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Summary of Contents for ATARI 400

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Page 2: ...r software and hardware ATARI INC cannot guarantee the accuracy of printed material after the date of publication and cannot accept responsibility for errors or omissions Reproduction is forbidden wit...

Page 3: ...Lesson Four Efficient Sound Programs 16 Lesson Five Musical ABC s 19 Lesson Six Identifying Notes 20 Lesson Seven Sound Routines With Multiple Registers 23 Final Quiz Sound 26 5 SUMMARY OF LESSONS INT...

Page 4: ...he third in a series effective use of this workbook requires knowledge of AT ARI BASIC Refer to An Invitation to Programming 1 and 2 or the ATARI BASIC Reference Manual for clarification of any BASIC...

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Page 6: ...410 Program Recorder to the I O CONNECTOR of the last unit in the chain 3 Make sure that at least 8K of RAM is installed in your ATARI Personal Computer System See the Operator s Manual for Memory Mod...

Page 7: ...roblem If problems persist consult the A TAR I 410 Program Recorder Operator s Manua 14 When the television screen displays the READY prompt the first program en countered on the cassette Lesson One h...

Page 8: ...to create new programs or bring stored data into your RAM workspace from diskette cassette or cartridge Turning off the computer console clears all the information stored in RAM To write new data with...

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Page 10: ...in Lesson Three Lesson Five Musical ABC s Discusses pitch and note representation of sounds Describes staves and clefs Lesson Six Identifying Notes Various musical sounds are played and shown on the...

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Page 12: ...ducing a barely audible sound and the number 15 producing a fairly loud sound Number 8 is considered normal Frame 2 Four Sound Registers The AT ARI computer contains four sound registers numbered 0 th...

Page 13: ...Ij jiij lll twice After the READY message appears on the screen type RUN and press Ij jiilj 11to start the lesson LESSON TWO Frame 6 Summary of Lesson Two SOUND EFFECTS 1 Use variables in SOUND instru...

Page 14: ...n uses two loudness loops in the following program The second loop rounds out the sound the wayan organ does when the player releases the key Line 10 in the program sets the pitch to a random number D...

Page 15: ...ette by typing CLOAD and pressing 1 iii II twice After the READY message appears on the screen type RU N and press 1 iii II to start the lesson Frame 8 Sound Routine A program that produces a series o...

Page 16: ...OUND 0 60 10 8 145 fOR D l TO 300 NEXT D 150 SOUND 0 47 10 8 155 fOR D l TO 300 NEXT D 160 SOUND 0 60 10 8 165 fOR D l TO 3 0 0 NEXT D 170 END Frame 11 Varying Amounts of Delay READY 100 SOUND 0 81 10...

Page 17: ...0 fOR D l TO T NEKT D 1010 RETURN Frame 13 PEEK and POKE For accurate counts in a music routine you can use the clock built into the rordX C ard u courn i li J rtd k OQtT 1 I Vu6 d fl r fft art C cJ L...

Page 18: ...nd produced Add the following lines and run it again Replace the separate FOR NEXT loops with one FOR NEXT loop subroutine by adding the following lines to your program Run the program again Descripti...

Page 19: ...n the pro gram again Is there any difference Why 1030 RETURN When you are ready load Lesson Four on the cassette by typing LOAD and pressing 1 1 twice After the READY message appears on the screen typ...

Page 20: ...Fifth Symphony Run the program as written READV 100 READ PT T 110 If PT O AND T O THEN END 120 GOSUB 1000 130 GOTO 100 1000 SOUND 0 PT 10 8 1010 POKE 20 0 1020 C PEEK 20 1030 If C T THEN GOTO 1020 104...

Page 21: ...e of 0 and a time value of 0 to stop the program PT T 121 30 121 30 60 30 60 30 53 30 53 30 60 60 Here are some songs that you might want to enter into the mu sic program REAOV 1 REH SAILOR S HORK SON...

Page 22: ...100 READ PT T 110 IF PT O AND T O THEN END 120 GOSUB 1000 130 GOTO 100 1000 FOR LOUD 15 TO 0 STEP 0 5 1001 SOUND O PT 10 LOUD 1002 NEXT LOUD fg g h 2g tgl8 il i r_T_ n n 1030 IF C T THEN GOTO 1020 104...

Page 23: ...on the treble clef spell FACE E C A F LESSON SIX IDENTIFYING NOTES Description of Frames 20 for Introduction to Sound Another device the first letters of the words Every Good Boy Does Fine match the...

Page 24: ...S MIDDLE C LOW NOTES C B A or B A G or Ab G F or Gb F E D or E D C or D C B A or B A G or Ab G F or G F E D or E D C or Db C B A or B A G or Ab G F G F D D or E D C or Db C 29 31 33 35 37 40 42 45 47...

Page 25: ...O AND T O THEN END 120 casus 1000 130 COTO 100 1000 SOUND 0 PT 10 8 1010 POKE 20 0 1020 C PEEK 20 1030 IF C T THEN COTO 1020 1040 SOUND O O O O RETURN 2000 DATA Time values for this written music are...

Page 26: ...me 25 Summary of Lesson Seven You produce sound effects by turning on or off two or more sound registers However for several registers to work in combination to produce useful effects the registers mu...

Page 27: ...registers are turned on the sound is better if the loudness of each does NOT go over 8 READY 100 READ PTO PT1 PT2 PT3 T 110 IF PTO O AND PT1 0 AND PT2 0 AND P T3 0 AND T O THEN END 120 GOSUB 1000 130...

Page 28: ...00 1000 FOR LOUD 8 TO STEP 0 5 1002 SOUND 0 PTO 10 LOUD SOUND 1 PT1 1 O LOUD SOUND 2 PT2 10 LOUD SOUND 3 PT3 10 LOUD 1005 NEXT LOUD 1010 POKE 20 0 1020 C PEEK 20 1030 IF C T THEN COTO 1020 1040 RETURN...

Page 29: ...60 20 2030 DATA 243 193 162 81 20 2040 DATA 182 144 121 72 20 2040 DATA 182 144 121 72 20 2050 DATA 182 144 121 72 20 2060 DATA 243 193 162 81 40 2070 DATA 0 0 0 47 20 2080 DATA 0 0 0 47 20 2090 DATA...

Page 30: ...Modes How to lise the entire screen in any graphics mode and go from one mode to another without erasing screen memory Lesson Six Position and Animation How to position text material and give the appe...

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Page 32: ...1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Approximate Color on the lV Screen gray gold orange red orange pink purple or violet red blue blue blue light blue turquoise green blue green yellow green orange g...

Page 33: ...this situation reassign a luminance number or press i iiliij Vl Variables can be substituted for numbers in the SETCOLOR statement An exam ple of the convenience this feature provides follows Frame 5...

Page 34: ...ress iiiiiW to start the lesson LESSON THREE GRAPHICS MODES 1 AND 2 Frame 6 Graphics Modes COMPUTER OBJECT ON SCREEN INSTRUCTION SIZE No of objects on screen GRAPHICS 9 GRAPHICS 1 GRAPHICS 2 GRAPHICS...

Page 35: ...instructions appear in the text window portion of the SlJcen PrintinlLto the cra n h in s nortion C1f t he screen reo u irec uC P of a snecific screen Printing to the graphics portion of the screen re...

Page 36: ...ercase red 4 screen background dark gray black Frame 11 Practice Session for Lesson Three Note To clear RAM computer memory type NEW and press 1 li I 11 before EVERY practice session and between each...

Page 37: ...REGISTER 40 FOR Y 1 TO 10 REM NUMBER OF FLASHES 50 SETCOLOR X O O 60 FOR TIME 1 TO 100 NEXT TIME REM DELAY 70 SETCOLOR X 0 14 80 FOR TIME 1 TO 100 NEXT TIME REM DELAY 90 NEXT Y 95 NEXT X Press the iWi...

Page 38: ...r which register will be control Iing the color of the graphics point Determine the missing instruction from the following program 10 GRAPHICS 3 20 SETCOLOR 3 9 4 30 PLOT 15 6 Frame 16 COLOR Command a...

Page 39: ...splay press the lines 20 C INT RND 1 4 25 COLOR C key Add these program Description of Frames 36 for Introduction to Graphics Frame 19 Practice Session for Lesson Four Using PLOT and DRAWTO Enter and...

Page 40: ...4 5 SCREEN COLOR REGISTERS Available for plot points 0 1 and 2 Background is set by 4 Plot ooints bv Plot points by Register Background by Register 4 Available for plot points 0 1 and 2 Background by...

Page 41: ...reen fou r Iines of text are reserved at the bottom of the screen To use the entire screen for a graphics display enter the graphics mode and increment its num ber by 16 GRAPHICS 3 GRAPHICS 3 16 Frame...

Page 42: ...different graphics modes If the screen memory displays some unusual characters at the top of the screen when this program is run the cause of th is appearance is the change in memory size between gra...

Page 43: ...yntax of the POSITION instruction is POSITION x y where x represents the number across y represents the number down Description of Frames 40 for Introd uction to Craphics Frame 26 Determining Your Pro...

Page 44: ...ned and printed in a slightly different lo cation Frame 30 Practice Session for Lesson Six Note To clear RAM computer memory type NEW and press 1 1 11 11 before EVERY practice session and between each...

Page 45: ...monstration of Random Positioning Movement of an arrow across the screen Movement of an arrow across the screen without a print command to blank out the image Run this program and determine how the im...

Page 46: ...press 1 iii iiiUl to start the lesson Frame 31 POKE Command Instruction IIIIIIIIBIIIIIIIIBRIIIIIIII III 11111 m 1111111 _ liD _ A C _ r _ l _ I r L 1 1 n _ Figure 4 Screen Control Graphics Keyboard D...

Page 47: ...and press 1 iii1i 1 before Nol I 0 clear KAM computer memory type N VV ana press n w oerore EVERY practice session and between each example program Enter the following program The graphics are created...

Page 48: ...Demonstration of program animation CONGRATULATIONS GO ON TO THE FINAL QUIZ ON THE CASSETTE Description of Frames for Introduction to Graphics 45...

Page 49: ...UENTIAL OR INCIDENTAL DAMAGES RESULTING FROM A BREACH OF ANY APPLICABLE EXPRESS OR IMPLIED WARRANTIES ARE HEREBY EXCLUDED Some states do not allow limitations on how long an implied warranty lasts or...

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