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Atari 400 Technical Reference Manual page 461

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D4
Fifth Player Enable.
D3, D2, Dl,
&
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
Dl=l
DO=l
I
I
I
[PFO
IC
PFO
I
PC]
I
PO]
PFI
I
PFI
I
PI
I
PI
I
PO
I
PF2
Ie
PFO
I
P2
PI ]
I
PF3
+
P5
I
PFI
I[
:;0
P2
I
PO]
I
PF2
P3
I
PI
I
PF3
+
5
I
F~'l
PF2
I
P2
I
P2 ]
I
PF2
~3
+
P5
I
P3
I
P3
I
PF3
+
5
BAK
I
BAK
I
BAK
I
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 PI if they are over
PFO or PFI.
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 COLPFl, 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
Dl
DO
(see COLBK for bit assignment)
OS SHADOWS:
COLORO - 3 (2C4-2C7)
111.8

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