Download An Apparatus Criticus to Chronicles in the Peshitta Version by W.E. Barnes PDF

By W.E. Barnes

Show description

Read Online or Download An Apparatus Criticus to Chronicles in the Peshitta Version PDF

Best nonfiction_6 books

Longsal Teachings: Volume 5

This fourth quantity of teachings from the Longsal includes one upadesha bought via desires, together with the histories of its discovery, the details of the View completely past the Conceptual brain (Lta ba blo ´das chen po´i gnad byang), a distinct instructing of Garab Dorje containing amazing and transparent causes at the details of the Dzogchen view.

Additional resources for An Apparatus Criticus to Chronicles in the Peshitta Version

Sample text

_ := _ b. _ _ C. _ _ = d. 8. - f. - g. =h. _ _ - _ . _- _ . _ - - - - More Practice / 17 ANSWER a. b. c. d. e. f. g. h. 60132+16+8+4) 124 164 more than the previous row) 116 11 24-8) 127 13 more than row 2) 124 Isa me as row 2) 11211 2 less than row 5) 124 Isa me as row 2) 96 164+32) Congratulations. You can now design yo ur own player image and calculate the decimal numbers needed for it. Next. yo u lea rn how to re seNe memory for your player-miss ile image data. Dimensioning Strings for PMG In this chapter you'll learn an important secret- one not revea led in most other books and articles on PMG.

12 / Designing Player Images ANSWER a. 00011100 g. h. i. j. k. b. 00011100 c. 00001000 d . 00011100 e. 00111010 f. 01011001 00011000 00101000 01001100 01000100 01000100 Now we have all of the binary numbers needed for our player image. But before we can put these values into Atari's memory, we need to convert them into decimal numbers. That's because BASIC was designed for inputing decimal numbers, not binary ones. " Otherwise, read on and I'll explain. Decimal numbers are the kind used by most normal people (You know what I mean-people who aren't assembly language programmers).

Hearts b. Zeros ANSWER Zeros, of course! Remember. in memory. a bit always contains either a one or a zero. 30 / Getting A Player on the Screen To see the zeros in BUFFERS, try running this program: 11060 FOR 1=1 to 384 11070 ? ASC(BUFFER$(I)) 11080 NEXT I Note: In line 11070 I am using "ASC' to return the actual number stored in each byte of BUFFERS rather than displaying a character Now that we have set BUFFERS to zeros, we can use it to set the rest of PM memory to zeros. For example, we can set the missile area to zeros like this: MISSILES$=BUFFER$ • You try it.

Download PDF sample

Rated 4.02 of 5 – based on 5 votes