Advanced programming techniques for your Atari including by Linda M. Schreiber

By Linda M. Schreiber

Publication by means of Schreiber, Linda M.

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Sample text

Be sure that this data line is e ntered exact ly as follows: an exclamation point, a space cntrl-Q cntrl-R cntrl-C, s pace shift-equals space shift-e quals, space cntrl-Z cntrl-R cntrl-Z, space EDIT, LETTER. Lines 60-70 set the graphics mode to 0, erase the cursor, and print the control codes on the screen. Lines SO-90 print the grid and box on the screen. Use the cntrl-T to make the S xS grid. Line 100 finds the end of memory and calculates the address that would be 2K before the end of memory.

The entire character set uses 1K or 1024 bytes of memory. This information is stored in ROM beginning with location 57344. The characters in the character set are not in ATASCII order. In order to implement the color text modes (graphics modes 2 and 3), ATARI chose to change the order of the characters. On any computer, the ASCII value of A is 65. This is true on the ATARI computer. The change occurs internally. '~en the character set is stored in ROM, the first character is the space. It is followed by the exclamation point, quotation marks, etc.

When the entire set has been stored on disk, the file is closed. There is a trap set before the file is opened. If the disk or the directory is full, it will be reported on the screen. Lines 1690-1730 get the character sets that we previously stored on the disk. The string variable NAM$ is cleared, and the program asks for the name of the character set that you would like to bring in. If you press the return key without entering a name, the program will return to the main menu. CHB to the end of the name.

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