/* */
/* */
/* (C) 2000 Freddy Offenga <taf_offenga@yahoo.com> */
-/* 2019-01-14: Bill Kendrick <nbs@sonic.net>: More defines for registers */
+/* 2019-01-16: Bill Kendrick <nbs@sonic.net>: More defines for registers */
/* */
/* */
/* This software is provided 'as-is', without any expressed or implied */
#ifndef __GTIA_H
#define __GTIA_H
-/* Define a structure with the GTIA register offsets for write (W) */
+/*****************************************************************************/
+/* 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 */
};
-/* Values for SIZEP0-SIZEP3 and SIZEM registers: */
+/*****************************************************************************/
+/* (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 0x2 /* four color clocks per pixel */
-/* COLPM0-COLPM3, COLPF0-COLPF3, COLBK color registers:
-** See the "HUE_..." #defines in "atari.h" for the hue values;
-** Bitwise OR (|) with 0x00 (darkest) through 0x0F (lightest) (only even values are unique)
+/* 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)
+
-/* PRIOR register values */
+/*****************************************************************************/
+/* (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_5TH_PLAYER 0x10 /* Four missiles combine to be a 5th player (uses COLPF3) */
-#define PRIOR_OVERLAP_3RD_COLOR 0x20 /* Overlap of players result in a 3rd color */
-/* Overlap of players 0 & 1 and of players 2 & 3 results in a third color,
-** the logical OR of the two players' colors;
-** Other overlaps (e.g., players 0 and 2) result in black (0x00).
+/* 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 */
+/*****************************************************************************/
-/* GTIA special graphics mode options */
/* 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.
*/
-#define PRIOR_GFX_MODE_9 0x40
/* 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
-#define PRIOR_GFX_MODE_10 0x80
/* 9 color palette mode;
** COLPM0 (acts as background) thru COLPM3, followed by COLPF0 thru COLPF3, and COLBK
*/
+#define PRIOR_GFX_MODE_10 0x80
-#define PRIOR_GFX_MODE_11 0xC0
/* 16 hues of the background (COLBK) brightness;
** Note: hues other than 0 (greys) in COLBK caus additional effects
*/
+#define PRIOR_GFX_MODE_11 0xC0
-/* VDELAY register values */
+/*****************************************************************************/
+/* (W) VDELAY register values */
+/*****************************************************************************/
#define VDELAY_MISSILE0 0x01
#define VDELAY_MISSILE1 0x02
#define VDELAY_PLAYER3 0x80
-/* GRACTL register values */
+/*****************************************************************************/
+/* (W) GRACTL register values */
+/*****************************************************************************/
#define GRACTL_MISSLES 0x01 /* enable missiles */
#define GRACTL_PLAYERS 0x02 /* enable players */
-#define GRACTL_LATCH_TRIGGER_INPUTS 0x04
/* "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) */
+/*****************************************************************************/
+/* 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 */
};
-/* PAL register possible values */
+/*****************************************************************************/
+/* (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
-/* 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 */
-/* Note: Seems like it's not possible to test for SECAM */
-/* Reading console keys (Start, Select, Option) via CONSOL register: */
+/*****************************************************************************/
+/* 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 */