//vcshead.h02 - C02 Header file for Atari 2600

//TIA Registers - Write
char VSYNC;    //Vertical Sync
char VBLANK;   //Vertical Blank 
char WSYNC;    //Wait for Horizontal Blank
char RSYNC;    //Reset Horizontal Sync Counter
char NUSIZ0;   //Number-Size Player/Missile 0
char NUSIZ1;   //Number-Size Player/Missile 1
char COLUP0;   //Color-Luminance Player 0
char COLUP1;   //Color-Luminance Player 1
char COLUPF;   //Color-Luminance Playfield
char COLUBK;   //Color-Luminance Background
char CTRLPF;   //Control Playfield, Ball, Collisions
char REFP0;    //Reflection Player 0
char REFP1;    //Reflection Player 1
char PF0;      //Playfield Register Byte 0
char PF1;      //Playfield Register Byte 1
char PF2;      //Playfield Register Byte 2
char RESP0;    //Reset Player 0
char RESP1;    //Reset Player 1
char RESM0;    //Reset Missle 0
char RESM1;    //Reset Missle 1
char RESBL;    //Reset Ball
char AUDC0;    //Audio Control 0
char AUDC1;    //Audio Control 1
char AUDF0;    //Audio Frequency 0
char AUDF1;    //Audio Frequency 1
char AUDV0;    //Audio Volume 0
char AUDV1;    //Audio Volume 1
char GRP0;     //Graphics Register Player 0
char GRP1;     //Graphics Register Player 1
char ENAM0;    //0000 00x0   Graphics Enable Missle 0
char ENAM1;    //0000 00x0   Graphics Enable Missle 1
char ENABL;    //0000 00x0   Graphics Enable Ball
char HMP0;     //Horizontal Motion Player 0
char HMP1;     //Horizontal Motion Player 1
char HMM0;     //Horizontal Motion Missle 0
char HMM1;     //Horizontal Motion Missle 1
char HMBL;     //Horizontal Motion Ball
char VDELP0;   //0000 000x   Vertical Delay Player 0
char VDELP1;   //0000 000x   Vertical Delay Player 1
char VDELBL;   //0000 000x   Vertical Delay Ball
char RESMP0;   //0000 00x0   Reset Missle 0 to Player 0
char RESMP1;   //0000 00x0   Reset Missle 1 to Player 1
char HMOVE;    //Apply Horizontal Motion
char HMCLR;    //Clear Horizontal Move Registers
char CXCLR;    //Clear Collision Latches

//TIA Registers - Read          bit 7   bit 6
char CXM0P;    //Read Collision  M0-P1   M0-P0
char CXM1P;    //                M1-P0   M1-P1
char CXP0FB;   //                P0-PF   P0-BL
char CXP1FB;   //                P1-PF   P1-BL
char CXM0FB;   //                M0-PF   M0-BL
char CXM1FB;   //                M1-PF   M1-BL
char CXBLPF;   //                BL-PF 
char CXPPMM;   //                P0-P1   M0-M1
char INPT0;    //Read Pot Port 0
char INPT1;    //Read Pot Port 1
char INPT2;    //Read Pot Port 2

char INPT3;    //Read Pot Port 3
char INPT4;    //Read Input (Trigger) 0
char INPT5;    //Read Input (Trigger) 1

//RIOT Registers
char SWCHA;    //Port A data register for joysticks:
               //Bits 4-7 for Player 1.  Bits 0-3 for Player 2.
char SWACNT;   //Port A data direction register (DDR)
char SWCHB;    //Port B data (console switches)
char SWBCNT;   //Port B DDR
char INTIM;    //Timer output
char TIM1T;    //set 1 clock interval
char TIM8T;    //set 8 clock interval
char TIM64T;   //set 64 clock interval
char T1024T;   //set 1024 clock interval

#pragma zeropage $80 //Zero Page RAM Base Address

