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.
This commit is contained in:
Bill Kendrick
2019-01-16 23:29:41 -08:00
parent 4b61c54092
commit 93a13315de
5 changed files with 282 additions and 220 deletions

View File

@@ -13,7 +13,7 @@
/* */
/* */
/* (C) 2000 Freddy Offenga <taf_offenga@yahoo.com> */
/* 2019-01-14: 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 */
@@ -39,7 +39,10 @@
#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 */
@@ -86,7 +89,10 @@ struct __gtia_write {
};
/* Values for SIZEP0-SIZEP3 and SIZEM registers: */
/*****************************************************************************/
/* (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 */
@@ -97,7 +103,10 @@ struct __gtia_write {
** Bitwise OR (|) with 0x00 (darkest) through 0x0F (lightest) (only even values are unique)
*/
/* PRIOR register values */
/*****************************************************************************/
/* (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 */
@@ -106,35 +115,41 @@ struct __gtia_write {
#define PRIOR_5TH_PLAYER 0x10 /* Four missiles combine to be a 5th player (uses COLPF3) */
#define PRIOR_OVERLAP_3RD_COLOR 0x20 /* Overlap of players result in a 3rd color */
/* Overlap of players 0 & 1 and of players 2 & 3 results in a third color,
** the logical OR of the two players' colors;
** Other overlaps (e.g., players 0 and 2) result in black (0x00).
/* 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 */
/*****************************************************************************/
/* GTIA special graphics mode options */
/* 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.
*/
#define PRIOR_GFX_MODE_9 0x40
/* 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
#define PRIOR_GFX_MODE_10 0x80
/* 9 color palette mode;
** COLPM0 (acts as background) thru COLPM3, followed by COLPF0 thru COLPF3, and COLBK
*/
#define PRIOR_GFX_MODE_10 0x80
#define PRIOR_GFX_MODE_11 0xC0
/* 16 hues of the background (COLBK) brightness;
** Note: hues other than 0 (greys) in COLBK caus additional effects
*/
#define PRIOR_GFX_MODE_11 0xC0
/* VDELAY register values */
/*****************************************************************************/
/* (W) VDELAY register values */
/*****************************************************************************/
#define VDELAY_MISSILE0 0x01
#define VDELAY_MISSILE1 0x02
@@ -146,18 +161,23 @@ struct __gtia_write {
#define VDELAY_PLAYER3 0x80
/* GRACTL register values */
/*****************************************************************************/
/* (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
*/
#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 */
@@ -189,15 +209,22 @@ struct __gtia_read {
};
/* PAL register possible values */
/*****************************************************************************/
/* (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 */
/* Reading console keys (Start, Select, Option) via CONSOL register: */
/*****************************************************************************/
/* 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 */