Tilemap Control Register
|Short Description||Controls Tilemap mode.|
|7||1 to enable the tilemap|
|6||0 for 40x32, 1 for 80x32|
|5||1 to eliminate the attribute entry in the tilemap|
|4||palette select (0 = first Tilemap palette, 1 = second)|
|3||(core 3.0) enable "text mode"|
|2||Reserved, must be 0|
|1||1 to activate 512 tile mode (bit 0 of tile attribute is ninth bit of tile-id)|
0 to use bit 0 of tile attribute as "ULA over tilemap" per-tile-selector
|0||1 to enforce "tilemap over ULA" layer priority|
Bits 7 & 6 enable the tilemap and select resolution.
Bit 5 changes the structure of the tilemap so that it contains only 8-bit tilemap-id entries instead of 16-bit tilemap-id and tile-attribute entries.
If 8-bit tilemap is selected, the tilemap contains only tile numbers and the attributes are taken from Default Tilemap Attribute Register ($6C).
Bit 4 selects one of two tilemap palettes used for final colour lookup.
Bit 1 enables the 512-tile-mode when the tile attribute (either global in $6C or per tile in map data) contains ninth bit of tile-id value. In this mode the tiles are drawn under ULA pixels, unless bit 0 is used to force whole tilemap over ULA.
Bit 0 can enforce tilemap over ULA either in 512-tile-mode, or even override the per-tile bit selector from tile attributes. If zero, the tilemap priority is either decided by attribute bit or in 512-tile-mode it is under ULA.
NEW in core 3.0:
Bit 3 enables "text mode" where the tile-graphic is defined as 1-bit B&W bitmap (same as UDG = User Defined Graphic characters on original ZX Spectrum) => one tile needs only 8 bytes to define graphics. The tile-map data are also interpreted differently, the associated flag byte is 7:1 split, the bottom bit 0 being still "ULA over tm" or "ninth bit of tile number", but the top 7 bits are extended palette offset. The transparency is then checked against the global transparency colour (after the colour lookup in the palette), not against the four bit tilemap transparency colour-index.