10 REM Example playfield using a redefined character set 20 REM By Jason H. Moore, Ph.D. 30 REM September 23, 2018 40 REM Thanks to character set code example from The Creative Atari 50 REM Thanks to machine language example from Atari Graphics & Arcade Design 60 REM Goal is to approximate playfield from Gene Medic for Atari 2600 100 MEMTOP=PEEK(106) 110 GRTOP=MEMTOP-4 120 POKE 106,GRTOP 130 GRAPHICS 0:POKE 752,1 140 SETCOLOR 1,9,9 150 SETCOLOR 2,9,2 160 CHRAM=GRTOP*256 170 POKE 756,GRTOP 200 REM READ IN MACHINE LANGUAGE ROUTINE FOR MOVING CHAR SET 210 FOR I=0 TO 49 220 READ DAT:POKE 1664+I,DAT 230 NEXT I 240 M=USR(1664,GRTOP,1,4) 280 REM REDEFINE CHARS A TO J 290 CHRAM=CHRAM+264 300 FOR I=1 to 10 310 FOR ADDR=CHRAM TO CHRAM+7 320 READ DAT:POKE ADDR,DAT 330 NEXT ADDR 340 CHRAM=CHRAM+8 350 NEXT I 400 REM MACHINE LANGUAGE DATA FOR MOVING CHAR SET 410 DATA 104,169,224,133,206,104,104,133,204,104,104,201,1,240,4,230 420 DATA 206,230,204,104,104,141,176,6,169,0,133,205 430 DATA 133,203,168,177,205,145,203,200,208,249,230 440 DATA 206,230,204,206,176,6,208,240,96,0,0 500 REM DATA FOR REDEFINED CHARACTERS 510 DATA 0,0,0,0,0,0,0,0 520 DATA 255,0,0,0,0,0,0,0 530 DATA 0,255,0,0,0,0,0,0 540 DATA 0,0,255,0,0,0,0,0 550 DATA 0,0,0,255,0,0,0,0 560 DATA 0,0,0,0,255,0,0,0 570 DATA 0,0,0,0,0,255,0,0 580 DATA 0,0,0,0,0,0,255,0 590 DATA 0,0,0,0,0,0,0,255 595 DATA 255,255,255,255,255,255,255,255 600 REM DRAW CHARS ON SCREEN 610 POSITION 0,7 620 PRINT "JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ" 630 POSITION 0,14 640 PRINT "DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD" 650 POSITION 0,21 660 PRINT "IHGFFFGHIHGFFFGHIHGFFFGHIHGFFFGHIHGFFFGH" 670 POSITION 0,22 680 PRINT "ABCDDDCBABCDDDCBABCDDDCBABCDDDCBABCDDDCB" 1000 GOTO 1000