THE FULL SCREEN PROJECT

FSP_32. C10

THE ABOVE FILE IS THE BEST FOR 32 BYTE WIDE SCREENS.
USABLE SCREENS INCLUDE 32,48,56,52,0,4,64,68,40,36,44,60,104,100,108 & 124


FSP_16. C10

THE ABOVE FILE IS THE BEST FOR 16 BYTE WIDE SCREENS.
USABLE SCREENS INCLUDE 33,49,57,53,97,113,121 & 117
SAY FOR POKE 49151,33 YOU COULD USE 32 BUT THE FSP WOULDN'T KNOW TO CHANGE IT TO A 16 BYTE WIDE SCREEN.
THE 16 BYTE WIDE SCREEN IS REALLY 1/2 OF THE 32 BYTE WIDE SCREEN AND YOU MUST REALISE THAT SCROLLING OCCURS AFTER 16 LINES HAVE PASSED AND THEN IT SCROLLS AFTER TWO CARRIAGE RETURNS.

THERE ARE MANY USFUL FEATURES OF THE FULL SCREEN PROJECT:

IF YOU PEEK AT MEMORY 1242 IT WILL TELL YOU YOUR CURRENT FONT POSITION 1 START WITH THE INVERTED AT SYMBOL.
IT SHOULD BE POINTING TO VALUE 22. TO CALCULATE THAT ADDRESS TAKE 22*256 WHICH EQUALS 5632.

EXAMPLE BELOW

IF YOU POKED:

10 POKE 5632,255
20 POKE 5633,255
30 POKE 5634,255
40 POKE 5635,255
50 POKE 5636,255
60 POKE 5637,255

IT WOULD CREATE AN ALL RED RECTANGLE DEPENDING ON THE SCREEN.
EACH FONT IS 6 BYTES TALL ALTHOUGH 8 WOULD BE EVEN NICER THERE ARE MANY ADVANTAGES TO USING THE 6 BYTES.
THE FIRST FONT SET STARTS AT 5632 THROUGH 5632+(6*256)-1
POKE 1242,22 PLACES YOU AT THE FIRST FONT SET AND WHEN YOU ADD 6 TO THAT VALUE POKING 1242,28 WOULD Set YOU AT FONT SET NUMBER 2 AND THERE ARE 7 TOTAL Fonts SETS.
POKE 1242,22 (SET 1 DEFAULT)
POKE 1242,28 (SET 2)
POKE 1242,34 (SET 3)
POKE 1242,40 (SET 4)
POKE 1242,46 (SET 5)
POKE 1242,52 (SET 6)
POKE 1242,58 (SET 7)
EACH SET MAY BE EXACTLY THE SAME.
BUT YOU CAN MAKE THEM WHAT EVER YOU WANT TO.

THE MAIN REASON BEING THE MOST USFUL SCREENS ARE 96 PIXELS TALL AND 96/6=16 WHICH GIVES US THE COMPATIBILITY WE WANT WITH THE MC-10'S REGULAR TEXT MODE SCREENS. IF I DID NOT DO THIS THE ONLY COMPATIBLE SCREEN WOULD BE THE ONES THAT HAVE THE IMFAMOUS REPEATED TOP PORTION AT THE BOTTOM OF THE SCREEN. RG6 & CG6 ARE ONLY 128 PIXELS HIGH. 

THE OTHER REASON IS WITH FSP THAT DOES NOT USE THE MCX IT IS REQUIRED TO FIT BETWEEN AREAS THAT ARE USED BY THE SYSTEM SO IRONICALLY THE ONLY USABLE SCREENS HAVE BEEN RG6 & CG6 GIVING US 4 SCREEN TOTAL. THE OTHER SCREENS MAY BE ACCESSABLE BUT ARE HARDLY USABLE.

THE FOLLOWING IS ABOUT FONT MANIPULATION OF COLORS

THE INVERT POKE IS 1233,1 THIS INVERTS FOREGROUND ANG BACKGROUND COLORS.

POKE 1233,1 ACTIVATES INVERT
POKE 1233,0 DEACTIVATES INVERT (DEFAULT)
THE SUBTRACT POKE IS 1234, USE 170 OR 85 OR 255 WHICH IS DEFAULT FOR INVERSION.

POKE 1235,1 ACTIVATES ANDing.
POKE 1236,X IS THE VALUE TO AND.

POKE 1237,1 ACTIVATES ORing.
POKE 1238,X IS THE VALUE TO OR.

POKE 1239 AND POKE 1240 CONTROL THE SCREEN POSITION. (BE CAREFUL CAN BE TRICKY TO USE)
NORMALLY SET TO $4000.

POKE 1241,0 IS GRAPHIC TEXT SCREEN
POKE 1241,1 IS REGULAR TEXT SCREEN

POKE 1242,22 (DEFAULT FONT ADDRESS)
POKE 1243,0 (LOW END OF FONT ADDRESS, DO NOT CHANGE)

POKE 1244,0 (DEFAULT NO ANIMATION)
POKE 1244,1 (PLAY ANIMATION CYCLES THROUGH FONT SETS 2 THROUGH 7)

POKE 1245,X DELAY 1 FOR ANIMATION
POKE 1246,X DELAY 2 FOR ANIMATION

1247-1253 UNUSED

POKE 1254,1 TRS-80 SCREEN 64 CHARACTERS WIDE.

POKE 1255,1 (DEFAULT)IS THE REGULAR MC-10 MODE IT MAKES THE MCX THINK IT'S A REGULAR MC-10 TO SOME DEGREE.
POKE 1255,0 (MCX MODE, NOT NEEDED)

POKE 1256,0 (DEFAULT) IF 1 MEANS PRINT TO GRAPHICS PMODE
POKE 1257,0 (DEFAULT) IF 1 MEANS PRINT TO BOTH GRAPHICS AND GRAPHIC SCREEN

1792 THROUGH 2303 IS THE ANIMATION MARKER SCREEN A TOTAL OF 512 BYTES AND RIGHT NOW DOES NOT WORK QUITE AS INTENDED
AS OF NOW NOT WORKING AND WHERE IT IS WORKING IT IS NOT WHAT I HAVE INTENDED...
