Atari Cosmos PCB, track side |
COP444 Pinout |
Seven of them, representing the seven columns (or seven segments) are connected to resistors (that go over the ATARI INC label) and straight into the Display Connector.
It is highly likely that these are the connectors to the display columns (think of it as a 7x6 array + the 7 segment displays). Nothing else makes sense.
I don't know how the wiring is done, but for the sake of programming sanity it is likely to be G2 G1 G0 D3 D2 D1 D0. It might not be - sometimes designs are done for ease of wiring and it's sorted out in the software - but there are so many complex wires in the display board it doesn't seem like it would matter and when you are cramming 8 games into 2k of 4 bit code then that's your low resource.
G3 is not connected in the same way - this is the track that heads off to the top left corner for a bit, and I think, connects to the track between the words www and atari (I must give references for these pics), after which it heads off left.
This, I think has to be the line that selects which of the two holographic displays to be used (the Cosmos has an overlay for the LEDs and can programmatically display one or the other). It's off in the right direction, and it is not the same functionality as the other G and D ports.
On the bottom side, mostly are the L-lines. These are bidirectional I/O lines. The
LED Driver circuitry using transistors |
This doesn't leave much. The two clock inputs, RESET, the power lines, the four input lines IN0-3 and the Serial I/O connections to the Sound Microcontroller. (SK SO SI).
There's two outstanding issues. First is the game selector , and second is the keypad layout. This latter is, well .... interesting.
Irrelevancy: The COP444 has an "OMG" instruction, which is coincidential (it's too old) - it outputs a Memory Nibble to the G port, which belongs with HCF and SEX. I'm sure they weren't accidents :-)
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