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Atari XL - Page 133

Atari XL
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Characters
123
obtained.
For
example,
in
the
bottom
row,
the
sum
IS:
64 + 2 = 66
and
for
the
top
row
where
no
bits
are
set
the
answer
is
O.
In
this
way,
you
can
obtain
eight
numbers
which
define
your
character.
All
that
remains
is
to choose
the
character
you
wish
to
reprogram,
find
the
start
address
of
the
data
defining
it,
using
the
formula
on
page
117,
and
replace
the
data
with
your
own.
If
you
add
the
following
lines
to
the
program
on
page
120,
the
@
symbol
will
be
turned
into
an
invader.
200
CHAR
= 32*8+RAMSET
210
FOR
Z=O TO 7
220
READ
D
230
POKE
CHAR+Z,D
240
NEXT
Z
250
DATA
0,153,189,219,126,36,60,
66
From
now
on,
until
you
press
RESET,
enter
another
graphics
mode
or
redefine
it,
the
@
symbol
will
appear
as
an
invader.
While
on
the
subject
of
invaders,
it
is
quite
easy
to
achieve
their
limited
form
of
animation
-
by
reprogramming
several
character
sets,
each
containing
a
slightly
different
version
of
the
character.
To
animate,
simply
move
the
character
set
data
pointer
(location
756) to
each
set
in
turn.

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