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Update apple2_hires.md

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@ -203,10 +203,11 @@ This could be used for instance in a game where the screen scrolls only on the l
The same is in fact true the other two A-zones. For the first one, addresses end with either `$00` or `$80`. For the second one, it's `$28` and `$A8`. But maybe the use cases are less obvious ?
Now imagine you want scroll only the last 32 lines of the screen, then the MSB of the baseline will be either `#$22` or `#$23` to which you add 4 for each of the next seven lines while the LSB flips between `#$50` and `#$D0`. And you have many options to unroll the loops if you want to speed things up a little bit further
Now imagine you want scroll only the last 32 lines of the screen, then the MSB of the baseline will be either `#$22` or `#$23` to which you add 4 for each of the next seven lines while the LSB flips between `#$50` and `#$D0`. And you have many options to unroll the loops if you want to speed things up a little bit further.
For instance this code would copy bytes 1-39 of each line of the 32 last lines of the screen to bytes 0-38 effectively scrolling that part of the screen one byte to the left.
(note: this is just one way, I'm not saying it's better than any other)
(Note: this is just one way, I'm not saying it's better than any other)
```
LDA #$22 ; base address MSB
@ -243,3 +244,62 @@ For instance this code would copy bytes 1-39 of each line of the 32 last lines o
BCC .loopx ; not yet
```
## Apple ]\[ hires colors
So far we've been filling the screen with blocks of 7 pixels. How comes one byte, which is 8 bits, is only 7 pixels on the screen ?
To understand this, the best way is to go back to basics and to BASIC !
Let's try this (don't forget to type `NEW` beforehand)
10 HGR
20 FOR Y = 0 TO 127
30 A = INT(Y/64): REM A-ZONE
40 B = INT( (Y - 64 * A) / 8): REM B-ZONE
50 C = INT(Y - 64 * A - 8 * B): REM C-ZONE
60 P = 8192 + A * 40 + B * 128 + C * 1024: REM STARTING ADDRESS IN RAM
70 POKE P,Y
80 NEXT
Here's the output:
![screenshot](img/apple2_hires_poke0-128.png)
What we've done is POKE values 0-127 into the first bytes of the first 128 lines of the hires screen.
The results are very informative. Let's zoom in a bit.
![screenshot](img/apple2_hires_poke0-128detail.png)
The first line of pixels is black, corresponding to 0.
POKEing 1 in the next line produced a violet dot in x=0, while POKEing 2 resulted in a green dot in x=1 and finally, POKEing 3 created two white dots, one in position 0 and the other in position 1.
From these 4 POKE, we can already see that
#### 1. Plotting is inverted compared to the order of the representation of a binary value.
| dec | binary | result |
|-|-|-
|0|000|black-black-black|
|1|001|violet-black-black|
|2|010|black-green-black|
|3|011|white-white-black|
#### 2. Violet pixels are on even columns while green pixels are on odd columns.
#### 3. White pixels are always grouped by 2 or more pixels
#### 4. Except on the edges of the screen, the same is true for black pixels
#### 5. A black pixel surrounded by two others will be rendered using the color of one of the two other pixels, but NEVER white
To understand what color a pixel is going to be rendered, one must consider the pixel on both sides of the considered pixel.
|even|odd|even|pixel n is
|-|-|-|-|
|**pixel n-1**|**pixel n**|**pixel n+1**|**rendered as**|
|off|off|off|black|
|off|off|on|black|
|on|off|off|black
|on|off|on|color of even column|
|off|on|off|color of odd column|
|off|on|on|white
|on|on|off|white
|on|on|on|white|
This might be summarised as the following:
* if the pixel is off, it's rendered black except if both its neighbours are on, in which case it's rendered using the color of its neighbours' columns
* if the pixel is on, it's rendered white except if both its neighbours are off, in which cas it's rendered using the color of his own column