Well, Atari built 2 graphic-custom-chips into this great 8-bit workstation ;), one is called ANTIC, the 2nd is called GTIA ("Graphic Television Interface Adaptor"). The GTIA is the chip between the ANTIC and your monitor/tv-set. The main task of the GTIA is to convert the data which the Antic produces into a complete picture for the monitor.
Another job is to produce the player/missle-grafic.
But I dont want to bore you with things that you already know. What do I mean if I am talking about "GTIA-modes"?. If you have read the Antic-capture carefully then you have recognized that there are modes missing which you can access via BASIC... the Basic-Modes 9,10,11.
Actually this modes are Gr.8-Modes! But you can tell the GTIA to take the bits of this hires-mode to interprate the bits in another way. The main structure of such modes is that 4 bits (aka nibbles) are now selecting their display-option. As we have 8 bits in 1 byte and now 4 bits are grouped together we can display 2 pixels with 1 byte. For a "normal" 320 pixel wide scanline in gr.8 (40 bytes a 8 bits = 320) we can display 80 pixels in the gtia-modes!
But why are all new demos using this modes? why are they so special?
You can use the GTIA to display more colors or shades then in the other
modes possible! You just have to select the modes by moving following values
into the GTIA-Ctrl-Register $26f,$d01b:
Bit7 Bit6 0 0 normal mode...as usual 0 1 so called "mode9". Same as basic-gr.9. 1 color in 16 shades 1 0 so called "mode10". Basic-gr.10. 9 colors in different shades 1 1 so called "mode11". Basic-gr.11. 16 colors in 1 shadeAs I have told you 4 bits are grouped together. With 4 Bits it is possible to select 16 different values (2^4 = 16). So this 16 values are interpretated by the GTIA in that way how you have selected in the GTIAMODE-register.
Mode9: you define a basic-color via the background-color-register $d01a,712 by putting $00,$10,$xx,$f0 there. But be carefull! Don`t set bits 0-3 So $02,$18,... is wrong and will reduce the maximum amount of shades! Mode10:The Atari has 9 different color-registers, 704-712 (inclduing the PM-color-registers 704-707+711. So we can theoreticly select 16 color- registers but as we have just 9 the others are not possible! Keep that in mind! In this mode the nibbles are not allowed to be greater than 9! ($00-$08). The GTIA takes the nibble value, adds 704 and gets the color-value stored there and puts the pixel with that color on screen! In this mode you can define 9 different colors! (you are not limited in your selectin, all colors are possible). Mode11:Similar to Mode9 but instead of using the background-color for defining the basic-color, GTIA uses this information for the basic-brightness of all 16 basic-XL-Colors! (the so called rainbow-colors).There is one BIG difference between mode10 and mode9+mode11... (This is esp. for emulator-coders!!!) In Mode10 every pixel is shifted 1/2 mode10 pixel to the left/right compared to mode9,11 !!! This is now a well known GTIA-"BUG" and used in the new fantastic grafic-mode called HIP.
dlist dfb $4f ($40 = lms-command in mode $0f = gr.8) dfw scanline0 dfb $4f dfw scanline0 dfb $4f dfw scanline0 dfb $4f dfw scanline0 dfb $4f dfw scanline1 dfb $4f dfw scanline1 ...But this is stupid to do this by "hand" in your source-code. Remember you have to enter 192x3 commands! Boring stuff. So let me show you my "Mode9-Generator":
dlinit lda #dlist ; where to generate the custom-display-list? sta adr ; zero-page-pointer f.e. $b0 lda #>dlist ; hi-byte sta adr+1 lda #screen ; our screen-ram sta scradr lda #>screen sta scradr+1 ldx #58 ; 80x58 is our new resolution... dl0 lda #$4f ; set commands into dlist ldy #0 ; 4 times... look above sta (adr),y ldy #3 sta (adr),y ldy #6 sta (adr),y ldy #9 sta (adr),y lda scradr ; set now low-byte ldy #1 sta (adr),y ldy #4 sta (adr),y ldy #7 sta (adr),y ldy #10 sta (adr),y lda scradr+1 ; and now hi-byte ldy #2 sta (adr),y ldy #5 sta (adr),y ldy #8 sta (adr),y ldy #11 sta (adr),y ; we have set now the 4 scanline-commands with the same scanline! ; but now we have to move the adr-counters forward clc lda adr adc #12 ; 4*3 bytes in the dlist! look into your debugger! sta adr lda adr+1 adc #0 sta adr+1 clc lda scradr ; and the next scanline! adc #40 ; 40 bytes per line, depends on YOU... sta scradr lda scradr+1 adc #0 sta scradr+1 dex ; 58x bpl dl0 ;STOP! we are not finished! we must now set the $41 command to stable the ;monitor-picture... ldy #0 lda #$41 sta (adr),y iny ; saves 1 byte... same as ldy #1 ;) lda #dlist sta (adr),y iny lda #>dlist sta (adr),y rtsSo you have to initialize your new display-list f.e. with this code:
init jsr dlinit ; initialize mode9 lda #0 ; stop interrupts sta nmien ; $d40e lda #dlist sta dlistv ; $230,$231 lda #>dlist sta dlistv+1 lda #$40 ; vbi enabled sta nmien lda #$40 ; hey... without this we have just a mode8+ (gr.8) screen ;) sta gtiamode ; $26f = pm-priors+gtia-modes ...But what about using macros to make your coding-life easier? The following code is for the MACROASS XE V4.3 by T. Karwoth (my fave ass) but this should be no problem via adapting into other assemblers syntax of macros...
add MAC 2 ; the 16-bit macro with 2 variables clc lda ?1 adc #?2 sta ?1 lda ?1+1 adc #0 sta ?1+1 END move MAC 2 ; 16-bit poke lda #?2 sta ?1 lda #>?2 sta ?1+1 END set MAC 1 ; sets the LMS-command in the display-list ldy #?1 sta (adr),y END ; so the dlinit-code looks like this: dlinit .move screen,scradr .move dlist,adr ldx #58 dl0 lda #$4f .set 0 .set 3 .set 6 .set 9 lda scradr .set 1 .set 4 .set 7 .set 10 lda scradr+1 .set 2 .set 5 .set 8 .set 12 .add scradr,40 .add adr,12 dex bpl dl0 ...Looks simpler and easier to read, don`t you think so?
But the most advantages are:
; setting pixel with shade $09 on position 2,3 lda screen+3*40+(2 div 2) and #$f0 ; keep pixel on pos. 1,3 ora #$09 sta screen+3*40+(2 div 2)Demo-Coders may see the advantage compared to gr.15 .) If you are clever enough by using simpler routines (but more clever) your display-code for mode9+ clould look like this:
display_fx ldx $a0 lda texturelo,x ldx $a1 ora texturehi,x sta screen ldx $a2 lda texturlo,x ldx $a3 ora texturhi,x sta screen+1 ...Where texturlo is the grafic in %0000xxxx form and texturhi the graphic shifted 4 times to the left (*16) %xxxx0000. So no calculating of the correct pixel-values is necessary...
Last changes: 19 Jun 1997
Feel free to contact me for any legal reason!
HeAvEn, Member of TaquarT