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Old Atari Design Docs Online

gribbly writes "Forget emulation -- now you can read classic Atari design docs!" It's all documents from the early 1980s, I think, and looks totally...I dunno. It's like taking a journey into the past.

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  1. Re:Feature priorities askew? by Olivier+Galibert · · Score: 5

    The video subsystems were completely different for computers than for arcade machines at this time[1].

    Computers:
    - framebuffer
    - hardware support for scrolling of the pixels
    - blitters
    - hblank interrupt for effects

    Arcade games:
    - n planes of tile oriented video (i.e, the screen is divided into 8x8 elements selected by number)
    - sprites generator (usually a plane of its own)
    - priority manager
    - hardware support for global scrolling of the tile planes
    - horizontal and vertical line scrolling
    - vblank interrupt only

    There were numerous variants, of course, and some games used a framebuffer (williams games, mostly), but this is the usual architecture. It trades off genericity (you can't really draw a line in a no-framebuffer, tile-based system) for efficiency (zero-cpu-cost layers, independant busses for the graphic roms which are directly connected to the tile/sprites ICs, etc....). That's mostly what made them so impressive compared to the quite feeble CPUs they were using.

    OG, mamedev

    [1] Now everything has been unified under a common 3d-oriented architecture.