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193 lines
6.6 KiB
C
193 lines
6.6 KiB
C
// MOS 6567 / 6569 Video Interface Chip (VIC II)
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// http://archive.6502.org/datasheets/mos_6567_vic_ii_preliminary.pdf
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// https://dustlayer.com/vic-ii/2013/4/22/when-visibility-matters
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// http://www.zimmers.net/cbmpics/cbm/c64/vic-ii.txt
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struct MOS6569_VICII {
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// $D000 X-Coordinate Sprite#0
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char SPRITE0_X;
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// $D001 Y-Coordinate Sprite#0
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char SPRITE0_Y;
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// $D002 X-Coordinate Sprite#1
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char SPRITE1_X;
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// $D003 Y-Coordinate Sprite#1
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char SPRITE1_Y;
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// $D004 X-Coordinate Sprite#2
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char SPRITE2_X;
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// $D005 Y-Coordinate Sprite#2
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char SPRITE2_Y;
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// $D006 X-Coordinate Sprite#3
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char SPRITE3_X;
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// $D007 Y-Coordinate Sprite#3
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char SPRITE3_Y;
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// $D008 X-Coordinate Sprite#4
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char SPRITE4_X;
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// $D009 Y-Coordinate Sprite#4
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char SPRITE4_Y;
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// $D00A X-Coordinate Sprite#5
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char SPRITE5_X;
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// $D00B Y-Coordinate Sprite#5
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char SPRITE5_Y;
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// $D00C X-Coordinate Sprite#6
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char SPRITE6_X;
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// $D00D Y-Coordinate Sprite#6
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char SPRITE6_Y;
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// $D00E X-Coordinate Sprite#7
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char SPRITE7_X;
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// $D00F Y-Coordinate Sprite#7
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char SPRITE7_Y;
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// $D010 Bit#9 for Sprite X-Coordinates
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char SPRITES_XMSB;
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// $D011 Control Register #1
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// - Bit#0-#2: YSCROLL Screen Soft Scroll Vertical
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// - Bit#3: RSEL Switch betweem 25 or 24 visible rows
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// - Bit#4: DEN Switch VIC-II output on/off
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// - Bit#5: BMM Turn Bitmap Mode on/off
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// - Bit#6: ECM Turn Extended Color Mode on/off
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// - Bit#7: RST8 9th Bit for $D012 Rasterline counter
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// Initial Value: %10011011
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char CONTROL1;
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// $D012 RASTER Raster counter
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char RASTER;
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// $D013 LPX Light pen X
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// When Reading:Return current Rasterline
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// When Writing:Define Rasterline for Interrupt triggering
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char LIGHTPEN_X;
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// $D014 LPY Light pen Y
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char LIGHTPEN_Y;
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// $D015 Sprite enabled
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// If a bit is set high the corresponding Sprite is enabled on Screen
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char SPRITES_ENABLE;
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// $D016 Control register 2
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// - Bit#0-#2: XSCROLL Screen Soft Scroll Horizontal
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// - Bit#3: CSEL Switch betweem 40 or 38 visible columns
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// - Bit#4: MCM Turn Multicolor Mode on/off
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// - Bit#5-#7: not used
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// Initial Value: %00001000
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char CONTROL2;
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// $D017 Sprite Y expansion
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// If a bit is set high, the corresponding Sprite will be stretched vertically x2
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char SPRITES_EXPAND_Y;
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// $D018 VIC-II base addresses
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// - Bit#0: not used
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// - Bit#1-#3: CB Address Bits 11-13 of the Character Set (*2048)
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// - Bit#4-#7: VM Address Bits 10-13 of the Screen RAM (*1024)
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// Initial Value: %00010100
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char MEMORY;
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// $D019 Interrupt Status Register
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// - Bit#0: IRST Interrupt by Rasterline triggered when high
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// - Bit#1: IMBC Interrupt by Spite-Background collision triggered when high
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// - Bit#2: IMMC Interrupt by Sprite-Sprite collision triggered when high
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// - Bit#3: ILP Interrupt by Lightpen impulse triggered when high
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// - Bit#4-#6: not used
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// - Bit#7: IRQ If set high at least one of the Interrupts above were triggered
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char IRQ_STATUS;
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// $D01A Interrupt Enable Register
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// - Bit#0: ERST Request Interrupt by Rasterline by setting high
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// - Bit#1: EMBC Request Interrupt by Spite-Background collision by setting high
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// - Bit#2: EMMC Request Interrupt by Sprite-Sprite collision by setting high
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// - Bit#3: ELP Request Interrupt by Lightpen impulse by setting high
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// - Bit#4-#7: not used
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char IRQ_ENABLE;
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// $D01B Sprite data priority
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// If a bit is set high, the Background overlays the corresponding Sprite, if set low, the Sprite overlays Background.
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char SPRITES_PRIORITY;
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// $D01C Sprite multicolor
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// If a bit is set high, the the corresponding Sprite is a Multicolor-Sprite
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char SPRITES_MC;
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// $D01D Sprite X expansion
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// If a bit is set high, the corresponding Sprite will be stretched horizontally x2
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char SPRITES_EXPAND_X;
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// $D01E Sprite-sprite collision
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// If two sprites collide, then corresponding Bits involved in the collision are set to high.
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char SPRITES_COLLISION;
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// $D01F Sprite-data collision
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// If a sprite collides with the background, then its Bit is set to high.
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char SPRITES_BG_COLLISION;
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// $D020 Border Color
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char BORDER_COLOR;
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// $D021 Background Color 0
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char BG_COLOR;
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// $D022 Background Color 1
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char BG_COLOR1;
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// $D023 Background Color 2
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char BG_COLOR2;
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// $D024 Background Color 3
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char BG_COLOR3;
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// $D025 Sprite multicolor 0
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char SPRITES_MCOLOR1;
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// $D026 Sprite multicolor 1
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char SPRITES_MCOLOR2;
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// $D027 Color Sprite#0
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char SPRITE0_COLOR;
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// $D028 Color Sprite#1
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char SPRITE1_COLOR;
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// $D029 Color Sprite#2
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char SPRITE2_COLOR;
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// $D02a Color Sprite#3
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char SPRITE3_COLOR;
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// $D02b Color Sprite#4
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char SPRITE4_COLOR;
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// $D02c Color Sprite#5
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char SPRITE5_COLOR;
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// $D02d Color Sprite#6
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char SPRITE6_COLOR;
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// $D02e Color Sprite#7
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char SPRITE7_COLOR;
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};
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// Positions of the border (in sprite positions)
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const char BORDER_XPOS_LEFT=24;
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const unsigned int BORDER_XPOS_RIGHT=344;
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const char BORDER_YPOS_TOP=50;
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const char BORDER_YPOS_BOTTOM=250;
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// The offset of the sprite pointers from the screen start address
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const unsigned int OFFSET_SPRITE_PTRS = 0x3f8;
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char * const SPRITES_XPOS = $d000;
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char * const SPRITES_YPOS = $d001;
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char * const SPRITES_XMSB = $d010;
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char * const SPRITES_COLOR = $d027;
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char* const SPRITES_ENABLE = $d015;
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char* const SPRITES_EXPAND_Y = $d017;
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char* const SPRITES_PRIORITY = $d01b;
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char* const SPRITES_MC = $d01c;
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char* const SPRITES_EXPAND_X = $d01d;
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char* const RASTER = $d012;
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char* const BORDER_COLOR = $d020;
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char* const BG_COLOR = $d021;
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char* const BG_COLOR0 = $d021;
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char* const BG_COLOR1 = $d022;
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char* const BG_COLOR2 = $d023;
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char* const BG_COLOR3 = $d024;
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char* const SPRITES_MC1 = $d025;
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char* const SPRITES_MC2 = $d026;
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char* const VICII_CONTROL = $d011;
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char* const D011 = $d011;
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const char VICII_RST8 = %10000000;
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const char VICII_ECM = %01000000;
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const char VICII_BMM = %00100000;
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const char VICII_DEN = %00010000;
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const char VICII_RSEL = %00001000;
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char* const VICII_CONTROL2 = $d016;
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char* const D016 = $d016;
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const char VICII_MCM = %00010000;
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const char VICII_CSEL = %00001000;
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char* const VICII_MEMORY = $d018;
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char* const D018 = $d018;
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// VIC II IRQ Status Register
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char* const IRQ_STATUS = $d019;
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// VIC II IRQ Enable Register
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char* const IRQ_ENABLE = $d01a;
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// Bits for the VICII IRQ Status/Enable Registers
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const char IRQ_RASTER = %00000001;
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const char IRQ_COLLISION_BG = %00000010;
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const char IRQ_COLLISION_SPRITE = %00000100;
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const char IRQ_LIGHTPEN = %00001000;
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