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USER-DEFINED GRAPHICS AND CHARACTER SETS
User-defined graphics are something every Spectrum owner learned very early in their programming days. Such 8×8 character squares that weren't the standard character set and used the graphics characters A to U were the mainstay of all sorts of games in 1982 and 1983, before the programmers became more sophisticated with their sprite designs. The entire character set was also redefinable, in a more elaborate way, but still accessible without needing to know any machine code...
It was only much later that I found out how to save UDG sets as a separate file on tape, via the command SAVE "[filename]" CODE USR "a" (and, of course, load them back with the corresponding LOAD command. Character sets I only tried once I'd joined the World Of Spectrum forums and wanted to make my crap games look a bit less crap - and, indeed, one of those was only to showcase a character set and a load of UDGs, gameplay was an afterthought!
Nevertheless, I found a redefined character set in a type-in I had, namely M.J. Levers' Defender, the only program I had in three issues of Sinclair Programs which was too much for the 16K Spectrum to handle. This defined a "futuristic" character set which was poked into memory when the program was run and could be accessed via POKE 23607,249. This is an address to be very careful when poking as specifying a value of anything other than the redefined or the standard character set (re-accessed via POKE 23607,60) caused the characters to be displayed as illegible garbage!
Character sets defined at this address are saved with SAVE "[filename]" CODE 64000,768. It helps to CLEAR 64000 before loading the character set!

THE ULTIMATE CHARACTER DEFINER

USER-DEFINED GRAPHICS AND CHARACTER SETS
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