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Atari 800

Atari 800
122 pages
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Now
enter
the
hexadecimal
codes
as
shown
column
by
column.
68
2
A2
E8
0
EO
AC
3
C4
90
2
F5
BD
8C
cs
C7
2
2
9D
60
C4
BYTES=
21
When
completed,
type
DONE
and
press
&mJ.
Now
place
the
cursor
after
the
last
entry
(999)
on
the
DATA
line
and
pressiDmJ.
Now
run
the
program
by
typing
GOTO 1000
and
pressing
l;liilll;!ll,
or
if
line
5
has
been
added,
type
RUN
lilll!lmJ.
Press
illil1tito
stop
program
and
delete
line
5.
The
second
program,
which
follows,
should
be
entered
in
place
of
the
NOTHING
IS
MOVING
program
.
Be
sure
to
check
the
BYTES =
__
count
in
line
1000.
Follow
steps
2
through
6.
1080
GRAPHICS
7+16
1090
SET
COLO~~
€L
91
4
110(1
SETCOLOF.:
L 9 ..
E:
1110
SETCOLOR
2~9~4
1120
CR=1
1130
FOR
::-::=0
TO
159
1140
COLOR
INT<
CR)
115(1
PLOT
801
0
1160
~AL·JTO
:;
::
..
95
117(1
CR=CR+0
.
125
1180
IF
CR=4
THEN
CR=1
1190
NE:x:T
:<
1200
:~=US~'(
ADR(
E$
)+
1 )
121(1
FOR
1=1
TO
15=N£:;::T
I
1220
GOTO
1200
Type
RUN
lim!liJ3
Enter
the
hexadecimal
codes
for
this
program
column
by
column.
66
Advanced
Programming Techniques
68
A2
0
AC
C4
2
BD
C5
2
9D
-
CA
2
E8
EO
2
90
F5
8C
C6
2
60
BYTES=
21

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