&0D > PRINT $(S% + 6) : REM retrieve string, excluding &0D terminator, and starting at S% + 6 bytes PIES 16 and 32-bit versions As most early home computers used 8-bit processors, PEEK or POKE values are between 0 and 255. Setting or reading a 16-bit value on such machines requires two commands, such as to read a 16-bit integer at address A, and followed by and to store a 16-bit integer V at address A. Some BASICs, even on 8-bit machines, have commands for reading and writing 16-bit values from memory. BASIC XL for the Atari 8-bit family uses a "D" (for "double") prefix: DPEEK and DPOKE The East-German "Kleincomputer" KC85/1 and KC87 calls them DEEK and DOKE. The Sinclair QL has PEEK_W and POKE_W for 16-bit values and PEEK_L and POKE_L for 32-bit values. ST BASIC for the Atari ST uses the traditional names but allows defining 8/16/32 bit memory segments and addresses that determine the size. POKEs as cheats In the context of games for many 8-bit computers, users could load games into memory and, before launching them, modify specific memory addresses in order to cheat, getting an unlimited number of lives, immunity, invisibility, etc. Such modifications were performed using POKE statements. The Commodore 64, ZX Spectrum and Amstrad CPC also allowed players with the relevant cartridges or Multiface add-on to freeze the running program, enter POKEs, and resume. For example, in Knight Lore for the ZX Spectrum, immunity can be achieved with the following command: POKE 47196,201 In this case, the value 201 corresponds to a RET instruction, so that the game returns from a subroutine early before triggering collision detection. Magazines such as Your Sinclair published lists of such POKEs for games. Such codes were generally identified by reverse-engineering the machine code to locate the memory address containing the desired value that related to, for example, the number of lives, detection of collisions, etc. Using a 'POKE' cheat is more difficult in modern games, as many include anti-cheat or copy-protection measures that inhibit modification of the game's memory space. Modern operating systems enforce virtual memory protection schemes to deny external program access to non-shared memory (for example, separate page tables for each application, hence inaccessible memory spaces). Generic usage of POKE "POKE" is sometimes used to refer to any direct manipulation of the contents of memory, rather than just via BASIC, particularly among people