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TIA

Categories

CTRLPF
Colour DefinitionChange object colours (background, playfield, players)
Collision RegistersDetect collisions between objects (players, missiles, playfield, ball)
Reflect PlayerReflect (mirror) the player's graphics
Moving ObjectsOverview of Players, Missiles and the Ball
Number and Size of ObjectsObject copies and size control for Players and Missiles
AUDIOAudio Circuit Description
Input PortsJoystick buttons, Paddle Controllers

TIA Write Addresses

Registers with no active bits are strobes, which take effect on a write to the register.
Bits marked with X are ignored and have no effect on hardware operation.

WRITE
Name
D7
D6
D5
D4
D3
D2
D1
D0
$00
VSYNC
X
X
X
X
X
X
VSYNC
X
$01
VBLANK
DUMP
LATCH
X
X
X
X
VBLANK
X
$02
WSYNC
S T R O B E
$03
RSYNC
S T R O B E
$04
NUSIZ0
X
X
MSIZEb
MSIZEa
X
PSIZEc
PSIZEb
PSIZEa
$05
NUSIZ1
X
X
MSIZEb
MSIZEa
X
PSIZEc
PSIZEb
PSIZEa
$06
COLUP0
COL3
COL2
COL1
COL0
LUM2
LUM1
LUM0
X
$07
COLUP1
COL3
COL2
COL1
COL0
LUM2
LUM1
LUM0
X
$08
COLUPF
COL3
COL2
COL1
COL0
LUM2
LUM1
LUM0
X
$09
COLUBK
COL3
COL2
COL1
COL0
LUM2
LUM1
LUM0
X
$0A
CTRLPF
X
X
BSIZE1
BSIZE0
X
PRIORT
SCORE
REFLCT
$0B
REFP0
X
X
X
X
REFLCT
X
X
X
$0C
REFP1
X
X
X
X
REFLCT
X
X
X
$0D
PF0
D7
D6
D5
D4
X
X
X
X
$0E
PF1
D7
D6
D5
D4
D3
D2
D1
D0
$0F
PF2
D7
D6
D5
D4
D3
D2
D1
D0
$10
RESP0
S T R O B E
$11
RESP1
S T R O B E
$12
RESM0
S T R O B E
$13
RESM1
S T R O B E
$14
RESBL
S T R O B E
$15
AUDC0
X
X
X
X
D3
D2
D1
D0
$16
AUDC1
X
X
X
X
D3
D2
D1
D0
$17
AUDF0
X
X
X
D4
D3
D2
D1
D0
$18
AUDF1
X
X
X
D4
D3
D2
D1
D0
$19
AUDV0
X
X
X
X
D3
D2
D1
D0
$1A
AUDV1
X
X
X
X
D3
D2
D1
D0
$1B
GRP0
D7
D6
D5
D4
D3
D2
D1
D0
$1C
GRP1
D7
D6
D5
D4
D3
D2
D1
D0
$1D
ENAM0
X
X
X
X
X
X
ENABLE
X
$1E
ENAM1
X
X
X
X
X
X
ENABLE
X
$1F
ENABL
X
X
X
X
X
X
ENABLE
X
$20
HMP0
D7
D6
D5
D4
X
X
X
X
$21
HMP1
D7
D6
D5
D4
X
X
X
X
$22
HMM0
D7
D6
D5
D4
X
X
X
X
$23
HMM1
D7
D6
D5
D4
X
X
X
X
$24
HMBL
D7
D6
D5
D4
X
X
X
X
$25
VDELP0
X
X
X
X
X
X
X
DELAY
$26
VDELP1
X
X
X
X
X
X
X
DELAY
$27
VDELBL
X
X
X
X
X
X
X
DELAY
$28
RESMP0
X
X
X
X
X
X
RESET
X
$29
RESMP1
X
X
X
X
X
X
RESET
X
$2A
HMOVE
S T R O B E
$2B
HMCLR
S T R O B E
$2C
CXCLR
S T R O B E

TIA Read Addresses

On a read operation, the TIA only drives bits D7 and D6. The values of the remaining bits (D5 to D0) are undetermined (X ) and must not be relied upon. See Introduction to processor hardware.

READ
Name
D7
D6
D5
D4
D3
D2
D1
D0
$00
CXM0P
M0P1
M0P0
X
X
X
X
X
X
$01
CXM1P
M1P1
M1P0
X
X
X
X
X
X
$02
CXP0FB
P0PF
P0BL
X
X
X
X
X
X
$03
CXP1FB
P1PF
P1BL
X
X
X
X
X
X
$04
CXM0FB
M0PF
M0BL
X
X
X
X
X
X
$05
CXM1FB
M1PF
M1BL
X
X
X
X
X
X
$06
CXBLPF
BLPF
0
X
X
X
X
X
X
$07
CXPPMM
P0P1
M0M1
X
X
X
X
X
X
$08
INPT0
INPT
0
X
X
X
X
X
X
$09
INPT1
INPT
0
X
X
X
X
X
X
$0A
INPT2
INPT
0
X
X
X
X
X
X
$0B
INPT3
INPT
0
X
X
X
X
X
X
$0C
INPT4
INPT
0
X
X
X
X
X
X
$0D
INPT5
INPT
0
X
X
X
X
X
X

Note: Reading addresses $0E and $0F (which do not correspond to any TIA registers) will return 0 in D7 and D6 and indeterminate bits D5 - D0.

Colouring Key

Bit Cell Colour
Functional Association
1x1
Colour Registers
1x1
Audio Related
1x1
Playfield
1x1
Collision Registers
1x1
Players, Missiles, Ball
1x1
IO/Controllers
1x1
TV/Frame Control

see Atari VCS/2600 TIA Chips
see Television Protocol
see Clock Speeds