5 REM FIRST P/M EXAMPLE - MOVING A SHIP VERTICALLY UPWARDS FROM BASIC›10 POKE 106,PEEK(106)-8›20 PM=PEEK(106):PMBASE=PM*256›30 GRAPHICS 1+16›40 POKE 559,62:REM SET DMACTL - SINGLE LINE & STANDARD PLAYFIELD›50 POKE 53277,3:REM SET GRACTL - PLAYERS & MISSILES›60 POKE 54279,PM:REM TELL ANTIC PMBASE›70 POKE 53256,1:REM PLAYER #0 DOUBLE WIDTH›80 POKE 53248,100:REM PLAYER #0 HORIZONTAL POSITION›90 POKE 704,88:REM PLAYER #0 COLOR PINK›104 REM CLEAR OUT P/M AREA FOR PLAYER #0 ONLY›110 FOR I=PMBASE+1024 TO PMBASE+1280:POKE I,0:NEXT I›120 REM READ PLAYER #0 DATA INTO PLAYER AREA BUT STARTING 100 BYTES INTO›130 SPOT=PMBASE+1024+100›140 FOR I=0 TO 13:READ A:POKE SPOT+I,A:NEXT I›150 REM DELAY LOOP›160 FOR DE=1 TO 1000:NEXT DE›170 REM MOVE PLAYER DATA UP TWO SCAN LINES AT A TIME - TEN TIMES›180 FOR J=1 TO 10›190 FOR I=0 TO 13›200 POKE SPOT-2+I,PEEK(SPOT+I)›210 NEXT I›220 SPOT=SPOT-2:REM CURRENT PLAYER MEMORY LOCATION›230 NEXT J›240 FOR J=1 TO 20›250 FOR I=13 TO 0 STEP -1›260 POKE SPOT+2+I,PEEK(SPOT+I)›270 NEXT I›275 REM MOVE PLAYER DATA DOWN TWO SCAN LINES AT A TIME - TWENTY TIMES›280 SPOT=SPOT+2:REM CURRENT PLAYER MEMORY LOCATION›290 NEXT J›300 REM MOVE PLAYER HORIZONTALLY RIGHT›310 FOR I=100 TO 180›320 POKE 53248,I:NEXT I›330 GOTO 330›1000 REM PLAYER #0 DATA - SHIP›1005 DATA 0,0,153,153,189,189,255,255,189,189,153,153,0,0›