# TI-84+ LCD driver Implement (emit) on TI-84+ (for now)'s LCD screen. Lives at B350. Required config: * LCD_MEM: 2b area where a that will point to an area allocated to LCD driver memory during LCD$ init. The screen is 96x64 pixels. The 64 rows are addressed directly with CMD_ROW but columns are addressed in chunks of 6 or 8 bits (there are two modes). In 6-bit mode, there are 16 visible columns. In 8-bit mode, there are 12. Note that "X-increment" and "Y-increment" work in the opposite way than what most people expect. Y moves left and right, X moves up and down. # Z-Offset This LCD has a "Z-Offset" parameter, allowing to offset rows on the screen however we wish. This is handy because it allows us to scroll more efficiently. Instead of having to copy the LCD ram around at each linefeed (or instead of having to maintain an in-memory buffer), we can use this feature. The Z-Offset goes upwards, with wrapping. For example, if we have an 8 pixels high line at row 0 and if our offset is 8, that line will go up 8 pixels, wrapping itself to the bottom of the screen. The principle is this: The active line is always the bottom one. Therefore, when active row is 0, Z is FNTH+1, when row is 1, Z is (FNTH+1)*2, When row is 8, Z is 0. # 6/8 bit columns and smaller fonts If your glyphs, including padding, are 6 or 8 pixels wide, you're in luck because pushing them to the LCD can be done in a very efficient manner. Unfortunately, this makes the LCD unsuitable for a Collapse OS shell: 6 pixels per glyph gives us only 16 characters per line, which is hardly usable. This is why we have this buffering system. How it works is that we're always in 8-bit mode and we hold the whole area (8 pixels wide by FNTH high) in memory. When we want to put a glyph to screen, we first read the contents of that area, then add our new glyph, offsetted and masked, to that buffer, then push the buffer back to the LCD. If the glyph is split, move to the next area and finish the job. That being said, it's important to define clearly what CURX and CURY variable mean. Those variable keep track of the current position *in pixels*, in both axes. # Words descriptions LCD_BUF: two pixel buffers that are 8 pixels wide (1b) by FNTH pixels high. This is where we compose our resulting pixels blocks when spitting a glyph.