Comment adjustments; removed surperfluous keycodes
Cleaned up comments in Atari 8-bit headers. Internal keycodes (POKEY's KBCODE) were already #defined in atari.h, so didn't need a whole new set in _pokey.h.
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@@ -13,7 +13,7 @@
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/* */
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/* */
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/* (C) 2000 Freddy Offenga <taf_offenga@yahoo.com> */
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/* 2019-01-14: Bill Kendrick <nbs@sonic.net>: More defines for registers */
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/* 2019-01-16: Bill Kendrick <nbs@sonic.net>: More defines for registers */
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/* */
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/* */
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/* This software is provided 'as-is', without any expressed or implied */
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@@ -39,7 +39,10 @@
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#ifndef __GTIA_H
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#define __GTIA_H
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/* Define a structure with the GTIA register offsets for write (W) */
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/*****************************************************************************/
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/* Define a structure with the GTIA register offsets for write (W) */
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/*****************************************************************************/
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struct __gtia_write {
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unsigned char hposp0; /* 0x00: horizontal position of player 0 */
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unsigned char hposp1; /* 0x01: horizontal position of player 1 */
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@@ -86,7 +89,10 @@ struct __gtia_write {
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};
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/* Values for SIZEP0-SIZEP3 and SIZEM registers: */
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/*****************************************************************************/
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/* (W) Values for SIZEP0-SIZEP3 and SIZEM registers: */
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/*****************************************************************************/
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#define PMG_SIZE_NORMAL 0x0 /* one color clock per pixel */
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#define PMG_SIZE_DOUBLE 0x1 /* two color clocks per pixel */
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#define PMG_SIZE_QUAD 0x2 /* four color clocks per pixel */
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@@ -97,7 +103,10 @@ struct __gtia_write {
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** Bitwise OR (|) with 0x00 (darkest) through 0x0F (lightest) (only even values are unique)
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*/
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/* PRIOR register values */
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/*****************************************************************************/
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/* (W) PRIOR register values */
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/*****************************************************************************/
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#define PRIOR_P03_PF03 0x01 /* Players 0-3, then Playfields 0-3, then background */
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#define PRIOR_P01_PF03_P23 0x02 /* Players 0-1, then Playfields 0-3, then Players 2-3, then background */
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@@ -106,35 +115,41 @@ struct __gtia_write {
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#define PRIOR_5TH_PLAYER 0x10 /* Four missiles combine to be a 5th player (uses COLPF3) */
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#define PRIOR_OVERLAP_3RD_COLOR 0x20 /* Overlap of players result in a 3rd color */
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/* Overlap of players 0 & 1 and of players 2 & 3 results in a third color,
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** the logical OR of the two players' colors;
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** Other overlaps (e.g., players 0 and 2) result in black (0x00).
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/* Causes overlap of players 0 & 1 and of players 2 & 3 to result in a third color,
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** the logical OR of the two players' colors, and other overlaps (e.g., players 0 and 2)
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** to result in black (0x00).
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*/
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#define PRIOR_OVERLAP_3RD_COLOR 0x20
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/*****************************************************************************/
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/* (W) GTIA special graphics mode options for GPRIOR */
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/*****************************************************************************/
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/* GTIA special graphics mode options */
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/* Pixels are 2 color clocks wide, and one scanline tall
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** (so 80x192 in normal playfield width).
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** May be used with both bitmap and character modelines.
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*/
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#define PRIOR_GFX_MODE_9 0x40
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/* 16 shade shades of the background (COLBK) hue;
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** Note: brightnesses other than 0 (darkest) in COLBK cause additional effects
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*/
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#define PRIOR_GFX_MODE_9 0x40
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#define PRIOR_GFX_MODE_10 0x80
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/* 9 color palette mode;
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** COLPM0 (acts as background) thru COLPM3, followed by COLPF0 thru COLPF3, and COLBK
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*/
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#define PRIOR_GFX_MODE_10 0x80
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#define PRIOR_GFX_MODE_11 0xC0
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/* 16 hues of the background (COLBK) brightness;
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** Note: hues other than 0 (greys) in COLBK caus additional effects
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*/
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#define PRIOR_GFX_MODE_11 0xC0
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/* VDELAY register values */
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/*****************************************************************************/
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/* (W) VDELAY register values */
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/*****************************************************************************/
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#define VDELAY_MISSILE0 0x01
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#define VDELAY_MISSILE1 0x02
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@@ -146,18 +161,23 @@ struct __gtia_write {
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#define VDELAY_PLAYER3 0x80
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/* GRACTL register values */
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/*****************************************************************************/
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/* (W) GRACTL register values */
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/*****************************************************************************/
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#define GRACTL_MISSLES 0x01 /* enable missiles */
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#define GRACTL_PLAYERS 0x02 /* enable players */
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#define GRACTL_LATCH_TRIGGER_INPUTS 0x04
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/* "Latch" triggers; once pressed, will give a continuous
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** pressed input until this bit is cleared
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*/
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#define GRACTL_LATCH_TRIGGER_INPUTS 0x04
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/* Define a structure with the GTIA register offsets for read (R) */
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/*****************************************************************************/
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/* Define a structure with the GTIA register offsets for read (R) */
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/*****************************************************************************/
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struct __gtia_read {
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unsigned char m0pf; /* 0x00: missile 0 to playfield collision */
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unsigned char m1pf; /* 0x01: missile 1 to playfield collision */
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@@ -189,15 +209,22 @@ struct __gtia_read {
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};
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/* PAL register possible values */
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/*****************************************************************************/
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/* (R) PAL register possible values */
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/*****************************************************************************/
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/* Note: This only tells you whether the GTIA is PAL or NTSC; some NTSC
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** systems are modded with PAL ANTIC chips; testing VCOUNT limits can be
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** done to check for that. Seems like it's not possible to test for SECAM
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*/
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#define TV_STD_PAL 0x1
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#define TV_STD_NTSC 0xE
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/* 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 */
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/* Note: Seems like it's not possible to test for SECAM */
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/* Reading console keys (Start, Select, Option) via CONSOL register: */
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/*****************************************************************************/
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/* Macros for reading console keys (Start/Select/Option) via CONSOL register */
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/*****************************************************************************/
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#define CONSOL_START(x) !((unsigned char)((x) & 1)) /* true if Start pressed */
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#define CONSOL_SELECT(x) !((unsigned char)((x) & 2)) /* true if Select pressed */
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