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Atari 400 Hardware Manual

Atari 400
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In
order
to
begin
this
DMA
the
main
microprocessor
must
store
a
display
list
of
instructions
in
memory,
store
data
to
be
displayed
in
memory,
tell
the
ANTIC
where
the
display
list
is
(initialize
the
display
list
point'er)
and
enable
the
DMA
control
flags
on
the
ANTIC
(DMACTL
register).
In
addition
to
the
playfield
DMA
described
above,
the
ANTIC
chip
simultaneously
controls
another
DMA
channel.
This
type
of
DMA
addresses
PLAYER-MISSILE
graphics
data
stored
in
memory
and
passes
the
graphics
data
on
to
the
CTIA
chip
graphics
registers.
This
type
of
DMA
(if
enabled)
occurs
automatically,
interspersed
with
the
playfield
DMA
described
previously.
This
PLAYER-MISSILE
DMA
has
no
display
list
or
instructions,
and
is
therefore
much
simpler
than
the
PLAYFIELD
DMA.
In
addition
to
the
two
types
of
display
DMA,
the
ANTIC
chip
also
generates
DMA
addresses
for
the
refresh
of
the
dynamic
memory
RAM
used
in
this
system.
This
is
also
completely
automatic
and
need
be
consider-
ed
by
the
programmer
only
if
he
is
concerned
with
real-time
programming
where
an
exact
count
of
the
computer
cycles
is
important.
Color-luminance:
A
color-luminance
register
is
used
on
the
CTIA
chip
for
each
Player-Missile
and
Playfield
type.
Each
color-lum
register
is
loaded
by
the
microprocessor
with
a
code
representing
the
desired
color
and
luminance
of
its
corresponding
Player-Missile
or
Playfield
type.
As
the
serial
data
passes
through
the
CTIA
chip
it
is
"impressed"
with
the
color
and
luminance
values
contained
in
these
registers,
before
being
sent
to
the
TV
display.
In
areas
of
the
screen
where
there
are
no
objects
the
background
color
(COLBK)
is
displayed.
The
CTIA
also
does
collision
detection
(to
be
described
later).
Priority:
When
moving
objects,
such
as
players
and
missiles,
overlap
on
the
TV
screen
(with
each
other
or
with
Playfield)
a
decision
must
be
made
as
to
which
object
shows
in
front
of
the
other.
Objects
which
appear
to
pass
in
front
of
other
·s
are
said
to
have
Priority
over
them.
Priority
is
assigned
to
all
objects
by
the
CTIA
chip
before
the
serial
data
from
each
object
is
combined
with
the
other
objects
and
sent
to
the
TV
screen.
The
priority
of
objects
can
be
controlled
by
the
microprocessor
by
writing
into
the
control
register
PRIOR. The
functions
of
the
bits
in
this
register
are
given
in
the
table
in
the
PRIOR
register
description
in
section
III.
Players
and
Missiles:
The
players
and
missiles
are
small
objects
which
can
be
moved
quickly
in
the
horizontal
direction
by
changing
their
position
registers.
They
are
called
players
and
missiles
because
they
were
originally
designed
to
be
used
in
games
for
objects
such
as
airplanes
and
bullets.
However,
there
are
many
other
possible
applications
for
them.
The
four
player-missile
color
registers,
in
conjunction
with
the
four
playfield
color
registers
and
the
background
color
register,
make
it
possible
to
display
9
different
colors
at
the
same
time.
II.3

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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)

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