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

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81gHi-Res ColorObjectivesAfter reading Chapter 9 you should be able to:• Design and display a Hi-Res color figure.• When given the location of a dot on the screen and a desired color,d<strong>et</strong>ermine if that color can be displayed at that location, and if so,c<strong>al</strong>culate the byte of memory which contains that dot and POKE the·appropriate v<strong>al</strong>ue into that location.• Use dithering to generate colors other than the six basic Hi-Resshades.Good color is virtu<strong>al</strong>ly a requirement for qu<strong>al</strong>ity Hi-Res products; mostsoftware publishers will not touch a Hi-Res program unless its color effectsare clear, clean, and smooth. Color enhances the display by distinguishingthe diffe rent elements of a picture or graph, by adding life to a screen, andby making the output more attractive to the eye of the viewer. YourApple's hardware is designed to produce six colors, including black andwhite and, by a software process known as dithering, can be made todisplay upwards of twenty addition<strong>al</strong> hues.G<strong>et</strong>ti ng color on the Hi-Res screen is simple-<strong>al</strong>most too simple sinceany time you plot a single dot, it is <strong>al</strong>ways in color. The trick is to developthe right color in the right place. By now you should be familiar with theway Hi-Res memory is laid out, and how to use the memory map to fi ndyour way around. You <strong>al</strong>so need some facility in translating desired dotpatterns into their corresponding bit patterns, and then into their hex ordecim<strong>al</strong> v<strong>al</strong>ues. Another necessary item is either a color display, or a veryvivid imagination.

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