STV9410
5. CHARACTER CODE FORMAT
Each character is defined with a two bytes code;
the first is at an even address, the second is at the
following odd address. Some attributes are paral-
lel, other keep the last explicit value.
STV9410 uses 3 different types of codes.
5.1 ALPHANUMERIC CHARACTERS
(256 patterns)
The background color is not defined by the code; it
takes the same value as the previous character or
it has the value of the margin color at the beginning
of each row.
The character pattern lies in ROM if CHARACTER
NUMBER is lower than 80h, (ALPHANUMERIC
CHARACTER SET is shown in TABLE 3),else it is
User Defined Character in RAM (DRCS).
ODD
CHARACTER NUMBER
EVEN 0 IV DW DH FL FC2 FC1 FC0
CHARACTER :
NUMBER
IV
:
DW
:
DH
:
FL
:
FC(2:0)
:
ROM or RAM character set code
Inverted video if set.
Double character width if set, code must
be repeated for the right part of the
character.
Double character height if set, code
must be repeated for the bottom part of
the character. The first DH attribute
encountered in a vertical column is
always interpreted as a top part.
Flashing, inverted phase if IV is set.
Foreground color (Green, Red, Blue).
5.2. GRAPHIC CHARACTERS (224 patterns)
IV, DW, DH, UL take the value ”0”
CHARACTER NUMBER must be lower than E0h.
The character pattern lies in ROM if CHARACTER
NUMBER is lower than 80h, (STANDARD MOSAIC
character set is shown in Table 4), else it is an User
Defined Character in RAM (DRCS).
ODD
CHARACTER NUMBER
EVEN 1 BC2 BC1 BC0 FL FC2 FC1 FC0
CHARACTER :
NUMBER
BC(2:0)
:
FL
:
FC(2:0)
:
ROM or RAM character set code
Background color (Green, Red, Blue).
Flashing.
Foreground color (Green, Red, Blue).
5.3. CONTROL CHARACTERS (32 codes)
These characters are displayed as foreground
color spaces if HG bit is clear. They can change
some attributes applying to themselves and to the
following string.
ODD 1 1 1 EOL IF IB UL CC
EVEN 1 BC2 BC1 BC0 HG FC2 FC1 FC0
EOL : End Of Line
0 normal control code
1 space are displayed until the end of the row,
allowing memory space saving
IF,IB : Insert foreground, Insert background attribute.
0 fast blanking disable
1 fast blanking enable
UL
: Underlined
0 disable
1 enable
CC
: Conceal Character
0 disable
1 enable, character is diplayed as a space.
BC(2:0) : Default background color of next character(s)
HG
: Hold Graphics
0 disable, the control character is displayed as
a uniform space character with foreground
color fixed by FC(2:0)
1 enable, the control character pattern takes
the last mosaic value encountered in the row,
if any, or is a space.
FC(2:0) : G, R, B foreground value of the control
character
At the beginning of each row, those attributes take
default values :
- EOL, UL, CC, HG = 0
- IF = 1
- IB = IMG (Margin insert attribute)
- BC(2:0) = GMG, RMG, BMG (Margin color).
Notice that following characters code is reserved
for futur use.
ODD 1 1 1 1 X X X 1
EVEN 1 X X X X X X X
6. CHARACTER GENERATORS
Each pixel is defined with one bit, 1 refers to
foreground color, and 0 to background color.
PX7 PX6 PX5 PX4 PX3 PX2 PX1 PX0
PX7 is the leftmost pixel.
Character slice address :
Each character generator contains a succession of
patterns arranged as a number of horizontal slices :
- Slice addr = (Set addr) + Char Number x 10 +
(slice number)
- Char Number is the number of the character in
the set; using DRCS in RAM, the calling code of
the character is the number of the character in
the set plus 80h.
- Set addr is defined in ADDR register, in RAM for
DRCS (see section 3.2), and is2000h for ALPHA-
NUMERIC ROM, and 2800h for STANDARD
MOSAIC ROM.
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