By Darrell Spice, Jr. (adapted by Duane Alan Hahn, a.k.a. Random Terrain)
As an Amazon Associate I earn from qualifying purchases.
Original Blog Entry
First things first—head over to MiniDig - Best of Stella and download the Stella Programmer's Guide from the docs page. I've also attached it to my blog entry, but you should still check out what's available over at MiniDig.
The heart of the Atari is the Television Interface Adaptor (TIA). It's the video chip, sound generator, and also handles some of the controller input. As a video chip, the TIA is very unusual. Most video game systems have memory that holds the current state of the display. Their video chip reads that memory and uses that information to generate the display. But not the TIA—memory was very expensive at the time, so the TIA was designed with a handful of registers that contain just the information needed to draw a single scanline. It's up to our program to change those registers in real-time so that each scanline shows what its supposed to. It's also up to our program to generate a "sync signal" that tells the TV when its time to start generating a new image.
Turn to page 2 of the programmer's guide. You'll find the following diagram, which I've slightly modified:
The Horizontal Blank is part of each scanline, so we don't need to worry about generating it. Everything else though is up to us! We need to generate a sync signal over 3 scanlines, after which we need to wait 37 scanlines before we tell TIA to "turn on" the image output. After that we need up update TIA so each of the 192 scanlines that comprise visible portion of the display show what they're supposed to. Once that's done, we "turn off" the image output and wait 30 scanlines before we start all over again.
In the source code, available below, you can see the Main Program Loop which follows the diagram:
Main:
jsr VerticalSync ; Jump to SubRoutine VerticalSync
jsr VerticalBlank ; Jump to SubRoutine VerticalBlank
jsr Kernel ; Jump to SubRoutine Kernel
jsr OverScan ; Jump to SubRoutine OverScan
jmp Main ; JuMP to Main
Each of the subroutines handles what's needed, such as this section which generates the sync signal:
VerticalSync:
lda #2 ; LoaD Accumulator with 2 so D1=1
sta WSYNC ; Wait for SYNC (halts CPU until end of scanline)
sta VSYNC ; Accumulator D1=1, turns on Vertical Sync signal
sta WSYNC ; Wait for Sync - halts CPU until end of 1st scanline of VSYNC
sta WSYNC ; wait until end of 2nd scanline of VSYNC
lda #0 ; LoaD Accumulator with 0 so D1=0
sta WSYNC ; wait until end of 3rd scanline of VSYNC
sta VSYNC ; Accumulator D1=0, turns off Vertical Sync signal
rts ; ReTurn from Subroutine
Currently there's no game logic, so the VerticalBlank just waits for the 37 scanlines to pass:
VerticalBlank:
ldx #37 ; LoaD X with 37
vbLoop:
sta WSYNC ; Wait for SYNC (halts CPU until end of scanline)
dex ; DEcrement X by 1
bne vbLoop ; Branch if Not Equal to 0
rts ; ReTurn from Subroutine
The Kernel is the section of code that draws the screen:
Kernel:
; turn on the display
sta WSYNC ; Wait for SYNC (halts CPU until end of scanline)
lda #0 ; LoaD Accumulator with 0 so D1=0
sta VBLANK ; Accumulator D1=1, turns off Vertical Blank signal (image output on)
; draw the screen
ldx #192 ; Load X with 192
KernelLoop:
sta WSYNC ; Wait for SYNC (halts CPU until end of scanline)
stx COLUBK ; STore X into TIA's background color register
dex ; DEcrement X by 1
bne KernelLoop ; Branch if Not Equal to 0
rts ; ReTurn from Subroutine
For this initial build it just changes the background color so we can see that we're generating a stable picture:
Like Vertical Blank, OverScan doesn't have anything to do besides turning off the image output, so it just waits for enough scanlines to pass so that the total scanline count is 262.
OverScan:
sta WSYNC ; Wait for SYNC (halts CPU until end of scanline)
lda #2 ; LoaD Accumulator with 2 so D1=1
sta VBLANK ; STore Accumulator to VBLANK, D1=1 turns image output off
ldx #27 ; LoaD X with 27
osLoop:
sta WSYNC ; Wait for SYNC (halts CPU until end of scanline)
dex ; DEcrement X by 1
bne osLoop ; Branch if Not Equal to 0
rts ; ReTurn from Subroutine
Anyway, download the source at the bottom of my blog entry and take a look—there are comments galore.
Other Assembly Language Tutorials
Be sure to check out the other assembly language tutorials and the general programming pages on this web site.
Amazon: Atari 2600 Programming (#ad)
Amazon: 6502 Assembly Language Programming (#ad)
Atari 2600 Programming for Newbies (#ad)
|
|
|
Table of Contents for Let’s Make a Game!
Step 1: Generate a Stable Display
Step 3: Score and Timer Display
Step 5: Automate Vertical Delay
Step 8: Select and Reset Support
Step 12: Add the Missile Objects
Disclaimer
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.