6-bit address |
Address Name |
Data bits used |
Function | ||||||||
Oct | Hex | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | ||
00 | 00 | VSYNC | 1 | Vertical Sync Set-Clear | |||||||
01 | 01 | VBLANK | 1 | 1 | 1 | Vertical Blank Set-Clear | |||||
02 | 02 | WSYNC | STROBE | Wait for leading edge of horizontal blank | |||||||
03 | 03 | RSYNC | STROBE | Reset Horizontal Sync Counter | |||||||
04 | 04 | NUSIZ0 | 1 | 1 | 1 | 1 | 1 | Number-Size of Player-Missile 0 | |||
05 | 05 | NUSIZ1 | 1 | 1 | 1 | 1 | 1 | Number-Size of Player-Missile 1 | |||
06 | 06 | COLUP0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Color-Luminance of Player 0 | |
07 | 07 | COLUP1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Color-Luminance of Player 1 | |
10 | 08 | COLUPF | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Color-Luminance of Playfield | |
11 | 09 | COLUBK | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Color-Luminance of Background | |
12 | 0A | CTRLPF | 1 | 1 | 1 | 1 | 1 | Control Playfield Ball Size and Collisions | |||
13 | 0B | REFP0 | 1 | Reflect Player 0 | |||||||
14 | 0C | REFP1 | 1 | Reflect Player 1 | |||||||
15 | 0D | PF0 | 1 | 1 | 1 | 1 | Playfield Register byte 0 | ||||
16 | 0E | PF1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Playfield Register byte 1 |
17 | 0F | PF2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Playfield Register byte 2 |
20 | 10 | RESP0 | STROBE | Reset Player 0 | |||||||
21 | 11 | RESP1 | STROBE | Reset Player 1 | |||||||
22 | 12 | RESM0 | STROBE | Reset Missile 0 | |||||||
23 | 13 | RESM1 | STROBE | Reset Missile 1 | |||||||
24 | 14 | RESBL | STROBE | Reset Ball | |||||||
25 | 15 | AUDC0 | 1 | 1 | 1 | 1 | Audio Control 0 | ||||
26 | 16 | AUDC1 | 1 | 1 | 1 | 1 | Audio Control 1 | ||||
27 | 17 | AUDF0 | 1 | 1 | 1 | 1 | 1 | Audio Frequency 0 | |||
30 | 18 | AUDF1 | 1 | 1 | 1 | 1 | 1 | Audio Frequency 1 | |||
31 | 19 | AUDV0 | 1 | 1 | 1 | 1 | Audio Volume 0 | ||||
32 | 1A | AUDV1 | 1 | 1 | 1 | 1 | Audio Volume 1 | ||||
33 | 1B | GRP0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Graphics Player 0 |
34 | 1C | GRP1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Graphics Player 1 |
35 | 1D | ENAM0 | 1 | Graphics (Enable) Missile 0 | |||||||
36 | 1E | ENAM1 | 1 | Graphics (Enable) Missile 1 | |||||||
37 | 1F | ENABL | 1 | Graphics (Enable) Ball | |||||||
40 | 20 | HMP0 | 1 | 1 | 1 | 1 | Horizontal Motion Player 0 | ||||
41 | 21 | HMP1 | 1 | 1 | 1 | 1 | Horizontal Motion Player 1 | ||||
42 | 22 | HMM0 | 1 | 1 | 1 | 1 | Horizontal Motion Missile 0 | ||||
43 | 23 | HMM1 | 1 | 1 | 1 | 1 | Horizontal Motion Missile 1 | ||||
44 | 24 | HMBL | 1 | 1 | 1 | 1 | |||||
45 | 25 | VDELP0 | 1 | Vertical Delay Player 0 | |||||||
46 | 26 | VDELP1 | 1 | Vertical Delay Player 1 | |||||||
47 | 27 | VDELBL | 1 | Vertical Delay Ball | |||||||
50 | 28 | RESMP0 | 1 | Reset Missile 0 to Player 0 | |||||||
51 | 29 | RESMP1 | 1 | Reset Missile 1 to Player 1 | |||||||
52 | 2A | HMOVE | STROBE | Apply Horizontal motion | |||||||
53 | 2B | HMCLR | STROBE | Clear Horizontal motion registers | |||||||
54 | 2C | CXCLR | STROBE | Clear Collision Latches |
6-bit address |
Address Name |
Data
bits used |
Function | ||||||||
Oct | Hex | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | ||
00 | 00 | CXM0P | M0-P1 | M0-P0 | Read Collision | ||||||
01 | 01 | CXM1P | M1-P0 | M1-P1 | |||||||
02 | 02 | CXP0FB | P0-PF | P0-BL | |||||||
03 | 03 | CXP1FB | P1-PF | P1-BL | |||||||
04 | 04 | CXM0FB | M0-PF | M0-BL | |||||||
05 | 05 | CXM1FB | M1-PF | M1-BL | |||||||
06 | 06 | CXBLPF | BL-PF | ||||||||
07 | 07 | CXPPMM | P0-P1 | M0-M1 | |||||||
10 | 08 | INPT0 | I0 | Read Pot Port | |||||||
11 | 09 | INPT1 | I1 | ||||||||
12 | 0A | INPT2 | I2 | ||||||||
13 | 0B | INPT3 | I3 | ||||||||
14 | 0C | INPT4 | I4 | Read Input | |||||||
15 | 0D | INPT5 | I5 |
Note:
I0, I1, I2, I3 can be grounded under software control.
I4, I5 can be converted to latched inputs under software control.