Books > Compute!'s First Book of VIC
Compute!'s First Book of VIC (US)
Compute! Books, 1982
Download all programs from this book on one disk:
![]() Compute VIC1.d64 |
25 programs
Chapter 1: Getting Started
Program | Author | Requirements | Files | Info |
Large Alphabet![]() Pages 24-25. |
Doug Ferguson | Unexpanded | large alphabet.prg Screenshot |
Programming demo, use custom characters to create double-height characters. Controls: None. |
Using a Joystick![]() Pages 26-38. |
David Malmberg | Unexpanded | using joystick.t64 Screenshot |
Three programs demonstrating how to use a joystick. Read Joystick: How to read the joystick. Make a Sketch: Art program, make your own drawings. Spacewar: You control the purple ship. Shoot your opponent before he destroys you. There are three gravity modes: Sun's gravity, black hole, no gravity. Joystick with Space (hyperspace jump). |
Extended Input Devices![]() Pages 39-45. |
Mike Bassman & Salomon Lederman | Unexpanded | ext input devs.t64 Screenshot |
Three routines to read the paddles using Basic and machine code. Controls: Paddles. |
Game Paddles![]() Pages 46-56. |
David Malmberg | Unexpanded | game paddles.t64 Screenshot |
Four programs showing how to use paddles in games. Read Paddles: How to read the paddles in Basic. Screen Motion: Use the paddles to move a ball around the screen. Breakout: Destroy the bricks with your bat & ball. Pong: Tennis game, played against the computer or another player. |
Chapter 2: Diversions - Recreation and Education
Program | Author | Requirements | Files | Info |
The Joystick Connection: Meteor Maze![]() Pages 59-66. |
Paul L Bupp & Stephen P Drop | Unexpanded | meteor maze.t64 Screenshot |
Two programs demonstrating how to use joysticks in games. Joystick Demo: How to read the joystick in Basic. Meteor Maze: Move your Scout Ship through the meteor field and dock with the Base Ship at the bottom of the screen. |
Zap!!![]() Pages 67-71. |
Dub Scroggin | Unexpanded | zap.prg Screenshot |
Collect as many objects as possible within two minutes, but do not touch the asterisks. When you start moving, you cannot stop but you can change direction. Controls: Crsr-Down (left), Crsr-Right (right), F5 (up), F7 (down). |
Starfight3![]() Pages 72-77. |
David R Mizner | Unexpanded | starfight3.prg Screenshot |
Star Trek-style game. Move the Enterprise through the galaxy and fire photon torpedos to destroy the Klingon ships. The Klingons will fire at you if you take too long to issue a command. Controls: Follow on-screen prompts. |
Alphabetizer![]() Pages 78-79. |
Jim Wilcox | Unexpanded | alphabetizer.prg Screenshot |
Bubble sort routine. Enter a list of items and they will be sorted into alphabetical order. Controls: Follow on-screen prompts. |
Count the Hearts![]() Pages 80-86. |
Christopher J Flynn | Unexpanded | count hearts.prg Screenshot |
Counting game for young children. Can you count how many hearts appear on the screen? Controls: Type how many hearts are displayed. |
Chapter 3: Programming Techniques
Program | Author | Requirements | Files | Info |
PRINTing With Style (Checkbook Demo) ![]() Pages 89-96. |
James P McCallister | Unexpanded | checkbook demo.prg Screenshot |
Tutorial demonstrating various PRINT techniques, with a demo program that uses the whole screen. Controls: None. |
User Input![]() Pages 99-102. |
Wayne Kozun | Unexpanded | user input.t64 Screenshot |
Four programs showing how to read the keyboard with the INPUT, GET and PEEK commands. Input1: Entering numbers & words. Input2: A more efficient way of using INPUT statements. Get: Wait for a keypress. Peek: Reading the keyboard using PEEK(197). |
Amortize![]() Pages 103-105. |
Amihai Glazer | Unexpanded | amortize.prg Screenshot |
Calculate loan payments with an unusual input technique. Controls: Follow on-screen prompts. |
Append![]() Pages 106-108. |
Wayne Kozun | Unexpanded | append.prg Screenshot |
Subroutine to merge multiple Basic programs together from tape. Controls: Load and run this program, then use it to load each program that you want to append. When you are finished, delete lines 1-5 and check for common/duplicated line numbers. |
Printing the Screen![]() Pages 109-112. |
C D Lane | Unexpanded & 1515 printer | print screen.prg Screenshot |
Prints an exact copy of the screen onto a VIC1515 printer. Controls: Either add the routine to your own program, or modify a program to load & run this routine without disturbing the screen. |
Alternate Screens (Dual Screen) ![]() Pages 115-118. |
Jim Butterfield | Unexpanded | dual screen.prg Screenshot |
Programming demo, showing how to store two screens in memory. Controls: Type anything on the screen, and switch between the two screens by pressing F1. |
Timekeeping![]() Pages 119-124. |
Keith Schleiffer | Unexpanded | timekeeping.t64 Screenshot |
Three programs showing how to use the TI and TI$ variables. Timing: Calculate the elapsed time between two keypresses. Countdown Timer: Countdown for five seconds. Blackout:Blank the screen for twenty seconds. |
Renumber BASIC Lines The Easy Way![]() Pages 125-126. |
Charles H Gould | Unexpanded | renumber.prg Screenshot |
Renumber the lines in your program. It only changes the line numbers, not GOTO statements etc. Controls: Append this subroutine to the program you want to renumber, then RUN10000. |
Automatic Line Numbers![]() Pages 127-128 . |
Jim Wilcox | Unexpanded | auto line num.prg Screenshot |
Subroutine to automatically generate line numbers to help when typing in programs. Controls: Run this program, enter the required starting line and increment, then type in your own program. |
Chapter 4: Color and Graphics
Program | Author | Requirements | Files | Info |
Kaleidoscope And Variations![]() Page 147. |
Kenneth Knox | Unexpanded | kaleidoscope.t64 Screenshot |
Two short graphics routines that could be used to write a kaleidoscope program. Controls: None. |
High Resolution Plotting![]() Pages 148-153. |
Paul F Schatz | Unexpanded/3K | hires plot 3k.t64 Screenshot |
Plot high resolution graphics with two resolutions. The 128x128 plot runs unexpanded, and the 176x160 plot requires 3K memory expansion. Controls: None. |
VIC Color Tips (Another Rainbow) ![]() Pages 154-156. |
Charles Brannon | Unexpanded | another rainbow.prg Screenshot |
Displays all the different combinations of screen and border colours. Controls: None. |
The Window (Border) ![]() Pages 157-159. |
Charles Brannon | Unexpanded | border.prg Screenshot |
Subroutine for use in your own programs, draws a colourful border around the screen. Controls: None. |
Custom Characters for the VIC![]() Pages 160-169. |
David Malmberg | Unexpanded | custom chars.t64 Screenshot |
Character editor, to create your own user-defined characters. The demo program displays the Greek alphabet. Controls: Follow on-screen prompts. |
Chapter 5: Maps and Specifications
Program | Author | Requirements | Files | Info |
VIC Memory - The Uncharted Adventure (Display Demo) ![]() Pages 195-201. |
David Barron & Michael Kleinert | Unexpanded | display demo.prg Screenshot |
Programming demo showing how to smoothly scroll the screen. Controls: None. |
Chapter 6: Machine Language
Program | Author | Requirements | Files | Info |
Tinymon1![]() Pages 195-201. |
Jim Butterfield | Unexpanded | tinymon1.prg Screenshot |
Machine language monitor, to enter, edit, run, load and save machine code programs. Controls: .R (display registers), .M FFFF TTTT (display memory from-to), .X (exit to Basic), .G AAAA (execute address), .L"PPPP" (load filename), .S"PPPP",01,FFFF,TTTT (save filename, device, from, to). |
Notes
With thanks to DLH's Commodore Archive for making this book available in PDF format.