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By Linda M. Schreiber

Booklet through Schreiber, Linda M.

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Additional info for Advanced programming techniques for your Atari including graphics and voice programs

Example text

If you have a cassette recorder, change the following lines. 4,O,"C:" CLOSE #7 Lines 1740-1800 can be dele ted or changed for casse tte errors: error 143 and error 138. When using the new character set in another program, calculate the location of the new character set. This will be the first location that the first byte of the character set will be poked in. Always begin the new character set at least 1K before the display list and the screen display. THE INVISIBLE MODES In the last chapter, we looked at all the modes that are available on the ATARI.

A contro l-Ti s printe d. Then the value of CV is checked for a 1. If that element of the array does contain a 1, an inverse-video cursor will be printed. Once the entire character has been drawn, the program will use the locate command to find out what has been printed in the upper left corner of the grid. The AT ASCII value of this character will be stored in the variable CH. The asteri sk wi ll be our cursor while editing. If the character in the upper left corner is in invers e-vi deo, an inverse-video asterisk will be printed there.

When you are satisfied with the character, you can store it in the character set. When you are finished creating new characters, you can store the new character set on disk or cassette. Another way to create a new character set is to move the character set into RAM, design your new characters on graph pape r, set the decimal va lue of each of the eight rows that make up the character, and then poke the se values over that character that you intend to replace. Obviously, it is much easier to create new characters with the aid of a program than it is with paper and pencil.

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