25
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August, 1 983
Vol. 3 rlo/8
>4
* .S:'¥*-^y^ *:*-*sM»«e
MACE PRESENTS
THE WORLD'S FIRST
ATARI-ONLY COMPUTER CONVENTION
TARICON '83
OCTOBER 21-23. 1983
SOUTHFIELD CIVIC CENTER PAVILLION
SOUTHFIELD, MICHIGAN
The First Mcuor Consumer Computer Convention
Devoted Exclusivelj; To Atari Home Computers
and Related Support Products
CONVENTION FEATURES
•
Over 50 Exhibit Booths with Atari-Related Products
•
Giant 20' x 40' Atari Display
•
Over 50 Seminars and Workshops Devoted to Helping You Get Maximum Use from
Your Atari
•
Many, Many Noted Software Authors Speaking on Game, Business and Educational
Programs
•
Special How-To-Get-Started Seminars
New Product Introductions
•
Game Tournaments
•
Seminars/Meetings by MACE's Special Interest Groups
•
Pre-Convention Banquet Friday Evening
•
Displays by Software, Peripheral and Accessories Companies
•
Product Demonstrations and Workshops
•
Door Prizes and Raffles
•
Thousands of Atari Computer Enthusiasts
For more information, send for our full pre-registration flyer:
TariCon '83 Info, MACE. Box 2785, Southfield, Michigan 48037
Atari is a registered trademark of Atari, Inc.
MACE, Michigan Atari Computer Enthusiasts, an independent non-profit organization devoted to users of Atari home computers,
is not affiliated with Atari, Inc.
LIGHT I=»E1M FRIMER
By Marshall S« Dubin
A light pen is a device which can "read"
the location of the electron beam on your
tfitevision screen* This information is
interpeted by your computer as an X^Y
locationi and as a result^ the computer is
capable of knoftiilfig exactly where the pen is
pointed on your TV screen at any given
moment* Knowing this, your software can
react to the position of the light pen# and
perform accordingly*
Light pens are useful in many different
applications* For example^ in programs
featuring menu options» the uwr Immi only
to point the pen at the selected option* The
computer # by reading the X#Y coordinates of
the pen can brancJi ta the option selected* A
typical program might be structured like
this!
POSITION and PRINT to the screen?
O Selection A
O Selection B
O Selection C
Touch pen to your selection
Your program then interprets the light pen
coordinates as follows*
***IF PENy=2fl im BRtfCH SELECnON A
*t*IF Pmp^i nCN BRANCH SELECIHW B
t*«IF PENifM ITEM BRANCH SELECTBM C
The X coordinates are ignored for this
example (X refers to the horizontal axis)*
There are also numerous educational
applications* For example, a pre-schooler
might ufte the pen to select between different
letters, numbers, words, and shapes* The light
pen has also found extensive use in the areas
of l^dystrial trainii^^ grapMcs design » medical
applications, design applications, and much
more* They are especially suited for
applications with the hafidk:apped, since they
are easier to manipulate than a keyboard or
joystick* For example* you could display the
letters A-Z, and the user could point the pen
at them one at a time* The computer would
accept them, possible put then into a command
stringt and thus one could interact with the
computer without ever needing to use keys* To
someone with limited physical ability, this
would be useful*
BASIC THEORY OF OPERATION
The light pen works by reading the TV
screen* A television picture is put on the
screen by a "beam" of electrons* This beam
starts in the upper left hand corner of the
screen and scans accross each row
horizontally* When it finishes a row, the beam
pff^s all the way to the left and down to the
next row* It then scans across that row. When
all rows have been scanned, the beam jumps
back up to the upper left comer to begin again*
The process happens 60 times a second, so to
your eyes it looks as if there is continuous
picture* Actually, as the beam scans, it lights
up one small spot on the screen at a time* This
is turned off when the beam leaves it to scan
the next spot, etc* So for any given moment,
only one tiny part of the screen is actually lit*
This is an ON/OFF situation, especially suited
for use with a computer*
When the beam lights up part of the screen,
a light sensing devicse in the pen sends a pulse
to the STRIG pin of the Atari* This is pin 6 of
the front port jacks* The pulse pulls this pin
low, which causes the light pen registers
located at 564 and 565 (decimal) to be updated
with current information about the TV screen's
current scan position* This information is
geared to the time synchronization of your TV
signal*
Returned in the light pen registers will
be the approximate values 71-227
horizontal (564)f and 19-111 vertical (565}«
Aciually the horizontal values will begin at
the far left with the value of 71, and at the
far right of the screent mil pass 227 and
begin with !♦ This is a form of scrolling
which results from the delay incurred from
the time the TV signal is detected to the
time your computer records the value in the
light pen registert
So, the light pen detects the TV beann
and this tells the computer exactly where
your pen is pointing ♦ Thus the exact
position of the TV beam is knownt So now
what? Here's what a typical skeleton
program would look like*
IN REH REM) PEN REGISTERS
110 X=PEEK 56i:y=PEEK(565)
115 REH«t*USE THE DATA AS YOU SEE fIT
121 F X»28a AND Ys98 THEN
130 F X=80 THEN
The IF/THEN statements can be used to
branch to a routinet plot or draw a graphics
screen, turn on a relay, or you name itt
When calibrating your pen to the screen,
use the statement!
10 PRINT PEEK(564),PEEK(56S):G0T0 10
This will tell you the pen's locationt
Knowing where you will want the user to
point the pen, just note the values from 564
and 565 in your IF/THEN statements* Then
if the values returned by the user while
pointing the pen matcti the values you have
pre-recorded and entered in your IF/THEN
statements, the computer will branch
acxordingly*
A PRACTICAL EXAMPLE
The program listing contains an example
light pen drawing routine for graphics mode
7* It reads the values of the light pen
registers several times and determines an
average value* This value is then used to
PLOT a line on the screen*
To clear the screen, just move the pen into the
text wimtow and press the trigger (assuming
you have one)* Speaking of triggers, different
light pens use different triggiring points* For
example the SYMTEC light pen uses the
joystick trigger STRIG(0)# A 15 in this location
indicates the trigger is pressed* You must
first determine which location your light pen
uses for a trigger* Next you need to know the
value of that location when the trigger has
been pressed* This gets entered on line 160 of
the program listing*
By the way, you really don't need a trigger at
all* Mtematively you could just read the
keyboard instead of the trigger with the
commands*
160 POKE 761,255
165 IF PEEK(764)0255 THEN 160
You can change the program to work in
GRAPHICS 8 by substituting these lines for
lines 280,285 and 290 in the listing:
280 H=INT((H1«2)+H2)/3J
285 «=INI((Vli2)+«2)/3
290 H=(ft-71>«2:M=(V-17)x2
LIGHT PEN DEMO PROGRAM
10 KEH
20 REH Bdsic Light Pen Defio Routine
30 REN for Graphics 7 Drauing
40 REH ~
50 POKE 82,0 {GRAPHICS 7JP0KE 752,1
55 SETCOLOR 4»3»6:SETC0L0R 3»2fliCaL0R 2
60 PRINT "DRAHJ Position pen and press trigger"
70 PRINT "aEAR: Position at text, press trigger*"
80 PRINT "EXn: Pras^ ESCAPE Ke^."
n REN
100 REH
110 REH Line m idles prograM until
120 REH the pin triiger is prtfsed*
130 REH
160 IF SnCK(0)»15 THEN 160
i /
178 REM
180 REH
190 REH Unes 260 to 310 read the
200 REH pen registers^ sveraae the
210 REM vslues of two readings for
220 REH stabilitii, then plots the
230 REM locaiion on the scram*
2« REH
250 REH
260 TRM> WMHSOSM miHL'mm=v
m QBBiB mi¥2FHtV2r*/
280 H=INT((Hli7)4H2)/8
285 V»=INr((Vil7)4V2)/8
290 l^(H-71):V=(V-17)
300 TRAP 260:f>LjOT H,V
310 GOTO 160
320 REH
330 REH — :
310 REH Routine gitt pm coordinates
350 REH and coMpensates for hardware
360 REH scrolling on the Hor* value*
370 REM
380 REH
390 H=PEEK(561):F tKI TIEN IHH227
101 IF H<^ BBi3M
410 V=PEEK(565){F V<17 OR V>112 THEN 410
420 F U>95 MD STICK(0)OlS THEN SOiREH Clear
THE COMPUTER
430 RETURN
THE MOST IMPORTANT
PERIPHERAL YOU'LL EVER OWN
Because the Michigan Atari Computer Enthusiasts
provides you with information about your personal
computer system. There are special interest groups
in Forth, 6502 Assembler, Basic, Games, Educsfion,
Business Applications and more. Our monthly meet-
mg offers exciting, informative presentations in the
very latest hardware and software products, games
and techniques. Our 24 hour Electronic BuHetin
Board System becoming a standard for other Atari
groups across the nation. A growing diverse local
and international membership and award winning
proprietary scrftware — all dedicated to providing
you with the finest Atari* user support system any-
where.
And don't forget M.A.C.E. Magazine stimulat-
ing, timely, informative. Quality product reviews,
interesting tutorials and 'how to do it' articles offer
you page for page one of the most comprehensive
Atari® related publications available.
Why not give us a try? Your $20.00 memt>er8hip
also includes a subscription to M.A.C.E. magazine.
Plug us in and boot us up! We think you'll agree that
M.A.C.E. is the most important peripheral you'll ever
own.
Send check or money order to: M.A.C.E., P.O.
Box 2785 Southfield, Michigan 48037.
COMPUTER PRODUCTS
4T DISCOUNT PRICES
375-2171
SPECIAL
AAACE MEMBERS $5.00 OFF
850 INTERFACE WITH ID CARD
COMING SOON
NEW RETAIL STORE!
546 ROCHESTER ROAD
ROCHESTER, MICH.
ELECTRONIC ART IN STOCKII!
M.U.L.E.
ARC HON
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20% OFF SUGESTED LIST PRICE
DISCOUNT COMPUTER FURNITURE
BUSH, O'SULLIVAN,
GUSDORF AND THRUSH
PRINTER PACKAGE
GEMENI TOX, ATARI INTERFACE
AND CABLE $525.
PROWRITER 10, ATARI INTERFACE
AND CABLE.... $585.
COMPUTER PAPER
1500 SHEETS $14.95
AUGUST ATARI SPECIALS
ATARI 600XL..,,,,.$149.00
ATARI 800W/48K...$245.nrt*
*AFTER REBATE
"i Www ^
BS ATARI;
ATARI
SXJGGESXIOlSt BOX
Do you sometimes find that you have Atari
related questiofis but aren't sure who can
provide the answers?
Do you have a suggestion cBnceming
something that could be presented at the
monthly meeting? (Software* hardware*
programming techniques* eto)
Have you written a program or demo that
you would be willing to share with fellow
M«A»C*E» members?
Do you have a favorite game that you'd like
to demonstrate?
If you answered "yes" to any or all of the
above questions, then the M#A»C»E# Suggestion
box is just what you've been looking for*
The M»A»C#E» Suggestion Box is an attempt
to provide members the opportunity to
participate in the planning and presentation of
the general membership meetings*
Ke will try to use sdbmitted programs*
demos* and/or game demonstrations that we
feel are appropriate for general membership
viewing* However* all such items will be
reviewed by M*AtC*E* officers before any
decision is madet
When possible* we will answer your
questions within a meeting or two of their
submission* Some of these questions and
answers may also appear in the M*A*C*E*
Journalf
Each month the M*A*C*E* Suggestion Box
will be located near the M*A*C«E* Journal
table* Just fill out one of the forms that
you'll find there and deposit it in the box*
Please prpyide your name and telephone
number in case we need any additional
information* If you can't submit your question
or suggestion at a meeting* then you can mail
it to Tom Sturza* 18684 Fyrlingbrook*
Livonia* MI 48152*
By Todd Meitzner*Secretary*SIGASM
September Meeting
This time we have obtained a meeting place
for the September Ist meeting before the
MACE meeting* This meeting will take place in
Panko Musyk's house in Detroit* The
directions to this house were given in the
August meeting or are available from one of
the officers of the SIG-ASM group* They are
Al Melocke, 775-6895, and Todd Meitzner*
542-1752* Hope to see you there*
JylACE XJlStCLASSIF^IEOS
SOFTWARE AUCTION! To benefit CHAOS
(Capitol Hill Atari Owners Society)* September
10, 9:00 AM* Foster Community Center*
Lansing* MI* Call 1-51 7-351 -»>92 for more
information*
COMPLETE ATARI SYSTEM! Atari 800/48K*
810 Disk Drive - only four months old in
original cartons* Programmer kit* 2 joysticks*
PacMan* Star Raiders* Missile Commmd
cartridges, and much more software* Extended
one year warranty still in effect* Best offer
over $1100 takes it all* Call Allan after 6PM -
(313)-357-5799*
ATARI 1025 PRINTER! Only 4 weeks old* Still
under factory warranty* Remember, NO 850
INTERFACE NEEDED* $400 - Call Don at
(di9H^l«^32 or 348-4232#
USED DISK SOFTWARE** Fonetone* Race In
Space* CopyCat* Pre-School Games - $5 each*
747 Flight Simulator, Space Shuttle, Galahad &
the Holy Grail, Jawbreaker* Space Eggs* Apple
Panic* Protector* Caverns of Mars*
TumbleBugs, My First Alphabet, CompuRead
3*0 - $10 each* S*A*M* speech synthesizer -
$25* Tricky Tutorials 1-6 in binder - $45* All
originals with documentation* (313)-731-8179
after 6PM* Bob Mahler*
FOR SALE! Atari 400/16K and 410 recorder.
Including lots of cassette based software^ all
originals. «99 takes it all* Pianwr RT707
Reel-to-Reel professional tape deck. Used
twice - $349. Call Fred at l-(313)-375-1225
after 6PM.
RITE WAY ENTERPRISES
COMPUTER
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YOUR ONE STOP MARKETPLACE
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A
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»»» MACE PR06RM4 LIBRARY »««
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»»* MACE PROGR^VI LIBRARY »»»
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*** MACE PR06RM1 LIBIMRY «««
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CA ADDITION
CA AUTORUN .MKR
CA BOGGLER
CA CLOSEOUT
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CA FILLERUP.BAS
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CA MENU
CA MUNCHERS
CA SIMON
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CA ST(JNTMM4
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DISK PROGRAM
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644
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LAUNCH
SHOOT SPACESHIPS
GAME
9
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868
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848
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885
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871
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816
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7
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858
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868
««* MACE PROGRAM LIBRARY *«*
DISK
V A Wit
PROGRAM
DESCRIPTION
GRniiP
TYPF
1 1 1 w
LA
BEE.V
mtm mm mtm ■ Tr
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DATA
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REVISED MAY 1983
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10
FILE
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HBDAY.V
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10
FILE
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HIGHNOON.V;
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008
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FILE
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LA
IFYOUCAN.V
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LA
INFO
INFORMATION
INFO
10
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BASIC
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INFO. TXT
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mr 9 9 9 9 9 9 m mm mm
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080
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LA
LONDON. V
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LA
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883
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883
LA
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883
»»» MACE PROGRAM LIBRARY »»»
DISK
PROGRAM
DESCRIPTION
GROUP
RATING
TYPE
SECTORS
MA
BASECNVT
CONVERT BASE tt'S
BASIC
18
UTIL
832
m
DEFLECTR
USE / KEY TO DEFLECT
GAME
9
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824
DIGIDRFT
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184
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071
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FLAG
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DEMO
8
BASIC
822
MA
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18
BASIC
811
MA
HAUKS
LOOKING FOR FOOD
GAME
8
BASIC
853
MA
HEARTS
CHANGE THEIR POSITION
GAME
6
BASIC
836
MA
KORSRACE
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GAME
5
BASIC
824
MA
LINEDLT.LST
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UTIL
18
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886
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MENU
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UTIL
6
BASIC
811
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NSLAUGHT.OBJ
SPACE GAME
GAME
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842
MA
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GAME
8
BASIC
847
MA
STATES
STATES AND CAPITALS
EDUC
18+
BASIC
868
MA
TRACE. LST
TRACE THRU PROGRAMS
UTIL
18
BASIC
834
»«« MACE PROGRAM LIBRARY ***
DISK
PROGRAM
DESCRIPTION
GROUP
RATING
TYPE
SECTORS
NA
BALL
GTIA BALL
DEMO
7
BASIC
88?
NA
BLUES
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DEMO
7
BASIC
815
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CHICFAST
CHICKEN FAST VERSION
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BASIC
847
NA
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6
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815
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CURSOR
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UTIL
8
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884
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FAUCET
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DEMO
18+
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82?
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JELLYFSH
GAME
9
BASIC
831
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LONEAGLE
SAVE THE HORSES
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858
NA
LRN2TYPE
FOR BEGINNERS
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8
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814
NA
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9
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811
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MICROIDS
NEEDS INSTRUCTIONS
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8
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848
NA
OLDMAC
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184
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8?6
NA
PEEKER
PEEK VALUES OF RAM
UTIL
18
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833
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PEPPER
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DEMO
7
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853
NA
RING
GTIA RING
DEMO
7
BASIC
88?
NA
TRAGEDY
DICE GAME
GAME
8
BASIC
846
««« mCE PROGI^ LIBRARY «««
DISK
PR06RAM
DESCRIPTION
GROUP
RATING
"VW f*% 1^
TYPE
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OA
BESSEL.PIC
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DEMO
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DEMO
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662
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UNCLESAM.PIC PICTURE DATA FILE
DEMO
18
BASIC
662
OA
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PICTURE DATA FILE
DEMO
18
BASIC
862
*** MACE PR06RM1
LIBRARY «««
DISK
PROGRAM
DESCRIPTION
GROUP
RATING
TYPE
SECTORS
PA
ADVENTUR
ADVENTURE GAME
ST RAT
9
BASIC
099
PA
AMORTIZE
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UTIL
8
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040
PA
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GET TO OTHER SIDE
GAME
7
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021
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6
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««« MACE PROGRAM
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»«« t
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SECTORS
RA
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7
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015
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622
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129
RA
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UTIL
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834
*** mCE PROGRAM
LIBRARY ***
DISK
PROGRAM
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GROUP
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TYPE
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SA
BLACKBOX
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9
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631
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18
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633
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164
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866
SA
STARMCH
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116
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TYPO
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18
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618
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17-
I
ABC's of=^
t3y M^r-lc OAvicJs
Part I
Most programs ^rritten for ATARI use
player missile graphics cabilities that are
built into the computer* The problem with most
articles is that they assume that you already
know how to use PM graphics* Creative
Computing had an excellent article (Sept*81 by
Small&Small) describing how to get started*
Compute has had a number of articles giving
hints on using PM graphics* This program and
article is a tutorial for the person who
understands ATARI basic and wishes to get
started with PM graphics* After reviewinj] this
program^ even a novice should be able to put
new colours and shapes onto the screen* As
you study this programt pay particular
attention to the REM's*
The first step is to set aside memory for
the players and missiles* The easiest method
seems to be to use strings* This string
technique first appeared in an article by
Sheldon Leemon who gave credit to Marcus
Watts*
This program will produce players with 2
line resolution* (The minimum heigM fcnr a
player is the same as a plotted point in GR*7*)
The PM map should start on a 1 K memory
boundary* Line ^sures ttiat the address
of PM$ will be on the boundary* MIS* is the
string that holds the missiles shapes^ P0$
holds shape of player 0» Pi* holds the shape
of player If etc* Line 25020 clears all players
and missiles by filling the strings with blank
spacses*
Next point to our player area> indicate 2
line resolution and turn on PM graphics* The
POiCE 423fl7 does 2 things* sets priority for
the players amt missiles and groups the
missiles as a 5th player*
Now that the requirements are met# we can
make some shapes* (See figure 1 ) These will be
the shapes of otr players* The collection of
darkened squares is called a BITMAP* Each
shape has its own bitmap* Notice that the ball
is 7 squares tall* Notice that the string
BALL$ is dimensioned to 7* Look closely at
the bitmap for the ball* Add the values of the
darkened squares in the top row* The first
value in BALL* is the sum of these squares*
The darkened squares on the 2nd row add up to
give the vakie of the 2nd position in BALLf »
etc* Line 25110 shows a simple way to put the
shape into the string (BALL*)*
Lines 25130-25180 use the same technique
for 3 new shapes* You may define as many
shapes as you need* You may put them
onscreen f later» whenever and wherever you
want them* Use your graph paper to bmhi your
own shapeSf Each shape may only be 8 squares
acrossi but may be as tall as 128 squares* Use
the technique shown here to biMld the shapes
into strings* Use lines 25200-25299 to make
your own shapes*
Let's put some shapes on the screen* Line
110 makes player 0 colour 1 ^^sm talil##^3 on
p*50 of ATARI Ref* Manual) with a medium
brightness* Line 120 places the bitmap halfway
acro^ the screen (see fig*2)i line 130 makes
the player narrow* Line 140 puts the string
BALL$ into the player string P0$* The vertical
position of the ball depends on where the
shape is put into the player string (P0$) (see
fig*3)*
Lines 210-240 put the pink man on the
screen* Lines 310-340 put the blue box on the
screen* Lines 410-440 put the white bird onto
the screen* Study these lines until you know
exactly what they do* LiiiM 500^840 describe
how to change the horizontal position of a
player* Lines 1000-1150 describe each step in
drawing the tall^ green biolding*
I hope that this program will allow you to
start to play with player missile graphics*
Please write any comments or suggestion to
me* I will try to answer your questions in the
next issue* Stay tuned for PART II!
IQ
PLAYER MISSLE DEMO
0 REM « PMDEHO (7/27/83)
5 REM « PART I (OF 3)
8 REM 3K BY M* DAVIDS
10 GOTO 250 00 :REM x SETUP PM GRAPHICS
100 ? :? J? :list 110,150
110 POKE COLO »l}Kl6-t-8: REM x MED* YELLOW
120 POKE HP0,128JREM x LEFT EDGE OF BITMAP AT HOR. CENTER OF TEXT
AREA
130 POKE MO^OtREM x REGULAR MIDTH
140 P0*(17,23)=BALL*:REM X PUT BALL ON SCREEN AT TOP OF TEXT AREA
150 GOSUB WAIT:REM X WAIT FOR START AT LINE 31010
200 ? {LIST 210»250
210 POKE C0L1» 4x16+10 J REM xBRIGHT PINK
220 POKE HP1,48:REM x LEFT EDGE OF BITMAP AT LEFT EDGE OF TEXT AREA
230 POKE WP1»1{R£M x DOUBLE WIDTH
240 PI * (64, 77 )=MAN*: REM x PUT MAN ON SCREEN AT VERTICAL MID* OF TEXT
AREA
250 GOSUB WAIT:REM X WAIT FOR START AT LINE 31010
300 ? :LIST 310,350
310 POKE C0L2,6xl6+8JREM x MED BLUE
320 POKE HP2»48JREM x LEFT EDGE OF BITMAP AT LEFT EDGE OF TEXT AREA
330 POKE WP2,3{REM x QUAD WIDTH
340 P2*(107,112)=BOX*JREM x PUT BOX ON SCREEN AT VERTICAL BOT*OF TEXT
AREA
350 GOSUB WAIT:REM X WAIT FOR START AT LINE 31010
400 ? JLIST 410,450
410 POKE C0L3, 0x16+14: REM XBRIGHT GRAY (WHITE)
420 POKE HPS, 156: REM x LEFT EDGE OF BITMAP AT 3/4 FROM LEFT EDGE OF
TEXT AREA
430 POKE WP3,1:REM x DOUBLE WIDTH
440 P3*(88,91)-BIRD$:REM x PUT BIRD ON SCREEN 3/4 DOWN ON TEXT AREA
450 GOSUB WAIT:REM X WAIT FOR START AT LINE 31010
500 ? :? "NOTE THAT WE HAVE 4 DIFFERENT SHAPES AND 4 DIFFERENT COLOURS
ON THE SCREEN*"
510 ? "THERE ARE 2 EASY METHODS TO REMOVE THE PLAYERS FROM THE SCREEN."
520 ? :? "1* POKE THE HORIZONTAL POSITION ADDRESS TO ZERO* <
ergo POKE HP0,0)"
525 ? :LIST 550 :? :? " keep your eye on the BALL"
530 ? :? :? " push the option key to do this*"
540 if peek (53279) 03 THEN 540 : REM x WAIT FOR OPTION KEY
550 POKE HP0,0:REM x MOVE YELLOW BALL TO THE FAR LEFT EDGE (OFF THE
SCREEN)
560 ? CHR*(125)
60 0 ? :? :? " HOW do we get it back ?"
610 ? :? " LETS POKE THE HORIZONTAL ADDRESS WITH 128 ( er«o POKE
HP0,128 ) ♦"
620 ? :? :list 65o:? :? " push select key to move the ball back"
640 if peek (53279)05 then 640
650 POKE HP0,128:REM x MOVE IT BACK x
70 0 ? CHR$<125):? *? "WAS THAT FAST ???? "
710 ? "TO CHANGE THE HORIZONTAL POSITION OF PLAYER 0, JUST CHANGE THE
VALUE IN HPO"
720 ? :? JLIST 750:? J? " PUSH THE START KEY TO SEE THIS*"
7^0 IF PEEK (53279)06 THEN 7^0
750 FOR A=0 TO 255 J POKE HPO, A : NEXT A
760 ? :? " SEE IF YOU CAN FIGURE OUT HOM TO MOVE THE BALL IN THE
OPPOSITE DIRECTION*"
770 ? SORRY, BUT I'M NOT GOING TO HELP YOU WITH THIS. WRITE DOWN
YOUR ROUTINE AT LINE 840 . "
780 ? J? " PUSH SELECT TO CONTINUE*"
790 IF PEEK < 53279)05 THEN 790 1 REM x WAIT FOR SELECT KEY
800 ? CHR*<125):? J? " DOES YOUR ROUTINE LOOK LIKE THIS ?"
810 ? t? JLIST 840
840 FOR As255 TO 0 STEP -i:POKE HPO, A : NEXT A
850 ? J? J? "SEE IF YOU CAN MAKE THE OTHER OBJECTS MOVE (BOTH WAYS)
ACROSS THE SCREEN."
860 ? :? :? "USE LINE NUMBERS BETWEEN 900 AND 990 FOR YOUR ROUTINES,"
870 GOSUB WAIT
1000 ? :? J? "WELL, HOW TALL CAN A PLAYER BE ?"
1010 ? J? "TALLER THAN THE SCREEN WILL SHOW !!"
1020 ? J? "EACH PLAYER LIVES IN A STRING THAT IS 128 BYTES LONG,"
1030 ? J? "THE TOP OF THE SCREEN IS POSITION 17 IN THE STRING."
1040 ? J? "THE BOTTOM OF THE STRING IS AT POS. 112 OF THE STRING,"
1050 ? J? "LETS SEE HOW TO DRAW A BUILDING ON THE SCREEN."
1060 GOSUB WAIT
1070 ? J? J? " FIRST ERASE THE BIRD,"
1080 LIST 1090 J GOSUB WAIT
1090 P3*-PM$
1110 ? J? " HERE IS OUR STRUCTURE,"
1120 LIST 1130,1140JGOSUB WAIT
1130 POKE C0L3, 12*16+2: REM JKDARK GREEN
1140 FOR A«112 TO 17 STEP -1 :P3»( A, A)=CHR*(255> JNEXT AtREM K ALL BITS
ON !
1150 ? :? " NOW MAKE IT WIDER. "J? :? JLIST 1160 JGOSUB WAIT
1160 POKE WPS, 3 {REM M EXTRA WIDE x
1170 ? J? " ADD SOME WINDOWS."?? t? JLIST 1180 JGOSUB WAIT
1180 FOR A=20 TO 100 STEP 5 J P3$ ( A )=CHR*( 165) JP3$ ( A+1 )=CHR» ( 165 ) JNEXT A
1190 ? J? J? " END OF PART I"
1200 ? t? J? » (TO BE CONTINUED)" JEN0
250 0 0 REM 5IC SET UP PM GRAPHICS x
25005 GRAPHICS OJPOKE 709,12JPOKE 710,0JPOKE 712,4JREM M. MAKE WHITE
LETTERS ON BLACK SCREEN « GREY BORDER
250 06 POKE 752,1 J REM x CURSOR OFF
25010 DIM
D$(l) ,FILL*( (INT(ADR(Df )/1024)+l)3Kl024-ADR(D$)-l),PM$(384),MIS$(128),P0
$(128) ,P1*(128),P2*(128) ,P3*(128)
25020
PM*=CHR» ( 0 > J PM* ( 384 ) =CHR$ ( 0 ) J PM* ( 2 ) =PM* J MIS*=PM$ J P 0 *~PM* J P 1 *=PM* J P2*=PM
*JP3*=PM*:REM X CLEAR ALL STRINGS
25030 POKE 54279, ADR (PM*) 7256 J REM x POINT TO START OF PM AREA
25040 POKE 559, 46 J REM * CHOOSE 2 LINE RESOLUTION FOR PLAYERS
25050 POKE 53277, 3 J REM x ENABLE PM GRAPHICS
25060 POKE 623,17JREM x SET PRIORITY ADDRESS (ALSO GROUP MISSILES AS
5TH PLAYER )
25070 COLO=704JCOL1=705JCOL2=706JCOL3=707JREM x COLOR ADDRESSES FOR
PLAYERS
25080 WP0=53256JWP1=53257:WP2=53258:WP3-53259:REM x ADDRESSES FOR
WIDTHS OF F'LAYERS
25090 HP0=53248:HPl=532^9:HP2«53250tHP3«53251JREM x HORIZONTAL POSITION
ADDRESSES FOR PLAYERS
25099 WAIT=31000JREM x A USEFUL SUBROUTINE
2510 0 REM 5K DEFINE SHAPES
25110 RESTORE 25120 :DIM E!ALL*<7) :F0R C==1 TO 7:READ
AJBALL»<C»C)=CHR*<A)JNEXT C
25120 DATA AO , 126, 255,255, 255. 126,60
25130 RESTORE 251^0JDIM MAN$<12)iF0R C=l TO 12:READ
AJMAN*<C,C)=CHR$<A) JNEXT C
251^0 DATA 56,56,16,12^,124,12^,12^,108,^0,^0,^0,40
25150 RESTORE 25160 JDIH B0X*<6)JF0R C=l TO 6:READ
a:box»<c,c)=chr*<a) :next c
25160 DATA 255,129,129,129,129,255
25170 RESTORE 25180 JDIM BIRD*(4)JF0R C=l TO ^JREAD
AJBIRD*(C,C)=CHR*<A) :NEXT C
25180 DATA 66,165,24,24
25300 GOTO lOOJREM * LETS SEE THEh !
31000 REM WAIT FOR START KEY xx
31010 POSITION 10,20 :? "Push START to continue,"
31020 IF PEEK (53279)06 THEN 31020
31030 ? CHR*( 125) J RETURN
31111 POKE 710,12JPOKE 709,0
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