APPENDIX ELEVEN To recall the screen, use the same USR routine and the above PEEKs and POKEs, but POKE 898,7 rather than 11. This was de- rived from a larger program by Fred Pinto in the March 1984 is- sue of Antic. An article by Steve Kaufman in COMPUTE!, November 1983, has a fast and dirty method which works just as well (save and load), but doesn't save the color registers. Creative Computing, November 1983, also had a similar ex- ample in "Outpost Atari." 106 6A RAMTOP See K.W. Harm's article on the "RAMTOP Dragon" in COM- PUTE!'s Second Book of Atari Graphics to see how to protect high memory; another article in the same book, by Jim Clark. describes how to protect low memory. 118 76 DELTAR This is the change of vertical position when drawing a sloped line. 121 79 ROWINC Direction of line draw: 0 is down, 255 is up. 122 7A COLINC Direction of draw: 0 is right, 255 is left. 126,127 7E,7F COUNTR Iterations or steps required to draw a line. 132,133 84,85 VNTD COMPUTE!, October 1983, has an article by E.H. Foerster on how to reserve a portion of RAM above VNTD--within a BASIC program--which will also be saved intact when you save the program. 138,139 8A,8B STMCUR Another way to lock up the system if something is done--say, BREAK pressed--is by Z=USR(0). 146 92 MEOLFLG BASIC's modified EOL flag register. The Atari BASIC Sourcebook lists all the RAM locations used by BASIC (pages 144-147). 147 93 .... Spare. 149,150 95,96 POKADR Address (LSB/MSB) of last POKE location, If no POKE command was given, it is the address of the last OPERATOR token (often 155 for EOL).