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- "<1987> BY ╩OHN ╫. ┬ROWN║
- "═AIL ADDRESS: ╩OHN ╫. ┬ROWN ╨╧┬ 111 ╙ALEM,═┴ 01970║
- "╧NLINE ADDRESSES: ╤-╠INK=╩┬┼┼ OR ╨┴╥╙┼├/╟┼NIE=╦MAROKID/─ELPHI=╩╧╚╬┬╥╧╫╬/║
- "├OMPUSERVE=76456,3667║
- "╘┼╥═╙á╧╞á─╔╙╘╥╔┬╒╘╔╧╬>╘╚┼╙┼á╞╔╠┼╙á═┴┘╬╧╘á┬┼á─╔╙╘╥╔┬╒╘┼─á╔╬á┴╬┘á╞╧╥═á╫╔╘╚╧╒╘á
- "╘╚┼á┼╪╨╥┼╙╙á╫╥╔╘╘┼╬á╨┼╥═╔╙╙╔╧╬á╧╞á╘╚┼á┴╒╘╚╧╥║
- "╒╙┼╥'╙ ╟╥╧╒╨╙ ╞┼┼╠ ╞╥┼┼á╘╧á┴╙╦á╞╧╥á╨┼╥═╔╙╙╔╧╬á╘╧á╥┼╨╥╔╬╘á╘╚╔╙á╔╬á┘╧╒╥║
- "╬┼╫╙╠┼╘╘┼╥╙║
- "
- "╙╒╨╨╧╥╘á┬┴╙╔├á8 ! ║
- "║
- "║
- "╙POINTER BY ╩┬┼┼║
- "----------------║
- "║
- "║
- "║
- "║
- " ╘HIS ARTICLE WILL SHOW YOU HOW TO USE THE JOYSTICK/MOUSE INTERFACE║
- "IN ┬ASIC 8 FOR EASIER USER INTERFACES AND FOR GAME APPLICATIONS IN 80 ║
- "COLUMNS ON THE ├-128 AND THE ├-128─.║
- " ╔N PREVIOUS ARTICLES, WE LEARNED HOW TO PROMPT THE ├-128 (INSTEAD OF THE║
- "USER) TO DETERMINE IF THE EXTERNAL MEMORY UNIT AND THE 64╦ VIDEO RAM WERE║
- "PRESENT IN THE MACHINE. ┬UT THE USER STILL HAD TO PRESS THE M OR J BUTTON TO║
- "SELECT THE INPUT DEVICE. ╬OT ANYMORE, NOW WE CAN COMPLETELY DIVORCE OURSELVES║
- "FROM THE KEYBOARD. ╥UNNING A ┬ASIC 8 PROGRAM SHOULD BE NO MORE DIFFICULT THAN
- "PRESSING A BUTTON ON THE JOYSTICK OR MOUSE.║
- " ╫E WILL ALSO LEARN HOW EASY AND HOW MUCH FUN IT IS TO USE THE POINTER IN║
- "┬ASIC 8 TO PROGRAM FOR GAMES AND APPLICATIONS.║
- " ╘HE ┬ASIC 8 PROGRAM SETS A WHITE FOREGOUND ON A BLACK BACKGROUND.║
- "═OST OF THE PROGRAM SPACE IS TAKEN UP BY LINE NUMBERS NINETEEN THROUGH║
- "THIRTY-SEVEN. ╘O SAVE PROGRAM SPACE YOU CAN USE A LOADER PROGRAM TO LOAD AND║
- "POKE YOUR DATA INTO THE COMPUTER AS WE DO IN LINES NINETEEN THROUGH║
- "THIRTY-SEVEN. ╘HEN USE THE ┬╙┴╓┼ COMMAND TO SAVE THE DATA AS A BINARY║
- "FILE. ┘OU CAN THEN USE THE ┬╠╧┴─ COMMAND TO LOAD THE POINTER FILE INTO THE║
- "COMPUTER. ─ATA CAN BE ┬╠╧┴─ED INTO MEMORY FASTER THAN IT CAN BE POKED FROM║
- "┬ASIC. ┴S AN ADDITIONAL BENEFIT, YOU SAVE ┬ASIC ═EMORY SPACE FOR PROGRAMMING.║
- " ═ANY POINTER DEFINITIONS CAN BE STORED ON DISK IN BINARY FORM AND ┬╠╧┴─ED║
- "INTO THE COMPUTER FOR AN ALMOST INSTANT CHANGE OF POINTER FORMS. ╘HIS GIVES║
- "YOU THE ABILITY OF SPRITE LIKE ANIMATION ON THE EIGHTY COLUMN SCREEN. ╞OR A║
- "MORE DETAILED EXPLAINATION OF HOW TO FORM THE DATA FOR YOUR POINTERS, SEE THE║
- "┬┴╙╔├ 8 MANUAL ON PAGE 177.║
- "║
- "║
- "╨ROGRAM ┬REAKDOWN║
- "----------------║
- "║
- " ╠INE 01-03 ╘HIS IS THE STANDARD SETUP FOR A ┬ASIC 8 PROGRAM.║
- " ╠INE 04 ╫E SET THE POINTER DEFINITION (DF) TO ZERO AND THE SCANLINES║
- " (SL) TO SIXTEEN. ╘HEN WE GOSUB TO LINE ╞╔╞╘┘! ╠INE FIFTY IS║
- " THE LINE THAT ELIMINATES TYPING ALL THOSE M AND J LETTERS.║
- " ╠INE 07-11 ╔N LINE NINETEEN, WE GOSUB TO THE ROUTINE THAT POKES THE║
- " POINTER DATA INTO THE COMPUTER. ┴FTER RETURNING FROM THE║
- " ROUTINE, WE STEP THROUGH THE POINTER DEFINITIONS IN PAIRS.║
- " ╘HIS GIVES US A POINTER THAT IS SIXTEEN PIXELS WIDE BY ║
- " SIXTEEN PIXELS LONG. ╨RESS THE FIRE BUTTON ON THE JOYSTICK║
- " OR MOUSE TO STEP THROUGH THE DEFINITIONS. ┴ LOOP IN ║
- " LINE NUMBER TEN (VARIABLE J) HELPS PREVENT STEPPING THROUGH THE║
- " DEFINITIONS TOO FAST.║
- " ╠INE 12-17 ╫E MAKE THAT POINTER RUN!║
- " ╘HE PRESS FIRE PROMPT IS MOVED DOWN SO WE CAN SEE WHAT A║
- " GOOD SPRITE A POINTER CAN BE IN PLAIN OLD MONOCHROME MODE.║
- " ╠INE 18 ╚ERE WE END THE PROGRAM║
- " ╠INE 19-37 ╘HE ROUTINE TO POKE THE POINTER DATA INTO THE COMPUTER.║
- " ╠INE 38-41 ╘HE PRESS FIRE SUBROUTINE║
- " ╠INE 42+46 ╘HE LINES THAT TURN ON THE INPUT DEVICE THAT IS PICKED║
- " ╠INE 44-45 ╘HE LINES THAT READ THE MOUSE INPUT AND IT'S LEFT BUTTON║
- " ╠INE 48-49 ╘HE LINES THAT READ THE JOYSTICK AND IT'S FIRE BUTTON║
- " ╠INE 50-53 ╘HESE FOUR IMPORTANT LINES DETERMINE WHAT INPUT DEVICE║
- " WILL BE USED.║
- " ╠INE 54-55 ╘HE PROPER WAY TO WIND DOWN A ┬ASIC 8 PROGRAM.║
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- "║
- "║
- " ╒NLEASH THE POWER IN YOUR ├-128 WITH YOUR MOUSE AND ┬ASIC 8.║
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