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By Linda M. Schreiber

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

Example text

The other 1K is for the character set. We will move it just before the display li st. The variable NCB wi ll contain the decimal location of the new character base. Line 60 stores the location of the new character base and the ROM character base in two temporary locations. These locations will be used by the machine language subroutine. Line 70 contains the machine language subroutine. The data for the machine language subroutine is in line 75. Be sure that all the numbers are entered correctly.

The third bit combination, 10, will be the color of color register 2 (peek 710). The last bit combination is 00. This is the background color, the color of register 0 (peek 708). The characters designed using these modes can be one color, or several colors. In the following program, we will design a screen that uses ANTIC mode 4. It gives the illusion of being graphics mode 7 without the me mory consumption. This type of program is called a simulation. It simulates a simple circuit. When the circuit is complete, the light will light; when it is broken, the light will go out.

We also want to store this value in two more variables. Now we can manipulate the address without losing it. Lines 150-260 move the character set from ROM into RAM. If you look at your screen while the character set is being moved, you will see the distortion in several of the lower case letters. You will also see that the letters with descenders are no different in this mode than they are in mode O. Line 150 transfers the characters from the space to the plus sign from ROM into RAM. When we transfer these characters, we want to take the last byte of the character and place it into the first byte for the character in RAM .

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