prog8/compiler/res/prog8lib/c64lib.p8
2019-01-11 09:26:59 +01:00

205 lines
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Lua

; Prog8 definitions for the Commodore-64
; Including memory registers, I/O registers, Basic and Kernal subroutines.
;
; Written by Irmen de Jong (irmen@razorvine.net) - license: GNU GPL 3.0
;
; indent format: TABS, size=8
~ c64 {
memory ubyte SCRATCH_ZPB1 = $02 ; scratch byte 1 in ZP
memory ubyte SCRATCH_ZPREG = $03 ; scratch register in ZP
memory ubyte SCRATCH_ZPREGX = $fa ; temp storage for X register (stack pointer)
memory uword SCRATCH_ZPWORD1 = $fb ; scratch word in ZP ($fb/$fc)
memory uword SCRATCH_ZPWORD2 = $fd ; scratch word in ZP ($fd/$fe)
const uword ESTACK_LO = $ce00 ; evaluation stack (lsb)
const uword ESTACK_HI = $cf00 ; evaluation stack (msb)
memory ubyte TIME_HI = $a0 ; software jiffy clock, hi byte
memory ubyte TIME_MID = $a1 ; .. mid byte
memory ubyte TIME_LO = $a2 ; .. lo byte. Updated by IRQ every 1/60 sec
memory ubyte STKEY = $91 ; various keyboard statuses (updated by IRQ)
memory ubyte SFDX = $cb ; current key pressed (matrix value) (updated by IRQ)
memory ubyte COLOR = $0286 ; cursor color
memory ubyte HIBASE = $0288 ; screen base address / 256 (hi-byte of screen memory address)
memory uword CINV = $0314 ; IRQ vector
memory uword NMI_VEC = $FFFA ; 6502 nmi vector, determined by the kernal if banked in
memory uword RESET_VEC = $FFFC ; 6502 reset vector, determined by the kernal if banked in
memory uword IRQ_VEC = $FFFE ; 6502 interrupt vector, determined by the kernal if banked in
; the default addresses for the character screen chars and colors
const uword Screen = $0400 ; to have this as an array[40*25] the compiler would have to support array size > 255
const uword Colors = $d800 ; to have this as an array[40*25] the compiler would have to support array size > 255
; the default locations of the 8 sprite pointers (store address of sprite / 64)
memory ubyte SPRPTR0 = 2040
memory ubyte SPRPTR1 = 2041
memory ubyte SPRPTR2 = 2042
memory ubyte SPRPTR3 = 2043
memory ubyte SPRPTR4 = 2044
memory ubyte SPRPTR5 = 2045
memory ubyte SPRPTR6 = 2046
memory ubyte SPRPTR7 = 2047
memory ubyte[8] SPRPTR = 2040 ; the 8 sprite pointers as an array.
; ---- VIC-II registers ----
memory ubyte SP0X = $d000
memory ubyte SP0Y = $d001
memory ubyte SP1X = $d002
memory ubyte SP1Y = $d003
memory ubyte SP2X = $d004
memory ubyte SP2Y = $d005
memory ubyte SP3X = $d006
memory ubyte SP3Y = $d007
memory ubyte SP4X = $d008
memory ubyte SP4Y = $d009
memory ubyte SP5X = $d00a
memory ubyte SP5Y = $d00b
memory ubyte SP6X = $d00c
memory ubyte SP6Y = $d00d
memory ubyte SP7X = $d00e
memory ubyte SP7Y = $d00f
memory ubyte[16] SPXY = $d000 ; the 8 sprite X and Y registers as an array.
memory uword[8] SPXYW = $d000 ; the 8 sprite X and Y registers as a combined xy word array.
memory ubyte MSIGX = $d010
memory ubyte SCROLY = $d011
memory ubyte RASTER = $d012
memory ubyte LPENX = $d013
memory ubyte LPENY = $d014
memory ubyte SPENA = $d015
memory ubyte SCROLX = $d016
memory ubyte YXPAND = $d017
memory ubyte VMCSB = $d018
memory ubyte VICIRQ = $d019
memory ubyte IREQMASK = $d01a
memory ubyte SPBGPR = $d01b
memory ubyte SPMC = $d01c
memory ubyte XXPAND = $d01d
memory ubyte SPSPCL = $d01e
memory ubyte SPBGCL = $d01f
memory ubyte EXTCOL = $d020 ; border color
memory ubyte BGCOL0 = $d021 ; screen color
memory ubyte BGCOL1 = $d022
memory ubyte BGCOL2 = $d023
memory ubyte BGCOL4 = $d024
memory ubyte SPMC0 = $d025
memory ubyte SPMC1 = $d026
memory ubyte SP0COL = $d027
memory ubyte SP1COL = $d028
memory ubyte SP2COL = $d029
memory ubyte SP3COL = $d02a
memory ubyte SP4COL = $d02b
memory ubyte SP5COL = $d02c
memory ubyte SP6COL = $d02d
memory ubyte SP7COL = $d02e
memory ubyte[8] SPCOL = $d027
; ---- end of VIC-II registers ----
; ---- CIA 1 & 2 registers ----
memory ubyte CIA1PRA = $DC00 ; CIA 1 DRA, keyboard column drive
memory ubyte CIA1PRB = $DC01 ; CIA 1 DRB, keyboard row port
memory ubyte CIA1DDRA = $DC02 ; CIA 1 DDRA, keyboard column
memory ubyte CIA1DDRB = $DC03 ; CIA 1 DDRB, keyboard row
memory ubyte CIA1TALO = $DC04 ; CIA 1 timer A low byte
memory ubyte CIA1TAHI = $DC05 ; CIA 1 timer A high byte
memory ubyte CIA1TBLO = $DC06 ; CIA 1 timer B low byte
memory ubyte CIA1TBHI = $DC07 ; CIA 1 timer B high byte
memory ubyte CIA1TOD10 = $DC08 ; time of day, 1/10 sec.
memory ubyte CIA1TODS = $DC09 ; time of day, seconds
memory ubyte CIA1TODM = $DC0A ; time of day, minutes
memory ubyte CIA1TODH = $DC0B ; time of day, hours
memory ubyte CIA1SDR = $DC0C ; Serial Data Register
memory ubyte CIA1ICR = $DC0D
memory ubyte CIA1CRA = $DC0E
memory ubyte CIA1CRB = $DC0F
memory ubyte CIA2PRA = $DD00 ; CIA 2 DRA, serial port and video address
memory ubyte CIA2PRB = $DD01 ; CIA 2 DRB, RS232 port / USERPORT
memory ubyte CIA2DDRA = $DD02 ; CIA 2 DDRA, serial port and video address
memory ubyte CIA2DDRB = $DD03 ; CIA 2 DDRB, RS232 port / USERPORT
memory ubyte CIA2TALO = $DD04 ; CIA 2 timer A low byte
memory ubyte CIA2TAHI = $DD05 ; CIA 2 timer A high byte
memory ubyte CIA2TBLO = $DD06 ; CIA 2 timer B low byte
memory ubyte CIA2TBHI = $DD07 ; CIA 2 timer B high byte
memory ubyte CIA2TOD10 = $DD08 ; time of day, 1/10 sec.
memory ubyte CIA2TODS = $DD09 ; time of day, seconds
memory ubyte CIA2TODM = $DD0A ; time of day, minutes
memory ubyte CIA2TODH = $DD0B ; time of day, hours
memory ubyte CIA2SDR = $DD0C ; Serial Data Register
memory ubyte CIA2ICR = $DD0D
memory ubyte CIA2CRA = $DD0E
memory ubyte CIA2CRB = $DD0F
; ---- end of CIA registers ----
; @todo SID sound chip registers
; ---- C64 basic routines ----
asmsub CLEARSCR () -> clobbers(A,X,Y) -> () = $E544 ; clear the screen
asmsub HOMECRSR () -> clobbers(A,X,Y) -> () = $E566 ; cursor to top left of screen
; ---- end of C64 basic routines ----
; ---- C64 kernal routines ----
asmsub STROUT (uword strptr @ AY) -> clobbers(A, X, Y) -> () = $AB1E ; print null-terminated string (a bit slow, see if you can use c64scr.print_string instead)
asmsub IRQDFRT () -> clobbers(A,X,Y) -> () = $EA31 ; default IRQ routine
asmsub IRQDFEND () -> clobbers(A,X,Y) -> () = $EA81 ; default IRQ end/cleanup
asmsub CINT () -> clobbers(A,X,Y) -> () = $FF81 ; (alias: SCINIT) initialize screen editor and video chip
asmsub IOINIT () -> clobbers(A, X) -> () = $FF84 ; initialize I/O devices (CIA, SID, IRQ)
asmsub RAMTAS () -> clobbers(A,X,Y) -> () = $FF87 ; initialize RAM, tape buffer, screen
asmsub RESTOR () -> clobbers(A,X,Y) -> () = $FF8A ; restore default I/O vectors
asmsub VECTOR (ubyte dir @ Pc, uword userptr @ XY) -> clobbers(A,Y) -> () = $FF8D ; read/set I/O vector table
asmsub SETMSG (ubyte value @ A) -> clobbers() -> () = $FF90 ; set Kernal message control flag
asmsub SECOND (ubyte address @ A) -> clobbers(A) -> () = $FF93 ; (alias: LSTNSA) send secondary address after LISTEN
asmsub TKSA (ubyte address @ A) -> clobbers(A) -> () = $FF96 ; (alias: TALKSA) send secondary address after TALK
asmsub MEMTOP (ubyte dir @ Pc, uword address @ XY) -> clobbers() -> (uword @ XY) = $FF99 ; read/set top of memory pointer
asmsub MEMBOT (ubyte dir @ Pc, uword address @ XY) -> clobbers() -> (uword @ XY) = $FF9C ; read/set bottom of memory pointer
asmsub SCNKEY () -> clobbers(A,X,Y) -> () = $FF9F ; scan the keyboard
asmsub SETTMO (ubyte timeout @ A) -> clobbers() -> () = $FFA2 ; set time-out flag for IEEE bus
asmsub ACPTR () -> clobbers() -> (ubyte @ A) = $FFA5 ; (alias: IECIN) input byte from serial bus
asmsub CIOUT (ubyte databyte @ A) -> clobbers() -> () = $FFA8 ; (alias: IECOUT) output byte to serial bus
asmsub UNTLK () -> clobbers(A) -> () = $FFAB ; command serial bus device to UNTALK
asmsub UNLSN () -> clobbers(A) -> () = $FFAE ; command serial bus device to UNLISTEN
asmsub LISTEN (ubyte device @ A) -> clobbers(A) -> () = $FFB1 ; command serial bus device to LISTEN
asmsub TALK (ubyte device @ A) -> clobbers(A) -> () = $FFB4 ; command serial bus device to TALK
asmsub READST () -> clobbers() -> (ubyte @ A) = $FFB7 ; read I/O status word
asmsub SETLFS (ubyte logical @ A, ubyte device @ X, ubyte address @ Y) -> clobbers() -> () = $FFBA ; set logical file parameters
asmsub SETNAM (ubyte namelen @ A, str filename @ XY) -> clobbers() -> () = $FFBD ; set filename parameters
asmsub OPEN () -> clobbers(A,X,Y) -> () = $FFC0 ; (via 794 ($31A)) open a logical file
asmsub CLOSE (ubyte logical @ A) -> clobbers(A,X,Y) -> () = $FFC3 ; (via 796 ($31C)) close a logical file
asmsub CHKIN (ubyte logical @ X) -> clobbers(A,X) -> () = $FFC6 ; (via 798 ($31E)) define an input channel
asmsub CHKOUT (ubyte logical @ X) -> clobbers(A,X) -> () = $FFC9 ; (via 800 ($320)) define an output channel
asmsub CLRCHN () -> clobbers(A,X) -> () = $FFCC ; (via 802 ($322)) restore default devices
asmsub CHRIN () -> clobbers(Y) -> (ubyte @ A) = $FFCF ; (via 804 ($324)) input a character (for keyboard, read a whole line from the screen) A=byte read.
asmsub CHROUT (ubyte char @ A) -> clobbers() -> () = $FFD2 ; (via 806 ($326)) output a character
asmsub LOAD (ubyte verify @ A, uword address @ XY) -> clobbers() -> (ubyte @Pc, ubyte @ A, ubyte @ X, ubyte @ Y) = $FFD5 ; (via 816 ($330)) load from device
asmsub SAVE (ubyte zp_startaddr @ A, uword endaddr @ XY) -> clobbers() -> (ubyte @ Pc, ubyte @ A) = $FFD8 ; (via 818 ($332)) save to a device
asmsub SETTIM (ubyte low @ A, ubyte middle @ X, ubyte high @ Y) -> clobbers() -> () = $FFDB ; set the software clock
asmsub RDTIM () -> clobbers() -> (ubyte @ A, ubyte @ X, ubyte @ Y) = $FFDE ; read the software clock
asmsub STOP () -> clobbers(A,X) -> (ubyte @ Pz, ubyte @ Pc) = $FFE1 ; (via 808 ($328)) check the STOP key
asmsub GETIN () -> clobbers(X,Y) -> (ubyte @ A) = $FFE4 ; (via 810 ($32A)) get a character
asmsub CLALL () -> clobbers(A,X) -> () = $FFE7 ; (via 812 ($32C)) close all files
asmsub UDTIM () -> clobbers(A,X) -> () = $FFEA ; update the software clock
asmsub SCREEN () -> clobbers() -> (ubyte @ X, ubyte @ Y) = $FFED ; read number of screen rows and columns
asmsub PLOT (ubyte dir @ Pc, ubyte col @ Y, ubyte row @ X) -> clobbers() -> (ubyte @ X, ubyte @ Y) = $FFF0 ; read/set position of cursor on screen. See c64scr.PLOT for a 'safe' wrapper that preserves X.
asmsub IOBASE () -> clobbers() -> (uword @ XY) = $FFF3 ; read base address of I/O devices
; ---- end of C64 kernal routines ----
}