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williams-et-al-1983-apple-ii-computer-graphics

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140 APPLE II COMPUTER GRAPHICSbyte-move techniques. Now we take up the problem of horizont<strong>al</strong> animation,and a problem it turns out to be indeed, for it becomes about seventimes as complex as a vertic<strong>al</strong> animation. For that reason w' will confi neour byte-move examples to the animation of simple figures.Lucky SevenSeven seems to be the magic number for horizont<strong>al</strong> byte-move, and bymoving a single dot across the screen a little way, we can show you why.If you plan to turn on the dot in the extreme upper-left corner of the Hi­Res screen, you need to address you rself to the byte at 8192. The bytecontains seven bits, and you want to turn on only the left-most, so youneed the dot pattern:X------which corresponds to:! 1 or 1so you may turn the dot on by typing:HGRPOKE 8192,1Next, you want the second dot on, then the third, fourth, fifth, sixth, andseventh, in turn. Figure 12-2 s<strong>et</strong>s out the desired dot and bit patterns, andthen the corresponding v<strong>al</strong>ues.SCREEN BINARYPATTERN VALUE DECIMALX-------X...:----.:.-x-------X-------X-------X-------X 1 1 1 11 1 1 1248163264Figure 12-2.From BASIC type the fo llowing:HGRPOKE 8192,1POKE 8192,2POKE 8192,4POKE 8192,8POKE 8192,16

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