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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