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https://github.com/RevCurtisP/C02.git
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81 lines
3.1 KiB
Plaintext
81 lines
3.1 KiB
Plaintext
//vcshead.h02 - C02 Header file for Atari 2600
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//TIA Registers - Write
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char VSYNC; //Vertical Sync
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char VBLANK; //Vertical Blank
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char WSYNC; //Wait for Horizontal Blank
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char RSYNC; //Reset Horizontal Sync Counter
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char NUSIZ0; //Number-Size Player/Missile 0
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char NUSIZ1; //Number-Size Player/Missile 1
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char COLUP0; //Color-Luminance Player 0
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char COLUP1; //Color-Luminance Player 1
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char COLUPF; //Color-Luminance Playfield
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char COLUBK; //Color-Luminance Background
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char CTRLPF; //Control Playfield, Ball, Collisions
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char REFP0; //Reflection Player 0
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char REFP1; //Reflection Player 1
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char PF0; //Playfield Register Byte 0
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char PF1; //Playfield Register Byte 1
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char PF2; //Playfield Register Byte 2
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char RESP0; //Reset Player 0
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char RESP1; //Reset Player 1
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char RESM0; //Reset Missle 0
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char RESM1; //Reset Missle 1
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char RESBL; //Reset Ball
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char AUDC0; //Audio Control 0
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char AUDC1; //Audio Control 1
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char AUDF0; //Audio Frequency 0
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char AUDF1; //Audio Frequency 1
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char AUDV0; //Audio Volume 0
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char AUDV1; //Audio Volume 1
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char GRP0; //Graphics Register Player 0
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char GRP1; //Graphics Register Player 1
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char ENAM0; //0000 00x0 Graphics Enable Missle 0
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char ENAM1; //0000 00x0 Graphics Enable Missle 1
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char ENABL; //0000 00x0 Graphics Enable Ball
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char HMP0; //Horizontal Motion Player 0
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char HMP1; //Horizontal Motion Player 1
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char HMM0; //Horizontal Motion Missle 0
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char HMM1; //Horizontal Motion Missle 1
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char HMBL; //Horizontal Motion Ball
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char VDELP0; //0000 000x Vertical Delay Player 0
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char VDELP1; //0000 000x Vertical Delay Player 1
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char VDELBL; //0000 000x Vertical Delay Ball
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char RESMP0; //0000 00x0 Reset Missle 0 to Player 0
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char RESMP1; //0000 00x0 Reset Missle 1 to Player 1
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char HMOVE; //Apply Horizontal Motion
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char HMCLR; //Clear Horizontal Move Registers
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char CXCLR; //Clear Collision Latches
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//TIA Registers - Read bit 7 bit 6
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char CXM0P; //Read Collision M0-P1 M0-P0
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char CXM1P; // M1-P0 M1-P1
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char CXP0FB; // P0-PF P0-BL
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char CXP1FB; // P1-PF P1-BL
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char CXM0FB; // M0-PF M0-BL
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char CXM1FB; // M1-PF M1-BL
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char CXBLPF; // BL-PF
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char CXPPMM; // P0-P1 M0-M1
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char INPT0; //Read Pot Port 0
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char INPT1; //Read Pot Port 1
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char INPT2; //Read Pot Port 2
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char INPT3; //Read Pot Port 3
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char INPT4; //Read Input (Trigger) 0
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char INPT5; //Read Input (Trigger) 1
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//RIOT Registers
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char SWCHA; //Port A data register for joysticks:
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//Bits 4-7 for Player 1. Bits 0-3 for Player 2.
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char SWACNT; //Port A data direction register (DDR)
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char SWCHB; //Port B data (console switches)
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char SWBCNT; //Port B DDR
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char INTIM; //Timer output
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char TIM1T; //set 1 clock interval
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char TIM8T; //set 8 clock interval
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char TIM64T; //set 64 clock interval
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char T1024T; //set 1024 clock interval
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#pragma zeropage $80 //Zero Page RAM Base Address
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