-/*
- * _gtia.h
- *
- * Freddy Offenga, 4/9/2000
- *
- * Internal include file, do not use directly.
- *
- */
+/*****************************************************************************/
+/* */
+/* _gtia.h */
+/* */
+/* 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 <taf_offenga@yahoo.com> */
+/* 2019-01-16: Bill Kendrick <nbs@sonic.net>: More defines for registers */
+/* */
+/* */
+/* This software is provided 'as-is', without any expressed or implied */
+/* warranty. In no event will the authors be held liable for any damages */
+/* arising from the use of this software. */
+/* */
+/* Permission is granted to anyone to use this software for any purpose, */
+/* including commercial applications, and to alter it and redistribute it */
+/* freely, subject to the following restrictions: */
+/* */
+/* 1. The origin of this software must not be misrepresented; you must not */
+/* claim that you wrote the original software. If you use this software */
+/* in a product, an acknowledgment in the product documentation would be */
+/* appreciated but is not required. */
+/* 2. Altered source versions must be plainly marked as such, and must not */
+/* be misrepresented as being the original software. */
+/* 3. This notice may not be removed or altered from any source */
+/* distribution. */
+/* */
+/*****************************************************************************/
#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 */
struct __gtia_write {
- unsigned char hposp0; /* horizontal position player 0 */
- unsigned char hposp1; /* horizontal position player 1 */
- unsigned char hposp2; /* horizontal position player 2 */
- unsigned char hposp3; /* horizontal position player 3 */
- unsigned char hposm0; /* horizontal position missile 0 */
- unsigned char hposm1; /* horizontal position missile 1 */
- unsigned char hposm2; /* horizontal position missile 2 */
- unsigned char hposm3; /* horizontal position missile 3 */
- unsigned char sizep0; /* size of player 0 */
- unsigned char sizep1; /* size of player 1 */
- unsigned char sizep2; /* size of player 2 */
- unsigned char sizep3; /* size of player 3 */
- unsigned char sizem; /* size of missiles */
- unsigned char grafp0; /* graphics shape player 0 */
- unsigned char grafp1; /* graphics shape player 1 */
- unsigned char grafp2; /* graphics shape player 2 */
- unsigned char grafp3; /* graphics shape player 3 */
- unsigned char grafm; /* graphics shape missiles */
- unsigned char colpm0; /* color player and missile 0 */
- unsigned char colpm1; /* color player and missile 1 */
- unsigned char colpm2; /* color player and missile 2 */
- unsigned char colpm3; /* color player and missile 3 */
- unsigned char colpf0; /* color playfield 0 */
- unsigned char colpf1; /* color playfield 1 */
- unsigned char colpf2; /* color playfield 2 */
- unsigned char colpf3; /* color playfield 3 */
- unsigned char colbk; /* color background */
- unsigned char prior; /* priority selection */
- unsigned char vdelay; /* vertical delay */
- unsigned char gractl; /* stick/paddle latch, p/m control */
- unsigned char hitclr; /* clear p/m collision */
- unsigned char consol; /* console buttons */
+ 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 (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 */
+ unsigned char colpm3; /* 0x15: color player and missile 3 */
+ unsigned char colpf0; /* 0x16: color playfield 0 */
+ unsigned char colpf1; /* 0x17: color playfield 1 */
+ 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 -- 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; /* missile 0 to playfield collision */
- unsigned char m1pf; /* missile 1 to playfield collision */
- unsigned char m2pf; /* missile 2 to playfield collision */
- unsigned char m3pf; /* missile 3 to playfield collision */
- unsigned char p0pf; /* player 0 to playfield collision */
- unsigned char p1pf; /* player 1 to playfield collision */
- unsigned char p2pf; /* player 2 to playfield collision */
- unsigned char p3pf; /* player 3 to playfield collision */
- unsigned char m0pl; /* missile 0 to player collision */
- unsigned char m1pl; /* missile 1 to player collision */
- unsigned char m2pl; /* missile 2 to player collision */
- unsigned char m3pl; /* missile 3 to player collision */
- unsigned char p0pl; /* player 0 to player collision */
- unsigned char p1pl; /* player 1 to player collision */
- unsigned char p2pl; /* player 2 to player collision */
- unsigned char p3pl; /* player 3 to player collision */
- unsigned char trig0; /* joystick trigger 0 */
- unsigned char trig1; /* joystick trigger 1 */
- unsigned char trig2; /* joystick trigger 2 */
- unsigned char trig3; /* joystick trigger 3 */
- unsigned char pal; /* pal/ntsc flag */
+ unsigned char m0pf; /* 0x00: missile 0 to playfield collision */
+ unsigned char m1pf; /* 0x01: missile 1 to playfield collision */
+ unsigned char m2pf; /* 0x02: missile 2 to playfield collision */
+ unsigned char m3pf; /* 0x03: missile 3 to playfield collision */
+ unsigned char p0pf; /* 0x04: player 0 to playfield collision */
+ unsigned char p1pf; /* 0x05: player 1 to playfield collision */
+ unsigned char p2pf; /* 0x06: player 2 to playfield collision */
+ unsigned char p3pf; /* 0x07: player 3 to playfield collision */
+ unsigned char m0pl; /* 0x08: missile 0 to player collision */
+ unsigned char m1pl; /* 0x09: missile 1 to player collision */
+ unsigned char m2pl; /* 0x0A: missile 2 to player collision */
+ unsigned char m3pl; /* 0x0B: missile 3 to player collision */
+ unsigned char p0pl; /* 0x0C: player 0 to player collision */
+ 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 (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 */
};
-/* End of _gtia.h */
-#endif
+/*****************************************************************************/
+/* (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 */