TIA 1A - TELEVISION INTERFACE ADAPTOR (MODEL 1A)

8.5 Priority Encoder

A. Purpose

As discussed in the section on collisions, simultaneous serial outputs from the graphics registers represent overlap on the television screen. In order to have color- luminosity values assigned to individual objects it is necessary to establish priorities between objects when overlapped. The priority encoder is shown in figure 3.

B. Priority Assignment

The lack of any objects results in a color-lum value called the background. The background (BK) has lowest priority and only appears when no objects are outputing. In order to simplify the logic, each missile is given the same color- lum value and priority as it's corresponding player (P0, M0) and the ball is given the same color-lum value and priority as the playfield (PF, BL).

The following table illustrates the normal priority assignment:

                    Highest Priority    P0, M0
                    Second Highest P1, M1
                    Third Highest  PF, BL
                    Lowest Priority     BK

Objects with higher priority will appear to move in front of objects with lower priority. Players will therefore move in front of playfield (clouds, walls, etc.).

C. Priority Control

There are two playfield control bits that affect priority, one called playfield priority (PFP) (bit 2 of CTRLPF) and one called score (bit 1 of CTRLPF). When a one is written into the PFP bit the priority assignment is modified as shown below.

                    Highest Priority    PF, BL
                    Second Highest P0, M0
                    Third Highest  P1, M1
                    Lowest Priority     BK

Players will then move behind playfield (clouds, wall, etc.). When a one is written into the score control bit, the playfield is forced to take the color-lum of player 0 in the left half of the screen and player 1 in the right half of the screen. This is used when displaying score and identifies the score with the correct player. The priority encoder produces 4 register select lines shown in figure 3) that are mutually exclusive. These 4 lines select either background, player 0, player 1 or playfield, and only one of them can be true at a time.

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