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-
- ╟AME ─ESIGN FOR THE ├-64
- ┬Y ╥OBERT ┴LONSO
-
- <CONTINUED FROM PREVIOUS ARTICLE>
-
-
-
- ┴LIENS, ┴IRPLANES AND ╙YMBOLS
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- ╬OW THAT YOU HAVE A COMPLETE CUSTOM
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- CHARACTER PROGRAM, YOU CAN START TO
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- DESIGN SOME ALIEN CREATURES,
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- AIRPLANES, OR ANY OTHER GRAPHIC SYMBOL
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- YOU MIGHT LIKE TO SEE IN YOUR
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- PROGRAMS. ╧NE VERY PRACTICAL
-
- APPLICATION OF CUSTOM CHARACTERS IS
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- FOR FOREIGN ALPHABETS LIKE THE ╞RENCH
-
- ALPHABET, WHICH USES ACCENT MARKS.
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- ├USTOM CHARACTERS ARE GOOD TO HAVE,
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- BUT SINGLY THEY REALLY DON'T LOOK LIKE
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- MUCH ON THE SCREEN BECAUSE ├OMMODORE
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- 64 CHARACTERS ARE VERY SMALL. ╘O
-
- REALLY HAVE A DISTINGUISHABLE DESIGN,
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- YOU WILL HAVE TO CREATE SEVERAL
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- CHARACTERS AND PLACE THEM SIDE BY SIDE
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- OR ONE ON TOP OF THE OTHER. ╘O
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- ACCOMPLISH THIS, ALL THAT YOU WILL
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- HAVE TO DO IS DRAW TWO EIGHT-BY-EIGHT
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- GRIDS AND LAY THEM OUT SIDE BY SIDE ON
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- A FLAT SURFACE.
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- ╬OW DESIGN YOUR CHARACTERS AND PLACE
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- BOTH SETS OF DATA STATEMENTS INTO
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- PROGRAM TWO. ┴LL YOU HAVE TO DO IS
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- PLACE THE SECOND SET OF DATA IN A NEW
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- PROGRAM LINE FOLLOWING LINE 90 AND
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- CHANGE THE ┘+7 OF LINE 70 TO ┘+15.
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- ╘HE PROGRAM WILL NOW PUT THE FIRST
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- CHARACTER INTO THE LETTER THAT ┴$ IS
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- SET EQUAL TO AND THE SECOND CHARACTER
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- INTO THE LETTER FOLLOWING THAT ONE.
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- ╞OR EXAMPLE, IF THE PROGRAM IS ONLY
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- MODIFIED IN LINE 70 AND THE EXTRA DATA
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- ADDED INTO A NEW LINE 95, YOU WOULD
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- END UP WITH THE FIRST CHARACTER DESIGN
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- WHERE THE LETTER ┴ USED TO BE AND THE
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- SECOND CHARACTER DESIGN WHERE THE
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- LETTER ┬ USED TO BE. ╔F YOU PRESSED
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- THE LETTERS ┴ AND ┬ ON THE KEYBOARD,
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- YOU WOULD THEN GET THE ORIGINAL
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- CHARACTER THAT YOU DESIGNED. ╘HIS
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- TECHNIQUE CAN BE EXPANDED TO INCLUDE
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- NUMEROUS CHARACTERS THAT YOU CAN
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- ╨╥╔╬╘ SIDE BY SIDE AND ONE ON TOP OF
-
- THE OTHER ON A SCREEN TO CREATE
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- COMPLEX GRAPHIC DISPLAYS.
-
-
-
- ═ULTI-├OLOR ├HARACTERS
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- ├USTOM CHARACTERS CAN ALSO BE
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- CREATED IN MULTI-COLOR. ╘HIS MEANS
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- THAT YOU CAN TAKE A CHARACTER AND
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- INSTEAD OF JUST SEEING IT IN TWO
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- COLORS--THE CHARACTER'S COLOR AND THE
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- BACKGROUND COLOR--YOU CAN SEE IT IN
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- FOUR COLORS. ╘HESE COLORS ARE:
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- CHARACTER COLOR, BACKGROUND COLOR,
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- BACKGROUND COLOR 1, AND BACKGROUND
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- COLOR 2. ╘HESE COLORS ARE CONTROLLED
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- BY THE REGISTERS AT MEMORY LOCATIONS
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- 53280, 53281, AND 53282. ╘HE
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- CHARACTER COLOR IS SET INDIVIDUALLY BY
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- POKING THE CORRECT VALUE INTO COLOR
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- ╥┴═ AT 55296.
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- ╘HE BINARY CODING NECESSARY FOR
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- CREATING MULTI-COLOR CHARACTERS
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- GENERALLY FOLLOWS THE SAME THEORY THAT
-
- CREATING ONE-COLOR CUSTOM CHARACTERS
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- DOES, BUT THERE ARE SOME DIFFERENCES.
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- ╔N A ONE-COLOR CUSTOM CHARACTER, EACH
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- BIT WHICH IS TURNED ON REPRESENTS THE
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- CHARACTER'S COLOR, BUT IN A MULTI-
-
- COLOR CUSTOM CHARACTER EVERY TWO BITS
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- REPRESENT ONE OF THE FOUR POSSIBLE
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- COLORS. ┬ECAUSE OF THIS, SOME
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- HORIZONTAL RESOLUTION IS LOST. ╙INCE
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- EACH HORIZONTAL ROW HAS EIGHT BITS,
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- THAT MEANS THAT THERE ARE ACTUALLY
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- FOUR TWO-BIT PIXELS, (OR NYBBLES, AS
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- THEY ARE OFFICIALLY CALLED). ╔F BOTH
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- BITS OF A NYBBLE ARE TURNED ON, THEN
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- THAT NYBBLE BECOMES THE COLOR
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- SPECIFIED BY COLOR ╥┴═. ╔F BOTH ARE
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- OFF, THEN THAT NYBBLE IS COLORED WITH
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- THE BACKGROUND COLOR SPECIFIED BY
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- MEMORY LOCATION 53281. ╘HE OTHER TWO
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- COLORS ARE PRODUCED BY A ONE-BIT-ON,
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- ONE-BIT-OFF COMBINATION. ╘HE
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- FOLLOWING CHARTS MAY BE HELPFUL TO
-
- YOU.
-
-
- ╘┴┬╠┼ 1
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- 00 ┬ACKGROUND COLOR -╨╧╦┼ 53281,COLOR
- 01 ┬ACKGROUND 1 -╨╧╦┼ 53282,COLOR
- 10 ┬ACKGROUND 2 -╨╧╦┼ 53283,COLOR
- 11 ├OLOR IN ╥┴═
-
-
-
- ╘┴┬╠┼ 2
-
- 0 00 00 00 00 -BACKGROUND COLOR
- 85 01 01 01 01 -COLOR AT 53282
- 170 10 10 10 10 -COLOR AT 53283
- 255 11 11 11 11 -COLOR ╥┴═
- 0 00 00 00 00
- 85 01 01 01 01
- 170 10 10 10 10
- 255 11 11 11 11
-
-
- ╘HE NUMBERS IN ╘┴┬╠┼ 2 WILL PRODUCE
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- A STRIPED CUSTOM CHARACTER IF THEY ARE
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- ╨╧╦┼D INTO MEMORY USING THE SECOND
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- EXAMPLE PROGRAM. ╘O SEE IT IN MULTI-
-
- COLOR MODE, THOUGH, YOU WILL HAVE TO
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- USE THE FOLLOWING LINE TO ENABLE
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- MULTI-COLORED CHARACTERS:
-
-
- ╨╧╦┼ 53270,╨┼┼╦(53270) ╧╥ 16
-
-
- ┴FTER YOU ARE DONE WITH THE
-
- DEMONSTRATION, YOU CAN DISABLE THE
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- MULTI-COLOR MODE BY TYPING IN THE
-
- FOLLOWING LINE:
-
-
- ╨╧╦┼ 53270, ╨┼┼╦(53270) ┴╬─ 239
-
-
- ╘HE NEXT EXAMPLE PROGRAM USES A
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- DIFFERENT TECHNIQUE FOR LOADING DATA
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- INTO THE CORRECT ╥┴═ LOCATIONS. ╘HE
-
- DIFFERENCE IS IN HOW IT OBTAINS ITS
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- VALUE FOR ┴$. ╔NSTEAD OF HAVING ┴$
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- ASSIGNED A VALUE AT THE BEGINNING OF
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- THE PROGRAM, THE VALUE IS OBTAINED
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- FROM THE DATA STATEMENTS. ╔F YOU WERE
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- TO HAVE MANY CHARACTERS THAT YOU
-
- NEEDED CUSTOMIZED, YOU COULD USE THIS
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- TECHNIQUE EASILY. ╩UST MAKE THE
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- SECOND NUMBER OF THE LOOP (╪1) AT LINE
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- 40 THE NUMBER OF CHARACTERS YOU ARE
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- REDEFINING (CURRENTLY IT IS A 2). ╘HE
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- FIRST CHARACTER IN EACH DATA STATEMENT
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- SHOULD BE THE LETTER THAT YOU WANT
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- REDEFINED.
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- ╘HE THIRD EXAMPLE PROGRAM WILL
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- PRINT A SMALL SPACESHIP IN THE UPPER-
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- LEFT CORNER OF THE SCREEN. ╘HE
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- SPACESHIP IS COMPOSED OF WHAT USED TO
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- BE LETTERS ┴ AND ┬ SIDE BY SIDE, THUS
-
- ILLUSTRATING THAT A CUSTOM CHARACTER
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- CAN BE MORE THAN ONE CHARACTER WIDE.
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- ╘HE SPACESHIP IS IN MULTI-COLOR AND SO
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- IS THE REST OF THE SCREEN. ┬ECAUSE
-
- OF THIS, YOU MAY HAVE A VERY DIFFICULT
-
- TIME TRYING TO PLAY AROUND WITH SOME
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- DIFFERENT ╨╧╦┼S BECAUSE YOU MIGHT NOT
-
- BE ABLE TO READ YOUR SCREEN VERY WELL.
-
- ╘HE STRIPES THAT COMPOSE THE SPACESHIP
-
- WILL CHANGE COLORS AS YOU ╨╧╦┼ NEW
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- VALUES INTO THESE LOCATIONS.
-
- ------------
-
- ╔N FUTURE COLUMNS, YOU WILL FIND OUT
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- WHAT A SPRITE IS AND HOW TO CREATE
-
- ONE. ┘OU WILL ALSO LEARN HOW TO
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- DETECT COLLISIONS BETWEEN SPRITES AND
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- COLLISIONS BETWEEN SPRITES AND YOUR
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- BACKGROUND.
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- ╘HE NEXT INSTALLMENT OF THIS COLUMN
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- WILL BE DEVOTED TO PROGRAMMING CUSTOM
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- CHARACTERS IN MACHINE LANGUAGE.
-
-
- ╔F YOU WOULD LIKE TO ╥╒╬ THE THIRD
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- AND LAST EXAMPLE PROGRAM FOR THIS
-
- MONTH, PRESS THE '\' KEY NOW. ┬ECAUSE
- \OAD"GAME PROG-3",8
- OF THE NATURE OF THIS PROGRAM, IT DOES
-
- ╬╧╘ RETURN TO ╠╧┴─╙╘┴╥. ┴FTER RUNNING
-
- THIS PROGRAM, PLEASE TURN YOUR
-
- COMPUTER OFF BEFORE RE-ENTERING
-
- ╠╧┴─╙╘┴╥.
-
- ----------< END OF ARTICLE >----------
-