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6502bench/SourceGen/RuntimeData/Atari/2600.sym65
2018-09-28 10:05:11 -07:00

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; Copyright 2018 faddenSoft. All Rights Reserved.
; See the LICENSE.txt file for distribution terms (Apache 2.0).
;
; Adapted from various online references. Comments are most directly from
; http://www.classic-games.com/atari2600/specs.html
*SYNOPSIS Atari 2600 (VCS) registers and constants
; TIA write registers
VSYNC @ $00 ;W 0000 00x0 Vertical Sync Set-Clear
VBLANK @ $01 ;W xx00 00x0 Vertical Blank Set-Clear
WSYNC @ $02 ;W ---- ---- Wait for Horizontal Blank
RSYNC @ $03 ;W ---- ---- Reset Horizontal Sync Counter
NUSIZ0 @ $04 ;W 00xx 0xxx Number-Size player/missle 0
NUSIZ1 @ $05 ;W 00xx 0xxx Number-Size player/missle 1
COLUP0 @ $06 ;W xxxx xxx0 Color-Luminance Player 0
COLUP1 @ $07 ;W xxxx xxx0 Color-Luminance Player 1
COLUPF @ $08 ;W xxxx xxx0 Color-Luminance Playfield
COLUBK @ $09 ;W xxxx xxx0 Color-Luminance Background
CTRLPF @ $0a ;W 00xx 0xxx Control Playfield, Ball, Collisions
REFP0 @ $0b ;W 0000 x000 Reflection Player 0
REFP1 @ $0c ;W 0000 x000 Reflection Player 1
PF0 @ $0d ;W xxxx 0000 Playfield Register Byte 0
PF1 @ $0e ;W xxxx xxxx Playfield Register Byte 1
PF2 @ $0f ;W xxxx xxxx Playfield Register Byte 2
RESP0 @ $10 ;W ---- ---- Reset Player 0
RESP1 @ $11 ;W ---- ---- Reset Player 1
RESM0 @ $12 ;W ---- ---- Reset Missle 0
RESM1 @ $13 ;W ---- ---- Reset Missle 1
RESBL @ $14 ;W ---- ---- Reset Ball
AUDC0 @ $15 ;W 0000 xxxx Audio Control 0
AUDC1 @ $16 ;W 0000 xxxx Audio Control 1
AUDF0 @ $17 ;W 000x xxxx Audio Frequency 0
AUDF1 @ $18 ;W 000x xxxx Audio Frequency 1
AUDV0 @ $19 ;W 0000 xxxx Audio Volume 0
AUDV1 @ $1a ;W 0000 xxxx Audio Volume 1
GRP0 @ $1b ;W xxxx xxxx Graphics Register Player 0
GRP1 @ $1c ;W xxxx xxxx Graphics Register Player 1
ENAM0 @ $1d ;W 0000 00x0 Graphics Enable Missle 0
ENAM1 @ $1e ;W 0000 00x0 Graphics Enable Missle 1
ENABL @ $1f ;W 0000 00x0 Graphics Enable Ball
HMP0 @ $20 ;W xxxx 0000 Horizontal Motion Player 0
HMP1 @ $21 ;W xxxx 0000 Horizontal Motion Player 1
HMM0 @ $22 ;W xxxx 0000 Horizontal Motion Missle 0
HMM1 @ $23 ;W xxxx 0000 Horizontal Motion Missle 1
HMBL @ $24 ;W xxxx 0000 Horizontal Motion Ball
VDELP0 @ $25 ;W 0000 000x Vertical Delay Player 0
VDELP1 @ $26 ;W 0000 000x Vertical Delay Player 1
VDELBL @ $27 ;W 0000 000x Vertical Delay Ball
RESMP0 @ $28 ;W 0000 00x0 Reset Missle 0 to Player 0
RESMP1 @ $29 ;W 0000 00x0 Reset Missle 1 to Player 1
HMOVE @ $2a ;W ---- ---- Apply Horizontal Motion
HMCLR @ $2b ;W ---- ---- Clear Horizontal Move Registers
CXCLR @ $2c ;W ---- ---- Clear Collision Latches
; TIA read registers. The actual values are $0-d, but only 4 bits of the
; address are used on the hardware. I'm using $3x because that's what
; Adventure did, but it might be necessary to fiddle with this.
CXM0P @ $30 ;R xx00 0000 Read Collision M0-P1 M0-P0
CXM1P @ $31 ;R xx00 0000 Read Collision M1-P0 M1-P1
CXP0FB @ $32 ;R xx00 0000 Read Collision P0-PF P0-BL
CXP1FB @ $33 ;R xx00 0000 Read Collision P1-PF P1-BL
CXM0FB @ $34 ;R xx00 0000 Read Collision M0-PF M0-BL
CXM1FB @ $35 ;R xx00 0000 Read Collision M1-PF M1-BL
CXBLPF @ $36 ;R x000 0000 Read Collision BL-PF -----
CXPPMM @ $37 ;R xx00 0000 Read Collision P0-P1 M0-M1
INPT0 @ $38 ;R x000 0000 Read Pot Port 0
INPT1 @ $39 ;R x000 0000 Read Pot Port 1
INPT2 @ $3a ;R x000 0000 Read Pot Port 2
INPT3 @ $3b ;R x000 0000 Read Pot Port 3
INPT4 @ $3c ;R x000 0000 Read Input (Trigger) 0
INPT5 @ $3d ;R x000 0000 Read Input (Trigger) 1
; PIA/RIOT (6532) registers
SWCHA @ $280 ;Port A data register (joysticks...)
SWACNT @ $281 ;Port A data direction register (DDR)
SWCHB @ $282 ;Port B data (console switches)
SWBCNT @ $283 ;Port B DDR
INTIM @ $284 ;Timer output
TIM1T @ $294 ;set 1 clock interval
TIM8T @ $295 ;set 8 clock interval
TIM64T @ $296 ;set 64 clock interval
T1024T @ $297 ;set 1024 clock interval