Move TIA specific enums into separate header.

This commit is contained in:
Christian Speckner 2016-10-11 00:23:09 +02:00
parent b3b4de7403
commit 7d072fc874
2 changed files with 132 additions and 106 deletions

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@ -21,111 +21,7 @@
#define TIA_TABLES_HXX
#include "bspf.hxx"
enum TIABit {
P0Bit = 0x01, // Bit for Player 0
M0Bit = 0x02, // Bit for Missle 0
P1Bit = 0x04, // Bit for Player 1
M1Bit = 0x08, // Bit for Missle 1
BLBit = 0x10, // Bit for Ball
PFBit = 0x20, // Bit for Playfield
ScoreBit = 0x40, // Bit for Playfield score mode
PriorityBit = 0x80 // Bit for Playfield priority
};
enum TIAColor {
BKColor = 0, // Color index for Background
PFColor = 1, // Color index for Playfield
P0Color = 2, // Color index for Player 0
P1Color = 3, // Color index for Player 1
M0Color = 4, // Color index for Missle 0
M1Color = 5, // Color index for Missle 1
BLColor = 6, // Color index for Ball
HBLANKColor = 7 // Color index for HMove blank area
};
enum CollisionBit
{
Cx_M0P1 = 1 << 0, // Missle0 - Player1 collision
Cx_M0P0 = 1 << 1, // Missle0 - Player0 collision
Cx_M1P0 = 1 << 2, // Missle1 - Player0 collision
Cx_M1P1 = 1 << 3, // Missle1 - Player1 collision
Cx_P0PF = 1 << 4, // Player0 - Playfield collision
Cx_P0BL = 1 << 5, // Player0 - Ball collision
Cx_P1PF = 1 << 6, // Player1 - Playfield collision
Cx_P1BL = 1 << 7, // Player1 - Ball collision
Cx_M0PF = 1 << 8, // Missle0 - Playfield collision
Cx_M0BL = 1 << 9, // Missle0 - Ball collision
Cx_M1PF = 1 << 10, // Missle1 - Playfield collision
Cx_M1BL = 1 << 11, // Missle1 - Ball collision
Cx_BLPF = 1 << 12, // Ball - Playfield collision
Cx_P0P1 = 1 << 13, // Player0 - Player1 collision
Cx_M0M1 = 1 << 14 // Missle0 - Missle1 collision
};
// TIA Write/Read register names
enum TIARegister {
VSYNC = 0x00, // Write: vertical sync set-clear (D1)
VBLANK = 0x01, // Write: vertical blank set-clear (D7-6,D1)
WSYNC = 0x02, // Write: wait for leading edge of hrz. blank (strobe)
RSYNC = 0x03, // Write: reset hrz. sync counter (strobe)
NUSIZ0 = 0x04, // Write: number-size player-missle 0 (D5-0)
NUSIZ1 = 0x05, // Write: number-size player-missle 1 (D5-0)
COLUP0 = 0x06, // Write: color-lum player 0 (D7-1)
COLUP1 = 0x07, // Write: color-lum player 1 (D7-1)
COLUPF = 0x08, // Write: color-lum playfield (D7-1)
COLUBK = 0x09, // Write: color-lum background (D7-1)
CTRLPF = 0x0a, // Write: cntrl playfield ballsize & coll. (D5-4,D2-0)
REFP0 = 0x0b, // Write: reflect player 0 (D3)
REFP1 = 0x0c, // Write: reflect player 1 (D3)
PF0 = 0x0d, // Write: playfield register byte 0 (D7-4)
PF1 = 0x0e, // Write: playfield register byte 1 (D7-0)
PF2 = 0x0f, // Write: playfield register byte 2 (D7-0)
RESP0 = 0x10, // Write: reset player 0 (strobe)
RESP1 = 0x11, // Write: reset player 1 (strobe)
RESM0 = 0x12, // Write: reset missle 0 (strobe)
RESM1 = 0x13, // Write: reset missle 1 (strobe)
RESBL = 0x14, // Write: reset ball (strobe)
AUDC0 = 0x15, // Write: audio control 0 (D3-0)
AUDC1 = 0x16, // Write: audio control 1 (D4-0)
AUDF0 = 0x17, // Write: audio frequency 0 (D4-0)
AUDF1 = 0x18, // Write: audio frequency 1 (D3-0)
AUDV0 = 0x19, // Write: audio volume 0 (D3-0)
AUDV1 = 0x1a, // Write: audio volume 1 (D3-0)
GRP0 = 0x1b, // Write: graphics player 0 (D7-0)
GRP1 = 0x1c, // Write: graphics player 1 (D7-0)
ENAM0 = 0x1d, // Write: graphics (enable) missle 0 (D1)
ENAM1 = 0x1e, // Write: graphics (enable) missle 1 (D1)
ENABL = 0x1f, // Write: graphics (enable) ball (D1)
HMP0 = 0x20, // Write: horizontal motion player 0 (D7-4)
HMP1 = 0x21, // Write: horizontal motion player 1 (D7-4)
HMM0 = 0x22, // Write: horizontal motion missle 0 (D7-4)
HMM1 = 0x23, // Write: horizontal motion missle 1 (D7-4)
HMBL = 0x24, // Write: horizontal motion ball (D7-4)
VDELP0 = 0x25, // Write: vertical delay player 0 (D0)
VDELP1 = 0x26, // Write: vertical delay player 1 (D0)
VDELBL = 0x27, // Write: vertical delay ball (D0)
RESMP0 = 0x28, // Write: reset missle 0 to player 0 (D1)
RESMP1 = 0x29, // Write: reset missle 1 to player 1 (D1)
HMOVE = 0x2a, // Write: apply horizontal motion (strobe)
HMCLR = 0x2b, // Write: clear horizontal motion registers (strobe)
CXCLR = 0x2c, // Write: clear collision latches (strobe)
CXM0P = 0x00, // Read collision: D7=(M0,P1); D6=(M0,P0)
CXM1P = 0x01, // Read collision: D7=(M1,P0); D6=(M1,P1)
CXP0FB = 0x02, // Read collision: D7=(P0,PF); D6=(P0,BL)
CXP1FB = 0x03, // Read collision: D7=(P1,PF); D6=(P1,BL)
CXM0FB = 0x04, // Read collision: D7=(M0,PF); D6=(M0,BL)
CXM1FB = 0x05, // Read collision: D7=(M1,PF); D6=(M1,BL)
CXBLPF = 0x06, // Read collision: D7=(BL,PF); D6=(unused)
CXPPMM = 0x07, // Read collision: D7=(P0,P1); D6=(M0,M1)
INPT0 = 0x08, // Read pot port: D7
INPT1 = 0x09, // Read pot port: D7
INPT2 = 0x0a, // Read pot port: D7
INPT3 = 0x0b, // Read pot port: D7
INPT4 = 0x0c, // Read P1 joystick trigger: D7
INPT5 = 0x0d // Read P2 joystick trigger: D7
};
#include "TIATypes.hxx"
/**
The TIA class uses some static tables that aren't dependent on the actual
@ -218,4 +114,4 @@ class TIATables
TIATables& operator=(TIATables&&) = delete;
};
#endif
#endif

130
src/emucore/TIATypes.hxx Normal file
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@ -0,0 +1,130 @@
//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2016 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id$
//============================================================================
#ifndef TIA_TYPES_HXX
#define TIA_TYPES_HXX
#include "bspf.hxx"
enum TIABit {
P0Bit = 0x01, // Bit for Player 0
M0Bit = 0x02, // Bit for Missle 0
P1Bit = 0x04, // Bit for Player 1
M1Bit = 0x08, // Bit for Missle 1
BLBit = 0x10, // Bit for Ball
PFBit = 0x20, // Bit for Playfield
ScoreBit = 0x40, // Bit for Playfield score mode
PriorityBit = 0x80 // Bit for Playfield priority
};
enum TIAColor {
BKColor = 0, // Color index for Background
PFColor = 1, // Color index for Playfield
P0Color = 2, // Color index for Player 0
P1Color = 3, // Color index for Player 1
M0Color = 4, // Color index for Missle 0
M1Color = 5, // Color index for Missle 1
BLColor = 6, // Color index for Ball
HBLANKColor = 7 // Color index for HMove blank area
};
enum CollisionBit
{
Cx_M0P1 = 1 << 0, // Missle0 - Player1 collision
Cx_M0P0 = 1 << 1, // Missle0 - Player0 collision
Cx_M1P0 = 1 << 2, // Missle1 - Player0 collision
Cx_M1P1 = 1 << 3, // Missle1 - Player1 collision
Cx_P0PF = 1 << 4, // Player0 - Playfield collision
Cx_P0BL = 1 << 5, // Player0 - Ball collision
Cx_P1PF = 1 << 6, // Player1 - Playfield collision
Cx_P1BL = 1 << 7, // Player1 - Ball collision
Cx_M0PF = 1 << 8, // Missle0 - Playfield collision
Cx_M0BL = 1 << 9, // Missle0 - Ball collision
Cx_M1PF = 1 << 10, // Missle1 - Playfield collision
Cx_M1BL = 1 << 11, // Missle1 - Ball collision
Cx_BLPF = 1 << 12, // Ball - Playfield collision
Cx_P0P1 = 1 << 13, // Player0 - Player1 collision
Cx_M0M1 = 1 << 14 // Missle0 - Missle1 collision
};
// TIA Write/Read register names
enum TIARegister {
VSYNC = 0x00, // Write: vertical sync set-clear (D1)
VBLANK = 0x01, // Write: vertical blank set-clear (D7-6,D1)
WSYNC = 0x02, // Write: wait for leading edge of hrz. blank (strobe)
RSYNC = 0x03, // Write: reset hrz. sync counter (strobe)
NUSIZ0 = 0x04, // Write: number-size player-missle 0 (D5-0)
NUSIZ1 = 0x05, // Write: number-size player-missle 1 (D5-0)
COLUP0 = 0x06, // Write: color-lum player 0 (D7-1)
COLUP1 = 0x07, // Write: color-lum player 1 (D7-1)
COLUPF = 0x08, // Write: color-lum playfield (D7-1)
COLUBK = 0x09, // Write: color-lum background (D7-1)
CTRLPF = 0x0a, // Write: cntrl playfield ballsize & coll. (D5-4,D2-0)
REFP0 = 0x0b, // Write: reflect player 0 (D3)
REFP1 = 0x0c, // Write: reflect player 1 (D3)
PF0 = 0x0d, // Write: playfield register byte 0 (D7-4)
PF1 = 0x0e, // Write: playfield register byte 1 (D7-0)
PF2 = 0x0f, // Write: playfield register byte 2 (D7-0)
RESP0 = 0x10, // Write: reset player 0 (strobe)
RESP1 = 0x11, // Write: reset player 1 (strobe)
RESM0 = 0x12, // Write: reset missle 0 (strobe)
RESM1 = 0x13, // Write: reset missle 1 (strobe)
RESBL = 0x14, // Write: reset ball (strobe)
AUDC0 = 0x15, // Write: audio control 0 (D3-0)
AUDC1 = 0x16, // Write: audio control 1 (D4-0)
AUDF0 = 0x17, // Write: audio frequency 0 (D4-0)
AUDF1 = 0x18, // Write: audio frequency 1 (D3-0)
AUDV0 = 0x19, // Write: audio volume 0 (D3-0)
AUDV1 = 0x1a, // Write: audio volume 1 (D3-0)
GRP0 = 0x1b, // Write: graphics player 0 (D7-0)
GRP1 = 0x1c, // Write: graphics player 1 (D7-0)
ENAM0 = 0x1d, // Write: graphics (enable) missle 0 (D1)
ENAM1 = 0x1e, // Write: graphics (enable) missle 1 (D1)
ENABL = 0x1f, // Write: graphics (enable) ball (D1)
HMP0 = 0x20, // Write: horizontal motion player 0 (D7-4)
HMP1 = 0x21, // Write: horizontal motion player 1 (D7-4)
HMM0 = 0x22, // Write: horizontal motion missle 0 (D7-4)
HMM1 = 0x23, // Write: horizontal motion missle 1 (D7-4)
HMBL = 0x24, // Write: horizontal motion ball (D7-4)
VDELP0 = 0x25, // Write: vertical delay player 0 (D0)
VDELP1 = 0x26, // Write: vertical delay player 1 (D0)
VDELBL = 0x27, // Write: vertical delay ball (D0)
RESMP0 = 0x28, // Write: reset missle 0 to player 0 (D1)
RESMP1 = 0x29, // Write: reset missle 1 to player 1 (D1)
HMOVE = 0x2a, // Write: apply horizontal motion (strobe)
HMCLR = 0x2b, // Write: clear horizontal motion registers (strobe)
CXCLR = 0x2c, // Write: clear collision latches (strobe)
CXM0P = 0x00, // Read collision: D7=(M0,P1); D6=(M0,P0)
CXM1P = 0x01, // Read collision: D7=(M1,P0); D6=(M1,P1)
CXP0FB = 0x02, // Read collision: D7=(P0,PF); D6=(P0,BL)
CXP1FB = 0x03, // Read collision: D7=(P1,PF); D6=(P1,BL)
CXM0FB = 0x04, // Read collision: D7=(M0,PF); D6=(M0,BL)
CXM1FB = 0x05, // Read collision: D7=(M1,PF); D6=(M1,BL)
CXBLPF = 0x06, // Read collision: D7=(BL,PF); D6=(unused)
CXPPMM = 0x07, // Read collision: D7=(P0,P1); D6=(M0,M1)
INPT0 = 0x08, // Read pot port: D7
INPT1 = 0x09, // Read pot port: D7
INPT2 = 0x0a, // Read pot port: D7
INPT3 = 0x0b, // Read pot port: D7
INPT4 = 0x0c, // Read P1 joystick trigger: D7
INPT5 = 0x0d // Read P2 joystick trigger: D7
};
#endif // TIA_TYPES_HXX