Atari
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Atari

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Descripción

Todavía no hay descripción para este juego.

Carátulas (PAL / USA / JAP)

Capturas de pantalla

Sin capturas subidas todavía.

Mapas

Sin mapas subidos todavía.

Manual

Sin manual disponible todavía.

Trucos y secretos

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Atari
saving my BASI C program that I was writ ing at t he t ime to device S;. To my surprise. it c ame out on t he screen in mac hine c ode!
Atari
FOR X=PEEK(130)÷256•PEEK(131) TO PEEK( 132)– 256 PEEK( 133): POKE X,O:NEXT X
💡 Enviar un truco o secreto

Cargadores (POKEs y líneas BASIC)

10 GRAPHICS 10
20 GOTO 20
BASIC Programming (1979)
Visita google.com.au y busca Atari Breakout
POKE 756, NEWSET
POKE 731,255
POKE 729,6
PEEK at memory location 564 (LPENH) and 565 (LPENV)
POKE 54018,52 and POKE 65,0
There is a simple program that turns the top two rows of the Atari keyboard into a piano keyboard (C scale) with the TAB
POKE 65,0
POKE 1536 + I , A
POKE 5439, ASC("1")
POKE 729, valor (para cambiar debounce) / POKE 730, valor (para cambiar repeat rate)
POKE 16,64:POKE 53774,64
32767 POKE PEEK(138) + 256*PEEK (139) + 2,0:SAVE "D:filename.ext":NEW
POKE 566, PEEK(566) + 12
10 FOR NN = 9 TO 11 : 20 GRAPHICS NN:14 = 1 : Y = -1 : F=0 : G=79 : F1 = 191 : 61 = 0 : T = 191 : T1 = 79 : CNT
POKE 1801,7
Q = USR(ADR(RESETS))
FOR 0 TO 3
SOUND L,0,0,0
NEXT L
poking a pitch value (B 0 to 255) into locations 53760 for channel 0, 53762 for channel 1, 53764 for channel 2, and 53766 for channel 3
You can copy part of one program in to another or create a file with part of a program in it, then you can build a new program around it or just save it for use in other programs.
POKE DL+2,7
POKE DL+132,6
POKE DL+133,6
POKE DL+134,6
POKE DL+135,6
POKE 87,2
The Heavy Sixer
POKE 7 3 1 , 2 5 5
POKE 732,$20C
3288 POKE 7,7,9,INT(D5/256)
4210 POKE 7,7,8,D5
-3300 REM ADDRESS WHERE DATA STORED
I3110 NT POKE I E DS 7 7/ 3 , 1 8 1 0 S / 2 5 6 1
2 5 6 2 5 6
3320 POKE 7,7,2,55
-3130 REM PASS CONTROL TO HANDLER
1340 8 1 Xr-USR<CIO1 05/2561
1350 RETURN
8 2 5 6 REM
139/
3508 REM EDI T RAM DATA
3510 POSITION 0,22:
1 S POSITION
3530 P C S ;0,22:
1
3540 INPUT HXS:G05118 4300
"3550 A dI F d DEC>127 r e s s TOR DEC<8 THEM 3500 M
3568E X V=I/ NT(DEC/ 16) 4200 REM DECIMAL/HEX ROUTINE
"3578 M ;: ( D E C
4210 HMS:" • •
- 3588 I F X ) 2 5 THEN X = X 4220 CALL=USR(ADR<DHST,ADRtHX$1,DEC)
M 6 ) POSITION M,V:/ "1 "
-3590 4230 HMS=HX$141:RETURN
24 44 : YPOSITION
3600 = Y e 1 M, V :/ "1 "
3610 DDA:DEMS:PO SI TI O N 27+X / 4, V
4
2 : Y =MX5=1511,21:605UIT
3620
4 POKE DOA,DEC:? CMRStDECI
4640 POSITION 0,22:2 SPCS;
8 2 GET u l , C I F A=61 IMEN 3 5 8 8
1670
"3660 ; RETURN
3699 REM
3480 REM PRINT DISPLAYED SECTOR
m e TRAP 4 8 6 8
3820 (P RI NT "Dump O f s e t t o r ";DS
3838 LPRINT " 8 1 2 3 4 5 6 7
8 9 A B C D E f "
3848 LPRINT "
FUR ROw=8 TO 7:I S=SI RS(R01
3060 I,$ 1 2 )="1 ":FO R CO L:8 TO 1 5
3870 DEC=PEEKC5S+COUROM*16)
3880 GOSUB 4 2 8 8 :HI S ="":HISC2/=IIMS
3898 ISCIENCI$14.1/=HIS:NEXT COL
3188 I S C I E N C I S 3 LINE C H M L I N E O WN L I N E CHSUM
POKE 40100,33
machine language subroutine VBLANK/PM
POKE 28,CO L-8:DI R=1
JO FOR 4 =8 1 8 7 9
48 COL=COL+DIR
POKE 88,20:POKE 81,138:COLOR 2
POKE 82,0
POKE 53774,64
POKE 580,1
SUZUKI / X I I I S E P I U S G A M E S
peek, poke and USA
Extended Basic
PEEKing memory location 9
poke
Poked to produce sounds directly

Disponible en

Ficha técnica

Año2002