initial commit

This commit is contained in:
Christian Viñolo 2024-01-06 14:09:25 +01:00 committed by Christian Viñolo
commit e6bb2f7c79
5 changed files with 1222 additions and 0 deletions

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.gitignore vendored Normal file
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*.bin
*.lst
*.sym

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Makefile Normal file
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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)

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; 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

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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

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; 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