101 Atari computer programming tips & tricks by Alan North PDF

By Alan North

ISBN-10: 0866680225

ISBN-13: 9780866680226

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AL. T HEI\I I~ NUt'mEr<: " ,: IN PUT I~$ 2~%~ ( 1-\ $ ) 13[;') C=C +B 1 Lj·~l GO TO 100 20 0 PRI NT :PRI NT :PRI NT 2 10 PRI NT "THE TOTAL OF THOSE NUM BERS IS " ; c 3 00 PRINT :PRINT 3 10 GO TO 20 29 :PRINT : PRINT Title Billboard This program opens a light window against a dark background . It can be placed anywhere on the graphics screen. Move the window by changing the range of values for X and for Y in li nes 1030 and 1040. Move the lettering around by changing the PLOT and DRAWTO locations specified in lines 1090 to 1290.

At the end of the RUN, the computer will tell you which number is lowest and which is highest. N 120 PRINT "HIGH NUMBER IS ";HN PRINT :PRINT :PRINT PRINT "FOR A DIFFERENT" 1 ~:) ~1 P R I NT "SET OF t,llJt'lBE R~:? " 160 PRINT "PRESS RETURN" 17(;;) I I'~ PUT h$ 180 CLR :GOTO 10 130 140 Sample Run RUN RETURN TYPE IN A SCORE 22 RETURN 55 RETURN 28 INPUT N 77 11 '/) RETURN RETURN RETURN LOW NUM BER IS 11 HIGH NUMB ER IS 77 15 Keeping Game Scores Writing a computer football game? Spelling bee? Cave adventure?

The added, extra lines , numbered 50, 60, 70 and 80, take up more processing time but make for less confusion. Computing may take a bit longer but your fun will be increased . If you delete lines 50-80 you 'll see how the program runs faster but the blank screen is confusing . Program Listing 10 20 PRINT " } " ~RE M SCREEN CLEAR PRIN T "GIVE ME A NUMBER "~:INPUT N 37 3(2) LI0 FOP L_=: 1 TO 1\1 X==X +L 50 FOR T=1 TO 100=NEXT T 6Q~ PR I rn "} II : F~Et'1 SCREEN CLEi~r~ 70 FOR T=1 TO 100:NEXT T 8Q1 PR I I\IT "I AI"!

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101 Atari computer programming tips & tricks by Alan North


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