background image

The program generates random numbers that are always one less

than the number by which it is multiplied. The first line 10 generates
the numbers 0, 1, and 2. To generate random numbers 0, 1, 2, and 3,
the program would be written this way:

10 PRINT INT  ( R N D ( 0 ) * 4 )
RUN

To generate only the numbers 1, 2, and 3, the program should look

like this:

10 PRINT INT  ( R N D ( 0 ) * 3 ) + 1

RUN

To generate three numbers starting at 20, write the program this way:

10 PRINT INT  ( R N D ( 0 ) * 3 ) + 2 0
RUN

Random Number Game

Random-number programs are very flexible. You can even use them to
play games with your computer. Type the following program.
Remember that to get the bent arrow in line 5, press , hold down

or , and press

NEW

1 REM *** NUMBER.GAM ***

5 PRINT " "

10 SECRETNUM=INT(RND(0)*3)+1
20 PRINT: PRINT "I AM THINKING OF A  N U M B E R , EITHER 1, 2,

OR 3 . TRY TO GUESS IT . "
30 INPUT GUESS
40 IF  G U E S S = S E C R E T N U M THEN PRINT "YOU WON. "

50 IF GUESS<>SECRETNUM THEN PRINT "YOU LOST. "

60 GOTO 10

Line 10 assigns the random number to the numeric variable called

SECRETNUM. Line 30 lets the user type in a guess and assigns this
number to the numeric variable called GUESS. (Remember that
numeric variables do not need to be dimensioned or tagged at the end
the way that string variables do.) Line 40 compares the guess to the
secret number. If they equal each other, the computer prints "YOU
WON." Line 50 also compares the guess to the secret number. If they
are not equal (the symbols < > mean not equal to), the computer prints
"YOU LOST." Line 60 makes a loop so that you can play the game

again. (The next chapter explains IF-THEN statements in more detail.)

52

Summary of Contents for 65XE

Page 1: ...ATARI 65XE PERSONAL COMPUTER OWNER S MANUAL TM...

Page 2: ...oklet prepared by the Federal Communications Commission This booklet is available from the U S Government Printing Office Washington DC 20402 Stock No 004 000 00345 4 WARNING This equipment has been c...

Page 3: ...ATARI 65XE PERSONAL COMPUTER TM...

Page 4: ...mer Part 1 shows you how to set up your ATARI 65XE Computer check whether it s functioning properly use the keyboard load software cartridges and expand the system by adding peripheral devices Part 2...

Page 5: ...27 Editing with the ATARI 65XE Keyboard 29 Writing a Simple BASIC Program NEW LIST PRINT RUN 35 Creating an Interactive Loop GOTO DIM INPUT 41 Using Random Numbers and Mathematical Functions RND 47 M...

Page 6: ...Part 1 GettingStarted 1...

Page 7: ...uch as disk drives program recorders printers and modems Cartridge Slot Allows the use of plug in cartridges for quick and easy program loading Monitor Jack Provides access to a monitor s superior res...

Page 8: ...connecting cable from the TV Switch Box Television Jack Connects touch tablets numeric keypads joysticks and paddle controllers Controller Ports On Off Switch Connects the computer to the AC power sup...

Page 9: ...4...

Page 10: ...hat come with the monitor You will need a connecting cable usually supplied with the monitor to attach the monitor to the ATARI 65XE Monitor jack on the back of your computer If you are going to use a...

Page 11: ...d 300 OHM cable attach it to the 300 OHM screw terminals on the side of the TV Switch Box 2 If your television has a threaded VHF connection attach a threaded VHF adapter to the twin lead cable labele...

Page 12: ...to the television manual or contact a service center 3 Remove the cover from the adhesive square on the back of the Switch Box and secure the Switch Box to the back of the television CONNECTING THE C...

Page 13: ...s and that your computer is hooked up properly If the Ready prompt does not show up on your screen try adjusting your television picture controls For more information see Appendix E Troubleshooting Wh...

Page 14: ...uter make sure it is turned off when you run the Self Test A Self Test menu will appear on the screen Like a restaurant menu this menu offers a choice of selections MEMORY TEST AUDIO VISUAL TEST KEYBO...

Page 15: ...turns red the RAM is okay Note If you enter the test program by typing BYE you ll get 40 squares during the Memory Test not 48 AUDIO VISUAL TEST The Audio Visual Test checks the four programmable soun...

Page 16: ...wo keyboards have the same arrangement of keys The and keys flash only when they are pressed simultaneously with another key There are three keys that do not flash or sound and that terminate the test...

Page 17: ...again For more information about software cartridges see Using Software If you don t want to use ATARI BASIC the programming language that is built into your ATARI 65XE you can temporarily disable th...

Page 18: ...extra commands and functions without increasing the size of the keyboard The following general descriptions explain the special keys and how they are used Because the function of a key may change from...

Page 19: ...ograms chooses among program variations Gives you instructions in some programs when you need help Often used to select one of several applications within a program Because its function varies consult...

Page 20: ...use varies from program to program In most programs including ATARI BASIC deletes erases the character to the left of the cursor and moves the cursor one space to the left Does not close up the space...

Page 21: ...his key was referred to as the ATARI logo key Shifts the computer between up percase and lowercase character modes in ATARI BASIC and other programs Sometimes used in conjunction with the key to chang...

Page 22: ...of art To display the graphics characters on your screen press the key and any of the keys shown below If you intend to use several characters it may be more convenient to lock in the Control mode by...

Page 23: ...18...

Page 24: ...use ATARI BASIC The diagram below shows the international characters that are associated with the letter keys To activate the international characters type the statement below and press the key POKE...

Page 25: ...20...

Page 26: ...If you don t want to use BASIC hold down the key when you turn on the computer Another way to exit from BASIC is to type BYE which activates the Self Test or DOS which activates the Disk Operating Sy...

Page 27: ...haracter Set lists the decimal and hexadecimal locations of characters in the ATASCII code Whenever Error messages appear on the screen you can refer to Appendix D Error Messages to find out what went...

Page 28: ...e from retail outlets Video games spread sheet programs word processing programs and programmed math lessons are just a few of the many types of software available for entertainment business and educa...

Page 29: ...ter enables you to store and retrieve your work later The disk drive saves informa tion on magnetic diskettes and the program recorder uses ordinary blank audiocassettes The instructions that come wit...

Page 30: ...ion usage Either a color or monochromatic black and white monitor or television can be used However many software programs are designed to showcase the colorful graphics of the ATARI 65XE Computer DIS...

Page 31: ...s letters a letter quality printer might be better And for printing your graphics a variety of color and graphics printers will work with your ATARI 65XE MODEM A modem your computer and a telephone li...

Page 32: ...Part 2 Programming withATARI BASIC 27...

Page 33: ...28...

Page 34: ...ave auto repeat Did you hear a buzzer when the A s almost filled the third line That warning buzzer a built in function of ATARI BASIC indicates that the instruction line is getting too long An instru...

Page 35: ...can use either one Using the and keys try typing this ATARI 65XE atari 65xe Experiment with different words letters and punctuation marks GRAPHIC SYMBOLS Many of the keys have two or three symbols on...

Page 36: ...Arrow key and watch the cursor move up to the top of the screen When it reaches the top the cursor returns to the bottom of the screen and starts moving up again Now try out the other directional arr...

Page 37: ...y makes deleting jus as easy as inserting Position the cursor on the T in the word THIS Holding down the key press the key 11 times Your screen should look like this ATARI 65XE You now know how the an...

Page 38: ...sitions the new one and the preset ones Return the cursor to the first asterisk and press the key The new tab mark is still there Return the cursor to the left margin Press to move it to the first tab...

Page 39: ...the cursor drops one line and moves to the left margin In the chapter about looping you will learn how to use the key Press each of these keys Nothing happens These keys are programmable and often hav...

Page 40: ...ew program Type in the first line of instruction to the computer Type in the line exactly as it appears below and press after the last quotation mark 10 PRINT I HEARD OF A POET NAMED SAM All instructi...

Page 41: ...A POET NAMED SAM If your screen looks different you might have forgotten to press at the end of each entry or to type LIST on a line by itself Type in the line below then give the RUN command 20 PRIN...

Page 42: ...sspelled words the computer does what it is told to do However try misspelling PRINT as shown below and see what happens 50 PRIMT I SAY HI YOU SAY BYE The computer sends you an Error message The compu...

Page 43: ...ist the program To erase the offending line simply type the line number and press 60 RUN LIST Now the program runs and lists without errors although line 60 does not contain any instructions The line...

Page 44: ...SWITCH When the cursor reaches the third line a buzzer sounds The buzzer indicates when you are approaching the maximum length of an in struction line An instruction line can be no longer than three...

Page 45: ...once lightly Then press either the and keys or the and keys A bent arrow appears on the screen Type another quotation mark and press Then run and list the program 5 PRINT RUN LIST Now the program look...

Page 46: ...here to go on the next command You need just two commands to create a loop Type in the program below to produce an infinite loop NEW 110 PRINT CONGRATULATIONS 120 GOTO 110 RUN To break this infinite l...

Page 47: ...hat it looks like this 110 PRINT CONGRATULATIONS RUN Colon A Separator The colon is a separator It permits two instructions to be placed on one line Change the semicolon in line 110 to a colon and add...

Page 48: ...If the answer is composed of letters numbers or both it is called a string variable Your ATARI 65XE Computer needs to know how much space you will need for an answer so that it can reserve space for...

Page 49: ...rogram The INPUT command always puts a question mark on the screen for you Type the variation of line 120 below 120 PRINT HOW DOES THAT MAKE YOU FEEL Run the program and type in your response when the...

Page 50: ...ce the computer would accept the name R2 D2 or 007 as a string variable However the number name would be used only as a name not as a number in any math problems Now try some numeric variables that ca...

Page 51: ...ain conversation portion of the program begins A REM remark statement functions like a label for the programmer The computer does not carry out REM commands but only prints them when you list your pro...

Page 52: ...egative numbers Do not use commas in numbers Type the statements below to see what happens when commas are used PRINT 9 876 543 210 PRINT 9 876 543 210 In both examples the computer interprets the com...

Page 53: ...er and so on The last notation is 2 to the sixty fourth power which is a large enough number that the computer needs to express it in scientific notation Unless you are a physicist timing electrons in...

Page 54: ...es by 3 to arrive at 12 In the second problem the computer multiplies 3 and 2 first then adds 2 to arrive at 8 Whenever the com puter encounters parentheses in a math problem it does the computa tions...

Page 55: ...er than retype entire lines Try out the various programs below 10 PRINT RND 1 RUN 10 PRINT RND 123 RUN 10 PRINT RND 50 RUN 10 PRINT RND 50000 RUN All four variations of line 10 generate random numbers...

Page 56: ...r two places and in PRINT RND 0 1000 multiplying by 1000 moves the decimal point over three places If you want you can multiply by much larger numbers to generate large random numbers Because long num...

Page 57: ...EM NUMBER GAM 5 PRINT 10 SECRETNUM INT RND 0 3 1 20 PRINT PRINT I AM THINKING OF A NUMBER EITHER 1 2 OR 3 TRY TO GUESS IT 30 INPUT GUESS 40 IF GUESS SECRETNUM THEN PRINT YOU WON 50 IF GUESS SECRETNUM...

Page 58: ...LLE 10 PRINT 20 GUESTS 62 30 POUNDSTOBUY 1 5 5 GUESTS 40 PRINT PRINT BUY POUNDSTOBUY POUNDS OF SCALLOPS 50 END The program produces the answer 18 6 pounds of scallops but a calculator would achieve th...

Page 59: ...54...

Page 60: ...Quiz evaluates your answer In line 40 if the answer stored in the string variable RAIN is yes the computer prints the IQ message If the answer is not yes the computer reads the next line line 50 and...

Page 61: ...er instead of a number for GUESS the computer sends an Error message and the program ends abruptly Make an intentional error by typing a letter key or pressing the key only To avoid ending the program...

Page 62: ...lustrates that there is often more than one way to achieve the same results in programming Computer Bugs The TRAP statement makes the Lovelace Quiz more errorproof but it still is not perfect Because...

Page 63: ...ference from the previous program Change the variable name again 10 FOR JKL 1 TO 7 30 NEXT JKL JKL is a nonsense name for the numeric variable in the FOR NEXT loop Run the program to see that it too r...

Page 64: ...15 and run the program The computer counts and prints the numbers very quickly Use the STEP command to make the computer count in increments Try the program below 10 FOR JKL 0 TO 500 STEP 5 RUN 10 FOR...

Page 65: ...e bottom line Whatever you want the computer to do is sandwiched in between Type in the lines below 10 FOR JKL 1 TO 5 20 PRINT AVOCADO The computer will carry out any instruction or number of instruct...

Page 66: ...es considerably longer to appear The computer is counting but not printing its calculations The process is similar to counting silently to yourself The time it takes the Ready prompt to appear on the...

Page 67: ...loop It also uses a TRAP command that refers the computer back to the previous line giving no specific message about the error NEW 1 REM HOWHIGH 10 DIM A 1 HH 1 20 PRINT 30 PRINT PRINT HOW HIGH DO YOU...

Page 68: ...FOR X 1 TO 9 20 PRINT X 30 PRINT O CLOCK 40 FOR DELAY 1 TO 500 NEXT DELAY 50 IF X 3 OR X 6 OR X 9 THEN PRINT ROCK FOR PAUSE 1 TO 500 NEXT PAUSE 60 NEXT X 70 PRINT PRINT WE RE GOING TO ROCK 80 PRINT A...

Page 69: ...64...

Page 70: ...for the fourth SOUND 3 The SOUND command in ATARI BASIC controls four elements voice 0 3 pitch 0 255 distortion 0 14 volume 0 15 The pitch or frequency of the sound is determined by a number from 0 t...

Page 71: ...200 10 8 Type END to stop the chorus Sounding Off with Variables Variables in SOUND commands add versatility to your programs Using variables you can program the computer to change the voice pitch di...

Page 72: ...value between 0 and 15 for the volume variable Run the program to find out how randomly changing the volume affects the sound Making Music The SOUND command can produce musical tones as well The foll...

Page 73: ...the line immediately below the GOSUB line The READ command tells the computer to pick up an item in the DATA line and insert it into the variable The computer con tinues to loop through the program u...

Page 74: ...format is SETCOLOR 2 10 8 the first number is the color register the second is the color number and the third is the luminance Graphics Mode 0 The color registers function differently in different gra...

Page 75: ...uminance the text seems to disappear Pay attention to background and text luminances as you work more with color and luminance in graphics mode 0 Type GR 0 which is an abbreviation for graphics mode 0...

Page 76: ...de 1 is capable of displaying five colors at the same time four different text colors and one background color The colors can also be changed by using SETCOLOR according to the guidelines outlined in...

Page 77: ...text window to have mode 1 show up on the screen Delete lines 100 110 120 and 130 Run the program WINDOW TEST and then READY appear at the top of the screen List the program Line 20 specifies mode 17...

Page 78: ...m The orange pixel is now light green Think of each pixel as a text character In modes 1 and 2 you used uppercase and lowercase characters and Inverse Video to select the colors of the text In modes 3...

Page 79: ...nes 50 DRAWTO 39 19 60 DRAWTO 0 19 70 DRAWTO 0 0 SETCOLOR and COLOR When you run the program the computer draws a green rectangle again To brighten up the screen type 35 COLOR 1 45 COLOR 2 55 COLOR 1...

Page 80: ...een at the right side of the box turns gold Add one more line 62 SETCOLOR 2 11 4 Run the program Not only does the left side of the box change to green but the text window also turns green Therefore r...

Page 81: ...TO 1000 100 COLOR 2 110 TRAP 240 115 REM DRAW BOX 120 PLOT LEFT TOP 130 COLOR 1 140 DRAWTO RIGHT TOP 150 COLOR 2 160 DRAWTO RIGHT BOTTOM 170 COLOR 1 180 DRAWTO LEFT BOTTOM 190 COLOR 3 200 DRAWTO LEFT...

Page 82: ...Part3 Appendices 77...

Page 83: ...78...

Page 84: ...the bottom of the program will specify the exact number of spaces needed THE ATARI CHOO CHOO Sound effects are an ATARI specialty If you close your eyes when you run ATARI Choo Choo you might think yo...

Page 85: ...n alphabetic order Replace the words in the DATA statements in lines 10 and 20 to sort words of your own choosing Remember to separate each of your words with a comma 10 DATA ATARI DISK DRIVE MONITOR...

Page 86: ...9 PMBASE 256 90 POKE 53277 2 100 POKE 559 34 8 110 P0 PMBASE 512 120 FOR A P0 TO P0 128 POKE A 0 NEXT A 130 FOR A P0 60 TO P0 67 READ B POKE A B NEXT A 140 POKE 53256 3 150 POKE 623 1 160 POKE 704 108...

Page 87: ...DA T U N E X A N E X TX 50 OPEN 1 4 0 K 55 OLDCHR 1 60 A PEEK 764 IF A 255 THEN 60 63 IF A OLDCHR THEN 100 65 OLDCHR A 70 FOR X 1 TO 12 IF TUNE X A THEN SOUND 0 C H O R D X 1 0 8 G O T O 1 0 0 80 NEXT...

Page 88: ...est common denominator is 53147 10 CHR 125 Enter two numbers Press Return after eachentry 20INPUTN1 N2 30 GOSUB 90 40 Their GCD is AN 50 POKE 752 1 POSITION 10 10 Press Start to continue 60 IF PEEK 53...

Page 89: ...80 FOR X 1 TO 3 READ A LOW X A 90 NEXT X 95 FOR X 1 TO 16 READ A LINE X A NEXT X 96 FOR X 1 TO 3 97 FOR Y 1 TO 7 98 READA JAM X Y A NEXTY NEXT X 100 GOSUB 500 110 T T 1 115 GOSUB 200 120 GOTO 100 200...

Page 90: ...PTR 1 780 IF PTR 17 THEN PTR 1 790 CHORD LINE PTR 800 RETURN 1000 DATA 162 144 136 144 121 108 102 108 108 96 91 96 1010 DATA 243 182 162 1020DATA 1 1 1 1 2 2 2 2 1 1 1 1 3 2 1 1 1030DATA 60 50 47 42...

Page 91: ...0 4 4 RED 1 60 REM SETCOLOR 1 CORRESPONDS TO COLOR 2 70 SETCOLOR 1 0 14 WHITE 2 80 REM SETCOLOR 2 CORRESPONDS TO COLOR 3 90 BLUE 3 REM DEFAULTS TO BLUE 100 REM DRAW 13 RED WHITE STRIPES 110 C RED 120...

Page 92: ...KEY HIT THEN STOP 510 IF PEEK 764 255 THEN 510 515 REM OPEN TEXT WINDOW WITHOUT CLEARING SCREEN 520 GRAPHICS 7 32 525 REM CHANGE COLORS BACK 530 SETCOLOR 0 4 4 SETCOLOR l 0 14 550 STOP 1000 REM DRAW 1...

Page 93: ...TRAP 90 30 A THIS IS A GRAPHICS DEMONSTRATION 40 FOR I 1 TO 33 6 A I I 50 S PEEK 53770 60 SOUND 0 S 10 14 70 FOR DELAY 0 TO 100 NEXT DELAY 80 NEXT I 90 SOUND 0 0 0 0 END Note Make sure you insert two...

Page 94: ...hits the key and brings your program to a screeching halt Delete GOTO 10 from the colorful program and add this line 20 POKE 16 64 POKE 53774 64 GOTO 10 Now run your new program and try to stop it by...

Page 95: ...10 NEXT D SOUND 1 0 0 0 130 GOSUB 200 140 NEXT T 150 FOR T 10 TO 0 STEP 1 160 SOUND 0 T 8 4 170 FOR A 1 TO 50 NEXT A 175 IF RND 0 0 8 THEN FOR D 10 TO 5 STEP 1 SOUND 1 D 10 8 NEXT D SOUND 1 0 0 0 180...

Page 96: ...BOUNCE BOUNCE 1 IF BOUNCE 0 THEN 90 80 BOUNCE INT RND 1 10 10 BX1 INT RND 1 9 4 BX2 INT RND 1 9 4 BY1 INT RND 1 13 6 BY2 INT RND 1 13 6 90 CHANGE CHANGE 1 IF CHANGE 0 THEN 110 100 CHANGE INT RND 1 10...

Page 97: ...92...

Page 98: ...the numeric value of a single string character ATN Returns the arctangent of a number or expression in radians or degrees BYE B Exits from BASIC and returns to the resident operating system or consol...

Page 99: ...idual data items DEG DE Tells the computer to perform trigono metric functions in degrees instead of radians The default measurement is in radians DIM Dl Reserves the specified amount of memory for ma...

Page 100: ...ies one of the eight graphics modes GR 0 can be used to clear the screen IF Causes conditional branching or the execution of another statement on the same line only if the first expression is true INP...

Page 101: ...articular variables or expres sions All loops are executed at least once NOT Returns a 1 only if the expression is not true returns a 0 if it is true NOTE NO Used only in disk operations See DOS manua...

Page 102: ...at a specified screen position PRINT PR or Causes output from the computer to the specified output device Functions as an I O command PTRIG Returns the status of the trigger button on a game controlle...

Page 103: ...nd SETCOLOR SE Stores hue and luminance color data in a particular color register SGN Returns 1 if the value is positive 0 if zero 1 if negative SIN Returns the trigonometric sine of a given value in...

Page 104: ...If the expression is false control passes to the next line TO Used with FOR as in FOR X 1 TO 10 Separates the loop range expressions TRAP T Takes control of the program in case of an INPUT error and...

Page 105: ...100...

Page 106: ...the blank with a letter or a character You must use the quotes 5 The normal display keycaps are shown as white symbols on a black back ground the inverse keycap symbols are shown as black symbols on a...

Page 107: ...A 1B 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E ATASCII Character Keystrokes Control R Control S Control T Control U Control V Control W Control X Control Y Control Z Esc Esc Esc Control...

Page 108: ...2 63 64 65 66 67 68 69 70 71 72 73 74 75 Hexadecimal Code 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 41 42 43 44 45 46 47 48 49 4A 4B ATASCII Character 103 Keystrokes 0 1 2 3 4 5 6 7 8 9 Sh...

Page 109: ...98 99 100 101 102 103 104 105 Hexadecimal Code 4C 4D 4E 4F 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F 60 61 62 63 64 65 66 67 68 69 ATASCII Character Keystrokes L M N O P Q R S T U V W X Y Z Shi...

Page 110: ...134 Hexadecimal Code 6A 6B 6C 6D 6E 6F 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F 80 81 82 83 84 85 86 105 Keystrokes j k I m n o p q r s t u v w x y z Control Shift Esc Control or Esc Shift Esc...

Page 111: ...97 98 99 9A 9B 9C 9D 9E 9F A0 A1 A2 A3 ATASCII Character Keystrokes Control G ControlH Control I Control J Control K Control L Control M Control N Control O Control P Control Q Control R Control S Con...

Page 112: ...3 184 185 186 187 188 189 190 191 192 193 Hexadecimal Code A4 A5 A6 A7 A8 A9 AA AB AC AD AE AF B0 B1 B2 B3 B4 B5 B6 B7 B8 B9 BA BB BC BD BE BF C0 C1 ATASCII Character Keystrokes Shift 4 Shift 5 Shift...

Page 113: ...12 213 214 215 216 217 218 219 220 221 222 223 Hexadecimal Code C2 C3 C4 C5 C6 C7 C8 C9 CA CB CC CD CE CF D0 D1 D2 D3 D4 D5 D6 D7 D8 D9 DA DB DC DD DE DF 108 ATASCII Character Keystrokes European Char...

Page 114: ...43 244 245 246 247 248 249 250 251 252 253 Hexadecimal Code E0 E1 E2 E3 E4 E5 E6 E7 E8 E9 EA EB EC ED EE EF F0 F1 F2 F3 F4 F5 F6 F7 F8 F9 FA FB FC FD 109 Keystrokes ATASCII Character European Characte...

Page 115: ...Decimal Code 254 255 Hexadecimal Code FE FF ATASCII Character Keystrokes European Character Esc Control Delete Bk Sp Esc Control 110...

Page 116: ...than the DATA statement s supplied 7 Line Number Greater Than 32767 The line number reference is greater than 32767 8 Input Statement Error The user attempted to input a nonnumeric value into a numer...

Page 117: ...O errors that result during the use of disk drives printers or other accessory devices Further information is provided with the auxiliary hardware 19 LOAD Program Too Long Insufficient memory remains...

Page 118: ...are located at the serial port or in the peripheral 140 Serial Bus Input Framing Error Information was lost from the peripheral to the computer 141 Cursor Out of Range The cursor is out of range for...

Page 119: ...alid 169 Directory Full The user has used all the open space 64 file names allotted for the directory 170 File Not Found The user tried to access a file that doesn t exist in the diskette directory 17...

Page 120: ...e TV picture is distorted A There are a number of things you should check Make sure that the cable is plugged into the TV Switch Box and that the Switch Box selector is turned to COMPUTER or GAME The...

Page 121: ...Why not A Make sure you pressed after each program statement before typing RUN When you press you are telling the computer that you are entering information Another common mistake is to confuse zeros...

Page 122: ...ind out how to start you own group write ATARI Customer Relations P O Box 61657 Sunnyvale CA 94088 BOOKS ATARI BASIC Reference Manual Part C015307 Available from ATARI Customer Relations P O Box 61657...

Page 123: ...nts off the cover price 6 issues for 15 00 Or save 25 percent by subscribing for 18 issues for 39 95 Send a check or a money order to ATARI EXPLORER P O Box 3427 Dept X Sunnyvale CA 94088 3427 CUSTOME...

Page 124: ...des 256 colors 128 displayable at one time 320 x 192 highest graphics resolution 40 columns x 24 lines text display 5 text modes Sound 4 independent sound voices 3 1 2 octave range Keyboard Full strok...

Page 125: ...120...

Page 126: ...121 Index...

Page 127: ...122...

Page 128: ...6 FOR NEXT 57 63 66 68 FRE 42 43 GOSUB RETURN 68 GOTO 41 46 55 56 66 72 IF THEN 52 55 57 123 INPUT 43 44 53 56 INT 51 LIST 35 36 NEW 35 PLOT 73 POKE 19 PRINT 37 38 39 40 41 42 43 44 71 72 PRINT 6 71 7...

Page 129: ...lines 32 blank program lines 38 blank spaces 31 32 program lines 36 Insert key 15 31 32 installation of your computer 5 8 instruction line limit 29 39 numbering 35 36 INT 51 international characters...

Page 130: ...m numbers 50 52 READ DATA 68 125 register color 69 71 73 74 75 sound 65 REM 46 Reset key 9 11 14 34 72 RETURN see GOSUB Return key 16 35 Right Arrow key 15 31 48 49 RND 50 52 ROM 9 10 23 RUN 36 S scie...

Page 131: ...mode 69 70 text window 70 72 THEN see IF THEN TRAP 56 62 68 U Up Arrow key 15 31 47 48 uppercase 29 30 to change colors in graphics modes 71 73 V variables 43 dummy 51 in SOUND commands 66 67 68 numer...

Page 132: ...ftware Get inside tips and strategies for winning your favorite video games We ll even teach you how to make your own arcade games with tutorials from our own game designing experts The Explorer featu...

Page 133: ...NO POSTAGE NECESSARY IF MAILED IN THE UNITED STATES BUSINESS REPLY CARD FlRST CLASS PERMIT NO 7283 SUNNYVALE CA POSTAGE WILL BE PAID BY ADDRESSEE ATARI EXPLORER P O BOX3427 SUNNYVALE CA 94088 3427...

Page 134: ...ATARI 1987 Atari Corp All Rights Reserved Printed in Taiwan C072018 001 REV B K l 2 1987...

Page 135: ......

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