alternate shapes data 185
alternating color bands 204-207
animated games 98-107
animation 11,91,99,108,126,172-183,184-187
animation demo 143,152-153
ANTIC chip 110,166,208,209,211,213,217,219
ANTIC display modes 102
artifacting 206-207
ASCII 16,92,99,113
Atari BASIC Reference Manual 3,10,11,18,38,54,55,56,81,113,203,225,227, 228
Atari Hardware Manuel 192,193, 219,221
ATASCII 11,42,54,57,58,81,91,92,114,142-143
BASIC 3,18,25,26,33,62,64,78,79,80,81,82,83,84,91,98,99,108-109,118,132,184,185,195,209,212,216 (see also GRAPHICS commands)
BASIC A+ 133
BREAK 240
Central Processing Unit (CPU) 129,222
character graphics 11,111,116
character registers 78
character set 77,82-83,85,121 relocating 78-82,85
character storage 79-82
character string 43,131
collision registers 188-191,195
collisions
players with players 188-189, 191
players with playfields 189, 191
color clock 209,210-211,213
color indirection 215-216,229, 230-231
color numbers (table) 14
Color Register Default values (table) 14
color registers 21,215-216
COLOR statement 9,20,21,93,109,129,130,189,190,216,227
colors, demo programs 228-235
control graphics 12
controls for P/M graphics 132-135
coordinates 8,10,13,99,100,114,165,169,173-174,176,177
Creative Computing 142
"crosshair" 197-199
CTIA chip 4,9,110,188,208-209,214,220-221,230
CTRL key 111,116,117,119,121
default color 7,194
delay loop 179
diagonal lines 206-207
digitized pictures 219-220
direct memory access (DMA) 166,168,192,209,210,211,212
display data 165,238
display image 174
display list 26,27-33,37-38,41,46, 80,82,91,131,212,213,236,238
display list interrupt 62,68,82,83,87
display memory 29,30,41
DOS 94
drawing storage 172-180
figure manipulation 18,19
function codes 47
games
animated 98-107,108-126
Asteroids 98
"Island Jumper" 156-157,159-162
Jawbreaker 195,221
Pac-Man 3,195
Pong-type games 20-22
POOL 1.5 221
"Space Rocks" 98,100-107
Star Wars 111
Star Raiders 3
GPRIOR 219,221,230
GRAPHICS characters 4,53,54
GRAPHICS commands 4,25,56,66,112,130
DRAWTO 8,9,10,16,99,110,130
LOCATE 10,11,12,21,99,100,111,227
PLOT 8,9,10,16,99,110,130,131,227
POSITION 10,11,12,44,110,111,227
PRINT 10,11,39,44,110
graphics modes 13,25-36,80,95,113,177,213,224,241
GRAPHICS 0 4,5,6,11,15,31,38,44-45,46,56,59-60,88,130,137,167 (see also text mode)
GRAPHICS 1 4,33,34,61,82,173,174,83,84,112,113,115,116,117,177,195
GRAPHICS 2 4,6,10,39,42,61,82,113,195
GRAPHICS 3 4,5,7,16,20,33,34,37-38,91,130
GRAPHICS 4 6
GRAPHICS 5 91,239
GRAPHICS 6 6,7,8,9,15,92,94
GRAPHICS 7 9,38,91,99,109-110,131,133,237,239
GRAPHICS 8 5,6,46,93,112,131,167,203-207
GRAPHICS 11 196,223,225,226,228
GRAPHICS statements 225-228
graphics string 16-18
GTIA chip 4,9,110,188,193,196,208-235
hardware register (see PRIOR)
high resolution 203
horizontal blank 211
IF statements 65
image data 158
image memory 155
Instruction Register (IR) code 28,29
Internal Character Set 116
table 120
interrupts 163-167 (see also vertical blanks)
inverse characters 77,78
LMS command 29,30,34
location argument 156
luminance 7,210,214,217,219,222,228
machine language routines 143,154,175,184,
for animation 184-187
for character storage 86
memory 6,133,213, (see also RAM)
memory allocations 167-168,
memory locations 42,55,78, 79,100,109,118,132,139,156, 221
memory protection 236-238
missile registers 190
mixed modes (see text window)
mode lines 26-27,211-213
Moire patterns 207
multiple color player enable 193, 196-197
number of colors 5,6-7,25
Operating System 26,27,28,29, 30,32,55,192
overlaps 196-197,199 (see also collision registers)
overscan 27
page six 81,93,166,173
pages 78,155,176-177
paging 55,56
player drawings 172-179,181
player image 156
player memory 136
player motion 142-143
player storage 173-176,178
player/missile (P/M) graphics 110,129-139,140-153
P/M memory locations 139
players 137,180
playfield graphics 129,130,134, 211-213,216
RAM positioning 138
playfield registers 220
PMBASE 138,167,174,176,180, 184,192
POKEs 31,132,175,185,189,193,196,228
Pong-type games 20-22
PRINT #6 19,44,45
PRIOR 218,222,230
priority registers 192-199
programs
fast graphics 122-125
"Island Jumper" 159-162
Mixing Modes 0 and 8 (demo) 48-49
P/M Graphics Utility 144-151
Screen Save Routine 242-244
"Space Rocks" 102-107
TextPlot 95-97
pseudo-random number function 169
RAMTOP 55,78,167,236-237
Random Access Memory (RAM) 6,78,131,134,135,167,184,185,192
raster scan 211
redefining character sets 53-61, 62,77,82
registers 7,132,188-191
character registers 78
collision registers 188-191,195
color registers 21,215-216
hardware register 218,222,230
Instruction Register 28,29
missile registers 190
playfield registers 220
priority registers 192-199
"shadow" register 77,78,83,190,222
resolution 5,25,138,203,219,238
horizontal 5,210,217
single line 167
vertical 5-6,210,213
ROM 42,55,57,61,65,77,78,80,192
scan lines 26,29,210,213,217
screen limits 121
screen memory 38,93,113,203-207
screen save utility 239-244
scrolling 33,44
SETCOLOR statements 7,9,20, 21,65,129,130,131,169,216-228
"shadow" register 77,78,83,190, 222
string graphics 16
string manipulations 142
SuperFont 62-76
commands 63-65
text editor memory 38,39
text modes 4,46,77,88,91,92-94,195,212,217,225-226
text window 5,6,26,33,38-39,44-45,46,83,88,177,193, 221-222,225-226
user memory 55
USR function 46,81,99,143,154, 155,165,173,184
variables 31,91,102,111,117,118, 142,143
DL 31
SCREEN 111
for "Space Rocks" 102
vertical blank interrupt 164-167, 173-179,192
vertical blank P/M routine 183
vertical blank time 165
vertical blanks 77,83,172
vertical movement 164,166
vertical positioning 154-163,164-167
assembly language representation 163
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