||ADR||HEXADR||NAME||Description||shadow||OS |53275|$D01B|PRIOR|Priority Selection Register|[GPRIOR]|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]/[COLBK] 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 used. 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 * the same as GRAPHICS x in BASIC ---- see also: [Player Missile Topics|Pm_topics] previous: [COLBK] next: [VDELAY]