53251 (R) Missile 2 to playfield collision. 53251 D003 HPOSP3 (W) Horizontal position of player 3. M3PF (R) Missile 3 to playfield collision. 53252 D004 HPOSM0 (W) Horizontal position of missile 0. Missiles move horizontally like players. See the note in 53248 ($D000) concerning the use of horizontal registers. P0PF (R) Player 0 to playfield collisions. There are some problems using collision detection in graphics modes nine to eleven. There are no obviously recognized collisions in GR.9 and GR.11. In GR.10 collisions work only for the playfield colors that correspond to the usual playfield registers. Also, the background (BAK) color is set by PCOLR0 (location 704; $2C0) rather than the usual COLOR4 (location 712; $2C8), which will affect the priority detection. In GR.10, playfield colors set by PCOLR0 to PCOLR3 (704 to 707; $2C0 to $2C3) behave like players where priority is concerned. Bit use is: Bit 7 6 5 4 3 2 1 0 Playfield .....unused..... 3 2 1 0 Decimal ................ 8 4 2 1 53253 D005 HPOSM1 (W) Horizontal position of missile 1. P1PF (R) Player 1 to playfield collisions. 53254 D006 HPOSM2 (W) Horizonal position of missile 2. P2PF (R) Player 2 to playfield collisions. 53255 D007 HPOSM3 (W) Horizontal position of missile 3. P3PF (R) Player 3 to playfield collisions. 53256 D008 SIZEP0 (W) Size of player 0. POKE with zero or two for normal size (eight color clocks wide), POKE with one to double a player's width (sixteen color clocks wide), and POKE with three for quadruple width (32 color clocks wide). Each player can have its own width set.