By Carl M. Evans
Atari Basic-Faster and Better
Atari info sequence quantity 1
Carl M. Evans
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The trick is that DATA statements are stored in ATASCII code with each character using one byte. , Z100=100) uses seven bytes for each constant. This trick is most useful when you have a large number of constants and variables. 6. Use indirect addressing in GOTOs and GOSUBs - Atari BASIC allows you to use a variable instead of a line number in a GOTO or a GOSUB statement. Using this technique saves you roughly six bytes each time you use it. A side benefit is that using descriptive names for routines within a program makes it easier to follow the program's logic when you are analyzing it.
To restore the DMA, simply POKE 559,34. 30 Chapter 2. 8. Use a lower graphics mode - using high resolution graphics will make your entire program run slower. You can save as much as 25 percent of the run time by using a lower graphics mode. 9. Replace seldom called subroutines with in-line code - BASIC spends a lot of time searching for line numbers and adding and subtracting subroutine pointers from the run time stack. If a routine is only used every once in a while, you can save some time by replacing the subroutine with in-line code.
The code might look something like this 1~~ 11~ 12~ 13~ PRINT"ENTER THE DAY OF THE MONTH TRAP 1~~ INPUT DAY IF DAY<1 OR DAY>31 THEN 12~ II. This is a very simple example and more sophisticated input routines will be discussed later in this book, but the principles should be made clear here. The person using your program should not be allowed to make any input to the program that will cause the program to crash. In the trade, this is commonly referred to as "idiot proofing" your program. In Chapter 11 I'll show you how you can even prevent the BREAK key from stopping your program.