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Atari 800

Atari 800
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COLBK
(Background
Color)(DOlA):
This
address
writes
data
to
the
Background Color-Lum
Register.
Color
Luminance
I I I I I
Not I
D7
I
D6
I
D5
1
D4
D3
I
D2
I
Dl Used
X X X X 0 0 0
Zero
Luminance
(black)
0
0
1
ETC.
1 1 1 Max.
Luminance(white)
0
0
0 0 Grey
0 0 0 1 Gold
0
0 1
0
Orange
0 0 1 1
Red-Orange
0
1
0 0
Pink
0 1
0
1
Purple
0 1
1 0
Purple-Blue
0
1
1 1
Blue
1
0 0 0
Blue
1
0 0 1
Light-Blue
1 0 1 0
Turquoise
1
0 1
1
Green-Blue
1 1
0 0
Green
1 1 0 1
Yellow-Green
1 1
1 0
Orange-Green
1
1 1 1
Light-Orange
OS
SHADOW:
COLOR4
(2C8)
E.
PLAYERS
AND
MISSILES
DMACTL,
GRACTL,
PMBASE
and
PRIOR
also
affect
players
and
missiles.
COLPMO-
COLPM3
(Player-Missile
Color)(D012,
D013, D014, D015):
These
addresses
write
to
the
Player-Missile
Color-Lum
Registers.
Missiles
have
the
same
color-lum
as
their
player
unless
missiles
are
used
as
a
5th
player
(see
bit
4
of
PRIOR). A
5th
player
missile
gets
its
color
from
COLPF3.
D7
D6
D5
D4 D3
D2
Dl
DO
(see
COLBK
for
bit
assignments)
OS
SHADOWS:
PCOLRO
- 3 (2C0-2C3)
GRAFPO
-
GRAFP3
(Player
Graphics
Registers):
(PO
DOOD,
Pl
DOOE,
P2
DOOF,
P3 DOlO):
These
addresses
write
data
directly
into
the
Player
Graphics
Registers,
independent
of
DMA.
If
DMA
is
enabled
then
the
graphics
registers
will
be
loaded
automatically
from
the
memory
area
specified
by PMBASE(see
page
II.
3).
I
D7
:
D6
D5 D4 D3 D2
Dl
DO
Left
Right
Player
on
TV
Screen
III.9

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