PLR0HIBYTLOBYTBLANKPLRHPLRVEELASTIBOTTOXPOTIMHORISNDFLAYPOFRMNFRAMEFRAMEMEMFRMSIZBUFFERFRAMENUMPLRPLRFRMMEFRAMEMETEMPMBASSTARVVTOFFSEBYT@@  %%Ǡ̠͠%%堸(NNProgram to demonstrate Player-Missile Graphics using string manipulation288Copyright (C) 1982 by David Fox and Mitchell Waite<FK;A(, A@KThis MUST be the first variable in the programPdn*6-P:'AV,*Calculate High Bytex(6-&$AV(Calculate Low Byte$囖&&;A(,9@,9@,U67@,.>:,367A(,.>:,B67@,.UFill with blanksY +@AR@8 One moment please...YTurn off cursor, print message' AP'Set up memory locations" Ap"Set up Player area+ A+Point PLR0$ to Player 0 RAM$ B$Read frames into RAM',((( } Ǡ̠Ϡ166-@p6-?@0 Initial velocity: 0  Elasticity: J36-@6-@@'6-?P36-?u& A&Move Player off screen?6-@'6-&+$&@$$,'6-@%!@*!@0%6-@G 6-6-$#6-/6-@;!@G6-@!!!A )@A8,;$6.7+&@,$%@<$,;Select correct frame# 6.#Fill Buffer with blanks967<%&@,.9Move current frame into buffer) 6.)Move buffer into Player 0 RAM 6-%g"*+%!?P,92@AP@@E6-g2@&'!?P6-%?' A@036-&?!)6-@3 Ap:Xb Al&AR&Turn on cursorv"" }Enter initial velocity:  A0J- %Enter the ball's elasticity (a numberJ  from 0-1 [or more]): .AR@  .Turn off cursor B A%%򠰠8,$ " 6-$  6-$2;A(,;,;,$X((b:6-F:A,&@:Set aside Player-Missile areal,BBy,Tell ANTIC where PM RAM isv(6-AV$(Find PM Base address-@968,-%A($%A9Set addresses of Players;68,-B2H%;Horizontal Player Position registers AAY@BASet PM 2 line resolution, Players enabled8%A@$@%@8Color ball green-B2w@-Enable Player display$(#!!Ұ򠰠͛2#B%6-F:A@,%F:AA,$AVBStart of String Array area<#E%6-F:A4,%F:A5,$AVEStart of Variable Value TableF#E6-8,&ECalculate offset from String Array to Player 0P# 6- AZ#C%@CPoke offset of string into Variable Value Tabled#B%@BThis points the first string (PLR0$) to PLR(0)n#$x#'j'-@t'"~'67<,.>:,' '$' NŠ>NHN55Number of Frames, Frame Size, Number of PlayersRN. (Bouncing Ball)\N 3,7,1R""R Frame 1R0,60,126,126,126,60,0&R Frame 20R24,60,60,60,60,60,24:R Frame 3DR0,0,0,126,255,126,0 D:EXAMPLE8