APPENDIX ELEVEN 53260 D00C SIZEM POKE with 255 to quadruple the size of all missiles. 53268 D014 PAL NTSC systems have 60 frames per second and 262 lines per frame; PAL systems have 50 frames and 312 lines. Should read 13 decimal, not 14. 53768 D208 AUDCTL Frequencies are rounded off; they are actually 63.9210 kilo- hertz, 15.6999 kilohertz, and 1.78979 megahertz. You can use the frequency to calculate the POKEY interrupt frequency by INTFREQ = clock frequency/(2 * (1 + value in AUDF register for that channel)). COMPUTE!'s Third Book of Atari has articles by Matt Giwer and Fred Tedsen on using POKEs to control the sound effects, the au- dio channels, and AUDCTL. 53770 D20A RANDOM For example, random 0 to 9 would be INT(PEEK(53770) *10/256) and 0 to 99 would be INT(PEEK(53770)*100/256). 54272 D400 DMACTL POKE with zero to blank out screen. 54286 D40E NMIEN POKE with zero, and VBLANK and system clock are disabled, and shadowing is suspended. See COMPUTE! magazine, June 1983 (p. 254), for a method of trapping the RESET key in BASIC. 57344 E000 Character set See COMPUTE! magazine, June 1983 (p. 226). 58368-58447 E400-E44F Handler vectors Each vector consists of a 15-byte table, 2 bytes each for OPEN, CLOSE, GET byte, PUT byte, Get status, and Special routine ad- dresses, The next 3 bytes are a JMP instruction followed by the address of the initialization routine for that handler. A zero separates handlers (byte 16). Here are the locations for each routine in the table: Handler OPEN CLOSE GET PUT Status Special JMP E: E400 E402 E404 E406 E408 E40A E40C 58368 58370 58372 58374 58376 58378 58380 S: E410 E412 E414 E416 E418 E41A E41C 58384 58386 58388 58390 58392 58394 58396