+MrFish Posted February 15, 2018 Share Posted February 15, 2018 A little reference that I've wanted to have for some time. The total screen memory values are calculated. So, if you put a new row # value in for any mode it will change the memory totals. [Note: The table is designed with 1080p monitors in mind.] 19 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 15, 2018 Author Share Posted February 15, 2018 Another note I should add here: when I relate some of the mode's pixel sizes to "character width", I'm talking about the width of characters apart from BASIC modes 1 & 2, which are double the width of the other character modes. I'll probably just edit the descriptions to make it more clear and repost the updated version here soon. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 15, 2018 Author Share Posted February 15, 2018 Here's the update; I'll take down the old one. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 15, 2018 Author Share Posted February 15, 2018 Another update here... I had some information improperly listed in the GTIA section, mainly because the source I was working from had it all listed that way. Hopefully I've got everything correct now. 1 Quote Link to comment Share on other sites More sharing options...
jmccorm Posted February 15, 2018 Share Posted February 15, 2018 A little reference that I've wanted to have for some time. Graphics Modes.pngAtari Graphics Modes.xls *If* you are looking to augment your tables, I'd appreciating having an easy reference to the overall percentage that DMA is going to take away available CPU, and also an easy reference on how many cycles remain per scanline (with split info for the character modes where one line must also grab the character set). 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 16, 2018 Author Share Posted February 16, 2018 *If* you are looking to augment your tables... Not really. I was thinking of adding some information about display list size. I was also considering doing something for the non-standard modes. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 16, 2018 Author Share Posted February 16, 2018 (edited) OK, one last change (maybe)... I added the GPRIOR settings for the GTIA modes. Edited February 16, 2018 by MrFish 2 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 16, 2018 Share Posted February 16, 2018 *If* you are looking to augment your tables, I'd appreciating having an easy reference to the overall percentage that DMA is going to take away available CPU, and also an easy reference on how many cycles remain per scanline (with split info for the character modes where one line must also grab the character set). I like your idea, just don't have time right now to work on it. If you feel like it you could use data from here: Antic_Timings.txt 2 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted February 16, 2018 Share Posted February 16, 2018 I like your idea, just don't have time right now to work on it. If you feel like it you could use data from here: Antic_Timings.txt one of the references I find useful from time to time. Good mention. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2018 Author Share Posted February 17, 2018 I guess another thing I should add is that ANTIC 2, 3, & F can all display a border color unique from the playfield and background (something else that's always left out of these types of charts). Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2018 Author Share Posted February 17, 2018 Alright, I think that should be it. 3 Quote Link to comment Share on other sites More sharing options...
FifthPlayer Posted February 17, 2018 Share Posted February 17, 2018 The GTIA color interpretations work with Antic modes other than F. For instance, they will work with Antic 2 (BASIC 0). Did you choose to leave them off this chart? 2 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2018 Author Share Posted February 17, 2018 (edited) The GTIA color interpretations work with Antic modes other than F. For instance, they will work with Antic 2 (BASIC 0). Did you choose to leave them off this chart? Yes, I'm aware of that, and I did leave them off on purpose; the reason being, the chart is presenting the Atari standard graphics modes only. If I end up doing anything for the non-standard modes, I would put the mode 2 GTIA variations on that chart. I'd guess they're probably the easiest non-standard modes to set up. Edited February 17, 2018 by MrFish Quote Link to comment Share on other sites More sharing options...
jmccorm Posted February 17, 2018 Share Posted February 17, 2018 If I end up doing anything for the non-standard modes, I would put the mode 2 GTIA variations on that chart. I'd guess they're probably the easiest non-standard modes to set up. Seems like an interesting addition. You know, we're trying to push you into expanding it only because you've made such an incredible presentation. Otherwise, few if anyone would care. Nice job! Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2018 Author Share Posted February 17, 2018 Seems like an interesting addition. You know, we're trying to push you into expanding it only because you've made such an incredible presentation. Otherwise, few if anyone would care. Nice job! Sure, I just feel the information suggested is better suited on separate charts. I would just add them as additional tabs in the same spreadsheet. So, they'd still be incorporated to that extent. Quote Link to comment Share on other sites More sharing options...
dmsc Posted February 17, 2018 Share Posted February 17, 2018 Hi! *If* you are looking to augment your tables, I'd appreciating having an easy reference to the overall percentage that DMA is going to take away available CPU, and also an easy reference on how many cycles remain per scanline (with split info for the character modes where one line must also grab the character set). Already done by @Xuel , see: https://github.com/lybrown/sally-vs-antic 2 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2018 Author Share Posted February 17, 2018 (edited) Already done by @Xuel , see: https://github.com/lybrown/sally-vs-antic Cool! I'll add a tab (or two, one for NTSC and PAL) for it in the spreadsheet -- with some similar formatting -- when I get a chance. Edited February 17, 2018 by MrFish 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 18, 2018 Author Share Posted February 18, 2018 (edited) I decided to bust up the Description into three sections, which makes all the info easier to digest. I also went with more technical pixel dimensions, rather than the character related sizes. I changed some of the other formatting and labels too. Atari Graphics Modes.xls Edited February 18, 2018 by MrFish 3 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted March 18, 2018 Author Share Posted March 18, 2018 (edited) Here's a table of 1K, 2K, and 4K memory boundaries. Useful when setting up graphics modes and working with P/M graphics. I've uploaded here in a spreadsheet, together with the Atari Graphics Modes table (as an additional tab), and also as a separate spreadsheet. Atari Graphics Modes & RAM Boundaries.xls Atari RAM Boundaries.xls Edited March 18, 2018 by MrFish 13 1 Quote Link to comment Share on other sites More sharing options...
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