Run the program. The text window at the bottom of the screen
changes color along with the dark blue text because register 2
governs the text window as well as the text display.
Getting Rid of the Text Window
Sometimes you may not want the text window to appear in your pro-
grams. To eliminate the text window, simply add 16 to the graphics
mode number. Change line 20 to GRAPHICS 17 and delete line 70.
The PRINT command will always print in graphics mode 0. If you are
in modes 1 or 2, if you don't have a text window, and if you use the
PRINT command and the PRINT #6; command, the computer gets
confused and prints everything in mode 0. Add this line:
70 PRINT " WINDOW TEST"
Run the program to see what happens. If you use PRINT and PRINT
#6; you must use a 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 (mode 1 without the text window), but
where is it? Replace line 70 with this line:
70 GOTO 70
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
loop to keep the display on the screen or it will flash by too fast to be
seen. Pressing the key returns you to mode 0.
To see an example of mode 2, list the Colorful Text program and
change line 20 to
20 GRAPHICS 18
Graphics 18 stands for mode 2 plus 16 (no text window). Run the
program. Now you have LARGE colorful text.
To return the screen to its original colors, press the button or
type SETCOLOR 2,9,4. You will not lose your program when you press
in ATARI BASIC. However, that feature may not apply to other
languages or programs.
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Страница 134: ...ATARI 1987 Atari Corp All Rights Reserved Printed in Taiwan C072018 001 REV B K l 2 1987...
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