X-Git-Url: https://git.sur5r.net/?a=blobdiff_plain;f=include%2F_gtia.h;h=cbdf7608ee6df997b21fe254447e4f3323c75578;hb=be6bba66a927e419860d2115e2d38de4e1c09d96;hp=0542efa2f6b3828fa6389825bcddb5a22e180153;hpb=d314a27e76ad868c31a91c504dd257a49122f10e;p=cc65 diff --git a/include/_gtia.h b/include/_gtia.h index 0542efa2f..cbdf7608e 100644 --- a/include/_gtia.h +++ b/include/_gtia.h @@ -4,9 +4,16 @@ /* */ /* Internal include file, do not use directly */ /* */ +/* "GTIA, Graphic Television Interface Adaptor, is a custom chip used in the */ +/* Atari 8-bit family of computers and in the Atari 5200 console. In these */ +/* systems, GTIA chip works together with ANTIC to produce video display. */ +/* ANTIC generates the playfield graphics (text and bitmap) while GTIA */ +/* provides the color for the playfield and adds overlay objects known as */ +/* player/missile graphics (sprites)" - Wikipedia article on "GTIA" */ /* */ /* */ /* (C) 2000 Freddy Offenga */ +/* 2019-01-16: Bill Kendrick : More defines for registers */ /* */ /* */ /* This software is provided 'as-is', without any expressed or implied */ @@ -32,26 +39,32 @@ #ifndef __GTIA_H #define __GTIA_H -/* Define a structure with the gtia register offsets */ +/*****************************************************************************/ +/* Define a structure with the GTIA register offsets for write (W) */ +/*****************************************************************************/ + struct __gtia_write { - unsigned char hposp0; /* 0x00: horizontal position player 0 */ - unsigned char hposp1; /* 0x01: horizontal position player 1 */ - unsigned char hposp2; /* 0x02: horizontal position player 2 */ - unsigned char hposp3; /* 0x03: horizontal position player 3 */ - unsigned char hposm0; /* 0x04: horizontal position missile 0 */ - unsigned char hposm1; /* 0x05: horizontal position missile 1 */ - unsigned char hposm2; /* 0x06: horizontal position missile 2 */ - unsigned char hposm3; /* 0x07: horizontal position missile 3 */ + unsigned char hposp0; /* 0x00: horizontal position of player 0 */ + unsigned char hposp1; /* 0x01: horizontal position of player 1 */ + unsigned char hposp2; /* 0x02: horizontal position of player 2 */ + unsigned char hposp3; /* 0x03: horizontal position of player 3 */ + unsigned char hposm0; /* 0x04: horizontal position of missile 0 */ + unsigned char hposm1; /* 0x05: horizontal position of missile 1 */ + unsigned char hposm2; /* 0x06: horizontal position of missile 2 */ + unsigned char hposm3; /* 0x07: horizontal position of missile 3 */ + unsigned char sizep0; /* 0x08: size of player 0 */ unsigned char sizep1; /* 0x09: size of player 1 */ unsigned char sizep2; /* 0x0A: size of player 2 */ unsigned char sizep3; /* 0x0B: size of player 3 */ unsigned char sizem; /* 0x0C: size of missiles */ - unsigned char grafp0; /* 0x0D: graphics shape player 0 */ + + unsigned char grafp0; /* 0x0D: graphics shape player 0 (used when ANTIC is not instructed to use DMA; see DMACTL) */ unsigned char grafp1; /* 0x0E: graphics shape player 1 */ unsigned char grafp2; /* 0x0F: graphics shape player 2 */ unsigned char grafp3; /* 0x10: graphics shape player 3 */ unsigned char grafm; /* 0x11: graphics shape missiles */ + unsigned char colpm0; /* 0x12: color player and missile 0 */ unsigned char colpm1; /* 0x13: color player and missile 1 */ unsigned char colpm2; /* 0x14: color player and missile 2 */ @@ -61,14 +74,156 @@ struct __gtia_write { unsigned char colpf2; /* 0x18: color playfield 2 */ unsigned char colpf3; /* 0x19: color playfield 3 */ unsigned char colbk; /* 0x1A: color background */ + unsigned char prior; /* 0x1B: priority selection */ - unsigned char vdelay; /* 0x1C: vertical delay */ + + unsigned char vdelay; + /* 0x1C: vertical delay -- one-line resolution movement of + ** vertical position of an object when two line resolution display is enabled + */ + unsigned char gractl; /* 0x1D: stick/paddle latch, p/m control */ + unsigned char hitclr; /* 0x1E: clear p/m collision */ unsigned char consol; /* 0x1F: builtin speaker */ }; -/* Define a structure with the gtia register offsets */ + +/*****************************************************************************/ +/* (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 */ + +/*****************************************************************************/ +/* 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) + + +/*****************************************************************************/ +/* (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_PF03_P03 0x04 /* Playfields 0-3, then Players 0-3, then background */ +#define PRIOR_PF01_P03_PF23 0x08 /* Playfields 0-1, then Players 0-3, then Playfields 2-3, then background */ + +#define PRIOR_5TH_PLAYER 0x10 /* Four missiles combine to be a 5th player (uses COLPF3) */ + +/* 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 */ +/*****************************************************************************/ + +/* 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. +*/ + +/* 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 + +/* 9 color palette mode; +** COLPM0 (acts as background) thru COLPM3, followed by COLPF0 thru COLPF3, and COLBK +*/ +#define PRIOR_GFX_MODE_10 0x80 + +/* 16 hues of the background (COLBK) brightness; +** Note: hues other than 0 (greys) in COLBK caus additional effects +*/ +#define PRIOR_GFX_MODE_11 0xC0 + + +/*****************************************************************************/ +/* (W) VDELAY register values */ +/*****************************************************************************/ + +#define VDELAY_MISSILE0 0x01 +#define VDELAY_MISSILE1 0x02 +#define VDELAY_MISSILE2 0x04 +#define VDELAY_MISSILE3 0x08 +#define VDELAY_PLAYER0 0x10 +#define VDELAY_PLAYER1 0x20 +#define VDELAY_PLAYER2 0x40 +#define VDELAY_PLAYER3 0x80 + + +/*****************************************************************************/ +/* (W) GRACTL register values */ +/*****************************************************************************/ + +#define GRACTL_MISSLES 0x01 /* enable missiles */ +#define GRACTL_PLAYERS 0x02 /* enable players */ + +/* "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) */ +/*****************************************************************************/ + struct __gtia_read { unsigned char m0pf; /* 0x00: missile 0 to playfield collision */ unsigned char m1pf; /* 0x01: missile 1 to playfield collision */ @@ -86,15 +241,41 @@ struct __gtia_read { unsigned char p1pl; /* 0x0D: player 1 to player collision */ unsigned char p2pl; /* 0x0E: player 2 to player collision */ unsigned char p3pl; /* 0x0F: player 3 to player collision */ - unsigned char trig0; /* 0x10: joystick trigger 0 */ + + unsigned char trig0; /* 0x10: joystick trigger 0 (0=pressed, 1=released) */ unsigned char trig1; /* 0x11: joystick trigger 1 */ unsigned char trig2; /* 0x12: joystick trigger 2 */ unsigned char trig3; /* 0x13: joystick trigger 3 */ + unsigned char pal; /* 0x14: pal/ntsc flag */ + unsigned char unused[10]; + unsigned char consol; /* 0x1F: console buttons */ }; + +/*****************************************************************************/ +/* (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 + + +/*****************************************************************************/ +/* 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 */ +#define CONSOL_OPTION(x) !((unsigned char)((x) & 4)) /* true if Option pressed */ + + /* End of _gtia.h */ #endif /* #ifndef __GTIA_H */ -