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Apple Orchard 1980 Fall v1n2 reduced

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FALL <strong>1980</strong> THE APPLE ORCHARD PAGE 19<br />

box, you see that it is necessary to add the values of the graph to<br />

the values of your character. I haven't got the time or room here<br />

to give you the necessary information to do this. However I will<br />

give you some clues. 1. To shift any row to the left or right, you<br />

just divide or multiply by 2 as many times as you want to shift.<br />

2. To get the other side of the character that you. shifted out of<br />

the box, you have to shift the same data in the opposite direction<br />

for 7 minus the number of times you shifted the first time.<br />

3. If you only POKE the values of the character in, you may lose<br />

the graph if it is within the same area. ·<br />

I would appreciate any comments or constructive criticism. It<br />

is very difficult to try to put this type of information in very<br />

basic terms. I sometimes forget to mention something that I<br />

may take for granted, that a beginner may not know, and the fact<br />

that I am not a writer makes it very difficult to find the proper<br />

words and still stay within the allotted space.<br />

No part of this article may be printed or used without express<br />

written permission.<br />

THE PROGRAM<br />

This program will print text characters in Hi-res. Line #'s 160<br />

through 223 are data lines. They are the lines that have the information<br />

for the program to use to put the characters on the<br />

screen. The line number that the data is on is also the "<strong>Apple</strong>"<br />

ASCII value of the character that the data will create. For example,<br />

ASCII for the 'A' is 193, so you will find the data for the letter<br />

'A' on line #193. Now, let's analyze this program one line at<br />

a time.<br />

Line 100 sets up the routine to clear Hi-res screen #1. The<br />

CALL 468 is a built in routine in the APPLE to move data from one<br />

place to another in RAM. The first POKE puts a blank spot in<br />

the first screen location. The later POKEs set the pointers up to<br />

move that blan~ SP.ace to all the other screen places.<br />

Line 1030 checks to be sure that any remaining characters<br />

are a legitimate character (not a control character). If not good<br />

then go back to get another character on line 1010. If OK then<br />

GOSUB Z (Z=the negative ASCII value of the character) and get<br />

the data for the character. then GOSUB 120 to print the character.<br />

Line 1050 increments X to the next column. If already on column.<br />

If already on column 39 then increment Y by 1 and decrement<br />

X by 40. If Y is already at the bottom, then decrement<br />

Y by 24. GOTO 1000.<br />

10 REM CREATING HI-RES CHARACTERS<br />

20 REM BY LOY SPURLOCK<br />

30 REM THE COMPUTER FORUM<br />

100 POKE 8192rO: POKE 60rO: POKE<br />

61r32: POKE 62r255: POKE 63<br />

r63: POKE 66r1: POKE 67r32:<br />

CALL -468<br />

110 POKE -16297,0: POKE -16302r<br />

o: POKE -16304r0! GOTO 1000<br />

120 L=B192tY MOD B*128tXtYIB*40<br />

: POKE LrA: POKE Lt1024rB: POKE<br />

Lt2048rC! POKE Lt3072rD! POKE<br />

Lt4096rE: POKE Lt5120rF: POKE<br />

lt6144rG: POKE Lt7160r0! RETURN<br />

160 A=O:B=A:C=A:D=A:E=A!F=A!G=A! RETURN<br />

161 A=S:B=A!C=A!D=A:E=A:F=O:G=A: RETURN<br />

162 A=20 :B=A!C=A:D=O :E=D:F=D !G=Dt RETURN<br />

163 A=20!B=A:C=62!D=A!E=A:F=A!G=A: RETURN<br />

Line 110 .sets up the machine to look at Hi-res page #1, then<br />

goes to line 1000.<br />

Line 120 prints the character on the screen using the formula<br />

to figure out just where by using the X-Y coordinates. The 8<br />

POKEs that follow the formula are the actual commands to put<br />

the data from the data line on the screen. Notice that each<br />

POKE is 1024 higher than the previous one. That's because each<br />

Hi-res line down is 1024 bytes higher than the one above, within<br />

that 8 line area.<br />

Line 1000 gets the data from line 223 which has the data for<br />

the '- '. It then goes to line 120 to print it on the screen. The<br />

'_: is what I used for the prompt sign.<br />

Line 1010 strobes the keyboard for an input of an ASCII<br />

character. If any key but the back arrow (ASCII 136) is hit, the<br />

program will ao to 1020. If it is hit then GOSUB 160 to get the<br />

data for a blank space. GOSUB 120 to print this space where the<br />

'-'was and decrement X.<br />

Line 1015 checks to see if you are already on the left edge of<br />

the screen. If you are, it will then decrement the Y coordinates<br />

by one and increment the X coordinates by 40. This will put you<br />

on the line above, all the way to the right of the screen. It then<br />

checks to see if you are already at the top of the screen. If you .<br />

are, it will then increase the Y by 24, which will put you at the<br />

bottom of the screen. GOTO 1000.<br />

Line 1020 checks for a carriage return (ASCII 141). If not,<br />

then GOTO 1030. If yes, then increment the Y coordinates by<br />

1 to move you down 1 line and then set the X coordinates to 0<br />

for the far left column. It will now check to see if you are already<br />

at the bottom of the screen and if so, set Y to 0 to put you at<br />

the top of the screen.<br />

c.Aristotle~ c:51lpple<br />

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Automatically posts<br />

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