Martin, I hadn't considered the shift register. That makes sense. I see that both latches are already latched by the /LOADSR and CLK1B (via UD1), and the Shift Register also by /LOADSR. I'm trying to follow you... which line is responsible for delaying the Shift Register? Is it the CLK1B (via UE4)? Steve >________________________________ > From: Martin Hoffmann-Vetter <martinHV@arcor.de> >To: cbm-hackers@musoftware.de >Sent: Thursday, May 2, 2013 11:59:43 AM >Subject: RE: My ColourPET Project > > >Hello Steve, > >> For colour ram make sure that J7 and J8 are NOT connected (J7 is >> normally connected for 40 column - that is the BA0 line). >> I just tried poking $D400 (33792) and it is active, but not >> appearing onscreen, so we are dealing with a full character offset, >> not just 1 or 2 pixels. > >After a short time of thinking, this is by design. The character data and >the color data were readed at the same time. But the character data goes to >the character rom and is stored in the shift register. But this is done one >character cycle later. So you must delayed the color data, too. This is done >with the Disp Ena from the CRTC, too. After the shift register is another >delay. The output is latched with a d flip flop to merge it with the reverse >bit from the video ram. (This reverse bit is delayed with d flip flops.) > >So i would say, the color data is 10 pixel to early. You must insert a 8 bit >latch and synchronize it with the load sr signal. After that it must be >delayed by one pixel. Or you use the video signal before the last d flip >flop and extend this flip flop for your rgbi data. So you need only 4 bit. > >Martin > > > Message was sent through the cbm-hackers mailing list > > > Message was sent through the cbm-hackers mailing listReceived on 2013-05-02 19:00:07
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