nngs1024.txt Memory Map for 1024x32 Number Nine Graphics cards A000-AFFFF 64K Display buffer C0000 GDC Write Parameter, Read Status C0001 GDC Write Command, Read Data C0400 Bank select (4 bits) C0700 3400 FF ZOOM 1 (FF default, 00 more blowup) C0701 3401 FF ZOOM 2 (FF default, 00 more blowup) C0702 3402 FF ZOOM 4 (FF default, 00 more blowup) C0703 3403 FF ZOOM 8 (FF default, 00 more blowup) C0704 3404 FF MODE 1 lsb (00 or FF) see below C0705 3405 00 MODE 2 msb (00 or FF) see below C0706 3406 00 OVERLAY Select (00 ls nibble, FF ms nibble) C0707 3407 FF BUS ENABLE (00 disable, FF enable) C1000-C1FFF 16x256 x 8 bit Red Look up table C2000-C2FFF 16x256 x 8 bit Green Look up table C3000-C3FFF 16x256 x 8 bit Blue Look up table MODE BANK ADDR Data ---- ---- ---- ---- Gun mode successive bytes pixels 00 00XX XXXX Red bytes 00 01XX XXXX Green bytes 00 10XX XXXX Blue bytes 00 11XX XXXX Overlay bytes Concurrent mode: 8 bit emulation (overlay active) (clear faster) 01 00XX XXXX Read Red; Write all Red, Green and Blue bytes 01 01XX XXXX Read Green; Write all Red, Green and Blue bytes 01 10XX XXXX Read Blue; Write all Red, Green and Blue bytes 01 11XX XXXX Overlay bytes Pixel mode 10 00XX XXXX Top 1/4 screen R byte, G byte, B byte, O byte, R ... 10 01XX XXXX 2nd 1/4 screen 10 10XX XXXX 3rd 1/4 screen 10 11XX XXXX bottom 1/4 screen Pixel mode Write Protect overlay 11 00XX XXXX Top 1/4 screen R, G, B, O (write protected), R ... 11 01XX XXXX 2nd 1/4 screen 11 10XX XXXX 3rd 1/4 screen 11 11XX XXXX bottom 1/4 screen Color Look Up table (LUT) Three Look Up tables: 4K x 8 each gun. 12 bit address in and 8 bit data out. 4 bits are the same for each color gun (high or low nib of overlay byte) 8 bits for each color gun come from the R, G and B bytes of the pixel