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/*****************************************************************************/
/* */
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/* _gtia.h */
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/* */
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/* Internal include file, do not use directly */
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/* */
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/* "GTIA, Graphic Television Interface Adaptor, is a custom chip used in the */
/* Atari 8-bit family of computers and in the Atari 5200 console. In these */
/* systems, GTIA chip works together with ANTIC to produce video display. */
/* ANTIC generates the playfield graphics (text and bitmap) while GTIA */
/* provides the color for the playfield and adds overlay objects known as */
/* player/missile graphics (sprites)" - Wikipedia article on "GTIA" */
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/* */
/* */
/* (C) 2000 Freddy Offenga <taf_offenga@yahoo.com> */
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/* 2019-01-12: Bill Kendrick <nbs@sonic.net>: More defines for registers */
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/* */
/* */
/* This software is provided 'as-is', without any expressed or implied */
/* warranty. In no event will the authors be held liable for any damages */
/* arising from the use of this software. */
/* */
/* Permission is granted to anyone to use this software for any purpose, */
/* including commercial applications, and to alter it and redistribute it */
/* freely, subject to the following restrictions: */
/* */
/* 1. The origin of this software must not be misrepresented; you must not */
/* claim that you wrote the original software. If you use this software */
/* in a product, an acknowledgment in the product documentation would be */
/* appreciated but is not required. */
/* 2. Altered source versions must be plainly marked as such, and must not */
/* be misrepresented as being the original software. */
/* 3. This notice may not be removed or altered from any source */
/* distribution. */
/* */
/*****************************************************************************/
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# ifndef __GTIA_H
# define __GTIA_H
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/* Define a structure with the GTIA register offsets for write (W) */
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struct __gtia_write {
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unsigned char hposp0 ; /* 0x00: horizontal position of player 0 */
unsigned char hposp1 ; /* 0x01: horizontal position of player 1 */
unsigned char hposp2 ; /* 0x02: horizontal position of player 2 */
unsigned char hposp3 ; /* 0x03: horizontal position of player 3 */
unsigned char hposm0 ; /* 0x04: horizontal position of missile 0 */
unsigned char hposm1 ; /* 0x05: horizontal position of missile 1 */
unsigned char hposm2 ; /* 0x06: horizontal position of missile 2 */
unsigned char hposm3 ; /* 0x07: horizontal position of missile 3 */
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unsigned char sizep0 ; /* 0x08: size of player 0 */
unsigned char sizep1 ; /* 0x09: size of player 1 */
unsigned char sizep2 ; /* 0x0A: size of player 2 */
unsigned char sizep3 ; /* 0x0B: size of player 3 */
unsigned char sizem ; /* 0x0C: size of missiles */
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# define PMG_SIZE_NORMAL 0x0
# define PMG_SIZE_DOUBLE 0x1
# define PMG_SIZE_QUAD 0x2
unsigned char grafp0 ; /* 0x0D: graphics shape player 0 (used when ANTIC is not instructed to use DMA; see DMACTL) */
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unsigned char grafp1 ; /* 0x0E: graphics shape player 1 */
unsigned char grafp2 ; /* 0x0F: graphics shape player 2 */
unsigned char grafp3 ; /* 0x10: graphics shape player 3 */
unsigned char grafm ; /* 0x11: graphics shape missiles */
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unsigned char colpm0 ; /* 0x12: color player and missile 0 */
unsigned char colpm1 ; /* 0x13: color player and missile 1 */
unsigned char colpm2 ; /* 0x14: color player and missile 2 */
unsigned char colpm3 ; /* 0x15: color player and missile 3 */
unsigned char colpf0 ; /* 0x16: color playfield 0 */
unsigned char colpf1 ; /* 0x17: color playfield 1 */
unsigned char colpf2 ; /* 0x18: color playfield 2 */
unsigned char colpf3 ; /* 0x19: color playfield 3 */
unsigned char colbk ; /* 0x1A: color background */
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/* See the "HUE_..." #defines in "atari.h" for the hue values to use with color registers, above */
/* Bitwise OR (|) with 0x00 (darkest) through 0x0F (lightest) (only even values are unique) */
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unsigned char prior ; /* 0x1B: priority selection */
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# define PRIOR_P03_PF03 0x01 /* Players 0-3, then Playfields 0-3, then background */
# define PRIOR_P01_PF03_P23 0x02 /* Players 0-1, then Playfields 0-3, then Players 2-3, then background */
# define PRIOR_PF03_P03 0x04 /* Playfields 0-3, then Players 0-3, then background */
# define PRIOR_PF01_P03_PF23 0x08 /* Playfields 0-1, then Players 0-3, then Playfields 2-3, then background */
# define PRIOR_5TH_PLAYER 0x10 /* Four missiles combine to be a 5th player (uses COLPF3) */
# define PRIOR_OVERLAP_3RD_COLOR 0x20 / * Overlap of players 0 and 1, and of players 2 and 3, results in a third color
( else overlap is black ) . The resulting color is a logical OR of the two player colors . */
# define PRIOR_GFX_MODE_9 0x40 /* 80x192 16 shade mode (shades of the background (COLBK) hue; brightness in COLBK cause additional effects) */
# define PRIOR_GFX_MODE_10 0x80 /* 80x192 9 color mode (COLPM0 (acts as background) thru COLPM3, followed by COLPF0 thru COLPF4) */
# define PRIOR_GFX_MODE_11 0xC0 /* 80x192 16 hue mode (hues of the background (COLBK) brightness) */
unsigned char vdelay ; /* 0x1C: vertical delay (for one-line resolution movement of vertical position of an object when two line resolution display is enabled */
# define VDELAY_MISSILE0 0x01
# define VDELAY_MISSILE1 0x02
# define VDELAY_MISSILE2 0x04
# define VDELAY_MISSILE3 0x08
# define VDELAY_PLAYER0 0x10
# define VDELAY_PLAYER1 0x20
# define VDELAY_PLAYER2 0x40
# define VDELAY_PLAYER3 0x80
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unsigned char gractl ; /* 0x1D: stick/paddle latch, p/m control */
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# define GRACTL_MISSLES 0x01 /* enable missiles */
# define GRACTL_PLAYERS 0x02 /* enable players */
# define GRACTL_LATCH_TRIGGER_INPUTS 0x04 /* "latch" triggers; once pressed, will give a continuous pressed input until this bit is cleared */
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unsigned char hitclr ; /* 0x1E: clear p/m collision */
unsigned char consol ; /* 0x1F: builtin speaker */
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} ;
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/* Define a structure with the GTIA register offsets for read (R) */
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struct __gtia_read {
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unsigned char m0pf ; /* 0x00: missile 0 to playfield collision */
unsigned char m1pf ; /* 0x01: missile 1 to playfield collision */
unsigned char m2pf ; /* 0x02: missile 2 to playfield collision */
unsigned char m3pf ; /* 0x03: missile 3 to playfield collision */
unsigned char p0pf ; /* 0x04: player 0 to playfield collision */
unsigned char p1pf ; /* 0x05: player 1 to playfield collision */
unsigned char p2pf ; /* 0x06: player 2 to playfield collision */
unsigned char p3pf ; /* 0x07: player 3 to playfield collision */
unsigned char m0pl ; /* 0x08: missile 0 to player collision */
unsigned char m1pl ; /* 0x09: missile 1 to player collision */
unsigned char m2pl ; /* 0x0A: missile 2 to player collision */
unsigned char m3pl ; /* 0x0B: missile 3 to player collision */
unsigned char p0pl ; /* 0x0C: player 0 to player collision */
unsigned char p1pl ; /* 0x0D: player 1 to player collision */
unsigned char p2pl ; /* 0x0E: player 2 to player collision */
unsigned char p3pl ; /* 0x0F: player 3 to player collision */
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unsigned char trig0 ; /* 0x10: joystick trigger 0 (0=pressed, 1=released) */
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unsigned char trig1 ; /* 0x11: joystick trigger 1 */
unsigned char trig2 ; /* 0x12: joystick trigger 2 */
unsigned char trig3 ; /* 0x13: joystick trigger 3 */
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unsigned char pal ; /* 0x14: pal/ntsc flag */
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# define TV_STD_PAL 0x1
# define TV_STD_NTSC 0xE
/* Note: This only tells you whether the GTIA is PAL or NTSC; some NTSC systems are modded with PAL ANTIC chips; testing VCOUNT limits can be done to check for that */
/* Note: Seems like it's not possible to test for SECAM */
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unsigned char unused [ 10 ] ;
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unsigned char consol ; /* 0x1F: console buttons */
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# define CONSOL_START(x) !((unsigned char)((x) & 1)) /* true if Start pressed */
# define CONSOL_SELECT(x) !((unsigned char)((x) & 2)) /* true if Select pressed */
# define CONSOL_OPTION(x) !((unsigned char)((x) & 4)) /* true if Option pressed */
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} ;
/* End of _gtia.h */
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# endif /* #ifndef __GTIA_H */