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Apple Utility Programs PDF

110 Pages·2002·0.27 MB·English
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PROGRAMMER’S AID #1 INSTALLATION AND OPERATING MANUAL TM Apple Utility Programs Published by APPLE COMPUTER INC. 10260 Bandley Drive Cupertino. California 95014 (408) 996—1010 All rights reserved. @1978 by APPLE COMPUTER INC. Reorder APPLE Product #A2L0011 (030—0026) TABLE OF CONTENTS INTRODUCTION XI Features of Programmer s Aid #1 XII How to install the Programmer’s Aid ROM CHAPTER 1 RENUMBER 2 Renumbering an entire BASIC program 2 Renumbering a portion of a BASIC program 4 Comments CHAPTER 2 APPEND 6 Appending one BASIC program to another 6 Comments II CHAPTER 3 TAPE VERIFY (BASIC) 8 VerifyIng a Basic program saved on tape 8 Comments III CHAPTER 4 TAPE VERIFY (Machine Code or Data) 10 Verifying a portion of memory saved on tape 10 Comments IV CHAPTER 5 RELOCATE 12 Part A: Theory of operation 12 Relocating machine—language code 13 Program model 14 Blocks and Segments 15 Code and Data Segments 16 How to use the Code—Relocation feature 18 Part B: Examples of Code relocation 18 Example 1. Straightforward relocation 19 Example 2. Index into Block 20 Example 3. Immediate address reference 20 Example 4. Unusable Block ranges 21 Example 5. Changing the page zero variable allocation 22 Example 6. Split Blocks with cross—referencing 23 Example 7. Code deletion 24 Example 8. Relocating the APPLE II Monitor ($F800-$FFFF) to run in RAM ($800—$FFF) 25 Part C: Further details 25 Technical Information 26 Algorithm used by the Code—Relocation feature 27 Comments V CHAPTER 6 RAM TEST 30 Testing APPLE’s memory 31 Address ranges for standard memory configurations 32. - Error messages Type I — Simple error Type II — Dynamic error 33 Testing for intermittent failure 34 Comments VI CHAPTER 7 MUSIC 36 Generating musical tones 37 Comments VII CHAPTER 8 HIGH-RESOLUTION GRAPHICS 40 Part A: Setting up parameters, subroutines, and colors 40 Positioning, the High—Resolution parameters 41 Defining subroutine manes 41 Defining color names 42 Speeding up your program 43 Part B: Preparing the screen for graphics 43 The INITialization subroutine 43 Changing the graphics screen 44 ClEARing the screen to. BLACK 44 Coloring the BacKGrouND 45 Part C: PLOTting points and LINEs 46 Part D: Creating, saving and loading shapes 46 Introduction 47 Creating a Shape Table 53 Saving a Shape Table 54 Loading a Shape Table 55 First use of Shape Table. 56 Part E: Drawing shapes from a prepared Shape Table 56 Assigning parameter values: SHAPE, SCALE and ROTation 57 DRAWing shapes 58 Linking shapes: DRAWl 59 Collisions 60 Part F: Technical information 60 Locations of the High—Resolution parameters 61 Variables used within the High—Resolution subroutines 62 Shape Table information 63 Integer BASIC memory map 64 Part G: Comments VIII

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