The MOS 6567/6569 video controller (VIC-II) and its application in the Commodore 64 |
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Contents 3. Description of the VIC |
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As already mentioned, the VIC needs 40 additional bus cycles when fetching the character pointers (i.e. the character codes of one text line from the video matrix), because the 63-65 bus cycles available for transparent (unnoticed by the processor) access for the VIC during the first clock phases within a line are not sufficient to read both the character pointers and the pixel data for the characters from memory. For this reason, the VIC uses the mechanism described in section 2.4.3. to "stun" the processor for 40-43 cycles during the first pixel line of each text line to read the character pointers. The raster lines in which this happens are usually called "Bad Lines" ("bad" because they stop the processor and thus slow down the computer and lead to problems if the precise timing of a program is essential, e.g. for the transmission of data to/from a floppy drive). The character pointer access is also done in the bitmap modes, because the video matrix data is then used for color information. Normally, every eighth line inside the display window, starting with the very first line of the graphics, is a Bad Line, i.e the first raster lines of each text line. So the position of the Bad Lines depends on the YSCROLL. As you will see later, the whole graphics display and memory access scheme depend completely on the position of the Bad Lines. It is therefore necessary to introduce a more general definition, namely that of a "Bad Line Condition":
This definition has to be taken literally. You can generate and take away a Bad Line condition multiple times within an arbitrary raster line in the range of $30-$f7 by modifying YSCROLL, and thus make every raster line within the display window completely or partially a Bad Line, or trigger or suppress all the other functions that are connected with a Bad Line Condition. If YSCROLL=0, a Bad Line Condition occurs in raster line $30 as soon as the DEN bit (register $d011, bit 4) is set (for more about the DEN bit, see section 3.10.). The following three sections describe the function units that are used for displaying the graphics. Section 3.6. explains the the memory interface that is used to read the graphics data and the timing of the accesses within a raster line. Section 3.7. is about the display unit that converts the text and bitmap graphics data into colors and generates the addresses for the memory access. Section 3.8. covers the sprites and their address generation. |
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