Subject: [stella] 2600 Memory Map & Question From: Glenn Saunders <cybpunks@xxxxxxxxxxxxx> Date: Wed, 21 Jun 2000 00:25:02 -0700 |
<INTERNAL MEMORY> <BEGIN PAGE 0> Write Address Registers (located inside TIA?)
00 Vsync 0000 00x0 Vertical Sync Set-Clear 01 Vblank xx00 00x0 Vertical Blank Set-Clear 02 Wsync ---- ---- Wait for Horizontal Blank 03 Rsync ---- ---- Reset Horizontal Sync Counter 04 Nusiz0 00xx 0xxx Number-Size player/missle 0 05 Nusiz1 00xx 0xxx Number-Size player/missle 1 06 Colup0 xxxx xxx0 Color-Luminance Player 0 07 Colup1 xxxx xxx0 Color-Luminance Player 1 08 Colupf xxxx xxx0 Color-Luminance Playfield 09 Colubk xxxx xxx0 Color-Luminance Background 0A Ctrlpf 00xx 0xxx Control Playfield, Ball, Collisions 0B Refp0 0000 x000 Reflection Player 0 0C Refp1 0000 x000 Reflection Player 1 0D Pf0 xxxx 0000 Playfield Register Byte 0 0E Pf1 xxxx xxxx Playfield Register Byte 1 0F Pf2 xxxx xxxx Playfield Register Byte 2 10 Resp0 ---- ---- Reset Player 0 11 Resp1 ---- ---- Reset Player 1 12 Resm0 ---- ---- Reset Missle 0 13 Resm1 ---- ---- Reset Missle 1 14 Resbl ---- ---- Reset Ball 15 Audc0 0000 xxxx Audio Control 0 16 Audc1 0000 xxxx Audio Control 1 17 Audf0 000x xxxx Audio Frequency 0 18 Audf1 000x xxxx Audio Frequency 1 19 Audv0 0000 xxxx Audio Volume 0 1A Audv1 0000 xxxx Audio Volume 1 1B Grp0 xxxx xxxx Graphics Register Player 0 1C Grp1 xxxx xxxx Graphics Register Player 1 1D Enam0 0000 00x0 Graphics Enable Missle 0 1E Enam1 0000 00x0 Graphics Enable Missle 1 1F Enabl 0000 00x0 Graphics Enable Ball 20 Hmp0 xxxx 0000 Horizontal Motion Player 0 21 Hmp1 xxxx 0000 Horizontal Motion Player 1 22 Hmm0 xxxx 0000 Horizontal Motion Missle 0 23 Hmm1 xxxx 0000 Horizontal Motion Missle 1 24 Hmbl xxxx 0000 Horizontal Motion Ball 25 Vdelp0 0000 000x Vertical Delay Player 0 26 Vdelp1 0000 000x Vertical Delay Player 1 27 Vdelbl 0000 000x Vertical Delay Ball 28 Resmp0 0000 00x0 Reset Missle 0 to Player 0 29 Resmp1 0000 00x0 Reset Missle 1 to Player 1 2A Hmove ---- ---- Apply Horizontal Motion 2B Hmclr ---- ---- Clear Horizontal Move Registers 2C Cxclr ---- ---- Clear Collision Latches
bit 6 bit 7 00 Cxm0p xx00 0000 Read Collision M0-P1 M0-P0 01 Cxm1p xx00 0000 M1-P0 M1-P1 02 Cxp0fb xx00 0000 P0-PF P0-BL 03 Cxp1fb xx00 0000 P1-PF P1-BL 04 Cxm0fb xx00 0000 M0-PF M0-BL 05 Cxm1fb xx00 0000 M1-PF M1-BL 06 Cxblpf x000 0000 BL-PF ----- 07 Cxppmm xx00 0000 P0-P1 M0-M1 08 Inpt0 x000 0000 Read Pot Port 0 09 Inpt1 x000 0000 Read Pot Port 1 0A Inpt2 x000 0000 Read Pot Port 2 0B Inpt3 x000 0000 Read Pot Port 3 0C Inpt4 x000 0000 Read Input (Trigger) 0 0D Inpt5 x000 0000 Read Input (Trigger) 1
RIOT Memory Map 80-FF 128 bytes FREE Ram
<PAGE 1> 180-1FF 128 bytes FREE RAM (used primarily as 6507 stack) </PAGE 1>
RIOT Hardware registers 280 Swcha Port A data register (joysticks...) 281 Swacnt Port A data direction register (DDR) 282 Swchb Port B data (console switches) 283 Swbcnt Port B DDR 284 Intim Timer output
294 Tim1t set 1 clock interval 295 Tim8t set 8 clock interval 296 Tim64t set 64 clock interval 297 T1024t set 1024 clock interval these are also at 380-397 </INTERNAL MEMORY> ----------------------------------------------------------------------------------------------- <EXTERNAL MEMORY> Atari 2600 ROM Memory Map
E000-FFFF 8K Rom (shouldn't this be EFFF-FFFF? this is an 8K range above)
1000-1FFF 4K Rom (mirror) 3000-3FFF 4K Rom (mirror) </EXTERNAL MEMORY>
Glenn Saunders - Producer - Cyberpunks Entertainment Personal homepage: http://www.geocities.com/Hollywood/1698 Cyberpunks Entertainment: http://cyberpunks.uni.cc
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