Zorro wrote
I actually have 2 solutions for this project, the one I think will work, and the one I'd prefer to go.
One is to iteraty from start to end of the screen memory and change the content of all following registers one by one within a another loop. I guess this is the save way.
Why do you need a second loop?
Zorro wrote
What I actually would like to do is to initalyze a shadow screen somewhere in the memory. Let's say I choose a variable @keypressed to any free memory location, set all following registers to -1 and then in the loop which waits for a key to be pressed, I just swap the address of (screen) between its normal location and my chosen one. That would change all pixels at once in one cyle.
Is that somehow possible?
Not without hardware modifications. Plus, the screen requires a lot of memory, so might want to find a way to add and address more.