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cc65/asminc/atari_gtia.inc
Christian Groessler be6bba66a9 atari5200: conio now uses just four colors altogether
See discussion in PR #870.
2019-04-12 12:49:38 +02:00

120 lines
4.3 KiB
PHP

;-------------------------------------------------------------------------
; CTIA/GTIA Address Equates
;-------------------------------------------------------------------------
; Read/Write Addresses
CONSOL = GTIA + $1F ;console switches and speaker control
; Read Addresses
M0PF = GTIA + $00 ;missile 0 and playfield collision
M1PF = GTIA + $01 ;missile 1 and playfield collision
M2PF = GTIA + $02 ;missile 2 and playfield collision
M3PF = GTIA + $03 ;missile 3 and playfield collision
P0PF = GTIA + $04 ;player 0 and playfield collision
P1PF = GTIA + $05 ;player 1 and playfield collision
P2PF = GTIA + $06 ;player 2 and playfield collision
P3PF = GTIA + $07 ;player 3 and playfield collision
M0PL = GTIA + $08 ;missile 0 and player collision
M1PL = GTIA + $09 ;missile 1 and player collision
M2PL = GTIA + $0A ;missile 2 and player collision
M3PL = GTIA + $0B ;missile 3 and player collision
P0PL = GTIA + $0C ;player 0 and player collision
P1PL = GTIA + $0D ;player 1 and player collision
P2PL = GTIA + $0E ;player 2 and player collision
P3PL = GTIA + $0F ;player 3 and player collision
TRIG0 = GTIA + $10 ;joystick trigger 0
TRIG1 = GTIA + $11 ;joystick trigger 1
TRIG2 = GTIA + $12 ;cartridge interlock
TRIG3 = GTIA + $13 ;ACMI module interlock
PAL = GTIA + $14 ;##rev2## PAL/NTSC indicator
; Write Addresses
HPOSP0 = GTIA + $00 ;player 0 horizontal position
HPOSP1 = GTIA + $01 ;player 1 horizontal position
HPOSP2 = GTIA + $02 ;player 2 horizontal position
HPOSP3 = GTIA + $03 ;player 3 horizontal position
HPOSM0 = GTIA + $04 ;missile 0 horizontal position
HPOSM1 = GTIA + $05 ;missile 1 horizontal position
HPOSM2 = GTIA + $06 ;missile 2 horizontal position
HPOSM3 = GTIA + $07 ;missile 3 horizontal position
SIZEP0 = GTIA + $08 ;player 0 size
SIZEP1 = GTIA + $09 ;player 1 size
SIZEP2 = GTIA + $0A ;player 2 size
SIZEP3 = GTIA + $0B ;player 3 size
SIZEM = GTIA + $0C ;missile sizes
GRAFP0 = GTIA + $0D ;player 0 graphics
GRAFP1 = GTIA + $0E ;player 1 graphics
GRAFP2 = GTIA + $0F ;player 2 graphics
GRAFP3 = GTIA + $10 ;player 3 graphics
GRAFM = GTIA + $11 ;missile graphics
COLPM0 = GTIA + $12 ;player-missile 0 color/luminance
COLPM1 = GTIA + $13 ;player-missile 1 color/luminance
COLPM2 = GTIA + $14 ;player-missile 2 color/luminance
COLPM3 = GTIA + $15 ;player-missile 3 color/luminance
COLPF0 = GTIA + $16 ;playfield 0 color/luminance
COLPF1 = GTIA + $17 ;playfield 1 color/luminance
COLPF2 = GTIA + $18 ;playfield 2 color/luminance
COLPF3 = GTIA + $19 ;playfield 3 color/luminance
COLBK = GTIA + $1A ;background color/luminance
PRIOR = GTIA + $1B ;priority select
VDELAY = GTIA + $1C ;vertical delay
GRACTL = GTIA + $1D ;graphic control
HITCLR = GTIA + $1E ;collision clear
; Hue values
HUE_GREY = 0
HUE_GOLD = 1
HUE_GOLDORANGE = 2
HUE_REDORANGE = 3
HUE_ORANGE = 4
HUE_MAGENTA = 5
HUE_PURPLE = 6
HUE_BLUE = 7
HUE_BLUE2 = 8
HUE_CYAN = 9
HUE_BLUEGREEN = 10
HUE_BLUEGREEN2 = 11
HUE_GREEN = 12
HUE_YELLOWGREEN = 13
HUE_YELLOW = 14
HUE_YELLOWRED = 15
; Color defines, similar to c64 colors (untested)
GTIA_COLOR_BLACK = (HUE_GREY << 4)
GTIA_COLOR_WHITE = (HUE_GREY << 4 | 7 << 1)
GTIA_COLOR_RED = (HUE_REDORANGE << 4 | 1 << 1)
GTIA_COLOR_CYAN = (HUE_CYAN << 4 | 3 << 1)
GTIA_COLOR_VIOLET = (HUE_PURPLE << 4 | 4 << 1)
GTIA_COLOR_GREEN = (HUE_GREEN << 4 | 2 << 1)
GTIA_COLOR_BLUE = (HUE_BLUE << 4 | 2 << 1)
GTIA_COLOR_YELLOW = (HUE_YELLOW << 4 | 7 << 1)
GTIA_COLOR_ORANGE = (HUE_ORANGE << 4 | 5 << 1)
GTIA_COLOR_BROWN = (HUE_YELLOW << 4 | 2 << 1)
GTIA_COLOR_LIGHTRED = (HUE_REDORANGE << 4 | 6 << 1)
GTIA_COLOR_GRAY1 = (HUE_GREY << 4 | 2 << 1)
GTIA_COLOR_GRAY2 = (HUE_GREY << 4 | 3 << 1)
GTIA_COLOR_LIGHTGREEN = (HUE_GREEN << 4 | 6 << 1)
GTIA_COLOR_LIGHTBLUE = (HUE_BLUE << 4 | 6 << 1)
GTIA_COLOR_GRAY3 = (HUE_GREY << 4 | 5 << 1)