Either playfield 1 or 2 may have priority; that is, either one may be
displayed in front of the other. Playfield 1 normally has priority. The
bit known as PF2PRI (bit 6) in register BPLCON2 is used to control
priority. When PF2PRI = 1, playfield 2 has priority over playfield 1. When
PF2PRI = 0, playfield 1 has priority.
You can also control the relative priority of playfields and sprites .
Chapter 7, System Control Hardware, shows you how to control the priority
of these objects.
You can control the two playfields separately as follows:
* They can have different-sized representations in memory, and
different portions of each one can be selected for display.
* They can be scrolled separately.
An important warning.
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You must take special care when scrolling one playfield and holding
the other stationary. When you are scrolling low resolution
playfields, you must fetch one word more than the width of the
playfield you are trying to scroll (two words more in high resolution
mode) in order to provide some data to display when the actual
scrolling takes place. Only one data-fetch start register and one
data-fetch stop register are available, and these are shared by both
playfields. If you want to scroll one playfield and hold the other,
you must adjust the data-fetch start and data-fetch stop to handle
the playfield being scrolled. Then, you must adjust the modulo and
the bitplane pointers of the playfield that is not being scrolled to
maintain its position on the display. In low resolution mode, you
adjust the pointers by -2 and the modulo by -2. In high resolution
mode, you adjust the pointers by -4 and the modulo by -4.