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cc65/include/_gtia.h
itaych 31daa706b7 PMG_SIZE_QUAD is 3, not 2.
From "Mapping the Atari": "Size of player. POKE with zero or two for normal size (eight color clocks wide), POKE with one to double a player's width (sixteen color clocks wide), and POKE with three for quadruple width (32 color clocks wide). Each player can have its own width set."
2020-04-16 17:06:18 +02:00

282 lines
14 KiB
C

/*****************************************************************************/
/* */
/* _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 <taf_offenga@yahoo.com> */
/* 2019-01-16: Bill Kendrick <nbs@sonic.net>: 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 */