53262 (R) Player 1 to player collisions. 53262 D00E GRAFP1 (W) Graphics for player 1. P2PL (R) Player 2 to player collisions. 53263 D00F GRAFP2 (W) Graphics for player 3. P3PL (R) Player 3 to player collisions. 53264 D010 GRAFP3 (W) Graphics for player 3. TRIG0 (R) Joystick trigger 0 (644). Controller jack one, pin six. For all triggers, zero equals button pressed, one equals not pressed. If BIT 2 of GRACTL (53277; $D01D) is set to one, then all TRIG BITs 0 are latched when the button is pressed (set to zero) and are only reset to one (not pressed) when BIT 2 of GRACTL is reset to zero. The effect of latching the triggers is to return a constant "button pressed" read until reset. 53265 D011 GRAFM (W) Graphics for all missiles, not used with DMA. GRAFM works the same as GRAFP0 above. Each pair of bits represents one missile, with the same allocation as in 53260 ($D00C) above. Bit 7 6 5 4 3 2 1 0 Missile -3- -2- -1- -0- Each bit set will create a vertical line running the entire height of the TV screen. Missile graphics shapes may be set separately from each other by using the appropriate bit pairs. To mask out unwanted players, write zeros to the bits as above. TRIG1 (R) Joystick trigger 1 (645). Controller jack two, pin six. 53266 D012 COLPM0 (W) Color and luminance of player and missile 0 (704). Missiles share the same colors as their associated players except when joined together to make a fifth player. Then they take on the same value as in location 53733 ($D019; color register 3). TRIG2 (R) Joystick trigger 2 (646). Controller jack three, pin six. 53267 D013 COLPM1 (W) Color and luminance of player and missile 1 (705).