make sure all presets start with a blank line, looks nicer (tools/checkpresets.py); updated nes

This commit is contained in:
Steven Hugg 2018-08-13 18:17:36 -04:00
parent 690b3ac013
commit 4a82d341bc
111 changed files with 248 additions and 247 deletions

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@ -48,6 +48,7 @@ TODO:
- how to revert included files?
- go to error in include files
- BOM in upload/download?
- find version of neslib.h compatible with cc65
FYI: Image links for the books on http://8bitworkshop.com/ are broken
On the website the additional grey spacing next to the program line numbers is not dynamically resized when the web browser window size is changed. Intentional?

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@ -22,6 +22,7 @@
"test": "npm run test-node",
"test-one": "mocha --recursive --timeout 60000",
"test-node": "mocha --recursive --timeout 60000 test/cli",
"test-worker": "mocha --recursive --timeout 60000 test/cli/testworker.js",
"test-profile": "mocha --recursive --timeout 60000 --prof test/cli"
},
"repository": {

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@ -1,3 +1,4 @@
; Conway II
; Lee W. Fastenau
; thelbane@gmail.com

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@ -1,4 +1,4 @@

#include <string.h>
#include <conio.h>
#include <apple2.h>

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@ -1,3 +1,4 @@
processor 6502
seg program
org $803

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@ -1,3 +1,4 @@
/*****************************************************************************\
** mandelbrot sample program for cc65. **
** **

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@ -139,7 +139,7 @@ byte ai_try_dir(Player* p, dir_t dir, byte shift) {
dir &= 3;
x = p->x + (DIR_X[dir] << shift);
y = p->y + (DIR_Y[dir] << shift);
if (x < COLS && y < ROWS && getchar(x, y) == ' ') {
if (x < COLS && y < ROWS && (getchar(x, y) & 0x7f) == ' ') {
p->dir = dir;
return 1;
} else {
@ -197,7 +197,7 @@ void declare_winner(byte winner) {
cputsxy(12,10,"WINNER:");
cputsxy(12,13,"PLAYER ");
cputcxy(12+7, 13, '1'+winner);
delay(75);
delay(200);
gameover = 1;
}

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@ -1,55 +1,41 @@
/*
** Calculate all primes up to a specific number.
*/
#include <stdlib.h>
#include <stdio.h>
#include <ctype.h>
#include <time.h>
#include <conio.h>
/* Workaround missing clock stuff */
#ifdef __APPLE2__
# define clock() 0
# define CLOCKS_PER_SEC 1
#endif
/*****************************************************************************/
/* Data */
/*****************************************************************************/
#define COUNT 4096 /* Up to what number? */
#define SQRT_COUNT 64 /* Sqrt of COUNT */
static unsigned char Sieve[COUNT];
/*****************************************************************************/
/* Code */
/*****************************************************************************/
#pragma static-locals(1);
static char ReadUpperKey (void)
/* Read a key from console, convert to upper case and return */
{
return toupper (cgetc ());
}
int main (void)
{
/* Clock variable */
@ -118,4 +104,3 @@ int main (void)
return EXIT_SUCCESS;
}

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@ -1,3 +1,4 @@
; From: http://www.deater.net/weave/vmwprod/tb1/tb_6502.html
.segment "INIT"

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@ -1,3 +1,4 @@
#include <stdio.h>
#include <stdlib.h>
#include <cc65.h>
@ -6,8 +7,6 @@
#include <modload.h>
#include <tgi.h>
#ifndef DYN_DRV
# define DYN_DRV 0
#endif
@ -15,26 +14,19 @@
#define COLOR_BACK TGI_COLOR_BLACK
#define COLOR_FORE TGI_COLOR_WHITE
/*****************************************************************************/
/* Data */
/*****************************************************************************/
/* Driver stuff */
static unsigned MaxX;
static unsigned MaxY;
static unsigned AspectRatio;
/*****************************************************************************/
/* Code */
/*****************************************************************************/
static void CheckError (const char* S)
{
unsigned char Error = tgi_geterror ();
@ -47,8 +39,6 @@ static void CheckError (const char* S)
}
}
#if DYN_DRV
static void DoWarning (void)
/* Warn the user that the dynamic TGI driver is needed for this program */
@ -63,8 +53,6 @@ static void DoWarning (void)
}
#endif
static void DoCircles (void)
{
static const unsigned char Palette[2] = { TGI_COLOR_WHITE, TGI_COLOR_ORANGE };

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@ -1,3 +1,4 @@
; Atari 5200 "Hello World" sample code
; Written by Daniel Boris (dboris@comcast.net)
;

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@ -1,3 +1,4 @@
; Atari 5200 "Hello World" sample code
; Written by Daniel Boris (dboris@comcast.net)
;

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@ -1,3 +1,4 @@
#ifndef _CV_COMMON_H
#define _CV_COMMON_H

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@ -1,3 +1,4 @@
#include <stdint.h>
const uint16_t notes[] = { 12846, 12334, 11086, 10062, 10062, 9806, 10062, 10574, 11086, 10062, 11086, 12430, 11042, 12334, 12878, 14158, 14158, 12878, 13390, 13646, 10574, 9806, 10574, 12430, 12846, 12334, 11086, 10062, 10062, 9806, 10062, 10574, 11086, 10062, 11086, 12430, 11054, 12334, 12878, 14158, 14158, 12878, 13390, 13646, 10574, 10062, 10062, 10126, 11054, 12334, 12878, 14158, 13902, 14158, 14670, 14158, 13646, 12878, 13390, 13646, 3918, 12878, 14158, 13902, 12878, 12366, 12878, 12366, 12878, 11086, 10062, 9870, 12334, 11054, 11086, 10062, 10062, 9806, 10062, 10574, 11086, 10062, 11086, 12430, 11054, 12334, 12878, 14158, 14158, 12878, 13390, 13646, 10574, 10062, 10062, 10126, 0xffff };

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@ -1,3 +1,4 @@
#include <stdlib.h>
#include <string.h>
#include <cv.h>

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@ -1,3 +1,4 @@
#include <string.h>
typedef unsigned char byte;

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@ -1,3 +1,4 @@
#include <string.h>
typedef unsigned char byte;

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@ -1,3 +1,4 @@
#include <string.h>
typedef unsigned char byte;

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@ -1,3 +1,4 @@
#include "neslib.h"
//#define DEBUG

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@ -1,3 +1,4 @@
//this example shows how to set up a palette and use 8x8 HW sprites
//also shows how fast (or slow) C code is

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@ -1,3 +1,4 @@
//this example shows how to set up a palette and use 8x8 HW sprites
//also shows how fast (or slow) C code is

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@ -1,4 +1,5 @@
#include "neslib.h"
#include "neslib.h"
//#define DEBUG
#define HAS_DEBUGGER

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@ -1,103 +1,46 @@
;;;;; CONSTANTS
include "nesdefs.asm"
PPU_CTRL equ $2000
PPU_MASK equ $2001
PPU_STATUS equ $2002
PPU_SCROLL equ $2005
PPU_ADDR equ $2006
PPU_DATA equ $2007
DMC_FREQ equ $4010
;;;;; VARIABLES
;;;;; CARTRIDGE FILE HEADER
seg.u RAM
org $0
processor 6502
seg Header
org $7FF0
;;;;; NES CARTRIDGE HEADER
NES_MAPPER equ 0 ;mapper number
NES_PRG_BANKS equ 2 ;number of 16K PRG banks, change to 2 for NROM256
NES_CHR_BANKS equ 1 ;number of 8K CHR banks (0 = RAM)
NES_MIRRORING equ 1 ;0 horizontal, 1 vertical, 8 four screen
NES_HEADER 0,2,1,0 ; mapper 0, 2 PRGs, 1 CHR, vertical
.byte $4e,$45,$53,$1a ; header
.byte NES_PRG_BANKS
.byte NES_CHR_BANKS
.byte NES_MIRRORING|(NES_MAPPER<<4)
.byte NES_MAPPER&$f0
.byte 0,0,0,0,0,0,0,0 ; reserved, set to zero
;;;;; START OF CODE
;;;;; CODE
Start:
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync ; wait for VSYNC
jsr ClearRAM ; clear RAM
jsr WaitSync ; wait for VSYNC (and PPU warmup)
seg Code
org $8000
start:
_exit:
sei ;disable IRQs
cld ;decimal mode not supported
ldx #$ff
txs ;set up stack pointer
inx ;increment X to 0
stx PPU_MASK ;disable rendering
stx DMC_FREQ ;disable DMC interrupts
stx PPU_CTRL ;disable NMI interrupts
jsr WaitSyncSafe ;wait for VSYNC
; clear RAM -- not a subroutine because we clear the stack too
lda #0
tax
.clearRAM
sta $0,x
sta $100,x
; skip $200-$2FF, used for OAM display list
sta $300,x
sta $400,x
sta $500,x
sta $600,x
sta $700,x
inx
bne .clearRAM
; wait for PPU warmup
jsr WaitSync
; set palette background
ldy #$0
lda #$3f
sta PPU_ADDR
sty PPU_ADDR
lda #$1c
sta PPU_DATA
; enable PPU rendering
lda #0
sta PPU_ADDR
sta PPU_ADDR ;PPU addr = 0
sta PPU_SCROLL
sta PPU_SCROLL ;scroll = 0
lda #$90
sta PPU_CTRL ;enable NMI
lda #$1e
sta PPU_MASK ;enable rendering
lda #$3f ; $3F -> A register
ldy #$00 ; $00 -> Y register
sta PPU_ADDR ; write high byte first
sty PPU_ADDR ; $3F00 -> PPU address
lda #$1c ; $1C = light blue color
sta PPU_DATA ; $1C -> PPU data
lda #CTRL_NMI
sta PPU_CTRL ; enable NMI
lda #MASK_COLOR
sta PPU_MASK ; enable rendering
.endless
jmp .endless ;endless loop
jmp .endless ; endless loop
;;;;; SUBROUTINES
;;;;; COMMON SUBROUTINES
; wait for VSYNC to start
WaitSyncSafe: subroutine
bit PPU_STATUS
WaitSync:
bit PPU_STATUS
bpl WaitSync
rts
include "nesppu.asm"
;;;;; INTERRUPT HANDLERS
nmi:
irq:
NMIHandler:
rti
;;;;; CPU VECTORS
org $fffa
.word nmi ;$fffa vblank nmi
.word start ;$fffc reset
.word irq ;$fffe irq / brk
NES_VECTORS

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@ -1,121 +1,37 @@
;;;;; CONSTANTS
include "nesdefs.asm"
PPU_CTRL equ $2000
PPU_MASK equ $2001
PPU_STATUS equ $2002
OAM_ADDR equ $2003
OAM_DATA equ $2004
PPU_SCROLL equ $2005
PPU_ADDR equ $2006
PPU_DATA equ $2007
PPU_OAM_DMA equ $4014
DMC_FREQ equ $4010
;;;;; VARIABLES
;;;;; ZERO-PAGE VARIABLES
seg.u ZPVars
seg.u RAM
org $0
ScrollPos byte ; used during NMI
Rand byte
;;;;; CARTRIDGE FILE HEADER
;;;;; NES CARTRIDGE HEADER
NES_MAP_HORIZ equ 0
NES_MAP_VERT equ 1
NES_MAP_QUAD equ 8
NES_HEADER 0,2,1,0 ; mapper 0, 2 PRGs, 1 CHR, vertical
MAC NES_HEADER
processor 6502
seg Header
org $7FF0
.NES_MAPPER SET {1} ;mapper number
.NES_PRG_BANKS SET {2} ;number of 16K PRG banks, change to 2 for NROM256
.NES_CHR_BANKS SET {3} ;number of 8K CHR banks (0 = RAM)
.NES_MIRRORING SET {4} ;0 horizontal, 1 vertical, 8 four screen
byte $4e,$45,$53,$1a ; header
byte .NES_PRG_BANKS
byte .NES_CHR_BANKS
byte .NES_MIRRORING|(.NES_MAPPER<<4)
byte .NES_MAPPER&$f0
byte 0,0,0,0,0,0,0,0 ; reserved, set to zero
seg Code
org $8000
ENDM
MAC NES_INIT
sei ;disable IRQs
cld ;decimal mode not supported
ldx #$ff
txs ;set up stack pointer
inx ;increment X to 0
stx PPU_MASK ;disable rendering
stx DMC_FREQ ;disable DMC interrupts
stx PPU_CTRL ;disable NMI interrupts
bit PPU_STATUS ;clear VBL flag
ENDM
;;;;; START OF CODE
NES_HEADER 0,2,1,1 ; mapper 0, 2 PRGs, 1 CHR, vertical
start:
_exit:
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync
jsr WaitSync
jsr ClearRAM
jsr WaitSync ;wait for VSYNC
jsr SetPalette ;set colors
jsr FillVRAM ;set PPU RAM
jsr WaitSync ;wait for VSYNC (and PPU warmup)
Start:
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync ; wait for VSYNC
jsr ClearRAM ; clear RAM
jsr SetPalette ; set palette colors
jsr FillVRAM ; set PPU video RAM
jsr WaitSync ; wait for VSYNC (and PPU warmup)
lda #0
sta PPU_ADDR
sta PPU_ADDR ;PPU addr = 0
sta PPU_ADDR ; PPU addr = $0000
sta PPU_SCROLL
sta PPU_SCROLL ;scroll = 0
sta PPU_SCROLL ; scroll = $0000
lda #$90
sta PPU_CTRL ;enable NMI
sta PPU_CTRL ; enable NMI
lda #$1e
sta PPU_MASK ;enable rendering
sta PPU_MASK ; enable rendering
.endless
jmp .endless ;endless loop
;;;;; SUBROUTINES
ClearRAM: subroutine
lda #0
tax
.clearRAM
sta $0,x
cpx #$fe ; don't clear last 2 bytes of stack
bcs .skipStack
sta $100,x
.skipStack
; skip $200-$2FF, used for OAM display list
sta $300,x
sta $400,x
sta $500,x
sta $600,x
sta $700,x
inx
bne .clearRAM
rts
; set palette colors
SetPalette: subroutine
ldy #$0
lda #$3f
sta PPU_ADDR
sty PPU_ADDR
ldx #4
.loop:
lda Palette,y
sta PPU_DATA
iny
dex
bne .loop
rts
jmp .endless ; endless loop
; fill video RAM
FillVRAM: subroutine
@ -133,41 +49,59 @@ FillVRAM: subroutine
bne .loop
rts
; wait for VSYNC to start
WaitSync:
bit PPU_STATUS
bpl WaitSync
; set palette colors
SetPalette: subroutine
ldy #$00
lda #$3f
sta PPU_ADDR
sty PPU_ADDR
ldx #32
.loop:
lda Palette,y
sta PPU_DATA
iny
dex
bne .loop
rts
;;;;; COMMON SUBROUTINES
include "nesppu.asm"
;;;;; INTERRUPT HANDLERS
nmi:
irq:
NMIHandler:
; save registers
pha ; save A
; update scroll position
; update scroll position (must be done after VRAM updates)
inc ScrollPos
lda ScrollPos
sta PPU_SCROLL
lda #0
sta PPU_SCROLL
; TODO: write high bits to PPUCTRL
lda ScrollPos
and #0
ora #$90 ; enable NMI
sta PPU_CTRL
; reload registers
pla ; reload A
rti
;;;;; CONSTANT DATA
align $100
Palette:
hex 1f001020 ; black, gray, lt gray, white
TextString:
byte "HELLO WORLD!"
byte 0
hex 1f ;background
hex 09091900 ;bg0
hex 09091900 ;bg1
hex 09091900 ;bg2
hex 09091900 ;bg3
;;;;; CPU VECTORS
org $fffa
.word nmi ;$fffa vblank nmi
.word start ;$fffc reset
.word irq ;$fffe irq / brk
NES_VECTORS
;;;;; TILE SETS

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@ -1,9 +1,9 @@
include "nesdefs.asm"
;;;;; ZERO-PAGE VARIABLES
;;;;; VARIABLES
seg.u Zeropage
seg.u RAM
org $0
ScrollPos byte ; used during NMI
@ -12,8 +12,12 @@ Temp1 byte
SpriteBuf equ $200
;;;;; NES CARTRIDGE HEADER
NES_HEADER 0,2,1,0 ; mapper 0, 2 PRGs, 1 CHR, vertical
;;;;; START OF CODE
Start:
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync

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@ -1,4 +1,4 @@

include "nesdefs.asm"
;;;;; ZERO-PAGE VARIABLES

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@ -28,6 +28,38 @@ OAM_DMA = $4014
; OAM local RAM copy goes from $0200-$02FF:
OAM_RAM = $0200
; PPU_CTRL flags
CTRL_NMI = %10000000 ; Execute Non-Maskable Interrupt on VBlank
CTRL_8x8 = %00000000 ; Use 8x8 Sprites
CTRL_8x16 = %00100000 ; Use 8x16 Sprites
CTRL_BG_0000 = %00000000 ; Background Pattern Table at $0000 in VRAM
CTRL_BG_1000 = %00010000 ; Background Pattern Table at $1000 in VRAM
CTRL_SPR_0000 = %00000000 ; Sprite Pattern Table at $0000 in VRAM
CTRL_SPR_1000 = %00001000 ; Sprite Pattern Table at $1000 in VRAM
CTRL_INC_1 = %00000000 ; Increment PPU Address by 1 (Horizontal rendering)
CTRL_INC_32 = %00000100 ; Increment PPU Address by 32 (Vertical rendering)
CTRL_NT_2000 = %00000000 ; Name Table Address at $2000
CTRL_NT_2400 = %00000001 ; Name Table Address at $2400
CTRL_NT_2800 = %00000010 ; Name Table Address at $2800
CTRL_NT_2C00 = %00000011 ; Name Table Address at $2C00
; PPU_MASK flags
MASK_TINT_RED = %00100000 ; Red Background
MASK_TINT_BLUE = %01000000 ; Blue Background
MASK_TINT_GREEN = %10000000 ; Green Background
MASK_SPR = %00010000 ; Sprites Visible
MASK_BG = %00001000 ; Backgrounds Visible
MASK_SPR_CLIP = %00000100 ; Sprites clipped on left column
MASK_BG_CLIP = %00000010 ; Background clipped on left column
MASK_COLOR = %00000000 ; Display in Color
MASK_MONO = %00000001 ; Display in Monochrome
; read flags
F_BLANK = %10000000 ; VBlank Active
F_SPRITE0 = %01000000 ; VBlank hit Sprite 0
F_SCAN8 = %00100000 ; More than 8 sprites on current scanline
F_WIGNORE = %00010000 ; VRAM Writes currently ignored.
;;;;; CARTRIDGE FILE HEADER

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@ -1,3 +1,4 @@
//this example shows how to set up a palette and use 8x8 HW sprites
//also shows how fast (or slow) C code is

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@ -1,3 +1,4 @@
//this example shows how to set up a palette and use 8x8 HW sprites
//also shows how fast (or slow) C code is

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@ -1,3 +1,4 @@
;;;;; SUBROUTINES
ClearRAM: subroutine

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; Playing music on the Atari VCS can be challenging since

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@ -1,3 +1,4 @@
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; Playing music on the Atari VCS can be challenging since

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
; Assembler should use basic 6502 instructions
processor 6502

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
processor 6502
include "vcs.h"
include "macro.h"

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
/*

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
module ball_absolute_top(clk, reset, hsync, vsync, rgb);

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
`include "digits10.v"
`include "scoreboard.v"

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
module ball_slip_counter_top(clk, reset, hsync, vsync, rgb);

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@ -1,3 +1,4 @@
module clock_divider(
input clk,
input reset,

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@ -1,3 +1,4 @@
`ifndef CPU16_H
`define CPU16_H

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@ -1,3 +1,4 @@
`ifndef ALU_H
`define ALU_H

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
`include "font_cp437_8x8.v"
`include "ram.v"

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@ -1,3 +1,4 @@
`ifndef DIGITS10_H
`define DIGITS10_H

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@ -1,3 +1,4 @@
; Architecture file for the FEMTO-8
; default output format is a memory initialization file

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@ -1,3 +1,4 @@
{
"name":"femto16",
"width":16,

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@ -1,3 +1,4 @@
; Architecture file for the FEMTO-8
; default output format is a memory initialization file

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@ -1,3 +1,4 @@
{
"name":"femto8",
"vars":{

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@ -1,3 +1,4 @@
`ifndef FONT_CP437_H
`define FONT_CP437_H

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
`include "sprite_bitmap.v"
`include "sprite_renderer.v"

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
`include "cpu16.v"

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@ -1,3 +1,4 @@
module gates(clk, out_not, out_and, out_or, out_xor, in);
input clk;

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@ -1,3 +1,4 @@
`ifndef HVSYNC_GENERATOR_H
`define HVSYNC_GENERATOR_H

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@ -1,3 +1,4 @@
`ifndef LFSR_V
`define LFSR_V

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
module sound_psg(clk, reset, out, reg_sel, reg_data, reg_write);

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
module paddles_top(clk, reset, hsync, vsync, hpaddle, vpaddle, rgb);

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
`include "sprite_bitmap.v"
`include "sprite_renderer.v"

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@ -1,3 +1,4 @@
`include "hvsync_generator.v"
`include "sprite_bitmap.v"
`include "sprite_renderer.v"

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`ifndef RAM_H
`define RAM_H

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`include "hvsync_generator.v"
`include "digits10.v"
`include "ram.v"

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`include "hvsync_generator.v"
`include "digits10.v"

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`ifndef SCOREBOARD_H
`define SCOREBOARD_H

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`include "hvsync_generator.v"
`include "cpu8.v"
`include "cpu16.v"

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`include "hvsync_generator.v"
module top(clk, reset, hsync, vsync, rgb);

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`include "hvsync_generator.v"
`include "lfsr.v"

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@ -1,3 +1,4 @@
`ifndef SPRITE_BITMAP_H
`define SPRITE_BITMAP_H

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`ifndef SPRITE_RENDERER_H
`define SPRITE_RENDERER_H

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`ifndef SPRITE_ROTATION_H
`define SPRITE_ROTATION_H

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`include "hvsync_generator.v"
`include "lfsr.v"

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`include "hvsync_generator.v"
`include "digits10.v"
`include "sprite_rotation.v"

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.arch femto16
.include "hvsync_generator.v"

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`include "hvsync_generator.v"
module test_hvsync_top(clk, reset, hsync, vsync, rgb);

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