Commodore 16 User Manual page 66

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mode
0 = paint an area defined by the colour source
selected
1 ei paint an area defined by any non-background
source
The PAINT command lets you fill an area with colour. It fills in the area
around the specified point until a boundary of the same colour (or any
non-background colour, depending on which mode you have chosen) is
encountered. The final position of the PC will be at the starting point
la, b)
NOTE: if the starting point is already the colour of colour source you
name (or any non-background when mode 1 Is used), there is no
change
to disk files only. (File types are prg.seq, rel, and usr: modes are
read and write.)
EXAMPLES:
10 OPEN 3,3
OPENs the SCREEN as a
device.
10 OPEN 1,0
OPENs the keyboard as a
device.
20 OPEN 1,1,0,"UP"
OPENS the cassette for
reading. file to be searched
for is named UP.
OPEN 4,4
OPENS a channel to use the
printer.
OPEN 15,8,15
OPENS the command
channel on the disk.
5 OPEN 8,8,12,"TESTFILE,SEO,WRITE" creates a sequential disk file
for writing.
See also CLOSE, CMD, GET#, INPUT*. and PRINT* statements,
system variable ST, DS and DS$.
PAINT
PAINT /colour source! ila,b1I,mode]
Colour source
(0-3); (default is 1, foreground colour)
a.13
starting coordinate, scaled (default is at the PC)
EXAMPLE:
10 CIRCLE , 160,100,65,50
draws outline of circle
20 PAINT , 160,100
fills in the circle with colour
POKE
POKE address, value
The POKE command allows you to change any value in the
Commodore 16 RAM memory. and lets you modify many of the
Commodore 16 Input/Output registers. POKE is always followed by
two numbers, (or equations). The first number is a location inside your
computers memory. This could have any value from 0 to 65535. The
second number is a value from 0 to 255. which is placed in the location.
replacing any value that was there previously. This command can be
used to control anytning on the screen, from placing a character at that
location to changing the colour there.
EXAMPLE'
10 POKE 1 6 00 0,8
Sots Location 16000 lo 8
128
129

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