6967:'s. A Player is an 8-bit value or pattern at a specified horizontal position which automatically repeats for each scan line or until the pattern is changed in the register. Missiles are 2-bits wide and share one pattern register, so that four, 2-bit wide values occupy the 8-bit wide pattern register, but each missile has an independent horizontal position and size. Player/Missile objects extend the height of the display including the screen border. That is, the default implementation of Player/Missile graphics by CTIA/GTIA is a stripe down the screen. While seemingly limited this method facilitates Player/Missile graphics use as alternate colored vertical borders or separators on a display, and when priority values are set to put Player/Missile pixels behind playfield pixels they can be used to add additional colors to a display. All Players and Missiles set at maximum width and placed side by side can cover the entire normal width Playfield.
7001:
Player or
Missile bitmap, or by rotating the entire Player/Missile bitmap (128 or 256 bytes). The worst case rotation of the entire bitmap is still quite fast in 6502 machine language, even though the 6502 lacks a block-move instruction found in the 8080. Since the sprite is exactly 128 or 256 bytes long, the indexing can be easily accommodated in a byte-wide register on the 6502. Atari BASIC lacks a high speed memory movement command and moving memory using BASIC PEEK()s and POKE(s) is painfully slow. Atari BASIC programs using Player/Missile graphics have other options for performing high speed memory moves. One method is calling a short machine language routine via the USR() function to perform the memory moves. Another option is utilizing a large string as the Player/Missile memory map and performing string copy commands which result in memory movement at machine language speed.
371:
up to 16 colors, two-color clock wide pixels. This feature was ready before the computers' November 1979 debut, but was delayed so much in the development cycle that Atari had already ordered a batch of about 100,000 CTIA chips with the graphics modes missing. Not wanting to throw away the already-produced chips, the company decided to use them in the initial release of the Atari 400 and 800 models in the US market. The CTIA-equipped computers, lacking the 3 extra color modes, were shipped until
October–November 1981. From this point, all new Atari units were equipped with the new chip, now called GTIA, that supported the new color interpretation modes.
4498:
ordinarily COLPF2. Therefore, where
Players/Missiles and Fifth Player have priority over COLPF2 the COLPF1 glyph/graphics pixels use the color component of the highest priority color (Player or Missile), and the luminance component of COLPF1. This behavior is consistent where Player/Missile priority conflicts result in true black for the "background". In summary, the color CTIA/GTIA finally determines to use "behind" the high-res pixel is then used to "tint" the COLPF1 foreground glyph/graphics pixels.
547:
325:
updated. Work on what would become the CTIA started in 1977, and aimed at delivering a system with twice the resolution and twice the number of colours. Moreover, by varying the number of colours in the playfield, much higher resolutions up to 320 pixels horizontally could be supported. Players and missiles were also updated, including four 8-bit players and four 2-bit missiles, but also allowing an additional mode to combine the four missiles into a fifth player.
7099:
for actual text, and so these graphics modes are not popular outside of demos. Effective use of the GTIA color interpretation feature with text modes requires a carefully constructed character set treating characters as pixels. This method allows display of an apparent GTIA "high resolution" graphics mode that would ordinarily occupy 8K of RAM to instead use only about 2K (1K for the character set, and 1K for the screen RAM and display list.)
5772:
3. Where
Playfield 0 or 1 pixels intersect any Player pixel the result displayed is the Playfield pixel. However, if the Fifth player also intersects the same location, its value is shown over the Playfield causing it to appear as if Playfield 3 has the highest priority. If the Playfield 0 or 1 pixel is removed from this intersection then the Fifth Player's pixel has no Playfield pixel to override and so also falls behind the Player pixels.
363:
7265:
7043:— This mode allows 9 colors of indirection per horizontal line in any hue and luminance from the entire Atari palette of 128 colors. This is accomplished using all the Player/Missile and Playfield color registers for the Playfield pixels. In this mode the background color is provided by color register COLPM0 while COLBAK is used for Playfield pixel value $ 8. This mode is accessible in Atari BASIC as Graphics 10,
6170:
glyph/graphics pixels use the color component of highest priority color (Playfield, Player, or
Missile), and the luminance component of COLPF1. Note that this behavior is also consistent where Player/Missile priority conflicts result in true black for the "background". In effect, the color value CTIA/GTIA finally uses for the "background" color "tints" the COLPF1 foreground glyph/graphics pixels.
5776:
Playfield 2 and 3 pixels. Additionally, when the Multi-Color Player option is used the resulting merged
Players' color can also mix with the Playfield producing more colors. When all color merging possibilities are considered, the CTIA/GTIA hardware can output 23 colors per scan line. Starting with the background color as the first color, the remaining 22 colors and color merges are possible:
25:
181:
109:
66:
4228:
contain hardware registers that set the values used for colors, and the pixels' information refer to these registers. The palette on the Atari is 8 luminance levels of 16 colors for a total 128 colors. The color indirection flexibility allows a program to tailor the screen's colors to fit the purpose of the program's display.
3622:
line 8 through line 247. Player/Missile data outside of these coordinates are not rendered and will not register collisions. An object can be partially within the horizontal blank. The objects' pixels that fall outside of the horizontal blank are within the visible portion of the display and can still register collisions.
5445:
Player/Missile graphics (without the fifth Player option) display properly in this mode, however collision detection with the
Playfield is disabled. Playfield priority is always on the bottom. When the Missiles are switched to act as a fifth Player then where the Missile objects overlap the Playfield
5340:
Player/Missile graphics (without the fifth Player option) display properly in this mode, however collision detection with the
Playfield is disabled. Playfield priority is always on the bottom. When the Missiles are switched to act as a fifth Player then where the Missile objects overlap the Playfield
3641:
Because collisions are only a single bit, collisions are quite obviously not additive. No matter how many times and different locations a collision between pixels occurs within one frame there is only 1 bit to indicate there was a collision. A set collision bit informs a program that it can examine
3621:
Player/Missile collisions can only occur when Player/Missile object pixels occur within the visible portions of the display. Player/Missile objects are not rendered during the horizontal blank or the vertical blank. The range of visible color clocks is 34 to 221, and the visible scan lines range from
3614:
Obscured intersections will also register collisions. If a Player object priority is behind a
Playfield color register and another Player object priority is higher (foreground) than the Playfield, and the foreground Player pixels obscure both the Playfield and the Player object behind the Playfield,
3610:
The actual color value of an object is not considered. If Player, Missile, Playfield, and
Background color registers are all the same value making the objects effectively "invisible", the intersections of objects will still register collisions. This is useful for making hidden or secret objects and
786:
CTIA/GTIA provides 54 Read/Write registers controlling Player/Missile graphics, Playfield colors, joystick triggers, and console keys. Many CTIA/GTIA register addresses have dual purposes performing different functions as a Read vs a Write register. Therefore, no code should read Hardware registers
370:
The original design of the CTIA chip also included three additional color interpretations of the normal graphics modes. This feature provides alternate expressions of ANTIC's high-resolution graphics modes presenting 1 bit per pixel, 2 colors with one-half color clock wide pixels as 4 bits per pixel,
6846:
Bit3 controls the internal speaker of the Atari 800/400. In later models the console speaker is removed and the sound is mixed with the regular POKEY audio signals for output to the monitor port and RF adapter. The Atari OS uses the console speaker to output the keyboard click and the bell/buzzer
4497:
ANTIC Text modes 2 and 3, and Map mode F behave differently with Player/Missile graphics from the other modes. COLPF1 used for the glyph or graphics pixels always has the highest priority and cannot be obscured by Players or Missiles. The color of COLPF1 always comes from the "background" which is
3293:
Each Player is 8 bits (pixels) wide. Where a bit is set, a pixel is displayed in the color assigned to the color register associated to the Player. Where a bit is not set the Player object is transparent, showing Players, Missiles, Playfield pixels, or the background color. Pixel output begins at
5771:
Although the Fifth Player is displayed with the value of COLPF3, its priority is above all Playfield colors. This produces an exception for Priority value $ 8 (Bits 1000). In this mode Playfield 0 and 1 are higher priority than the Players, and the Players are higher priority than Playfield 2 and
790:
This problem is solved for many write registers by Operating System Shadow registers implemented in regular RAM as places to store the last value written to registers. Operating System Shadow registers are copied from RAM to the hardware registers during the Vertical Blank. Therefore, any write to
374:
The original Atari 800/400 operating system supported the GTIA alternate color interpretation modes from the start, which allowed for easy replacement of the CTIA with the GTIA once it was ready. Atari authorized service centers would install a GTIA chip in CTIA-equipped computers free of charge if
7098:
The Antic 2 and 3 text modes are capable of displaying the same color ranges as mode F graphics when using the GTIA's alternate color interpretations. However, since the pixel reduction also applies and turns 8 pixel wide, 2 color text into 2 pixel wide, 16 color blocks these modes are unsuitable
7016:
with the CTIA, and adds 3 color interpretations for the 14 "normal" ANTIC Playfield graphics modes. The normal color interpretation of the CTIA chip is limited, per scanline, to a maximum of 4 colors in Map modes or 5 colors in Text modes (plus 4 colors for Player/Missile graphics) unless special
6996:
The conventional idea of a sprite with an image/pattern that varies vertically is also built into the Player/Missile graphics system. The ANTIC chip includes a feature to perform DMA to automatically feed new pixel patterns to CTIA/GTIA as the display is generated. This can be done for each scan
5550:
PRIOR bits 3 to 0 provide four Player/Missile and Playfield priority values that determine which pixel value is displayed when Player/Missile objects pixels and Playfield pixels intersect. The four values provide specific options listed in the Priority chart below. "PM" mean normal Player/Missile
5239:
and CTIA/GTIA discussion unless otherwise noted. GTIA includes three alternate color interpretations modes for Playfield data. These modes work by pairing adjacent color clocks from ANTIC, thus the pixels output by GTIA are always two color clocks wide. Although these modes can be engaged while
3606:
CTIA/GTIA has 60 bits providing automatic detection of collisions when Player, Missile, and Playfield pixels intersect. A single bit indicates a non-zero pixel of the Player/Missile object has intersected a pixel of a specific color register. There is no collision registered for pixels rendered
794:
Some Write registers do not have corresponding Shadow registers. They can be safely written by an application without the value being overwritten during the vertical blank. If the application needs to know the last state of the register then it is the responsibility of the application to remember
324:
Atari initially estimated that the 2600 would have short market lifetime of three years when it was designed in 1976, which meant the company would need a new design by 1979. Initially this new design was simply an updated 2600-like game console, and was built around a similar basic design, simply
7027:
color clock pixels (that is, Antic text modes 2, 3, and graphics mode F) are capable of fully expressing the color palettes of these 3 new color interpretations. The three additional color interpretations use the information in two color clocks (four bits) to generate a pixel in one of 16 color
7000:
Moving the Player/Missile objects horizontally is as simple as changing a register in the CTIA/GTIA (in Atari BASIC, a single POKE statement moves a player or missile horizontally). Moving an object vertically is achieved by either block moving the definition of the glyph to a new location in the
6513:
The joystick trigger registers report the pressed/not pressed state in real-time. If a program's input polling may not be frequent enough to catch momentary joystick button presses, then the triggers can be set to lock in the closed/pressed state and remain in that state even after the button is
4227:
All Player/Missile objects' pixels and all Playfield pixels in the default CTIA/GTIA color interpretation mode use indirection to specify color. Indirection means that the values of the pixel data do not directly specify the color, but point to another source of information for color. CTIA/GTIA
345:
As a result of these changes, the new chips provide greatly improved number and selection of graphics modes over the TIA. Instead of a single playfield mode with 20 or 40 bits of resolution, the CTIA/ANTIC pair can display six text modes and eight graphics modes with various resolutions and color
6850:
The Operating System sets the speaker bit during the Vertical Blank routine. Repeatedly writing 0 to the bit will produce a 60 Hz buzzing sound as the Vertical Blank resets the value. Useful tones can be generated using 6502 code effectively adding a fifth audio channel, albeit a channel
6509:
register that direct ANTIC to send Player data and Missile data. GRACTL's Bit 0 corresponds to DMACTL's Bit 2, enabling transfer of Missile data. GRACTL's Bit 1 corresponds to DMACTL's Bit 3, enabling transfer of Player data. These bits must be set for GTIA to receive Player/Missile data from
5254:
The color interpretation control is a global function of GTIA affecting the entire screen. GTIA is not inherently capable of mixing on one display the various GTIA color interpretation modes and the default CTIA mode needed for most ANTIC Playfields. Mixing color interpretation modes requires
2303:
Player/Missile pixels are only rendered within the visible portions of the GTIA's pixel engine. Player/Missile objects are not rendered during the horizontal blank or the vertical blank. However, an object can be partially within the horizontal blank. The objects' pixels that fall outside of the
311:
The key to the TIA system, and the 2600's low price, was that the system implemented only enough memory to draw a single line of the display, all of which held in registers. To draw an entire screen full of data, the user code would wait until the television display reached the right side of the
5462:
enables Multi-Color Player objects. Where pixels of two Player/Missile objects overlap a third color appears. This is implemented by eliminating priority processing between pairs of Player/Missile objects resulting in CTIA/GTIA performing a bitwise OR of the two colored pixels to output a new
307:
that could be copied or mirrored on the right half of the screen to make what was effectively a 40-bit display. Each location could be displayed in one of four colors, from a palette of 128 possible colors. The TIA also included several other display objects, the "players" and "missiles". These
7094:
Of these modes, Atari BASIC Graphics 9 is particularly notable. It enables the Atari to display gray-scale digitized photographs, which despite their low resolution were very impressive at the time. Additionally, by allowing 16 shades of a single hue rather than the 8 shades available in other
5775:
When the Priority bits are all 0 a different effect occurs—Player and Playfield pixels are logically OR'd together in the a manner similar to the Multi-Color Player feature. In this situation Players 0 and 1 pixels can mix with Playfield 0 and 1 pixels, and Players 2 and 3 pixels can mix with
4394:
In GTIA color interpretation mode $ C (15 colors in one luminance level, plus background) uses COLBK to set the luminance level of all other pixels (pixel value $ 1 through $ F). However, the background itself uses only the color component set in the COLBK register. The luminance value of the
337:
in the computer role. Design of the CTIA was well advanced at this point, so instead of a redesign a clever solution was provided by adding a second chip that would effectively automate the process of racing the beam. Instead of the user's programming updating the CTIA's registers based on its
3201:
Each Player object has its own 8-bit pattern register. Missile objects share one register with 2 bits per each Missile. Once a value is set it will continue to be displayed on each scan line. With no other intervention by CPU or ANTIC DMA to update the values the result is vertical stripe
6169:
The priority relationship between Players/Missiles, and COLPF2 work according to the priority chart below. Player/Missile pixels with higher priorities will replace COLPF2 as the "background" color. COLPF1 always has the highest priority and cannot be obscured by Players or Missiles. The
4509:
GTIA color interpretation mode $ C (15 colors in one luminance level, plus background) uses COLBK to set the luminance level of all other pixels (pixel value $ 1 through $ F). However, the background itself uses only the color component set in the COLBK register. The luminance value of the
3365:) the Missiles pixels all display COLPF3. Where a bit is not set the Missile object is transparent, showing Players, Missiles, Playfield pixels, or the background color. Pixel output begins at the horizontal position specified by the Missile's HPOS value with the highest bit output first.
3665:
Obscured intersections will also register collisions. If a Player/Missile object priority is behind a Playfield color register and another Player/Missile object priority is higher (foreground) than the Playfield, and the foreground Player/Missile pixels obscure both the Playfield and the
332:
revolution started in earnest in the later half of 1977. In response, Atari decided to release two versions of the new machine, a low-end model as a games console, and a high-end version as a home computer. In either role, a more complex playfield would be needed, especially support for
5353:
The pixels are delayed by one color clock (half a GTIA mode pixel) when output. This offset permits interesting effects. For an example, page flipping rapidly between this mode and a different GTIA mode produces a display with apparent higher resolution and greater number of colors.
5523:
enables Missiles to become a fifth Player. No functional change occurs to the Missile other than the color processing of the Missiles. Normally the Missiles display using the color of the associated Player. When Fifth Player is enabled all Missiles display the color of Playfield 3
4471:
In GTIA color interpretation mode $ 4 (luminance-only mode) the full 16 bits of luminance values are available for Playfield pixels providing a palette of 256 colors. Any Player/Missile objects displayed in this mode are colored by indirection which still uses the 128 color palette.
6165:
In these ANTIC modes COLPF2 is output as the "background" of the Playfield and COLBK is output as the border around the Playfield. The graphics or glyph pixels are output using only the luminance component of COLPF1 mixed with the color component of the background (usually COLPF2).
6960:) player pixels have no effect on the Playfield and display either a Playfield or background pixel without change. All Player/Missile objects' normal pixel width is one color clock. A register value can set the Player or Missile pixels' width to 1, 2, or 4 color clocks wide.
2299:
register) turning the four Missiles into one "Player" the Missiles switch from displaying the color of the associated Player object to displaying the value of COLPF3. The new "Player's" position on screen must be set by specifying the position of each Missile individually.
296:, in which each memory location in the frame buffer represents one or more locations on the screen. In the case of the 2600, which normally used a resolution of 160x192 pixels, a frame buffer would need to have at least 160x192/8 = 3840 bytes of memory. Built in an era where
4493:
The pixel values in these modes is only $ 0 and $ 1. The $ 0 pixels specify the Playfield background which is color register COLPF2. The $ 1 pixels use the color component of COLPF2, and the luminance specified by COLPF1. The border around the Playfield uses the color from
2287:
byte patterns) of Player/Missile objects. Coordinates are always based on the display hardware's color clock engine, NOT simply the current Playfield display mode. This also means Player/Missile objects can be moved into overscan areas beyond the current Playfield mode.
3629:
Finally, Player, Missile, and Playfield objects collision detection is real-time, registering a collision as the image pixels are merged and output for display. Checking an object's collision bits before the object has been rendered by CTIA/GTIA will show no collision.
454:
There are no fixed colors for normal (CTIA) color interpretation mode. All colors are generated via indirection through nine color registers. (Four for Player/Missile graphics, four for the Playfield, and one shared between the Playfield and the Fifth Player feature.)
5528:). Horizontal position, size, vertical delay, and Player/Missile collisions all continue to operate the same way. The priority of the Fifth Player for Player objects pixel intersections is COLPF3, but the Fifth Player's pixels have priority over all Playfield colors.
5336:
This mode uses the COLBK register to specify the background color. Rather than using indirection, pixel values directly represent Luminance. This mode allows all four luminance bits to be used in the Atari color palette and so is capable of displaying 256 colors.
6143:
When Priority bits are all 0 the Missiles colors function the same way as the corresponding Players as described above. When Fifth Player is enabled, the Missile pixels cause the same color merging as shown for COLPF3 in the table above (colors 19 through 22).
3625:
To remove a Player/Missile object from the visible display area horizontal positions (left) 0 and (right) 222 (or greater) will insure no pixels are rendered regardless of the size of the Player/Missile object and so no unintentional collisions can be flagged.
6941:" system is handled by CTIA/GTIA. The official ATARI name for the sprite system is "Player/Missile Graphics", since it was designed to reduce the need to manipulate display memory for fast-moving objects, such as the "player" and his weapons, "missiles", in a
4475:
In normal color interpretation mode the pixel values range from $ 0 to $ 3 ordinarily pointing to color registers COLBK, COLPF0, COLPF1, COLPF2 respectively. The color text modes also include options to use COLPF3 for certain ranges of character values. See
7017:
programming techniques are used. The three, new color interpretations in GTIA provide a theoretical total of 56 graphics modes (14 ANTIC modes multiplied by four possible color interpretations). However, only the graphics modes based on high-resolution,
529:
Atari, Inc. intended to combine functions of the ANTIC and GTIA chips in one integrated circuit to reduce production costs of Atari computers and 5200 consoles. Two such prototype circuits were being developed, however none of them entered production.
5439:). Additionally, the background itself uses only the color component set in the COLBK register. The luminance value of the background is forced to 0. As with the Luminance mode indirection is disabled and pixel values directly represent a color.
5372:. The Playfield pixels using the Player/Missile colors are modified by priority settings as if they were Player/Missile objects and so can affect the display of Players/Missiles. (See discussion later about Player/Missile/Playfield priorities).
4510:
background is forced to 0. Note that the background's color component is also OR'd with the other pixels' colors. Therefore, the overall number of colors in the mode is reduced when the background color component is not black (numerically zero).
3681:. The pixels are grouped together in color clock-wide pairs (pixels 0 and 1, pixels 2 and 3, continuing to pixels 318 and 319). Where either pixel of the pair is 1 a collision is detected between the Player or Missile pixels and Playfield color
2603:
Note that in Quad size a single Player/Missile pixel is the same width as an Antic Mode 2 text character. Player/Missile priority selection mixed with Quad width Player Missile graphics can be used to create multiple text colors per Mode line.
3637:
register. Effective collision response routines should occur after the targeted objects have been displayed, or at the end of a frame or during the Vertical Blank to react to the collisions and clear collisions before the next frame begins.
6997:
line or every other scan line resulting in Player/Missile pixels one or two scan lines tall. In this way the Player/Missile object could be considered an extremely tall character in a font, 8 bits/pixels wide, by the height of the display.
4329:
This register is used for Playfield background color of ANTIC text modes 2 and 3, and map mode F. That is, where pixel value 0 is used. In other Character and Map modes this register provides the expected color and luminance for a pixel.
386:
The list below describes CTIA/GTIA's inherent hardware capabilities meaning the intended functionality of the hardware itself, not including results achieved by CPU-serviced interrupts or display kernels driving frequent register changes.
3202:
patterns the height of the screen including overscan areas. This mode of operation does not incur a CPU or DMA toll on the computer. It is useful for displaying alternate colored borders and vertical lines separating screen regions.
5349:
Unlike the other two special GTIA modes, this mode is entirely driven by color indirection. All nine color registers work on the display for pixel values 0 through 8. The remaining 7 pixel values repeat previous color registers.
3653:
register) the only change is the Missiles 0 to 3 switch from displaying the color of the associated Player object to displaying the value of COLPF3. The new "Player's" collisions are still reported for the individual Missiles.
308:
consisted of two 8-bit wide objects known as "players", a single 1-bit object known as the "ball", and two 1-bit "missiles". All of these objects could be moved to arbitrary horizontal locations via settings in other registers.
3935:
A collision between two players sets the collision bit in both Players' collision registers. When Player 0 and Player 1 collide, Player 0's collision bit for Player 1 is set, and Player 1's collision bit for Player 0 is set.
5250:
color clock pixels (ANTIC modes 2, 3, F.) These GTIA options are most often used with a Mode F display. The special GTIA color processing modes also alter the display or behavior of Player/Missile graphics in various ways.
3645:
Since HITCLR and collision detection is real-time, Display List Interrupts can divide the display into sections with HITCLR used at the beginning of each section and separate collision evaluation at the end of each section.
7095:
graphics modes, it increases the amount of different colors the Atari could display from 128 to 256. Unfortunately, this feature is limited for use in this mode only, which due to its low resolution was not widely used.
7028:
values. This changes a mode F display from 2 colors per pixel, 320 pixels horizontally, one scan line per mode line, to 16 colors and 80 pixels horizontally. The additional color interpretations allow the following:
4467:
In the normal color interpretation mode the lowest bit is not significant and only 8 luminance values are available ($ 00, $ 02, $ 04, $ 06, $ 08, $ 0A, $ 0C, $ 0E), so the complete color palette is 128 color values.
493:
The fourth pin controls the speaker built into the Atari 400/800 to generate keyboard clicks. On later models there is no speaker, but the key click is still generated by GTIA and mixed with the regular audio
6987:
also controls a feature that causes the overlapping pixels of two Players to generate a third color allowing multi-colored Player objects at the expense of reducing the number of available objects. Finally,
7090:). Additionally, the background itself uses only the color component set in the COLBK register. The luminance value of the background is forced to 0. This mode is accessible in Atari BASIC as Graphics 11.
6992:
can be used to change the foreground/background layering (called, "priority") of Player/Missile pixels vs Playfield pixels, and can create priority conflicts that predictably affect the colors displayed.
6974:
register value can switch the four Missiles between two color display options—each Missile (0 to 3) expresses the color of the associated Player object (0 to 3) or all Missiles show the color of register
3361:
Each Missile is 2 bits (pixels) wide. Where a bit is set, a pixel is displayed in the color assigned to the color register for the Player associated to the Missile. When Fifth Player is enabled (see
6918:
A bit is assigned to report the state of each of the special console keys, Start, Select, and Option. Bit value 0 indicates a key is pressed and 1 indicates the key is not pressed. Key/Bit values:
6435:
Since Single Line resolution requires ANTIC DMA updates on each scan line and VDELAY masks the updates on even scan lines, then this bit reduces Single line Player/Missile resolution to Double line.
5171:
This register controls several CTIA/GTIA color management features: The GTIA Playfield color interpretation mode, Multi-Color Player objects, the Fifth Player, and Player/Missile/Playfield priority.
218:
to produce the video display. ANTIC generates the playfield graphics (text and bitmap) while CTIA/GTIA provides the color for the playfield and adds overlay objects known as player/missile graphics (
6162:
color clock pixels—ANTIC modes 2, 3, and F. These priority handling differences can be exploited to produce color text or graphics in these modes that are traditionally thought of as "monochrome".
5554:
The chart is accurate for ANTIC Playfield Character and Map modes using the default (CTIA) color interpretation mode. GTIA color interpretation modes, and the ANTIC modes based on high-resolution,
475:
9 colors in any hue and luminance from the palette accomplished using all the Player/Missile and Playfield color registers for the Playfield colors. This is accessible in Atari BASIC as Graphics 10.
7129:
GTIA chip. The luma values in Graphics 9 and higher are at fault, appearing as stripes. Replacing the chip fixes the problem. Also, there have been attempts to fix faulty GTIA chips with some
5442:
Note that the color component of the background also merges with the playfield pixels. Colors other than black for the background reduce the overall number of colors displayed in the mode.
798:
Operating System Shadow registers also exist for some Read registers where reading the value directly from hardware at an unknown stage in the display cycle may return inconsistent results.
3615:
then the collision between the Playfield and both the background and foreground Player objects will register along with the collision between the foreground and background Player objects.
312:
screen and update the registers for the playfield and player/missiles to correctly reflect the next line on the display. This scheme drew the screen line-by-line from program code on the
4388:
In ANTIC text modes 2 and 3, and map mode F the background of the playfield area where pixels may be rendered is from COLPF2 and the COLBK color appears as a border around the playfield.
3662:
Each bit indicates a pixel of the Player/Missile object has intersected a pixel of the specified Playfield color object. There is no collision registered for the background color.
3607:
using the background color register/value. This system provides instant, pixel-perfect overlap comparison without expensive CPU evaluation of bounding box or image bitmap masking.
6956:). A Missile object is similar, but only 2 pixels wide. CTIA/GTIA combines the Player/Missile objects' pixels with the Playfield pixels according to their priority. Transparent (
5375:
The Playfield pixels using Player/Missile colors do not trigger collisions when Player/Missile objects overlay them. However, Player/Missile graphics overlapping Playfield colors
4506:
GTIA color interpretation mode $ 8 (9 color indirection) uses color register COLPM0 for the display background and border color while COLBAK is used for Playfield pixel value $ 8.
5155:
Player/Missile colors are always available for Player/Missile objects in all modes, though colors may be modified when the special GTIA modes (16 shades/16 color) are in effect.
4391:
In GTIA color interpretation mode $ 8 (9 color indirection) the display background color is provided by color register COLPM0 while COLBAK is used for Playfield pixel value $ 8.
5368:
Player/Missile graphics display properly with the exception that Player/Missile 0 are not distinguishable from the background pixels, since they use the same color register,
4483:
When Player/Missile graphics patterns are enabled for display where the graphics patterns bits are set the color displayed comes from the registers assigned to the objects.
6694:
Bits 7 through 1 are always 0. Bit 0 reports the state of the joystick trigger. Value 1 indicates the trigger is not pressed. Value 0 indicates the trigger is pressed.
6505:
Receipt of Player/Missile DMA data requires CTIA/GTIA be configured to receive the data. This is done with a pair of bits in GRACTL that match a pair of bits in ANTIC's
7004:
Careful use of Player/Missile graphics with the other graphics features of the Atari hardware can make graphics programming, particularly games, significantly simpler.
4311:
This register is used for the set pixels (value 1) in ANTIC text modes 2 and 3, and map mode F. Only the luminance portion is used and is OR'd with the color value of
2454:
Below are the color clock coordinates of the left and right edges of the possible Playfield sizes, useful when aligning Player/Missile objects to Playfield components:
7036:— 16 shades of a single hue (set by the background color, COLBK) from the 16 possible hues in the Atari palette. This is also accessible in Atari BASIC as Graphics 9.
4355:
Playfield Text Modes 4 and 5. Inverse video characters (high bit $ 80 set) cause CTIA/GTIA to substitute COLPF3 value for COLPF2 pixels in the character matrix. (See
4348:
When Missiles are converted to the "fifth Player" they switch from displaying the color of the associated Player object to displaying COLPF3 and change priority. See
5768:
If multiple bits are set, then where there is a conflict CTIA/GTIA outputs a black pixel—Note that black means actual black, not simply the background color, COLBK.
4362:
Playfield Text Modes 6 and 7. When the character value has bits 6 and 7 set (character range $ C0-FF) the entire character pixel matrix is displayed in COLPF3. (See
2304:
horizontal blank are then within the visible portion of the display and can still register collisions. The horizontal position range of visible color clocks is $ 22
7263:; Neubauer, Douglas G.; Decuir, Joseph C., "Data processing system with programmable graphics generator", issued 1 981-10-20, assigned to Atari, Inc.
3666:
Player/Missile object behind the Playfield, then the collision between the Playfield and both the background and foreground Player/Missile objects will register.
7102:
The GTIA also fixed an error in CTIA that caused graphics to be misaligned by "half a color clock". The side effect of the fix was that programs that relied on
7050:— 15 hues in a single shade/luminance value, plus the background. The value of the background, COLBK sets the luminance level of all other pixels (pixel value
6979:. When Missiles are similarly colored they can be treated as a fifth player, but correct placement on screen still requires storing values in all four Missile
236:
are names of the chips as stated in the Atari field service manual. Various publications named the chips differently, sometimes using the alternative spelling
5235:
CTIA includes only one default color interpretation mode for the ANTIC Playfield data stream. That is the basic functionality assumed in the majority of the
2798:
All Missile sizes are controlled by one register, but each Missile can be sized independently of the others. When the "fifth Player" option is enabled (See
5240:
displaying any ANTIC Playfield Mode, the full color palette possible with these GTIA color processing options are only realized in the ANTIC Modes based on
4384:
The background color is displayed where no other pixel occurs through the entire overscan display area. The following exceptions occur for the background:
273:
that represented moving objects, and the "playfield" which represented the static background image on which the action took place. The chip used data in
6432:
register. This works by masking ANTIC DMA updates to the GRAF* registers on even scan lines, causing the graphics pattern to shift down one scan line.
2331:(or greater) will insure no pixels are rendered regardless of the size of the Player/Missile object and so no unintentional collisions can be flagged.
791:
hardware registers which have corresponding shadow registers will be overwritten by the value of the Shadow registers during the next Vertical Blank.
355:
7556:
7142:
6514:
released. Setting GRACTL Bit 2 enables the latching of all triggers. Clearing the bit returns the triggers to the unlatched, real-time behavior.
7117:. If the screen blackens after execution, the machine is equipped with the new GTIA chip. If it stays blue, the machine has a CTIA chip instead.
7447:
7586:
366:
This is what the Atari TIA and CTIA used as a palette, (NTSC only) with 16 hue, and only 8 luminance values, making up 128 unique colors.
131:
76:
7707:
3688:
GTIA modes 9 and 11 do not process playfield collisions. In GTIA mode 10 Playfield collisions will register where Playfield pixels use
6697:
The trigger registers report button presses in real-time. The button pressed state will instantly clear when the button is released.
7303:
167:
149:
52:
2802:
register) turning the four Missiles into one "Player" the width is still set by specifying the size for each Missile individually.
7058:). The least significant bit of the luminance value is not observed, so only the standard/CTIA 8 luminance values are available (
5407:.) The least significant bit of the luminance value is not observed, so only the standard/CTIA 8 luminance values are available (
7660:
458:
Normal color interpretation mode provides choice of colors from a 128 color palette (16 colors with 8 luminance values for each)
6700:
The triggers may be configured to latch, that is, lock, in the pressed state and remain that way until specifically cleared.
7692:
7626:
4525:
Conflicting Player/Missile Priority configuration will cause true black (color 0, luma 0) to be output where conflicts occur.
38:
6428:
This register is used to provide single scan line movement when Double Line Player/Missile resolution is enabled in ANTIC's
4528:
The Player/Missile Multi-Color option will cause overlapping Player pixels to be OR'd together displaying a different color.
7377:
6502:
GRACTL controls CTIA/GTIA's receipt of Player/Missile DMA data from ANTIC and toggles the mode of Joystick trigger input.
469:
16 shades of a single hue from the 16 possible hues in the Atari palette. This is accessible in Atari BASIC as Graphics 9.
5551:
implementation without the Fifth Player. The Fifth Player, "P5", is shown where its priority occurs when it is enabled.
5535:
GTIA 16 Shades mode: Where Missile pixels overlap the Playfield the pixels inherit the Playfield pixels' Luminance value.
3677:
where pixel values are 0 does not register a collision. High-resolution pixels are rendered as the luminance value from
7702:
6964:
431:
Ability to independently shift each P/M object by one scan line vertically when operating on double scan lines per data.
262:
7616:
6948:
A Player is essentially a glyph 8 pixels wide and 256 TV lines tall, and has two colors: the background (transparent) (
6704:
bit 2 enables the latch behavior for all triggers. Clearing GRACTL bit 2 returns all triggers to real-time behavior.
127:
123:
411:
Player/Missile objects function normally in the vertical and horizontal overscan areas beyond the displayed Playfield.
278:
5538:
GTIA 16 Colors mode: Where Missile pixels overlap the Playfield the pixels inherit the Playfield pixels' Color value.
5531:
The color processing change also causes some exceptions for the Missiles' display in GTIA's alternative color modes:
7125:
The last Atari XE computers made for the Eastern European market were built in China. Many if not all have a buggy
6938:
402:
346:
depths, allowing the programmer to choose a balance between resolution, colours, and memory use for their display.
270:
219:
7433:
6510:
ANTIC via DMA. When Player/Missile graphics are being operated directly by the CPU then these bits must be off.
2323:
To remove a Player/Missile object from the visible display area horizontal positions (left) 0 and (right) $ DE
7167:
5542:
The Fifth Player introduces an exception for Priority value $ 8 (bits 1000) (See Priority discussion below.)
490:
In Atari 8-bit computers, three of the pins are used to read state of the console keys (Start/Select/Option).
419:
Eight-bit wide Player objects and two-bit wide Missile objects where each bit represents one displayed pixel.
7697:
472:
15 hues in a single shade/luminance value plus background. This is accessible in Atari BASIC as Graphics 11.
211:
5255:
software writing to the PRIOR register as the display is generated (usually, by a Display List Interrupt).
7649:
7013:
5307:
All nine Playfield and Player/Missile color registers are available on the Playfield. The background is
4315:. In other Character and Map modes this register provides the expected color and luminance for a pixel.
466:
The GTIA version of the chip adds three alternate color interpretation modes for the Playfield graphics.
434:
Each Player and its associated Missile has a dedicated color register separate from the Playfield colors.
204:
7677:
7672:
4461:
The high nybble of the color register specifies one of 16 colors color ($ 00, $ 10, $ 20... to $ F0).
4249:
value $ 80) this register is used for the border and background (Playfield pixel value 0), rather than
7256:
4522:) will cause overlapping Player and Playfield pixels to be OR'd together displaying a different color.
2283:
These registers specify the horizontal position in color clocks of the left edge (the high bit of the
297:
6771:
This register reports the display standard for the system. When Bits 3 to 0 are set to 1 (value $ f
3642:
the related objects to identify collision locations and then decide how to react for each location.
461:
A GTIA color interpretation mode can generate 16 luminances per color providing a 256 color palette.
7615:
Small, David; Small, Sandy; Blank, George, eds. (1983). "The Wizard, the Princess, and the Atari".
7564:
4464:
The low nybble of the register specifies one of 16 luminance values ($ 00, $ 01, $ 02... to $ 0F).
428:
Variable pixel height when the data is supplied by ANTIC DMA (single or double scan lines per data)
362:
358:
The 256 Color Palette used in the GTIA chip, (NTSC only) with 16 hues, and 16 luminance values
342:
would handle this chore, reading data from a framebuffer and feeding that to the CTIA on the fly.
44:
6779:) the system is operating in NTSC. When the bits are zero the system is operating in PAL mode.
3294:
the horizontal position specified by the Player's HPOS value with the highest bit output first.
2589:) is fixed and the size adjustment expands the Player or Missile toward the right in all cases.
2295:) each Missile can be independently positioned. When the "fifth Player" option is enabled (See
354:
118:
may contain an excessive amount of intricate detail that may interest only a particular audience
7109:
Atari owners can determine if their machine is equipped with the CTIA or GTIA by executing the
546:
226:, the CTIA/GTIA chips were designed by George McLeod with technical assistance of Steve Smith.
7622:
7484:
7443:
7387:
7349:
7299:
7232:
7218:
334:
497:
In the Atari 5200, the pins are used as part of the process to read the controller keyboards.
7475:
7335:
7223:
5391:
This mode uses the COLBK register to specify the luminance of all Playfield pixels (values 1
487:
It includes four input/output pins that are used in different ways depending on the system:
7666:
7508:
7594:
7103:
304:
274:
6942:
3831:
Missiles collide with Players and Playfields. There is no Missile to Missile collision.
446:
Missiles can be grouped together into a Fifth Player that uses a separate color register.
4369:
This register is also available in GTIA's special 9 color, pixel indirection color mode.
2291:
Note that while Missile objects bit patterns share the same byte for displayed pixels (
7470:
437:
Multiple priority schemes for the order of graphics layers (P/M Graphics vs playfield)
378:
GTIA was also mounted in all later Atari XL and XE computers and Atari 5200 consoles.
7686:
7289:
7130:
329:
313:
6581:
Any write to this register clears all the Player/Missile collision detection bits.
293:
282:
6152:
The priority result differ for the Character and Map modes using high-resolution,
5258:
PRIOR bits 7 and 6 provide four values specifying the color interpretation modes:
7416:
3673:
Modes 2, 3, and F) are treated differently. The "background" color rendered as
269:
console. The TIA display logically consisted of two primary sets of objects, the
5341:
the Missile pixels luminance merges with the Playfield pixels' Luminance value.
7531:
2585:
Three sizes can be chosen: Normal, Double, and Quad width. The left edge (See
375:
the computer was under warranty; otherwise the replacement would cost $ 62.52.
7437:
266:
208:
7488:
7391:
7353:
7236:
7194:
7340:
7260:
245:
223:
180:
130:
any relevant information, and removing excessive detail that may be against
7106:
in high-resolution monochrome modes would show a different pair of colors.
303:
Instead, the system implemented a display system that used a single 20-bit
7382:
6970:
CTIA/GTIA supports several options controlling Player/Missile color. The
481:
425:
Each Player/Missile object is vertically the height of the entire screen.
7654:
2223:
In the individual register listings below the following legend applies:
390:
CTIA/GTIA is a television interface device with the following features:
3633:
Once set, collisions remain in effect until cleared by writing to the
449:
Collision detection between Players, Missiles, and Playfield graphics.
7645:
5361:
for the border and background (Playfield 0 value pixels) rather than
443:
Color merging between pairs of Players producing multi-color Players.
405:) with ANTIC's Playfield graphics. Player/Missile features include:
289:
7293:
7195:"The Atari Years, by Doug Neubauer. Star Raiders, Solaris and Pokey"
414:
Player/Missile objects function normally without an ANTIC Playfield.
440:
Color merging between Players and Playfield producing extra colors.
7110:
6980:
6506:
6429:
5236:
4477:
4363:
4356:
4231:
All hardware color registers have corresponding shadow registers.
3670:
545:
408:
Player/Missile pixel positioning is independent of the Playfield:
395:
353:
339:
215:
179:
7509:"What are the SALLY, ANTIC, CTIA/GTIA, POKEY, and FREDDIE chips?"
6963:
The Player/Missile implementation by CTIA/GTIA is similar to the
5321:
15 colors at one luminance level set by the background register (
277:
to produce digital signals that were converted in realtime via a
2264:
Bit is unused, or should not be expected to be a certain value
7126:
5446:
the Missile pixels inherit the Playfield pixels' Color value.
484:
triggers (bottom buttons only for the Atari 5200 controllers).
102:
59:
18:
3939:
A Player cannot collide with itself, so its bit is always 0.
300:
was very expensive, the TIA could not afford this solution.
214:. In these systems, a CTIA or GTIA chip works together with
5493:
The Players/Missiles pairs capable of Multi-Color output:
2586:
2272:
Refer to a later explanation for the purpose of the bit.
401:
Merges four Player and four Missile overlay objects (aka
4486:
There are exceptions for color generation and display:
4344:
COLPF3 is available is several special circumstances:
7219:"GTIA Joystick Painter - Powerful Atari Animation Tool"
288:
The conventional way to draw the playfield is to use a
265:
but universally referred to as the TIA, as part of the
83:
7432:
Small, David; Small, Sandy; Blank, George (May 1983).
7162:
7160:
7158:
5564:
color clock pixels behave differently (noted later).
2284:
2256:
Bit may be either 0 or 1, and is used for a purpose.
779:
page and the Atari 5200 console maps it to the $ C0xx
775:
The Atari 8-bit computers map CTIA/GTIA to the $ D0xx
261:
Atari had built their first display driver chip, the
7336:"Atari quietly switches to a 16-color graphics chip"
3618:
Note that there is no Missile to Missile collision.
787:
expecting to retrieve the previously written value.
7511:, Atari 8-Bit Computers: Frequently Asked Questions
5357:This mode is unique in that is uses color register
422:
Variable pixel width (1, 2, or 4 color clocks wide)
394:Interprets the Playfield graphics data stream from
7169:Atari Home Computer Field Service Manual - 400/800
5474:(blue) overlaps a Player pixel with color value 46
6851:requiring CPU time to maintain the audio tones.
4223:Player/Missile and Playfield Color and Luminance
2074:Priority selection, fifth player, and GTIA modes
244:, or claiming that the "C" in "CTIA" stands for
3649:When the "fifth Player" option is enabled (See
2607:Each Player has its own size control register:
5159:Miscellaneous Player/Missile and GTIA Controls
4535:Color Registers' Use per ANTIC Character Modes
3669:High-resolution, 1/2 color clock pixel modes (
7525:
7523:
7521:
7519:
7517:
7348:(10). Palo Alto, CA: Popular Computing: 3–4.
5022:Color Registers' Use per GTIA Modes (ANTIC F)
2596:Double - 1 bit (pixel) is 2 color clocks wide
8:
7417:"3 Generations of Game Machine Architecture"
7371:
7369:
5281:Same as CTIA. Normal color register usage.
2593:Normal - 1 bit (pixel) is 1 color clock wide
7329:
7327:
7325:
7323:
7321:
7212:
7210:
7208:
6933:Player/Missile Graphics (sprites) operation
5466:Example: A Player pixel with color value 98
2599:Quad - 1 bit (pixel) is 4 color clocks wide
53:Learn how and when to remove these messages
7427:
7425:
7298:. Reston, Va.: Reston Publishing Company.
4490:ANTIC Text modes 2 and 3, and Map mode F:
2225:
800:
316:, a technique known as "racing the beam".
16:Custom chips used in Atari 8-bit computers
4381:Color/luminance of Playfield background.
4286:Color/luminance of Player and Missile 3.
4275:Color/luminance of Player and Missile 2.
4264:Color/luminance of Player and Missile 1.
4242:Color/luminance of Player and Missile 0.
525:C020120 — French SECAM GTIA (FGTIA)
168:Learn how and when to remove this message
150:Learn how and when to remove this message
7143:List of home computers by video hardware
6976:
6861:
6789:
6714:
6701:
6637:
6524:
6445:
6371:
6172:
5778:
5566:
5525:
5380:
5376:
5369:
5358:
5308:
5260:
5173:
5026:
4751:
4747:Color Registers' Use per ANTIC Map Modes
4539:
4480:'s graphics modes for more information.
4404:
4312:
4214:
4209:
4204:
4159:
4144:
4139:
4131:
4089:
4074:
4066:
4061:
4019:
4001:
3996:
3991:
3949:
3922:
3917:
3912:
3907:
3865:
3818:
3813:
3808:
3803:
3761:
3693:
3689:
3682:
3678:
3674:
3634:
3370:
3304:
3236:
2863:
2804:
2703:
2644:
2456:
2397:
2172:
2147:
2122:
2097:
2046:Color/luminance of Playfield background.
2013:
1985:
1957:
1929:
1906:Color/luminance of Player and Missile 3.
1901:
1853:Color/luminance of Player and Missile 2.
1848:
1797:Color/luminance of Player and Missile 1.
1792:
1741:Color/luminance of Player and Missile 0.
1736:
1630:
1580:
1530:
1480:
1380:
1330:
1280:
1230:
1180:
1130:
1080:
1030:
980:
930:
880:
830:
553:
361:
7378:"Atari Video Graphics And The New GTIA"
7288:Patchett, Craig; Sherer, Robin (1984).
7154:
6989:
6984:
6971:
5362:
5322:
5293:
4519:
4518:Player/Missile Priority value $ 0 (See
4349:
4250:
4246:
3650:
3362:
2799:
2296:
2292:
2197:
2069:
2041:
1683:
1430:
821:
812:
806:
5482:(red) resulting in a pixel color of DE
3658:Player/Missile to Playfield Collisions
1820:
1764:
1708:
1655:
684:Not Connected (PAL on later versions)
184:NTSC GTIA chip manufactured by Okidata
7411:
7409:
7407:
7283:
7281:
7279:
7277:
7275:
5383:will trigger the expected collision.
2279:Player/Missile Horizontal Coordinates
1605:
1555:
1505:
1455:
1405:
1355:
1305:
1255:
1205:
1155:
1105:
1055:
1005:
955:
905:
855:
728:Trigger Inputs with internal pull-up
7:
5231:GTIA Playfield Color Interpretations
1876:
234:Graphic Television Interface Adaptor
197:Graphic Television Interface Adaptor
7661:GTIA chip data sheet scanned to PDF
7295:The Master Memory Map for the Atari
4245:When GTIA 9-color mode is enabled (
7655:Mapping the Atari, Revised Edition
7434:"Design Philosophy and GTIA Demos"
6952:in the glyph) and the foreground (
6148:Priority And High-Resolution Modes
3727:Missile 3 to Playfield collisions
3719:Missile 2 to Playfield collisions
3711:Missile 1 to Playfield collisions
3703:Missile 0 to Playfield collisions
3302:Graphics pattern for all Missiles
230:Color Television Interface Adaptor
189:Color Television Interface Adaptor
132:Knowledge (XXG)'s inclusion policy
14:
3759:Player 3 to Playfield collisions
3751:Player 2 to Playfield collisions
3743:Player 1 to Playfield collisions
3735:Player 0 to Playfield collisions
2395:Horizontal Position of Missile 3
2387:Horizontal Position of Missile 2
2379:Horizontal Position of Missile 1
2371:Horizontal Position of Missile 0
1688:Graphics pattern for all Missiles
1010:Missile 3 to Playfield collisions
960:Missile 2 to Playfield collisions
910:Missile 1 to Playfield collisions
860:Missile 0 to Playfield collisions
285:to produce a television display.
248:and "G" in "GTIA" is for George.
86:and remove advice or instruction.
34:This article has multiple issues.
7376:Chamberlain, Craig (July 1982).
7217:Sherer, Robin Alan (June 1988).
6193:Player/Missile OR'd with COLPF2
5292:16 shades of background color (
4326:Color/luminance of Playfield 2.
4308:Color/luminance of Playfield 1.
4297:Color/luminance of Playfield 0.
3197:Player/Missile Graphics Patterns
2363:Horizontal Position of Player 3
2355:Horizontal Position of Player 2
2347:Horizontal Position of Player 1
2339:Horizontal Position of Player 0
1210:Player 3 to Playfield collisions
1185:Horizontal Position of Missile 3
1160:Player 2 to Playfield collisions
1135:Horizontal Position of Missile 2
1110:Player 1 to Playfield collisions
1085:Horizontal Position of Missile 1
1060:Player 0 to Playfield collisions
1035:Horizontal Position of Missile 0
328:Shortly after design began, the
107:
64:
23:
7469:Switzer, Steve (October 1983).
7046:GTIA color interpretation mode
7039:GTIA color interpretation mode
7032:GTIA color interpretation mode
4341:Color/luminance of Playfield 3
3863:Missile 3 to Player collisions
3855:Missile 2 to Player collisions
3847:Missile 1 to Player collisions
3839:Missile 0 to Player collisions
2463:Width in displayed Color Clocks
2018:Color/luminance of Playfield 3.
1990:Color/luminance of Playfield 2.
1962:Color/luminance of Playfield 1.
1934:Color/luminance of Playfield 0.
985:Horizontal Position of Player 3
935:Horizontal Position of Player 2
885:Horizontal Position of Player 1
835:Horizontal Position of Player 0
203:) are custom chips used in the
42:or discuss these issues on the
4157:Player 3 to Player collisions
4087:Player 2 to Player collisions
4017:Player 1 to Player collisions
3947:Player 0 to Player collisions
3234:Graphics pattern for Player 3
3226:Graphics pattern for Player 2
3218:Graphics pattern for Player 1
3210:Graphics pattern for Player 0
1410:Missile 3 to Player collisions
1360:Missile 2 to Player collisions
1310:Missile 1 to Player collisions
1260:Missile 0 to Player collisions
398:to apply color to the display.
1:
7193:Neubauer, Doug (2009-06-20).
6981:Horizontal Position registers
1635:Graphics pattern for Player 3
1610:Player 3 to Player collisions
1585:Graphics pattern for Player 2
1560:Player 2 to Player collisions
1535:Graphics pattern for Player 1
1510:Player 1 to Player collisions
1485:Graphics pattern for Player 0
1460:Player 0 to Player collisions
7621:. Creative Computing Press.
7442:. Creative Computing Press.
6369:Vertical Delay P/M Graphics
6182:COLPF2 vs COLPM2 and COLPM3
3827:Missile to Player Collisions
2469:Right Edge Last Color Clock
550:Atari GTIA (C014805) pin-out
263:Television Interface Adaptor
7175:. Atari, Inc. pp. 1–10
6179:COLPF2 vs COLPM0 and COLPM1
4515:Player/Missile Exceptions:
3931:Player to Player Collisions
2581:Player/Missile Size Control
2466:Left Edge First Color Clock
2102:Vertical Delay P/M Graphics
279:digital-to-analog converter
222:). Under the direction of
7724:
7708:Computer display standards
7334:Mace, Scott (1982-03-15).
6928:Option Key = Bit value $ 4
6925:Select Key = Bit value $ 2
4395:background is forced to 0.
626:7, 6, 5, 4, 37, 36, 35, 34
338:interrupt timing, the new
7587:"KERI Performance Tester"
6922:Start Key = Bit value $ 1
6585:Other CTIA/GTIA Functions
3602:Player/Missile Collisions
519:C014805 — NTSC GTIA
516:C012295 — NTSC CTIA
7667:jindroush site(archived)
7259:, Mayer, Steven T.;
5325:), plus the background.
651:Fast Phase Clock Output
522:C014889 — PAL GTIA
271:"players" and "missiles"
7290:"Special Chips and ROM"
5515:PRIOR bit 4, value $ 10
4364:ANTIC's Glyph Rendering
4357:ANTIC's Glyph Rendering
4283:SHADOW: PCOLOR3 $ 02C3
4272:SHADOW: PCOLOR2 $ 02C2
4261:SHADOW: PCOLOR1 $ 02C1
4239:SHADOW: PCOLOR0 $ 02C0
764:Computer Phase 2 Input
640:Color Delay Line Input
596:Color Frequency Output
480:Reads the state of the
212:home video game console
7650:Atari Program Exchange
6632:SHADOW: STRIG3 $ 0287
6621:SHADOW: STRIG2 $ 0286
6610:SHADOW: STRIG1 $ 0285
6599:SHADOW: STRIG0 $ 0284
5490:(light green/yellow).
5168:SHADOW: GPRIOR $ 026F
4378:SHADOW: COLOR4 $ 02C8
4338:SHADOW: COLOR3 $ 02C7
4323:SHADOW: COLOR2 $ 02C6
4305:SHADOW: COLOR1 $ 02C5
4294:SHADOW: COLOR0 $ 02C4
2642:Player size controls:
2587:Horizontal Coordinates
618:Composite Sync Output
585:ANTIC Interface Input
551:
367:
359:
185:
7693:Atari 8-bit computers
7257:US patent 4296476
5506:Missile 2 + Missile 3
5500:Missile 0 + Missile 1
5454:PRIOR bit 5, value 20
5149:background base luma
5143:background base color
4758:ANTIC 0 (blank lines)
4400:Color Registers' Bits
549:
365:
357:
205:Atari 8-bit computers
183:
6624:Joystick 2 trigger.
6613:Joystick 1 trigger.
5039:GTIA $ C (BASIC 11)
1435:Size of all Missiles
537:C021737 — KERI
534:C020577 — CGIA
195:) and its successor
84:rewrite this article
7703:Integrated circuits
7014:backward compatible
6783:CONSPK $ D01F Write
6635:Joystick 3 trigger
6602:Joystick 0 trigger
6518:HITCLR $ D01E Write
6439:GRACTL $ D01D Write
6365:VDELAY $ D01C Write
5503:Player 2 + Player 3
5497:Player 0 + Player 1
5036:GTIA $ 8 (BASIC 10)
4334:COLPF3 $ D019 Write
4319:COLPF2 $ D018 Write
4301:COLPF1 $ D017 Write
4290:COLPF0 $ D016 Write
4279:COLPM3 $ D015 Write
4268:COLPM2 $ D014 Write
4257:COLPM1 $ D013 Write
4235:COLPM0 $ D012 Write
3230:GRAFP3 $ D010 Write
3222:GRAFP2 $ D00F Write
3214:GRAFP1 $ D00E Write
3206:GRAFP0 $ D00D Write
2635:SIZEP3 $ D00B Write
2627:SIZEP2 $ D00A Write
2619:SIZEP1 $ D009 Write
2611:SIZEP0 $ D008 Write
2391:HPOSM3 $ D007 Write
2383:HPOSM2 $ D006 Write
2375:HPOSM1 $ D005 Write
2367:HPOSM0 $ D004 Write
2359:HPOSP3 $ D003 Write
2351:HPOSP2 $ D002 Write
2343:HPOSP1 $ D001 Write
2335:HPOSP0 $ D000 Write
1825:Joystick 3 trigger.
1769:Joystick 2 trigger.
1713:Joystick 1 trigger.
1660:Joystick 0 trigger.
7618:The Creative Atari
7439:The Creative Atari
7131:external circuitry
6855:CONSOL $ D01F Read
5450:Multi-Color Player
5209:Multi-Color Player
5164:PRIOR $ D01B Write
5033:GTIA $ 4 (BASIC 9)
4661:glyph pixel (luma)
4658:glyph pixel (luma)
4374:COLBK $ D01A Write
3298:GRAFM $ D011 Write
2794:SIZEM $ D00C Write
607:Chip Select Input
552:
368:
360:
335:character graphics
186:
7648:published by the
7536:Dan B's Home Page
7507:Michael Current,
7449:978-0-916688-34-9
7012:The GTIA chip is
7008:GTIA enhancements
6916:
6915:
6844:
6843:
6769:
6768:
6692:
6691:
6628:TRIG3 $ D013 Read
6617:TRIG2 $ D012 Read
6606:TRIG1 $ D011 Read
6595:TRIG0 $ D010 Read
6590:Joystick Triggers
6579:
6578:
6522:Clear Collisions
6500:
6499:
6443:Graphics Control
6426:
6425:
6362:
6361:
6141:
6140:
5766:
5765:
5329:
5328:
5228:
5227:
5153:
5152:
5019:
5018:
4744:
4743:
4459:
4458:
4220:
4219:
4150:
4149:
4080:
4079:
4010:
4009:
3928:
3927:
3824:
3823:
3599:
3598:
3359:
3358:
3291:
3290:
3194:
3193:
2859:
2858:
2791:
2790:
2699:
2698:
2639:Size of Player 3
2631:Size of Player 2
2623:Size of Player 1
2615:Size of Player 0
2578:
2577:
2452:
2451:
2276:
2275:
2221:
2220:
2127:Graphics Control.
768:
767:
706:Read/Write Input
695:Oscillator Input
673:Luminance Output
512:
178:
177:
170:
160:
159:
152:
101:
100:
77:a manual or guide
57:
7715:
7633:
7632:
7612:
7606:
7605:
7603:
7602:
7593:. Archived from
7582:
7576:
7575:
7573:
7572:
7563:. Archived from
7552:
7546:
7545:
7543:
7542:
7527:
7512:
7505:
7499:
7498:
7496:
7495:
7466:
7460:
7459:
7457:
7456:
7429:
7420:
7413:
7402:
7401:
7399:
7398:
7373:
7364:
7363:
7361:
7360:
7331:
7316:
7315:
7313:
7312:
7285:
7270:
7269:
7268:
7264:
7253:
7247:
7246:
7244:
7243:
7214:
7203:
7202:
7199:DougNeubauer.com
7190:
7184:
7183:
7181:
7180:
7174:
7164:
7116:
7089:
7085:
7081:
7077:
7073:
7069:
7065:
7061:
7057:
7053:
7049:
7042:
7035:
7026:
7025:
7021:
6959:
6955:
6951:
6862:
6790:
6787:Console Speaker
6715:
6638:
6525:
6496:Enable Missiles
6446:
6372:
6173:
6161:
6160:
6156:
5779:
5567:
5563:
5562:
5558:
5438:
5434:
5430:
5426:
5422:
5418:
5414:
5410:
5261:
5249:
5248:
5244:
5174:
5027:
4752:
4540:
4503:GTIA Exceptions
4405:
4160:
4153:P3PL $ D00F Read
4090:
4083:P2PL $ D00E Read
4020:
4013:P1PL $ D00D Read
3950:
3943:P0PL $ D00C Read
3866:
3859:M3PL $ D00B Read
3851:M2PL $ D00A Read
3843:M1PL $ D009 Read
3835:M0PL $ D008 Read
3762:
3755:P3PF $ D007 Read
3747:P2PF $ D006 Read
3739:P1PF $ D005 Read
3731:P0PF $ D004 Read
3723:M3PF $ D003 Read
3715:M2PF $ D002 Read
3707:M1PF $ D001 Read
3699:M0PF $ D000 Read
3371:
3368:Missile Values:
3355:M0 Pixel HPOS+1
3305:
3237:
2864:
2805:
2704:
2645:
2457:
2398:
2226:
2152:Clear Collisions
1385:Size of Player 3
1335:Size of Player 2
1285:Size of Player 1
1235:Size of Player 0
825:Shadow Dec Addr
801:
717:Switch Data I/O
571:2, 1, 40, 39, 38
554:
508:
275:memory registers
173:
166:
155:
148:
144:
141:
135:
111:
110:
103:
96:
93:
87:
75:is written like
68:
67:
60:
49:
27:
26:
19:
7723:
7722:
7718:
7717:
7716:
7714:
7713:
7712:
7683:
7682:
7657:by Ian Chadwick
7642:
7637:
7636:
7629:
7614:
7613:
7609:
7600:
7598:
7591:AtariMuseum.com
7584:
7583:
7579:
7570:
7568:
7561:AtariMuseum.com
7557:"Atari 800XLCR"
7554:
7553:
7549:
7540:
7538:
7529:
7528:
7515:
7506:
7502:
7493:
7491:
7468:
7467:
7463:
7454:
7452:
7450:
7431:
7430:
7423:
7414:
7405:
7396:
7394:
7375:
7374:
7367:
7358:
7356:
7333:
7332:
7319:
7310:
7308:
7306:
7287:
7286:
7273:
7266:
7255:
7254:
7250:
7241:
7239:
7216:
7215:
7206:
7192:
7191:
7187:
7178:
7176:
7172:
7166:
7165:
7156:
7151:
7139:
7123:
7114:
7104:color artifacts
7087:
7083:
7079:
7075:
7071:
7067:
7063:
7059:
7055:
7051:
7047:
7040:
7033:
7023:
7019:
7018:
7010:
6957:
6953:
6949:
6935:
6857:
6785:
6778:
6774:
6710:
6708:PAL $ D014 Read
6630:
6619:
6608:
6597:
6592:
6587:
6520:
6441:
6367:
6292:Player/Missile
6281:Player/Missile
6204:Player/Missile
6158:
6154:
6153:
6150:
5560:
5556:
5555:
5548:
5522:
5518:
5513:
5489:
5485:
5481:
5477:
5473:
5469:
5461:
5457:
5452:
5436:
5432:
5428:
5424:
5420:
5416:
5412:
5408:
5406:
5402:
5398:
5394:
5389:
5347:
5334:
5264:GTIA Mode Bits
5246:
5242:
5241:
5233:
5166:
5161:
4376:
4336:
4321:
4303:
4292:
4281:
4270:
4259:
4237:
4225:
4155:
4085:
4015:
3945:
3933:
3861:
3853:
3845:
3837:
3829:
3757:
3749:
3741:
3733:
3725:
3717:
3709:
3701:
3660:
3604:
3352:M0 Pixel HPOS+0
3349:M1 Pixel HPOS+1
3346:M1 Pixel HPOS+0
3343:M2 Pixel HPOS+1
3340:M2 Pixel HPOS+0
3337:M3 Pixel HPOS+1
3334:M3 Pixel HPOS+0
3300:
3232:
3224:
3216:
3208:
3199:
2796:
2778:32 color clocks
2744:16 color clocks
2637:
2629:
2621:
2613:
2583:
2574:
2570:
2564:
2560:
2554:
2550:
2539:
2535:
2529:
2525:
2519:
2515:
2504:
2500:
2494:
2490:
2484:
2480:
2393:
2385:
2377:
2369:
2361:
2353:
2345:
2337:
2330:
2326:
2319:
2315:
2311:
2307:
2281:
2177:Console Speaker
822:Shadow Hex Addr
795:what it wrote.
782:
778:
773:
747:
739:Power +5 Volts
544:
506:
384:
352:
322:
305:memory register
259:
254:
174:
163:
162:
161:
156:
145:
139:
136:
122:Please help by
121:
112:
108:
97:
91:
88:
81:
69:
65:
28:
24:
17:
12:
11:
5:
7721:
7719:
7711:
7710:
7705:
7700:
7698:Graphics chips
7695:
7685:
7684:
7681:
7680:
7675:
7670:
7664:
7658:
7652:
7641:
7640:External links
7638:
7635:
7634:
7627:
7607:
7585:Vendel, Curt.
7577:
7555:Vendel, Curt.
7547:
7513:
7500:
7471:"Atari Clinic"
7461:
7448:
7421:
7403:
7365:
7317:
7304:
7271:
7248:
7204:
7185:
7153:
7152:
7150:
7147:
7146:
7145:
7138:
7135:
7122:
7119:
7092:
7091:
7044:
7037:
7009:
7006:
6934:
6931:
6930:
6929:
6926:
6923:
6914:
6913:
6910:
6907:
6904:
6901:
6898:
6895:
6892:
6888:
6887:
6884:
6881:
6878:
6875:
6872:
6869:
6866:
6856:
6853:
6842:
6841:
6838:
6835:
6832:
6829:
6826:
6823:
6820:
6816:
6815:
6812:
6809:
6806:
6803:
6800:
6797:
6794:
6784:
6781:
6776:
6772:
6767:
6766:
6763:
6760:
6757:
6754:
6751:
6748:
6745:
6741:
6740:
6737:
6734:
6731:
6728:
6725:
6722:
6719:
6709:
6706:
6690:
6689:
6686:
6683:
6680:
6677:
6674:
6671:
6668:
6664:
6663:
6660:
6657:
6654:
6651:
6648:
6645:
6642:
6629:
6626:
6618:
6615:
6607:
6604:
6596:
6593:
6591:
6588:
6586:
6583:
6577:
6576:
6573:
6570:
6567:
6564:
6561:
6558:
6555:
6551:
6550:
6547:
6544:
6541:
6538:
6535:
6532:
6529:
6519:
6516:
6498:
6497:
6494:
6493:Enable Players
6491:
6488:
6485:
6482:
6479:
6476:
6472:
6471:
6468:
6465:
6462:
6459:
6456:
6453:
6450:
6440:
6437:
6424:
6423:
6420:
6417:
6414:
6411:
6408:
6405:
6402:
6398:
6397:
6394:
6391:
6388:
6385:
6382:
6379:
6376:
6366:
6363:
6360:
6359:
6356:
6353:
6352:1 1 1 1 = $ 0F
6349:
6348:
6345:
6342:
6341:1 1 1 0 = $ 0E
6338:
6337:
6334:
6331:
6330:1 1 0 1 = $ 0D
6327:
6326:
6323:
6320:
6319:1 1 0 0 = $ 0C
6316:
6315:
6312:
6311:Player/Missile
6309:
6308:1 0 1 1 = $ 0B
6305:
6304:
6301:
6300:Player/Missile
6298:
6297:1 0 1 0 = $ 0A
6294:
6293:
6290:
6289:Player/Missile
6287:
6286:1 0 0 1 = $ 09
6283:
6282:
6279:
6278:Player/Missile
6276:
6275:1 0 0 0 = $ 08
6272:
6271:
6268:
6265:
6264:0 1 1 1 = $ 07
6261:
6260:
6257:
6254:
6253:0 1 1 0 = $ 06
6250:
6249:
6246:
6243:
6242:0 1 0 1 = $ 05
6239:
6238:
6235:
6232:
6231:0 1 0 0 = $ 04
6228:
6227:
6224:
6223:Player/Missile
6221:
6220:0 0 1 1 = $ 03
6217:
6216:
6213:
6212:Player/Missile
6210:
6209:0 0 1 0 = $ 02
6206:
6205:
6202:
6201:Player/Missile
6199:
6198:0 0 0 1 = $ 01
6195:
6194:
6191:
6190:Player/Missile
6188:
6187:0 0 0 0 = $ 00
6184:
6183:
6180:
6177:
6176:Priority Bits
6149:
6146:
6139:
6138:
6135:
6133:
6130:
6127:
6124:
6122:
6119:
6117:
6114:
6111:
6107:
6106:
6103:
6101:
6098:
6096:
6093:
6091:
6088:
6086:
6083:
6081:
6077:
6076:
6073:
6071:
6069:
6066:
6063:
6061:
6058:
6056:
6054:
6051:
6047:
6046:
6043:
6041:
6039:
6037:
6034:
6032:
6029:
6027:
6025:
6023:
6019:
6018:
6016:
6013:
6010:
6007:
6004:
6002:
6000:
5997:
5994:
5991:
5987:
5986:
5984:
5981:
5978:
5976:
5973:
5971:
5969:
5966:
5963:
5961:
5957:
5956:
5954:
5951:
5949:
5946:
5943:
5941:
5939:
5936:
5934:
5931:
5927:
5926:
5924:
5921:
5919:
5917:
5914:
5912:
5910:
5907:
5905:
5903:
5899:
5898:
5896:
5894:
5891:
5888:
5885:
5883:
5881:
5879:
5876:
5873:
5869:
5868:
5866:
5864:
5861:
5859:
5856:
5854:
5852:
5850:
5847:
5845:
5841:
5840:
5838:
5836:
5834:
5831:
5828:
5826:
5824:
5822:
5820:
5817:
5813:
5812:
5809:
5806:
5803:
5800:
5797:
5795:
5792:
5789:
5786:
5783:
5764:
5763:
5760:
5757:
5754:
5751:
5748:
5742:
5741:
5738:
5735:
5732:
5729:
5726:
5723:
5722:
5719:
5716:
5713:
5710:
5707:
5704:
5703:
5700:
5697:
5694:
5691:
5688:
5685:
5684:
5681:
5678:
5675:
5672:
5669:
5666:
5665:
5662:
5659:
5656:
5653:
5650:
5647:
5646:
5643:
5640:
5637:
5634:
5631:
5628:
5627:
5624:
5621:
5618:
5615:
5612:
5609:
5608:
5605:
5602:
5599:
5596:
5593:
5587:
5586:
5585:0 0 0 0 = $ 0
5583:
5580:
5577:
5574:
5571:
5570:Priority Bits
5547:
5544:
5540:
5539:
5536:
5520:
5516:
5512:
5509:
5508:
5507:
5504:
5501:
5498:
5487:
5483:
5479:
5475:
5471:
5467:
5459:
5455:
5451:
5448:
5404:
5400:
5396:
5392:
5388:
5385:
5346:
5343:
5333:
5330:
5327:
5326:
5319:
5316:
5312:
5311:
5305:
5302:
5298:
5297:
5290:
5289:GTIA/16 Shades
5287:
5283:
5282:
5279:
5276:
5272:
5271:
5268:
5265:
5232:
5229:
5226:
5225:
5222:
5219:
5216:
5213:
5210:
5207:
5204:
5200:
5199:
5196:
5193:
5190:
5187:
5184:
5181:
5178:
5165:
5162:
5160:
5157:
5151:
5150:
5147:
5144:
5141:
5137:
5136:
5134:
5131:
5129:
5125:
5124:
5122:
5119:
5117:
5113:
5112:
5110:
5107:
5105:
5101:
5100:
5098:
5095:
5093:
5089:
5088:
5086:
5083:
5081:
5080:COLPM3/PCOLOR3
5077:
5076:
5074:
5071:
5069:
5068:COLPM2/PCOLOR2
5065:
5064:
5062:
5059:
5057:
5056:COLPM1/PCOLOR1
5053:
5052:
5050:
5047:
5045:
5044:COLPM0/PCOLOR0
5041:
5040:
5037:
5034:
5031:
5017:
5016:
5013:
5010:
5007:
5004:
5001:
4998:
4995:
4992:
4989:
4985:
4984:
4982:
4980:
4978:
4976:
4974:
4972:
4970:
4968:
4966:
4962:
4961:
4958:
4955:
4952:
4950:
4948:
4945:
4943:
4940:
4938:
4934:
4933:
4930:
4927:
4924:
4922:
4920:
4917:
4915:
4912:
4910:
4906:
4905:
4903:
4900:
4897:
4894:
4891:
4888:
4885:
4882:
4880:
4876:
4875:
4873:
4871:
4869:
4867:
4865:
4863:
4861:
4859:
4857:
4856:COLPM3/PCOLOR3
4853:
4852:
4850:
4848:
4846:
4844:
4842:
4840:
4838:
4836:
4834:
4833:COLPM2/PCOLOR2
4830:
4829:
4827:
4825:
4823:
4821:
4819:
4817:
4815:
4813:
4811:
4810:COLPM1/PCOLOR1
4807:
4806:
4804:
4802:
4800:
4798:
4796:
4794:
4792:
4790:
4788:
4787:COLPM0/PCOLOR0
4784:
4783:
4780:
4777:
4774:
4771:
4768:
4765:
4762:
4759:
4756:
4742:
4741:
4738:
4735:
4732:
4729:
4726:
4723:
4719:
4718:
4715:
4712:
4709:
4706:
4704:
4702:
4698:
4697:
4694:
4691:
4688:
4685:
4682:
4679:
4675:
4674:
4671:
4668:
4665:
4662:
4659:
4656:
4652:
4651:
4648:
4645:
4642:
4639:
4637:
4635:
4631:
4630:
4628:
4626:
4624:
4622:
4620:
4618:
4617:COLPM3/PCOLOR3
4614:
4613:
4611:
4609:
4607:
4605:
4603:
4601:
4600:COLPM2/PCOLOR2
4597:
4596:
4594:
4592:
4590:
4588:
4586:
4584:
4583:COLPM1/PCOLOR1
4580:
4579:
4577:
4575:
4573:
4571:
4569:
4567:
4566:COLPM0/PCOLOR0
4563:
4562:
4559:
4556:
4553:
4550:
4547:
4544:
4532:
4531:
4530:
4529:
4526:
4523:
4513:
4512:
4511:
4507:
4501:
4500:
4499:
4495:
4457:
4456:
4455:(Luminance 0)
4453:
4450:
4447:
4444:
4441:
4438:
4435:
4431:
4430:
4427:
4424:
4421:
4418:
4415:
4412:
4409:
4397:
4396:
4392:
4389:
4375:
4372:
4371:
4370:
4367:
4360:
4353:
4335:
4332:
4320:
4317:
4302:
4299:
4291:
4288:
4280:
4277:
4269:
4266:
4258:
4255:
4236:
4233:
4224:
4221:
4218:
4217:
4212:
4207:
4202:
4199:
4196:
4193:
4190:
4186:
4185:
4182:
4179:
4176:
4173:
4170:
4167:
4164:
4154:
4151:
4148:
4147:
4142:
4137:
4134:
4129:
4126:
4123:
4120:
4116:
4115:
4112:
4109:
4106:
4103:
4100:
4097:
4094:
4084:
4081:
4078:
4077:
4072:
4069:
4064:
4059:
4056:
4053:
4050:
4046:
4045:
4042:
4039:
4036:
4033:
4030:
4027:
4024:
4014:
4011:
4008:
4007:
4004:
3999:
3994:
3989:
3986:
3983:
3980:
3976:
3975:
3972:
3969:
3966:
3963:
3960:
3957:
3954:
3944:
3941:
3932:
3929:
3926:
3925:
3920:
3915:
3910:
3905:
3902:
3899:
3896:
3892:
3891:
3888:
3885:
3882:
3879:
3876:
3873:
3870:
3860:
3857:
3852:
3849:
3844:
3841:
3836:
3833:
3828:
3825:
3822:
3821:
3816:
3811:
3806:
3801:
3798:
3795:
3792:
3788:
3787:
3784:
3781:
3778:
3775:
3772:
3769:
3766:
3756:
3753:
3748:
3745:
3740:
3737:
3732:
3729:
3724:
3721:
3716:
3713:
3708:
3705:
3700:
3697:
3659:
3656:
3603:
3600:
3597:
3596:
3593:
3590:
3587:
3584:
3583:
3580:
3577:
3574:
3571:
3570:
3567:
3564:
3561:
3558:
3557:
3554:
3551:
3548:
3544:
3543:
3540:
3537:
3534:
3531:
3530:
3527:
3524:
3521:
3518:
3517:
3514:
3511:
3508:
3505:
3504:
3501:
3498:
3495:
3491:
3490:
3487:
3484:
3481:
3478:
3477:
3474:
3471:
3468:
3465:
3464:
3461:
3458:
3455:
3452:
3451:
3448:
3445:
3442:
3438:
3437:
3434:
3431:
3428:
3425:
3424:
3421:
3418:
3415:
3412:
3411:
3408:
3405:
3402:
3399:
3398:
3395:
3392:
3389:
3385:
3384:
3381:
3378:
3375:
3357:
3356:
3353:
3350:
3347:
3344:
3341:
3338:
3335:
3331:
3330:
3327:
3324:
3321:
3318:
3315:
3312:
3309:
3299:
3296:
3289:
3288:
3285:
3282:
3279:
3276:
3273:
3270:
3267:
3263:
3262:
3259:
3256:
3253:
3250:
3247:
3244:
3241:
3231:
3228:
3223:
3220:
3215:
3212:
3207:
3204:
3198:
3195:
3192:
3191:
3188:
3185:
3182:
3181:8 color clocks
3179:
3176:
3173:
3172:
3169:
3166:
3163:
3162:2 color clocks
3160:
3157:
3154:
3153:
3150:
3147:
3144:
3143:4 color clocks
3141:
3138:
3135:
3134:
3131:
3128:
3125:
3124:2 color clocks
3122:
3119:
3115:
3114:
3111:
3108:
3105:
3104:8 color clocks
3102:
3099:
3096:
3095:
3092:
3089:
3086:
3085:2 color clocks
3083:
3080:
3077:
3076:
3073:
3070:
3067:
3066:4 color clocks
3064:
3061:
3058:
3057:
3054:
3051:
3048:
3047:2 color clocks
3045:
3042:
3038:
3037:
3034:
3031:
3028:
3027:8 color clocks
3025:
3022:
3019:
3018:
3015:
3012:
3009:
3008:2 color clocks
3006:
3003:
3000:
2999:
2996:
2993:
2990:
2989:4 color clocks
2987:
2984:
2981:
2980:
2977:
2974:
2971:
2970:2 color clocks
2968:
2965:
2961:
2960:
2957:
2954:
2951:
2950:8 color clocks
2948:
2945:
2942:
2941:
2938:
2935:
2932:
2931:2 color clocks
2929:
2926:
2923:
2922:
2919:
2916:
2913:
2912:4 color clocks
2910:
2907:
2904:
2903:
2900:
2897:
2894:
2893:2 color clocks
2891:
2888:
2884:
2883:
2880:
2877:
2874:
2871:
2868:
2857:
2856:
2853:
2850:
2847:
2844:
2841:
2838:
2835:
2831:
2830:
2827:
2824:
2821:
2818:
2815:
2812:
2809:
2795:
2792:
2789:
2788:
2785:
2782:
2779:
2776:
2772:
2771:
2768:
2765:
2762:
2761:8 color clocks
2759:
2755:
2754:
2751:
2748:
2745:
2742:
2738:
2737:
2734:
2731:
2728:
2727:8 color clocks
2725:
2721:
2720:
2717:
2714:
2711:
2708:
2697:
2696:
2693:
2690:
2687:
2684:
2681:
2678:
2675:
2671:
2670:
2667:
2664:
2661:
2658:
2655:
2652:
2649:
2636:
2633:
2628:
2625:
2620:
2617:
2612:
2609:
2601:
2600:
2597:
2594:
2582:
2579:
2576:
2575:
2572:
2568:
2565:
2562:
2558:
2555:
2552:
2548:
2545:
2541:
2540:
2537:
2533:
2530:
2527:
2523:
2520:
2517:
2513:
2510:
2506:
2505:
2502:
2498:
2495:
2492:
2488:
2485:
2482:
2478:
2475:
2471:
2470:
2467:
2464:
2461:
2450:
2449:
2446:
2443:
2440:
2437:
2434:
2431:
2428:
2424:
2423:
2420:
2417:
2414:
2411:
2408:
2405:
2402:
2392:
2389:
2384:
2381:
2376:
2373:
2368:
2365:
2360:
2357:
2352:
2349:
2344:
2341:
2336:
2333:
2328:
2324:
2317:
2313:
2309:
2305:
2280:
2277:
2274:
2273:
2270:
2266:
2265:
2262:
2258:
2257:
2254:
2250:
2249:
2248:Bit must be 1
2246:
2242:
2241:
2240:Bit must be 0
2238:
2234:
2233:
2230:
2219:
2218:
2216:
2214:
2212:
2209:
2206:
2203:
2200:
2194:
2193:
2191:
2189:
2187:
2184:
2181:
2178:
2175:
2169:
2168:
2166:
2164:
2162:
2159:
2156:
2153:
2150:
2144:
2143:
2141:
2139:
2137:
2134:
2131:
2128:
2125:
2119:
2118:
2116:
2114:
2112:
2109:
2106:
2103:
2100:
2094:
2093:
2090:
2087:
2084:
2081:
2078:
2075:
2072:
2066:
2065:
2062:
2059:
2056:
2053:
2050:
2047:
2044:
2038:
2037:
2034:
2031:
2028:
2025:
2022:
2019:
2016:
2010:
2009:
2006:
2003:
2000:
1997:
1994:
1991:
1988:
1982:
1981:
1978:
1975:
1972:
1969:
1966:
1963:
1960:
1954:
1953:
1950:
1947:
1944:
1941:
1938:
1935:
1932:
1926:
1925:
1922:
1919:
1916:
1913:
1910:
1907:
1904:
1898:
1897:
1895:
1893:
1891:
1888:
1885:
1882:
1879:
1873:
1872:
1869:
1866:
1863:
1860:
1857:
1854:
1851:
1845:
1844:
1841:
1838:
1835:
1832:
1829:
1826:
1823:
1817:
1816:
1813:
1810:
1807:
1804:
1801:
1798:
1795:
1789:
1788:
1785:
1782:
1779:
1776:
1773:
1770:
1767:
1761:
1760:
1757:
1754:
1751:
1748:
1745:
1742:
1739:
1733:
1732:
1729:
1726:
1723:
1720:
1717:
1714:
1711:
1705:
1704:
1702:
1700:
1698:
1695:
1692:
1689:
1686:
1680:
1679:
1676:
1673:
1670:
1667:
1664:
1661:
1658:
1652:
1651:
1649:
1647:
1645:
1642:
1639:
1636:
1633:
1627:
1626:
1624:
1622:
1620:
1617:
1614:
1611:
1608:
1602:
1601:
1599:
1597:
1595:
1592:
1589:
1586:
1583:
1577:
1576:
1574:
1572:
1570:
1567:
1564:
1561:
1558:
1552:
1551:
1549:
1547:
1545:
1542:
1539:
1536:
1533:
1527:
1526:
1524:
1522:
1520:
1517:
1514:
1511:
1508:
1502:
1501:
1499:
1497:
1495:
1492:
1489:
1486:
1483:
1477:
1476:
1474:
1472:
1470:
1467:
1464:
1461:
1458:
1452:
1451:
1449:
1447:
1445:
1442:
1439:
1436:
1433:
1427:
1426:
1424:
1422:
1420:
1417:
1414:
1411:
1408:
1402:
1401:
1399:
1397:
1395:
1392:
1389:
1386:
1383:
1377:
1376:
1374:
1372:
1370:
1367:
1364:
1361:
1358:
1352:
1351:
1349:
1347:
1345:
1342:
1339:
1336:
1333:
1327:
1326:
1324:
1322:
1320:
1317:
1314:
1311:
1308:
1302:
1301:
1299:
1297:
1295:
1292:
1289:
1286:
1283:
1277:
1276:
1274:
1272:
1270:
1267:
1264:
1261:
1258:
1252:
1251:
1249:
1247:
1245:
1242:
1239:
1236:
1233:
1227:
1226:
1224:
1222:
1220:
1217:
1214:
1211:
1208:
1202:
1201:
1199:
1197:
1195:
1192:
1189:
1186:
1183:
1177:
1176:
1174:
1172:
1170:
1167:
1164:
1161:
1158:
1152:
1151:
1149:
1147:
1145:
1142:
1139:
1136:
1133:
1127:
1126:
1124:
1122:
1120:
1117:
1114:
1111:
1108:
1102:
1101:
1099:
1097:
1095:
1092:
1089:
1086:
1083:
1077:
1076:
1074:
1072:
1070:
1067:
1064:
1061:
1058:
1052:
1051:
1049:
1047:
1045:
1042:
1039:
1036:
1033:
1027:
1026:
1024:
1022:
1020:
1017:
1014:
1011:
1008:
1002:
1001:
999:
997:
995:
992:
989:
986:
983:
977:
976:
974:
972:
970:
967:
964:
961:
958:
952:
951:
949:
947:
945:
942:
939:
936:
933:
927:
926:
924:
922:
920:
917:
914:
911:
908:
902:
901:
899:
897:
895:
892:
889:
886:
883:
877:
876:
874:
872:
870:
867:
864:
861:
858:
852:
851:
849:
847:
845:
842:
839:
836:
833:
827:
826:
823:
820:
817:
814:
811:
808:
805:
780:
776:
772:
769:
766:
765:
762:
759:
755:
754:
751:
748:
745:
741:
740:
737:
734:
730:
729:
726:
723:
719:
718:
715:
714:12, 13, 14, 15
712:
708:
707:
704:
701:
697:
696:
693:
690:
686:
685:
682:
679:
675:
674:
671:
670:31, 22, 23, 24
668:
664:
663:
660:
657:
653:
652:
649:
646:
642:
641:
638:
635:
631:
630:
627:
624:
620:
619:
616:
613:
609:
608:
605:
602:
598:
597:
594:
591:
587:
586:
583:
580:
576:
575:
574:Address Input
572:
569:
565:
564:
561:
558:
543:
540:
539:
538:
535:
527:
526:
523:
520:
517:
510:by part number
505:
502:
501:
500:
499:
498:
495:
491:
485:
478:
477:
476:
473:
470:
464:
463:
462:
459:
452:
451:
450:
447:
444:
441:
438:
435:
432:
429:
426:
423:
420:
417:
416:
415:
412:
399:
383:
380:
351:
348:
321:
318:
258:
255:
253:
250:
176:
175:
158:
157:
140:September 2020
115:
113:
106:
99:
98:
72:
70:
63:
58:
32:
31:
29:
22:
15:
13:
10:
9:
6:
4:
3:
2:
7720:
7709:
7706:
7704:
7701:
7699:
7696:
7694:
7691:
7690:
7688:
7679:
7678:GTIA die shot
7676:
7674:
7673:CTIA die shot
7671:
7668:
7665:
7662:
7659:
7656:
7653:
7651:
7647:
7644:
7643:
7639:
7630:
7624:
7620:
7619:
7611:
7608:
7597:on 2011-09-13
7596:
7592:
7588:
7581:
7578:
7567:on 2011-09-13
7566:
7562:
7558:
7551:
7548:
7537:
7533:
7532:"Atari Chips"
7526:
7524:
7522:
7520:
7518:
7514:
7510:
7504:
7501:
7490:
7486:
7482:
7478:
7477:
7472:
7465:
7462:
7451:
7445:
7441:
7440:
7435:
7428:
7426:
7422:
7418:
7412:
7410:
7408:
7404:
7393:
7389:
7385:
7384:
7379:
7372:
7370:
7366:
7355:
7351:
7347:
7343:
7342:
7337:
7330:
7328:
7326:
7324:
7322:
7318:
7307:
7305:0-8359-4242-2
7301:
7297:
7296:
7291:
7284:
7282:
7280:
7278:
7276:
7272:
7262:
7261:Miner, Jay G.
7258:
7252:
7249:
7238:
7234:
7230:
7226:
7225:
7220:
7213:
7211:
7209:
7205:
7200:
7196:
7189:
7186:
7171:
7170:
7163:
7161:
7159:
7155:
7148:
7144:
7141:
7140:
7136:
7134:
7132:
7128:
7120:
7118:
7112:
7107:
7105:
7100:
7096:
7045:
7038:
7031:
7030:
7029:
7015:
7007:
7005:
7002:
6998:
6994:
6991:
6986:
6982:
6978:
6977:COLPF3/COLOR3
6973:
6968:
6966:
6961:
6946:
6944:
6940:
6932:
6927:
6924:
6921:
6920:
6919:
6911:
6908:
6905:
6902:
6899:
6896:
6893:
6890:
6889:
6885:
6882:
6879:
6876:
6873:
6870:
6867:
6864:
6863:
6860:
6859:Console Keys
6854:
6852:
6848:
6839:
6836:
6833:
6830:
6827:
6824:
6821:
6818:
6817:
6813:
6810:
6807:
6804:
6801:
6798:
6795:
6792:
6791:
6788:
6782:
6780:
6764:
6761:
6758:
6755:
6752:
6749:
6746:
6743:
6742:
6738:
6735:
6732:
6729:
6726:
6723:
6720:
6717:
6716:
6713:
6707:
6705:
6703:
6698:
6695:
6687:
6684:
6681:
6678:
6675:
6672:
6669:
6666:
6665:
6661:
6658:
6655:
6652:
6649:
6646:
6643:
6640:
6639:
6636:
6633:
6627:
6625:
6622:
6616:
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5611:
5610:
5606:
5603:
5600:
5597:
5594:
5592:
5589:
5588:
5584:
5582:1 0 0 0 = $ 8
5581:
5579:0 1 0 0 = $ 4
5578:
5576:0 0 1 0 = $ 2
5575:
5573:0 0 0 1 = $ 1
5572:
5569:
5568:
5565:
5552:
5545:
5543:
5537:
5534:
5533:
5532:
5529:
5527:
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3297:
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3287:Pixel HPOS+7
3286:
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2873:Missile Width
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643:
639:
636:
633:
632:
629:Data Bus I/O
628:
625:
622:
621:
617:
614:
611:
610:
606:
603:
600:
599:
595:
592:
589:
588:
584:
581:
578:
577:
573:
570:
567:
566:
562:
560:Pin Number(s)
559:
556:
555:
548:
541:
536:
533:
532:
531:
524:
521:
518:
515:
514:
513:
511:
503:
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479:
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468:
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430:
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418:
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407:
406:
404:
400:
397:
393:
392:
391:
388:
381:
379:
376:
372:
364:
356:
350:CTIA vs. GTIA
349:
347:
343:
341:
336:
331:
330:home computer
326:
319:
317:
315:
314:ROM cartridge
309:
306:
301:
299:
295:
291:
286:
284:
280:
276:
272:
268:
264:
256:
251:
249:
247:
246:Colleen/Candy
243:
239:
235:
231:
227:
225:
221:
217:
213:
210:
206:
202:
198:
194:
190:
182:
172:
169:
154:
151:
143:
133:
129:
125:
119:
116:This article
114:
105:
104:
95:
85:
80:
78:
73:This article
71:
62:
61:
56:
54:
47:
46:
41:
40:
35:
30:
21:
20:
7617:
7610:
7599:. Retrieved
7595:the original
7590:
7580:
7569:. Retrieved
7565:the original
7560:
7550:
7539:. Retrieved
7535:
7530:Boris, Dan.
7503:
7492:. Retrieved
7480:
7474:
7464:
7453:. Retrieved
7438:
7415:Joe Decuir,
7395:. Retrieved
7381:
7357:. Retrieved
7345:
7339:
7309:. Retrieved
7294:
7251:
7240:. Retrieved
7228:
7222:
7198:
7188:
7177:. Retrieved
7168:
7124:
7108:
7101:
7097:
7093:
7011:
7003:
6999:
6995:
6990:PRIOR/GPRIOR
6985:PRIOR/GPRIOR
6972:PRIOR/GPRIOR
6969:
6962:
6947:
6943:shoot 'em up
6937:A hardware "
6936:
6917:
6858:
6849:
6845:
6786:
6770:
6711:
6699:
6696:
6693:
6634:
6631:
6623:
6620:
6612:
6609:
6601:
6598:
6580:
6521:
6512:
6504:
6501:
6442:
6434:
6427:
6368:
6168:
6164:
6151:
6142:
5774:
5770:
5767:
5745:
5590:
5553:
5549:
5541:
5530:
5514:
5511:Fifth Player
5492:
5465:
5453:
5444:
5441:
5390:
5374:
5367:
5356:
5352:
5348:
5339:
5335:
5304:GTIA/9 color
5270:Description
5257:
5253:
5234:
5212:Fifth Player
5170:
5167:
5154:
5021:
5020:
4746:
4745:
4534:
4533:
4520:PRIOR/GPRIOR
4485:
4482:
4474:
4470:
4466:
4463:
4460:
4399:
4398:
4383:
4380:
4377:
4350:PRIOR/GPRIOR
4343:
4340:
4337:
4328:
4325:
4322:
4310:
4307:
4304:
4296:
4293:
4285:
4282:
4274:
4271:
4263:
4260:
4247:PRIOR/GPRIOR
4244:
4241:
4238:
4230:
4226:
4156:
4086:
4016:
3946:
3938:
3934:
3862:
3854:
3846:
3838:
3830:
3758:
3750:
3742:
3734:
3726:
3718:
3710:
3702:
3687:
3668:
3664:
3661:
3651:PRIOR/GPRIOR
3648:
3644:
3640:
3632:
3628:
3624:
3620:
3617:
3613:
3609:
3605:
3367:
3363:PRIOR/GPRIOR
3360:
3301:
3292:
3284:Pixel HPOS+6
3281:Pixel HPOS+5
3278:Pixel HPOS+4
3275:Pixel HPOS+3
3272:Pixel HPOS+2
3269:Pixel HPOS+1
3266:Pixel HPOS+0
3233:
3225:
3217:
3209:
3200:
2860:
2800:PRIOR/GPRIOR
2797:
2710:Player Width
2700:
2641:
2638:
2630:
2622:
2614:
2606:
2602:
2584:
2453:
2394:
2386:
2378:
2370:
2362:
2354:
2346:
2338:
2322:
2302:
2297:PRIOR/GPRIOR
2290:
2282:
2232:Description
2222:
2202:Console Keys
797:
793:
789:
785:
774:
725:8, 9, 10, 11
563:Description
528:
509:
507:
389:
385:
377:
373:
369:
344:
327:
323:
310:
302:
294:frame buffer
287:
283:RF modulator
260:
257:2600 and TIA
241:
237:
233:
229:
228:
200:
196:
192:
188:
187:
164:
146:
137:
124:spinning off
117:
89:
82:Please help
74:
50:
43:
37:
36:Please help
33:
7646:De Re Atari
7386:(26): 124.
7115:POKE 623,64
6712:PAL flags.
6358:True Black
6347:True Black
6336:True Black
6325:True Black
6314:True Black
6303:True Black
6270:True Black
6248:True Black
6226:True Black
5224:Priority 0
5206:GTIA Mode 0
5203:GTIA Mode 1
4960:background
4740:background
4711:glyph pixel
4708:glyph pixel
4690:glyph pixel
4687:glyph pixel
4667:glyph pixel
4664:glyph pixel
4644:glyph pixel
4641:glyph pixel
4452:Luminance 1
4449:Luminance 2
4446:Luminance 3
819:Shadow Name
807:Description
662:Halt Input
7687:Categories
7628:0916688348
7601:2011-02-01
7571:2011-02-01
7541:2011-02-01
7494:2011-02-01
7483:(7): 103.
7455:2011-01-26
7419:, CGEXPO99
7397:2011-01-24
7359:2011-02-01
7311:2011-01-26
7242:2011-01-26
7179:2010-09-10
7149:References
6422:Missile 0
5315:1 1 = $ C0
5301:1 0 = $ 80
5286:0 1 = $ 40
5275:0 0 = $ 00
5221:Priority 1
5218:Priority 2
5215:Priority 3
5049:background
5012:background
5009:background
5006:background
5003:background
5000:background
4997:background
4994:background
4991:background
4737:background
4734:background
4731:background
4684:background
4681:background
3377:Bits Value
2876:Bits Value
2855:M0 Size 0
2713:Bits Value
1881:PAL flags.
810:Read/Write
582:18, 19, 20
292:held in a
267:Atari 2600
209:Atari 5200
128:relocating
39:improve it
7669:GTIA info
7489:0113-1141
7392:0194-357X
7354:0199-6649
7341:InfoWorld
7237:0113-1141
7231:(2): 37.
6419:Missile 1
6416:Missile 2
6413:Missile 3
5399:through F
5387:16 Colors
5332:16 Shades
4352:register.
3547:Missile 3
3494:Missile 2
3441:Missile 1
3388:Missile 0
3118:Missile 3
3041:Missile 2
2964:Missile 1
2887:Missile 0
2852:M0 Size 1
2849:M1 Size 0
2846:M1 Size 1
2843:M2 Size 0
2840:M2 Size 1
2837:M3 Size 0
2834:M3 Size 1
2460:Playfield
2229:Bit Value
771:Registers
579:AN0 - AN2
224:Jay Miner
45:talk page
7383:Compute!
7137:See also
7113:command
7054:through
6765:Video 0
6662:Trigger
6410:Player 0
6407:Player 1
6404:Player 2
6401:Player 3
5546:Priority
5030:Register
4782:ANTIC F
4755:Register
4561:ANTIC 7
4543:Register
3692:through
3383:Pixel 0
2861:Values:
2701:Values:
816:Dec Addr
813:Hex Addr
557:Pin Name
504:Versions
482:joystick
382:Features
242:Graphics
92:May 2019
7022:⁄
6847:sound.
6831:Speaker
6762:Video 1
6759:Video 2
6756:Video 3
6259:COLPF2
6237:COLPF2
6215:COLPF2
6157:⁄
5811:COLPF3
5645:P5/PF0
5559:⁄
5463:color.
5345:9 Color
5278:Default
5267:Feature
5245:⁄
5015:border
4779:ANTIC E
4776:ANTIC D
4773:ANTIC C
4770:ANTIC B
4767:ANTIC A
4764:ANTIC 9
4761:ANTIC 8
4558:ANTIC 6
4555:ANTIC 5
4552:ANTIC 4
4549:ANTIC 3
4546:ANTIC 2
4443:Color 0
4440:Color 1
4437:Color 2
4434:Color 3
3611:walls.
3380:Pixel 1
3374:Missile
2882:Size 0
2867:Missile
2719:Size 0
2695:Size 0
2312:to $ DD
1918:PCOLOR3
1865:PCOLOR2
1809:PCOLOR1
1753:PCOLOR0
753:Ground
722:T0 - T3
711:S0 - S3
667:L0 - L3
623:D0 - D7
568:A0 - A4
494:output.
403:sprites
252:History
238:Adapter
220:sprites
7625:
7487:
7446:
7390:
7352:
7302:
7267:
7235:
6945:game.
6939:sprite
6912:Start
6909:Select
6906:Option
6886:Bit 0
6814:Bit 0
6739:Bit 0
6702:GRACTL
6549:Bit 0
6507:DMACTL
6470:Bit 0
6430:DMACTL
6396:Bit 0
6355:COLPF2
6344:COLPF2
6333:COLPF2
6322:COLPF2
6267:COLPF2
6256:COLPF2
6245:COLPF2
6234:COLPF2
5808:COLPF2
5805:COLPM3
5802:COLPM2
5794:COLPF1
5791:COLPF0
5788:COLPM1
5785:COLPM0
5762:COLBK
5746:Bottom
5671:P5/PF0
5636:P5/PF0
5604:P5/PF0
5601:P5/PF0
5526:COLPF3
5381:COLPF3
5377:COLPF0
5370:COLPM0
5359:COLPM0
5309:COLPM0
5198:Bit 0
4728:border
4725:border
4717:glyph
4696:glyph
4673:glyph
4650:glyph
4494:COLBK.
4429:Bit 0
4313:COLPF2
4215:COLPM0
4210:COLPM1
4205:COLPM2
4184:Bit 0
4145:COLPM0
4140:COLPM1
4132:COLPM3
4114:Bit 0
4075:COLPM0
4067:COLPM2
4062:COLPM3
4044:Bit 0
4002:COLPM1
3997:COLPM2
3992:COLPM3
3974:Bit 0
3923:COLPM0
3918:COLPM1
3913:COLPM2
3908:COLPM3
3890:Bit 0
3819:COLPF0
3814:COLPF1
3809:COLPF2
3804:COLPF3
3786:Bit 0
3694:COLPF3
3690:COLPF0
3683:COLPF2
3679:COLPF1
3675:COLPF2
3635:HITCLR
3329:Bit 0
3261:Bit 0
3159:Normal
3140:Double
3121:Normal
3082:Normal
3063:Double
3044:Normal
3005:Normal
2986:Double
2967:Normal
2928:Normal
2909:Double
2890:Normal
2879:Size 1
2829:Bit 0
2758:Normal
2741:Double
2724:Normal
2716:Size 1
2692:Size 1
2669:Bit 0
2509:Normal
2474:Narrow
2422:Bit 0
2208:$ D01F
2198:CONSOL
2183:$ D01F
2173:CONSPK
2158:$ D01E
2148:HITCLR
2133:$ D01D
2123:GRACTL
2108:$ D01C
2098:VDELAY
2089:$ 026F
2086:GPRIOR
2080:$ D01B
2061:$ 02C8
2058:COLOR4
2052:$ D01A
2033:$ 02C7
2030:COLOR3
2024:$ D019
2014:COLPF3
2005:$ 02C6
2002:COLOR2
1996:$ D018
1986:COLPF2
1977:$ 02C5
1974:COLOR1
1968:$ D017
1958:COLPF1
1949:$ 02C4
1946:COLOR0
1940:$ D016
1930:COLPF0
1921:$ 02C3
1912:$ D015
1902:COLPM3
1887:$ D014
1868:$ 02C2
1859:$ D014
1849:COLPM2
1840:$ 0287
1837:STRIG3
1831:$ D013
1812:$ 02C1
1803:$ D013
1793:COLPM1
1784:$ 0286
1781:STRIG2
1775:$ D012
1756:$ 02C0
1747:$ D012
1737:COLPM0
1728:$ 0285
1725:STRIG1
1719:$ D011
1694:$ D011
1675:$ 0284
1672:STRIG0
1666:$ D010
1641:$ D010
1631:GRAFP3
1616:$ D00F
1591:$ D00F
1581:GRAFP2
1566:$ D00E
1541:$ D00E
1531:GRAFP1
1516:$ D00D
1491:$ D00D
1481:GRAFP0
1466:$ D00C
1441:$ D00C
1416:$ D00B
1391:$ D00B
1381:SIZEP3
1366:$ D00A
1341:$ D00A
1331:SIZEP2
1316:$ D009
1291:$ D009
1281:SIZEP1
1266:$ D008
1241:$ D008
1231:SIZEP0
1216:$ D007
1191:$ D007
1181:HPOSM3
1166:$ D006
1141:$ D006
1131:HPOSM2
1116:$ D005
1091:$ D005
1081:HPOSM1
1066:$ D004
1041:$ D004
1031:HPOSM0
1016:$ D003
991:$ D003
981:HPOSP3
966:$ D002
941:$ D002
931:HPOSP2
916:$ D001
891:$ D001
881:HPOSP1
866:$ D000
841:$ D000
831:HPOSP0
783:page.
542:Pinout
290:bitmap
7476:ANTIC
7224:ANTIC
7173:(PDF)
7111:BASIC
6883:Bit 1
6880:Bit 2
6877:Bit 3
6874:Bit 4
6871:Bit 5
6868:Bit 6
6865:Bit 7
6811:Bit 1
6808:Bit 2
6805:Bit 3
6802:Bit 4
6799:Bit 5
6796:Bit 6
6793:Bit 7
6736:Bit 1
6733:Bit 2
6730:Bit 3
6727:Bit 4
6724:Bit 5
6721:Bit 6
6718:Bit 7
6659:Bit 1
6656:Bit 2
6653:Bit 3
6650:Bit 4
6647:Bit 5
6644:Bit 6
6641:Bit 7
6546:Bit 1
6543:Bit 2
6540:Bit 3
6537:Bit 4
6534:Bit 5
6531:Bit 6
6528:Bit 7
6467:Bit 1
6464:Bit 2
6461:Bit 3
6458:Bit 4
6455:Bit 5
6452:Bit 6
6449:Bit 7
6393:Bit 1
6390:Bit 2
6387:Bit 3
6384:Bit 4
6381:Bit 5
6378:Bit 6
6375:Bit 7
5799:Color
5782:Color
5759:COLBK
5756:COLBK
5753:COLBK
5750:COLBK
5363:COLBK
5323:COLBK
5294:COLBK
5237:ANTIC
5195:Bit 1
5192:Bit 2
5189:Bit 3
5186:Bit 4
5183:Bit 5
5180:Bit 6
5177:Bit 7
5146:pixel
5133:pixel
5121:pixel
5109:pixel
5097:pixel
5085:pixel
5073:pixel
5061:pixel
4957:pixel
4954:pixel
4947:pixel
4942:pixel
4929:pixel
4926:pixel
4919:pixel
4914:pixel
4902:pixel
4899:pixel
4896:pixel
4893:pixel
4890:pixel
4887:pixel
4884:pixel
4714:glyph
4693:glyph
4670:glyph
4647:glyph
4478:ANTIC
4426:Bit 1
4423:Bit 2
4420:Bit 3
4417:Bit 4
4414:Bit 5
4411:Bit 6
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