Atari 8Bit
Contents
Atari 8-bit family
The systems in this family are: Atari 400, 800, 5200, 1200XL, 600XL, 800XL, 130XE, 65XE, 800XE and XEGS.
The Atari 8-bit systems consists of the 6502 with custom hardware for graphics and sound.
Setting up
Setting up your development platform for the Atari 8bit systems is quite easy, first get the following tools:
- Assembler: MADS Assembler - This assembler can create atari XEX files out of the box. Download it at https://mads.atari8.info/
- Emulator(s): I Found Altirra to work best for my usecases. Make sure to use the original Rev2 rom for best compatibility.
Special Memory Adresses
- FRAMECOUNTER_HIGH = 19
- FRAMECOUNTER_LOW = 20
Video display
Video display on the Atari 8bit systems use the ANTIC and GTIA chips. Information can be found here:
Graphics Modes
The Atari 8-bit has many different video modes to take advantage of, here is an overview.
; mode ANTIC width height colors DL screen_mem
; 3 8 40 24 4 $be50 $be70
; 4 9 80 48 2 $bd48 $bd80
; 5 10 80 48 4 $bb68 $bba0
; 6 11 160 96 2 $b778 $b7e0
; 7 13 160 96 4 $af98 $b060
; 8 15 320 192 2 $a036 $a150,$b000
; 9 15 80 192 16* $a036 $a150,$b000
; 10 15 80 192 9 * $a036 $a150,$b000
; 11 15 80 192 16* $a036 $a150,$b000
; 14 12 160 192 2 $af38 $b060
; 15 14 160 192 4 $a036 $a150,$b000
;
; * GTIA modes
; 9: 4-bit pixel luminance only
; 11: 4-bit pixel color only
; 10: 9 colors set in location 704..712
Sync with frame
lda 20
waitframe:
cmp 20
beq waitframe
Or a shorter version if you don't mind trashing RTCLOK (20)
waitframe
lsr 20
bcc waitframe
ROM-Routines
The atari 8-bit has various slow ROM routines to draw pixels and lines. Here is an example that draws an XOR pattern in graphics 7 mode using ROM calls:
To be added
Direct-to-screen textmodes
Fill screen with charset, (88,89)=address
org $600; free 6th page:600-6ff
ldy #0
fill:
tya
sta(88),y
iny
bne fill
jmp *
Player-Missile Sprites
The atari 8-bit has access to 4(+1) customisable player sprites and/or 4 missile sprites. Here is some example code that shows you how to use them.
SDMCTL = $022f
HPOSP0 = $d000
SIZEP0 = $d008
GRAFP0 = $d00d
COLPM0 = $d012
FRAMECOUNTER_HIGH = 19
FRAMECOUNTER = 20
WSYNC = $d40a
VCOUNT = $d40b
sinewave = $0600 ; to $06ff
org $80
main
; disable all graphics/colors
ldx #0
stx SDMCTL
ldy #$7f
sty SIZEP0 ; size p0=127
ldx #0
ldy #$3f
make_sine:
value_lo
lda #0
clc
delta_lo
adc #0
sta value_lo+1
value_hi
lda #0
delta_hi
adc #0
sta value_hi+1
sta sinewave+$c0,x
sta sinewave+$80,y
eor #$7f
sta sinewave+$40,x
sta sinewave+$00,y
lda delta_lo+1
adc #8
sta delta_lo+1
bcc nothing
inc delta_hi+1
nothing
inx
dey
bpl make_sine
updateloop:
; vblank
lda VCOUNT
bne updateloop
; clear graphics
sta HPOSP0
sta GRAFP0
ldy #0
lda #47
sta COLPM0
yloop:
tya ; graphics shape = y
sta WSYNC
sta GRAFP0
; a = sin(frame+y)+48
tya
adc FRAMECOUNTER
tax
lda sinewave,x
adc #48
sta HPOSP0
iny
bne yloop
jmp updateloop
run main
Sound
The Atari 8-bit use the POKEY chip to generate sound.
Make some noise
; from Analog, 1985-09,pp.25-32
*=$2000
AUDF1=$D200
AUDC1=$D201
AUDCTL=$D208
SKCTL=$D20F
.MACRO SOUND ; voice,pitch,dist,vol;,dur
lda #%2
sta AUDF1+2*%1
lda #[[%3 * 16] | %4] ;lda #[[%3 shl 4] or %4]
sta AUDC1+2*%1
.ENDM
lda #0
sta AUDCTL
lda #3
sta SKCTL
SOUND 0,121,10,8
jmp *
Additional Resources
Sizecoding resource for the Atari 8bit are:
- Mapping the Atari https://www.atariarchives.org/mapping/
- Atari 8bit Memory map https://www.atariarchives.org/mapping/memorymap.php
- Fready's undocumented 6502 opcodes https://github.com/FreddyOffenga/6502
- Atari OS Rev2 disassembly for MADS assembler https://github.com/ilmenit/A800-OS-XL-Rev2
- Fready's github https://github.com/FreddyOffenga/