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Commodore Plus 4 - Page 231

Commodore Plus 4
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Graphics
Programming
in
Machine
Language
210
170
Draw
a
building.
180
Go
back
for
the
next
building.
190
Save
information
under
first
frame.
200
Do
the
following
for
^-coordinates,
stepping
across
the
screen
by
12.
210
Replace
background
over
the
previous
frame.
220
Save
background
under
this
frame.
230
Get
the
first
frame
of
jumper.
235
Wait
briefly.
This
is
optional.
The
longer
you
wait,
the
slower
the
jumper
goes,
but
the
smoother
the
movement
seems.
240
Replace
background
over
the
previous
frame.
250
Save
background
under
this
frame.
260
Get
the
second
frame
of
jumper.
265
Wait
briefly
as
in
line
235.
270
Save
the
coordinate
for
the
next
time
through.
280
Go
back
for
the
next
x
value.
290
Erase
the
final
frame
of
the
jumper.
300
Write
"HIT
KEY".
310
Wait
for
a
key.
Then
return
to text
mode.
320-340
The
coordinates
and
widths
for
the
six
buildings.
Graphics
Programming
in
Machine
Language
A
great
destf
of
the
graphics
capacity
of
your
Plus/4
is
available
from
BASIC.
However,
there
is
frequently
no
substitute
for
being
able
to
control
the
graphics
chip
directly,
especially
because
it
does
have
capabilities
that
are
not
utilized
in
the
built-in
BASIC
graphics
statements.
The
graphics chip
operates
in
one
of
two
modes,
either
character
mode
or
bit-map
mode.
The
split
screen
available
from
BASIC
is
not
a
hardware
feature;
it
is
part
of
the
BASIC
language
software
supplied
on
ROM
inside
your
computer.
When
operating
in
character
mode,
you
can
choose
high-resolution
characters,
multicolor
characters,
or
extended
color
mode.
When
operating
a
bit-map
mode,
you
can
choose
high
resolution
(320
by
200)
or
multicolor
(160
by
200).
Each
of
these
possibilities
is
explored
in
this
section.

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