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PLOT X,Y PX P X PY P Y POKE 656,0 POKE 657,30 7 FLAG ABS FLAG-1 DH 2060 IF P 21 THEN P 20 GOSU3 MODPROG MP 2065 IF STRIG 0 0 THEN 2065 NH 20 7 0 POKE 77 , 0 RETURN HJ 3000 REM SWITCH FG3010 REM Checks console switches CJ 3020 IF KEY 3 THEN GOSUB SftVLIN HF 3030 IF KEY 5 THEN GOSUB INCOLOR 00 3040 IF KEY 6 THEN P P-1 GOSUB MODPROG KI 3050 RETURN 00 4000 REM DELCOMND FG 40 10 REM Deletes last PLOT-DRAWTO and COLOR i f one was made FI 4020 IF P 1 THEN RETURN REM just finished savi ng screen NB...
Data Dumper
Turn machine language routines in BASIC DATA statements into an object file that can be loaded from the Assembler Editor for disassembly and modification. Ever wonder how those great little subroutines in BASIC programs work Have you ever wanted to easily load those ML routines with your Assembler Editor Here is a small utility that will convert the DATA statements in a BASIC program to machine language and store the data on tape or disk. Later, this data can be loaded by the Assembler Editor...
Turtle Graphics in Atari BASIC
By adding just a short subroutine to your BASIC programs, you can simulate some turtle graphics commands. Here is a BASIC subroutine modified from Charles Brannon's Turtle Pilot for the Atari ' COMPUTE , October 1982 that allows you to add turtle graphics to Atari BASIC. Turtle graphics will not affect the BASIC graphics statements in any way, and both turtle and BASIC graphics statements can be used at the same time. Here are descriptions of how to use turtle graphics. TURN X GOSUB 31010 Turns...
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HP615 FOR I MYPM 1792 Y1 TO M YPM 1 799 Y 1 POKE 1,0 NE X T I IF HIT 2 THEN GOSUB 400 OJ 620 Y1 60 28 RND 0 AP 630 IN 245 ST IF NOT MOVE THEN ST 46 150 R ND 0 M 0 HC 635 IF ST lt 160 AND ST gt B0 AND RND 0 gt 0.5 THEN ST 46 153 RND 0 gt 0.5 BH 640 POKE H3,ST AJ 650 RESTORE 6 60 RND 0 4 FOR I M YPM 1 792 Y 1 TO MYPM 1799 Y1 READ A POKE I,A NEXT I READ A POKE 707,A NK 660 DATA 24,60,0,255,255,0,60,24,202 CK 661 DATA 129,153,189,255,189,153,129,0,234 NO 662 DATA 24,102,255,153, 153,255, 102,24,28...
Termite
Using redefined characters, Termite is a good example of how graphics and sound can enhance the thrill and excitement of computer games. Requires a joystick. Tunnel your way through a delicious piece of wood. Munch on knots, spider eggs, and magical goblets. Beware, though, of the deadly spider. This crafty arachnid seeks you out. Your termite has one powerful weapon against the spider thought transfer. When in trouble, merely press the joystick button and you will transport yourself to a safe...
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POKE SC TP I ,101 POKE S C T P I gt 1 , 1 0 2 N EXT I IF TP LD 1 0 AND D 0 THEN SOSUB 220 RE TURN FOR 1 1 TO LD POKE SC TP LD I ,99 POKE SC TP LD I gt 1, 1 00 NEXT I FOR 1 1 TO LD TP LD I TP I NEXT I RET URN SOUND 0,0,0,0 BONUS L 100 POSITION 13,2 1 7 1 pnc t t r hm 14,22 7 BO SCR SCR BONUS 7 SCR FOR 1 1 TO 200 SOU ND 0,RND 0 40 20,10,8 NEXT I SOUND 0,0,0,0 L L 1 LET COM 0 D 0 IF L 4 AND L VL lt gt 3 THEN LIVES LIVES 1 POS ITI0 N 13,23 7 L K i IF L 4 AND LVL lt gt 3 THEN FOR 1 1 TO 100 S OUND...
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COLOR F5 PLOT X-l,Y DRAWTO X l,Y PLOT IF CHRt A Y' IF CHR A N' THEN COLOR THEN COLOR DRAWTO X l,Y PLOT X,Y-l DRAWTO X,Y 1 POP COLOR F5 GOTO 4120 7 2 UP gt GOTO 4980 IF R gt GRPY 1 THEN POP GOTO 4160 RETURN ST gt 360 UP ST gt 360 CUP gt SP gt 360 THEN RETURN 5420 B2 1 TO 168 READ A,10,6 NEXT IF ST lt 0 EN POP IF ST lt 0 HEN POP IF SP lt 0 EN POP IF SP lt 0 HEN POP RETURN IF B2 1 RESTORE FOR 1 1 SOUND 0 ML ADR R gt RETURN DATA 104,201,4,240,9,170 DATA 240,5,104,104,202,208 DATA...
All New Atari
With nearly 30 never-before-published articles and programs, including more than a dozen games, COMPUTE s Atari Collection, Volume 2 brings you high-quality software for the Atari personal computer at an affordable price. Like its forerunner, COMPUTEI s Atari Collection, Volume 1, this book offers outstanding programs that run on the Atari 400, 800, XL, and XE computers All the programs have been fully tested and are ready t lt type in using the error-checking utility, The Automatic...
Contents
Chapter 1. Applications ......................... i Dana Noonan ................................... 8 John L. Nuss ................................... 18 An Atari Database with Application Generation Features Ronald Marcuse ................................ 26 Vernon M. Daly ................................ 41 Chapter 2. Programming Aids .................. 47 John Hebrink .................................. 49 Robert Dolan Brian Totty .................................... 56 Jim Bender...