Atari 2600 TIA Technical Manual Text
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TIA lA TrJ-EV:SIOK INTERFACE ADAPTOH (MODEL lA) GJ:NtR>.L D SSCP.IPTXON The TIAIA is an HOS integrated circuit designed to interface between an eight (8) bit microprocessor and a television video ibodulator and to convert eight (8) bit parallel data into serial outputs for the color, Ivuninosity , and composite syT\C required by a video modulator. This circuit operates on a •line by line" basis, always oiitputing the saine infonnation every television line unless new data is written into it by the microprocessor. A hardware sync counter produces horizontal sync timing independent of the microprocessor. Vertical sync timing is supplied and combined into composite microprocessor to this circuit by the sync. Horizontal position counters are used to trigger the serial output of five (5) horizontally moveable objects; two players, The XLicroprocessor can add or subtwo*niissiles;anc a ball. tract from these position counters to move these objects right or left. The microprocessor determines all vertical position and motion by vritinc zeros or ones into object registers before each appropriate horizontal line. Kails, clouds and other seldom moved objects are produced bv a low resolution data register called the playfield register. A fifteen (15) bit collision register detects all fifteen Dossible two object collisions between these six (6) objects This collision register "(five moveable and one playfield) • can be read and reset by the microprocessor. Six input ports are also provided on this chip that can be read by the j&icroprocessor. These input ports and the collision register are the only chip addresses that can be read by the microprocessor. All other addresses are vuitire only. Color luminosity registers are included that can be prograimned by the microprocessor with eight (8) luminosity and fifteen (15) color values. A digital phase shifter is included on this chip to provide a single color output with fifteen (15) phase angles Two (2) independent audio generating circuits are included, each with programmable frequency, noise content, and volume control registers. DKTAIL DE SCRIPTION 1, Data and addressinc Aecisters on this chip are addressed by the microprocessor as part of its overall RAM- ROM iaeDor%* space. The attached taJDle of read-write addresses svinMri^es the addressable functions. There are no registers that are both read and write. Some addresses however are both read and write, with write data 50ing into one register and read data returning fron a different register. If the read-write line is low, the data bits indicated in this table will be written into the addressed write locotion when the^2 clock goes from high to Soae registers arc eight bits wide, sose only lew. one bit, ar some (strobes) have no bits, perforitdng only control functions (such as resets) when their address is written. If the read-write line is high, the addressed location can be read by the niicroprocessor on data lines 6 and 7 while they line, allowing the microprocessor to begin its conput&tior. and register writing for this horizontal television line or line pair. vfield crachics R egister Description Objects, (such as walls, clouds, and score) which are not recuired to move, are written into a 20 bit register called the playfield register. This reoister (Figure 5) is loaded from the data bus (PFO, PFl, PF2) bv'three separate write addresses Playfield may be loaded at any time. To clear the playfield, zeros must be written into all three addresses. Normal Serial Output The playfield reoister is automatically scanned (and converted to serial output) by a bi-direct_ ional shift register clocked at a rate which spreacs the twenty (20) bits out over the left half of This scanning is initiated a horizontal line. by the end of horizontal blank (left edge of teleNormally the same scan is then vision screen) repeated, duplicating the same twenty (20) bit sequence over the right half of the horizontal line. . Reflected Serial. Output A relected playfield may be requested by writing a one into bit zero of the playf ield control register (CTRLPF) • When this bit is true the scanning shift register will scan the opposite direction during the right half of the horizontal line, reversing the twenty (20) bit sequence. p. Timing Constraints tven though the playfield bytes (PFO, &ay be written at any tiae, if one of changed while being serially scanned, the new value nay both show up on the horizontal line. 4 • PFl, PF2) then is part of television Eojrizon tal Position Counters • D_e_scrip tion The plavfield is a 'fijced* t./aphics register, always starting its serial output when triggered by the becinning of each television line. This chip'also includes five "moveable" graphics recisters, whose serial outputs are triggered by' five separate horizontal position counters every tice these coiinters pass through zero count* These position counters «re clocXed continuously during the unblanke portion of every horizontal line and their counr length is exactly ecual to the normal nusiber of clocks supplied to the-n during this tisve. They will therefore pass throxigh zero at the sane time du ing each horizontal television line and the triogered outputs will have no horizontal motion. A typical horizontal counter is shown in ficure 4. If extra clocks are supplied to these counters (or normal clocks s'orpressed) the zero crossing time will shift and he object will have moved left (extra clocks) or right (fewer Clocks) Sor.e position counters have extra decodes (in addition to a zero decode) to trigger multiple copies of the same object across a horizontal line* All position counters can be reset to zero count by the microprocessor at any tijne, by a write instruction to the reset addresses (RESBL, RESMO, RESHl, RESPOr RESPl) . If reset occurs during horizontal blank, the object will appear at the left side of the televisioa screea^. Properly timed resets may position an object, at any horizontal location consistent with the microprocessor cycle time* B:. .r.Ball Position Counter The ball position counter has only the zero crossing decode and therefore cannot trigcer multiple copies o£ the ball graphics. C* Play e r Position Counters Each player position counter has three decodes in addition to the zero crossing decode. Th*se decodes are controlled by bits 0,1,2 of the r ainher size control registers (NUSIZO, KU5I21) and trigger 1,2, or 3 copies of the player {at various spacings) across a horizontal line These sasie control bits as shown on page ^O are used for the Hecodes on the aissile position counter, insuring an equal number of players and cissiles. , " . ' D. Missije Po s ition Counters Missile position counters are identical to player positon counters except that they have another* type of reset in addition to the previously discussed horizontal position reset. RESHPl) These extra reset addresses write data bit 1 into a one bit register vbose output is used to position the missile (horizontally) directly on top of its corresponding player, and to disable the missile serial output. £, Horizontal Motion Recisters A. General Description There sure five write only registers on this chip that contain the horizontal motion values for each of the five moving objects. A typical horizontal motion register is shewn in figure The data bus (bits4 through? ) is written 4. . into these addresses (KMPO, HKPl, HMMO, Hml, HMBL) to load these registers with motion values. These registers supply extra (or fewer) clocks to the horizontal position counters only when commanded to do so by an HMOVZ address from the microprocessor. These registers cay all be cleared to zero (no mc.ionl sijaultaneously by an HMCLR command from the microprocessor, or individually by loading zeros into each register* These registers are each foxir bits in length and may be loaded with positive (left notion) negative (right motion) or zero (no motion) values. Negative values are represented in twos complement format. D. Tij .Lng Constraints These registers nay be loaded or cleared atalxaost any tine. The ro.Dtion. values they contain will be used only when aji EHOVT conixand is addressed, £md then all five notion values will be used simultaneously into all five horizontal position counters once* The only tixcdng constraint on this operation involves the EHOVE conniand. The EKOVE cotocand must be located in the nicroprocessor progr^.'a imcdiately after a wait for sync (WSYKC) cor^sand. This insures that the EHOVE operation begins at the leading edge of horizont9».l blainJ:, stnd has the full blaiiX tine to supply extra or fever clocks to the horizontal* position counters* Ibese reglsttrs should ^* not bt aodifled for at least 26 CoLiputer cycles after the EH?ve cotriar*d. Hovin g Objec t Graphi cs Registers A. General D e script ion There are five graphics registers for noving objects on this chip. These graphics registers are loaded (written) in parallel by the niicroprocessor and like the playfield register are scanned and converted to serial output, CnliXe the playfield register, which is always scanned beginning at the left side of each horizontal line, moving object graphics registers are scanned only when triggered by a start decode fron their horizontal position counter. craohics register is shows in figure A tyoical ' 4 B. Missile Graphics The graphics registers for both nissiles are identical and very simple. They each consist of a one bit register called nissile enable This graphics bit is scanned (EKAMOi ENAMI) . triggered by its correwhen (outputed) only sponding position counter. There are control bits (bits AfS, of NUSIZO, KUSI21) that can stretch this single graphics bit out over widths of 1, 2, 4, or 8 clocks of horizontal (A full line is 160 clocks! line tine. C. Player Graphics The graphics registers for both players are identical and are rather conplex. They each consist of eight bit parallel, registers (GRPO, GRPl) and a bi-directional parallel to serial scan coujiter that converts the parallel data into serial output. A one bit control register (RZFPO, KEFPl) ceterniines the direction (reflection) of the parallel to serial scan, outputicg either D7 throuch DO, or DO through D7, This allows reflection (horizontal flipping) of player serial graphics data without having to flip tl^e microprocessor data. The clocJc into the scan counter caii be controlled (three bits of KUSIZO and NUSIZl) to slow the scan rate and stretch the eight bits of serial Graphics out over widths of 5, 16, or 32 clocks of horizontal line time* These sajse control bits are used in the player-^ missile motion counters to control multiple copies, so only three player widths (scan rates) are available. Vertical Delav , Each of the player graphics registers actually consists of two 8 bit .pjiraliel registers. The first (GRPO, GRPl) is loaded (written) fron the microprocessor 8 bit data bus. The second is autoinatically loaded from the cutout of the first. The reason for this is a complex subject called vertical delay. A large aioount of microprocessor tiae is re* quired to generate player, missile and playfield graphics (table look up, mas)cing, con;parisons,-ect.) and load these into this chip's registers. For most game programs this tijoe is just too lajrge to fit into one horizontal In fact for most games it will line time. barely fit into two line times (127 microseconds) Therefore, individual graphics registers are loaded (written) every two lines, arid used twice for serial output between loads. This type of programming will obviously licit the vertical height resolution of objects It also will to multiples of two lines. motion to vertical of resolution the limit jumps. two lines Nothing can be done about the vertical heioht resolution; however, vertical motion can'be resolved to a single line by addition of a second graphics register that is automatically parallel loaded from the output of the first, one line time after the first was loaded from the data bus. This second graphics reoister output is therefore always delayed vertically by one line. A control bit called vertical delay (VDELO, VDELl) selects which of these two registers is to be used for If this control bit is set serial output. by the microprocessor between picture franes the object will be moved ^dcvn (delayed) by one line ouxinc the next frame. In most prograjrming applications player graphics and player 1 graphics are loaded (written) alternately, during the blanX time just prior to each line as shown in (figure 1) Since GPJ^O and GHPl addresses from the microprocessor alternate, they are delayed by one line from each other. The GRPO address decode can therefore be used to load the delayed graphics register for player 1, and GRPl likewise to load the delayed graphics register for player 0. The two vertical delay bats (VDELO, VBELl) then select delayed ana or'undelayed registers for player player 1 as serial outputs, ^ • Ball G raphics The ball graphics register is almost identical It also to the r;issiie graphics register. consist?, of a single enable bit (EJiASL) whose output is triggered by the ball position counter. It also has two control bits (bits 4, 5 of CTRLPF) that can stretch this single graphics bit out over widths of 1, 2, 4, or 8 clocks of horizontal line time. Unlike the missile graphics, however, the ball graphics register has capability for vertical delay similar to the player graphics, A second graphics (enable) bit is alternately loaded from the output of the first, one line after the first was loaded from the data bus. A ball vertical delay bit {VDZLBD selects which of these two graphics bits is used for the ball serial output. The first graphics bit (ENABL) should be loaded during the (GRPO), be sane horizontal blank tiroe as player. cause GrlPl is used to* load the second enable bit from the output of the first on alternate lines. 7 * Collision Detection A. I/at'ches Definitions The serial outputs from all the graphics registers represent real time horizontal location If any of objects on the television screen. of these outputs occur at the same time, ^ they vill overlap (colHde) on the screen. There are six objects generated on this chip -'five noving and playfield ellowing fifteen possible tvo object collisions. These overlaps (collisions) are detected by fifteen "and" gates whenever they occur, aftd figur are stored in fifteen individual latch register bits, as shown in £. E• ^ e.^din'o Collision :- The laicroprocessor can read these fifteen collision bits on d^ta lines 6 and 7 by addressing the:n tvo at a time. This could be done at any time but is usually done between frames {curing vertical blank) after all possible collisions have serially occured. C. R eset All collision bits are reset simultaneously by the microprocessor using the reset address CXCLR. This is usually done near the end of vertical blsnW, after collisions have been tested. Input ports A. General Description r.ay be There are 6 input ports on this chip whose logic state 1NPT5. read on data line 7 with read addresses INPTO through ''latched' These 6 ports are divided into two types, "dumped" and See figure 6. B, Du rToed Input Ports '.10 through 13) position from Thes- ii input ports are normally used to read paddle to discharge order In circuit. an external potentiometer-capacitor transistor, large a has these capacitors each of these input ports into writing vhich may be turned on grounding the input ports) by the cleared bit is bit 7 of the register VBLAS'K. Vhen this control potentimeters begin to recharge the capacitors and the microprocessor por^. measures the time requirfed to detect a logic 1 at each input ports long as bit 7 of register VBLASX is zero, these four When this bit is a are general purpose high inpedance input ports. 1 these ports are grounded. C. Latched Input ports (14, 15) enabled or disabled These two input ports have latches which can be VBLAKK. by writing into bit 6 of register coropletly When disabled, these latches are removed from the circuit ports, whose and these ports become two general purpose input microprocessor. the by directly present logic state can be read zero logic level) When enabled, these latches will store negative the input por^ signals appearing on these tvo input ports, and ports. input the of instead addresses will read the latches latched Input Ports (lA, 15) * continued Vhen first enabled these latches vill remain positive as long as the input ports remain positive (logic one;. A zero input port signal vill clear a latch value to zero, where it vill remsin (even after the port returns positive 5 until disabled. Both latches cay be sirultaneously disabled by writing a zero into bit $ of register VBLANK. i Priority Encoder A. Purpose As discussed in the section on collisions, simultaneous serial outputs from the graphics registers reoresent overlap on the television screen. In order to have color-luminosity values assigned to individual objects it is necessarv ro establish priorities between objects when overlapped. The priority encoder is shown in figure 3* B. Priority Assicnnent The lack of any objects results in a color-lu= value called the backorounc. The background when (BK) has lowest priority and only appears sinpli^y to order In no objects e.re outputing. the logic each missile is given the sane colorluB value and priority as it's corresponding plaver (PO, MO) and the ball is given the sane color-lum value and priority as the playfield (PF / BXi) . priority The 'following table illustrates the normal assignment: ^« PO, KO Hichest Priority Pl# Ml Second Highest PF, BL Third Highest BK Lowest Priority to appear will priority Objects with higher priority. lower with move in front of objects Players will therefore move in front of playfielc (clouds, walls, etc.). C, priority Control There are two playfield control bits that affect priority, one called playfield priority (PFP) (bit 2 o* CTRLPF) and one called s .:ore (bit 1 of CTBLPF) When a one is written into the PFP bit the priority assignment is modified as shown below. PF, BL Highest Priority PO, MO Hiohest Second Pi/ Ml Third Highest BK Lowest Priority Players will then move behind playfield (clouds vail etc.) When a one is written into the score control bit, the playfield is forced to take the colorin the left half of the screen lura of player and player 1 in the right half of the screen. This is* used when displaying score and identifi-es the score with the correct player. The prioritv enco der produces 4 register select lines (shown in figure 3) that arc mutnally exclusive. These 4 lines select either bachgroxind, p' ayer 0, player 1 or playfield, and only one' of" them can be true at a time. I 5 • Co1o A , Lumin^.r.ce l^egisters Desc ription There are four registers (shown in figure 3) that contain color-lum codes* Tour bits of color code and three bits of luainance code may be written into each of these registers (COLUPO, COL0P1, COLUPF, COLUBK> by the microprocessor These co!es (representing 16 color at any tirse. values and 8 luminance values) are given in the Detailed Address List. 3. Multiplexing The serial graphics output from all six objects is examined by" the priority encoder which activates one of the four select lines into This multiplexer (shown a 4 X 7 multiplexer. in figure 3) then selects one of the four color luE registers as a 7 line output. Three of these lines are binary coded luminosity and go directly to chip output pads. The other four lines go to the color phase shifter. 10. Color Phase Shifter This portion of the chip (shown in figure 3) produces a reference color output (color burst) during horizontal hl&Tik and then during the unblanked portion of the line it produces a color output shifted in phase with respect to the color burst.- The The amount of phase shift determines the color and is selected by the four color code lines from the selects no Color-lum multiplexer. Binary code phase as color (same gold selects color. Code 1 shift (1111) 15 through burst) . Codes 2 (0010) degrees 360 almost the phase from zero through allowing selection of 15 total colors around the television color wheel. Ay Uo.\Circuits Two audio circuits are incorporated on this chip* Thev are identical and completely independent, although their outputs could be combined externally into one speaker. Each audio circuit consists of parts described below, and in figure 7. A. Frecuency Select Clock pulses (at apprcy.iffiately 30 KHZJ fron the horizontal sync coxinter pass through a •divide by N" circuit which is controlled bv the output code from a five bit frequency register (AUDF) . This register can be loaded (written) by the rucroprocessor at any tiae, and causes the 30 KHZ clocks to be divided bv 1 (code 00000) through 32. (code 11111) This produces pulses that are digitally adjustable froa approxinately 30 KHZ to 1 KE2 and are used to clock the noise- tone generator. B. N oise-Tone Generator This circuit contains a nine bit shift counter which nay be controlled by the ouput code frczi a four bit audio control register (AUDC) and is clocked by the frequency select circuit. The control register can be loaded by the mcroprocessor at any time, and selects different shift counter feedback taps and count lengths to produce a variety of noise and tone qualities. C. V oluce Select The shift counter ouput is used to drive the audio output pad through four driver transistors graduated in size. Each transistor that is twice as large as the previous one and is enabled by one bit frora the audio volune register (AUDV) . This audio volume register^ nay be loaded by the microprocessor at any tine. through 15 are loaded, the As binary codes pad drive transistors are enabled in a binary sequence. The shift counter output therefore can pull down on the audio ouput pad with 16 selectable impedance levels. n J L J J L r JL A 1 0UTPVT5 Ho^-^. I RLAWK J \ 1 i»"*'uv£ — t ' r \ L I -z-"* uwn —^ Li TIME OF ; vjsxN _ji FIG. 1 3/^ 1! Z UMe& '* : n SX^CROVliflTTOAJ LUmilVAVCPs. cot; //Tea REFtecr i 7» TO SERIAL / CftAPHICS £)yTPVT 5^ DATA u X 5 i fkOOtKBSS TOPICAL PlCURt r s FABRUEL TO SERIAL T _V P F I 4- Bits P F DPiTA nv5 FlG-l/Re5. PLAMFieLD GAMmCS Pi ourPim RfeSfcT TO Tni*STAT£ FBea I— ^ A0or\e<»5 V » q BIT SHIFT J) CTRL. AVDIO VOLV/^£ 1 FICUtXGl. 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A/ ID 2.5 3^5 sec J Q e 1 i: L c: ^. I i: \ L/il r \ si \ * \ V L. \ l\ t \ \ ! *. 1 i \ "i \ \ \ \ ! \ ^ SHU \ \ I Q IN n' I. \ \ c 193 J N \ -V. N M 2 3 vj r c: N N N Q tS CO I X ^ vn ••; \ l\ N. I • c \ N \i < J J ^ J c e II 1 Q .-J o U 11 •\ (I 1 a' - 2 1. S^ r. .J \ N \ s. \ \ •J V > \ \ o \ \ \l \ \ \ \ \ \ \ \ \ \ in J. u! C3 J G li! c •J vj > flC 1 T £2 o \ h \ \ s e e C c M SARA PPnnRAMMING INSTRUCTIONS VCS Sara is a 128 by 8 RAM that is Memory mapped into the FOOD are addresses write RAM FFFF) to cartridee slot (FOOD read RAM The FOFF. to are F080 addresses RAM read to F07F space. and write adresses over ride the ROM in that address storage data i.e.. space program as used Sara RAM cannot be only. . address Accessing Sara can be done by most instructions with, by indexed ^^solute absolute, absolute indexed by X modes: exceptions The by Y. Y, indexed indirect, or indirect indexed RAM, modify are any instruction that required the 6507 to read in the Also memory. into the data, and write that data back a page cross cannot index the indexing modes, the address plus bytes. 256 is size boundry, where a page boundry VCS CARTRIDGE MEMORY MAP FFFF ROM FlOO FOFF F080 RAM Read F07F FOOO RAM Write
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File Type : PDF File Type Extension : pdf MIME Type : application/pdf PDF Version : 1.5 Linearized : Yes Page Layout : TwoPageRight Page Count : 38 XMP Toolkit : XMP Core 4.1.1 Metadata Date : 2013:09:25 05:54:18Z Create Date : 2013:09:25 05:49:21Z Modify Date : 2013:09:25 05:54:18Z Creator Tool : Digitized by the Internet Archive Producer : Recoded by LuraDocument PDF v2.60 Part : 2 Conformance : B Document ID : uuid:uuid:97a7c828-b8da-62eb-c235-cd87285d35d0 Version ID : 2 Title : Atari 2600 TIA Technical Manual Creator : Digitized by the Internet Archive Keywords : http://archive.org/details/Atari_2600_TIA_Technical_ManualEXIF Metadata provided by EXIF.tools