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CTRLPF

The playfield control register.

CTRLPF = $0A

Priority, Reflection, Score Mode, Ball Size

Name
D7
D6
D5
D4
D3
D2
D1
D0
$0ACTRLPF
X
X
BSIZE1
BSIZE0
X
PRIORT
SCORE
REFLCT

Functions

Ball Size

The ball can be stretched to 1, 2, 4, or 8 pixels wide.

BSIZE1
D5
BSIZE0
D4

Colour Clocks

Example
0
0
1
Ball00
0
1
2
Ball01
1
0
4
Ball10
1
1
8
Ball11

As it is a single scanline high, the ball must be turned on/off via ENABL at appropriate scanlines.

Playfield Priority

This bit also affects the ball, as it shares the priority with the playfield.

PRIORT
D2

Effect
0
Players and missiles in front of playfield and ball
1
Playfield and ball in front of players and missiles

Score Mode

Allows the playfield colours to have the same colour as the players. Can be useful in a two-player game if scores are drawn using playfield, on left/right of screen; the score will take on the player's colour.

SCORE
D1

Effect
0
Playfield colour from COLUPF
1
Playfield left half colour from COLUP0, right half colour from COLUP1

Notes:

  • in score mode the playfield takes not only the colour, but also the priority of player 0 / player 1 on the left and right sides of the screen respectively. This results in player 1 being behind the playfield on the left side of the screen. The ball is behind all the other objects and keeps the colour set in COLUPF.
  • if bit D2 (playfield priority) is set in CTRLPF, the score mode is disabled no matter the value of bit D1.

Reflect

Reflects (mirrors) the right-side of the playfield, the order PF2, PF1, PF0

REFLCT
D0

Effect
0
No mirroring
1
Mirror right hand side of playfield

see TIA