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, 4 'a)j#s{{ k ] ","- $#","-N?A= 942(]#a'g)p0s>ABEA","-MTIM "+(*+ ,(&'( ..%&))*!, -*)#*)($$$! ++7<7402:?CGH "+HJMP PW[_abhd ei m jt0000000HxxČ0 `@xx0000`````0000x 0 `@x00p0000 xx 8xx xxx|00 0`x`0 x>>JR)JR)JR++*J*J)JR)JR)ZjJR)JjJ)JR)JR)JJJ)JR*ߧ~굪jj~T~j~g~~i~Jg~~~~~g~~~*J)*J)*J)*J)JR)JR)J+RU)J>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>|>>>>>>>>>>>>>>>>>>>>>|>?>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>AHSYS-32 GRAFIKSQ_32ANALOG KLOCKA: MINI-UHRJORDGLOB: ERDEBASIC-UT\KNING: CHARS 011 2X2 CHARS 012 1X1CHARS 013 1X1CHARS 014 1X1CHARS 015 1X1CHARS 016 1X2 CHARS 017 2X2 CHARS 018 1X1DC.G-52 (2)DDC.G-52 (3)C DC.G-52 (4)2ML-RUTINER:  GM1 GM2 GM3 GRAPHICS 52DEMOPROGRAM TILL GRAPCHICS 52:TEST GAMEBIT(B) DEMOVIEWERDRAW DEMO  CHARS 019 1X1 CHARS 020 1X1 CHARS 021 1X1 CHARS 022 1X1 CHARS 023 1X1 CHARS 024 1X1 CHARS 025 1X1 CHARS 026 1X2 LINK1 LINK2  LINK COPIER  SYS PUBLIC  DOMAIN   DRAW MC DEMO SIMPLE CHART SPROG GRIDSPROG DEMODETECT DEMO CPROG DEMO1CPROG DEMO2 SHIFT DEMO CHARS 027 1X1 CHARS 028 1X1 CHARS 029 1X1 CHARS 030 1X2 CHARS 031 1X2 CHARS 032 1X2 CHARS 033 1X1 CHARS 034 2X2  DISKETT#32   COMMODORE 64   KLAR: 92-03-24   UNLESS DEMOSWAP DEMOPUT DEMO SMOOTH DEMO1SMOOTH DEMO2TRANSFER DEMO JOY(P) DEMO1 JOY(P) DEMO2 CHARS 035 2X2 CHARS 036 2X1 CHARS 037 1X2 CHARS 038 1X2 CHARS 039 1X1 CHARS 040 1X1CHARS 041 1X1 CHARS 042 1X1KSOUND DEMOL[S FILINFO: DOCUMENT READER FONTER: CHARS 001 2X2 CHARS 002 1X2CHARS 043 1X1 CHARS 044 1X1CHARS 045 1X1CHARS 046 1X1CHARS 047 1X1CHARS 048 1X1 CHARS 049 1X1CHARS 050 1X1KCHARS 003 1X1CHARS 004 1X1CHARS 005 1X2 CHARS 006 1X1CHARS 007 1X1 CHARS 008 2X2 CHARS 009 1X1CHARS 010 1X1 CHARS 051 2X2 CHARS 052 2X2 CHARS 053 2X2 CHARS 054 2X2  CHARS 055 1X1INFO OM GRAPH52:DC.G-52 (1)K "F ** SET HI-RES SCREEN **(P 1: 3,0;Z1,A:Y1:X1Id"":1,2Vn1150,0xP(53278)(53279): ** CLEAR 'DETECT' ** ** DRAW HILLS **X0319 4:S(S1)3:Y13030(X30) X,199 X,Y S:1,A:Y1:X1yD' NEVER REACHED4 "...........HIT DETECTED..........."Y X03452:Y10030((X21)30)k 1X,Y::100 ** CLEAR 'DETECT' ** ** DRAW HILLS **X0319 4:S(S1)3:Y13030(X30) X,199 X,Y S:1,A:Y1:X1 ( * 4 CHARACTER AT A TIME */ CL0,1: ** SET POINTER **e "****************"~ "*..............*" "*..........*...*" "*.........**...*" "*........***...*" "*.......****...*" "*......**.**...*" 32, 48, 57, 67, 87, 98, 631984"[ 30,172 30,12: 300,172:300,12300,172:30,122f"100"}I90010::I:" J F M A M J J A S O N D"" A E A P A U U U E C O E"" N B R R Y N L G P .................."2$ "........................"S% "........................"t& "........................"' "........................"( "........................") "........................"* "........................"+....."F1,250: TURN ON SPRITEQP1,1 : SET NUMBER 1 SPRITES COLOR TO WHITE{ZX1:Y1: EXPAND IN BOTH DIRECTIONSd1 150,150: MOVE SPRITE 1 ON THE SCREENn) "........................"* "........................"+ ".....****..*********....";$ ".....****..**..*****...."\% "......****...******....."}& "......*************....."' "......*************....."( "......*.*********.*.....") ".......*.*******.*......"* ".......*..*****..*...***.........."#F0,A: TURN ON SPRITEAKX0:Y0: EXPAND SPRITEvP0,1 : SET NUMBER 0 SPRITES COLOR TO WHITEZ"";:I010:"........................................";:_I010:"........................................";:d' *** DETECT DEMONSTRATION ***FA32: A: * SET POINTER *g ".........*******........" ".......***********......" "......*************....."! "......****...******....."" ".....****..**..*****...." # ".....****.........*..***..*......."5, "........*..***..*......."V- ".........*..*..*........"w. ".........*..*..*........"/ "..........*****........."0 "..........*****........."1 "..........*****........."2 "...........***..........1,6 1150,0F4,0,20:"THIS IS A DETECT DEMO. WHEN THE SPRITE"u"HITS THE HILLS, IT WILL MOVE FROM LEFT""TO RIGHT, THEN START ALL OVER AGAIN."I0200:1150,I: MOVE UNTIL(1) 500 : IT HITS SOMETHING :: 'EN  C: ** COPY CHARACTERS **> 0,1: ** SET POINTER **O ".******."` ".**..**."q ".**..**."! ".******."" ".******."# ".**..**."$ ".**..**."% "........"&:':(: *TURN ON NEW CHARACTER SET* "*.....**..**...*":0,32 "*....**...**...*"K "*...**********.*"d "*.........**...*"} "*.........**...*"! "*.........**...*"" "*.........**...*"# "*..............*"$ "****************")Z" # *** SPRITE DEMO GRID ***-12,0K 250: ** SET POINTER **l "........................" "........................" "........................"! "........................"" "........................"# "...... "........................":, "........................"[- "........................"|. "........................"/ "........................"0 "........................"1 "........................"2 "...................  12,82 *** SPRITE DEMONSTRATION ***TA250: A: ** SET POINTER **u ".........*******........" ".......***********......" "......*************....."! "......****...******....."" ".....****..**..*****...."#....""+ "........*..***..*......."C, "........*..***..*......."d- ".........*..*..*........". ".........*..*..*........"/ "..........*****........."0 "..........*****........."1 "..........*****........." 2 "..........}1,A:X1:Y1:1,0:1:#0SnX9344:Y13080(X30):0X,Y:1X6,Y4 : CURVE (SINE)_x:1:2q"":12,0:*..*........"/ "..........*****........."0 "..........*****........."1 "..........*****........." 2 ".......... *********...."-$ ".....****..**..*****...."N% "......****...******....."o& "......*************....."' "......*************....."( "......*.*********.*.....") ".......*.*******.*......"* ".......*..*****..*......"+ ". ' ******* TRANSFER DEMO *******LY:X:M40000: STARTING ADDRESS"ENTER JOY-STICK PORT NUMBER":"(1 OR 2)";P:P0 P25PX6:PO6 "": M,40SW0:POPOP) Y:PXPXP) X:ST "":( PO0MM40:#: M,40:SW1:PO ' ******* TRANSFER DEMO *******FM40000: STARTING ADDRESSSC52069: ADDRESSES TO TRANSFER(ROW COLLUMN,AND SCREEN START"ENTER JOY-STICK PORT NUMBER":" ( 1 OR 2 )";P:PP25"ENTER STARTING ROW DOWN (0-12MV0: HZ M MHZ:MV1:100;( VT M MVT40:MV1:100L2 MV M,40T<20dM65536M65536 : CHECK IF IN RANGE (0-65536)nM0M0x RESET SCREEN VECTORS TO NORMALSC,40:SC1,24:SC2,0:SC3,132: ROW DOWN (0-12K AB": **** DISPLAY THEM IN ORDER ****=d" CD":Cn**e "****************"~ "*..............*" "*..........*...*" "*.........**...*" "*........***...*" "*.......****...*" "*......**.**...*"2:0,Y,42,1:0,Y1,46,1:39,Y,43,1:39,Y1,47,13]"NOTE: THIS DOES NOT MOVE"{P0100:L07:L0,4044 D0,4246:U0,4347(R0,4145:2L07:L0,44407D0,4642:U0,4743<R0,4541::_ START OF MAIN LOOP4dDX1:DY1:X1:Y1:X,Y,81,1HnNXDXX:NYDYYgx X,Y NX,NY # 32 200uXNX:YNY#1,1: 1,Y3003000:1,1,0,5:I020:110 HANDLE CRASH INTO A WALL NX1 NX38 DXDX:300:110 NY1 * ***-------[ SWAP DEMO ]---------**412,0U " PRESS ANY KEY""";:1,5529656296: ** PUT THE COLOR WHITE OVER SCREEN **(A$:A$""40: ** WAIT FOR A KEY TO BE HIT **2""A$;:(33792)(33793): ** SWAP# ******** PUT DEMO ********Q" THIS IS CLEARING ON ROW AT A TIME," " THEN FILLING THE WHOLE SCREEN WITH ."X10:X239 ** FILL SCREEN WITH COLOR **( 1, 55296 562962 ** LOOP CLEAR ONE ROW AT A TIME **<Y1224 *"~ * THAT WILL CLEAR THE *E * SCREEN FROM X1,Y1 TO *h * X2,Y2. X IS COLUMNS * * Y IS THE ROW. 0,0 IS * * THE TOP LEFT CORNER. * * TO USE: JUST GOSUB * * 60000 TO CLEAR PART. *$Y : SET THE SCREEN IN 24 ROW@""M I0200s#::" SMOOTH";:0,7P601:M022::0,P:P(I:UNLESS DEMOSWAP DEMOPUT DEMO7%- PX0MM1:#: M,40:SW1:PX7K2 PO7MM40:#: M,40:SW1:PO0p7 PX7MM1:#: M,40:SW1:PX0< SW PX,PO:20FI030:: PX,PO:20dM65536M65536 ; CHECK IF IN RANGE (0 -65536)nM0M0x) ";Y:Y0Y126M"ENTER STARTING COLLUMN ACROSS (0-19) ": X:X0X196HI((3379240YX)256):LO(3379240YX)HI256 X40X2:Y24Y2 SC,X:SC1,Y:SC2,LO:SC3,HI 12,1:"": 12,0: M,40HZP) X:VTP) Y:ST 500G"ENTER JOY-STICK PORT NUMBER":" ( 1 OR 2 )";P:P0 P25aFB$(0)" FIRE BUTTON"uJY$(0)" UP "(JY$(2)" DOWN "2JX$(0)" LEFT "7JX$(2)" RIGHT"dJYP)Y:JXP)X: ST FB$(0) JY JX JY$(JY1);JX$(JX1) C:C4043:0,C,"*..**..*"<".*.**.*."L"..****.."\".******."l"..****.."|".*.**.*." "*..**..*" "........": ""::Y0:Y124:X0392:X,Y,40,1:X1,Y,44,1:X,Y1,41,1X1,Y1,45,1:-Y123. 0:"":X039:X,24,160,4:X,0,160,4:SY024:0,Y,160,4:39,Y,160,4:c SET SOUND(#:15: 1,0,5,5,0: 2,0,3,9,0: 3,0,4,0,72 SCATTER LETTERS OVER SCREEN<X138:Y123F (0) .8 X,Y,(0)251,(0)151P: NY23 DYDY:300:110& NOT A WALLJ#2,2: 2,NX,NY)800:2,2,0,70k X,Y NX,NY:XNX:YNY:110, HIT WALL, SO MAKE SOUND6# 3,4: 3,Y256X128: 3,4,0,5:<X138:Y123F (0) .8 X,Y,(0)251,(0)151P:< NEW CHARACTER FOR OLD *6<40: ** KEEP LOOPING ** CPROG DEMO1 CPROG DEMO2 SHIFT DEMOUNLESS DEMOSWAP DEMO:Y2Y1F ** DELAY **$PI025:Gd ** FILL THE SCREEN WITH **[n83,3387234792yx60000: ** CLEAR PART **:50: ** KEEP GOING **` ****************************j * *t * THIS IS A SUBROUTINE I ****************************?32,33792Y140X133792Y240X2:*[n83,3387234792yx60000: ** CLEAR PART **:50: ** KEEP GOING **` ****************************j * *t * THIS IS A SUBROUTINE  06" "$p a-ȥf %b-ȥc-ȥd-ȥe-;L8e-I.iLa;9 LLe:;;~padD$p deEaɁ?;ic0bJ(dc(bJf(d(e$f LeHdHcHbHaHfHHeHdHH;ɠHk-ȱ-dȱ-e  9dȱ9e L)99: )a9ea9::ȆbcL  -ɬ {Lɯ HLLʆdeL L9e/iȱ9e0j9:ie/_ȊifiLձ9/e/_Ȋ/N/e0`_F_E_ ie_Xe`Yh0hnhihjhkhh \  2076BLITZ!L LL    tb* 2V0rfI6$$$$$$$$$$zttAC`ڞmmںkk22\\\ =uuuvuuuuuuutuuw#*18?FMT[bipw , 100EMO DETECT DEMO CPROG DEMO1 CPROG DEMO2 SHIFT DEMOUNLESS DEMOSWAP DEMOPUT DEMO 0:15:1:1,0:"":X039:X,0,3,0:X,24,4,0:fY824:0,Y,2,0:1,Y,14,0:2,Y,14,0::4,15,0:"ADSR DEMO""PLEASE ENTER (ATTACK),(DECAY),(SUSTAIN),(RELEASE): ALL (0-15) ";:B$""( 5002I1(B$): (B$,I,1)"," :1 SU0 RE0 10 1,AT,DE,SU,REa"WAVEFORM: 1=TRIANGLE 2=SAWTOOTH 4=NOISE : ";:500WV(B$): WV1 WV2 WV4 10"PITCH (0-64335) ";:500:P(B$): P6533510 24,64 294,64: 24,190 294,190:24,6424,190& :X,127X,190XRE4.5,1907"1,P: 1,WV,0,(ATDESU)30b," PRESS ANY KEY TO CONTINUE."|6198,0:198,1:A$:10B$"""";: F090 A$: A$"" :"*";: R110: 505 A$ "," 560 A$ (13)" ":( 3b54c6o#o"i"5"5ie556d#d"n"5"5L edc4b3 a e334oȱojȱokpok4j3 ej34aaf jb%<de Lfi"af0,%<dedc(bJf( d(e$f <L L L1 \ 0 BF< l%ddm%e lddmeeLLHkiɁjJfknIlkIm` 9P:Q L# LP9Q:L-.`_0/ȑ_e_7834hhHH;kcm&l&kީ L9:z{=>LᧅP LEASE ELECT ILE 1 RINT TO CREEN OR RINTER (Ӟ/О):  <LFSP R"{ O ONTINUE>LF3R$jӔ#¦BD԰#HFP HF$!MR$ͲHUQ ϐЌ eYJe dcdbdaL$;_0ȱ_pL IJdeLpL p aIȥf %bIȥcIȥdIȥeI;LereYJaHc4b3 +Lw edLLedc4b3 ea34a edLbc#"eda4 3)ed$0L-LLhac4b3 bLaa)ia34821 z34bcibL0 d2h h,h.&h0#h8hhhhJ  edLH hhPhQPPi95#ʊniIeeiI iinaa=348a21]ȥadJ$p de8a48/ic$bJdc(bJf( d( ݽ e$f    9=:=8 Ii<0 dJeF<Ӑ ;L  C L edLH  9DȄ;LeidL{Lkj$"jzȹ"ȹ:,8jaL§'3<3<+ OCUMENT EADER >ˆ<<)<>O` RINTER RROR>OHSİӱԎ /4ҕ aa>%*DB OCUMENT:  ....AGE:քÄ/‹HFՕR$'\/ ֋3±փà#CR$HF3R$#òHF3 $䀋/ 4$Da3<3<+ OCUMENT EADER >, <> EAD ORE ILES ROM HIS ISK>) <ž> EAD ILES ROM NOTHER ISK>! <*> XIT OCUMENT EADER>1 dhelUfʆde`pabcdf dee0e*becade`) 0$p aɁEf0(ibJd bJfcdce` Mb8jfc ed+LHf0$p aɁ㪥bJfcc`ed`$p f0aɁ eb34a L0\adK$p de9aɁ3/ic$bJdc(bJf( d( ݽ e$f  mQnlkPȹaLdLH a34821 z34bcebL ed  ;L H 0h0: zb3c4Pen"ȱPi#a"b"babc ȆdeiLLд<  L<' YLq). "C L9:LC( NSERT HE ISK ITH OCUMENT ILES> HE ISK RIVE.>* HEN RESS <Ξ> O ONTINUE.>LF3R >&4>$:DC.*`HFHFHFHF 52 O LOAD AND INITALIZE 52, TYPE: " 3.5",8,1 [ ] HEN 52 HAS FINISHED LOADING, THE SCREEN WILL CLEAR AND A (C) COPYRIGHT NOTICE WILL BE DISPLAYED. T THIS POINT A '' WILL BE PRINTED ON THE SC THE SCREEN, BORDER, AND CURSOR COLORS WILL CHANGE TO THE SAME COLORS THEY WHERE WHEN 52 WAS INITALIZED. LSO THE AND STATEMENTS HAVE BEEN REVISED. THER THAN THAT, EVERYTHING WILL BE JUST LIKE NORMAL PLUS 52 NEW COMMANDS.  LEASE HOOSE (/ž/*):  <LFAB * R%*>OAR!nOSAIBCDEFNMFNLNCLLGDVLRETRWPGTSRTFD 52 () \M2,2 \C \C \C RAPHICS 52 \C \C ERSION 3.5 \C \C REAT \C \C \P HIS PROGRAM IS NOT PUBLIC DOMAIN AND IS FULLY COPYRIGHTED. O TO THE GIANT COSTS OF PRODUCTION AND ADVERTISING, WE HAVE DECIDED TO USE THE STYLE OF MARKETING. RE ASKED TO SEND IN A FEE FOR THE USE OF THE PROGRAM. ITH MOST SHAREWARE SOFTWARE YOU ARE ASKED TO PAY FEE'S AROUND $25 OR MORE. E ARE NOT . E JUST WANT TO MAKE A LIVING. O, IF YOU LIKE AND WILL USE THE PROGRAM(S), WE WOULD LIKE YOU TO FOR YOUR MACHINE, YOU CAN CALL (- 9-5 AM.) OR YOU CAN SEND A FOR MORE INFORMATION. LEASE ADDRESS ALL RESPONSES TO: \C \C.. OX 429 \CLAMATH ALLS, REGON, 97601 \CHONE: (503) 882-7110  COMMANDS. HERE ARE QUITE A FEW BOOKS ON THE MARKET WHICH WILL EXPLAIN MORE ABOUT WHAT GRAPHICS ARE, AND HOW GRAPHICS WORK. LSO THIS MANUAL ASSUMES YOU HAVE PREVIOUS AND GRAPHICS PROGRAMMING EXPERIENCE. 52 WAS MAINLY DESIGNED FOR THE MMANDS. HIS MANUAL DOES NOT GO INTO TO GREAT OF DETAIL ABOUT 52'S COMMANDS. F YOU DO NOT UNDERSTAND A COMMAND, JUST SIT DOWN AND TRY IT A FEW TIMES. HIS SHOULD TAKE CARE OF THE PROBLEM. F IT DOES NOT, THEN WRITE TO: RESOLUTION (OR MULTI COLOR) BIT MAPPED GRAPHICS WILL BE REFERRED TO AS 'LOW-RES'. LSO NOTE THAT ALL NUMERIC PARAMETERS USED WITH 52'S NEW COMMANDS WILL HAVE THE FRACTIONAL PART REMOVED AS WITH THE AND . \P \C REEN AND COMMAND RELEASED BACK TO YOU. T THIS POINT, THE START OF WILL BE MOVED TO 1025 ($0401 HEX.), THE START OF SCREEN MEMORY WILL BE RELOCATED TO 33729 ($8400 HEX.), AND WHEN YOU PRESS THE [/] AND [] KEYS AT THE SAME TIME,  : HE COLORS THE SCREEN DEFAULTS TO CAN BE SELECTED BY A FEW STATEMENTS. (SEE ) \P \CEVISED FUNCTION HEN 52 IS ENABLED, THE NORMAL () FUNCTION DOES NOT PERFORM AS BEFORE. OW IF YOU A LOCATIO &= 3070 &= 3080 &= 3090 $䀋/ 4$Da3<3<+ OCUMENT EADER >, <> EAD ORE ILES ROM HIS ISK>) <ž> EAD ILES ROM NOTHER ISK>! <*> XIT OCUMENT EADER>1 ED BY: \C \C \C OCKY OORE \C \C \C () 1987 \C  OR THOSE OF YOU WHO DO NOT KNOW WHAT IS, HERE IS A SHORT DESCRIPTION: HAREWARE IS AN INEXPENSIVE WAY TO MARKET SOFTWARE WHICH ALLOWS COMPUTER USERS TO TRY SOFTWARE OUT AND SEE IF THEY LIKE IT. F THEY DO AND WILL BE USING IT, THEY A SEND US $5.00 TO KEEP YOUR NAME ON OUR FILE SO YOU CAN BE INFORMED WHEN NEW TITLES OR UPDATES BECOME AVAILABLE. E SURE TO TELL US WHICH MACHINE (OMMODORE OR ) AND WHAT DISK DRIVE YOU WILL BE USING. F YOU WOULD LIKE TO KNOW WHAT WE HAVE AVAILABLE OTE: LEASE FEEL FREE TO GIVE ALL YOUR FRIENDS A COPY OF THIS SOFTWARE AND PLEASE INCLUDE THE DOCUMENTS. \P \M2,2 \C HE ONLY PURPOSE OF THIS MANUAL, IS TO EXPLAIN WHAT 52'S NEW COMMANDS ARE, AND HOW TO USE THESE NEW PROGRAMMER WHO WANTS THE SPEED OF MACHINE LANGUAGE WITH THE EASE OF . HIS MANUAL DOES NOT DEAL WITH ANY MACHINE LANGUAGE PROGRAMMING, AND YOU DO NOT HAVE TO HAVE ANY PREVIOUS EXPERIENCE IN MACHINE LANGUAGE TO USE ANY OF 52'S 52 EXTRA CO C/O: .. 429 , ., 97601-0344 LEASE INCLUDE A SELF ADDRESSED, STAMPED REPLY ENVELOPE. OTE: ROM HERE AFTER, HIGH RESOLUTION BIT MAPPED GRAPHICS WILL BE REFERRED TO AS 'HI-RES', AND LOW  ECIFY. X = 0-39 : HORIZONAL POSITION Y = 0-24 : VERTICAL POSITION C = 0-15 : CHARACTER COLOR OR 1 B = 0-15 : BACKGROUND COLOR OR 2 * : URPOSE: O REFORMAT A - SCREEN. ESCRIPTION: HIS WILL HE GRAPHIC SCREEN TO NORMAL, PLACE THE NUMBER SIGN (#) AFTER THE COMMAND. : ENABLE THE BOTTOM COORDINATES # : RESTORE THE SCREEN TO THE NORMAL COORDINATES SYSTEM. : S, X, Y, CH URPOSE N WHERE THE OR IS, THE FUNCTION WILL NO LONGER RETURN THE IMAGE, INSTEAD IT WILL RETURN THE VALUE OF THE MEMORY LOCATION UNDER THE . HIS MAKES IT POSSIBLE TO USE THE 16 OF MEMORY, UNDER THE MEMORY, FO LOCATION BEFORE YOU USE ANY OF THE COMMANDS THAT WILL AFFECT THIS MEMORY. \CEVISED TATEMENT LSO THE STATEMENT WILL ACT STRANGE IF YOU HAVE ENABLED A GRAPHIC SCREEN. ITH A GRAPHIC SCREEN ENABLED AND IN PROGRAM MODE, ALL INFORMAD FOR SPLIT SCREENS (WHICH 52 DOES NOT SUPPORT). OWEVER, THE (), (), (), AND "," WILL NOT WORK WITH A GRAPHICS SCREEN ENABLED (AND WILL RESULT IN A ), BUT THE CODED COMMANDS WILL WORK TO HOME OR MOVE THE CURSOR, WILL ALLOW YOU TO SET THE EXACT POSITION ON THE SCREEN (SORT OF A ' ' FUNCTION) AND WILL ALSO ALLOW YOU TO USE UP TO FOUR CHARACTER SETS AT THE SAME TIME. \P \C .52' / .52 ES, IT IS POSSIBLE TO A PROGRAM WHICH USES TART OF YOUR PROGRAM, AND THE "" PROGRAM MUST BE ON THE SAME DISK AS YOUR PROGRAM IS ON. O COPY THE "" PROGRAM TO ANOTHER DISK, JUST USE THE " " PROGRAM. ND WHEN THE PROGRAM ASKS YOU " (/) ?", PRESS THE "" KEY. <>183 =1: "1",8,1 1 =1 =2: "2",8,1 2 =2 49152 OW WHEN YOU USE THE " " PROGRAM AND IT ASKS YOU " (/) ?", YOU JUST PRESS THE "" KEY. OTE: OU CAN NOT EDIT OR A PROGR 52 (IT AP & PRITE OMMANDS) \M2,2 \C OTE: LL OF THE FOLLOWING COMMANDS ONLY WORK WITH BIT MAPPED GRAPHICS SCREENS. LL COMMANDS WITH AN ASTERISK (*) ARE DESIGNED ONLY TO WORK WITH THE - GRAPHIC SCREENS. LL OR BLOCK ON THE SCREEN. F YOU ARE USING A - SCREEN THIS WILL CHANGE THE COLOR IN ONE CHARACTER BLOCK, OF ALL DOTS N OR TED, WITH 2 OR 3. HE POSITION OF THE CHARACTER BLOCK TO BE CHANGED IS DETERMINED BY THE 'X,Y' COORDINATES YOU SP CHANGE THE 'X,Y' COORDINATES OF THE SCREEN, SO '0,0' IS IN THE BOTTOM LEFT CORNER OF THE SCREEN INSTEAD OF THE TOP LEFT CORNER. HE HORIZONAL COORDINATES WILL STAY THE SAME AS BEFORE. HE ABOVE FORMAT WILL ENABLE THE NEW COORDINATES SYSTEM. O RESTORE T: O PLACE A CHARACTER ON A GRAPHIC SCREEN, SET THE POSITION OF CHARACTERS TO BE ED, AND TO SET THE CHARACTER SET, THE CHARACTERS ARE TO BE ED WITH. ESCRIPTION: HIS COMMAND CAN BE USED FOR ONE OF THREE PURPOSES: (1) O SET THE CHAR ING OR ING. HIS CAN BE USED TO STORE SPRITE IMAGES, CHARACTER IMAGES, OR MAYBE GAME SCREENS, UNTIL THEY ARE TO BE USED. OTE: HE UNDER THE IS ALSO USED FOR HI-RES AND LOW-RES SCREENS. O MAKE SURE YOU THIS MEMORY TO ANOTHERTION TO BE PRINTED, WILL PRINT OUT ON THE GRAPHIC SCREEN AND LEAVE THE NORMAL SCREEN UNTOUCHED. N THIS WAY IT IS POSSIBLE TO BLEND TEXT AND HIGH (OR LOW) RESOLUTION GRAPHICS EASILY AND WITHOUT THE NEED TO CONVERT THE CHARACTERS TO SCREEN CODE OR THE NEE AND A $(147) WILL CLEAR THE GRAPHIC SCREEN ENABLED AND THE REVERSE COMMAND WILL ALSO WORK ON A GRAPHICS SCREEN. OU MAY MISS THE (), (), AND "," TO PLACE INFORMATION ON A GRAPHICS SCREEN, BUT 52 HAS A COMMAND TO HELP, WHICHANY OF 52'S COMMANDS WITHOUT HAVING 52. O DO THIS YOU MUST ADD TWO PROGRAM LINES TO YOUR PROGRAM. HE TWO LINES ARE: 0 (37191)<> 183 =1:"",8,1 1 =1 49152 HESE TWO LINES MUST BE AT THE SOU MAY ALSO SPLIT THE "" PROGRAM INTO TWO SECTIONS TO MAKE IT TAKE UP LESS MEMORY ON YOUR DISK AND MAKE THE "" PROGRAM LOAD QUICKER. IRST YOU WILL NEED TO ADD THREE PROGRAM LINES TO YOUR PROGRAM INSTEAD OF TWO, WHICH ARE: 0 (37191)hAM (USING SOME OF 52'S COMMANDS) WITHOUT 52 IN PLACE. OU CAN ONLY THE PROGRAM. MAKE THE "" PROGRAM LOAD QUICKER. IRST YOU WILL NEED TO ADD THREE PROGRAM LINES TO YOUR PROGRAM INSTEAD OF TWO, WHICH ARE: 0 (37191) THER COMMANDS WILL WORK WITH BOTH TYPES OF SCREENS, UNLESS OTHERWISE SPECIFIED. : X, Y, C, B URPOSE: O CHANGE ONE COLOR BLOCK ON THE SCREEN. ESCRIPTION: HIS WILL CHANGE THE CHARACTER AND BACKGROUND COLOR OF ONE CHARACTE TER SETS 1 AND 2. F THIS IS THE CASE, YOU SHOULD PROBABLY MOVE THEM TO A SAFE PLACE, BY USING THE COMMAND. HEN JUST THEM BACK WHEN THEY ARE NEEDED. : C1, C2, C0, C3 URPOSE: ET THE COLOR OF ALL GRAPHIC SCREENS.  0-199 : VERTICAL POSITION S = 0-255 : INCREMENT OTE: OST OF THE TIME, THE TWO TYPES OF COMMAND WILL NOT PERFORM PROPERLY ON THE - SCREEN. ND THE LARGER THE VALUE OF 'S' IN THE LATTER OF THE TWO, THE GREATER THE CHANCE OF THE L RACTER SET BEING USED. (2) HE ABOVE AND SET THE POSITION WHERE THE NEXT CHARACTER(S) WILL BE ED. (3) LL THE ABOVE AND ACTUALLY PLACE A CHARACTER ON THE SCREEN ENABLED. S = 0-5 : CHARACTER SET NUMBER (FROM CHARACTER SET TABLE)  SET ALL FOUR COLORS. - C1 = 0-15 : CHARACTER COLOR C2 = 0-15 : BACKGROUND COLOR C3 = ---- : NOT USED C0 = ---- : NOT USED - C1 = 0-15 : COLOR 1 C2 = 0-15 : COLOR 2 C3 5 : "ELLO" ROM THIS POINT ON EVERYTHING ED, WHILE THE GRAPHIC SCREEN IS ENABLED, WILL BE ED IN CHARACTER SET 5. F YOU WANT THE WORD "ELLO" ED AS ABOVE EXCEPT, FOUR COLUMNS OVER AND 6 ROWS DOWN FROM THE TOP OF THE SCREENA - SCREEN ENABLED. : X, Y URPOSE: HIS WILL DRAW A STRAIT LINE FROM ONE POINT TO ANOTHER. ESCRIPTION: HE ABOVE FORMAT IS ONE OF SIX DIFFERENT WAYS OF USING THIS COMMAND. ERE IS A LIST OF ALL THE POSSIBLE COMBINATIO: 110 2, 39, 0, 1 OTE: HE CHARACTER SET CAN BE SWITCHED WITHOUT AFFECTING ANY OTHER CHARACTERS ON THE SCREEN. HARACTER SETS 0 AND 1 SHOULD NOT BE USED BECAUSE THEY ARE LOCATED AT THE SAME PLACE AS 1 AND 3. F YOU ARE ONL Y2 HIS WILL DRAW A LINE FROM (X1,Y1) TO (X2,Y2). X1, Y1 X2, Y1 S AME AS ABOVE EXCEPT, IN INCREMENTS OF 'S'. X1, Y1 X2, Y2 HIS WILL DRAW A LINE FROM (X1,Y1) TO (X2,Y2) UNTIL, IT REACHES A DOT (PIXEL) THAT HAS ALR THE VALUE OF 0 IN ALL THE MEMORIES THE GRAPHIC SCREEN USES) THE COMPLETE GRAPHIC SCREEN YOU HAVE ENABLED AT THE TIME YOU USE THIS COMMAND. : F 1 OR 3 ARE ENABLED AT THE TIME YOU USE THIS COMMAND, THE COMMAND WILL ERASE CHARAC THE LINE IN A INCREMENT OF 'S'. - X = 0-319 : HORIZONAL POSITION Y = 0-199 : VERTICAL POSITION S = 0-255 : INCREMENT OF DOTS (PIXELS) IN THE LINE - X = 0-159 : HORIZONAL POSITION Y =  ESCRIPTION: N A - SCREEN THIS WILL SET THE CHARACTER (ALL DOTS OR PIXELS TURNED ON) COLOR TO C1 AND SET THE BACKGROUND (ALL DOTS OR PIXELS TURNED OFF) COLOR TO C2. OU MUST NOT INCLUDE C0 AND C3. ITH THE - SCREEN ENABLED, THIS COMMAND WILLINE BEING COMPLETED. * : URPOSE: AKES THE AND COMMANDS TURN OFF DOTS, INSTEAD OF TURNING THEM ON. ESCRIPTION: ITH THIS ENABLED, ALL DOTS TO BE TED OR N WILL TURN OFF ANY DOTS THAT HAPPEN TO BE TURNED ON. X = 0-39 : HORIZONAL POSITION Y = 0-24 : VERTICAL POSITION CH = 0-255 : CHARACTER NUMBER (IN SCREEN CODE) : O THE WORD "ELLO" IN CHARACTER SET 5 (UPPER AND LOWER CASE WITH LIMITED GRAPHICS), YOU WOULD USE: 100 = 0-15 : COLOR 3 C0 = 0-15 : COLOR 0 : O SET THE COLOR OF A - SCREEN TO: BLACK FOR THE BACKGROUND COLOR AND WHITE FOR THE CHARACTER COLOR, YOU WOULD USE: 100 1, 0 OTE: EMEMBER NOT TO USE C0 AND C3 WITH , THEN YOU WOULD USE: 100 5, 4, 6 : "ELLO" OW LET US SAY, AFTER THIS IS DONE, YOU WANT TO PLACE THE LETTER "" IN THE UPPER RIGHT CORNER OF THE SCREEN, EXCEPT IN CHARACTER SET 2 (CUSTOM SET AT $7000 HEX. 28672 DEC.), YOU WOULD ADDNS: X, Y HIS WILL DRAW A LINE FROM A POINT PREVIOUSLY SET BY THE OR COMMANDS, TO THE POINT (X,Y). X, Y S AME AS ABOVE EXCEPT, IT WILL SPACE THE DOTS (PIXELS) ACCORDING TO THE VALUE OF 'S'. X1, Y1 X2,Y USING 2 THERE WILL BE NO PROBLEM. LSO THE , , AND COMMANDS HAVE NO EFFECT ON HOW CHARACTERS ARE PLACED ON A GRAPHIC SCREEN. : URPOSE: O CLEAR A GRAPHIC SCREEN. ESCRIPTION: HIS WILL CLEAR (PLACE EADY BEEN TURNED ON. F THIS HAPPENS, IT WILL THEN END THE LINE BEING N AT THIS POINT. O DETECT IF THIS HAS HAPPENED, THE () VARIABLE WILL BE SET TO A ONE. X1, Y1 X2, Y2 S HIS IS THE SAME AS ABOVE EXCEPT IT WILL DRAW , IT WILL BE TURNED ON. O ENABLE TOGGLE USE THE ABOVE FORMAT. O DISABLE TOGGLE, FOLLOW THE COMMAND WITH THE NUMBER SIGN (#). OTE: RASE MODE HAS PRIORITY OVER TOGGLE MODE. OGGLE MODE WILL NOT WORK IF ERASE MODE IS ENABLED. \C  ED WILL BE 0. X, Y = SAME AS WITH THE AND COMMANDS : 100 50, 50: (50, 50), (0, 0) 32 0 : X, Y URPOSE: O TURN ON ONE DOT. ESCRIPTION: HIS WI OR FALSE. F IT IS TRUE, THE '' IS PERFORMED. THERWISE IT WILL SKIP THE REST OF THAT LINE AND CONTINUE WITH THE NEXT LINE OF THE PROGRAM. HE ABOVE FORMAT WILL CHECK FOR (OR TEST) A COLLISION BETWEEN SPRITES: F SPRITE 'SP1' HAS HAD A COLLISION WIT O ENABLE ERASE MODE, USE THE COMMAND AS ABOVE. O DISABLE ERASE MODE, PLACE A NUMBER SIGN (#) AFTER THE COMMAND AS WITH THE COMMAND. * : URPOSE: O SWITCH BETWEEN THE TWO - SCREENS. ESCRIPTION: HE : S URPOSE: O ENABLE OR DISABLE A - OR - GRAPHIC SCREEN. ESCRIPTION: HIS COMMAND WILL ENABLE A - OR - SCREEN, OR RESET THE PRESENT CONDITION TO THE NORMAL SCREEN. S = 0-3 : SCREEN NUMBER TO ENABLE RY TIME THE COMMAND IS EXECUTED AFTER THIS POINT, IT WILL SWITCH THE SCREEN BEING VIEWED WITH THE OPPOSITE SCREEN. HE COMMAND (OR OUTPUT) WILL ALSO REMAIN ON THE SCREEN THAT IS NOT BEING VIEWED. HE COMMAND WILL SET IT BACK TO NORMAL.  CREEN MEMORY IS AT LOCATION 32768 ($8000 HEX.). S = 2 : HIS IS THE OTHER - SCREEN AVAILABLE, AND IS LOCATED AT ADDRESS 57344-65535 ($000-$ HEX.). CREEN MEMORY IS AT LOCATION 49152 ($000 HEX.). S  IN MEMORY. HIS IS ALWAYS FOR DISK DRIVES ONLY. : P URPOSE: HIS WILL CHANGE THE COLOR OF ALL DOTS WHICH ARE TO BE TED OR N. ESCRIPTION: HIS WILL CHANGE THE PRESENT COLOR, WHICH THE DOTS ARE PUT ON THE SCREEN  3 ARE THE SAME SCREEN) TO DISK ONLY. * : URPOSE: HIS WILL TOGGLE ALL DOTS TED OR N. ESCRIPTION: ITH (TOGGLE) ENABLED, ALL DOTS TED OR N, WHICH ARE ALREADY ON, WILL BE TURNED OFF. ND IF THE DOT IS OFF- SCREENS. : ( X, Y ) URPOSE: O SEE IF A DOT IS ON OR OFF. ESCRIPTION: HIS WILL RETURN THE VALUE OF THE BIT AT THE (X,Y) POSITION, IF THE BIT IS SET TO A ONE (DOT TURNED ON). F THE BIT (DOT) IS OFF, THE VALUE RETURN : SP1 (SP2, SP3) (COLLISION DETECTION) URPOSE: ETECTS SPRITE TO SPRITE OR SPRITE TO BACKGROUND COLLISION. ESCRIPTION: HIS COMMAND WORKS A LOT LIKE THE '' COMMAND, IN THAT IT TESTS TO SEE IF THE CONDITION IS TRUELL TURN ON ONE DOT (PIXEL) AT THE (X,Y) LOCATION. F THE DOT (PIXEL) WAS ALREADY ON, THE () VARIABLE WILL HAVE THE VALUE OF ONE. F THE DOT WAS OFF THE () WILL HAVE THE VALUE OF ZERO. X, Y = SAME AS FOR THE COMMAND H 'SP2' OR 'SP3', THEN THE '' WILL BE PERFORMED. HE COMMAND CHECKS FOR A COLLISION BETWEEN THE SPRITE 'SP1', AND ANY SPRITE NUMBER WHICH IS IN THE PARENTHESES. HE NUMBER OF SPRITE NUMBERS WHICH CAN BE PLACED BETWEEN THE PARENTHESES, CAFIRST TIME THIS COMMAND IS EXECUTED AFTER THE - SCREEN HAS BEEN ENABLED, THE OUTPUT (ALL GRAPHICS COMMANDS AND STATEMENTS) WILL BE SWITCHED TO THE OPPOSITE SCREEN THAN IS ENABLED. ND THE SCREEN BEING VIEWED IS THE SCREEN THAT WAS ENABLED. VE S = 0 : HIS IS THE NORMAL SCREEN, AND SHOULD BE USED TO RETURN THE PRESENT CONDITION BACK TO NORMAL. S = 1 : HIS IS ONE OF THE - SCREENS AVAILABLE, AND IS LOCATED AT ADDRESS 40960-49151 ($000-$ HEX.).  : "FILE NAME" URPOSE: O LOAD THE GRAPHIC 1 AND 3. ESCRIPTION: HIS COMMAND WILL LOAD A GRAPHIC SCREEN INTO MEMORY. HIS IS ONLY THE SCREEN AND NOT ITS COLOR. HE SCREEN IS 1 OR 3 BECAUSE THEY ARE IN THE SAME PLACE= 3 : HIS IS THE - SCREEN, AND IS LOCATED AT THE SAME ADDRESS AS 1. : "FILE NAME" URPOSE: O SAVE A GRAPHIC SCREEN. ESCRIPTION: HIS WILL SAVE 1 AND 3 (REMEMBER 1 AND  WITH, TO ONE OF THE COLORS YOU HAVE SELECTED WITH THE COMMAND. = 0-3 : ONE OF THE FOUR COLORS SELECTED WITH THE COMMAND. OTE: HE COMMAND IS ONLY OF USE WITH THE - SCREEN, AND CAN NOT BE USED WITH THE  1 (0,2,3,4,5,6,7) "HIT": HE ABOVE PROGRAM LINE WILL THE WORD "HIT" AND END THE PROGRAM THERE, IF SPRITE 1 HAS HAD A COLLISION WITH ANY OTHER SPRITE. OW LET US SAY YOU WANT TO CHECK FOR A COLLISION BETWEEN SPRITE 3 OR SP PRITE'S COLOR AND MAYBE MULTI COLORS. ESCRIPTION: HE ABOVE FORMAT WILL SET THE COLORS FOR SPRITE 'SP' TO 'C1' , 'C2', AND 'C3', AND SET THE SPRITE 'SP' IN MULTICOLOR MODE. F YOU ARE USING OR WANT TO SET THE SPRITE IN HIGH RESOLUTION MODE YOU WOU : SP URPOSE:HIS WILL EXPAND OR CONTRACT ONE SPRITE IN ONE OF TWO DIRECTIONS. ESCRIPTION: HE ABOVE FORMAT WILL EXPAND SPRITE 'SP' IN THE "" DIRECTION (VERTICAL). OR THE "" DIRECTION (HORIZONAL), YOU WOULD SUBSTITUTE THE  S TO BLACK, WHITE, AND RED, YOU WOULD USE: 100 4, 0,1,2 O SET SPRITE 3 IN HIGH RESOLUTION MODE AND SET ITS COLOR TO BLUE, YOU WOULD USE: 110 3, 6 : SP, IM URPOSE: HIS WILL ENABLE OR DISABLE ONE SN BE AS FEW AS ONE OR AS MANY AS SIX NUMBERS. HE ABOVE FORMAT IS FOR SPRITE TO SPRITE DETECTION ONLY. F YOU ARE CHECKING FOR A COLLISION BETWEEN SPRITES AND THE BACKGROUND, THEN YOU WOULD LEAVE OUT THE FIRST SPRITE NUMBER 'SP1' AND THE ''. THE SAME SPRITE IN BOTH DIRECTIONS, YOU WOULD USE: 110 # 5 : # 5 : S ,"FILE NAME" URPOSE: HIS WILL LOAD CERTAIN SPRITES. ESCRIPTION: HIS WILL LOAD PREVIOUSLY SAVED SPRITES FROM DISK, WITH THE FIL READ AND ACT UPON THE COPY OF THE SPRITE COLLISION REGISTERS (LOCATED AT 40958 DEC. $9 HEX. FOR SPRITE TO SPRITE, AND SPRITE TO BACKGROUND LOCATED AT 40959 DEC. $9 HEX.). THER-WISE THE COMMAND WILL READ THE ACTUAL COLLISION REGISTERS AND SECIFIED BY 'SP1' TO THE 'DX,DY' POSITION OF THE SCREEN. SP1 = 0-7 : SPRITE NUMBER DX = 0-511 : HORIZONAL POSITION DY = 0-255 : VERTICAL POSITION : SP URPOSE: HIS TURNS ON OR OFF A PRITES ISPLAY RIORITY. CHARACTERS OR BACKGROUND AND NOT REGISTER ANY COLLISION. "01" IS ALSO 2 WHEN USING A LOW-RES GRAPHIC SCREEN. SP1-SP3 = 0-7 : SPRITE NUMBERS : O CHECK FOR A COLLISION BETWEEN SPRITE 1 AND ANY OTHER SPRITE, YOU WOULD USE: 100 : O MAKE SPRITE 1 TO APPEAR UNDER TEXT OR BACKGROUND, YOU WOULD USE: 100 1 O MAKE SPRITE ONE APPEAR ON TOP OF THE TEXT OR BACKGROUND, YOU WOULD USE: 100 # 1 : SP, C1, C2, C3 URPOSE: O SET A SRITE 5 AND THE BACKGROUND, YOU WOULD ADD THIS TO THE ABOVE: 110 # (3,5) "HIT THE BACKGROUND": HIS WILL CHECK TO SEE IF A COLLISION HAS HAPPENED, AND IF SO, THE WORDS "HIT THE BACKGROUND", AND THEN END THE PROGRAM. LD USE THIS COMMAND WITHOUT THE LAST TWO COLORS. HIS WILL SET THE SPRITE 'SP' IN HIGH RESOLUTION AND SET ITS COLOR TO 'C1'. SP = 0-7 : SPRITE NUMBER C1 - C3 = 0-15 : SPRITE COLORS : O SET SPRITE 4 IN MULTICOLOR AND SET ITS COLORLETTER "" FOR THE LETTER "". O CONTRACT A SPRITE, JUST PLACE A NUMBER SIGN (#) AFTER THE COMMAND. SP = 0-7 : SPRITE NUMBER : O EXPAND SPRITE 5 IN BOTH DIRECTIONS, YOU WOULD USE: 100 5 : 5 O CONTRACTPRITE. ESCRIPTION: HE ABOVE FORMAT WILL ENABLE (TURN ON) SPRITE 'SP' WITH THE IMAGE OF 'IM'. 'IM' SHOULD BE THE SAME NUMBER YOU USED WHEN YOU USED THE COMMAND. O DISABLE A SPRITE YOU MUST PLACE A NUMBER SIGN (#) IN FRONT OF 'SP' AND LEAVE  HE NUMBER(S) IN PARENTHESES WILL BE CHECKED FOR COLLISION TO ANY BACKGROUND MATTER. F THIS IS EXECUTED TWICE BEFORE THE SPRITES ARE MOVED AGAIN, YOU MUST PLACE A NUMBER SIGN (#) DIRECTLY AFTER THE COMMAND. HIS WILL MAKE THE COMMANDE NAME YOU HAVE SPECIFIED, IN MEMORY STARTING AT SPRITE 'S'. S = 0-255 : STARTING SPRITE IMAGE NUMBER : SP1 DX, DY URPOSE: O MOVE A SPECIFIED SPRITE TO DX,DY COORDINATES. ESCRIPTION: HIS WILL MOVE THE SPRITE SPAVE A COPY OF THERE CONTENTS IN THE ABOVE LOCATIONS. OTE: NY DOT PATTERN OF "01" ('.*' WHEN USING THE THE OR COMMANDS) WILL NOT SET OFF A DETECTION BETWEEN SPRITES AND BACKGROUND. HIS IS USEFUL IF YOU WISH A SPRITE TO GO OVER CERTAIN  ESCRIPTION: HE ABOVE FORMAT WILL DISABLE (TURN OFF) THE PRITE ISPLAY RIORITY FOR SPRITE 'SP'. O ENABLE (RETURN TO NORMAL) THE PRITE ISPLAY RIORITY FOR SPRITE 'SP', PLACE A NUMBER SIGN (#) AFTER THE COMMAND. SP = 0-7 : SPRITE NUMBER  NTER PREVIOUSLY SET. T THIS POINT, IT WILL ADD ONE TO THE POINTER, FOR THE VALUE OF THE NEXT DOT PATTERN LINE TO BE PLACED. HIS WILL CONTINUE TO PERFORM THIS WAY EVERY TIME THE COMMAND IS EXECUTED, UNTIL YOU RESET THE POINTER TO ANOTHER PLACE IN  O DISK. S = 0-254 : STARTING SPRITE IMAGE NUMBER E = 0-254 : ENDING SPRITE IMAGE NUMBER OTE: F YOU USE THE COMMAND, IT WILL ALSO CLEAR ALL SPRITE IMAGES FROM 128 TO 254. O IT IS BEST TO COPY THEM TO A SAFE PLACE IN MEMORY BEFOR O OR THREE CHARACTERS WITH JUST ONE LARGE DOT PATTERN. S = 0-3 : CHARACTER SET (FROM CHARACTER SET TABLE) C = 0-255 : CHARACTER TO BE PROGRAMMED (IN SCREEN CODE) OTE: EMEMBER WHEN YOUR DESIGNING CHARACTERS, TO PLACE A PERIOD (.) WHERE  52 (HE EST F HE OMMANDS) \M2,2 \C : & B, C URPOSE: HIS WILL SET THE BORDER AND BACKGROUND COLOR OF THE SCREEN. ESCRIPTION: HIS WILL SET THE BORDER COLOR TO 'B', AND SET THE SCREEN' CODE) OF THE CHARACTER 'X' COLUMNS ACROSS, AND 'Y' ROWS DOWN ON THE SCREEN. F THE SCREEN IS CLEAR, THE VALUE WILL BE 32. HIS IS THE VALUE OF A SPACE IN SCREEN CODE. X = 0-39 : HORIZONAL POSITION Y = 0-24 : VERTICAL POSITION : OFF THE COMMA AND THE'IM'. SP = 0-7 : THIS IS THE SPRITE NUMBER IM = SAME AS FOR THE COMMAND : ET US SAY YOU WANT TO ENABLE SPRITE 2 WITH AN IMAGE OF 129, YOU WOULD USE: 100 2, 129 OW MAYBE YOU WANT TO DISABLNED. HIS WILL SAVE ALL CHARACTERS IN SET 'S', FROM 'F' TO 'T', UNDER THE FILE NAME YOU SPECIFIED. S = 0-3 : CHARACTER SET (FROM CHARACTER SET TABLE) F = 0-255 : STARTING CHARACTER NUMBER T = 0-255 : ENDING CHARACTER NUMBER :BOVE THIS WILL SET A POINTER TO THE PROPER PLACE IN MEMORY TO STORE THE BIT PATTERN TO BE SPECIFIED. IM = 28-63 : IN BIT MAP MODE THIS IS ALL THE SPACE AVAILABLE IM = 28-63 AND 128-191 : IN CUSTOM CHARACTER MODE IM = 28-63 AND 128-254 : CTER (IN SCREEN CODE) IN CHARACTER SET 'S'. HE OTHER FORMAT FOR THIS COMMAND IS: "..*.***." HIS WILL CONVERT THE DOT PATTERN BETWEEN THE QUOTATION MARKS TO THE PROPER BIT VALUE, AND THEN PLACE THE VALUE IN MEMORY POINTED TO BY THE POI WITHOUT CHANGING THE POINTER, THE WHOLE SPRITE PATTERN WILL BE SET. : S E, "FILE NAME" URPOSE: O SAVE SPRITE IMAGES ESCRIPTION: HIS WILL SAVE ALL SPRITE IMAGES FROM 'S' TO 'E' (THIS INCLUDES THE 'E' SPRITE IMAGE), TMEMORY. F YOU PLACE SIXTEEN PLACES BETWEEN THE QUOTATION MARKS, IT WILL EXCEPT THE FIRST EIGHT PLACES AS THE DOT PATTERN FOR THAT ROW. HEN THE NEXT EIGHT PLACES WILL BE ACCEPTED AS THE SAME ROW, BUT FOR THE NEXT CHARACTER. HIS ALLOWS YOU TO PROGRAM TWE USING THE COMMAND. THE WHOLE SPRITE PATTERN WILL BE SET. : S E, "FILE NAME" URPOSE: O SAVE SPRITE IMAGES ESCRIPTION: HIS WILL SAVE ALL SPRITE IMAGES FROM 'S' TO 'E' (THIS INCLUDES THE 'E' SPRITE IMAGE), TYOU WANT THE DOT TURNED OFF, AND AN ASTERISK (*) WHERE THE DOT IS TO BE ON. : ( X, Y) URPOSE: HIS WILL RETURN THE VALUE OF THE CHARACTER IN THE (X,Y) POSITION OF THE SCREEN. ESCRIPTION: HIS WILL RETURN THE VALUE (IN SCREENS BACKGROUND COLOR TO'C'. B = 0-15 : BORDER COLOR C = 0-15 : BACKGROUND COLOR : S, F T, "FILE NAME" URPOSE: HIS WILL SAVE TO DISK, CUSTOM CHARACTERS. ESCRIPTION: HIS WILL SAVE ANY CHARACTERS YOU HAVE DESIGO SEE WHAT CHARACTER IS IN THE VERY TOP RIGHT CORNER OF THE SCREEN, YOU WOULD USE: 100 = (39,0) : S, F, "FILE NAME" URPOSE: HIS WILL LOAD AND RELOCATE CHARACTERS PREVIOUSLY SAVED. ESCRIPTION: HIS WILL LOAD CHE THE SAME SPRITE, YOU WOULD USE: 110 # 2 : IM URPOSE: HIS WILL SET A POINTER TO MEMORY FOR THE BIT PATTERN FOR A SPRITE TO BE PLACED. ESCRIPTION: HE ABOVE FORMAT IS ONE OF TWO WAYS TO USE THIS COMMAND. S A S, C URPOSE: HIS SETS A POINTER TO THE PROPER PLACE IN MEMORY, TO PLACE THE FOLLOWING DOT PATTERN. ESCRIPTION: HE ABOVE FORMAT IS ONE OF TWO WAYS OF USING THIS COMMAND. HE ABOVE FORMAT WILL SET A POINTER THE START OF THE 'C' CHARA IN NORMAL MODE HE SECOND FORMAT IS: ".....**...**.....**....." HIS WILL SET ONE ROW OF THE SPRITES BIT PATTERN. OU SIMPLY USE A ASTERISK (*) WHERE A DOT IS TO BE ON, AND A PERIOD (.) FOR OFF. FTER THIS HAS BEEN CALLED 21 TIMES URPOSE: HIS WILL ENABLE OR DISABLE MULTI-COLOR CHARACTER MODE. ESCRIPTION: HE ABOVE FORMAT WILL ENABLE MULTI-COLOR MODE AND SETS THE FIRST AUX. COLOR TO 'C1', AND SET THE SECOND AUX. COLOR TO 'C2'. O DISABLE MULTI-COLOR MODE, SIMPLY LEAV IMULATES SMOOTH SCROLLS, EXCEPT ONLY TWO KINDS OF CHARACTERS ARE AFFECTED. HE DIRECTION OF THE SCROLL CAN BE LEFT, RIGHT, DOWN, AND UP (AS ABOVE). O SELECT THE DIRECTION OF THE SCROLL, REPLACE THE LETTER '' WITH THE FIRST LETTER OF THE DIRECTION DESIR 110 : X, Y, CH, C URPOSE: HIS WILL PLACE ONE CHARACTER ON THE SCREEN AND SET ITS COLOR. ESCRIPTION: HIS WILL PLACE THE CHARACTER 'CH' ON THE SCREEN IN THE (X,Y) LOCATION. HEN IT WILL SET THE CHARACTERS COLOR  T PATTERN IN CHARACTER SET 0, YOU WOULD USE: 110 =07: 8 120 0, 42 32 : 130 OTE: HIS COMMAND ONLY WORKS WITH CUSTOM CHARACTERS AND NOT THE NORMAL CHARACTER SETS.  POSITION CH = 0-255 : CHARACTER (IN SCREEN CODE) C = 0-15 : CHARACTER COLOR : URPOSE: O ENABLE OR DISABLE A CUSTOM CHARACTER SET, OR COPY ALL 512 CHARACTERS IN ROM TO CUSTOM CHARACTER SET ZERO AND ONE. ESCRIPTIOTURN THE SCREEN TO NORMAL, PLACE A NUMBER SIGN (#) AFTER THE "". O PUT THE SCREEN IN 24 ROW MODE (SHRINK VERTICALLY), YOU REPLACE THE LETTER "" WITH THE LETTER "". O DISABLE 24 ROW MODE, PLACE A NUMBER SIGN (#) AFTER THE LETTER "". : ARACTERS INTO CHARACTER SET 'S', AND STARTING AT CHARACTER NUMBER 'F', WITH THE FILE NAME YOU SPECIFIED. S = 0-3 : CHARACTER SET (FROM CHARACTER SET TABLE) F = 0-254 : STARTING CHARACTER LOCATION OF LOAD : X1,Y1 X2,Y2 L THE 512 CHARACTERS IN ROM, TO CHARACTER SETS ZERO AND ONE, WHICH ARE IN RAM MEMORY, UNDER . : 100 : 512 110 : 120 # :  CHARACTER THAT WAS PREVIOUSLY AT (X2,Y2), WILL NOW BE STORED AT MEMORY LOCATION 40956, AND THE COLOR OF THE CHARACTER IS AT MEMORY LOCATION 40957. X1-X2 = 0-39 : HORIZONAL POSITION Y1-Y2 = 0-24 : VERTICAL POSITION : C1, C2 S DOT PATTER TO A DIFFERENT CHARACTER ONE ROW OR COLUMN AT A TIME. ESCRIPTION: HE ABOVE FORMAT WILL SHIFT THE TOP ROW OF 'CH1'S DOT PATTERN TO THE BOTTOM ROW OF 'CH2', AND SHIFT 'CH1' AND 'CH2'S DOT PATTERN UP ONE ROW IN CHARACTER SET 'S'. HIS SE OFF 'C1' AND C2. C1 = 0-15 : FIRST AUX. COLOR C2 = 0-15 : SECOND AUX. COLOR : O ENABLE MULTI-COLOR MODE, AND SET BOTH AUX. COLORS TO WHITE, YOU WOULD USE: 100 1,1 O DISABLE MULTI-COLOR MODE, YOU WOULD USE: ED. S = 0-3 : CHARACTER SET (FROM CHARACTER SET TABLE) CH1 = 0-255 : THE CHARACTER TO SCROLL (OR SHIFT) FROM CH2 = 0-255 : THE CHARACTER TO SCROLL TO (OR SHIFT TO) : O SCROLL THE ASTERISK'S DOT PATTERN DOWN TO THE SPACE'S DOTO 'C'. FTER YOU USE THE COMMAND, THE CHARACTER THAT WAS PREVIOUSLY AT THE (X,Y) LOCATION, WILL NOW BE IN MEMORY LOCATION 40957, AND THE CHARACTER COLOR WILL BE IN MEMORY LOCATION 40958. X = 0-39 : HORIZONAL POSITION Y = 0-24 : VERTICAL: URPOSE: HIS WILL SHRINK THE SCREEN TO 38 COLUMN OR 24 ROW MODE, OR RETURN THE SCREEN TO NORMAL. ESCRIPTION: HE ABOVE FORMAT WILL SHRINK THE SCREEN IN THE "" DIRECTION (HORIZONALLY), AND PUT THE SCREEN IN 38 COLUMN MODE. O REN: HE ABOVE FORMAT WILL ENABLE A CUSTOM CHARACTER SET (TURN IT ON). O DISABLE THE CUSTOM CHARACTER SET, USE A NUMBER SIGN (#) AFTER THE COMMAND. HE LAST WAY OF USING THIS COMMAND IS, TO PLACE THE LETTER "" AFTER THE COMMAND. HIS WILL COPY AL 100 : : 24 38 110 #: #: 40 25 : X, Y URPOSE: HIS WILL SET THE THE SMOOTH SCROLL POSITION I URPOSE: HIS WILL MOVE A CHARACTER FROM ONE PLACE TO ANOTHER ON THE SCREEN. ESCRIPTION: HIS WILL MOVE THE CHARACTER AND ITS COLOR, THAT IS AT (X1,Y1) ON THE SCREEN, TO (X2,Y2) ON THE SCREEN. T THIS POINT, IT WILL PLACE A SPACE AT (X1,Y1). HE OTE: HEN YOU COPY THE CHARACTER SETS TO RAM, IT WILL RUIN S 1 AND 2, AND RUIN SPRITES WITH IMAGE NUMBERS GREATER THAN 191. : S, CH1 CH2 URPOSE: HIS WILL TRANSFER A SPECIFIC CHARACTER' ES, AND THE ACTION WILL BE JUST THE OPPOSITE AS BEFORE. HAT THIS MEANS IS, IF THE CHARACTER AT THAT LOCATION IS DIFFERENT FROM THE CHARACTER YOU SPECIFIED, IT WILL FINISH PERFORMING THE OR COMMAND, AND THEN SKIP THE REST OF THE PROGRAM LINE.  : X, Y URPOSE: HIS WILL ELIMINATE MOST OF THE JERK OR FLICKER OF THE SCROLLING NEEDED IN SMOOTH SCROLLING. ESCRIPTION: HE ABOVE FORMAT WILL ENABLE THE NORMAL SCREEN, SET THE HORIZON LINE NUMBER 1000, WHERE YOU HANDLE THE PROBLEM, YOU WOULD USE: 100 0,0 20,10 # (32) 1000 ET US SAY YOU WANT THE CHARACTER AT (0,1) TO MOVE TO (0,0) ONLY IF THE CHARACTER AT (0,0) IS DIFFERENT FROM 81 (SHIFTED "" IN SCREEN COD COMMAND. X = 0-7 : HORIZONAL SMOOTH SCROLL POSITION Y = 0-7 : VERTICAL SMOOTH SCROLL POSITION : O COPY THE PRESENT SCREEN AND ENABLE THE ALTERNATE IMAGE SCREEN, YOU WOULD USE: 100 # FTER YOU HAVE MANIPU MEANS DIFFERENT FROM. \P \C : (P) URPOSE: HIS WILL RETURN A VALUE BASED ON THE DIRECTION OF THE JOY STICK. ESCRIPTION: HE ABOVE FORMAT WILL RETURN A VALUE OF THE JOY STICK IN PORT 'P' DEPENDING ON ITS ""FIED WITH THE OR COMMANDS FOR A MATCH WITH ONE OF THE CHARACTERS INSIDE THE PARENTHESES AND ACT ON THE RESULTS. ESCRIPTION: HIS CAN ONLY BE USED WITH THE OR COMMAND, AND MUST FOLLOW THE LAST VARIABLE OF THESE COMMANDS WITHOUNE, OTHERWISE () WILL EQUAL ZERO. F YOU SWITCH THE LETTER "" WITH THE LETTER "", IT WILL READ THE JOY STICK AS BEFORE, EXCEPT THE DIRECTION READ WILL BE THE "" (VERTICAL) DIRECTION. F THE STICK IS PUSHED UP, THE VALUE RETURNED WILL BE NEGATN THE VERTICAL AND HORIZONAL DIRECTION. ESCRIPTION: HIS WILL SET THE HORIZONAL SMOOTH SCROLL POSITION TO 'X' AND THE VERTICAL SMOOTH SCROLL POSITION TO 'Y'. X = 0-7 : THIS IS THE HORIZONAL SMOOTH SCROLL POSITION Y = 0-7 : THIS IS THE V OR COMMAND. THERWISE IT WILL PERFORM THE OR COMMAND, AND THEN SKIP THE REST OF THE PROGRAM LINE. F YOU SWITCH A NUMBER SIGN (#) FOR THE EQUALS SIGN (=) AFTER THE COMMAND, THEN YOU MAY ONLY HAVE ONE NUMBER BETWEEN THE PARENTHES CHARACTER ON THE WHOLE SCREEN. ESCRIPTION: HIS WILL SWAP THE CHARACTER 'CH1' FOR ALL CHARACTERS 'CH2' ON THE SCREEN. CH1 = 0-255 : REPLACEMENT CHARACTER CH2 = 0-255 : CHARACTER TO BE REPLACED : 100 42 32 :THERWISE IT WILL PERFORM THE ''. CH1-CH3 = 0-255 : CHARACTERS TO LOOK FOR (IN SCREEN CODE) : ET US SAY YOU WANT TO MOVE THE CHARACTER AT (0,0) TO (20,10) ONLY IF (20,10) IS A SPACE (32 IN SCREEN CODE). THERWISE YOU WANT TO AL SMOOTH SCROLL POSITION TO 'X', AND SET THE VERTICAL SMOOTH SCROLL POSITION TO 'Y'. O COPY THE PRESENT SCREEN TO THE ALTERNATE IMAGE SCREEN, AND THEN ENABLE THE ALTERNATE SCREEN, YOU WOULD LEAVE OFF THE 'X,Y' POSITION AND PLACE A NUMBER SIGN AFTER THEE) OR A 42 (ASTERISK IN SCREEN CODE), OTHERWISE YOU WANT IT TO "" AND END THE PROGRAM THERE, YOU WOULD USE: 100 0,1 0,0 = (81,42) "" : EMEMBER: THE EQUALS SIGN (=) MEANS EQUAL AND THE NUMBER SIGN (#)LATED THE SCREEN TO WHAT YOU WANT AND WISH TO ENABLE THE ORIGINAL SCREEN, YOU WOULD USE: 110 0,0: . : = (CH1,CH2,CH3,) (CONDITION TRUE) URPOSE: HIS WILL TEST THE LOCATION SPECI (HORIZONAL) DIRECTION. F THE JOY STICK IS BEING PUSHED LEFT, THE VALUE RETURNED WILL BE NEGATIVE ONE, IF RIGHT, THE VALUE WILL BE POSITIVE ONE, OTHERWISE THE VALUE WILL BE ZERO. F THE FIRE BUTTON IS BEING PRESSED, THE () VARIABLE WILL EQUAL OT A COLON (:) IN BETWEEN THEM. SING THE ABOVE FORMAT, WILL TEST THE LOCATION SPECIFIED WITH THE OR COMMAND FOR ANY OF THE CHARACTERS INSIDE THE PARENTHESES. F A MATCH IS FOUND, IT WILL PERFORM THE '' AND WILL NOT PERFORM THE PREVIOUS IVE ONE, IF PUSHED DOWN, THE VALUE WILL BE POSITIVE ONE, OTHERWISE THE VALUE WILL BE ZERO. HE () VARIABLE WILL BE THE SAME AS ABOVE FOR READING THE FIRE BUTTON. P = 1-2 : PORT NUMBER AS MARKED ON YOUR COMPUTER : (P)  ERTICAL SMOOTH SCROLL POSITION : O SET THE HORIZONAL POSITION TO 4 AND THE VERTICAL POSITION TO 0, YOU WOULD USE: 100 4, 0 : CH1 CH2 URPOSE: HIS WILL SWITCH ONE TYPE OF CHARACTER TO ANOTHER TYPE OF URPOSE: HIS WILL TURN ON OR OFF A NOTE. ESCRIPTION: HE ABOVE FORMAT WILL TURN ON A NOTE FOR VOICE 'V', AND SET TYPE OF THE TONE TO 'W' AND 'M', THEN SET THE AUTOMATIC DELAY TO 'DE'. HE AUTOMATIC DELAY WILL TURN THE NOTE OFF AFTER IT REA P = 2 : PADDLE '' IN PORT ONE P = 3 : PADDLE '' IN PORT TWO P = 4 : PADDLE '' IN PORT ONE \P \C : V, A, D, S, R URPOSE: HIS WILL SET THE ATTACK, DECAY, SUSTAIN, AND RELEASE. ESCRIPTION: HIS WIL N WHERE THE SECTION WILL TO BE COPIED TO : S, "FILE NAME" URPOSE: HIS WILL LOAD A SECTION OF MEMORY FORM A SPECIFIED STARTING LOCATION. ESCRIPTION: HIS WILL LOAD A PROGRAM OR SECTION OF MEMORY, STARTING AT 'S', WITH THE W = 0 : NO RELEASE W = 1 : TRIANGLE WAVEFORM W = 2 : SAWTOOTH WAVEFORM W = 3 : PULSE WAVEFORM W = 4 : NOISE WAVEFORM M = 0-4 : MODULATION TYPE M = 0 : NO EFFECT M = 1 : RING MODULATION M = 2 : SYNC: V, P URPOSE: HIS SET THE PITCH OF A VOICE. ESCRIPTION: HIS WILL SET THE PITCH OF VOICE 'V' TO 'P'. V = 1-3 : VOICE AFFECTED P = 0-65535 : HE PITCH OF THE NOTE : V, P URPOSE: HIS WILL SETTION OF MEMORY, STARTING AT 'F' AND ENDING AT 'T', WITH THE FILE NAME SPECIFIED. HIS WORKS WITH DISK DRIVES ONLY. F = 0-57342 : STARTING LOCATION T = 0-57343 : ENDING LOCATION : CH, S E SP URPOSE: HIS WILL PLA 100 1, 1, 0, 1800 O TURN OF THE NOTE BEFORE THE DELAY IS FINISHED, YOU WOULD USE: 110 # 1, 1 \P \C : ( B ) URPOSE: O RETURN THE VALUE OF A BIT POSITION. ESCRIPTION: HIS WILL RETURONTROL. ESCRIPTION: HE ABOVE FORMAT WILL SET THE VOLUME CONTROL TO 'V'. F YOU PLACE A NUMBER SIGN (#) AFTER THE COMMAND INSTEAD OF 'V', THIS WILL CLEAR THE SOUND CHIP. V = 0-15 : VOLUME FOR ALL VOICES : V, W, M, DE URPOSE: HIS WILL RETURN THE VALUE OF ONE OF THE FOUR PADDLES. ESCRIPTION: HIS WILL RETURN THE VALUE OF PADDLE 'P'. HE () VARIABLE WILL BE SET AS WITH THE () COMMAND FOR READING THE FIRE BUTTON. P = 1 : PADDLE '' IN PORT TWOIS WILL COPY A SECTION OF MEMORY STARTING AT 'S', AND ENDING AT 'E', TO A NEW PLACE STARTING AT 'N'. S = 0-65535 : STARTING LOCATION OF MEMORY TO BE COPIED E = 0-65535 : ENDING LOCATION OF MEMORY TO BE COPIED N = 0-65535 :STARTING LOCATIOCHES COMMAND AND LEAVE OFF THE ',M ,DE'. F YOU TRY TO TURN ON A NOTE VARIABLE WILL BE SET TO A ONE, AND THE OLD NOTE WILL CONTINUE PLAYING. HIS WILL KEEP YOU FROM LOCKING UP A VOICE. V = 1-3 : VOICE AFFECTED W = 0-4 : WAVEFORM TYPE L SET THE ATTACK TO 'A', THE DECAY TO 'D', THE SUSTAIN TO 'S', AND THE RELEASE TO 'R', FOR VOICE 'V'. V = 1-3 : VOICE AFFECTED A = 0-15 : ATTACK RATE D = 0-15 : DECAY RATE S = 0-15 : SUSTAIN RATE R = 0-15 : RELEASE RATE  FILE NAME SPECIFIED. HIS WORKS WITH DISK DRIVES ONLY. S = 0-65535 : STARTING LOCATION FOR THE MEMORY TO LOAD IN AT : F T, "FILE NAME" URPOSE: HIS WILL SAVE A SECTION OF MEMORY. ESCRIPTION: HIS WILL SAVE A SECHRONIZE TWO VOICES M = 3 : RING AND SYNC. M = 4 : DISABLE THE VOICE DE = 0-65535 : DELAY NUMBER : O TURN ON A NOTE FOR VOICE ONE WITH TRIANGLE WAVEFORM, NO MODULATION TYPE, AND A DELAY ONE HALF SECOND, YOU WOULD USE:  THE PULSE WIDTH FOR ONE VOICE. ESCRIPTION: HIS WILL SET THE PULSE WIDTH FOR VOICE 'V' AT 'P'. V = 1-3 : VOICE AFFECTED P = 0-2048 : PULSE WIDTH : V1 URPOSE: HIS WILL CLEAR THE SOUND CHIP OR SET THE VOLUME C CE A NUMBER THROUGH A SECTION OF MEMORY IN STEPS TO BE SPECIFIED. ESCRIPTION: HIS WILL PLACE THE NUMBER 'CH' IN MEMORY STARTING AT 'S', AND ENDING AT 'E' AND IN STEPS OF 'SP'. HE ' SP' ARE OPTIONAL, AND IF NOT USED, IT WILL ASSUME THE STEP T N THE VALUE OF THE BIT 'B' POSITION. HIS IS THE SAME A " 2 ^ B ", ONLY MUCH QUICKER AND EASIER. B = 0-7 : BIT POSITION : S, E N URPOSE: HIS WILL COPY A SECTION OF MEMORY TO A NEW SECTION OF MEMORY. ESCRIPTION:H A FEW SIMPLE S: 39745, 8 : 12 39768, 160 : 176 51566, 160 : 176 51567, 168 : 184 HE FIRST WILL MAKE THE '' COMMAND (WHEN USED) ENABLE THE CUSTOM CH Y TO THE SCREEN. ESCRIPTION: HIS WILL TRANSFER A SECTION OF MEMORY, STARTING AT 'S', AND IN ROW INCREMENTS OF 'I'. FTER A SCREEN ROW OF 40 COLUMNS HAVE BEEN FILLED, IT WILL ADD THE VALUE OF 'I' TO THE POINTER, IN WHICH THE ADDRESS TO THE MEMORY MENTIONED EARLIER, THE COLOR THE SCREEN, BORDER, AND CURSOR BECOMES WHEN YOU PRESS THE [/] AND [] KEY AT THE SAME TIME, CAN BE ANYTHING YOU WANT. ERE ARE THE LOCATION TO BE CHANGED: 51419, 0 : 10 51424, ' COMMAND. F YOU NEED A FEW 16 BIT COUNTERS (WHICH ARE INDEPENDENT FROM YOUR PROGRAM), THEN YOU CAN USE ANY ONE OF THE THREE TIMERS WHICH ARE USED AS A DELAY WITH THE '' COMMAND, AS LONG AS YOU ARE NOT USING THAT VOICE. IMER LOCATIONS:  52 (EFERENCE ABLES) \M2,2 \C OST OF 52'S SCREEN ORIENTED COMMANDS USE A "RASTER READ" TECHNIQUE TO MAKE SURE THE SCREEN IS NOT BEING SCANNED. HIS TECHNIQUE WORKS VERY WELL TO ELIMINATE ANY FLICKERI  WITH 52. HE NAME OF THE PROGRAM IS " ". HE OBJECT IS TO USE A JOYSTICK IN PORT 2 (CLOSEST TO POWER PLUG) TO MOVE YOUR CREATURE AT THE BOTTOM OF THE SCREEN, TO THE TOP OF THE SCREEN. O MOVE UP A ROW, PUSH THE JOYSTICK UP AND P CREMENT OF SIXTY IS APPROX. 1 SECOND. : OU MAY ALSO WANT TO THESE LOCATIONS TO SEE IF A CERTAIN VOICE IS ON OR OFF (ZERO=OFF). OW LET US SAY YOU WANT THE '' OR '' COMMANDS TO ONLY WORK WITHIN A CERTAIN AREA OF THE SCREE LT VALUE OF 183) WITH THE VALUE OF 96. F YOU HAVE RUN OUT OF ROOM FOR YOUR PROGRAMMABLE CHARACTERS AND NEED (OR WISH) TO USE ANOTHER 4 OF MEMORY FOR CHARACTERS, YOU CAN USE THE MEMORY 40960-45055 JUST LIKE YOU HAVE BEFORE. O DO THIS ONLY REQUIRES O BE ONE. CH = 0-255 : NUMBER TO BE PLACED IN MEMORY S = 0-65535 : STARTING MEMORY LOCATION E = 0-65535 : ENDING MEMORY LOCATION SP = 1-255 : INCREMENT : S, I URPOSE: HIS WILL TRANSFER A SECTION OF MEMOR E START IS 1 ROW DOWN FROM THE TOP, 20 COLUMNS WIDE, AND 20 ROWS DOWN, YOU WOULD TYPE: 52071, 40 : 52072, 132 : 132 52069, 20 : 40 52070, 19 : 24 S ARACTER SET AT 40960 INSTEAD OF AT 45056. HE SECOND WILL MAKE THE ' ' COMMAND (WHEN USED) COPY THE NORMAL CHARACTERS SET TO 40960-45055. HE THIRD AND FOURTH STATEMENTS WILL SWITCH THE POINTERS TO CHARACTER SETS ZERO AND ONE FOR THE 'vLOCATION BEING PLACED ON THE SCREEN IS. S = 0-65535 : STARTING MEMORY LOCATION I = 0-255 : ROW INCREMENT 35 : ENDING MEMORY LOCATION SP = 1-255 : INCREMENT : S, I URPOSE: HIS WILL TRANSFER A SECTION OF MEMOR  1 : 51435, 28 : 5 *CN1; 52 ˾*CN0 N THE 52 DISK, THERE ARE A NUMBER OF DEMONSTRATION PROGRAMS. HERE IS ALSO A SIMPLE GAME TO SHOW YOU HOW EASY IT IS TO DESIGN GAMES  51538, 51539 :IMER (OR VOICE) 1 51540, 51541 :IMER (OR VOICE) 2 51542, 51543 :IMER (OR VOICE) 3 UST THE STARTING COUNT IN THE PROPER LOCATION AND IT WILL IMMEDIATELY START COUNTING FROM YOUR NUMBER, DOWN TO ZERO. DE NG ON THE SCREEN. HE ONLY PROBLEM WHICH MAY OCCUR IS THAT BY USING THE "RASTER READ", YOUR PROGRAM'S EXECUTION TIME MIGHT BE SLOWED DOWN A BIT. F YOU WANT YOUR PROGRAM TO AT MAXIMUM SPEED, YOU CAN ELIMINATE THE "RASTER READ" BY ING 37540 (DEFAU!RESS THE FIRE BUTTON. S YOU GO UP THROW THE MAZE, WATCH OUT FOR THE OTHER TWO CREATURES. F ONE OF THEM TOUCHES YOU, YOU ARE DEAD. HIS PROGRAM IS NOT (BY FAR) THE FASTEST, EXCEPT IT IS A LOT EASIER TO UNDERSTAND, DEBUG, AND IS FASTER THAN POSSIBLE N. LL YOU WOULD HAVE TO DO IS, THE STARTING LOCATION OF SCREEN MEMORY INTO 52071 AND 52072 (,). EXT YOU WILL HAVE TO 52069 WITH THE NUMBER OF COLUMNS AND 52070 WITH THE NUMBER OF ROWS. : O CHANGE THE SCREEN AREA SO TH! 1 47104-49151 $800-$ CUSTOM SET 2 28672-30719 $7000-$78 CUSTOM SET 3 30720-32767 $7800-$7 CUSTOM SET 4 53248-55295 $000-$7 NORMAL UPPER CASE 5 55296-57343 $800-$! ES WHICH MAKE UP THE CHARACTERS) INSTEAD OF THE () FUNCTION. HEN YOU THE " " PROGRAM, THEN AND THE " '()' " PROGRAM, YOU WILL NOTICE A BIG DIFFERENCE IN THE SPEED AT WHICH THE IMAGE IS FORMED. \P \C ! 2) ( [] : 28) [] 3) [] : 29) [] 4) [] : 30) [] 5) & [] : 31) [] ! :ASTER READ ENABLED OR DISABLED 39745 12 :HARACTER SET POSITION FOR 39768 176 : COMMAND VECTOR 40957 0 :EPLACED CHARACTER 40958 0 :EPLACED CHARACTER'S COL!REE, YOU WILL RUIN CHARACTER SETS ZERO AND ONE. O, YOU SHOULD USE THE COMMAND TO PLACE THEM SOMEWHERE IN SAFE MEMORY. F YOU USE SETS THREE OR FOUR, YOU WILL HAVE TO PROTECT THEM FROM PUTTING ANY VARIABLES THERE. HIS WILL REDUCE THE AMOUNT O! 10) [] : 36) [] 11) [] : 37) [] 12) [] : 38) [] 13) [] : 39) [] !E) 51435 5 :ESET CURSOR COLOR ( CODE) 51538-51543 0 :IMERS FOR THE COMMAND 51566 176 :HARACTER SET ZERO POINTER 51567 184 :HARACTER SET ONE POINTER 52069 ! SET ARE LOCATED, AND THE SET NUMBER WHICH ARE TO BE USED WITH 52'S COMMANDS. # . . ---------------------------------------------------------------- 0 45056-47103 $000-$7 CUSTOM SET! FROM REGULAR . HERE IS ALSO A PROGRAM CALLED " ", WHICH ALLOWS YOU TO VIEW THE IMAGE OF THE CHARACTERS IN MEMORY. HIS PROGRAM IS THE SAME AS THE " '()' ", EXCEPT IT USES THE "^" FUNCTION TO SELECT THE BITS (OF THE BYT!----------------------------------- \P \C ---------------------------------------------------------------- 1) [] : 27) [] ! UPPER AND LOWER CASE ---------------------------------------------------------------- \C ---------------------------------------------------------------- 37540 183 ! F THE SIX CHARACTER SETS AVAILABLE, ONLY FOUR OF THEM MAY BE USED FOR CUSTOM CHARACTERS, AND ONLY TWO OF THEM MAY BE ABLE TO BE USED ON THE NORMAL SCREEN, AND ONLY ONE OF THE TWO MAY BE USED AT A TIME. F YOU ARE USING GRAPHIC SCREENS ONE OR TH! 6) [] : 32) [] 7) [] : 33) / 8) [] : 34) [] 9) [] : 35) [] !OR 40958 0 :OPY OF SPRITE TO SPRITE REG. 40959 0 :OPY OF SPRITE TO BACKGROUND REG. 51419 10 :ESET BORDER COLOR (SCREEN CODE) 51424 0 :ESET SCREEN COLOR (SCREEN COD!F MEMORY AVAILABLE FOR YOU TO USE, AND SHOULD BE ONE OF THE FIRST THINGS YOU DO IN YOUR PROGRAM. O DO THIS, AND THE FOLLOWING LINE TO YOUR PROGRAM. 10 52,111: 56,111: 51, 255: 55,255: ERE IS A LIST OF WHERE THE CHARACTER" 14) [] : 40) [] 15) / : 41) [] 16) [] : 42) [] 17) ( [] : 43) []! 40 : AND COLUMNS 52070 24 : AND ROWS 52071 0 : AND SCREEN POINTER 52072 132 : AND SCREEN POINTER -----------------------------" : HANGE THE COLOR OF ONE COLOR BLOCK. 4) : HANGE COORDINATES OF A GRAPHIC SCREEN. 5) & : ET THE BORDER AND BACKGROUND COLOR. 6) : LACE A CHARACTER ON A GRAPHIC SCREEN. 7) " ] 22) [] : 48) [] 23) [] : 49) [] 24) [] : 50) [] 25) [] : 51) [" 32) : ET THE PULSE WIDTH FOR ONE VOICE. 33) : ILLS A SECTION OF MEMORY WITH ONE VALUE. 34) : ELECTS THE GRAPHIC SCREEN DESIRED. 35) : S A GRAPHIC SCREEN TO DISK. " ERT THE BIT IMAGE OF A CHARACTER(S). 12) : HECK FOR SPRITE COLLISIONS. 13) : RAW A LINE BETWEEN TWO POINTS. 14) : RASE POINTS TO BE TED OR N. 15) : XPAND OR "------------------------ $8400 33792 : HIS IS THE NORMAL, 0. HIS : IS THE ONLY MEMORY WHICH CAN BE USED : WITH , , , (). $8000 32768 : HIS IS" : ETS THE SMOOTH SCROLL REGISTERS. 41) : OVES A SPRITE FROM ONE PLACE TO ANOTHER. 42) : ELECTS THE COLORS OF ONE SPRITE. 43) : NABLES OR DISABLES ONE SPRITE. 44) "ACTERS. 20) : A SECTION OF MEMORY. 21) : A GRAPHIC SCREEN. 22) : A SECTION OF SPRITES. 23) : A SECTION OF MEMO" -------------------------------------------------------------- 1) : ET TTACK/ECAY/USTAIN/ELEASE. 2) () : ETURNS THE VALUE OF A BIT POSITION. 3) " 18) ( / : 44) [] 19) [] : 45) [] 20) [] : 46) [] 21) [] : 47) ["TED OR N. 28) : ET THE PITCH OF ONE VOICE. 29) : LACES A CHARACTER ON THE SCREEN. 30) : URN ONE PIXEL ON. 31) () : HECKS THE CONDITION OF ONE PIXEL.": CUSTOM CHARACTERS TO DISK OR CASS. 8) : LEAR THE GRAPHIC SCREEN ENABLED. 9) : ET THE COLOR OF ALL GRAPHIC SCREENS. 10) : OPY AN AREA OF MEMORY (EVEN UNDER ). 11) : ONV"] 26) ( [] : 52) [] ---------------------------------------------------------------- \C . . ----------------------------------------" 36) : ETS A PRITES ISPLAY RIORITY. 37) : NABLE, DISABLE, OR COPY A CHARACTER SET. 38) : CROLLS A CHARACTER'S IMAGE TO ANOTHER. 39) : UTS THE SCREEN IN 24 ROW OR 38 COLUMNS. 40) "CONTRACT CERTAIN SPRITES. 16) : LIP BETWEEN THE TWO HI-RES. SCREENS. 17) () : EADS ONE OF THE JOY STICKS. 18) () : S A LOCATION ON THE SCREEN. 19) : CUSTOM CHAR" 1 AND 3, ALSO USED AS : THE ALTERNATE SCREEN WITH THE : COMMAND. $000 49152 : HIS IS 2 ---------------------------------------------------------------- \P \C# : ONVERT THE BIT IMAGE OF A SPRITE. 45) : S SELECTED SPRITES TO DISK OR CASS. 46) : WAP ONE TYPE OF A CHARACTER FOR ANOTHER. 47) : WITCHES SCREENS FOR SMOOTH SCROLLS. 48) " RY. 24) : OVE A CHARACTER ON THE SCREEN. 25) : ET THE SCREEN IN MULTI COLOR MODE. 26) () : EADS ONE OF THE FOUR PADDLES. 27) : ELECTS THE COLOR TO BE KhBLES A CERTAIN WAVE FOR ONE VOICE. ------------------------------------------------------------- R CASS. 46) : WAP ONE TYPE OF A CHARACTER FOR ANOTHER. 47) : WITCHES SCREENS FOR SMOOTH SCROLLS. 48) KKKKKK# : OGGLES ALL PIXELS N OR TED. 49) : UTS A SECTION OF MEMORY ON THE SCREEN. 50) : OR UNDER A CERTAIN CONDITION. 51) : ETS THE VOLUME OR CLEARS THE CHIP. 52) : NAKKKKKKKK