@L|}6CD l0C)HCC WhL/h `CmCDiD`  R@P1  Y0@R !L` D  C D     )16CS S)  C)D1 p p 0 C9DI pCDL~CiCDiD`/0 PMBASMIFGSCORESCOREHICNX} A } A&6-@&INITIAL POS OF P/M 1 @ (%%2@@@@2 }<% A%BACK}GROUND SUBROUTINEF`0@)6-A 56-@`SET BACKGROUND COLOR AND PLAYER POSITIONP0A}A30SETCOLOR PLAYER0 TO BLUEZ1AA1SETCOLOR PLAYER1 TO GREENdY6-F:A,&@&BBy4 }6-AV$YSET PLAYER-MISSLE STARTING ADDRESSnSAY@F'B2w@SENABLE PM GRAPHICS WITH 2-LINE RES }OLUTIONx-AR@-MAKE CURSOR INVISABLEE-%A%A@'+ ECLEAR OUT PLAYER0 FIRSTe }-%A@%Ah'+ eCLEAR OUT PLAYER1 FIRST.THIS IS TO PREVENT RANDOM JUNK.<-%A@%%AD }%#")- <DRAW PLAYER1153,189,255,189,153DATA FOR TIE SHAPE<-%A%%A%#")- }<DRAW PLAYER0IB2V'B2`@ISIZE OF PLAYER0 AND ALL MISSLES'B2W'SIZE OF PLAY}ER1153,189,255,189,153.AV@.(PRESS 1 TO STOP GAME!!SAME SHAPE FOR OTHER PLAYER--NOW COMES TH}E MOTION/COLLISION ROUTINES F:Ad,"@1AP"6-S:,"READ TRIGGERS6-S:@,9"})"@# A9SLOW MISSLE ROUTINE"4" A 4FAST MISSLE MOVE ROUTINE,WAV+"@})"@W( GREENS SCORE= BLUES SCORE=6=6-6-=THESE TELL ATARI TO PRINT SCORE@B}B2xBCLEAR OUT COLLISION REGISTERS TO USE AGAINJ6-Q:,T6-Q:@,^pB2H%"*}9B2R&@pMOVE PLAYER0(AND MISSLE0) TO NEW LOCATION INSTANTLY!h6B2I#B2S&@6SAME }FOR PLAYER1r% AP%GO READ PADDLES AGAIN|##SOUBROUTINE FOR BLUE MISSILEc<2A'&$@@P:}@&'@,cMAKE SOUND DECREASE AS MISSILE MOVESA6-%@)%A%&A%A%&@}:6-F:B2V,!*6-@:TEST FOR HIT!2!@A2MISSILE MOVED FAR ENOUGH6-@$}L6-6-@LSAYS TO PRINT NEW SCORE,MIS & HIT ARE COUNTERSO%2@A!@@7B2IA}PK-@AO %%2@YB2IA 'B2xYREPOSITION PLAYER1} AND CLEAR COLLISION REGISTER6-%@@6-6-=2@$"@}A@@6-6-=2@$1%2A@@16-R}-@A0-%A%C%A%@R6-F:B2W,"@A& 0%%2}:$D&&P=PEEK(53257):IF P=2 THEN RETURNNK%216-@KSAYS TO P}RINT NEW SCOREX/ #A0/2@A!@@bD-%A%A@'+ DCLEAR OUT PLAYER F}IRSTlK6-@u/-%A%%%A%%3"9= KDRAW PLAYERv153,189,255,189,153)-AA}%%) %%2@6-%@$ +@6-^ @$6-H: },$A;6-H:,$AYI6-%@O,[!AP^$ A( +@((@ ԠTHR!}EE%%(@򠠠 &&(@堠 %%(@-@"}A  +@%%(@ %%(@ IN OUR NEXT %%(@PROGR#}AM ON P/M,YOU %%(@WILL SEE HOW TO ANI-%%(@MATE COMPLICATED "%%(@FIGURES,WITH CHANG-$} ,%%(@ING BACKGROUNDS. 6%%(@HERE IS YOUR P/M @%%(@EXAMPLE.use paddles!J%%(@%}Ӡ٠ TAdAU^ F:Ad,"AUA0h @ r%2&}G2@i2@{AY@4B2wTURN OFF P/M|)'} +@)(@HERES THE CODE-@A E (}AA!( 3( PRESS ANY KEYEAd(}AU F:Ad,"AUAE (}AA!( 3( PRESS ANY KEYEAdAU F:Ad,)}"AUAE (}A A0!( 3( PRESS ANY KEYEAdAU F:Ad,"AUA0E (*}}A@A!( 3( PRESS ANY KEYEAdAU F:Ad,"AUAP[ (}AA!(+} 2( END OF CODE [($PRESS 1 FOR CODE,2 TO FINISH PROGRAM F:Ad,"@1A` F:Ad,"@0A,} Ap( +@((@ END OF PART 3""(@PRESS ANY KEY FOR(@ A SURPRISE &Ad-}AU0 F:Ad,"AUA@:;@@,D6-@e#ANe +@#'0@A0.}@@K@e0X 49,55,61,76,81,87,93,104,0b 48,56,61,76,80,88,93,105,0l/} 47,57,61,76,79,89,93,106,0v 46,58,61,76,78,90,93,107,03345,50,54,59,67,70,77,82,86,91,93,96,103,108,03345,49,50}5,59,67,70,77,81,87,91,93,96,104,108,03345,48,56,59,67,70,77,80,88,91,93,96,104,108,03345,48,56,59,67,70,77,80,88,91,1}93,96,104,108,03345,48,56,59,67,70,77,80,88,91,93,96,104,108,03345,48,56,59,67,70,77,80,88,91,93,96,103,108,0 452},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 3}45,59,67,70,77,91,93,104,03345,48,56,59,67,70,77,80,88,91,93,96,100,105,03345,48,56,59,67,70,77,80,88,91,93,96,101,14}06,03345,48,56,59,67,70,77,80,88,91,93,96,102,107,0 3345,48,56,59,67,70,77,80,88,91,93,96,103,108,03345,48,56,59,65}7,70,77,80,88,91,93,96,104,109,0 3345,48,56,59,67,70,77,80,88,91,93,96,105,109,0* 1,146-%@>5""6}6-A+6-A5 A!PH"R!!"@*"@A!\ @f ,/p"AA!7}z A! A! LOGO @/6-@6-@a/-@@/ ,/,A`&8}+/A`&/ R-@A#!@R6-@(%M:A&&+A&,$+A&,,226-@0%M:A b9}&+A&,$+A&,,/ ,/,A`&+/A`&/ 0@AdA2:}'AeAB9Af@KAgA]AhABoAi@#ApA9Aq@v;}'ArA(9As@ ?:Ad,D:TEMPM!"SCACCCCCCNTEM@4Bh@dAV@@@e@8 @pR} A4 A @AA3,,COPYRIGHT 1981 BY SANTA CRUZ SOFTWARES}.$6-F:AY,$AY;@, %%6-F:A`,%AV$F:Aa,0@%6T}-F:%@,%6-F:%@,-6-6-/ (}23"+%,6-%@3"@@R3 U}@P4#+%@,#+%@,6;"+%@%,'6-%@;@e@T7@@112,112,112,71,7,7,V}6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,65,32,1569-<=( $-@=(EDUCATIONAL SOFTWAREA_W}-@@"(4-@@?(TRICKYQ-@@_( tutorialsF--@-(é X}by .C.e..GAYHK6-@86-@p'6-A436-A?6-K6-@K?AA Y}'A3A?AP%6-%@%"@@UC 6-6-6-6-!6-5-@AZ}9 C @uZ? (}-@&(BASICS8-@@?(OF\;-@@#( ANIMATION7-@[}A ; Q (}+@V%%(@ՠΧԠϠҭ `%%(@ΠΠҠ~%%(@\}ԠԠ%%(@Ơ,ŠԠ%%(@ӠƠ %%(@̠Š]}%%(@ŠҠŠ %%(@٠ԠӠϠ%%(@ή&&(^}@ӠΠΠӠ&&(@ƠӠҠ &&(@PRESS ANY KEY AdAU_} F:Ad,"AUAp (}+@%%(@,(%%(@`}2%%(@<%%(@堠F%%(@P%%(@a}Z%%(@ d%%(@n%%(@b}s%%(@PRESS ANY KEY tAdAUu F:Ad,"AUA (}+@%%c}(@THIS PROGRAM HAS ##(@THREE PARTS.......(@ ...ANIMATION(@ USd}ING##(@ PLOT(@  (@ ...ANIMATION(@ USING $$(e}@ PRINT (@  !!(@...ATARI PLAYER (@ MISSILE %%(@f} GRAPHICS (@  (@  AdAU 6-F:Ad, "AUg}A0P BA --@A(%    $'4 +4(" ANIMATIOh}N USING PLOT STATEMENTS'B-@B((****************************************$'l ( l(^ THE FIRST STEP IN i}ANIMATION IS TO DETERMINE THE SHAPE YOU ARE GOING TO MOVE. THE SIMPLEST.'33(+SHAPE TO BEGIN WITH IS A SQUARE LIKE THIS:8j}'!(( !(B'mm(dYOU ALREADY KNOW FROM USING THE PLOT STATEMENT(SEE ATARI BASIC MANUAL IF NOT) THAT k}A SINGLE PLOT L'cc(ZCOMMAND WILL PLACE A SMALL SQUARE AT THE CURRENT CURSOR POSITION . PLUG IN THE JOYSTICKQ'CC(;ANDl} WE WILL ANIMATE A SIMPLE SQUARE SHAPE (PRESS ANY KEY)V'AdAU`' F:Ad,"AUBt'7 +@m}AdAU+6-@ 76-@w'W(HERE IS OUR SQUAREW(8USE YOUR JOYSTICK TO MOVE IT ....WHEN DONE PRESS ANY KEn}Yy'6-R:,~'QQ6-%+"@,%+"@ ,%+"@,&+"@,&+"@,&+"@,'QQ6-&+"@,&+"o}@,&+"@ ,%+"@,%+"@,%+"@,' @6-@'!@y6-@y' @p}6-@'!@96-@9'0 @,0F:Ad,"AUB'W +?(-LETS LOOK AT THE CODq}E TO SEE HOW THIS IS DONES-@AW ' (}AR@'BBP((3-@@3(**r}***********************-(%6-@6-@"% A@2(-@@<(((( LINE 10105 READS THE JOYSTICK A( s} ( F(RR(JLINE 10110/20 CALCULATES THE X AND Y CHANGE FOR THIS POINTP(OO(GLINE 10145/8 SETS LIMITS TO KEt}EP THE FIGURE ON SCREENR('( PRESS ANY KEY'AdAUT( F:Ad,"AUB$Z(%6-@u}6-@"% A@_(-@@d(oo(gLINE 10150 SETS A COLOR,PLOTS A PT AND LOOPS BACK TO PLOTv} A NEW POINT IF NOn(##( KEY IS PRESSED (;)(!PRESS 1 TO SEE AGAIN,2 TO GO ON ;AdAUw}( F:Ad,"@1B( F:Ad,"@0B( B(vAR(}v(UNOW THE PROBLEM x}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 y}PREVIOUS POSITION ASYOU DRAW A NEW ONE.WE WILL CHANGE (pp(gTHE CODE AND LET YOU TRY IT,THEN AGAIN SHOW YOU THE CODE,NOz}TING THE CHANGES ONLY. PLEASE STUDY ALL (pp(gOF THE LISTINGSWE GIVE AND WHEN YOU HAVE TROUBLE UN-DERSTANDING THEM THEN {} COPY THEM AND TRY YOUR OWN(OO(F MODIFICATIONS TILL YOU MASTER THE PROCEDURE. THEN YOU CAN GO ON.(oo(gPLEASE UN|}DERSTAND 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:Ad,"AU~}B ) +@)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 B}ACKGROUND 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 D:PLOT1.DSK@@e@8 @p]Yv 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*%W D  C D     )16CS S)  C)D1 p p  }0 C9DI pCDL~CiCDiD` DD˙` d J)L ! }D L(( LL()  L| L( S LH 0p n   } CY?  q  L L  ` ) } `A! d߰")-݆ "  $G@LLL&0") $G% }H0 3S8`G ȱG ȱG   Gȭ Gȭ GG}GHiH8(()) G$H% `(0 })8` d)L ݆ & LGȘ ݆LL d  ! LL d)N>Q  HH) }  hyhyB q L> Lm JJ  Ln*` dB%' }8  H H` 1 { LL   !L     Hh SY?  q  1L }  !? S   q 1 L   Ll  Lg E`L   !L)  q 1L }) `L0AM݊L݉ ML  N݆LLLNLMLHG!@ }1F GȱGLLEEȩÑEȑEEȑE Ed E7EȩE  q } L !,0,0SGɛ L 1 !L EHEh W G gLLSROTCES EERF } G) *Gȩ GȽG GȌd q q G`  8   0G  `D }CEDC0X:Ȣ Y ȱC* ? 0.. , 0%n ?A[ 0 : L`L  `, 0`Y }`piH n0)բY? 08`0  }  0$L GGȽG L `8L`L }8`  05G)݁,G)ȱGȱGHh0})Hh` B! 8`8iiiLE` }E8FEh( l0`ɃLL L8^~jj8jHi hEEEiEȱEiE` dTE } H8EEȱEEȩEh J E8   . m  i`LI!)E1FR }1LJ舩9GIH`LJJ`HGHh l` } S gL   8 rii `дCDCG W  }C  Lq` X٨`DOS SYS IIIIIIIIIIIIIIIC`0 ߩ0}}0 } A |||DDOS DOSDOS SYS } } } }bMPM b9QPLOT1 DSKbAPLOT2 DSKCDOS SYSB*DUP SYSb)PRINT1 DSKbLEPRINT2 DSKbAUTORUN } SYS 0`BDELV !B }`LVUQ   ]   TU J ]L!T  #      TU  } L ? .  t`GBJ V~DEHI B V0dV }QDEHI VF9 ,0 ,0 s0hhL  L` H hDHEh }DEL8HI   0 HI,0 0  9 .G VLO },0 L4*IJ`llD1:AUTORUN.SYSNEED MEM.SAV TO LOAD THIS FILE.D1:MEM.SAV J y08 B|DEHI } V0 0`B;DELV䌚 !B y`@ʆ v s? F0Ξ05: [ BDEHI } VY8 B V  @  /DE `E:D1:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO }STILL RUN DOS B;DE J V (` 9 V⪍ ઍ  - }LLu DEHILV 9 .l 9 .l  `` s$B VBH }I|DE V BLV nB,DE J V* \*` B V BLVDEHI BLVL }1u H232435; 1 ;  hh@2 e1i1LHҍ 00) 08 109hh@ Ҡ2e }1i1232435ޥ<<88 } 3E:}DISK OPERATING SYSTEM II VERSION 2.0SCOPYRIGHT 1980 ATARIA. DISK DIRECTORY I. FORMAT DISKB. RUN CARTRIDGE J. D}UPLICATE DISKC. COPY FILE K. BINARY SAVED. DELETE FILE(S) L. BINARY LOADE. RENAME FILE M. RUN AT ADDRESSF. LOCK F}ILE N. CREATE MEM.SAVG. UNLOCK FILE O. DUPLICATE FILEH. WRITE DOS FILES9!&x#!7&p))'&X*./)L''-؆莟}R'S  vW DEHHI 1A#! @ ~0ɛ8A0.) ȅ 1 1i}il ! 1L NO SUCH ITEMSELECT ITEM OR FOR MENU! 0 .{z:*{}.|~ 1 0 0}JB 18L^%|DLl%DIRECTORY--SEARCH SPEC,LIST FILE? # 0 0 n&|D! 1L NOT A DISK FILE}N !B 1L " 1 !BDED:}:1BJ|DE 1DEBH}I 1 h0ߢ 0.  0?詛 1 ~0YЛ 1 "L<" "L } BL1TYPE "Y" TO DELETE...DELETE FILE SPECCOPY--FROM, TO?OPTION NOT ALLOWED325 FREE SECTORS COPYING---D1:PLOT}2.DSK# 0|D .L$A#B#C#JB|DE 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@CN$$(@ ,} 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 0}any key NAdAUN F:Ad,"AUBbN +@N%%(@ŠŠӬN%%(1}@ĠàҭN%%(@ǮǠƠN%%(@ҠԠӠN%%(@2}Ġ٠Π N%%(@ӠĠנN%%(@ԠӮ N%%(@Š̠3}O%%(@ƠӠ̠נO%%(@ՠנϠ O%%(@ӠԠՠΠ$O%%(@4}PRESS ANY KEY %OAdAU&O F:Ad,"AUBb)O +@+O%%(@5},O%%(@ .O%%(@8O%%(@BO%%(@6}LO%%(@VO%%(@ `O%%(@7}ᠠeO%%(@jO%%(@堠 tO%%(@O8}%%(@PRESS ANY KEY OAdAUO F:Ad,"AUBbO BQ/ +@/(@9}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 DOA}ESN'T MENTION)THE REASON THATPRINT IS SO bRll(dUSEFUL FOR ANIMATION IS THAT WE CAN USE THE ATARI'S BUILT IN ASSEMBLY LAB}NGUAGE ROUTINE FOR SPEED.lRoo(gHERE ARE A FEW EXAMPLES USING THE PRINTCOMMAND FROM BASIC. COMPARE THE SPEED WITH LESSON 1. C} vR( PRESS ANY KEYRAdAUR F:Ad,"AUB0R% D:PRINT2.DSK D:PRINTD}1.DSKzlBIRDFLAROCOCN@@@@@@@@ @   4%%CNCOUN@@R? (}6-@!6-@3AR@?6-F}R -R!!( R!!(  R!!(  R!!( G} () R-%@R!!( R!!( R!!( H} R!!( RG%2@AP@@36-&@G @BR BPI}R16-@6-%@1"@BR BPS6-4S%%2@>SK +@J}3(@NOW LETS TRY A SPACE BUGG-@AK HS B5RS? (}6-@!6-@3AR@K}?6-\S -aS ( -%@fS (-%@pS ( -%@zS (S''2@AL}@%@S!-@@  !-S ( -%@S ( -%@S ( -%@M}S ( S6-%@-S ( -%@S (-%@S ( -%@S (S!-N}@@  !-S ( -%@S ( -%@S ( -%@S ( SI'2@A`O}@%@56-%@I!@7B`S B@S16-@6-%@1"@BS BP}@S9%2@9"@B%`S- +@-(@let's see the codeT-@AQ} T+ (}+(10 X=1:Y=17:POKE 752,1:CNT=0 $T(20 POSITION X,Y3T''(30 ?' '8T(40 R}?' 'BT(45 ?''LT(50 ?'()'WT(70 POSITION X,Y+4bT''(80 ?' 'jT((( 90 ?' S} 'tT((( 100 ?' '~T((( 110 ?' 'T11()120 SOUND 1,150,8,6:YT}=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 1,0,0U},0T..(&**************************************Te-@@e(KPOKE 752,1 TURNS OFF THE CURSOR. WE THEN POSITIOV}N THE'ROCKET',PRINT IT,&TQQ(IMOVE THE CURSOR DOWN BY 4.WE ERASE(BY PRINTING BLANKS),TURN ON THE SOUND,T( PRESW}S ANY KEYTAdAUT F:Ad,"AUB@Tc-@@c(I X} TQQ(I T_-@Y}@_(EMOVE Y UP 1 AND REPRINT THE ROCKET,ETC.,UNTILL Y IS AT THE TOP OF THEUe-@@ e(KSCREEN.THEN Z}WE REDEFINE Y TO THE BOTTOM IN LINE 140,AND INCREMENT A COUNTER U( PRESS ANY KEYUAdAUU F:Ad[},"AUB(Uc-@@c(I 2Uc-\}@@c(I(CNT).IF CNT IS 5 WE THEN TURN OFF THE SOUND AND STOP. 37 THEN 250W( 240 GOTO 20W,,($250 X=1:CNT=Cx}NT+1:IF CNT=5 THEN STOPW( 260 GOTO 20W(270 SOUND 1,0,0,0W..(&**************************************Wg-@y}@g(MNOW WE MOVE OVER A LITTLE BIT AND DO THE WHOLE THING AGAIN,BUT WITH A NEW WRR(JLOOKING BUG(YOU COULD DO Tz}HIS FOR AS MANY CONSECUTIVE SHAPES AS YOU WANT W( PRESS ANY KEYWAdAUW F:Ad,"AUB{}%Wr-@@r(X Wmm(|}e Xf-@@}}f(LOUR SPACE BUG COULD GO ALL OVER THE SCREEN BY JUST CHANGING THE POSITION Xll(dWHERE IT PRINTS.THE ' BY THE WAY MEAN~}S A REGULAR QUOTE.HAVE FUN MODIFING THIS INTO YOUR OWN GAMESX''(PRESS 1 TO SEE AGAIN;2 TO GO ONXAdAU}X F:Ad,"@1B X F:Ad,"@0B(X B%RX B0 X +@*X33(@"DO YOU }WANT TO TRY ANOTHER SHAPE?4X22(@!ӠϠϠάϠϠΠ>XAdAUHX F:Ad,"@1B}5RX F:Ad,"@0B'SX B&Xd +@*(@END OF PART TWO<AdAUd(@P}RESS ANY KEY FOR PART 3X!F:Ad,AU!%D:PMX B'Y (}( SPECIAL NOTEYff(]YOU COULD ADD A} BUSINESS, HOME OR GAMEBACKGROUND TO THE PICTURE BEFORE YOU BEGIN TO ANIMATE.$Ypp(gTHE SHAPE YOU ANIMATECOULD BE A COMPAN}Y LOGO MOVING OVER A BAR CHART, OR A MAN WALKING ACROSS A RECIPE.YEE(= FILE,POINTING TO THE CORRECT MEASUREMENTS OF FOO}D TO ADD. 8Ynn(e ALSO NOTE THAT YOU CAN ANIMATE SEVERAL SHAPES AT ONCE,BUT THEY WILL MOVE SLOWER THE MORE WORKBYoo}(fTHE COMPUTER HAS TO DO.ONCE YOU TRY A FEW SHAPES BYMODIFING THE PROGRAMS WE GIVE YOU IT WILL GET MUCHLY( EASIER TO }DO!Y ( ( PRESS ANY KEYYAdAUY F:Ad,"AUB)Y +@Z%%(@HERE IS A W}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? 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