De Re Atari
A Guide to Effective Programming
By Chris Crawford, Lane Winner, Jim Cox, Amy Chen, Jim Dunion, Kathleen Pitta, Bob Fraser, and Gus Makreas
Table of Contents
- Television Displays
- Computers and Televisions
- ANTIC, a Video Microprocessor
- Building Display Lists
- Writing to a Custom Display List Screen
- Applications of display lists
3. Graphics indirection (color registers and characters sets)
- Difficulties with High-Speed Animation
- Player-Missile Fundamentals
- Vertical Motion
- Horizontal Motion
- Other Player-Missile Features
- Missiles
- Player and Playfield Priorities
- Hardware Collision Detection
- Applications of Player-Missile Graphics
- Special Characters
- Theory of Operation
- DLI Timing
- DLI Example
- Attract Mode
- Detailed Timing Considerations
- Multiple DLIs
- Kernels
- Applications of Display List Interrupts
- Introduction
- The Monitor
- Memory Management
- Interrupt Processing Structure
- System Vectors
- The Centralized Input/Output Subsystem
- Real-Time Programming
- Floating Point Package
- The Resident Disk Handler
- File Management Utility
- Disk Utility Package
- Random Access
- FMS Disk Utilization
- AUTORUN.SYS file
- What is ATARI BASIC?
- How ATARI BASIC Works
- The Tokenizing Process
- The Token File Structure
- The Program Execution Process
- System Integration
- Improving Program Performance
- Advanced Programming Techniques
- A. Memory Utilization
- B. Human Engineering
- C. ATARI Cassette Overview
- D. Television Artificats
- E. GTIA
This site maintained by Kay Savetz. De Re Atari is copyright © 1982 by Chris Crawford, et al, and is posted on www.atariarchives.org with the permission of the author. Do not redistribute, mirror, or copy this online book.