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Color Television Interface Adaptor ( CTIA ) and its successor Graphic Television Interface Adaptor ( GTIA ) are custom chips used in the Atari 8-bit computers and Atari 5200 home video game console . In these systems, a CTIA or GTIA chip works together with ANTIC to produce the video display. ANTIC generates the playfield graphics (text and bitmap) while CTIA/GTIA provides the color for the playfield and adds overlay objects known as player/missile graphics ( sprites ). Under the direction of Jay Miner , the CTIA/GTIA chips were designed by George McLeod with technical assistance of Steve Smith.

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45-536: CTIA may refer to: Color Television Interface Adaptor , a custom chip inside early Atari 8-bit computers CTIA (organization) , a trade association representing the wireless communications industry in the United States Cape Town International Airport Topics referred to by the same term [REDACTED] This disambiguation page lists articles associated with

90-417: A cartridge , cart , cassette , or card , is a replaceable part designed to be connected to a consumer electronics device such as a home computer , video game console or, to a lesser extent, electronic musical instruments . ROM cartridges allow users to rapidly load and access programs and data alongside a floppy drive in a home computer; in a video game console, the cartridges are standalone. At

135-457: A game cartridge . ROM cartridges were popularized by early home computers which featured a special bus port for the insertion of cartridges containing software in ROM . In most cases the designs were fairly crude, with the entire address and data buses exposed by the port and attached via an edge connector ; the cartridge was memory mapped directly into the system's address space such that

180-479: A "games" module. Modules were not user-programmable. The Hewlett-Packard HP-41C had expansion slots which could hold ROM memory as well as I/O expansion ports. Computers using cartridges in addition to magnetic media are the VIC-20 and Commodore 64 , MSX , Atari 8-bit computers , TI-99/4A (where they were called Solid State Command Modules and were not directly mapped to the system bus) and IBM PCjr (where

225-436: A cartridge is less than that of an optical disc like a DVD-ROM or CD-ROM . Techniques such as bank switching were employed to be able to use cartridges with a capacity higher than the amount of memory directly addressable by the processor. As video games became more complex (and the size of their code grew), software manufacturers began sacrificing the quick load times of ROM cartridges in favor of greater storage capacity and

270-448: A custom " J-Cart " cartridge design by Codemasters which incorporated two additional gamepad ports. This allowed players to have up to four gamepads connected to the console without the need for an additional multi-controller adapter . Storing software on ROM cartridges has a number of advantages over other methods of storage like floppy disks and optical media . As the ROM cartridge

315-473: A form of flash memory technology similar to that of SD cards with larger storage space. As of 2024 , Nintendo is the only major company to exclusively use cartridges for their consoles and handhelds, as others such as Sony and Microsoft continue to use optical disc -based media for their consoles. In 1976 , 310,000 home video game cartridges were sold in the United States. Between 1983 and 2013,

360-466: A single 1-bit object known as the "ball", and two 1-bit "missiles". All of these objects could be moved to arbitrary horizontal locations via settings in other registers. The key to the TIA system, and the 2600's low price, was that the system implemented only enough memory to draw a single line of the display, all of which held in registers. To draw an entire screen full of data, the user code would wait until

405-413: A television display. The conventional way to draw the playfield is to use a bitmap held in a frame buffer , in which each memory location in the frame buffer represents one or more locations on the screen. In the case of the 2600, which normally used a resolution of 160x192 pixels, a frame buffer would need to have at least 160x192/8 = 3840 bytes of memory. Built in an era where RAM was very expensive,

450-719: A total of 2,910.72 million software cartridges had been sold for Nintendo consoles . ROM cartridges can not only carry software, but additional hardware expansions as well. Examples include various cartridge-based chips on the Super NES , the SVP chip in the Sega Genesis version of Virtua Racing , and a chess module in the Magnavox Odyssey² . Micro Machines 2 on the Genesis/Mega Drive used

495-461: Is a television interface device with the following features: by part number Atari, Inc. intended to combine functions of the ANTIC and GTIA chips in one integrated circuit to reduce production costs of Atari computers and 5200 consoles. Two such prototype circuits were being developed, however none of them entered production. The Atari 8-bit computers map CTIA/GTIA to the $ D0xx hex page and

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540-694: Is memory mapped into the system's normal address space, software stored in the ROM can be read like normal memory; since the system does not have to transfer data from slower media, it allows for nearly instant load time and code execution. Software run directly from ROM typically uses less RAM, leaving memory free for other processes. While the standard size of optical media dictates a minimum size for devices which can read discs, ROM cartridges can be manufactured in different sizes, allowing for smaller devices like handheld game systems . ROM cartridges can be damaged, but they are generally more robust and resistant to damage than optical media; accumulation of dirt and dust on

585-528: Is solved for many write registers by Operating System Shadow registers implemented in regular RAM as places to store the last value written to registers. Operating System Shadow registers are copied from RAM to the hardware registers during the Vertical Blank. Therefore, any write to hardware registers which have corresponding shadow registers will be overwritten by the value of the Shadow registers during

630-473: The Atari 2600 console. The TIA display logically consisted of two primary sets of objects, the "players" and "missiles" that represented moving objects, and the "playfield" which represented the static background image on which the action took place. The chip used data in memory registers to produce digital signals that were converted in realtime via a digital-to-analog converter and RF modulator to produce

675-577: The 1980s, such as the DX1 , DX5 and DX7 and their PSR keyboard lineup in the mid-1990s, namely the PSR-320, PSR-420, PSR-520, PSR-620, PSR-330, PSR-530 and the PSR-6000 . These keyboards use specialized cards known as Music Cartridges , a ROM cartridge simply containing MIDI data to be played on the keyboard as MIDI sequence or song data. Casio has also used similar cartridges known as ROM Pack in

720-479: The Atari 5200 console maps it to the $ C0xx hex page. CTIA/GTIA provides 54 Read/Write registers controlling Player/Missile graphics, Playfield colors, joystick triggers, and console keys. Many CTIA/GTIA register addresses have dual purposes performing different functions as a Read vs a Write register. Therefore, no code should read Hardware registers expecting to retrieve the previously written value. This problem

765-555: The CPU could execute the program in place without having to first copy it into expensive RAM. The Texas Instruments TI-59 family of programmable scientific calculators used interchangeable ROM cartridges that could be installed in a slot at the back of the calculator. The calculator came with a module that provides several standard mathematical functions including the solution of simultaneous equations. Other modules were specialized for financial calculations, or other subject areas, and even

810-468: The CTIA chip also included three additional color interpretations of the normal graphics modes. This feature provides alternate expressions of ANTIC's high-resolution graphics modes presenting 1 bit per pixel, 2 colors with one-half color clock wide pixels as 4 bits per pixel, up to 16 colors, two-color clock wide pixels. This feature was ready before the computers' November 1979 debut, but was delayed so much in

855-519: The CTIA on the fly. As a result of these changes, the new chips provide greatly improved number and selection of graphics modes over the TIA. Instead of a single playfield mode with 20 or 40 bits of resolution, the CTIA/ANTIC pair can display six text modes and eight graphics modes with various resolutions and color depths, allowing the programmer to choose a balance between resolution, colours, and memory use for their display. The original design of

900-560: The Missiles switch from displaying the color of the associated Player object to displaying the value of COLPF3. The new "Player's" position on screen must be set by specifying the position of each Missile individually. Player/Missile pixels are only rendered within the visible portions of the GTIA's pixel engine. Player/Missile objects are not rendered during the horizontal blank or the vertical blank. However, an object can be partially within

945-486: The TIA could not afford this solution. Instead, the system implemented a display system that used a single 20-bit memory register that could be copied or mirrored on the right half of the screen to make what was effectively a 40-bit display. Each location could be displayed in one of four colors, from a palette of 128 possible colors. The TIA also included several other display objects, the "players" and "missiles". These consisted of two 8-bit wide objects known as "players",

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990-421: The cartridge contacts can cause problems, but cleaning the contacts with an isopropyl alcohol solution typically resolves the problems without risk of corrosion. ROM cartridges typically have less capacity than other media. The PCjr-compatible version of Lotus 1-2-3 comes on two cartridges and a floppy disk. ROM cartridges are typically more expensive to manufacture than discs, and storage space available on

1035-529: The cartridge was mapped into BIOS space). Some arcade system boards , such as Capcom 's CP System and SNK 's Neo Geo , also used ROM cartridges. Cassettes and floppy disks cost less than ROM cartridges and some memory cards were sold as an inexpensive alternative to ROM cartridges. A precursor to modern game cartridges of second generation video consoles was introduced with the first generation video game console Magnavox Odyssey in 1972, using jumper cards to turn on and off certain electronics inside

1080-493: The chips as stated in the Atari field service manual. Various publications named the chips differently, sometimes using the alternative spelling Adapter or Graphics , or claiming that the "C" in "CTIA" stands for Colleen/Candy and "G" in "GTIA" is for George. Atari had built their first display driver chip, the Television Interface Adaptor but universally referred to as the TIA, as part of

1125-599: The company would need a new design by 1979. Initially this new design was simply an updated 2600-like game console, and was built around a similar basic design, simply updated. Work on what would become the CTIA started in 1977, and aimed at delivering a system with twice the resolution and twice the number of colours. Moreover, by varying the number of colours in the playfield, much higher resolutions up to 320 pixels horizontally could be supported. Players and missiles were also updated, including four 8-bit players and four 2-bit missiles, but also allowing an additional mode to combine

1170-402: The computer role. Design of the CTIA was well advanced at this point, so instead of a redesign a clever solution was provided by adding a second chip that would effectively automate the process of racing the beam. Instead of the user's programming updating the CTIA's registers based on its interrupt timing, the new ANTIC would handle this chore, reading data from a framebuffer and feeding that to

1215-649: The console. A modern take on game cartridges was invented by Wallace Kirschner, Lawrence Haskel and Jerry Lawson of Alpex Computer Corporation, first unveiled as part of the Fairchild Channel F home console in 1976. The cartridge approach gained more popularity with the Atari 2600 released the following year. From the late 1970s to mid-1990s, the majority of home video game systems were cartridge-based. As compact disc technology came to be widely used for data storage, most hardware companies moved from cartridges to CD-based game systems. Nintendo remained

1260-404: The current Playfield display mode. This also means Player/Missile objects can be moved into overscan areas beyond the current Playfield mode. Note that while Missile objects bit patterns share the same byte for displayed pixels ( GRAFM ) each Missile can be independently positioned. When the "fifth Player" option is enabled (See PRIOR/GPRIOR register) turning the four Missiles into one "Player"

1305-493: The development cycle that Atari had already ordered a batch of about 100,000 CTIA chips with the graphics modes missing. Not wanting to throw away the already-produced chips, the company decided to use them in the initial release of the Atari 400 and 800 models in the US market. The CTIA-equipped computers, lacking the 3 extra color modes, were shipped until October–November 1981. From this point, all new Atari units were equipped with

1350-401: The four missiles into a fifth player. Shortly after design began, the home computer revolution started in earnest in the later half of 1977. In response, Atari decided to release two versions of the new machine, a low-end model as a games console, and a high-end version as a home computer. In either role, a more complex playfield would be needed, especially support for character graphics in

1395-466: The horizontal blank. The objects' pixels that fall outside of the horizontal blank are then within the visible portion of the display and can still register collisions. The horizontal position range of visible color clocks is $ 22 hex /34 dec to $ DD hex /221 dec . To remove a Player/Missile object from the visible display area horizontal positions (left) 0 and (right) $ DE hex /222 dec (or greater) will insure no pixels are rendered regardless of

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1440-936: The left and right edges of the possible Playfield sizes, useful when aligning Player/Missile objects to Playfield components: Three sizes can be chosen: Normal, Double, and Quad width. The left edge (See Horizontal Coordinates ) is fixed and the size adjustment expands the Player or Missile toward the right in all cases. Note that in Quad size a single Player/Missile pixel is the same width as an Antic Mode 2 text character. Player/Missile priority selection mixed with Quad width Player Missile graphics can be used to create multiple text colors per Mode line. Each Player has its own size control register: Size of Player 0 Size of Player 1 Size of Player 2 Size of Player 3 Player size controls: Values: All Missile sizes are controlled by one register, but each Missile can be sized independently of

1485-559: The lone hold-out, using cartridges for their Nintendo 64 system; the company did not transition to optical media until the release of the GameCube in 2001. Cartridges were also used for their handheld consoles, which are known as Game Cards in the DS/3DS line of handhelds. These cartridges are much smaller and thinner than previous cartridges, and use the more modern flash memory for game data rather than built-in ROM chips on PCBs for

1530-556: The lower cost of optical media. Another source of pressure in this direction was that optical media could be manufactured in much smaller batches than cartridges; releasing a cartridge video game on the other hand inevitably includes the risk of producing thousands of unsold cartridges. Besides their prominent usage on video game consoles, ROM cartridges have also been used on a small number of electronic musical instruments, particularly electronic keyboards . Yamaha has made several models with such features, with their DX synthesizer in

1575-462: The new chip, now called GTIA, that supported the new color interpretation modes. The original Atari 800/400 operating system supported the GTIA alternate color interpretation modes from the start, which allowed for easy replacement of the CTIA with the GTIA once it was ready. Atari authorized service centers would install a GTIA chip in CTIA-equipped computers free of charge if the computer

1620-425: The next Vertical Blank. Some Write registers do not have corresponding Shadow registers. They can be safely written by an application without the value being overwritten during the vertical blank. If the application needs to know the last state of the register then it is the responsibility of the application to remember what it wrote. Operating System Shadow registers also exist for some Read registers where reading

1665-470: The others. When the "fifth Player" option is enabled (See PRIOR/GPRIOR register) turning the four Missiles into one "Player" the width is still set by specifying the size for each Missile individually. Values: Each Player object has its own 8-bit pattern register. Missile objects share one register with 2 bits per each Missile. Once a value is set it will continue to be displayed on each scan line. With no other intervention by CPU or ANTIC DMA to update

1710-559: The same purpose. The release of the Nintendo Switch in 2017 marked the company's shift away from their own proprietary optical disc -based media after last using them in the Wii U in favor of small cartridge-based media. These cartridges are known as Game Cards like previous Nintendo handhelds, and are much smaller and thinner than previous cartridges for consoles as well as Nintendo's own Game Cards for their DS/3DS handhelds. It uses

1755-471: The size of the Player/Missile object and so no unintentional collisions can be flagged. Horizontal Position of Player 0 Horizontal Position of Player 1 Horizontal Position of Player 2 Horizontal Position of Player 3 Horizontal Position of Missile 0 Horizontal Position of Missile 1 Horizontal Position of Missile 2 Horizontal Position of Missile 3 Below are the color clock coordinates of

1800-428: The television display reached the right side of the screen and update the registers for the playfield and player/missiles to correctly reflect the next line on the display. This scheme drew the screen line-by-line from program code on the ROM cartridge , a technique known as "racing the beam". Atari initially estimated that the 2600 would have short market lifetime of three years when it was designed in 1976, which meant

1845-436: The time around their release, ROM cartridges provided security against unauthorised copying of software. However, the manufacturing of ROM cartridges was more expensive than floppy disks, and the storage capacity was smaller. ROM cartridges and slots were also used for various hardware accessories and enhancements. The widespread usage of the ROM cartridge in video gaming applications has led it to be often colloquially called

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1890-553: The title CTIA . If an internal link led you here, you may wish to change the link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=CTIA&oldid=932778689 " Category : Disambiguation pages Hidden categories: Short description is different from Wikidata All article disambiguation pages All disambiguation pages Color Television Interface Adaptor Color Television Interface Adaptor and Graphic Television Interface Adaptor are names of

1935-471: The value directly from hardware at an unknown stage in the display cycle may return inconsistent results. In the individual register listings below the following legend applies: These registers specify the horizontal position in color clocks of the left edge (the high bit of the GRAF* byte patterns) of Player/Missile objects. Coordinates are always based on the display hardware's color clock engine, NOT simply

1980-459: The values the result is vertical stripe patterns the height of the screen including overscan areas. This mode of operation does not incur a CPU or DMA toll on the computer. It is useful for displaying alternate colored borders and vertical lines separating screen regions. Graphics pattern for Player 0 Graphics pattern for Player 1 Graphics pattern for Player 2 ROM cartridge A ROM cartridge , usually referred to in context simply as

2025-407: Was under warranty; otherwise the replacement would cost $ 62.52. GTIA was also mounted in all later Atari XL and XE computers and Atari 5200 consoles. The list below describes CTIA/GTIA's inherent hardware capabilities meaning the intended functionality of the hardware itself, not including results achieved by CPU-serviced interrupts or display kernels driving frequent register changes. CTIA/GTIA

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