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Atari XL

Atari XL
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184 The
Ateri
XL
Handbook
600
'NEXT
PR:
REM
GO
BACK
FOR
NEXT
PRIORITY
One
final
point
is
that
in
the
text
mode,
mode
0,
and
in
text
windows
in
other
graphics
modes,
the
text
colour
is
controlled
by
colour
register
2,
but
the
luminance
of
the
text
is
controlled
by
colour
register
1.
If
a
player
passes
over
the
text,
the
text
colour
changes
to
the
colour
of
the
player,
but
its
luminance
is
unaltered.
This
means
that
the
text
may
disappear
if
the
luminances
of
the
player
and
of
the
text
are
the
same.
COLLISIONS
The
final
feature
of
player-missile
graphics
is
that
the
GTIA
chip
can
detect
collisions
between
players,
between
a
player
and
a
missile,
and
between
players
or
missiles
and
the
graphics
objects on
the
main
display.
These
collisions,
which
occur
when
two
graphics
objects
overlap,
are
automatically
detected
and
recorded
in
various
registers.
The
collision
indication
registers
are
shown
in
the
table
opposite.
The
contents
of
the
registers
have
the
following
meanings:
Missile/Display
and
Player/Display
collisions
Bit
0
set
indicates
a collision
with
a
display
item
coloured
by
colour
register
O.
Bit
1
set
indicates
a collision
with
a
display
item
coloured
by
colour
register
1.
Bit
2
set
indicates
a collision
with
a
display
item
coloured
by
colour
register
2. .
Bit
3
set
indicates
a collision
with
a
display
item
coloured
by
colour
register
3.
Missile/Player
and
Player/Player
collisions
Bit
0
set
indicates
a collision
with
Player
o.
Bit
1
set
indicates
a collision
with
Player
1.

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