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Added documentation to VIC-II

This commit is contained in:
jespergravgaard 2020-10-19 08:24:40 +02:00
parent a55f7477de
commit 61f1f5a939

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// MOS 6567 / 6569 Video Interface Chip (VIC II)
// http://archive.6502.org/datasheets/mos_6567_vic_ii_preliminary.pdf
// https://dustlayer.com/vic-ii/2013/4/22/when-visibility-matters
// http://www.zimmers.net/cbmpics/cbm/c64/vic-ii.txt
struct MOS6569_VICII {
char SPRITE0_X;
char SPRITE0_Y;
char SPRITE1_X;
char SPRITE1_Y;
char SPRITE2_X;
char SPRITE2_Y;
char SPRITE3_X;
char SPRITE3_Y;
char SPRITE4_X;
char SPRITE4_Y;
char SPRITE5_X;
char SPRITE5_Y;
char SPRITE6_X;
char SPRITE6_Y;
char SPRITE7_X;
char SPRITE7_Y;
char SPRITES_XMSB;
char CONTROL1;
char RASTER;
char LIGHTPEN_X;
char LIGHTPEN_Y;
char SPRITES_ENABLE;
char CONTROL2;
char SPRITES_EXPAND_Y;
char MEMORY;
char IRQ_STATUS;
char IRQ_ENABLE;
char SPRITES_PRIORITY;
char SPRITES_MC;
char SPRITES_EXPAND_X;
char SPRITES_COLLISION;
char SPRITES_BG_COLLISION;
// $D020 Border Color
char BORDER_COLOR;
// $D021 Background Color 0
char BG_COLOR;
// $D022 Background Color 1
char BG_COLOR1;
// $D023 Background Color 2
char BG_COLOR2;
// $D024 Background Color 3
char BG_COLOR3;
// $D025 Sprite multicolor 0
char SPRITES_MCOLOR1;
// $D026 Sprite multicolor 1
char SPRITES_MCOLOR2;
// $D027 Color Sprite 0
char SPRITE0_COLOR;
// $D028 Color Sprite 1
char SPRITE1_COLOR;
// $D029 Color Sprite 2
char SPRITE2_COLOR;
// $D02a Color Sprite 3
char SPRITE3_COLOR;
// $D02b Color Sprite 4
char SPRITE4_COLOR;
// $D02c Color Sprite 5
char SPRITE5_COLOR;
// $D02d Color Sprite 6
char SPRITE6_COLOR;
// $D02e Color Sprite 7
char SPRITE7_COLOR;
// $D000 X-Coordinate Sprite#0
char SPRITE0_X;
// $D001 Y-Coordinate Sprite#0
char SPRITE0_Y;
// $D002 X-Coordinate Sprite#1
char SPRITE1_X;
// $D003 Y-Coordinate Sprite#1
char SPRITE1_Y;
// $D004 X-Coordinate Sprite#2
char SPRITE2_X;
// $D005 Y-Coordinate Sprite#2
char SPRITE2_Y;
// $D006 X-Coordinate Sprite#3
char SPRITE3_X;
// $D007 Y-Coordinate Sprite#3
char SPRITE3_Y;
// $D008 X-Coordinate Sprite#4
char SPRITE4_X;
// $D009 Y-Coordinate Sprite#4
char SPRITE4_Y;
// $D00A X-Coordinate Sprite#5
char SPRITE5_X;
// $D00B Y-Coordinate Sprite#5
char SPRITE5_Y;
// $D00C X-Coordinate Sprite#6
char SPRITE6_X;
// $D00D Y-Coordinate Sprite#6
char SPRITE6_Y;
// $D00E X-Coordinate Sprite#7
char SPRITE7_X;
// $D00F Y-Coordinate Sprite#7
char SPRITE7_Y;
// $D010 Bit#9 for Sprite X-Coordinates
char SPRITES_XMSB;
// $D011 Control Register #1
// - Bit#0-#2: YSCROLL Screen Soft Scroll Vertical
// - Bit#3: RSEL Switch betweem 25 or 24 visible rows
// - Bit#4: DEN Switch VIC-II output on/off
// - Bit#5: BMM Turn Bitmap Mode on/off
// - Bit#6: ECM Turn Extended Color Mode on/off
// - Bit#7: RST8 9th Bit for $D012 Rasterline counter
// Initial Value: %10011011
char CONTROL1;
// $D012 RASTER Raster counter
char RASTER;
// $D013 LPX Light pen X
// When Reading:Return current Rasterline
// When Writing:Define Rasterline for Interrupt triggering
char LIGHTPEN_X;
// $D014 LPY Light pen Y
char LIGHTPEN_Y;
// $D015 Sprite enabled
// If a bit is set high the corresponding Sprite is enabled on Screen
char SPRITES_ENABLE;
// $D016 Control register 2
// - Bit#0-#2: XSCROLL Screen Soft Scroll Horizontal
// - Bit#3: CSEL Switch betweem 40 or 38 visible columns
// - Bit#4: MCM Turn Multicolor Mode on/off
// - Bit#5-#7: not used
// Initial Value: %00001000
char CONTROL2;
// $D017 Sprite Y expansion
// If a bit is set high, the corresponding Sprite will be stretched vertically x2
char SPRITES_EXPAND_Y;
// $D018 VIC-II base addresses
// - Bit#0: not used
// - Bit#1-#3: CB Address Bits 11-13 of the Character Set (*2048)
// - Bit#4-#7: VM Address Bits 10-13 of the Screen RAM (*1024)
// Initial Value: %00010100
char MEMORY;
// $D019 Interrupt Status Register
// - Bit#0: IRST Interrupt by Rasterline triggered when high
// - Bit#1: IMBC Interrupt by Spite-Background collision triggered when high
// - Bit#2: IMMC Interrupt by Sprite-Sprite collision triggered when high
// - Bit#3: ILP Interrupt by Lightpen impulse triggered when high
// - Bit#4-#6: not used
// - Bit#7: IRQ If set high at least one of the Interrupts above were triggered
char IRQ_STATUS;
// $D01A Interrupt Enable Register
// - Bit#0: ERST Request Interrupt by Rasterline by setting high
// - Bit#1: EMBC Request Interrupt by Spite-Background collision by setting high
// - Bit#2: EMMC Request Interrupt by Sprite-Sprite collision by setting high
// - Bit#3: ELP Request Interrupt by Lightpen impulse by setting high
// - Bit#4-#7: not used
char IRQ_ENABLE;
// $D01B Sprite data priority
// If a bit is set high, the Background overlays the corresponding Sprite, if set low, the Sprite overlays Background.
char SPRITES_PRIORITY;
// $D01C Sprite multicolor
// If a bit is set high, the the corresponding Sprite is a Multicolor-Sprite
char SPRITES_MC;
// $D01D Sprite X expansion
// If a bit is set high, the corresponding Sprite will be stretched horizontally x2
char SPRITES_EXPAND_X;
// $D01E Sprite-sprite collision
// If two sprites collide, then corresponding Bits involved in the collision are set to high.
char SPRITES_COLLISION;
// $D01F Sprite-data collision
// If a sprite collides with the background, then its Bit is set to high.
char SPRITES_BG_COLLISION;
// $D020 Border Color
char BORDER_COLOR;
// $D021 Background Color 0
char BG_COLOR;
// $D022 Background Color 1
char BG_COLOR1;
// $D023 Background Color 2
char BG_COLOR2;
// $D024 Background Color 3
char BG_COLOR3;
// $D025 Sprite multicolor 0
char SPRITES_MCOLOR1;
// $D026 Sprite multicolor 1
char SPRITES_MCOLOR2;
// $D027 Color Sprite#0
char SPRITE0_COLOR;
// $D028 Color Sprite#1
char SPRITE1_COLOR;
// $D029 Color Sprite#2
char SPRITE2_COLOR;
// $D02a Color Sprite#3
char SPRITE3_COLOR;
// $D02b Color Sprite#4
char SPRITE4_COLOR;
// $D02c Color Sprite#5
char SPRITE5_COLOR;
// $D02d Color Sprite#6
char SPRITE6_COLOR;
// $D02e Color Sprite#7
char SPRITE7_COLOR;
};
// Positions of the border (in sprite positions)