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How to set up video mode?


Sdw

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The other mode of curious interest is ANTIC 6/7 ... better known as Graphics 1 and 2

 

The character grid is laid out in bitpairs like in ANTIC 4/5 (4x8 char, 4 colors per cell)

 

screen codes 0-31 are undisplayable.

 

For Graphics 9 and 11, here are the layouts

 

screen codes: 00 01 10 11

32-63 0 1 4 5

64-95 0 2 6 8

96-127 0 3 10 13

 

For Graphics 10:

 

screen codes 00 01 10 11

32-63 PM0 PM1 BAK PF1

64-95 PM0 PM2 BAK BAK

96-127 PM0 PM3 BAK PF3

 

There is no PF0 or PF2 in this mode, and the second range only allows 3 colors. This is a mode that I have used in demos using a Super IRG style mode for Graphics 1.

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I C.

What about a (structured) list about difference between A8 and C64? I am pretty sure the C64 people on AA will help.

It could be a post in this thread to which AA users can point the next "convert" ;)

Of course along with a link to the "Altirra HW-Manual" to explore the details.

 

The Wikipedia pages have these lists of features for ANTIC, and CTIA/GTIA. Offhand, I don't see anything missing in terms of inherent capability of the hardware.

 

ANTIC:

  • 14 different Playfield graphics modes:

  • 6 character modes
    • 4 types of font/glyph rendering

    [*]8 map modes

  • Output a variable number of blank scan lines
  • Playfield Text and Map modes can be mixed onscreen
  • Variable screen height up to vertical overscan
  • Variable screen width up to horizontal overscan
  • Vertical coarse scrolling
  • Vertical fine scrolling
  • Horizontal coarse scrolling
  • Horizontal fine scrolling
  • Soft, re-definable character set.
  • Performs the DMA for CTIA/GTIA to produce Player/Missile graphics
  • Trigger a CPU-serviced interrupt routine at specific scan lines
  • Non-fixed RAM. This allows RAM for graphics features to be located almost anywhere in the 16-bit memory address range. This applies to:
    • Display lists.
    • Playfield Graphics data
    • Character set fonts
    • Player/Missile Graphics data

CTIA and GTIA:

  • It is responsible for interpreting the Playfield graphics data stream from ANTIC to apply color to the display.
  • The GTIA version includes three alternate color interpretation modes for the Playfield graphics.
    • 16 shades of a single hue from the 16 possible hues in the Atari palette. This is accessible in Atari BASIC as Graphics 9.
    • 16 hues in a single shade/luminance value. This is accessible in Atari BASIC as Graphics 11.
    • 9 colors per horizontal line in any hue and luminance from the entire Atari palette of 128 colors accomplished using all five playfield color registers, and the four player/missile color registers. This is accessible in Atari BASIC as Graphics 10.

    [*]It merges four Player and four Missile overlay objects (aka sprites) per scanline with the Playfield graphics.

    [*]It checks for collisions between the Players, Missiles, and the Playfield graphics.

    [*]It is responsible for reading the state of the joysticks' triggers (bottom buttons only in case of Atari 5200 controllers).

    [*]It contains four input/output pins that are used in different ways depending on the system:

    • In Atari 8-bit computers, three of the pins are used to read state of the console keys (Start/Select/Option).
    • The fourth pin controls the speaker built into the Atari 400/800, used to generate keyboard clicks. On later models there is no internal speaker, but the keyclick is still generated by GTIA and mixed with the regular audio output.
    • In the Atari 5200, the pins are used as part of the process that reads the state of the joysticks' keyboards.

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