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

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90 APPLE II COMPUTER GRAPHICSblue as they are in an even column (zero) and a group 2 byte. When boxD is plotted in the second column of boxes from the left, those same dotsdisplay orange since they are now in an odd column of dots (seven). Thatpattern <strong>al</strong>ternates across the width of the screen.Another weakness of the program is that you are constrained to <strong>al</strong>waysselect the <strong>apple</strong>'s position in increments of a fu ll box.' That is, you may notchoose to draw the <strong>apple</strong> starting three and one-h<strong>al</strong>f boxes into the screen,but instead you must <strong>al</strong>ways use a whole number of boxes. There ar<strong>et</strong>echniques which l<strong>et</strong> you POKE the figure beginning with any of the 280columns and 160 rows on the screen, but they will not be pursued here, asthe results are b<strong>et</strong>ter accomplished using the m<strong>et</strong>hods discussed in thechapters covering Shapes and Byte-Move Graphics.Everything You Know Is F<strong>al</strong>seIn this section we appear to contradict a portion of what we have just toldyou. We have said (repeatedly) that there are 280 positions across the Hi­Res screen, but now we attempt to convince you that there are only 40positions, and <strong>al</strong>so that there are 560 positions, and som<strong>et</strong>imes 140 positions.ARRGH!! Hopefu lly, by temporari ly confusing the issue, we willclarify it. The purpose is to provide you with sever<strong>al</strong> clear and accu ratemodels fo r use ·with the Hi-Res screen- not physic<strong>al</strong> models, but ratherconceptu<strong>al</strong> ones which will help structure your thinking and simplify yourtask when designing Hi-Res output. Each model is based on a diffe rentnumber of positions across the screen, but they do use the same numberof positions down the screen: 160 rows of dots (1 92 fo r full screen).Why 4(1?The explanation of the 40 position model is easiest since you have <strong>al</strong>readyde<strong>al</strong>t with it, perhaps unknowingly. To process any dot, you must unavoidablyde<strong>al</strong> with the byte which contains that dot, and there are only 40bytes across each line of the screen. When you developed and plotted theHi-Res <strong>apple</strong>, your design was developed in one-byte increments andplotted with the consideration of having only 40 boxes or bytes across thescreen in which to draw the figure.What About 28(1?The 280-position model is still v<strong>al</strong>id. Each of the 40 bytes displays sevendots, and that yields 280 dots across the screen. The 280-dot concept isusefu l when you are designing your figures, but when you begin to digitiz<strong>et</strong>he data, you natur<strong>al</strong>ly adopt the 40-position model, perhaps without re<strong>al</strong>izingit. Refer to the section where you worked with the Hi-Res <strong>apple</strong>, and

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