[HN Gopher] Looking at the Atari 400 Part 1 - By Paul Lefebvre
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       Looking at the Atari 400 Part 1 - By Paul Lefebvre
        
       Author : rbanffy
       Score  : 19 points
       Date   : 2024-03-25 13:08 UTC (1 days ago)
        
 (HTM) web link (www.goto10retro.com)
 (TXT) w3m dump (www.goto10retro.com)
        
       | PaulHoule wrote:
       | The Atari 400 and 800 are interesting to me because they had a
       | different video architecture from most of the other computers of
       | its generation. Most systems of the day had a simple frame buffer
       | and/or "tile" system where the tiles are defined by a character
       | ROM so you could draw an A to the screen by writing a 65 to the
       | right memory system. Some systems (like the Apple ][) could work
       | in a split screen mode where part of the screen was bitmapped and
       | another part was text but this was an exception instead of the
       | rule.
       | 
       | The Atari machines on the other hand had two chips that worked
       | together to prepare the display data which meant that you could
       | choose a different video mode for each line which gave developers
       | a lot of flexibility and reduces the display RAM requirements for
       | a machine that launched with just 8k of RAM. (For instance if a
       | horizontal line was all one color you did not need that frame
       | buffer line; if you wanted to do horizontal or vertical scrolling
       | that could be configured by setting the offset of where scanning
       | starts)
       | 
       | See https://en.wikipedia.org/wiki/Atari_8-bit_family#Design
        
         | chasil wrote:
         | I remember the term "player missile graphics" from the day.
         | Google has several articles on the subject.
         | 
         | https://www.atariarchives.org/creativeatari/PlayerMissile_Gr...
        
           | ofrzeta wrote:
           | Also Display List Interrupts: they made more colors per
           | screen and other things possible.
           | 
           | https://www.atariarchives.org/creativeatari/Display_List_Int.
           | ..
           | 
           | https://playermissile.com/dli_tutorial/
           | 
           | It's great that today you can get so much information online.
           | Back then it was much harder so I could never quite wrap my
           | head around that stuff as a teenager.
        
         | glimshe wrote:
         | That was pretty interesting from an engineering perspective,
         | and highlighted the different compromises computer makers made.
         | The Atari could display certain types of graphics, like
         | gradients, trivially - while it could struggle with fine
         | bitmaps unlike systems that mapped a bitmap buffer straight to
         | screen.
         | 
         | These compromises gave each 80s system an unique artistic
         | style... Unlike current consoles which are just triangle and
         | shader pumping machines with differences largely on throughput.
        
           | PaulHoule wrote:
           | Most machines of that era had a pretty standard architecture
           | except for a few strange ones like Atari and TI-99/4A
           | (minuscule amount of ordinary RAM but a fair amount of "video
           | RAM" the CPU can access through ports; no bitmaps, only
           | tiles) and the early Sinclair (which used Lancaster's "cheap
           | video" https://www.tinaja.com/ebooks/cvcb1.pdf to delete the
           | display controller)
           | 
           | One thing that did matter was color choice. My TRS-80 Color
           | Computer had a terrible choice of colors that you'd expect
           | from a physicist or electrical engineer, the C-64 had a small
           | number of hand-picked colors that looked nice. (Somebody
           | ought to tell the people who maintain contemporary terminals
           | because I usually have to do ":syntax off" to see what I am
           | editing with vi and it was annoying as hell to set up a Linux
           | computer attached to a TV this weekend because I was sitting
           | at an odd angle which made most colors illegible except for
           | white.)
           | 
           | Another interesting fact to me is that 1980s era display
           | controllers were conceptually simple but had a huge part
           | count in terms of gates because of multiple wide data paths.
           | Today it is fun to build them with FPGAs but difficult to
           | build them out of discrete parts. I saw an ad in Byte circa
           | 1979 for a gfx card for S-100 computers that had much better
           | specs than the average home computer but was a fairly large
           | board packed with chips on both sides.
           | 
           | Thus most of the home computers had an ASIC display
           | controller and projects like
           | 
           | https://www.commanderx16.com/
           | 
           | struggle and wind up using an FPGA or microcontroller for the
           | display controller as opposed to something authentic.
           | Sometimes though I think it might be fun to try building a
           | display controller on a few big breadboards.
        
             | 0xcde4c3db wrote:
             | > Sometimes though I think it might be fun to try building
             | a display controller on a few big breadboards.
             | 
             | I haven't found a full schematic or analysis anywhere, but
             | I've been tempted a few times to try replicating some
             | incarnation of Alpha Denshi graphics hardware. It's the
             | lineage that led to the Neo Geo hardware, and for any given
             | generation has some impressive capabilities despite being
             | built (AFAIK) entirely out of memories and standard logic
             | chips.
             | 
             | I guess it would be more practical to start with some
             | really minimal hardware like Minivader or Dottori-kun
             | (which, legend has it, were created entirely due to an odd
             | regulation requiring arcade cabinets to be sold as
             | "complete" units, and expected to be thrown out by the
             | buyer), but that's not as fun (and IIRC they have some
             | janky sync behavior that might not work on any display I
             | own).
        
         | 0xcde4c3db wrote:
         | One way to think of it is as an enhanced version of the Atari
         | 2600 graphics chip with a sort of primitive "GPU" put in front
         | of it to offload the "racing the beam" stuff. Amiga "copper
         | lists" later generalized the concept to drive a larger array of
         | relatively simple specialized I/O chips (presumably due to Jay
         | Miner).
        
           | PaulHoule wrote:
           | Yep, it was really clever how it was built in separate
           | stages.
        
         | karmakaze wrote:
         | I did a lot of 8-bit Atari programming at the time, and the
         | display list was the greatest thing ever. I was a bit surprised
         | that other computers had global modes rather than being able to
         | mix-n-match and create a custom mode. Double-buffering was also
         | trivial, by writing to the other memory area then setting that
         | address as the display list starting address in the vertical
         | blank interrupt handler.
         | 
         | The C64 had better sprites and sound, but the Atari did more
         | with less, with the 2600/VCS being an extreme example. In
         | particular the SIO[0] (serial I/O) architecture let peripherals
         | work without a lot of logic, whereas the C64 drive had a more
         | powerful CPU than the C64 itself. Atari SIO with its daisy-
         | chaining, device numbers, and command/response structure is
         | sometimes referenced as a precursor to the design of USB. Atari
         | SIO was even better in that devices could load their drivers
         | over SIO when booted so that devices made in the future could
         | be supported without OS/ROM changes or manual driver loading.
         | 
         | [0] https://en.wikipedia.org/wiki/Atari_SIO
        
       | TMWNN wrote:
       | The Atari 8-bit machines were ahead of their time. Their graphics
       | are so good that an architecture first sold in 1979 was still
       | market-competitive among other inexpensive home computers in
       | 1987, when the XEGS appeared as the last new model in the series.
       | About the only thing that one might miss is built-in 80-column
       | graphics. The entire line was (more or less) compatible with each
       | other from start to finish, too; far better than Commodore, which
       | over the same time period sold at least five different 8-bit
       | computer lines, all mutually incompatible with rare exceptions.
       | SIO is far superior to Commodore's jumble of serial, user, and
       | cassette ports, too. (Did I mention that this all appeared in
       | 1979?)
       | 
       | Arguably Atari's sophistication was a disadvantage. The need for
       | custom ICs, without an in-house fab like Commodore, and a focus
       | on quality manufacturing as opposed to Commodore's slipshod
       | methods caused the 8-bit line to be far too expensive compared to
       | competitors; in 1979 one might as well have bought an Apple II
       | and gain a larger library, far more expandability, and the
       | amazing Disk II. By 1982 the Commodore 64 brought (slightly)
       | superior graphics and sound at a far lower price. The key year is
       | 1983, when Jack Tramiel waged war on the entire rest of the
       | industry with massive discounts on the VIC-20 and 64 leading up
       | to Christmas; the primary opponent was TI (which indeed
       | surrendered in November), but Atari was collateral damage.
       | 
       | That need not have been fatal for Atari, but a) product shortages
       | of the new 600XL and 800XL models in 1983 because of mishandling
       | of Asian production, b) the massive losses that parent Warner
       | Bros. suffered from the collapse of the video game market (which
       | Commodore's aforementioned price war contributed to), and c)
       | consequent sale of Atari to the same Tramiel after he quit
       | Commodore, caused developers to shy away from new software
       | releases from 1984 onward. Once the software disappeared, so did
       | customers.
        
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