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Enias

8-bit Fantasy Console!

Gitter

Compile

Make sure that you have the sdl2 libraries installed.

brew install sdl2
cd src
./compile.sh

./enias examples/hackman/hackman.prg

Memory Layout

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 $0200

Tiles

Each 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.

Sprites

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 index

Palette

16 palette entries. Each entry is:

Octet Offset Name
0 red
1 green
2 blue

Name-table

The 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).

Input

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

Keyboard input

Address Name Description
$FB08 key Latest pressed key (ASCII) or 0 (zero) if no key pressed

Sound Chip

Voice / Channel

16 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.

Wave

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 rrrrrrrr

Effect settings

One global effect system

Octet Offset Name bits Description
0 reverb-mix wwwwwwww
1 delay-time wwwwwwww
2 delay-reflect wwwwwwww
3 delay-mix wwwwwwww

Samples

Octet Offset Name
0 - x 8/16-bit samples

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8 bit fantasy console

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