Address Summary

Write Address Summary

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

Read Address Summary

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.

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