KC> I'm not sure of the attribute format though.
It looks something like this:
unsigned short ScreenAttribute =
BLINK_STATUS << 15 | // can be 0 or 1
BACKGROUND_COLOR << 12 | // can be 1 to 7
FOREGROUN_COLOR << 8 | // can be 1 to 15
CHARACTER_DATA; // can be 0 to 255
Or, if you prefer a more graphical diagram... :)
15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
`--v--' `----v----' `-------v------' `--------------v--------------'
BLINK BACKGROUND FOREGROUND CHARACTER DATA
The character data is first in memory, and then its color data.
They may be represented in this manner, using an unsigned short
because of the lo-byte/hi-byte format of memory usage common to
the xxx86 and 65xx processors.
> ] Bilbo ergo sum. I am, but only by force of Hobbit..........
---
---------------
* Origin: *YOPS ]I[* 3.1 GIG * RA/FD/FE RADist * Milwaukee, WI (1:154/750)
|