# apple1-videocard-lib Library and demos for the "Apple-1 Graphic Card" by P-LAB, featuring the TMS9918 Video Display Processo by Texas Instruments. ## Repo structure ``` demo a demo program that makes use of the library docs TMS9918 and Apple1 manuals kickc target configuration files for KickC lib the library files to include in your project tetris a demo game tools some build tools ``` ## Introduction The library is a set of C routines that make very easy to use the TMS9918 on the Apple-1. It is intended to work with the "Apple-1 Graphic Card" board by [P-LAB]() or any other video card that maps the TMS9918 in the `$CC00`-`$CC01` memory range of the Apple-1. The library is written in C with [KickC](https://gitlab.com/camelot/kickc/-/releases) which is a very efficient 6502 C compiler. ## Choice of the screen mode The library only supports screen modes 1 and 2 (screen 0 and screen 3 not being very useful). Both are 256x192 pixels but there are some differences you should consider when evaluating which mode to use: - Screen 1: there are 256 tiles that can be written very quickly on the screen, but the color choice is limited to 8 consecutive tiles for each color in the palette. It's commonly used for text applications with limited colors. - Screen 2: you can address every pixel on the screen with a limitation of 2 colors per line within an 8x8 tile grid. It's commonly used for bitmapped graphic or slow-but-colorful text. Both screen modes support 32 sprites. ### Working with screen 1 Some example code: ```c // *** first we set the SCREEN 1 mode tms_init_regs(SCREEN1_TABLE); // initializes the registers with SCREEN 1 precalculated values screen1_prepare(); // prepares the screen to be used, loads a useful 8x8 ASCII font tms_set_color(COLOR_VIOLET); // sets border color to violet (see tms9918.h for the list of all colors) // *** then we can use it screen1_cls(); // clears the screen screen1_putc('A'); // writes the character "A" screen1_putc(CHR_BACKSPACE); // goes back 1 character screen1_putc('B'); // overwrites a "B" over it // writes "A" in the bottom-right corner, causing the screen to scroll screen1_locate(31,23); screen1_putc("A"); // some printing screen1_puts(CLS "Hello world"); // CLS, REVERSE_ON, REVERSE_OFF screen1_puts(REVERSE_ON "reverse" REVERSE_OFF); // are macros defined in tms_screen1.h screen1_puts("Line1\nLine2"); // '\n' is also supported // simple string input from the keyboard (editing with CTRL-H is also supported) char buffer[32]; screen1_strinput(buffer, 32); screen1_prints("you wrote:"); screen1_prints(buffer); ``` ### Working with screen 2 Some example code: ```c // initializes the registers with SCREEN 2 precalculated values tms_init_regs(SCREEN2_TABLE); // sometimes two colors need to be packed into a single byte // you can easily do that with the FG_BG() macro: byte mycolor = FG_BG(COLOR_BLACK,COLOR_WHITE); // prepares the screeen to be used as a bitmap with default colors black on white screen2_init_bitmap(mycolor); // plots a pixel in the middle of the screen screen2_plot(128,96); // and erases it: screen2_plot_mode = PLOT_MODE_RESET; // PLOT_MODE_INVERT is also supported screen2_plot(128,96); screen2_plot_mode = PLOT_MODE_SET; // draws a diagonal line screen2_line(0,0,255,191); // writes a character from the embedded FONT byte col = FB_BG(COLOR_DARK_RED,COLOR_LIGH_YELLOW); screen2_putc('A', 31, 23, col); // writes a string screen2_puts(16, 12, col, "HELLO"); // note: screen2_putc() and screen2_puts() are fast but they // can only print characters aligned within the 8x8 grid ``` ### Working with VRAM directly Some example code: ```c // writes the value 42 at the VRAM location 8000 tms_set_vram_write_addr(8000); TMS_WRITE_DATA_PORT(42); // and re-reads it tms_set_vram_read_addr(8000); byte val = TMS_READ_DATA_PORT; ``` When using the default values that came with `SCREEN1_TABLE[]` and `SCREEN2_TABLE[]`, the VRAM is organized according the following memory map: ```c // ZONE RANGE NAME YOU CAN USE IN C // =========================================================== // pattern table $0000-$17FF TMS_PATTERN_TABLE // sprite patterns $1800-$19FF TMS_SPRITE_PATTERNS // color table $2000-$27FF TMS_COLOR_TABLE // name table $3800-$3AFF TMS_NAME_TABLE // sprite attributes $3B00-$3BFF TMS_SPRITE_ATTRS // example: writes the bitmap value 10101010 on row 3 of pattern 4 tms_set_vram_write_addr(TMS_PATTERN_TABLE+4*8+3); TMS_WRITE_DATA_PORT(0b10101010); ``` ### Working on a more low-level #### Setting the TMS9918 registers ```c // you can set a TMS9918 register directly with: tms_write_reg(7, 0x1F); // which also saves the written value to a buffer // because the TMS does not allow to read from // its registers (they are write-only) byte oldvalue = tms_regs_latch[7]; ``` #### Working directly with the I/O chip interface If you want to program the VDP directly you can use the following utility functions: ```c TMS_WRITE_CTRL_PORT(value); // writes a byte to the control port ($CC01) TMS_WRITE_DATA_PORT(value); // writes a byte to the data port ($CC00) byte value = TMS_READ_CTRL_PORT; // reads the status register ($CC01) byte value = TMS_READ_DATA_PORT; // reads a byte from the data port ($CC00) ``` ### Apple-1 utility functions There are also utility functions to interact with the Apple-1 screen and keyboard: ```c // prints hex "F3" on the Apple-1 screen woz_print_hex(0xF3) // prints "A" on the Apple-1 screen woz_putc('A'); // prints "HELLO" on the Apple-1 screen woz_puts("HELLO"); // gets a key from the keyboard (waits for it) byte k = apple1_getkey(); // non blocking keyboard read: do something until RETURN is hit while(1) { if(apple1_iskeypressed()) { if(apple1_readkey()==0x0d) break; } else do_something_else(); } ``` ### Building the source code To link the library, simply `#include` the `.h` files from the `lib/` directory in your C source files. Compile your sources with the KickC compiler, the `tools/` directory contains a `build.bat` script example for Windows. There are three configurations you can target with the KickC compiler switches `-t target -targetdir thisrepopath/kickc`: - apple1 - apple1_jukebox - vic20 #### Target "apple1" With this target, the compiled program will start at `$280` in the free RAM on the Apple-1 (please make sure you have enough RAM). TODO: add reference to `hexdump.js` #### Target "apple1_jukebox" This target is for expansion Cards that provide a ROM storage in the range `$4000`-`$7FFF`, as: - the "CodeTank" EEPROM daughterboard of the "Apple-1 Graphic Card" - "Juke-Box Card" FLASH In this target configuration, the program is split into two segments: - the "Code" that resides in ROM at `$4000` - the "Data" that resides in RAM at `$0280` (this because the program needs to change the "Data"). The only issue is that the "Data" segment needs to be initialized with the startup values (for example, the value that a global `int` variable takes before it's used). The "Data" initialization needs to be done manually in the C program by explicitly calling `apple1_eprom_init()` in `main()`. The function will copy the ROM portion $7582-$7FFF into the "Data" segment at $0280-$0FFF. The initialization values in the ROM range $7582-$7FFF are generated with the build script `mkeprom.js` which creates a fixed-length 16K binary file to be put on the EEPROM/FLASH. Below is a recap of the memory map for this target: $0000-$00FF zero page: holds some C program variables $0280-$0FFF RAM: C program "Data" segment $4000-$7581 ROM: C program "Code" segment $7582-$7FFF ROM: C program "Data" segment (startup values) # Target "vic20" This target has been used during the development of the library where a custom made VIC-20 emulator was interfaced with an emulated TMS9918, thus allowing running tests when the real Apple-1 machine was not available.