756 One problem with POKEing 756 with 226 is that there is no blank space character in the second set: you get a screen full of hearts. You have two choices: you can change the color of register zero to the same as the background and lose those characters which use register zero--the control characters--but get your blanks (and you still have registers one, two and three left). Or you can redefine your own set with a blank character in it. The latter is obviously more work. See "Ask The Readers," COMPUTE!, July 1982. It is seldom mentioned in the manuals, but you cannot set 756 to 225 ($El) or any other odd number. Doing so will only give you screen garbage. The page number 756 points to must be evenly divisible by two. When you create your own character set and store it in memory, you need to reserve at least 1K for a full character set (1024 bytes --$400 or four pages), and you must begin on a page boundary. In hex these are the numbers ending with $XX00 such as $C000 or $600 because you store the pointer to your set here in 756; it can only hold the MSB of the address and assumes that the LSB is always zero--or rather a page boundary. You can reserve memory by: POKE 106,PEEK(106)-4 (or any multiple of four) And do a GRAPHICS command immediately after to have your new memory value accepted by the computer. If you are using only one half of the entire set, for GR.1 or GR.2, you need only reserve 512 bytes, and it may begin on a .5K boundary (like $E200; these are hexadecimal memory locations that end in $X200). If you plan to switch to different character sets, you will need to reserve the full 1K or more, according to the number of different character sets you need to display. RAM for half-K sets can be reserved by: POKE 106,PEEK(106)-2 (or a multiple of two) The location for your set will then begin at PEEK(106)*256. Because BASIC cannot always handle setting up a display list for GR.7 and GR.8 when you modify location 106 by less than 4K (16 pages), you may find you must use PEEK(106)-16. See location 88,89 ($58,$59) and 54279 ($D407) for information regarding screen use and reserving memory. Make sure you don't have your character set overlap with your player/missile graphics. Be very careful when using altered character sets in high memory. Changing GRAPHICS modes, a CLEAR command, or scrolling the text window all clear memory past the screen display. When you scroll the text window, you