||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 P0-P3 Players [PCOLR0].../[COLPM0]...\\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, for example (you will get black instead). !!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 * the same as GRAPHICS x in BASIC ---- see also: [Player Missile Topics|Pm_topics] previous: [FINE] next: [PADDL0]