53248 the former method will you be able to get a readable screen, however. In the latter you will only create a four line, scrolling, unreadable window. You will be able to input and output as with any normal text window; you just won't be able to read it! GTIA, by the way, apparently stands for "George's Television Interface Adapter." Whoever George is, thanks, but what is CTIA? See the OS User's Manual, the Hardware Manual, De Re Atari and COMPUTE!, July 1982 to September 1982, for more information. 53248 D000 HPOSP0 (W) Horizontal position of player 0. Values from zero to 227 ($E3) are possible but, depending on the size of the playfield, the range can be from 48 ($30) as the leftmost position to 208 ($D0) as the rightmost position. Other positions will be "off screen." Here are the normal screen boundaries for players and missiles. The values may vary somewhat due to the nature of your TV screen. Players and missiles may be located outside these boundaries, but will not be visible (off screen): Top 32 for single, 16 for double line resolution +--------------------------------+ | | | | | | 48 for both | | 208 for both resolutions | | resolutions | | | | | | +--------------------------------+ Bottom 224 for single, 112 for double line resolution Although you can POKE to these horizontal position registers, they are reset to zero immediately. The player or missile will stay on the screen at the location specified by the POKE, but in order to move it using the horizontal position registers, you can't use: POKE 53248, PEEK (53248) + n (or -n) which will end up generating an error message. Instead, you need to use something like this: 10 POKE 704,220: GRAPHICS 1: HPOS = 53248: POKE 623,8