millfork/include/a8_gtia.mfk

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// Atari 8-bit GTIA hardware
#if not(ATARI_8)
#warn a8_gtia module should be used only on Atari computer-compatible targets
#endif
// read/write
volatile byte gtia_hposp0 @$D000 // horizontal position player 0
volatile byte gtia_hposp1 @$D001 // horizontal position player 1
volatile byte gtia_hposp2 @$D002 // horizontal position player 2
volatile byte gtia_hposp3 @$D003 // horizontal position player 3
volatile byte gtia_hposm0 @$D004 // horizontal position missile 0
volatile byte gtia_hposm1 @$D005 // horizontal position missile 1
volatile byte gtia_hposm2 @$D006 // horizontal position missile 2
volatile byte gtia_hposm3 @$D007 // horizontal position missile 3
volatile byte gtia_sizep0 @$D008 // size of player 0
volatile byte gtia_sizep1 @$D009 // size of player 1
volatile byte gtia_sizep2 @$D00A // size of player 2
volatile byte gtia_sizep3 @$D00B // size of player 3
volatile byte gtia_sizem @$D00C // size of missiles
volatile byte gtia_grafp0 @$D00D // graphics shape player 0
volatile byte gtia_grafp1 @$D00E // graphics shape player 1
volatile byte gtia_grafp2 @$D00F // graphics shape player 2
volatile byte gtia_grafp3 @$D010 // graphics shape player 3
volatile byte gtia_grafm @$D011 // graphics shape missiles
volatile byte gtia_colpm0 @$D012 // color player and missile 0
volatile byte gtia_colpm1 @$D013 // color player and missile 1
volatile byte gtia_colpm2 @$D014 // color player and missile 2
volatile byte gtia_colpm3 @$D015 // color player and missile 3
volatile byte gtia_colpf0 @$D016 // color playfield 0
volatile byte gtia_colpf1 @$D017 // color playfield 1
volatile byte gtia_colpf2 @$D018 // color playfield 2
volatile byte gtia_colpf3 @$D019 // color playfield 3
volatile byte gtia_colbk @$D01A // color background
volatile byte gtia_prior @$D01B // priority selection
volatile byte gtia_vdelay @$D01C // vertical delay
volatile byte gtia_gractl @$D01D // stick/paddle latch, p/m control
volatile byte gtia_hitclr @$D01E // clear p/m collision
volatile byte gtia_consol @$D01F // console buttons
// read
volatile byte gtia_m0pf @$D000 // missile 0 to playfield collision
volatile byte gtia_m1pf @$D001 // missile 1 to playfield collision
volatile byte gtia_m2pf @$D002 // missile 2 to playfield collision
volatile byte gtia_m3pf @$D003 // missile 3 to playfield collision
volatile byte gtia_p0pf @$D004 // player 0 to playfield collision
volatile byte gtia_p1pf @$D005 // player 1 to playfield collision
volatile byte gtia_p2pf @$D006 // player 2 to playfield collision
volatile byte gtia_p3pf @$D007 // player 3 to playfield collision
volatile byte gtia_m0pl @$D008 // missile 0 to player collision
volatile byte gtia_m1pl @$D009 // missile 1 to player collision
volatile byte gtia_m2pl @$D00A // missile 2 to player collision
volatile byte gtia_m3pl @$D00B // missile 3 to player collision
volatile byte gtia_p0pl @$D00C // player 0 to player collision
volatile byte gtia_p1pl @$D00D // player 1 to player collision
volatile byte gtia_p2pl @$D00E // player 2 to player collision
volatile byte gtia_p3pl @$D00F // player 3 to player collision
volatile byte gtia_trig0 @$D010 // joystick trigger 0
volatile byte gtia_trig1 @$D011 // joystick trigger 1
volatile byte gtia_trig2 @$D012 // joystick trigger 2
volatile byte gtia_trig3 @$D013 // joystick trigger 3
// pal/ntsc flag
volatile byte gtia_pal @$D014