| 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.