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   CBM      Commodore Computer Conference      4,328 messages   

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   Message 1,361 of 4,328   
   Stephen Walsh to All   
   Commodore Free Magazine, Issue 90 - Part   
   06 Dec 15 17:32:06   
   
   onals)   
      
   I wish to question, why commodore has a split community.   
      
   As far as I can tell VICE is one site, commodore16.com another, Poweb+4   
   another, the Amiga has lemmings Amiga, and Amigakit etc.  There are several   
   more for the c64.  too mention but a few.  Some sites have come and gone.   
   So, why can't they all merge into one site to share the cost!  Each   
   specific computer having her own title, then when you get to that page,   
   more titles for games, books, programming for that machine etc.  Surely,   
   that is the only way to keep things going long term.  While the commodore   
   club/s should be doing more to keep such people, and things together etc.   
   Sharing the cost of one site would surely be more beneficial than many   
   different sites which have to have different names, in turn this makes them   
   harder to find and so harder to keep going etc.   
      
   Not only that, but it would be easier to see what books need to be   
   digitised, and then can be more easily sent to the one site / place and   
   kept altogether.  In 20 or so years they are not just abandon-ware but   
   unless reinstated, the copyright runs out.  Thus no restrictions on showing   
   such things, though the clubs will be held responsible for making them   
   freeware/public domain.  That way future generations may learn the Basics   
   before having to dive into the more complicated modern stuff, whilst in the   
   process learning their History of where it all began etc.  as a grounding.   
      
   I also wished I knew more about the 6502 Assembly, and so wished I knew   
   where to get my hands on the articles by person that our author/s briefly   
   mention (was it Jim Butterfield?  I`ve lost the place now).  I also felt it   
   would be extremely useful for some-one who knows what they're talking about   
   in both to go through each BASIC command but to convert/show the equivalent   
   in things like TedMon (MONITOR).  All I really know is I got great joy from   
   the articles I started at 28-64, even though I missed a few deadlines for   
   some issues, due to other commitments along the way.  I guess I/we are at   
   the mercy of the likes of Mr.  NOP, and Mr.  Roach, etc.  to help us the   
   rest of the way.  Well, I've spent enough time wondering what will happen,   
   etc.  It's time to go.   
      
   So, Once again, I wish You All.   
      
   very Happy Programming!!!   
      
   John Fielden   
      
   - - - - - - - - - - - - - - - - - - -   
      
   YE OLDE FASHIONED STYLE WRITE UP.   
      
   Note:  If the likes of Melbourne House had done this, all those years   
   ago...  well, there'd be no need for the editor of Commodore Free to get a   
   horse whip and force me to do it now!  ("Ouch!") So here goes:   
      
   GRAFFITTI EXPERIMENT   
      
   10 REMark, Title in this case.  Do not underrate the importance of this   
   line.  And take note of any (c) copyright notice to avoid the very serious   
   accusation of plagiarism.  I haven't claimed this, as I'm not the first   
   idiot to write graffiti.  (which is probably spelt wrong, by the way.  "So   
   wot -init ma-a-a-te!"   
      
   100 clear screen.  This time chosen to write the title for the user as it's   
   good form, polite etc.   
      
   110 you guessed it   
      
   120 testing the up and right arrow keys to make sure they work as required.   
      
   Note:  That I took one machine to a shop and whatever they did to it, the   
   poor thing hasn't been the same since!!!  A lesson to be careful whom you   
   trust!   
      
   150 an example of Gosub/Return statements (not the best, but will do)   
      
   200 another way to print something using coordinates rather than arrow   
   keys.  Careful though, this command has rules of its own.   
      
   210 tab was driving me crazy with the old machine, it was working the same   
   as SPC and deleting out characters it passed.  It shouldn't!   
      
   300-400, I felt so bad about not holding with the illiterate tradition of   
   graffiti that I just had to add to the program.   
      
   450 Again the statement causes a pause so that the existing line can be   
   read.   
      
   500 & 510 more done to remind me so that I didn't have to keep going back   
   to the reference manual.   
      
   520 x1 is the variable, in this case a constant that holds the start, top   
   left of the screen memory.  x2 is there as the manual says "remember to set   
   the colour at..." but I'm not yet sure how, and it works well enough   
   without it!   
      
   600 x1+59 is where the 15 (letter 'O' is to be printed.  x2 is REMarked out   
   as it did nothing!  (as far as I could tell)   
      
   610 continuing to change the lettering   
      
   620 another abandoned experiment with the PEEK command this time.   
      
   630 places a space at the required location.   
      
   Feel free to experiment with numbers -in the listed range anyway.  And   
   please save and send anything in.  no prizes though as it's just for fun.   
      
   650 check if a key has been pressed since encountering line 1000 (which   
   were GOSUBed above)   
      
   This prompted a query as to what if these were placed wrong...  (next   
   Prog.) If nothing is pressed, the poor machine has to recheck and give the   
   user another chance to press a key and make the delay long enough for the   
   user to read contents of the screen.  Note:  Happy Prog'ing caters for all   
   levels of intelligence, there was even a rumour that the prime minister   
   reads these pages!!!   
      
   If the equation at 650 proves false, the computer will look to the next   
   line which leads to the ending of the program at line 700.   
      
   GET LOST   
      
   ("Ouch!!! -? No, I mean the program!"   
   -"I know you do!" ed.)   
      
   10 as above. Same principle.   
      
   50 clear screen   
      
   60 let user know something is actually happening.   
      
   100-140 add as many of these as you wish for the experiment.  And notice   
   the more you add, the more the computer will ignore presses.  It will get   
   to the point where you will have to hold the space bar down in order to be   
   at line 200 with the key pressed to stop the program.   
      
   210 if it hasn't registered a key pressed, the machine will start looking   
   for it again.   
      
   When debugging, look for this in your programs.  Example:  Star Trader.   
      
   EXIT   
      
   ("ah!  free at last -Ouwcha!" -"not quite!" ed.) "MORE LOOPY" then.   
      
   10&20 You'll know off by heart, by now.   
      
   100 start loop   
      
   150 start counter and add with each pass-through.   
      
   200 tell computer when to EXIT the loop going by counter.   
      
   250 inform user where the count is at.  (No, not Monty Carlo "OUCH!")   
      
   300 return to start of loop, the "do" statement.   
      
   400 inform user we're outside loop and require a key press to acknowledge   
   to progress.   
      
   450 wait for keypress   
      
   460 if space bar hit, then exit with error.  Note the error.  We can change   
   this to end or stop, or by adding lines and sending the program there etc.   
      
   470 if space bar not pressed, acknowledge something was pressed by asking   
   again.   
      
   PSUEDO SPRITE MOVER   
      
   10 & 100 you know by now.   
      
   150 & 160, read the remark.  Although "Avoid" means if it were a proper   
   game, and not just a fundamental lesson in the very beginnings of one.   
      
   170 will place K on screen at line 180.   
      
   190 must have some colour, or life gets dull.  And changing this so you can   
   tell somethings happened when you hit the a-void.  Without this line if you   
   replay it the colour will stay the same as the post collision -later...   
      
   500 & 510 You've seen these before in an above Prog.   
      
   520 & 530 sets the screen parameters.  Later the computer will check where   
   the sprite is, and will stop the user going over the border (To protect   
   such things as the title and other placements etc.)   
      
   600 initial placement of our sprite.   
      
   700 waits for user to move sprite.   
      
   710-800 are the keys you can use to move your sprite.   
      
   800 if none of the choice keys are pressed the program will start again   
   waiting for one of the user choices.   
      
   The keys are:-   
      
   0 exit the program, though runs/stop has not been disabled.   
      
   The arrow keys as usual, otherwise.  Up = w, down = x, left = a, right = d.   
      
   You can also move to the corners.   
      
   The other directions are:   
      
   top left = q, top right = e, bottom left = z, bottom right = c.   
      
   The S key and SHIFT+S key have a special function.  If this were a proper   
   game, there might be a button for firing at the foe.  But as an   
   afterthought I came up with this way of changing the "sprite"/GRAPHIC,   
   letter etc.  that the user can move.  SPACE has been banned, so no   
   invisibility, as has t   
      
   --- MBSE BBS v1.0.4 (GNU/Linux-i386)   
    * Origin: Dragon's Lair ---:- dragon.vk3heg.net -:--- (3:633/280)   

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