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Ha! I did that with the first machine I worked with. A TRS-80 Model III.

Not only was finding interesting memory locations fun, it generated interesting ideas for program features.

I found the address for the line length constant 64, used by the screen scrolling loop. I think the screen was 16 lines x 64 characters. By setting the scroll width to less than 64 I could protect the right side of the screen from scrolling.

So my first games had an area on the right for a non-scrolling title, author attribution, and game state info. It seemed to be a unique feature - I didn't come across any other programs that did that.

Some of my first programs were text adventures. Looking back, I should have put a short room description and usable object list on the right, updating in response to actions. That would have been a significant improvement over having to type "look" over and over, as was typical for those games.

Crazy times: 64x16x1 byte = a 1,024 bytes screen. Total memory was only 16k -> Today that is just a 64x64 rgba (4 x 8-bit channel) icon. But we always found a way to create our programs. I had a 4k RAM TRS-80 handheld and was able to create a tiny version of Zork on that, with a few starting and iconic rooms.



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