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I} JB|,A#Pd#DE 1 HI BDEHHII 1 B 1 , 1 <0,0Lf- B VJ},A#P, 1 <0 0L#L ߢ) 1* 1 ~0Yj383}mm ݭK}}`8}``|* ? ɛ,`|:(|/ 1L `DESTINATION CANT L}BE DOS.SYS0 0H{ $22Δ $28/L /) $2 Π $2 0 ξM}hAΞB,0 J 1 BޝDEHI,HDE 1HIHIDELSAVE-N}GIVE FILE,START,END(,INIT,RUN)O X0 1`BDEPHI V` X0H 1 L O}0 0 1L0`PLEASE TYPE 1 LETTER,0`hhL <0 1L0LA1 ,;ɛ7,"ɛ:ݦ1ݥP}A"D|ݤD|ȩ:|ȩ|ɛ,,(/+.ީ1 1,ɛ`轤{Q}NAME TOO LONG B VL ` L1I H1EӝDL1|mDiE` V0`8d/8 i:"2!22 1R} L ERROR- 165ɛ+,' 20*.. өw2 1``2TOO MANY DIGITSINVALIDS} HEXADECIMAL PARAMETER800 0 8 00`,0'D800H,ɛh`2L1NEED D1 THRU D4uT} HEXADECIMAL PARAMETER800 0 8 00`,0'D800H,ɛh`2L1NEED D1 THRU D4u/0BNPMBASMIFGSCORESCOREHICNXV}  W} A&6-@&INITIAL POS OF P/M 1C @ A#@CSET PRIORITIES SO PLAYER SHOWS UP(%%2@X}@@@2 }<% A%BACKGROUND SUBROUTINEF`0@)6-A 56-@Y}`SET BACKGROUND COLOR AND PLAYER POSITIONP0AA30SETCOLOR PLAYER0 TO BLUEZ1AA1SETCOLOR PLZ}AYER1 TO GREENdY6-F:A,&@&BBy46-AV$YSET PLAYER-MISSLE STARTING ADDRESSnSAY@F[}'B2w@SENABLE PM GRAPHICS WITH 2-LINE RESOLUTIONx-AR@-MAKE CURSOR INVISABLEE-%A\}%A@'+ ECLEAR OUT PLAYER0 FIRSTe-%A@%Ah'+ eCLEAR OUT PLAYER1 FIRST.THIS ]}IS TO PREVENT RANDOM JUNK.<-%A@%%AD%#")- <DRAW PLAYER1153,189,255,189,153DATA FOR^} TIE SHAPE<-%A%%A%#")- <DRAW PLAYER0IB2V'B2`@ISIZE OF PLAYE_}R0 AND ALL MISSLES'B2W'SIZE OF PLAYER1153,189,255,189,153.AV@.(PRESS 1 TO STOP G`}AME!!SAME SHAPE FOR OTHER PLAYER--NOW COMES THE MOTION/COLLISION ROUTINES F:Ad,"@1AP"6-S:a},"READ TRIGGERS6-S:@,9")"@# A9SLOW MISSLE ROUTINE"4" A 4b}FAST MISSLE MOVE ROUTINE,WAV+"@)"@W( GREENS SCORE= BLUES SCORE=6=6-c}6-=THESE TELL ATARI TO PRINT SCORE@BB2xBCLEAR OUT COLLISION REGISTERS TO USE AGAINJ6-Q:d},T6-Q:@,^pB2H%"*9B2R&@pMOVE PLAYER0(AND MISSLE0) TO NEW LOCATIONe} INSTANTLY!h6B2I#B2S&@6SAME FOR PLAYER1r% AP%GO READ PADDLES AGAIN|##SOUBROUTINE FOR Bf}LUE MISSILEc<2A'&$@@P:@&'@,cMAKE SOUND DECREASE AS MISSILE MOVESA6-%@g})%A%&A%A%&@:6-F:B2V,!*6-@:TEST FOR HIT!2!@h}A2MISSILE MOVED FAR ENOUGH6-@$L6-6-@LSAYS TO PRINT NEW SCORE,MIS & HIT ARE COUNTi}ERSO%2@A!@@7B2IAPK-@AO %%2@Yj}B2IA 'B2xYREPOSITION PLAYER1 AND CLEAR COLLISION REGISTER6-%@@6-6-k}=2@$"@A@@6-6-=2@l}$1%2A@@16-R-@A0-%A%C%A%@R6-F:m}B2W,"@A& 0%%2:$D&&P=PEEK(53257):IF P=2 THEN RETURNNK%2n}16-@KSAYS TO PRINT NEW SCOREX/ #A0/2@A!@@bD-%o}A%A@'+ DCLEAR OUT PLAYER FIRSTlK6-@u/-%A%%%A%%3"9= KDRAp}W PLAYERv153,189,255,189,153)-AA%%) %%2@6-%@q}$ +@6-^ @$6-H:,$A;6-H:,$AYI6-%@O,[!APr}^$ A( +@((@ ԠTHREE%%(@򠠠 &&(@s} %%(@-@A  +@%%(@ %%t}(@ IN OUR NEXT %%(@PROGRAM ON P/M,YOU %%(@WILL SEE HOW TO ANI-%%(@MAu}TE COMPLICATED "%%(@FIGURES,WITH CHANG- ,%%(@ING BACKGROUNDS. 6%%(@HERE IS YOUR P/Mv} @%%(@EXAMPLE.use paddles!J%%(@Ӡ٠ TAdAU^ F:Ad,"AUw}A0h @ r%2G2@i2@x}{AY@4B2wTURN OFF P/M|) +@)(@HERES THE CODE-@A E (y}}AA!( 3( PRESS ANY KEYEAdAU F:Ad,"AUAE (}AA!(z} 3( PRESS ANY KEYEAdAU F:Ad,"AUAE (}A A0!( 3( PRESS ANY KEYE{}AdAU F:Ad,"AUA0E (}A@A!( 3( PRESS ANY KEYEAdAU F:A|}d,"AUAP[ (}AA!( 2( END OF CODE [($PRESS 1 FOR CODE,2 TO FINISH PROGRAM F:Ad}},"@1A` F:Ad,"@0A Ap( +@((@ END OF PART 3""(@PRE~}SS ANY KEY FOR(@ A SURPRISE &AdAU0 F:Ad,"AUA@:;@@,D6-@e}#ANe +@#'0@A0@@K@e0X 49,55,6}1,76,81,87,93,104,0b 48,56,61,76,80,88,93,105,0l 47,57,61,76,79,89,93,106,0v 46,58,61,76,78,90,93,107,03345,5}0,54,59,67,70,77,82,86,91,93,96,103,108,03345,49,55,59,67,70,77,81,87,91,93,96,104,108,03345,48,56,59,67,70,77,80,88,}91,93,96,104,108,03345,48,56,59,67,70,77,80,88,91,93,96,104,108,03345,48,56,59,67,70,77,80,88,91,93,96,104,108,033}45,48,56,59,67,70,77,80,88,91,93,96,103,108,0 45,59,67,70,77,91,93,107,0 45,59,67,70,77,91,93,106,0 45,59,67,}70,77,91,93,105,0 45,59,67,70,77,91,93,104,0 45,59,67,70,77,91,93,104,03345,48,56,59,67,70,77,80,88,91,93,96,10}0,105,03345,48,56,59,67,70,77,80,88,91,93,96,101,106,03345,48,56,59,67,70,77,80,88,91,93,96,102,107,0 3345,48,56,5}9,67,70,77,80,88,91,93,96,103,108,03345,48,56,59,67,70,77,80,88,91,93,96,104,109,0 3345,48,56,59,67,70,77,80,88,91,93,}96,105,109,0* 1,146-%@>5""6-A+6-A5 A!PH"R!!"@*"@}A!\ @f ,/p"AA!z A! A! LOGO @/6-@6}-@a/-@@/ ,/,A`&+/A`&/ R-@A#!@R6-@(%M:}A&&+A&,$+A&,,226-@0%M:A b&+A&,$+A&,,/ ,/,A`&+/A`&}/ 0@AdA2'AeAB9Af@KAgA]AhAB}oAi@#ApA9Aq@v'ArA(9As@ ?:Ad, D}:PM/0BNPMBASMIFGSCORESCOREHICNX!"SCACCCCCCNTEM } ,,COPYRIGHT 1981 BY SANTA CRUZ SOFTWARE }. A$6-F:AY,$AY;@, %%6-F:A`,%AV$F:Aa,0@ }%6-F:%@,%6-F:%@,-6-6-/ (}23"+%,6-%@3"@ }@R3 @P4#+%@,#+%@,6;"+%@%,'6-%@;@e@T7@@112,11 }2,112,71,7,7,6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,65,32,1569-<=( $-@=(EDUCATIONAL } SOFTWAREA_-@@"(4-@@?(TRICKYQ-@@_( tutorialsF--@ }-(é by .C.e..GAYHK6-@86-@p'6-A436-A?6-K6-@K?A }A 'A3A?AP%6-%@%"@@UC 6-6-6-6-!6-5 }-@A9 C @uZ? (}-@&(BASICS8-@@?(OF\;-@@#( ANIMA }TION7-@A ; Q (}+@V%%(@ՠΧԠϠҭ `%%(@ΠΠҠ~% }%(@ԠԠ%%(@Ơ,ŠԠ%%(@ӠƠ %%(@ }̠Š%%(@ŠҠŠ %%(@٠ԠӠϠ%%(@ή }&&(@ӠΠΠӠ&&(@ƠӠҠ &&(@PRESS ANY KEY  }AdAU F:Ad,"AUAp (}+@%%(@,(%%(@ }젠2%%(@<%%(@堠F%%(@ }P%%(@Z%%(@ d%%(@n%%(@ }󡡡s%%(@PRESS ANY KEY tAdAUu F:Ad,"AUA (} }+@%%(@THIS PROGRAM HAS ##(@THREE PARTS.......(@ ...ANIMATION(@ } USING##(@ PLOT(@  (@ ...ANIMATION(@ }USING $$(@ PRINT (@  !!(@...ATARI PLAYER (@ MISSILE } %%(@ GRAPHICS (@  (@  AdAU 6-F:Ad, } "AUA0P BA --@A(%    $'4 +4( }" ANIMATION USING PLOT STATEMENTS'B-@B((****************************************$'l ( l(^ THE F }IRST STEP IN ANIMATION IS TO DETERMINE THE SHAPE YOU ARE GOING TO MOVE. THE SIMPLEST.'33(+SHAPE TO BEGIN WITH IS A SQUARE }LIKE THIS:8'!(( !(B'mm(dYOU ALREADY KNOW FROM USING THE PLOT STATEMENT(SEE ATARI BASIC MANUAL IF } NOT) THAT A SINGLE PLOT L'cc(ZCOMMAND WILL PLACE A SMALL SQUARE AT THE CURRENT CURSOR POSITION . PLUG IN THE JOYSTIC }KQ'CC(;AND WE WILL ANIMATE A SIMPLE SQUARE SHAPE (PRESS ANY KEY)V'AdAU`' F:Ad,"AUBt' }7 +@AdAU+6-@ 76-@w'W(HERE IS OUR SQUAREW(8USE YOUR JOYSTICK TO MOVE IT ....WHEN DONE } PRESS ANY KEYy'6-R:,~'QQ6-%+"@,%+"@ ,%+"@,&+"@,&+"@,&+"@,'QQ6-&+ }"@,&+"@,&+"@ ,%+"@,%+"@,%+"@,' @6-@'!@y6-@y }' @6-@'!@96-@9'0 @,0F:Ad,"AUB'W +?(-LETS LO }OK AT THE CODE TO SEE HOW THIS IS DONES-@AW ' (}AR@'BBP((3-@ }@3(*************************-(%6-@6-@"% A@2(-@@<(((( LINE 10105 READS THE JO }YSTICK A( ( F(RR(JLINE 10110/20 CALCULATES THE X AND Y CHANGE FOR THIS POINTP(OO(GLINE 10145/8 SETS } LIMITS TO KEEP THE FIGURE ON SCREENR('( PRESS ANY KEY'AdAUT( F:Ad,"AUB$ }Z(%6-@6-@"% A@_(-@@d(oo(gLINE 10150 SETS A COLOR,PLOTS A PT AND LOOPS } BACK TO PLOT A NEW POINT IF NOn(##( KEY IS PRESSED (;)(!PRESS 1 TO SEE AGAIN,2 TO GO ON ;A }dAU( F:Ad,"@1B( F:Ad,"@0B( B(vAR(}v(UNOW } THE PROBLEM WITH THE LAST APPROACHWAS THAT WE LEFT A TRAIL OF WHERE WE HAD BEEN.(nn(eTHE WAY TO PREVENT THE TRAIL IS TO } ERASE EACH PREVIOUS POSITION ASYOU DRAW A NEW ONE.WE WILL CHANGE (pp(gTHE CODE AND LET YOU TRY IT,THEN AGAIN SHOW YO }U THE CODE,NOTING THE CHANGES ONLY. PLEASE STUDY ALL (pp(gOF THE LISTINGSWE GIVE AND WHEN YOU HAVE TROUBLE UN-DERSTANDI }NG THEM THEN COPY THEM AND TRY YOUR OWN(OO(F MODIFICATIONS TILL YOU MASTER THE PROCEDURE. THEN YOU CAN GO ON.(o }o(gPLEASE UNDERSTAND THAT FOR SOME OF YOU THIS IS ALL SIMPLE AND FOR OTHERS A REAL CHALLANGE TO LEARN.(JJ(BSO WE WILL } CONTINUE TO EXPLAIN AS MUCHAS WE CAN IN A SHORT LESSON.(&(&(PRESS ANY KEY TO CONTINUE(AdAU) F:A }d,"AUB ) +@)h (}P(BTHIS IS THE IMPROVED CODE FOR THE SIMPLE ANIMATION OF A SQUAREd-@ }Ah )b (}P(BUSE JOYSTICK TO PLAY.....PRESS ANY KEY WHEN DONE bAdAU)6-R: },)'0@'@")+"@6-&@+,%@,)+"@6-%@+,&@ }6)+"@6-&@+,%@@)+"@6-%@+,&@O) @6-@Z) }!@y6-@y^) @6-@h)!@96-@9r)0 @,0F:Ad,"AUB w) } +|) (}AR@)( 5 GR.4)( 9 X=20:Y=12 )( 10 V=STICK(0) )!!( 15 SETCOLOR 2,0,0: }COLOR2)))(! 20 IF V=14 THEN Y=Y-1:PLOT X,Y+1)))(! 30 IF V=13 THEN Y=Y+1:PLOT X,Y-1)))(! 40 IF V=11 THEN X=X-1:PLOT X }+1,Y)((( 50 IF V=7 THEN X=X+1:PLOT X-1,Y) ( 60 IF X<1 THEN X=1 )( 70 IF X>79 THEN X=79 )( 80 IF Y<1 }THEN Y=1 )( 90 IF Y>39 THEN Y=39)%%( 100 COLOR 1:PLOT X,Y:GOTO 10)3-@@3(*********************** }***%6-@6-@#% A@*-@@***("LINE 15 SETS COLOR 2 = BACKGROUND0*ll(dLINE 20 ADDED }PLOTS USING BACKGROUND COLOR(BLACK) TO PLOT A POINT AT THE LAST POSITION DEPENDING 5*$$(ON THE DIRECTION OF MOVEMENT:*' }( PRESS ANY KEY'AdAUD* F:Ad,"AUB E*% D:PLOT2.DSK D2:PLOT1.DSK kYv CNTSPEEN* (}+@X*%}%(@the last example wasY*]]6-%+"@,$%+"@ ,$%+"@,$&+"@,$&+"@,$&+"@,$}b*%%(@animation..but i l*%%(@doubt if you were v*%%(@impressed. next we *%%(@}must move a more *%%(@detailed shape.this *%%(@is done similar to *%%(@the last m}ethod but *%%(@now when we say plot*%%(@our program must go *%%(@to a subroutine *&}&(@PRESS ANY KEY *AdAU* F:Ad,"AUB p* (}+@*%%(@TH}AT WILL DRAW THE *%%(@NEW SHAPE.MANY RE- +%%(@CENT ARTICLES HAVE  +%%(@USED A TIE FIGHT}ER +%%(@FROM STAR WARS. THE  +%%(@TIE FIGHTER SHAPE IS*+%%(@EASY TO DRAW.HERE IS4+%%(@}A STATIONARY TIE >+%%(@FIGHTER AND THEN THEH+%%(@ROUTINE TO DRAW IT. R+%%(@ } \+&&(@Ӡ٠ f+AdAUp+ F:Ad,"AUB z+K +@6-@@}%6-@ /#B`9@KAR@+ ""Bp+ ,%% B@+SS1,1,1,2,1,3,1},4,1,5,2,3,3,2,3,3,3,4,4,2,4,3,4,4,5,3,6,1,6,2,6,3,6,4,6,5,0,0,0+ii(aIT IS MADE UP OF A LOT OF SQUARES,EACH ONE OF WHICH R}EQUIRES A X AND A Y COORDINATE(PRESS KEY)+AdAU+ F:Ad,"AUB+ +@+$$(@}HERE'S THE CODE TO +$$(@DRAW A TIE FIGHTER +##(@BE SURE YOU UNDER-+$$(@STAND IT before }YOU+%%(@GO ON...EXPERIMENT..+%%(@TRY YOUR OWN CHANGES+$$(@ +$$(@}Ӡ٠ ,AdAU, F:Ad,"AUB,''(10 GRAPHICS 4:X=40:Y=20:COLOR 1$,""(2}0 READ A,B:IF A=0 THEN 50.,(30 PLOT A+X,B+Y:GOTO 208,]](U40 DATA 1,1,1,2,1,3,1,4,1,5,2,3,3,2,3,3,3,4,4,2,4,3,4,4,5,3,6},1,6,2,6,3,6,4,6,5,0,0,0B,( 50 GOTO 50L,..(&**************************************V,\\(TLINE 10....X&Y ARE INITIAL P}OSITIONS OF THE UPPER LEFT CORNER OF THE TIE FIGHTER.`,BB(:LINE 30....READS DATA AND PLOTS IT UNTILL 0 IS REACHED.a,}(( PRESS ANY KEYb,AdAUd, F:Ad,"AUBdj, +@t,%%(@堠}~,%%(@嬠,%%(@,%%(@,%%(@} ,&&(@򠠠,%%(@,%%(@},&&(@ᠠ,&&(@,&&(@ },&&(@PRESS ANY KEY ,AdAU, F:Ad,"AUB- +@ -%%(@it w}ill be SLOW . -%%(@you can speed it up -%%(@with assembly lang- (-%%(@uage subroutines } 2-%%(@but we can't teach <-%%(@that here.however F-%%(@the atari has some P-%%(@}built in features weZ-%%(@will see in lesson d-&&(@three.also several n-&&(@companie}s offer pro- x-&&(@PRESS ANY KEY -AdAU- F:Ad,"AUB`- +@-%%(}@GRAMS THAT WILL MOVE-%%(@SHAPES YOU DRAW -%%(@IN 3-D.WE WILL NOW -%%(@INCLU}DE A PROGRAM -%%(@THAT MOVES THE TIE -%%(@FIGHTER BY ERASING -%%(@AND REDRAWING IT . } -&&(@IT IS REALLY JUST A -&&(@COMBINATION OF THE .&&(@LAST TWO PROGRAMS. .&&(@}Ӡ٠ .AdAU". F:Ad,"AUB+.6-@,.u +@6-@@%6}-@ /@9 B0Z(USE JOYSTICK TO MOVE FIGHTERu(PRESS ANY KEY TO GO ON1.KAdAU!6-@;0}@E B K6-6.&6-R:,&"@B27. B58. F:Ad,"AUB09.}"@B&:. B ;. @ B0A.]]6-%+"@,$%+"@ ,$%+"@,$&+"@,$&+"}@,$&+"@,$B.]]6-&+"@,$&+"@,$&+"@ ,$%+"@,$%+"@,$%+"@,$.4 @} B04F:Ad,"AUB0. #B`AR@. ""Bp. ,%% B@}.SS1,1,1,2,1,3,1,4,1,5,2,3,3,2,3,3,3,4,4,2,4,3,4,4,5,3,6,1,6,2,6,3,6,4,6,5,0,0,0.$.Y +@!(@HERE'S9}(@ THEY(@ PROGRAM.-@A .SS(K10 GRAPHICS 4:X=40:Y=20:COLOR 1:GOSU}B 150 :? USE JOYSTICK TO MOVE FIGHTER /%%(20 V=STICK(0):IF V=15 THEN 200/++(#30 SETCOLOR 2,0,0:COLOR 2:GOSUB 150:/(} 40 SPEED=5D/!!(50 IF V=14 THEN Y=Y-SPEEDN/!!(60 IF V=13 THEN Y=Y+SPEEDX/!!(70 IF V=11 THEN X=X-SPEEDb/ (80 IF }V=7 THEN X=X+SPEEDl/(90 IF X<1 THEN X=1v/(100 IF X>71 THEN X=71/(110 IF Y<1 THEN Y=1/(120 IF Y>31 THEN }Y=31/(130 COLOR 1:GOSUB 150 /( 140 GOTO 20/(150 RESTORE 180/$$(160 READ A,B:IF A=0 THEN 190/!!(170 P}LOT A+X,B+Y:GOTO 160/^^(V180 DATA 1,1,1,2,1,3,1,4,1,5,2,3,3,2,3,3,3,4,4,2,4,3,4,4,5,3,6,1,6,2,6,3,6,4,6,5,0,0,0/**("190} RETURN PRESS ANY KEY/AdAU/ F:Ad,"AUB"P/' (}'( PROGRAM HINTS}/))(! *****************************/##(LINE 10 INITIAL CONDITIONS/ ( 0--(%LINE 20 WAIT HERE FOR JOYSTICK IN}PUT0 (  0ii(aLINE 30 ERASES CURRENT POSITION BEFORE YOU MOVE TO NEXT BY PLOTTING WITH BACKGROUND COLOR0 (} 0]](ULINE 40 ALLOWS YOU TO CHANGE 'SPEED' BY CHANGING HOW FAR THE FIGHTER MOVES EACH TIME0 (  0..(&LINE 50 TO 120} SET UP NEW X&Y POSITION*0))(!LINE 130 PLOT AT NEW X,Y POSITION40..(&LINE 140 LOOP BACK TO READ JOYSTICK>0<<(4LINE 1}50 TO 190 DRAWS THE FIGHTER(NOW A SUBROUTINE)H0,(,(PRESS 1 TO SEE AGAIN;2 TO GO ONM0AdAUR0 F:Ad},"@1B \0 F:Ad,"@0B$f0 B#pp0 (}+@z0%%(@Ơ 0%%(}@0%%(@,0%%(@0%%(@} 0%%(@0%%(@ 0%%(@}0%%(@0%%(@ 0%%(@ 0&&(@}PRESS ANY KEY 0AdAU0 F:Ad,"AUB%@1r (}r(dHERE IS THE DATA STATEMENT FOR }THE TIE FIGHTER.USE THE CURSOR TO MOVE UP TO THE STATEMENT AND CHANGE1oo(gTHE VALUES TO YOUR OWN SHAPE STARTING AT 1,1(SEE} MANUAL).WHILE THE CURSOR IS ON THE DATA LINE PRESS 1hh(` RETURN AND THEN TYPE CONT AND PRESS RETURN AGAIN.TO SEE THE }TIE FIGHTER AGAIN RELOAD PROGRAM1``(X11960 DATA 1,1,1,2,1,3,1,4,1,5,2,3,3,2,3,3,3,4,4,2,4,3,4,4,5,3,6,1,6,2,6,3,6,4,6,5,}0,0,01 B'01&$16-@ B 81, +@,(DO YOU WANT TO TRY ANOTHERB1(SHAPE(PRESS 1) ORL1(}END LESSON(PRESS 2)1AdAU1 F:Ad,"@1B%P1 F:Ad,"@0B' 1 B'1) +}@)(@ END OF PART 11%-@A % B01i +@/2A@@C-@}@PG i21|A@9|(@YNUMBERS SHOULD BE BETWEEN 1 AND 8 FOR} THIS EXAMPLE. DON'T FORGET TO MOVE THE CURSOR UP1II(@8TO THE DATA LINE , CORRECT THE NUMBERS,AND PRESS RETURN}1-@A 1A@p1 B%P2(@ PRESS ANY KEY2(@ FOR PART 2 2}AdAU2 F:Ad,"AUB002% D:PRINT1.DSK D:PLOT2.DSKN* (}+@X*%WzlBIRDFLAROCOCN@@@@@@@@ @  } A c Bd;@,e6.f'6-@6-@'6-@g1 +@AVA&1 }AR@h7070@@@i @ the oceanj+6-%@+6-P }:H:,$@,k-@@l-@@m2@@n6-P:H:,$@, }xH:,!?5-@@6@e2@@P:H:,$@,i 2@ } A  -@6@2@@-@@P }wH:,!?5-@@6@Q2@@@U w2@-}@@  A  @ A A A - @7<%@},)6-%@"@)6-@$,H:,!?P$6 -@ @ J%%6-P:H:,}$@,&@T%%6-P:H:,$@,&@^ 6-%h"6-@r"@ 6-@| 6}-%"6-@!@6-@$7%27+@%@%%}(@MOST OF US TYPED IN %%(@THE PROGRAM YOU JUST%%(@SAW...IT COMES FROM %%(@TH}E ATARI $%%(@MANUAL AND PRESENTS .%%(@A SIMPLE EXAMPLE 8%%(@OF ANIMATION....}... B%%(@BUT WE CAN LEARN TO L%%(@DO MUCH BETTER!!!!!!N%%(@press any key OAd}AUP F:Ad,"AUAQ BP N( +@((@ PART %NKA@9'A }A39AAKAAS*N(@ 4N (@ >N$$(@ } HN-@A  MN ARN +@\N%%(@FIRST,HOWEVER WE fN%%(@M}UST LEARN TO USE pN%%(@THE PRINT COMMAND TOzN%%(@ANIMATE SIMPLE N%%(@SHAPES TO GIVE }A N%%(@FEELING OF MOVEMENT.N%%(@ALSO AT THE MORE N%%(@ADVANCED LEVEL,YOU N%%(@}CAN REDEFINE YOUR N%%(@CHARACTERS TO ALLOW N%%(@BEAUTIFUL MAPS,GAMESN%%(@press }any key NAdAUN F:Ad,"AUBbN +@N%%(@ŠŠӬN%%(}@ĠàҭN%%(@ǮǠƠN%%(@ҠԠӠN%%(@}Ġ٠Π N%%(@ӠĠנN%%(@ԠӮ N%%(@Š̠}O%%(@ƠӠ̠נO%%(@ՠנϠ O%%(@ӠԠՠΠ$O%%(@ }PRESS ANY KEY %OAdAU&O F:Ad,"AUBb)O +@+O%%(@!},O%%(@ .O%%(@8O%%(@BO%%(@"}LO%%(@VO%%(@ `O%%(@#}ᠠeO%%(@jO%%(@堠 tO%%(@O$}%%(@PRESS ANY KEY OAdAUO F:Ad,"AUBbO BQ/ +@/(@%}now we will show youQ%%(@how to animate by Q%%(@using print state- Q%%(@ments.just a&}s beforeQ%%(@we will erase the Q%%(@current position as Q%%(@our object moves.youQ%%('}@will find a page Q%%(@on the back of your Q%%(@basic manual with Q%%(@the(} shapes we use. R%%(@PRESS ANY KEY RAdAUR F:Ad,"AUB &R (}0Rhh(_ )} BY USING THE POSITION COMMAND TO MOVE THE CURSOR(WHICH IS WHERE EACH PRINT WILL BE MADE,:Roo(fWE CAN MOVE ANY SHA*}PE AROUND THAT CAN BE PRINTED.THIS MEANS NOT ONLY THE SPECIAL CHARACTERS ON THE DRpp(gBACK OF THE BASIC MANUAL BUT ALSO +}THE LETTERS ON THE KEYBOARD THEM-SELVES.IN ANOTHER TUTORIAL PROGRAMNRpp(g WE EVEN SHOW HOW TO REDEFINE THE KEYS TO ALLOW Y,}OU TO PRINT ANYTHING YOU CAN THINK UP IN FOUR COLOR XRpp(gCHARACTERS(A SPECIAL GRAPHICS MODE THAT THE BASIC MANUAL DO-}ESN'T MENTION)THE REASON THATPRINT IS SO bRll(dUSEFUL FOR ANIMATION IS THAT WE CAN USE THE ATARI'S BUILT IN ASSEMBLY LA.}NGUAGE ROUTINE FOR SPEED.lRoo(gHERE ARE A FEW EXAMPLES USING THE PRINTCOMMAND FROM BASIC. COMPARE THE SPEED WITH LESSON 1. /} vR( PRESS ANY KEYRAdAUR F:Ad,"AUB0R% D:PRINT2.DSK D:PRINT0}1.DSKzlBIRDFLAROCOCN@@@@@@@@ @   4%%CNCOUN@@R? (}6-@!6-@3AR@?6-2}R -R!!( R!!(  R!!(  R!!( 3} () R-%@R!!( R!!( R!!( 4} R!!( RG%2@AP@@36-&@G @BR BP5}R16-@6-%@1"@BR BPS6-4S%%2@>SK +@6}3(@NOW LETS TRY A SPACE BUGG-@AK HS B5RS? (}6-@!6-@3AR@7}?6-\S -aS ( -%@fS (-%@pS ( -%@zS (S''2@A8}@%@S!-@@  !-S ( -%@S ( -%@S ( -%@9}S ( S6-%@-S ( -%@S (-%@S ( -%@S (S!-:}@@  !-S ( -%@S ( -%@S ( -%@S ( SI'2@A`;}@%@56-%@I!@7B`S B@S16-@6-%@1"@BS B<}@S9%2@9"@B%`S- +@-(@let's see the codeT-@A=} T+ (}+(10 X=1:Y=17:POKE 752,1:CNT=0 $T(20 POSITION X,Y3T''(30 ?' '8T(40 >}?' 'BT(45 ?''LT(50 ?'()'WT(70 POSITION X,Y+4bT''(80 ?' 'jT((( 90 ?' ?} 'tT((( 100 ?' '~T((( 110 ?' 'T11()120 SOUND 1,150,8,6:Y@}=Y-1:IF Y<2 THEN 140T( 130 GOTO 20T,,($140 Y=17:CNT=CNT+1:IF CNT=5 THEN 160T( 150 GOTO 20T(160 SOUND 1,0,0A},0T..(&**************************************Te-@@e(KPOKE 752,1 TURNS OFF THE CURSOR. WE THEN POSITIOB}N THE'ROCKET',PRINT IT,&TQQ(IMOVE THE CURSOR DOWN BY 4.WE ERASE(BY PRINTING BLANKS),TURN ON THE SOUND,T( PRESC}S ANY KEYTAdAUT F:Ad,"AUB@Tc-@@c(I D} TQQ(I T_-@E}@_(EMOVE Y UP 1 AND REPRINT THE ROCKET,ETC.,UNTILL Y IS AT THE TOP OF THEUe-@@ e(KSCREEN.THEN F}WE REDEFINE Y TO THE BOTTOM IN LINE 140,AND INCREMENT A COUNTER U( PRESS ANY KEYUAdAUU F:AdG},"AUB(Uc-@@c(I 2Uc-H}@@c(I(CNT).IF CNT IS 5 WE THEN TURN OFF THE SOUND AND STOP. 37 THEN 250W( 240 GOTO 20W,,($250 X=1:CNT=C[}NT+1:IF CNT=5 THEN STOPW( 260 GOTO 20W(270 SOUND 1,0,0,0W..(&**************************************Wg-@\}@g(MNOW WE MOVE OVER A LITTLE BIT AND DO THE WHOLE THING AGAIN,BUT WITH A NEW WRR(JLOOKING BUG(YOU COULD DO T]}HIS FOR AS MANY CONSECUTIVE SHAPES AS YOU WANT W( PRESS ANY KEYWAdAUW F:Ad,"AUB^}%Wr-@@r(X Wmm(_}e Xf-@@`}f(LOUR SPACE BUG COULD GO ALL OVER THE SCREEN BY JUST CHANGING THE POSITION Xll(dWHERE IT PRINTS.THE ' BY THE WAY MEANa}S A REGULAR QUOTE.HAVE FUN MODIFING THIS INTO YOUR OWN GAMESX''(PRESS 1 TO SEE AGAIN;2 TO GO ONXAdAUb}X F:Ad,"@1B X F:Ad,"@0B(X B%RX B0 X +@*X33(@"DO YOU c}WANT TO TRY ANOTHER SHAPE?4X22(@!ӠϠϠάϠϠΠ>XAdAUHX F:Ad,"@1Bd}5RX F:Ad,"@0B'SX B&Xd +@*(@END OF PART TWO<AdAUd(@Pe}RESS ANY KEY FOR PART 3X!F:Ad,AU!%D:PMX B'Y (}( SPECIAL NOTEYff(]YOU COULD ADD Af} BUSINESS, HOME OR GAMEBACKGROUND TO THE PICTURE BEFORE YOU BEGIN TO ANIMATE.$Ypp(gTHE SHAPE YOU ANIMATECOULD BE A COMPANg}Y LOGO MOVING OVER A BAR CHART, OR A MAN WALKING ACROSS A RECIPE.YEE(= FILE,POINTING TO THE CORRECT MEASUREMENTS OF FOOq}Hb'DOS SYSb*+DUP SYSb9UPM b9PLOT1 DSKbAPLOT2 DSKb)PRINT1 DSKbL1PRINT2 DSKb1TITLE 4 bEX1 bEX2 bEX3 bEX4 b EX5 b EX6 b EX7 bEX8 bEX10 bEX9 bEX11 bEX12 b EX13 b EX14 b EX16 b )EX15 b 5EX17 b @EX18 b1LTITLE 2 b}EX2A bMENU bAUTORUN SYSD TO ADD. 8Ynn(e ALSO NOTE THAT YOU CAN ANIMATE SEVERAL SHAPES AT ONCE,BUT THEY WILL MOVE SLOWER THE MORE WORKBYoor}(fTHE COMPUTER HAS TO DO.ONCE YOU TRY A FEW SHAPES BYMODIFING THE PROGRAMS WE GIVE YOU IT WILL GET MUCHLY( EASIER TO s}DO!Y ( ( PRESS ANY KEYYAdAUY F:Ad,"AUB)Y +@Z%%(@HERE IS A Wt}AY FOR Z%%(@YOU TO MAKE UP YOUR (Z%%(@OWN SHAPES OUT OF 2Z%%(@ANYTHING THAT WILL :@4,>:@4,I(:POSITION X,Y}+2[C(21360 ? /(>:@4, >:@4,C(:POSITION X,Y+3[.(21370 ? .(>:@4,>:@4,[ ( }[C(21410 ? /(>:@4,>:@4,C(:POSITION X,Y+2[C(21420 ? /(>:@4, >:@4,C(:POSITI}ON X,Y+3[.(21430 ? .(>:@4,>:@4,[ B[: ( :(,CHANGE SHAPES AS DESIRED WITHEN THE QUOTES}[))(!MOVE CURSOR TO LINE 21350(ON TOP)[(PRESS RETURN 7 TIMES[( TYPE 'CONT' [( PRESS RETURN[>>(6IF AN ER}ROR OCCURS TYPE 'GOTO 23500' AND PRESS RETURN[ B[&[6-@ B0a BPHq_%2A}@@9-@@P= _2RqD +@,(@ PLEASE TRY AGAIN@-@}AD \q B5 D:PRINT2.DSKR? (}6-@!6-@3AR@?6-2MDLRSWTCMMCMPSMBSVBV0V1LFBOINP10PMCHDLBYTSCROLSIPIXETONCORODISPCOLVRHRBEASFOO}PCOLRLODECAP99P$$t88vv" ,    ++ A}0A`AVAHADBG0@AFBs)AA)@8A@@@}A@@@P !B"#BI$A%&&&;A,;@,;AU, ;}@W, _D:TDELAY.OBJ**67@,.hh ))67@$,.h67@F,. }`( ;@6, _D:CLRMEM.OBJ2**67@,.hhhhḧ< 67@$,. `P };@V, _D:MOVCHR.OBJZ**67@,.hhύPhhh̩d))67@$,.̑n67@F,.} ޭP` ;A, _D:MOVPMS.OBJ**67@,.hhhЩةΥͪ芅ϥ))67@$,.Ъiΐ}))67@F,.hh i))67@h,.hhe΅Π̑))67@,.ΩЅϦ}67A,.hh` ;@, _D:SCROLL.OBJ67@,. hhhhh` ;A6, _D:BEASTS.OBJ**}67@,.8\|DJ@8l|DDD8t|D))67@$,. 8t|DDL8t|DDD8t|D))67@F,.DF8\|DDD8l|DDD8t))6}7@h,.|DDD<<8l|J8"))67@,.~@8||0>?,((67A,.?~~667}A3,.J ;@, _D:VBLANK.OBJT!!67@,.Α̥ύLbh ;@#, _D:VBLNK0.OBJr**67@},.nԩb䪩 \h` ;@, _D:VBLNK1.OBJ67@,. hhh \` ;@C, _D:LDFILE.OBJ}**67@,.h hh`hhhhB''67@$,.hEhDhIhHLV6-A0 6-F:A, 6-&@}6-&@6-&@!A!+@%@&!!6-?:C:,<$AV<A@,D-@B:,N##&}@%$AV@:7<,,X b@w@l0@v @!!6-?:C:,<$AV<@},-@!!@%%$AVAU -@!" 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