First right click on the screen addresses below to copy and print them out so you can refer to them later.
A `character` can be printed on the screen using `character` position addresses which are from `0400` to `07E7` hex and the `character` colour position addresses to colour the `character` are from `D800` to `DBE7` hex.
Please note from the positions below ,the screen and colour character position addresses from the 2nd to 40th columns the addresses are indicated with the end 2 characters of the address in each square section.Example in row 1 ,column 2 the address is `01` thus the actual address is `0401` and the colour address is `D801`.
In the examples below shows the 1st two characters of the screen and colour  position addresses.
1st two characters screen address                 1st two characters colour address
                       04 ================================  D8
                       05 ================================  D9
                       06 ================================  DA
                       07 ================================  DB
                                          
   SCREEN AND COLOUR
            CHARACTER
   POSITION ADDRESSES
Here is how to print a `character` on the screen and colour it:-
Enter the `Monitor` and type
                               .A  C000  JSR$E544  [clear the screen]
                               .A  C003  LDA#$00   [load `A` with the value `00` (code number
                                                                 for colour black)]
                               .A  C005  STA$D020  [store the value of `A` into address D020]
                               .A  C008  STA$D021  [  "       "     "     "   "     "     "        D021]
                               .A  C00B  LDA#$51   [load `A` with value `51` (ball)]
                               .A  C00D  STA$05F1  [store the value of `A` into screen address
                                                                    05F1]
                               .A  C010   LDA#$07   [load `A`  with value `07`(code number for
                                                                  yellow)]
                               .A  C012  STA$D9F1  [store the value of `A` into address D9F1
                                                                   (colour address for screen address 05F1)]
                               .A  C015  JMP$C00B [jump to address C00B to keep the
                                                                   program running]

Please do not enter in the `Monitor` after the commands the `brackets [ ]` and the `information`.The information is only there for reference.
`D020` address is for to colour the `border`(e.g. `00` black) and `D021` address is to colour the `background` (e.g. `00` black).
`51` is the code number for the character `a ball` and the screen character address `05F1` combined with the colour character address `D9F1`  is positioned in the `middle` of the screen.
Now clear the screen and type .X  and press `return` you are now back in `basic`.Type SYS49152  and press `return` to run the program, as you will see in the `middle` of the screen a `yellow ball`.
To return to `basic` press `Stop/Restore` same time.