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Atari 800

Atari 800
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D4
Fifth
Player
Enable.
D3, D2, D1,
&
DO
Higher
Priority
This
bit
causes
all
missiles
to
assume
the
color
of
Playfield
Type
3.
(COLPF3).
This
allows
missiles
to
be
positioned
together
with
a
common
color
for
use
as
a
fifth
player.
Priority
Select
(Mutually
Exclusive).
These
bits
select
one
of
4
types
of
priority.
Objects
with
higher
priority
will
appear
to
move
in
front
of
objects
with
lower
priority.
D3=1
D2=1
D1=1 D0=1
I I
I
[PFO
ICPFO
I
PO]
I
PO]
PF1
I PF1
I
P1
I
P1
PO
I PF2
I
PFO
I
P2
Pl
J I PF3 + P5
I
PFl
t
=~0
P2 I
PO]
I PF2
P3
I
P1
I PF3 + 5
I PF1
PF2
I P2
I
P2
J
I PF2
!;3
+ P5 I P3
I P3 I PF3 + 5
BAK
1
BAK
I
BAK
J
BAK
NOTE:
The
use
of
Priority
bits
in
a
"non-exclusive"
mode
(more
than
1
bit
true)
will
result
in
objects
(whose
priorities
are
in
conflict)
turning
BLACK
in
the
overlap
region.
EXAMPLE:
PRIOR
code
= 1010
This
will
black
PO
or
P1
if
they
are
over
PFO
or
PF1.
It
will
also
black
P2
or
P3
if
they
are
over
PF2
or
PF3.
In
the
one-color
40
character
modes,
the
luminance
of
a
pixel
in
a
character
is
determined
by
COLPF1,
regardless
of
the
priority.
If
a
higher
priority
player
or
missile
overlaps
the
character
then
the
color
is
determined
by
the
player's
color.
OS
SHADOW:
GPRIOR
(26F)
COLPFO-
COLPF3
(Playfield
Color)(D016,
D017, D018, D019):
These
addresses
write
data
to
the
Playfield
Color-Lum
Registers.
D7
D6
D5
D4
D3 D2
D1
DO
(see
COLBK
for
bit
assignment)
OS
SHADOWS:
COLORO
- 3 (2C4-2C7)
III.8

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