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c64.VIC.asm
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c64.VIC.asm
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; ------------------------------------------------------------------------------------------------------------- ;
; MOS6567 - Video Interface Chip (VIC-II) Registers - $D000-$D02F
; ------------------------------------------------------------------------------------------------------------- ;
VIC2 = $D000 ; Base Address
VIC2_LEN = XSCAN - VIC2 ; VIC2 address space - $40 ($2f used / remaining $11 unused)
; ------------------------------------------------------------------------------------------------------------- ;
; Sprite Horizontal and Vertical Position Registers - specified is the position of the top left corner
; ------------------------------------------------------------------------------------------------------------- ;
M0X = VIC2 + $00 ; Sprite 0 PosX (Bits 7…0 - Bit 8(MSB) stored in MSIGX ($D010)
M0X0 = %00000001 ;
M0X1 = %00000010 ;
M0X2 = %00000100 ;
M0X3 = %00001000 ;
M0X4 = %00010000 ;
M0X5 = %00100000 ;
M0X6 = %01000000 ;
M0X7 = %10000000 ;
SP0X = M0X ;
; ------------------------------------------------------------------------------------------------------------- ;
M0Y = VIC2 + $01 ; Sprite 0 PosY (Bits 7…0)
M0Y0 = %00000001 ;
M0Y1 = %00000010 ;
M0Y2 = %00000100 ;
M0Y3 = %00001000 ;
M0Y4 = %00010000 ;
M0Y5 = %00100000 ;
M0Y6 = %01000000 ;
M0Y7 = %10000000 ;
SP0Y = M0Y ;
; ------------------------------------------------------------------------------------------------------------- ;
M1X = VIC2 + $02 ; Sprite 1 PosX (Bits 7…0 - Bit 8(MSB) stored in MSIGX ($D010)
M1X0 = %00000001 ;
M1X1 = %00000010 ;
M1X2 = %00000100 ;
M1X3 = %00001000 ;
M1X4 = %00010000 ;
M1X5 = %00100000 ;
M1X6 = %01000000 ;
M1X7 = %10000000 ;
SP1X = M1X ;
; ------------------------------------------------------------------------------------------------------------- ;
M1Y = VIC2 + $03 ; Sprite 1 PosY (Bits 7…0)
M1Y0 = %00000001 ;
M1Y1 = %00000010 ;
M1Y2 = %00000100 ;
M1Y3 = %00001000 ;
M1Y4 = %00010000 ;
M1Y5 = %00100000 ;
M1Y6 = %01000000 ;
M1Y7 = %10000000 ;
SP1Y = M1Y ;
; ------------------------------------------------------------------------------------------------------------- ;
M2X = VIC2 + $04 ; Sprite 2 PosX (Bits 7…0 - Bit 8(MSB) stored in MSIGX ($D010)
M2X0 = %00000001 ;
M2X1 = %00000010 ;
M2X2 = %00000100 ;
M2X3 = %00001000 ;
M2X4 = %00010000 ;
M2X5 = %00100000 ;
M2X6 = %01000000 ;
M2X7 = %10000000 ;
SP2X = M2X ;
; ------------------------------------------------------------------------------------------------------------- ;
M2Y = VIC2 + $05 ; Sprite 2 PosY (Bits 7…0)
SP2Y = M2Y ;
M2Y0 = %00000001 ;
M2Y1 = %00000010 ;
M2Y2 = %00000100 ;
M2Y3 = %00001000 ;
M2Y4 = %00010000 ;
M2Y5 = %00100000 ;
M2Y6 = %01000000 ;
M2Y7 = %10000000 ;
; ------------------------------------------------------------------------------------------------------------- ;
M3X = VIC2 + $06 ; Sprite 3 PosX (Bits 7…0 - Bit 8(MSB) stored in MSIGX ($D010)
SP3X = M3X ;
M3X0 = %00000001 ;
M3X1 = %00000010 ;
M3X2 = %00000100 ;
M3X3 = %00001000 ;
M3X4 = %00010000 ;
M3X5 = %00100000 ;
M3X6 = %01000000 ;
M3X7 = %10000000 ;
; ------------------------------------------------------------------------------------------------------------- ;
M3Y = VIC2 + $07 ; Sprite 3 PosY (Bits 7…0)
M3Y0 = %00000001 ;
M3Y1 = %00000010 ;
M3Y2 = %00000100 ;
M3Y3 = %00001000 ;
M3Y4 = %00010000 ;
M3Y5 = %00100000 ;
M3Y6 = %01000000 ;
M3Y7 = %10000000 ;
SP3Y = M3Y ;
; ------------------------------------------------------------------------------------------------------------- ;
M4X = VIC2 + $08 ; Sprite 4 PosX (Bits 7…0 - Bit 8(MSB) stored in MSIGX ($D010)
M4X0 = %00000001 ;
M4X1 = %00000010 ;
M4X2 = %00000100 ;
M4X3 = %00001000 ;
M4X4 = %00010000 ;
M4X5 = %00100000 ;
M4X6 = %01000000 ;
M4X7 = %10000000 ;
SP4X = M4X ;
; ------------------------------------------------------------------------------------------------------------- ;
M4Y = VIC2 + $09 ; Sprite 4 PosY (Bits 7…0)
M4Y0 = %00000001 ;
M4Y1 = %00000010 ;
M4Y2 = %00000100 ;
M4Y3 = %00001000 ;
M4Y4 = %00010000 ;
M4Y5 = %00100000 ;
M4Y6 = %01000000 ;
M4Y7 = %10000000 ;
SP4Y = M4Y ;
; ------------------------------------------------------------------------------------------------------------- ;
M5X = VIC2 + $0a ; Sprite 5 PosX (Bits 7…0 - Bit 8(MSB) stored in MSIGX ($D010)
M5X0 = %00000001 ;
M5X1 = %00000010 ;
M5X2 = %00000100 ;
M5X3 = %00001000 ;
M5X4 = %00010000 ;
M5X5 = %00100000 ;
M5X6 = %01000000 ;
M5X7 = %10000000 ;
SP5X = M5X ;
; ------------------------------------------------------------------------------------------------------------- ;
M5Y = VIC2 + $0b ; Sprite 5 PosY (Bits 7…0)
M5Y0 = %00000001 ;
M5Y1 = %00000010 ;
M5Y2 = %00000100 ;
M5Y3 = %00001000 ;
M5Y4 = %00010000 ;
M5Y5 = %00100000 ;
M5Y6 = %01000000 ;
M5Y7 = %10000000 ;
SP5Y = M5Y ;
; ------------------------------------------------------------------------------------------------------------- ;
M6X = VIC2 + $0c ; Sprite 6 PosX (Bits 7…0 - Bit 8(MSB) stored in MSIGX ($D010)
M6X0 = %00000001 ;
M6X1 = %00000010 ;
M6X2 = %00000100 ;
M6X3 = %00001000 ;
M6X4 = %00010000 ;
M6X5 = %00100000 ;
M6X6 = %01000000 ;
M6X7 = %10000000 ;
SP6X = M6X ;
; ------------------------------------------------------------------------------------------------------------- ;
M6Y = VIC2 + $0d ; Sprite 6 PosY (Bits 7…0)
M6Y0 = %00000001 ;
M6Y1 = %00000010 ;
M6Y2 = %00000100 ;
M6Y3 = %00001000 ;
M6Y4 = %00010000 ;
M6Y5 = %00100000 ;
M6Y6 = %01000000 ;
M6Y7 = %10000000 ;
SP6Y = M6Y ;
; ------------------------------------------------------------------------------------------------------------- ;
M7X = VIC2 + $0e ; Sprite 7 PosX (Bits 7…0 - Bit 8(MSB) stored in MSIGX ($D010)
SP7X = M7X ;
M7X0 = %00000001 ;
M7X1 = %00000010 ;
M7X2 = %00000100 ;
M7X3 = %00001000 ;
M7X4 = %00010000 ;
M7X5 = %00100000 ;
M7X6 = %01000000 ;
M7X7 = %10000000 ;
; ------------------------------------------------------------------------------------------------------------- ;
M7Y = VIC2 + $0f ; Sprite 7 PosY (Bits 7…0)
M7Y0 = %00000001 ;
M7Y1 = %00000010 ;
M7Y2 = %00000100 ;
M7Y3 = %00001000 ;
M7Y4 = %00010000 ;
M7Y5 = %00100000 ;
M7Y6 = %01000000 ;
M7Y7 = %10000000 ;
SP7Y = M7Y ;
; ------------------------------------------------------------------------------------------------------------- ;
MSIGX = VIC2 + $10 ; Most Significant Bit (MSB) of PosX Sprites 0-7
MSIGX_M0X8 = %00000001 ; Bit 0: MSB PosX Sprite 0
MSIGX_M1X8 = %00000010 ; Bit 1: MSB PosX Sprite 1
MSIGX_M2X8 = %00000100 ; Bit 2: MSB PosX Sprite 2
MSIGX_M3X8 = %00001000 ; Bit 3: MSB PosX Sprite 3
MSIGX_M4X8 = %00010000 ; Bit 4: MSB PosX Sprite 4
MSIGX_M5X8 = %00100000 ; Bit 5: MSB PosX Sprite 5
MSIGX_M6X8 = %01000000 ; Bit 6: MSB PosX Sprite 6
MSIGX_M7X8 = %10000000 ; Bit 7: MSB PosX Sprite 7
;
MSIGX_SP0 = MSIGX_M0X8 ;
MSIGX_SP1 = MSIGX_M1X8 ;
MSIGX_SP2 = MSIGX_M2X8 ;
MSIGX_SP3 = MSIGX_M3X8 ;
MSIGX_SP4 = MSIGX_M4X8 ;
MSIGX_SP5 = MSIGX_M5X8 ;
MSIGX_SP6 = MSIGX_M6X8 ;
MSIGX_SP7 = MSIGX_M7X8 ;
; ------------------------------------------------------------------------------------------------------------- ;
; Soft scrolling ; Graphic Modes ! SCROLY ! SCROLX
; --------------------------------------------- ; --------------------------+-----------+------------------
; Bits 0-2 scroll the position of the graphics ; Standard Text Mode ! ECM BMM ! MCM = 0, 0, 0
; inside the display window in single-pixel ; Multicolor Text Mode ! ECM BMM ! MCM = 0, 0, 1
; units up to 7 pixels to the bottom ; Standard BitMap Mode ! ECM BMM ! MCM = 0, 1, 0
; The position of the display window itself ; Multicolor BitMap Mode ! ECM BMM ! MCM = 0, 1, 1
; does not change ; ECM Text Mode ! ECM BMM ! MCM = 1, 0, 0
; To keep the graphics aligned with the display ; --------------------------+-----------+------------------
; window XSCROLL/YSCROLL have to be set to: ; Invalid Text Mode ! ECM BMM ! MCM = 1, 0, 1
; 0/3 for 25 rows/40 cols ; Invalid Bitmap Mode 1 ! ECM BMM ! MCM = 1, 1, 0
; 7/7 for 24 rows/38 cols ; Invalid Bitmap Mode 2 ! ECM BMM ! MCM = 1, 1, 1
; ----------------------------------------------+---------------------------+-----------+---------------------- ;
; The graphics are displayed in an unmovable window in the middle of the visible screen area (the 'Display Window')
; The area outside the display window is covered by the screen border and is displayed in the border color EXTCOL
; The height and width of the borders are set with SCROLY_RSEL and SCROLX_CSEL
;
; +--------+--------------------------+------------+------------+
; ! SCROLY ! Display window height ! First line ! Last line !
; ! RSEL ! ! ! !
; +--------+--------------------------+------------+------------+
; ! 0 ! 24 text lines/192 pixels ! $37 (55) ! $f6 (246) !
; ! 1 ! 25 text lines/200 pixels ! $33 (51) ! $fa (250) !
; +--------+--------------------------+------------+------------+
; ! SCROLX ! Display window width ! First X ! Last X !
; ! CSEL ! ! coordinate ! coordinate !
; +--------+--------------------------+------------+------------+
; ! 0 ! 38 characters/304 pixels ! $1f (31) ! $14e (334) !
; ! 1 ! 40 characters/320 pixels ! $18 (24) ! $157 (343) !
; +--------+--------------------------+------------+------------+
;
; ------------------------------------------------------------------------------------------------------------- ;
SCROLY = VIC2 + $11 ; Control Register 1 / Vertical Fine Scrolling
SCROLY_YSCROLL = %00000111 ; Bit 0…2: Fine scroll vertically by $00-$07 scan lines
SCROLY_YSCROLL_Y0 = %00000001 ; Bit 0:
SCROLY_YSCROLL_Y1 = %00000010 ; Bit 1:
SCROLY_YSCROLL_Y2 = %00000100 ; Bit 2:
SCROLY_YSCROLL_INIT_25 = %00000011 ; initial value for 25 rows / 40 columns
SCROLY_YSCROLL_INIT_24 = %00000111 ; initial value for 24 rows / 38 columns
SCROLY_RSEL = %00001000 ; Bit 3: Select text row display .......... (1=25 / 0=24 rows)
SCROLY_RSEL_25 = SCROLY_RSEL ; : Select a 25-row text display
SCROLY_RSEL_24 = ~SCROLY_RSEL ; : Select a 24-row text display
; : RSEL=0: the upper border is extended by 4 pixels
; : the lower border is extended by 4 pixels
; : The display windows position and resolution do not change
; : Only the starting and ending pos of the border display is changed
; : The size of the video matrix stays constantly at 40×25 chars
SCROLY_DEN = %00010000 ; Bit 4: Display Enable ........................ (1=enable / 0=disable)
SCROLY_DEN_ON = SCROLY_DEN ; : Display Enable
SCROLY_DEN_OFF = ~SCROLY_DEN ; : Display Disable
SCROLY_BMM = %00100000 ; Bit 5: Bitmap Mode (BMM) ............. (1=bitmap mode / 0=text mode)
SCROLY_BMM_ON = SCROLY_BMM ; : Bitmap Mode
SCROLY_BMM_OFF = ~SCROLY_BMM ; : Text Mode
SCROLY_ECM = %01000000 ; Bit 6: Extended Color Mode (ECM) ............. (1=on / 0=off)
SCROLY_ECM_ON = SCROLY_ECM ; :
SCROLY_ECM_OFF = ~SCROLY_ECM ; :
;
SCROLY_RST8 = %10000000 ; Bit 7: MSB (Bit 8) of RASTER register ($D012)
SCROLY_RST8_INIT = %10000000 ; : Initial value set in KERNAL routine TVIC (with RASTER_INIT = $137)
SCROLY_INIT = SCROLY_RST8_INIT | SCROLY_DEN_ON | SCROLY_RSEL_25 | SCROLY_YSCROLL_INIT_25 ; set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
RASTER = VIC2 + $12 ; Read : Current Raster Scan Line (Bits 7…0)
RASTER_RC0 = %00000001 ; NTSC: $106 horizontal lines (262) - Bit8 is RST8 of SCROLY
RASTER_RC1 = %00000010 ; PAL : $138 horizontal lines (312) - Bit8 is RST8 of SCROLY
RASTER_RC2 = %00000100 ; Write: Set compare line for Raster IRQ
RASTER_RC3 = %00001000 ;
RASTER_RC4 = %00010000 ;
RASTER_RC5 = %00100000 ;
RASTER_RC6 = %01000000 ;
RASTER_RC7 = %10000000 ;
;
RASTER_INIT = $37 ; set in KERNAL routine TVIC (with MSB SCROLY_RST8_INIT = $137)
; ------------------------------------------------------------------------------------------------------------- ;
; Light Pen Registers - The values in these registers are updated once every screen frame (60 times per second)
; ------------------------------------------------------------------------------------------------------------- ;
LPENX = VIC2 + $13 ; Light Pen Horizontal Screen Position
LPENX_LPX = LPENX ;
LPENX_LPX1 = %00000001 ; Only 8 bits available for $140 (320) possible positions
LPENX_LPX2 = %00000010 ; The value in here will range from $00-$a0 (160)
LPENX_LPX3 = %00000100 ; Accurate only to every 2nd dot position
LPENX_LPX4 = %00001000 ; Must be multiplied by 2 to give a close position approximation
LPENX_LPX5 = %00010000 ;
LPENX_LPX6 = %00100000 ;
LPENX_LPX7 = %01000000 ;
LPENX_LPX8 = %10000000 ;
; ------------------------------------------------------------------------------------------------------------- ;
LPENY = VIC2 + $14 ; Light Pen Vertical Screen Position
LPENY_LPY = LPENY ; 8 bits are good for $c8 (200) possible positions
LPENY_LPY0 = %00000001 ; The value in here holds the exact current raster scan line
LPENY_LPY1 = %00000010 ;
LPENY_LPY2 = %00000100 ;
LPENY_LPY3 = %00001000 ;
LPENY_LPY4 = %00010000 ;
LPENY_LPY5 = %00100000 ;
LPENY_LPY6 = %01000000 ;
LPENY_LPY7 = %10000000 ;
; ------------------------------------------------------------------------------------------------------------- ;
SPENA = VIC2 + $15 ; Sprite Enable Register
SPENA_M0E = %00000001 ; Bit 0: Enable Sprite 0
SPENA_M1E = %00000010 ; Bit 1: Enable Sprite 1
SPENA_M2E = %00000100 ; Bit 2: Enable Sprite 2
SPENA_M3E = %00001000 ; Bit 3: Enable Sprite 3
SPENA_M4E = %00010000 ; Bit 4: Enable Sprite 4
SPENA_M5E = %00100000 ; Bit 5: Enable Sprite 5
SPENA_M6E = %01000000 ; Bit 6: Enable Sprite 6
SPENA_M7E = %10000000 ; Bit 7: Enable Sprite 7
;
SPENA_ALL_ON = %11111111 ; All Sprites enabled
SPENA_ALL_OFF = %00000000 ; All Sprites disabled
; ------------------------------------------------------------------------------------------------------------- ;
; Soft scrolling ; Graphic Modes with ! SCROLY ! SCROLX
; ----------------------------------------------+---------------------------+-----------+---------------------- ;
; Bits 0-2 scroll the position of the graphics ; Standard Text Mode ! ECM BMM ! MCM = 0, 0, 0
; inside the display window in single-pixel ; Multicolor Text Mode ! ECM BMM ! MCM = 0, 0, 1
; units up to 7 pixels to the right ; Standard BitMap Mode ! ECM BMM ! MCM = 0, 1, 0
; The position of the display window itself ; Multicolor BitMap Mode ! ECM BMM ! MCM = 0, 1, 1
; does not change ; ECM Text Mode ! ECM BMM ! MCM = 1, 0, 0
; To keep the graphics aligned with the display ; --------------------------+-----------+------------------
; window XSCROLL/YSCROLL have to be set to: ; Invalid Text Mode ! ECM BMM ! MCM = 1, 0, 1
; 0/3 for 25 rows/40 cols ; Invalid Bitmap Mode 1 ! ECM BMM ! MCM = 1, 1, 0
; 7/7 for 24 rows/38 cols ; Invalid Bitmap Mode 2 ! ECM BMM ! MCM = 1, 1, 1
; ----------------------------------------------+---------------------------+-----------+---------------------- ;
SCROLX = VIC2 + $16 ; Control Register 2 / Horizontal Fine Scrolling
SCROLX_XSCROLL = %00000111 ; Bit 0…2: Fine scroll display horizontically by $00-$07 scan lines
SCROLX_XSCROLL_X0 = %00000001 ; Bit 0:
SCROLX_XSCROLL_X1 = %00000010 ; Bit 1:
SCROLX_XSCROLL_X2 = %00000100 ; Bit 2:
SCROLX_XSCROLL_INIT_25 = %00000000 ; initial value for 25 rows / 40 columns
SCROLX_XSCROLL_INIT_24 = %00000111 ; initial value for 24 rows / 38 columns
;
SCROLX_CSEL = %00001000 ; Bit 3: Select text column display .......... (1=40 / 0=38 columns)
SCROLX_CSEL_40 = SCROLX_CSEL ; : Select a 40-column text display
SCROLX_CSEL_38 = ~SCROLX_CSEL ; : Select a 38-column text display
; : CSEL=0: the left border is extended by 7 pixels and
; : the right border is extended by 9 pixels
; : The display windows position and resolution do not change
; : Only the starting and ending pos of the border display is changed
; : The size of the video matrix stays constantly at 40×25 chars
SCROLX_MCM = %00010000 ; Bit 4: Multi Color Mode for Text or Bitmap
SCROLX_MCM_ON = SCROLX_MCM ; :
SCROLX_MCM_OFF = ~SCROLX_MCM ; :
SCROLX_RES = %00100000 ; Bit 5: Control the VIC-II chip reset line
SCROLX_RES_OFF = SCROLX_RES ; : VIC completely off
SCROLX_RES_ON = ~SCROLX_RES ; : VIC normal operation
;
; .1...... ; Bit 6: <not used>
; 1....... ; Bit 7: <not used>
;
SCROLX_INIT = $00 & SCROLX_RES_ON & SCROLX_MCM_OFF | SCROLX_CSEL_40 | SCROLX_XSCROLL_INIT_25 ; set in KERNAL routine TVIC
; ----------------------------------------------+---------------------------+-----------+---------------------- ;
YXPAND = VIC2 + $17 ; Sprite Vertical Expansion Register
YXPAND_M0YE = %00000001 ; Bit 0: Sprite 0 double height
YXPAND_M1YE = %00000010 ; Bit 1: Sprite 1 double height
YXPAND_M2YE = %00000100 ; Bit 2: Sprite 2 double height
YXPAND_M3YE = %00001000 ; Bit 3: Sprite 3 double height
YXPAND_M4YE = %00010000 ; Bit 4: Sprite 4 double height
YXPAND_M5YE = %00100000 ; Bit 5: Sprite 5 double height
YXPAND_M6YE = %01000000 ; Bit 6: Sprite 6 double height
YXPAND_M7YE = %10000000 ; Bit 7: Sprite 7 double height
;
YXPAND_ALL_ON = %11111111 ; All Sprites double height
YXPAND_ALL_OFF = ~YXPAND_ALL_ON ; All Sprites normal height
; ------------------------------------------------------------------------------------------------------------- ;
VMCSB = VIC2 + $18 ; VIC Chip Memory Control Register
; ------------------------------------------------------------------------------------------------------------- ;
; Internal registers - used to generate the addresses for accessing the video matrix and the character generator/bitmap
;
; VC (video counter) - 10 bit - counts 1000 addresses of the video matrix within the display frame
; RC (row counter) - 3 bit - counts 8 pixel lines of each text line
; MC (MOB data counter) - 6 bit - counts 63 sprite data bytes
; ------------------------------------------------------------------------------------------------------------- ;
; Internal Buffer
;
; 40×12 bit video matrix/color line buffer - stores the data read from the video matrix
; ------------------------------------------------------------------------------------------------------------- ;
; Address Bus
; 14 bit video address bus to address 16KB of memory
; Data Bus
; 12 bit data bus
; The lower 8 bits are connected to the main memory and the processor data bus
; The upper 4 bits are connected to the Color RAM
; ------------------------------------------------------------------------------------------------------------- ;
;
;
; --------------------------------------------------------------------------------------------------------------------------------------- ;
; Standard text mode (ECM/BMM/MCM=0/0/0) - Address Bits 14…15 - Bits 0…1 of CI2PRA ($DD00)
; --------------------------------------------------------------------------------------------------------------------------------------- ;
;
; c-address: access Video Matrix and Color RAM c-data: 12Bit Video Matrix
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; !VM13!VM12!VM11!VM10! VC9! VC8! VC7! VC6! VC5! VC4! VC3! VC2! VC1! VC0! ! Color of ! D7 ! D6 ! D5 ! D4 ! D3 ! D2 ! D1 ! D0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! 1 pixels ! ! ! ! ! ! ! ! !
; ! VM Base Address ! Internal Video Counter ! +-------------------+----+----+----+----+----+----+----+----+
;
; g-adress: access Character Generator g-Data
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; !CB13!CB12!CB11! D7 ! D6 ! D5 ! D4 ! D3 ! D2 ! D1 ! D0 ! RC2! RC1! RC0! ! 8 pixels (1 bit/pixel) !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! !
; ! Char Base Adr! Character Generator Address ! Row Counter ! ! 0 - Background color 0 - BGCOL0 !
; ! 1 - Color from bits 8…11 of c-data !
; +---------------------------------------+
;
; --------------------------------------------------------------------------------------------------------------------------------------- ;
; Multicolor text mode (ECM/BMM/MCM=0/0/1) - Address Bits 14…15 - Bits 0…1 of CI2PRA ($DD00)
; --------------------------------------------------------------------------------------------------------------------------------------- ;
;
; c-address: access Video Matrix and Color RAM c-data: 12Bit Video Matrix
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; !VM13!VM12!VM11!VM10! VC9! VC8! VC7! VC6! VC5! VC4! VC3! VC2! VC1! VC0! ! MC ! Color of ! D7 ! D6 ! D5 ! D4 ! D3 ! D2 ! D1 ! D0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ !flag! 11 pixels ! ! ! ! ! ! ! ! !
; ! VM Base Address ! Internal Video Counter ! +----+--------------+----+----+----+----+----+----+----+----+
;
; g-adress: access Character Generator g-Data
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; !CB13!CB12!CB11! D7 ! D6 ! D5 ! D4 ! D3 ! D2 ! D1 ! D0 ! RC2! RC1! RC0! ! 8 pixels (1 bit/pixel) !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! ! MC flag = 0
; ! Char Base Adr! ! Row Counter ! ! 0 - Background color 0 - BGCOL0 !
; ! 1 - Color from bits 8…10 of c-data !
; +---------------------------------------+
; ! 4 pixels (2 bits/pixel) !
; ! !
; ! 00 - Background color 0 - BGCOL0 ! MC flag = 1
; ! 01 - Background color 1 - BGCOL1 !
; ! 10 - Background color 2 - BGCOL2 !
; ! 11 - Color from bits 8…10 of c-data !
; +---------------------------------------+
;
; --------------------------------------------------------------------------------------------------------------------------------------- ;
; ECM text mode (ECM/BMM/MCM=1/0/0) - Address Bits 14…15 - Bits 0…1 of CI2PRA ($DD00)
; --------------------------------------------------------------------------------------------------------------------------------------- ;
;
; c-address: access Video Matrix and Color RAM c-data: 12Bit Video Matrix
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; !VM13!VM12!VM11!VM10! VC9! VC8! VC7! VC6! VC5! VC4! VC3! VC2! VC1! VC0! ! Color of ! Backgr ! D5 ! D4 ! D3 ! D2 ! D1 ! D0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! 1 pixels ! Color ! ! ! ! ! ! !
; ! VM Base Address ! Internal Video Counter ! +-------------------+---------+----+----+----+----+----+----+
;
; g-adress:access Character Generator g-Data
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; !CB13!CB12!CB11! 0 ! 0 ! D5 ! D4 ! D3 ! D2 ! D1 ! D0 ! RC2! RC1! RC0! ! 8 pixels (1 bit/pixel) !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! !
; ! Char Base Adr! ! Row Counter ! ! 0 - Depending on bits 6…7 of c-data !
; ! 00 - Background color 0 - BGCOL0 !
; ! 01 - Background color 1 - BGCOL1 !
; ! 10 - Background color 2 - BGCOL2 !
; ! 11 - Background color 3 - BGCOL3 !
; ! 1 - Color from bits 8…11 of c-data !
; +---------------------------------------+
;
; --------------------------------------------------------------------------------------------------------------------------------------- ;
; Standard bitmap mode (ECM/BMM/MCM=0/1/0) - Address Bits 14…15 - Bits 0…1 of CI2PRA ($DD00)
; --------------------------------------------------------------------------------------------------------------------------------------- ;
;
; c-address: access Video Matrix c-data: 12Bit Video Matrix
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; !VM13!VM12!VM11!VM10! VC9! VC8! VC7! VC6! VC5! VC4! VC3! VC2! VC1! VC0! ! unused ! Color of ! Color of !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! ! 1 pixels ! 0 pixels !
; ! VM Base Address ! Internal Video Counter ! +-------------------+-------------------+-------------------+
;
; g-adress: access Bitmap g-Data
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; !CB13! VC9! VC8! VC7! VC6! VC5! VC4! VC3! VC2! VC1! VC0! RC2! RC1! RC0! ! 8 pixels (1 bit/pixel) !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! !
; !Base! Internal Video Counter ! Row Counter ! ! 0 - Color from bits 0…3 of c-data !
; ! 1 - Color from bits 4…7 of c-data !
; +---------------------------------------+
;
; --------------------------------------------------------------------------------------------------------------------------------------- ;
; Multicolor bitmap mode (ECM/BMM/MCM=0/1/1) - Address Bits 14…15 - Bits 0…1 of CI2PRA ($DD00)
; --------------------------------------------------------------------------------------------------------------------------------------- ;
;
; c-address: access Video Matrix c-data: 12Bit Video Matrix
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+
; !VM13!VM12!VM11!VM10! VC9! VC8! VC7! VC6! VC5! VC4! VC3! VC2! VC1! VC0! ! Color of ! Color of ! Color of !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! 11 pixels ! 01 pixels ! 10 pixels !
; ! VM Base Address ! Internal Video Counter ! +-------------------+-------------------+-------------------+
;
; g-adress: access Bitmap g-Data
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; !CB13! VC9! VC8! VC7! VC6! VC5! VC4! VC3! VC2! VC1! VC0! RC2! RC1! RC0! ! 4 pixels (2 bits/pixel) !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! !
; !Base! Internal Video Counter ! Row Counter ! ! 00 - Background color 0 - BGCOL0 !
; ! 01 - Color from bits 4…7 of c-data !
; ! 10 - Color from bits 0…3 of c-data !
; ! 11 - Color from bits 8…11 of c-data !
; +---------------------------------------+
;
; --------------------------------------------------------------------------------------------------------------------------------------- ;
; Sprites - Address Bits 14…15 - Bits 0…1 of CI2PRA ($DD00)
; --------------------------------------------------------------------------------------------------------------------------------------- ;
;
; p-address: access Sprite Data pointer p-data
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; !VM13!VM12!VM11!VM10! 1 ! 1 ! 1 ! 1 ! 1 ! 1 ! 1 !Sprite number ! ! MP7! MP6! MP5! MP4! MP3! MP2! MP1! MP0!
; +----+----+----+----+----+----+----+----+----+----+----+--------------+ +----+----+----+----+----+----+----+----+
; ! VM Base Address ! Sprite Pointer Offset ($03f8) ! $00…$07 ! ! Sprite Data Block Number !
;
; s-address: âccess Sprite Data s-data
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; ! 13 ! 12 ! 11 ! 10 ! 9 ! 8 ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 ! ! 7 ! 6 ! 5 ! 4 ! 3 ! 2 ! 1 ! 0 !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+
; ! MP7! MP6! MP5! MP4! MP3! MP2! MP1! MP0! MC5! MC4! MC3! MC2! MC1! MC0! ! 8 pixels (1 bit/pixel) !
; +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ! ! MxMC = 0
; ! Sprite Data Block Number ! Sprite Data Counter ! ! 0 - Transparent !
; ! 1 - Sprite color ($d027-$d02e) !
; +---------------------------------------+
; ! 4 pixels (2 bits/pixel) !
; ! !
; ! 00 - Transparent ! MxMC = 1
; ! 01 - Sprite multicolor 0 - SPMC0 !
; ! 10 - Sprite color - SPnCOL !
; ! 11 - Sprite multicolor 1 - SPMC1 !
; +---------------------------------------+
;
; ------------------------------------------------------------------------------------------------------------- ;
; Note:
; A VIC read for sprite/bitmap/screen data from $1000-$1fff
; in bank 0/2 is always from the CHAR ROM instead from RAM
; sprite/bitmap/screen data cannot be read from here
;
; $1000-$1fff - Bank 0
; $9000-$9fff - Bank 2
;-------------------------------------------------------------- ;
; .......1 ; Bit 0: <not used>
;
VMCSB_CB_MASK = %00001110 ; Bits 1…3: Character Set Base address within the VIC-II address space
VMCSB_CB11 = %00000010 ;
VMCSB_CB12 = %00000100 ;
VMCSB_CB13 = %00001000 ;
;
VMCSB_CB_0000 = %00000000 ; .... $00: $0000-$07ff
VMCSB_CB_0800 = %00000010 ; ..#. $02: $0800-$0fff
VMCSB_CB_1000 = %00000100 ; .#.. $04: $1000-$17ff - Char ROM mirror in bank 0 or 2 / no mirror in bank 1 or 3
VMCSB_CB_1800 = %00000110 ; .##. $06: $1800-$1fff
VMCSB_CB_2000 = %00001000 ; #... $08: $2000-$27ff
VMCSB_CB_2800 = %00001010 ; #.#. $0a: $2800-$2fff
VMCSB_CB_3000 = %00001100 ; ##.. $0c: $3000-$37ff
VMCSB_CB_3800 = %00001110 ; ###. $0e: $3800-$3fff
;
VMCSB_VM_MASK = %11110000 ; Bits 4…7: Video Matrix Base address within the VIC-II address space
VMCSB_VM10 = %00010000 ;
VMCSB_VM11 = %00100000 ;
VMCSB_VM12 = %01000000 ;
VMCSB_VM13 = %10000000 ;
;
VMCSB_VM_0000 = %00000000 ; .... $00: $0000-$03e7 - Sprite Pointers: $03f8…$03ff - possible bitmap start
VMCSB_VM_0400 = %00010000 ; ...# $10: $0400-$07e7 - Sprite Pointers: $07f8…$07ff
VMCSB_VM_0800 = %00100000 ; ..#. $20: $0800-$0be7 - Sprite Pointers: $0bf8…$0bff
VMCSB_VM_0C00 = %00110000 ; ..## $30: $0c00-$0fe7 - Sprite Pointers: $0ff8…$0fff
VMCSB_VM_1000 = %01000000 ; .#.. $40: $1000-$13e7 - Sprite Pointers: $13f8…$13ff
VMCSB_VM_1400 = %01010000 ; .#.# $50: $1400-$17e7 - Sprite Pointers: $17f8…$17ff
VMCSB_VM_1800 = %01100000 ; .##. $60: $1800-$1be7 - Sprite Pointers: $1bf8…$1bff
VMCSB_VM_1C00 = %01110000 ; .### $70: $1c00-$1fe7 - Sprite Pointers: $1ff8…$1fff
VMCSB_VM_2000 = %10000000 ; #... $80: $2000-$23e7 - Sprite Pointers: $23f8…$23ff - possible bitmap start
VMCSB_VM_2400 = %10010000 ; #..# $90: $2400-$27e7 - Sprite Pointers: $27f8…$27ff
VMCSB_VM_2800 = %10100000 ; #.#. $a0: $2800-$2be7 - Sprite Pointers: $2bf8…$2bff
VMCSB_VM_2C00 = %10110000 ; #.## $b0: $2c00-$2fe7 - Sprite Pointers: $2ff8…$2fff
VMCSB_VM_3000 = %11000000 ; ##.. $c0: $3000-$33e7 - Sprite Pointers: $33f8…$33ff
VMCSB_VM_3400 = %11010000 ; ##.# $d0: $3400-$37e7 - Sprite Pointers: $37f8…$37ff
VMCSB_VM_3800 = %11100000 ; ###. $e0: $3800-$3be7 - Sprite Pointers: $3bf8…$3bff
VMCSB_VM_3C00 = %11110000 ; #### $f0: $3c00-$3fe7 - Sprite Pointers: $3ff8…$3fff
;
VMCSB_INIT = VMCSB_VM_0400 | VMCSB_CB_0800 ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
VICIRQ = VIC2 + $19 ; Interrupt Flag Register
VICIRQ_IRST = %00000001 ; Bit 0: Raster Compare IRQ (1=yes)
VICIRQ_IMBC = %00000010 ; Bit 1: Sprite-Background collision IRQ (1=yes)
VICIRQ_IMMC = %00000100 ; Bit 2: Sprite-Sprite collision IRQ (1=yes)
VICIRQ_ILP = %00001000 ; Bit 3: Light pen trigger IRQ (1=yes)
; ...1.... ; Bit 4: <not used>
; ..1..... ; Bit 5: <not used>
; .1...... ; Bit 6: <not used>
;
VICIRQ_IRQ = %10000000 ; Bit 7: At least one IRQ's has happened (1=yes)
;
VICIRQ_CLEAR = %11111111 ; LATCHed flags are cleared if set to 1
; ------------------------------------------------------------------------------------------------------------- ;
IRQMASK = VIC2 + $1a ; IRQ Mask Register
IRQMASK_ERST = %00000001 ; Bit 0: Enable Raster Compare IRQ (1=yes)
IRQMASK_EMBC = %00000010 ; Bit 1: Enable Sprite-Background collision IRQ (1=yes)
IRQMASK_EMMC = %00000100 ; Bit 2: Enable Sprite-Sprite collision IRQ (1=yes)
IRQMASK_ELP = %00001000 ; Bit 3: Enable Light Pen IRQ (1=yes)
;
; ...1.... ; Bit 4: <not used>
; ..1..... ; Bit 5: <not used>
; .1...... ; Bit 6: <not used>
; 1....... ; Bit 7: <not used>
;
IRQMASK_ALL_ENA = %00001111 ; All IRQs enabled
IRQMASK_INIT = IRQMASK_ALL_ENA ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SPBGPR = VIC2 + $1b ; Sprite to Background Display Priority Register
; 0 = sprite will be displayed behind the background graphics data
; 1 = sprite will be displayed in front of the background graphics data
SPBGPR_M0DP = %00000001 ; Bit 0: Sprite 0 display priority
SPBGPR_M1DP = %00000010 ; Bit 1: Sprite 1 display priority
SPBGPR_M2DP = %00000100 ; Bit 2: Sprite 2 display priority
SPBGPR_M3DP = %00001000 ; Bit 3: Sprite 3 display priority
SPBGPR_M4DP = %00010000 ; Bit 4: Sprite 4 display priority
SPBGPR_M5DP = %00100000 ; Bit 5: Sprite 5 display priority
SPBGPR_M6DP = %01000000 ; Bit 6: Sprite 6 display priority
SPBGPR_M7DP = %10000000 ; Bit 7: Sprite 7 display priority
SPBGPR_ALL_BG = %11111111 ; All Sprites display priority behind background
SPBGPR_ALL_FG = %00000000 ; All Sprites display priority in front of background
;
; Each lower-numberd sprite has priority over all higher-numbered sprites
;
; Note:
; +------------+-------+--------+
; ! ! MCM=0 ! MCM=1 ! Multi Color Mode
; +------------+-------+--------+
; ! Background ! 0 ! 00, 01 !
; ! Foreground ! 1 ! 10, 11 !
; +------------+-------+--------+
; In MCM mode the '01' bit-pair displays a background color BEHIND
; the sprite graphics even if the background graphics data takes priority
; ------------------------------------------------------------------------------------------------------------- ;
SPMC = VIC2 + $1c ; Sprite Multicolor Register
SPMC_M0MC = %00000001 ; Bit 0: Sprite 0 multicolor mode (1=multicolor, 0=hi-res)
SPMC_M1MC = %00000010 ; Bit 1: Sprite 1 multicolor mode (1=multicolor, 0=hi-res)
SPMC_M2MC = %00000100 ; Bit 2: Sprite 2 multicolor mode (1=multicolor, 0=hi-res)
SPMC_M3MC = %00001000 ; Bit 3: Sprite 3 multicolor mode (1=multicolor, 0=hi-res)
SPMC_M4MC = %00010000 ; Bit 4: Sprite 4 multicolor mode (1=multicolor, 0=hi-res)
SPMC_M5MC = %00100000 ; Bit 5: Sprite 5 multicolor mode (1=multicolor, 0=hi-res)
SPMC_M6MC = %01000000 ; Bit 6: Sprite 6 multicolor mode (1=multicolor, 0=hi-res)
SPMC_M7MC = %10000000 ; Bit 7: Sprite 7 multicolor mode (1=multicolor, 0=hi-res)
;
SPMC_ALL_ON = %11111111 ; All Sprites multicolor mode on
SPMC_ALL_OFF = ~SPMC_ALL_ON ; All Sprites multicolor mode off
;
; Each 2 bits of the sprite data display dot colors from this sources
; 00 - Background Color Register 0 (transparent)
; 01 - Sprite Multicolor Register 0 (SPMC0)
; 10 - Sprite Color Registers (SPnCOL)
; 11 - Sprite Multicolor Register 1 (SPMC1)
; ------------------------------------------------------------------------------------------------------------- ;
XXPAND = VIC2 + $1d ; Sprite Horizontal Expansion Register
XXPAND_M0XE = %00000001 ; Bit 0: Sprite 0 double width (1=double-width, 0=normal width)
XXPAND_M1XE = %00000010 ; Bit 1: Sprite 1 double width (1=double-width, 0=normal width)
XXPAND_M2XE = %00000100 ; Bit 2: Sprite 2 double width (1=double-width, 0=normal width)
XXPAND_M3XE = %00001000 ; Bit 3: Sprite 3 double width (1=double-width, 0=normal width)
XXPAND_M4XE = %00010000 ; Bit 4: Sprite 4 double width (1=double-width, 0=normal width)
XXPAND_M5XE = %00100000 ; Bit 5: Sprite 5 double width (1=double-width, 0=normal width)
XXPAND_M6XE = %01000000 ; Bit 6: Sprite 6 double width (1=double-width, 0=normal width)
XXPAND_M7XE = %10000000 ; Bit 7: Sprite 7 double width (1=double-width, 0=normal width)
;
XXPAND_ALL_ON = %11111111 ; All Sprites double width
XXPAND_ALL_OFF = ~XXPAND_ALL_ON ; All Sprites normal width
; ------------------------------------------------------------------------------------------------------------- ;
SPSPCL = VIC2 + $1e ; Sprite to Sprite Collision Register
SPSPCL_M0M = %00000001 ; Bit 0: Sprite 0 collided with another sprite (1=yes)
SPSPCL_M1M = %00000010 ; Bit 1: Sprite 1 collided with another sprite (1=yes)
SPSPCL_M2M = %00000100 ; Bit 2: Sprite 2 collided with another sprite (1=yes)
SPSPCL_M3M = %00001000 ; Bit 3: Sprite 3 collided with another sprite (1=yes)
SPSPCL_M4M = %00010000 ; Bit 4: Sprite 4 collided with another sprite (1=yes)
SPSPCL_M5M = %00100000 ; Bit 5: Sprite 5 collided with another sprite (1=yes)
SPSPCL_M6M = %01000000 ; Bit 6: Sprite 6 collided with another sprite (1=yes)
SPSPCL_M7M = %10000000 ; Bit 7: Sprite 7 collided with another sprite (1=yes)
;
; Note:
; SPSPCL is cleared on read
; ------------------------------------------------------------------------------------------------------------- ;
SPBGCL = VIC2 + $1f ; Sprite to Background Collision Register
SPBGCL_M0D = %00000001 ; Bit 0: Sprite 0 collided with background (1=yes)
SPBGCL_M1D = %00000010 ; Bit 1: Sprite 1 collided with background (1=yes)
SPBGCL_M2D = %00000100 ; Bit 2: Sprite 2 collided with background (1=yes)
SPBGCL_M3D = %00001000 ; Bit 3: Sprite 3 collided with background (1=yes)
SPBGCL_M4D = %00010000 ; Bit 4: Sprite 4 collided with background (1=yes)
SPBGCL_M5D = %00100000 ; Bit 5: Sprite 5 collided with background (1=yes)
SPBGCL_M6D = %01000000 ; Bit 6: Sprite 6 collided with background (1=yes)
SPBGCL_M7D = %10000000 ; Bit 7: Sprite 7 collided with background (1=yes)
;
; Note:
; SPBGCL is cleared on read
;
; Bit combinations belonging to fore- or background
; +------------+-------+--------+
; ! ! MCM=0 ! MCM=1 !
; +------------+-------+--------+
; ! Background ! 0 ! 00, 01 !
; ! Foreground ! 1 ! 10, 11 !
; --------------------------------------------------+------------+-------+--------+---------------------------- ;
; Color Registers ; $D020-$D02E
; ------------------------------------------------------------------------------------------------------------- ;
EXTCOL = VIC2 + $20 ; Border Color Register
EXTCOL_EC_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
EXTCOL_EC0 = %00000001 ; Bit 0:
EXTCOL_EC1 = %00000010 ; Bit 1:
EXTCOL_EC2 = %00000100 ; Bit 2:
EXTCOL_EC3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
EXTCOL_INIT = LT_BLUE ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
BGCOL0 = VIC2 + $21 ; Background Color Register 0
BGCOL0_B0C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
BGCOL0_B0C0 = %00000001 ; Bit 0:
BGCOL0_B0C1 = %00000010 ; Bit 1:
BGCOL0_B0C2 = %00000100 ; Bit 2:
BGCOL0_B0C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
BGCOL0_INIT = BLUE ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
BGCOL1 = VIC2 + $22 ; Background Color Register 1
; Color for the '01' bit-pair of the Extended Colour Mode
; Background color for chars with screen codes $40-$7f
; in extended background color text mode
BGCOL1_B1C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
BGCOL1_B1C0 = %00000001 ; Bit 0:
BGCOL1_B1C1 = %00000010 ; Bit 1:
BGCOL1_B1C2 = %00000100 ; Bit 2:
BGCOL1_B1C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
BGCOL1_INIT = WHITE ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
BGCOL2 = VIC2 + $23 ; Background Color Register 2
; Color for the '10' bit-pair of the Extended Colour Mode
; Background color for chars with screen codes $80-$bf
; in extended background color text mode
BGCOL2_B2C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
BGCOL2_B2C0 = %00000001 ; Bit 0:
BGCOL2_B2C1 = %00000010 ; Bit 1:
BGCOL2_B2C2 = %00000100 ; Bit 2:
BGCOL2_B2C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
BGCOL2_INIT = RED ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
BGCOL3 = VIC2 + $24 ; Background Color Register 3
; Background color for chars with screen codes $c0-$ff
; in extended background color text mode
BGCOL3_B3C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
BGCOL3_B3C0 = %00000001 ; Bit 0:
BGCOL3_B3C1 = %00000010 ; Bit 1:
BGCOL3_B3C2 = %00000100 ; Bit 2:
BGCOL3_B3C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
BGCOL3_INIT = CYAN ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SPMC0 = VIC2 + $25 ; Sprite Multicolor Register 0
; Color for the '01' bit-pair
SPMC0_MM0_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SPMC0_MM00 = %00000001 ; Bit 0:
SPMC0_MM01 = %00000010 ; Bit 1:
SPMC0_MM02 = %00000100 ; Bit 2:
SPMC0_MM03 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SPMC0_INIT = PURPLE ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SPMC1 = VIC2 + $26 ; Sprite Multicolor Register 1
; Color for the '11' bit-pair
SPMC1_MM1_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SPMC1_MM10 = %00000001 ; Bit 0:
SPMC1_MM11 = %00000010 ; Bit 1:
SPMC1_MM12 = %00000100 ; Bit 2:
SPMC1_MM13 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SPMC1_INIT = BLACK ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SP0COL = VIC2 + $27 ; Color Sprite 0
; Color displayed by data bits=1 or the multicolor '10' bit-pair
SP0COL_M0C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SP0COL_M0C0 = %00000001 ; Bit 0:
SP0COL_M0C1 = %00000010 ; Bit 1:
SP0COL_M0C2 = %00000100 ; Bit 2:
SP0COL_M0C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SP0COL_INIT = WHITE ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SP1COL = VIC2 + $28 ; Color Sprite 1
; Color displayed by data bits=1 or the multicolor '10' bit-pair
SP1COL_M1C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SP1COL_M1C0 = %00000001 ; Bit 0:
SP1COL_M1C1 = %00000010 ; Bit 1:
SP1COL_M1C2 = %00000100 ; Bit 2:
SP1COL_M1C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SP1COL_INIT = RED ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SP2COL = VIC2 + $29 ; Color Sprite 2
; Color displayed by data bits=1 or the multicolor '10' bit-pair
SP2COL_M2C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SP2COL_M2C0 = %00000001 ; Bit 0:
SP2COL_M2C1 = %00000010 ; Bit 1:
SP2COL_M2C2 = %00000100 ; Bit 2:
SP2COL_M2C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SP2COL_INIT = CYAN ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SP3COL = VIC2 + $2a ; Color Sprite 3
; Color displayed by data bits=1 or the multicolor '10' bit-pair
SP3COL_M3C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SP3COL_M3C0 = %00000001 ; Bit 0:
SP3COL_M3C1 = %00000010 ; Bit 1:
SP3COL_M3C2 = %00000100 ; Bit 2:
SP3COL_M3C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SP3COL_INIT = PURPLE ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SP4COL = VIC2 + $2b ; Color Sprite 4
; Color displayed by data bits=1 or the multicolor '10' bit-pair
SP4COL_M4C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SP4COL_M4C0 = %00000001 ; Bit 0:
SP4COL_M4C1 = %00000010 ; Bit 1:
SP4COL_M4C2 = %00000100 ; Bit 2:
SP4COL_M4C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SP4COL_INIT = GREEN ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SP5COL = VIC2 + $2c ; Color Sprite 5
; Color displayed by data bits=1 or the multicolor '10' bit-pair
SP5COL_M5C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SP5COL_M5C0 = %00000001 ; Bit 0:
SP5COL_M5C1 = %00000010 ; Bit 1:
SP5COL_M5C2 = %00000100 ; Bit 2:
SP5COL_M5C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SP5COL_INIT = BLUE ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SP6COL = VIC2 + $2d ; Color Sprite 6
; Color displayed by data bits=1 or the multicolor '10' bit-pair
SP6COL_M6C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SP6COL_M6C0 = %00000001 ; Bit 0:
SP6COL_M6C1 = %00000010 ; Bit 1:
SP6COL_M6C2 = %00000100 ; Bit 2:
SP6COL_M6C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SP6COL_INIT = YELLOW ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
SP7COL = VIC2 + $2e ; Color Sprite 7
; Color displayed by data bits=1 or the multicolor '10' bit-pair
SP7COL_M7C_MASK = %00001111 ; Only the lower 4 bits are connected - the upper 4 bits should be masked out
SP7COL_M7C0 = %00000001 ; Bit 0:
SP7COL_M7C1 = %00000010 ; Bit 1:
SP7COL_M7C2 = %00000100 ; Bit 2:
SP7COL_M7C3 = %00001000 ; Bit 3:
;
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
;
SP7COL_INIT = GREY ; Initial value set in KERNAL routine TVIC
; ------------------------------------------------------------------------------------------------------------- ;
; $D02F-$D03F ; Not Connected - always $ff when read even after writes
; ------------------------------------------------------------------------------------------------------------- ;
; VIC-IIe only (C128)
; ------------------------------------------------------------------------------------------------------------- ;
; Three output lines are used to scan the three keyboard columns containing the
; 24 keys in the numeric keypad and top row of control keys
; ------------------------------------------------------------------------------------------------------------- ;
XSCAN = VIC2 + $2f ; Extended keyboard scan-line control register
VIC2_KCR = XSCAN ;
XSCAN_K0 = %00000001 ; VIC output line K0
XSCAN_K1 = %00000010 ; VIC output line K1
XSCAN_K2 = %00000100 ; VIC output line K2
;
; ....1... ; Bit 3: <not connected>
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
; ------------------------------------------------------------------------------------------------------------- ;
CLKRATE = VIC2 + $30 ; Processor clock rate control register
VIC2_FAST = CLKRATE ;
CLKRATE_SPEED = %00000001 ; 1=2MhZ 0=1MHZ
CLKRATE_TEST = %00000010 ;
;
; .....1.. ; Bit 3: <not connected>
; ....1... ; Bit 3: <not connected>
; ...1.... ; Bit 4: <not connected>
; ..1..... ; Bit 5: <not connected>
; .1...... ; Bit 6: <not connected>
; 1....... ; Bit 7: <not connected>
; ------------------------------------------------------------------------------------------------------------- ;
; $D040-$D3FF ; VIC II registers are repeated each $40 bytes in the area $d040-$d3ff
; ------------------------------------------------------------------------------------------------------------- ;