Text mode in the FPGA computer

How text mode works


This is a follow-up of the FPGA computer post. 

In this post I will give more details about the text mode of the FPGA computer. The text mode is the default mode for the computer. When the computers powers up, this is the default mode.


Text mode is 80x60 characters, occupying 4800 words, or 9600 bytes, starting from the address of 2400

Lower byte is the ASCII code of a character, while the upper byte contains the attributes:
7
6
5
4
3
2
1
0

Foreground color, inverted

Background color


r
g
b
r
g
b

The foreground color is inverted so zero values (default) would mean white color. That way, you don't need to set the foreground color to white, and by default (0, 0, 0), it is white. The default background color is black (0, 0, 0). This means that if the upper (Attribute) byte is zero (0x00), the background color is black, and the foreground color is white.

I have used Ken Shirriff's blog post FizzBuzz a lot for this implementation. I highly recommend his posts!

Verilog implementation relies on the character ROM. Character ROM is implemented as a separate Verilog module, and is used like this:
// Character generator
chars chars_1(
  .char(curr_char[7:0]),
  .rownum(y[2:0]),
  .pixels(pixels)
); 

Current character (which is read from the address of 2400, up to the 2400+9600) is received in the curr_char register. This register is wired to the chars module, together with two additional parameters: rownum (wired to the y register - the y coordinate) and the pixels output register (this register will hold the pixels of the current character, for the current y coordinate).

The chars module itself is a giant switch statement:
always @(*)
  case ({char, rownum})

    11'b00110000000: pixels = 8'b01111100; //  XXXXX  
    11'b00110000001: pixels = 8'b11000110; // XX   XX 
    11'b00110000010: pixels = 8'b11001110; // XX  XXX 
    11'b00110000011: pixels = 8'b11011110; // XX XXXX 
    11'b00110000100: pixels = 8'b11110110; // XXXX XX 
    11'b00110000101: pixels = 8'b11100110; // XXX  XX 
    11'b00110000110: pixels = 8'b01111100; //  XXXXX  
    11'b00110000111: pixels = 8'b00000000; //         

    11'b00110001000: pixels = 8'b00110000; //   XX    
    11'b00110001001: pixels = 8'b01110000; //  XXX    
    11'b00110001010: pixels = 8'b00110000; //   XX    
    11'b00110001011: pixels = 8'b00110000; //   XX    
    11'b00110001100: pixels = 8'b00110000; //   XX    
    11'b00110001101: pixels = 8'b00110000; //   XX    
    11'b00110001110: pixels = 8'b11111100; // XXXXXX  
    11'b00110001111: pixels = 8'b00000000; //       

As you can see, the input character and the y coordinate are concatenated to determine which row of pixels will be returned to the vga text module.

How is the current_char obtained? There are three distinctive situations when this byte is obtained:
1. during the visible scanline processing. During this case, we wait for the last column (pixel) of the current character to be displayed, and then we fetch the next character:
else if (x < 640 && !mem_read) begin
 if ((x & 7) == 7) begin
  // when we are finishing current character, 
  // we need to fetch in advance 
  // the next character (x+1, y)
  // (at the last pixel of the current character, let's fetch next)
  rd <= 1'b1;
  wr <= 1'b0;
  addr <= VIDEO_MEM_ADDR + ((x >> 3) + (y >> 3)*80 + 1);
  mem_read <= 1'b1;
 end

end 
2. during the horizontal blanking. During this case, we need to obtain either the current character (we haven't finished the current row yet), or the next character in the next row:


else if ((x >= 640) && ((y & 7) < 7)) begin
// when we start the horizontal blanking, 
// and still displaying character in the current row,
// we need to fetch in advance 
// the first character in the current row (0, row)
rd <= 1'b1;
wr <= 1'b0;
addr <= VIDEO_MEM_ADDR + ((y >> 3)*80);
mem_read <= 1'b1;
end
else if ((x >= 640) && ((y & 7) == 7)) begin
// when we start the horizontal blanking, 
// and we need to go to the next line, 
// we need to fetch in advance the first character in next row (0, row+1)
rd <= 1'b1;
wr <= 1'b0;
addr <= VIDEO_MEM_ADDR + (((y >> 3) + 1)*80);
mem_read <= 1'b1;
end



3. during the vertical blanking. In this case, we need to fetch the first character, at the beginning of the frame buffer:

if ((x >= 640) && (y >= 480)) begin
// when we start the vertical blanking, 
// we need to fetch in advance the first character (0, 0)
rd <= 1'b1;
wr <= 1'b0;
addr <= VIDEO_MEM_ADDR + 0;
mem_read <= 1'b1;
end

The code above sets the address bus and control lines. The character is then fetched from the data bus:
if (mem_read) begin
curr_char <= data;
rd <= 1'bz;
wr <= 1'bz;
mem_read <= 1'b0;
end

The character is wired to the character ROM, and the output is placed in the pixels register. From that point, the pixels are shifted bit by bit to the r, g, and b wires of VGA connector:
if (valid) begin
r <= pixels[7 - (x & 7)] ? !curr_char[6+8] : curr_char[2+8];
g <= pixels[7 - (x & 7)] ? !curr_char[5+8] : curr_char[1+8];
b <= pixels[7 - (x & 7)] ? !curr_char[4+8] : curr_char[0+8];
end 
else begin
// blanking -> no pixels
r <= 1'b0;
g <= 1'b0;
b <= 1'b0;
end

It is interesting how horizontal and vertical sync pulses are generated:
assign hs = x < (640 + 16) || x >= (640 + 16 + 96);
assign vs = y < (480 + 10) || y >= (480 + 10 + 2);
assign valid = (x < 640) && (y < 480);

Just  by wiring hs an vs one-bit registers to the VGA connector and by assigning to them expressions above, horizontal and vertical sync pulses are generated according to the current state of the x and y counters. When the x counter reaches 640 + 10, it is the end of the current scanline and the hs pulse is low (inverted logic). Similarly, the vs pulse is low when the y counter (the line counter) reaches 480 + 10.

If you look at the value range of the x and y registers, you will see that the x goes from 0 to 799, while y goes from 0 to 524. This means that the actual resolution of the VGA 640x480 mode is 800x525. However, during the horizontal and vertical blanking some of those pixels (and also lines) are not visible, so the actual visible pixels are from the 640x480 range. That is detected in the "assign valid =..." line of the code above. 

Programming in assembler

Assembler examples can be found here.

Following assembler code writes a string with color attributes.
mov r1, hello  ; r1 holds the address of the "Hello World!" string
mov r2, 0      ; r2 is the index
mov r3, 0      ; r3 has the attribute
again:
ld.b r0, [r1]  ; load r0 with the content of the memory location to which r1 points (current character)
cmp r0, 0      ; if the current character is 0 (string terminator),
jz end         ; go out of this loop 
st.b [r2 + VIDEO_1], r3; store the attribute
inc r2        ; move to the character location
st.b [r2 + VIDEO_1], r0; store the character at the VIDEO_0 + r2 
inc r1        ; move to the next character in the string
inc r2         ; move to the next location (attribute) in video memory
inc r3         ; change the attribute of the current character
j again        ; continue with the loop
end:
halt


hello:

#str "Hello World!\0"



The result is on the image below.


In the emulator, it looks like this:


Conclusion

The text mode is implemented by reading the character from the framebuffer, and then by obtaining its pixels from the character ROM. When those pixels are obtained, they are shifted one by one to the VGA connector, to the corresponding r, g and b wires. That way, the character is shown on the screen. I have implemented the text mode first, and then l have implemented the graphics mode. Both modes are surprisingly simple to be implemented in Verilog.

Text mode module is on the github.


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