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May June 1980 - Commodore Computers

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MAY/JUNE, I JUNE. <strong>1980</strong>. 198O. ISSUE 4. 4 COMPUTE. 103 1O3<br />

"ENTER" WITH ATARI<br />

"ENTER" WITH ATARI Len Lindsay<br />

The power to insert or append program segments is<br />

The power to insert or append program segments is<br />

built right into your ATARII computer, even though it<br />

is not mentioned in the ATARI documentation.<br />

Here is an example of how thiss capability can be<br />

utilized. Let's say you just finished ished writing in g a program<br />

called FASTTRAP. You have it saved either on tape<br />

ca lled FASTTRAP. You have it saved either on tape<br />

(CLOAD) or an di sk (SAVE" D:FASTTRAP").<br />

(CLOAD) or an disk (SAVE"D:FASTTRAP").<br />

Now you are developing g another program called<br />

NEWPROG. There are several routines in FAST-<br />

NEWPROG. There are several routines in FAST­<br />

TRAP that you would like to include in NEWPROG.<br />

TRAP that you would like to include in NEWPROG.<br />

The hard way to do this, of CO course, UI'se, is to type [hcm them<br />

in again. The easy way is to entcr enter them from<br />

FASTTRAP, and here is how to do it. .<br />

Any program sections that you wish to merge into<br />

another program should be recorded on tape or disk<br />

another program should be recorded on tape or disk<br />

usi ng th e LI ST command. The format for tape is:<br />

using the LIST command. The format for tape is:<br />

LIST"C:",sssss,eeeee<br />

" ,sssss,ccccc<br />

The format forr disk is:<br />

LIST"D:FILENAME",sssss,eeeee<br />

The sssss should be replaced by the starting line<br />

The sssss should be replaced by the starting line<br />

number of the section, and the eeece eeeee should be re­<br />

placed by the ending line number. If you wish all<br />

placed by the ending line number. If yo u wish all<br />

th e lines reco rded you may leave air th e lin e<br />

the lines recorded you may leave off the line<br />

numbers.<br />

There are two routines in FASTTRAP that you<br />

There are two routines in FASTTRAP that you<br />

would like to use in NEWPROG. Lines 2000 to<br />

20099 are a routine that allows the ATARI to<br />

determine which plug your joystick is attached ached to.<br />

With the program F ASTTRAP in memory save the<br />

With the program FASTTRAP in memory save the<br />

routine to tape like this: [his:<br />

LIST"C:",20000,20099<br />

or to diskd like this:<br />

LIST"D:IDENTIJST. LIST' ' IDENTIJST .SUB" SUB", ,20000,20099<br />

The other routine in F ASTTRAP you would like to<br />

The other routine in FASTTRAP you would like to<br />

reuse is one that allows the user to easily y choose<br />

what color his piece will be. It is in lines 20300 to<br />

what color his piece will be. It is in lines 20300 to<br />

20399. Save this s routine to tape like this:<br />

LIST"C:",20300,20399<br />

LIST' 'C:" or to disk like this:<br />

LIST"D:COLORSET. LlST" D .SUB" SUB", ,20300,20399<br />

You still have your program FASTTRAP saved on<br />

tape or disk. In addition you now have twO other<br />

tape or disk. In addition you now have two other<br />

tapes or two other disk files, as created above. . Now<br />

type NEW and enter your new program, NEWPROG,<br />

as usual. At any time during your programming ming you<br />

may Ill append the routines previously recorded. Here is<br />

how you would insert sen the routine to set the piece<br />

color from tape:<br />

color from tape:<br />

ENTER"C:"<br />

or from disk:<br />

ENTER"D:COLORSET.SUB"<br />

Now you might as well insert rt your ur other o routine like<br />

this (from tape):<br />

ENTER"C:"<br />

or from disk:<br />

ENTER' ENTER"D:IDENTJST.SUB"<br />

' After Alter yo you u have inserted these, do a LIST aand you<br />

will see that your program does indeed now include<br />

the two routines. Lines ENTERed in this manner wi will<br />

automatically y be placed in the appropriate section of<br />

the program (by line number). If an identical line<br />

number is already used in your program, it will be<br />

replaced by the one you a re ENTERing. You can<br />

replaced by the one you are ENTERing. You can<br />

insen insert or append program sections in any y order you<br />

wish. If you accumulate a library of subroutines<br />

wish. If you accumulate a library of subroutines<br />

in this manner, writing new ATARI programs will<br />

be easier, since some ooff the program is all rcady ready<br />

to go , ready to be ENTERed whenever you need it. ©<br />

to go, ready to be ENTERed whenever you need it. ^<br />

Atari Program<br />

Saving · Part II<br />

Atari Program<br />

Saving-Part II<br />

SAVE"D:FILENAME.EXT"<br />

LOAD"D:FILENAME.EXT"<br />

Len<br />

Lindsay<br />

Lindsay<br />

Last issue I listed some methods of SAVING a<br />

program to tape. Here are the updates for disk. sk.<br />

To save a program to disk in the normal way<br />

(tokenized form) enter this:<br />

SAVE" D:FILENAME.EXT" [RETURN]<br />

[RETURN]<br />

If you have more rc than oneo disk, you can save to disk<br />

sk<br />

number two by using g D2 in place of the D0 in all<br />

examples.<br />

A program saved in this normal manner ner can be<br />

loaded back by this command:<br />

LOAD" D:FILENAME.EXT" [RETURN]<br />

[RETURN]<br />

You also can save your program onto disk in its<br />

untokenized form like this:<br />

LIST"D:FILENAME.EXT"<br />

LIST"D:FILENAME_EXT" [RETURN]<br />

It then can be read back using this command:<br />

:<br />

ENTER"D:FILENAME.EXT" [RETURN]<br />

Using LIST, you can save the whole program (as<br />

above) or just a section of it. To save any section, seClIon,<br />

simply specify the starting and ending line numbers<br />

of that section like this:<br />

s:<br />

LIST"D:FILENAME.EXT", ,100-900<br />

[RETURN]<br />

This will save just lines 100 through 900. ©

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