| ADR | HEXADR | NAME | Description | shadow | OS | 
|---|---|---|---|---|---|
| 53275 | $D01B | PRIOR | Priority Selection Register | GPRIOR | all | 
Priority Settings#
| Bit | Value | Description | 
|---|---|---|
| 0 | 1 | P0-P1-P2-P3 PF0-PF1-PF2-PF3 BAK | 
| 1 | 2 | P0-P1 PF0-PF1-PF2-PF3 P2-P3 BAK | 
| 2 | 4 | PF0-PF1-PF2-PF3 P0-P1-P2-P3 BAK | 
| 3 | 8 | PF0-PF1 P0-P1-P2-P3 PF2-PF3 BAK | 
| 4 | 16 | Four Missiles add up to be 5th player | 
| 5 | 32 | Overlapping Players have 3rd color | 
| 6 | 64 | GTIA Mode see next table | 
| 7 | 128 | GTIA Mode see next table | 
PF0-PF3 Playfield colors COLOR0.../COLPF0...
BAK background or border color COLOR4/COLBK
A logical OR is done to the colors of players 0/1 and 2/3 when they overlap. Only the 0/1, 2/3 combinations are allowed; you will not get a third color when players 1 and 3 overlap, for example (you will get black instead).
If put together into a 5th player (set Bit 4 to '1') the missiles get the color of register 3 COLOR3. They still move independently, e.g. set their horizontal positions with HPOSM0 - HPOSM3
GTIA Modes#
This register can be used to select one of GTIA GRAPHICS modes 9, 10 and 11.| GTIA Mode* | Bit 6 | Bit 7 | Description | 
|---|---|---|---|
| 9 | 0 | 1 | 16 different luminances of the same hue (color) | 
| 10 | 1 | 0 | 9 different colors | 
| 11 | 1 | 1 | 16 different hues (colors) of the same luminance | 
see also: Player Missile Topics
previous: COLBK
next: VDELAY
