/*****************************************************************************/ /* */ /* _gtia.h */ /* */ /* Internal include file, do not use directly */ /* */ /* "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" */ /* */ /* */ /* (C) 2000 Freddy Offenga */ /* 2019-01-16: Bill Kendrick : More defines for registers */ /* */ /* */ /* 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. */ /* */ /*****************************************************************************/ #ifndef __GTIA_H #define __GTIA_H /*****************************************************************************/ /* Define a structure with the GTIA register offsets for write (W) */ /*****************************************************************************/ struct __gtia_write { 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 */ 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 */ unsigned char grafp0; /* 0x0D: graphics shape player 0 (used when ANTIC is not instructed to use DMA; see DMACTL) */ 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 */ 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 */ unsigned char prior; /* 0x1B: priority selection */ unsigned char vdelay; /* 0x1C: vertical delay -- one-line resolution movement of ** vertical position of an object when two line resolution display is enabled */ unsigned char gractl; /* 0x1D: stick/paddle latch, p/m control */ unsigned char hitclr; /* 0x1E: clear p/m collision */ unsigned char consol; /* 0x1F: builtin speaker */ }; /*****************************************************************************/ /* (W) Values for SIZEP0-SIZEP3 and SIZEM registers: */ /*****************************************************************************/ #define PMG_SIZE_NORMAL 0x0 /* one color clock per pixel */ #define PMG_SIZE_DOUBLE 0x1 /* two color clocks per pixel */ #define PMG_SIZE_QUAD 0x3 /* four color clocks per pixel */ /* COLPM0-COLPM3, COLPF0-COLPF3, COLBK color registers */ /*****************************************************************************/ /* Color definitions */ /*****************************************************************************/ /* Make a GTIA color value */ #define _gtia_mkcolor(hue,lum) (((hue) << 4) | ((lum) << 1)) /* Luminance values go from 0 (black) to 7 (white) */ /* Hue values */ /* (These can vary depending on TV standard (NTSC vs PAL), ** tint potentiometer settings, TV tint settings, emulator palette, etc.) */ #define HUE_GREY 0 #define HUE_GOLD 1 #define HUE_GOLDORANGE 2 #define HUE_REDORANGE 3 #define HUE_ORANGE 4 #define HUE_MAGENTA 5 #define HUE_PURPLE 6 #define HUE_BLUE 7 #define HUE_BLUE2 8 #define HUE_CYAN 9 #define HUE_BLUEGREEN 10 #define HUE_BLUEGREEN2 11 #define HUE_GREEN 12 #define HUE_YELLOWGREEN 13 #define HUE_YELLOW 14 #define HUE_YELLOWRED 15 /* Color defines, similar to c64 colors (untested) */ /* Hardware palette values (for GTIA colxxx registers) */ #define GTIA_COLOR_BLACK _gtia_mkcolor(HUE_GREY,0) #define GTIA_COLOR_WHITE _gtia_mkcolor(HUE_GREY,7) #define GTIA_COLOR_RED _gtia_mkcolor(HUE_REDORANGE,1) #define GTIA_COLOR_CYAN _gtia_mkcolor(HUE_CYAN,3) #define GTIA_COLOR_VIOLET _gtia_mkcolor(HUE_PURPLE,4) #define GTIA_COLOR_GREEN _gtia_mkcolor(HUE_GREEN,2) #define GTIA_COLOR_BLUE _gtia_mkcolor(HUE_BLUE,2) #define GTIA_COLOR_YELLOW _gtia_mkcolor(HUE_YELLOW,7) #define GTIA_COLOR_ORANGE _gtia_mkcolor(HUE_ORANGE,5) #define GTIA_COLOR_BROWN _gtia_mkcolor(HUE_YELLOW,2) #define GTIA_COLOR_LIGHTRED _gtia_mkcolor(HUE_REDORANGE,6) #define GTIA_COLOR_GRAY1 _gtia_mkcolor(HUE_GREY,2) #define GTIA_COLOR_GRAY2 _gtia_mkcolor(HUE_GREY,3) #define GTIA_COLOR_LIGHTGREEN _gtia_mkcolor(HUE_GREEN,6) #define GTIA_COLOR_LIGHTBLUE _gtia_mkcolor(HUE_BLUE,6) #define GTIA_COLOR_GRAY3 _gtia_mkcolor(HUE_GREY,5) /*****************************************************************************/ /* (W) PRIOR register values */ /*****************************************************************************/ #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) */ /* Causes overlap of players 0 & 1 and of players 2 & 3 to result in a third color, ** the logical OR of the two players' colors, and other overlaps (e.g., players 0 and 2) ** to result in black (0x00). */ #define PRIOR_OVERLAP_3RD_COLOR 0x20 /*****************************************************************************/ /* (W) GTIA special graphics mode options for GPRIOR */ /*****************************************************************************/ /* Pixels are 2 color clocks wide, and one scanline tall ** (so 80x192 in normal playfield width). ** May be used with both bitmap and character modelines. */ /* 16 shade shades of the background (COLBK) hue; ** Note: brightnesses other than 0 (darkest) in COLBK cause additional effects */ #define PRIOR_GFX_MODE_9 0x40 /* 9 color palette mode; ** COLPM0 (acts as background) thru COLPM3, followed by COLPF0 thru COLPF3, and COLBK */ #define PRIOR_GFX_MODE_10 0x80 /* 16 hues of the background (COLBK) brightness; ** Note: hues other than 0 (greys) in COLBK caus additional effects */ #define PRIOR_GFX_MODE_11 0xC0 /*****************************************************************************/ /* (W) VDELAY register values */ /*****************************************************************************/ #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 /*****************************************************************************/ /* (W) GRACTL register values */ /*****************************************************************************/ #define GRACTL_MISSLES 0x01 /* enable missiles */ #define GRACTL_PLAYERS 0x02 /* enable players */ /* "Latch" triggers; once pressed, will give a continuous ** pressed input until this bit is cleared */ #define GRACTL_LATCH_TRIGGER_INPUTS 0x04 /*****************************************************************************/ /* Define a structure with the GTIA register offsets for read (R) */ /*****************************************************************************/ struct __gtia_read { 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 */ unsigned char trig0; /* 0x10: joystick trigger 0 (0=pressed, 1=released) */ unsigned char trig1; /* 0x11: joystick trigger 1 */ unsigned char trig2; /* 0x12: joystick trigger 2 */ unsigned char trig3; /* 0x13: joystick trigger 3 */ unsigned char pal; /* 0x14: pal/ntsc flag */ unsigned char unused[10]; unsigned char consol; /* 0x1F: console buttons */ }; /*****************************************************************************/ /* (R) PAL register possible values */ /*****************************************************************************/ /* 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. Seems like it's not possible to test for SECAM */ #define TV_STD_PAL 0x1 #define TV_STD_NTSC 0xE /*****************************************************************************/ /* Macros for reading console keys (Start/Select/Option) via CONSOL register */ /*****************************************************************************/ #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 */ /* End of _gtia.h */ #endif /* #ifndef __GTIA_H */