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This section describes the register maps of the Commodore C64 Custom Chips. It is intended for the interested programmer, who wants to analyze C64 programs written by others or even write his own. If you are only interested in playing your favorite C64 game, then you do not need to worry about these details.
D000: Sprite#0 X-Position (Bits 7…0, Bit 8 is stored in D010) D001: Sprite#0 Y-Position (Bits 7…0) The Top/Left Corner of the Screen has X/Y coordinates 24/50. D002/D003: like D000/D001, but for Sprite#1 D004/D005: like D000/D001, but for Sprite#2 D006…D00F: like D000/D001, but for Sprites#3…7 D010: Sprite X-Position High Bits One Bit per Sprite (Bit 0 for Sprite#0, Bit 1 for Sprite#1…) D011: Control Reg. 1 Bit 7: Bit 8 for D012 Bit 6: 1: Extended Color Text Mode Bit 5: 0: Text Mode ~ 1: Bitmap Mode Bit 4: 0: Screen Disable ~ 1: Screen Enable Bit 3: 0: 24 Lines/Screen ~ 1: 25 Lines/Screen Bits 2…0: Soft Scrolling Y-Position D012: Read: Current Scanline (Bits 7…0, Bit 8 is available in D011) Write: Scanline that creates a raster interrupt D013: Lightpen X-Pos (Bits 8…1) D014: Lightpen Y-Pos (Bits 7…0) D015: Sprite Enable (Bit 0 for Sprite#0, Bit 1 for Sprite#1…) D016: Control Reg. 2 Bits 7…5: Unused Bit 4: 1: Multi Color Mode Bit 3: 0: 38 Chars/Line ~ 1: 40 Chars/Line Bits 2…0: Soft Scrolling X-Position D017: Sprite Scale Double Width One Bit per Sprite (Bit 0 for Sprite#0, Bit 1 for Sprite#1…) D018: Video Address Register Bits 7…4: Bits 13…10 of VideoRAM Addr. Bits 3…1: Bits 13…11 of CharacterRAM Addr. in Text Mode Bits 3: Bit 13 of Bitmap Addr in Bitmap Mode Bit 0: Unused Bits 15…14 of both values are stored (negated) in DD00 (CIA2). The lower bits (9/10…0) are always 0. D019: Interrupt Pending Register Bit 7: 1: At least one pending interrupt Bits 6…4: Unused Bit 3: 1: Lightpen interrupt pending Bit 2: 1: Sprite/Sprite Collision interrupt pending Bit 1: 1: Sprite/Background Collision interrupt pending Bit 0: 1: Raster interrupt pending D01A: Interrupt Mask Register Bits 7…4: Unused Bit 3: 1: Lightpen interrupt enable Bit 2: 1: Sprite/Sprite Collision interrupt enable (see D01E) Bit 1: 1: Sprite/Backgd. Collision interrupt enable (see D01F) Bit 0: 1: Raster interrupt enable (see D012) D01B: Sprite/Background Priority One Bit per Sprite (Bit 0 for Sprite#0, Bit 1 for Sprite#1…) 0: Sprite is 'in front' of background 1: Sprite is 'behind' background D01C: MultiColor Sprite (Bit 0 for Sprite#0, Bit 1 for Sprite#1…) D01D: Sprite Scale Double Height One Bit per Sprite (Bit 0 for Sprite#0, Bit 1 for Sprite#1…) D01E: Sprite/Sprite Collision Detection One Bit per Sprite (Bit 0 for Sprite#0, Bit 1 for Sprite#1…) D01F: Sprite/Background Collision Detection One Bit per Sprite (Bit 0 for Sprite#0, Bit 1 for Sprite#1…) D020: Border Color All Color register use only bits 0…3; Bits 7…4 are unused. D021: Background Color D022: Background Color #1 for Multi Color/Extended Color Mode D023: Background Color #2 for Multi Color/Extended Color Mode D024: Background Color #3 for Extended Color Text Mode D025: Sprite Multi Color #0 for Multi Color Sprites D026: Sprite Multi Color #1 for Multi Color Sprites D027: Sprite Color for Sprite #0 D028: Sprite Color for Sprite #1 D029…D02E: Sprite Color for Sprites #2…7
The Sprite Pointers are stored at VideoRAM+03F8…03FF; One Byte per Sprite for Bits 13…6. Bits 15…14 are stored (inverted) at DD00 Bits 1…0. Bits 5…0 are always 0.
D400: Oscillator#1: Frequency Control: Bits 7…0 D401: Oscillator#1: Frequency Control: Bits 15…8 To convert from Frequency Control Value to actual Frequency multiply by (System Clock Rate / 2^24) D402: Oscillator#1: Pulswidth for Rectangle Wave: Bits 7…0 D403: Oscillator#1: Pulswidth for Rectangle Wave: Bits 11…8 D404: Oscillator#1 Control Bits 7…4: Select the Waveform. Only one waveform can be selected at any time (no mixing!) Bit 7: Noise Bit 6: Rectangle Bit 5: Sawtooth Bit 4: Triangle Bit 3: Test Bit - 1: Lock Oscillator Bit 2: Ringmodulation Bit 1: Synchronization Bit 0: Gate: Enable Oscillator Transition 0->1 starts Attack-Decay-Sustain-Cycle Transition 1->0 starts Release Phase D405: Oscillator#1: Envelope Form Bits 7…4: Attack Speed Bits 3…0: Decay Speed D406: Oscillator#1: Envelope Form Bits 7…4: Sustain Level Bits 3…0: Release Speed D407…D40D: like D400…D406, but for Oscillator#2 D40E…D414: like D400…D406, but for Oscillator#3 D415: Filter Freq. Control: Bits 2…0 D416: Filter Freq. Control: Bits 10…3 To convert from Filter Freq. Control Value to actual Filter Frequency multiply by 5.8 and add 30 Hz. D417: Filter/Resonance Control Bits 7…4: Resonance Intensity Bit 3: 1: enable filter for external signal Bit 2: 1: enable filter for Oscillator#3 Bit 1: 1: enable filter for Oscillator#2 Bit 0: 1: enable filter for Oscillator#1 D418: Filter Control/Volume Bit 7: 1: Mute Oscillator#3 Bit 6: 1: Filter acts as High-Pass filter Bit 5: 1: Filter acts as Band-Pass filter Bit 4: 1: Filter acts as Low-Pass filter Bits 3…0: Volume D419: Paddle 1 Position D41A: Paddle 2 Position D41B: Current State of Oscillator#3's Wave D41C: Current State of Oscillator#3's Envelope
Dx00: Port A Data Register Dx01: Port B Data Register Dx02: Port A Data Direction Register (0: Input ~ 1: Output) Dx03: Port B Data Direction Register (0: Input ~ 1: Output) Dx04: Timer A Bits 7…0 Read: Current State of Timer A Write: Value to be loaded at next start of Timer A Dx05: Timer A Bits 15…8 Read: Current State of Timer A Write: Value to be loaded at next start of Timer A Dx06: Timer B Bits 7…0 Dx07: Timer B Bits 15…8 Dx08: Time of Day/Alarm 10th Second Read: Time of Day 10th Second in BCD Format (Bits 3…0) Write and Control Reg. B Bit 7 = 0: Set Time of Day 10th Second Write and Control Reg. B Bit 7 = 1: Set Alarm Time 10th Second Dx09: Time of Day/Alarm Second (BCD Format) Access modes like Dx08 Dx0A: Time of Day/Alarm Minutes (BCD Format) Access modes like Dx08 Dx0B: Time of Day/Alarm Hours (BCD Format) Bit 7: 0: AM ~ 1: PM Access modes like Dx08 Reading Dx0B latches the Time of Day. Reading Dx08 releases the Latch. Dx0C: Serial Data Register Dx0D: Interrupt Control Register Bit 7: Read: At least one interrupt source is pending Reading the Interrupt Control Reg. clears all Bits. Write: 0: Every 1 Bit clear the corresponding Mask Bit The other Bits remain untouched. 1: Every 1 Bit sets the corresponding Mask Bit The other Bits remain untouched. Bits 6…5: Unused (always 0) Bit 4: Signal on Pin FLAG Bit 3: Serial Data Reg. Full/Empty Bit 2: Alarm Time equals Time of Day Bit 1: Timer B Underflow Bit 0: Timer A Underflow Reading the Interrupt Control Reg. clears all Bits. Dx0E: Control Register A Bit 7: Time of Day Trigger Speed: 0: 60 Hz ~ 1: 50 Hz Bit 6: Serial Data Direction: 0: Input ~ 1: Output Bit 5: Timer A Trigger Source: 0: System Clock ~ 1: CNT-Pin Bit 4: 1: Force Load of Timer A Bit 3: 0: Automatically restart Timer A after Countdown has completed 1: Timer A is stopped when Countdown is complete. Bit 2: 0: Every underflow of Timer A causes Pin PB6 to go high for one clock cycle 1: Every underflow of Timer A toggles Pin PB6. Bit 1: Underflow of Timer A is indicated on Pin PB6. Bit 0: Timer A enable: 1: Go ~ 0: Stop Dx0F: Control Register B Bit 7: 0: Set Time of Day ~ 1: Set Alarm Time Bits 6…5: Timer B Trigger Source 00: System Clock ~ 01: CNT-Pin 10: Timer A Underflow ~ 11: Timer A Underflow if CNT=1 Bits 4…0: like DC0E but for Timer B and Pin PB7 DC00: CIA1 Port A Bits 7…0: Keyboard Row Selection Bits 7…6: Paddle Set Selection (only one bit may be active) Bit 4: Joystick#2 Fire Bit 3: Joystick#2 Right Bit 2: Joystick#2 Left Bit 1: Joystick#2 Down Bit 0: Joystick#2 Up DC01: CIA1 Port B Bits 7…0: Keyboard Column Result Bit 4: Joystick#1 Fire Bit 3: Joystick#1 Right Bit 2: Joystick#1 Left Bit 1: Joystick#1 Down Bit 0: Joystick#1 Up DC0D: CIA1 Interr. Control Reg. Bit 4 (FLAG Pin): Tape Data Input DD00: CIA2 Port A Bit 7: IEC-Bus: DATA Input Bit 6: IEC-Bus: CLOCK Input Bit 5: IEC-Bus: DATA Output Bit 4: IEC-Bus: CLOCK Output Bit 3: IEC-Bus: ATN Output Bit 2: RS232: TXD (only with RS232 Cartridge) Bit 1…0: High Order Bits (15…14) of Video Addr. (inverted) DD01: CIA2 Port B (only with RS232 Cartridge) Bit 7: RS232: DSR (Data Set Ready) Bit 6: RS232: CTS (Clear to Send) Bit 4: RS232: DCD (Data Carrier Detect) Bit 3: RS232: RI (Ring Indicator) Bit 2: RS232: DTR (Data Terminal Ready) Bit 1: RS232: RTS (Request to Send) Bit 0: RS232: RXD (Receive Data) DD0D: CIA2 Interr. Control Reg. Bit 4 (FLAG Pin): RS232: RXD (only with RS232 Cartridge)
0000: CPU Port Data Direction Register: 0: Input ~ 1: Output 0001: CPU Port Data Register Bits 7…6: Not Implemented Bit 5: Tape: Motor (inverted) Bit 4: Tape: Play Button Bit 3: Tape: Data Output Bits 2…0: Select Memory Configuration Read: $A000-BFFF $D000-DFFF $E000-FFFF 000: RAM RAM RAM 001: RAM ROM RAM 010: RAM ROM ROM 011: ROM ROM ROM 100: RAM RAM RAM 101: RAM I/O RAM 110: RAM I/O ROM 111: ROM I/O ROM Write: $A000-BFFF $D000-DFFF $E000-FFFF 0xx: RAM RAM RAM 100: RAM RAM RAM 101: RAM I/O RAM 11x: RAM I/O RAM
Source: http://www.infinite-loop.at/Power64/Documentation/Power64-ReadMe/AD-Custom_Chips.html Power64 Homepage: http://www.infinite-loop.at and http://www.salto.at - EMail: © Roland Lieger, Goethegasse 39, A-2340 Mödling, Austria - Europe Last Changed: Feb. 29, 2008 |