initial commit
This commit is contained in:
commit
e6bb2f7c79
|
|
@ -0,0 +1,3 @@
|
|||
*.bin
|
||||
*.lst
|
||||
*.sym
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
NAME = pong
|
||||
|
||||
ASM = $(NAME).asm
|
||||
BIN = $(NAME).bin
|
||||
|
||||
RM = rm -rf
|
||||
COMPILE = dasm
|
||||
EMULATE = stella
|
||||
|
||||
all: build
|
||||
|
||||
build:
|
||||
$(COMPILE) $(ASM) -f3 -v0 -o$(BIN)
|
||||
|
||||
test: build
|
||||
$(EMULATE) $(BIN)
|
||||
|
||||
clean:
|
||||
$(RM) $(BIN)
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,170 @@
|
|||
; MACRO.H
|
||||
; Version 1.09, 05/SEP/2020
|
||||
|
||||
VERSION_MACRO = 109
|
||||
|
||||
;
|
||||
; THIS FILE IS EXPLICITLY SUPPORTED AS A DASM-PREFERRED COMPANION FILE
|
||||
; The latest version can be found at https://dasm-assembler.github.io/
|
||||
;
|
||||
; This file defines DASM macros useful for development for the Atari 2600.
|
||||
; It is distributed as a companion machine-specific support package
|
||||
; for the DASM compiler.
|
||||
;
|
||||
; Many thanks to the people who have contributed. If you find an issue with the
|
||||
; contents, or would like ot add something, please report as an issue at...
|
||||
; https://github.com/dasm-assembler/dasm/issues
|
||||
|
||||
|
||||
; Latest Revisions...
|
||||
; 1.09 05/SEP/2020 - updated license/links
|
||||
|
||||
; 1.08 13/JUL/2020 - added use of LXA to CLEAN_START
|
||||
; 1.07 19/JAN/2020 - correction to comment VERTICAL_SYNC
|
||||
; 1.06 03/SEP/2004 - nice revision of VERTICAL_SYNC (Edwin Blink)
|
||||
; 1.05 14/NOV/2003 - Added VERSION_MACRO equate (which will reflect 100x version #)
|
||||
; This will allow conditional code to verify MACRO.H being
|
||||
; used for code assembly.
|
||||
; 1.04 13/NOV/2003 - SET_POINTER macro added (16-bit address load)
|
||||
;
|
||||
; 1.03 23/JUN/2003 - CLEAN_START macro added - clears TIA, RAM, registers
|
||||
;
|
||||
; 1.02 14/JUN/2003 - VERTICAL_SYNC macro added
|
||||
; (standardised macro for vertical synch code)
|
||||
; 1.01 22/MAR/2003 - SLEEP macro added.
|
||||
; - NO_ILLEGAL_OPCODES switch implemented
|
||||
; 1.0 22/MAR/2003 Initial release
|
||||
|
||||
; Note: These macros use illegal opcodes. To disable illegal opcode usage,
|
||||
; define the symbol NO_ILLEGAL_OPCODES (-DNO_ILLEGAL_OPCODES=1 on command-line).
|
||||
; If you do not allow illegal opcode usage, you must include this file
|
||||
; *after* including VCS.H (as the non-illegal opcodes access hardware
|
||||
; registers and require them to be defined first).
|
||||
|
||||
; Available macros...
|
||||
; SLEEP n - sleep for n cycles
|
||||
; VERTICAL_SYNC - correct 3 scanline vertical synch code
|
||||
; CLEAN_START - set machine to known state on startup
|
||||
; SET_POINTER - load a 16-bit absolute to a 16-bit variable
|
||||
|
||||
;-------------------------------------------------------------------------------
|
||||
; SLEEP duration
|
||||
; Original author: Thomas Jentzsch
|
||||
; Inserts code which takes the specified number of cycles to execute. This is
|
||||
; useful for code where precise timing is required.
|
||||
; ILLEGAL-OPCODE VERSION DOES NOT AFFECT FLAGS OR REGISTERS.
|
||||
; LEGAL OPCODE VERSION MAY AFFECT FLAGS
|
||||
; Uses illegal opcode (DASM 2.20.01 onwards).
|
||||
|
||||
MAC SLEEP ;usage: SLEEP n (n>1)
|
||||
.CYCLES SET {1}
|
||||
|
||||
IF .CYCLES < 2
|
||||
ECHO "MACRO ERROR: 'SLEEP': Duration must be > 1"
|
||||
ERR
|
||||
ENDIF
|
||||
|
||||
IF .CYCLES & 1
|
||||
IFNCONST NO_ILLEGAL_OPCODES
|
||||
nop 0
|
||||
ELSE
|
||||
bit VSYNC
|
||||
ENDIF
|
||||
.CYCLES SET .CYCLES - 3
|
||||
ENDIF
|
||||
|
||||
REPEAT .CYCLES / 2
|
||||
nop
|
||||
REPEND
|
||||
ENDM
|
||||
|
||||
;-------------------------------------------------------------------------------
|
||||
; VERTICAL_SYNC
|
||||
; revised version by Edwin Blink -- saves bytes!
|
||||
; Inserts the code required for a proper 3 scanline vertical sync sequence
|
||||
; Note: Alters the accumulator
|
||||
|
||||
; OUT: A = 0
|
||||
|
||||
MAC VERTICAL_SYNC
|
||||
lda #%1110 ; each '1' bits generate a VSYNC ON line (bits 1..3)
|
||||
.VSLP1 sta WSYNC ; 1st '0' bit resets Vsync, 2nd '0' bit exit loop
|
||||
sta VSYNC
|
||||
lsr
|
||||
bne .VSLP1 ; branch until VYSNC has been reset
|
||||
ENDM
|
||||
|
||||
;-------------------------------------------------------------------------------
|
||||
; CLEAN_START
|
||||
; Original author: Andrew Davie
|
||||
; Standardised start-up code, clears stack, all TIA registers and RAM to 0
|
||||
; Sets stack pointer to $FF, and all registers to 0
|
||||
; Sets decimal mode off, sets interrupt flag (kind of un-necessary)
|
||||
; Use as very first section of code on boot (ie: at reset)
|
||||
; Code written to minimise total ROM usage - uses weird 6502 knowledge :)
|
||||
|
||||
MAC CLEAN_START
|
||||
sei
|
||||
cld
|
||||
|
||||
IFNCONST NO_ILLEGAL_OPCODES
|
||||
lxa #0
|
||||
ELSE
|
||||
ldx #0
|
||||
txa
|
||||
ENDIF
|
||||
tay
|
||||
.CLEAR_STACK dex
|
||||
txs
|
||||
pha
|
||||
bne .CLEAR_STACK ; SP=$FF, X = A = Y = 0
|
||||
|
||||
ENDM
|
||||
|
||||
;-------------------------------------------------------
|
||||
; SET_POINTER
|
||||
; Original author: Manuel Rotschkar
|
||||
;
|
||||
; Sets a 2 byte RAM pointer to an absolute address.
|
||||
;
|
||||
; Usage: SET_POINTER pointer, address
|
||||
; Example: SET_POINTER SpritePTR, SpriteData
|
||||
;
|
||||
; Note: Alters the accumulator, NZ flags
|
||||
; IN 1: 2 byte RAM location reserved for pointer
|
||||
; IN 2: absolute address
|
||||
|
||||
MAC SET_POINTER
|
||||
.POINTER SET {1}
|
||||
.ADDRESS SET {2}
|
||||
|
||||
LDA #<.ADDRESS ; Get Lowbyte of Address
|
||||
STA .POINTER ; Store in pointer
|
||||
LDA #>.ADDRESS ; Get Hibyte of Address
|
||||
STA .POINTER+1 ; Store in pointer+1
|
||||
|
||||
ENDM
|
||||
|
||||
;-------------------------------------------------------
|
||||
; BOUNDARY byte#
|
||||
; Original author: Denis Debro (borrowed from Bob Smith / Thomas)
|
||||
;
|
||||
; Push data to a certain position inside a page and keep count of how
|
||||
; many free bytes the programmer will have.
|
||||
;
|
||||
; eg: BOUNDARY 5 ; position at byte #5 in page
|
||||
|
||||
.FREE_BYTES SET 0
|
||||
MAC BOUNDARY
|
||||
REPEAT 256
|
||||
IF <. % {1} = 0
|
||||
MEXIT
|
||||
ELSE
|
||||
.FREE_BYTES SET .FREE_BYTES + 1
|
||||
.byte $00
|
||||
ENDIF
|
||||
REPEND
|
||||
ENDM
|
||||
|
||||
|
||||
; EOF
|
||||
|
|
@ -0,0 +1,828 @@
|
|||
PROCESSOR 6502
|
||||
INCLUDE "vcs.h"
|
||||
|
||||
;; Colors Constants
|
||||
|
||||
WHITE = $0F
|
||||
BLUE = $9A
|
||||
ORANGE = $4A
|
||||
|
||||
;; ON/OFF Constants
|
||||
|
||||
ON_BIT = %00000010
|
||||
OFF_BIT = %0000000
|
||||
|
||||
;; Hardware Constants
|
||||
|
||||
INITIAL_SWABCNT = 0
|
||||
INITIAL_CTRLPF = %00010000
|
||||
INITIAL_NUSIZ01 = %00010000
|
||||
|
||||
;; Input Constants
|
||||
|
||||
J0_UP = %00010000
|
||||
J0_DOWN = %00100000
|
||||
|
||||
J1_UP = %00000001
|
||||
J1_DOWN = %00000010
|
||||
|
||||
;; Movable Object Constants
|
||||
|
||||
PLAYER0_OFFSET = 0
|
||||
PLAYER1_OFFSET = 1
|
||||
MISSILE0_OFFSET = 2
|
||||
MISSILE1_OFFSET = 3
|
||||
BALL_OFFSET = 4
|
||||
|
||||
;; Common Constants
|
||||
|
||||
COMMON_POS_Y = 100
|
||||
|
||||
;; Paddle Constants
|
||||
|
||||
MIN_PADDLE_POS_Y = 4
|
||||
MAX_PADDLE_POS_Y = 180
|
||||
|
||||
PADDLE1_POS_X = 16
|
||||
PADDLE2_POS_X = 144
|
||||
|
||||
PADDLE_FIRST_HIT_HEIGHT_OFFSET = 4
|
||||
PADDLE_FIRST_HIT_DIR_X = 1
|
||||
PADDLE_FIRST_HIT_DIR_Y = -2
|
||||
|
||||
PADDLE_SECOND_HIT_HEIGHT_OFFSET = 9
|
||||
PADDLE_SECOND_HIT_DIR_X = 2
|
||||
PADDLE_SECOND_HIT_DIR_Y = -2
|
||||
|
||||
PADDLE_THIRD_HIT_HEIGHT_OFFSET = 14
|
||||
PADDLE_THIRD_HIT_DIR_X = 2
|
||||
PADDLE_THIRD_HIT_DIR_Y = -1
|
||||
|
||||
PADDLE_FOURTH_HIT_HEIGHT_OFFSET = 19
|
||||
PADDLE_FOURTH_HIT_DIR_X = 2
|
||||
PADDLE_FOURTH_HIT_DIR_Y = 0
|
||||
|
||||
PADDLE_FIFTH_HIT_HEIGHT_OFFSET = 24
|
||||
PADDLE_FIFTH_HIT_DIR_X = 2
|
||||
PADDLE_FIFTH_HIT_DIR_Y = 1
|
||||
|
||||
PADDLE_SIXTH_HIT_HEIGHT_OFFSET = 29
|
||||
PADDLE_SIXTH_HIT_DIR_X = 2
|
||||
PADDLE_SIXTH_HIT_DIR_Y = 2
|
||||
|
||||
PADDLE_SEVENTH_HIT_DIR_X = 1
|
||||
PADDLE_SEVENTH_HIT_DIR_Y = 2
|
||||
|
||||
;; Ball Constants
|
||||
|
||||
BALL_INITIAL_POS_X = 80
|
||||
BALL_INITIAL_BALL_SPEED = 32
|
||||
BALL_DIRECTION_COUNT = 3
|
||||
|
||||
;; Score Constants
|
||||
|
||||
MAX_SCORE = 9
|
||||
|
||||
SCORE1_POS_X = 50
|
||||
SCORE2_POS_X = 100
|
||||
|
||||
;; Time Constants
|
||||
|
||||
VBLANK_TIME = 57 ; Formula = 48 scanlines * 76 clock cycles / 64 color clocks
|
||||
OVERSCAN_TIME = 42 ; Formula = 35 scanlines * 76 clock cycles / 64 color clocks
|
||||
|
||||
;; Scanline Constants
|
||||
|
||||
VISIBLE_SCANLINES = 220
|
||||
SCORE_SCANLINES = 8
|
||||
|
||||
PADDLES_HEIGHT_SCANLINE_DIFF = 224 ; Formula = 256 - 32 pixels height
|
||||
BALL_HEIGHT_SCANLINE_DIFF = 252 ; Formula = 256 - 4 pixels height
|
||||
|
||||
;; Sound Effect Constants
|
||||
|
||||
WALL_COLLISION_FREQUENCY = $17
|
||||
WALL_COLLISION_CONTROL = $0C
|
||||
WALL_COLLISION_VOLUME = $0C
|
||||
WALL_COLLISION_DURATION = 10
|
||||
|
||||
BALL_OUT_FREQUENCY = $02
|
||||
BALL_OUT_CONTROL = $06
|
||||
BALL_OUT_VOLUME = $0C
|
||||
BALL_OUT_DURATION = 15
|
||||
|
||||
PADDLE_HIT_FREQUENCY = $1F
|
||||
PADDLE_HIT_CONTROL = $0C
|
||||
PADDLE_HIT_VOLUME = $0C
|
||||
PADDLE_HIT_DURATION = 5
|
||||
|
||||
;; RAM Constants
|
||||
|
||||
PADDLE1_POS_Y = $0080
|
||||
PADDLE2_POS_Y = $0081
|
||||
|
||||
BALL_POS_X = $0082
|
||||
BALL_POS_Y = $0083
|
||||
BALL_DIR_X = $0084
|
||||
BALL_DIR_Y = $0085
|
||||
BALL_SPEED = $0086
|
||||
|
||||
SPEED_COUNTER = $0087
|
||||
|
||||
SCORE1 = $0089
|
||||
SCORE2 = $008A
|
||||
|
||||
TEMP1 = $008B
|
||||
TEMP2 = $008C
|
||||
|
||||
FRAME_COUNTER = $008D
|
||||
SOUND_DURATION = $008E
|
||||
|
||||
ORG $F800
|
||||
|
||||
Start:
|
||||
SEI
|
||||
CLD
|
||||
LDX #$FF
|
||||
TXS
|
||||
LDA #$00
|
||||
|
||||
ClearRAM:
|
||||
STA 0,X
|
||||
DEX
|
||||
BNE ClearRAM
|
||||
|
||||
InitRAM:
|
||||
LDA #COMMON_POS_Y
|
||||
STA PADDLE1_POS_Y
|
||||
STA PADDLE2_POS_Y
|
||||
STA BALL_POS_Y
|
||||
|
||||
LDA #BALL_INITIAL_POS_X
|
||||
STA BALL_POS_X
|
||||
|
||||
LDA #BALL_INITIAL_BALL_SPEED
|
||||
STA BALL_SPEED
|
||||
|
||||
InitRegisters:
|
||||
LDA #INITIAL_SWABCNT
|
||||
STA SWACNT
|
||||
STA SWBCNT
|
||||
|
||||
LDA #INITIAL_CTRLPF
|
||||
STA CTRLPF
|
||||
|
||||
LDA #INITIAL_NUSIZ01
|
||||
STA NUSIZ0
|
||||
STA NUSIZ1
|
||||
|
||||
LDA #BLUE
|
||||
STA COLUBK
|
||||
|
||||
LDA #WHITE
|
||||
STA COLUPF
|
||||
STA COLUP0
|
||||
|
||||
LDA #ORANGE
|
||||
STA COLUP1
|
||||
|
||||
STA HMCLR
|
||||
STA CXCLR
|
||||
|
||||
EnableVSync:
|
||||
STA WSYNC
|
||||
LDA #ON_BIT
|
||||
STA VSYNC
|
||||
|
||||
SkipVSyncScanlines
|
||||
STA WSYNC
|
||||
STA WSYNC
|
||||
STA WSYNC
|
||||
|
||||
InitVBlankTimer:
|
||||
LDA #VBLANK_TIME
|
||||
STA TIM64T
|
||||
|
||||
DisableVSync:
|
||||
LDA #OFF_BIT
|
||||
STA VSYNC
|
||||
|
||||
UpdateMovableObjectPositions:
|
||||
LDA #SCORE1_POS_X
|
||||
LDX #PLAYER0_OFFSET
|
||||
JSR UpdatePositionX
|
||||
|
||||
LDA #SCORE2_POS_X
|
||||
LDX #PLAYER1_OFFSET
|
||||
JSR UpdatePositionX
|
||||
|
||||
LDA #PADDLE1_POS_X
|
||||
LDX #MISSILE0_OFFSET
|
||||
JSR UpdatePositionX
|
||||
|
||||
LDA #PADDLE2_POS_X
|
||||
LDX #MISSILE1_OFFSET
|
||||
JSR UpdatePositionX
|
||||
|
||||
LDA BALL_POS_X
|
||||
LDX #BALL_OFFSET
|
||||
JSR UpdatePositionX
|
||||
|
||||
STA WSYNC
|
||||
STA HMOVE
|
||||
|
||||
WaitVBlankTimer:
|
||||
LDA INTIM
|
||||
BNE WaitVBlankTimer
|
||||
|
||||
STA WSYNC
|
||||
STA WSYNC
|
||||
|
||||
LDA #OFF_BIT
|
||||
STA VBLANK
|
||||
|
||||
LoadScores:
|
||||
LDA SCORE1
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
STA TEMP1
|
||||
|
||||
LDA SCORE2
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
STA TEMP2
|
||||
|
||||
LDY #SCORE_SCANLINES
|
||||
|
||||
DrawScores:
|
||||
STA WSYNC
|
||||
|
||||
LDX TEMP1
|
||||
LDA NUMBERS_BITMAP,X
|
||||
STA GRP0
|
||||
|
||||
LDX TEMP2
|
||||
LDA NUMBERS_BITMAP,X
|
||||
STA GRP1
|
||||
|
||||
INC TEMP1
|
||||
INC TEMP2
|
||||
|
||||
DEY
|
||||
BNE DrawScores
|
||||
|
||||
StartVisibleScanlines:
|
||||
LDA PADDLE1_POS_Y
|
||||
STA TEMP1
|
||||
|
||||
LDA PADDLE2_POS_Y
|
||||
STA TEMP2
|
||||
|
||||
LDX #VISIBLE_SCANLINES
|
||||
LDY BALL_POS_Y
|
||||
|
||||
DecreaseVisibleScanlines:
|
||||
STA WSYNC
|
||||
DEC TEMP1
|
||||
DEC TEMP2
|
||||
DEY
|
||||
|
||||
DrawPaddle1:
|
||||
LDA TEMP1
|
||||
CMP #PADDLES_HEIGHT_SCANLINE_DIFF
|
||||
|
||||
PHP
|
||||
PLA
|
||||
ASL
|
||||
|
||||
STA ENAM0
|
||||
|
||||
DrawPaddle2:
|
||||
LDA TEMP2
|
||||
CMP #PADDLES_HEIGHT_SCANLINE_DIFF
|
||||
|
||||
PHP
|
||||
PLA
|
||||
ASL
|
||||
|
||||
STA ENAM1
|
||||
|
||||
DrawBall:
|
||||
CPY #BALL_HEIGHT_SCANLINE_DIFF
|
||||
|
||||
PHP
|
||||
PLA
|
||||
ASL
|
||||
|
||||
STA ENABL
|
||||
|
||||
CheckEndVisibleScanlines:
|
||||
DEX
|
||||
BNE DecreaseVisibleScanlines
|
||||
|
||||
EnableVBlank:
|
||||
LDA #ON_BIT
|
||||
STA VBLANK
|
||||
|
||||
InitOverscanTimer
|
||||
LDA #OVERSCAN_TIME
|
||||
STA TIM64T
|
||||
|
||||
CheckJ0Up
|
||||
LDA SWCHA
|
||||
AND #J0_UP
|
||||
BNE CheckJ0Down
|
||||
|
||||
LDA PADDLE1_POS_Y
|
||||
CMP #MIN_PADDLE_POS_Y
|
||||
BEQ CheckJ0Down
|
||||
|
||||
DEC PADDLE1_POS_Y
|
||||
DEC PADDLE1_POS_Y
|
||||
|
||||
CheckJ0Down:
|
||||
LDA SWCHA
|
||||
AND #J0_DOWN
|
||||
BNE CheckJ1Up
|
||||
|
||||
LDA PADDLE1_POS_Y
|
||||
CMP #MAX_PADDLE_POS_Y
|
||||
BEQ CheckJ1Up
|
||||
|
||||
INC PADDLE1_POS_Y
|
||||
INC PADDLE1_POS_Y
|
||||
|
||||
CheckJ1Up:
|
||||
LDA SWCHA
|
||||
AND #J1_UP
|
||||
BNE CheckJ1Down
|
||||
|
||||
LDA PADDLE2_POS_Y
|
||||
CMP #MIN_PADDLE_POS_Y
|
||||
BEQ CheckJ1Down
|
||||
|
||||
DEC PADDLE2_POS_Y
|
||||
DEC PADDLE2_POS_Y
|
||||
|
||||
CheckJ1Down:
|
||||
LDA SWCHA
|
||||
AND #J1_DOWN
|
||||
BNE CheckJ0Button
|
||||
|
||||
LDA PADDLE2_POS_Y
|
||||
CMP #MAX_PADDLE_POS_Y
|
||||
BEQ CheckJ0Button
|
||||
|
||||
INC PADDLE2_POS_Y
|
||||
INC PADDLE2_POS_Y
|
||||
|
||||
CheckJ0Button:
|
||||
LDA INPT4
|
||||
BPL CheckExistingBallDirection
|
||||
|
||||
CheckJ1Button:
|
||||
LDA INPT5
|
||||
BMI MoveBall
|
||||
|
||||
CheckExistingBallDirection:
|
||||
LDA BALL_DIR_X
|
||||
BNE MoveBall
|
||||
|
||||
SetBallDirectionX:
|
||||
LDA FRAME_COUNTER
|
||||
AND #BALL_DIRECTION_COUNT
|
||||
|
||||
TAX
|
||||
LDA BALL_DIRECTIONS_TABLE,X
|
||||
STA BALL_DIR_X
|
||||
|
||||
SetBallDirectionY:
|
||||
LDA FRAME_COUNTER
|
||||
LSR
|
||||
LSR
|
||||
AND #BALL_DIRECTION_COUNT
|
||||
|
||||
TAX
|
||||
LDA BALL_DIRECTIONS_TABLE,X
|
||||
STA BALL_DIR_Y
|
||||
|
||||
MoveBall:
|
||||
LDA SPEED_COUNTER
|
||||
CLC
|
||||
ADC BALL_SPEED
|
||||
STA SPEED_COUNTER
|
||||
|
||||
CheckBallSpeed:
|
||||
LDA SPEED_COUNTER
|
||||
SEC
|
||||
SBC #$40
|
||||
BCS UpdateBallSpeed
|
||||
|
||||
JMP DecreaseSoundCounter
|
||||
|
||||
UpdateBallSpeed:
|
||||
STA SPEED_COUNTER
|
||||
|
||||
UpdateBallDirectionX:
|
||||
LDA BALL_POS_X
|
||||
CLC
|
||||
ADC BALL_DIR_X
|
||||
STA TEMP1
|
||||
|
||||
UpdateBallDirectionY:
|
||||
LDA BALL_POS_Y
|
||||
CLC
|
||||
ADC BALL_DIR_Y
|
||||
STA TEMP2
|
||||
|
||||
CheckPaddle1Collision:
|
||||
LDA TEMP1
|
||||
CMP #PADDLE1_POS_X-1
|
||||
BCC CheckPaddle2Collision
|
||||
|
||||
CMP #PADDLE1_POS_X+1
|
||||
BCS CheckPaddle2Collision
|
||||
|
||||
LDA PADDLE1_POS_Y
|
||||
SEC
|
||||
SBC #4
|
||||
CMP TEMP2
|
||||
BCS CheckPaddle2Collision
|
||||
|
||||
CLC
|
||||
ADC #35
|
||||
CMP TEMP2
|
||||
BCC CheckPaddle2Collision
|
||||
|
||||
LDA TEMP2
|
||||
SEC
|
||||
SBC PADDLE1_POS_Y
|
||||
JSR HitPaddle
|
||||
|
||||
LDA #WHITE
|
||||
STA COLUPF
|
||||
|
||||
JMP CheckBallSpeed
|
||||
|
||||
CheckPaddle2Collision:
|
||||
LDA TEMP1
|
||||
CMP #PADDLE2_POS_X-1
|
||||
BCC CheckWallCollisionX
|
||||
|
||||
CMP #PADDLE2_POS_X+4
|
||||
BCS CheckWallCollisionX
|
||||
|
||||
LDA PADDLE2_POS_Y
|
||||
SBC #4
|
||||
CMP TEMP2
|
||||
BCS CheckWallCollisionX
|
||||
|
||||
CLC
|
||||
ADC #35
|
||||
CMP TEMP2
|
||||
BCC CheckWallCollisionX
|
||||
LDA TEMP2
|
||||
SBC PADDLE2_POS_Y
|
||||
JSR HitPaddle
|
||||
LDA #0
|
||||
SEC
|
||||
SBC BALL_DIR_X
|
||||
STA BALL_DIR_X
|
||||
|
||||
LDA #ORANGE
|
||||
STA COLUPF
|
||||
|
||||
JMP CheckBallSpeed
|
||||
|
||||
CheckWallCollisionX:
|
||||
LDA TEMP2
|
||||
CMP #2
|
||||
BCC CheckWallCollisionY
|
||||
|
||||
CMP #181
|
||||
BCC CheckBallPosition
|
||||
|
||||
CheckWallCollisionY:
|
||||
LDA #0
|
||||
SEC
|
||||
SBC BALL_DIR_Y
|
||||
STA BALL_DIR_Y
|
||||
|
||||
PlayWallCollisionSoundEffect:
|
||||
LDA #WALL_COLLISION_FREQUENCY
|
||||
STA AUDF0
|
||||
LDA #WALL_COLLISION_CONTROL
|
||||
STA AUDC0
|
||||
LDA #WALL_COLLISION_VOLUME
|
||||
STA AUDV0
|
||||
LDA #WALL_COLLISION_DURATION
|
||||
STA SOUND_DURATION
|
||||
JMP CheckBallSpeed
|
||||
|
||||
CheckBallPosition:
|
||||
LDA TEMP1
|
||||
CMP #2
|
||||
BCC CheckScore2
|
||||
|
||||
CMP #157
|
||||
BCC UpdateBallPositionX
|
||||
|
||||
CheckScore1:
|
||||
LDA SCORE1
|
||||
CMP #MAX_SCORE
|
||||
BEQ RestartGame
|
||||
INC SCORE1
|
||||
JMP RestartBallPosition
|
||||
|
||||
CheckScore2:
|
||||
LDA SCORE2
|
||||
CMP #MAX_SCORE
|
||||
BEQ RestartGame
|
||||
INC SCORE2
|
||||
|
||||
RestartBallPosition:
|
||||
LDA #BALL_INITIAL_POS_X
|
||||
STA TEMP1
|
||||
LDA #COMMON_POS_Y
|
||||
STA TEMP2
|
||||
LDA #OFF_BIT
|
||||
STA BALL_DIR_X
|
||||
STA BALL_DIR_Y
|
||||
LDA #BALL_INITIAL_BALL_SPEED
|
||||
STA BALL_SPEED
|
||||
|
||||
PlayBallOutSoundEffect:
|
||||
LDA #BALL_OUT_FREQUENCY
|
||||
STA AUDF0
|
||||
LDA #BALL_OUT_CONTROL
|
||||
STA AUDC0
|
||||
LDA #BALL_OUT_VOLUME
|
||||
STA AUDV0
|
||||
LDA #BALL_OUT_DURATION
|
||||
STA SOUND_DURATION
|
||||
|
||||
UpdateBallPositionX:
|
||||
LDA TEMP1
|
||||
STA BALL_POS_X
|
||||
|
||||
UpdateBallPositionY:
|
||||
LDA TEMP2
|
||||
STA BALL_POS_Y
|
||||
|
||||
DecreaseSoundCounter:
|
||||
DEC SOUND_DURATION
|
||||
BNE DisableBall
|
||||
|
||||
LDA #OFF_BIT
|
||||
STA AUDV0
|
||||
|
||||
DisableBall:
|
||||
LDA #OFF_BIT
|
||||
STA ENABL
|
||||
|
||||
WaitOverscanTimer:
|
||||
LDA INTIM
|
||||
BNE WaitOverscanTimer
|
||||
STA WSYNC
|
||||
|
||||
INC FRAME_COUNTER
|
||||
JMP EnableVSync
|
||||
|
||||
RestartGame:
|
||||
JMP Start
|
||||
|
||||
UpdatePositionX:
|
||||
STA WSYNC
|
||||
SEC
|
||||
LDY $80
|
||||
|
||||
.DivLoop:
|
||||
SBC #15
|
||||
BCS .DivLoop
|
||||
|
||||
.AdjustFinePosition:
|
||||
TAY
|
||||
LDA FINE_ADJUST_TABLE-$F1,Y
|
||||
STA HMP0,X
|
||||
STA RESP0,X
|
||||
RTS
|
||||
|
||||
DetectPageCrossing:
|
||||
IF (>.DivLoop) != (>.AdjustFinePosition)
|
||||
ECHO "ERROR: PAGE CROSSING"
|
||||
ERR
|
||||
ENDIF
|
||||
|
||||
ORG $FEF1
|
||||
|
||||
HitPaddle:
|
||||
PHA
|
||||
|
||||
.PlayPaddleHitSoundEffect
|
||||
LDA #PADDLE_HIT_FREQUENCY
|
||||
STA AUDF0
|
||||
LDA #PADDLE_HIT_CONTROL
|
||||
STA AUDC0
|
||||
LDA #PADDLE_HIT_VOLUME
|
||||
STA AUDV0
|
||||
LDA #PADDLE_HIT_DURATION
|
||||
STA SOUND_DURATION
|
||||
|
||||
.IncreaseBallBALL_SPEED
|
||||
INC BALL_SPEED
|
||||
INC BALL_SPEED
|
||||
PLA
|
||||
|
||||
.CheckFirstPaddleCollisionRange
|
||||
CMP #PADDLE_FIRST_HIT_HEIGHT_OFFSET
|
||||
BPL .CheckSecondPaddleCollisionRange
|
||||
|
||||
LDA #PADDLE_FIRST_HIT_DIR_X
|
||||
STA BALL_DIR_X
|
||||
|
||||
LDA #PADDLE_FIRST_HIT_DIR_Y
|
||||
STA BALL_DIR_Y
|
||||
RTS
|
||||
|
||||
.CheckSecondPaddleCollisionRange:
|
||||
CMP #PADDLE_SECOND_HIT_HEIGHT_OFFSET
|
||||
BCS .CheckThirdPaddleCollisionRange
|
||||
|
||||
LDA #PADDLE_SECOND_HIT_DIR_X
|
||||
STA BALL_DIR_X
|
||||
|
||||
LDA #PADDLE_SECOND_HIT_DIR_Y
|
||||
STA BALL_DIR_Y
|
||||
RTS
|
||||
|
||||
.CheckThirdPaddleCollisionRange:
|
||||
CMP #PADDLE_THIRD_HIT_HEIGHT_OFFSET
|
||||
BCS .CheckFourthPaddleCollisionRange
|
||||
|
||||
LDA #PADDLE_THIRD_HIT_DIR_X
|
||||
STA BALL_DIR_X
|
||||
|
||||
LDA #PADDLE_THIRD_HIT_DIR_Y
|
||||
STA BALL_DIR_Y
|
||||
RTS
|
||||
|
||||
.CheckFourthPaddleCollisionRange:
|
||||
CMP #PADDLE_FOURTH_HIT_HEIGHT_OFFSET
|
||||
BCS .CheckFifthPaddleCollisionRange
|
||||
|
||||
LDA #PADDLE_FOURTH_HIT_DIR_X
|
||||
STA BALL_DIR_X
|
||||
|
||||
LDA #PADDLE_FOURTH_HIT_DIR_Y
|
||||
STA BALL_DIR_Y
|
||||
RTS
|
||||
|
||||
.CheckFifthPaddleCollisionRange:
|
||||
CMP #PADDLE_FIFTH_HIT_HEIGHT_OFFSET
|
||||
BCS .CheckSixthPaddleCollisionRange
|
||||
|
||||
LDA #PADDLE_FIFTH_HIT_DIR_X
|
||||
STA BALL_DIR_X
|
||||
|
||||
LDA #PADDLE_FIFTH_HIT_DIR_Y
|
||||
STA BALL_DIR_Y
|
||||
RTS
|
||||
|
||||
.CheckSixthPaddleCollisionRange:
|
||||
CMP #PADDLE_SIXTH_HIT_HEIGHT_OFFSET
|
||||
BCS .CheckSeventhCollisionRange
|
||||
|
||||
LDA #PADDLE_SIXTH_HIT_DIR_X
|
||||
STA BALL_DIR_X
|
||||
|
||||
LDA #PADDLE_SIXTH_HIT_DIR_Y
|
||||
STA BALL_DIR_Y
|
||||
RTS
|
||||
|
||||
.CheckSeventhCollisionRange:
|
||||
LDA #PADDLE_SEVENTH_HIT_DIR_X
|
||||
STA BALL_DIR_X
|
||||
|
||||
LDA #PADDLE_SEVENTH_HIT_DIR_Y
|
||||
STA BALL_DIR_Y
|
||||
RTS
|
||||
|
||||
FINE_ADJUST_TABLE:
|
||||
.BYTE $70 ; 7 px to left
|
||||
.BYTE $60 ; 6 px to left
|
||||
.BYTE $50 ; 5 px to left
|
||||
.BYTE $40 ; 4 px to left
|
||||
.BYTE $30 ; 3 px to left
|
||||
.BYTE $20 ; 2 px to left
|
||||
.BYTE $10 ; 1 px to left
|
||||
.BYTE $00 ; No adjustment
|
||||
.BYTE $F0 ; 1 px to right
|
||||
.BYTE $E0 ; 2 px to right
|
||||
.BYTE $D0 ; 3 px to right
|
||||
.BYTE $C0 ; 4 px to right
|
||||
.BYTE $B0 ; 5 px to right
|
||||
.BYTE $A0 ; 6 px to right
|
||||
.BYTE $90 ; 7 px to right
|
||||
|
||||
BALL_DIRECTIONS_TABLE:
|
||||
.BYTE $FE ; -2
|
||||
.BYTE $FF ; -1
|
||||
.BYTE $01 ; 0
|
||||
.BYTE $02 ; 1
|
||||
|
||||
NUMBERS_BITMAP:
|
||||
.BYTE %11111111 ; 0
|
||||
.BYTE %11000011
|
||||
.BYTE %11000011
|
||||
.BYTE %11000011
|
||||
.BYTE %11000011
|
||||
.BYTE %11000011
|
||||
.BYTE %11111111
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %00010000 ; 1
|
||||
.BYTE %00010000
|
||||
.BYTE %00010000
|
||||
.BYTE %00110000
|
||||
.BYTE %00110000
|
||||
.BYTE %00110000
|
||||
.BYTE %00110000
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %11111110 ; 2
|
||||
.BYTE %00000010
|
||||
.BYTE %00000010
|
||||
.BYTE %11111110
|
||||
.BYTE %11000000
|
||||
.BYTE %11000000
|
||||
.BYTE %11111110
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %11111110 ; 3
|
||||
.BYTE %00000010
|
||||
.BYTE %00000010
|
||||
.BYTE %11111110
|
||||
.BYTE %00000110
|
||||
.BYTE %00000110
|
||||
.BYTE %11111110
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %10000010 ; 4
|
||||
.BYTE %10000010
|
||||
.BYTE %10000010
|
||||
.BYTE %11111110
|
||||
.BYTE %00000110
|
||||
.BYTE %00000110
|
||||
.BYTE %00000110
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %11111110 ; 5
|
||||
.BYTE %10000000
|
||||
.BYTE %10000000
|
||||
.BYTE %11111110
|
||||
.BYTE %00000110
|
||||
.BYTE %00000110
|
||||
.BYTE %11111110
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %11111110 ; 6
|
||||
.BYTE %10000000
|
||||
.BYTE %10000000
|
||||
.BYTE %11111110
|
||||
.BYTE %11000110
|
||||
.BYTE %11000110
|
||||
.BYTE %11111110
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %11111110 ; 7
|
||||
.BYTE %00000010
|
||||
.BYTE %00000010
|
||||
.BYTE %00000010
|
||||
.BYTE %00000110
|
||||
.BYTE %00000110
|
||||
.BYTE %00000110
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %11111110 ; 8
|
||||
.BYTE %10000010
|
||||
.BYTE %10000010
|
||||
.BYTE %11111110
|
||||
.BYTE %11000110
|
||||
.BYTE %11000110
|
||||
.BYTE %11111110
|
||||
.BYTE %00000000
|
||||
|
||||
.BYTE %11111110 ; 9
|
||||
.BYTE %10000010
|
||||
.BYTE %10000010
|
||||
.BYTE %11111110
|
||||
.BYTE %00000110
|
||||
.BYTE %00000110
|
||||
.BYTE %11111110
|
||||
.BYTE %00000000
|
||||
|
||||
ORG $FFFC
|
||||
.WORD Start
|
||||
.WORD Start
|
||||
|
|
@ -0,0 +1,200 @@
|
|||
; VCS.H
|
||||
; Version 1.06, 06/SEP/2020
|
||||
|
||||
VERSION_VCS = 106
|
||||
|
||||
; THIS IS *THE* "STANDARD" VCS.H
|
||||
; THIS FILE IS EXPLICITLY SUPPORTED AS A DASM-PREFERRED COMPANION FILE
|
||||
; The latest version can be found at https://dasm-assembler.github.io/
|
||||
;
|
||||
; This file defines hardware registers and memory mapping for the
|
||||
; Atari 2600. It is distributed as a companion machine-specific support package
|
||||
; for the DASM compiler. Updates to this file, DASM, and associated tools are
|
||||
; available at at https://dasm-assembler.github.io/
|
||||
;
|
||||
; Many thanks to the people who have contributed. If you find an issue with the
|
||||
; contents, or would like ot add something, please report as an issue at...
|
||||
; https://github.com/dasm-assembler/dasm/issues
|
||||
|
||||
;
|
||||
; Latest Revisions...
|
||||
; 1.06 05/SEP/2020 Modified header/license and links to new versions
|
||||
; 1.05 13/NOV/2003 - Correction to 1.04 - now functions as requested by MR.
|
||||
; - Added VERSION_VCS equate (which will reflect 100x version #)
|
||||
; This will allow conditional code to verify VCS.H being
|
||||
; used for code assembly.
|
||||
; 1.04 12/NOV/2003 Added TIA_BASE_WRITE_ADDRESS and TIA_BASE_READ_ADDRESS for
|
||||
; convenient disassembly/reassembly compatibility for hardware
|
||||
; mirrored reading/writing differences. This is more a
|
||||
; readability issue, and binary compatibility with disassembled
|
||||
; and reassembled sources. Per Manuel Rotschkar's suggestion.
|
||||
; 1.03 12/MAY/2003 Added SEG segment at end of file to fix old-code compatibility
|
||||
; which was broken by the use of segments in this file, as
|
||||
; reported by Manuel Polik on [stella] 11/MAY/2003
|
||||
; 1.02 22/MAR/2003 Added TIMINT($285)
|
||||
; 1.01 Constant offset added to allow use for 3F-style bankswitching
|
||||
; - define TIA_BASE_ADDRESS as $40 for Tigervision carts, otherwise
|
||||
; it is safe to leave it undefined, and the base address will
|
||||
; be set to 0. Thanks to Eckhard Stolberg for the suggestion.
|
||||
; Note, may use -DLABEL=EXPRESSION to define TIA_BASE_ADDRESS
|
||||
; - register definitions are now generated through assignment
|
||||
; in uninitialised segments. This allows a changeable base
|
||||
; address architecture.
|
||||
; 1.0 22/MAR/2003 Initial release
|
||||
|
||||
|
||||
;-------------------------------------------------------------------------------
|
||||
|
||||
; TIA_BASE_ADDRESS
|
||||
; The TIA_BASE_ADDRESS defines the base address of access to TIA registers.
|
||||
; Normally 0, the base address should (externally, before including this file)
|
||||
; be set to $40 when creating 3F-bankswitched (and other?) cartridges.
|
||||
; The reason is that this bankswitching scheme treats any access to locations
|
||||
; < $40 as a bankswitch.
|
||||
|
||||
IFNCONST TIA_BASE_ADDRESS
|
||||
TIA_BASE_ADDRESS = 0
|
||||
ENDIF
|
||||
|
||||
; Note: The address may be defined on the command-line using the -D switch, eg:
|
||||
; dasm.exe code.asm -DTIA_BASE_ADDRESS=$40 -f3 -v5 -ocode.bin
|
||||
; *OR* by declaring the label before including this file, eg:
|
||||
; TIA_BASE_ADDRESS = $40
|
||||
; include "vcs.h"
|
||||
|
||||
; Alternate read/write address capability - allows for some disassembly compatibility
|
||||
; usage ; to allow reassembly to binary perfect copies). This is essentially catering
|
||||
; for the mirrored ROM hardware registers.
|
||||
|
||||
; Usage: As per above, define the TIA_BASE_READ_ADDRESS and/or TIA_BASE_WRITE_ADDRESS
|
||||
; using the -D command-line switch, as required. If the addresses are not defined,
|
||||
; they defaut to the TIA_BASE_ADDRESS.
|
||||
|
||||
IFNCONST TIA_BASE_READ_ADDRESS
|
||||
TIA_BASE_READ_ADDRESS = TIA_BASE_ADDRESS
|
||||
ENDIF
|
||||
|
||||
IFNCONST TIA_BASE_WRITE_ADDRESS
|
||||
TIA_BASE_WRITE_ADDRESS = TIA_BASE_ADDRESS
|
||||
ENDIF
|
||||
|
||||
;-------------------------------------------------------------------------------
|
||||
|
||||
SEG.U TIA_REGISTERS_WRITE
|
||||
ORG TIA_BASE_WRITE_ADDRESS
|
||||
|
||||
; DO NOT CHANGE THE RELATIVE ORDERING OF REGISTERS!
|
||||
|
||||
VSYNC ds 1 ; $00 0000 00x0 Vertical Sync Set-Clear
|
||||
VBLANK ds 1 ; $01 xx00 00x0 Vertical Blank Set-Clear
|
||||
WSYNC ds 1 ; $02 ---- ---- Wait for Horizontal Blank
|
||||
RSYNC ds 1 ; $03 ---- ---- Reset Horizontal Sync Counter
|
||||
NUSIZ0 ds 1 ; $04 00xx 0xxx Number-Size player/missle 0
|
||||
NUSIZ1 ds 1 ; $05 00xx 0xxx Number-Size player/missle 1
|
||||
COLUP0 ds 1 ; $06 xxxx xxx0 Color-Luminance Player 0
|
||||
COLUP1 ds 1 ; $07 xxxx xxx0 Color-Luminance Player 1
|
||||
COLUPF ds 1 ; $08 xxxx xxx0 Color-Luminance Playfield
|
||||
COLUBK ds 1 ; $09 xxxx xxx0 Color-Luminance Background
|
||||
CTRLPF ds 1 ; $0A 00xx 0xxx Control Playfield, Ball, Collisions
|
||||
REFP0 ds 1 ; $0B 0000 x000 Reflection Player 0
|
||||
REFP1 ds 1 ; $0C 0000 x000 Reflection Player 1
|
||||
PF0 ds 1 ; $0D xxxx 0000 Playfield Register Byte 0
|
||||
PF1 ds 1 ; $0E xxxx xxxx Playfield Register Byte 1
|
||||
PF2 ds 1 ; $0F xxxx xxxx Playfield Register Byte 2
|
||||
RESP0 ds 1 ; $10 ---- ---- Reset Player 0
|
||||
RESP1 ds 1 ; $11 ---- ---- Reset Player 1
|
||||
RESM0 ds 1 ; $12 ---- ---- Reset Missle 0
|
||||
RESM1 ds 1 ; $13 ---- ---- Reset Missle 1
|
||||
RESBL ds 1 ; $14 ---- ---- Reset Ball
|
||||
AUDC0 ds 1 ; $15 0000 xxxx Audio Control 0
|
||||
AUDC1 ds 1 ; $16 0000 xxxx Audio Control 1
|
||||
AUDF0 ds 1 ; $17 000x xxxx Audio Frequency 0
|
||||
AUDF1 ds 1 ; $18 000x xxxx Audio Frequency 1
|
||||
AUDV0 ds 1 ; $19 0000 xxxx Audio Volume 0
|
||||
AUDV1 ds 1 ; $1A 0000 xxxx Audio Volume 1
|
||||
GRP0 ds 1 ; $1B xxxx xxxx Graphics Register Player 0
|
||||
GRP1 ds 1 ; $1C xxxx xxxx Graphics Register Player 1
|
||||
ENAM0 ds 1 ; $1D 0000 00x0 Graphics Enable Missle 0
|
||||
ENAM1 ds 1 ; $1E 0000 00x0 Graphics Enable Missle 1
|
||||
ENABL ds 1 ; $1F 0000 00x0 Graphics Enable Ball
|
||||
HMP0 ds 1 ; $20 xxxx 0000 Horizontal Motion Player 0
|
||||
HMP1 ds 1 ; $21 xxxx 0000 Horizontal Motion Player 1
|
||||
HMM0 ds 1 ; $22 xxxx 0000 Horizontal Motion Missle 0
|
||||
HMM1 ds 1 ; $23 xxxx 0000 Horizontal Motion Missle 1
|
||||
HMBL ds 1 ; $24 xxxx 0000 Horizontal Motion Ball
|
||||
VDELP0 ds 1 ; $25 0000 000x Vertical Delay Player 0
|
||||
VDELP1 ds 1 ; $26 0000 000x Vertical Delay Player 1
|
||||
VDELBL ds 1 ; $27 0000 000x Vertical Delay Ball
|
||||
RESMP0 ds 1 ; $28 0000 00x0 Reset Missle 0 to Player 0
|
||||
RESMP1 ds 1 ; $29 0000 00x0 Reset Missle 1 to Player 1
|
||||
HMOVE ds 1 ; $2A ---- ---- Apply Horizontal Motion
|
||||
HMCLR ds 1 ; $2B ---- ---- Clear Horizontal Move Registers
|
||||
CXCLR ds 1 ; $2C ---- ---- Clear Collision Latches
|
||||
|
||||
;-------------------------------------------------------------------------------
|
||||
|
||||
SEG.U TIA_REGISTERS_READ
|
||||
ORG TIA_BASE_READ_ADDRESS
|
||||
|
||||
; bit 7 bit 6
|
||||
CXM0P ds 1 ; $00 xx00 0000 Read Collision M0-P1 M0-P0
|
||||
CXM1P ds 1 ; $01 xx00 0000 M1-P0 M1-P1
|
||||
CXP0FB ds 1 ; $02 xx00 0000 P0-PF P0-BL
|
||||
CXP1FB ds 1 ; $03 xx00 0000 P1-PF P1-BL
|
||||
CXM0FB ds 1 ; $04 xx00 0000 M0-PF M0-BL
|
||||
CXM1FB ds 1 ; $05 xx00 0000 M1-PF M1-BL
|
||||
CXBLPF ds 1 ; $06 x000 0000 BL-PF -----
|
||||
CXPPMM ds 1 ; $07 xx00 0000 P0-P1 M0-M1
|
||||
INPT0 ds 1 ; $08 x000 0000 Read Pot Port 0
|
||||
INPT1 ds 1 ; $09 x000 0000 Read Pot Port 1
|
||||
INPT2 ds 1 ; $0A x000 0000 Read Pot Port 2
|
||||
INPT3 ds 1 ; $0B x000 0000 Read Pot Port 3
|
||||
INPT4 ds 1 ; $0C x000 0000 Read Input (Trigger) 0
|
||||
INPT5 ds 1 ; $0D x000 0000 Read Input (Trigger) 1
|
||||
|
||||
;-------------------------------------------------------------------------------
|
||||
|
||||
SEG.U RIOT
|
||||
ORG $280
|
||||
|
||||
; RIOT MEMORY MAP
|
||||
|
||||
SWCHA ds 1 ; $280 Port A data register for joysticks:
|
||||
; Bits 4-7 for player 1. Bits 0-3 for player 2.
|
||||
|
||||
SWACNT ds 1 ; $281 Port A data direction register (DDR)
|
||||
SWCHB ds 1 ; $282 Port B data (console switches)
|
||||
SWBCNT ds 1 ; $283 Port B DDR
|
||||
INTIM ds 1 ; $284 Timer output
|
||||
|
||||
TIMINT ds 1 ; $285
|
||||
|
||||
; Unused/undefined registers ($285-$294)
|
||||
|
||||
ds 1 ; $286
|
||||
ds 1 ; $287
|
||||
ds 1 ; $288
|
||||
ds 1 ; $289
|
||||
ds 1 ; $28A
|
||||
ds 1 ; $28B
|
||||
ds 1 ; $28C
|
||||
ds 1 ; $28D
|
||||
ds 1 ; $28E
|
||||
ds 1 ; $28F
|
||||
ds 1 ; $290
|
||||
ds 1 ; $291
|
||||
ds 1 ; $292
|
||||
ds 1 ; $293
|
||||
|
||||
TIM1T ds 1 ; $294 set 1 clock interval
|
||||
TIM8T ds 1 ; $295 set 8 clock interval
|
||||
TIM64T ds 1 ; $296 set 64 clock interval
|
||||
T1024T ds 1 ; $297 set 1024 clock interval
|
||||
|
||||
;-------------------------------------------------------------------------------
|
||||
; The following required for back-compatibility with code which does not use
|
||||
; segments.
|
||||
|
||||
SEG
|
||||
|
||||
; EOF
|
||||
Loading…
Reference in New Issue