Commodore 64 manuels

Manuels d'utilisation et guides de l'utilisateur pour PC/postes de travail Commodore 64.
Nous fournissons des manuels en pdf 2 Commodore 64 à télécharger gratuitement par type de document : Manuel d'utilisateur


Commodore 64 Manuel d'utilisateur (83 pages)


marque: Commodore | Catégorie: PC/postes de travail | Taille: 6.71 MB |

 

Table des matières

GRAPHICS OVERVIEW

2

GRAPHICS LOCATIONS

3

SCREEN MEMORY

4

COLOR MEMORY

5

104 PROGRAMMING GRAPHICS

6

1EOO- 1FFF

7

(TURNS INTERRUPTS OFF)

8

(TURNS INTERRUPTS ON)

8

STANDARD CHARACTER MODE

9

= SCREEN CODE*8+(CHARACTER

9

PROGRAMMABLE CHARACTERS

10

PROGRAMMINGGRAPHICS 109

11

- PEEK(I): NEXT

12

. . . making your

13

112 PROGRAMMING GRAPHICS

14

PROGRAMMING GRAPHICS 113

15

10 REM* EXAMPLE1 *

16

MULTI-COLOR MODE GRAPHICS

17

BIT PATTERN

18

II ";: REM LT.RED/

20

SET BACKGROUND

21

COLOR #0 TO BLACK

21

120 PROGRAMMING GRAPHICS

22

BIT MAPPED GRAPHICS

23

HOW IT WORKS

24

If you remember the

24

CHARACTERSsection you will

24

MAP AT 8192

25

124 PROGRAMMING GRAPHICS

26

= Y AND 7

27

= BASE+ ROW*320+ CHAR*8+ LINE

28

MULTI-COLORBIT MAP MODE

29

= 1/2 byte = 4 bits)

30

PROGRAMMINGGRAPHICS 129

31

PRItHII HELLOII;

32

DEFINING A SPRITE

33

""

34

POINTERS

35

TURNING SPRITES ON

36

TURNING SPRITES OFF

37

MULTI-COLOR MODE

37

SPRITETO MULTI-COLORMODE

38

EXPANDED SPRITES

38

POSITIONING

39

POKEstatements:

40

SET BEGINNING

41

--- 229 ($E5)

42

- - 54($36)

43

,ABI"

44

= y < = 249

45

COLLISION DETECTS

46

SPRITE TO SPRITE COLLISIONS

47

SPRITE TO DATA COLLISIONS

47

530 OOT0340

48

SPRITE DATA *****

48

'mil"

49

=1THE~m>,;=- Dr.:: REt1 IF

50

READA:REM READ IN A BYTE

51

485 POKEVIC+16,SIDE

51

POSITImJ

51

OTHER GRAPHICS FEATURES

52

= stored raster count

53

. = EXCELLENT

54

SPRITES-ANOTHER LOOK

55

AllDramE

55

. . . but V+21 requires less

56

PROGRAMMING GRAPHICS 155

57

TV SCREEN

58

=229 X =229, Y =231 I

59

. . . POKEthe X POSI

61

...raI!tJ!n

62

PROGRAMMING GRAPHICS 161

63

DRAWING A SPRITE

64

4 2 6 842 1 8 4 2 6 842 1

64

. . . STEP BY STEP

65

164 PROGRAMMING GRAPHICS

66

POKEs the sprite

67

VERTICAL SCROLLING

68

,,&lIB

69

Emil'

70

FORS 1 = 12288

71

POKES1,Q1

71

PROGRAMMINGGRAPHICS 169

71

FORS2 =12352

72

TO 12414

72

B8 key and press the key

73

- (0 times 256) or o. When

74

PROGRAMMING GRAPHICS 173

75

LINES100-109

76

LINE 200:

77

LINE 300:

77

EASY SPR1TEMAKING CHART

78

SPRITEMAKING NOTES

79

SPRITE COLORS:

80

MEMORY LOCATION:

80

PROGRAMMING GRAPHICS 179

81

I 8 I 4 I 2 I 1 I

82

"

83





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