is that graphics are moved
        twice as far per change (two graphics 8 pixels instead of one).  Also,
        when HSCROL = 0 the graphics are offset beyond the left edge of the
        screen by 16 color clocks (32 Graphics 8 pixels).  When HSCROL = 15,
        the graphics line is shifted one color clock (2 Graphics 8 pixels) to
        the left of the screen.

        The big difference is that the memory scan counter gets messed up.
        This means that you must use a reload-memory-scan-counter command for
        each line of graphics.  This is a major modification of the display
        list.  It will require you to move and build the list yourself.

        The advantage of this is that you can have a scrolling window in a
        large graphics map.  The technique is to move the window by reloading
        the memory scan counter, then fine scrolling to the invisible bytes
        beyond the edges of the screen.


                   useful data base variables and OS equates


        SAVMSC $0058,2       (88): pointer to current screen for CIO commands
        RAMTOP $006A        (106): start-of-ROM pointer (MSB only)
        VDSLST $0200,2      (512): DLI vector
        RAMSIZ $02E4        (740): permanent start-of-ROM pointer (MSB only)
        DLISTL $D402      (54274): display list pointer low byte
        DLISTH $D403      (54275):     "    high byte
        HSCROL $D404      (54276): horizontal scroll register
        VSCROL $D405      (54277): vertical scroll register
        NMIEN  $D40E      (54286): NMI enable (DLIs)


                               Shadow registers


        SDLSTL $0230        (560): DLISTL
        SDLSTH $0231        (561): DLISTH




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