Player/Missile graphics
Player/Missile graphics RAM positioning scheme, taken from book Compute!'s First Book Of Atari Graphics (Introduction To Player/Missile Graphics, Figure 7)

List of POKEs, necessary for full employment of Player/Missile graphics
| Memory location | Operation |
| 559 | put a 62 here for a single-line, a 46 for double-line resolution |
| 623 | sets player/playfield priorities (only one bit on!)
4: all playfield registers have priority over all players 2: mixed. P0 & P1, then all playfield, then P2 & P3 8: mixed, PF0 & PF1, then all players, then PF2 & PF3 |
| 704 | color of player/missile 0 |
| 705 | color of player/missile 1 |
| 706 | color of player/missile 2 |
| 707 | color of player/missile 3 |
| 53248 | horizontal position of player 0 |
| 53249 | horizontal position of player 1 |
| 53250 | horizontal position of player 2 |
| 53251 | horizontal position of player 3 |
| 53252 | horizontal position of missile 0 |
| 53253 | horizontal position of missile 1 |
| 53254 | horizontal position of missile 2 |
| 53255 | horizontal position of missile 3 |
| 53256 | size of player 0 (0 = normal, 1 = double, 3 = quadruple) |
| 53257 | size of player 1 (0 = normal, 1 = double, 3 = quadruple) |
| 53258 | size of player 2 (0 = normal, 1 = double, 3 = quadruple) |
| 53259 | size of player 3 (0 = normal, 1 = double, 3 = quadruple) |
| 53277 | a 3 here enables player/missile graphics, a 0 disables them |
| 54279 | put high byte of PMBASE here |