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Atari 800

Atari 800
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HPOSMO-
HPOSM3
(Missile
Horizontal
Position)(MO
D004,
M1
D005,
M2
D006,
M3
D007):
These
addresses
write
data
into
the
Missile
Horizontal
Position
Registers
(see
HPOSPO
description).
D7
D6
D5
D4 D3 D2
D1
DO
I
VDELAY
(Vertical
Delay)(D01C):
This
address
writes
data
into
the
Vertical
Delay
Register.
D7
D6
D5
D4
D3 D2
D1
DO
P3
P2
P1
PO
M3
M2
M1
MO
VDELAY
is
used
to
give
one-line
resolution
in
the
vertical
po-
sitioning
of
an
object
when
the
2-line
resolution
display
is
enabled.
Setting
a
bit
in
VDELAY
to
1 moves
the
corresponding
object
down
by
one
TV
line.
If
player-missile
DMA
is
enabled
then
changing
the
vertical
location
of
an
object
by more
than
one
line
is
accomplished
by moving
bits
around
in
the
memory map.
If
DMA
is
disabled
then
the
vertical
location
can
be
set
up
by
assembly
language
code
which
stores
data
into
the
graphics
registers
at
the
desired
line.
MOPF,
M1PF,
M2PF,
M3PF
(Missile
to
Playfield
Collisions)(DOOO,
D001,
D002, D003):
These
addresses
read
Missile
to
Playfield
Collisions.
A 1
bit
means
that
a
collision
has
been
detected
since
the
last
HITCLR.
Not Used
(zero
forced)
D3
3
D2
2
D1
DO
1 0
Playfield
Type
POPF, P1PF, P2PF, P3PF
(Player
to
Playfield
Collisions)(D004,
DOOS,
D006,
D007):
These
addresses
read
Player
to
Playfield
Collisions.
Not Used
(zero
forced)
D3
3
D2
2
D1
DO
1 0
Playfield
Type
MOPL,
M1PL,
M2PL,
M3PL
(Missile
to
Player
Collision)(D008,
D009,
DOOA,
DOOB):
These
addresses
read
Missile
to
Player
Collisions.
Not Used
(zero
forced)
D3
3
D2
2
D1
DO
1 0
Player
Number
POPL, P1PL,
P'~L,
P3PL
(Player
to
Player
Collisions)(DOOC,
DOOD,
DOOE,
DOOF):
These
addresses
read
Player
to
Player
Collisions
Not Used
(zero
forced)
D3
3
D2
2
D1
DO
1
0
Player
Number
(Player
0
against
Player
0
is
always
a
zero).
Etc.
III.ll

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