Atari 2600 Programming for Newbies

Session 4: The TIA

By Andrew Davie (adapted by Duane Alan Hahn)

Table of Contents

Original Session

Last session we were introduced to the link between the 6502 and the TIA. Specifically, how every cycle of 6502 time corresponds to three color clocks of TIA time.






The TIA determines the color of each pixel based on its current 'state', which contains information about the color, position, size and shape of objects such as background, playfield, sprites (2), missiles (2) and ball. As soon as the TIA completes a scanline (228 cycles, consisting of 160 color clocks of pixels, and 68 color clocks of horizontal blank), it begins drawing the next scanline. Unless there is some change to the TIA's internal 'state' during a scanline, then each scanline will be absolutely identical.


Consequently, the absolute simplest way to 'draw' 262 lines for a NTSC frame is to just WAIT for 262 (lines) x 76 (cycles per line) 6502 cycles. After that time, the TIA will have sent 262 identical lines to the TV. There are other things that we'd need to do to add appropriate control signals to the frame, so that the TV would correctly sync to the framebut the essential point here is that we can leave the TIA alone and let it do its stuff. Without our intervention, once the TIA is started it will keep sending scanlines (all the same!) to the TV. And all we have to do to draw n scanlines is wait n x 76 cycles.


It's time to have a little introduction to the 6502.










We'll start to explore the memory map (architecture) and the 6502's interaction with memory and hardware, in our next installment.




Other Assembly Language Tutorials

Be sure to check out the other assembly language tutorials and the general programming pages on this web site.



< Previous Session



Next Session >





Session Links

Session 1: Start Here

Session 2: Television Display Basics

Sessions 3 & 6: The TIA and the 6502

Session 4: The TIA

Session 5: Memory Architecture

Session 7: The TV and our Kernel

Session 8: Our First Kernel

Session 9: 6502 and DASM - Assembling the Basics

Session 10: Orgasm

Session 11: Colorful Colors

Session 12: Initialization

Session 13: Playfield Basics

Session 14: Playfield Weirdness

Session 15: Playfield Continued

Session 16: Letting the Assembler do the Work

Sessions 17 & 18: Asymmetrical Playfields (Parts 1 & 2)

Session 19: Addressing Modes

Session 20: Asymmetrical Playfields (Part 3)

Session 21: Sprites

Session 22: Sprites, Horizontal Positioning (Part 1)

Session 23: Moving Sprites Vertically

Session 24: Some Nice Code

Session 25: Advanced Timeslicing





Useful Links

Atari Roots by Mark Andrews (Online Book)

This book was written in English, not computerese. It's written for Atari users, not for professional programmers (though they might find it useful).



Machine Language For Beginners by Richard Mansfield (Online Book)

This book only assumes a working knowledge of BASIC. It was designed to speak directly to the amateur programmer, the part-time computerist. It should help you make the transition from BASIC to machine language with relative ease.



The Second Book Of Machine Language by Richard Mansfield (Online Book)

This book shows how to put together a large machine language program. All of the fundamentals were covered in Machine Language for Beginners. What remains is to put the rules to use by constructing a working program, to take the theory into the field and show how machine language is done.



6502 Instruction Set with Examples

A useful page from Assembly Language Programming for the Atari Computers.

Continually strives to remain the largest and most complete source for 6502-related information in the world.



Guide to 6502 Assembly Language Programming by Andrew Jacobs

Below are direct links to the most important pages.



Stella Programmer's Guide

HTMLified version.



Nick Bensema's Guide to Cycle Counting on the Atari 2600

Cycle counting is an important aspect of Atari 2600 programming. It makes possible the positioning of sprites, the drawing of six-digit scores, non-mirrored playfield graphics and many other cool TIA tricks that keep every game from looking like Combat.



How to Draw A Playfield by Nick Bensema

Atari 2600 programming is different from any other kind of programming in many ways. Just one of these ways is the flow of the program.



Cart Sizes and Bankswitching Methods by Kevin Horton

The "bankswitching bible." Also check out the Atari 2600 Fun Facts and Information Guide and this post about bankswitching by SeaGtGruff at AtariAge.



Atari 2600 Specifications

Atari 2600 programming specs (HTML version).



Atari 2600 Programming Page (AtariAge)

Links to useful information, tools, source code, and documentation.




Atari 2600 programming site based on Garon's "The Dig," which is now dead.



TIA Color Charts and Tools

Includes interactive color charts, an NTSC/PAL color conversion tool, and Atari 2600 color compatibility tools that can help you quickly find colors that go great together.



The Atari 2600 Music and Sound Page

Adapted information and charts related to Atari 2600 music and sound.



Game Standards and Procedures

A guide and a check list for finished carts.




A multi-platform Atari 2600 VCS emulator. It has a built-in debugger to help you with your works in progress or you can use it to study classic games.




A very good emulator that can also be embedded on your own web site so people can play the games you make online. It's much better than JStella.



batari Basic Commands

If assembly language seems a little too hard, don't worry. You can always try to make Atari 2600 games the faster, easier way with batari Basic.



Atari 2600 BASIC

If assembly language is too hard for you, try batari Basic. It's a BASIC-like language for creating Atari 2600 games. It's the faster, easier way to make Atari 2600 games.

Try batari Basic

Back to Top



View this page and any external web sites at your own risk. I am not responsible for any possible spiritual, emotional, physical, financial or any other damage to you, your friends, family, ancestors, or descendants in the past, present, or future, living or dead, in this dimension or any other.


Use any example programs at your own risk. I am not responsible if they blow up your computer or melt your Atari 2600. Use assembly language at your own risk. I am not responsible if assembly language makes you cry or gives you brain damage.


Home Useful Inventions Favorite Quotes Game Design Atari Memories Personal Pages About Site Map Contact Privacy Policy