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Re: Write games in Integer Basic
On Jan 9, 9:17 am, mwillegal <m...@willegal.net> wrote:
> 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.
Please look at http://en.wikipedia.org/wiki/Apple_II_series.
The original retail price of the computer was US$1298[9] (with 4 kB of
RAM) and US$2638 (with the maximum 48 kB of RAM).
Apple II rev 0 with 4 KB existed. Fewer customers bought Apple II
with 4 KB and later they purchased additional RAM chips since RAM
chips were very expensive.
Only 2 KB was sufficient from $800 through $FFF. You can write small
Integer Basic code to fit 2 KB, but it grew quickly until error
message displayed – err memory full.
Only assembly code was sufficient to use low resolution game.
Are you sure that original Integer Basic on ROM chip had no revision
until Apple II Plus became available? There was no revised Integer
Basic to correct bugs or was revised Integer Basic available in either
cassette tape or disk?
> 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- Hide quoted text -
>
> - Show quoted text -