Categories
CTRLPF | |||||||||
Colour Definition | Change object colours (background, playfield, players) | ||||||||
Collision Registers | Detect collisions between objects (players, missiles, playfield, ball) | ||||||||
Reflect Player | Reflect (mirror) the player's graphics | ||||||||
Moving Objects | Overview of Players, Missiles and the Ball | ||||||||
Number and Size of Objects | Object copies and size control for Players and Missiles | ||||||||
AUDIO | Audio Circuit Description | ||||||||
Input Ports | Joystick buttons, Paddle Controllers |
TIA Write Addresses
Registers with no active bits are strobes, which take effect on a write to the register.
Bits marked with
are ignored and have no effect on hardware operation.
WRITE | Name | D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0
|
$00 | VSYNC | VSYNC | |||||||
$01 | VBLANK | DUMP | LATCH | VBLANK | |||||
$02 | WSYNC | S T R O B E | |||||||
$03 | RSYNC | S T R O B E | |||||||
$04 | NUSIZ0 | MSIZEb | MSIZEa | PSIZEc | PSIZEb | PSIZEa | |||
$05 | NUSIZ1 | MSIZEb | MSIZEa | PSIZEc | PSIZEb | PSIZEa | |||
$06 | COLUP0 | COL3 | COL2 | COL1 | COL0 | LUM2 | LUM1 | LUM0 | |
$07 | COLUP1 | COL3 | COL2 | COL1 | COL0 | LUM2 | LUM1 | LUM0 | |
$08 | COLUPF | COL3 | COL2 | COL1 | COL0 | LUM2 | LUM1 | LUM0 | |
$09 | COLUBK | COL3 | COL2 | COL1 | COL0 | LUM2 | LUM1 | LUM0 | |
$0A | CTRLPF | BSIZE1 | BSIZE0 | PRIORT | SCORE | REFLCT | |||
$0B | REFP0 | REFLCT | |||||||
$0C | REFP1 | REFLCT | |||||||
$0D | PF0 | D7 | D6 | D5 | D4 | ||||
$0E | PF1 | D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0 |
$0F | PF2 | D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0 |
$10 | RESP0 | S T R O B E | |||||||
$11 | RESP1 | S T R O B E | |||||||
$12 | RESM0 | S T R O B E | |||||||
$13 | RESM1 | S T R O B E | |||||||
$14 | RESBL | S T R O B E | |||||||
$15 | AUDC0 | D3 | D2 | D1 | D0 | ||||
$16 | AUDC1 | D3 | D2 | D1 | D0 | ||||
$17 | AUDF0 | D4 | D3 | D2 | D1 | D0 | |||
$18 | AUDF1 | D4 | D3 | D2 | D1 | D0 | |||
$19 | AUDV0 | D3 | D2 | D1 | D0 | ||||
$1A | AUDV1 | D3 | D2 | D1 | D0 | ||||
$1B | GRP0 | D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0 |
$1C | GRP1 | D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0 |
$1D | ENAM0 | ENABLE | |||||||
$1E | ENAM1 | ENABLE | |||||||
$1F | ENABL | ENABLE | |||||||
$20 | HMP0 | D7 | D6 | D5 | D4 | ||||
$21 | HMP1 | D7 | D6 | D5 | D4 | ||||
$22 | HMM0 | D7 | D6 | D5 | D4 | ||||
$23 | HMM1 | D7 | D6 | D5 | D4 | ||||
$24 | HMBL | D7 | D6 | D5 | D4 | ||||
$25 | VDELP0 | DELAY | |||||||
$26 | VDELP1 | DELAY | |||||||
$27 | VDELBL | DELAY | |||||||
$28 | RESMP0 | RESET | |||||||
$29 | RESMP1 | RESET | |||||||
$2A | HMOVE | S T R O B E | |||||||
$2B | HMCLR | S T R O B E | |||||||
$2C | CXCLR | S T R O B E |
TIA Read Addresses
On a read operation, the TIA only drives bits D7 and D6. The values of the remaining bits (D5 to D0) are undetermined ( ) and must not be relied upon. See Introduction to processor hardware.
READ | Name | D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0
|
$00 | CXM0P | M0P1 | M0P0 | ||||||
$01 | CXM1P | M1P1 | M1P0 | ||||||
$02 | CXP0FB | P0PF | P0BL | ||||||
$03 | CXP1FB | P1PF | P1BL | ||||||
$04 | CXM0FB | M0PF | M0BL | ||||||
$05 | CXM1FB | M1PF | M1BL | ||||||
$06 | CXBLPF | BLPF | 0 | ||||||
$07 | CXPPMM | P0P1 | M0M1 | ||||||
$08 | INPT0 | INPT | 0 | ||||||
$09 | INPT1 | INPT | 0 | ||||||
$0A | INPT2 | INPT | 0 | ||||||
$0B | INPT3 | INPT | 0 | ||||||
$0C | INPT4 | INPT | 0 | ||||||
$0D | INPT5 | INPT | 0 |
Note: Reading addresses $0E and $0F (which do not correspond to any TIA registers) will return 0 in D7 and D6 and indeterminate bits D5 - D0.
Colouring Key
Bit Cell Colour | Functional Association | ||||||||
Colour Registers | |||||||||
Audio Related | |||||||||
Playfield | |||||||||
Collision Registers | |||||||||
Players, Missiles, Ball | |||||||||
IO/Controllers | |||||||||
TV/Frame Control |
Related
see Atari VCS/2600 TIA Chips
see Television Protocol
see Clock Speeds