Motion Object Generator - Atari Super Breakout Operation, Maintenance And Service Manual

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SWITCH EQUIVALENT OF DEVICE 9322 (I.E., H2)
AO
64H
AO
64H
ZA = ADDR3
ZA = 64H
A1
ADDR3
A1
ADDR3
32H
BO
32H
BO
i!B = ADDR 2
ZB = 32H
ADDR2
B1
ADDR2
B1
16H
co
16H
co
~C
= ADDR 1
C1
ZC
=
16H
ADDR1
C1
ADDR 1
SH
DO
SH
DO
D1
i!D
=
ADDR 0
D1
ZD =SH
ADDRO
ADDRO
<1>2
=HIGH
<1>2::: LOW
rfL;
f-tI'
Figure 3-12 Address Multiplexers Equivalent Diagram
2-to-1 multiplexers, K2, J2, and H2, which select one
of two sets of addressing information to address the
display RAM. This circuitry functions as follows:
1. When MPU <1>2 clock is high, the MPU address bus
(AO-A9) addresses various RAM locations, and
writes appropriate playfield picture
codes
into
them, via the MPU data bus (DO-D7).
2. When <1>2 is low, horizontal sync signals (8H-128H)
and vertical sync signals (8V-128V) are now al-
lowed to address this game display RAM and read
data out of it. This data being read is latched by
latches P2and M2, and labeled DISPLAYO-DISP-
LA Y 7 (See Figure 3-12).
Since the data was read out of the RAM by the
horizontal and vertical sync signals, the picture codes
contained by DISPLAY 0-7 always correspond to the
3 -12
Super Breakout
portion of the monitor display currently being scan-
ned. Because of this, the DISPLAY 0-7 outputs can be
used to generate video information for immediate
display. These DISPLAY signals address one of 64
8 x 8 pictures stored in graphics ROMs P4 and R4. The
output of the ROMs P4 and R4 is then converted to
serial video information by shift register R3.
The PLA YFI ELD signal represents all of the play-
field and alphanumeric character video information.
It is summed into the video summing circuit, as
shown on sheet 4 of the schematic diagram.
F. MOTION OBJEcr GENERATOR
(See Figure 3-3, Sheet 4 of 5)
The motion object generator produces the video
for Super Breakout's three moving objects (3 balls).

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