53277 4 16 Player 0 3 8 Missile 3 2 4 Missile 2 1 2 Missile 1 0 1 Missile 0 53277 D01D GRACTL (W) Used with DMACTL (location 54272; $D400) to latch all stick and paddle triggers (to remember if triggers on joysticks or paddles have been pressed), to turn on players and to turn on missiles. To get the values to be POKEd here, add the following options together for the desired function: Decimal Bit To turn on missiles 1 0 To turn on players 2 1 To latch trigger inputs 4 2 To revoke P/M authorization and turn off both players and missiles, POKE 53277,0. Once latched, triggers will give a continuous "button pressed" read the first time they are pressed until BIT 2 is restored to zero. Triggers are placed in "latched" mode when each individual trigger is pressed, but you cannot set the latch mode for individual triggers. Have you ever hit BREAK during a program and still had players or their residue left on the screen? Sometimes hitting RESET doesn't clear this material from the screen. There are ways to get rid of it: POKE 623,4: This moves all players behind playfields. POKE 53277,0: This should turn them off. POKE 559,2: This should return you to a blank screen. Make sure you SAVE your program before POKEing, just in case! 53278 D01E HITCLR (W) POKE with any number to clear all player/missile collision registers. It is important to clear this register often in a program -- such as a game -- which frequently tests for collisions. Otherwise, old collision values may remain and confuse the program. A good way to do this is to POKE HITCLR just before an event which may lead to a collision; for example, right before a joystick or paddle is "read" to move a player or fire a missile. Then test for a collision immediately after the action has taken place. Remember that multiple collisions cause sums of the collision values to be written to the collision registers; if you do not clear HITCLR often enough, a program checking for individual collisions will be thrown off by these sums.