1-1 Coarse Memory Map for ATARI 400/800
1-2 ATARI 400/800 Hardware Layout
2-1 ANTIC Mode Line Requirements
3-1 Color Register Labels and Addresses
3-2 Character Encoding
3-3 Color Register Selection for Characters
3-4 ENERGY CZAR™ Bar Charts
3-5 Terrain Map With Character Set Graphics
4-1 Non contiguous RAM Images
4-2 Player-Missile RAM Area Layout
4-3 Masking a Player for More Resolution
4-4 Using a Player as a Special Character
5-1 Examples of Vertical Screen Architecture
6-1 Arranging Screen RAM
6-2 Linking the Scroll to Coarse Scroll
7-1 Diagram of Bit flow of a Shift Register
7-2 Divide by Four Diagram
7-3 AUDC1-4 Bit Assignment
7-4 Five-Bit Poly-Counter
7-5 Selection Type Function Used to Mix in Distortion
7-6 Available Poly-Counter Combinations
7-7 AUDC1-4 Block Diagram
7-8 Sounds Produced by Distortion Combinations at Several Frequencies
7-9 AUDCTL Bit Assignment
7-10 The Effect of a High-Pass Filter Inserted in Channel 1 and Clocked by Channel 3
7-11 Two Sine Waves at Different Frequencies and Their Sum
7-12 Music Notes Played on a Standard Music Routine
7-13 Graphed Table of Frequencies That Possible Duplicate a Piano Key
7-14 Example of the Three Notes of Fig. 10-10 Played With a Piano Envelope
7-15 Graphed Sine Wave Data for Volume Only Program
8-1 I/O Subsystem
8-2 OS and BASIC Pointers (DOS Present)
8-4 Protecting Programs from User Input Error
8-5 Vertical Blank Interrupt Execution
8-6 ROM Jump Vectors
8-7 RAM Vectors
8-8 I/O Subsystem
8-9 Input/Output Control Block (IOCB)
8-10 Device Control Block (DCB)
8-11 CIO Routine
8-12 Handler Address Table (HATABS)
8-13 Printer Handler Entry Point Table
8-14 Null Handler
8-15 SIO Call to Dump Line to Printer
8-16 BASIC Direct CIO Call
8-17 Real-Time Clock
8-18 BASIC Language Metronome Clock
8-19 Assembly Language Metronome Routine
8-20 Floating Point Routines
9-1 Auxiliary Byte Layout for the OPEN Command
9-2 Note and Point Values
9-3 Note and Point Examples
10-1 Example Line of Tokenized Input
10-2 OS and BASIC Pointers (No DOS Present)
C-1 Daisychained Peripheral Equipment
E-1 Bit Pattern In PRIOR Selects GTIA
E-2 Background Color Register ORed With Pixel Data to Give Data Color
E-3 Background Color Register ORed With Pixel To Give Final Color
E-4 Color Register Numbers and Location and COLOR Command Reference

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