V9938 MSX-VIDEO

Technical Data Book

ASCII CORPORATION / NIPPON GAKKI CO., LTD.

Transcribed by Laurens Holst

Mail me at lholst<AT>students.cs.uu.nl if you discover any errors. Get the latest version off the MSX Assembly Page (MAP) - http://map.grauw.nl/

Original scanned by Sean Young

(Yamaha logo at bottom of page)

PREFACE

The V9938 introduced in this manual is a Very Large-Scale Integrated Circuit (VLSI) that was developed as a Video Display Processor (VDP) for the MSX2. The MSX personal computer standard was introduced in 1983 by ASCII Corporation and Microsoft Incorporated. At present, the MSX is manufactured and marketed worldwide. In 1985, out of the desire to strengthen some of the functions of the original MSX, the MSX2 standard was developed. In addition to being software-compatible with the MSX, the MSX2 supports new media and has video processing capabilities that are not available on conventional 8-bit personal computers.

To make the MSX2 a reality, two requirements for the Video Processor were upward compatibility with the existing TMS9918A (the VDP for the MSX) software while increasing the number of functions. The V9938 was developed through the joint efforts of ASCII Corporation, Microsoft Incorporated, and YAMAHA.

The following functions are supported on the V9938.

Because the V9938 has the above functions, it provides for superior video capabilities that make it possible for its use in a variety of applications, including the MSX2. CAPTAIN terminals and NAPLPS terminals using the V9938 have already been developed. We hope that the V9938 will be a standard video processing device on a worldwide basis.

This manual was written so as to explain how to set the parameters of the V9938 and is a reference for developing applications and systems software for it.

We are pleased that you have chosen to develop software for the V9938 and that you have referred to this manual for assistance.

Finally, we would like to express our deep gratitude to the people at NTT as well as the other related manufacturers for their valuable opinions which contributed to the development of the v9938.

August, 1985

ASCII Corporation

CONTENTS

PART 2 MSX-VIDEO DATA PROCESSOR LSI DATA SHEET

Editor’s note: this part will not be transscribed.

  1. MSX-VIDEO
    1. Overview
    2. Features
    3. MSX-VIDEO Block diagram
    4. MSX-VIDEO circuit example
  2. Pin assignments and functions
  3. Electrical characteristics and timing chart
    1. Absolute maximum ratings
    2. Recommended operating conditions
    3. Electrical characteristics under recommended operating conditions
      1. External input clock timing
      2. *RESET Input timing
      3. DC characteristics
      4. Input/output power capacities
      5. External output clock timing
      6. CPU-MSX-VIDEO Interface
      7. MSX-VIDEO-VRAM interface
      8. Composite video signal output level
      9. RGB output level
      10. Synchronize signal output level
      11. Composite video signal
      12. RGB signal
      13. Synchronize signals
      14. Color bus
      15. VDS
  4. External measurements of package
  5. Version identification

PART 1

MSX-VIDEO DATA PROCESSOR
V9938
USER'S MANUAL

BASIC INPUT AND OUTPUT

1. Accessing the Control Registers

There are two ways to set data in the MSX-VIDEO control registers (R#0 to R#46), which we will describe below.

1.1 Direct access

Output the data and the register number in sequence to port #1. Since this order is always used, be careful when you access the MSX-VIDEO for an interrupt routine.

MSB 76543210 LSB
Port #1 First byte D7D6D5D4D3D2D1D0 DATA
Second byte 10R5R4R3R2R1R0 REGISTER #

1.2 Indirect access

Specify the register number in control register R#17 (Control Register Pointer).

First set the register number in R#17 (using direct addressing) by sending data to port #3. When you set the data in R#17, you can also set its MSB (AII, the autoincrement bit) to control autoincrementing. The data in R#17 cannot be changed by indirect addressing.

If autoincrement is prohibited, the contents of R#17 will be unchanged, and thus you do not have to reset R#17.

MSB 76543210 LSB
Register #17 AII0R5R4R3R2R1R0 REGISTER #
├── 1: Auto increment inhibit
└── 0: Auto increment on
Port #3 First byte D7D6D5D4D3D2D1D0 DATA
Port #3 Second byte D7D6D5D4D3D2D1D0 DATA
...
Port #3 nth byte D7D6D5D4D3D2D1D0 DATA

2. Accessing the Palette Registers

To set data in the MSX-VIDEO palette registers (P#0 to P#15/9 bit), you must first set the palette register number in register R#16 (Color palette address pointer) and subsequently output the two bytes of data (in order) through port #2.

MSB 76543210 LSB
Register #16 0000C3C2C1C0 Palette #
Port #2 First byte 0R2R1R00B2B1B0 DATA
Red dataBlue data
Port #2 Second byte 00000G2G1G0 DATA
Green data

(Editor's note: R#16 increases after every second data byte written)

3. Accessing the Status Registers

To read the status registers of the MSX-VIDEO (S#0 to S#9), you must first set the register number in R#15 (Status register pointer) and read the data through Port #1.

MSB 76543210 LSB
Register #15 0000S3S2S1S0 Status register
Port #1 Read data D7D6D5D4D3D2D1D0 DATA

4. Accessing the Video RAM

A Video RAM of 128K bytes plus an expansion RAM of 64K bytes can be connected to the MSX-VIDEO. The memory maps for these cases are shown in the map below.

                            Address counter

            ┌─────────┐         1FFFFH
            │         │            │
            │         │            │
            │         │            │
            │         │            │
            ├─────────┤         0FFFFH         ┌─────────┐
            │         │            │           │         │
            │         │            │           │         │
            │         │            │           │         │
            │         │            │           │         │
            └─────────┘         00000H         └─────────┘

             Video RAM                        Expansion RAM
           (For display)                (For data I/O registers)

Accessing memory

To access memory, follow the procedure below.

  1. Switch banks (VRAM to Expansion RAM)
  2. Set the address counter (A16 to A14)
  3. Set the address counter (A7 to A0)
  4. Set the address counter (A13 to A8), and specify read or write
  5. Read or write the data

1. Switching banks (VRAM to Expansion RAM)

Since the contents of R#45 (Argument register) do no change each time that memory is accessed, it is not necessary to respecify bit 6 of register R#45 (which specifies banking) every time that you are to do banking.

MSB 76543210 LSB
Register #45 0MXCMXDMXSDIYDIXEQMAJ Argument register
├── 1: Expansion RAM
└── 0: Video RAM

2. Setting the address counter (A16-A14)

Set the high-order three bits (A16 to A14) of the address counter using register R#14 (VRAM Access base address register).

MSB 76543210 LSB
Register #14 00000A16A15A14 VRAM Access base address register

3. Setting the address counter (A7 to A0)

Set the low-order eight bits (A7 to A0) of the address counter by outputting data to Port #1.

MSB 76543210 LSB
Port #1 A7A6A5A4A3A2A1A0 First byte

4. Setting the address counter (A13 to A8) and specifying read or write

Set the remaining six bits (A13 to A8) of the address counter and specify read or write by outputting data to Port #1.

MSB 76543210 LSB
Port #1 XXA13A12A11A10A9A8 Second byte
00:Read
01:Write

5. Reading or writing data

Since the address counter is automatically incremented when data is read from or written to Port #0, you may continually access blocks of data.

REGISTER FUNCTIONS

1. CONTROL REGISTERS

#0 to #23 (Write only)
#32 to #46 (Write only)

1.1 Mode Registers

MSB 76543210 LSB
R#0 0DGIE2IE1M5M4M30 Mode Register 0
R#1 0BLIE0M1M20SIMAG Mode Register 1
R#8 MSLPTPCBVR0SPDBW Mode Register 2
R#9 LN0S1S0ILEO*NTDC Mode Register 3

* Indicates negative logic.

R#0 DG: Sets the color bus to input mode, and inputs data into the VRAM.
IE2: Enables interrupt from Lightpen by Interrupt Enable 2.
IE1: Enables interrupt from Horizontal scanning line by Interrupt Enable 1.
M5: Used to change the display mode.
M4: Used to change the display mode.
M3: Used to change the display mode.
R#1 BL: When 1, screen display enabled. When 0, screen disabled.
IE0: Enables interrupt from Horizontal scanning line by Interrupt Enable 0.
M1: Used to change the display mode.
M2: Used to change the display mode.
SI: When 1, sprite size is 16 x 16. When 0, 8 x 8.
MA: Sprite expansion; when 1: expanded. When 0, normal.
R#8 MS: When 1, sets the color bus to input mode and enables mouse.
When 0, sets the color bus to output mode and disables mouse.
LP: When 1, enables light pen. When 0, disables light pen.
TP: Sets the color of code 0 to the color of the palette.
CB: When 1, sets the color bus to input mode.
When 0, sets the color bus to output mode.
VR: Selects the type of Video RAM.
1 = 64K x 1 bit or 64K x 4 bits.
0 = 16K x 1 bit or 16K x 4 bits.
SPD: When 1, disables display of sprites. When 0, displays sprites.
BW: When 1, sets black and white in 32 tones.
When 0, sets color (available only with a composite encoder).
R#9 LN: When 1, sets the horizontal dot count to 212.
When 0, sets the horizontal dot count to 192.
S1: Selects simultaneous mode.
S0: Selects simultaneous mode.
IL: When 1, interlace (Complete NTSC timing)
When 0, non-interlace (Incomplete NTSC timing)
EO: When 1, displays two graphic screens interchangably by Even field/Odd field.
When 0, displays the same graphic screen by Even field/Odd field.
*NT: When 1, PAL (313 lines); when 0, NTSC (262 lines). (For RGB output only)
DC: When 1, sets *DLCLK to input mode; when 0, sets *DLCLK to output mode.

1.2 Table Base Address Registers

The table base address registers are a set of registers to declare the addresses of tables in the VRAM to be used by MSX-VIDEO.

Note that when these registers are accessed, the control codes that the screen may receive depends on the display mode. For this purpose, you must mask the unwanted bits.

MSB 76543210 LSB
R#2 0A16A15A14A13A12A11A10 Pattern name table base address register
R#3 A13A12A11A10A9A8A7A6 Color table base address register low
R#10 00000A16A15A14 Color table base address register high
R#4 00000A16A15A14 Pattern generator table base address register
R#5 A14A13A12A11A10A9A8A7 Sprite attribute table base address register low
R#11 000000A16A15 Sprite attribute table base address register high
R#6 00A16A15A14A13A12A11 Sprite attribute table base address register high

1.3 Color Registers

The color registers are used to control the MSX-VIDEO's text and background screen colors as well as blinking, etc.

       MSB  7   6   5   4   3   2   1   0  LSB
          ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7    │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop
          └───┴───┴───┴───┴───┴───┴───┴───┘ color register

            TC3 to TC0:  Specifies the text color according to TEXT 1
                         and TEXT 2 modes.
            BD3 to BD0:  Specifies the back drop color in all display
                         modes.
MSB 76543210 LSB
R#12 T23T22T21T20BC3BC2BC1BC0 Text color/Back color register

In TEXT 2 mode, if the attributes for blinking are set, the color set in this register and set in R#7 are displayed alternately.

            T23 to T20:  Specifies the color of part 1 of the pattern.
            BC3 to BC0:  Specifies the color of part 0 of the pattern.
MSB 76543210 LSB
R#13 ON3ON2ON1ON0OF3OF2OF1OF0 Blinking period register

In the bit map modes of GRAPH4 to GRAPH7, the two pages are alternately displayed (blinked). Place data in this register to set the display page to an odd page to begin blinking. This register is also used in the TEXT2 mode.

            ON3 to ON0:  Display time for even page
            OF3 to OF0:  Display time for odd page
MSB 76543210 LSB
R#20 00000000 Color burst register 1
R#21 00111111 Color burst register 2
R#22 00000101 Color burst register 3

The above values are preset when the power is applied. If all values in the above three registers are set to 0, the color burst signal of the composite video output will be erased.

If the above values are subsequently reset to the preset values, the normal color burst signal will be output.

1.4 Display Registers

The display registers are used to control the display position on the CRT.

MSB 76543210 LSB
R#18 V3V2V1V0H3H2H1H0 Display adjust register

The above register is used to adjust the display position on the CRT.

     H = 7 . . . H = 1,  H = 0, H = 15 . . . H = 8
     (Left)            (Center)             (Right)

     V = 8 . . . V = 15, V = 0, V = 1  . . . V = 7
     (Bottom)          (Center)             (Top)

(Editor's note: modifying this value while executing a VDP command when the sprites are disabled will result in a corrupted byte)

MSB 76543210 LSB
R#23 DO7DO6DO5DO4DO3DO2DO1DO0 Display offset register

The above register sets the location of the line to begin display.

                 VRAM (Line)

          TOP  ┌────────────┐ 0
               │            │
               │ CRT Screen │
               │            │
        BOTTOM ├────────────┤ 192 or 212   R#23 = 0
               │            │
               └────────────┘ 255

               ┌────────────┐ 0
               │            │
               │ CRT Screen │
               │            │
        BOTTOM ├────────────┤ 136 or 156   R#23 = 200
               │            │
          TOP  ├────────────┤ 200
               │ CRT Screen │
               └────────────┘ 255
MSB 76543210 LSB
R#19 IL7IL6IL5IL4IL3IL2IL1IL0 Interrupt line register

You may specify interrupts when the MSX-VIDEO begins to display a specified scanning line. To enable the interrupt, use the above register to set the scanning line.

1.5 ACCESS REGISTERS

The access registers are a set of registers used when accessing the MSX-VIDEO registers or the VRAM.

MSB 76543210 LSB
R#14 00000A16A15A14 VRAM Access base address register

When accessing the MSX-VIDEO and the Video RAM (VRAM), set the high-order three bits of the address in the VRAM access base address register.

When data is set in this register, and the VRAM is accessed, if there is a carry from A13, the data in the register is automatically incremented. In GRAPHIC1, GRAPHIC2, MULTICOLOR, and TEXT1 modes, the data in the register is not automatically incremented.

MSB 76543210 LSB
R#15 0000S3S2S1S0 Status register pointer

When reading the MSX-VIDEO status registers (S#0 to S#9), set the contents of the status register pointer.

MSB 76543210 LSB
R#16 0000C3C2C1C0 Color palette address register

When setting the color palette of the MSX-VIDEO, set the number of the palette in the Color palette address register.

MSB 76543210 LSB
R#17 AII0RS5RS4RS3RS2RS1RS0 Control register pointer

In the MSX-VIDEO, the above control register pointer may be used to access another register. In addition, according to the setting of the AII bit, the data van be automatically incremented.

    AII = 1:  Auto increment disabled
    AII = 0:  Auto increment enabled

1.6 COMMAND REGISTERS

The following command registers are used when executing a command on the MSX-VIDEO. Details on the use of these command registers will be presented in a later chapter.

    MSB  7   6   5   4   3   2   1   0  LSB
       ┌───┬───┬───┬───┬───┬───┬───┬───┐
  R#32 │SX7│SX6│SX5│SX4│SX3│SX2│SX1│SX0│ Source X low register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#33 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │SX8│ Source X high register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#34 │SY7│SY6│SY5│SY4│SY3│SY2│SY1│SY0│ Source Y low register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#35 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │SY9│SY8│ Source Y high register
       └───┴───┴───┴───┴───┴───┴───┴───┘
       ┌───┬───┬───┬───┬───┬───┬───┬───┐
  R#36 │DX7│DX6│DX5│DX4│DX3│DX2│DX1│DX0│ Destination X low register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#37 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │DX8│ Destination X high register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#38 │DY7│DY6│DY5│DY4│DY3│DY2│DY1│DY0│ Destination Y low register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#39 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │DY9│DY8│ Destination Y high register
       └───┴───┴───┴───┴───┴───┴───┴───┘
       ┌───┬───┬───┬───┬───┬───┬───┬───┐
  R#40 │NX7│NX6│NX5│NX4│NX3│NX2│NX1│NX0│ Number of dots X low register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#41 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │NX8│ Number of dots X high register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#42 │NY7│NY6│NY5│NY4│NY3│NY2│NY1│NY0│ Number of dots Y low register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#43 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │NY9│NY8│ Number of dots Y high register
       └───┴───┴───┴───┴───┴───┴───┴───┘
       ┌───┬───┬───┬───┬───┬───┬───┬───┐
  R#44 │CH3│CH2│CH1│CH0│CL3│CL2│CL1│CL0│ Color register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#45 │ 0 │MXC│MXD│MXS│DIY│DIX│EQ │MAJ│ Argument register
       ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
  R#46 │CM3│CM2│CM1│CM0│LO3│LO2│LO1│LO0│ Command register
       └───┴───┴───┴───┴───┴───┴───┴───┘

2. STATUS REGISTERS #0 to #9 (Read only)

The following status registers are read-only registers for reporting the status when the MSX-VIDEO is read.

       MSB  7   6   5   4   3   2   1   0  LSB
          ┌───┬───┬───┬───┬───┬───┬───┬───┐
   S#0    │ F │5S │ C │Fifth sprite number│ Status register 0
          └───┴───┴───┴───┴───┴───┴───┴───┘
     F:   Vertical scanning interrupt flag
          When S#0 is read, this flag is reset.

     5S:  Flag for the fifth sprite
          Five sprites are aligned on the first horizontal line (In
          the G3 to G7 modes, 9 sprites are allowed)

     C:   Collision flag
          Two sprites have collided.

     Fifth sprite number:
          The number of the fifth (or ninth) sprite.

       MSB  7   6   5   4   3   2   1   0  LSB
          ┌───┬───┬───┬───┬───┬───┬───┬───┐
   S#1    │FL │LPS│ Identification #  │FH │ Status register 1
          └───┴───┴───┴───┴───┴───┴───┴───┘
     FL:  Lightpen flag (Lightpen flag set)
          If the lightpen is to detect light, this bit as well as the
          IE2 bit must both set in order for an interrupt to be
          enabled. When S#1 is read, FL is reset.

          Mouse switch 2 (Mouse flag set)
          The second switch on the mouse was pressed.
          In this case, when S#1 is read, FL is not reset.

     LPS: Lightpen switch (Lightpen flag set)
          The lightpen switch was pressed.
          In this case, when S#1 is read, LPS is not reset.

          Mouse switch 1 (Mouse flag set)
          The first switch on the mouse was pressed.
          In this case, when S#1 is read, LPS is not reset.

     Identification number:
          The identification number (ID #) of the MSX-VIDEO.
          (Editor´s note: 0 if V9938, 1 if V9948, 2 if V9958)

     FH:  Horizontal scanning interrupt flag
          Horizontal scanning interrupt (which is specified in R#19)
          flag. If IE1 is set, an interrupt is enabled. When S#1
          is read, FH is reset.

       MSB  7   6   5   4   3   2   1   0  LSB
          ┌───┬───┬───┬───┬───┬───┬───┬───┐
   S#2    │TR │VR │HR │BD │ 1 │ 1 │EO │CE │ Status register 2
          └───┴───┴───┴───┴───┴───┴───┴───┘
     TR:  Transfer ready flag
          When the CPU sends commands to the VRAM and other devices,
          the CPU checks this flag while transferring data. When this
          flag is set to 1, transfer may be done.
     VR:  Vertical scanning line timing flag
          During vertical scanning, this flag is set to 1.

     HR:  Horizontal scanning line timing flag
          During horizontal scanning, this flag is set to 1.

     BD:  Boundary color detect flag
          When the search command is executed, this flag detects
          whether the boundary color was detected or not.

     EO:  Display field flag
          When 0, indicates the first field.
          When 1, indicates the second field.

     CE:  Command execution flag
          Indicates that a command is being executed.


       MSB  7   6   5   4   3   2   1   0  LSB
          ┌───┬───┬───┬───┬───┬───┬───┬───┐
   S#3    │X7 │X6 │X5 │X4 │X3 │X2 │X1 │X0 │ Column register low
          ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   S#4    │ 1 │ 1 │ 1 │ 1 │ 1 │ 1 │ 1 │X8 │ Column register high
          ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   S#5    │Y7 │Y6 │Y5 │Y4 │Y3 │Y2 │Y1 │Y0 │ Row register low
          ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   S#6    │ 1 │ 1 │ 1 │ 1 │ 1 │ 1 │EO │Y8 │ Row register high
          └───┴───┴───┴───┴───┴───┴───┴───┘

The above registers are set to indicate the collision location of sprites, the location of lightpen detection, and the relative movement of the mouse.

       MSB  7   6   5   4   3   2   1   0  LSB
          ┌───┬───┬───┬───┬───┬───┬───┬───┐
   S#7    │C7 │C6 │C5 │C4 │C3 │C2 │C1 │C0 │ Color register
          └───┴───┴───┴───┴───┴───┴───┴───┘

The above color register is used when the POINT and VRAM to CPU commands are executed. The VRAM data is set in this register.

       MSB  7   6   5   4   3   2   1   0  LSB
          ┌───┬───┬───┬───┬───┬───┬───┬───┐
   S#8    │BX7│BX6│BX5│BX4│BX3│BX2│BX1│BX0│ Border X register low
          ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   S#9    │ 1 │ 1 │ 1 │ 1 │ 1 │ 1 │ 1 │BX8│ Border X register high
          └───┴───┴───┴───┴───┴───┴───┴───┘

When the search command is executed and the border color has been detected, the X coordinate is set in the above registers.

TEXT 1 MODE

Characteristics

- Pattern size             : 6 dots (w) x 8 dots (h)
- Patterns                 : 256 types
- Screen pattern count     : 40 (w) x 24 (h) patterns
- Pattern colors           : Two colors out of 512 colors (per screen)
- VRAM area per screen     : 4K bytes

Controls

- Pattern font             : VRAM pattern generator table
- Screen pattern location  : VRAM pattern name table
- Pattern color code 1     : High-order four bits of R#7
- Pattern color code 0     : Low-order fout bits of R#7
- Background color code    : Low-order fout bits of R#7

Initial settings

1. Mode and register settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 0*│ 0*│ 0*│ 0 │ Mode register 0
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#1     │ 0 │BL │IE0│ 1*│ 0*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in TEXT 1 mode
** Indicates negative logic
All other bits are set accordingly

2. Pattern Generator Table Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#4     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Pattern generator table
           └───┴───┴───┴───┴───┴───┴───┴───┘ base address register

Pattern generator table

(X=1, O=0)

                 ┌┬────────  These bits are not displayed.
                 ││
       MSB 76543210 LSB
         0 OOXOOOOO ─────┐
         1 OXOXOOOO      │
         2 XOOOXOOO      │
         3 XOOOXOOO      ├─── Pattern number 0
         4 XXXXXOOO      │
         5 XOOOXOOO      │
         6 XOOOXOOO      │
         7 OOOOOOOO ─────┘
         8 XXXXOOOO ─────┐
         9 XOOOXOOO      │
        10 XOOOXOOO      │
        11 XXXXOOOO      ├─── Pattern number 1
        12 XOOOXOOO      │
        13 XOOOXOOO      │
        14 XXXXOOOO      │
        15 OOOOOOOO ─────┘
         .      .      .
         .      .      .
         .      .      .
      2040 XOXOXOOO ─────┐
      2041 OXOXOXOO      │
      2042 XOXOXOOO      │
      2043 OXOXOXOO      ├─── Pattern number 0
      2044 XOXOXOOO      │
      2045 OXOXOXOO      │
      2046 XOXOXOOO      │
      2047 OXOXOXOO ─────┘

3. Pattern name table settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#2     │ 0 │A16│A15│A14│A13│A12│A11│A10│ Pattern name table
           └───┴───┴───┴───┴───┴───┴───┴───┘ base address register

Pattern name table

     │         │
     ├─────────┤ Base address
     │ ( 0, 0) │   0              0    1    2    3   .  .   39  X
     ├─────────┤               ┌────┬────┬────┬────┬      ┬────┐
     │ ( 1, 0) │   1         0 │   0│   1│   2│   3│ .  . │  39│
     ├─────────┤               ├────┼────┼────┼────┼      ┼────┤
     │ ( 2, 0) │   2         1 │  40│  41│  42│  43│ .  . │  79│
     ├─────────┤               ├────┼────┼────┼────┼      ┼────┤
     ¦         ¦   .         .    .    .    .    .   .  .    .
     ¦         ¦   .         .    .    .    .    .   .  .    .
     ¦         ¦   .           ├────┼────┼              ──┼────┤
     ├─────────┤            22 │ 880│ 881│  .    .   .  . │ 919│
     │ (39, 0) │  39           ├────┼────┼              ──┼────┤
     ├─────────┤            23 │ 920│ 921│  .    .   .  . │ 959│
     │ ( 0, 1) │  40           └────┴────┴              ──┴────┘
     ├─────────┤             Y
     ¦         ¦   .
     ¦         ¦   .        Screen display correspondence
     ¦         ¦   .
     ├─────────┤
     │ (39,23) │ 959
     ├─────────┤

4. Color register settings

       MSB  7   6   5   4   3   2   1   0  LSB
          ┌───┬───┬───┬───┬───┬───┬───┬───┐
  R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop color
          └──┬┴──┬┴──┬┴──┬┴──┬┴──┬┴──┬┴──┬┘ register
             │   │   │   │   └───┴───┴───┴── Specifies pattern color
             │   │   │   │                   code 0 or back drop color
             └───┴───┴───┴────────────────── Specifies pattern color
                                             code 1

Example of VRAM allocation in TEXT 1 mode

00000H  ┌──────────┐         MSB   7   6   5   4   3   2   1   0   LSB
        │ Pattern  │             ┌───┬───┬───┬───┬───┬───┬───┬───┐
        │ Name     │        R#2  │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │
        │ Table 0  │             └───┴───┴───┴───┴───┴───┴───┴───┘
        │          │                  A16 A15 A14 A13 A12 A11 A10
003C0H  ├──────────┤
        │          │
00800H  ├──────────┤         MSB   7   6   5   4   3   2   1   0   LSB
        │ Pattern  │             ┌───┬───┬───┬───┬───┬───┬───┬───┐
        │ Generator│        R#4  │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 1 │
        │ Table 0  │             └───┴───┴───┴───┴───┴───┴───┴───┘
        │          │                      A16 A15 A14 A13 A12 A11
        │          │
01000H  ├──────────┤         MSB   7   6   5   4   3   2   1   0   LSB
        │ Pattern  │             ┌───┬───┬───┬───┬───┬───┬───┬───┐
        │ Name     │        R#2  │ 0 │ 0 │ 0 │ 0 │ 0 │ 1 │ 0 │ 0 │
        │ Table 1  │             └───┴───┴───┴───┴───┴───┴───┴───┘
        │          │                  A16 A15 A14 A13 A12 A11 A10
        │          │
013C0H  ├──────────┤
        │          │
        │          │
01800H  ├──────────┤         MSB   7   6   5   4   3   2   1   0   LSB
        │ Pattern  │             ┌───┬───┬───┬───┬───┬───┬───┬───┐
        │ Generator│        R#4  │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 1 │ 1 │
        │ Table 1  │             └───┴───┴───┴───┴───┴───┴───┴───┘
        │          │                      A16 A15 A14 A13 A12 A11
02000H  ├──────────┤
        .          .
        .          .        A maximum of 32 pages may be allocated in
        .          .        the same manner (using a 128K-byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘

TEXT 2 MODE

Characteristics

- Pattern size             : 6 dots (w) x 8 dots (h)
- Patterns                 : 256 types
- Screen pattern count     : 80 (w) x 24 (h) patterns
                             80 (w) x 26.5 (h) patterns
- Pattern blinking         : Possible for each character
- Pattern colors           : Two colors out of 512 colors (per screen),
                             four if using blinking
- VRAM area per screen     : 8K bytes

Controls

- Pattern font             : VRAM pattern generator table
- Screen pattern location  : VRAM pattern name table
- Blink attributes         : VRAM color table
- Pattern color code 1     : High-order four bits of R#7
- Pattern color code 0     : Low-order four bits of R#7
- Background color code    : Low-order four bits of R#7
- Pattern color code 1     : High-order four bits of R#12
                             (used for blinking)
- Pattern color code 0     : Low-order four bits of R#12
                             (used for blinking)

Initial Settings

1. Mode and Register Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 0*│ 1*│ 0*│ 0 │ Mode register 0
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#1     │ 0 │BL │IE0│ 1*│ 0*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in TEXT 2 mode
** Indicates negative logic

In this display mode, if LN is set to 1, 26.5 lines are selected, and if LN is set to 0, 24 lines are selected.
All other bits are set accordingly.

2. Pattern Generator Table Settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#4     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Pattern generator table
           └───┴───┴───┴───┴───┴───┴───┴───┘ base address register

Pattern generator table

(X=1, O=0)

                 ┌┬────────  These bits are not displayed.
                 ││
       MSB 76543210 LSB
         0 OOXOOOOO ─────┐
         1 OXOXOOOO      │
         2 XOOOXOOO      │
         3 XOOOXOOO      ├─── Pattern number 0
         4 XXXXXOOO      │
         5 XOOOXOOO      │
         6 XOOOXOOO      │
         7 OOOOOOOO ─────┘
         8 XXXXOOOO ─────┐
         9 XOOOXOOO      │
        10 XOOOXOOO      │
        11 XXXXOOOO      ├─── Pattern number 1
        12 XOOOXOOO      │
        13 XOOOXOOO      │
        14 XXXXOOOO      │
        15 OOOOOOOO ─────┘
         .      .      .
         .      .      .
         .      .      .
      2040 XOXOXOOO ─────┐
      2041 OXOXOXOO      │
      2042 XOXOXOOO      │
      2043 OXOXOXOO      ├─── Pattern number 255
      2044 XOXOXOOO      │
      2045 OXOXOXOO      │
      2046 XOXOXOOO      │
      2047 OXOXOXOO ─────┘

3. Pattern name table settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#2     │ 0 │A16│A15│A14│A13│A12│ 1 │ 1 │ Pattern name table
           └───┴───┴───┴───┴───┴───┴───┴───┘  base address register

Pattern name table

     │         │
     ├─────────┤ Base address
     │ ( 0, 0) │   0              0    1    2    3   .  .   79  X
     ├─────────┤               ┌────┬────┬────┬────┬      ┬────┐
     │ ( 1, 0) │   1         0 │   0│   1│   2│   3│ .  . │  79│
     ├─────────┤               ├────┼────┼────┼────┼      ┼────┤
     │ ( 2, 0) │   2         1 │  80│  81│  82│  83│ .  . │ 159│
     ├─────────┤               ├────┼────┼────┼────┼      ┼────┤
     ¦         ¦   .         .    .    .    .    .   .  .    .
     ¦         ¦   .         .    .    .    .    .   .  .    .
     ¦         ¦   .           ├────┼────┼              ──┼────┤
     ├─────────┤            25 │2000│2001│  .    .   .  . │2079│
     │ (79, 0) │  79           ├────┼────┼              ──┼────┤
     ├─────────┤            26 │2080│2081│  .    .   .  . │2159│
     │ ( 0, 1) │  80           └────┴────┴              ──┴────┘
     ├─────────┤             Y
     ¦         ¦   .
     ¦         ¦   .        Screen display correspondence
     ¦         ¦   .
     ├─────────┤
     │ (79,26) │ 2159
     ├─────────┤

4. Color table settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#3     │A13│A12│A11│A10│A9 │ 1 │ 1 │ 1 │ Color table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#10    │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│A14│ base address registers
           └───┴───┴───┴───┴───┴───┴───┴───┘

Color table

 MSB   7       6       5       4       3       2       1       0   LSB
   ┌───────┬───────┬───────┬───────┬───────┬───────┬───────┬───────┐
  0│( 0, 0)│( 1, 0)│( 2, 0)│( 3, 0)│( 4, 0)│( 5, 0)│( 6, 0)│( 7, 0)│ Base
   ├───────┼───────┼───────┼───────┼───────┼───────┼───────┼───────┤ address
  1│( 8, 0)│( 9, 0)│(10, 0)│(11, 0)│(12, 0)│(13, 0)│(14, 0)│(15, 0)│
   ├───────┼───────┼───────┼───────┼───────┼───────┼───────┼───────┤
  .    .       .       .       .       .       .       .       .
  .    .       .       .       .       .       .       .       .
  .    .       .       .       .       .       .       .       .
  .    .       .       .       .       .       .       .       .
   ├───────┼───────┼───────┼───────┼───────┼───────┼───────┼───────┤
269│(72,26)│   .   │   .   │   .   │   .   │   .   │   .   │(79,26)│
   └───────┴───────┴───────┴───────┴───────┴───────┴───────┴───────┘

5. Color register settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop
           └───┴───┴───┴───┴───┴───┴───┴───┘ color register
        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#12    │T23│T22│T21│T20│BC3│BC2│BC1│BC0│ Text color/Back color
           └───┴───┴───┴───┴───┴───┴───┴───┘ register

6. Blink register settings

                 ┌────────────────┐                ┌─────────────
                 │                │                │
                 │      R#12      │      R#7       │      R#12
                 │                │                │
        ─────────┘                └────────────────┘

                 │◄── On time ───►│◄── Off time ──►│
        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#13    │ON3│ON2│ON1│ON0│OF3│OF2│OF1│OF0│ Blinking period register
           └──┬┴───┴───┴──┬┴──┬┴───┴───┴──┬┘
              └───────────┘   └───────────┘
                 ON time         OFF time
DATA (binary) TIME (ms) VBlanks
0 0 0 0 0 0
0 0 0 1 166.9 10
0 0 1 0 333.8 20
0 0 1 1 500.5 30
0 1 0 0 667.5 40
0 1 0 1 843.4 50
0 1 1 0 1001.3 60
0 1 1 1 1168.2 70
1 0 0 0 1335.1 80
1 0 0 1 1501.9 90
1 0 1 0 1668.8 100
1 0 1 1 1835.7 110
1 1 0 0 2002.6 120
1 1 0 1 2169.5 130
1 1 1 0 2336.3 140
1 1 1 1 2503.2 150

Example of VRAM allocation in TEXT 2 mode

                            Pattern name table base address

00000H  ┌──────────┐         MSB   7   6   5   4   3   2   1   0   LSB
        │ Pattern  │             ┌───┬───┬───┬───┬───┬───┬───┬───┐
        │ Name     │        R#2  │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 1 │ 1 │
        │ Table 0  │             └───┴───┴───┴───┴───┴───┴───┴───┘
00870H  ├──────────┤                  A16 A15 A14 A13 A12
        │          │
00A00H  ├ Color   ─┤
        │ Table 0  │        Color table base address
00B0EH  ├──────────┤
00800H  ├──────────┤         MSB   7   6   5   4   3   2   1   0   LSB
        │ Pattern  │             ┌───┬───┬───┬───┬───┬───┬───┬───┐
        │ Generator│        R#3  │ 0 │ 0 │ 1 │ 0 │ 1 │ 1 │ 1 │ 1 │
        │ Table 0  │             └───┴───┴───┴───┴───┴───┴───┴───┘
01800H  ├──────────┤              A13 A12 A11 A10 A9
        │ Pattern  │             ┌───┬───┬───┬───┬───┬───┬───┬───┐
        │ Generator│        R#10 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │
        │ Table 0  │             └───┴───┴───┴───┴───┴───┴───┴───┘
02000H  ├──────────┤                                  A16 A15 A14
        │ Pattern  │
        │ Name     │
        │ Table 1  │        Pattern generator table base address
02870H  ├──────────┤
02A00H  ├ Color   ─┤         MSB   7   6   5   4   3   2   1   0   LSB
        │ Table 1  │             ┌───┬───┬───┬───┬───┬───┬───┬───┐
02B0EH  ├──────────┤        R#4  │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │ 1 │ 0 │
03000H  ├──────────┤             └───┴───┴───┴───┴───┴───┴───┴───┘
        │ Pattern  │                      A16 A15 A14 A13 A12 A11
        │ Generator│
        │ Table 0  │
        │          │
03800H  ├──────────┤
        │          │
04000H  ├──────────┤
        .          .
        .          .        A maximum of 16 pages may be allocated in
        .          .        the same manner (using a 128K-byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘

MULTICOLOR MODE

Characteristics

- Screen composition       : 64 (w) x 48 (h) color blocks
- Color blocks             : Sixteen colors out of 512 colors
- Sprite mode              : Sprite mode 1
- VRAM area per screen     : 4K bytes

Controls

- Color block color code   : VRAM pattern generator table
- Color block location     : VRAM pattern name table
- Background color code    : Low-order four bits of R#7
- Sprites                  : VRAM sprite attribute table
                             VRAM sprite pattern table

Initial Settings

1. Mode and Register Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 0*│ 0*│ 0*│ 0 │ Mode register 0
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#1     │ 0 │BL │IE0│ 0*│ 1*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in MULTICOLOR mode
** Indicates negative logic

2. Pattern Generator Table Settings

          ◄────  8 dots  ───►

          ┌────────┬────────┐    ▲
          │        │        │    │
          │   A    │   B    │    │
          │        │        │    │         For each block A, B, C,
          ├────────┼────────┤ 8 dots       and D, sixteen colors may
          │        │        │    │         be specified.
          │   C    │   D    │    │
          │        │        │    │
          └────────┴────────┘    ▼
        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
           │  Color code A │  Color code B │
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
           │  Color code C │  Color code D │
           └───┴───┴───┴───┴───┴───┴───┴───┘
               MSB  7   6   5   4   3   2   1   0  LSB
        ┌───┬───┐ ┌───┬───┬───┬───┬───┬───┬───┬───┐
   ┌─   │ A │ B │ │  Color code A │  Color code B │ Pattern when
   │    ├───┼───┤ ├───┼───┼───┼───┼───┼───┼───┼───┤ Y=0, 4, 8, 12, 16
   │    │ C │ D │ │  Color code C │  Color code D │ or 20 is selected
   │    └───┴───┘ └───┴───┴───┴───┴───┴───┴───┴───┘
   │    ┌───┬───┐ ┌───┬───┬───┬───┬───┬───┬───┬───┐
   │    │ E │ F │ │  Color code E │  Color code F │ Pattern when
   │    ├───┼───┤ ├───┼───┼───┼───┼───┼───┼───┼───┤ Y=1, 5, 9, 13, 17
Pattern │ G │ H │ │  Color code G │  Color code H │ or 21 is selected
 name   └───┴───┘ └───┴───┴───┴───┴───┴───┴───┴───┘
  #N    ┌───┬───┐ ┌───┬───┬───┬───┬───┬───┬───┬───┐
   │    │ I │ J │ │  Color code I │  Color code J │ Pattern when
   │    ├───┼───┤ ├───┼───┼───┼───┼───┼───┼───┼───┤ Y=2, 6, 10, 14, 18
   │    │ K │ L │ │  Color code K │  Color code L │ or 22 is selected
   │    └───┴───┘ └───┴───┴───┴───┴───┴───┴───┴───┘
   │    ┌───┬───┐ ┌───┬───┬───┬───┬───┬───┬───┬───┐
   │    │ M │ N │ │  Color code M │  Color code N │ Pattern when
   │    ├───┼───┤ ├───┼───┼───┼───┼───┼───┼───┼───┤ Y=3, 7, 11, 15, 19
   └─   │ O │ P │ │  Color code O │  Color code P │ or 23 is selected
        └───┴───┘ └───┴───┴───┴───┴───┴───┴───┴───┘
        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#4     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Pattern generator table
           └───┴───┴───┴───┴───┴───┴───┴───┘  base address register

Pattern generator table

          │                   │
          ├───────────────────┤     0  Base address
          │ Pattern name #0   │
          │   (Eight bytes)   │
          ├───────────────────┤     8
          │ Pattern name #1   │
          │   (Eight bytes)   │
          ├───────────────────┤    16
          .                   .
          .                   .
          .                   .
          ├───────────────────┤  2040
          │ Pattern name #255 │
          │   (Eight bytes)   │
          ├───────────────────┤  2048

3. Pattern name table settings

Pattern name table

0123...31
0 012331
1 3233343563
22 704705735
23 736737767
MSB 76543210 LSB
R#2 0A16A15A14A13A12A11A10 Pattern name table base address register

Pattern name table

     │         │
     ├─────────┤ Base address
     │ ( 0, 0) │   0
     ├─────────┤
     │ ( 1, 0) │   1
     ├─────────┤
     │ ( 2, 0) │   2
     ├─────────┤
     ¦         ¦   .
     ¦         ¦   .
     ¦         ¦   .
     ├─────────┤
     │ (31, 0) │  31
     ├─────────┤
     │ ( 0, 1) │  32
     ├─────────┤
     ¦         ¦   .
     ¦         ¦   .
     ¦         ¦   .
     ├─────────┤
     │ (31,23) │ 767
     ├─────────┤

4. Color register settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop color
           └─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┘ register
             │   │   │   │   │   │   │   │
             │   │   │   │   └───┴───┴───┴── Specifies backdrop color
             └───┴───┴───┴────────────────── Ignored

5. Sprite settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#5     │A14│A13│A12│A11│A10│A9 │A8 │A7 │ Sprite attribute table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡ base address register
   R#11    │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│
           └───┴───┴───┴───┴───┴───┴───┴───┘
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#6     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Sprite pattern generator
           └───┴───┴───┴───┴───┴───┴───┴───┘  table base address
                                              register

Example of VRAM allocation in MULTICOLOR mode

00000H  ┌──────────┐
        │ Sprite   │
        │ Generator│
        │ Table    │
        │  (1024   │
        │   bytes) │
00400H  ├──────────┤
        │ Pattern  │
        │ Name     │    .┌──────────┐ 00700H
        │ Table    │   . │ Sprite   │
        │  (768    │  .  │ attribute│
        │   bytes) │ .   │ table    │
00700H  ├──────────┤.    │  (128    │
        │          │     │   bytes) │
        │          │     ├──────────┤ 00780H
00800H  ├──────────┤     │          │
        │          │.    │          │
        │          │ .   │          │
        │          │  .  │          │
        │          │   . │          │
        │          │    .└──────────┘ 00800H
        │          │
        │ Pattern  │
00C00H  │ Generator│
        │ Table    │
        │  (2048   │
        │   bytes) │
        │          │
        │          │
        │          │
01000H  ├──────────┤
        .          .
        .          .        A maximum of 32 pages may be allocated in
        .          .        the same manner (using a 128K-byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘

GRAPHIC 1 MODE

Characteristics

- Pattern size             : 8 dots (w) x 8 dots (h)
- Patterns                 : 256 types
- Screen pattern count     : 32 (w) x 24 (h) patterns
- Pattern colors           : 16 colors out of 512 colors (per screen)
- Sprite mode              : Sprite mode 1
- VRAM area per screen     : 4K bytes

Controls

- Pattern font             : VRAM pattern generator table
- Screen pattern location  : VRAM pattern name table
- Pattern color codes 1 & 0: Can be specified as a group for each
                             8-pattern set, in the VRAM color table
- Background color code    : Low-order four bits of R#7
- Sprites                  : VRAM sprite attribute table, VRAM sprite
                             pattern table

Initial Settings

1. Mode and Register Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 0*│ 0*│ 0*│ 0 │ Mode register 0
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#1     │ 0 │BL │IE0│ 0*│ 0*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in GRAPHIC 1 mode
** Indicates negative logic

2. Pattern Generator Table Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#4     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Pattern generator table
           └───┴───┴───┴───┴───┴───┴───┴───┘ base address register

Pattern generator table

(X=1, O=0)

       MSB 76543210 LSB
         0 OOXXXOOO ─────┐
         1 OXOOOXOO      │
         2 XOOOOOXO      │
         3 XOOOOOXO      ├─── Pattern number 0
         4 XXXXXXXO      │
         5 XOOOOOXO      │
         6 XOOOOOXO      │
         7 OOOOOOOO ─────┘
         8 XXXXXXOO ─────┐
         9 XOOOOOXO      │
        10 XOOOOOXO      │
        11 XXXXXXOO      ├─── Pattern number 1
        12 XOOOOOXO      │
        13 XOOOOOXO      │
        14 XXXXXXOO      │
        15 OOOOOOOO ─────┘
         .      .      .
         .      .      .
         .      .      .
      2040 XOXOXOXO ─────┐
      2041 OXOXOXOX      │
      2042 XOXOXOXO      │
      2043 OXOXOXOX      ├─── Pattern number 255
      2044 XOXOXOXO      │
      2045 OXOXOXOX      │
      2046 XOXOXOXO      │
      2047 OXOXOXOX ─────┘

3. Pattern name table settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#2     │ 0 │A16│A15│A14│A13│A12│A11│A10│ Pattern name table
           └───┴───┴───┴───┴───┴───┴───┴───┘ base address register

Pattern name table

     │         │
     ├─────────┤ Base address
     │ ( 0, 0) │   0              0    1    2    3   .  .   31 X
     ├─────────┤               ┌────┬────┬────┬────┬      ┬────┐
     │ ( 1, 0) │   1         0 │   0│   1│   2│   3│ .  . │  31│
     ├─────────┤               ├────┼────┼────┼────┼      ┼────┤
     │ ( 2, 0) │   2         1 │  32│  33│  34│  35│ .  . │  63│
     ├─────────┤               ├────┼────┼────┼────┼      ┼────┤
     .         .   .         .    .    .    .    .   .  .    .
     .         .   .         .    .    .    .    .   .  .    .
     .         .   .           ├────┼────┼              ──┼────┤
     ├─────────┤            22 │ 704│ 705│  .    .   .  . │ 735│
     │ (31, 0) │  31           ├────┼────┼              ──┼────┤
     ├─────────┤            23 │ 736│ 737│  .    .   .  . │ 767│
     │ ( 0, 1) │  32           └────┴────┴              ──┴────┘
     ├─────────┤             Y
     .         .   .
     .         .   .        Screen display correspondence
     .         .   .
     ├─────────┤
     │ (31,21) │ 767 (byte)
     ├─────────┤

4. Color register settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop color
           └─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┘ register
             │   │   │   │   │   │   │   │
             │   │   │   │   └───┴───┴───┴── Specifies backdrop color
             └───┴───┴───┴────────────────── Ignored

5. Color table settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#3     │A13│A12│A11│A10│A9 │A8 │A7 │A6 │ Color table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#10    │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│A14│ base address register
           └───┴───┴───┴───┴───┴───┴───┴───┘

Color table

             ┌───┬───┬───┬────────────────── Color code for part 1
             │   │   │   │   ┌───┬───┬───┬── Color code for part 0
             │   │   │   │   │   │   │   │
        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐ Base address
     0     │FC3│FC2│FC1│FC0│BC3│BC2│BC1│BC0│ Pattern Nos. 0 to 7
           ├───┼───┼───┼───┼───┼───┼───┼───┤
     1     │FC3│FC2│FC1│FC0│BC3│BC2│BC1│BC0│ Pattern Nos. 8 to 15
           ├───┼───┼───┼───┼───┼───┼───┼───┤
     .     . . . . . . . . . . . . . . . . .    .     .   .  . .
     .     . . . . . . . . . . . . . . . . .    .     .   .  . .
           ├───┼───┼───┼───┼───┼───┼───┼───┤
    31     │FC3│FC2│FC1│FC0│BC3│BC2│BC1│BC0│ Pattern Nos. 248 to 255
           └───┴───┴───┴───┴───┴───┴───┴───┘

6. Sprite settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#5     │A14│A13│A12│A11│A10│A9 │A8 │A7 │ Sprite attribute table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡ base address register
   R#11    │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│
           └───┴───┴───┴───┴───┴───┴───┴───┘
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#6     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Sprite pattern generator
           └───┴───┴───┴───┴───┴───┴───┴───┘  table base address
                                              register

Example of VRAM allocation in GRAPHIC 1 mode

00000H  ┌──────────┐
        │ Sprite   │
        │ Generator│
        │ Table    │
        │  (1024   │
        │   bytes) │
00400H  ├──────────┤
        │ Pattern  │
        │ Name     │    .┌──────────┐ 00700H
        │ Table    │   . │ Sprite   │
        │  (768    │  .  │ attribute│
        │   bytes) │ .   │ table    │
00700H  ├──────────┤.    │  (128    │
        │          │     │   bytes) │
        │          │     ├──────────┤ 00780H
00800H  ├──────────┤     │ Color    │
        │          │.    │ table    │
        │          │ .   ├(32 bytes)┤ 007A0H
        │          │  .  │          │
        │          │   . │          │
        │          │    .└──────────┘ 00800H
        │          │
        │ Pattern  │
00C00H  │ Generator│
        │ Table    │
        │  (2048   │
        │   bytes) │
        │          │
        │          │
        │          │
01000H  ├──────────┤
        .          .
        .          .        A maximum of 32 pages may be allocated in
        .          .        the same manner (using a 128K─byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘

GRAPHIC 2 AND GRAPHIC 3 MODES

Characteristics

- Pattern size             : 8 dots (w) x 8 dots (h)
- Patterns                 : 768 types
- Screen pattern count     : 32 (w) x 24 (h) patterns
- Pattern colors           : 16 colors out of 512 colors (per screen)
- Sprite modes             : Sprite mode 1 (GRAPHIC 2)
                           : Sprite mode 2 (GRAPHIC 3)
- Vram area per screen     : 16K bytes

* The GRAPHIC 2 and GRAPHIC 3 modes are identical except for the
  sprite modes.

Controls

- Pattern font             : VRAM pattern generator table
- Screen pattern location  : VRAM pattern name table
- Pattern color codes 1 & 0: Can be specified as a group for each
                           : raster, in the VRAM color table
- Background color code    : Low-order four bits of R#7
- Sprites                  : VRAM sprite attribute table, VRAM sprite
                             pattern table.

Initial Settings

1. Mode and Register Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 0*│ 0*│ 0*│ 0 │ Mode register 0
           └───┴───┴───┴───┴───┴─┬─┴─┬─┴───┘
                                 │   └────── 0, 1 for GRAPHIC 2 mode
                                 └────────── 1, 0 for GRAPHIC 3 mode
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#1     │ 0 │BL │IE0│ 0*│ 0*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in GRAPHIC 2 mode or GRAPHIC 3 mode
** Indicates negative logic

All other bits are set accordingly.

2. Pattern Generator Table Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#4     │ 0 │ 0 │A16│A15│A14│A13│ 1 │ 1 │ Pattern generator table
           └───┴───┴───┴───┴───┴───┴───┴───┘ base address register

3. Color table settins

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#3     │A13│ 1 │ 1 │ 1 │ 1 │ 1 │ 1 │ 1 │ Color table address
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#10    │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│A14│ register
           └───┴───┴───┴───┴───┴───┴───┴───┘

4. Color register settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop color
           └─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┘ register
             │   │   │   │   │   │   │   │
             │   │   │   │   └───┴───┴───┴── Specifies backdrop color
             └───┴───┴───┴────────────────── Ignored

Pattern generator table

(X=1, O=0)
                            MSB 76543210 LSB      MSB 76543210 LSB
                      ┌─────   0 OOXXXOOO              OOOOOOOO
                      │        1 OXOOOXOO              OOOOOOOO
                      │        2 XOOOOOXO              OOOOOOOO
Pattern number 0   ───┤        3 XOOOOOXO              OOOOOOOO
                      │        4 XXXXXXXO              OOOOOOOO
                      │        5 XOOOOOXO              OOOOOOOO
                      │        6 XOOOOOXO              OOOOOOOO
                      └─────   7 OOOOOOOO              OOOOOOOO
                      ┌─────   8 XXXXXXOO              OOOOOOOO
                      │        9 XOOOOOXO              OOOOOOOO
                      │       10 XOOOOOXO              OOOOOOOO
Pattern number 0   ───┤       11 XXXXXXOO              OOOOOOOO
                      │       12 XOOOOOXO              OOOOOOOO
                      │       13 XOOOOOXO              OOOOOOOO
                      │       14 XXXXXXOO              OOOOOOOO
                      └─────  15 OOOOOOOO              OOOOOOOO
                         .     .      .                    .
                         .     .      .                    .
                         .     .      .                    .
                      ┌─────2040 XOXOXOXO              OOOOOOOO
                      │     2041 OXOXOXOX              OOOOOOOO
                      │     2042 XOXOXOXO              OOOOOOOO
Pattern number 255 ───┤     2043 OXOXOXOX              OOOOOOOO
                      │     2044 XOXOXOXO              OOOOOOOO
                      │     2045 OXOXOXOX              OOOOOOOO
                      │     2046 XOXOXOXO              OOOOOOOO
                      └─────2047 OXOXOXOX              OOOOOOOO
                                                       │  ││  │
                            Color pattern 1 ───────────┴──┘│  │
                            Color pattern 0 ───────────────┴──┘


     Pattern generator       Color table
           table

   0 │             │       │             │
     ├─────────────┤       ├─────────────┤ ─┐
     │ 256 patterns│       │ 256 colors  │  │
     │ for upper   │       │ for upper   │  │
     │ third of    │       │ third of    │  │. 
     │ screen      │       │ screen      │  │ ..  ┌─────────────────┐
     │ (2048 bytes)│       │ (2048 bytes)│  │   ..│     Upper       │
2048 ├─────────────┤       ├─────────────┤ ─┤     │     Third       │
     │ 256 patterns│       │ 256 colors  │  │     ├─────────────────┤
     │ for middle  │       │ for middle  │  │.....│     Middle      │
     │ third of    │       │ third of    │  │     │     Third       │
     │ screen      │       │ screen      │  │     ├─────────────────┤
     │ (2048 bytes)│       │ (2048 bytes)│  │     │     Lower       │
4096 ├─────────────┤       ├─────────────┤ ─┤    .│     Third       │
     │ 256 patterns│       │ 256 colors  │  │   . └─────────────────┘
     │ for lower   │       │ for lower   │  │ ..     Display screen
     │ third of    │       │ third of    │  │.
     │ screen      │       │ screen      │  │
     │ (2048 bytes)│       │ (2048 bytes)│  │
6144 ├─────────────┤       ├─────────────┤ ─┘
     │             │       │             │

5. Pattern name table settings

Pattern name table

     ┌──────────────────────────────────────────────────────┐
     │ ( 0, 0)    Pattern display area for upper    (31, 0) │
     │              third of screen (256 bytes)             │
     │ ( 0, 7)                                      (31, 7) │
     ├──────────────────────────────────────────────────────┤
     │ ( 0, 8)    Pattern display area for middle   (31, 8) │
     │              third of screen (256 bytes)             │
     │ ( 0,15)                                      (31,15) │
     ├──────────────────────────────────────────────────────┤
     │ ( 0,16)    Pattern display area for lower    (31,16) │
     │              third of screen (256 bytes)             │
     │ ( 0,23)                                      (31,23) │
     └──────────────────────────────────────────────────────┘
        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#2     │ 0 │A16│A15│A14│A13│A12│A11│A10│ Pattern name table
           └───┴───┴───┴───┴───┴───┴───┴───┘ base address register

Pattern name table

     │         │
     ├─────────┤ Base address  ──────────────┐
     │ ( 0, 0) │   0                         │
     ├─────────┤                             │
     │ ( 1, 0) │   1                         ├── For upper third
     ├─────────┤                             │    of screen
     .         .   .                         │
     ├─────────┤                             │
     │ (31, 7) │  255                        │
     ├─────────┤         ────────────────────┤
     │ ( 0, 8) │  256                        │
     ├─────────┤                             ├── For middle third
     .         .   .                         │    of screen
     ├─────────┤                             │
     │ (31,15) │  511                        │
     ├─────────┤         ────────────────────┤
     │ ( 0,16) │  512                        │
     ├─────────┤                             ├── For lower third
     .         .   .                         │    of screen
     ├─────────┤                             │
     │ (31,23) │ 767 (byte)                  │
     ├─────────┤         ────────────────────┘

6. Sprite settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#5     │A14│A13│A12│A11│A10│A9 │A8 │A7 │ Sprite attribute table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡ base address register
   R#11    │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│
           └───┴───┴───┴───┴───┴───┴───┴───┘
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#6     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Sprite pattern generator
           └───┴───┴───┴───┴───┴───┴───┴───┘  table base address
                                              register

Example of VRAM allocation in GRAPHIC 2 mode

00000H  ┌──────────┐
        │ Pattern  │
        │ Generator│
        │ Table    │
        │ Upper    │
00800H  ├──────────┤
        │ Pattern  │
        │ Generator│
        │ Table    │
        │ Middle   │
01000H  ├──────────┤
        │ Pattern  │    .┌──────────┐ 01C00H
        │ Generator│   . │ Sprite   │
        │ Table    │  .  │ generator│
        │ Lower    │ .   │ table    │
01800H  ├──────────┤.    │          │
        │          │     │          │
        │          │     ├──────────┤ 01C00H
02000H  ├──────────┤     │ Sprite   │
        │ Color    │.    │ attribute│
        │ Table    │ .   │ table    │
        │ Upper    │  .  ├──────────┤ 01C80H
02800H  ├──────────┤  .  │          │
        │ Color    │   . │          │
        │ Table    │    .│          │
        │ Middle   │     └──────────┘ 02000H
        ├──────────┤
03000H  │ Color    │
        │ Table    │
        │ Lower    │
03800H  ├──────────┤
        │ Pattern  │
        │ Name     │
        │ Table    │
03B00H  ├──────────┤
        │ Table    │
04000H  ├──────────┤
        │          │
        │          │
        │          │
        .          .
        .          .        A maximum of 8 pages may be allocated in
        .          .        the same manner (using a 128K-byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘

Example of VRAM allocation in GRAPHIC 3 mode

00000H  ┌──────────┐
        │ Pattern  │
        │ Generator│
        │ Table    │
        │ Upper    │
00800H  ├──────────┤
        │ Pattern  │
        │ Generator│
        │ Table    │
        │ Middle   │
01000H  ├──────────┤
        │ Pattern  │    .┌──────────┐ 01C00H
        │ Generator│   . │ Sprite   │
        │ Table    │  .  │ generator│
        │ Lower    │ .   │ table    │
01800H  ├──────────┤.    │          │
        │          │     │          │
        │          │     ├──────────┤ 01C00H
02000H  ├──────────┤     │ Sprite   │
        │ Color    │.    │ color    │
        │ Table    │.    │ table    │
        │ Upper    │ .   ├──────────┤ 01E00H
02800H  ├──────────┤ .   │ Sprite   │
        │ Color    │  .  │ attribute│
        │ Table    │  .  │ table    │
        │ Middle   │   . ├──────────┤ 01E80H
        ├──────────┤   . │          │
03000H  │ Color    │    .│          │
        │ Table    │    .└──────────┘ 02000H
        │ Lower    │
03800H  ├──────────┤
        │ Pattern  │
        │ Name     │
        │ Table    │
03B00H  ├──────────┤
        │ Table    │
04000H  ├──────────┤
        │          │
        │          │
        │          │
        .          .
        .          .        A maximum of 8 pages may be allocated in
        .          .        the same manner (using a 128K-byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘

GRAPHIC 4 MODE

Characteristics

- Bit-mapped Graphics Mode
- Screen size              : 256 (w) x 212 (h) dots
                           : 256 (w) x 192 (h) dots
- Screen colors            : 16 colors out of 512 colors (per screen)
- Sprite mode              : Sprite mode 2
- VRAM area per screen     : 32K bytes

Controls

- Graphics                 : VRAM pattern name table
- Background color code    : Low-order four bits of R#7
- Sprites                  : VRAM sprite attribute table, VRAM sprite
                             pattern table

Initial Settings

1. Mode and Register Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 0*│ 1*│ 1*│ 0 │ Mode register 0
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#1     │ 0 │BL │IE0│ 0*│ 0*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in GRAPHIC 4 mode
** Indicates negative logic

In GRAPHIC 4 mode, if LN is set to 1, the screen height is 212 dots, and if LN is set to 0, the screen height is 192 dots.
All other bits are set accordingly.

2. Pattern name table settings

  ┌────► X
  │  ┌───────┬───────┬..................┬─────────┬─────────┐
  │  │(0,  0)│(1,  0)│                  │(254,  0)│(255,  0)│
  ▼  ├───────┼───────┘                  └─────────┼─────────┤
  Y  │(0,  1)│                                    │(255,  1)│
     ├───────┘            ┌─────────┐             └─────────┤
     │                    │  (X,Y)  │                       │
     .                    └─────────┘                       .
     .                                                      .
     .                                                      .
     │                                                      │
     │                                                      │
     │                                                      │
     │                                                      │
     ├───────┐                                    ┌─────────┤
     │(0,191)│                                    │(255,191)│
     └───────┴────────────────────────────────────┴─────────┘   LN = 0

     │                                                      │
     ├───────┐                                    ┌─────────┤
     │(0,211)│                                    │(255,211)│
     └───────┴────────────────────────────────────┴─────────┘   LN = 1
        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#2     │ 0 │A16│A15│ 1 │ 1 │ 1 │ 1 │ 1 │ Pattern name table
           └───┴─┬─┴─┬─┴───┴───┴───┴───┴───┘ base address register
                 │   │
                 └───┴────────────────────── These two bits specify
                                             the page to display

Pattern name table

  MSB     7   6   5   4   3   2   1   0    LSB
       ┌────┬───┬───┬───┬───┬───┬───┬───┐
    1  │    (  0,  0)   │   (  1,  0)   │  Base address
       ├────┼───┼───┼───┼───┼───┼───┼───┤
    2  │    (  2,  0)   │   (  3,  0)   │  Set the color code for each
       ├────┴───┴───┴───┴───┴───┴───┴───┤  dot in this table
       .                                .
       .                                .
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
  127  │    (254,  0)   │   (255,  0)   │
       ├────┼───┼───┼───┼───┼───┼───┼───┤
  128  │    (  0,  1)   │   (  1,  1)   │
       ├────┴───┴───┴───┴───┴───┴───┴───┤
       .                                .
       .                                .
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
27134  │    (252,211)   │   (253,211)   │
       ├────┼───┼───┼───┼───┼───┼───┼───┤
27135  │    (254,211)   │   (255,211)   │
       └────┴───┴───┴───┴───┴───┴───┴───┘

3. Color register settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop
           └─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┘ color register
             │   │   │   │   │   │   │   │
             │   │   │   │   └───┴───┴───┴── Specifies backdrop color
             │   │   │   │                   code
             └───┴───┴───┴────────────────── Ignored

4. Sprite settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#5     │A14│A13│A12│A11│A10│ 1 │ 1 │ 1 │ Sprite attribute table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#11    │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│ base address register
           └───┴───┴───┴───┴───┴───┴───┴───┘
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#6     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Sprite pattern generator
           └───┴───┴───┴───┴───┴───┴───┴───┘ table base address
                                             register

Example of VRAM allocation in GRAPHIC 4 mode

00000H  ┌──────────┐
        │          │
        │          │
        │          │
02000H  │ Pattern  │
        │  name    │
        │  table   │
        │          │
04000H  │          │
        │          │
        │          │
        │ 192 lines│
06000H  ├──────────┤
        │          │    .┌──────────┐ 07000H
        │          │   . │ Sprite   │
        │ 212 lines│ ..  │ generator│
06A00H  ├──────────┤.    │ table    │
        │          │     │  (2048   │
07000H  ├──────────┤     │   bytes) │
        │          │     ├──────────┤ 07800H
        │          │     │ Sprite   │
        │          │     │ color    │
        │          │     │ table    │
        │          │     │  (512    │
        │          │     │   bytes) │
        │          │     ├──────────┤ 07A00H
        │          │     │ Sprite   │
        │          │     │ attribute│
        │          │     │ table    │
08000H  ├──────────┤.    │  (128    │
        .          . .   │   bytes  │
        .          .  .  ├──────────┤ 07A80H
        .          .   . │          │
        .          .    .└──────────┘ 08000H
        .          .
        │          │
        │          │        A maximum of 4 pages may be allocated in
1FFFFH  └──────────┘        the same manner (using a 128K-byte VRAM).

GRAPHIC 5 MODE

Characteristics

- Bit-mapped Graphics Mode
- Screen size              : 512 (w) x 212 (h) dots
                           : 512 (w) x 192 (h) dots
- Screen colors            : 4 colors out of 512 colors (per screen)
- Sprite mode              : Sprite mode 2
- VRAM area per screen     : 32K bytes

Controls

- Graphics                 : VRAM pattern name table
- Background color code    : Low-order four bits of R#7
- Sprites                  : VRAM sprite attribute table, VRAM sprite
                             pattern table

Initial Settings

1. Mode and Register Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 1*│ 0*│ 0*│ 0 │ Mode register 0
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#1     │ 0 │BL │IE0│ 0*│ 0*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in GRAPHIC 4 mode
** Indicates negative logic

In GRAPHIC 5 mode, if LN is set to 1, the screen height is 212 dots, and if LN is set to 0, the screen height is 192 dots.
All other bits are set accordingly.

2. Pattern name table settings

  ┌────► X
  │  ┌───────┬───────┬..................┬─────────┬─────────┐
  │  │(0,  0)│(1,  0)│                  │(510,  0)│(511,  0)│
  ▼  ├───────┼───────┘                  └─────────┼─────────┤
  Y  │(0,  1)│                                    │(511,  1)│
     ├───────┘            ┌─────────┐             └─────────┤
     │                    │  (X,Y)  │                       │
     .                    └─────────┘                       .
     .                                                      .
     .                                                      .
     │                                                      │
     │                                                      │
     │                                                      │
     │                                                      │
     ├───────┐                                    ┌─────────┤
     │(0,191)│                                    │(511,191)│
     └───────┴────────────────────────────────────┴─────────┘   LN = 0

     │                                                      │
     ├───────┐                                    ┌─────────┤
     │(0,211)│                                    │(511,211)│
     └───────┴────────────────────────────────────┴─────────┘   LN = 1
        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#2     │ 0 │A16│A15│ 1 │ 1 │ 1 │ 1 │ 1 │ Pattern name table
           └───┴─┬─┴─┬─┴───┴───┴───┴───┴───┘ base address register
                 │   │
                 └───┴────────────────────── These two bits specify
                                             the page to display

Pattern name table

  MSB     7   6   5   4   3   2   1   0    LSB
       ┌────┬───┬───┬───┬───┬───┬───┬───┐
    1  │ ( 0, 0)│( 1, 0)│( 2, 0)│( 3, 0)│  Base address
       ├────┼───┼───┼───┼───┼───┼───┼───┤
    2  │ ( 4, 0)│( 5, 0)│( 6, 0)│( 7, 0)│  Set the color code for each
       ├────┴───┴───┴───┴───┴───┴───┴───┤  dot in this table
       .                                .
       .                                .
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
  127  │ (508,0)│(509,0)│(510,0)│(511,0)│
       ├────┼───┼───┼───┼───┼───┼───┼───┤
  128  │ ( 0, 1)│( 1, 1)│( 2, 1)│( 3, 1)│
       ├────┴───┴───┴───┴───┴───┴───┴───┤
       .                                .
       .                                .
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
27135  │    │   │   │   │   │  (511,211)│
       └────┴───┴───┴───┴───┴───┴───┴───┘

3. Color register settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop
           └─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┘ color register
             │   │   │   │   │   │   │   │
             │   │   │   │   └───┴───┴───┴── Specifies backdrop color
             │   │   │   │                   code
             └───┴───┴───┴────────────────── Ignored

4. Sprite settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#5     │A14│A13│A12│A11│A10│ 1 │ 1 │ 1 │ Sprite attribute table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#11    │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│ base address register
           └───┴───┴───┴───┴───┴───┴───┴───┘
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#6     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Sprite pattern generator
           └───┴───┴───┴───┴───┴───┴───┴───┘ table base address
                                             register

5. Hardware tiling function

           ┌──────── Even dots (0, 2, . . . 510)
           │    ┌─── Odd dots  (1, 3, . . . 511)
           │    │
          ┌┴──┬─┴─┐
          │   │   │  Two graphics dots
          └───┴───┘

          ┌───────┐
          │       │  A sprite dot
          └───────┘

          ┌───┬───┐
          │   │XXX│
          └┬──┴┬──┘
           │   │
           ├─┐ ├─┐
           │ │ │ │
          ┌┴┬┴┬┴┬┴┐
     MSB  │/│/│/│/│  LSB   Bit specifying sprite colors (4 bits)
          └─┴─┴─┴─┘

Example of VRAM allocation in GRAPHIC 5 mode

00000H  ┌──────────┐
        │          │
        │ Pattern  │
        │  name    │
02000H  │ table    │
        │          │
        │          │
        │          │
04000H  │          │
        │          │
        │          │
        │ 192 lines│
06000H  ├──────────┤
        │          │    .┌──────────┐ 07000H
        │          │   . │ Sprite   │
        │ 212 lines│ ..  │ generator│
06A00H  ├──────────┤.    │ table    │
        │          │     │  (2048   │
07000H  ├──────────┤     │   bytes) │
        │          │     ├──────────┤ 07800H
        │          │     │ Sprite   │
        │          │     │ color    │
        │          │     │ table    │
        │          │     │  (512    │
        │          │     │   bytes) │
        │          │     ├──────────┤ 07A00H
        │          │     │ Sprite   │
        │          │     │ attribute│
        │          │     │ table    │
        │          │     │  (128    │
        │          │     │   bytes  │
        │          │     ├──────────┤ 07A80H
        │          │     │          │
08000H  ├──────────┤.....└──────────┘ 08000H
        .          .
        .          .
        .          .        A maximum of 4 pages may be allocated in
        .          .        the same manner (using a 128K-byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘ 

GRAPHIC 6 MODE

Characteristics

- Bit-mapped Graphics Mode
- Screen size              : 512 (w) x 212 (h) dots
                           : 512 (w) x 192 (h) dots
- Screen colors            : 16 colors out of 512 colors (per screen)
- Sprite mode              : Sprite mode 2
- VRAM area per screen     : 128K bytes (Two screens)

* To use this mode, the VRAM must have 128K bytes.

Controls

- Graphics                 : VRAM pattern name table
- Background color code    : Low-order four bits of R#7
- Sprites                  : VRAM sprite attribute table, VRAM sprite
                             pattern table

Initial Settings

1. Mode and Register Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 1*│ 0*│ 1*│ 0 │ Mode register 0
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#1     │ 0 │BL │IE0│ 0*│ 0*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in GRAPHIC 4 mode
** Indicates negative logic

In GRAPHIC 6 mode, if LN is set to 1, the screen height is 212 dots, and if LN is set to 0, the screen height is 192 dots.
All other bits are set accordingly.

2. Pattern name table settings

  ┌────► X
  │  ┌───────┬───────┬..................┬─────────┬─────────┐
  │  │(0,  0)│(1,  0)│                  │(510,  0)│(511,  0)│
  ▼  ├───────┼───────┘                  └─────────┼─────────┤
  Y  │(0,  1)│                                    │(511,  1)│
     ├───────┘            ┌─────────┐             └─────────┤
     │                    │  (X,Y)  │                       │
     .                    └─────────┘                       .
     .                                                      .
     .                                                      .
     │                                                      │
     │                                                      │
     │                                                      │
     │                                                      │
     ├───────┐                                    ┌─────────┤
     │(0,191)│                                    │(511,191)│
     └───────┴────────────────────────────────────┴─────────┘   LN = 0

     │                                                      │
     ├───────┐                                    ┌─────────┤
     │(0,211)│                                    │(511,211)│
     └───────┴────────────────────────────────────┴─────────┘   LN = 1
        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#2     │ 0 │ 0 │A16│ 1 │ 1 │ 1 │ 1 │ 1 │ Pattern name table
           └───┴───┴─┬─┴───┴───┴───┴───┴───┘ base address register
                     │
                     └─────── Specifies the page to display (In G6 and
                              G7 modes, the position of A16 differs).

Pattern name table

  MSB     7   6   5   4   3   2   1   0    LSB
       ┌────┬───┬───┬───┬───┬───┬───┬───┐
    1  │    (  0,  0)   │   (  1,  0)   │  Base address
       ├────┼───┼───┼───┼───┼───┼───┼───┤
    2  │    (  2,  0)   │   (  3,  0)   │  Set the color code for each
       ├────┴───┴───┴───┴───┴───┴───┴───┤  dot in this table
       .                                .
       .                                .
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
  255  │    (510,  0)   │   (511,  0)   │
       ├────┼───┼───┼───┼───┼───┼───┼───┤
  256  │    (  0,  1)   │   (  1,  1)   │
       ├────┴───┴───┴───┴───┴───┴───┴───┤
       .                                .
       .                                .
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
54270  │    (508,211)   │   (509,211)   │
       ├────┼───┼───┼───┼───┼───┼───┼───┤
54271  │    (510,211)   │   (511,211)   │
       └────┴───┴───┴───┴───┴───┴───┴───┘

3. Color register settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop
           └─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┘ color register
             │   │   │   │   │   │   │   │
             │   │   │   │   └───┴───┴───┴── Specifies backdrop color
             │   │   │   │                   code
             └───┴───┴───┴────────────────── Ignored

4. Sprite settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#5     │A14│A13│A12│A11│A10│ 1 │ 1 │ 1 │ Sprite attribute table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#11    │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│ base address register
           └───┴───┴───┴───┴───┴───┴───┴───┘

           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#6     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Sprite pattern generator
           └───┴───┴───┴───┴───┴───┴───┴───┘ table base address
                                             register

Example of VRAM allocation in GRAPHIC 6 mode

00000H  ┌──────────┐
        │          │
        │ Pattern  │
        │ Name     │
        │ table    │
        │          │
        │          │
        │          │
04000H  │          │
        │          │
        │          │
        │          │
        │          │
        │          │
08000H  │          │
        │          │
        │          │     ┌──────────┐ 0F000H
        │          │    .│ Sprite   │
        │ 192 line │    .│ generator│
0C000H  ├──────────┤    .│ table    │
        │ 212 line │   . │  (2048   │
0D400H  ├──────────┤   . │   bytes) │
        │          │   . ├──────────┤ 0F800H
        │          │   . │ Sprite   │
        │          │  .  │ color    │
        │          │  .  │ table    │
        │          │  .  │  (512    │
        │          │ .   │   bytes) │
        │          │ .   ├──────────┤ 0FA00H
        │          │ .   │ Sprite   │
        │          │ .   │ attribute│
        │          │.    │ table    │
        │          │.    │  (128    │
        │          │.    │   bytes  │
0F000H  ├──────────┤     ├──────────┤ 0FA80H
        │          │     │          │
08000H  ├──────────┤.....└──────────┘ 10000H
        .          .
        .          .
        .          .        A maximum of 2 pages may be allocated in
        .          .        the same manner (using a 128K-byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘

GRAPHIC 7 MODE

Characteristics

- Bit-mapped Graphics Mode
- Screen size              : 256 (w) x 212 (h) dots
                           : 256 (w) x 192 (h) dots
- Screen colors            : 256 colors (per screen)
- Sprite mode              : Sprite mode 2
- VRAM area per screen     : 128K bytes (Two screens)

* To use this mode, the VRAM must have 128K bytes.

Controls

- Graphics                 : VRAM pattern name table
- Background color code    : Low-order four bits of R#7
- Sprites                  : VRAM sprite attribute table, VRAM sprite
                             pattern table

Initial Settings

1. Mode and Register Settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#0     │ 0 │DG │IE2│IE1│ 1*│ 1*│ 1*│ 0 │ Mode register 0
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#1     │ 0 │BL │IE0│ 0*│ 0*│ 0 │SI │MAG│ Mode register 1
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#8     │MS │LP │TP │CB │VR │ 0 │SPD│BW │ Mode register 2
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#9     │LN │ 0 │S1 │S0 │IL │EO **NT│DC │ Mode register 3
           └───┴───┴───┴───┴───┴───┴───┴───┘
*  Examples of settings in GRAPHIC 4 mode
** Indicates negative logic

In GRAPHIC 7 mode, if LN is set to 1, the screen height is 212 dots, and if LN is set to 0, the screen height is 192 dots.
All other bits are set accordingly.

2. Pattern name table settings

  ┌────► X
  │  ┌───────┬───────┬..................┬─────────┬─────────┐
  │  │(0,  0)│(1,  0)│                  │(254,  0)│(255,  0)│
  ▼  ├───────┼───────┘                  └─────────┼─────────┤
  Y  │(0,  1)│                                    │(255,  1)│
     ├───────┘            ┌─────────┐             └─────────┤
     │                    │  (X,Y)  │                       │
     .                    └─────────┘                       .
     .                                                      .
     .                                                      .
     │                                                      │
     │                                                      │
     │                                                      │
     │                                                      │
     ├───────┐                                    ┌─────────┤
     │(0,191)│                                    │(255,191)│
     └───────┴────────────────────────────────────┴─────────┘   LN = 0

     │                                                      │
     ├───────┐                                    ┌─────────┤
     │(0,211)│                                    │(255,211)│
     └───────┴────────────────────────────────────┴─────────┘   LN = 1
        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#2     │ 0 │ 0 │A16│ 1 │ 1 │ 1 │ 1 │ 1 │ Pattern name table
           └───┴───┴─┬─┴───┴───┴───┴───┴───┘ base address register
                     │
                     └──── Specifies the page to display; in the G6
                           and G7 modes only, the location of the A16
                           bit differs.

Pattern name table

  MSB     7   6   5   4   3   2   1   0    LSB
       ┌────┬───┬───┬───┬───┬───┬───┬───┐
    1  │    │   │ (   0,   0)   │   │   │  Base address
       ├────┼───┼───┼───┼───┼───┼───┼───┤
    2  │    │   │ (   1,   0)   │   │   │  Set the color code for each
       ├────┴───┴───┴───┴───┴───┴───┴───┤  dot in this table
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
       │   GREEN    │    RED    │ BLUE  │
       ├────┴───┴───┴───┴───┴───┴───┴───┤
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
  255  │    │   │ ( 255,   0)   │   │   │
       ├────┼───┼───┼───┼───┼───┼───┼───┤
  256  │    │   │ (   0,   1)   │   │   │
       ├────┴───┴───┴───┴───┴───┴───┴───┤
       .                                .
       .                                .
       .                                .
       ├────┬───┬───┬───┬───┬───┬───┬───┤
54270  │    │   │ ( 254, 211)   │   │   │
       ├────┼───┼───┼───┼───┼───┼───┼───┤
54271  │    │   │ ( 255, 211)   │   │   │
       └────┴───┴───┴───┴───┴───┴───┴───┘

3. Color register settings

        MSB  7   6   5   4   3   2   1   0   LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#7     │TC3│TC2│TC1│TC0│BD3│BD2│BD1│BD0│ Text color/Back drop
           └─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┘ color register
             │   │   │   │   │   │   │   │
             └───┴───┴───┴───┴───┴───┴───┴── Specifies backdrop color
                                             code

4. Sprite settings

        MSB  7   6   5   4   3   2   1   0  LSB
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#5     │A14│A13│A12│A11│A10│ 1 │ 1 │ 1 │ Sprite attribute table
           ╞═══╪═══╪═══╪═══╪═══╪═══╪═══╪═══╡
   R#11    │ 0 │ 0 │ 0 │ 0 │ 0 │ 0 │A16│A15│ base address register
           └───┴───┴───┴───┴───┴───┴───┴───┘
           ┌───┬───┬───┬───┬───┬───┬───┬───┐
   R#6     │ 0 │ 0 │A16│A15│A14│A13│A12│A11│ Sprite pattern generator
           └───┴───┴───┴───┴───┴───┴───┴───┘ table base address
                                             register

Example of VRAM allocation in GRAPHIC 7 mode

00000H  ┌──────────┐
        │          │
        │ Pattern  │
        │ Name     │
        │ table    │
        │          │
        │          │
        │          │
04000H  │          │
        │          │
        │          │
        │          │
        │          │
        │          │
08000H  │          │
        │          │
        │          │     ┌──────────┐ 0F000H
        │          │    .│ Sprite   │
        │ 192 line │    .│ generator│
0C000H  ├──────────┤    .│ table    │
        │ 212 line │   . │  (2048   │
0D400H  ├──────────┤   . │   bytes) │
        │          │   . ├──────────┤ 0F800H
        │          │   . │ Sprite   │
        │          │  .  │ color    │
        │          │  .  │ table    │
        │          │  .  │  (512    │
        │          │ .   │   bytes) │
        │          │ .   ├──────────┤ 0FA00H
        │          │ .   │ Sprite   │
        │          │ .   │ attribute│
        │          │.    │ table    │
        │          │.    │  (128    │
        │          │.    │   bytes  │
0F000H  ├──────────┤     ├──────────┤ 0FA80H
        │          │     │          │
08000H  ├──────────┤.....└──────────┘ 10000H
        .          .
        .          .
        .          .        A maximum of 2 pages may be allocated in
        .          .        the same manner (using a 128K-byte VRAM).
        .          .
        │          │
        │          │
1FFFFH  └──────────┘ 

COMMANDS

1. Types of Commands

It is very easy to use MSX-VIDEO commands to perform functions such as LINE and PSET for use with graphics, and for transferring parts of the screen.

Command Name Destination Source Late Mnemonic CM3 CM2 CM3 CM0
High-speed move VRAM CPU Byte HMMC 1 1 1 1
VRAM VRAM Byte YMMM 1 1 1 0
VRAM VRAM Byte HMMM 1 1 0 1
VRAM VDP Byte HMMV 1 1 0 0
Logical move VRAM CPU Dot LMMC 1 0 1 1
CPU VRAM Dot LMCM 1 0 1 0
VRAM VRAM Dot LMMM 1 0 0 1
VRAM VDP Dot LMMV 1 0 0 0
Line VRAM VDP Dot LINE 0 1 1 1
Search VRAM VDP Dot SRCH 0 1 1 0
Pset VRAM VDP Dot PSET 0 1 0 1
Point VDP VRAM Dot POINT 0 1 0 0
Invalid 0 0 1 1
Invalid 0 0 1 0
Invalid 0 0 0 1
Stop 0 0 0 0

2. Page Concept

The parameters used for the MSX-VIDEO are all x-y coordinates. In other words, the internal command processor of the MSX-VIDEO accesses the entire VRAM area as x-y coordinates of the display mode.

When a screen is to be displayed, 212 lines of the same page are displayed (selected by R#23). To select the page to be displayed, use R#2.

When a command is being executed, the contents of the display screen are ignored.

The display modes and their relationships to the coordinates are shown in the table below.

GRAPH 4 Address GRAPH 5
┌──────────────────────────┐
│(0,0)              (255,0)│
│           Page 0         │
│(0,255)          (255,255)│
├──────────────────────────┤
│(0,256)          (255,256)│
│           Page 1         │
│(0,511)          (255,511)│
├──────────────────────────┤
│(0,512)          (255,512)│
│           Page 2         │
│(0,767)          (255,767)│
├──────────────────────────┤
│(0,768)          (255,768)│
│           Page 3         │
│(0,1023)        (255,1023)│
└──────────────────────────┘
00000H
│
│
│
08000H
│
│
│
10000H
│
│
│
18000H
│
│
│
1FFFFH
┌──────────────────────────┐
│(0,0)              (511,0)│
│           Page 0         │
│(0,255)          (511,255)│
├──────────────────────────┤
│(0,256)          (511,256)│
│           Page 1         │
│(0,511)          (511,511)│
├──────────────────────────┤
│(0,512)          (511,512)│
│           Page 2         │
│(0,767)          (511,767)│
├──────────────────────────┤
│(0,768)          (511,768)│
│           Page 3         │
│(0,1023)        (511,1023)│
└──────────────────────────┘
GRAPH 7 Address GRAPH 6
┌──────────────────────────┐
│(0,0)              (255,0)│
│           Page 0         │
│(0,255)          (255,255)│
├──────────────────────────┤
│(0,256)          (255,256)│
│           Page 1         │
│(0,511)          (255,511)│
└──────────────────────────┘
00000H
│
│
│
10000H
│
│
│
1FFFFH
┌──────────────────────────┐
│(0,0)              (511,0)│
│           Page 0         │
│(0,255)          (511,255)│
├──────────────────────────┤
│(0,256)          (511,256)│
│           Page 1         │
│(0,511)          (511,511)│
└──────────────────────────┘

3. Logical Operations

When the LINE, PSET and LOGICAL MOVE commands are executed on the MSX-VIDEO, the operations may be performed on the color on the screen. To do logical operations on the MSX-VIDEO, write the lower four bits of R#46 (Command register) simultaneously when you specify the command.

Summary of Logical Operations

Name Operation LO3 LO2 LO1 LO0
IMP DC=SC 0 0 0 0
AND SC*DC 0 0 0 1
OR SC+DC 0 0 1 0
EOR !SC*DC+SC*!DC 0 0 1 1
NOT DC=!SC 0 1 0 0
--- 0 1 0 1
--- 0 1 1 0
--- 0 1 1 1
TIMP if SC=0 then DC=DC else DC=SC 1 0 0 0
TAND if SC=0 then DC=DC else SC*DC 1 0 0 1
TOR if SC=0 then DC=DC else SC+DC 1 0 1 0
TEOR if SC=0 then DC=DC else !SC*DC+SC*!DC 1 0 1 1
TNOT if SC=0 then DC=DC else DC=!SC 1 1 0 0
--- 1 1 0 1
--- 1 1 1 0
--- 1 1 1 1

* SC = Source Color code
* DC = Destination Color code
* EOR = Exclusive OR

4. Explanation of Commands

4.1 HMMC (High-speed move CPU to VRAM)

The HMMC command transfers data from the CPU to the Video or expansion RAM in a specified rectangular area (in x-y coordinates) via the MSX-VIDEO.

Since the data to be transferred is done in units of one byte, there is a limitation, according to the display mode, on the value for x.

4.1.1 HMMC Execution Order

  1. First, set the necessary parameters in the command register of the MSX-VIDEO.

    MXD: Select destination memory
    0: Video RAM
    1: Expansion RAM
    DX: Basic x-coordinate of destination (0 to 511) *1
    DY: Basic y-coordinate of destination (0 to 1023)
    NX: Dots to move in x-direction (0 to 511) *1
    NY: Dots to move in x-direction (0 to 1023)

    *1 Note that in the G4 and G6 modes, the lower one bit, and in the G5 mode, the lower two bits are lost.

    DIX: Direction for NX from x-coordinate of destination
    0: Right
    1: Left
    DIY: Direction for NY from y-coordinate of destination
    0: Down
    1: Up
    CLR: (R#44: Color register)
    First byte of data to be transferred
  2. After you specify the above data, execute the command by writing 1 1 1 1 0 0 0 0 B into the CMR (R#46: Command register).

  3. While checking TR and CE in Status Register #2, send the second byte and all bytes following into the CLR register.

4.1.2 Setting up the HMMC register


5. Speeding up the processing of commands

The processing of commands can be speeded up by the following two methods.

5.1 Inhibit the display of sprites

If bit 1 of Register R#8 (SPD) is set to 1, processing for sprites can be used for commands instead; and therefore the command execution is faster.

5.2 Inhibit the screen display

If bit 6 of Register R#1 (BL) is set to 1, processing for the screen can be used for commands instead; and therefore the command execution is faster.

6. Conditions of registers after command execution

After commands on the MSX-VIDEO are executed, the conditions of the registers will be as listed in the following table.

SX SY DX DY NX NY CLR CMR H CMR L ARG
HMMC---*-#-0--
YMMM-*-*-#-0--
HMMM-*-*-#-0--
HMMV---*-#-0--
LMMC---*-#-0--
LMCM-*---#*0--
LMMM-*-*-#-0--
LMMV---*-#-0--
LINE---*---0--
SRCH-------0--
PSET-------0--
POINT------*0--

- Unchanged
* Coordinate at command end (SY*, DY*) or color code
# The count (NYB) when the end of the screen was detected

Note: The values for SY*, DY* and NYB are the dots, as substituted for N in the equations below.

SY* = SY + N         DY* = DY + N       (DIY = 0)
SY* = SY - N         DY* = DY - N       (DIY = 1)

NYB = NY - N

( “LINE” command ==> if MAJ=0 then N=N-1 )

SPRITES

The MSX-VIDEO can be used to display 32 sprites. The size of the sprites are 8 x 8 or 16 x 16 dots. The size in the horizontal direction of a sprite is 1/256 of the screen. The sprites may be placed anywhere on the screen.

Since the sprites are handled in a conceptually independent screen, they do not affect the data within other screens.

                         (Sprite Screen)
       (0,255)*                                 (255,255)*
       ┌────────────────────────────────────────────────┐
       │  (X,Y)                      ▲                  │
       │    ┌────┐                   │                  │
       │    │    │                   │                  │
       │    └────┘                   │                  │
       │    Sprite                   │                ┌─┴──┐
       │                             │                │    │
       │                     CRT area displayed       └────┘
       │                             │                Sprite
       │                             │                  │
       │                             │                  │
       │                             │                  │
(0,191)│          ┌────┐             ▼                  │ (255,191)
   or  ├──────────┤    ├────────────────────────────────┤    or
(0,211)│          └----┘             ▲                  │ (255,211)
       │          Sprite             │                  │
       │                    CRT area undisplayed        │
       │                             │                  │
       │                             ▼                  │
       └────────────────────────────────────────────────┘
       (0,254)                                 (255,254)

* The y-coordinate of the upper edge of a sprite is 255.

The MSX-VIDEO has two sprite display modes. The sprite display mode is automatically selected according to the screen display mode.

SPRITE MODE 1: GRAPHIC 1, GRAPHIC 2, MULTICOLOR
SPRITE MODE 1: GRAPHIC 3, GRAPHIC 4, GRAPHIC 5, GRAPHIC 6, GRAPHIC 7

1. SPRITE MODE 1 (G1, G2, MC)

1.1 Characteristics of SPRITE MODE 1

In SPRITE MODE 1, there are 32 sprites, numbered #0 to #31. The sprites assigned the lower numbers have a higher priority. On a single CRT horizontal line, up to 4 sprites with the highest priority are displayed, and the overlapping portions of sprites with lower priorities are not displayed.

       ┌────────────────────────────────────────────────┐
       │                                                │
       │    ┌──┐               ┌──┐    ┌──┐             │
       │    │#1│   ┌──┐  ┌──┐  │#4│    :#5:    ....     │
       │    └──┘   │#2│  │#3│  └──┘    :..:    :#6:     │
       │           └──┘  └──┘                  └──┘     │
       │                                                │
       │                                                │
       │                                                │
       │                                                │
       │                                                │
       │                                                │
       └────────────────────────────────────────────────┘

When two sprites collide (their pattern color 1 portions have overlapped), this condition may be detected since bit 5 of status register S#0 is set to 1.

In addition, if there are five or more sprites on one horizontal line, bit 6 of status register S#0 will be set to 1, and the lower-order five bits will be set to the number of the fifth sprite.

1.2 SPRITE MODE 1 display (G1, G2, MC)

To display sprites, use the following controls.

1.3 Sprite Attribute Table (G1, G2, MC)

The Sprite Attribute Table is an area in the VRAM that contains the display (x- and y-) coordinates, colors, and pattern numbers of the 32 sprites. Each sprite has four bytes of attribute data.

MSB 76543210 LSB
Y-coordinate (0 to 255) ┐ Sprite attribute table base address
X-coordinate (0 to 255)
Pattern number (0 to 255) ├── Attribute area for sprite #0
EC000 Color code
┬── Attribute area for sprite #1

├── Attribute area for sprite #1

1.4 Sprite Pattern Generator Table (G1, G2, MC)

The Sprite Pattern Generator Table is an area in the VRAM to specify the sprite patterns (its appearance). The beginning (head) address of this area must be specified in register R#6 (Sprite Pattern Generator Table Base Address Register).

The pattern for each sprite must be written in this area. Eight bytes are used for each pattern, for a total of 256 patterns. Each of the 256 patterns are assigned a sprite pattern number from #0 to #255; if the sprite size is 8 x 8 dots, each sprite has one pattern and if the sprite size is 16 x 16 dots, each sprite has four patterns.

                      VRAM
               │ ◄── 1 byte ──► │
               ├────────────────┤  ─┐ Sprite Pattern Generator Table
               │                │   │   Base Address
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   ├── Pattern #0
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤  ─┤
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   ├── Pattern #1
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤  ─┤
               ¦       .        ¦   │
               ¦       .        ¦
               │                │       Pattern #255 (Maximum)
               ├────────────────┤ 
               │                │

1.5 Example of Data Setting for Sprite Pattern Generator Table (G1, G2, MC)

1.5 Example of Data Setting for Sprite Pattern
     (X=1, O=0)          N=0, 1, . . . , 255
                         (Pattern Name Table Base Address for N=0)
MSB  LSB
76543210  Address                      Example of 16 x 16 Sprite
OOOOOOOX  8N
OOOOOXXX  8N+1                             OOOOOOOXXOOOOOOO
OOOXXXXX   .                               OOOOOXXXXXXOOOOO
OOOOXXXO   .  Pattern number 0             OOOXXXXXXXXXXOOO
OOOOXXOX   .                               OOOOXXXOOXXXOOOO
OOOOXXOX   .                               OOOOXXOXXOXXOOOO
OOOOXXXO   .                               OOOOXXOXXOXXOOOO
OOOXXXXX  8N+7                             OOOOXXXOOXXXOOOO
                                           OOOXXXXXXXXXXOOO
OOXXXXXX                                   OOXXXXXXXXXXXXOO
OXXXXXXX                                   OXXXXXXXXXXXXXXO
XXXXXXXX                                   XXXXXXXXXXXXXXXX
XXXXXXXX      Pattern number 1             XXXXXXXXXXXXXXXX
OOXXXXOO                                   OOXXXXOOOOXXXXOO
OOOXXOOO                                   OOOXXOOOOOOXXOOO
OOOOOOOO                                   OOOOOOOOOOOOOOOO
OOOOOOOO                                   OOOOOOOOOOOOOOOO

XOOOOOOO
XXXOOOOO
XXXXXOOO                                      ┌────┬────┐
OXXXOOOO      Pattern number 2                │ #0 │ #2 │
XOXXOOOO                                      ├────┼────┤
XOXXOOOO                                      │ #1 │ #3 │
OXXXOOOO                                      └────┴────┘
XXXXXOOO

XXXXXXOO
XXXXXXXO
XXXXXXXX
XXXXXXXX      Pattern number 3
OOXXXXOO
OOOXXOOO
OOOOOOOO
OOOOOOOO

2. SPRITE MODE 2 (G3, G4, G5, G6, G7)

2.1 Characteristics of SPRITE MODE 2

In SPRITE MODE 2, there are 32 sprites, numbered #0 to #31. The sprites assigned the lower numbers have a higher priority. On a single CRT horizontal line, up to 8 sprites with the highest priority are displayed, and the overlapping portions of sprites with lower priorities are not displayed.

       ┌────────────────────────────────────────────────┐
       │                                                │
       │ ┌──┐ ┌──┐           ┌──┐ ┌──┐ ┌──┐      ┌──┐   │
       │ │#0│ │#1│ ┌──┐ ┌──┐ │#4│ │#5│ │#6│ ┌──┐ :#8:.. │
       │ └──┘ └──┘ │#2│ │#3│ └──┘ └──┘ └──┘ │#7│ :..#9: │
       │           └──┘ └──┘                └──┘   └──┘ │
       │                                                │
       │                                                │
       │                                                │
       │                                                │
       │                                                │
       │                                                │
       └────────────────────────────────────────────────┘

When two sprites collide (their solid portions have overlapped), this condition may be detected since bit 5 of status register S#0 is set to 1. When this occurs, the coordinates of the collision will be set in status registers S#3 to S#5.

In addition, if there are nine or more sprites on one horizontal line, bit 6 of status register S#0 will be set to 1, and the lower-order five bits will be set to the number of the ninth sprite.

The colors of the sprite may be specified for each horizontal line.

The sprite properties may be cancelled by setting the CC bit of the attribute table, and if sprites overlap, a logical OR may be done on the colors of the sprite. In other words, in SPRITE MODE 1, while only two colors may be displayed, in SPRITE MODE 2, four colors may be displayed.

2.2 SPRITE MODE 2 display (G3, G4, G5, G6, G7)

To display sprites, use the following controls.

2.3 Relationships between the VRAM tables (G3, G4, G5, G6, G7)

        Sprite                Sprite                   Sprite Pattern
      Color Table         Attribute Table              Generator Table

    │             │       │             │              │             │
  0 ├─────────────┤       ├─────────────┤    Base      ├─────────────┤
    │             │       │ #0 (4 bytes)│   Address    │ Pattern #0  │
    │     #0      │     4 ├─────────────┤              │  (8 bytes)  │
    │  (16 bytes) │       │ #1 (4 bytes)│            8 ├─────────────┤
    │             │     8 ├─────────────┤ All possible │ Pattern #1  │
    │             │       .             . combinations │  (8 bytes)  │
 16 ├─────────────┤       .             .           16 ├─────────────┤
    │             │       .             .              │ Pattern #2  │
    │     #1      │       .             .              │  (8 bytes)  │
    │  (16 bytes) │       .             .           24 ├─────────────┤
    │             │       .             .              .             .
    │             │       .             .              .             .
 32 ├─────────────┤       .             .              .             .
    .             .       .             .              .             .
    .             .       .             .              .             .
    .             .       .             .              .             .
    .             .       .             .              .             .
496 ├─────────────┤       │             │              │             │
    │             │       │             │              │             │
    │     #31     │       │             │              │             │
    │  (16 bytes) │       │             │         2040 ├─────────────┤
    │             │   124 ├─────────────┤              │ Pattern #255│
    │             │       │#31 (4 bytes)│              │  (8 bytes)  │
512 ├─────────────┤   128 ├─────────────┤         2048 ├─────────────┤
    │             │       │             │              │             │

2.4 Sprite Attribute Table (G3, G4, G5, G6, G7)

The Sprite Attribute Table is an area of the VRAM that contains the display (x- and y-) coordinates, and pattern numbers of the 32 sprites. Each sprite has four bytes of attribute data.

MSB 76543210 LSB
Y-coordinate (0 to 255) ┐ Sprite attribute table base address
X-coordinate (0 to 255)
Pattern number (0 to 255) ├── Attribute area for sprite #0
Reserved

┬── Attribute area for sprite #1




├── Attribute area for sprite #1

2.5 Sprite Pattern Generator Table (G3, G4, G5, G6, G7)

The Sprite Pattern Generator Table is an area in the VRAM to specify the sprite patterns (its appearance). The beginning (head) address of this area must be specified in register R#6 (Sprite Pattern Generator Table Base Address Register).

The pattern for each sprite must be written in this area. Eight bytes are used for each pattern, for a total of 256 patterns. Each of the 256 patterns are assigned a sprite pattern number from #0 to #255; if the sprite size is 8 x 8 dots, each sprite has one pattern and if the sprite size is 16 x 16 dots, each sprite has four patterns.

                      VRAM
               │ ◄── 1 byte ──► │
               ├────────────────┤  ─┐ Sprite Pattern Generator Table
               │                │   │   Base Address
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   ├── Pattern #0
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤  ─┤
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   ├── Pattern #1
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤   │
               │                │   │
               ├────────────────┤  ─┤
               ¦       .        ¦   │
               ¦       .        ¦
               │                │       Pattern #255 (Maximum)
               ├────────────────┤ 
               │                │

PART 2

MSX-VIDEO DATA PROCESSOR
LSI DATA SHEET

APPENDIX

4. Usage of unused pins

5. Cycle mode

The V9938 has three cycle modes, which may be specified according to the following settings of bits S0 and S1 in register #9.

S
1 0
Cycle mode Screen mode HSYNC *YS fH
High level Low level
0 0 0 PC only Burst flag H counter reset input Low fXTAL/1368
0 1 1 Mixed HSYNC H counter reset input High/Low fXTAL/1365
1 0 2 Ext. Video HSYNC H counter reset input High fXTAL/1365

8. Color palette

The color palette is set as shown in the table when a RESET is done. This table has no meaning in G7 mode since the color palette is not used.

In addition, since there are only four colors available in G5 mode, values from 4 to F have no meaning.

In this table, 0 means that the GRB intensity is 0, and 7 means that the GRB intensity is set to maximum.

G R B
Color code 0 0 0 0
1 0 0 0
2 6 1 1
3 7 3 3
4 1 1 7
5 3 2 7
6 1 5 1
7 6 2 7
8 1 7 1
9 3 7 3
A 6 6 1
B 6 6 4
C 4 1 1
D 2 6 5
E 5 5 5
F 7 7 7

9. Composite video color burst

The phase of the color burst is set according to the contents of register numbers 20, 21, and 22. These registers are initialized on the transition between Low --> High of the *Reset signal.

                 ┌─────────┬───────────────┐
                 │Register │   Value upon  │
                 │ number  │ initialization│
                 ├─────────┼───────────────┤
                 │  20     │     &H 00     │
                 │  21     │     &H 3B     │
                 │  22     │     &H 05     │
                 └─────────┴───────────────┘

In addition, when the values of all of the above registers are set to 00, the color burst effect may be removed.

Note: Do not set values other than those listed above in registers 20 to 22.

10. Color bus

┌──────────────────┬───────────────────────────────────────────────┐
│                  │                   Color bus                   │
│ Mode             ├─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
│                  │  7  │  6  │  5  │  4  │  3  │  2  │  1  │  0  │
├──────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│ Text I, II       │     │     │     │     │     │     │     │     │
│ Multicolor       │  X  │  X  │  X  │  X  │ CC3 │ CC2 │ CC1 │ CC0 │
│ G1 to G4         │     │     │     │     │     │     │     │     │
├──────────────────┼─────┼─────┼─────┼─────┼─────┼─────┴─────┼─────┤
│                  │     │     │     │     │ ◄─Even ─►   ◄─ Odd ─► │
│                  │     │     │     │     ├─────┼─────┬─────┼─────┤
│ G5               │  X  │  X  │  X  │  X  │ CC1 │ CC0 │ CC1 │ CC0 │
├──────────────────┼─────┴─────┴─────┴─────┼─────┴─────┴─────┴─────┤
│                  │ ◄────── Even ───────► │ ◄─────── Odd ───────► │
│                  ├─────┬─────┬─────┬─────┼─────┬─────┬─────┬─────┤
│ G6               │ CC3 │ CC2 │ CC1 │ CC0 │ CC3 │ CC2 │ CC1 │ CC0 │
├──────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│                  │     │     │     │     │     │     │     │     │
│ G7               │ CC7 │ CC6 │ CC5 │ CC4 │ CC3 │ CC2 │ CC1 │ CC0 │
│                  │     │     │     │     │     │     │     │     │
└──────────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

The color bus is used as listed above whether doing input or output. For example, in G4 mode, the lower four bits (CC0 to CC3) output the color code. These bits must be set before the signals are placed on the color bus. In this case, the upper four bits are ignored. In addition, during input, since the lower four bits have the color code, that signal is displayed, and in DG = "1", the information is also stored in the VRAM.

When using high resolution modes such as G5 and G6 modes, the even and odd dots are handled together as in 0-1, 2-3, 4-5, etc. (This is the same during input and output).

11. Sprites in G5 mode

In the G5 mode, the static screen has a resolution of 512 dots in the horizontal direction. In addition, each pixel has two bits for the color code.

Sprites are displayed using half the resolution of a static screen. As a result, the sprite pattern has a resolution of 256 dots in the horizontal direction, and the coordinates are x = 0 to 255.

In order to display a sprite pattern as shown in Fig. 1, you must create a sprite pattern generator table as shown in Fig. 2.

                       0   1   2   3   4   5   6   7
                     ┌───────────┬───┬───┬───────────┐
                   0 │           │A B│A B│           │
                     ├─          ├───┼───┤          ─┤
                   1 │           │C D│C D│           │
                     ├───┬───┬───┼───┼───┼───┬───┬───┤
                   2 │E F│E F│E F│E F│E F│E F│E F│E F│
                     ├───┼───┼───┼───┼───┼───┼───┼───┤
                   3 │G H│G H│G H│G H│G H│G H│G H│G H│
                     ├───┴───┴───┼───┼───┼───┴───┴───┤
                   4 │           │I J│I J│           │
                     ├─          ├───┼───┤          ─┤
                   5 │           │K L│K L│           │
                     ├─          ├───┼───┤          ─┤
                   6 │           │M N│M N│           │
                     ├─      ┌───┼───┼───┼───┐      ─┤
                   7 │       │O P│O P│O P│O P│       │
                     └───────┴───┴───┴───┴───┴───────┘

                     Fig. 1  Sprite pattern
                      MSB                         LSB
                     ┌───────────────────────────────┐
                   0 │ 0   0   0   1   1   0   0   0 │
                     ├───────────────────────────────┤
                   1 │ 0   0   0   1   1   0   0   0 │
                     ├───────────────────────────────┤
                   2 │ 1   1   1   1   1   1   1   1 │
                     ├───────────────────────────────┤
                   3 │ 1   1   1   1   1   1   1   1 │
                     ├───────────────────────────────┤
                   4 │ 0   0   0   1   1   0   0   0 │
                     ├───────────────────────────────┤
                   5 │ 0   0   0   1   1   0   0   0 │
                     ├───────────────────────────────┤
                   6 │ 0   0   0   1   1   0   0   0 │
                     ├───────────────────────────────┤
                   7 │ 0   0   1   1   1   1   0   0 │
                     └───────────────────────────────┘

                 Fig. 2  Pattern generator table

The colors of the sprites depend on the settings of the sprite color table. The upper four bits of the color table use controls such as the Early Clock. The lower four bits are divided into two groups of two bits. The upper two-bit group is for the color of the even pixels, and the lower two-bit group is for the color of odd pixels. If the bits are set individually for each two-bit group and the two groups have different colors, the resolution for sprite colors can be considered as being 512 dots.

If the color table is written as shown in Fig. 3, the sprite pattern will be as shown in Fig. 1.

                      MSB                         LSB
                     ┌───────────────┬───────┬───────┐
                   0 │               │   A   │   B   │
                     ├───────────────┼───────┼───────┤
                   1 │               │   C   │   D   │
                     ├───────────────┼───────┼───────┤
                   2 │               │   E   │   F   │
                     ├───────────────┼───────┼───────┤
                   3 │               │   G   │   H   │
                     ├───────────────┼───────┼───────┤
                   4 │               │   I   │   J   │
                     ├───────────────┼───────┼───────┤
                   5 │               │   K   │   L   │
                     ├───────────────┼───────┼───────┤
                   6 │               │   M   │   N   │
                     ├───────────────┼───────┼───────┤
                   7 │               │   O   │   P   │
                     └───────────────┴───────┴───────┘

                       Fig. 3  Color table