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Summary of Contents for 130XE

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Page 2: ...available from the U S Government Printing Offi ce Washington DC 20402 Stock No 004 000 00345 4 WARNING This equipment has been certified to comply with the limits for a Class B computing device pursuant to Subpart J of Part 15 of FCC Rules These rules are designed to provide reasonable protection against such interference when the equipment is used in a residential sett i g However there is no gu...

Page 3: ...JllATARr 130XE PERSONAL COMPUTER ...

Page 4: ... you can immediately begin to write your own programs This manual is arranged for easy access to the intormation you need whether you are a beginning or an advanced computer user Part 1 shows you how to unpack and set up your ATARI 130XE Computer check whether it s functioning properly use the keyboard load software cartridges and expand the system by adding peripheral devices Part 2 is an introdu...

Page 5: ...riting a Simple BASIC Program NEW LIST PRINT RUN 35 Creating an Inte active Loop GOTO DIM INPUT 41 Using Random Numbers and Mathematical Functions RND I 47 Making Decisions and Solving Problems IF THEN FOR NEXT 55 Producing Sound and Graphics SOUND SETCOLOR COLOR 65 PART 3 APPENDICES 77 A Sample Programs 79 B BASIC Reserved Words 93 C ATASCII Character Set 101 D Error Messages 111 E Troubleshootin...

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Page 7: ...Part 1 Getting Started ...

Page 8: ...62 keys including the Help key and 4 special function keys t r INNI r 1 I I ill 2 3 0 I I Molitor ITeJision I On I Peripheral Car1ridge Expansion Off Channel Power Peripheral Port Connects a Serial I O cable to peripheral equipment such as disk drives program recorders printers and modems 2 ...

Page 9: ...s a monitor cable for use with either a monochrome or color monitor TV Channel Select Switch Selects channel 2 or 3 for the clearest picture Television Jack Provides a plug for the TV Video Cable Power Adapter Plug Connects the computer to the AC power supply 10 OnlOff Switch Turns the power to the computer on and off Controller Ports Controller Ports Connects touch tablets numeric keypads joystic...

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Page 11: ...able usually supplied with the monitor to attach the monitor to the ATARI 130XE Monitor jack on the back of your computer If you are going to use a television as a display screen locate the TV Switch Box and the TV Video Cahle The Switch Box attaches directly to your television but it will not interfere with normal television reception With the sliding switch in the COMPUTER position your televisi...

Page 12: ... cable attach it to the screw terminals on the bottom of the TV Switch Box COMPUTER COMPUTER CONTNO f I VHF TV CONNECT TO AHT NNA 2 If your television has a threaded VHF connection attach a threaded VH F adapter to the twin lead cable labeled Connect to TV VH F at the side of the Switch Box and attach it to your television The adapter should be supplied with your television if not you can buy one ...

Page 13: ...se shown refer to the television manual or contact a service center 3 Remove the cover trom the adhesive square on the back of the Switch Box and secure the Switch Box to the back of the television CONNECTING THE COMPUTER TO THE TV SWITCH BOX 4 Plug one end of the TV Video Cable into the COMPUTER connection on the TV Switch Box and the other end into the Television jack on your computer Move the s...

Page 14: ...struc tions 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 When you leave your computer on for more than nine minutes without using the keyboard the computer will start changing colors to protect the television from color burn Whenever you turn your c...

Page 15: ...t 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 KEYBOARD TEST and ALL TESTS Press I Select 1 to choose a test then press IStart I Press IHelp I at any time to return to the Self Test menu When you select ALL TESTS the computer runs all three tests for you The tests repeat until you press the key Press IReset ...

Page 16: ... the test program from ATARI BASIC by typing BYE you ll get 40 small squares during the Memory Test not 48 ATARI BASIC takes up the other 8K of RAM AUDIO VISUAL TEST The Audio Visual Test checks the four programmable sound voices and the color and graphics capabilities A musical staff and treble clef appear on the screen above the number of the voice being tested Six notes are played and displayed...

Page 17: ...terminate the test when they are pressed returns you to the Self Test menu I Reset 1 returns you t BASIC The I Break 1 key does not function in the Self Test and evokes no response when pressed If any key except the I Break 1 key does not flash on the screen when you press a key the key is not working In addition to the optional Self Test your ATAR I 130XE automatical ly tests itself each time you...

Page 18: ...emporarily disable the language in several ways plug in a software cartridge hold down the IOptionl key when you turn on the computer type BYE to exit to the Self Test or if the computer is connected to a disk drive type DOS to activate the Disk Operating System For more details see Exploring ATARI BASIC 12 ...

Page 19: ...ide extra commands and functions without increasing the size of the keyboard 4 ATARI 130XE The following general descriptions explain the special keys and how they are used Because the function of a key may change from one program to another it is important to consult the manual that accom panies each program you use For a detailed description of how the keyboard functions with built in ATARI BASI...

Page 20: ...essing IReset I produces the same effect as turning the com puter off and on again with two exceptions First in most pro grams set I wi ll not erase the computer s RAM memory where as turning the computer off and on will And second use of the IReset I key will save wear and tear on the power supply and the on off switch Varies from program to program but is often used to go escape from one menu to...

Page 21: ... was referred to as the ATARI logo key JJ llt t1ttll Always used in conjunction with another key Prints special gra phics characters when used with the alphabet keys in ATARI BASIC 15 l _ G_ _ttl_I__ Id In most programming languages stops and restarts a moving screen display when you want to view a listing II Sounds the buzzer The TV speaker must be turned up for the buzzer to be heard lGttlI 1 Pr...

Page 22: ...ch as creating graphics characters in ATARI BASIC In conjunction with other keys types uppercase characters without leaving the lowercase mode Inserts a blank line in ATARI BASIC Delete Bk Sp Deletes a program line from the screen The program statement remains in t computer s memory Locks the computer into the up percase mode for alphabet characters You will still need to presscmillIJto enter the ...

Page 23: ...work of art To display the graphics characters on your screen press the IControl I 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 pressing IControl I and Icapsl Press Icapsl to exit from the Control Lock mode and return to alphabet characters AATARI 130XE 17 ...

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Page 25: ...vailable when you 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 I Return Ikey POKE 756 294 Pressing IControl I and any of the keys shown below will produce an in ternational character instead of a graphics character To return to the graphics character mode...

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Page 27: ...u 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 System when the computer is connected to a disk drive The second part of this manual Programming with ATARI BASIC is a simple tutorial for the first time BASIC programmer Unlike most tutorials which make you study the syntax of the language first this approac...

Page 28: ...ies of the 130XE Appendix H Accessing the Full RAM Poten tial of the 130XE gives the formula for POKEing a bank of memory Whenever Error messages appear on the screen you can refer to Appendix D Error Messages to find out what went wrong Check Appendix F Resources tor the names of other valuable sources of in formation about ATARI BASIC 22 ...

Page 29: ...e available from retail outlets Video games spreadsheet programs word processing programs and programmed math lessons are just a few of the many types of software available for business and educational applications and for entertainment The ATARI 130XE is completely compatibl e with the 65XE and the 800XL Computers You select whatever software program you want to use as long as it is designed for ...

Page 30: ...rder to your computer enables you to store and retrieve your work later The disk drive saves information on magnetic diskettes and the program recorder uses ordinary blank audiocassettes The instructions that come with the disk drive and the program recorder will tell you how to use these devices For more information see Expanding Your System LOADING SOFTWARE CARTRIDGES Loading ready to use commer...

Page 31: ...or because it provides a sharper picture and does not conflict with television 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 130XE Computer DISK DRIVE An ATARI 1050 disk drive lets you store and retrieve programs and other information that you create on your computer...

Page 32: ... your computer programs you can use the XMM801 a high quality inexpensive dot matrix printer And for printing professional looking business letters you can use the XDM 12F M a letter quality daisy wheel printer MODEM With the ATARI XM301 modem your computer and a telephone line you have access to a wide world of electronic communications If you and a friend have modems connected to your computers ...

Page 33: ...Part 2 Programming with ATARI BASIC 27 ...

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Page 35: ... 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 instruction line can be no more than three lines long ERROR MESSAGES Find the IReturn I key and press it You should see the word ERROR on the screen followed by the three lines of A s that you typed Your computer is interacti...

Page 36: ...JJ keys try typing this ATARI 1 39XE a tar i 1 39xe Experiment with different words letters and punctuation marks GRAPHIC SYMBOLS Many of the keys have two or three symbols on them Each letter key has a letter on the top side and a graphic symbol on the front side Some of the other keys have three symbols or words all on the top side One function of a key is activated by pressing the key only anot...

Page 37: ... of the screen When it reaches the top the cursor returns to the bottom of the screen and starts moving up again Now tryout the other directional arrow keys r j J Remember to use the ICantrall key CLEARING THE SCREEN The ICantrall key is frequently used in conjunction with the key to erase everything on the screen Press and hold the I Cantrall key then press the I Clear I key This action should cl...

Page 38: ...the word THIS Holding down the I Control I key press the IDelete Bk Sp I key 11 times Your screen should look like this ATARI 1 30XE You now know how the I Control I and IDelete Bk sp I keys work To discover what the Delete Bk spl key does when pressed by itself posi tion the cursor on the first A and press the Delete Bk spl key three times Your screen should look like this ATARI 1 30XE When used ...

Page 39: ... new one and the preset ones Return the cursor to the first asterisk and press the ITab l key The new tab mark is still there Return the cursor to the left margin Press ITabl to move it to the first tab mark three spaces in Use the I Control I key with the lTabl key to activate the IClr Tab I function Press the ITab I key to get to the next tab position and clear that one also Move the cursor back...

Page 40: ...rops one line and moves to the left margin In the chapter about looping you will learn how to use the 1 Break 1 key When you press the 1Start I 1Selectl and IOptionl keys nothing happens These keys are programmable and often have functions in software programs After you press the 1 Reset 1 key the screen will turn blank for a second or two and the Ready prompt will appear The 1Reset 1 key restarts...

Page 41: ...n begin a new program Type in the first line of instruction to the computer Type in the line exactly as it appears below and press IReturn after the last quotation mark 1 0 PRINT I HEARD OF A POET NAMED SAM All instruction lines in BASIC programs are numbered When you type this one line program make sure that the 1 and the 0 in the number 10 are numerals not letters If you used letters instead of ...

Page 42: ... HEARD OF A POET NAMED SAM If your screen looks different you might have forgotten to press IReturnl 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 29 PRINT I MET HIM ONE DAV AND TO MV DISMAV RUN The words enclosed in the quotation marks in both lines of the pro gram appear on the screen Type LIST to see the instructions that the compu...

Page 43: ... misspelled words the computer does what it is told to do However try misspelling PRINT as shown below and see what happens 58 PRIMT I SAV HI YOU SAV BVE The computer sends you an Error message The computer checks up on only those instructions that are outside the quotation marks because those instructions are intended for the computer Instructions that are inside the quotation marks are intended ...

Page 44: ...and list the program To erase the offending line simply type the line number and press IReturnl 60 RUN LIST Now the program runs and lists without errors although line 60 does not contain any instructions The line I ONCE HAD A PROGRAM CALLED BOZON has been erased Typing the line number and pressing IReturnl erases a line entirely from the computer s memory Type the line cor rectly as shown below 6...

Page 45: ...HE 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 screen lines This limit is called a logical line You may wish to turn down the volume now SCREEN DISPLAY Words are often broken in awkward places when the cursor reaches the end of a line on the scr...

Page 46: ...the hift I and IClearl keys or the I Controll and I Clear I keys A bent arrow appears on the screen Type another quotation mark and press IReturnl Then run and list the program 5 PRINT II Ii II RUN LIST IControl I OJ STOPPING THE SCREEN DISPLAY Now the program looks better but it is too long for all the lines to appear together on the screen When the computer lists the program you can stop the lin...

Page 47: ... 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 9 PRINT CONGRATULATIONS 29 GOTO 9 RUN To break this infinite loop turn off the machine or use the IBreak I key When you stop the loop with the IBreak I key one of the following messages appears STOPPED AT LINE 9 or STOPPED AT LINE 29 The computer is telling you where it was...

Page 48: ...s like this 1 1 9 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 the PRINT statement below 1 1 9 PRINT CONGRATULATIONS PRINT VOU JUST HON THE LOTTERV RUN As you progress in your programming ability conserving space in the computer s memory becomes important Consolidating c...

Page 49: ... the answer is composed of letters numbers or both it is called a string variable Your ATARI 130XE Computer needs to know how much space you will need for an answer so that it can reserve space for it This process is called dimensioning the string variable The DIM dimensioning command always accompanies the INPUT command for string variables because DIM determines the expected size of the answers ...

Page 50: ...stion mark in the program The INPUT command always puts a question mark on the screen for you Type the variation of line 120 below Run the program and type in your response when the computer asks its question Now only one question mark appears and your answer immediately follows the question on the same line Create some more dialogue by dimensioning more string variables and inserting more IN PUT ...

Page 51: ...nce 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 can be used in mathematical calculations Numeric variables do not need a DIM command or a dollar sign Enter the following program lines 200 PRINT PRINT HOH OLD ARE VOU 2 10 INPUT AGE 220 PRIZE AGE 1000...

Page 52: ...main 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 program 199 REM CONVERSATION LOOP 249 GOTO 199 The computer must return to line 100 rather than line 10 because it cannot go back over the DIM statements for string variables If it loops over the same D...

Page 53: ... negative numbers Do not use commas in numbers Type the statements below to see what happens when commas are used PRINT 876 543 2J 9 PRINT 876 543 2J 9 In both examples the computer interprets the commas as separators in a series of numbers It spaces the numbers out across the screen according to its preset tab positions To the computer the 9 is not 9 billion just the number 9 followed by a series...

Page 54: ...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 their orbits or an astronomer calculating the size of the universe you will rarely need to use scientific notation But if you ever do the computer is capable of doing your calculations with even these often...

Page 55: ...iplies 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 inside the parentheses first and then finishes the rest of the calculations Tryout the problems below to discover some other interesting facts about how your computer works See if you can predict...

Page 56: ...loop in the program above will generate random numbers endlessly Remember to break the loop with the Break I key To make changes in the program you can just list the program and use the cursor keys to insert characters rather than retype entire lines Tryout the various programs below J 9 PRINT RND J RUN J 9 PRINT RND J 23 RUN J 9 PRINT RND 59 RUN J 9 PRINT RND 59999 RUN All four variations of line...

Page 57: ...two places and in PRINT RND O 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 numbers with many digits after the decimal point are cumbersome the computer has an instruction that tells it to print only integers Integers are whole numbers without any decimal points The instruction IN...

Page 58: ...ess IClear NEW 1 REM NUMBER GAM 5 PRINT 1 0 SECRETNUM INTCRND 0 3 1 20 PRINT PRINT I AM THINKING OF A NUMBER EITHER 1 2 OR 3 TRV TO GUESS IT 30 INPUT GUESS 40 IF GUESS SECRETHUM THEN PRINT VOU WON 50 IF GUESS SECRETNUM THEN PRINT VOU LOST 60 GOTO 1 0 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 numer...

Page 59: ...1 9 PRINT I Iii 29 GUESTS 62 39 POUNDSTOBUV 1 5 5 GUESTS 49 PRINT PRINT BUV POUNDSTOBUV POUNDS OF SCALLOPS 59 END The program produces the answer 18 6 pounds of scallops but a calculator would achieve the same result with less work To make the program more useful al low a variation in the number of guests by in serting an INPUT statement Type in the additional lines below 1 5 PRINT PRINT HOW MANV ...

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Page 61: ...e Ouiz evaluates your answer In line 40 if the answer stored in the string variable RAI N is yes the computer prints the 10 message If the answer is not yes the computer reads the next line line 50 and evaluates the string variable RAIN again If the answer is NO the computer prints the risk taker message However if you answer neither yes nor no the program just ends The program has no instructions...

Page 62: ...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 IReturn I key only To avoid ending the program you can use a TRAP command to trap the Error message Add the lines below and run the program again 45 TRtlP 100 100 PRINT PRINT PLEtlSE ENTER tl NUMBER ONL V 110 GOTO 30 In line 45 the TRAP co...

Page 63: ...rence illustrates 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 the computer evaluates the date as a number it will accept 1842 78 as incorrect but 1842 78 as correct Most programs have bugs or problems When you can figure out the bugs and fi x them you ha...

Page 64: ...ference from the previous program Change the variable name again 1 9 FOR JKL 1 TO 7 39 NEKT JKL JKL is a nonsense name for the numeric variable in the FOR NEXT loop Run the program to see that it too runs the same as before Now add this line 1 5 PRINT JKL RUN The PRINT statement in line 15 shows the value of the variable Put the comma in for readability Each time the computer repeats the FOR NEXT ...

Page 65: ...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 1 0 FOR JKL O TO 500 STEP 5 RUN 1 0 FOR JKL O TO 500 STEP 2 RUN 1 0 FOR JKL O TO 500 STEP 1 00 RUN 1 0 FOR JKL O TO 500 STEP 7 RUN The computer will obligingly count by any sequence you specify Counting Backward The computer can count ba...

Page 66: ...the bottom line Whatever you want the computer to do is sandwiched in between Type in the lines below 1 0 FOR JKL 1 TO 5 20 PRINT AVOCADO The computer will carry out any instruction or number of instructions between the FOR and NEXT statements the specified number of times Have the computer print other words 1 6 PRINT CHEESE 1 7 PRINT MAVONNAISE 1 8 PRINT MUSTARD 1 PRINT TOMATO 21 PRINT BACON BITS...

Page 67: ... takes 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 screen is the time it takes the computer to count to 5000 FOR NEXT loops are excellent devices for keeping the computer from moving on In fact FOR NEXT loops are used so frequently for this purpos...

Page 68: ... 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 WANT TO COUNT 40 TRAP 30 50 INPUT HH 55 HH STR HH IF HH O THEN GO TO 30 60 FOR COUNT 1 TO HH 70 PRINT COUNT 80 NEXT COUNT O PRINT PRINT PLEASE ANSWER V N WOULD YOU LIKE TO COUNT AGAIN 100 TRAP O 1 1...

Page 69: ...O FOR X TO 20 PRINT X 30 PRINT 0 I CLOCK 40 FOR DELAV J TO 500 NEXT DELAV 50 IF X 3 OR X 6 OR X THEN PRINT ROCK FOR PAUSE TO 500 NEXT PAUSE 60 NEXT X 70 PRINT PRINT WE I RE GOING TO ROCK 80 PRINT AROUND THE CLOCK O PRINT TONIGHT 63 ...

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Page 71: ...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 oto 255 giving you a total of 256 frequencies from which to choose The pitch value is the second number in the SOUND command SOUND 1 50 specifies the second voice with a pitch of 50 Make sure that the volume is t...

Page 72: ...10 8 Type EN D 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 distortion and volume of sustained sounds Enter and run the following program NEW 10 REM if SET VARIABLES FOR SOUND VALUES 20VOICE 0 PITCH 100 TONE 8 VOL 8 30 SOUND VOICE PITCH TONE VOL 40 GOTO 20 RUN To st...

Page 73: ...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 follow ing scale includes musical notes and their pitch values Note Pitch high C 29 B 31 A 35 G 40 F 45 E 47 D 53 C 60 B 64 A 72 G 81 F 91 E 96 D 108 middle C 121 Type and run the following program NEW J 0...

Page 74: ...d sends the computer back to 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 until all the values in the DATA line have been used The program also uses a FOR NEXT loop to determine how long the notes last Using different FOR N EXT loops try modifying...

Page 75: ...at is SETCOLOR 2 10 8 the fi rst 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 graphics modes Their functions in graphics mode 0 the text mode are shown in the chart below Default Colors Register Function 0 Not used Light blue 1 Brightness of text Dark blue 2 Background 3 Not used Bla...

Page 76: ... luminance the text seems to disappear Pay attention to background and text luminances as you work more with color and luminance in graphics mode O Type GR O which is an abbreviation for graphics mode 0 to restore the normal screen colors Change SETCOLOR 2 to SETCOLOR 4 in line 60 and run the program again Because register 4 governs the border the border changes color this time instead of the back...

Page 77: ...can see graphics mode 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 the following chart Register Default Color Character Style Color LUM 0 Orange Uppercase 2 8 1 Light green Lowercase 12 10 2 Dark blue Inverse uppercase 9 4 3 Red Inverse lowercase 4...

Page 78: ... 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 mode 1 without the text window but where is it Replace line 70 with this line 79 GO TO 79 When you run the program the mode 1 screen comes back When you use mode 1 or 2 without a text window you must use a GOTO ...

Page 79: ...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 lowe rcase characters and Inverse Video to select the colors of the text In modes 3 and above use the COLOR command to select the color for the pixels PLOT Plotting Points on the Grid PLOT is like the PRINT 6 command except that it prints pixels in stead of letters and numbers COLO...

Page 80: ...0 DRAHTO 3 1 60 DRAHTO 0 1 70 DRAHTO 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 65 COLOR 3 Run the program to see a rectangl e of many colors To change the color in a register use SETCOLOR You might conclude that COLOR 1 selects the color for register 1 and that COLOR 2 selects the color...

Page 81: ...een at the right side of the box turns gold Add one more line 62 SETCOLOR 2 1 1 4 Run the program Not only does the left side of the box change to green but the text window also turns green Therefore register 2 also controls the color of the text window Now you should be able to use SETCOLOR and COLOR to achieve a wide variety of colors and hues in your programs Graphics Modes 5 and 7 The differen...

Page 82: ...OLOR 2 1 1 9 TRIlIP 249 1 1 5 REM DRIlIW BOX 1 29 PLOT LEFT TOP 1 39 COLOR 1 1 49 DRIlIWTO RIGHT TOP 1 59 COLOR 2 1 69 DRIlIWTO RIGHT BOTTOM 1 79 COLOR 1 1 89 DRIlIWTO LEFT BOTTOM 1 9 COLOR 3 299 DRIlIWTO LEFT TOP 295 REM DELIlIV LOOP 21 9 FOR DELIlIV 1 TO 599 NEXT DELIlIV 21 5 REM SIZE OF NEXT BOX 229LEFT LEFT 2 TOP TOP 2 RIGHT RIGHT 2 BOTTOM BOTTOM 2 239 NEXT COUNT 249 PRINT 259 END THIlIT S IlI...

Page 83: ...Part 3 Appendices 77 ...

Page 84: ...78 ...

Page 85: ... at 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 you re on the Marrakesh Express 1 0 POKE 7154 255 POKE 580 1 20 GRAPHICS 1 7 POKE 71 2 1 48 POSITION 1 1 0 PRINT fj THE ATARI CHOO CHOO 30 FOR X 1 5 TO 0 STEP 1 P SOUND 1 0 0 X 40 R INT RND 0 300 1 ...

Page 86: ...in 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 18 DATA ATARI DISK DRIVE MONITOR COMPUTER TOUCH TABLET PRINTER KEVBOARD 28 DATA SOFTWARE PROGRAM RECORDER WORD PROCESSING ACCOUNTING DATABASE FUN 38 DIM Z 1888 A 58 A 28 S 18 48 S 1 1 FOR L 1 TO S L 1 S L 3 1 NEKT L 50 TRAP 80 GRAPH...

Page 87: ... 53277 2 1 88 POKE 55 J 34 8 1 1 8 P8 PMBASE 51 2 1 28 FOR A P8 TO P9 1 28 POKE A 8 NEXT A 1 39 FOR A P8 68 TO P8 67 READ B POKE A B NEXT A 1 48 POKE 53256 3 1 59 POKE 623 1 1 69 POKE 784 1 88 1 78 POKE 53248 PEEK 28 GOTO 1 78 1 88 DATA 69 1 26 1 2 J 1 53 255 36 66 1 2 J TOPSY TURVY When you run Topsy Turvy your screen wil l be fil led with strange writing To straighten it out simply press To mess...

Page 88: ...TUNE A NE T 59 OPEN 111 4 9 K 55 OLDCHR 1 69 A PEEK 764 IF A 255 THEN 60 63 IF A OLDCHR THEN 1 99 650LDCHR A 79 FOR 1 TO 1 2 IF TUNE A THEN SOUND 9 CHORD 1 9 8 GOTO 1 99 89 NE T 1 99 I INT PEEK 53775 4 IF I 2 INT I 2 THEN 69 1 1 9 POKE 764 255 S0UND 9 9 9 9 OLDCHR 1 GOTO 69 299 DATA 243 239 21 7 294 1 J3 1 82 1 73 1 62 1 53 1 44 1 36 1 28 1 21 1 1 4 1 98 1 92 J6 J1 85 81 76 72 68 64 69 21 9 DATA 5...

Page 89: ...ominator is 53147 J O CHR J 25 En ter two nUMbers Press Re turn af ter each en tr l 20 INPUT NJ N2 30 GOSUB O 40 Their GCD is AN 50 POKE 752 J POSITION J O J O Press S tar t to con tinue 60 IF PEEK 5327 6 THEN GOTO 60 70 POKE 752 0 CHR J 25 GOTO J O 80 REM SUBROUTINE O AN O POKE J 5 0 TRAP J 30 M NJ N2 NJ N2 NJ N2 N M NJ N2 M N2 NJ J OO IF INT NJ NJ OR INT N2 N2 THEN RETURN J J O P M INT M N N M N...

Page 90: ...60 FOR X 1 TO 3 READ A LOWC X A J0 NEXT X J5 FOR X 1 TO 1 6 READ A LINECX A NEXT X J6 FOR X 1 TO 3 J7 FOR V 1 TO 7 J6 READ A JAM CX V A NEXT V NEXT X 1 00 GOSUB 500 1 1 0 T T 1 1 1 5 GOSUB 200 1 20 GOTO 1 00 200 REM PROCESS HIGH STUFF 205 IF RND C0 0 25 THEN RETURN 21 0 IF RND C0 0 5 THEN 250 220 NT NT 1 230 IF NT 7 THEN NT 7 240 GOTO 260 250 NT NT 1 255 IF NT 1 THEN NT 1 260 SOUND 2 JAMCCHORD NT ...

Page 91: ...TR 1 7 THEN PTR 1 7 J9 CHORD LINE PTR 899 RETURN 1 999 DATA 1 62 1 44 1 36 1 44 1 21 1 98 1 92 1 98 1 98 J6 J1 J6 1 91 9 DATA 243 1 82 1 62 1 929 DATA 1 1 1 1 2 2 2 2 1 1 1 1 3 2 1 1 1 939 DATA 69 59 47 42 49 33 2 J 1 949 DATA 69 59 45 42 49 33 2 J 1 959 DATA 81 68 64 57 53 45 49 2999 PRINT 6 PRINT 6 PRINT 6 2995 PRINT 6 2 9 96 PRINT 6 291 9 PRINT 6 2939 RETURN COMPu ter Blues 85 ...

Page 92: ...1 60 REM SETCOLOR 1 CORRESPONDS TO COLOR 2 70 SETCOLOR 1 0 1 4 WHITE 2 80 REM SETCOLOR 2 CORRESPONDS TO COLOR 3 J0 BLUE 3 REM DEFAUL TS TO BLUE 1 00 REM DRAW 1 3 RED WHITE STRIPES 1 1 0 C RED 1 20 FOR I 0 TO 1 2 1 30 COLOR C 1 40 REM EACH STRIPE HAS SEVERAL HORIZONTAL LINES 1 50 FOR J 0 TO 6 1 60 PLOT 0 I 7 J 1 70 DRAWTO 1 5 J I 7 J 1 80 NEXT J 1 J0 REM SWITCH COLORS 200 C C 1 IF C WHITE THEN C RE...

Page 93: ...IF KE HIT THEN STOP 51 9 IF PEEK 764 255 THE N 51 9 51 5 REM OPEN TEI T WINDOW WITHOUT CLEARING SCREEN 529 GRAPHICS 7 32 525 REM CHANGE COLORS BACK 539 SETCOLOR 9 4 4 SETCOLOR 1 9 1 4 559 STOP 1 999 REM DRAW 1 S TAR CENTERED AT 1 1 91 9 PLOT 1 1 DRAWTO I 1 1 929 PLOT 1 1 PLOT 1 1 1 930 RETURN 87 ...

Page 94: ...RAP 8 38 A THIS IS A GRAPHICS DEMONSTRATION 48 FOR I 1 TO 33 n6 A I I 58 S PEEK 53778 68 SOUND 8 S 18 14 78 FOR DELAV 8 TO 188 NEXT DELAV 88 NEXT I 8 SOUND 8 8 8 8 END Note Make sure you insert two spaces between GRAPHICS and DEMONSTRATION in line 30 ESREVER The title of this program is simply the word REVERSE printed in reverse To print words spelled backward just type in this short program After...

Page 95: ...reak I key and brings your program to a screeching halt Delete GOTO 10 from the colorful program and add this line 20 POKE 1 6 64 POKE 53774 64 GOTO 1 0 Now run your new program and try to stop it by pressing the IBreak I key You can t get into it To be effective the POKE statements must be inserted in your program after each graphics nlode command Disabling the IBreak I key has its limitations So...

Page 96: ...D 1 9 1 9 INT RND 9 1 9 NEXT D SOUND 1 9 9 9 1 39 GOSUB 299 1 49 NEXT T 1 59 FOR T 1 9 TO 9 STEP 1 1 69 SOUND 9 T 8 4 1 79 FOR A 1 TO 59 NEXT A 1 75 IF RND 9 9 8 THEN FOR D 1 9 TO 5 STEP 1 S0UND 1 D 1 9 8 NEXT D SOUND 1 9 9 9 1 89 FOR H 1 TO 1 9 NEXT H 1 85 GOSUB 299 1 39 NEXT T 1 35 GOTO 79 299 GOSUB 399 21 9 POSITION COL ROW 229 PRINT U6 BIRD FLAG FLAG 1 239 FLAG FLAG 2 IF FLAG 5 THEN FLAG 1 249...

Page 97: ...NCE BOUNCE 1 IF BOUNCE 9 THEN 9 69BOUNCE INT RND 1 1 1 9 1 91 BH1 INT RND 1 1 41 BH2 INT RND 1 1 41 BV1 INT RND 1 1 1 3 61 BV2 INT RND 1 1 1 3 61 9 CHANGE CHANGE 1 IF CHANGE 9 THEN 1 1 9 1 99CHANGE INT RND 1 1 1 9 51 HUE INT RND 1 1 6 1 1 POKE 794 HUE INT RND 1 1 2561 1 1 9 COLOR HUE PLOT H1 V1 DRAHTO H2 V2 1 29A 9 HHICH1 H1 A 1 HHICH1 V1 A 2 HHICH1 H2 A 3 HHICH1 V2 1 39 HHICH HHICH 1 IF HHICH 59 ...

Page 98: ...92 ...

Page 99: ...s 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 console processor CLOAD CLOA Loads data from the program recorder into RAM CHR Returns a single string byte equivalent to a numeric value between 0 and 255 in ATASCII code CLOG Returns the base 10 logarith...

Page 100: ... individual data items DEG DE Tells the computer to perform trigono metric functions in degrees instead of radians The default measurement is in radians DIM DI Reserves the specified amount of memory for matrix array and string variables All string variables arrays and matrices must be dimensioned with a DIM statement DOS DO Stands for Disk Operating System Causes the menu to be displayed See DOS ...

Page 101: ... Specifies one of the 16 graphics modes GR O can be used to clear the screen Causes conditional branching or the execution of another statement on the same line only if the first expression is true Causes the computer to ask for input from the keyboard Execution con tinues only when the IReturnl key is pressed after data have been inputted Also functions as an I O command Returns the next lowest w...

Page 102: ... 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 Disk Operating System manual ON Used with GOTO or GOSU B for branching purposes Multiple branches to different line numbers are possible depending on the value of the ON variable or expression OPEN O Opens the specifie...

Page 103: ...ecified screen position PRINT PRo or Causes output from the computer to the specified output device Functions as an 1 0 command PTRIG Retu rns the status of the trigger button on a game controller PUT PU Causes output of a single byte of data from the computer to the specified device RAD Tells the computer to give information in radians rather than in degrees for trigonometric functions The defaul...

Page 104: ...nder the filespec provided with SAVE Functions as an I O command Stores hue and luminance color data in a particular color register Returns 1 if the value is positive 0 if zero 1 if negative Returns the trigonometric sine of a given value in degrees or radians Controls register pitch distortion and volume of a tone or note Returns the square root of a specified value Calls status routine for a spe...

Page 105: ... expression is false control passes to the next line TO Used with FOR as in FOR X TO 10 Separates the loop range expressions TRAP 1 Takes control of the program in case of an INPUT error and directs execution to a specified line number USR Returns the results of a machine language subroutine VAL Returns the equivalent numeric value of a string XIO X Used with disk operations see Disk Operating Sys...

Page 106: ...100 ...

Page 107: ...ol Q a Notes 1 ATASCI I stands for ATARI ASCII Letters and numbers have the same values as those in ASCII but some of the special characters are different 2 Except as shown the characters from 128 to 255 are the reverse colors of 1 to 127 3 Add 32 to the uppercase code to get the lowercase code for the same letter 4 To get the ATASCII code tell the computer direct mode to PRINT ASC Fill the blank ...

Page 108: ... i Control W e 24 18 Control X 0 a 25 19 Control Y a g 0 26 1A Control Z A 27 18 Esc Esc 28 1C ffJ Esc Control 29 10 Esc Control 30 1E B Esc Control 31 1F Esc Control 32 20 0 Space bar 33 21 IT Shift 1 34 22 Shift 2 35 23 00 Shift 3 36 24 rn Shift 4 37 25 Shift 5 38 26 EJ Shift 6 39 27 D Shift 7 40 28 IT Shift 9 41 29 I Shift 0 42 2A B 43 28 EJ 44 2C GJ 45 20 J 46 2E GJ 102 ...

Page 109: ...CD 50 32 CJ 2 51 33 CD 3 52 34 1J 4 53 35 5J __J 5 54 36 i8 6 55 37 ZJ 7 56 38 IT D 8 57 39 2J v 9 58 3A I Shift 59 3B OJ 60 3C 8J 61 3D G 62 3E 8 63 3F 1J Shift 64 40 0 Shift 8 65 41 ill r r A 66 42 ill B 67 43 IT C 68 44 ill D 69 45 OJ E 70 46 F 71 47 IT G 72 48 OJ H 73 49 CO 74 4A ill J 75 4B ill K 103 ...

Page 110: ...ill l 0 80 50 IT P 81 51 ill Q 82 52 IT R 83 53 IT d S 84 54 OJ T 85 55 ill U 86 56 2J V 87 57 ill W 88 58 RJ X 89 59 TI Y 90 5A Z Z 91 58 IT Shift 92 5C SJ Shift 93 5D CD Shift 94 5E Shift 95 5F 0 Shift 96 60 Control 97 61 a 98 62 lliJ I b 99 63 SJ c 100 64 ill d 101 65 e 102 66 103 67 ill 9 104 68 lliJ h 105 69 OJ 104 ...

Page 111: ...J 115 73 5J s 116 74 JJ 117 75 GlJ u 118 76 GJ v 119 77 GiJ w 120 78 ill t x 121 79 8J y 122 7A il z 123 78 Control A 124 7C IT Shift Esc Control 125 70 or Esc Shift 126 7E 1J Esc Delete Bk Sp 127 7F 00 Esc Tab 128 80 C I I J Control 129 81 I I J Control A 130 82 11 Control B 131 83 CI Control C 132 84 II I J Control D 133 85 I I J Control E 134 86 II I J Control F 105 ...

Page 112: ... 0 144 90 D I I J Control P 145 91 r I Control Q 146 92 Control R 147 93 C I I J Control S 148 94 C I I J Control T 149 95 I I J Control U 150 96 J Control V 151 97 Control W 152 98 I I J Control X 153 99 I I J Control Y 154 9A EI I I J Control Z 155 98 EOL Return 156 9C I I J Esc Shift Delete Bk Sp 157 90 I I J Esc Shift 158 9E J I I J Esc Control Tab 159 9F D Esc Shift Tab 160 AO Space bar 161 A...

Page 113: ...I Shift 6 167 A7 Shifl7 168 A8 II Shift 9 169 A9 IJ Shift 0 170 AA II 171 AB II 172 AC 173 AD 174 AE 175 AF 176 BO m 0 177 B1 II 1 178 B2 II 2 179 B3 HI 3 180 B4 II 4 181 B5 III 5 182 B6 6 183 B7 7 184 B8 m 8 185 B9 II 9 186 BA II Shifl 187 BB II 188 BC 189 BD 190 BE tI 191 BF II Shifl I 192 CO OJ Shifl8 193 C1 m A 107 ...

Page 114: ...H 201 C9 II I I J I 202 CA III J 203 CB II I I J K 204 CC II L 205 CD m I I J M 206 CE m I I J N 207 CF m I I J 0 208 DO I P 209 D1 m I I J 0 210 D2 II I I J R 211 D3 II I I J S 212 D4 I I J T 213 D5 OJ U 214 D6 m V 215 D7 m I I J W 216 D8 It X 217 D9 n I I J y 218 DA II Z 219 DB II I I J Shift 220 DC III I I J Shift 221 DD II Shift 222 DE 11 I I J Shift 223 DF I I J Shift 108 ...

Page 115: ...e 230 E6 0 J II J f 231 E7 II J II J 9 232 E8 II h 233 E9 II 234 EA II 235 EB k 236 EC D I 237 ED III m 238 EE III n 239 EF II 0 240 FO II P 241 F1 III q 242 F2 II J II J r 243 F3 II s 244 F4 II t 245 F5 II u 246 F6 II J II J v 247 F7 III w 248 F8 II J II J x 249 F9 II J II J Y 250 FA II J II J z 251 FB D J II J Control 252 FC D J II J Shift 253 FD J Esc Control 2 109 ...

Page 116: ...Decimal Hexadecimal ATASCII European Code Code Character Keystrokes Character 254 FE I I J Esc Control Delete Bk Sp 255 FF 11 I I J Esc Control 110 ...

Page 117: ...upplied 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 numeric variable 9 Array or String DIM Error The DIM size exceeded 5460 for numeric arrays or 32767 for strings an array or string was redimensioned reference was made to an undimensioned array or string 11 Floating Point Overflow Un...

Page 118: ...other accessory devices Further information is provided with the auxiliary hardware 19 LOAD Program Too Long Insufficient memory remains to complete LOAD 20 Device Number Error The device number is larger than 7 or equal to O 21 LOAD File Error The user attempted to load a non load file not a BASIC tokenized file Tokenized files are created with the SAVE command 128 Break Abort The user hit the IB...

Page 119: ...l Bus Input Framing Error Information was lost from the peripheral to the computer 141 Cursor Out of Range The cu rsor is out of range for a particular mode 142 Serial Bus Data Frame Overrun Information was lost from the peripheral to the computer 143 Serial Bus Data Frame Checksum Error Information was lost from the peripheral to the computer 144 Device Done Error The user attempted to write on a...

Page 120: ... 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 171 Invalid POINT The user tried to POINT to a byte in a file not opened for update 172 Illegal Append The user tried to use DOS II to open a DOS I file for append DOS II cannot append to DOS I files Using DOS II copy the DOS I file t...

Page 121: ... 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 TV must receive a 300 0H M 3000 signal from the Switch Box to work properly with the computer See if you have followed the instructions in the section Installing the TV Switch Box Make sure that the Chann...

Page 122: ... Make sure you pressed 1 Return 1 after each program statement before typing RUN When you press 1Return I you are telling the computer that you are entering information Another common mistake is to confuse zeros and capital letter O s Though they look similar the computer treats them differently 116 ...

Page 123: ... more from your local users group To get the address of the group nearest you or to find out how to start your 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 Sunnyvale CA 94088 Cost 10 95 plus 2 50 for shipping California residents add 6 5 per cent tax This manual is the...

Page 124: ...riting arcade style games in ATARI BASIC is entertaining and educational MAGAZINE ATARI EXPLORER Every issue of the ATARI EXPLORER is designed to help you get more out of your ATARI Computer Subscribe immediately and save 50 cents 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 Sunn...

Page 125: ...programming language 11 graphics modes 256 colors 320 x 192 highest graphics resolution 40 columns x 24 lines text display 5 text modes 4 independent sound voices 3 1 2 octave range Full stroke design 62 keys including Help key and 4 special function keys International character set 29 graphics keys Built in ATARI BASIC programming language Software compatibility with all ATARI 65XE and 800XL Comp...

Page 126: ...120 ...

Page 127: ...f one 16K section of RAM and uses some of another section in its place In the 130XE the second bank of memory is located from memory location 16384 to 32767 in the memory map in hexadecimal the numbers 4000 to 7FFF By changing the bank switch the computer can select which bank of memory will occupy that 16K area The bank switch is located in memory location 54017 This location is used as the port ...

Page 128: ...0XE is POKE 54OJ 7 253 4 ADDRESS J 6 MODE TABLE OF VALUES ADDRESS SECTION OF MEMORY 0 oto 16383 1 16384 to 32767 2 32768 to 49151 3 49152 to 65535 MODE 6502 ACCESS ANTIC ACCESS 0 Ext ra Ext ra 1 Normal Extra 2 Extra Normal 3 Normal Normal MEMORY LOCATION 54017 Bit 7 6 5 4 3 2 1 0 Value 128 64 32 16 8 4 2 If set X Video CPU Bank Bank Bank Bank MSB LSB Enable Enable VBE CBE Bits 0 6 7 1 should alway...

Page 129: ... Input 10 5 Ready 4 Ground 11 Audio Input 5 Data Output 12 12V 6 Ground 13 Interrupt 7 Command CARTRI DG E SLOT A B C D E F H J K L 2 3 4 5 6 7 8 9 10 1 84 A RD4 2 A3 B GND 3 A2 C A4 4 A1 D A5 5 AO E A6 6 D4 F A7 7 D5 H A8 8 D2 J A9 9 D1 K A12 10 DO L D3 11 D6 M D7 12 85 N A11 13 5V P A10 14 RD5 R R W 15 CCTL 8 B02 123 M N P R S 11 12 13 14 15 ...

Page 130: ... ECI A BCD E F H 2 3 4 5 6 7 A Reserved B IRO C HALT D A13 E A14 F A15 H GND MONITOR JACK 3 5 2 1 EXSEL 2 RST 3 D1 XX 4 MPD 5 Audio 6 REF 7 5V 1 Composite Luminance 2 Ground 3 Audio Output 4 Composite Video 5 Composite Chroma 124 ...

Page 131: ... Ground 4 5V 5 Ground 6 5V 7 Ground CONTROLLER PORT 2 3 4 6 7 8 9 1 Joystick Forward Input 2 Joystick Back Input 3 Joystick Left Input 4 Joystick Right Input 5 B Potentiometer Input 6 Trigger Input 7 5V 8 Ground 9 A Potentiometer Input 125 ...

Page 132: ...126 ...

Page 133: ...Index 127 ...

Page 134: ...128 ...

Page 135: ...6 FOR NEXT 57 63 66 68 FRE 42 43 GOSUB RETURN 68 GOTO 41 46 55 56 66 72 IF THEN 52 55 57 129 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 72 73 READ DATA 68 REM 46 hND 50 52 RUN 36 SETCOLOR 69 71 72 73 74 75 SOUND 65 66 STEP 59 60 TRAP 56 62 68 compatibility 23 Control key 13 15 for graphic symbols 17 30 31 for international characters 1...

Page 136: ... loops 41 50 55 56 INPUT 43 44 53 56 inserting blank lines 32 blank program lines 38 blank spaces 31 32 program lines 36 Insert key 15 16 31 32 installation of your computer 5 8 instruction line limit 29 39 numbering 35 36 INT 51 international characters 19 Inverse Video 33 40 J to change colors in graphics modes 71 73 to test keyboard 11 joystick 26 K Keyboard Test 11 keys descriptions of 13 16 L...

Page 137: ... 40 with PRINT 37 40 131 R RAM 9 10 36 42 43 random numbers 50 52 READ DATA 68 register color 69 71 73 74 75 sound 65 REM 46 Reset key 9 11 14 34 72 RETURN see GOSUB Return key 15 35 Right Arrow key 16 31 48 49 RND 50 52 ROM 9 10 23 RUN 36 S scientific notation 47 48 screen display format 39 maintaining a graphics display 72 stopping the LIST display 40 Select key 9 14 34 Self Test 9 11 semicolon ...

Page 138: ... programs 9 11 text mode 69 70 text window 70 72 THEN see IF THEN TRAP 56 62 68 u Up Arrow key 16 31 47 48 uppercase 29 30 v to change colors in graphics modes 71 73 variables 43 dummy 51 in SOUND commands 66 67 68 numeric 45 52 55 58 string 43 44 45 55 voice 65 volume 65 66 67 132 ...

Page 139: ...torials from our own game designing experts The Explorer features a section of do it you rself games and programs for parent child interaction You ll also find practical articles on the adult world of money management business and home applications to help you with every day life And it doesn t just cover the serious stuff We also feature the human side of computing real people using their compute...

Page 140: ...O POSTAGE NECESSARY IF MAILED IN THE UNITED STATES FIRST CLASS PERMIT NO 7283 SUNNYVALE CA POSTAGE WILL BE PAID BY ADDRESSEE ATARI EXPLORER P O BOX 3427 SUNNYVALE CA 94088 3427 11 1 111 111 1111 I I I 1 1 1 1 1 1111 11111II ...

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Page 142: ... I ATARI 1986 Atari Corp All Rights Reserved Printed in Taiwan C025951 001 REV A K I 7 1986 ...

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