@L|m}6CD l0C)HCC WhL/h `CmCDiD`  R@W1  Y0@R !L` D  C D     )16CS S)  C)D1 p p 0 C9DI pCDL~CiCDiD`16 4 1 5 1 10 70 2 8 132 27! -@-I.  } 忛 The basic use is to create title screens for your programs. The package allows you to rainbow, alter an}d save colors, and add a text window with horizontal scroll capability. The program then allows you to save the new screen c}omplete with rainbow/scroll routines, display list and screen memory for subsequent use in your own programs. The program is} menu driven and very easy to use. BASIC and FORTH screen loading routines are included for use in your own programs. } * Atari computer with 48K RAM* Koala Pad Touch Tablet* Micro Illustrator Software* Disk DriveII. }  After creating your picture using the Koala Pad Touch Tablet and Micro Illustrator software, save it in }the usual manner. Then, while on the Storage Menu, press the Shift and Insert buttons on the computer and depress either co }ntrol button on the Koala Pad. This will save the picture in a DOS compatible file on drive #1 named D1:PICTURE. Whe }n completed, turn off your computer and insert the Bear Essentials diskette into the disk drive. Remove any cartridges from }the computer and switch on the power. The program will automatically load a title screen and show you a demonstration of its} capabilities. Follow the directions to get to the Main Menu screen. To by-pass the demonstration, hold down the START key }as soon as the title screen appears.III.  Your first logical step is to load in your saved picture. T}he picture will be referred to as a "screen" from here on. Insert the diskette with your saved screen on it into drive #1. }Follow the "Load Screen" instructions in the next section.  Press L to load a screen. You will be giv}en a choice, "Load From File or Sector". If you wish to load the file D1:PICTURE, press F. You needn't type in D1:PICTURE }since this is the default filename. Simply press RETURN and follow directions. If you wish to load a file previously saved }by this program, press F and then enter the filename. Drive 1 is the default unit and need not be entered with the filename.} In order to load in data from sectors, the screen must have first been saved in that format using this program. Press S} for sector and then enter the sector number at which you wish to begin loading.  Press S to save a sc}reen. As with Load, you will be given a choice of File or Sector save. If you want to save to a DOS compatible file, press }F. You will be asked whether you wish to "set up a different load address." If the screen is to be used later by a BASIC pr}ogram, answer Yes followed by 32 as the load address. Otherwise, answer No. See "For Advanced Users" in Programming Aids (S}ection V) for a thorough explanation. Then enter the filename and follow directions. Note that D1:PICTURE is the default fi}lename for Saving as well as Loading. A file cannot be overwritten. You must first delete it with the "Kill File" option.} For FORTH and machine language interfacing, it is simpler to save data in sequential form in "raw" sectors. If you wish} to do this, press S after the initial question. After answering No to the different load address question, enter the desire}d starting sector number for Save. Note that 65 sectors will be used, so the value must be 65 less than the maximum for your } drive (720 is the maximum for single density drives.) The user is expected to keep track of sector locations for screens sa!}ved to disk in this manner. The Save routine saves the rainbow/scroll machine language routine, color data, display lis"}t and screen memory to the disk. The use of these files or sectors in your own programs is covered in the "Programming Aids"#} section. Sample routines in BASIC and valFORTHR are presented.  To view a loaded screen, press V. $} The screen will instantly appear. To return to the Main Menu, press the START button. If the colors were incorrect, use th%}e Color Change option from the Main Menu to make the desired changes. 四 Press C for the Color Change M&}enu. Since the color data was not stored in file D1:PICTURE, you will have to enter the data here. To determine the values '}to enter, it will have been necessary to record these by hand from the Color Menu of the Micro Illustrator package. The firs(}t, and leftmost box, is color register 4, the background. Registers 0, 1, and 2 are next. Using the stylus, call up each co)}lor value. The color, or hue, ranges from 0 to 15 in increments of 1. The level, or luminance, ranges from 0 to 14 in incre*}ments of 2. Write down all of the hue and luminance values. Then enter all of the values on the Color Change Menu of Bear E+}ssentials. Note that register 3 is seemingly unneeded. This register can be utilized by entering inverse lower case letters,} to a Graphics 1 or 2 text window. The text window letters will then be determined by register 3. Press ESC to return to th-}e Main Menu. Pressing R while on the Main Menu will toggle the rainbow color routine on and off. .}When turned on, you will be asked which color register to rainbow. Press V to see the rainbowing effect. The text window an/}d scroll window do not rainbow. 四 Press T to turn on the text window option. You will be asked 0}how many lines you want in your text window. Note that a text window and a horizontal scroll window are not the same. Turni1}ng on the text window turns off the scroll window. Press T again to turn off the text window. 2} Press W to write to the text window. Then enter the line number you wish to write to and enter the message. The Write o3}ption is also used to write to the scroll window. 四 Press M to change the GRAPHICS mode of 4}the text or scroll window. Valid choices are 0,1, and 2. Press E to erase text window memory.5} This command may be useful when decreasing the number of lines in a text window because the removed lines may affect the re6}st of the picture. This command does not affect the scroll window. 四 Press H to turn on a7} one line, 216 or 236 character scrolling text window. Press H again to turn off the window. Because of the nature of this 8}window, various commands will disable it. For instance, you will have to re-enter your text if you change Graphics mode from9} 0 to 1 or 2 or vice-versa.IV.  Since these commands are not often used, they are not listed on the:} Main Menu. However, they are accessed from the Main Menu. 뛛 Press F to format a disk. You will recei;}ve prompts to prevent accidental formatting. 四 Press K to delete a file from a disk. 四 <} Press P to lock or unlock a file on a disk. Press D to obtain a directory of files on a disk. Out=}put can be sent to a printer. SEC is the starting sector number of the file and ATTR is used to designate locked files. >} 뛛 Press N to name the disk. This name is then used by the Directory command. There is a limit of 20 charac?}ters. The name is stored at the end of sector 360 in an area untouched by DOS.V.  You will no dou@}bt wish to use your saved screens in programs of your own. Included in the appendices are routines in BASIC and valFORTHR A}for use in your own programs. In both cases, the machine language interupt routines are stored into the first half of Page 6B} of memory (ie., location $600, or decimal 1536). Then the display list and screen data are stored to the desired load addreC}ss and the screen and interupt routines (if used) are activated. Note that if both scrolling and rainbowing (or rainbow onlyD}) are used, then the rainbow routine is pointed at for vertical blank. The rainbow routine tests for scrolling enable (locatE}ion 1653) and runs the routine if necessary. 四 This routine is saved on your BEAR ESSF}ENTIALS diskette as SCRNLOAD.BAS and SCRNLOAD.LST. A listing is also included in Appendix I. To copy this program, load DOSG} from another diskette and then Duplicate the file SCRNLOAD.BAS to another diskette. Alternatively, you may wish to ENTER "DH}:SCRNLOAD.LST" and merge it with an existing program. The REM statements in the program are self-explanatory and should helpI} you to understand what is happening. R 四 The word LOADSCREEN is included on screens J}141 and 142 of the BEAR ESSENTIALS disk. The word XR/W is also included on screen 140, if you need it. LOADSCREEN expects tK}he starting sector number for loading. The rest is automatic. A listing of XR/W and LOADSCREEN are included in Appendix II.L} The comments should be self-explanatory. Once a screen is loaded (or at least the firsM}t 128 bytes are loaded), these page 6 memory locations can be of use.  㛛$608 N} 1544 Color register to be rainbowed--values of 22 to 26 for color registers 0 to 4.$615 O}1571 Rainbow direction--set to 206 for normal downward rainbow and 238 for upwaP}rd.$670 1648 Rainbow flag--set to 5 if rainbow is disabled. Otherwise it has the Q} initial color register number for rainbow. Location 1544 should be used tR}o cause a change in rainbow color registers within a program of your own.$672 1650 Number ofS} characters in scroll window.$675 1653 Scroll Flag--0 is off, 1 is on--used by rainbow routiT}ne to test for scroll enable.$676 to 1654 to Color Values for registers 0 to 4. 67A 1658$U}67B 1659 Text window flag--0 is off, otherwise contains number of lines.$67C 1660 V}Graphics mode of text window--0,1, or 2.$67D, 1661, Combine to get desired load address for 67E 1662 scW}reen. You probably have wondered about the question "Set Up Different Load Address" during thX}e Save routine. This allows you to target a screen load to a different address within computer memory. A screen requires 8KY} of computer memory. The default value for load address is 40960, or 40K. This is 8K less than the maximum RAM in an Atari Z}computer. If you wish to have a different load address, the program expects you to enter a value in K-units (1K = 1024). Th[}e value must also be a multiple of 4 and less than or equal to 56. So, 40 and 32 would both be valid answers whereas 33 and \}40960 would not. Note that the BASIC cartridge uses 8K of memory starting at 40K. Thus, the largest load address useable fr]}om BASIC is 40K - 8K = 32K. Similarly, the value for 16K cartidges would be 24K. For non-cartridge programs, the default va^}lue of 40K is the maximum. Aside from cartridge considerations, the reason you may wish to have a different load addres_}s is to keep several screens in computer memory at once, or to keep the screen separate from player/missile areas or redefine`}d character set, etc. You may wish to "protect" your screen by changing the value in location 106. Locations 560/561, whicha} point to the display list, can be used to switch between screens. Upon using the previously listed screen loading routines,b} 560/561 will contain the value from 1661/1662. The scroll routine on Page 6 of memory (ie., starting at location 1536) poinc}ts to the most recently entered screen. To point this routine to a previously entered screen, save the values from locationsd} 1606/1607 and 1617/1618 and restore these when necessary. These point to the "Load Memory Scan" commands in the display lise}t for the scroll window. You will have to disable DMA when doing this by storing 0 to location 559 and then restoring 559 tof} its previous value afterwards.VI.  Most errors and illegal entries are tested for and disallowed beg}fore they can be executed. One error that is not disallowed is the sector number for the Save and Load routines. Values up h}to 1375 are allowed, although for most disk drives the maximum is 655 (i.e., 720 - 65 = 655). Also, the following erri}or messages can occur during the Save and Load routines: 151) Read/Write Error--Usually, this is a write to file error cauj}sed by insufficient room on disk for file. Also, an incorrect data file may have been read.2) File Opening Error--For reak}ding, this means that the file was not found. For writing, the maximum number of files allowed per disk has probably been exl}ceeded. 3) File Creation Error--This occurs during writing only. This means that the file already exists and cannot be ovem}r-written. Or, the maximum number of files per disk has been exceeded.4) Read Sector Error--The sector being read is incorn}rect. The data being read has bad values. Check that the sector number is correct. 10VII.  This po}rogram was created in whole or part using valFORTH products of Valpar International, Tucson AZ 85713, USA. Based on fig-FORTp}H, provided through the courtesy of Forth Interest Group, P.O. Box 1105, San Carlos, CA 94070.D:BEARESS2.INS q 0 - 四29994 REM Note - remove DIM & INPUT statements if previously r} used.29995 REM Read rainbow & scroll routines & screen descriptor data to Page 6.30000 DIM SCR$(14):INPUT SCR$:OPENs} #1,4,0,SCR$:FOR I=1536 TO 1663:GET #1,A:POKE I,A:NEXT I30005 REM Get load address for display list & screen memory &t} turn off DMA.30010 LSTLOC=PEEK(1662)*256:POKE 559,030015 REM Read display list & screen data into memory.30020 FOR Iu}=LSTLOC TO LSTLOC+8191:GET #1,A:POKE I,A:NEXT I:CLOSE #130025 REM Point to new display list & save vertical blank v} deferred register.30030 POKE 560,0:POKE 561,LSTLOC/256: VVBLKD=PEEK(548)+256*PEEK(549)30035 REM Test for rainbow enw}able - If so, set pointers.30040 IF PEEK(1648)<>5 THEN POKE 54286,0:POKE 512,0:POKE 513,6:POKE 548,15:POKE 549,6:POKE x}54286,192:GOTO 3006030045 REM Test for scroll enable - if so, set pointers.30050 IF PEEK(1653)=1 THEN POKE 54286,0:POKE 548y},32:POKE 549,6:POKE 54286,6430055 REM Set colors & turn on screen.30060 FOR I=1654 TO 1658:POKE I-946,PEEK(I):NEXT I:z}POKE 559,3430065 REM Wait for console button.30070 IF PEEK(53279)>6 THEN 3007030075 REM Reset pointers.30080 POKE 5{}59,0:POKE 54286,0:POKE 549,INT(VVBLKD/256):POKE 548,VVBLKD-PEEK(549)*256:POKE 54286,64:POKE 559,3430085 REM Graphics s|}tatement is used to obtain new display list. Change or remove as necessary.30090 GRAPHICS 0 15 70 }} - 四: XR/W ( #secs addr blk# f -- )4 PICK 0 DO 3 PICK I 128 * + 3 PI~}CK I + 3 PICK R/W LOOP2DROP 2DROP ;: LOADSCREEN ( sec# -- )>R 0 559 C! ( turn off DMA })1536 R 1 R/W ( read ML subrs to Page 6 )1661 @ 560 ! ( point to display list )64 1661 @ R> 1+} ( read screen memory )1 XR/W548 @ >R ( save VVBLKD )1648 @ 5 <> ( rainbow ena}bled? ) IF 0 54286 C! 1536 512 ! 1551 548 ! 192 ELSE 1653 C@ ( scroll enabled? ) IF 0 54286 C! 1568 548 ! } ENDIF 64 ENDIF5 0 DO ( set colors ) I 1654 + C@ I 708 + C!LOOP54286 C! 34 559 C! ( turn on }screen )BEGIN ?TERMINAL UNTIL ( wait for console button )0 559 C! 0 54286 C! ( turn off screen )R> 548 ! 64 54}286 C! ( restore values )34 559 C! ; ( turn on screen ) 25( Remember to make a new )( GRAPHICS call} or point to )( another display list ) 10 四29994 REM Note - remove DIM & INPUT statements if previously ,AbmBEARESS1INSbqBEARESS2INS