/* */
/* */
/* (C) 2000 Freddy Offenga <taf_offenga@yahoo.com> */
-/* 2019-01-12: 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 */
unsigned char sizep3; /* 0x0B: size of player 3 */
unsigned char sizem; /* 0x0C: size of missiles */
-#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 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 -- 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 */
+};
+
+
+/*****************************************************************************/
+/* (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) */
-#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) */
+/* 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 */
+/*****************************************************************************/
- unsigned char vdelay; /* 0x1C: vertical delay (for one-line resolution movement of vertical position of an object when two line resolution display is enabled */
+/* 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_PLAYER2 0x40
#define VDELAY_PLAYER3 0x80
- unsigned char gractl; /* 0x1D: stick/paddle latch, p/m control */
+
+/*****************************************************************************/
+/* (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 */
- unsigned char hitclr; /* 0x1E: clear p/m collision */
- unsigned char consol; /* 0x1F: builtin speaker */
-};
+/* "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 */
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
-/* 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 */
+/*****************************************************************************/
+/* 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 */