Epson FX-185 User Manual - Page 15

Data for AMES, Incorrectly designed E

Page 15 highlights

12-1 STRATA layout 161 12-2 STRATA logo 162 12-3 STRATA program 163 12-4 Corner of the FX-80 design 164 12-5 FX-80 figure 168 12-6 Program for FX-80 figure 168 12-7 FX-100 figure 169 12-8 Program for FX-100 figure 170 12-9 More distinct version 171 12-10 Most distict version 172 12-11 Reversed version 172 13-1 Computer memory as sketch pad 174 13-2 Array in memory and on paper 174 13-3 Ones and zeros become dots and blanks 175 13-4 Labelled cell 175 13-5 Plotting a circle 177 13-6 Displaying an array 178 13-7 Divide and conquer 182 14-1 Printing the array contents 191 14-2 Pattern sets 191 14-3 Program for SYMMETRY 194 14-4 Symmetric pattern 1 195 14-5 Symmetric pattern 2 196 14-6 Symmetric pattern 3 196 15-1 ROM and user-defined characters 199 15-2 User-defined E 201 15-3 Incorrectly designed E 202 15-4 Pins chosen by attribute byte 203 15-5 Attribute byte conversions 204 16-1 Side-by-side characters 216 16-2 Double high and wide character 218 16-3 Program for giant G 220 16-4 Giant G 221 16-5 Data for AMES 222 16-6 Games seem same 222 16-7 Messages in three pitches 223 16-8 Tracks 224 16-9 Interlace 225 xv

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 165
  • 166
  • 167
  • 168
  • 169
  • 170
  • 171
  • 172
  • 173
  • 174
  • 175
  • 176
  • 177
  • 178
  • 179
  • 180
  • 181
  • 182
  • 183
  • 184
  • 185
  • 186
  • 187
  • 188
  • 189
  • 190
  • 191
  • 192
  • 193
  • 194
  • 195
  • 196
  • 197
  • 198
  • 199
  • 200
  • 201
  • 202
  • 203
  • 204
  • 205
  • 206
  • 207
  • 208
  • 209
  • 210
  • 211
  • 212
  • 213
  • 214
  • 215
  • 216
  • 217
  • 218
  • 219
  • 220
  • 221
  • 222
  • 223
  • 224
  • 225
  • 226
  • 227
  • 228
  • 229
  • 230
  • 231
  • 232
  • 233
  • 234
  • 235
  • 236
  • 237
  • 238
  • 239
  • 240
  • 241
  • 242
  • 243
  • 244
  • 245
  • 246
  • 247
  • 248
  • 249
  • 250
  • 251
  • 252
  • 253
  • 254
  • 255
  • 256
  • 257
  • 258
  • 259
  • 260
  • 261
  • 262
  • 263
  • 264
  • 265
  • 266
  • 267
  • 268

12-1
STRATA
layout
...........................
161
12-2
STRATA logo
.............................
162
12-3
STRATA program
..........................
163
12-4
Corner of the FX-80 design
...................
164
12-5
FX-80 figure
...............................
168
12-6
Program for FX-80 figure
....................
168
12-7
FX-100 figure
..............................
169
12-8
Program for FX-100 figure
...................
170
12-9
More distinct version
.......................
171
12-10
Most distict version
.........................
172
12-11
Reversed version
...........................
172
13-1
Computer memory as sketch pad
.............
174
13-2
Array
in
memory and on paper
...............
174
13-3
Ones
and zeros become dots and blanks
.......
175
13-4
Labelled cell
...............................
175
13-5
Plotting
a circle
............................
177
13-6
Displaying an array
........................
178
13-7
Divide and conquer
........................
182
14-1
Printing the array contents
...................
191
14-2
Pattern sets
...............................
191
14-3
Program
for SYMMETRY
...................
194
14-4
Symmetric pattern 1
........................
195
14-5
Symmetric pattern 2
........................
196
14-6
Symmetric pattern 3
........................
196
15-1
ROM and user-defined characters
.............
199
15-2
User-defined E
.............................
201
15-3
Incorrectly designed E
.......................
202
15-4
Pins chosen by attribute byte
.................
203
15-5
Attribute byte conversions
...................
204
16-1
Side-by-side characters
......................
216
16-2
Double high and wide character
..............
218
16-3
Program for giant G
........................
220
16-4
Giant G
..................................
221
16-5
Data for AMES
............................
222
16-6
Games seem same
..........................
222
16-7
Messages in three pitches
....................
223
16-8
Tracks
....................................
224
16-9
Interlace
..................................
225
xv