part number C012295 — NTSC CTIA C014805 — NTSC GTIA C014889 — PAL GTIA C020120 — French SECAM GTIA (FGTIA) 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. C020577 — CGIA C021737 — KERI Pinout Registers The Atari 8-bit computers map CTIA/GTIA to the $D0xxhex page and the Atari 5200 console maps it to the $C0xxhex 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 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 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 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: Player/Missile Horizontal Coordinates 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 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" the Missiles switch from displaying the color of