ATARI BASIC Learning by Using by Thomas C. Rowley

By Thomas C. Rowley

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Extra resources for ATARI BASIC Learning by Using

Example text

1,2 OR 4 MINUTE"; : INPUT LENGTH IF LENGTH<1 OR LENGTH>4 THEN 13 REM SET UP SCREEN GRAPHICS 3:SETCOLOR ~,~,8:SETCOLOR 1,8,2 SETCOLOR 4,1,6 :SETCOLOR 2,1,6 FOR N=~ TO 19 COLOR 1 PLOT ~,N:DRAWTO 19,N:COLOR 2:DRAWTO 39,N NEXT N REM INITIALIZE VARIABLES DIM PX(2) ,PY (2) 3~ P=~ : PX(~)=39:PX(I)=~ : PY(~)=19 : PY(I)=19 REM POSITION AND COLOR 42 P=(P=~) 45 X=PX(ABS(P-l)) :Y=PY(ABS(P-l)) 5~ COLOR P+l:PLOT X,Y 61 REM STICK POSITION 62 Z=STICK(P) 63 REM SCREEN POSITION 65 X=X+((Z=5)+(Z=7)+(Z=6)) 70 X=X-((Z=10)+(Z=II)+(Z=9)) 75 IF X<0 OR X>39 THE X=39*(X>39) 80 Y=Y+((Z=5)+(Z=9)+(Z=13)) 100 Y=Y-((Z=6)+(Z=14)+(Z=10)) 110 IF Y<0 OR Y>19 THEN Y=19*(Y>19) 160 COLOR ABS(P-2) :PLOT X,Y 170 PX(ABS(P-l))=X:PY(ABS(P-l))=Y 175 REM POSITION DEPENDENT SOUND 180 SOUND 1,6*(ABS(41-X)+I ) ,10,8 190 SOUND 2,12*(ABS(21-Y )+1) ,10,8 200 SOUND 1,0,0,0:S0UND 2,0,0,0 300 REM LENGTH OF GAME 310 L=L+l :IF L=LENGTH*550 THEN 320 315 GOTO 40 4~ 43 317 320 322 325 330 340 350 360 370 390 REM LOCATE SQUARES FOR SCORE POKE 752,1 :?

Try a new character. Change line 28600 2. 3. 4. Run the program and press CONTROL O. Try making some other characters or designs. Try it in a nother grap hics mode. Make a Greek character set. 28600 DATA 79,255,195,195,195,195,195,195,255 Mixed Mode Screen Would you like to see a combination of 5 graphic modes on a single screen display? This and more can be accomplished by building a custom display list in memory. Run this program to see an example of a mixed mode screen. 27000 27010 27020 27025 27027 27030 27035 27040 27045 27050 REM MIXED MODE SCREEN GRAPHICS 7+16 SETCOLOR 4,8,2:SETCOLOR 2,8,2 REM BUILD CUSTOM DISPLAY LIST REM FIND START OF DISPLAY LIST START=PEEK(560)+PEEK(561)*256+4 REM GRAPHICS 0, 2 LINES POKE START-l,66:POKE START+2,2 REM GRAPHICS 1, 2 LINES POKE START+3,6:POKE START+4,6 35 27055 27060 27065 27070 27072 27073 27075 27080 27082 27084 27090 27095 27100 27105 27110 27115 27120 27122 27125 27130 27135 27140 27150 27160 27200 REM GRAPHICS 2, 2 LINES POKE START+5, 7:POKE START+6,7 REM GRAPHICS 3, 4 LINES FOR X=START+7 TO START+;10 POKE X, 8 NEXT X REM JUMP TO BEGINNING OF LIST POKE START+59,65 POKE START+60,PEEK(560) POKE START+61,PEEK(561) REM PRINT AND DRAW ON SCREEN REM POKE 87 WITH GRAPHICS MODE POKE 752,1 :POKE 87,0 PRINT #6," GRAPHICS 0" POKE 87,I :POSITION 4,4 PRINT #6; "GRAPHICS I" POKE 87,2:POSITION 4,6 PRINT #6;"graphics 2" COLOR 1 POKE 87,3:PLOT 5,16:DRAWTO 30,16 COLOR 2 POKE 87,7:PLOT 20,12:DRAWTO 120,12 DRAWTO 120,40:DRAWTO 20,40 DRAWTO 20,12 GOTO 27200 The computer generates 192 scan lines on the TV screen.

Here is a table for finding internal codes from ASCII, see Appendix 4. 4 Internal ASCII Codes Atari ASCII Value ~ 32 96 128 16~ 224 - Operation Value + 64 Value - 32 None Value + 64 Value - 32 None 31 95 127 159 223 255 The next 8 numbers in the data statement form the character. Each number represents the decimal equivalent of a byte. Each character is formed on a 8 x 8 matrix. Parts of a character are turned either ON or OFF depending on the number POKEd into the memory address representing that character.