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The Television Interface Adaptor (TIA) is the custom computer chip, along with a variant of the
MOS Technology 6502 The MOS Technology 6502 (typically pronounced "sixty-five-oh-two" or "six-five-oh-two") William Mensch and the moderator both pronounce the 6502 microprocessor as ''"sixty-five-oh-two"''. is an 8-bit microprocessor that was designed by a small te ...
constituting the heart of the 1977
Atari Video Computer System The Atari 2600, initially branded as the Atari Video Computer System (Atari VCS) from its release until November 1982, is a home video game console developed and produced by Atari, Inc. Released in September 1977, it popularized microprocesso ...
game console. The TIA generates the screen display, sound effects, and reads the controllers. At the time the Atari VCS was designed, even small amounts of
RAM Ram, ram, or RAM may refer to: Animals * A male sheep * Ram cichlid, a freshwater tropical fish People * Ram (given name) * Ram (surname) * Ram (director) (Ramsubramaniam), an Indian Tamil film director * RAM (musician) (born 1974), Dutch * ...
were expensive. The chip was designed around not having a frame buffer, instead requiring detailed programming to create even a simple display. Development of the CO10444/CO11903 TIA was led by
Jay Miner Jay Glenn Miner (May 31, 1932 – June 20, 1994) was an American integrated circuit designer, known primarily for developing graphics and audio chips for the Atari 2600 and Atari 8-bit family and as the "father of the Amiga". Early life Jay ...
who continued at Atari expanding on the design of the TIA for the Atari 400/800 computers with the ANTIC and CTIA/GTIA chips. Jay Miner later led the design of the custom chips for the
Amiga Amiga is a family of personal computers introduced by Commodore International, Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and sign ...
computer.


Design


Background

Around 1975, Atari's engineers at Cyan Engineering led by Steve Mayer and Ron Milner had been considering alternatives to the development dedicated hardware such as application-specific integrated circuits (ASIC) for arcade video games and home video game consoles. Programmable
microprocessor A microprocessor is a computer processor where the data processing logic and control is included on a single integrated circuit, or a small number of integrated circuits. The microprocessor contains the arithmetic, logic, and control circ ...
s had reached the market, but Atari considered them too expensive for a home application. They were limited by cost in options for displaying graphics. At this point in time, most computer graphics were generated by using sprites drawn atop a playfield, which then were translated into an analog signal for display on a CRT
video monitor A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people). When the input information that is supplied has an electrical signal the ...
.Chris Crawford
"ANTIC and the display list"
''De Re Atari''
Sprites would be held as a
bitmap In computing, a bitmap is a mapping from some domain (for example, a range of integers) to bits. It is also called a bit array or bitmap index. As a noun, the term "bitmap" is very often used to refer to a particular bitmapping application: t ...
in a
framebuffer A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Mode ...
, requiring
random-access memory Random-access memory (RAM; ) is a form of computer memory that can be read and changed in any order, typically used to store working data and machine code. A random-access memory device allows data items to be read or written in almost the ...
(RAM). RAM was still expensive, costing tens of thousands of dollars per megabyte., and to display a two-color playfield on a 80×48 display would have cost thousands of dollars in memory. On a conventional
NTSC The first American standard for analog television broadcast was developed by National Television System Committee (NTSC)National Television System Committee (1951–1953), Report and Reports of Panel No. 11, 11-A, 12–19, with Some supplement ...
color television Color television or Colour television is a television transmission technology that includes color information for the picture, so the video image can be displayed in color on the television set. It improves on the monochrome or black-and-white t ...
, maximum resolutions generally fell between 256 and 320 pixels per line, and 192 to 240 lines per screen. In September 1975,
MOS Technology MOS Technology, Inc. ("MOS" being short for Metal Oxide Semiconductor), later known as CSG (Commodore Semiconductor Group) and GMT Microelectronics, was a semiconductor design and fabrication company based in Audubon, Pennsylvania. It is mos ...
introduced the 6502 microprocessor, one of the first low-cost microprocessors on the market. Mayer and Milner arranged to speak to the chip's designer, Chuck Peddle, on using the 6502 as the basis for their programmable video game console. Over the course of a couple of days, the basic design of the Atari VCS was laid out, with Peddle offering Atari the use of the lower-cost
MOS Technology 6507 The 6507 (typically "''sixty-five-oh-seven''" or "''six-five-oh-seven''") is an 8-bit microprocessor from MOS Technology, Inc. It is a version of their 40-pin 6502 packaged in a 28-pin DIP, making it cheaper to package and integrate in systems ...
processor and the MOS Technology 6532 RAM-I/O-Timer (RIOT) as the core of the design. Using a
breadboard A breadboard, solderless breadboard, or protoboard is a construction base used to build semi-permanent prototypes of electronic circuits. Unlike a perfboard or stripboard, breadboards do not require soldering or destruction of tracks and are h ...
prototype for the display adapter atop a 6502 testbed system, Milner was able to demonstrate the ability to program a simple version of their ''
Tank A tank is an armoured fighting vehicle intended as a primary offensive weapon in front-line ground combat. Tank designs are a balance of heavy firepower, strong armour, and good battlefield mobility provided by tracks and a powerful ...
'' game.
Joe Decuir Joseph C. Decuir is an American fellow of the Institute of Electrical and Electronics Engineers (IEEE) who was nominated in 2015 for contributions to computer graphics and video games. Early computer games Decuir was nominated to Fellowship in ...
was hired on to help convert Milner's proof-of-concept to a functional prototype, sufficient for Atari to give the go-ahead for the development to continue. While Decuir worked on the design of the rest of the system,
Jay Miner Jay Glenn Miner (May 31, 1932 – June 20, 1994) was an American integrated circuit designer, known primarily for developing graphics and audio chips for the Atari 2600 and Atari 8-bit family and as the "father of the Amiga". Early life Jay ...
focused on making an ASIC for the display adapter. Early on, the ASIC display adapter was named the Television Interface Adapter (TIA). The cost of RAM remained high as the team began its design, and thus the option to use memory-based framebuffers was dropped from the TIA's design.


RAM-less design

Due to the lack of RAM, the TIA differs from the conventional framebuffer approach on the screen is composed by manipulating five movable graphic objects (2 players, 2 missiles and 1 ball) and a static playfield object. These are all generated on every scan line from their respective registers, unlike the technique used in a framebuffer-mapped model, requiring the program to update these on every scan line.Wright, Steve
"Stella Programmer's Guide"
(in Spanish) December 3, 1979
Archived
on March 5, 2016.
Horizontal resolution is not uniform, as its size depends on the particular graphics object. The smallest unit of pixel corresponds to 1 color clock cycle of the chip, of which there are 160 visible ones on a line. The Playfield object consists of a two-and-a-half byte register (20 bits wide), which can be reflected symmetrically or copied as-is to the right half of the screen for 40 bits in total (each bit being 4 color cycles wide). The color that was drawn if the bit was a 1 or a 0 was selected from a pre-defined palette of up to 128 colors (see below) and held in other registers. The TIA also supported five separate graphics objects consisting of: *Two 8-pixel horizontal lines which make up the ' sprites' Player 1 and Player 2. These are single color, can be stretched by a factor of 2 or 4, and can be duplicated or triplicated. *A 'ball' - a horizontal line that is the same color as the playfield. It can be one, two, four, or eight pixels wide. *Two 'missiles' - another horizontal line that is the same color as its respective player. It can be one, two, four, or eight pixels wide. Without RAM-based framebuffers,
collision detection Collision detection is the computational problem of detecting the intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing fields, primarily in computer grap ...
is also complicated. The TIA has hardware collision detection for all of these objects through the use of 15 set/reset flip-flops and stores a bitmap of collisions, that are typically read during the VBLANK period. Registers in the TIA allow the programmer to control the positioning of the graphical objects and their color. The TIA also provides two channels of one-bit sound. Each channel provides for 32 pitch values and 16 possible bit sequences. There is a 4 bit volume control. Lastly, the TIA has inputs for reading up to four analog paddle controllers using
potentiometer A potentiometer is a three-terminal resistor with a sliding or rotating contact that forms an adjustable voltage divider. If only two terminals are used, one end and the wiper, it acts as a variable resistor or rheostat. The measuring instrum ...
s and for two joystick triggers.


Drawing the display

As the registers hold data for only a single line of the display, creating a full screen requires the game program to update the registers on the fly, a process known as " racing the beam". To start the process, the game program running on the
MOS Technology 6502 The MOS Technology 6502 (typically pronounced "sixty-five-oh-two" or "six-five-oh-two") William Mensch and the moderator both pronounce the 6502 microprocessor as ''"sixty-five-oh-two"''. is an 8-bit microprocessor that was designed by a small te ...
-based
CPU A central processing unit (CPU), also called a central processor, main processor or just processor, is the electronic circuitry that executes instructions comprising a computer program. The CPU performs basic arithmetic, logic, controlling, a ...
loads the TIA's registers with the data needed to draw the first line of the display. The TIA then waits until the television is ready to draw the line (under the command of the TIA's associated analog hardware) and read out the registers to produce a signal for that line. During the horizontal blanking period between lines, the 6502 quickly changes the TIA's registers as needed for the next line. This process continues down the screen. This is made more difficult because the
MOS Technology 6507 The 6507 (typically "''sixty-five-oh-seven''" or "''six-five-oh-seven''") is an 8-bit microprocessor from MOS Technology, Inc. It is a version of their 40-pin 6502 packaged in a 28-pin DIP, making it cheaper to package and integrate in systems ...
in the 2600 is a pin-reduced version of the 6502 with no support for hardware
interrupt In digital computers, an interrupt (sometimes referred to as a trap) is a request for the processor to ''interrupt'' currently executing code (when permitted), so that the event can be processed in a timely manner. If the request is accepted, ...
s. Generally the analog side of the display system generates an interrupt when it finishes drawing a raster line and is getting ready for the next one. The interrupt triggers the code needed to update the screen, and then returns to the "main" program. The 6507 left these pins off of the CPU to save money, however it does have a "RDY" pin to insert wait states into CPU bus cycles. The TIA was specifically designed to use the RDY pin to synchronize the CPU with the raster line timing of the video generated by the TIA: when the CPU writes to a certain register address of the TIA, the TIA lowers its RDY output signal until the beginning of the next line, a "wait for sync" command. This suspends the operation of the CPU until the start (color clock cycle 0) of the next line, providing a measure of automatic synchronization. The intended use of this mechanism is for the CPU to set up the TIA registers for the following line before the TIA reaches the end of the current line, then write to the register that triggers the synchronization delay via RDY, throwing away a variable amount of CPU time for the benefit of easier video timing synchronization. In addition, the TIA only semi-automatically generates vertical sync timing signals (to mark the end of each video frame and the start of the next). The TIA is capable of inserting a vertical sync signal into the analog output video signal, but it does not have a frame line-counter and so cannot tell when a frame should end. Instead, it is left to the CPU program to trigger vertical sync signals and to count the lines in each frame to determine when a vertical sync signal should be generated. Like for the RDY-wait hardware, the vertical sync signal is triggered by the CPU writing to a specific TIA register address. If no write to that address was ever done and the TIA was allowed to free-run, it would generate a single infinite frame of active raster lines, which would typically appear on the TV as a rolling picture. Most published games for the Atari 2600 generated vertical sync after either every 262 or every 263 lines (but nothing about the TIA prevents it from generating frames of any length, shorter or longer, though the resulting video displays would roll vertically on normal TVs). These and other details of TIA programming mean that programmers need to time their programs carefully to run in the exact number of cycles needed for various screen-related events. Getting this wrong means the screen is not drawn properly. The part of a program that does this is known as the "kernel" of that program. Given this complexity, early games using the system tended to be simple in layout, using the TIA to create symmetric playfields with players on top. This was the original intention of the system: to run the handful of
arcade game An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade vi ...
s Atari had already produced like ''
Tank A tank is an armoured fighting vehicle intended as a primary offensive weapon in front-line ground combat. Tank designs are a balance of heavy firepower, strong armour, and good battlefield mobility provided by tracks and a powerful ...
'' and ''
Pong ''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan Al ...
''. In these cases the playfield data was typically laid out in the 2 kB ROM memory in the
game cartridge A ROM cartridge, usually referred to in context simply as a cartridge, cart, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, electron ...
. As each line used 20 bits of data, and there were 192 lines on an NTSC display, a display with a different layout on every line needed only 480 bytes (192 x 20 / 8) of the cartridge's 4 kB to hold a single hard-coded display. In this case the kernel simply advanced 20 bits through ROM for every line as the TIA advanced down the screen, a task that took only a few cycles of CPU time. This can be further reduced by using the same data for multiple lines, either doubling them vertically, or reading one way through the list for the top and then back the other way for the bottom, producing a vertically mirrored display of only 240 bytes. A key advance was the licensing of ''
Space Invaders is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter an ...
'' for the platform, which required many more player graphics to draw the enemy aliens. The solution was to change the player data for every line as the image was being drawn, creating an apparent large number of players. Another advance was made by (partially) coding the display as CPU instructions instead of storing it as fixed data in ROM. ''
Adventure An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme ...
'' uses this concept to produce a wide variety of maps by combining different portions of the data in ROM, jumping back and forth through it during the screen drawing.Robinett, Warren
"Adventure"
University of North Carolina The University of North Carolina is the multi-campus public university system for the state of North Carolina. Overseeing the state's 16 public universities and the NC School of Science and Mathematics, it is commonly referred to as the UNC S ...

Archived
on January 27, 2018.
This allowed the game to have 30 rooms, which would have otherwise required 14 kB of ROM. As programmers grew more accustomed to the odd timing needed to get things to work properly on-screen, they began to use the inherent flexibility in the TIA to greatly improve the displays. One common technique was to change the color registers that were used to draw the 1 and 0 states of the playfield, resulting in displays with rainbow-like effects. Later games could modify the playfield mid-line to generate asymmetric patterns, repositioning and changing player sprites mid-screen to generate additional sprites.


TIA Color Capabilities

The TIA uses different color palettes depending on the television signal format used. For
NTSC The first American standard for analog television broadcast was developed by National Television System Committee (NTSC)National Television System Committee (1951–1953), Report and Reports of Panel No. 11, 11-A, 12–19, with Some supplement ...
format (part number CO10444), a 128-color palette is provided, while only 104 colors are available for
PAL Phase Alternating Line (PAL) is a colour encoding system for analogue television. It was one of three major analogue colour television standards, the others being NTSC and SECAM. In most countries it was broadcast at 625 lines, 50 fields (25 ...
(part number CO11903). Additionally, the
SECAM SECAM, also written SÉCAM (, ''Séquentiel de couleur à mémoire'', French for ''color sequential with memory''), is an analog color television system that was used in France, some parts of Europe and Africa, and Russia. It was one of th ...
palette consists of only 8 colors.


NTSC palette


PAL palette


SECAM palette


Noise/Tone Generator (AUD0/1)

The TIA is capable of generating different types of pulse and noise output to its two oscillators (or channels) AUD0 and AUD1. Each oscillator has a 5-bit frequency divider and a 4-bit audio control register which manipulates the waveform. There is also a 4-bit volume control register per channel.


Frequency Divider (AUDF0/1)

Frequencies are generated by taking 30 kHz and dividing by the 5-bit value supplied. The result is a cheap frequency divider capable of detuned notes and the odd tuned frequency. The TIA is not a musical chip unless the composer works within the frequency limits or modulates between two detuned frequencies to create a vibrato tuned note.


Audio Control (AUDC0/1)

The Audio Control register generates and manipulates a pulse wave to create complex pulses or noise. The following table (with designed duplicates) explains how its tones are generated:


References


Sources

*


External links


ATARI 2600 Programming for NewbiesTIA technical informationProgramming the Atari 2600, and Me - Part 1
part 1 of an 8-part series

{{Atari 2600 Atari 2600 Graphics chips