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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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