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and vertical (Y) location. The screen
is 320 points "across", and 200 points
"high". The point at the lower left
hand corner of the screen corresponds,
in our X,Y format, to "0,0", while the
upper right hand corner is "319,199"
(we can't use x=320 or y=200; 0 to 319
is 320 points, and 0 to 199 is 200
points).
To plot a point on the screen, all we
have to do is say, in our program
or from the keyboard:
PLOT X,Y
and that point is turned on! We can
also plot computed locations; for
example,
PLOT 2*A,B+100
will work fine, as long as the
computed values are within the limits
above. By plotting points repeatedly,
we can draw lines and graphic shapes.
Other Notes
-----------
If you make an error in your commands,
the screen will automatically switch
back to "text". You can disable
BASMOD by hitting RUN/STOP and
RESTORE; if you do this, and LIST your
program, you'll see that your special
graphics commands are now the old ones
we replaced! Your program won't RUN
this way; you'll probably get a
"syntax error" if you try. To use
BASMOD after doing this, type:
POKE1,PEEK(1)AND254
from the keyboard. Note that if you
save your graphics program, you should
always load and run BASMOD before
loading your program again. Also,
you must type in and save your program
with BASMOD installed, or the '64
won't know what you're trying to say!
--------------------------------------
Here's a sample program to type in
(with BASMOD in place) and try. This
will draw a sine wave, and the
horizontal axis, on the screen:
10 wipe:hue1,0:poke53280,6:screen1
15 rem clear, set colors, select hires
20 fori=0to319
30 x=i:rem horizontal coordinate
40 y=sin(i/20)*100+100:rem vert coord
50 plotx,y:plotx,100
55 rem plot point, mark horiz axis
60 next:rem do the next point
70 geta$:ifa$=""then70:rem finished
80 screen0:end
90 rem return to text mode
--------------------------------------
Hope you'll enjoy using BASMOD; if you
have questions, please be sure to ask!
SYSOP/Dave Paul
70007,1052
(1) (c)COMPUTE! Publications, Inc.
From Commodore Magazine, 10-11/82
Jim Butterfield--C'64 Map
(partial reproduction--BASIC ROM only)
a000; rom control vectors
a00c; keyword action vectors
a052; function vectors
a080; operator vectors
a09e; keywords
a19e; error messages
a328; error message vectors
a365; misc messages
a38a; scan stack for for/gosub
a3b8; move memory
a3fb; check stack depth
a408; check memory space
a435; "out of memory"
a437; error routines
a469; break entry
a474; "ready."
a480; ready for basic
a49c; handle new line
a533; rechain lines