//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