EasyManuals Logo

Atari 400 Hardware Manual

Atari 400
113 pages
To Next Page IconTo Next Page
To Next Page IconTo Next Page
To Previous Page IconTo Previous Page
To Previous Page IconTo Previous Page
Page #20 background imageLoading...
Page #20 background image
There
are
six
charcter
map
modes,
IR modes 2
through
7.
Modes
2,6
and 7
are
supported
by
the
OS
and
BASIC
(GRAPHICS
0,1
and
2).
In
IR modes 6
and
7,
the
upper
two
bits
of
each
character
name
select
one
of
four
playfield
colors.
For
each
data
bit
that
contains
a
one,
the
selected
playfield
color
is
displayed.
For
each
zero
data
bit,
the
background
color
is
displayed.
The
four
character
colors
plus
the
background
color
gives
a
total
of
five
different
colors.
the
mode 6
characters
are
eight
lines
high
and
the
mode 7
characters
are
sixteen
lines
high
(each
data
byte
is
displayed
for
two
lines).
In
IR
modes 4
and
5,
each
character
is
only
four
pixels
wide
instead
of
eight
(as
in
the
other
modes).
Two
bits
per
pixel
of
data
are
used
to
select
one
of
three
playfield
colors,
or
background.
Seven~
bits
are
used
to
select
the
character.
If
the
most
significant
name
bit
is
a
zero
then
data
of
10
(binary)
selects
PF1.
If
the
name
bit
7
is
one,
then
data
bits
of
10
select
PF2.
This
makes
it
possible
to
display
two
characters
with
different
colors,
using
the
same
data
but
different
name
bytes.
In
IR modes 2
and
3,
each
pixel
is
half
of
a
color
clock
in
width.
This
makes
it
possible
to
have
forty
eight-pixel-wide
characters
in
a
standard
width
line.
These
modes
are
similar
to
memory mode F
in
that
two
luminances
can
be
displayed,
but
only
one
color
is
available
at
a
time.
In
IR
mode
3,
each
character
is
10
lines
high.
This
makes
it
possible
to
define
lower
case
characters
with
descenders.
The
last
fourth
of
the
character
set
(name
bits
5
and
6
equal
to
one)
is
lowered.
The
hardware
takes
the
first
two
data
bytes
and
moves
them
to
the
bottom
of
the
character,
displaying
two
blank
lines
at
the
top
of
the
character
(see
next
page).
In
IR modes 2
and
3,
bit
7
of
the
character
name
is
used
for
inverse
video
or
blanking.
This
is
controlled
by
CHACTL
(Character
Control).
If
bit
2
of
CHACTL
is
a
one
then
all
of
the
characters
will
be
displayed
upside
down,
regardless
of
mode.
If
CHACTL
bit
1
is
set,
then
each
character
which
has
bit
7
of
its
name
set
will
be
displayed
in
inverse
video
(the
luminances
will
be
reversed).
If
CHACTL
bit
0
is
set,
then
each
character
which
has
bit
7
set
will
be
blanked
(only
background
wil
be
displayed)
.
Characters
can
be
blinked
on and
off
by
setting
name
bit
7
to
1
and
toggling
CHACTL
bit
0.
Inverse
video
and
blank
apply
only
to
IR
modes 2
and
3.
If
both
inverse
video
and
blank
are
set
then
the
character
will
appear
as
an
inverse
video
blank
character
(solid
square).
Hardware
Collision
Detection:
60
bits
of
collision
register
are
provided
to
detect
and
store
overlap
(hits)
between
players,
missiles
and
playfield.
These
collisions
can
be
read
by
the
microprocessor
from
addresses
DOOO
through
DOOF.
There
are
no
bits
for
missile
to
missile
collisions.
16
bits
for
Missile
to
Playfield
16
bits
for
Player
to
Playfield
16
bits
for
Missile
to
Player
12
bits
for
Player
to
Player
(PO
to
PO
always
reads
as
zero,
etc.)
The
1/2
clock
memory
map
mode
(IR
code
1111)
and
the
1/2
clock
Character
mode
(IR
codes
0011
and
0010)
are
both
playfield
type
2
collisions
and
will
be
stored
irr
bit
2
of
the
playfield
collision
registers.
II.15

Other manuals for Atari 400

Questions and Answers:

Question and Answer IconNeed help?

Do you have a question about the Atari 400 and is the answer not in the manual?

Atari 400 Specifications

General IconGeneral
ManufacturerAtari
Model400
TypeHome Computer
Release Year1979
CPUMOS Technology 6502
CPU Speed1.79 MHz
ROM10 KB
Operating SystemAtari OS
KeyboardMembrane keyboard
RAM8 KB (expandable to 48 KB)
GraphicsANTIC and GTIA chips
Sound4 channels
DisplayRF output for connection to TV
StorageOptional cassette tape drive or floppy disk drive
PortsCartridge
Display Resolution320x192 (16 colors)

Related product manuals