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NO. 52 
MARCH 1987 



THE #1 MAGAZINE FOR ATARI® COMPUTER OWNERS 




U.S.A. $3.50 
ADA $4.75 



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Flight Simulator II 
Scenery Disks 

The Challenge of Accomplished Flight 

With a realism comparable to (and in some ways even surpassing) 
$100,000 aircraft flight simulators, Flight Simulator II includes full 
flight instrumentation and avionics, and provides a full-color out-the- 
v/indow view. Instruments are arranged in the format standard to 
modern aircraft, All the radios needed for IFR flight are included. 
Front, rear, left, right, and diagonal views let you look in any direction. 
Program features are clearly documented in a 96-page Pilot's Operat- 
ing Handbook. 

For training in proper flight techniques. Flight Simulator II includes 
another 96-page instruction manual, compiled by two professional 
flight instructors with over 8,000 hours flight time and 12,000 hours 
of aviation teaching experience. You'll learn correct FAA- 
recommended flight procedures, from basic aircraft control through 
instrument approaches. To reward your accomplishments, the 
manual even includes a section on aerobatic maneuvers. 



The Realism and Beauty of Flight 

Go sight-seeing over detailed, realistic United States 
scenery. High-speed graphic drivers provide an 
animated out-the-window view in either day, dusk, or 
night flying modes. ■^^ 

Flight Simulator II features over 80 airports in four 
different scenery areas: New York, Chicago, Seattle, 
and Los Angeles. Additional Scenery Disks covering 
much of the United States are now available for all 
computer versions of Flight Simulator II. 




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Each disk covers a geographical region of the country in detail, and Is 
very reasonably priced. 

The Pure Fun of "World War I Ace" 

When you think you're ready, you can test your flying skills with the 
"World War I Ace" aerial battle game. This game sends you on a 
bombing run over heavily-defended enemy territory. Six enemy 
fighters will attempt to engage you in combat as soon as war is 
declared. Your aircraft can carry five bombs, and your machine guns 
are loaded with 100 rounds of ammunition. 

See Your Dealer. Flight Simulator II is available on disk for the 
Apple II, Atari 800/XL/XE, and Commodore 64/128 computers for 
$49.95. Additional Scenery Disks are $19.95 each. A complete 
Western U.S. Scenery six-disk set is also available for $99.95. For 
additional product or ordering information, call (800) 637-4983. 



Apple II IS a trademark of Apple Computer. Inc. 
Alan XL and XE are trademarks of Atari Corp. 
Commodore 64 and 128 are trademarks of Con" 



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LOGIC 



713 Edgebrook Drive 
Champaign IL 61820 

(217) 359-8482Teiex: 206995 

ORDER LINE: (800) 637-4983 

(except in Illinois. Alaska and Hawaii) 
Open 7 AM to 9 PM Central Time 



:iRCLE #101 ON READER SERVICE CARD 



ISSUE 52 
MARCH 1987 



CONTENTS 




FEATURES 



FEATURES continued 



The Devil's Doorway David Schwener 20 



A quick trip through 
"the grid" will 
lead you to the next 
level — or certain 
death — in this 
BASIC game. 



Rambug II Matthew J.W. Ratcliff 27 



After dealing with 

software bugs thes(! 

many years, Matt 

has decided to give 

you the chance to 

kill 'em all off, 

once and for all. 




Dumpmate Arthur R Horan 98 

Owners of the Okimate TO can now do black-and-white screen 
dumps of their Atari screens. 



i> ti li iJ <j o e; IV ti ~i HI 3 ? i ^ li 

POHR; 1971 ATTOWilTT. 
BUGS, 4 ROUN OJ. 




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The Vertical Blank Allan E. Moose 

Interrupt: Scrolling and Marian J. Lorenz 37 

This month's tutorial on VBIs will help you execute scrolling. 

Beyond Zork Clayton Walnum 46 

A guide through the maze of Infocom's innermost corridors 
and a look at the strange inhabitants there. 

Midas Maze Ken Miller 61 



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Zip through a maze 
in search of gold — 
but beware the 
robots hunting for 
intruders. . . 



Battle Stations! Daniel A. Silvestri 83 

strategy, tactics and tips for potential wargame generals. 

Matching Shapes Regena ST 89 

An educational and fun program for children; for the ST 
with a color monitor. 



REVIEWS 



Beach-Head II and 

Raid Over Moscow (Access Software) . . , .Andy Eddy 15 

Two games of conflict invade your Atari's monitor. 

GEnie Andy Eddy 17 

General Electric's information service heavily supports Atarians. 

ICD's Multifunction I/O 

Parallel Device (ICD inc.) .... Matthew J.W. Ratcliff 35 

A powerful accessory for your 600XL, 800XL or 130XE. 

Panak strikes! Steve Panak 57 

Reviewed are Theatre Europe (DataSoft/Intellicreations), 
Golden Oldies (Electronic Arts), Wargame Construction Set 
(SSI) and Crosscheck (DataSoft/Intellicreations), 

Six Forks Assennbler and Linker . . . Kurt Oestreich 71 

(Six Forks Software) 

Is this a good alternative to the MAC/6.'5 assembler? 

Atari ST Tricks and Tips. .Matthew J.W. Ratcliff ST 92 

(Abacus Software) 

We check out the fifth book in the Abacus ST series. 

Softworks BASIC (Softworks Limited) . . . D. R Scott ST 95 

What this compiled language has to offer and how it stands up. 



COLUMNS 

Editorial Clayton Walnum 4 

Reader comnnent 6 

8-bit news 14 

Scheduled Atari Fairs 14 

M/L Editor Clayton Walnum 19 

Database Delphi Matthew J.W. Ratcliff 70 

Boot Camp Karl E. Wlegers 74 

The End User Arthur Leyenberger 81 

ST notes D. F Scott ST 87 

Atari Users' Groups 94 

Index to advertisers 104 



ANALOG Computing (ISSt^l 0744-9917) is published monthly for $28.00 ($36.00 in Canada, $39.00 foreign) per year by ANALOG 400/800 Corp., 565 Main 
Street, Cherry Valley, MA 01611. Second class postage paid at Worcester, MA and additional mailing offices. POSTMASTER: Send address changes to ANA- 
LOG Computing, P.O. Box 625, Holmes, PA 19043. No portion of this magazine may be reproduced in any form without written permission of the publisher 
(see Permissions" on staff page). Contents copyright © ANALOG 400/800 Corp. 



ANALOG 

COMPUTING 

STAFF 



Editors/Publishers 

MICfiAEL J. DESCHENES 
LEE H. PAPPAS 

Managing Editor 

DIANE L. GAW 

East Coast Editor 

ARTHUR LEYENBERGER 

Midwest Editor 

MATTHEW J.W. IWTGLIEl'' 

Contributing Editors 

LEE S. BRILLIANT, M.D. 
IAN CHADWICK 
STEVE PANAK 
D.F. SCOTT 
KARL E. WIEGERS 

Contributing Artists 

MARK ASTRELLA 
GARY LIPPINCOTT 
LINDA RICE 

Tecbnical Editors 

CHARLES BACHAND 
CLAYTON WALNUM 
DOUGLAS WEIR 

Production 

CONNIE MOORE 
EDYTHE STODDARD 
JANE SULLIVAN 
KATHY WIESNER 

Advertising Manager 

MICHAEL ]. DESCHENES 

Accounting/Circulation 

ROBIN LEVITSKY 

Production/Distribution 

LORELL PRESS, INC. 

Contributors 

ANDY EDDY 
ARTHUR F. HORAN 
MARIAN ], LORENZ 
KEN MILLER 
ALLAN E. MOOSE 
KURT OESTREICH 
REGENA 

DAVID SCHWENER 
DANIEL A. SILVESTRI 



U.S. newsstand distribution by 
Eastern News Distributors, Inc., 
1130 Cleveland Rd., Sandusky, OH 44870 

ANALOG Computing magazine 
(ANALOG 400/BOO Corp.) is in no 
way affiliated with Atari. Atari is a 
trademark of Atari Corp. 



WHERE TO WRITE 

All editorial material (programs, articles, letters and press releases] should 
be sent to: Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603. 

Correspondence regarding subscriptions, including problems and changes 
of address, should be sent to: ANALOG Computing, 100 Pine Street, Holmes, 
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Correspondence concerning a regular column should be sent to our editori- 
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We carmot reply to all letters in these pages, so if you would like an answer, 
please enclose a self-addressed, stamped envelope. 

An incorrectly addressed letter can be delayed as long as two weeks before 
reaching the proper destination. 



ADVERTISING SALES 




ANALOG Computing 

HonK! Offict; 
Michael Des Clienes 
National Advertising 
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Address all 

advertising materials to: 

Michael Des Chenes — Advertising Production 

ANALOG Computing 

565 Main Street, Cherry Valley, MA 01611 



PERMISSIONS 

No portion of this magazine may 
be reproduced in any form, without 
written permission from the publisher. 
Many programs are copyrighted and 
not public domain. 

Due, however, to many requests 
from Atari club libraries and bulletin 
board systems, our new policy allows 
club libraries or individually-run BBSs 
to make certain programs from ANA- 
LOG Computing available during the 
month printed on that issue's cover. 
For example, software from the July 
issue can be made available luly 1. 

This does not apply to programs 
which specifically state that they are 
no( public domain and, thus, are not 
for public distribution. 

In addition, any programs used 
must state that they are taken from 
ANALOG Computing magazine. For 
further information, contact ANA- 
LOG Computing at (617) 892-3488. 



SUBSCRIPTIONS 

ANALOG Computing, P.O. Box 
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Canada: $36-1 yr: $68-2 yrs.; $99-3 
yrs. Foreign: $39-1 yr.; $72-2 yrs.; 
$104-3 yrs. For disk subscriptions, 
see the cards at the back of tliis issue. 



AUTHORS 

when submitting articles and pro- 
grams, both program listings and text 
should be provided in printed and 
magnetic form, if possible. Typed or 
printed text copy is mandatory, and 
should be in upper- and lowercase, 
with double spacing. If a submission 
is to be returned, please send a self- 
addressed, stamped envelope. 



O.K., we are excited about the ST line. 
As proof, we offer. . . 

System HI) 



20-megabyte hard drive 
1-megabyte SVi" floppy 

All in one system! 

How's that for excitement? 

Add this system to your 520ST or 1040ST 
system, and enjoy the power and utihty 
of a great computer with enough storage 
to tackle the job. 



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2500 South Fairview/Unit L 
Santa Ana, California 92704 (714) 549-2141 







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CIRCLE #102 ON READER SERVICE CARD 




Editorial 



K has always struck me as strange that 
cntorlainment software (and the machuies 
on which it's most suited to run) is treat- 
ed with such disdain. Somewhere along 
the line, leisure computing became an ac- 
tivity in which few people would willing- 
ly admit to participating. This gave rise to 
a population of closet gamesters who, by 
day, frown and harrumph at any software 
not resembling Lotus 1-2-3, and. by night, 
perch before their monitors (after making 
sure all the shades are down), grinning as 
they twist the handles off of innocent joy- 
sticks. It's okay to spend six hours prepar- 
ing a spreadsheet template, but mention a 
session with Star Raiders, and you'll see 
the eyebrows go up. 

Let's step back to the beginning, shall 
we? Remember the first time you laid eyes 
on a Pong game? I do. I stood there pump- 
ing in quarters and muttering things like, 
"1 knew that computers could keep track 
of payrolls and do word processing, but 
this is amazing!" Back then, the fact that 
computers had entered the entertainment 
industry was something to be proud of. Al- 
ter all, any old machine could handle your 
taxes, but it took a dynamo to run graphi- 
cally oriented software. 

Yet, as more and more computer arcades 
popped up (and ever-increasing numbers 
of quarters vanished from kitchen cookie 
jars), the amazement got misplaced, and 
the puritan notion that frui was a cancer 
lo the soul filled its empty slot. Work was 
where computers belonged, and work was 
serious stuff, requiring serious individuals 
with serious machines. So, any computer 



which was associated with entertainment 
lost credibility in the corporate world. Too 
bad, because those machines were ceipable 
of sophisticated tasks. 

Now, in our newly "enlightened" era, 
when the importance of graphics in soft- 
ware is coming to the fore, the so-called 
game machines are gaining a long-awaited 
— and well-deserved — respect. These are 
machines that can do more than spread- 
sheets and word processing. These are ma- 
chines that ca]i display three-dimensional 
graphs, that can organize data in attrac- 
tive, fully-colored charts, can print text in 
myriad fonts. And nothing has contribut- 
ed more to the advancement of computer 
graphics than the entertainment software. 
Those "silly" games forced our computers 
to show off capabilities we never dreamed 
existed, and the business commimity took 
note. . .and learned. 

We at ANAI.,OG Computing are proud 
of our contributions to the entertainment 
software industry. Since issue 1, our games 
have been among the best to be foimd be- 
tween the covers of any magazine — and 
we're not about to stop yet. 

Therefore, we officially dub March 1987 
National Entertainment Month. This does 
not mean you have to put away your word 
processors and databases till April. What 
it does mean is that you should be proud 
of the fact that your computer is a game 
machine (among other things). You should 
realize that any computer capable of trans- 
porting you into the world of BoulderDash 
or Ultima is al the top of the heap, jiot the 
bottom. 



This month, we dug deep inlo our files 
lo bring you hom's of addicting, quality en- 
tertainment. The Devil's Doorway, for in- 
stance, is one of the most original game 
concepts we've seen in a long while. And 
il shows that BASIC games can be every 
bil as exciting as their machine language 
cousins. Midas Maze adds a bit of fresh- 
ness lo the old "gobble the dots" scenario, 
leading you on a crazy and nerve-wracking 
maze race. 

Speaking of nerve-wracking, Rambug II, 
by our Midwest Editor Matthew Ratcliff, 
is sure to make you work up a sweat, as 
you battle furiously to rid your computer 
of hundreds of electronic bugs (they're nol 
only dangerous, they're ugly!) 

If Ihal isn't enough for you, we've gol om- 
usual array of utilities, tutorials and hoi 
news. Learn about your computer; catch 
up on the latest from AUu-i; discovei- which 
products are worthwhile investments and 
which aren't. 

But, most of all, have fuu. 



(Jja^U/aA^ — 



Clayton Walnum 
Technical Kditor 
ANALOG Computing 



PAGE 4 /MARCH 1987 



ANALOG COIVIPUTING 




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Roundup 
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GRAPHICS 

Sketch Pad 

Graphic Violence! 

Multicolor Screen Generator 

Moving Missiles in BASIC 

Stars 3-D 

Bar Chart Subroutine 

Solid States 

Scredit 

Graph E's 

P/M Creator/Animator 



^^^^•^ A..M ^^? n\a\e^ 










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To order, send $9.95 

(plus $2.50 shipping and handling) 
NO CODs ACCEPTED 

to: 




ANALOG Computing— Disks 

RO. Box 23, Worcester, MA 01603 

or call (617) 892-3488 







■■■■■a 

n 



Reader coimnent 



Correction for 
Tablet Typist and Slither. 

Some extraneous data got tacked onto 
the end of issue 51's Tablet Typist, Listing 
1. Just ignore everytliing beyond Line 1870. 
Also, llie last number in the last line of the 
Slither listing should be 917 instead of 873. 

Fortune Wheel-ing. 

1 am enclosing a few lines of BASIC code 
that will enhance the program Fortune 
Wheel from your December issue. These 
lines will make a normally addicting pro- 
gram into a very addicting program. 1 hope 
your readers will agree. 

201 POSITION K5,K4:? ■'$";T 

PMCKl) :POSITION 27, K4;? "$ 

";TPMCK2) 

565 ON ROUND GOSUB 31110,3 

1120,31130 

590 MNY=UflLCMNY$) 

31110 5P$="400 100 300 150 

350 TURN2O0 450 100 350 1 
50 FREE550 450 200 175 250 

TURN425 225 lOO 175 lOOOB 
UNK" 

31115 RETURN 
31120 5P$="800 200 500 300 

700 TURN400 900 200 700 3 
00 FREE150O9OO 500 350 500 

TURN850 450 200 350 lOOOB 
ONK" 

31125 RETURN 
31130 SP$="10OO400 BflNK600 

1400TURN8OO 1800400 14008 
00 FREE300018OOi0O070O 100 
OTURN17O09OO 400 700 SOOOB 
ANK" 
31135 RETURN 

Now for the wiiys and wberefors of these 
changes. 

The addition of Line 201 will keep a 
constant on-screen display of the two play- 



ers' current standings. It is only updated 
at the -end of each round. 

Lines 505. 590 and, 31110 to 31135 work 
together in allowing for progressively lai'ger 
payoffs. One advantage to this is in giving 
a player being shut out an opportunity to 
stage a dramatic third-round comeback 
and win the right to go to the Big Board. 
Besides, I like large payoffs, even if they're 
only make believe. 

Keep up the good work and bring us 
many more programs like Fortune Wheel. 
That sucker is addicting! 

Sincerely, 

Richard Strecker, President 

Lake County Atari Computer Enthusiasts 

A graphic response. 

I wanted to thank ANALOG Computing 

for printing Bob Whipple's letter concern- 
ing our Print Shop graphic disks, in issue 
47 We have received tremendous response 
from your readers, especially from other 
Atari user groups. In fact, the response was 
so great that we had to order a new lot of 
disks — consequently, some orders were de- 
layed a few weeks. Our backlog has final- 
ly been filled, and we are currently 
assembling our fom-th volume of graphics, 
which will be available by April. Thanks 
for all the support. 

Sincerely, 

Forrest Blood, i'resident 

Jersey Atari Computer Society 

Clementon, NJ 

For those of you without issue 47, the 
disks were $10.00 eadi. Write to /ACS, P.O. 
Box 710, CJementon, N] 08021. —Ed. 

Foreign relations. 

For over a year I've been trying to make 



contact with Atari users in America, in ev- 
ery possible way I know. I even wrote to 
the American Embassy. But still I haven't 
made any contact. I don't know if this is 
the right way, but I would like to ask if you 
could put me in contact with any Ameri- 
can users. 

I'm the owner of an Atari 800XL (256K), 
1050 disk drive with Happy enhancement. 
The main reason for asking is that I would 
like to exchange information and tips. I 
have already made contact with Atai'i users 
in England, Germany, Belgium, Italy and 
even in Malaysia. So I hope that you can 
help me. . . 

Your faithfully, 

Rob Rachota 

vd. Boschstraat 251 

2595 AC The Hague 

Netherlands 

For quite some time now, we, the Bir- 
mingham Atari User Group here in Eng- 
land, have been trying to set up a link with 
our bulletin board to one across the Allan- 
tic. But the difficulty is finding someone 
who is just as keen to do the same thing. 

The idea is to transfer messages from 
our country to yours via the two bulletin 
board systems. This, in turn, would cre- 
ate many friendships between our coun- 
tries. 

The messages would be a disk transfer 
by airmail post, so that the cost is kept to 
a minimum, and the frequency of transfer 
would be by the arrangement of each in- 
dividual SYSOP. The bulletin board soft- 
ware that we use is FoReMXL 8-bit, and 
any SYSOP in your country wiW need lo 
know this, as message bases need to be 
compatible. 

Should we get a number of replies, then 



PAGE 6 / MARCH 1987 



ANALOG COMPUTING 



Let your artistic nature 

bring you fame and fortune 

in the 

^^-— / nd^ 

DESIGNS ENTERTAINMEMT GRAPHIC ARTS SYSTEM ^ (.I/" 

CLIP-ART CONTEST 



FIRST PRIZE 

$1000 

and your choice 

of 

3 

software packages 

from 

Batteries 
Included 



Co-sponsored and judged 

by 

ANALOG Computing/ST-Log 



" THIRD PRIZE 

Double-Sided drive or 
monochrome monitor 

and 
3 Batteries Included 
software packages 



SECOND PRIZE 

A Supra 10-meg 
hard disk 

and your choice of 

3 software packages 

from Batteries included 



3 RUNNERS UP 

1-year 

ST disk subscription to 

ANALOG/ST-Log 

and 

1 Batteries Included 

software package 



The winning iliustrations will be published by Batteries Included in a ClipArt collection disk, and 
will be published individually on disk versions of ST-Log, as well as used for illustration in the pages 
of ANALOG Computing/ST-Log magazine- 

The DEGAS Elite Clip-Art Contest is open only to registered owners of the 

DEGAS Elite software program from Batteries Included. 

Look for specially marked packages of DEGAS Elite for your entry card and rules. 
If upgrading from DEGAS, ask Batteries Included for a Clip-Art Contest entry form. 

Entries must be received by midnigfit, EST, May 31, 1987. Direct any inquiries about the 
contest to: Batteries Included, 30 Mural Street, Richmond Hill, Ontario, Canada L4B 185 

Pick up Elite and get your mouse in motion! 




All back 

issues 

are priced 

at $4.00 each. 



Send your check or money order to 
ANALOG Computing Back Issues, 

RO. Box 625, Holmes, PA 19043. 
MasterCard and VISA orders, 
call 1-800-345-8112 
(in Pennsylvania, 1-800-662-2444). 




ISSUE 30 • Loan Shark • Z-Plotter • BASIC Burger • ANALOG TCS Guide 

• Boulder Bombers 

ISSUE 31 • Unicheck • R.O.T.O. • Lunar Patrol • ATASCII Animation • Lazer Type 

• Atari Clock • Personal Planning Calendar 

ISSUE 32 • Supereuersion • DOS III to DOS 2 conversion • Color the Shapes 

• Home-made Translator • Cosmic Defender • 520ST 

ISSUE 33 • An Intro to MIDI • Note Master • Syntron • BASIC Bug Exterminator 

• Assemble Some Sound • C.COM • Mince (ST) 

ISSUE 34 • Dragon's Breath • Ivlultiple Choice Vocabulary Quiz • Elevator Repairman 

• Assemble Some Sound Part 2 

ISSUE 35 Cafeo on disk) • Hide and Seek • Printers Revisited • Bonk • Turtle 1020 • G: 

ISSUE 36 (also on disk) • Sneak Attack • Maze War • Nightshade • Solid Gold 
Input Routine • Rafferty Run 

ISSUE 37 (also on disk) • Speedski • Index to ANALOG Computing (15-36) • Master 
Disk Directory • Halley Hunter • Bank Switching lor the 130XE 

ISSUE 38 (also on disk) • Color Alignment Generator • Incoming! • DLI Maker • Air 
Hockey • ST Color Palette 

ISSUE 39 (also on disk) • Super Pong • Unicheck (updated) • C-Manship Part 1 

• Program Helper • Adventurous Programming Part 1 • ST Software Guide 

ISSUE 40 (also on disk) • Clash of Kings • Micro-Mail • Koala Slideshow Program 

• Adventurous Programming Part 2 • Mouser 

ISSUE 44 • RAMcopy! • The 8-Bit Parallel Interface • Arm your Atari • Blast! 

• D:CHECK in Action! • STLog 4 

ISSUE 45 • Stencil Graphics • Roll 'Em! • RAM DOS XL • LBASIC 

• Using BASIC XLs Hidden lulemory • ST-Log 5 

ISSUE 46 • Magic Spell • Moonlord • Soft Touch • La Machine • June CES 

• Launch Code • STLog 6 

ISSUE 47 • DLIs; A minute to learn • Deathzone • BASIC Editor II • 

• The ANALOG Database • DiskFile • STLog 7 

ISSUE 48 • M-Windows • Cosmic Glob • DLIs - Part 2 • Modem Chess 

• Status Report • STLog 8 

ISSUE 49 • The Atari 8-bit Gift Guide • Brickworks • TechPop 

• Fortune-Wheel • Smiles and other facial wrinkles • STLog 9 

ISSUE 50 • Krazy Katerpillars • Atari Picture Storage Techniques • Trails in Action! 

• Scroll-It • Screen Scroller 

Issues 12, 14, 15, IB, 17, 18, 19. 20, 21 and 22 are also slill available. 



Back issues on SVa-inch disk 

$12.95 each, plus $3.00 shipping and handling. 
Issues 35 and up are available in this format. 




PO. BOX 23 



[COMPUTING] 

WORCESTER, MASSACHUSETTS 01603 



n Reader comment continued 



we will pass these on to other interested 
Atari bulletin boards here in England, who 
are just as interested as we are. Would any 
SYSOP who is interested in this great idea 
please reply to this address? 

Yours sincerely, 

Mick Coleman 

SYSOP of the C.B.A.B.B.S. 

30 Daimler Road 

Yardley Wood 

Birmingham, Bl4 4] J, U.K. 

We were moved by a recent letter in your 
Reader comment from Mark Horski of Po- 
land, who was having some trouble find- 
ing references on PEEKs and POKEs for 
his ISOXE. He said that there wasn't much 
Atari software in Poland, either. So, we at 
SPACE (St. Paul Atari Computer Enthusi- 
asts) thought we would cook up a little 
Christmas present for Mark. Please see the 
enclosed letter we sent to Mark along with 
the present. We thought you'd like to know. 

Sincerely, 

Bob Floyd, St. Paul ACE 

Maplewood, MN 

"Dear Mark: We saw your letter request- 
ing information on the Atari's PEEKs and 
POKEs in the December 1986 (issue 49) 
ANALOG Computing magazine. So, as an 
Atari user group, we thought we would 
send you the best book on the subject, 
Mapping the Atari (revised edition), by Ian 
Chadwick. We have also enclosed a DOS 
2.5 disk (DOS 2.0 on back), the Atari trans- 
lator, a public domain player for AMS (Ad- 
vanced Music System) and 1 double-sided 
disk of Christmas songs to go with it. Also, 
we have enclosed 5 double-sided disks of 
public domain software from our club's 
disk library (8 disks total). Some disks use 
BASIC and some are machine language. 
All of the disks will auto-boot (usually to 
a menu), but you may or may not have to 
hold down the OPTION button on your 
130XE. Please write if you have any ques- 
tions on the disks." 

Mark's letter to ANALOG: I've recent- 
ly received some letters from the U.S.A., 
from Atari users. Thus I've learned that 
you were so kind as to print my letter in 
your December issue. It is a great and fab- 
ulous surprise for me! Thank you very, 
very much. My new friends in the States 
offer some interesting programs and books. 
So 1 hope I'll receive some software soon. 
Thanks to you, I have also received letters 
from Belgium, West Germany and Canada. 
I have three Antic issues, two ANALOG 
Computing issues and four of COMPUTE.' 
I find ANALOG best. "Type-in" programs 
are also more interesting. Some weeks ago 
I have received your issue 47, and I'm very 
fond of it. 

About me: I am working now at DLIs 
(Display List Interrupts). Your issue 47 con- 
tains some interesting information about 
t'hem. 1 try to create interesting screens, 
mixing together graphic modes 0, 3 and 8. 



It is difficult, but very interesting. I can do 
some simple changes in DL now. I also try 
to add some sound to my own graphics. 
Adding sound to my program drawing sin 
and cos functions was easy, and the effect 
is interesting. 

I have also learned about shutting off the 
ANTIC chip via POKE 559,0. It speeds 
some programs. As you can see, I am a real 
computer fan. My favorite games are text 
and graphics adventures. These games 
"force" me to even think in English, so 1 
hope to speak (and write) English better 
than now. 

I would like to thank you again for your 
kindness very much. Please accept my 
best wishes for you and for your great 
magazine. Long live ANALOG! 

Yours truly, 

Mark Horski 

Chorzowska 17/19 

44-100 Gliwice, Poland 

Glad ive could help, Mark. And we're 
happy to see the Atari adventure is being 
shared. — Ed. 

ST-disturbance. 

I am writing to you with deep disap- 
pointment. I have just purchased the Janu- 
ary issue of ANALOG Computing and have 
read through it. I was most distressed, 
upon reading the editorial page, that you 
have taken out ST-Log. As you state, if I 
had read the cover very carefully (empha- 
sis yours), I would have noticed this fact. 
If you do not already know that most peo- 
ple do not read the cover very carefully be- 
fore buying the magazine, 1 am going to 
tell you. 

Going deeper into the magazine, I came 
upon the article by Arthm' Leyenberger 
(page 67). The subtitle of this article is 
"Truth in Advertising!" Surely you can ap- 
preciate my disbelief upon reading that 
you condemn "misleading/inaccurate ad- 
vertising." Isn't it possible you are guilty 
of the very same thing? All along, when 
I've purchased ANALOG, ST-Log was in- 
cluded. Now you tell me I have purchased 
a magazine that has very little useful in- 
formation in it, but be happy because I can 
now go out the buy the magazine I thought 
I was getting in the first place. 

Having just purchased an Atari 520ST, 
I had considered subscribing to your mag- 
azine. I can assure you I am giving it great- 
er consideration and less action. As you 
state, those who subscribed to your maga- 
zine were warned in the December issue 
about the split. Have you so little regard 
for those readers who pui'chase your maga- 
zine at the newsstand? 

I am very disappointed. I thought your 
magazine an excellent one. I am sorry to 
see you stoop to such low tricks to sell a 
few more issues of ANALOG Computing. 

F.J. Rocal, R.N. 

For the last montli, ever since my un- 



informed purchase of the January issue of 
ANALOG Computing, I have been wasting 
my time hitting the dealers every two or 
three days, wherever I've bought ANALOG 
in the past, searching for S'T-Log. 

As far as I can determine, ST-Log has no 
distribution in the San Francisco Bay 
Area. The dealers I visit and the few I've 
phoned don't have it — and have no idea 
what I'm talking about. I have several times 
encountered other, equally vexed ST own- 
ers on similar quests. 

Stan Farwig 

Concord, CA 

We don't think we mislead anyone. . . 
There were six ST reviews and one ST fea- 
ture in January's ANALOG Computing. 
This magazine vviJJ continue to cover all 
Atari computers, while ST-Log will give ST 
owners machine-speci/ic in/ormafion. 

As for the availability of ST-Log, we did 
send promotional materials to our dealers 
and distributors last October. We found that 
people were a bit hesitant about carrying 
the new magazine in any large quantities. 
Rest assured, we're doing our best to get 
ST-Log on all our dealers' shelves. — Ed. 

The Print Shop 
and the Panasonic 1080i. 

It's a great marriage, but the honeymoon 
was a bit rough. The relationship started 
off poorly when I hooked up my new Pana- 
sonic KX-P1080i to my Atari 800, by way 
of an XETEC interface, and attempted to 
use Broderbmid's Print Shop to make a 
card. The results were disastrous. The 
printer would print two lines of the grapliic 
border, then the print head would make an 
uncontrolled dash to the right until it 
crashed into the printer frame. This would 



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CIRCLE #103 ON READER SERVICE CARD 



ANALOG COMPUTING 



MARCH 1987 / PAGE 9 




Reader comment continued 



cause the printer to lock up with the error 
Ught flashing. 

I tried everything to correct this com- 
patibility problem. I flipped dip switches, 
changed "setup" parameters, tried differ- 
ent cards, and nothing helped. So, as a last 
resort, I called the toll-free number in the 
back of the Panasonic instruction manu- 
al. From this point on, the relationship did 
nothing but improve. 

The people from Panasonic informed 
me that they had discovered the problem 
(after production) and that it was in a ROM 
chip inside the printer itself. After taking 
my name and address, they promptly sent 
me a replacement ROM, at no charge, that 
completely fixed my problem. 

The bottom line is that Print Shop and 
my new Panasonic printer are working to- 
gether — perfectly. I am very pleased with 
the support Panasonic has demonstrated 
by following up with corrections for a sin- 
gle piece of software. I hope this letter will 
help other readers who use Print Shop and 
purchase a Panasonic 10801. It is an ex- 
cellent printer 

Sincerely, 

Gerald C. Stafford 

Visalia, CA 



Keep the 8-bits strong. 

Since the emergence of the Atari 520ST, 
many people have written off 8-bit Ataris 
as "out-of-date" macliines. Following your 
editorials and the articles from your con- 
tributing editors, it is easy to tell that you 
fully support the 8-bit machines. I appreci- 
ate your continued support greatly! Recent- 
ly, however, I ran across one situation that 
disturbed me so greatly I felt the need to 
voice my opinion. 

B. Dalton Bookseller recently opened a 
new chain of software stores called Soft- 
ware Etc. When I went in to look around, 
I was very upset to find that they didn't 
have a section for the 8-bit Ataris. They 
did, however, have a section for the Atari 
ST computers. What was worse was the 
fact that they carried books and software 
for the Commodore 64 and the Apple II se- 
ries of computers. After seeing this, I de- 
cided that it was time to write to the main 
offices and ask what was going on. I didn't 
even get an answer to my letter. 

I would like to ask all ANALOG Com- 
puting readers to write a letter to B. Dal- 
ton, requesting them to carry Atari 8-bit 
products. The address is: Software Etc., 
B. Dalton Bookseller, PO. Box 1152, Min- 



neapolis, MN 55440. If we don't demand 
support for these machines, they are sure 
to die, in no time. 

Sincerely, 

Perry Robins 

Alhambra, CA 

Getting into action. 

I've used an Atari since 1982, when I got 
an 800. I bought a 130XE within the last 
year. My only complaint about it is the 
keyboard. If I have serious word process- 
ing to do, I use the 800; the keyboard is 
so much better 

I have dabbled with programming and 
consider myself fair in BASIC. I have Ac- 
tion! and have tried using it. My feelings 
regarding the language parallel those of 
Donald Sexauer in issue 46's Reader Com- 
ment. There's a pronounced lack of after 
market support for Action!, so I depend 
on ANALOG Computing and others to 
teach me how to get the most out of it. 

Usually though, I spend hours writing, 
debugging, etc. . . .to find a commercial or 
public domain package that does what I 
want better, faster and in less space. I've 
become more of an "operator" than a 
"programmer." But I still enjoy program- 



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810 Side with Data Sep . . . 39.50 

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C021697 $10.00 

Fastchip lor 800/400 . . . .$15,50 

1050 FDC 2793 $19,50 

850 Interface with Case . . $120,00 

Numeric Keypad $15,00 

850 or PR Printer Cable . . .$12,50 

PRConneclion $65,00 

Joystick Cable ,95 

BOARD SETS 

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MANUALS 

SAMS Service Manuals lor 800 or 400 
or800XLorl30XE . . . S1950ei 
520ST Service Manual . . .$3950 
Inside Atari Basic $ 5,00 

HAPPY ENHANCEMENTS 

810 Version 7 Enhanc, . . .$89,95 

1050 Happy $139,50 

810V,7Updale $47,50 

850 BARE BOARD 

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Bare Board Wilh all ICs . . .542,50 

CONNECTORS 

lOlOPINPCMounl .... $4,50 

10 Cable Plug Kil $4,50 

30 Pin Cart, Sockel $4,50 

EDITOR/ASSEMBLER 

Editor Assembler Cartridge 

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Manual not included . . . .$10,00 

Cart, w Alan Roots $22,95 

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Basic Rev. A" Cartridge works wilh all 
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800XL Owners Note! Use this Cart- 
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Basic $10,00 



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Replacement Transformer lor: 
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+ EEPROMS 2816A, 52B13, 
52B33 Reads 2K lo 8K Alan 

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Alan Joystick $ 7,00 

Atari Paddles CX40 $6,50 

Donkey Kong Cart $5,00 

Pac-Man Cartridge S5.00 

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Chicken Cartridge $5,00 

Serpentine Disk $5,00 

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400 $29.50 

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810 $69.50 

800XL $49.50 

1050 $85.00 

800 Keyboard Repair .... $25.00 
Above units repaired or exchanged 
with rebuildable exchange. Include 
S7,00 return shipping and insurance. 

10K Rev. "B" Upgrade 

for older 800 400s 
End printer disk drive timeouts and 
OTHER ERRORS. Many new pro- 
grams require Rev. B Type the 
following peek in Basic lo see if you 
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If the result equals 56 you have the 
old O.S Three Chip ROM set with 

instructions S7.50 

Complete lOKRev.B module S9.50 

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Add additional graphics modes and 
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Instructions included . . . S4.50 

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Instructions included . . SIT.WS 



IN CA CALL 
415 352-3787 



CIRCLE «104 ON READER SERVICE CARD 



PAGE 10 / MARCH 1987 



ANALOG COMPUTING 



ming for the challenge — and would do 
more, if I felt more confident. 

I would like to see ANALOG Comput- 
ing include more utilities and tutorials. 
And I'd like to see more articles on Action! 
and unique uses for existing software. One 
example: using SynCalc as a database to 
keep track of repairs on your car (or cars) , 
prompting you for maintenance items. 

This template is one I'm trying to design. 
Articles like these could create excitement 
for productivity software already available 
— and could go a long way in showing the 
Atari is not just a game machine. 

Earle West 

Deerfield Beach, FL 

Voice Master heard from. 

We were pleased to see Mr. Ratcliff 's re- 
view of the Voice Master in your issue 47. 
However, there were some inaccuracies 
that we would like to respond to. 

First, it was stated that Voice Master can 
store 14 seconds of recorded speech infor- 
mation using the extra 64K bank of an 
Atari 130XE. In fact, more than a minute's 
worth (70 seconds) of speech data can be 
recorded into memory! Even with a 48K 
Atari 800, nearly 23 seconds of speech 
storage is available, and the Atari 800XL 
and 65XE will allow for up to 40 seconds. 
Within the above limits, up to 64 different 
phrases can be recorded into memory. Ad- 
ditionally, recorded speech files can be 
saved to disk, then loaded and played back 
sequentially under BASIC program control. 

About the "limited" recognition capa- 
bility of Voice Master, we want to empha- 
size that recognition accuracy is highly 
dependent on the user and the vocabulary 
chosen. For example, the letters B, E and 
D sound very similar, and are much more 
difficult to distinguish between than the 
words Bravo, Echo and Delta, which can 
be recognized with almost 100 percent ac- 
curacy by the Voice Master when spoken 
consistently. So useful and practical recog- 
nition programs, including data entry pro- 
grams, can and have been written using 
Voice Master. The recognition capability 
of our unit is comparable to others costing 
many hundreds of dollars. 

We want Atari users to know that many 
long hours of research, development and 
programming effort have been put into our 
product, to provide them with the best 
possible speech synthesis and recognition 
system available at an affordable price. 

Sincerely, 

Kevin C. Gevatosky 

Technical Support 

COVOX Inc. 

675-D Conger Street 

Eugene, Oregon 97402 

(503) 342-1271 

MIL Editing. 

Since I purchased my 800XL two years 



ago and began learning to compute, the re- 
ceipt of your magazine has been a wel- 
come event each month. Since my typing 
is slow, utilities like M/L Editor have made 
loading programs easier to handle. How- 
ever, I wish to note an oversight. 

1 recently used M/L Editor to type The 
ANALOG Computing Database (issue 47) 
— approximately one week's worth of free 
evening time. Twice I was unable to exit 
the loader by typing Q. I could only abort 
and rerun the program. When I reran it, 
the line number displayed was one for a 
previously typed line. After retj^ping those 
lines and completing the Usting, the Data- 
base failed to run. 

After the second time M/L Editor failed 
to quit, I discovered the culprit. Although 
M/L Editor recognizes the letter key Q, it 
does not allow for q. You guessed it, I had 
accidentally hit CAPS instead of RETURN 
while loading data. By aborting the load- 
er program as I did, the disk file was not 
properly closed; and though the data was 
on disk, it was not recognizable to M/L 
Editor. 

So that others may avoid this pitfall, 
please tell your readers to change Line 320 
of M/L Editor to read GOSUB 500: IF 
A=ASC("Q"j OR A=ASC("q") AND X=l 
AND NOT EDIT THEN 420. 

Sincerely, 

Hal Rinkel 

LaPorte, IN 

A letter on letters. 

A few months ago, an ANALOG Com- 
puting editorial described the success of 
people writing to software manufacturers, 
urging them to support Ataris. Since then, 
I've written a few letters myself. 

The most recent urged Infocom to sup- 
port extended memory 8-bits. An entire In- 
focom game in the memory of an 8-bit is 
now a possibility! 

Please, if you have upgraded an 800, 
800XL, or a 130XE (or plan to), write soft- 
ware companies and ask them to develop 
products for these. It only cost me $27.00 
to go from a 64K 800XL to a 256K XL. The 
XEs are easier to upgrade. 

The only way we can get support is to 
show people there's a demand. Get those 
pens and printers moving! 

Mike Haas 

Middletown, PA 



Send your letters to: 

Reader 
comment 

ANALOG Computing 

P.O. Box 23 
Worcester, MA 01603 



ATTENTION 8-BIT 
POWER USERS! 



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WE KNOW it sounds IMPOSSIBLE, FANTASTIC, 
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hardware to mail or phone requests, MicroMiser 
Sndwarp 1 RT^-A Holrlpn Avp Orlando FL 3P80Q 



Tel. (305) 857-6014. 
VISA -MASTER-CHARGE 



CIRCLE *105 ON READER SERVICE CARD 



ANALOG COMPUTING 



MARCH 1987 /PAGE 11 




iiNtniNii 




ATARI XL • XE . 400/800 COMPUTERS 



ATARI 130XE 

& 2 FREE Programs 

our choice 

Call 



ATARI 850 

INTERFACE 

ONLY ^115 



ATARI 1050 
DISK DRIVE 

With 

D.O.S. 2.5 Included 

Call 




NX-10 PRINTER 

& 

SUPRA 

1150 INTERFACE 

«259 



Buy the 
EPYX 500XJ 
Joystick for 

^2.95 

When combined with any order purchase 



SAMSUNG 14" 

COLOR COMPOSITE 

MONITOR 

s|49 



ATARI XM-301 

MODEM 

ONLY 39.95 



ANIMATION 

STATION 

GRAPHICS TABLET 

(Software will dump to printer) 

*49.95 



PRINTERS 

NX-10 209 ND-15 449 

NX-IO/Parallel . 279 NR-15 559 

NP-10 189 NB-24/15 . . .Call 

NX-15 339 Powertype . . 229 

Panasonic 10801 1 99 

Panasonic 10911 259 

Citizen 120 D Call 

Canon Printers Call 

Brother Printers Call 



A' 
Letter t 

(S8 00 Shipping) 
Limited To Supply On Hand 



PANASONIC 10801 

& 

SUPRA 

1150 INTERFACE 

*259 



PRINTER 
INTERFACES 

Supra 1150 59.95 

P.R. Connertion 64.95 



MODEMS 

Prometheus 1200 299 

Maxwell 1200 229 

Supra 1200 AT 169 

Atari XM-301 39.95 

Supra 300 AT 39.95 

Avatex 1200 HC 135 



BATTERIES 



INCLUDED 



Paper Clip ^-^^rr: 
with Spell Pak 36.95 



p Energiied Software Company' 



B-Graph . . 
Home Pak . . 



. 24.95 
. 14.95 



• SUPER SPECIAL PRICES EFFECTIVE NOW THRU MARCH 31, 1987 



ATARI 800 • 800 XL • 1200 XL • 130 XE SOFTWARE 



ACTMSION 

Designer Pencil 17.95 

Cross Country Race ... 17,95 

Hacker 17.95 

Mindshadow 17.95 

Music Studio 23.95 

Space Shuttle 17.95 

IIMFOCOM 

Infidel 24,95 

Planetfall 24.95 

Sea Stalker 24.95 

CuPhroats 24.95 

Hitchhiker 24.95 

ZorkI 24.95 

Zorkllorlll 27.95 

U/ishbringer 27.95 

Ballyhoo 27.95 

Fooblitsky 27.95 

Moonmist 23,95 

Leather Goddess 23.95 

Hollyvuoocj Hijinx Call 

Fnchanter Trilogy 47.95 

ACCESSORIES 

RCA 6-Way Surge 

Proteaof 34,95 

USDoubler 54.95 

850 Modem Cable 14.95 

850 Printer Cable 14.95 

OPTIMIZED 
SYSTEMS 

Basic XE 49,95 

MAC65XL 47.95 

Action 47-95 

Basic XL 39.95 

All Tool Kits 19.95 



BRODERBUfMD 

Karateka 20.95 

Print Shop 28.95 

Bank Street Writer 34.95 

Print Shop Graphics 

I. II or HI 19.95 

Prt- Shop Companion .. 27.95 

MICROPROSE 

Silent Service 23.95 

Accrojet 23.95 

F-15 Strike Eagle 23.95 

Decision in Desert 27.95 

Kennedy Approach .... 23.95 
Crusade in Europe .... 27.95 

Conflict/ Vietnam 27.95 

Top Gunner 19.95 

ELECTRONIC ARTS 

Arcnon 11.95 

24.95 
. 11-95 
19.95 
19.95 
. 11.95 
. 11 95 
. 11.95 
. 11.95 
29.95 
. 11-95 
. 11.95 
27-95 
. 11.95 
. 11.95 
23-95 
27.95 
27-95 
.34-95 
.34-95 



SYWAPSE 

Syncalc 32.95 

Synfile 32.95 

Loderunner's Rescue . . . 20.95 

Syncalc Templates 16.95 

Essex 27-95 

Mindwheel 27-95 

Brimstone 27-95 

XLENT SOFTWARE 

Megafont N 17.95 

Page Designer 21,95 

Typesetter 24,95 

f\/1egafiler 21.95 

f?ubbef Stamp 21,95 

Print Shop Interface . . . 19.95 

EST. 1982 



DATASOFT 

Alternate Reality/City 24.95 

Alt Reality/Dungeon ....24,95 

Gunslinger 18.95 

Video Title Shop 21.95 

221 Baker Street 18.95 

The Mercenary 18.95 

Theatre Europe 2 1 .95 

Data Disk/Mercenary .... 1 1 ,95 

BATTERIES 
INCLUDED 

Home Pak 16.95 

B-Graph 27,95 

Paper Clip/Spell 37,95 



Archon II 

Mule 

Realm/ Impossibility . 
Murder/Zinderneuf 
Music Construction 
Pinball Construction 

One on One 

Seven Cities of Gold 
Financial Cookbook 
Racing Destruaion 
Super Boulderdash 
Chessmaster 2000 
Age of Adventure . 
Touchdown Football 
Lords of Conquest 

Ogre 

LJItima I 

Autoduel 

StarfleetOne 



P.O- Box 17882, Milwaukee, Wl 53217 

ORDER LINES OPEN 

Mon-Fri. 11 a.m. -7 p-cn. GST • Sat. 12 p.m. - 5 p.m. GST 

To Order Call Toll Free 

800-558-0003 

For Technical Info, Order 
Inquiries, or for Wise. Orders 

414-351-2007 

TELEX mmmmmmmmmi 



MISCELLANEOUS 

Flight Simulator 34.95 

Sargonlll 27.95 

Universe 59.95 

Strip Poker 23.95 

Micro League Baseball ...27.95 

Harcourt/Brace S.AT 59.95 

Ultima III 34,95 

Ultima IV 41.95 

General Mgr./MLB 27.95 

Fight Night 19.95 

Hardball 19.95 

Leader Board 27.95 

Battle Group 39,95 

Golden Pass 23.95 

Guild of Thieves 29.95 

The Pawn 29.95 

Tenth Frame 27,95 

Phantasie 27.95 

On Track Racing I 7.95 

Leader Board 27.95 

Tourn Disk/Leader Bd 1 6.95 

Super Huey 1 6.95 

Home Planetarium 27.95 

Silent Butler 21.95 

Atariwriter Plus 39.95 

Warship 39.95 

Access Triple Pak 1 6.95 

Wargame Construction ..20.95 

MLB Box Score/Stat 1 9.95 

Executive Disk/Leader Bd . 16.95 

Spy vsSpy 1 S2 11,95 

Rommel Battles Tobruk . . .27.95 

Chickamauga 24.95 

Fighter Command 39.95 

Video Vegas 20.95 

Blazing Paddles 24.95 



SSI 

Carrier Force 37.95 

Wargame Constr. Set 27.95 

Cosmic Balance 24.95 

Cosmic Balance II 24.95 

Broadsides 24.95 

War \r\ Russia 49.95 

50 Mission Crush 24.95 

Questron 32.95 

Rails West 24.95 

Computer Ambush 37.95 

Computer Baseball 24.95 

ReforgerBS 37.95 

Fighter Command 39.95 

Breakthru/Ardennes . . . 37.95 

Field of Fire 24.95 

Imperium Galatium .... 24.95 
Oper. Market Garden 32,95 

Kampfgruppe 37.95 

Comp. Quarterback . . . 24.95 
Colonial Conquest .... 24.95 
Gemstone Warrior .... 21.95 

Six Gun Shootout 24.95 

Battle of Antietam 32.95 

USAAF 37.95 

Nam 27.95 

Panzer Grenider 24.95 

Mech Brigade 39.95 

Wizard's Crown 27.95 

Gettysburg 39.95 

EPYX 

Rescue or\ Fractalus . . . 24.95 

The Eidolon 24.95 

Koronis Rift 24.95 

Ballbiazer 24.95 

Summer Games 24.95 

World Karate 20.95 




No surcharge for MasterCard {^S or Visa 



ORDERING INFORMATION: Please speclly syslem. For last delivery send cashiers check or money order. Personal and comnany checks allow 14 business days to clear. School P s welcome COO charges are S3 00 In Conlinenlal USA 
include S3.00 lor software orders. 4% shipping lor hardware, minimum 84.00. Master Card and Visa orders please include card #. expiration date and signature Wl residents please include 5».'l. sales lax HI AK FPO APO Puerto Rico and 
Canadian orders, please add 5% shipping, minimum S5.00. All other (orclBn orders add 15% shipping, minimum $10.00. All orders shipped oulside the Continental U.S.A. are shipped lirst class insured U S mail II loreign shipping charges exceed 
Ihe minimum amounl. you will he charged Ihe addilional amount to get your package to you quickly and salely All goods are new and include laclory warranty. Due to our low prices all sales are final All deleclive returns must haue a relurn 
aplhorizalion number. Please call (414) 351-2007 to obtain an R.A. (f or your relurn will nol be accepled Prices and availabilily subjecl lo change wilhoul notice. 

CIRCLE #106 ON READER SERVICE CARD 




ATARI 520 JK ATARI 1 040 ST 

SYSTEM PACKAGE* i SYSTEM PACKAGE* 



'Including RGB or Monochrome Monitor, Mouse, Dlsl< Drive, 
Basic, TOS on ROM, and RF Modulator 
CALL CALL 

MONOCHROME SYSTEM RGB/COLOR SYSTEM 



'Including RGB or Monochrome Monitor, Mouse, 

DoubleSlded Dlsi< Drive, Basic, 

TOS on ROM, and Bulit-ln Power Supply 

CALL FOR CURRENT PRICE 



All ST System Packages are sold with atlonU}ui^^6uitu. 90 day warranty. 



SUPRA 

20 MEG 

3.5 INCH 

HARD DRIVE 

only 

^679 



Degas 

Paper Clip Elite 
Isgur Portfolio . 
Degas Elite . . . 



ATARI SF 314 
DISK DRIVE 

Double sided/ 

1 Megabyte 

storage 

<199 



OKIMATE 20 

COLOR PRINTER & 

ATARI ST PLUG N' PRICE 

$199 

This is a shipped price anywhere 
in Continental USA 



Snr MODEM PACKAGE 

NEW AVATEX 1200HC 

MODEM 

1200 Baud-Hayes Compatlbre 

+ 

ST MODEM CABLE 

+ 

ST TALK 

TELECOMMUIMICATIOIMS 

PACKAGE 



«159 



ijUKT ocr^^cii/cr 



:::*-^|..l-. 



•24.95 SUPER SPECIALS* BTS Spreadsheet 
,64.95 ••" "" Jl BWM^^fcJ Timelinl< 



124.95 
.49.95 



BATrERies le^^^ included 



I.STalk . 
Thunder 



.44.95 
,31.95 
.31.95 
.24.95 



■ST SUPER SPECIAL PRICES EFFECTIVE NOW THRU MARCH 31, 1987 



ATARI 520 ST • ATARI 1040 ST SOFTWARE 



ABACUS 

Textpro 34.95 

Datatfieve 34.95 

Forth MT 34.95 

Paintpro 34.95 

Text Designer 34.95 

Assempro 34,95 

PC Board Designer 169.95 

Powerplan 34.95 

Abacus Books Call 

ST GRAPHICS 

Degas 27.95 

Degas Elite 5295 

Easy Draw 54-95 

Paintworks 49,95 

Super Graphics 33.95 

New Tech Color Book 1 6.95 

Graphic Artist 149.95 

ReaiCadd CALL 

Aegis Animator ST 49,95 

IIMFOCOM ST 

Forever Voyaging 29.95 

Bally Hoo 25.95 

Cuthroats 25.95 

Deadline 31.95 

Enchanter 25.95 

Hitchiker 25.95 

Infidel 28.95 

Leather Goddess 25.95 

Moonmist 25,95 

Planetfall 25.95 

Seastalker 25.95 

Sorcerer 28,95 

Spellbreaker 31.95 

Starcross 31.95 

Suspect 28.95 

Suspended 3 1 ,95 

Trinity 25.95 

Wishbringer 25.95 

Witness 25.95 

ZorkI 25,95 



MICHTRON 



2ork II or III . 



.28.95 



ST WORD 
PROCESSORS 

Final Word 89,95 

Paperclip Elite 64.95 

Habawriter 54,95 

Regent Word II 64.95 

^WDrtlwrn»T^ "il.S^ 

Thunder 27.95 



BBS 2.0 49,95 

Business Tools 34.95 

Calendar 20.95 

Cornerman 34.95 

DOS Shell 27.95 

Echo 27.95 

Flipside 20.95 

Kissed 34,95 

iW-Copy 54,95 

M-Disk 27.95 

Major Motion 27,95 

Mi-Term 34.95 

Michtron Utilities 39,95 

Mudpres 16.95 

Softspool 20.95 

Cards 27.95 

The Animator 27.95 

Time Bandits 27.95 

Mighty Mall 34.95 

Easy Record 54.95 

Intro to Logo 20.95 

Personal Money Mgr 34.95 

PinballFaaor 27.95 

Football Wizard 27.95 

Financial Future 27.95 

Eight Ball 20.95 

Dot Driver 34,95 

Laser Driver 34.95 

Super Conduaor 49.95 

Hard Disk Backup 27.95 

Ml-Print Call 

ST LANGUAGES 

Personal Pascal 49 95 

Fast Basic 89.95 

Fast C Compiler 99,95 

Fast Fortran 199,95 

Mark William's C 129.95 

Metacomco Pascal 74,95 

Macro Assembler 59.95 

Lattice C 99.95 

FastCobol 199.95 

Metacomco BCPL 109.95 

Cambridge Lisp 139.95 

Modulall 54.95 

Metacommco Make 49,95 

Menu + 23.95 

BCPL 99.95 

Modula ll/Developer Vers 104.95 

HIPPOPOTAMUS 



ST BUSIWESS 

VIP Professional 169.95 

VIP Ute 7 . 99.95 

SwiftcalcST 52.95 

Isgur Portfolio 129.95 

Synsoft General Ledger 44.95 

SBM Point of Sales 84,95 

Sierra One Write (ea.) 69.95 
Rnancial Cookbook . . . 34.95 

DAC Payroll 34.95 

DAC Easy Accounting 49.95 

Maxiplan C^tlt 

Sylvia Porter Vol. I 52.95 

Dollars and Sense 69.95 

Home Accountant . . , , 44.95 
BTS Spreadsfieet 44.95 

CASIO KEYBOARDS 

CZ-IOI 279 

CZ-230S 369 

ST EDUCATIONAL 

Decimal Dungeon 27,95 

Fraction Action 27.95 

Ktnderama 27.95 

Read & Rhyme 27.95 

Animal Kingdojji 27.95 

Teddy Bear/Rainy Day 24.95 

Speller Bee 33.95 

Kid Talk 33,95 

Math Talk 33.95 

First Shapes 33.95 



FUJI DISKETTES 

SS/DD3.5in. llOPk). . . 15.95 
DS/DD 3.5 in. (10 Pk) . . 24.95 

NOTE Buy Fuji Diskettes at 
Ihese low prices wfien added to 
any oiher order 

ST ACCESSORIES 

Flip n' File II-Micro )9.95 

Dustcovers ; . . . . Call 

3,5 Disk Drive Clean Kit Call 

Mouse Pad 8,95 

Mouse House 6.95 

RCA 6 Way 

Noise/Surge Prot. . . . 34.95 
Anti-Glare Screen 19.95 

ST UTILITIES 

Music Studio 39.95 

Time Link 34.95 

Middiplay 34.95 

Micro-Cookbook 32.95 

CZDroid 74,95 

EZ Track 49,95 

Right 90 19,95 

Macro-Manager 49,95 

Fast 34.95 

Labelmaster 27.95 

DESKTOP 
PUBLISHING 

Drawrite 99.95 



Publishing Partner . 



-Call 



^% EST. 1982 — — y^- — 

P.O. Box 17882, Milwaul<ee, Wl 53217 

ORDER LINES OPEN 

Mon-Fri. 11 a.m. - 7 p.m. GST • Sat, 12 p.m. -5 p.m. GST 

To Order Call Toll Free 

800-558-0003 

For Technical Info, Order 
Inquiries, or for Wise. Orders 

414-351-2007 



ST ADVENTURES 

Hacker 29,95 

Hacker II 33,95 

Sundog 24.95 

Winnie The Pooh 19.95 

Black Cauldron 27,95 

Apshai Trilogy 27.95 

Universe II 47.95 

The Pawn 29,95 

Alternate Reality 33.95 

Coveted Mirror 16,95 

Golden Pass 29.95 

Guild of Thieves 29.95 

Dungeon Master 27.95 

Tass Times 33.95 

Mercenary 27.95 

Autoduel 34.95 

Ogre 27.95 

Gateway 33.95 

Defender of Crown 33.95 

Sinbad the Sailor 33,95 

Balance of Power 33.95 

King of Chicago 33.95 

S.D.I 33.95 

Ultima II or III 39.95 

King's Quest II or III 33.95 

Portal 33.95 

Space Quest 33.95 

Phantasiell 27.95 

Bard's Tale Call 

ST PRINT UTILITIES 

Typesetter 24 95 

Rubber Stamp 24,95 

Printmaster 24.95 

Fontwriter 27,95 

MegafontST 24,95 

Art Gallery lor II 19.95 

Typesetter Elite 32.95 

ST TELECOMM 

PC Intercom 79.95 

ST Talk 17,95 

l.S. Talk 39.95 

Home Pak 33.95 

ST DATABASES 

DBMan 99.95 

Regent Base 64.95 

Data Manager ST 52.95 

DB Master One 39,95 

Zoomracks II 99.95 



ST ARCADE GAMES 



Bridge 4,0 

Winter Games . 

Rogue 

Super Huey . 



..20.95 
..27.95 
..27.95 
..27.95 

Phantasie 27.95 

Mean 18 29.95 

Leader Board 27.95 

Brattacus .33.95 

Donald Duck 20.95 

Silent Service 27.95 

Flight Simulator 11 34,95 

Champ, Wrestling 27.95 

World Games 27.95 

Video Vegas 24,95 

Blazing Paddles 24.95 

Strip Poker 27.95 

Starglider 29.95 

Alternate Reality 33.95 

Little Comp. People 33.95 

Smoothtalker Call 

Gato 33.95 

Joust 20.95 

Chessmaster 2000 32.95 

Jet 34.95 

Tenth Frame 27.95 

Shanghai 29.95 

3-D Helicopter 33.95 

Micro League Baseball . . . 39.95 
WWF Micro Wrestling . . . 39.95 

Skyfox 32.95 

Star Raiders 20,95 

Super Cycle 27.95 

ST Pool 24.95 

Indoor Sports Call 

F-15 Strike Eagle 27.95 

High Roller Simulator Call 

Two/Two Basketball 29.95 

Mastertype 27.95 

Hex 24,95 

Love Quest 39.95 

Deep Space 29.95 

Arena 24.95 

ST Karate 24.95 

STProteaor 23.95 

Space Station 24,95 

Psion Chess 39.95 

Intracourse 69.95 

Championship Baseball '8629.95 
GFA Championship Football29,95 

Harrier Strike 34.95 

ATARI IS a irademarx of ATARI, INC 



No surcharge for MasterCard |^0 or Visa 



ORDERING INFORMATION: Please specify system. For fast delivery send cashier's check or money order. Personal and company checks allow 14 business days lo clear. School PC's welcome. CO.D. charges are S3.00. In Continental U.S.A. include 
S3.00 for sofiware orders. 4% shipping for ha/dware. Minimum S4.00. MasterCard and Visa orders please include card #, expiraiion dale and signature, Wl residents please Include 5% sales tax. HI, AK. FPO. APO, Puerto Rico and Canadian orders please 
add 5% shipping, minimum S5.00. All other foreign orders add 15% shipping, minimum SIO.OO. All orders shipped oulsjde the Continental U.S.A, Ait shipped first class insured U,S, mail. If foreign shipping charges exceed the minimum amount, you 
will be charged the additional amount to get your package to you quickly and safely. All goods are new and include factory warranty Due to our low pncesall sales are final. Ail defective returns must have a returns 
(414) 351-2007 to obtain an R.A. # or your return will not be accepted. Prices and availability sut)ject to change without notice. 

CIRCLE #106 ON READER SERVICE CARD 



8-bit news! 



ZORK PACKAGE OUT 

Before there was Lotus 1-2-3, there was 
Zork I, II and III. Now, Infocom is offering 
the trilogy in one package — but not without 
providing you with three disks, a complete 
history of the "Great Undergound Empire," 
the coin of the realm, two semi-luxury resort 
brochures, and other surprises. 

Now, for those of you who don't know 
about Zork freaJJy?J, this series has been a 
top-10 bestseller for more than five years. 
Zork I starts you out on an introductory lev- 
el, taking you into the underground ruins of 
an ancient empire. You poke about this mag- 
ical land in search of the fabulous "Treasures 
of Zork." You will encounter exotic creatures, 
amazing sights and troubling puzzles. 

"The World of Frobozz" is a long-hidden 
region of the Great Underground Empire. In 
Zork n, the frivolous Wizard of Frobozz rules, 




long after his exile from the Empire. The gar- 
den of an elusive unicorn and a maze of 
strange rooms will confront you — as well as 
the Wizard's bothersome spells. Zork HI: The 
Dungeon Master brings you to the deepest 
and most mysterious reaches yet. 

The Zork I, II and III package is retailing 
for $59.95. If you would like to learn more 
about the Infocom product line, contact them 
at 125 CambridgePark Drive, Cambridge, MA 
02140 — (617) 492-6000. 

CIRCLE »147 ON READER SERVICE CARD 



SCREENS 

Display separate windows on your moni- 
tor, using Screens. This utility provides inde- 
pendent areas on your CRT output, to which 
you can input or output data without affect- 
ing the rest of the display. Window parameters 
can be changed in a variety of ways. Com- 
plete with 37 pages of documentation. 







.1(1,1 .TTT t Jii -to 1 1 






jr. 

■i-.i 




m 








1985 ! 

' ■ ^ ' - 1 1 
— iiiiiii 


1 


OIZJZI: 




I^MMJMMMBM 


=1 1 


••r;^" / 






SCREENS J 



Further information can be obtained from 
The Soft Cellar, P.O. Box 16393, Rochester, 
NY 14616-0393. 

CIRCLE #148 ON READER SERVICE CARD 



REMOTE CONTROL VIA ATARI 

The X-10 Powerhouse gives you and your 
Atari the ability to control various appliances 
and other devices in your home or office, in 
addition to the lights. The X-10 connects to 
your computer console and, via the electri- 
cal wiring already existing in the building's 
walls, communicates to X-10 control modules 
wherever you choose. The Power Manager 
program does all the work. 

Priced at $119.95. Terrific Peripherals, 17 
St. Mary's Ct., Brookline, MA 02146 — (617) 

232-2317 CIRCLE #149 ON READER SERVICE CARD 



SCHEDULED ATARI FAIRS 

APRIL 10 & 11, 1987 

SALT LAKE CITY, UTAH 
Expo Mart Salt Lake 
230 W. 200 South, SLC 
Contact Bob Christopulos at 
(801) 486-8009 for more information 

APRIL 25 & 26, 1987 

BUFFALO, NEW YORK 

Buffalo Convention Center 
Convention Center Plaza, Downtown 
For more information, contact: 
Great Lakes Atari Expo 
HO. Box 294 
Buffalo, NY 14216 

UPCOMING SHOWS 

Additional information will be 
published in later issues. 

MAY 1987 
DALLAS, TEXAS 

MAY 1987 

SEATTLE, WASHINGTON 

lULY 1987 
CHICAGO, ILLINOIS 

AUGUST 1987 
DETROIT, MICHIGAN 

SEPTEMBER 1987 
GLENDALE, CALIFORNIA 

FALL 1987 

WORCESTER, MASSACHUSETTS 

NOT YET SCHEDULED 

NEW YORK CITY, NEW YORK 
ST. LOUIS, MISSOURI 



THUNDER MOUNTAIN 

No, this isn't a ride at a Disney theme park, 
but a new line of software from a division of 
Mindscape. The goal behind Thunder Moun- 
tain is the publication of top-quality consumer 
software at fair prices. Titles are selected for 
their content, quality and value. They are also 
thoroughly tested and delivered with full doc- 
umentation at a cost of $9.95 per title. 

The Atari 8-bit line includes the Tink Tonk 
series, a collection of educational programs 
for children 4 to 8 years old. ABCs with the 
Tink Tonks consists of five activities cover- 
ing the alphabet in its normal order and the 
computer keyboard layout. Being a Smart 
Thinker with the Tink Tonks assists children 
in improving concentration, memory and vis- 
ual discrimination skills. Children learn ba- 
sic math concepts, with counting and simple 
addition in Count and Ad with the Tink 
Tonks. Develop Thinking Skills with the Tink 
Tonks contains five activities that boost a 
child's logic, inference and critical thinking 
skills. 

In Songwriter, anyone age 5 and up can 




mUTA 



write and play back music, using piano-roll 
graphics. Spelling with the Tink Tonks pro- 
vides children with practice in spelling, and 
builds vocabulary and visual discrimination 
skills. Finally, Subtraction with the Tink 
Tonks gives an entertaining environment to 
the chore of practicing subtraction. All of the 
programs feature high-resolution grapliics, or 
original music and animations, as well as 
stressing the educational aspects of the 
software. 

For further information on these and oth- 
er products to be announced, contact Thun- 
der Mountain, PO. Box 1167, Northbrook, IL 
60065-1167, or call (800) 331-5046 (800-654- 
3771 in Illinois). 

CIRCLE #150 ON HEADER SERVICE CARD 



PAGE 14 / MARCH 1987 



ANALOG COMPUTING 



REVIEW 



^ 

B**^ 



Beach-Head II 

and 

Raid Over Moscow 



by Andy Eddy 



When Access Software came on the 
scene with Beach-Head, they inunediate- 
ly made an impression on Atari users. 
Since that point, they've been conspicu- 
ously absent. With the release of its sequel, 
Beach-Head II. and Raid Over Moscow. 
they have proven that their previous suc- 
cess was no fluke. Their games are tex- 
tured with multilayered action that allows 
you no time to sit back on your prior vic- 
tories. You're forced to pass many tests be- 
fore you can call yourself a winner. Let's 
take a peek into what this pair offers. 

Raid Over Moscow 

by Bruce Carver 
ACCESS SOFTWARE 
2561 South 1560 West 
Woods Cross, UT 84087 
48K Disk $39.95 

From books to movies, newspapers to com- 
puter games, the strongest rivalry in our 
modern world is that of the U.S.S.R. vs the 
U.S.A. Whether in cultural differences or 
defense clashes, this scenario undoubtedly 
causes hearts to gallop. 

Raid Over Moscow brings the conflict 
onto your screen, as you race against the 
clock to defeat the Russian defense system 
and halt incoming nucleai- missiles. Before 
you're victorious though, you must battle 
through six sequences, enter the Soviet De- 
fense Center and destroy the maintenance 
robot inside the reactor room. The num- 
ber of robots you must slay depends on the 
level you choose. Only the severely mas- 
ochistic will opt for the nearly-impossible 
Level 3. 



The best feature of Access games is the 
range of tasks you're faced with. Varied 
competitions push you in different direc- 
tions, forcing you to master all types of 
joystick manipulation. The first task in 
Raid Over Moscow is difficult enough: get- 
ting your fighter planes out of the space 
hangar, so they may start their mission. 
There's no gravity or brakes: maneuvering 
your craft is no easy feat as you try to de- 
part through the airlock door. 

Meanwhile, ticking away at the bottom 
of the screen in your command window 
is the timer that keeps you abreast of how 
long your country has till meeting its des- 
tiny. You must fly your bombers in an 
offensive against each of the three Com- 
mimist launch sites before you take on 
Moscow. When you approach a city, your 
perspective is changed, to permit a view 
of the gromid targets. From there, you'll 
try to initiate a strafing assault on military 
outposts, dodging heat-seeking missiles 
and attack helicopters on your way to the 
missile silos themselves. 

Once you achieve that goal, it's on to 
Moscow and into the trenches. As you 
bomice back and forth to prevent the ene- 
my forces from locking in on you, you 
need to find the correct door to enter the 
reactor. This door changes from game to 
game. It is, in fact, an almost insurmoimt- 
able barrier, in light of the fact that tanks 
and soldiers scan the perimeter for your 
presence. A gauge in your command win- 
dow gives you a lock on the range of your 
gun, and utilizing your joystick to change 
the firing angle varies the distance of your 
shots. Assisting you is an indicator which 
tells you when you're on target, but re- 
member, he who hesitates is lost. Your wily 



adversary takes no time at all to zero in and 
pick you off. 

If you're successful enough to reach the 
final stage, you'll be able to sneak into the 
Soviet power plant and get a shot at tak- 
ing out the sentry robot who maintains the 
reactor equipment. Disrupting his routine 
will cause the plant to go critical and ex- 
plode. Reminiscent of combat in Tron, you 
toss disc grenades at the automaton. Since 
he's impervious to frontal attack, you're 
forced to bounce discs off the back wall 
to strike the robot from behind. 

This can be difficult, due to his assault 
on you and his erratic movement through- 
out the reactor room. Of course, the last 
robot will be the most elusive of all tai'gets. 
If you should be victorious in defeating the 
necessary number of robots, you'll escape 
with your life and go home knowing you 
saved your country from certain destruc- 
tion. 




Raid Over Moscow — 
heating up the cold war. 

I realize this sounds like standard fare, 
but attention to detail makes this contest 
rise above the mundane. By not boring the 
player with repetitious imdertakings. the 



ANALOG COMPUTING 



MARCH 1987 / PAGE 15 



f^ RevieiV continued 



game urges you to try harder and to come 
back should you be defeated — which hap- 
pens more often than you might hope. 

Another nice feature, one not found on 
other games, is the demo mode. While 
many programs show off the game via 
computer-controlled display of the various 
playing segments, none that I can recall al- 
low you to take control and interact. This 
creates a practice mode. If you let the com- 
puter pass through the demo until it 
reaches a section you're having difficulty 
with, you can move the joystick to take 
control of the plane or soldier. 

Plain and simple. Raid Over Moscow is 
a demonstration of what computer gaming 
enthusiasts hope for when they shell out 
their hard-earned cash. 

Beach-Head II 

by Roger and Bruce Carver 
ACCESS SOFTWARE 
2561 South 1560 West 
Woods Cross, UT 84087 
48K Disk $39.95 

Over the years, sequels have often been 
half-baked efforts to emulate their origi- 
nals. With the release of Beach-Head II, 
though, it's obvious that the Carvers were 
not content with their initial effort; they 
were determined to surpass it. And again, 
they've beaten the odds, writing another 
game that'll leave your joystick smoking. 

Subtitled "The Dictator Strikes Back," 
Beach-Head II transports you back to luly. 
1947. The maniacal rebel known as the 
Dragon has eluded defeat over the years, 
and the allies have sent J.P. Stryker, their 
youngest commander, to bring an end to 
the Dragon's reign and retrieve the hos- 
tages holed up in his fortress. These two 
military masterminds are forced into a 
battle to the death, to determine who will 
be victorious. 

The game's head-to-head confrontation 
is brought to fruition by enabling a single 
player to take either role and go up against 
the computer, or by allowing two players 
to compete against each other. It's not the 
fault of the programmers, but most times, 
when a contest of tliis nature pits computer 
against human player, the machine's strate- 
gy tends to be too perfect for good com- 
petition — there are too few weak spots to 
exploit. This game hits its high when two 
players clash. 

Beach-Head II, like Raid Over IVIoscow, 
is designed to bring out a variety of strate- 
gies. It starts with the allies unloading 
paratroopers near the Dragon's fortress. 
Whoever is playing the Dictator tries to 
pick off these soldiers with the machine 
gmi at hand, while the player who rep- 
resents Stryker iTiust maneuver the surviv- 
ing paratroopers in an attempt to destroy 
the gun and enter the complex where the 
enemy is holding the hostages. 

Once inside, Stryker must escort the 
prisoners through the courtyard, guarding 



them with the captured machine gun. It's 
a good thing he has tiiat weapon on his 
side, as the Dictator throws everything but 
the kitchen sink at the captives. There's a 
tank trying to run them over, a truck with 
a rocket launcher, a man planting mines 
from a trap door, and a guy tossing rocks 
from atop the wall. 

Sequence 3 is much like Zaxxon, where 
the ally must take hostages out of the Dra- 
gon's bastion by helicopter. There are three 
difficulty levels (each with increased ene- 
my speed) that must be worked through. 
Since the increase in difficulty will les- 
sen your chances of passing through this 
section unscathed, it's best to have more 
passengers in your 'copter at the easiest 
level. Unfortunately, you can't tell which 
level will come when, so you don't know 
how many hostages to put into each plane. 
If you aren't successful in taking any of 
your people out to safety, the game ends. 

Finally, should you make it that far, the 
last phase sets Stryker against the Drag- 
on, each character standing on his own 




Beach-Head II has a 
convenient practice mode. 

platform over a river. The object is to strike 
the opposing player by tossing heavy sticks 
across the canyon. Four hits will send the 
player into the water, and whoever scores 
the most points over nine rounds will win. 
Simple, huh? Sure. . . 

What you get when you buy Beach- 
Head n is actually four games in one. Each 
contest is scored and recapped following 
the section's completion, so you can keep 
track of your progress. If a level is giving 
you problems, there's a practice selection 
that enables you to choose which segment 
you'd like to work on. Thus, you're not 
forced to play through an entire game to 
reach that competition. It's a good way to 
brush up on your technique. 

These games both utilize the graphic 
and sound capabilities of the Atari com- 
puter to the maximum. Rumiing through 
the pair, I found it hard to stay alive at any- 
thing but the easiest level. Since both con- 
tests can be taken two levels further in 
difficulty, there's room for the most ex- 
perienced player to grow, just the saiue, I 
find it increasingly more arduous to keep 
the games out of my disk drive. By the way, 
who said the 8-bit market was dying? H 



i30XEor 
1050 Disk Drive 

$129.95 



THE ONE (disk drive) 249.95 

2001 (disk drive) 279.95 

BIG D (disk drive) 449.95 

STAR NX-10 (printer) 239.95 

ATARI XM301 (mO(3em) 59.95 

MPP-1000 (modem) 34.95 

AVATEX 1200 (modem) 79.95 

SUPRA 1200 AT (modem) 139.95 

MICROPRINT (Interface) 29.95 

(U1PP-1150 (Interface) 39.95 

UPRINT A-16 (interface) 69.95 

PR CONNECTION . . . (interface) 59.95 

R-VERTER (Interface) 39.95 

RECENT OR SOON TO BE XE/XL SOFTWARE 

10TH FRAME BOWLING 27.95 

TOP GUNNER 19.95 

TOUCHDOWN FOOTBALL 11.95 

WORLD KARATE CHAMP 22.95 

SPY VS SPY I & II 12.95 

CUDERIAN 22.95 

SUPER HUEY 16.95 

LORDS OF CONQUEST 22.95 

OGRE 27.95 

WARCAME CONSTRUCTION SET 22.95 

GETTYSBURG 34.95 

PHANTASIE 27.95 

WIZARDS CROWN 24.95 

BOUNTY BOB STRIKES BACK , . 24.95 

STAR RAIDERS II 17.95 

ALTERNATE REALITY-CITY 23.95 

ALTERNATE REALITY-DUNGEON 23.95 

LEADER BOARD 27.95 

UNIVERSE 58.95 

FIGHT NIGHT 19.95 

TYPING TUTOR 19.95 

HAYDEN SAT. COMPLETE 27.95 

ATARI WRITER PLUS 39.95 

WRITERS TOOL 38.95 

BASIC XL 32.95 

BASIC XE, ACTION, Of IMAC65 . 44.95 

TOOLKITS 16.95 

SYNFILE or SYNCALC 32.95 

SOFTWARE SPECIALS 

PARTY QUIZ 14.95 

RETURN OF HERACLES 12.95 

BOULDER DASH 7.95 

MINER 2049er (w//anv order) . 1.95 

ENJOYSTICK (Orig. $35) 9.95 



520ST or 1040ST - CALl' 

SF314 DOUBLE SIDED DRIVE -199.95 

SF3S4 SINGLE SIDED DRIVE -139.95 

ST 20MEC HARD DISK - 649.95 

ST 1MEC UPGRADE KIT • 109.95 



VIP PROFESSIONAL (ST) 89.95 

DB MAN (ST) 79.95 

ALTERNATE REALITY-CITY . (ST) 32.95 

DUNGEON MASTER (ST) 27.95 

RPV (ST) 27.95 

S.D.I (ST) 33.95 

AUTODUEL (ST) 34.95 

SKYFOX (ST) 32.95 

PIRATES OF BARBARY COAST (ST) 19.95 

10TH FRAME BOWLING (ST) 27.95 

CHESSMASTER 2000 (ST) 29.95 

HEX (ST) 27.95 

LEADER BOARD (ST) 24.95 

TOURNAMENT DISK (ST) 14.95 

UNIVERSE II (ST) 44.95 

JOUST (ST) 24.95 

SPIDERMAN (ST) 9.95 

DEGAS ELITE (ST) 49.95 

N-VISION (Paintw/orks) .... (ST) 29.95 

THUNDER (ST) 27.95 

PERSONAL PASCAL (ST) 47.95 

ST TALK (ST) 12.95 



TOLL FREE ORDER LINE 

1-800-443-8189 

Information, inquiries or CA orders 
(7141 6S9-8189 ' 



— CUARANTEED LOWEST PRICES - CALL- 
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COMPUTER GAMES + 

BOX 6144 
ORANGE, CA 92667 
(714) 639-8189 < 



CIRCLE #121 ON READER SERVICE CARD 



PAGE 16 / MARCH 1987 



ANALOG COMPUTING 



REVIEW 



^ 

S^4 



GEnie 



GENERAL ELECTRIC 
INFORMATION SERVICES 
1-800-638-9636, ext. 21 
$18.00 sign-up with manual 

by Andy Eddy 

On October 21, 1985, General Electric 
Information Services started offering their 
GEnie service to personal computer own- 
ers. Even though the layout of the system 
is similar to those of some competitors, cer- 
tain features have been enhanced to make 
them more user friendly. Starting small has 
given the originators a chance to polish de- 
tails without being overwhelmed by mas- 
sive system operations. 

For $5.00 an evening hour, 300- or 1200- 
baud users can access a potentially power- 
ful system. The day rate is a staggering 
$35.00 per hour, but most personal com- 
puter users on the service avoid this time 
period — for obvious reasons. A 2400-baud 
capability is available, albeit at a $10.00 
surcharge over normal rates, on a limited 
basis; call for details on whether it's avail- 
able in your area. 

GEnie is a flexible system. It gives the 
user — whether experienced or beginner — 
the opportunity to tailor it to his or her 
needs. As an example, each menu on the 
service is considered a "page" for the user 
to "turn to." If you wanted to go to the GE 
Mail service, you would simply enter the 
command Move 200 at any prompt, page 
200 being the iocation of the mail menu. 
To take this a step further and specify 
selection 3 on that menu, typing iVIove 
200:3 would execute that choice without 
a menu display. 

The Move command can even be initial- 
ized at log-in. Typing in the destination 
page just after the password (in the same 
format as above) will take you to that lo- 
taWovi when you enter GEnie. This offers 
you the ability to bypass the main menu 



and reach a desired function, without the 
waste of on-line time found in some net- 
works. Once you get used to traveling 
through the system, the "command" mode 
offers the most rapid movement , by cutting 
off the printing of the menu to your screen. 
Instead, you are given just the current page 
location and a prompt. 

At present, one of the most popular 
aspects of a telecomputing network is that 
portion which caters to special interests. 
Groups can get together for problem solv- 
ing, hardware/software discussion, teach- 
ing, or just about anything that folks will 
do when they congregate with a common 
hobby. On GEnie, this comes in the form 
of the "RoundTable." 

RoundTables are intended to encourage 
people to get together for national discus- 
sion and messaging, as well as to exchange 
ideas and programs. With Atari 8-bit and 
ST RomidTables in existence, both run by 
Bob Retelle, Atari users have available to 
them a wealth of information and pro- 
grams. At the time of this writing, GEnie 
was sporting Atari software libraries of 
over one thousand 8-bit and over six hun- 
dred ST titles. These numbers were quite 
a bit lower until a test run that allowed up- 
loading of programs without an on-line 
chai'ge. Since that time, the organizers have 
determined that free uploading benefits 
everyone, so they've instituted the policy 
as a permanent part of the system. 

RoundTables also are equipped with a 
powerful bulletin board service for topics 
to be raised and discussed, whether it's a 
question or problem concerning a peri- 
pheral, or a rave about a product. This is 
the best way for new information to be dis- 
seminated between users. SIGs are credit- 
ed with breaking news of many solutions 



to hardware problems — long before the in- 
formation could be passed on to a buyer 
through normal channels. 

Virtually all of the consumer-oriented 
services offer some sort of two-way con- 
versational environment. Undoubtedly, 
each on-line network's introduction has 
brought with it new commands and con- 
trols to broaden the power of this popular 
feature. While GEnie's "LiveWire CB Simu- 
lator" is very similar to most offered on 
other networks, their "National Real-Time 
Conference" (RTC;) is a divergent form of 
the same concept. 

The RTC set-up, while very much like 
LiveWire in user interfacing, is much bet- 
ter suited to handling meetings or confer- 
encing. Whether it be a meeting of a user 
group or an interview with a celebrity, RTC 
allows a designated "meeting leader" to 
control the action. A complement of com- 
mands give the leader the option of having 
attending members able to ask questions, 
or, like a lecture, capable only of listening. 
For example, if you have a question to ask, 
you may have to signal by "raising your 
hand." 

If a private meeting is in order, a sign 
can be posted on the "door" stating that 
fact, and all those who try to enter can be 
greeted by a message explaining that the 
meeting is already in progress. The lead- 
er might even wish for prospective entrants 
to "knock" before gaining entry, or restric- 
tion can be enforced through the use of a 
password. 

Enabling the leader to shape the meet- 
ing is a great way to get organized forums 
across to people most likely to appreciate 
the content. The service has even gone so 
far as to offer an "electronic stenographer" 
to record meetings, with notes sent to the 



ANALOG COMPUTING 



MARCH 1987 / PAGE 17 



K^ Review continued 



leader's mail address for editing. These 
notes can then, in turn, be distributed to 
members for their records. 

The Atari RoundTable meets regularly 
on Wednesday nights for on-line discus- 
sion of pertinent topics. While this forum 
is basically new, it has strong support from 
the users of Atari products. The schedule 
of meetings may change, depending upon 
whether splitting time between 8- and 16- 
bit camps becomes a problem. Retelle did 
mention the possibility of a rotating sched- 
ule, with ST users meeting on one week 
and the 400/800/XL/XE group meeting on 
the next. The issue may be settled by the 
time you read this. 

What we see here could be the future 
of user groups; no considerations need to 
be taken for distance traveled to a meet- 
ing or weather conditions. Groups don't 
have to bear the brunt of a guest speaker's 
travel expenses to have someone join in on 
a question-and-an,swer session. Truly na- 
tional user groups liave become entirely 
feasible with the advent of this teclmology. 

ItoundTables and RTCs aren't the only 
ways to attain high-tech knowledge. A 
news and information section includes a 



column by Charles Bowen, "A Networker's 
Journal," which is devoted to discussion of 
the telecomputing field. For lighter tastes, 
movie reviews and Hollywood highlights 
are available. For serious researchers and 
students, Grolier's Encyclopedia can be 
scanned to find listings on many subjects. 
Quite a few other sections are available, 
and the management of GEnie is constant- 
ly searching for additional databases to 
satisfy their subscribers' varied interests. 

Their marketing technique is perhaps 
the most innovative feature of all. I3y liook- 
ing into a toll-free number set up for poten- 
tial customers, you can run through the 
system on a limited basis. This sample is 
restricted mostly to viewing the main men- 
us of each feature contained in the network 
and is the quickest method of signing up 
for the service. This arrangement is a great 
way to get an idea of what services will 
interest you before you spend yom- money. 

To access the system, you simply call 
1-800-638-8369 and wait for the tone that 
indicates a comiection to the system. Type 
in HHH and RETURN, which allows GE- 
nie's computers to determine your operat- 
ing speed. They will respond with L/# = . 



Computer Garden 

Wilkes-Barre & Scranton's #1 Atari Dealer 



ST's... 

520ST wilh SS drive... $479 
52()ST with DS drive... $579 
1040ST B&W syslcm... $819 
1040.'5T Color syslcm....$959 
52()ST prices arc less monitor. 

LDW BASIC $4.';.99 

Mcgamax C $169 

OSS Pergonal Pa.scal.. $48.99 
Prospcro FORI RAN.. $97.99 

TDls Modula-2 $51.99 

Developers Modula-2.$97.99 
STProdiiclivitv 

Publisliing P.irtner $97.99 

Dac-Easy accounting.. $45.99 

Mu.™ Studio ST $38.99 

Regent Base $54.99 

Syn.sort Oen. Ledger.. $37.99 

,ST Rnlcrtaiimioiif 

llic Black Cauldron... $24,99 

Brataccas $30-99 

Cli.amp. Wrestling $25.99 

Plight Siirailalor 11 $34.99 

Leader Board Golf $25.99 

Little Computer Pcople$32.99 

Silent Service ST $25.99 

Stnrglider $28.99 

Sundog or Mudpies.... $24.99 

Universe II $44.99 

Winter Cnnics $25.99 

.ST Pfri phcmls 

Spill DS disk drive $209 

Supra 20M 3.5"hard disk$«)9 
Supra .SCSI Interface.,.. $159 
Avatcx 1200hc modem.. $129 

Casio CZ-101 $269 

Hippo EPROM Burner.. $109 
Hippo Video Dipitizer.... $109 
Pnnlcr nargnins! 

Panasonic 1080-i $205 

Panasonic 1091-1 $259 

Star NX-IO $229 



XL/XE's... 



130XE $139 

1050 disk drive $139 

XM301 modem $44.99 

Alpha Systems' ParTot.$32.99 

Atari Light Pen $38.99 

Covox Voice Master... $69.99 
ICD P;R:Conneclion...$59.99 
XUXEXamajaraa 

OSS Basic XE $46.99 

Kyan Pascal $49.99 

MAC 65 Assembler... $46.99 
XL/XErrwIiiclivily 



Print Shop Companion $22.99 
SynCalc or Synl'ilc+.. $29.99 

Peachtrce modules $38.99 

Arii.sl Unleaslied $27.99 

Magniprint 11+ $19.99 

P.ipcrClipw/Spcllpak. $37.99 

AtariWriter Quj $34.99 

XT/XF.Fjilfr1ninniml 



Alternate Reality $24.99 

Beach Head 11 $22.99 

Hardball $19,99 

Never Ending Story... $19.99 

Ultima IV $36.99 

NcMTll Indiislric^ 



2.56 KXL (includes MYDO.'S 

and RAM chips) $54.99 

Ramrod XL $54.99 

Omniview 256K (for 80 
columns with 8(10XLs)$36.99 
Omniview XIVXE (tor 80 
columns wilh 130XE5)$36.99 

Sector Copier $13.99 

SBM-130 $64.99 

lO-Ws. 130XEs: $29 to $69. 
520STs,1040Srs:$49 & up. 
(Other Atari products: $Call.) 
Free Estimates, Mail us your 
defective item insured , wilh a 
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To get yoiiR call, write, or use Reader Service. 



To order send check or money order lo Compufcr (Jnrdcn, 
106 W.Carey St., Plains PA 1R705. PA cuslomcrs iidd 6% tan. 
Please include enoirgh po.<;lage (overpaymcnis are rcftrndcd). 
Casli COD'S call (717) 823-4025. VISA /MasterCard, add 3%. 



THE MIND TUNER 

is an exciting new computer program 
and stress management system that ef- 
fectively works on your subconscious 
mind. Since stress can undermine your 
health and energy, reducing stress will 
make you healthier and more energetic. 

It's been shown that your self-image 
can either limit or enhance your perfor- 
mance. With THE MIND TUNER you 
tune up your self-image to make it 
work for you. So you improve all as- 
pects of your life. THE MIND TUNER 
works on your health, money, relation- 
ships, creativity, sex life, relaxation 
and communication skills. Or you can 
program any of your own personal goals 
into it. THE MIND TUNER includes a 
42 page booklet which fully explains the 
psychology, and a full money back gua- 
rantee. It is enjoyable and effective. 
We guarantee it! 

$24.95 U.S. plus $2.00 ship, (or $36.95 
Canadian) Ontario res. add $2.59 tax. 

MIND LINK COMMUNICATIONS INC. 

Box 488, 36 Adelaide St. East 

Toronto, Canada M5C 2J6 

For 8 bit ATARI computers (48K) 
ATARI is a trademark of ATARI, Inc 



^ 



This is the prompt for the sample user 
number and passworti, which is entered 
as 5/Mil99aGENIE and a RETURN. If you 
have any problems or questions, you can 
call the customer service line at 1-800- 
038-9636, extension 21, It's nice to know 
they're there if you need to get advice or 
particulars on the system. 

Once in the system, you will be briefed 
on the basics and brought to the main 
menu as a starting point. You are allowed 
a 5-minute time limit, but you may repeat 
this process if you wish. If you'd like to 
sign up, you'll be able to do so here, and 
the cost is quite reasonable — for $18,00 the 
manual is included. The mailing of this 
useful book is immediate; I had mine in 
my liands within the week. In binder form, 
it's easy to keep current, as updates and 
additions are periodically sent out. 

GEnie access is very much like dialing 
up any other on-line service, but in this 
case you can only reach them through 
their own phone network — a local call in 
hundreds of cities. Using their established 
phone system and avoiding the extra 
charge of a separate phone network (like 
Tymnet) enables them lo pass the savings 
on to you. 

This review covers the more substantial 
offerings on the system, but more is avail- 
able in the way of games, shopping serv- 
ices and diverse RomidTables, with further 
additions coming regularly. 

There is no question that the creators of 
GEnie tried their hardest to come up with 
an alternative in on-line access. Whether 
they listen carefully to the questions and 
advice of consumers is left to be seen. Af- 
ter all, the voice of the customer is the 
backbone of these companies, H 

Andy Eddy works as a cable TV techni- 
cian in Connecticut, but has been interest- 
ed in computers since high school. While 
his /hmiiy's Atari 800 is four years old, he's 
been avidly playing arcade games since 
Space Invaders and is a former record 
holder on Battlezone. 




• TM 



GEnie 



CIRCLE »107 ON READER SERVICE CARD 



CIRCLE #108 ON READER SERVICE CARD 



J 



PAGE 18 / MARCH 1987 



ANALOG COMPUTING 



UTILITY 




M/L Editor 



For use in machine language entry 



by Clayton Walnum 



M/L Editor provides an easy method to en- 
ter our machine language Ustings. It won't al- 
low you to skip lines or enter bad data. For 
convenience, you may enter listings in mul- 
tiple sittings. When you're through typing a 
listing with M/L Editor, you'll have a com- 
plete, runnable object file on your disk. 

There is one hitch; it's for disk users only. 
My apologies to those with cassette systems. 

Listing 1 is M/L Editor's BASIC listing. 
Type it in and, when it's free of typos, save 
a copy to disk, then run it. 

On a first run, you'll be asked if you're 
starting a new listing or continuing from a 
previously saved point. Press S to start, or 
C to continue. 

You'll then be asked for a filename. If you're 
starting a new listing, type in the filename 
you want to save the program under, then 
press I^TURN. If there's already a file by that 
name on the disk, you'll be asked if you vnsh 
to delete it. Press Y to delete the file, or N 
to enter a new filename. 

If you're continuing a file, type in the name 
you gave the file when you started it. If the 
program can't find the file, you'll get an er- 
ror message and be prompted for another file- 
name. Otherwise, M/L Editor will calculate 
where you left off, then go on to the data en- 
try screen. 

Each machine language program in ANA- 
LOG Computing is represented by a list of 
BASIC data statements. Every line contains 
16 bytes, plus a checksum. Only the numbers 
following the word DATA need be con- 
sidered. 

M/L Editor will display, at the top of the 
screen, the number of the line you're current- 
ly working on. As you go through the line, 
you'll be prompted for each entry. Simply 
type the number and press RETURN. If you 
press RETURN without a number, the default 
is the last value entered. 

This feature provides a quick way to type 
in lines with repetitions of the same number. 
As an added convenience, the editor will not 
respond to the letter keys (except Q, for 
"quit"). You must either enter a number or 
press RETURN. 



When you finish a line, M/L Editor will 
compare the entries' checksum with the 
magazine's checksum. If they match, the 
screen will clear, and you may go on to the 
next line. 

If the checksums don't match, you'll hear 
a buzzing sound. The screen will turn red, 
and the cursor will be placed back at the first 
byte of data. Compare the magazine listing 
byte by byte with your entries. If a number's 
correct, press RETURN. 

If you find an error, make the correction. 
When all data's valid, the screen will return 
to grey, and you'll be allowed begin the next 
line. 

Make sure you leave your disk in the drive 
while typing. The data is saved continuously. 

You may stop at any time (except when you 
have a red screen) by entering the letter Q for 
byte #1. The file will be closed, and the pro- 
gram will return you to BASIC. When you've 
completed a file, exit M/L Editor in the same 
way. 

When you've finished typing a program, 
the file you've created will be ready to run. 
In most cases, it should be loaded from DOS 
via the L option. Some programs may have 
special loading instructions; be sure to check 
the program's article. 

If you want the program to run automati- 
cally when you boot the disk, simply name 
the file AUTORUN.SYS (make sure you have 
DOS on the disk). 

That's M/L Editor. Use it in good health. H 



The two-letter checksum code preced- 
ing the line numbers here is not a part 
of the BASIC program. For further in- 
formation, see the BASIC Editor II, in 
issue 47. 



Listing 1. 
BASIC listing. 



AZ le OIH BFC16),N$UJ,A$U),BS(1),F$C15) 

.FlStlSJ 
LF 11 DIN HaD$C4} 
BN 28 LINE=ieae:RETRII=159lBACK1SP=128!CHKS 

UK=8:EDIT=e 
GO 38 GOSUB 458:PeSITI0M 18.81? "Start Or 
Sontinue? ";:G05UB see;? CHRStAl 



Z6 48 POSITION 18,8!? "FILENAME"! ilHPUT F 

$:P0KE 752, l:? " " 
FE 58 IF LENCF$)<3 THEN POSITION 20,18:? 

" ";SOTO 48 
NF 68 IF F$C1,2><>"D1" THEN F1$="D:"IF14C 

31=F$:G0T0 88 
NL 78 FlJzFS 

TN 88 IF CHRS(ft>::"S" THEN 128 
FO 98 TRAP 43e:aPEN tt2,4,e,Fl$:TRAP 118 
HQ 188 FOR K=l TO IBsGET l«2,A:NEXT X:LINE 

=LiNE«ie:coTo lee 

Hn 118 CLOSE n2:aPEN tS2,),8,Fl$:G0T0 178 
VT 128 TRAP ie8:aPEN lt2,4,e,FlS :GOSUII 448 

:P0SITI0N 18,18:? "FILE ALREADY EXISTS 

!!":POKE 752,8 
ZU 138 POSITION 18,12:? "ERASE IT? ";;GOS 

UB 588:P0KE 752,1:? CHR$CA) 
UN 148 IF CHRSCAJ="N" OR CHRSCA>="n" THEN 

CLOSE tl2:GaT0 38 
OG 158 IF CHRSCA)<>"V" AND CHR$(A)<>"y" T 

HEN 138 

BH 168 CLOSE tt2:0PEN lt2,8,8,Fl$ 

IE 178 GOSUB 458: POSITION Ift.l!? ■ IIIilJMilM 

\SSBi ";LiNE:cHKSUii=e 
GH 180 L1=3:F0R K=l TO 16:P0SITI0N 13»tX< 

181tl2ll|X>9},X42:P0KE 752,8:? "BYTE H" 

:X;": "; :GasUB 318 
KH 198 IF EDIT AND 1=8 THEN BYTE=BFCX) :G0 

TO 218 
FY 288 BYTE=UAL(N$) 
OZ 281 HODSrN? 

BU 218 POSITION 22,K+2:? BYTE;" " 
YZ 228 BF(X)=BYTE;CHKSUH=CHKSUH«BYTE«X:IF 

CHKSUH>SS97 THEN CHKSUH=CHKSUH-18ae8 
MS 238 NEXT X:CHKSUM=CHKSU»HLINE:IF CHKSU 

M>995S THEN CHKSUH=CHKSUH-18e88 
IG 248 POSITION 12,X42:PaKE 752,8:? "CHEC 

KSUM: "; :L1=4:G0SUB 310 
EH 258 IF EDIT AND L=0 THEN 278 
QM 268 C=VaLCN$l 
SY 278 POSITION 22,X+2:? C!" 
IL 288 IF C=CHKSUH THEN 308 
DI 298 GOSUB 440 :EDIT=1 :CHK5UH=8: GOTO 188 
LH 388 FOR X=l TO 16:PUT 112, BF (X) : NEXT X: 

LINE=LINEtl8:EDIT=8:GaT0 178 
FW 318 L=e 
LG 328 GOSUB 588 aF A=ASC("0") AND K=l AN 

D NOT EDIT THEN 428 
PO 338 IF AORETRN AND AOBACKSP AND CA<4 

8 OR A>57» THEN 328 
DX 331 IF A3RETRN AND NS="" THEN N$=I10DS 
TD 335 IF A=RETRN AND L=8 AND X>1 THEN 35 

8 
JR 348 IF C(A=RETRN AND NST EDIT) OR A=B 

ACKSP) AND L=8 THEN 328 
DM 358 IF A=RETRN THEN PONE 752,1;? " ";R 

ETURN 
GG 368 IF AOBACKSP THEN 488 
SA 378 IF L>1 THEN N$=N$C1,L-1] :GOTO 398 
AS 388 NS="" 

RE 390 ? CHR$fBACKSP);:L=L-l:GOTO 328 
BB 488 L=Ltl:IF L>L1 THEN A=RETRN:GOTO 35 


Ml 418 NS(L]=CHR$IA):? CHR$(A];:G8T0 328 
KN 428 GRAPHICS e:END 
YT 438 GOSUB 44e:P0SITI0N 18,18:? "NO SUC 

H FILE!":F0R X=1 TO 1888:NEXT X:CLOSE 

n2:G0T0 38 
FD 448 POKE 718,48:S0UND e,18e,12,8:F0R X 

=1 TO 5e:NEXT X:S0UND e,e,e,8:RETURN 
MY 458 GRAPHICS 23:P0KE 16,li2:PaKE 53774 

,112:P0KE 559,8:P0KE 718,4 
XR 468 DL=PEEKC568)t256«PEEKC561>44:P0KE 

DL-1,70!P0KE DL42,e 
HH 470 FOR H=3 TO 39 STEP 2:P0KE DL+X,2:N 

EXT X:FOR X=4 TO 48 STEP 2: POKE DL4X,8 

ZH 480 POKE DL441,65:P0KE DL442, PEEK 1568) 
:POKE DL443,PEEKC561) :POKE 87,8 

AC 490 POSITION 2,0:? "analog hi editor": 
POKE 559,34:RETURN 

HZ 588 OPEN ltl,4,8,"K:":GET itl,A:CLOSE 111 
: RETURN 



ANALOG COMPUTING 



MARCH 1987 / PAGE 19 



48K Disk or Cassette 








"-f^^^^i*if 



i. 1>??1 




by David Schwener 



Prepare for descent into the unknown! You are poised 
atop an alien structure called The Grid. As gravity sucks 
your ship downward, you must steer around the Zappoids, 
electrically charged barriers which weaken your ship's 
shields on contact. At the bottom edge of The Grid are 
twenty portals; behind one lies The Devil's Doorway. Your 



mission is to seek out this hidden doorway which allows 
you to progress to the next level, with stronger gravity and 
more powerful Zappoids. 

You control your ship's direction with joystick 1. Be- 
cause gravity is pulling on your ship, your control is limit- 
ed to right or left only, causing a diagonal downward 
movement. Your score can only be increased by diagonal 
movement; direct vertical descent down The Grid does 
not score points. Upon reaching the bottom of The Grid, 



ANALOG COMPUTING 



MARCH 1987 / PAGE 21 



Some prog] 


"am listi 


ngs reproduced in j 


(VNALOG Computing may 


contain "strange" characters not shown on the keyboards of 


earlier Atari models 


. These are 


special 


characters which use the CTI^j, ESC and 


'ATARI LOGO" (inverse] keys. Shown below 


is a list of these characters and the keystrokes used to get them. 














^ 


CTRL 














■ 


— 


INVERSE 


CTRL 


H 


h 


CTRL 


A 







CTRL Z 






■ 


— 


INVERSE 


CTRL 


N 


1 


CTRL 


B 







ESC ESC 






i 


— 


INVERSE 


CTRL 





4 


CTRL 


C 







ESC CTRL 


UP-ARROH 


R 


— 


INVERSE 


CTRL 


P 


J 


CTRL 


D 







ESC CTRL 


DOHM 


-ARROW 


R 


— 


INVERSE 


CTRL 


Q 


T 


CTRL 


E 







ESC CTRL 


LEFT 


-ARRON 




— 


INVERSE 


CTRL 


R 


/ — 


CTRL 


F 







ESC CTRL 


RIGHT-ARROH 


■ ■ 

■ ■ 


— 


INVERSE 


CTRL 


S 


\ — 


CTRL 


G 







CTRL . 






n 


— 


INVERSE 


CTRL 


T 


A — 


CTRL 


H 







CTRL ; 






■ 


— 


INVERSE 


CTRL 


U 




CTRL 


I 







ESC SHIFT CLEAR 


1 


— 


INVERSE 


CTRL 


V 


k — 


CTRL 


J 







ESC BACK 


S 




■■ 


— 


INVERSE 


CTRL 


H 


■ — 


CTRL 


K 







ESC TAB 






■■ 


— 


INVERSE 


CTRL 


X 


■ — 


CTRL 


L 







INVERSE 


CTRL 


i 


1 


— 


INVERSE 


CTRL 


Y 


— 


CTRL 


H 







INVERSE 


CTRL 


A 


i: 


— 


INVERSE 


CTRL 


Z 





CTRL 


N 







INVERSE 


CTRL 


6 


n 


— 


ESC DELETE 




■ — "~~ 


CTRL 










INVERSE 


CTRL 


C 


n 


— 


ESC INSERT 




♦ — 


CTRL 


P 







INVERSE 


CTRL 


D 


Q 


— 


ESC CTRL TAB 


CCLR) 


p — 


CTRL 


CI 







INVERSE 


CTRL 


E 


B 


— 


ESC SHIFT TAB (5ET1 




CTRL 


R 







INVERSE 


CTRL 


F 


I 


— 


INVERSE 


SPACE 


+ — 


CTRL 


5 







INVERSE 


CTRL 


G 


■ 


— 


INVERSE 






• — 


CTRL 


T 







INVERSE 


CTRL 


H 


n 


— 


INVERSE 


CTRL 


. 


■ — 


CTRL 


U 







INVERSE 


CTRL 


I 


n 


— 


INVERSE 


CTRL 


f 


1 — 


CTRL 


U 







INVERSE 


CTRL 


J 


II 


— 


INVERSE 


1 




T 


CTRL 


H 







INVERSE 


CTRL 


K 


B 


— 


ESC CTRL 2 




0, 


CTRL 


K 







INVERSE 


CTRL 


L 


d 


— 


ESC CTRL BACK 5 


1 


CTRL 


Y 












U 


^_.a 


ESC CTRL INSERT 



THE LOWEST 
PRICES 



THE BEST 
SERVICE 



PHONE 
LINES 
OPEN 



10-6 E.S.T 
M-F 



ELECTRONIC ONE* 

CALL r614J 864-9994 • P.O. Box 13428 • COLUMBUS. OHIO 43213 



ATARI 
COMPUTER 
HARDWARE 

65XE COMPUTER 69.99 

800XL COMPUTER . . . .69.99 
130XE COMPUTER . . .119.99 

ATARI 1050 

DISK DRIVE 119.99 

INDUS G.T 179.99 

ASTRA (THE ONE) ... . 249.99 

PRINTERS 

STARNXIO 199.99 

STARSG15 269.99 

STAR POWER TYPE . . 249.99 
PANASONIC 1080 I ...219.99 
PANASONIC 1091 I ... 259.99 

EPSON LXee 229.99 

TRACTOR (LX80) 24.99 

ATARI 1027 99.99 

INTERFACES 
MPP MICRO PRINT ... .26.99 

MPP1150 39,99 

XETEC 39.99 

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ACCESSORIES 

USDOUBLER 49.99 

P. R. CONNECTION . . . .54.99 

CABLES 19.99 

XM301 MODEM 39.99 

SUPRA lOOOE MODEM .39.99 

850 INTERFACE 109.99 

R-TIME8 44.99 



M 



ATARI- 



ATARI COMPUTER 
SOFTWARE 

ALL ON CARTRIDGE 

PACMAN 3.99 

STAR RAIDERS 3.99 

DEFENDER 4,99 

MUSIC COMPOSER ..,,4,99 

JUMP MAN JR 4,99 

MINER 2049ER 4,99 

E,T 4,99 

BASIC CART 4,99 

DONKEY KONG 4,99 

SUPER BREAKOUT 4,99 

MEGAMANIA 4,99 

RIVER RAID 8.99 

BASKETBALL 8.99 

PITFALL 8,99 

PITFALL II 8,99 

ROBOTRON 8.99 

SUPER COBRA 8.99 

SKYWRITER 4,99 

ADVENTURE CREATURES, 99 

KINDER COMP 3,99 

FRACTION FEVER 1,99 

KIDS ON KEYS 1,99 

DELTA DRAWING 3,99 

PACEMAKER 3,99 

KINDER COMP 3,99 



ATARI COMPUTER 
SOFTWARE 

WORLD KARATE 17,99 

KARATEKA 19,99 

SUPER BOULDER 

DASH 11,99 

TOUCHDOWN 

FOOTBALL 11,99 

RACING DESTRUCTION 1 1 .99 

ARCHON 11.99 

7CITIESG0LD 11,99 

MUSIC CONSTRUCT , , . 1 1 ,99 

ONE ON ONE 11,99 

MURDER 11,99 

STAR RAIDERS II 17,99 

HOME PLANETARIUM ,24,99 

SYNFILE 29,99 

SYNCALC 29,99 

ACTION 44,99 

BASIC XL 34,99 

BASIC XE 44,99 

SILENT SERVICE 22,99 

ULTIMA II 19,99 

TEMPLE OF APSHAI , . , ,7,99 
MICRO LEAGUE 

BASEBALL 24,99 

COMPUTER BASEBALL 1 1 .99 
GAME STAR BASEBALL 17.99 
HOME FILING MANAGER 7.99 

TIME WISE 3,99 

ATARI LAB 

STARTER SET 24,99 

ATARI LAB LIGHT 19,99 



ATARI COMPUTER 
SOFTWARE 

PRINT SHOP 29,99 

WARGAME 

CONSTRUCTION SET 18,99 

MOON MIST 22,99 

LEADER BOARD 22,99 

TRIPLE PACK 14,99 

SPYUSSPSI&II 9,99 

TOP GUNNER 22,99 

KENNEDY APPROACH ,22,99 

SUMMER GAMES 22,99 

BRUCE LEE 9,99 

GOONIES 9,99 

CROSSCHECK 9,99 

PITSTOPII 11,99 

WORLD KARATE 9,99 

SPRINGER 2,99 

FROGGER 6,99 

Q-BERT 6,99 

SUPER COBRA 6,99 

GYRUSS 6,99 

POPEYE 6.99 

PRINT SHOP 

COMPANION 24,99 

FROGEHII 6,99 

STAR WARS 6,99 

MILLIPEDE 8,99 

FINAL LEGACY 12,99 

DONKEY KONGJR 12,99 

PENGO 12,99 

SYN TREND 9,99 

THEATER EUROPE 9,99 

SILENT BUTLER 14,99 

, NO PERSONAL CHECKS 



ATARI 
S.T. 
COMPUTER 
COLOR 
SYSTEM 

• KEYBOARD 

• S/S DISK DRIVE 

• COLOR MONITOR 



ru I en 

76800 



59800 



B/W 
SYSTEM 

SOFTWARE 

LEADER BOARD 24,99 

MEAN 18 24,99 

SILENT SERVICE 24,99 

WINTER GAMES 24,99 

VIP 99,99 

VIP LIGHT 69,99 

PERSONAL PASCAL , , , 44,99 

DBMAN 69,99 

ZOOM RACKS 44,99 

MUSIC STUDIO 34,99 

EASY DRAW 99,99 

N-VISION 24,99 

DEGAS 19,99 

ULTIMA II 29,99 

HEX 24,99 

SUPER HUEY 24.99 

STRIP POKER 24,99 

KINGS OUEST II 29,99 

COPY II 24.99 

PRINT MASTER 29,99 

AVATEC ^^gg 

MODEM / D^'' 

, , NOC,0,D,'s, , , SHIPPED 



ATARI WRITER 22,99 

HOW TO ORDER: CASHIER CHECK, MONEY ORDER, MASTERCARD" OR VISA' (ADD 4% FOR CHARGE CARDS) 

UPS, , , , ALL PRICES SUBJECT TO CHANGE WITHOUT NOTICE, 

SHIPPING: ADD $3,00 ON ALL ORDERS UNDER $100,00 , , , ADD $5,00 ON ALL ORDERS OVER $100,00, ACTUAL FREIGHT CHARGED ON MULTIPLE ORDERS, 

INTERNATIONAL: ACTUAL FREIGHT CHARGED ON ALL ORDERS OUTSIDE THE CONTINENTAL UNITED STATES INCLUDING A,P,0, 

POLICIES: NO RETURNS WITHOUT A RETURN AUTHORIZATION , , , NO RETURNS UNLESS DEFECTIVE, ALL DEFECTIVES WILL BE EXCHANGED , , , NO EXCEPTIONS, 



PLEASE SPECIFY , 



CALL OR WRITE FOR FREE CATALOG 



CALL ELECTRONIC ONE r6l4J 864-9994 OR WRITE 



CIRCLE itW9 ON READER SERVICE CARD 



^ DeviFs Doorway continued 



your ship will open one of the portals, revealing either 
a Zappoid or The Devil's Doorway. Finding a Zappoid will 
place you back at the top of The Grid for another try. 

Once back at the top, The Grid will indicate if the door- 
way is to the right or the left of your last attempt. This 
"clue" is an arrowhead that is randomly placed on The 
Grid. On your next descent, use the arrowhead to home 
in on the doorway. For example, if the arrow points right, 
try to land your ship to the right of your last attempt. 

In addition to the clues, one other device will help make 
your descent a safer journey. You can fire Darterz by push- 
ing the trigger button on the way down. Darterz have two 
purposes. Because they interfere with The Grid's gravita- 
tional field, they slow your descent, which is especially 
helpful in the higher levels. Second, as they dart horizon- 
tally across The Grid, they wipe out all the Zappoids in 
that row. Unfortunately, the Darterz are not perfected and 
randomly choose which row to cross. If they happen to 
pick the same row your ship is on, you'll get blasted back 
one level. Each level starts out with five Darterz, indicat- 
ed in the upper left corner of the screen. 

The status of your ship's shields is shown at the top cen- 
ter of the screen. When the status shows shields OUT, the 
next contact with a Zappoid ends the game. Starting a new 
level rejuvenates your shields, but they won't last as long 
at the higher levels, due to the more powerful Zappoids. 
To start on a new level, you must locate The Devil's Door- 
way by landing your ship on the correct portal. You are 
then awarded bonus points based on the current level and 
the number of portals opened before the doorway was 
found, 

The Devil's Doorway may be started at any level from 
one to twenty. At the end of a game you may simply press ■ 
the OPTION button to continue, or the trigger to restart 
at level one. You can also press the SELECT button to 
choose a new level, and the START button to start at the 
selected level. The game may be paused during descent 
by pressing any key. Press again to restart. B 

David Schwener has his B.S. in Industrial Engineering 
and an M.B.A. He's been programming on an Atari for two 
and a half-years, mainly in BASIC, with some assembly. 
All royalties from published work now go into his "/ack- 
intosh" fund. He hopes to purchase one of the new Ataris 
ivith as little outside income as possible. His wife has the 
same hope. 



The two-letter checksum code preceding the line 
numbers here is not a part of the BASIC program. 
For further information, see the BASIC Editor II, 
in issue 47. 



Listing 1. 
BASIC listing. 

ti« 10 REM =====================z 

PO 20 REM = THE DEUIL'5 DDORUAY 

YP 38 REM = by 

ftr 40 REM = DftVID 5CHMENER 

UZ 50 REM ======i:===== ===r====i:: 

t6 70 G05UB 20000:G0SUB 25000 



VF 75 GRAPHICS 17 ! POKE 756, START/ZSS 

CC 77 IF LyL<0 THEK LUL=19 

IC 80 POSITI ON 0, 0;? tt6;" f\ "^POSITION 15 

,0:? tt6 J "HEJB"! POSITION 5,0:? «6;"SHI 

ELDS" 
XL 90 GOTO 2000 
CY 100 IF G=0 THEN K=10 : Y=5 ; OK=10 : 0Y=5:P0 

SITION 10,4!? «6;" "IGOTO 120 
UH 110 K=INTtRHDf0)»19J :Y=5:0K=K:0Y=Y 
CX 120 IF LUL>9 THEN 140 
LL 130 FOR DLftY=l TO lOO- tLULWlOJ : POSITIO 

N OX,OY!? «6;"Z"!NEKT DLftY 
YH 140 C=14:R=1:S=SC:G0SUB 45e 
MS 160 POSITION 0X,0Y:? «6;"B" 
GK 170 LOCATE X,Y,Z:IF Z=216 THEN GDSUB 5 

00: GOTO 110 
YO 180 IF Z=113 OR Z=32 THEN lOOO 
MB 190 POSITION X,Y:? «6;"2" 
UW 200 OX=X:OY=Y 

DM 205 IF PEEKC7641 0255 THEN GOSUB 3008 
KG 210 ST=5TICKt03 
GY 220 IF STRIGC0J=O THEN PUSH=PUSH+1 : IF 

PUSH<6 THEN GOSUB 600 
UH 230 IF ST=11 AND X>0 THEN X=X-1:SC=SC+ 

LML»5:S0UND O, 100, lO, 8 : GOTO 250 
OT 240 IF ST=7 AND X<19 THEN X=X+i:SC=SC+ 

LML«5:S0UND 0,108,10,8 
FO 250 Y=Y+l:SOUND 1,Y»10,10,8 
DT 260 SOUND 0, O, 0, : SOUND 1,0,0,0 
JM 270 POKE 77,0 
NP 280 GOTO 140 
CX 450 POSITION C+£S<lO0OGO)+tS<lOOO0)+C5 

<10OO) + cs<i0O) + (S<10} , R : ? tt6; s : return 

IE 500 SHLD=5HLD+1 

MF 510 FOR A=l TO 7 

MH 520 SOUND 0, RND (A]«10, 8, 12 

DT 530 SETCOLOR 4,0,15 

BL 540 NEXT A:SETCOLOR 4,O,0:SOUND 0,0,0, 


YM 550 IF SHLD>13 THEN POSITION 7,1:? «6; 

"[EC":IF SHLD>15 THEN POSITION 7,1:? tt 

6;"0UT":IF SHLD>15 THEN SOOO 
ZN 560 RETURN 

UP 600 STR=5TR-l:IF STR<0 THEN STR^O 
UL 610 POSITION 1,1:? «6;STR 
MT 620 Q=RNDt0):IF Q<0.5 THEN 670 
MP 630 L=RNDC03»13+5!FOR A=l TO 18:P0SITI 

ON A,L:? tt6;"B"! POSITION A-1,L!? »6;"B 

":SOUND 0,L,8,10:LOCATE A+1,L,Z 
EH 640 IF Z=122 THEN GOSUB 500 ! LUL=LVL-2 : 

GRAPHICS 49: POKE 756, START/256 : GOTO 20 

00 
MS 650 SOUND O,0,0,0:NEXT A 
KR 660 POSITION 18, L:? tt6; "B" : RETURN 
MQ 670 L=RNDC0)*13+5 
MX 675 FOR A=18 TO 1 STEP -1 ! POSITION A,L 

!? tt6;"K"! POSITION A+1,L:? tt6;"B":S0UN 

D 0,L,8,10:L0CATE A-1,L,Z 
EP 680 IF Z=122 THEN GOSUB 500 : LML=LML-2 : 

GRAPHICS 49:P0KE 756, START/256 : GOTO 20 

00 

NA 690 SOUND D,0,O,O:NEXT A 

NK 700 POSITION 1,L:? «6; "B" : RETURN 

Qfl 800 IF X>D1 THEN R$=CHR$C156) 

RO 810 IF X<D1 THEN R$=CHR$ti583 

ZM 820 POSITION INT CRHD C0JK19J , IMT CRND tOl 

»13+5J :? tt6;RS 
ZK 830 RETURN 
KP 1000 TRY=TRY+1 
FO 1010 IF Z=32 THEN G=0 
TO 1020 IF DlOX THEN POSITION X,Y!? «6;" 

Q": GOSUB 800: GOTO lOO 
LI 1030 FOR A=l TO 20:SOUND 1,A+50,8,10 
OM 1040 POSITION X,19:? «6; "M" : POSITION X 

,19:? tt6;"M"! POSITION x,19:? «6;"|I":P0 

SITION X,19:? «6;"[r"!NEXT A 
DQ 1050 FOR A=l TO 15 
mH 1060 SETCOLOR 2, RND C0)«14+l, 8 : SOUND 0, 



ANALOG COMPUTING 



MARCH 1987 / PAGE 23 



^ Devil's Doorway continued 



RND(01«18,8,10 

1078 NEXT a:50UKD 0, 0, 0, 6 : SOUND 1,8,8, 

8 

1088 GRAPHICS 1+48: POKE 756, STflRT/Z56 : 

SETCOLOR 2,LUL,2 

1058 FOR a=l3 TO 22:P0SITI0N K,fl:? tt6; 

"Z": POSITION X,fl-l:? «6; FOR DLflY=l 

TO 18:NEXT DLAYlNCXT A 

1188 IF K=19 THEN K=18 

1118 IF K=8 THEN X=l 

1128 IF K>18 THEN GOTO 1168 

1138 IF K<=18 THEN GOTO 1148 

1148 FOR ft=X TO 18:P05ITION A, 22:? tt6; 

■'Z":POSITION fl-1,22:? tt6;" ":NEXT A 

1158 GOTO 1178 

1168 FOR A=X TO 18 STEP -1: POSITION A, 

i 22:? «6;"Z": POSITION A+1,22:? tt6; N 

I EXT A 

m 1178 POSITION 6,18:? tt6;" " 

VL 1188 POSITION 6,11:? «6;'" " 

ZG 1198 POSITION 6,12:? «6;" " 

XL 1208 BONrlNTClOO^LML/TRY) 

KP 1218 IF B0N>999 THEN B0N=1888 

ZH 1228 FOR A=18 TO BON STEP ie:50UND 8,1 

9,92,8:C=6;R=ll:S=A:G0SUB 458 
tC 1230 SC=SC+18:C=14:R=l:S=SC:G0SUB 458: 

SOUND e,8,8,8:NEXT A 
NH 1235 FOR DLAY=1 TO 188 : NEXT DLAY 
OM 1237 IF STR=8 THEN 2888 
FR 1248 FOR B=STR TO 1 STEP -1:S0UND 8,18 

+B,2,8:5C=SC+10e8:P0SITI0N 1,1:? «5;B- 

l:C=14:R=l:S=SC:G0SUB 458 
AZ 1258 FOR DLflY=l TO 15:NEXT DLAY 
rC 1260 NEXT B:SOUND 8,8,8,8 
MG 1308 FOR DLAY=1 TO 188: NEXT DLAY 
TU 2080 FOR A=22 TO 4 STEP -1:P0SITI0N 8, 

A-l:? «6;" ■■; 

tm 2818 POSITION 8, A:? tt6;" Z 

II ■ 

HO 2828 If'a<=19 THEN POSITION 8,A+1:? «6 

;"BBBBBBBBBBBBBBBBBBBB"; 
KL 2038 IF A>19 THEN POSITION 18,A+1:? tt6 

■ II III 

HS 2848'SOUND 8, A, 18, 8 : NEXT A:SOUND 8,8,8 
' ,8 

ftZ 2858 FOR A=22 TO 19 STEP -1 
&N 2060 POSITION 8, A:? tt6; "qqqqqqqqqqqqqq 
qqqqqq.i. 

PT 2870 POSITION 8,A+1:? «6;" 

11 I 

FF 2888 FOR DLAY=12 TO 5 STEP -0.5:SOUND 
8,288-A»4,8,DLAY:NEXT DLAY:SOUND 8,8,8 
,0:NEXT A 

j&M 2098 GRAPHICS 1+32:P0KE 756, START/256 

VZ 2100 LUL=LyL+l:IF LVL<1 THEN LyL=l 

BL 2118 G=e:STR=5:TRY=8:PUSH=8:SHLD=LUL 

«Y 2128 SETCOLOR 2,LUL,2 

EG 2130 POKE 755,0:? "IS":? " PREP 

. ARE FOR DESCENT":? 

fit 2148 FOR A=0 TO 19:P0SITI0N A,RNDC0]«1 

'1 3+5:? «6 ;"[!]": NEXT A 

IBM 2158 POKE 755,0:? :? :? :? " 

LEUEL "JLUL:? 
to 2160 Dl=INTCRNDC8J*2eJ 
FJ 2178 POSITION 1,1:? «6;5TR:P05ITION 7, 

l:? tt6;"ok ":C=14:R=1:S=SC:G0SUB 450 
tIT 2188 GOTO 108 
MY 3000 REM 
GN 3005 POKE 764,255 
SA 3010 IF PEEK C764) =255 THEN 3818 

BL 3020 POKE 764,255:RETURN 

KX 5000 ? :? :? :? " BIHlE^Bil 

ca":? 

BJ 5005 FOR 1=1 TO 50:SETC0L0R 4,4,4:SETC 

OLOR 2,I,2:S0UHD 8, RND CIJ»18, 8, 12 
OX 5006 SETCOLOR 4,O,0:NEXT I 
TM 5007 SETCOLOR 2, LUL, 2 : SOUND 8,6,0,8 
AB 5868 GOSUB 6000 



PK 5018 IF SOH5C THEN H5C=5C 
RI 5612 ? "ti THE DEUIL'S DOORMAY" 

5815 ? " by david schwener":? 



5817 ? 



jydavi 



aa!ESH";H5C; 



M 



fS 5818 POKE 53279,8:LV=LVL 

MZ 5028 IF STRIGC8}=8 THEN SC=8 : LUL=B : SHL 

D=8:60T0 75 

5040 IF PEEKt53279)=5 THEN FOR DLAY=1 

TO 20:NEXT DLflY:LU=Ly+l:POSITION 15,14 

:? tt6;LU;" ":IF LU>19 THEN LU=8 
Pft 5858 IF PEEKC53279)=3 THEN SC=8:LUL=LV 

L-l:GOTO 75 
CJ> 5060 IF PEEKC53279J=6 THEN LUL=LV-1:SC 

=8:G0T0 75 
or 5070 GOTO 5628 
EG 6606 FOR 1=1 TO 12 
WT 6885 F6R J=12 TB 8 STEP -1 
MU 6818 PeSITION Dl,19:? tt6;"C"; 
5V 6015 SETCOLOR 3,4,J:S0UND 8,ie8+I«5,8, 

J:NEXT J:NEXT I:SETC0L0R 3,4,6:S0UND 8 

,6,6,8 
VS 6028 FOR A=19 TO 5 STEP -1 
LM 6038 POSITION 8, A:? tt6;" M C C M H C 

C M ";:position 6,a+1:? tt6;" 

II ■ 

CE 6056 F6R DLAY=1 T6 16:S0UND 8,58,8,16: 

NEXT DLAY:SOUND 6,6,8,6:NEXT A 

FJ 6068 POSITION 2,7:? tt6 : "OPTION : rirTTTiTTTT1 

B" 

HQ 6070 POSITION 2,9:? tt6jj;^SELECT : WTTTTFT^ " 

iPOSiTiON 9,10:? tt6 ; "HAHai" 

DE 6080 POSITION 2,12:? «6;"5TART : l:>*li/;V-l 

n":POSITlO N 11, 13:? «6; "HI": POSITION 9 

,14:? tt6;"H=tUJl ";LUL 

PS 6090 POSITION 1,16:? tt6; "trigger :[aHE 

m" : POSITIO N 11, 17 : ? tt6 ; "GH" : POSITION 

9,18:? «6;"[Ii^ 1" 
M 6500 RETURN 
VO 20000 POKE 106,PEEKtlO6J-5:GRAPHIC5 8: 

START= (PEEK C186) +1)»256 : POKE 756, START 

/256:P0KE 752,1 
ND 20005 RESTORE 20015:DIM M$ (38) 
UE 20010 FOR 1=1 TO 38:READ A : M$ (I, 13 =CHR 

$(A):POKE 755,I:NEXT I 
MK 20015 DATA 184,169,8,133,283,133,265,1 

69,224,133,206,165,166,24,185,1,133,28 

4,168,6,177 
FJ 20815 DATA 285,145,263,286,288,249,238 

,264,238,286,165,206,201,228,208,237,9 

CU 20826 Z=USR(ADR(H$}) 

JX 28036 RESTORE 20070 

FH 20048 READ A : IF A=-l THEN RETURN 

SQ 28858 FOR J=8 TO 7 : READ B:P0KE START+A 

*8+J,B:P0KE 755,J:NEXT J 
YZ 20068 GOTO 28040 
BN 20078 DATA 16,6,126,162,182,162,102,12 

6,8 
EO 20088 DATA 17,8,56,55,24,24,24,24,8 
ZN 28898 DATA 18,8,126,125,6,126,112,126, 

8 
HT 28188 DATA 19,8,126,126,6,38,182,126,8 
KQ 20110 DATA 20,0,6,102,102,102,126,14,8 
KJ 26128 DATA 21,8,126,112,126,6,126,126, 

8 
YF 28138 DATA 22,8,124,96,126,162,126,126 

,8 
CY 28140 DATA 23,8,126,126,6,6,6,6,8 
KZ 26156 DATA 24,8,126,182,68,162,126,126 

,6 
ZD 26168 DATA 25,6,126,162,126,6,126,126, 

8 
AS 26178 DATA 28, 24,52, 114,241,241, li.4,SZ 

,24 
ZM 26180 DATA 30,24,44,78,143,143,78,44,2 

GA 20190 DATA 33,0,126,126,102,102,126,10 
2,8 



PAGE 24 / MARCH 1987 



ANALOG COMPUTING 



TI 


20200 



DATA 


TA 


20210 
4,0 


DATA 


NN 


20228 



DATA 


DK 


20230 


DATA 


MB 


20240 
,0 


DATA 


«E 


20250 
2,0 


DATA 


AF 


20260 



DATA 


JZ 


20270 


DATA 


IM 


20280 


DATA 


Hi 


20290 


DATA 


^^ 


6,0 




TS 


20360 


DATA 



35,0,126,126,96,96,126,126, 

36,0,124,118,110,110,110,12 

37,6,126,96,128,96,126,126, 

38,0,126,126,96,128,96,96,8 
39,6,126,126,96,118,182,126 

40,0,162,162,126,126,182,18 

41,8,126,126,24,24,126,126, 

43,6,116,110,128,126,118,11 

44,8,96,96,96,96,126,126,0 
47,6,126,102,102,102,126,12 

48,8,126,126,182,126,96,96, 

8 
LP 20318 DATA 58,8,126,126,182,126,188,18 

2,8 
OL 20326 DATA 51,0,126,126,96,125,6,126,0 
CN 20330 DATA 52,0,126,126,24,24,24,24,0 
FU 20340 DATA 53,8,102,182,182,102,126,12 

6,0 
LF 20350 DATA 54,6,182,162,182,126,68,24, 

8 
ZS 26360 DATA 55,6,99,99,187,127,127,119, 

8 
W 28370 DATA 57,6,102,162,126,24,24,24,6 
GK 20386 DATA 34,24,36,66,255,255,66,36,2 

4 
QX 20396 DATA 42,0,6,255,219,165,219,255, 


01 20480 DATA 45,102,195,126,153,231,255, 

165,126 
XZ 20410 DATA 49,24,24,24,153,219,98,126, 

255 
5M 20428 DATA 56,24,126,162,195,195,182,1 

26,24 
OA 20438 DATA 58,124,214,138,84,186,146,1 

6,0 
FL 20448 DATA -1 
FS 25008 GRAPHICS 17:SETC0L0R 4,4,0:POKE 

756,5TART/256 

Qy 25002 OPEN «1, 4,0, "K !": POKE 764,255 

HS 25 885 DI M NAMES (13J , RS ID : NAMES^-EHIE 

AL 25010 FOR A=6 TO 12:F0R B=l TO 8:P05IT 
ION A,B:S0UND 6,19,92,8:? tt6; "B" : P05IT 
ION A,B-l!? »6;" "ISOUND 6,6,0,8 

GK 25020 NEXT B:NEXT A 

XN 25030 FOR A=4 TO 14:F0R B=l TO 5:P05IT 
ION A,B:58UND 8,19,92,8:? »6 J "B" : POSIT 
ION A,B-l:? «6; SOUND 6,6,0,6 

G5 25040 NEXT B:NEXT A 

VI 25050 SOUND 0,0,8,8 

FM 25060 FOR U=l TO 18:READ A, B, RS : POSITI 
OH A,B:? »6jRS:G05UB 253O0:NEXT U 

MJ 25070 DATA 10, 5, V, 7, 8, 0, 12, 8, y , 8, 5, d, 4 
,5,t,9,8,r,13,5, ',6,5,e,ll,8,a,6,8,d,l 
4,5,5,7,5, ,9,5,e,10,8,W,5,5,h,12,5,l 

VR 25080 DATA 8,8,0,11,5,1 

UZ 25120 SOUND 0,0,0,0 

NZ 25130 L=0 

JE 25140 FOR A=18 TO 6 STEP -1:F0R B=l TO 
ftiPOSITION B,14:S0UND 8, A, 8, 18:? «6;" 
C":P0SITI0N B-1,14:? tt6;" ":NEXT B 

OM 25150 POSITION B,14:G0SUB 25320 : NEXT A 

AX 25160 POSITION 6,14:? »6;" " 

DW 25170 FOR fl=6 TO 13:F0R B=18 TO A STEP 
-l:POSITION B,16:S0UND 8, A, 8, 10:? «6; 
"C": POSITION B+1,16;? «6; NEXT B 

HX. 25180 POSITION B,16:G0SUB 25328: NEXT A 

MB 25198 SOUND 0,0,6,8 

§kZ 25200 POSITION 14,16:? »6;" " 

m 25210 POSITION 9,11:? «6;"[I"' 



KV 25226 FOR ZZ=1 TO 20:S0UND 0,40,6,18-t 
ZZ/2J 

tlX 25238 FOR Z=l TO 3 : A=PEEK C768J : POKE C7 
88) ,PEEKC711) :P0KE 711, PEEK C710) : POKE 
71O,PEEKt709) :POKE 709,A:NEXT Z 

tA 25248 SOUND 6,0,e,8:NEXT ZZ 

Oil 25245 POSITION 3,21:? tt5;"select rrrm 

PT 25250 POSITION 4,22:? Jt6;"PRESS Start" 

UK 25255 LU=1 

EV 25266 SETCOLDR 1,4,4 

IK 25288 GOSUB 25348 : SETCOLOR 1,8,15:GDSU 

B 25340: GOTO 25260 
FZ 25298 LUL=LU-l: RETURN 
VS 25360 FOR DLAY=1 T8 7: SOUND 8,188-DLAY 

,8,ie:NEXT DLAY:SOUND 0, 0, 8, 8 : RETURN 
AP 25310 POSITION 13,16:? tt6;" " 
16 25320 L=L+l:? tt6 J NAME$ CL, L) : RETURN 
UY 25348 FOR ZZ=1 TO 50: IF PEEK C53279) =6 

THEN POP :P0P :GOTO 25290 
JI 25350 IF PEEKC53279)=5 THEN FOR 1=1 TO 
15:NEXT I:LU=LU+l:POSITION 16,21:? 06 

;LU; IF LU>19 THEN LU = 

YP 25360 NEXT ZZ: RETURN 




THE AMAZING 

V€ICE MASTEC. 



ENTER 

THE FINAL 

FRONTIER 

OF 

MAN-TO-MACHINE 

COMMUNICATIONS 

There is nothing eise iil<e 
it. Voice Moster gives 
both speech output 
and voice recognition with this single hardware product! Your voice 
controis programs, or home appliances, rolx>ts, and more with spoken 
commands. VertDol response back gives status, verifies, or requests your 
reply! Speech output and recognition patterns are recorded in with your 
voice. Or use the voice of your friend, boss, teacher, mother, even the 
family pet! Programming is simple with new commands added to BASIC. 
A music bonus program iets you write and compose musical scores 
simply by humming the tune. Unlimited applications for fun, education, 
and commercial use. Design your own programs for profit. Speech and 
recognition qudlity unsurpassed by even the most sophisticated 
machines. Only Covox provides this high-tech man/el at a price less than 
most common peripherals. 

The Covox Voice Master comes complete with all hardware and software 
for only $89.95. (Add $4 shipping and handling for USA, S6 Canada, S10 
overseas.) Available for Commodore 64/128, Apple II, II+, He, lie. Atari 800, 
800XL, 130 XE. Specify when ordering. Visa, N/lasterCard phone orders 
accepted. 

Call or write for FREE Voice Master Infopak 
and special combination package offers. 

COVOX Inc., dept. ag 

675-D Conger Street • Eugene, Oregon 97402 • U.S.A 
Area Code (503)342-1271 « Telex 706017 (Av Alarm UP) 




CIRCLE #110 ON READER SERVICE CARD 



ANALOG COMPUTING 



MARCH 1987 / PAGE 25 



Get the Extra 



An Atari 8-bit Extra 

from ANALOG Computing 

It's a book of some of the best 
articles and software listings 
submitted to ANALOG 
Computing— things we 

just couldn't fit in the 
monthly magazine 
pages. 

Owners of Atari 8-bit 
computers will find 
the Extra a must. 
It gives you games, 
tutorials, utilities, 
applications, and 
more— material 
you'll want 
to keep. 




The Extra 

will be out 

soon. Just ask 

for it wherever 

you buy ANALOG 

Computing. 

When you're looking 
for the best in Atari- 
tutorials, games, reviews 
and programs— look for 
ANALOG Computing 

Were the magazine that 

always gives you something 

Extra 



DonH miss it! 



COMPUTING! 

P.O. BOX 23, WORCESTER, MA 01603 
(617) 892-9230 



48K Disk or Cassette 




After five years of writing educational, tutorial and 
utility software, I have finally blown a gasket This time, 
we're going to blast something' No matter how expert a pro- 
grammer you are perfecting your work requires a certain 
amount of debugging It is an infuriating trial-and error pi o 
cess of "fixmg " rimmng and crashing your programs Aftei a 
great deal of research I have developed a rather vmusual "debug 
gmg tool 

Deep withm your Atari there are 200 bugs, ]ust waiting to fly 
across the data bus into the microprocessor's "power matrix" and 
crash the system Rambug 11 places two electrodes across the pulsating 
matrix m the form of horizontal "charging plates" — one above and one be 
low As the bugs fly across the power matrix, you must center the electrodes 
Qvet the little crashers [with a joystick in port 1) and annihilate them with the 
flash of a lightning bolt (fire button) . 

ANALOG COMPUTING 




"%, 






o 



^.if^^^^i 



'UA^CH 1987>^PAGe''27* 



■A, 






\ 



^ Rambug II 



continued 



Your electrodes draw their power from the matrix — a 
limited supply — beginning each game with 2000 watts of 
energy. There are twenty rounds of ten bugs each to com- 
plete the game. (Yes, it's possible to finish.) Use your 
powerful lightning bolt sparingly to make it to the end. 
Your electrodes are fragile, like the filament of a light bulb. 
Should a bug hit one when it's not energized, the elec- 
trodes will short out and disintegrate. 

Fortunately, you have five of these "debuggers." If a bug 
approaches an electrode from the side, protect yourself by 
pressing the fire button just before it gets there. You can 
also blast several bugs at a time as they cross paths with- 
in yom' field of fire. If a bug successfully crosses the power 
matrix, he makes his way into your CPU and destroys one 
of your spare electrodes. If all your electrodes are de- 
stroyed, or you run out of power, then the bug's "crash 
run" was successful, and the game ends. 

Set-up and play. 

Listing 1 is the BASIC data used to create your copy 
of Rambug II. Please refer to the M/L Editor on page 19 
for typing instructions. 

When run, Rambug II first checks for a file called 
DiRAMBHI. If found, it loads the all-time high score data 
and displays it on the title screen. Press STAI^T to con- 
tinue. At the second screen, press SELECT for one of three 
difficulty levels. This adjusts the width of your electrodes 
and lightning bolt. The bugs at higher difficulty levels fly 
faster and are worth more points when zapped. The ulti- 
mate goal of Rambug II is to obliterate all 200 bugs in your 
computer, with power to spare — no small task. 

While playing the game, your POWER and BUG counts 
are updated frequently. Your "debugger" coimt (remain- 
ing electrodes) is displayed in place of SCORE during 
game play. Each ROUND number is displayed, along with 
the current power rating, such as MILLIwatts or MEGA- 
watts. Dead bugs fill the power matrix as you blast away. 

Pressing START will end the game early, thus admit- 
ting your defeat by the bugs. The SPACE BAR may be 
pressed to pause and to continue the game. Bonuses are 
awarded for rounds where all ten bugs are converted to 
nuclear dust. Your final score is based on surplus matrix 
power, bonuses, difficulty level and total bugs wasted. If 
you last long enough, at the end of the twentieth round 
you've finished the game and foiled the bugs' crash at- 
tempts. The final score and overall high score are com- 
puted and displayed. 

If you get a new all-time high score, you will be prompt- 
ed to enter your name for the record books. Youi- new high 
score, bug count, surplus power and name are then writ- 
ten to disk. At the end of the game, you're usually returned 
to the "Select" screen. If it was a high-scoring game, the 
original title screen is displayed for all to see who the new 
Master Bug Blaster is. The next time Rambug II is boot- 
ed, this score will be loaded and displayed again. 

If any disk I/O error occurs during a read or write, the 
file is closed, and the high score data is zeroed out in 
memory. This will be the case the first time you play the 
game, since DiRAMBHI won't be there. The file will be 
created after your first game. Now, when vou blast 200 



bugs, with 500 watts to spare, you will have proof 
positive — and a goal for others to meet or beat. 

Revenge is sweet. 

The next time you're burning the midnight oil, trying 
to work out that final nasty bug in a program, fire up Ram- 
bug II and take revenge on those Utile beasties! It just may 
relieve some of the frustration that goes with a real debug- 
ging task. If you don't program, nuking bugs can be great 
fun anyway. Should you not blast all the bugs, that's okay. 
There are always more to squash with Rambug II. 

I would like to thank Dave Miller, SYSOP of M.I.C.E. 
BBS (314-355-3403) in St. Louis, for his assistance with 
the graphics, sound effects and playability development 
of this game. The power ratings go up in each round of 
the game. Not all are valid prefixes; can you find them? 
These "bogus" wattage levels in Rambug II are the names 
of several well known St. Louis area SYSOPS, but you have 
to be a great "debugger" to see them. PI 

Listing 1. 

1000 DflTft 255,255,0,80,80,80,112,112,7 

0,21,80,7,7,128,7,7,8549 

1010 DATA 7,7,7,7,7,7,7,7,65,0,80,115, 

99,111,114,101,274 

1020 DflTft 0,15,16,16,16,16,0,232,233,0 

,16,16,16,16,16,176,9149 

1030 DATA 175,183,178,26,0,0,153,153,1 

53,0,97,116,116,111,119,97,4739 

1040 DATA 116,116,115,226,245,231,243, 

26,0,0,144,144,144,0,50,47,3843 

1050 DATA 53,46,36,26,0,144,145,25,81, 

215,97,0,0,0,0,0,7432 

1060 DATA 178,161,173,162,181,167,128, 

128,169,169,0,0,0,0,0,0,9765 

1070 DATA 0,0,114,97,116,0,97,110,100, 

0,109,105,108,108,101,114,3553 

1080 DATA 0,0,0,0,99,104,105,101,102,0 

,101,120,116,101,114,109,3587 

1090 DATA 105,110,97,116,111,114,115,0 

,51,37,44,37,35,52,0,100,8754 

1100 DATA 105,102,102,105,99,117,108,1 

16,121,0,0,0,0,0,0,243,9993 

1110 DATA 244,225,242,244,0,111,114,0, 

230,233,242,229,0,0,0,0,4780 

1120 DATA 0,0,34,37,39,41,46,0,36,37,3 

4,53,39,39,41,46,6241 

1130 DATA 39,0,0,119,114,105,116,105,1 

10,103,0,238,229,247,0,40,6448 

1140 DATA 41,0,179,163,175,178,165,0,9 

7,116,116,111,102,101,109,116,6340 

1150 DATA 111,0,112,105,99,111,0,110,9 

7,110,111,109,105,99,114,111,4797 

1160 DATA 109,105,108,108,105,99,101,1 

10,116,105,0,100,101,99,105,112,4301 

1170 DATA 108,97,110,111,0,100,101,107 

,97,104,101,99,116,111,8,107,3395 

1180 DATA 105,108,111,0,109,101,103,97 

,0,103,105,103,97,0,116,101,2520 

1190 DATA 114,97,100,97,110,110,111,10 

6,105,109,98,111,110,97,102,105,5464 

1200 DATA 101,100,97,118,105,101,109,9 

7,116,116,111,114,97,116,116,111,6128 

1210 DATA 78,174,206,238,66,132,52,196 

,70,6,198,134,65,1,193,129,6554 

1220 DATA 0,81,74,42,44,127,60,0,128,2 

24,113,58,7,248,112,8,3876 

1230 DATA 0,0,16,121,198,251,112,16,1, 

6,206,172,48,28,38,65,2195 

1240 DATA 0,0,198,175,48,28,39,16,0,0, 

0,0,0,162,181,173,1094 

1250 DATA 162,172,165,128,166,169,174, 



PAGE 28 / MARCH 1987 



ANALOG COMPUTING 



167,165,178,179,6,0,0,0,0,2395 

1260 DflTft 176,178,175,128,165,184,180, 

165,178,173,169,174,161,180,175,178,47 

63 

1270 DflTfl 0,0,0,173,161,179,186,165,17 

8,128,162,181,167,128,162,172,2402 

1280 DATft 161,179,180,165,178,6,1,14,1 

28,8,6,14,136,8,12,13,7742 

1290 DATA 137,9,18,13,149,9,24,13,148, 

10,30,12,144,10,36,12,7272 

1300 DATA 164,10,42,11,168,11,48,11,16 

4,11,54,11,175,11,60,10,8785 

1316 DATA 166,12,66,16,164,12,72,10,18 

2,13,78,9,174,13,84,9,9796 

1326 DATA 173,13,96,8,176,14,96,8,190, 

14,102,8,185,14,168,7,922 

1330 DATA 194,15,114,7,186,15,120,7,19 

1,16,0,0,0,6,112,112,9191 

1340 DATA 71,248,82,6,7,0,7,0,7,0,2,11 

2,7,0,7,0,3862 

1350 DATA 7,0,7,0,7,112,2,65,220,82,0, 

0,0,0,33,14,6138 

1360 DATA 46,14,33,14,44,14,47,14,39,1 

4,6,6,6,6,0,0,2825 

1370 DATA 0,0,0,99,111,109,112,117,116 

,165,116,163,6,6,0,0,9235 

1380 DATA 0,0,0,0,0,0,0,0,240,242,229, 

243,229,238,244,243,5252 

1390 DATA 0,0,0,0,6,0,0,0,0,0,0,242,22 

5,237,226,245,7847 

1400 DATA 231,128,128,233,233,0,0,0,0, 

0,0,34,121,0,45,97,8576 

1410 DATA 116,10,50,97,116,0,13,0,119, 

105,116,104,0,36,97,118,1247 

1420 DATA 101,8,45,14,41,14,35,14,37,1 

4,0,45,105,108,108,101,9484 

1430 DATA 114,0,116,104,101,0,98,101,1 

15,116,0,98,117,163,0,107,2353 

1440 DATA 105,108,108,101,114,0,0,0,0, 

0,0,0,0,0,0,0,3059 

1450 DATA 0,0,0,0,0,0,0,0,0,0,40,41,39 

,46,37,51,4826 

1466 DATA 52,0,51,35,47,50,37,26,0,6,0 

,0,6,6,98,117,6149 

1476 DATA 163,115,6,98,108,97,115,116, 

101,100,0,26,0,0,0,0,7271 

1486 DATA 0,0,51,53,50,48,44,53,51,0,4 

8,47,55,37,50,26,7665 

1490 DATA 0,0,0,0,0,0,0,0,0,0,48,114,1 

01,115,115,0,8034 

1500 DATA 59,51,52,33,50,52,61,0,116,1 

11,0,46,53,43,37,0,7490 

1510 DATA 115,111,109,101,0,98,117,193 

,115,1,0,0,0,0,68,58,7802 

1528 DATA 82,65,77,66,72,73,0,169,4,32 

,157,84,16,17,169,0,449 

1530 DATA 141,120,95,141,121,95,133,20 

4,133,200,133,201,76,168,85,32,8697 

1546 DATA 201,84,48,234,141,120,95,32, 

201,84,48,226,141,121,95,32,6688 

1550 DATA 201,84,48,218,133,200,32,201 

,84,48,211,133,201,32,201,84,9205 

1560 DATA 48,204,133,204,169,7,32,129, 

84,76,168,85,169,8,32,157,5059 

1570 DATA 84,16,3,76,168,85,172,120,95 

,32,196,84,48,245,172,121,8422 

1580 DATA 95,32,196,84,48,237,164,200, 

32,196,84,48,230,164,201,32,9634 

1590 DATA 196,84,48,223,164,204,32,196 

,84,48,216,169,11,32,129,84,6336 

1600 DATA 76,168,85,162,16,157,66,3,16 

9,0,157,73,3,169,20,157,3764 

161ft OftTft 72,3,169,132,157,68,3,169,83 

,157,69,3,76,86,228,72,5165 

1620 DATA 32,168,85,104,157,74,3,169,0 

,157,75,3,157,73,3,169,3504 

1630 DATA 252,157,68,3,169,83,157,69,3 

,169,8,157,72,3,169,3,2656 

1640 DATA 157,66,3,76,86,228,169,11,76 



,203,84,169,7,162,16,157,6088 

1650 DATA 66,3,169,0,157,72,3,157,73,3 

,152,76,86,228,169,18,5127 

1660 DATA 32,101,86,169,2,133,248,159, 

4,141,198,2,169,132,141,196,9668 

1670 DATA 2,169,220,160,82,166,20,228, 

20,240,252,141,48,2,140,49,7260 

1680 DATA 2,169,248,133,88,169,82,133, 

89,169,0,133,241,32,5,84,5475 

1690 DATA 169,166,133,196,169,83,133,1 

97,173,120,95,174,121,95,32,120,8417 

1700 DATA 90,169,186,133,196,169,83,13 

3,197,165,204,162,0,32,120,90,8156 

1710 DATA 169,206,133,196,169,83,133,1 

97,165,200,166,201,32,120,90,162,1085 

1720 DATA 15,173,11,212,201,38,208,249 

,189,178,85,141,10,212,141,25,9364 

1730 DATA 208,202,16,244,173,196,2,141 

, 25, 208, 162, 15, 173, 193, 85, 72, 8194 

1740 DATA 160,14,185,178,85,157,178,85 

,202,136,16,246,104,141,178,85,150 

1750 DATA 160,16,162,255,173,31,208,20 

1,7,208,9,202,208,246,136,208,3745 

1760 DATA 243,76,61,85,169,132,133,192 

,169,82,133,193,32,57,91,160,8041 

1770 DATA 0,177,192,208,247,162,255,17 

3,31,208,201,7,208,230,202,208,5844 

1780 DATA 246,169,0,133,204,133,200,13 

3,201,96,162,16,169,12,157,66,7697 

1790 DATA 3,76,86,228,10,26,42,58,74,9 

0,106,122,138,154,170,186,7751 

1860 DATA 202,218,234,256,169,18,32,16 

1,86,162,3,189,18,82,157,196,7693 

1810 DATA 2,202,16,247,169,0,160,80,16 

6,20,228,20,240,252,141,48,9830 

1820 DATA 2,140,49,2,169,170,141,0,2,1 

69,91,141,1,2,169,192,5158 

1830 DATA 141,14,212,169,21,133,88,159 

,80,133,89,173,100,86,208,12,7103 

1840 DATA 173,36,2,141,99,86,173,37,2, 

141,100,86,169,192,141,36,6309 

1850 DATA 2,169,91,141,37,2,32,217,86, 

162,0,134,196,134,198,162,9172 

I860 DATA 64,134,199,174,244,2,134,197 

,162,2,160,0,177,196,145,198,857 

1870 DATA 200,208,249,230,197,230,199, 

202,208,242,162,0,189,30,82,157,2220 

1880 DATA 8,64,232,224,40,208,245,169, 

64,141,244,2,162,7,173,10,7776 

1890 DATA 210,41,60,157,48,64,202,16,2 

45,169,216,133,192,169,82,133,1243 

1900 DATA 193,96,83,58,0,0,0,72,162,96 

,169,12,157,66,3,32,1285 

1910 DATA 86,228,162,96,169,3,157,66,3 

,169,96,157,68,3,169,86,5306 

1920 DATA 157,69,3,104,157,75,3,41,240 

,73,16,9,12,157,74,3,910 

1930 DATA 32,86,228,96,166,242,169,165 

,133,196,169,81,133,197,202,240,5332 

1940 DATA 14,24,169,5,101,196,133,196, 

144,2,230,197,202,16,242,162,1991 

1950 DATA 5,160,0,177,196,153,51,80,20 

0,202,208,247,165,242,160,0,2883 

I960 DATA 56,233,10,144,4,200,76,190,8 

6,105,10,72,152,24,105,144,5349 

1970 DATA 141,79,80,104,24,185,144,141 

,80,80,96,162,0,160,0,185,5531 

1980 DATA 22,82,157,81,80,200,192,4,20 

8,2,160,0,232,224,200,206,2069 

1990 DATA 238,96,162,0,169,0,157,81,80 

,232,224,200,208,248,96,173,3786 

2000 DATA 10,210,41,7,170,173,10,210,4 

1,24,157,48,64,96,165,244,7686 

2010 DATA 162,0,157,4,208,24,105,2,232 

,224,4,208,245,96,165,249,2450 

2020 DATA 240,3,198,249,96,169,48,141, 

66,67,160,0,24,174,10,210,6096 

2030 DATA 48,4,42,42,144,4,106,106,176 

,248,133,250,25,65,67,153,7929 



ANALOG COMPUTING 



MARCH 1987 / PAGE 29 



^ Rambug II 



continued 



2940 DftTft 66,67,200,192,157,249,10,165 

,250,153,66,67,209,192,157,208,3504 

2050 DflTfl 220,169,196,141,5,210,173,10 

,210,9,192,141,4,210,169,2,7679 

2060 DftTA 133,249,95,169,0,160,0,153,6 

6,67,200,192,157,208,248,141,2536 

2070 DflTft 5,210,141,4,210,96,206,41,88 

,198,205,32,59,88,32,114,6044 

2080 DATA 94,169,0,174,213,97,149,222, 

157,0,208,173,21,87,141,241,913 

2090 DATA 87,169,10,141,21,87,165,244, 

141,242,87,162,156,173,10,210,1393 

2100 DATA 157,66,67,141,10,212,142,243 

,87,173,10,210,41,15,133,244,9199 

2110 DATA 173,242,87,56,229,244,133,24 

4,32,12,87,174,243,87,206,21,0 

2120 DATA 87,208,5,169,10,141,21,87,20 

2,208,210,161,192,208,204,174,4445 

2130 DATA 243,87,140,243,87,32,97,87,1 

72,243,87,173,241,87,141,21,9754 

2140 DATA 87,173,242,87,133,244,32,12, 

87,173,212,97,174,213,97,141,1060 

2150 DATA 30,208,96,0,0,0,169,17,160,8 

8,76,255,87,169,29,160,6911 

2160 DATA 88,133,196,132,197,160,0,162 

,12,177,196,153,21,80,200,202,366 

2170 DATA 208,247,96,115,99,111,114,10 

1,0,0,0,0,0,0,0,100,7987 

2180 DATA 101,98,117,103,103,101,114,1 

15,0,0,0,0,16,17,18,19,7099 

2190 DATA 20,21,22,174,41,88,189,42,88 

,141,31,80,96,169,7,141,4884 

2200 DATA 144,88,169,255,141,252,2,160 

,0,132,195,169,170,141,5,210,670 

2210 DATA 141,7,210,185,146,88,141,145 

,88,200,185,146,88,200,141,4,9842 

2220 DATA 210,56,233,2,141,6,210,162,2 

55,202,208,253,206,145,88,208,5751 

2230 DATA 248,169,0,141,4,210,141,5,21 

0,141,6,210,141,7,210,169,9358 

2240 DATA 37,141,145,88,202,208,253,20 

6,145,88,208,248,206,144,88,208,5814 

2250 DATA 186,96,0,0,40,255,70,255,70, 

253,170,255,150,217,100,255,5546 

2260 DATA 200,191,161,162,163,164,165, 

166,167,168,169,170,171,172,173,174,53 

47 

2270 DATA 175,176,177,178,179,180,181, 

182,183,184,185,186,255,254,0,63,4371 

2280 DATA 21,18,58,42,56,61,57,13,1,5, 

0,37,35,8,10,47,5800 

2290 DATA 40,62,45,11,16,46,22,43,23,1 

2,52,33,110,101,119,0,9411 

2300 DATA 104,105,13,229,238,244,229,2 

42,128,238,225,237,229,142,0,0,3578 

2310 DATA 32,59,88,32,114,94,32,240,86 

,169,0,133,241,133,195,169,814 

2320 DATA 218,160,88,162,2,32,91,93,16 

2,19,169,0,157,132,83,202,7226 

2330 DATA 16,250,169,141,133,196,169,8 

0,133,197,169,0,133,198,173,24,87 

2340 DATA 82,160,0,145,196,173,252,2,2 

01,255,240,249,141,161,89,32,3041 

2350 DATA 162,89,162,28,169,255,141,25 

2,2,173,161,89,160,0,221,189,1672 

2360 DATA 88,240,6,202,16,248,76,35,89 

,189,160,88,201,255,240,23,1792 

2370 DATA 201,254,240,19,145,196,230,1 

96,208,2,230,197,230,198,165,198,7145 

2380 DATA 201,20,208,186,76,139,89,201 

,255,208,7,169,0,145,196,76,100 

2390 DATA 139,89,201,254,208,175,165,1 

98,240,164,198,198,169,0,145,196,5017 

2400 DATA 198,196,165,196,201,255,208, 

2,198,197,76,28,89,162,19,189,9934 

2410 DATA 141,80,157,132,83,202,16,247 

,169,255,141,102,88,169,37,141,592 

2420 DATA 126,88,96,0,169,60,141,6,210 



,169,64,141,4,210,169,170,9473 

2430 DATA 141,5,210,141,7,210,162,255, 

160,47,202,208,253,136,208,250,7185 

2440 DATA 169,0,141,6,210,141,4,210,14 

1,7,210,141,5,210,96,169,9150 

2450 DATA 46,133,196,169,80,133,197,16 

5,200,166,201,32,120,90,169,66,389 

2460 DATA 133,196,169,80,133,197,165,2 

04,162,0,32,120,90,96,142,118,8228 

2470 DATA 90,140,119,90,169,0,141,14,9 

0,169,68,141,15,90,224,0,5256 

2480 DATA 240,9,238,15,90,202,208,250, 

174 , 118,90 , 160,255,169,0 , 153, 2415 

2490 DATA 0,68,136,16,250,173,10,210,1 

06,106,41,128,149,214,173,10,8825 

2500 DATA 210,41,15,208,2,169,1,149,20 

6,21,214,149,214,41,128,208,702 

2510 DATA 4,169,37,208,2,169,207,149,2 

22,173,10,210,106,106,41,128,9343 

2520 DATA 149,218,173,10,210,41,15,149 

,210,21,218,149,218,173,10,210,1309 

2530 DATA 201,67,176,4,169,67,208,6,20 

1,209,144,2,169,209,149,226,2641 

2540 DATA 169,21,24,229,242,10,10,10,1 

0,149,237,173,10,210,41,31,5603 

2550 DATA 21,237,149,237,172,119,90,96 

,0,0,141,221,90,142,222,90,9543 

2560 DATA 160,0,140,223,90,162,0,173,2 

21,90,56,249,213,90,141,221,3011 

2570 DATA 90,173,222,90,200,249,213,90 

,144,8,141,222,90,232,136,76,2002 

2580 DATA 133,90,136,173,221,90,121,21 

3,90,141,221,90,138,240,3,238,2927 

2590 DATA 223,90,174,223,90,208,4,169, 

0,240,2,9,144,162,0,129,6219 

2600 DATA 196,230,196,208,2,230,197,20 

0,200,192,8,144,184,173,221,90,4150 

2610 DATA 9,144,162,0,129,196,96,16,39 

,232,3,100,0,10,0,0,58 

2620 DATA 0,0,169,3,141,29,208,169,33, 

141,111,2,169,62,141,47,5710 

2630 DATA 2,162,3,189,14,82,157,192,2, 

202,16,247,162,3,169,0,5779 

2640 DATA 157,8,208,202,16,250,169,64, 

141,7,212,169,0,168,153,0,7866 

2650 DATA 67,153,0,68,153,0,69,153,0,7 

0,153,0,71,200,208,238,8801 

2660 DATA 169,114,133,244,32,12,87,169 

,255,141,64,67,141,65,67,141,7842 

2670 DATA 224,67,141,223,67,169,0,141, 

12,208,96,164,248,240,3,198,1829 

2680 DATA 248,96,177,192,240,35,141,0, 

210,32,118,91,177,192,141,1,8536 

2690 DATA 210,32,118,91,177,192,141,2, 

210,32,118,91,177,192,141,3,8474 

2700 DATA 210,32,118,91,169,2,133,248, 

96,169,0,141,0,210,141,1,6781 

2710 DATA 210,141,2,210,141,3,210,96,2 

30,192,208,2,230,193,96,169,3147 

2720 DATA 6,133,252,165,242,41,3,168,1 

85,26,82,141,168,91,164,251,1682 

2730 DATA 169,200,56,233,20,136,298,25 

0,164,242,136,140,169,91,24,109,1418 

2740 DATA 169,91,168,173,168,91,153,81 

,80,96,0,0,72,138,72,162,5612 

2750 DATA 3,189,196,2,41,240,9,2,157,2 

2,208,202,16,243,104,170,9686 

2760 DATA 104,64,133,245,134,246,132,2 

47,8,165,241,208,13,162,3,169,1472 

2770 DATA 0,157,0,208,202,16,250,76,24 

7,91,162,3,181,237,240,2,1634 

2780 DATA 214,237,202,16,247,165,252,2 

40,13,198,252,173,200,2,208,4,2804 

2790 DATA 169,48,208,2,169,8,141,200,2 

,165,195,208,13,133,249,173,1962 

2800 DATA 66,67,240,43,32,97,87,76,45, 

92,24,165,200,208,7,165,7677 

2810 DATA 201,208,3,76,45,92,198,200,1 



PAGE 30 / MARCH 1987 



ANALOG COMPUTING 



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UNICORN 

Decimal Dungeon ST $25 

Fraction Action ST $25 

KinderamaST $25 

Math Wizard ST $25 

Read & Rhyme ST $25 

UNISON WORLD 
Art Gallery 1 ST $19 

Art Gallery 2 ST $19 

Print Master ST $25 

VALUE TIME 

Calendais & Statkxiary ST$9.88 
Greeting Cards ST $9.88 
Signs & Banners ST $9.88 
Art Library 1 or 2 ST $9.88 Ea. 
XLENT 

First XlentW.P.(O) $19 

Page Designer (D) $19 

P.S. Interface (D) $19 

Rubber Stamp (D) $19 

Rubber Stamp ST $25 

Typesetter(D) $23 

Typesetter Elite ST $33 

Write 90° ST $19 

A CCESSORIE S 

Anchor VM 520 300/1200 

Baud Modem ST $139 
Bonus 5 '/4 SS. DD $5.99Bx 
Bonus 5% DS, DD $6.99Bx 

Bulk Disks 3 '/i Call 

CompuServe Starter Kit . $19 
Epyx 500XJ Joystick $14 
MPP300AT/1000E $34 

Supra 20 meg ST Drive Call 
WicoBoss $12 

WicoBat Handle $17 



P.O. BOX 111327— DEPT. AN — BLAWNOX, PA 15238 



I 



•Please Read The Following Ordering Terms & Conditions Carefully Before Placing Your Order: Orders with cashiers check or money order shipped immediately. Personal & Com- 
pany checks, allow 3 weeks clearance. No C.O.D.'s! Shipping: Continental U.S.A.— Orders under $100 add $3; tree shipping on orders otter S100. AK. HI, FPO, APO—add $5 on alt 
orders Canada S Puerto Rico— add $10 on all orders. Sorry, no other International orders accepted! PA residents add 6% sales tax on the total amount of order including shipping 
charges! Prices subject to change without notice. REASONS FOR CALLING CUSTOMER SERVICE— 412-361-5291 (1) Status ol order or back order (2) II any merchandise purchased 
within 60 days Irom S.D. of A. Is defective, please call lor a return authorization number. Defective merchandise will be replaced with the same merchandise only. NO CREDITS! After 
60 days please refer to the manufacturers warranty included with the merchandise & return directly to the manufacturer. Customer service will not accept collect calls or calls on 
S.D. OF A.'s soon order lines! REGULAR HOURS: Mon.-Fri. 9AM 5:30 PU,Sat^lOAM-iPJf. Eastern Time. Have you seen our on line catalog ol 1000 software titles for Commodore, 
Atari, Apple, IBM and Amiga? It's on CompuServe's Electronic Mailj^just type GO SDA and ^^hopping lor software will never be the same again! 



CIRCLE #111 ON READER SERVICE CARD 



^ Rambug II 



continued 



65, 200, 201 , 255, 208, 2 , 198 , 281 , 5177 

2820 DATA 165,281,16,8,169,0,133,200,1 

33,201,133,195,32,28,87,32,6478 

2830 DftTfi 57,91,32,253,86,169,0,133,77 

,165,245,166,246,164,247,40,3554 

2840 DflTft 108,99,86,142,220,92,140,221 

,92,141,222,92,181,222,157,0,1972 

2850 DATA 208,169,68,141,123,92,169,0, 

141,122,92,224,0,240,9,238,6 

2860 DATA 123,92,202,208,250,174,220,9 

2,181,230,168,173,122,92,141,198,5185 

2870 DATA 92,173,123,92,141,199,92,162 

,7,169,0,153,0,68,200,202,8657 

2880 DATA 16,249,174,220,92,173,10,210 

,141,4,210,169,194,141,5,210,1622 

2890 DATA 181,214,48,28,173,10,210,42, 

144,7,169,24,160,54,76,183,7011 

2900 DATA 92,169,16,160,64,75,183,92,1 

73,10,210,42,144,7,169,32,6299 

2910 DATA 160,64,76,183,92,169,40,160, 

64,141,195,92,140,196,92,181,1267 

2920 DATA 226,168,162,0,189,16,64,153, 

0,68,200,232,224,8,208,244,2393 

2930 DATA 174,220,92,181,226,149,230,1 

73,222,92,172,221,92,96,0,0,9564 

2940 DATA 0,181,237,240,1,96,181,206,2 

40,39,214,206,181,214,48,25,2314 

2950 DATA 246,222,181,222,201,207,208, 

25,169,0,149,222,198,205,173,41,3493 

2960 DATA 88,240,78,206,41,88,76,79,93 

,214,222,181,222,201,37,240,4169 

2970 DATA 231,181,210,240,37,214,210,1 

81,218,48,17,214,226,181,226,201,6815 

2980 DATA 60,208,23,181,218,9,128,149, 

218,76,56,93,246,226,181,226,4628 

2999 DATA 201,224,208,6,181,218,41,127 
,149,218,32,65,92,24,181,210,63 

3000 DATA 117,206,208,12,181,214,41,12 
7,149,206,181,218,41,127,149,210,3607 
3010 DATA 96,169,0,157,0,208,32,59,88, 
32,114,94,96,133,196,132,7672 

3020 DATA 197,169,81,133,198,169,80,13 

3,199,138,168,240,16,24,169,20,9256 

3030 DATA 101,198,133,198,144,2,230,19 

9,136,208,242,160,0,177,196,145,4276 

3040 DATA 198,200,192,20,208,247,232,9 

6,32,240,86,169,25,160,81,162,1242 

3050 DATA 0,32,91,93,169,45,160,81,162 

,2,32,91,93,169,65,160,6674 

3060 DATA 81,32,91,93,169,85,160,81,16 

2,5,32,91,93,169,105,160,7635 

3070 DATA 81,162,8,32,91,93,169,125,16 

0,81,32,91,93,169,6,141,6438 

3080 DATA 181,91,32,177,94,173,71,82,2 

08,31,169,72,160,82,162,6,7567 

3090 DATA 32,91,93,169,255,162,176,160 

,38,132,234,160,25,132,235,160,3432 

3100 DATA 49,140,205,94,160,8,76,38,94 

,201,1,208,31,169,92,160,8176 

3110 DATA 82,162,6,32,91,93,169,85,162 

,192,160,33,132,234,160,30,9944 

3120 DATA 132,235,160,74,140,205,94,16 

0,4,76,38,94,169,112,160,82,8185 

3130 DATA 162,6,32,91,93,169,0,162,200 

,160,25,132,234,160,37,132,9747 

3140 DATA 235,160,99,140,205,94,160,2, 

141,12,208,142,70,82,140,21,7152 

3150 DATA 87,169,114,32,12,87,173,31,2 

08,201,7,208,249,169,0,133,272 

3160 DATA 195,173,31,208,201,6,240,35, 

201,5,240,8,173,132,2,240,189 

3170 DATA 26,76,63,94,169,1,133,195,32 

,114,94,174,71,82,232,224,940 

3180 DATA 3,208,2,162,0,142,71,82,76,1 

92,93,32,217,86,169,2,6861 

3190 DATA 141,181,91,95,165,20,197,20, 

208,252,169,132,133,192,169,82,2933 

3200 DATA 133,193,96,173,157,94,201,25 



5,208,20,173,158,94,201,255,208,6555 

3210 DATA 13,165,12,141,157,94,165,13, 

141,158,94,76,159,94,32,255,9499 

3220 DATA 255,169,123,133,2,169,95,133 

,3,169,2,133,9,169,0,141,5541 

3230 DATA 68,2,96,169,208,133,200,169, 

7,133,201,96,32,244,87,165,1389 

3248 DATA 204,141,118,95,169,0,141,119 

,95,133,195,141,122,95,162,49,9396 

3250 DATA 165,204,24,109,118,95,141,11 

8,95,144,3,238,119,95,202,208,1841 

3260 DATA 239,162,5,24,165,200,109,118 

, 95, 141, 118, 95 , 165,201,109,119,867 

3270 DATA 95,141,119,95,202,208,236,16 

6,236,240,18,24,173,205,94,109,2905 

3280 DATA 118,95,141,118,95,144,3,238, 

119,95,202,208,238,169,27,133,2479 

3290 DATA 196,169,80,133,197,173,118,9 

5,174,119,95,32,120,90,173,119,9709 

3300 DATA 95,205,121,95,144,64,208,8,1 

73,118,95,205,120,95,144,54,9328 

3310 DATA 173,118,95,141,120,95,173,11 

9,95,141,121,95,173,120,95,13,8199 

3320 DATA 121,95,240,34,169,6,141,181, 

91,165,20,197,20,240,252,32,768 

3330 DATA 238,88,169,145,160,81,162,5, 

32,91,93,32,74,84,169,2,4601 

3340 DATA 141,181,91,238,122,95,169,36 

,133,196,169,80,133,197,173,120,2697 

3350 DATA 95,174,121,95,32,120,90,96,0 

,0,0,0,0,32,129,94,701 

3360 DATA 32,220,84,32,194,85,169,0,13 

3,236,133,241,133,251,133,205,5305 

3370 DATA 32,224,90,32,205,89,169,114, 

133,244,32,12,87,32,101,228,8777 

3380 DATA 169,0,141,8,210,169,3,141,15 

,210,32,217,86,169,1,133,8035 

3390 DATA 242,169,255,141,215,97,169,0 

,141,118,95,141,119,95,32,186,9658 

3400 DATA 94,173,122,95,240,10,169,0,1 

33,244,32,12,87,76,126,95,6767 

3410 DATA 133,236,133,236,141,200,2,13 

3,204,32,134,93,169,5,141,41,8125 

3420 DATA 88,32,114,94,160,0,177,192,2 

08,252,173,31,208,201,7,208,3483 

3430 DATA 240,32,177,94,32,205,89,32,2 

51,87,32,49,88,169,1,133,6632 

3440 DATA 241,162,3,32,236,89,202,16,2 

50,169,9,133,205,173,215,97,2897 

3450 DATA 197,234,240,14,56,229,235,14 

4,4,197,234,176,2,165,234,141,4136 

3460 DATA 215,97,169,0,133,251,169,1,1 

33,241,32,146,86,32,205,89,9514 

3470 DATA 141,30,208,162,3,164,205,181 

,222,240,3,136,48,23,202,16,9120 

3480 DATA 246,162,3,181,222,208,11,32, 

236,89,169,0,141,4,210,136,9562 

3490 DATA 48,3,202,16,238,169,4,141,21 

4,97,165,200,208,7,165,201,3178 

3500 DATA 208,3,76,56,97,173,132,2,288 

,7,169,1,133,195,76,152,8473 

3510 DATA 96,169,0,133,195,169,4,44,12 

0,2,208,11,165,244,201,48,9709 

3520 DATA 240,21,198,244,76,149,96,169 

,8,44,120,2,208,12,165,244,9777 

3530 DATA 205,70,82,240,2,230,244,32,1 

2,87,172,215,97,173,31,208,1361 

3540 DATA 201,6,208,6,32,179,97,76,145 

,95,169,255,205,252,2,240,4159 

3550 DATA 16,141,252,2,32,191,97,132,1 

95,205,252,2,240,251,141,252,7035 

3560 DATA 2,162,3,169,0,29,8,208,202,1 

6,250,201,0,208,8,136,8813 

3570 DATA 208,216,206,214,97,208,131,3 

2,95,97,165,205,48,33,141,30,8371 

3580 DATA 208,32,49,88,173,41,88,240,8 

1,162,3,181,222,240,3,32,9355 

3590 DATA 223,92,202,16,246,32,95,97,1 



PAGE 32 / MARCH 1987 



ANALOG COMPUTING 



1^ COMPUTER CREATIONS ^ 

YOin ATARI 8-BIT SUPPORT CENTER 



65,285,48,3,76,43,96,165,7299 

^600 DftTft 251,281,19,268,7,24,165,236, 

101,242,133,236,165,242,281,20,4829 

3610 DftTA 248,40,162,3,169,8,149,222,2 

82,16,251, 169, 28, 133, 252, 32, 1273 

3620 DATA 114,94,168,8,132,241,132,195 

,148,5,210,148,4,218,148,208,2584 

3630 DftTft 2,177,192,208,252,230,242,76 

,255,95,169,0,133,195,133,241,5758 

3640 DATft 162,2,32,114,94,169,10,133,2 

52,142,213,97,32,28,87,174,9068 

3650 DOTft 213,97,160,0,177,192,208,241 

,202,208,231,32,97,87,76,145,2728 

3660 DATA 95,162,3,169,0,29,8,208,202, 

16,250,160,1,132,253,162,1554 

3670 DATA 0,36,253,208,10,6,253,232,22 

4,4,208,245,76,175,97,141,3479 

3680 DATA 212,97,142,213,97,165,195,13 

,222,67,208,3,76,116,87,32,7729 

3690 DATA 114,94,198,205,230,204,32,20 

5,89,230,251,174,213,97,32,125,4201 

3700 DATA 91,174,213,97,169,0,149,222, 

157,0,208,173,212,97,76,115,1701 

3710 DATA 97,141,30,208,96,162,3,169,0 

,149,222,157,8,208,202,16,9850 

3720 DATA 248,160,0,140,0,210,140,2,21 

0,140,4,210,140,1,210,140,182 

3730 DATA 3,210,140,5,210,96,0,0,0,255 

,226,2,227,2,123,95,7623 



WHAT IS 

ST-CHECK? 



Most ST program listings in this maga- 
zine are followed by a table of numbers ap- 
pearing as data statements, called "ST 
CHECKSUM DATA." These numbers are 
to be used in conjunction with ST-Check 
(which appeared in ANALOG Comput- 
ing/ST-Log issue 41). 

ST-Check (written by Clayton Walnum) 
is designed to find and correct typing er- 
rors when readers are entering programs 
from the magazine. For those readers who 
would like copies of the article, you may 
send for back issue 41 ($4.00) of ANALOG 
Computing. 

ANALOG Computing/ST-Log 

P.O. Box 625, Holmes, PA 19045 




ACCOLADE 

Hardball 

Flqht Night 
ACTIVISION 

Cross Cty Road Race 

Ghostbustera 

Mlndshadow 

Music Studio 

Stat Bowl Football 

star League Baseball 

Hacker 

On Track Racing 
ARTUORX 

Bridge 4.0 

Compubr Idge 

strip Poker 
ATARI 

Atarlwrltet Plus 

Pt ooEreader 

Star Raiders II 

Learning Phone 

silent Butler 
ATARI HARDWARE 

130XE Computer 

1050 Disk Drive 

301 Modem 
BATTERIES INCLUDED 

Paperclip w/Spellpak 

Homepak 

n-Graph 
BLUE CHIP 

Hill lonalre 
BRODERBUND 

Pr Intshop 

Prints hop Companion 

Pr Intshop Graph . 
Library 1,2, 3 

syncalc [ 130XE) 

Syncalc (800) 

Syn£nc + 

Synca Ic Template 

Syntrend 

Karateka 

Hlndwheel 

Champ lon.Loderunner 
ACCESr, 

l.o.idc-rLiojid Golf 

Tournament Disk 

Tr Iple Pack 
ELECTRONIC 'arts 

Golden Oldies 

Lords of Conquest 

Starfleet I 

Chessmaster 2000 

Archon 1 1 : Adept 

Financial Cookbook 

Racing Destcuct . Set 

PI nbal 1 Construct I on 

Seven Cltlea of Gold 

Super Doulder Dash 

U 1 1 1 ma III 

ultima IV 

Dt . J s Lar ry Bird - 
One on One 

Mov lemaker 

Realm/Imposslbl 1 Ity 

Touchdown Football 



20 


datasoft 




OSS 




^\ If rii.it.c [;c.il 1 Ly 


21 


Action 


49 


17 
20 

n 

23 


Mind Purai.ilt 


20 


Action Tool Kit 


19 


H<:r(M-n.Lrv 


7 


Basic XL 


36 


Nuvur Fiidlny SLoty 


21) 


Basic XL Tool Kit 


19 


Ctosacheck 


20 


Dos XL 


19 


Theatre Europe 


22 


Basic XE 


49 


n 
n 

17 

n 


221 B Baker St. \ ^ -^C 


Mac 65 


49 


Bruce Lee 


20 


Mac 65 Tool Kit 


19 


Zorro 


20 


PEACHTREE 




Gunsl Inqer 


20 


Accounts Payable 


42 








Accounts Receivable 


42 


16 


EPYX 




General Ledqer 


42 


16 


Ballblazer 


26 


SIERRA 




20 


Eidolon 


26 


Ho me word 


20 




Koronls Rl£t 


26 


Ultima 11 


39 


39 


Rescue on Fractalu 


s 26 






\4 


Summer Games 


26 


r.TliATFGic .simulation;-. 




15 


World Karate Champ 


. 20 


U . S . A . A . 1- , 


■1 1 


19 


HAPPY 




Computer Uu.i r t f-r bacl' 


7 7 


19 


Happy Enhancement 


135 


K.implqrupp..- 


4 ! 




HAVDEN 




Colonial Conquest 


27 


129 


Sargon II 


14 


Ouestron 


34 


129 


sargon III 


34 


others C 


all 


39 


SAT Complete 


23 SUDLDGIC 






SAT Verbal 


15 


Flight simulator 11 


37 


39 


SAT Hath 


15 


Scenety-San Fran. 


15 


15 


HI-TECH 




Scenery- Japan 


15 


2C 


Cardware 


1 


Scenery HI thru 1(6 


15 




Hoartware 


7 SUPRA 




1"! 


Par tyware 


11 


HPP 1150 


39 




Warewl thai 


11 


Hlctopr Int 


29 


23 






Supra 300 AT Modem 


39 


26 


ICD 

U.S. Doublet w/o 




Supra 1200 AT Modem 
XETEC 


149 


n 


Spar tado:) 


29 


Super Graphlx 




33 


U.S. Doubler w/ 




Printer Interface 


35 


19 


Spartados 


49 


X~LENT 




]3 


Rambo X/L 


29 


Typesetter 


23 


15 


Sparta Dos Con- 




Rubber Stamp 


19 


28 


struction Set 


29 


Page Designer 


19 


20 


R-Tlme 8 


49 


Meqafont II 


17 


27 


P:R:Connectlon 


65 


P.S. Interface 


19 


20 


INFOCOM 




First X-lent Word 






Moonmlst 


23 


Processor 


19 


J(j 


Leather Goddesses 




Miniature Golf + 


19 


15 


of Phobos 


23 


ACCESSORIES 




lb 


Others 


Call 


Gems tick Joystlckd) 


6 




KYAH 




Atari Paddles 


13 


20 


Kyan Pascal 


54 


Atari Joysticks (Pair 


)13 


22 


System Utilities 


34 


HSX Qulckshot I 


5 


32 


Atari Advance 


34 


MSX Qulckshot II 


7 


28 


MICROLEAGUE 




MEX Qulckshot IV 


13 


24 


Baseball 


26 


Monitor Stand 


12 


28 


General Manager 


26 


Powerstclp; 6 outlet ) 


12 


11 


Team Player Disk 


14 


Powerstr Ip ( Surge ) 


19 


11 HICilOPRQSE 




Economy Prntr Stand 


6 


11 


silent Service 


27 


Disk Coupler 


6 


11 


F-15 Strike Eagle 


23 


Epyz 500 XJ Joystick 


15 


36 


Kennedy Approach 


23 


Mlcromate Paper (500)10 


42 


Conflict In Vletnarr 


25 


eOOXL Power Supply 


19 




Crusade )n Europe 


26 


1050 Power Supply 


15 


11 


Top Gunner 


17 


CABLES 




24 


Decision In Desert 


25 


P:R:Connect/Prlnter 


15 


11 MINDSCAPE 




P :R :Connect/Hodem 


15 


11 


Bank St. Mualc Writ 


e 20 


Interex US/Monitor 


7 




H.iUey's Project 


20 


Null Modem ST/8-Blt 


19 



To order call TOLL FREE 

1-800-824-7506 



IRDER LINE ONLY 



EH P.O. BOX 493 - DAYTON, OHIO 45459 kB 

For information, order inquiries, or for Ohio orders (513) 435-68fi& 

Order Lines Open 9 am to9 pm Mon-Fri ,10am lo4 pm. Sat (Easiern Standard Time) Minimum $15 per 
ofder COD (add $3 00) Please specify computer system Call toll free number to venly prices and availability 
of product Prices and availability are subject to change without notice We ship C D to Continental U S 
addresses onlyi Please mclude4% shipping on all Hardware orders (mm $4 00) Software and accessories add 
$3 00 shippmg and handling in Continental U S Actual freight will be charged outside U S to include Canada. 
Alaska, Hawaii. Puerto flico and APO Ohio residents add 6% sales tax Canadian orders 5% shipping, (Mm 
$5 00) All other foreign orders, please add 15% shipping, (Mm $10) Fonrnmediate delivery send cashier's 
check, money order or direct bank transfers Personal and company checks allow 3 weeks to clear School 
purchase orders welcome Due to our low prices, all sales are final NO CREDITS All defective returns must 
have a return auihori;aiion numt)er Please call |5 1 3) 435-6868 to obtain an RA# or your return will not be 
accepted for replacemeni or repair CIRCLE #112 ON READER SERVICE CARD 



ANALOG COMPUTING 



MARCH 1987 /PAGE 33 



ATARI 




micrOtyme^ £ 



A DIVISION OF MICRO PERIPHERALS, INC. 

P.O. BOX 369 • KETTERING, OHIO 45409 




HARDWARE/ACCESSORIES 



ATARI 

ST's Color or Mono CALL 

ST Monitor Cables CALL 

SF 314 Double Sided Drive CALL 

Supra 20, 30. 60 Meg Hard Disks CALL 

SH 201 20 Megabyte Hard Disk CALL 

SC 1224 RGB Color Monitor CALL 

ISOXE CALL 

65 XE CALL 

1050 Disk Drive CALL 

1020 Color Printer /Plotter 27 

Astra "Ttie One" 284 

7800 Pro System & Software CALL 

Power Supply 400/800/810 1050/850 15 

Power Supply 600/800 XL, 130 XE 26 

Power Supply for Indus GT 15 

PANASONIC 

KX-P1080i, 120 cps,5NLQ modes CALL 

KX-P1091i, 160 cps, new model CALL 

KX-P1092 80 col, True 180 cps 339 

KX-P1592 136 col. True 180 cps 549 

KX-P3131 L.Q, Daisy, 80 col 279 

KX-P3151 L.Q. Daisy, 136 col 429 

KX-P1 10 Ribbon, BIk 9 

COLOR RIBBONS 11 



MIDI HEADOUARTEHS 

CZ's CALL 

Cables CALL 

Hygrid Arts Software CALL 

Ottier MIDI Software CALL 



SOFTWARE 
We can't list it all. . .call if you don't see it! 



MONITORS 

TEKNIKAMJ-22 RGB and Composite . 

THOMSDN Green W/Audio 

THDMSON Amber W/ Audio 

THDMSON Composite Color 

THOMSON. RGB and Composite 

SAKATASC100 



279 

85 

, ,90 

CALL 

.CALL 

159 



10 
.19 
.17 
.15 
a41 
.9 



CITIZEN 



MSP-10 
MSP-15 



CALL 
.CALL 



STAR MICRONICS 

NX-10(80col) CALL 

NP-10 NEW MODEL 179 

NL-10 CALL 

NX-15(135coll 429 

STAR SG- 10 Ribbons 4 

Ribbons NL or NX CALL 

MODEMS 

ATARI 1030 45 

XM-301 Direct Connect CALL 

HAYES 1200Smadmodem 399 

US ROBOTICS COURIER 2400-100% Hayes! 429 

HABA 1200 (Hayes Compatible) 119 

VOLKSMODEM VM 520 (Hayes Compat) ... 149 

AVATEX1200bps Special 99 

AVATEX 1200 H.C. (Hayes Compatible) ... 149 



INTERFACES/BUFFERS 

ATARI 850 In Stock! 119 

P:R: CONNECTION (100% 850 compatible) . .69 

CABLES - We've Got 'Em CALL 

XETEC GRAPHIX AT 39 

SUPRA/MPP MICROPRINT 39 

SPECIAL SUPRA MICROSTUFFER (64K) 59 

SUPRA/MPP 1150 CALL 



EPSON 

LX-86(80col) CALL 

FX-85(80col) CALL 

FX-286 200cps(135col) CALL 

Tractors CALL 

ACCESSORIES 

ST - COVERS, Heavy Grade Vinyl 8 

ST ■ MOUSE MAT 

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ATARI "Standard" Joystick 

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Book of Adventure Games I or II 

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ICD's Multifunction 
I/O Parallel Device 



ICD INC. 

1220 Rock Street 

Rockford, IL 61101-1437 

(815) 968-2228 

256K MIO - $199.00 

1-meg MIO - $349.00 

XE Adapter Board - $20.00 

by Matthew J.W. Ratcliff 

Atari put an unusual "parallel bus" con- 
nector on the back of its 800XL and 600XL 
computers a few years ago. The parallel bus 
on the XL and 130XE machines was de- 
signed to connect to external high-speed 
devices, similar to the DMA port on the 
ST. Software and some additional bank- 
switching technology were also added to 
accommodate these future products that 
never came from Atari. ICD, Inc., however, 
decided to build the ultimate multifunc- 
tion board for the 8-bit Ataris, giving this 
machine all the features you could hope 
for 

First and foremost is the RAM contained 
in the MIO. I opted for the 1-meg version 
to test. One megabyte of RAM is 1024K, 
or about 5.7 double-density floppy disk 
drives. The default configuration of tlie 
MIO yields over 3000 double-density sec- 
tors of RAM disk space, among many oth- 
er features. 

The MIO gives you a printer interface, 
a standard P: device. It takes the same ca- 
ble the 850 or P:R: interfaces do. A 63K 
printer buffer is part of the MIO default 
setup. This may be reconfigured in incre- 
ments of 32K. from to 1023K. (The 
"missing" IK is working RAM used by the 
MIO software itself, so it does not cost you 
any of the computer's main RAM.) 

I tested the printer interface with The 
Print Shop. I printed a sign, with a 64K 
printer buffer enabled. About one-third of 
the way through the printout, control was 
Te'vuineA \o The Print Shop menu, while 
the spooler continued to churn out tlie pic- 
ture. I then pressed RESET while holding 
the SELECT key, to get to the MIO con- 



trol menu. I found that 44K of printer buff- 
er space had been used by the graphic. I 
selected the second option, printer config- 
uration, and then pressed R for repeat co- 
pies. The MIO immediately began dump- 
ing the graphic again, with no problems. 
When you exit The Print Shop to the MIO 
menu, you cannot return. While in the 
middle of a graphic, I turned off the com- 
puter and rebooted from an MIO RAM- 
disk, and began work on something else. 
While the computer was off, the MIO 
ceased printing. As soon as I powered up 
again, the MIO continued to crank out my 
graphics, exactly where it left off, without 
dropping a single dot. 

You will find that, when exiting from 
the MIO menu, it is equivalent to a cold- 
start with most software. I found I could 
go to the MIO menu from BASIC, change 
some parameters and return to BASIC — 
with my program listing still in memory. 
The same ivas not true for MAC/65, BA- 
SIC XL, AtariWriter, or the Atari Assem- 
bler Editor. Apparently, only the XL and 
XE internal BASIC ROMs are safe from the 
MIO menu, while all external cartridges 
and disk software are not. 

You also have the RS232 port, simply 
Rl: , on the MIO. It is equivalent to the Rl: 
port on the 850 or P;R: interfaces. It looks 
just like the old faithful Rl: to your Atari. 
I've tested it at 1200 baud on Delphi, do- 
ing some extremely fast file transfers to and 
from RAMdisk, using the Keith Ledbetter 
850 Express, version 3.0. I have also test- 
ed it with Amodem Plus 6.2, and again it 
ran flawlessly, with no modifications re- 
quired. One of the configuration features 
of the MIO is to redirect printer output (P:) 
to the RS232 port, for printers with that 
type of interface. 



If you want even more, another connec- 
tor is provided for attaching up to eight 
IB-megabyte hard disk drives. Larger hard 
drives (20-, 40-, even 60-meg) can be parti- 
tioned into smaller logical hard drives. 
SpartaDOS provides a great deal of flexi- 
bility in setting up your hard drive. The 
complete technical documentation even 
provides information for setting up the 
hard drive and MIO using MYDOS for 
those who prefer it over SpartaDOS. 

One problem I ran into when testing oth- 
er DOSs with the MIO, is that the RAM- 
disks are aJiA'ays double density. You have 
no choice in the matter. If you boot a 
single-density DOS 2. OS disk and format 
one of the MIO RAMdisks, it will show 707 
sectors, as expected. But they will be 
double-density, 256-byte sectors. This will 
cause problems if you try to duplicate from 
MIO RAMdisks to floppy, or vice versa. 
Copying a file at a time seems to cause no 
problems, however I did find that ICD's 
SCOPY utility (recently updated to support 
copying DOSs other than SpartaDOS) 
would copy from a single-density floppy 
to a compacted file on an MIO RAMdisk. 
From there I was able to SCOPY from the 
compacted file back to another floppy, re- 
sulting in a mirror copy of the original. It 
seems that you will need to use Sparta- 
DOS to get the most out of the MIO, al- 
though I have foimd other DOSs (2.0, 2.5 
and OSS DOS XL) work fine with it. If you 
plan to use the RAM drives and printer 
spooler (without adding a hard drive), just 
about any DOS will suit your needs. 

One of the nicest features of the MIO is 
its capability to redirect all I/O. For exam- 
ple, if I boot off the floppy drive, Dl: and 
copy the entire DOS system disk to RAM- 
disk D8:, I can then sivap them. The phys- 



ANALOG COMPUTING 



MARCH 1987 / PAGE 35 



53 Revie^v 



continued 



ical floppy disk becomes D8:, and the 
RAMdisk becomes Dl:. (No switch settings 
need be changed ; the MIO handler takes 
care of all the redirection automatically.) 
What this means is that you can now turn 
off your computer, and then reboot almost 
instantly off the MIO RAMdisk. RAMdisks 
in the IVUO are far more reliable than any 
internal RAMdisk you may run in your 
c;omputer If your computer locks up and 
you have valuable information stored on 
I^Mdisk inside your Atari, it is gone for- 
ever. You can totally crash your computer, 
instantly reboot from the MIO, and recover 
all your files! 

If you hook up a SASI or SCSI interface 
hard drive, your MIO configuration may 
be saved to the hard disk. Then, whenev- 
er you power up, you will quickly boot off 
the hard drive, with your old configura- 
tion automatically restored. One of my few 
complaints about the MIO is that this con- 
figuration cannot be saved to a floppy disk, 
nor can it be set from a SpartaDOS start- 
up batch file. The setup procedure is sim- 
ple to access and perform, but it would be 
nice if it could be done automatically from 
floppy disk, as well. If you leave it plugged 



in all the time, as I do (with appropriate 
surge protection, of course), then it won't 
be an amioyance at all. 

You can set a write lock for RAMdisks 
and hard drives from this menu, similar 
to placing a write protect tab on a floppy. 
An 8()-column adaptor board and network- 
ing capabilities are plamied for the MIO 
in the future. 

For those of you who are curious about 
"battery backup" for the MIO board, this 
unit requires about 2 watts of continuous 
power The MIO uses a standard Atari 9- 
volt AC supply, like that used with Atari 
disk drives. A battery backup unit would 
not be easy to build, nor cheap. 

Owners of the 130XE will need the bus 
adaptor board for connection to the MIO. 
This adaptor also gives you two vertical 
cartridge slots. Yom- RTIME8 cartridge can 
go in the rear slot, and your jjrogramming 
cartridge in front. The only problem with 
this adaptor is that it does not have the 
"fins" you find atop the RTIME cartridge, 
or inside all Atari computers. This means 
that you'll have to retract the sj^ring-loaded 
doors of some Atari cartridges (the Atari 
games. AtariWriter, and so on), by insert- 



ing a paper clip at one edge and sliding 
it back. This can be a real pain. I've start- 
ed removing the spring and door insert 
with beveled edges (but not the sliding 
piece) from my cartridges. I also found that 
some game cartridges would not riui with 
the MIO connected (Caverns of Mars from 
Atari and Atalantis from Imagic). 

The MIO turns your 8-bit into the ulti- 
mate software development system, if you 
want fast compiles with many "include" 
libraries. It can be an impressive RAM- 
driven bulletin board system and. with a 
hard drive, it can become a fantastic BBS 
.system. Should you opt for the MIO net- 
work (when it is completed) and eight per- 
sonal phone lines, you can have the best 
8-bit BBS system ever built. 

ICID has developed a reputation for firsl- 
quality hardware and utility software for 
the Atari computers. The MIO not only 
lives up to that reputation, it improves on 
it. If you want the most computing power 
and interfacing flexibility possible for yom- 
faithful 8-bit Atari, the MIO board is the 
only choice. H 



Attention Programmers! 



ANALOG Computing is interested in programs, articles, tutorials and hardware/software re- 
view submissions dealing with the whole line of Atari personal computers, including the new ST 
models. If you feel that you can write as well as you can program, then submit those articles 
and reviews that have been floating around in your head, awaiting publication. This is your op- 
portunity to share your knowledge with the growing family of Atari computer owners. 

All submissions for publication, both program listings and text, should be provided in printed 
and magnetic form. Typed or printed copy of text is mandatory and should be in upper and lower 
case with double spacing. By submitting articles to ANALOG Computing, authors acknowledge 
that such materials, upon acceptance for publication, become the exclusive property of ANA- 
LOG Computing. If not accepted for publication, the articles and/or programs will remain the 
property of the author If submissions are to be returned, please supply a self-addressed, stamped 
envelope. All submissions of any kind must be accompanied by the author's full address and 
telephone number 



Send programs to: 
Editor, ANALOG Computing 

P.O. Box 23, Worcester, MA 01603. 



PAGE 36 / MARCH 1987 



ANALOG COMPUTING 



48K Disk or Cassette 



TUTORIAL 



^1 



H 



The 

Vertical Blank 
Interrupt 

SCROLLING 



by Allan E. Moose and Marian J. Lorenz 

In our previous article (issue 51], we discussed the ba- 
sic concepts fundamental to using machine language rou- 
tines during the TV vertical blank [VB). There are two 
times when this is an especially useful programming tech- 
nique. One is when you want to do scrolling. The other 
is when you want to play music with a concurrently run- 
ning program. In this article, we'll talk about horizontal 
and vertical scrolling. Our next article will demonstrate 
the addition of music to a scrolling routine. 

All home computers offer some type of scrolling capa- 
bility. We're all familiar with the vertical scrolling of text 
up a screen as a program is listed. Many word-processing 
programs use both horizontal and vertical scrolling. The 
Atari computers offer the most refined scrolling capabili- 
ties of any small computer system. A programmer can do 
coarse and fine scrolling in both directions, one at a time 
or simultaneously, to produce diagonal movement with 
relative ease. 

The games Eastern Front and Caverns of Mars are the 
best examples of what can be accomplished with the 
Atari's scrolling. The reason that these programs haven't 
been translated to other computers is that no other com- 
puter can duplicate the Atari's scrolling capability. This 
is largely due to the manner in which screen memory is 
handled. Other systems use static blocks of screen mem- 
ory, whereas the Atari can use any available section of 
RAM for screen memory. 

The Atari system approaches scrolling in a different 
manner from systems having static screen memory. In 
those systems, data must be moved through the screen 
memory area. The Atari, on the other hand, keeps the data 
s'i-a'i\c and moves the screen across memory, consequent- 
ly achieving a smoother flowing scroll with less program- 



ming effort. To get a better idea of the process, take a 3x5 
card and cut out a window: 




Figure 1. — Your scrolling prop. 

To see the scrolling up function at work, move the card 
down over the text in this article. For scrolling down, move 
the card up over the text. To see horizontal scrolling, move 
the card to the left or right over the text. This simple exer- 
cise is helpful in understanding the programs that come 
later. 

Scrolling can be useful in several ways. For example, 
it can be used if you need to display more information 
than the screen can hold, such as when displaying detailed 
maps or blueprints. It can also enhance animation by al- 
lowing moving players to travel over a moving backgroimd. 

Vertical scrolling. 

■Vertical scrolling is controlled by the LMS instruction 
in a display list. Normally, this instruction contains the 
address of the beginning of screen memory. Coarse verti- 
cal scrolling is as simple as changing the address portion 
of the LMS instruction by an amount equal to the number 
of bytes displayed in one mode line on the TV screen. 

The idea can be illustrated as follows. Suppose we are 
working in graphics 2, where there are 20 bytes of mem- 



ANALOG COMPUTING 



MARCH 1987 / PAGE 37 



It VBI scrolling 



continued 



ory per mode line and screen memory starts at page 154,0. 
(In case you've forgotten, each graphics mode Une is built 
up of 1 to 16 TV scan lines, depending on the graphics 
mode.) Figures 2a and 2b show what happens to your 
screen when the LMS bytes are changed to 154,20. 



154,0 

154,20 

154,40 



154,200 ^ 
154,220 — ► 
Figure 2a. 



154,0 

154,20 

154,40 



A 


B 


C 


D 


E 


F 


1 


2 


3 



X Y Z 
Beginning at 154,0. 



154,220 
154,240 



A 


B 


C 


D 


E 


F 


1 


2 


3 


X 


Y 


Z 



O V E 



Figure 2b. — Beginning at 154,20. 

As you can see, coarse vertical scrolling moves infor- 
mation up or down one mode line at a time. This move- 
ment appears to be "jumpy." To alleviate jumpiness, the 
Atari hardware (in this case, the ANTIC chip) provides 
an option called fine scrolling. In fine vertical scrolling, 
the mode line moves up or down one TV scan line at a 
time. 

Implementing fine vertical scrolling requires an adjust- 
ment to antic's display list and manipulation of a hard- 
ware register. Recall that the display list is a program for 
ANTIC to follow when creating the TV display. Basically, 
the display list consists of a sequence of mode line instruc- 
tions followed by a Jump during Vertical Blank (JVB) in- 
struction. Each of the standard mode line instructions can 
be augmented by setting certain bits that will either cause 
an LMS, a Display List Interrupt (DLI), horizontal fine 
scrolling, or vertical fine scrolling. Figure 3 is the format 
of a display list byte: 



Decimal value 
Bit 

Function 


128 


64 


32 


16 8 4 2 


1 




Dt 


De 


Ds 


D4 


D3 


D2 


D, 


Do 




t 

DLI 


t 

LMS 


t 

FVS 


t 

FHS 


^ 


Mode 


-^ 




Graphics 





Figiu-e 3. 



From this, we see that to prepare for fine scrolling a 32 
(decimal) must be added to each of the mode line instruc- 
tions in the display list. This applies to all of the mode 
line instructions except the blank lines at the top of the 
screen. When ANTIC encounters a mode line instruction 
with bit Dr, set, the display hardware must know how many 
scan lines to scroll that mode line. That information must 
be provided by the programmer, by storing a number from 
to 15 in the hardware register VSCROL at 54277. (Only 
the lower 4 bits of the register are used.) The essential task 
of a fine-scrolling subroutine is to increment VSCROL un- 
til it reaches 15, then do a coarse scroll by changing the 
LMS address, and reset VSCROL to 0. This process is 
repeated for as long as vertical scrolling is desired. 

The UP! UP! and AWAY! (Listing 1) program illustrates 
these ideas by scrolling a hot air balloon up the screen. 
The machine language routine is added to the VB process- 
ing by using system timer 2 at location 538, 539. When 
system timer 2 counts down to 0, the operating system (or 
OS) does a JSR to the memory location specified in 552 
(lo-byte) and 553 (hi-byte). Routines that use system tim- 
er 2 do not have to be installed with SETVB and must end 
with an RTS. To start a program that uses system timer 
2, you must read your program into memory, put its start- 
ing address at 552 and 553, and then POKE a value other 
than into 538. 

Explanation of the vertical scrolling program. 

There are three basic tasks the machine language fine- 
scrolling program must perform: (1) keep track of how far 
the balloon has scrolled, (2) carry out fine and/or coarse 
scrolling, and (3) reset system timer 2 (CDTMV2) so the 
program is repeated each sixth vertical blank. 

The program (see Table 1) can be broken into three sec- 
tions. Section 1 limits the distance that the balloon scrolls 
up the screen, by counting the number of times the sub- 
routine has been called. It does this by incrementing the 
value in a register called COUNT, mitil COUNT has 
reached 120. There's no magic in the number 120. It's just 
a value that we settled on by experimentation. You can 
scroll the balloon off the screen by using a larger number. 

When COUNT reaches 120, the program branches to an 
RTS without resetting system timer 2 and, consequently, 
the scrolling stops. If the scrolling limit has not been 
reached, then the program stores the COUNT value and 
continues on to perform the fine scroll in Section 2. 

Since the hardware register VSCROL is a write-only reg- 
ister, we cannot read it to find out the last value stored 
there. As a result, it's necessary to provide a software reg- 
ister, which we've called FINSCL, to keep track of the cur- 
rent fine scrolling number. Once the value in FINSCL has 
been loaded into the X-register and incremented, it is test- 
ed to see if the result is greater than 15. If it is, the pro- 
gram branches to Section 3, the coarse-scrolling section. 
If the result is less than 15, it is stored in VSCROL and 
FINSCL. After this, the program resets CDTMV2 to a non- 
zero number, so that the OS will follow its routine of 
decrementing to then JSRing to our subroutine. The val- 
ue stored in CDTMV2 (that is. 6) was chosen to give a 
smooth scrolling of the balloon up the screen. 



PAGE 38 / MARCH 1987 



ANALOG COMPUTING 



Table 1. 





Assembly language Listing 






for 






Fine Vertical Scrolling 


Register Use: 






205=COUNT Used to limit the balloon's travel up the screen 


206=FINSCL A software register to hold current fine scroll value 


LOSCN 


Location of lo 


■byte of screen memory address; 




the second byte of LMS 


instruction 


HISCN 


Location of h 


-byte of screen memory address; 




the third byte of LMS instruction j 


CDTMV2 


System Timer 


2 




VSCROL 


Hardware Fine Scroll Register | 




UMIT=120 


DELAY=6 


FINLIM = 16 


Section 1: 


Keeps tracl< of distance scrolled up the screen 




LDY COUNT 


164,205 


Load count of times 
scrolled 




INY 


200 


Increment the count 




CPY LIMIT 


192,120 


Test for end of scrolling 




BEG END 


240,19 


If limit reached, return 
without timer reset 




STY COUNT 


132,205 


If limit not reached, store 
count and continue on to 
fine scroll 


Section 2 


Performs the fine scroll 






LDX FINSCL 


166,206 


Get current fine scroll value 




INX 


232 


and increment it 




CPX FINLIM 


224,16 


Test for limit of fine 
scrolling 




BEQ COARSE 


240,11 


If limit reached, branch to 
coarse scroll and reset 




STX VSCROL 


142,5,212 


else store value in 
hardware 




STX FINSCL 


134,206 


and software register 




LDA DELAY 


169,6 


Reset system 




STA CDTMV2 


141,262 


timer 2 




RTS 


96 


Return from subroutine 


Section 3 


Performs the coarse scroll and resets the fine scroll registers. 


COARSE 


CLD 


216 


Prepare to add by clearing 
decimal mode 




CLC 


24 


and carry flag 




LDA LOSCN 


173,4,157 


Load Accumulator with lo- 
byte of screen memory 




ADC #20 


105,20 


Add the number of bytes in 
a mode line 




BES HIADD 


176,16 


If carry results go to incre- 
ment the hi-bytes, as well 




STA LOSCN 


141,4,157 


If no carry update LMS low 
address 




LDA #0 


169,0 


reset hardware 




STA VSCROL 


141,5,212 


and 




STA FINSCL 


133,207 


software registers 




LDA DELAY 


169,6 


Reset system 




STA CDTMV2 


141,262 


timer 2 




RTS 


96 


Return from subroutine 


HIADD 


INC HISCN 


238,5,157 


Add 1 to LMS high address 
byte 




STA LOSCN 


1414,157 


Update LMS low address 
byte 




LDA #0 


196,0 


Reset 




STA VSCROL 


141,5,212 


hardware and software 




STA FINSCL 


133,206 


registers 




LDA DELAY 


169,6 


Reset system 




STA CDTMV2 


141,26,2 


timer 2 




RTS 


96 


Return 



Now suppose FINSCL was incremented to the number 
16. In that case, the program has to do a coarse scroll, and 
reset both the hardware and software fine-scrolling reg- 
isters. This job is performed by Section 3 of the program. 
Coarse scrolling is accomplished by adding 20 to the lo- 
byte of the screen memory foimd in the LMS instruction 
of the display list. 

Two things should be noted here. First, we do a binary 
addition, so we must Clear the Decimal Mode (CLD). Sec- 
ond, addiiig 20 may result in a number greater than 255, 
so we may have to do a simple 2-byte addition. This con- 
tingency is provided for by Clearing the Carry Flag (CLC) 
and a Branch on Carry Set (BCS). By reading the com- 
ments in the accompanying assembly listing (Table 1), you 
can trace through the way in which these ideas are im- 
plemented. 

Horizontal scrolling. 

We've seen how you can scroll things up or down the 
screen by changing the address in a single LMS instruc- 
tion. With horizontal scrolling, the basic idea is to associ- 
ate an LMS instruction and a section of screen memory 
with each mode line. When the amount of inemory re- 
served is larger than necessary for the number of bytes 
in the mode line, the display can be scrolled back and forth 
across the screen by changing the address in.the LMS in- 
structions. Figure 4 is a diagrain, showing just two mode 
lines, to help you visualize this concept; 
140,0 .140,19 140,255 



141,0 



V 


/ 


1 y 


1 






^1 


1 




^^141,19 



141.255 



140,20 






,140,39 


. 


1 


\ 


> 


1 








1 


J* 




1 


141. 20-^ 




^141.39 



Figure 4. — Horizontal scrolling. 

Programming horizontal scrolling is easier if you set 
aside one page of memory for each mode line you want 
to scroll. Then you need only manipulate the low address 
bytes in the LMS instruction. 

lust as in vertical scrolling, there is both coarse and fine 
horizontal scrolling. Fine horizontal scrolling is done in 
color clock units. Color clocks are a way of keeping track 
of the motion of the electron beam across the TV screen 
independently of the screen's size. HSCROL is an 8-bit reg- 
ister, but, as with VSCROL. only the lower 4 bits are used. 
This means the inaximum number of color clocks that an 
image can be fine scrolled is sixteen. The actual number 
to use depends on the number of color clocks in the charac- 
ters of the graphics mode you use. Listing 2 is the hori- 
zontally-scrolling version of UP! UP! and AWAY! 

Assembly language listing. 

Table 2 is the machine language horizontal-scrolling 
subroutine. This routine is slightly shorter and simpler 
than the vertical scrolling routine. Sections 1 and 2 are 



ANALOG COMPUTING 



MARCH 1987 / PAGE 39 



^ VBI scrolling 



continued 



Table 2. 





Assembly Language 


Listing 






for 






Fine Horizontal Scrolling | 


Register Use 








205=COUNT 


Used to limit the balloon's travel up the screen 


206 = FINSCL 


A software register to hold current fine scroll value 


CDTMV2 


System Timer 


2 




HSCROL 


Hardware Fine Scroll Rec 


ister 


Section 1: Keeps track of distance scrolled across the screen | 




LDY COUNT 


164,205 


Load count of times 
scrolled 




INY 


200 


Increment the count 




CPY LIMIT 


192,200 


Test for end of scrolling 




BEG END 


240,19 


If limit reached, return 
without timer reset 


Section 2: Performs the fine 


scroll 






STY COUNT 


132,205 


Save COUNT value 




LDX FINSCL 


166,206 


Get current fine scroll 
value 




INX 


232 


and increment it 




CPX #8 


224,8 


Is fine scroll at its 
maximum? 




BEG COARSE 


240,11 


If limit reached, branch to 
coarse scroll and reset 




STX HSCROL 


142,4,212 


else store value in 
hardware 




STX FINSCL 


134,206 


and software register 




LDA DELAY 


169,4 


Reset system 




STA CDTMV2 


141,26,2 


timer 2 




RTS 


96 


Return from subroutine 


Section 3: Performs the coarse scroll and resets the tine scroll registers| 


COARSE 


LDX#0 


162,0 Load index value 




DEC SCNADR.X 132,133 Decrement 1st | 








screen address 




INX 


232 


Increment 




INX 


232 


register to point to 




INX 


232 


next screen address 




CPX ENDDL 


224,33 Are all addresses 








incremented? 




BNE 


208,246 If not, loop back 




LDA#0 


169,C 


If yes, reset 




STA HSCROL 


141,4,212 hardware and | 








software 




STA FINSCL 


133,206 registers | 




LDA #4 


169,4 


Reset system 




STA CDTMV2 


141,26,2 timer 2 | 




RTS 


96 


Return from sub- 
routine 



nearly identical in the two programs. The major (differ- 
ences are that: (1) the balloon is allowed to scroll off the 
screen horizontally, (2] the fine scrolling increments 
HSCROL only seven times before it branches to the coarse 
scroll in Section 3, and, naturally, (3) the fine scroll num- 
ber must be stored in HSCROL (54276) rather than 
VSCROL. Compared to the vertical-scrolling routine. Sec- 
tion 3 (coarse scrolling) is simpler because it only needs 
to increment the low address byte in each LMS instruc- 
tion. This is done by using the X-register as an index to 
locate each of the proper bytes in the display list. As be- 
fore, this part of the program also resets the fine scroll 
registers to and resets system timer 2 before executing 
the RTS. 

The two programs we have presented illustrate vertical 
and horizontal fine scrolling. A natural question to ask 
is: "What happens if we put both movements together?" 



The answer: we get diagonal scrolling. Listing 3 is the BA- 
SIC program, and Table 3 is the assembly language list- 
ing for a diagonal-scrolling subroutine. 

In this article we have explained the ups, downs and 
"acrosses" of scrolling. The routines we have given can 
be modified easily for use in your own programs. A good 
first exercise is to try vertical scrolling down and horizon- 
tal scrolling to the left. H 

Table 3. 





Assentibly Language Listing 








for 






Fine 


Diagonal Scrolling 1 


Register Use: 








205=COUNT Used to tin- 


it the balloon's travel up the screen 


206=HFINREG A software 


register to hold current fine-scroll value 


207=VFINREG A software 


register to hold fine-scroll value 


Section 1 


Keeps track of distance scrolled across the screen | 




LDY COUNT 




164,205 


Load count of times 
scrolled 




INY 




200 


Increment the count 




CPY LIMIT 




192,80 


Test for end of scrolling 




BEG END 




24028 


If limit reached, return 
without timer reset 


Section 2 


■ Performs the fine scroll 






STY COUNT 




132,205 


Save COUNT value 




LDX HFINREG 




166,206 


Get current fine scroll 
value 




INX 




232 


and increment it 




CPX #8 




224,8 


Is fine scroll at its 
maximum? 




BEG COARSE 




24020 


If limit reached, branch 
to coarse scroll and 
reset 




STX HFINREG 




134,206 


hardware and software 
register 




STX HSCROL 




142,4,212 


else store value in 
hardware 




LDX VFINREG 




166,207 


Get vertical line scroll 




INX 




232 


value and 




INX 




232 


increment it 




STX VFINREG 




134,207 


Save vertical fine scroll 
value 




STX VSCROL 




142,5,212 


in software and hard- 
ware registers 




LDA #6 




169,6 


Reset system 




STA TIMER 




141,26,2 


timer 2 


END 


RTS 




96 


Return from subroutine 


Section Three: Coarse scroll 






COARSE 


LDX #0 




162,0 


Load X-register for 
indexed addressing 


LOOP 


DEC LOSCNADR.X 


222,132,133 


change lo-byte of 










screen address 




INX 




232 


Inc. to point to hi-byte 
of screen address 




INC H1SCNADR,X 


254,132,133 


Inc. hi-byte of screen 










address 




INX 




232 


Inc. X-register to point 




INX 




232 


to next lo-byte screen 
address 




CPX #33 




224,33 


Are all screen ad- 
dresses changed? 




BNE LOOP 




208,243 


If not, branch back 




LDA #0 




169,0 


If yes, then reset 




STA HFINREG 




133,206 


software 




STA VFINREG 




133,207 


and 




STA HSCROL 




141,4,212 


hardware 




STA VSCROL 




141,5,212 


registers 




LDA #4 




169,4 


Reset system 




STA CDTMV2 




141,26,2 


timer 2 




RTS 




96 


Return from subroutine 



PAGE 40 / MARCH 1987 



ANALOG COMPUTING 



Allan E. Moose, Ph.D., is a Professor of Mathematics 
and Physics at Long Island University, Southampton cam- 
pus. New York. He uses computers both recreatjona]J\' and 
pro/essionally. 

Marian J. Lorenz, B.S., M.S., is Preschool Leader for the 
Special Education Program at Central Islip Public Schools, 
New York. She too has used computers recreationall}' and 
professionally. 

The two have a book on 6502 assembly language to be 
published by Weber Systems, Inc., now in the proo/ing 
stage. They've published articles on graphics, bcuik-switch- 
ing on the XE and Logo data management. 



The two-letter checksum code preceding the line 
numbers here is not a part of the BASIC program. 
For further information, see the BASIC Editor II, 
in issue 47. 



Listing 1. 
BASIC listing. 



M 10 REM UP! UP! AND AMAY! 

m 26 REM FINE VERTICAL SCROLLING 

gS 30 REM DURING THE VERTICAL BLANK 
P 40 REM ROUTINE IS LINKED USING 
jStl 50 REM SYSTEM TIMER TWO 
3i€ 60 REM BY ALLAN MOOSE/MARIAN LORENZ 

tf 70 REM KXKXX 1985 XXKXM 
8 80 REM DIMENSION AND DEFINE STRINGS TH 

AT STORE ML ROUTINES 
HX 50 REM AND CHARACTER SET 
Ka 100 DIM EMPTY$ £18), TRAN5SC20), CHANGES C 

14),BAL$(883 
Lft 120 RESTORE 700:F0R K=l TO 18 : READ A:E 

MPTY$ CK) =CHR5 CA) : NEXT X 
SM 140 FOR X=l TO 20 : READ A : TRAN5$ CX) =CHR 

SCA] :NEXT X 
BN 160 FOR X=l TO 13:READ A : CHANGES CXI =CH 

R$tA) :NEXT X 
RL 180 FOR X=l TO 88 : READ A : BAL$ CX] =CHR$ ( 

A} :NEXT X 
XI 190 REM SET UP RESERVED SPACE AND CLEA 

R 
SH 200 POKE 10e,148:P0KE 203,B:POKE 204,1 

48 
iftB 210 EMPTY=USRCADRCEMPTY$n 
MJ 220 REM SET GRAPHICS MODE AND COLORS 
VS 230 GRAPHICS 18:P0KE 752,1:P0KE 708,88 

SPOKE 712,160 
FP 240 REM MOVE STANDARD CHARACTERS/REDEF 

INE 
.RF 250 POKE 205,0: POKE 206,224 
im 260 MOVE=:USRCADRCTRANSS)) 
flL 270 Q=ADRCBAL$) 
YF 280 HIQ=INTCQ/255) 
VP 299 L0Q=Q-HIQ*255 
EI 300 POKE 205, L0«: POKE 206, HIQ 
BD 310 POKE 203,24:P0KE 204,148 
UF 320 R=USRCADRCCHANGE$)) 
KB 330 REM SET UP CUSTOM DISPLAY LIST 
IX 340 FOR 1=0 TO 2:P0KE 40192+1, 112 : NEXT 

I 
DC 350 POKE 40195, 103:REM SCROLLING BIT S 

ET C64+7+32=103) 
GK 360 POKE 40196, OlPOKE 40197,154 
FI 370 FOR 1=0 TO 9:P0KE 40198+1, 39 : NEXT 

l;REM SCROLL BIT SET AT EVERY LINE C7+ 

32=39] 
S 380 POKE 40208,7 



K 390 POKE 40209,65 

W 400 POKE 40210, 0:POKE 40211,157 

TH 410 REM TELL ANTIC AND OS WHERE DL AND 

SCREEN MEMORY ARE 
NP 420 POKE 559,0:REM TURN OFF SCREEN 
ftT 430 POKE 560,0:P0KE 561,157 
EV 440 POKE 88,0:POKE 89,154 
FJ 450 POKE 756,148!REM INSTALL CHARACTER 

SET ADDRESS 
MZ 460 POKE 559,34:REM TURN ON SCREEN 
CV 470 REM PUT BALLOON IN MEMORY 
XH 480 POSITION 6,7:PRINT tt6;"«$X" 
If 490 POSITION 6,8:PRINT tt5j"&'C" 
SF 500 POSITION 6,9:PRINT «6;")*+" 



QY 
SU 
KT 
HP 



510 POSITION 7,10:PRINT «6;"II" 



520 POSITION 7,ll:PRINT tt6; 

530 REM LOAD IN SCROLL ROUTINE 

540 RESTORE 560: FOR 1=0 TO 70 : READ SCR 

OLLrPOKE 40448+1, SCROLLiNEXT I 
HG 550 REM DATA FOR SCROLL ROUTINE 
GZ 560 DATA 164,205,200,192,120,240,19,13 

2,205,166,206,232,224,16,240,11,142,5, 

212,134 
OS 580 DATA 206,169,6,141,25,2,96,216,24, 

173,4,157,105,20,176,16,141,4,157,169, 

0,141,5,212,133 
UT 600 DATA 206,169,6,141,26,2,96,238,5,1 

57,141,4,157,169,0,141,5,212,133,206,1 

69,6,141,26,2,96 
VM 620 REM INSTALL ADDRESS OF THE SCROLLI 

NG PROGRAM 
DH 630 POKE 552,0:POKE 553,158 
ZU 640 REM SET REGISTERS USED BY SCROLLIN 

G ROUTINE 
HP 650 POKE 205,O:POKE 206,0:P0KE 54277,0 
ftl 660 REM START SYSTEM TIMER 2 
MU 670 POKE 538,10 
ftj 680 GOTO 680 
CN 690 REM DATA FOR EMPTY$ 
U« 700 DATA 104,169,0,162,8,160,0,145,203 

,200,208,251,230,204,202,208,246,96 
UN 710 REM DATA FOR TRANSS 
UE 720 DATA 104,162,4,160,0,177,205,145,2 

03,200,208,249,230,206,230,204,202,208 

,242,96 
BH 730 REM DATA FOR CHANGES 
BT 740 DATA 104,160,0,177,205,145,203,200 

,192,88,208,247,96 
VK 750 REM DATA FOR BALS 
TH 760 DATA 0,0,1,3,7,15,31,31,0,126,255, 

255, 255, 255, 255, 255, 0, 0, 128, 192, 224, 24 

0,248,248,63 
JZ 780 DATA 63,63,63,63,63,63,63,255,255, 

255, 255, 255, 255, 255, 255, 252, 252, 252, 25 

2,252,252,252,248,31,15 
MT 790 DATA 7,3,1,0,0,0,255,255,255,255,2 

55,255,126,126,248,240,224,192,128,0,8 

,0,36,36,36 
Jl 800 DATA 36,255,255,255,255,255,255,25 

5,126,0,0,0,0 



Listing 2. 
BASIC Hsting. 

SA 10 REM UP! UP! AND AWAY! 

HS 20 REM FINE HORIZONTAL SCROLLING 

MS 30 REM DURING THE VERTICAL BLANK 

VP 40 REM ROUTINE 15 LINKED USING 

GM 50 REM SYSTEM TIMER TWO 

SG 60 REM BY ALLAN MDOSE/MARIAN LORENZ 

ftp 70 REM XXXXX 1985 XXXXX 

RK 80 REM ** VERSION 2 ** 

XZ 90 RESTORE llO 

SM 100 FOR NUM=0 TO 17:READ EMPTY:POKE 16 



ANALOG COMPUTING 



MARCH 1987 / PAGE 41 



^1 



li VBI scrolling continued 



F ee+NUM, empty: NEXT MUM 

ftt 110 DATA 104,169,0,162,28,168,0,145,20 

3,200,208,251,230,204,202,208,246,96 
TI> 120 RESTORE 140 
HO 130 FOR NUM=0 TO ISlREflD TR0N5:P0KE 16 

25 + NUM,TR(lN5:NEKT MUM 
lUC 140 DATA 104,162,4,160,0,177,205,145,2 

03,200,208,249,230,206,230,204,202,208 
; ,242,96 
UZ 150 RESTORE 170 
VU 160 FOR HUM=0 TO 12:READ CHAMGE:P0KE 1 

646+NUM,CHANGE:NEKT HUM 
SH 170 DATA 104,160,0,177,205,145,203,200 

,192,144,208,247,96 

by 180 restore 200 

5y 190 for num=0 to 87:read balljpoke 166 
i+num,ball:next num 

UU 200 DATA 0,0,1,3,7,15,31,31,0,126,255, 

255,255,255,255,255,0,0,128,192,224,24 

0,248,248 
8F 210 DATA 63,63,63,63,63,63,63,63,255,2 

55,255,255,255,255,255,255,252,252,252 

,252,252,252,252,248 
DB 220 DATA 31,15,7,3,1,0,0,0,255,255,255 

,255,255,255,126,126,248,240,224,192,1 

28,0,0,0,36,36,36,36 
KK 230 DATA 255,255,255,255,255,255,255,1 

26,0,0,0,0 
MZ 240 REM SET UP RESERVED SPACE AND CLEA 

R 
FV 250 POKE 106,133:PDKE 203,0:P0KE 204,1 

33 
EH 260 EMPTY=USRC1606) 

HT 270 REM SET GRAPHICS MODE AND COLORS 
WC 280 GRAPHICS 18:P0KE 752,1:P0KE 708,88 

iPOKE 712,160 
FZ 290 REM MOUE STANDARD CHARACTERS/REDEF 

INE 
OM 300 POKE 2O5,0:POKE 206,224 
M 310 TRANS=USR(1625) 
CI 320 POKE 205,125:P0KE 206,6 
UY 330 POKE 203,24:POKE 204,134 
m 340 CHANGE=USRC1646] 

KF 350 REM SET UP CUSTOM DISPLAY LIST 
PV 360 FOR 1=0 TO 2:P0KE 34176+1, 112 ! NEXT 

I:REM BLANK SCAN LINES 
FM 370 FOR 1=0 TO 10 : POKE 34179+1*3, 87 : NE 

XT I:REM SCROLL SET EVERY MODE LINE 
CE 380 FOR 1=0 TO lOiPOKE 34180+1*3, 128 ! N 

EXT I:REM set LO SCRN ADDRESS 
BM 390 FOR 1=0 TO 10: POKE 34181+1*3,138+1 

:NEXT I: REM SET HI SCRN ADDRESS 
ZR 400 POKE 34212,65 
lA 410 POKE 34213,128 
FV 420 POKE 34214,133 

CH 430 REM TELL ANTIC WHERE TO FIND DL 
NT 440 POKE 559,0:REM TURN OFF SCREEN 
LV 450 POKE 560,128:POKE 561,133 
AZ 460 POKE 756,134:REM INSTALL CHARACTER 

SET ADDR 
NB 470 POKE 559, 34: REM TURN ON SCREEN 
BG 480 REM POKE CHAR CODES DIRECTLY INTO 

MEMORY 
UN 490 POKE 144*256+130, 3:P0KE 144*256+13 

1,-1 
AY 500 POKE 144*256+132, 5:P0KE 145*256+13 

0,6 
10 510 POKE 145*256+131, 7: POKE 145*256+13 

YF 520 POKE 146*256+130, 9 : POKE 146*256+13 

1,10 
LA 530 POKE 146*256+132, ll:POKE 147*256+1 

31,140 
OH 540 POKE 148*256+131,141 
KX 550 REM LOAD IN SCROLL ROUTINE 
GY 560 FOR 1=0 TO 51:READ 5CR0LL:P0KE 153 

6+I,SCR0LL:NEXT I 
RE 570 REM 



HT 580 DATA 164,205,200,192,200,240,19,13 

2,205,166,206,232,224,8,240,11,142,4,2 

12,134 
RI 590 REM 
YU 600 DATA 206,169,6,141,26,2,96,162,0,2 

22,132,133,232,232,232 
or 610 REM 
HJ 620 DATA 224,33,268,246,169,0,141,4,21 

2,133,206,169,4,141,26,2,96 
QX 630 REM 
VQ 640 REM INSTALL ADDRESS OF THE SCROLLI 

NG PROGRAM 
BC 650 POKE 552,0:P0KE 553,6 
ZZ 660 REM SET REGISTERS USED BY SCROLLIH 

G ROUTINE 
LJ 670 POKE 2O5,0:POKE 206,0:P0KE 54276,0 
RM 680 REM START SYSTEM TIMER 2 
MY 690 POKE 538,10 
NU 700 GOTO 700 



Listing 3. 
BASIC listing. 



BA 10 REM UP! UP! AND AMAY ! 

JY 20 REM FINE DIAGONAL SCROLLING 

HS 30 REM DURING THE VERTICAL BLANK 

yp 40 REM ROUTINE IS LINKED USING 

GM 50 REM SYSTEM TIMER TWO 

5G 60 REM BY ALLAN MOOSE/MARIAN LORENZ 

AF 70 REM XKKXX 1985 XKXXM 

RK 80 REM ** VERSION 2 ** 

IZ 90 RESTORE 110 

sh 100 for num=0 to 17:read empty:poke 16 
06+num,empty:next num 

FB 110 DATA 104,169,0,162,28,160,0,145,20 

3,200,208,251,230,204,202,208,246,96 
TD 120 RESTORE 140 
KD 130 FOR NUM=0 TO 19 : READ TRANS: POKE 16 

25+NUM,TRANS:NEXT NUM 
UC 140 DATA 104,162,4,160,0,177,205,145,2 

03,200,208,249,230,206,230,204,202,208 

,242,96 
UZ 150 RESTORE 170 
VV 160 FOR NUM=0 TO 12:READ CHANGE:POKE 1 

646+NUM,CHANGE:NEXT NUM 
SH 170 DATA 104,160,0,177,205,145,203,200 

,192,144,208,247,96 
RY 180 RESTORE 200 
5Y 190 FOR NUM=0 TO 87 : READ BALL:POKE 166 

1+NUM,BALL:NEXT NUM 
NU 200 DATA 0,0,1,3,7,15,31,31,0,126,255, 

255,255,255,255,255,0,0,128,192,224,24 

0,248,248 
XF 210 DATA 63,63,63,63,63,63,63,63,255,2 

55,255,255,255,255,255,255,252,252,252 

,252,252,252,252,248 
DB 220 DATA 31,15,7,3,1,0,0,0,255,255,255 

,255,255,255,126,126,248,240,224,192,1 

28,0,0,0,36,36,36,36 
KH 230 DATA 255,255,255,255,255,255,255,1 

26, 0,0,0,0 
WZ 240 REM SET UP RESERVED SPACE AND CLEA 

R 
FU 250 POKE 106,133:POKE 203,0:P0KE 204,1 

33 
EH 260 EMPTY=USRC1606J 

HT 270 REM SET GRAPHICS MODE AND COLORS 
WC 280 GRAPHICS 18 : POKE 752,1:P0KE 708,88 

:POKE 712,160 
FZ 290 REM MOVE STANDARD CHARACTERS/REDEF 

INE 
QM 300 POKE 205,0:P0KE 206,224 
AO 310 TRANS=USRtl6253 
CI 320 POKE 205,125:POKE 206,6 



PAGE 42 / MARCH 1987 



ANALOG COMPUTING 



aV 330 POKE 203,24:POKE 204,134 

m 340 CHaNGE=U5R(1646) 

KF 350 REM SET UP CUSTOM DISPLAY LIST 

PV 360 FOR 1=0 TO 2: POKE 34176+1, 112 : NEXT 

i I: REM BLANK SCAN LINES 

i,P 370 FOR 1=0 TO 10:POKE 34179+1*3, 119 : N 

k EXT I:REM SCROLL SET EUERY MODE LINE 

iE 380 FOR 1=0 TO 10:POKE 34180+I»3, 128 : N 

EXT I: REM SET LO SCRN ADDRESS 
SH 390 FOR 1=0 TO 10:POKE 34181+1*3, 138+1 
l' :NEXT IlREM SET HI SCRN ADDRESS 
ZR 400 POKE 34212,65 
tti 410 POKE 34213,128 
WV 420 POKE 34214,133 

€N 430 REM TELL ANTIC WHERE TO FIND DL 
HT 440 POKE 559,0:REM TURN OFF SCREEN 
LV 450 POKE 560,128:POKE 561,133 
ttZ 460 POKE 756,134:REM INSTALL CHARACTER 

SET ADDR 
NB 470 POKE 559,34:REM TURN ON SCREEN 
BG 480 REM POKE CHAR CODES DIRECTLY INTO 
i. MEMORY 
VH 490 POKE 144*256+130, 3: POKE 144*256+13 

fiV 500 POKE 144*256+132, 5: POKE 145*256+13 

f 0,6 

lO 510 POKE 145*256+131, 7: POKE 145*256+13 

? ft 

YF 520 POKE 146*256+130, 9 : POKE 146*256+13 
tft 530 POKE 146*256+132, 11: POKE 147*256+1 



31,140 
OH 540 POKE 148*256+131,141 
m 550 REM LOAD IN SCROLL ROUTINE 
m 560 FOR 1=0 TO 68:READ SCROLL:POKE 153 

6+I,SCR0LL:NEXT I 
RE 570 REM 
OH 580 DATA 164,205,200,192,80,240,28,132 

,205,166,206,232,224,8,240,20 
rV 590 DATA 134,206,142,4,212,166,207,232 

,232,134,207 
Ha 600 DATA 142,5,212,169,6,141,26,2,96 
HA 610 DATA 162,0,222,132,133,232,254,132 

,133 
Vy 620 DATA 232,232,224,33,208,243,169,0, 

133,206 
MS 630 DATA 133,207,141,4,212,141,5,212,1 

69,4,141,26,2,96 
Vd 640 REM INSTALL ADDRESS OF THE SCROLLI 

NG PROGRAM 
BC 650 POKE 552,0:P0KE 553,6 
ZZ 660 REM SET REGISTERS USED BY SCROLLIN 

G ROUTINE 
JK 670 POKE 205,0:POKE 206,0:P0KE 207, 0:P 

OKE 54276,0 
nn 680 REM START SYSTEM TIMER 2 
MY 690 POKE 538,10 
NU 700 GOTO 700 






//S/G. 





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Scene one. 

"Okay, let's go." 

"Yup." 

"We didn't move. The two of us stared 
up the length of the six-story, glass-and- 
steel corporate monolith rising before us. 
The crisp December morning air pinched 
at our cheeks, bringing blood to the sur- 
face. Subtle shivers rippled through me. 
Belboz only knew what could be in there. 

I repositioned the coil of rope looped 
over my shoulder and flicked the switch 
of the flashlight. The bulb struggled into 
yellow life, then slipped back to dark ob- 
livion. 

"You got a spell memorized?" 

He nodded. His tongue crept out, then 
went back into hiding. 

"Which one?" I asked. 

"Ozmoo, of course." 

"Yeah, that's the one to know." It was a 
grim thought, but without the Ozmoo 
spell, who could say if we'd even survive? 

"Okay, let's go." 

"Yup." 

I cleared my throat. 

I shuffled my feet. 

I stared up. 

The fifth floor, the Infocom lair, leered 
down. Come to us, oh friends, came the 
siren call. We have myriad surprises. Yes, 
indeed, we do. Wander rock-strewn pas- 
sageways! Become hopelessly lost in sadis- 
tic mazes! Battle trolls and dwarves! Pay 
an additional $7.95 for a hint book! Krill 



PAGE 46 / MARCH 1987 



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notice . 



^ Beyond Zork 



continued 



awaits you . And he's very anxious to make 
your acquaintance. 

I shivered, glanced down at the bright 
yellow circle pinned to my jacket. "DON'T 
PANIC," it read. Good advice, but its im- 
plications were not terrifically hopeful. 

My companion took a step forward, then 
stopped. 

"Let's do it," he urged. 

"Yup." 

There was a bright side. I tried to think 
of the treasures waiting to fill our fur-lined 
pockets. Rare art. Gold coins. Diamonds. 
Review copies of software. 

"There's monsters in there," I murmured 
to no one in particular. "And Grues!" 

My companion frowned. "What is a 
Grue?" 

"The Grue is a sinister, lurking presence 
in the dark places of the Earth. Its favor- 
ite diet is adventurers, but its insatiable 
appetite is tempered by its feai- of light. No 
Grue has ever been seen in the light of day, 
and few have survived its fearsome jaws 
to tell the tale. . .Gosh, that sounds famil- 
iar, doesn't it?" 

"Here we go," he said. 

"Yup." 

I assembled all the courage I had hoard- 
ed over what was sure to be a short life and 
pulled open the door. 

Immediately, we were swallowed by a 
swirling blackness, a vortex that sucked us 
down past scenes of oceans and caverns 
and castles, alien landscapes and gothic 
mansions. There were gunshots and the 
clanging of swords. Screams and whim- 
pering. Chuckles and bellows. The face of 
a horrible, alien creature swam up from the 
darkness, moutliing words that brought my 
stomach up to the base of my throat: "Oh 
freddled gruntbuggly, . . .thy nactm'ations 
are to me/As plurdled gabbleblotchits on 
a lurgid bee." A pyramid, its ancient sur- 
face baked dry in the desert sun, biu-st into 
view, whirled by us and was gone. Then 
a rumble. At first felt more than heard, it 
built to a deafening crescendo, and a huge 
mushroom of radioactive dust glared down 
on us, the face of a god. The shock waves 
and winds hit. A billion scratch-and-sniff 
cards bubbled out from the tornado, forc- 
ing upon us olfactory tortures beyond im- 
agining. 

My fellow adventurer screamed, hid his 
nose behind his liands. "The liint book! 
We're really going to need the stupid hint 
book!" 

My fingers jabbed at the air 

To hell with hint books. Where was the 
blasted RESET key? 

Scene two. 

Visiting the offices of Infocom, Inc. is 
sure to stimulate the imagination of even 
the most feeble of intellects — as the above 
paragraphs surely serve witness. 

Ahem . . . that didn't really come out as 
I meant it to, did it? I was, of course, not 



PAGE 48 / MARCH 1987 



implying any feebleness on the part of my 
mind (although there are many who would 
argue that, implied or not, the encroach- 
ing ruin of my gray matter is an undeni- 
able fact), but that the thought of a visit to 
the official headquarters of Zork, e( al. is, 
for anyone, a great stimulant to the imag- 
inative juices. 

The fine people at Infocom have offered 
up such a huge array of stimulating tales 
— always of unimpeachable quality — one 
could say they may have single-handedly 
backed an entire industry. Quite a claim, 
eh? Let me explain. 

Talk to any advenlm'e addict. Go ahead, 
pick one. Ready? Ask him whose games 
have consistently provided the most de- 
tailed, creative, fmmy and absorbing hours 
of play. What did he say? Just as I thought. 
You see, confronted with a shelf-ful of text 
adventure games, adventurers in the know 
will, nine out of ten times, choose the In- 
focom game. It's a non-risk, a sure winner, 
guaranteed to provide more than adequate 
compensation for the thin green slips of 
paper traded for it. 

But I still haven't substantiated the out- 
rageous claim I made two paragraphs ago. 
The substantiation is in the quality. When 
gamers finish the latest Infocom title, they 
want more. . .because the game's quality 
left them feeling that way. And what does 
one do when one has finished that new In- 
focom game, having played all the others 



within a week of their release? One pur- 
chases a competitor's game, of course. 

I'm not implying that Infocom's compe- 
titors supply inferior products. There are 
many fine adventures imder other trade- 
marks. As a great movie bolsters the film 
industry by drawing audiences back to the 
theaters, Infocom games create an unyield- 
ing urge to play adventure games — by the 
dozens. 

In the beginning. 

It's ironic, then, that when Infocom first 
sprang into the imaginations of its found- 
ers, games were the furthest thing from 
their minds. 

The name fnjbcom is an amalgamation 
of the words in/ormation, communication 
and compulez-. Doesn't sound very "gamey," 
does it? Infocom's original objective was 
to supply some competition to companies 
providing large-scale business programs 
(such as Lotus 1-2-3) to the growing cor- 
porate market. A special project was be- 
gun. Shrouded in secrecy, behind locked 
doors in their computer rooms (I exagger- 
ate slightly), the programmers set to work. 
What emerged after several years of gruel- 
ing labor was the impressive (but under- 
achieving) Cornerstone package. 

But I get ahead of myself. A new com- 
pany, as Infocom was then, has a burgeon- 
ing need for additional capital. Someone 
has to pay the staff and the rent, and three 
years tucked away in front of glowing CRTs 




ANALOG COMPUTING 



working on a single long-term project do 
not revenue make. 

Well, there was this game Zork, which 
Dave Lebling, Marc Blank, Tim Anderson 
and Bruce Daniels had up and running on 
a mainframe. They emerged from their un- 
derground labyrinth long enough to look 
around and say, "Hey, these new micro- 
computers are doing pretty well; in fact, 
people seem to be scoffing them up like 
free tickets to a Beatles concert. Why don't 
we port this thing over to a couple of home 
computers and see how it sells? That'll get 
the checks signed while the serious work 
is going on." 

History springs from most humble be- 
ginnings. 

Zork sold. The reviews began rolling in, 
praising the ahead-of-its-time parser and 
imaginative prose. Zork II eased tentative- 
ly into the marketplace. It sold. Reviews 
rolled in again. Then came Zork III. . . 
and the sales . . . and reviews. New games 
emerged featuring innovative packaging; 
people bought them just for the box! 

Humble begiimings, you know. . .And 
never looking back. 

The zany 
Infocom of today. 

Infocom has created a reputation for it- 
self that swings far wide of the corporate 
reality. The games get crazier and crazi- 
er. Infocom's newsletter The Status Line 
(formerly The New Zork Times, until a cer- 



tain unamused newspaper brought down 
the axe) has done nothing to tarnish the 
carefully constructed atmosphere of insane 
joviality that permeates every product leav- 
ing the warehouses. 

I hate to shatter those pictures waltzing 
in your head, but the truth is that it's rm- 
likely you'll ever find these folks thirsting 
for a trip into a dangerous underground 
maze. They're a young, intelligent, profes- 
sional lot. And, as such, their primary con- 
cerns are not focused on what they'll wear 
to the next Enchanter's Circle, or even on 
whose turn it is to be Dungeon Master (al- 
though they sometimes argue about who 
bought the Cheese Doodles). Their con- 
cern is the product: the finest they're capa- 
ble of making. 

Ah, the product. . . 

It all starts with an idea. It may be a fas- 
cinating puzzle; it may be a mystery that 
needs a solution; it may be nothing more 
than a intriguing entry on an object list 
that insists upon its own tale. Whatever the 
trigger, it's up to Infocom's team of writers 
to come up with the stories — and come up 
with them they do. Since the publication 
of Zork in 1980, Infocom has released over 
twenty complex adventures, with more 
waiting in the wings. 

Each writer has his or her own style for 
developing a tale. Dave Lebling (Zork I, 
Zork II, Zork III, Starcross, Enchanter, 
Spellbreaker and Suspect) likes to begin 




Moriarty, Jeff O'Neill, Amy 
ANALOG COMPUTING 



Infocom's infamous circle 
of writers (left to right): Dave Anderson, Brian 
Dave Lebling, Stu Galley and Steve Meretzky. 



with a setting, then sprinkle interesting ob- 
jects about. As the setting comes to life, 
the objects start to suggest plot and puz- 
zle possibilities. The exception to this is 
when he's working on a mystery; in that 
case, obviously, the plot must come first. 
Steve Meretzky (Planetfall, Sorcerer, 
Hitchhiker's Guide to the Galaxy, A Mind 
Forever Voyaging and Leather Goddesses 
of Phobos), the comedian of the group, 
writes several brief ideas on a piece of pa- 
per, then asks his associates to pick their 
favorite one. He will then cross the cho- 
sen ideas off the list and begin work on 
the one nobody picked. (That's Steve for 
you.) Once he's got the basic idea nailed 
down, he fleshes out the story line and cre- 
ates the geography. Rather than place ob- 
jects into his story right away, he first 
works out the puzzles. The objects need- 
ed to complete the puzzles (and any other 
fun things he wants to toss in) are then 
placed in the game. 

Stu Galley (The Witness, Seastalker and 
Moonmist) takes an approach similar to 
Steve's, circulating his ideas and getting 
opinions from the others. Stu treats the 
voting procedure in the more traditional 
manner, however, choosing the story line 
that most people liked. 

Amy Briggs (the newest member of the 
team, and the only female) says she makes 
"copious notes then completely rewrite[s] 
them because they're all wrong." She must 
have gotten her notes in order, though; 
she's hard at work on her first game. 

Generally, the writers have free rein over 
their ideas. There is no formal approval 
process that must be adhered to (as in most 
of today's birreaucratic business). The story 
ideas prove themselves over the course of 
their development, as more and more peo- 
ple become involved, and contribute their 
opinions and ideas. 

The system must work. Only one prod- 
uct has ever been scrapped beyond the in- 
itial testing stage. 

Sometimes ideas are put on a back burn- 
er, but rarely is one scrapped. When Brian 
Moriarty (a former ANAI.OG Computing 
editor) began at Infocom, he had already 
started to formulate the plot of his latest 
game, Trinity. Infocom thought the idea 
was too complex. At the time, they really 
needed another beginner-level game. So 
Brian began creating Wishbringer. Once 
Wishbringer was on the market, work on 
Trinity (finished about eight months ago] 
resumed. 

The hardware and software. 
All of Infocom's games are written on 
a DEC-20 mainframe (named Fred) using 
their own development language. The lan- 
guage, dubbed ZIL (Zork Implementation 
Language) is a cousin to LISP, the language 
popular with programmers involved in the 
artificial intelhgence field. ZIL includes a 
full list of the most common words used 
in Infocom games, ready-to-go. When one 



MARCH 1987 / PAGE 49 



^ Beyond Zork 



continued 



of the writers gets to work on a new pro- 
ject, he or she has to worry only about the 
new words needed in the game. 

Parsers are personal things, however. 
Each of the writers has a slightly different 
idea of the way certain words should be 
implemented. As a result, they each have 
their own copy of the parser, one that has 
been "tweaked" up a bit to reflect the cur- 
rent project's needs. Sometimes, for exam- 
ple, the word put may require a particular 
meaning in a given set of circumstances. 
Out comes the parser for a modification 
and put takes on a new responsibility. 

ZIL is a very "high-level" language (akin 
to some of the fourth-generation languages 
gaining popularity in the business world) 
that takes only limited training to get ac- 
quainted with. As a result, writers at In- 
focom need not be programmers; their 
imagination and sense of adventure ade- 
quately carry them through the process of 
game development. 

The "feelies." 

Stories are what Infocom really sells, but 
they're still only a portion of the labor that 
must be completed to place the product 
into the consumer's hands. Someone has 
to sit down and design packages and write 
copy — not to mention negotiate with the 
writers about whether that "feelie" (that's 
the Infocom name for the fun stuff in the 
box) they want included is feasible or not. 
Special items, such as the glowing rock 
packaged with Wishbringer, must be re- 
searched, priced and checked for safety 
(the ingredient that causes the rock to glow 
was replaced with a different substance, 
due to the toxicity of the original choice). 
These responsibilities fall on the shoulders 
of Carl Genatossio and Elizabeth Langosy, 
the two members of the Infocom Creative 
Services department. 

Carl handles the graphics end, design- 
ing the packages, hiring photographers and 




Elizabeth Langosy and Carl Genatossio of Creative Services, 



pulling together all the items to make the 
package special. He can tell you where to 
find pizza-smelling ink, or a wishbringer 
stone, or palm-tree swizzle sticks. Keep 
him in mind for your next party. 

Elizabeth is Infocom's resident writer. 
She supplies much of the text for manuals 
and product announcements. 

Carl's and Elizabeth's jobs begin when 
they sit down to play a new game, spend- 
ing about a week to become familiar with 
the story. A meeting is then scheduled 
with the writer. Here they discuss the 
game in more depth, concentrating on 
what the package should be like. Creative 
Services is always looking for something 
special, something different from anytliing 
they've done before, but still appropriate 
to the game's concept. 

Probably one of the most miusual items 
to crop up in an Infocom package is the 



From Marketing, 
Gayle Syska and Michael Dornbrook. 




scratch-and-sniff card that rounds out the 
Leather Goddesses package. There are still 
horror stories circulating in the Infocom 
offices about the day they had to sample 
the different odors. I bet there was no kmch 
that day. 

The testers. 

Sooner or later, a game in development 
reaches the point of playability. It then falls 
into the hands of Infocom's five-person 
testing team. After each has tried out the 
game, they get together to compare notes. 
The game's overall logic is discussed; bugs 
are noted and sent on to the writers; spell- 
ing is checked; even geographical layout 
is verified (especially when based on real 
locations). Sentence syntax is analyzed to 
help rid the game of clumsy constructions 
and to offer the player as many ways of say- 
ing something as possible. A lot of concen- 
tration is focused on Infocom's infamous 
puzzles — adjusting each puzzle's difficulty 
to match the game's experience level, or 
removing those that are inappropriate or 
boring. 

Suggestions are forwarded to the writer, 
the changes made, and the cycle repeats. 
The testing process may take as much as 
four months before everyone's satisfied. 

Once a game has been cleaned up, it 
goes into "final freeze." At this stage, no 
changes are allowed; the game is consid- 
ered in its final version, and the testers 
must ensure the product is ready for re- 
lease. The newest game on Infocom's re- 
lease schedule, Hollywood Hijinx by new- 
comer Dave Anderson, was in this stage 
of testing at the time of ANALOG'S visit 
and should be released soon. 

What is the testing group's favorite In- 
focom game? When asked this question, 
they seemed to agree that it's Hitchhiker's 
Guide, not so much because of the story, 
but because of the interesting bugs which 
popped up. For instance, when trying to 



PAGE 50 / MARCH 1987 



ANALOG COMPUTING 



solve the Babel fish puzzle, if you've put 
your head or foot on Ford's satchel when 
it's hit by the robot, both your head and 
foot will fly up in the air. Sounds uncom- 
fortable. 

But, bugs or not, when the conversation 
became more relaxed, everyone had some- 
thing to say about a much newer and con- 
troversial game — Leather Goddesses of 
Phobos. 

It seems that the sexual theme of Leather 
Goddesses brought out a portion of each 
tester's personality that the others had not 
been aware of. The game's report sheets be- 
came a source of shock and amazement. 
Frequently, shrieks of "I can't believe you 
tried that!" echoed in the halls. Hmmm. 
Stirs speculation, doesn't it? 

Infocom and Activision. 

When Infocom's purchase by Activision 
was made public, many loyal adventurers 
were seized with panic. What was going 
to happen now? Would Infocom go down 
the corporate tubes? Well, you can relax. 
The buyout actually had little effect on In- 
focom. Operations ai'e a little more bureau- 
cratic and systemized, time schedules are 
not as loose and comfortable as they were 
in the past, and sometimes Activision ex- 
ecutives wander about the offices — but, for 
the most part, life at Infocom goes on in 
much the same way as it did before. 

The fact is: people at Activision know 
a winner when they see one. Activision 
doesn't even want their trademark appear- 
ing on the game packages, lest that com- 
pany's image change the one that Infocom 
has worked so hard to form. 

Time to disembark. 

That about finishes our tour of Infocom, 
Inc. There are other important people we 
haven't mentioned, not the least of whom 
are in Infocom's Customer Support depart- 
ment. These five people handle such tasks 
as replacing defective disks, answering 
product questions (no adventure clues, so 
put down that phone), and handling up- 




Infocom testers (left to right): 
Gary Brennan, Tomas Bok, Suzanne Frank. Max Buxton and Liz Cyr-Jones. 




In Customer Support (left to rigtit); 
Kattiy Bagdonas, Lisa Fratto, Curtis Montague, Heidi Korn and Slacey Johnson. 



grades (that 5'A-inch disk of yours can be 
upgraded to a 3'/2 for $10.00, should you 
ever get an ST). Calls and letters come in 
from all over the world. This department 
even got a call from NASA once. Seems 
they wanted a bmich of DON'T PANIC but- 
tons. Honest. 

Scene three. 

"Well, we made it." 

"Yup." 

We stood beside the car, taking a last 
look at the building where it had all taken 



inpocp 

^aginationSoldandSwv 





place. The adventure was over. I flicked the 
switch of the flashlight. Nothing. The bat- 
teries were dead. 

"Okay, let's go." 

"Yup." 

We got in the car. The engine rumbled 
to life, and we pulled out . . . 

And I had the strangest feeling. 

"You know, I think there's something in 
the back seat." 

"Like what?" 

I shrugged. "I don't know. . .something 
that doesn't belong there. Do you hear 
breathing?" 

"Yup." 

We looked at each other and said noth- 
ing more. There was definitely something 
in the back — maybe even a Grue — but that 
was to be expected. Those Infocom games 
really stick with you. H 

ANALOG Computing would h'ke to 
thank Spencer Steere for the fine job she 
did in arranging our visit and scheduling 
the intervieivs. We wish her happiness in 
her recent marriage and the best of luck 
in her new life. 



At left; Spencer Steere of Public Relations. 



ANALOG COMPUTING 



MARCH 1987 / PAGE 51 



IMIonitor Sale 



14" RGB & COMPOSITE COLOR MONITOR 

Three monitors in one! Allows the use of C-128 and C64 computer modes 
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Character Fonts 

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NLQ 1 80 SPECIFICATIONS ibm - commodore - etc. 



Printing Method 

Impact dot matrix 

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Character size: 2. 12 x 2.8 mm (standard) 
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WORD PROCESSOR 
SALE$/10 O^ 

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This terrific printer has a Near Letter Quality button on the front panel controls. No more 
turning the printer on and off The high speed dot matrix along with an 8K buffer, which 
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graphics combine to make this a fantastic value. Lifetime Warranty on Print Head plus 6 
month immediate replacement warranty. List $499.00 SALE $199.00 




PRINTER/TYPEWRITER 
COMBINATION 
SALE $170 OC 

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Superb Silver Reed letter quality daisy 
wheel printer/typewriter combination, just 
a flick of the switch to interchange. Extra 
large carriage, typewriter keyboard, 
automatic margin control, compact, 
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warranty) Centronics Parallel Interface is 
built in. List 299.00 SALE $179.95 



COMSTAR 1000 PRINTER 
SALE$1QQ Q^ 

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This is the best values today. Print letters, 
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and has Near Letter Quality mode. Features 
are dot addressable graphics, adjustable 
tractor and friction feed, margin settings, 
pica, elite, condensed, italics, super & 
subscript, underline, bold, and double 
strike, (please specify Computer you are 
hooking up to) List $349.00 SALE $189.95 



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12" 80 COLUMN 
MONITOR 



SALE$99^QQ 



List $249 



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screen monitor. 80 columns x 1000 lines at 
center. Easy to read non-glare screen. Great 
for IBM, Apple and Laser Computers. 
Fantastic. List $249.00 SALE $99.00 



*= — ^ 


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13" COLOR MONITOR 
SALE $-170 OC 

-■- IJ^m^%J List $329 
This premium quality monitor comes with 
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Resolution, clear screen, 1000 character 
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(cable $9.95) List $329.00 SALE $179.95 




14" RGB & COMPOSITE 
COLOR MONITOR 

ZdJ I • \jlS3 List $399 
Must be used to get 80 columns in color with 
80 column computers (CI 28 - IBM - Apple) 
(RGB cable $19.95) Add $14.50 shipping. 
List $399.00 SALE $237.00 

TV TUNER 
SALE $ ACk Q^ 

■^-X • ^%J List $130 
This tuner has dual UHF/VHF selector 
switches, mute, automatic fine tuning and 
computer/TV selector switches. Hook it up 
between your computer and monitor! Inputs 
included for 300 ohm, 75 ohm, and UHF. 
List $129.95 SALE $49.95 



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Panak 
strikes! 



Revie^ivs of the latest 
software 



by Steve Panak 



Well, spring is finally upon us, break- 
ing the arctic chill which was no doubt 
responsible for keeping a lot of computers 
warm. Yes, the winter is a grand time for 
gaming, when the weather in most of the 
country is just perfect for curling up with 
a good game in a warm room. Any warm 
room. But before spring springs into view, 
take a look a couple of these gems. They 
just might be enough to keep you warm in- 
side. And remember the old hacker's tale: 
if Pac-Man comes out of his cartridge slot 
and sees his shadow, we have six more 
weeks of gaming weather left. 

I'm sure, if he saw any of these games, 
he wouldn't miss spring at all. 

Theatre Europe 

DATASOFT/INTELLICREATIONS, INC. 
19808 Nordhoff Place 
Chatsworth, CA 91311 
48K Disk $34.95 

In our current nuclear age, apocalyptic 
paranoia is practically glamorized. In the 
motion pictures, in print, everywhere one 
turns, there's adventure and excitement. 
Sometimes even romance. It's quite a con- 
trast with the nucleai'-winter realism scien- 
tists preach. This popular denial attitude 
is more or less blasted into neutrons by the 
newest game from Intellicreations. 

Theatre Europe is the game, but it's also 
the experience and tension of the tactical 
nuclear battlefield, which encompasses (as 
you'll soon find out) the entire world. And 
with that much at stake, you'd darned well 
belter be up to it. In fact, so chilling is the 




scenario of this game 
that one dealer in the 
nation of its creation 
England, refused to stock 
it, calling it "morally offen 
sive." This hype aside, how- 
ever, we find that the game 
plays pretty much like any other 
war simulation game, with the 
unique — albeit flawed — inclusion 
of an arcade-action element. 

The scenario is as follows: War- 
saw Pact armies have invaded West Ger- 
many. Their goal is to take over Europe. 
NATO forces must try to push the Reds 
back, and, failing that, nuke them out of 
existence. The screen display follows stan- 
dard simulation format, depicting a map 
with enemy and friendly miits represent- 
ed by distinct icons. Passing the cursor 
over an icon displays, in a window, troop 
statistics, such as strength and firepower. 
Messages highlighting the progress of the 
game flash across the top of the screen. 
Play progresses in phases, during which 
you battle, rest and resupply troops. Even 
though the format is familiar to all but the 
simulation newcomer, two additional fea- 
tures make this gaine unique. 

The first is an arcade-action battle reso- 
lution option, in which you control your 
attack against enemy targets. After choos- 
ing a battle to join into, you control fire 



upon opposing choppers, tanks and groimd 
troops. If you're good, your mayhem will 
influence the outcome of the battle. Unfor- 
tiuiately, this unique feature is flawed by 
slow, difficult-to-control action and lack- 
luster graphics. Don't get me wrong; the 
graphics are perfectly acceptable for a 
wai' simulation, but not for an arcade 
wrist-buster. 

The second imique feature is far 
better, in a macabre sort of way. The 
nuclear option (as well as one for 
chemical warfare) is available for all who 
wish it. A number of launch scenarios are 
at hand, including a tactical strike and 
"Operation Warm Puppy," which empties 
all silos. These options are numbing in 
their implications, as is the telephone mes- 
sage you hear when you dial the secret 
number to obtain the code word necessary 
to launch yom' eggs. Unfortmiately, the on- 
screen detonations are limited by the 
graphics, but the end results are limited 
only by your imagination. 

Other options allow you to play either 
side, with the computer taking command 
of the opposition. Three levels increase the 
difficulty, by reducing the amount of in- 
formation you, the armchair general, re- 
ceive. Finally, you can choose wliether or 
not to utilize the action screens, and you 
can save and restore games in progress. 
The joystick controls most of the action 



ANALOG COMPUTING 



MARCH 1987 / PAGE 57 



53 Panak strikes! continued 




Theatre Europe — may the reality 
never approach. 

smoothly, and the screen map is highly 
detailed and easily mterpreled. 

Documentation consists of a manual, a 
map and a newspaper which sets a scenar- 
io of world tension on the verge of deto- 
nation. The manual is more complete than 
I expected, with full instructions on play- 
ing the game, as well as historical infor- 
mation and a bibliography. Indeed, the 
entire package was a pleasant surprise — 
the only drawback was the slip of pajjer 
that held special instructions applicable to 
the Atari version. It looks so insignificant 




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CIRCLE #M7 ON READER SERVICE CARD 



that I think it likely many users will toss 
it out with the olher marketing schlock. 
Overall, Theatre Europe is an interest- 
ing game, with a couple of unique featru'es. 
The arcade-action portion is an alpha test 
version of what I feel (and hope) will be- 
come a part of future simulations. The 
phone message, while long-distance for 
most people, is not quite far enough away 
for me. Theatre Europe explores the fright- 
ening plot of global thermonuclear war in 
such a realistic manner as to make all ra- 
tional people hope the threat never comes 
closer to reality than this version on the 
silver screen. 

Golden Oldies 

by Software Country 
ELECTRONIC ARTS 
1820 San Mateo, CA 94404 
48K Disk $29.95 

When dealing with an industry of the 
rapid growth and obsolescence inherent in 
computer technology, one tends to lose 
sight of its birth. The roots of the tree are 
invisible to those high up in the limbs. In 
the ten years during which computer 
games have entertained us, another gener- 
ation has arrived, asking how it all began. 
Well, we finally have the answer 

Volume I (implying a Volume 2?] of Gold- 
en Oldies is just that answer. Here, assem- 
bled for the first time, are the programs our 
forefathers first handed down to the mass- 
es, hooking them on I he fantastic glowing 
phosphor tube. Some of you might not 
even remember the names, or the games 
themselves, but their effects have shaped, 
and will shape, generations to come. Gold- 
en Oldies brings us four of these larval- 
stage video games: Pong, EUza, Adventure 
and Life. While the latter three were, for 
the most part, only seen by computer en- 
thusiasts of ten years ago, the first game 
started it all. 

Pong, the game that built Atari, is am- 
ply represented by both an original and an 
updated version. For those who don't 
remember Pong, the game was simply a 
video-ized version of ping-pong. 13ut its 
moving, glowing dot hypnolized a coun- 
try into making it the largest electronic 
game to date. It's simple enough — move 
the paddles to return the ball to the other 
side of the net, against either a human or 
computer opponent. The legend 'Avoid 
missing ball for a high score" says it all. 
We had never seen anything like it before. 
Control in this game, as well as in all of 
the others, is good, and the graphics are 
just as 1 remembered them — simple and 
crisp. You can efficiently reach each pro- 
gram from a main menu which is always 
accessible via the ESCAPE key. 

The other games are Adventure, the first 
text adventure game to respond to simple 
English: Eliza, an electronic psychother- 
apist (for amusement purposes only): and 



Life, a hypnotizing exhibition of random 
growth and death. Of these three games, 
the latter is the one I like the best. Using 
a few simple rules, generation upon gener- 
ation of colored-light creatiu-es appear and 
disappeai' before your eyes. By defining the 
initial population, you determine how fu- 
ture generations will behave. Their result- 
ing growth and death is a hypnotizing 
kaleidoscopic color show. I found Adven- 
ture to be too simplistic an adventure game 
for my tastes, and Eliza, while entertain- 
ing, simply kept throwing the same re- 
sponses back at me. I was quickly bored. 

All these games are simple, born into a 
world where 2K was the limit. You won't 
be stumied by incredible graphics or vast 
vocabularies. If these are what you're look- 
ing for, you'll surely be disappointed. What 
this product does is document the creation 
of the first computer games by the pi- 
oneers, and you'll be awestruck by stories 
of the men who laid the groimdwork for 
the worlds you play in now. 

The superb documentation contains ex- 
cerpts from a number of works, chronicling 
how and when these games were created. 
It is in these pages that the package truly 
shines — as a reference work of the crea- 
tion of one of the milestones in human en- 
tertainment. From the birth of Atari to the 
halls and corridors of some of our largest 
corporations, you'll read the stories of the 
first computer hackers, a new breed who 
broke the rules to bring us games. If you're 
interested in researching and reliving this 
portion of our recent history. Golden Ol- 
dies is a rich vein to tap. 

Wargame Construction Set 

by Roger Damon 

SSI 

1046 North Rengstorff Avenue 

Mountain View, CA 94043 

48K Disk $29.95 

Among my favorite programs are those 
which allow their owners to create games. 
Whether this be through the use of modify- 
ing options which change the play para- 
meters of an arcade classic, or, as in this 
particular program, through the use of an 
editor-type program which allows you to 
build original games of a particular genre. 




nS F=4e D=17 R:86 0=82 M=12 S=< 



Create your own scenarios with 
Wargame Construction Set. 



PAGE 58 /MARCH 1987 



ANALOG COMPUTING 



these programs ai'e especially deserving of 
an honorable mention because they ignite 
the spark of ingenuity in all of us. They 
allow us to create. 

Wargame Construction Set allows you 
to design, then play, a limitless number of 
war simulations. Coming from SSI, the 
king of tlie genre, the program helps you 
build simulations so much like the com- 
pany's regular products that I wondered 
whether they might just be making public 
the program they use to whip up such 
treats as NAM and Gettysburg: The Turn- 
ing Point. 

As the leader in the simulation field, SSI 
has had years to perfect their format, and 
this new program follows their familiar 
"phase" method of play. In these phases, 
you and the enemy observe, move and fire. 
Additional phases score your performance 
and allow you to save your game position. 
One person may play against the computer, 
or two may compete against each other (a 
rather unique feature among simulation 
programs). Regardless of how many join 
in (even teams could participate), play 
progresses in pretty much the same way, 
witli unnecessary phases no longer being 
available. 

The most impressive portion of tills pro- 
gram is the editor. Using it, you first de- 
sign a map, with roads, woods and mines. 
Then you color it, adding trees, hills and 
water Finally, you add enemy and friend- 
ly units, as well as setting their strengths, 
weaknesses and starting positions. In 
creating two opposing forces, a surprising 
number of variables are supported. You 
may have up to thirty-one units on each 
side. Each is designated a particular type 
(such as infantry or tank) and given the 
desired armaments. A duplication feature 
speeds creation of similar units, and ene- 
my units are given an aggression factor to 
control how furiously they fight. Though 
it's very time-consuming to build a scenar- 
io, enough variables are present to allow 
creation of any type of confrontation. 

The game also comes with eight prede- 
signed simulations on a separate scenario 
disk. The novice simulator can begin right 
away on one of these, learning what goes 
into the simulation. Similarly, impatient 
players can sink their fangs into something 
as soon as they open the box. Scenarios 
range from World War II battles to castle 
sieges in the Middle Ages, to battles on 
asteroids in the distant future. 

The manual lives up to SSI's legendary 
high standards. Its 28 pages thoroughly 
document both the intricacies of the edi- 
tor and the eight scenarios, in an easy-to- 
read and completely indexed manner Also 
included are various design hints, com- 
ments and guidelines. This complete Atari 
manual ehminates the need for a separate 
reference card. Control is set up very nice- 
ly, with the joystick and the three console 
keys (START, SELECT and OPTION) con- 



trolling most of the action. It's always a re- 
lief to not have to use the alphanumeric 
keys too frequently in a game. 

Overall, I can heartily recommend this 
program for a number of markets. First, 
hard core simulators (if that's what you're 
known as) are going to want its editor fea- 
ture. Also, newcomers to simulations might 
like it, as it offers, in simple terms, the full 
range and essence of simulation — that of 
recreating reality. Any battle that ever ex- 
isted, or that you can imagine might ex- 
ist, can be created with this powerful pro- 
gram. Wargame Construction Set is built 
to last and could be a cornerstone to a su- 
perb simulation library. 

Crosscheck 

by Tom McWilliams 
DATASOFT/INTELLICREATIONS, INC. 
19808 Nordhoff Place 
Chatsworth, CA 91311 
48K Disk $29.95 

It's always refreshing to see a game that 
is based on an original concept — one that 
creates a gaming experience unmatched by 
any before it. And, once you have a good 
concept, it's generally much easier to make 
the game, too, because you need not try 
to set yourself apart from all the other ad- 
ventures. DataSoft's newest word-strategy 
game succeeds at just this task. 



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Crosscheck — an original idea. 

Crosscheck is a strategy crossword gmiie 
for the entire family. It seamlessly merges 
a crossword puzzle and the old game of 
Twixl, the object of which is to build an 
unbroken barrier joining two areas. 

After names of up to four players have 
been entered, each takes turns at placing 
words on the huge crossword boai'd. A die 
rolls, and each player presses the SPACE 
BAR to stop it on a number from one to 
ten. If a three through a ten is rolled, then 
a clue is given, and the player must guess 
a word having the number of letters rolled . 
If correct, he places that word anywhere 
on the board. If a one is rolled, he places 
a block on the board . Rolling a two allows 
him to place a letter. 

The game can be played with one of 
three objectives. You can play until you 
comrect your two areas. You can also play 
to a set number of points, or for a given 
amount of time. In point-oriented games, 



5 points are awarded for a correct guess, 
plus 1 point for each letter in the word. 
Connecting boundaries earns a 100-point 
bonus. You can choose to play with the joy- 
stick or keyboard; you can save games in 
progress; and you can purchase supple- 
mental clue libraries (at $14.95 each), 
should you become familiar with all the 
clues on the disk. Clues span the range of 
difficulty, to let all of the family enjoy this 
stimulating game. 

Some clue examples: 3 letters - Noah's 
boat (Ark); 10 letters - University president 
(ChonceiJor). Should you type a synonym 
or alternate spelling with the same num- 
ber of letters, you're prompted to consult a 
dictionary and issue a ruling. Once the cor- 
rect word is guessed, you use the joystick 
to place it on the board. You can connect 
it to a previously placed word (yours or the 
opponen'ts, as a strategic block), or place 
it anywhere on the board. Place it on a bo- 
nus square and get another guess. 

The huge diamond-shaped board be- 
comes visible by tapping the "overview" 
key. Then, using the joystick, you move a 
box over the area you wish to magnify. 
This feature works similarly to the mag- 
nifying option on many drawing programs. 
All commands are easily issued with the 
joystick, and you can quickly move and ro- 
tate your word into the precise position 
you want . Although stick input is simplest , 
cursor keys may also be used. 

The only drawbacks of the game were 
the simplicity of the clues, the frequent 
disk accesses required and the necessity 
to use the keyboard, rather than somehow 
using the stick for all input (perhaps mov- 
ing the stick could have changed the let- 
ters on the solution line, and pressing the 
button could complete word selection). 
Also, although up to four may play, only 
one stick can be used. The manual is slight 
but complete, and includes strategies for 
successful play. A reference card contains 
machine-specific information. 

Overall, Crosscheck receives a respect- 
able rating. It combines originality witli 
good programming, to produce a challeng- 
ing and enjoyable game for the whole fa- 
mily. Check out Crosscheck — you won't 
be able to find words to describe it. 

Thai's a wrap. Although there's some- 
thing for everyone here, I think my favor- 
ite is Crosscheck. Still, Golden Oldies is 
a historical reference I think every serious 
computer buff should include in tiis library. 
Next month, some great games which be- 
gin with the letter m: Mail Order Monsters 
from Electronic Arts and Moonmist from 
Infocom. H 

The author wishes to thank the Magic 
One Compufer Shop ofBarberton. Ohio for 
(heir invaluable assistance in the creation 
of this chronicle. 



ANALOG COMPUTING 



MARCH 1987 / PAGE 59 




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written in machine language, for maximum speed and efficiency. 

SELECT A HIGH SPEED DOUBLE DENSITY DOS 

Both of these disk operating systems support the fastest speed with both HAPPY 
810" and 1050. With the HAPPY 1050, you get true double density for maximum 
storage. WA RP SPEED DOS XL is HAPPY'S own version of OSS DOS XL. It offers 
the best memory utilization tor the more technically oriented user, WARP SPEED 
DOS XL ordered alone is $29.95, order number HC4. TOP DOS version 1 .5 is menu 
driven, and is better suited for those that have only one disk drive, or are less 
technically oriented. Since only TOP DOS supports the medium ("enhanced") 
density, it is better suited for those with more than one 1 050, but only one HAPPY 
1 050, Only the HAPPY 1050 will operate in true double density. TOP DOS version 
1 .5 ordered alone is $39.95, order number HC6. SAVE!!!; Take half off the price of 
either or both DOS programs when you order these with any other item (not DOS) in 
this ad. "81 HAPPY must be version 7 compatible to use these DOS programs at 
high speed; see below. 

810 VERSION 7 UPGRADE 

This hardware module updates older 810 HAPPIES to have our newest features. 
This upgrade permits these units to be compatible with the version 7 software and 
high speed DOS programs. This is the only hardware upgrade we have ever required, 
and with all the new features added, it is well worth the step upward. (Call or write 
our office to order.) 



INFORMATION AND SERVICES 

All our products are fully compatible willi all Atari 8 bll computers. We otter 
Installation ot any product we sell. We otter a repair service tor disl( drives equipped 
with our products. Call our ottice number tor details. 



24 HOUR INFORMATION MACHINE Al HAPPY COfMPUTERS, you 
can talk directly to Ihe product designer! Our office hours are 9 
a.m. to 5 p.nn. Monday thru Friday, Pacific time. You can also call 
our 24 hour information machine (408) 778-6092 for after hours 
help, other specials, and discount prices, 

ORDER TOLL FREE IN THE USA If you know exactly what you wan! 
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a phone call by using our loll free order service for MASTERCARD 
/ VISA or COD orders. The toll free number does not connect you 
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They can only take your ordering infomiation. Have your order 
numbers and credit card number (if using credit card) ready, and 
call (800) 538-31 57 outside Calilomia, or (800) B72-3470 inside 
California; ask for extension 817 to place order. You must provide 



Ihe address of the credi I card holder. The loll free number operates 
6 a.m. to 1 2 midnight Monday thru Friday, and 8 a m. lo 8 p.m. on 
weekends. Pacific time II lakes several days from the time you 
place your order on Ihe loll free line until your order reaches our 
office and is processed 

FOR FASTEST RUSH DELVERY SERVICE Call our office directly. We 
can help with all the answers lo your queslions, and will process 
your order immediately! Our office phone is (408) 779-3830 

• ALL PRICES except disk drive include shipping in Ihe U S A 

• NO EXTRA CHARGE for credit card or COD 

• FOREIGN ORDERS add $10.00 for shipping 

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. QUANTITY & OTHER DISCOUNTS available 

CIRCLE #120 ON READER SERVICE CARD 





HAPPY 
COMPUTERS 

p. 0. BOX tZBB • MORGAN HILL, CA 95037 • 408/779/3830 
9 A,M. TO 5 P.M. • MDNDAY THRU FRIDAY 



*i«3«i 










Your magnetic Gold Grabber 

will help you in this Action! quest for the gold. 



by Ken Miller 



You are a Midian and are about to become a player in 
a robotic car chase contest. The goah to gather as much 
gold as you can with your remote-controlled Gil (Gold 
Grabber), a magnetically powered vehicle. 

This would be fine, except that the Midian Guardian 
Squad has decided four RIIs (Ramdom Rovers] should 
roam around the gold vault room, making your goal more 
difficult. And that's not all. The RIIs have Gil sensors built 
in. So, if they're within range of your vehicle, you can ex- 
pect to be the object of a chase. 

Luckily, there are six gold-transforming objects placed 
at various locations on the board. For a few seconds, they 
enable you to spin any and all RIIs, thus sending them back 
lo their holding station. Even when the RIIs come back 
again, still golden colored, you may spin them once more. 

Hitting the gold-transforming objects awards you vari- 
ous points, depending upon the object. Gas cans gain you 
TOO points, wax cans 200, dynamite 300, oil cans 400 and 
tacks .'lOO. 

But remember, this transforming power is given to you 
for only a short period of time. Use it wisely, either to pick 



up more gold coins (100 points), or to try to hit as many 
RIIs as you can. 

You will also find that many of the corridors are blocked 
by vault doors. To open these doors, you must find the 
proper keys (100) for each. 

The Guardians have also seen to it that, after you've 
gathered a certain amount of gold, a money bag will ap- 
pear on-screen. The money bag's value starts at 1,000 and 
increases by 1,000 points each board, until it reaches 
5,000 — at which time it returns to 1,000 and starts all over 
again. 

For every 10,000 points gained, the Guardians will 
award you with another GII vehicle to smash up. 

The speed of both your GII and the Guardians' RIIs will 
increase on every board, making the game more difficult. 
If the action gets too hot for you, a touch of any key will 
pause and unpause the game. H 

Ken Miller taught himself programming with the help 
of various books and magazines (ANALOG Computing 
mostly) end has been at it for about five years, off and 
on. His languages of choice are BASIC, Action! and ma- 
chine language. 

(Listing starts on next page.) 



ANALOG COMPUTING 



MARCH 1987 / PAGE 61 



^ Midas Maze 



continued 



Listing 1. 
Action! listing. 



MODULE 

CHECKSUM DATA 

C61 4F 6D B9 C9 38 9B 37 

98 6A D4 94 37 3C El CC 

66 F4 71 86 25 4D C2 DA 

C8 DD 8E 0C F2 7E 66 C4 

BO C6 AO DB EB 75 El 2E 

CD BA OD 76 60 2A 9B CE 
AC ] 



Your car's shape table, 



This holds the 4 direction 
positions and each of then has 3 
anination shapes to then 
BYTE ARRAY P0=t 

16 186 186 40 56 186 186 

16 56 186 40 56 186 56 

16 186 56 40 56 56 186 

186 186 56 40 186 186 16 

56 186 56 40 186 56 16 

186 56 56 40 56 186 16 

102 126 238 126 102 8 

36 126 238 126 36 

66 126 238 126 66 

102 126 119 126 102 

36 126 119 126 36 

66 126 119 126 66 1 , 



car shape table, 







Has the sawe as your car but 
different shape style 
EP=C 
189 189 36 68 68 165 189 36 
60 189 36 60 60 165 60 36 
189 60 36 68 60 36 189 36 
36 189 165 60 68 36 189 189 
36 60 165 60 60 36 189 60 
36 189 36 60 60 36 60 189 
198 255 218 218 255 130 
68 255 218 218 255 8 68 
130 255 218 218 255 8 138 
99 8 255 91 91 255 8 99 
34 8 255 91 91 255 8 34 
65 255 91 91 255 8 991, 



Character set data. 



CH5T=I 

3 
8 



15 15 3 8 8 

192 192 8 8 8 
15 48 192 192 192 48 15 8 
192 48 12 12 12 48 192 8 
48 48 204 204 284 48 48 8 
255 8 8 8 255 8 
204 284 284 284 284 48 48 8 
48 48 284 284 284 284 284 284 
204 204 204 204 204 204 204 204 
192 192 192 192 192 192 192 192 
12 12 12 12 12 12 12 12 
8 255 
255 8 8 8 
192 192 192 192 192 48 15 8 
12 12 12 12 12 48 192 8 
192 48 12 12 12 12 12 12 

15 48 192 192 192 192 192 192 
6 51 8 63 51 63 8 51 

888 85 8008 
800 84 0008 

16 16 16 16 16 16 16 8 
3 12 8 15 15 15 15 15 

192 248 248 248 248 248 248 240 

5 21 42 41 37 41 42 

80 84 168 104 88 104 168 



8 8 63 63 63 8 8 8 

8 8 248 245 248 8 8 8 

8 107 106 106 106 106 106 8 

253 253 253 189 189 173 O 

10 42 1 1 1 1 1 1 

128 144 8 8 8 8 

48 204 205 204 48 8 8 

8 6 8 84 16 8 8 8 

88888888 

51 15 12 68 252 255 60 15 

48 252 48 252 63 63 68 2481, 



IJ.K%«.li» for different 
screen objects. 



Horizontal walls. 



PRL=C 

3 1 18 1 3 23 18 23 11 3 11 8 
13 3 13 9 4 18 4 9 11 15 11 12 7 15 
7 18 7 21 7 9 13 15 13 12 15 15 15 
461, 



Vertical walls. 



PUD=C 
3 1 3 11 3 13 3 23 6 3 6 11 6 
13 6 21 9 6 9 11 IS 7 15 11 18 7 18 
11 9 13 9 21 12 15 12 21 18 13 18 
15 18 17 18 21 15 17 15 21 481, 



D00R=[ 

3 12 15 14 10 7 19 1 10 21 16 
17 16 21 19 23 19 111, 



ENER=[ 

10 14 16 19 4 7 28 14 22 19 34 71, 
KEy5=I7 4 19 4 31 4 16 9 22 9 

7 17 31 17 19 141, 
SPNA=CO 3 1 21,SCR,DLI5T,T8Mfl2), 
T3MC6),5T=632,PC0LR=784,HP05P=53248, 
HP05M=53252,5IZEP=53256,MPL=53256, 
AUDFC=53760,PARY,5H,5C0R(8) ,5C, 
STK C5) , 5TY t5J , ODR C5) , 05X f 5) , OSY C5J , 
C5K C5J , C5Y t5J , CDX t5) , CDY (5J , SAX f 5) , 
SAY t5J , BRPO C5J , DIR C5) , DDU C5J , DDD C5) , 
DDL(5J,DDRC5J,EHt5),EDFf4),PDF{5J, 
SPT C5J , SPIN C5J , SPN C5J , ECT t4J 

CARD ARRAY Y40 C24] , PAD C5) 

CARD CHSET,DL,CLP0,PMTEMP,M0,PL0,PL1, 

PL2,PL3, SHAD, GC,GG,POWERrtO], DELAY, 

MBT 

BYTE P106,LP0,LP1,R,PLX,PLY,DRX,DRY, 
P0X,P0Y,P1X,P1Y,TALL,IC,S,S0,S1,PMTL, 
5P=I23,PMN0,DI,TS0,TS1,TS2,TS3,STIK, 
DCD,DCDO 
BYTE 
DDM, PMM, TM, SPl, PO, LB, SPO, STO, STl, 
ST2, ST3, COL= tOl , PT= COl , PD= [03 , SSC, 
KTRA= £31 , 05C0R= tOl , ESC= [21 , ELP, SES, 
MEM,INE=C01,TH0=tll 



OS or HARDWARE locations. 



BYTE RTCL0K=18, ATRACT=77,RAMT0P=106, 
5DMCTL=559, GRPRI0R=623, 5TRIG0=644, 
CHBA5=756, CH=764, PFC0LR2=53272, 
P0C=53260, GRACTL=53277, HITCLR=53278, 
C0N50L=53279, AUDCTL=53768, 
PMBASE=54279, W5YNC=54282, 
UC0UNT=54283 



PROC PRSCORCl 

FOR SPO=0 TO 7 DO 
SCR (lO+SPOJ =SCOR tSPO) +16 

OD 
RETURN 



Check for digit overflo 



PAGE 62 / MARCH 1987 



ANALOG COMPUTING 



PROC SCLPC] 

FOR SP1=0 TO 7 DO 
LB==-1 P0=5C0RtLBJ 
IF P0>9 THEN 
5C0R f LB) =5C0R CLB) -16 
SCOR (LB-1) =SCOR (LB-1) +1 
FI 
CD 
RETURN 



Takes the variable ADD and adds 
it to your score. 



PROC SCORE CBVTE ADD) 
IF ADD>0 THEN 
flDD==-l 

FOR SPO=0 TO ODD DO 
5C0RC7)=5C0R(7)+1 
SCLPC) ;up date score. 
OD 
FI 

PRSCORI) ;Print it. 
RETURN 



Adds TH to the thousands position. 



PROC TH0U5CBYTE TH) 

SC0RC4)==+TH 

SCLPC) 

PRSCORC) 
RETURN 



Adds HD to hundreds 



PROC HUNDCBYTE HD) 

SC0RC5)==+HD 

SCLPC) 

PRSCORC) 
RETURN 



Plot ON the screen. 



PROC PLCBYTE PX,PY) 

PLX=PK PLY=PY 

SCRCPLX+Y40CPLY))=IC ;Access screen. 
RETURN 



Draw characters on screen 

in horizontal or vertical lines. 



PROC DRCBYTE DX,DY) 
DRX=DX DRY=DY 

;Find out which is greater 
; the plot or the drawto x position. 
IF PLXODRX THEM 
IF PLX>DRX THEM 

SO=DRX Si=PLX 
ELSE 

SG=PLX 51=DRX 
FI 

IF IC=78 THEN 
SCRCS0+Y4OCDRY))=67 
SCRCSi+Y40CDRY))=68 
S0==+1 5i==-l 
FI 
FOR S=50 TO SI DO 

SCR CS+Y48 CDRY) ) =IC 
OD 
FI 

;Find out the greater y position. 
IF PLYODRY THEM 
IF PLY>DRY THEM 

SG=DRY S1=PLY 
ELSE 

S8=PLY Si=DRY 
FI 

IF IC=73 THEM 
SCR CPLX+Y40 CSO) ) -72 
SCR CPLX+Y40 C51) ) =71 
T50=SCR CDRX + 1+Y40 CSO) ) 
TS2=SCR CDRX-1+Y40 CSO) ) 
jCheck for intersecting line and 



J add corners when needed. 
IF 150=78 THEN 

SCR CDRX + Y48 CS8] ) =81 
FI 
IF TS2=70 THEN 

SCR CDRX + Y40 CSO) ) =80 
FI 

TS1 = 5CR CDRX+1 + Y40 CSi) ) 
T52=SCRCDRX-i+Y48C51)) 
IF TS1=78 THEN 

SCR CDRX + Y40 CSI) ) =78 
FI 
IF TS2=78 THEN 

SCR CDRX + Y48 C51) ) =79 
FI 

S8==+l 51==-1 
FI 
FOR S=SO TO SI DO 

SCRCDRX+V48CS))=IC ;Plot Character 
OD ;on screen. 

FI 

;Save drawto's values in plx and 
; ply variable for next drawto. 
PLX=DRX PLY=DRY 
RETURN 



set-up player address and shape 

address and direction for PN_GO prbc 



PROC PMSTCCflRD PMADR, SH<:iDR, D) 

;Make array pary point to the 

;players raw area. 

PftRY=PMADR TM=T3MCD) 

SHftD=SHftDR DI=T8MCTM) 

;Check to see if Player is player or 

;hiissile shapes. 

IF PMADR>M8 THEN 
PMMO=CCPMftDR-PMTEMP-1024)) RSH 8 

ELSE 
PMN0=4 

FI 
RETURN 



Puts the player or mssile shape in 
the P/M Menoru area give it's u pos. 



okes it's horizontal position 



PROC PM_G0CBYTE PMX,PMY,FR) 
IF PMN0<4 THEN 

HP05PCPMN0)=PMX 
ELSEIF PMH0=4 THEN 
;If it's Missiles nove then all as 1. 

HP0SPCPMN0)=PMX+6 

HPOSP CPMNO + 1) =PMX + 4 

HP05P CPMMO + 2) =PMX+2 

HPOSP CPMM0+3)=PMX 
FI 

;Shape table index using anination 
; f rane variable plus direction var. 
SH=SHflD+CCT8MCFR))+DI) 
;This loop erases as Many bytes 
;ahead and behind the P/M shapes as 
;the variable SP's value. 
FOR TflLL=0 TO SP DO 

PflRY C CPMY-5P) +TALL) =8 

PflRY C CPMY + 7) +TALL) =0 
OD 

jtakes the data froM the shape table 
;and puts it in player raM. 
FOR TALL=0 TO 7 DO 

PftRY CPMY + TALL) =SH CTALL) 
OD 
RETURN 



set up different variables that 
have to do With screen position 
of the player cowpared with the 
characters on the naze 



PROC UAR5ETCBYTE UN) 



ANALOG COMPUTING 



MARCH 1987 / PAGE 63 



^ Midas Maze continued 



OSXtVNJrSTKtUN) ;Make Old K&Y pos. 

05Y(VN)=5TYtUN) ;= new K&Y pos. 

ODR(yNJ=DIRCVNJ ;old direction = new 
CSKCUN)=5TXCgHJ-48 ; Make P/M X&y = 
C5YtUH)=5TYtUN)-32 jthat Of screen. 
5ftKCgH)=C5XtUH)&3 jChecks for even 
5(lYtgH)=C5YtUN3&7 JChar. pos. 
CDXCyN)=C5XCVN)/4 ;I>iVide to find 
CDYCUNJ=C5YtUN)/8 ;char. we're over. 
RETURN 



Checks to see what type of 

character we hit and what to do 
about it. 



PROC LDOKC) 
BYTE K0,K1,KP 

IF STX(4)>52 AND 5TXC4X192 THEN 
DCD = 5CR (CDX f 4J +Y40 CCDY t4J J ) 
DCD0=5CR CCDX C4) +1 + Y40 CCDY C4) ) ) 
jCheck to see if char, is Gold. 
IF DCD=193 THEN 
SCR (CDX C4)+Y48 CCDY C4)))=0 
SCR CCDX C4) +i+Y40 CCDY C43 3 3 =fl 
GG==+l J increase gold count. 
ST8=10 ;sound effects timer. 
SC8REC53 ;Add 5 points to score. 
FI 

;Check to see if it's an energizer. 
IF DCD=86+INE THEN 
;CoHpare your position with that 
jof the enegizer position table. 
FOR LP0=8 TO 12 STEP 2 DO 
K0=ENERCLP83 K1=ENER CLP8+13 
;If it's a Match the erase it. 
IF K0=CDXC43 AND Ki=CDYC43 THEN 
IC=98 

PLCCDXC43,CDYC433 
PLCCDXC43+1,CDYC433 
FI 
OD 

KP=LP0 HUNDCCINE R5H 13+13 
PCWER=108 ;set power tiMer. 



ST3=60 PT=68 PD=5 
FOR LP8=0 T8 3 DB 

ECTCLP83=80 
OD 
FI 

;see if it's a key. 
IF DCD=96 THEN 
;Scan key pos. table and see if 
jours Matches the keys. 
FOR LP0=8 TO 16 STEP 2 DO 
K8=KEYSCLP03 
K1=KEYSCLP0+13 

IF KO=CDXC43 AND K1=CDYC43 THEN 
IC=98 

PLCCDXC43 ,CDYC433 
PLCCDXC43+1,CDYC433 
KP=LPe ;Make KP=LPe so we can 
;use it to index the 
jdoor array. 
HUNDC13 ;Add 1 hundred to score. 

ST2=28 
FI 
OD 
;Find out if it's a vertical or 



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CIRCLE #122 ON READER SERVICE CARD 



CIRCLE #123 ON READER SERVICE CARD 



PAGE 64 / MARCH 1987 



ANALOG COMPUTING 



j'horizontal door and erase it. 
IF KP<4 THEN 
IC=98 PLtD00R{KP),DOOR{KP+lJJ 
PL(39-D00RCKPJ ,D00RCKP+1J) 
ELSE 
IC=98 PL (DOOR CKP), DOOR (KP+IJ) 
PL (DOOR CKPJ+1, DOOR CKP + D) 
PL(38-D00R(KP) ,D00R(KP+1J) 
PL(38-D00R(KP}+l,D0OR(KP+l)) 
FI 
FI 
FI 

;Find out if it's the Money bag. 
IF DCD=99 THEM IC=98 
PL(CDK(4),CDY(4)J 

TH0U5(TH0) ;Add thousands to score. 
PL(CDK(4)+1,CDV(4JJ 5T2=30 
FI 
RETURN 



Check to see if it's legal to nove 
in the direction chosen. 



PRDC CHCH(BYTE CNl 
;CH is the P/M nuMber. 
BYTE BP65,BPA52 

;Checks to see if player shape is 
;evenly placed oyer a character. 
IF SAY(CN)=0 AND SAX(CN)=G THEN 
;Set all direction uars. to 0. 
DDU(CN)=0 DDD(CN)=e 
DDL(CN}=0 DDR(CN]=0 
DDM=0 EH(CHJ=0 

;Checks PI. up direction for walls. 
DCD=5CR (CDK (CN) +Y40 (CDY (CN) -IJ ) 
DCDO^SCR (CDK (CNJ +1 + Y40 (CDY (CNJ -1) 3 
IF DCD>66 AND DCD<86 
OR DCDe>66 AND DCD0<86 THEN 

DDU(CN)=1 
FI 

;Check down 

DCD=5CR (CDK (CN) +Y40 (CDY (CNJ +1) J 
DCD0=5CR (CDK (CM) +1+Y4G (CDY (CN) +1) ) 
IF DCD>66 AND DCD<86 
OR DCD0>66 AND DCD0<8& THEN 

DDD(CN]=1 
FI 

;Checks left. 

DCD=5CR (CDK (CN) -1+Y46 (CDY (CN) ) ) 
IF DCD>66 AND DCD<86 THEN 

DDL(CN)=1 
FI 

;Check right. 

DCD=SCR (CDK (CN) +2+Y40 (CDY (CN) ) ) 
IF DCD>e6 AND DCD<86 THEN 

DDR(CN)=1 FI 

;If it's your car see what's under 
;it. 

IF CN=4 THEN 
DCD = SCR (CDK (4) +Y40 (CDY (4) ) ) 
DCD0=SCR (CDK (4) +1. + Y40 (CDY (4) ) ) 
;5ee if it's More than just a 
;blank area. 
IF DCD>e AND DCD0>0 THEN 

DDM=1 
FI 
FI 
FI 

;5ee if we're 
IF STK(CN) <30 

5TK(CN)=220 
FI 
IF 5TX(CN)>220 THEN 

5TK(CN)=30 
FI 

;5ee if we entered horizontal 
jtunnels ,and if so block froM 
; Moving up or down. 
IF 5TH(CN)<56 OR STK(CN)>192 THEN 



Off screen. 
THEN 



DDU(CN)=1 DDD(CN)rl 
DDL(CN)=0 DDR(CN)=0 
FI 

;5ee if we're in vertical. 
IF STY(CN)<48 OR STV(CN)>208 THEN 

DDL(CN]=1 DDR(CN}=1 
FI 
;ThiS bit Of code tells us which 
jdirections we can go. 
IF DIR(CH)=0 AND DDU(CN)=1 THEN 

DIR(CN)=ODR(CN) EH(CN)=1 
FI 
IF DIR(CN)=1 AND DDD(CN)=1 THEN 

DIR(CN)=ODR(CN} EH(CN)=1 
FI 
IF DIR(CN)=2 AND DDL (CN) =1 THEN 

DIR(CN)=ODR(CN) EH(CN)=1 
FI 
IF DIR(CN)r3 AND DDR(CN)=1 THEM 

DIR(CN}=ODR(CN) EH (CN) =1 
FI 

;This part Moves P/M in the legal 
;direction and is used to gain 
;continues Motion. 

;with out it you would have to hold 
;the joystick in that direction 
;all the tiMe to keep Moving. 
IF DIR(CN)=0 AND DDU(CN}=0 THEN 

5TY(CN)==-SP 
FI 
IF DIR(CN)=1 AND DDD (CN) =0 THEN 

STY(CN)=5TY(CN)+SP 
FI 
IF DIR(CH)=2 AND DDL(CN)=0 THEN 

STK(CM)=STX(CN)-SP FI 
IF DIR(CN)=3 AND DDR(CN]=0 THEN 

5TK(CN)=5TX{CN)+5P FI 
RETURN 



This part here takes each eneHy 
Dlayer and gives hin a piars *n 



PROC EMBR(BYTE EN) 
BYTE R,D,FL,D0,Di 
FL=0 D=ODR(EN) 
D0=O5Y(EN) D1=0SK(EN) 
UAR5ET(EN) ; Go set up P/M screen 

; variables. 
;Makes sure it's directly over a 
;character position. 
IF SAK(EN)=0 AND 5AY (EN) =0 THEN 
;5ees if your power off and if 
;they are with in range of you. 
;If they are then they follow you! 
IF P0WER=9 AND 5TK (EN) >5TX (4) 
AND 5TX(EN)<5TX(4)+56 THEN 

DIR(EN)=2 
ELSEIF STX(EM)<5TX(4) 
AND 5TX(EN)>5TX(4)-48 THEN 

DIR(EN)=3 
EL5EIF STY(EN)>5TX(4) 
AND 5TY(EN)<5TY(4)+56 THEN 

DIR(EN}=0 
ELSEIF STY(EN)<5TY(4) 
AND STY(EN)>5TY(4)-48 THEN 

DIR(EN)=1 
ELSE 
;If not then run randoM. 
R=RAND(4) DIR(EN)=R FI 
DO 
jCheck for legal MoveMent. 
IF D=0 AND DIR(EN)=1 THEN FL=1 
ELSEIF D=i AND DIR(EN)=0 THEN 

FL=1 
ELSEIF D=2 AND DIR(EN)=3 THEM 

FL = 1 
ELSEIF D=3 AND DIR (EN) =2 THEN 

FL=1 
ELSE 



ANALOG COMPUTING 



MARCH 1987/ PAGE 65 



^ Midas Maze 



continued 



FL=0 

Fl 

;lf illegal Move get a new 

;direction. 

IF FL=1 THEN 

R=RANDC4) DIRCENJrR 
FI 
UNTIL FL=0 
OD 
IF 5TX(EN)=D1 AND STY CEN) =D0 THEN 

R=RAND(4) DIRCEN}=R 
FI 
FI 

CHCHCEN) ;Go Check chraracter. 
RETURN 

INCLUDE "D:MIDft52.ACT" 



Listing 2. 
Action! listing. 

CHECKSUM DATA 
CEC 6X IB 36 B8 IC C8 IE 
4C 34 CD 5E 3C 82 ZA 56 
DF 77 62 ED 61 C7 5A 14 
20 CI 6C 4F E9 2C Dl EB 
5C 95 El 84 AF OB lA 88 
3B EE ] 



Checks Joystick to s ee if tfou wish 
to change direction. 




Mv entor m^ 




FOR ATARI ST® 

A PROFESSIONAL INVENTORY 

CONTROL SYSTEM WITH 

20 YEARS EXPERIENCE 

• Access any part number in one second • Part numbers up to 
16 alphanumeric digits • Descriptions up to 16 alphanumeric 
digits • 254 vendors • 4 price fields • Sophisticated order 
generation using sales history and many user defined parameters 
for calculations • User defined custom report generator • 
Obsolescence report • Zero on hand report • Over stock report 

• Inventory analysis report • Tracks sales history for two years 

• Plus many more features 



NUMBER STORAGE... 

40,000 1040 ST with hard disk 
18,816 520 ST with hard disk 



8,781 
4,391 



Double sided drive 
Single sided drive 



Repnl 



REGENT SOFTWARE 

7131 Owensniouth. Suile 45A • Canoga Park. CA 91303 



18181 882-2800 



PROC 5TICK(BY 
UARSETt4) 
;5et atract 
IF STtOJOlS 
ATRACTZ0 
;Dnl!/ if x 
;character 
;up or down 
IF 5AK(4)=0 
;Check for 
STIK=STC0J 
IF STIK = 
DIR(41=0 
FI 

;Checks fo 
STIK=5TtOJ 
IF 5TIK=0 
DIRC4]=1 
FI 
FI 

;Onl!^ if y 
;b!; 8 nay y 
IF SAYC4)=0 
;Check for 
5TIK=STC03 
IF STIK=0 
DIRC4)=3 
FI 

;F0P left. 
STIK=STC03 
IF 5TIK=0 
DIRC41=2 
FI 
FI 
FI 

CHCHC4) ;che 
IF DDM=1 AND 

LODKCl ;lf 
FI 
RETURN 



TE PN) 

to keep it Off. 
THEN 

is evenly over a 
position May you Move 

THEN 

up MoveMent. 
& 1 
THEN 



r down. 

& 2 
THEN 



postion even divided 
ou Move left or right, 
THEN 

right. 

& 8 
THEN 



& 4 
THEN 



ck for anything. 

PN=4 THEN 
not a wall then what? 



Check for collision. 



PROC CHC0LC3 

BYTE COP 

COL=0 

FOR COP=0 TO 3 DO 
IF MPLCCOP)>0 THEN COL=MPL tCOPJ FI 

OD 

HITCLR=8 jclear collision reg. 
RETURN 



CIRCLE »124 ON READER SERVICE CARD 



PROC GR4C) 
GRAPHIC5C0) DLI5T=PEEKCt560) 
P0KE(752,1) PRINTC" ") 
;Change display list. 
DLISTC3J=66 
FOR LP0-6 TO 28 DO 

DLI5TtLP0)=4 
OD 

;5et Multiplication arrays. 
FOR LPO=0 TO 40 DO 

Y40CLP0)=LP0*40 
OD 
FOR LPO=0 TO 12 DO 

T8MCLP0)=LPO*8 
OD 
FOR LPO=0 TO 4 DO 

T3MCLPOJ=LP0»3 
OD 
RETURN 



Make rooM for char. set and P/N ran. 



PROC CH5ETUPCJ 
jPush raM top pointer back 4K. 
P106=PEEKtl06J-12 CH5ET=P106K256 
RAMT0P=P106 GR4C) CHBA5=P106 



PAGE 66 /MARCH 1987 



ANALOG COMPUTING 



;Mowe roM chap, set to ratn. 
MOUEBLOCKCCHSET, 57344, 1024) 
;MOve custOM char. data. 
FOR CLPO=0 TO 288-1 DO 

POKE C CCH5ET+520) +CLPO, CHST CCLPO] ) 
OD 

SCR=PEEKC(88} ;Find screen ram. 
RETURM 



res, 



! tfJkail-MJJJM. |J:1.1!tfJ^ 
PROC PH_SETC) 

SDMCTL=62 ;Single line 

GRPRI0R=1+16 iP/M over PF, 

GRflCTL=3 ;Turn P/M on. 

;Set size to SMall . 

FOR LPO=0 TO 3 DO 
SIZEPCLPOJrO 

OD 

;5et variables to point to P/M raH. 

PMBASE=P106+4 PMTEMPz CP106 + 4]«256 

M0=PMTEMP+768 PL0=M0+256 

PLl=PL0+256 PL2=PLl+256 PL3=PL2+255 

;5ave addresses of player in PAD. 

PftD(0)=PLO PflDClJ=PLl 

PftDC2)=PL2 PAD(3}=PL3 

;5et players color reg.s. 

PCOLR CO) =0*16+10 ;Mhite. 

PC0LRtl)=l2*l6+5 jGreen. 

PC0LRC2) =8*16+4 ;Blue. 

PC0LRC3J =4*16+4 ;Red. 

;Zero out P/M area, 

ZERO CPMTEMP, 2048) 
RETURN 

PROC PAU5E() 
POSITIONt33,0) PRIMTC'PflUSED") 
FOR LPOrO TO 7 DO ; Turn sound off. 

DUDFCCLPO)=0 
OD 

CH=255 ; Reset key scan. 
DO 

;Till a key is pressed 
UKTIL CH<255 OD 
CH=255 

; Erase pause Message. 
P0SITI0MC33,0) PRINTC" ") 
RETURN 



Take left side of screen and co 
to right side. 



PROC MIRROR C) 
BYTE SC 

;Left halfs 20 byte wide. 
FOR LPO=0 TO 19 DO 
;24 bytes tall. 
FOR LP1=0 TO 23 DO 
SC = SCR CLP0 + Y40 tLPl) ) 
;check for corner char,s and 
;replace it with Mirrored char, 
IF 5C=78 OR 5C=80 THEN 5C==+1 
ELSEIF 

5C=79 OR 5C=81 THEN SC==-1 
FI 

IF 5C=67 THEN SC==+1 
ELSEIF SC=68 THEN 5C==-1 
FI 

IF SC=83 THEN 5C==+1 
ELSEIF 5C=84 THEN SC==-1 
FI 

;Put right side down. 
5CR C C33-LP0) +Y40 CLPl) ) =SC 
OD 
OD 
RETURM 

PROC BOARDS C) 
IC=70 LPO=0 
POK=PRLCLP0) 
;Put walls up. 
MHILE P0><<40 DO 



;Get values froM arrays. 
POY=PRLtLP0+l) 

PlK=PRLtLP0+2) PlY=PRLCLP0+3) 
PLtP0X,POY) DR(P1K,P1Y) LP0==+4 
POX=PRLCLPO) 
OD 

IC=73 LPO=0 P0X=PUDCLPO} 
MHILE P0X<40 DO 
POY=PUDtLP0+l) 

PlX=PUDCLP0+2) PlY=PUDCLP0+3) 
PLtPOX,P0Y) DRCP1X,P1Y) LP0==+4 
P0X=PUDCLPO) 
OD 
IC=69 PL(12,9) 
IC = 98 

FOR LPO=0 TO 2 DO 
PLCLP0,1) DR(LP0,10) 
PLCLP0,14] DRCLP0,23) 
OD 

PL(0,12) DRC2,12) PLC19,8) DRC19,ie} 
PLC10,8) PLCIO^IO) PLC12,14) IC=85 
;Put up doors. 
FOR LP0=O TO 4 STEP 2 DO 
POX=DOORCLP0) P0Y=DOORCLPO+1) 
PLtPOX,P0Y) 
OD 

IC = 84 

FOR LP0=4 TO 15 STEP 2 DO 
POX=DOORCLPO) P0Y=DOORCLPO+1} 
IC=83 PLCPOX,P0Y) 
IC=84 PL(P0X+1,P0Y) 
OD 



RENTING: 

THE ART OF SPENDING 
A LITTLE TO SA VE A LOT! 



At Wedgwood Rental we have 
made renting software an art. 
We have over 1,000 titles for 
the 8-bit and over 300 titles for 
the ST. By spending a little to 
rent you can use the latest soft- 
ware to find the programs you 
like. Then purchase only those 
used programs you know you 
want at less than retail prices. 
CALL TOD A Y FOR A LIST! 



Call toll-free outside Texas: 1-800-433-2938 
- Inside Texas call : 81 7-292-7396 

WEDGWOOD RENTAL 

5316 Woodway Drive 
Fort Worth, Texas 76133 



CIRCLE #125 ON READER SERVICE CARD 



ANALOG COMPUTING 



MARCH 1987 / PAGE 67 



^ Midas Maze continued 



MIRRORC) ;Put it on the right side. 
FOR LP0=8 TO 10 DO ;Flash the walls. 

R=RANDC15} 

PC0LRC6)=R»16+8 

FOR CLP8=0 TO 3500 DO OD 
OD 

;Place energizers on screen. 
FOR LP0=O TO 11 STEP 2 DO 

PeX=ENERCLPO) POY=ENER(LPB-l-l} 

IC=86+INE PLCPOX,POYJ 

IC=87+IME PLtP0X+l,POYJ 
OD 

;Set kej^s in place. 
FOR LPO=0 TO 15 STEP 2 DO 

POK=KEY5CLP0) P0Y=KEY5 tLPO+l) 

IC=96 PLCPOX,PeY} 

IC=97 PLCP0X+1,P8Y) 
OD 

;Fill Maze with gold. 
FOR CLPO=40 TO 959 DO 

TSO=SCRtCLP0) TS1=5CR{CLP0+1J 

;5ee if area open for gold coin. 

IF TS0=0 AND TS1=0 THEN 
SCRCCLP03=193 SCR CCLPO+l) =194 
GC==+1 

FI 
OD 
RETURN 



Put UP title screen. 



PROC TITLE C) 
XTRfl=3 05C0R=0 S5C=5 COL=0 INE=0 
;ReMove player froM screen. 
FOR LPO=0 TO 7 DO 

HPOSPtLPOJre 
OD 

DELftY=7O0 

RAMTOP=MEM ; Reset raw pointer. 
GRAPHICS tlJ 

SETCOLORC4,0,0J SETCOLOR CO, 8, 3) 
SETC0L0Rti,2,8J 
;2 lines of GR.2. 
DLI5T=PEEKC{560) DLISTtlBJ=7 
DLISTC11)=7 
P0KEt752,l) 
SCR=PEEKCt88) 
PRSCORC) 
P05ITI0NC5,5) 
P05ITI0Nf9,6J 

P05ITI0N(2,14) 

PRINTDEC6," p ressgJTTTaiop" i 
PRINTDC6," HHililMtoIaiiH") PUTEtJ 
PRINTf" by Ken Miller") 

SNDRSTtJ jTurn sound off. 
DO ;Scroll colors thru Message. 

FDR LP0=8 TO 1 DO 
T50=COL 
DO 



;Find screen raM. 
PRINTD C6," 



PRINTDC6,"[; 



E") 



;Keep in sync and increase color 
; f or every scan line. 
WSYNC=0 PFC0LR2=TS0 TS0==+1 
;Until scans off screen 
UNTIL UC0UNT=128 OD 
OD 

C0L==-1 ;lncrease color value 
;do it until start or fire buttons 
;pressed. 
UNTIL C0NS0L=6 OR STRIGO=0 OD 
COL=0 T50=0 
;Clear score out. 
ZER0CSC0R,8} PRSCORCl 
;Set-up P/M and char. set. 
CHSETUPC) 
PM_5ETt) 

HITCLR=0 jClear collision reg, 
RETURN 



Heres where the action starts, 



PROC START C) 



BYTE R 
DO 
SNDRSTC) 

GC=0 GG=0 ;GOLD COUNT VARIABLES. 
;Put eneMy in holding pen. 
FOR LP0=0 TO 3 DO 

STXCLP01=124 STYCLP0)=96 
OD 

;Put your car on screen. 
STXC4)=124 STYt4J=160 BRPO(l)=e 
;clear screen and draw Haze. 
ZER0CSCR,959} BOARDSC) 
;Put up extra cars. 
FOR LPO=0 TO XTRA-1 DO 

SCRt21+LP0)=82 
OD 

ZERO tMO, 1279) 

SETCOLOH(0,0,14) SETCOLOR CI, 8, lO) 
SETC0L0RC2,3,5) SETCOLOR C3, 2, 8) 
SETCOLOR C4, 0,0) 
jSet your car going left. 
DIRC4)=2 SP=2 
;Nulls spinning var.s. 
FOR LP0=0 TO 4 DO 
SPINCLPO)=0 EDFCLP0)=0 PDFCLPO)=0 
SPTCLP0)=O SPNCLP0)=O 
OD 
DO 
;See if we want to pause. 
IF CH<255 THEN PAUSEC) FI 
;See if you get an extra car. 
IF SC0RC3)>05C0R THEN 
0SC0R=SC0RC3) XTRA==+1 
5CRC21+CXTRA-1))=82 
FI 

IF SCORC3)=0 THEN OSCOR=0 FI 
;Sound effects tiMe. 
IF ST0>0 THEN 
AUDFCC0)=ST0 AUDFCC1)=32+1 
ST0==-1 ;Decrease tiMer. 
ELSE AUDFCC1)=0 ;Shut sound down. 
FI 

IF 5T2>0 THEN 
AUDFCC2)=10+ST2 
AUDFCC3) =128+64+2 
5T2==-1 
ELSE AUDFCC3}=0 
FI 

IF ST3>0 THEN 
AUDFCC4)=12+5T3 AUDFC C5) =64+32+2 
ST3==-1 
ELSE AUDFC C5)=0 
FI 

;See if you cleared the Maze. 
IF GC=GG THEN DELAY==-25 
IF DELAY<10 OR DELAY>7O0 
THEN DELAY=10 
FI 

INE==+2 

IF INE>8 THEN INE=0 FI 
;Money bag bonus value. 
TH0==+1 

IF TH0>5 THEN TH0=1 FI 
STARTCI ;Do it again. 

;Check to see if it's tiMe for 
;Money bag, put it in the screen 
IF GG=75 THEN 

IC=99 PLC19,10) 

IC=100 PLC20,10) 

MBT=350 ; Money bag tiMer. 
FI 

IF MBT>0 THEN MBT==-1 FI 
; Erase Money bag. 
IF MBT=1 THEN 

IC=98 PLC19,10) 

PLC20,10) 
FI 



PAGE 68 / MARCH 1987 



ANALOG COMPUTING 



CHCOL(} ;Check for collision. 
IF PT=0 THEN ESC=2 FI 
IF COL>0 THEN 
;Make collision value into 
;player nuHber for ID. 
IF C0L=8 THEM C0L=3 
ELSE 

COL== RSH 1 
FI 

IF DIRI4)>1 THEM PDFt4J=l 
ELSE PDFC4)=fl 
FI 

I'Clear player dead flag. 
IF DIRtCOL)>i THEN PDFCC0L)=1 
ELSE 

PDFCCOL]=G 
FI 

;see if you have gold power. 
IF P0MER>8 OR PT>0 THEN 
;Set dead flag tiher. 
IF EDF{COLJ=e THEN EDFCC0LJ=80 
;Give your points for eneny. 
IF EDFCC0L)=88 THEN 
FOR ELP=1 TO ESC DO 

HUNDdl 
OD 

E5C==+1 ; increase bonus value 
FI 

IF ES016 THEN ESC=8 FI 
FI 
jSee if youp dead. 
ELSEIF PDFC4J=PDFtC0L) 
AMD EDFCC0L1=0 THEN 
ZERO CM6, 1279) PMM=0 
;Set enny back to garage. 
FOR LPO=0 TO 3 DO 

5TXCLP0)=124 5TYCLP0)=96 
OD 

SNDRSTCJ 
;Spin your cap. 
FOR CLPO=0 TO 580 DO 
SPTC4)==+i 

IF SPTt4)>SPMt4) RSH 3 THEN 
SPTC4J=0 SPNC4)==+6 
IF SPNC4)>258 THEN SPN C4} =8 FI 
SPIMC4)==+1 

IF SPINC4)>3 THEN SPINC4)=8 FI 
FI 

;Put playep on scpeen. 
PMSTCMe,Pe,SPINC4)) 
PM_G0CSTXC4),STYC4) , PMM) 
;Spinning sound effects. 
AUDFCC61=SPIN(4) LSH 4 
AUDFC(7J=2 

FOR LP8=0 TO 280 DO OD 
OD 

;Reset variables 

AUDFCt6)=0 flUDFCC7)=8 SPT C4) =0 
SPNC4)=0 ZER0CM0,255) DIRC4)=2 
;Put your car in naze again. 
STXt4)=124 STVC4)=168 COL=0 
PMSTCM0,P8,DIRC4)) 
PM_GO CSTX t4J , STY C4J , PMMJ 
FOR CLPe=0 TO 40000 DO OD 
;Decrease extra cars. 

5CR(21+fXTRfl-lJ)r0 XrRA==-l 
;all gone?. 

IF XTRfl=0 THEM TITLED STARTC) 
FI 
FI 
FI 

COL=0 

;5ee if eneny gets spun 
IF POWER>0 THEN P0WER==-1 
;Make their cars gold 
FOR LP0=e TO 3 DO 

PC0LRCLP0J=2»16+6 
OD 



;Flash their color before 
(■returning then to regular state. 
ELSEIF PT>8 THEN PT==-1 PD==-1 
FOR LPe=8 TO 3 DO 

PCOLR CLP8) =2*16 + 6 
OD 

IF PD>20O THEN PD=5 
PCOLR tO) =0*16+10 
PCOLR CI) =12*16+5 

PCOLR C2) =8*16+4 PCOLR C3) =4*16+4 
FI 
FI 

;Move eneny players 
FOR LPO=0 TO 3 DO 
;See if enenys alive 
IF EDFCLPO)=0 THEN 
EMBR(LPO) 

PMSTfPftDCLPO) ,EP,DIRfLP8)) 
PM_GO CSTX CLP8) , STY CLP0) , PMM) 
ELSE 
;Nah their dead, spin theM. 
EDFCLP0)==-1 SPTCLP0)==+1 
IF EDFCLP8)>2 THEN 
IF SPTCLP0)>SPNCLP0) THEN 
SPTCLP0)=0 SPMCLP0)==+1 
IF SPNCLP0)>15 THEN 

SPNCLP0)=O 
FI 

SPINCLP0)==+1 
IF SPINCLP0)>3 THEN 

SPINCLP0]=0 
FI 

;5pin the poor guy. 
SES=SPNA C5PIN CLPO) ) 
PMSTCPflDCLPO) ,EP,SES) 
PM_GO CSTX CLPO) , STY CLPO) , PMM) 
ftUDFCC4)=SPIMCLP0) 0UDFCC5)=4 
ELSEIF EDFCLP0)>2 AND 
EDFCLP8X5 THEN 
jReset player spinning var.s. 
fiUDFCC6)=8 ftUDFCC7)=0 
SPTCLPO)=0 SPNCLP0)=0 
ZERO CPAD CLPO), 255) DIRCLP0)=1 
;Put hiM back in the garage. 
STXCLP0)=124 STYCLP0)=96 
EMBRCLP6) 

PMST CPAD CLPO) , EP, DIR CLPO) ) 
PK_GO CSTX CLPO) , STY CLPO) , PMM) 
EDFCLPe)=0 
FI 
FI 
FI 
OD 

;5ee if you want to Move. 
STICKC4) 

jPut your car on the screen. 
PMSTCM8,P8,DIRC4)) 
PM_GO CSTX C4) , STY C4) , PMM) 
;aniMation variable. 
PMM==+1 

IF PMM>2 THEN PMM=0 FI 
;Gane speed control. 
FOR CLPO=0 TO DELAY DO OD 
; Start pressed? 
UNTIL C0NS0L=6 OD 
TITLE C) 
OD 
RETURN 



PROC MAINC) 

ZER0CSC0R,8) 

MEM=RAMT0P ; Save top of ran. 

TITLE C) START C) 
RETURN 
;THE END? 



ANALOG COMPUTING 



MARCH 1987 / PAGE 69 




Database 
Delphi 



News and updates about 
the ANALOG Computing 
Atari Users' Group on Delphi 



by Matthew J.W. Ratcliff 

The 130XE keyboards are having prob- 
lems, and we have some fixes this month. 
We'll take a quick look in my Email bag, 
and offer a few new Delphi tricks. 

12251 28-NOV 21:39 
From-. LITTLEJ (John Little) 
To: ALL 

Several people I know (including myself) 
are having a problem with the 130XE key- 
board. We're losing the console keys. Re- 
moving the plastic ribbon from its con- 
nector, cleaning it and reinserting will take 
care of the problem for a very short while. 
Does anyone know if Atari has an official 
fix for this? 

12282 29-NOV 01:25 

From: MATRAT (Matttiew J.W. Ratcliff) 

To: LITTLEJ 

This is a common problem. I hope it 
doesn't occur with the ST fimction keys, 
as well. The problem with the 130XE con- 
sole keys is that they are graphite contacts. 
Once they wear down, you need a whole 
new keyboard. Several dealers I know hope 
to get plastic inserts for the bum keyboards 
they've been collecting, but it's not likely 
they can get them. 

12307 29-NOV 14:30 

From; JOEPIERCE (Joe Pierce) 

To: LITTLEJ 

Well, we used to have the same prob- 
lems with the aOOXL's plastic ribbon ca- 
ble running to the keyboard. I used to take 
a pair of scissors, cut about Vo of an inch 
off the end and plug it back in. It always 
worked for me. 

MATffAT note: 

I foimd that disassembling and reassem- 
bling your XL computer can be hazardous 
to the keyboard cable. It is easy to wear out, 
or bend the corners up on that thin plas- 



tic and conductor cable. I too found that 
trimming it back would cure the problem. 
But on the XEs the problem seems to be 
that the conductive material wears off the 
bottom of the console and keyboard keys. 
In the January issue of ACE St. Louis, 
Charles Robinson detailed the XE key- 
board problem and several alternatives for 
home repair In brief, "the bottom of the 
key is made of a U-shaped piece of con- 
ductive rubber that bridges two pads on 
the circuit board to make a key closure." 
When it wears off, the key is dead — 
normally, you need a new keyboard. 
Charles repaired his defective keys with 
Nickel Print, a conductive ink from GC 
Electronics, catalog number 22-207. 'A big 
2-oimce bottle costs $3.83. . .most elec- 
tronics/TV repair suppliers should ... be 
able to order it for you." Charles also sug- 
gested that a Defroster Repair paint (cata- 
log #15067) made by Loctite should do the 
job, too. It can probably be obtained at 
most auto parts stores for about $5.00. 

Email bag and Delphi tips. 

One user recently sent me some Email 
explaining that certain text files in our 
databases were apparently unreadable. A 
quick look revealed that this is not true; 
they just have the wrong RETURNS. These 
text files are in ASCII format, with stan- 
dard carriage returns and line feeds (AS- 
CII 13 and 10, respectively), not the ATAS- 
CII 155 we 8-bit Atarians are accustomed 
to. You can simply copy this file from your 
disk directly to the printer, with the 
printer's auto-line-feed feature off, and 
auto-skip over perforation set (dip switch 
settings; see yom' manual). Below is a 
quick and dirty BASIC program that will 
do the job for you, without switch changes 
on your printer: 
10 GRAPHICS e:DIM A$C4ei:? 



"ftSCIl file to print ";:I 
NPUT as 

20 OPEN tt4,4,e,A$:0PEM «5, 
8,0,"P!'":LN=0:TRftP 100 
30 GET tt4,A 

40 IF ft<>13 THEM GOTO 70 
50 PUT tt5,155:GET «4,ft:REM 

CONVERT CR/LF TO ATflSCII 
155 

60 LN=LN+l:IF LN>56 THEN P 
UT tt5,12:LN=0:G0T0 30:REM 
5KIP PERF 

70 PUT tt5,A:G0T0 30 
100 IF PEEK(195)=136 THEN 
? "DONE.":END 

110 ? "UNEXPECTED ERROR "; 
PEEKtl95) :END 

Finally, here's your Delphi tip for the 
month. Whenever you're busy in the FO- 
RUM reading messages and someone 
pages you for a conference, use the /SEND 
command to let him know you're busy, like 
this: FORUM > /SEND MATRAT I'm busy 
in FORUM now, will CO later It can be 
abbreviated to SEN. This command also 
works at the main ANALOG prompt and 
in the conference area. 

Uninet, a popular alternative to the Tym- 
net networking service, has been absorbed 
into Telenet. Conferencing can now be 
done across networks, so Tymnet users 
may talk directly with Telenet callers. The 
Telenet link has an "instant backspace" 
echo, something they have never fixed 
with Tymnet. But Telenet still seems to 
have significant noise problems in many 
different areas. If you have troubles, leave 
Email to SERVICE about them and call 
1-800-TELENET to explain what the prob- 
lems are. When all the kinks are worked 
out. Telenet will probably be the preferred 
service over Tymnet. H 



PAGE 70 / MARCH 1987 



ANALOG COMPUTING 



REVIEW 



^ 

^••v 



Six Forks Assembler and Linker 



SIX FORKS SOFTWARE 
11009 Harness Circle 
Raleigh, NC 27614 
48K $39.00 



by Kurt Oestreich 



The competition between the various 
software packages has often been Hkened 
lo a boxing match — with fewer rules, and 
more blood and casualties. 

I^erhaps the most violent of these bouts 
have been those between the machine lan- 
guage assemblers for 8-bit Atari computers. 
A few years ago, several assemblers were 
available, but today the market is dominat- 
ed by one: MAC;/B5. 

MAC/65 is undoubtedly one of the best 
assemblers ever written, with support for 
macros, fast assemblies, co-resident edi- 
tor/assembler/debugger, error codes in Eng- 
lish and a multiplicity of available oper- 
ators. Together, these features helped 
MAC/65 stomp out AMAC (Atari Macro 
Assembler), Synassembler, MAE and tire 
Atari Assembler Editor Cartridge. 

1 thought I would never find an assem- 
bler as good as MAC/65, let alone a better 
one. But the U.S. Postal Service has a way 
of po)5ping up with surprises. Thankful- 
ly, they're not all bills. 

A few months ago, I received the Six 
Forks Assembler and Linker (the SFA&L), 
and proceeded to put it through its paces. 
1 feel there's no better way to test an as- 
scMnblor than lo write something with it. 
The first thing 1 noticed about the SFA&L 
was the vast difference between its struc- 
ture and that of MAC/65. Instead of writ- 
ing source code into a built-in editor. Six 
[■'orks has you use a word processor that 
you provide. A\so, instead of having one 
large source file, everything is broken 
down into small subroutines. The result of 
this approach was the completion of a pro- 
gram (a di.sk copier program for Ihe David 



Byrd 288K 800+ upgrade) in roughly one- 
eighth the time I expected it to take. 

Whoa! At that point, I thought either I 
must be getting very good, or (not being 
that conceited) the new sofl^varo must have 
something to do with it, 

Hmm , . . It doesn't have macros; it only 
supports one drive: it doesn't include an 
editor. Why do I like it so much? After ex- 
amining the way I do things with MAC/65 
and comparing that to what 1 am forced 
to do with the SFA&L package, I reached 
a conclusion. 

The linker approach to writing software 
is superior. This is partially due to its em- 
phasis on top-down design. The difference 
between top-down design and spaghetti 
programming is like the difference be- 
tween building a house with blueprints 
and haphazardly throwing together a 
bunch of bricks and some plywood, then 
adding cellophane to plug the holes. (See 
the sidebar: "Structured Programming vs. 
The Spaghetti Crmslinger.") The linker also 
allows you to build up a collection of 
subroutines which need not change from 
l^rogram to program. In C; and Pascal these 
[:ollections are called "libraries." From my 
disk copier program alone. I already have 
several libraries to handle disk functions, 
(>quates, program errors and a number of 
other common program building blocks. 
These blocks need only be assembled once, 
then every time they're wanted for an ob- 
ject file, they need only he relinked. ,Sound 
confusing? 

It's not. The steps are simple. I''irst, you 
type in a source file (the text of a program) 
in an editor, such as a word processor. 
Then, you take the file and run it through 
llie assembler. You now have a relocatable 
file. Several of thes(! r(!lo(:alabl(> fiUvs are 



then joined together by the linker, which 
would finally produce the object file (the 
file you actually rim). Most of the time, a 
fourth process is necessary: the debug 
stage, where logic errors in your program 
are found and eliminated. In the SFA&L, 
the source files are small, thus you have 
less to sort through when you find an er- 
ror in the program. Additionally, when an 
error is found, only one source file need 
be modified and reassembled. It would 
then be relinked with the other (working) 
relocatable files to create the corrected ob- 
ject file. The linker approach also allows 
your programs to grow, as new routines 
may be added and then linked with the 
other sections of your earlier program. 

MAC/65, by contrast, performs the task 
in a "quick and dirty" way, by having edi- 
tor, assembler and debugger co-resident. 
This forces you to create large source files 
that are difficult to manage. To MAC765's 
credit, it can assemble a file faster than 
most people blink. The drawback to MACV 
65: this speed is for the assembly process, 
not the program development time. 

Source files are entered in the standard 
format of: 

LABEL OPCODE OPERAND ; COMMENT 

Unlike the MAC/65, the SFA&L package; 
does not use line numbers. Because the 
source file is edited with a word proces- 
sor, all editing functions may be clone 
wilhin the word processor, and the necul 
for line numbers is eliminated. The meth- 
od of selecting low byte and high byte is 
also different from that of MACy65. Instead 
of MACV65's syntax of: 

LDA #MEMLO&255 

.Six forks uses: 

LDA #.LQMEMLO 



ANALOG COMPUTING 



MARCH 1987 /PAGE 71 



^i Review continued 



This is a bit strange, and the lack of the 
&■ operator is more than a Httle annoying. 
For some long-time machine language pro- 
grammers, this could prove more of a prob- 
lem than it did for me. 

Actually running the assembler on a 
source file is relatively painless. First, you 
load in the assembler from DOS. Then, you 
specify the source name for the file and 
the PACKID (described later) of the disk. 
Remember that PACKIDs are limited to six 
characters and filenames must be limited 
to eight characters. The assembler then 
proceeds to go through three passes. 

On the first pass, it determines which 
labels are local and which are external, 
and the relative values of the local varia- 
bles. Pass two is exclusively for the purpose 
of finding syntax errors. The third and fi- 
nal pass creates the relocatable file and the 
assembly listing. For this pass, you are 
asked whether you want to use the print- 
er or the screen for the listing. When the 
screen is specified, the lines are truncat- 
ed (lopped off] to 40 coluinns for easier 
viewing. Several options are available in 
this view mode. The option I use most of- 
ten scans for errors and stops only on er- 



rors. Other possibilities include: advance 
one line at a time, finish assembly, advance 
by one screen, and display the help menu 
which shows these alternatives. On finish- 
ing the listing — and providing no errors 
were detected — the relocatable file will be 
created. 

During my evaluation, 1 discovered one 
bug in the assembler. For some reason, it 
just died on an LSR opcode that was miss- 
ing the A specifier. Why this didn't cause 
an error instead of crashing, 1 don't know. 
Most assemblers will accept the instruc- 
tion either way. Other than this, the soft- 
ware performed like a champion. 

Rimning the linker also proved not too 
difficult . After the linker loads in from 
disk, you're prompted to select options for 
Ihe listing and link process. Among the 
possibilities: direction of listing to print- 
er, jumping past the control file listing, 
suppression of the nimierically sorted load 
map, and suppression of the output file. Af- 
ter the options are selected, you specify 
the name of the control file. This is a text 
file that specifies which relocatable files 
to link and what filename to write the ob- 
ject file to. Finally, when the control file 



has been read, all the relocatable files are 
read in. If all goes well, an executable ob- 
ject file is written out. The linker will also 
produce a numerically sorted load map, as 
well as an alphabetically sorted one. 

It should be noted that the extender on 
the filenames in the control file cannot be 
longer than one character; otherwise, the 
linker crashes. This was the only bug 1 
foimd in the linker. Let's see, that's one bug 
for the assembler and one for the linker. 
Not a terrifying threat, 1 suppose, but I 
think this package could use a little insec- 
ticide. 

The documentation is blunt and to the 
point. Six Forks seems to think that you 
should already know assembly language or 
spend an extra $20.00 for a decent machine 
language tutorial. 1 don't think this is out 
of line, and it does make finding informa- 
tion easier. 

Although the table of contents is fairly 
comprehensive, the lack of an index is an 
inconvenience. However, as far as techni- 
cal content is concerned, the documenta- 
tion is more than adequate; it's certainly 
enough to allow intermediate to experi- 
enced programmers to learn the software 



Unlock your Atari 




PAGE 72 / MARCH 1987 



ANALOG COMPUTING 



with relatively little pain. Additionally, the 
organization of the manual is superior to 
many I have seen, covering most aspects 
of the software satisfactorily. The only 
thing which I found inadequately covered 
is the necessity for PACKIDs. 

A PACKID is a file on the disk with the 
name of the disk in it. The assembler and 
linker use these to make sure the right disk 
is in the drive. Why this should make any 
difference, I don't know. Perhaps it's a spe- 
cial feature for the easily confused. For the 
novice programmer, I guess this is a plus. 
It's probably also a plus for the professional 
macWne language programmer with sever- 
al source disks. For me, it was another an- 
noyance. It seems that if the author went 
to all the trouble to use PACKIDs, the least 
he could do is support two drives. If you 
like flipping disks or have one drive any- 
way, you may not mind. I did. 

From all I've said about what I don'f like 
about the package, you might think 1 didn't 
hke the product at all. On the contrary, I 
like it better than MAC/65. From me, this 
is high praise, indeed. I like SFA&L for its 
goodies: 

(1) The Linker. This is the best thing 
about the package and almost makes up 
for the lack of macros. The linker approach 
allows program modification and growth 
to occur without letting the program be- 
come unmanageable. It also cuts develop- 
ment time drastically. As a system, the 
linker comes through like an Abrams tank: 
large, powerful and sophisticated. 



(2) Lots of error codes. It's nice not to 
have to spend three hours trying to figure 
out what an error code means. The SFASiL 
package has well over 100 error codes, not 
including I/O errors. 

(,3) Truly helpful HELP screens. To me, 
it was wonderful to be able to pop up a 
menu at any time in the listing stage with- 
out losing information. 

(4) Both alphabetically and numerical- 
ly sorted symbol tables. 

(5) A policy of telling you what's going 
on. When a program is being assembled 
or linked, it tells you what file is being 
read, what pass the software is on, and if 
the printer is busy. 

For $39.00, I consider the Six Forks As- 
sembler and Linker to be the best prod- 
uct on the market. For this price, you get 
52 pages of documentation, and a disk 
with the assembler, the linker and several 
source files for the demo program. For tliis 
review, I ran the Six Forks package under 
MachDOS 2.1 in double density. H 

Kurt Oestreich has been computing for 
seven years and telecommunicating for 
three. He's knowledgeable in electronics 
(digital) and machine language. He knows 
Atari and IVficroso/t BASIC, but programs 
in Pascal, C and FORTH, and is now work- 
ing on a new language, PL/C. 



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Structured Programming 

vs 
The Spaghetti Gunslinger 

Too often, programmers learn their techniques 
from friends and from triai-and-error. While this 
is a rather adventuresome approach, it's often 
wasteful of time and causes unnecessary aggra- 
vation. 

If these people were to read a book on pro- 
gramming, not just on language syntax, they 
would discover that design is equally, if not more, 
important than the end result. 

The key word here is design. Not only is it im- 
portant to get a program done, the structure is 
also important. If code is well organized and eas- 
ily understood, then the code may be later modi- 
fied by any programmer 

Structured programming is a philosophy that 
programs should be as understandable as pos- 
sible. To achieve this, a number of techniques 
may be used. Among them: 

(1) Self documentation. REM statements and 
comments. This is particularly important at the 
beginning of major sections of the program and 
at the top of subroutines. These comments 
should include: the purpose of the program/sub- 
routine; input variables, labels or addresses: and 
output variables, labels or addresses. If you don't 
document what you're doing in a program, you 
will forget, and someone else will not be able to 
decipher your logic. 

(2) Wo GOTOs orJMPs. Use of GOTO, particu- 
larly to exit a loop or subroutine, is a naughty 
thing to do and denies code legibility. If you ana- 
lyze the problem properly, you should be able to 
exit subroutines via RETURN or RTS. 

(3) Heavy use of subroutines. If you analyze 
your task, you should be able to break it down 
into digestible chunks. Use subroutines for your 
subroutines. Any task that is logically different or 
significant should be given its own subroutine. In 
BASIC, you should be aware of what globals the 
subroutine changes. In assembly, you should 
make labels local, except for the entry and exit 
parameters. 

(4) Top-down design. This is the strategy of writ- 
ing the main program first, then using subrou- 
tines, as outlined above, to transform large tasks 
into smaller ones. 

(5) Use of spaces to show program flow. Ex- 
amine the following two programs: 

Example 1. 
FOR THETfl=l TO 360J 
R=THETfl/30; 
POLftRPLOT THETA,R| 
IF R<1 THEN DO 
BEGIN 

R=RK2AR; 

THETft=THETfltlO; 
END} 
POLfiRPLOT THETOiR; 
NEKT THETfl} 

Example 2. 

FOR THETftzl TO 3681 

R=THETft/30; 

POLftRPLOT THETA,R| 

IF R<1 THEN DO 

BEGIN 

R=RH2AR; 

THETft=THETft+10; 

end; 

POLftRPLOT THETfl.R; 
NEKT THETftJ 

You can see in the first example that everything 
is set in a hierarchy. Anything controlled by an- 
other condition is indented the same amount of 
spaces. In the second example, anything could 
be associated with anything — you would have to 
know the language in order to understand the 
program logic. 

Those are the basic points of structured 
programming. Anything not so organized that 
makes frequent use of GOTDs to exit FOR-NEXT 
loops and similar atrocities falls in the realm of 
the "Spaghetti Gunslinger" approach. As most 
professional programmers will agree, shooting 
from the hip is not the best way to go. 



ANALOG COMPUTING 



MARCH 1987 / PAGE 73 



Boot 
Camp 



Another step along 
on the animation trail. 



by Karl E. Wiegers 



Not long ago, I attended my first meeting of an Atari 
users' group, ACORN (Atari Computer Owners of Roch- 
ester, New York). ACORN's 8-bit disk librarian, Nick Cup, 
demonstrated his clever BASIC program illustrating some 
nifty aspects of character set animation. The program is 
an electronic birthday card Nick wrote for his girlfriend, 
Judy. It shows a man and woman holding hands, bending 
toward each other and kissing (repeat ad infinitum, or ad 
System Resetum] . Nick was kind enough to share his BA- 
SIC source code with me, and today I present the same 
program in assembly language. 

Nick's program extends last month's introduction to re- 
defined character sets in assembly programs. Before, we 
talked about creating a modified character set for use in 
graphics 0; Nick's program uses the five-color text mode 
called ANTIC 5. Last time, we copied the character set 
from ROM into RAM, then changed just a few characters. 
We also discussed loading a complete character set from 
disk. In today's program, the entire custom character set 
resides within the assembly program as a bunch of .BYTE 
statements. The bad news is that you have to type them 
all in. We'll also cover random numbers, animation meth- 
ods, timing loops and some clever tricks Nick played on 
the Atari operating system. Onward . . . 

Character animation. 

Have you ever discovered that four (okay, five) players 
just can't handle the animation needs of a program? Char- 
acter sets come to the rescue! You can create a set of 
characters with just the shapes you want and move them 
around the screen along with the players. In BASIC, you'd 
PRINT these characters; in assembly, we'll rely on the 
PUTREC command of CIO — the same thing, really. 



There are several steps in designing a character anima- 
tion process. Animation consists of the rapid replacement 
of one image with another that is slightly different. If the 
changes are subtle and the substitution rapid, your eye 
and brain will blur the process into a smooth movement. 
In practice, we're limited by the complexity of the images 
and the speed of the overall process. 

In today's example, we begin v\^ith a man (Nick) and a 
woman (Judy) facing each other and holding hands. That's 
image 1 (call it STANDING). The final image shows them 
kissing (okay, call it KISSING). To smooth things out, we 
need a couple of intermediate images that show the hap- 
py couple approaching each other (BENDING) and near- 
ly touching (ALMOST). If we print these images succes- 
sively at the same place on the screen, we'll get the ani- 
mation we seek. Our complete animation sequence con- 
sists of: STANDING, BENDING, ALMOST, KISSING, 
ALMOST, BENDING and STANDING again. Repeating 
this pattern over and over gives a more or less continuous 
motion. To avoid the dreadful boredom of rhythmic kiss- 
ing, we'll pause for random times at the STANDING and 
KISSING stages. 

But how are we going to create the four images we 
need? And what graphics mode should we use? In this 
case, Nick chose ANTIC mode 5, also known as graphics 
13 on the XL/XE machines. This mode has pixels the same 
size as graphics 2 (ANTIC 7), 16 by 16. ANTIC 5 produces 
characters in four colors, depending on the bit pattern [00. 
01, W, 11) of each pair of bits in the byte defining one scan 
line of the character. (Actually, each byte defines two scan 
lines, just as in graphics 2; ANTIC 4 is the analogous mode 
with one scan line per data byte.) Each bit pattern selects 
a different color register. The 01 selects color register 
COLORO, at address $2C4; 10 chooses register COLORl 
($2C5); 11 calls on register COLOR2 at $2C6; and 00 dis- 



PAGE 74 / MARCH 1987 



ANALOG COMPUTING 




plays the background color from $2C8. An ANTIC 5 char- 
acter displayed in reverse video uses color register 3 ($2C7) 
for the 11-bit patterns, and the other patterns are un- 
changed. 

Now, how do we redefine the characters to look the way 
we want? By using a good character set editor program, 
of course. You need one that handles ANTIC 5, and prefer- 
ably one that lets you design blocks of several characters 
at a time. A good choice is "Antic Aerobics" by Charles 
Brannon, which appeared in the October 1983 issue of 
COMPUTE! magazine. 

Nick spent some time with "Antic Aerobics." He decided 
to use a block of characters 8 wide by 4 deep for the move- 
ment part of the animation. Two pairs of legs (Nick's and 
Judy's) are stationary during the process, and that took an 
8x2 block of characters. Let's see — 8 times 4 is 32, times 
4 images is 128, plus 16 for the legs equals 144 characters 
needed. But we only have 128 characters in a set. What- 
ever shall we do? 

We have two choices. We could use some display list 
interrupts to employ several character sets in one screen. 
(Really, we do this anyway, so the normal letters saying 
Happy Birthday appear above the animated display.) For- 
tunately, though, a number of the characters in the 8x4 box- 
es are blanks, and a few others can be used in more than 
one place. So we can get away with only about 120 or so 
unique characters. There are some morals here: 

(1) Always leave a blank character in your redefined 
set. You really only have 127 to play with. 

(2) Plan ahead. Some careful work with graph pa- 
per, or a good eye for shapes (which I don't have) 
might keep you from running out of available charac- 
ter slots prematurely. 

Now, let's dive into the program and see some other 
tricks of the trade. 



Setting the scene. 

As usual, we must figure out how to allocate memory 
for our tasks. We need room for the character set, 1024 
bytes; a custom display list of about 20 bytes; a display 
list interrupt of about a dozen bytes; screen display RAM 
for a mixed ANTIC 5 and 7 display rounding up to 512 
bytes; the text strings that will be printed as our four im- 
ages plus legs need about 150 bytes; and, lest we forget, 
a program of some kind will need space. 

Since we all now have plenty of memory in our Ataris, 
I like to be generous with RAM. I put the character set 
from address $4000 to $43FF (Line 580). And there they 
all are, from Lines 600-2700, at 8 bytes apiece. The ones 
with eight Os are blanks, or else unused in this redefined 
set. 

Following the character set is the display list, at $4400 
(Lines 2760-2820). This display consists of six mode lines 
of ANTIC 7 and six of ANTIC 5. The standard character 
set is used in the ANTIC 7 segment, so we need a display 
list interrupt (DLI) in the last mode line of that segment 
(the -135 in Line 2800). 

Note the use of the .WORD operative. This places the 
data following the operative into 2 consecutive bytes, in 
low-byte/high-byte order. In Line 2790, I load the address 
of the beginning of screen RAM into the display list. Line 
520 of the listing defined SCRRAM as beginning at loca- 
tion $4800. Similarly, Line 2820 loads the address of the 
display list itself into the final 2 bytes of the display list, 
as is proper. I imagine you can comprehend this display 
list from our earlier discussions. 

The DLI is at address $4500. It simply switches to our 
custom character set halfway down the screen, as we have 
seen done before. Address CHSET is defined in Line 620. 

Finally, the program code begins at $5000. First, Lines 
3090-3130 zero out two pages of screen RAM, which is 



ANALOG COMPUTING 



MARCH 1987 / PAGE 75 




Boot Camp 



continued 



enough for this display Ust (6*20+6*40=360 bytes need- 
ed). Lines 3140-3170 set the pointer to the DLL Lines 
3180-3190 make the cursor invisible. 

Line 3200 performs an important, yet obscure function. 
You'll recall that a number of the characters in the stan- 
dard set are used for cursor movement, screen clearing 
and the like. We can use these in our modified set, but 
we need to tell the operating system to disregard any stan- 
dard function they have and just display the dot patterns 
we assign to that character number. Storing any nonzero 
value in location DSPFLG ($2FE, decimal 766) takes care 
of this problem. If you omit this step, funny things happen. 

Lines 3210-3240 point toward the beginning of screen 
RAM. Lines 3250-3260 turn off the display screen while 
we set things up. The first big trick takes place in Line 
3270. 

You may recall from earlier issues that we opened the 
display screen device, S:, for a particular graphics mode, 
then printed using lOCB #6. Nick did something sneaki- 
er. He told the computer to use this mixed ANTIC 6 and 
7 display list, but he let the computer continue to think 
it was in graphics mode 0. This has a couple of ramifica- 
tions. First, we can use lOCB #0, the default for printing 
to device E:, and have no need to open the screen. Sec- 
ond, the settings of the left and right margins, which only 
have meaning in graphics 0, are respected. 

Skip down to Lines 3560-3590, and you'll see that we 
closed the margins down so the printable area is only eight 
characters wide. By printing a string of all thirty-two 
characters for one Nick-and-Judy image now, you'll get a 
stack of four lines of eight characters each. This keeps us 
from having to build 20-byte long strings of characters to 
fill an ANTIC 5 line, with all blanks except the image part 
in the middle of the screen. Clever, eh? 

Lines 3280-3370 load the color registers with the desired 
values. Lines 3380-3410 activate our custom display list, 
and Lines 3420-3430 activate the DLL The screen comes 
back to life in Lines 3440-3450. The Happy Birthday greet- 
ing is printed in Lines 3480-3550. (Hint: change the name 
in Line 4800 to impress your own special friend if he or 
she isn't named Judy) 

Ready, set, animate! 

The rest of the program performs the animation, be- 
tween MAINLOOP in Line 3620 and the JMP MAINLOOP 
instruction in Line 4090. First, print the STANDING im- 
age, in Lines 3630-3670. We use subroutines to help us 
save code, as with the POSITION routine (Lines 4320- 
4370), since we're printing each image in the same place 
on the screen. The PRINTLINE subroutine should be fa- 
miliar from earlier columns. 

Another subroutine, DOLEGS, performs multiple func- 
tions. What's the first one? It prints the constant shapes 
of the legs, of course, in Lines 4440-4530. We have to print 
these each time, because the changing upper body image 
overwrites the top row of legs, due to the carriage return 
(EOL) character. 

Next, DOLEGS pauses for a fixed period of time, by us- 
ing the DELAY subroutine. DELAY (Lines 4650-4720) re- 
lies on the internal real-time clock in the Atari operating 



system. This clock uses the 3 bytes at addresses $12-$14. 
The least significant byte, $14, is incremented during each 
vertical blank interval, or sixty times per second (Veo of 
a second is called a "jiffy" — honest). DELAY begins by 
setting address $14 to 0, then looping until the address 
reaches some value in the data byte I called TIMER, be- 
fore returning. In Lines 4540-4550, I stored a 3 in TIM- 
ER, indicating that I want each image to hang around for 
three jiffies before the program continues. Increasing this 
value slows down the action; decreasing it to 2 or 1 shows 
how enthusiastic Nick and Judy can be. 

To make things less repetitive, we're going to show the 
STANDING image a bit longer before printing the next im- 
age. Location $D20A (RANDOM) acts as a random num- 
ber generator, producing a value between and 255 each 
time you look in it. Line 3690 fetches such a random num- 
ber. After trying this for a while, I felt the action was 
slowed down too much, so I decided to take the random 
number thus retrieved, and divide it by 2 before using it. 

The LSR A instruction in Line 3700 divides the con- 
tents of the accumulator by 2. Really, it performs a Logi- 
cal Shift Right operation. Each bit in the accumulator is 
moved to the adjacent less significant position. The val- 
ue of bit is moved into the carry flag of the processor 
status register, and a is placed in bit 7, like this: 







^ 


6 


5 


4 


3 


2 


1 






c 



^ ^ ^ ^ ^ ^ ^ 



If you think about this operation, you should realize that 
the net result is to divide the contents of the accumulator 
by two. Anyway, I store the resulting value into TIMER 
and do another delay in Lines 3710-3720. 

Continuing with the main loop, we print the BENDING 
position with legs and pause (paws?) in Lines 3730-3790. 
Following closely is the ALMOST position in Lines 3800- 
3850. Finally, we reach that special moment when lips 
touch (Lines 3860-3910). Another random delay seemed 
in order here (Lines 3920-3950). Finally, rmi the whole 
operation in reverse, with ALMOST and BENDING, and 
loop back around to repeat the STANDING position. As 
usual, it takes a RESET to break out of the program. 

You may notice that the characters look a bit blocky. You 
can double the vertical resolution by using ANTIC 4 rather 
than ANTIC 5. The bad news is that if you want the same 
size images, you'll need twice as many individual charac- 
ters (sixty-four per image rather than thirty-two). That 
means two RAM character sets and twice as many hours 
with a character set editor. You make the choice. Personal- 
ly, all my girlfriend noticed was that the name was Judy 
and not Chris. 

Wrapping up. 

I'll recap what we covered concisely. ANTIC 5. Character 
set animation. Typing .BYTE statements. The .WORD 
directive. DSPFLG. Random numbers. Real-time clock de- 
lay loop. LSR instruction. Outwitting the operating sys- 
tem. Kissing. Need we say more? H 

(Listing starts on next page.) 



PAGE 76 / MARCH 1987 



ANALOG COMPUTING 



le 

20 

30 

40 

50 

60 

70 J 

80 ; 

90 ; 

0100 

0110 

0120 

0130 

0140 

0150 

0160 

0170 

0180 
0190 
0200 
0210 
0220 
0230 
0240 
0250 
0260 
0270 
0280 
0290 
0300 
0310 
0320 
0330 
0340 
0350 
0360 
0370 
0380 
0390 
0400 
0410 
0420 
0430 
0440 
0450 
0460 
0470 
0480 
0490 
0500 
0510 
0520 
0530 
0540 
0550 
0560 
0570 
0580 
0590 
0600 
0610 
0620 
0630 
0640 
0650 
0660 
0670 
0680 
0690 
0700 
0710 
0720 
0730 
0740 
0750 



Listing 1. 
Assembly listing. 

Character Graphics Anination 
in Antic Mode 5 



by Karl E. Uiegers 

.OPT NO LIST 

CIO coHMand equates 

OPEM = 503 
PUTREC = S09 
EOL = S9B 

{equates for tining delai; loop 

RTCLOK = Sl4 
TIMER = SCB 

;screen control equates 



LMARGN 
RMARGN 
R0MCR5 
C0LCR5 
DINDEX 
SAUM5C 
UD5L5T 
SDMCTL 
COLORO 
SDL5TL 
CR5INH 
D5PFLG 



552 

$53 

554 

$55 

$57 

$58 

$0200 

$022F 

$02C4 

$0230 

$02FO 

$02FE 



;CI0U address equates 



ICCOM 
ICBAL 
ICBLL 
ICAXl 
ICAX2 
CIOU = 



$0342 
$0344 
$0348 
$034A 
$034B 
$E456 



{hardware registers used 

RANDOM = $D20A 
CHBA5E = $D409 
M5YNC = $D40A 
NMIEN = $D40E 

;screen RAM starts at $4880 

5CRRAM = $4800 

■ XKKKKKXKKKKKKKKMKKKKMKKKKICMXKKK 

{redefined Antic 5 character set 

K= $4000 

;chars 0-7 

CH5ET 

.BYTE 0,0,0,0,0,0,0,0 

.BYTE 0,0,0,2,10,42,42,170 

.BYTE 0,0,0,0,0,0,0,0 

.BYTE 0,0,0,170,170,170 

.BYTE 169,169 

.BYTE 0,0,0,0,128,160,80,20 

.BYTE 0,0,0,0,0,3,5,20 

.BYTE 0,0,0,63,255,255,127,95 

.BYTE 0,0,0,240,252,255 

.BYTE 255,255 

;chars 8-15 

.BYTE 170,170,170,170,170 
.BYTE 170,42,42 



0760 


.BYTE 


0770 


.BYTE 


0780 


.BYTE 


0790 


.BYTE 


0800 


.BYTE 


0810 


.BYTE 


0820 


.BYTE 


0830 


.BYTE 


0840 


.BYTE 


0850 


.BYTE 


0860 


;chars 16 


0870 


.BYTE 


0880 


.BYTE 


0890 


.BYTE 


0900 


.BYTE 


0910 


.BYTE 


0920 


.BYTE 


0930 


.BYTE 


0940 


.BYTE 


0950 


.BYTE 


0960 


.BYTE 


0970 


.BYTE 


0980 


.BYTE 


0990 


.BYTE 


1000 


.BYTE 


1010 


.BYTE 


1020 


;chars 24 


1030 


.BYTE 


1040 


.BYTE 


1050 


.BYTE 


1060 


.BYTE 


1070 


.BYTE 


1080 


.BYTE 


1090 


.BYTE 


1100 


.BYTE 


1110 


.BYTE 


1120 


.BYTE 


1130 


{Chars 32 


1140 


.BYTE 


1150 


.BYTE 


1160 


.BYTE 


1170 


.BYTE 


1180 


.BYTE 


1190 


.BYTE 


1200 


.BYTE 


1210 


.BYTE 


1220 


.BYTE 


1230 


.BYTE 


1240 


.BYTE 


1250 


.BYTE 


1260 


{Chars 40- 


1270 


.BYTE 


1280 


.BYTE 


1290 


.BYTE 


1300 


.BYTE 


1310 


.BYTE 


1320 


.BYTE 


1330 


.BYTE 


1340 


.BYTE 


1350 


.BYTE 


1360 


.BYTE 


1370 


.BYTE 


1380 


{Chars 48- 


1390 


.BYTE 


1400 


.BYTE 


1410 


.BYTE 


1420 


.BYTE 


1430 


.BYTE 


1440 


.BYTE 


1450 


.BYTE 


1460 


.BYTE 


1470 


.BYTE 


1480 


.BYTE 


1490 


.BYTE 


1500 


.BYTE 


1510 


.BYTE 


1520 


{Chars 56- 


1530 


.BYTE 



165,165,165,149,149 

149,149,84 

85,85,87,85,85,80,64,0 

85,85,85,213,85,21,0,0 

87,86,86,89,85,85,85,85 

255,255,127,95,92,84 

80,80 

0,0,0,3,3,15,15,15 

235,251,255,207,207 

243,252,255 

- 23 

255,255,207,207,243 
252,255,63 
0,0,192,192,192,0 
245,244 

3,3,3,0,3,15,31,92 
255,207,63,252,243 
207,63,255 
255,207,63,255,255 
255,255,255 
192,192,192,240,240 
252,252,255 
63,63,63,63,255,255 
63,15 

207,240,240,240,252 
252,252,255 

- 31 

245,0,0,0,0,0,0,0 
0,0,0,0,0,0,0,0 

1,0,0,0,0,0,0,0 

85,85,85,85,85,85,84,84 

64,64,0,0,0,0,0,0 

2, 0,0, 0,0,0,0,0 

170,170,170,170,42 

42,42,10 

160,160,160,160,168 

160,160,160 

- 39 

0,0,0,2,2,2,10,10 
0,42,170,170,170 
170,170,170 
0,128,160,168,84 
69,85,85 
0,0,0,0,0,0,64,80 

0,0,0,0,0,0,1,5 

0,0,3,15,21,81,85,85 
0,255,255,255,255 
127,111,111 
0,192,240,252,252 
255,255,255 
■47 

10,10,10,10,2,2,2,0 
169,169,169,169,169 
169,169,41 

87,85,85,85,84,80,80,80 
64,192,64,0,0,0,0,0 

1,0,1,1,0,0,0,0 

21,85,85,85,21,5,1,1 
151,85,85,85,85 
85,85,85 

255,255,124,124,92 
64,64,64 
■55 

3,3,3,3,3,15,15,15 
250,255,63,207,243 
252,255,255 
240,252,63,207,240 
255,63,207 

0,0,0,0,0,244,245,244 
0,0,0,0,31,95,31,64 
15,15,12,3,255 
255,255,0 

255,63,255,255,252 
243,15,255 
252,60,60,63,255 
255,255,255 
63 
63,63,63,63,63 



ANALOG COMPUTING 



MARCH 1987/ PAGE 77 




Boot Camp continued 



1540 .BYTE 255,255,255 

1558 .BYTE 255,255,255,255,255 

1560 .BYTE 255,255,255 

1570 .BYTE 240,252,252,252,252 

1580 .BYTE 255,255,255 

1590 .BYTE 15,15,15,15,2,2,2,2 

1500 .BYTE 255,255,255,255,170 

1610 .BYTE 170,170,170 

1620 .BYTE 255,255,255,255,160 

1630 .BYTE 160,160,160 

1640 .BYTE 84,84,84,84,220 

1650 .BYTE 245,207,195 

1660 .BYTE 0,0,0,0,0,0,192,240 

1670 J Chars 64-71 

1680 .BYTE 0,0,0,10,42,42,170,170 

1690 .BYTE 0,0,0,168,170,170 

1700 .BYTE 165,164 

1710 .BYTE 0,0,0,0,0,128,64,80 

1720 .BYTE 0,0,0,0,0,3,1,5 

1730 .BYTE 0,0,0,63,255,255,95,23 

1740 .BYTE 0,0,0,252,255,255 

1750 .BYTE 255,255 

1760 .BYTE 0,0,0,0,0,192,240,240 

1770 .BYTE 0,2,2,2,2,2,2,0 

1780 ;chars 72-79 

1790 .BYTE 149,149,149,149,85 

1800 .BYTE 85,85,84 

1810 .BYTE 84,85,84,92,84,80,0,0 

1820 .BYTE 21,85,21,5,21,5,0,0 

1830 .BYTE 87,86,86,89,85,85,85,85 

1840 .BYTE 255,255,127,87,87 

1850 .BYTE 85,84,84 

1860 .BYTE 240,240,240,192,192 

1870 .BYTE 192,0,0 

1880 .BYTE 3,3,3,3,15,15,15,15 

1890 .BYTE 171,239,255,207,245 

1900 .BYTE 252,255,255 

1910 ; Chars 80-87 

1920 .BYTE 252,255,207,243,252 

1930 .BYTE 255,63,207 

1940 .BYTE 0,0,0,192,192,0,244,245 

1950 .BYTE 0,0,0,0,0,31,95,31 

1960 .BYTE 255,255,243,207,63 

1970 .BYTE 255,252,195 

1980 .BYTE 255,255,243,243,207 

1990 .BYTE 63,255,255 

2000 .BYTE 192,192,240,240,252 

2010 .BYTE 252,252,255 

2020 .BYTE 63,63,63,63,255 

2030 .BYTE 255,255,63 

2040 .BYTE 243,240,252,252,255 

2050 .BYTE 255,255,255 

2060 ;chars 88-95 

2070 .BYTE 244,0,0,0,0,0,0,192 

2080 .BYTE 64,0,0,0,0,0,0,0 

2090 .BYTE 255,63,63,63,2,2,2,2 

2100 .BYTE 255,255,255,255,170 

2110 .BYTE 170,170,170 

2120 .BYTE 0,0,0,0,0,0,0,0 

2130 .BYTE 0,0,0,0,0,0,0,0 

2140 .BYTE 0,0,0,0,0,0,0,0 

2150 .BYTE 0,0,0,0,0,0,0,0 

2160 J Chars 96-103 

2170 .BYTE 0,0,0,0,0,2,2,2 

2180 .BYTE 0,0,42,170,170 

2190 .BYTE 170,170,170 

2200 .BYTE 0,0,128,168,170 

2210 .BYTE 149,145,149 

2220 .BYTE 0,0,0,0,0,0,64,80 

2230 .BYTE 0,0,0,0,0,0,1,5 

2240 .BYTE 0,0,3,15,63,87,69,85 

2250 .BYTE 0,0,255,255,255 

2260 .BYTE 255,255,127 

2270 .BYTE 0,0,0,192,192,240 

2280 .BYTE 252,252 

2290 ; Chars 104-111 

2300 .BYTE 10,10,10,10,2,2,2,0 

2310 .BYTE 170,170,170,170,170 



2320 
2330 
2340 
2350 
2360 
2370 
2380 
2390 
2400 
2410 
2420 
2430 
2440 
2450 
2460 
2470 
2480 
2490 
2500 
2510 
2520 
2530 
2540 
2550 
2560 
2570 
2580 
2590 
2600 
2610 
2620 
2630 
2640 
2650 
2660 
2670 
2680 
2690 
2700 
2710 
2720 
2730 
2740 
2750 
2760 
2770 
2780 
2790 
2800 
2810 
2820 
2830 
2840 
2850 
2860 
2870 
2880 
2890 
2900 
2910 
2920 
2930 
2940 
2950 
2960 
2970 
2980 
2990 
3000 

3010 

3020 
3030 
3040 
3050 
3060 
3070 
3080 
3090 



.BYTE 170,170,170 

.BYTE 149,85,85,85,85 

.BYTE 84,80,80 

.BYTE 84,208,112,80,64,0,0,0 

.BYTE 21,4,1,5,5,1,0,0 

.BYTE 85,85,85,85,85,85,21,5 

.BYTE 111,111,151,85,85 

.BYTE 85,85,85 

.BYTE 252,252,252,240 

.BYTE 240,64,0,0 
;chars 112-119 

.BYTE 3,15,15,15,15,15,15,63 

.BYTE 234,254,63,207,243 

.BYTE 252,255,255 

.BYTE 176,252,63,207,240 

.BYTE 255,63,207 

.BYTE 0,0,0,0,0,245,244,245 

.BYTE 0,0,0,0,31,31,95,0 

.BYTE 63,60,60,3,255 

.BYTE 255,252,3 

.BYTE 255,252,252,252,252 

.BYTE 243,15,255 

.BYTE 240,240,240,240,252 

.BYTE 252,252,255 
;chars 120-127 

.BYTE 63,63,63,255,255 

.BYTE 255,255,255 

.BYTE 240,252,252,252,252 

.BYTE 255,255,255 

.BYTE 255,63,63,63,10 

.BYTE 10,10,10 

.BYTE 255,255,252,252,160 

.BYTE 160,160,160 

.BYTE 10,10,10,10,10 

.BYTE 10,63,252 

.BYTE 160,160,160,160,150 

.BYTE 160,240,240 

.BYTE 0,0,0,0,0,0,0,0 

.BYTE 0,0,0,0,0,0,0,0 

■ MXKKKKKKXKXKKICKKKMKKXKKKKKKKKKK 

:displav list 

■ MMKKKXMKKKKXKXKKMKKXKKICKKXKXKKK 
«= $4400 

DLI5T .BYTE 112,112,112,71 
.MORD 5CRRAM 
.BYTE 7,7,7,7,135 
.BYTE 5,5,5,5,5,5,65 
.MORD DLIST 

■ MKMMKKMKKKKKKKKKMmCMXKMKKKMKXMlC 

;DLI to change character set 

; KXXXKKXKKXKKXXXXXKXXKXKKKKMKKXK 

«= S4500 

DLI PHA 

LDft ttCH5ET/'256 
5Tfl W5YKC 
STA CHBA5E 
PLO 
HTI 

■ KKXXXXKKXKXXXXXXXKKMKXKXKKKKK 
; MAIN PROGRAM 5TART5 HERE 
i XXXXXMXKXKXXXXXXXXKXXKXKKKMKX 



H= $5000 

CLD 

LDA ttO 
TAK 



;binar!/ node 



;zero out screen ran area 
ZERO 



PAGE 78 / MARCH 1987 



ANALOG COMPUTING 



3ioe 

3118 
3120 
3130 
3140 
3150 
3160 
3176 
3180 
3190 
3200 
3210 
3220 
3230 
3240 
3250 
3260 
3270 
3280 
3290 
3300 
3310 
3320 
3330 
3340 
3350 
3360 
3370 
3380 
3390 
3400 
3410 
3420 
3430 
3440 
3450 
3460 
3470 
3480 
3490 
3500 
3510 
3520 
3530 
3540 
3550 
3560 
3570 
3580 
3590 
3600 
3610 
3620 
3630 
3640 
3650 
3660 
3670 
3680 
3690 
3700 
3710 
3720 
3730 
3740 
3750 
3760 
3770 
3780 
3790 
3800 
3810 
3820 

3840 
3850 
3860 
3870 



STfl SCRROM,K 

STA SCRRAM+^OlOOfX 

INK 

BNE ZERO 

LDA »DLZS255 ;point to DLI 

STfl UDSLST 

LDfl ttDLI/256 

STfl VDSLST+1 

LDfl «l ;turn off cursor 

STfl CRSINH ;and cursor 

STA DSPFLG ;control chars. 

LDfl »SCRRAM&255 ; point to 

STfl SflUMSC ;screen RAM 

LDA »5CRRAM/258 

STA SAUMSC+1 

LDA tto ;turn off screen 

STfl SDMCTL 

STfl DINDEK 

LDfl tt60 

STfl COLDRO 

LDfl tt36 

STfl COLOHO+1 

LDfl tt34 ;dark brown 

STfl COLORO+2 

LDA »70 ;purple 

STA COLORO+3 

LDA »0 ;black 

STA COLOR0+4 

LDA ttDLIST&255 jpoint to 

STA SDLSTL ;display list 

LDA ttDLI5T/256 

STA 5DLSTL+1 



jpretend Gr. 6 

;set color regs. 

;pink 

; light brown 



LDA »192 
STfl NMIEN 
LDfl tt34 
STfl SDMCTL 

LDA no 

STA R0I4CRS 
LDA m 
STA C0LCR5 
LDX »0 



;enable DLIs 

;turn screen 
;back on 

;position cursor 
J at 2,0 



;use lOCB «0 
LDA ttHAPPY&255 jprint Happy 
STA ICBAL,X ;Birthday 
LDA »HAPPY/256 ;line With 
STA ICBAL+1,X ;victiH's naMe 
JSR PRINTLINE 

LDA ttl4 ;close Graphics o 
STA LMARGN jHargins to 14 
LDA «2l ; Cleft) and 21 
STA RMARGN ; Cright) 
JSR POSITION ;cursor at 14,3 
LDX »0 ;IOCB ttO 
MAINLOOP 

LDA ttSTANDING&255 ;print 1st 

STA ICBAL,K ;iHage of 

LDA «5TAHDING/256 ; the happy 

STA ICBAL+1,X ;couple 

JSR PRINTLINE 

JSR D0LEG5 jadd soMe legs 

LDA RANDOM ;get randon « 

L5R A ;divide by 2 

STA TIMER ;wait this Many 

JSR DELAY ; jiffies extra 

LDX »0 

LDA »BENDING&255 ;now print 

STA ICBAL,X ;2nd iMage 

LDA «BEHDING/256 

STA ICBAL+1,X 

JSR PRINTLINE 

JSR D0LEG5 ;legs & paws 

LDA »ALM05T&255 ; 3rd inage 

STA ICBAL,K 

LDA ttALM0ST/'256 

STA ICBAL+1,X 

JSR PRINTLINE 

JSR DOLEGS } cpaws=pause) 

LDA ttKISS&255 J 4th iMage 

STA ICBAL,X ;contact! 



3880 

3890 

3900 

3910 

3920 

3930 

3940 

3950 

3960 

3970 

3980 

3990 

4000 

4010 

4020 

4030 

4040 

4050 

4060 

4070 

4080 

4090 

4100 

4110 

4120 

4130 

4140 

4150 

4160 

4170 

4180 

4190 

4200 

4210 

4220 

4230 

4240 

4250 

4260 

4270 

4280 

4290 

4300 

4310 

4320 

4330 

4340 

4350 

4360 

4370 

4380 

4390 

4400 

4410 

4420 

4430 

4440 

4450 

4460 

4470 

4480 

4490 

4500 

4510 

4520 

4530 

4540 

4550 

4560 

4570 

4580 

4590 

4600 

4610 

4620 

4630 

4640 

4650 



LDA 
STA 
JSR 
JSR 
LDA 
L5R 
STA 
JSR 
LDX 
LDA 
STA 
LDA 
STfl 
JSR 
JSR 
LDA 
STA 
LDfl 
STA 
JSR 
JSR 
J MP 



«KIS5/256 
ICBAL+1,X 
PRINTLINE 



HK±N I LXNt, 

DOLEGS J (ha, ha, ha} 
RANDOM J linger a bit, 
A ; savor the mom 



A ; savor the MOMent 

TIMER 

DELAY 

no 

»ALM05T&255 ;3rd iMage - 

ICBAL,X ;pulling 

ttALMOST/256 ; apart 

ICBAL+1,X 

PRINTLINE 

DOLEGS 

»BENDING&255 ;2nd iMage 

ICBAL,X 

»BENDING/256 

ICBAL+1,X 

PRINTLINE 

DOLEGS ;this is fun, SO 

MAINLOOP ;keep going 

j KKKKKKKKKXKKKKKKKKKMXKMKKMKXKKK 
; SUBROUTINES START HERE 
; XXXKXXKXXKXXXKKKKXXKKKXXXXKXXXX 

;sub. to print up to 46 chars 
jof a line; point to address of 
;line before calling PRINTLINE 

PRINTLINE 

LDA tt40 
STA ICBLL,X 
LDA ttO 

STA ICBLL+1,X 
LDA »PUTREC 
STA ICCOM,X 
JSR CIOV 
RTS 

;sub. to position cursor at 14,3 
;in our fake Gr. O screen 

POSITION 

LDA »14 
STA COLORS 
LDA »3 
STA ROWCRS 
RTS 

;sub. to print the legs each 
;each tiMe; pause 3 jiffies; set 
;up to print next line 



DOLEGS 
LDA 
STA 
LDA 
STA 
LDX 
LDA 
STA 
LDA 
STA 
JSR 
LDA 
STA 
JSR 
JSR 
LDX 
RTS 



»14 ;position cursor 

COLCRS ;at 14,7 

«7 

ROMCRS 

ttO 

ttLEGS&255 ; print the legs 

ICBAL,X 

«LEGS/256 

ICBAL+1,X 

PRINTLINE 

nz ;want to wait 

TIMER ;3 jiffies 

DELAY ;call delay sub. 

POSITION jcursor for next 

tto ; line & lOCB ttO 



;sub. to do nothing until real- 
;tiMe clock has increnented to 
jdesired nuMber of jiffies 



DELAY 



ANALOG COMPUTING 



MARCH 1987 / PAGE 79 




Boot Camp continued 



4668 
4670 
4680 
4698 
4708 
4710 
4728 
4738 
4748 
4758 
4768 
4778 
4788 
4798 
4800 
4818 
4828 
4838 
4840 
4858 
4860 
4878 
4880 
4890 
4900 
4910 
4928 
4938 
4948 
4950 
4960 
4970 
4980 
4990 



LDA »0 
STft RTCL8K 
DELAY2 

LDA RTCL8K 
CMP TIMER 
BNE DELAY2 
RT5 



;initialize clock 



;cDMpare to value 
;you put in TIMER 
;until they natch 



5888 .BYTE "aH39 Kl ", EOL 

5818 LEGS 

5828 .BYTE ":j< =>?" 

5830 .BYTE " Hi |IS",E0L 



; MK)(X)CKlCKKltKKKMKKKKKl<)OOCKKMKKKKM 

; TEXT LINES TO PRINT ftRE HERE 
i MltKKKKXlCMKKKimitMMMKXKMKKKKKKKKK 



HflPPY 

.BYTE 
.BYTE 

STANDING 
.BYTE 
.BYTE 
.BYTE 
.BYTE 

BENDING 

.BYTE 
.BYTE 
.BYTE 
.BYTE 

ALMOST 

.BYTE 
.BYTE 
.BYTE 
.BYTE 



■■ HAPPY BIRTHDAY 
■• JUDY",E0L 

"GABCDEFG" 
" HIJK LMNQ" 
■■ IJ'liH TUUH" 
" Wri [\1",E0L 

■■♦abcdefg" 
"hi jklMno" 
3tuuw" 
[\*",EOL 




EOL 



KISS 



.BYTE 
.BYTE 
.BYTE 



" :ttSY.& 

■'HaDii2 



2345" 



SOUTHERN SOFTWARE 

205-956-0986 

24 HOUR PHONE 
CALL OR WRITE FOR FREE CATALOG 

SOFTWARE 30% OFF LIST PRICE 

OVER 2000 TITLES INCLUDED CALL FOR PRICING 
PRICES LISTED FOR MAIL ORDER ONLY - ADD 10% ON PHONE ORDERS 



SI sonwftnf 

3-0 HfirCOPIER 

ctmpwisivt copim 
COPT II sr 

DIGKS ELIIE 
fSSEI 

urntss LtntR 

GAIO 

Kit) BASr 

KINGS OUtST III 

lEAOER Bonnn 

lOGIKMBPN ClOCK 

harr miuiams c 

HfGAWHI C 
OGRF 

roiNr OF SAii 

PHini WORKS 

PROI OG 

PdSlISK PARINEII 

RIGfNr WORD 

RItGUt 

RirsntR STAMP ST 

S>:r fo» 

51 COPT 
SI UIR 
StAR riiti I 
SUB GllDlB 
SIAN R/tlDIRS 
SWiriCALC SI 
IMimQtR 
TIHF BAKDIIS 
TTPISlIHt SI 
Ul1lf<A III 
VIP PROnSSlOHAl 
HJNHR GAMES 
WfllD GAMES 
MRITE 90 



IITUS HOT LISIEO 

ACflO Jfl 
ATARI WRITER • 

BASIC CARTRI[}G[ 

BASIC « 

BASIC n 

BEACH KEAO 11 

OErENniR 

DOS ?.5 W/MAHIIAl 

E.I. PI'OHE ttOflE 

GBAniics I, II, in 

HAPPT ARCItlVEH 
nEGATONT 11 
MIHEH ?019ER 
MIFSIC PAINIER 
P.S. COtTAHlOU 
PAGE DFSI6HEH 
rAPEBCUP 
PRINISMCP 
119.95 I R1J8IR STAW 

3<-95 i SPARTA DOS CONST 

??-9' SIAH HAIDERS 

2<.95 , lint WISE 

?'■" I TOP DOS t.5 PIUS 

?9.95 . iTptSEITlR 

12.00. UIIIMA 111 

" "■ ' WARr SP DOS II 
VIDEO DlGITIItR 



29.97 
29.95 
?9.95 
47.95 
29.97 
3*. 95 
25.97 
69-95 
29.95 
24.97 
39.95 
124.95 
139.95 
69.97 
24.95 
69.95 
42.97 
«9.95 



CAll 
20.97 
31.95 
19.95 
49.95 
39.95 
20.97 
4.99 
9.95 
5-99 
14.97 
34.95 
17.95 



IIARHWABE 
1010 I 520 51 CAll 

1050 DISK DHlVf 129.95 
1050 WniAPPT inSI 269.95 
13t> " '"•« 

?56K CHIP SET ?4.95 

5F0 OIS^ DRIVES CALL 

fl50 IKIERTACE 
PC 0MK11OH 
ACCESSORIES 



APE TACE 



109.95 
59.95 

CAll 

69.95 
CAll 
15.00 



3?. 97 
27.95 
25.95 
47.95 
23.97 
24.97 
24.95 
35.97 
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PAGE 80 / MARCH 1987 



ANALOG COMPUTING 



The End User 



THIS MONTH: 

A moving 
experience, 
ajoystick, 
and a request: 
documentation 
that delivers. 



by Arthur Leyenberger 



/\rlluir Leyenberger is a human /actors 
psychologist and free-lance writer living in 
Neu' Jersey. He's been writing about com- 
puters for /our years and continues to be 
an Atari enthusiast. When not computing, 
he enjoys playing with robotic toys. 
CompuServe — 71266,46 
Dr;iphi - N I ANALOG 



The big news for me this month is a 
move into a new house. Seems hke il hap- 
pens every seve]i years, kind of hke the lo- 
cust plague. I wish it didn't have to happen 
at all, but when you've run out of elbow 
room, you have no other choice. 

When the Atari 800 first came to our 
house in 1982 (it certainly seems hke a 
long time ago), it started off in the spare 
bedroom. At the time, we thought a com- 
puter, disk drive and printer didn't take up 
that much room. Well, anyone reading this 
column knows how it goes. Three pieces 
of hardware do not a computer system 
make. I mean, you have to have some soft- 
ware. And maybe a modem, so you can 
"work at home." On and on it goes. 

On and on it went. Within the year, the 
computer and I were relegated to the base- 
ment. Well, that's one way to clean up a 
basement. You clean up so you can move 
more stuff in. Bookshelves were added, as 
was a quality chair for those long hours at 
the keyboard. More computers, more soft- 
ware, more bookcases, more hardware. It 
grew and grew. At the height, there were 
at least eight computers down there, from 
six different companies. 

Fortunately. 1 came to my senses. . .er, 
had my senses brought to me, so to speak. 
One by one. the "off brand" computers 
were disposed of. Out went the Commo- 
dore 64 and its ultra-slow disk drive. To 
think that our friend Jack Tramiel once 
foisted this stuff on the American public 
is. well, amazing. 

The big Kaypro with the hard disk fi- 
nally went last year. It was a workhorse, 
resembling a Clydesdale more than a Thor- 



oughbred. The bright, green glow of its 9- 
inch monitor will no longer illuminate the 
wee basement hours. 

My two portable computers, a trusty Ra- 
dio Shack Model 100 and a not-often-used 
Workslate, still make up my computer 
stable — but are kept securely and comfort- 
ably in their respective carrying cases. 
Sometime soon, I'll write about that Model 
100. It is, frankly, one of the most useful 
Atari peripherals 1 own. 

Ajt 800XL and a 130XE are stored in the 
closet, ready to appear at a moment's no- 
lice. They represent two different eras in 
Atari computing. For my needs, however, 
they represent two operating systems on 
which software can be checked. 

What does that leave me? Well, I have 
my original Atari 800 from four years ago, 
with the Bit-3 80-column card. It has yet 
to be pulled for rmscheduled maintenance. 
That machine has one of the best key- 
boards I've used in my ten-plus years of 
computing. It looks a little shopworn, but 
I personally admire the fine patina on the 
edges of the keyboard. 

A 1-meg Atari 520ST in full regalia sits 
nearby. Two Atari double-sided drives, a 
Paradox 5'/.i-inch drive and a Supra 20-meg 
hard disk complete the scene. Of course, 
an early monochrome and early RGB mo- 
nitors add the finishing touch to my power- 
house workstation. An MS-IDOS t;omputer, 
a fine AT&T 6300, keeps the ST company 
on the same desk. The ST and the 6300 
get along surprisingly well together. 

Then too, three or so printers, dozens 
and dozens of disks, computer printouts, 
soon-to-be reviewed (honest) software and 
much, much more add to the ortgeist. the 
spirit of the place. 



ANALOG COMPUTING 



MARCH 1987 /PAGE 81 



^ The End User continued 



That's how it is now. Soon, I'll have to dis- 
assemble it all, pack it carefully and at- 
tempt to recreate everything in the new 
house. On the bright side, here's my big 
chance to finally organize it all into the 
epitome of efficiency. I'll let you know how 
it turns out. 

New joystick. 

There are dozens of joysticks to choose 
from; there must be one to satisfy every 
technical, aesthetic or novelty whim a 
gamer might have. At first blush, it seems 
the last thing this world needs is yet an- 
other new joystick. Nuclear arms reduc- 
tion, the cure for the common cold and 
maybe a good five-cent cigar ai'e higher on 
my wish list, for sm'e. But if you're a sucker 
for every new joystick that comes along — 
or if you want a fast-acting high-score 
stick — the new 500XJ from Epyx is worth 
a look. For a complete review of it, check 
issue 50's Panak strikes! 

First of all, the 500X} is for "righties" 
only. The left hand cradles the base of the 
stick, with the last two fingers fitting snug- 
ly into a cutout portion of the stick. The 
fire button is sculpted on the right side of 
the stick, exactly where your index and 
middle finger wrap around. 

The 500XJ is billed as the world's first 
high-performance joystick. Epyx would 
have you believe that we are talking Fer- 
rari, Lotus and Formula One here. And 
they may be right. In hours of hands-on 
use (how else would one use a joystick?) 
I found the 500XJ to be a solid performer. 
Consistently high scores were attained and 
minimal fatigue was encountered. 

With its five-year warranty and work- 
manlike quality, the Epyx 500XJ is now 
one of my favorite sticks. 

Documenting documentation. 

People often ask me what I find the most 
important quality for a computer program 
to iiave. The first thing I usually tell them 
is that it should meet their needs — for 
whatever they want to do. Only you can 
decide if a program has the features you'll 
need to accomplish a particular purpose. 
The second most important aspect of any 
program is its documentation. Though this 
may sound like a hackneyed cliche, a pro- 
gram is only as good to you as it is easy 
to use and miderstand. Docmentation is 
the key that will unlock tlie power of your 
program. 

The three components of good docu- 
mentation are thoroughness, accessibility 
and friendliness. Thorough docimientation 
means that ail of the information you need 
to operate the program is provided. The 
manual should contain and describe any 
setup, data input, reporting, output, op- 
tion setting, and other procedirres. Special 
emphasis should be placed on explaining 
unique words or concepts, so that the user 
can always miderstand what the program 
is doing. 



A user wants to believe that he's in con- 
trol of the program at all times. Under- 
standing how the program works and what 
is expected of the user goes a long way to- 
ward allowing him to maintain that con- 
trol. Every section of the documentation 
should include introductory material ex- 
plaining what will be covered. Next comes 
the detailed information itself. A summary 
should come last, to recap the previous 
material — as well as to tie it in to what will 
follow. 

Documentation thoroughness also in- 
cludes how the information is presented. 
Most programs for the Atari ST and 8-bit 
computers come with one user manual. In 
some cases, this may be sul'ficient. How- 
ever, it may also be appropriate to include 
a separate quick reference guide, with ab- 
breviated descriptions of operating proce- 
dures and concepts. Further, on-line help 
is often very useful for both the novice and 
the experienced user. The best type of on- 
line help is contextual in nature, meaning 
that the information provided by the pro- 
gram relates to what the program is doing 
or requesting at that time. References to 
manual page numbers where more com- 
plete information may be found are also 
helpful, but this rarely occurs. 

Good computer documentation is also 
accessible. In other words, you should be 
able to find exactly what you're looking for 
in the manual or quick reference guide. Ac- 
cessible documentation implies good or- 
ganization. Indeed, one of the most frus- 
trating things I've experienced when learn- 
ing a new program is not being able to find 
the instructions for a pai'ticulai- procediu-e. 
It's even more infuriating when I remem- 
ber reading it, but. somehow, just can't 
seem to find it. 

One of the best ways to make a manual 
accessible is to provide an index. New- 
comers to the world of computing are con- 
tinually amazed at the number of program 
manuals that don't contain an index. With 
the exception of a game program or sim- 
ple utility, how is one expected to navigate 
through the sea of information without a 
map? The index, together with a good ta- 
ble of contents and manual organization, 
is the map. 

Often, providing an index may not help. 
I still occasionally fall into the "diction- 
ary trap" when trying to figure out how a 
program works. We're all familiar with 
this; you try to look up the spelling of a 
word in the dictionary and, because you 
have no idea whatsoever of how the word 
is spelled, you can't find it. With computer 
programs, menu maps and flow diagrams 
can be provided to help overcome this 
problem. 

Finally, user documentation should be 
friendly. By friendly, 1 mean that the user 
must be able to imderstand and apply what 
the author has provided. The user is more 
frequently looking for answers about irhat 



to do, rather than why they should do it. 
If the author anticipates this "what need," 
then the writing can be more miderstand- 
able to the user. 

Friendly also indicates good writing. 
Short sentences written in the active voice 
are easier to read and understand than 
those in the passive voice. Flowery lan- 
guage, poor structure and grammar, and 
long sentences will slow the reader down 
and decrease comprehension. Information 
flow can also be made more effective by 
providing tables of data for those times 
when the user needs to choose from many 
options. 

Not to be ignored is the appearance of 
the docmnentation . One of the easiest ways 
to increase readability and comprehension 
is to control the spacing between letters, 
words, lines and paragraphs. Appropriate 
amomits and use of this "white space" can 
aid the reader in searching for information, 
since the text looks more organized. Print 
enhancements (such as miderlining, bold 
face, italics and uppercase letters) can call 
attention to important words and concepts. 
However, if overused, these will actually 
slow the reader down. Good use of head- 
ings and labels will add to the overall read- 
ability of the document. 

It's easy to see that good documentation 
— thorough, accessible and friendly — can 
greatly aid the user's miderstanding and 
use of a program. Of course, quality docu- 
mentation, like any other quality product, 
requires more time to create and is there- 
fore more costly. If a softwai'e company ex- 
pects you to purchase their program, you 
have a right to understand how to use it. 
A program that meets your needs but is 
difficult to use is no belter than a program 
tliat doesn't meet your needs at all. H 



PAGE 82 / MARCH 1987 



ANALOG COMPUTING 



TUTORIAL 



"^1 



^ 




BAlTLIi! 
^TATIOXS! 

tegic tips for armchair commanders. 



jlom- 

: gaming scene, just Behind 

their adventme counterparts. Everyone of 
us likes Ihe opportunit'y to either/escape 
reality Ihrotigh an adventure^jirecreate 
reality through an histori6arDattle simu- 
lat^rt^ame that offers 1js the chance to ral- 
ly our troops to ultjmate victory and to 
out-strategize the most worthy of oppo- 
nents from actual battles in history. Battle 
simulations are among my personal favor- 
ites, but often the simulations are so good 
they can easily frustrate the armchair gen- 
erals of the gaming world. From the an- 
nals of my personal battleplans, here are 
some tips to assure a fair shot at victory 
on any battlefront! 

After having spent many long hours 
maneuvering my troops on my monitor, 1 
discovered that the unseen commanders 
hidden behind enemy lines in these simu- 
lation games are cold-blooded, relentless, 
and have a driving force that will crush 
any weak-hearted general right where he 
stands. These unseen generals are strate- 
gic geniuses, who can only be stopped by 
an opponent with even greater ability. 
Please attend the briefing session which 
follows, to learn how to win computer bat- 
tles and enjoy these fantastic games of wit 
and strategy. 

Intelligence report. 

There's a myriad of battle simulation 
games on the market. Some of these are 
tremendously successful in recreating a 
"feel" for the battle, through carefully writ- 
ten docuinentation and excellent on-screen 
presentation of the battle scene. Chess, one 



of the original battle games, depends upon 
pure skill, and challenges the minds of 
those who play. Similarly, some of the best 
battle simulations depend very little on 
luck and very heavily on skillful execution 
of plans. In short, they challenge your 
brain. The key to success lies in your abil- 
ity to (hink, not in your ability to move a 
joystick or in your hand-eye coordination. 

Problem-solving skills are needed, as 
well as an ability to plan and to manage 
many different fronts simultaneously. It's 
really like playing several chess games at 
once, but with a much broader battlefront 
scope to track. Therefore, when you lose 
a battle, you alone have engineered it and 
you alone must face the fact that your men- 
tal skills need honing. Lady Luck does not 
play the lead in these games; the brain 
must triumph. 

It took me a long time to realize the true 
nature of these battle games and learn how 
to become a worthy adversary of those Irid- 
den enemy commanders. The first trick is 
to play the game. That sounds simple 
enough, but if you play one of these games 
and get tromiced, you may never play 
again — never get to enjoy the potential 
that's truly there. So, on to the next part 
of the briefing. 

The battle game: a field report. 

Everyone who enjoys a mental challenge 
should try one of the battle simulation 
games. They're good for adults and older 
kids, too, because they really teach or- 
ganizational and plamiing skills, and pro- 
vide a forum for mental gymnastics. 

The selection of battle simulation games 
is growing wider and wider. Many fine 
game companies are producing superb 
games in this category. Within the catego- 



ry, there are several different types of 
games. Some simulations are recreations 
of a single, specific historical battle (for ex- 
ample, 'The Battle for Normandy from Stra- 
tegic Simulations, Inc.) Other simulations 
may include a number of scenarios you can 
play. Still others let you play a "progres- 
sive" game, leading your troops through 
a variety of battles, while your group's skill 
increases with each success. Finally, some 
simulations let you fight a "generic" battle. 

The choices range from Roman wars to 
Viet Nam; from the Civil War to WorJd War 
II. A new class of "simulations" project 
themselves into the future, though these 
are obviously not for history buffs. It's most 
enjoyable to select a period that interests 
you. I have a great number of World War 
II simulations, since that period of history 
really intrigues me. 

Read specific reviews for additional in- 
formation on the game of yom- choice, and 
write to the game companies requesting 
catalogs that describe their offerings. 
Whatever you do, try one. And go on to 
the strategy session which is about to 
begin. 

Strategy session. 

Welcome. As I mentioned earlier, you 
can easily get frustrated with one of these 
sophisticated battle games. Your enemy is 
\'ery good , so you must be better. Here are 
some tips from a battle-worn general who 
has learned the hard way. 

(1) There is an easy way to avoid the 
frustration syndrome. Many games (for ex- 
ample, those from Strategic Simulations) 
offer the player complete control over var- 
ious battle factors that affect the play of the 
game. There may be settings controlling 
initial enemy strength, troop replacement 



ANALOG COMPUTING 



MARCH 1987 / PAGE 83 



COMPUlwLiGH 



'•K4:% 



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"If you think 
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Blackjack, meet me 
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And 1 can play right hoiv 

in the living mom !' 



^ Battle 

^ Stations continued 



arrivals, and so on, that will make the first 
few games a little easier on you. Histori- 
cal settings are generally tough and not for 
beginners; work your way up to them 
while you're learning how to be success- 
ful in battle. Always see what possibilities 
are available and never start with difficult, 
frustrating ratings. 

(2) Read the rules thoroughly. Know that 
certain types of terrain affect the outcome 
of skirmishes. Learn about the various 
types of units you have under youi- control: 
armor, infantry, supply depots, etc. In 
short, read and reread the rules as a pre- 
amble to the actual battles, to better pre- 
pare yourself for the real thing. 

(3) Clearly define in your mind the ob- 
jectives of the operation; kjiow the grand 
scheme, what you must accomplish in or- 
der to achieve victory. Scroll over the bat- 
tlefield and be sure to examine the entire 
on-screen map, to get a better handle on 
these objectives. 

(4] Define smaller goals as you begin to 
execute your general plans. Have inter- 
mediate objectives that will help you get 
to your ultimate goal. Patient, well-plan- 
ned execution of a scheme will get you a 
promotion to Four-Star General, 

(5) Familiai-ize yoiu'self with the various 
phases of battle, for example: movement 
phase, artillery phase, and so on. It's your 
job to know how your units move, when 
they need to be supplied, rested, pulled 
back. 

(6] As a general rule, armored or tank 
divisions should be moved out aliead of in- 
fantry for two reasons: the heavier firepow- 
er and the fact that tanks move faster than 
infantry. Let your tanks roll ahead and do 
the heavy work — yoiu- slower units should 
follow the big guns, not lead them. 

(7) Be a good observer. Every success- 
ful general has forward field observers to 
report movement to him ... be that observ- 
er. Watch the enemy troop movement to 
anticipate where they may be building up 
for an offensive; look closely at enemy 
units to see which ones are fatigued and 
mrable to fight. In short, watch the enemy; 
note whatever you can about them. To be 
forewarned is to be forearmed. 

(8) Advance steadily and watch your 
perimeters. Don't let the enemy creep be- 
hind your front line by sneaking around 
your flanks. Beef up your vulnerable spots. 

(9) Though you want to keep conquer- 
ing territory and moving toward your ob- 
jective, know when to fight and when not 
to. Know when to stop a "game-turn" of 
battle be/ore you wear- your troops too thin. 

(10) Firepower Key as much firepower 
on an enemy unit as possible, and fight 
only when the odds are definitely in your 
favor (say 3 to 1, or better). By doing this, 
you'll continue to win little battles, then 
the war 

(11) hispect your troops before every bat- 
tle in which they will engage. Look at their 



ANALOG COMPUTING 



vital statistics to see what firepower they 
can muster, how fatigued they may be, how 
Iheir morale is holding up. Know your 
men; know their strengths and weak- 
nesses. 

(12) Itetreat? Sometimes you mu.sl re- 
treat, regardless of pride. You can rest fa- 
tigued divisions, then get them into a later 
skirmish. Do whatever you can not to have 
a unit wiped out; you lose a lot of points 
for eliminated imits. 

(13) Above all, take your time when in 
a game-turn. The time it takes to complete 
these simulations varies from game to 
game, but don't rush your decisions. Make 
calculated, well-thought-out moves. Know 
what the potential consequences can be 
be/ore you commit to a skirmish. 

(14) Always, but always, know how deep 
you ai'e into the game. Some scenar'ios cov- 
er a 12-day period (or 12 game-turns), for 
example. By knowing the time left to com- 
pletion, you can better pace yourself for 
the final offensive assault, or the dig-in- 
and-defend "endgame" tactic. 

(15) Speaking of endgames, if you can 
make it to the end of the game in fairly de- 
cent shape, you have a good chance to 
achieve victory. As many chess programs 
have weak endgames, so do many battle 
simulations have the same problem. You'll 
see the computer commander miss an op- 
portunity hero and there in the last turn 
or two. So hang in there. 

(IB) Play and save. Because you're quite 
likely not to finish an entire game in one 
sitting (though several games on the mar- 
ket only take an hour or so), save your 
game-in-progress pasition often, especially 
near the end. You might want to go back 
and replay an ending to test out a certain 
battle tactic. This could give you the op- 
portunity to learn some subtle nuances of 
the game, without having to start from the 
begimiing again. You can see the differ- 
ence a move makes. 

Your brain is on the line here. Intelligent 
execution of plans demands that you be ob- 
servant, hypothesize about potential ene- 
my movement so you can plan for the 
futui-e, test out tactics and note the results. 

You've got the best men in the Armed 
Forces; their morale is flying high. And 
vou're in command. You've got your ob- 
jectives. It's up to you to achieve them. As 
you study the strategic map. you can al- 
most taste victory! H 

Danif.'J A. Silvestri taught at a universi- 
ty before turning to sales. Now the Retail 
Account Manager in Illinois and Wiscon- 
sin for y\shton-Tate, a major manufacturer 
of business software, he enjoys adventure 
games, personal monagemenl and business 
software. 



CompuCrazy 



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call or write: 800-848-81 99 

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Columbus, OH 43220 



MARCH 1987 / PAGE 85 



We have the software 
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A GEI^^ among ST drawing programs. Very 
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Data management was never this easy. Help 
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ST PEEKS i POKES 

Enhance your programs with 
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CIRCLE #130 ON READER SERVICE CARD 

mm 



ST notes 



by D,F. Scott 



Newsvi^orthy happenings in the ST world. 



Software Summary. 

It's time once again for us to surface 
from the depths of whatever ST game we 
were playing and check out the cream 
floating atop the sea of new ST software. 
V\'e have mostly recreational software this 
month — to make up for the lack of 
recreational software for the first half of 
last year. 

Spectrum Holobyte 
First, the company known for GATO, 
has. . .well, yet again produced GATO, 
but this time for the ST. The real GATO 
was a class of American submarine in 
World War II; the game GATO is a battle 
scenario simulator involving that class of 
submarine in ocean combat. Thirty 
preplanned scenarios are provided, al- 
though, since this is a simulation, the 
captain can program his own battle 
scenario, dictating orders from HQ to 
himself — as well as manipulating the 
Japanese fleet. The captain, if so 
ordered, can even set the condition of 
his ship beforehand. If the ship is to 
engage in battle while already damaged, 
the simulator can thus expertly 
predamage his vessel. 




Every battle (and its outcome) is 
recorded in a permanent captain's log, so 
the condition of the ship in the previous 
battle can be carried over into the next, 
and so on. The real battle on the 
software shelves is between GATO and 
MicroProse's Silent Service. It seems 
wherever Service goes, GATO tags along 
behind, firing torpedoes into Service's 
popularity. Personally, I think I'll just sit 



peacefully on a Pacific island and keep 
score. List price is $49.95. Spectrum 
Holobyte Inc., 10,50 Walnut Suite ,325, 
Boulder. CO 80302 — (30.3) 443-6191. 
Epyx 

If your idea of battle is more along the 
lines of Dr. Death vs The Mad Foreigner, 
then Epyx Championship Wrestling is 
more your cup of tea — or, for that matter, 
tobacco juice. In a hilariously-animated 
timed bout, the player bravely places his 
fighter in the ring with one of eight 
other brutes, either computer- or human- 
controlled. Through your joystick, a 
fighter can make any of twenty-five 
moves; most of these have names which 
tell their gruesome tale. Fighting can 
even take place outside the ring. 



3 : 


O-'-SCtKE; 


K.C. COLOSSUS 


PURFLEHAVSi 




a 


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p 1^?'^^^^^ " 



I'm usually opposed to needless 
violence; but if you need violence, here 
may lie the vessel for your anger. The 
bout I'd like to see is a rematch between 
Hulk Hogan and John Stassel, the ABC 
News correspondent whom Hulk beat up 
in a hallway. The place I'd like to see 
this bout, though, is in a courtroom. List 
price is $39.95. Epyx, 1043 Kiel Court, 
SLUinyvale. CA 94089 — (408) 745-0700. 
Origin Systems. 

Back to the tactical warfare department. 
P"or several years now, there's been a 
board game — or shall we say a 
cardboard game — by Steve Jackson, 
called Ogre. In it, a modern, highly- 
equipped fighting force meets a more 
modern, highly-equipped single unit, 
whose path of destruction is but one step 
short of vaporizing the planet. 




Steve Heuse has brought Ogre to the 
ST — which is quite comforting, since 
previously we had to play the game with 
tiny little cardboard cutout squares. Flay 
is on a hexagonal grid. Each piece has a 
limited range of movement, which 
lessens with damage. Attacking the 
weapons batteries may affect attack 
capability; attacking a vehicle's treads 
may impede movement; attacking the 
infantry can cause serious death. Each 
turn is made up of a movement phase 
and a firing phase. The objective is for 
either the army to defeat the Ogre, or for 
it to make the world flat once again. List 
price is $40.00. Distributed by Electronic 
Arts for Origin Systems, Inc., 340 
Harvey Road, Manchester, NH 03103. 

Kuma 

If you're interested in playing Ogre and 
Championship Wrestling simultaiieoush', a 
company called Kuma has come up with a 
utility christened the K-Switch. which 
promises to keep two programs in memory 
at once, and switch the run-state of both 
programs on demand. The billing promises 
to make the .switch in one second on a 
1040ST. The list price for this utility will 
be $44.95. 

Mindscape 

Our software company of the month is 
Mindscape, which is forging ahead with 
several promised new releases. Many of 
these are releases for Cinemaware, a 
company working to incorporate movie- 
like plots with arcade-like action. 
Alreadv available on the Cinemaware 



ANALOG COMPUTING 



MARCH 1987 /PAGE 87 



// 



ST notes continued 



label is S.D.I. (Strategic Defense 
Initiative), whose plot is a cross between 
a Robert Ludlum novel and a Buck 
Rogers serial. In it, the KGB has 
performed a coup d'etat at the Kremlin 
and, for an encore, has decided to 
launch World War III. To save the world, 
you must keep intact the defense shield 
over the U.S. — the grand prize being a 
date with a Russian lovely named Talya 
(this game assumes an all-male 
audience). 

Cinemaware has promised the release, 
through Mindscape, of no less than three 
new titles between now and Jmie. De- 
fender of the Crown may be released by 
press time. In this item, you're a knight 
(male again) defending the shining city 
on a hill (again) from barbarian invaders, 
in the ultimate quest for. . . a date with 
the Princess. In The King of Chicago, 
due for release in April of '87, you run 
one of the mobs — and I wouldn't doubt 
there's a dame or two to be picked up. 
Finally, in the summer sleeper Sinbad 
and the Throne of the Falcon, you may 
as well be Victor Mature. And, who 
knows, perhaps Susan Hayworth has a 
cameo. 



I wonder when they'll think of a game 
where you get to be Kelly McGillis or 
Debra Winger. Perhaps Gloria Steinem 
will have an influence upon that 
decision. 

Anyhow, Mindscape also has its own 
product line, of course — and for the 
ST — that will soon include a mind- 
boggling program called Balance of 
Power by Chris Crawford. You'll 
remember Mr Crawford as one of the 
masters of computer game design, and as 
the creator of Eastern Front 1941. 

Balance of Power, however, is not to be 
a tactical wargame; instead, the scenario 
takes you away from the battlefront and 
seats you very uncomfortably at the 
negotiating table, as President of the 
United States. You see, you're 
negotiating with the Soviet Union, 
which has suddenly gone off the deep 
end. Its representatives must be thinking 
that Gorbachev's peace plan was 
something they once read on the back of 
a cereal box. You have control over all 
the armed forces — the State Department, 
the National Security Agency, and the 
CIA — normally an impossibility. In this 
game, the level of control you exert is 



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proportionate to your personal stamina. 

Without a Col. North to come to your 
aid, you become involved in the most 
intense negotiations ever to be simulated 
on a micro. (Fans of the game 
Diplomacy, rejoice!) This is no "1 = Peace, 
2 = War" negotiation, either. Your game 
can last for days, weeks, literally. 

You set the summit dates, you go to 
Reykjavik, you have to remember the 
difference between a TOW missile and a 
tow truck. You only have four j'ears to 
achieve a lasting peace; that is, unless 
you're re-elected, which depends upon 
whether the public likes you or not. 
That's right, during all this, you have lo 
maintain a heroic image with the 
electorate — and your party. 

This game has taken off like an ICBM 
on every machine it's ever been written 
for; the ST version should be no 
exception. Projected list price is $49.95. 
Mindscape, 3444 Dundee Road, 
Northbrook, IL 60062. jy 



The Bug, the Bug, 
the Computer Bug! 

Finally, what may very well be the first 
ST-only computer store in America is 
opening in Amherst, Massachusetts. 
University of Massachusetts students 
Mike Cohan and Rick Flashman, joint 
chairmen of the Western Massachusetts 
ST Users' Group, are opening The 
Computer Bug, they hope, in mid-January 
'87 — which means, by press time, it 
should already be open. 

Mike Cohan tells us, via satellite 
through Group Atari over the Delphi 
network, that he feels the level of 
enthusiasm generated over the ST on 
college campuses all over Massachusetts, 
warrants the opening of such a store. 
"Our plan," Cohan writes, "is to push 
the ST to the students around here as a 
combination ultra-low-cost terminal and 
word processor. Our advertising plan is 
to blanket five colleges [in 
Massachusetts] with flyers and posters, 
and to set up booths in the student 
centers of the colleges, showing off the 
ST." 

Adds Cohan, "Eight hundred fifty 
dollars for a 520ST and modem, when 
students are paying two hundred fifty 
per semester to rent a terminal, will look 
pretty darn good to a lot of students out 
there (we hope]!" We'll keep you 
informed as the Bug progresses. /Sf 



CIRCLE »131 ON READER SERVICE CARD 



PAGE 88 / MARCH 1987 



ANALOG COMPUTING 



Low Resolution 




GAME 








Matching 
Shapes 




by Regena 



The Atari ST is not just for adults! Children can also 
enjoy the computer. Matching Shapes is a program writ- 
ten in ST BASIC that offers exercises in a prereading con- 
cept for young children. The program works in low reso- 
lution only. 

One of seven shapes is chosen randomly and appears 
at the top of the screen. Four more shapes are shown. To 
match the shape, you must move the mouse arrow to the 
correct shape and press the left mouse button. 

If the answer is incorrect, there is an "uh-oh" somid and 
you must try again. If the answer is correct, three aster- 
isks appear under the matched shape and an arpeggio is 
played . 

There are ten problems. After the quiz a tune of random 
notes is played, and you have the option of trying again. 
Press Yfor yes — try again; or N for no — end the program. 

The seven shapes are drawn using subroutines in Lines 
740-1100. I used PCIRCLE, PELLIPSE and LINEF with 
FILL commands to draw the shapes. You can change these 
shapes or add your own. 

Line 180 assigns a random shape number to S. Line 190 
assigns a random color number to C. Lines 200-210 draw 
the shape at the top of the screen. Lines 220-270 draw and 
number the four boxes for the shapes to be matched. 

Line 280 randomly assigns the correct answer to A, 
which will be 1, 2, 3 or 4. X and Y are coordinates used 
in drawing the shapes. The FOR-NEXT loop with J as a 
counter in Lines 290-410 draws the four shapes to be 
matched, randomly choosing the shapes and making sure 
each is used only once. The shapes are drawn in random 
colors. When the coimter J is equal to A, the matching 
shape is drawn; otherwise a random shape is drawn. 

Line 420 sounds a prompting tone. Lines 430-470 check 



the mouse arrow position. If the mouse button MB is 
pressed, then the coordinates are MX and MY. Lines 
460-470 make sure those coordinates are within the four 
boxes for the shapes shown. Line 480 returns a formula 
for G, the number guessed, depending on the MX coor- 
dinate. Line 490 draws an arrow under the shape chosen. 

Line 500 checks the answer. If the answer is incorrect, 
then Lines 510-550 play an "uh-oh" sound, erase the ar- 
row showing the choice and return for another choice. If 
the answer is correct. Lines 560-630 draw the three red 
asterisks under the correct shape, play an arpeggio and 
pause before the next problem. Lines 650-680 play a tmie 
of twenty-five random notes when ten problems have been 
solved. 

Once the basic shapes have been mastered, you can 
change the program to draw other shapes. You may wish 
to have the child match uppercase letters, uppercase to cor- 
responding lowercase letters, or words. Words could be 
matched to definitions, foreign words to English transla- 
tions, historical events to dates, etc. 

If you prefer to use the keyboard to play the game in- 
stead of pointing with the mouse, change the user instruc- 
tions in Lines 100-110 and replace Lines 430-480 with the 
following lines. 

430 G=INPC2) 

440 IF G<49 OR G>52 THEN 420 

450 G=G-48 

Whichever you prefer. Matching Shapes will make 
child's play out of this learning experience. H 

Regena got her first home computer (T1-99/4J for Christ- 
mas in 1980. Ideas for the hundreds of BASIC programs 
she's published (for various computersj come from her six 
children. A regular columnist in COMPUTE!, her latest 
book is Elementary ST BASIC, from COMPUTE/ Publica- 
tions, Inc. 



ANALOG COMPUTING 



MARCH 1987 /PAGE 89 



^ Matching shapes 



continued 



Listing 1. 
ST BASIC listing. 

10 REM MATCHING SHAPES 

28 REM BY REGENA 

30 FULLH 2:CLEARM 2 

40 M«=GB:G2=PEEKtMtHH2) 

50 COLOR 1,0,1,1,1 

60 GOTOXY 0,1 

70 PRINT "*» MATCHING SHAPES »»" 

80 ?;? "You Will see one shape at the 

top." 

90 ?:? "Match it with one of the four 

shapes." 

100 ?:? "Move the nouse arrow to the s 

hape" 

lie ?:? "and press the left nouse butt 

on." 

120 ?!?:? "Press Fl to start." 

130 R=INPt2):IF R0187 THEN 130 

140 FOR P=l TO le 

150 RANDOMIZE 

160 CLEARM 2:G0T0XY 0,0 

170 PRINT "Mhich Shape Matches?" 

180 S=INT(7»RND+1) 

190 C=INTC8»RND+1) : COLOR 1,C,C 

200 X=148:Y=32 

210 ON S GOSUB 750,820,880,910,940,970 

,1040 

220 GOTOXY 7,13:PRINT "1 2 

3 4" 
230 LINEF 34,60,290,60 
240 LINEF 34,140,290,140 
250 FOR YB=34 TO 290 STEP 64 
260 LINEF YB,60,YB,148 
270 NEXT YB 

280 A=INT(4»RND+1) :X=2:Y=100 
290 FOR J=l TO 4 
300 X=X+64 

310 C=INTt8»RND+l) :IF C=PC THEN 310 
320 PC=C:C0L0R 1,C,C 
330 IF JOA then 350 
340 KCJ1=S:B=S:G0T0 400 
350 B=INTC7»RND+1) :IF B=5 THEN 350 
360 IF J=l THEN 390 

370 FOR L=l TO J-1 : IF B=K ILJ THEN 350 
380 NEXT L 
390 KCJ)=B 

400 ON B GOSUB 750,820,880,910,940,970 
,1040 

410 NEXT J 

420 SOUND 1,15,10,5,2:S0UND 1,0,0,0,0 
430 GEMSYSt79J 

440 MBrPEEKfG2+6) :IF MB=0 THEN 430 
450 MX=PEEK(G2+2) :MY=PEEKtG2+4) 
460 IF MY<80 OR MY>160 THEN 420 
470 IF MK<34 OR MX>290 THEN 420 
480 G=INTCCMX+30)/64J :G0T0 490 
490 GOTOXY G»7, 14: PRINT CHR$ (1) 
500 IF G=A THEN 560 
510 SOUND 1,15,5,3,2 
520 SOUND 1,15,1,3,2 
530 SOUND 1,0,1,1,1 
540 GOTOXY G»7,14:PRINT " " 
550 GOTO 420 

560 GOTOXY G»7-l, 15 ! COLOR 2 
570 PRINT "JH€*" 
580 SOUND 1,15,1,4,3 
590 SOUND 1,15,5,4,3 
600 SOUND 1,15,8,4,3 
610 SOUND 1,15,1,5,6 
620 SOUND 1,0,1,1,0:C0L0R 1 
630 FOR D=l TO lOOOlNEXT D 
640 NEXT P 
650 FOR N=l TO 25 

660 SOUND l,15,INTtl2»RND+ll,5,2 
670 NEXT J 



680 SOUND 1,0,1,1,0 

690 CLEARM 2 

700 PRINT "TRY AGAIN? tY/H)" 

710 R=INPC2) 

720 IF R=89 OR R=121 THEN 140 

730 IF R=78 OR R=110 THEN 1120 ELSE 71 



740 REM SQUARE 

750 LINEF X-12,Y-12,X+12,Y-12 

760 LINEF X+12,Y-12,X+12,Y+12 

770 LINEF X+12,Y+12,X-12,Y+12 

780 LINEF X-12,Y+12,X-12,Y-12 

790 FILL X,Y 

800 RETURN 

810 REM TRIANGLE 

820 LINEF X,Y-12,X+12,Y+12 

830 LINEF X+12,Y+12,X-12,Y+12 

840 LINEF X-12,Y+12,X,Y-12 

850 FILL X,Y 

860 RETURN 

870 REM CIRCLE 

880 PCIRCLE X,Y,15 

898 RETURN 

900 REM ELLIPSE 

910 PELLIPSE X,Y,16,8 

920 RETURN 

930 REM SEMICIRCLE 

940 PCIRCLE X,Y+8, 15, 0,1800 

950 RETURN 

960 REM RECTANGLE 

970 LINEF X-12,Y-6,X+12,Y-6 

980 LINEF X+12,Y-6,X+12,Y+6 

990 LINEF X+12,V+6,X-12,Y+6 

1000 LINEF X-12,Y+6,X-12,Y-6 

1010 FILL X,Y 

1020 RETURN 

1030 REN HEXAGON 

1040 LINEF X-6,Y-12,X+6,Y-12 

1050 LINEF X+6,Y-12,X+15,V 

1060 LINEF X+15,Y,X+6,Y+12 

1070 LINEF X+6,Y+12,X-6,Y+12 

1080 LINEF X-6,Y+12,X-15,Y 

1090 LINEF X-15,Y,X-6,Y-12 

1100 FILL X,Y 

1110 RETURN 

1120 CLEARH 2 

1130 END 



ST CHECKSUM DATA. 

(see page 33] 

10 data 964, 11, 516, 605, 1, 608, 7 
, 6, 295, 367, 3380 

110 data 946, 42, 580, 975, 864, 839 
, 968, 179, 592, 687, 6672 

210 data 681, 595, 339, 540, 154, 60 
7, 516, 335, 848, 146, 4761 

310 data 239, 521, 359, 811, 992, 89 
, 205, 297, 114, 631, 4258 

410 data 274, 115, 721, 0, 766, 550, 

546, 494, 796, lOl, 4363 

510 data 248, 243, 80, 226, 408, 205 
, 621, 265, 276, 257, 2829 

610 data 256, 92, 120, 299, 3, 706, 
296, 95, 403, 426, 2696 

710 data 407, 460, 558, 879, 393, 39 
2, 393, 400, 485, 344, 4711 

810 data 51, 91, 383, 103, 475, 362, 

839, 234, 371, 935, 3844 

910 data 640, 352, 335, 116, 361, 25 
2, 211, 206, 205, 139, 2817 

1010 data 553, 439, 985, 67, 951, 27 
, 58, 956, 42, 555, 4633 

1110 data 441, 535, 917, 1893 



PAGE 90 / MARCH 1987 



ANALOG COMPUTING 



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Sales • Consignments 
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CIRCLE #132 ON READER SERVICE CARD 



Good Stuff! 

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ST12» Disk Cataloging systems. A 

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ST13 % Slideshow - 26 different graphics 

pictures with music to run as a 

demonstration. Good to show off your ST. 

ST14 % LOGO programs, 30 LOGO 

programs to run and study, a real help in 

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STlSi^ C files, a number of C programs 

including source code to study and learn 

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Includes language, documentation files, 

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Phone Orders Welcome! 




Atari ST 
Tricks and Tips 



CIRCLE «133 ON READER SERVICE CARD 



ABACUS SOFTWARE 

P.O. Box 7129 

Grand Rapids, Ml 49510 

(616) 241-5510 

260 pages and index $19.95 

by Matthew J.W. Ratcliff 

Atari ST Tricks and Tips (called T&T 
hereafter) is the fifth book in a series of 
programming tutorials and reference man- 
uals from Abacus. There ar-e four main sec- 
tions, devoted to ST BASIC, utilities, color 
printer graphics and GEM programming. 

The first section begins with an over- 
view of the more unusual ST BASIC com- 
mands. A few of the language's bugs are 
documented here, with hints on circum- 
venting them. At the top of page 12, TST 
states that since ST BASIC "sends the CR/ 
LF after every 72 characters, we get some 
really messed up graphics." It fails to men- 
tion that the WIDTH cormnand eliminates 
this problem. A helpful discussion of sound 
and grapliics functions comes next. Use of 
VDISYS and GEMSYS commands is ex- 
plained. The section finishes up with a dis- 
cussion of the CALL function, which allows 
you to add your own machine language 
routines to ST BASIC programs. 

The next section, on utilities, introduces 
interrupt processing by way of presenting 
an assembly language program that con- 
tinuously displays the current time on your 
desktop menu bar. Two versions of the pro- 
gram are given, one in assembly language 
source code, the other a type-in ST BASIC 
loader. 

These program listings bring me to my 
biggest complaint about tliis (and previous) 
Abacus books. The Ustings are typeset co- 
pies, rather than direct reproductions of the 
original source listings. Even with the best 
proofi-eading, typos will creep in with such 
a system, and Abacus does not employ the 
best proofreaders. If you aren't well versed 
in assembly language, many of these errors 
will go imnoticed until assembly (or, in the 
case of C listings, further on in the book) 
compile time. Second, the choice of font for 
the listings was imfortunate. The lowercase 
letter I looks identical to the numeral 1 . In 
most cases, it's easy to tell the difference 
from the context, but this isn't always true. 



Again, the problems won't be apparent un- 
til you have typed it all in and star't get- 
ting errors. 

The T&T utilities section also covers 
printer spooler and RAMdisk utilities. As- 
sembly source listings are given. The sec- 
tion concludes with a brief comparison of 
assembly and C programming on the ST, 
with an equivalent sample provided for 
both languages. 

Color printer hard copy is the subject of 
the third section. Utilities, written in as- 
sembly, are listed for dumping color 
screens to a 1X80 (a color dot-matrix print- 
er, no longer manufactured) and the HI-80 
pen plotter, both made by Epson. An in- 
depth explanation of bit-mapped screen 
memory is included. 

The final section of T&T introduces you 
to GEM programming, with an overview 
of both the VDI and AES. Sample pro- 
grams are given in BASIC and C. The use 
of resource files is explained in detail. A 
tutorial on creating .RSC files with the de- 
veloper's kit Resource Construction Set is 
very helpful. Finally, there's a good exam- 
ple (in C) of writing a desk accessory, 
namely a color printer driver for the JX80. 

If you prefer to learn by example, you'll 
get a lot out of this book. Many complete 
assembly and C listings are given, with 
plenty of comments. There's also an index, 
something lacking in some of the previous 
efforts from Abacus. For those without as- 
semblers or compilers, the programs are 
also listed in the form of BASIC loaders, 
which will create the program files for you 
(after you type them in). Finally, if the t^qs- 
ing is too much effort, a program disk is 
available from Abacus for $14.95. 

I found the TST tutorials on the Re- 
source Construction Set editor and acces- 
sories particularly helpful. There are 
typos, but, it seems, not nearly as many 
as in earlier Abacus publications. 1 found 
the listings in this manual very instructive 
as I was learning ST assembly language 
programming. B 



PAGE 92 / MARCH 1987 



ANALOG COMPUTING 



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ATARI USERS' GROUPS 



Santa Clarita Valley Atari Computer Enttiusiasts (SCVACE) 
19449 Nadal, Canyon Country CA 91351 
Meetings; newsletter. President: l\/iarl< Ostrove, 

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5290 70th Ave, No., Pinellas Park, FL 33565 
Meetings; newsletter: Pacesetter. 
President: Gust Bangas. 

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220 Sherman Ave., Waterloo, I A 50703 
Meetings; newsletter. President: Allan Freeman. 

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P.O. Box 72266, Roselle, I L 60172 
Meetings; BBS; newsletter President: Bob Dillon. 

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P.O. Box 34183, Louisville, KY 40232 

Meetings; BBS; newsletter President: Mark Stroud. 

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407 Marmande St., Houma, LA 70363 
Meetings; BBS; newsletter President: Ed Spoon. 

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P.O. Box 73236, Metairie LA 70033 
Meetings; BBS; newsletter President: Dave Porter 



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6502 Smokehouse Ct., Columbia, MD 21045 
Meetings; newsletter: BASE Station. 
President: Paul Freeman. 

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RQ Box 5098, Biloxi, MS 39534-0098 
Meetings; newsletter: FOCUS 
President: David Warner 

Charlotte Atari Users' Group (CAUG) 

5911 Brookhaven Rd., Charlotte NO 28210 
Meetings: newsletter. President: Lex Thomas. 

Minot Atari Computer Users' Group (MACUG) 
P.O. Box 3034, Minot, ND 58702-3034 
Meetings; newletter 

Miami Valley Atari Computer Enthusiasts (MVACE) 
RO. Box 24221, Huber Heights, OH 45424 
Meetings; newsletter President: Stan Mahurin. 

Central Wisconsin Atari Users Group (CWAUG) 
217 S. Schmidt, Marshfield, Wl 54449 
Meetings; BBS; newsletter President: Tom Ptak. 

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ATTENTION USERS' GROUPS 

If you would like your organization to be listed here, send information (and newsletter, if appropriate) to ANALOG 
Computing Group Listing, RO. Box 23, Worcester MA 01603. ANALOG Computing is not responsible for errors. 



REVIEW 



V/ 



Softworks BASIC 



SOFTWORKS LIMITED 
2944 N. Broadway 
Chicago, IL 60657 
(312) 975-4030 
All resolutions $79.00 



by D.F. Scott 



Softworks BASIC is a compiler, not an 
interpreter. Using it to write a program is 
like using any other compiler, except that 
the result of your efforts is not a .PRG or 
.TOS file. The compiler program on the 
single disk provided takes straight ASCII 
text from any editor (for example, 1st Word 
in non-word-processing mode) and gener- 
ates intermediate code which is neither 
machine code nor BASIC. This file, saved 
with the extension .RUN, can be executed 
using the proprietary "runtime system" 
(another program) provided on the disk. 

The runtime system only allows the ex- 
ecution of a complete program, from be- 
ginning to end, or to a break point. Making 
changes requires going back to the text edi- 
tor, then recompiling the entire program. 
To have to go through all this and still not 
be able to produce stand-alone code, link- 
able to C or machine-code routines, is a 
major flaw in an otherwise well designed 
system. 

Softworks makes up for this by provid- 
ing a powerful set of BASIC commands. 
These include: the OPEN # and CLOSE # 
file-manipulation commands for both ran- 
dom and sequential access formats, ON 
ERROR trapping, PRINT USING output 
formatting, and much of the faiTiiliar arith- 
metic library; however, you can't define 
fimctions with DEF FN. 

But the major difference in the Soft- 
works BASIC implementation lies in the 
optional modular structure available to the 
programmer. Scrolling through the exam- 
ples provided, I thought at first that I had 
the wrong disk. Lowercase! Nested state- 



ments! Module labels! And the line num- 
bers are missing! is someone trying to turn 
my language into Modula-3? 

Alphanumeric labels, with apostrophes 
as word separators, can replace line num- 
bers in all branch statements, conditional 
or not (as in GOTO help). Line number- 
ing is still available as an option. (I am an 
incurable line-numberer.) Statements can 
be freely indented, but a statement con- 
tinued to the next line must end with an 
ampersand (&-J. The compiler is case- 
sensitive: S and s are different variables. 

A major imiovation is the MAP state- 
ment. It replaces memory allocation state- 
ments (CLEAR and OPTION RESERVE), 
variable initialization statements such as 
DEFINT, and string concatenation expres- 
sions such as AS=B$ + C$. By putting a 
variable MAP at the start of a program — 
about where you'd put your DIMs — you 
can create up to a sixteen-level data struc- 
ture (similar to typedef struct in C), with- 
in which higher-numbered variables are 
declared to be members of lower- 
numbered "superior" variables. For in- 
stance, if I were to declare a list (called 
GM$) of great magazines, I would map it 
with precedence 1 like this: 
MAPI GM, S, "Great Hagazines: " 

1 could then map two "subordinate" vari- 
ables within GM$ like this: 

MflP2 Ml, 5, "flNftLOG" 
MAP2 M2, 5, "5T-Log" 

If I really wanted to butter up my em- 
ployers, I could MAP3 all of the great 
writers for these magazines, and so on. 
The S (second operand) in each statement 
stands for "string," used in storing alpha- 
numeric data. F would be used for a float- 



ing-point variable, or B for a binary or in- 
teger variable. The contents of the variable 
GM$ as declared above are: Great IVfaga- 
zines: ANALOG ST-LOG. If I were to make 
any changes in Ml$ or M2$, GM$ would 
be changed too. I might also never be pub- 
lished in these pages again. 

About the DIM statement: you can di- 
mension array variables in Softworks BA- 
SIC up to seven levels. Seven/ Think of it 
— a seven-subscript variable. For me, this 
is seventh heaven. 

Softworks BASIC also offers the famil- 
iar PRINT USING, with tliis enhancement; 
the runtime system ignores characters be- 
tween backslashes (which denote the limits 
of an alphanumeric field in a USING for- 
matter string). One can label a field, as in 
\— title— \, and only the backslashes will 
be recognized — a real convenience for the 
eyes. New functions such as LTRIM and 
RTRIM, wliich "shave" the leading or trail- 
ing spaces on a string, are distinctively 
BASIC-ish. 

I'd like to pin a medal on whoever creat- 
ed the concept of direct access to a block 
of characters within a string. In Softworks 
BASIC, each character is indexed twice, 
from both the left and right sides. Indices 
from the right are denoted by a negative 
sign. So if Ml$ equals ANALOG, then Ml$ 
[4,-1] equals LOG and Ml$ [-3, 6] equals 
LOG — third character from the right to 
sixth from the left. Any time you reference 
a string — except on the left side of an as- 
signment statement — you can use the two 
"subscripts" within square brackets to 
reference a substring. This replaces LEFT$, 
RIGHTS and MID$, although these ai-e still 
available. 

One of the major assets of this imple- 



ANALOG COMPUTING 



MARCH 1987 / PAGE 95 



// Review continued 



mentation may also be a drawback. Soft- 
works BASIC allows full access to GEM 
(both the VDI and AES), as well as to 
BIOS, XBIOS and GEMDOS commands. 
This is certainly an advantage over its com- 
petitors. But in a language which other- 
wise gives the programmer abundant, even 
redimdant, methods of data control — the 
string-manipulation facilities are a prime 
example — it seems odd not to have a back- 
up set of good old BASIC graphics com- 
mands. 

Currently, all pixel-oriented graphics 
commands are passed to the VDI through 
the TOOLBOX command, followed by the 
standard-form GEM call with its multitude 
of parameters as specified by Digital Re- 
search. These commands comprise the 
most powerful graphics tools in comput- 
ing today, but they are not BASIC. They 
aren't easy to learn and they're hard to keep 
track of. GEM commands in BASIC look 
like German footnotes in (JSA Toda}'. 

The sample filled-ellipse-drawing pro- 
gram provided on the distribution disk (a 
translation from a C routine from the Aba- 
cus GEM Programmer's Re/erence), with 
all its MAPped variables and ten TOOL- 
BOX commands, is forty-eight lines long 
at one statement per line. A filled ellipse 



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on the ST BASIC interpreter requires only 
the PELLIPSE statement with its argu- 
ments — one line. As I've said before, BA- 
SIC programmers are tinkerers. Among 
other things, they. . .excuse me, we like to 
tinker with graphics. Tinkering with the 
VDI is a lot like trying to shuffle cards with 
chopsticks. 

The only commands Softworks BASIC 
offers that are even graphics related are in 
the cursor-control department, where you 
use the TAB statement with two para- 
meters, the first a negative 1. For instance, 
to move the cursor one row up, you use 
TAB (-1, 3). There is no direct control over 
cursor position like that offered by the PO- 
SITION statement in Atari 8-bit BASIC — 
only relative control. 

A Softworks BASIC program can load 
and then pass control to another program 
through the CHAIN statement. Any calls 
to external machine-code or to compiled 
stand-alone routines — which must have 
names of six letters or less — are imple- 
mented by XCALL; each argument in its 
parameter list must be saved in an argu- 
ment stack in memory and must be 10 
bytes long. 

Softworks also borrowed the -n-IN- 
C;LUDE statement from the C preproces- 
sor; it reads source code from a specified 
file into the file being compiled. No nest- 
ed + +INCLUDES are allowed. 

How compatible with ST BASIC is Soft- 
works BASIC? In other words, can you de- 
velop a program with ST BASIC'S inter- 
preter, then compile the final version — 
without major changes — with Softworks 
BASIC? If the program consists of stan- 
dard, mathematically-oriented BASIC, the 
answer is a qualified yes. "Standard" FOR- 
NEXT, IF-THEN-ELSE, and even WHILE- 
WEND statements won't need any trans- 
lation. Of course, you'll have to use line 
numbers in ST BASIC. If you're using the 
random number generator, you'll have to 
edit the "dunnny argument" — Softworks 
BASIC prefers RND(O), the interpreter 
RND(l). 

Extra keywords I've found that Soft- 
works BASIC supports: FACT(X) returns 
the factorial of X (1 *2*. . . *X). RAD,'50 
(/\$) returns a packed string that occupies 
only about two-thirds of the memory oc- 
cupied by the unpacked string. SIGNI- 
FICANCE sets the number of digits 
displayed after the decimal point. Finally, 
there are the BYTE. WORD and LONG 
lYmctions, which replace PEEK and POKE. 
These functions act as if they were 1-, 2- 
and 4-byte variables, respectively. To read 
the value of memory location X into A, for 
instance, you'd use A = B'i'TE(X); to set the 
contents of location X to value A, you'd use 
BYTV.[X] = A. To move N bytes from loca- 
tion A to location B (a block move). Soft- 
works BASIC provides ByTEMOVEfA,N) = 
ByTEMOVE(B,NJ. 

What would a BASIC review be without 



benchmarks? Remember Cve.aWvc. Comput- 
ing's "David Ahl's Simple Benchmark"? 
(Remember Creative Computing?) The 
benchmark would increment variable N 
from 1 to 100 by ones, forcing BASIC to 
square-root N ten times and then square 
it back ten times, keeping track of any 
deviation from the original value of N — 
while continually getting a number from 
the random number generator. 

I tried the Ahl benclnnark on both Soft- 
works BASIC and the ST BASIC inter- 
preter. Softworks BASIC'S compiled elev- 
enline benchmark took eighteen seconds 
to run, and rooted and resquared with a 
deviation in accuracy of only .000003. ST 
BASIC ran the benchmark in fen seconds. 
This is not a typo. Several repetitions gave 
the same result. But what price speed? The 
interpreter scored an accuracy mark of 
.0974731 — 32,491 times less accurate than 
the Softworks result. To give you a basis 
for comparison: Creati\'e Computing 
benchmarked Atari 8-bit BASIC at 6:48 
minutes, with an accuracy of .012959 — 
still 71/2 times more accurate than ST 
BASIC. 

Test 2 in my diathlon is the Sieve of 
Eratosthenes, a timed trial which "sifts" 
the prime numbers from a sea of mild- 
mamiered integers, and does so ten times 
just to be mean. Softworks BASIC found 
1900 primes in 6:53 minutes. ST BASIC 
fomid only 564 primes before ruraiing out 
of space in which to DlMension a variable; 
and it took 4:09 minutes just for that task. 
At this rate, had ST BASIC gone the dis- 
tance, it would have taken about 16:20 
minutes to find 1900 primes. 

Then there's the real competition: The 
Sieve, compiled with ST Lattice C, found 
1900 primes in just under six seconds. 

Which leads me to my final question: 
what price BASIC? Is it worth the con- 
venience of a legible, freely structm-ed lan- 
guage if the "compiled" results are that 
much slower? 

My answer is. . .well, yes. BASIC is the 
closest thing right now to the "real" pro- 
gramming language I dream of, and — for 
the most part — Softworks BASIC is anoth- 
er step forward in its evolution, fl 



PAGE 96 / MARCH 1987 



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CIRCLE #140 ON READER SERVICE CARD 



48K Disk or Cassette 



UTILITY 




A screen dump utility 
for the Okimate 10 printer. 



Dumpmate 



by Arthur F. Horan 



I own an Okimate 10 printer, and I've fomid it to be a 
versatile and useful peripheral for my Atari 800. Not only 
does it offer color printing at a very affordable price, but 
it also has other interesting featui'es, such as repeat graph- 
ics and the ability to print on plain or thermal paper, or 
even on acetate. 

Unfortunately, although it comes with software for do- 
ing color printouts of KoalaPad and Super Sketch screens, 
it doesn't provide anything for doing black and white print- 
outs of graphics screens (known as "screen dumps"). Fur- 
thermore, even though it has a nine-element print head, 
the Okimate only uses seven of the units to print graph- 
ics. Other popular graphics-capable printers use eight pins 
for their graphics, so existing software designed for them 
will not work properly on the Okimate 10. 

None of this bothered me for the first few months that 
I had my Okimate. I was too busy printing out program 
listings and other text files. Sooner or later, though, I knew 
I would have to figure out how to do graphics on my new 
whiz-bang color printer, especially since I was working 
on a multimodal drawing program (alas, still rmfinished). 

Then I discovered Tom Hudson's Solid States 3-D plot- 
ting program from ANALOG Computing's issue 16. Two 
days later I had written two screen dump programs, one 
for vertical and the other for horizontal printouts. Both 
were written in Action! To my consternation, the horizon- 
tal printout distorted the overall proportions of the pic- 
ture to a noticeable degree. There are ways to compensate 
for this (the variable line-feed feature could probably help 
here), but so far I haven't made the effort. The vertical 
dump looked fine though, so I proceeded to translate that 
program into a combination of BASIC and machine lan- 
guage. 



I still wasn't satisfied. The program took as much time 
processing the screen as the printer took printing it, even 
though most of the processing was done with a machine 
language USR routine. The problem was that 1 was using 
the operating system's LOCATE routine to find each pixel 
and, even in machine language, the LOCATE function 
takes a while — especially when you have to do 1344 of 
them for each line of graphics sent to the printer. The so- 
lution involved using some tricky machine language off- 
set calculations and bit shifts instead. 

Listing 1 is the BASIC version of Dumpmate. Be espe- 
cially careful when typing the data statements, since these 
contain the machine language routine used to process 
screen memory. For your convenience, the program in- 
cludes a simple checksum feature to alert you to most er- 
rors in the data lines. But by all means, use the BASIC 
Editor II from issue 47, if you have it. Be sure to save the 
program to disk or tape before running it. 

Listing 2 is the assembly language source code for the 
machine language USR routine in Dumpmate. You do not 
have to type in Listing 2; it's included for informational 
purposes only. 

Using the program. 

This program is designed to work with graphics 8 + 16 
files on disk or tape. These should be standard screen 
memory files without headers or any kind of file compres- 
sion. Cassette files should be the continuous type that do 
not use long gaps between each block of data. However, 
cassette files which do use the long gaps will work if you 
substitute AUX = for AUX = 128 in Line 690. 

MicroPainter files will also work, as will micompressed 
KoalaPainter/MicroIIIustrator files (created by pressing 
INSERT while the picture is displayed — not files saved 
from the disk menu). Keep in mind that no compensations 
are made for color, so the resulting printout may appear 



PAGE 98 / MARCH 1987 



ANALOG COMPUTING 




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SCREENPLAY 

Prof Blackjack 59.50 



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Dumpniate 



continued 



very different from what was originally on the screen. Us- 
ing Dumpmate's reverse printing option may help correct 
such drastic changes. Experiment to get the best results. 
When you run Dumpmate, you will be presented with 
a menu which offers the following options: 

M — sets the left margin of the picture. You will 
be prompted to select a number between 1 and 288. 
This number represents a displacement in sixtieths 
of an inch from the leftmost position of the printhead. 
For example, a setting of 60 would result in a margin 
1" to the right of the standard margin, 150 would be 
'I'h" to the right, and so on. The default setting is 1. 

D — reads the disk directory. 

N — sets the drive number. The maximum value 
allowed is determined by how you have configured 
DOS (assuming the normal maximum of four drives 
allowed with DOS 2.0s). If you only have one drive, 
you should leave this at its default setting of 1. The 
value of N is always used for directories and will be 
used for loading picture files, unless you give a file- 
name specifying a different drive. 

R — toggles reverse printing [i.e., white dots on a 
black background). Reverse printing is normally off. 

L — loads a picture file and prints it. See below 
for a full explanation. The menu displays the current 
settings for M, N and R, updated each time the menu 
screen is redisplayed. When the program prompts 
YOUR SELECTION?, answer with the desired option 
and press RETURN, or press RETURN alone to see 
the updated menu. 

The L option does not require a device identifier 
and uses the drive number shown on the menu if none 
is specified. If you are using cassette, you should type 
C: (you must include the colon). If you answer the file- 
name prompt by pressing RETURN, you will return 
to the main menu. Otherwise, Dumpmate will attemjjt 
to load and display the file requested, retm-ning to the 
menu if an error occurs. Once the picture is on dis- 
play, you may print it by pressing START. 

To return to the menu screen, press OPTION. The pro- 
gram will also remind you of this before the pictm-e loads. 
Make sure your printer is turned on and ready to print 
before pressing START. 

You should use the smoothest paper you can find for 
the best possible results. Or you can use thermal paper, 
which yields excellent print quality — although it's hard 
to find, will eventually discolor, and is subject to damage 
from fingerprints, scratches and other abrasions. If you do 
use thermal paper, be sure to remove the ribbon first. The 
screen print takes about 21/2 minutes to complete, and the 
image remains on the screen until you press OPTION, 
whereupon you will return to the main menu. 

Technical considerations. 

Dumpmate works by breaking down the screen display 
into vertical "stripes," each 7 pixels wide. Unfortunately, 
7-pixel fields are a little inconvenient to retrieve from your 
Atari's memory. In graphics 8, pixels are stored 8 to the 
byte. So a field of 7 pixels can span 2 contiguous bytes 



of screen memory, depending on which pixel is our start- 
ing point. 

To find this starting point, divide the column number 
by 8. The result gives us an "offset" that we can add to 
the pointer in location 88, which marks the start of screen 
memory. This is the byte which contains the first of our 
7 pixels. To find which one is our actual starting point, 
we use the remainder of the division. For instance, if the 
cursor is in column 30, 30 divided by 8 is 3. with a re- 
mainder of 6. Thus, we add 3 to the screen memory pointer 
to find the byte, and the starting bit is the sixth from the 
left. Bits are customarily numbered from to 7 starting 
at the right, so our 7-bit field starts in bit 1 and overlaps 
into bits 7 through 3 of the next byte of screen memory. 

Now that we've found our 7-bit field, what do we do 
with it? Well, if we want to send it to the Okimate for 
graphics printing, we have to reposition it. so that it no 
longer spans 2 bytes. In fact, to print projjerly, it must 
range from bit 6 to bit 0. 

We can do this easily with machine language shift and 
rotate instructions. And we'll use BASIC to position the 
cursor in a loop that starts with the 7-pixel field in the 
top right portion of the screen. The USR routine then 
retrieves our 7-pixel-wide stripe of the screen and stores 
it in a buffer string of 192 characters, each of which re- 
presents the 7-pixel field in its corresponding vertical row 
of the screen. BASIC then prints the string and loops back 
to reposition the cursor 7 pixels to the left. 

The machine language portion of the program occupies 
the first 149 bytes of page 6. It is completely relocatable 
and may be loaded into a string, if desired. This routine 
takes care of all the bit shifting and offset calculations 
necessary to retrieve our 7-pixel fields, and fills the buff- 
er string. A special case occurs when the cursor is in 
columji 0, (i.e., the left edge of the screen). This is the last 
stripe of pixels retrieved, and we only need a 5-pixel field, 
or we will duplicate pixels already printed (because 7 does 
not divide evenly into 320.) A flag instructs the routine 
to do two extra right-shifts of the pixel field to compensate. 

If you want to include the print routine in other pro- 
grams, such as the aforementioned Solid States, you need 
Lines 250-350 to print the display from memory, and Lines 
980-1270 to initialize the machine language routine. You 
may have to renumber these routines to eliminate conflicts 
(a necessity for use with Solid States.) 

You will also have to DIMension PRYNT$ and M$ as 
in Line 190, and initialize M$ to the desired margin set- 
ting. The first element of M$ must bo CHR$(144). The next 
3 elements, M$(2,4}, must be the string equivalent of a 
number between 1 and 288. For example, M$(2} = "120" 
would produce a 2" margin, and M$(2J = "001" would 
yield the default setting. 

Note that the zeroes in "001" are necessary. Alternate- 
ly, you could just delete all references to M$. In any case, 
the screen you want to dump should already be on dis- 
play when you call the print subroutine at Line 250. Also, 
adjust the error trapping in the print subroutine. To do re- 
verse printing, use the POKEs in Line 1410. This modi- 
fies the USR routine (strictly speaking, a programming 



PAGE 100 / MARCH 1987 



ANALOG COMPUTING 



no-no), so if you load it into a string, see the REM state- 
ment at Line 1420 for the corresponding elements to 
change. 

Well, that should do it. You now have the capacity to 
do black and white screen dumps with your Okimate 
printer, as well as color. Dumpmate should save you both 
the time involved in doing color dumps and the expense 
of buying a new color ribbon every ten printouts or so. I 
hope this program will enhance the usefulness of your 
printer and increase your enjoyment of it as much as it 
has mine. H 

Arthur F. Horan became hooked on computing three 
yonrs ago. when he acquired an Atari 800 and began Jearn- 
in;j, to program. He's especially interesfed in graphics and 
Hi'l. uhether generated by computer or the old-fashioned 

ira\'. 



The two-letter checksum code preceding the line 
numbers here is not a part of the BASIC program. 
For further information, see the BASIC Editor 11, 
in issue 47. 



Listing 1. 
BASIC listing. 

JEfl 100 REM MXXXXKXXXKKMKMKXXXKXXXKKKKXX 



NC 110 REM * 

CM 120 REM * 

JX 130 REM » 

Oft 140 REM » 

RT 150 REM * 

ZN 160 REM » 

KO 170 REM * 



DUMPMATE 
by ftrthup F. Horan 
a Graphics 8 Dump 
for the Oki«ate 10 

9/23/85 



* 

it 
it 
it 
it 
it 



Efl 180 REM xxxxxxxxxxxxxxxxxxxxxxxxxxxx 
IE 150 GRAPHICS G:DIM FILES C15} , PRYHT$ C19 

2),fl$tl),M$C4J,DI$f20J,DEU$C3) ,CH$(5), 

MDN$C8) 
EO 200 ? "Please wait while prograM READ5 

DATA":G05UB 980 
XJ 210 CH$="MDHRL":M$="EO01":DN=l:R=O:MDH 

$="01030715" 
E5 220 MDN=PEEKC1802J :FOR 1=1 TO 7 5TEP 2 

:IF MDH=UALtMDN$(I,I+l)) THEN POP !GOT 

240 

FY 230 NEKT I 

HC 240 MDH= CI+13/2!GQTQ 620 

FR 250 REM i:i;i:i:i-.Jr^j:f:i.iiti4:u:t:i:i 

FK 260 CLOSE «1:0PEN «1,8,0,"P:" 

EB 270 TRAP 350:PRyNT$Cl)="¥":PRYNT$C192J 

-■.,,..pRYNT$C2)=PRYHT$ 
ID 280 PRINT ttl;CHR$t27J;CHRSC66) ;CHR$t27 

) ;CHR$C373 
OA 290 FOR X=313 TO STEP -7:P0SITI0N X, 



OX 300 D=USRtl536,ADRtPRYNT5)J 

JL 310 PRINT ttl;M5;PRYNT$ 

LR 320 NEXT X 

fG 330 POSITION 0,0;D=:USRfl536, ADRtPRYNT$ 

)):PRINT «ljM$;PRYNT$ 
HH 340 CLOSE tt l:RETU RN 
m 350 PRINT " H^:1;M:1 - "; PEEK £195) -.FOR 1 = 

1 TO 100O:N EXT I:GOTQ 620 

JO 360 REM ^■i-i-i-i\i-i:r^i'mi\d^m\i\i\i\i\\ 

FT 370 SETCOLOR 2, 9, : SETCOLOR 4,9,0:P0KE 
82,0:? "1^ 



:::: dumpmate by Arthur F. Ho 



CF 390 ? "■- 




iiT .ii nn -7 11. . 




er 14+- 






■ ■ ■>■ ■ 










HI ■■■■ 


■ 



AH 420 ? ■ 




KL 430 ? " 



KF 440 ? 
] 

UR 450 ? "1 

KO 460 ? " 

] 
CF 470 ? "I 

1 
AG 480 ? " 

KH 490 ? "I 



POSITION 38, CPEEKC84)) :? " 



Um SET MARGIN [= 
mm DISK DIRECTORY 
KB DRIUE NUMBER L 
REVERSE ON/OFF C 
LOAD PICTURE FILE 
■;:P0SITI0N 38, (PEEKt84JJ :? " 



AH 500 POSITION 29,12:? M5 C2) ;: POSITION 3 
0,14:? DN;:POSITION 29,15:IF R=0 THEN 
? "OFF"; :GOTO 520 

UE 510 ? "ON "; 

RJ 520 POSITI ON 0,18 

UH 530 ? 



POKE 82,2:P05ITI0N 2,21:RET 




IB 540 ? ■ 



URN 



Z5 380 ? 



HE 550 REM i:i-i-i-.i:\d'\\m.-\JtJAii,vi:i:i'.i?, 

FF 560 ? "YOUR SELECTION"," 

KH 570 TRAP 560:INPUT A$ : IF AS="" THEN GO 

SUB 370 
PC 580 FOR CH=1 TO 5:IF A$=CHS CCH, CH) THE 

N POP :G0T0 610 
Ift 590 NEXT CH 
PH 600 GOTO 560 
ZE 610 RETURN 

BZ 620 REM t:i:i:i:^:j:r:-^<;Bi.T.iii:t:i:t:t:i 

UN 630 GOSUB 360 
«L 640 GOSUB 560 
BH 650 ON CH GOSUB 1300,890,1378,1400,660 

:GOTO 640 
TW 660 POP 

UO 670 TRAP 670:AUX=O 
YC 680 ? :? "WHAT FILE DO YOU WISH TO LOA 

D":' "Cassette users answer 'Ci'" 
BU 690 INPUT FILE5:IF FILE$="C:" THEN AUX 

=128;G0T0 740 
01 700 IF FILE5="" THEN 620 
KY 710 IF LENfFILE$)>2 THEN IF (FILESC1,1 

)z;"D" AND FILE$t3,3)= ) OR FILE$C1,2 

)="D:" THEN 740 
OC 720 Dl5=FILE$:FILE5tl.3)="Dl:":IF DN<> 

1 THEN FILE$(2,2)=STR5(DNJ 
CR 730 FILE$(4)=DI$ 
CL 740 TRAP 350 : CLOSE ttl : OPEN HI, 4, AUX, FI 

LE$ 
HJ 750 ? :? FILES;" Will now be loaded":? 
"^and displayed.":? :? "When you are 

ready to print,":? "^Press tlCOllJ-" 
GG 760 ? "Or to return to the Menu":? ">P 

ress [iTJTTiTn .":FQR 1=1 TO 150O:NEXT I 
YC 770 GRAPHICS 24 
SL 780 IF R=0 THEN SETCOLOR 2, 18, 14 : SETCO 

LOR 1,0,4:G0T0 800 
JC 790 SETCOLOR 2 , , : SETCOLOR 1,0,12 
XA 800 POKE 850,7:POKE 852 , PEEK f 88) : POKE 

853,PEEKt89) :POKE 856,0!P0KE 857,30 
UK 810 D = U5RtADRt"hfflJ>LVB")) :REM MACHINE L 

ANGUAGE SCREEN LOAD 
LI 820 CLOSE ttl 



ANALOG COMPUTING 



MARCH 1987/ PAGE 101 



(^ Dumpniate 



continued 



GZ 836 IF PEEKC53279)=3 THEN GRAPHICS 0:G 

OTO 620 

CD 848 IF PEEKt53279J <>6 THEN 830 

UU 850 G05UB 250:REM PRINT SUBROUTINE 

PY S60 GOTO 830 

GL 870 IF PEEKtl95)=i36 THEN 830 

PA 880 GOTO 350 

aD 890 REM i]i\i\i-i\iiH-lJAi,}-Vi:i\i:i\i\i 

JZ 500 FILE$ = "Dl:*.*":IF DNOl THEN FILE5 

f2,2)=5TR$CDNJ :TRfiP 350 

CU 910 CL05E «l:OPEN «1,6,0,FILE$ 

PS 920 TRAP 960 

WA 930 INPUT ttljDI$:PRINT DI5;"I"; 

01 940 INPUT »i;DI$:PRINT DI$ 

OH 950 GOTO 930 

GT 960 IF PEEKCi95)=136 THEN ? : RETURN 

Eft 970 ? " [atTTT T n]] -'■; PEEK C195i; RETURN 

XC 990 RESTORE 1030 

IN 1000 T=0:FOR 1=1536 TO 1684 : READ A:POK 

E i,a:T=t+a:next i _______„„ 

ZO 10 10 IF T021491 THEN ? ■■'S LH:1:I']:»<:M>T:1 
>f;m-iif;^< j,|.4,lii.lWI " : ? "CHECK TYPING":EHD 

AF 1020 RETURN 

AX 1030 DATA 216,104,104,133,204,104 

OH 1040 DATA 133,203,169,0,133,215 

KF 1050 DATA 133,207,133,214,133,216 

20 1060 DATA 165,86,208,6,155,85 

ftQ 1070 DATA 208,2,230,216,160,3 

M« 1080 DATA 70,86,102,85,102,215 

OR 1090 DATA 136,208,247,168,5,70 

SH 1100 DATA 215,136,208,251,165,215 

t6 1110 DATA 208,8,169,1,133,207 

KC 1120 DATA 133,214,208,6,165,215 

ZJ 1130 DATA 133,207,198,207,165,88 

TO 1140 DATA 24,101,85,133,212,165 

HI 1150 DATA 89,105,0,133,213,160 

JE 1160 DATA 0,177,212,133,205,200 

PQ 1170 DATA 177,212,133,206,165,214 

NX 1180 DATA 240,7,70,205,165,205 

TX 1190 DATA 24,144,15,164,207,240 

JC 1200 DATA 7,6,206,38,205,136 

IV 1210 DATA 208,249,165,205,41,127 

PH 1220 DATA 234,234,164,84,165,216 

IG 1230 DATA 240,2,74,74,145,203 

KP 1240 DATA 169,40,24,101,212,133 

JT 1250 DATA 212,169,0,101,213,133 

IF 1260 DATA 213,200,132,84,192,192 

ER 1270 DATA 208,187,198,84,96 

CS 1280 REM * 149 BYTES 

HE 1300 REM i\i\i\i\i\:^Am:n-i^i^n\i\i\i\i 

OY 1310 ? "MARGIN IS SET IM SIXTIETHS OF 

AN INCH. CHOOSE ANY NUMBER FROM 1 TO 28 

8.":TRAP 1310:M$="E0O1" 
RM 1320 INPUT M:M=INTtMJ :IF M<1 OR M>288 

THEN 1320 
LW 1330 IF M<10 THEN M$ (4) =STRS CM) : RETURN 
UT 1340 IF M<100 THEN M5 £3) =STR$ tM) : RETUR 

N 
YW 1350 MS C2 ) =STR$ CM? ; RETURN 

SA 1360 REM iiiiiiiii; J J ! M ' tri J >] ;> tu ;■ : Ml : I =1 J ■i;fft;i;i 

MM 1370 ? "DRIVE NUMBER IS NOM ";DN:? "CH 

ANGE TO "J 
SS 1380 TRAP 1370!INPUT NDNlIF NDN<1 OR N 

DN>MDN THEN 1370 

MW 1390 DN=:NDN: RETURN 

BD 1400 IF R = THEN R=l!? " I:U'J=<:M=I PRINTI 

NG IS 0N":P0KE 1650,73:POKE 1651,127:R 

ETURN 

JH 1410 R=0:? "[jHOaDai PRINTING IS OFF":P 

OKE 1650,234:P0KE 1651, 234 : RETURN 
K5 1420 REM Bytes at 1650 and 1651 (115th 
and 116th bytes] are NOPs for reverse 
X printing. 



Listing 2. 
Assembly listing. 



ORG 1536 






DUMPMATE 

used to p 

MeMory f 

with the 

printer an 

BASIC 

revision 

by Arthu 



KKKKKKXKKKKK 



M-L 
roce 
or p 

Oki 
d th 

pro 

of 
r F. 

KKKK 



UTILITY » 
ss screen » 
rinting « 
Mate 10 * 
e DuMpHate* 
graM » 
9/23/85 » 

Horan * 

KKKKKKXKKKM 



Equates! 
ROWCRS 
COLCRS 
PRINT 
PBL 



PBH 

SAVMSC 

SHIFT 

LAST 

SCREENAD 

NOLFT 

OFFSET 

CIOU 

;PrograM 
OLD 
PLA 
PLA 

STA 
PLA 
STA 



= 84; Y-coordinate 

= 85j x-coordinate 

= 203; pointer to PRINTS 

= 205; stores processed 

; screen data-lo byte 
= 206; scrn data - hi byte 
= 88; start of screen wen 
= 207; shift factor 
= 216; flag for colunn O 
= 212;pointer to scrn byte 
= 214; flag for sh. 

; direction 
= 215; for current line 

; dUMp 

= 58454; vector to CIO 
starts here 

;discard n arguMents 

;pull hi-byte of 

; PRYNTS 
PRlNT+1 ;and save 

;now get lo-byte 
PRINT ;save it too 



;lnitialize variables 
LDA »0 
STA OFFSET 
STA SHIFT 
STA NOLFT 
STA LAST 



;Check if coluMn o 
LDA COLCRS+1 
BNE GETOFF 
LDA COLCRS 
BNE GETOFF 
INC LAST ;yes, 



set flag 



;Loop to get offset 
GETOFF LDY «3 

DIU8 LSR COLCRS+l; divide X-pos 
ROR COLCRS ;by 8 for offset 

; into screen 
ROR OFFSET ; Menory and save 
DEY ;reMainder as offset 

; into lo-byte 
BNE DIU8 ;of 7-bit pixel array 

;Now right- justify renainder 

LDY ttS 
JUST LSR OFFSET 

DEY 

BNE JUST 

Initialize shift factor according 
to bit-offset 

of cursor position in screen 
INSH LDA OFFSET 

BNE OFl 

LDA «1 



PAGE 102 / MARCH 1987 



ANALOG COMPUTING 



OFl 



5Tft SHIFT 
STft NOLFT 
BHE PROCESS 
LDfl OFFSET 
STA SHIFT 
DEC SHIFT 



Now process screen bi^tes 

PROCESS LDfl SflyMSC ; set up pointer 
CLC 

ODC COLORS 

STfl SCREENED 

LDA 5ftUM5C+l 

ADC UQ 

STA SCREENflD+1 

Loop through a vertical "STRIPE" 
of screen & process it for 
printing 
GBYTE LDY ttO 

LDA C5CREENADJ,Y 

STA PBL ;get pic-byte lo 

INY ' 

LDa' CSCREENAD3 ,Y 

STA PBH ;& pic-byte hi 

LDA NOLFT ;shift right? 

BEQ SH2 ;no, so skip ahead 

LSR PBL ;shift right one bit 

LDA PBL 

CLC J force branch 

BCC FILBUF 



SH2 LDY SHIFT ;shift 7-bit field 
i left according 



BEQ NOSH ;to calculated factor 

■ 

DOSHL ASL PBH ;shift hi-byte 

ROL PBL jand rotate lo-byte 

DEY 

BNE DOSHL 

NOSH LDA PBL 

AND ttl27 ;Mask out bit 7 

;Fill buf strng with processed byte 
FILBUF NOP ;padding to allow 

J later Hodification 

NOP ; f or reverse printing 

LDY ROWCRS 

LDK LAST 

BEQ FILL ^handle last stripe? 

LSR A 

LSR A ;yes, so shift 

FILL STA CPRINT3,Y ;fill PRINTS 

LDA »40 ;set pointer to next 

CLC 

ADC 5CREENAD ;screen row 

STA SCREENAD 

LDA no 

ADC SCREENAD+1 

STA SCREENAD+1 

INY 

STY ROWCRS 

CPY «192 ;done? 

BNE GBYTE ;no, go back. 

DEC ROMCRS 

RTS ;That'S it! 



SRM 



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ANALOG COMPUTING 



MARCH 1987 /PAGE 103 



1^ 



• B 



the successor to Pascal 







■ FULL interface to GEM DOS. AES 
and VDI 

■ Smart linker lor greatly reduced 
code size 

■ Full Screen Editor linked lo compiler 
locates and identifies all errors, 

■ True native code implementation 
(No! UCSD p-Code or M-code) 

■ Soptiisticatod multi-pass compiler 
allows forward references and code 
optimization 

■ Desktop automates 
Edit/Compile/Link cycle 

■ FileSystem. ReallnOut, LonglnOut, 
InOut, Strings. Storage, Terminal 



■ Streams, MathLibOand all standard 
modules 

■ Directory search paths 

■ Supports real numbers and 
transcendental functions lo sin. cos, 
tan, arclan. exp. In, log, power, sqrt 

■ 3d graphics and multi-tasking 
demos 

■ CODE statement lor assembly code 

■ 370-page manual 

> Installs on Hard disk and RAM disk 

■ No royalties or copy prolection 

■ Phone and network customer 
support provided 



Pascal and Modula-2 source code are nearly identical. Modula-2 should be thought 
of as an enhanced superset of Pascal. Professor Niklaus Wirth (the creator ol 
Pascal) designed Modula-2 to replace Pascal 



Added features of Modula-2 not found in Pascal 



I CASE has an ELSE and may contain 

subranges 
I Programs may be broken up into 
Modules for separate compilation 
I Machine level interface 
Bit-wise operalors 
Direct port and Memory access 
Absolute addressing 
Interrupt structure 



■ Dynamic strings that may be any 
size 

■ Multi-tasking is supported 

■ Procedure variables 

■ Module version control 

■ Programmer definable scope of 
objects 

■ Open array parameters (VAR r. 
ARRAY OF REALS;) 

■ Elegant type transfer functions 



Ramdisk 
Benchmarks (sees) 

Sieve of Eratosthenes: 

Float 

Gale 

Null program 



Compile 

6.2 
6.4 
5.5 
5.1 



4.3 
4.8 
4.2 

3.2 



3.5 
8.3 
3.3 



Oplomized 
Size 

2600 bytes 
4844 bytes 
2878 bytes 
2370 bytes 



MODULE Sieve; 


MODULE Float; 


CONST Size = 8190; 


FROM MathLibO IMPORT sin. In, exp. 


TYPE FlagRange = 10..Size|; 


sqrt, arctan; 


FlagSet = SET OF FlagRange; 


VAR x,y; REAL; i: CARDINAL; 


VAR Flags; FlagSet; 


BEGIN CST-.SA-.SS--) 


i; FlagRange; 


x;= 10; 


Prime, k. Count, iter, CARDINAL; 


FOR i;= 1 TO 1000 DO 


BEGIN (■$S-,SR-,$A' •) 


y;= sin (x); y;= In (x); y:= exp (x); 


FOR lter;= 1 TO 10 DO 


y;- sqrt (x); y;= arctan (x); 


Count:= 0; 


x;= XH 0.01; 


Flags;= FlagSet{); (' empty set ") 


END; 


FOR i;= TO Size DO 


END float. 


IF (i IN Flags) THEN 
Pnme;= (i ' 2) + 3; k;^- i » Prime; 






WHILE k <= Size DO 


MODULE calc; 


INCL (Flags, k); 


VAR a,b,c; REAL; n. i: CARDINAL, 


k;= k + Prime: 


BEGIN (•ST-,SA^,SS--) 


END: 


n;= 5000; 


Count;= Count + 1; 


a:= 2.71826: b:= 3.14159; c:= 1.0 


END; 


FOR i:= 1 TO n DO 


END; 


c;= c'a: c:= c'b: c;= c/a; c;= c/b; 


END; 


END: 


END Sieve. 


END calc. 



Product History 

The TDI Modula-2 compiler has been running on the Pinnacle supermicro (Aug, 
'84). Amiga (Jan. '86) and will soon appear on the Macintosh and UNIX in the 4th 
Qtr. '86. 



Regular Version $79.95 Developers Version $149.95 Commercial Version $299.95 

The regular version contains all the features listed above. The developer's version 
supplies an extra diskette containing a symbol file decoder - link and load file 
disassemblers - a source file cross referencer - symbolic debugger - high level 
Windows library Module - Ramdisk and Piint Spooler source files - Resource 
Compiler. The commercial version contains all of the Atari module source files. 





Other Modula-2 Products 




Kermit 


- Contains full source plus Sl5 connect time lo CompuServe. 


$29,95 


Examples 


- Many Modula-2 example programs to show 






advanced programming techniques 


S24.95 


GRID 


- Sophisticated multi-key file access method with over 






30 procedures to access variable length records. 


S49.95 



TDI 



SOFTWARE, INC. 



10410 Markison Road 
Telex; 888442 



Dallas, Texas 75238 ■ (214) 340-4942 
CompuServe Number; 75026,1331 




CIRCLE »M3 ON READER SERVICE CARD 



INDEX TO ADVERTISERS 



READER SERVICE H ADVERTISER PAGE « 

130 Abacus Software 86 

104 American TV 10 

— ANALOG Publishing 5, 7, 8, 26, OBC 

102 Astra Systems 3 

134 Austin Code Works 93 

135 Bay View Software 93 

103 Beckemeyer Development Tools 9 

122 Compucat 64 

129 CompuServe Information Systems 84, 85 

106 Computability 12, 13 

112 Computer Creations, Inc 33 

138 Computer Crossware Lab, Inc 94 

121 Computer Games Plus 64 

107 Computer Garden 18 

116 Computer Mail Order 44, 45 

141 Computer Palace 99 

128 Computer Repeats, Inc 80 

133 Computer Solutions Norttiwest 92 

110 COVOX, Inc 25 

109 Electronic One 22 

126 Future Systems Software 73 

118 Gemini 56 

120 Happy Computer Products 60 

— Jesse Jones 56 

146 Lyco Computer 47 

136 Megamax, Inc 93 

137 MictiTron Corporation 93 

115 Microcube Corporation 80 

119 Microdaft 56 

105 Micromiser 11 

113 Microtyme 34 

139 Midisoft, Corp 96 

108 Mind Link Communications, Inc 18 

123 Newell Industries 64 

131 O&R International 88 

— Paradox Software 91 

147 Precision Metalfab 58 

117 Protecto Enterprises 52, 53, 54, 55 

124 Regent Software 66 

132 Rocky Mountain Atari Service 92 

140 S & S Wfiolesalers 97 

111 Software Discounters of America 31 

114 Souttiern Software 80 

142 SRM Enterprises 103 

101 subLOGIC Corp IFC 

143 T.D.I. Software 104 

127 Unlimited Software 73 

125 Wedgwood Rental 67 

144 XLent Software IBC 

This index is an additional service. While every effort is made to provide a complete and 
accurate listing, the publisher cannot be responsible for inadvertent errors. 



PAGE 104 / MARCH 1987 



ANALOG COMPUTING 



When Printers Get Down 

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The 8-Bit Atari software that will really give the business to your Epson, 
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results that look almost professionally typeset. 48K/128K disk 

Megafont n+ $24.95 By Dellinger & Rognhe * 

A complete program lister and graphics dumper. This utility is 
used by most national Atari magazines to print out program 
listings for publication; but it's much more. Print graphics, 7 + /8 
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Type direct from the keyboard to the printer in your own custom 
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your printer. 48K disk 

P.S. Interface $29.95 By Castell * 

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A layout utility that lets you plan an 8'/z" x U" page on your 
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other Printware Series software. 48K disk 

Rubber Stamp $29.95 By Dorfman, Young & Dellinger * 

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