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Atari 400 Hardware Manual

Atari 400
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Use
of
Player/Missile
Graphics
with
BASIC,
cont.
4.
Each
player
(and
its
missile)
has
a
color
register
which
determines
its
color.
These
registers
can
be
controlled
by
poking
to
the
following
locations:
ADDRESS
704
705
706
707
711
COLOR
OF
P/M 0
P/M
1
P/M 2
P/M 3
fifth
player
(if
enabled)
Thus
a
POKE
706,200
will
color
player
2
green.
5.
The P/M
bit
information
(those
bytes
which
actually
describe
the
shape
of
the
playe~)
must
be
stored
in
an
area
where
it
will
not
interfere
with
BASIC
or
the
operating
system.
It
must
also
start
at
a
2K
memory
boundary
if
single
line
resolution
players
are
used,
or
a lK
boundary
for
double
line
resolution
players.
6.
The
page
number
{i.e.
number
of
256
byte
sections
of
memory)
for
the
starting
address
of
the
P/M
information
obtained
in
step
5
is
poked
into
location
54279.
7.
Enable
the
P/M
DMA
by a
POKE
53277,3.
8.
The
starting
address
of
each
player
is
obtained
by
multiplying
the
number
obtained
in
step
6 by 256
and
then
adding
the
offset
indicated
in
P/M memory
configuration
table.
9.
The
vertical
position
of
the
player
is
determined
by
its
location
in
memory.
After
the
initial
offset
is
obtained
in
step
8,
its
height
may
be
defined.
Its
range
on
the
playfield
is
from
32
to
223
in
single
line
resolution
and
from
16
to
111
in
double
line
resolution.
By
adding
the
desired
height
to
the
initial
offset,
the
absolute
address
of
each
player
is
found.
The
appropriate
bit
information
for
the
player
can
now
be
poked
into
this
address.
A-2-

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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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