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4d8ee3fd07
First cut at lookup-by-address implementation. Seems to work, but needs full tests.
119 lines
5.0 KiB
Plaintext
119 lines
5.0 KiB
Plaintext
; Copyright 2018 faddenSoft. All Rights Reserved.
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; See the LICENSE.txt file for distribution terms (Apache 2.0).
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;
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; Adapted from various online references. Comments are most directly from
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; http://www.classic-games.com/atari2600/specs.html
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;
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; Some info on memory mirror maps by Chris Wilkson.
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*SYNOPSIS Atari 2600 (VCS) registers and constants
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; 4K ROM is primarily $f000-ffff
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; mirror: $x000
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; x = {odd}
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;
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; For 8K ROM, second bank is primarily $d000-dfff
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; 128 bytes of RIOT RAM is primarily $80-ff and $180-1ff
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; mirror: $xy80
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; x={even}
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; y={0,1,4,5,8,9,C,D}
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; --> ???0 ??0? 1xxx xxxx
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; TIA write registers
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; mirror: $xyz0
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; x = {even}
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; y = {anything}
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; z = {0, 4}
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; --> ???0 ???? 0?xx xxxx
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*MULTI_MASK %0001000010000000 %0000000000000000 %0000000000111111
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VSYNC > $00 ;W 0000 00x0 Vertical Sync Set-Clear
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VBLANK > $01 ;W xx00 00x0 Vertical Blank Set-Clear
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WSYNC > $02 ;W ---- ---- Wait for Horizontal Blank
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RSYNC > $03 ;W ---- ---- Reset Horizontal Sync Counter
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NUSIZ0 > $04 ;W 00xx 0xxx Number-Size player/missile 0
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NUSIZ1 > $05 ;W 00xx 0xxx Number-Size player/missile 1
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COLUP0 > $06 ;W xxxx xxx0 Color-Luminance Player 0
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COLUP1 > $07 ;W xxxx xxx0 Color-Luminance Player 1
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COLUPF > $08 ;W xxxx xxx0 Color-Luminance Playfield
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COLUBK > $09 ;W xxxx xxx0 Color-Luminance Background
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CTRLPF > $0a ;W 00xx 0xxx Control Playfield, Ball, Collisions
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REFP0 > $0b ;W 0000 x000 Reflection Player 0
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REFP1 > $0c ;W 0000 x000 Reflection Player 1
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PF0 > $0d ;W xxxx 0000 Playfield Register Byte 0
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PF1 > $0e ;W xxxx xxxx Playfield Register Byte 1
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PF2 > $0f ;W xxxx xxxx Playfield Register Byte 2
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RESP0 > $10 ;W ---- ---- Reset Player 0
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RESP1 > $11 ;W ---- ---- Reset Player 1
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RESM0 > $12 ;W ---- ---- Reset Missile 0
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RESM1 > $13 ;W ---- ---- Reset Missile 1
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RESBL > $14 ;W ---- ---- Reset Ball
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AUDC0 > $15 ;W 0000 xxxx Audio Control 0
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AUDC1 > $16 ;W 0000 xxxx Audio Control 1
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AUDF0 > $17 ;W 000x xxxx Audio Frequency 0
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AUDF1 > $18 ;W 000x xxxx Audio Frequency 1
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AUDV0 > $19 ;W 0000 xxxx Audio Volume 0
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AUDV1 > $1a ;W 0000 xxxx Audio Volume 1
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GRP0 > $1b ;W xxxx xxxx Graphics Register Player 0
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GRP1 > $1c ;W xxxx xxxx Graphics Register Player 1
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ENAM0 > $1d ;W 0000 00x0 Graphics Enable Missile 0
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ENAM1 > $1e ;W 0000 00x0 Graphics Enable Missile 1
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ENABL > $1f ;W 0000 00x0 Graphics Enable Ball
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HMP0 > $20 ;W xxxx 0000 Horizontal Motion Player 0
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HMP1 > $21 ;W xxxx 0000 Horizontal Motion Player 1
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HMM0 > $22 ;W xxxx 0000 Horizontal Motion Missile 0
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HMM1 > $23 ;W xxxx 0000 Horizontal Motion Missile 1
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HMBL > $24 ;W xxxx 0000 Horizontal Motion Ball
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VDELP0 > $25 ;W 0000 000x Vertical Delay Player 0
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VDELP1 > $26 ;W 0000 000x Vertical Delay Player 1
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VDELBL > $27 ;W 0000 000x Vertical Delay Ball
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RESMP0 > $28 ;W 0000 00x0 Reset Missile 0 to Player 0
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RESMP1 > $29 ;W 0000 00x0 Reset Missile 1 to Player 1
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HMOVE > $2a ;W ---- ---- Apply Horizontal Motion
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HMCLR > $2b ;W ---- ---- Clear Horizontal Move Registers
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CXCLR > $2c ;W ---- ---- Clear Collision Latches
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; $2d-3f undefined, but $3e/3f may be used for bank switching
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; TIA read registers. Same basic area as the write registers, but
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; only the low 4 bits matter. I'm using $3x as the canonical value
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; because that's what Adventure did.
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; --> ???0 ???? 0??? xxxx
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*MULTI_MASK %0001000010000000 %0000000000000000 %0000000000001111
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CXM0P < $30 ;R xx00 0000 Read Collision M0-P1 M0-P0
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CXM1P < $31 ;R xx00 0000 Read Collision M1-P0 M1-P1
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CXP0FB < $32 ;R xx00 0000 Read Collision P0-PF P0-BL
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CXP1FB < $33 ;R xx00 0000 Read Collision P1-PF P1-BL
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CXM0FB < $34 ;R xx00 0000 Read Collision M0-PF M0-BL
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CXM1FB < $35 ;R xx00 0000 Read Collision M1-PF M1-BL
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CXBLPF < $36 ;R x000 0000 Read Collision BL-PF -----
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CXPPMM < $37 ;R xx00 0000 Read Collision P0-P1 M0-M1
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INPT0 < $38 ;R x000 0000 Read Pot Port 0
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INPT1 < $39 ;R x000 0000 Read Pot Port 1
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INPT2 < $3a ;R x000 0000 Read Pot Port 2
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INPT3 < $3b ;R x000 0000 Read Pot Port 3
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INPT4 < $3c ;R x000 0000 Read Input (Trigger) 0
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INPT5 < $3d ;R x000 0000 Read Input (Trigger) 1
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; PIA/RIOT (6532) registers
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; mirror: $xyz0
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; x = {even}
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; y = {2,3,6,7,a,b,e,f}
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; z = {8,a,c,e}
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; --> ???0 ??1? 1??x xxxx
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*MULTI_MASK %0001001010000000 %0000001010000000 %0000000000011111
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SWCHA @ $280 ;RW Port A data register (joysticks...)
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SWACNT @ $281 ;RW Port A data direction register (DDR)
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SWCHB @ $282 ;RW Port B data (console switches)
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SWBCNT @ $283 ;RW Port B data direction register (DDR)
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INTIM < $284 ;R Timer output
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TIM1T > $294 ;W set 1 clock interval
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TIM8T > $295 ;W set 8 clock interval
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TIM64T > $296 ;W set 64 clock interval
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T1024T > $297 ;W set 1024 clock interval
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*MULTI_MASK
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