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@dillera
Created September 27, 2025 16:08
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llms.txt for Atari Coding
LLM.txt
AtariCodingLLM
██████╗ ██████╗ ██████╗ ███████╗ ██╗ ██╗███████╗███████╗██████╗ ███████╗ ██████╗ ██╗ ██╗██╗██████╗ ███████╗
██╔════╝██╔════╝██╔════╝ ██╔════╝ ██║ ██║██╔════╝██╔════╝██╔══██╗██╔════╝ ██╔════╝ ██║ ██║██║██╔══██╗██╔════╝
██║ ██║ ███████╗ ███████╗ ██║ ██║███████╗█████╗ ██████╔╝███████╗ ██║ ███╗██║ ██║██║██║ ██║█████╗
██║ ██║ ██╔═══██╗╚════██║ ██║ ██║╚════██║██╔══╝ ██╔══██╗╚════██║ ██║ ██║██║ ██║██║██║ ██║██╔══╝
╚██████╗╚██████╗╚██████╔╝███████║ ╚██████╔╝███████║███████╗██║ ██║███████║ ╚██████╔╝╚██████╔╝██║██████╔╝███████╗
╚═════╝ ╚═════╝ ╚═════╝ ╚══════╝ ╚═════╝ ╚══════╝╚══════╝╚═╝ ╚═╝╚══════╝ ╚═════╝ ╚═════╝ ╚═╝╚═════╝ ╚══════╝
# cc65 Users Guide
## Overview
[Overview](https://cc65.github.io/doc/cc65.html#s1)
## Usage
[Usage](https://cc65.github.io/doc/cc65.html#s2)
## Command line option overview
[Command line option overview](https://cc65.github.io/doc/cc65.html#ss2.1)
## Command line options in detail
[Command line options in detail](https://cc65.github.io/doc/cc65.html#ss2.2)
## Input and output
[Input and output](https://cc65.github.io/doc/cc65.html#s3)
## Differences to the ISO standard
[Differences to the ISO standard](https://cc65.github.io/doc/cc65.html#s4)
## Extensions
[Extensions](https://cc65.github.io/doc/cc65.html#s5)
## Predefined macros
[Predefined macros](https://cc65.github.io/doc/cc65.html#s6)
## #pragmas
[#pragmas](https://cc65.github.io/doc/cc65.html#s7)
## #pragma allow-eager-inline ([push,] on|off)
[#pragma allow-eager-inline ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.1)
## #pragma bss-name ([push, ]<name>[ ,<addrsize>])
[#pragma bss-name ([push, ]<name>[ ,<addrsize>])](https://cc65.github.io/doc/cc65.html#ss7.2)
## #pragma charmap (<index>, <code>)
[#pragma charmap (<index>, <code>)](https://cc65.github.io/doc/cc65.html#ss7.3)
## #pragma check-stack ([push,] on|off)
[#pragma check-stack ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.4)
## #pragma code-name ([push, ]<name>[ ,<addrsize>])
[#pragma code-name ([push, ]<name>[ ,<addrsize>])](https://cc65.github.io/doc/cc65.html#ss7.5)
## #pragma codesize ([push,] <int>)
[#pragma codesize ([push,] <int>)](https://cc65.github.io/doc/cc65.html#ss7.6)
## #pragma data-name ([push, ]<name>[ ,<addrsize>])
[#pragma data-name ([push, ]<name>[ ,<addrsize>])](https://cc65.github.io/doc/cc65.html#ss7.7)
## #pragma inline-stdfuncs ([push,] on|off)
[#pragma inline-stdfuncs ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.8)
## #pragma local-strings ([push,] on|off)
[#pragma local-strings ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.9)
## #pragma message (<message>)
[#pragma message (<message>)](https://cc65.github.io/doc/cc65.html#ss7.10)
## #pragma optimize ([push,] on|off)
[#pragma optimize ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.11)
## #pragma rodata-name ([push, ]<name>[ ,<addrsize>])
[#pragma rodata-name ([push, ]<name>[ ,<addrsize>])](https://cc65.github.io/doc/cc65.html#ss7.12)
## #pragma regvaraddr ([push,] on|off)
[#pragma regvaraddr ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.13)
## #pragma register-vars ([push,] on|off)
[#pragma register-vars ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.14)
## #pragma signed-chars ([push,] on|off)
[#pragma signed-chars ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.15)
## #pragma static-locals ([push,] on|off)
[#pragma static-locals ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.16)
## #pragma warn (name, [push,] on|off)
[#pragma warn (name, [push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.17)
## #pragma wrapped-call (push, <name>, <identifier>)
[#pragma wrapped-call (push, <name>, <identifier>)](https://cc65.github.io/doc/cc65.html#ss7.18)
## #pragma writable-strings ([push,] on|off)
[#pragma writable-strings ([push,] on|off)](https://cc65.github.io/doc/cc65.html#ss7.19)
## #pragma zpsym (<name>)
[#pragma zpsym (<name>)](https://cc65.github.io/doc/cc65.html#ss7.20)
## Register variables
[Register variables](https://cc65.github.io/doc/cc65.html#s8)
## Inline assembler
[Inline assembler](https://cc65.github.io/doc/cc65.html#s9)
## Implementation-defined behavior
[Implementation-defined behavior](https://cc65.github.io/doc/cc65.html#s10)
## Copyright
[Copyright](https://cc65.github.io/doc/cc65.html#s11)
## Overview
[Overview](https://cc65.github.io/doc/cc65.html#toc1)
## library.html
[library.html](https://cc65.github.io/doc/library.html)
## funcref.html
[funcref.html](https://cc65.github.io/doc/funcref.html)
## coding.html
[coding.html](https://cc65.github.io/doc/coding.html)
## Usage
[Usage](https://cc65.github.io/doc/cc65.html#toc2)
## ca65.html
[ca65.html](https://cc65.github.io/doc/ca65.html)
## Command line option overview
[Command line option overview](https://cc65.github.io/doc/cc65.html#toc2.1)
## Command line options in detail
[Command line options in detail](https://cc65.github.io/doc/cc65.html#toc2.2)
## #pragma bss-name
[#pragma bss-name](https://cc65.github.io/doc/cc65.html#pragma-bss-name)
## #pragma check-stack
[#pragma check-stack](https://cc65.github.io/doc/cc65.html#pragma-check-stack)
## #pragma code-name
[#pragma code-name](https://cc65.github.io/doc/cc65.html#pragma-code-name)
## -t
[-t](https://cc65.github.io/doc/cc65.html#option-t)
## #pragma data-name
[#pragma data-name](https://cc65.github.io/doc/cc65.html#pragma-data-name)
## -d P
[-d P](https://cc65.github.io/doc/cc65.html#option-dP)
## -d M
[-d M](https://cc65.github.io/doc/cc65.html#option-dM)
## --create-dep
[--create-dep](https://cc65.github.io/doc/cc65.html#option-create-dep)
## --create-full-dep
[--create-full-dep](https://cc65.github.io/doc/cc65.html#option-create-full-dep)
## --inline-stdfuncs
[--inline-stdfuncs](https://cc65.github.io/doc/cc65.html#option-inline-stdfuncs)
## #pragma allow-eager-inline
[#pragma allow-eager-inline](https://cc65.github.io/doc/cc65.html#pragma-allow-eager-inline)
## -Os
[-Os](https://cc65.github.io/doc/cc65.html#option-O)
## #pragma inline-stdfuncs
[#pragma inline-stdfuncs](https://cc65.github.io/doc/cc65.html#pragma-inline-stdfuncs)
## -W
[-W](https://cc65.github.io/doc/cc65.html#option-W)
## #pragma local-strings
[#pragma local-strings](https://cc65.github.io/doc/cc65.html#pragma-local-strings)
## register variables
[register variables](https://cc65.github.io/doc/cc65.html#register-vars)
## #pragma register-vars
[#pragma register-vars](https://cc65.github.io/doc/cc65.html#pragma-register-vars)
## #pragma rodata-name
[#pragma rodata-name](https://cc65.github.io/doc/cc65.html#pragma-rodata-name)
## #pragma signed-chars
[#pragma signed-chars](https://cc65.github.io/doc/cc65.html#pragma-signed-chars)
## --cpu
[--cpu](https://cc65.github.io/doc/cc65.html#option--cpu)
## #pragma writable-strings
[#pragma writable-strings](https://cc65.github.io/doc/cc65.html#pragma-writable-strings)
## #pragma static-locals
[#pragma static-locals](https://cc65.github.io/doc/cc65.html#pragma-static-locals)
## --register-vars
[--register-vars](https://cc65.github.io/doc/cc65.html#option-register-vars)
## --warnings-as-errors
[--warnings-as-errors](https://cc65.github.io/doc/cc65.html#option--warnings-as-errors)
## #pragma charmap()
[#pragma charmap()](https://cc65.github.io/doc/cc65.html#pragma-charmap)
## --list-warnings
[--list-warnings](https://cc65.github.io/doc/cc65.html#option-list-warnings)
## #pragma warn
[#pragma warn](https://cc65.github.io/doc/cc65.html#pragma-warn)
## Input and output
[Input and output](https://cc65.github.io/doc/cc65.html#toc3)
## Differences to the ISO standard
[Differences to the ISO standard](https://cc65.github.io/doc/cc65.html#toc4)
## --standard
[--standard](https://cc65.github.io/doc/cc65.html#option--standard)
## see below
[see below](https://cc65.github.io/doc/cc65.html#extension-fastcall)
## Extensions
[Extensions](https://cc65.github.io/doc/cc65.html#toc5)
## see there
[see there](https://cc65.github.io/doc/cc65.html#inline-asm)
## GEOS library document
[GEOS library document](https://cc65.github.io/doc/geos.html)
## Predefined macros
[Predefined macros](https://cc65.github.io/doc/cc65.html#toc6)
## .CPU
[.CPU](https://cc65.github.io/doc/ca65.html#.CPU)
## __CPU__
[__CPU__](https://cc65.github.io/doc/cc65.html#macro-CPU)
## --eagerly-inline-funcs
[--eagerly-inline-funcs](https://cc65.github.io/doc/cc65.html#option-eagerly-inline-funcs)
## #pragmas
[#pragmas](https://cc65.github.io/doc/cc65.html#toc7)
## #pragma allow-eager-inline ([push,] on|off)
[#pragma allow-eager-inline ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.1)
## #pragma bss-name ([push, ]<name>[ ,<addrsize>])
[#pragma bss-name ([push, ]<name>[ ,<addrsize>])](https://cc65.github.io/doc/cc65.html#toc7.2)
## #pragma charmap (<index>, <code>)
[#pragma charmap (<index>, <code>)](https://cc65.github.io/doc/cc65.html#toc7.3)
## #pragma check-stack ([push,] on|off)
[#pragma check-stack ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.4)
## #pragma code-name ([push, ]<name>[ ,<addrsize>])
[#pragma code-name ([push, ]<name>[ ,<addrsize>])](https://cc65.github.io/doc/cc65.html#toc7.5)
## #pragma codesize ([push,] <int>)
[#pragma codesize ([push,] <int>)](https://cc65.github.io/doc/cc65.html#toc7.6)
## --codesize
[--codesize](https://cc65.github.io/doc/cc65.html#option-codesize)
## #pragma data-name ([push, ]<name>[ ,<addrsize>])
[#pragma data-name ([push, ]<name>[ ,<addrsize>])](https://cc65.github.io/doc/cc65.html#toc7.7)
## #pragma inline-stdfuncs ([push,] on|off)
[#pragma inline-stdfuncs ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.8)
## #pragma local-strings ([push,] on|off)
[#pragma local-strings ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.9)
## #pragma message (<message>)
[#pragma message (<message>)](https://cc65.github.io/doc/cc65.html#toc7.10)
## #pragma optimize ([push,] on|off)
[#pragma optimize ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.11)
## codesize pragma
[codesize pragma](https://cc65.github.io/doc/cc65.html#pragma-codesize)
## #pragma rodata-name ([push, ]<name>[ ,<addrsize>])
[#pragma rodata-name ([push, ]<name>[ ,<addrsize>])](https://cc65.github.io/doc/cc65.html#toc7.12)
## #pragma regvaraddr ([push,] on|off)
[#pragma regvaraddr ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.13)
## #pragma register-vars ([push,] on|off)
[#pragma register-vars ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.14)
## #pragma signed-chars ([push,] on|off)
[#pragma signed-chars ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.15)
## --signed-chars
[--signed-chars](https://cc65.github.io/doc/cc65.html#option-signed-chars)
## #pragma static-locals ([push,] on|off)
[#pragma static-locals ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.16)
## --static-locals
[--static-locals](https://cc65.github.io/doc/cc65.html#option-static-locals)
## #pragma warn (name, [push,] on|off)
[#pragma warn (name, [push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.17)
## #pragma wrapped-call (push, <name>, <identifier>)
[#pragma wrapped-call (push, <name>, <identifier>)](https://cc65.github.io/doc/cc65.html#toc7.18)
## .bank
[.bank](https://cc65.github.io/doc/ca65.html#.BANK)
## Other MEMORY area attributes
[Other MEMORY area attributes](https://cc65.github.io/doc/ld65.html#MEMORY)
## #pragma writable-strings ([push,] on|off)
[#pragma writable-strings ([push,] on|off)](https://cc65.github.io/doc/cc65.html#toc7.19)
## --writable-strings
[--writable-strings](https://cc65.github.io/doc/cc65.html#option-writable-strings)
## #pragma zpsym (<name>)
[#pragma zpsym (<name>)](https://cc65.github.io/doc/cc65.html#toc7.20)
## Register variables
[Register variables](https://cc65.github.io/doc/cc65.html#toc8)
## Inline assembler
[Inline assembler](https://cc65.github.io/doc/cc65.html#toc9)
## Implementation-defined behavior
[Implementation-defined behavior](https://cc65.github.io/doc/cc65.html#toc10)
## Copyright
[Copyright](https://cc65.github.io/doc/cc65.html#toc11)
# Atari specific information for cc65
## Overview
[Overview](https://cc65.github.io/doc/atari.html#s1)
## Binary format
[Binary format](https://cc65.github.io/doc/atari.html#s2)
## Memory layout
[Memory layout](https://cc65.github.io/doc/atari.html#s3)
## atari target
[atari target](https://cc65.github.io/doc/atari.html#ss3.1)
## atarixl target
[atarixl target](https://cc65.github.io/doc/atari.html#ss3.2)
## Linker configurations
[Linker configurations](https://cc65.github.io/doc/atari.html#s4)
## atari config files
[atari config files](https://cc65.github.io/doc/atari.html#ss4.1)
## atarixl config files
[atarixl config files](https://cc65.github.io/doc/atari.html#ss4.2)
## Platform specific header files
[Platform specific header files](https://cc65.github.io/doc/atari.html#s5)
## Atari specific functions
[Atari specific functions](https://cc65.github.io/doc/atari.html#ss5.1)
## Hardware access
[Hardware access](https://cc65.github.io/doc/atari.html#ss5.2)
## Display lists
[Display lists](https://cc65.github.io/doc/atari.html#ss5.3)
## Character mapping
[Character mapping](https://cc65.github.io/doc/atari.html#ss5.4)
## Keyboard codes
[Keyboard codes](https://cc65.github.io/doc/atari.html#ss5.5)
## Loadable drivers
[Loadable drivers](https://cc65.github.io/doc/atari.html#s6)
## Graphics drivers
[Graphics drivers](https://cc65.github.io/doc/atari.html#ss6.1)
## Extended memory drivers
[Extended memory drivers](https://cc65.github.io/doc/atari.html#ss6.2)
## Joystick drivers
[Joystick drivers](https://cc65.github.io/doc/atari.html#ss6.3)
## Mouse drivers
[Mouse drivers](https://cc65.github.io/doc/atari.html#ss6.4)
## RS232 device drivers
[RS232 device drivers](https://cc65.github.io/doc/atari.html#ss6.5)
## Limitations
[Limitations](https://cc65.github.io/doc/atari.html#s7)
## Realtime clock
[Realtime clock](https://cc65.github.io/doc/atari.html#ss7.1)
## atarixl target
[atarixl target](https://cc65.github.io/doc/atari.html#ss7.2)
## DIO implementation
[DIO implementation](https://cc65.github.io/doc/atari.html#s8)
## CONIO implementation
[CONIO implementation](https://cc65.github.io/doc/atari.html#s9)
## Technical details
[Technical details](https://cc65.github.io/doc/atari.html#s10)
## atari
[atari](https://cc65.github.io/doc/atari.html#ss10.1)
## atarixl
[atarixl](https://cc65.github.io/doc/atari.html#ss10.2)
## Other hints
[Other hints](https://cc65.github.io/doc/atari.html#s11)
## Function keys
[Function keys](https://cc65.github.io/doc/atari.html#ss11.1)
## Passing arguments to the program
[Passing arguments to the program](https://cc65.github.io/doc/atari.html#ss11.2)
## Interrupts
[Interrupts](https://cc65.github.io/doc/atari.html#ss11.3)
## Reserving a memory area inside a program
[Reserving a memory area inside a program](https://cc65.github.io/doc/atari.html#ss11.4)
## Upgrading from an older cc65 version
[Upgrading from an older cc65 version](https://cc65.github.io/doc/atari.html#ss11.5)
## Getting rid of the "system check" load chunk
[Getting rid of the "system check" load chunk](https://cc65.github.io/doc/atari.html#ss11.6)
## License
[License](https://cc65.github.io/doc/atari.html#s12)
## Overview
[Overview](https://cc65.github.io/doc/atari.html#toc1)
## limitations
[limitations](https://cc65.github.io/doc/atari.html#xllimitations)
## function reference
[function reference](https://cc65.github.io/doc/funcref.html)
## Binary format
[Binary format](https://cc65.github.io/doc/atari.html#toc2)
## Technical details
[Technical details](https://cc65.github.io/doc/atari.html#techdetail)
## Reserving a memory area inside the program
[Reserving a memory area inside the program](https://cc65.github.io/doc/atari.html#memhole)
## Memory layout
[Memory layout](https://cc65.github.io/doc/atari.html#toc3)
## atari target
[atari target](https://cc65.github.io/doc/atari.html#toc3.1)
## Final note
[Final note](https://cc65.github.io/doc/atari.html#memhole_final_note)
## atarixl target
[atarixl target](https://cc65.github.io/doc/atari.html#toc3.2)
## atarixl chargen location
[atarixl chargen location](https://cc65.github.io/doc/atari.html#chargenloc)
## Linker configurations
[Linker configurations](https://cc65.github.io/doc/atari.html#toc4)
## atari config files
[atari config files](https://cc65.github.io/doc/atari.html#toc4.1)
## "system check"
["system check"](https://cc65.github.io/doc/atari.html#syschk)
## Getting rid of the "system check" load chunk
[Getting rid of the "system check" load chunk](https://cc65.github.io/doc/atari.html#nosyschk)
## atarixl config files
[atarixl config files](https://cc65.github.io/doc/atari.html#toc4.2)
## "system check"
["system check"](https://cc65.github.io/doc/atari.html#syschkxl)
## Platform specific header files
[Platform specific header files](https://cc65.github.io/doc/atari.html#toc5)
## Atari specific functions
[Atari specific functions](https://cc65.github.io/doc/atari.html#toc5.1)
## Hardware access
[Hardware access](https://cc65.github.io/doc/atari.html#toc5.2)
## Display lists
[Display lists](https://cc65.github.io/doc/atari.html#toc5.3)
## posix_memalign()
[posix_memalign()](https://cc65.github.io/doc/funcref.html#posix_memalign)
## Character mapping
[Character mapping](https://cc65.github.io/doc/atari.html#toc5.4)
## Keyboard codes
[Keyboard codes](https://cc65.github.io/doc/atari.html#toc5.5)
## Loadable drivers
[Loadable drivers](https://cc65.github.io/doc/atari.html#toc6)
## Graphics drivers
[Graphics drivers](https://cc65.github.io/doc/atari.html#toc6.1)
## Selecting a good program load address
[Selecting a good program load address](https://cc65.github.io/doc/atari.html#loadaddr)
## Extended memory drivers
[Extended memory drivers](https://cc65.github.io/doc/atari.html#toc6.2)
## Joystick drivers
[Joystick drivers](https://cc65.github.io/doc/atari.html#toc6.3)
## Mouse drivers
[Mouse drivers](https://cc65.github.io/doc/atari.html#toc6.4)
## RS232 device drivers
[RS232 device drivers](https://cc65.github.io/doc/atari.html#toc6.5)
## Limitations
[Limitations](https://cc65.github.io/doc/atari.html#toc7)
## Realtime clock
[Realtime clock](https://cc65.github.io/doc/atari.html#toc7.1)
## atarixl target
[atarixl target](https://cc65.github.io/doc/atari.html#toc7.2)
## DIO implementation
[DIO implementation](https://cc65.github.io/doc/atari.html#toc8)
## CONIO implementation
[CONIO implementation](https://cc65.github.io/doc/atari.html#toc9)
## Technical details
[Technical details](https://cc65.github.io/doc/atari.html#toc10)
## atari
[atari](https://cc65.github.io/doc/atari.html#toc10.1)
## atarixl
[atarixl](https://cc65.github.io/doc/atari.html#toc10.2)
## Other hints
[Other hints](https://cc65.github.io/doc/atari.html#toc11)
## Function keys
[Function keys](https://cc65.github.io/doc/atari.html#toc11.1)
## Passing arguments to the program
[Passing arguments to the program](https://cc65.github.io/doc/atari.html#toc11.2)
## Interrupts
[Interrupts](https://cc65.github.io/doc/atari.html#toc11.3)
## assembler manual
[assembler manual](https://cc65.github.io/doc/ca65.html)
## Reserving a memory area inside a program
[Reserving a memory area inside a program](https://cc65.github.io/doc/atari.html#toc11.4)
## Upgrading from an older cc65 version
[Upgrading from an older cc65 version](https://cc65.github.io/doc/atari.html#toc11.5)
## Getting rid of the "system check" load chunk
[Getting rid of the "system check" load chunk](https://cc65.github.io/doc/atari.html#toc11.6)
## License
[License](https://cc65.github.io/doc/atari.html#toc12)
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# Atari specific information for cc65
## Shawn Jefferson and Christian Groessler
---
*An overview over the Atari runtime system as it is implemented for the cc65 C
compiler.*
---
## 1. [Overview](https://cc65.github.io/doc/atari.html#s1)
## 2. [Binary format](https://cc65.github.io/doc/atari.html#s2)
## 3. [Memory layout](https://cc65.github.io/doc/atari.html#s3)
* 3.1 [`atari` target](https://cc65.github.io/doc/atari.html#ss3.1)
* 3.2 [`atarixl` target](https://cc65.github.io/doc/atari.html#ss3.2)
## 4. [Linker configurations](https://cc65.github.io/doc/atari.html#s4)
* 4.1 [`atari` config files](https://cc65.github.io/doc/atari.html#ss4.1)
* 4.2 [`atarixl` config files](https://cc65.github.io/doc/atari.html#ss4.2)
## 5. [Platform specific header files](https://cc65.github.io/doc/atari.html#s5)
* 5.1 [Atari specific functions](https://cc65.github.io/doc/atari.html#ss5.1)
* 5.2 [Hardware access](https://cc65.github.io/doc/atari.html#ss5.2)
* 5.3 [Display lists](https://cc65.github.io/doc/atari.html#ss5.3)
* 5.4 [Character mapping](https://cc65.github.io/doc/atari.html#ss5.4)
* 5.5 [Keyboard codes](https://cc65.github.io/doc/atari.html#ss5.5)
## 6. [Loadable drivers](https://cc65.github.io/doc/atari.html#s6)
* 6.1 [Graphics drivers](https://cc65.github.io/doc/atari.html#ss6.1)
* 6.2 [Extended memory drivers](https://cc65.github.io/doc/atari.html#ss6.2)
* 6.3 [Joystick drivers](https://cc65.github.io/doc/atari.html#ss6.3)
* 6.4 [Mouse drivers](https://cc65.github.io/doc/atari.html#ss6.4)
* 6.5 [RS232 device drivers](https://cc65.github.io/doc/atari.html#ss6.5)
## 7. [Limitations](https://cc65.github.io/doc/atari.html#s7)
* 7.1 [`Realtime clock`](https://cc65.github.io/doc/atari.html#ss7.1)
* 7.2 [`atarixl target`](https://cc65.github.io/doc/atari.html#ss7.2)
## 8. [DIO implementation](https://cc65.github.io/doc/atari.html#s8)
## 9. [CONIO implementation](https://cc65.github.io/doc/atari.html#s9)
## 10. [Technical details](https://cc65.github.io/doc/atari.html#s10)
* 10.1 [`atari`](https://cc65.github.io/doc/atari.html#ss10.1)
* 10.2 [`atarixl`](https://cc65.github.io/doc/atari.html#ss10.2)
## 11. [Other hints](https://cc65.github.io/doc/atari.html#s11)
* 11.1 [Function keys](https://cc65.github.io/doc/atari.html#ss11.1)
* 11.2 [Passing arguments to the program](https://cc65.github.io/doc/atari.html#ss11.2)
* 11.3 [Interrupts](https://cc65.github.io/doc/atari.html#ss11.3)
* 11.4 [Reserving a memory area inside a program](https://cc65.github.io/doc/atari.html#ss11.4)
* 11.5 [Upgrading from an older cc65 version](https://cc65.github.io/doc/atari.html#ss11.5)
* 11.6 [Getting rid of the "system check" load chunk](https://cc65.github.io/doc/atari.html#ss11.6)
## 12. [License](https://cc65.github.io/doc/atari.html#s12)
---
## 1. [Overview](#toc1)
This file contains an overview of the Atari runtime system as it comes
with the cc65 C compiler. It describes the memory layout, Atari specific
header files, available drivers, and any pitfalls specific to that
platform.
The Atari runtime support comes in two flavors: `atari` and `atarixl`.
The `atari` target supports all Atari 8-bit computers, the `atarixl` only
supports XL type or newer machines (excluding the 600XL).
The `atarixl` runtime makes the whole 64K of memory available, with the
exception of the I/O area at $D000 - $D7FF. Since the
`atarixl` runtime has some
[limitations](#xllimitations), it is
recommended to use the `atari` target unless lack of memory dictates the
use of the `atarixl` target.
Please note that Atari specific functions are just mentioned here, they are
described in detail in the separate
[function reference](https://cc65.github.io/doc/funcref.html). Even functions marked as "platform dependent" may be available on
more than one platform. Please see the function reference for more
information.
## 2. [Binary format](#toc2)
The Atari DOS executable file format supports more than one load block (*chunk*).
The default binary output format generated by the linker for the
Atari target is a machine language program with a standard executable
header (FF FF <load chunk #1> ... <load chunk #n>).
A load chunk has the format [<2 byte start address> <2 bytes end address>
<chunk data>].
A run vector is added to the end of the
file ($02E0 $02E1 <run vector>) and is calculated using
the `start` label in crt0.s. (Technically the run vector is also a load chunk,
but is not regarded as such here.)
An `atari` program has two load chunks, an `atarixl` program has three load
chunks. The load chunks are defined in the linker configuration files. For more
detailed information about the load chunks see the chapter
[Technical details](#techdetail). For the discussion here it's
sufficient to know that the first load chunk(s) do preparation work and the
main part of the program is in the last load chunk.
The values determining the size of the main part of the program (the second load
chunk for `atari`, the third load chunk for `atarixl`) are calculated in
the crt0.s file from the \_\_STARTUP\_LOAD\_\_ and \_\_BSS\_LOAD\_\_ values.
Be aware of that if you create a custom linker config file and start moving segments around (see section
[Reserving a memory area inside the program](#memhole)).
## 3. [Memory layout](#toc3)
## 3.1 [`atari` target](#toc3.1)
The default linker config file assumes that the BASIC ROM is disabled (or
the BASIC cartridge unplugged). This gives a usable memory range of
[$2000-$BC1F]. The library startup code examines the
current memory configuration, which depends on the size of the
installed memory and cartridges. It does so by using the value in
the MEMTOP ($2E5) variable as highest memory address the program
can use. The initial stack pointer, which is the upper bound of
memory used by the program, is set to this value, minus an optionally
defined \_\_RESERVED\_MEMORY\_\_ value.
The default load address of $2000 can be changed by creating a custom
linker config file or by using the "--start-addr" cl65 command line
argument or the "--start-addr" or "-S" ld65 command line arguments.
Please note that the first load chunk (which checks the available memory)
will always be loaded at $2E00, regardless of the specified start
address. This address can only be changed by a custom linker config file.
Special locations:
**Text screen**
: The text screen depends on the installed memory size and cartridges
and can be obtained from the SAVMSC variable ($58).
**Stack**
: The C runtime stack is located at MEMTOP and grows downwards,
regardless of how your linker config file is setup. This
accommodates the different memory configurations of the Atari
machines, as well as having a cartridge installed. You can override
this behaviour by writing your own crt0.s file and linking it to
your program (see also
[Final note](#memhole_final_note)).
**Heap**
: The C heap is located at the end of the program and grows towards the C
runtime stack.
## 3.2 [`atarixl` target](#toc3.2)
The startup code rearranges the memory as follows:
1. Screen memory and display list are moved below the program start address.
2. The ROM is disabled, making the memory in the areas [$C000-$CFFF]
and [$D800-$FFF9] available.
3. Character generator data is copied from ROM to the CHARGEN location specified in the
linker config file. This is (in the default `atarixl.cfg` file) at the same address as
where it is in ROM ($E000, it can be changed, see
[atarixl chargen location](#chargenloc)). With the character generator at $E000, there are two upper memory
areas available, [$D800-$DFFF] and [$E400-$FFF9].
With the default load address of $2400 this gives a usable memory range of
[$2400-$CFFF].
Please note that the first load chunk (which checks the system
compatibility and available memory) will always be loaded at
$2E00, regardless of the specified start address. This address
can only be changed by a custom linker config file.
Special locations:
**Text screen**
: The text screen depends on the selected load address ($2400
by default), and resides directly before that address, rounded to the next
lower page boundary.
The screen memory's start address can be obtained from the SAVMSC variable
($58).
**Stack**
: The C runtime stack is located at end of the MAIN memory area ($CFFF)
and grows downwards.
**Heap**
: The C heap is located at the end of the program (end of BSS segment) and
grows towards the C runtime stack.
## 4. [Linker configurations](#toc4)
The ld65 linker comes with default config files for the Atari. There
are two targets for the Atari, `atari` and `atarixl`.
The default config file for `atari` is selected with
`-t atari`, and the default config file for `atarixl` is selected with
`-t atarixl`.
The Atari package comes with additional secondary linker config files which
can be used via `-t atari -C <configfile>` (for `atari` target) or
`-t atarixl -C <configfile>` (for `atarixl` target).
## 4.1 [`atari` config files](#toc4.1)
### default config file (`atari.cfg`)
The default configuration is tailored to C programs. It creates files
which have a default load address of $2000.
The files generated by this config file include the
["system check"](#syschk) load chunk. It can
optionally be left out, see
[Getting rid of the "system check" load chunk](#nosyschk).
### `atari-asm.cfg`
This config file aims to give the assembler programmer maximum
flexibility. All program segments (`CODE`, `DATA`, etc.) are
optional.
By default it creates regular DOS executable files, which have a default
load address of $2E00. It's also possible to generate an image of
just the program data without EXE header, load address, or (auto-)start address.
To you so, you have to define the symbols `__AUTOSTART__` and `__EXEHDR__`
when linking the program. Therefore, to generate a "plain" binary file, pass the
options "`-D__AUTOSTART__=1 -D__EXEHDR__=1`" to the linker.
It's also possible to create a non auto-starting program file, by defining
only the `__AUTOSTART__` symbol. Such a program has to be run manually
after being loaded by DOS (for example by using the "M" option of DOS 2.5).
Defining only the `__EXEHDR__` symbol will create a (useless) file which
doesn't conform to the DOS executable file format (like a "plain" binary file)
but still has the "autostart" load chunk appended.
The sections of the file which the defines refer to (`__AUTOSTART__` for
the autostart trailer, `__EXEHDR__` for the EXE header and load address)
is *left out*, keep this in mind.
The values you assign to the two symbols `__AUTOSTART__` and `__EXEHDR__`
don't matter.
### `atari-asm-xex.cfg`
This config file allows writing multi segment binaries easily, without having to
write the header explicitly on each segment.
It is similar to the `atari-asm.cfg` above, but uses the ATARI (xex) file
format support on LD65 instead of the standard binary output, so it does not
have the `__AUTOSTART` nor the `__EXEHDR__` symbols.
Note that each `MEMORY` area in the configuration file will have it's own
segment in the output file with the correct headers, and you can specify and
init address INITAD) for each memory area.
### `atari-cart.cfg`
This config file can be used to create 8K or 16K cartridges. It's suited both
for C and assembly language programs.
By default, an 8K cartridge is generated. To create a 16K cartridge, pass the
size of the cartridge to the linker, like "`-D__CARTSIZE__=0x4000`".
The only valid values for `__CARTSIZE__` are 0x2000 and 0x4000.
The option byte of the cartridge can be set with the `__CARTFLAGS__`
value, passed to the linker. The default value is $01, which means
that the cartridge doesn't prevent the booting of DOS.
The option byte will be located at address $BFFD. For more information
about its use, see e.g. "Mapping the Atari".
### `atari-cassette.cfg`
This config file can be used to create cassette boot files. It's suited both
for C and assembly language programs.
The size of a cassette boot file is restricted to 32K. Larger programs
would need to be split in more parts and the parts to be loaded manually.
To write the generated file to a cassette, a utility (`w2cas.com`) to run
on an Atari is provided in the `util` directory of `atari` target dir.
### `atari-xex.cfg`
This config file shows how to write a binary using the ATARI (xex) file format
support on LD65, this simplifies the memory areas and allows to add new memory
areas easily without writing new headers and trailers.
Note that the default C library includes the system-check chunk, so in this
linker configuration we suppress the importing of the header and trailer for
this chunk by defining the standard import symbols to a 0 value. For the
initialization address of the system-check chunk, the INITAD is set directly in
the configuration.
## 4.2 [`atarixl` config files](#toc4.2)
### default config file (`atarixl.cfg`)
The default configuration is tailored to C programs. It creates files
which have a default load address of $2400.
The files generated by this config file include the
["system check"](#syschkxl) load chunk. It can
optionally be left out, see
[Getting rid of the "system check" load chunk](#nosyschk).
### `atarixl-largehimem.cfg`
This is the same as the default config file, but it rearranges the
high memory beneath the ROM into one large block. In order for this
config file to work, the runtime library has to be recompiled with a
special define. See the file `libsrc/atari/Makefile.inc` in the
source distribution.
The files generated by this config file include the
["system check"](#syschkxl) load chunk. It can
optionally be left out, see
[Getting rid of the "system check" load chunk](#nosyschk).
### `atarixl-xex.cfg`
Similar to the `atari-xex.cfg` above, this config file shows how to write a
binary using the ATARI (xex) file format support on LD65.
In addition to the suppressing of the system-check headers and trailers, this
also suppresses the shadow-ram-preparation headers and trailers, but does this
by defining an "UNUSED" memory area that is not written to the output file.
## 5. [Platform specific header files](#toc5)
Programs containing Atari specific code may use the `atari.h`
header file.
This also includes access to operating system locations (e.g. hardware shadow registers) by a structure called
"`OS`".
The names are the usual ones you can find in system reference manuals. Example:
> ````
> ...
> OS.savmsc = ScreenMemory;
> OS.color4 = 14; // white frame
> if (OS.stick0 != 15 || OS.ch != 255) // key or stick input?
> ...
>
> ````
Please note that memory location 762/$2FA is called "`char_`" while the original name "`char`" conflicts with the C keyword.
If you like to use the OS names and locations for the original Atari 800 operating system, please "`#define OSA`" before including the
`atari.h` header file.
If you like to target the floating point register model of revision 2 machines, put a "`#define OS_REV2`" before including `atari.h`.
Access to the Basic programming language zero page variables is established by the structure "`BASIC`".
## 5.1 [Atari specific functions](#toc5.1)
The functions and global variable listed below are special for the Atari.
See the
[function reference](https://cc65.github.io/doc/funcref.html) for declaration and usage.
* get\_ostype
* get\_tv
* \_dos\_type
* \_gtia\_mkcolor
* \_getcolor
* \_getdefdev
* \_graphics
* \_is\_cmdline\_dos
* \_rest\_vecs
* \_save\_vecs
* \_scroll
* \_setcolor
* \_setcolor\_low
* \_sound
* waitvsync
## 5.2 [Hardware access](#toc5.2)
The following pseudo variables declared in the `atari.h` header
file do allow access to hardware located in the address space. Some
variables are structures, accessing the struct fields will access the
chip registers.
**`GTIA_READ` and `GTIA_WRITE`**
: The `GTIA_READ` structure allows read access to the GTIA. The
`GTIA_WRITE` structure allows write access to the GTIA.
See the `_gtia.h` header file located in the include directory
for the declaration of the structure.
**`POKEY_READ` and `POKEY_WRITE`**
: The `POKEY_READ` structure allows read access to the POKEY. The
`POKEY_WRITE` structure allows write access to the POKEY.
See the `_pokey.h` header file located in the include directory
for the declaration of the structure.
**`ANTIC`**
: The `ANTIC` structure allows read access to the ANTIC.
See the `_antic.h` header file located in the include directory
for the declaration of the structure.
**`PIA`**
: The `PIA` structure allows read access to the PIA 6520.
See the `_pia.h` header file located in the include directory
for the declaration of the structure.
## 5.3 [Display lists](#toc5.3)
A major feature of the Atari graphics chip "ANTIC" is to
process instructions for the display generation.
cc65 supports constructing these display lists by offering defines
for the instructions. In conjunction with the "void"-variable extension
of cc65, display lists can be created quite comfortable:
> ````
> ...
> unsigned char ScreenMemory[100];
>
> void DisplayList =
> {
> DL_BLK8,
> DL_BLK8,
> DL_BLK8,
> DL_LMS(DL_CHR20x8x2),
> ScreenMemory,
> DL_CHR20x8x2,
> DL_CHR20x8x2,
> DL_CHR20x8x2,
> DL_BLK4,
> DL_CHR20x8x2,
> DL_JVB,
> &DisplayList
> };
> ...
> OS.sdlst = &DisplayList;
> ...
>
> ````
Please inspect the `_antic.h` header file to determine the supported
instruction names. Modifiers on instructions can be nested without need
for an order:
`DL_LMS(DL_HSCROL(DL_VSCROL(DL_DLI(DL_MAP80x4x2))))`
Please mind that ANTIC has memory alignment requirements for "player
missile graphics"-data, font data, display lists and screen memory. Creation
of a special linker configuration with appropriate aligned segments and
switching to that segment in the c-code is usually necessary. A more memory
hungry solution consists in using the
[posix\_memalign()](https://cc65.github.io/doc/funcref.html#posix_memalign) function in conjunction with copying your data to the
allocated memory.
## 5.4 [Character mapping](#toc5.4)
The Atari has two representations for characters:
1. ATASCII is character mapping which is similar to ASCII and used
by the CIO system of the OS. This is the default mapping of cc65 when
producing code for the atari target.
2. The internal/screen mapping represents the real value of the
screen ram when showing a character.
For direct memory access (simplicity and speed) enabling the internal
mapping can be useful. This can be achieved by including the
"`atari_screen_charmap.h`" header.
A word of caution: Since the `0x00` character has to be mapped in an
incompatible way to the C-standard, the usage of string functions in
conjunction with internal character mapped strings delivers unexpected
results regarding the string length. The end of strings are detected where
you may not expect them (too early or (much) too late). Internal mapped
strings typically support the "`mem...()`" functions.
*For assembler sources the macro "`scrcode`" from the "`atari.mac`"
package delivers the same feature.*
You can switch back to the ATASCII mapping by including
"`atari_atascii_charmap.h`".
Example:
> ````
> #include <atari_screen_charmap.h>
> char* pcScreenMappingString = "Hello Atari!";
>
> #include <atari_atascii_charmap.h>
> char* pcAtasciiMappingString = "Hello Atari!";
>
> ````
## 5.5 [Keyboard codes](#toc5.5)
For direct keyboard scanning in conjunction with e.g. the OS location "CH" (764/$2FC),
all keyboard codes are available as defined values on C and assembler side.
Example:
> ````
> ...
> while (!kbhit());
> switch (OS.ch)
> {
> case KEY_RETURN:
> ...
> case KEY_SPACE:
> ...
> case KEY_1:
> ...
> }
> ...
>
> ````
You can find the C defines in the file "`atari.h`" or "`atari.inc`" for the assembler variant.
## 6. [Loadable drivers](#toc6)
The names in the parentheses denote the symbols to be used for static linking of the drivers.
## 6.1 [Graphics drivers](#toc6.1)
| | | | |
| --- | --- | --- | --- |
| `atari` | `atarixl` | screen resolution | display pages |
| `atr3.tgi (atr3_tgi)` | `atrx3.tgi (atrx3_tgi)` | 40x24x4 (CIO mode 3, ANTIC mode 8) | 1 |
| `atr4.tgi (atr4_tgi)` | `atrx4.tgi (atrx4_tgi)` | 80x48x2 (CIO mode 4, ANTIC mode 9) | 1 |
| `atr5.tgi (atr5_tgi)` | `atrx5.tgi (atrx5_tgi)` | 80x48x4 (CIO mode 5, ANTIC mode A) | 1 |
| `atr6.tgi (atr6_tgi)` | `atrx6.tgi (atrx6_tgi)` | 160x96x2 (CIO mode 6, ANTIC mode B) | 1 |
| `atr7.tgi (atr7_tgi)` | `atrx7.tgi (atrx7_tgi)` | 160x96x4 (CIO mode 7, ANTIC mode D) | 1 |
| `atr8.tgi (atr8_tgi)` | `atrx8.tgi (atrx8_tgi)` | 320x192x2 (CIO mode 8, ANTIC mode F) | 1 |
| `atr8p2.tgi (atr8p2_tgi)` | `atrx8p2.tgi (atrx8p2_tgi)` | 320x192x2 (CIO mode 8, ANTIC mode F) | 2 |
| `atr9.tgi (atr9_tgi)` | `atrx9.tgi (atrx9_tgi)` | 80x192x16b (CIO mode 9, ANTIC mode F, GTIA mode $40) | 1 |
| `atr9p2.tgi (atr9p2_tgi)` | `atrx9p2.tgi (atrx9p2_tgi)` | 80x192x16b (CIO mode 9, ANTIC mode F, GTIA mode $40) | 2 |
| `atr10.tgi (atr10_tgi)` | `atrx10.tgi (atrx10_tgi)` | 80x192x9 (CIO mode 10, ANTIC mode F, GTIA mode $80) | 1 |
| `atr10p2.tgi (atr10p2_tgi)` | `atrx10p2.tgi (atrx10p2_tgi)` | 80x192x9 (CIO mode 10, ANTIC mode F, GTIA mode $80) | 2 |
| `atr11.tgi (atr11_tgi)` | `atrx11.tgi (atrx11_tgi)` | 80x192x16h (CIO mode 11, ANTIC mode F, GTIA mode $C0) | 1 |
| `atr14.tgi (atr14_tgi)` | `atrx14.tgi (atrx14_tgi)` | 160x192x2 (CIO mode 14, ANTIC mode C) | 1 |
| `atr15.tgi (atr15_tgi)` | `atrx15.tgi (atrx15_tgi)` | 160x192x4 (CIO mode 15, ANTIC mode E) | 1 |
| `atr15p2.tgi (atr15p2_tgi)` | `atrx15p2.tgi (atrx15p2_tgi)` | 160x192x4 (CIO mode 15, ANTIC mode E) | 2 |
Many graphics modes require more memory than the text screen which is
in effect when the program starts up. Therefore the programmer has to
tell the program beforehand the memory requirements of the graphics
modes the program intends to use.
On the `atari` target his can be done by using the \_\_RESERVED\_MEMORY\_\_
linker config variable. The number specified there describes the number
of bytes to subtract from the top of available memory as seen from the
runtime library. This memory is then used by the screen buffer.
On the `atarixl` target the screen memory resides below the program
load address. In order to reserve memory for a graphics mode, one
simply uses a higher program load address. There are restrictions on
selectable load addresses,
see
[Selecting a good program load address](#loadaddr).
The numbers for the different graphics modes presented below should
only be seen as a rule of thumb. Since the screen buffer memory needs
to start at specific boundaries, the numbers depend on the current top
of available memory.
The following numbers were determined by a BASIC program.
| | |
| --- | --- |
| graphics mode | reserved memory |
| 0 | 1 |
| 1 | 1 |
| 2 | 1 |
| 3 | 1 |
| 4 | 1 |
| 5 | 182 |
| 6 | 1182 |
| 7 | 3198 |
| 8 | 7120 |
| 9 | 7146 |
| 10 | 7146 |
| 11 | 7146 |
| 12 | 162 |
| 13 | 1 |
| 14 | 3278 |
| 15 | 7120 |
| 16 | 1 |
| 17 | 1 |
| 18 | 1 |
| 19 | 1 |
| 20 | 1 |
| 21 | 184 |
| 22 | 1192 |
| 23 | 3208 |
| 24 | 7146 |
| 25 | 7146 |
| 26 | 7146 |
| 27 | 7146 |
| 28 | 162 |
| 29 | 1 |
| 30 | 3304 |
| 31 | 7146 |
reserved memory required for different graphics modes
The values of "1" are needed because the graphics command crashes if
it doesn't have at least one byte available. This seems to be a bug of
the Atari ROM code.
Default drivers: `atr8.tgi (atr8_tgi)` and `atrx8.tgi (atrx8_tgi)`.
## 6.2 [Extended memory drivers](#toc6.2)
Currently there is only one extended memory driver. It manages the second 64K of a 130XE.
| | |
| --- | --- |
| `atari` | `atarixl` |
| `atr130.emd (atr130_emd)` | `atrx130.emd (atrx130_emd)` |
## 6.3 [Joystick drivers](#toc6.3)
Currently there are two joystick drivers available:
| | | |
| --- | --- | --- |
| `atari` | `atarixl` | description |
| `atrstd.joy (atrstd_joy)` | `atrxstd.joy (atrxstd_joy)` | Supports up to two/four standard joysticks connected to the joystick ports of the Atari. (Four on the pre-XL systems, two on XL or newer.) |
| `atrmj8.joy (atrmj8_joy)` | `atrxmj8.joy (atrxmj8_joy)` | Supports up to eight standard joysticks connected to a MultiJoy adapter. |
Default drivers: `atrstd.joy (atrstd_joy)` and `atrxstd.joy (atrxstd_joy)`.
## 6.4 [Mouse drivers](#toc6.4)
Currently there are five mouse drivers available:
| | | |
| --- | --- | --- |
| `atari` | `atarixl` | description |
| `atrjoy.mou (atrjoy_mou)` | `atrxjoy.mou (atrxjoy_mou)` | Supports a mouse emulated by a standard joystick. |
| `atrst.mou (atrst_mou)` | `atrxst.mou (atrxst_mou)` | Supports an Atari ST mouse. |
| `atrami.mou (atrami_mou)` | `atrxami.mou (atrxami_mou)` | Supports an Amiga mouse. |
| `atrtrk.mou (atrtrk_mou)` | `atrxtrk.mou (atrxtrk_mou)` | Supports an Atari trakball. |
| `atrtt.mou (atrtt_mou)` | `atrxtt.mou (atrxtt_mou)` | Supports an Atari touch tablet. |
All mouse devices connect to joystick port #0.
Default drivers: `atrst.mou (atrst_mou)` and `atrxst.mou (atrxst_mou)`.
### Mouse callbacks
There are two mouse callbacks available.
The "text mode" callbacks (`mouse_txt_callbacks`) display the mouse cursor as a "diamond" character
on the standard "GRAPHICS 0" text mode screen. The mouse cursor character can be changed by an
assembly file defining the character by exporting the zeropage symbol `mouse_txt_char`.
The default file looks like this:
> ````
> .export mouse_txt_char : zp = 96 ; 'diamond' screen code
>
> ````
The "P/M" callbacks (`mouse_pm_callbacks`) use Player-Missile graphics for the mouse cursor.
The cursor shape can be changed, too, by an assembly file. Here's the default shape definition:
> ````
> .export mouse_pm_bits
> .export mouse_pm_height : zeropage
> .export mouse_pm_hotspot_x : zeropage
> .export mouse_pm_hotspot_y : zeropage
> .rodata
> mouse_pm_bits:
> .byte %11110000
> .byte %11000000
> .byte %10100000
> .byte %10010000
> .byte %10001000
> .byte %00000100
> .byte %00000010
> mouse_pm_height = * - mouse_pm_bits
> ; hot spot is upper left corner
> mouse_pm_hotspot_x = 0
> mouse_pm_hotspot_y = 0
>
> ````
`mouse_pm_bits` defines the shape of the cursor, `mouse_pm_height` defines the number of
bytes in `mouse_pm_bits`. `mouse_pm_hotspot_x` and `mouse_pm_hotspot_y` define the
position in the shape where "the mouse points to". When using this callback page #6 ($600
- $6FF) is used for the P/M graphics data and no P/M graphics can otherwise be used
by the program. The height of the shape (`mouse_pm_height`)
must not exceed 32 lines since the callback routines cannot handle more than 32 lines.
The default callbacks definition (`mouse_def_callbacks`) is an alias for the "P/M" callbacks.
## 6.5 [RS232 device drivers](#toc6.5)
Currently there is one RS232 driver. It supports up to 9600 baud, requires hardware flow control
(RTS/CTS) and uses the R: device (therefore an R: driver needs to be installed). It was tested
with the 850 interface module.
| | |
| --- | --- |
| `atari` | `atarixl` |
| `atrrdev.ser (atrrdev_ser)` | `atrxrdev.ser (atrxrdev_ser)` |
## 7. [Limitations](#toc7)
## 7.1 [`Realtime clock`](#toc7.1)
Access to the realtime clock is supported only when running on SpartaDOS-X.
There needs to be a realtime clock driver installed. This is normally the case
in the default installation (CONFIG.SYS) of SpartaDOS-X.
A missing realtime clock driver in SpartaDOS-X is not supported, and the program
may crash when calling the `clock_settime()` or `clock_gettime()`
functions.
The resolution of the realtime clock driver is 1 second.
## 7.2 [`atarixl target`](#toc7.2)
* The display is cleared at program start and at program termination. This is a side
effect of relocating the display memory below the program start address.
* Not all possible CIO and SIO functions are handled by the runtime stub code which banks
the ROM in and out. All functions used by the runtime library are handled, though.
* The `_sys()` function is not supported.
* It is not compatible with DOSes or other programs using the memory below the ROM.
## 8. [DIO implementation](#toc8)
The Atari supports disk drives with either 128 or 256 byte sectors.
The first three sectors of any disk are always 128 bytes long though. This is
because the system can only boot from 128 bytes sectors.
Therefore the DIO read and write functions transfer only 128 bytes
for sectors 1 to 3, regardless of the type of diskette.
## 9. [CONIO implementation](#toc9)
The console I/O is speed optimized therefore support for XEP80 hardware
or f80.com software is missing. Of course you may use stdio.h functions.
`cprintf` targets a 40 character line. On a 20-column display this has
the unexpected effect of a blank line after your text. On such displays you can either
use for example `gotoxy(20,0)` to target the "next" line, or you can switch to `write()`
function which does not have this side effect.
## 10. [Technical details](#toc10)
## 10.1 [`atari`](#toc10.1)
### Load chunks
An `atari` program contains two load chunks.
1. "system check"
This load chunk is always loaded at address $2E00, and checks if the system has
enough memory to run the program. It also checks if the program start address is not
below MEMLO. If any of the checks return false, the loading of the program is aborted.
The contents of this chunk come from the SYSCHKCHNK memory area of the linker config file.
2. main program
This load chunk is loaded at the selected program start address (default $2000) and
contains all of the code and data of the program.
The contents of this chunk come from the MAIN memory area of the linker config file.
## 10.2 [`atarixl`](#toc10.2)
### General operation
The `atarixl` target banks out the ROM while the program is running in
order to make more memory available to the program.
The screen memory is by default located at the top of available memory,
$BFFF if BASIC is not enabled, $9FFF if BASIC is enabled.
Therefore, in order to create a largest possible continuous memory area,
the screen memory is moved below the program load address. This gives
a memory area from <program load addr> to $CFFF.
The startup code installs wrappers for interrupt handlers and ROM routines.
When an interrupt or call to a ROM routine happens, the wrappers enable the
ROM, call the handler or routine, and disable the ROM again.
The "wrapping" of the ROM routines is done by changing the ROM entry
point symbols in `atari.inc` to point to the wrapper functions.
For ROM functions which require input or output buffers, the wrappers
copy the data as required to buffers in low memory.
### Load chunks
An `atarixl` program contains three load chunks.
1. "system check"
This load chunk is always loaded at address $2E00, and checks if the system is
suitable for running the program. It also checks if there is enough room between MEMLO
and the program start address to move the text mode screen buffer there. If any of the
checks return false, the loading of the program is aborted.
The contents of this chunk come from the SYSCHKCHNK memory area of the linker config file.
2. "shadow RAM prepare"
The second load chunk gets loaded to the selected program load address (default $2400).
It moves the screen memory below the program load address, copies the character generator
from ROM to its new place in RAM, and copies the parts of the program which reside in
high memory below the ROM to their place. The high memory parts are included in this load chunk.
At the beginning of this load chunk there is a .bss area, which is not part of the
EXE file. Therefore the on-disk start address of this load chunk will be higher than the
selected start address. This .bss area (segment LOWBSS) contains the buffers for the
double buffering of ROM input and output data. If you add contents to this segment be aware
that the contents won't be zero initialized by the startup code.
The contents of this chunk come from the SRPREPCHNK memory area of the linker config file.
3. main program
This load chunk is loaded just above the LOWBSS segment, replacing the code of
the previous load chunk. It contains all remaining code and data sections of the program,
including the startup code.
The contents of this chunk come from the RAM memory area of the linker config file.
### Moving screen memory below the program start address
When setting a graphics mode, the ROM looks at the RAMTOP location. RAMTOP
describes the amount of installed memory in pages (RAMTOP is only one byte).
The screen memory and display list are placed immediately below RAMTOP.
Now in order to relocate the screen memory to lower memory, the startup code
puts a value into RAMTOP which causes the ROM routines to allocate the display
memory below the program start address and then it issues a ROM call to setup
the regular text mode.
### Selecting a good program load address
Due to the movement of the screen memory below the program start, there are some
load addresses which are sub-optimal because they waste memory or prevent a
higher resolution graphics mode from being enabled.
There are restrictions at which addresses screen memory (display buffer and display
list) can be placed. The display buffer cannot cross a 4K boundary and a display
list cannot cross a 1K boundary.
The startup code takes this into account when moving the screen memory down.
If the program start address (aligned to the next lower page boundary) minus
the screen buffer size would result in a screen buffer which spans a 4K
boundary, the startup code lowers RAMTOP to this 4K boundary.
The size of the screen buffer in text mode is 960 ($3C0) bytes. So, for
example, a selected start address of $2300 would span the 4K boundary
at $2000. The startup code would adjust the RAMTOP value in such way that
the screen memory would be located just below this boundary (at $1C40).
This results in the area [$2000-$22FF] being wasted.
Additionally, the program might fail to load since the lowest address used
by the screen memory could be below MEMLO. (The lowest address used in this
example would be at $1C20, where the display list would allocated.)
These calculations are performed by the startup code (in the first two
load chunks), but the startup code only takes the default 40x24 text mode
into account. If the program later wants to load TGI drivers which set
a more memory consuming graphics mode, the user has to pick a higher
load address.
Using higher resolution modes there is a restriction in the ROM that it
doesn't expect RAMTOP to be at arbitrary values. The Atari memory modules
came only in 8K or 16K sizes, so the ROM expects RAMTOP to only have
values in 8K steps. Therefore, when using the highest resolution modes
the program start address must be at an 8K boundary.
### Character generator location
The default `atarixl` linker config file (`atarixl.cfg`) leaves the
character generator location at the same address where it is in ROM
($E000). This has the disadvatage to split the upper memory into
two parts ([$D800-$DFFF] and
[$E400-$FFF9]). For applications which
require a large continuous upper memory area, an alternative linker
config file (`atarixl-largehimem.cfg`) is provided. It relocates the
character generator to $D800, providing a single big upper
memory area at [$DC00-$FFF9].
With the character generator at a different address than in ROM, the routines
which enable and disable the ROM also have to update the chargen pointer.
This code is not enabled by default. In order to enable it,
uncomment the line which sets CHARGEN\_RELOC in `libsrc/atari/Makefile.inc`
and recompile the `atarixl` runtime library.
## 11. [Other hints](#toc11)
## 11.1 [Function keys](#toc11.1)
Function keys are mapped to Atari + number key.
## 11.2 [Passing arguments to the program](#toc11.2)
Command line arguments can be passed to `main()` when the used DOS supports it.
1. Arguments are separated by spaces.
2. Leading and trailing spaces around an argument are ignored.
3. The first argument passed to `main` is the program name.
4. A maximum number of 16 arguments (including the program name) are
supported.
## 11.3 [Interrupts](#toc11.3)
The runtime for the Atari uses routines marked as `.INTERRUPTOR` for
interrupt handlers. Such routines must be written as simple machine language
subroutines and will be called automatically by the VBI handler code
when they are linked into a program. See the discussion of the `.CONDES`
feature in the
[assembler manual](https://cc65.github.io/doc/ca65.html).
Please note that on the Atari targets the `.INTERRUPTOR`s are being
run in NMI context. The other targets run them in IRQ context.
## 11.4 [Reserving a memory area inside a program](#toc11.4)
(This section is primarily applicable to the `atari` target, but the
principles apply to `atatixl` as well.)
The Atari 130XE maps its additional memory into CPU memory in 16K
chunks at address $4000 to $7FFF. One might want to
prevent this memory area from being used by cc65. Other reasons to
prevent the use of some memory area could be to reserve space for the
buffers for display lists and screen memory.
The Atari executable format allows holes inside a program, e.g. one
part loads into $2E00 to $3FFF, going below the reserved
memory area (assuming a reserved area from $4000 to
$7FFF), and another part loads into $8000 to
$BC1F.
Each load chunk of the executable starts with a 4 byte header which
defines its load address and size. In the following linker config files
these headers are named HEADER and SECHDR (for the MEMORY layout), and
accordingly NEXEHDR and CHKHDR (for the SEGMENTS layout).
### Low code and high data example
Goal: Create an executable with 2 load chunks which doesn't use the
memory area from $4000 to $7FFF. The CODE segment of
the program should go below $4000 and the DATA and RODATA
segments should go above $7FFF.
The main problem is that the EXE header generated by the cc65 runtime
lib is wrong. It defines a single load chunk with the sizes/addresses
of the STARTUP, LOWCODE, ONCE, CODE, RODATA, and DATA segments, in
fact, the whole user program (we're disregarding the "system check"
load chunk here).
The contents of the EXE header come from the EXEHDR and MAINHDR segments.
The EXEHDR segment just contains the $FFFF value which is required
to be the first bytes of the EXE file.
The MAINHDR are defined in in crt0.s. This cannot be changed without
modifying and recompiling the cc65 atari runtime library. Therefore
the original contents of this segment must be discarded and be
replaced by a user created one. This discarding is done by assigning the
MAINHDR segment to the (new introduced) DISCARD memory area. The DISCARD memory area is
thrown away in the new linker config file (written to file "").
We add a new FSTHDR segment for the chunk header of the first chunk.
The user needs to create a customized linker config file which adds
new memory areas and segments to hold the new header data for the first load
chunk and the header data for the second load chunk. Also an assembly source file
needs to be created which defines the contents of the new header data
for the two load chunks.
This is an example of a modified cc65 Atari linker configuration file
(split.cfg):
> ````
> SYMBOLS {
> __STACKSIZE__: value = $800 type = weak; # 2K stack
> __RESERVED_MEMORY__: value = $0000, type = weak;
> }
> FEATURES {
> STARTADDRESS: default = $2E00;
> }
> MEMORY {
> ZP: start = $82, size = $7E, type = rw, define = yes;
>
> HEADER: start = $0000, size = $2, file = %O; # first load chunk
>
> FSTHDR: start = $0000, size = $4, file = %O; # second load chunk
> RAMLO: start = %S, size = $4000 - %S, file = %O;
>
> DISCARD: start = $4000, size = $4000, file = "";
>
> SECHDR: start = $0000, size = $4, file = %O; # second load chunk
> RAM: start = $8000, size = $3C20, file = %O; # $3C20: matches upper bound $BC1F
> }
> SEGMENTS {
> EXEHDR: load = HEADER, type = ro;
>
> MAINHDR: load = DISCARD, type = ro;
>
> NEXEHDR: load = FSTHDR, type = ro; # first load chunk
> STARTUP: load = RAMLO, type = ro, define = yes;
> LOWCODE: load = RAMLO, type = ro, define = yes, optional = yes;
> ONCE: load = RAMLO, type = ro, optional = yes;
> CODE: load = RAMLO, type = ro, define = yes;
>
> CHKHDR: load = SECHDR, type = ro; # second load chunk
> RODATA: load = RAM, type = ro, define = yes;
> DATA: load = RAM, type = rw, define = yes;
> BSS: load = RAM, type = bss, define = yes;
>
> ZEROPAGE: load = ZP, type = zp;
> AUTOSTRT: load = RAM, type = ro; # defines program entry point
> }
> FEATURES {
> CONDES: segment = ONCE,
> type = constructor,
> label = __CONSTRUCTOR_TABLE__,
> count = __CONSTRUCTOR_COUNT__;
> CONDES: segment = RODATA,
> type = destructor,
> label = __DESTRUCTOR_TABLE__,
> count = __DESTRUCTOR_COUNT__;
> }
>
> ````
A new memory area DISCARD was added.
It gets loaded with the contents of the (now unused) MAINHDR segment. But the
memory area isn't written to the output file. This way the contents of
the MAINHDR segment get discarded.
The newly added NEXEHDR segment defines the correct chunk header for the
first intended load chunk. It
puts the STARTUP, LOWCODE, ONCE, and CODE segments, which are the
segments containing only code, into load chunk #1 (RAMLO memory area).
The header for the second load chunk comes from the new CHKHDR
segment. It puts the RODATA, DATA, BSS, and ZPSAVE segments into load
chunk #2 (RAM memory area).
The contents of the new NEXEHDR and CHKHDR segments come from this
file (split.s):
> ````
> .import __CODE_LOAD__, __BSS_LOAD__, __CODE_SIZE__
> .import __DATA_LOAD__, __RODATA_LOAD__, __STARTUP_LOAD__
>
> .segment "NEXEHDR"
> .word __STARTUP_LOAD__
> .word __CODE_LOAD__ + __CODE_SIZE__ - 1
>
> .segment "CHKHDR"
> .word __RODATA_LOAD__
> .word __BSS_LOAD__ - 1
>
> ````
Compile with
> ````
> cl65 -t atari -C split.cfg -o prog.com prog.c split.s
>
> ````
### Low data and high code example
Goal: Put RODATA and DATA into low memory and STARTUP, LOWCODE, ONCE,
CODE, BSS, ZPSAVE into high memory (split2.cfg):
> ````
> SYMBOLS {
> __STACKSIZE__: value = $800 type = weak; # 2K stack
> __RESERVED_MEMORY__: value = $0000, type = weak;
> }
> FEATURES {
> STARTADDRESS: default = $2E00;
> }
> MEMORY {
> ZP: start = $82, size = $7E, type = rw, define = yes;
>
> HEADER: start = $0000, size = $2, file = %O; # first load chunk
>
> FSTHDR: start = $0000, size = $4, file = %O; # second load chunk
> RAMLO: start = %S, size = $4000 - %S, file = %O;
>
> DISCARD: start = $4000, size = $4000, file = "";
>
> SECHDR: start = $0000, size = $4, file = %O; # second load chunk
> RAM: start = $8000, size = $3C20, file = %O; # $3C20: matches upper bound $BC1F
> }
> SEGMENTS {
> EXEHDR: load = HEADER, type = ro; # discarded old EXE header
>
> MAINHDR: load = DISCARD, type = ro;
>
> NEXEHDR: load = FSTHDR, type = ro; # first load chunk
> RODATA: load = RAMLO, type = ro, define = yes;
> DATA: load = RAMLO, type = rw, define = yes;
>
> CHKHDR: load = SECHDR, type = ro; # second load chunk
> STARTUP: load = RAM, type = ro, define = yes;
> ONCE: load = RAM, type = ro, optional = yes;
> CODE: load = RAM, type = ro, define = yes;
> BSS: load = RAM, type = bss, define = yes;
>
> ZEROPAGE: load = ZP, type = zp;
> AUTOSTRT: load = RAM, type = ro; # defines program entry point
> }
> FEATURES {
> CONDES: segment = ONCE,
> type = constructor,
> label = __CONSTRUCTOR_TABLE__,
> count = __CONSTRUCTOR_COUNT__;
> CONDES: segment = RODATA,
> type = destructor,
> label = __DESTRUCTOR_TABLE__,
> count = __DESTRUCTOR_COUNT__;
> }
>
> ````
New contents for NEXEHDR and CHKHDR are needed (split2.s):
> ````
> .import __STARTUP_LOAD__, __BSS_LOAD__, __DATA_SIZE__
> .import __DATA_LOAD__, __RODATA_LOAD__
>
> .segment "NEXEHDR"
> .word __RODATA_LOAD__
> .word __DATA_LOAD__ + __DATA_SIZE__ - 1
>
> .segment "CHKHDR"
> .word __STARTUP_LOAD__
> .word __BSS_LOAD__ - 1
>
> ````
Compile with
> ````
> cl65 -t atari -C split2.cfg -o prog.com prog.c split2.s
>
> ````
### Final note
There are two other memory areas which don't appear directly in the
linker config file. They are the stack and the heap.
The cc65 runtime lib places the stack location at the end of available
memory. This is dynamically set from the MEMTOP system variable at
startup. The heap is located in the area between the end of the BSS
segment and the top of the stack as defined by \_\_STACKSIZE\_\_.
If BSS and/or the stack shouldn't stay at the end of the program,
some parts of the cc65 runtime lib need to be replaced/modified.
common/\_heap.s defines the location of the heap and atari/crt0.s
defines the location of the stack by initializing c\_sp.
## 11.5 [Upgrading from an older cc65 version](#toc11.5)
If you are using a customized linker config file you might get some errors
regarding the MAINHDR segment. Like this:
> ````
> ld65: Error: Missing memory area assignment for segment 'MAINHDR'
>
> ````
The old "HEADER" memory description contained six bytes: $FFFF
and the first and last memory address of the program. For the "system
check" load chunk this had to be split into two memory assignments The
"HEADER" now only contains the $FFFF. The main program's first
and last memory address were moved to a new segment, called "MAINHDR",
which in the new linker config file goes into its own memory area (also
called "MAINHDR").
A simple way to adapt your old linker config file is to add the
following line to the "SEGMENTS" section:
> ````
> MAINHDR: load = HEADER, type = ro;
>
> ````
## 11.6 [Getting rid of the "system check" load chunk](#toc11.6)
If, for some reason, you don't want to include the "system check" load
chunk, you can do so by defining the symbol `__SYSTEM_CHECK__` when linking the
program. The "system check" chunk doesn't include vital parts of the
program. So if you don't want the system checks, it is save to leave them out.
This is probably mostly interesting for debugging.
When using cl65, you can leave it out with this command line:
> ````
> cl65 -Wl -D__SYSTEM_CHECK__=1 <arguments>
>
> ````
The value you assign to `__SYSTEM_CHECK__` doesn't matter. If the
`__SYSTEM_CHECK__` symbol is defined, the load chunk won't be included.
## 12. [License](#toc12)
This software is provided 'as-is', without any expressed or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
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# Mapping The Atari-Memory Map
## CASINI
[CASINI](https://www.atariarchives.org/mapping/memorymap.php#2,3)
## DOSVEC
[DOSVEC](https://www.atariarchives.org/mapping/memorymap.php#10,11)
## RAMTOP
[RAMTOP](https://www.atariarchives.org/mapping/memorymap.php#106)
## RAMLO
[RAMLO](https://www.atariarchives.org/mapping/memorymap.php#4,5)
## TRAMSZ
[TRAMSZ](https://www.atariarchives.org/mapping/memorymap.php#6)
## TSTDAT
[TSTDAT](https://www.atariarchives.org/mapping/memorymap.php#7)
## DOS
[DOS](https://www.atariarchives.org/mapping/memorymap.php#5440)
## WARMST
[WARMST](https://www.atariarchives.org/mapping/memorymap.php#8)
## DOSINI
[DOSINI](https://www.atariarchives.org/mapping/memorymap.php#12,13)
## APPMHI
[APPMHI](https://www.atariarchives.org/mapping/memorymap.php#14,15)
## MEMTOP
[MEMTOP](https://www.atariarchives.org/mapping/memorymap.php#741,742)
## PMBASE
[PMBASE](https://www.atariarchives.org/mapping/memorymap.php#54279)
## CHBASE
[CHBASE](https://www.atariarchives.org/mapping/memorymap.php#54281)
## STATUS
[STATUS](https://www.atariarchives.org/mapping/memorymap.php#48)
## DSTAT
[DSTAT](https://www.atariarchives.org/mapping/memorymap.php#76)
## BRKKEY
[BRKKEY](https://www.atariarchives.org/mapping/memorymap.php#17)
## BUFADR
[BUFADR](https://www.atariarchives.org/mapping/memorymap.php#21,22)
## DBUF
[DBUF](https://www.atariarchives.org/mapping/memorymap.php#7668)
## MEMLO
[MEMLO](https://www.atariarchives.org/mapping/memorymap.php#743,744)
## PBUFSZ
[PBUFSZ](https://www.atariarchives.org/mapping/memorymap.php#30)
## PBPNT
[PBPNT](https://www.atariarchives.org/mapping/memorymap.php#29)
## ICAX2Z
[ICAX2Z](https://www.atariarchives.org/mapping/memorymap.php#43)
## CRITIC
[CRITIC](https://www.atariarchives.org/mapping/memorymap.php#66)
## CKEY
[CKEY](https://www.atariarchives.org/mapping/memorymap.php#74)
## ATRACT
[ATRACT](https://www.atariarchives.org/mapping/memorymap.php#77)
## COLRSH
[COLRSH](https://www.atariarchives.org/mapping/memorymap.php#79)
## LMARGN
[LMARGN](https://www.atariarchives.org/mapping/memorymap.php#82)
## LINE
[LINE](https://www.atariarchives.org/mapping/memorymap.php#7588)
## ROWCRS
[ROWCRS](https://www.atariarchives.org/mapping/memorymap.php#84)
## COLCRS
[COLCRS](https://www.atariarchives.org/mapping/memorymap.php#85,86)
## DRAW
[DRAW](https://www.atariarchives.org/mapping/memorymap.php#64764)
## DINDEX
[DINDEX](https://www.atariarchives.org/mapping/memorymap.php#87)
## MODE75.BAS
[MODE75.BAS](https://www.atariarchives.org/mapping/software/MODE75.BAS)
## SAVEMSC1.BAS
[SAVEMSC1.BAS](https://www.atariarchives.org/mapping/software/SAVEMSC1.BAS)
## SAVMSC
[SAVMSC](https://www.atariarchives.org/mapping/memorymap.php#88,89)
## SAVEMSC2.BAS
[SAVEMSC2.BAS](https://www.atariarchives.org/mapping/software/SAVEMSC2.BAS)
## SAVEMSC3.BAS
[SAVEMSC3.BAS](https://www.atariarchives.org/mapping/software/SAVEMSC3.BAS)
## SAVEMSC4.BAS
[SAVEMSC4.BAS](https://www.atariarchives.org/mapping/software/SAVEMSC4.BAS)
## SAVEMSC5.BAS
[SAVEMSC5.BAS](https://www.atariarchives.org/mapping/software/SAVEMSC5.BAS)
## NEWROW
[NEWROW](https://www.atariarchives.org/mapping/memorymap.php#96)
## NEWCOL
[NEWCOL](https://www.atariarchives.org/mapping/memorymap.php#97,98)
## LOGCOL
[LOGCOL](https://www.atariarchives.org/mapping/memorymap.php#99)
## DMASK
[DMASK](https://www.atariarchives.org/mapping/memorymap.php#672)
## ADRESS
[ADRESS](https://www.atariarchives.org/mapping/memorymap.php#100,101)
## BUFCNT
[BUFCNT](https://www.atariarchives.org/mapping/memorymap.php#107)
## ROWAC
[ROWAC](https://www.atariarchives.org/mapping/memorymap.php#112,113)
## COLAC
[COLAC](https://www.atariarchives.org/mapping/memorymap.php#114,115)
## DELTAR
[DELTAR](https://www.atariarchives.org/mapping/memorymap.php#118)
## DELTAC
[DELTAC](https://www.atariarchives.org/mapping/memorymap.php#119,120)
## ROWINC
[ROWINC](https://www.atariarchives.org/mapping/memorymap.php#121)
## COLINC
[COLINC](https://www.atariarchives.org/mapping/memorymap.php#122)
## SWPFLG
[SWPFLG](https://www.atariarchives.org/mapping/memorymap.php#123)
## LOMEM
[LOMEM](https://www.atariarchives.org/mapping/memorymap.php#128,129)
## STARP
[STARP](https://www.atariarchives.org/mapping/memorymap.php#140,141)
## RUNSTK
[RUNSTK](https://www.atariarchives.org/mapping/memorymap.php#142,143)
## VNTP.BAS
[VNTP.BAS](https://www.atariarchives.org/mapping/software/VNTP.BAS)
## VNTD1.BAS
[VNTD1.BAS](https://www.atariarchives.org/mapping/software/VNTD1.BAS)
## VNTD2.BAS
[VNTD2.BAS](https://www.atariarchives.org/mapping/software/VNTD2.BAS)
## VVTP
[VVTP](https://www.atariarchives.org/mapping/memorymap.php#134,135)
## STMTAB
[STMTAB](https://www.atariarchives.org/mapping/memorymap.php#136,137)
## FRE
[FRE](https://www.atariarchives.org/mapping/memorymap.php#218-223)
## TABMAP
[TABMAP](https://www.atariarchives.org/mapping/memorymap.php#675-689)
## PTABW
[PTABW](https://www.atariarchives.org/mapping/memorymap.php#201)
## FR0
[FR0](https://www.atariarchives.org/mapping/memorymap.php#212-217)
## INBUFF
[INBUFF](https://www.atariarchives.org/mapping/memorymap.php#243,244)
## RADFLG
[RADFLG](https://www.atariarchives.org/mapping/memorymap.php#251)
## IRQEN
[IRQEN](https://www.atariarchives.org/mapping/memorymap.php#53774)
## VDSLST
[VDSLST](https://www.atariarchives.org/mapping/memorymap.php#512,513)
## WSYNC
[WSYNC](https://www.atariarchives.org/mapping/memorymap.php#54282)
## VDSLST.BAS
[VDSLST.BAS](https://www.atariarchives.org/mapping/software/VDSLST.BAS)
## VKEYBD
[VKEYBD](https://www.atariarchives.org/mapping/memorymap.php#520,521)
## VSEROR
[VSEROR](https://www.atariarchives.org/mapping/memorymap.php#524,525)
## VSERIN
[VSERIN](https://www.atariarchives.org/mapping/memorymap.php#522,523)
## AUDF1
[AUDF1](https://www.atariarchives.org/mapping/memorymap.php#53760)
## STIMER
[STIMER](https://www.atariarchives.org/mapping/memorymap.php#53769)
## AUDF2
[AUDF2](https://www.atariarchives.org/mapping/memorymap.php#53762)
## AUDF4
[AUDF4](https://www.atariarchives.org/mapping/memorymap.php#53766)
## VPRCED
[VPRCED](https://www.atariarchives.org/mapping/memorymap.php#514,515)
## VINTER
[VINTER](https://www.atariarchives.org/mapping/memorymap.php#516,517)
## VBREAK
[VBREAK](https://www.atariarchives.org/mapping/memorymap.php#518,519)
## VSEROC
[VSEROC](https://www.atariarchives.org/mapping/memorymap.php#526,527)
## VIMIRQ
[VIMIRQ](https://www.atariarchives.org/mapping/memorymap.php#534,535)
## VVBLKI
[VVBLKI](https://www.atariarchives.org/mapping/memorymap.php#546,547)
## VVBLKD
[VVBLKD](https://www.atariarchives.org/mapping/memorymap.php#548,549)
## SETVBV
[SETVBV](https://www.atariarchives.org/mapping/memorymap.php#58460)
## SYSVBV
[SYSVBV](https://www.atariarchives.org/mapping/memorymap.php#58463)
## VVBLKD.BAS
[VVBLKD.BAS](https://www.atariarchives.org/mapping/software/VVBLKD.BAS)
## SRTIMR
[SRTIMR](https://www.atariarchives.org/mapping/memorymap.php#555)
## CH
[CH](https://www.atariarchives.org/mapping/memorymap.php#764)
## SDMCTL
[SDMCTL](https://www.atariarchives.org/mapping/memorymap.php#559)
## VCOUNT
[VCOUNT](https://www.atariarchives.org/mapping/memorymap.php#54283)
## LPENH
[LPENH](https://www.atariarchives.org/mapping/memorymap.php#564)
## CDEVIC
[CDEVIC](https://www.atariarchives.org/mapping/memorymap.php#570)
## GTIA9.BAS
[GTIA9.BAS](https://www.atariarchives.org/mapping/software/GTIA9.BAS)
## GTIA10.BAS
[GTIA10.BAS](https://www.atariarchives.org/mapping/software/GTIA10.BAS)
## GTIA11.BAS
[GTIA11.BAS](https://www.atariarchives.org/mapping/software/GTIA11.BAS)
## CTIAGTIA.BAS
[CTIAGTIA.BAS](https://www.atariarchives.org/mapping/software/CTIAGTIA.BAS)
## STICK0.BAS
[STICK0.BAS](https://www.atariarchives.org/mapping/software/STICK0.BAS)
## BLIM
[BLIM](https://www.atariarchives.org/mapping/memorymap.php#650)
## TXTROW
[TXTROW](https://www.atariarchives.org/mapping/memorymap.php#656)
## TINDEX
[TINDEX](https://www.atariarchives.org/mapping/memorymap.php#659)
## OLDROW
[OLDROW](https://www.atariarchives.org/mapping/memorymap.php#90)
## OLDCOL
[OLDCOL](https://www.atariarchives.org/mapping/memorymap.php#91,92)
## OLDCHR
[OLDCHR](https://www.atariarchives.org/mapping/memorymap.php#93)
## OLDADR
[OLDADR](https://www.atariarchives.org/mapping/memorymap.php#94,95)
## INVFLG
[INVFLG](https://www.atariarchives.org/mapping/memorymap.php#694)
## SCRFLG
[SCRFLG](https://www.atariarchives.org/mapping/memorymap.php#699)
## ATACHR
[ATACHR](https://www.atariarchives.org/mapping/memorymap.php#763)
## SHFLOK
[SHFLOK](https://www.atariarchives.org/mapping/memorymap.php#702)
## SHFLOK.BAS
[SHFLOK.BAS](https://www.atariarchives.org/mapping/software/SHFLOK.BAS)
## BOTSCR.BAS
[BOTSCR.BAS](https://www.atariarchives.org/mapping/software/BOTSCR.BAS)
## COLOR3
[COLOR3](https://www.atariarchives.org/mapping/memorymap.php#711)
## COLOR1
[COLOR1](https://www.atariarchives.org/mapping/memorymap.php#709)
## COLOR2.BAS
[COLOR2.BAS](https://www.atariarchives.org/mapping/software/COLOR2.BAS)
## RUNAD
[RUNAD](https://www.atariarchives.org/mapping/memorymap.php#736-737)
## INITAD
[INITAD](https://www.atariarchives.org/mapping/memorymap.php#738-739)
## RAMSIZ
[RAMSIZ](https://www.atariarchives.org/mapping/memorymap.php#740)
## MEMLO.BAS
[MEMLO.BAS](https://www.atariarchives.org/mapping/software/MEMLO.BAS)
## CRSINH
[CRSINH](https://www.atariarchives.org/mapping/memorymap.php#752)
## KEYDEL
[KEYDEL](https://www.atariarchives.org/mapping/memorymap.php#753)
## CH1
[CH1](https://www.atariarchives.org/mapping/memorymap.php#754)
## CHACT
[CHACT](https://www.atariarchives.org/mapping/memorymap.php#755)
## CHACT.BAS
[CHACT.BAS](https://www.atariarchives.org/mapping/software/CHACT.BAS)
## CHBAS
[CHBAS](https://www.atariarchives.org/mapping/memorymap.php#756)
## CHAR
[CHAR](https://www.atariarchives.org/mapping/memorymap.php#762)
## FILDAT
[FILDAT](https://www.atariarchives.org/mapping/memorymap.php#765)
## SSFLAG
[SSFLAG](https://www.atariarchives.org/mapping/memorymap.php#767)
## HATABS
[HATABS](https://www.atariarchives.org/mapping/memorymap.php#794-831)
## FORCREAD.BAS
[FORCREAD.BAS](https://www.atariarchives.org/mapping/software/FORCREAD.BAS)
## CASBUF
[CASBUF](https://www.atariarchives.org/mapping/memorymap.php#1021-1151)
## LBUFF
[LBUFF](https://www.atariarchives.org/mapping/memorymap.php#1408-1535)
## SABYTE
[SABYTE](https://www.atariarchives.org/mapping/memorymap.php#1801)
## DRVBYT
[DRVBYT](https://www.atariarchives.org/mapping/memorymap.php#1802)
## IOCB0
[IOCB0](https://www.atariarchives.org/mapping/memorymap.php#832-847)
## ZBUFP
[ZBUFP](https://www.atariarchives.org/mapping/memorymap.php#67,68)
## SETUP
[SETUP](https://www.atariarchives.org/mapping/memorymap.php#4452)
## FCB
[FCB](https://www.atariarchives.org/mapping/memorymap.php#4993-5120)
## SPARE
[SPARE](https://www.atariarchives.org/mapping/memorymap.php#563)
## STATMENT.BAS
[STATMENT.BAS](https://www.atariarchives.org/mapping/software/STATMENT.BAS)
## OPERATOR.BAS
[OPERATOR.BAS](https://www.atariarchives.org/mapping/software/OPERATOR.BAS)
## SIN
[SIN](https://www.atariarchives.org/mapping/memorymap.php#48551)
## COS
[COS](https://www.atariarchives.org/mapping/memorymap.php#48561)
## ATAN
[ATAN](https://www.atariarchives.org/mapping/memorymap.php#48759)
## SQR
[SQR](https://www.atariarchives.org/mapping/memorymap.php#48869)
## VNTP
[VNTP](https://www.atariarchives.org/mapping/memorymap.php#130,131)
## VNTD
[VNTD](https://www.atariarchives.org/mapping/memorymap.php#132,133)
## STMCUR
[STMCUR](https://www.atariarchives.org/mapping/memorymap.php#138,139)
## MOVEPM.BAS
[MOVEPM.BAS](https://www.atariarchives.org/mapping/software/MOVEPM.BAS)
## PCOLR0
[PCOLR0](https://www.atariarchives.org/mapping/memorymap.php#704)
## COLOR4
[COLOR4](https://www.atariarchives.org/mapping/memorymap.php#712)
## PCOLR3
[PCOLR3](https://www.atariarchives.org/mapping/memorymap.php#707)
## GRACTL
[GRACTL](https://www.atariarchives.org/mapping/memorymap.php#53277)
## GRAFM
[GRAFM](https://www.atariarchives.org/mapping/memorymap.php#53265)
## GRAFP0
[GRAFP0](https://www.atariarchives.org/mapping/memorymap.php#53261)
## PRIOR
[PRIOR](https://www.atariarchives.org/mapping/memorymap.php#53275)
## VDELAY
[VDELAY](https://www.atariarchives.org/mapping/memorymap.php#53276)
## DMACTL
[DMACTL](https://www.atariarchives.org/mapping/memorymap.php#54272)
## HITCLR
[HITCLR](https://www.atariarchives.org/mapping/memorymap.php#53278)
## CONSOL
[CONSOL](https://www.atariarchives.org/mapping/memorymap.php#53279)
## AUDCTL
[AUDCTL](https://www.atariarchives.org/mapping/memorymap.php#53768)
## POKMSK
[POKMSK](https://www.atariarchives.org/mapping/memorymap.php#16)
## POTGO
[POTGO](https://www.atariarchives.org/mapping/memorymap.php#53771)
## SKCTL
[SKCTL](https://www.atariarchives.org/mapping/memorymap.php#53775)
## AUDF3
[AUDF3](https://www.atariarchives.org/mapping/memorymap.php#53764)
## VTIMR1
[VTIMR1](https://www.atariarchives.org/mapping/memorymap.php#528,529)
## VTIMR2
[VTIMR2](https://www.atariarchives.org/mapping/memorymap.php#530,531)
## VTIMR4
[VTIMR4](https://www.atariarchives.org/mapping/memorymap.php#532,533)
## PACTL
[PACTL](https://www.atariarchives.org/mapping/memorymap.php#54018)
## PBCTL
[PBCTL](https://www.atariarchives.org/mapping/memorymap.php#54019)
## PORTA
[PORTA](https://www.atariarchives.org/mapping/memorymap.php#54016)
## PORTB
[PORTB](https://www.atariarchives.org/mapping/memorymap.php#54017)
## STICK0
[STICK0](https://www.atariarchives.org/mapping/memorymap.php#632)
## STICK1
[STICK1](https://www.atariarchives.org/mapping/memorymap.php#633)
## PTRIG0
[PTRIG0](https://www.atariarchives.org/mapping/memorymap.php#636)
## STICK2
[STICK2](https://www.atariarchives.org/mapping/memorymap.php#634)
## STICK3
[STICK3](https://www.atariarchives.org/mapping/memorymap.php#635)
## PTRIG4
[PTRIG4](https://www.atariarchives.org/mapping/memorymap.php#640)
## HSCROL
[HSCROL](https://www.atariarchives.org/mapping/memorymap.php#54276)
## VSCROL
[VSCROL](https://www.atariarchives.org/mapping/memorymap.php#54277)
## VSCROL.BAS
[VSCROL.BAS](https://www.atariarchives.org/mapping/software/VSCROL.BAS)
## NMIEN
[NMIEN](https://www.atariarchives.org/mapping/memorymap.php#54286)
## FR1
[FR1](https://www.atariarchives.org/mapping/memorymap.php#224-229)
## FLPTR
[FLPTR](https://www.atariarchives.org/mapping/memorymap.php#252,253)
## BITMAP8.BAS
[BITMAP8.BAS](https://www.atariarchives.org/mapping/software/BITMAP8.BAS)
## CIOV
[CIOV](https://www.atariarchives.org/mapping/memorymap.php#58454)
## ISRSIR
[ISRSIR](https://www.atariarchives.org/mapping/memorymap.php#6691)
## EGETCH
[EGETCH](https://www.atariarchives.org/mapping/memorymap.php#63038)
## Return to Table of Contents
[Return to Table of Contents](https://www.atariarchives.org/mapping/index.php)
## Previous Chapter
[Previous Chapter](https://www.atariarchives.org/mapping/introduction.php)
## Next Chapter
[Next Chapter](https://www.atariarchives.org/mapping/appendix1.php)
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# Atari Graphics and Arcade Game Design-Chapter 1
## Download
[Download](https://www.atariarchives.org/agagd/software/chapter1/PAINTPOT.BAS)
## Download
[Download](https://www.atariarchives.org/agagd/software/chapter1/PAINTPOT.LST)
## View
[View](https://www.atariarchives.org/agagd/displayfile.php?file=chapter1/PAINTPOT.LST)
## Download
[Download](https://www.atariarchives.org/agagd/software/chapter1/GR10DEMO.BAS)
## Download
[Download](https://www.atariarchives.org/agagd/software/chapter1/GR10DEMO.LST)
## View
[View](https://www.atariarchives.org/agagd/displayfile.php?file=chapter1/GR10DEMO.LST)
## Download
[Download](https://www.atariarchives.org/agagd/software/chapter1/GTIATRIC.BAS)
## Download
[Download](https://www.atariarchives.org/agagd/software/chapter1/GTIATRIC.LST)
## View
[View](https://www.atariarchives.org/agagd/displayfile.php?file=chapter1/GTIATRIC.LST)
## Return to Table of Contents
[Return to Table of Contents](https://www.atariarchives.org/agagd/index.php)
## Previous Chapter
[Previous Chapter](https://www.atariarchives.org/agagd/preface.php)
## Next Chapter
[Next Chapter](https://www.atariarchives.org/agagd/chapter2.php)
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# 8-Bit Technical Resource Center: ATR: chpt.15: Display Lists
## Craig Lisowski: "ATR: chpt.16: Player/Missile graphics (P/MG)"
[Craig Lisowski: "ATR: chpt.16: Player/Missile graphics (P/MG)"](https://www.atariarchives.org/cfn/05/07/0017.php)
## Craig Lisowski: "ATR: chpt.14: Hardware Chips"
[Craig Lisowski: "ATR: chpt.14: Hardware Chips"](https://www.atariarchives.org/cfn/05/07/0015.php)
## [ date ]
[[ date ]](https://www.atariarchives.org/cfn/05/07/index.php#16)
## [ author ]
[[ author ]](https://www.atariarchives.org/cfn/05/07/author.php#16)
## [ thread ]
[[ thread ]](https://www.atariarchives.org/cfn/05/07/thread.php#16)
## [ subject ]
[[ subject ]](https://www.atariarchives.org/cfn/05/07/subject.php#16)
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# 56 graphic modes, Atari 8-bit computers
> All about the 56 graphic modes of the Atari 8-bit computers
## Home
[Home](https://www.atari800xl.eu/)
## Atari DS800
[Atari DS800](https://www.atari800xl.eu/hardware/computers/atari-ds800.html)
## PERITEL Atari 800
[PERITEL Atari 800](https://www.atari800xl.eu/hardware/computers/peritel-atari-800.html)
## PERITEL Atari 400
[PERITEL Atari 400](https://www.atari800xl.eu/hardware/computers/peritel-atari-400.html)
## Atari 1200XL
[Atari 1200XL](https://www.atari800xl.eu/hardware/computers/atari-1200xl.html)
## PAL Atari 800XL
[PAL Atari 800XL](https://www.atari800xl.eu/hardware/computers/pal-atari-800xl.html)
## SECAM Atari 800XL
[SECAM Atari 800XL](https://www.atari800xl.eu/hardware/computers/secam-atari-800xl.html)
## 'Star' Arabic Atari 65XE
['Star' Arabic Atari 65XE](https://www.atari800xl.eu/hardware/computers/star-arabic-atari-65xe.html)
## Atari 8-Bit Computers FAQ
[Atari 8-Bit Computers FAQ](https://www.atari800xl.eu/faq/atari-8bit-faq.html)
## Knowledge base
[Knowledge base](https://www.atari800xl.eu/docs/kb/atari-8bit-kb-X-0000-knowledge-base.html)
## Rare Atari documents
[Rare Atari documents](https://www.atari800xl.eu/docs/rare/atari-rare-documents-by-discovery-date.html)
## Reference documents
[Reference documents](https://www.atari800xl.eu/docs/reference/atari-8bit-reference-documents.html)
## "Antic" magazine, Vol. 3 No. 5, entitled "Unlocking the 56 graphic modes — Instant exploration of Atari's display styles"
["Antic" magazine, Vol. 3 No. 5, entitled "Unlocking the 56 graphic modes — Instant exploration of Atari's display styles"](https://www.atarimagazines.com/v3n5/allmodes.html)
## GTIA
[GTIA](https://www.atari800xl.eu/docs/kb/kb-hardware-0001-atari-8bit-ctia-gtia.html)
## "De Re Atari, Chapter 2, ANTIC and the Display List"
["De Re Atari, Chapter 2, ANTIC and the Display List"](https://www.atariarchives.org/dere/chapt02.php)
## Atari Archives.org
[Atari Archives.org](https://www.atariarchives.org/)
## "De Re Atari, Chapter 5, Display List Interrupts"
["De Re Atari, Chapter 5, Display List Interrupts"](https://www.atariarchives.org/dere/chapt05.php)
## "Atari 8-bit Display List Interrupts: A Complete(ish) Tutorial"
["Atari 8-bit Display List Interrupts: A Complete(ish) Tutorial"](https://playermissile.com/dli_tutorial/)
## Player Missile.com
[Player Missile.com](https://playermissile.com/)
## Templated
[Templated](https://templated.co)
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# De Re Atari - Chapter 3
## 3 GRAPHICS INDIRECTION (COLOR REGISTERS AND CHARACTER SETS)
Indirection is a powerful concept in programming. In 6502 assembly
language, there are three levels of indirection in referring to numbers.
The first and most direct level is the immediate addressing mode in
which the number itself is directly stated:
`LDA #$F4`
The second level of indirection is reached when the program refers to a memory location that holds the number:
`LDA $0602`
The third and highest level of indirection with the 6502 is attained
when the program refers to a pair of memory locations which together
contain the address of the memory location that holds the number. In the
6502, this indirection is complicated by the addition of an index:
`LDA ($D0),Y`
Indirection provides a greater degree of generality (and hence power) to
the programmer. Instead of trucking out the same old numbers every time
you want to get something done, you can simply point to them. By
changing the pointer, you can change the behaviour of the program.
Indirection is obviously an important capability.
### COLOR REGISTERS
Graphics indirection is built into the ATARI Home Computer in two
ways: with color registers and with character sets. Programmers first
approaching this computer after programming other systems often think in
terms of direct colors. A color register is a more complex beast than a
color. A color specifies a permanent value. A color register is
indirect; it holds any color value. The difference between the two is
analogous to the difference between a box-end wrench and a socket
wrench. The box-end wrench comes in one size only but a socket wrench
can hold almost any size socket. A socket wrench is more flexible but
takes a little more skill to use properly. Similarly, a color register
is more flexible than a color but takes more skill to use effectively.
There are nine color registers in the ATARI 400/800 Computer; four
are for player-missile graphics and will be discussed in Section 4. The
remaining five are not always used; depending on the graphics mode used,
as few as two
registers or as many as five will show up on the screen. In BASIC mode
0, only
two and one-half registers are used because the hue value of the
characters is
ignored; characters take the same hue as playfield register 2 but take
their
luminance from register 1. The color registers are in CTIA at addresses
$D016
through $D01A. They are "shadowed" from OS RAM locations into CTIA
during
vertical blank. Figure 3-1 gives color register shadow and hardware
addresses.
| Image Controlled | Hardware | | OS Shadow | |
| --- | --- | --- | --- | --- |
| Label | Address | Label | Address |
| Player 0 | COLPM0 | D012 | PCOLR0 | 2C0 |
| Player 1 | COLPM1 | D013 | PCOLR1 | 2C1 |
| Player 2 | COLPM2 | D014 | PCOLR2 | 2C2 |
| Player 3 | COLPM3 | D015 | PCOLR3 | 2C3 |
| Playfield 0 | COLPF0 | D016 | COLOR0 | 2C4 |
| Playfield 1 | COLPF1 | D017 | COLOR1 | 2C5 |
| Playfield 2 | COLPF2 | D018 | COLOR2 | 2C6 |
| Playfield 3 | COLPF3 | D019 | COLOR3 | 2C7 |
| Background | COLBK | D01A | COLOR4 | 2C8 |
Figure 3-1 Color Register Labels and Addresses
For most purposes, the user controls the color registers by writing
to the shadow locations. There are only two cases in which the
programmer would write directly to the CTIA addresses. The first and
most common is the display list interrupt which will be discussed in
Section 5. The second arises when the user disables the OS vertical
blank interrupt routines that move the shadow values into CTIA. Vertical
blank interrupts are discussed in Section 8.
Colors are encoded in a color register by a simple formula. The upper
nybble gives the hue value, which is identical to the second parameter
of the BASIC SETCOLOR command. Table 9-3 of the BASIC Reference Manual
lists hue values. The lower nybble in the color register gives the
luminance value of the color. It is the same as the third parameter in
the BASIC SETCOLOR command. The lowest order bit of this nybble is not
significant. Thus, there are eight luminances for each hue. There are a
total of 128 colors from which to choose (8 luminances times 16 hues).
In this book, the term 'color' denotes a hue-luminance combination.
Once a color is encoded into a color register, it is mapped onto the
screen
by referring to the color register that holds it. In map display modes
which
support four color registers the screen data specifies which color
register is
to be mapped onto the screen. Since there are four color registers it
takes only two bits to encode one pixel. Thus, each screen data byte
holds data for four pixels. The value in each pair of bits specifies
which color register provides the color for that pixel.
In text display modes (BASIC's GRAPHICS modes 1 and 2) the selection
of color registers is made by the top two bits of the character code.
This leaves only six bits for defining the character, which is why these
two modes have only 64 characters available.
Color register indirection gives you four special capabilities. First, you
can choose from 128 different colors for your displays. This allows you to
choose the color that most nearly meets your needs.
Second, you can manipulate the color registers in real time to
produce pretty effects. The simplest version of this is demonstrated by
the following BASIC line:
`FOR I=0 TO 254 STEP 2:POKE 712,I:NEXT I`
This line simply cycles the border color through all possible colors.
The effect is quite pleasing and certainly grabs attention. The
fundamental technique can be extended in a variety of ways. A special
variation of this is to create simple cyclic animation by drawing a
figure in four colors and then cycle the colors through the color
registers rather than redrawing the figure. The following program
illustrates the idea:
```
10 GRAPHICS 23
20 FOR X=0 TO 39
30 FOR I=0 TO 3
40 COLOR I
50 PLOT 4*X+I,0
60 DRAWTO 4*X+I,95
70 NEXT I
80 NEXT X
90 A=PEEK(712)
100 POKE 712,PEEK(710)
110 POKE 710,PEEK(709)
120 POKE 709,PEEK(708)
130 POKE 708,A
140 GOTO 90
```
[Download](https://www.atariarchives.org/dere/software/chapter3/CH3PRG1.BAS) CH3PRG1.BAS (Saved BASIC)
[Download](https://www.atariarchives.org/dere/software/chapter3/CH3PRG1.LST) / [View](https://www.atariarchives.org/dere/displayfile.php?file=chapter3/CH3PRG1.LST) CH3PRG1.LST (Listed BASIC)
The third application of color registers is to logically key colors
to situations. For example, a paged menu system can be made more
understandable by changing the background color or the border color for
each
page in the menu. Perhaps the screen could flash red when an illegal key
is
pressed. The use of the color characters available in BASIC Graphics
modes 1 and 2 can greatly extend the impact of textual material. An
account sum could be shown in red if the account is in the red, or black
if the account is in the
black. Important words or phrases can be shown in special colors to make
them
stand out. The use of colors in map modes (no text) can also improve the
utility of such graphics. A single graphics image (a monster, a boat,
or whatever) could be presented in several different colors to represent
several different versions of the same thing. It costs a great deal of
RAM to store an image, but it costs very little to change the color of
an existing image. For example, it would be much easier to show three
different boats by presenting one boat shape in three different colors
than three different boat shapes.
The fourth and most important application of color registers is used with
display list interrupts. A single color register can be used to put up to 128
colors onto a single screen. This very important capability will be discussed in
Sect ton 5.
### CHARACTER SETS
Graphics indirection is also provided through the use of redefinable
character set. A standard character set is provided in ROM, but there is
no reason why this particular character set must be used. The user can
create and display any character set desired. There are three steps
necessary to use a redefined character set. First, the programmer must
define the character set. This is the most time-consuming step. Each
character is displayed on the screen on an 8x8 grid; it is encoded in
memory as an 8-byte table. Figure 3-2 depicts the encoding arrangement.
| Character Image | Binary Representation | Hex Representation |
| --- | --- | --- |
| ![](De%20Re%20Atari%20-%20Chapter%203_files/pic3_1.gif) | `00000000 00011000 00111100 01100110 01100110 01111110 01100110 00000000` | `00 18 3C 66 66 7E 66  00` |
Figure 3-2 Character Encoding
A full character set has 128 characters in it, each with a normal and
an
inverse video incarnation. Such a character set needs 1024 bytes of
space and
must start on a 1K boundary. Character sets for BASIC modes 1 and 2 have
only 64 distinct characters, and so require only 512 bytes and must
start on a 1/2K boundary. The first 8 bytes define the zeroth character,
the next 8 bytes define the first character, and so on. Obviously,
defining a new character set is a big job. Fortunately, there are
software packages on the market to make this job easier.
Once the character set is defined and placed into RAM, you must tell
ANTIC
where it can find the character set. This is done by poking the page
number of
the beginning of the character table into location $D409 (decimal
54281). The OS shadow location, which is the location you would normally
use, is called CHBAS and resides at $2F4 (decimal 756). The third step
in using character sets is to print the character you want onto the
screen. This can be done directly from BASIC with simple PRINT
statements or by writing numbers directly into the screen memory.
A special capability of the system not supported in BASIC is the
four-color
character set option. BASIC Graphics modes 1 and 2 support five colors,
but each character in these modes is really a two-color character; each
one has a
foreground color and a background color. The foreground color can be any
of four single colors, but only one color at a time can be shown within
a single
character. This can be a serious hindrance when using character
graphics.
There are two other text modes designed especially for character
graphics. They are ANTIC modes 4 and 5. Each character in these modes is
only four pixels wide, but each pixel can have four colors (counting
background) The characters are defined just like BASIC Graphics mode 0
characters, except that each pixel is twice as wide and has two bits
assigned to it to specify the color register used. Unlike ANTIC modes 6
and 7 (BASIC modes 1 and 2), color register selection is not made by the
character name byte but instead by the defined character set. Each byte
in the character table is broken into four bit pairs, each of which
selects the color for a pixel. (This is why there are only four
horizontal pixels per character.) The highest bit (D7) of the character
name byte modifies the color register used. Color register selection is
made according to Figure 3-3:
| | | |
| --- | --- | --- |
| `bit pair in character defn` | `D7 = 0` | `D7 = 1` |
| `00 01 10 11` | `COLBAK PF0 PF1 PF2` | `COLBAK PF0 PF1 PF3` |
Figure 3-3 Color Register Selection for Characters
Using these text modes, multicolored graphics characters can be put onto the screen.
Another interesting ANTIC character mode is the lowercase descenders
mode (ANTIC mode 3). This mode displays 10 scan lines per mode line, but
since characters use only eight bytes vertically, the lower two scan
lines are
normally left empty. If a character in the last quarter of the character
set is
displayed, the top two scan lines of the character will be left empty;
the data
that should have been displayed there will instead be shown on the
bottom two
lines. This allows the user to create lowercase characters with
descenders.
### APPLICATIONS OF CHARACTER SETS
Many interesting and useful application possibilities spring from
character set indirection. The obvious application is the modified font.
A different font can give a program a unique appearance. It is possible
to have Greek, Cyrillic, or other special character sets. Going one
step further, you can create graphics fonts. The ENERGY CZAR™ computer
program uses a redefined character set for bar graphs. A character
occupies eight pixels; this means that bar charts implemented with
standard characters have a resolution of eight pixels, a rather poor
resolution. ENERGY CZAR uses a special character set in which some of
the less popular text symbols (ampersands, pound signs, and the like)
have been replaced with special bar chart characters. One character is a
one-pixel bar, another is a two-pixel bar, and so on to the full
eight-pixel bar. The program can thus draw detailed bar charts with
resolution of a single pixel. Figure 3-4 shows a typical display from
this program. The mix of text with map graphics is only apparent; the
entire display is constructed with characters.
![](De%20Re%20Atari%20-%20Chapter%203_files/pic3_2.gif)
Figure 3-4 ENERGY CZAR™ Bar Charts
In many applications, character sets can be created that show special
images. For example, by defining a terrain graphics character set with
river characters, forest characters, mountain characters, and so forth,
It is possible to make a terrain map of any country. Indeed, with
imagination a map of terrain on a different planet can be done just as
easily. When doing this, it is best to define five to eight characters
for each terrain type. Each variation of a single type should be
positioned slightly differently in the character pixel. By
mixing the different characters together, It is possible to avoid the
monotonous look that is characteristic of primitive character graphics.
Most people won't realize that the resulting map uses character graphics
until they study the map closely. Figure 3-5 shows a display of a
terrain map created with character set graphics. The reproduction in
black and white does not do justice to the original display, which has
up to 18 colors.
![](De%20Re%20Atari%20-%20Chapter%203_files/pic3_3.gif)
Figure 3-5 Terrain Map With Character Set Graphics
You could create an electronics character set with transistor characters,
diode characters, wire characters, and so forth to produce an electronics
schematics program. Or you could create an architectural character set with
doorway characters, wall characters, corner characters, and so on to make an
architectural blueprint program. The graphics possibilities opened up by
character graphics with personal computers have not been fully explored.
Characters can be turned upside down by pokeing a 4 into location
755. One possible application of this feature might be for displaying
playing cards (as in a Blackjack game). The upper half of the card can
be shown right side up; with a display list interrupt the characters can
be turned upside down for the lower half of the card. This feature
might also be of some use in displaying
images with mirror reflections (reflection pools, lakes, etc.
Even more exciting possibilities spring to mind when you realize that
it is
quite practical to change character sets while the program is running. A
character set costs either 512 bytes or 1024 bytes; in either case it is
quite
inexpensive to keep multiple character sets in memory and flip between
them
during program execution. There are three time regimes for such
character set multiplexing: human slow (more than 1 second); human fast
(1/60 second to 1 second); and machine fast (faster than 1/60 sec).
Human-slow character set multiplexing is useful for "change of
scenery" work. For example, a space travel program might use one
graphics character set for one planet, another set for space, and a
third set for another planet. As the traveller changes locations, the
program changes the character set to give exotic new scenery. An
adventure program might change character sets as the player changes
locales.
Human-fast character set multiplexing is primarily of value for
animation.
This can be done in two ways: changing characters within a single
character set, and changing whole character sets. The SPACE INVADERS
(trademark of Taito America Corp.) program on the ATARI Home Computer
uses the former technique. The invaders are actually characters. By
rapidly changing the characters, the programmer was able to animate
them. This was easy because there are only six different monsters; each
has four different incarnations.
High-speed cyclic animation of an entire screen is possible by
setting up a
number of character sets, drawing the screen image, and then simply
cycling
through the character sets. If each character has a slightly different
incarnation in each of the character sets, that character will go
through an
animated sequence as the character sets are changed. In this way a
screen full of objects could be made to cyclically move with a very
simple loop. Once the character set data is in place and the screen has
been drawn, the code to
animate the screen would be this simple:
```
1000 FOR I=1 TO 10
1010 POKE 756,CHARBASE(I)
1020 NEXT I
1030 GOTO 1000
```
Computer-fast character set animation is used to put multiple
character sets onto a single screen. This makes use of the display list
interrupt capability of the computer. Display list interrupts are
discussed in Sect ton 5.
The use of character sets for graphics and animation has many
advantages and some limitations. The biggest advantage is that it costs
very little RAM to produce detailed displays. A graphics display using
BASIC mode 2 characters (such as the one shown in Figure 3-5) can give
as much detail and one more color than a BASIC mode 7 display. Yet the
character image will cost 200 bytes while the map image will cost 4000
bytes. The RAM cost for multiple character sets is only 512 bytes per
set, so it is inexpensive to have multiple character sets. Screen
manipulations with character graphics are much faster because you have
less data to manipulate. However, character graphics are not as flexible
as map graphics. You cannot put anything you want anywhere on the
screen. This limitation would preclude the use of character graphics in
some applications. However, there remain many graphics applications for
which the program need display only a limited number of predefined
shapes in fixed locations. In these cases, character graphics provide
great utility.
---
[![](De%20Re%20Atari%20-%20Chapter%203_files/logo.gif)](https://www.atariarchives.org/)
[![](De%20Re%20Atari%20-%20Chapter%203_files/header_dere.gif)](https://www.atariarchives.org/dere/)
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**6
Moving the Display**
![titlebar.gif](Moving%20the%20Display_files/titlebar.gif)
**Michael P. Surh**
*A variation on the techniques which allow screen flipping also makes possible screen scrolling--even horizontally. Here's how.*
The Atari computers are capable of moving their display memory (that
is, the section of memory storing the screen display), and they can have
more than one section of display memory stored at the same time. This
feature is particularly useful for graphics displays and can be used for
animation. It is possible to move the entire screen so that everything
you see on the screen moves too, and the technique can be used to create
smoother animation and drawing than would otherwise be possible.
Before you try the following programs which demonstrate these
tricks, you should have some understanding of how the Atari display
works. The Atari has two separate registers that control where it keeps
its display (the display list) in the overall computer memory. These
registers work by storing the address of the first memory location used
by the display list. The computer puts all of the screen data into the
memory starting at that first address, and also reads the numbers stored
there to display images on the screen. Since what you see on the screen
is stored in this memory section, it is possible to modify the display
directly by using POKEs instead of the usual BASIC commands PRINT, PLOT,
and DRAWTO.
If this is news to you, try Program 1 to modify a GRAPHICS 0 screen
with POKEs. This program begins by printing the address for the start of
the display list as read from both of the registers (see lines 20
through 50). Then the program POKEs numbers from 0 to 255 into
successive locations in the display list. All of the alphanumeric and
graphics characters appear on the screen. Also, try changing the
graphics mode on line 10 (but remove line 40 if the graphics mode is not
mixed with a GRAPHICS 0 text window). This program works on any
graphics mode, but its effects are different with various modes. At
times this graphics technique is better than using PRINT or PLOT and
DRAWTO because it is faster, even though it is more difficult.
The program works because the computer keeps the display of
characters or graphics points stored as numbers in the reserved display
memory. Each number stored there corresponds to a character or some
graphics points on the screen. Whenever the computer prints or draws
something, it is going into this memory section and changing something
(this is what Program 1 did, without using PRINT or DRAWTO). Changing
the display list changes the screen because the computer also reads this
memory section from start to finish and sends it to the screen 60 times
every second.
### Controlling Display Memory
The two registers that store the location of the display list tell
the computer where to read from or write to the display memory; without
them, the computer would not be able to find it. There is a good reason
for storing the display address in two locations--this allows
sophisticated graphics and animation. Both of the registers act as
pointers to the display memory, and they both store its starting
address, but one pointer controls where the computer goes to write in
the memory, and the other tells the computer where to start reading the
information to be displayed. If you remember, the computer must do both
operations to put the display on your screen, and it has a pointer for
each function.
The pointer controlling all writing to the screen is located at 88
and 89 in the memory, but the second pointer's location depends on your
computer's memory size and the graphics mode you are using. See Program
1, line 20, to find out how to locate the pointer; its position is the
variable PNTR and PNTR + 1.
Usually the two pointers store the same address, so if the computer
prints something on the third line, the information appears on the third
line of the screen in exactly the same place as it was written in the
display list. But if you change one of the two pointers, when the
computer wants to read or write on the display memory and goes to what
it thinks is the start of the memory section, it is in the wrong
location. As a result, the information appears in the wrong place.
Program 2 demonstrates what happens when you change the pointer
controlling where the computer writes into the memory. The program
starts by printing the word *left*all the way down the left
margin of the screen. Then it clears the screen and starts over, but
this time it changes the number stored in 88 each time it prints a word.
The computer still prints on the left margin (at least it thinks it
does!), but the words are stored in the memory offset from their correct
positions, so they appear in the wrong places on the screen.
Once the computer is given the wrong starting address, everything it
prints afterward will appear in the wrong place. This is because the
computer starts at the location specified by the register in 88 and 89
and counts through the memory until it is where it wants to print. If it
starts in the wrong place, it winds up in the wrong place, and whatever
is printed or drawn is in a different spot on the screen. If you want
to prove that the computer is starting in the wrong place, hit BREAK
(not SYSTEM RESET). The READY prompt and anything you type will line up
at the new margin, and the lines will overlap onto both sides of the
screen.
Notice that whatever was written on the screen before location 88
was changed did not move; only the words printed after the change are
displaced. Also, it is not always possible to print at the bottom of the
screen, and it sometimes becomes impossible to use the PLOT function
after the numbers in 88 or 89 have been changed. Since I can find no way
to remedy these problems, I see little use for this even though it is
an interesting trick.
The other pointer tells the computer where to start *reading*the
display memory. Changing the address stored here is much more
interesting, because it makes the computer start reading in the wrong
place, and the entire screen shifts. By controlling how much the pointer
changes from its original value, you can make everything on the screen
seem to move horizontally or vertically.
Unfortunately, it is not very practical to move the screen
vertically because garbage is sometimes displayed. You can see this in
Program 3, which changes the pointer to move any graphics mode
horizontally. This pointer is stored in a variable because it is placed
just before the start of the display memory, and the display memory's
location depends on the graphics mode and your computer's memory size.
### Moving the Screen
When you try this program, you may notice certain features of the
moving screen. First, in any of the mixed graphics modes, the text
window of GRAPHICS 0 at the bottom of the screen remains stationary as
the rest of the screen moves. In GRAPHICS 8 and 8 + 16, only the top
half of the screen moves while the bottom is at rest. Also, the screen
jumps each time the loop is reexecuted, and as the program runs through
the loop, part of the screen fills with apparently random data
(garbage). Last of all, the edge of the screen that moves out of view
horizontally reappears on the other side of the screen.
The text window of GRAPHICS 0 in the mixed graphics modes does not
move because it has its own pointer to control the start of its display
memory. This is also true for the bottom half of a GRAPHICS 8 or 8 + 16
display. Check Table 1 to find where to POKE to move the bottom half of
GRAPHICS 8 and the text window for each of the mixed graphics modes.
There is an advantage to this added complexity. Not only can you
move part of the screen and leave the rest still, but you can also move
the different parts in different directions or at different rates. In
GRAPHICS 8 you can actually move all three parts at different speeds at
the same time.
That cures the problem of unmoving parts of the screen, but there
are still more problems. When the program finishes its loop and starts
over again, there is a large and noticeable jump on the screen. Also,
there are unusual problems with the top of the screen; unwanted garbage
occasionally appears or part of the display disappears off the top. This
is particularly noticeable in GRAPHICS 0 through 2, which are text
modes. Strange characters can appear, and if you erase them the display
goes haywire.
You can reduce the jump in the screen each time the loop is run.
Change the loop in line 70 to match what is in Table 2 for the
particular graphics mode. This also remedies the occasional appearance
of mysterious characters at the top of the screen. Unfortunately, this
means that the top line will periodically disappear and reappear. You
could leave it blank to keep this unnoticed.
Still, the method is satisfactory for the higher resolution graphics
modes where the screen "bumps" are less obvious. And by carefully
adapting the loop, you might find a decent compromise.
Try the programs included with this article, and experiment
with different graphics modes to get an idea of the possibilities and
limitations of these unusual features.
| Table 1. Where to POKE to Move Parts of the Screen | |
| --- | --- |
| **To Move GR.0 Text Window in:** GR.1 GR.2 GR.3 GR.4 GR.5 GR.6 GR.7 GR.8 | **POKE into PNTR - 4 +** 26 or 27 16 or l7 26 or 27 46 or 47 46 or 47 86 or 87 86 or 87 168 or 169 |
| To move lower part of GR.8, POKE into PNTR - 4 + 100 or 101. | |
| Table 2. Smoothing the Horizontal Motion of the Screen | |
| --- | --- |
| **Graphics Mode** 0 1 2 3 4 5 6 7 8 | **Change Line 70 to FOR LOOP =** X TO X + 39 X TO X + 19 X TO X + 19 X TO X + 9 X TO X + 9 X TO X + 19 X TO X + 19 X TO X + 39 X TO X + 39 |
### Program 1. Display Using POKE
[Download](https://www.atariarchives.org/c2bag/software/chapter6/P189L1.BAS) P189L1.BAS (Saved BASIC)
[Download](https://www.atariarchives.org/c2bag/software/chapter6/P189L1.LST) / [View](https://www.atariarchives.org/c2bag/displayfile.php?file=chapter6/P189L1.LST) P189L1.LST (Listed BASIC)
### Program 2. Changing the Pointer to Screen Memory
[Download](https://www.atariarchives.org/c2bag/software/chapter6/P189L2.BAS) P189L2.BAS (Saved BASIC)
[Download](https://www.atariarchives.org/c2bag/software/chapter6/P189L2.LST) / [View](https://www.atariarchives.org/c2bag/displayfile.php?file=chapter6/P189L2.LST) P189L2.LST (Listed BASIC)
### Program 3. Moving Horizontally
[Download](https://www.atariarchives.org/c2bag/software/chapter6/P189L3.BAS) P189L3.BAS (Saved BASIC)
[Download](https://www.atariarchives.org/c2bag/software/chapter6/P189L3.LST) / [View](https://www.atariarchives.org/c2bag/displayfile.php?file=chapter6/P189L3.LST) P189L3.LST (Listed BASIC)
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# Atari 8-bit Display List Interrupts: A Complete(ish) Tutorial[¶](#atari-8-bit-display-list-interrupts-a-complete-ish-tutorial "Permalink to this headline")
**Revision 8, updated 28 Dec 2019**
This is a tutorial on Display List Interrupts (DLIs) for the Atari 8-bit series
of computers. In a nutshell, DLIs provide a way to notify your program when a
particular scan line is reached, allowing you to make changes mid-screen.
No prior knowledge of DLIs is necessary before reading this tutorial. However,
DLIs are an advanced programming technique in the sense that they require
knowledge of 6502 assembly language, so this tutorial is going to assume that
you are comfortable with that.
All the examples here are assembled using the MAC/65-compatible assembler
[ATasm](https://atari.miribilist.com/atasm/index.html) (and more specifically
to this tutorial, the version built-in to [Omnivore](https://github.com/robmcmullen/omnivore)).
Note
All source code and XEX files are available in the [dli\_tutorial source code repository](https://github.com/playermissile/dli_tutorial) on github.
Note
This tutorial is Copyright © 2019 and licensed under the [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/), except for the *assembly language source code* (both in this tutorial and in the repository), which is placed in the public domain via [CC0](https://creativecommons.org/publicdomain/zero/1.0/).
Before diving into DLIs, it is helpful to understand that they are
very
accurately named: Display List Interrupts literally interrupt the
display list
– they cause an event that is processed by your program as the computer
is in
the middle of drawing the screen. So it is necessary to understand what
display
lists are before understanding what it means to interrupt one, and even
before that we must understand how the Atari uses the display list to
generate the images shown on the screen.
See also
Here are some resources for learning more about display list interrupts:
* [De Re Atari, Chapter 5](https://www.atariarchives.org/dere/chapt05.php)
* [Yaron Nir’s tutorial using cc65](https://atariage.com/forums/topic/291991-cc65-writing-a-dli-tutorial/)
## Displays: A Tiny Overview of How TVs Work[¶](#displays-a-tiny-overview-of-how-tvs-work "Permalink to this headline")
A TV screen is drawn by an electron beam tracing a path starting above the
visible area, and drawing successive horizontal lines as the beam moves down
the screen. Each line is drawn from left-to-right (as you look at the TV
screen) and when it reaches the right hand side of the screen, the horizontal
retrace starts where the beam is turned off and moved down to the next scan
line below whereupon the beam is turned back on and the next line draws. When
the full frame has been drawn, the beam is turned off again and the vertical
retrace starts (starting the vertical blank interval). Once the beam is
repositioned to the top leftmost position, the vertical blank interval ends,
the beam is turned back on, and the next frame is started.
On NTSC systems, the Atari draws 262 scan lines per frame, 60 times per second.
On PAL systems it draws 312 scan lines per frame, 50 times per second. In
either system, it draws scan lines from the top down, and left to right within
a scan line.
![../_images/electron-beam.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/electron-beam.png)
This simplified description is the mental model we will use to describe the
video drawing process. Real TVs are much more complicated, but for the
purposes of this tutorial are not important. The Atari was constrained to
produce images that rendered on the displays of the time, but the details of
how each type of display works (e.g. interlaced TV vs progressive scan
monitor) doesn’t affect the signal output by the Atari.
One detail of color production is worth mentioning: a unit called the
color clock, which is the smallest portion of a scan line that can be
displayed with an arbitrary color. There are 228 color clocks per scan line,
of which about 160 were typically visible on a cathode-ray TV display in the
1970s when the Atari was developed. This corresponds to the 160 pixel
horizontal resolution of Antic Modes B through E in the standard width
playfield. Antic Mode F (Graphics 8 in BASIC) has 320 addressable pixels,
corresponding to half a color clock, and only artifacting color is available.
Color clocks also form the basis for the operating speed of the entire
machine. For NTSC, the speed was chosen based on the use of a commonly
available hardware component in use for TV displays, called an NTSC
oscillating crystal. This component generates a pulse with a frequency of
14.31818 MHz. This frequency was then divided by eight to produce the
1.7897725 MHz clock at which the 6502 runs. By defining one CPU cycle to
correspond to two color clocks, means there are 114 machine cycles per scan
line. 262 scan lines per frame results in 29868 machine cycles every frame.
And running at 1.7897725 Mhz means there are 1789772.5 machine cycles
happening every second, which produces a frame rate of 59.92 Hz which can be
displayed on a TV (even if it does not exactly sync up with broadcast NTSC).
PAL systems produce the same 228 color clocks and 114 machine cycles per line,
but display 312 scan lines. This results in 35568 cycles per frame. The PAL
crystal oscillates with a frequency of 14.18757 MHz, divided by 8 to produce a
CPU frequency of 1.77344625 Mhz, and 35568 cycles per frame produces a frame
rate of 49.86 Hz; again, not syncing exactly with broadcast PAL but within
tolerances to be displayed.
See also
* [All About Video Fields](https://lurkertech.com/lg/fields/)
* [NTSC Demystified](https://sagargv.blogspot.com/2011/04/ntsc-demystified-part-1-b-video-and.html), (*haha*), a very long series of blog posts describing NTSC encoding
* Obligatory link to the [NTSC article on Wikipedia](https://en.wikipedia.org/wiki/NTSC)
* [Composite artifact colors](https://en.wikipedia.org/wiki/Composite_artifact_colors) article on Wikipedia
* Section 4.2 in the [Altirra Hardware Reference Manual (PDF)](http://www.virtualdub.org/downloads/Altirra%20Hardware%20Reference%20Manual.pdf) for much more technical detail and far, far less hand-waving.
* Discussion on NTSC pixel clocks and timing at [retrocomputing.stackexchange.com](https://retrocomputing.stackexchange.com/a/2206/6847)
## Display Lists: How the Atari Generates the Display[¶](#display-lists-how-the-atari-generates-the-display "Permalink to this headline")
ANTIC is the special coprocessor that handles screen drawing for the Atari
computers. It is tightly coupled with the 6502 processor, and in fact can be
thought of as being the driver of the 6502 because the ANTIC can halt the 6502
when needed. Since only one chip can read memory at any time, ANTIC needs to
halt the 6502 when it needs access to memory, so this Direct Memory Access
(DMA) can cause 6502 instructions to appear to take more cycles than documented
in a 6502 reference. In fact, the amount of time ANTIC “steals” will depend on
many factors: the graphics mode, player/missiles being used, playfield size,
and more.
Since there are 228 color clocks and 114 machine cycles per scan line, this
means that in one machine cycle, two color clocks are drawn on the screen. A
typical machine instruction might take 5 machine cycles, so 10 color clocks
could pass in the time to process a single instruction! This means we don’t
have much time per scan line, so DLIs that attempt to change graphics in the
middle of a line will have to be well optimized.
It also means the 6502 is too slow to draw the screen itself, and this is
where ANTIC’s special “instruction set” comes in. You program the ANTIC
coprocessor using a display list, and ANTIC takes care of building the screen
scan line by scan line, without any more intervention from the 6502 code.
(Unless you ask for intervention! And that’s what a DLI is.)
The display list is the special sequence of bytes that ANTIC interprets as a
list of instruction. Each instruction causes ANTIC to draw a certain number of
scan lines in a particular way. A DLI can be set on any ANTIC instruction.
ANTIC supports display lists that produce at most 240 scan lines (even on PAL
systems where many more scan lines are available), and the vertical blank
interval always starts after 248 scan lines. When drawing scan lines, ANTIC
skips 8 scan lines at to top of the display, so the output from the display
list starts at the 9th scan line. A standard display list starts with 24 blank
lines and 192 scan lines of display data, meaning that the TV will see 32 blank
lines (the 8 automatically skipped plus the 24 in a standard display list)
followed by 192 scan lines of display, then 24 blank lines, and finally the
vertical blank that consumes the remaining 14 scan lines on NTSC (or 64 on
PAL).
### Display List Instruction Set[¶](#display-list-instruction-set "Permalink to this headline")
An ANTIC display list instruction consists of 1 byte with an optional 2 byte
address. There are 4 types of instructions: blank lines, text modes, bitmap
graphic modes, and jump instructions. Instructions are encoded into the byte
using a bitmask where low 4 bits encode the instruction type and the high 4
bits encode the flags that affect that instruction:
> | | | | | | | | |
> | --- | --- | --- | --- | --- | --- | --- | --- |
> | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
> | DLI | LMS | VSCROLL | HSCROLL | Mode | | | |
The 4 flags are:
> * DLI (`$80`): enable a display list interrupt when processing this instruction
> * LMS (`$40`):
> trigger a Load Memory Scan, changing where ANTIC looks for screen data,
> and requires an additional 2 byte address immediately following this
> instruction byte.
> * VSCROLL (`$20`): enable vertical scrolling for this mode line
> * HSCROLL (`$10`): enable horizontal scrolling for this mode line
There are 6 text modes and 8 bitmap graphic modes for a total of 14 modes, and
are encoded into low 4 bits using values as shown in these tables:
Text Modes[¶](#id6 "Permalink to this table")
| | | | | | |
| --- | --- | --- | --- | --- | --- |
| Mode | Decimal | BASIC Mode | Description | Scan Lines | Colors |
| 2 | 02 | 0 | 40 x 24 | 8 | 2 |
| 3 | 03 | n/a | 40 x 19 | 10 | 2 |
| 4 | 04 | n/a | 40 x 24 | 8 | 4 |
| 5 | 05 | n/a | 40 x 12 | 16 | 4 |
| 6 | 06 | 1 | 20 x 24 | 8 | 5 |
| 7 | 07 | 2 | 20 x 12 | 16 | 5 |
Bitmap Modes[¶](#id7 "Permalink to this table")
| | | | | | |
| --- | --- | --- | --- | --- | --- |
| Mode | Decimal | BASIC Mode | Description | Scan Lines | Colors |
| 8 | 08 | 3 | 40 x 24 | 8 | 4 |
| 9 | 09 | 4 | 80 x 48 | 4 | 2 |
| A | 10 | 5 | 80 x 48 | 4 | 4 |
| B | 11 | 6 | 160 x 96 | 2 | 2 |
| C | 12 | n/a | 160 x 192 | 1 | 2 |
| D | 13 | 7 | 160 x 96 | 2 | 4 |
| E | 14 | n/a | 160 x 192 | 1 | 4 |
| F | 15 | 8 | 320 x 192 | 1 | 2\* |
[\*](#id1)mode F is also used as the basis for the GTIA modes (BASIC Graphics modes 9,
10, & 11), but this is a topic outside the scope of this tutorial.
Blank lines are encoded as a mode value of zero, the bits 6, 5, and 4 taking
the meaning of the number of blank lines rather than LMS, VSCROLL, and
HSCROLL. Note that the DLI bit is still available on blank lines, as bit 7 is
not co-opted by the blank line instruction.
Blank Line Instructions[¶](#id8 "Permalink to this table")
| | | |
| --- | --- | --- |
| Hex | Decimal | Blank Lines |
| 0 | 0 | 1 |
| 10 | 16 | 2 |
| 20 | 32 | 3 |
| 30 | 48 | 4 |
| 40 | 64 | 5 |
| 50 | 80 | 6 |
| 60 | 96 | 7 |
| 70 | 112 | 8 |
Jumps provide the capability to split a display list into multiple parts in
different memory locations. They are encoded using a mode value of one, and
require an additional 2 byte address where ANTIC will look for the next display
list instruction. If bit 6 is also set, it becomes the Jump and wait for Vertical
Blank (JVB) instruction, which is how ANTIC knows that the display list is
finished. The DLI bit may also be set on a jump instruction, but if set on the
JVB instruction it triggers a DLI on every scan line from there until the
vertical blank starts on the 249th scan line.
Note
Apart from the `$41` JVB instruction, splitting display lists using other
jumps like the `$01` instruction is not common. It has a side-effect of
producing a single blank line in the display list.
The typical method to change the currently active display list is to change the
address stored at `SDLSTL` (in low byte/high byte format in addresses
`$230` and `$231`). At the next vertical blank, the hardware display list
at `DLISTL` (`$d402` and `$d403`) will be updated with the values stored
here and the screen drawing will commence using the new display list.
See also
More resources about display lists are available:
* <https://www.atariarchives.org/mapping/memorymap.php#560,561>
* <https://www.atariarchives.org/mapping/appendix8.php>
### A Sample Display List[¶](#a-sample-display-list "Permalink to this headline")
Here is a display list that contains different text modes mixed in a single screen.
[![../_images/sample_display_list.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/sample_display_list.png)](https://playermissile.com/_images/sample_display_list.png)
* **Source Code:** [sample\_display\_list.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/sample_display_list.s)
* **Executable:** [sample\_display\_list.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/sample_display_list.xex)
```
dlist .byte $70,$70,$70 ; 24 blank lines
.byte $46,$00,$40 ; Mode 6 + LMS, setting screen memory to $4000
.byte 6 ; Mode 6
.byte $70 ; 8 blank lines
.byte 7,7,7,7,7 ; 5 lines of Mode 7
.byte $70 ; 8 blank lines
.byte 2 ; single line of Mode 2
.byte $70,$70,$70 ; 24 blank lines
.byte 2,4 ; Mode 2 followed by mode 4
.byte $70 ; 8 blank lines
.byte 2,5 ; Mode 2 followed by mode 5
.byte $41,<dlist,>dlist ; JVB, restart same display list on next frame
```
### Cycle Stealing by ANTIC[¶](#cycle-stealing-by-antic "Permalink to this headline")
The ANTIC coprocessor needs to access memory to perform its functions, and
since the 6502 and ANTIC can’t both access at once, ANTIC will pause execution
of the 6502 when it needs to read memory. It happens at specific points within
the 114 cycles of each scan line, but where it happens (and how many times the
6502 gets paused during the scan line) depends on the graphics mode.
For overhead, ANTIC will typically steal 3 cycles to read the display list, 5
cycles if player/missile graphics are enabled, and 9 cycles for memory
refreshing. Scrolling requires additional cycle stealing because ANTIC needs
to fetch more memory.
Bitmapped modes (modes 8 - F) have cycles stolen corresponding to the number
of bytes per line used in that mode. For example, mode E will use an
additional 40 cycles, so in the context of writing a DLI for a game, the
typical number of stolen cycles could be 57 out of the 114 cycles per scan
line: 17 cycles for ANTIC overhead and 40 for the number of bytes per line.
Text modes require additional cycles over bitmapped graphics modes, because
ANTIC must fetch the font glyphs in addition to its other work. The first scan
line of a font mode is almost entirely used by ANTIC and only a small number
of cycles is available to the 6502. For normal 40-byte wide playfields, the
first line of ANTIC modes 2 through 5 will yield at most about 30 cycles and
subsequent lines about 60 cycles per scan line.
About the worst-case scenario is one of the best modes for games: ANTIC mode
4. This text mode, combined with scrolling and player/missile graphics and can
reduce the available cycles to fewer than 10 on the first line and about 50 on
subsequent lines!
See also
Section 4.14 in the
[`Altirra Hardware
Reference Manual
(PDF)<http://www.virtualdub.org/downloads/
Altirra%20Hardware%20Reference%20Manual.pdf>`\_](#id10)
contains tables depicting exactly which cycles are stolen by ANTIC for
each mode.
### Restrictions[¶](#restrictions "Permalink to this headline")
> * display lists cannot cross a 1K boundary
> * display list data cannot cross a 4k boundary, so you must use a display list command with the `LMS` bit if using a bitmapped display mode that will result in a larger memory usage
## Display List Interrupts: A Crash Course[¶](#display-list-interrupts-a-crash-course "Permalink to this headline")
DLIs are non-maskable interrupts (NMIs), meaning they cannot be ignored. When
an NMI occurs, the 6502 jumps to the address stored at `$fffa`, which points
to an OS routine that checks the type of interrupt (either a DLI or a VBI) and
vectors through the appropriate user vector. The NMI handler takes care of
saving the processor status register and sets the interrupt flag, but *does
not* save any processor registers. The user routine is responsible for saving
any registers that it uses, restoring them when it is done using them, and must
exit using the `RTI` instruction.
Display list interrupts are not enabled by default. To use a DLI, the address
vector at `VDSLST` (`$200` and `$201`) must be set to your routine, and
then they must be enabled through a write to `NMIEN` at `$d40e`.
Warning
You must set the address of your DLI before enabling them, otherwise the DLI
could be called and use whatever address is stored at `$200`.
This initialization code can look like the following, where the constants
`NMIEN_VBI` and `NMIEN_DLI` are defined as `$40` and `$80`,
respectively, in hardware.s in the sample repository. Since `NMIEN` also
controls the vertical blank interrupt, you must make sure that the VBI enable
flag is also set.
```
; load display list interrupt address
lda #<dli
sta VDSLST
lda #>dli
sta VDSLST+1
; activate display list interrupt and vertical blank interrupt
lda #NMIEN_DLI | NMIEN_VBI
sta NMIEN
```
If your program has multiple DLIs, it may be necessary to set your DLIs in a
vertical blank interrupt to guarantee that ANTIC will process them in the
right order. Outside the VBI, your code could be running at an arbitrary scan
line, perhaps between display list instructions that have their DLI bits set.
In Yaron Nir’s tutorial a different technique is used, one not requiring a
vertical blank interrupt but instead using the `RTCLOK` 3-byte zero page
variable to instead infer that a VBI has *just* occurred. The last of the
bytes, location `$14`, is incremented every vertical blank, so that
technique is to wait until location `$14` changes, then set `NMIEN`:
```
lda RTCLOK+2
?loop cmp RTCLOK+2 ; will be equal until incremented in VB
beq ?loop
; activate display list interrupt and vertical blank interrupt
lda #NMIEN_DLI | NMIEN_VBI
sta NMIEN
```
### Hardware & Shadow Registers[¶](#hardware-shadow-registers "Permalink to this headline")
The Atari is a memory-mapped system, where hardware devices like the ANTIC and
GTIA chips are *mapped* to locations in memory and data is passed back and
forth by reading or writing to specific addresses. They are usually either
read-only or write-only, and many times an address is used for wildly
different features depending on whether the address is read from or written
to.
Some of these hardware locations also have *shadow* registers in low RAM
(typically page 2) that are labeled as performing the same function as a
hardware register, with two important differences.
First, they can be both read and written to, so (assuming you always use the
shadow register to update the hardware register) it is possible to find out
the current state of a hardware register by reading its shadow.
Second, the hardware register is only updated **once every vertical blank** by
an operating system routine that copies the shadow value to its hardware
counterpart. Note that it does not happen the other way around, so changing a
hardware register *does not* update a shadow register.
The shadow registers are a convenience for development in higher level
languages like BASIC where speed is not paramount. But code within a DLI must
use hardware registers directly to affect change on a scan line.
The shadow registers can still be useful in DLI development, in that they will
automatically reset the hardware registers to the values in the shadow
registers every vertical blank. This can be used to reset features like
graphics colors and the character set address for the top of the screen at the
next frame.
Note
This only works if the operating system’s immediate vertical blank
routine has not been replaced (i.e. you are only using the deferred
vertical blank `VVBLKD` at `$224` and haven’t replaced the immediate vertical blank rountine `VVBLKI` at `$222`).
Some hardware registers have no shadows, like player position and size, so
your own code (in the deferred VBI or the final DLI) must reset these to their
correct values for the top of the screen.
Some Useful Shadow Registers[¶](#id9 "Permalink to this table")
| | | | | |
| --- | --- | --- | --- | --- |
| Shadow | Hex | Hardware | Hex | Description |
| GPRIOR | 26f | PRIOR | d01b | Player/playfield priority selection register |
| PCOLR0 | 2c0 | COLPM0 | d012 | Color of player/missile 0 |
| PCOLR1 | 2c1 | COLPM1 | d013 | Color of player/missile 1 |
| PCOLR2 | 2c2 | COLPM2 | d014 | Color of player/missile 2 |
| PCOLR3 | 2c3 | COLPM3 | d015 | Color of player/missile 3 |
| COLOR0 | 2c4 | COLPF0 | d016 | Color of playfield 0 |
| COLOR1 | 2c5 | COLPF1 | d017 | Color of playfield 1 |
| COLOR2 | 2c6 | COLPF2 | d018 | Color of playfield 2 |
| COLOR3 | 2c7 | COLPF3 | d019 | Color of playfield 3 |
| COLOR4 | 2c8 | COLBK | d01a | Background color |
| CHACT | 2f3 | CHACTL | d401 | Character mode (inverse, upside-down characters) |
| CHBAS | 2f4 | CHBASE | d409 | Character base (page number of font) |
## Basic Display List Interrupts[¶](#basic-display-list-interrupts "Permalink to this headline")
### Our First Display List[¶](#our-first-display-list "Permalink to this headline")
A common use of display lists is to change colors in the middle of the
screen.
[![../_images/first_dli.gif](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/first_dli.gif)](https://playermissile.com/_images/first_dli.gif)
* **Source Code:** [first\_dli.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/first_dli.s)
* **Executable:** [first\_dli.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/first_dli.xex)
Here is our first display list interrupt:
```
dli pha ; only using A register, so save old value to the stack
lda #$7a ; new background color
sta COLBK ; store it in the hardware register
pla ; restore the A register
rti ; always end DLI with RTI!
```
This is all the code it takes to change the color of the background. The
obvious effect is the flickering line in the background, which we will solve
in the next section.
Examining the code shows the boilerplate discussed [above](#dli-crash-course) where DLIs always end with the `RTI` instruction
and any registers used must be saved before your code changes them, and
restored upon exit.
The work performed in the interrupt is just two instructions: a load of a
color value and a store where it puts it in the *hardware* register for the
background color. Again, as noted [above](#hardware-shadow-registers),
hardware registers must be used in DLIs, not the shadow registers as shadow
registers are ignored until the vertical blank.
### WSYNC: How to Avoid Flickering[¶](#wsync-how-to-avoid-flickering "Permalink to this headline")
The Atari provides a way to sync with a scan line to avoid the flickering effect
of the previous example.
[![../_images/first_dli_with_wsync.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/first_dli_with_wsync.png)](https://playermissile.com/_images/first_dli_with_wsync.png)
* **Source Code:** [first\_dli\_with\_wsync.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/first_dli_with_wsync.s)
* **Executable:** [first\_dli\_with\_wsync.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/first_dli_with_wsync.xex)
The flickering is avoided by saving some value (any value, the bit pattern is
not important) to the `WSYNC` memory location at `$d40a`. This causes the
6502 to stop processing instructions until the electron beam nears the end of
the scan line, at which point the 6502 will resume executing instructions.
Because the electron beam is usually off-screen at this point, it is safe to
change color registers for at least the next several instructions without
artifacts appearing on screen.
```
dli pha ; only using A register, so save old value to the stack
lda #$7a ; new background color
sta WSYNC ; any value saved to WSYNC will trigger the pause
sta COLBK ; store it in the hardware register
pla ; restore the A register
rti ; always end DLI with RTI!
```
Note
`WSYNC` (wait for horizontal blank) usually restarts the 6502 on or
about cycle 105 out of 114, but there are cases that can delay that. See the
Altirra Hardware Reference Manual for more information.
### A DLI Can Affect Many Scan Lines[¶](#a-dli-can-affect-many-scan-lines "Permalink to this headline")
This example shows that a single DLI affect multiple scan lines, even crossing
into subsequent ANTIC mode 4 lines in the display list.
[![../_images/rainbow_wsync.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/rainbow_wsync.png)](https://playermissile.com/_images/rainbow_wsync.png)
* **Source Code:** [rainbow\_wsync.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/rainbow_wsync.s)
* **Executable:** [rainbow\_wsync.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/rainbow_wsync.xex)
DLIs can really be thought of as a way for your program to be told when a
certain display list instruction is reached. Apart from the setup and teardown of
the DLI subroutine itself and some timing limitations discussed in the next
section, arbitrary amounts of code can be executed in a DLI.
Note
Author’s note: thinking that DLIs had to be short was a great source of
confusion to me when trying to figure out how rainbow effects were
generated. My thinking was that DLIs could only affect a single line, and
for instance I could not figure out how to get a color change in the middle
of a text mode. I don’t know why I thought that something bad would happen
if a DLI went long, but I did.
This DLI changes background colors 16 times, where each color change lasts 2
scan lines. So 32 scan lines means that it covers 4 display list entries of
ANTIC mode 4.
```
dli pha ; save A & X registers to stack
txa
pha
ldx #16 ; make 16 color changes
lda #$a ; initial color
sta WSYNC ; first WSYNC gets us to start of scan line we want
?loop sta COLBK ; change background color
clc
adc #$10 ; change color value, luminance remains the same
dex ; update iteration count
sta WSYNC ; make it the color change last ...
sta WSYNC ; for two scan lines
bne ?loop ; sta doesn't affect flags so this still checks result of dex
lda #$00 ; reset background color to black
sta COLBK
pla ; restore X & A registers from stack
tax
pla
rti ; always end DLI with RTI!
```
## Display List Interrupts Getting Interrupted[¶](#display-list-interrupts-getting-interrupted "Permalink to this headline")
Because DLIs are non-maskable interrupts and NMIs can’t be blocked, a DLI will
interrupt whatever is happening, including another DLI. To summarize:
> * DLIs can be interrupted by other DLIs
> * DLIs can be interrupted by the vertical blank
> * The vertical blank can be interrupted by a DLI
> * a DLI on a JVB instruction will cause interrupts on every scan line until the vertical blank
### DLI Interrupting Another DLI[¶](#dli-interrupting-another-dli "Permalink to this headline")
Here’s a similar DLI to the above, except it changes the luminance value
instead of the color value to make the effect easier to see. It starts with a
bright pink and gets dimmer down to a dark red after 32 scan lines. But this
time, the display list has *two* mode 4 lines that have the DLI bit set, the
2nd and 4th:
```
dlist .byte $70,$70,$70
.byte $44,$00,$40
.byte $84 ; first DLI triggered on last scan line
.byte 4
.byte $84 ; second DLI triggered on last scan line
.byte 4,4,4,4,4,4,4,4
.byte 4,4,4,4,4,4,4,4
.byte 4,4,4,4
.byte $41,<dlist,>dlist
```
The first DLI takes 32 scan lines to complete, but it is only 16 scan lines
through its operation when the second DLI hits:
[![../_images/dli_interrupting_dli.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/dli_interrupting_dli.png)](https://playermissile.com/_images/dli_interrupting_dli.png)
* **Source Code:** [dli\_interrupting\_dli.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/dli_interrupting_dli.s)
* **Executable:** [dli\_interrupting\_dli.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/dli_interrupting_dli.xex)
When a DLI is interrupted, its state is saved just as if a normal program was
interrupted. The interrupting code is then executed, and upon its completion,
the control returns to the DLI at the point where it left off. But at this
point, due to the interrupting event, the restored DLI will be resumed some
number of scan lines below where it was interrupted, likely resulting in
unplanned behavior.
```
dli pha ; save A & X registers to stack
txa
pha
ldx #16 ; make 16 color changes
lda #$5f ; initial bright pink color
sta WSYNC ; first WSYNC gets us to start of scan line we want
?loop sta COLBK ; change background color
sec
sbc #1 ; make dimmer by decrementing luminance value
dex ; update iteration count
sta WSYNC ; make it the color change last ...
sta WSYNC ; for two scan lines
bne ?loop ; sta doesn't affect processor flags so we are still checking result of dex
lda #$00 ; reset background color to black
sta COLBK
pla ; restore X & A registers from stack
tax
pla
rti ; always end DLI with RTI!
```
Because the display list vector `VDLSTL` is not changed, the same code will
be called each time an interrupt occurs.
The first DLI hits and starts with a bright background color on the first scan
line of the third line of text. But because this display list takes a long
time, the second DLI on the 4th text line gets triggered before the first DLI
has hit its `RTI` instruction. ANTIC interrupts the first DLI and starts the
2nd DLI anyway. This effect is visible in the 5th line of text: the background
color is bright again.
But notice another artifact: the effect on the 5th line of text isn’t on its
first scan line, but its second:
![../_images/dli_interrupting_dli_detail.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/dli_interrupting_dli_detail.png)
This is due to the fact that a WSYNC was called on the previous scan line, but
the interrupt happened as well. The interrupt takes some cycles to begin, and
by the time that happened **and** ANTIC stole all of its cycles to set up the
text mode line, there weren’t enough cycles left for the first `WSYNC` in the
DLI code to happen on the same scan line. This forces that `WSYNC` to happen
on the next line, causing the delay and the appearance of a 3rd scan line of the
same color before the second DLI starts its color cycling.
The second DLI completes and performs its `RTI`, but then it returns control
to the first DLI, which is already halfway done with its color cycling. When it
resumes control, it is in 9th line of text on the screen, so it has four more
color changes before it hits its own `RTI`.
### Emulator Differences[¶](#emulator-differences "Permalink to this headline")
The DLI interrupting another DLI is clearly an edge case, and edge cases are
always good stress tests for emulators. A difference is clearly visible below
when comparing a zoomed in portion of the display generated by the Altirra
emulator as compared to the atari800 emulator (standalone or as embedded in
Omnivore, they are the same code and produce the same result):
![../_images/emulator-differences.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/emulator-differences.png)
Notice how Altirra gets the color from the first DLI for two scan lines, 64
and 65, before the correct color appears on scan line 66. The output from
Altirra shows that the NMI doesn’t happen until between scan line 63 and 64.
But clearly, the `sta COLBK` at scan line 63 is taking effect on scan line
64, because scan line 64 has the background color `$57`. It appears the
store of `$5f` on scan line 65, started on cycle 1 of that line, isn’t
actually executed until much, much later since the `sec` doesn’t begin until
cycle 108. This puts that color change in the horizontal blank period of scan
line 65, which would seem to explain why Altirra shows two scan lines with the
background color from the first DLI.
This is the CPU history from the Altirra emulator:
```
60: 3 | A=58 X=09 Y=00 ( I C) | 3030: 8D 0A D4 STA WSYNC
60: 7 | A=58 X=09 Y=00 ( I C) | 3033: 8D 0A D4 STA WSYNC
60:108 | A=58 X=09 Y=00 ( I C) | 3036: D0 F1 BNE $3029
61:107 | A=58 X=09 Y=00 ( I C) | 3029: 8D 1A D0 L3029 STA COLBK
61:111 | A=58 X=09 Y=00 ( I C) | 302C: 38 SEC
61:113 | A=58 X=09 Y=00 ( I C) | 302D: E9 01 SBC #$01
62: 1 | A=57 X=09 Y=00 ( I C) | 302F: CA DEX
62: 3 | A=57 X=08 Y=00 ( I C) | 3030: 8D 0A D4 STA WSYNC
62: 7 | A=57 X=08 Y=00 ( I C) | 3033: 8D 0A D4 STA WSYNC
62:108 | A=57 X=08 Y=00 ( I C) | 3036: D0 F1 BNE $3029
63:107 | A=57 X=08 Y=00 ( I C) | 3029: 8D 1A D0 L3029 STA COLBK
- NMI interrupt (DLI)
64: 5 | A=57 X=08 Y=00 ( I C) | E791: 2C 0F D4 LE791 BIT NMIST
64: 11 | A=57 X=08 Y=00 (N I C) | E794: 10 03 BPL $E799
64: 13 | A=57 X=08 Y=00 (N I C) | E796: 6C 00 02 JMP (VDSLST)
64: 19 | A=57 X=08 Y=00 (N I C) | 301F: 48 PHA
64:102 | A=57 X=08 Y=00 (N I C) | 3020: 8A TXA
64:104 | A=08 X=08 Y=00 ( I C) | 3021: 48 PHA
64:107 | A=08 X=08 Y=00 ( I C) | 3022: A2 10 LDX #$10
64:109 | A=08 X=10 Y=00 ( I C) | 3024: A9 5F LDA #$5F
64:111 | A=5F X=10 Y=00 ( I C) | 3026: 8D 0A D4 STA WSYNC
65: 1 | A=5F X=10 Y=00 ( I C) | 3029: 8D 1A D0 L3029 STA COLBK
65:108 | A=5F X=10 Y=00 ( I C) | 302C: 38 SEC
65:110 | A=5F X=10 Y=00 ( I C) | 302D: E9 01 SBC #$01
65:112 | A=5E X=10 Y=00 ( I C) | 302F: CA DEX
66: 0 | A=5E X=0F Y=00 ( I C) | 3030: 8D 0A D4 STA WSYNC
66: 4 | A=5E X=0F Y=00 ( I C) | 3033: 8D 0A D4 STA WSYNC
66:108 | A=5E X=0F Y=00 ( I C) | 3036: D0 F1 BNE $3029
67:107 | A=5E X=0F Y=00 ( I C) | 3029: 8D 1A D0 L3029 STA COLBK
```
The atari800 emulator hits the DLI two instructions earlier than Altirra,
immediately after the two `sta WSYNC` commands (and therefore before the
`sta COLBK` that causes Altirra to have a new color on scan line 64). In the
atari800/Omnivore instruction history below:
```
60 5 | 58 09 25 ---I-C f6 3336 8d 0a d4 sta WSYNC $d40a=58 (was d0)
60 106 | 58 09 25 ---I-C f6 3339 8d 0a d4 sta WSYNC $d40a=58 (was d0)
61 106 | 58 09 25 ---I-C f6 333c d0 f1 bne $332f (taken)
61 109 | 58 09 25 ---I-C f6 332f 8d 1a d0 sta COLBK $d01a=58 (was 0f)
61 113 | 58 09 25 ---I-C f6 3332 38 sec
62 1 | 58 09 25 ---I-C f6 3333 e9 01 sbc #$01 A=57
62 3 | 57 09 25 ---I-C f6 3335 ca dex X=08
62 5 | 57 08 25 ---I-C f6 3336 8d 0a d4 sta WSYNC $d40a=57 (was d0)
62 106 | 57 08 25 ---I-C f6 3339 8d 0a d4 sta WSYNC $d40a=57 (was d0)
63 0 | --DLI
63 106 | 57 08 25 ---I-C f3 c018 2c 0f d4 bit NMIRES $d40f=1c N=1
63 110 | 57 08 25 N--I-C f3 c01b 10 03 bpl $c020 (not taken)
63 112 | 57 08 25 N--I-C f3 c01d 6c 00 02 jmp (VDSLST) ($0200)=$3325
64 4 | 57 08 25 N--I-C f3 3325 48 pha $01f3=57
64 7 | 57 08 25 N--I-C f2 3326 8a txa A=08 N=0
64 9 | 08 08 25 ---I-C f2 3327 48 pha $01f2=08
64 12 | 08 08 25 ---I-C f1 3328 a2 10 ldx #$10 X=10
64 14 | 08 10 25 ---I-C f1 332a a9 5f lda #$5f A=5f
64 16 | 5f 10 25 ---I-C f1 332c 8d 0a d4 sta WSYNC $d40a=5f (was d0)
64 107 | 5f 10 25 ---I-C f1 332f 8d 1a d0 sta COLBK $d01a=5f (was 0f)
64 111 | 5f 10 25 ---I-C f1 3332 38 sec
64 113 | 5f 10 25 ---I-C f1 3333 e9 01 sbc #$01 A=5e
65 1 | 5e 10 25 ---I-C f1 3335 ca dex X=0f
65 3 | 5e 0f 25 ---I-C f1 3336 8d 0a d4 sta WSYNC $d40a=5e (was d0)
65 106 | 5e 0f 25 ---I-C f1 3339 8d 0a d4 sta WSYNC $d40a=5e (was d0)
66 106 | 5e 0f 25 ---I-C f1 333c d0 f1 bne $332f (taken)
66 109 | 5e 0f 25 ---I-C f1 332f 8d 1a d0 sta COLBK $d01a=5e (was 0f)
```
the DLI starts late on scan line 63 as (naively) expected and gets to the
`sta WSYNC` early in scan line 64 while there is still time to hit the `sta
COLBK` while still on scan line 64. This changes scan line 65 to be the
correct background color for the second DLI.
Note
I’m not sure what’s going on with the differences in the WSYNC
behavior between the two emulators. On Altirra, the two WSYNC commands
seem to occur on scan line 62, but their effects aren’t felt
immediately, so perhaps this is what’s causing the DLI to hit on scan
line 64 instead of scan line 63. On atari800, the WSYNC commands cause
their effects to be felt immediately, in the next command. I would
presume that Altirra is closer to what’s going on with real hardware, as
the author of Altirra has written the definitive guide to the internals
of the machine, and Altirra has always been the leader in cycle-exact
emulation.
I think the takeaway from this section is: don’t let your DLI get interrupted
by anything else, or it is likely that you will encounter emulation
differences.
### VBI Interrupting A DLI[¶](#vbi-interrupting-a-dli "Permalink to this headline")
Here is an example of the vertical blank interrupting a DLI.
[![../_images/vbi_interrupting_dli.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/vbi_interrupting_dli.png)](https://playermissile.com/_images/vbi_interrupting_dli.png)
* **Source Code:** [vbi\_interrupting\_dli.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/vbi_interrupting_dli.s)
* **Executable:** [vbi\_interrupting\_dli.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/vbi_interrupting_dli.xex)
The DLI is started at the bottom of the screen, gets interrupted by the VBI,
and picks up again when VBI ends. Even though the electron beam is turned off,
`WSYNC` is still called and performs its delay function when the scan line
is off screen. The resulting image resumes its color cycling background on the
top of the screen, stopping after 128 scan lines even though only a fraction
of those are actually visible on screen.
### DLI Interrupting A VLI[¶](#dli-interrupting-a-vli "Permalink to this headline")
And for completeness, here is an example of a DLI interrupting the vertical blank.
[![../_images/dli_interrupting_vbi.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/dli_interrupting_vbi.png)](https://playermissile.com/_images/dli_interrupting_vbi.png)
* **Source Code:** [dli\_interrupting\_vbi.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/dli_interrupting_vbi.s)
* **Executable:** [dli\_interrupting\_vbi.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/dli_interrupting_vbi.xex)
The vertical blank routine would have to be quite long *and* the DLI set very
early in the display list before this would happen.
Note
In my own game development, I have run into this effect happening
intermittently, where occasionally the VBI runs very long due to some
complicated game logic that happens only under certain conditions. It’s
something to be aware of.
In this example, this DLI is set on the final blank line of the display list,
so the display list begins with these bytes:
```
.byte $70,$70,$f0
```
triggering the DLI on scan line 24. The vertical blank has run from scan lines
248 through 262 on one frame, and through 23 scan lines of the following frame
before getting interrupted by the DLI.
To visualize the processing in the vertical blank, this example changes
background color as fast as it can once the vertical blank starts, up to the
100th scan line of the generated image. It gets interrupted on scan line 23 for
the DLI.
The DLI is one we’ve seen before, just changing background color with
`WSYNC`. Once it has completed, it returns and the VBI routine picks up where
it left off, changing background color as fast as it can.
### DLI on the JVB Instruction[¶](#dli-on-the-jvb-instruction "Permalink to this headline")
A DLI on the JVB instruction at the end of the display list is possible, but
has an interesting property: it triggers DLIs on every scan line until the
vertical blank.
If your DLI is not short enough, it will keep getting interrupted by the DLI
on triggered by the next scan line, stacking up interrupts until mercifully
the triggering process is stopped by the vertical blank after 248 scan lines
have been generated.
Note
As each new frame is generated in an emulator, it will enumerate the
scan lines starting from zero. There are 248 scan lines before the
vertical blank, which will be displayed as scan lines 0 - 247. The scan
line labeled 248 will be the first scan line of the vertical blank.
After the vertical blank routine exits, the stacked-up DLI calls will have to
unwind themselves so the most recently interrupted DLI (from scan line 247,
the scan line just before the vertical blank) will resume and execute code
until its `RTI`. This will pop data off the stack and return control to the
DLI that was interrupted on scan line 246, and so-forth until all the
interrupted DLIs have issued their `RTI` instructions.
On a standard length display list that generates 24 blank lines followed by
192 output lines, the JVB instruction will be on scan line 224. Since the JVB
technically generates a single blank line in the display list, the DLI will
also be triggered on scan line 224. This case would produce 24 DLIs before the
vertical blank.
## DLIs in a Nutshell[¶](#dlis-in-a-nutshell "Permalink to this headline")
DLIs provide you with a way to notify your program at a particular vertical
location on the screen. They pause (or interrupt) the normal flow of program
code, save the state of the machine, call your DLI subroutine, and restore the
state of the computer before returning control to the code that was
interrupted.
Warning
Here are the requirements for successful use of DLIs:
* your DLI routine must save any registers it clobbers
* restore any registers you save before exiting
* exit with an `RTI`
* use `WSYNC` if necessary
* be aware of cycles stolen by ANTIC: you could have only 60 cycles
per scan line in higher resolution graphics modes, and as few as 10 (**!**) on the first line of text modes
* store the address of your routine in `VDSLST` before enabling DLIs with `NMIEN`
* guard against the DLI itself being interrupted
Note that nowhere in that list was the requirement that the DLI be short. It
doesn’t have to be, and in fact DLIs that span multiple scan lines are similar
to kernels used in Atari 2600 programming. The difference is that ANTIC steals
cycles depending on a bunch of factors, so the total cycle counting approach
(or [Racing the Beam](https://mitpress.mit.edu/books/racing-beam)) is usually
not possible.
However, most DLIs that you will run across in the wild *are* short, because
they typically don’t do a lot of calculations. Most of the setup work will
generally be done outside of the DLI and the DLI itself just handles the result
of that work.
![](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/Atari_logo_hr.png)
## Advanced DLI Examples[¶](#advanced-dli-examples "Permalink to this headline")
The following examples are available in both source code form and as XEX files
at the [dli\_tutorial source code repository](https://github.com/playermissile/dli_tutorial) on github.
They are coded using MAC/65 assembler syntax, but very few assembler-specific
features are actually used, so they should be trivially ported to other
assemblers.
To get a copy of all the examples and source code, you can download and
install [git](https://git-scm.com/) for your platform. Then open a command
line prompt on your computer and enter the command:
```
git clone https://github.com/playermissile/dli_tutorial.git
```
to download the complete repository.
You can also download individual assembly source and XEX files from links in
each section.
In an attempt to de-clutter the examples as much as possible, most of the
boilerplate code (for initialization and setup tasks) has been placed in
libraries that are included during the compilation process. These are files
like `util.s`, `util_dli.s` and so forth, and are available in the source code repository or directly [here](https://github.com/playermissile/dli_tutorial/src).
## Topic #1: DLI Positioning[¶](#topic-1-dli-positioning "Permalink to this headline")
The following examples deal with various techniques regarding placing the DLI
on screen.
## #1.1: Multiple DLIs[¶](#multiple-dlis "Permalink to this headline")
[![../_images/multiple_dli_same_page.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/multiple_dli_same_page.png)](https://playermissile.com/_images/multiple_dli_same_page.png)
* **Source Code:** [multiple\_dli\_same\_page.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/multiple_dli_same_page.s)
* **Executable:** [multiple\_dli\_same\_page.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/multiple_dli_same_page.xex)
One of the problems with having a single DLI vector is: what do you do when you
want to have more than one DLI?
Some techniques that you will see in the wild:
> * use `VCOUNT` to check where you are on screen and branch accordingly
> * increment an index value and use that to determine which DLI has been called
> * change the `VDLSTL` vector to point to the next DLI in the chain
Here’s an optimization of the last technique that can save some valuable
cycles: put your DLIs in the same page of memory and only change the low byte.
```
*= (* & $ff00) + 256 ; next page boundary
dli pha ; only using A register, so save it to the stack
lda #$55 ; new background color
sta WSYNC ; first WSYNC gets us to start of scan line we want
sta COLBK ; change background color
lda #<dli2 ; point to second DLI
sta VDSLST
pla ; restore A register from stack
rti ; always end DLI with RTI!
dli2 pha ; only using A register, so save it to the stack
lda #$88 ; new background color
sta WSYNC ; first WSYNC gets us to start of scan line we want
sta COLBK ; change background color
pla ; restore A register from stack
rti ; always end DLI with RTI!
vbi lda #<dli ; set DLI pointer to first in chain
sta VDSLST
lda #>dli
sta VDSLST+1
jmp XITVBV ; always exit deferred VBI with jump here
```
This is a simplistic example, but keeping the high byte constant inside the
DLI saves 6 cycles (by obviating the need for changing the high byte with
`LDA #>dli2; STA VDLSTL+1`). That may be enough for this optimization to be
useful.
## #1.2: Moving the DLI Up and Down the Screen[¶](#moving-the-dli-up-and-down-the-screen "Permalink to this headline")
The DLI subroutine itself doesn’t directly know what scan line caused the
interrupt because all DLIs are routed through the same vector at `VDLSTL`.
The only trigger is in the display list: the DLI bit on the display list
instruction.
[![../_images/moving_dli.gif](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/moving_dli.gif)](https://playermissile.com/_images/moving_dli.gif)
* **Source Code:** [moving\_dli.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/moving_dli.s)
* **Executable:** [moving\_dli.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/moving_dli.xex)
The display list can be modified in place to move the DLI to different lines
without changing any DLI code. The code to move the DLI should be performed in
the vertical blank to prevent the display list from being modified as ANTIC is
using it to create the display:
```
move_dli_line
ldx last_dli_line ; get line number on screen of old DLI
lda dlist_line_lookup,x ; get offset into display list of that line number
tax
lda dlist_first,x ; remove DLI bit
and #$7f
sta dlist_first,x
ldx dli_line ; get line number on screen of new DLI
stx last_dli_line ; remember
lda dlist_line_lookup,x ; get offset into display list of that line number
tax
lda dlist_first,x ; set DLI bit
ora #$80
sta dlist_first,x
rts
```
The example allows the display list to be set on blank lines at the top of the
display, and on the last mode 4 line in the display list which displays the
background below the last mode 4 line on the screen.
## Topic #2: Colors[¶](#topic-2-colors "Permalink to this headline")
We have already seen several examples of using DLIs to show more colors on
screen. The following examples are included to address more topics in common
use in games or title screens.
## #2.1: Marching Rainbow Text[¶](#marching-rainbow-text "Permalink to this headline")
Using code almost identical to the [rainbow](#rainbow-wsync) effect, a common effect seen in title screens can be created:
[![../_images/marching_rainbow.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/marching_rainbow.png)](https://playermissile.com/_images/marching_rainbow.png)
* **Source Code:** [marching\_rainbow.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/marching_rainbow.s)
* **Executable:** [marching\_rainbow.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/marching_rainbow.xex)
Using a simple display list:
```
dlist .byte $70,$70,$70,$70,$70,$70 ; 48 blank lines
.byte $46,<text,>text ; Mode 6 + LMS, setting screen memory to text
.byte 6 ; Mode 6
.byte $70,$70 ; 16 blank lines
.byte 7,7,7 ; 3 lines of Mode 7
.byte $70 ; 8 blank lines
.byte $f0 ; 8 blank lines + DLI on last scan line
.byte 7,7 ; 2 lines of Mode 7
.byte $41,<dlist,>dlist ; JVB, restart same display list on next frame
```
the DLI simply loads the `start_color` variable as the initial color each
time it is called, then increments the value stored in the hardware color
register for playfield color zero (`COLPF0`) as it makes `WSYNC` calls to
advance one scan line down the screen. Each scan line increases luminance (i.e.
gets brighter), until the low 4 bits controlling the luminance overflows into
the high 4 bits, changing the color to the next in the Atari’s color palette at
zero luminance.
```
dli pha ; save A & X registers to stack
txa
pha
ldx #32 ; make 32 color changes
lda start_color ; initial color
sta WSYNC ; first WSYNC gets us to start of scan line we want
?loop sta COLPF0 ; change text color for UPPERCASE characters in gr2
clc
adc #$1 ; change color value, making brighter
dex ; update iteration count
sta WSYNC ; sta doesn't affect processor flags
bne ?loop ; we are still checking result of dex
lda #text_color ; reset text color to normal color
sta COLPF0
dec start_color ; change starting color for next time
pla ; restore X & A registers from stack
tax
pla
rti ; always end DLI with RTI!
```
At the end of the DLI, `start_color` is *decremented*, meaning that the next
time the DLI is called it will start with one luminance value lower than it did
last time. This gives the appearance of the previous rainbow of color being
“pushed” down the screen and a new darker line being inserted at the top of the
rainbow.
Changing that `dec start_color` to `inc start_color` would have the
opposite effect and the rainbow of color would appear to move upward.
Alternatively, leaving the `dec start_color` but changing the `clc`, `adc
#$1` to:
```
sec
sbc #$1 ; change color value, making darker
```
would have the same effect as `inc start_color`.
## Topic #3: Character Sets[¶](#topic-3-character-sets "Permalink to this headline")
The character set on the Atari is comprised of 128 glyphs, each of which is 8
bytes in size for a total of 1024 bytes for a complete font. The characters are
defined in ANTIC font order, not ATASCII order, so the first 64 characters are
the ATASCII characters 32 - 95 (symbols, numbers, and upper case letters), the
next 32 are the graphic symbols on the control characters, and the final 32 are
the lower case letters and a few remaining graphic symbols.
See also
More resources about character sets are available:
* `CHBAS` in [Mapping the Atari](https://www.atariarchives.org/mapping/memorymap.php#756)
* `CHBASE` in [Mapping the Atari](https://www.atariarchives.org/mapping/memorymap.php#54281)
* [Mapping the Atari, Appendix 10](https://www.atariarchives.org/mapping/appendix10.php)
## #3.1: Changing Character Sets[¶](#changing-character-sets "Permalink to this headline")
An extremely simple DLI is all that’s needed to change the character set at a
particular scan line.
[![../_images/simple_chbase.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/simple_chbase.png)](https://playermissile.com/_images/simple_chbase.png)
* **Source Code:** [simple\_chbase.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/simple_chbase.s)
* **Executable:** [simple\_chbase.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/simple_chbase.xex)
This example uses two character sets: the default character set at the top of
the screen, and an character set designed for ANTIC 4 for the bottom. The
screen is broken up into 3 bands, one set of 8 lines of ANTIC mode 2 and two
sets each containing 8 lines of ANTIC mode 4. The top two bands have the normal
character set (`CHBASE = $e000`) and the bottom band has a custom character
set designed for the 5 color mode.
The DLI is set on the 16th text line: the final line in the second band of 8
lines so that the character set change affects the 3rd band of 8 lines:
```
; mixed mode 2 and mode 4 display list
dlist_static
.byte $70,$70,$70
.byte $42,$00,$80
.byte 2,2,2,2,2,2,2 ; first band has 8 lines of mode 2
.byte 4,4,4,4,4,4,4,$84 ; 2nd band: 8 lines of mode 4 + DLI on last line
.byte 4,4,4,4,4,4,4,4 ; 3rd band: 8 lines of mode 4
.byte $41,<dlist_static,>dlist_static
```
The font for the top of the screen is set during the `init` routine using the
the shadow register `CHBAS`, not the hardware register `CHBASE`. It will be
reloaded every vertical blank by the operating system:
```
lda #$e0
sta CHBAS
```
The DLI is very simple, just loading the new character set, but this time using
the hardware register `CHBASE`:
```
dli pha ; only using A register, so save it to the stack
lda #>font_data ; page number of new font data
sta WSYNC ; first WSYNC gets us to start of scan line we want
sta CHBASE ; store to hardware register to affect change immediately
pla ; restore A register from stack
rti ; always end DLI with RTI!
```
## #3.x: Multiple Interleaved Character Sets for Soft Sprites[¶](#x-multiple-interleaved-character-sets-for-soft-sprites "Permalink to this headline")
The author of the cc65 DLI tutorial, Yaron Nir, started a recent [topic on
AtariAge](https://atariage.com/forums/topic/299571-introducing-interleaved-charactersets-any-game-screen-is-possible-almost/) that described a technique
to use a DLI to change the character set on each line to facilitate the use of
soft sprites.
Soft sprites require shifting images within characters to achieve smooth
motion, so the height of the soft sprites determines how many lines of
characters needed, and the width in pixels as compared to the width of each
character determines the number of characters must be placed horizontally.
ANTIC mode 4 is 8 scan lines tall and has 4 pixels across. Vertically, you
could have sprites of height 9 scan lines using 2 character sets, 17 scan lines
with 3 character sets, 25 scan lines with 4 character sets, etc. Sprites would
need 2 characters side-by-side for up to 5 pixels, 3 characters for 9 pixels, 4
characters for 13 pixels. etc.
<image here>
With only 128 glyphs per character set, bit patterns are at a premium. If, say,
64 characters are used for background, only 64 characters remain for sprites.
Using a 4x3 grid for sprites takes 12 out of the 64 available sprite glyphs, so
5 (independent) soft sprites would be available since that would use 60
characters. Limiting directions can reduce that number; if your sprites move
only horizontally, for instance, sprites of 13 pixels by 16 scan lines would
only take a 3x2 grid, or only 6 characters.
The advantage of using a DLI with multiple character sets is that more
characters are available for sprites.
## Topic #4: Player/Missile Graphics[¶](#topic-4-player-missile-graphics "Permalink to this headline")
Player/Missile Graphics is the sprite system provided by the GTIA:
independently positioned overlays on the playfield graphics that don’t disturb
the playfield.
Note
the word *sprite* in this sense wasn’t in use when the Atari was designed, and [several](https://graphics.fandom.com/wiki/Sprite) [sources](https://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29) [claim](http://groups.google.com/group/comp.sys.ti/msg/73e2451bcae4d91a) that it was coined by the designers of the Texas Instruments TI 9918 graphics chip at about the same timeframe.
The GTIA provides 4 players with independent colors (from each other or the
playfield) and 4 missiles with colors matching their respective player, or the
4 missiles can be combined into a 5th player with its own color (although this
reuses one playfield color). The players are 8 bits wide and can be displayed
as one, two, or four color clocks wide per bit. This corresponds a width on
screen of 8, 16, and 32 color clocks, respectively. Widths for all players and
missiles can be set independently.
Each player and missile can be positioned at an arbitrary horizontal location
by setting a hardware register, but vertical positioning requires copying data
to particular locations in the memory area reserved for it. Each player spans
the height of the screen, and it is only the bit pattern in its storage area
that determines what is drawn on a particular scan line.
Missiles are two bits wide each with all 4 missiles packed into a single byte
for a particular scan line. Bit masking is required to set data for one
missile without affecting the others.
The quick summary for our purposes is that horizontal repositioning of players
is fast, it takes only a single store instruction. Vertical repositioning of
player image data is slow, it requires copying memory around.
## #4.1: Multiplexing Players Vertically[¶](#multiplexing-players-vertically "Permalink to this headline")
Reusing players (multiplexing) vertically is straightforward, meaning that a
single player can be used to display arbitrary images at different vertical
locations on the screen, provided that there is no vertical overlap.
[![../_images/simple_multiplex_player.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/simple_multiplex_player.png)](https://playermissile.com/_images/simple_multiplex_player.png)
* **Source Code:** [simple\_multiplex\_player.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/simple_multiplex_player.s)
* **Executable:** [simple\_multiplex\_player.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/simple_multiplex_player.xex)
Using the hardware `HPOSPn` or `HPOSMn` registers, the DLI will
immediately change where ANTIC will draw the player or missile. The next time
ANTIC draws the player on a scan line, it will use this new position.
in the appropriate player or missile X position register. This demo uses the
page-alignment trick for the second DLI, and changes the position and size of
the players at each interrupt.
This demo splits the screen vertically into 3 horizontal bands, A, B & C, with
the players extending the full height of the screen and labeled 0 through 3.
This example uses the VBI to set the players for band A, the `dli` routine
is the bottom of band A (and the top of band B) and therefore sets the players
for band B, and the `dli2` routine is the bottom of band B (and the top of
band C) and controls the players for band C.
```
vbi lda #<dli ; set DLI pointer to first in chain
sta VDSLST
lda #>dli
sta VDSLST+1
lda #$40 ; set player positions and sizes ...
sta HPOSP0 ; for the top of the screen
lda #$60
sta HPOSP1
lda #$80
sta HPOSP2
lda #$a0
sta HPOSP3
lda #0
sta SIZEP0
sta SIZEP1
sta SIZEP2
sta SIZEP3
jmp XITVBV ; always exit deferred VBI with jump here
*= (* & $ff00) + 256 ; next page boundary
dli pha ; only using A register, so save it to the stack
lda #$55 ; new background color
sta WSYNC ; first WSYNC gets us to start of scan line we want
sta COLBK ; change background color
lda #$30 ; change position and sizes of players
sta HPOSP0
lda #$40
sta HPOSP1
lda #$50
sta HPOSP2
lda #$60
sta HPOSP3
lda #1
sta SIZEP0
sta SIZEP1
sta SIZEP2
sta SIZEP3
lda #<dli2 ; point to second DLI
sta VDSLST
pla ; restore A register from stack
rti ; always end DLI with RTI!
dli2 pha ; only using A register, so save it to the stack
lda #$84 ; new background color
sta WSYNC ; first WSYNC gets us to start of scan line we want
sta COLBK ; change background color
lda #$40 ; change position and sizes of players
sta HPOSP0
lda #$70
sta HPOSP1
lda #$90
sta HPOSP2
lda #$b0
sta HPOSP3
lda #3
sta SIZEP0
sta SIZEP1
sta SIZEP2
sta SIZEP3
pla ; restore A register from stack
rti ; always end DLI with RTI!
```
In discussing the timing issues that cause errors at the band boundaries, the
players in band A are positioned by the VBI, and so are in place from well off
the top of the screen and are correctly positioned at the first scan line.
Players 0, 1, and 2 are correct at the bottom of the band, but player 3
extends one scan line too far, into band B.
The top of band B shows both position and size errors. When the first DLI hits
on the last scan line of the 6th line of text, the background color is changed
at the `WSYNC` and ANTIC moves on to start drawing the first scan line of
the 7th line of text (which is the first line of text in band B.) Players 0,
1, and 2 are positioned correctly, which means their horizontal positions were
set before ANTIC reached that portion of the scan line. The 3rd player remains
in the same position as it was in band A, meaning that its horizontal position
wasn’t set in time. ANTIC had stolen enough cycles setting up the mode 4 font
that the 6502 didn’t get a chance to process the `sta HPOS3` before ANTIC
had to draw that portion of the scan line. Since the code sets sizes after the
horizontal positions, none of the sizes are set until the 2nd scan line of
band B.
The transition to band C with the `dli2` routine produces similar results,
there just isn’t enough time with the `WSYNC` used for the color change
*and* all the cycles stolen by ANTIC mode 4 to process the all of the player
changes in the first scan line of the band. Players 0, 1, and 2 are moved,
player 3 is not, and all 4 players don’t get the correct size until the 2nd
scan line of the band.
It’s possible to imagine a scenario where a scan line of a player is not
visible at all. For example, if player 3 above had been positioned very far to
the right and `HPOSP3` was changed to move player 3 to the far left side, it
could be possible that ANTIC has already drawn the left side of the screen but
hadn’t yet reached the right side where player 3 had been positioned. Because
`HPOSP3` is now showing that player 3 is on the left side of the screen,
ANTIC would not draw it at its old location on the right side of the screen.
It’s also possible, with careful timing, to reuse a player on a single line.
However, purposeful use of this would difficult given all the different
horizontal locations of ANTIC’s cycle stealing.
Mode 4 was chosen (in all of its cycle-stealing glory) for these examples to
get an idea of the worst-case scenerio. Taking out the `WSYNC` and the color
change did allow enough time that both the positions and sizes were changed
without visible artifacts:
[![../_images/simple_multiplex_player_no_wsync.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/simple_multiplex_player_no_wsync.png)](https://playermissile.com/_images/simple_multiplex_player_no_wsync.png)
but this is very simple code and the more real-world example in the next
section will show that a buffer zone of several scan lines is necessary to
make sure a player isn’t split across a band boundary or, as described above,
even duplicating a line of the player or missing a scan line.
## #4.2: Multiplexing With Horizontal Motion[¶](#multiplexing-with-horizontal-motion "Permalink to this headline")
Increasing the number of bands and adding independent player movement within
each band requires some data structures and a DLI to control placement in each
band.
[![../_images/multiplex_player_movement.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/multiplex_player_movement.png)](https://playermissile.com/_images/multiplex_player_movement.png)
* **Source Code:** [multiplex\_player\_movement.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/multiplex_player_movement.s)
* **Executable:** [multiplex\_player\_movement.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/multiplex_player_movement.xex)
The approach used in this example is to use a single DLI that uses an index
value to determine which band it is operating within. This index value is used
as an offset into arrays that hold the sprite X position, size, color, etc.
There are a lot of independently moving objects in this demo: 12 bands, each
with 4 players. There are very obvious timing issues in most bands on the
first scan line after the DLI as sometimes the hardware registers for a player
hasn’t been updated fully until the second scan line.
```
; same DLI routine is used for each band, the band_dli_index is used to set
; player information for the appropriate band
dli_band
pha ; using A & X
txa
pha
inc band_dli_index ; increment band index, VBI initialized to $ff,
ldx band_dli_index ; so will become 0 for band A
; control band X positions of players
lda bandp0_x,x ; x position of player 0 in this band
sta HPOSP0
lda bandp0_color,x ; color of player 0 for this band
sta COLPM0
lda bandp0_size,x ; size of player 0 for this band
sta SIZEP0
lda bandp1_x,x ; as above, but for players 1 - 3
sta HPOSP1
lda bandp1_color,x
sta COLPM1
lda bandp1_size,x
sta SIZEP1
lda bandp2_x,x
sta HPOSP2
lda bandp2_color,x
sta COLPM2
lda bandp2_size,x
sta SIZEP2
lda bandp3_x,x
sta HPOSP3
lda bandp3_color,x
sta COLPM3
lda bandp3_size,x
sta SIZEP3
?done pla ; restore A & X
tax
pla
rti ; always end DLI with RTI!
```
The addreses `bandpN_x`, `bandpN_color`, and `bandpN_size` (where N is
the player number) are declared as lists with the number of entries equal to
the number of bands. `band_dli_index` is incremented each time the DLI
starts, and uses that index into the lists so it places the players in the
correct location for that band.
Notice that is *all* the DLI does. It does not calculate movement or perform any
player logic, it simply puts players on the screen in the appropriate place for
that band. All the calculation is done in the vertical blank:
```
; calculate new positions of players in all bands
vbi ldx #0
?move lda bandp0_x,x ; update X coordinate
clc ; by adding velocity.
adc bandp0_dx,x ; Note that velocity of $ff
sta bandp0_x,x ; is same as -1
cmp #$30 ; check left edge
bcs ?right ; if >=, it is still in playfield
lda #1 ; nope, <, so make velocity positive
sta bandp0_dx,x
bne ?cont
?right cmp #$c0 ; check right edge
bcc ?cont ; if <, it is still in playfield
lda #$ff ; nope, >=, so make velocity negative
sta bandp0_dx,x
?cont inx ; next player
cpx #num_dli_bands * 4 ; loop through 12 bands * 4 players each
bcc ?move
lda #$ff ; initialize band index to get ready for band A
sta band_dli_index
jmp XITVBV ; always exit deferred VBI with jump here
```
Unlike the simple multiplexing demo in the previous section, this VBI does not
set any positions of players. Instead, this demo sets the DLI bit on the last
group of 8 blank lines at the beginning of the display list, before any mode 4
lines. This initial DLI will set the players for band A, and as you can see in
the demo the players above band A use the same X position and size as band L.
The colors are not the same as band L, however, because of the use of the
shadow registers to set the initial color in the `init_pmg` subroutine.
## #4.3: Reusing Players Horizontally[¶](#reusing-players-horizontally "Permalink to this headline")
Reusing players on the same scan line is possible, but requires cycle counting
and has limitations, especially in text modes. The complicated cycle stealing
performed by ANTIC will require consulting timing reference charts (such as in
the Altirra Hardware Reference Manual) to determine how well it can be used for
a particular graphics mode.
[![../_images/reusing_player_horz.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/reusing_player_horz.png)](https://playermissile.com/_images/reusing_player_horz.png)
* **Source Code:** [reusing\_player\_horz.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/reusing_player_horz.s)
* **Executable:** [reusing\_player\_horz.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/reusing_player_horz.xex)
Here’s the DLI that produces the effect above, where player 3 has multiple
copies at the same vertical position. Again there are 12 vertical bands (this
time ANTIC mode 5), where the first copy of player 3 is at the left side of the
screen and the other 3 shift slowly to the left as it moves down bands in
order to find the minimum possible horizontal shift between copies. This is
not a kernel (see the next section for that), so the DLI bit is set on each of
the mode 5 lines.
```
dli pha ; using A & X
txa
pha
dec copy1 ; move copies to the left one color clock each band
dec copy2
sta WSYNC ; skip rest of last line of DLI line
dec copy3 ; not enough time to do all 3 decrements before 1st WSYNC
ldx #14 ; prepare for 14 scan lines in the loop
sta WSYNC ; skip 1st line of mode 5 where ANTIC steals almost all cycles
?loop lda #48 ; set initial position of player 3
sta HPOSP3
nop ; we're still on the tail end of the prevous scan
nop ; line, so we need to wait until the electron beam
nop ; passes this first position before we set the
nop ; next HPOS.
nop
nop
lda copy1 ; can't place copies until after electron beam draws
sta HPOSP3 ; the player in the previous location. If you try
lda copy2 ; to move HPOSP3 too early, the previous location
sta HPOSP3 ; won't even get drawn. Too late, and it won't draw
lda copy3 ; anything in the current location. It's a battle.
sta HPOSP3
dex
beq ?done
sta WSYNC
bne ?loop
?done pla ; restore A & X
tax
pla
rti ; always end DLI with RTI!
```
This requires a VBI to reset the starting horizontal position at the top of
each frame.
```
vbi lda #68 ; reset position counters for each copy of player 3
sta copy1
lda #122
sta copy2
lda #156
sta copy3
jmp XITVBV ; always exit deferred VBI with jump here
```
There is a lot to unpack here.
First: using a text mode is a mistake because ANTIC steals so many cycles on
the first scan line that there’s no way to place copies on that scan line. On
subsequent lines, there is enough time to make multiple copies of a player
except for the last line that will have to contain the `RTI` instruction.
However, because this is not using a kernel- style DLI where it takes control
for all 192 lines, the `RTI` has to happen before the last scan line so
there is enough time for the interrupt processing for the next DLI without the
the current DLI getting interrupted, which would then stack interrupts and
cause scan line offsets.
Second: notice the bands places in which the number **3** isn’t drawn in the
player, instead only a single scan line in the player 3 color appears. This
means there are not enough available cycles to set the new position of the
player before the electron beam has already passed the desired horizontal
position.
The takeaways here:
> * the cycle counting necessary will be much easier using bitmap modes
> * it will probably be more successful to use a kernel rather than multiple DLIs
> * the author may revisit this technique at some point, but for now
> will leave further exploration to the reader, assuming the reader is
> much more patient regarding cycle counting than the author.
## #4.x: Multiplexing with Arbitrary Motion[¶](#x-multiplexing-with-arbitrary-motion "Permalink to this headline")
Vertical movement within bands requires the moving memory around the
player/missile graphics area (pointed to by `PMBASE`) as in normal usage,
with the following limitations:
> * players must stay within their assigned band, otherwise they will get split across bands when the DLI occurs.
> * players should avoid the first few scan lines below the top of the band boundary to prevent splitting
> * when moving a player vertically within a band, only erase data
> from that band to prevent affecting the multiplexed players in other
> bands
<example goes here>
## #4.x: Multiplexing With Collision Detection[¶](#x-multiplexing-with-collision-detection "Permalink to this headline")
If it is important to tell in which band a has collided occurred, the DLI that
starts a new band will be required to save the collision status registers,
which will determine if a collision happened in the *previous* band. It will
then reset the collision registers so the following DLI can check what
happened in this band.
If the knowledge of the band is not important, you can just check the
collision registers in the vertical blank, which will report if there have
been any collisions with anything in any band.
<example goes here>
## Topic #5: Kernels[¶](#topic-5-kernels "Permalink to this headline")
The concept of a kernel comes from Atari 2600 programming. The 2600 does not
have enough memory to store an entire frame – it has a line buffer, rather
than a frame buffer. To create a graphic image with any vertical detail, the
code must build the screen line-by-line, changing graphic information as the
electron beam moves down the screen.
Kernels for our purposes will be DLIs that take control for many scan lines to
perform graphic operations that are not possible otherwise. We have seen
horizontal positioning of players accomplished with a traditional DLI setup
with interrupts on multiple display list commands. It could have been
performed using a kernel, which (assuming the graphics mode is bitmapped
rather than text) would have removed the restriction created by need for extra
cycles near the `RTI` instruction.
Kernels are a very advanced topic. The Atari 8-bit computers are the direct
successor to the 2600, and the ANTIC and GTIA were designed to automate common
tasks that in the 2600 requires kernel programming. Because so much is possible
without kernels, this tutorial is not going to spend much time with this topic.
However, a few examples are presented here to give you an idea of how they
work.
## #5.1: Background Color Change Within Scan Line[¶](#background-color-change-within-scan-line "Permalink to this headline")
A simple kernel can be used to change the background color to “split” the
screen horizontally. Having learned a lesson or two, the author is using a
graphics mode for the following example, mode E (the 160x192, 4 color mode):
[![../_images/background_color_kernel.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/background_color_kernel.png)](https://playermissile.com/_images/background_color_kernel.png)
* **Source Code:** [background\_color\_kernel.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/background_color_kernel.s)
* **Executable:** [background\_color\_kernel.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/background_color_kernel.xex)
which does show much more (but not complete!) uniformity. The problem scan
lines are the first and somewhere in the middle. Here’s the DLI:
```
dli pha ; using all registers
txa
pha
tya
pha
ldy #192
sta WSYNC ; initialize to near beginning of first scan line of interest
?loop lda #90 ; set background color
sta COLBK
nop ; wait for some time
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
lda #70 ; after 1st copy is drawn but before electron beam
sta COLBK
dey
sta WSYNC
bne ?loop
lda #0
sta COLBK
?done pla ; restore all registers
tay
pla
tax
pla
rti ; always end DLI with RTI!
```
The code shows lots of waiting around. Using cycle counting of opcodes is the
finest level of precision for direct manipulation of the graphics screen.
There’s no way to get accuracy down to an individual color clock, unless the
timing happens to work out that the instruction duration combined with the
particular cycles on which ANTIC pauses the CPU to do its work happen to fall
on the color clock you’re interested in.
The issue on the first scan line is caused by the first `WSYNC` not being
immediately followed by a branch instruction as in all subsequent calls to
`WSYNC`. Solving this requires an extra delay added after that first
`WSYNC`.
Examining the display list will probably make it obvious where the problem scan
line is in the middle of the screen:
```
; mode E standard display list
dlist_static_modeE
.byte $70,$70,$70
.byte $4e,$00,$80
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $4e,$00,$8f ; yep, it's right here
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e,$e
.byte $41,<dlist_static_modeE,>dlist_static_modeE
```
Because ANTIC can’t cross a 4k memory boundary (it only has 12 address lines,
2^12 = 4096), the display list for full screen display of modes D, E, and F
must be broken up into two sections of about 4K each. The `LMS` instruction
`$4e` causes ANTIC to steal 2 cycles to read those two bytes that hold the
screen address, which delays the timing by 2 cycles and forces the color
change to happen later than desired. This problem wouldn’t happen with a
display list of modes A, B, and C, for instance, because their maximum use of
memory is less than 4k.
Solving this problem requires some extra handling after 95 scan lines have
passed in order to remove a bit of delay before changing the background color.
But the author doesn’t find that this particular example would be very useful
in actual games, so the next section will look at a technique using a kernel
that is in common use in games: the multicolor player.
## #5.x: Multicolor Player[¶](#x-multicolor-player "Permalink to this headline")
We have seen DLIs being used to change player position, size, and color. Until
now, these demos have been limited to particular vertical bands on screen.
Changing player attributes at an arbitrary location on screen will require a
kernel-style DLI.
Note
Strictly speaking, this is not true. If players do not overlap
vertically, or only a single player needs to have characteristics
adjusted, a [moving DLI](#moving-dli) technique could work.
<example goes here>
## Topic #6: Scrolling[¶](#topic-6-scrolling "Permalink to this headline")
Note
Scrolling is a large topic; so large, in fact, that I wrote an [additional tutorial](https://playermissile.com/scrolling_tutorial/index.html#scrolling-tutorial) about it!
Display lists provide the ability to easily perform course scrolling without
moving any display memory around. Instead, the visible display can be adjusted
to provide scrolling at byte resolution by adjusting the address pointed to by
any LMS instructions in the display list. The amount of graphical detail in a
byte depends on the graphics mode: character modes by definition are one
character per byte so the course scrolling limits are a single character
vertically or horizontally. Bitmap modes can be 1 to 8 scan lines tall per
byte, and 4 or 8 color clocks wide per byte.
The Fine scrolling hardware registers provide the bridge between byte size and
scan lines (vertically) or color clocks (horizontally; and note that a color
clock in the smallest unit for horizontal scrolling, even in mode F).
Vertically the `VSCROL` hardware register allows fine scrolling up to 16
scan lines, and horizontally the `HSCROL` register provides up to 16 color
clocks fine scrolling.
Continuous fine scrolling requires the use of both fine scrolling and course
scrolling techniques, with the fine scrolling used until the size limit of the
particular graphics mode is reached, then using course scrolling to move the
display list to point to the next byte in memory while simultaneously
resetting the fine scrolling register back to its starting point. Vertically,
the size limit is the height in scan lines of the mode, and horizontally is
the number of color clocks wide.
See also
* [De Re Atari, Chapter 6](https://www.atariarchives.org/dere/chapt06.php)
* Mapping the Atari: [HSCROL](https://www.atariarchives.org/mapping/memorymap.php#54276) and [VSCROL](https://www.atariarchives.org/mapping/memorymap.php#54277)
* my own [Fine Scrolling: A Complete(ish) Tutorial](https://playermissile.com/scrolling_tutorial/index.html#scrolling-tutorial)
## #6.1: Parallax Scrolling[¶](#parallax-scrolling "Permalink to this headline")
The “Moon Patrol” effect is actually very straightforward on the Atari, since
splitting up the screen vertically is among the strengths of ANTIC.
[![../_images/parallax_scrolling.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/parallax_scrolling.png)](https://playermissile.com/_images/parallax_scrolling.png)
* **Source Code:** [parallax\_scrolling.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/parallax_scrolling.s)
* **Executable:** [parallax\_scrolling.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/parallax_scrolling.xex)
This effect does require a DLI because the `HSCROL` value is stored in an
ANTIC hardware register and remains in effect until changed. It is nominally
for full-screen scrolling, but since ANTIC has no memory of what it has done
in the past, there is every reason to use the capability and modify it in the
middle of the screen. The DLI is extremely simple, it just changes `HSCROL`
to a previously-computed value at for band:
```
; same DLI routine is used for each band, the band_dli_index is used to;
; determine which band we're in
dli_band
pha ; using A & X
txa
pha
inc band_dli_index ; increment band index, VBI initialized to $ff,
ldx band_dli_index ; so will be 0 for band B (band A doesn't scroll!)
lda band_hscrol,x ; change HSCROL for this band
sta HSCROL
?done pla ; restore A & X
tax
pla
rti ; always end DLI with RTI!
```
The calculation of each band’s `HSCROL` value is performed in the VBI.
```
; calculate new scrolling positions of bands
vbi ldx #2
?move lda band_hscrol_frac,x ; update scrolling position fraction
clc ; by adding velocity fraction.
adc band_hscrol_frac_delta,x
sta band_hscrol_frac,x
lda band_hscrol,x ; update scrolling position whole number
adc #0
sta band_hscrol,x
cmp #4 ; 4 color clocks in Antic 4; check if need a course
bcc ?nope ; scroll
; course scroll needed, chech which region
cpx #0
bne ?ckb
jsr course_scroll_b
bcc ?next ; CLC in subroutine to allow branch
?ckb cpx #1
bne ?chc
jsr course_scroll_c
bcc ?next ; CLC in subroutine to allow branch
?chc jsr course_scroll_d
?next lda #0 ; reset HSCROL for this band
sta band_hscrol,x
?nope dex
bpl ?move
lda #$ff ; initialize band index to get ready for the first
sta band_dli_index ; DLI which affects band B
lda #0 ; always reset HSCROL to zero for top of new screen
sta HSCROL
jmp XITVBV ; always exit deferred VBI with jump here
```
For this demo, band C is running two times faster than band B, and band D is
running two times faster than band C. To allow some future speed modification
and to prevent the demo from running too fast, it is actually operating on two-
byte, fixed-point math: fractions of an `HSCROL` value. Every VBI, the low
byte (representing the fraction out of 256) changes by 32, 64, or 128
depending on the band (B, C, and D, respectively), and when the low byte
overflows, the high byte (and therefore `HSCROL`) is updated.
## #6.2: Multiple Scrolling Regions[¶](#multiple-scrolling-regions "Permalink to this headline")
Splitting the screen vertically allows multiple independent scrolling
regions by changing the VSCROL and HSCROL values in the DLI so that the
subsequent lines use different values.
[![../_images/multiple_scrolling_regions.png](Atari%208-bit%20Display%20List%20Interrupts_%20A%20Complete(ish)%20Tutorial%20%E2%80%94%20Player_Missile%20Podcast_files/multiple_scrolling_regions.png)](https://playermissile.com/_images/multiple_scrolling_regions.png)
* **Source Code:** [multiple\_scrolling\_regions.s](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/src/multiple_scrolling_regions.s)
* **Executable:** [multiple\_scrolling\_regions.xex](https://raw.githubusercontent.com/playermissile/dli_tutorial/master/xex/multiple_scrolling_regions.xex)
This example uses 2 regions with the DLI on a blank line separating them. More
than 2 regions are possible using similar techniques, and is left as an
exercise for the reader.
```
dlist .byte $70,$70,$70
dlist_upper_region
.byte $74,$70,$90 ; 12 lines in region, VSCROLL + HSCROLL
.byte $74,$70,$91
.byte $74,$70,$92
.byte $74,$70,$93
.byte $74,$70,$94
.byte $74,$70,$95
.byte $74,$70,$96
.byte $74,$70,$97
.byte $74,$70,$98
.byte $74,$70,$99
.byte $74,$70,$9a
.byte $54,$70,$9b ; last line in scrolling region, HSCROLL only
.byte $80 ; one blank line + DLI
dlist_lower_region
.byte $74,$70,$90 ; 12 lines in region, VSCROLL + HSCROLL
.byte $74,$70,$91
.byte $74,$70,$92
.byte $74,$70,$93
.byte $74,$70,$94
.byte $74,$70,$95
.byte $74,$70,$96
.byte $74,$70,$97
.byte $74,$70,$98
.byte $74,$70,$99
.byte $74,$70,$9a
.byte $54,$70,$9b ; last line in scrolling region, HSCROLL only
.byte $41,<dlist,>dlist ; JVB ends display list
```
Using a blank line as the DLI reduces the possibility of timing issues due to
the large number of cycles stolen by ANTIC mode 4. There are very few cycles
stolen on a blank line, and even through the DLI used below is not very long,
real-world examples would probably be longer and could use the leeway provided
by the extra cycles.
The scrolling code is taken largely from the [scrolling tutorial 2D
scrolling code walkthrough](https://playermissile.com/scrolling_tutorial/index.html#code-walkthrough), so discussion of the workings
of the scrolling code won’t be repeated here. The major difference is that the
code needs to keep track of two separate scrolling regions. Think of the
following as two-element arrays:
```
; two bytes per variable, one per region
vert_scroll = $90 ; variable used to store VSCROL value
horz_scroll = $92 ; variable used to store HSCROL value
scroll_dy = $a2 ; down = 1, up=$ff, no movement = 0
scroll_dx = $a4 ; right = 1, left=$ff, no movement = 0
```
Updating the scrolling parameters for both regions is performed in the vertical
blank, where the `X` register is used as the array index into the variables.
`X = 0` refers to the upper region, and `X = 1` the lower region.
```
vbi dec delay_count ; wait for number of VBLANKs before updating
bne ?exit ; fine/coarse scrolling
ldx #0 ; process top region
jsr process_movement ; update scrolling position
inx ; process lower region
jsr process_movement ; update scrolling position
lda #delay ; reset counter
sta delay_count
; every VBI have to set the scrolling registers for the upper
; region, otherwise the registers will still be set to the values
; for the lower region that were handled in the DLI
?exit lda horz_scroll
sta HSCROL
lda vert_scroll
sta VSCROL
jmp XITVBV ; exit VBI through operating system routine
```
The idea behind multiple scrolling regions is: independent control of the
hardware scrolling registers. Coarse scrolling for each region is dependent
only on the LMS addresses of the display list, so no DLI would be needed.
However, fine scrolling does need the mid-screen changes provided by a DLI,
otherwise the `VSCROL` and `HSCROL` values would affect all scrolling
regions.
The hardware scrolling registers are set in the vertical blank and would
normally affect the entire screen. But because of the DLI, they only affect the
upper region. The DLI changes the hardware registers, meaning all the scrolled
lines in the lower region use those new values.
```
dli pha ; only using A register, so save old value to the stack
lda horz_scroll+1 ; lower region HSCROL value
sta HSCROL ; store in hardware register
lda vert_scroll+1 ; lower region VSCROL value
sta VSCROL ; initialize hardware register
pla ; restore the A register
rti ; always end DLI with RTI!
```
The two-element arrays at `horz_scroll` and `vert_scroll` hold the values
to be stored in the hardware registers for the upper region at index 0 and the
lower region at index 1. In the scrolling code processing starting with the
`process_movement` subroutine, the arrays are indexed using the `X`
register, while in the VBI and DLI the array indexes are fixed. Because the VBI
always uses array index 0 and the DLI always uses array index 1, there is no
need to use the `X` register as an index.
We won’t examine all 4 scrolling directions here, but we will look at one as an
example of how they were all modified. The `X` register is loaded in the
vertical blank, then the `process_movement` subroutine is called for both
regions. Inside that subroutine, it calls the appropriate fine scrolling
subroutines for the directions needed.
Scrolling to the right will be used as the example. The fine scrolling
subroutine shows the `X` indexing of the `horz_scroll` array:
```
fine_scroll_right
dec horz_scroll,x
lda horz_scroll,x
bpl ?done ; if non-negative, still in the middle of the character
jsr coarse_scroll_right ; wrapped to $ff, do a coarse scroll...
lda #horz_scroll_max-1 ; ...followed by reseting the HSCROL register
sta horz_scroll,x
?done rts
```
If coarse scrolling is needed, the `X` register is examined to determine which set of display list instructions need their LMS address updated:
```
coarse_scroll_right
lda #12 ; 12 lines to modify
sta tmp_counter
lda #1 ; dlist_upper_region+1 is low byte of address
cpx #0
beq ?start
lda #(1+36+1) ; dlist_upper_region+1+36+1 is dlist_region2+1
?start stx ?smc_savex+1 ; save X register using self-modifying code
tax
?loop inc dlist_upper_region,x
inx ; skip to next low byte which is 3 bytes away
inx
inx
dec tmp_counter
bne ?loop
?smc_savex ldx #$ff
rts
```
Because the `inc` instruction can only be indexed using the `X` register,
the `X` value used as the region index must be saved. Rather than use a
temporary variable, self-modifying code is used. The current `X` value is
saved *as the argument* for an immediate load.
Note
if you haven’t seen this technique before, it is used quite often as a speed
optimization. The standard stack-based technique:
```
txa ; 2 cycles
pha ; 4 cycles
pla ; 3 cycles
tax ; 2 cycles
```
takes 13 cycles. Using a zero page variable:
```
stx zp ; 3 cycles
ldx zp ; 3 cycles
```
takes 6 cycles. Using self-modifying code:
```
stx smc+1 ; 4 cycles, opcode is at address smc, value is at smc+1
smc ldx #$ff ; 2 cycles
```
also takes 6 cycles, but has the advantage of not needing dedicated storage
in the zero page. Note that if you are optimizing for size, the self-modifying
code version takes 5 bytes, while the stack and zero page versions
only take 4.
For improved code readability, I try to label any places where I use self
modifying code with a `smc_` prefix.
Compared to the example from the scrolling tutorial, the remaining changes
involve removal of all user input. The joystick control of the scrolling
direction is replaced by hardcoded values, and the **Option** and **Select**
keys are not handled.
To modify the code to handle more than 2 scrolling regions, the array size in
the zero page would have to be increased, the DLI display list bit would have
to be set in the dividing line between all regions in the display list, the DLI
itself would have to be made aware of which region it was operating in, and the
coarse scrolling subroutines would have to handle the additional display list
regions for updating LMS addresses.
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### [Page contents](https://playermissile.com/index.html)
* Atari 8-bit Display List Interrupts: A Complete(ish) Tutorial
+ [Displays: A Tiny Overview of How TVs Work](#displays-a-tiny-overview-of-how-tvs-work)
+ [Display Lists: How the Atari Generates the Display](#display-lists-how-the-atari-generates-the-display)
- [Display List Instruction Set](#display-list-instruction-set)
- [A Sample Display List](#a-sample-display-list)
- [Cycle Stealing by ANTIC](#cycle-stealing-by-antic)
- [Restrictions](#restrictions)
+ [Display List Interrupts: A Crash Course](#display-list-interrupts-a-crash-course)
- [Hardware & Shadow Registers](#hardware-shadow-registers)
+ [Basic Display List Interrupts](#basic-display-list-interrupts)
- [Our First Display List](#our-first-display-list)
- [WSYNC: How to Avoid Flickering](#wsync-how-to-avoid-flickering)
- [A DLI Can Affect Many Scan Lines](#a-dli-can-affect-many-scan-lines)
+ [Display List Interrupts Getting Interrupted](#display-list-interrupts-getting-interrupted)
- [DLI Interrupting Another DLI](#dli-interrupting-another-dli)
- [Emulator Differences](#emulator-differences)
- [VBI Interrupting A DLI](#vbi-interrupting-a-dli)
- [DLI Interrupting A VLI](#dli-interrupting-a-vli)
- [DLI on the JVB Instruction](#dli-on-the-jvb-instruction)
+ [DLIs in a Nutshell](#dlis-in-a-nutshell)
+ [Advanced DLI Examples](#advanced-dli-examples)
+ [Topic #1: DLI Positioning](#topic-1-dli-positioning)
+ [#1.1: Multiple DLIs](#multiple-dlis)
+ [#1.2: Moving the DLI Up and Down the Screen](#moving-the-dli-up-and-down-the-screen)
+ [Topic #2: Colors](#topic-2-colors)
+ [#2.1: Marching Rainbow Text](#marching-rainbow-text)
+ [Topic #3: Character Sets](#topic-3-character-sets)
+ [#3.1: Changing Character Sets](#changing-character-sets)
+ [#3.x: Multiple Interleaved Character Sets for Soft Sprites](#x-multiple-interleaved-character-sets-for-soft-sprites)
+ [Topic #4: Player/Missile Graphics](#topic-4-player-missile-graphics)
+ [#4.1: Multiplexing Players Vertically](#multiplexing-players-vertically)
+ [#4.2: Multiplexing With Horizontal Motion](#multiplexing-with-horizontal-motion)
+ [#4.3: Reusing Players Horizontally](#reusing-players-horizontally)
+ [#4.x: Multiplexing with Arbitrary Motion](#x-multiplexing-with-arbitrary-motion)
+ [#4.x: Multiplexing With Collision Detection](#x-multiplexing-with-collision-detection)
+ [Topic #5: Kernels](#topic-5-kernels)
+ [#5.1: Background Color Change Within Scan Line](#background-color-change-within-scan-line)
+ [#5.x: Multicolor Player](#x-multicolor-player)
+ [Topic #6: Scrolling](#topic-6-scrolling)
+ [#6.1: Parallax Scrolling](#parallax-scrolling)
+ [#6.2: Multiple Scrolling Regions](#multiple-scrolling-regions)
© Copyright 2014-2024 Rob McMullen, Licensed under the [CC A-SA 4.0 Intl](http://creativecommons.org/licenses/by-sa/4.0/).
Last updated on Jan 03 2024.
Created using [Sphinx](https://www.sphinx-doc.org/) 4.5.0.
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