		NLIST

;************************************************************************
;*	 SFX PPU register definition	 (include file)	 RP5C77:	*
;************************************************************************
PPU_control	EQU	02100H
raster_224	EQU	00000000B
raster_240	EQU	10000000B
interlace	EQU	01000000B
superimpose	EQU	00100000B
blanking	EQU	00010000B
brightness	EQU	1
;----------------------------------------------------------------------
Through_screen	EQU	0212CH
Through_window	EQU	0212EH
;----------------------------------------------------------------------
Window_control	EQU	02123H	      ;6digits
Window_range	EQU	02126H	      ;4bytes
Window_pile	EQU	0212AH	      ;6*2bits
Window_switch	EQU	02130H	      ;****..--
;----------------------------------------------------------------------
Color_address	EQU	02121H	      ;8bits
Color_write	EQU	02122H	      ;11bits duplicate
Color_read	EQU	0213BH	      ;11bits duplicate
;Color_mode	 EQU	 02130H	       ;6*2bits
Color_control	EQU	02130H	      ;----..**
direct_color	EQU	00000001B
brend_color	EQU	00000010B
Color_brend	EQU	02131H	      ;SH******
dark_color	EQU	00000000B
light_color	EQU	10000000B
half_color	EQU	01000000B
Color_bias	EQU	02132H	      ;BGR*****
blue_bias	EQU	10000000B
green_bias	EQU	01000000B
red_bias	EQU	00100000B
PPU_mode	EQU	02133H
;----------------------------------------------------------------------
Sprite_size	EQU	02101H	      ;***-----
sprite_0816	EQU	00000000B
sprite_0832	EQU	00100000B
sprite_0864	EQU	01000000B
sprite_1632	EQU	01100000B
sprite_1664	EQU	10000000B
sprite_3264	EQU	10100000B
Sprite_segment	EQU	02101H	      ;---22211
segment_1	EQU	1
segment_2	EQU	8
Sprite_address	EQU	02102H	      ;9bits
sprite_rotation EQU	10000000B
Sprite_write	EQU	02104H	      ;8bits or 16bits duplicate
Sprite_read	EQU	02138H	      ;8bits or 16bits duplicate
sprite_color	EQU	2
sprite_priority EQU	16
sprite_mirror	EQU	01000000B
sprite_over	EQU	10000000B
;----------------------------------------------------------------------
Screen_size	EQU	02105H	      ;SSSS.---
Screen_mode	EQU	02105H	      ;----.MMM
Screen_mosaic	EQU	02106H
mosaic_size	EQU	16
mosaic_control	EQU	1
Screen_flip	EQU	0211AH
screen_mirror	EQU	00000001B
screen_over	EQU	00000010B
screen_cicle	EQU	10000000B
Screen_bank	EQU	02107H	      ;4bytes
screen_single	EQU	0
screen_horizon	EQU	1
screen_vertex	EQU	2
screen_full	EQU	3
Screen_segment	EQU	0210BH	      ;4digits
;----------------------------------------------------------------------
Screen_step	EQU	02115H
step_1		EQU	00000000B
step_32		EQU	00000001B
step_64		EQU	00000010B
step_128	EQU	00000011B
step_28		EQU	00000100B
step_48		EQU	00001000B
step_88		EQU	00001100B
step_low	EQU	00000000B
step_high	EQU	10000000B
Screen_address	EQU	02116H	      ;16bits
Screen_write	EQU	02118H	      ;16bits
Screen_read	EQU	02139H	      ;16bits
;----------------------------------------------------------------------
Scroll_0H	EQU	0210DH
Scroll_0V	EQU	0210EH
Scroll_1H	EQU	0210FH
Scroll_1V	EQU	02110H
Scroll_2H	EQU	02111H
Scroll_2V	EQU	02112H
Scroll_3H	EQU	02113H
Scroll_3V	EQU	02114H
Scroll_		EQU	0210DH
Scroll_H	EQU	0210DH	      ;4plane step2 10bits duplicate
Scroll_V	EQU	0210EH	      ;4plane step2 10bits duplicate
Rotation_A	EQU	0211BH
Rotation_B	EQU	0211CH
Rotation_C	EQU	0211DH
Rotation_D	EQU	0211EH
Rotation_X	EQU	0211FH
Rotation_Y	EQU	02120H
Rotation_matrix EQU	0211BH	      ;4byte
Rotation_center EQU	0211FH	      ;2byte
;----------------------------------------------------------------------
Location_strobe EQU	02137H	      ;read
Location_H	EQU	0213CH	      ;8bits
Location_V	EQU	0213DH	      ;8bits
;----------------------------------------------------------------------
PPU_test	EQU	02135H	      ;2bytes write 1byte read
PPU_status	EQU	0213EH
field_select	EQU	10000000B
external_strobe EQU	01000000B
sprite_out	EQU	00000011B
PPU_sense	EQU	0213FH
sense_PAL	EQU	10000000B
sense_other	EQU	01111000B
sense_test	EQU	00000010B
sense_multi	EQU	00000001B

		LIST
