Signetics 2650 & 2636 programming
A guide to programming the family of video game consoles based on the Signetics 2650 microprocessor and 2636 Programmable Video Interface
editReference
edit- System architecture ― Clock generation ― Processor ― Memory map ― PVI ― Sound circuits ― Hand-controller circuits
- Registers ― Program Status Word ― Reset ― Interrupts ― Instruction set ― Addressing modes
- PVI registers ― Objects ― Score ― Background grid ― Sound ― Analogue to digital conversion
Tutorials - system elements
edit- Getting started
WinArcadia ― Assembler ― Debugger - Objects
Programming objects - Score
Score programming ― WinArcadia PVI monitor & memory editor - Programming colours
Colour registers ― Colour codes - Background grid
Grid programming ― Bar extensions - Sync to VRST
Testing VRST ― Moving an object - Sync to Object completion
Detect object completion ― Reprogram objects ― Creating shapes, WithCarry, and Rotate - Object collision
- Sound
Sound - Keypad and console buttons
- Joysticks
- Interrupts
Tutorials - game elements
edit- Speed and animation
- Sound effects
- Music
Tutorials - programming techniques
edit- BCD arithmetic
BCD ― Decimal adjust ― Incrementing the score - Indexed branching
BXA and BSXA ― Creating a state machine
How did they do that?
edit- Leapfrog screen programming
- Super Space Interton game, specifically the terrain
- Games that use interrupts
Tutorial code
edit- Tutorial code - Contains the hardware definitions
- Getting started - An introduction to using WinArcadia
- Objects
- Score
- Programming colours
- Background grid
- Sync to VRST
- Sync to object completion
- State machine
- Interrupts
Appendices
edit- Glossary
- Bibliography
- Analogue TV
- 2650 cheat sheet
- 2636 cheat sheet
- Background worksheet
- Development systems
- WinArcadia
- Pi2650
- PVI audio frequency chart
- Welcome — Local manual of style — Wiki snippets — Contributors