//============================================================================ // // 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) 1995-2014 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_TABLES_HXX #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 }; /** The TIA class uses some static tables that aren't dependent on the actual TIA state. For code organization, it's better to place that functionality here. @author Stephen Anthony @version $Id$ */ class TIATables { public: /** Compute all static tables used by the TIA */ static void computeAllTables(); // Player mask table // [suppress mode][nusiz][pixel] static uInt8 PxMask[2][8][320]; // Missle mask table (entries are true or false) // [number][size][pixel] // There are actually only 4 possible size combinations on a real system // The fifth size is used for simulating the starfield effect in // Cosmic Ark and Stay Frosty static uInt8 MxMask[8][5][320]; // Ball mask table (entries are true or false) // [size][pixel] static uInt8 BLMask[4][320]; // Playfield mask table for reflected and non-reflected playfields // [reflect, pixel] static uInt32 PFMask[2][160]; // A mask table which can be used when an object is disabled static uInt8 DisabledMask[640]; // Used to set the collision register to the correct value static uInt16 CollisionMask[64]; // Indicates the update delay associated with poking at a TIA address static const Int16 PokeDelay[64]; #if 0 // Used to convert value written in a motion register into // its internal representation static const Int32 CompleteMotion[76][16]; #endif // Indicates if HMOVE blanks should occur for the corresponding cycle static const bool HMOVEBlankEnableCycles[76]; // Used to reflect a players graphics static uInt8 GRPReflect[256]; // Indicates if player is being reset during delay, display or other times // [nusiz][old pixel][new pixel] static Int8 PxPosResetWhen[8][160][160]; private: // Compute the collision decode table static void buildCollisionMaskTable(); // Compute the player mask table static void buildPxMaskTable(); // Compute the missle mask table static void buildMxMaskTable(); // Compute the ball mask table static void buildBLMaskTable(); // Compute playfield mask table static void buildPFMaskTable(); // Compute the player reflect table static void buildGRPReflectTable(); // Compute the player position reset when table static void buildPxPosResetWhenTable(); }; #endif