Path: utzoo!utgpu!news-server.csri.toronto.edu!bonnie.concordia.ca!clyde.concordia.ca!nstn.ns.ca!news.cs.indiana.edu!att!linac!pacific.mps.ohio-state.edu!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!helios!stat!aaron From: aaron@stat.tamu.edu (Aaron Hightower) Newsgroups: comp.sys.amiga.programmer Subject: How to use BPLCON2? Message-ID: <12181@helios.TAMU.EDU> Date: 15 Feb 91 00:22:55 GMT Sender: usenet@helios.TAMU.EDU Lines: 24 Today, I was working on one of my programs that uses both sprites and menus on the same screen. The problem that I ran into was when I tried to use the menus. When the menu is pulled down, the sprite(s) overlap the menu. I read in the RKM Hardware manual and found the chapter on how to set the playfield-sprite priorities, and it mentions that you can use BPLCON2 to set the priorities. For a 1-Playfield screen, you are supposed to use bits 3,4, and 5. I tried what the manual suggested, but nothing appeared to change. The sprites still overlapped my menus. So how can I do this? Can I set some flags in the NewScreen structure or something? Am I writing to the wrong place (I am using 0x104 for BPLCON2?) The other thing that I tried (first) was to read the MENUBUTTON, MENUDOWN event from my IDCMP port, but since Intuition evidently processes the right button for the menus, it is not accessible (is absorbed and not passed through the IDCMP port.) It mentioned that you could do a RMBTRAP, but that this would temporarily disable the menu. I am sure that this can be done. I believe that AudioMaster does this, because they use sprites for their little range thingymadoppers... Is there a little bit of code that I could insert to do the RMBTRAP, and still have the menus work normally? Mucho gracious, Aaron Hightower