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Re: Write games in Integer Basic
4K wasn't sufficient for anything significant, at least in Basic.
Once you remove the 2K that
is used for zero page, input buffers, video and so on. Take a look at
the short dragon maze program in the red book - it requires 8k. First
thing
anyone did after realizing the limitations of 4K was to find after-
market 16K DRAMs. Try
to find a 4K Apple II system these days - they don't exist.
Regards,
Mike Willegal
On Jan 7, 5:12 pm, Immortal Nephi <Immortal_Ne...@hotmail.com> wrote:
> The advanced programmers purchased an original Apple II rev 0 with 4
> kilobytes RAM in old days of year 1977. Did they use Apple II
> Reference January 1977 book to write games? The games were written in
> either Assembly or Integer Basic to use low resolution graphics since
> they had sufficient 4 kilobytes RAM.
>
> Did programmers use monitor routines to manipulate high resolution
> graphics such as copying page 1 to page 2 and moving animation?
>
> Did anyone modify an original Integer Basic and Applesoft Basic to
> improve optimization and fix bugs? Are modified Integer Basic and
> Applesoft Basic available as ROM images?
>
> I wanted to do reverse engineering of Montezuma Revenge by de-
> compiling and disassembling 6502 code. I will learn how animation
> works since I had never programmed 6502 before.
>
> Bryan