atari5200: added atari5200.inc, display list test

This commit is contained in:
Steven Hugg 2020-07-21 14:14:05 -05:00
parent be505566ee
commit 3e8436126b
6 changed files with 513 additions and 65 deletions

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@ -0,0 +1,387 @@
;-------------------------------------------------------------------------
; Atari 5200 System Equates
; by Christian Groessler <chris@groessler.org>
; taken from EQUATES.INC from Atari Inc.
;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
; ATASCII CHARACTER DEFS
;-------------------------------------------------------------------------
ATEOL = $9B ; END-OF-LINE, used by CONIO
;-------------------------------------------------------------------------
; CONIO CHARACTER DEFS
;-------------------------------------------------------------------------
CH_ULCORNER = $0B ; '+' sign
CH_URCORNER = $0B
CH_LLCORNER = $0B
CH_LRCORNER = $0B
CH_HLINE = $0D ; dash
CH_VLINE = $01 ; exclamation mark
;-------------------------------------------------------------------------
; Zero Page
;-------------------------------------------------------------------------
POKMSK = $00 ; Mask for Pokey IRQ enable
RTCLOK = $01 ; 60 hz. clock
JUMP = $01
CRITIC = $03 ; Critical section
ATRACT = $04 ; Attract Mode
SDLSTL = $05 ; DLISTL Shadow
SDLSTH = $06 ; DLISTH "
SDMCTL = $07 ; DMACTL "
PCOLR0 = $08 ; COLPM0 Shadow
PCOLR1 = $09 ; COLPM1 "
PCOLR2 = $0A ; COLPM2 "
PCOLR3 = $0B ; COLPM3 "
COLOR0 = $0C ; COLPF0 Shadow
COLOR1 = $0D ; COLPF1 "
COLOR2 = $0E ; COLPF2 "
COLOR3 = $0F ; COLPF3 "
COLOR4 = $10 ; COLBK "
PADDL0 = $11 ; POT0 Shadow
PADDL1 = $12 ; POT1 "
PADDL2 = $13 ; POT2 "
PADDL3 = $14 ; POT3 "
PADDL4 = $15 ; POT4 "
PADDL5 = $16 ; POT5 "
PADDL6 = $17 ; POT6 "
PADDL7 = $18 ; POT7 "
; cc65 runtime zero page variables
ROWCRS_5200 = $19
COLCRS_5200 = $1A
SAVMSC = $1B ; pointer to screen memory (conio)
;-------------------------------------------------------------------------
; Page #2
;-------------------------------------------------------------------------
;Interrupt Vectors
VIMIRQ = $0200 ; Immediate IRQ
; Preset $FC03 (SYSIRQ)
VVBLKI = $0202 ; Vblank immediate
; Preset $FCB8 (SYSVBL)
VVBLKD = $0204 ; Vblank deferred
; Preset $FCB2 (XITVBL)
VDSLST = $0206 ; Display List
; Preset $FEA1 (OSDLI)
VKYBDI = $0208 ; Keyboard immediate
; Preset $FD02 (SYSKBD)
VKYBDF = $020A ; Deferred Keyboard
; Preset $FCB2 (XITVBL)
VTRIGR = $020C ; Soft Trigger
VBRKOP = $020E ; BRK Opcode
VSERIN = $0210 ; Serial in Ready
VSEROR = $0212 ; Serial Out Ready
VSEROC = $0214 ; Serial Output complete
VTIMR1 = $0216 ; Pokey Timer 1
VTIMR2 = $0218 ; Pokey Timer 2
VTIMR4 = $021A ; Pokey Timer 4
;-------------------------------------------------------------------------
; CTIA/GTIA Address Equates
;-------------------------------------------------------------------------
GTIA = $C000 ; CTIA/GTIA area
;-------------------------------------------------------------------------
; ANTIC Address Equates
;-------------------------------------------------------------------------
ANTIC = $D400 ; ANTIC area
;-------------------------------------------------------------------------
; POKEY Address Equates
;-------------------------------------------------------------------------
POKEY = $E800 ; POKEY area
;-------------------------------------------------------------------------
; conio color defines
;-------------------------------------------------------------------------
COLOR_WHITE = 0
COLOR_RED = 1
COLOR_GREEN = 2
COLOR_BLACK = 3
;-------------------------------------------------------------------------
; Cartridge Parameters
;-------------------------------------------------------------------------
CARTNM = $BFE8 ; Cartridge Name Area
COPYD = $BFFC ; Copyright Decade in Cart
COPYR = $BFFD ; Copyright Year in Cart
; $FF=Diagnostic Cart
GOCART = $BFFE ; Cartridge Start Vector
CHRORG = $F800 ; Character Generator Base
;-------------------------------------------------------------------------
; ANTIC Address Equates
;-------------------------------------------------------------------------
; Read Addresses
VCOUNT = ANTIC + $0B ;vertical line counter
PENH = ANTIC + $0C ;light pen horizontal position
PENV = ANTIC + $0D ;light pen vertical position
NMIST = ANTIC + $0F ;NMI interrupt status
; Write Addresses
DMACTL = ANTIC + $00 ;DMA control
CHACTL = ANTIC + $01 ;character control
DLISTL = ANTIC + $02 ;low display list address
DLISTH = ANTIC + $03 ;high display list address
HSCROL = ANTIC + $04 ;horizontal scroll
VSCROL = ANTIC + $05 ;vertical scroll
PMBASE = ANTIC + $07 ;player-missile base address
CHBASE = ANTIC + $09 ;character base address
WSYNC = ANTIC + $0A ;wait for HBLANK synchronization
NMIEN = ANTIC + $0E ;NMI enable
NMIRES = ANTIC + $0F ;NMI interrupt reset
;-------------------------------------------------------------------------
; Antic opcodes
;-------------------------------------------------------------------------
; usage example:
;
; ScreenDL:
; .byte DL_BLK8
; .byte DL_BLK8
; .byte DL_CHR40x8x1 | DL_LMS | DL_DLI
; .word ScreenAlignment
; .byte DL_BLK1 | DL_DLI
; .byte DL_MAP320x1x1 | DL_LMS
; .word Screen
;
; .repeat 99
; .byte DL_MAP320x1x1
; .endrepeat
; .byte DL_MAP320x1x1 | DL_LMS
; .word Screen + 40 * 100 ; 100 lines a 40 byte, 'Screen' has to be aligned correctly!
; .repeat 92
; .byte DL_MAP320x1x1
; .endrepeat
;
; .byte DL_JVB
; absolute instructions (non mode lines)
DL_JMP = 1
DL_JVB = 65
; DL_BLKn display n empty lines (just background)
DL_BLK1 = 0
DL_BLK2 = 16
DL_BLK3 = 32
DL_BLK4 = 48
DL_BLK5 = 64
DL_BLK6 = 80
DL_BLK7 = 96
DL_BLK8 = 112
; absolute instructions (mode lines)
DL_CHR40x8x1 = 2 ; monochrome, 40 character & 8 scanlines per mode line (GR. 0)
DL_CHR40x10x1 = 3 ; monochrome, 40 character & 10 scanlines per mode line
DL_CHR40x8x4 = 4 ; colour, 40 character & 8 scanlines per mode line (GR. 12)
DL_CHR40x16x4 = 5 ; colour, 40 character & 16 scanlines per mode line (GR. 13)
DL_CHR20x8x2 = 6 ; colour (duochrome per character), 20 character & 8 scanlines per mode line (GR. 1)
DL_CHR20x16x2 = 7 ; colour (duochrome per character), 20 character & 16 scanlines per mode line (GR. 2)
DL_MAP40x8x4 = 8 ; colour, 40 pixel & 8 scanlines per mode line (GR. 3)
DL_MAP80x4x2 = 9 ; 'duochrome', 80 pixel & 4 scanlines per mode line (GR.4)
DL_MAP80x4x4 = 10 ; colour, 80 pixel & 4 scanlines per mode line (GR.5)
DL_MAP160x2x2 = 11 ; 'duochrome', 160 pixel & 2 scanlines per mode line (GR.6)
DL_MAP160x1x2 = 12 ; 'duochrome', 160 pixel & 1 scanline per mode line (GR.14)
DL_MAP160x2x4 = 13 ; 4 colours, 160 pixel & 2 scanlines per mode line (GR.7)
DL_MAP160x1x4 = 14 ; 4 colours, 160 pixel & 1 scanline per mode line (GR.15)
DL_MAP320x1x1 = 15 ; monochrome, 320 pixel & 1 scanline per mode line (GR.8)
; modifiers on mode lines...
DL_HSCROL = 16
DL_VSCROL = 32
DL_LMS = 64
; general modifier...
DL_DLI = 128
;-------------------------------------------------------------------------
; CTIA/GTIA Address Equates
;-------------------------------------------------------------------------
; Read/Write Addresses
CONSOL = GTIA + $1F ;console switches and speaker control
; Read Addresses
M0PF = GTIA + $00 ;missile 0 and playfield collision
M1PF = GTIA + $01 ;missile 1 and playfield collision
M2PF = GTIA + $02 ;missile 2 and playfield collision
M3PF = GTIA + $03 ;missile 3 and playfield collision
P0PF = GTIA + $04 ;player 0 and playfield collision
P1PF = GTIA + $05 ;player 1 and playfield collision
P2PF = GTIA + $06 ;player 2 and playfield collision
P3PF = GTIA + $07 ;player 3 and playfield collision
M0PL = GTIA + $08 ;missile 0 and player collision
M1PL = GTIA + $09 ;missile 1 and player collision
M2PL = GTIA + $0A ;missile 2 and player collision
M3PL = GTIA + $0B ;missile 3 and player collision
P0PL = GTIA + $0C ;player 0 and player collision
P1PL = GTIA + $0D ;player 1 and player collision
P2PL = GTIA + $0E ;player 2 and player collision
P3PL = GTIA + $0F ;player 3 and player collision
TRIG0 = GTIA + $10 ;joystick trigger 0
TRIG1 = GTIA + $11 ;joystick trigger 1
TRIG2 = GTIA + $12 ;cartridge interlock
TRIG3 = GTIA + $13 ;ACMI module interlock
PAL = GTIA + $14 ;##rev2## PAL/NTSC indicator
; Write Addresses
HPOSP0 = GTIA + $00 ;player 0 horizontal position
HPOSP1 = GTIA + $01 ;player 1 horizontal position
HPOSP2 = GTIA + $02 ;player 2 horizontal position
HPOSP3 = GTIA + $03 ;player 3 horizontal position
HPOSM0 = GTIA + $04 ;missile 0 horizontal position
HPOSM1 = GTIA + $05 ;missile 1 horizontal position
HPOSM2 = GTIA + $06 ;missile 2 horizontal position
HPOSM3 = GTIA + $07 ;missile 3 horizontal position
SIZEP0 = GTIA + $08 ;player 0 size
SIZEP1 = GTIA + $09 ;player 1 size
SIZEP2 = GTIA + $0A ;player 2 size
SIZEP3 = GTIA + $0B ;player 3 size
SIZEM = GTIA + $0C ;missile sizes
GRAFP0 = GTIA + $0D ;player 0 graphics
GRAFP1 = GTIA + $0E ;player 1 graphics
GRAFP2 = GTIA + $0F ;player 2 graphics
GRAFP3 = GTIA + $10 ;player 3 graphics
GRAFM = GTIA + $11 ;missile graphics
COLPM0 = GTIA + $12 ;player-missile 0 color/luminance
COLPM1 = GTIA + $13 ;player-missile 1 color/luminance
COLPM2 = GTIA + $14 ;player-missile 2 color/luminance
COLPM3 = GTIA + $15 ;player-missile 3 color/luminance
COLPF0 = GTIA + $16 ;playfield 0 color/luminance
COLPF1 = GTIA + $17 ;playfield 1 color/luminance
COLPF2 = GTIA + $18 ;playfield 2 color/luminance
COLPF3 = GTIA + $19 ;playfield 3 color/luminance
COLBK = GTIA + $1A ;background color/luminance
PRIOR = GTIA + $1B ;priority select
VDELAY = GTIA + $1C ;vertical delay
GRACTL = GTIA + $1D ;graphic control
HITCLR = GTIA + $1E ;collision clear
; Hue values
HUE_GREY = 0
HUE_GOLD = 1
HUE_GOLDORANGE = 2
HUE_REDORANGE = 3
HUE_ORANGE = 4
HUE_MAGENTA = 5
HUE_PURPLE = 6
HUE_BLUE = 7
HUE_BLUE2 = 8
HUE_CYAN = 9
HUE_BLUEGREEN = 10
HUE_BLUEGREEN2 = 11
HUE_GREEN = 12
HUE_YELLOWGREEN = 13
HUE_YELLOW = 14
HUE_YELLOWRED = 15
; Color defines, similar to c64 colors (untested)
GTIA_COLOR_BLACK = (HUE_GREY << 4)
GTIA_COLOR_WHITE = (HUE_GREY << 4 | 7 << 1)
GTIA_COLOR_RED = (HUE_REDORANGE << 4 | 1 << 1)
GTIA_COLOR_CYAN = (HUE_CYAN << 4 | 3 << 1)
GTIA_COLOR_VIOLET = (HUE_PURPLE << 4 | 4 << 1)
GTIA_COLOR_GREEN = (HUE_GREEN << 4 | 2 << 1)
GTIA_COLOR_BLUE = (HUE_BLUE << 4 | 2 << 1)
GTIA_COLOR_YELLOW = (HUE_YELLOW << 4 | 7 << 1)
GTIA_COLOR_ORANGE = (HUE_ORANGE << 4 | 5 << 1)
GTIA_COLOR_BROWN = (HUE_YELLOW << 4 | 2 << 1)
GTIA_COLOR_LIGHTRED = (HUE_REDORANGE << 4 | 6 << 1)
GTIA_COLOR_GRAY1 = (HUE_GREY << 4 | 2 << 1)
GTIA_COLOR_GRAY2 = (HUE_GREY << 4 | 3 << 1)
GTIA_COLOR_LIGHTGREEN = (HUE_GREEN << 4 | 6 << 1)
GTIA_COLOR_LIGHTBLUE = (HUE_BLUE << 4 | 6 << 1)
GTIA_COLOR_GRAY3 = (HUE_GREY << 4 | 5 << 1)
;-------------------------------------------------------------------------
; POKEY Address Equates
;-------------------------------------------------------------------------
; Read Addresses
POT0 = POKEY + $00 ;potentiometer 0
POT1 = POKEY + $01 ;potentiometer 1
POT2 = POKEY + $02 ;potentiometer 2
POT3 = POKEY + $03 ;potentiometer 3
POT4 = POKEY + $04 ;potentiometer 4
POT5 = POKEY + $05 ;potentiometer 5
POT6 = POKEY + $06 ;potentiometer 6
POT7 = POKEY + $07 ;potentiometer 7
ALLPOT = POKEY + $08 ;potentiometer port status
KBCODE = POKEY + $09 ;keyboard code
RANDOM = POKEY + $0A ;random number generator
SERIN = POKEY + $0D ;serial port input
IRQST = POKEY + $0E ;IRQ interrupt status
SKSTAT = POKEY + $0F ;serial port and keyboard status
; Write Addresses
AUDF1 = POKEY + $00 ;channel 1 audio frequency
AUDC1 = POKEY + $01 ;channel 1 audio control
AUDF2 = POKEY + $02 ;channel 2 audio frequency
AUDC2 = POKEY + $03 ;channel 2 audio control
AUDF3 = POKEY + $04 ;channel 3 audio frequency
AUDC3 = POKEY + $05 ;channel 3 audio control
AUDF4 = POKEY + $06 ;channel 4 audio frequency
AUDC4 = POKEY + $07 ;channel 4 audio control
AUDCTL = POKEY + $08 ;audio control
STIMER = POKEY + $09 ;start timers
SKRES = POKEY + $0A ;reset SKSTAT status
POTGO = POKEY + $0B ;start potentiometer scan sequence
SEROUT = POKEY + $0D ;serial port output
IRQEN = POKEY + $0E ;IRQ interrupt enable
SKCTL = POKEY + $0F ;serial port and keyboard control

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@ -1,4 +1,4 @@

; Atari 5200 "Hello World" sample code
; Written by Daniel Boris (dboris@comcast.net)
;
@ -7,16 +7,7 @@
processor 6502
DMACTL equ $D400 ;DMA Control
sDMACTL equ $07 ;DMA Control Shadow
DLISTL equ $D402 ;Display list lo
DLISTH equ $D403 ;Display list hi
sDLISTL equ $05 ;Display list lo shadow
sDLISTH equ $06 ;Display list hi shadow
CHBASE equ $D409 ;Character set base
CHACTL equ $D401 ;Character control
NMIEN equ $D40E ;NMI Enable
COLOR0 equ $0C ;Color 0 shadow
include "atari5200.inc"
org $4000 ;Start of cartridge area
sei ;Disable interrupts
@ -78,15 +69,15 @@ dlloop ;Create Display List
lda #$58
sta COLOR0+3
lda #$00 ;Set Display list pointer
sta sDLISTL
sta SDLSTL ;Shadow DLISTL
sta DLISTL
lda #$10
sta sDLISTH
sta SDLSTH ;Shadow DLISTH
sta DLISTH
lda #$f8 ;Set Charcter Set Base
sta CHBASE
lda #$22 ;Enable DMA
sta sDMACTL
sta SDMCTL ;Shadow DMACTL
lda #$40 ;Enable NMI
sta NMIEN
@ -108,17 +99,15 @@ wait
nop
jmp wait
;Display list data
org $b000
dlist .byte $70,$70,$70
.byte $42,$00,$18,$02
.byte $43,$00,$18,$02
.byte $44,$00,$18,$02
.byte $45,$00,$18,$02
.byte $46,$00,$18,$06
.byte $47,$00,$18,$06
.byte $02,$02,$02,$02
.byte $41,$00,$10
;Display list data (starts at $1000)
dlist .byte $70,$70,$70 ;24 blank scanlines
.byte $42,$00,$18,$02 ;mode 2 @ $1800
.byte $43,$00,$18,$02 ;mode 3 @ $1800
.byte $44,$00,$18,$02 ;mode 4 @ $1800
.byte $45,$00,$18,$02 ;mode 5 @ $1800
.byte $46,$00,$18,$06 ;mode 6 @ $1800
.byte $47,$00,$18,$06 ;mode 7 @ $1800
.byte $41,$00,$10 ;JMP -> $1000
;Text data
org $b100

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@ -0,0 +1,95 @@
/*
This example demonstrates setting up a ANTIC display list in C.
We have two lines of text on the top, two lines on the bottom,
and a bitmap in the middle.
*/
#include <peekpoke.h>
#include <atari5200.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// shadow registers for the 5200
#define POKMSK (*(unsigned char*)0x00) // Mask for Pokey IRQ enable
#define RTCLOK (*(unsigned char*)0x01) // 60 hz. clock
#define CRITIC (*(unsigned char*)0x03) // critical section
#define ATRACT (*(unsigned char*)0x04) // attract mode
#define SDLIST (*(unsigned int*) 0x05) // Display list start shadow
#define SDMCTL (*(unsigned char*)0x07) // Antic DMA control shadow
#define PCOLOR ((unsigned char[4])0x08) // COLPM[0-3] shadow
#define COLORS ((unsigned char[5])0x0c) // COLOR[0-4] shadow
#define PADDLS ((unsigned char[8])0x11) // POT[0-7] shadow
// screen RAM structure definition
typedef struct ScreenMemoryDef {
char topStatusLine[2][40];
char bottomStatusLine[4][40];
char bitmap[80][40];
} ScreenMemoryDef;
// screen RAM variable
ScreenMemoryDef screen;
// display list definition
const void displayList = {
DL_BLK8, // 8 blank scanlines
DL_BLK8, // 8 blank scanlines
// top status line (2 lines)
DL_LMS(DL_CHR40x8x1), //Load Memory Scan (next two bytes must be the LSB/MSB of the data to load)
screen.topStatusLine, // address of frame buffer
DL_CHR40x10x1, // second line of text
// 80x2 lines of 160x2x4 bitmap
DL_LMS(DL_MAP160x2x4), // first line of bitmap
screen.bitmap, // bitmap address
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4, DL_MAP160x2x4,
// bottom status line (4 lines)
DL_LMS(DL_CHR40x8x1), //Load Memory Scan (next two bytes must be the LSB/MSB of the data to load)
screen.bottomStatusLine,
DL_CHR40x8x1, DL_CHR40x8x1, DL_CHR40x8x1, // next 3 lines of text
// wait for vertical blank
DL_JVB,
// restart display list
DL_JMP,
&displayList
};
void main(void) {
unsigned int i;
SDMCTL = 0; // turn off ANTIC
SDLIST = (unsigned int) &displayList; // set display list
SDMCTL = 0x22; // turn on ANTIC
// set screen memory
for(i=0; i<40; ++i) {
screen.topStatusLine[0][i] = i;
screen.topStatusLine[1][i] = i>>1;
screen.bottomStatusLine[0][i] = i;
screen.bottomStatusLine[1][i] = i>>1;
screen.bottomStatusLine[2][i] = i<<1;
screen.bottomStatusLine[3][i] = i<<2;
}
memset(screen.bitmap, 0x13, sizeof(screen.bitmap));
// infinite loop
while(1) {
}
}

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@ -7,35 +7,11 @@
processor 6502
; ************ Hardware Adresses ***************************
DMACTL equ $D400 ;DMA Control
sDMACTL equ $07 ;DMA Control Shadow
PMBASE equ $D407 ;PM base address
CHBASE equ $D409 ;Character set base
GRACTL equ $C01D ;Graphics control
PRIOR equ $C01B ;PM priorities
SIZEP0 equ $C001 ;Size of player 0
HPOSP0 equ $C000 ;Horizontal position player 0
COLPM0 equ $C012 ;Player 0 color
DLISTL equ $D402 ;Display list lo
DLISTH equ $D403 ;Display list hi
sDLISTL equ $05 ;Display list lo shadow
sDLISTH equ $06 ;Display list hi shadow
CHACTL equ $D401 ;Character control
NMIEN equ $D40E ;NMI Enable
sCOLPM0 equ $08 ;Player/missile 0 color shadow
sCOLPM1 equ $09 ;Player/missile 0 color shadow
sCOLPM2 equ $0A ;Player/missile 0 color shadow
sCOLPM3 equ $0B ;Player/missile 0 color shadow
sCOLOR0 equ $0C ;Color 0 shadow
sCOLOR1 equ $0D ;Color 1 shadow
sCOLOR2 equ $0E ;Color 2 shadow
sCOLOR3 equ $0F ;Color 3 shadow
include "atari5200.inc"
;*************** Variable ***********************
line equ $20 ;Current DLI line
pm0pos equ $21 ;Current pos of P0
line equ $20 ;Current DLI line
pm0pos equ $21 ;Current pos of P0
;*************** Start of Code *******************
@ -107,21 +83,21 @@ dlloop ;Copy display list to RAM
;************* Setup hardware registers *************
lda #$22 ;Set color PF0
sta sCOLOR0
sta COLOR0
lda #$0F ;Set color PF1
sta sCOLOR1
sta COLOR1
lda #$84 ;Set color PF2
sta sCOLOR2
sta COLOR2
lda #$00 ;Set Display list pointer
sta sDLISTL
sta SDLSTL
sta DLISTL
lda #$10
sta sDLISTH
sta SDLSTH
sta DLISTH
lda #$f8 ;Set Charcter Set Base
sta CHBASE
lda #$22 ;Enable DMA
sta sDMACTL
sta SDMCTL
lda #$C0 ;Enable NMI + DLI
sta NMIEN
@ -154,15 +130,15 @@ crloop5
;************* Setup Player/Missile registers ***************
lda #$3A ;Enable DMA (single line resolution/
sta sDMACTL ;normal background)
sta SDMCTL ;normal background)
lda #$20 ;Set PM base address ($200)
sta PMBASE
lda #$03 ;Enable players and missiles
sta GRACTL
lda #$16 ;Color of player 0
sta sCOLPM0
sta PCOLR0
ldy #$00
lda #$03 ;Size of player 0
lda #$02 ;Size of player 0
sta SIZEP0
lda #$01 ;Give players priority over playfield
sta PRIOR
@ -188,7 +164,7 @@ mvloop1
stx HPOSP0 ;Set position of player
stx pm0pos ;Save position for DLI
inx
cpx #$B0 ;Check for end of move
cpx #$C0 ;Check for end of move
bne mvloop1 ;If not keep moving right
lda #$04 ;Give playfield priority player
sta PRIOR
@ -200,7 +176,7 @@ mvloop2
stx HPOSP0 ;Set position of player
stx pm0pos ;Save position for DLI
dex
cpx #$40 ;Check for end of move
cpx #$30 ;Check for end of move
bne mvloop2 ;If not keep moving left
lda #$01 ;Give player priority over playfield
sta PRIOR
@ -236,8 +212,8 @@ done
rti ;Done
;************* Display list data ****************************
; starts at $1000
org $b000
dlist .byte $70,$70,$70 ;24 blank scanlines
.byte $48,$00,$18 ;Mode 8 and Load memory scan $1800
.byte $88,$88,$88,$88,$88,$88,$88 ;23 more line of mode 8

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@ -6,7 +6,7 @@ echo Creating $PREFIX
ln -fs . $PREFIX
git-archive-all --prefix $PREFIX release/$PREFIX.zip
zip -9r release/$PREFIX.zip $PREFIX/gen
git archive --prefix 8bitworkshop- -o release/8bitworkshop-tools.zip HEAD tools
#git archive --prefix 8bitworkshop- -o release/8bitworkshop-tools.zip HEAD tools
# copy to remote
. ./scripts/env.sh

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@ -12,6 +12,7 @@ var Atari8_PRESETS = [
{id:'hellopm.a', name:'Hello Sprites (ASM)'},
{id:'helloconio.c', name:'Text Mode (C)'},
{id:'siegegame.c', name:'Siege Game (C)'},
{id:'hellodlist.c', name:'Display List (C)'},
];
const ATARI8_KEYCODE_MAP = makeKeycodeMap([