Read Missile 3 to Player collisions Player to Player Collisions A collision between two players sets the collision bit in both Players' collision registers. When Player 0 and Player 1 collide, Player 0's collision bit for Player 1 is set, and Player 1's collision bit for Player 0 is set. A Player cannot collide with itself, so its bit is always 0. P0PL $D00C Read Player 0 to Player collisions P1PL $D00D Read Player 1 to Player collisions P2PL $D00E Read Player 2 to Player collisions P3PL $D00F Read Player 3 to Player collisions Player/Missile and Playfield Color and Luminance All Player/Missile objects' pixels and all Playfield pixels in the default CTIA/GTIA color interpretation mode use indirection to specify color. Indirection means that the values of the pixel data do not directly specify the color, but point to another source of information for color. CTIA/GTIA contain hardware registers that set the values used for colors, and the pixels' information refer to these registers. The palette on the Atari is 8 luminance levels of 16 colors for a total 128 colors. The color indirection flexibility allows a program to tailor the screen's colors to fit the purpose of the program's display. All hardware color registers have corresponding shadow registers. COLPM0 $D012 Write SHADOW: PCOLOR0 $02C0 Color/luminance of Player and Missile 0. When GTIA 9-color mode is enabled (PRIOR/GPRIOR value $80) this register is used for the border and background (Playfield pixel value 0), rather than COLBK. COLPM1 $D013 Write SHADOW: PCOLOR1 $02C1 Color/luminance of Player and Missile 1. COLPM2 $D014 Write SHADOW: PCOLOR2 $02C2 Color/luminance of Player and Missile 2. COLPM3 $D015 Write SHADOW: PCOLOR3 $02C3 Color/luminance of Player and Missile 3. COLPF0 $D016 Write SHADOW: COLOR0 $02C4 Color/luminance of Playfield 0. COLPF1 $D017 Write SHADOW: COLOR1 $02C5 Color/luminance of Playfield 1. This register is used for the set pixels (value 1) in ANTIC text modes 2 and 3, and map mode F. Only the luminance portion is used and is OR'd with the color value of COLPF2. In other Character and Map modes this register provides the expected color and luminance for a pixel. COLPF2 $D018 Write SHADOW: COLOR2 $02C6 Color/luminance of Playfield 2. This register is used for Playfield background color of ANTIC text modes 2 and 3, and map mode F. That is, where pixel value 0 is used. In other Character and Map modes this register provides