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Introduction

Welcome to “The PC Emulation Book.”

This document aims to become a comprehensive guide to emulating the original models of the IBM Personal Computer:

  • The IBM Model 5150 Personal Computer
  • The IBM Model 5160 Personal Computer XT

When we refer to the original “IBM PC”, we are technically referring to the IBM Model 5150. However, the slightly improved IBM Model 5160 (otherwise known as the IBM XT) is similar enough in design and function that they are often lumped together. In this book, we will refer to the XT when a distinction between the PC and XT is important. Otherwise, consider any reference to the “PC” as referring to either model.

🚧 UNDER CONSTRUCTION! 🚧

You’ll notice that many of the pages in this book are empty stubs. Content is still being fleshed out. Here is a list of some of the more complete pages:

Additionally, many of the appendices contain useful reference information:

Why Emulate the PC?

The IBM PC is arguably one of the most influential computers in history, establishing standards that enabled the proliferation of “PC-compatible” systems and cemented the very term “PC” as an Intel-based system, probably running a Microsoft operating system. The “PC” lives on even today, only recently challenged for supremacy by the rise of ARM-based CPUs.

The PC was an open and well-documented system. IBM published full schematics and commented BIOS source code listings, allowing anyone to understand in great detail how the system operated, even without owning the physical hardware.

There are thousands of software titles to explore on a PC emulator, although the PC’s limited graphics and sound capabilities make many of the games for the platform less than spectacular. Still, there are some classic titles that are still fun to play today, such as AlleyCat and Digger.

If you’re up for a challenge, recently several demos have been released that push the original PC hardware to its utter limits and require cycle-exact emulation of the 5150 and its components. These demos include 8088 MPH, released in 2015, and Area 5150, released in 2022.

Even without any attempt at cycle-accuracy, the PC can be emulated with a respectable level of compatibility.

What You’ll Learn

This book aims to cover the complete process of building a PC emulator from the ground up, including:

  • Hardware Architecture: Understanding the IBM PC’s system design and component interactions
  • CPU Emulation: Implementing the Intel 8088 processor
  • Support Chips: Emulating the various Intel support chips that made the PC work
  • Peripheral Devices: Implementing keyboards, displays, storage, and other I/O devices
  • System Integration: Bringing all components together into a working emulator

Target Audience

This book is intended for emulator authors, but retro-developers may find it a useful reference as well, or anyone simply curious about how classic computers of the era worked.

Prerequisites

To get the most out of this book, you should have:

  • A basic understanding of computer architecture concepts
  • Familiarity with a high-performance programming language (C, C++, Rust, or similar)
  • Basic electronics knowledge
    • This is minimal, but you should understand the concepts of voltage, the function of resistors, and what a tri-state output is. If you need it, a refresher can be found in the appendices: Electronics Concepts.
  • Basic understanding of digital logic
  • Some experience with emulation
    • If you have never programmed an emulator before, it is recommended that you start with the CHIP-8, a simple system that teaches basic emulation concepts. You can find a guide here.

License

This book is open-source and all content is licensed under the Creative Commons CC BY 4.0 license, except where otherwise noted. See LICENSE.

Acknowledgements

Several resources have been invaluable references in both my development of my emulator and in curating material for this book. I would like to thank the following for graciously providing permission to directly adapt or include their work:

Other invaluable resources for PC information include:

Contributing

The main source repository for the PC Emulation Book can be found here. PRs are welcome.

AI Policy

The PC Emulation Book strives to maintain accurate and authentically voiced information. To that end, all content contributed to the PC Emulation book should be written by human beings. Don’t worry if English is not your first language - I will be glad to perform editorial duties for you.

IBM PC/XT Architecture Overview

The design of the original IBM 5150 reflected IBM’s project requirements to create a low-cost, maintainable system largely comprised of off-the-shelf parts, yet capable of being expanded. They succeeded in that effort far beyond any conceivable expectations - the IBM PC is now recognized as the ancestor of a line of “PC Compatible” systems that continue to be sold to this day.

CPU

IBM chose the Intel 8088 for the 5150, which is also used in the 5160. The 8088 was a lower-cost variant of the 8086 CPU. While still 16-bit internally, the 8088 only had an 8-bit data bus. This simplified the PC’s motherboard design, and made it easy to build a system around Intel’s various 8-bit peripheral chips.

The 8088 has 20 address lines, allowing it to address \(2^{20}\) bytes, or 1MB.

IBM chose to reserve addresses above 0xA0000, leading to the infamous “640KiB” memory limit that is often mistakenly blamed on Microsoft.

Memory

Depending on the model and revision, the PC could be fitted with up to 256K of RAM on the motherboard. Memory expansion cards to bring a system up to the maximum 640KiB were quite commonplace in the latter years of the PC’s life. Multi-function cards provided RAM upgrades along with extra peripherals such as printer, serial, and game ports.

The memory used in the PC is common dynamic RAM (DRAM). The PC lacks dedicated refresh circuitry to maintain the contents of DRAM, and must use some of its accessory hardware to perform this task. The process of DRAM refresh makes the entire system approximately 6% slower.

Timer

The PC contains an Intel 8253 Programmable Interrupt Timer with three timing channels.

Timer Channel 0

The first channel, 0, is dedicated to maintaining the system clock via the BIOS. The PC has no real-time clock or battery-backup, so the date and time must be entered when booting the system. The time-of-day clock is maintained in software, and was notoriously inaccurate. For these reasons, real-time clock modules were popular upgrades, often found on multi-function cards. Timer channel 0 is connected to IRQ0 and is the only channel that can generate *timer interrupts.

Timer Channel 1

The second channel, 1, is dedicated to the operation of refreshing the system’s DRAM and generally cannot be used by programs.

Timer Channel 2

The third channel, 2, is the only channel connected to the PC Speaker. Programming this channel allows sounds to be played, but it can also be used as a general timing facility.

DMA

The PC has an Intel 8237 Direct Memory Access Controller. DMA is a method by which expansion cards can read and write to memory without needing the CPU to participate in the transfer, which can make timing-critical operations such as floppy-disk access more reliable, especially if the CPU is busy. DMA was used to operate the PC’s floppy drives, and was often used by add-on hard disk controllers. The PC has three DMA channels, one of which is dedicated to the process of DRAM refresh, leaving only two available.

Interrupts

The PC has an Intel 8259 Programmable Interrupt Controller with 8 interrupt lines. Interrupts are a way for components of a hardware system to request attention from the CPU.

Expansion Bus

The 8-bit data bus of the 8088 would also dictate the 8-bit data width of the system’s expansion bus. This bus would later be expanded to 16-bits with the IBM 5170 AT, and would later be dubbed the ISA bus by Compaq1 and a growing consortium of PC clone manufacturers.

System Crystal

The 5150 has a single main system crystal with a frequency of 14.31818MHz. This frequency is exactly four times the NTSC color subcarrier frequency.

The crystal frequency can be expressed as a fraction:

$$f_{crystal} = \frac{315}{22} \text{ MHz} = 14.31818\overline{18} \text{ MHz}$$

This choice was likely made due to the low cost of NTSC-derived clock crystals, as they were being manufactured by the millions to be used in television sets. It also made the PC more easily compatible with North American television sets, making low-cost display option available to PC owners. It also allowed the IBM Color Graphics Adapter to omit a separate crystal.

CPU Clock

The CPU frequency of 4.77 MHz is obtained by dividing the system clock by 3:

$$\frac{14.3181818}{3} = 4.773\text{ MHz}$$

The 8088 was rated for 5MHz operation2, so this represents about a 5% underclock.

The PC vs XT

The IBM model 5160 (XT) is very similar to the model 5150 PC, with a few differences:

  • Eight expansion slots vs the PC’s five
  • The minimum installed RAM was increased to 128K
  • The underutilized cassette interface port was dropped
  • Slight changes to DRAM refresh logic
  • ROM chip size was increased from 8K to 32K
  • A larger, 130W power supply to accommodate hard drives

References


  1. wikipedia.org Industry Standard Architecture.

  2. Intel Corporation. 8088 8-Bit Hmos Microprocessor. Intel Corporation, August 1990. Document Number: 231456-006. Available at: Intel 8088 Data Sheet PDF

Intel 8259 Programmable Interrupt Controller

The Intel 8259 Programmable Interrupt Controller (PIC) plays an essential role in the operation of much of the hardware of the IBM PC. The PIC can be thought of as an expansion unit to the 8088’s single INTR pin, allowing 8 separate interrupt sources to be handled in a prioritized manner.

The PIC is a surprisingly challenging chip to emulate correctly, partially due to some ambiguities in its documentation.

Overview

The 8 inputs of the PIC are called Interrupt Request lines, which are often referred to as IRQs (Interrupt reQuest).

The PIC has three main 8-bit registers. Each bit in these registers corresponds to an IRQ with the least significant bit mapping to IRQ 0 and the most significant bit mapping to IRQ 7.

  • Interrupt Request Register (IRR): This register holds bits reflecting the IRQ lines that are requesting service.
  • Interrupt Mask Register (IMR): A 1 bit set in this register prevents the corresponding IRQ line from being serviced.
  • In-Service Register (ISR): A 1 bit set in this register indicates that the corresponding IRQ has been acknowledged by the CPU and is now “in-service”.

The 8 IRQs of the PIC are ordered in terms of priority, with IRQ 0 being the highest priority, and IRQ 7 being the lowest priority. This means that if IRQ 0 and IRQ 1 occur simultaneously, IRQ 0 will be serviced first.

This also means that it is possible for a higher priority interrupt to be serviced while a lower priority interrupt is already in service. Normally, the 8088 clears the I flag when executing an interrupt. If a programmer desires their interrupt service routine to be reentrant, they would need to issue an STI instruction to allow this to occur.

IBM PC PIC Configuration

IRQ Assignments

The IBM PC maps devices to the 8259’s IRQ lines as follows. Some of these connections are direct traces on the motherboard, other IRQs are connected to the ISA bus. In some cases, a peripheral card may have had a jumper to allow selection of a particular IRQ.

IRQConnectionDevice
IRQ 0DirectSystem Timer
IRQ 1DirectKeyboard Controller
IRQ 2ISA/DirectVsync Interrupt (EGA) or Secondary 8259 (AT)
IRQ 3ISASerial Port - COM2
IRQ 4ISASerial Port - COM1
IRQ 5ISAHard Disk Controller or LPT2
IRQ 6ISAFloppy Disk Controller
IRQ 7ISAParallel Port - LPT1

I/O Ports

The 8259 has a single address pin, A0, via which one of two registers can be selected. The two registers are decoded by the PC at the following addresses:

PC Port8259 PortRWDescription
0x200RWCommand/Status Register
0x211RWData/Mask Register

The Unimportant Stuff

The 8259 was designed to be compatible not only with the 8088 and 8086, but with Intel’s earlier CPUs, the 8080 and 8085. There are various mode flag bits that control whether the 8259 should expect to be paired with an 8088 or not - obviously, on the IBM PC, you can expect these bits to be set properly, and emulation of the 8080 modes is certainly not required.

The 8259 supported daisy-chaining of additional 8259 chips to enable more interrupt sources to be handled - something that Intel called cascading. This was not used on the IBM PC, which only had a single 8259. Two 8259s were employed on the IBM 5170 AT in a primary/secondary configuration. Obviously this is something you do not need to emulate either.

The PIC can be operated in edge-triggered or level-triggered mode. The IBM PC exclusively operates in edge-triggered mode, but implementing level-triggered mode is fairly trivial to do.

There are additional features like priority rotation and special mask mode which are not used by the IBM PC.

Interrupt Processing Logic

The important thing to understand about the PIC is that it is implemented as an array of 8 priority cell circuits. The IRR, IMR, and ISR “registers” are simply latches within each priority cell. This means that a good part of the interrupt evaluation logic happens continuously, since it is simply driven by immediate state of the circuit. The PIC has no clock input, so all it can do is respond to changes of its input pins. With one exception - but we’ll talk about that later.

Let’s look at an example of interrupt logic flow:

The Simple Version

  1. A device raises its IRQ line connected to the PIC.
  2. The PIC looks to see if that IRQ is masked off in the IMR, if it is already in service, or if a higher-priority interrupt is in service, in which case the interrupt cannot be serviced at the moment.
  3. If the IRQ can be serviced, the PIC raises the INTR line to the CPU.
  4. The CPU acknowledges the interrupt and the PIC sets the corresponding bit in the ISR to indicate that the interrupt is now in service. The corresponding bit in the IRR is cleared to indicate the IRQ is no longer requesting service.
  5. The CPU executes the interrupt based on the 8-bit vector the PIC provides in response to the CPU’s interrupt acknowledgement.
  6. The interrupt service routine executes. When it is done, it sends an End-of-Interrupt (EOI) command to the PIC.
  7. The PIC clears the corresponding bit in the ISR indicating that the interrupt has completed servicing.

The original IRQ line may remain high at this point, but in the PC’s standard edge-triggered mode it will not be serviced again until it transitions low and then high again.

The Detailed Version

  1. A device raises its IRQ line connected to the PIC.
  2. The low-to-high transition of the IRQ line sets the IRQ’s edge latch and sets the corresponding bit in the IRR.
    1. If the corresponding bit in the IMR is set, the signal from the IRR does not propagate further.
    2. If the corresponding bit in the IMR is clear, the signal from the IRR reaches the Priority Resolver.
  3. The priority resolver checks to see if the corresponding bit in the ISR is set, or if any bits lower than the corresponding bit are set, indicating a higher priority interrupt is already in service.
    1. If any of these bits are set, nothing further happens for the moment.
    2. If none of these bits are set, the priority resolver will instruct the control logic to raise the PIC’s INTR pin, which is connected to the CPU.
  4. The CPU finishes an instruction, at which point it samples the INTR pin.
  5. The CPU notices INTR is high.
    1. If the CPU’s I flag is cleared, it ignores INTR being high and continues execution as normal.
  6. The CPU begins to acknowledge the interrupt.
    1. The CPU issues one bus cycle with the INTA bus status encoded.
    2. The CPU bus controller decodes the INTA bus status and asserts the physical \(\overline{INTA}\) pin.
  7. The PIC detects the \(\overline{INTA}\) pin going high.
    1. The priority resolver sets the highest-priority bit in the ISR to indicate that the interrupt is entering service.
    2. In edge-triggered mode, the priority resolver clears the corresponding bit in the IRR.
    • This is the only difference between edge-triggered mode and level-triggered mode.
    1. The control logic asserts the internal \(\overline{FREEZE}\) signal. This prevents any change to any bit in the IRR while the interrupt acknowledge process is active.
  8. The \(\overline{INTA}\) pin goes low as the CPU completes the INTA bus cycle.
  9. The \(\overline{INTA}\) pin goes high again as the CPU issues a second INTA bus cycle.
  10. The PIC emits the 8-bit interrupt vector which the CPU reads during the second INTA bus cycle.
  11. The \(\overline{INTA}\) pin goes low as the CPU completes the second INTA bus cycle.
    1. The control logic de-asserts the \(\overline{FREEZE}\) signal, allowing the IRR to update again.
    2. In auto-EOI mode, the priority resolver clears the corresponding ISR bit.
  12. The CPU uses the interrupt vector received from the PIC to look up a far pointer to the correct Interrupt Service Routine from the Interrupt Vector Table.
  13. The CPU clears the I and T flags, then jumps to the interrupt service routine.
  14. At the end of the interrupt service routine, the routine sends an EOI command to the PIC.
  15. The PIC clears the appropriate bit in the ISR to indicate that the interrupt has completed servicing.

The Intel 8253 Programmable Interval Timer

The 8253 Programmable Interval Timer (PIT) is responsible for a number of tasks on the IBM PC. It maintains the system time, drives DRAM refresh, and controls the PC speaker to generate sound.

Overview

The PIT contains three independently operating 16-bit counters or ‘channels’, each capable of operating in different modes.

Physically, each timer channel is assigned a clock input, a gate pin, and an output pin (OUT). The gate pin can be used to control or disable counting in specific modes.

Counters are operated by first configuring them by writing a Control Word to the 8253’s Control Word Register. Then, an initial count - often referred to as a ‘reload value’ - is written directly to the timer channel port. A counter has a full 16-bit range, as an initial count of 0 is treated as a count of 65,536 in binary mode or \(10^4\) in BCD mode.

Once configured and running, on each tick of the channel’s clock input, the channel’s internal Counting Element decrements. When the counter reaches 0 (or 1 in some modes), some specific behavior will be triggered (depending on mode), usually changing the state of the channel’s output pin.

The current value of a counter channel can be read at any time by reading from the channel’s specified port.

Pinout

A diagram showing the physical pinout of the Intel 8253 Programmable Interrupt Timer

Figure 1: Intel 8253 Pinout

The 8253 has an 8-bit data bus by which you read and write the chip’s registers, which are selected by the A0 and A1 pins.

IBM PC Timer Configuration

The 8253 has three independent clock input pins, allowing each counter to be driven at a different frequency. The IBM PC ties all three clock inputs to the same clock line, which runs at the system crystal frequency divided by 12.

$$f_{timer} = \frac{\frac{315}{22}}{12} \text{ MHz} = 1.19318\overline{18} \text{ MHz}$$

Note: Other systems that use the 8253 can connect these timer clock inputs in different ways - even connecting one timer channel output to the clock input of another to act as a clock divisor.

TimerPurposeFrequencyConnection
Timer 0System Timer18.2 HzSystem Timer Interrupt
Timer 1DRAM Refresh15 μsDMA Controller for memory refresh
Timer 2SpeakerVariablePC Speaker output

Timer 0

Timer 0’s OUT pin is directly connected to the IR0 pin of the 8259A Programmable Interrupt Controller. When the Timer 0 OUT pin has a low-to-high transition, this will trigger an IRQ0. This causes an interrupt 8, which normally is configured to maintain the system’s time of day clock by the BIOS.

The BIOS initializes Timer 0 to a reload value of 0 (65,536)

$$ T = \frac{65536}{1.19318\overline{18}\times 10^{6}} \approx 0.0549254\ \text{s} $$

$$ T \approx 54.93\ \text{ms} $$

$$ \frac{1\text{s}}{54.93\text{ms}} \approx 18.2Hz $$

This will cause an Interrupt 8 to execute 18.2 times per second.

Many applications, especially games, will use Timer 0 for their own purposes, and so the time of day clock was notoriously inaccurate without being synchronized to a realtime clock module.

Timer 0’s GATE pin is tied to +5v.

Timer 1

Timer 1’s OUT pin connects to a 74LS74 flip-flop which latches its output. The output of this flip flop is connected to the DRQ0 pin of the 8237 DMA Controller, and is reset by the \(\overline{\text{DACK0}}\) signal. This causes one DMA transfer to occur in read mode, which refreshes the system’s DRAM.

The BIOS initializes Timer 1 to a reload value of 18:

$$ T = \frac{18}{1.19318\overline{18}\times 10^{6}} \approx 0.0000151\ \text{s} $$

$$ T \approx 15.1\ \text{μs} $$

$$ \frac{1\text{s}}{15.1\times 10^{-6}\text{s}} \approx 66.2\text{KHz} $$

This will cause a DMA refresh request approximately every 15 microseconds, or every 72 clock cycles. If this sounds like a lot, it is. The DRAM refresh process robs the 8088 of about 5-6% of its performance, depending on bus activity.

Note: You can ignore this channel if you are not interested in cycle-accuracy. However, the IBM PC BIOS does check that Timer 1 is running by checking that the DMA channel 0 is counting. You can hack your way around this test by just making the DMA channel 0 count on read.

Timer 1’s GATE pin is tied to +5v.

Timer 2

Timer 2’s OUT pin connects to the PC’s speaker and cassette interface circuitry. Timer 2 is typically configured to produce square waves to drive the speaker to play notes of specific frequencies, and Timer 2’s GATE input can be used to silence the speaker when desired.

For more details, see the PC Speaker chapter.

Timer 2’s GATE pin is tied to the 8255 PPI’s Port B, Bit 0 (Pin #18).

I/O Ports

The 8253 has two address lines, A0 and A1, which allow selection of four ports. These four ports are decoded by the PC at the following addresses:

PC Port8253 PortRWDescription
0x400RWTimer 0 Count Register
0x411RWTimer 1 Count Register
0x422RWTimer 2 Count Register
0x433WControl Word Register

Control Word Format

The 8253’s control word can be written to at port 0x43 and is used to configure one of the three counters, each of which can be configured with different modes.

An breakdown of the format of the Intel 8253 Control Word

Figure 2: Intel 8253 Control Word Format

The specified channel’s counting mode, IO mode, and whether or not it should count in BCD, is configured with a single 8-bit write. Note that using 0b11 as the timer selection is invalid on the 8253. On the 8254, it selects the read-back command, which will not be covered here.

Counter Channel Configuration

Binary vs BCD Mode

A timer channel can be configured to count in either binary or Binary Coded Decimal (BCD) mode. I have not seen any software that actually uses BCD mode. When writing your initial 8253 implementation, you can probably ignore BCD mode.

RW Mode

A timer channel can be configured for 16-bit read/writes in LSBMSB mode using 0b11 in the RW field, or in one of two 8-bit read/write modes:

  • LSB (0b01):
    • On write, an 8-bit value is used to initialize the \(\text{CR}_l\) register, which holds the least significant 8 bits of the initial 16-bit count.
    • On read, the contents of the \(\text{O}_l\) register are returned. See Counter Channel Operation.
  • MSB (0b10):
    • On write, an 8-bit value is used to initialize the \(\text{CR}_m\) register, which holds the most significant 8 bits of the initial 16-bit count.
    • On read, the contents of the \(\text{O}_m\) register are returned. See Counter Channel Operation.

The 8-bit RW modes allow programming a timer channel with fewer writes. In MSB mode, the full range of a timer channel is available, with reduced granularity.

Note: The RW mode of a channel does not affect its basic counting operation. It remains a full 16-bit counter internally regardless of input mode.

In LSBMSB mode, it takes two 8-bit writes to read or write to the timer channel. An internal latch keeps track of whether the initial LSB has been written. On a write, the first byte written is used to initialize the \(\text{CR}_l\) register. The second byte initializes the \(\text{CR}_m\) register. On a read, the first read returns the \(\text{O}_l\) register, the second read returns the \(\text{O}_m\) register.

Warning: The 8253 cannot handle interleaved 16-bit read and write operations. In LSBMSB mode if you write one byte and then read one byte without completing the write operation, you will receive random data. Some software has been observed improperly operating the 8253 in this way, especially software designed for the 8254 which did not have this limitation. Ensure that your 8253 can recover in this scenario - what value you decide to return is up to you - the actual value is nondeterministic “open bus” behavior internal to the chip.

Counter Latch Command

There is a small matter of concern when a channel is configured for LSBMSB mode. Since it takes two bytes to read the full 16-bit counter value, it is possible that the counter can decrement between the time the first byte is read and the second. Therefore, a Counter Latch command is provided. The Counter Latch command is sent by setting the RW field of the control word to 0b00. This does not change the counter channel’s configuration otherwise - the Mode and BCD bits are ignored when sending the counter latch command. See the Counter Latch Operation section below for how the latching is implemented.

Counter Channel Operation

Intel 8253 counter block diagram showing the organization of various registers that comprise a counter unit and their connections to each other and the 8253's internal bus.

Figure 3: Intel 8253 Counter Block Diagram

There are a few important things to note in the channel block diagram above. The heart of the counter is the Counting Element (CE). This is a 16-bit synchronous down-counter that contains the current count value. Above the CE are \(\text{CR}_m\) and \(\text{CR}_l\), two halves of the Count Register (CR). The CR holds the initially configured count, and is used to reload the CE on terminal count in modes that do so.

The count value is transferred from the CR to the CE when a full write of the CR is complete. This may require one or two bytes, depending on the configured RW Mode.

Both Count Registers are initialized to 0 whenever a channel’s mode is set. This avoids leaving either of the CR registers in an indeterminate state when using either byte RW mode.

Counter Loading

Counter loading is not instantaneous on write. A CR is not loaded until the 8253 sees a full clock cycle with a rising and falling edge after the write occurs. If the specific mode requires that the CE be loaded immediately from the CR, all 16-bits are transferred at once.

A count can be loaded with any 16-bit value from 0-65,535. To allow a full 16-bit range, a count value of 0 is interpreted by the 8253 as a count value of 65536.

Counter Latch Operation

Below the CE are \(\text{O}_m\) and \(\text{O}_l\), two halves of the Output Latch. When reading the count value from a channel, we are actually reading from the output latch. Typically, the output latch is updated each time the CE changes. When the Counter Latch Command is issued, the CE simply stops updating the Output Latch, essentially “freezing” the value inside at the point in which the latch command was issued.

When the Output Latch is fully read, which may take one or two bytes depending on the configured RW Mode, the Output Latch is “unfrozen” and will resume being updated by the CE on every tick.

The Output Latch operation can only be reset by fully reading the Output Latch. Issuing a new Counter Latch command will be ignored until the Output Latch is fully read.

Clocking Logic

An 8253 timer channel generally takes an action, such as transferring the CR to CE or decrementing the CE on the next falling edge of its input clock.

Counter Operating Modes

Timer channels can be set to any of 6 different modes.

Mode 0 — Interrupt on Terminal Count

Upon setting this mode, OUT is initially LOW. This is the only mode where the initial OUT state is LOW after a mode is set.

In Mode 0, the counter counts down once per tick from the initial count until it reaches 0. When it reaches 0, OUT goes high and stays high until reprogrammed. The counter will continue to count, rolling over from 0 to 0xFFFF, but no longer affects the state of the OUT pin.

Note: The word “Interrupt” in this mode name can be a little misleading. Nothing about this mode is specific to generating interrupts. Interrupts are generated whenever timer channel 0’s output has a rising edge. Therefore, any operating mode can generate interrupts with timer channel 0. Additionally, using the Interrupt on Terminal Count mode on any other timer channel will not generate an interrupt.

Count Loading

  • After setting the mode and initial count, the CR will be loaded into the CE on the next clock edge after the final write of the initial count.

Output Behavior

  • After mode set: OUT → LOW
  • When countdown reaches 0: OUT → HIGH (and remains HIGH)
  • Upon writing new count: OUT → LOW

GATE Behavior

  • Level-triggered
  • GATE HIGH: enables counting
  • GATE LOW: inhibits counting (freezes the countdown)

Reload Behavior

  • In 8-bit RW modes:
    • Writing either the LSB or MSB while the counter is running forces OUT low immediately.
    • The CR will be loaded into the CE on the next clock edge.
  • In LSBMSB RW mode:
    • Writing the LSB while the counter is running disables counting and forces OUT low immediately.
    • Writing the MSB will load the CR into the CE on the next clock edge.

Timing

  • For initial count = N, OUT will go high up to N+1 timer clock cycles after the write.
Mode 0 Timing

Figure 4: Timer Mode 0 - Interrupt on Terminal Count Timing


Mode 1 — Hardware Retriggerable One-Shot

Summary

This mode allows a low pulse of the OUT pin of a configurable length, triggerable via the GATE pin. This mode is inoperable on the IBM PC except on timer channel 2.

Upon setting this mode, OUT is initially HIGH. A rising edge of the GATE input will trigger OUT → LOW on the next clock edge. When the count reaches 0, OUT → HIGH. The counter will continue to count, rolling over from 0 to 0xFFFF, but will not affect the state of the OUT pin until the counter is re-triggered.

We refer to a “trigger” as a LOW → HIGH transition of the GATE pin.

Note: The count starts running as soon as Mode 1 is selected - but you’ll note that the CE is not loaded until a GATE trigger. Presumably, the counting element still contains whatever it had in it when the mode was set, but this has not been verified.

Count Loading

  • After setting the mode and initial count, the CR will hold the initial count but will NOT write it into the CE until a trigger occurs.

Output Behavior

  • After mode set: OUT → HIGH
  • After GATE LOW → HIGH: OUT → LOW
  • At terminal count: OUT → HIGH

GATE Behavior

  • Edge-triggered
  • GATE LOW -> HIGH: Trigger. The CR is loaded into the CE on the next clock edge.
    • Since the trigger reloads the CE, another trigger will restart any count in progress.

Reload Behavior

  • Writing a new count during an active count will not affect the current count until the next trigger, as the trigger controls loading of the CE from CR.

Timing

Mode 1 Timing

Figure 5: Timer Mode 1 - Hardware Retriggerable One-Shot Timing

---

Mode 2 — Rate Generator

Summary

In this mode, OUT normally remains HIGH, but produces regular one-clock-wide low pulses. This mode is useful when a periodic LOW → HIGH transition is required.

On the IBM PC, timer channel 1 is typically configured for Mode 2 to repeatedly generate the \(DREQ0\) signal.

Output Behavior

  • After mode set: OUT → HIGH
  • When count reaches 1: OUT → LOW
  • When count reaches 0: OUT → HIGH

GATE Behavior

  • Edge-triggered
  • GATE LOW -> HIGH: Trigger. The CR is loaded into the CE on the next clock edge. Counting enabled.
  • GATE LOW: OUT is forced HIGH, counting disabled.

Reload Behavior

  • Writing a new count during an active count will not affect the current count until either a terminal count or a GATE trigger.
  • CR is automatically loaded into the CE after terminal count is reached, restarting the count.

Constraints

  • A count of 1 is invalid and will cause the timer channel not to function.

Timing

Mode 2 Timing

Figure 5: Timer Mode 2 - Rate Generator Timing

---

Mode 3 — Square Wave Generator

Summary

Similar to Mode 2, but produces a square wave: OUT alternates high and low with a 50% duty cycle (if the initial count is even). This is a general-purpose mode with many applications. The IBM BIOS sets timer channel 0 to Mode 3 to run the BIOS time-of-day clock. This mode can also be used to drive a tone of a specific frequency to the PC speaker on timer channel 2.

This mode is a bit more complex than the other modes. The 8253 creates a square wave of a period determined by the initial count by decrementing the counting element by 2 instead of 1. This presents a problem if the initial count is odd, as we need to reach 0 to trigger the terminal count condition.

Odd Count Logic

Within the counter is a flip-flop I will call the 1/3 flip-flop. This flip-flop is initially 0.

  • If the CE is odd, the 8253 will decrement it as follows:
    • If the 1/3 flip-flop is 0, the CE will be decremented by 1. This sets the CE to an even value.
    • If the 1/3 flip-flop is 1, the CE will be decremented by 3. This sets the CE to an even value.
  • If the CE is even, the 8253 will decrement it by 2.
  • When the counter reaches terminal count (0), CE is reloaded by CR, and the 1/3 flip-flop is toggled.

This is a somewhat awkward way of accounting for the one missed clock period per cycle we would otherwise accumulate over time with an odd count. The result of this logic is that the resulting square wave is HIGH for \(\frac{N+1}{2}\) clocks and LOW for \(\frac{N-1}{2}\) clocks.

Note: The 8254 implements the logic for Mode 3 differently than the 8253. Refer to the 8254 datasheet for an accurate description if you are emulating an 8254.

The counter also has an output flip-flop that it uses in this mode to toggle the state of the OUT pin when terminal count is reached.

Output Behavior

  • After mode set: OUT → HIGH
  • At terminal count: OUT toggles state

GATE Behavior

  • Edge-triggered
  • GATE HIGH: Trigger. The CR is loaded into the CE on the next clock edge. Counting enabled.
  • GATE LOW: OUT → HIGH. Counting disabled.

Reload Behavior

  • Writing a new count during an active count will not affect the current count until either a terminal count or a GATE trigger.
  • CR is automatically loaded into the CE after terminal count is reached, restarting the count.

Timing

Mode 3 Timing

Figure 6: Timer Mode 3 - Square Wave Generator Timing


Mode 4 — Software Triggered Strobe

Summary

When the initial count reaches 0, OUT produces a one-clock-wide low pulse. This is similar to Mode 2, but with a distinct difference - in Mode 2, OUT goes low on a count of 1, and HIGH again on a count of 0. In Mode 4, OUT goes low on a count of 0, then HIGH again on the next clock edge. The counter will continue to count, rolling over from 0 to 0xFFFF, but will not affect the state of the OUT pin until the next count value is written.

Counting begins when the initial count is written (the “software trigger”).

Output Behavior

  • After mode set: OUT → HIGH
  • At terminal count: OUT → LOW for one clock period

Count Loading

  • After writing the count, the CR is loaded into the CE on the next clock edge. Counting begins automatically on the following clock edge.
  • Writing a new count during an active count will trigger a CR to be loaded into the CE at the next clock edge.
    • In LSBMSB mode, writing the first byte only has no effect.

GATE Behavior

  • Level-triggered
  • GATE HIGH: Counting enabled.
  • GATE LOW: Counting disabled.
  • GATE does not affect OUT.
  • GATE does not trigger a reload of the counter.

Timing

Mode 4 Timing

Figure 7: Timer Mode 4 - Software Triggered Strobe Timing


Mode 5 — Hardware Triggered Strobe

Summary

Similar to Mode 4, but triggered by a LOW → HIGH transition of GATE. In Mode 5, OUT goes low on a count of 0, then HIGH again on the next clock edge. The counter will continue to count, rolling over from 0 to 0xFFFF, but will not affect the state of the OUT pin until the counter is retriggered by the GATE pin.

Note: The count starts running as soon as Mode 5 is selected - but you’ll note that the CE is not loaded until a GATE trigger. Presumably, the counting element still contains whatever it had in it when the mode was set, but this has not been verified.

Output Behavior

  • After mode set: OUT → HIGH
  • At terminal count: OUT → LOW for one clock period

GATE Behavior

  • Edge-triggered
  • GATE LOW -> HIGH: Trigger. The CR is loaded into the CE on the next clock edge. Counting enabled.
  • GATE does not affect OUT,

Reload Behavior

  • Writing a new count value during an active count will not affect the current count until either a terminal count or a GATE trigger.

Timing

Mode 5 Timing

Figure 7: Timer Mode 5 - Hardware Triggered Strobe Timing


Mode Summary Table

NModeOUT after Mode setGATE modeWriting count reloads next clkAutomatic ReloadGATE initiates countingGATE controls counting
0Interrupt on Terminal CountLOWLevel-triggeredYESNONOYES
1Hardware Retriggerable One ShotHIGHEdge-triggeredNONOYESNO
2Rate GeneratorHIGHBothNOYESYESYES
3Square Wave GeneratorHIGHBothNOYESYESYES
4Software Triggered StrobeHIGHLevel-triggeredYESNONOYES
5Hardware Triggered StrobeHIGHEdge-triggeredNONOYESNO

Edge Cases

Some interesting edge cases have been observed. Consider the following scenario:

  • A timer channel is set to Mode 2 - Rate Generator, RW mode LSBMSB, and an initial count written, starting the count.
  • Only the LSB of a new count is written.
  • The timer reaches terminal count. What value is loaded into the Counting Element?
  • Once the Counting Element has been reloaded, what happens when the MSB of the new count is then written?

If you have studied the counter channel block diagram, you may be able to figure out what should happen. The \(\text{CR}_m\) and \(\text{CR}_l\) registers are used to hold the programmed initial count, and the CE is reloaded from these registers. In addition, the counter keeps a flip-flop to keep track of the progress of writing a new count, and will write the contents of the CR registers to the CE when the write is complete (depending on mode).


The Intel 8254

The 8254 is an improved model of the 8253 and was used in the IBM AT. It would become the standard timer chip in PC compatible systems for many years.

Changes in the 8254

  • Faster clock inputs
  • A channel state read-back command
  • Resolves the issue with the 8253 where reads and writes to the same channel could not be interleaved without leaving the chip in an undefined state.
  • Modified the logic of Mode 3 - Square Wave Generator.

If you wish to emulate the 8254 instead of the 8253, there’s no real problem with doing so.

Emulation Tips

Implementation Priority

  • Implement these modes first:
    • Mode 3, Square Wave Generator
    • Mode 2, Rate Generator
    • Mode 0, Interrupt on Terminal Count
  • Connect the output of Timer Channel 0 to IRQ0
  • Connect the 8255 PPI Port B bit 0 to the GATE of Timer Channel 2

Primary Emulation Resources

Further Reading

References


    Programmable Peripheral Interface (8255 PPI)

    The Intel 8255 PPI is a general-purpose IO chip that provides 24 configurable, bidirectional I/O pins.

    The 8255 was used in a number of systems, and even a few mouse controller cards.

    The IBM 5150 and 5160 utilize the PPI to receive scancodes from the keyboard interface, read the system’s DIP switches, read motherboard status lines and write control signals.

    The PPI is a moderately complex chip with several modes of operation. Perhaps unique to all the support chips you need to emulate, the vast majority of the PPI’s extended capabilities and modes can be completely ignored by a basic PC emulator.

    Intel 8237 DMA Controller

    The Intel 8237 DMA (Direct Memory Access) Controller enables efficient data transfers between memory and I/O devices without CPU intervention. In the IBM PC, it coordinates data transfer to and from floppy and hard drives, as well as performing DRAM refresh cycles.

    Overview

    The 8237 provides four independent DMA channels, each capable of transferring data between memory and peripherals. In theory, the 8237 is capable of performing memory-to-memory transfers as well, but its implementation in the IBM PC prevents it from doing so.

    IBM PC DMA Configuration

    ChannelPurposeDevice
    0Memory RefreshDRAM
    1Unused-
    2Floppy DiskFDC
    3Hard Disk*HDC

    Note: Not all hard disk controllers use DMA. Notably, most models of the XTIDE do not.

    Hardware Interface

    I/O Ports (8237A-5)

    PortRegisterAccess
    0x00Channel 0 AddressR/W
    0x01Channel 0 CountR/W
    0x02Channel 1 AddressR/W
    0x03Channel 1 CountR/W
    0x04Channel 2 AddressR/W
    0x05Channel 2 CountR/W
    0x06Channel 3 AddressR/W
    0x07Channel 3 CountR/W
    0x08Status RegisterR
    0x08Command RegisterW
    0x09Request RegisterW
    0x0AMask RegisterW
    0x0BMode RegisterW
    0x0CClear Flip-FlopW
    0x0DMaster ClearW
    0x0EClear Mask RegisterW
    0x0FWrite All Mask BitsW

    Page Registers

    The DMA page registers are not part of the 8237 itself, but are implemented on the motherboard. They are provided here for convenience.

    Note: The page register addresses are mapped out of order from their respective channels. Take note of the assignments.

    • 0x81: Channel 2 Page Register (Address bits 16-19)
    • 0x82: Channel 3 Page Register (Address bits 16-19)
    • 0x83: Channel 1 Page Register (Address bits 16-19)

    The IBM AT added a page register for Channel 0, but this is not implemented on the PC/XT:

    • 0x87: Channel 0 Page (bits 16-19)

    DIP switches

    DIP Switch #2 on the IBM 5150

    DIP Switch #2 on the IBM 5150

    Dual In-line Package (DIP) switches are small electrical components designed to enable a user to configure the operation of a device. DIP switches have an indicated ON position printed on the switch package. In this manner some switches can be turned ON and others turned OFF. DIP switches are not often marked with their effects - typically you would need to consult a manual to determine how they should be set.

    Although convenient for device designers to implement, they are somewhat inconvenient for users in that they require a small tool to physically set. On the PC, accessing the DIP switches requires removing the case cover and navigating through any cabling and expansion cards that may be in the way.

    The IBM 5150 has two configuration DIP switches. The first one, SW1, is concerned with configuring the amount of memory installed in the system. The second set of DIP switches, SW2, is used to indicate what hardware is installed in the system.

    The IBM 5160 XT BIOS added auto-discovery of the amount of memory installed in the system, and so SW1 was removed. The operation of SW2 on the XT is otherwise similar.

    Some expansion cards have DIP switches, which are sometimes accessible from the outside of the case through a cut-out in the IO bracket. The IBM EGA card is one such example.

    Reading DIP Switches

    One gotcha when reading the DIP switches on the PC is that they will read logically inverted from what you may intuit from their physical state. If a DIP switch is set to ON, it will read as a logical 0. If a switch is set to OFF, it will read as a logical 1.

    A small schematic will help explain why:

    dip_switch_schematic

    When a switch is OFF, it is electrically open. Pull-up resistors connected to the output side of the switches make them read as logically 1. When a switch is ON, it is electrically closed. The other ends of the switches are connected to ground, and so current flows through the switch and the output side of the switch reads as logically 0.

    This was a common way to implement a DIP switch as a connection to ground is a lot easier to find on a PCB than a connection to VCC.

    The IBM PC/XT Keyboard Interface

    The XT keyboard interface, as it will be referred to from now on, is one of the most frequently misunderstood systems on the IBM PC, confusing both emulator authors and retro-programmers alike. It is easy to write a program that uses the keyboard in a way that works fine on an AT (or in DosBox), but fails on a more accurate XT emulator or real XT system. This is due to some peculiarities of the XT interface, which will be explained here.

    The Host Keyboard Interface

    The low-level, host-facing interface to the keyboard is implemented via the 8255 PPI. The keyboard is controlled via two bits on Port B, 61h, and the scancodes themselves are read out of Port A, 60h. These particular ports became somewhat standard, and so are often implemented on systems which do not even have an 8255 at all.

    PPI Port B Keyboard Control BitsKeyboard interface control signals on PPI Port B.PPI Port B Keyboard Control BitsKeyboard interface control signals on PPI Port B.61h76543210PB7PB6Other functions
    BitsNameDescription
    0:5Other functionsOther functions - see PPI section
    6PB60: Pull keyboard clock line LOW
    1: Allow keyboard to drive clock
    7PB70: Normal operation
    1: Clear KSR + Clear IRQ1
    [5150 only: Present SW1 settings to port A]

    The Hardware Keyboard Interface

    PB6 is typically used to reset the keyboard. It is wired up to a driver that will connect the keyboard clock line to ground. The control pin of the driver is active-low, which is why setting PB6 to 0 will perform this function, and setting PB6 to 1 allows the keyboard to operate normally.

    Here is a simplified schematic:

    kbd_clock_schematic_01

    See the Model F section for more specific details, but if the keyboard clock line is held low for 20ms the keyboard will perform a reset/self-test. The BIOS sometimes does this, but applications usually do not.

    The keyboard interface is a typical two-wire serial connection with a clock and a data line. Both of these are pulled high, with either the PC or the keyboard able to drive the lines low. The PC drives the lines low with dedicated drivers; the keyboard takes advantage of the open-collector outputs of its 8048 microcontroller.

    This scheme allows simple hardware flow control - when the PC has the clock or data line pulled low, the keyboard cannot send data. The keyboard’s microcontroller can detect when the PC has either line held low, and knows to wait as the PC must either be busy, or requesting a reset. Keys pressed while the data line is held low by the PC will be stored in the keyboard’s internal FIFO until they can be sent. If this FIFO is full, then any additional keystrokes will be lost.

    Each scancode is sent as a series of 9 bits. A rising edge of the keyboard clock line triggers the PC to sample the data line, shifting the resulting bit into a 74LS322 shift register, U24. The first bit, called a start bit, is always 1. This is used to good effect - when the Qh output of U24 goes high, this triggers various circuitry that clamps down on the keyboard data line, pulling it low after an additional clock. At this point, the shift register contains the entire 8-bit scancode, which can then be read out of PPI Port A.

    Bits are sent over the wire from least-significant (bit 0 of scancode) to most-significant. Here is a logic analyzer capture of the ‘G’ key being pressed (scancode 0x22):

    Logic analyzer trace of the G key scancode 0x22

    Keyboard scancode 0x22 timing trace (Click to zoom)

    Here is a simplified schematic:

    kbd_clock_schematic_02

    Note that a complete scancode being received directly triggers IRQ1, and only writing 1 to PB7 will lower IRQ1 again.

    Setting PB7 to 1 does several things:

    • It clears the contents of the keyboard shift register U24, making its Qh output low for at least the next 8 clocks.
    • It disables the parallel outputs of the keyboard shift register U24, making it impossible to read a scancode.
    • It resets the flip-flop controlling IRQ1 and the keyboard data line. This forces IRQ1 low, and allows the keyboard to drive the data line.

    Therefore, to read the keyboard, software must set PB7 to 1 and then reset it back to 0 after each scancode is read.

    Floppy Disk Concepts

    If you are already familiar with floppy disks, their operation and organization, skip ahead to the floppy data encoding section.

    The floppy disk was the most common form of removable, rewritable storage on the IBM PC. Even when physical distribution of commercial software had moved to the CD-ROM, users still found the floppy disk useful day-to-day for moving files between systems. The main advantage of the floppy disk was its sheer ubiquity — nearly every PC had a floppy drive.

    The floppy disk gets its name from its flexibility. If held only by one corner, the disk would easily flex or ‘flop’ when moved.

    The floppy disk was originally invented by IBM, which coined the term diskette to refer to their 8“ floppy disks, sometime around the time the IBM 3740 was introduced; however, floppy disks had already been in use for several years by then. The name diskette was frequently seen on floppy disk retail packaging, but colloquially, most people just called them floppies.

    A floppy drive was technically an optional add-on for the original PC, but the near total absence of software titles available for the PC on cassette made at least one floppy drive a mandatory purchase.

    Floppy disks have existed in numerous forms over the entire history of computing, but the original format used on the PC was the 5.25“ diskette.

    SizeApprox. eraFormatted capacitiesNotes
    8“1970sabout 80KiB to 1200KiBThe original commercial floppy format. Used by IBM and early CP/M systems.
    5.25“late 1970s-1980sabout 90KiB to 1200KiBThe dominant early microcomputer format and the original IBM PC diskette size.
    3.5“mid-1980s-1990s720KiB, 1440KiB, and 2880KiBA smaller rigid-shell format that gradually replaced 5.25-inch media on PCs.
    3“mid-1980sabout 180KiB per side to 720KiBA less common format used mainly by Amstrad and a few other systems.

    Basic Floppy Operation

    A floppy disk is a ferromagnetic medium upon which data can be stored by magnetizing the medium in specific patterns. Data is read from and written to the disk via magnetic heads located within a floppy disk drive. A floppy disk drive stores data on a floppy disk in a series of concentric rings called tracks. The magnetic heads travel on a linear carriage controlled by a stepper motor which positions the heads above a specific track to be read or written.

    The 5.25“ Diskette

    A 5.25“ floppy disk consists of a vinyl jacket covering a circular disc of biaxially oriented polyethylene terephthalate, more commonly known by its brand name, Mylar. A polymeric coating containing carefully milled ferric oxide powder was applied to the surface of this disc, which could then be deliberately magnetized to store specially-encoded data. This inner disc is sometimes referred to as the cookie (or biscuit, if you are from the UK).

    The vinyl jacket of a floppy disk has several cutouts. A central hole exposes the inner rim of the Mylar disc which is clamped against the floppy drive spindle when a disk is inserted into a drive and the drive door (sometimes just a lever) is closed. The drive’s spindle motor could then rotate the cookie within the stationary jacket, typically around 300RPM.

    A pill-shaped cutout called the data window exposes the usable region of the cookie on both sides, accommodating the full linear travel of the drives’ magnetic heads.

    A diagram of a 5.25 inch floppy disk

    A 5.25" Floppy Disk (Click to zoom)

    Near the central spindle, a circular cutout in the jacket allows a photosensor to detect light through a small hole in the Mylar disc called the index hole. When this photosensor — called the index sensor — detects light through the index hole, the drive generates an index pulse. The floppy controller uses the index pulse to know where to start initializing or formatting a track of data. Once a track has been fully written, the index sensor only serves as a useful operational timeout — any disk operation typically must complete within two revolutions of the disk or two index pulses. Not all computer systems utilized an index sensor, with the Apple II the most famous of systems that did not.

    The write-protect notch is a rectangular cutout on the right side of the floppy disk that permits data to be written to the floppy disk. A small sticker could be folded over the side of the floppy disk to cover this notch, which would then prevent the host computer from writing data to the disk.

    Note

    The effect of a write-protect sticker is reversed on 5.25“ disks from the logic used by earlier 8“ disks — on an 8“ disk, you apply a sticker to make the disk writable! This change may have been driven by the increasing importance of commercial software distribution on floppy, allowing manufacturers to produce “notchless” disks that couldn’t be easily overwritten.

    The inside of the jacket contains a dust-collecting liner which served the essential function of keeping the inner cookie clean. This part of the floppy may be considered consumable; over time only so much dust can be captured and larger, grittier particles trapped in the liner may even cause damage. Therefore, storing floppy disks in closed, dust-free containers was well-advised.

    5.25“ floppy disks were somewhat fragile. They were susceptible to damage from improper handling such as creasing or bending, or directly touching the magnetic coating visible through the data window. Exposure to magnets could damage or erase the data stored on the floppy. That said, if treated with care, the floppy disk was a fairly reliable storage medium.

    Over time, floppy disks have faced new challenges. Heat and humidity in long-term storage can lead to the oxide coating flaking off, or mold growth on the cookie which can contaminate the inner lining. Even so, if stored carefully, many floppy disks can still be read a half-century later.

    The original floppy diskette was 8“. When the 5.25“ disk was introduced, its smaller size required it to be distinguished from the standard 8“ floppy, and so 5.25“ diskettes were sometimes called minifloppies. Seeing the term minifloppy is a good sign you are reading an older reference.

    Single and Double Sided Floppies

    The oldest floppy drives were single-sided — they possessed a single magnetic head to read and write data, which was done from the bottom side of the floppy if inserting it label-side up. Single-sided disks could sometimes be flipped over to use the other side, much as you might flip over a vinyl record. These so-called flippy disks could be easily identified by the presence of two index hole cutouts — and sometimes two write-protect notches.

    A double-sided floppy drive has two magnetic heads, which clamp together to press against opposite sides of the cookie. You can see an image of a double-sided drive’s magnetic heads below. Head 0, which accesses side 0, is located on the bottom, with side 1 accessed from the top.

    The top head is usually on some sort of actuator, where it can be lowered onto the disk surface to clamp the cookie between both heads. This clamping action is called head loading. In a single-sided drive, a foam pad typically provides the clamping force in the absence of an opposing head.

    A photograph of the opposing heads of a double-sided floppy drive

    A double-sided floppy drive's magnetic heads

    5.25“ Floppy Capacities

    5.25“ floppy disks on the IBM PC were available in the following capacities:

    Formatted sizeSidesTracksSectors per trackNotes
    160KiB1408Original IBM PC single-sided disk
    180KiB1409Single-sided format with one additional sector per track
    320KiB2408Double-sided version of the original PC layout
    360KiB2409Standard double-sided double-density PC format
    720KiB280980-track ‘quad-density’ format, less common on PC
    1200KiB28015High-density format introduced with the IBM PC AT

    High Density 5.25“ Drive Quirks

    One way high-density 5.25“ disk drives increased capacity was by doubling the number of tracks written to high-density 5.25“ diskettes. To do so, the size of the magnetic head itself was made thinner. This can create issues when writing data to double-density diskettes that are then read in a double-density drive with a wider head.

    Many high-density 5.25“ drives increase the rotational rate of the cookie to 360RPM, although this can often be controlled by a jumper on the drive. Leaving this setting at 360RPM can cause inaccurate flux timing readings when making flux-level images of double-density diskettes. This can be corrected after the fact, but is not ideal as it can interfere with proper imaging of some copy protection techniques. It is best to image double-density floppy disks in a double-density drive, or at least a high-density drive with the 300RPM mode selected.

    The 3.5“ Diskette

    The 3.5“ floppy disk was an improvement over the 5.25“ floppy in capacity, durability, and convenience. The 3.5“ floppy disk employed a rigid plastic shell and a metal, spring-loaded shutter to protect the cookie from dust and contact with fingers. A rectangular hole — which could be covered by an integrated plastic slider — controlled whether the disk could be written to or not, meaning awkward stickers were no longer required. When the hole was unobstructed by the slider, the disk was write-protected.

    A diagram of a 3.5 inch floppy disk

    A 3.5" Floppy Disk (Click to zoom)

    Later high-density variations of the 3.5“ floppy could be identified by a second hole on the opposite side from the write-protect hole. This allowed the drive to recognize the disk as high density. In addition, a “HD” logo was usually printed on or molded into the plastic shell.

    3.5“ diskettes are sometimes referred to as microfloppies.

    Note

    In more recent years, a contentious debate can occasionally arise over whether the hard-shelled 3.5“ disks were referred to as “floppy disks” — primarily due to their distinct lack of being floppy. The term “floppy disk” generally applied to 3.5“ disks as well in English-speaking countries with the exception of South Africa, where 3.5“ disks were routinely called “stiffy disks”1.

    In other countries, other terminology may have been common, but most computer users would have been familiar with the term “floppy disk” in reference to 3.5“ diskettes due to the predominance of US and UK-based media.

    3.5“ Floppy Capacities

    3.5“ floppy disks on the IBM PC were available in the following capacities:

    Formatted sizeSidesTracksSectors per trackNotes
    720KiB2809Double-density
    1440KiB28018High-density: the most common 3.5“ format, but not supported by the original PC
    2880KiB28036Extra-high density (not common)

    Magnetic Encoding

    A floppy disk, like any digital medium, ultimately stores 0s and 1s. A floppy disk encodes binary bits by means of changing magnetic flux.

    The Mylar cookie of a floppy disk has a polymeric coating applied to it containing very fine, ferromagnetic particles. On a blank, unformatted disk, these particles are not magnetized in any specific direction. To write data to a floppy disk, the drive magnetizes these particles in specific patterns along concentric rings called tracks.

    It might help to visualize the ferromagnetic coating as if it were a number of very small bar magnets with a north and south pole. Data is encoded by alternating the magnetic polarization along a single track as the disk rotates beneath the write head. This is called longitudinal recording.

    Note

    Later 2880KiB — or “Extra-high density” — floppy drives utilized perpendicular recording, which will not be discussed here.

    The ferromagnetic coating is magnetized by the drive’s magnetic write head. A photograph of such a head can be seen below.

    A photograph of the magnetic head 0 in a TEAC FD-55BR double-density floppy drive. The direction of floppy disk rotation and head stepping is indicated with arrows.

    The floppy disk write head in a TEAC FD-55BR disk drive

    A diagram of a floppy drive write head writing to a floppy track. A C-shaped write head with a coil at the top produces alternating magnetic domains with a north and south pole that oppose one another.

    A floppy disk write head

    By periodically changing the magnetic orientation, small regions where the polarity flips are also created — these regions are called flux reversals or flux transitions.

    A representational visualization of a flux transition as a series of bar magnets flipping over

    A flux transition (representational, not to scale — click to zoom)

    When reading a floppy disk, it is these transitions that the drive detects, via Faraday’s Law of Induction. The change in the magnetic field induces a voltage in the coil attached to the read head, creating an electrical signal that can be amplified and turned into a read pulse. These read pulses are sent to a floppy controller, which uses the time between each pulse to recreate the actual bits encoded on the disk.

    Data Encoding

    The actual bits stored on a floppy disk represent an encoded form of the data written to the disk. Earlier 8“ floppy disks typically used frequency modulation (FM) encoding, whereas most floppy disks for the PC utilize modified frequency modulation (MFM) encoding.

    Although FM mode was seldom used, the IBM PC floppy controller could be operated in both FM and MFM modes. The controller would need to be set to the correct mode to successfully read back data originally written with that mode.

    The purpose of both encoding schemes is to add clock bits that provide timing information, a technique known as clock recovery.

    A requirement for successful clock recovery from the encoded bit stream is ensuring that 1 bits are regularly encoded. This in turn ensures that regular flux transitions are written to the disk. The absence of a flux transition over too long a period risks creating an unstable condition where data cannot be reliably read. As a general rule, no more than three consecutive 0 bits are allowed in the encoded bitstream written to a floppy disk track.

    The next chapter, Floppy Data Encoding, covers this subject in more detail.

    Density

    Density in terms of floppy disks refers to how tightly and efficiently data can be encoded onto a track. Initially this was a combination of both encoding methods and packing flux transitions more tightly together.

    All standard floppy disk formats used on an IBM PC use MFM encoding. As this was a space savings improvement over the original FM encoding, this led to the terminology of the double-density diskette often seen on retail packaging and diskette labels. If you were ever curious if there was a “single-density” diskette — these were actually referred to as standard density, but were never used on the PC.

    PC floppy disk encoding never moved beyond MFM. Therefore, when high-density and extra-high-density disks emerged, this extra density was simply the result of packing flux transitions more tightly together. This usually necessitated more advanced formulations of ferromagnetic coatings, using more exotic or specially-doped oxides.

    Rotation

    If viewed from the top, a floppy disk drive rotates the cookie in a clockwise direction, and therefore data is written to the cookie counter-clockwise. When viewed from beneath the drive (from the perspective of head 0), the cookie rotates in a counter-clockwise direction, and therefore data is written clockwise. This rotation is often reflected by disk visualization software.

    Most floppy drives on the PC rotate the cookie at 300RPM except for 5.25“ high-density disk drives, which often rotate the cookie at 360RPM.

    Note

    Some 3.5“ drives — mostly used on non-IBM-PC compatible systems — could rotate at 360RPM, or even at variable RPM depending on which track was being read. These will not be discussed further in this book.

    Floppy Disk Organization and Addressing

    A floppy disk stores concentric rings of data called tracks. Tracks are identified by a 0-based index, starting at the outer extent of the drive head’s travel (closest to the edge of the disk), counting upwards as the tracks proceed inwards toward the spindle hole. This index is called the cylinder number. A track can be uniquely identified by combining the cylinder number with a specific head, indicating which side of the floppy the track is on.

    Tip

    The distinction between tracks and cylinders may be somewhat confusing. Think of it as a coordinate system where a track is a combination of cylinder and head — the cylinder specifies how far from the outer edge of the data the drive head should be positioned, and the head determines on which side of the disk the track is located. On a double-sided disk, a cylinder can therefore refer to two unique tracks, one on each side of the disk. On a single-sided disk, the concepts of track and cylinder are fundamentally equivalent.

    A floppy drive selects a specific cylinder to operate on by physically moving the magnetic heads until they are over the cylinder. Since the carriage the magnetic heads are on is actuated by a stepper motor, the process of moving from one cylinder to the next is called stepping.

    Most PC floppy drives contain a special sensor that can indicate when the magnetic head is positioned at the outermost cylinder. This is called the track 0 sensor. If the position of the magnetic head ever becomes indeterminate, the drive can be recalibrated by seeking to track 0.

    Each track contains one or more sectors. Each sector is identified by a sector ID consisting of the cylinder number, head number, sector number, and a sector size specifier. Sector numbers typically begin with 1 on each track by convention, but nothing actually guarantees this.

    The combination of cylinder, head, and sector number can uniquely identify a sector on a normally formatted floppy disk. This is sometimes referred to as CHS addressing, which you may also see referenced in the context of early hard drives.

    Sectors are aligned on each track by synchronizing to the index pulse created by a photodiode that detects light shining through the physical index hole. With each sector on each track aligned, a floppy disk resembles something like pie slices. Individual sectors are separated by small areas of padding called sector gaps.

    Floppy disks are often visualized using diagrams with an exaggerated inner diameter with the index position at the right side, like the one below.

    A diagram of the sectors on a typical floppy disk (not to scale)

    A typical sector layout on a 5.25" 360KiB floppy disk, as seen from head 0 (not to scale)

    If one could see the actual track layout on a 5.25“ disk, it would be condensed into the region visible through the data window and accessible along the full travel of the floppy drive’s head carriage. The following diagram attempts to reproduce such an image:

    A diagram of the sectors on a typical floppy disk (to scale)

    A typical sector layout on a 5.25" 360KiB floppy disk, as seen from head 1

    The specification of how data is organized on any given track of a floppy disk is called its track format.

    The track format of IBM floppy disks is sometimes referred to as System 34 format, in reference to the IBM System/34, which utilized this format before the PC.

    The process of writing out a standard format consisting of a prescribed number of sectors is called formatting. This operation can be performed by a floppy controller with a special formatting command on a per-track basis, but most users will be familiar with formatting an entire disk at a time using a utility such as MS-DOS’s FORMAT.COM.

    Sectors: Soft vs Hard

    All floppy disks for the PC are soft-sectored. You may see this description as you read various references and wonder what it means. Some earlier 8“ floppy disks were hard-sectored in that they had physical holes punched into the cookie that delineated sector boundaries on the disk. These holes were placed on a radial path aligned with the index hole and so could be read via the same photosensor.

    Sectors may be placed anywhere on a PC-formatted floppy disk, thus we can say they are the opposite of hard-sectored: soft-sectored.

    Standard PC Floppy Disk Specifications

    5.25" 3.5"
    Standard Capacity 160KiB 180KiB 320KiB 360KiB 1200KiB 720KiB 1440KiB 2880KiB
    Physical Dimensions 5.25" 5.25" 5.25" 5.25" 5.25" 3.5" 3.5" 3.5"
    Default Encoding MFM MFM MFM MFM MFM MFM MFM MFM
    Density DD DD DD DD HD DD HD ED
    Cylinders 40 40 40 40 80 80 80 80
    Heads 1 1 2 2 2 2 2 2
    Tracks 40 40 80 80 160 160 160 160
    Sector Offset 1 1 1 1 1 1 1 1
    Sectors Per Track 8 9 8 9 15 9 18 36
    Total Sectors 320 360 640 720 2400 1440 2880 5760
    RPM 300 300 300 300 360 300 300 300
    Revolution Time 200ms 200ms 200ms 200ms 166ms 200ms 200ms 200ms
    Raw bit rate (kbps) 500 500 500 500 1000 500 1000 2000
    MFM Data rate (kbps) 250 250 250 250 500 250 500 1000
    kb/track 50 50 50 50 83.3 50 100 200
    Bitcell/track 100000 100000 100000 100000 166666 100000 200000 400000
    TPI 48 48 48 48 96 135 135 135

    1. Internet Archive full-text search for “stiffy disk”

    Floppy Data Encoding

    If you are not already familiar with floppy disks, their operation and organization, you may wish to review the prior section on floppy disk concepts.

    Before data can be written to a floppy disk, it must first be encoded using a scheme to make the data compatible with storage via timed flux transitions.

    An encoding scheme has the primary job of making clock recovery possible, since data transfer to and from a floppy drive is a serial stream with no independent clock line. By inserting clock bits, an encoding scheme can allow the controller to synchronize with the rate data is being streamed from any given floppy drive while accounting for factors such as slightly too fast or slightly too slow spindle motors, RPM wobble, or basic signal jitter.

    A variety of encoding schemes have been used on floppy disks over the years, but only one — MFM — is primarily relevant on PC.

    EncodingNameTypical useNotes
    FMFrequency modulationEarly 8“ floppies and occasionally elsewhereSimple, but inefficient
    MFMModified frequency modulationIBM PC-compatible floppy formatsThe dominant PC floppy encoding for “double density” diskettes, more efficient than FM
    GCRGroup coded recordingApple, Commodore, and other non-PC floppy systemsEncodes groups of data bits into code words.
    MMFMModified modified frequency modulationSome non-PC or specialized floppy formatsA less common MFM variant that further improves efficiency

    Almost all floppy disks written for the IBM PC use primarily MFM encoding for user-accessible data.

    Note

    FM-encoded sectors do regularly appear on commercially duplicated software titles, usually on the very last track of a floppy. These are called duplication marks. They often contain metadata about the publisher, duplication parameters, and sometimes even the copy-protection scheme employed. It is not critical that your emulator be able to read them, and only certain disk images can encode them, anyway.

    FM Encoding

    FM encoding is conceptually very simple. 1 bits are inserted between each data bit of the data stream to be encoded. An FM-encoded data stream will begin with an initial 1 clock bit.

    If we begin with the bit sequence 1100_0101, after inserting clock bits, we are left with the sequence 1111_1010_1011_1011.

    The clock and data bits interleave like so:

    Source0123456789101112131415
    Original data bits11000101
    Clock bits11111111
    FM-encoded byte1111101010111011

    A trivial encoding table can be constructed:

    Data BitOutput FM Sequence
    010
    111

    Since there are only two possible output sequences, FM-encoded data is magnetically encoded with two discrete flux transition periods, which we will call short and long transitions. These periods refer to the time between a pair of flux transitions.

    Period TypeEncodesPeriod Length
    Short14 microseconds at a 250kHz FM write clock
    Long018 microseconds at a 250kHz FM write clock

    Note that FM encoded data becomes twice as long as the source data it encodes. For this reason other, more efficient encoding schemes became more popular.

    MFM Encoding

    MFM encoding improves on FM by only inserting clock bits where they are needed for clock recovery. A clock bit is written before a 0 data bit only when the previous data bit was also 0; all other clock positions are left empty, represented as 0 in the encoded cell stream. Since encoding any particular bit sequence into MFM requires knowledge of the previous bit in the stream, we can say that MFM is a stateful encoding scheme.

    The mathematical representation of MFM encoding can be written as:

    $$ (x, y, z) \to (x, \overline{x \vee y}, y, \overline{y \vee z}, z, \ldots) $$

    Some sort of data leader or sync region may be needed to initialize a MFM data stream since there will always be a first bit in any stream, which will by definition not have a valid previous bit.

    If we begin with the same bit sequence as before, 1100_0101, and assume that the previous data bit was 0, MFM encoding gives us the sequence 0101_0010_1001_0001.

    The clock and data cells interleave like so:

    Source0123456789101112131415
    Original data bits11000101
    Clock cells00011000
    MFM-encoded byte0101001010010001

    When encoding a stream of bits into MFM one has to account for the previous data bit. In the table below, - means that no clock bit is inserted:

    Current Data BitPrevious Data BitInserted Clock BitOutput MFM Sequence
    00110
    01-00
    10-01
    11-01

    Although MFM still doubles the length of the encoded bitstream, it allows for more efficient representation as time between flux transitions, reducing the total number of transitions required. MFM is twice as efficient as FM as a result.

    MFM-encoded data is magnetically encoded with three discrete flux transition periods. These periods refer to the time between a pair of flux transitions.

    Period TypeEncodesPeriod Length
    Short104 microseconds at a 500kHz MFM write clock
    Medium1006 microseconds at a 500kHz MFM write clock
    Long10008 microseconds at a 500kHz MFM write clock

    Note

    You may see references begin the bitwise expansion of a flux transition time with either a 0 or 1, putting the 1 bit on either end. Either notation is functionally equivalent, since the period between flux transitions essentially defines the number of 0’s between two 1’s.

    Marker Sequences

    FM and MFM encoding specify standard rules by which data is encoded into clock and data bits, and subsequently into flux transitions. Breaking those rules would naturally produce an illegal stream, which we might refer to as an MFM error in the case of MFM encoding.

    There are however circumstances where an invalid MFM sequence can be allowed. One such use case is for defining track markers. A track marker is a specially encoded run of data that uses a unique, detectable pattern of clock bits that essentially allows it to stand out from normally-encoded data. A sort of out-of-band signal, if you will.

    For example, an MFM sector ID address marker (IDAM) contains three specially-encoded A1 bytes. Each has the data pattern A1, but uses a clock pattern of 0A instead of the normal MFM clock pattern of 0E. This creates a single, missing 1 bit in the clock signal - enough for a floppy drive controller to identify the sequence as a marker.

    Source Hex 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    Data cells A1 1 0 1 0 0 0 0 1
    Normal clock cells 0E 0 0 0 0 1 1 1 0
    Marker clock cells 0A 0 0 0 0 1 0 1 0
    Marker Encoding 4489 0 1 0 0 0 1 0 0 1 0 0 0 1 0 0 1

    Primary References

    Floppy Drive Controller

    IBM PC/XT systems outfitted with a floppy drive had an “IBM 5.25” Diskette Drive Adapter“ card installed in one of the available expansion slots.

    For a good look at the Diskette Drive Adapter, see minuszerodegrees.net.

    At a Glance

    ItemDescription
    Controller ICNEC µPD765A or Intel P8272A
    Adapter clock16.0MHz crystal; 8MHz controller clock
    Supported drivesUp to 4
    DMA ChannelChannel 2
    InterruptIRQ6
    Primary I/O range3F0h-3F7h
    Secondary I/O range370h-377h
    DOR3F2h primary, 372h secondary
    Main status register3F4h primary, 374h secondary
    Data register3F5h primary, 375h secondary
    Expansion ROMNone

    Controller Overview

    The IBM floppy drive controller, as we’ll refer to it here, was a collection of 74-series logic chips and a 16.0Mhz clock crystal supporting the “brain” of the card, a NEC µPD765A (NEC 765) floppy drive controller chip (or the more-or-less identical Intel P8272A).

    Note

    Die photography of the P8272A has revealed the numbers ‘765’ directly on the die - implying Intel licensed NEC’s design.

    The IBM floppy controller could support up to four floppy disk drives, although configurations of more than two were uncommon. Drives 0-3 would be assigned the drive letters A-D up until MS-DOS 5.0, whereupon DOS started to reserve drive letter C for hard disks. It might feel a bit cursed to have a floppy disk as drive C, but if you did indeed have three drives connected and an earlier version of MS-DOS, that’s what you’d end up with.

    The NEC 765 takes an 8MHz clock, divided once from the card’s 16Mhz crystal.

    The 765 doesn’t perform every function needed by a floppy controller. Notably, the controller’s voltage-controlled oscillator (VCO), a crucial part of the controller’s phase-locked-loop (PLL) is external to the 765, although the 765 has pins for interacting with it. Also external to the 765 is the data separator circuitry.

    Operation

    On the IBM PC/XT, the floppy drive controller is operated by the BIOS in DMA mode exclusively. It is possible to operate the controller in polled-io mode (PIO) in a manual fashion, but there are severe disadvantages to doing so - as was seen on the IBM PCjr which lacked a DMA controller. The lack of DMA prevented such operations as transferring data via the serial ports and floppy disk drive at the same time.

    The 765 operates as a state machine with three basic operational phases:

    • During the command phase the controller receives bytes from the host that instruct it to perform a specific operation.
    • During the execution phase the controller carries out the operation specified in the command phase.
    • During the result phase the controller provides status information to the host describing the result of the execution phase.

    The 765 is capable of running some operations, such as seek and recalibrate, on multiple drives simultaneously.

    I/O Ports

    The IBM Diskette Drive Adapter decodes the following IO port addresses:

    PrimarySecondary765 PortRWDescription
    3F0h370hn/aBase Address
    3F2h372hn/aWDigital Output Register
    3F4h374h0RµPD765A Status Register
    3F5h375h1RWµPD765A Data Register

    The Digital Output Register

    The IBM controller card adds a main control register external to the 765, called the Digital Output Register or DOR. The DOR has several functions - it selects a specific drive as the target of operations, it can reset the 765, it can enable or disable interrupts and DMA, and it can turn on and off the attached floppy drive motors.

    The DOR is a write-only register implemented with an 74LS273 8-bit register chip.

    Digital Output Register (DOR)IBM-specific register used to select a drive, reset the controller, enable DMA/IRQ, and control drive motors.Digital Output Register (DOR)IBM-specific register used to select a drive, reset the controller, enable DMA/IRQ, and control drive motors.0x3F2 (Primary, Write-Only)0x372 (Secondary, Write-Only)76543210MOTDMOTCMOTBMOTADMARESETDR
    BitsNameDescription
    0:1DRDR: Selected drive.
    2RESETController reset gate
    0: Hold controller in reset
    1: Enable controller
    3DMADMA and interrupt request enable
    0: Disable DMA/IRQ
    1: Enable DMA/IRQ
    4MOTADrive A motor control
    0: Motor off
    1: Motor on
    5MOTBDrive B motor control
    0: Motor off
    1: Motor on
    6MOTCDrive C motor control
    0: Motor off
    1: Motor on
    7MOTDDrive D motor control.
    0: Motor off
    1: Motor on

    DR: Selected drive.

    DR1DR0Drive
    000 (A)
    011 (B)
    102 (C/D)
    113 (D/E)

    Drive Selection Bits

    The two least significant bits (Bits 0-1) of the DOR control which floppy drive is selected.

    Important

    If a drive’s motor is not on, selecting it in the DOR will do nothing until the motor is turned on.

    Note

    To avoid confusion, be aware that the DOR is the only drive selection method used by the IBM floppy drive controller. The NEC 765 command set includes fields that select which drive the operation is intended to target. Under IBM’s controller design, these bits do nothing externally - the 765 is not in control of which drive is selected. You can verify this yourself by noting the 765’s unit select pins, 28 and 29, are not connected on the schematic.

    Reset Bit

    The DOR’s \(\overline{\mathrm{RESET}}\) bit 2 drives the 765’s active-high RST pin (1) via an inverter. When a 1 is written to bit 2, the 765’s RST pin is pulled low, holding the controller in reset.

    Note

    The IBM floppy controller card ties the 765’s RDY pin (35) high. This causes the 765 to generate an interrupt after coming out of the RESET state after “1-25ms”, according to the datasheet. The controller is reset quite often during normal operation.

    The 765 Registers

    The 765 contains five status registers in total. The first of these is the main status register (MSR). The MSR is the only status register that may be read at any time. The contents of the other status registers, ST0—ST3, are sent to host during the controller result phase.

    The Main Status Register

    Main Status Register (MSR)Main controller status register that reports data transfer direction and busy status.Main Status Register (MSR)Main controller status register that reports data transfer direction and busy status.0x3F4 (Read-Only, Primary)0x374 (Read-Only, Secondary)76543210MRQDIONDMABUSYD3BD2BD1BD0B
    BitsNameDescription
    0D0BDrive 0 (A) is performing a seek or recalibrate operation
    1D1BDrive 1 (B) is performing a seek or recalibrate operation
    2D2BDrive 2 (C) is performing a seek or recalibrate operation
    3D3BDrive 3 (D) is performing a seek or recalibrate operation
    4BUSYController is busy
    5NDMANon-DMA execution mode indicator
    0: Controller in DMA mode
    1: Controller in PIO (Non-DMA mode)
    6DIOData Input/Output Direction
    0: Host to controller
    1: Controller to host
    7MRQMain Request
    0: The controller is not expecting to send or receive data
    1: The controller has data to send to the CPU, or is ready to receive the next byte of data

    The BUSY bit

    The BUSY bit is set when the controller is executing a command, and is only cleared when the last byte of the result phase has been read by the host CPU. It can be used as a general indication that a new command should not be sent to the CPU.

    The DIO bit

    The DIO bit controls the direction of transfer to or from the controller. The CPU should only send data to the controller when DIO is 0. When DIO is 1, the controller is not ready to receive data — it expects to have data to send to the CPU.

    The MRQ bit

    The MRQ bit can be usefully combined with the DIO bit to control data transfer to and from the controller.

    DIOMRQMeaning
    00FDC is not ready to receive a byte from the CPU. (Busy, reset/disabled, or DMA operation in progress)
    01FDC is ready and expecting to receive a command or data byte from the CPU via the data register.
    10FDC has data pending, but not yet ready to read.
    11FDC has a byte ready for the CPU to read from the data register. Result bytes, sense bytes, or PIO read data.

    Note

    This bit may also be labelled as RQM in technical references.

    Status Register 0 (ST0)

    Status Register 0 (ST0)First status register returned during the result phase.Status Register 0 (ST0)First status register returned during the result phase.ST0 (Result Byte)76543210ICSEUCNRHDUS
    BitsNameDescription
    0:1USUS: Unit select
    2HDCurrently active drive head
    3NRDrive not ready
    4UCUnit check
    0: No fault detected.
    1: The target drive has a fault (track 0 sensor may be inoperable)
    5SESeek end
    0: No seek performed.
    1: The controller successfully executed a seek or recalibrate operation.
    This includes commands with an implicit seek.
    6:7ICIC: Interrupt code

    US: Unit select

    US1US0Drive
    000 (A)
    011 (B)
    102 (C/D)
    113 (D/E)

    IC: Interrupt code

    IC1IC0Meaning
    00Normal termination
    01Abnormal termination
    The controller encountered an error condition during the execution phase.
    10Invalid command
    11Abnormal termination caused by polling
    A drive became not-ready during the execution phase.

    Status Register 1 (ST1)

    Status Register 1 (ST1)Second status register returned during the result phase.Status Register 1 (ST1)Second status register returned during the result phase.ST1 (Result Byte)76543210ENUnusedDEORUnusedNDNWMA
    BitsNameDescription
    0MAMissing ID address mark.
    1NWNot writable
    1: A write operation was attempted, but the drive reported the media is write-protected.
    2NDNo Data
    1: A required sector ID was not found during the execution phase.
    3UnusedUnused, always 0
    4OROverrun/Timeout
    1: The controller was not serviced within the required time window, and the operation has failed.
    5DEData error
    1: The controller detected a bad CRC in either the sector address or data fields.
    6UnusedUnused, always 0
    7ENEnd of Cylinder
    1: The controller attempted to access a sector beyond the last sector on a track.

    The No-Data Bit

    The No-Data bit is set under the following conditions:

    • The FDC could not find the requested sector during execution of READ DATA, WRITE DELETED DATA or SCAN
    • The FDC could not read the ID field during execution of READ ID
    • The FDC could not find the starting sector during execution of READ CYLINDER.

    Status Register 2 (ST2)

    Status Register 2 (ST2)Third status register returned during the result phase.Status Register 2 (ST2)Third status register returned during the result phase.ST2 (Result Byte)76543210UnusedCMDDWCSHSNBCMD
    BitsNameDescription
    0MDMissing Data
    1: The FDC could not find a data address mark (DAM) or deleted data address mark (DDAM).
    1BCBad cylinder
    1: A sector ID with a C of FF was encountered and not explicitly requested.
    2SNScan Not Satisfied
    1: During execution of SCAN, no sector satisfying the scan condition could be located.
    3SHScan Equal Hit
    1: The EQUAL condition was satisfied during execution of SCAN.
    4WCWrong cylinder
    1: A sector ID was encountered specifying a C that does not match the requested C.
    5DDData Error In Data Field
    1: The FDC encountered a bad data field CRC.
    6CMControl Mark
    1: During READ DATA or SCAN, a deleted data address mark (DDAM) was encountered, OR
    During READ DELETED DATA a normal data address mark (DAM) was encountered.
    7UnusedUnused

    Status Register 3 (ST3)

    Status Register 3 (ST3)Drive status byte returned by Sense Drive Status.Status Register 3 (ST3)Drive status byte returned by Sense Drive Status.ST3 (Result Byte)76543210FTWPRYT0TSHDUS
    BitsNameDescription
    0:1USUS: Unit select
    The state of the 765’s unit select pins.
    2HDHead address
    The side select signal from the floppy drive.
    3TSTwo-sided signal
    The two side signal from the floppy drive.
    4T0Track 0
    The track 0 from the floppy drive.
    5RYDrive ready
    The ready signal from the floppy drive.
    6WPWrite-protect status
    1: The floppy drive reports the media is write-protected.
    7FTFault Signal
    1: The floppy drive is in a fault condition.

    US: Unit select

    US1US0Drive
    000 (A)
    011 (B)
    102 (C/D)
    113 (D/E)

    Important

    Remember that on the IBM floppy controller, the 765’s unit select pins are not connected and do not drive selection of floppy drives.

    Controller Commands

    The 765 supports 15 different commands:

    CodeCommand NameMTMFSK
    06hRead Data✔️✔️✔️
    0ChRead Deleted Data✔️✔️✔️
    0AhRead ID0✔️0
    02hRead Track0✔️✔️
    11hScan Equal✔️✔️✔️
    19hScan Low or Equal✔️✔️✔️
    1DhScan High or Equal✔️✔️✔️
    03hSpecify000
    05hWrite Data✔️✔️0
    09hWrite Deleted Data✔️✔️0
    0FhSeek000
    0DhFormat a Track0✔️0
    07hRecalibrate000
    08hSense Interrupt Status000
    04hSense Drive Status000

    Commands consist of 2—9 command bytes, sent during the command phase. The command will then enter the execution phase. When complete (or on error) the command enters the result phase and various status register bytes will be made available to read out from the data register.

    The first command code byte 0 is common to all commands and contains the command code as given in the table above, along with operational flags. These flags are not always applicable to each command. The flags applicable to each command are noted in the table above.

    Command Code Byte 0

    Command Code Byte 0Command code byte 0 layout for commands with multi-track, MFM/FM, and skip flags.Command Code Byte 0Command code byte 0 layout for commands with multi-track, MFM/FM, and skip flags.Command Byte 0 (Write via Data Register)76543210MTMFSKCommand
    BitsNameDescription
    0:4CommandFive-bit command number
    5SKSkip deleted data address marks
    6MFMFM/FM mode select
    1: MFM mode selected.
    0: FM mode selected.
    7MTMulti-track operation
    1: Request multi-track operation
    0: Normal operation

    Command Code Byte 1

    Command Code Byte 1: Drive / HeadCommon command code byte 1 format for selecting a drive and head.Command Code Byte 1: Drive / HeadCommon command code byte 1 format for selecting a drive and head.Command Byte 1 (Write via Data Register)76543210ReservedHDDR
    BitsNameDescription
    0:1DRDR: Drive select
    2HDHead select
    3:7ReservedReserved

    DR: Drive select

    US1US0Drive
    000 (A)
    011 (B)
    102 (C/D)
    113 (D/E)

    The Read Data Command

    The Read Data command is opcode 06h.

    The Read Data command searches for the sector ID matching the specified cylinder, head, sector and sector size. The matching sector must have a normal data address mark (DAM).

    In DMA mode, it will read successive sectors that have a normal DAM until terminal count. In PIO mode, it will read successive sectors that have a normal DAM until EOT is reached.

    If the MT flag is set, once the last sector of side 0 is transferred, the FDC proceeds to repeat the operation on side 1.

    The Read Data command behaves as follows depending on the value of the SK flag:

    SKDAM TypeSector ReadCMResult
    0NormalY0Normal Termination
    0DeletedY1No Further Sectors Read
    1NormalY0Normal Termination
    1DeletedN1Sector Skipped

    After the data is transferred, the command enters the result phase.

    Status Flags Affected

    FlagRegisterTriggering Event
    WCST2Value of C mismatch in Sector ID
    BCST2Value of C mismatch in Sector ID and C was 0xFF
    CMST2A deleted data address mark (DDAM) was encountered
    NDST1No matching Sector ID was found
    MAST1No sector ID address mark (IDAM) was found within two index pulses
    DEST1A bad data field CRC was encountered

    Command Format

    PhaseByteByte
    Command0Command Code Byte 0
    Command1Command Code Byte 1
    Command2Cylinder
    Command3Head
    Command4Sector
    Command5Sector Size (N)
    Command6End of Track
    Command7Gap 3 Length
    Command8Data Length (DTL)
    Result0ST0
    Result1ST1
    Result2ST2
    Result3Cylinder
    Result4Head
    Result5Sector
    Result6Sector Size (N)

    The Read Deleted Data Command

    The Read Deleted Data command is opcode 0Ch.

    The Read Deleted Data command searches for the sector ID matching the specified cylinder, head, sector and sector size. The matching sector must have a normal deleted data address mark (DDAM).

    In DMA mode, it will read successive sectors that have a DDAM until terminal count. In PIO mode, it will read successive sectors that have a DDAM until EOT is reached.

    If the MT flag is set, once the last sector of side 0 is transferred, the FDC proceeds to repeat the operation on side 1.

    The Read Deleted Data command behaves as follows depending on the value of the SK flag:

    SKDAM TypeSector ReadCMResult
    0NormalY1No Further Sectors Read
    0DeletedY0Normal Termination
    1NormalN1Sector Skipped
    1DeletedY0Normal Termination

    After the data is transferred, the command enters the result phase.

    Status Flags Affected

    FlagRegisterTriggering Event
    WCST2Value of C mismatch in Sector ID
    BCST2Value of C mismatch in Sector ID and C was 0xFF
    CMST2A normal data address mark (DAM) was encountered
    NDST1No matching Sector ID was found
    MAST1No sector ID address mark (IDAM) was found within two index pulses
    DEST1A bad data field CRC was encountered

    Command Format

    PhaseByteByte
    Command0Command Code Byte 0
    Command1Command Code Byte 1
    Command2Cylinder
    Command3Head
    Command4Sector
    Command5Sector Size (N)
    Command6End of Track
    Command7Gap 3 Length
    Command8Data Length (DTL)
    Result0ST0
    Result1ST1
    Result2ST2
    Result3Cylinder
    Result4Head
    Result5Sector
    Result6Sector Size (N)

    The Read ID Command

    The Read ID command is opcode 0Ah.

    The FDC returns the fields of the next Sector ID encountered on the track.

    The MT and SK flags are not valid for this command and should be 0.

    Status Flags Affected

    FlagRegisterTriggering Event
    MAST1No sector ID address mark (IDAM) was found within two index pulses

    Command Format

    PhaseByteByte
    Command0Command Code Byte 0
    Command1Command Code Byte 1
    Result0ST0
    Result1ST1
    Result2ST2
    Result3Cylinder
    Result4Head
    Result5Sector
    Result6Sector Size (N)

    The Read Track Command

    The Read Track command is opcode 02h.

    Unlike what its name might suggest, Read Track does not actually read a raw track. Instead, it reads all sectors on a track, regardless of ID or CRC validation.

    The Read Track command first waits for the index signal. It then returns the data for each sector encountered, in order. The Sector ID of the first sector is checked against the values given to the command for the purposes of setting the ND bit in ST1, but a mismatch is not an error and does not stop command execution.

    The MT and SK flags are not valid for this command and should be 0.

    Status Flags Affected

    FlagRegisterTriggering Event
    NDST1Sector ID comparison failed (command continues)
    DDST2A bad data field CRC was encountered (command continues)
    DEST1A bad field CRC was encountered (command continues)

    Command Format

    PhaseByteByte
    Command0Command Code Byte 0
    Command1Command Code Byte 1
    Result0ST0
    Result1ST1
    Result2ST2
    Result3Cylinder
    Result4Head
    Result5Sector
    Result6Sector Size (N)

    The Scan Commands

    The three scan commands, Scan Equal, Scan High or Equal, and Scan Low or Equal, behave identically other than the mathematical expression they evaluate for each pair of bytes processed.

    In each of the three commands, the FDC performs a comparison (the scan condition) between bytes read from the disk and bytes provided by the host. If this comparison is true for the entire sector, the scan condition is said to have been satisfied or tha a scan hit has occurred, at which point the scan operation will enter the result phase.

    The value of FFh is special, and is treated as a wildcard. If either the byte from the disk or the byte from the host is FFh then the comparison will be considered true. This allows use of FFh by the host to mask the comparison bytes provided to the FDC.

    If a sector does not satisfy the scan condition, the FDC will continue with the next sector to scan based on the STP step parameter. If STP == 1, this will be the next consecutive sector number. If STP == 2, then the FDC will skip the next consecutive sector number.

    Important

    Regardless of the STP parameter, the FDC must be read the last sector on the track as specified by EOT. Unexpectedly encountering the index pulse during the scan operation will result in abnormal termination.

    If EOT is reached or terminal count occurs before a scan hit occurs, then the scan operation ends with a scan not satisfied condition. In the case of a terminal count, the operation ends after the current byte being compared.

    Scan Command Operations

    CodeCommandEffective Operation
    11hScan Equal(Byte from Disk) == (Byte from CPU)
    19hScan Low or Equal(Byte From Disk) ≤ (Byte from CPU)
    1DhScan High or Equal(Byte From Disk) ≤ (Byte from CPU)

    Status Flags Affected

    FlagRegisterTriggering Event
    ORST1An overrun condition occurred during the scan operation
    SHST2The scan condition was satisfied (scan hit)
    SNST2The scan condition was not satisfied
    CMST2A deleted data address mark (DDAM) was encountered

    Command Format

    PhaseByteByte
    Command0Command Code Byte 0
    Command1Command Code Byte 1
    Command2Cylinder
    Command3Head
    Command4Sector
    Command5Sector Size (N)
    Command6End of Track
    Command7Gap 3 Length
    Command8Sector Step Size (STP)
    Result0ST0
    Result1ST1
    Result2ST2
    Result3Cylinder
    Result4Head
    Result5Sector
    Result6Sector Size (N)

    The Specify Command

    The Specify command sets three timing variables for the drive as well as setting the FDC operational mode to DMA or PIO modes.

    The Specify command has no result phase.

    Command Format

    PhaseByteByte
    Command0Command Code Byte 0
    Command1Specify Timing 0
    Command2Specify Timing 1

    Command Byte 1: Specify Timing 0

    Command Byte 1: Specify Timing 0Specify/Fix Drive Data timing parameter byte 0.Command Byte 1: Specify Timing 0Specify/Fix Drive Data timing parameter byte 0.Command Byte 1 (Write via Data Register)76543210SRTHUT
    BitsNameDescription
    0:3HUTHead unload time
    Time between end of execution phase and head unload, in units of 16 milliseconds
    4:7SRTStep rate time
    Time between step pulses in milliseconds

    Command Byte 2: Specify Timing 1

    Command Byte 2: Specify Timing 1Specify/Fix Drive Data timing parameter byte 1.Command Byte 2: Specify Timing 1Specify/Fix Drive Data timing parameter byte 1.Command Byte 1 (Write via Data Register)76543210HLTND
    BitsNameDescription
    0NDNon-DMA Mode
    0: DMA mode selected
    1: Non-DMA (PIO) mode selected
    1:7HLTHead Load Time
    Time between head load and start of read/write operation, in units of 2 milliseconds

    Invalid Commands

    Any unrecognized or unsupported command code will return a single ST0 byte with a IC of 10b, or abnormal termination. The value of the ST0 byte in hexadecimal will be 80h.

    Datasheet

    Primary References

    Display Concepts

    This section describes general display concepts for raster-scan displays. If you are already familiar with how CRTs work, you may skip this section. Most of the information here is not required for emulation, but serves as reference material.

    The Cathode Ray Tube

    The main displays for the IBM PC were cathode-ray tube (CRT) monitors and television sets.

    A cathode is a negatively-charged electrode. The cathode in a CRT is specifically part of an electron gun which fires a narrow, collimated beam of electrons toward a phosphor coating on the inside of a vacuum-sealed glass tube. The phosphor glows when struck by the electron beam, emitting light visible from the outer side of the glass, which faces the user.

    The electron beam can be deflected (moved around) by magnets, since electrons have a charge and will react to a magnetic field. Electromagnets called deflection coils are used to precisely deflect the electron beam. A set of deflection coils is packaged together inside a deflection yoke, which is mounted to the back side or neck of the CRT.

    CRT vertical deflection

    CRT vertical deflection (Click to zoom)

    Vector Displays

    Some CRTs could use a deflection yoke to move the beam around in arbitrary directions to draw figures on the screen precisely - these were called vector displays. You may be familiar with the more famous examples used in early arcade games like Asteroids or the Vectrex video game console.

    Raster Displays

    Most, if not all home computer displays were raster displays. In a raster display, the electron beam is deflected on two axes at different rates. The beam moves very quickly in the horizontal direction across the screen in a succession of lines called scanlines, usually starting in the upper-left corner. At the same time, the beam is deflected downwards more slowly from the top to the bottom of the screen.

    As each scanline is drawn out, the video signal is modulated - in the simplest scenario, it is simply turned off and on. This divides each scanline into individual pixel elements or pixels.

    When the electron beam reaches the right side of the screen, horizontal flyback occurs, during which the electron beam is rapidly returned to the left side of the screen. The continuing vertical deflection ensures that the beam arrives at the left side slightly lower down on the screen than the previous scanline. In this manner the entire screen can be drawn, line by line, until the bottom of the screen is reached.

    CRT horizontal scanout

    CRT horizontal scanout (Click to zoom)

    If unaccounted for, the continuous vertical deflection would cause the image to be rotated slightly, with each scanline ending slightly lower down on the screen from where it started. To counteract this, the entire deflection yoke is mounted with a slight counter-rotation to ensure scanlines remain level.

    When the beam has reached the bottom of the screen, vertical retrace occurs, as the electron beam returns to the top of the screen again, and the process repeats. This frequency at which this process occurs is called the vertical refresh frequency, and may be anywhere from 50Hz to 70Hz or more, depending on the adapter and monitor. Horizontal deflection continues throughout vertical flyback - if the beam were left on, it would be seen to ping-pong off the sides of the screen as it returned to the top. Simplified diagrams will often only show the beam moving in a direct diagonal path from one corner to the other.

    CRT vertical flyback

    CRT vertical flyback (Click to zoom)

    Phosphor Decay

    The phosphors on the screen are only fully lit during the period in which the electron beam is directly illuminating them, after which they immediately begin to fade. Different phosphors fade more slowly than others — the phosphors used in older monochrome monitors were long persistence phosphors, meaning they faded slowly enough that scrolling text could leave a smeary after-image or trail on the screen. The long persistence phosphors on monochrome displays made up for slower refresh rates. On color displays, fast-responding phosphors were preferred.

    To a high speed camera, a CRT will look like a bright line trailed by a fading image, however a quirk of human perception called persistence of vision means that we perceive the display as having a fixed, steady image. That said, many people experience eye strain using monitors with lower refresh rates.

    Color

    The previous descriptions and diagrams have shown a monochrome CRT. A color CRT operates in a similar way, but with three electron beams and three sets of phosphors, one for each of the additive primary colors red, green, and blue. The individual beams are guided to their corresponding phosphors through one of several possible mechanisms, most commonly either an shadow mask or aperture grille.

    Video Synchronization

    A video card emits two synchronization signals, which are represented as pulses of either positive or negative polarity, depending on the current display adapter and mode. These pulses signal to the monitor the video card’s intent that a horizontal or vertical flyback be performed. These are called HSYNC and VSYNC, respectively. Most monitors, in order to protect themselves from honoring invalid or harmful synchronization frequencies, maintain one or more Phase Locked Loops (PLLs), usually implemented via some sort of sync controller IC. This allows the monitor to adapt — or sync — to a range of horizontal and vertical refresh frequencies that it can safely support, while ignoring sync signals that fall outside that range. The monitor’s PLL will cause horizontal or vertical flyback to occur when necessary, regardless of synchronization. That said, some models of monitor lack at least one PLL — such as the IBM 5151 — and can be damaged in the event that the video card sends invalid horizontal synchronization signals.

    In general, the monitor’s electron beam cannot be frozen or held in place by the host computer failing to send synchronization pulses. It is constantly moving - if it is not, something has gone very wrong. For most monitors, if the card does not send synchronization signals, the monitor will trigger flyback on its own.

    When a monitor fails to achieve vertical synchronization, the picture is typically seen to scroll vertically (and often rapidly) across the screen, a phenomenon called rolling. This is caused by the monitor’s PLL-driven vertical flyback being out of phase with the video signal’s VSYNC pulses. Physical knobs, like the vhold knob, are sometimes provided to assist in adjustment in this case.

    When a monitor loses horizontal synchronization, the effect on the picture is much more dramatic, with the image completely scrambled instead of scrolling.

    Digital vs. Analog

    Video signals can often be described as digital or analog. The digital video signals of the 1980’s were not like those of today. When we talk about a digital video signal in the context of the original PC, it simply refers to TTL-level output on dedicated color and intensity pins. Video cards could sometimes emit both digital and analog signals. The DE-9 connector on MDA, CGA, and EGA cards carries a digital video signal - on the CGA, this signal is converted to an analog composite signal on the card’s composite output jack.

    The VGA card introduced analog video to the PC. The VGA’s analog signal allowed a wider range of colors to be displayed without a drastic increase in pin count, by modulating voltage on each pin dedicated to the primary colors instead of relying on discrete intensity pins like with CGA and EGA.

    Light Pens

    The operation of raster displays allows for a unique and conceptually simple input device to be constructed. A light pen is constructed of a lens, photodiode, and filtering circuitry. When a light pen is held to the surface of a CRT, the photodiode within the tip detects the passing of the electron beam directly beneath it, causing a pulse or strobe signal to be generated. The position of the pen can be calculated on the horizontal axis by the time elapsed since the last HSYNC, and on the vertical axis by counting each scanline. A light pen often had a switch at the tip of the pen that would be pressed when held against the screen to initiate a drawing operation, separate from cursor movement.

    Emulation Considerations

    It’s not necessary to emulate the way a monitor scans out the screen to emulate the PC, although monitor emulation (emulating the PLLs and synchronization performed by a real monitor) can produce satisfying effects like screen bounce on mode changes. Knowledge of how horizontal and vertical sync pulses work, as well as horizontal and vertical refresh timings, are important for emulating cards such as the EGA and VGA which contain self-tests in their corresponding BIOS ROMs that test for proper operation of these signals.

    Terminology

    • pixel: - (Picture Element) This is usually the smallest addressable element of a raster display, determined by the capabilities of the display and display adapter.
    • hdot: - (Horizontal dot) This is essentially the time-based unit equivalent to a pixel, but a pixel need not be drawn during every hdot.
    • dot clock: - The frequency at which the video card produces pixels. By slowing down the dot clock, the effective horizontal resolution of a card can be decreased, making each pixel wider. The display timings of the card must be reconfigured to account for this.
    • horizontal blanking period: - The period in which the electron beam is turned off at the left and right edges of the screen or beyond.
    • vertical blanking period: - The period in which the display is turned off at the top and bottom edges of the screen or beyond.
    • horizontal retrace: - The period in which the electron beam is being moved from the right side of the screen to the left side. Occurs during the horizontal blanking period. Also called a horizontal flyback.
    • vertical retrace: - The period in which the electron beam is being moved from the bottom-right of the screen to the top-left side. Occurs during the vertical blanking period. Also called a vertical flyback.
    • horizontal front porch: - The period of the horizontal blanking period immediately before the horizontal retrace period.
    • horizontal back porch: - The period of the horizontal blanking period immediately after the horizontal retrace period.
    • vertical front porch: - The period of the vertical blanking period immediately before the vertical retrace period.
    • vertical back porch: - The period of the vertical blanking period immediately after the vertical retrace period.
    • HSYNC: - A signal the display adapter sends to the monitor to initiate the horizontal retrace period.
    • VSYNC: - A signal the display adapter sends to the monitor to initiate the vertical retrace period.
    • horizontal refresh rate: - The frequency at which the monitor displays an entire scanline, ending in an hsync. Expressed in kHz.
    • vertical refresh rate: - The frequency at which the monitor displays an entire frame, ending in a vsync. Expressed in Hz.
    • overscan:
      • On analog television sets, the overscan is part of the video signal that may be hidden by the display’s bezels.
      • On digital computer monitors, ‘overscan’ typically refers to the part of the video signal which lies outside of the region where addressable pixels are displayed, which may lie partially within the borders of the monitor’s bezels, and partially outside it. The overscan can often be set to a particular color, depending on the adapter.

    Primary References:

    The Motorola MC6845

    The Motorola MC6845

    The Motorola MC6845

    The Motorola MC6845 is a Cathode Ray Tube Controller (CRTC). Its primary purpose is to generate video memory addresses and video synchronization signals as part of a larger raster display system. It contains a number of registers that together define a specific video frame geometry, and a number of counters that are incremented or decremented while being compared against the values stored in the register file. These comparisons happen continuously, via circuits attached to the registers themselves called coincidence circuits. That’s just a fancy name for a simple equality comparator.

    You can see the coincidence circuits in the image below as the green boxes that sit above most of the pink registers.

    Motorola MC6845 Annotated Die Photo

    Motorola MC6845 Annotated Die Photo (Click to zoom)

    When certain counters coincide (become equal with) certain registers, various logic circuits may be triggered. For example, when the counter that holds the current character-column position becomes equal with the register that holds the total number of characters to be displayed, the MC6845 will indicate via an external pin that the display area has ended for the particular line. In this manner the MC6845 can produce the display timing signals corresponding to the configured frame geometry.

    As part of a video card or other display system, these signals trigger further logic on the card itself - for example, the DE or Display Enable pin, might be tied to logic that controls whether the video card outputs graphics data or emits a solid black color. The MC6845’s MA pins will typically be used to address the video card’s video memory.

    Character Cell Logic

    The MC6845 is fundamentally designed to handle character-based or text mode displays. It assumes that your characters will all be of the same width and height, but they do not need to have exactly equal width and height. The MC6845 can handle characters up to 32 lines tall. In most implementations, a line from the MC6845’s perspective is equal to a scanline on the monitor.

    The rectangular bitmaps that define how characters appear on screen are called character glyphs. The MC6845 does not define any margins or spacing between glyphs - the requisite spacing must be encoded into the glyph bitmaps themselves. On the IBM PC, there is typically one pixel of spacing between each character, horizontally and vertically, but in certain circumstances a video card may override this.

    Here is a hypothetical example of a row of 6x8 character glyphs:

    6845_character_row

    The MC6845 has no concept of how wide your character glyphs actually are. Most video standards for the PC will define a character that is either 8 or 9 pixels wide, usually producing a horizontal display resolution of 640 or 720 pixels when configured for an 80-column display. But you could have 64 pixel wide characters, or 4096 - the only limits are practicality and memory bandwidth.

    If we think about it, the MC6845 leaves us a lot of leeway to provide our own definition of what a ‘character’ even is. We could just as easily use the MC6845 to drive an array of LEDs. It is exactly this sort of flexible representation that allowed graphics vendors using the MC6845 to implement graphics modes on what was a fundamentally character-based chip. To learn more about how that was done, you’ll need to read a chapter that discusses a specific card like the IBM CGA.

    The MC6845 has to draw every row of characters several times - as many times as the character height is defined in lines. Each pass through a row draws the subsequent row of pixels of each character glyph. This is controlled by an internal counter C9 (Vertical Line Counter), the contents of which are emitted on the CRTC’s RA pins which in turn can be used to address an external character (font) ROM.

    Clocking the MC6845

    The MC6845 receives a clock called the character clock which indicates how fast characters should go by on the screen, since that is what the MC6845 is managing. This is typically produced by taking the dot clock input of the card and dividing it by the current character width.

    For every new clock edge of the character clock, the MC6845 produces a memory address on its 14 MA address pins.

    Memory Address Generation

    The MC6845’s address pins provide the address of the character that should be displayed at roughly that instant (ignoring rasterization latency). On each character clock, the internal memory address, a counter called VMA, is either incremented by one, reset, or set to a latched value, depending.

    The address emitted by the MC6845 may not be a literal byte address. As discussed above, a character address can be interpreted liberally. In IBM CGA text mode, each character cell is a 16-bit value: pairs of ASCII character codes and CGA attribute bytes. The address may be further manipulated in other ways, sometimes using the RA counter - a common trick to create graphics modes.

    MC6845 Registers

    The MC6845’s register numbers are frequently given in either decimal or hexadecimal. Motorola’s own references use decimal, so that is what we will use here.

    IndexHexNameLong NameR/WSize (Bits)
    -ADDRAddress RegisterWO5
    000hR0Horizontal TotalWO8
    101hR1Horizontal DisplayedWO8
    202hR2Horizontal Sync PositionWO8
    303hR3Sync WidthWO4
    404hR4Vertical TotalWO7
    505hR5Vertical Total AdjustWO5
    606hR6Vertical DisplayedWO7
    707hR7Vertical Sync PositionWO7
    808hR8Interlace Mode and SkewWO2
    909hR9Max Scan Line AddressWO5
    100AhR10Cursor StartWO7
    110BhR11Cursor EndWO5
    120ChR12Start Address (High)WO6
    130DhR13Start Address (Low)WO8
    140EhR14Cursor Address (High)RW6
    150FhR15Cursor Address (Low)RW8
    1610hR16Light Pen Latch Address (High)RO6
    1711hR17Light Pen Latch Address (Low)RO8

    The MC6845 has two IO ports - an address port, and a data port. One should first select a register via the address port, which is done by holding the RS pin low. This is an electrical detail you are unlikely to need to emulate - the card on which the MC6845 has been included will decode a separate IO address for the MC6845’s address and data register. See the chapter for the specific card you are emulating. From the CGA onwards, the CRTC registers are at 3D4h and 3D5h.

    The address register, being 5 bits wide, will happily hold any value from 0-31, meaning an invalid selection may be stored. In this scenario, writing to the data register has no effect, and reading from the data register is ultimately implementation-specific but likely to return either 0x00 or 0xFF. The chapter for a specific card may have more details.

    Most of the registers simply contain integer values, but pay close attention to their bit lengths, and perform the appropriate masking when writing to them.

    Two exceptions to this rule are R8, which contains two flags relating to interlaced video, and R10, which contains two additional bits that control cursor blinking. Their formats are given here.

    Interlace Mode and Skew

    Interlace Mode and SkewControls the MC6845's Interlaced Modes of OperationInterlace Mode and SkewControls the MC6845's Interlaced Modes of OperationR8 (Write-Only)76543210UnusedIVIS
    BitsNameDescription
    0ISInterlaced Sync (0=Normal, 1=Interlaced)
    1IVIV: Interlaced Video (0=Normal, 1=Interlaced)*
    2:7UnusedUnused

    IV: Interlaced Video (0=Normal, 1=Interlaced)*

    *Note: The IV bit is only meaningful if the IS bit is set. Otherwise it is ignored.

    IVISMode
    00Normal sync and video
    10Normal sync and video
    01Interlaced sync only
    11Interlaced sync and video

    Cursor Start Register

    Cursor Start RegisterDefines the starting scanline of the cursor and various blink control flags.Cursor Start RegisterDefines the starting scanline of the cursor and various blink control flags.R10 (Write-Only)76543210UnusedBPCUR_START
    BitsNameDescription
    0:4CUR_STARTCursor Start Line
    5PBlink Period
    6BB: Blinking Enable
    7UnusedUnused

    B: Blinking Enable

    BPCursor Display Mode
    00Non-blink
    01Cursor non-display
    10Blink at 1/16 field rate
    11Blink at 1/32 field rate

    Don’t worry about the meaning of the fields in these registers just yet. The register definitions are provided here for completeness with the register table reference.

    MC6845 Counters

    NameDescriptionBitsCompared to
    C0HCC (Horizontal Character Counter)8R0,R1,R2
    C9VLC (Vertical Line Counter)5R9,R10,R11
    C9.IVMVLCi (Vertical Line Counter, Interlaced)4R9>>1
    C4VCC (Vertical Character Counter)7R4,R6,R7
    C3hVSC (Vertical Sync Counter)4Fixed: 16
    C3lHSC (Horizontal Sync Counter)4R3
    C5VTAC (Vertical Total Adjust Counter)5R5
    VMAVideo Memory Address Counter14R12,R13,R14,R15

    The table above shows the various counter units on the MC6845. They will be largely referred to here by their names in the Name column. If you read the source for other emulators, you may encounter names given in the Description column. The new names for these counters come from the Amstrad CPC CRTC Compendium.

    Latches and Flags

    The MC6845 has an important latch which is referred to as VMA' or VMA Prime. VMA' can be loaded with the value of the VMA counter, and the VMA counter can be loaded with either VMA' or the contents of the Start Address registers, R12 and R13.

    You can see the VMA' latch as the tall vertical section immediately to the right of the VMA counter in the die photo above.

    Besides the VMA' latch, there are various bits of state that the MC6845 can keep as flags. These include a last_line flag.

    Defining a Frame

    A frame is a single image displayed on a CRT monitor, typically delineated by VSYNC pulses. See Display Concepts if this isn’t already a familiar concept. The role of the MC6845 is managing the size and timings that define a single frame. The MC6845’s registers define these parameters, and its counters are used to actually play out said timings - a process I will refer to as scanout.

    The most important concept to grasp when understanding how the MC6845 defines a frame is that it is not just defining the position and size of visible elements, but also timings for invisible events such as horizontal and vertical sync periods. It can be helpful to think of a MC6845 frame as a two dimensional time chart, or field diagram - this allows us to map areas where the raster beam may be moving around as simply a region of time. This book will often discuss this imaginary display field, and you may need to frequently refer back to this diagram for reference.

    The diagram below demonstrates the typical parameters used to implement the standard 80x25 text mode display on an IBM CGA card.

    The CRTC Display Field Diagram

    The CRTC Display Field Diagram (Click to zoom)

    Frame Extents

    The two-dimensional extents of the display field are defined by R0 and R4. They represent the width and height of the field, respectively, minus one.

    The extents of the display area are given by R1 and R6. These contain the exact width and height of the display area. In the diagram above, you can see they are programmed for 80 and 25, as expected.

    The other parameters set up the positions (and sizes, where applicable) of the horizontal and vertical blanking/sync periods, which overlap each other, as several horizontal syncs will occur during vertical blanking.

    The rest of the screen is a sort of no-man’s land we call the overscan. Some video cards will let you emit a solid color here. Not all cards have such large overscan areas.

    It may not be possible to produce a screen using just a multiple of your character height that satisfies display requirements, such as NTSC’s specification of 262 scanlines. For example, a field of 32 rows (R4 == 31), with 8 scanline tall characters, only produces 256 scanlines. This may cause trouble with your monitor’s vertical synchronization circuitry. Thus the register R5 is provided to pad out the end of the frame by the indicated number of scanlines - in the above case, 6, until a full 262 scanlines are emitted.

    MC6845 Outputs

    While still referring to the diagram, note that the MC6845 will raise its HS pin when it is within the blue hblank period. It will raise its VS pin when it is in the lighter blue vblank period. Both pins will be asserted when these periods intersect.

    While the MC6845 is scanning out the region defined by R1 and R6, it will assert its DE (Display Enable) pin, which should drive rasterization of text or graphics by the attached display system.

    Scanning out a Frame

    The process of scanning out the frame or display field may be considered to start in the upper left corner of the display area.

    C0 and C4, our horizontal and vertical character counters will both be 0. C9, our vertical line counter - indicating what row of a character we are drawing - will also be 0.

    At the beginning of a frame, the MC6845 performs Start-Of-Frame Management.

    Start-Of-Frame Management

    The VMA counter is loaded with the 14-bit start address taken from the R12 and R13 start address registers. The VMA' latch is loaded with the same address at this time. Note that as VMA counts, VMA' retains the same value unless updated by some other event.

    We will start in the active display area, so DE will be high.

    Scanning out a Row

    Every character clock, a number of comparisons are made that trigger various state changes. It may be helpful to think of these as occurring before the increment of any counter.

    • If C0 == R1, we leave the active display area and enter the right overscan period.
    • If C0 == R2, we enter the horizontal sync period, which we will gloss over for the moment.
    • If C0 == R0, we have reached the far end of the display field.
      • If C9 == R9, we are on the last scanline of a row, in which case we enter End-Of-Row Management.
      • Otherwise, C9 is incremented, VMA is updated with VMA' (to reset the memory address to the start of the row again), and the process repeats.

    Each row is scanned out R9 + 1 times. In our 80x25 text mode example, we can see that R9 is 7. Therefore each row will consist of 8 scanlines.

    Frame Scanout, Visualized

    The logic above for scanning out rows is repeated. During End-Of-Row Management, C4 is incremented. When C4 == R4 we have reached the end of the screen. At this point, if R5 is nonzero, C5 will be initialized with R5 and the MC6845 will start scanning out R5 scanlines in the Vertical Total Adjust Period. When this has elapsed, or if R5 was zero, the frame ends and a new frame immediately begins.

    You can see an animation of the full frame scanout process below, with certain internal counters visualized.

    Cursor Management

    The MC6845 has a hardware cursor, with a dedicated CURSOR pin. This pin is typically active during character clocks when the current VMA matches the value configured by the Cursor Address Registers (R14 & R15) and the current value of C9 is within the range defined by the Cursor Start (R10) and Cursor End (R11) registers.

    The CURSOR signal will be suppressed for several frames for the same memory location as the cursor blinks off, unless blinking has been disabled.

    In a normal scenario, Cursor Start is programmed for a value less than Cursor End, and the cursor is drawn from the scanline represented by Cursor Start up to and including the scanline represented by Cursor End. If Cursor Start and Cursor End are equal, the cursor will be drawn for a single scanline.

    The cursor on the IBM PC is usually two scanlines tall.

    The cursor is typically configured to appear at the bottom of a character cell, but nothing prevents you from placing it at the top:

    top_cursor

    Hiding the Cursor

    There are three primary ways of hiding the cursor on a MC6845-based video card:

    • You can set the cursor address to a memory address outside of the current display area.
    • You can set the Cursor Start register to a value greater than R9.
    • You can set the blink bits to 01 in the Cursor Start register.

    Cursor Tricks

    Some odd things happen when you start playing around with non-standard configurations of cursor start and end.

    If you set the value of Cursor End > R9, then a full-block cursor is created.

    full_block_cursor

    More unexpectedly, if you configure Cursor End < Cursor Start < R9, you can get a “split” cursor:

    split_cursor

    The explanation for this behavior is really quite simple. The MC6845 has an internal flag that we will call Cursor Active (CA). The cursor is not evaluated per character cell, it is evaluated per scanline. When we reach the end of each scanline while scanning out a row, the MC6845 checks if the new row scanline matches the value in Cursor Start. If it does, the CA flag is turned on. In a similar fashion, if the outgoing row scanline matches Cursor End, the CA flag is turned off.

    What is important to understand here is that these comparisons against the cursor start and end are all that controls this global cursor flag. It is not reset upon VSYNC, or new frames.

    Let’s reexamine the case of the solid block cursor. By configuring Cursor End > R9, we ensure that the comparison that would otherwise turn the cursor off, can never be true. Therefore the CA flag is turned on, and stays on permanently. However, the cursor is only actually visible in the bounds of a single character cell when VMA matches the Cursor Address.

    By making Cursor End < Cursor Start it should now be clear that this reverses or “inverts” the cursor definition. Instead of turning on and then off within a character row, it turns off and then on - remaining on as we proceed to the next row. In this sense, the cursor is now spanning across two rows at a time - it isn’t “split” at all, it just appears that way given the limited aperture of a single character cell.

    Ultimately, cursor visibility is a combination of CA AND VMA == Cursor Address AND NOT blink.

    Important

    The CA flag is not updated during the vertical total adjust period.

    Interlaced Mode

    For most of the PC’s history, the MC6845’s interlaced mode was not used. On the IBM CGA, IBM even took measures to make sure it was nonfunctional. Only recently have demoscene coders started exploring the use of interlaced mode for various effects. This section will be expanded in the future.

    Light Pen

    The MC6845 has basic support for light pens. The chip’s physical LPSTB or light pen strobe pin is a positive-edge-triggered input, that causes the current VMA to be written to R16 and R17. This is an asynchronous input signal that can occur any time, so presents a bit of challenge for an otherwise synchronous chip. The exact electrical details are not particularly important. Heed Motorola’s warning that the address ultimately latched may be some character clocks distant from when the strobe actually fired. In experience, on an IBM CGA card, this produces a cursor offset of 5-6 character clocks before calibration.

    Most light pen-supporting programs and light pen drivers will have calibration routines to offset this delay.

    The LPSTB input is not latched - every time there is a rising edge a new address will overwrite the values of R16 and R17. If this is not desired, a card maker may place a resettable flip-flop in between the light pen’s strobe input and the MC6845 LPSTB pin. Since most light pen strobe inputs are active-low, an inverter is typically employed as well.

    Datasheet

    Primary References

    Additional Watching

    Monochrome Display Adapter (MDA)

    The IBM Monochrome Display Adapter (MDA) was one of the first video adapters available for the IBM PC, along with the IBM Color Graphics Adapter and the third-party Hercules video adapter.

    Important

    The MDA is built around the Motorola MC6845 CRTC. Read that chapter first for a basic understanding of how the CRTC is used to define frame geometry and draw the screen.

    At a Glance

    ItemDescription
    Video memory4KiB at B000:0, mirrored 8x through B700:0
    Expansion ROMNone
    Font ROM8KiB Character generator ROM, 8x14 glyphs
    Main display outputsTTL monochrome video on DE-9,
    Typical text modes80x25, 4 shades, 9x14 character cell
    Standard Resolution720x350 @ 50Hz
    Standard graphics modesNone
    I/O address range3B0h-3BFh
    CRTC address port3B4h standard, 3B0h, 3B2h, 3B6h alternate*
    CRTC data port3B5h standard, 3B1h, 3B3h, 3B7h alternate*
    MDA control ports3B8h mode control
    MDA status port3BAh
    Parallel port3BCh-3BEh
    InterruptsNo display interrupt; printer interface uses IRQ7
    DMANone

    The MDA was intended for use with the IBM 5151 Personal Computer Display. This monitor plugged into the back of the PC’s power supply and turned on and off with the system. The MDA card itself was only capable of displaying text mode, but the monitor itself could display graphics, which cards like the Hercules Graphics Adapter took advantage of to provide a tempting upgrade for 5151 owners.

    The MDA has 4KiB of DRAM dedicated to video memory — enough to hold a single 80x25 screen’s worth of text. It also has an 8KiB font ROM that holds bit patterns for drawing text glyphs.

    The MDA’s 4KiB of DRAM at segment B000:0 is incompletely decoded, causing eight mirrors of video memory from B000:0 through B700:FFFF. This ends at the CGA’s memory address of B8000. Along with the different base IO address, this allowed one to install both an MDA card and a CGA card in the same system for an early dual-monitor setup.

    The MDA has no on-board video BIOS or expansion ROM. All PC-compatible BIOS implementations must therefore know how to identify, initialize and operate an MDA card in order to provide standard int 10h services.

    In text mode, the MDA card was capable of outputting 3 grayscale shades and black, using two output pins of its DE-9 video connector. Some early MDA cards could be coerced into showing 16 colors.1

    The MDA contains a 16.257MHz crystal. The refresh rate is approximately 50Hz.

    The IBM MDA card included a parallel printer port. See that section for more details.

    Note

    * Incomplete decoding of the CRTC registers means the two CRTC ports are repeated four times. Some software titles may rely on these alternate port numbers.

    MDA Character Glyphs (Standard Font)

    The standard MDA character glyphs are shown below.

    0 1 2 3 4 5 6 7 8 9 A B C D E F
    0
    1
    2
    3
    4
    5
    6
    7
    8
    9
    A
    B
    C
    D
    E
    F

    A visualization of the character font ROM is shown below, with bytes reversed and wrapping vertically to fit into a square image. The first half of the ROM is dedicated to the MDA’s 8x14 font, which is encoded into 8x16 cells for alignment. Each cell is split into two 8x8 parts within the ROM due to addressing logic.

    The same character ROM image is used for both MDA and CGA, so the CGA fonts follow the MDA font in the latter half of the ROM.

    A visualization of the CGA's character font ROM

    The MDA/CGA character font ROM (byte-reversed)

    The character font ROM is not accessible from the host PC. It can only be read by the MDA itself.

    Box Drawing Characters

    Character codes C0h—DFh receive special treatment. When one of these characters is being rasterized, the eighth column is repeated to form the ninth column on the display. This allows the box drawing characters to connect seamlessly together across a 9-pixel character cell.

    A diagram showing how the MDA duplicates the 8th column of the character glyph for box drawing characters

    MDA box drawing character rendering

    Note that B0h—B2h do not receive this treatment, so areas shaded with these characters will still have one pixel gaps between each character glyph.

    The MDA Registers

    Mode Control Register

    Mode Control RegisterControls MDA video output and text blinkingMode Control RegisterControls MDA video output and text blinking3B8 (Write-Only)76543210UnusedBLINK_ENUnusedVIDEOUnusedB/WHIRES
    BitsNameDescription
    0HIRESHigh-Resolution Mode
    0: Not implemented; must not be set.
    1: High-resolution mode (normal operation)
    1B/WBlack-and-White Mode
    Value written is not used.
    2UnusedUnused
    3VIDEOVideo Enable
    0: Video output disabled
    1: Video output enabled
    4UnusedUnused
    5BLINK_ENText Blinking Control
    0: Attribute bit 7 controls background intensity
    1: Attribute bit 7 controls blinking
    6:7UnusedUnused

    Caution

    IBM warns that the first thing that must be done to initialize the MDA is to set bit 0 of the mode control register to 1.

    Bit 0 of the mode control register selects the MDA’s dot clock. When set to 1, the onboard 16.257MHz crystal is used. If set to 0, the clock is taken from an unpopulated pad. If the MDA’s video memory is accessed while this bit is 0, the MDA card will fail to drive the IO_CH_READY pin on the ISA bus high, and the CPU will hang. It is unclear what IBM’s original intent for implementing this was, but perhaps they were simply keeping their options open for a future variant that supported additional resolutions and would have subsequently required a second clock source.

    Status Register

    Status RegisterReports horizontal retrace, light-pen status, and current video output statusStatus RegisterReports horizontal retrace, light-pen status, and current video output status3BA (Read-Only)76543210UnusedLVIDEOLPSLPTRETRACE
    BitsNameDescription
    0RETRACEHorizontal retrace status
    0: Horizontal retrace is inactive
    1: Horizontal retrace is active
    1LPTLight-pen trigger state (early revision only)
    0: Light pen trigger has not fired
    1: Light pen trigger has fired.
    2LPSLight-pen switch status (early revision only)
    0: Light pen switch on
    1: Light pen switch off.
    3LVIDEOVideo output status latch
    0: No active pixel is being output (black)
    1: An active pixel is being output (normal or bright pixel)
    4:7UnusedUnused: Always Fh.

    The MDA’s status register is very different from the CGA. The first bit reflects the HS pin from the 6845, delayed by one character clock. This differs from the CGA, which reports the inverted DE pin from the 6845.

    The MDA also lacks the vertical sync status bit. Instead, it has a type of video mux bit, LVIDEO. Querying bit 3 can test if an active pixel of any “color” other than black is being output. The IBM BIOS primarily uses this as a test during POST to ensure that the card is functioning.

    Tip

    When writing MDA emulation, implementing the LVIDEO bit may seem daunting. It is generally sufficient to set the latch if any pixel was output in the previous character clock (or even scanline) instead of requiring pixel-perfect accuracy. The IBM BIOS draws a row of solid block characters and tests that the bit is set immediately at the start of the frame. It is unknown if any software besides the BIOS POST relies on this bit for proper functionality.

    Light Pen

    The very earliest models of the MDA card include a header to attach a light pen, similar to the CGA. This was removed on all subsequent versions of the card — the entire footprint was removed, not just left unpopulated, and in addition, the strobe signal to the 6845 and the two status bits for light pen operation were also disconnected and will always return 0.

    The P39 phosphors used in most monochrome displays were incompatible with early light pens for the PC, which may have influenced IBM’s decision to remove light pen support from the MDA.

    Display Timings

    The MDA has a 16.257MHz crystal.

    We can calculate the typical display field of the MDA from its normal CRTC parameters:

    $$H_{\text{total}} = (R0 + 1) \times 9 = (97 + 1) \times 9 = 882$$

    $$V_{\text{total}} = (R4 + 1) \times (R9 + 1) + R5 = (25 + 1) \times 14 + 6 = 370$$

    $$\text{display field} = 882 \times 370$$

    The horizontal and vertical refresh rates can then be derived:

    $$f_{hsync} = \frac{16{,}257{,}000}{882} = 18.43 \text{ kHz}$$

    $$f_{refresh} = \frac{16{,}257{,}000}{882 \times 370} = 49.82 \text{ Hz}$$

    BIOS Video Mode

    The MDA typically uses standard int10h video mode 7.

    CRTC Parameters

    For the MDA’s standard text mode, the MC6845 CRTC needs to be configured with the correct parameters for registers R0-R11. The standard CRTC parameters are given below.

    Register Name Text Mode
    80 Column
    R0 HorizontalTotal 97
    R1 HorizontalDisplayed 80
    R2 HorizontalSyncPosition 82
    R3 SyncWidth 15
    R4 VerticalTotal 25
    R5 VerticalTotalAdjust 6
    R6 VerticalDisplayed 25
    R7 VerticalSync 25
    R8 InterlaceMode 2
    R9 MaximumScanLineAddress 13
    R10 CursorStart 11
    R11 CursorEnd 12

    Primary References


    1. VCFed forum thread, Why did IBM create color MDA and just abandoned it?, April 2025.

    The IBM Color Graphics Adapter

    The IBM Color Graphics Adapter (CGA) was one of the first video adapters available for the IBM PC, along with the IBM Monochrome Display Adapter and the third-party Hercules video adapter. It is perhaps the classic video card that comes to mind when people think of the IBM PC.

    Important

    Like the MDA, the CGA is built around the Motorola MC6845 CRTC. Read that chapter first for a basic understanding of how the CRTC is used to define frame geometry and draw the screen.

    At a Glance

    ItemDescription
    Video memory16KiB at B800:0000; mirrored at BC00:0000
    Expansion ROMNone
    Font ROM8KiB character generator ROM
    Main display outputsTTL RGBI on DE-9; NTSC composite video jack
    Typical text modes40x25 and 80x25, 16 colors, 8x8 character cell
    Standard graphics modes320x200, 4 colors; 640x200, 2 colors
    Standard resolution640x200 @ 60Hz
    Field Resolution912x262
    I/O address range3D0h-3DFh
    CRTC address port3D4h standard, 3D0h, 3D2h, 3D6h alternate*
    CRTC data port3D5h standard, 3D1h, 3D3h, 3D7h alternate*
    CGA control ports3D8h mode control, 3D9h color control
    CGA status port3DAh
    Light pen latch ports3DBh clear latch, 3DCh preset latch
    InterruptsNone
    DMANone

    The CGA could be connected to a regular North American television set via its composite output connector, although most sets of the time would require an RF modulator to do so. A DE-9 connector provided a digital RGBI signal that could be used with an IBM 5153 Color Display. IBM left owners of the CGA waiting a bit for that particular monitor - it was only released in 1983, two years after the CGA’s debut.

    The CGA has 16KiB of DRAM dedicated to video memory, and an 8KiB font ROM that holds bit patterns for drawing text glyphs.

    The CGA’s 16KiB of DRAM at segment B800:0 is incompletely decoded, causing a mirror of video memory that begins at BC00:0. You can use this mirroring to your advantage in certain circumstances.

    The CGA has no on-board video BIOS or expansion ROM. All PC-compatible BIOS implementations must therefore know how to identify, initialize and operate a CGA card in order to provide standard int 10h services.

    In text mode, the CGA card was capable of outputting 16 colors. In graphics mode, it was limited to 3 palettes of 3 fixed colors each, with a selectable background color. The CGA also had a high-resolution mode, with a single, selectable foreground color on black.

    The CGA’s standard display resolution is 640x200 at a refresh rate of approximately 60Hz.

    The CGA maps the MC6845’s two external registers at address 03D4h for the address register and 03D5h for the data register.

    Note

    * Incomplete decoding of the CRTC registers means the two CRTC ports are repeated four times. At least one known game, Prohibition, relies on this incomplete decoding.

    Operational Modes

    The CGA has three primary modes of operation: text mode, medium-resolution graphics mode, and high-resolution graphics mode. A brief overview of each mode follows; each will be covered in greater depth later on.

    Text Mode

    In text mode, the screen is constructed from a grid of character glyphs. IBM called this mode Alphanumeric Mode (A/N) in documentation.

    The IBM PC boots into text mode, either in 40-column or 80-column mode depending on how certain DIP switches are set. 40-column mode makes each glyph twice as wide due to a halved dot clock. It was primarily intended for use with television sets, on which 80-column text was difficult to read. Various tweaked text modes were derived by inventive coders over the years that provided a different number of rows and columns, so these extents are not set in stone.

    The standard text modes have black and white and color mode variants, although this typically only controls color when using the composite output. The background and foreground color of each character cell can be controlled via attribute bytes.

    In text mode, a blinking, hardware cursor is usually shown indicating where the user can type - or if the programmer doesn’t bother hiding it, where the screen was last updated.

    A screenshot of CGA's 80-column text mode showing the MS-DOS editor

    CGA 80-column text mode - MS-DOS 5.0 EDIT

    Medium Resolution Graphics Mode

    In medium-resolution graphics mode, the screen is composed of a 320x200 grid of pixels. IBM called graphics mode All-Points-Addressable (APA) mode.

    This is perhaps the most famous mode of the CGA, especially its cyan-magenta-white palette as seen in games like Alley Cat.

    In this mode, three basic ‘palettes’ are available, two of which are notorious for being ugly. These are not actually palettes as they are typically understood - more on that below. What might be thought of as index 0, specifies the background color. The background color is usually black, but can actually be chosen from any of the CGA’s 16 possible colors. Careful use of this “extra” palette entry can create interesting effects that also extend into the borders (or overscan) of the screen. Games could use this color to indicate status, such as flashing it red to indicate your player character had taken damage. The color would create a frame around the addressable display area that could have a surprisingly dramatic effect.

    The cursor is disabled in this mode.

    A screenshot of CGA's 320x200 graphics mode, showing the game Alley Cat

    CGA 320x200 graphics mode - Alley Cat by Bill Williams

    High Resolution Graphics Mode

    This mode provides a very stretched 640x200 monochromatic graphics mode. The foreground color used to draw can be selected from any of the 16 available CGA colors, but the background cannot be changed from black. This mode can be used, with the color burst turned on, to enable 16-color composite artifact color modes.

    The cursor is disabled in this mode.

    A screenshot of a wireframe space shuttle rendered on the CGA in white-on-black

    CGA 640x200 graphics mode - SHUTTLE.BAS

    The RGBI Color Gamut

    The CGA has a digital DE-9 output connector. To produce color, the CGA controls four output pins — one for each of the primary colors: Red, Green, and Blue, along with an “intensity” signal. Four bits give us \(2^4\) or 16 possible colors. The intensity pin provides a repeat of the first eight colors, but brighter.

    The odd duck out here is non-intensified yellow, which has been conspicuously darkened to become brown. This was a deliberate decision by IBM, who perhaps found the rather sickly dim yellow unpleasant, or at least believed that a brown color would be more useful. Speculation abounds, but the interesting thing to note is that the conversion circuit to turn yellow into brown is not actually present on the CGA at all - the circuitry is within the IBM 5153 Color Display itself, and third party PC-compatible monitor manufacturers largely followed suit. You may see the original yellow color instead on some non-CGA compatible monitors.

    Decimal R G B I Color Hex
    0 0 0 0 0   000000
    1 0 0 1 0   0000AA
    2 0 1 0 0   00AA00
    3 0 1 1 0   00AAAA
    4 1 0 0 0   AA0000
    5 1 0 1 0   AA00AA
    6 1 1 0 0   AA5500
    7 1 1 1 0   AAAAAA
    8 0 0 0 1   555555
    9 0 0 1 1   5555FF
    10 0 1 0 1   55FF55
    11 0 1 1 1   55FFFF
    12 1 0 0 1   FF5555
    13 1 0 1 1   FF55FF
    14 1 1 0 1   FFFF55
    15 1 1 1 1   FFFFFF

    In text mode, any of these sixteen colors can be referenced within a character attribute byte.

    In graphics modes, the CGA operates in what we might term direct color mode, where the bits set in video memory directly influence the Red and Green output pins.

    The CGA only has one true palette register as we typically define one, as in a register that holds an arbitrary color. It is the background/overscan color field in the Color Control Register.

    The CGA Registers

    Mode Control Register

    Mode Control RegisterControls CGA display modes and video outputMode Control RegisterControls CGA display modes and video output3D8 (Write-Only)76543210UnusedBLINK_ENHIRES_GFXVIDEOB/WGFXHIRES
    BitsNameDescription
    0HIRES80-Column Text Mode Timings Enabled:
    0: Normal Timings
    1: 80-column Timings
    1GFXDisplay Mode:
    0: Text
    1: Graphics
    2B/WBlack-and-White Mode
    0: Enable color burst
    1: On composite output, disables the color burst. In medium-resolution graphics mode, selects the alternate red/cyan/white palette.
    3VIDEOEnable Video Serializers
    0: Video Serializers Disabled
    1: Video Serializers Enabled
    4HIRES_GFXHigh-Resolution Graphics MUX Control:
    0: Disabled
    1: High-Resolution Graphics Mode Enabled
    5BLINK_ENText Blinking Control
    0: Attribute bit 7 controls background intensity
    1: Attribute bit 7 controls blinking
    6:7UnusedUnused

    The CGA Mode Register generates the main control signals that drive the logic of the card. Most descriptions of what these bits do, even in IBM’s own references, only give you an approximation of their actual function. To enter a standard graphics mode, besides reprogramming the CRTC, the correct mode bits must be set.

    • The HIRES bit enables the 14.31818MHz dot clock and high-resolution character clock for 80-column text mode. It should not be used in conjunction with the GFX or HIRES_GFX bits.
    • The GFX bit enables graphics mode, and triggers replacement of memory address A13 with RA0; a further explanation is given in the medium-resolution graphics section.
    • The B/W bit disables the composite color burst. It will produce a black and white or grayscale image on a composite monitor or television set. RGBI displays such as the IBM 5153 Color Display will still display color as normal with this bit set, although a third graphics palette can be selected via this bit in medium-resolution graphics mode.
    • The VIDEO bit is described by IBM as disabling the video signal - this is not accurate. This bit pulls low the \(\overline{\mathrm{CLR}}\) pins of the CGA’s graphics serializers, U7 and U8. The effect of this is the appearance that all video memory contains 0. This often does result in a black screen, but where conditions allow display of color, such as the border/overscan color being set, color will still be displayed.
    • The HIRES_GFX bit enables logic on the card to rapidly enable and disable the CGA’s color multiplexers. This bit should not be used in conjunction with HIRES or the text on the screen will become corrupted.

    There are several combinations of mode bits that are invalid, and may have strange and interesting effects.

    Mode BitsDisplay ModeEffect
    00100Mode 040-Column, B/W Text Mode
    00000Mode 140-Column, Color Text Mode
    00101Mode 280-Column, B/W Text Mode
    00001Mode 380-Column, Color Text Mode
    00011invalidGlitched mode: “Text and Graphics”
    00010Mode 4320x200 Graphics Mode
    00110Mode 5320x200 Graphics Mode (Alternate Palette)
    10110Mode 6640x200 Graphics Mode
    10001InvalidGlitched mode: Text Mode with black bars
    Color Control RegisterSelects border/background colors in text mode, and controls palette signals in graphics modesColor Control RegisterSelects border/background colors in text mode, and controls palette signals in graphics modes3D9 (Write-Only)76543210UnusedPAL_BPAL_IIRGB
    BitsNameDescription
    0BBlue component of the border/background color
    1GGreen component of the border/background color
    2RRed component of the border/background color
    3IIntensity component of the border/background color
    4PAL_IDrives the Intensity signal in graphics mode, effectively creating a brighter version of the current palette.
    5PAL_BDrives the Blue signal in graphics mode, effectively creating a new palette.
    6:7UnusedUnused

    The color control (or color select) register contains the CGA’s only real color palette entry - an RGBI color may be specified that provides the background/overscan color. This color definition has three distinct use cases - in text mode, it provides the border/overscan color. In medium-resolution graphics mode, it provides the color to use when a pair of bits are both 0, in addition to providing the border/overscan color. In high-resolution graphics mode, it controls the color used to represent 1 pixels. Note that I have deliberately avoided calling this the “foreground color”. See the section on high-resolution graphics mode for the reason why.

    The overscan or border is an infamously large area around the visible or active display area of the IBM CGA. Here is a fairly accurate representation of its extents on an IBM 5153 monitor. If you look closely, you can even see the command that has just set the overscan color to cyan:

    A visualization of the overscan region on an IBM 5153 CGA monitor

    The CGA overscan/border region, set to cyan via the CC register (Click to Zoom)

    The other two bits in the color control register, PAL_I and PAL_B, provide the intensity and blue components of all colors generated in medium-resolution graphics mode. They effectively select from four different color gamuts.

    Status RegisterReports display timing and light-pen statusStatus RegisterReports display timing and light-pen status3DA (Read-Only)76543210UnusedVRLPSLPTDE
    BitsNameDescription
    0DEInverted display-enable signal from CRTC.
    0: CRTC is scanning inside the active display area.
    1: CRTC is scanning outside of the active display area.
    1LPTLight-pen trigger state
    0: Light pen trigger has not fired
    1: Light pen trigger has fired.
    2LPSLight-pen switch status
    0: Light pen switch on
    1: Light pen switch off.
    3VRVertical retrace status
    0: VS pin of CRTC is low
    1: VS pin of CRTC is high (in vertical blank)
    4:7UnusedUnused

    The CGA status register contains two essential bits for synchronizing graphics with the display. Bit 0, \(\overline{\mathrm{DE}}\), is the inverted DE pin from MC6845. Therefore it will be 0 when the MC6845 is scanning across the active display area, when the native DE pin is 1.

    Bit 3, VR, is the non-inverted VS pin from MC6845 latched on the next hclock. When VR is 1 we are in the MC6845’s vertical blanking period. Note that, unless some serious CRTC abuse is occurring, \(\overline{\mathrm{DE}}\) will always be 1 when VR is 1.

    The CGA’s memory access and rasterization latency produces one character of display enable skew. Therefore, \(\overline{\mathrm{DE}}\) will flip to 0 one character clock before the CGA starts drawing the active display area, and will flip back to 1 one character clock before the end of the active display area is drawn.

    The following diagram may help clarify the values of these two status bits at different points on the screen:

    A visualization of the /DE and VR bits in the CGA Status Register

    A visualization of the /DE and VR bits in the CGA Status Register (Click to Zoom)

    The two other bits in the CGA status register concern themselves with light pen operation.

    • The LPT bit is the state of the light pen strobe trigger. The term trigger can evoke the sense of a physical trigger or button on the light pen, but this is not the case. The light pen trigger is fired when the photodiode within the attached light pen detects light (the strobe) from the CRT raster beam. When this bit is 1, the MC6845’s light pen latch registers should contain the valid approximate position of the light pen. This bit is latched via a flip-flop on the CGA, and will remain set indefinitely unless cleared by writing any value to port 3DBh, after which a new strobe trigger may fire and a new light-pen position latched by the MC6845. The strobe trigger may be manually fired without input from the pen by writing to port 3DCh. It is possible to crudely determine the current raster position of the display with this method, but it is highly unreliable. Even so, it didn’t stop games like Jungle Hunt from using it to perform mid-frame palette swaps.

    • The LPS bit is the immediate state of any switch connected to the light pen header’s switch pin. The light pen switch signal is active-low, explaining why this bit is logically reversed. This is simply the immediate state of any switch present on the light pen - this switch may be at the tip of the pen on high-quality light pens. The switch is typically used for taking actions such as initiating a drawing operation. IBM’s documentation warns us that this signal is not debounced in any way, but a high quality pen should debounce the switch for us.

    Text Mode

    In text mode, video memory is organized conceptually as a grid of character cells. The dimensions of this grid are directly configured on the CRTC, and are typically 80x25. Each logical cell consists of a pair of bytes in video memory, the first byte being a character code and the second byte being a character attribute.

    The character code, combined with the vertical line counter of the CRTC, is used to resolve a byte contained in the CGA’s font ROM representing 8 pixels (or span) of a character glyph. You can see the standard CGA character glyphs below.

    CGA Character Glyphs (Standard Font)

    0 1 2 3 4 5 6 7 8 9 A B C D E F
    0
    1
    2
    3
    4
    5
    6
    7
    8
    9
    A
    B
    C
    D
    E
    F

    The standard CGA font implements IBM Code Page 437. The vast majority of CGA cards were shipped with this font ROM, however there were variants sold for the international market that contained alternate code pages.1

    The CGA ostensibly provides a second “thin” font selectable by a jumper, but on most examples of the IBM CGA this jumper is not populated on the PCB, requiring some soldering to actually utilize. Why IBM changed their mind about making this font user-selectable is up for debate. However, an emulator author can certainly choose to make the font more easily selectable.

    A visualization of the character font ROM is shown below, with bytes reversed and wrapping vertically to fit into a square image. The first half of the ROM is dedicated to the MDA’s 8x14 font, each glyph of which is split into two parts. The latter half of the ROM consists of the ‘hidden’ thin font, followed by the standard CGA font.

    A visualization of the CGA's character font ROM

    The MDA/CGA character font ROM (byte-reversed)

    The character font ROM is not accessible from the host PC. It can only be read by the CGA itself. int 10h services include routines for drawing text in graphics modes - to accomplish this, a copy of the standard CGA font is present in the IBM PC BIOS as well.

    Character Attribute Byte

    Character Attribute ByteDetermines the foreground and background color of a text-mode characterCharacter Attribute ByteDetermines the foreground and background color of a text-mode character76543210BGI / BLBGRBGGBGBFGIFGRFGGFGB
    BitsNameDescription
    0FGBBlue Foreground
    1FGGGreen Foreground
    2FGRRed Foreground
    3FGIForeground Intensity
    4BGBBlue Background
    5BGGGreen Background
    6BGRRed Background
    7BGI / BLBackground Intensity/Blink

    The character attribute byte defines the foreground and background colors the CGA should use when rendering a glyph. The lower four bits provide the color to paint 1 bits which represent the foreground in the raw data from the font ROM. The upper three or four bits provide the color to paint 0 bits which represent the background. Bit 7 is a bit special - the CGA has an optional mode that enables text blinking. When this mode is enabled, bit 7 of the attribute byte controls whether the text blinks or not. This means that only three bits are now available for the background color, so backgrounds are limited to the first 8 “darker” shades when blinking is enabled. See the section on text blinking for more information.

    CGA character attribute byte visualization

    CGA attribute byte visualization

    Since each character cell has a character code and attribute byte, each character takes one 16-bit word of memory. Thus it takes 4KiB of memory to display a single 80x25 text mode screen. This means up to four text-mode screens can fit in the CGA’s 16KiB of memory, and a program can switch between each screen by adjusting the CRTC’s start address registers.

    When multiple screens can be fit into video memory, they are called video pages. Switching between video pages is referred to as page-switching or page-flipping when used for fast animation, but there are many other uses - a help page could be stored separately from a text editor’s main interface, allowing the program to switch to the help screen and back without having to redraw either page.

    Alternatively, a single large screen of up to 80x100 could be stored in memory and the visible 80x25 region panned or scrolled down through it by adjusting the start address registers one row at a time.

    Cursor Blinking

    The Motorola MC6845 CRTC provides a dedicated CURSOR pin and internally handles blinking at a rate of either 16 (8 frames on, 8 frames off) or 32 fields (16 frames on, 16 frames off). It is possible to configure the MC6845 to disable blinking entirely, which would normally leave a solid, static cursor, and indeed, this is how the IBM PC BIOS configures the MC6845 by default. The cursor blinks anyway, because the CGA card has its own independent blinking logic which is combined with the CURSOR signal from the MC6845.

    The CGA’s blink logic is implemented as two 4-bit binary counters, tied to the VSYNC output of the MC6845 as seen below. The \(\overline{\mathrm{CURSOR\_BLINK}}\) signal controls the cursor blinking rate, and will always blink at a rate of 16 fields, equivalent to the normal blink rate of the MC6845. The \(\overline{\mathrm{BLINK}}\) signal controls text blinking and blinks at half the rate due to being output from the next bit of the binary counter chain.

    CGA blink logic schematic

    CGA blink signal generation

    If the MC6845 is configured for normal blink timings, the CGA’s blink logic will match it perfectly. If the ‘slow’ blink rate is selected, then the CGA’s blink logic and the MC6845’s blink logic will be out of phase; when these signals are effectively AND’d together, the cursor will blink off twice as long as it will blink on:

    CGA blink logic coincidence visualization

    CGA and MC6845 blink coincidence visualized

    Besides blinking, the cursor can be disabled a number of ways, or even ‘split’ into two sections. See the MC6845 chapter’s section on cursor tricks.

    Text Blinking

    Text blinking must first be globally enabled by setting bit 5 of the mode control register. When enabled, bit 7 of each character attribute byte determines whether that character cell will blink.

    Blinking text blinks at half the rate of the cursor - 16 frames on, 16 frames off. When text blinks ‘off’, the background attribute is displayed for the entire character cell, allowing for blinking with reverse-video.

    An animated GIF example of CGA blinking text

    Blinking text on the IBM CGA

    A subtle, easily-missed detail regarding text blinking on the CGA is that when the MC6845’s cursor signal is active, text blinking is disabled. This only affects the rows of a glyph within the cursor extents. Remember that the MC6845’s cursor is normally configured not to blink. This means that when the CGA’s own blinking disables the cursor, the rows of the glyph subsequently revealed will not blink along with the rest of the glyph.

    If the MC6845’s cursor blinking is enabled at either rate, as you can imagine the intended behavior of non-blinking text will be disturbed as the no longer steady CURSOR signal will toggle on and off, periodically enabling and disabling text blinking in the cursor area.

    Medium-Resolution Graphics Mode

    In the CGA’s 320x200, 4-color graphics mode, pairs of bits (referred to as C0 and C1) are interpreted by the CGA’s color multiplexer more-or-less directly as red and green.

    This is an important distinction - the CGA has no traditional graphics palettes as we typically understand them, other than the palette entry used for the background color (when both C0 and C1 are 0). Two bits of each color to be emitted by the CGA are provided from video memory, with the other two bits provided by the PAL_B and PAL_I bits of the color control register.

    Medium-resolution graphics mode is enabled by setting the GFX bit in the mode control register.

    With the color control register set to its default of 0, we are left with the traditional red-green-brown palette.

    Bytes from video memory are serialized as pairs of bits, C0 and C1.
    These bits drive the Red and Green channels.
    When both Red and Green are active, yellow is produced...
    ...but is converted to brown by the IBM 5153 monitor.

    You can easily see that each of the four traditional ‘palettes’ of the CGA have identical red and green components, differing only in the presence or absence of blue or intensity bits:

    Primary Palette (Blue Disabled)

    R G B I Color Hex
    0 0 0 0   Overscan
    0 1 0 0   00AA00
    1 0 0 0   AA0000
    1 1 0 0   AA5500
    R G B I Color Hex
    0 0 0 1   Overscan
    0 1 0 1   55FF55
    1 0 0 1   FF5555
    1 1 0 1   FFFF55

    Secondary Palette (Blue Enabled)

    R G B I Color Hex
    0 0 0 0   Overscan
    0 1 1 0   00AAAA
    1 0 1 0   AA00AA
    1 1 1 0   AAAAAA
    R G B I Color Hex
    0 0 0 1   Overscan
    0 1 1 1   55FFFF
    1 0 1 1   FF55FF
    1 1 1 1   FFFFFF

    Alternate Palette (Conditional Blue)

    There is a third, undocumented palette of cyan, red and white. Many find it to be the most aesthetically pleasing of all the CGA palettes. This particular palette was only implemented to provide better contrast when displaying medium-resolution graphics mode on a monochrome composite display, such as a black-and-white television set. It was not implemented for its color aesthetics, and thus IBM probably didn’t see fit to document it as a distinct palette option. After all, later revisions of the CGA could have always disabled the need for it by adjustments to the composite output circuitry.

    The palette is enabled by setting the BW bit in the mode register. The color modification is produced via miscellaneous logic on the CGA that enables the blue video output unless C0 and C1 decode to 10 (red).

    R G B I Color Hex
    0 0 0 0   Overscan
    0 1 1 0   00AAAA
    1 0 0 0   AA0000
    1 1 1 0   AAAAAA
    R G B I Color Hex
    0 0 0 1   Overscan
    0 1 1 1   55FFFF
    1 0 0 1   FF5555
    1 1 1 1   FFFFFF

    The key point is that medium-resolution graphics mode bit-pairs do not form palette indices in the more typical sense. Instead, they directly form part of an RGBI signal that is completed by the bits in the color control register or alternate external logic.

    Graphics Mode Function

    If you have read the MC6845 chapter, you may be curious how a text-oriented display controller can be utilized to implement a graphics-oriented mode. The MC6845 still counts out word addresses on the CGA, and for each low-resolution character clock, two bytes are fetched and 8 pixels are emitted. The CGA utilizes the same pair of byte serializers that it uses to serialize the character glyph byte and character attribute byte in text mode, although the color multiplexer is set for input 2.

    This is all fine for scanning out individual rows of graphics data, but one immediate issue is present: the vertical total register, vertical displayed register, and vertical character counters of the MC6845 are all only 7 bits. That limits us to a total of 128 logical rows. Medium-resolution graphics mode is 320x200. Clearly, 200 will not fit into 128, so some workaround is needed.

    The 8KiB Interleave

    IBM came up with a clever solution to this problem, but one that would make programming software for the CGA’s graphics mode fairly cumbersome. In standard graphics modes, rows are set to be two scanlines tall by configuring R9 as 1 (recall this defines the line height of a character row, minus 1). The number of displayed rows, R6, is then set to 100.

    This creates 100 logical rows, each two scanlines tall, to give us the desired 200 total visible scanlines. The MC6845 will scan out each logical row twice, with the MC6845’s row counter pin 0, RA0, counting from 0 to 1 for the second scanline.

    The memory address line A13 is then exchanged for RA0. This substitution is made when the GFX bit of the mode control is set.

    This creates an 8KiB offset in memory for all odd scanlines. Since an extra row-counting bit has been added, we can now define up to 256 scanlines, easily fitting in our 200-line graphics mode, at the cost of an annoying interleaving scheme. Programmers could not simply copy bitmaps or sprites into the CGA’s video memory without taking this interleaving into account.

    A visualization of the 8KiB offset on the IBM CGA displaying the video game 'Digger'

    The CGA graphics mode 8KiB offset - video memory visualized side by side with gameplay of 'Digger'

    High-Resolution Graphics Mode

    This is a 640x200 monochromatic, 1bpp graphics mode. The CGA operates at the low-resolution character clock in this mode, despite the 640 columns of resolution. Each character clock, two bytes from video memory are fetched and 16 pixels are emitted. The color used for drawing 1 bits is the color defined in the color control register.

    This is sometimes referred to as the foreground color in this mode, but it is actually still the background color. If that sounds paradoxical, it is explained by the way that this mode is implemented: in high-resolution graphics mode, the CGA’s color multiplexers are set to always draw the border/overscan color. The CGA then rapidly enables and disables the color multiplexers themselves. So in this mode, the foreground is actually the background, and the background is actually just “off.”

    You can, of course, leave the color defined in the color control register set to 0, but you will not see anything drawn.

    Like medium-resolution graphics mode, an 8KiB offset is created between odd and even scanlines via substitution of A13 with RA0.

    High-resolution graphics mode is enabled by setting the GFX and HIRES_GFX bits in the mode control register. Interestingly, the HIRES_GFX bit controls the rapid toggling of the CGA’s color multiplexers, and it is possible to enable this mode at other times - such as in 80-column text mode, and watch as the CGA dutifully toggles the screen on and off as text mode is drawn, leading to a bizarre, striped appearance.

    If the B/W bit is set to 0 in this mode, the NTSC color burst is turned on for the composite video output. In this mode, four high-resolution pixels map to a single cycle of the NTSC’s 3.579545MHz color clock, and thus a 16-color video mode is enabled. The exact colors produced are dependent on the value programmed into the color control register.

    The black-and-white raw CGA output of Sierra On-line's Space Quest I title screen

    The black-and-white raw CGA output of Sierra On-line's "Space Quest I" title screen

    Sierra On-line's Space Quest I title screen as viewed on a color composite monitor

    The same "Space Quest I" title screen as viewed on a color composite monitor

    Low-Resolution “Graphics” Mode

    Although not actually a graphics mode at all, some games on the PC effectively created a low-resolution graphics mode by setting up a tweaked text mode to display pixel art at an effective resolution of either 80x100 or 160x100.

    It is important to differentiate this mode from BIOS video mode 08h which is a true 160x100 graphics mode available only on IBM PCjr and Tandy 1000 systems.

    The trick of this mode is to fill video memory with either of two specific CGA character codes:

    Hex Glyph
    DD
    DE

    Each of these glyphs evenly divides the 8-pixel span of a character cell into half foreground and half background.

    Next, the value of R9 on the CRTC is set to 1, making each logical row of character cells two scanlines tall.

    Since we can independently control foreground and background colors via character attribute bytes, this essentially creates an all-points-addressable display, with each character cell forming two 4x2 pixel wide ‘pixels’. Updating the screen now involves writing only to the CGA attribute bytes.

    Given the CGA’s drastically stretched aspect ratio, these end up displaying as square - as seen below in an aspect-corrected screenshot of the PC shareware title, Round 42:

    A screenshot of the video game 'Round 42' by Mike Pooler displaying 160x100 'graphics'

    Low-resolution "Graphics" mode in Round 42 by Mike Pooler

    Of course, nothing strictly limits you to only using the two convenient ‘split-block’ characters. If we consider using the top two rows of the standard CGA font, many potentially useful patterns can be found:

    A visualization of the standard CGA font with the top two rows highlighted

    The top two rows of the IBM CGA code page 437 character set

    Several titles by the developer Macrocom utilized this technique, and so it became known in some circles as the “Macrocom Method”, or alternatively, “ANSI from Hell”2.

    Here’s an example of how the player character ‘sprite’ in Macrocom’s ICON: Quest for the Ring is built up from standard character glyphs, as seen with varying values for the MC6845’s Maximum Scanline register, R9:

    A visualization of the ASCII-rendered player character in Macrocom's ICON

    A visualization of the the ASCII-rendered player character in Macrocom's ICON: Quest for the Ring

    In 2022, a demo for the PC was released that pushed this technique to its absolute limits: Area 5150. Through many clever additional CRTC tricks, it was able to make it nearly impossible to tell that any of the demo’s effects were actually running in text mode.

    R9==7 R9==1
    IBM PC memory intro screen IBM PC intro screen

    For a rather comprehensive review of the various titles that have used a tweaked text-mode over the years, see this excellent post on the blog Nerdly Pleasures.

    Light Pen

    The IBM CGA provided a header for attaching a light pen. This header supported a pen with active-low strobe and switch signals.

    The light pen header (with attached cable) on the IBM CGA card.

    The light pen header (with attached cable) on the IBM CGA card.

    The header pinout is:

    PinSignal
    1/LPEN_INPUT
    2NC
    3/LPEN_SW
    4GND
    5+5V
    6+12V

    Since the light pen functionality was provided via the MC6845, resolution was limited to character cells. In text mode, this is perfectly acceptable - however it made the light pen less useful in graphics modes. In medium-resolution graphics mode, the horizontal resolution of the pen is limited to 80x200. In high-resolution graphics mode, effective resolution drops to 40x200.

    Light pen interface cards were offered by most light pen manufacturers to avoid these limitations. The light pen header on the CGA was rarely used, and very few software titles exist on the PC that natively support the light pen.

    Display Timings

    Unlike the MDA, the CGA does not have its own crystal. IBM designed the main system crystal of the PC itself around the NTSC display standard, with the apparent intent of simplifying the production of the CGA and other television-compatible peripherals.

    The 5150 has a single main system crystal with a frequency of 14.31818MHz. This frequency is exactly four times the NTSC color subcarrier frequency.

    The crystal frequency can be expressed as a fraction:

    $$f_{crystal} = \frac{315}{22} \text{ MHz} = 14.318181\overline{81} \text{ MHz}$$

    The CGA’s output is almost but not quite entirely NTSC-conforming. A real NTSC signal provides two interlaced fields of 262.5 scanlines, whereas the CGA outputs 262 progressive scanlines at approximately 60fps. This 525 vs 524 scanline difference is minor enough for television sets to ignore.

    The CGA produces a display field of \(912 \times 262\) or \(238,944\) hdots.

    The exact vertical refresh rate of the CGA can be calculated as:

    $$f_{refresh} = \frac{14{,}318{,}181}{238{,}944} = 59.92 \text{ Hz}$$

    The horizontal retrace rate can be calculated as:

    $$f_{hsync} = \frac{14{,}318{,}181}{912} = 15.70 \text{ kHz}$$

    This is a significant number in that you will often hear monitors capable of displaying 200-line resolution modes produced by the CGA and EGA video cards described as 15kHZ displays.

    Aspect Ratio

    The CGA’s display field of 912x262 is quite far from square. The IBM 5153 Color Display has an aspect ratio of approximately 4:3, but this is hardly the final word on the matter - see this VCF forum thread for a surprisingly in-depth discussion of the topic.

    The CGA’s aspect ratio is of primary importance when displaying circles - non-circular circles will be immediately obvious to the user. Many monitors had vertical and horizontal adjustment knobs, which a user could use to adjust their display if circles appeared more like ellipses; however, they might find that different adjustments were needed for different software applications that made different assumptions. An emulator author could do worse than to make the effective aspect ratio user-configurable.

    A 4:3 aspect ratio applied to a 640-pixel wide image produces the familiar 640x480 resolution. The images in this chapter have all been aspect-corrected to 4:3.

    CGA Clocks

    The 14.31818MHz clock of the CGA can be used directly as the dot clock, which is the case in the CGA’s high-resolution 80-column text mode. Alternatively, it can be divided by two to produce a 7.159MHz dot clock, which is done in 40-column text mode, and for all of the CGA’s graphics modes. The effect of halving the dot clock effectively doubles the width of each pixel, as the card toggles its RGBI outputs at half the rate, while the monitor continues scanning out at the same rate as always.

    The CGA further divides the dot clock by 8 to produce a character clock. In 80-column text mode, this clock runs at 1.79MHz and is called the high-resolution character clock, or hclock. In graphics mode, or 40-column text mode, the CGA accordingly uses the low-resolution character clock or lclock that runs at 895kHz.

    When using the hclock, the CGA typically outputs 640 pixels per scanline. When using the lclock, the card typically outputs 320 pixels per scanline, as the effective width of each pixel is doubled since the raster beam continues to scan out the screen at the same rate. The CGA’s high resolution graphics mode is an exception to this, as it has a little trick up its sleeve - it draws by modulating the CGA’s color multiplexers on and off at a rate driven by the original 14MHz dot clock.

    Since both the dot and character clocks have the same relationships, it can be useful to discuss the CGA’s effective clock divisor for a given mode. This is fairly easy: for 80-column text mode, the clock divisor is 1 or undivided - for all other modes it is 2.

    With either clock, the number of vertical scanlines remains the same, but the horizontal timings programmed into the CRTC must be adjusted to account for the particular dot clock in use.

    BIOS Video Modes

    The PC BIOS maintains video services via the int 10h service. The first function available, 00, requests that a video mode be set. This led to several standard video mode definitions, the first seven of which, 00h-06h, are modes compatible with the CGA.

      Text /
    Graphics
    Size Mono / Color /
    Grayscale
    Colors Character Cell
    00h Text 40x25 chars Grayscale* 16 shades 8x8
    01h Text 40x25 chars Color 16 colors 8x8
    02h Text 80x25 chars Grayscale 16 shades 8x8
    03h Text 80x25 chars Color 16 colors 8x8
    04h Graphics 320x200 Color 4 colors 8x2
    05h Graphics 320x200 Grayscale 4 shades 8x2
    06h Graphics 640x200 Mono 1 color 16x2

    * Grayscale video will only be displayed on a composite monitor or television set.

    CRTC Parameters

    For each video mode, the MC6845 CRTC needs to be configured with the correct parameters for registers R0—R9. The standard CRTC parameters are given below.

    Register Name Text Mode Graphics Mode
    40 Column 80 Column "160x100" 320x200 640x200
    R0 HorizontalTotal 56 113 113 56 56
    R1 HorizontalDisplayed 40 80 80 40 40
    R2 HorizontalSyncPosition 45 90 90 45 45
    R3 SyncWidth 10 10 10 10 10
    R4 VerticalTotal 31 31 127 127 127
    R5 VerticalTotalAdjust 6 6 6 6 6
    R6 VerticalDisplayed 25 25 100 100 100
    R7 VerticalSync 28 28 112 112 112
    R8 InterlaceMode 2 2 2 2 2
    R9 MaximumScanLineAddress 7 7 1 1 1

    Video Memory

    The 16KiB of DRAM on the CGA is not expandable. It is also single-ported, meaning that only either the CPU or the CGA can access the video memory at any given time. This is a bit of a problem as the CGA needs to be reading video memory constantly as it rasterizes the screen. We will cover those issues in the next section, Memory Contention.

    The 16KiB of video memory is composed of 8 separate 16Kbit DRAM chips, each of which provides a single bit. These bits are organized logically as a 128x128 grid - to address a single bit, a 7-bit column address must be provided followed by a 7-bit row address. The CGA produces these RAS and CAS addresses from the MA pins of the 6845 with some additional manipulation, such as substituting RA0 for A13 in graphics modes.

    Memory Contention

    The CGA has some circuitry for attempting to arbitrate access to memory between the CPU and the card itself (which IBM refers to, somewhat confusingly, as the CRT). This is done via manipulation of the IO_CH_READY pin of the ISA bus. When this pin is pulled low, any attempts by the CPU to access the CGA’s video memory will stall, with the CPU performing wait states until the pin is released. In this manner the card can guarantee exclusive access to video memory for itself - but only at the slower, 7MHz dot clock. The higher bandwidth requirements of 80-column text mode make this scheme fall apart.

    CGA Snow

    In 80-column text mode, attempts to access video memory by the CPU while the CGA is rasterizing the active display area will cause a phenomenon called snow - random glitches will briefly appear on the screen, whenever the CGA happens to read data placed on its internal data bus by the CPU while it was attempting to read character glyphs or attribute bytes.

    Due to the CGA’s wait state circuitry, even columns are protected from experiencing snow, which only appears on odd columns.

    IBM worked around this in BIOS routines that scrolled the screen - such as when you execute the DIR command in DOS - by rapidly disabling and re-enabling the display, causing noticeable flicker. Some people find this flicker more annoying than the snow itself!

    Datasheet

    Primary References

    Additional Reading

    Reference Implementations


    1. VileR, Name the Non-Standard PC Code Page, August 7, 2024.

    2. VileR, CGA in 1024 Colors - a New Mode: the Illustrated Guide, April 2015.

    Keyboard

    The IBM 5150 and 5160 originally used an 83-key IBM “Model F” keyboard1, IBM Part #1501100 (Part #1501105 in the UK2).

    Later revisions of the BIOS ROM for the IBM 5160 contained support for the 101-key Enhanced Keyboard3. This keyboard introduced multi-byte scancodes, which required large changes in the keyboard handling code of the BIOS to accommodate.

    IBM changed the keyboard protocol with the IBM 5170 AT, making everyone buy new keyboards. Therefore, keyboards of this era are often described as speaking either the “XT” or “AT” protocol. Some keyboards were made that could switch between both, and adapters were (and are) available.

    The 83-key keyboard layout is missing many of the keys that we take for granted on modern keyboard layouts. Unlike modern keyboards, the function keys are arranged in a block on the left side.

    The IBM 83-key XT keyboard, with scancodes overlaid

    Figure 1.1: IBM PC 83-key Model F Keyboard Layout with scancodes (Click to zoom)

    Keyboard Operation

    The keyboard communicates with the PC by sending scancodes when a key is pressed or released. On the original 83-key keyboard, each key produces a pair of single-byte scancodes, one when pressed, called the make scancode, and one when released called the break scancode. The make scancodes are typically the values provided in scancode tables, and can be seen in the figure above. Break scancodes are calculated by taking the make scancode and setting the MSB to 1.

    Since keyboard operation is event-driven, if the host computer were ever to miss processing a ‘key-up’ scancode, this would cause the phenomenon of a “stuck key,” something most PC users have experienced at one point.

    Inside the Model F keyboard is an Intel 8048 microcontroller that is responsible for scanning the internal capacitive key matrix and converting key-presses (and releases) into scancodes to send to the host PC. On early versions of the Model F, the 8048 could be reset directly through the RESET pin on the keyboard DIN connector. Later versions of the Model F disconnected this RESET line and the 8048 is no longer externally resettable, except perhaps by unplugging the keyboard.

    The 8048 has burned-in program ROM and a small amount of onboard RAM, in which it keeps a 16-byte scancode FIFO buffer. Scancodes are placed into this buffer as they are detected from the keyboard matrix, and read out as they are sent to the host.

    Note: It is important that you buffer scancodes in your emulator - a fast typist can generate scancodes very rapidly - consider how quickly scancodes may be produced in the event that multiple keys are pressed and released at once. It is generally insufficient to deliver one scancode per frame.

    The keyboard is a serial device, and the keyboard port is a specialized serial port. The exact electrical details of the keyboard port are not crucially important to emulating the keyboard, except for the operation of the clock pin.

    The clock pin is normally pulled up by the motherboard. Both the computer and the keyboard can pull the clock line low - the motherboard has a special driver for this, whereas the keyboard relies on an open-drain output pin.

    Setting bit 6 of the 8255 PPI’s Port B register to 0 will result in the motherboard pulling the keyboard clock line low. The keyboard can detect this condition. When held in this state for approximately 20ms, the 8048 will perform a keyboard self-test. When the clock line is released by writing 1 to PPI Port B bit 6, the keyboard will send the special scancode 0xAA about 6-8ms later. If the keyboard internally detects a physically stuck key, it will send the scancode of that key 10ms after sending 0xAA.4.

    Logic analyzer trace of the keyboard reset byte 0xAA

    Figure 1.2: Keyboard reset byte 0xAA timing trace (Click to zoom)

    If you fail to emulate sending the reset scancode 0xAA at the appropriate time, the BIOS will emit a POST error code 301.

    It is important to note that the ‘clock’ line does not actually clock the 8048 MCU itself. The keyboard data and clock lines are simply connected to specialized I/O pins on the 8048 that allow it to monitor the voltage level of each line, or pull the line to ground.

    The 8048 is operationally clocked via an internal oscillator, the speed of which is set in via an LC resonant circuit that configures it for approximately 5MHz. The 8048 is not quite that fast in actual operation due to an internal clock divisor of 15.

    Typematic Repeat

    Most computer users are familiar with what happens when a key on the keyboard is held down - typically after a short delay, the keyboard will begin repeating the keypress automatically.

    IBM called this feature “typematic” on the Model F. When a key is held down, it will start to repeat after approximately 500ms at a rate of approximately 11 characters per second. Both the make and break scancodes are sent for each repeat.

    It is possible to simply pass through the host’s typematic repeat to your emulator, but I recommend handling it yourself, as it gives you better control over the rate (which might otherwise be too fast).

    There are some subtleties to typematic repeat operation:

    • If more than one key is held down, only the last key will repeat.
    • Repeat will stop when a key is released, even if other keys remain held down.

    The IBM BIOS keyboard routines will filter typematic events for Ctrl, Shift, Alt, Num Lock, Scroll Lock, Caps Lock, and Insert. If the default BIOS keyboard routines are used by an application that does not process keyboard events fast enough, it is likely that holding down a key will fill the BIOS keyboard buffer and result in several angry beeps from the PC speaker.

    The Keyboard Interface

    Serial data from the keyboard is first read into a shift register on the motherboard, then ultimately read out in a parallel fashion via the 8255 PPI’s Port A. See the chapter on the IBM PC/XT Keyboard Interface for more details.

    SDL Scancode Table

    If you happen to be using SDL for your emulator, here’s a table of SDL keycode definitions to IBM scancodes:

    SDL KeyScancode (hex)
    SDLK_A1E
    SDLK_B30
    SDLK_C2E
    SDLK_D20
    SDLK_E12
    SDLK_F21
    SDLK_G22
    SDLK_H23
    SDLK_I17
    SDLK_J24
    SDLK_K25
    SDLK_L26
    SDLK_M32
    SDLK_N31
    SDLK_O18
    SDLK_P19
    SDLK_Q10
    SDLK_R13
    SDLK_S1F
    SDLK_T14
    SDLK_U16
    SDLK_V2F
    SDLK_W11
    SDLK_X2D
    SDLK_Y15
    SDLK_Z2C
    SDLK_102
    SDLK_203
    SDLK_304
    SDLK_405
    SDLK_506
    SDLK_607
    SDLK_708
    SDLK_809
    SDLK_90A
    SDLK_00B
    SDLK_RETURN1C
    SDLK_ESCAPE01
    SDLK_BACKSPACE0E
    SDLK_TAB0F
    SDLK_SPACE39
    SDLK_MINUS0C
    SDLK_EQUALS0D
    SDLK_LEFTBRACKET1A
    SDLK_RIGHTBRACKET1B
    SDLK_BACKSLASH2B
    SDLK_SEMICOLON27
    SDLK_APOSTROPHE28
    SDLK_COMMA33
    SDLK_PERIOD34
    SDLK_SLASH35
    SDLK_GRAVE29
    SDLK_LSHIFT2A
    SDLK_RSHIFT36
    SDLK_LCTRL1D
    SDLK_RCTRL1D
    SDLK_LALT38
    SDLK_RALT38
    SDLK_CAPSLOCK3A
    SDLK_F13B
    SDLK_F23C
    SDLK_F33D
    SDLK_F43E
    SDLK_F53F
    SDLK_F640
    SDLK_F741
    SDLK_F842
    SDLK_F943
    SDLK_F1044
    SDLK_F1157
    SDLK_F1258
    SDLK_UP48
    SDLK_DOWN50
    SDLK_LEFT4B
    SDLK_RIGHT4D
    SDLK_INSERT52
    SDLK_DELETE53
    SDLK_HOME47
    SDLK_END4F
    SDLK_PAGEUP49
    SDLK_PAGEDOWN51
    SDLK_KP_14F
    SDLK_KP_250
    SDLK_KP_351
    SDLK_KP_44B
    SDLK_KP_54C
    SDLK_KP_64D
    SDLK_KP_747
    SDLK_KP_848
    SDLK_KP_949
    SDLK_KP_052
    SDLK_KP_PLUS4E
    SDLK_KP_MINUS4A
    SDLK_KP_PERIOD53
    SDLK_KP_ENTER1C
    SDLK_KP_DIVIDE35
    SDLK_KP_MULTIPLY37
    SDLK_KP_EQUALS0D

    References


    1. wikipedia.org Model F keyboard.

    2. seasip.info The IBM 1501105 Keyboard

    3. minuszerodegrees.net IBM 5160 - Keyboards

    4. minuszerodegrees.net 5160 Keyboard Startup

    Parallel Ports

    The parallel port as we know it was originally designed by Centronics Data Computer Corporation.

    Therefore, you will sometimes hear the parallel port described as the “Centronics” port or interface.

    The parallel port, in contrast to the serial port, has eight data lines, or 8-bits in “parallel”.

    Status RegisterBuffered status pins from the printer.Status RegisterBuffered status pins from the printer.X79h, X7Dh76543210BUSYACKPESLCTERRORUnused
    BitsNameDescription
    0:2UnusedUnused
    3ERROR0: The printer has encountered an error condition.
    1: The printer reports no current error condition.
    4SLCT0: The printer has not been selected (Printer offline)
    1: The printer has been selected (Select/Online button pressed)
    5PE0: The printer reports it has paper.
    1: The printer reports it is out of paper.
    6ACK0: The printer has acknowledged the last character and is ready to receive another.
    1: The printer is processing (busy).
    7BUSY0: The printer is busy and cannot accept data.
    1: The printer is not busy and can receive data.
    Control RegisterSet control signals from the CPU to the printer.Control RegisterSet control signals from the CPU to the printer.X7Ah, X7Eh76543210UnusedIRQENSLCT_ININITALFSTR
    BitsNameDescription
    0STRData clock strobe to feed data into the printer.
    1ALF0: Do not line-feed automatically.
    1: Line-feed automatically.
    2INIT0: Initialize the printer.
    1: Do nothing.
    3SLCT_IN0: Leave printer unselected.
    1: Select the printer.
    4IRQEN0: Disable interrupts.
    1: Enable interrupts triggered by a rising edge of the /ACK pin.
    5:7UnusedUnused

    Electronics Concepts

    You don’t need to have a degree in Electronics Engineering to emulate the PC, but from time to time certain electrical concepts do come up, especially when discussing the schematics for the system. A complete overview of basic electronics theory is out of scope, but here are some refresher concepts.

    Resistance

    Resistance is a measurement of opposition to the flow of electric current. If you viewed electric current was water flowing through a flexible hose, pinching the hose would be analogous to increasing resistance. Resistance is often expressed as the symbol R, and the SI unit for resistance is the ohm (Ω). A common component with a specified resistance in ohms is called a resistor.

    On the PC, resistors appear as small, cylindrical objects with colored stripes. These stripes specify the resistance value. You can use a resistor calculator to determine the exact value from the color codes.

    Capacitance

    Capacitance is a measure of the ability to store electric charge. Capacitance is often expressed as the symbol C and its SI unit is the farad (F). A common component with a specified capacitance in farads is called a capacitor. Capacitors on the original PC are typically used for power filtering - including the PC’s infamous tantalum capacitors with a penchant for tiny explosions. Capacitors are also fundamental to the operation of the PC’s game port and joysticks.

    Inductance

    Inductance is a property of a conductor that resists changes in current flow. Flowing current in a conductor generates a magnetic field. Changes in current through the conductor create or induce a corresponding voltage that opposes this change. In the PC, this is typically encountered in the operation of the speaker, and the deflection yoke in the monitor. The principle of inductance and electromagnetism are also central to the operation of relays and electric motors.

    Impedance

    Impedance is the effective opposition a circuit presents to current in an AC or time-varying signal. Digital circuits are powered by DC, but their fast signal transitions behave like time-varying signals, so impedance effects still matter. Impedance is often expressed as the symbol Z. It’s SI unit is also the ohm (Ω), but values for impedance can be given as complex numbers. Don’t let that scare you - discussion of impedance here will be limited to broad concepts.

    Impedance typically comes up in context of characterizing a chip’s output pins. In digital logic, typically a signal can be either logically high (a state equivalent to binary 1), or logically low (a state equivalent to binary 0). However, a third state is possible, which is “neither 1 nor 0.” In this state, the output pin has a very high impedance, or Z value. Thus this state is often called High-Z. In this state the pin will not source or sink much current, if any. It is almost as if the pin is disconnected from the circuit.

    An output pin that can enter a high-impedance or high-Z state is said to be a tri-state output. The main purpose of a tri-state output is to enable multiple bus drivers to attach to the same wire without electrical complications. Consider a video card with on-board video memory - its bus drivers must allow the CPU to read and write to this memory, but the video card needs to do so as well. The Output Enable (/OE) pin on a bus driver chip can allow one bus driver to ‘detach’ from the bus allowing the other access.

    Impedance is not always a desirable phenomenon. Long traces with high speed clocks can experience ringing or reflections due to impedance mismatch. The actual details are not salient to emulation discussions, but for this reason termination resistors are often employed on bus and clock lines to compensate for impedance mismatches and reduce undesirable effects.

    Terminators were employed with many early electrical communications standards. Termination packs often needed to be installed in floppy drives, and special termination connectors attached to SCSI device chains and the ends of coaxial Ethernet cables.

    Push-Pull Output Drivers

    A chip’s pins are typically some kind of input pin or output pin, or both - in which case the pin is said to be bidirectional.

    A typical output pin is called a push-pull output. When a pin is an output pin and is emitting a logical 1, it desires to drive its connected wire up to some standard voltage level. For the TTL logic in the PC, this is somewhere above about 2.4V. This causes the output pin to be a source of current. When an output pin is a logical 0, it must attempt to do the opposite, or sink current, until the voltage level on the connected wire drops such that a connected input pin would read it as a logical 0.

    It is important that multiple output drivers connected to the same wire not be active at the same time, or one may attempt to source current directly into another that is sinking it. This would cause very high power consumption and potential damage to the circuit.

    Open-Collector Outputs

    Another form of output pin involves connecting the output directly to a transistor with its emitter connected to ground. An open-collector output cannot drive a high output voltage, so a pull-up resistor is needed for each open-collector output pin. This can be thought of as a switch that connects the output pin to ground. When implemented with a MOSFET, this is called an open-drain output.

    One advantage of these sorts of outputs is that multiple open-collector or open-drain outputs can be connected to the same wire safely. Open-collector outputs are used to implement the PC’s keyboard interface as well as to drive the PC’s speaker.

    Floating Lines and Open Bus

    If no driver is connected to a wire, or all the drivers connected to a wire are in the High-Z state, the conductor may be said to be floating. If an input pin is connected to the same wire and attempts to read the logical value of a floating wire, the result may be unpredictable. With TTL logic chips such as the 74LS series that the PC is largely constructed of, these floating inputs will typically trend to a logical 1. However, this is not guaranteed. When an entire bus of several wires is floating, this condition is called an open bus. Sometimes an open bus can effectively store the last value written to it due to capacitance in the wires themselves.

    Thankfully, unlike some video game console systems, nothing I have encountered on the PC relies on exact emulation of the PC’s open bus behavior.

    An open bus can be encountered in certain circumstances, like attempting to read an IO address for which no hardware device answers. A meaningless value will be returned.

    Pull-Ups

    One way to prevent an open bus scenario is to connect bus wires to resistors connected to a positive voltage. These resistors usually have a large value, typically 4.7kΩ to 10kΩ. This produces a weak current flow but brings the wire up to the positive voltage where an attached input pin will read it as 1. If an open-collector output is attached to the wire and switches on, a small amount of current will flow from the positive supply, through the resistor into the collector, pulling the wire low until the wire will read as 0 to an attached input pin.

    Pull-Downs

    In a similar fashion, a pull-down resistor is a resistor that connects a wire to ground. This produces a reliable low voltage that will be read as a logical 0. Pull-down resistors are often used on transistor bases or MOSFET gates so the device remains off when no other signal is actively driving it. They can also be used with switches,

    Extended ASCII Table

    This table shows all 256 characters of the IBM PC’s Code Page 437 character set as rendered by the CGA’s 8x8 font.

    Dec Hex Oct Char Glyph Dec Hex Oct Char Glyph Dec Hex Oct Char Glyph Dec Hex Oct Char Glyph
    0 00 000 NUL 64 40 100 @ 128 80 200 Ç 192 C0 300
    1 01 001 SOH 65 41 101 A 129 81 201 ü 193 C1 301
    2 02 002 STX 66 42 102 B 130 82 202 é 194 C2 302
    3 03 003 ETX 67 43 103 C 131 83 203 â 195 C3 303
    4 04 004 EOT 68 44 104 D 132 84 204 ä 196 C4 304
    5 05 005 ENQ 69 45 105 E 133 85 205 à 197 C5 305
    6 06 006 ACK 70 46 106 F 134 86 206 å 198 C6 306
    7 07 007 BEL 71 47 107 G 135 87 207 ç 199 C7 307
    8 08 010 BS 72 48 110 H 136 88 210 ê 200 C8 310
    9 09 011 TAB 73 49 111 I 137 89 211 ë 201 C9 311
    10 0A 012 LF 74 4A 112 J 138 8A 212 è 202 CA 312
    11 0B 013 VT 75 4B 113 K 139 8B 213 ï 203 CB 313
    12 0C 014 FF 76 4C 114 L 140 8C 214 î 204 CC 314
    13 0D 015 CR 77 4D 115 M 141 8D 215 ì 205 CD 315
    14 0E 016 SO 78 4E 116 N 142 8E 216 Ä 206 CE 316
    15 0F 017 SI 79 4F 117 O 143 8F 217 Å 207 CF 317
    16 10 020 DLE 80 50 120 P 144 90 220 É 208 D0 320
    17 11 021 DC1 81 51 121 Q 145 91 221 æ 209 D1 321
    18 12 022 DC2 82 52 122 R 146 92 222 Æ 210 D2 322
    19 13 023 DC3 83 53 123 S 147 93 223 ô 211 D3 323
    20 14 024 DC4 84 54 124 T 148 94 224 ö 212 D4 324
    21 15 025 NAK 85 55 125 U 149 95 225 ò 213 D5 325
    22 16 026 SYN 86 56 126 V 150 96 226 û 214 D6 326
    23 17 027 ETB 87 57 127 W 151 97 227 ù 215 D7 327
    24 18 030 CAN 88 58 130 X 152 98 230 ÿ 216 D8 330
    25 19 031 EM 89 59 131 Y 153 99 231 Ö 217 D9 331
    26 1A 032 SUB 90 5A 132 Z 154 9A 232 Ü 218 DA 332
    27 1B 033 ESC 91 5B 133 [ 155 9B 233 ¢ 219 DB 333
    28 1C 034 FS 92 5C 134 \ 156 9C 234 £ 220 DC 334
    29 1D 035 GS 93 5D 135 ] 157 9D 235 ¥ 221 DD 335
    30 1E 036 RS 94 5E 136 ^ 158 9E 236 222 DE 336
    31 1F 037 US 95 5F 137 _ 159 9F 237 ƒ 223 DF 337
    32 20 040 Space 96 60 140 ` 160 A0 240 á 224 E0 340 α
    33 21 041 ! 97 61 141 a 161 A1 241 í 225 E1 341 ß
    34 22 042 " 98 62 142 b 162 A2 242 ó 226 E2 342 Γ
    35 23 043 # 99 63 143 c 163 A3 243 ú 227 E3 343 π
    36 24 044 $ 100 64 144 d 164 A4 244 ñ 228 E4 344 Σ
    37 25 045 % 101 65 145 e 165 A5 245 Ñ 229 E5 345 σ
    38 26 046 & 102 66 146 f 166 A6 246 ª 230 E6 346 µ
    39 27 047 ' 103 67 147 g 167 A7 247 º 231 E7 347 τ
    40 28 050 ( 104 68 150 h 168 A8 250 ¿ 232 E8 350 Φ
    41 29 051 ) 105 69 151 i 169 A9 251 233 E9 351 Θ
    42 2A 052 * 106 6A 152 j 170 AA 252 ¬ 234 EA 352 Ω
    43 2B 053 + 107 6B 153 k 171 AB 253 ½ 235 EB 353 δ
    44 2C 054 , 108 6C 154 l 172 AC 254 ¼ 236 EC 354
    45 2D 055 - 109 6D 155 m 173 AD 255 ¡ 237 ED 355 φ
    46 2E 056 . 110 6E 156 n 174 AE 256 « 238 EE 356 ε
    47 2F 057 / 111 6F 157 o 175 AF 257 » 239 EF 357
    48 30 060 0 112 70 160 p 176 B0 260 240 F0 360
    49 31 061 1 113 71 161 q 177 B1 261 241 F1 361 ±
    50 32 062 2 114 72 162 r 178 B2 262 242 F2 362
    51 33 063 3 115 73 163 s 179 B3 263 243 F3 363
    52 34 064 4 116 74 164 t 180 B4 264 244 F4 364
    53 35 065 5 117 75 165 u 181 B5 265 245 F5 365
    54 36 066 6 118 76 166 v 182 B6 266 246 F6 366 ÷
    55 37 067 7 119 77 167 w 183 B7 267 247 F7 367
    56 38 070 8 120 78 170 x 184 B8 270 248 F8 370 °
    57 39 071 9 121 79 171 y 185 B9 271 249 F9 371
    58 3A 072 : 122 7A 172 z 186 BA 272 250 FA 372 ·
    59 3B 073 ; 123 7B 173 { 187 BB 273 251 FB 373
    60 3C 074 < 124 7C 174 | 188 BC 274 252 FC 374
    61 3D 075 = 125 7D 175 } 189 BD 275 253 FD 375 ²
    62 3E 076 > 126 7E 176 ~ 190 BE 276 254 FE 376
    63 3F 077 ? 127 7F 177 191 BF 277 255 FF 377

    Notable Characters

    Control Characters (0x00-0x1F)

    In the IBM PC character set, the control characters have glyphs mapped to them. These characters were often used in games. The two smiley faces are perhaps the most famous - they played the role of the player character in innumerable video games, such as Rogue.

    DecHexDescription
    000Null (displays as blank)
    101Smiley face
    202Inverse smiley face
    303Heart
    404Diamond
    505Club
    606Spade
    707Bullet (BEL character)
    130DMusical note (CR character)

    Box Drawing Characters (0xB0-0xDF)

    The IBM PC character set includes an extensive set of box-drawing characters used for creating text-mode user interfaces. These include single-line, double-line, and mixed box corners and intersections.

    Mathematical and Greek Symbols (0xE0-0xFF)

    The upper range includes mathematical symbols and Greek letters commonly used in technical documentation:

    DecHexDescription
    224E0Alpha
    225E1Beta
    227E3Pi
    228E4Sigma (uppercase)
    229E5Sigma (lowercase)
    230E6Mu
    241F1Plus-minus
    246F6Division
    248F8Degree
    253FDSuperscript 2

    The BIOS Data Area (BDA)

    The BIOS Data Area (BDA) is a 257-byte1 region of memory located at segment 0x0040 (physical address 0x00400).

    It is used by the BIOS to store system variables and state.

    OffsetBytesDescriptionIntComments
    002COM 1 base address14
    022COM 2 base address14
    042COM 3 base address14
    062COM 4 base address14
    082LPT 1 base address17
    0A2LPT 2 base address17
    0C2LPT 3 base address17
    0E2LPT 4 base address17EBDA on PS/2 and later
    102Equipment List Flags11See Equipment List Flags
    121Reserved
    121PCjr: infrared keyboard error count
    132Base memory size12Number of kilobytes of RAM
    152Reserved
    171Keyboard Flag Byte 016See Keyboard Flag Byte 0
    181Keyboard Flag Byte 116See Keyboard Flag Byte 1
    191Work area for ALT key16Handles ALT + numpad key entry
    1A2Keyboard-buffer Head Offset16Head offset into keyboard ring buffer
    1C2Keyboard-buffer Tail Offset16Tail offset into keyboard ring buffer
    1E32Keyboard Buffer16
    3E1Floppy recalibrate status13See Floppy Recalibrate Status
    3F1Floppy motor status13See Floppy Motor Status
    401Floppy motor timeout13
    411Floppy operation status13
    427Floppy controller status13See Floppy Controller Status
    4930Video info10
    491Current Video Mode10
    4A2Number of Columns
    4C2Size of video buffer (bytes)
    4E2Offset of current video page
    5016Cursor position of pages 1-8
    601Cursor ending scanline
    611Cursor starting scanline
    621Active display page number
    632Base port for active CRTC3B4 for MDA, 3D4 for CGA+
    651CGA mode control registerEmulated on EGA+
    661CGA current paletteEmulated on EGA+
    675PC: Cassette tape control
    674AT: POST re-entry pointer
    6B1Last Unexpected interrupt
    6C4Timer Counter1A
    701Timer Overflow1A
    711Break key state16
    722Reset Flag
    741HDD operation status13
    751Number of HDDs attached13
    762Reserved13
    781LPT 1 time-out14
    791LPT 2 time-out14
    7A1LPT 3 time-out14
    7B1Reserved
    7C1COM 1 time-out
    7D1COM 2 time-out
    7E1COM 3 time-out
    7F1COM 4 time-out
    802Keyboard buffer start ptr16
    822Keyboard buffer end ptr16
    847Video info10
    852EGA: Character line height
    851PCjr: Typematic repeat key
    861PCjr: Typematic repeat delay
    871EGA: Video mode optionsSee Video Mode Options
    871PCjr: Current Fn key number
    881EGA: Feature / DIP switchesSee EGA Dip Switches
    881PCjr: Keyboard status byte 3
    891VGA/MCGA: Video Display DataSee VGA Display Data
    8A1EGA: Display Combination Code (DCC) index
    8B1Floppy media control13See Floppy Media Control
    8C1HDD Controller status13
    8D1HDD Controller error status13
    8E1HDD Interrupt control13
    8F1Reserved
    901Floppy 0 media status13See Floppy Media Status
    911Floppy 1 media status13
    921Floppy 2 media status13
    931Floppy 3 media status13
    941Drive 0 current cylinder13
    951Drive 1 current cylinder13
    961Keyboard Mode State and Flags16See Keyboard Mode Byte
    971Keyboard LED State16See Keyboard LED State
    982User wait flag offset15
    9A2User wait flag segment15
    9C4User wait count (milliseconds)
    A01RTC Wait active flag15See RTC Wait Flags
    A17Reserved
    A84BIOS Video info Pointer10
    AC84Reserved
    1001Print Screen Status5
    Equipment List FlagsBit flags describing the hardware configuration detected by the BIOSEquipment List FlagsBit flags describing the hardware configuration detected by the BIOS40:101514131211109876543210nPRN--GPnCOMDMAnFLOPVMRAMFPUIPL
    BitsNameDescription
    0IPLFloppy drive installed
    1FPUFPU installed
    2:3RAMOnboard RAM installed (first 256K)
    4:5VMInitial video mode at boot time
    6:7nFLOPNumber of floppy drives installed, -1
    8DMADMA controller installed (if 0)
    9:11nCOMNumber of serial ports installed
    12GPGame port installed
    13Reserved
    14:15nPRNNumber of printer ports installed

    Initial Video Mode

    Bits 5,4Description
    00Unused
    0140x25 color
    1080x25 color
    1180x25 monochrome
    Keyboard Flag Byte 0Primary keyboard status flagsKeyboard Flag Byte 0Primary keyboard status flags40:1776543210INSCAPSNUMSCRLALTCTRLLSHFTRSHFT
    BitsNameDescription
    0RSHFTRight Shift key depressed
    1LSHFTLeft Shift key depressed
    2CTRLCTRL key depressed
    3ALTALT key depressed
    4SCRLScroll-Lock active
    5NUMNum-Lock active
    6CAPSCaps-Lock active
    7INSInsert active
    Keyboard Flag Byte 1Secondary keyboard status flagsKeyboard Flag Byte 1Secondary keyboard status flags40:1876543210INSCAPSNUMSCRLSUSPSYSLALTLCTRL
    BitsNameDescription
    0LCTRLLeft CTRL key depressed
    1LALTLeft ALT key depressed
    2SYSSystem key depressed and held
    3SUSPSuspend key has been toggled
    4SCRLScroll-Lock key depressed
    5NUMNum-Lock key depressed
    6CAPSCaps-Lock key depressed
    7INSInsert key depressed
    Floppy Recalibration StatusInterrupt and calibration status for floppy drivesFloppy Recalibration StatusInterrupt and calibration status for floppy drives40:3E76543210INT--DRV3DRV2DRV1DRV0
    BitsNameDescription
    0DRV01 = Recalibrate drive 0
    1DRV11 = Recalibrate drive 1
    2DRV21 = Recalibrate drive 2
    3DRV31 = Recalibrate drive 3
    4:6Unused
    7INTWorking interrupt flag (1=working)
    Floppy Motor StatusCurrent state of floppy drive motorsFloppy Motor StatusCurrent state of floppy drive motors40:3F76543210WR--DRV3DRV2DRV1DRV0
    BitsNameDescription
    0DRV01 = Drive 0 motor on
    1DRV11 = Drive 1 motor on
    2DRV21 = Drive 2 motor on
    3DRV31 = Drive 3 motor on
    4:6Unused
    7WRWrite operation in progress
    Floppy Controller StatusStatus bytes returned from the floppy controller from the last disk operation (INT 13,1)Floppy Controller StatusStatus bytes returned from the floppy controller from the last disk operation (INT 13,1)40:4176543210TMOSEEKFAILCRCDMASECADDRCMD
    BitsNameDescription
    0CMDInvalid floppy controller command
    1ADDRAddress mark not found
    2SECSector not found
    3DMAFloppy controller DMA error
    4CRCCRC check / data error
    5FAILFloppy controller failure
    6SEEKSeek to track failed
    7TMOFloppy time-out
    Video Mode Options (EGA+)EGA/VGA video mode flagsVideo Mode Options (EGA+)EGA/VGA video mode flags40:8776543210MODERAM--INACT--MONOCURS
    BitsNameDescription
    0CURS1 = Alphanumeric cursor emulation enabled
    1MONO1 = Video subsystem attached to monochrome
    2Reserved
    3INACT1 = Video subsystem is inactive
    4Reserved
    5:6RAMVideo RAM: 00=64K, 01=128K, 10=192K, 11=256K
    7MODEVideo mode number passed to INT 10, function 0 (Bit 7)
    EGA DIP and Feature SwitchesEGA feature bit switches (emulated on VGA)EGA DIP and Feature SwitchesEGA feature bit switches (emulated on VGA)40:8876543210FEAT1FEAT1FEAT0FEAT0SW4SW3SW2SW1
    BitsNameDescription
    0SW1EGA SW1 config (1=off)
    1SW2EGA SW2 config (1=off)
    2SW3EGA SW3 config (1=off)
    3SW4EGA SW4 config (1=off)
    4FEAT0Input FEAT0 (ISR0 bit 5) after output on FCR0
    5FEAT0Input FEAT0 (ISR0 bit 6) after output on FCR0
    6FEAT1Input FEAT1 (ISR0 bit 5) after output on FCR1
    7FEAT1Input FEAT1 (ISR0 bit 6) after output on FCR1
    Video Display Data (MCGA/VGA)MCGA and VGA specific status. Bits 7 and 4 control scan lines.Video Display Data (MCGA/VGA)MCGA and VGA specific status. Bits 7 and 4 control scan lines.40:8976543210SL_HI--SL_LOPALMONOGRAYVGA
    BitsNameDescription
    0VGA1 = VGA is active
    1GRAY1 = Gray scale is enabled
    2MONO1 = Using monochrome monitor
    3PAL1 = Default palette loading is disabled
    4SL_LOScan Line Select Bit 0
    5:6Reserved
    7SL_HIScan Line Select Bit 1 (00=350, 01=400, 10=200)
    Floppy Media ControlLast selected floppy drive data and step ratesFloppy Media ControlLast selected floppy drive data and step rates40:8B76543210RATESTEP--
    BitsNameDescription
    0:3Reserved
    4:5STEPStep Rate: 00=0C, 01=0D, 10=0A
    6:7RATEData Rate: 00=500K, 01=300K, 10=250K
    Floppy Media StatusMedia status for Drives 0-3 (4 copies at 40:90..93)Floppy Media StatusMedia status for Drives 0-3 (4 copies at 40:90..93)40:9076543210RATEDBLEST--STATE
    BitsNameDescription
    0:2STATEDrive/Media State
    3Reserved
    4EST1 = Media/drive established
    5DBLDouble stepping required
    6:7RATEData Rate: 00=500K, 01=300K, 10=250K
    Keyboard Mode/TypeExtended keyboard status flagsKeyboard Mode/TypeExtended keyboard status flags40:9676543210RD_IDID_CHNUM101R_ALTR_CTLE0E1
    BitsNameDescription
    0E1Last code was the E1 hidden code
    1E0Last code was the E0 hidden code
    2R_CTLRight CTRL key depressed
    3R_ALTRight ALT key depressed
    4101101/102 enhanced keyboard installed
    5NUMForce Num-Lock if Rd ID & KBX
    6ID_CHLast char was first ID char
    7RD_IDRead ID in process
    Keyboard LED FlagsStatus of keyboard indicators and transmissionKeyboard LED FlagsStatus of keyboard indicators and transmission40:9776543210ERRMODERSNDACKCIRCCAPSNUMSCRL
    BitsNameDescription
    0SCRLScroll-Lock indicator
    1NUMNum-Lock indicator
    2CAPSCaps-Lock indicator
    3CIRCCircus system indicator
    4ACKACK received
    5RSNDRe-send received flag
    6MODEMode indicator update
    7ERRKeyboard transmit error flag
    RTC Wait Function FlagsINT 15,86 RTC wait function statusRTC Wait Function FlagsINT 15,86 RTC wait function status40:A076543210ELAP--PEND
    BitsNameDescription
    0PEND1 = Wait pending
    1:6Unused
    7ELAP1 = INT 15,86 wait time elapsed

    Primary Emulation Resources

    References


    1. Intel® Platform Innovation Framework for EFI Compatibility Support Module Specification, Revision 0.97, September 4, 2007.

    I/O Port Reference

    Port(s)SystemDeviceAccessDescription
    0000-001FPC/XT/ATDMADMA Controller 1 - Intel 8237
    0000PC/XT/ATDMAr/wDMA channel 0 address
    0001PC/XT/ATDMAr/wDMA channel 0 word count
    0002PC/XT/ATDMAr/wDMA channel 1 address
    0003PC/XT/ATDMAr/wDMA channel 1 word count
    0004PC/XT/ATDMAr/wDMA channel 2 address
    0005PC/XT/ATDMAr/wDMA channel 2 word count
    0006PC/XT/ATDMAr/wDMA channel 3 address
    0007PC/XT/ATDMAr/wDMA channel 3 word count
    0008PC/XT/ATDMArDMA channel 0-3 status
    0008PC/XT/ATDMAwDMA channel 0-3 command register
    0009PC/XT/ATDMAwDMA write request register
    000APC/XT/ATDMAr/wDMA channel 0-3 mask register
    000BPC/XT/ATDMAwDMA channel 0-3 mode register
    000CPC/XT/ATDMAwDMA clear byte pointer flip-flop
    000DPC/XT/ATDMArDMA read temporary register
    000DPC/XT/ATDMAwDMA master clear
    000EPC/XT/ATDMAwDMA clear mask register
    000FPC/XT/ATDMAwDMA write mask register
    0020-003FPC/XT/ATPICPIC 1 - Programmable Interrupt Controller - Intel 8259
    0020PC/XT/ATPICwPIC Initialization command word ICW1
    0021PC/XT/ATPICwPIC ICW2,ICW3,ICW4 after ICW1 to 0020
    0021PC/XT/ATPICr/wPIC master interrupt mask register
    0020PC/XT/ATPICrPIC interrupt request/in-service registers by OCW3
    0040-005FPC/XT/ATPITPIT - Programmable Interrupt Timer - Intel 8253 or 8254
    0040PC/XT/ATPITr/wPIT counter 0, counter divisor
    0041PC/XT/ATPITr/wPIT counter 1, RAM refresh counter (XT, AT)
    0042PC/XT/ATPITr/wPIT counter 2, cassette & speaker (XT, AT, PS/2)
    0043PC/XT/ATPITr/wPIT mode register for counters 0-2
    0060-006FPC/XTPPIr/wPPI - Programmable Peripheral Interface - Intel 8255
    0060-006FATKBDKeyboard microcontroller - 804x (8041, 8042)
    0060PC/XTPPIrPPI Port A
    0061ATKBDwKeyboard microcontroller
    0061PC/XTPPIrPPI Port B
    0062PC/XTPPIr/wPPI Port C
    0063PC/XTPPIr/wPPI Command Port
    0070-007FPC/XT/ATRTCCMOS RAM/RTC (Real Time Clock MC146818)
    0080-008FPC/XT/ATDMADMA page registers (74612)
    0080PC/XT/ATDMAr/wextra page register (temporary storage)
    0081PC/XT/ATDMAr/wDMA channel 2 address byte 2
    0082PC/XT/ATDMAr/wDMA channel 3 address byte 2
    0083PC/XT/ATDMAr/wDMA channel 1 address byte 2
    0084DMAr/wextra page register
    0085DMAr/wextra page register
    0086DMAr/wextra page register
    0087DMAr/wDMA channel 0 address byte 2
    0088DMAr/wextra page register
    0089DMAr/wDMA channel 6 address byte 2
    0089DMAr/wDMA channel 7 address byte 2
    0089DMAr/wDMA channel 5 address byte 2
    008CDMAr/wextra page register
    008DDMAr/wextra page register
    008EDMAr/wextra page register
    008FDMAr/wDMA refresh page register
    00A0-00AFATPICPIC 2 - Programmable Interrupt Controller - Intel 8259
    00A0XTNMIr/wNMI mask register (XT)
    00C0PCjr/TandySN746496 programmable tone/noise generator
    00C0-00DFATDMADMA 2 - Direct Memory Access controller - Intel 8237
    00F0-00F5PCjrFDCPCjr Disk Controller
    00F0PCjrFDCdisk controller
    00F2PCjrFDCdisk controller control port
    00F4PCjrFDCdisk controller status register
    00F5PCjrFDCdisk controller data port
    00F0-00FFATFPUFPU - Math Coprocessor (80287..80387)
    00F0ATFPUwMath coprocessor clear busy latch
    00F1ATFPUwMath coprocessor reset
    00F8ATFPUr/wMath coprocessor opcode transfer
    00FAATFPUr/wMath coprocessor opcode transfer
    0140-0157PC/XT/ATRTCRTC (alternate Real Time Clock for XT) (1st at 0340-0357)
    0200-020FPC/XT/ATGame PortGame port
    0201PC/XT/ATGame PortrRead joystick position and status
    0210-0217XTExpansionExpansion unit (XT)
    0210XTExpansionwlatch expansion bus data
    0211XTExpansionwclear wait, test latch
    0212XTExpansionrLow byte data address
    0213XTExpansionw0=enable, 1=disable expansion unit
    0214XTExpansionwlatch data (receiver card port)
    0215XTExpansionrHigh byte of address, then Low byte (receiver card port)
    0220-0223PC/XT/ATSoundSound Blaster / Adlib port
    0220PC/XT/ATSoundr/wLeft speaker – Status / Address port
    0221PC/XT/ATSoundwLeft speaker – Data port
    0222PC/XT/ATSoundr/wRight speaker – Status / Address port
    0223PC/XT/ATSoundwRight speaker – Data port
    0220-0227PC/XT/ATSoundSoundblaster PRO and SSB 16 ASP
    0220-022FPC/XT/ATSoundSoundblaster PRO 2.0
    0220-022FPC/XT/ATSoundSoundblaster PRO 4.0
    0220PC/XT/ATSoundrleft FM status port
    0220PC/XT/ATSoundwleft FM music register address port (index)
    0221PC/XT/ATSoundr/wleft FM music data port
    0222PC/XT/ATSoundrright FM status port
    0222PC/XT/ATSoundwright FM music register address port (index)
    0223PC/XT/ATSoundr/wright FM music data port
    0224PC/XT/ATSoundwmixer register address port (index)
    0225PC/XT/ATSoundr/wmixer data port
    0226PC/XT/ATSoundwDSP reset
    0228PC/XT/ATSoundrFM music status port
    0228PC/XT/ATSoundwFM music register address port (index)
    0229PC/XT/ATSoundwFM music data port
    022APC/XT/ATSoundrDSP read data (voice I/O and Midi)
    022CPC/XT/ATSoundwDSP write data / write command
    022CPC/XT/ATSoundrDSP write buffer status (bit 7)
    022EPC/XT/ATSoundrDSP data available status (bit 7)
    0240-024FPC/XT/ATSoundGravis UltraSound
    0240-0257AT/XTRTCRTC (alternate Real Time Clock for XT) (1st at 0340-0357)
    0258-025FPC/XT/ATMemoryIntel Above Board
    0278-027EPC/XT/ATParallelParallel printer port, same as 0378 and 03BC
    0278PC/XT/ATParallelwdata port
    0279PC/XT/ATParallelr/wstatus port
    027APC/XT/ATParallelr/wcontrol port
    02A2-02A3PC/XT/ATRTCMSM58321RS clock
    02B0-02DFATVideoAlternate EGA IO addresss (Primary at 3BX) - Basically unused
    02E0-02EFPC/XT/ATGPIBGPIB (General Purpose Interface Bus, IEEE 488 interface)
    02E1PC/XT/ATGPIBGPIB (adapter 0)
    02E0-02EFATGPIBdata aquisition (AT)
    02E2PC/XT/ATGPIBdata aquisition (adapter 0)
    02E3PC/XT/ATGPIBdata aquisition (adapter 0)
    02E8-02EFPC/XT/ATVideo8514/A and compatible video cards
    02F8-02FFPC/XT/ATSerialSerial port, same as 02E8, 03E8 and 03F8
    02F8PC/XT/ATSerialwtransmitter holding register
    02F8PC/XT/ATSerialrreceiver buffer register
    02F9PC/XT/ATSerialr/wdivisor latch, high byte when DLAB=1
    02FAPC/XT/ATSerialrinterrupt identification register
    02FBPC/XT/ATSerialr/wline control register
    02FCPC/XT/ATSerialr/wmodem control register
    02FDPC/XT/ATSerialrline status register
    02FFPC/XT/ATSerialr/wscratch register
    0300ATDiagAward BIOS - POST Diagnostic
    0300-0301PC/XT/ATSoundSoundblaster 16 ASP MPU-Midi
    0320-0323XTHDCXT Hard Disk Controller 1
    0320PC/XT/ATHDCr/wdata register
    0321PC/XT/ATHDCwreset controller
    0322XTHDCrread DIPswitch setting on XT controller card
    0323PC/XT/ATHDCwwrite pattern to DMA and INT mask register
    0324-0327XTHDCXT Hard Disk Controller 2
    0328-032BXTHDCXT Hard Disk Controller 3
    032C-032FXTHDCXT Hard Disk Controller 4
    0330-0331PC/XT/ATSoundMIDI interface
    0338PC/XT/ATSoundAdLib FM Synthesis Card
    0340-034FPC/XT/ATSoundGravis UltraSound (DIP option)
    0340-0357PC/XTRTCRTC (1st Real Time Clock for XT), (alternate at 0240-0257)
    0348-0357PC/XT/ATDCA 3278
    034C-034FPC/XT/ATSoundGravis UltraMax (DIP Option)
    0360-036FAT/XTPC network (AT)
    0360-0367XTPC network (XT only)
    0370-0377ATFDCFDC 2 (2nd Floppy Disk Controller) first FDC at 03F0
    0370FDCrdiskette Extra High Density controller board jumpers (AT)
    0372FDCwdiskette controller DOR (Digital Output Register)
    0374FDCrdiskette controller main status register
    0374FDCwdiskette controller datarate select register
    0375FDCr/wdiskette controller command/data register
    0376FDCr/w(2nd FIXED disk controller data register)
    0377FDCrdiskette controller DIR (Digital Input Register)
    0377FDCwselect register for diskette data transfer rate
    0378-037APC/XT/ATParallelParallel printer port (LPT1) - See also 0278 and 03BC
    0378Parallelwdata port
    0379Parallelr/wstatus port
    037AParallelr/wcontrol port
    0388-0389PC/XT/ATSoundSound Blaster / Adlib port
    0388PC/XT/ATSoundr/wBoth Speakers – Status / Address port
    0389PC/XT/ATSoundwData port
    03B0-03BFPC/XT/ATVideoMDA (Monochrome Display Adapter based on 6845)
    03B0PC/XT/ATVideosame as 03B4
    03B1PC/XT/ATVideosame as 03B5
    03B2PC/XT/ATVideosame as 03B4
    03B3PC/XT/ATVideosame as 03B5
    03B4PC/XT/ATVideowMDA CRTC index register
    03B5PC/XT/ATVideor/wMDA CRTC data register
    03B6PC/XT/ATVideosame as 03B4
    03B7PC/XT/ATVideosame as 03B5
    03B8PC/XT/ATVideor/wMDA mode control register
    03B9PC/XT/ATVideoreserved for color select register on color adapter
    03BAPC/XT/ATVideorCRT status register EGA/VGA: input status 1 register
    03BAPC/XT/ATVideowEGA/VGA feature control register
    03BBPC/XT/ATVideoreserved for light pen strobe reset
    03BC-03BFPC/XT/ATVideoParallel printer port, same as 0278 and 0378
    03BCPC/XT/ATVideowdata port
    03BDPC/XT/ATVideor/wstatus port
    03BEPC/XT/ATVideor/wcontrol port
    03BFVideor/wHercules configuration switch register
    03C0-03CFVideoEGA (1st Enhanced Graphics Adapter) alternate at 02C0
    03C0Video(r)/w EGA VGA ATC index/data register
    03C1VideorVGA other attribute register
    03C2VideorEGA VGA input status 0 register
    03C3Videor/wVGA video subsystem enable (see also port 46E8h)
    03C4VideowEGA TS index register
    03C5VideowEGA TS data register
    03C6Videor/wVGA PEL mask register
    03C7Videor/wVGA PEL address read mode
    03C8Videor/wVGA PEL address write mode
    03C9Videor/wVGA PEL data register
    03CAVideowEGA graphics 2 position register
    03CCVideowEGA graphics 1 position register
    03CEVideowEGA GDC index register
    03CFVideowEGA GDC data register
    03D0-03DFVideoCGA (Color Graphics Adapter)
    03D0Videosame as 03D4
    03D1Videosame as 03D5
    03D2Videosame as 03D4
    03D3Videosame as 03D5
    03D4VideowCRTC (6845) index register (EGA/VGA)
    03D5VideowCRTC (6845) data register (EGA/VGA)
    03D6Videosame as 03D4
    03D7Videosame as 03D5
    03D8Videor/wCGA mode control register (except PCjr)
    03D9Videor/wCGA palette register
    03DAVideorCGA status register
    03DAVideorEGA/VGA input status 1 register
    03DAVideowEGA/VGA feature control register
    03DBVideowclear light pen latch
    03DCVideor/wpreset light pen latch
    03DFPCjrSystemCRT/CPU page register (PCjr only)
    03E8-03EFPC/XT/ATSerialserial port, same as 02E8, 02F8 and 03F8
    03F0-03F7ATFDCFDC 1 (1st Floppy Disk Controller) - second FDC at 0370
    03F0PC/XT/ATFDCrdiskette EHD controller board jumper settings (82072AA)
    03F2PC/XT/ATFDCwdiskette controller DOR (Digital Output Register)
    03F3PC/XT/ATFDCtape drive register (on the 82077AA)
    03F4PC/XT/ATFDCrdiskette controller main status register
    03F4PC/XT/ATFDCwdiskette controller data rate select register
    03F5PC/XT/ATFDCrdiskette command/data register 0 (ST0)
    03F5PC/XT/ATFDCwdiskette command register
    03F6PC/XT/ATFDCr/wFIXED disk controller data register
    03F7PC/XT/ATFDCr/wharddisk controller
    03F7AT/XTFDCrdiskette controller DIR (Digital Input Register, PC/AT mode)
    03F7AT/XTFDCwconfiguration control register (PC/AT, PS/2)
    03F8-03FFPC/XT/ATSerialSerial port (8250,8251,16450,16550,16550A,etc.)
    03F8PC/XT/ATSerialwSerial port, transmitter holding register
    03F9PC/XT/ATSerialr/wSerial port, divisor latch high byte when DLAB==1
    03F9PC/XT/ATSerialr/wSerial port, interrupt enable register when DLAB==0
    03FAPC/XT/ATSerialrSerial port, interrupt identification register
    03FAPC/XT/ATSerialw16650 FCR (FIFO Control Register)
    03FBPC/XT/ATSerialr/wline control register
    03FCPC/XT/ATSerialr/wmodem control register
    03FDPC/XT/ATSerialrline status register
    03FEPC/XT/ATSerialrmodem status register
    03FFPC/XT/ATSerialr/wscratch register
    0530-0533PC/XT/ATSoundGravis UltraSound Daughter Card
    0620-0627XTNetworkPC network (adapter 1)
    0628-062FXTNetworkPC network (adapter 2)
    0680PC/XT/ATSystemwMicrochannel POST Diagnostic
    06E8-06EFPC/XT/ATVideo8514/A and compatible video cards
    0746PC/XT/ATSoundGravis UltraSound
    0800-08FFPC/XT/ATSystemI/O port access registers for extended CMOS RAM or SRAM
    0A20-0A23PC/XT/ATNetworkToken Ring (adapter 1)
    0A24-0A27PC/XT/ATNetworkToken Ring (adapter 2)
    0AE8-0AEFPC/XT/ATVideo8514/A and compatible video cards
    0EE8-0EEFPC/XT/ATVideo8514/A and compatible video cards
    12E8-12EFPC/XT/ATVideo8514/A and compatible video cards
    16E8-16EFPC/XT/ATVideo8514/A and compatible video cards
    1AE8-1AEFPC/XT/ATVideo8514/A and compatible video cards
    1EE8-1EEFPC/XT/ATVideo8514/A and compatible video cards
    2100-210FPC/XT/ATVideoIBM XGA (eXtended Graphics Adapter 8514/A) (first installed)
    2110-217FPC/XT/ATVideosecondary XGA adapters
    22E8-22EFPC/XT/ATVideo8514/A and compatible video cards
    3220-3227PC/XT/ATSerialserial port 3, description same as 03F8
    3228-322FPC/XT/ATSerialserial port 4, description same as 03F8
    3540-354FPC/XT/ATSCSIIBM SCSI (Small Computer System Interface) adapter
    3550-355FPC/XT/ATSCSIIBM SCSI (Small Computer System Interface) adapter
    3560-356FPC/XT/ATSCSIIBM SCSI (Small Computer System Interface) adapter
    3570-357FPC/XT/ATSCSIIBM SCSI (Small Computer System Interface) adapter
    4220-4227PC/XT/ATSerialserial port, description same as 03F8
    4228-422FPC/XT/ATSerialserial port, description same as 03F8
    42E0-42EFPC/XT/ATGPIBGPIB (General Purpose Interface Bus, IEEE 488 interface)
    46E8PC/XT/ATVideoVGA video adapter enable
    4AE8-4AEFPC/XT/ATVideo8514/A and compatible video cards
    5220-5227PC/XT/ATSerialserial port, description same as 03F8
    5228-522FPC/XT/ATSerialserial port, description same as 03F8
    62E0-62EFPC/XT/ATGPIBGPIB (General Purpose Interface Bus, IEEE 488 interface)
    82E0-82EFPC/XT/ATGPIBGPIB (General Purpose Interface Bus, IEEE 488 interface)
    82E8-82EFPC/XT/ATVideo8514/A and compatible video cards
    8AE8-8AEFPC/XT/ATVideo8514/A and compatible video cards
    8EE8-8EEFPC/XT/ATVideo8514/A and compatible video cards
    92E8-92EFPC/XT/ATVideo8514/A and compatible video cards
    96E8-96EFPC/XT/ATVideo8514/A and compatible video cards
    A2E0-A2EFPC/XT/ATGPIBGPIB (General Purpose Interface Bus, IEEE 488 interface)
    A2E8-A2EFPC/XT/ATVideo8514/A and compatible video cards
    A6E8-A6EFPC/XT/ATVideo8514/A and compatible video cards
    AAE8-AAEFPC/XT/ATVideo8514/A and compatible video cards
    AEE8-AEEFPC/XT/ATVideo8514/A and compatible video cards
    B220-B227PC/XT/ATSerialserial port, description same as 03F8
    B228-B22FPC/XT/ATSerialserial port, description same as 03F8
    B2E8-B2EFPC/XT/ATVideo8514/A and compatible video cards
    B6E8-B6EFPC/XT/ATVideo8514/A and compatible video cards
    BAE8-BAEFPC/XT/ATVideo8514/A and compatible video cards
    BEE8-BEEFPC/XT/ATVideo8514/A and compatible video cards
    C220-C227PC/XT/ATSerialserial port, description same as 03F8
    C228-C22FPC/XT/ATSerialserial port, description same as 03F8
    C2E0-C2EFPC/XT/ATGPIBGPIB (General Purpose Interface Bus, IEEE 488 interface)
    D220-D227PC/XT/ATSerialserial port, description same as 03F8
    D228-D22FPC/XT/ATSerialserial port, description same as 03F8
    E2E0-E2EFPC/XT/ATGPIBGPIB (General Purpose Interface Bus, IEEE 488 interface)
    E2E8-E2EFPC/XT/ATVideo8514/A and compatible video cards

    Primary Emulation Resources

    Video References

    This section contains reference material for video adapters.

    BIOS Video Modes

    This table is courtesy of minuszerodegrees.net.

        = HSYNC: positive at 18.43 kHz, VSYNC: negative at 50 Hz
        = HSYNC: positive at 15.7 kHz, VSYNC: positive at 60 Hz       (a.k.a. EGA Mode 1)
        = HSYNC: positive at 21.85 kHz, VSYNC: negative at 60 Hz    (a.k.a. EGA Mode 2 or EGA High Resolution)
        = HSYNC: 31.5 kHz, VSYNC: 70 Hz
        = HSYNC: 31.5 kHz, VSYNC: 60 Hz

      Text /
    Graphics
    Size Mono / Color /
    Grayscale
    IBM MDA card IBM EGA
    with
    MDA monitor
    (see note 1)
    IBM CGA card IBM PCjr /
    Tandy 1000
    IBM EGA card
    with
    CGA monitor
    (see note 1)
    IBM EGA card
    with
    EGA monitor
    MCGA Standard
    VGA
    00h Text 40x25 chars Grayscale - - Yes
    shades:16
    320x200
    char:8x8
    Yes
    shades:16
    320x200
    char:8x8
    Yes
    shades:16
    320x200
    char:8x8
    Yes
    shades:16
    320x350
    char:8x14
    Yes
    shades:16
    320x400
    char:8x16
    Yes
    shades:16
    360x400
    char:9x16
    01h Text 40x25 chars Color - - Yes
    Colors:16
    320x200
    char:8x8
    Yes
    Colors:16
    320x200
    char:8x8
    Yes
    Colors:16
    320x200
    char:8x8
    Yes
    Colors:16
    320x350
    char:8x14
    Yes
    Colors:16
    320x400
    char:8x16
    Yes
    Colors:16
    360x400
    char:9x16
    02h Text 80x25 chars Grayscale - - Yes
    shades:16
    640x200
    char:8x8
    Yes
    shades:16
    640x200
    char:8x8
    Yes
    shades:16
    640x200
    char:8x8
    Yes
    shades:16
    640x350
    char:8x14
    Yes
    shades:16
    640x400
    char:8x16
    Yes
    shades:16
    720x400
    char:9x16
    03h Text 80x25 chars Color - - Yes
    Colors:16
    640x200
    char:8x8
    Yes
    Colors:16
    640x200
    char:8x8
    Yes
    Colors:16
    640x200
    char:8x8
    Yes
    Colors:16
    640x350
    char:8x14
    Yes
    Colors:16
    640x400
    char:8x16
    Yes
    Colors:16
    720x400
    char:9x16
    04h Graphics 320x200 Color - - Yes
    Colors:4
    Yes
    Colors:4
    Yes
    Colors:4
    Yes
    Colors:4
    Yes
    Colors:4
    Yes
    Colors:4
    05h Graphics 320x200 Grayscale - - Yes
    shades:4
    Yes
    shades:4
    Yes
    shades:4
    Yes
    shades:4
    Yes
    shades:4
    Yes
    shades:4
    06h Graphics 640x200 Mono - - Yes Yes Yes Yes Yes Yes
    07h Text 80x25 chars Mono Yes
    720x350
    char:9x14
    Yes
    720x350
    char:9x14
    (see note 2)
    - - - - - -
    08h Graphics 160x200 Color - - - Yes
    Colors:16
    - - - -
    09h Graphics 320x200 Color - - - Yes
    Colors:16
    - - - -
    0Ah Graphics 640x200 Color - - - Yes
    Colors:4
    - - - -
    0Bh       - [EGA internal use] - - [EGA internal use] [EGA internal use] - -
    0Ch       - [EGA internal use] - - [EGA internal use] [EGA internal use] - -
    0Dh Graphics 320x200 Color - - - - Yes
    Colors:16
    Yes
    Colors:16
    - Yes
    Colors:16
    0Eh Graphics 640x200 Color - - - - Yes
    Colors:16
    Yes
    Colors:16
    - Yes
    Colors:16
    0Fh Graphics 640x350 Mono - Yes - - - - - Yes
    10h Graphics 640x350 Color - - - - - Yes
    Colors:
    4 for 64KiB
    16 for 128KiB
    (see note 3)
    - Yes
    Colors:16
    11h Graphics 640x480 Mono - - - - - - Yes Yes
    12h Graphics 640x480 Color - - - - - - - Yes
    Colors:16
    13h Graphics 320x200 Color - - - - - - Yes
    Colors:256
    Yes
    Colors:256



    Note 1:

    Changing the monitor type on an IBM EGA card requires that switches on the IBM EGA card be changed.

    Note 2:

    Register and attribute behavior is not quite the same as an MDA card. For more info, read the first page of the document here.

    Note 3:

    4 Colors if 64KiB of RAM fitted to EGA video card; 16 Colors if 128KiB (or more) of RAM fitted.

    Primary References

    EGA DIP Switch Settings

    SW1SW2SW3SW4Primary CardEGA Monitor TypeDIP Hex
    0 (ON)0 (ON)0 (ON)0 (ON)MDA Primary + EGAColor (40x25)0
    1 (OFF)0 (ON)0 (ON)0 (ON)MDA PrimaryColor (80x25)1
    0 (ON)1 (OFF)0 (ON)0 (ON)MDA Primary + EGAEnhanced Color (in Normal Color Mode)2
    1 (OFF)1 (OFF)0 (ON)0 (ON)MDA Primary + EGAEnhanced Color (in Enhanced Color Mode)3
    0 (ON)0 (ON)1 (OFF)0 (ON)CGA Primary + EGAMonochrome (CGA Color (40x25))4
    1 (OFF)0 (ON)1 (OFF)0 (ON)CGA Primary + EGAMonochrome (CGA Color (80x25))5
    0 (ON)1 (OFF)1 (OFF)0 (ON)EGA Primary + MDAColor (40x25)6
    1 (OFF)1 (OFF)1 (OFF)0 (ON)EGA Primary + MDAColor (80x25)7
    0 (ON)0 (ON)0 (ON)1 (OFF)EGA Primary + MDAEnhanced Color (in Normal Color Mode)8
    1 (OFF)0 (ON)0 (ON)1 (OFF)EGA Primary + MDAEnhanced Color (in Enhanced Color Mode)9
    0 (ON)1 (OFF)0 (ON)1 (OFF)EGA Primary + CGAMonochrome (CGA Color (40x25))A
    1 (OFF)1 (OFF)0 (ON)1 (OFF)EGA Primary + CGAMonochrome (CGA Color (80x25))B
    0 (ON)0 (ON)1 (OFF)1 (OFF)reservedreservedreserved
    1 (OFF)0 (ON)1 (OFF)1 (OFF)reservedreservedreserved
    0 (ON)1 (OFF)1 (OFF)1 (OFF)reservedreservedreserved
    1 (OFF)1 (OFF)1 (OFF)1 (OFF)reservedreservedreserved

    Most EGA clone cards used the same settings - perhaps defining special interpretations of the last four unused settings on the original IBM EGA.

    VGA cards or other cards without such DIP switches emulated the closest appropriate DIP HEX value to store in the BDA.

    Note that DIP switches are read by the PC logically reversed. A switch that is ON reads logical low (0) while a switch that is OFF reads logically high (1).

    Primary Emulation Resources

    EGA Registers

    Most register references you will find online are for the VGA exclusively, or else intermingle EGA and VGA to the point where it can be confusing if you are looking for a EGA specific reference.

    Every bit listed in this section is specific to the original IBM EGA, unless where noted.

    NOTE: The original IBM EGA and several clones have jumpers that can invert address line A09 during port decoding. This causes all the 3XX range registers to be decoded at 2XX. This is a fairly obscure feature and I am not aware of anything that uses it - even video BIOS routines will typically fail to control the card with this jumper set.

    The EGA can switch between a port base of 3DX and 3BX for the CRTC and Input Status Register 1 registers - this is primarily for MDA compatibility. The EGA may configure itself this way on boot depending on the status of the EGA DIP Switches.

    Indexed Registers

    Register indexing is a common way to reduce the complexity of address decoding and conserve the IO address space. In its most common form, it consists of a pair of registers - an address port and a data port. First, a byte address or register index is written to the address port. This selects the desired register, assuming it represents a valid index. Then, with the desired register selected, the new value for the register is written to the data port. The address port and data port are typically consecutive IO addresses, with the address port at an even address. There is a good reason for this.

    A consequence of the 8088’s transparent 8-bit bus is that an indexed register can be selected and written to via a single word-sized OUT. The data byte is typically packed into AH, with the address in AL. The 8088’s BIU will convert the word write into two 8-bit writes at the base IO address and then the base address + 1. On the AT and subsequent 16-bit architectures, this conversion had to be specifically emulated by hardware on the motherboard.

    Indexed registers can also be implemented via an internal flip-flop, where only a single IO port is required. The first write will set the register index, the second write will set the corresponding register data. Under this scheme there must be a way to reset the flip-flop to a known state. This technique is used for the EGA’s single Attribute Controller IO port, which can be reset by reading Input Status Register 1 at either 3DAh or 3BAh, depending on the EGA’s current base address.

    Register File Overview

    I/O AddressRead FunctionWrite Function
    3B4 / 3D4Not ReadableCRTC Address Register
    3B5 / 3D5Not ReadableCRTC Data Register
    3BA / 3DAInput Status Register 1Feature Control Register
    3C0Not ReadableAttribute Controller
    3C2Input Status Register 0Miscellaneous Output Register
    3C4Not ReadableSequencer Address Register
    3C5Not ReadableSequencer Data Register
    3CENot ReadableGraphics Controller Address Register
    3CFNot ReadableGraphics Controller Data Register

    Register Set Details Index

    CRTC Registers

    The EGA uses a custom LSI CRTC chip. It is very similar in operation to the Motorola 6845, but defines most vertical counters in units of scanlines. Using scanlines as the vertical unit is more convenient for a graphics-mode oriented video adapter. It also has the big advantage of not requiring any memory-addressing tricks that lead to inconvenient video memory layouts on the CGA and Hercules cards.

    Most of the EGA CRTC registers are write-only, with the exception of the three register pairs that hold memory addresses - the Start Address, Cursor Location, and Light Pen address registers can be read out. The inability to read the EGA CRTC registers was an annoyance for graphics and games programmers everywhere. This was rectified on the VGA which made most of the register file readable, but much software written for 4bpp modes did not rely on this to maintain backwards compatibility.

    IndexRegister NameAccessDescription
    00hHorizontal TotalWTotal character clocks in a scanline, minus 2
    01hHorizontal Display EndWNumber of characters visible per line
    02hStart Horizontal BlankWCharacter position where horizontal blanking begins
    03hEnd Horizontal BlankWCharacter position where horizontal blanking ends
    04hStart Horizontal RetraceWCharacter position where horizontal retrace begins
    05hEnd Horizontal RetraceWCharacter position where horizontal retrace ends
    06hVertical TotalWTotal number of scanlines per frame
    07hOverflowWHigh bits for V-Total, V-Display, V-Sync
    08hPreset Row ScanWStarting scanline within a character cell
    09hMax Scan LineWHeight of character cell minus 1
    0AhCursor StartWTop scanline of cursor
    0BhCursor EndWBottom scanline of cursor
    0ChStart Address HighRWHigh byte of display memory start pointer
    0DhStart Address LowRWLow byte of display memory start pointer
    0EhCursor Location HighRWHigh byte of cursor memory address
    0FhCursor Location LowRWLow byte of cursor memory address
    10hVertical Retrace StartWScanline where Vertical Retrace begins
    10hLight Pen Address HighRHigh byte of Light Pen latched memory address
    11hVertical Retrace EndWScanline where Vertical Retrace ends (Bits 0-3)
    11hLight Pen Address LowRLow byte of Light Pen latched memory address
    12hVertical Display EndWLast visible scanline (low 8 bits)
    13hOffsetWSpan width of logical scanline
    14hUnderline LocationWScanline within cell for underline
    15hStart Vertical BlankWScanline where blanking starts
    16hEnd Vertical BlankWScanline where blanking ends
    17hMode ControlWHardware compatibility/timing toggles
    18hLine CompareWScanline on which CRTC start address is reset

    Graphics Controller Registers

    PortRegister NameAccess
    3CCGraphics 1 PositionW
    3CAGraphics 2 PositionW
    3CEGraphics AddressW
    3CFGraphics DataW

    On the original IBM EGA, there are two separate Graphics Controller chips. They can generally be treated as a single entity except for the two Graphics Position registers. These two registers are used to tell each of the graphics controllers which pair of graphics planes they will be managing.

    The Graphics Controller chips lack an IOW pin, thus all their registers are write-only.

    Graphics Controller Indexed Registers

    IndexRegister Name
    00hSet/Reset
    01hEnable Set/Reset
    02hColor Compare
    03hData Rotate
    04hRead Map Select
    05hMode Register
    06hMiscellaneous
    07hColor Don’t Care
    08hBit Mask

    Sequencer Registers

    PortRegister NameAccess
    3C4Sequencer AddressW
    3C5Sequencer DataW

    Sequencer Indexed Registers

    IndexRegister Name
    00hReset
    01hClocking Mode
    02hMap Mask
    03hCharacter Map Select
    04hMemory Mode

    Attribute Controller Registers

    PortRegister NameAccess
    3BA / 3CAReset Attribute Flip-FlopR
    3C0Address / Data (Flip-flops on each write)W

    Attribute Controller Indexed Registers

    IndexRegister NameAccess
    00h-0FhAttribute Palette Entries [0-F]W*
    10hMode ControlW
    11hOverscan ColorW
    12hColor Plane EnableW
    13hHorizontal Pel PanningW

    The first sixteen registers in the Attribute Controller define a 4bpp palette.

    External Register Details

    Miscellaneous Output RegisterControls basic hardware configuration such as IO address and clock selectionMiscellaneous Output RegisterControls basic hardware configuration such as IO address and clock selection3C2 (Write-Only)76543210VSPHSPPAGEDISABLECLKERAMIO
    BitsNameDescription
    0IOI/O Address (0=3Bx mono, 1=3Dx color)
    1ERAMEnable RAM (1=Enabled)
    2:3CLKCLK: Clock Select
    4DISABLEDisable Video Drivers (1=Disable)
    5PAGEPage bit for Odd/Even mode
    6HSPHorizontal Sync Polarity (0=Pos, 1=Neg)
    7VSPVertical Sync Polarity (0=Pos, 1=Neg)

    CLK: Clock Select

    ValueMeaning
    0014MHz
    0116MHz
    10External
    11Unused
    Feature Control RegisterSet control signals sent to the EGA Feature ConnectorFeature Control RegisterSet control signals sent to the EGA Feature Connector3BA / 3DA (Write-Only)76543210--ReservedFC1FC0
    BitsNameDescription
    0FC0Feature Control Bit 0
    1FC1Feature Control Bit 1
    2:3ReservedReserved
    4:7Unused
    Input Status Register 0Read DIP switches and interrupt statusInput Status Register 0Read DIP switches and interrupt status3C2 (Read-Only)76543210INTFEAT1FEAT0SENSE--
    BitsNameDescription
    0:3Unused
    4SENSESwitch Sense - State of selected configuration switch
    5FEAT0State of FEAT0 pin on Feature Connector
    6FEAT1State of FEAT1 pin on Feature Connector
    7INTCRT Interrupt Pending (1=Yes)

    Attribute Controller Register Details

    Attribute Palette EntryUsed by the Attribute Controller to look up an output color from a 4bpp pixel indexAttribute Palette EntryUsed by the Attribute Controller to look up an output color from a 4bpp pixel index3C0 Index 0-Fh (Write-Only)76543210UnusedSRSG/ISB/IRGB
    BitsNameDescription
    0BBlue
    1GGreen
    2RRed
    3SB/ISecondary Blue / Mono Intensity
    4SG/ISecondary Green / Intensity
    5SRSecondary Red
    6:7UnusedUnused
    Attribute Mode ControlSpecifies general mode options for Attribute Controller operationAttribute Mode ControlSpecifies general mode options for Attribute Controller operation3C0 Index 10h (Write-Only)76543210UnusedB/ILGDTG/A
    BitsNameDescription
    0G/AVideo Mode:
    1: Graphics Mode
    0: Alphanumeric Mode
    1DTText Attribute Type:
    0: Color
    1: MDA
    2LGEnable Line Graphics Characters
    3B/IAttribute Bit 7 interpreted as:
    1: Blink Enabled
    0: Background Intensity
    4:7UnusedUnused
    Overscan Color RegisterSelects the color to use when drawing the overscan areaOverscan Color RegisterSelects the color to use when drawing the overscan area3C0 Index 11h (Write-Only)76543210UnusedSRSG/ISB/IRGB
    BitsNameDescription
    0BBlue
    1GGreen
    2RRed
    3SB/ISecondary Blue
    4SG/ISecondary Green / Intensity
    5SRSecondary Red
    6:7UnusedUnused
    Color Plane Enable RegisterControls which bits are enabled when addressing the palette registersColor Plane Enable RegisterControls which bits are enabled when addressing the palette registers3C0 Index 12h (Write-Only)76543210UnusedMUXECP
    BitsNameDescription
    0:3ECPEnable Color Planes
    Each bit set in this field enables the corresponding plane 0-3.
    4:5MUXVideo Status MUX
    6:7UnusedUnused
    Horizontal Pel Panning RegisterShifts the display horizontally to the leftHorizontal Pel Panning RegisterShifts the display horizontally to the left3C0 Index 13h (Write-Only)76543210UnusedPAN
    BitsNameDescription
    0:3PANHorizontal Pel Panning Value
    EGA Mode: 0-7
    Monochrome Mode: 8,0-7
    4:7UnusedUnused

    SuperEGA Registers

    There were several video chipset manufacturers who produced EGA chipsets with extended capabilities, most typically an increased resolution of 640x480. These adapters were typically called SuperEGAs.

    SuperEGA chipsets often extended the standard EGA register file, with new register indices defined for the CRTC, graphics controllers, sequencer and attribute controller.

    ET2000

    The Tseng Labs ET2000 was an advanced chipset designed to be adaptable to a variety of different graphics adapters, although it only ever appeared on three EGA cards: the Tseng Labs EVA and EVA/480, and the NEC GB-1 (a rebadged EVA/480). The plain EVA model lacks the 25MHz clock that allows 640x480 resolution.

    It is comprised of three VLSI chips in PLCC68 packages:

    ChipFunction
    ET2000CRTC / Sequencer
    ET2001Attribute Controller
    ET2002Graphics Controller

    A fourth chip, the ET2003 bit-slice processor, was announced but never saw production.

    Clocking Select Bits

    As with most SuperEGAs, the ET2000 in its full incarnation is typically paired with a 25MHz pixel clock - it also has a third crystal, a 19.96608MHz clock that is used as a pixel clock in 132 column modes, as well as clocking the memory address multiplexers.

    bitsclock select
    0014.381818MHz (OSC pin from ISA bus)
    0116.257MHz
    1025MHz or external OSC (J3)
    1119.96608MHz

    Extended General Registers

    PortAccessDescription
    7CXhWCMII Activation Port
    3C8hWCMII Command Port

    These are essentially the same decoded port - the CMII compatibility module will respond to A10 set as a special ‘wake’ address. It must be written to twice, with a data byte that has bits 7 and 6 set, to activate the card and begin hooking IO writes for translation.

    Extended CRTC Registers

    IndexNameAccessDescription
    19hOverflow #2WHigh bits for V-Total, V-Display, V-Sync
    1Ah?WET2000 BIOS sets bit 1 then reads 12h (?)
    1BhX Zoom Start Column?Character clock of zoom viewport start
    1ChX Zoom End Column?Character clock of zoom viewport end
    1DhY Zoom Start Scanline?Scanline on which zoom viewport starts
    1EhY Zoom End Scanline?Scanline on which zoom viewport ends
    1FhY Zoom Start and End Scanline High?
    20hZoom Start Address Low?
    21hZoom Start Address Middle?
    22h??
    23h??
    24h??
    25h??

    Extended Sequencer Registers

    IndexNameAccessDescription
    06hZoom TimingWControls timings for zoom/viewport feature
    07hCharacter TimingWSet to 03, 02 or 01 in large column modes

    Extended Graphics Controller Registers

    IndexNameAccessDescription
    0Dh?WInitialized to 0

    Extended Attribute Controller Registers

    IndexNameAccessDescription
    14h?WInitialized to 0
    15h?WInitialized to 0
    16h?WBit 1 set in 132 column modes

    Video Palettes

    CGA Text Mode

    In color text modes, the CGA card can emit a total of 16 different colors - a combination of the four video signals: red, green, blue, and intensity - a signal that boosts the brightness of the previous three color signals. Note that the intensity bit also boosts the apparent brightness of pure black, creating a dim gray.

    Note

    The standard CGA brown color is not the same color emitted by the CGA card; the conversion of “dark yellow” to brown occurs via special circuitry within the IBM 5153 Color Display and most CGA-compatible monitors.

    The Standard PC 4-bit RGBI Gamut

    R G B I Color Hex
    0000 000000
    0010 0000AA
    0100 00AA00
    0110 00AAAA
    1000 AA0000
    1010 AA00AA
    1100 AA5500
    1110 AAAAAA
    0001 555555
    0011 5555FF
    0101 55FF55
    0111 55FFFF
    1001 FF5555
    1011 FF55FF
    1101 FFFF55
    1111 FFFFFF

    The “IBM 5153” Palette

    The aforementioned palette represents “ideal” colors - theoretically perfect color outputs. Modern displays have no problem rendering such colors, but original CGA monitors such as the IBM 5153 Color Display had their own eccentricities.

    Taking into account the electrical characteristics of the 5153, a more visually authentic CGA palette can be derived1:

    R G B I Color Hex
    0000 000000
    0010 0000C4
    0100 00C400
    0110 00C4C4
    1000 C40000
    1010 C400C4
    1100 C47E00
    1110 C4C4C4
    0001 4E4E4E
    0011 4E4EDC
    0101 4EDC4E
    0111 4EF3F3
    1001 DC4E4E
    1011 F34EF3
    1101 F3F34E
    1111 FFFFFF

    CGA Graphics Modes

    Although much is said - derisively - about the CGA’s ugly ‘palettes’, the IBM CGA card does not actually have what we would typically consider palettes at all.

    In graphics mode, pairs of bits from video memory drive the red and green video output lines directly, with no color look-ups performed. The effect of having multiple palettes is produced by miscellaneous logic that determines if and when the blue video output is additionally enabled or not.

    When both bits from video memory are 0, the background/overscan color configured in the CGA Color Control register is substituted. Black is not a requirement for any of the CGA’s palettes.

    The intensity bit, specified in the CGA Color Control register, provides two variations of brightness per palette.

    Default Palette (Blue Disabled)

    R G B I Color Hex
    0000 Overscan
    0100 00AA00
    1000 AA0000
    1100 AA5500
    R G B I Color Hex
    0001 Overscan
    0101 55FF55
    1001 FF5555
    1101 FFFF55

    Secondary Palette (Blue Enabled)

    R G B I Color Hex
    0000 Overscan
    0110 00AAAA
    1010 AA00AA
    1110 AAAAAA
    R G B I Color Hex
    0001 Overscan
    0111 55FFFF
    1011 FF55FF
    1111 FFFFFF

    Alternate Palette (Blue Enabled Except When Red)

    Sometimes described as a “hidden” palette, and often considered the most aesthetically pleasing, the cyan-red-white palette was only implemented to provide better contrast when displaying CGA graphics modes on a monochrome composite display, such as a black-and-white television set. It was not implemented for its aesthetics, and thus IBM probably didn’t see fit to document it as a color option - after all, later revisions of the CGA could have always disabled the need for it by adjustments to the composite output circuitry.

    This palette is created by miscellaneous logic that enables the blue video output unless the color red is decoded.

    R G B I Color Hex
    0000 Overscan
    0110 00AAAA
    1000 AA0000
    1110 AAAAAA
    R G B I Color Hex
    0001 Overscan
    0111 55FFFF
    1001 FF5555
    1111 FFFFFF

    CGA Composite Colors

    These are the 16 primary colors produced via composite artifact color in the CGA’s high-resolution graphics mode with a foreground color of white. This was the typical mode used to display graphics on composite monitors and television sets. The hexadecimal values are approximate. The actual appearance of colors could vary from display to display or a user’s specific set adjustments — part of what earned NTSC the playful moniker, Never The Same Color Twice.

    Many more composite colors are possible in color modes - over 1000, in fact.2

    The bit order is from left-to-right, as the raster travels. Four pixels fit into a single period of the NTSC color clock, so a four-pixel span gives a basic “color pixel”. Emulation of composite artifact color is a complex topic, but in general, one cannot simply use these values as 4-bit palette lookups, but must simulate more advanced processes like luma and chroma signal separation.

    B0 B1 B2 B3 Color Hex
    0000 000000
    0001 00680C
    0010 212BBD
    0011 0D9ED5
    0100 85096C
    0101 757376
    0110 AF36FF
    0111 9BA9FF
    1000 514700
    1001 42BD00
    1010 707470
    1011 5DF47A
    1100 E5541D
    1101 D7CB19
    1110 FF81F2
    1111 FDFFFC

    The composite colors can alternatively be sorted by hue:

    B0 B1 B2 B3 Color Hex
    0001 00680C
    1001 42BD00
    1011 5DF47A
    0010 212BBD
    0011 0D9ED5
    0111 9BA9FF
    0100 85096C
    0110 AF36FF
    1110 FF81F2
    1000 514700
    1100 E5541D
    1101 D7CB19

    Or by hue and luminosity:

    B0 B1 B2 B3 Color Hex B0 B1 B2 B3 Color Hex B0 B1 B2 B3 Color Hex
    0001 00680C1001 42BD001011 5DF47A
    0010 212BBD0011 0D9ED50111 9BA9FF
    0100 85096C0110 AF36FF1110 FF81F2
    1000 5147001100 E5541D1101 D7CB19

    EGA 6-bit Color Gamut (64 Colors)

    The EGA can display any 16 of these 64 colors simultaneously when connected to an EGA monitor and operating in 350 line mode, although there are exceptions that enable use of 6bpp color in 200 line modes with the right hardware.

    IndexRIGIBIRGBColorHex IndexRIGIBIRGBColorHex
    00000000 00000020100000 550000
    01000001 0000AA21100001 5500AA
    02000010 00AA0022100010 55AA00
    03000011 00AAAA23100011 55AAAA
    04000100 AA000024100100 FF0000
    05000101 AA00AA25100101 FF00AA
    06000110 AAAA0026100110 FFAA00
    07000111 AAAAAA27100111 FFAAAA
    08001000 00005528101000 550055
    09001001 0000FF29101001 5500FF
    0A001010 00AA552A101010 55AA55
    0B001011 00AAFF2B101011 55AAFF
    0C001100 AA00552C101100 FF0055
    0D001101 AA00FF2D101101 FF00FF
    0E001110 AAAA552E101110 FFAA55
    0F001111 AAAAFF2F101111 FFAAFF
    10010000 00550030110000 555500
    11010001 0055AA31110001 5555AA
    12010010 00FF0032110010 55FF00
    13010011 00FFAA33110011 55FFAA
    14010100 AA550034110100 FF5500
    15010101 AA55AA35110101 FF55AA
    16010110 AAFF0036110110 FFFF00
    17010111 AAFFAA37110111 FFFFAA
    18011000 00555538111000 555555
    19011001 0055FF39111001 5555FF
    1A011010 00FF553A111010 55FF55
    1B011011 00FFFF3B111011 55FFFF
    1C011100 AA55553C111100 FF5555
    1D011101 AA55FF3D111101 FF55FF
    1E011110 AAFF553E111110 FFFF55
    1F011111 AAFFFF3F111111 FFFFFF

    The VGA Color Gamut

    The VGA’s color registers are 18-bit, assigning 6 bits each to the primary colors red, green and blue. This produces a total of 262,144 colors, visualized as a 512x512 bitmap below.

    The 262,144 colors possible on an IBM VGA visualized as repeating bands of red, green and blue.

    The VGA color gamut

    The Default VGA Palette

    Out of the 262,144 colors possible, the VGA can store 256 at a time in its color registers. The default VGA palette is shown below.

    The VGA still has the 16 Attribute Controller Palette registers, which are used in text mode and 4bpp modes, however they no longer store color information. Instead, they contain indexes into the 256 color registers of the DAC. This DAC lookup is always active.

    The first 16 colors of the default VGA palette correspond to the traditional 16 color RGBI palette, and so the Attribute Palette registers reference the same colors by virtue of being initialized with the values 0-F. The Attribute Palette registers remain 6 bits, and so they can only reference a total of 64 DAC Color registers. Due to this, the VGA divides the 256 total Color registers into four separate banks, which can be selected independently.

    0000000000AA00AA0000AAAAAA0000AA00AAAA5500AAAAAA5555555555FF55FF5555FFFFFF5555FF55FFFFFF55FFFFFF
    0000001414142020202C2C2C383838454545515151616161717171828282929292A2A2A2B6B6B6CBCBCBE3E3E3FFFFFF
    0000FF4100FF7D00FFBE00FFFF00FFFF00BEFF007DFF0041FF0000FF4100FF7D00FFBE00FFFF00BEFF007DFF0041FF00
    00FF0000FF4100FF7D00FFBE00FFFF00BEFF007DFF0041FF7D7DFF9E7DFFBE7DFFDF7DFFFF7DFFFF7DDFFF7DBEFF7D9E
    FF7D7DFF9E7DFFBE7DFFDF7DFFFF7DDFFF7DBEFF7D9EFF7D7DFF7D7DFF9E7DFFBE7DFFDF7DFFFF7DDFFF7DBEFF7D9EFF
    B6B6FFC7B6FFDBB6FFEBB6FFFFB6FFFFB6EBFFB6DBFFB6C7FFB6B6FFC7B6FFDBB6FFEBB6FFFFB6EBFFB6DBFFB6C7FFB6
    B6FFB6B6FFC7B6FFDBB6FFEBB6FFFFB6EBFFB6DBFFB6C7FF0000711C007138007155007171007171005571003871001C
    710000711C007138007155007171005571003871001C710000710000711C007138007155007171005571003871001C71
    383871453871553871613871713871713861713855713845713838714538715538716138717138617138557138457138
    387138387145387155387161387171386171385571384571515171595171615171695171715171715169715161715159
    715151715951716151716951717151697151617151597151517151517159517161517169517171516971516171515971
    000041100041200041300041410041410030410020410010410000411000412000413000414100304100204100104100
    004100004110004120004130004141003041002041001041202041282041302041382041412041412038412030412028
    412020412820413020413820414120384120304120284120204120204128204130204138204141203841203041202841
    2C2C41302C41342C413C2C41412C41412C3C412C34412C30412C2C41302C41342C413C2C41412C3C412C34412C30412C
    2C412C2C41302C41342C413C2C41412C3C412C34412C3041000000000000000000000000000000000000000000000000

    1. VileR, The IBM 5153’s True CGA Palette and Color Output, June 2022.

    2. VileR, CGA in 1024 Colors - a New Mode: the Illustrated Guide, April 2015.