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Programming the ZX Spectrum's Bitmap Display

11 hours ago
  • #assembly programming
  • #bitmap graphics
  • #ZX Spectrum
  • The ZX Spectrum lacks a true text mode, using only a bitmap screen with direct memory access from $4000 to $5AFF for graphics and color.
  • Color information is stored in a 32x24 grid at $5800-$5AFF, each byte defining foreground/background colors, brightness, and flash attributes for 8x8 pixel blocks.
  • Bitmap data is stored at $4000-$57FF in a 1-bit-per-pixel format, with an unusual memory layout that groups slivers by adding/subtracting 256 within cells and 32 between thirds.
  • Converting pixel coordinates to memory addresses involves bit manipulation, with sliver address bits derived from X and Y coordinates, and color addresses easily computed from sliver addresses.
  • Drawing routines like PLOT for setting pixels can be implemented in Z80 assembly, with extensions for lines using Bresenham's algorithm, but circles and arcs rely on floating-point libraries.
  • Hardware sprites are not supported, necessitating software blitting for sprite-like graphics, leveraging user-defined graphics for game animations.