ÌÏÇÏ 128 V4.0 FOR THE ÃOMMODORE 128  -----------------------------------  (Ã)ÏÐÙÒÉÇÈÔ 1988 BY ÊAMES Ó. ÄERRY     É HAVE RELEASED THIS PROGRAM AND VERSIONS UNDER IT INTO THE ÐUBLIC  ÄOMAIN. ÉT IS ILLEGAL TO SELL THIS PROGRAM FOR COMMERCIAL PROFIT,  THOUGH ON-LINE SERVICES AND USER GROUPS MAY CHARGE MINIMAL COPYING  FEES. ÉF YOU INTEND TO SELL THIS PROGRAM THROUGH ANY MEDIUM OTHER THAN  ABOVE, PLEASE CONTACT ME: ÊIM ÄERRY, 4546 ÍEADOWLAWN, ÐORT ÈURON,  ÍICHIGAN 48060  É ASK THAT YOU DO NOT ALTER THESE DOCUMENTATIONS AND DISTRIBUTE THEM  IN THEIR ALTERED FORMAT. ÉF YOU EDIT THESE, PLEASE KEEP AN ORIGINAL  FOR DISTRIBUTION PURPOSES.  ÁS FAR AS É AM ABLE TO TELL, THERE ARE NO BUGS IN THIS PROGRAM. ÉF  YOU ENCOUNTER ANY, PLEASE MAKE ME AWARE OF THEM. ÔHERE ÉÓ A PROBLEM  THAT MAY OCCUR... YOU MIGHT GET AN ÏÕÔ ÏÆ ÍÅÍÏÒÙ ÅÒÒÏÒ IF THE ÐAGE ÏNE  ÓYSTEM ÓTACK OVERFLOWS. ÔO ME THIS HAS NEVER HAPPENED, BUT IF IT SHOULD  OCCUR, JUST TAP ÓÔÏÐ/ÒÅÓÔÏÒÅ AND TYPE ÒÕÎ AGAIN. ÉF YOU SAVE YOUR WORK  PERIODICALLY, THIS SHOULD HAVE NO DETRIMENTAL EFFECTS ON YOU.  É HAVE PUT A LOT OF TIME INTO THIS PROGRAM, SO COMMENTS ARE  APPRECIATED! ÐLEASE SEND Å-ÍAIL TO "ÊIM ÄERRY" ON Ñ-LINK, OR Ð-ÍAIL  (PAPER MAIL) TO THE ABOVE ADDRESS.                                         ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -ÉÉ- ÊAMES Ó. ÄERRY    ÉÎÔÒÏÄÕÃÔÉÏÎ  ------------   ÔHIS LANGUAGE IS CALLED ÌÏÇÏ. ÉT IS GRAPHIC ORIENTED AND VERY  GEOMETRICAL. ÉT IS EDUCATIONAL AND YOU CAN HAVE HOURS OF FUN JUST  DRAWING PICTURES. ÔHIS PROGRAM EMULATES SOME OF THE POPULAR ÌÏÇÏ  PROGRAMS, HOWEVER IT IS NOT A FULL FLEDGED VERSION, BUT IT IS ENOUGH  FOR ANY BEGINNER TO START WITH.  ÔHOUGH ÌÏÇÏ IS INTENDED FOR FIRST TIME COMPUTER PROGRAMMERS, IT CAN  BE USED AND ENJOYED BY EVERYBODY, EVEN THE EXPERIENCED!  ÉF YOU ARE AN EXPERIENCE PROGRAMMER, YOU WILL FIND THAT ÌÏÇÏ 128 IS  VERY EASY TO ALTER.  ÌÏÇÏ SUPPORTS THE MULTI-COLOR BIT-MAPPED GRAPHICS MODE, SEVEN  SPRITES, SIXTEEN COLORS, FIFTY-SIX COMMANDS AND FIVE KEYSTROKES, AN  EDITOR, UP TO TEN ÌÏÇÏ ROUTINES WITH 50 LINES EACH AND MULTIPLE  STATEMENTS ON A LINE, ONE VARIABLE (THOUGH THERE ARE NO FUNCTIONS SUCH  AS ADD, MULTIPLY, ETC.), AND A LIMITED DISK OPERATING SYSTEM.  ÉT MAY APPEAR THAT THIS IS A WEAK PROGRAM BECAUSE OF ONLY ONE  VARIABLE AND NO ARITHMETIC OPERATIONS. ÆOR MOST BASIC FUNCTIONS, THIS  IS OKAY. ÏNLY WHEN YOU PROGRAM FRACTALS AND OTHER SUCH ADVANCED THINGS  ARE VARIABLES A NECESSITY.  ÌÏÇÏ IS WRITTEN IN ÂÁÓÉà SO IT IS ÖÅÒÙ EASY TO EDIT, IF YOU KNOW HOW.  ÉF YOU HAVE A 128. ÓINCE ITS IN ÂÁÓÉÃ, JUST ÄÌÏÁÄ"LOGO 128 V4.0" AND  ÒÕÎ, OR ÒÕÎ"LOGO 128 V4.0". ÙOU MUST BE IN 40 COLUMN MODE. ÔHE TITLE  SCEEN WILL BE DRAWN, USING ACTUAL ÌÏÇÏ COMMANDS (STORED IN ÄÁÔÁ  STATEMENTS). ÐRESS ÒÅÔÕÒÎ WHENEVER YOU WISH TO BYPASS THE TITLE SCREEN.    ×HEN READING THE DESCRIPTIONS OF THE ÌÏÇÏ COMMANDS, KEEP IN MIND SOME  OF THE FOLLOWING:   ÔÕÒÔÌÅ: THE TRIANGULAR OR ARROW-HEAD SHAPED OBJECT THAT IS THE DRAWING  CURSOR.  ÒÏÕÔÉÎÅ: A ÌÏÇÏ PROGRAM WRITTEN WITH THE EDITOR.  ÈÏÍÅ ÐÏÓÉÔÉÏÎ: THE TURTLE'S HOME POSITION IS AT THE CENTER OF THE  SCREEN FACING TOWARDS THE TOP (ZERO DEGREES). ÔHE TEXT SCREEN'S HOME  POSITION IS THE UPPER LEFT HAND CORNER OF THE SCREEN.  ÓÔÒÉÎÇÓ: A GROUP OF PRINTABLE CHARACTERS.  ÔHESE SHOULD ÎÅÖÅÒ GET QUOTES AS YOU WOULD IN ÂÁÓÉÃ. ÉF YOU ATTEMPT  TO SAVE A FILE WITH QUOTES IN THE NAME, YOU WILL SCREW UP THE DIRECTORY  MOST OF THE TIME.  ÙOU CAN USE QUOTES IN ×ÒÉÔÅ STATEMENTS IF YOU WANT QUOTES ON THE  SCREEN.  ÁNY TIME YOU USE THE BACKARROW CHARACTER ABOVE THE ÃÏÎÔÒÏÌ KEY, IT  WILL BE CONVERTED INTO A SPACE.  ÆÉÌÅÎÁÍÅÓ: THE LABEL YOU GIVE TO REPRESENT A PICTURE OR A PROGRAM.  ÁLL DISK FILENAMES ARE RESTRICTED TO TWELVE CHARACTERS (ANY TIME YOU  CATALOG THE DISK, THERE WILL BE A PREFIX BEFORE THE FILENAME TELLING  YOU WHAT TYPE OF FILE IT IS. ÄO ÎÏÔ INCLUDE THE PREFIX IN ANY FILE  NAMES.  ÃÏÍÍÁÎÄÓ: INSTRUCTIONS YOU GIVE THE TURTLE TO CARRY OUT.  ×HEN USING A ÌÏÇÏ COMMAND, THE TURTLE IS ALWAYS WHERE IT WAS LEFT  FROM THE PREVIOUS COMMAND.  ÉF YOU INSERT SPACES BEFORE A COMMAND, THAT COMMAND WILL ÎÏÔ EXECUTE!   ×ITH SEVERAL HOURS OF STUDY, YOU MAY BE ABLE TO DETERMINE THE PROGRAM  STRUCTURE AND WRITE YOUR OWN ÌÏÇÏ COMMANDS. ÉF YOU DO MAKE CHANGES, BE  SURE TO KEEP AN ORIGINAL COPY OF ÌÏÇÏ.       ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -ÉÉÉ- ÊAMES Ó. ÄERRY    ÌÏÇÏ ÃÏÍÍÁÎÄÓ  -------------   ÃOMMANDS ARE IN ALPHABETICAL ORDER. ÁLL OPTIONAL PARAMETERS ARE  ENCLOSED IN BRACES, IN A NESTED OR UN-NESTED FORMAT (FOR EXAMPLE, THE  ÁÒà COMMAND HAS THE FOLLOWING PARAMETERS: ÒÁÄÉÕÓ [ÓÔÁÒÔ [ÅÎÄ]]. ÒÁÄÉÕÓ  IS REQUIRED, ÓÔÁÒÔ IS OPTIONAL, AND ÅÎÄ IS OPTIONAL, BUT IF YOU USE  ÅÎÄ, YOU MUST USE ÓÔÁÒÔ BECAUSE ÅÎÄ IS NESTED WITHIN THE ÓÔÁÒÔ. ÏN THE  OTHER HAND, THE ÂÏØ COMMAND HAS THE PARAMETERS Ø Ù [ÁÎÇÌÅ] [Æ]. ÁS YOU  CAN SEE, Ø AND Ù ARE REQUIRED, WHILE ÁÎÇÌÅ AND Æ ARE OPTIONAL, BUT  SINCE Æ IS NOT NESTED WITHIN ÁÎÇÌÅ, YOU DO NOT HAVE TO HAVE ÁÎÇÌÅ TO  USE Æ.  ÎO COMMAS OR OTHER PUNCTUATION SHOULD BE TYPED BETWEEN PARAMETERS.  ÁLL COMMANDS USE THE CURRENT COLOR SOURCE TO DRAW WITH.  ÍULTIPLE COMMANDS ON ONE LINE CAN BE USED BY SEPARATING COMMANDS WITH  A SEMICOLON (;). ÔHE COMMAND IMMEDIATLY FOLLOWING THE SEMICOLON MUST BE  FLUSH AGAINST IT, I.E., DON'T TYPE A SPACE AFTER THE SEMICOLON.    ÁÎÉÍÁÔÅ SPRITENUMBER DIRECTION SPEED - ÁNIMATE SLIDES THE DESIGNATED  SPRITE ACROSS THE SCREEN. ÓPRITENUMBER SHOULD BE BETWEEN ONE AND SEVEN,  DIRECTION BETWEEN ZERO AND 360, AND SPEED BETWEEN ZERO AND FIFTEEN.   ÁÒà RADIUS [START [END]] - ÁRC IS USED TO DRAW AN ARC OR A CIRCLE. ÔHE  ARC WILL BE DRAWN TRULY ROUND ON THE SCREEN. ÒADIUS SHOULD BE ANY  REASONABLE DISTANCE. ÓTART AND END ANGLES SHOULD BE BETWEEN ZERO AND  360. ÉF THE END ANGLE IS OMITTED THEN THE DEFAULT IS 360. ÉF NEITHER  START NOR END ANGLE IS SUPPLIED, A CIRCLE WILL BE DRAWN.   ÂË DISTANCE - ÂË IS THE ABBREVIATION FOR ÂACË. ÔHIS MOVES THE TURTLE  BACKWARD, OR THE OPPOSITE DIRECTION IT IS FACING. ÄISTANCE IS ANY  DISTANCE THAT DOES NOT ATTEMPT TO TAKE YOU OUT OF SCREEN BOUNDARIES. ÉF  YOU ATTEMPT TO DO SO, THE LINE WILL BE DRAWN TO THE EDGE OF THE SCREEN  AND AN ERROR MESSAGE WILL RESULT.   ÂÏØ X Y [ANGLE] [Æ] - ÂOX WILL DRAW A BOX USING THE TURTLE AS ONE  CORNER AND THE PARAMETERS X AND Y AS THE OPPOSITE CORNER (THESE ARE  ÓÃÒÅÅÎ COORDINATES, NOT COORDINATES RELATIVE TO THE TURTLE). ÉF YOU  WISH TO ROTATE THE BOX, SUPPLY THE ANGLE PARAMETER WITH THE NUMBER OF  DEGREES ROTATION. ÉF YOU WANT THE BOX SOLID, SUPPLY THE Æ PARAMETER  WITH AN Æ.   ÃÁÌÌ ROUTINE - ÃALL CALLS OR RUNS ONE OF THE PROGRAMS IN THE ÌÏÇÏ  EDITOR. ÒOUTINE SHOULD BE A NUMBER FROM ZERO TO NINE.   ÃÁÔÁÌÏÇ - ÔHIS PRINTS TO THE SCREEN A CATALOG OF THE DISK. ÎOTE THAT IS  ONLY SHOWS PROGRAMS FOR ÌÏÇÏ. ÉT IS RECOMMENDED THAT YOU CREATE A  SEPARATE ÌÏÇÏ WORKDISK.  ÔHE PREFIXES AT THE BEGINNING OF THE FILENAME ON THE DIRECTORY  INDICATE THE TYPE OF FILE IT IS. ÉÇÎÏÒÅ ÔÈÅÍ. ÉF YOU KEEP TRACK OF ALL  YOUR FILES, YOU SHOULDN'T HAVE TO WORRY ABOUT THE PREFIX, BECAUSE ÌÏÇÏ  AUTOMATICALLY ADDS IT.             ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -ÉÖ- ÊAMES Ó. ÄERRY    ÃÏÌÏÒ SOURCE COLOR - ÃOLOR IS SIMILAR TO THE ÂÁÓÉà COLOR COMMAND.  ÓOURCE IS A NUMBER FROM ZERO TO FIVE. ÃOLOR IS A NUMBER FROM ONE  THROUGH SIXTEEN, COORESPONDING TO THE STANDARD SIXTEEN ÃOMMODORE  COLORS. ÃOLOR SOURCES ARE AS FOLLOWS:  0 BACKGROUD COLOR. ÉN SOME CASES YOU MAY HAVE TO ISSUE ÃÓ TO MAKE  THE COLOR CHANGE EFFECTIVE.  1-3 HIRES COLORS ONE THROUGH THREE. ÔHEY DO NOT AFFECT DRAWING UNTIL  A ÓÅÔ COMMAND IS EXECUTED.  4 BORDER COLOR  5 TURTLE COLOR. ÔURTLE COLOR DOES NOT REPRESENT PEN COLOR.  ÓINCE ÌÏÇÏ USES THE ÃOMMODORE ÍULTI-ÃOLOR ÇRAPHICS ÂIT ÍAP ÍODE, YOU  CAN HAVE UP TO FOUR COLOR SOURCES PER 8X8 PIXEL SQUARE.   ÃÓ - ÃÓ MEANS ÃLEAR ÓCREEN. ÉT ERASES ANYTHING ON THE SCREEN AND  RETURNS THE TURTLE TO ÈÏÍÅ POSITION.   ÃÔ - ÃÔ MEANS ÃLEAR ÔEXT. ÉT ERASES ANY TEXT ON THE TEXT SCREEN AND  PUTS THE CURSOR IN HOME POSITION. ÉF YOU ARE IN SPLIT SCREEN MODE, YOU  WILL HAVE TO PRESS ÒÅÔÕÒÎ SEVERAL TIMES FOR THE CURSOR TO APPEAR IN THE  TEXT WINDOW.   ÄÍÏÄÅ SIDES - ÉF YOU ARE USING THE 1571 DRIVE, THIS COMMAND PUTS THE  DISK DRIVE IN EITHER DOUBLE- OR SINGLE-SIDED MODE. ÔHE SIDES PARAMETER  SHOULD BE EITHER A ONE OR A TWO, REPRESENTING THE NUMBER OF SIDES THE  DISK HAS.  ÎOTE: IF YOU ARE A 1571 USER, YOU SHOULD BE CAREFUL BEFORE USING THE  ÆÏÒÍÁÔ COMMAND ON YOUR 1541 FLIPPIES. ÉF YOU ARE IN ÄÍÏÄÅ 2, BOTH SIDES  WILL BE FORMATTED (SEE DRIVE MANUAL). É SUGGEST ISSUING A ÄÍÏÄÅ COMMAND  BEFORE EVERY ÆÏÒÍÁÔ COMMAND WITH THE 1571, SINCE MANY 1571 USERS ARE  NOT YET AWARE THE 1571'S DOUBLE-SIDEDNESS.   ÅÄÉÔ ROUTINE - ÅDIT PUTS YOU IN THE ÌÏÇÏ EDITOR. ÓEE THE COMPLETE  DESCRIPTION OF THE OPERATION OF THE ÌÏÇÏ EDITOR AT THE END OF THIS  SECTION.   ÅÒÁÌÌ - ÅRALL MEANS ÅÒASE ÁÌÌ. ÉT ERASES ALL TEN ROUTINES IN MEMORY AT  ONE TIME.   ÅÒÁÓÅ ROUTINE - ÅRASE IS USED TO ERASE ROUTINES FROM MEMORY  INDIVIDUALLY. ÓUPPLY ROUTINE WITH A NUMBER FROM ZERO TO TEN.   ÆÁÓÔ - ÔHIS PUTS THE COMPUTER INTO 2 MEGAHERTZ FAST MODE. ÉT IS USEFULL  FOR RUNNING ÌÏÇÏ PROGRAMS FASTER. ÉT IS ALSO USEFULL FOR BLANKING THE  SCREEN IF YOU DO NOT WISH TO SEE A PICTURE BEING DRAWN, BUT JUST THE  FINISHED PRODUCT.   ÆÄ DISTANCE - ÆÄ MEANS ÆORWARÄ. ÔHIS COMMAND MOVES THE TURTLE THE  DIRECTION IT IS FACING A CERTAIN NUMBER OF STEPS. ÄISTANCE IS THE  NUMBER OF STEPS YOU WISH THE TURTLE TO MOVE.  ÂECAUSE THE SCREEN IS NOT PERFECTLY SQUARE, GOING FORWARD (OR  BACKWARD) TEN STEPS AT 90 DEGREES WILL RESULT IN A LONGER LINE THAN  GOING FORWARD TEN STEPS AT ZERO DEGREES (ZERO DEGREES IS THE TOP OF THE  SCREEN). ÉF YOU ATTEMPT TO GO TOO FAR, AN ERROR MESSAGE WILL RESULT AND  THE LINE WILL BE DRAWN TO THE SCREEN EDGE.   ÆÉÌÌ - ÆÉÌÌ PAINTS ANY ENCLOSED AREA. ÂE SURE THE AREA IS ENCLOSED  OTHERWISE THE PAINT WILL "SPILL" ALL OVER THE SCREEN. ÉF THIS SHOULD  HAPPEN, PRESS ÓÔÏÐ AND THE FILLING WILL HALT. ÙOU WILL BE BACK IN ÌÏÇÏ  COMMAND MODE.      ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -Ö- ÊAMES Ó. ÄERRY    ÆÏÒÍÁÔ - ÔHIS COMMAND IS USED TO PREPARE A NEW OR USED DISK FOR USE  WITH A ÃOMMODORE DRIVE. ÉT WILL BE FORMATTED ACCORDING TO THE CURRENT  DRIVE MODE (SEE ÄÍÏÄÅ.). ÄO NOT SPECIFY A DISK NAME OR ÉÄ.   ÆÓ - ÔHIS COMMAND MEANS ÆULL ÓCREEN. ÉT GETS RID OF THE TEXT WINDOW SO  YOU CAN SEE THE WHOLE GRAPHIC SCREEN. ÁNYTHING YOU TYPE WILL BE  ACCEPTED, BUT THE TEXT WILL NOT BE VISIBLE.   ÈÏÍÅ - ÔHIS COMMAND MOVES THE TURTLE TO IT'S HOME POSITION WHILE  LEAVING THE REST OF THE SCREEN ALONE.   ÈÔ - ÔHIS COMMAD MEANS ÈIDE ÔURTLE. ÉT MAKES THE TURTLE INVISIBLE SO  YOU CAN SEE THE PICTURE WITHOUT THE TURTLE IN THE WAY, OF IF YOU DO NOT  WISH TO SEE THE TURTLE ON THE TEXT SCREEN.   ÌÏÁÄ ROUTINE# NAME - ÌÏÁÄ LOADS PREVIOUSLY WRITTEN ROUTINES FROM DISK.  ÓINCE ÌÏÁÄ ONLY HANDLES ONE ROUTINE AT A TIME, YOU MUST SPECIFY WHICH  ONE. ÒOUTINE# IS THE ROUTINE NUMBER YOU WISH TO LOAD THE PROGRAM INTO.  ÉT CAN BE ANY NUMBER FROM ZERO THROUGH NINE. ÉT DOES NOT MATTER WHAT  ROUTINE IT WAS SAVED FROM, IT CAN BE LOADED INTO ANY ONE. ÔHE CURRENT  CONTENTS OF THAT ROUTINE WILL BE REPLACED, HOWEVER. ÔHE NAME PARAMETER  IS THE NAME OF THE PROGRAM YOU SAVED, SUCH AS ÈÏÕÓÅ OR ÄÏÇ.   ÌÏÁÄÐÉà NAME - ÌOADPIC LOADS A SCREEN CALLED NAME SAVED WITH ÓÁÖÅÐÉÃ.  ÉT REPLACES THE CURRENT SCREEN CONTENTS.   ÌÏÁÄÓÐÒÉÔÅ SPRITE# NAME - ÌOADSPRITE LOADS A SINGLE SPRITE INTO MEMORY  AS SPRITE NUMBER SPRITE#. ÔHE NAME IS THE NAME YOU USED WHEN SAVING THE  SPRITE WITH ÓÁÖÅÓÐÒÉÔÅ. ÙOU CAN LOAD A SPRITE TO ANY SPRITE POSITION  REGUARDLESS OF WHERE IT WAS SAVED. ÓPRITE# CAN BE ANY NUMBER FROM ONE  TO SEVEN, AND NAME CAN BE ANY LEGAL ÌÏÇÏ NAME.   ÌÔ DEGREES - ÔHIS COMMAND ROTATES THE TURTLE THE NUMBER OF DEGREES  SPECIFIED IN DEGREES. ÔHIS PARAMETER CAN BE A NUMBER FOM ZERO TO 360.  ÌÏÇÏ DRAWS IN ALL 360 DIRECTIONS, BUT THE TURTLE SHOWS ONLY EIGHT  APPROXIMATE DIRECTIONS. ÔHIS IS NORMAL.  ÔHE ÌÔ COMMAND USES RELATIVE COORDINATES TO SPECIFY DEGREE MOVEMENT  (SEE ÓÅÔÈÅÁÄÉÎÇ FOR INFORMATION ON RELATIVE COORDINATES).   ÐÄ - ÐÄ MEANS ÐEN ÄOWN. ÔHIS ALLOWS THE TURTLE TO DRAW.   ÐÅ - ÐÅ MEANS ÐEN ÅRASE. ÁNY DRAWING COMMADS USED WHILE ÐÅ IS IN EFFECT  WILL RESULT IN THE SHAPE BEING DRAWN IN THE BACKGROUND COLOR (ERASED).  ÉT IS CANCELLED BY ÐÄ OR ÐÕ.   ÁÎÉÍÁÔÅ SPRITENUMBER DIRECTION SPEED - ÁNIMATE SLIDES THE DESIGNATED  SPRITE ACROSS THE SCREEN. ÓPRITENUMBER SHOULD BE BETWEEN ONE AND SEVEN,  DIRECTION BETWEEN ZERO AND 360, AND SPEED BETWEEN ZERO AND 15.   ÐÌÁÃÅ - ÐLACE ALLOWS YOU TO MOVE THE SEVEN SPRITES AROUND THE SCREEN  WITH THE ARROW KEYS. ÔO USE, FIRST ACTIVATE A SPRITE WITH ÓÐÒÏÎ (SEE  ÓÐÒÏÎ), THEN TYPE ÐÌÁÃÅ AND PRESS ÒÅÔÕÒÎ. ÔHE INSTUCTIONS ARE AS  FOLLOWS:  1 THRU 4 ON NUMERIC KEYPAD: SPEED  1 THRU 7 ON ALPHA-NUMERIC KEYPAD: SPRITE NUMBER  ARROW KEYS (AT TOP OF KEYBOARD): MOVES SPRITE IN FOUR DIRECTIONS.  ÎOTE: THE ÃÒÓÒ KEYS WILL ÎÏÔ WORK.  ÁLL VALUES ARE SET TO ZERO THE FIRST TIME YOU USE ÐÌÁÃÅ AFTER RUNNIG  ÌÏÇÏ, SO YOU MUST PRESS A SPEED AND A SPRITE NUMBER.      ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -ÖÉ- ÊAMES Ó. ÄERRY    ÐÏÌÙÇÏÎ X Y #SIDES - ÔHIS COMMAD DRAWS A POLYGON WITH ANY NUMBER OF  SIDES. Ø AND Ù ARE Ø AND Ù RADII, AND #SIDES IS THE NUMBER OF SIDES FOR  THE SHAPE TO HAVE. ÉF YOU USE TOO MNAY SIDES, THE POLYGON WILL LOOK  LIKE A CIRCLE. ÔHIS IS USEFUL FOR DRAWING OVALS.   ÐÒÉÎÔ STRING - ÔHIS COMMAD IS SIMILAR TO THE ÂÁÓÉà PRINT COMMAND. ÙOU  CAN TYPE ALL CHARACTERS EXEPT THE CONTROL CHARACTERS, ESCAPE SEQUENCES,  AND SPECIAL KEYS USED IN THE EDITOR AND DIRECT MODE (SEE LATTER PART OF  THIS ARTCILE). ÄO NOT USE QUOTATION MARKS UNLESS YOU WANT THEM TO BE  SHOWN IN THE PRINT STATEMENT. ÔHE STRING IS THE PRINT-STRING YOU WANT  PRINTED.   ÐÕ - ÐÕ MEANS ÐEN ÕP. ÔHIS COMMAND LIFTS THE TURTLE'S DRAWING PEN SO IT  CAN MOVE ABOUT THE SCREEN WITHOUT DRAWING LINES OR ERASING THINGS. ÐÕ  IS CANCELLED BY ÐÄ.   ÒÅÐÅÁÔ ROUTINE #TIMES - ÔHIS COMMAND IS USED TO REPEAT A ROUTINE A  SPECIFIED NUMBER OF TIMES. ÒOUTINE IS THE ROUTINE NUMBER FROM ZERO TO  NINE YOU WANT REPEATED, AND #TIMES IS THE NUMBER OF REPETITIONS YOU  WANT. ÆOR EXAMPLE, ROUTINE NUMBER ZERO MAY BE ÒÅÐÅÁÔ 1 4, AND ROUTINE  ONE MAY BE ÆÄ 50 ON ONE LINE FOLLOWED BY ÒÔ 90 ON THE NEXT. ÉF YOU  ISSUE A ÃÁÌÌ 0, A SQUARE WILL BE DRAWN (THOUGH IT WILL PROBABLY LOOK  LIKE A RECTANGLE).   ÒÔ DEGREES - ÒÔ MEANS ÒIGHÔ. ÉT ROTATES THE TURTLE TO THE RIGHT THE  NUMBER OF DEGREES SPECIFIED IN DEGREES. ÌIKE ÌÔ, THE VALUE'S RELATIVE.   ÓÁÖÅ ROUTINE NAME - ÓAVE SAVES ONE OF THE ROUTINES YOU HAVE CREATED.  ÒOUTINE IS THE NUMBER OF THE ROUTINE YOU WISH TO SAVE (ZERO THROUGH  NINE), AND NAME IS THE NAME YOU WISH TO SAVE IT AS. ÉT CAN LATER BE  RELOADED AS ANY ROUTINE NUMBER YOU WANT.   ÓÁÖÅÐÉà NAME - ÔHIS COMMAD SAVES THE CURRENT SCREEN CALLED NAME TO DISK  FOR LATER RECALL.   ÓÁÖÅÓÐÒÉÔÅ SPRITE# NAME - ÔHIS COMMAND SAVES A SINGLE SPRITE TO DISK  FOR LATER USE. ÓUPPLY SPRITE# WITH THE NUMBER OF THE SPRITE YOU WISH TO  SAVE (FROM ONE TO SEVEN), AND SUPPLY NAME WITH THE NAME YOU WISH TO  SAVE IT BY. ÉT CAN LATER BE LOADED AS ANY SPRITE NUMBER.   ÓÅÔ SOURCE - ÔHIS COMMAND CHOOSES THE COLOR SOURCE THAT YOU WISH TO  DRAW WITH. ÌÏÇÏ CAN PLACE UP TO FOUR COLORS (INCLUDING BACKGROUND) INTO  A SINGLE 8X8 CELL. ÓUPPLY SOURCE WITH A NUMBER FROM ONE TO THREE.  ÙOU ARE NOT LIMITED TO THREE COLORS FOR THE WHOLE DRAWING, BUT JUST  THREE AT A TIME. ÔO CHANGE THE COLORS OF ANY COLOR SOURCE, USE THE  ÃÏÌÏÒ COMMAND.   ÓÅÔÈÅÁÄÉÎÇ DEGREES - ÔHIS POINTS THE TURTLE IN AN ABSOLUTE DIRECTION  FROM ZERO TO 360. ÌÔ AND ÒÔ USE RELATIVE POSITIONING, WHICH MEANS THAT  IF THE TURTLE HEADING IS 45 DEGREES AND YOU ISSUE A ÌÔ 15, YOU WILL NOT  BE AT 15 DEGREES LEFT, BUT THE TURTLE WILL ROTATE 15 DEGREES LEFT, FOR  A STOPPING POSITITION OF 30 DEGREES. ÈOWEVER, WITH ÓÅÔÈÅÁÄÉÎÇ, THE  PARAMETER DEGREES IS THE ABSOLUTE DIRECTION YOU WANT TO FACE. ÉF YOU  ARE FACING 45 DEGREES AND ISSUE A ÓÅÔÈÅÁÄÉÎÇ 90, YOU WILL THEN BE  POINTING AT 90 DEGREES.   ÓÌÅÅÐ TIME - ÔHIS IS IDENTICAL TO THE ÂÁÓÉà ÓÌÅÅÐ COMAND. ÓUPPLY THE  TIME PARAMETER WITH THE NUMBER OF SECONDS YOU WISH TO PAUSE PROGRAM  EXECUTION.      ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -ÖÉÉ- ÊAMES Ó. ÄERRY    ÓÌÏ× - THIS SLOWS THE COMPUTER BACK DOWN TO 1 MEGAHERTZ MODE. ÔHIS  ENABLES THE SCREEN SO YOU CAN SEE WHAT YOU HAVE DRAWN.   ÓÐÒÄÅÆ - ÔHIS PUTS YOU IN THE 128'S BUILT IN SPRITE EDITOR (FOR SPRITE  EDITOR INSTUCTIONS, CHECK THE SYSTEM GUIDE THAT CAME WITH THE  COMPUTER). ÙOU SHOULD PAY PARTICULAR ATTENTION TO THESE INSTRUCTONS:  ÓPRITE ONE IN THE SPRITE EDITOR IS RESERVED FOR THE TURTLE. ÄO NOT  ATTEMPT TO EDIT SPRITE NUMBER ONE. ÉNSTEAD, SPRITES TWO THROUGH EIGHT  COORESPOND WITH SPRITES NUMBERED ONE THROUGH SEVEN IN THE ÌÏÇÏ PROGRAM.  ÔHIS CAN VERY WELL BE CONFUSING AT FIRST, BUT AFTER A SHORT TIME, YOU  WILL GET USED TO IT. ÉT WAS NECCESARY TO MAKE THE TURTLE SPRITE NUMBER  ONE SO IT WOULD HAVE THE HIGHEST PRIORITY AMONG THE OTHER SPRITES.  ÁFTER EXITING THE SPRITE EDITOR, YOU WILL BE IN TEXT SCREEN MODE.   ÓÐÒÉÔÅ NUMBER COLOR PRIORITY MULTI - ÔHIS COMMAND IS SIMILAR TO THE  ÂÁÓÉà ÓÐÒÉÔÅ COMMAND. ÎUMBER IS THE SPRITE NUMBER YOU WISH TO DEFINE.  ÃOLOR IS THE COLOR (ONE THROUGH 16) YOU WISH TO MAKE THE SPRITE,  PRIORITY IS WHETHER OR NOT YOU WANT THE SPRITE IN THE FOREGROUND OR  BACKGROUND (1 OR 2), AND MULTI IS IF YOU WANT THE SPRITE MULTI COLORED  OR NOT (1=MULTI 0=SINGLE).  ÔHE SPRITE COMMAND DOES NOT USUALLY TURN ON A SPRITE. ÆOR THAT YOU  SHOULD USE THE ÓÐÒÏÎ COMMAND.   ÓÐÒÏÆÆ SPRITE - ÔHIS COMMAND TURNS OFF SPRITE SPRITE. ÓPRITE SHOULD BE  ANY NUMBER FROM ONE TO SEVEN.   ÓÐÒÏÎ SPRITE - ÔHIS TURNS ON A SPRITE DEFINED BY THE ÓÐÒÉÔÅ COMMAND,  ÓPRITE IS THE SPRITE NUMBER (ONE THROUGH SEVEN).   ÓÐÒØ NUMBER X - ÔHIS MOVES SPRITE NUMBER ALONG THE X (HORIZONTAL) AXIS.  Ø IS THE POSITION ALONG THE X AXIS (CHECK SYSTEM GUIDE FOR POSSIBLE  SPRITE LOCATIONS).   ÓÐÒÙ NUMBER Y - ÔHIS COMMAND FUNCTIONS LIKE THE ÓÐÒØ COMMAND, EXCEPT  THE SPRITE NUMBER WILL BE MOVED ALONG THE Y (VERTICAL) AXIS.   ÓÓ - ÓÓ MEANS ÓPLIT ÓCREEN. ÉT ENABLES THE GRAPHICS SCREEN WITH A TEXT  WINDOW AT THE BOTTOM. ÔHIS IS THE NORMAL SCREEN MODE.   ÓÔ - ÓÔ MEANS ÓHOW ÔURTLE. ÔHIS MAKES THE TURTLE VISIBLE AGAIN AFTER A  ÈÔ STATEMENT. ÉF YOU WISH TO SEE THE TURTLE ON THE TEXT SCREEN, TYPE  ÈÔ. ÔHIS WILL ALLOW YOU TO SEE THE TURTLE'S ACTIONS (WITHOUT SEEING  WHAT'S BEING DRAWN) ON THE SCREEN AND ANY TEXT YOU MAY WANT TO SEE AT  THE SAME TIME. ÔHE TURTLE IS NEVER VISIBLE ON THE TEXT SCREEN  OTHERWISE.   ÓÔÁÍÐ SPRITE# X Y - ÔHIS WILL COPY THE SHAPE OF ANY SPRITE IN MEMORY TO  A PERMANANT SHAPE ON THE GRAPHIC SCREEN. ÓPRITE# IS THE SPRITE YOU WISH  TO COPY, AND X AND Y ARE THE X AND Y GRAPHIC SCREEN COORDINATES YOU  WISH TO COPY TO. ÎOTICE THERE IS A DIFFERENCE BETWEEN GRAPHIC AND  SPRITE COORDINATES (SEE SYSTEM GUIDE). ÏNLY MULTI COLORED SPRITES WILL  TRANFER CORRECTLY. ÓINGLE COLOR SPRITES WILL APPEAR AS GARBAGE.   ÔÏÏÔ PLAY$ - ÔOOT IS EQUIVILENT TO ÂÁÓÉÃ'S ÐÌÁÙ COMMAND. ÐLAY$ IS ANY  LEGAL ÃOMMODORE MUSIC STRING. ÃHECK THE SYSTEM GUIDE FOR MUSIC  INSTRUCTIONS.   ÔÓ - ÔHIS ENABLES THE ALL TEXT SCREEN (SEE ÆÓ AND ÓÓ).   ×ÁÉÔ - ÔHIS COMMAND HALTS ROUTINE EXECUTION UNTIL ANY KEY IS PRESSED.     ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -ÖÉÉÉ- ÊAMES Ó. ÄERRY    ×ÉÎÄÏ× LINE - ÔHIS COMMAND IS USED TO CREATE SPLIT SCREEN MODES WITH  DIFFERENT SIZED TEXT WINDOWS. ÌINE CAN BE A NUMBER FROM 0 TO 25. ÚERO  RESULTS IN ALL TEXT, AND 25 RESULTS IN A FULL SCREEN GRAPHIC MODE.   ×ÒÉÔÅ X Y STRING - ÔHIS COMMAND IS USED TO PLACE TEXT ON THE HI-RES  SCREEN. ÉT IS ALMOST EQUIVILENT TO THE ÂÁÓÉà ÃÈÁÒ COMMAND. Ø AND Y ARE  THE X AND Y COORDINATES WHERE STRING WILL BE PRINTED. ÔHE STRING CAN BE  ANY ÌÏÇÏ STRING.  ÔEXT WILL BE WRITTEN WITH THE CURRENT COLOR SOURCE.   ØÐÏÓ X - ÔHIS CHANGES THE TURTLE'S X POSITION. ÓUPPLY X WITH THE X  COORDINATE YOU WISH TO MOVE THE TURTLE TO. ÔHE TURTLE WILL DRAW OR  ERASE IF A ÐÕ IS NOT ISSUED.   ÙÐÏÓ Y - ÔHIS CHANGES THE TURTLE'S Y POSITION. ÓUPPLY Y WITH THE Y  COORDINATE YOU WISH TO MOVE THE TURTLE TO. ÔHE TURTLE WILL DRAW OR  ERASE IF A ÐÕ IS NOT ISSUED.   ???= VALUE - THIS COMMAND IS USED TO DEFINE ÌÏÇÏ'S SINGLE VARIABLE.  ÖALUE CAN ONLY BE A NUMBER FROM ZERO TO 360. ÂE SURE TO KEEP VALUE  FLUSH AGAINST THE EQUALS SIGN. ÔHOUGH THE LACK OF MATHEMATICAL OPERANDS  MAY MAKE THE COMMAND SEEM WEEK, IT CAN BE MADE STRONG IF UTILIZED  CORREECTLY. ÏNE POSSIBLE USE MIGHT BE FOR SCALING.  ÔO USE THE VARIABLE WITH COMMANDS, SIMPLY SUBSTITUTE THREE QUESTION  MARKS (???) WHERE YOU WOULD ORDINARILY SUPPLY A NUMBER. ÍANY COMMANDS  THAT EXPECT A ONE CHARACTER DIGIT WILL NOT WORK CORRECTLY WITH THE  VARIABLE (SUCH AS THE ROUTINE NUMBER IN THE ÓÁÖÅ COMMAND).   ÂE SURE TO KEEP AWARE THAT THE FOLLOWING COMMANDS CANNOT BE FOLLOWED BY  OTHER COMMANDS ON THE SAME LINE, ALTHOUGH THEY CAN BE PRECEEDED: ÅÄÉÔ;  ÆÏÒÍÁÔ; ÌÏÁÄ; ÌÏÁÄÐÉÃ; ÌÏÁÄÓÐÒÉÔÅ; ÐÒÉÎÔ; ÓÁÖÅ; ÓÁÖÅÐÉÃ; ÓÁÖÅÓÐÒÉÔÅ;  ÓÐÒÄÅÆ; AND ×ÒÉÔÅ.    ËÅÙÐÒÅÓÓÅÓ  ----------   ÔHESE ARE AVAILABLE IN THE ÌÏÇÏ DIRECT MODE.  Ã= MEANS THE COMMODORE LOGO KEY.  Ã= Ô - TEXT SCREEN. ÔHIS PERFOMS A ÔÓ COMMAND.  Ã= Ó - SPLIT SCREEN. ÔHIS PERFORMS A ÓÓ COMMAND.  Ã= Æ - FULL SCREEN. ÔHIS PERFORMS A ÆÓ COMMAND.  Ã= É - INVISIBLE. ÔHIS PERFORMS A ÈÔ COMMAN.D  Ã= Ö - VISIBLE. ÔHIS PERFORMS A ÓÔ COMMAND.  ÓÔÏÐ - ÔHIS BREAKS YOU OUT OF A RUNNING ROUTINE.                    ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -ÉØ- ÊAMES Ó. ÄERRY    ÕÓÉÎÇ ÔÈÅ ÌÏÇÏ ÅÄÉÔÏÒ  ---------------------  ÔHE EDITOR IS USED TO CREATE PROGRAMS USING THE ÌÏÇÏ COMMANDS. ÔO  ENTER THE ÌÏÇÏ EDITOR, SIMPLY TYPE ÅÄÉÔ FOLLOWED BY THE ROUTINE NUMBER  FROM ZERO TO NINE.  ×HEN YOU ENTER THE EDITOR, YOU WILL SEE INFORMATION LINES FOR ROUTINE  NUMBER AND CURRENT LINE NUMBER. ÔHE DISPLAY SHOULD LOOK SIMILAR TO  THIS:  ÔHE MESSAGE ROUTINE REFERS THE THE ÌÏÇÏ PROGRAM NUMBER THAT YOU  ENTERED WITH THE EDIT COMMAND. ÔHE MESSAGE LINE REFERS TO THE REAL LINE  THAT THE CURSOR IS CURRENTLY ON (ZERO TO 50; YOU HAVE A TOTAL OF 51  LINES TO WORK WITH, BUT LINE 50 IS MANDATORILY "ÅÎÄ"). ÉN ADDITION,  THERE SHOULD BE A WHITE DIAGNOL SHAPED ARROW AS A CURSOR, AND 18  BACKARROW CHARACTERS DOWN BOTH SIDES OF THE SCREEN. ÔHE ARROWS SHOW THE  18 SCREEN LINES YOU HAVE TO WORK WITH.  ÓINCE YOU ARE ABLE TO USE UP TO 51 LINES, THE WORK SCREEN SCROLLS IN  EITHER DIRECTION THE SAME WAY A SCREEN ON A WORDPROCESSOR SCROLLS.  ÙOU CAN TYPE USING ALMOST ALL OF THE ALPHA-NUMERIC CHARACTERS, EXCEPT  FOR THE KEYS MENTIONED BELOW. ËEEP TEXT FLUSH AGAINST THE LEFT MARGAIN.  ÔHE EDITOR, BEING WRITTEN IN ÂÁÓÉÃ, MAY TEND TO BE SLOW WHEN YOU TYPE.  ÐLEASE TRY TO BE PATIENT IF YOU CAN OUT-TYPE THE EDITOR.  ÂE AWARE THAT WHENEVER YOU TYPE, YOU WILL BE IN INSERT MODE, THAT IS,  WHATEVER YOU TYPE WILL NOT OVERLAY WHAT IS ALREADY ON THE SCREEN, BUT  BE SQUEEZED BETWEEN IT AS THE LATTER TEXT IS MOVED TO THE RIGHT. ÎOTE  THAT TEXT INSERTED PAST THE 39TH COLUMN DISAPPEARS. ÔHIS IS BECAUSE  EACH LINE CAN ONLY BE 39 COLUMNS IN WIDTH (ONE LINE).  ÕSE THE CURSOR OR ARROW KEYS TO MOVE AROUND THE SCREEN AND TO SCROLL  THE SCREEN. ÔHE SCREEN SCROLLS FASTER IF YOU HAVE A BACKARROW CHARACTER  AT THE END OF EACH SHORT LINE, ALTHOUGH THEY ARE NOT REQUIRED. ÔHESE  CHARACTERS ARE ALREADY PRESENT WHEN YOU ENTER THE EDITOR AS PURPLE  BACKARROWS DOWN THE LEFT OF THE SCREEN THAT WILL AUTOMATICALLY BE  INSERTED AS YOU TYPE. ÔHE BLUE ARROWS ON THE RIGHT ARE PERMANANT.   ÕSE THE ÄÅÌETE KEY TO DELETE TEXT.  ÕSE ÅÓÃAPE TO EXIT THE EDITOR AND SAVE YOUR CHANGES.  ÕSE ÓÔÏÐ TO FORCEFULLY EDIT THE EDITOR. ÂE CAREFUL, AS MANY CHANGES  WILL BE LOST BY PRESSING THIS KEY. ÙOU WILL KNOW IF IT WAS PRESSED IF  THE REGULAR DIRECT MODE SQUARE CURSOR BLINKS. ÔHE SCREEN WILL NOT  CLEAR.  ÙOU DO NOT HAVE TO PRESS ÒÅÔÕÒÎ ON EACH LINE, BUT IF YOU DO, THE  CURSOR WILL BE MOVED TO THE LEFT MARGAIN AND NEXT LINE.  ÂE SURE TO ALWAYS INCLUDE ÅÎÄ AS THE LAST COMMAND. ÉF NOT END IS  ENCOUNTERED, THE PROGRAM WILL PAUSE FOR SEVERAL SECONDS LOOKING FOR  ONE.  ÙOU CAN CALL OTHER ROUTINES FROM ONE ROUTINE, BUT DO NOT CREATE  ENDLESS LOOPS.  ÂLANK LINES WILL NOT AFFECT OUTPUT, SO IF YOU BELIEVE THAT YOU MAY  HAVE TO ADD MORE COMMANDS TO A ROUTINE, DON'T HESITATE TO LEAVE BLANK  LINES. ÉF YOU WISH TO LEAVE REMARKS TO YOURSELF, TYPE A SPACE FOLLOWED  BY YOUR MESSAGE.  ÉF YOU WANT TO EDIT A DIFFERENT ROUTINE, PRESS ÅÓÃAPE AND USE ANOTHER  ÅÄÉÔ COMMAND. ÉF YOU WISH TO ERASE A ROUTINE YOU ARE EDITING, PRESS  ÅÓÃAPE AND USE THE APPROPRIATE COMMAND.  ÉF YOU WISH TO DUPLICATE A ROUTINE, SAVE IT WITH THE ÓÁÖÅ COMMAND AND  LOAD IT INTO A DIFFERENT ROUTINE NUMBER.  ÉN ALL, THE EDITOR IS PERHAPS THE MOST IMPORTANT TOOL FOR USE WITH  ÌÏÇÏ. ÉT'S IMPORTANT TO GET TO KNOW HOW TO USE IT.        ÌÏÇÏ 128 ÖÅÒÓÉÏÎ 4.0 -Ø- ÊAMES Ó. ÄERRY    ÕÓÉÎÇ ÏÔÈÅÒ ÔÅØÔ ÅÄÉÔÏÒÓ  ------------------------  É ADMIT, THE ÌÏÇÏ TEXT EDITOR IS ÖÅÒÙ WEAK, THERE ARE NO COMMANDS FOR  INSERTING LINES, DELETING LINES, AND OTHER FANCY TRICKS. ÅVENTUALLY É  MAY INCORPORATE THESE INTO THE PROGRAM.  ÍEANWHILE, YOU MAY BE WONDERING ABOUT USING OTHER TEXT EDITORS. ÙES,  THEY ×ÉÌÌ ×ÏÒË!  ÆOLLOWING ARE SOME GENERAL GUIDELINES.   ÙOU'LL HAVE TO DESIGN AND WRITE YOUR PROGRAM OUTSIDE OF ÌÏÇÏ, SO  HOPEFULL YOU HAVE A GOOD UNDERSTANDING OF THE COMMANDS, AND HOPEFULLY  YOU'LL KNOW WHAT YOU WANT TO DO.  ÙOU NEED TO CHOOSE A GOOD WORD PROCESSOR. É USE ÐAPER ÃLIP ÉÉÉ. ÉT  DOESN'T MATTER IF YOUR WORD PROCESSOR IS FOR THE 64, 128, OR EVEN ÃÐ/Í,  BUT IT ÄÏÅÓ HAVE TO BE ABLE TO DO SOMETHING...  ÆIRST, IT SHOULD ALLOW YOU SAVE FILES AS ÐÅÔÁÓÃÉÉ (OR ÃÁÓÃÉÉ) TEXT  FILE, USING ÓÅÑUENTIAL FORMAT.  ÁLL OF YOUR LINES SHOULD LIMIT THEMSELVES TO NO MORE THAN 39  CHARACTERS. ÅACH MUST END WITH A ÃARRIAGE ÒETURN.  ÉF POSSIBLE, TRY TO PLACE A BACKARROW AT THE END OF EACH LINE BEFORE  THE ÃARRIAGE ÒETURN. ÉT'S OKAY IF YOU CAN'T, BUT IT WILL SLOW DOWN  ÌÏÇÏ A LITTLE BIT.    ÇOOD LUCK AND ENJOY!