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be6bba66a9
See discussion in PR #870.
120 lines
4.3 KiB
PHP
120 lines
4.3 KiB
PHP
;-------------------------------------------------------------------------
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; CTIA/GTIA Address Equates
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;-------------------------------------------------------------------------
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; Read/Write Addresses
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CONSOL = GTIA + $1F ;console switches and speaker control
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; Read Addresses
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M0PF = GTIA + $00 ;missile 0 and playfield collision
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M1PF = GTIA + $01 ;missile 1 and playfield collision
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M2PF = GTIA + $02 ;missile 2 and playfield collision
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M3PF = GTIA + $03 ;missile 3 and playfield collision
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P0PF = GTIA + $04 ;player 0 and playfield collision
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P1PF = GTIA + $05 ;player 1 and playfield collision
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P2PF = GTIA + $06 ;player 2 and playfield collision
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P3PF = GTIA + $07 ;player 3 and playfield collision
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M0PL = GTIA + $08 ;missile 0 and player collision
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M1PL = GTIA + $09 ;missile 1 and player collision
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M2PL = GTIA + $0A ;missile 2 and player collision
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M3PL = GTIA + $0B ;missile 3 and player collision
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P0PL = GTIA + $0C ;player 0 and player collision
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P1PL = GTIA + $0D ;player 1 and player collision
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P2PL = GTIA + $0E ;player 2 and player collision
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P3PL = GTIA + $0F ;player 3 and player collision
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TRIG0 = GTIA + $10 ;joystick trigger 0
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TRIG1 = GTIA + $11 ;joystick trigger 1
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TRIG2 = GTIA + $12 ;cartridge interlock
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TRIG3 = GTIA + $13 ;ACMI module interlock
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PAL = GTIA + $14 ;##rev2## PAL/NTSC indicator
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; Write Addresses
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HPOSP0 = GTIA + $00 ;player 0 horizontal position
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HPOSP1 = GTIA + $01 ;player 1 horizontal position
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HPOSP2 = GTIA + $02 ;player 2 horizontal position
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HPOSP3 = GTIA + $03 ;player 3 horizontal position
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HPOSM0 = GTIA + $04 ;missile 0 horizontal position
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HPOSM1 = GTIA + $05 ;missile 1 horizontal position
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HPOSM2 = GTIA + $06 ;missile 2 horizontal position
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HPOSM3 = GTIA + $07 ;missile 3 horizontal position
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SIZEP0 = GTIA + $08 ;player 0 size
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SIZEP1 = GTIA + $09 ;player 1 size
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SIZEP2 = GTIA + $0A ;player 2 size
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SIZEP3 = GTIA + $0B ;player 3 size
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SIZEM = GTIA + $0C ;missile sizes
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GRAFP0 = GTIA + $0D ;player 0 graphics
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GRAFP1 = GTIA + $0E ;player 1 graphics
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GRAFP2 = GTIA + $0F ;player 2 graphics
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GRAFP3 = GTIA + $10 ;player 3 graphics
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GRAFM = GTIA + $11 ;missile graphics
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COLPM0 = GTIA + $12 ;player-missile 0 color/luminance
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COLPM1 = GTIA + $13 ;player-missile 1 color/luminance
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COLPM2 = GTIA + $14 ;player-missile 2 color/luminance
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COLPM3 = GTIA + $15 ;player-missile 3 color/luminance
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COLPF0 = GTIA + $16 ;playfield 0 color/luminance
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COLPF1 = GTIA + $17 ;playfield 1 color/luminance
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COLPF2 = GTIA + $18 ;playfield 2 color/luminance
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COLPF3 = GTIA + $19 ;playfield 3 color/luminance
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COLBK = GTIA + $1A ;background color/luminance
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PRIOR = GTIA + $1B ;priority select
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VDELAY = GTIA + $1C ;vertical delay
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GRACTL = GTIA + $1D ;graphic control
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HITCLR = GTIA + $1E ;collision clear
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; Hue values
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HUE_GREY = 0
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HUE_GOLD = 1
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HUE_GOLDORANGE = 2
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HUE_REDORANGE = 3
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HUE_ORANGE = 4
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HUE_MAGENTA = 5
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HUE_PURPLE = 6
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HUE_BLUE = 7
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HUE_BLUE2 = 8
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HUE_CYAN = 9
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HUE_BLUEGREEN = 10
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HUE_BLUEGREEN2 = 11
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HUE_GREEN = 12
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HUE_YELLOWGREEN = 13
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HUE_YELLOW = 14
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HUE_YELLOWRED = 15
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; Color defines, similar to c64 colors (untested)
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GTIA_COLOR_BLACK = (HUE_GREY << 4)
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GTIA_COLOR_WHITE = (HUE_GREY << 4 | 7 << 1)
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GTIA_COLOR_RED = (HUE_REDORANGE << 4 | 1 << 1)
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GTIA_COLOR_CYAN = (HUE_CYAN << 4 | 3 << 1)
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GTIA_COLOR_VIOLET = (HUE_PURPLE << 4 | 4 << 1)
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GTIA_COLOR_GREEN = (HUE_GREEN << 4 | 2 << 1)
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GTIA_COLOR_BLUE = (HUE_BLUE << 4 | 2 << 1)
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GTIA_COLOR_YELLOW = (HUE_YELLOW << 4 | 7 << 1)
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GTIA_COLOR_ORANGE = (HUE_ORANGE << 4 | 5 << 1)
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GTIA_COLOR_BROWN = (HUE_YELLOW << 4 | 2 << 1)
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GTIA_COLOR_LIGHTRED = (HUE_REDORANGE << 4 | 6 << 1)
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GTIA_COLOR_GRAY1 = (HUE_GREY << 4 | 2 << 1)
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GTIA_COLOR_GRAY2 = (HUE_GREY << 4 | 3 << 1)
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GTIA_COLOR_LIGHTGREEN = (HUE_GREEN << 4 | 6 << 1)
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GTIA_COLOR_LIGHTBLUE = (HUE_BLUE << 4 | 6 << 1)
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GTIA_COLOR_GRAY3 = (HUE_GREY << 4 | 5 << 1)
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