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HARDWARE
REGISTERI,ISTS
ANDRESSORDER
CTIA ADDRESSES
READ
Address Descrt
DOTF
tI REPEATAS BEI,OW 7 MORETIMES
i
D020
01r Wrlte Co Consol SW. Port
D Ol E on Clear
DO]D
Vert. De
9t3 ?riori
0lA
D01
D OI 6
D0l5 Color-1um of 3
D0t4 sile 2 RXAN PAJ-/NTSCb l t s
D0l laver-Ulss1le I Read Joystlck
D0l2 Trlgge!
D011 GraDhlcs A1l Buttons
aDhlcs Plaver 3
DOOT Read PLayer
GraDhlcs Plaver I to Player
DOOD ColllsLoDs
Slze A11 lttsstle
DOOB Read Mlsslle
Slze Plaver 2 To ?Iayer
D009 Plaver I colllslons
D008
D00 llorz. Poslt. Mlsslle Read P]ayer
D006 rz, Posl!. Mlsslle 2 To Playfield
Itorz. P Colllslons
D004 Ilorz. Poslr, l41sslle 0
Itorz. P Read Mlsstle
D002 1{orz. Poslt. Plaver 2 To Playfteld
CollisloIrs
D000 orz. Poslt. ?laver 0
V.I
ANTIC ADDRES
Address
D4FF
D4OE
Llght Pen Reglster
D4OD VertlcaL
Llght Pen Reglsrer
D40C Horlzontal
Vertical Llne
D4OB Counter
Walt for IIBLANK
D4OA
Character Base
D409 Address Red
D408
Player-Mlssile Base
D 4 07 Address Re
D406
Ve!tlca1 Scroll
Horizontal Scro11
Dtsplay List
D1-1ST11 olnrer (H
Display Llst
D402
Character Control
D401
DMA Control
D400
!.2
POKEYA.DDRESSES
READ
DescrlDtlon Descri
DzFI
t
I REPEAT (AS BE].OW) 15 MORETIMES
i
D2l0
Serlal Port 4 Key Serlal Port 4 Key
control
IRQ lnterrupt IRQ lnterrupt
lnable s Reeister
Serlal Port Ser{al Porl
Resister
Audlo Channel 4
D206
Audio channel 4
D205 Read the
Audio channel 3 value of
each POT
Audlo channel
D20 control
Andlo chanRel 2
D202
Audto Channel
Ardlo channel I
v.3
ANDRESSES
READ
Add!ess DescrlDtion
D3TF
Repeat as shown below rnany tlnes
Directlon Reglster
If PBCTI, Bit 2-0 Same as wrlce
D301
Jack2&Jack3 Jack2&Jack3
If Dlrectlon Blts If Dlrectlon Bits
e 0 *
Dlrec!1oo Register
If PACTLtlt 2=0 Same as wrlte
D300
Jack0&Jackl J A C K U d J C K I
If Dlrectlon Bits If Dlrectlor Bits
Itard lster
Address Add!ess
Hex Dec
AI,LPOT R e a d 8 1 i n e l o t P o r t S t a t e 53768
AttDc I Audto Channel I Colltrol 5376r
AUDC2 Audlo Chafirel 2 CoDtrol 53763
ATIDC3 Audlo Channel 3 Control 53765
o Channel 5316'l
AUDCTL Audlo Control 5 37 6 8
AI'DF I Audio Channel 1 Frequency 53760
AIJDF2 Audlo Channel 2 f'requency 53762
AIDT3 A[dto Channel 3 lrequency
Audto Channel 4 lreouenc
CHACTL Character control '155
54273
2F3
CITBASECharacter base addless 54281
2F4 1 5 6
C01,BK Color-l-umlnance of Background 53274
2C8 7 t 2
COLPFOColor Luninance of Playfteld 0 53210
2C4 708
2C5 709
COL?F2Color Lunlnance of Playfield 2 5 3 2 7 2coLoR2 7t0
coI-PF3 5 3 2 7 3col-oR3 711
COLPMOColor Lunlnance of P1a;er-l.tlss1le O 53266 PCOLRO 704
COI,PMI Color Luninance of Player-l4isst1e I 53267 PCOLRI 705
olor Luolnance of Plaver-Misslle 2 70
COLPlI3 Color Lunlnance of Player-Mlsslle D 0 l 5 53269 PCOlR3 2C3| 707
coNsoLConsole Sldtch Port DOIF 53279 S e t t o 8 du r lng VBLANK
DLISTII Display Ltst Potnter (hlgh byte) D403 S'LSTE 2 3 I | 5 6 I
D],ISTL Display list Potnter (1ow byte) D402 5 4 2 74 SDLSTL 2 3 0t s 6 0
TL DIrect Menorv Access (DMA) Control TL 22F| 559
ERACTL DO1D 5 3 2 7 1
GRAI'M Graphics for all lllsslles D01I. 53265
GRAI?O Graphlcs for Player 0 DOOD 5326r
GRAFP 1 Graphica for Player I DOOE 5 3 2 6 2
GraDhlcB for Plaver 2 DOOF
GRATP3Graphics for Player 3 D 0 l 0 53264
I{1TC]-R Collsslon Clear DOlE 5327I
ITPOSMO l{orizontal Posltlon of Mtssile 0 r004 53252
ITPOSMlllorlzontal Posltlon of Missile 1 s3253
rizontal PoslEion of Mlsslle 2
IIPOSM3 Hor{zontal Postlton of Mlsslle 3 D007 53255
HPOSPOHorlzontal ?ostrlon of Playet 0 D000 53248
HPOSPInorlzontal Posltlon of Player I D001 53249
HPOSP2lorlzortal Posltlotr of Player 2 D002 53250
of Plaver D003 53251
HSCROT D404 54276
IRQEN r n E e r r u p E K e q r e s r ( 1 K q ) E n a D r e D2OE 53714
IRqST D2OE 53714
KBCODEKeyboard Code D209 53769 764
v.6
vI. FIGURES
MEMORYMAP
RE s
FFTF
Operatlng Systen
And IOK
Math Routlnes
D800
DOOO-D7TF Ilardware Addresses 2K
C}FF
Reserved for Future 4K
O.S. exDanslon
BFFF
Rol,l Cartrldge
RAM
Expanslon
2000
lFTF
RAM tnltially
supplled 1n rhe 8K
product
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APPENDIX
A
U S E O F P L A Y E R / M I S S I L EG R A P H I C S
I . ] ]T H B A S l C
The l f A . e lt 9 , t O O T e OlO
r"rHardware
l 4 a n u asl h o u l d b e r e a d f i r s t to understand
details of the PIayer/Missile craphics.
3. There are fou! players and four rnissiles (or five players if
the four inissiles are combined into one player). Each of
these has a horizontal position register Lhat controls its
horizontal position on the screen. The registers and tnerr
locat ions are as follows:
ADDRESS E O R I Z O N T A LP O S I T I O I I O F
53248 player 0
53249 P1ayer 1
53254 player 2
5325I player 3
53252 Miss ile I
53253 Missile 2
53254 Miss i.le 3
53255 Missile 4
A-1-
Use of PLayer/l4iss ile Graphics
with BASIC, cont.
ADDRESS COLOROF
7 04 P/M O
'745
706 P/M 2
101 P/t4 3
711 f ifth player (if enabled)
7, E n a b l e t h e P / M D M A b y a P O K E5 3 2 7 7 , 3 .
(9, cont. )
1 GRAPHICS
B SetuP l{cde B Playfield
6 F(]r'.dB
54279tI Store in base register
'7 Enable P/M Df'lA
PaRE 53277t3
start at start at
PTtsASE*L0:425t PMBASE* ;4xt5L
+0 +0 Absolute address
+- 8 bits wide --+ +--8 bits wide -+
PMBASE.
384 bytes 768 b!'tes
unused unused Relative address
shqum along sides
+384 of maps.
I
+5I2 u: lr'rztt luo Eacn Player-$lsst1e
sectj.on (128 bytes
+640 Player 0 in single line, 256
bytes in double line)
+768 Plaver 1 +768 naps directly onto
the totaf hei.ght of
+896 Player 2 [,13 t42 Mt MO TV screen.
+t-024 P]ayer 3 +I424 .o
128 bytes Player 0
\-----rr------l +1280
double line
resolution
+1536
PraYer z
Player 3
+2048
single line
resolution
APPENDIXB
} , I IX l N C G R A P E I C S M O D E S
I . GENERAL
A Dlsplay Lisr [lusr be builr for rhe "nax RAX node,, (rhe
graphlcs node thar requlres the dost R-{M) then modified aith pOKES
to lrix the othe! lxodes virh 1r. This "nax RAt{ llode', cannot be a
split screen !1ode (text windo\r), rherefore ',nax
R A l , ti n o d e , ' + 1 6 o u s t
be used. Tf the 'nai RAMoode will be ar the rop of the screen, then
rLMS_by!err (1oad
-the menory scan byre) ut tir. iop of the Display
Lls! r111 already be correcc. If nor, the "LMs bire. \ritI have
!o be inodifted.
I
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112 YnoDE7 - -I I L
LINE5 moDe 6\a
?6 LINE.5 SGTINEJ
'i
Il/.ooE z
2 LrNE5 1
ToTAL= lg2 TOTA L 7
f o o \ FI e D
moDE 7 tnoUe ?
O I5 I ' L A Y DI5PLAV
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2 (d D) 13 q m o o EI )- (d6) G
3 (6D, t3 6 L I DE 5 3 ( \ L 2.q
4 q @e) c
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q6 (7 O) 13 rq2
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ex Arnrru
M i x l n g G r a p hi c s { o d e s , cont.
II. P R O C E D U RTEO S E T U P S C R E E NI N M I X E D M O D E S :
exaEplel
1lres
Iioe
Itne I
I I 48
1 l 56 IT2
t6
t92 TOTAL
e v r h ^ l a l - r o c r r r h \ ' . = 4
de I = 6
3, LMS byte - 46 (HEX)
a v , F n 1 o . l,efl Uo de
Yode Nibble Nlbble
( l { E x)
06
OD
o7
B -3-
Mlxlng Graphlcs Xodes, cont.
11. T 0 S E T U P S C R E E NI N M I i E D U O D E S . c o n l . :
PRoCEDURE
Mode I 06 |
Mode 7 0D I
Mode 2 o7 |
6. Execute a graphics call on ihe codputer using the loax RAM
llode (.r15) .
exardple: G R A P E T C S7 + l6
7 . P E E Kt h e D l s p l a y L i s i polnter to c a 1 c u1 a t e a
varlab le tabelted "START".
exanple: S T A R T = P E E K( 5 5 0 ) + P r E K ( 5 6 1 ) t 2i6 + 4
Tf the max RAM mode 1s at the r^n ^{ r1la . creen, then sklp
rhis s+Fn: P.kc rhp T,Ys hvte slART-t.
e x a n p1 e : POKESTART-1,70
Exanple: M O D EL I N E # POKEINSTRUCTION
2 P o K E S T A R T+ 2,6
3 P O K E S T A R T+ 3,6
MODE I P O K E S T A R T+ 4,6
5 P O K E S T A R T+ 5,6
6 P o K ! S T A R T+ 6,6
MODE 2 ? o K E S T A R T+ 6 3 , t
64 P O K E S T A R T+ 6 4 , 7
B -4-
Mlxlng Craphics M o d e s' cont.
11. , conl.:
I0. ?OKE the JUMP lnstructlor f oI1oi.'ed by the LO byte, then the
HI byte loto the Dtsplay I-1st. The offset for rhe JUMP
?OKE 1s the last Dode 11ne # + I, for L0 byte tt 1s + 2'
for HI byte 1t 1s + 3.
JUMP P O K E S T A R T1 . 6 5 , 6 5
I,O BYTE POKE START+ 66, PEEK(560)
IIl BYTE POKE START+ 67, PEEK(56I)
1II. P R O C E D U R TT O P R I N T A N D P ] - O T I N M I X E D } I O D E S
M O D E7 P O K E8 7 , 7
C o L 0 R 1 : P L o T 2 0 , 2 0 : D R A W T o3 0 , 3 0
l , l E M S T= P E E K ( S T A R T )+ P E E K ( S T A R T+ l ) * 2 5 6
b. S e t a v a r l a b l e l a b e l l e d C H R P 0 St o p o s l t l o n c h a r : a c t e r : s
to be prlnted on the target Llne.
line.
R = che RAV per 11ne of the Yax RAM Yode rtable ,/l),
Yr = the Uode Line + of Lhe target Line.
M = flaa n,tFhpr .f n^,ra l
ExanpLe: calculate C H R P O Sf o r l . I o d e 1 - i n e # 6 4 ( t h e
last tlne of rhe Mode 2 area) at horizootal
posltton 5.
x = 5
R = 40
Mr = 6a
M, - 7 (6 from Mode 1 area, I fron Mode 2 area.).
M " = 0
CHRPO S = l . l E M S T+ ( 6 4 - l ) * 4 0 - 7 *( 4 0 - 2 0 ) - 0 * ( 4 0 - r 0I )+ s
c H R P oS = : , l E M S T + ( 6 3 ) ' , 4 0 - 7 * ( 2 0 ) _ 0 r ( 3I 0+ )5
CERPO S = )IEMST+ 2 5 2 0 - 1 4 0 1+ 5
C E R P 0 S= M E M S T+ [ 2 3 8 0 ] + 5
CHRPoS=YEMST+2385
B -6-
Mixlng Craphlcs Uodes, cont.
lII. P R O C E D U RTEO P R I N T A N D P L o T I N M I X E D M O D E S , c o n r ,
A T A S CI I V A L U E ]
RANGE I OPERATION
0-31 Value + 64
32-95
96-r27 NONE
t28-159 Value + 64
t60-223
224-255 NONE
TS(I,4) = "TExT"
C H R P o S = Y E M S T+ 2 3 8 5
I o R X = I TO L E N ( T $ )
O + x - r , A s
P O K E C 1 I R PS c l T $( x ,x) l - 32
A 4
NEXT X t l
(0PERATI0N: value - 32)
TAB',E # I
SC A N
1EFT R I GllT I.INES RA}1
PER ',} MODE PER
REMARR N I B B L E NIBBI-E PER
(ItEX) (HEX) PI X E L I,IODE c0L0Rs LlNE
LINE
o ClTAR
1----Z----l-.i- | s | 7 I - I 40
MODES
(;l
20
l0
^ l
(-1 ) l | 1 GRAPH
IC
MODES
40
0 40
Col.or & Luro fo! the field is conErolted by setcolor 2' aod
I Lun for charactors o r g r a p hi c s f r o o s e t c o l o r l .
B -8-
Ytxing Graphics Yodes, cont.
TABLE #2
GRAPIlICS MODES
RAMREQUIREMENTS
8 8112
'l
+ 16 4240
7 4190
6 + I6 2t84
6 2 1 74
5 + I6 II76
5 It7 4
I6 696
4 6 94
3 + l6 432
3 L34
2 + I 424
2 t+24
16 6 72
I 614
0 992
e9'g ag
3';
3
Eg.;F FgE
z
e 3 r
F H9;E 5E€
uJ
iI o
z
=
o
cg.;F Eg9
=
l!
=
3 :
RB;E 5E€
$
eaEc FgE
3 r
e.t E:E
E':
esEs
= 3
'EE
E e' ; E
B- 10
I
I
E: . ; E 3
€& ;F *. A
i :E I
?
a :
3
3 g 9 . 5F +
F q
z B;;E
Es
3
E O 3 € . ;F
10 E
:.4=
o- g
= E B = gR
=
F$='
',2
r I*
A P P E N D IX C : PI NOUTS
Ye!]!9l-iesl-l!!-q-_eo ry L
D.f.N 5 Jack
2 4 6 8 10 12
I 11 13
1. 8. Motor Contro I
2 . Clock Output 9. Proceed
10. +5/Ready
4 . Ground 11. . a . uido l n p u t
5 . Data Output 12. +12 volts
6 . cround l'l rh+or.,1^+
'7.
cor,mand
Controller Jack
L 2 3 4 5
6 7 8 9