From: Bill Kendrick Date: Sun, 13 Jan 2019 09:57:21 +0000 (-0800) Subject: Added #defines for GTIA register values X-Git-Url: https://git.sur5r.net/?a=commitdiff_plain;h=95b791bf0e22b154e631de7da8b625f952e2c1c2;p=cc65 Added #defines for GTIA register values --- diff --git a/include/_gtia.h b/include/_gtia.h index 0542efa2f..a6c6b6032 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 */ +/* 2019-01-12: Bill Kendrick : More defines for registers */ /* */ /* */ /* This software is provided 'as-is', without any expressed or implied */ @@ -32,26 +39,33 @@ #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 */ + +#define PMG_SIZE_NORMAL 0x0 +#define PMG_SIZE_DOUBLE 0x1 +#define PMG_SIZE_QUAD 0x2 + + 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 +75,47 @@ struct __gtia_write { unsigned char colpf2; /* 0x18: color playfield 2 */ unsigned char colpf3; /* 0x19: color playfield 3 */ unsigned char colbk; /* 0x1A: color background */ + +/* See the "HUE_..." #defines in "atari.h" for the hue values to use with color registers, above */ +/* Bitwise OR (|) with 0x00 (darkest) through 0x0F (lightest) (only even values are unique) */ + unsigned char prior; /* 0x1B: priority selection */ - unsigned char vdelay; /* 0x1C: vertical delay */ + +#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) */ +#define PRIOR_OVERLAP_3RD_COLOR 0x20 /* Overlap of players 0 and 1, and of players 2 and 3, results in a third color + (else overlap is black). The resulting color is a logical OR of the two player colors. */ + +#define PRIOR_GFX_MODE_9 0x40 /* 80x192 16 shade mode (shades of the background (COLBK) hue; brightness in COLBK cause additional effects) */ +#define PRIOR_GFX_MODE_10 0x80 /* 80x192 9 color mode (COLPM0 (acts as background) thru COLPM3, followed by COLPF0 thru COLPF4) */ +#define PRIOR_GFX_MODE_11 0xC0 /* 80x192 16 hue mode (hues of the background (COLBK) brightness) */ + + unsigned char vdelay; /* 0x1C: vertical delay (for one-line resolution movement of vertical position of an object when two line resolution display is enabled */ + +#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 + unsigned char gractl; /* 0x1D: stick/paddle latch, p/m control */ + +#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 */ + unsigned char hitclr; /* 0x1E: clear p/m collision */ unsigned char consol; /* 0x1F: builtin speaker */ }; -/* Define a structure with the gtia register offsets */ +/* 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 +133,28 @@ 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 */ + +#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 */ + unsigned char unused[10]; + unsigned char consol; /* 0x1F: console buttons */ + +#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 */ -