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memoryMap.md
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## Boot ROM
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Execution starts here, at address `$0000`.
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The OS bootloader is located here.
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Execution starts here, at address `$0000`.<br>
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The main program is located here, or the OS bootloader if an OS is present.
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## GPIO
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Contains hardware multiplication (`$0400`-`$0401`) and division (`$0402`-`$0403`), popcount (`$0404`), and a timer (`$0405`).
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Contains hardware multiplication (`$0400 * $0401 -> $0400`) and division (`$0402 / $0403 -> $0402 r $0403`), popcount (`$0404 -> $0404`), and a timer (`$0405`).<br>
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Value written to timer register = number of game ticks (32 ms) between interrupt triggers.<br>
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Write 0 to disable.
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## Keyboard
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Read address `$0500` to get the next key event (7-bit Windows VKey code, MSB on indicates press/release). Returns 0 if empty.
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Write 1 to `$0500` to enable interrupts.
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Read address `$0500` to get the next key event<br>
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7-bit Windows VKey code, MSB 1 = press, 0 = release<br>
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Returns 0 if buffer is empty.
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Write 1 to `$0500` to enable keyboard interrupts, 0 to disable.
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## Serial Peripheral Interface
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Not yet implemented.
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## Robot Controller
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Not directly mentioned in the provided code snippets, but if it follows a similar addressing scheme, it would have a specific range not covered here.
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Write to `$0701` to control the robot. Each bit is an action - MSB to LSB: Plant brick, destroy brick, move forward, backward, left, right, up, down.<br>
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Write a 6-bit color ID to `$0700` to set the color of the bricks the robot plants.<br>
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Read `$0700` to get the color of the brick the robot is on. MSB = brick exists. Returns 0 if no brick.
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## Text Display
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Write ASCII values to addresses `$0800` to `$0FFF` to display characters at certain positions on the screen.
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`$0800` is the top left, `$0FFF` would be the bottom right, considering the character display dimensions and memory layout.
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Write ASCII values to `$0800` to `$0BFF` to display characters at certain positions on screen.<br>
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`$0800` is top left, `$0BFF` is bottom right, rows are 64 bytes.
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## Text Display Color
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Write 6-bit color IDs to addresses `$0800` to `$0FFF` to set the color of characters on screen.
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MSB = whether to invert character mask (i.e., for highlighting). This might need clarification or correction based on the actual implementation, as it seems to overlap with the Text Display's address range.
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Write 6-bit color IDs to `$0C00` to `$0FFF` to set the color of characters on screen.<br>
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MSB = whether to invert character mask (i.e. for highlighting).
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## System RAM
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The OS may use this memory for the stack, system variables, etc., located at `$1000` to `$1FFF`.
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The OS may use this memory for the stack, system variables, etc.<br>
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If no OS is present, this memory can be used for any purpose, etc.<br>
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Located at `$1000` to `$1FFF`.
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## User ROM
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Your program and data go here, located at `$2000` to `$2FFF`.
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User program and data can go here.<br>
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If no OS is present, the boot ROM will need to jump into this code.<br>
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Located at `$2000` to `$2FFF`.
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## User RAM
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Your code can use this memory for variables, arrays, a heap, etc., located at `$3000` to `$3FFF`.
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## Video Display
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Not directly mentioned in the provided snippets for addressing, but based on the peripheral configuration, it would be addressed from `$8000` to `$FFFF` for direct pixel manipulation or other video-related functions.
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Your code can use this memory for variables, arrays, a heap, etc.<br>
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Located at `$3000` to `$3FFF`.
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