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· Tech Notes & Util.
#PG RAM Tip
3 messages in this thread
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.
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
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