the associated Player object to displaying the value of COLPF3. The new "Player's" position on screen must be set by specifying the position of each Missile individually. Player/Missile pixels are only rendered within the visible portions of the GTIA's pixel engine. Player/Missile objects are not rendered during the horizontal blank or the vertical blank. However, an object can be partially within the horizontal blank. The objects' pixels that fall outside of the horizontal blank are then within the visible portion of the display and can still register collisions. The horizontal position range of visible color clocks is $22hex/34dec to $DDhex/221dec. To remove a Player/Missile object from the visible display area horizontal positions (left) 0 and (right) $DEhex/222dec (or greater) will insure no pixels are rendered regardless of the size of the Player/Missile object and so no unintentional collisions can be flagged. HPOSP0 $D000 Write Horizontal Position of Player 0 HPOSP1 $D001 Write Horizontal Position of Player 1 HPOSP2 $D002 Write Horizontal Position of Player 2 HPOSP3 $D003 Write Horizontal Position of Player 3 HPOSM0 $D004 Write Horizontal Position of Missile 0 HPOSM1 $D005 Write Horizontal Position of Missile 1 HPOSM2 $D006 Write Horizontal Position of Missile 2 HPOSM3 $D007 Write Horizontal Position of Missile 3 Below are the color clock coordinates of the left and right edges of the possible Playfield sizes, useful when aligning Player/Missile objects to Playfield components: Player/Missile Size Control Three sizes can be chosen: Normal, Double, and Quad width. The left edge (See Horizontal Coordinates) is fixed and the size adjustment expands the Player or Missile toward the right in all cases. Normal - 1 bit (pixel) is 1 color clock wide Double - 1 bit (pixel) is 2 color clocks wide Quad - 1 bit (pixel) is 4 color clocks wide Note that in Quad size a single Player/Missile pixel is the same width as an Antic Mode 2 text character. Player/Missile priority selection mixed with Quad width Player Missile graphics can be used to create multiple text colors per Mode line. Each Player has its own size control register: SIZEP0 $D008 Write Size of Player 0 SIZEP1 $D009 Write Size of Player 1 SIZEP2 $D00A Write Size of Player 2 SIZEP3 $D00B Write Size of Player 3 Player size controls: Values: SIZEM $D00C Write All Missile sizes are controlled by one register, but each Missile can be sized independently of the others. When the