Master Memory Map.pdf

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FOR BEGINNERS OR EXPERTS!
100'5 of Important
Memory Locations
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MASTER MEMORY MAp™
by
Robin Alan Sherer
CONTENTS
How to PEEK and POKE ... . ...... . ....... . ....... . .. . ........................1
Input/Output Control Blocks (IOCB) . . ... .. . ........ ... . . ................. .. .... 6
System Timers . ......... . . . . .. ... .. . . .. . ............... . ... . .... . .. ... .....12
Paddles, Joysticks and Lightpen Controls ......... . . . ... . .. . ........ . ..........13
Color Locations .... . .. . . ... .. ... . ... . ... .. ... . ... . . .. .... ....... . .. . .......15
Diskl/O . . . . . . . . ..... . . . . . .... . ... . .... ... . ... ............ . ... . . . .. . . . .. .. . 17
Player Missiie Graphics Registers .... .. ... . ........................... . ..... . . 18
Paddles and Audio Controls ..... . .. .. ...... . ...... . ........ . . .. . . ............ 21
Floating Point Package (ROM) Entry Points . ........ . ............... . .... . .. . ... 24
Handlers ... .. ........... .. ......... . .................................. . ... 24
O.S. Jump Instruction Addresses ........ . . . ... .... ....... . . . ..... .. ... .. . . .... 25
Miscellaneous Notes . ...... .. ...... . .................. . .. .. . . .. . .... . ....... 25
Basic Hints .. . .. . .. . . . .. ... ...... . . ...... ... ..... .. . . .... ...... ....... ..... 26
Bugs in Atari Basic . . ... . . . . . . . . . .... . . .. .. ... .. . . ......... ... ..... . . .... .... 27
Bugs in the Operating System . . . . ..... .. ... . ... . .......... . . . .. .. . ...... . . . .. . 27
Notes on the Operating System .. .. ..... .... . . . .... .. .... . .......... . . . . . .. . .. 28
GTIA Chip . . . . ... . . .. . . ......... . ................. .. . . . . ....... . ........... 29
Graphics 9-11 ... .. . . . ......... . .. .. ... ..... . .. . . .............. . ..... . . .. ... . 29
Hex Conversion Chart . ... ... . . .... . . . . ... . .... . .. .. ... .. . .. ...... . .......... 30
Entire Contents Copyright 1982
by
EDUCATIONAL SOFTWARE inc.
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___________________Notes ____________________ ~
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Hello students.
I am Professor Von Chip.
I've been asked to teach you all about
the wonderful things you can do with your
ATARI computer. My lessons are called the
TRICKY TUTORIALS TM, but before you study
them, I thought a nice reference book of all
those memory locations would be nice. I
have marked the most commonly used locations
in boldface to make them easier to find.
The first thing we will discuss is for beginners:
How to PEEK and POKE
This part is for those who have yet to learn how to use a memory map. Basically, a memory map is
a list of valuable locations within the computer (in this case an ATARI), that you can directly use for
various purposes. These locations are simply bytes (memory locations) of memory at a specific
place. If you have 16K of memory, then there are 16*1024 memory locations that you have to work
with. Although some of these bytes are used for the computer's Operating System, most of them are
blank for you to use in your programs. This manual will tell you about the ones that you can do
something with.
For example, you can quickly look down this list to find the memory location that contains the
value of the tabs. By following the included hints, you can change the "normal" value in that loca-
tion, so that when you tab, the cursor now goes to the columns that you want. Please note that any
of the changes that you make are only temporary and will go away when the computer is turned off.
Now to explain how to make changes from BASIC. Say you look down the list and decide to
change location 752 (all numbers are decimal unless marked with a $ symbol, which denotes a HEX-
adecimal number, or in a column marked "hex"). 752 is called CRSINH by ATARI, and its function is
to make the cursor visible or invisible. So, if at a certain point in a program you want to have a
display without the cursor, you simply have to look up the correct value to POKE into location 752.
In this example, the memory map says that you use the number 1 for off and 0 for on, so to turn off
the cursor we use 1. The basic instruction to put a number into memory is called "POKE" (see your
ATARI BASIC Manual). After all this long-winded explanation, you can now see how simple an example
of the actual BASIC code is:
10 POKE 752 ,1
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