Atari 800 XL ROSE User manual



Whether you want to set
up a domestic office or
host your own video
game tournament, the
versatile ATARI 800XL
Home Computer fits the
bill. The hefty 64K RAM
memory gives you the
power to perform a
myriad assortment of
useful tasks. Using just
the console and your
television, you can write
and edit on the screen,
create art and attractive
graphics, and program
with ATARI BASIC, a
built-in, all-purpose com-
puter language. The full-
stroke, low-profile key-
board is set up like a
typewriter, but with add-
ed practical features
such as special function
keys and a HELP key
when you need extra
information in a program.
Your computer gives
you access to the large
family of ATARI products,
including over 2,000 soft-
ware programs. A copy
of the latest ATARI
catalog is packed with
the console. With the
right peripherals and
programs, you can com-
pose music, communicate
with other ATARI owners,
balance your budget,
learn a foreign language,
or follow the stock'
market.
In the following pages
you'll learn how easy it is
to connect 'the computer
to your television, and
how simple it is to oper-
ate once it's turned on.

MEET THE ATARI 800XL HOME COMPUTER 3
HOOKING IT UP , , .. , , , , , " 5
CHECKING IT OUT. , ".. . . . . . . . . . . . . . . .. 7 "
ADAPTING YOUR COMPUTER TO A JOB , , , " 9
HOW TO TELL YOUR COMPUTER WHAT TO DO , , .. , .. 10
AT YOUR COMMAND , , 11
ATARI ART AND GRAPHICS, , . , , , , , , , , , . ' , 13
A HOST OF CHARACTERS FROM OTHER COUNTRIES , .. , , 14
EXPLORING ATARI BASIC , 15
BUILDING A SYSTEM , , , , , . , , , 17
A CLEAN, SAFE COMPUTER ENVIRONMENT , , 19
YOU ARE NOT ALONE 19
IN CASE OF DIFFICULTY, , , .. , , , , , , ,20
2

Plug-in
cartridges pro-
vide quick and easy pro-
gram loading
3
Expansion Connection
For plugging future
accessories or peri-
pherals into your com-
puter system
,
,.
rial In12ut/Qut12utPo
Connects peripheral
equipment such as disk
drives, program record-
ers and printers to your
computer
-'
.....•..
-

To plug in connecting
cable from Switch Box
ontroUe Ports
"'i f-
For connecting touch
tablets, key pads,
joysticks, and paddle
controllers
Monitor ack
4f-
Provides access to
a monitor's superior
resolution.

HOOKING
ITUP
."
5
All you need to set up
your ATARI 800XL Home
Computer is a television
and a screwdriver; Atan
provides the rest. Set-up
takes only a few-minutes.
Remove plastic covers
from around the key-
board when you unpack
the computer.
ristalUng
the
TV~c
Switen Box
1.
Disconnect the VHF
antenna or cable TV line.
If the antenna has a flat,
twin-lead cable, connect
it to the 300-0HM screw
terminals on the side of
the TV Switch Box labeled
ANTENNA. If it has a
round cable, attach it to
the 75-0HM threaded
connector.
2.
If the TV's VHF con-
nection has two screw
terminals, connect the
short, twin-lead cable on
the Switch Box to them.
If the VHF connection
is threaded, attach the
Switch Box cable to the
screw terminals on the
VHF adapter supplied
with your TV. Then screw
the adapter onto the set's
threaded terminal. if you
don't have an adapter,
you can buy one at a
video store.
3.
Peel the cover from
the adhesive square on
the Switch Box and stick
the box securely on the
back of your TV.
If the antenna con-
nected to the Switch box
uses a flat, twin-lead
cable, go to step 5.
4.
If your antenna uses
a round (75-0HM) cable
and you did not use a
VHF adapter, you may
adjust your TV set as
shown below.
If the back of your set
looks like this, push the
switch to the 300-0HM
(300
n)
position.
~""

If it looks like this,
loosen the screws hold-
ing the U-shaped slider
and move the slider to
the position marked 300
OHM (or 30011).
If it looks like this, in-
sert the tiny wire into the
hole in the center of the
antenna terminal.
5. Plug the connecting
cable into the COM-
PUTER connection on the
TV Switch Box and into
the jack labeled SWITCH
BOX on your computer.
6. Move the switch on
the TV Switch Box to the
COMPUTER position.
7. Connect the two-
pronged plug on the
AC Power Adapter to
an electrical outlet. The
round plug goes in the
computer's POWER IN
jack.
8. Turn on your TV set
and tune it to Channel 2
or 3-whichever channel
is weaker in your area.
9.
Set the Channel Select
Switch on the computer
to the same channel.
After you turn on your
computer, you may need
to adjust the TV's fine-
tuning knob to improve
reception.
10.
A few seconds after
you turn on the main
power switch on the com-
puter, the screen shows
the word READY from
the ATARI BASIC Pro-
gramming Language.
If you leave the com-
puter on one display long
enough, the colors on the
screen begin changing to
protect your TV set.
When you turn off the
computer, wait 3 to 5
seconds before turning it
back on.
6

When you turn on
your ATARI 800XL, it
automatically tests itself.
You also have the option
of double checking the
computer's memory,
sound and colors, and
keyboard.
Thereafter, run the
test only occasionally,
because the computer
tests its memory each
time it's turned on. If the
circuits fail the test, the
words MEMORY TEST
and red and green
squares and rectangles
appear on the screen.
The built-in ATARI BASIC
and any software that you
try to use will be ignored
by the computer.
This means that your
computer needs service.
Contact your ATARI
Home Computer retailer
or factory-authorized
ATARI SERVICEsM center.
II he Self Tests
Start the tests by holding
down
OPTION
while turn-
ing on the computer or
by typing BYE when
BASIC says READY. A
SELF-TEST menu will ap-
pear on the screen. Like
a restaurant menu, this
.. .. .. ..
offers a choice of selec-
tions: ALL TESTS, MEM-
ORY TEST, AUDIO-VISUAL
TEST, AND KEYBOARD
TEST. Press
SELECT
to choose a test, then
press
START.
Press
HELP
to return to the SELF-
TEST menu.
When you select ALL
TESTS, the computer
runs the tests for you.
They repeat until you
press
HELP.
Press
RESET
to stop the tests and
return to ATARI BASIC .

~-
.~
.
This test checks Read-
Only Memory (ROM) and
Random-Access Memory
(RAM). ROM is nonerase-
able memory containing
the computer's operating
system. RAM is for the
programs you use or
write yourself.
The memory test works
a little like a stoplight.
Two bars appear on the
screen when the ROM is
tested. If the bars turn
green, the ROM is okay
and you may proceed.
Red means STOP: The
ROM is out of order, and
you must contact your
ATARI retailer or Factory
Authorized Service Center.
t
During the RAM test,
48 squares-each repre-
senting a RAM section-
are tested. The remain-
ing 16KRAM is available
only with certain software
programs. If a square
turns white, then green,
the corresponding sec-
tion is good. If no square
turns red, the RAM is
okay.
The audio-visual test
checks the four program-
mable sound voices and
color and graphics capa-
bility. A musical staff and
treble clef appear on the
screen above the number
of the voice tested. Six
notes are played and dis-
played on your TV screen.
The six notes repeat once
for each of the four voices.
If a voice number ap-
pears but you don't hear
music, that voice is not
working properly. Make
sure the TV's sound is
turned up.
The colors displayed
should be consistent dur-
ing each test.
You work with two
keyboards when you
select this test, the one
under your fingertips and
a facsimile on the screen.
When you press a key,
a corresponding key on
the TV screen flashes in
reverse video (a blue
character on a white
background) and a note
sounds. The space bar
and special-function keys
are already in reverse
video, so pressing one of
them changes the match-
ing key on the screen to
normal video. If nothing
happens on the screen
when you press a key,
that key is not working.
The keys in the top row
of the screen keyboard
are located on the far
right side of your com-
puter keyboard. Disre-
gard keys numbered 1-4.
Reading from left to right,
the keys in the screen's
top row include:
RESET,
START, SELECT, OPTION,
four numbered keys,
HELP, REVERSE VIDEO
( ~ ), and BREAK. Other-
wise, the two keyboards
have the same arrange-
ment of keys.
SHIFT
and
CONTROL
flash only when pressed
simultaneously with
another key.
There are three keys
that do not flash or sound
and that terminate the
test when pressed.
HELP
returns you to the SELF-
TEST menu.
RESET
returns you to BASIC,'
and
BREAK
evokes no
response.
8

Software enables the
computer to perform a
specific task, whether it's
storing and organizing
names and addresses,
acting as your personal
bookkeeper, or provid-
ing you with a video ar-
cade in your living room.
It's up to you to select
which ready-to-use soft-
ware you need. When using software in
cartridge form, first turn
the computer off, then in-
sert it firmly into the car-
tridge slot above the
keyboard with the label
facing you. If you've
been using another soft-
ware program, turn the
computer off, insert the
cartridge, wait a few
seconds, then turn it
back on before using the
new cartridge.
T RIBOOXL

You communicate with
your computer through
the keyboard. You can
do a ~otmore, however,
than Just type on this key-
board. You can throw
away your ink eraser and
editing pencils, for you
can transform text and
programs with a few key-
strokes. NOTE: The white
square on the screen is
the cursor. It shows
where you are on the
display.
e board Wizard
Though the
ATARI
800XL
keyboard looks and
works much like a type-
wnter, there are keys
that allow you to reach in-
to a bag of editing tricks.
CONTROL
and
SHIFT
are particularly important
in editinc and in gener-
atmg graphics and inter-
national characters. They
move the cursor delete
or insert charact'ers or
sentences, or change
from upper-case to
lower-case letters.
Another key must be
pressed while holding
down
CONTROL
or
SHIFT
for a command to
be executed.
Since a key's function
may change in certain
programs, always consult
your program user's
guide.
The next few pages
show some of the com-
mands you use to tell
your computer what to
do.

Stops the computer in the Usually interrupts whatever
RESET
middle of what it's doing function the computer is per-
and returns the program to forming; refer to individual
its opening screen. It does program instructions.
not usually erase your work
in RAM memory.
RESET
Varies from program to pro-
sometimes has undesirable gram; for example,
ESe
side effects, such as interfer- may be used to take you
ing with the closing of open from one menu to another.
DOS files. Generally,
BREAK
is preferred for stop- Controls a variety of
ping a program. Consult the features when pressed
instructions for the software simultaneously with another
program you are using. key.
Chooses among variations Inserts a space where the
OPTION
within a program. Consult cursor is in some programs
the instructions for the or when you're program-
software program you are mingo Characters may be
using. entered by typing over the
inserted space.
Usually tells the computer to
START
begin running a game or Moves the cursor back one
program; refer to the in- space, deleting what was
dividual program instructions. typed. If held down, it con-
tinues deleting characters.
Often used to select one of
SELECT
several applications within a Deletes character at the
program; its function varies position of the cursor and
from program to program- shifts remaining characters
refer to the individual pro- on the line so that the space
gram instructions. is filled.
With some software, gives
HELP
access to information that
can guide you through a
program when you need
help.

Stops the TV display when
the computer is writing on
the screen; press
CONTROL
1 again to continue.
Sounds a buzzer.
(For experienced program-
mers). Produces end-of-file
(EOF) to a program reading
input from the keyboard.
This is just like the end-of-
file which happens when a
disk file is being read and
the end of the file is reach-
ed. End-of-file produces an
error unless the program is
written to
TRAP
and process
the EOF ..
Makes space to insert a pro-
gram line or text line.
Deletes the text or program
line the cursor is on.
Types upper-case char-
acters without getting com-
puter out of the lower-case
or other type of mode.
Shifts computer between
upper-case and lower-case
character modes. Also,
releases computer from the
CONTROL LOCK mode.
Produces the CONTROL
LOCK mode. Useful when
you must enter a number of
commands combining
CON-
TROL
with other keys, such
as when creating graphic
characters.
Locks computer in the
upper-case mode for
alphabetic characters. In
this mode, you must still
press
SHIFT
to get upper-
case characters on the
numeric and symbol keys.
When used in conjunction
with
CONTROL,
these keys
move the cursor up, down,
left, and right.
Returns cursor to left
margin. Tells computer that
you've finished typing or
editing a line.
Turns reverse video mode
on and off. In some ATARI
programs, this key is refer-
red to as the Atari logo
()I"-)
key.
When you press any key
and continue holding it
down, the character repeats
itself until you release the
key.
12

There are 29 graphics
characters built into the
keyboard for when you
want to brighten up a
chart, create a work of
computer art, or even do
a little video doodling,
Advanced programmers
may find many uses for
the characters,
You can display gra-
phic characters on the TV
screen by pressing
CONTROL
and the keys
shown below, If you
want
to produce a number of
graphics characters. get
into the CONTROL LOCK
mode by pressing
CON-
TROL
and
CAPS.
Get out
of the CONTROL LOCK
mode by pressing
CAPS
only for lower-case char-
acters or
SHIFT CAPS
for
upper-case characters,
When switching from
the international charac-
ter mode (see next page),
use this BASIC poke:
POKE 756, 224 [Press
RETURN]
Then .press
CONTROL
and the keys shown
below to display graphic
characters on the TV
screen,

Ordinarily, when you
type a draft in a foreign
language that uses the
same alphabet as we do,
you go back to laborious-
ly add accent marks,
cedillas, and other dia-
critical marks by hand.
You are spared that
trouble with the ATARI
800XL Home Computer,
which has an interna-
tional character set.
International characters
are available from certain
software programs, or may
be obtained in BASIC
using the following poke:
POKE 756, 204 [Press
RETURN]
Then press
CONTROL
in combination with the
keys shown below to
produce international
characters.
14

15
Your ATARI 800XL Home
Computer has built-in
ATARI BASIC Program-
ming Language, a ver-
sion of one of the most
popular programming
languages. You can use
ATARI BASIC Program-
ming Language for writ-
ing computer programs
in any field from educa-
tion to business to the
arts. For more informa-
tion, see the reference
card packed with your
computer and the book
Inside ATARI BASIC, A
Fast, Fun and Friendly
Approach
by William
Carris (available from
many Atari retailers and
bookstores).
The following programs
from this book show some
of the remarkable things
your computer can do.
Program One demonstrates
the computer's color and
graphics capabilities. Pro-
gram Two dramatically
shows how sound adds
an extra dimension. Pro-
gram three is BASICally
just for fun.
ATARI BASIC is available
when you turn on the com-
puter. You may override
the language by holding
down
OPTION
when turn-
ing on the computer or
by plugging in a program
cartridge. You may also
exit BASIC by typing
BYE
to go to the self tests, or
DOS
to activate the Disk
Operating System (when
you have a disk drive
connected).
Press
RETURN
after
each complete program
statement (one or more
lines of program instruc-
tions beginning with a
line number).
RETURN
tells the computer that
you've finished typing or
editing a line.
Before you begin each
new program, type NEW
to clear the computer's
memory and then press
RETURN.
If you don't type the
program exactly as writ-
ten here, after typing
RUN
you'll get an error
message like this:
The computer is telling
you there is a mistake in
program line number 10.
Return the cursor to that
line and correct it. If the
program statement is not
on the screen, type LIST
or LIST 10, so you can
edit it. You can also cor-
rect a mistake by retyp-
ing the whole line where
the mistake appears, in-
cluding the program line
number. The new line
will replace the er-
roneous one. Refer to the
"Keyboard Wizardry"
section on page 10 for
editing instructions.
Program statements too
long to fit on one line of
your TV screen wrap
around to the next line.
Press
RETURN
after typ-
ing the entire program
statement. Press
BREAK
when you want to stop
the program.

oram One
10 GRAPHICS 11
20 LL= 191
30 RL=79
40 FOR ZEBRA =
°
TO 48
50 REM GTIA HIW AY*FAST LANE*
60 COLOR ZEBRA
70 PLOT RL,LL
80DRAWTO 0,
°
90 RL=RL-l
100 NEXT ZEBRA
110 GOTO 110
120 END
Type RUN, press RETURN, and watch it go
r.ogramTwo
10 GRAPHICS 7 +16: SETCOLOR 4, 0, 0:
SETCOLOR 1, 0, 4
20 COLOR 2
30 PLOT 2, 2: DRAWTO 30, 34: DRAWTO 78, 40:
DRAWTO 100,57: DRAWTO 110,50: DRAWTO 140,76
40 FOR LIGSOU = 1 TO 255
50 SOUND 0, LIGSOU, 8, 10
60 IF LIGSOU =8 THEN SETCOLOR 1,0,14
70 NEXT LIGSOU
80 SETCOLOR 1,0,0
90 FOR DE= 1 TO 200: NEXT DE
100 GOTO 10
Type RUN, press RETURN, and watch it go
am Three
To get the arrow ) in this program, press ESCAPE,
then hold down CONTROL and press CLEAR. Don't
forget to close the quote.
10 PRINT ")": DIM NAME$ (20): POSITION 2,7
20 PRINT "TYPE IN YOUR NAME AND PRESS THE
RETURN KEY"
30 POSITION 4, 12: PRINT "NAME";: INPUT
NAME$
40 GRAPHICS 2
+
16
50 POSITION (20-LEN (NAME$)) /2,4: REM
CENTERS THE NAME
60 PRINT #6; NAME$
70 POSITION 1, 7: PRINT #6; "IS A FLASHY
PERSON": REM TYPE "IS A FLASHY PERSON" IN
INVERSE VIDEO
80 FOR FLIP =
°
TO 20
90 FOR FLASH =0 TO 14
100 SETCOLOR 0,0, FLASH: SOUND 0, FLASH
,10, 10
110 NEXT FLASH
120 FOR DELAY = 1 TO 20: NEXT DELAY
130 NEXT FLIP
140 SETCOLOR 0, 0, 14: SOUND 0, 0, 0,
°
150 FOR DELAY = 1 TO 1000: NEXT DELAY
160 SETCOLOR 0, 0, 0: SETCOLOR 2, 0,
°
170 FOR DELAY = 1 TO 800: NEXT DELAY
180 RUN
190 END
Type RUN again and press RETURN.

You can easily assemble
a system of peripheral
devices around the
ATARI
800XL Home Com-
puter to perform word
processing and printing,
home office functions,
and information
networking.
The software you use
determines which per-
ipherals you need. No
extra equipment is
necessary with some
cartridges, because they
plug right into the com-
puter. However, you can-
not store your work on a
cartridge.
If you want to save data
or use cassettes or disk-
ettes, you must buy a
program recorder or a
disk drive. Otherwise,
you lose your work when
the computer is turned
off.
I
The low-cost
ATARI
10lO™Program Recorder
records data-and some-
times sounds, music or
words-on a cassette
tape.
Or you may need an
ATARI
1O50™Disk Drive,
which retrieves and
stores data faster and
more efficiently than pro-
gram recorders.
•
•
I

The ATARI computer
owner can select from a
range of printers. The
ATARI 1O27™Letter-
Quality Printer is a low-
cost, easy-to-use device
that prints on regular typ-
ing paper. It produces
fully formed characters
like the type from an
electric typewriter. The
ATARI 1O25™80-Column
(dot-matrix) Printer is
more expensive but
faster than the ATARI
1027, and uses typing
paper or computer
paper. The ATARI 1025
typeface is composed of
tiny dots. For artwork or
charts and graphs, the
ATARI 1O20™40-column
Color Printer/ Plotter
may be just the tool you
need. You can draw or
"plot" vibrant color
graphics with the
printer's four-color pens,
or print different sizes of
text.
To correspond with a
French pen pal or write a
report in Spanish, you
can generate interna-
tional characters with
these printers. Refer to
your printer owner's
guide for instructions.
With an ATARI
MODEM
. and a telephone, you
have access to computer
databases, transportation
and entertainment sche-
dules, and specialized in-
formation systems such
as COMPUSERVE INFOR-
MATION SERVICE* and
THE SOURCE, AMERICA'S
INFORMATION UTILITY.**
*Registered trademark of
Compuserve, Inc., an
H&R Block company
**THE SOURCE and
AMERICA'S INFORMA-
TION UTILITY are ser-
vice marks of Source
Telecomputing Corpora-
tion, a subsidiary of The
Reader's Digest Associa-
tion, Inc.
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6
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