DESIGNER PEN/PT1
FILE INFORMATION
FILENAME(S): DESIGNER PEN/PT1
FILE TYPE(S): SEQ
FILE SIZE: 17K
FIRST SEEN: 2025-11-30 18:12:25
APPEARS ON: 1 disk(s)
FILE HASH
3464c497e89a4c82a16b7c5f315b0c67ea4f7c3f13a01fad7f0494e0256dfa9b
FOUND ON DISKS (1 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| DOCS | DESIGNER PEN/PT1 | SEQ | Sailor, Ganheden | 16 | 9 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
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00003B70: 20 30 36 34 22 20 54 55 52 4E 53 20 41 20 20 20 | 064" TURNS A |
00003B80: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | |
00003B90: 20 20 20 20 20 20 51 55 41 52 54 45 52 20 4F 46 | QUARTER OF|
00003BA0: 20 41 20 43 49 52 43 4C 45 20 54 4F 20 54 48 45 | A CIRCLE TO THE|
00003BB0: 20 4C 45 46 54 2E 0D 0D 0D D6 C1 D2 C9 C1 C2 CC | LEFT...........|
00003BC0: C5 D3 2C 20 CC CF CF D0 D3 20 C1 CE C4 20 CC C1 |.., ..... ... ..|
00003BD0: C2 C5 CC D3 0D D6 41 52 49 41 42 4C 45 53 20 41 |......ARIABLES A|
00003BE0: 52 45 20 4C 45 54 54 45 52 53 20 28 C1 2D DA 29 |RE LETTERS (.-.)|
00003BF0: 20 54 48 41 54 20 53 54 4F 52 45 20 4E 55 4D 42 | THAT STORE NUMB|
00003C00: 45 52 53 2E 20 D7 48 45 52 45 41 53 20 41 20 4E |ERS. .HEREAS A N|
00003C10: 55 4D 42 45 52 20 49 54 53 45 4C 46 20 43 41 4E |UMBER ITSELF CAN|
00003C20: 4E 4F 54 20 45 56 45 52 20 42 45 20 57 4F 52 54 |NOT EVER BE WORT|
00003C30: 48 20 41 20 44 4F 46 46 45 52 45 4E 54 20 4E 55 |H A DOFFERENT NU|
00003C40: 4D 45 52 49 43 20 56 41 4C 55 45 20 28 33 20 49 |MERIC VALUE (3 I|
00003C50: 53 20 41 4C 57 41 59 53 20 45 51 55 41 4C 20 54 |S ALWAYS EQUAL T|
00003C60: 4F 20 33 29 2C 20 41 20 56 41 52 49 41 42 4C 45 |O 3), A VARIABLE|
00003C70: 20 43 41 4E 20 53 54 4F 52 45 20 41 20 44 49 46 | CAN STORE A DIF|
00003C80: 46 45 52 45 4E 54 20 4E 55 4D 42 45 52 20 41 54 |FERENT NUMBER AT|
00003C90: 20 44 49 46 46 45 52 45 4E 54 20 54 49 4D 45 53 | DIFFERENT TIMES|
00003CA0: 20 54 48 52 4F 55 47 48 4F 55 54 20 41 20 50 52 | THROUGHOUT A PR|
00003CB0: 4F 47 52 41 4D 2E 0D CC 45 54 27 53 20 50 52 45 |OGRAM...ET'S PRE|
00003CC0: 54 45 4E 44 20 54 48 41 54 20 59 4F 55 20 57 41 |TEND THAT YOU WA|
00003CD0: 4E 54 20 54 4F 20 48 45 41 52 20 41 4C 4C 20 46 |NT TO HEAR ALL F|
00003CE0: 49 56 45 20 4F 43 54 41 56 45 53 20 54 48 41 54 |IVE OCTAVES THAT|
00003CF0: 20 D4 48 45 20 C4 45 53 49 47 4E 45 52 27 53 20 | .HE .ESIGNER'S |
00003D00: D0 45 4E 43 49 4C 20 53 55 50 50 4F 52 54 53 2E |.ENCIL SUPPORTS.|
00003D10: 20 D4 48 41 54 20 49 4E 43 4C 55 44 45 53 20 36 | .HAT INCLUDES 6|
00003D20: 30 20 4E 4F 54 45 53 3B 20 31 32 20 4E 4F 54 45 |0 NOTES; 12 NOTE|
00003D30: 53 20 50 45 52 20 4F 43 54 41 56 45 2E 20 D5 53 |S PER OCTAVE. .S|
00003D40: 49 4E 47 20 41 20 56 41 52 49 41 42 4C 45 20 28 |ING A VARIABLE (|
00003D50: C1 29 20 59 4F 55 20 43 4F 55 4C 44 20 48 45 41 |.) YOU COULD HEA|
00003D60: 52 20 41 4C 4C 20 36 30 20 4E 4F 54 45 53 20 42 |R ALL 60 NOTES B|
00003D70: 59 20 57 52 49 54 49 4E 47 20 4A 55 53 54 20 46 |Y WRITING JUST F|
00003D80: 4F 55 52 20 49 4E 53 54 52 55 43 54 49 4F 4E 53 |OUR INSTRUCTIONS|
00003D90: 2E 0D 0D C8 45 52 45 27 53 20 C8 4F 57 21 0D 31 |....ERE'S .OW!.1|
00003DA0: 2E 20 C3 4C 45 41 52 20 41 4E 59 20 50 52 4F 47 |. .LEAR ANY PROG|
00003DB0: 52 41 4D 20 49 4E 20 4D 45 4D 4F 52 59 2E 0D 32 |RAM IN MEMORY..2|
00003DC0: 2E 20 D0 4F 49 4E 54 20 54 48 45 20 41 52 52 4F |. .OINT THE ARRO|
00003DD0: 57 20 41 54 20 54 48 45 20 22 D3 C5 D4 20 C1 3D |W AT THE "... .=|
00003DE0: 30 30 30 22 20 49 4E 53 54 52 55 43 54 49 4F 4E |000" INSTRUCTION|
00003DF0: 20 41 4E 44 20 50 52 45 53 53 20 54 48 45 20 42 | AND PRESS THE B|
00003E00: 55 54 54 4F 4E 2E 20 CD 4F 56 45 20 20 20 20 20 |UTTON. .OVE |
00003E10: 20 20 54 48 45 20 CA 4F 59 53 54 49 43 4B 20 41 | THE .OYSTICK A|
00003E20: 4E 44 20 53 45 45 20 54 48 41 54 20 59 4F 55 20 |ND SEE THAT YOU |
00003E30: 43 41 4E 20 43 59 43 4C 45 20 54 48 52 4F 55 47 |CAN CYCLE THROUG|
00003E40: 48 54 20 41 4C 4C 20 32 36 20 4C 45 54 54 45 52 |HT ALL 26 LETTER|
00003E50: 53 20 49 4E 20 54 48 45 20 20 20 20 20 20 20 20 |S IN THE |
00003E60: 20 20 41 4C 50 48 41 42 45 54 2E 20 D2 45 54 55 | ALPHABET. .ETU|
00003E70: 52 4E 20 54 4F 20 22 C1 22 20 41 4E 44 20 50 52 |RN TO "." AND PR|
00003E80: 45 53 53 20 54 48 45 20 42 55 54 54 4F 4E 20 41 |ESS THE BUTTON A|
00003E90: 47 41 49 4E 2E 20 D4 48 45 4E 2C 20 50 52 45 53 |GAIN. .HEN, PRES|
00003EA0: 53 20 54 48 45 20 42 55 54 54 4F 4E 20 20 20 20 |S THE BUTTON |
00003EB0: 20 20 41 47 41 49 4E 2C 20 4C 45 41 56 49 4E 47 | AGAIN, LEAVING|
00003EC0: 20 22 D3 C5 D4 20 C1 3D 30 30 30 22 2E 0D 33 2E | "... .=000"..3.|
00003ED0: 20 D3 43 52 4F 4C 4C 20 44 4F 57 4E 20 54 48 45 | .CROLL DOWN THE|
00003EE0: 20 49 4E 53 54 52 55 43 54 49 4F 4E 20 D7 4F 49 | INSTRUCTION .OI|
00003EF0: 4E 44 4F 57 20 41 4E 44 20 46 49 4E 44 20 54 48 |NDOW AND FIND TH|
00003F00: 45 20 49 4E 53 54 52 55 43 54 49 4F 4E 20 22 C1 |E INSTRUCTION ".|
00003F10: 3D C1 2B 30 30 30 22 2C 20 41 4E 44 20 20 20 20 |=.+000", AND |
00003F20: 20 50 52 45 53 53 20 54 48 45 20 42 55 54 54 4F | PRESS THE BUTTO|
00003F30: 4E 2E 20 28 D9 4F 55 20 43 41 4E 20 53 43 52 4F |N. (.OU CAN SCRO|
00003F40: 4C 4C 20 42 4F 54 48 20 22 C1 53 22 20 54 48 52 |LL BOTH ".S" THR|
00003F50: 4F 55 47 48 20 41 4C 4C 20 4F 46 20 54 48 45 20 |OUGH ALL OF THE |
00003F60: 4C 45 54 54 45 52 53 2C 20 42 55 54 20 20 20 20 |LETTERS, BUT |
00003F70: 20 4C 45 41 56 45 20 54 48 45 4D 20 42 4F 54 48 | LEAVE THEM BOTH|
00003F80: 20 41 53 20 22 C1 22 2E 29 20 D4 48 45 4E 2C 20 | AS ".".) .HEN, |
00003F90: 4D 4F 56 45 20 54 48 45 20 CA 4F 59 53 54 49 43 |MOVE THE .OYSTIC|
00003FA0: 4B 20 53 4F 20 54 48 45 20 49 4E 53 54 52 55 43 |K SO THE INSTRUC|
00003FB0: 54 49 4F 4E 20 52 45 41 44 53 20 20 20 20 20 20 |TION READS |
00003FC0: 20 22 C1 3D C1 2B 30 30 31 22 2E 20 28 CE 4F 54 | ".=.+001". (.OT|
00003FD0: 45 3A 20 22 C1 3D C1 2B 30 30 31 22 20 49 53 20 |E: ".=.+001" IS |
00003FE0: 4E 4F 54 20 41 20 43 4F 52 52 45 43 54 20 4D 41 |NOT A CORRECT MA|
00003FF0: 54 48 45 4D 41 54 49 43 41 4C 20 45 58 50 52 45 |THEMATICAL EXPRE|
00004000: 53 53 49 4F 4E 2E 20 D4 48 41 54 20 20 20 20 20 |SSION. .HAT |
00004010: 20 57 4F 55 4C 44 20 42 45 20 49 4D 50 4F 53 53 | WOULD BE IMPOSS|
00004020: 49 42 45 2E 20 D7 49 54 48 20 43 4F 4D 50 55 54 |IBE. .ITH COMPUT|
00004030: 45 52 53 2C 22 C1 3D C1 2B 30 30 31 22 20 4D 45 |ERS,".=.+001" ME|
00004040: 41 4E 53 20 54 48 41 54 20 54 48 45 20 4C 45 46 |ANS THAT THE LEF|
00004050: 54 53 49 44 45 20 22 C1 22 20 49 53 20 20 20 20 |TSIDE "." IS |
00004060: 20 4E 4F 57 20 45 51 55 41 4C 20 54 4F 20 49 54 | NOW EQUAL TO IT|
00004070: 53 45 4C 46 20 22 50 4C 55 53 20 31 22 2E 20 D4 |SELF "PLUS 1". .|
00004080: 48 49 53 20 49 53 20 43 41 4C 4C 45 44 20 41 20 |HIS IS CALLED A |
00004090: 22 43 4F 55 4E 54 45 52 22 2E 0D 34 2E 20 D0 55 |"COUNTER"..4. .U|
000040A0: 54 20 54 48 45 20 49 4E 53 54 52 55 43 54 49 4F |T THE INSTRUCTIO|
000040B0: 4E 20 22 CE CF D4 C5 20 C3 C8 31 3D 28 C1 29 22 |N ".... ..1=(.)"|
000040C0: 20 4F 4E 20 54 48 45 20 4E 45 58 54 20 50 52 4F | ON THE NEXT PRO|
000040D0: 47 52 41 4D 20 4C 49 4E 45 2E 0D 35 2E 20 C6 49 |GRAM LINE..5. .I|
000040E0: 4E 44 20 54 48 45 20 49 4E 53 54 52 55 43 54 49 |ND THE INSTRUCTI|
000040F0: 4F 4E 20 22 CA D5 CD D0 20 CF D4 20 CC 30 30 31 |ON ".... .. .001|
00004100: 22 20 41 4E 44 20 50 52 45 53 53 20 54 48 45 20 |" AND PRESS THE |
00004110: 42 55 54 54 4F 4E 2E 20 28 22 CA D5 CD D0 20 D4 |BUTTON. (".... .|
00004120: CF 20 CC 30 30 31 22 20 20 20 20 20 20 20 57 49 |. .001" WI|
00004130: 4C 4C 20 42 45 20 45 58 50 4C 41 49 4E 45 44 20 |LL BE EXPLAINED |
00004140: 4C 41 54 45 52 2E 29 0D 36 2E 20 CC 41 53 54 4C |LATER.).6. .ASTL|
00004150: 59 2C 20 50 4F 53 49 54 49 4F 4E 20 54 48 45 20 |Y, POSITION THE |
00004160: 41 52 52 4F 57 20 54 4F 20 54 48 45 20 C6 C1 D2 |ARROW TO THE ...|
00004170: 20 CC C5 C6 D4 20 45 44 47 45 20 4F 46 20 54 48 | .... EDGE OF TH|
00004180: 45 20 53 43 52 45 45 4E 20 4F 4E 20 54 48 45 20 |E SCREEN ON THE |
00004190: 20 20 20 20 20 20 20 20 20 20 20 22 C1 3D C1 2B | ".=.+|
000041A0: 30 30 31 22 20 4C 49 4E 45 2C 20 41 4E 44 20 50 |001" LINE, AND P|
000041B0: 52 45 53 53 20 54 48 45 20 42 55 54 54 4F 4E 2E |RESS THE BUTTON.|
000041C0: 20 22 CC 30 30 31 22 20 53 48 4F 55 4C 44 20 41 | ".001" SHOULD A|
000041D0: 50 50 45 41 52 2E 20 D0 52 45 53 53 20 54 48 45 |PPEAR. .RESS THE|
000041E0: 20 42 55 54 54 4F 4E 20 20 20 20 41 47 41 49 4E | BUTTON AGAIN|
000041F0: 2C 20 D4 48 45 20 C6 C1 D2 20 CC C5 C6 D4 20 45 |, .HE ... .... E|
00004200: 44 47 45 20 49 53 20 52 45 53 45 52 56 45 44 20 |DGE IS RESERVED |
00004210: 46 4F 52 20 22 4C 41 42 45 4C 53 22 2E 20 D4 4F |FOR "LABELS". .O|
00004220: 20 CD CF D6 C5 20 41 20 22 4C 41 42 45 4C 22 2C | .... A "LABEL",|
00004230: 20 50 4F 49 4E 54 20 20 20 20 20 54 48 45 20 41 | POINT THE A|
00004240: 52 52 4F 57 20 41 54 20 49 54 2C 20 50 52 45 53 |RROW AT IT, PRES|
00004250: 53 20 54 48 45 20 42 55 54 54 4F 4E 20 41 4E 44 |S THE BUTTON AND|
00004260: 20 4D 4F 56 45 20 54 48 45 20 4C 41 42 45 4C 20 | MOVE THE LABEL |
00004270: 41 4E 59 57 48 45 52 45 20 55 50 20 4F 52 20 44 |ANYWHERE UP OR D|
00004280: 4F 57 4E 20 54 48 45 20 20 20 20 C6 C1 D2 20 CC |OWN THE ... .|
00004290: C5 C6 D4 20 45 44 47 45 20 4F 54 20 54 48 45 20 |... EDGE OT THE |
000042A0: D0 52 4F 47 52 41 4D 20 C1 52 45 41 2E 20 C9 46 |.ROGRAM .REA. .F|
000042B0: 20 59 4F 55 20 57 41 4E 54 20 54 4F 20 47 45 54 | YOU WANT TO GET|
000042C0: 20 52 49 44 20 4F 46 20 41 20 4C 41 42 45 4C 2C | RID OF A LABEL,|
000042D0: 20 59 4F 55 20 20 20 20 20 20 20 43 41 4E 20 22 | YOU CAN "|
000042E0: 48 49 44 45 22 20 49 54 20 55 4E 44 45 52 20 41 |HIDE" IT UNDER A|
000042F0: 4E 4F 54 48 45 52 20 4C 41 42 45 4C 20 41 4E 44 |NOTHER LABEL AND|
00004300: 20 49 54 20 57 49 4C 4C 20 44 49 53 41 50 50 45 | IT WILL DISAPPE|
00004310: 41 52 20 46 52 4F 4D 20 59 4F 55 52 20 50 52 4F |AR FROM YOUR PRO|
00004320: 47 52 41 4D 2E 20 20 20 20 20 20 22 CC 30 30 31 |GRAM. ".001|
00004330: 22 20 49 53 20 41 20 4C 41 42 45 4C 2E 20 28 D3 |" IS A LABEL. (.|
00004340: 45 45 20 22 CA D5 CD D0 20 D4 CF 20 CC 30 30 31 |EE ".... .. .001|
00004350: 22 20 46 4F 52 20 41 20 46 55 52 54 48 45 52 20 |" FOR A FURTHER |
00004360: 44 49 53 43 55 53 53 49 4F 4E 20 4F 46 20 4C 41 |DISCUSSION OF LA|
00004370: 42 45 4C 53 2E 29 0D 0D D9 4F 55 52 20 D0 52 4F |BELS.)...OUR .RO|
00004380: 47 52 41 4D 20 D3 48 4F 55 4C 44 20 CC 4F 4F 4B |GRAM .HOULD .OOK|
00004390: 20 4C 49 4B 45 20 D4 48 49 53 3A 0D C2 C1 C3 CB | LIKE .HIS:.....|
000043A0: C7 D2 CE C4 20 3D 20 D7 C8 D4 0D C3 CF CC CF D2 |.... = .........|
000043B0: 20 31 20 20 3D 20 D2 C4 31 0D C3 CF CC CF D2 20 | 1 = ..1...... |
000043C0: 32 20 20 3D 20 C7 CE 31 0D C3 CF CC CF D2 20 33 |2 = ..1...... 3|
000043D0: 20 20 3D 20 C2 CC 31 0D C3 CC C5 C1 D2 20 D3 C3 | = ..1...... ..|
000043E0: D2 C5 C5 CE 0D D3 C5 D4 20 C1 20 3D 20 30 30 30 |........ . = 000|
000043F0: 0D CC 30 30 31 20 C1 20 3D 20 C1 20 2B 20 30 30 |..001 . = . + 00|
00004400: 31 0D |1. |
T H E D E S I G N E R '
S P E N C I L..LOAD"*",8,1.HIT RESTOR
E KEY TO RETURN TO TITLE SCREEN AT ANYTI
ME. BE CAREFUL NOT TO ACCIDENTALLY HIT R
ESTORE ONCE WRITING A PROGRAM. DOING SO
WILL DESTROY ANY PROGRAM YOU MAY HAVE BE
EN WORKING ON...THE CONTROLS.THE DESIGNE
RS PENCIL CAN BE USED WITH EITHER THE KE
YBOARD OR A JOYSTICK PLUGGED INTO PORT O
NE..EXIT THE TITLE SCREEN BY PUSHING THE
BUTTON ON THE JOYSTICK OR PRESSING THE
SPACE BAR ON THE KEYBOARD TRY IT!.YOU AR
E NOW LOOKING AT THE PROGRAMMING SCREEN.
ALL PROGRAM DESIGNING IS DONE HERE. THE
FLASHING ARROW IS YOUR PROGRAMMING POIN
TER. RIGHT NOW, YOU CAN SEE THAT IT IS P
OINTING AT THE VIEW COMMAND. MOVE THE AR
ROW UP, DOWN, LEFT OR RIGHT WITH THE JOY
STICK. IF USING THE KEYBOARD, F1=UP, F3=
LEFT, F5=RIGHT AND F7=DOWN. TRY IT! MOVE
THE ARROW AROUND A BIT. THEN, RETURN TH
E ARROW TO THE VIEW COMMAND..USING THE
DESIGNER'S PENCIL IS JUST LIKE PROGRAMMI
NG EXCEPT THAT YOU DON'T NEED TO TYPE OR
MEMORIZE ANY COMMANDS OR INSTRUCTIONS.
ALL OF THE PROGRAM DESIGNING IS DONE BY
A COMBINATION OF MOVING THE ARROW TO THE
COMMAND OR INSTRUCTION YOU DESIRE AND P
RESSING THE BUTTON. BY PRESSING THE BUTT
ON, YOU ARE EXECUTING A COMMAND OR INITI
ATING AN INSTRUCTION..NOTE: THESE DOCS A
SSUME YOU ARE USING A JOYSTICK. IF USING
THE KEYBOARD, PRESS THE SPACE BAR WHEN
WE REFER TO THE BUTTON ON THE JOYSTICK.
ALSO, IF YOU'D LIKE TO DRAW FREEHAND USI
NG THE JOYSTICK, SEE "INSTRUCTIONS" SECT
ION "SKIP IF J2=UP. .THE PROGRAMMING SCR
EEN.THE DIAGRAM BELOW SHOWS THE PROGRAMM
ING SCREEN DIVIDED INTO ITS FOUR MAIN SE
CTIONS..1. THE PROMPT WINDOW - LOCATED A
T THE TOP LEFT OF THE SCREEN.2. THE PRGR
AMMING AREA - LOCATED IN THE BODY OF THE
LEFT SIDE.3. THE INSTRUCTIONS - LOCATED
ON THE RIGHT HAND SIDE..4. THE MASTER C
OMMANDS - RUNNING ALONG THE BOTTOM OF TH
E SCREEN....THE MASTER COMMANDS.THE SIX
SMALL RECTANGELS AT THE BOTTOM ARE YOUR
MASTER COMMANDS. TO EXECUTE ONE, POINT T
HE ARROW TO THE COMMAND DESIRED AND PRES
S THE BUTTON. THE MASTER COMMANDS ARE:.V
IEW: VIEWS THE DRAW PAGE. TO EXIT THE DR
AW PAGE, PRESS THE BUTTON AGAIN.
EXITING THE DRAW PAGE ALWAYS RETURN
S YOU TO THE PROGRAMMING SCREEN WITH
THE ARROW POINTED AT THE VIEW COMMA
ND..RUN: RUNS THE PROGRAM THAT IS IN TH
E PROGRAM AREA OF THE PROGRAMMING SCREEN
. YOUR TV SET WILL AUTOMATICALLY
FLIP TH THE DRAW PAGE, AND YOU WILL SEE
YOUR PROGRAM ACTUALL BEING RUN
OR "DRAWN". YOU MAY INTERRUPT A RUN AND
RETURN TO THE PROGRAMMING SCRE
EN AT ANY TIME BY PRESSING THE BUTTON..I
NS: INSERTS A BLANK LINE AT THE BLINKIN
G CURSOR IN THE PROGRAM AREA. (SEE
"INSERT AND DELETE".).DEL: DELETES
THE LINE AT THE BLINKING CURSOR IN THE
PROGRAM AREA (SEE "INSER AND DEL
ETE".).FILE: HANDLES VARIOUS FILING JOBS
. THE ARROW WILL AUTOMATICALLY GO TO THE
PROMPT WINDOW FOR YOU TO MA
KE YOUR SELECTIONS. (SEE "PROMPT WINDOW"
.).CLR: CLEARS THE PROGRAM AREA OF ANY
PROGREAM, PROMPTED BY YES/NO IN THE PROM
PT WINDOW. (NOTE: UNLESS YOU PROGR
AM IS "SAVED", THERE IS NO WAY TO RETRIE
VE IT ONCE THE PROGRAM AREA IS CLE
ARED...THE PROMPT WINDOW.THE PROMPT WIND
OW IS WHERE YOU ACCESS THE TWELVE DEMONS
TRATIONS THAT SHOW SOME OF THE CAPABILIT
IES OF THE DESIGNER'S PENCIL. IT IS ALSO
WHERE YOU WILL SAVE AND LOAD YOUR OWN P
ROGRAMS AND PICTURES. (MORE ON SAVE AND
LOAD LATER.).YOU WILL NORMALLY USE OR EN
TER THE PROMPT WINDOW BY FIRST POINTING
THE ARROW AT THE FILE COMMAND AT THE BOT
TOM OF THE SCREEN AND PRESSING THE BUTTO
N. THE ARROW AUTOMATICALLY JUMPS TO THE
PROMPT WINDOW. THEN, POINT THE ARROW AT
THE "PROMPTED" DECISION YOOU CHOOSE TO
MAKE. REMEMBER TO PRESS THE BTTON TO EX
ECUTE YOUR"PROMPTED DECISION..NOTE: NO
RMALLY, TO ENTER THE PROMPT WONDOW, POIN
T THE ARROW AT THE FILE COMMAND FIRST, A
ND PRESS THE BUTTON..TO RUN DEMONSTRATIO
NS:.1. ENTER THE PROMPT WINDOW THROUGHT
THE FILE COMMAND AS EXPLAINED ABOVE..2.
POINT THE ARROW AT "DEMO" AND PRESS THE
BUTTON. THE ARROW JUMPED UP ONE LINE
AND IS POINTING AT "BEGINR/PRG". THIS IS
THE NAME OF THE FIRST
DEMONSTRATION. TO CYCLE THROUGHT THE LIS
T OF TWELVE "DEMO" NAMES, PUSH THE
JOYSTICK FORWARD AND PULL IT BACK. LEAN
THE JOYSTICK LEFT AND RIGHT TO CYCLE
FORWARD AND BACKWARD QUICKLY..3. RETURN
TO "BEGINR/PRG" AND PRESS THE BUTTON..4.
MOVE THE ARROW TO "YES" AND PRESS THE B
UTTON. YOU HAVE JUST LOADED THIS
PROGRAM INTO THE PROGRAM AREA. (IF YOU
HAD CHOSEN "NO", THE PROGRAM ALREADY
RESIDING IN THE PROGRAM AREA WOULD HAVE
REMAINED UNCHANGED.).5. RUN THE PROGRAM
USING THE RUN COMMAND.. TO RUN THE RE
ST OF THE DEMONSTRATIONS, FOLLOW THE SAM
E PROCEDURE. SELECT A DIFFERENT DEM
ONSTRATION "FILENAME" EACH TIME. OH, YES
. TURN THE VOLUME UP ON YOUR TV. YOU'
LL SOON HEAR WHY....BLANKING THE DRAW PA
GE.WHEN YOU BEGIN TO PROGRAM YOUR OWN DE
SIGNS, ALWAYS BLANK-OUT THE DRAW PAGE FI
RST. THIS ALLOWS YOU STO START WITH A "F
RESH PIECE OF PAPER"..HERE'S HOW!.1. MOV
E THE ARROW TO THE CLR COMMAND AND PRESS
THE BUTTON. THE ARROW JMPS TO THE
PROMPT WINDOW..2. EXECUTE THE "YES" INS
TRUCTION. THE CLR AND YES COMBINED CLEAR
THE PROGRAM AREA..3. EXECUTE THE
RUN COMMAND. AFTER CLEARING THE PROGRAM
AREA, THE RUN COMMAND BLANKS THE D
RAW PAGE...FOUR IMPORTANT CONDITIONS EXI
ST ONCE YOU BLAND THE PAGE AND ARE READY
TO BEGIN A NEW PROGRAM:.1. THE PAGE IS
WHITE..2. YOU CAN SEE THE PENCIL, AS OPP
OSED TO BEING INVISIBLE..3. THE PENCIL I
S LOCATED AT THE CENTER OF THE PAGE..4.
THE PENCIL IS ON THE PAGE. THIS MEANS TH
AT THE PENCIL WILL DRAW WHEN MOVED
ABOUT, AS OPPOSED TO OSIMPL BEING REPOSI
TIONED WITHOUT DRAWING WHEN MOVED
ABOUT..NOTE: ALWAYS BLANK THE DRAW PAGE
WHEN YOOU BEGIN PROGRAMMING A NEW DESIGN
....CREATING A SIMPLE CIRCLE.YOU ARE NOW
READY TO CREATE YOUR FIRST PROGRAM. AFT
ER RETURNING TO THE PROGRAMMING SCREEN B
Y PRESSING THE BUTTON, YOU WILL NOTICE T
HE BLINKING CURSOR. THE BLINKING CURSOR
MARKS THE LOCATION OF THE NEXT INSTRUCTI
ON OF YOUR PROGRAM..THE FIRST FIVE LINES
YOU SEE IN THE PROGRAMMING AREA ARE ALW
AYS INCLUDED FOR YOU AT THE START OF ANY
PROGRAM..TO CREATE A CIRCLE:.1. MOVE TH
E ARROW OVER TO THE INSTRUCTION WINDOW A
ND POINT TO "CIRCLE R=000". (SCROLL
UP OR DOWN THROUGH THE INSTRUCTIONS UNT
IL LYOU FIND THIS INSTRUC
TION.).2. PRESS THE BUTTON. YOU'LL NOTIC
E THAT YOUR INSTRUCTION IS NOW PART OF Y
OUR PROGRAM. BECAUSE THIS INSTRUCT
ION NEEDS ADDITIONAL INFORMATION, IT IS
HIGHLIGHTED IN RED..3. MOVE TH
E JOYSTICK UNTIL THE NUMBER 035 APPEARS
AND PRESS THE BUTTON. .4. EXECUTE THE RU
N COMMAND..CONGRATULATIONS! YOU HAVE JUS
T COMPLETED YOUR FIRST PROGRAM...TO EXPE
RIMENT WITH OTHER CIRCLE SIZES:.1. POINT
THE ARROW AT THE "035".2. PRESS THE BUT
TON..3. MOVE THE JOYSTICK TO SELECT A RA
DIUS FOR OTHER SIZES..4. PRESS THE BUTTO
N AGAIN..5. EXECUTE THE RUN COMMAND..NOT
E: INSTRUCTIONS THAT ARE HIGHLIGHTED RED
IN THE PROGRAMMING AREA REQUIRE ADDITIO
NAL INFORMATIN, OR SOME SORT OF CHANGE..
..THE PROGRAMMING AREA.AS YOU CAN SEE, T
HE PROGRAMMING AREA AND THE INSTRUCTION
WINDOW WORK VERY CLOSELY WITH EACH OTHER
. THE PROGRAMMING AREA IS WHERE YOU "BUI
LD" OR "CREATE" YOU PROGRAMS. THE INSTRU
CTION WINDOW IS WHERE YOU SELECT THE INS
TRUCTIONS..MANY INSTRUCTIONS IN YOUR PRO
GRAMS, LIKE "CIRCLE R=035". CAN BE CHANG
ED ONCE THEY ARE ALREADY IN THE PROGRAMM
ING AREA. POINT THE ARROW TO WHERE YOU W
ISH TO MAKE THE CHANGE AND PRESS THE BUT
TON...TO MAKE A CHANGE IN PROGRAMMING AR
EA:.USING YOUR CIRCLE PROGRAM,.1. POINT
THE ARROW AT "WHTW IN THE FIRST PROGRAM
INSTRUCTION "BACKGRND=WHT"..2. PRESS THE
BUTTON..3. MOVE THE JOYSTICK UNTIL "BLK
" APPEARS..4. PRESS THE BUTTON AND EXECU
TE A RUN.. THE BACKGROUND CHANGED FROM
WHITE TO BLACK..NOTE: TO CHANGE A COLOR
, NUMERICAL VALUE OR MUSICAL NOT EIN THE
PROGRAMMING AREA, POINT THE ARROW WHERE
YOU WISH TO MAKE THE CHANGE AND PRESS T
HE BUTTON. MOVE THE JOYSTICK TO MAKE YOU
R NEW SELECTION, THEN PRESS THE BUTTON A
GAIN....INSERT AND DELETE.THERE ARE MANY
OCCASIONS WHEN WRITING A PROGRAM THAT Y
OU WILL WANT TO INSERT AN NEW INSTRUCTIO
N BETWEEN TWO EXISTING INSTRUCTIONS, OR
EVEN DELETE AN INSTRUCT- TIONS, OR EVEN
DELETE AN INSTRUCTION. BOTH ARE VERY SI
MPLE TO DO WITHE THE DESIGNER'S PENCIL..
LET'S USE YOUR CIRCLE PROGRAM TO LEARN H
OW TO INSERT AN INSTRUCTION...FIRST, DO
THIS:.1. DRAW A CIRCLE WITH A RADIUS OF
017..2. CHANGE THE BACKGROUND TO BLACK..
3. CHANGE "COLOR 1=RD1" TO "COLOR 1=YEL"
. (JUST POINT THE ARROW AT "RD1", PRESS
THE BUTTON AGAIN.)"RD1 STANDS FOR THE
FIRST SHADE OF READ. "RD2" IS THE
SECOND SHADE. THER ARE 16 AVAILABLE C
OLORS..4. RUN THE PROGRAM.. YOU SHOULD
SEE A YELLOW CIRCLE ON A BLACK BACKGROO
UND. WHEN YOU ARE FINISHED ADMIRNG YO
UR WORK, RETURN TO THE PROGRAMMING SCREE
N...NOW, TO INSERT AN INSTRUCTION:.1. PO
INT THE ARROW AT THE BEGINING OF YOUR "C
IRCLE R=017" INSTRUCTION AND PRESS TH
E BUTTON. THE BLINKING CURSOR SHOULD APP
EAR AT THE BEGINNING OF THE "C
IRCLE R=017" INSTRUTION..2. POINT THE AR
ROW AT THE INS COMMAND AND PRESS THE BUT
ON ONCE. THE "CIRCLE R=017" INSTR
UCTION DROPPED DOWN ONE LINE. EACH TIME
YOU PRESS THE BUTTON, ONE BLANK LI
NE EACH TIME YOU PRESS THE BUTTON, ONE B
LANK LINE IS INSERTED..3. POINT THE ARRO
W AT THE "USE COLR 000" INSTRUCTION IN T
HE INSTRUCTION WINDOW AND PRESS THE
BUTTON ONCE..4. CHANGE THE "000" TO "002
"..5. RUN THE PROGRAM..WONDERFUL! YOU JU
ST INSERTED AN INSTRUCTION WHICH IN THIS
CASE TURNED YOUR CIRCLE GREEN. CAN YOU
FIGURE OUT WHY YOUR CIRCLE TURNED GREEN?
.THE ANSWER IS THAT WHEN YOU INSERTED "U
SE COLR 002", YOUR PROGRAM DREW WITH THE
COLOR THAT WAS SET IN COLOR 2 AT THE TO
P OF YOUR PROGRAM, WHICH WAS GREEN...TO
DELETE AN INSTRUCTION:.POINT THE ARROW D
IRECTLY AT THE BEGINNING OF THE INSTRUCT
ION THAT YOU WANT TO DELETE AND PRESS TH
E BUTTON. THEN POINT THE ARROW AT THE DE
L COMMAND AND PRESS THE BUTTON. EACH TIM
E YOU PRESS THE BUTTON, YOU DELETE ONE L
INE..TRY THIS!.DELETE THE "USE COLR 002"
INSTRUCTION AS JUST EXPLAINED. BE CERTA
IN TO PRESS THE BUTTON ONLY ONCE! OTHERW
ISE, YOU WILL ALSO DELETE YOUR "CIRCLE R
=017" INSTRUCTION. NOW, RUN YOUR PROGRAM
..YOUR CIRCLE HAS RETURNED TO YELLOW. TH
E REASON IS THAT THE DESIGNER'S PENCIL A
LWAYS DRAWS WITH THE COLOR IN "COLOR 1"
AT THE TOP OF YOUR PROGRAM UNLESS YOU SP
ECIFY OTHERWISE..WELL, YOU'RE GETTING PR
ETTY GOOD. YOU CAN MOVE THE ARROW AROUND
THE SCREE. YOU CAN DRAW A CIRCLE AND CH
ANGE COLORS. IT'S TIME TO LEARN EACH INS
TRUCTION IN THE INSTRUTION WINDOW..MANY
OF THEM ARE SELF-EXPLANATORY. JUST BY EX
PERIMENTING, YOU COULD PROBABLY FIGURE T
HEM OUT. BUT, DON'T WORRY. YOU CAN'T HAR
M THE SYSTEM BY PUTTING IN A WRONG INSTR
UCTION. IF YOU DON'T LIKE WHAT YOU HAVE,
JUST BLANK THE DRAW PAGE AND START OVER
..WHAT FOLLOWS IS AN EXPLANATON OF ALL O
F THE INSTRUCTIONS: EVEN THE ONES THAT S
EEM OBVIOUS TO YOU....THE INSTRUCTIONS.T
O START OFF, LET'S MAKE IT JUST A BIT EA
SIER. YOU WILL NOTICE THAT MANY INSTRUCT
IONS HAVE NEAR-DUPLICATES: EVEN AT THE S
TART...THE 1ST INSTRUCTION IS: "COLOR
1=BLK".AND, THE 2ND INSTRUCTION IS"COLO
R 1=(A)".THE 2ND INSTRUCTION INCLUDES TH
E VARIABLE (A)". VARIABLES ARE VERY IMPO
RTANT FUNCTIONS TO PROGRAMMING, AND WE W
ILL DISCUSS THEM AS A TOPIC THEMSELVES.
(SEE "VARIABLES, LOOPS AND LABELS".).ALS
O, WE WILL SKIP SOME OF THE INSTRUCTIONS
AS THEY APPEAR IN ORDER IN THE INSTRUCT
ION WINDOW AND DISCUSS THEM LATER..COLOR
1,2,3 = BLK: CHANGES THE COLORS SELECTE
D AT THE TOP OF YOUR PROGRAM.. CLEAR
SCREEN: CLEARS THE DRAW SCREEN AS YOUR
PROGRAM RUNS.. CENTER: PUTS TH
E PENCIL AT THE CENTER OF THE SCREEN. TH
E SCREEN CONTAIN
S 160 DOTS HORIZONTALLY (X AXIS) NUMBERE
D 0-159, AND 184 DOT
S VERTICALLY (Y AXIS) NUMBERED 0-183. TH
E CENTER IS AT 79,9
1(XY).. PENCIL ON: PENCIL WILL DR
AW WITH SELECTED COLOR.. PENCIL OF
F: PENCIL WILL MOVE AROUND WITHOUT DRAWI
NG..UP,RIGHT,DOWN,LEFT. 000
: MOVES THE PENCIL BY THAT NUMBER AND IN
THAT DIRECTION. THE
NUMBER RANGES 000-255.. CIRCLE R 0
00: DRAWS A CIRCLE OF RADIUS 000-255..
SEE PENCIL: THE PENCIL IS VISIBLE A
S IT MOVES AROUND.. HIDE PENCIL: TH
E PENCIL IS INVISIBLE.. KALEID ON
: SETS KALEIDOSCOPE DRAW MODE ON. ANYTHI
NG THAT IS DRAWN WILL
BE COPIED AUTOMATICALLY IN THE OTHER 3
QUADRANTS OF THE
SCREEN. THIS INSTRUCTION CREATRES WOND
ERFUL EFFECTS, AND IS
BEST USED WITH THE PENCIL HIDDEN!.
KALEIK OFF: TURNS KALEIDOSCOPE DRAW M
ODE OFF.. USE COLR 000: SELECTS WHIC
H OF THE FOUR COLORS TO DRAW WITH. DRAWI
NG WITH COLOR 000 US
ES THE BACKGROUND COLOR AND IS EQUIVALEN
T TO ERASING..
BACKGRND = BLK: CHANGES BACKGROUND COLOR
TO THE ONE SELECTEDL. FILL:
FILLS IN AN ENCLOSED AREA. THE PENCIL M
UST BE POSITIONED
WITHIN THE AREA (NOT ON THE EDGE). SOME
TIMES THE PENCIL WILL
NOT COMPLETELY FILL AND AREA. WHEN THIS
HAPPENS, REPOSITION
THE PENCIL IN THE UNFILLED AREA(S) AND
USE THE FILL
INSTRUCTION AGAIN. "FILL" AUTOMATICALLY
PUTS THE PENCIL ON
THE PAGE.. WRITE"A": PRINTS A L
ETTER A-Z, SOME PUNCTUATION,0-9 AND THE
ACTIVISION LOGO. DO N
OT CONFUSE WITH "WRITE (A)". "WRITE"
AUTOMATICA
LLY PUTS THE PENCIL ON THE PAGE. HOWEVER
, WHEN YOU ARE THROUG
H "WRITE"ING, THE PENCIL WILL BE OFF THE
PAGE. TOP RESUME DRA
WING, YOU MUST PUT THE PENCIL ON THE PAG
E. NOTE CH1,2,3 RST: PLAYS A NO
TE FOR 1/10TH OF A SECOND IN THE SPECIFI
ED CHANNEL (1,2,3). T
HERE ARE 3 CHANNELS, EACH SUPPORTING 5 O
CTAVES. RST MEANS
REST, AND NO NOTE WILL BE HEARD. INSTRUC
TION FORMAT IS
NOTE CH1=C#3...WHERE 1 IS THE CHANNEL AN
D 3 IS THE OCTAVE (1-
5). CHANNEL 1 (CH1) MUST BE PLAYED BEFOR
E CHANNELS 2 OR 3. DO
NOT PLACE ANY INSTRUCTIONS THAT ARE NOT
NOTES BETWEEN CH
1 AND CH2 OR CH3, OR ELSE CH2 AND CH3 WI
LL NOT BE HEARD. TO
PLAY A NOTE LONGER THAN 1/10TH OF A SECO
ND, REPEAT THE NOTE I
NSTRUCTION.. SPEED: SETS THE
DRAWING SPEED (0=SLOW, 15=FAST). IF YOU
DON'T USE THIS INST
RUCTION, THE PROGRAM RUNS AT SPEED 4..
STOP: STOPS THE PROGRAM. A BL
ANK LINE WILL ALSO STOP THE PROGRAM.
(SEE"RECURSION" FOR ADD
ITIONAL STOP INFORMATION.). SET DIR
=000: DRAWS DIAGONAL LINES. PENCIL DIREC
TION USED ONLY IN
CONJUNCTION WITH FORWARD/BACKWARD
INSTRUCTIONS. (SEE BELOW.)
PICK DIRECTION (ANGLE) FROM 0-255.
0=UP, 64=RIGHT, 128=DOWN
AND 192=LEFT.. FORWARD 000: M
OVE PENCIL INSELECTED DIRECTION (SEE ABO
VE) BY AMOUNT S
ELECTED. RANGES 000-255.. BACKWARD 0
00: MOVE PENCIL IN OPPOSITE DIRECTION FR
OM FORWARD BY AMOOUNT
SELECTED. RANGES 000-255.. ROTAT
E R 000: ADDS AN OFFSET TO DIRECTION. "R
OTATE R 064" TURNS A QUARTER
OF A CIRCLE TO THE RIGHT..
ROTATE L 000: SUBTRACT OFFSET FROM DIREC
TIONS. "ROTATE L 064" TURNS A
QUARTER OF A CIRCLE TO THE
LEFT....VARIABLES, LOOPS AND LABELS.VAR
IABLES ARE LETTERS (A-Z) THAT STORE NUMB
ERS. WHEREAS A NUMBER ITSELF CANNOT EVER
BE WORTH A DOFFERENT NUMERIC VALUE (3 I
S ALWAYS EQUAL TO 3), A VARIABLE CAN STO
RE A DIFFERENT NUMBER AT DIFFERENT TIMES
THROUGHOUT A PROGRAM..LET'S PRETEND THA
T YOU WANT TO HEAR ALL FIVE OCTAVES THAT
THE DESIGNER'S PENCIL SUPPORTS. THAT IN
CLUDES 60 NOTES; 12 NOTES PER OCTAVE. US
ING A VARIABLE (A) YOU COULD HEAR ALL 60
NOTES BY WRITING JUST FOUR INSTRUCTIONS
...HERE'S HOW!.1. CLEAR ANY PROGRAM IN M
EMORY..2. POINT THE ARROW AT THE "SET A=
000" INSTRUCTION AND PRESS THE BUTTON. M
OVE THE JOYSTICK AND SEE THAT YOU
CAN CYCLE THROUGHT ALL 26 LETTERS IN THE
ALPHABET. RETURN TO "A" AND PR
ESS THE BUTTON AGAIN. THEN, PRESS THE BU
TTON AGAIN, LEAVING "SET A=000"..3.
SCROLL DOWN THE INSTRUCTION WOINDOW AND
FIND THE INSTRUCTION "A=A+000", AND
PRESS THE BUTTON. (YOU CAN SCROLL BOTH
"AS" THROUGH ALL OF THE LETTERS, BUT
LEAVE THEM BOTH AS "A".) THEN, MOVE THE
JOYSTICK SO THE INSTRUCTION READS
"A=A+001". (NOTE: "A=A+001" IS NOT A CO
RRECT MATHEMATICAL EXPRESSION. THAT
WOULD BE IMPOSSIBE. WITH COMPUTERS,"A=A
+001" MEANS THAT THE LEFTSIDE "A" IS
NOW EQUAL TO ITSELF "PLUS 1". THIS IS C
ALLED A "COUNTER"..4. PUT THE INSTRUCTIO
N "NOTE CH1=(A)" ON THE NEXT PROGRAM LIN
E..5. FIND THE INSTRUCTION "JUMP OT L001
" AND PRESS THE BUTTON. ("JUMP TO L001"
WILL BE EXPLAINED LATER.).6. LASTL
Y, POSITION THE ARROW TO THE FAR LEFT ED
GE OF THE SCREEN ON THE "A=A+
001" LINE, AND PRESS THE BUTTON. "L001"
SHOULD APPEAR. PRESS THE BUTTON AGAIN
, THE FAR LEFT EDGE IS RESERVED FOR "LAB
ELS". TO MOVE A "LABEL", POINT THE A
RROW AT IT, PRESS THE BUTTON AND MOVE TH
E LABEL ANYWHERE UP OR DOWN THE FAR L
EFT EDGE OT THE PROGRAM AREA. IF YOU WAN
T TO GET RID OF A LABEL, YOU CAN "
HIDE" IT UNDER ANOTHER LABEL AND IT WILL
DISAPPEAR FROM YOUR PROGRAM. "L001
" IS A LABEL. (SEE "JUMP TO L001" FOR A
FURTHER DISCUSSION OF LABELS.)..YOUR PRO
GRAM SHOULD LOOK LIKE THIS:.BACKGRND = W
HT.COLOR 1 = RD1.COLOR 2 = GN1.COLOR 3
= BL1.CLEAR SCREEN.SET A = 000.L001 A
= A + 001.
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