A Guide to Effective Programming
By Chris Crawford, Lane Winner, Jim Cox, Amy Chen, Jim Dunion, Kathleen Pitta, Bob Fraser, and Gus Makrea

Table of Contents
Television Displays
Computers and Televisions
ANTIC, a Video Microprocessor
Building Display Lists
Writing to a Custom Display List Screen
Applications of display lists
3. Graphics indirection (color registers and characters sets)
Difficulties with High-Speed Animation
Player-Missile Fundamentals
Vertical Motion
Horizontal Motion
Other Player-Missile Features
Missiles
Player and Playfield Priorities
Hardware Collision Detection
Applications of Player-Missile Graphics
Special Characters
Theory of Operation
DLI Timing
DLI Example
Attract Mode
Detailed Timing Considerations
Multiple DLIs
Kernels
Applications of Display List Interrups
Definition of Terms and Conventions
Sound Hardware
AUDF1-4
AUDC1-4
Volume
Distortion
Volume Only Sound
AUDCTL
Clocking
16-Bit Frequency options
High Pass Filters
9-Bit Polynomial Conversion
Sound generation Software Techniques
Introduction
The Monitor
Memory Management
Interrupt Processing Structure
System Vectors
The Centralized Input/Output Subsystem
Real-Time Programming
Floating Point Package
The Resident Disk Handler
File Management Utility
Disk Utility Package
Random Access
FMS Disk Utilization
AUTORUN.SYS file
What is ATARI BASIC?
How ATARI BASIC Works
The Tokenizing Process
The Token File Structure
The Program Execution Process
System Integration
Improving Program Performance
Advanced Programming Techniques
-
A. Memory Utilization
B. Human Engineering
C. ATARI Cassette Overview
D. Television Artificats
E. GTIA
This site maintained by Kevin Savetz. De Re Atari is copyright © 1982 by Chris Crawford, et al, and is posted on www.atariarchives.org with the permission of the author. Do not redistribute, mirror, or copy this online book.

