704 -56, and the GTIA Demo Disk from APX. 704 2C0 PCOLR0 Color of player 0 and missile 0. Locations 704 to 707 are also called COLPM# in some sources. This is the shadow for 53266 ($D012). In GTIA mode ten, 704 holds the background color (BAK; normally held by 712). You cannot use the SETCOLOR commands to change the PCOLR registers; color values must be POKEd into them. 705 2C1 PCOLR1 Color of player and missile 1. Shadow for 53267 ($D013). 706 2C2 PCOLR2 Color of player and missile 2. Shadow for 53268 ($D014). 707 2C3 PCOLR3 Color of player and missile 3. When the four missiles are combined to make a fifth player, it takes on the color in location 711 (COLOR3). Shadow for 53269 ($D015). 708 2C4 COLOR0 Color register zero, color of playfield zero, controlled by the BASIC SETCOLOR0 command. In GRAPHICS 1 and GRAPHICS 2, this color is used for the uppercase letters. Shadow for 53270 ($D016). You can change the values in all of the COLOR registers from BASIC by using either the SETCOLOR command or a POKE. 709 2C5 COLOR1 The next four locations are the same as location 708 for the different playfields and SETCOLOB commands. In GR.1 and GR.2, this register stores the color for lowercase letters. COLOR1 is also used to store the luminance value of the color used in GR.0 and GR.8. Shadow for 53271 ($D017). 710 2C6 COLOR2 The same as above for playfield two; in GR.1 and GR.2, this register stores the color of the inverse uppercase letters. Shadow for 53272 ($D018). Used for the background color in GR.0 and GR.8. Both use COLOR1 for the luminance value. Despite the official limitations of color selection in GR.8, it is possible to generate additional colors by "artifacting", turning on specific pixels (.5 color clock each) on the screen. Taking advantage of the physical structure of the TV set itself, we selectively turn on vertical lines of pixels which all show the same color. For example: 10 A = 40: B = 30: C = 70: D = 5: F = 20 GRAPHICS 8: POKE 87,7: P0K