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text mode draw with shader wip
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@@ -39,35 +39,34 @@ User area: 8 MB, hardware area: 8 MB
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VRAM Bank 0 (256 kB)
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From the end of the memory space:
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512 bytes
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Stored in following pattern: 0b rrrr gggg, 0b bbbb aaaa, ....
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IF graphics_mode THEN
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(41 sprites : 260 bytes each -> 10660 bytes)
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0th sprite is always the GUI cursor
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256 bytes
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16x16 texture for the sprite
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2 bytes
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0b rr0000xx xxxxxxxx (r: rotation, x: x-position)
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2 bytes
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Ob hv0000xy yyyyyyyy (h: horizontal flip, v: vertical flip, x: show/hide, y: y-position)
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ELSE
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2240 bytes
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Text buffer of 70x32 (8x14 character size)
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2240 bytes
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Text background colours
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2240 bytes
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Text foreground colours
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2 bytes
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Cursor position in: (y*32 + x)
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3938 bytes
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*Unused*
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FI
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From the start of the memory space:
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250880 bytes
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Framebuffer
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92 bytes
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*Unused*
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IF graphics_mode THEN
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(41 sprites : 260 bytes each -> 10660 bytes)
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0th sprite is always the GUI cursor
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2 bytes
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Ob hv0000xy yyyyyyyy (h: horizontal flip, v: vertical flip, x: show/hide, y: y-position)
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2 bytes
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0b rr0000xx xxxxxxxx (r: rotation, x: x-position)
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256 bytes
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16x16 texture for the sprite
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ELSE
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3938 bytes
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*Unused*
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2 bytes
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Cursor position in: (y*32 + x)
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2240 bytes
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Text foreground colours
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2240 bytes
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Text background colours
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2240 bytes
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Text buffer of 70x32 (8x14 character size, and yes: actual character data is on the bottom)
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FI
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512 bytes
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Palette stored in following pattern: 0b rrrr gggg, 0b bbbb aaaa, ....
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MMIO
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@@ -81,7 +80,7 @@ MMIO
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Text mode rows
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1 bytes RW
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Text-mode attributes
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0b 0000 000c (c: Cursor blink)
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0b kkkk 000c (k: currently using character rom, c: Cursor blink)
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1 bytes RW
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Graphics-mode attributes
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0b 0000 000g (g: Use sprites(wipes out text buffer))
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