statement BASIC line number of a subroutine
When the specified situation occurs, BASIC will finish processing
the currently executing instruction and perform a GOSUB to the
line number given. When the subroutine terminates (it must end
with a RETURN), BASIC will resume processing where it left off.
Interrupt action continues until a COLLISION of the same type
without a line number is specified. More than one type of interrupt
may be enabled at the same time, but only one interrupt can be
handled at a time (i.e., there can be no recursion and no nesting
of interrupts). The cause of an interrupt may continue causing
interrupts for some time unless the situation is altered or the
interrupt disabled.
To determine which sprites have collided since the last check,
use the BUMP function.
EXAMPLE:
Collision 1, 5000
Detects a sprite-to-sprite collision and program control sent to
subroutine at line 5000.
Collision 1
Stops interrupt action which was initiated in above example.
Collision 2,1000
Detects sprite-to-sprite collision and program control directed to
subroutine in line 1000.
NOTE: Sprites can still collide even if they are off the screen, but
not if they are switched off.
COLOR
Define colors for each screen area
COLOR source number, color number
This statement assigns a color to one of the seven color areas:
Area Source
0 40-column (VIC) background
1 40-column (VIC) foreground
2 multicolor 1
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