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1939 lines
87 KiB
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1939 lines
87 KiB
Plaintext
TABLE OF CONTENTS 4
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STELLA
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PROGRAMMER'S
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GUIDE
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by
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Steve Wright
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12/03/79
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(Reconstructed by Charles Sinnett 6/11/93 Internet:
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cas@mentor.cc.purdue.edu)
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Table of Contents
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TELEVISION PROTOCOL 1
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Diagram 1 - Atari TV Frame 2
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The TIA (as seen by the programmer) 3
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1.0 General Description 3
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2.0 The Registers 3
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3.0 Synchronization 4
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3.1 Horizontal Timing 4
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3.2 Microprocessor Synchronization 4
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3.3 Vertical timing 4
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4.0 Color and Luminosity 5
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5.0 Playfield 5
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6.0 The Moveable Objects Graphics 6
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6.1 Missile Graphics (M0, M1) 6
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6.2 Ball Graphics (BL) 6
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6.3 Player Graphics (P0, P1) 7
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7.0 Horizontal Positioning 8
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8.0 Horizontal Motion 8
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9.0 Object Priorities 9
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10.0 Collisions 10
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11.0 Sound 10
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11.1 Tone 10
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11.2 Frequency 10
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11.3 Volume 10
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12.0 Input Ports 11
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12.1 Dumped Input Ports (INPT0 thru INPT3) 11
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12.2 Latched Input Ports (INPT4, INPT5) 11
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THE PIA (6532) 12
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1.0 General 12
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2.0 Interval timer 12
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2.1 Setting the timer 12
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2.2 Reading the timer 12
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2.3 When the timer reaches zero 12
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3.0 RAM 13
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4.0 The I/O ports 13
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4.1 Port B - Console Switches (read only) 13
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5.0 Port A - Hand Controllers 13
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5.1 Setting for input or output 13
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5.2 Inputting and Outputting 14
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5.3 Joystick Controllers 14
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5.4 Paddle (pot) controllers 14
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5.5 Keyboard controllers 15
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6.0 Address summary table 15
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PAL/SECAM CONVERSIONS 16
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PAL 16
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SECAM 16
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TIA 1A - TELEVISION INTERFACE ADAPTOR (MODEL 1A) 17
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GENERAL DESCRIPTION 17
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DETAILED DESCRIPTION 18
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1. Data and addressing 18
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2. Synchronization 18
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A. Horizontal Timing 18
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B. Vertical Timing 18
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C. Composite Sync 18
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D. Microprocessor Synchronization 19
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3. Playfield graphics Register 19
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A. Description 19
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B. Normal Serial Output 19
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C. Reflected Serial Output 19
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D. Timing Constraints 20
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4. Horizontal Position Counters 20
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A. Description 20
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B. Ball position Counter 20
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C. Player Position Counters 20
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D. Missile Position Counters 21
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5. Horizontal Motion Registers 21
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A. General Description 21
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B. Timing constraints 21
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6. Moving Object Graphics Registers 22
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A. General Description 22
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B. Missile Graphics 22
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C. Player Graphics 22
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D. Vertical Delay 23
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E. Ball Graphics 24
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7. Collision Detection Latches 24
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A. Definitions 24
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B. Reading Collision 24
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C. Reset 24
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8. Input ports 25
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A. General Description 25
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B. Dumped Input Ports (I0 through I3) 25
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C. Latched Input ports (I4, I5) 25
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8.5 Priority Encoder 26
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A. Purpose 26
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B. Priority Assignment 26
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C. Priority Control 26
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9 Color Luminance Registers 27
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A. Description 27
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B. Multiplexing 27
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10. Color Phase Shifter 27
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11. Audio Circuits 27
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A. Frequency Select 27
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B. Noise-Tone Generator 28
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C. Volume Select 28
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Figure 1. Vertical Delay 29
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Figure 2. Synchronization 30
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Figure 3. Color-Luminance 30
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Figure 4. Typical Horizontal Motion Circuit 31
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Figure 5. Playfield Graphics 32
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Figure 6. Collision Detection 33
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Figure 7. Audio Circuit 34
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Figure 8. Input Ports 35
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Figure 9. Game System 36
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Write Address Detailed Functions 37
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WSYNC (wait for sync) 37
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RSYNC (reset sync) 37
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VSYNC 37
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VBLANK 37
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PJ0 (PF1, PF2) 38
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PLAYFIELD REGISTERS SERIAL OUTPUT 38
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CTRLPF 38
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NUSIZ0 (NUSIZ1) 39
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RESP0 (RESP1, RESM0, RESM1, RESBL) 39
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RESMP0 (RESMP1) 39
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HMOVE 40
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HMCLR 40
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HMP0 (HMP1, HMM0, HMM1, HMBL) 40
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ENAM0 (ENAM1, ENABL) 41
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GRP0 (GRP1) 41
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REFP0 (REFP1) 41
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VDELP0 (VDELP1, VDELBL) 41
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CXCLR 41
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COLUP0 (COLUP1, COLUPF, COLUBK) 42
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AUDF0 (AUDF1) 42
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AUDC0 (AUDC1) 43
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AUDV0 (AUDV1) 43
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WRITE ADDRESS SUMMARY 44
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READ ADDRESS SUMMARY 45
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TIA O0..02 AND LUM TIMING 46
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TIA WRITE TIMING CHARACTERISTICS 47
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TIA READ TIMING CHARACTERISTICS 48
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TIA COMP-SYN AND READY TIMING 49
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RSYNC, RES0O, H01, H02, SHB, 02, 0O 50
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TIA RSYNC AND BLANK AND READY TIMING 51
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TELEVISION PROTOCOL
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(The TV picture according to Atari)
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For the purposes of Stella programming, a single television
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<20>frame<6D> consists of 262 horizontal lines, and each line is
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divided by 228 clock counts (3.58MHz). The actual TV
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picture is drawn line by line from the top down 60 times a
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second, and actaully consists of only a portion of the
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entire <20>frame<6D> (see diag. #1). A typical frame will
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consists of 3 vertical sync (VSYNC) lines*, 37 vertical
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blank (VBLANK) lines, 192 TV picture lines, and 30 overscan
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lines. Atari<72>s research has shown that this pattern will
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work on all types of TV sets. Each scan lines starts with
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68 clock counts of horizontal blank (not seen on the TV
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screen) followed by 160 clock counts to fully scan one line
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of TV picture. When the electron beam reaches the end of a
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scan line, it returns to the left side of the screen, waits
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for the 68 horizontal blank clock counts, and proceeds to
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draw the next line below.
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All horizontal timing is taken care of by hardware, but the
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microprocessor must <20>manually<6C> control vertical timing to
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signal the start of the next frame. When the last line of
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the previous frame is detected, the microprocessor must
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generate 3 lines of VSYNC, 37 lines of VBLANK, 192 lines of
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actual TV picture, and 30 lines of overscan. Fortunately,
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both VSYNC and VBLANK can simply be turned on and off at
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the appropriate times, freeing the microprocessor for other
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activities during their execution.
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* (to signal the TV set to start a new frame)
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The actual TV picture is drawn one line at a time by having
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the microprocessor enter the data for that line into the
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Television Interface Adaptor (TIA) chip, which then
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converts the data into video signals. The TIA can only
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have data in it that pertains to the line being currently
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drawn, so the microprocessor must be <20>one step ahead<61> of
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the electron beam on each line. Since one microprocessor
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machine cycle occurs every 3 clock counts, the programmer
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has only 76 machine cycles per line (228/3 = 76) to
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construct the actual picture (actually less because the
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microprocessor must be ahead of the raster). To allow more
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time for the software, it is customary (but not required)
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to update the TIA every two scan lines. The portion of the
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program that constructs this TV picture is referred to as
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the <20>Kernel<65>, as it is the essence or kernel of the game.
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In general, the remaining 70 scan lines (3 for VSYNC, 37
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for VBLANK, and 30 for overscan) will provides 5,320
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machine cycles (70 lines x 76 machine cycles) for
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housekeeping and game logic. Such activities as
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calculating the new position of a player, updating the
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score, and checking for new inputs are typically done
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during this time.
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Diagram 1 - Atari TV Frame
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The TIA (as seen by the programmer)
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1.0 General Description
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The TIA is a custom IC designed to create the TV picture
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and sound from the instructions sent to it by the
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microprocessor. It converts the 8 bit parallel data from
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the microprocessor into signals that are sent to video
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modulation circuits which combine and shape those signals
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to be compatible with ordinary TV reception. A <20>playfield<6C>
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and 5 moveable objects can be created and manipulated by
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software.
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A playfield consisting of walls, clouds, barriers, and
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other seldom moved objects can be created over a colored
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background. The 5 moveable objects can be positioned
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anywhere, and consists of 2 players, 2 missiles, and a
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ball. The playfield, players, missiles, and ball are
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created and manipulated by a series of registers in the TIA
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that the microprocessor can address and write into. Each
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type of object has certain defined capabilities. For
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example, a player can be moved with one instruction, but
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the playfield must be completely re-drawn in order to make
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it <20>move<76>.
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Color and luminosity (brightness) can be assigned to the
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background, playfield, and 5 moveable objects. Sound can
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also be generated and controlled for volume, pitch, and
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type of sound. Collisions between the various objects on
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the TV screen are detected by the TIA and can be read by
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the microprocessor . Input ports which can be read by the
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microprocessor give the status of some of the various hand
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held controllers.
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2.0 The Registers
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All instructions to the TIA are achieved by addressing and
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writing to various registers in the chip. A key point to
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remember is data written in a register is latched an
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retained until altered by another write operation into that
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register. For example, if the color register for a player
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is set for red, that player will be red every time it is
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drawn until that color register is changed. All of the
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registers are addressed by the microprocessor as part of
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the overall RAM/ROM memory space.
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All registers have fixed address locations and pre-assigned
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address names for handy reference. Many registers do not
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use all 8 data bits, and some registers are used to
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<20>strobe<62> or trigger events. A <20>strobe<62> register executes
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its function the instant it is written to (the data written
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is ignored). The only registers the microprocessor can
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read are the collision registers and input port registers.
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These registers are conveniently arranged so that the data
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bits of interest always appear as data bits 6 or 7 for easy
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access.
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3.0 Synchronization
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3.1 Horizontal Timing
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When the electron beam scans across the TV screen and
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reaches the right edge, it must be turned off and moved
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back to the left edge of the screen to begin the next scan
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line. The TIA takes care of this automatically, independent
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of the microprocessor. A 3.58 MHz oscillator generates
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clock pulses called <20>color clocks<6B> which go into a pulse
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counter in the TIA. This counter allows 160 color clocks
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for the beam to reach the right edge, then generates a
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horizontal sync signal (HSYNC) to return the beam to the
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left edge. It also generates the signal to turn the beam
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off (horizontal blanking) during its return time of 68
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color clocks. Total round trip for the electron beam is
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160 + 68 = 228 color clocks. Again, all the horizontal
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timing is taken care of by the TIA without assistance from
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the microprocessor.
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3.2 Microprocessor Synchronization
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The microprocessor<6F>s clock is the 3.58 MHz oscillator
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divided by 3, so one machine cycle is 3 color clocks.
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Therefore, one complete scan line of 228 color clocks
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allows only 76 machine cycles (228/3 = 76) per scan line.
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The microprocessor must be synchronized with the TIA on a
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line-by-line basis, but program loops and branches take
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unpredictable lengths of time. To solve this software
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sync. problem, the programmer can use the WSYNC (Wait for
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SYNC) strobe register. Simply writing to the WSYNC causes
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the microprocessor to halt until the electron beam reaches
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the right edge of the screen, then the microprocessor
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resumes operation at the beginning of the 68 color clocks
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for horizontal blanking. Since the TIA latches all
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instructions until altered by another write operation, it
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could be updated every 2 or 3 lines. The advantage is the
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programmer gains more time to execute software, but at a
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price paid with lower vertical resolution in the graphics.
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NOTE: WSYNC and all the following addresses<65> bit
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structures are itemized in the TIA hardware manual. The
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purpose of this document is to make them understandable.
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3.3 Vertical timing
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When the electron beam has scanned 262 lines, the TV set
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must be signaled to blank the beam and position it at the
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top of the screen to start a new frame. This signal is
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called vertical sync, and the TIA must transmit this signal
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for at least 3 scan lines. This is accomplished by writing
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a <20>1<EFBFBD> in D1 of VSYNC to turn it on, count at least 2 scan
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lines, then write a <20>0<EFBFBD> to D1 of VSYNC to turn it off.
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To physically turn the beam off during its repositioning
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time, the TV set needs 37 scan lines of vertical blanks
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signal from the TIA. This is accomplished by writing a <20>1<EFBFBD>
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in D1 of VBLANK to turn it on, count 37 lines, then write a
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<20>0<EFBFBD> to D1 of VBLANK to turn it off. The microprocessor is
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of course free to execute other software during the
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vertical timing commands, VSYNC and VBLANK.
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4.0 Color and Luminosity
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Color and luminosity can be assigned to the background
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(BK), playfield (PF), ball (BL), player 0 (P0), player
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1(P1), missile 0 (M0), and missile 1 (M1). There are only
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four color-lum registers for these 7 objects, so the
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objects are paired to share the same register according to
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the following list:
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color-lum register Objects colored
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COLUMP0 P0, M0 (player 0, missile 0)
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COLUMP1 P1, M1 (player 1, missile 1)
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COLUMPF PF, BL (playfield, ball)
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COLUMBK BK (background)
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For example, if the COLUMP0 register is set for light red,
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both P0 and M0 will be light red when drawn.
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A color-lum register is set for both color and luminosity
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by writing a single 7 bit instruction to that register.
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Four of the bits select one of the 16 available colors, and
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the other 3 bits select one of 8 levels of luminosity
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(brightness). The specific codes required to create
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specific color and lum are listed in the Detailed Address
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List of the TIA hardware manual. As with all registers
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(except the <20>strobe<62> registers), the data written to them
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is latched until altered by another write operation.
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5.0 Playfield
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The PF register is used to create a playfield of walls,
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clouds, barriers, etc., that are seldom moved. This low
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resolution register is written into to draw the left half
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of the TV screen only. The right half of the screen is
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drawn by software selection of whether a duplication or a
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reflection of the right half.
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The PF register is 20 bits wide, so the 20 bits are written
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into 3 addresses: PF0, PF1, and PF2. PF0 is only 4 bits
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wide and constructs the first 4 <20>bits<74> of the playfield,
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starting at the left edge of the TV screen. PF1 constructs
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the next 8 <20>bits<74>, and PF2 the last 8 bits<74> which end at
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the center of the screen. The PF register is scanned from
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left to right and where a <20>1<EFBFBD> is found the PF color is
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drawn, and where a <20>0<EFBFBD> is found, the BK color is drawn. To
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clear the playfield, obviously zeros must be written into
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PF0, PF1, and PF2.
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To make the right half of the playfield into a duplication
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or copy of the left half, a <20>0<EFBFBD> is written to D0 of the
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CTLPF (control playfield) register. Writing a <20>1<EFBFBD> will
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cause the reflection to be displayed.
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6.0 The Moveable Objects Graphics
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All 5 moveable objects (P0, M0, P1, M1, BL) can be assigned
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a horizontal location on the screen and moved left or right
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relative to their location. Vertical positions, however,
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are treated in an entirely different manner. In principle,
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these objects appear at whatever scan lines their graphics
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registers are enabled. For example, let us assume the ball
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is to be positioned vertically in the center of the screen.
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The screen has 192 scan lines and we want the ball to be 2
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scan lines <20>thick<63>. The ball graphics would be disabled
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until scan line 96, enabled for 2 scan lines, then disabled
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for the rest of the frame. Each type of object (players,
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missiles, and ball) has its<74> own characteristics and
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limitations.
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6.1 Missile Graphics (M0, M1)
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The two missile graphics registers will draw a missile on
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any scan line by writing a <20>1<EFBFBD> to the one bit enable
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missile registers (ENAM0, ENAM1). Writing a <20>0<EFBFBD> to these
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registers will disable the graphics. The missiles<65> left
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edge is positioned by a horizontal position register, but
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the right edge is a function of how wide the missile is
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make. Width of a missile is controlled by writing into
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bits D4 and D5 of the number-size registers (NUSIZ0,
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NUSIZ1). This has the effect of <20>stretching<6E> the missile
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out over 1,2,4, or 8 color clock counts (a full scan line
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is 160 color clocks).
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6.2 Ball Graphics (BL)
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The ball graphics register works just like the missile
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registers. Writing a <20>1<EFBFBD> to the enable ball register
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(ENABL) enables the ball graphics until the register is
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disabled. The ball can also be <20>stretched<65> to widths of 1,
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2, 4, or 8 color clock counts by writing to bits D4 and D5
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of the CTRLPF register.
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The ball can also be vertically delayed one can line. For
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example, if the ball graphics were enabled on scan line 95,
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it could be delayed to not display on the screen until scan
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line 96 by writing a <20>1<EFBFBD> to D0 of the vertical delay
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(VDELBL) register. The reason for having a vertical delay
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capability is because most programs will update the TIA
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every 2 lines. This confines all vertical movements of
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objects to 2 scan line <20>jumps<70>. The use of vertical delay
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allows the objects to move one scan line at a time.
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6.3 Player Graphics (P0, P1)
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The player graphics are the most sophisticated of all the
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moveable objects. They have all the capabilities of the
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missile and ball graphics, plus three move capabilities.
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Players can take on a <20>shape<70> such as a man or an airplane,
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and the player can easily be flipped over horizontally to
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display the mirror image (reflection) instead of the
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original image, plus multiple copies of the players can be
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created.
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The player graphics are drawn line-by-line like all other
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graphics. The difference here is each scan line of the
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player is 8 <20>bits<74> wide, whereas the missiles and ball are
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one <20>bit<69> wide. Therefore, a player can be though of as
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being drawn of graph paper 8 squares wide and as tall as
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desired. To <20>color in the squares<65> of this imaginary graph
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paper, 8 data bits are written into the players graphics
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registers (GP0, GP1). This 8 bit register is scanned from
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D7 to D0, and wherever a <20>1<EFBFBD> is found that <20>square<72> gets
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the players<72> color (from the color-lum register) and where
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a <20>0<EFBFBD> is found that <20>square<72> gets the background color. To
|
||
position a player vertically, simply leave all <20>0<EFBFBD>s<EFBFBD> in the
|
||
graphics registers (GP0, GP1) until the electron beam is on
|
||
the scan line desired, write to the graphics register line-
|
||
by-line describing the player, then write all <20>0<EFBFBD>s<EFBFBD> to turn
|
||
off the players<72> graphics until the end of that frame.
|
||
|
||
To display a mirror image (reflection) instead of the
|
||
original figure, write a <20>1<EFBFBD> to D3 of the one bit
|
||
reflection register (REFP0, REFP1). A <20>0<EFBFBD> written to these
|
||
registers restores the original figure.
|
||
|
||
Multiple copies of players as well as their size are
|
||
controlled by writing 3 bits (D0, D1, D2) into the number-
|
||
size registers (NUSIZ0, NUSIZ1). These three bits select
|
||
from 1 to 3 copies of the player, spacing of those copies,
|
||
as well as the size of the player (each <20>square<72> of the
|
||
player can be 1, 2, or 4 clocks wide). Whenever multiple
|
||
copies are selected, the TIA automatically creates the same
|
||
number of copies of the missile for that player. Again,
|
||
the specifics of all this are laid out in the TIA hardware
|
||
manual.
|
||
|
||
Vertical delay for the players works exactly like the ball
|
||
by writing a <20>1<EFBFBD> to D0 in the players<72> vertical delay
|
||
registers (VDELP0, VDELP1). Writing a <20>0<EFBFBD> to these
|
||
locations disables the vertical delay.
|
||
|
||
7.0 Horizontal Positioning
|
||
|
||
The horizontal position of each object is set by writing to
|
||
its<74> associated reset register (RESP0, RESP1, RESM0, RESM1,
|
||
RESBL) which are all <20>strobe<62> registers (they trigger their
|
||
function as soon as they are addressed). That causes the
|
||
object to be positioned wherever the electron bean was in
|
||
its sweep across the screen when the register was reset.
|
||
for example, if the electron beam was 60 color clocks into
|
||
a scan line when RESP0 was written to, player 0 would be
|
||
positioned 60 color clocks "in<69> on the next scan line.
|
||
Whether or not P0 is actually drawn on the screen is a
|
||
function of the data in the GP0 register, but if it were
|
||
drawn, it would show up at 60. Resets to these registers
|
||
anywhere during horizontal blanking will position objects
|
||
at the left edge of the screen (color clock 0). Since
|
||
there are 3 color clocks per machine cycle, and it can take
|
||
up to 5 machine cycles to write the register, the
|
||
programmer is confined to positioning the objects at 15
|
||
color clock intervals across the screen. This <20>course<73>
|
||
positioning is <20>fine tuned<65> by the Horizontal Motion,
|
||
explained in section 8.0.
|
||
|
||
Missiles have an additional positioning command. Writing a
|
||
<20>1<EFBFBD> to D1 of the reset missile-to-player register (RESMP0,
|
||
RESMP1) disables that missiles<65> graphics (turns it off) and
|
||
repositions it horizontally to the center of its<74>
|
||
associated player. Until a <20>0<EFBFBD> is written to the register,
|
||
the missiles<65> horizontal position is locked to the center
|
||
of its<74> player in preparation to be fired again.
|
||
|
||
8.0 Horizontal Motion
|
||
|
||
Horizontal motion allows the programmer to move any of the
|
||
5 graphics objects relative to their current horizontal
|
||
position. Each object has a 4 bit horizontal motion
|
||
register (HMP0, HMP1, HMM0, HMM1, HMBL) that can be loaded
|
||
with a value in the range of +7 to -8 (negative values are
|
||
expressed in two<77>s complement from). This motion is not
|
||
executed until the HMOVE register is written to, at which
|
||
time all motion registers move their respective objects.
|
||
Objects can be moved repeatedly by simply executing HMOVE.
|
||
Any object that is not to move must have a 0 in its motion
|
||
register. With the horizontal positioning command confined
|
||
to positioning objects at 15 color clock intervals, the
|
||
motion registers fills in the gaps by moving objects +7 to
|
||
-8 color clocks. Objects can not be placed at any color
|
||
clock position across the screen. All 5 motion registers
|
||
can be set to zero simultaneously by writing to the
|
||
horizontal motion clear register (HMCLR).
|
||
|
||
There are timing constraints for the HMOVE command. The
|
||
HMOVE command must immediately follow a WSYNC (Wait for
|
||
SYNC) to insure the HMOVE operation occurs during
|
||
horizontal blanking. This is to allow sufficient time for
|
||
the motion registers to do their thing before the electron
|
||
beam starts drawing the next scan line. Also, for
|
||
mysterious internal hardware considerations, the motion
|
||
registers should not be modified for at least 24 machine
|
||
cycles after an HMOVE command.
|
||
|
||
9.0 Object Priorities
|
||
|
||
Each object is assigned a priority so when any two objects
|
||
overlap the one with the highest priority will appear to
|
||
move in front of the other. To simplify hardware logic,
|
||
the missiles have the same priority as their associated
|
||
player, and the ball has the same priority as the
|
||
playfield. The background, of course, has the lowest
|
||
priority. The following table illustrates the normal
|
||
(default) priority assignments.
|
||
|
||
Priority Objects
|
||
1 P0, M0
|
||
2 P1, M1
|
||
3 BL, PF
|
||
4 BK
|
||
|
||
This priority assignment means that players and missiles
|
||
will move in front of the playfield. To make the players
|
||
and missiles move behind the playfield, a "1" must be
|
||
written to D2 of the CTRLPF register. The following table
|
||
illustrates how the priorities are affected:
|
||
|
||
Priority Objects
|
||
1 PF, BL
|
||
2 P0, M0
|
||
3 P1, M1
|
||
4 BK
|
||
|
||
One more priority control is available to be used for
|
||
displaying the score. When a "1" is written to D1 of the
|
||
CTRLPF register, the left half of the playfield takes on
|
||
the color of player 0, and the right half the color of
|
||
player 1. The game score can now be displayed using the PF
|
||
graphics register, and the score will be in the same color
|
||
as its associated player.
|
||
|
||
10.0 Collisions
|
||
|
||
The TIA detects collisions between any of the 6 objects it
|
||
generates (the playfield and 5 moveable objects). There
|
||
are 15 possible two-object collisions which are stored in
|
||
15 one bit latches. Each collision register contains two
|
||
of these latches which are read by the microprocessor on D6
|
||
and D7 of the data bus for easy access. A "1" on the data
|
||
line indicates the collision it records has occurred. The
|
||
collision registers could be read at any time but is
|
||
usually done during vertical blank after all possible
|
||
collisions have occurred. The collision registers are all
|
||
reset simultaneously by writing to the collision reset
|
||
register (CXCLR).
|
||
|
||
11.0 Sound
|
||
|
||
There are two audio circuits for generating sound. They
|
||
are identical but completely independent and can be
|
||
operated simultaneously to produce sound effects through
|
||
the TV speaker. Each audio circuit has three registers
|
||
that control a noise-tone generator (what kind of sound), a
|
||
frequency selection (high or low pitch of the sound), and a
|
||
volume control.
|
||
|
||
11.1 Tone
|
||
The noise-tone generator is controlled by writing to the 4
|
||
bit audio control registers (AUDC0, AUDC1). The values
|
||
written cause different kinds of sounds to be generated.
|
||
Some are pure tones like a flute, others have various
|
||
"noise" content like a rocket motor or explosion. Even
|
||
though the TIA hardware manual lists the sounds created by
|
||
each value, some experimentation will be necessary to find
|
||
"your sound".
|
||
|
||
11.2 Frequency
|
||
Frequency selection is controlled by writing to a 5 bit
|
||
audio frequency register (AUDF0, AUDF1). The value written
|
||
is used to divide a 30KHz reference frequency creating
|
||
higher or lower pitch of whatever type of sound is created
|
||
by the noise-tone generator. By combining the pure tones
|
||
available from the noise-tone generator with frequency
|
||
selection a wide range of tones can be generated.
|
||
|
||
11.3 Volume
|
||
Volume is controlled by writing to a 4 bit audio volume
|
||
register (AUDV0, AUDV1). Writing 0 to these registers
|
||
turns sound off completely, and writing any value up to 15
|
||
increases the volume accordingly.
|
||
|
||
12.0 Input Ports
|
||
|
||
There are six input ports whose logic states can be read on
|
||
D7 by reading the input port addresses (INPT0, thru INPT5).
|
||
These six ports are divided into two types, "dumped" and
|
||
"latched".
|
||
|
||
12.1 Dumped Input Ports (INPT0 thru INPT3)
|
||
These four ports are used to read up to four paddle
|
||
controllers. Each paddle controller contains an adjustable
|
||
pot controlled by the knob on the controller. The output
|
||
of the pot is used to charge a capacitor in the console,
|
||
and when the capacitor is charged the input port goes HI.
|
||
The microprocessor discharges this capacitor by writing a
|
||
"1" to D7 of VBLANK then measures the time it takes to
|
||
detect a logic one at that port. This information can be
|
||
used to position objects on the screen based on the
|
||
position of the knob on the paddle controller.
|
||
|
||
12.2 Latched Input Ports (INPT4, INPT5)
|
||
These two ports have latches that are both enabled by
|
||
writing a "1" or disabled by writing a "0" to D6 of VBLANK.
|
||
When disabled the microprocessor reads the logic level of
|
||
the port directly. When enabled, the latch is set for
|
||
logic one and remains that way until its' port goes LO.
|
||
When the port goes LO the latch goes LO and remains that
|
||
way regardless of what the port does. The trigger buttons
|
||
of the joystick controllers connect to these ports.
|
||
|
||
THE PIA (6532)
|
||
|
||
1.0 General
|
||
|
||
The PIA chip is an off-the-shelf 6532 Peripheral Interface
|
||
Adaptor which has three functions: a programmable timer,
|
||
128 bytes of RAM, and two 8 bit parallel I/O ports.
|
||
|
||
2.0 Interval timer
|
||
|
||
The PIA uses the same clock as the microprocessor so that
|
||
one PIA cycle occurs for each machine cycle. The PIA can
|
||
be set for one of four different "intervals", where each
|
||
interval is some multiple of the clock (and therefore
|
||
machine cycles). A value from 1 to 255 is loaded into the
|
||
PIA which will be decremented by one at each interval. The
|
||
timer can now be read by the microprocessor to determine
|
||
elapsed time for timing various software operations and
|
||
keep them synchronized with the hardware (TIA chip).
|
||
|
||
2.1 Setting the timer
|
||
The timer is set by writing a value or count (from 1 to
|
||
255) to the address of the desired interval setting
|
||
according to the following table :
|
||
|
||
Hex Address Interval Mnemonic
|
||
294 1 clock TIM1T
|
||
295 8 clocks TIM8T
|
||
296 64 clocks TIM64T
|
||
297 1024 clocks T1024T
|
||
|
||
For example, if the value of 100 were written to TIM64T
|
||
(HEX address 296) the timer would decrement to 0 in 6400
|
||
clocks (64 clocks per interval x 100 intervals) which would
|
||
also be 6400 microprocessor machine cycles.
|
||
|
||
2.2 Reading the timer
|
||
The timer may be read any number of times after it is
|
||
loaded of course, but the programmer is usually interested
|
||
in whether or not the timer has reached 0. The timer is
|
||
read by reading INTIM at hex address 284.
|
||
|
||
2.3 When the timer reaches zero
|
||
The PIA decrements the value or count loaded into it once
|
||
each interval until it reaches 0. It holds that 0 counts
|
||
for one interval, then the counter flips to FF(HEX) and
|
||
decrements once each clock cycle, rather than once per
|
||
interval. The purpose of this feature is to allow the
|
||
programmer to determine how long ago the timer zeroed out
|
||
in the event the timer was read after it passed zero.
|
||
|
||
3.0 RAM
|
||
|
||
The PIA has 128 bytes of RAM located in the Stella memory
|
||
map from HEX address 80 to FF. The microprocessor stack is
|
||
normally located from FF on down, and variables are
|
||
normally located from 80 on up (hoping the two never meet).
|
||
|
||
4.0 The I/O ports
|
||
|
||
The two ports (Port A and Port B) are 8 bits wide and can
|
||
be set for either input or output. Port A is used to
|
||
interface to carious hand-held controllers but Port B is
|
||
dedicated to reading the status of the Stella console
|
||
switches.
|
||
|
||
4.1 Port B - Console Switches (read only)
|
||
Port B is hardwired to be an input port only that is read
|
||
by addressing SWCHB (HEX 282) to determine the status of
|
||
all the console switches according to the following table:
|
||
|
||
Data Bit Switch Bit Meaning
|
||
D7 P1 difficulty 0 = amateur (B), 1 = pro (A)
|
||
D6 P0 difficulty 0 = amateur (B), 1 = pro
|
||
(A)
|
||
D5/D4 (not used)
|
||
D3 color - B/W 0 = B/W, 1 = color
|
||
D2 (not used)
|
||
D1 game select 0 = switch pressed
|
||
D0 game reset 0 = switch pressed
|
||
|
||
5.0 Port A - Hand Controllers
|
||
|
||
Port A is under full software control to be configured as
|
||
an input or an output port. It can then be used to read or
|
||
control various hand-head controllers with the data bits
|
||
defined differently depending on the type of controller
|
||
used.
|
||
|
||
5.1 Setting for input or output
|
||
Port A has an 8 bit wide Data Direction Register (DDR) that
|
||
is written to at SWACNT (HEX 281) to set each individual
|
||
pin of Port A to either input or output. The Port A pins
|
||
are labeled PA0 thru PA7, and writing a "0" to a pins' DDR
|
||
bit sets that pin as input, and a "1" sets it as an output.
|
||
For example, writing all 0's to SWACNT (the DDR for Port A)
|
||
sets PA0 thru PA7 (all 8 pins of Port A) as inputs. If F0
|
||
(11110000) were written to SWACNT then PA7, PA6, PA5 & PA4
|
||
would be outputs, and PA3, PA2, PA1 & PA0 would be inputs.
|
||
|
||
5.2 Inputting and Outputting
|
||
Once the DDR has set the pins of Port A for input or output
|
||
they may be read or written to by addressing SWCHA (HEX
|
||
280).
|
||
|
||
5.3 Joystick Controllers
|
||
Two joysticks can be read by configuring the entire port as
|
||
input and reading the data at SWCHA according to the
|
||
following table:
|
||
|
||
Data Bit Direction Player
|
||
D7 right P0
|
||
D6 left P0
|
||
D5 down P0
|
||
D4 up P0
|
||
D3 right P1
|
||
D2 left P1
|
||
D1 down P1
|
||
D0 up P1
|
||
|
||
(P0 = left player, P1 = right player)
|
||
|
||
A "0" in a data bit indicates the joystick has been moved
|
||
to close that switch. All "1's" in a player's nibble
|
||
indicates that joystick is not moving.
|
||
|
||
5.4 Paddle (pot) controllers
|
||
Only the paddle triggers are read from the PIA. The
|
||
paddles themselves are read at INP0 thru INPT3 of the TIA.
|
||
The paddle triggers can be read at SWCHA according to the
|
||
following table :
|
||
|
||
Data Bit Paddle #
|
||
D7 P0
|
||
D6 P1
|
||
D5/D4 (not used)
|
||
D3 P2
|
||
D2 P3
|
||
D1/D0 (not used)
|
||
|
||
5.5 Keyboard controllers
|
||
The keyboard controller has 12 buttons arranged into 4 rows
|
||
and 3 columns. A signal is sent to a row, then the columns
|
||
are checked to see if a button is pushed, then the next row
|
||
is signaled and all columns sensed, etc. until the entire
|
||
keyboard is scanned and sensed. The PIA sends the signals
|
||
to the rows, and the columns are sensed by reading INPT0,
|
||
INPT1, and INPT4 of the TIA. With Port A configured as an
|
||
output port, the data bits will send a signal to the
|
||
keyboard controller rows according to the following table :
|
||
|
||
Data Bit Keyboard Row Player
|
||
D7 bottom P0
|
||
D6 third P0
|
||
D5 second P0
|
||
D4 top P0
|
||
D3 bottom P1
|
||
D2 third P1
|
||
D1 second P1
|
||
D0 top P1
|
||
(P0 = left player, P1 = right player)
|
||
|
||
NOTE : a delay of 400 microseconds is necessary between
|
||
writing to this port and reading the TIA input ports.
|
||
|
||
6.0 Address summary table
|
||
|
||
Hex Address Mnemonic Purpose
|
||
280 SWCHA Port A; input or output (read or
|
||
write)
|
||
281 SWACNT Port A DDR, 0= input, 1=output
|
||
282 SWCHB Port B; console switches (read only)
|
||
283 SWBCNT Port B DDR (hardwired as input)
|
||
284 INTIM Timer output (read only)
|
||
294 TIM1T set 1 clock interval (838
|
||
nsec/interval)
|
||
295 TIM8T set 8 clock interval (6.7
|
||
usec/interval)
|
||
296 TIM64T set 64 clock interval (53.6
|
||
usec/interval)
|
||
297 T1024T set 1024 clock interval (858.2
|
||
usec/interval)
|
||
|
||
NOTE: one clock is also one microprocessor machine cycle
|
||
|
||
PAL/SECAM CONVERSIONS
|
||
|
||
PAL
|
||
1. The number of scan lines, and therefore the frame time
|
||
increases from NTSC to PAL according to the following
|
||
table:
|
||
|
||
NTSC PAL
|
||
scan micro scan micro
|
||
lines seconds lines seconds
|
||
VBLANK 40 2548 48 3085
|
||
KERNAL 192 12228 228 14656
|
||
OVERSCAN 30 1910 36 2314
|
||
FRAME 262 16686 312 20055
|
||
|
||
2. Sounds will drop a little in pitch (frequency) because
|
||
of a slower crystal clock. Some sounds may need the
|
||
AUDF0/AUDF1 touched up.
|
||
|
||
3. PAL operates at 50 Hz compared to NTSC 60Hz, a 17%
|
||
reduction. If game play speed is based on frames per
|
||
second, it will slow down by 17%. This can be disastrous
|
||
for most skill/action carts. If the NTSC version is
|
||
designed with 2 byte fractional addition techniques (or
|
||
anything not based on frames per second) to move objects,
|
||
then PAL conversion can be as simple as changing the
|
||
fraction tables, avoiding major surgery on the program.
|
||
|
||
SECAM
|
||
1. SECAM is a little weird. It takes the PAL software, but
|
||
the console color/black & white switch is hardwired as
|
||
black & white. Therefore, it reads the PAL black & white
|
||
tables in software and assigns a fixed color to each lum of
|
||
black & white according to the following table:
|
||
|
||
Lum Color
|
||
0 Black
|
||
2 Blue
|
||
4 Red
|
||
6 Magenta
|
||
8 green
|
||
A cyan
|
||
C yellow
|
||
E white
|
||
|
||
There is a trap here: the manual is the same for NTSC,
|
||
PAL, & SECAM. This means that the descriptions for black &
|
||
white must jive between NTSC & PAL. If you make major
|
||
changes to PAL black & white to achieve good SECAM color,
|
||
NTSC black & white must be made similar.
|
||
|
||
2. PAL sounds work fine on SECAM with one exception: when a
|
||
sound is to be turned off, it must be one by setting
|
||
AUDV0/AUDV1 to 0, not by setting AUDC0/AUDC1 to 0.
|
||
Otherwise, you get an obnoxious background sound.
|
||
|
||
|
||
TIA 1A - TELEVISION INTERFACE ADAPTOR (MODEL 1A)
|
||
|
||
GENERAL DESCRIPTION
|
||
|
||
The TIA is an MOS integrated circuit designed to interface
|
||
between an eight (8) bit microprocessor and a television
|
||
video modulator and to convert eight (8) bit parallel data
|
||
into serial outputs for the color, luminosity, and
|
||
composite sync required by a video modulator.
|
||
|
||
This circuit operates on a line by line basis, always
|
||
outputting the same information every television line
|
||
unless new data is written into it by the microprocessor.
|
||
|
||
A hardware sync counter produces horizontal sync timing
|
||
independent of the microprocessor. Vertical sync timing is
|
||
supplied to this circuit by the microprocessor and combined
|
||
into composite sync.
|
||
|
||
Horizontal position counters are used to trigger the serial
|
||
output of five (5) horizontally movable objects; two
|
||
players, two missiles and a ball. The microprocessor can
|
||
add or subtract from these position counters to move these
|
||
objects right or left.
|
||
|
||
The microprocessor determines all vertical position and
|
||
motion by writing zeros or ones into object registers
|
||
before each appropriate horizontal line.
|
||
|
||
Walls, clouds and other seldom moved objects are produced
|
||
by a low resolution data register called the playfield
|
||
register.
|
||
|
||
A fifteen (15) bit collision register detects all fifteen
|
||
possible two object collisions between these six (6)
|
||
objects (five moveable and one playfield). This collision
|
||
register can be read and reset by the microprocessor. Six
|
||
input ports are also provided on this chip that can be read
|
||
by the microprocessor. These input ports and the collision
|
||
register are the only chip addresses that can be read by
|
||
the microprocessor. All other addresses are write only.
|
||
|
||
Color luminosity registers are included that can be
|
||
programmed by the microprocessor with eight (8) luminosity
|
||
and fifteen (15) color values. A digital phase shifter is
|
||
included on this chip to provide a single color output with
|
||
fifteen (15) phase angles.
|
||
|
||
Two (2) independent audio generating circuits are included,
|
||
each with programmable frequency, noise content, and volume
|
||
control registers.
|
||
|
||
|
||
DETAILED DESCRIPTION
|
||
|
||
1. Data and addressing
|
||
|
||
Registers on this chip are addressed by the microprocessor
|
||
as part of its overall RAM-ROM memory space. The attached
|
||
table of read-write addresses summarizes the addressable
|
||
functions. There are no registers that are both read and
|
||
write. Some addresses however are both read and write,
|
||
with write data going into one register and read data
|
||
returning from a different register.
|
||
|
||
If the read-write line is low, the data bits indicated in
|
||
this table will be written into the addressed write
|
||
location when the 02 clock goes from high to low. Some
|
||
registers are eight bits wide, some only one bit, and some
|
||
(strobes) have no bits, performing only control functions
|
||
(such as resets) when their address is written.
|
||
|
||
If the read-write line is high, the addressed location can
|
||
be read by the microprocessor on data lines 6 and 7 while
|
||
the 02 clock is high.
|
||
|
||
The addresses given in the table refer only to the six (6)
|
||
real address lines. If any of the four (4) chip select
|
||
lines are used for addressing, the addresses must be
|
||
modified accordingly.
|
||
|
||
2. Synchronization
|
||
|
||
A. Horizontal Timing
|
||
A hardware counter on this chip produces all horizontal
|
||
timing (such as sync, blank, burst) independent of the
|
||
microprocessor, This counter is driven from an external
|
||
3.58 Mhz oscillator and has a total count of 228. Blank is
|
||
decoded as 68 counts and sync and color burst as 16 counts.
|
||
|
||
B. Vertical Timing
|
||
There are one bit, addressable registers on this chip for
|
||
vertical sync and vertical blank. The timing for these
|
||
functions is established by the microprocessor by writing
|
||
zero or one into these bits. (VSYNC, VBLANK )
|
||
|
||
C. Composite Sync
|
||
Horizontal sync and the output of the vertical sync bit are
|
||
combined together to produce composite sync. This
|
||
composite sync signal drives a chip output pad to an
|
||
external composite video resistor network.
|
||
|
||
D. Microprocessor Synchronization
|
||
The 3.58 MHz oscillator also clocks a divide by three
|
||
counter on this chip whose output (1.19 Mhz) is buffered to
|
||
drive an output pad called 00. This pad provides the input
|
||
phase zero clock to the microprocessor which then produces
|
||
the system 02 clock (1.19 Mhz).
|
||
Software program loops require different lengths of time to
|
||
run depending on branch decisions made within the program.
|
||
Additional synchronization between the software and
|
||
hardware. This is done with a one bit latch called WSYNC
|
||
(wait for sync). When the microprocessor finishes a
|
||
routine such as loading registers for a horizontal line, or
|
||
computing new vertical locations during vertical blank, it
|
||
can address WSYNC, setting this latch high. When this
|
||
latch is high, it drives an output pad to zero connected to
|
||
the microprocessor ready line (RDY). A zero on this line
|
||
causes the microprocessor to halt and wait. As shown in
|
||
figure 2, WSYNC latch is automatically reset to zero by the
|
||
leading edge of the next horizontal blank timing signal,
|
||
releasing the RDY line, allowing the microprocessor to
|
||
begin its computation and register writing for this
|
||
horizontal television line or line pair.
|
||
|
||
3. Playfield graphics Register
|
||
|
||
A. Description
|
||
Objects such as walls, clouds, and score) which are not
|
||
required to move, are written into a 20 bit register called
|
||
the playfield register. This register (Figure 5) is loaded
|
||
from the data bus by three separate write addresses (PF0,
|
||
PFl, PF2). Playfield may be loaded at any time. To clear
|
||
the playfield, zeros must be written into all three
|
||
addresses.
|
||
|
||
B. Normal Serial Output
|
||
The playfield register is automatically scanned (and
|
||
converted to serial output) by a bi-directional shift
|
||
register clocked at a rate which spreads the twenty (20)
|
||
bits out over the left half of a horizontal line. This
|
||
scanning is initiated by the end of horizontal blank (left
|
||
edge of television screen). Normally the same scan is then
|
||
repeated, duplicating the same twenty (20) bit sequence
|
||
over the right half of the horizontal line.
|
||
|
||
C. Reflected Serial Output
|
||
A reflected playfield may be requested by writing a one
|
||
into bit zero of the playfield control register (CTRLPF).
|
||
When this bit is true the scanning shift register will scan
|
||
the opposite direction during the right half of the
|
||
horizontal line, reversing the twenty (20) bit sequence.
|
||
|
||
D. Timing Constraints
|
||
Even though the playfield bytes (PF0, PFl, PF2) may be
|
||
written to any time, if one of them is changed while being
|
||
serially scanned, part of the new value may both show up on
|
||
the television horizontal line.
|
||
|
||
4. Horizontal Position Counters
|
||
|
||
A. Description
|
||
The playfield is a fixed graphics register, always starting
|
||
its serial output when triggered by the beginning of each
|
||
television line. This chip also includes five "moveable"
|
||
graphics registers, whose serial outputs are triggered by
|
||
five separate horizontal position counters every time these
|
||
counters pass through zero count. These position counters
|
||
are clocked continuously during the unblanked portion of
|
||
every horizontal line and their count length is exactly
|
||
equal to the normal number of clocks supplied to them
|
||
during this time. They will therefore pass through zero at
|
||
the same time during each horizontal television line and
|
||
the triggered outputs will have no horizontal motion. A
|
||
typical horizontal counter is shown in figure 4.
|
||
|
||
If extra clocks are supplied to these counters (or normal
|
||
clocks suppressed) the zero crossing time will shift and
|
||
the object will have moved left (extra clocks) or right
|
||
(fewer clocks). Some position counters have extra decoders
|
||
(in addition to a zero decode) to trigger multiple copies
|
||
of the same object across a horizontal line.
|
||
|
||
All position counters can be reset to zero count by the
|
||
microprocessor at any time, by a write instruction to the
|
||
reset addresses (RESBL, RESM0, RESMl, RESP0, RESPl). If
|
||
reset occurs during horizontal blank, the object will
|
||
appear at the left side of the television screen. Properly
|
||
timed resets may position an object at any horizontal
|
||
location consistent with the microprocessor cycle time.
|
||
|
||
B. Ball position Counter
|
||
The ball position counter has only the zero crossing decode
|
||
and therefore cannot trigger multiple copies of the ball
|
||
graphics.
|
||
|
||
C. Player Position Counters
|
||
Each player position counter has three decodes in addition
|
||
to the zero crossing decode. These decodes are controlled
|
||
by bits 0,1,2 of the number size control registers (NUSIZ0,
|
||
NUSIZ1), and trigger 1,2, or 3 copies of the player (at
|
||
various spacings) across a horizontal line as shown on page
|
||
___. These same control bits are used for the decodes on
|
||
the missile position counter, insuring an equal number of
|
||
players and missiles.
|
||
|
||
D. Missile Position Counters
|
||
Missile position counters are identical to player position
|
||
counters except that they have another type of reset in
|
||
addition to the previously discussed horizontal position
|
||
reset. These extra reset addresses (RESMP0, RESMP1) write
|
||
data bit 1 into a one bit register whose output is used to
|
||
position the missile (horizontally) directly on top of its
|
||
corresponding player, and to disable the missile serial
|
||
output.
|
||
|
||
5. Horizontal Motion Registers
|
||
|
||
A. General Description
|
||
There are five write only registers on this chip that
|
||
contain the horizontal motion values for each of the five
|
||
moving objects. A typical horizontal motion register is
|
||
shown in figure 4 . The data bus (bits 4 through 7) is
|
||
written into these addresses (HMP0, HMPl, HMM0, HMMl, HMBL)
|
||
to load these registers with motion values. These registers
|
||
supply extra (or fewer) clocks to the horizontal position
|
||
counters only when commanded to do so by an HMOVE address
|
||
from the microprocessor. These registers may all be cleared
|
||
to zero (no motion) simultaneously by an HMCLR command from
|
||
the microprocessor, or individually by loading zeros into
|
||
each register. These registers are each four bits in
|
||
length and may be loaded with positive (left motion),
|
||
negative (right motion) or zero (no motion) values.
|
||
Negative values are represented in twos complement format.
|
||
|
||
B. Timing constraints
|
||
These registers may be loaded or cleared at almost any
|
||
time. The motion values they contain will be used only when
|
||
an HMOVE command is addressed, and then all five motion
|
||
values will be used simultaneously into all five horizontal
|
||
position counters once. The only timing constraint on this
|
||
operation involves the HMOVE command. The HMOVE command
|
||
must be located in the microprocessor program immediately
|
||
after a wait for sync (WSYNC) command. This assures that
|
||
the HMOVE operation begins at the leading edge of
|
||
horizontal blank, and has the full blank time to supply
|
||
extra or fewer clocks to the horizontal position counters.
|
||
These registers should not be modified for at least 24
|
||
Computer cycles after the HMOVE command.
|
||
|
||
6. Moving Object Graphics Registers
|
||
|
||
A. General Description
|
||
There are five graphics registers for moving objects on
|
||
this chip. These graphics registers are loaded (written) in
|
||
parallel by the microprocessor and like the playfield
|
||
register are scanned and converted to serial output.
|
||
Unlike the playfield register, which is always scanned
|
||
beginning at the left side of each horizontal line, moving
|
||
object graphics registers are scanned only when triggered
|
||
by a start decode from their horizontal position counter.
|
||
A typical graphics register is shown in figure 4 .
|
||
|
||
B. Missile Graphics
|
||
The graphics registers for both missiles are identical and
|
||
very simple. They each consist of a one bit register called
|
||
missile enable (ENAM0, ENAM1). This graphics bit is scanned
|
||
(outputted) only when triggered by its corresponding
|
||
position counter. There are control bits (bits 4, 5, of
|
||
NUSIZ0, NUSIZ1) that can stretch this single graphics bit
|
||
out over widths of 1, 2, 4, or 8 clocks of horizontal line
|
||
time. (A full line is 160 clocks).
|
||
|
||
C. Player Graphics
|
||
The graphics registers for both players are identical and
|
||
are rather complex. They each consist of eight bit parallel
|
||
registers (GRP0, GRP1) and a bi-directional parallel to
|
||
serial scan counter that converts the parallel data into
|
||
serial output. A one bit control register (REFP0, REFP1)
|
||
determines the direction (reflection) of the parallel to
|
||
serial scan, outputing either D7 through D0, or D0 though
|
||
D7. This allows reflection (horizontal flipping) of player
|
||
serial graphics data without having to flip the
|
||
microprocessor data.
|
||
|
||
The clock into the scan counter can be controlled (three
|
||
bits of NUSIZ0 and NUSIZ1) to slow the scan rate and
|
||
stretch the eight bits of serial graphics out over widths
|
||
of 8, 16, or 32 clocks of horizontal line time. These same
|
||
control bits are used in the player-missile motion counters
|
||
to control multiple copies, so only three player widths (
|
||
scan
|
||
rates) are available.
|
||
|
||
D. Vertical Delay
|
||
Each of the player graphics registers actually consists of
|
||
two 8 bit parallel registers. The first (GRP0, GRP1) is
|
||
loaded (written) from the microprocessor 8 bit data bus.
|
||
The second is automatically loaded from the output of the
|
||
first. The reason for this is a complex subject called
|
||
vertical delay. A large amount of microprocessor time is
|
||
required to generate player, missile and playfield graphics
|
||
(table look up, masking, comparisons, etc.) and load these
|
||
into this chip's registers. For most game programs this
|
||
time is just too large to fit into one horizontal line
|
||
time. In fact for most games it will barely fit into two
|
||
line times (127 microseconds). Therefore, individual
|
||
graphics registers are loaded (written) every two lines,
|
||
and used twice for serial output between loads. This type
|
||
of programing will obviously limit the vertical height
|
||
resolution of objects to multiples of two lines. It also
|
||
will limit the resolution of vertical motion to two lines
|
||
jumps. Nothing can be done about the vertical height
|
||
resolution; however, vertical motion can be resolved to a
|
||
single line by addition of a second graphics register that
|
||
is automatically parallel loaded from the output of the
|
||
first, one line time after the first was loaded from the
|
||
data bus. This second graphics register output is
|
||
therefore always delayed vertically by one line. A control
|
||
bit called vertical delay (VDEL0, VDEL1) selects which of
|
||
these two registers is to be used for serial output. If
|
||
this control bit is set by the microprocessor between
|
||
picture frames, the object will be moved down (delayed) by
|
||
one line during the next frame. In most programming
|
||
applications player 0 graphics and player 1 graphics are
|
||
loaded (written) alternately, during the blank time just
|
||
prior to each line as shown in (figure 1). Since GRP0 and
|
||
GRP1 addresses from the microprocessor alternate, they are
|
||
delayed by one line from each other. The GRP0 address
|
||
decode can therefore be used to load the delayed graphics
|
||
register for player 1, and GRP1 likewise to load the
|
||
delayed graphics register for player 0. The two vertical
|
||
delay bits (VDEL0, VDELl) then select delayed or undelayed
|
||
registers for player 0 and player 1 as serial outputs.
|
||
|
||
E. Ball Graphics
|
||
The ball graphics register is almost identical to the
|
||
missile graphics register. It also consists of a single
|
||
enable bit (ENABL) whose output is triggered by the ball
|
||
position counter. It also has two control bits (bits 4, 5
|
||
of CTRLPF) that can stretch this single graphics bit out
|
||
over widths of 1, 2, 4, or 8 clocks of horizontal line
|
||
time. Unlike the missile graphics; however, the ball
|
||
graphics register has capability for vertical delay similar
|
||
to the player graphics. A second graphics (enable) bit is
|
||
alternately loaded from the output of the first, one line
|
||
after the first was loaded from the data bus. A ball
|
||
vertical delay bit (VDELBL) selects which of these two
|
||
graphics bits is used for the ball serial output. The first
|
||
graphics bit (ENABL) should be loaded during the same
|
||
horizontal blank time as player 0 (GRP0), because GRP1 is
|
||
used to load the second enable bit from the output of the
|
||
first on alternate lines.
|
||
|
||
7. Collision Detection Latches
|
||
|
||
A. Definitions
|
||
The serial outputs from all the graphics registers
|
||
represent real time horizontal location of objects on the
|
||
television screen. If any of these outputs occur at the
|
||
same time, they will overlap (collide) on the screen.
|
||
There are six objects generated on this chip (five moving
|
||
and playfield) allowing fifteen possible two object
|
||
collisions. These overlaps (collisions) are detected by
|
||
fifteen "and" gates whenever they occur, and are stored in
|
||
fifteen individual latch register bits, as shown in figure
|
||
6.
|
||
|
||
B. Reading Collision
|
||
The microprocessor can read these fifteen collision bits on
|
||
data lines 6 and 7 by addressing them two at a time. This
|
||
could be done at any time but is usually done between
|
||
frames (during vertical blank) after all possible
|
||
collisions have serially occurred.
|
||
|
||
C. Reset
|
||
All collision bits are reset simultaneously by the
|
||
microprocessor using the reset address CXCLR. This is
|
||
usually done near the end of vertical blank, after
|
||
collisions have been tested.
|
||
|
||
8. Input ports
|
||
|
||
A. General Description
|
||
There are 6 input ports on this chip whose logic state may
|
||
be read on data line 7 with read addresses INPT0 through
|
||
INPT5. These 6 ports are divided into two types, "dumped"
|
||
and "latched". See Figure 8.
|
||
|
||
B. Dumped Input Ports (I0 through I3)
|
||
These 4 input ports are normally used to read paddle
|
||
position from an external potentiometer-capacitor circuit.
|
||
In order to discharge these capacitors each of these input
|
||
ports has a large transistor, which may be turned on
|
||
(grounding the input ports) by writing into bit 7 of the
|
||
register VBLANK. When this control bit is cleared the
|
||
potentiometers begin to recharge the capacitors and the
|
||
microprocessor measures the time required to detect a logic
|
||
1 at each input port.
|
||
|
||
As long as bit 7 of register VBLANK is zero, these four
|
||
ports are general purpose high impedance input ports. When
|
||
this bit is a 1 these ports are grounded.
|
||
|
||
C. Latched Input ports (I4, I5)
|
||
These two input ports have latches which can be enabled or
|
||
disabled by writing into bit 6 of register VBLANK.
|
||
|
||
When disabled, these latches are removed from the circuit
|
||
completely and these ports become two general purpose input
|
||
ports, whose present logic state can be read directly by
|
||
the microprocessor.
|
||
|
||
When enabled, these latches will store negative (zero logic
|
||
level) signals appearing on these two input ports, and the
|
||
input port addresses will read the latches instead of the
|
||
input ports.
|
||
|
||
When first enabled these latches will remain positive as
|
||
long as the input ports remain positive (logic one). A zero
|
||
input port signal will clear a latch value to zero, where
|
||
it will remain (even after the port returns positive) until
|
||
disabled. Both latches may be simultaneously disabled by
|
||
writing a zero into bit 6 of register VBLANK.
|
||
|
||
8.5 Priority Encoder
|
||
|
||
A. Purpose
|
||
As discussed in the section on collisions, simultaneous
|
||
serial outputs from the graphics registers represent
|
||
overlap on the television screen. In order to have color-
|
||
luminosity values assigned to individual objects it is
|
||
necessary to establish priorities between objects when
|
||
overlapped. The priority encoder is shown in figure 3.
|
||
|
||
B. Priority Assignment
|
||
The lack of any objects results in a color-lum value called
|
||
the background. The background (BK) has lowest priority and
|
||
only appears when no objects are outputing. In order to
|
||
simplify the logic, each missile is given the same color-
|
||
lum value and priority as it's corresponding player (P0,
|
||
M0) and the ball is given the same color-lum value and
|
||
priority as the playfield (PF, BL).
|
||
|
||
The following table illustrates the normal priority
|
||
assignment:
|
||
|
||
Highest Priority P0, M0
|
||
Second Highest P1, M1
|
||
Third Highest PF, BL
|
||
Lowest Priority BK
|
||
|
||
Objects with higher priority will appear to move in front
|
||
of objects with lower priority. Players will therefore move
|
||
in front of playfield (clouds, walls, etc.).
|
||
|
||
C. Priority Control
|
||
There are two playfield control bits that affect priority,
|
||
one called playfield priority (PFP) (bit 2 of CTRLPF) and
|
||
one called score (bit 1 of CTRLPF). When a one is written
|
||
into the PFP bit the priority assignment is modified as
|
||
shown below.
|
||
|
||
Highest Priority PF, BL
|
||
Second Highest P0, M0
|
||
Third Highest P1, M1
|
||
Lowest Priority BK
|
||
|
||
|
||
Players will then move behind playfield (clouds, wall,
|
||
etc.). When a one is written into the score control bit,
|
||
the playfield is forced to take the color-lum of player 0
|
||
in the left half of the screen and player 1 in the right
|
||
half of the screen. This is used when displaying score and
|
||
identifies the score with the correct player. The priority
|
||
encoder produces 4 register select lines shown in figure 3)
|
||
that are mutually exclusive. These 4 lines select either
|
||
background, player 0, player 1 or playfield, and only one
|
||
of them can be true at a time.
|
||
|
||
9 Color Luminance Registers
|
||
|
||
A. Description
|
||
There are four registers (shown in figure 3) that contain
|
||
color-lum codes. Four bits of color code and three its of
|
||
luminance code may be written into each of these registers
|
||
(COLUP0, COLUP1, COLUPF, COLUBK) by the microprocessor at
|
||
any time. These codes (representing 16 color values and 8
|
||
luminance values) are given in the Detailed Address List.
|
||
|
||
B. Multiplexing
|
||
The serial graphics output from all six objects is examined
|
||
by the priority encoder which activates one of the four
|
||
select lines into a 4 x 7 multiplexer. This multiplexer
|
||
(shown in figure 3) then selects one of the four color-lum
|
||
registers as a 7 line output. Three of these lines are
|
||
binary coded luminosity and go directly to chip output
|
||
pads. The other four lines go to the color phase shifter.
|
||
|
||
10. Color Phase Shifter
|
||
|
||
This portion of the chip (shown in figure 3) produces a
|
||
reference color output (color burst) during horizontal
|
||
blank and then during the unblanked portion of the line it
|
||
produces a color output shifted in phase with respect to
|
||
the color burst. The amount of phase shift determines the
|
||
color and is selected by the four color code lines from the
|
||
Color-lum multiplexer. Binary code 0 selects no color.
|
||
Code 1 selects gold (same phase as color burst). Codes 2
|
||
(0010) through 15 (1111) shift the phase from zero through
|
||
almost 360 degrees allowing selection of 15 total colors
|
||
around the television color wheel.
|
||
|
||
11. Audio Circuits
|
||
|
||
Two audio circuits are incorporated on this chip. They are
|
||
identical and completely independent, although their
|
||
outputs could be combined externally into one speaker.
|
||
Each audio circuit consists of parts described below, and
|
||
in figure 7.
|
||
|
||
A. Frequency Select
|
||
Clock pulses (at approximately 30 KHz) from the horizontal
|
||
sync counter pass through a divide by N circuit which is
|
||
controlled by the output code from a five bit frequency
|
||
register (AUDF). This register can be loaded (written) by
|
||
the microprocessor at any time, and causes the 30 KHz
|
||
clocks to be divided by 1 (code 00000) through 32 (code
|
||
11111). This produces pulses that are digitally adjustable
|
||
from approximately 30 KHz to 1 KHz and are used to clock
|
||
the noise-tone generator.
|
||
|
||
B. Noise-Tone Generator
|
||
This circuit contains a nine bit shift counter which may be
|
||
controlled by the output code from a four bit audio control
|
||
register(AUDC), and is clocked by the frequency select
|
||
circuit. The control register can be loaded by the
|
||
microprocessor at any time, and selects different shift
|
||
counter feedback taps and count lengths to produce a
|
||
variety of noise and tone qualities.
|
||
|
||
C. Volume Select
|
||
The shift counter output is used to drive the audio output
|
||
pad through four driver transistors that are graduated in
|
||
size. Each transistor is twice as large as the previous one
|
||
and is enable by one bit from the audio volume register
|
||
(AUDV). This audio volume register may be loaded by the
|
||
microprocessor at any time. As binary codes 0 through 15
|
||
are loaded, the pad drive transistors are enabled in a
|
||
binary sequence. The shift counter output therefore can
|
||
pull down on the audio output pad with 16 selectable
|
||
impedance levels.
|
||
|
||
|
||
|
||
|
||
Figure 1. Vertical Delay
|
||
|
||
|
||
|
||
|
||
|
||
|
||
Figure 2. Synchronization
|
||
|
||
|
||
|
||
Figure 3. Color-Luminance
|
||
|
||
|
||
|
||
|
||
Figure 4. Typical Horizontal Motion Circuit
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
Figure 5. Playfield Graphics
|
||
|
||
|
||
|
||
|
||
|
||
Figure 6. Collision Detection
|
||
|
||
|
||
|
||
|
||
|
||
|
||
Figure 7. Audio Circuit
|
||
|
||
|
||
|
||
|
||
|
||
Figure 8. Input Ports
|
||
|
||
|
||
|
||
|
||
|
||
Figure 9. Game System
|
||
|
||
|
||
|
||
Write Address Detailed Functions
|
||
|
||
|
||
WSYNC (wait for sync)
|
||
This address halts microporcessor by clearing RDY latch to
|
||
zero. RDY is set true again by the leading edge of
|
||
horizontal blank.
|
||
|
||
Data bits not used
|
||
|
||
|
||
RSYNC (reset sync)
|
||
This address resets the horizontal sync counter to define
|
||
the beginning of horizontal blank time, and is used in chip
|
||
testing.
|
||
|
||
Data bits not used
|
||
|
||
|
||
VSYNC
|
||
This address controls vertical sync time by writing D1 into
|
||
the VSYNC latch
|
||
|
||
D1 [1 = start vert sync, 0 = stop vertical sync]
|
||
|
||
VBLANK
|
||
This address controls vertical blank and the latches and
|
||
dumping transistors on the input ports by writing into bits
|
||
D7, D6 and D1 of the VBLANK register.
|
||
|
||
D1 [ 1 = start vert. blank, 0 = stop vert. blank]
|
||
D6 [ 1 = Enable I4 I5 latches, 0 = disable I4 I5 latches]
|
||
D7 [ 1 = dump I6I1I2I3 ports to ground, 0 = remove dump
|
||
path to ground]
|
||
Note : Disable latches (D6 = 0) also resets latches to
|
||
logic true
|
||
|
||
PJ0 (PF1, PF2)
|
||
These addresses are used to write into playfield registers
|
||
|
||
|
||
PLAYFIELD REGISTERS SERIAL OUTPUT
|
||
|
||
1 horizontal line ( 160 clocks)
|
||
Playfield
|
||
Reflect Control
|
||
PF0 PF1 PF2 PF0 PF1 PF2
|
||
|
||
center
|
||
|
||
PF0 PF1 PF2 PF2 PF1
|
||
PF0
|
||
|
||
each bit = 4 clocks
|
||
|
||
CTRLPF
|
||
This address is uded to write into the playfield control
|
||
register (a logic 1 causes action as described below)
|
||
|
||
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
|
||
D5 D4 Width
|
||
0 0 1 clock
|
||
0 1 2 clocks
|
||
1 0 4 clocks
|
||
1 1 8 clocks
|
||
|
||
NUSIZ0 (NUSIZ1)
|
||
These addresses control the number and size of players and
|
||
missiles.
|
||
|
||
Missile Size D5 D4 Width
|
||
0 0 1 clock
|
||
0 1 2 clocks
|
||
1 0 4 clocks
|
||
1 1 8 clocks
|
||
|
||
Player-Missile number & player size
|
||
|
||
1/2 television line (80 clocks)
|
||
8 clocks per square
|
||
|
||
|
||
RESP0 (RESP1, RESM0, RESM1, RESBL)
|
||
These addresses are used to reset players, missiles and the
|
||
ball. The object will begin its serial graphics at the
|
||
time of a horizontal line at which the reset address
|
||
occurs.
|
||
|
||
No data bits are used
|
||
|
||
|
||
RESMP0 (RESMP1)
|
||
These addresses are used to reset the hoiz. location of a
|
||
missile to the center of it<69>s corresponding player. As
|
||
long as this control bit is true (1) the missile will
|
||
remain locked to the center of it<69>s player and the missile
|
||
graphics will be siddabled. When a zero is written into
|
||
this location, the missile is enabled, and can be moved
|
||
independently from the player.
|
||
|
||
D1 = RESMP (missile-player reset)
|
||
HMOVE
|
||
This address causes the horizontal motion register values
|
||
to be acted upon during the horizontal blank time in which
|
||
it occurs. It must occur at the beginning of horiz. blank
|
||
in order to allow time for generation of extra clock pulses
|
||
into the horizontal position counters if motion is desired
|
||
this command must immediately follow a WSYNC command in the
|
||
program.
|
||
|
||
No data bits are used
|
||
|
||
|
||
HMCLR
|
||
This address clears all horizontal motion registers to zero
|
||
(no motion)
|
||
|
||
No data bits are used
|
||
|
||
|
||
HMP0 (HMP1, HMM0, HMM1, HMBL)
|
||
These addresses write data (horizontal motion values) into
|
||
the horizontal motion registers. These registers will
|
||
cause horizontal motion only when commanded to do so by the
|
||
horiz. move command HMOVE.
|
||
The motion values are coded as shown below :
|
||
|
||
D7 D6 D5 D4
|
||
0 1 1 1 +7
|
||
0 1 1 0 +6
|
||
0 1 0 1 +5 Move left
|
||
0 1 0 0 +4 indicated number
|
||
0 0 1 1 +3 of clocks
|
||
0 0 1 0 +2
|
||
0 0 0 1 +1
|
||
0 0 0 0 0 No Motion
|
||
1 1 1 1 -1
|
||
1 1 1 0 -2
|
||
1 1 0 1 -3
|
||
1 1 0 0 -4 move right
|
||
1 0 1 1 -5 indicated number
|
||
1 0 1 0 -6 of clocks
|
||
1 0 0 1 -7
|
||
1 0 0 0 -8
|
||
|
||
WARNING : These motion registers should not be modified
|
||
during the 24 computer cycles immediately following an
|
||
HMOVE command. Unpredictable motion values may result.
|
||
ENAM0 (ENAM1, ENABL)
|
||
These addresses write D1 into the 1 bit missile or ball
|
||
graphics registers.
|
||
|
||
D1 - [0 = dissables object, 1 = enables object]
|
||
|
||
|
||
GRP0 (GRP1)
|
||
These addresses write data into the player graphics
|
||
registers.
|
||
|
||
Note: serial output begins with D7, unless REFP0 (REFP1) =
|
||
1
|
||
|
||
REFP0 (REFP1)
|
||
These addesses write D3 into the 1 bit player reflect
|
||
registers
|
||
|
||
D3 - [ 0 = no reflect, D7 of GRP on left, 1 = reflect, D0
|
||
of GRP on left]
|
||
|
||
VDELP0 (VDELP1, VDELBL)
|
||
These addresses write D0 into the 1 bit vertical delay
|
||
registers, to delay players or ball by one vertical line.
|
||
|
||
D0 - [0 = no delay, 1 = delay]
|
||
|
||
CXCLR
|
||
This adderess clears all collision latches to zero (no
|
||
collision)
|
||
|
||
No data bits are used
|
||
|
||
COLUP0 (COLUP1, COLUPF, COLUBK)
|
||
These addresses write data into the player, playfield, adn
|
||
background color-luminance registers
|
||
|
||
COLOR D7 D6 D5 D4 D3 D2 D1 LUM
|
||
grey - gold 0 0 0 0 0 0 0 black
|
||
0 0 0 1 0 0 1 dark grey
|
||
orange, brt-0 0 1 0 0 1 0
|
||
org
|
||
0 0 1 1 0 1 1 grey
|
||
pink - 0 1 0 0 1 0 0
|
||
purple
|
||
0 1 0 1 1 0 1
|
||
purp-blue, 0 1 1 0 1 1 0 light gret
|
||
blue
|
||
0 1 1 1 1 1 1 white
|
||
blue - lt. 1 0 0 0
|
||
blue
|
||
1 0 0 1
|
||
torq. - 1 0 1 0
|
||
grn. blue
|
||
1 0 1 1
|
||
grn. - yel. 1 1 0 0
|
||
grn.
|
||
1 1 0 1
|
||
org. grn - 1 1 1 0
|
||
lt org.
|
||
1 1 1 1
|
||
|
||
AUDF0 (AUDF1)
|
||
These addresses write data into the audio frequency divider
|
||
registers.
|
||
|
||
D4 D3 D2 D1 D0 30KHz divided
|
||
by
|
||
0 0 0 0 0 no division
|
||
0 0 0 0 1 divide by 2
|
||
0 0 0 1 0 divide by 3
|
||
.. .. .. .. .. ...
|
||
. . . . .
|
||
1 1 1 1 0 divide by 31
|
||
1 1 1 1 1 divide by 32
|
||
|
||
AUDC0 (AUDC1)
|
||
These addresses write data into the audio control registers
|
||
which control the noise content and additional division of
|
||
the audio output.
|
||
|
||
D3 D2 D1 D0 Type of noise
|
||
or division
|
||
0 0 0 0 set to 1
|
||
0 0 0 1 4 bit poly
|
||
0 0 1 0 div 15 -> 4
|
||
bit poly
|
||
0 0 1 1 5 bit poly ->
|
||
4 bit poly
|
||
0 1 0 0 div 2 : pure
|
||
tone
|
||
0 1 0 1 div 2 : pure
|
||
tone
|
||
0 1 1 0 div 31 : pure
|
||
tone
|
||
0 1 1 1 5 bit poly ->
|
||
div 2
|
||
1 0 0 0 9 bit poly
|
||
(white noise)
|
||
1 0 0 1 5 bit poly
|
||
1 0 1 0 div 31 : pure
|
||
tone
|
||
1 0 1 1 set last 4
|
||
bits to 1
|
||
1 1 0 0 div 6 : pure
|
||
tone
|
||
1 1 0 1 div 6 : pure
|
||
tone
|
||
1 1 1 0 div 93 : pure
|
||
tone
|
||
1 1 1 1 5 bit poly div
|
||
6
|
||
|
||
|
||
AUDV0 (AUDV1)
|
||
These addresses write data into the audio volume registers
|
||
which set the pull down impedance driving the audio output
|
||
pads.
|
||
|
||
D3 D2 D1 D0 Audio Output
|
||
Pull down
|
||
current
|
||
0 0 0 0 No output
|
||
current
|
||
0 0 0 1 lowest
|
||
0 0 1 0
|
||
.. .. .. ..
|
||
. . . .
|
||
1 1 1 0
|
||
1 1 1 1 highest
|
||
|
||
|
||
WRITE ADDRESS SUMMARY
|
||
6 bit Address 7 6 5 4 3 2 1 0 Function
|
||
addres Name
|
||
s
|
||
00 VSYNC 1 vertical sync set-clear
|
||
01 VBLANK 1 1 1 vertical blank set-
|
||
clear
|
||
02 WSYNC s t r o b e wait for leading edge
|
||
of horizontal blank
|
||
03 RSYNC s t r o b e reset horizontal sync
|
||
counter
|
||
04 NUSIZ0 1 1 1 1 1 1 number-size player-
|
||
missile 0
|
||
05 NUSIZ1 1 1 1 1 1 1 number-size player-
|
||
missile 1
|
||
06 COLUP0 1 1 1 1 1 1 1 color-lum player 0
|
||
07 COLUP1 1 1 1 1 1 1 1 color-lum player 1
|
||
08 COLUPF 1 1 1 1 1 1 1 color-lum playfield
|
||
09 COLUBK 1 1 1 1 1 1 1 color-lum background
|
||
0A CTRLPF 1 1 1 1 1 control playfield ball
|
||
size & collisions
|
||
0B REFP0 1 reflect player 0
|
||
0C REFP1 1 reflect player 1
|
||
0D PF0 1 1 1 1 playfield register byte
|
||
0
|
||
0E PF1 1 1 1 1 1 1 1 1 playfield register byte
|
||
1
|
||
0F PF2 1 1 1 1 1 1 1 1 playfield register byte
|
||
2
|
||
10 RESP0 s t r o b e reset player 0
|
||
11 RESP1 s t r o b e reset player 1
|
||
12 RESM0 s t r o b e reset missile 0
|
||
13 RESM1 s t r o b e reset missile 1
|
||
14 RESBL s t r o b e reset ball
|
||
15 AUDC0 1 1 1 1 audio control 0
|
||
16 AUDC1 1 1 1 1 1 audio control 1
|
||
17 AUDF0 1 1 1 1 1 audio frequency 0
|
||
18 AUDF1 1 1 1 1 audio frequency 1
|
||
19 AUDV0 1 1 1 1 audio volume 0
|
||
1A AUDV1 1 1 1 1 audio volume 1
|
||
1B GRP0 1 1 1 1 1 1 1 1 graphics player 0
|
||
1C GRP1 1 1 1 1 1 1 1 1 graphics player 1
|
||
1D ENAM0 1 graphics (enable)
|
||
missile 0
|
||
1E ENAM1 1 graphics (enable)
|
||
missile 1
|
||
1F ENABL 1 graphics (enable) ball
|
||
20 HMP0 1 1 1 1 horizontal motion
|
||
player 0
|
||
21 HMP1 1 1 1 1 horizontal motion
|
||
player 1
|
||
22 HMM0 1 1 1 1 horizontal motion
|
||
missile 0
|
||
23 HMM1 1 1 1 1 horizontal motion
|
||
missile 1
|
||
24 HMBL 1 1 1 1 horizontal motion ball
|
||
25 VDELP0 1 vertical delay player 0
|
||
26 VDEL01 1 vertical delay player 1
|
||
27 VDELBL 1 vertical delay ball
|
||
28 RESMP0 1 reset missile 0 to
|
||
player 0
|
||
29 RESMP1 1 reset missile 1 to
|
||
player 1
|
||
2A HMOVE s t r o b e apply horizontal motion
|
||
2B HMCLR s t r o b e clear horizontal motion
|
||
registers
|
||
2C CXCLR s t r o b e clear collision latches
|
||
|
||
READ ADDRESS SUMMARY
|
||
|
||
6 bit Address 7 6 5 4 3 2 1 0 Function
|
||
addres Name
|
||
s D7 D6
|
||
0 CXM0P 1 1 read MO P1 M0 P0
|
||
collision
|
||
1 CXM1P 1 1 read M1 P0 M1 P1
|
||
collision
|
||
2 CXP0FB 1 1 read P0 PF P0 BL
|
||
collision
|
||
3 CXP1FB 1 1 read P1 PF P1 BL
|
||
collision
|
||
4 CXM0FB 1 1 read M0 PF M0 BL
|
||
collision
|
||
5 CXM1FB 1 1 read M1 PF M1 BL
|
||
collision
|
||
6 CXBLPF 1 read BL PF unuse
|
||
collision d
|
||
7 CXPPMM 1 1 read P0 P1 M0 M1
|
||
collision
|
||
8 INPT0 1 read pot port
|
||
9 INPT1 1 read pot port
|
||
A INPT2 1 read pot port
|
||
B INPT3 1 read pot port
|
||
C INPT4 1 read input
|
||
D INPT5 1 read input
|
||
Note : I0, I2, I2, I3
|
||
can be grounded under
|
||
software control.
|
||
I4, I5 can be converted
|
||
to latched inputs under
|
||
software control
|
||
|
||
TIA O0..02 AND LUM TIMING
|
||
TIA WRITE TIMING CHARACTERISTICS
|
||
TIA READ TIMING CHARACTERISTICS
|
||
|
||
TIA COMP-SYN AND READY TIMING
|
||
|
||
RSYNC, RES0O, H01, H02, SHB, 02, 0O
|
||
TIA RSYNC AND BLANK AND READY TIMING
|
||
|