; 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