Conflicting Player/Missile Priority configuration will cause true black (color 0, luma 0) to be output where conflicts occur. The Player/Missile Multi-Color option will cause overlapping Player pixels to be OR'd together displaying a different color. Color Registers' Use per ANTIC Character Modes: Color Registers' Use per ANTIC Map Modes: Color Registers' Use per GTIA Modes (ANTIC F): Player/Missile colors are always available for Player/Missile objects in all modes, though colors may be modified when the special GTIA modes (16 shades/16 color) are in effect. Miscellaneous Player/Missile and GTIA Controls PRIOR $D01B Write SHADOW: GPRIOR $026F This register controls several CTIA/GTIA color management features: The GTIA Playfield color interpretation mode, Multi-Color Player objects, the Fifth Player, and Player/Missile/Playfield priority. GTIA Playfield Color Interpretations CTIA includes only one default color interpretation mode for the ANTIC Playfield data stream. That is the basic functionality assumed in the majority of the ANTIC and CTIA/GTIA discussion unless otherwise noted. GTIA includes three alternate color interpretations modes for Playfield data. These modes work by pairing adjacent color clocks from ANTIC, thus the pixels output by GTIA are always two color clocks wide. Although these modes can be engaged while displaying any ANTIC Playfield Mode, the full color palette possible with these GTIA color processing options are only realized in the ANTIC Modes based on color clock pixels (ANTIC modes 2, 3, F.) These GTIA options are most often used with a Mode F display. The special GTIA color processing modes also alter the display or behavior of Player/Missile graphics in various ways. The color interpretation control is a global function of GTIA affecting the entire screen. GTIA is not inherently capable of mixing on one display the various GTIA color interpretation modes and the default CTIA mode needed for most ANTIC Playfields. Mixing color interpretation modes requires software writing to the PRIOR register as the display is generated (usually, by a Display List Interrupt). PRIOR bits 7 and 6 provide four values specifying the color interpretation modes: 16 Shades This mode uses the COLBK register to specify the background color. Rather than using indirection, pixel values directly represent Luminance. This mode allows all four luminance bits to be used in the Atari color palette and so is capable of displaying 256 colors. Player/Missile graphics (without the fifth Player option) display properly in this mode, however collision detection with the Playfield is disabled. Playfield priority is always