_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

GRAPHIC TUT-1.64

FILE INFORMATION

FILENAME(S): GRAPHIC TUT-1.64

FILE TYPE(S): PRG, DEL

FILE SIZE: 17.4K

FIRST SEEN: 2025-11-30 01:08:00

APPEARS ON: 3 disk(s)

FILE HASH

ab7235d5288538cd546f06fdeba2b107517dff4de5cf77d67f06b7cf2e2431f4

FOUND ON DISKS (3 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
FREESOFT DISK NR GRAPHIC TUT-1.64 PRG Treasure Chest - Wolfgang Rauprich 27 0 DOWNLOAD FILE
U TILITIE GRAPHIC TUT-1.64 PRG Treasure Chest - Wolfgang Rauprich 27 0 DOWNLOAD FILE
NYTTO PRG C64 GRAPHIC TUT-1.64 DEL Sailor, Lex 7 0 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00004300: 9D 9D 9D 9D 9D 9D 9D 9D  9D D0 CF A3 A3 A3 A3 A3  |................|
00004310: A3 A3 A3 A3 A3 D0 CF 91  91 91 91 9D 9D 9D 9D 9D  |................|
00004320: 9D 9D 9D 9D 9D 9D 9D 22  00 5B 4B 65 EA 50 54 24  |.......".[Ke.PT$|
00004330: B2 42 54 24 AA 22 91 91  91 91 91 91 1D 1D 1D 1D  |.BT$."..........|
00004340: 1D 1D 1D 1D 1D 1D 1D 1D  1D 1D 1D 1D 1D 1D 1D 1D  |................|
00004350: 1D 1D 1D 1D 1D 1D 22 AA  50 54 24 00 8B 4B 67 EA  |......".PT$..Kg.|
00004360: 4D 4C 24 B2 22 13 11 11  11 11 11 11 11 11 11 1D  |ML$."...........|
00004370: 1D 1D 1D 1D 1D 1D 1D 1D  1D 1D 1D 1D 1D 1D 1D 1D  |................|
00004380: 1D 1D 1D 1D 1D 1D 1D 1D  1D 1D 22 00 9E 4B 68 EA  |.........."..Kh.|
00004390: 57 44 B2 34 30 3A 43 52  54 B2 31 30 32 34 00 DA  |WD.40:CRT.1024..|
000043A0: 4B 69 EA 57 32 B2 57 44  AD 32 3A 57 33 B2 57 44  |Ki.W2.WD.2:W3.WD|
000043B0: AB 31 3A 57 31 24 B2 CA  28 C4 28 57 44 29 2C 32  |.1:W1$..(.(WD),2|
000043C0: 29 3A 97 35 33 32 38 31  2C 31 35 3A 97 35 33 32  |):.53281,15:.532|
000043D0: 38 30 2C 31 32 3A 99 22  90 22 00 F7 4B 6A EA 56  |80,12:."."..Kj.V|
000043E0: B2 35 33 32 34 38 3A 81  49 B2 30 A4 31 36 3A 97  |.53248:.I.0.16:.|
000043F0: 56 AA 49 2C 30 3A 82 00  1E 4C 6B EA 97 56 AA 32  |V.I,0:...Lk..V.2|
00004400: 33 2C 30 3A 97 56 AA 32  39 2C 30 3A 81 49 B2 30  |3,0:.V.29,0:.I.0|
00004410: A4 37 3A 97 56 AA 33 39  AA 49 2C 30 3A 82 00 24  |.7:.V.39.I,0:..$|
00004420: 4C 74 EA 8E 00 2F 4C 30  F2 8D 36 33 30 30 30 00  |Lt.../L0..63000.|
00004430: 45 4C 31 F2 99 53 44 24  43 4C 24 3A 99 43 4C 24  |EL1..SD$CL$:.CL$|
00004440: 3A 99 43 4C 24 00 4B 4C  33 F2 8E 00 86 4C 18 F6  |:.CL$.KL3....L..|
00004450: 99 22 13 11 11 11 11 11  11 11 11 11 11 11 11 11  |."..............|
00004460: 11 11 11 11 11 11 11 11  11 11 11 90 48 49 54 20  |............HIT |
00004470: 12 52 45 54 55 52 4E 92  20 54 4F 20 43 4F 4E 54  |.RETURN. TO CONT|
00004480: 49 4E 55 45 22 3B 00 9C  4C 19 F6 A1 41 24 3A 8B  |INUE";..L...A$:.|
00004490: 41 24 B3 B1 22 22 A7 36  33 30 30 31 00 B1 4C 1A  |A$.."".63001..L.|
000044A0: F6 A1 41 24 3A 8B 41 24  B2 22 22 A7 36 33 30 30  |..A$:.A$."".6300|
000044B0: 32 00 B7 4C 1B F6 8E 00  CB 4C 7C F6 81 54 B2 31  |2..L.....L|..T.1|
000044C0: A4 35 3A 99 50 54 24 4D  53 24 3B 00 E1 4C 7D F6  |.5:.PT$MS$;..L}.|
000044D0: 99 50 54 24 22 20 20 20  20 20 20 20 20 20 20 22  |.PT$"          "|
000044E0: 3B 00 F0 4C 7E F6 99 50  54 24 4D 53 24 3B 3A 82  |;..L~..PT$MS$;:.|
000044F0: 00 FB 4C 7F F6 99 22 90  22 3A 8E 00 48 4D 9C F9  |..L...".":..HM..|
00004500: 53 44 24 B2 22 13 11 11  11 11 11 11 11 11 11 11  |SD$."...........|
00004510: 11 11 11 11 11 11 11 11  22 3A 43 4C 24 B2 22 92  |........":CL$.".|
00004520: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004530: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004540: 20 20 20 20 20 20 92 22  00 7B 4D 9D F9 53 52 24  |      .".{M..SR$|
00004550: B2 22 1D 1D 1D 1D 1D 1D  1D 1D 1D 1D 1D 1D 1D 1D  |."..............|
00004560: 1D 1D 1D 1D 1D 1D 1D 1D  1D 1D 1D 1D 1D 1D 1D 1D  |................|
00004570: 1D 1D 1D 1D 1D 1D 1D 1D  1D 1D 22 00 81 4D 9E F9  |.........."..M..|
00004580: 8E 00 00 00                                       |....            |
..-...."....... P.J.PONZO*83*WATERLOO/ON
TARIO.:....".......M....60000:.G(142):."
.               ..GRAPHICS-1"......"....
...................................."...
...". ..         GRAPHICS AND STUFF     
   .. .":MS$."PONZOTUTOR".)...."........
.................................":.6310
0:MS$." WELCOME!".;....63100:.63000.`...
.".           .THE VIDEO SCREEN"......".
LET'S FIND OUT HOW THE C64 DECIDES WHAT"
......".TO PUT IN ONE OF THE 1000 SCREEN
"......".LOCATIONS..SAY LOCATION #K."...
...".(WHERE K=0 OR 1 OR 2 OR.. 999)".8..
.."..1.:LOOK IN .S.CREEN .M.EMORY., IN L
OCATION".G.$..".  .SM.+K, AND GET 1 BYTE
:N (0<=N<=255)"......"..2..:LOOK IN .C.H
ARACTER .M.EMORY., IN".K.8..".  LOCATION
S .CM.+8*N,.CM.+8*N+1,...CM.+8*N+7"...B.
.".  AND GET 8 BYTES:P,P+1,..,P+7.".$.L.
."..3.:LOOK IN .COLOUR MEMORY., IN LOCAT
ION".U.V..".  55296+K, AND GET 1 NYBBLE:
C (0<=C<=15)".`.`..63000...J..".THEN, AR
MED WITH 8 BYTES P,P+1,...,P+7"...T..".A
ND 1 NYBBLE C (4 BITS), THE C64"...~..".
USES THE 64 BITS OF P,P+1,...,P+7"......
".TO DETERMINE WHICH 'DOTS' OR 'PIXELS'"
.<....".AT SCREEN LOCATION K ARE TO BE .
ON.".`....".AND WHICH ARE TURNED .OFF.."
......".THE .OFF. PIXELS ARE IN THE .BAC
KGROUND."......".COLOUR, AND THE .ON. PI
XELS ARE IN"......"..THE COLOUR GIVEN BY
 THE NYBBLE C.!"...D..63000.#.N..".IF TH
E 8 BYTES P,P+1,...,P+7 TAKEN FROM".U.X.
."..CHARACTER MEMORY., WHICH STARTS AT .
CM.,"......".GIVE THE 'PIXEL PATTERN' FO
R THE LETTER"......".'P', AND THE NYBBLE
 TAKEN FROM .COLOUR"......"..MEMORY., WH
ICH STARTS AT 55296, IS"......".C='10' (
LIGHT RED), A LIGHT RED 'P'".:....".WILL
 APPEAR ON THE SCREEN IN THE K'TH".V....
".SCREEN POSITION.":MS$."1=.ON. 0=.OFF."
:.63100:.63000......".'NORMALLY' .SCREEN
 MEMORY. STARTS AT".S.(.."..SM=1024.. TH
ESE 1000 MEMORY LOCATIONS,"...2..".FROM 
1024 TO 2023, HOLD 'CHARACTER".+.<..".NU
MBERS'. IF THE LOCATION 1039 HOLDS".X.F.
.".N=17 THEN, SINCE 1039=1024+15 IS THE"
...P..".15'TH SCREEN POSITION, THIS 15'T
H"...Z..".POSITION WILL DISPLAY THE 17'T
H".S.D..".CHARACTER IN .CHARACTER MEMORY
.!"...N..".(NOTE: SCREEN POSITIONS ARE N
UMBERED".$.X..".       0,1,...999 SO #15
 IS".V.}..".       REALLY THE 16'TH POSI
TION!)":.63000......".'NORMALLY' .CHARAC
TER MEMORY. STARTS AT"......".CM=53248 I
F YOU'RE USING 'UPPER CASE".X....".AND G
RAPHICS', AND STARTS AT"... ..".CM=55296
 IF YOU'RE USING 'LOWER AND"......".UPPE
R CASE'.".P....".NOTE..........:FROM 532
48 TO 55295 IS 2K BYTES".}....".    :FRO
M 55296 TO 57343 IS 2K BYTES"......".   
 (2K FOR EACH 'CHARACTER SET')".G...MS$.
"  I CM ":.63100:.63000......"....HOW DO
 YOU KNOW WHAT 'SM' IS?"......".(WHERE .
SCREEN MEMORY. STARTS?)":.:.C.MS$."  GUE
SS!":.63100:.63000.M.H..".........LOOK I
N .V+24., THE 24'TH REGISTER"...R..".IN 
THE .VIDEO CHIP..":MS$."53248+24! ":.631
00:.63000.R...."....HOW DO YOU KNOW WHAT
 'CM' IS?"......".(WHERE .CHARACTER MEMO
RY. STARTS?)":MS$."CM=???????":.63100.P.
...63000: .".........LOOK IN .V+24., THE
 24'TH REGISTER"......".IN THE .VIDEO CH
IP..":MS$."53248+24!!":.63100:.63000....
..".IN FACT THIS REGISTER, .V+24.,".....
.".(.V=53248. IS THE 'START' OF THE "...
...".VIDEO CHIP) IS 8 BITS WIDE (1 BYTE)
".7."..".AND THE .UPPER 4 BITS. (NYBBLE)
 GIVES".A.,..".THE START OF .SCREEN MEMO
RY., SM,"...6..".AND THE .LOWER 4 BITS. 
GIVES THE".J.@..".START OF .CHARACTER ME
MORY., CM.":MS$."<SM>+<CM>":.63100...J..
63000:.".SINCE 4 BITS CAN HAVE ONLY 16 V
ALUES".,.T..".THEN .SCREEN MEMORY. CAN B
E IN ONE OF".S.^..".16 POSSIBLE LOCATION
S, NAMELY:".|.H..".0,1024,2048,3072,4096
,....,16384"...R..".WHICH IS MORE EASILY
 THOUGHT OF AS".O.|..".1024 TIMES 0 OR 1
 OR 2 ..OR 15."......".SINCE .SCREEN MEM
ORY. IS 'NORMALLY' AT".-....".1024 THEN 
THIS 'UPPER NYBBLE' CONTAINS".`....".'00
01' IN BINARY OR '1' IN DECIMAL.":.63000
......".SIMILARLY, .CHARACTER MEMORY. CA
N HAVE"......".ONE OF 16 'STARTING ADDRE
SSES'...".H....".RIGHT?".....MS$." .RIGH
T.":.63100:.63000:."......WRONG.!!!"...B
..".THE .L.EAST .S.IGNIFICANT .B.IT IN .
V+24.".V.L..".ISN'T USED, SO THE .8. POS
SIBLE".{.V..".LOWER NYBBLES IN .V+24. AR
E:"......".000V,001V,010V,011V,100V,101V
,110V,111V".U....".EACH GIVING A DIFFERE
NT 'STARTING"......".ADDRESS' FOR .CHARA
CTER MEMORY.,NAMELY:".(....".0,2048,4096
,6144,....14336".Q....".OR 2048*(0 OR 1 
OR ... 7)":.63000.}....".'NORMALLY' .CHA
RACTER MEMORY. IS AT"......".CM=53248 (U
PPER/GRAPHICS) OR".J.&..".CM=55296 (LOWE
R/UPPER) AND THE "...0..".BIT PATTERNS 0
01V AND 011V WILL".$.:.."..AUTOMATICALLY
. SET CM=53248 OR CM=55296!".S.D..".(THE
 CHIP GOES TO THE CHARACTER ROMS!)"...N.
.".ALSO YOU WON'T WANT TO USE 000V WHICH
"...X..".MEANS CM=0.(THE C64 .NEEDS. THE
SE LOC'NS)"...B..".SO YOU CAN STORE 'PIX
EL PATTERNS' AT:"...L..".2048,8192,10240
,12288 OR 14336".I.Q..".BE CAREFUL! BASI
C PROGRAMS NORMALLY LIVE AT 2048+":.6300
0.{.V..".THESE 'STARTING ADDRESSES' FOR 
.CM. & .SM"......".ALL LIE IN THE FIRST.
........... 16K OF MEMORY."......".IF YO
U WANT ANOTHER 16K 'BANK' THEN"......".C
HANGE THE BOTTOM 2 BITS IN THE".7...."..
C.OMPLEX .I.NTERFACE .A.DAPTER CHIP #2".
`....".AT ADDRESS 56576 ($DD00 IN HEX)."
......".JUST .POKE56576,(PEEK(56576)AND2
52)ORX)......".WHERE X=0,1,2 OR 3 AND YO
U GET"...F..".BANK '3-X'. (X=1 GIVES BAN
K #2!)"...P..".THESE 2 BITS IN .CIA.#2 A
RE NORMALLY '3'".C.U..".SO BANK #0 (FIRS
T 16K) IS SELECTED.":.63000.T.V..".....W
E'LL WALK THRU' THE 4 BANKS IN TURN"...W
..".SO YOU CAN SEE THE EFFECT.".C.X..".N
OTE THAT IN BANKS 0 (NORMAL) AND 2"...Y.
.".YOU'LL SEE SOME 'STANDARD' CHARACTERS
".!.Z..".WITH .CM.=010V (BINARY) IN V+24
.":.63000.Y....X.0.2:."......POKE56576,(
PEEK(56576)AND252)OR"D(X)....MS$."BANK 
#".D(3.X):.63100:.63000......56576,(B(56
576).252).X:.63000:.56576,151:......."..
....POKE56576,(PEEK(56576)AND252)OR 3"..
...MS$."NORMAL NOW":.63100:.63000.L...."
.SUPPOSE YOU SELECT BANK #0.":."..POKE 5
6576,(PEEK(56576)AND252)OR3".{....".THEN
 ANY VIDEO ADDRESS IN 4096 TO 8191".....
.".WILL GIVE THE .CHARACTER ROM. (AT 532
48)".V....".YOU CAN'T POINT THE VIDEO CH
IP TO"......".THIS ADDRESS RANGE..FOR SC
REEN MEMORY..".A....".OR YOUR OWN CHARAC
TER SET...":.".OR EVEN SPRITES!!".N...."
.SIMILAR CONSTRAINTS HOLD FOR BANK #2"..
....".WHERE 36874-40959 IS UNACCESSIBLE"
:.".BY THE VIDEO CHIP!":.63000......".OK
...SO YOU WANT TO 'DESIGN' YOUR"......".
OWN CHARACTER SET?"." ...".JUST .POINT T
HE VIDEO CHIP. TO".K ...".YOUR..........
 'PIXEL PATTERNS'.".X ...".MAKE UP THE '
DOTS ON' AND 'DOTS OFF'".. ...".WHICH DE
FINE ALL 256 OR YOUR CHARACTERS".W  ..".
& POKE THESE BITS (8-AT-A TIME=1 BYTE!).
.!*..".INTO CM,CM+1,...,CM+4095, CHOOSIN
G".1!4.."..CM. AS ONE OF THE AVAILABLE '
STARTING".[!>..".ADDRESSES' FOR .CHARACT
ER MEMORY."..!H..".THEN .TELL THE VIDEO 
CHIP. BY"..!R..".SETTING THE LOWER 4 BIT
S OF .V+24..":.63000.Z!\..".           .
MULTI COLOUR MODE".."F..".SINCE .COLOUR 
MEMORY. HAS 1000 NYBBLES,".:"P..".ONE FO
R EACH OF THE 1000 SCREEN POS'NS,".H"Z..
".THEN EACH CHARACTER ON THE SCREEN CAN"
.."...".HAVE ONE OF 16 DIFFERENT COLOURS
.".."...".(BUT ALL CHARACTERS SHARE THE 
SAME".."...".'BACKGROUND COLOUR')."..#..
.".SUPPOSE YOU WANT MORE THAN .2. COLOUR
S".5#...".WITHIN A SINGLE 'CURSOR POSITI
ON'.".`#...".THEN .TELL THE VIDEO CHIP.!
":.63000..#...".IN REGISTER .V+22. IS A 
MAGIC BIT,"..#J.."..BIT 4., WHICH TURNS 
ON .MULTI-COLOUR.."..#T..".DON'T DISTURB
 THE OTHER BITS IN .V+22."..$...".SO .PO
KE V+22,PEEK(V+22)OR16..".<$...".IN THIS
 MODE LET'S SEE HOW THE C64".I$...".DETE
RMINES WHAT TO PUT IN ONE OF THE"..$..."
.1000 SCREEN POSITIONS, SAY #K.".M$...".
(REMEMBER: K=0,1,2,....,999)":MS$."K=0 I
S 1ST":.63100..%...63000:."..1.:LOOK IN 
.SCREEN MEMORY. AND GET".%%...".  THE K'
TH BYTE, SAY IT'S N.".M%$.."..2.:LOOK IN
 .CHARACTER MEMORY.,".O%)..".  FROM CM+8
*N TO CM+8*N+7"..%...".  AND GET 8 BYTES
: P,P+1,...,P+7.".E%8..".THE BITS IN P,P
+1,...,P+7 DETERMINE"..%B.."THE 'PIXEL .
AND. COLOUR PATTERN':"..&L.."..00. SETS 
.2. PIXELS TO COLOUR #0".A&V..".01. SETS
 .2. PIXELS TO COLOUR #1".J&`..".10. SET
S .2. PIXELS TO COLOUR #2"..&J..".11. SE
TS .2. PIXELS TO COLOUR #3":.63000:."...
"..&T.."?????????":.63000.W&~..".LET'S S
AY THAT AGAIN!"..&...".SUPPOSE THE FIRST
 BYTE,P,IS:"..'...".P=11 10 00 01 (IN BI
NARY).".M'...".THEN THE FIRST ROW OF PIX
ELS WILL BE:".V'..."...  .  .  .  .. _SE
E, 4 COLOURS!"..'...".NOTE THAT 'PIXEL O
N' OR 'PIXEL OFF'".C'...".IS NO LONGER M
EANINGFUL."..'D..".THERE ARE .4. POSSIBI
LITIES FOR"..(N..".EACH .PAIR. OF PIXELS
!".:(X..".NOTE,TOO,THAT THE HORIZONTAL R
ESOLUTION".F(...".IS NOT AS 'DETAILED' A
S IN 'NORMAL'"..(...".COLOUR MODE (BIT4=
0)."..(...63000:.".SUPPOSE THE NUMBER .N
. READ FROM".V(..."..SCREEN MEMORY. IS A
 .1.."..)...".THEN THE 8 BYTES READ FROM
 CM+8-CM+15,".2)...".IN .CHARACTER MEMOR
Y., WILL HAVE THE"._)...".BIT PATTERN DE
FINING THE LETTER 'A'."..)(..".(IF 'NORM
AL' CHAR. MEMORY:CM=53248)."..)2.."..NOT
E:0='@',1='A',2='B', ETC..X)7..".THE SAM
E NUMBERS YOU 'POKE' TO"..)8.."..SCREEN 
MEMORY. TO GET @,A,B.."..*9..".ON THE SC
REEN!":.63000.5*<.A$(0)."00011000 =P".O*
F.A$(1)."00100100 =P+1".I*P.A$(2)."01000
010 =P+2"..*Z.A$(3)."01111110 =P+3"..*D.
A$(4)."01000010 =P+4"..*N.A$(5)."0100001
0 =P+5".Q*X.A$(6)."01000010 =P+6"..*..A$
(7)."00000000 =P+7".#+...".HERE ARE THE 
8 BYTES FOR 'A':..":.I.0.7:.A$(I):..F+..
.".SEE THE LETTER 'A'?":.63000.^+ .B$(0)
."   QQ    =P".X+..B$(1)."  Q  Q   =P+1"
..+..B$(2)." Q    Q  =P+2"..+..B$(3)." Q
QQQQQ  =P+3".F+H.B$(4)." Q    Q  =P+4"..
+R.B$(5)." Q    Q  =P+5"..+..B$(6)." Q  
  Q  =P+6"..,..B$(7)."         =P+7".-,.
.."................";.`,...I.0.7:.B$(I):
.:MS$."NICE A,EH?":.63100:.63000.Z,...".
";:.I.0.7:.A$(I):...,...".NOW, TAKEN IN 
PAIRS.."..,..C$(0).".00.01.10.00 =P".R,.
.C$(1)."00.10.01.00. =P+1"..,..C$(2).".0
1.00.00.10 =P+2"..-".C$(3)."01.11.11.10.
 =P+3".,-,.C$(4).".01.00.00.10 =P+4".J-6
.C$(5)."01.00.00.10. =P+5".H-@.C$(6).".0
1.00.00.10 =P+6"..-J.C$(7)."00.00.00.00.
 =P+7"..-O.MS$."IN PEARS?":.63100.M-T..6
3000:.".";:.I.0.7:.C$(I):.T.1.500:.:...-
^..".DEPENDING UPON WHETHER THE 'BIT PAI
RS'.$.H..".ARE .00. OR .01. OR .10. OR .
11.".S.R..".WE SET THE CORRESPONDING 'PI
XEL PAIRS'"..|..".TO COLOUR #0 OR 1 OR 
2 OR 3.":.63000......".";:.....D$(0)."..
  .  .  .  .. =P".J...D$(1)."..  .  .  .
  .. =P+1".....D$(2)."..  .  .  .  .. =P
+2"../..D$(3)."..  .  .  .  .. =P+3".-/.
.D$(4)."..  .  .  .  .. =P+4".N/B.D$(5).
"..  .  .  .  .. =P+5".O/L.D$(6)."..  . 
 .  .  .. =P+6"../V.D$(7)."..  .  .  .  
.. =P+7".G/...I.0.7:.D$(I):.T.1.500:.:.:
MS$."LOOKS NICE":.63100../...63000:.".";
:.I.0.7:.D$(I):...0..."......LOOK LIKE A
N 'A'?".40...".WELL, IT .IS. MADE UP OF 
.4. COLOURS".^0...".AND THAT MAY BE WORT
H THE LOSS IN".R0...".RESOLUTION."..0...
".HOWEVER, YOU MAY WANT TO USE THIS".J0&
.."..MULTI-COLOUR MODE. FOR OTHER THAN T
O"..00..".DISPLAY MULTI-COLOURED CHARACT
ERS!".&1:..63000:.".WHAT ARE THESE 'COLO
UR #0' ETC,?"".P1D..".IN .V+33. .V+34. &
 .V+35. ARE THE".L1N..".COLOURS #0,#1 & 
#2."..1X..".THE LOWER NYBBLE IN THESE VI
DEO CHIP".C1B..".REGISTERS DEFINE THE 16
 POSSIBLE "..1L..".COLOURS FOR THE .00. 
.01. & .10. BIT PAIRS.".!2V..".SINCE .V=
53248. THEN .V+33.=53281".Q2...".WHICH Y
OU MAY RECOGNIZE AS THE REGISTER"..2..."
.GIVING THE 'BACKGROUND' COLOUR!":.".(CO
LOUR #0=BACKGROUND)".C2...63000:.".NOTIC
E THAT, HAVING PICKED YOUR"..2...".FAVOU
RITE COLOURS #0,1 & 2, .ALL."..3...".THE
 CHARACTERS ON THE SCREEN SHARE"./3...".
THESE COLOURS!".\3...".BUT..........EACH
 CHARACTER CAN HAVE".Z3F..".IT'S OWN 'CO
LOUR #3'!"..3P..".(BUT!THERE ARE ONLY 8 
TO CHOOSE FROM!)."..3Z.."..WHERE'S COLOU
R #3???":MS$."MY COLOUR!":.63100:.63000.
.4...".IN .COLOUR MEMORY.!!":MS$."WHAT E
LSE!":.63100.E4...63000:.".LET'S SEE HOW
 THAT WORKS:".Q4...".RECALL THAT .COLOUR
 MEMORY. IS MADE"..4...".UP OF 1000 NYBB
LES, AT 55296.".C4...".THERE IS A 'NYBBL
E' FOR EACH SCREEN"..4...".POSITION. YOU
 MIGHT EXPECT THAT THERE"..5...".ARE .16
. POSSIBLE COLOUR #3'S".J5*..".BUT......
.. ONLY BITS 0-2 GIVE 'COLOUR #3'".W54..
".AND THE .BIT 3. TELLS THE VIDEO CHIP".
 5>..".WHETHER THE CORRESPONDING SCREEN"
..5?.E$(1).".........".L5@.E$(2).". . . 
. ."..5A.E$(3)."........."..6H..".POSITI
ON IS MULTI-COLOUR OR NOT!!":.63000.!6I.
."."E$(1).K6J..E$(2)" _ A NYBBLE IN .COL
OUR MEMORY".V6K..E$(3).F6L.." ^ ^ ^ ^".W
6M.." . COLOUR"..6N.." .  # 3  "..6O.." 
.".E6P.." .MULTI-BIT.":MS$."   .BIT 3.":
.63100:.63000..6R..".YOU MAY HAVE NOTICE
D SOMETHING STRANGE.".#7S..".WE KEEP SAY
ING THAT .CHARACTER MEMORY".O7T..".(LOWE
R/UPPER CASE) STARTS AT .55296".W7U..".W
E ALSO SAY THAT .COLOUR MEMORY"..7V..".S
TARTS AT .55296.!!"..7W.."..WELL..IF YOU
 PEEK AND POKE 55296"..7X..".YOU'LL GET 
.COLOUR MEMORY. ONLY."..8Y..".THE 'NORMA
L' .CHARACTER MEMORY".98Z..".AT 55296 IS
N'T SO SIMPLE TO ACCESS!".^8[..".(EXCEPT
 FOR THE VIDEO CHIP!)"..8\.."....BUT THA
T'S ANOTHER STORY..":.63000.H8]..".LET'S
 TRY MULTI-COLOUR!":MS$."OK OK OK":.6310
0:.63000..8A.."..ABCDEFGHIJKLMNPQRSTUVWX
YZ":.63000..9P.."...NOW INTO .MULTI-COLO
UR MODE. WITH:".O9Z.."..V=53248:POKEV+22
,PEEK(V+22)OR16":.63001.L9..V.53248:.V.2
2,B(V.22).16..9...".NOTHING CHANGED, RIG
HT?"..9...".THAT'S BECAUSE COLOUR MEMORY
 HAS "..9..."..BIT 3 = 0.!":.63001:.".LE
T'S:"..:..."..FORI=0TO25:POKE55296+I,8+8
*RND(1):NEXT".=:...".SETTING THE 1ST 26 
NYBBLES IN COL. MEM."..:...".TO RANDOM N
UMBERS FROM 8 TO 15,":.".THEN .BIT 3 = 1
":.63001..:J..I.0.25:.55296.I,8.8..(1):.
:.63000..:T.."..A B C D E F G H I J K L 
M ":V.53248:.V.35,1:.V.34,0..;...I.0.25.
2:.55296.I,8.8..(1):.:.53281,12:.".".8;.
.V.53248:.V.22,B(V.22).16:.63000.[;...".
..LET'S PICK SOME COLOURS:"..;..."..FORI
=0TO25:POKE55296+I,8+5:NEXT"..;...".SET 
COLOUR #3 TO GREEN (GREEN=5)":.63001.N;.
..I.0.25:.55296.I,13:...<..."..POKE V+35
,0...SET COLOUR #2 TO BLACK(0)":.63001:.
53248.35,0.V<..."..POKE V+34,1...SET COL
OUR #1 TO WHITE(1)":.63001:.53248.34,1..
<..."..POKE V+33,2...SET COLOUR #0 TO RE
D(2)":.63001:.53248.33,2.N<$..63000:."."
:.60000:.".             .BIT MAP MODE"..
<...".IN REGISTER 17 OF THE VIDEO CHIP".
$=8..".IS ANOTHER MAGIC BIT, .BIT 5., WH
ICH".N=B..".PUTS THE C64 INTO .BIT MAP M
ODE.."..=L.."..POKE V+17,PEEK(V+17)OR32.
 DOES IT!":MS$."  .V+17.":.63100..=Q..63
000..=V..".BIT WE WON'T..JUST YET..":.63
000:.".....WELL..JUST ONCE:"..>`..63000:
V.53248:.V.17,B(V.17).32:.T.1.1000:..*>J
.V.53248:.V.17,B(V.17).223.T>T..".....LE
T'S SEE HOW .THAT. HAPPENS!"..>~..".TO D
ETERMINE WHAT GOES ON THE SCREEN"..>..."
.AT SOME LOCATION 'K' (0<=K<=999)".N>...
".THE C64 DOES THE FOLLOWING:"..>..."..1
.:GO DIRECTLY TO .CHARACTER MEMORY"."?..
.".  TO LOCATIONS CM+8*K-CM+8*K+7".K?...
".  AND GET 7 BYTES:P,P+1,...,P+7.".W?..
."..2.:GO TO .SCREEN MEMORY., TO SM+K,".
.?D..".  AND GET 1 BYTE, SAY N.":.63000.
N?N..".ARMED WITH .P.,.P+1.,..,.P+7. AND
 .N.,"..?X..".SET THE PIXELS TO 'COLOUR 
C0' OR TO".)@...".'COLOUR C1' DEPENDING 
UPON WHETHER THE".X@...".CORRESPONDING B
IT IN THE P,P+1,...,P+7"..@...".PIXEL PA
TTERN IS '0' OR '1'":MS$."0=.C0. 1=.C1."
:.63100.G@...63000:.".COLOUR C0..COLOUR 
C1?????":.63001..@...".WE LOOK AT THE BY
TE,N,TAKEN FROM"..A..."..SCREEN MEMORY.:
.".#A...I.1.3:.E$(I)E$(I):..<A(.." ^ ^ ^
 ^  ^ ^ ^ ^".WA2.." . . . .  COLOUR C0".
GA<.." . . . .".XAF.."COLOUR C1"..AP..63
001:.".NICE??":.63000:MS$."VERY NICE!":.
63100:."."..AZ..63000:.".NOTE..........:
.CHARACTER MEMORY. STILL GIVES"..BD..". 
    THE 'PIXEL PATTERN', .BUT".GBN..".  
   .SCREEN MEMORY. GIVES THE COLOURS!!".
ZBX..".FURTHERMORE..THE 8K BYTES IN .CM.
-.CM+8191"..B...".(CHARACTER MEMORY)..AR
E SIMPLY...":.63001.YB..."...LAID ON TOP
 OF THE SCREEN.!!":.63001..C..."..JUST .
POKE V+17,PEEK(V+17)OR32"..C .MS$."  .V+
17.":.63100:.63000:.".":.63000.XC...".NO
W, TO GET SOMETHING INTERESTING"..C...".
ON THE SCREEN IN .BIT MAP MODE., WE"..C.
..".MUST PUT GOOD LOOKING 'PIXEL PATTERN
S'".TCH..".INTO .CHARACTER MEMORY.."..CR
..".HOW?":.63001..D...".POKE GOOD STUFF 
INTO, SAY, LOCATIONS".BD...".8192 TO 819
2+8191 (8K'S WORTH), THEN".LD...".TELL T
HE VIDEO CHIP TO CHANGE THE"..D...".'NOR
MAL' LOCATION OF .CHARACTER MEMORY."..D.
..".SO IT STARTS AT 8192!"..D...".HOW?":
MS$."I GIVE UP":.63100:.63000..E..."..PO
KE V+24,(PEEK(V+24)AND240)OR8)".;E"..".W
HICH SETS THE LOWER  NYBBLE IN THE".KE,.
.".24'TH REGISTER TO .100V., WHILE LEAVI
NG"..E6..".ALL THE UPPER BITS UNCHANGED.
.."..E@..".AND .100V.=8 (IN DECIMAL)".OE
J..".AND .8*1024=8192."..ET..".SO .CM.=S
TART OF .CHARACTER MEMORY. IS".3F^..".NO
W AT .8192.!!":MS$."  SIMPLE":.63100:.63
000._FH..".WANT TO LOAD "G(34)"GRAPHICS-
2"G(34)..FR..".AND SEE SOME NICE PIXEL P
ATTERNS?"..F|.."...   YES!......";A$..F.
..H(A$,1).."Y".4300..F...".OK..WE'LL .LO
AD. 'GRAPHICS-2' AND .RUN."..G...".IT. T
HE 8K LOCATIONS STARTING AT 8192".HG..."
.WILL BE 'CLEARED' OF GARBAGE AND WE'LL"
.UG...".GO TO .BIT MAP MODE. AND PLOT A 
NICE"..G...".CURVE BEFORE YOUR VERY EYES
 BY .POKE.ING".OG...".GOOD LOOKIN' BITS 
INTO OUR 'NEW'"..G..."..CHARACTER MEMORY
..".&H..."..YOU MAY WANT TO DEFINE YOUR 
OWN":.".CURVE....OR..".WH..."...MAYBE EV
EN YOUR OWN CHARACTERS!":.63000..H...".W
E'LL HAVE A BIT OF A PROBLEM WITH"..H...
".DEFINING SOME NEW CHARACTERS.".XH...".
TO ACCESS THE 'CHARACTER ROM' AT 53248+"
..I...".WE'LL HAVE TO MOVE THE .CIA. I/O
 CHIPS".!I...".WHICH LIVE THERE!".II..."
.AFTER SWITCHING OUT THESE CHIPS".SI..."
.WE CAN ACCESS THE 'CHARACTER ROM'"..I..
.".UNDERNEATH.":."..........":.63000.XI.
.."....LOAD"G(34)"GRAPHIC TUT-2.64"G(34)
",8":."....RUN."..I...198,3:.631,13:.632
,13:...JL..".":MS$."AU REVOIR!":.63100:.
".":...J`.. INITIALIZE.XJA.BT$.".":.I.1.
24:BT$.BT$.".":.:.G(142)..JB.PT$."......
........................................
................."..JC.PT$.PT$."........
......N............M.................===
=========..".(KD.PT$.PT$."..............
.PO..........PO................".[KE.PT$
.BT$."................................".
PT$..KG.ML$."...........................
.........."..KH.WD.40:CRT.1024.ZKI.W2.WD
.2:W3.WD.1:W1$.J(D(WD),2):.53281,15:.532
80,12:."."..KJ.V.53248:.I.0.16:.V.I,0:..
.LK..V.23,0:.V.29,0:.I.0.7:.V.39.I,0:..$
LT.../L0..63000.EL1..SD$CL$:.CL$:.CL$.KL
3....L..."..........................HIT 
.RETURN. TO CONTINUE";..L...A$:.A$.."".6
3001..L...A$:.A$."".63002..L....KL|..T.1
.5:.PT$MS$;..L}..PT$"          ";..L~..P
T$MS$;:...L..".":..HM..SD$."...........
........":CL$.".                        
              .".{M..SR$."..............
.........................."..M......
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