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.
uv
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"
1 ^iT 1
^IB '^Kj>r ^He
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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.
: i i t i J^
:*^ ? W ?
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
■■i
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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
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ANALOG Computing magazine
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WHERE TO WRITE
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Correspondence regarding subscriptions, including problems and changes
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No portion of this magazine may
be reproduced in any form, without
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Many programs are copyrighted and
not public domain.
Due, however, to many requests
from Atari club libraries and bulletin
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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
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This does not apply to programs
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no( public domain and, thus, are not
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In addition, any programs used
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ANALOG Computing magazine. For
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AUTHORS
when submitting articles and pro-
grams, both program listings and text
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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.
AV
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nSTfifl SVST6MS, INC.
2500 South Fairview/Unit L
Santa Ana, California 92704 (714) 549-2141
CflflTE.
mOUSETERPlECE
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by fistra
Hbbos desh and house cleanBr
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Chain your per i phera 1 s
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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
BESI
f
\3est
^::dnrost popu
sr;^^^«^^ '"
aflable.
over
88
of ANAl^O^
space
GAMES 2
Retrofire
Roundup
Livewire
'Avalanche
\ja<^'
de^'
;^^c^
;V\0'
toU^Q
,t^M
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^
^^i''^^
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
mProfessional Solutions:
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Additional Unix-style tools S24.95 On-line
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Ask at)out networking!
MICRO C-SHELL the full featured shell that ■
started it all. New improved version. Now
works with MWC! Still Only $49.95
HAfiD niSK ACCELERATOR make your ST's ■
disk up to ttiree times faster. $39.95
VSH ManagBf a GEM interface to be used H
with MT C-Shell. Run a visual C-Shell in
one wiridow and a GEM application in
another simultaneously $34,95
Knt\lBrm professional terminal emulator H
for the ST Using ANSI X3.64 protocol,
with automatic file transfer and printing.
XMODEM. ASCII text, Kermit. and Compu-
Serve 'B' protocols available. $24.95
Hard Olik ToolKit a stand-alone hard disk H
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tions. $20.95
4v Backamiyar OavslopmBnt TodIi JSiL
47B Santl Clan Avamie Oikland, CA.946I0 415.452.1129
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-
CUSTOM 810 DISK DRIVE — $95.00 assembled on acrylic base - no case
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$ il 50 "CPU. . . CO14806
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•CPU C01 4377 6502
'CPU . . . cot 0745
•ROM . . .C012399B •Pokey . . C012294
•ROM . . .C012499B •PIA ... C014795
•ROM . . .C014599B •GTIA . . CO14805
.Delay. . . CO60472 .Antic. . . C012296
COf0444 .PIA ... CO10750
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DISK DRIVE
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810 MODULES
810 Side Board $29.50
810 Side with Data Sep . . . 39.50
810 Power Board $15.00
810 Analog Board $10.00
Data Separator $12.50
MISC. HARDWARE
600XL64K Upgrade . . . .$29.95
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
New Paris complete with ICs
800 4 PIECE BOARD SET
Includes Main, CPU, 1 0K ROM and
Power Board $28,50
810 BOARD SET
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Includes 400 Mam, CPU and Power
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400 Keyboard $12,50
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Prices subject to change without notice.
Much more! Send SASE for free price list. 'Atari is a reg. traderTiark of Atari Corp.
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
Includes Parts List,
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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
Wrile your own High Speed 6502
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Written by Alan, Works with all Alan
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Manual not included . . . .$10,00
Cart, w Alan Roots $22,95
BASIC CARTRIDGE
Basic Rev. A" Cartridge works wilh all
Atari Computers except ST Includes
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800XL Owners Note! Use this Cart-
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Basic $10,00
POWER PACKS
Replacement Transformer lor:
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ATARI ROOTS BOOK
A Guide to Assembly Language Pro-
gramming $14,95
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16K EPROWI Board wilh case, uses
two2764's $5,95
10 or more $4,95 ea
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series Programs EPROMS 2716,
2732, 2732A, 2764, 27128, 2532
+ EEPROMS 2816A, 52B13,
52B33 Reads 2K lo 8K Alan
ROMS $14500
2764 EPROM S3,95
SOFTWARE
Alan Joystick $ 7,00
Atari Paddles CX40 $6,50
Donkey Kong Cart $5,00
Pac-Man Cartridge S5.00
Eastern From Carl $500
CrosslireCart $5,00
Chicken Cartridge $5,00
Serpentine Disk $5,00
Steller Shuttle Disk $5,00
The Factory Disk $5,00
Spanish Lessons $7,50
Q'Bert Cartridge $10.00
Popeye Cartridge 510,00
Kindercomp Cart $10,00
CALL TOLL FREE
1-800-551-9995
SERVICE RATES
Flat Service Rates below In-
clude Parts & Labor, 60-Day
Warranty
800 S39.50
850 S39.50
400 $29.50
1200XL $49.50
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
fiave Rev B PRINT PEEK(58383).
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
GTIA Upgrade For 800/400
Add additional graphics modes and
make your older computer compatible
with the latest software.
Instructions included . . . S4.50
810 Drive Upgrade
Greatly improve the performance of
your older 810. Stabilize the speed
wilh the addition of an analog and
redesigned rear board.
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!
MiCROMOD
—"TURBOBASE"''—
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UNHEARD OF FEATURES AND CAPACITY ON
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speed of the mostpowerful 16-bit-CORPORATE data-
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PFS File'r etc.-without the BIG BUSINESS garbage
you'll never use in your small business, and without 5/
6ths of the unnecessary procedure. Exclusive fea-
tures you've never seen in 8-bit software: "Open
invoicing," complete error checking, statements you
can design, set-up any accounting system with 1 0,000
records/disk, 8,000 automatically updated inventory
items at three locations on just TWO disks, remote ter-
minals. Multi-page continuous report generator with up
to 3 spread sheets in "windows" supports any printout/
printed form imaginable including checks.
Plus spread sheets to 60 columns, full database
sorting, string search. Graphic, calender output. File
Manager users: imagine information from up to 500
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Never type headings in printouts. Never erase old info
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Fully utilizes EVERY power upgrade like ramdisks,
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7 FULLY INTEGRATED PROGRAMS: Directory Data-
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Invoicmg/Statements/AR, Report Generator, Inven-
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the capacity for clubs, histories, scheduling, teachers
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NAME IT! Third generation manual suitable lor begin-
ners. Free set-up of your application if needed.
WE KNOW it sounds IMPOSSIBLE, FANTASTIC,
LUDICROUS! YouVe demanded ABSOLUTE PROOF,
so HERE IT IS! . . . Quotes from numerous letters we
have received from BONAFIDE CUSTOMERS (not our
friends and relatives!) about "TURBOBASE'S"'" pre-
decessor, MICROMOD 3.0, Please request our com-
plete unedited file of these letters and many more, with
initials/city/state of customers YOU CAN CALL!
ABOUT MICROMOD:
"Benedls and pcrfofmance equal lo an Apple/IBM system . . . "
- -MICROMOD make; it unnecessary to upgrade to an IBM of ST. . . " -
"Same teaiures as the S20,000 system I was consiclenng . . ■■ I have an
IBM and I have not found a bettei package for anywhere near the
price.. . ' - "If I had known what I was getting I would ha^*^ paicJ twice
the price and more . . " - "ll works, has t he speed and capacity rTceded
in txjsiness...'- "Capacity exceeds rcquircmcnis of small firml... "-
"Capabiliiies Iseyond thai of much more expensive hardware and
software... '-'Fast and powerful... '-'Smooth working program/."
-"Best I have encountered... "-'Unlimited for small business use —
the cost is nothing..."- "Never have 1 seen these business functions
combined into such a nice package. .'-Tar more user fiier>dlyth3,T
most business software. . " - 'I recommend it to all my business asso-
ciates ."-"Easy to use..."- 'Congratulations onyouriremendOL.'S
product. . . " - 'Best I'v? found (or a small business. " - "A do-it-all and
do-it-well program., "-"Should meet allyour needs.,."- "Everything
you need to operate your busir>ess .'-"When I opened the package
I was spcechJcss. , . " - "Ex!remely twrteficral product , , "
ABOUT OUR SUPPORT:
"Incredible heJp. .'-"rveneverseensuchsuppori.. "-"Supportihai's
unheard of in the software industry. , . " - "Unbelievable - 1 don't know
of any product or service in our economy today that comes close
to the support MicroMiscr offers , , " - 'Support to an extent I have
never seen,, '- "More than any manu/acturer,,."- "The support is
?re3t.. "-"Leimecongraiulaleyoufof your supporl,,.'- "Looking
)rward to doing business with you again ,, "- "Here's my order for
another program for my Dad's business . , ' - "Best support in the
microcomputer softwaie field, "-"Manual is awesome.,, "-"Tlianks
for a solution, not just a few hints, '
COMPARING TO SYNFILE - 1SF|, VISICALC "■ |VC|,
HOME ACCOUNTANT " (HA), PEACHTREE '" (PT|,
OATA PERFECT -(DPI:
"They are good programs, but capacity is a big limitation.. '- "HA was
awful. SF was useless, DP rrai enouqh capKity MICROMOD is trw
only one I'm willing to use, , " - "MICROMOD docs what it took
several proqiams to do. Infofmanon in the form TOU chtxjse , , , " -
"MICROMOD much more extensive and easier to use than DP . . ' - 'I
have used all these programs and MICROMOD is superior 10 them all
The power of MICROMOD 3 is awsesome , , "- "Absolutely no com-
parison. . " - "I used VC. SF, DP and MICROMOD outpaced them
all, , . " - "Much more flexible , , " - "With PJ you must tailor your appli-
cation to lit the program, wilh MICROMOD you tailof the program
to fit your application , , " - "I purcliased SF and there is really rra com-
parrson to MICROMOD , . ' - 'PT required 3 j)rogram disks at S99
each., . "- "Having used SF. HA, and DP I can say that MICROMOD is
fat tjeyond and above the;e programs..."
Need more power? You have two choices: 1. Buy an
ST'" or IBf\fl'" clone lor $1,150 f (two drives + soft-
ware -f the usual non-existent support), throw away
your 8-bit software and the years it took to learn your
system, or 2. Buy MICROMOD TURBOBASE"' lor
$159.95 and get PROVEN support/service and GUAR-
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Sorry! Our heavy support commitment may leave little
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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
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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-
SHIPPING: Software-free snipping on us orders over
S100 otherwise S2 50 us S6 50 ouiside US Hardware ■
depends on weight, call for quote COD ado Si 90 ♦ 5%.
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
description of the problem.
Free Discount Catalog!
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
ATARI HARDWARE
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
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^ 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
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purchase orders welcome Due to our low prices, all sales are final NO CREDITS All defective returns must
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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
ST -6' Printer Cable
ST - Modem Cable (to Hayes, etc.)
ST -Monitor Stand, Swivels Till
ST Clock Internal or Plug-In
Disk File for 3.5" disks {holds 40) ..
Flip N File DATA CASE (fields 50) 5y< .
Disk File, with Lock (holds 100!) 5'A .
Power Strip, 6 outlet, (15 amp Surge)
Deluxe Power Strip w/Spike & Surge
Printer Stand, Heavy Duty. Sloping. . . .
ATARI "Standard" Joystick
Epyx 500XJ Joystick
WICO Bat Handle Stick
Competition Pro 5000X Stick
6' Atari Serial I/O Cable
Book of Adventure Games I or II
Disk Notcher
CompuServe Slarler Kit
U.S. DOUBLER(Dbl. Density for 1050)
U.S. DOUBLER without Sparta DOS .
"Duplicator" lor 1050 Disk Drive
13
.15
.24
.13
. .7
.15
.17
.18
.7
.15
. 5
.24
49
29
125
PRINTER SUPPLIES
MAILING LABELS, White, 500 pack 3
per 1000 4
Blu,Pnk, Gn,Yel, 800 pack (200 ea) 9
per 500, any 1 color 5
per 1000, any 1 color 7
Big Labels, 1-7/16x4", While, per 500 5
PRINTER PAPER, Micro-Fine perfs, 20 lb.
500 sheets. Pure White Bond 8
1000 sheets, same as above 14
PAINTSHOP "Rainbow" Color Paper Packs
Pastels (5 colors), 50 sheets of ea 12
Matching Envelopes, 20 of each 6
Brights (8 colors), 50 sheets of ea 29
Matching Envelopes, 20 of each 10
ALL 13 colors, 50 sheets of each 39
Matching Envelopes, 20 of each 14
8BIT SOFTWARE
ATARI
Atariwriter fius 35
Proofreader 12
Silent Butler 18
Learning Phone 16
Star Raiders II 13
OTHERS CALL
ACCESS
Triple Pack 14
Leader Board 26
Tournament Disks 14
ACCOLADE
Hardball 20
Fight Night 20
BATTERIES INCLUDED
Paperclip w/Spellpak 39
Homepak 33
B-GRAPH 27
ACTIVISION
Music Studio 23
Mind Shadow 17
ARTWORKX
Strip Poker 19
S.P. Data Disks each 13
BRODERBUND
Ctiampionship Loderunner .... 18
Karateka 18
Loderunner 23
Print Shop 28
Print Shop Companion 24
Graphics Library 1,2, or 3 . .ea 16
DATASOFT
Alternate Reality 27
Never Ending Story 21
ELECTRONIC ARTS
Racing Destruction Set 12
Super Boulderdash 12
Touchdown Football 12
Ultima IV 43
Many Other Titles ...CALL. .12
EPYX
Summer Games II 26
Winter Games 26
World Karate Championship .19
INFOCOM
Hitchhiker's Guide 23
Spell Breaker 29
All Others CALL
o.s.s.
Action 46
Basic XL 36
MAC/65 46
Tool Kits tor above ea 19
Basic XE 46
SSI
Mech Brigade 38
War Game Const. Set. .
NAM
.19
26
USAAF
38
OTHERS
CALL
SUBLOGIC
Flight Simulator II
Scenery Disks 1-6
All 6 Scenery Disks ....
SYNAPSE
SYN CALC
.37
. .ea15
... 74
. . 31
SYN CALC TEMPUTES .
SYN FILE -f
XLENT
Typesetter .
...13
. .31
22
Rubber Stamp
Page Designer
. .20
...20
16
P.S. Interlace
Word Processor
. ...19
...20
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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.
^^^ 'iIm' ^^^^'' ■■ ■
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_^^lMBBh V|^^9|H9Bw<'l9v ■ ' jVl^BLfii
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^^^^BS^^^M.
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ANALOG COMPUTING
MARCH 1987 /PAGE 43
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CIRCLE #116 ON READER SERVICE CARD
A-
A^^""
cV^"^^
(a
l\ve
f(M
,di^^
€>''
\)0^\^
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
-composite and 80 column RGB mode. Must be used to get 80 Columns In color
with 80 column computers. Specially designed for use wtlh the C128's special
composite video output, plus green screen only option switch. (Add $1 4.50
shipping and handling)
SALE $
237
00*
List $399
SALE
Super High Resolution
12" 35MHz GREEN OR AMBER MONITOR
This new 80 column, 1000 lines at center, high resolution display monitor is
precision engineered to give you the best high resolution screen possible. The
35 MHz Bandwidth allows use with IBM® and Apple® computers. The
comosite screen is non-glare which makes it easier to read by reducing eye
strain. Monitors come in green or amber color screens. Fantastic for business I
Great for IBM®, Apple®, Laser®,
Atari® A Commodore® Computers
SALE$
99
00
List $249
13" COLOR DISPLAY MONITOR
This all-purpose 13" color display monitor accepts an NTSC composite signal
and will work with a wide assortment of today's personal and professional
computers. It generates crisp, easy-to-read alphanumeric or graphic display
through the use of a slotted .nask, black matrix quick start picture tube. This
versatile monitor a'so has a built in audio amplifier and speaker with volume
control, a 1000 character display capacity, and an all plastic cabinet for
portability and easy cleaning. (Add $1 4.50 for Shipping and hiandling)
SALE $
179
95* SALE
<:>o<z^K=>'Z><z
^E^
List $329
Premium Quality
RONT
I. i[D PO^^t>^ Os.Of: iNOiCi" -
!. POWCH 0\Wf S~!"Cn
J. AUDIO '.IU^I^G S'-":n
S. PERSONAl COMPUItRm' DISPLAY SEICCTION S\V\]
^ ■^nf STATION SEIECTOR
: Ltif SIAIION SEtfCIOR
TV TUNER CHANGES MONITOR INTO TV
ncrease the volue of your monitor by turning it into a television when your not
computing I Elegant TV Tuner with dual UHF/VHF selector switches goes
between your computer and monitor. Includes mute, automatic fine tuning
and computer/TV selector switches. Inputs included for 300 ohm, 75 ohm, and
UHF. Can be used with cable TV and VCR's. Fantastic Value. Limited
Quantities. (Includes loop antenna for UHF & RCA connection cables) Add
$3.00 shipping and handling. Plus $3.00 for APO/FPO orders.
Fantastic Value SALE
' 064/ Atari Composite Cable $9.95 * C128 RGB/ Composite 80 Column Cable $19.95
$49
List $99.95
15 Day Free Trial * 90 Day Immediate Replacement Warranty
• LOWEST PRICES • BEST SERVICE IN U.S.A. • ONE DA Y EXPRESS MAIL • FREE CATALOGS •
Add $10.00 for shipping, handling and insurance. Illinois residents please add
6'/i% iax. Monitors can only be shipped to Continental U.S. addresses only.
Enclose Cashier Check, Money Order or Personal Check. Allow 14 days for
delivery, 2 to 7 days for phone orders, 1 day express mail. Prices & Availability
subject to change without notice. No Monitors APO-FPO.
VISA— MASTERCARD— CO. D.
C.O.D. ON PHONE ORDERS ONLY
We i/Ove Our Customers
22292 N. Pepper Rd., Barrington, Illinois 60010
13 1 2] 382-52a4 TO ORDER
CIRCLE #117 ON READER SERVICE CARD
Famous ]\atianal Brand
NLQ 180
Hi-Speed Printer Sale
} 80 CPS • Near Letter Quality •
Lifetime Warranty
Below
Wholesale
Cost Prices!!!
List $499.95
Fantastic
Price
60% OFF LIST PRICE
NLQ-180 Premium Quality Printer
Near Letter Quality Selectable From Front
Panel Controls • High Speed Dot Matrix*
Letter Quality Modes • 8K Buffer frees up
computer 4-times faster • Pica, Elite,
Italics, Condensed • Super Graphics •
Business or Personal • Tractor/Friction •
15 Day Free Trial • Lifetime Warranty on
Print Head* • 6 Month Immediate
Replacement Warranty •
NLQ-180 Print Samples
Lifetime Warranty''
This is an example of ITALICS
EI n f-i ^L n cr ^ cd Boldface
Condensed Text Double-strike
example .of Near Letter Quality
APPLE — ATARI — EPSON
Print Buffer
8K bytes utility buffer
Printing Direction
Text Mode — Bi-directional
Graphic Mode — Uni-directional
Interface
Centronics type parallel (8-bit)
Paper
Plain paper, Roll paper. Single sheet
Fanfold, Multipart paper: max. 3 sheets
(original plus 2 copies)
Character Fonts
Pica, Elite, Italics, Condensed
NLQ 1 80 SPECIFICATIONS ibm - commodore - etc.
Printing Method
Impact dot matrix
Printing Speed
160-180 CPS at standard character printing
Printing Characters
Standard 9x9 dot matrix
NLQ 12 X 18 dot matrix (33cps)
Character size: 2. 12 x 2.8 mm (standard)
Character sets: Full ASCII character set (96)
32 International characters
Ink Ribbon Cartridge
Ribbon Life: 3 million characters/cartridge
Physical Dimensions
Size: I5"xl2"x5"
Weight: 12.7 lbs.
Maximum Number of Characters
INTERFACES
Standard: 10 cpi
Standard enlarged: 5 cpi
Elite: 12 cpi
Elite enlarged: 6 cpi
Condensed: 17 cpi
Condensed enlarged: 8.5 cpi
Condensed elite: 20 cpi
80 cpi
40 cpi
%cpl
48 cpi
132 cpi
66 cpi
160 cpi
Atari $39.95 Apple $49.95 Commodore $29.95 IBM $49.95 Laser $19.95
Add $10.00 for shipping, handling, and insurance. Illinois residents please add
6%% soles tax. Add 20.00 for CANADA, PUERTO RICO, HAWAII, ALASKA,
APO-FPO orders. All orders must be in U.S. Dollars. WE DO NOT EXPORT TO
OTHER COUNTRIES EXCEPT CANADA. Enclose Cashier Check, Money Order or
Personal Check. Allow 14 days for delivery, 2 toTdoys for phone orders, 1 day
express moil. Prices S Availability subject to change without notice.
VISA — MASTER CARD — C.O.P. C.O.D. on phone orders only.
We Love Our Customers
22292 N. Pepper Rd., Barrington,
3 1 a/38a-sa44 t<
inols 60010
CIRCLE #117 ON READER SERVICE CARD
SALE
SUPER VALUES
PROi i;c ic> I.N I i:ri»rixi;s
SAVE
SINGLE SIDED/DOUBLE
DENSITY DISKS
.29 ea.
100% Certified 514" floppy disks. Lifetime
Warranty, automatic lint cleaning liner
included. 1 Box of 100 $29.00 List $1.99 ea.
SALE $.29 ea.
ATARI WRITER
WORD PROCESSOR
SALE$/10 O^
^-7 •-7*-' List $99
Write papers, reports, schoolwork, ect.
quickly and efficiently with the No. 1 Atari
word processor with spelling checker. Make
changes with preview modes. Features
included: full screen editing, double column
printing, page no.s, headers-footers,
centering, condensed, elongated, margin
setting, underling search and replace and
much more. (Disk) List $99.00 SALE $49.95
JOYSTICK SALE
SALE $ 1 #; O^
-M.\J»:^%J List $24.95
This Pro 5000 with microswitches has been
rated No. 1 in joysticks. Arcade Quality.
List $24.95 SALE $16.95
FLIP— N— FILE
SALE $14 QC
^^•^•J List $24.95
Everyone needs a floppy disk secretary. Dust
and dirt can hurt your disks. Proper filing
and protection of you disk collection will
reduce unnecessary wear and tear. Flip-N-
File holds over 70 disks in one easy to find,
protective filer. List $24.95 SALE $14.95
SOFXWARE
TRIPLE PACK (D) $19 95
LEADER BOARD (D) $24.95
ACCOLADE
FIGHT NIGHT (D) Ig 95
HARDBALL (D) 18195
ACTiVISION
SPACE SHUTTLE (D) $15 95
HACKER (D) 1S.95
GREAT AMERICAN CROSS COUNTRY RACE (D) 15.95
GHOSTBUSTERS (D) 19.95
BATTERIES INCLUDED
HOME PACK (D) $19 95
PAPER CLIP (D) 29!95
BRODERBUND
PRINT SHOP (D) $25,95
PRINT SHOP COMPANION (D) 22 95
GRAPHICS LIB. 1,2 or 3(D) 15 95
KARATEKA (D) H 95
COSMI
CAVERNS OF KHAFKA (D) $10.95
TALLADEGA (D) 10.95
FORBIDDEN FOREST (D) 10.95
MASTERS OF TIME (D) 10.95
AZTEC CHALLENGE (D) 4.95
E FACTOR (D) 4.95
CRYPTS OF PLUMBOUS (D) 4.95
SPIDER INVASION (T) 4.95
DATA SOFT
MR . DO (D) $9.95
PAC-MAN (D) 9.95
DIG DUG (D) 9.95
POLE POSITION (D) 9.95
CONAN (D) 9.95
GOONIES (D) , 12.95
ZORRO (D) 12.95
BRUCE LEE(D). 12.95
221 B BAKER STREET (D) 11.95
ELECTRONIC ARTS
ONE ON ONE (D) $9.95
PINBALL CONTRUCTION (D) 9.95
MUSIC CONSTRUCTION (D) 9.95
RACING DESTRUCTION (D) 9.95
AGE OF ADVENTURE (D) 9.95
SUPER BOULDERDASH (D) 9.95
SEVEN CITIES OF GOLD (D) 9.95
GOLDEN OLDIES (D) 19.95
MOVIE MAKER (D) 12.95
OGRE (D) 26.95
CHESSMASTER (D) 26.95
LORDS OF CONQUEST (D) 22.95
EPVX
500XJ JOYSTICK $14.95
BALL BLAZER (D) 12.95
RESCUE ON FRACTULUS (D) 12.95
WORLD KARATE CHAMP (D) 18.95
SUMMER OLYMPIC GAMES (D) 14.95
HAYDEN
SARGON III (D) $9.95
SAT VERBAL MODULE (D) 14 95
SAT MATH MODULE (D) 14.95
SAT PRACTICE TEST (D) 14.95
HI — TECH EXPRESSIONS
CARD WARE (D) $7.95
HEART WARE (D) 7.95
PARTY WARE(D) 9.95
WARE WITH ALL KIT (D) 9.95
JINGLE DISK (D) 5 95
HOLIDAY PRINT PAPER (D) 7.95
INFOCOM
MOONMIST (D) $24.95
BALLYHOO (D) 24 95
HITCHHIKER'S GUIDE TO THE GALAXY (D) 22.95
WISHBRINGER (D) 22.95
S.S.I.
BATTLE OF ANTIETAM (D) $32 95
GETTYSBURG (D) 34 95
MECH BRIGADE (D) 34 95
NAM (D) 23.95
U.S.A.A.F. (D) 34.95
KAMPFGRUPPE (D) 34 95
SIX GUN SHOOTOUT (D) 23 95
CARRIER FORCE (D) 23 95
FIELD OF FIRE (D) 23 95
IMPERIUM GALATUM (D) 23 95
WAR CONSTRUCTION SET (D) 34.95
WARSHIP (D) 34.95
BROADSIDES (D) 23 95
COMPUTER QUARTERBACK (D) 23.95
COUMPUTER BASEBALL (D) 23 95
COLONIAL CONQUEST (D) 23 95
COMPUTER AMBUSH (D) 32.95
XLENT
TYPESETTER (D) $21.95
RUBBER STAMP (D) 18 95
PAGE DESIGNER (D) 18 95
P.S. INTERFACE (D) ' " 18'95
1ST XLENT WORD PROCESSOR (D) 18.95
MEGAFONT (D) 16.95
PEACHTREE
GENERAL LEDGER (D) $37 95
ACCOUNTS RECEIVABLE (D) 37 95
ACCOUNTS PAYABLE (D) 37 95
AMERICAN EDUCATIONAL COMPUTBR
BIOLOGY FACTS (D) *».»S
ELEMENTARY SCIENCE FACTS (D) ♦.»»
U.S. GEOGRAPHY FACTS (D) 9.95
U.S. GOVERNMENT FACTS (D) 9.95
U.S. HISTORY FACTS (D) 9.95
WORLD GEOGRAPHY FACTS (D) 9.95
WORLD HISTORY FACTS (D) 9.95
FRENCH VOCABULARY SKILLS (D) 9.95
SPANISH VOCABULARY SKILLS (D) 9.95
AEC SPELLING (D) 19.95
LEARN TO READ (D) 19.95
READING COMPREHENSION (D) 19.95
DESIONWARE
TRAP-A-ZOID (D) 9.95
SPELLAGRAPH (D) 9.95
MATH MAZE (D) 14.95
CRYPTO CUBE (D) 12.95
SPELLICOPTER (D) 14.95
MISSION ALGEBRA (D) 24.95
SAT WORD ATTACK SKILLS (D) 22.95
PSAT WORD ATTACK SKILLS (D) 22.95
INTRODUCTION TO COUNTING (D) 22.95
BLUE CHIP TYCOON (D) 14.95
BLUE CHIP MILLIONAIRE (D) 14.95
FISHER PRICE
LINKING LOGIC (C) $9.95
DANCE FANTASY (Q 9.9S
MEMORY MANOR (Q 9.9S
LOGIC LEVELS (Q 9.95
SPINNAKER
DELTA DRAWING (C) $9.95
PACEMAKER (C) 9.95
KIDS ON KEYS (C) 9.95
DELTA DRAWING (C) 9.95
SYNAPSE
MINDWHEEL (D) $19.95
ESSEX (D) 19.95
SYNFILE (D) 32.95
SYNCALC (D) 29.95
SYNCALC TEMPLATES (D) 14.95
WEEKLY READER
PICTURE BUILDER (D) $14.95
STICKYBEAR BOP (D) 14.95
STICKYBEAR NUMBERS (D) 14.95
STICKYBEAR BASKET BOUNCE (D) 14.95
STICKYBEAR OPPOSITES (D) 14.95
STICKYBEAR ABC (D) 14.95
STICKYBEAR SHAPES (D) 14.95
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Add $3.00 for shipping, handling, and insurance. Illinois residents please add6'/i%
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COUNTRIES EXCEPT CANADA. Enclose Cashier Check, Money Order or Personal
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OUR COMPANY WARRANTY
All of our products carry a minimum 90 day warranty. If anything fails
within 90 days from the dote of purchase, simply send your product to
us vio United Parcel Service prepaid. We will lAAMEDIATELY send you a
replacement at no charge via United Porcel Service prepaid. This
warranty proves that W» Lov» Our CuMtoman.
CIRCLE #117 ON READER SERVICE CARD
SAVE
SUPER DEALS
(312) 382-5244 I <) <>RI>I.K
SALE
ATARI 130XE 152K
COMPUTER
SALE $-140 QC
-■.'T-7 • ^•J List $249
This 128K Ram, 24K Rom computer has a
redesigned keyboard for easier use.
Features 256 colors, 4 special function keys,
and more. List $249.00 SALE $149l95
1050 DISK DRIVE
WITH 127K
SALE$iCQ QC
XtJjy mJ^xJ List $299
You can instantly store and retrieve
information and programs 5 times faster
than the Commodore 1541. Contains its
own microprocessor and ROM. DOS 2.5
included.List $299.00 SALE $159.95
APPLE® COMPATIBLE
SYSTEM SALE
SALE$4QQ AA
*TJ^ Jr • Vf VF List $1227
Marvelous! Save over $700! Included are:
Laser 128 Computer, Big Blue Printer, 12"
Samsung Green Monitor, Interface, Magic
Window lie Word Processor, Magiccalc
Spreadsheet, Magic Memory Data Base and
2 Paper Rolls. List $1227.85 SALE $499.00
ATARI SYSTEM SALE
SALE $^00 QS
^Jrjy • jy%J List $361
Here are the fantastic items you'll receive:
Atari 130XE, Atari 1050 Drive, Big Blue
Printer, Atari Interface, and 2 Rolls of
Paper. Save over $60 off the sale prices! List
$361.75 SALE $299.95
BIG BLUE PRINTER
SALES
39.95
List $199
This is the affordable printer you have been waiting for! This 8/2" letter size, 80 column
dot matrix, heat transfer printer features upper and lower case, underline, graphics, word
processing, and much more. List $199.00 SALE $39.95
PREMIUM QUALITY
160-180 CPS COMSTAR
N.L.Q. 180 PRINTER
SALE$1QQ no
J. J^^^ • VVf List $499
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
frees up your computer four times faster than conventional printers, allows you to spend
more time computing and less printing. Pica, Elite, Italics and Condensed print with super
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
1. I Z^ • Z^%J List $299
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,
lightweight, drop in cassette ribbon! (90 day
warranty) Centronics Parallel Interface is
built in. List 299.00 SALE $179.95
COMSTAR 1000 PRINTER
SALE$1QQ Q^
J.VfJ^»J^»J List $349
This is the best values today. Print letters,
documents, ect. at 100 characters per second
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
ATTENTION
COMPUTER CLUBS • DEALERS
We offer big volume discount si
CALL XOD A Y
12" 80 COLUMN
MONITOR
SALE$99^QQ
List $249
Sujjer High Resolution amber or green
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
*= — ^
■
13" COLOR MONITOR
SALE $-170 OC
-■- IJ^m^%J List $329
This premium quality monitor comes with
speaker and audio hook up. High
Resolution, clear screen, 1000 character
display, front panel controls and more,
(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
CALL BEFORE YOU ORDER:
OUR PRICES MA Y BE LOWER
& AND WE OFFER SPECIAL
SYSTEM DEALS
We Love Our Customers
22292 N. Pepper Rd., Barrington, Illinois 60010
312/382-5244 to order
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SIDE-LINE WILL MATCH
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Send a CERTIFIED Check or MONEY
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want price matched, to -
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(201) 455-7844
Orders shipped FREE within 24 hours
FULL Exchange on DOA defects
FULL Manufacturers Warranties Apply
SORRY - we do not have close-outs,
obsolete or discontinued products
APO & FPO add $5.00 HANDLING Charge
NEW
AND IMPROVED
Chipmunk
Atari Backup Utility
Chipmunk is a revolutionary
disk utility that allows you to
unproted hundreds of
popular programs. It
requires no disk drive
modifications and will work
on any Atari compatible disk
drives.
Version 2 now includes an
improved sector copier and
many new parameters to
tack-up the talest software
programs.
To order, please send a check ormoney ordermade out to
MIcrodaft. Fora list of software programs that Chipmunk
unproteds, send a starmped, self-addressed *1 envelope.
micrndlaft:
19 Harbor Drive d^O/1 n/T
Lake Hopatcong. NJ 07849 ipo4.yO
(201) 663-0202
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The ANALOG Computing binder opens flat for easy reading and
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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
ATARI ST OWNERS GET ORGANIZED!!!
Micro-console puts it all together
■ All Metal Construction
iterference Between Components
MICRO-COniSOLE
PRECISION METALFAB, INC.
p. O. BOX 309
C0IUUER5E, TX. 7B109
15121 EB1-3G75
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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CHEERUP UPGRADE introductory price $49.95
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Many Atari users agree ... the HAPPY ENHANCEMENT is superior to the
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NOTE: Ttie 1050 DUPLICATOR is made by DUPLICATING TECHNOLOGIES Inc., they are not
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The most fantastic offer ever made! A complete disk drive with a version 7 HAPPY
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INFORMATION AND SERVICES
All our products are fully compatible willi all Atari 8 bll computers. We otter
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*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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I
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®
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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
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2710
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2730
2740
2750
2760
2770
2780
2790
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2810
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2830
2840
2850
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2870
2880
2890
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2910
2920
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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
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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
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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"
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CIRCLE #115 ON READER SERVICE CARD ■■■■>
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:%
si^
"If you think
you know how to play
Blackjack, meet me
at The Casino. '
/
'. . ^ ,
CuinPUFUN
"I'm into wi>rid events and trivia.
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
•Ready for an adventurous challenge?
We're a team. And Nellie
doesn't horse around."
'••.a
CompuServe
You never know
who you'll be up against
when you go online
with CompuServe;
To buy your CompuServe Subsicri|)tton Kit,
see your nearest computer dealer.
Suggested retail price $39.9&
To request our free brochure or order direct,
call or write: 800-848-81 99
(In Ohio, call 614-457-0802)
CpinpuServe*
5000 Arlington Centre Blvd.
Columbus, OH 43220
MARCH 1987 / PAGE 85
We have the software
you've been looking for!
DataTrieve
^^^^^^The quick and effecient
SHHHBl^^ way of retrieving
■^ • ™ ™' data on the ST
A powerful, large capacity (65,000 by 65,000
cells) spreadsheet package that also features
a built-in calculator, online notepad and
integrated graphics. Displays your data in
numerical or graphical format instantly in up
to seven different chart types (pie, bar, 3D
bar, line, etc.). 14 digit precision with 37 math
functfons and more. $79.95
A GEI^^ among ST drawing programs. Very
friendly, but very powerful design and painting
program. A must for everyone's artistic or
graphics needs. Use up to three windows.
Cut & paste between windows. Free-form
sketching; lines, drcles, ellipses, boxes, text,
fill, copy, move, zoom, spray, paint, undo,
help. Doufaile-sized picture format. $49.95
Data management was never this easy. Help
screens; lightning-fast operation; tailorable
display; user-definable edit masks; up to
64,000 records. Supports multiple files.
Includes (=iAM-disk programs. Complete
search, sort and file subsetting. Interfaces to
TextPro. Easy printer control. Includes five
common database setups. $49.95
3D GRAPHICS
PROGRAMMING
One good book...
INTERNALS
The authoritative insider's guide
A Date nc^3iflr boo'H irom
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3D GRAPHICS PROGRAMMING
FANTASTIC! Rotate about any axis,
zoom in or out, and shade 3D objects. All
programs written In machine language
(and commented) for high speed. Learn
the mathematics behind 3D graphics.
Hidden line removal, shading. With 3D
pattern maker and animator. $24.95
ST INTERKALS
Essential and valuable information for
the professional programmer and ST
novice. Detailed descriptions of the
sound and graphics chips, internal
hardware, I/O ports, using GEM,
system variables, interrupt instruct-
ions, error codes. Commented BIOS
listing. An indispensible reference for
your ST library. 450pp $19.95
ST PEEKS i POKES
Enhance your programs with
the examples found within
this bool<. Explores using
different languages BASIC,
C, LOGO and machine
language, using various
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reading and saving from and
to disk, 280pp $16.95
Optional diskettes are available for $14 95 each.
STTRfCKS&TIPS GEM Programmer's Ref.
Fantastic collection of pro- For serious programmers
grams and info for the ST. needing detailed information
Complete programs include: on GEIi4. Presented in an
super-fast RAIvl disk; time- easy-to-undersland format,
saving printer spooler; color All examples in C and
print hardcopy; plotter output assembly language. Covers
hardcopy; creating access- VDI and AES functions. No
ories. Money saving tricks serious ptogramer should be
and tips. 260pp $19.95 without. 410PB $19.95
Atari and Atari ST are trademarks of Atari Corp.
GEM is a trademark of Digital Research Inc.
r
M "I
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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
msr^-
Wil^ii ^'"
^m
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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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
5
1/4"
Drive for the
®
ATARI
ST & PC
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Unit comes complete with everything that you need!
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Atari is a registered trademark of Atari Corpxsration
^ - ROCKY MOUNTAIN CORP.
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REVIEW
y/
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CIRCLE #132 ON READER SERVICE CARD
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STIO* A disk full of pictures in the DEGAS,
Neochrome & MacPaint format.
STIU Deluxe Piano, NEO editor. Disk
Format Utilities (allows more info in disks),
A command processor (Get out of GEM
and into CPM 68k)
ST12» Disk Cataloging systems. A
database for keeping track of your disks.
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
learning LOGO.
STlSi^ C files, a number of C programs
including source code to study and learn
from. Learn C!
STI6 % XLISP, learn this exciting
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Includes language, documentation files,
and I] sample programs.
STI 7 ^ Picture Slideshow with a number
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These are but 8 of our over 50 diskettes
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COMPUTER SOLUTIONS N.W.
P.O. Box 192
jgj^N Benzonia, MI 49HI6
^sir 1-616-325-2540
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
C CODE FOR THE ST
source code, of course
PC/MPX $45
• light-weight processes from C functions
Coder's Prolog in C $45
• basic Prolog inference engine
Translate Rules to C $30
• C programs from if-then-else rule sets
YACC & PREP $25
• parser generator for LALR(l) grammars
LEX $25
• lexical analyzer generator
tiny-c interpreter & shell $20
• includes tiny-c shell and hook
C Tools $15
• grep, roff, hash, pp, exception macros, etc.
The Austin Code Works
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Austin, Texas 78750-S409
(512) 258-0785
Free shipping on U.S. prepaid orders No credit cards
CIRCLE «134 ON READER SERVICE CARD
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YOU'VE SEEN BASIC RUN.NOW WATCH IT FLY.
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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.
Blackhawk Atari Computer Enthusiasts (BACE)
220 Sherman Ave., Waterloo, I A 50703
Meetings; newsletter. President: Allan Freeman.
Suburban Chicago Atarians (SCAT)
P.O. Box 72266, Roselle, I L 60172
Meetings; BBS; newsletter President: Bob Dillon.
Atari Exchange of Louisville (AEL)
P.O. Box 34183, Louisville, KY 40232
Meetings; BBS; newsletter President: Mark Stroud.
Serious Atari Interests of Louisiana (SAIL)
407 Marmande St., Houma, LA 70363
Meetings; BBS; newsletter President: Ed Spoon.
New Orleans Atari Users Group (NOAUG)
P.O. Box 73236, Metairie LA 70033
Meetings; BBS; newsletter President: Dave Porter
Baltimore Atari Computer Enthusiasts (BACE)
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.
Bitburg In Germany Atari Computer Enthusiasts (BIG ACE)
RO. Box 4735, APO NY 09132-5375
Meetings; newsletter President: David Hinds
ATTENTION USERS' GROUPS
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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
MUSICIANS
Turn the Atari ST, a MIDI
Keyboard, and Midisoft "
Studio software into
your own state-of-the-art
recording studio.
Record and play in real-time or note-
by-note, manipulate 32 tracks at one
time, maneuver or erase phrases of
music. Create tunes within minutes.
Midisoft'" Studio mal<es those com-
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P.O. BOX 1000. BELLEVOE. WA 98009
CIRCLE »139 ON READER SERVICE CARD
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
ANALOG COMPUTING
ATARI HARDWARE
$124.77
1027 Printer
$ 99.00
t 69.00
. $ 79.00
XMU 801 Printer
Atari 850 Interface
Data Casset XM11
., $199.00
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$ 39.77
ATARI ST SYSTEMS
520 ST Computer
SF 354 Disk Drive
SC 1224 Monitor
Basic Logo First Word $747.77
w/SF 314 Oisl< Drive add $112.00
ATARI 128K
Word Processing System
130XE Computer
1050 Disl< Drive
1027 Printer
Atariwtiter Pius
2 Games $377.77
Atari SM 801 Modem $ 37.77
AVATEX 1200 Baud Modem.. .$ 99.00
ST HARDWARE
Atari 20 MB Hard Drive CALL
SF 354 Drive $139.90
SF 314 Drive $189.90
SC 1224 Monitor $ 329.90
EPSON PRINTERS
U( 80 wmactor $259.90
FX85 $379.90
FX26a $504.90
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&
MONO SYSTEMS
IN STOCK
CALL FOR PRICING
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ST SOFTWARE
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Printmaster $ 23.77
Sundog S 23.77
Infocom Cai!
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The Pawn $ 26.97
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Mark Williams 'C $107.97
Lattice C Compiler $ 89.97
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PANASONIC PRINTERS
KXP 1080 $199.00
KXP 1091 $249.00
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with Plug-n-Play $179.90
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Computerized Cord File
Decision Maker
Pro Bowling
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Adv. of Oswald with Cassette
Alphabet Arcade
Astro Quotes
Cash Register
Do it Yourself Spelling
Kross N Quotes
Mini-Crossword A
Mini-Crossword -!J.
Moon Base 10-t6K
Music Box
Number Series
Picture Blocks
Preparing for the SAT
Preschool IQ Builder 1
Star island
Joy Extenders .
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Conversational German
Conversational Italian
Juggle's Rainbow
Juggle's Rainbow
States & Capitols
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Video Easel
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825-80 Co. Printer Ribbon Any *
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FREE FREIGHT ON ALL ORDERS WITHIN CONTINENTAL U.S. OVER $100.00
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Prices Subject to Change Without Notice,
ORDERS RECEIVED BEFORE 12:00 PM WILL BE SHIPPED SAME DAY.
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
COMPUTER
PALACE
Toll Free 1-800-452-8013
• ORDERS ONLY, PLEASE •
CALL US AT (503)683-5361 FOR INFORMATION
A ATARI
Power Without the Price'
ATARI HARDWARE
10 Key pad 33.90
1050 Disk Drive 149.95
130XE Computer 169.50
Lighl Pen. Atari 49.95
16K Ram. Atari 17.95
ACCESS
SOFTWARE
Leaderboarcl(800) 33.90
Triple Pack 17.90
ACCOLADE
Fight Nig(ll(800) 26.90
Hardball 26.90
ATARI SOFTWARE
Assem/Editor(C) 31.50
Basic (C) 19.90
Donkey Kong(C) 9.95
Football(C) 13.95
Jousl(C) 17.90
Planetarium(XL) 34.95
Star Raiders II 19.95
Tracks Field(C) 24.90
ACTIVISION
Amer Road Race 22.50
Gbostbusters 26.90
Master ot *e Lamps . . .22.50
Pasttinder 22.50
Space Shuttle 22.50
BATTERIES
INCLUDED
B/Graph 33.90
Homepak 17.90
Paperclip 49.90
BOOKS
3D Graphics (ST) 22.50
Basic Rel Manual 10.95
Beg. Color Graphics 12.95
Inside Atari Basic 12.95
Intro to So. S Graphc ...14.95
Kids 8 the Atari 19.95
Mast. Mm. Map 360pg.. 9.95
Mast. Mem, Map 30pg...4.95
Program, the 68000 ... .22.50
Roots. Atari 14.95
2nd Book ot Atari 12.95
ST Basic Training G ....16.95
ST Internals(disk) 12.95
ST Machine Language. . .19.95
ST Programming Guide . . 15.95
ST Tricks and Tps 19.95
ST Understand. Basic .. .19.95
Technical Users Note ...34.95
Your Atari Computer 17.95
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Karateka 26.90
Print Shop 39.50
DATASOFT
Alternate Reality 34.90
Bruce Lee 34.90
Crosscheck 26.90
Dallas Quest 19.95
Graphic Generator 22.90
Sands of Egypt 26.90
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Archon 14.95
Archon II: Adept 26.90
Chessmaster 2000 33.90
Lords o( Conguest 29.90
MULE 19.90
Mail Order Monsters 14.95
Music Const. Set 14.95
One on One 14.95
Racing Destruct Set.... 19.90
Seven Cities of Gold ....14.95
Touchdown Foott)all ....14.95
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Monkey Wrench II 29.90
Monkey Wrench XL 29.90
EPYX
Ballblazer 14.95
Eidolon(64K) 14.95
Koronius Rift 14.95
Rescue on Fractalus 14.95
Summer Games 29.90
Trilogy-Apshai 34.90
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World Karate Champ. ...26.90
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Enchanter 31.50
Fooblitzky 33.90
Leather Goddess 29.90
Moon Mist 29.90
Sorcerer 34.90
Zorkl 31.50
Zorklll 34.90
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70 Teams Disk 17.90
'86 Teams Disk 17.90
All Star Roster 1790
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Stat Compiler(64K) 19.95
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Conflict in Vietnam 33.90
Kennedy Approach 31.50
Top Gunner 26.90
MUSE
Beyond Castle Wolfen... 31.50
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Electro-Glide 9.95
LastV-8 9.95
Speed King 9.95
Video Poker 9.95
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Ultima III 39.95
Ultima IV 49.90
OSS
Action 69.50
Action Toolkit 26.90
Basic XL 49.50
Basic XE 69.50
Mac/65 69.50
Writers Tool 59.50
ROKLAN
Deluxe Invaders(C) 5.95
Gorf(C)notXL 5.95
Wizard of Wor(C) 5.95
ROYAL SOFTWARE
Diskkeeper 24.95
EZCalc(ST) 69.95
Helpcalc(XL.XE) 19.95
Helpmate(ST) 29.95
Inventory Masler(XL) ...89.95
Invoice Master(XL) 89.95
Payroll Master(ST) 99.95
Super Maiier-t- 39.95
Super Merger 19.95
Trivia Quest 39.95
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ro-Mission Asteroid ....17.90
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Prof Blackjack 59.50
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Flight Sinnulator II 33.50 jj Scrolling
SPINNAKER *3 Page Flipping
Adventure Creator 22.50 *'' Basics of Animation
Aerobics 34.90 "5 Player Missile Graptiics
Delta Drawing 22.50 "6 Sound & Music
Facennaker 22.50 *'' Disk Utilities
Fraction Fever 22.50 *8 Character Graphics
InSearch/MostAmaz. ..23.90 *9 Gita. Graphics 9-11
Rhymes 8. Riddles 18.90 #10 Sound Effects
QQi *11 Memory Map Tutorial
Combat Leader 34.90 rniipATinuin
Computer Baseball 34.90 tUULfll lUNflL
Field of Fire 34.90 SPECIALI!
fwt'ess :. .17.90 BUY Tricky Tutorials
Gem Stone Warrior 14.95 mm mc __ u-j u^n
Impenum Galactum ....34.90 "'■"o OT W l-W li
Kampfgruppe 52.50 fQj Qnlu $24.95
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Queslron 39.90 0'-30 CHUn
Reforger '88 52.50 injudj,
Six Gun Shootout 33.90 fyigrathon
Wargame Const Set ... . 26.90 j^^ q,^^^,^^ Mj^^jnj
Wizard's Crown 33.90 Music Major
SYNAPSE ^rn';T',ni
Mindwheel 34,90 Mini l^atabase/ Dialer
Syncalc 44.90 Mini Wordprocessor
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Sncomm 34,90 «= Games #2
Synfile-^ 44.90 °°5 °aze
Sntrend 34.90 Bowlers Database
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Zeppelin 31,50 ., ■ „ j „ ,
I Atan Grade Book
XLENT Ttie Bean Machine
Megalont II 24.95 Guess What's Coming/Din
Miniture Golf 26.90 Math For Fun
Page Designer 29.95 Brain Boggier
Printstiop Interface 24.90 The Adventures of Proto
Rubber Stamp 26.90 Protos Favorite Games
Typesetter 34.90 Proto's Fun Day
XlenI Word Processor . . .26.90 1
MISC. ITEMS 99 CENT
Crossword Magjc 44.90 CpCpiAl III
Kyan Pascal (800) 69.50 OrCUiML ...
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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
ENTERPRISES
HOME Al
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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
to Business
m
They Get With the XLEnt
PRINTWARE SERIES
The 8-Bit Atari software that will really give the business to your Epson,
Panasonic, Prowriter, Gemini, NEC, SG, Citizen or compatible printers.
Typesetter $34.95 By Dorfman & Young *
Get design freedom to create letterhead, posters, title pages, and
more. Use the joystick or keyboard driven sketch pad to create
and place clip art, logos and graphics anywhere on a page. Loads
graphic, 7 + /8 and Printware Series files and lets you control
your printer, practically down to every dot on the page! Produce
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
and Koala screens, and Printware Series files in multiple sizes.
Type direct from the keyboard to the printer in your own custom
created fonts or one of the 17 fonts that can be down loaded to
your printer. 48K disk
P.S. Interface $29.95 By Castell *
A value-added Print Shop^" interface utility that raises graphic
output to new levels of clarity and compatiblity. Integrate
Typesetter icons with Print Shop™ fonts and graphics. Convert
Print Shop^" fonts to Typesetter icons and select from four sizes
of output. Design custom Print Shop™ fonts and graphics with
the P.S. Interface drawing program. 48K disk
Print Shop^" is a trademarl< of tlie Broderbund Company
*ST Versions Available P.O.Box 5228
Springfield, Virginia 22150
Order Number (703) 644-8881
Customer Service (703)569-8881
TELEX 269728 XLENT UR
Page Designer $29.95 By Dorfman & Young
A layout utility that lets you plan an 8'/z" x U" page on your
screen and then print it. Mix text, graphics and Typesetter fonts
for fantastic two-column newsletters. Two text modes; 40 col-
umn allows any Atari character set, 80 column puts twice as
much information on the same page. Page Designer works with
other Printware Series software. 48K disk
Rubber Stamp $29.95 By Dorfman, Young & Dellinger *
A collection of XLEnt creative utilities that let you build a
library of high resolution icons, including converted Print Shop™
icons. Create up to four icons at once, and use the only 16 x 16
character set and text editors available for your Atari. Control
the height and width of characters to get 32 different character
sizes. Print up to 99 graphic labels with the special label printer.
48K disk
1st XLEnt Word Processor $29.95 By Castell
A fully featured, friendly and fast word processor. 1st XLEnt
Word Processor uses a joystick and icon interface, has toggle bet-
ween full-screen windows, and a very readable 80-column print
preview to see what your document will look like. According to
Antic Magazine's January '87 review, 1st Word is, "As good or
better than any other word processor you'll find for the 8-bit
Atari". 48K disk
XLENT Software [U.K.] (LTD.)
516 Alum Rock Road, Alum Rock
Birmingham B8 3HX, United Kingdom
(021) 327-6110
TELEX 265871 (MON REF G)
CIRCLE #144 ON READER SERVICE CARD
I^'-S^^^ffil
m"
r .1
Make
connecmni
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on Delphi
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Delphi, an on-line, full-service
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ANALX)G Computing,
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Hj
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How to connect
First, select a data communications network: Telenet or Tymnet (in the U.S.), or
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, subscribers to ANALOG Computing or ST-Log should type JOINATARI when
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,fiM9Sk!7|enu,,,,l),;:gej.:jtera.;iHsyype,,^^
iGAZINE FOR ATARI' COMPUTER OWNERS -
rCOMPUTINcS]
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