CompuServe Thread

Forum unknown · Tech Notes & Util.

#PG RAM Tip

3 messages in this thread
#88421From: Cecil (Corky) RichmondAug 8, 1985 1:34 AM
I'm speechless! That certainly makes up for (whatever); unfortunately, upon reflection, I realized your answer was not the information I was looking for (I think)—I wanted the location in RAM which holds the code for the pixels making the character UNDER THE CURSOR on the LCD; I KNOW it appeared here, once, but I can't find it. It may be in or around the area you described…that'll require some in depth testing. Thanks anyway. 08-Aug-85 01:25:40 Mike, I assume you're suggesting IPL"MENU.BA" with the PGDesign 64K RAM expansion unit? That's what I expect to do if/when I ever get the #$%^&*()#@! data transfer program… The IPL function has many fine applications. Best Wishes, Corky.
#88430From: Tim PetersAug 8, 1985 3:35 AM
The character set's pixel map is in ROM, not RAM, so you won't find it there. If I understand your problem, I believe what you want are the 6 bytes beginning at 65516 (high RAM) – this is where the M100 stores the pixel map for the character position it's currently "blinking". Same FORMAT as the graphic character table: 6 bytes, 1 for each column, in each byte/col the sign bit corresponds to the lowermost pixel, etc. (Ah, if only Tandy would sell a source listing for the ROM – I think they don't WANT you to know this stuff! Sigh…) – tim
#88430From: Tim PetersAug 8, 1985 3:35 AM
The character set's pixel map is in ROM, not RAM, so you won't find it there. If I understand your problem, I believe what you want are the 6 bytes beginning at 65516 (high RAM) – this is where the M100 stores the pixel map for the character position it's currently "blinking". Same FORMAT as the graphic character table: 6 bytes, 1 for each column, in each byte/col the sign bit corresponds to the lowermost pixel, etc. (Ah, if only Tandy would sell a source listing for the ROM – I think they don't WANT you to know this stuff! Sigh…) – tim