BASIC TUTOR fÏk(— §§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§%— S˜¡ž MZ-700 B¡¤¦Ÿ T¥–·¦¡¸—— C·ž½¦—˜–—(— ****** S·¸· S·ª–£¡’ 1984 ******(— §§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§— PôP:þƒ,,ƒ`,* "BASIC SHARP MZ-700 TUTORIAL"'"C·ž½¦—˜– S·¸· S·ª–£¡’"G"§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§":æ(†);"P¡—’ 1"4þ¤,ƒ:"I°œ’› <1> NUMERIC VARIABLES"/" <2> STRING VARIABLES P’¤¤ E". " <3> RANDOM NUMBERS –· ’°œ"0!" <4> GOTO ž·—¡³³’""" <5> GOSUB"$#" <6> PRINT STATEMENTS"$" <7> INPUTS""%" <8> FOR/NEXT LOOPS"&&" <9> IF/THEN STATEMENTS"1-"§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§".1"S’¸’Ÿ– < > · –½ž’ N ª· ¦°œ’› ž¡—’ 2"2­N$:Nôÿ­(N$)3“N$ô"E"â @œ4“N$ô"N"†è5“Nô†27"<";N8 P÷ŠgÀ,‡"9Tôà‰z:Ž<“Nô†d=“Nô‚†È?“Nô‚@†,@“Nôƒâ€ A“Nôƒ †ôB“Nôƒ@†XC“Nôƒ`†¼D“Nô„†E“Nô„†„1d"A NUMERIC VARIABLE IS A VALUE IN FIGURES"5e"GIVEN TO <1> A LETTER ’— X=5"+f" <2> TWO LETTERS ’— XD=5"+g" <3> A LETTER + NUMBER ’— X3=5".h"NUMERIC VARIABLES CAN BE INCREASED OR")i"DECREASED IN VALUE AS SHOWN BELOW"Bj" X=X+1 · X=X-2":" · X=X+P · X=X-P"Ck"IN THE SECOND EXAMPLE, 'P' IS ANOTHER":"NUMERIC VARIABLE."-m"ONCE A VARIABLE IS FIXED IN VALUE IT"/n"KEEPS THAT VALUE THROUGHOUT THE PROGRAM",o"UNLESS ALTERED AS SHOWN ABOVE OR THE"+p"COMMAND 'RUN' IS GIVEN WHICH CLEARS"#q"ALL VARIABLES BACK TO ZERO.")r" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"s­K$t“K$ô""†suƒ-È"A STRING VARIABLE IS A COLLECTION OF",É"LETTERS OR WORDS WHICH ARE ALLOCATED"-Ê"A LETTER OR TWO LETTERS FOLLOWED BY $"%Ë"FOR EXAMPLE:- A$= FREDERICK "0Ì P÷ˆ1,‡D: P÷ˆ;,‡D.Í"(°·–¦Ÿ’ –˜¡– FREDERICK ¦¤ ¦°  ¥·–’¤).".Î"WHENEVER A$ IS USED IN A PROGRAM LINE"+Ï"THE WORD FREDERICK WILL BE PRINTED.",Ð"STRINGS ARE OFTEN USED FOR NAMES IN"/Ñ"CONJUNCTION WITH INPUTS(SEE SECTION 7)."-Ò"FIND THE DIFFERENCE IN TYPING THIS -"Ó" A$ = FREDERICK"Ô" PRINT A$"Õ" PRINT A$ "&Ö P÷Š7,‡D: Š7À÷P,‡D&× P÷Š"À,‡D: Š%@÷P,‡D1Ü"STRINGS ARE ALSO USED FOR MUSICAL NOTES.")á" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"â­K$ã“K$ô""†â/æ"IF YOU WRITE A PIECE OF MUSIC, USE THE"è"NOTES AS ON A PIANO."0ê"YOU HAVE 3 OCTAVES - LOW, MID AND HIGH.",ì"THE SYMBOL FOR HIGH IS THE × IN THE"0î"CENTRE OF THE BLOCK OF BLUE GRAPHIC KEYS"0ð"AND THE LOW SYMBOL IS THE CENTRE OF THE"'ò"BOTTOM ROW OF GRAPHIC KEYS (Ï)."1ô"THE SYMBOL PRECEDES THE NOTE AS DOES THE"!ö"# SYMBOL FOR SEMI-TONES."+ø"’›¡³ž¸’¤ - ¸·£ A MUSIC ÏA4"&ù P÷Š €,‡D: P÷Š €,‡D,ú" ˜¦—˜ B ª¸¡– MUSIC ×#A6"&û P÷Š€,‡D: P÷ŠÀ,‡D.ü"THE NUMBER AFTER EACH NOTE IS LENGTH.")ý"MUSIC SPEED IS SET BY 'TEMPO 5'."+þ"THE RANGE IS 1 (SLOW) UPTO 7 (FAST).)" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"­K$“K$ô""† ƒ+™1,"A RANDOM NUMBER IS RATHER LIKE SHAKING A".-"DICE. THE NUMBER SELECTED AT RANDOM IS".."THEN ALLOCATED TO A VARIABLE AS SHOWN"/"IN SECTION 1.-0"THE PROGRAM LINE:- K=INT(6*RND(1))+1"/1"GIVES A WHOLE NUMBER (INT’—’) BETWEEN"02"1 AND 6 AND ALLOCATES THAT NUMBER TO K.".3"IF THE LINE HAD READ:- K=INT(6*RND(1))04"THEN THE RANDOM WOULD HAVE BEEN 0 TO 5."16"(REMOVING THE INT’—’ STATEMENT PRODUCES"!7"A DECIMAL RANDOM NUMBER.)"*;" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"<­K$=“K$ô""†<>ƒ/"A GOTO STATEMENT IS ALWAYS FOLLOWED BY"(‘"A LINE NUMBER ’— GOTO1000",’"THIS COMMAND MAKES THE PROGRAM JUMP",“"FORWARD OR BACKWARD IN THE PROGRAM.".”"IT IS USUAL FOR THE GOTO STATEMENT TO"1•"BE USED IN CONJUNCTION WITH A 'FOR/THEN'"#–"INSTRUCTION (SEE SECTION 9).0—"THE GOTO CAN ALSO BE USED AT THE END OF"-˜"A PROGRAM TO RETURN TO THE BEGINNING"/™"GIVING A CONTINUOUS REPEATING PROCESS."*Ÿ" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’" ­K$¡“K$ô""† ¢ƒ.ô"THE GOSUB IS SIMILAR TO THE 'GOTO' IN"/õ"SECTION 4 (’—. GOSUB 1000) BUT DIFFERS"0ö"IN THAT THE PROGRAM WILL GO BACK TO THE"/÷"PART IMMEDIATELY FOLLOWING THE 'GOSUB'"-ø"INSTRUCTION ON THE COMMAND 'RETURN'."1ù"THEREFORE, IF THE PROGRAM YOU WRITE USES"0ú"THE SAME PROGRAM LINES FREQUENTLY DURING"/û"ITS OPERATION A 'SUBROUTINE' CAN BE PUT"1ü"IN TO WHICH THE PROGRAM WILL JUMP ON THE"0ý"COMMAND 'GOSUB' AND GO BACK WHEN IT GETS" þ"TO THE COMMAND 'RETURN'."*" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"­K$“K$ô""†ƒ/X"A PRINT STATEMENT SIMPLY INSTRUCTS THE"1Y"COMPUTER TO PUT SOMETHING ON THE SCREEN.")Z" ª· ’›¡³ž¸’ PRINT HELLO"0[ P÷ˆ;,‡D: P÷ˆA,‡D/\"THIS WILL MAKE THE WORD HELLO PRINT ON"]"THE SCREEN."1^"THE WORD 'PRINT' CAN BE SHORTENED TO '?'"+_"FOR THE FASTER WRITING OF PROGRAMS."1`"TO POSITION THE PRINT ON THE SCREEN, YOU"/a"CAN INCLUDE CURSOR MOVEMENTS WITHIN THE"b"PRINT STATEMENT ’—":cPôàƒ@: P÷Š9€÷(Pü‚),ˆ@÷P:Ž0d"THE LAST 2 ARE 'HOME' & 'CLEAR SCREEN'."*g" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"h­K$i“K$ô""†hjƒ/¼"AN 'INPUT' IS A 'PRINT' STATEMENT THAT"½"REQUIRES A RESPONSE.".¾" ’—. INPUT WHAT IS YOUR NAME? ;N$"0¿ P÷ˆ-,‡D: P÷ˆA,‡D1Á"THIS WILL PUT THE QUESTION ON THE SCREEN"0Â"AND WAIT FOR AN ANSWER. THAT ANSWER CAN "GÃ"SUBSEQUENTLY BE RECALLED BY TYPING IN":" PRINT N$"0Ä"NOTE THAT THE INPUT IS FOLLOWED BY ';'."0Æ"IF THE ANSWER REQUIRED IS A NUMERIC ONE"1Ç"THEN THE VARIABLE DOESN'T HAVE '$' AFTER"0È"IT(AS SHOWN IN SECTION 1 OF THIS TUTOR).")Ë" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"Ì­K$Í“K$ô""†Ì΃1 "THIS USEFUL DEVICE CAN BE USED TO REPEAT"%!"A SECTION OF PROGRAM RAPIDLY."1""THE FIRST COMMAND TELLS THE COMPUTER HOW"0#"MANY TIMES TO REPEAT AND THE 'NEXT' SAYS".$"WHERE THE SECTION TO BE REPEATED ENDS."$%" ’—. 10 FOR A = 1 TO 10""&" 20 X=X+1:PRINT X"'" 30 NEXT"2("THIS PROGRAM WILL PRINT THE RISING VALUE")"OF 'X' FROM 1 TO 10."*/" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"0­K$1“K$ô""†0.4"THE MOST COMMON USE OF FOR/NEXT IS TO"-5"MAKE THE PROGRAM PAUSE - ª· ’›¡³ž¸’"&6" FOR T = 1 TO 2000 : NEXT"/7"THE HIGHER THE NUMBER, THE LONGER THE"08"PAUSE WILL BE (2000 = 1 SECOND APPROX.)"*9" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’":­K$;“K$ô""†:<ƒ0„"THE 'IF/THEN' STATEMENT IS USED TO GIVE",…"THE COMPUTER A DEGREE OF SELECTION.".†"ª· ’›¡³ž¸’ IF A = 5 THEN GOTO 100"2‡"THE INSTRUCTION WILL ONLY BE FOLLOWED IF"0ˆ"A DOES EQUAL 5, OTHERWISE IT IS IGNORED."0‰"'IF/THEN' CAN BE USED WITH 'GOSUBS' AND"1Š"MANY OTHER COMMANDS TO GIVE THE COMPUTER",‹"THE OPPORTUNITY OF MAKING DECISIONS."*“" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"”­K$•“K$ô""†”–ƒ*è"BASIC SHARP MZ-700 TUTORIAL"'ò"C·ž½¦—˜– S·¸· S·ª–£¡’"Gó"§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§":æ(†);"P¡—’ 2")üþ¤,ƒ:"I°œ’› <1> ARRAYS"/ý" <2> POKES AND PEEKS P’¤¤ E".þ" <3> GET STATEMENTS –· ’°œ"0ÿ" <4> REM STATEMENTS ž·—¡³³’"#" <5> TABS AND SPACES"." <6> RIGHT, MID AND LEFT STRING"." <7> VALUE AND LENGTH OF STRING" " <8> DATA STORAGE""" <9> DATA RETRIEVAL"1"§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§"."S’¸’Ÿ– < > · –½ž’ N ª· ¦°œ’› ž¡—’ 3"­N$:Nôÿ­(N$):“N$ô"N"â ГN$ô"E"â @œ “Nô† "<";N-  P÷ŠgÀ,‡":Tôà‰z:Ž “Nô†L “Nô‚†°“Nô‚@†“Nôƒâ€ x“Nôƒ †Ü“Nôƒ@†@“Nôƒ`†¤“Nô„†“Nô„†l-L"AN ARRAY IS A VARIABLE USING LETTERS".M"AND NUMBERS ’— A(23) · A(52)".N"THE NUMBER CAN BE UPTO 255 AND CAN BE"O"A VARIABLE ALSO.".P"ARRAYS MUST BE DIMENSIONED BEFORE USE"0Q"TO TELL THE COMPUTER HOW BIG THE NUMBERS"R"IN BRACKETS WILL BE."T"’— - DIMA(10)U" FOR N = 1 TO 10"&V" A(N) = INT(150*RND(1))+1W" NEXT"/X"THIS CREATES 10 VARIABLES FROM A(1) TO"'Z"A(10) EACH WITH A RANDOM VALUE.".\"YOU CAN ALSO HAVE STRING ARRAYS SUCH"^"AS B$(78) OR H$(9).*`" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"b­K$d“K$ô""†b e€ è1°"A POKE IS THE PLACING OF A NUMERIC VALUE" ²"INTO A MEMORY LOCATION.".´"THE MOST COMMON USE IS TO POKE A TYPE""¶"CHARACTER ONTO THE SCREEN."/¸"THE TOP LEFT-HAND CORNER OF THE SCREEN"!º"IS MEMORY LOCATION 53248."#¼"ª· ’›¡³ž¸’ POKE 53248,1"0¾"WILL PRINT THE LETTER 'A' IN THAT PLACE"1À"THE FIRST NUMBER IS THE LOCATION AND THE"0Â"SECOND IS THE CHARACTER TO BE DISPLAYED"0Ä"THE CHARACTERS ARE SHOWN ON PAGE 155 OF")Æ"THE SHARP MANUAL (D¦¤ž¸¡½ C·œ’¤)."-È"TRY POKING HIGHER NUMBERS UPTO 54247"+Ê"WHICH IS THE BOTTOM RIGHT POSITION."*Î" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"ЭK$Ò“K$ô""†Ð Ó€ â.â"A PEEK IS LOOKING AT A MEMORY LOCATON"#ä"TO SEE WHAT VALUE IT HOLDS."+æ"ª· ’›¡³ž¸’ PRINT PEEK (53248)",è"THIS WILL GIVE YOU THE VALUE OF THE"0ê"CHARACTER IN THE TOP LEFT OF THE SCREEN."/ì"NOTICE THAT THE MEMORY FIGURE IS IN ( )"=î"HINT:-IF YOU USE THIS FREQUENTLY, START YOUR",ð"PROGRAM WITH 'P=53248' TO SAVE TIME."/ò"NOW TRY TO MOVE A CHARACTER AROUND THE" ô"SCREEN BY ’—. POKE P+1,1"%ö" POKE P+2,1 ’–Ÿ",ø"THINK HOW YOU CAN DO THIS BETTER BY".ú"MAKING THE ADDITION A VARIABLE TOO...."0ü"..AND FIND A WAY TO ERASE BY POKING '0'."(" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"­K$“K$ô""† € è/"A GET STATEMENT IS A BIT LIKE AN INPUT","EXCEPT THAT YOU HAVE TO PRESS RETURN"."TO ACTIVATE THE COMPUTER AFTER INPUTS."0"WITH GETS THE COMPUTER WAITS FOR EITHER"0"A NUMERIC OR CHARACTER RESPONSE AND THEN"."ACTIVATES IMMEDIATELY - MUCH QUICKER."0"THE INDEX PAGE OF THIS TUTOR USES GETS.""’—. 10 GET K"$" 20 IF K = 0 THENGOTO 10"'" 30 PRINT K;K*2;K*3;K*4;K*5"1 "THE SECOND LINE ABOVE TELLS THE COMPUTER"1!"TO 'LOOP' UNTIL A NUMBER KEY IS PRESSED."/""IF A LETTER KEY IS REQUIRED (’—. Y) THE".#"PROGRAM WOULD READ10 GET K$"*$" 20 IF K$ = THEN GOTO 10"/%" 30 IF K$ = Y THEN PRINT YES "H( P÷ŠLÀ,‡D: P÷ŠM,‡D: P÷ŠVÀ,‡D: P÷ŠW@,‡D&) P÷ŠZ€,‡D: P÷Š[€,‡D)2" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"4­K$6“K$ô""†4 7€ è.x"A REM STATEMENT IS A REMARK LINE IN A"0z"PROGRAM TO REMIND YOU WHAT EACH SECTION"!|"IS SUPPOSED TO BE DOING."/}"ANY LINE STARTING WITH THE WORD 'REM'".~"AFTER THE LINE NUMBER WILL BE IGNORED"$€"BY THE COMPUTER COMPLETELY."/‚"REMS CAN ALSO BE USED TO CREATE TITLE"(„"HEADINGS WHEN LISTING PROGRAMS."+–" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"˜­K$š“K$ô""†˜ ›€ è.Ü"TAB FOLLOWED BY A NUMBER IN BRACKETS ".Þ"MAKES TEXT PRINT THAT NUMBER OF SPACES"+à"IN FROM THE LEFT SIDE OF THE SCREEN"-â"SPC FOLLOWED BY A NUMBER IN BRACKETS"-ä"PRINTS BLANK SPACES FOR THE NUMBER OF")æ"CHARACTER SPACES IN THE BRACKETS."1è"THESE MUST BE USED IN A PRINT STATEMENT."%ê"’—. 10 PRINT TAB(10); HELLO "&ë P÷‰V,‡D: P÷‰S,‡Dì"· 10 PRINT SPC(200)1í"NOTICE THE ; IS USED TO SPLIT ITEMS THAT"(î"OPERATE ON THE SAME PRINT LINE."0ð"SPC IS MAINLY USED AS A BULK ERASER AND"$ñ"TAB IS USED FOR POSITIONING."1ò"IN BOTH CASES THE NUMBER IN BRACKETS CAN"ô"BE A NUMERIC VARIABLE.")ú" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"ü­K$þ“K$ô""†ü ÿ€ è0@"LEFT$, MID$ AND RIGHT$ ARE USED TO READ"A"PARTS OF STRING VALUES."$D"’›¡³ž¸’ - ¦ª N$ = FREDERICK"E" LEFT$ (N$,4) = FRED"F" RIGHT$ (N$,4) = RICK"G" MID$ (N$,5,4) = ERIC"0J"LEFT$ AND RIGHT$ ARE THEREFORE EASY BUT"(L"MID$ IS SLIGHTLY MORE DIFFICULT."0N"IN MID$ THE FIRST FIGURE IN BRACKETS IS"0O"THE STARTING CHARACTER AND THE SECOND IS"+P"THE NUMBER OF CHARACTERS TO PRINT."0R"THE NUMBERS CAN BE VARIABLES. THIS IS A".T"WAY OF GET A PRINT LINE TO FLOW SLOWLY"0V"ONTO THE SCREEN - FIND HOW THIS IS DONE.")^" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"`­K$b“K$ô""†` c€ è.¤"VAL IS USED TO MAKE A STRING VARIABLE" ¦"INTO A NUMERIC VARIABLE.".¨"SAY YOU HAVE A GET STATEMENT IN WHICH"0ª"THE ANSWER CAN BE A CHARACTER OR FIGURE.".¬"IF GET K$ RESULTS IN 4 THEN YOU CANNOT"-®"USE THAT FIGURE IN ANY CALCULATION SO"!°"YOU USE VAL TO CONVERT IT.²"’— - ¦ª K$ = 4&³ P÷‰O€,‡D: P÷‰N€,‡D´" K = VAL(K$)1¶"YOU CAN NOW USE K AS A NUMERIC VARIABLE.".¸"LEN TELLS YOU THE NUMBER OF CHARACTERS"¹"IN A STRING VARIABLE."#º"’— - ¦ª N$ = FREDERICK "&» P÷ŠD@,‡D: P÷ŠAÀ,‡D¼" –˜’° LEN(N$) = 9")Â" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"Ä­K$Æ“K$ô""†Ä Ç€ è/"AT TIMES IT IS USEFUL TO STORE THE END"/ "RESULTS OR INTERIM RESULTS OF A PROGRAM" "FOR FUTURE USE."0"ALL VARIABLES ZERO WHEN THE COMPUTER IS"0"SWITCHED OFF SO YOU HAVE THE FACILITY TO"'"HOLD THESE ON A DATA CASSETTE."0"IF YOU WISH TO STORE THE VALUE OF A SET"0"OF ARRAYS FROM 1 TO 5, SEE EXAMPLE BELOW"/" 1000 WOPEN (°¡³’ ·ª œ¡–¡ ¦°  ¥·–’¤)"" 1010 FOR X = 1 TO 5"" 1020 PRINT/T A(X)"" 1030 NEXT"" 1040 CLOSE"."THE COMMAND 'WOPEN' CAUSES THE PROMPT"0 " RECORD.PLAY TO DISPLAY ON THE SCREEN."! P÷Š4,ˆ@,""ENSURE YOU HAVE A BLANK TAPE IN.",#"××××××××××××××××××××××××××××××××")&" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"(­K$*“K$ô""†( +€ è/l"TO RETRIEVE STORED DATA SAVED AS SHOWN".n"IN SECTION 8 OF THIS TUTOR, SEE BELOW."0p" 1000 ROPEN (°¡³’ ·ª œ¡–¡ ¦°  ¥·–’¤)"q" 1010 FOR X = 1 TO 5"r" 1020 INPUT/T A(X)"s" 1030 NEXT"t" 1040 CLOSE"-v"IF THE SECOND LINE SHOWN ABOVE READS"-x"'FOR X = 1 TO 6' THEN YOU WILL GET AN"/z"ERROR MESSAGE AS ONLY 5 ARRAYS WERE PUT"%|"INTO STORAGE (¤’’ ¤’Ÿ–¦·° 8)."/~"IT IS NOT NECESSARY TO PUT IN THE NAME"-€"OF THE DATA UNLESS THERE IS MORE THAN"F‚"ONE SET ON A TAPE.":"THE COMPUTER WILL LOAD THE FIRST SET OF"„"DATA THAT IT FINDS."*Š" P’¤¤ ¡°½ ©’½ –· Ÿ·°–¦°¥’"Œ­K$Ž“K$ô""†Œ € è*Ð"BASIC SHARP MZ-700 TUTORIAL"'Ú"C·ž½¦—˜– S·¸· S·ª–£¡’"GÛ"§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§":æ(†);"P¡—’ 3")äþ¤,ƒ:"I°œ’› <1> COLOUR"/å" <2> USING GRAPHICS P’¤¤ E".æ" <3> PRINTING –· ’°œ"0ç" <4> PLOTTING ž·—¡³³’"è" <5> CONSOLE""é" <6> ERROR TRAPPING"!ê" <7> FUNCTION KEYS"ë" <8> ASC & CHR$")ì" <9> DESIGNING A PROGRAMME"1í"§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§".î"S’¸’Ÿ– < > · –½ž’ N ª· ¦°œ’› ž¡—’ 1"ï­N$:Nôÿ­(N$):“N$ô"N"âƒð“N$ô"E"â @œñ“Nô†ïò"<";N-ó P÷ŠgÀ,‡":Tôà‰z:Žô“Nô†4õ“Nô‚†˜ö“Nô‚@†ü÷“Nôƒâ€ ` ø“Nôƒ â€ Ä ù“Nôƒ@†( ú“Nôƒ`†Œ û“Nô„†ð ü“Nô„†T .4"COLOUR IS AVAILABLE IN THREE METHODS."06"TO CHANGE THE ENTIRE SCREEN COLOUR TYPE"/8"COLOR,,7,1 (°·–’ –˜’ A³’¦Ÿ¡° ¤ž’¸¸¦°—)"0:"THE FIRST FIGURE (7) IS THE NUMBER THAT"T<"GIVES THE FOREGROUND COLOUR AND THE SECOND FIGURE (1) IS THE BACKGROUND."€>"COLOUR NUMBERS ARE 0 = BLACK 1 = BLUE 2 = RED 3 = PURPLE 4 = GREEN 5 = LT BLUE 6 = YELLOW AND 7 = WHITE."/@"NOTICE THE TWO COMMAS BEFORE THE THE 7"GB"THESE ARE UNUSED VARIABLES FOR DEFINING AN AREA TO BE COLOURED."¦D"IF YOU TYPE COLOR8,5,7,1 THIS WILL ONLY COLOUR ONE CHARACTER SPACE WHICH IN THE EXAMPLE GIVEN IS 5 FROM THE TOP OF THE SCREEN AND 8 FROM LEFT OF THE SCREEN."(F" PRESS ANY KEY TO CONTINUE"H­K$:“K$ô""â H¥J"TO COLOUR AN INDIVIDUAL LINE SIMPLY TYPE [7,2] BETWEEN THE WORD PRINT AND THE QUOTATION MARKS. AS BEFORE, THE NUMBERS REPRESENT FOREGROUND AND BACKGROUND."VL"THE MOST PROFESSIONAL USE OF COLOUR IS HOWEVER INVOLVED WITH POKEING COLOUR."¡N"SAY YOU HAVE A LINE IN YOUR PROGRAMME  POKE 53248 + 500,202 THAT POKES A LITTLE MAN INTO THE CENTRE OF THE SCREEN. IF YOU THEN PUT"ÍP" POKE 53248 + 500 + 2048,$27 THEN THE MAN WILL BE SHOWN RED ON WHITE.THE ADDING OF 2048 IS THE COLOUR POKE AND THE NUMBERS AFTER THE $ SYMBOL ARE FOREGROUND FOLLOWED BY BACKGROUND."(\" PRESS ANY KEY TO CONTINUE"^­K$:“K$ô""â ^ a€ Ðz˜"GRAPHICS ARE MAINLY USED IN GAMES AND CAN BE PLACED ONTO THE SCREEN IN A PRINTSTATEMENT OR POKED (SEE INDEX 2)."¢š"THE SIMPLEST WAY IS THE PRINT STATEMENT WHERE YOU SIMPLY PRESS THE COMPUTER KEY MARKED GRAPH AND THEN EACH TYPING KEY WILL GIVE TWO GRAPHIC CHARACTERS."œ"THE CHARACTER ENGRAVED ON THE RIGHT IS PRODUCED WITH THE SHIFT KEY DEPRESSED AND THE ONE ON THE LEFT WITHOUT SHIFT."˜ž"PLACING THE GRAPHICS CHARACTERS IN A PRINT STATEMENT ALLOWS THEM TO BE PUT ONTO THE SCREEN IN THE SAME WAY THAT YOUWOULD PRINT A SENTENCE."1 "TO REVERT TO NORMAL LETTERS, PRESS ALPHA")Ê" PRESS ANY KEY TO CONTINUE"Ì­K$:“K$ô""â Ì Î€ ÐJü"THERE ARE TWO FORMS OF PRINT-OUT DEVISESAVAILABLE FOR THE MZ-700."©þ"THE BUILT-IN PLOTTER WHICH IS DEALT WITHIN THE NEXT SECTION ON THIS INDEX AND ANEXTERNAL MATRIX PRINTER CONNECTED BY A SIMPLE CABLE FROM THE REAR PRINTER PORT."x "IN BOTH CASES, THE MAIN COMMANDS ARE PRINT/P AND LIST/P WHICH ADRRESS THE PRINTER, RATHER THAN THE SCREEN.ž "THE OTHER USEFUL COMMAND IS PLOTON WHICHALLOWS WHAT WAS TO BE PUT ON THE SCREEN TO BE PRINTED-OUT AS WELL AS DISPLAYED ON THE TELEVISION OR MONITOR,"- "TO CANCEL THIS COMMAND, TYPE PLOTOFF"* " PRESS ANY KEY TO CONTINUE" ­K$:“K$ô""â  Ç "IN ALL CASES, SHOULD YOU TRY TO USE A PRINT COMMAND WHEN YOU HAVE NO PRINTER CONNECTED OR THE PRINTER SWITCH INSIDE THE COMPUTER IS WRONGLY SET, THEN YOU WILL GET A 'NO PRINTER ERROR'."£ "FIRST THE PROGRAMME WILL 'HANG' WHICH MEANS THAT THE KEYBOARD WILL LOCK AND YOU MIGHT THINK YOU HAVE BROKEN YOUR VALUED COMPUTER .... BUT FEAR NOT."€ "AFTER ABOUT 20 SECONDS AN ERROR MESSAGE WILL BE DISPLAYED ON THE SCREEN TELLING YOU THAT THERE IS NO PRINTER CONNECTED.",. " PRESS ANY KEY TO CONTINUE"0 ­K$:“K$ô""â 0 2 € ÐÏ` "THE DIFFERENCE BETWEEN PLOTTING AND PRINTING IS THAT PLOTTERS ACTUALLY DRAW THE CHARACTERS OR DESIGNS WHEREAS THE PRINTER CAN ONLY PRINT PRE-DETERMINED CHARACTERS PUT IN BY THE MANUFACTURER."b "A PLOTTER CAN PRODUCE COMPLEX DESIGNS AND DRAWINGS IN MULTIPLE COLOURS BUT CANTEND TO BE SLOWER THAN A MATRIX PRINTER."½d "I WILL LEAVE THE ACTUAL PLOTTER COMMANDSFOR YOU TO READ IN THE MANUAL BUT THE MOST SIMPLE ARE MODETS, MODETN AND MODETL TO GIVE SMALL, NORMAL AND LARGE LETTERS RESPECTIVELY."f "THE COLOUR COMMANDS ARE PCOLOR0 THROUGH TO PCOLOR3 WHERE THE NUMBERS ARE COLOURS0 = BLACK 1 = BLUE 2 = GREEN 3 = RED.")’ " PRESS ANY KEY TO CONTINUE"” ­K$:“K$ô""â ” – € ÐWÄ "CONSOLE IS A USEFUL WAY OF DEFINING AN AREA OF SCREEN IN WHICH THINGS HAPPEN."ÄÆ "IF YOU TYPE CONSOLE4,6,9,14 YOU WILL FIND THAT THE AREA OF THE SCREEN HAS REDUCED TO A SQUARE 6 X 14 POSITIONED NINE CHARACTERS FROM THE LEFT AND FOUR FROM THE TOP OF THE SCREEN."Ç “DDôâDDô:€ Î SÈ "IF YOU DON'T UNDERSTAND THIS, HIT ANY KEY TO SEE A SIMPLE DEMONSTRATION."Ê ­K$:“K$ô""â Ê ‚Ì ¸‚@,ƒ ,„,„`:Tôƒ`àáø:þƒ,,T,T:"":DLôà‰z:ŽDL,T:¸:þƒ,,ƒ`,:DDô:€ Ä }Î "TO GET OUT OF THIS SITUATION, JUST TYPE CONSOLE FOLLOWED BY CARRIAGE RETURN AND YOU ARE BACK TO FULL SCREEN DISPLAY."¥Ð "TAKE CARE WHEN USING CONSOLE BECAUSE IF YOU TYPE CONSOLE1,1,1,1 THEN YOU HAVE DEFINED THE SCREEN SIZE AS 1 SQUARE ONLYAND IT IS IMPOSSIBLE TO GET OUT OF!!",ö " PRESS ANY KEY TO CONTINUE"ø ­K$:“K$ô""â ø ú € ÐY( "ERROR TRAPS ARE USED TO TELL COMPUTERS WHAT TO DO IN CASE OF AN ERROR OCCURING." * "IF THE FIRST LINE OF YOUR PROGRAMME SAYS ONERROR GOTO 5000 THEN THE PROGAMME WILL GOTO THIS LINE INSTEAD OF JUST STOPPING DEAD."y, "IN LINE 5000 YOU CAN THEN PUT A COMMAND TO RUN THE PROGRAMME FROM THE START OR DISPLAY A MESSAGE ON THE SCREEN."l. "IF YOU WANT TO BE REALLY SOPHISTICATED YOU CAN VARY THE MESSAGE DEPENDING ON THE ERROR PRODUCED."+/ " PRESS ANY KEY TO CONTINUE"0 ­K$:“K$ô""â 0 |1 "FOR INSTANCE, A PRINTER ERROR AS WE TOLDYOU IN SECTION 3, WILL GIVE AN ERROR NUMBER 65. ALL ERRORS ARE NUMBERED."Œ2 "YOU COULD THEN PUT IN LINE 5000  IF ERN=65 THEN PRINT";ÿ (†);"YOUR PRINTER IS NOT CONNECTED, DUMMY";ÿ (†){4 "FOR ALL THE ERROR NUMBERS, SEE PAGE 159 OF YOUR MZ-700 MANUAL AND SEE IF YOU CANTHINK OF ANY OTHER ERROR TRAPS!!!"+Z " PRESS ANY KEY TO CONTINUE"\ ­K$:“K$ô""â \ ^ € ÐŒ "YOU HAVE 10 FUNCTIONS PRE-LOADED FROM BASIC ONTO THE KEYS MARKED F1 TO F5. THEY CAN ALSO BE USED WITH THE SHIFT KEY"XŽ "TO SEE WHAT IS PROGRAMMED ONTO EACH KEY TYPE KEY LIST AND YOU WILL SEE"::² ‡T "THESE 'DEFINED FUNCTIONS' CAN BE ALTEREDTO SUIT YOUR OWN PARTICUALAR NEEDS.")’ " PRESS ANY KEY TO CONTINUE"” ­K$:“K$ô""â ” l– "TO REDEFINE A KEY TYPE  DEF KEY(3) = ";ÿ (†);"FORT=1TO2000:NEXT";ÿ (†)u˜ "FROM THEN ON F3 WILL TYPE THE DELAY LOOPFOR YOU AUTOMATICALLY. FOR F6 TO F10 PRESS THE SHIFT KEY AS WELL."©š "IF YOU HAVE A SET OF HANDY FUNCTIONS THAT YOU USE REGULARLY, WHY NOT WRITE A LITTLE PROGRAMME DEFINING EACH KEY AND YOU CAN LOAD IT EVERY TIME YOU NEED THEM")¾ " PRESS ANY KEY TO CONTINUE"À ­K$:“K$ô""â À  € ÐÌð "ASC IS THE NUMERIC VALUE GIVEN TO EVERY KEY ON THE COMPUTER. WE HAVE WRITTEN A TWO LINE PROGRAMME TO SHOW YOU THE ASC CODES FOR EACH KEY. TO RUN IT, JUST PRESS THE [CR] KEY"ò "NOW EVERY KEY YOU PRESS WILL PRINT ITS ASC VALUE ON THE SCREEN. TO STOP THE PROGRAMME, PRESS [CR] AGAIN"ô ­K$:“K$ïÿ („P)â fÆõ Ã(†x):€ PÃqú "THE CHR$ IS THE REVERSE OF ASC. IF YOU PRINT CHR$(65) THEN THE SCREEN WILL SHOW THE LETTER A"(ü "65 IS THE ASC CODE FOR LETTER A"eþ "THEREFORE WITH ASC AND CHR$ YOU CAN CONVERT CHARACTERS INTO NUMBERS AND VISA VERSA."," " PRESS ANY KEY TO CONTINUE"$ ­K$:“K$ô""â $ & € ÐxT "YOU SHOULD NOW BE READY AND EAGER TO WRITE YOUR FIRST PROGRAMME BUT BEFORE YOU START, HERE ARE A FEW TIPS."~V "PLAN IT OUT ON PAPER FIRST. PROGRAMMES WRITTEN STRAIGHT ONTO THE COMPUTER ARE USUALLY UNTIDY AND BADLY CONSTRUCTED."zX "THINK FIRST WHAT SUBROUTINES YOU MIGHT NEED AND PUT THEM NEAR THE BEGINNING OF YOUR PROGRAMME TO INCREASE SPEED."èZ "DON'T FORGET THAT ON A GOTO OR GOSUB INSTRUCTION, THE COMPUTER STARTS AT LINEONE AND SEARCHES THE PROGRAMME UNTIL IT FINDS THE LINE YOU WANT - SO THE NEARER THE FRONT OF THE PROGRAMME IT IS, THE FASTER IT WILL OPERATE."\ "NEVER USE 10 LINES WHERE 1 WILL DO. TRY TO PUT AS MANY STATEMENTS AS YOU CANINTO ONE PROGRAMME LINE (SEPARATED BY :)"(^ " PRESS ANY KEY TO CONTINUE"` ­K$:“K$ô""â ÛÊyb "DON'T BE TOO ADVENTUROUS AT FIRST. TRY SIMPLE PROGRAMMES FIRST AND WORK UP TO YOUR MAJOR SOFTWARE PRODUCTIONS."Ñd "WHEN WRITING A LONG PROGRAMME, SAVE IT ONTO CASSETTE AT REGULAR INTERVALS TO AVOID THE DESPAIR OF LOSING HOURS OF WORK WHEN THERE IS A SUDDEN POWER CUT ORYOU MAKE A SILLY MISTAKE (WE ALL DO IT)."©f "READ THE LISTINGS OF OTHER PROGRAMMER'S SOFTWARE. YOU WILL FIND THEM DIFFICULT TO FOLLOW AT FIRST BUT SEEING HOW THE PROFESSIONALS WRITE IS ONE WAY TO LEARN."3h "AND FINALLY, GOOD LUCK, HAVE FUN .......";'j " AND ENJOY IT !!!!"*† " PRESS ANY KEY TO CONTINUE"ˆ ­K$:“K$ô""â eÍ Š € >§B@œþƒ,,ƒ`,:"W’°° S¦’ ¥°¤’’° ¦°–’’¤¤¡°–’° P·¤ž’©–AAœ"¤’˜’° ³·’Ÿ˜–’°, ¤Ÿ˜’¦š’° S¦’ ˜’¥–’ ¡°":þƒ,,,ƒ`Bœþƒ,,ƒ`,‚,Cœ"*****************************"+Dœ"* *"+Eœ"* õÈÈÈÈé õÈÈÈÈé È õÈÈÈÈé *"+Fœ"* È È È È È È *"+Gœ"* þÈÈÈÈé È È È È È *"+Hœ"* È È È È È È *"+Iœ"* þÈÈÈÈÉ þÈÈÈÈÉ þÈÈÈ þÈÈÈÈÉ *"+Jœ"* *"=Kœ"****** S O F T W A R E ******":þƒ,,ƒ@,aLœ[,]"ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ":" S·¸· S·ª–£¡’ V’–¦’š G³šH "+Mœ" B’³’ S–¡¤¤’ 1 "+Nœ" 2110 B¥Ÿ˜˜·¸¢ "+Oœ" "+Pœ" ¥°œ "+Qœ" W·Ÿ’¤–’, E°—¸¡°œ "_Rœ[,]"ØØØØØØØØØØØØØØØØØØØØØØØØØØØØØ":Tôà‹z:Ž:þƒ,,ƒ`,1Sœ"ãããããããããããããããããããããããããããããããããããããããã"0Tœ" T¡¤–’ E ª¥’ E°œ’ N ª¥’ °·Ÿ˜’¦°³¡¸ "Uœ­K$:“K$ô"E"â"":˜Vœ“K$ô"N"⃠Wœ€ ¨Ñ