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Copyright 1987 
by Modedeal Co. Ltd. London 

Wichtiger Hinweis: 

Dies© Diskette ist nicht kopierge- 
schutzt. Der rechtmaflige Erwerbor 
ist berechtigt, sich eine Sicher- 
heitskopie anzufertigen. 

Jede Weitergabe, unentgeltlich, als 
Tausch- Oder Handelsware ist ohne 
die Einwilligung von Modedeal Co. 
Ltd. untersagt und vird unnachsicht- 
lich gerichtlich verfolgt. 

Turbo Speed Basic und RP-System dur- 
fen als Teil eines vom Erverber er- 
stellten Programmes in jeder For* 
vertrieben warden, sofern sie Teil 

des Programmes sind und nicht sepa- 
rat auf dem Datentrager enthalten 
sind. Das Programm, das Turbo Speed 
Basic oder RP-System enthalt, mu6 
mit dem PGMSAV-Befehl und ohne Ande- 
rung abgespeichert worden sein. 

Alle Programme vurden sorgfaltig ge- 
testet. Trotzdem kann es bei Pro- 
grammen dieser Groflenordnung passie- 
ren, dafl Fehler ubersehen wurden. 
Modedeal Co. Ltd. macht darauf auf- 
merksam, dafl bei Fehlern im Program* 
keinerlei Schadenersatz gewahrt war¬ 
den kann. 

Bucher und Software sind vom Um- 
tausch oder Ruckgaberecht ausge- 

Congratulations; you have bought a 
program that will soon be able to 
help you produce professionally 
looking games in a much shorter time 
than before. 

But at first, I'll have to tell you, 
that it is much harder for me to 
write the english instructions, than 
to program the entire system. The 
RP-System is made in Germany. So I 
hope you always can understand, even 
if there are some words or sentenses 
that do not sound general for you. 

The RP-System for the Commodore 64 
is a memorybased extension. When you 
have programmed a game, you can save 
it together with the RP-System to 
disk or cassette and may even sell 
it, as far as you saved the program 
with the !pgmsav-statement. 

Copyright 1987 
by Modedeal Co. Ltd. London 

Important note: 

This program is not protected! The 
purchaser has the right to make a 
safety copy for his own use. 

Any passing-on, free or as exchange- 
or selling-good without the consent 
of Modedeal Co. Ltd. is unlawful and 
will be prosecuted. 

It is allowed to sell a part of the 
RP-System in the following way and 

Some data you should know about it. 
The listing is exact 137 pages long 

- a compiler that especially made to 
accompany the system reached 87. 

The compiler is a real quicky, be¬ 
cause it produces 100% machine code 
and makes the Basic-program run 100 

- 150 times faster. It can handle 
strings and integer array variables 
and is a must for the programmer, 
that learned to like programming 
with the RP-System. 

I will now explain, which the state¬ 
ments are, that make your program¬ 
ming life much easier from now on. 

I wish you success and good ideas 
for your coming programs. 

Ralph Roeske 

Ulft * The Netherlands 

only in that way: 

Your program, that is programmed 
with the RP-System or uses the 
RP-System, can be sold or passed-on, 
when it is saved on disk or tape 
with the PGMSAV-command and you have 
not changed part of the RP-System. 

All programs are tested and bug- 
free. Programs of that size cannot 
be bug-free! Modedeal will not be 
liable for any demage caused by the 
usage or passing-on of that pro¬ 

£.r*p (r) 

The Instructions 

To see some of the possibiiities 
that the RP-System has to offer, it 
will be a good idea, to load the 
first program: 

LOAD <Return> 

RUN <Return> 

The System is initialised. (From now 
on, I will stop telling you, that 
you have to press the <Return>-key 
if you want to send some instruc¬ 
tions off. I presume, that you know 
your C-64 good enough to program it 
in Basic.) 

There are certain demo-programs on 
the disk and a complete little game, 
produced in aprox. 2 hrs using the 
screen-editor to draw the back¬ 
ground, converting the hires-bitmap 
into a characterset, using the 
sprite-editor to change the RP- 
System-sprites, draw some new ones 
and put it all together using the 
statements that follow in the next 

When you list one of the demos you 
will see, that all non-commodore- 
codes begin with a "£"-sign. We did 
not use reserved basic words because 
our way to shorten the typing is 
different from the original one: no 
letters are typed in shifted. It de¬ 
pends only on the place in the in¬ 
ternal codelist whether the system 
understands one or two or more let¬ 
ters and produces the right state¬ 

The shortest way to abbreviate a 
code is told in brackets behind the 
name of the statement. 

Initalises the System. Bends the 
interupt-vector, clears the system- 
variables, switches to the upper 
16-K-bank, bits the screen to 50176 
and makes the charset ram-based at 

It moves also the Basic-Start to 
15000, because the RP-System is 
based at 40801 to nearly 14500 at 


h * screenheight 0=25 lines 
1=24 lines 

w = screenwidth 0=40 columns 
1=38 columns 

frp together with the 2 parameters 
aditionally alters the screensize. 

You should start all your programs 
with this the £rp-statement. 

JLxirf> (xr) 

The opposite of rp. Switches the IRQ 
off. But the basic-links are still 
working and the screen- Sprite- and 
charset-handling is still managed in 
the upper 16-K-bank. 

ftransf er (t) 

f = first memoryplace 
1 = last memorybyte+1 
t = to memoryplace 

With transfer you can move or dubli- 
cate a free amount of bytes from and 
to the complete ram of your 64. 


1 must be at least by 1 higher than 
f, otherwise the system crashes, and 
you'll have to reload it. 

On the other hand you dont have to 
pay attention whether you move bytes 

upwards or downwards. ftransfer, 
20000,22000,22001 is possible and 
£transfer,20000,22000,19999 too. 

If you refer to the places between 
taOOO and tffff you always manipu¬ 
late ram or colormap. 

£swap (s) 

f = first memoryplace 
1 = last memorybyte+1 
t = to memoryplace 

The same function as transfer; the 
only difference, after the operation 
the bytes are not present twice, but 

Swap enables you to have quite a 
long Basic-program plus variables 
when you set himem to $8000 (32768) 

in memory; but also have for 
instance 25 screens + 25 colormaps + 
64 Sprites im memory at a time. 

£fill (f) 

f = first memoryplace 
1 = last memorybyte+1 
b = byte 

With fill you can erase memory or 
fill colormaps, screens with a num¬ 
ber of equal characters. 

JL 1 ook (1) 


p = place in memory 

After using this statement you can 
PEEK(680) which byte is in the re¬ 
quested ram-place. Especially made 
for peeking into the ram under rom. 

fpar Lr ans (pa) 

f = from byte 
1 = length 
d = distance 
a = amount 
t = to byte 

You can pick out parts of memory 
that are stored in a special way. 

£partrans,57344,64,320,8,51712 fills 
the charset starting by screencode 
64 up to 127 with the upper left 8 
by 8 blocks of the bitmap. The first 
byte of the bitmap is 57344. 64 

bytes are equal to 8 character- 
blocks. 320 bytes are one line of 
blocks, so the next byte after you 
picked 64 is 320 bytes from the last 
line away. Do this 8 times and put 
the bytes in one line starting at 

fpretrans (pr) 

f = from byte 
t = to byte 
1 = length 
d = distance 
a = amount 

Is the opposite of the partrans- 
statement. All the bytes that are in 
a line are stored in the special way 

Iromr am (ro) 


s = sector 0=Basic-rom 

l=Operating system 

Copies the Rom into the parallel 
Ram. You may use this, when you dont 
use Sprites or Bitmap and use for 
certain purposes a quick-loader or 
if you use an altered Basic. 

^scrnpok (scrnpok) 


I 3 line (0-24) 

c = column (0-39) 
sc= screencodenumber 

is the same as the Basicline: 

POKE 50l76+cv#40+ch where cv * cur¬ 
sor vertical and ch = cursor hori¬ 
zontal . 

^design (des) 

Only in a Basicprogran 
10 {.design,sc,v,h 

II /abababab 
12 /ccddccdd 

18 /aabbccdd 

sc 3 screencode 
v * vertical amount 
h » horizontal amount 
a = "Q" 
b = “. ■ 
c 3 V 
d = 

£design helps you define characters 
in normal or multicolormode. Use the 
redesign-statement and the design- 
demo to see how to work with this. 

Attention ! 

There must be always the 8 by 8 
pixel-rhythm, if v=l and h=l then 
you will have to programm 8 lines 
with 8 pixels each. 

6 and 3 means, you want to define a 
block of 18 characters. So there 
must follow 48 lines that begin with 
a *V" and have 24 signs to represent 
the bits in each line. 

Use and for normal and mul¬ 
ticolor mode and *#" and only in 

If you are in multicolor mode, then 
two equal signs represent one color- 

^redesign (re) 

f 3 from codenumber 
t 3 to codenumber 

This statement generates new pro¬ 
gramlines. It can put half of the 
charset (128 characters) into pro¬ 
gramlines to alter the character- 

£altchar (a) 

To view multicolors while defining 
charsets its possible to change 
into blocks that have the 
actual multicolor 

fcharback (ch) 

Puts the into the charset 


fblockprt (bloc) 

sc 3 screencode to start with 
h 3 horizontal amount 
v * vertical amount 

puts the complete charset in a part 
of a second onto the screen. 

£.hi res (h) 


m 3 mode 0 3 normal bitmap 

s ■ screen 0*no change 

l s clear bitmap 

Switches the bitmap-mode on. 

£. b e >c "b (te) 

m 3 mode 0=normal 

l 3 multicolor 
s 3 screen 0=no change 

JLbs a v (b) 

l=clear screen 
c 3 charset 0=no change 

3=charset from 18432 

Switches the textmode on. The char¬ 
set-parameter 3 requires, that you 
have loaded a charset f.i. from disk 
to 14800 or dec.18432. 

£scrnsi ze (scrns) 

v * vertical 0=25 lines 
1=24 lines 

h 3 horizontal 0=40 columns 
1=38 columns 

Before you use "wrap", "scroll" and 
"lightwrite" it is optical better to 
make the screen horizontally 

£old (o) 

Makes a hidden program visible. Sets 
the start-parameters to 20481. Espe¬ 
cially useful after undefined state¬ 
ment errors. They work different in 
the RP-System, because they reset 
the complete system. 

£dir (di) 

Brings the directory of the disk 
onto the screen without erasing the 


d 3 devicenumber 

Used with a parameter it shows the 
directory of the disc in the drive 
with the devicenumber d. 


There must be a disc in the drive. 

£bsav n,d,c,f,t 
n 3 name of the file 
d 3 devicenumber 
c 3 channel usually 1 
f 3 from byte 
t 3 to byte+1 

Saves the area on tape or disk. 

XLfolod (bl) 

£blod n,d,c,t 
n 3 name of the file 
d 3 device 

c 3 channel l=original adress 
0=adress follows 
t 3 to adress. if c 3 l then t=0 

Loads a program into memory without 
changing Programpointers in the 

JLme rge (me) 

Imerge n,d 

n 3 name of the file 
d 3 device 

Appends a file at the end of a pro¬ 
gram in memory. The line-numbers 
must be in order before using 

Lpgmsav (pg) 

£pgmsav n,d,c 
n 3 name of your program 
d 3 device 

c 3 channel (always 1) 

Saves your complete Basicprogram 
including the RP-System (altered!) 
onto disk or cassette. After you 
load it in again, run will initia¬ 
lise the RP-System and start your 

JEciel (del) 

f = fro* line 
t = to line 

Erases the lines that are stated: 

£del,20,50 erases line 20 to 50 
Idel,0,50 erases all lines upto 50 
£del,50,0 erases all lines fro* 50 

£.hi mo m (hi*) 


a = page if a<256 

bytenumber if a>255 

Sets the Basichimea from the usual 
40960 (PEEK(56)=160) to the stated 

Especially interesting when used 
with the conpiler, because it frees 
8192 additional bytes for 



s = secondary adress 

Directs all normal prints in a pro¬ 
gram to the printer device 4. Use 7 
for instance to switch on small/ 
capital mode. 


Closes the channel and directs the 
printing to the screen again. 


£cursat (c) 

1 = line (0-24) 
c = column (0-39) 

Sets the cursor. Used before 
blockprt, bar and print 

£dec (dec) 


h = hexnumberstring 

Only used in directmode and not in 

£.H@ 2 c (he) 


d = decimal number 

Prints the hex-equivalent of a deci¬ 
mal number 

Music & Videotext 

The easiest way to see how ausic and 
videotext are programmed is, to 
listen and look now into the demo- 
program music+video. 

Generally: You can easy produce 
every sound you like, without 
intialising the rp-systea. But 
ausic, especially polyphonic music, 
is only possible when directed by 
the interupt-routines of the RP- 

Its quite simple to program the 3 
voices of the C-64, because you only 
have to put the notes into Strings 
as part of your program. Then start 
it and listen to your own arrange¬ 

Imusicnr (au) 


n = number of the piece (00-99) 
s = string in quotes 

n represents the number of one of 
the 100 possible music-pieces that 
you must devide a song into, because 

there can only be a short part of a 
song in one basic line. This has the 
advantage, that you can program 
ausic just as you program a basic- 
program: with GOTOs, GOSUBs und 

The informations you give are the 

Notes (CDEFGABcdefgab 
p # b) 

Notelength (1 2 4 8 s z . -) 

Control characters (c-s, c-h, c-v, 
c-p, c-i, &, X, <). Between the 
informations you can put spaces to 
make it easier to debug mistakes. 

A LIST of the music-demo shows the 
way how to start. At first the se¬ 
lection of the instruments, level of 
volume and the height of the notes 
has to be programmed. 

Then the notes, notelength and at 
the end of a line the M goto"-info, 
where the music-routine shall con¬ 

The sysntax: 

First a note C to B or an octave 
higher c to b. A p stands for pause 
- no sound for a certain time. 

Next there follows a H # H or a H b". 

If the note should be played half a 
note higher then the "^“-sign fol¬ 
lows the note; f.i. c = cis. To 
play a note half a note deeper put a 
"b" direct after the note. 

If you want to play the pure note, 
then the notelength follows directly 
after the note. You can play full 
notes (1), half notes (2), quarter 
notes (4), eighth (8), sixteenth (s) 
or thirtysecondth (z). 

These notelength can be half a 
length longer by putting a "." 

behind it (as in the music-books) or 
can be changed into a triole by put¬ 
ting a after the notelength. 
Ctrl-h can be 1 to 9 and is respon¬ 
sible for the base height of the 
notes. Every step is an octave. 

Ctrl-v stands for volume. 1 to 7 are 
possible inputs. 

Ctrl-s changes the speed. 0 to 2 
give good results. 

The most important statement is the 
"& H -sign standing for GOTO. Its fol¬ 
lowed by a two-digit number and tell 
the system, where to continue. Right 
inputs are &02 or &92. 

The same can be said for the 
sign standing for GOSUB. When 
music-routine reaches that 

character, it makes a jump to stated 
musicpart, but as soon as it reaches 
the "X M -sign (RETURN), it jumps back 
where it has left and continues. 

So you can even program one string 
with GOSUBs only and jump into all 
the sublines several times to hear a 
complete song with the chorus and 
repetitions only programmed once. 

But you can even call subroutines 
from subrotines as in Basic. 16 
GOSUBs per voice (=48) can be open 
before the first RETURN must be 
reached - a number you never will 

To tell the routine, where the music 
ends put a "<"-sign at the end of 
the string. The song will end if the 
repeat-function is not switched on. 

You can change the instrument at any 
point of the music. So you can f.i. 
program a drum/base-guitar line on 
one voice only by switching instru¬ 

Ctrl-i and a two-digit number 01 to 
16 points at the next instrument 
that shall be switched on. 

JLmp lay (mp) 

£mplay,n,v(, n,v)(,n,v) 
n * musicnumber (0-99) 
v = voice (1-3) 

You start the music with this state¬ 
ment. It is obvious, that the pro¬ 
gram must have passed the lines with 
the musicstrings, envelope and fil- 
tersettings before it reaches the 

With the mplay-statement you tell 
the routine where to start the song 
(musicno. for each voice) and which 
voice shall play which musicpart. 
You start all 3 or 1 or 2 voices at 
a time. They start exact at the same 
moment and if you have programmed 
the musicstrings right, they will 
always play exact parallel. 

Although you will usally start the 3 
voices at 3 different musicstrings, 
it is possible, that all 3 voices 
play the same string probably with 3 
different instruments (GOSUB after 

fxmplay (xm) 


v = voice 0=all 3 voices 
l-3=one voice 

Switches one or all voices off. 

* v 

£_ mir epeat (mr) 

Located somewhere behind the mplay- 
command, this brings the option in 
operation, that, when the music-rou¬ 
tine reaches the end-sign "<*, it 
will play the song over and over 
again from the beginning. 

fxmrepeat (xmr) 

v = voice (as xmplay) 

Next time, the music-routine reaches 
the end-sign “<* it will stop 
playing the voice or all 3 voices. 

Jtmf ade (mf) 


f * fading time (1-255) 

Its a pity that the C-64 has only 
one volumecontrol for all three 
voices. So all three voices fade 
equal after this command. 

£p 1 aysound (p) 

v = voice 1-3 
n = note 1-120 

0=frequency (see envelope) 
i = instrument 1-16 

To “construct 1 * an instrument you can 
only try and try and try. The play- 
sound-statement helps you to change 
envelope and filtersettings, because 
it lets you hear the sounds you 
create as often as you need it. 

£©n ve 1 opo (e) 

i = instrumentnumber 1-16 
a = attack 0-15 
d = decay 0-15 
s = sustain 0-15 
r = release 0-15 
w = waveform 0 s triangle 
3=white noise 
p = pulswidth 1-4095 
f = filternumber 1-16 
q = frequency 1-65535 

All the sounds and instruments you 
need are set with this command: bar¬ 
king, galloping, trumpet, violin, 

playsound-statement. Functionkeys 
and several others may alter the 
settings and you can hear every 
change you made. 

16 sounds can be in memory at a 
time. Since you can only try, here 
are some instruments that Commodore 
recommend in its handbook for the 



Circus organ 








n, 0,9,0,0,0,0 

As you see the pulswidth is only 
recommended, when rectangle sounds 
(2) is used. 

If you put a "0" for filter then no 
filters will be activated. 

q for frequency is very important, 
when you call that special sound 
from the “spritesound** or if you 
test sounds with the 

playsound-statement. Clever settings 
let you produce motorsounds, heli¬ 
copters etc. very easily 

Ifilter (filt) 

f = filternumber 1-16 
c = cutoff frequency 0 -2047 
1 = lowpass 0-1 
b = bandpass 0-1 
h = highpass 0-1 
r = resonance 0-15 

This command sets the registers 
21-24 in the SID. The best is, to 
program a little basic-program which 
contains the envelope, filter and 

Comp 1 o t. o 










Half tone higher 
Half tone deeper 
1 1/2 length 

v* i o w 



1 2 4 8 s z 

Note: underlined letters are con- 
trolcodes. Press the controlkey and 
the letterkey at the same time. 

fvidtxt (v) 

Switches to highresolution-bitmap- 
mode and prepares the videotext- 
variables for the comming text. 

You can have lightwriting and video¬ 
text at the same time. 

£vi dprt (vidp) 


t = text between quotes 
or in stringvariables 

Works in most cases as the Basic- 
statement PRINT. But all text 
appears on the visible bitmap and 
there are some new control- 

cl r (shift home) clears the 
screen as in Basic-print. 

homo puts the cursor into the 

Cursor as in Basic-print CRSR 
up, down, left and right 

r'vs on as in Basic-print 
(reverse on) 

rvs off as in Basic-print 

ctrl-Jb Setting of the back- 
groundcolor. Each following 
character has the same background- 
color. You press ctrl-b and then the 
color as in the Basic-print- 

Ctrl -p pencolor. All fol¬ 
lowing characters are printed in the 
stated color. 

Ctrl—d double height. Dis¬ 
plays the characters in vertical 
doubled size. You must position the 
cursor at the right line before you 
print or you may bomb the system. 

ctrl — n normal height 

ctrl -a alternative character- 
set. The following 5 digits (5!!.*) 
tell the system, where the alterna¬ 
tive charset is located in memory. 
The original set is at 51200. Please 
dont use the Ram under the Roms this 
ti me. 

ot.r'l—c position cursor. The 
following 4 digits hold the new cur¬ 
sor position. cl203 means, that 
printing continues at row 12 column 

o'b.r'l—x erase line in which 
the cursor is positioned. 

ctrl —h hold position. Normal¬ 
ly when the string ends, the system 
simulates a carriage return. If the 
string ends with ctrl-h no carriage 
return is executed. 

Llghtwritin g r 
Wrap and Scrol1 

The RP-System is not only used to 
program games. Some professional 
programs, used f.i. in shop-window 
advertising, can be created. 

£1 i ghiwr i ie (li) 

f = first line (0-17) 
m = mode 0=blockgraphics 
t = textpointer 
c s color 

Text, that should appear as a 
light-band, must be present in 
screen-code. That means, the easiest 
is, to print it invisible (print- 
color is backgroundcolor) on the 
screen and then tranfer it to the 
textarea to save the complete text. 
If you print revers, the lightwri¬ 
ting will be reverse, too. 

£1 i ghtcol (lightc) 

c = color 1-15 

You can change the color at any 
beginning of a new letter. 

The Speed is changed with the com¬ 
mand Iwrapspeed and it is switched 
off with JLxwrap. 

You can have bitmap-mode, sprites, 
music and lightwriting at the same 

£wr ap (w) 


f = first line (0-24) 

1 = last line (0-24) 

Part of the screen rolls round, that 
means the characters that leave the 

screen at the left side, appear on 
the right side again. 

The difference between f and 1 
should not be bigger than 9 or 10 
and 1 must be equal or greater than 

Especially when you have reduced the 
screensize vertically, you need to 
adjust the rasterline. You do that 
with fwraprast. 

£ wr a p s p & & c( (wraps) 

s = speed (0-8) 

Adjusts the speed at lightwrite, 
wrap and scroll. 

fxwrap (xw) 

Switched Wrap, lightwrite or scroll 

£wraprast (wrapr) 


f = first rasterline (40-65) 
s = second rasterline (48-73) 

The general setting is 49 and 57 but 
you can put it wherever you need 

£scrol 1 (scro) 

f = first line (0-24) 

1 = last line (0-24) 
c = characterpointer 
cp= colorpointer 

As in Wrap you set the first and 
last line of the screen that shall 
scroll. Aditionally the system needs 
the information, where it has to 
pick the next characters and the 
matching colours. 

The characters have to be in memory 
in a way that no calculating is 
needed to put them onto the screen. 
So if the scrolling band is 8 lines 
wide, than there must be the 8 
characters that will appear at the 
right side of the screen in a row in 

The end of the chain must be 0, what 
means, that you cannot use the cha¬ 
racter with the screen-code 0. 


and Bargraphic 

In many games the exact time is re¬ 
commended. The C-64 has exact ti¬ 
mers. So one should use them. 

Results of games are usually a line 
of numbers. Try something new. Put 
the results onto the screen in bet¬ 
ter optical view. 

We included time and bargraphic in 
the system. 

£setcl ock (se) 

Isetclock,-000000 -,sl,sc,c 
-000000- time in 6 digits as TI$ 
sl= screenline 0-24 
sc=screencolumn 0-30 
c = color 1-16 

Starts the internal clock. 

£-1 ap (la) 

The clock stops on the screen but 
continues intern. The next lap puts 
the right time onto the screen. 

fclockpara (cl) 

sl=screenline (0-24) 
sc=screencolumn (0-30) 
c » color (1-16) 

m2* multicolor2 1-16 

0=no change 

This command replaces the pokes into 
the VIC and sets the multicolors of 
the multicolorsprites you use. 

f scr ncol (sc) 

Iscrncol,bc,b,ml, m2 
be* backgroundcolor 1-16 

0*no change 
b = bordercolor 1-16 

0=no change 
ml* multicolorl 1-16 

0=no change 
m2= nulticolor2 1-16 

0=no change 

This command makes the same as the 
previous. Instead of the sprite, the 
screenmulticolors, background and 
border will be set. 

JLsprsound (sprso) 


n = spritenumber 0-7 

i = instrumentnumber-1 (0-15) 

v = voice 1-3 

tp= timepattern 1-255 

This command is the one, that is 
responsible for sound, "played" by 
the sprites! 

Spritenumber, instrument and voice 
are sent to the RP-System, as ex¬ 
plained at the music- and sprite- 

Timepattern is unique for this com¬ 
mand. It means, that you can tell 
the System, when a sound should be 
audible. When a spritesequence con¬ 
sists of 8 patterns, then each bit 
in the timepattern represents one 
pattern of the sequence. 

Lets explain that with an example: 
supposing, you have drawn an 8-pat- 

tern-hopper, that touches the ground 
on the first pattern, then the time- 
pattern = 1. If it touches the 

ground on the 1st and on the 5th 
pattern, then the timepattern * 17. 
You can calculate the timepattern 
with the following formula: 


Lxsprsound (sprs) 

n = spritenumber 

Switches the spritesound off. 

Isynchro (sy) 

sl= sprite 1 
s2= sprite 2 

As the name says, this statement 
makes two sprites move synchronous, 
even if they where initialized inde¬ 
pendent of each other. Imagine you 
let in a game an indian jump on his 
running horse. That would be a wild 
scene when the horse jumps up while 
the indian (programmed to move syn¬ 
chronous) is in the down-phase, 
{.synchro puts this right. 

You can let all 8 sprites run synch¬ 
ronous if put then all in a chain or 
if you use as si (spritel) allways 
the same number. 

£.xsy ncHr'o (xsy) 

s = synchrosprite 

When it is not more needed, that 
sprites move synchronous; or once 
they are synchronized, you can 
switch the synchro-routine off. Put 
in the number of the sprite, that 
was used as Sprite 2 in the previous 

Lsprtrans (sprt) 

f * from byte 
a * amount 1-128 
p = pattern 128-255 
You cannot load spritedata from cas¬ 
sette or disc directly into the ram 
unter the operating system rom. So 
you have to load spritedata to a 
free place and then transfer it to 
the place, where the RP-System needs 
them. This is done with £sprtrans. 

128 sprites can be used and placed 
from $e000. This is the maximum 

Most time you will use the free ram 
between 40960 (taOOO) and 49152 
($c000) to load hires-screens and 
spritedata in. 

£joyf req (j) 

si* stroke 1 1-8 
s2= stroke 2 1-8 

In many modern games (Olympics f.i.) 
you have to move the joystick as 
fast as possible, or in a certain 
rhythm. In other words, you need the 
joystickmovingfrequence if you want 
to program a similar game. You 
switch this feature in the RP-Sytem 
on and can from then on PEEK(689) or 
PEEK(690) the frequence, the joy¬ 
stick is moved. For si and s2 you 
will usually put in opposite numbers 
(1 and 5, 3 and 7 or 2 and 6). See 
chapter joystick and spritedata at 
the end of the instructions. 

£x joyf req (xj) 

This command switches the feature 

£f i r g j mp (fir) 

jl= jumpaddress port 1 
j2= jumpaddress port 2 

The program branches as soon as a 
firebutton of one of the 2 joysticks 
is pressed to the linenumber given 
with the goto(!!!)-statements. 

This is especially implemented for 
usage with the RPS-Compiler, but if 
you program it right, then its a 
good thing to use it from basic as 

£hgrchar (hg) 


cn= characternumber 0-255 

This commands changes a hiresolution 
bitmap into a characterset and the 
textscreen belonging to it. The 
colormap will remain the same and 
can be used for both hires- and 

If you want to keep the first 64 
letters and characters and the 
bitmap consists of a big amount of 
blocks that are equal, then you put 
in 64 for cn. 

The program need the bitmap starting 
from SeOOO (57344). The character- 
set, that will be created is located 
at $a800 (43008) and ends at IbOOO 
(45056). The textscreen that will 
hold the new screencodes starts at 
$a000 (40960) and ends at $a3e8 

If the system crashes and the rou¬ 
tines are not destroyed and the 
LIST-command produces the RP-Sy- 
stem-title the a RUN and £old can 
bring your program back. 


A jump into a non-existend linenum- 
ber does not produce an undef'd 
statement error anymore. Instead the 
system is set back and should reco¬ 
ver when you try the list/run/fold 
as described in the last paragraph. 

J oys tick 

and Spritedata 

Everytime (60 times a second), when 
the IRQ-routine is called, the 
actual data for sprites and joystick 
are put into reserved registers. So 
you can get them with PEEK (or DEEK 
from the compiler). 

The PEEKs are: 

Direction joystick 1: PEEK(681) 
Direction joystick 2: PEEK(682) 

The values you get are 0-8 and you 
interpret them as follows: 


8 2 

7 0 3 

6 4 


The following registers hold a 1, 0 

or 255 depending in which direction 
the joystick is pressed. 

Joystickl X-sgn: PEEK(685) 
y-sgn: PEEK(686) 

Joystick2 X-sgn: PEEK(687> 
y-sgn: PEEK(688) 

Is the firebutton pressed, then the 
registers 683 and 684 change their 

Button 1: PEEK(683) 

Button2: PEEK(684) 

xlo/xhi ylo/yhi 
Sprite 0: 735/736 737/738 

Sprite 1: 739/740 741/742 

Sprite 2: 743/744 745/746 

Sprite 3: 747/748 749/750 

Sprite 4: 751/752 753/754 

Sprite 5: 755/756 757/758 

Sprite 6: 759/760 761/762 

Sprite 0: 763/764 765/766 

The C-64-memory is used as follows: 

01204-02048 System-variables 
02049-18432 RP-System 
18432-20480 free (base-char-set) 
20480-40960 Basic-program 
40960-49152 free 
49152-50176 spritedata 
50176-51200 screen+sprites 
51200-53248 characterset 
53248-57344 VIC SID I/O 
57344-65535 128 Sprites 

or Hires-bitmap 

There are some demos and a free game 
on the disc. The little game demo 
was produced in 20 minutes. 

The Grand National needed 2 hrs, 

Please look into the demo-programs 
to get easier familiar with the 

If you have advice or have noticed 
bugs, then please write to: 

Modedeal Co. Ltd. 

1, Coombe House 
Hart land Road 
Addlestone Surrey 
KT15 1JU 

The spritedata are put into the 
registers 735 - 766