This page (revision-9) was last changed on 03-Feb-2023 15:21 by Florian Dingler 

This page was created on 20-Mar-2010 20:27 by Florian Dingler

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Version Date Modified Size Author Changes ... Change note
9 03-Feb-2023 15:21 1 KB Florian Dingler to previous
8 09-Sep-2010 12:33 1 KB Florian Dingler to previous | to last
7 08-Sep-2010 19:09 1 KB Florian Dingler to previous | to last
6 23-Jul-2010 23:12 1 KB Florian Dingler to previous | to last
5 20-Mar-2010 20:36 1 KB Florian Dingler to previous | to last
4 20-Mar-2010 20:33 1 KB Florian Dingler to previous | to last
3 20-Mar-2010 20:32 1 KB Florian Dingler to previous | to last
2 20-Mar-2010 20:31 1 KB Florian Dingler to previous | to last
1 20-Mar-2010 20:27 990 bytes Florian Dingler to last

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At line 5 changed 10 lines
||Bit||Description
|0|P0-P1-P2-P3 PF0-PF1-PF2-PF3 BAK
|1|P0-P1 PF0-PF1-PF2-PF3 P2-P3 BAK
|2|PF0-PF1-PF2-PF3 P0-P1-P2-P3 BAK
|3|PF0-PF1 P0-P1-P2-P3 PF2-PF3 BAK
|4|Four Missiles add up to be 5th player
|5|Overlapping Players have 3rd color
|6|GTIA Mode see next table
|7|GTIA Mode see next table
P0-P3 Players [COLPM0]...\\PF0-PF3 Playfield colors [COLPF0]...\\BAK background or border color [COLBAK]
||Bit||Value||Description
|0|1|P0-P1-P2-P3 PF0-PF1-PF2-PF3 BAK
|1|2|P0-P1 PF0-PF1-PF2-PF3 P2-P3 BAK
|2|4|PF0-PF1-PF2-PF3 P0-P1-P2-P3 BAK
|3|8|PF0-PF1 P0-P1-P2-P3 PF2-PF3 BAK
|4|16|Four Missiles add up to be 5th player
|5|32|Overlapping Players have 3rd color
|6|64|GTIA Mode see next table
|7|128|GTIA Mode see next table
P0-P3 Players [PCOLR0].../[COLPM0]...\\
PF0-PF3 Playfield colors [COLOR0].../[COLPF0]...\\
BAK background or border color [COLOR4]/[COLBAK]
At line 16 changed one line
A logical OR is done to the colors of players 0/1 and 2/3 when they overlap. Only the 0/1, 2/3 combinations are allowed; you will not get a third color when players 1 and 3 overlap, for example (you will get black instead).
A logical OR is done to the colors of players 0/1 and 2/3 when they overlap. Only the 0/1, 2/3 combinations are allowed; you will not get a third color when players 1 and 3 overlap, the priorities set with bits 0…3 are applied.
At line 18 changed one line
You can also use this location to select one of GTIA GRAPHICS modes nine, ten, or eleven.
If put together into a 5th player (set Bit 4 to '1') the missiles get the color of register 3 [COLOR3]. They still move independently, e.g. set their horizontal positions with [HPOSM0] - [HPOSM3]
At line 23 added one line
This register can be used to select one of GTIA GRAPHICS modes 9, 10 and 11.
At line 29 added 7 lines
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see also: [Player Missile Topics|Pm_topics]
previous: [FINE]
next: [PADDL0]