Hardware registers and memory locations related to GTIA/CTIA ($D000 to $D0FF).
; horizontal positions of players and missiles (53248-53255) HPOSP0 = $D000 ; horizontal position, player 0 HPOSP1 = $D001 ; horizontal position, player 1 HPOSP2 = $D002 ; horizontal position, player 2 HPOSP3 = $D003 ; horizontal position, player 3 HPOSM0 = $D004 ; horizontal position, missile 0 HPOSM1 = $D005 ; horizontal position, missile 1 HPOSM2 = $D006 ; horizontal position, missile 2 HPOSM3 = $D007 ; horizontal position, missile 3 ; sizes of players and missiles (53256-53260) SIZEP0 = $D008 ; size, player 0 SIZEP1 = $D009 ; size, player 1 SIZEP2 = $D00A ; size, player 2 SIZEP3 = $D00B ; size, player 3 SIZEM = $D00C ; size, all missiles ; direct graphics for players and missiles (53261-53264) GRAFP0 = $D00D ; graphics, player 0 GRAFP1 = $D00E ; graphics, player 1 GRAFP2 = $D00F ; graphics, player 2 GRAFP3 = $D010 ; graphics, player 3 GRAFM = $D011 ; graphics, all missiles ; color and luminance of players and missiles (53266-53269) COLPM0 = $D012 ; color, player 0 and missile 0 COLPM1 = $D013 ; color, player 1 and missile 1 COLPM2 = $D014 ; color, player 2 and missile 2 COLPM3 = $D015 ; color, player 3 and missile 3 ; color and luminance of playfield and background (53270-53274) COLPF0 = $D016 ; playfield 0 color COLPF1 = $D017 ; playfield 1 color COLPF2 = $D018 ; playfield 2 color COLPF3 = $D018 ; playfield 3 color COLBK = $D01A ; background color ; other registers (57275-53278) PRIOR = $D01B ; priority selection, fifth player, GTIA modes VDELAY = $D01C ; vertical delay GRACTL = $D01D ; enable/disable player/missile graphics, latch trigger inputs HITCLR = $D01E ; collision clear
; player/missile collisions (53248-53263) M0PF = $D000 ; missile 0 to playfield collision M1PF = $D001 ; missile 1 to playfield collision M2PF = $D002 ; missile 2 to playfield collision M3PF = $D003 ; missile 3 to playfield collision P0PF = $D004 ; player 0 to playfield collision P1PF = $D005 ; player 1 to playfield collision P2PF = $D006 ; player 2 to playfield collision P3PF = $D007 ; player 3 to playfield collision M0PL = $D008 ; missile 0 to player collision M1PL = $D009 ; missile 1 to player collision M2PL = $D00A ; missile 2 to player collision M3PL = $D00B ; missile 3 to player collision P0PL = $D00C ; player 0 to player collision P1PL = $D00D ; player 1 to player collision P2PL = $D00E ; player 2 to player collision P3PL = $D00F ; player 3 to player collision ; joystick (53264-53267) TRIG0 = $D010 ; joystick trigger 0 (shadow 644) TRIG1 = $D011 ; joystick trigger 1 (shadow 645) TRIG2 = $D012 ; joystick trigger 2 (shadow 646) TRIG3 = $D013 ; joystick trigger 3 (shadow 647) ; other registers (53268) PAL = $D014 ; PAL/NTSC indicator
; the status of OPTION, START, and SELECT keys (53279) CONSOL = $D01F ; console keys
; shadow registers of $D010-$D013 (644-647) STRIG0 = $0284 ; joystick trigger 0 STRIG1 = $0285 ; joystick trigger 1 STRIG2 = $0286 ; joystick trigger 2 STRIG3 = $0287 ; joystick trigger 3 ; shadow registers of $D012-$D015 (704-707) COLPM0 = $02C0 ; color, player 0 and missile 0 (=PCOLR0) COLPM1 = $02C1 ; color, player 1 and missile 1 (=PCOLR1) COLPM2 = $02C2 ; color, player 2 and missile 2 (=PCOLR2) COLPM3 = $02C3 ; color, player 3 and missile 3 (=PCOLR3) ; shadow registers of $D016-$D01A (708-712) COLOR0 = $02C4 ; color, playfield 0 (=COLPF0S) COLOR1 = $02C5 ; color, playfield 1 (=COLPF1S) COLOR2 = $02C6 ; color, playfield 2 (=COLPF2S) COLOR3 = $02C7 ; color, playfield 3 (=COLPF3S) COLOR4 = $02C8 ; color, background (=COLBAK)