Advanced programming techniques for your Atari including by Linda M. Schreiber

By Linda M. Schreiber

Ebook through Schreiber, Linda M.

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Extra resources for Advanced programming techniques for your Atari including graphics and voice programs

Example text

Lines 100-130 change the display li st from graphics mode 0 (ANTIC 2) to ANTIC 4. The first line of the screen is combined with a command that te lls the CTIA where the first memory location of screen data is . To change this line to ANTIC 4, you must add 3 to the first address of the display list and poke this me mory location with 68. Since ANTIC 4 uses the same number of line s on the screen as graphics mode 0, we know that there are 23 more locations to change from 2 to 4. By adding 6 to 28 to the address of the display li st , we can change the entire screen from graphics mode 0 to ANTIC 4.

This number is 96. ) 2. The total number of rows, calculated in terms of graphics mode 7, done in modes 1 and 2 are calculated. Row 1, which is in mode 2, is 16 pixels or 8 mode-7 rows high. The last row, which is in mode 1, is 8 pixels or 4 mode- 7 rows high. The total (8+4) is 12. 3. The 12 from item number two is subtracted from the 96 obtained in item one: 96-12=84. These are rows 0-83 in terms of graphics mode 7. We know that the first three bytes of the display list (0-2) are for the overscan .

We will store the actual decimal address in NB. Line 140 stores the address of the character base in ROM in the variable CB. We also want to store this value in two more variables. Now we can manipulate the address without losing it. Lines 150-260 move the character set from ROM into RAM. If you look at your screen while the character set is being moved, you will see the distortion in several of the lower case letters. You will also see that the letters with descenders are no different in this mode than they are in mode O.

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Advanced programming techniques for your Atari including by Linda M. Schreiber
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