ADR | HEXADR | NAME | Description | shadow of | OS |
---|---|---|---|---|---|
623 | $026F | GPRIOR | Priority Selection Register | PRIOR | all |
Priority Settings#
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 |
PF0-PF3 Playfield colors COLOR0.../COLPF0...
BAK background or border color COLOR4/COLBAK
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.
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
GTIA Modes#
This register can be used to select one of GTIA GRAPHICS modes 9, 10 and 11.GTIA Mode* | Bit 6 | Bit 7 | Description |
---|---|---|---|
9 | 0 | 1 | 16 different luminances of the same hue (color) |
10 | 1 | 0 | 9 different colors |
11 | 1 | 1 | 16 different hues (colors) of the same luminance |
see also: Player Missile Topics
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