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Atari CX70 User manual

400/800™
'-•-iii'iiji'ji'''
mji
t.
LIGHT
PEN
OPERATOR'S
MANUAL
r^i
0^'
-
t
5:"
■ ■
■
•
>--»
.-i-
H
A
ATARI®
A
Warner
Communications
Company
0
Model
CX70
Use
with
ATARI®
400™
or
ATARI
800™
PERSONAL
COMPUTER
SYSTEMS
m
ATARI
Light
Pen
Operator's
Manual
COPYRIGHT
1981
ATARI,
Inc.
Every
effort
has
been
made
to
ensure
that
this
manual
accurately
documents
this
product
of
the
ATARI
Computer
Division.
Houiever,
because
of
the
ongoing
improvement
and
update
of
the
computer
software
and
hardware,
ATARI,
INC.
cannot
guarantee
the
accuracy
of
printed
material
after
the
date
of
publication
and
cannot
accept
responsibility
for
errors
or
omissions.
C016g67,
Rev.
1
ATARI
Light
Pen
Operator's
Manual
^QNTgNTS
1.
INTRODUCTION
2.
POSSIBLE
USES
OF
THE
LIGHT
PEN
3.
CONNECTING
THE
LIGHT
PEN
4.
ATARI
LIGHT
PEN
DEMONSTRATION
PROGRAM
CASSETTE
Loading
Instructions
BK
Version
of
PALLET:
A
Light
Pen
Painting
Program
16K
Version
of
PALLET
5.
PROGRAMMING
EXAMPLE
1:
Using
the
Light
Pen
with
ATARI
BASIC
How
Programming
Example
1
Works
Experimenting
with
Programming
Example
1
6.
PROGRAMMING
EXAMPLE
2
7.
PROGRAMMING
EXAMPLE
3
8.
PROGRAMMING
EXAMPLE
4
9.
PERIODIC
MAINTENANCE
Using
PENBUF
-
A
Light
Pen
Utility
Program
A
Keyboard
Substitute
A
Teaching
Aid
APPENDICES
A.
BASICS
OF
LIGHT
PEN
OPERATION
B.
ATARI
LIGHT
PEN
CHARACTERISTICS
C.
TROUBLESHOOTING:
What
to
Do
If
Your
ATARI
Light
Pen
Does
Not
Respond
as
Expected
D.
PENBUF
FLOW
CHART
E.
PENBUF
ASSEMBLY
LANGUAGE
LISTING
F.
DESCRIPTION
OF
PENBUF
OPERATION
G.
NOTES
ON
MEMORY
CONSERVATION/PENBUF
MEMORY
USAGE
H.
GENERAL
PROGRAMMING
NOTES
ATARI
Light
P«n
Operator's
Manual
ILLUSTRATIONS
Figure
Page
1
Sample
Menu
3
2
Television
Screen
Display
for
8K
PALLET
Program
9
3
8K
Version
of
PALLET
Program
Listing
11
4
Television
Screen
Display
for
16K
PALLET
13
5
Flowchart
for
16K
PALLET
19
6
16K
Version
of
PALLET
Program
Listing
21
7
Color
Mode
Numbers
23
8
Programming
Example
1:
Using
the
Light
Pen
with
ATARI
BASIC
29
9
Television
Screen
Display
for
Programming
Example
1
30
10
PENBUF
Loader
33
11
Programming
Example
2:
Using
PENBUF
34
12
Programming
Example
2:
Modified
to
Run
in
Graphics
0
35
13
Television
Screen
Display
for
Programming
Example
2
36
14
Programming
Example
3:
A
Keyboard
Substitute
37
15
Television
Screen
Display
for
Programming
Example
3
38
16
Programming
Example
4:
A
Teaching
Aid
39
17
Television
Screen
Display
for
Programming
Example
4
40
A.
1
Television
Screen
Simulation
45
A.2
Television
Screen
Plus
Light
Pen
46
D.
1
PENBUF
Flow
Chart
53
F.
1
Typical
Insert-Sort
'
59
G.
1
PENBUF
Memory
Usage
62
ATARI
Light
Pen
Operator's
Manual
SECTION
1
-
INTRODUCTION
The
ATARI
Light
Pen
is
particularly
suitable
as
an
educational
and
game
playing
tool
as
it
allows
the
user
to
interact
directly
with
the
computer.
By
pointing
to
an
item
on
the
screeni
you
can
say
"There's
the
game
piece
I
want
to
move<"
and
"There^s
where
I
want
to
move
it."
The
most
common
usei
howeveri
is
to
select
an
item
from
a
list
or
menu>
as
in
a
multiple-choice
test.
Section
2
of
this
manual
describes
menu
selection
and
other
more
sophisticated
uses
of
the
light
pen.
Sections
3
and
4
give
instructions
for
connecting
the
light
pen
to
the
computer
and
loading
the
programs
on
the
demonstration
cassette.
In
Sections
5
through
8>
you
will
find
several
more
demonstration
programs
to
help
you
understand
how
to
write
BASIC
programs
using
the
pen
for
your
own
purposes.
These
examples
will
lead
you
to
invent
many
ways
to
use
the
light
pen
in
your
programs.
In
these
examples*
we
assume
you
have
a
working
knowledge
of
ATARI
BASIC
as
defined
in
the
ATARI
BASIC
Reference
Manual.
Although
the
demonstration
cassette
programs
and
all
of
the
programming
examples
in
this
manual
are
in
BASIC*
you
may
use
the
pen
with
any
of
the
ATARI
programming
languages.
General
programming
notes*
showing
the
basic
rules
for
the
use
of
the
light
pen
are
provided
in
Appendix
H.
Read
through
the
manual
thoroughly
first
to
acquaint
yourself
with
the
operating
principles
of
the
pen.
In
Section
9*
you
will
find
details
of
the
care
necessary
to
maintain
the
pen
in
its
best
operating
condition.
Introduction
-
1
ATARI
Light
Pen
Operator's
Manual
Introduction
->
2
ATARI
Light
Pen
Operator's
Manual
SECTION
2
-
POSSIBLE
USES
OF
THE
LIGHT
PEN
Menu
selectionf
which
is
a
common
use
for
the
ATARI
Light
Pen>
may
take
many
different
forms.
One
form
of
light
pen
selection
is
illustrated
by
the
Keyboard
Substitute
programi
provided
as
Programming
Example
3
(see
Section
7).
In
this
program^
the
pen
is
used
to
select
the
letter
to
be
typed
on
the
screen.
Programming
Example
4«
the
Teaching
Aid
Program<
uses
the
pen
in
two
different
menus.
The
demonstration
program
provided
on
the
cassette
uses
the
pen
as
a
menu
selector
as
well
as
a
graphics
tool.
By
using
the
ATARI
Light
Pen
with
programs
you
have
written^
you
can
form
a
picturei
a
plot«
a
set
of
letters
or
groups
of
instructions
on
the
television
screen.
With
the
pen«
you
can
point
to
one
of
those
items
on
the
screen.
The
computer
will
read
signals
coming
from
the
pen
and
can
interpret
those
signals
so
that
it
knows
what
action
to
take
next.
As
an
example>
you
can
produce
a
list
of
the
different
progams
you
have
available
on
the
diskette
in
your
ATARI
Disk
Drive.
The
list
(or
menu)
might
appear
as
shown
in
Figure
1.
SJCt
RTREK
CHECKBOOK
BOEONCER
CHEC
KER5
DUNGEONS
OND
DROGONS
PLOCE
THE
POINT
OE
THE
LIGHT
PEN
OGOINST
THE
BOH
TO
EOOD
THE
PROGROM
Figure
1
-
Sample
Menu
When
you
follow
the
instruction
at
the
bottom
of
the
television
screeni
your
program
will
sense
that
the
switch
in
the
tip
of
the
light
pen
is
pressed
and
will
call
the
light
pen
subroutine.
The
pen
can
also
serve
as
a
teaching
device
when
a
student
uses
it
to
select
the
correct
answer
from
a
multiple-choice
set
of
answers
placed
on
the
television
screen.
A
form
of
this
is
demonstrated
in
Programming
Example
4,
a
Teaching
Aid#
in
Section
8.
In
each
of
these
programs#
items
are
placed
at
various
known
locations
on
the
screen.
When
the
light
pen
registers
are
read#
the
program
compares
the
values
obtained
there
to
the
values
known
to
represent
Possible
Uses
of
the
Light
Pen
ATARI
Light
Pen
Operator's
Manual
the
position
of
the
test
characters
on
the
screen.
This
information
tells
the
computer
uhat
to
do
next.
You
may
extend
this
control
function
to
sense
a
selected
menu
item
and
perform
a
complete
function.
Such
functions
may
include:
turning
on
the
Program
Recorder*
sounding
an
alarm*
choosing
a
mathematical
formula
to
be
executed*
selecting
a
specific
disk
file*
and
others.
You
may
use
the
light
pen
as
a
high-speed
joystick
(game
paddle)
to
move
the
cursor
to
a
neui
location
on
the
screen
directly
rather
than
using
the
keyboard
or
paddle
cursor
controls.
In
games
such
as
tic-
tac-toe*
chess*
or
checkers
the
light
pen
can
"pick
up"
a
specific
item
from
a
selected
position
on
the
game
board
or
place
that
item
or
a
marker
at
another
game
board
position.
In
business
app1ications*
an
office
planner
can
use
the
light
pen
to
pick
up
a
graphics-represented
piece
of
furniture
and
reposition
it
in
another
area
in
his
graphics-represented
room.
You
can
experiment
uiith
the
ATARI
sound
generators
by
plotting
one
or
more
organ
keyboards
on
the
screen.
You
can
use
the
light
pen
to
"play"
each
one
of
the
organs
by
selecting
notes
from
each
of
the
keyboards.
Each
key
represents
one
note
of
a
selected
sound
generator*
and
each
keyboard
represents
a
separate
sound
generator.
There
are
certain
applications
for
uihich
keyboard
input
would
be
too
complex
or
time-consuming.
In
a
case
like
that*
the
computer
can
do
all
of
the
work*
determining
the
pen
position
and
plotting
items
on
the
screen
on
that
basis.
A
Light
Pen
Demonstration
Program
Cassette
has
been
provided
to
illustrate
such
an
application.
The
cassette
contains
two
copies
of
a
program
called
PALLET*
with
an
8K
version
on
Side
1
and
a
16K
version
on
Side
2.
Each
version
allows
you
to
draw
with
the
light
pen
on
the
screen
by
plotting
colored
dots
at
each
position
occupied
by
the
pen.
The
16R
version
includes
many
extra
features.
These
programs
are
described
in
Section
4*
ATARI
Light
Pen
Demonstration
Program
Cassette.
These
suggested
uses
are
only
a
beginning.
You
will
probably
invent
many
other
ways
to
use
the
ATARI
Light
Pen
in
your
own
programs.
Possible
Uses
of
the
Light
Pen
ATARI
Light
Pen
Operator's
Manual
SECTION
3
-
CONNECTING
THE
LIGHT
PEN
The
light
pen
connector
is
exactly
like
the
connectors.
It
can
be
inserted
into
any
one
controller
ports
on
the
front
of
your
ATARI
game
controller
of
the
four
game
Personal
Computer
System.
The
demonstration
jack
#1
(far
left
use
the
pen
the
pen
into
in
th
programs
have
been
written
jack).
Later
in
the
manual
to
look,
at
controller
you
will
be
told
how
to
e
other
controller
jacks
(see
Appendix
H).
But
for
nowi
insert
jack
#1.
Connecting
the
Light
Pen
-
5
ATARI
Light
Pen
Operator's
Manual
_
.
^
Connecting
the
Light
Pen
-
6
ATARI
Light
Pen
Operator's
Manual
SECTION
4
-
ATARI
LIGHT
PEN
DEMONSTRATION
PROGRAM
CASSETTE
LOADING
INSTRUCTIONS
^
1.
Insert
an
ATARI
BASIC
(Computing
Language)
cartridge
into
your
ATARI
400(TM)
or
ATARI
800<TM)
computer
console
cartridge
slot.
(Insert
in
the
LEFT
CARTRIDGE
slot
on
the
ATARI
800
computer
console.
)
2.
Make
sure
the
ATARI
410(TM)
Program
Recorder
is
properly
connected
to
the
computer
console,
and
to
a
wall
or
power
outlet.
(See
your
Program
Recorder
Operator's
Manual
for
further
details
if
necessary.
)
3.
Turn
your
television
set
on.
4.
Turn
on
the
computer
console
by
pressing
the
POWER
switch
on
the
right
side
of
the
console
to
ON.
5.
If
all
equipment
is
properly
connected
and
powered
up,
your
television
screen
should
be
displaying
the
READY
prompt,
with
the
white
square
"cursor"
just
below.
NOTE:
If
you
have
problems
loading
the
program,
and
if
you
have
other
peripherals
in
addition
to
the
Program
Recorder
attached
to
the
computer
console,
try
disconnecting
the
other
peripherals
and
connecting
the
Program
Recorder
directly
to
the
computer
console
to
isolate
the
problem.
6.
Insert
Side
1
of
the
Light
Pen
Demonstration
Program
Cassette
(8K
version)
into
the
ATARI
410
Program
Recorder.
If
your
computer
has
16K
RAM
or
more
installed,
try
the
16K
version
on
Side
2
of
the
cassette.
Press
the
REWIND
button
on
the
Program
Recorder
to
wind
the
tape
back
to
the
beginning
if
it
is
not
already
at
that
position.
When
the
tape
stops,
push
STOP
(STOP/EJECT).
7.
Type
CLOAD
on
the
computer
keyboard
and
hit
CRETURN3.
The
"beep"
sound
is
a
reminder
to
press
PLAY
on
the
Program
Recorder.
Press
PLAY
and
hit
the
[RETURN]
key
again
on
the
computer
console.
Through
the
window
of
the
Program
Recorder,
note
that
the
tape
is
turning.
The
beeps
and
other
sounds
you
hear
coming
from
the
television
speaker
tell
you
that
the
program
is
being
loaded
into
computer
RAM.
8.
When
the
screen
displays
the
READY
prompt
again,
type
RUN
and
press
[RETURN].
The
television
will
display
the
ATARI
logo
and
the
message
LOADING
LIGHT
PEN.
You
will
hear
another
beep
as
the
program
automatica11y
begins
to
load
into
the
computer.
When
loading
is
completed,
the
menu
will
be
displayed
and
the
program
is
ready
for
use.
ATARI
Light
Pen
Demonstration
Program
Cassette
ATARI
Light
Pen
Operator's
Manual
8K
VERSION
OF
PALLET:
A
Light
Pen
Parting
Program
Once
the
8K
version
of
PALLET
has
been
loaded<
the
screen
uill
display
a
menu
block
draun
along
its
right-hand
edge.
There
are
five
possible
menu
selections
provided
in
this
program.
The
top
selection
indicates
background
color
mode.
If
the
pen
is
currently
in
this
mode*
any
points
plotted
uith
the
pen
uill
be
in
the
background
color.
This
has
the
effect
of
erasing
any
other
color
uihich
may
have
been
plotted
there
previously.
The
next
three
menu
choices
are
the
color
selectors.
When
you
press
the
pen
against
the
screen
at
any
one
of
these
spots#
the
color
of
the
points
plotted
by
the
pen
uill
be
in
the
color
you
selected.
The
bottom
menu
selector
is
the
CLEAR
block.
When
you
press
the
pen
against
this
block
and
lift
it#
the
screen
is
cleared
and
reinitialized.
To
understand
houf
the
program
utorks#
place
the
pen
against
the
screen
somewhere
near
the
center.
A
colored
dot
will
appear
if
the
pen
is
not
in
the
background
color
mode.
Continue
to
press
the
tip
of
the
pen
against
the
television
screen
and
move
the
pen
across
the
screen.
A
line
will
follow
the
pen
as
it
moves.
This
line
extends
from
the
original
spot
at
which
the
pen
was
placed#
to
the
spot
now
occupied
by
the
pen.
It
appears
to
be
elastic
(like
a
rubber
band)
because
the
line
is
continuously
being
plotted
and
then
erased
as
the
pen
is
moved.
Lift
the
pen
from
the
surface.
The
line
you
have
drawn
is
now
frozen
in
the
last
position
it
occupied.
Draw
a
few
more
lines
this
way.
ATARI
Light
Pen
Demonstration
Program
Cassette
-
8
ATARI
Light
Pen
Operator's
Manual
DRAWING
AREA
-L
MENU
LINES
PLOTTED
AND
ERASED
WHILE
PEN
WAS
PRESSED
TO
SCREEN
AND
MOVED
AROUND
INITIAL
POINT
0
TOUCHED
THIS
LINE
WAS
FROZEN
IN
PLACE
WHEN
THE
PEN
WAS
FINALLYJ.IFTED
AT
POINT
0-
1.
RED
BOX
AS
SHOWN
2.
RED
DOT
3.
GREEN
DOT
4.
BLUE
DOT
5.
REDO
SEPARATOR
BAR
FUNCTIONS:
(If
pen
is
pressed
to
this
character)
1.
Set
Pen
color
to
background
("erase"
color
if
plotted)
2.
Set
Pen
color
to
red
for
plotting
3.
Set
Pen
color
to
green
for
plotting
4.
Set
Pen
color
to
blue
for
plotting
5.
Clear
entire
screen#
redraw
the
menu
Figure
2
Television
Screen
Display
for
8K
PALLET
Program
Press
the
pen
against
one
of
the
other
color
blocks
in
the
menu
area.
Now
draw
one
or
more
lines.
The
pen
color
is
now
the
new
color
you
selected.
Try
the
third
color
also.
When
you
wish
to
erase
the
screen
and
start
over#
press
the
pen
against
the
bottom
box
in
the
menu
area.
As
it
is
lifted#
the
screen
will
clear
and
the
menu
will
be
redrawn.
The
program
listing
for
the
8K
version
of
PALLET
is
shown
in
Figure
3.
(Refer
to
Appendix
G
for
additional
notes
on
this
program
listing.
)
At
this
point
the
listing
will
seem
somewhat
cryptic#
especially
lines
ATARI
Light
Pen
Demonstration
Program
Cassette
-
9
ATARI
Light
Pen
Operator's
Manual
9000/9010.
Houiever»
these
characters
are
machine
language
stored
as
ATASCII
characters
to
conserve
space.
Once
you
have
read
through
Sections
5
through
9,
turn
back
and
reread
the
listing.
It
should
seem
fairly
straightforward.
If
you
have
an
8K
machine*
we
strongly
recommend
that
you
read
the
listing*
the
flowchart*
and
the
description
of
the
16K
version
to
learn
how
much
the
pen
can
really
do.
ATARI
Light
Pen
Demonstration
Program
Cassette
-
10
ATARI
Light
Pen
Operator's
Manual
1
REM
8K
VERSION
OF
"PALLET"
10
REM
MOD
A
40
DIM
A1K117)
:G0SUE!
9000
45
PENC0LR=3:L0C=1536JP0KE
205,3
70
GOTO
910
80
REM
MOD
J
105
POKE
77,0
110
Q=INT<Y/8)
125
IF
PEEK(632)=14
THEN
125
130
IF
Q>=:5
AND
Q08
THEN
450
135
IF
0=11
THEN
910
140
REM
MOD
E
150
GOSUB
2000
160
xp=xjyp«y:xi=xjyi=y
170
GOSUB
2020
190
COLOR
OJPLOT
XP,YPJDRAWTO
XI,Y1
210
COLOR
pencolr:plot
XP,YPJDRAWT0
X,Y
220
X1=XJY1=Y
230
IF
PEEK(632)=14
THEN
170
240
GOTO
150
449
REM
MODS
L,M,N,0
450
PENC0LR=Q-5;COLOR
PENCOLRtGOTO
150
870
REM
MOD
R
910
GOSUB
lOOOJGOTO
150
980
REM
MOD
C
1000
GRAPHICS
23:COLOR
ItSETCOLOR
4,0,8
1015
SETCOLOR
0,4,14:SETCOLOR
1,12,14:SETCOLOR
2,9,14
1020
PLOT
141,0:DRAWTO
141,95
1080
PLOT
146,41IDRAWTO
146,45:DRANT0 152,45:DRAWT0
152,41tDRAWTO
146,41
PLOT
149,51.
1100
COLOR
2:PLOT
149,59
1110
COLOR
2:PL0T
149,57
1169
PLOT
150,»9Ei>R0MT0
148,89:B>RaNT0
148,93:l>RAHT0
158,93
1200
RETURN
1218
REM
MOP
I
200e
IF
PEEK16321=15
THEN
2800
2020
Q=U5RCL0C1
2040
K=PEEKC2e5>sY=PEEKC2e7)
2045
IF
X<e
OR
V<5
OR
X>159
OR
V>95
TH
EN
2000
2048
IF
X>140
THEN
POP
rGOTO
110
2050
RETURN
■
af
1P
N
1
a
■
1'
<
a
P
'I
9010
A5tLEHCA5l-H3="31KyaZl8aiK3P''
9020
0=1535:FOR
K=1
TO
LEMCAlllPOKE
X,A5CCA5CX,K]1:NEXT
X:RETURN
READY
Figure
3
8K
Version
of
PALLET
Program
Listing
ATARI
Light
Pen
Demonstration
Program
Cassette
-
11
ATARI
Light
Pen
Operator's
Manual
16K
Version
of
PALLET
Figure
4
is
a
television
screen
display
for
this
program.
A
flow
chart
for
the
program
is
shown
in
Figure
and
Figure
6
is
the
complete
program
listing.
If
you
have
already
tried
the
8K
version
of
this
program*
you
will
be
able
to
see
the
additional
features
which
this
version
provides*
primarily
because
this
version
assumes
there
is
more
memory
available
to
work
with.
The
8K
program
had
only
five
menu
choices
along
the
right
side
of
the
screen.
This
version
has
12
menu
choices
on
the
right
side.
Any
of
these
choices
may
be
selected
by
pressing
the
pen
to
the
screen
in
that
area.
Of
the
12
choices*
the
top
five
are
known
as
drawing
modes*
the
next
four
are
color
modes
and
the
last
three
are
functions
to
be
performed.
Within
the
blocks
which
define
the
drawing
modes
is
a
segment
which
acts
as
an
indicator
bar.
This
indicator
bar
is
the
same
color
as
the
border
and
appears
at
the
far
left
edge
of
the
selector
box
representing
the
current
drawing
mode.
There
is
another
indicator
bar
which
appears
in
one
of
the
color
selector
blocks.
This
tells
you
the
current
color
of
the
pen.
Among
the
color
modes*
you
can
select
to
draw
in
red*
green*
blue
or
"erase"
color
(which
sets
the
spot
under
the
pen
tip
to
the
background
color).
These
selection
modes
are
identical
to
those
used
in
the
8K
program*
however
the
selector
blocks
are
larger
and
more
clearly
defined.
In
the
8K
version*
you
only
had
the
ability
to
draw
in
the
ELASTIC
mode.
Elastic
refers
to
a
line
which
acts
like
a
rubber
band
as
the
pen
moves.
This
program
provides
the
selection
of
ELASTIC
mode
by
a
large
E
selector
box.
ATARI
Light
Pen
Demonstration
Program
Cassette
-
12
ATARI
Light
Pen
Operator's
Manual
LINES
DRAWN
BY
PEN
IN
DRAW
MODE
PEN
PLACED
HERE
IN
FILL
MODE,
MOVED
SLOWLY
TO
HERE
AREA
SHOWN
FILLED
IN
WITH
SELECTED
COLOR
FROM
PEN
TO
FIRST
NON-
BACKGROUND
COLOR
OCCURRING
TO
THE
RIGHT
OF
THE
PEN
LOCATION
DOTS,
DRAWN
WITH
DOT
MODE
SEPARATOR
BAR-
MENU
USER
'
DRAWING
MODE
■ ■
INDICATOR
BAR,
MOVES
BETWEEN
BOXES
1-5
ELASTIC
DRAW
GREEN
BLUE
LOAD
SAVE
CLEAR
SEGMENTS
OF
A
LINE
DELETED
WHEN
PEN
PLACED
HERE
WHILE
COLOR
MODE
=
ERASE
COLOR
INDICATOR
BAR
MOVES
BETWEEN
BOXES
6-9
TO
SHOW
CURRENT
COLOR
Figure
4
Television
Screen
for
16K
PALLET
Program
Functions:
(Ulhen
pen
is
pressed
to
this
area)
filled
in
block
is
the
user
programmable
function
E
sets
the
pen
draining
mode
to
ELASTIC.
F
sets
the
pen
draining
mode
to
FILL
<see
Figure
4).
sets
the
pen
draining
mode
to
produce
lines.
dot
sets
the
Pen
Draining
mode
to
produce
dots.
open
square
sets
the
pen
color
to
background
color
(ERASE
mode).
red
square
sets
the
pen
color
to
red.
green
square
sets
the
pen
color
to
green.
blue
square
sets
the
pen
color
to
blue.
L
will
load
a
picture
from
diskette
or
cassette
(change
filename
in
lines
710>
760).
S
CL
will
save
the
current
picture
to
diskette,
will
erase
entire
screen#
then
redraw
the
menu.
ATARI
Light
Pen
Demonstration
Program
Cassette
~
13
ATARI
Light
Pen
Operator's
Manual
ELASTIC
Mode
To
understand
how
the
program
works<
press
the
pen
to
the
E
block.
The
drawing
mode
indicator
bar
will
move
into
this
block.
Place
and
hold
the
pen
against
the
screen
to
the
left
of
the
border
bar.
As
with
the
8K
version/
a
line
will
be
continuously
drawn
and
erased
from
the
point
of
initial
contact.
The
line
will
be
frozen
in
place
when
you
lift
the
pen.
The
line
is
drawn
in
the
color
that
is
shown
as
the
current
selection
by
the
color
indicator
bar.
Press
the
pen
against
a
different
color
block.
The
selector
bar
will
move
into
this
block.
The
pen
will
now
draw
in
the
new
color.
FILL
Mode
The
menu
block
beneath
the
E
is
an
F
selector
block/
which
indicates
FILL
mode.
After
you
have
drawn
other
lines
on
the
screen
in
E
mode/
press
the
pen
to
the
F
block.
The
indicator
bar
will
move
into
this
square.
In
the
FILL
mode/
when
the
pen
is
pressed
to
the
screen/
a
line
from
the
pen
to
the
first
occurrence
of
a
color
other
than
the
background
color/
located
to
the
right
of
the
current
location
of
the
pen/
will
be
drawn
in
the
currently
selected
color.
As
the
pen
is
moved
slowly
in
a
line/
the
area
between
the
pen
and
the
first
plotted
color
to
the
right
of
the
pen
will
be
filled
in
with
the
current
color.
If
you
lift
the
pen
and
press
it
to
the
screen
elsewhere/
a
line
will
be
drawn
between
the
previously
occupied
spot
and
the
new
spot/
and
then
all
uncolored
areas
to
the
right
of
this
new
line
will
be
filled
in
with
the
current
color
of
the
pen.
NOTE;
To
keep
this
line
from
being
drawn/
press
the
pen
to
the
F
before
pressing
it
to
the
drawing
area
again.
DOT
Mode
The
fifth
block
down
from
the
top
of
the
menu
is
the
DOT
mode.
This
places
dots
in
the
currently
chosen
color
under
the
pen.
The
program
takes
about
1/20
second
to
calculate
the
position
of
the
pen.
If
gou
draw
on
the
screen
in
dot
mode/
the
faster
you
move
the
pen/
the
farther
apart
the
dots
will
be
plotted.
NOTE:
The
calculation
time
can
be
changed
in
line
40
(see
Section
6).
DRAN
Mode
The
fourth
drawing
mode
block/
represented
by
a
short
line/
is
the
DRAM
mode.
It
is
like
the
DOT
mode/
with
a
connect-the-dots
function
ATARI
Light
Pen
Demonstration
Program
Cassette
-
14
ATARI
Light
Pen
Operator's
Manual
added
to
it.
Try
to
draw
on
the
screen
in
this
mode.
If
you
lift
the
pen
and
press
it
to
the
screen
elsewhere/
a
line
is
drawn
from
the
last
point
occupied
by
the
pen
to
the
new
position.
If
you
wish
to
prevent
this
interconnect
line
from
being
drawn/
press
the
pen
to
the
DRAW
mode
block
before
you
press
it
into
the
drawing
area
again.
USER
Mode
The
top
block
in
the
drawing
mode
selector
is
the
USER
mode
module.
Space
in
the
program has
been
allocated
for
you
to
define
your
own
function.
In
the
demonstration
program/
it
is
defined
at
lines
6000-6900.
Currently/
it
retrieves
the
X
and
Y
values
of
the
pen
and
does
nothing
with
them.
You
may
choose
to
add
anything
you
wish
to
this
module/
such
as
plotting
X
and
Y
in
a
specific
color.
If
you
have
a
disk
drive/
you
could
have
the
user
module
display
a
certain
color
in
its
menu
block.
When
the
pen
is
pressed
there/
you
could
rotate
the
displayed
color
through
the
four
available
colors.
A
certain
color
in
this
block
would
then
specify
one
of
four
disk
files
that
can
be
used
to
load
and
save
pictures.
Another
possibility
for
the
user
module
is
using
it
to
change
the
hues
and
luminances
of
the
picture.
It
can
rotate
through
all
possible
combinations/
or
any
one
of
many
schemes
you
could
invent.
With
a
little
imagination/
you
can
find
endless
possibilities
for
this
module.
To
use
the
user
module/
the
first
change
required
to
the
program
would
be
a
modification
to
line
1030/
which
currently
plots
only
a
solid
red
block
in
the
user
module
space.
(See
Figure
6
for
the
program
listing.
)
You
may
elect
to
plot
any
letter/
number/
or
other
figure
in
this
same
space.
The
coordinates
are:
X
between
144
and
159
inclusive/
and
Y
between
1
and
6
inclusive.
Then
in
lines
6030-6900
you
could
do
something
with
the
X
and
Y
values
received
from
<3ETP0S
(maybe
plot
X/
Y).
The
last
line
of
the
user
module
(line
6900)
is
GOTO
6020
(creating
an
infinite
loop>
because
while
you
are
in
any
one
of
the
DRAW
modes/
you
should
stay
there
indefinitely
until
the
DRAW
mode
is
changed.
Don't
worry
about
the
tracking
of
the
modes/
the
moving
of
the
mode
bars/
range
checking/
or
menu
selection
because
they
have
been
handled
by
the
rest
of
the
program
(study
the
other
modes).
ATARI
Light
Pen
Demonstration
Program
Cassette
-
15
ATARI
Light
Pen
Operator's
Manual
ATARI
Light
Pen
Demonstration
Program
Cassette
-
16

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