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NUSIZ Details

Missile Width (D5,D4)

This has the effect of “stretching” the missile out over 1, 2, 4, or 8 colour clock counts (a full scan line is 160 colour clocks).

MSIZEb
D5
MSIZEa
D4

APPEARANCE

CLOCKS

DESCRIPTION
0
0
Ball00
1
Single width
0
1
Ball01
2
Double width
1
0
Ball10
4
Quadruple width
1
1
Ball11
8
Octuple width

The multiple-scanline missiles shown in the RESULT column would be formed by rewriting ENAM0 and/or ENAM1 every scanline to define the scanlines where the missile is visible.

Object Copies & Width (D2, D1, D0)

Multiple copies of players as well as their width and spacing are controlled by (D0, D1, D2) in NUSIZ0/NUSIZ1. Width changes are achieved by slowing the scan rate and stretching the 9 bits of serial graphics out over 8, 16, or 32 clocks of horizontal line time. Each player position counter has three decodes in addition to the zero crossing decode. These decodes trigger 1, 2, or 3 copies of the player (at various spacings) across a horizontal line. These same control bits are used for the decodes on the missile position counter, ensuring an equal number of players and missiles.

PSIZEc
D2
PSIZEb
D1
PSIZEa
D0

APPEARANCE

DESCRIPTION
0
0
0
Skull000b One copy
0
0
1
Skull001b Two copies, close
0
1
0
Skull010b Two copies, medium
0
1
1
Skull011b Three copies, close
1
0
0
Skull100b Two copies, wide
1
0
1
Skull101b Double width player
1
1
0
Skull110b Three copies, medium
1
1
1
Skull111b Quadruple width player

The graphics shown in the RESULT column would be formed by rewriting GRP0 and/or GRP1 every scanline to form the shape of the skull. Unless changed, the TIA will show the same bit pattern on every scanline.