|
|
|||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
| Setcolor Command Chart | |||
|---|---|---|---|
| Normal Color | Graphics Mode | Color Register |
PLAYFIELD RESPONSE |
LT. BLUE BLUE BLACK ORANGE LT.GREEN BLUE RED BLACK ORANGE LT.GREEN BLUE BLACK ORANGE BLACK LT. BLUE BLUE BLACK |
MODE 0 MODE 0 MODE 0 MODE 0 MODE 0 MODE 1 & 2 MODE 1 & 2 MODE 1 & 2 MODE 1 & 2 MODE 1 & 2 MODE 3, 5, 7 MODE 3, 5, 7 MODE 3, 5, 7 MODE 3, 5, 7 MODE 3, 5, 7 MODE 4 & 6 MODE 4 & 6 MODE 4 & 6 MODE 4 & 6 MODE 4 & 6 MODE 8 MODE 8 MODE 8 MODE 8 MODE 8 |
0 |
NONE CHARACTER LUMINANCE BACKGROUND COL / LUM NONE BORDER COL / LUM CHARACTER COL / LUM CHARACTER COL / LUM CHARACTER COL / LUM CHARACTER COL / LUM BORDER COL / LUM POINT COL / LUM POINT COL / LUM POINT COL / LUM NONE BORDER COL / LUM POINT COL / LUM NONE NONE NONE POINT / BACKGROUND / BORDER COL / LUM NONE POINT LUMINANCE POINT BACKGROUND / COLOR / LUMINANCE NONE BORDER COL / LUM |
Tim McGuinness has a number of magazine articles to his credit. He'll be writing a graphics column each month for Hi-Res. He lives in Milpitas, California and is the director of software development at Romox, Inc.

In my last column, we discussed the use of color and the various graphics modes available on your Atari 400 or 800. This month, we'll explore some of the different features of Atari's 1200XL; features we can expect on Atari's new line. At the end of the column, you'll find my preliminary memory map for the 1200XL, which I hope is of use to all.
First, lets talk quickly about compatibility. In most cases, all third party software will work on the new 1200. However, if your program is cartridge-based, you are out of luck. It's the cartridge slot itself on the 1200 that is really the problem. Most publishers, who produce third-party cartridges, will be changing their carts as quickly as possible to meet Atari's new needs.
In the new 1200XL, Atari has added, or at least, given you access to four new graphics modes. Table 1 shows the 12 modes available on the 400/800.
Modes 0, 1 and 2 are character modes that allow you to display characters on the screen. Modes 3 through 8 are the Bit Map or drawing modes that allow you to plot data on the screen with the Plot and Drawto commands. The last three are the GTIA Bit Map modes.
Like the other Bit Map modes, the GTIA modes let you plot on the screen, but in mode 10 you can use eight colors, and in modes 9 and 11 you have 16 colors or luminances to choose from.
The "new modes" for the 1200XL were always a part of the 400/800, but you could only use them with special programs employing PEEKS and POKES. Table 2 shows the "new modes."
With the addition of these graphics modes you now have all but two of Atari's modes available to you.
One quick note about the tables. They reflect the screen size in the full-screen mode. That is, using the graphics mode numbers 1, 2, 3, etc. will give you a split-mode screen. The upper part of the screen is selected by the Graphics command, and the lower part is a Graphics Zero (0) text window. In all cases, except the GTIA modes, you can remove the text window by adding the value sixteen (16) to the graphics value: Example: Graphics 7 + 16 = Graphics 23.
The above example provides a full-screen mode in Graphics Mode 7. One other useful feature is to add 32 to the graphics mode number. This allows you to go from one mode to another without clearing the screen each time. To observe these two features, type in the following short program, then run it. The program draws a box in Graphics 3, then the mode changes from 3 to 15. This will give you a quick idea of what the new modes look like.
10 REM GRAPHICS MODE DEMO
20 GRAPHICS 3
30 PRINT "THIS IS GRAPHICS MODE 3"
40 COLOR 1:PLOT 2,2:DRAWTO 15,2
50 COLOR 2:DRAWTO 15,10:DRAWTO 2,10
60 COLOR 1:DRAWTO 2,2
70 FOR GRM=3 TO 15
80 GRAPHICS GRM+32
90 PRINT "THIS IS GRAPHICS MODE "PM;" + 32"
100 FOR WAIT=1 TO 200: NEXT WAIT
110 NEXT GRM
120 GOTO 10
As you can see, this produces some interesting effects. It's useful if you're interested in having an object expand or contract on the screen. Of course, it shifts both the horizontal and vertical positions because of the changes in format from one mode to next. Now let's examine the new 1200XL modes in detail.
The first of the new modes is Graphics 12. This is a mode frequently used by Atari programmers. In the past, Graphics 12 was not available to the basic user. You can use it to display text. However, unlike modes 0, 1, and 2, which have a character size of 8x8 pixels, this character mode has only 4x8 pixels, that's half the resolution in the same amount of screen space. This is because these characters can each contain up to four colors, instead of one. That is, you may use three foreground colors, plus background. In fact, any of 256 colors.
But this mode is used rarely to display text. Because of its four-color displays, Graphics 12 is used most often to provide multicolor playfields in a number of games. For example, Atari Centipede, and Galaxian, both use Graphics 12 for many of the screen objects.
As in Graphics 12, Graphics 13 characters are also 4x8 and four color though somewhat larger. You are still permitted 40 characters per line, but only 12 vertical lines. This mode is most useful for redefining characters.
This is the first of the new Bit-Map modes for the 1200XL. In this mode we have a two-color bit map 160 columns wide and 192 rows deep. Its pixel size is the same height as Graphics 8, but as wide as Graphics 7. The value of a reduced color mode is that you can display detail without using large amounts of screen memory. For example, the same display created in Graphics 8, recreated in Graphics 14 can save you almost 4K bytes of extra memory. In Graphics 15 the saving is more substantial. Graphics 15 employs the same size pixel as 14, but a full screen uses only half the memory.
This is the special mode talked about in most magazines as Graphics 7+ or 7 1/2. That is, the pixel is as tall as a Graphics 8 pixel and as wide as a Graphics 7 pixel. Therefore, it falls between 7 and 8. This is a true four-color mode. And--for those of you who are interested in such things--the pixel size of this mode is the same as the pixel size of the character mode 12. The screen size remains 160 columns by 192 rows down. This is the mode used by Datasoft's successful Micropainter.
Atari's 1200 is offering programmers tools with which to work. We'll discuss other features in future columns. For those of you involved in higher level programming, I offer this short memory map for the 1200XL (Table 3.)
| Gr. | Mode Type | Colors | Columns (Across) |
Rows (Down) |
|---|---|---|---|---|
| 0 1 2 3 4 5 6 7 8 9 10 11 |
Character Character Character Bit Map Bit Map Bit Map Bit Map Bit Map Bit Map GTIA Map GTIA Map GTIA Map |
2 5 5 4 2 4 2 4 2 1/16L 9 16 |
40 20 20 40 80 80 160 160 320 80 80 80 |
24 24 12 24 48 48 96 96 192 192 192 192 |
Table 1. The 12 graphics modes
available on the
400/800.
| Gr. | Mode Type | Colors | Columns (Across) |
Rows (Down) |
|---|---|---|---|---|
| 12 13 14 15 |
Character Character Bit Map Bit Map |
4 4 2 4 |
40 40 160 160 |
24 12 192 192 |
Table 2. The 1200XL offers four new graphics modes.
Hex |
Dec |
Function |
|---|---|---|
| 0000-007F 0080-00FF 0100-01FF 0200-05FF 0600-06FF 0700-1CFB 1CFC-9C1E 8000-BFFF 9C1F-9FFF A000-BFFF C000-CBFF CC00-CFFF D000-D0FF D100-D1FF D200-D2FF D300-D3FF D400-D4FF D500-D7FF D800-E3FF E400-FFFF |
0-127 128-255 256-511 512-1535 1536-1791 1792-7419 7420-39966 39967-40959 40960-49151 49152-52223 52224-53247 53248-53503 53504-53759 53760-54015 54016-54271 54272-54527 54528-55295 55296-57343 57344-58367 58368-65535 |
OS page zero RAM User page zero RAM Used with Basic 6502 micro stack OS RAM Free RAM DOS User RAM (Basic) 16K cartridge. Display List/Screen RAM (Basic) BASIC or other 8K Cartridge OS ROM Int'l Char Set GTIA registers Reserved??? POKEY registers PIA registers ANTIC registers Reserved??? Floating Point Normal Char Set OS ROM |
Table 3. Atari 1200 XL Memory Map
Tim McGuinness is a regular contributor to Hi-Res. He is director of software development at Romox, Inc.
Other Articles About Tim McGuinness
According to Steve Wright, game programmer, the right grip on a joystick is as important as the weapon itself. Steve has an unusual style of gripping a joystick that is worth explaining.
Take your joystick and hold the base in your left hand. Grasp the joystick so that its corner is in your palm and the red button is under your thumb.
Take your right hand and put your thumb on the top of the joystick. Now overlap your fingers with the hand holding the joystick's base. In this grip position your thumbs do all the work.
The "All Thumbs" grip will feel unnatural at first. After a time, however, you will find that this grip gives you increased maneuverability in games where quick turns are essential. By the way, Steve Wright, the "All Thumbs" grip's leading advocate, is the designer of Atari Pele Soccer. You guessed it -- Pele Soccer requires fast changes of direction.
Wright's Pele Soccer claims a couple of Atari 2600 firsts. It's the first game with a scrolling playfield. Pele Soccer is also the first game with code that is there purely for the special effects. After scoring a goal you see a fireworks show with explosion sound effects. This special effect takes up a bit of machine code . . . but what the heck.
There once was a game system called Channel F. It was put out by Fairchild. The graphics were as good as the Atari 2600. But one of its "features" was a really hard-to-handle controller. It was a grip with the left- hand-turn -the- knob- style thing. Can it be that a bad controller can kill a game machine? There are enough controllers out there to choke a gamer. I asked one expert what he likes.
Tim McGuinness, fellow Hi-Res columnist and game developer, owns every controller made, so I figured he knows what he's talking about.
McGuinness likes Discwasher's Point Master. Says it's easy to change directions and that having the fire button on the top is nice.
He's not too impressed with Le Stick. And has no use for the Zircon. It is interesting to note that the Zircon looks a lot like the old Channel F controller. Later research at the Software Emporium in San Jose shows that the Zircon Video Command is indeed the Channel F controller.
In fairness, I checked out the Zircon stick as well. My own conclusion is that if you want to give the monsters an even break, then use a Zircon. I can't seem to get the hang of the wrist action either.
Clyde Grossman, an Atari programmer, says that every person has his own special game. Perhaps it's the same with joysticks.
McGuinness says the Wico joystick is bad news on diagonals, but it's sturdy. I have known the joy of playing Missile Command with the Wico Trackball and it's great. A little expensive, but what the heck. Funny thing though--it simulates a trackball by using logic circuits to pulse the direction lines. This means that when you press the secret Control-T option the Wico does not work.
Atari built the trackball capability into Missile Command but never produced the trackball. McGuinness says that price was the main obstacle a couple years back. Today's game player is a different breed and McGuinness feels that an Atari trackball is coming soon. He says Atari Home Computer owners should watch for the new Atari Pro series of joysticks. He says they will fit nicely in your hand--like the Atari 5200 joysticks.
Bill Haslacher lives in the heart of Silicon Valley. He is a regular contributor to Hi-Res.
![]()
Webpage and content Copyright
© 1982 - 2003 Tim McGuinness
Hi_Res appears to be an abandoned trademark - but is used here for
reference purposes only.