APPENDIX ELEVEN 194 C2 PROMPT Prompt character. 200 C8 COLOR Stores the COLOR number used in a PLOT or DRAWTO statement. The statement COLOR x can be replaced by POKE 200,x. Same as location 763 ($2FB), but BASIC takes the value from 200 and loads it into 763 before drawing or filling. From Judson Pewther, New York. 202 CA LOADFLG Load in progress flag. 210,211 D2,D3 .... BASIC floating-point work area. $D2 is used for the variable type, $D3 for the variable number and length of the FP mantissa. 212,213 D4,D5 FR0 Used by the USR command to return a two-byte number to BASIC. If you store nothing here, then the equation "I=USR(address, variables)" returns the address of the USR sub- routine. Otherwise, you can store an integer (range 0-65535) here which becomes the value of the USR function, From Judson Pewther. New York. 522,523 20A,20B VSERIN Serial input ready vector. 524,525 20C,20D VSEROR Serial output ready vector. 528-533 210-215 POKEY timers In "From Here to Atari" in Micro, June and December 1983, Paul Swanson explained how POKEY timers work--properly. The manuals have an inaccurate description that causes your system to lock up. The method below is taken from those issues. This is described for channel 1; it can be used in channels 2 and 4 (not 3) by selecting the appropriate control and interrupt vectors. First, POKE AUDCTL (53768; $D208) with a frequency value (0 = 64 kilohertz, 1 = 15 kilohertz, 96 = 1.79 megahertz). (You can actually change frequency between interrupts if you wish.) Next, set the channel control register (53761; $D201). Enter your interrupt routine and POKE its address into 528, 529 ($210, $211).