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85 lines
4.2 KiB
Plaintext
85 lines
4.2 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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*SYNOPSIS Atari 2600 (VCS) registers and constants
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; TIA write registers
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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/missle 0
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NUSIZ1 @ $05 ;W 00xx 0xxx Number-Size player/missle 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 Missle 0
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RESM1 @ $13 ;W ---- ---- Reset Missle 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 Missle 0
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ENAM1 @ $1e ;W 0000 00x0 Graphics Enable Missle 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 Missle 0
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HMM1 @ $23 ;W xxxx 0000 Horizontal Motion Missle 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 Missle 0 to Player 0
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RESMP1 @ $29 ;W 0000 00x0 Reset Missle 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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; TIA read registers. The actual values are $0-d, but only 4 bits of the
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; address are used on the hardware. I'm using $3x because that's what
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; Adventure did, but it might be necessary to fiddle with this.
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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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SWCHA @ $280 ;Port A data register (joysticks...)
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SWACNT @ $281 ;Port A data direction register (DDR)
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SWCHB @ $282 ;Port B data (console switches)
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SWBCNT @ $283 ;Port B DDR
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INTIM @ $284 ;Timer output
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TIM1T @ $294 ;set 1 clock interval
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TIM8T @ $295 ;set 8 clock interval
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TIM64T @ $296 ;set 64 clock interval
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T1024T @ $297 ;set 1024 clock interval
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