8-bit Fantasy Console!
Make sure that you have the sdl2 libraries installed.
cd src
./compile.sh
./enias examples/hackman/hackman.prg
All addresses are "indirect". The 16-bit value stored is used as the actual address.
Memory Address Size Name Description Cpu $0000-$00FF $0100 ZP Zero page (registers / scratch area) $0100-$01FF $0100 Stack Program $0200-$AFFF $AE00 Program area Graphics $B000-$CFFF $2000 tiles 256 tiles (8x8) each pixel is 4-bit. (8 rows with 32 tiles) sprites and nametable. $D000-$EFFF $2000 extended tiles 256 tiles (8x8) each pixel is 4-bit. Can only be used for sprites. $F000-$F3FF $0400 nametable (default) $F000 = upper-left, $F100 = upper-right, $F200 = bottom-left, $F300 = bottom right. $F400-$F4FF $0100 sprites (default) $F500-$F52F $0030 palette 16 entries with R,G,B (three octets) $F530-$F533 $0004 nametable scrolling $F530 x-offset (0-255), $F531 (0/1), $F532 y-offset (0-255), $F533 (0/1) Audio $F600-$F8BF $02C0 64 waves (x 11 octets) $F900-$F977 $0078 24 instruments (x 5 octets) $FA00-$FAAF $00B0 16 channels $FAF0-$FAF7 $0008 Effects Input $FB00 $0008 Gamepad 4 x 2 octets $FB08 $0001 Keyboard input Reserved $FB09-$FEFF $0500 Reserved Vectors $FFFC-$FFFD $0002 Reset call address. Defaults to $0200 $FFFE-$FFFF $0002 Frame call address. Defaults to $0200Each tile is 8x8 pixels, with four bits for each pixel. The pixel value is an actual index lookup into the palette. 0 (zero) is always considered to be transparent.
Usually starts at $FD00
Octet Offset Name bits Description 0 x xxxxxxxx from left to right 1 y yyyyyyyy top to bottom 2 tile tttttttt tile index (each row is 32 tiles) 3 status vhp0000t v: vertical flip, h: horizontal flip, p: priority (0 = behind background tiles) t: add 256 to tile index16 palette entries. Each entry is:
Octet Offset Name 0 red 1 green 2 blueThe index for each tile to be displayed from top-left corner (32x28), 896 octets.
Octet Offset Size Name Description $0000 $0100 "top-left". 32x28 index to tiles. (last $80 tiles not used). $0100 $0100 "top-right". 32x28 index to tiles. (last $80 tiles not used). $0200 $0100 "bottom-left". 32x28 index to tiles. (last $80 tiles not used). $0300 $0100 "bottom-right". 32x28 index to tiles. (last $80 tiles not used).Four gamepads, each has the following
Octet Offset Name bits Description 0 normal abstudlr $80 A, $40 B, $20 Select, $10 Start, $08 Up, $04 Down, $02 Left, $01 Right 1 extended xylr0000 $80 X, $40 Y, $20 Left trigger, $10 Right trigger Address Name Description $FB08 key Latest pressed key (ASCII) or 0 (zero) if no key pressed16 voices. Each voice has the following info:
Octet Offset Name bits Description 0 instrument 000iiiii index into instruments. (0-23) 1 note kkkkkkkk 0: key off 2 velocity vvvvvvvv 3 pan vvvvvvvv 0: all left, 255: all right 4 pitch ffffffff signed diff for key 5 volume vvvvvvvv 6 fx1-gain ffffffff fx1 = feed to reverb 7 fx2-gain ffffffff fx2 = feed to delay 8 low-pass ffffffff 9 high-pass ffffffff A q-filter ffffffff Instrument (Sound definition)24 Instruments.
Octet Offset Name bits Description 0 wave-index wwwwwwww 0-64. index into waves 1 attack aaaaaaaa time before maximum volume 2 decay dddddddd time before it reaches sustain volume 3 sustain ssssssss (optional?) volume level for the sustain part. 4 release rrrrrrrr (optional?) time before sound reaches zero volume.64 Waves.
Octet Offset Name bits Description 0 sample-pointer (low) wwwwwwww 1 sample-pointer (high) wwwwwwww 2 sample-length (low) wwwwwwww 3 sample-length (high) wwwwwwww 4 loop wll00000 w: (0=8-bit samples, 1:16-bit samples). loop-mode (0: no loop, 1: forward, 2: ping-pong) 5 loop start (low) rrrrrrrr loop start point 6 loop start (high) rrrrrrrr 7 loop length (low) rrrrrrrr loop length 8 loop length (high) rrrrrrrr 9 relative_note_number rrrrrrrr A volume rrrrrrrrOne global effect system
Octet Offset Name bits Description 0 reverb-mix wwwwwwww 1 delay-time wwwwwwww 2 delay-reflect wwwwwwww 3 delay-mix wwwwwwww Octet Offset Name 0 - x 8/16-bit samplesRetroSearch is an open source project built by @garambo | Open a GitHub Issue
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