## Boot ROM Execution starts here, at address `$0000`. The OS bootloader is located here. ## GPIO Contains hardware multiplication (`$0400`-`$0401`) and division (`$0402`-`$0403`), popcount (`$0404`), and a timer (`$0405`). ## Keyboard Read address `$0500` to get the next key event (7-bit Windows VKey code, MSB on indicates press/release). Returns 0 if empty. Write 1 to `$0500` to enable interrupts. ## Serial Peripheral Interface Not yet implemented. ## Robot Controller 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. ## Text Display Write ASCII values to addresses `$0800` to `$0FFF` to display characters at certain positions on the screen. `$0800` is the top left, `$0FFF` would be the bottom right, considering the character display dimensions and memory layout. ## Text Display Color Write 6-bit color IDs to addresses `$0800` to `$0FFF` to set the color of characters on screen. 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. ## System RAM The OS may use this memory for the stack, system variables, etc., located at `$1000` to `$1FFF`. ## User ROM Your program and data go here, located at `$2000` to `$2FFF`. ## User RAM Your code can use this memory for variables, arrays, a heap, etc., located at `$3000` to `$3FFF`. ## Video Display 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.