APPENDIX FIVE POKE 708,40 and the red by: POKE 708,70 These are the values listed in the chart above. It's quite simple to change them to your own colors using either method. Of course, you'll have to adjust your colors every time you change GRAPHICS modes or press RESET, since both restore the registers to their default values. What's more, the player/missile registers can only be changed using POKE; they have no corresponding SETCOLOR commands and are all preset to zero. The winter 81/82 edition of The Atari Connection, the house organ of Atari Inc., had a nice little chart in full color to display all of the colors available. The SETCOLOR number in the following list is the value you would place as the second number in the statement right after the register number. SETCOLOR POKE Color number number Black 0 0 Rust 1 16 Red-orange 2 32 Dark orange 3 48 Red 4 64 Dark lavender 5 80 Cobalt blue 6 96 Ultramarine blue 7 112 Medium blue 8 128 Dark blue 9 144 Blue-grey 10 166 Olive green 11 176 Medium green 12 192 Dark green 13 208 Orange-green 14 224 Orange 15 240 The next number in the SETCOLOR statement would be the luminance. You would add the luminance value to the POKE number. When you want to use the DRAWTO or XIO 18 (FILL) commands, you must first specify what color register to use by the COLOR command. The confusing part for most people is that the number in the COLOR command doesn't correspond to the same number as the SETCOLOR register and, to make things worse, it's not always the same number in different GRAPHICS modes! Modes zero, one, and two are text modes; they print characters to the screen rather than graphics, so you don't use the COLOR command in these modes. In GR.0, you actually have only one color as chosen by SETCOLOR 2. The luminance is