The collision data register, CLXDAT, is read-only, and its contents are
automatically cleared to 0 after it is read. Its bits are as shown in
Table 7-3.
Table 7-3: CLXDAT Bits
Bit Number Collisions Registered
---------- ---------------------
15 not used
14 Sprite 4 (or 5) to sprite 6 (or 7)
13 Sprite 2 (or 3) to sprite 6 (or 7)
12 Sprite 2 (or 3) to sprite 4 (or 5)
11 Sprite 0 (or 1) to sprite 6 (or 7)
10 Sprite 0 (or 1) to sprite 4 (or 5)
9 Sprite 0 (or 1) to sprite 2 (or 3)
8 Even bitplanes to sprite 6 (or 7)
7 Even bitplanes to sprite 4 (or 5)
6 Even bitplanes to sprite 2 (or 3)
5 Even bitplanes to sprite 0 (or 1)
4 Odd bitplanes to sprite 6 (or 7)
3 Odd bitplanes to sprite 4 (or 5)
2 Odd bitplanes to sprite 2 (or 3)
1 Odd bitplanes to sprite 0 (or 1)
0 Even bitplanes to odd bitplanes
About odd-numbered sprites.
---------------------------
The numbers in parentheses in Table 7-3 refer to collisions that will
register only if you want them to show up. The
collision control register described below lets you either ignore or
include the odd-numbered sprites in the collision detection.
Notice that in this table, collision detection does not change when you
select either single- or dual-playfield mode. Collision detection depends
only on the actual bits present in the odd-numbered or even-numbered
bitplanes. The collision control register specifies how to handle the
bitplanes during collision detect.