ANTIC on-chip memory

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http://atariage.com/forums/topic/172580-antic-decap-and-reverse-engineering/ contains an annotated die photo of ANTIC, the Atari 800 video chip. It's interestingly different from the VIC-II; in particular, there isn't the sheer bulk of sprite circuitry, presumably because it doesn't have as much in the way of sprites.



The large regular block is identified by people on the thread as memory.



How much on chip memory does ANTIC have? What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?







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    up vote
    8
    down vote

    favorite












    http://atariage.com/forums/topic/172580-antic-decap-and-reverse-engineering/ contains an annotated die photo of ANTIC, the Atari 800 video chip. It's interestingly different from the VIC-II; in particular, there isn't the sheer bulk of sprite circuitry, presumably because it doesn't have as much in the way of sprites.



    The large regular block is identified by people on the thread as memory.



    How much on chip memory does ANTIC have? What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?







    share|improve this question






















      up vote
      8
      down vote

      favorite









      up vote
      8
      down vote

      favorite











      http://atariage.com/forums/topic/172580-antic-decap-and-reverse-engineering/ contains an annotated die photo of ANTIC, the Atari 800 video chip. It's interestingly different from the VIC-II; in particular, there isn't the sheer bulk of sprite circuitry, presumably because it doesn't have as much in the way of sprites.



      The large regular block is identified by people on the thread as memory.



      How much on chip memory does ANTIC have? What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?







      share|improve this question












      http://atariage.com/forums/topic/172580-antic-decap-and-reverse-engineering/ contains an annotated die photo of ANTIC, the Atari 800 video chip. It's interestingly different from the VIC-II; in particular, there isn't the sheer bulk of sprite circuitry, presumably because it doesn't have as much in the way of sprites.



      The large regular block is identified by people on the thread as memory.



      How much on chip memory does ANTIC have? What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?









      share|improve this question











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      share|improve this question










      asked Aug 26 at 2:53









      rwallace

      6,80012993




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          2 Answers
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          It's interestingly different from the VIC-II;




          Not at least, because they represent complete different concepts. ANTIC is just a half of the graphics system, G/CTIA being the other.



          The VIC-II is fixed in its capabilities, with its DMA being tied to simple display fetches. ANTIC's DMA is way more fexible and programable (Keyword here is Display List programing)




          in particular, there isn't the sheer bulk of sprite circuitry,




          These are within the 32 Registers of the G/CTIA, which in turn gets feed by DMA access from memory, controlled by the ANTIC.




          presumably because it doesn't have as much in the way of sprites.




          It doen't need them. Where the VIC-II needs dedicated RAM to store limited sprites, the ANTIC/GTIA pair uses the whole CPU memory to produce unlimited sized (in height at least) sprites.




          How much on chip memory does ANTIC have?




          Dependign on how one counts 48 to more than 70, as the registers also data. The 'huge' 48 byte block is only the line buffer.




          What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?




          Somewhat. For text display it's much like with the VIC, but it also works for grapic modes. Depending on the mode selected for that line 8 to 48 bytes are loaded with character (name) or grapics data. And kept for the following lines.






          share|improve this answer





























            up vote
            7
            down vote













            The Altirra emulator manual describes the operation of the ANTIC in some detail, and says




            A 48 byte buffer within ANTIC is used to store graphic data for a single scan line. Its purpose is to buffer data for
            use on repeated scan lines, reducing DMA overhead. For bitmap modes, it allows ANTIC to only read graphics
            data for a mode line once, during the first scan line. For character modes, it holds the character name data which
            is then repeatedly used to fetch each scan line of character data from the character set.



            Because only character names are buffered in character modes and not character data, the two text modes that
            have double-height characters ­ modes 5 and 7 ­ must still fetch character data on every scan line even though
            half of the fetches are redundant.




            If you count the SRAM cells in the photo, you'll see 48 rows of 8 bits. So it is indeed 48 bytes SRAM. Yes, SRAM is huge.






            share|improve this answer




















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              2 Answers
              2






              active

              oldest

              votes








              2 Answers
              2






              active

              oldest

              votes









              active

              oldest

              votes






              active

              oldest

              votes








              up vote
              4
              down vote



              accepted











              It's interestingly different from the VIC-II;




              Not at least, because they represent complete different concepts. ANTIC is just a half of the graphics system, G/CTIA being the other.



              The VIC-II is fixed in its capabilities, with its DMA being tied to simple display fetches. ANTIC's DMA is way more fexible and programable (Keyword here is Display List programing)




              in particular, there isn't the sheer bulk of sprite circuitry,




              These are within the 32 Registers of the G/CTIA, which in turn gets feed by DMA access from memory, controlled by the ANTIC.




              presumably because it doesn't have as much in the way of sprites.




              It doen't need them. Where the VIC-II needs dedicated RAM to store limited sprites, the ANTIC/GTIA pair uses the whole CPU memory to produce unlimited sized (in height at least) sprites.




              How much on chip memory does ANTIC have?




              Dependign on how one counts 48 to more than 70, as the registers also data. The 'huge' 48 byte block is only the line buffer.




              What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?




              Somewhat. For text display it's much like with the VIC, but it also works for grapic modes. Depending on the mode selected for that line 8 to 48 bytes are loaded with character (name) or grapics data. And kept for the following lines.






              share|improve this answer


























                up vote
                4
                down vote



                accepted











                It's interestingly different from the VIC-II;




                Not at least, because they represent complete different concepts. ANTIC is just a half of the graphics system, G/CTIA being the other.



                The VIC-II is fixed in its capabilities, with its DMA being tied to simple display fetches. ANTIC's DMA is way more fexible and programable (Keyword here is Display List programing)




                in particular, there isn't the sheer bulk of sprite circuitry,




                These are within the 32 Registers of the G/CTIA, which in turn gets feed by DMA access from memory, controlled by the ANTIC.




                presumably because it doesn't have as much in the way of sprites.




                It doen't need them. Where the VIC-II needs dedicated RAM to store limited sprites, the ANTIC/GTIA pair uses the whole CPU memory to produce unlimited sized (in height at least) sprites.




                How much on chip memory does ANTIC have?




                Dependign on how one counts 48 to more than 70, as the registers also data. The 'huge' 48 byte block is only the line buffer.




                What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?




                Somewhat. For text display it's much like with the VIC, but it also works for grapic modes. Depending on the mode selected for that line 8 to 48 bytes are loaded with character (name) or grapics data. And kept for the following lines.






                share|improve this answer
























                  up vote
                  4
                  down vote



                  accepted







                  up vote
                  4
                  down vote



                  accepted







                  It's interestingly different from the VIC-II;




                  Not at least, because they represent complete different concepts. ANTIC is just a half of the graphics system, G/CTIA being the other.



                  The VIC-II is fixed in its capabilities, with its DMA being tied to simple display fetches. ANTIC's DMA is way more fexible and programable (Keyword here is Display List programing)




                  in particular, there isn't the sheer bulk of sprite circuitry,




                  These are within the 32 Registers of the G/CTIA, which in turn gets feed by DMA access from memory, controlled by the ANTIC.




                  presumably because it doesn't have as much in the way of sprites.




                  It doen't need them. Where the VIC-II needs dedicated RAM to store limited sprites, the ANTIC/GTIA pair uses the whole CPU memory to produce unlimited sized (in height at least) sprites.




                  How much on chip memory does ANTIC have?




                  Dependign on how one counts 48 to more than 70, as the registers also data. The 'huge' 48 byte block is only the line buffer.




                  What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?




                  Somewhat. For text display it's much like with the VIC, but it also works for grapic modes. Depending on the mode selected for that line 8 to 48 bytes are loaded with character (name) or grapics data. And kept for the following lines.






                  share|improve this answer















                  It's interestingly different from the VIC-II;




                  Not at least, because they represent complete different concepts. ANTIC is just a half of the graphics system, G/CTIA being the other.



                  The VIC-II is fixed in its capabilities, with its DMA being tied to simple display fetches. ANTIC's DMA is way more fexible and programable (Keyword here is Display List programing)




                  in particular, there isn't the sheer bulk of sprite circuitry,




                  These are within the 32 Registers of the G/CTIA, which in turn gets feed by DMA access from memory, controlled by the ANTIC.




                  presumably because it doesn't have as much in the way of sprites.




                  It doen't need them. Where the VIC-II needs dedicated RAM to store limited sprites, the ANTIC/GTIA pair uses the whole CPU memory to produce unlimited sized (in height at least) sprites.




                  How much on chip memory does ANTIC have?




                  Dependign on how one counts 48 to more than 70, as the registers also data. The 'huge' 48 byte block is only the line buffer.




                  What is it used for? Sprite data? Or does it have other stuff like the way the VIC-II has to store forty bytes of characters?




                  Somewhat. For text display it's much like with the VIC, but it also works for grapic modes. Depending on the mode selected for that line 8 to 48 bytes are loaded with character (name) or grapics data. And kept for the following lines.







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited Aug 26 at 15:43

























                  answered Aug 26 at 10:23









                  Raffzahn

                  32.5k471129




                  32.5k471129




















                      up vote
                      7
                      down vote













                      The Altirra emulator manual describes the operation of the ANTIC in some detail, and says




                      A 48 byte buffer within ANTIC is used to store graphic data for a single scan line. Its purpose is to buffer data for
                      use on repeated scan lines, reducing DMA overhead. For bitmap modes, it allows ANTIC to only read graphics
                      data for a mode line once, during the first scan line. For character modes, it holds the character name data which
                      is then repeatedly used to fetch each scan line of character data from the character set.



                      Because only character names are buffered in character modes and not character data, the two text modes that
                      have double-height characters ­ modes 5 and 7 ­ must still fetch character data on every scan line even though
                      half of the fetches are redundant.




                      If you count the SRAM cells in the photo, you'll see 48 rows of 8 bits. So it is indeed 48 bytes SRAM. Yes, SRAM is huge.






                      share|improve this answer
























                        up vote
                        7
                        down vote













                        The Altirra emulator manual describes the operation of the ANTIC in some detail, and says




                        A 48 byte buffer within ANTIC is used to store graphic data for a single scan line. Its purpose is to buffer data for
                        use on repeated scan lines, reducing DMA overhead. For bitmap modes, it allows ANTIC to only read graphics
                        data for a mode line once, during the first scan line. For character modes, it holds the character name data which
                        is then repeatedly used to fetch each scan line of character data from the character set.



                        Because only character names are buffered in character modes and not character data, the two text modes that
                        have double-height characters ­ modes 5 and 7 ­ must still fetch character data on every scan line even though
                        half of the fetches are redundant.




                        If you count the SRAM cells in the photo, you'll see 48 rows of 8 bits. So it is indeed 48 bytes SRAM. Yes, SRAM is huge.






                        share|improve this answer






















                          up vote
                          7
                          down vote










                          up vote
                          7
                          down vote









                          The Altirra emulator manual describes the operation of the ANTIC in some detail, and says




                          A 48 byte buffer within ANTIC is used to store graphic data for a single scan line. Its purpose is to buffer data for
                          use on repeated scan lines, reducing DMA overhead. For bitmap modes, it allows ANTIC to only read graphics
                          data for a mode line once, during the first scan line. For character modes, it holds the character name data which
                          is then repeatedly used to fetch each scan line of character data from the character set.



                          Because only character names are buffered in character modes and not character data, the two text modes that
                          have double-height characters ­ modes 5 and 7 ­ must still fetch character data on every scan line even though
                          half of the fetches are redundant.




                          If you count the SRAM cells in the photo, you'll see 48 rows of 8 bits. So it is indeed 48 bytes SRAM. Yes, SRAM is huge.






                          share|improve this answer












                          The Altirra emulator manual describes the operation of the ANTIC in some detail, and says




                          A 48 byte buffer within ANTIC is used to store graphic data for a single scan line. Its purpose is to buffer data for
                          use on repeated scan lines, reducing DMA overhead. For bitmap modes, it allows ANTIC to only read graphics
                          data for a mode line once, during the first scan line. For character modes, it holds the character name data which
                          is then repeatedly used to fetch each scan line of character data from the character set.



                          Because only character names are buffered in character modes and not character data, the two text modes that
                          have double-height characters ­ modes 5 and 7 ­ must still fetch character data on every scan line even though
                          half of the fetches are redundant.




                          If you count the SRAM cells in the photo, you'll see 48 rows of 8 bits. So it is indeed 48 bytes SRAM. Yes, SRAM is huge.







                          share|improve this answer












                          share|improve this answer



                          share|improve this answer










                          answered Aug 26 at 5:56









                          dirkt

                          6,8881738




                          6,8881738



























                               

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