Download Print this page

Players And Missiles; I I I - Atari 400 Technical Reference Manual

Home computer system
Hide thumbs Also See for 400:

Advertisement

COLBK (Background Color) (D01A):
This address writes data to the
Background Color-Lum Register.
Color
Luminance
I
I
I
I
I
Not
I
D7
L
D6
I
DS
1
D4
D3
I
D2
I
D1
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, D01S):
These
addresses write to the Player-Missile Color-Lum Registers.
Missiles have
the same color-Ium as their player unless missiles are used as a Sth player
(see bit 4 of PRIOR).
A Sth player missile gets its color from COLPF3.
D7
D6
DS
D4
D3
D2
Dl
DO
(see COLBK for bit assignments)
OS SHADOWS:
PCOLRO - 3 (2CO-2C3)
GRAFPO - GRAFP3 (Player Graphics Registers):
(PO
DOOD, PI 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 11.3).
I
D7
I
D6
DS
D4
D3
D2
D1
DO
Left
Right
Player on TV Screen
111.9

Hide quick links:

Advertisement

loading

This manual is also suitable for:

800