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Subversion Repositories t6507lp

[/] [t6507lp/] [trunk/] [rtl/] [verilog/] [video.v] - Diff between revs 218 and 221

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Rev 218 Rev 221
Line 72... Line 72...
        reg [6:0] COLUP0; //  color-lum player 0
        reg [6:0] COLUP0; //  color-lum player 0
        reg [6:0] COLUP1; //  color-lum player 1
        reg [6:0] COLUP1; //  color-lum player 1
        reg [6:0] COLUPF; //  color-lum playfield
        reg [6:0] COLUPF; //  color-lum playfield
        reg [6:0] COLUBK; //  color-lum background
        reg [6:0] COLUBK; //  color-lum background
        reg [4:0] CTRLPF; //  control playfield ball size & collisions
        reg [4:0] CTRLPF; //  control playfield ball size & collisions
 
                // D0 = REF (reflect playfield)
 
                // D1 = SCORE (left half of playfield gets color of player 0, right half gets color of player 1)
 
                // D2 = PFP (playfield gets priority over players so they can move behind the playfield)
 
                // D4 & D5 = BALL SIZE
        reg REFP0; //  reflect player 0
        reg REFP0; //  reflect player 0
        reg REFP1; //  reflect player 1
        reg REFP1; //  reflect player 1
        reg [3:0] PF0; //  playfield register byte 0
        reg [3:0] PF0; //  playfield register byte 0
        reg [7:0] PF1; //  playfield register byte 1
        reg [7:0] PF1; //  playfield register byte 1
        reg [7:0] PF2; //  playfield register byte 2
        reg [7:0] PF2; //  playfield register byte 2
Line 105... Line 109...
        reg VDELBL; //  vertical delay ball
        reg VDELBL; //  vertical delay ball
        reg RESMP0; //  reset missile 0 to player 0
        reg RESMP0; //  reset missile 0 to player 0
        reg RESMP1; //  reset missile 1 to player 1
        reg RESMP1; //  reset missile 1 to player 1
        reg HMOVE; //  s t r o b e apply horizontal motion
        reg HMOVE; //  s t r o b e apply horizontal motion
        reg HMCLR; //  s t r o b e clear horizontal motion registers
        reg HMCLR; //  s t r o b e clear horizontal motion registers
        reg CXCLR ; // s t r o b e clear collision latches
 
 
 
        reg [1:0] CXM0P; // read collision MO P1 M0 P0
        reg [1:0] CXM0P; // read collision MO P1 M0 P0
        reg [1:0] CXM1P; // read collision M1 P0 M1 P1
        reg [1:0] CXM1P; // read collision M1 P0 M1 P1
        reg [1:0] CXP0FB; // read collision P0 PF P0 BL
        reg [1:0] CXP0FB; // read collision P0 PF P0 BL
        reg [1:0] CXP1FB; // read collision P1 PF P1 BL
        reg [1:0] CXP1FB; // read collision P1 PF P1 BL
Line 280... Line 283...
                                                HMOVE <= 1'b1; // STROBE
                                                HMOVE <= 1'b1; // STROBE
                                        end
                                        end
                                        6'h2b: begin
                                        6'h2b: begin
                                                HMCLR <= 1'b1; // STROBE
                                                HMCLR <= 1'b1; // STROBE
                                        end
                                        end
                                        6'h2c: begin
                                        6'h2c: begin // cxclr STROBE
                                                CXCLR <= 1'b1; // STROBE
                                                CXM0P <= 2'b0; // read collision MO P1 M0 P0
 
                                                CXM1P <= 2'b0; // read collision M1 P0 M1 P1
 
                                                CXP0FB <= 2'b0; // read collision P0 PF P0 BL
 
                                                CXP1FB <= 2'b0; // read collision P1 PF P1 BL
 
                                                CXM0FB <= 2'b0; // read collision M0 PF M0 BL
 
                                                CXM1FB <= 2'b0; // read collision M1 PF M1 BL
 
                                                CXBLPF <= 2'b0; // read collision BL PF unused
 
                                                CXPPMM <= 2'b0; // read collision P0 P1 M0 M1
                                        end
                                        end
                                        default: begin
                                        default: begin
                                        end
                                        end
                                endcase
                                endcase
                        end
                        end

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