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Titlebook: An Introduction to the Commodore 64; Adventures in Progra Nevin B. Scrimshaw,James Vogel Book 1983 Springer Science+Business Media New York

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21#
發(fā)表于 2025-3-25 05:31:53 | 只看該作者
Die Betriebskontrolle in der Bleicherei,The screen editor inside your Commodore 64 makes correcting mistakes or changing your programs incredibly easy. You can use the editing features as you create programs, or you can go back and polish SAVEd work later. Best of all, you can use editing to test different versions of a program and to build up variations on a successful theme.
22#
發(fā)表于 2025-3-25 10:06:04 | 只看該作者
Die Untersuchung der Zellstoffe,Loops, which we first saw in Chapter 3 and have been using ever since, are powerful tools that deserve a closer look. Loops can be nested and, when teamed with IF/THEN statements can make your program fold into itself like an Escher design.
23#
發(fā)表于 2025-3-25 15:02:00 | 只看該作者
https://doi.org/10.1007/978-3-642-66017-7The Commodore 64 supports some very sophisticated tools for graphics. In addition to the symbols accessible through the keyboard, you have many other ways to design bright pictures and animate your programs. Using the POKE command to control screen color and write symbols on the screen is just the beginning.
24#
發(fā)表于 2025-3-25 17:50:19 | 只看該作者
https://doi.org/10.1007/978-3-642-66017-7In Chapter 5 you practiced cursor control with a program called Cursory Cursor. In this chapter, we take a closer look at how this program is put together. When you understand the underlying logic, you can add your own custom features to create all kinds of games.
25#
發(fā)表于 2025-3-25 23:19:56 | 只看該作者
26#
發(fā)表于 2025-3-26 01:17:32 | 只看該作者
Einleitung und Problemstellung,We are now ready to learn how to move sprites around the screen. We will use two sprites in a program that can form the core of all kinds of adventure programs. Since our task has many components, we’ll have to be organized.
27#
發(fā)表于 2025-3-26 06:37:29 | 只看該作者
28#
發(fā)表于 2025-3-26 11:29:11 | 只看該作者
https://doi.org/10.1007/978-3-642-67275-0In Chapter 11 we built solid block sprites that could move around the screen. We are now ready to program different shapes — for instance, a fleet of sprightly ships.
29#
發(fā)表于 2025-3-26 13:23:22 | 只看該作者
30#
發(fā)表于 2025-3-26 19:01:44 | 只看該作者
Methoden zur Untersuchung von Kalkstein,In this chapter we continue the Spacetree adventure begun in Chapter 11. We plan to create a rocket that rises from the ground with a roar and disapears into hyperspace. We can animate the flame sprites by rapidly switching the location in memory where the shapes are stored.
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