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Where "A" has one of the following values:
ABITSLOCATION*
DECIMALHEX
0 0000XXXX 0 $0000
16 0001XXXX 1024 $0400 (DEFAULT)
32 0010XXXX 2048 $0800
48 0011XXXX 3072 $0C00
64 0100XXXX 4096 $1000
80 0101XXXX 5120 $1400
96 0110XXXX 6144 $1800
112 0111XXXX 7168 $1C00
128 1000XXXX 8192 $2000
144 1001XXXX 9216 $2400
160 1010XXXX 10240 $2800
176 1011XXXX 11264 $2C00
192 1100XXXX 12288 $3000
208 1101XXXX 13312 $3400
224 1110XXXX 14336 $3800
240 1111XXXX 15360 $3C00
*Remember that the BANK ADDRESS of the VIC-II chip must be added in. You must also tell the KERNAL'S screen editor where the screen is as follows: POKE 648, page (where page = address/256, e.g., 1024/256= 4, so POKE 648,4).

COLOR MEMORY

Color memory can NOT move. It is always located at locations 55296 ($D800) through 56295 ($DBE7). Screen memory (the 1000 locations starting at 1024) and color memory are used differently in the different graphics modes. A picture created in one mode will often look completely different when displayed in another graphics mode.

CHARACTER MEMORY

Exactly where the VIC-II gets it character information is important to graphic programming. Normally, the chip gets the shapes of the characters you want to be displayed from the CHARACTER GENERATOR ROM. In this chip are stored the patterns which make up the various letters, numbers, punctuation symbols, and the other things that you see


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This page has been created by Sami Rautiainen.
Read the small print. Last updated May 12, 2002.