There is no screen. There is a beam — and your code is the picture.The Atari 2600 has no frame buffer. It has 128 bytes of RAM, not enough to hold a single line of the picture, and a processor that has to build the image while the beam is already drawing it. On this machine the program is the video generator, and every one of the 76 cycles in a scanline has a price.
This book assumes nothing. Binary and hexadecimal are explained from the beginning. The development environment is installed step by step on Windows, macOS and Linux. Your first cartridge is running before the end of Part I. From the 6507 instruction by instruction, the TIA register by register, and two complete games from specification to finished ROM.
What makes this book differentEvery screenshot is real. Not one picture in this book was drawn in an image editor. Every listing was assembled, run in the emulator and photographed — the broken ones included.The mistakes are shown, not described. "Where it breaks" takes a classic error, assembles it, and prints the broken screen it really produces, so you recognise it when it happens to you.Everything is measured. Cycle counts, colour charts, timer intervals and sound frequencies were measured on the machine with instrument cartridges written for the purpose, not copied from another book.All the code is free. Every cartridge in the book, its source and the programs that built them are published under the MIT licence — with a program that assembles every one of them again and checks the result byte for byte.InsideBits, bytes, binary and hexadecimal, with nothing assumedThe 6507, the TIA, the RIOT, and 128 bytes of RAMThe whole instruction set, every addressing mode, and measured cycle countsThe NTSC VSYNC, VBLANK, the kernel and overscanPlayfield, players, missiles, ball, collisions and priorityHorizontal positioning that holds up, and the three-cycle rule behind itSound, music, random numbers, score kernels, game statesTwo complete games, from specification to ROMBank switching, PAL and SECAM, optimisation, real hardware, releasing a gameCompression, 48-pixel title screens, state machines, difficulty, the attract loopNine instruction set, TIA and RIOT maps, colour charts, command reference, troubleshooting, glossary, answers, indexForty-nine chapters, printed in colour throughout.
For readers who have never written a line of assembly — and for programmers who want to understand the hardest console ever sold.
Atari and Atari 2600 are trademarks of their respective owners. This book is an independent publication, not authorised by or affiliated with them.