+
+/*****************************************************************************/
+/* (W) Values for SIZEP0-SIZEP3 and SIZEM registers: */
+/*****************************************************************************/
+
+#define PMG_SIZE_NORMAL 0x0 /* one color clock per pixel */
+#define PMG_SIZE_DOUBLE 0x1 /* two color clocks per pixel */
+#define PMG_SIZE_QUAD 0x2 /* four color clocks per pixel */
+
+
+/* COLPM0-COLPM3, COLPF0-COLPF3, COLBK color registers */
+
+/*****************************************************************************/
+/* Color definitions */
+/*****************************************************************************/
+
+/* Make a GTIA color value */
+#define _gtia_mkcolor(hue,lum) (((hue) << 4) | ((lum) << 1))
+
+/* Luminance values go from 0 (black) to 7 (white) */
+
+/* Hue values */
+/* (These can vary depending on TV standard (NTSC vs PAL),
+** tint potentiometer settings, TV tint settings, emulator palette, etc.)
+*/
+#define HUE_GREY 0
+#define HUE_GOLD 1
+#define HUE_GOLDORANGE 2
+#define HUE_REDORANGE 3
+#define HUE_ORANGE 4
+#define HUE_MAGENTA 5
+#define HUE_PURPLE 6
+#define HUE_BLUE 7
+#define HUE_BLUE2 8
+#define HUE_CYAN 9
+#define HUE_BLUEGREEN 10
+#define HUE_BLUEGREEN2 11
+#define HUE_GREEN 12
+#define HUE_YELLOWGREEN 13
+#define HUE_YELLOW 14
+#define HUE_YELLOWRED 15
+
+/* Color defines, similar to c64 colors (untested) */
+/* Hardware palette values (for GTIA colxxx registers) */
+#define GTIA_COLOR_BLACK _gtia_mkcolor(HUE_GREY,0)
+#define GTIA_COLOR_WHITE _gtia_mkcolor(HUE_GREY,7)
+#define GTIA_COLOR_RED _gtia_mkcolor(HUE_REDORANGE,1)
+#define GTIA_COLOR_CYAN _gtia_mkcolor(HUE_CYAN,3)
+#define GTIA_COLOR_VIOLET _gtia_mkcolor(HUE_PURPLE,4)
+#define GTIA_COLOR_GREEN _gtia_mkcolor(HUE_GREEN,2)
+#define GTIA_COLOR_BLUE _gtia_mkcolor(HUE_BLUE,2)
+#define GTIA_COLOR_YELLOW _gtia_mkcolor(HUE_YELLOW,7)
+#define GTIA_COLOR_ORANGE _gtia_mkcolor(HUE_ORANGE,5)
+#define GTIA_COLOR_BROWN _gtia_mkcolor(HUE_YELLOW,2)
+#define GTIA_COLOR_LIGHTRED _gtia_mkcolor(HUE_REDORANGE,6)
+#define GTIA_COLOR_GRAY1 _gtia_mkcolor(HUE_GREY,2)
+#define GTIA_COLOR_GRAY2 _gtia_mkcolor(HUE_GREY,3)
+#define GTIA_COLOR_LIGHTGREEN _gtia_mkcolor(HUE_GREEN,6)
+#define GTIA_COLOR_LIGHTBLUE _gtia_mkcolor(HUE_BLUE,6)
+#define GTIA_COLOR_GRAY3 _gtia_mkcolor(HUE_GREY,5)
+
+
+/*****************************************************************************/
+/* (W) PRIOR register values */
+/*****************************************************************************/
+
+#define PRIOR_P03_PF03 0x01 /* Players 0-3, then Playfields 0-3, then background */
+#define PRIOR_P01_PF03_P23 0x02 /* Players 0-1, then Playfields 0-3, then Players 2-3, then background */
+#define PRIOR_PF03_P03 0x04 /* Playfields 0-3, then Players 0-3, then background */
+#define PRIOR_PF01_P03_PF23 0x08 /* Playfields 0-1, then Players 0-3, then Playfields 2-3, then background */
+
+#define PRIOR_5TH_PLAYER 0x10 /* Four missiles combine to be a 5th player (uses COLPF3) */
+
+/* Causes overlap of players 0 & 1 and of players 2 & 3 to result in a third color,
+** the logical OR of the two players' colors, and other overlaps (e.g., players 0 and 2)
+** to result in black (0x00).
+*/
+#define PRIOR_OVERLAP_3RD_COLOR 0x20
+
+
+/*****************************************************************************/
+/* (W) GTIA special graphics mode options for GPRIOR */
+/*****************************************************************************/
+
+/* Pixels are 2 color clocks wide, and one scanline tall
+** (so 80x192 in normal playfield width).
+** May be used with both bitmap and character modelines.
+*/
+
+/* 16 shade shades of the background (COLBK) hue;
+** Note: brightnesses other than 0 (darkest) in COLBK cause additional effects
+*/
+#define PRIOR_GFX_MODE_9 0x40
+
+/* 9 color palette mode;
+** COLPM0 (acts as background) thru COLPM3, followed by COLPF0 thru COLPF3, and COLBK
+*/
+#define PRIOR_GFX_MODE_10 0x80
+
+/* 16 hues of the background (COLBK) brightness;
+** Note: hues other than 0 (greys) in COLBK caus additional effects
+*/
+#define PRIOR_GFX_MODE_11 0xC0
+
+
+/*****************************************************************************/
+/* (W) VDELAY register values */
+/*****************************************************************************/
+
+#define VDELAY_MISSILE0 0x01
+#define VDELAY_MISSILE1 0x02
+#define VDELAY_MISSILE2 0x04
+#define VDELAY_MISSILE3 0x08
+#define VDELAY_PLAYER0 0x10
+#define VDELAY_PLAYER1 0x20
+#define VDELAY_PLAYER2 0x40
+#define VDELAY_PLAYER3 0x80
+
+
+/*****************************************************************************/
+/* (W) GRACTL register values */
+/*****************************************************************************/
+
+#define GRACTL_MISSLES 0x01 /* enable missiles */
+#define GRACTL_PLAYERS 0x02 /* enable players */
+
+/* "Latch" triggers; once pressed, will give a continuous
+** pressed input until this bit is cleared
+*/
+#define GRACTL_LATCH_TRIGGER_INPUTS 0x04
+
+
+/*****************************************************************************/
+/* Define a structure with the GTIA register offsets for read (R) */
+/*****************************************************************************/
+