How to Use Atari Computers.pdf

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The Atari 400 computer.
The Atari 800 computer.
The Atari 1200 computer.
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19/}II{J(~
ATARI
COMPUTERS
by Michael Boom
AN ALFRED HANDY GUIDE
Computer Series Editor:
George Ledin Jr.
Introduction ........................................ 3
1. The Atari Home Computers ....... . ..... .... 3
Hardware ........................................ 4
Software......................................... 10
2. Running Your Atari Computer ............ 12
Taking Stock ................................... 12
Setting Up ...................................... 12
Powering Up ............................. ...... 13
3. Using the Keyboard........................... 15
Entering Memo Pad Mode .................. 15
Trying the Keyboard ......................... 16
Types of Keys .................................. 19
The Screen Editor............................. 27
Are We Done With the Keyboard? ........ 28
4. A Look at BASIC Programming........... 28
Loading BASIC................................ 29
Entering Commands ......................... 30
The PRINT Command ....................... 30
Writing a Program ........................... 31
How the Atari Runs a Program............ 32
Saving a Program on Cassette ............. 32
Saving a Program on Disk .................. 33
Erasing the Memory ......................... 34
Loading a Program from Cassette ........ 34
Loading a Program from Disk ............. 35
5. File Storage: Cassette and Disk ........... 35
Cassettes and the Atari 410 ................. 36
Diskettes and the Atari 810 ................. 39
6. Peripherals ..................................... 44
Printers ......................................... 45
Modems . ................ .............. .......... 46
The Atari 850 Interface Module............ 47
Improving Your Current System .......... 47
Additional Peripherals....................... 51
7. Software: Running Your Computer ...... 52
Applications .................. . ................. 54
Utilities.......... ...... .......................... 58
Computer Languages ................. .. ..... 60
Games .............................. ....... . ..... 61
Appendix . .... ....................... . ..... ...... 62
~ ALFRED PUBLI SHING CO ., INC .
LJ ~ SHERMAN OAKS, CA 91403
HOW TO USE
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ACKNOWLEDGEMENTS
I'd like to express my thanks to all of the people who
helped me in my research for this book, especially Gary
Furr, A. J. Sekel, and Judy Wilson of Atari, Mindy
Storch of Datasoft, and Donna McN eilley of Percom
Data. I would also like to thank the staff of HW Com-
puters in Northridge for their cheerful answers to
inquiries about the latest Atari compatible products,
and Roland Kato for being a computer novice
guinea pig (who also lent us his pristine Atari
800 for photos.) Thanks also go to Steven Manus
and Joe Cellini for their editorial help, and to
Lynn Morton for general inspiration.
This Handy Guide is not a pUblication of Atari and should
not be used in li eu of the instruction manuals that accompany
their products. All information regarding Atari com puters
may not be accurate or completely up to date.
Editorial Supervision: Joseph Cellini
Cover Design: Paula Bingham Goldstein
Interior Photography: Bill Hurter
20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
Copyright © 1983 by Alfred Publishing Co., Inc.
Printed in the United States of America.
All rights reserved. No part of this book shall be reproduced
or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any
information or retrieval system without written permission
of the publisher.
Alfred Publishing Co., Inc.
15335 Morrison Street
P.O. Box 5964
Sherman Oaks, CA 91413
Library of Congress Cataloging in Publication Data
Boom , Michael .
How to us e the Atari computers.
(An Alfred handy guide)
Includes bibliographies.
1. Atari computer-Programming. 2. Basic (Computer
program language) 1. Title.
QA76.8.A82B6581983
001.64
83-8792
ISBN 0-88284-235-8
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INTRODUCTION
Welcome to the world of the home computer. They
are machines that did not exist a few short years ago,
but are now common in many households. People use
them to figure household finances, keep records, write
letters and books, educate their children (or their par-
ents!), and to play elaborate games.
This Handy Guide introduces you to three of the
most popular home computers: the low-priced 400, the
full-featured 800, and the top of the line 1200 (see inside
front cover). In addition, we will examine many of the
numerous products manufactured by Atari and other
companies to augment these machines by increasing
their power and uses.
The material is presented logically through seven
chapters. The first offers an overall look at a typical
Atari system: what the parts are, what they do. Chap-
ter 2 shows how to get your computer running. In
Chapter 3 you learn the keyboard and the screen editor
(the part ofthe computer that displays what you type),
and in Chapter 4 you take a brief look at BASIC pro-
gramming. Chapter 5 shows you how to store pro-
grams, and Chapters 6 and 7 will help you build up
your Atari by showing you how to expand your pro-
gram library and to buy optional equipment. The
Appendix is a handy, self-contained guide for the com-
plete novice on how to load and run programs.
If you can't wait to unpack your computer and
start playing games immediately, read Chapter 2 to
get your computer running, and jump to the Appendix
to learn how to load and run your game cartridge. But
if you have more self-control, let's take a look at the
Atari computer system.
1. THE ATARI HOME
COMPUTERS
So there it sits in front of you, boxed up or on a
desk. Just what is a home computer anyway? Let's
look at the obvious facts first. A home computer is a
machine which can perform small tasks, such as adding
two numbers or displaying a small dot on a TV screen.
Many machines around us are capable of doing this. A
pocket calculator can add numbers. We can make dots
with a pencil. What makes a computer something
different?
To begin with, it can perform a wide variety of
small tasks extremely quickly. This gives it the power
to combine them into much larger and more impressive
tasks. For instance, if the computer displays a number
of small dots in the correct place on a TV screen, it can
draw a complex picture (see Plate I on inside back cover).
Perhaps the most important feature of the computer
is that it has a memory to store lists of these small
tasks. In this way, the computer has a guide to tell it
3
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