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Atari 800

Atari 800
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There
are
a
total
of
four
players
and
four
missiles.
The
four
missiles
may
be
grouped
together
and
used
as
a
5th
player.
These
objects
are
positioned
horizontally
by
8
horizontal
position
registers
(HPOS
(X)).
These
registers
may
be
reloaded
at
any
time
by
the
proces-
sor,
allowing
an
object
to
be
replicated
many
times
across
a
horizontal
TV
line.
The
shape
of
a
player-missile
is
determined
by
the
data
in
its
graphics
register
(GRAF
(X)).
Players
have
independent
8
bit
graphics
registers.
The
four
missiles
have
2
bit
registers
(located
within
one
address).
These
registers
may
also
be
reloaded
at
any
time
by
the
processor,
although
they
are
usually
changed
during
horizontal
blank
time.
The
data
in
each
graphics
register
is
placed
on
the
display
whenever
the
horizontal
sync
counter
equals
the
corresponding
horizon-
tal
position
register.
The same
data
will
be
displayed
every
line
unless
the
graphic
registers
are
reloaded
with
new
data.
The
player-missile
graphic
registers
may
be
reloaded
by
the
micro-
processor
(GRAF
(X)),
or
automatically
from
memory
with
direct
memory
access
(DMA)
(see
figure
II.3).
The
programmer
must
place
the
object
graphics
in
memory,
write
the
player-missile
base
address
(PMBASE),
and
enable
player-missile
DMA
(DMACTL,
GRACTL).
The
transfer
of
object
graphics
from
memory
to
display
is
then
fully
automatic.
PMBASE
specifies
the
most
significant
byte
(MSB)
of
the
address
of
the
player-missile
graphics.
The
location
of
the
graphics
for
each
object
is
determined
by
adding
an
offset
to
PMBASE
*256
(decimal).
The
bytes
between
the
base
address
and
the
missile
data
are
not
used
by
Antic,
so
they
are
available
to
the
programmer.
Only
the
five
most
significant
bits
of
PMBASE
are
used
with
single-line
resolution
and
the
six
most
significant
bits
are
used
with
two-line
resolution.
This
means
that
the
location
of
the
graphics
in
memory
is
restricted
to
certain
page
boundaries.
Two-line
resolu-
tion
means
that
each
byte
of
data
is
repeated
for
two
lines.
(see
DMACTL,
bit
4).
640
(decimal)
bytes
(5X128)
are
required
for
two-line
resolution
and
1280
bytes
(Sx256)
for
one-line
resolution.
Each
byte
in
the
player
graphics
area
represents
eight
pixels
which
are
to
be
displayed
on
the
corresponding
line(s)
of
the
TV
screen.
A
1
indicates
that
the
player's
color-lum
is
to
be
displayed
in
that
pixel.
The
graphics
may
be
anything,
not
just
rectangles
like
the
ones
in
figure
II.3.
The
player
graphics
may
fill
the
entire
height
of
the
screen
or
they
may
be
only
a
couple
of
lines
high
if
the
rest
of
the
display
data
is
all
O's.
Each
byte
in
the
mis$ile
display
also
r
epresents
eight
pixels,
two
pixels
for
each
missile.
Each
pixel
may
be
1,
2,
or
4
color
clocks,
and
is
determined
by
the
SIZE
registers.
Plavfield:
Playfield
is
always
generated
by
DMA.
There
are
four
playfields,
each
identified
by
its
own
color-lum
register
and
collision
detection.
Playfield
is
generated
by
two
different
DMA
techniques:
memory
map
and
character.
Both
methods
provide
lists
of
instructions
in
memory,
independent
of
the
player-missile
generation.
rr.s

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