[HN Gopher] Inventing the Atari 2600 (1983)
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       Inventing the Atari 2600 (1983)
        
       Author : TheBombe
       Score  : 49 points
       Date   : 2021-12-15 19:46 UTC (3 hours ago)
        
 (HTM) web link (spectrum.ieee.org)
 (TXT) w3m dump (spectrum.ieee.org)
        
       | pkaye wrote:
       | You can see some recent homebrew games for the Atari 2600 here.
       | All are pretty impressive given the limitation of the hardware.
       | 
       | https://www.youtube.com/c/AtariAge/videos
        
       | EvanAnderson wrote:
       | I'm a little disappointed that they keep referencing the "Stella
       | chip". They're referring to the Television Interface Adapter[0]
       | (TIA), ancestor of the custom chips that ended up in the Atari
       | 400/800 and the Amiga.
       | 
       | [0] https://en.wikipedia.org/wiki/Television_Interface_Adaptor
        
         | djmips wrote:
         | Correct, it was the project that was codenamed Stella by Joseph
         | Decuir after his Stella bicycle.
        
         | bitwize wrote:
         | It's really neat to trace the origin of those custom chips.
         | Descendants of the TMS9918A chip found in the TI-99/4A could be
         | found in systems at least as late as the Sega Genesis.
        
         | Someone wrote:
         | It's easy to get confused about that. Reading
         | https://en.wikipedia.org/wiki/Atari_2600, the code name for the
         | Atari 2600 was Stella.
         | 
         | There also was a "Stella Programmer's Guide", which discussed
         | how to program the TIA
         | (https://cdn.hackaday.io/files/1646277043401568/stella.pdf)
        
       | jiveturkey wrote:
       | needs tag [1983]
        
       | [deleted]
        
       | tenebrisalietum wrote:
       | > It is popular today, not because it does an admirable job of
       | playing Jet Fighter and Tank, but because its flexible design
       | also allows it to play chess and baseball, as well as Space
       | Invaders, Pac-Man and many of the other arcade games that have
       | been invented since the VCS came on the market.
       | 
       | Yeah, the original Pac-Man on the Atari 2600 sucked, and has
       | nothing to do with why it's popular today. Any of the Atari 2600
       | baseball games of its era also sucked.
       | 
       | > its flexible design
       | 
       | The only thing "flexible" about the Atari's video chip, the TIA,
       | is that you can choose what to do with each scan line. Too bad
       | you are so limited on what you can actually do on that scan line
       | and need insane tricks to get things like 48 useable 160x200
       | resolution pixels in a row for score display. On top of that, you
       | only have 128 bytes of RAM.
       | 
       | It's _fun_ to program if you like constraints, but programmable
       | sprites, nametables, and sound channels that can play musical
       | notes might be considered _funner_.
       | 
       | The Atari 2600 has great charm because so much was done with
       | something so primitive, and it's awesome to see new games
       | developed with it with increased RAM and mapper chips. A new
       | chess game But hardware with better capabilities may have been
       | just as popular if available for $199 in late 1970's dollars.
       | Arcade games of the time with much more flexible display hardware
       | were also popular.
        
         | nsxwolf wrote:
         | Ms. Pac Man, on the other hand, is fantastic on the 2600. It
         | looks a lot like the same bad game, but it plays very close to
         | the arcade.
        
           | mgkimsal wrote:
           | IIRC, it was because they opted for 8k ROM instead of 4k (or
           | perhaps 4k instead of 2k?). Whatever the choice, it was
           | definitely a big difference.
        
         | egypturnash wrote:
         | It was definitely a minimum viable product, but:
         | 
         | 2600: US$190 in 1977, sold 30 million units as of 2004.
         | 
         | Colecovision: $175, 1982. 2 million units sold.
         | 
         | Intellivision: US$275 in 1979, sold 3 million.
         | 
         | Pac-Man for the 2600: 1982, 8 million units sold.
         | 
         | The 2600 was discontinued _after_ the technologically-superior
         | Intellivision and Colecovision were discontinued. The
         | Colecovision cost _less_ than the Atari when it came out and
         | still couldn 't move more consoles than Atari moved copies of
         | Pac-Man.
         | 
         | Technically I guess the Intellivision and Colecovision were
         | competing with the 5200 (1982, $270, 1 million sold) but none
         | of them lasted more than a couple of years, versus the 2600
         | finally going out of production for good in _1992_.
         | 
         | (All data from Wikipedia except for the Coleco and 5200's
         | launch prices, which came from an IGN page listing launch
         | prices.)
        
           | [deleted]
        
       | mgkimsal wrote:
       | Whenever this topic comes up, some inevitably points to the book
       | "Racing The Beam". Maybe this time I'll be first? :)
       | 
       | https://mitpress.mit.edu/books/racing-beam
       | 
       | https://en.wikipedia.org/wiki/Racing_the_Beam
       | 
       | https://www.amazon.com/Racing-Beam-Computer-Platform-Studies...
       | 
       | It goes in to deep detail on a handful of Atari games, and
       | discusses the tricks and hacks the programmers used. If you're in
       | development now and grew up on these games, it's a great book.
        
         | kgwxd wrote:
         | I always like to mention ZeroPage Homebrew too. It's a Twitch
         | channel that usually streams twice a week that features
         | homebrew games for the 2600 and recently branched out to other
         | Atari consoles and 8-bit systems. The devs for the games are
         | usually in the chat. It's my absolute favorite community on the
         | internet today.
        
       | dusted wrote:
       | "By paring back the hardware, the designers of the Atari Video
       | Computer System gave game programmers room to be creative"
       | 
       | That's some rose-coloured glasses right there if there ever were
       | any.
       | 
       | "You know, we COULD give this thing hardware sprites, independent
       | video and audio chips!" "No! Think of the game programmers! They
       | thrive on constraint!"
       | 
       | My money is on the money.. The cheapest design that still allowed
       | (the best programmers to make) reasonably good games.
       | 
       | That said, the system was enjoyable to play when I was a kid, and
       | it's enjoyable to read about now, great article!
        
         | bitwize wrote:
         | The player-missile graphics _were_ hardware sprites, albeit
         | more cumbersome to use. So far as I know, sprites as you know
         | them -- reprogrammable two-dimensional bitmaps whose x and y
         | coordinates can be set with hardware registers -- didn 't even
         | come about in a non-cost-prohibitive manner until the TI-99/4
         | in 1979. (Edit: The Intellivision had similar capabilities
         | around the same time. The first Atari 8-bit computers were also
         | contemporary, but used a more advanced variant of the 2600's
         | technology involving per-scanline display lists, which approach
         | would be used also by the 7800.) The designers of the TI-99/4
         | and TI-99/4A certainly did coin the term "sprite" as it's used
         | in the computer graphics sense.
         | 
         | Even arcade games of the era (late 1970s) tended to use
         | framebuffer displays. The mechanic of the invaders slowly
         | speeding up as they were picked off in _Space Invaders_ (1978)
         | stems from the fact that the fewer invaders on screen, the
         | faster the CPU could blit them all.
        
           | Damogran6 wrote:
           | At the same time, the 4a didn't have Vector graphics...you
           | HAD to program with sprites with the included basic.
           | 
           | So much graph paper...so much conversions of binary to hex.
        
             | bitwize wrote:
             | The 4A did have a framebuffer graphics mode, it was just
             | not available from BASIC. Vector graphics were thus
             | available in software such as TI Logo II. You could even
             | use sprites with it. Bitmap mode, as it was called, was
             | also used for the graphics in games such as Parsec, where a
             | fast software scrolling routine provided the game's smooth
             | scrolling background.
             | 
             | The 4A was a nerfed machine in general: its powerful 16-bit
             | CPU could only access directly 256 bytes of RAM, with the
             | rest being mediated through the video chip. Its built-in
             | BASIC was both slow, being written in GPL bytecode, and
             | nerfed in that it provided virtually no direct access to
             | the machine's features and actually locked you out of some
             | of them, like bitmap and multicolor mode and even sprites.
             | Extended BASIC got you sprites and some other features, but
             | you still needed the expensive PEB in order to load machine
             | code routines.
             | 
             | These limitations were tragic, as the machine itself was
             | rather powerful even compared to machines from a few years
             | later, and there wasn't much reason to limit it except that
             | TI saw it as a giant version of their calculators and
             | wanted it to be cartridge-driven with only the barest
             | allowable user programmability.
        
         | beebeepka wrote:
         | All in all, yes, it was enjoyable. Except for that pacman port.
         | Absolutely unplayable. Apparently I've been a high FPS bastard
         | my entire life
        
         | reaperducer wrote:
         | Artists very often thrive when constrained.
         | 
         | Programming used to be an art.
        
         | Someone wrote:
         | Indeed. https://en.m.wikipedia.org/wiki/Atari_2600#MOS_Technolo
         | gy_65...:
         | 
         |  _"Over two days, MOS and Cyan engineers sketched out a
         | 6502-based console design by Meyer and Milner 's
         | specifications. Financial models showed that even at $25, the
         | 6502 would be too expensive, and Peddle offered them a planned
         | 6507 microprocessor, a cost-reduced version of the 6502, and
         | MOS's RIOT chip for input/output. Cyan and MOS negotiated the
         | 6507 and RIOT chips at $12 a pair"_
        
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