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Silberstein, M.D. z} REQUIRES BASIC Language Disk Drive {} 48K RAM Joystick (optional) |} Instructions WHEEL of FORTUNE is a TV Game Show whose object is to }} figure out a word or a phrase by guessing the letters in it. It is similar to HANGMAN with a few important e~}xceptions: 1. In HANGMAN you have a limited number of turns to gues}s the answer to the puzzle. In WHEEL of FORTUNE you can keep picking letters until you have the solution}. 2. At the start of each player's turn in WHEEL of FORTUNE he sp}ins a wheel to see how much money he will get for each letter he guesses correctly. Besides landing on a} dollar amount the wheel might stop at "LOSE TURN" or "FREE SPIN" (which can be used to ke}ep one's turn and retain control of the wheel) or "BANKRUPT" (which results in loss of } money accumulated that round). A player guesses a letter only after a spin of the wheel. } 3. In HANGMAN you can pick any letter. In WHEEL of FORTUNE you can't pick a vo}wel [AEIO or U] unless you buy it for $250. Otherwise you must pick a consonant. The } decision to buy a vowel must be made before you spin the wheel. If you pick a vowel after you spin y}ou lose your turn. The ATARI Computer version plays just like the TV show. The} computer acts like the game show host so that all players can be contestants. The computer game is for }2 or 3 players. Getting Started To load WHEEL of FORT}UNE turn on the disk drive. When the busy light goes out place the program disk into the drive and} -1- close the door. After that, with the BASIC cartridge in p}lace in its slot, turn on the computer. (BASIC is already there in the XL and XE series machines whe}n you turn them on.) The program will load and run automatically. Keep the disk drive on with the }disk in it while you play. After the title screen the computer will ask how many }players (2 or 3). Type either a 2 or 3 and hit RETURN. Computers can be stubborn. The game will not proceed unl}ess you give it the response it wants. After you choose the number of players each pl}ayer will be asked his name. Type in a response of 9 letters or less followed by RETURN. If your name} is longer, use a nickname. Now you are ready to play WHEEL of FORTUNE! } Playing the Game The screen is divided into three sections. In the upper } BLUE section the player whose turn it is is highlighted in red. Underneath the players' names you can }see the amount of money they have accumulated in the round they are playing, and the total they} have won for the puzzles they solved. Below that is the puzzle to be solved, each letter represented by a fi}lled in circle. At the bottom of the BLUE section is the puzzle category (person, quotation, thing,etc}.) The middle section represents the wheel. When the wheel is spun the pointer zips ar}ound until it finally slows to a stop at some money or one of the three other possibilities. } The bottom CHARTREUSE section contains the used letter board on the top line. After a letter has been }picked it will be displayed there. If you choose a letter that was previously picked your turn e}nds. The bottom line of the CHARTREUSE section is used for messages (see below). When }play starts the player up has three choices represented in the CHARTREUSE section: }SPIN THE WHEEL SOLVE THE PUZZLE BUY A VOWEL The arrow is pointing at SPIN T}HE WHEEL. To change the selection just push the SELECT button or insert a joystick in port one and pu}ll the joystick toward you. The arrow moves down to SOLVE THE -2-} PUZZLE. Push SELECT (or pull the joystick) again and the arrow moves down to BUY A VOWEL. Push S}ELECT (or pull the joystick) one more time and the arrow points once again at SPIN THE WHEEL. Once }you have made a selection push the START button or the joystick trigger to activate your choice. } Spinning the Wheel With the arrow pointing to SPIN THE WHEEL }push START or press the joystick trigger. Several things can happen. When the wheel stops at: } LOSE TURN - it becomes the next player's turn. The player whose turn it is is indicated by the re}d highlight. FREE SPIN - you get a free spin which can be used whenever your turn ends to continue you}r turn. (see messages below). BANKRUPT - you lose any money you have accumulated in the round you are }playing, but you keep anything you won from solving a puzzle. It becomes the next player's turn. } Picking a Letter If anyone has already picked some letters the}re will be several letters in the used letter line at the top of the CHARTREUSE section. When }it is time to pick a letter you should pick a consonant but not one of the letters on the used letter } line. In the bottom line of the CHARTREUSE section (the message line) it says, "P}ick a letter". To pick a letter just type it. It appears on the line next to the "Pick a letter" message. I}f you accidentally type the wrong letter just type a different letter and it will appear on the lin}e where the previous choice was. After you have typed your choice correctly hit RETURN. You may als}o select a letter by pulling the joystick up or down to scroll up or down through the alphabet. Pulling th}e joystick sideways scrolls through the alphabet more slowly. As with typing the letter your sel}ection will appear next to the "Pick a letter" message. When you are satisfied with your choice press } the joystick trigger. If you choose a letter that is in the puzzle you are trying to} solve it will appear on the screen on the puzzle line in the BLUE section. After a correct letter is pic}ked your turn continues. Once again the arrow appears pointing at SPIN WHEEL. } -3- If you make an incorrect choice a message in the message } line at the bottom of the screen will tell you so, and the next player's turn begins. } Buying a Vowel You may only buy a vowel if you have at least $250. To bu}y a vowel push SELECT (or pull the joystick) until the arrow is pointing at BUY A VOWEL. You may onl}y do that at the beginning of your turn. You cannot buy a vowel after you spin the wheel. Push ST}ART (or press the joystick trigger) after the arrow is pointing at BUY A VOWEL. The message in the message } line will say "Pick a vowel." Type A,E,I,O, or U (or scroll through the vowels using the joystick)}. After you have made your choice hit RETURN (or press the joystick trigger). You may change your } choice until you hit RETURN or press the joystick trigger. Whether or not you make a correct} choice $250 will be subtracted from the money accumulated in the current round. If you choose a }letter in the puzzle it will appear in the correct place in the puzzle line in the BLUE section and your turn } will continue. Otherwise the next player's turn will begin. Solving t}he Puzzle In order to solve the puzzle push SELECT (or pull the joystick) until t}he arrow points at SOLVE THE PUZZLE. Then push START (or press the joystick trigger). The message in th}e message line will say "Type your solution above." A white square will appear just below the puzzle li}ne in the BLUE section. As you type your answer the square will move forward and the words you are} typing will appear on that line. If you make an error push the DELETE BACK SPACE key. The square will move} backwards removing letters as it goes. When you have removed your error type the correction and th}en continue to type your answer. Be sure to type the answer exactly. Don't type any extra spaces or } letters or leave any out. Even if you know what you mean the computer won't. Computers aren't always smart}. They can't figure anything out unless you tell it to them exactly. (The joystick can't be used to} type a solution.) Once you have typed the answer correctly hit RETURN. If you have typ}ed the correct answer the money you accumulated during the round will be added to your total. The other pl}ayers who didn't solve the puzzle don't get what they accumulated during the round. The minimum priz}e for solving the puzzle is $200. -4- I}f you have typed your answer incorrectly or your answer is wrong, your turn ends and the next player's turn be}gins. There is no penalty for a wrong guess. Messages } Messages appear on the bottom line of the screen in the CHARTREUSE section. You have already} read about three of the messages that require a response. They are: "Pick a letter" } "Pick a vowel" "Type your solution above" Their meaning is obvious. The fourth messag}e which requires a response is: "Do you want to use your FREE SPIN?(Y/N)" If you spin LOS}E TURN or BANKRUPT or if you choose a letter not in the puzzle or pick a vowel after spinning your turn norma}lly comes to an end. If you have a FREE SPIN however, "Do you want to use your FREE SPIN?(Y/N)" appea}rs in the message line. If you type "Y" the word "YES" appears after the question. If you type "N" t}he word "NO" appears. You may also select "YES" or "NO" by moving the joystick. After you have made the corr}ect response hit RETURN or press the joystick trigger. If you chose to use your FREE SPIN your turn} continues. Otherwise the next player's turn begins. For all the messages that require} a response you must type your response followed by RETURN (or use the joystick and it's trigger t}o select your response) for the game to continue. All other messages flash on the screen and then game play c}ontinues. They are: "You need more money to buy a vowel" - you chose BUY A VOWEL bu}t you have less than the $250 needed to buy one. "Check the used letter board" - you chose a letter that was} previously selected. The used letter board is in the top line of the CHARTREUSE section. If you c}hoose a letter that was previously chosen your turn ends and the next player's turn begins.} "Sorry, you have to buy vowels!" - after you spun the wheel when you were instructed to pick a le}tter you picked a vowel. You can only buy vowels by selecting BUY A VOWEL before you spin the wheel}. Your turn ends if you pick a vowel after you spin the wheel. "Only vowels left" - there are no m}ore consonants left. You -5- may buy a vowel or solve} the puzzle. You cannot spin the wheel. "No. I'm sorry. There is no " - whatever letter you chose } appears after the word "no" in this message. Unfortunately that letter is not in the puzzle so your turn ends.} "TIME'S UP" - during the bonus round the player must solve the puzzle within 45 seconds. The t}imer stops the minute you begin to type your response, so you don't have to type fast, but to be fa}ir, you shouldn't start to type until you have the solution. There is no time limit during the regular roun}ds. The Bonus Round There are four regular rounds. Ea}ch player gets a chance to be the first to spin during a round. At the end of the fourth round the} person who has won the most money from solving puzzles gets to play the bonus round. A}t the beginning of the bonus round the CHARTREUSE section changes. It says "$10000 Bonus Round". "Pick 5 conson}ants and 1 vowel". The message line says,"Pick a letter." To pick a letter } type the letter or select it with the joystick and then hit RETURN or press the joystick trigger. After }you pick a letter it will appear on the used letter line in the CHARTREUSE section. Nothing will ha}ppen on the puzzle line in the BLUE section until you have selected all five consonants and 1 vowel. After }you have selected five consonants the message "Pick a vowel" appears. After you select one vo}wel by typing the vowel and hitting RETURN or moving the joystick and pressing it's trigger the f}illed in circles in the puzzle line will be replaced by whichever letters you have guessed correctly. }Finally the message in the message line says "Type your solution above". You have 45 se}conds in which to start typing your response. Once you have figured out the answer start to type it. Your} response will appear just below the puzzle line in the BLUE section. (See Solving the Puzzle). If } your response is correct an additional $10000 is added to your score. At the end of t}he bonus round the high scorer will see his name engraved on a trophy. After the trophy is finished you can } play another game by pushing START. Changing the Puzzles } -6- There are 100 different puzzles to solve in the} WHEEL OF FORTUNE home computer game. When you play the game they are selected at random. The co}mputer keeps track so you won't get the same puzzle twice during one session. Once you turn the game } off, however, the computer can't keep track anymore. Since the puzzles are selected at random there will be }no order of puzzles that you can learn. You can expect to play the game many times before you get t}o know some of the puzzles. If after a while you find that you recognize too many puzzles for the game to }be challenging then you can change the puzzles. There are two possible times the puzzles } can be changed - during the title screen, and before pushing START to play a new game after the aw}arding of the trophy. During either of these screens if you wish to change the puzzle just push the ESCap}e key. After that you will be asked, "Which NEW game file would you like t}o use (1-9)?" In response type a number 1 through 9 followed by RETURN. Hitting the ESCape key any time} before hitting RETURN would return to the puzzles that were previously in use, or after just turni }ng the game on, to the original puzzles. The game disk has nine puzzle files on i }t. The ninth has the same puzzles as the original game so that you can return to these puzzles by s }electing 9 rather than having to turn off the game and start again. After making your  }selection you will be instructed to push START and your new puzzles will load in after which the game  } will continue automatically. If other puzzle disks become available you can put that } disk in the disk drive before pushing START and your puzzle will be loaded from the new disk.} -7-f FORTUNE ATARI Computer:P%f%QQQQQQQQQQ1QTRNUVALUDIGITSTTIMOTIMGAMEOVECTIMCHECTTTSECONTIMECLOCRRCXCX}CXDISABLECODEFLAGLVCOUNTESHUTDOWLAUNCMITDISABLCMPLDSTARLLEVERESTARMESSAGFSTARMCOLTALUMTA} }@@@ }!"#$%&'(@)@*@+,-./}0123456789:;<=>?}@ABCȠ Ver 5.1David Schwener Mar 85ANALOG ComputingW6-@}6-%6-%'6-%/6-%76-%?6-%G6-%O6-%W6-% + BP Bt! B+ B -A}!A@-AR BAY@4 --@2(  - 6-!} -(7$&<$,#: 6-R:,@$@w02$:2(!!6-%+"@,&+"@,2 !6}-7?'6-P:+AV&F:@,,'@,9-@$&+!,?(&8 "-@#(09 & <  6->}-@0%$(A4F:B2y,"-#68,-' *'4 @!D-@ FD T:,"2F:@ ,}(68,-, 62: D @P Z @5_2ATd 2n x @ `6-F:@} ,!6-F:@,06-F:@,`6-+@&p$AV$,%+$@&p,%+'@`,6-P:P:$A,'A," -}8," " AP- 6-%A5@h-2A68,-&%8,/8,'-'2}+ / ' 8," -%+&,$@#'(0."-%$+8, ,%+&,$@#*(8,. . 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APd2")R:,"@(6-?2 A`n<R:,"@%6-6?26-6?d}< APx;R:,"@$6-?16-6?; A`6-%? Ap*** MOVE SHIP ROUTINEe} *** , A`# 6-%6-%6-%#6-%++ )!AV) A0 1f}!@A @, A` @0*** SPEEDOMETER ***",AX$@%@9"$g}****STARTUP TASKS****" +@''@@d'B7t@d,- A@!@ -(: SO FAR1'q}B%DOS SYSB*)DUP SYSBSAUTORUN SYSB#UDIRECT BxWOFSCR DOCBKLAUNCH BASBQ[EARTH BASB:CHECKRS BINB TRAP ACTBgCRC1980 AMSBW`TRON BIN@@d'B7t@d6$ @$(:0 SO FAR;'@@d'B7t@d@& @6r}-6@&6-J-6@y@yT,%@y@y^##/%@y@i%$'A$h r @s},@y1/C/AVU/AV@y_@q,@9@r/@3@r|M @t},AY@9)@;,AW@9M/AW@I @,@@y1/@@C/AUu}@U/AU@yj-6@@,AW$@%@9 L6-@96-@p'6-46v}-6?P@6-L6- @ ,6-@6-@6-@c6-@b#$@w}%A ""6AA E @,//,%@%@E/%@%@ "x}@S!%,%@%@;/%@%@A,G/M6-S6- (} 6@y}6-66-6&"6@ Ap0 A: @0D* TITLE SCREEN *N+@%@X @ z}@b$$ @ MISSION EARTH g'@@d'B7t@dl @q'@@d'B7{}t@dv$$ @ by {'@@d'B7t@d$$ @ Ԡ |}'@@d'B7t@d$$ @ with '@@d'B7t@d$$ @}} BOB NUPP '@@d'B7t@d @'@@d'B7t@d$$ @~} '@@d'B7t@dAdAU_F:Ad,"AU-AF:@ },UAP:H:,%?p,$A8_ AAdAU +A'@@d}'B7t@d!!( MISSION EARTH '@@d'B7t@d ( ('@@d'}B7t@d (DO YOU WANT INSTUCTIONS?'@@d'B7t@d##((Press the Y or N key.) }'@@d'B7t@d.@.@@K:'@@d'B7t@d })@@""@:N, A" A "@:Y,A ""@:,* Ap4*** INSTRU}CTIONS ***>1 +A1A C'@@d'B7t@dHRR J This is a space} simulation of the year 2086. The Star Wars sheild hasM'@@d'B7t@dR\\ Tjust been activated. Y}our mission is to take fuel to the floating space station.W'@@d'B7t@d\aa Y Your vehicle }is a mini-spaceship. It is controlled by the keyboard in front of you.a'@@d'B7t@dfSS K Us}e the 'A' key to thrust left. Use the 'S' key to thrust right. Usek'@@d'B7t@dpff ^'SELECT' }to thrust up. Like any ship,you can't thrust down. Only gravity can pull you down!u'@@d'B7t@d}zII(A You can also use the simulation of an ancient ATARI joystick.'@@d'B7t@dUU L Ne}ver hit anything blue: you willblow up. Actually you have a two-part'@@d'B7t@dPP Hmission}. Land in the floating space station on the yellow landing pad.'@@d'B7t@dQQ IThen you must} return to Earth to get more fuel. Land on the yellow pad.'@@d'B7t@d)()(PRESS THE SPACE} BAR TO GO ON.'@@d'B7t@d?-@#A 7-@@; ? F}@.@@K:;)@F@'@@d'B7t@dH -@}6@,A @-@@D H 1 +A1A '@@d'B7}t@dRR(J Do this in the fastest possible time. You will be timed in seconds.'@@d'B7t}@dSS K You have a vertical velocity gaugeon the right hand side of the screen.'@@d'B7t@d}kk cThe long blue strip in the middle is zero velocity, which means the shipisn't going up or down.'@}@d'B7t@dUU L Whenever you land, the gauge must be pointing to the yellow strip on the'@}@d'B7t@dPP Hside. If it's not pointing to it, youare going too fast and will crash.'@@d}'B7t@dhh ` Every time you return to Earth safely, you go to the next space sta- tion. There are 10. }'@@d'B7t@d*( (*(PRESS 'SELECT' TO BLAST OFF!'@@d'B7t@d?-}@#A 7-@@; ? '@@d'B7t@d$ F:B2y,"@A`})'@@d'B7t@d.H -@6@,A @-@@D H 8 A} AB * FIGURE OUT WHAT WE HIT *L"@A V"@A0` * WE HIT A LANDING BASE! *j!!} )!@A0t!@P A~*6-6?P6-*6-&@"@A0 }-A6@--2@P:H:@,$@,6-@ %%2} A* WE CRASHED. * -@6@2A @ ,} A77/&@%H:,$@ &H:,$@   A* WE LANDED ON EARTH! *("}A02-A<--2@P:H:@,$@,F P%%2Z}6-%@ Ad!!**DATA FOR SPACE STATIONS**n130,30,140,30,-1,-1x99130,30,140,30,-130,-20,130,30,-140,-3}0,140,20,-1,-1@@130,35,140,35,-130,-29,130,35,-140,-35,140,20,130,20,-1,-1@@130,35,140,35,-140,-27,140,35,-130,-35,13}0,20,140,20,-1,-1GG130,35,140,35,-120,-29,130,29,130,35,-140,-35,140,20,120,20,-1,-1WW130,35,140,35,-130,-25,130,35,-}140,-35,140,25,-120,-25,120,15,150,15,150,25,-1,-1NN120,40,130,40,-120,-40,120,30,130,30,-130,-20,140,20,140,50,130,50,-1},-1>>120,40,130,40,-120,-40,120,30,140,30,140,50,120,50,-1,-1kk120,40,140,40,-120,-40,120,30,127,30,127,25,120,25,120},20,-140,-40,140,30,133,30,133,25,140,25,140,20 -1,-1``120,40,140,40,-20,-30,20,20,135,20,135,30,140,30,140,40,-120,}-40,120,30,125,30,30,30,-1,-1-9999,0,0,0-9999,0,0,0* END OF GAME, YOU WON! *AdAU< @}<(} YOUR TIME WAS :0!!! '@@d'B7t@d;!@ ;(} YOUR }TIME WAS :!!!'@@d'B7t@d+-@A"+0@@" ,^6-}3(DO YOU WANT TO PLAY AGAIN[Y/N]>@^@@K:1'@@d'B7t@d6})@@:YN,"%@AdAUJ*** SET CLOCK ***T9@'@9@ }^$h*** CALCULATE TIME ***rMM6-P:+F:@,$AV$AV%F:@,$AV%F:@ ,,'@`,|&6-P}:'@`,&6-&+$@`,$*** MOVE SHIP ROUTINE ***c ,!/&@',=/%@&@}C,Y/&@&@c A`# 6-%6-%6-%#6-%++ )!AV) A0 1}!@A/1&@&@/!@A) @,)/&@&@ A`} @0p*** MOVE SHIP ROUTINE ***zc ,!/&@',=/%@&@C,Y/&@}&@c A`# 6-%6-%6-%#6-%++ )!AV) A0 1!@A}/1%@&@/!@A) @,)/%@&@ A` @0X***} MOVE SHIP ROUTINE ***bc ,!/&@',=/%@&@C,Y/&@&@c A`l#} 6-%6-%6-%#6-%v++ )!AV) A0 1!@A'1&@}'!@A! @,!/&@ A` @0D:EARTHA'1&@^/K8<ӭ  L'+*ILE N. CREATE MEM.SAVG. UNLOCK FILE O. DUPLICATE FILEH. WRITE DO}S FILES9!&x#!7&p))'&X*./)L''-؆莟R'S  vW DEHHI 1A#! @} ~0ɛ8A0.) ȅ 1 1iil ! 1L NO SUCH ITEMSELECT ITEM OR FOR MENU! 0 .}{z:*{}.|~ 1 0 0JB 18L^%|DLl%DIRECTORY--SEARCH SPEC,LIS}T FILE? # 0 0 n&|D! 1L NOT A DISK FILEN !B 1L " 1 !BDED:}:1}BJ|DE 1DEBHI 1 h0ߢ 0.  0?} 1 ~0YЛ 1 "L<" "L  BL1TYPE "Y" TO DELETE...DELETE FILE SPECCOPY--FROM, TO?OPTION NOT} ALLOWED COPYING---DN:# 0|D .L$A#B#C#JB|D}E 1BHIDD#E 1D#0: B 1L B#C#C#B# B 1N#$0SYS1}:e#D# d}# D# .d#ȽD# d# 𩛙d#X# 1,A#PdD#ELO- A.BJdD#E 1 1HH 0hh}|DL^%1}:e# Lt% e#dD#EL% 1 0 . .0% 1L WILD CARDS NOT ALLOWED IN DESTINATION 0 A}.|K@C9++I+ I9 F/k,$ +}+ t,$z+:+Z+ +6+9+ S/6++'z++6+L 0+++'''+ 7+6+}++ɡw'jLQ0` 7ɢL1++:+Z+z+ ~,$ 9 - 9 - 9 - -}L/++' 0񑲅+z++ 7+++ɢL0+L 16+z+ 0‘ 0đ6+©z++}Z++ę:+z++ 7+++ɢ S/L0 0ё+ 7+++ɢL0+:+Z+z+ ﭻ++ 8 }1 -+L~2L/6+7++z+;+6+'z+ɂ w/L?2+7+0 z+ w/ й6+-7+/ F/7+},$Э)hhL9`9+ F/,$+++++0L2+泩泩}泩++L4Э)L9+ >9L 3 I9 7ɢ𜭽+ >9L)3 I9 <7L3+$ 9++ 8 }1L/ƼƼƽ 7ɱ+ L3ƲƲƳ++ L;4 7ɱžL4ſ}L4ȥ 7ɱL4ž L4ſL4+++ >9L!4 I9+LK6+8+L4 7ɱž}L4ſL4ȥ+L4ii8++湢L4 7ɱžL4ſ}L4+  >9L4 I9ƼƼƽLK6涥 L/3+++L5 7L5z++ }泥沭+泥z+泥ā++z++泭++ 7+L45+L6ƲƲƳL4}+L/3 7z+泠泥++z+泩Ѡ沭+Ʋ++ L2LE6L2}z+L2++++0Ƴ+泅 &L)7z+ƲƲƳLa6没+ƲL6+z+8++}z+ƼƼƽ3+L)4++L4L5+L4L 5+La6La6+L5++z+L6}+z++Ɂ ȥy*L{78*ƾ+i+ п`ƸƸƹɱ ȱ`} 8ɡ%L7+漤 hhL/3` 8ɢ.ɥ L7+i L7`+z++ͽ+;+L}8+)8+;+f+I 8TƼªz++ͽ+B;+=L8…)+I 8ƼĪz+ +}`L8L8 e*`++ w/ - 0  0+ w/ -` 0 w/ - 0+ w/ - 0`} w/ -L9++`++`Ү+ 9iɰ+ 98Ү+ 98ɟ``+ + ++ ++ ++} T9+`./ !"#$^!ę$$ ""##H !hIX*Њй*(0&1} ԩoE&Ԣ    W:L, &$4$ i`}}}'˩/̩ͩΠˑΥLLDDjModule ; TRAP.ACT ;Use this routine to trap errors like ;Basic. Where ever you want the program ;to return to in your pr!}ogram just ;call Trap. In your error checking ;call Trap_Return and it will return ;to where Trap is located. ;Written !}by Joe Lesko Byte S_P,Jmp_L,Jmp_H Byte End Byte Counter=[0] Define STA="$8D", LDA="$AD", !} STX="$8E", LDX="$AE", TXS="$9A", TSX="$BA", PHA="$48", PLA="$68", RTS="$60" Proc Trap_Return() !}[ LDX S_P TXS LDA Jmp_L PHA LDA Jmp_H PHA RTS] Proc Trap() [ PLA STA Jmp_H PLA STA J!}mp_L TSX STX S_P PHA LDA Jmp_H PHA RTS] Module Proc MyError(Byte Err) End=0 If Err=128 and Co!}unter>=5 Then End=1 Else Trap_return() Fi Return Proc Example() End=0 Counter=0 Error=MyErro!}r Trap() Counter==+1 Position(2,5) PrintBE(Counter) Do Position(2,2) PrintE("Hit the [BREAK] and the!} Counter") PrintF("Value will be incremented and printed%E") If End=1 Then Exit Fi od Return !} ue will be incremented and printed%E") If End=1 Then Exit Fi od Return  80 2282 80 3886 80 5654 80 6168 100%} 30                  %}                       %}      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