This is a very easy to use program which makes it very easy also to create your own shapes. If you are starting a new shape table, you first need to reserve a memory location for it, by: CLEAR bytes,address statement. To edit a shape or add a shape to an existing shape table, type in the name of it as prompted by the program. Select the shape number that ranges from 0 and maximum shape number in the table. There can be total of 256 shapes in one table. If in editing, the shape being edited will be shown as you start. To see other shapes on the screen, select DRAW # at upper right corner of the screen with '<' and '>' keys, then press TAB to display it. To construct a shape, use key '3' to unplot, '4' to plot a point. To store the formed shape, box-in the shape by moving the cursor to one of the corners(shape corner, not screen corner!), and press '1'. Then go to the opposite diagonal corner and press '2'. Then press enter. Pressing ESC will cancel the editing or adding process. The cursor, which is a blinking dot, is controlled by cursor keys. If you press '+', cursor will move 10 dots per move, or if you press '-', it moves one dot. Pressing 'C' clears the screen. Remark: Try to not touch shape#0, as it is reserved for cursor. If you redefine it, cursor will appear as that shape which you redefine. For those who like to know how the shape table is organized: ! ! ! ! #of shapes ! Directory ! Data ! ! ! The first byte denotes maximum number of shapes on the table-1. If there are 8 shapes, then it will contain #7 Following this are consecutive blocks made of 4 bytes which is the shape directory. Its size is equal to 4*number of shapes. The first block is the directory of shape #0. Each block contains the location of shapes and the width and height of pixels that the shape is made of. The first two of the bytes is the location of the shape. Its value is the displacement from the beginning of the table. So if 107 is the displacement, and the table begins at 60000, then the location is 60000+107. The third byte is the width, and the fourth byte is the height. Immediately following the directory is the data. Each bit of the bytes represents a pixel. Bit 0 of the first byte goes in column 1, row 1. And the following bits go into right consecutive columns. When end of column is reached, the next bit is wrapped around to the first column of the next row. So if the width of the shape happens to be 8, bit 7 goes in column 8. If the width is 5, bit 7 from the same byte will appear in column 3, row 2, and so on. Be creative and have fun!