h_rule.jpg

Appendix



Player Color Location

Player
0
1
2
3
4 (missiles)
Location
704
705
706
707
711

A guide for designating your player's color:

Color
Gray
Gold
Orange
Red
Pink
Violet
Purple
Blue
Blue
Light Blue
Turquoise
Blue-Green
Green
Yellow-Green
Orange-Green
Light Orange
Number
0
16
32
48
64
80
96
112
128
144
160
176
192
208
224
240

These numbers are starting numbers. To any given number you can add an even number from 0 to 14 to change the lightness of the color.

Player Missile Memory

To tell ANTIC where the start of PM memory is we simply poke the proper address into location 54279, the player-missile base register. Example:

POKE 54279,ADR(BUFFER$)

Location 559, DMACTL

Choose the options you want and add up their values. Poke the total into 559.

Option
No playfield
Playfield size:
     Narrow
     Standard
     Wide
Turning on:
     Missiles only
     Players only
     Missiles and players
Single-line resolution
Double-line resolution
Turn on DMA
Value
0

1
2
3

4
8
12
16
0
32

Location 53277, The Graphics Control Register (GRACTL)

Use this location along with 559 to "turn on" the PMG system.

If you want:
Missiles only
Players only
Players and Missiles
Then:
Poke 53227,1
Poke 53277,2
Poke 53277,3

Horizontal Position Registers

Location

53248
53249
53250
53251

Location

53252
53253
53254
53255
Player

0
1
2
3

Missile

0
1
2
3

Horizontal Coordinates

appendix_p1.gif

Joystick Reading

Peek into these locations to read joystick values.

Location
632
633
634
635
Joystick Number
0
1
2
3

Joystick Values

This diagram shows the values produced when you move the joystick in various directions. Note that if you do not move the joystick, a value of 15 is produced.

appendix_p2.gif

Sound Registers

Location Used to Control
53760
53761
53762
53763
53764
53765
53766
53767
53768
Pitch of voice 0
Distortion and volume of voice 0
Pitch of voice 1
Distortion and volume of voice 1
Pitch of voice 2
Distortion and volume of voice 2
Pitch of voice 3
Distortion and volume of voice 3
Pitch of all voices

Note: before using pokes to create sound, initialize the sound system with:

POKE 53768,0 POKE 53775,3 (Or simply code: SOUND 0,0,0,0)

Location 53768 can be used to control the quality of sound. For example, you can filter out certain frequencies or combine two channels to improve pitch range and accuracy. See the book De Re Atari for details. (Available from Atari Program Exchange.)

Missile Collisions

Memory Location
53248
53249
53250
53251
53256
53257
53258
53259
Shows:
Missile 0 to playfield collision
Missile 1 to playfield collision
Missile 2 to playfield collision
Missile 3 to playfield collision
Missile 0 to player collision
Missile 1 to player collision
Missile 2 to player collision
Missile 3 to player collision

Player Collisions

Location
53260
53261
53262
53263
53252
53253
53254
53255
Collision Shown
Player 0 to player
Player 1 to player
Player 2 to player
Player 3 to player
Player 0 to playfield
Player 1 to playfield
Player 2 to playfield
Player 3 to playfield

Location 53278, Hit Clear Register

To clear all collision registers, poke a 1 into HITCLR (location 53278).

Location 623, Priority Register

Display Priority
All players in front of all playfields.
Players 2 and 3 behind playfields;
players 0 and 1 in front of
playfields.
All playfields in front.
Players in front of some play-
fields, but behind others.
Value to Poke into 623
1


2
4

8

Suggestion: Experiment! Move your players over various playfield objects to discover the effect of various priority settings.

Other Options for Location 623

Pick the desired options and add up the values. Poke the total into location 623.

Option
Combine missiles to make a 5th player.
Overlap players to make a third color.
Value
16
32

Graphics Shape Registers

Player Number
0
1
2
3
All missiles
Location
53261
53262
53263
53264
53265

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