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

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396Text and Low-ResObjectivesAfter reading Chapter 6 you should be able to:• Convert any pair of Low-Res colors into the corresponding v<strong>al</strong>ue, bothdecim<strong>al</strong> and hex.• Place any l<strong>et</strong>ter or pair of blocks at any given location on the Text orLow-Res screens, and do so using both Monitor and the POKE statement.• Use the Low-Res editor to develop figures.• Save the Low-Res screen using BSAVE or the Monitor WRITE command.Although many programmers have an aversion to <strong>graphics</strong> in the Low­Res mode, a number of respectable programs have employed Low-Reswith success. The "Little Brick Out" (on your DOS 3.3 system master) and"Lemonade" games are good examples of what can be done with Low-Resand a little imagination. We will demonstrate how the Text andLow-Res modes work, and how you may easily create and display Text andLow-Res figures.L<strong>et</strong>'s begin our exploration of Low-Res <strong>graphics</strong> by examining the Textmode a bit closer.TextTo start with, type in Listing 6-1, which is designed to fill the screen with

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