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- EDITOR IN CHIEF
- by
- Ron Coffen
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- Every product of your imagination
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- and labor deserves a personal touch--
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- even your computer programs. EDITOR
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- IN CHIEF makes getting that special
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- touch easy by allowing you to design
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- your own character sets or use one of
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- seven fonts already provided.
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- A SPECIAL FONT PRIMER...
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- A font is the set of characters
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- used to form the words and symbols
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- that your programs print out across
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- the screen while your program is
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- running. For example, these words
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- themselves are formed from characters
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- with a particular font design.
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- Why would you want to change fonts?
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- Well, one of the biggest reasons is
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- that changing fonts from the standard
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- Commodore font can give your program
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- the variety and polish it would
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- otherwise lack.
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- Another reason you would want to
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- change fonts is that some fonts can
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- add a whole new atmosphere and
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- cultural flavor to your programs.
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- For example, if you were writing an
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- adventure game set in King Arthur's
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- time, a Celtic design for your
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- letters would be a nice touch for
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- your program. An adventure set in
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- the future would benefit from a
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- high-tech, futuristic font.
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- Another benefit of being able to
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- design your own characters is that
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- you can take a character, alter it,
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- and then let it stand as a symbol for
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- an artifact or character in an
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- adventure game such as a treasure
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- or a monster. Also, a character
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- editor like EDITOR IN CHIEF is
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- essential if you need to create
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- special symbols like musical notes.
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- As you can see, EDITOR IN CHIEF can
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- add a whole new dimension to your
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- programs.
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- To make use of EDITOR IN CHIEF in
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- your programs, you must first store
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- the file containing the font you will
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- be using. Then adding the code--
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- listed at the bottom of these
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- instuctions-- to the beginning of
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- your program will let you access that
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- font. After this, any text printed
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- to the screen will appear in the new
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- font.
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- USING EDITOR IN CHIEF
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- When running this program, you will
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- first be asked if you wish to clear
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- the character set currently in
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- memory. If you are using the program
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- for the first time or after having
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- turned the power off, you need to
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- answer (Y)es. But if you are
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- returning to your work when the
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- computer has not been turned off,
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- pressing (N)o will reveal the
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- character set you were working on.
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- After you have responded to this
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- question, the computer then sets up
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- the main program. At the bottom
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- right of the screen, you will see the
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- character set you are editing. In
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- the upper right of the screen are
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- sixteen representations of the
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- character you are editing at that
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- moment. (The program starts with
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- "A").
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- In the top left corner is the
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- editing grid where you make changes
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- to each character. Again, you will
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- see that a large "A" is the starting
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- point.
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- Below the editing grid is a list of
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- your seven options:
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- 1. Edit Character
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- 2. Get Normal Font
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- 3. Move Characters
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- 4. Load Font
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- 5. Save Font
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- 6. Print Values
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- 7. Hard Copy of Values
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- 8. Return to Loadstar
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- Pressing the corresponding number
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- chooses the option.
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- Note that pressing F1 or F7 will
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- change the screen color. And the
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- "REPEAT ON/OFF" sign found in the
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- middle of the screen lets you perform
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- an editing function such as rotation
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- repeatedly merely by pressing the
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- correct key repeatedly if this option
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- is activated. If the "ON" sign is in
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- a lighter color than the rest of the
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- screen, the function is activated.
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- To turn this option on and off,
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- merely press "R".
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- EDIT CHARACTER
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- After you select this option, you
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- are prompted to enter either the
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- ASCII value for the character you want
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- or the character itself. For
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- example, entering either a "1" or an
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- "A" will let you edit the first
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- letter of the alphabet.
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- The character you select is
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- displayed in an enlarged form over
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- the editing grid. At the upper left
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- corner of the grid is a flashing
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- cursor that is moved with the cursor
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- keys.
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- Pressing "=" sets the pixel under
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- the cursor; pressing the SPACE BAR
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- will clear the pixel under the
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- cursor. By filling in or clearing
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- the blocks of the grid, you can alter
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- the character almost any way you like.
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- Once you have the character like you
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- want it, pressing RETURN will make
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- that change in the character set.
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- Commands used to manipulate the
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- editing grid are listed below the
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- grid and largely self-explanatory:
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- 1. Cursor keys move cursor
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- 2. F1/F7 raises/lowers screen color
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- 3. "=" sets pixel under cursor
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- 4. SPACE BAR clears pixel under
- cursor
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- 5. "@" rotates grid clockwise
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- 6. SHIFT + "@" rotates grid
- counter-clockwise
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- 7. "M" mirrors grid
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- 8. "I" inverses grid
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- 9. U/N moves the grid up/down
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- 10. RETURN makes changes
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- 11. "C" cancels changes
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- 12. CLR clears grid
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- GET NORMAL FONT
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- The second option lets you replace
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- part of your character set with a
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- normal font. Entering the ASCII
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- values of the beginning and ending
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- characters of the string will replace
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- it with a block of characters in
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- normal font.
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- MOVE CHARACTERS
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- This option moves strings of
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- characters to other positions within
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- the character set. Again you must
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- specify the ASCII values of the
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- beginning and ending characters of
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- the string as well as the the value
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- of where you want to place the
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- string.
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- This option is primarily a copy
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- option that lets you save a number of
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- symbols close together in the
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- character set. This option is
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- especially valuable when you are
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- dealing with symbols like musical
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- notes that are very much, but not
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- quite alike. Sometimes a
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- side-by-side comparison is necessary
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- to discern the difference between
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- symbols under these circumstances.
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- LOAD FONT
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- This option will load your own
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- fonts or one of seven fonts already
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- provided. The seven fonts are stored
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- as FONT0, FONT1, FONT2, etc. Type in
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- the filename and press RETURN to load
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- the desired file.
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- SAVE FONT
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- This option saves the font you
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- presently have in memory so that you
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- can modify it later or use it in your
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- own programs. If you save it under
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- a filename that is already on the
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- disk, the old file will be removed
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- and replaced with the new font.
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- PRINT VALUES
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- This option displays the grid
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- pattern and the decimal values of a
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- series of characters. When you
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- select this option, you are prompted
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- for the ASCII values of the beginning
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- and ending characters of the string
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- you wish to view.
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- The grid pattern along with the
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- decimal values of each letter is
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- displayed. Pressing RETURN sends you
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- to the next letter.
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- HARDCOPY OF VALUES
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- The last option will dump the
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- decimal values of the selected
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- characters to your printer with a
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- device number of 4 and a secondary
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- address of 4.
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- TO USE FONTS IN YOUR OWN PROGRAMS...
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- To use the fonts created with
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- EDITOR IN CHIEF in your own programs,
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- use the following lines at the
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- beginning of your program:
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- 5 IF ML=1 THEN ML=0:GOTO 15
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- 10 POKE56334,PEEK(56334)OR1:
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- POKE53272,(PEEK(53272)AND240)+12
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- 12 ML=1:LOAD"font name",8,1
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- 15 rest of program here
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- After this code is added to your
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- program and after you have saved the
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- file containing the font you wish to
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- use on your disk, any text printed to
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- the screen will appear in your new
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- font.
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- FILES REQUIRED:
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- ED IN CHIEF BOOT
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- EDITOR IN CHIEF
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- FONT0 ... FONT6
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- -------------< end text >------------
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