Atari 400 Basic Reference Manual page 74

Vintage computer
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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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