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PED81C DOCUMENTATION | |
-------------------------------------------------------------------------------- | |
LEGAL | |
ACKNOWLEDGEMENTS - The colorful lion and the tree-lined avenue pictures have | |
been derived by means of automated conversion from, respectively, a drawing by | |
fun-sized-lex (https://www.deviantart.com/fun-sized-lex) and a painting by | |
Leonid Afremov (https://afremov.com). They are the property of their respective |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="UTF-8"> | |
<title>80386 Opcode Map</title> | |
<style> | |
table, table th, table td { | |
border: 1px solid; | |
border-collapse: collapse; | |
text-align: center; |
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Codes for Addressing Method | |
A Direct address; the instruction has no MODRM field; the address of the operand is encoded in the instruction; no base register, index register, or scaling | |
factor can be applied; e.g., far JMP (EA). | |
C The reg field of the MODRM field selects a control register; e.g., MOV (0F20, 0F22). | |
D The reg field of the MODRM field selects a debug register; e.g., MOV (0F21, 0F23). | |
E A MODRM field follows the opcode and specifies the operand. The operand is either a general register or a memory address. If it is a memory address, the | |
address is computed from a segment register and any of the following values: a base register, an index register, a scaling factor, a displacement. | |
F Flags register. | |
G The reg field of the MODRM field selects a general register; e.g,. ADD (00). |
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(C) Copyright 1993, 1994 By Harald Feldmann Revision 04, Nov 3rd 1994. | |
Hamarsoft's 86BUGS list, (C) 1993/94 By Hamarsoft (R) | |
────────────────────────────────────────────────────────────────────────────── | |
The 86BUGS list, distributed with Ralf Brown's Interrupt list, is maintained | |
and provided to you by Hamarsoft, the maker of the HAP & PAH datacompression | |
program. Latest version of HAP & PAH is 3.14e. If you like this list you are |
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================================================================================ | |
Password Specs - Wonder Boy III: The Dragon's Trap by Splarka | |
================================================================================ | |
The password format uses a 70 bit password made from 14 alphanumeric characters. | |
The alphabet is: "0123456789ABCDEFGHJKLMNPRTUVWXYZ". Each character represents a | |
5 bit number, and the alphabet is linear, so 0 is 0b00000 and Z is 0b11111. The | |
last 7 bits form a checksum, and invalid checksums are not accepted. The first | |
63 bits form the options in the game. There are also 4 base templates which the | |
passwords are built on, to obfuscate them. |
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<body len="607545" style="text-align: left;"><p len="104"><a name="226" id="226" len="0"></a><b len="70"><font color="#000066" size="6" lang="en">Part X: Programming the Nick chip</font></b></p> | |
<p align="justify" len="188" style="text-align: left;"><font lang="en">Unlike most video devices that allow multiple modes across the entire screen, NICK allows multiple modes within an image. </font><font lang="en">Nick's main features are:</font></p> | |
<ul len="821"> | |
<li len="20" lang="en">Mixed mode screen</li> | |
<li len="57" lang="en">64, 128, or 256 user-defined characters</li> | |
<li len="33" lang="en">8-bit color output (256 colors)</li> | |
<li len="52" lang="en">2.4, 16, and 256 colors per row, selected from 256 colors</li> | |
<li len="56" lang="en">Maximum resolution (using interface): 672 x 512</li> | |
<li len="44" lang="en">Cell-based graphics, bitmaps, and characters</li> | |
<li len="52" lang="en">Characters of any height between 1 and 256 pixels</li> |