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6502bench/SourceGen/RuntimeData/Atari/2600.sym65
Andy McFadden 4d8ee3fd07 External symbol I/O direction and address mask, part 2
First cut at lookup-by-address implementation.  Seems to work, but
needs full tests.
2019-10-16 14:55:10 -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
;
; Some info on memory mirror maps by Chris Wilkson.
*SYNOPSIS Atari 2600 (VCS) registers and constants
; 4K ROM is primarily $f000-ffff
; mirror: $x000
; x = {odd}
;
; For 8K ROM, second bank is primarily $d000-dfff
; 128 bytes of RIOT RAM is primarily $80-ff and $180-1ff
; mirror: $xy80
; x={even}
; y={0,1,4,5,8,9,C,D}
; --> ???0 ??0? 1xxx xxxx
; TIA write registers
; mirror: $xyz0
; x = {even}
; y = {anything}
; z = {0, 4}
; --> ???0 ???? 0?xx xxxx
*MULTI_MASK %0001000010000000 %0000000000000000 %0000000000111111
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/missile 0
NUSIZ1 > $05 ;W 00xx 0xxx Number-Size player/missile 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 Missile 0
RESM1 > $13 ;W ---- ---- Reset Missile 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 Missile 0
ENAM1 > $1e ;W 0000 00x0 Graphics Enable Missile 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 Missile 0
HMM1 > $23 ;W xxxx 0000 Horizontal Motion Missile 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 Missile 0 to Player 0
RESMP1 > $29 ;W 0000 00x0 Reset Missile 1 to Player 1
HMOVE > $2a ;W ---- ---- Apply Horizontal Motion
HMCLR > $2b ;W ---- ---- Clear Horizontal Move Registers
CXCLR > $2c ;W ---- ---- Clear Collision Latches
; $2d-3f undefined, but $3e/3f may be used for bank switching
; TIA read registers. Same basic area as the write registers, but
; only the low 4 bits matter. I'm using $3x as the canonical value
; because that's what Adventure did.
; --> ???0 ???? 0??? xxxx
*MULTI_MASK %0001000010000000 %0000000000000000 %0000000000001111
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
; mirror: $xyz0
; x = {even}
; y = {2,3,6,7,a,b,e,f}
; z = {8,a,c,e}
; --> ???0 ??1? 1??x xxxx
*MULTI_MASK %0001001010000000 %0000001010000000 %0000000000011111
SWCHA @ $280 ;RW Port A data register (joysticks...)
SWACNT @ $281 ;RW Port A data direction register (DDR)
SWCHB @ $282 ;RW Port B data (console switches)
SWBCNT @ $283 ;RW Port B data direction register (DDR)
INTIM < $284 ;R Timer output
TIM1T > $294 ;W set 1 clock interval
TIM8T > $295 ;W set 8 clock interval
TIM64T > $296 ;W set 64 clock interval
T1024T > $297 ;W set 1024 clock interval
*MULTI_MASK