HOW TO CHOOSE A HARD DISK
COMPUTE
YOUR COMPEETE HOME COMPUTER RESOURCE MAY 199]
NEW
INTRODUCING
OUR TEST LAB!
41 GREAT PC TOOLS!
HACK IN THE USSR: GLASNOST BITS
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The costof ===-— a first-class letter just dropped.
Reports, letters, resumes. ...if it's worth printing, we think it’s worth printing well. So we designed the KX-P1123 to be a more affordable version of the 24-pin we make for business.
We started with 24-pin print quality. Added 7 fonts. And included emulations for both the IBM ProPrinter X-24E and Epson LQ-850.*
Just like our business printers, we gave the 1123 bottom, top and rear paper paths so you can put it virtually anywhere. We put The Dn all the controls right up front on our EZ-Set™ operator panel to make set-up totally PS And we incorporated a new automatic microline feed that makes paper loading a cinch.
We HA it a maximum speed of 240 characters per second in draft. And finally, we've backed the KX-P1123 with a 2-year limited warranty (details at your dealer).
So stop communicating second-class. And start communi- cating with your Panasonic dealer. He'll show you why our strongest impression is value. For further information on the KX-P1123, . call 1-800-742-8086. Printers, Computers, Peripherals,
Copiers, Typewriters and Facsimiles
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P4-COM lesigned for people. Circle Reader Service Number 204
N
irst of all, I’d like to remind all user groups to get in contact with us if you want to be included in this year’s listing. We’ve sent forms to all the groups on our world- wide list, but you'll be excluded if we don’t hear from you. If you haven’t received a form by this time, send usa card or letter with your group’s name, address, and any BBS information.
Now I’d like to thank all of you who’ve responded to our Gazette Readership Survey. This is the fourth year we’ve run such a survey, and your feedback provides us with a good idea of how we’re doing. We appreci- ate your taking the time to mail them in. Incoming survey forms have slowed to a trickle now, so let’s take a look at what you’ve told us.
It comes as no surprise that the majority of you own and use a 64 (77 percent); 42 percent of you own a 128. Of those responding, 3 percent own an Amiga, 2 percent own a Macin- tosh, and 6 percent own an IBM or compatible. Of course, many of you own more than one computer and have an interest in more than one brand. More than one of you indicat- ed that you own all the brands men- tioned in the survey.
Of those who use a computer at work, 57 percent use a PC, 23 percent use a 64, 9 percent use a 128, 8 per- cent use a Macintosh, and 3 percent use an Amiga.
We were curious about how many of you are computer novices and how many are veterans. It seems 5 percent of you bought your 64 with- in the past year, and twice that figure have two years’ experience. The sur- vey indicates that 3 percent of you bought a 64 the first year it came out. The average length of ownership is 4.7 years. Interestingly enough, ten read- ers said they bought a 64 the year before it was introduced. Maybe they were thinking of the VIC-20.
We also found that you spend quite a few hours each week at your keyboards. The average is 11.5 hours, but a few superusers spend 50 or more
hours at their computers. One reader
=
in Ontario, Canada, spends 20-50 hours keeping church and election re- cords on his 64 and 128, teaching chil- dren how to program, and working with handicapped people. Another 50- hour user does everything from play- ing games to controlling his home’s lighting system. Others in the 50-60 hour category say they keep their computers busy doing real estate ap- praisals, keeping tax records, operat- ing ham radio stations, drawing, writing newsletters, and helping in the classroom.
The champion heavyweight user, who reportedly spends 60-80 hours each week at his 64, says he gets his copy of COMPUTE from his father, plans to buy another 64 this year, buys “a lot” of mail-order software, doesn’t use Gazette’s programs, but might if there were more business programs offered.
While most of you are satisfied with your computers, 18 percent of you plan to buy a new one within the next year. The PC market will get the biggest share, with 28 percent of you moving to an IBM or clone. Brand loyalty is reflected by the 45 percent who say they’ll stick with Commo- dore. Of those planning to buy a new computer, 16 percent say they’ll get another 64, and 17 percent plan to up- grade to an Amiga. An interesting note is that 12.5 percent plan to buy a 128. Since Commodore no longer makes the 128, people interested in this gone-but-not-forgotten computer will have to turn to the used-equip- ment market to buy the computer they want. (Montgomery-Grant ad- vertises that it still has 128s in stock, but that’s the only 128 ad I’ve seen re- cently.) With this much interest in an orphaned machine, count on Gazette to continue its 128 support. Now’s a good time to remind programmers that we actively solicit 128-specific programs.
Next month, we’ll take a look at some of the other information provid- ed by the survey, including what you want to see in Gazette in the future and how you feel about our new format. o
- A oF te Seat Fe
64/128 View G-1 TOM NETSEL
Gazette Readership Survey results start to pour in.
News & Notes G-4 EDITORS
Ultima VI, Pick ’n Pile, and high-speed data conversions
for the 64.
Feedback EDITORS and READERS
Painting with Light PAUL HUGHES
Use your 64 with painting software to unleash your artistic talents.
Reviews REVIEWERS Micro League Baseball II, Mega Pack, Pro Tennis Tour, Dragon Wars
G-14
Machine Language G-18 JIM BUTTERFIELD
Beginner BASIC G-20 LARRY COTTON Programmer’s Page G-22 RANDY THOMPSON D’Iversions G-24 FRED D’‘IGNAZIO TYPE-INPROGRAMS G-25 Castalia G-25 Multi-Reader G-30 Radonium G-33 Xtrax G-36 Loader-Maker G-37
COMPUTE G4
New Products! Lower HD Prices!
See us at the World of Amiga in New York for a Dazzling Demonstration of 8 bit Power!
The CMD HD series of hard drives for the Commodore 64 and 128 have been designed to provide
is the highest level of compatibility and performance. These drives incorporate the latest in SCSI Bd D eries technology with advanced circuit design to bring youthe most features at an affordable price. CMD L. drives allow you to achieve the higher level of productivity you require to get the most from your
aera
existing software - today!
a + Compatible with GEOS™, CP/M™, BBS programs and most commercial software. are rives + 3.1/2" SCSI technology for quiet reliable operation in a compact case about the size of a 1581. + Bullt-In Commodore compatible DOS responds to all 1541, 1571 and 1581 commands. LETT
+ Up to 254 partitions In sizes ranging from 256 blocks to 65,280 blocks each, The New Standard in 64/128 Hard Drives ° Built-in real time clock automatically time and date stamps all files.
g + Compatible with Amiga, IBM and Macintosh systems for convenient upgrading. + Connects easily to the serial bus, leaving ports open for use with cartridges, REU's and RAMLInk. + Supports all serial and JiffyDOS protocols, plus parallel interface for connection to RAMLink. + Easy-to-use utilities allow backing up and copying files to and from 1541, 1571, or 1581 drives, + Supports an unlimited number of true subdirectories which share all blocks within a partition. + Built-in Q-Link software allows easy access to America's most popular 64/128 online service. + External power supply avoids overheating and wear on computer power supply. + Includes standard SCSI port and all utilities needed to expand the system (up to 4 Gigabytes).
HD-20 $590:95° NOW $499.95 + HD-40 $799-95 NOW $659.95 HD-100 $1149:95 NOW $999.95 + HD-200 $1499:95 NOW $1299.95 Plus New Prices on CMD SD Series Add-on Drives! SD-40 $549.95 + SD-100 $899.95 + SD-200 $1199.95
More than a replacement for the deskTop, the gateWay offers a unique, streamlined approach to file management under GEOS. With a resizable Note Pad, proportional slider and fuel gauge, the gateWay makes it easier to get where you're going. In designing the gateWay, we took a good hard look at the el deskTop to make sure that none of the functionality would be lost. Then we added feature after feature - capabilities that you, the serious GEOS user, have found lacking in the deskTop. At CMD, there's a lot
more going on than powerful new hardware development - we're creating new ways to use it
+ Full three drive support, including auto-swapping for applications which will not allow use of drive C. A Mnole New Way of eal with GEOS
+ Loadable disk drivers become memory resident and replaces the need for CONFIGURE. q specie
+ Full CMD device support for RAMLink, RAMDrive and HD hard drives allowing for partition sizes up to 16 Megabytes and Macintosh style folders.
+ Supports using the CMD HD hard drive via parallel for faster hard drive access.
+ RAM disk drivers allow use of as much available RAM as possible - no longer limiting you to a 1541 or 1571 e7k on disk
sized RAM disk. bate | be : 7 + Integrated Control Panel replaces the Preferences Manager and allows you to contour the gateWay to your sons 7 GP Bk on disk
choice of colors, screen pattern, printer driver and input driver. 1 - 4k on disk + Task switching via our Switcher allows you to move instantly between two applications. itp . < e + An all new trash can structure which allows you to retrieve multiple files from the trash can. i tk on disk + A proportional gadget for moving easily through the directory listing on the Note Pad. alf Font tk on disk + Status boxes to indicate files remaining for copy and orase features, plus new file and disk Info boxes, cust + A browse feature which helps in quickly locating files on the currently active device.
gateWay 64 $29.95 + gateWay 128 $29.95 » Both $39.95 » Shipping: UPS Ground $5.00 Note: The gateWay requires a Commodore 64 or 128, minimum of one disk drive, a mouse or joysick and GEOS 2.0 for operation.
21k on disk
OTHER CMD HARDWARE & ACCESSORIES ~ Lt. Konnector - Allows use of Lt. Kemal drive mechanism with CMD HD System $19.95 The Ultimate Disk Drive Enhancement System Disk Drive Power Supply - Heavy Duty Replacement for 1541-II, 1581, & CMD HD $49.95 JiffyDOS 64 or SX-64-$59.95 JiffyDOS 128 or 128D - $69.96 JiffyMON ML Monitor - 64 Mode ML and disk drive Monitor (requires JiffyDOS) $19.95 Each system includes computer Kernal ROM(s) and one drive ROM. Serial Cables - Quality 36" Commodore Serial Cables (6 pin DIN male to male) $3.95
i ive model number: d serial wh ‘dering. pp sac ame tg tr cr lag gla Shipping (U.S.): Lt. Konnector $5.00, Power Supply $6.00, JifyMON $2.00, Serial Cables $2.00
See all of the CMD 8 bit Ordering Information and Shipping Charges
roducts at HD and SD Hard Drives: Continental US: $25.00 per drive (UPS ground), $35.00 (2nd-Day), $45.00 (Next-Day). Canada: $50.00 (Airmail). COD to U.S. only p $4.00 add charge. Foreign prices: 20Mb, $699.95, 40Mb, $899.95, 100Mb, $1249.95, 200Mb, $1599.95 Postage: $35.00 WORLD OF JitfyDOS: ‘Add $5.00 per order (UPS ground), $9.00 (2nd-Day Air), plus $4.50 for APO, FPO, AK, Hi, and Canada, or $15.00 for overseas orders, No addifonal shipping if ordered with any hard drive. COD’s to US only - add'l $4.00 Tax: MA residents add 5% sales tax. Terms: We accapt VISA, MasterCard, Money Orders, C.0.D...., and personal checks (allow 3 weeks for personal checks to dear). Credit card orders provide the following: Card holders name, biling address, homework phone, card number, expiration date and issuing + WE VERIFY ALL CREIRRICARD INFORMATION AND PROSECUTE INDIVIDUALS ATTEMPTING TO PERPETRATE FRAUD - Note: Prices and specifications subject to change wiheut notice. GEOS, GEOS 20, GEOS deskTop, GEOWRITE, GEOPANT, GEOS CONFIGURE, and GEORAM are registered Yrademarks of Berkeley Softworks, hc, CP/M is « rademark of Digital Research, Commodore 64, Commodore 128, Commodore SX-64, Commodore 1280, Commodore 1700, 1764, 1750 and Commodore Passenger Ship Terminal Pier 90 FALDOS were rents of Cannot atin igs arta Cannes Ma rena ot i Congr, BM ana of rer Business Machines Lt Kernal s a vademark of Fiscal ston, Inc. RAMLnk, RAMDrive, and ga we registred trademarks o! ative Micro Designs, Booth 121 April 5-7 10am-5pm —
serene 25 Fo
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CMD /Dr. Evil Labs SID SYMPHONY Stereo Cartridge ¥
—— : Sl aoe PAR eA my CMD/ Dr. Evil Labs SWIFTLink-232 Serial Cartridge 1 A Real RS-232 Serial Port for the Commodore 64 or 128 The Realism of Stereo Sound on your Commodore 64 or 128 SWIFTLink-232 gives you atrue RS-232 port with the ability to communicate at speeds fil The STEREO SID Cartridge effectively adds a second complete SID chip to your from 300 to 38,400 bps, plus true 1200 and 2400 bps using Hayes compatible modems. el Commodore 64 or 128, giving you a total of 6 separately controllable voices. SID SYMPHONY may be attached to your home stereo or most amplified speaker systems [i Bi to provide you with whole new dimension in sound. Create your own stereo musicusing |i By the Robert Stoerrle's Stereo Editor (which we include free with Computel’s Enhanced ji S| SID Player book), or just enjoy the many hundreds of available songs by using Mark A. [i al Dickenson's Stereo Player software (included free with the SID SYMPHONY Cartridge). By |fyou're interested in creating your own music files, be sure to get a copy of Compute's My Music System for the Commodore 128 and 64: The Enhanced SID Player. $9.95 fF $39.95 Compute's Music System Book $22.95 J
IFTLink-232 Cartridge $39.95 SWIFTLink Cable (Both). Canada add $4.50.
RAMDrive, and CMD's RAMCard as if it were a disk drive. Optional RAMCard installs internally
and can be used alone or in combination with the storage of an external REU for a maximum
capacity of 16 Megabytes.
+ Supports Commodore 1700, 1764, 1750, Berkeley Softworks GEORAM and PPI's RAMDrive.
+ Optional RAMCard allows RAMLink to be used as a RAM Disk with or without a separate REU. User Expandable from 1 Mb to 16 Mb using standard SIMMs.
+ Pass-Thru connector allows use of cartridge port peripherals such as utility cartridges.
+ Reset, Disable, Direct Access mode and SWAP functions are all standard features.
+ RAM port provides power back-up to REU's,
+ Parallel port provides ultra-fast data transfer when connected to CMD HD series hard drives.
+ Includes separate power supply - optional battery available to protect against power failure. RAMLink (without RAMCard) $179.95 RAMLink Battery back-up unit $24.95 RAMLink w/ RAMCard (0 Mb) $219.95 Parallel Cable for CMD HD $14.95 RAMCard w/ 0 Mb (if purchased separately) $59.95 1 Mb RAM SIMMs (CALL for current price) *$59.95 “RAM price when Ad was created, For current prices on all capacifes - CALL. Prices and specifcations subject to change without notice,
Shipping: US: $10.50 (UPS), $18.00 (2nd day), COD add $4.00. Canada $20.00.
RAMLink or RAMDrive - Which one is right for you? Both RAMLink and RAMDrive give Commodore users powerful features never before available in a RAM expander. RAMDriveis intended mainly for those who do not require the high RAM capacity Bel of RAMLink ( upto 16 Mb ), RAMLink’s Pass-Thru port or the parallel port for communicating with
mM the CMDHD Series of hard drives. RAMDrive is an excellent choice for those who desire portability fy sincethe internal battery pack cankeep the contents of RAMDrive intact forseveral days. RAMLink
is the perfect choice for GEORAM owners who want the ability to use that device with programs otherthan GEOS. RAMLink has a built-in RAM Port for easy use with a GEORAM or Commodore REU. No matter which CMD RAM device you select, you'll benefit from the fantastic capabilities of a high speed RAM disk equipped with RL-DOS and the outstanding value of CMD suppor.
+ Allows commercial software to access all available RAM as a high-performance RAM Disk.
* gateWay software for GEOS use available at no additional charge.
* RL DOS performs up to 20 times faster than Commodore RAMDOS, up to 400 times faster than a stock 1541 and provides full DOS command compatibility.
+ Up to 31 1541/1571/1581 emulation or Native mode partitions, plus true subdirectories.
i « Includes buit-in JiffyDOS Kernal for high-speed access to JitfyDOS equipped disk drives.
* Software for copying files (FCOPY) and complete disks (MCOPY) included.
ete ee 74g ela
RAMDrive - A High Performance Battery Backed RAM Cartridge RAMDrive is a fresh new approach to RAM expansion for the Commodore 64 and 128. RAMDriveis a self contained battery backed cartridge with capacities of 512K, 1 Mb and 2 Mb. RAMDrive incorporates RL-DOS, an ultra-fast, easy-to-use operating system similar to the HD-DOS found in CMD HD Series hard drives. This DOS allows various types of partitioning along with compatibility and speed unsurpassed by previous RAM Expansion systems. + Compatible with vast amounts of commercial software as an ultra-fast RAM disk. + Power back-up eliminates the loss of files upon powering down the computer while the built-in battery protects data during transportation or power outages, + Available in 512K, 1 Mb and 2 Mb models at Incredibly low prices, + DOS includes JiffyDOS Kernal routines for high speed disk access with JiffyDOS equipped disk drives, + Software for copying and GEOS compatibility included, + Reset switch allows computer reset without loosing data In RAMDrive. + Reset, Disable and SWAP functions are all standard features. RAMDrive w/512K $149.95 RAMDrive w/t Mb $199.95 RAMDrive wi2 Mb $289.95 Shipping: US: $7.50 (UPS), $14.00 (2nd day), COD add $4.00, Canada $15.00. See Ordering and Shipping
information elsewhere in this ad for credit card information. RAMDrive designed and manufactured by Performance Peripherals, Inc. Prices and specifications subject to change without notice.
Jat Sa a a
{ Creative Micro Designs, Inc.
By 50 Industrial Dr., P.O. Box 646, East Longmeadow, MA 01028
| ORDERS ONLY: 800-638-3263 BBS: 413-525-0148 eis Mauss. St T 7 r
NEWS & NOTES
Ultimately Bad
Origin (110 Wild Basin, Suite 230, Austin, Texas 78746) announces the re- lease of two new titles for the 64: Lord British’s Ultima V/ ($69.95) and Chris Roberts’s Bad Blood ($49.95). Uncover the mystery of the gargoyles in the sixth episode of the Ultima saga. As Avatar, you and your trusty band of friends venture forth from the shores of Britannia to the dark reaches of the underworld.
In Bad Blood you must save the mutant survivors of a nuclear holocaust from the hatred of their human foes. The new leader of the pureblood humans seeks to enslave, and eventually destroy, the entire race of mutants. You have been sent from your tribal village to scour the bombed-out cities in search of a way to overcome centuries of bad blood. Just be sure to arm yourself to the teeth for battles against gun-toting slavers and airborne buzars.
Croc by Vincent D. Zahnle of Martinez, Georgia, is this disk’s Picture of the Month.
Welcome to “Gazette Gallery.” Each month Gazette Disk features a collec- tion of the best 64/128 artwork submitted by our readers. We pay $50 for each piece of art we accept and an extra $50 for the one selected as Picture of the Month. Send original art to Gazette Gallery, COMPUTE Publications, 324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408.
G4 COMPUTE MipAveNiounl 9.9
Hatronics (145 Lincoln Street, Montclair, New Jersey 07042) an- nounces its HART (Hatronics Asynchronous Receiver/Trans- mitter) interface for the 64 and 128. This high-speed RS-232 in- terface is capable of sustaining in- terrupt-driven serial-to-parallel and parallel-to-serial data conver- sions at speeds in excess of 19.2K baud.
HART connects via the com- puter’s cartridge port and is fully programmable in BASIC, 6502 and 8502 assembler, and other languages. Although still under development, HART will be pro- vided with programming infor- mation, terminal software, and file-transfer programs for use with most modems and IBM PCs.
Great Balls of Fire
A multitude of colored balls are falling from the sky, and it's your job to make them disappear. That's the aim of Pick ’n Pile ($29.95), a new release this spring from the French company Ubisoft and distributed by Electronic Arts (1820 Gateway Drive, San Mateo, California 94404).
To make the balls disappear, you must stack columns of identi- cal balls. The column must be sur- rounded by others in order to make it vanish. Once a column has been completed, it disap- pears. If you are skillful enough to clear the screen of the balls, you're off to the next level. This exciting and frustrating game is designed for one or two players. Joysticks required. a
OJN)T/GJOJMJEJR]Y) (GJRJAJNT}e::
C=Commodore: ble
Includes: ‘GEOS Program Quantum Link Software * One Joystick
C=Commodore 128=
C-128D w/Built-in Disk Drive Includes 1 FREE Game (a $19.95 Value)
1 Joystick (Necessary for GEOS - 3 $19.95 value)
TEST PILOT |64€ COMPLETE] 64C€ COLOR
PACKAGE PACKAGE PACKAGE 128D COMPLETE 128D DELUXE ‘Commodore 64C *Commodore 64C * Commodore 64C PACKAGE PACKAGE Computer : Computer Computer *Commodore 128-D Computer |+Commodore128D Computer = ‘Commodore 1541 | «commodore 1541 Commodore 1541 with Built-in Disk Drive with Built-in Disk Drive Disk Drive Disk Dri Bisk Dis *80 Column Printer *RGB Color Monitor *Ace Joystick eigen | yo. *12" Monitor * 80 Column Printer *GEOS Program +80 Column Printer * 80 Column Printer ae” 3 ews Value) |" FREE Game (a $19.95 Value)» Quantum Link * 12" Monitor * Color Monitor
Software 5 SOFTWARE PACKAGES INCLUDES:
Sonera Tactical Eighior = Inflvator i] + Crazy Car Tom:
*GEOS Program * Quantum Link Software
*GEOS Program * Quantum Link Software
WE CAN RECONFIGURE ANY OF OUR COMPUTER PACKAGES TO YOUR SPECIFICATIONS. CALL FOR DETAILS!
PRINTER STAR CITIZEN NX-1000C.rersccesseene $179.95 GSX-140....scccsssenrn$284.05 j ; 200GX.............. $169.95 COMMODORE 1571 MAGNAVOX 13" COLOR SPECIALS ape Rainbow...$227.05 200GK a icine DISK DRIVE COMPOSITE MONITOR : KITS} e oe ieee CALL (64, 64C Compatible) PANASONIC RAPID ACCESS KXP-1180..cccsssenson $159.95 | FD-168 MAGNAVOX 13" COLOR KXP-1191ooosccsensse$244.95 RGB/COMPOSITE MONITOR COMMODORE 1541Il : KXP-1124..... .. $279.95 KXP-1624......... $349.95 | DISK DRIVE pouba soy ae COMMODORE Compact, 0 ae Thermal -850.... $329.95 MPS 1230...ccccsn.$189.95 a ACCESS i 720 CLONE an rinter COMMODORE 1520 SANYO PR-3000 : 40 Column Color Plotter Printer | | Daisy Wheel Letter Quality Printer | | COMMODORE 1084 OTHER ACCESSORIES FOR YOUR MONITOR COMMODORE COMPUTER AVAILABLE
LOW COST COMMODORE
INTERFACE...snevscssl STOCK
PERIPHERALS FOR COMMODORE aR
COMMODORE 1700 RAM pee
SEE OUR AD IN THIS MONTH'S AMIGA SECTION OF THIS MAGAZINE FOR GREAT AMIGA SPECIAL VALUES
nu $ i o 3 = = 8 Lad j= - ee fs a o)
FEEDBACK
Pope Gregory Did It
I realize Module 64 (January 1991) is not primarily a calendar program, but rather a demonstration of how the program can load routines from a disk and link them together. I take issue, however, with the statement that Module 64 will print any month be- tween the years 0 and 2300. The years 1700, 1800, 1900, 2100, and 2200 are not leap years, as the demo indicates. Also, I see no notice of the fact that in the year 1582, ten days were omitted from the calendar when we switched from the Julian to the Gregorian cal- endar. In 1582, the day following Oc- tober 4 was October 15. The Module 64 calendar is correct only from March 1900 to January 2100.
RUSSELL E. HOLT
CANDIA, NH
You're right, Russell. While time may flow in a continuous stream (if we discount what some science fic- tion writers may say), trying to track it with calendars introduces a few holes and gaps. Pope Gregory made calendars more accurate when he devised his calendar with a leap year adjustment, but he unwit- tingly made it tough for computer programmers. Several readers pointed out these and other prob- lems. See the following letter.
A shortcoming with the Module 64 calendar is that the program allows for years prior to 1582 to be selected. For the Gregorian calendar, these years didn’t exist. Also, for use in the Unit- ed States and Canada, the program should limit the dates prior to 1752— September 14 to be exact. This was the date that the Gregorian calendar came into use in the British colonies. ROBERT C. MARCUS
ST. THOMAS, ON
CANADA
That's an interesting historical point you don't see mentioned with most perpetual calendars. We're glad to know that Module 64 works, even if the demonstration’s accura-
G6 COMPUTE MAY
cy is questionable. For those readers who may need to know the day of the week for any date on the Grego- rian calendar, including those pesky end-of-century, nonleap years whose numbers end in 00 but are not evenly divisible by 400, COM- PUTE programmer Bruce Bowden offers this simple program. By the way, Romania didn’t accept the Gregorian calendar until 1917.
MJ 5 REM GREGORIAN DAY OF THE {SPACE}WEEK - BRUCE BOWDE N MH 16 DS="MM/DD/yyyy" RB 20 PRINT"ENTER THE DATE AS {SPACE}";DS$:INPUT RS QJ 36 IF LEN(RS$)<>LEN(DS) THEN 20 CC 46 M=VAL(LEFTS$(RS,2)):D=VAL (MIDS(RS$,4,2)) :Y=VAL(RIG HTS (RS,4)) BJ F=365*Y+D+31* (M-1) FS IF M<3 THEN F = F+HINT((Y -1) /4)~INT (.75* (INT (((Y- 1) /106) +1) )) GB IF M>2 THEN F = F-INT(.4 *M+2.3)+INT (Y/4)-INT(.75 * (INT (Y/10@) +1)) PM DY = F-INT (F/7) *7 KC PRINT"WITH SATURDAY=0, T HE DAY IS";DyY
A Different Calendar Lament Can you help me with Monthly Calen- dar (March 1989)? Various lines in the calendar printout don’t line up. I have a 128D, a Star SG-10 printer, and a G-Whiz interface.
R. H. LENTZ JOSHUA TREE, CA
I have a fix for Monthly Calendar. The program won’t work with the set- up that I have. I have a Star NP-10 printer and a G-Whiz interface. I had to change the following two lines to make it come out right.
1030 PRINT#4,CHR$(18);“(2 SPACES) SUNDAY(6 SPACES)MONDAY(5 SPACES)TUESDAY(3 SPACES) WEDNESDAY (2 SPACES)*;
1040 PRINT#4,CHR$(18);“THURSDAY (4 SPACES) FRIDAY(4 SPACES) SATURDAY(3 SPACES)*;GM$
Te 9SOe
I hope this helps some people who may have had trouble with the printouts.
RICHARD BUTTERFIELD ATASCADERO, CA
Thanks, Richard. That seems to be just the fix that Mr. Lentz needs. When readers with certain hard- ware configurations have problems getting programs to run, it’s difficult for us to offer solutions when we don't have the same hardware on hand. That's why we encourage readers to send in tips or Bug-Swat- ters that can help others with simi- lar problems.
Best CAD
What are the best CAD programs for the 64 and the 128, and who makes them?
BRIAN TREASE
ERIE, MI
It’s tough to say which of any kind . of program is best, and we would hesitate to try. Since there aren’t too many CAD programs available for the 64 or 128, however, we can men- tion a few titles. Chances are we'll leave one or two out—and I’m sure we'll hear about the ones we do— but the following programs are still readily available.
CADPak 64 ($39.95) and CADPak 128 ($59.95) from Abacus Sofiware (5370 52nd Street SE, Grand Rapids, Michigan 49512) are fine programs that have been around for some time. CAD-3D (353.95) from IHT Sofiware (2269 Chestnut Street, Suite 162, San Francisco, California 94123) is another.
For more specialized pro- grams, there's Home Designer 128 ($39.95) from Free Spirit Software (58 Noble Street, Kutztown, Penn- sylvania 19530). If you want to de- sign printed circuit boards, check out Printed Circuit Board 64 ($75.00) from Microsentinel Sys- tems (P.O. Box 4135, San Pedro, California 90731-4135). a
GAZETTE
D\SK L/BRARY
-VALUE-PACKED SOFTWARE AT AFFORDABLE PRICES
All Gazette disks are menu-driven for ease of use—and they feature complete documentation. Just load and you're ready to go!
SpeedsScript $11.95 COMPUTE Publications’ most popular program ever. Powerful word processing package includes SpeedScript for the 64, SpeedScript 128, spelling checkers for both 64 and 128 versions, plus an additional dozen support programs, including mail-merge and word-count utilities.
Gazette Index $7.95 Every article and department from Gazette—July 1983 through December 1989 issues—is indexed: features, games, reviews, programming, ‘‘Bug- Swatter,”” ‘‘Feedback,’’ and the other columns. Disk features pull-down menus, help screens, superfast searching/sorting capabilities, and much more.
Best Gazette Games $9.95 Best dozen arcade and strategy games ever published in Gazette all on one disk. All games for Commodore 64, Titles: Crossroads II: Pandemo- nium, Basketball Sam & Ed, Delta War, Heat Seeker, Omicron, Powerball, Q-Bird, Trap, Arcade Volleyball, Mosaic, Power Poker, and Scorpion II.
Gazette’s Power Tools $9.95 Fourteen of the most important utilities for the
64 ever published in Gazefte. For serious users. Titles: MetaBASIC, Disk Rapid Transit, Mob Maker, Ultrafont+, Quick!, Disk Editor, Basically Music, PrintScreen, 1526 PrintScreen, Fast Assembler, Smart Disassembler, Comparator, Sprint Il, and Turbo Format.
The GEOS Collection $11.95 Gazette’s best 13 programs for GEOS and GEOS 128 users. Selection includes utilities, applications, and games. Titles: Super Printer Driver, Skeet, File Saver, Help Pad, Word Count, Directory Printer, Quick Clock, SlideShow, File Retriever, Screen Dumper, Font Grabber, GeoPuzzle, and GeoConverter.
128 Classics $11.95 Thirteen of Gazette’s best 128 programs, including utilities, games, and applications. Titles: MetaBASIC 128, RAMDisk 128, 80-Column Disk Sector Editor, MultiSort, Block Out, Miami Ice,
The Animals’ Show, Cribbage, XPressCard, Sound Designer, Video Slide Show, Math Graphics, and 3-D BarGrapher.
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Painting with Light
USE YOUR COMPUTER TO UNLEASH YOUR ARTISTIC TALENTS
f you’re an artist who wants to express your creative
talents, your 64 can be an exciting medium. Let’s
take a look at the wonderful world of Commodore
graphics. To begin with, there are benefits and ad- vantages of creating art on a computer over using more traditional methods. Unlike using tools such as brush, pen, pencil, charcoal, or pastels, which wear out and have to be cleaned, drawing on a computer’s digital canvas isn’t messy, and the medium is renewable. Also, there’s no ad- ditional expense for new supplies.
You can create unlimited patterns and textures with different brush tips and nibs that you can save and use many times. The ability to experiment and change your mind as you work is open to you. By generating art on your computer, you can save the stages of your work in progress to disk for later retrieval. If you make a mistake, you can easily undo the last action. If you “spill” color somewhere, you don’t have to grab a cloth and worry that your painting is ruined. You have the freedom to let your creativity flow, to make decisions as you work, and not to feel locked into a particular route.
If you decide that an earlier course was a better one, call up the last image and start with a fresh new approach, rather than starting from scratch. Also, by saving in stages, you'll have a visual record of sequences from sketch to finished artwork and learn from past efforts.
Cut-and-Paste Artist
The ability to duplicate portions of your image by cutting and pasting sections saves you from the tedious task of re- drawing multiple objects by hand. Because you are work- ing on an exact replica of the original, you can share your images with fellow computer users. So it is very easy to duplicate your electronic images and share originals by swapping disks or uploading to a BBS.
Peo Re on L
GB COMPUTE MeAw vis lio 98
Tools of the Trade
As with traditional artists, choosing the right tools is im- portant to a computer graphic artist. As a traditional artist chooses the right brushes and nibs, you’ll have to decide which is the best input device to suit your needs. Then you'll have to decide on a paint program.
A joystick is fine for arcade and maze games in which up, down, left, right, and diagonal movements are re- quired, but it is not well designed as a drawing implement. A trackball might be more useful for drawing smooth free- hand curves, but it is very slow and unstable for doing straight lines.
Using a touch tablet and stylus that emulate pen and paper might seem more natural to some; unfortunately, they are not very accurate and are rather jittery. The Koa- laPad touch tablet is popular but no longer made, but the pad that comes with Animation Station is a good replace- ment.
Using a lightpen is very close to drawing with an air- brush or paintbrush, but be careful of static when touching the monitor screen. Also, your hand and arm may become cramped by holding the lightpen in the air without sup- port. The lightpen pointer, or cursor, may get lost in dark or red areas of the image, and you will be unable to move it. Many lightpens are cheaply made and are not precise. An exception of high quality is the Flexidraw Inkwell Lightpen.
The input device that provides the most accurate re- sponsiveness and best follows the movements of your hand is a true-proportional 1351 mouse. Many computer artists find this to be the optimal input device.
Two Graphic Modes
The 64 has two graphic resolution modes. Multicolor, sometimes referred to as medium resolution, is the most
lies etl 5 Se ogee
: 8 g E
GAZE T T E commopore 64/128
popular format and is often used for game title screens and graphics. It has a 160 X 200 pixel display and allows more colors to be used closer together. High-resolution mode is com- posed of a bitmap image of 320 X 200 pixels. This mode allows for more pixel detail but limits placing colors in close proximity. Hi-res mode is used mostly for printer output rather than for screen displays. Koala is the standard format for multicolor, and Doodle is the popular format for high- resolution graphics. These programs were the first to exploit the graphics capabilities of the 64. (See “Bitmap Graphics on the Commodore 64.”) Many of the graphics packages that have followed Koala and Doodle have advanced to the point that they include many state-of-the-art drawing tools that would have been found only on programs for more expensive graphic computers. Each of the pro- grams mentioned includes the basic drawing tools of freehand, line, box, circle, zoom, copy and paste, and undo. But they also have their own unique features that set them apart.
Graphics Galore
Because the 64 is a powerful yet inex- pensive computer for creating graph- ics, a plethora of paint programs quickly sprang up, but only a handful
Yes, save time and money! Subscribe to the Gazette Disk and get all the exciting, fun-filled Gazette pro- grams for your Commodore 64 or 128—already on disk!
Subscribe today, and month after month you'll get all the latest, most challenging, and fascinating programs published in the corresponding issue of COMPUTE.
New on the Gazette Disk! In addition to the programs that appear in the magazine, you'll also get outstanding bonus programs. These programs, which are often too large to offer as type-ins, are available only on disk—they appear nowhere else.
As another Gazette Disk extra, check out
Excellent examples of a 64’s black-and- white and color graphics are these pictures of a cabin, by Perry Miller, and a frog, by T. Preston Chesser.
of them have endured the test of time. In the past if you wanted to draw in both multicolor and high-resolution modes, you had to buy two separate packages. Advanced Art Studio is an easy-to-use menu-driven, multicolor program that supports multiple input devices. This British import also comes with Advanced OCP Art Studio, which is basically the same program, but in high-resolution mode.
Advanced Art Studio is unique be- cause of its pull-down menu system. It offers three levels of magnification in zoom mode (2X, 4X, 8X), as well as scaling, mirroring, and rotating sec- tions of the screen and saving them for later access. It includes a spray- paint feature and built-in editors for defining custom pens, brushes, pat- terns, and fonts. It includes a gray- scale printer dump option.
Digital Artist is an all-purpose, state-of-the-art, full-featured, high- resolution graphic design program that supports a 1351 mouse or joy- stick and RAM expansion units and allows for editing on a virtual page larger than the viewing screen. Many features set this program apart from its competitors. These include a unique graphical user interface, digital parameter display of coordinates for precise alignment, rotation of selected object at any arbitrary angle, turbo-
“Gazette Gallery,” where each month we present the very best in original 64 and 128 artwork.
So don’t waste another moment. Subscribe to- day to COMPUTE’s Gazette Disk and get 12 issues for only $49.95. You save almost 60% off the single- issue price. Clip or photocopy and mail completed coupon today.
Individual issues of the disk are available for $9.95 (plus $2.00 shipping and handling) by writing to COMPUTE, 324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408.
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DOS, an improved disk-operating sys- tem, and printer support. Its drawing tools feature right-angle lines, arc, multiple lines, measuring ruler, user- definable patterns and brushes, excel- lent text control, and hollow or filled ellipses, triangles, or parallelograms.
Graphics from Overseas
Many of the more powerful paint pro- grams are imports from Europe. Mas- terpiece, also known as 64 Image System, is imported from Europe by Scorpion Software. It supports both high-resolution and multicolor modes. Some of its unique features are its ability to twist, bend, rotate, stretch, and distort objects for strange and unusual special effects.
Artist 64 is an outstanding multi- color paint program from England that has many features found only on Amiga paint programs. It supports joysticks and a mouse. There is a 1351 mouse driver for it available on Quantum Link.
It features multisided polygons from three to ten sides, the ability to draw with a cycle or rainbow of select- ed colors at a specified rate of speed, and protection and priority for colors to weave over and under each other (for those who decide to add a tree after drawing a brick wall and want to place it in the background). Other un- usual drawing commands include re- member cursor position (RCP) for drawing concentric circles, use last op- tion for repeating an action, grab a section of the screen with or without colors to use much as you might a cookie cutter or rubber stamp, repeat paste, draw continuously, and draw text with a pattern.
Artist 64 also has an editor for unlimited brush tips and textures for shading. The most amazing feature of Artist 64 is that its 13 commands can each be affected by one or more of 21 other options, for a total of more than 250,000 possible effect combinations.
AMICA Paint (Advanced Multi- color Computer Aided Paint) is an im- pressive and innovative graphics package from Germany, which I hope will be imported into the U.S. It pulls Amiga-like performance out of the 64.
It loads and saves standard Koala files, as well as its own compressed picture format. Its unique pop-up, multilevel menus can be accessed by function keys or hot keys.
AMICA Paint also has color pro- tection and priority for selectively stenciling and masking certain colors, a repeat option, and a macro mode to
load and save frequently used mouse movements and command sequences. It supports many hollow and filled shapes such as polygons, rays, ellipses, arcs, and cutout pie shapes. You can
Gi2 COMPUTE MAY
adjust the size and power of the spray command. The block option allows you to mirror, rotate, enlarge, reduce, scale, stretch, bend, slant, skew, tip, or tilt into perspective any section of the screen for 3-D effects.
Other advanced features let you extrude, add a drop shadow, contour, thicken or smooth, create random gra- dient fills, mix, blend, or smear an area of the screen. You can load and save custom configurations such as cursor speed, movement and accelera- tion, keyboard support, or pixel movements. You can save to disk parts of the screen to use as custom brushes. There’s an excellent built-in pattern and line editor, and it has the ability to rub through a second work area onto the current workscreen.
An excellent zoom mode either magnifies the full screen or shows a small /4-screen zoom of the area around the cursor while the full screen is normal size. This last option allows all features to be used while in zoom mode. There is an excellent smooth- scrolling slideshow feature built in. A true-color cycling animation feature
allows volcanoes to erupt and spheres to rotate. If that is not enough, there is the ability to load in animation, print- er, and expansion modules.
Both Artist 64 and AMICA Paint are truly extraordinary graphics pack- ages for experienced 64 computer- graphics artists who are serious about their work and want many Amiga-like features. Too bad these European pro- grams are hard to find in the U.S.
Graphics Conversions
No one paint program can possibly provide all the features and tools you might want. So the ability to create a drawing with one paint package and then enhance the picture with features found in another program is to your advantage. Moving from one format to another can present problems, however.
Unlike the Amiga IFF (Inter- change File Format) standard file for- mat that allows exchanging of images between different programs, each 64 graphic program has a different file format. You can’t simply load one im- age into another program and edit it.
Bitmap Graphics on the Commodore 64
How does your 64 translate data in memory to pictures on screen? The answer is bit- mapping. This term means that no transla- tion takes place—the data is the image.
Memory on the 64 is composed of 65,536 cells, called registers. As a group, these registers constitute the computer's RAM (Random Access Memory). Any reg- ister can be accessed randomly by merely giving its address to the microprocessor. The register, which we refer to in the ab- stract as a byte, is the fundamental unit of computer memory. Does this mean that no smaller memory units exist? No, simply that no smaller unit can be individually ad- dressed. In fact, there is a smaller unit of prime concern to graphics programming.
Each byte carries with it eight digits. Each digit can have a value of either 0 or 1, similar to the off or on state of a light switch. These digits are called bits.
When a bitmap is used to make a com- puter picture, the bits affect what is seen. On the 64, there are two kinds of bitmaps. One sees each bit as a screen dot that will be placed on the screen (high-resolution mode). These dots, or picture elements, are called pixels. The other kind of bitmap uses two bits side by side to represent a pixel (multicolor mode). The difference has to do with the way the 64 handles color.
When each bit corresponds to a pixel, the bit is either off or on. Hence, there are two possible colors, a foreground color for the pixel whose bit has a value of 1 (on) and a background color where the pixel bit is 0 (off). But if there are two bits to every pixel, then there are four color possibilities. The first two bits correspond to 10 in binary; that is, the first bit is on, and the second is off. The second pair is 01, the third is 11, and the fourth is 00.
WOR Om
The 64's microprocessor, the VIC (Vid: e0 Interface Chip), is specially designed for doing bitmapped graphics, but it has some peculiarities. The major one is the way it maps those bits to the screen. Remember that the bits are packaged eight to a byte and, although the VIC displays in bits, it ac- cesses memory in byte groupings.
It starts with the pixel image at the top left of the screen as the 1st byte of the memory region to be mapped. Instead of assembling the byte images straight across the screen to the end and continuing on the next line, it deposits subsequent bytes be- low the 1st until there are 8 in the stack. The Sth is then placed next to the 1st and starts a new stack; then the 17th is placed next to the 9th, and so on.
When the end of the current row of 8- high stacks is reached, a new line is built in similar fashion below it, starting with the 321st byte. There are 25 of these 320-byte lines on a screen, resulting in 8000 bytes per bitmap. Since there are 8 bits per byte, that makes a total of 64,000 bits, or pix- els—320 across by 200 down. It isn’t by chance that this stacking arrangement, 8 bits across by 8 bytes deep, has the same dimensions as a character.
So far, we have a monochrome image. The 8 X 8 character blocks are also the fundamental units for color assignment. Whether an image is 2-color or 4-color, the colors are decided within the 8-byte charac- ter block grouping. Once a new character block is reached, a new set of colors may apply. That's why all 16 colors can be seen on the screen at once but there are only 2 colors within a character-sized region in Doodle art and 4 colors within the same region in Koala art.
BRUCE BOWDEN
VIDEO BYTE Il the only FULL COLOR! video digitizer for the C-64, C-128
Introducing the world’s first FULL COLOR! video digitizer for the Commodore C-64, 64-C, C-128 & 128-D computer. VIDEO BYTE can give you digitized video from you V.C.R., LASER DISK, B/W or COLOR CAMERA or OFF THE AIR or CABLE VIDEO (thanks to a fast! 2.2 sec. scan time). New version 3.0 software features full RE-DISPLAY with MULTI CAPTURE MODE, MENU SELECT PRINT- ING, EXPANDED COLORIZING FEATURES, SAVE to DISK feature and much more!
FULL COLORIZING! Is possible, due to a unique SELECT and INSERT color process, where you can select one of 15 COLORS and insert that color into one of 4 GRAY SCALES. This process will give you over 32,000 different color combinations to use in your video pictures. SAVES as KOALAS! Video Byte II allows you to save all your pictures to disk as FULL COLOR KOALA'S. After which (using Koala or suitable program) you can go in and redraw or color your V.B. pic's. LOAD and RE-DISPLAY! Video Byte II allows you to load and re-display all Video Byte pictures from inside Video Byte's menu. MENU DRIVEN! Video Byte Il comes with easy to use menu driven UTILITY DISK with V3.0 digitizer program. (64 MODE ONLY). COMPACT! Video Byte II's hardware is com- pact! In fact no bigger than your average cartridge! Video Byte comes with it's own cable. INTEGRATED! Video Byte II is designed to be used with or without EXPLODE! V5.0 color cartridge. Explode! V5.0's menu will return you to VIDEO BYTE Il’s menu. EXPLODE! V5 is the PERFECT COMPANION! Video Byte I! users are automatically sent FREE SOFTWARE updates along with new documenta- tion, when it becomes available. PRINT! Video Byte II will printout pictures in BLACK and WHITE GRAY SCALE to most printers. However when used with Explode! V5.0 your printout’s can be done IN FULL COLOR 8 by 11's SIDEWAYS on the RAINBOW NX-1000, RAINBOW NX-1000C, JX-80, Seikosha 3000 Al.
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SUPER FASTLOAD and SAVE (50K-9 SEC’S) works with ALL C-64 or C-128's NO MATTER WHAT VINTAGE or disk drives EXCEPT the 1581, M.S.D. 1 or 2. SUPER FAST FORMAT (8 SEC’S). - plus FULL D.0.S. WEDGE w/standard format! SUPER SCREEN CAPTURE. Cap- ture and Convert ANY SCREEN to KOALA/DOODLE. SUPER PRINTER FEATURE allows ANY DOT MATRIX PRINTER even 1526/802 to print HI-RES SCREENS in FULL COLOR (us- ing 16 shade GRAY SCALE). ANY PRINTER or INTERFACE COMBINATION can be used with SUPER EXPLODE! V5.0. NEW and IMPROVED CONVERT feature allows anybody to convert (even TEXT) SCREENS into DOODLE or KOALA TYPE PICTURES w/FULL COLOR! SUPER FAST SAVE of EXPLODE! SCREENS as KOALA or DOODLE FILES w/COLOR. SU- PER FAST LOADING with COLOR RE-DISPLAY of DOODLE or KOALA files. SUPER FAST LOAD or SAVE can be tured OFF or ON without AFFECTING the REST of SUPER EXPLODE’S FEATURES. The rest of Explode! V5.0 is still active. SUPER EASY LOADING and RUNNING of ALL PROGRAMS from the DIRECTORY. SUPER BUILT-IN TWO WAY SEQ. or PRG. file READER using the DIRECTORY. NEVER TYPE a FILE NAME AGAIN when you use SUPER EXPLODE'S unique LOADERS.
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There are approximately 50 known graphic file formats for the 64. Without a conversion program that supports these different file formats, you could be lost. The best is Auto- graph by David DeSimone, known as Fuzzy Fox on QuantumLink. This graphics management utility may be downloaded from QuantumLink’s Graphic Support Group Libraries. It will automatically display, convert , copy, scratch, and rename many of the popular high-resolution and multicolor picture formats.
The other program is Pixelmaster by Steve Emsley, Q-Link graphics for- mats expert, which is available from Silvasoft. It’s a truly comprehensive graphic-translation, image-manipula- tion, and processing program for the 64. It supports over 40 graphic formats so you can easily exchange graphics be- tween your favorite paint programs.
Create Video Titles
Because this is the video age, you can create video-creating cards or video ti- tles for your home videos with pack- ages like Video Title Shop and Home Video Producer by recording the 64 composite video output onto a video cassette recorder. You can also use any paint package with large fonts from GEOS or Print Shop to caption your home videotapes.
Graphics Support and Information
After you’ve created your master- pieces, how can you share them with others? Where do you go for graphic utilities? Where do you get to chat with fellow artists, share ideas, and get questions answered and problems solved? The best place to get all of these things is the QuantumLink Graphic Support Group on Quantum- Link. Hook up your modem, and you can tap into this graphics resource and electronically transmit your picture just about anywhere in the United States. You can also chat with the masters of 64/128 graphics and other
Advanced OCP Art Studio $29.99
Rio/Datel
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Digital Artist
$49.95
Digital Technology
135 Collins St
San Francisco, CA 94118 (415) 346-5249
Masterpiece
$29.95
Scorpion Software
19 Harbor Dr.
Lake Hopatcong, NJ 07849
MA
graphic programmers who host the Starving Artists Cafe chat room each night on QuantumLink from 10 p.m. to | a.m.
Another outlet for your artwork is “Gazette Gallery,” a feature found each month on COMPUTE '’s Gazette Disk. Accepted submissions earn $50, and the artwork selected as the Picture of the Month earns $100. Artists re- tain the rights to their creations. io]
Paul Hughes and his twin brother, Peter, are the editors of Geoworld magazine. Paul is also one of the sysops (SYSOP PH) of QuantumLink's Graphic Support Group.
AMICA Paint
Markt & Technik
64’er Magazine
Leser Service
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8013 Haar bei Munchen, Germany
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MICRO LEAGUE BASEBALL II ENHANCED
es, baseball fans, you, too, can
become a part of a time-honored
and elite fraternity. They are the
few, the proud, the loud. Here’s your chance to assume the role of the sometimes not-so-polite gentlemen who frequently explode from the dug- out, sprint across the baseball dia- mond, and accost the kindly, slightly nearsighted umpires, yelling just inch- es from their faces and kicking dirt on their shoes. Ah, the life of a major league manager!
Before you position your favorite baseball cap backward on your pate and ready yourself for a full-fledged rhubarb, there are other demands of America’s favorite pastime that a good baseball manager must master. Can your starting pitcher last the re- maining innings, or should you bring in a relief from the bullpen? Should you send the runner at first base to steal second? Do you signal the batter on deck to hit away or sacrifice bunt? These are but a few of the manage- ment skills featured in the new Micro League Baseball II Enhanced by Mi- cro League Sports.
As in the original Micro League Baseball version, the object of the simulation is to manage a baseball team of your choice. Whether you win or lose depends on the managerial moves you make. The new and im- proved version, written especially for the 64, features improved ballpark graphics, pop-up screens for easy mid- game substitutions, stealing and base- running ratings, pitching/hitting stats vs. lefty or righty, a Quickplay option, and many other extras.
Micro League Baseball II En- hanced is absolutely great, and noth-
G14 COMPUTE MA Y
REVIEWS
BAT TEI UP! ¢ PICK A PACK
TENNIS, ANYONE?
ing I’ve seen comes closer to the real thing. If you’ve always wondered what it would be like to manage the power hitters of the 1927 Yankees or how they would fare against the speed and athletic ability of the 1988 Dodg- ers, this is your vehicle. The simula- tion comes with a listing of 26 legendary teams of the past that you may pair as the home and visiting teams. Choose the stadium, the length of the series, and the rosters of your choice; and then play ball.
Two managers may guide their respective teams to victory, or one manager can challenge the manage- ment skills of the computer. If you like, both teams can be managed by the computer while you sit back (beer and hot dog in hand) and watch as the game unfolds before you.
Each manager is given the oppor- tunity to choose his or her offensive and defensive moves. When your team is at bat, you tell the batter to bunt, to swing away, or to hit and run—and whether to take the extra bases or not. Engineering a squeeze play or having a runner steal a base depends on your individual player’s athletic ability, the throwing-arm ca- pabilities of the opposing team, and, of course, luck.
On defense, you size up the abili- ty of the batter in the box. You decide whether you should instruct your pitcher to pitch an aggressive fastball, pitch out in anticipation ofa stolen
TRO = 1
base, or intentionally walk the dude at the plate. You position the outfield shallow or deep, and you shift the in- fielders to guard the line or to play in at the corners.
How deeply you will want to delve into this miniuniverse is up to you. Micro League Baseball II En- hanced lets you keep and compile stats on players, teams, leagues—you name it. You can trade players, cre- ate new rookies, and manufacture farm teams.
STEVE HEDRICK
Blayabilitye ...2 <1: ree Documentation.............. 4 Originalttyawvuccee sine ai. 4 Graphics Aarti tinusew nisnss
Commodore 64 or 128—$39.95 MICRO LEAGUE SPORTS 2201 Drummond Plaza
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PRO TENNIS TOUR
n the makeup of Pro Tennis Tour,
it almost seems as if the player has
been forgotten. Yet, in spite of that
lapse, the game is a faithful repre- sentation of the sport it strives to simulate.
Based on the Grand Tour of pro- fessional tennis, which includes Wim- bledon, the French Open, the U.S. Open, and the Australian Open, Pro Tennis Tour lets you play matches at some of the world’s most famous courts and to play in several modes of difficulty.
For me, the primary difficulty came in mastering the joystick moves. To serve, you must click the fire but- ton, position a black cursor to where you want the ball to land in your op- ponent’s court, and then release the button (in Advanced and Professional modes, you click again) to hit the ball.
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SCHNEDLER SYSTEMS
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“We engineer miracles.”
an automatic serving machine, prac- tice serving, and play against the com- puter or a friend; but best of all, you can play the various world courts without having to play at champion- ship levels.
Graphics and animation are very good, and care was taken to emulate the different playing surfaces found on the tour. The sound is so-so.
In addition to documentation that is adequate without being osten- tatious, the game’s booklet contains a section on tennis techniques, com- plete with diagrams. There’s also a brief history of the game.
Had it not taken me several hours of practice to achieve a medio- cre rating, I probably would’ve en- joyed the game more. But it’s a game, not an avocation, and I usually find myself feeling no more than luke- warm toward any game that demands I put in it more than I’ll get out of it.
If the user interface (in this case, the joystick moves) can be made as simple as a fast-action game demands, Pro Tennis Tour could be one of the great ones. As it stands, it’s an average exercise that demands almost as much practice and skill to master as the real game of tennis.
Easy enough? Almost. But to re- turn a ball, you must press the joystick button to swing the racket back and then release to hit the ball. The prob- lem here is that your player stops
Playabilityn- armen terete Documentations sea. ee 4 Oniginalityy---e tc eee rane: 3 Graphics? .s 252 pacha seen 4
Commodore 64 or 128; joystick —$29.95
UBI SOFT
Distributed by Electronic Arts 1820 Gateway Dr.
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(415) 571-7171
have this recurring nightmare. I’m being pursued by a loose stack of quarters, skittering after me ina Slinky-like motion. They’re coming at me, shouting obscenities, trying to mow me down and bury me beneath their silver-and-copper sandwiched selves. They’re angry with me, for now they'll never know the numis- matic ecstasy of sliding down the roller-coaster innards of an arcade game money box. I’ve got Mega Pack. Mega Pack from Virgin Games is a two-disk package of ten different ar- cade games for the 64/128. It leads off the first disk with Rebounder, a game
moving once you cock your racket arm. An added complication is choos- ing the desired return. For a lob, you move the joystick back; for a smash, you move it forward.
Moves of this type are not un- common in computer games, and I’ve found they work well in slower games such as golfing simulations. Here, if you want the fast action associated with tennis, you'll have to put in so many hours of practice that you’ll probably feel like Jimmy Connors.
Once you’ve passed this obstacle, however, the game can be enjoyable. You can practice your returns against
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Originally developed as a software package, then converted to a readable format, the Diagnostician has become a fantastic seller. With over 28,000 C-64 owners world-wide, Diagnostician II utilizes sophisticated cross-reference gnds to locate faulty components (ICs) on all C-64 and C1541 comput- ers (C-128/64 mode). Save money and downtime by promptly locating what chip(s) have failed. (No equipment of any kind needed.) Just updated with 30 changes to take advantage of the new 64C combination chips/RAM changes found on new CBM boards. Success rate from diagnosis-to- repair is 98%. $6.95 includes basic schematic. (Available for Amiga computers at $14.95.)
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NEW SPRING '91 CATALOG 36-page free catalog containing parts, upgrades, mem- ories, power supplies, diagnostics, and other items not found anywhere else
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G16 COMPUTE MA Y
3-D GRAPHICS DESIGN
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ORDER LINE ¢ (415) 923-1081 FAX (415) 923-1084 Dealers/Distributors inquiries welcomed.
Circle Reader Service Number 184
in which you are a tennis ball bounc- ing across a scrolling landscape. Next is Jack the Nipper II, the adventures of a diaper-sporting brat (according to the manual—my game would not run). Monty on the Run is the third— a game a la Goonies, in which Monty the Bear tries to escape to freedom. Bulldog is your basic flying space jet trying to outmaneuver and outblast alien space stations. Krakout is next, a fancy pong game with a kick and a twist: You try to obliterate blocks and aliens with your ball and bat. Be the hero in Future Knight and try to save your maiden fair.
The second disk brings you Cos- mic Causeway, a rolling marble game; Trailblazer, a sort of Cosmic Cause- way for two; and Northstar, where you’re responsible for resuming con- trol of space station Northstar, which has been overrun by aliens. Finally, taking up all of side 2 of the second disk is Thing Bounces Back—a rather indescribable game of mazes and slides, pipes and surprises, in which Thing (as apt a description of this springy gremlin as any) needs to col- lect parts of a computer program.
Of the nine I could play, I found Monty, Krakout, Cosmic Causeway, and Thing to be the most fun, with Future Knight, Northstar, and Trail- blazer next. Rebounder and Bulldog were OK, too (they bear a close resem- blance to games designed with Shoot ’Em Up. Construction Kit). Music and graphics on all the games, though dif- fering in content and styles, were excellent.
Krakout provides the most ad- justable variables, including options for screen color changes in time to the music’s beat, scrolling, and bat speeds. It also boasts 100 screens. Monty on the Run is cute but challenging. I’m sure it can be done, but to be honest, I didn’t make it past the second screen. Cosmic Causeway is real arcade fun and masterable enough to be satisfy- ing rather than frustrating. Thing Bounces Back is incredible. It’s fun and playable, and it’s charismatic along the lines of Tower Toppler.
The manual to Mega Pack is brief but gives a pretty good rundown
1959-1
of each game—better than having a friend tell you how to play them. And hey—how often do you get on-the- spot instructions to arcade games anyway?
Mega Pack provides a good cross section of games, something for every- body. It saves quarters, it saves wear and tear on the family car, and it keeps arcade addicts available for emergencies, like dinner and work, or school. It’s a good value—and a lot of fun.
ROBIN MINNICK
Playabilitycere cat fae sere wcie
Documentation.............. 3 Originality maces crestee ter claves 4 Graphics ere ae ete on. 4
Commodore 64 or 128; joystick(s)— $34.95
VIRGIN MASTERTRONIG 18001 Cowan
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WINGS OF FURY
he F-6F Hellcat dives toward the
treetops, releasing a cluster of
bombs. Most of the bombs burst
among the palm trees, but one scores a direct hit on an enemy dug- out, one of many that dot the island. A burst from the fighter’s .50-caliber machine guns strafes the beach, and puffs of sand erupt among scattering soldiers.
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pressure, and number of bombs re-
An enemy bunker in the jungle re- turns fire, and the plane is hit. Its oil pressure drops, and the pilot struggles in vain to keep the plane’s nose up. There’s no chance of making it back to the carrier, and the Hellcat plows into the jungle floor. Smoke engulfs the plane, and its ammunition explodes.
One plane down, two to go. The action is hotter than the Hellcat’s six machine guns in Wings of Fury, Bro- derbund’s new World War II action game for the 64.
The time is 1944, and you area Navy pilot aboard the USS Wasp, somewhere in the Pacific. After the game loads, cycle through seven naval ranks to select your mission. Midship- men have it the easiest with but one enemy-held island to attack. Move up in rank, and you go against enemy ships and fighter planes, plus numer- ous well-defended islands.
Before takeoff, arm your Hellcat with bombs, rockets, or torpedoes. Bombs and rockets are good against the machine guns, but you'll need a torpedo to have any chance of sinking an enemy ship. Don’t worry if you run out of ammunition before you com- plete your mission; you can always re- turn to the carrier and reload. You can land on a carrier, can’t you?
Carrier landings are tough. I’ve crashed into my ship more frequently than enemy bombs have. Taking off is a snap. Just give the plane full throttle and hope you have enough speed to stay in the air once you leave the flight deck. Everything is controlled with your joystick.
You don’t fly this game from the cockpit. Instead, you observe and con- trol the action from the side as your plane scrolls left and right. It’s almost like watching a war movie.
The graphics in Wings of Fury are pretty good. Your plane dips and dives over palm-covered islands as you try to eliminate enemy machine- gun bunkers that are firing at you. You have 30 bombs and plenty of bul-
TOM NETSEL lets. The falling bombs, explosions, and plane crashes are detailed and | Divabiity 4 entertaining. Ss es ea Pep tan oS The game’s sound effects don’t Documentation.............. 3 come close to taxing the 64, however. Originality.................. 4 Graphicsi. es oc. ses sneer et 3
Engine noises, enemy fire, and explo- sions are fine, but your machine guns are almost silent. Most of the innova- tive sound work comes from plane crashes and ditchings at sea, but your Hellcat’s six machine guns sound much too puny. A panel at the bottom of the
screen keeps track of your fuel, oil
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maining. It also keeps track of your score and the number of enemy planes you’ve shot down. There’s also a small, forward-looking view that helps you with landing.
Landings are the toughest part of this arcade game, but they don’t de- tract from its overall appeal. You will have to hone your timing and reflexes, however, if you expect to bomb any- thing other than palm trees.
The Hellcat is easy to fly, the ac- tion is fast paced, the missions range from easy to impossible, and the game restarts very quickly. I just wish I could stop playing kamikaze with my own carrier every time I try to land.
Commodore 64 or 128; joystick —$29.95
San Rafael, CA 94903-2101
COMPUTE
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3 WwW Z a ° = = 8 La] f= Fs tel pel @ SO
G-18
MACHINE LANGUAGE
J
et’s set aside serious study for the moment and have a little fun with a simple race game. Four horses will race across the screen, and the winner will be selected at random.
One of the best ways to learn pro- gramming techniques is with a game, because once you have finished enter- ing the bare-bones listing, you’ll cer- tainly come up with ideas to make the game more elaborate.
The BASIC loader will set up the program. The computer will wait for the jiffy clock to tick. The A register will contain the value of the low-order byte of this clock. We'll wait in a tight loop until the clock changes.
033C CMP $A2 033E BEQ $033C
Now the time has come to move a horse. Which horse? Pick it random- ly by tapping the noise oscillator.
The noise oscillator will give a random value from 0 to 255. That’s too large a range, since we have only four horses. The obvious thing to do would be AND #$03, which would zero out unwanted bits and leave a random value from 0 to 3. For rea- sons that will become clear soon, it’s better to start with an even number (0, 2, 4, or 6). You can AND #$06 to get an even number in the right range.
0340 LDA $D41B 0343 AND #$06
The x position of the sprites may be found at $D000 and successive even addresses. Can you see how the even-number gimmick works? That’s right; you slip the horse number into the X register and bump its position with an INC. After it’s moved, you'll copy its position into Y.
0345 TAX 0346 INC $D000,x 0349 LDY $D000,X
Divide the random horse number
by 2 with a Logical Shift Right (LSR) to reduce it to a number from 0 to 3.
CO) (MPPs UF E MA Y
VES USS ian Sey Ree el
Your objective is to change the sprite drawing to make the legs appear to move.
The drawing for each sprite is set in the video matrix (screen memory). The standard address for sprite 0 is $07F8 or 2040 decimal. For the horse in question, the picture number will switch. The EOR instruction is ideal for this kind of flip operation.
A DAY
gL Act
034C LSR
034D TAX
034E LDA $07F8,X 0351 EOR #$01 0353 STA $07F8,X
The selected horse has moved a pixel, and its legs have been adjusted. The horse’s position is in register Y. If the value has reached $FF, the horse has reached the finish line, and you can stop the race. You'll note that x position $FF is not the right-hand edge of the screen, by the way. The race could go further if you would write the routines necessary to adjust the x-position high bit. But, in the in- terests of program simplicity, that project is left to you. To test Y, incre- ment it, and ifit becomes 0, you’ll know that the horse has run the course.
0356 INY 0357 BEQ $035E
Assuming we have not branched ahead to end the race, we need to go back to the start and wait for the next
199s |
ESD
jiffy (1/60 second). Load the jiffy clock into the A register and hop back to the beginning.
0359 LDA $A2 035B CLC 035C BCC $033C
If the race is over, return to BASIC, where the program will pause.
035E RTS
DATA 197,162,240,252,173 DATA 27,212,41,6,178,254 DATA @,208,188,0,208,74 DATA 179,189, 248,7,73,1 DATA 157,248,7,200,240,5 DATA 165,162,24,144,222 DATA 96
FOR J=828 TO 862:READ X T=T+X:POKE J,X:NEXT J
IF T<>4778 THEN STOP DATA @,2,8,63,255,255,63 DATA 247,63,243,63,240,56 DATA 48,24,48,12,96,6,192 FOR J=8 TO 18 STEP 3 READ X,Y
POKE 896+J,X:POKE 897+J3,Y:POKE 898+3,@ POKE 968+J,X:POKE 961+J3,Y:POKE 962+J,0 NEXT J
FOR J=21 TO 27 STEP 3 READ X,Y
POKE 896+J,X:POKE 897+J3,Y:POKE 898+J,@ POKE 961+J,X:POKE 960+J3,Y:POKE 962+7,8 NEXT J
FOR J=39 TO 6@ STEP 3 POKE 896+J,@:POKE 897+J3,0:POKE 898+J,90 POKE 9690+J,9:POKE 961+J,9:POKE 962+7,0 NEXT J
FOR J=8 TO 3
POKE 53248+7*2,25
POKE 53249+3*2,7*30+898 POKE 53287+J,1
POKE 2048+3,15
NEXT J
POKE 54287,55
POKE 54296,129
POKE 54296,128
-POKE 53269,15
PRINT CHRS$ (147)
FOR J=l TO 26:PRINT TAB(31);CHR$(165):NEXT J SYS 828
FOR J=l TO 5@08:NEXT J POKE 53269,9 a]
The Gazette
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GemCalc 64 & 128—
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G20 COMPUTE MA Y
BEGINNER BASIC
e’re in the middle of a pro- gram that prints your personal telephone directory on the screen and then dials a select- ed number when you hold the tele- phone’s mouthpiece directly over the monitor’s speaker. We'll pick up the program at line 200.
200 PRINTTAB(30)“PRESS
210 PRINTTAB(30)“RETURN
220 PRINTTAB(30)“TO DIAL
230 PRINT“[HOME]”:GOSUB350: GOSUB440
Lines 200-220 are self-explanatory; line 230 returns the cursor to the up- per left corner of the screen and then calls two subroutines. This program has been renumbered, so I know which lines the subroutines will use. Normally, when you’re writing a pro- gram from scratch, just put the sub- routines at high line numbers, such as 1000 or 5000; you can then renumber the program later if you wish. Here’s the first subroutine.
350 READN$,NUS(C):IFN$=“Q”THEN RETURN
360 PRINTSPC(3)N$TAB(18)NUS(C) 370 C=C+1:IFC>22THENPRINT“NO MORE THAN 22 NAMES AND NUMBERS!”:END
380 GOTO350
This is a four-line loop that reads and prints on the screen the names and numbers from lines of DATA while incrementing counter C. N$ is the per- son’s name; NU$(C) becomes his or her corresponding telephone number. For each READ, an IF-THEN checks for a Q, which is an out-of-data signal. Ifa Q is read, the subroutine returns to line 230. Another IF-THEN in line 370 checks for more than 22 names and numbers.
We are filling what’s called an in- dexed array, NU$(C), with telephone numbers; C is the index to that array. We'll discuss that in more detail ina moment. Now let’s add some fake data to read, which you should replace with real names and numbers.
390 DATAJIM, 111-1111 400 DATABILL,222-2222 410 DATAMIKE,333-3333 420 DATADAVE, 444-4444 430 DATAQ,Q
You can have as many as 22 names with corresponding telephone num- bers. Use lines 390 through 429 for your data. Since you'll probably want to call more than four people, number your data lines in increments smaller than 10, leaving line 430 as it is. Here’s how the index variable C works. The position of a person’s name on the screen, from the top of the list, determines the array’s index
MORE INDEXED ARRAYS FOR A
DIGITAL DIALER
number, beginning with 0. In our er- satz example, Jim’s name, N$(0), will be printed on the first line from the top of the screen (line 0); his phone number, NU$(0) is 111-1111. Like- wise, Mike’s name, N$(2), will be printed on the third line from the top of the screen; his phone number is 333-3333, NU$(2). We'll use the those critical line numbers later to generate the telephone dialing tones. Here’s the second subroutine, which controls a symbol (*) that points to the names.
440 POKE214, Y:PRINT:POKE211,2: PRINT“[SPC]”
450 IFA$=“[UP]”*THENY =Y—1:IFY <0THENY=0
Ome]
460 IFA$=“[DOWN]”THEN¥=Y +1: IFY>C-ITHENY=C—1
470 POKE214,Y:PRINT:POKE211,2: PRINT“*”:RETURN
We want the symbol to appear first in the upper left corner of the screen, so we use this subroutine now. Lines 440 and 470 are the only ones used the first time through.
Memory registers 214 and 211 on the 64 control the vertical and hori- zontal positions, respectively, of where something is printed on the screen. In the subroutine above, Y is the line number that the pointing symbol * is on. If Y =0, the * will be on the first screen line. (Remember, we’re counting from 0.) POKE211,2 is the same as PRINTTAB(2). PRINT“[SPC]” erases the asterisk. We'll get to lines 450 and 460 in a minute after we return to the main body of the program.
240 Z=50
Z is the length of time each pair of tones will sound when dialing and is used later in a simple time-killing FOR-NEXT loop. Remember, the screen has been printed (subroutine 350-380), and the * is pointing to the first name on the screen (subroutine lines 440-470). We now want to look at the keyboard, specifically the cur- sor-up and -down and Return keys.
250 GETAS$:IFA$< >“[UP]”*THENIFA$ < >“[DOWN]” THENIFA$< > CHR$ (13)THEN250
The cursor must move if the up- or down-cursor key has been pressed, so we use the subroutine at 440 again.
260 IFA$=“[UP]”ORA$=“[DOWN]” THENGOSUB440:GOTO250
Now lines 450 and 460 in that subroutine decrease or increase Y by 1, which effectively moves the * up or down. Once the * has been posi- tioned next to the desired name, Y has a particular value corresponding
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to the vertical position of the *, the screen line number.
If the Return key has been pressed, control falls to line 270.
270 N$=NUS(Y)
Remember that in line 350 we filled an NU$( ) array. Here’s where we use Y to index the array. If, say, the * is on line 7 (the eighth line print- ed), N$ will become NU$(7)—the telephone number on line 7.
The next seven lines contain three nested FOR-NEXT loops. Basi-
cally, we want to scan the telephone number and have the computer play two tones for each digit scanned.
280 FORN=1TOLEN(NS):D$(N)= MID§$(N$,N,1)
290 IFD$(N)=“—” THENNEXT
300 FORT=1T04:POKEF(T), W(T,(VAL (DS(N)))): NEXT
310 POKEG, VN:POKEH,VN
320 FORT=1TOZ:NEXT
330 POKEG, VF:POKEH, VF
340 NEXT:GOTO250
In line 280, the outermost FOR- NEXT loop uses its variable N and MID$ to scan N$ (the phone number)
one digit at a time. In the number 638-3990, D$(3) will be 8. Line 290 causes hyphens to be ignored.
Using a nested FOR-NEXT loop and the VAL function, line 300 pokes two pairs of frequencies into the fre- quency control registers for voices | and 2. Line 310 turns on voices | and 2 with waveform 64, line 320 causes them to sound briefly, and line 330 turns them off. Line 340 closes the outermost FOR-NEXT loop, which is scanning the digits.
To use the program, carefully en- ter your DATA lines from 390 to 429. You'll probably want to use more than four people, so number your lines in increments smaller than 10. Run the program. A screen of names and numbers should appear, with an asterisk (*) to the left of the first one. Select a name with the up/down cur- sor key. Turn up the volume of your TV or monitor and press Return. You should hear touch-tone dialing tones.
Now pick up the handset ofa nearby phone, place the mouthpiece directly over your TV or monitor’s speaker, and press Return again. If the volume is adjusted properly, the com- puter should dial the telephone. If not, adjust the volume andtry again. @O
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PROGRAMMET’S PAGE
BR ASNeI DEY at OM. Ps SsOFN
hat happened to the adage DS 16176 DATA 669,208,133,254, 216,255,632,216
bigger is better? Unless you’re 169,666,686,253 HP 16390 aa rd og
diaciisernn A Ntitiie _ | DS 10186 DATA 642,606,253,042 62,208,232,8
ais sa pa G06,253,042,024 | BA 1940 DATA 165,211,201,040, gt Pp XS 16196 DATA 1061,254,133,254, 144,603,056,233
technology. Smaller circuits, smaller disks, and smaller pixels are the mainstay of today’s modern computer
SG 16418 DATA 640,261,000,096, 160,172,187,162 KM 18428 DATA 188,033,063,862,
G32,048,193,291 AR 16266 DATA G37,144,963,632, G21,193,166,006
systems. FK 102106 DATA 173,014,2206,641, 196,191,161,660 ; ; 254,141,014, 224 ER 106430 DATA 634,059,044,032, Let's have some fun thismonth | 5, 19229 paTA 165,001,041,251, 806
and shift the wheels of micro-progress into reverse. The next time some 128 or IBM PC owners boasts of their 80- column display, ask them to show you using a PRINT statement. After something really impressive—say, 10- you’ve run the BASIC loader above,
column text. ADD PU N@r TO simply type SYS 49152, followed by
The BASIC listing shown below the item, or items, that you want to
creates a machine language routine YOUR PROG RAMS: print in quotation marks, Note that REM BIG TEXT
for the 64 that prints characters four Th N i you must use a comma to separate the CX 116 GOSUB 10008
times their normal size. Use The SYS command and the item(s) being
Automatic Proofreader, found else- printed. For example, to print the
where in this section, to help elimi- name of your favorite magazine, enter
nate typing errors. the following line:
FC 1286 SYS49152," BIG TEXT ACT Numbers can be printed just as
es ae EV AGED ly easily. For example, the following
KJ 10600 FOR 1=49152 To 49484: command prints the result ofa simple READ D:POKE I,D:NEXT mathematical formula.
AR 16016 RETURN
MH 19626 DATA 632,253,174,032,
158,173,636,613
KA 16630 DATA 648,006,032,221, 189,032,135,186
KR 16640 DATA 632,166,182,133,
133,661,177,253 XF 10236 DATA 133,249,206,177, 253,133,250,200
Using this routine—appropriate- ly titled Big Text—is very much like
SYS 49152, “COMPUTE”
166
SYS 49152,“2 + 2 =";2 + 2
SF 16246 DATA 165,0601,669,064, 133,001,173,014
QQ 16256 DATA 226,669,001,141, 614,226,162,004
As with the PRINT command, you can use a semicolon to combine
252,169,255,133 EB 16266 DATA 134,002,165,199, | items being printed or to suppress the FA 16658 DATA 251,230,251,164, 672,169,600, 006 carriage return that is usually output
251,196,252, 268 JR 16276 DATA 249,942,906,249, | at the end of each line. Because this HM 16066 DATA 624,632,121,006, 642,006,250,042 : ae
240,611,201,059 JS 16280 DATA 606,250,042,176, | Program increases characters’ size
four times, carriage returns move the
BQ 16070 DATA 268,217,032,115, 189,060,193,048 e retu 660,208,212,248 BQ 16296 DATA G12,989,128,162, | cursor down four lines instead of one. XH 10080 DATA 097,169,617,632, 660,228,199,268 Special control characters, such 608,193,134,211 QC 10306 DATA 062,162,018,134, | as Crsr Up or Ctrl-6, can be printed by JX 16690 DATA 696,177,034,201, 199,032,210,255
Big Text and often produce impres- sive results. Big Text can’t use the TAB( ) and SPC( ) functions, however. Using commas outside of a string to advance the cursor doesn’t work.
632,144,031,2@1
FG 16160 DATA 664,144,942,261, 696,176,665,641
CE 16116 DATA 191,6076,169,192, 261,128,176,004
JX 16316 DATA 164,133,199,198, 662,208,211,169
AF 16326 DATA 157,632,068,193, 169,917,632,210
QR 16330 DATA 255,192,008,268,
EG 10126 DATA 641,223,208,025, 155,032,621,193 261,160,144,686 QM 10346 DATA 169,145,G32,968, L :
GH 16136 DATA 041,127,009,064, 193,376 ,025,192 Killer Birds — } at: 208,G15,201,029 BH 10350 DATA 162,004,032,218, | Toshow off Big Text’s capabilities,
RK 10140 DATA 268,065,032,617, 255, 202,208,256 I’ve written Flap Attack, a simple ar- 193,240,178,032 KB 10368 DATA 096,162,0061,268, cade game in which large, hostile birds
662,162,004,169 CA 16376 DATA @29,932,218,255, 632,048,193,268 DATA G11,169,0617,632,
JR 16158 DATA 210,255,076,025, 192,133,253,173
FJ 16166 DATA 624,268,641,662,
246,062,169,858
(inspired by Hitchcock) are attacking earth and must be shot down. Ten points are awarded for each bird hit.
G22 COMPUTE MBAS YY" 1989" 1
PROGRAMME'S PAGE
The score, the cannon, and the flying invaders are all created by using en- larged characters.
The Flap Attack program is listed below. You must load and run Big Text before running this program.
160 REM FLAP ATTACK
RS 116 CRS="{32 RIGHT}":CDS=" {21 DOWN}"
GG 120 POKE 53286,@:POKE 53281 ,@:BDS$ (G0) ="UI":BDS(1)=" JK":
FR 130 SYS 49152,"{CLR}{BLU}SC ORE:"SC:SYS 49152,LEFTS (CD$,16)" {WHT}
{3 SPACES} {A}]{S}{YEL}"
MB 140 PRINT "{BLU}{5 SPACES}P RESS THE SPACE BAR TO F IRE{YEL}";
XA 150 FR=@:Y=(RND(.)*8)+5:FOR
X=8 TO 32 RK 166 IF PEEK(197)=6@ AND NOT FR THEN FR=-1:G=18+X
Jc 176 SYS 49152,"{HOME}"LEFTS
(CD$,Y) LEFTS (CR$,X) BDS (
XAND1)
IF NOT FR THEN FOR P=G
{SPACE}TO 30:NEXT:GOTO2
46
XF 196 IF G-X=<4 THEN FR=@
GP 260 PRINT "{HOME}"TAB(17) LE FTS (CD$,G-X) "<>{DOWN} {2 LEFT}{2 SPACES}":IF {SPACE}G-X<>INT(Y)+2 TH EN24G
CG 216 IF X<13 OR X>15 THEN24G
QJ 226 FOR I=7 TO 23:POKE 646, I:SYS 49152,"{HOME}"LEF TS(CD$,Y) LEFTS (CRS$,X) "* *"SNEXT
PJ 230 X=32:SC=SC+16
QB 246 NEXT:AT=AT+1l:IF SC<>196 THEN13@
EX 256 PRINT "{CLR}{WHT}AFTER" AT"ATTACKS..."
DP 260 SYS49152,"{4 DOWN} Y
{DOWN}O{DOWN}U H{DOWN}A
{DOWN} V{DOWN}E":SYS4915
2,"{3 SPACES}W{DOWN}O
{DOWN}N"
How Big Text Works Without the 64’s extensive number of graphics characters, Big Text would not have been possible. To produce enlarged characters, this program uses graphics characters, instead of pixels, to draw a character’s shape. The bit pattern of each character is retrieved from character ROM, located in memory at $D000-$DFFFF. Next, the bit pattern is evaluated, and each 2 X 2 block of pixels is converted into a single Commodore graphics charac- ter. Any 2 X 2 block can be represent- ed by one of 16 graphics characters. To speed up this pixel-to-charac- ter conversion, Big Text uses a lookup table consisting of the 16 possible
RX 186
characters. Each 2 X 2 pixel pattern is converted into a number and used as an index to retrieve and print the cor- responding graphics character. The accompanying figure shows the 16 graphics characters used and the order in which they appear in the program’s conversion table. Not only does this conversion table increase the pro- gram’s speed, it also decreases the pro- gram size by reducing the amount of code required to locate the appropri- ate graphics character. And as we all know, when it comes to program size,
bigger isn’t always better.
cll
Lae oo A: ee 1: i = 9 : 162R 187R 172R
These 16 graphics characters can repre- sent any 2 X 2 bit pattern. Below each character is the character's Commodore ASCII value. ASCII values followed by the letter R are displayed in reverse video. These characters are shown in the order in which they appear in the pixel-to-character conversion table. Oo
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ecently, I was watching my 11- year-old son, Eric, sitting on the floor operating his Nintendo Game Boy. Suddenly Eric looked up and said, “Dad! I beat it! I finally beat Super Mario Land!”
I went over and sat down beside Eric. It took a while for my 40-year- old eyeballs to adjust to the miniature display screen on the Game Boy, but eventually the screen came into focus.
I was stunned. For months Eric had been playing the Game Boy, and I had imagined that its display was only a slightly more sophisticated version of the little hand-held games you see at drugstores and electronics outlets. I was wrong. The action figures on Er- ic’s display screen, though in black- and-white, were incredibly detailed. The game action was complex and nonstop, and the little tune was catchy, if a bit repetitive.
The Game Boy is more than a toy. It’s a full-scale computer!
The battle over Nintendo has been raging across the U.S. for years, ever since Nintendo America came along and revived a near-dead elec- tronic-game industry. Educators, al- most without exception, are allied against Nintendo and against kids’ playing Nintendo. Educators say that Nintendo keeps kids from doing their homework, warps their minds, turns them into couch potatoes, and dis- courages them from reading.
All this may be true!
On the other hand, educators’ epithets have done nothing to stem the Nintendo tide. Almost every kid in America has played Nintendo, and most households now have a Nin- tendo or a Nintendo look-alike tucked away in some kid’s bedroom.
How many adults play Nin- tendo? Quite a few, judging by Nin- tendo’s recent efforts to create adult- oriented games. However, whenever I speak at a national conference, I ask the crowd of 50-500 adults, “How many of you dare to come out of the closet and admit publicly that you like to play Nintendo and feel confident that you could whip a kid at it?
G2a COMPUTE MAY
& TVERSIONS
Daal
Ge N WAZ
The unbelievable thing is that I’ve never had a single adult raise his or her hand when J ask this question. This indicates to me that Nintendo is very much a generational issue. Nin- tendo game playing, the fascination with Nintendo, and the growth of its market are all related to who our kids are and who we are not. Nintendo of- fers kids something powerful that we aren’t offering them, something pow- erful they aren’t getting elsewhere.
What could that something be? Here are my guesses.
Power. The first is power: power to enter a simulated world where they are the top dog, where their decisions
KIDS ARE LEARNING
LESSONG FROM NINTENDO
count, where the world’s very exis- tence is dependent on them. Complexity. Simulated experi- ences that are so complex and so de- manding that they challenge today’s TV babies to give their undivided at- tention and to call upon every nook and cranny of their intelligence—or die (at least for a few seconds). Context. Unlike their school days, children’s Nintendo experiences are rich in context. Kids sees them- selves acting in the role of one of the game characters. They know roughly what the game’s goal is and how
lomo
they’re going to get there. They follow this character through a simulated three-dimensional landscape full of milestones and markers that tell them how much progress they’ve made to- ward their goals. They are on a quest, and this quest has meaning.
Control. Adults who think chil- dren play Nintendo for fun haven’t spent enough time watching their chil- dren play Nintendo. Children take their Nintendos very seriously. Often while Eric is playing, I hear cries, grunts, cheers, and groans, depending on how a game is going. Eric measures his overt success by how long he can stay alive and how far toward an ulti- mate level he can travel. His deeper, more sustained quest in all Nintendo games is toward mastery, competence, and control over the reality of the Nintendo game world.
Mystery. Mystery is what makes Nintendo fun. The environment must be unpredictable to be challenging. If it’s a good game, no one really knows every step through it. At any point, the next step may be successful—or it may be your last.
It is critical that some adult has not been there before you and now waits (like a teacher in the front of the room) for you to struggle to catch up. The world is a mystery, full of invisi- ble buttons and dangers that leap out from all sides, and you have to master a game world by mapping it out. The only way to map it out is, through an endless series of game voyages into the wilderness, to be struck down again and again. Each time you go back, make it a little farther through the world before the game “you” is sacrificed on the altar of discovery.
It’s my opinion that the Nin- tendo system is far more important than most of the adult world realizes. I believe computer games could form the basis for a new schooling expe- rience for kids and maybe for us adults as well. It represents a new architecture of knowledge—a new way to map knowledge for the learner and a new way for the learner to navi- gate through knowledge. a
PROGRAMS
ordred, an evil wizard, has sto- len the Great Cup of Castalia, plunging all the land into dark- ness. You have learned that the cup is hidden in a great underground castle. To recover the cup, you must make your way through many caves and caverns leading to the castle. The journey will be difficult; the caves are filled with goblins and traps. Can you return the cup and restore order to the world?
That is the story behind Castalia, an excellent arcade/strategy/adven- ture game. Castalia combines fast play, colorful graphics, and many lev- els to create a great game.
Getting Started To enter Castalia, you'll need to use MLAX, our machine language entry program; see “Typing Aids” elsewhere in this section. When MLX prompts you, respond with the values given below.
Starting address: 1C01 Ending address: 3478
Be sure to save a copy of the game before you exit MLX.
Although Castalia is written in machine language, it loads and runs like a BASIC program. After you’ve loaded and run the game, the first lev- el will appear with your character in the lower left corner of the screen. Move it using a joystick in port 2.
Goblin Cheese The caves you must traverse are made of different building materials. It will take some time for you to become fa- miliar with them and to know what you can and cannot do. The purple blocks are cave walls, which you can- not go through. The red bricks are impenetrable unless you have super- strength (see below).
It’s possible to move through brown dirt, and gray boulders can be pushed to one side, providing there is space available. White doors are mag- ic. You can pass through one unless you're carrying a boulder. The green
material that looks like dirt is goblin cheese. You cannot go through it, but goblins can eat a passage through.
Can You Spare a Spell?
Many types of treasure found in the caverns will help you on your journey. Yellow coins are the most abundant. Watch for white coins; each of them is worth ten of the yellow ones. You may also find white healing potions marked with an L. These restore one unit of your character’s life force, The red superstrength potion allows you to
CASTALIA
EVADE THE GOBLINS IN THIS EXCITING, FAST-PACED ARCADE ADVENTURE FOR THE 64. JOYSTICK REQUIRED.
break any red bricks that get in your way. Collect an orange fireball spell, and you can shoot five deadly fireballs at goblins. Look for a light blue hel- met and armor; each will limit the amount of damage goblins and their fireballs can inflict.
Goblins are the blue creatures that patrol the caverns. They are dan- gerous and will cause you to lose three units of life force unless you have the blue helmet or armor. You can kill goblins by shooting them with fireballs. If you trap a goblin so it can no longer move, it will turn into a white coin.
Magical Moments In some caves, you’ll find magical statues that shoot fireballs. These fire- balls will take three units of your life force unless you have the helmet or
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armor. If you stand directly in front of a statue, its fireballs won’t be able to hit you.
Other magical items include tele- porters. They are cyan, purple, blue, or green and resemble doors. Tele- porters will take you to various places throughout the caves. Sometimes, these teleporters will be blocked by locked doors. To open these doors, you must find the key of the same color.
There are two types of toll booths ‘between you and many treasures. The white booths cost 100 yellow coins to pass through; the yellow ones cost 10.
Your status appears across the top of the screen. At the left is the amount of time you have left with su- perstrength, followed by the number of superstrength potions you're carry- ing. The number by the fireball potion is the number of fireballs you have. Next, the healing potion shows the amount of life force you have remain- ing. Any keys or armor you have will be displayed next, followed by the
number of coins you have collected.
Tips on Playing Pressing the space bar during play pauses the game. While it’s paused, you can push the joystick left or right to select a fire-button function. A gray border means you can press the fire button to carry a boulder and release it to drop the boulder, an orange bor- der means you'll shoot a fireball when you press the fire button, and a red border means that if you press the button, you'll drink a superstrength potion. The screen will flash while you have superstrength. Press the fire button to restart the game. Press Q while the game is paused to start over. If your life force drops to 0, your character dies. Press the fire button to restart the game, or press Run/Stop- Restore to leave the program. When you restart, you lose all of your coins and potions, but you retain your keys and armor.
Helpful Hints Castalia is a challenging game, but it
COMPUTE G25
PROGRAMS
1D29:FF C8 87 D@ D8 1D31:G61 58 4C 6D G8 A4 AB FG 71 1D39:22 A5 F7 38 ES A8 BS G3 AG 1D41:C6 F8 38 85 F7 AS FC E5 B2 1D49:A8 BO 62 C6 FD 85 FC Bl 62 1D51:F7 88 91 FC 98 D@ F8 C4 6A 1D59:A9 FO GA Bl F7 C6 FD C6 9E 1D61:F8 C6 A9 18 EC 60 78 E6 CG 1D69:G1 4C 16 G8 66 GG GB G8 9B 1D71:GA 66 9E 32 36 36 31 E3 48 1D79:6B 78 A9 G2 E7 4A A2 FO 4B 1D81:BD 31 11 54 27 9D FF 2B 29 1D89:BD 21 12 6@ B8 28 9D EF BE 1D91:2C 66 2A EB A2 51 BD 7F 3B 1D99:Dl 9D 7F 29 16 BF F7 96 A6 1DA1:6B 85 61 1A 9E AQ 1A 8D El 1DA9:1E 1F 2C A2 @6 9D 98 CA @D 1DB1:D@ FA A9 66 8A EA 3C 34 55 1DB9:62 3D 22 66 CE 76 39 62 95 1DC1:A4 44 6A 91 5B 62 52 84 53 1DC9:AA 8D 98 2C 18 2D DC A9 6B 1DD1:6C 43 C5 91 C8 28 D6 44 8D 1DD9:GC GF 20 62 GF 26 46 17 A4 1DE1:B2 45 38 G4 7F 62 G7 42 62 1DE9:9C AY 3A 71 C3 F8 GD 31 88 1DF1:1D @C DF C@ 4D 93 6A 4C 9F 1DF9:79 7E Al 4C 48 38 18 D@ AD 1E61:15 F@ 1D 67 63 CD 4B 8F 8D 1E99:02 D5 68 58 62 5C A5 4F 61 1£11:85 5D 65 65 43 64 E6 4E BG 1E19:E6 4C D@ G4 E6 4D 35 FC BA 1E21:57 44 Bl CA A9 C3 F@ 72 AD 1E29:C4 A5 5C C5 AD A5 5D DG AB 1E31:6A 7C 69 43 38 16 C9 GA 5E 1E39:F@ 12 AD 52 83 23 41 @3 7B 1E41:A9 56 38 ED B® 8D 4C 86 AG 1E49:71 9D 68 18 3F 89 BD 62 AS 1E51:C7 C4 8C AD 71 F2 43 2C 19 1E59:65 E3 64 46 GC A3 9A 44 SE 1E61:18 68 FE 69 96 GE 24 G6 4F 1E69:5E 75 GE 13 D4 84 28 71 9F 1E71:53 69 AB 54 59 @3 DO 1A E6 1E79:33 17 A@® 8D 43 1A 48 E3 E8 1E81:D@ 68 AD 5A CE 48 96 69 85 1E89:89 A3 27 63 18 C4 G5 EY 18 1E91:0E 81 F@ BA Al 9A GC A6 2A 1E99:26 99 A7 G6 B4 36 BC 43 DF 1EA1:87 16 FC 81 8@ 8D 69 66 4C 1EA9:C@ AF 8C 11 @1 DE AA 29 D6 1£B1:7C C9 16 Bl 67 45 62 88 96 1EB9:66 26 OD 75 4B F4 69 8A C4 1EC1:86 1E C9 15 FO 1A AC SF FB 1EC9:67 C8 98 16 64 CC 51 A8 9E 1ED1:97 AC @9 AQ 14 CC CA C@ EA 1ED9:FB 69 AD 4E D9 8@ 2D G6 22 1EE1:C5 79 46 64 E4 @@ DC 8D DC 1EE9:9B 29 16 AA 4D 4@ G1 8E E6 1EF1:42 E2 CC 3B OE 22 1D 43 CB 1EF9:93 49 FF 29 OF 36 AE 16 5B 1FG1:6B 79 81 F8 1F 86 G1 OG F7 1F@9:GD 8C 9E 94 4E 8D 5@ OB 62 1F11:7F C9 68 B9 65 E2 G6 69 BI 1F19:3F B3 68 26 76 B9 57 44 D4 1F21:56 B9 58 GA 86 FA D2 F2 2D 1F29:0B @6C GC 5C 42 BC 27 BC D3 1F31:1F Dl 82 D8 26 Al 68 89 63 1F39:BD OB AB 1D OB 38 C4 G6 89 1F41:32 02 6B 55 6B 6C 26 23 3D 1F49:E5 GA 9F GA G7 GB 12 GB 25 1F51:A7 8@ F8 46 46 GA F6 GA F8 1F59:86 OD 64 64 C® 59 El 54 6B 1F61:47 EB 1C 92 9@ 83 12 AD 4F 1F69:4C 76 F9 89 D@ G4 86 64 C9 1F71:4D 63 69 84 9C GA A5 D2 AB 1F79:67 51 1D 69 91 56 CA G4 2B 1F81:52 91 4E 52 G5 06 C4 C6 CC 1F89:99 86 38 80 C9 1C A8 29 7E 1F91:72 55 DB 60 65 AG 6C 28 8E
can be solved if you take it bit by bit. Since you don’t lose your keys or ar- mor when you die, they are valuable. Once you’ve found a key, you can teleport past caves blocked by locked doors.
In many caves, goblin cheese will block your way. Move boulders so that the goblins will eat the cheese for you. Be careful if you teleport out of a cave when a goblin is about to get
you. It will be waiting for you if you return.
Whenever possible, dispose of the goblins by trapping them with boulders so that you can get the white coins. Use fireballs only when neces- sary. When dealing with goblins in tight spaces, study their movements and try to find a safe place to stand so you can shoot them.
Use your superstrength potion sparingly. There are many places to use it, but not much potion.
Castalia is a fairly long game to type in, but its numerous features will keep dedicated game players busy for hours. It’s filled with many little tricks that you'll learn after you’ve played the game a few times. Good luck.
CASTALIA
1C61:0B 1C 76 17 YE 32 34 30 9B 1C69:37 868 G8 BB 20 26 20 26 BE 1C11:26 26 26 26 26 AG C4 BY 2E 1€19:3C 68 99 F8 @@ BY FD G8 1F 1€21:99 33 63 88 DO Fl AG G9 74 1C29:B9 GC 68 99 FF 93 88 DB C9 1C31:F7 A9 13 85 2D AQ 27 85 6E 1C039:2E 4C @6 G1 19 AG G2 13 GE 1€41:27 EF 1E B9 6E 69 99 E8 IC 1€49:67 C8 DO F7 EE G2 61 EE 41 1C51:65 @1 C6 F9 D® ED A2 G3 4B 1€59:28 34 63 FG 33 C9 G7 DG BD 1C61:16 A2 G1 26 34 63 DG BA C8 1C69:A2 G4 26 34 63 18 69 87 8D 1C71:16 65 A2 GA 26 34 63 85 45 1C79:A8 A5 A7 85 AY AS FE 85 24 1C81:F7 A5 FF 85 F8 26 6C G3 9B 1¢089:A5 F8 85 FF A5 F7 85 FE 9A 1C91:E8 28 34 63 DO 1E A2 G8 49 1099:26 34 63 AG G2 84 AB 85 52 1CA1:A6 18 AS FC 65 A6 85 F7 86 1CA9:A5 FD 65 A7 85 F8 28 6C 18 1CB1:03 4C 13 @1 E8 26 34 G3 24 1CB9:DG 1C AG G3 84 AB EB 26 SE 1CC1:34 63 FO G8 A2 68 28 34 1D 10C9:93 4C 5C @1 A2 OB 28 34 E7 1CD1:03 E6 A7 4C 5C Gl E8 26 D7 10D9:34 63 DB GA E8 20 34 G3 DA 1CE1:18 69 64 A8 D@ D6 E8 20 5F 1CE9:34 63 DG GA A2 G2 26 34 49 1CF1:03 18 69 66 DG ED A2 G8 CA 1CF9:20 34 G3 DG E6 AD BB 85 20 1D01:A7 A4 FB FG@ OC G6 FA 2A 5F 1D69:26 A7 C6 FB CA DG F2 AB 61 1D11:66 48 Bl FE 85 FA AQ G8 27 1D19:85 FB 68 A4 FE DG G2 C6 72 1D21:FF C6 FE CO
1F99:53 34 1FA1:D2 8D 23 23 6B 1PA9:24 17 1E @C C9 GA BE G5 21 1FB1:E8 FO 16 56 61 66 84 G1 14 1FB9:E®8 E9 3C 8@ 1B 85 C5 41 2E 1FC1:46 BE 97 82 GC AD FO 96 4E 1FC9:8D 52 63 GA GA B4 38 44 3C 1FD1:CC 5A 74 EA 64 85 59 A2 D5 1FD9:@6 AG 28 Bl 58 45 71 85 AG 1FE1:29 FC C9 64 DB 36 26 4c 59 1FE9:A4 82 21 2B 81 5A E6 58 8D 1FF1:CC BE E3 E6 59 E6 5B AS F3 1FF9:59 C9 68 DB D9 AD 4A D1 51 2601:7C 48 18 A8 8C 4B A4 46 3A 2669:83 BE 35 18 6D 48 66 A8 97 2011:B9 F2 16 8D 41 6C 89 G8 9C 2619:4F 69 GA Fl A4 AS 78 DG 39 2621:64 63 26 A3 26 1A 19 48 4F 2629:4D C6 85 47 61 64 65 CB 53 2631:7B 96 65 BG GA 46 C4 BC AE 2639:17 12 71 F4 67 43 23 A3 36 2041:3F 18 76 Dl 38 AE 16 6B SA 20649:F6 5E D2 F8 68 D2 8B ED 17 2651:8D 66 1C DG 69 9B 63 18 1B 2059:D8 A9 62 B7 A6 78 GC AS Gl 2061:4E 66 A2 28 85 56 85 54 84 2669:A5 4F E9 GG 85 51 22 27 6A 2671:6F 55 BE D6 C4 Bl 56 16 61 2679:5B 13 A9 8B 91 58 AO BC 47 2681:91 54 4E 38 2E 66 28 85 34 2689:44 4C 82 @C AQ 26 74 GF D5 2691:AG 21 96 OC AG 28 73 21 EA 2699:8E 99 C8 51 14 84 AC 4C CB 2G@A1:BC A2 68 C@ 83 E6 39 62 2D 20A9:E6 4F A9 CG C5 4E DO G9 84 26B1:A9 67 C5 4F 606 DE 16 B7 8C 26B9:8C 4C 25 69 AG FB A2 7E G62 26C1:8A 1B 86 99 FF 63 86 19 DD 29C9:86 99 F9 84 80 19 8G 99 33 20D1:F3 65 8A 39 86 GA 99 ED 7F 20D9:66 58 El 4C DD AA 79 Cl 82 2GE1:FG 1A AA AD 64 12 49 G2 4E 20£9:50 45 8A F8 85 OF D8 A6 45 20F1:22 44 22 68 65 4C 64 7A F4 29F9:66 8D 21 D@ 8D 3E 62 21 1A 2141:38 86 39 61 99 8D 59 A6 13 2169255 12 (2053C,97 G3. 25) 39) AB 2111:C8 3D 39 23 96 83 3F 9C GE 2119:063 61 39 28 1E A@ BB 41 8B 2121:1D 64 E4 20 83 38 AG GC DB 2129:A8 A2 26 26 GE BB 41 8D 3E 2131:89 53 68 22 21 72 68 26 3F 2139:22 GF 27 22 AD 67 A2 OD B4 2141:A9 22 23 64 AQ 29 39 CB 86 2149:CE 96 54 A@ 64 BO 54 94 EF 2151:G6F 98 GA AA AQ 1C 63 G3 B4 2159:64 98 7A 64 9D 11 D8 88 BE 2161:D0 E9 4C 87 GD 26 9F FF BO 2169:26 E4 FF 95 BE @@ G7 C9 1C 2171:51 D@ 69 96 Bl AD 39 DO AE 2179:61 A7 AC 5A 78 8C A8 9A 73 2181:A8 4B 26 64 DG BD CE G2 4A 2189:8D 16 1C A2 62 D@ A2 4C E8 2191:D2 OD 98 29 68 DO GF EE B6 2199:E2 58 63 CD AG BC 46 BA 66 21A1:B8 41 68 CG CA 1C G7 AD 1c 21A9:C2 68 53 CD 42 F@ BF 46 2A 21B1:55 26 36 8A 85 BC C9 BC 12 21B9:F@ BG 4C EB @D 1C BE 86 E3 21C1:AC 79 78 B9 GA BE 8D DG D7 21C9:4C 1D 69 8C 88 G2 98 AY TE 21D1:Cl 38 ED 49 63 8D 46 6B 2F 21D9:D8 96 G5 AD 48 94 @5 68 2F 21E1:68 4C 51 OF 60 04 F8 13 9E 21E9:34 18 66 64 B2 9C 40 96 A3 21F1:36 99 G1 G4 66 2A 47 BA 57 21F9:53 09 37 D@ 13 BY 52 48 88 2261:56 B9 53 GE 85 57 6C 56 E2
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PROGRAMS
2479:1C 2481:C7 2489:BD 2491:54 2499:1A 24A1:EC 24A9:9C 24B1L:F2 24B9:E6 24C1:608 2409:78 24D1:60 24D9:73 24E1:6B 24E9:41 24P1:Al 24F9:508 2561:43 2509:38 2511:68 2519:BD 2521:A5 2529331 2531:36 2539:66 2541:46 2549: FF 2551:24 2559:62 2561:16 2569:66 2571:D2 2579:52 2581:64 2589:3C 2591:64 2599:24 25A1:73 25A9:A6 25B1:Al 25B9:41 25C1:CC 25C9s1C 25D1:24 25D9:F1 25E1:3F 25E9:46 25F1:90C 25F9:42 2601:2A 2609:1F 2611:8E 2619:1B 2621:24 2629:66 2631:32 2639: 84 2641:84 2649:62 2651:1C 2659:87 2661:48 2669:F5 2671:64 2679384 2681:61 2689:B9 2691:5¢8 2699:1¢6 26A1:62 26A9:F5 26B1:65 26B9:E8 26C1:F1l 26C9: 66 26D1:66 26D9:48 26E1:CB
26E9:4D 26F1:A4 26F9:67 2761:75 2769:95 2711: 66 2719:81 2721:42 2729:68 2731:67 2739:84 2741:68 2749:EA 2751:75 2759:81 2761:AE 2769:61 ake Ww) 2779352 2781:B3 2789: 66 2791:F1l 2799:63 27A1:F4 27A9:F7 27B1:95 27B9:1C 27C1:E2 27C09:21 27D1:82 27D9:E6 27E1:16 27E9: 26 27F1:AA 27F9:44 2801:64 2809:C3 2811:12 2819:85 2821:6A 2829:40 2831:66 2839:84 2841:11 2849: 38 2851:13 2859: 63 2861:5D 2869:84 2871:2C 2879:B8 2881:0¢6 2889:BC 2891:64 2899:1E 28A1:40 28A9:B2 28B1:F1l 28B9:35 28C1:86 28C9:D8 28D1:6B 28D9:2A 28E1:A4 28E9: 26 28F1:C8 28F9:88 2981:09 2969:54 2911:43 2919:1B 2921:48 2929:26 2931:8¢6 2939:4C 2941:49 2949:F5 2951:C2
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G28 COMPUTE
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PROGRAMS
2BC9:45 2BD1:64 2BD9: 93 2BE1:54 2BE9:52 2BF1:24 2BF9: 49 2C61:B7 2CG9:1A 2CLVeE 2C19: 38 2C21:D6 2C29: 38 2031:45 2039:46 2C41:C8 2049:17 2C51:FA 2C59:6D 2C61:8D 2C69:F3 2C71:66 2C79:F4 2C81:A8 2C89:85 2091:55 2099:95 2CA1:61 2CA9:1C 2CB1:5B 2CB9:65 2CC1:A5 2CC9:1F 2CD1:61 2CD9: 22 2CE1:54 2CE9:88 2CF1:12 2CF9:74 2D61:10 2D69:54 2D11:4A 2D19:34 2D21:48 2D29:51 2D31:62 2D39:45 2D41:64 2D49:85 2D51: 36 2D59:24 2D61:54 2D69: 46 2D71:27 2D79:54 2D81:D1 2D89:B6 2D91:66 2D99:61 2DA1:66 2DA9:04 2DB1:55 2DB9:D1 2DC1:94 2DC9: 26 2DD1:F2 2DD9:54 2DE1:22 2DE9:81 2DF1:5A 2DF9:42 2E@1:2D 2E09:95 2E11:D4 2E19:75 2£21:27 2£29:68 2£31:86
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Gazette is looking for utilities, games, applications, educa- tional programs, and tutorial ar- ticles. If you’ve created a program that you think other readers might enjoy or find useful, send it on disk to
Gazette Submissions Reviewer COMPUTE Publications
324 W. Wendover Ave.
Ste. 200
Greensboro, NC 27408
Please enclose an SASE if you wish to have the materials returned.
MA
PROGRAMS
Y
ONLY ON DISK
In addition to the type-in pro- grams found in each issue of the magazine, Gazette Disk offers bonus programs and original 64 and 128 artwork. Here are this month's bonuses.
Head On
Grant R. Young
Christchurch, New Zealand The object of this outstanding two-player arcade game is sim- ple: Try to find your opponent and annihilate him. Two players are placed in a maze that's filled with bullets, missiles, guns, and teleporters. Check out the excel- lent split-screen technique, and design your own mazes with the editor program that’s included.
ON DISPLAY IN “GAZETTE GALLERY”
Picture of the Month: CROC
Vincent D. Zahnle Martinez, GA
NOMAD Brian Kissinger Evansville, IN
WINTER PINES
Robert Woodall Rural Hall, NC
MOUNTAIN
Danny English Moreno Valley, CA
VRONO: 1 COMPUTE G29
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PROGRAMS
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f you need a useful utility program for reading, renaming, and scratch- ing files, try Multi-Reader. It can
handle one or more files at a time for extra speed and convenience, and it provides other useful file infor- mation as well.
This disk-management program
displays the parameters of any file or program on disk. It provides a file’s
normally appear on a directory list-
ing. The current track and sector are displayed on the bottom left of the screen for your convenience.
S This option allows you to scratch or delete selected files. Select a file by pressing the space bar. This will highlight its name in the directory. You can delete as many files as you like at one time by simply highlight-
space bar to pause the information;
press it again to continue. Press the Run/Stop key to stop and return to the main screen. When you’ve reached the end of the file, the pro- gram stops and waits for you to press the space bar so that you can gonsinue reading the next selected
ile.
rOgl : I This key provides file parameters:
size in blocks, its type (program, se- name, type, lock key, size in bytes,
quential, or user), its starting and end- size in blocks, starting address, and
ing addresses, and whether or not the ending address. The track and sec- file is locked. tor where the program is saved are : displayed at the bottom left of the Typing It In & screen. To stop and return to the Multi-Reader is written entirely in main screen, press the Run/Stop
machine language, but it loads and key. Y to exit or N to cancel.
runs like a BASIC file. To enter it, use Run/Stop To stop an operation dur- MLX, our machine language entry
program; see “Typing Aids” elsewhere
in this section. When MLX prompts
you, respond with the values given
below. Cursor keys Use these keys to scroll
ing its execution, press this key. up and down the filenames in the Starting address: 0801 READ, RE NAM ie, OR main screen.
Press it at the menu screen to exit to BASIC. You'll be prompted to press Ending address: 1720 SCR ATCH FI LE S E ASILY Spats pave aed eae hea
Be sure to save a copy of the program WITH THIS UTILITY should change your mind about a before you exit MLX. selected file. In the Get or Read Remove any cartridges you may FOR THE 64 mode, it’s used as a toggle key to
have plugged into your computer. They may interfere with Multi-Reader and cause it not to work.
When the main screen appears, you'll see a menu with all the program options. The first letter in certain words will be flashing. These are hot keys that will activate the Multi-Read- er commands. The A, B, and Home keys are also active, although they do not appear on the menu screen. Their functions are covered later.
pause or resume the scrolling text.
B Press this key to scroll to the last file in the list.
Home Press this key to move to the first filename in the directory.
A This option toggles all the file- names between highlighted and not
highlighted.
MULTI-READER
6861:6C G8 GA BG 9E 26 32 34 64 6809:36 32 36 66 GB AD BB 85 EC 6811:45 A9 AG 85 46 AG BB A2 Fl 6819:1F Bl 45 91 45 C8 DG F9 CF 6821:E6 46 CA 18 F4 2@ 66 11 DS 6829:20 28 11 26 49 11 A2 8B 4B 6831:86 G3 86 G5 E8 86 G2 86 52 6839:04 78 A9 6C 8D 14 G3 AI DL 6841:GE 8D 15 63 58 20 E4 FF 9B 6849:F@ FB A2 GA DD IC 16 FO 42 6851:0E CA 16 F8 206 El FF D@® G6 6859:EC 20 CB 1l BO E7 GG 8A 22 @861:GA AA BD 66 16 8D 76 68 69 6869:BD @7 16 8D 71 88 20 66 Al 6871:06 4C 46 68 AY 30 8D 32 39 6879:16 8D 33 16 A9 31 AG 38 4B 6881:8D 2F 16 8C 36 16 A2 FF CE
ing each name. Before any files are
deleted, you'll be asked if you are
sure. Press Y to continue or N to cancel. After a file has been deleted, its file type changes to * del. Ifa read or write error occurs, it’s dis- played at the bottom of the screen, and the program stops until you press the space bar to continue.
R Press this key when you want to re- name all the files selected. To re- name a file, enter the new name on the bottom line of the screen and press Return. Use the Inst/Del key to correct typing errors. Press the Run/Stop key to exit. Any errors are handled as explained above.
G Press G to get or read all selected
files. The contents will be displayed
in ASCII characters. The current track and sector are displayed at the bottom of the screen. Press the
Using the Program
To use Multi-Reader, insert a disk in your drive and call up a directory. Use the appropriate hot keys to make your selections.
D Press D after you’ve inserted a disk, and its directory will appear onscreen. Multi-Reader will display all the files, even those that have
been deleted (* del) and would not
@30 COMPUTE MAY 1991
0889: 86 6891:62 @899:A9 68A1:15 G8A9:FB 68B1:GE 68B9:18 68C1:42 @8C9:7D @8D1:4C 68D9:11 G8E1:44 G8E9:Bl O8F1:29 O8F9:A9 O9G1:E5 G909:FG 6911:68 G919:2A 6921:A9 6929:Bl 0931:48 0939:91 6941:18 0949:98 6951:8E 0959:92 G961:8C 9969:61 6971:AG 6979:65 6981:CA 6989:8C 6991:A5 6999:6B G@9A1:E2 G9A9:0C 69B1:02 69B9:FC 69C1:91 69C9:85 G9D1:@B 69D9:60 G9E1:85 G9E9:AG O9F1:20 O9F9:DA GAG1L:FEF GAG9:28 GA11:26 GA19:A9 @A21:1E GA29:91 GA31:A9 GA39:E1 GA41:C2 GA49:07 GA51:E6 GA59:11 GA61:09 GA69:FG GA71:FG GA79:AB GA81:FO GA89:G6D GA91:2B GA99:E4 GAAL:GA G@AA9:D4 GAB1:D2 GABI: FO GAC1:AG GAC9:07 @AD1:99 GAD9:CC G@AE1:C9 GAE9:3A GAF1:17
PROGRAMS
GAF9:AG 0BG01:06 OBG9:FG OB11:E9 @B19:Dd @B21:F@ @B29:4C @B31:6B 6B39:85 6B41:41 @B49:8D 6B51:12 6B59:DGd 6B61:28 6B69:04 OB71:AG @B79:Bl 6B81:26 0B89:GE @B91:Bl @B99:B9d @BA1:B9 @BA9:34 @BB1:Dd @BB9:G2 6BC1:8D 8BC9:19 @BD1:85 @BD9:C9 @BE1:6B GBE9:A9 O@BF1:A2 OBF9:G5 6CG1:D2 GCO9:A2 6C11:FD 6C19:AB 6C21:FF 6C29:07 @C31:A9 @C39:A2 @C41:1E 6C49:CD G@C51:AG 6C59:Bl | 9C61:28 6C69:6D 6C71:B1 6C79:85 6C81:41 6C89:4C @c91:11 OC99:FF 6CA1:18 OCA9:A6 0CB1:9E O6CB9:E@ 6CC1:85 6CC9:B3 6CD1:85 6CD9: 28 GCE1:2@ GCE9:GC 6CF1:69 O@CF9:608 @DG1:A9 6D09:05 @D11:Fl @D19:E9 @D21:A5 G@D29:E6 OD31:11 OD39:FF 6D41:3F 6D49:G66 GD51:64 @D59:FD GD61:FE
0D69:18 @D71:462 @D79:60 @D81:65 @D89:A5 @D91:17 @D99:E9 @DA1:8D @DA9:A9 @DB1:FB @DB9:85 @DC1:FS @DC9:AG @DD1:FB GDD9:18 @DE1:A5 @DE9:1E GDF1:FD @DF9:C9 GEG1:26 GEG9:GA GE11:4C GE19:92 GE21:64 GE29:A2 GE31:A5 GE39:AB GE41:987 GE49:608 GE51:26 GE59:F7 GE61:69 GE69:D8 GE71:31 GE79:86 GE81:Dd GE89:98 GE91:GE GE99:A2 GEA1:9D GEA9: GE GEB1:FA GEB9:D9 GEC1:C3 GEC9:CC GED1: 20 GED9: 20 GEE1:98 GEE9:AG GEF1:60 GEF9:FE GFO1:FF OFO9:FF GF11:FF @F19:8C 6F21:18 GF29:A9 GF31:AG GF39:A2 GF41:C9 GF49:F4 GFS1:FE GF59:61 GF61:67 GF69:AD GE71:A9 GF79:8D GF81:06F GF89:AD GF91:36 GF99:DG G@FA1:C2 GFA9:11 GFBL:FF GOFB9: 20 GFC1:FD GFC9:DG @FD1:CC
@FD9:21 GFE1:09 GFE9:18 GFF1: 28 GFF9: 20 1661:49 1009:EA 1611:F@ 1919:A5 1621:C6 1929:F6 1631:A9 1639: 26 1641: 26 1949:11 1651:85 10659:D3 1061:65 1669:AG 1671:B9 1679:96 1681:66 1689:B9 1991:DA 1699:46 1GA1:AG8 16A9:88 16B1:93 16B9:66 16C1:66 16C9: 698 16D1:99 16D9: 67 1GE1:66 1GE9:99 1GF1:DB 1GF9:1E 1141:16 1169:26 Ba Ba 1119:41 1121:F6 1129: 37 1131:66 1139:45 1141:CA 1149:A9 LI513EC 1159:1¢6 1161:16 1169:E9 1171:66 1179:E8 1181:07 1189:45 1191:18 1199:4A 11A1:18 LLA9:A9 11B1:C2 11B9:38 11C1: 67 1109:18 11D1:A6 11D9:16 11E1:FB 11E9:F3 11F1:66 11F9:88 1261:D5 1269:C3 TZ LCS L2Z195C3 1221¢C3 1229:9B 1231:26 1239: 26 1241: 26
MA Y
PROGRAMS
1249:9B 1251:26 1259:C3 1261:C3 1269:C3 1271:¢C3 1279:49 1281:C2 1289354 1291:4C 1299:41 12A1:26 12A9:C2 12B1:49 12B9:49 12C1:28 1209:97 12D1:43 12D9: 28 12E1:26 12E9: 26 12F1:26 12F9: 26 1361:26 1369:54 1311:41 1319:20 1321:9B 1329:26 1331:28 1339:4D 1341:26 1349:26 1351: 28 1359: 28 1361:26 1369:26 1371:28 1379:28 1381:C2 1389:3D 1391:54 1399:54 13A1: 26 13A9:C2 13B1:28 13B9:4D 13C1:26 13C9:49 13D1:49 13D9:26 13E1:20 13E9:26 13F1:BD 13F9:20 1461:49 1499:2¢ 1411:2¢6 1419:B3 1421:26 1429:28 1431:28 1439:26 1441:AE 1449:26 1451:20 1459:26 1461:298 1469:C2 1471:53 1479:C2 1481:26 1489:42 1491:45 1499:58 14A1:C2 14A9: 26 14B1:43
19, 9°71
14B9: 20 14C1: 28 14C9:C2 14D1:28 14D9: 28 14E1:208 14E9: 43 14F1:92 14F9: 20 1561:20 1599: 28 1511:C2 1519: 268 1521:28 1529: 28 1531:28 1539:C2 1541:26 1549: 26 1551: 26 1559: 20 1561:C2 1569:43 1571:c2 1579: 28 1581: 26 1589: 26 1591:45 1599:C2 15A1: 26 15A9: 20 15B1:28 15B9: 28 15C1:CA 15C9:C3 15D1:C3 15D9:C3 15E1:C3 15E9: 26 15F1:55 15F9:5A_ 1661:4F 1669:69 1611:6C 1619: GE 1621:91 1629:31 1631:26 1639:4C 1641:298 1649: 68 1651:92 1659:28 1661:45 1669:52 1671:3F 1679:4E 1681:57 1689:93 1691:4F 1699:4D 16A1:26 16A9:59 16B1:26 16B9: 26 16C1:49 16C9:4C 16D1:28 16D9: 28 16E1:6D 16E9:41 16F1:@D 16F9: 26 1761:3A 1769:4F 1711:53 1719:52
PROGRAMS
Rov Oro Bes EwOR eal TRAVAtIN I
can. Remember, each one is worth 50 points. Getting to the canisters that are stored against the walls can be tricky, however, due to the shape of your vessel and the fact that your guns are located in the ship’s nose. You'll have to attack from several angles.
RADONIUM (PROGRAM 1)
KH @ REM COPYRIGHT 1991 COMPUT E PUBLICATIONS INTL LTD -
stroy your opponent’s ship and radon- ium supplies before he or she can destroy yours.
Learning to maneuver your craft may take some practice. Press the joy- stick to the left to rotate to the left; move it to the right to rotate right. Press the joystick forward to acceler- ate in the direction your ship is facing; pull it back to stop. Press the fire but- ton to fire a neutron pulse.
his is a fast-paced dogfight pro- gram for two players flying radon- ium-powered spaceships. Each player tries to destroy the other ship and its cache of fuel containers while avoiding enemy fire.
The ship in the upper left corner of the screen is controlled by a joy- stick in port 2; the other, by a stick in port 1. So after you’ve typed the game in, invite your best friend over fora friendly space duel. ALL RIGHTS RESERVED Radonium consists of two pro- SR 10 IFFL=@THENFL=1:LOAD"RADO
grams. The first is a short BASIC boot NIUM/ML.",8,1 program that loads and runs the main SQ 20 s¥S49152 machine language program. The boot
program is only a few lines long, but RADONIUM/ML.
to avoid typing errors, you may want
t The Automatic Proofreader to n 8D Il D@ AOS B8 85 YE ater ele tae peas SPACESHIPS DUEL IN cgenine a aa 98 Bs FB A2 38 4B
in thi i : CA BF athe caps : THIS TWO-PLAYERR, Sgietog =e xe a 5 ee ae 99 22
You'll nced MLX, our machine CG20:GA @8 BI CC CC 99 4A OB 16 language entry program, to enter the ARCADE-ST YLE C028:B9 66 CD 99 89 @8 BO FA 4E
main program; see “Typing Aids” CG3G:CC 99 CA 68 B9 28 CD 99 FB elsewhere in this section. When MLX | MR@ANW/{\qm © Pall eer 5
CG38:09 G9 B9 94 CD 99 49 69 71 Z A 72 rompts you, respond with the values CO40:B9 C2 CD 99 88 69 BO F3
given below. JOYSTICKS REQUIRED. EEE ae eee C658:76 CF 99 5E GF B9 97 CF 86 CG66:99 9E OF B9 B8 CF 99 DE EA C068:GF AQ FF 99 86 G3 99 AB 59 CG76:03 88 16 DD A2 21 BD 71 FB CG78:CE 9D 4D @C CA 16 F7 A@ 5A CG80:18 8C 1F GC 8C 22 GC Ad 84 CG88:06 99 A7 G2 99 E7 G2 BO AF CO9G:AE CE 99 6G D4 88 16 EF 29 CG98:A9 19 85 62 A9 BG 85 FB 5A CGAG:A9 26 85 FC A2 28 AS FB 7C CGA8:85 FD A5 FC 85 FE AG @@ 5A CGBG:B9 OD CF 91 FD C8 CO G8 G2 COB8:DG F6 AS FD 18 69 G8 85 FG COCO:FD 96 62 E6 FE CA D@ E6 BF C@C8:E6 FC AS FB 18 69 46 85 DD CGDG:FB 98 62 E6 FC C6 G2 DG FA C@D8:CB A9 68 85 FB AQ 2A 85 7G CGEG:FC AQ 69 85 FE AG GG AD EB CGE8:GE 85 62 A2 GB BD 56 CD AE CGFG:91 FB C8 E8 EG G8 DG F5 AG CGF8:C6 G2 DG EF 18 AS FB 69 3G C166:48 85 FB 9G G2 E6 FC E6 1A C108:FC C6 FE DG D8 AY GF 8D Cl C116:F6 @2 A9 14 8D 13 G3 AY 6E C118:32 8D F4 CE 26 44 E5 AQ 2B C120:98 8D 21 DG 8D 20 DG Ad 76 C128:F8 8D 16 DG AG G4 BO AT CA C136:02 18 69 BG 99 94 G5 BO D5 C138:AC 62 69 BG 99 AF @5 AQ GA C146:@F 99 94 D9 99 AF D9 88 AQ C148:16 E4 AG 62 B9 E7 CF 99 E7 C150:4F @5 A9 OF 99 4F D9 88 29 C158:16 F2 C8 B9 A7 G2 D9 AC FA C160:92 D@ 67 C8 CG G5 DG F3 36 C168:FG
Starting address: C000 Ending address: CFFF
Do not touch your opponent’s ra- donium supply depot until you’ve de- stroyed all the canisters stored there. Fifty points are awarded for every ra- donium canister you destroy, but the points go only to the winner of each round. The round ends whenever your ship or your opponent’s ship has been destroyed. Your ship is very strong, however; it can bounce off walls and your own fuel area without harm.
Information windows in the cen- ter of the screen keep track of the scores for the current round, the over- all totals, and the number of the cur- rent round. Pressing the up-arrow key during a round will terminate that game and return you to the title screen. Any points accrued in the ter- minated round will not be added to the total scores.
Since each player has 24 canisters of radonium in his or her supply de- pot, you can build up your score by destroying as many of them as you
Be sure to save a copy of the program as RADONIUM/ML. before exiting MLX. This is the name the boot program loads and runs.
Playing the Game When the title screen appears, set your game parameters. The levels of play are selected by the function keys. Level 3 is the most difficult. The plus and minus keys select the number of rounds you wish to play. You can set it anywhere between 10 and 90; the default number of rounds is 20. A round continues until a ship has been destroyed.
The main screen also provides scoring information, presenting both scores from the previous game and the game’s high score. The high score will be in the color of the ship that scored it.
When you press a function key, the game begins. The object is to de-
3 ce a ° = = 8 i [= fs Ei ie < ©
C176:02 C178:6A C186:GF C188:B9 C198:C8 C198:B3 C1AG:62 C1A8:A7 C1B6:95 C1B8:64 C1C6:52 C1C8: 88 C1D@: 8D C1D8:63 ClE@:FC ClLE8:FB C1lFO:F6 C1F8:05 C266:E3 C268:99 C216:07 C218:62 C226:6D C228:CF C236:27 C238: 2B C240:A9 C248:A9 C256:11 C258:9¢ C266:DG C268:49 C276:AD C278:BD C280:9A C288:A9 C296:CG C298:DG C2AG:FG6 C2A8:62 C2BG:AG C2B8:12 C2C6: 64 C2C8:CE C2D0:GA C2D8:CE C2EG:D6 C2E8:DG C2F0:DG C2F8:CE C360:36 C308:11 C310:D8 C318:D8 C320:A9 C328:A2 C330:91 C338:FE C340:A9 C348:F3 C350:FE C358:67 C366:FB C368:28 C370:A9 C378:E6 C380:BB C388:4C C398:88 C398:FB C3AG:E6 C3A8:9D C3BG:34 C3B8:09 C3C8: 88 C3C8:D¢d C3DG:AG C3D8:C@
PROGRAMS
C3E6: 03 C3E8:EE C3F6:2B C3F8:68 C406:G6A C408:CE C41G:FE C418:Dd C426:00 C428:8¢ C438:60 C438:5E C44G6:E0 C448:18
C456:63°
C458:85 C466:E6 C468: 3E C476:FA C478:62 C486:8E C488:A9 C496:298 C498:FB C4AG:A9 C4A8:29 C4B6:FB C4B8:E9 C4CG:AA C4C8:CG C4DG:F8 C4D8:E8 C4E@:8E C4E8:A9 C4F6:EE C4F8:AG C560:62 C508:FE C516:A9 C518:49 C526:B9 C528:62 C534:38 C538:99 C546:C9 C548:C5 C558:9D C558:D¢d C566:C9 C568: 20 C576: 67 C578:13 C580:FE C588:DG C59G:FA C598:A9 C5AG6: 04 C5A8:CD C5B6:CD C5B8:CG C5CG6:24 C5C8:38 C5D@:FA C5D8:F3 C5E0:98 C5E8:B9 C5P9:CO CSF8:FA C6060:B9 C668:AD C610:CB C618:19 C620:6E C628:BD C630:34 C638:D9 C64G:A9 C648:C9
C656:4C C658:CC C66G:42 C668:18 C676:B9 C678:23 C686:22 C688:35 C698:C9 C698:C9 C6AG:C9 C6A8:C9 C6BG:C9 C6B8:CC C6CG:C7 C6C8:A9 C6DG:A9 C6D8:A9 C6EG: 23 C6E8: 24 C6EG:25 C6F8: 26 C766:22 C768:96 C716:8D C718:18 C726:6B C728:C9 C738:C9 C738:BD C74G:EE C748:62 C756:63 C758:DG C76G:A6 C768:D4 C776:CB C778:F@ C786:CC C788:C7 C796:16 C798:FG C7AG: 63 C7A8:CC C7BG:64 C7B8:D¢ C7CG:DG C7C8:F9 C7D9:G2 C7D8:62 C7E@8:DG C7E8:CA C7FG:40 C7F8:D4 C8G0:64 C868:9D C819:CC C818:CC C826:2D C828:D¢d C83G:AA C838: 63 C84G:A9 C848:DG C856:A6 C858:A6 C86G:FF C868:2D C876:D¢8 C878:81 C88G:FG C888:DGd C896:36 C898:FG C8AG: GF C8A8:C9 C8B9:BD C8B8:C9
PROGRAMS |
C8C6:75 CB3@:CB CDAG:85 FG C8c8:44 CB38:C9 CDA8:66 @1 C8DG8:Dd CB4@:DE CDBG:FF EG C8D8: 65 CB48:27 : CDB8:67 81 C8EG:FC CB56:15 CDC6:88 G6 C8E8:FE CB58:D8 CDC8:FO BG C8FO:FD CB60:99 CDDG@:3F C@ C8F8:A5 CB68: 02 CDD8:0F FF C980:BD CB70:62 CDE8:CO C968:4A CB78:AC CDE8: 63 C916:62 CB88:62 CDFG: 66 C918:66 CB88:62 CDF8: 68 C926:18 CB96:@5 CEGG:FF C928:FB CB98:GE CEG8:61 C930:CA CBAG:C8 CE16:0¢6 C938:85 CBA8:C9 CE18:E9 C94G:BD CBB@:C7 CE26:69 C948:A9 CBB8:AA CE28:8A C956:FB CBCG@:D1 CE36:8A C958:AC CBC8:A9 CE38:62 C969:CG CBDG@:6B CE4@:8A C968:61 CBD8:FC CE48:8A C97G:AG CBE@:CC CE56:8A C978:1¢6 CBE8: 07 CE58:8A C986:D6 CBFG@:D1 CE69:8A C988:66 CBF8: 62 CE68:8A c998:18 CC@6:EB CE76:8A C998:62 CC88:63 CE78: 46 C9AG:B1l CC14:C3 CE8@:55 C9A8:02 CC18:8D CE88:69 C9BG:Bl CC26:4C : CE90: 48 C9B8: 62 CC28:FS6 CE98:63 C9CO:FB CC36: 62 CEAG: 66 C9C8:4C CC38:G6A CEA8: 23 C9DG:FB CC4G:A7 CEB@: 00 C9D8:D1 CC48:CA CEB8: 00 CIEG: GG CC50:BD CEC: 66 C9E8:E2 CC58: 382 CEC8: 26 C9FG:AD CC66:12 CED@:6C C9OF8:B9 CC68:1¢0 CED8:B5 CA@G:4C CC70:AD CEEG@: 32 CA@8:CC CC78:AD CEE8:6C CA16:9C CC8@:BD CEF@:6C CA18:E4 CC88:87 CEF8: 26 CA26:81 CC96:18 CFGG: 28 CA28:96 CC98:64 CFG8:61 CA3@:D2 CCAG: 86 CF16: 60 CA38:CC CCA8: 96 CF18:BC CA4G: G3 CCB@:7E CF26: 66 CA48:18 CCB8:94 CF28: 23 CA56:39 CCCO:FB CF36:8D CA58:DG6 CCC8: 68 CF38:1F CA60:GE CCD@:ES CF46: 48 CA68: 62 CCD8:FF CF48:57 CA76:B5 CCE@:69 CF56:1B CA78:62 CCE8: 26 CF58:7F CA8G:CO CCFO:GF CF66:GE CA88:62 CCF8:68 CF68:E7 CA9G:FOB CDGG:G6F CF76:7¢6 CA98:AD CD68: 88 CF78:FC CAAG:C9 CD16:68 CF8@6:E7 CAA8:AD CD18:FF CF88:70 CABG:C9 CD26: 66 CF9G:FE CAB8:BG CD28: 63 CF98:E3 CACG: 2F CD36:F@ CPAG:7E CAC8:C9 CD38:FF CPA8:E@ CAD6:D9d CD46:68 CFBG:E3 CAD8: 90 CD48:68 CFB8:El CAEG:DG CD56:18 CFC6:1E CAE8: 96 CD58:F6 CFC8:CF CAF@:A5 CD6G:C2 CFDG@:FF CAF8:CC CD68:96 CFD8: GE CB@G:4C CD76:C@ CFE@:3F CBO8:FG CD78:0¢8 CFE8:89 CB16:Dd CD8G:FG CFFO: 62 CB18:FE CD88:FG CFF8: 20 CB26:24 CD9G:87
CB28:25 CD98:EG
MeAWY, 4129981 COMPUTE G35
G36 COMPUTE
PROGRAMS
his handy little routine transfers a
block of data from one location in
128 memory to another. It sounds
simple, but simple can mean pow- erful, as in the case of this short ma- chine language routine.
Xtrax transfers data between Bank 0 and Bank 1. This can be im- portant if you’re writing a program that uses a lot of hi-res graphics screens, sprites, or text. Just set aside enough memory in Bank | for your program, and with this routine Bank 1 becomes a buffer for that data. Xtrax also provides an overlay option, mak- ing it easy to display multiple screens.
Getting Started
Xtrax consists of two parts, the pro- gram itself and a demonstration. Xtrax is written entirely in machine language, so use WZLX, our machine language entry program, to type it in; see “Typing Aids” elsewhere in this section. When MLX prompts you, re- spond with the values below.
Starting address: 1B74 Ending address: 1C03
Be sure to save the program before you exit MLX.
The demonstration program is written in BASIC. Use The Automatic Proofreader, found elsewhere in this section, to type it in.
The demo will call Xtrax, so be sure Xtrax is on the same disk and has been saved with that name. The dem- onstration will draw a circle in the center of the screen. Xtrax will then copy the circle to Bank 1.
After this, the screen clears and two intersecting lines are drawn. Then the data in Bank | is overlayed on the top and bottom portions of the screen that contains the intersecting lines. There are now two circles on the hi- res screen with the intersecting lines. The data in Bank | was copied to two different screen locations.
Using the Program Xtrax is a subroutine used from with- in another program. To load and run
MA Y
it, type BLOAD “XTRAX”,BO, P7028. To transfer data, determine the low- and high-byte values of the source and target addresses.
The demo program does this at line number 160. This is where the data to be transferred is being passed from the address range 28160-32319 to the destination address 8192. In the hexadecimal number system, these addresses are $6E00-$7E3F and $2000, respectively.
KIRAK
TRANSFER DATA WITHIN A 128
The 128 works with addresses as two-byte values, with each byte hold- ing two digits of the hexadecimal ad- dress. Thus, for the first address above, the byte values are $6E and $00. The former is the high byte; the latter, the low byte. Converting back to decimal, these values become 110 and 0. The decimal pair for the end- of-source require a | be added to each, with the result being 126 and 64. For the target address, the byte values are 32 and 0. The part of the demo pro- gram that instructs Xtrax to make the transfer reads as follows:
170 POKE 249,0: POKE 250,110 180 POKE 251,64:POKE 252,126 190 SYS 7028,0,32,6
Generally, the format for a trans- fer is as follows:
POKE 249, source starting value (low byte): POKE 250, source starting val- ue (high byte): POKE 251, source end- ing value + I (low byte): POKE 252, source ending value + I (high byte)
te OT
This is followed by SYS 7028, destination value (low byte), destina- tion value (high byte), type of transfer.
The demo type value of 6 refers to an overlay from Bank | to Bank 0. Additional transfer and overlay types are listed in the following table.
Type Action
Transfer (Bank 0 only)
Transfer from Bank 0 to Bank | Transfer from Bank | to Bank 0 Transfer (Bank | only)
Overlay (Bank 0 only)
Overlay Bank 0 on Bank | Overlay Bank | on Bank 0 Overlay (Bank | only)
ASADMNHRWN— ©
BLOAD "XTRAX",BG,P7028 GRAPHIC 1,1 REM DRAW CIRCLE CIRCLE 1,166,106,51 PAINT 1,160,106 REM CIRCLE TO BANK 1 POKE 249,128:POKE 250,39 POKE 251,192:POKE 252,55 SYS 7628,0,116,1 REM CLEAR SCREEN GRAPHIC 1,1 REM DRAW LINES DRAW 1,4,8 TO 319,199 DRAW 1,319,8 TO 6,199 REM OVERLAY CIRCLES POKE249,60:POKE 256,116 POKE251,64:POKE 252,126 SYS 7628,6,32,6 POKE249,00:POKE 256,119 POKE251,64:POKE 252,126 SYS 7628,0,47,6 ro]
PROGRAMS
My AAT st HCE ew.
*ve always been annoyed by pro- grams that require a SYS command to activate them. For starters, I can never remember all the SYS num- bers used by my various programs.
Another problem occurs when I need information to operate a ma- chine language program. It’s never available directly from the program it- self, so I’m forced to search through all my back issues of magazines for the relevant article.
One way around this problem is to use a separate BASIC loader that activates the program and includes any necessary documentation. This is not always the best solution, however. Loaders are time-consuming to set up, they clutter up disk directories, and they are clumsy to use.
Loader-Maker is a short machine language utility designed to rectify these problems. It allows the user to set up a BASIC program containing REM statements (or anything else) to which a SYS command to activate the program is automatically added.
The program can then be saved as a single BASIC file. Gone is the need to remember SYS numbers or provide separate BASIC loaders for each program.
Getting Started
Loader-Maker is written entirely in machine language. To type it in, use MLX, our machine language entry program; see “Typing Aids” elsewhere in this section. When MLX prompts you, respond with the values given below.
Starting address: 5000 Ending address: 5137
After you’ve finished typing in the program, be sure to save a copy of Loader-Maker before exiting MLX.
Using Loader-Maker
After you’ve produced a working copy of Loader-Maker, using it is simple. Simply load Loader-Maker, type NEW, and then load the machine lan- guage file to be converted. Set up your
ee |
basic program with any documenta- tion you might want to include, and then type SYS 20480,sa, ea, ep.
After the SYS command, sa and ea are the starting and ending ad- dresses of the machine language file, respectively, and ep is the program’s entry point—that is, the SYS num- ber you would normally use to acti- vate the program.
LOADER:- MAKER
ADD SYS COMMANDS TO MACHINE LANGUAGE PROGRAMS TO ACTIVATE THEM AUTOMATICALLY
After a short pause, the READY prompt should appear. If you list the program, you’ll see your BASIC pro- gram, plus a new line 63999, contain- ing a SYS command. Don’t worry that the SYS number in this line is dif- ferent from the one you provided. This SYS number calls a small pro- gram that moves the actual machine language file into its proper place and activates the program. Now, save the program as you would a normal BASIC file, using the format SAVE ‘filename’, 8,1.
For example, to convert Loader- Maker itself into a single BASIC file, load Loader-Maker and type NEW. Type in some comments, for example,
MA
Y,
10 REM ACTIVATE WITH SYS 20480,SA,EA,EP
Then in immediate mode, type the command SYS 20480,20480,20787, 42100 (this extra number will be ex- plained later).
List the program to verify that line 63999 exists. Then save Loader- Maker using the format SAVE “Load- er-Maker’’,8,1. That’s all there is to it.
How It Works
Loader-Maker works by searching un- til it finds the end of your BASIC pro- gram, It then calculates the SYS command needed to activate the pro- gram and appends it as line 63999. Ifa line 63999 already exists, it will be overwritten. A small machine lan- guage routine then moves the pro- gram back to its correct position on reloading. The machine code program is then added to the end of the BASIC program, and CLR is performed to reset any altered pointers.
Things to Watch For Loader-Maker won't be able to con- vert machine language files that al- ready exist as a one-line basic SYS statement, such as SpeedScript’s 10 SYS 2061. These programs already are in their optimal form. Nor will it cope with programs that begin be- tween 2048 ($0800) and 2061 ($080E), as these 14 bytes are needed to con- tain the BASIC SYS command. Plus, Loader-Maker will not run programs with entry points beneath BASIC or Kernal ROM (40960-49159 and 57344-65535, respectively). Also, Loader-Maker will not work with pro- grams residing between 20480 and 20787 ($5000-$5 133), as Loader- Maker itself resides in this block. Loader-Maker will convert files that lie under BASIC or Kernal ROM, as long as their entry points exist in free memory. It will also convert pro- grams that would overlap the BASIC file, owing to the use of a downward machine language mover. The small restrictions placed on using Loader- Maker are not as harsh as they seem,
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PROGRAMS
as most machine language programs reside either in the 4K block begin- ning at 49152 ($C000) or at the top of memory. Of the dozens of stand-alone machine language programs I own, not one has been unable to be con- verted with Loader-Maker.
Finally, Loader-Maker can be used with utilities that require param- eters that need to be supplied with the BASIC SYS command, such as those used with Loader-Maker itself.
Simply supply the value 42100 ($A474) as the entry point when you use Loader-Maker, rather than the proper entry point. This will send the computer straight back to BASIC, rather than to the start of the actual program itself, which would generate an error because the required parame- ters would be missing. The proper syntax can then be given.
Thus, as shown previously, to convert Loader-Maker into a BASIC file, type SYS 20480,20480,20787, 42100. Once the BASIC loader has been run, simply use Loader-Maker as you normally would.
LOADER-MAKER
50666:26 25 51 8D 5668:51 20 25 51 5616:36 51 26 25 5618:8C 38 51 Ad 5629:F9 85 15 20 5628:85 FB A5 60 5030:A6 26 33 A5 5038:9D 48 A5 FC 5040:85 FE 68 85 5948:96 38 20 49 5050:AG OC BY FG 5058:10 F8 AB B5 5666:01 FO 87 91 5068:5E 56 AG 27 5076:FD 88 10 F8 5678:01 91 FD AD 5680:91 FD AD 36 5088:51 18 69 61 5696:91 FD AD 34 5098:AG 22 91 FD 56AG:26 91 FD AD 50A8:91 FD E6 FE 56BG:EE 36 51 AD 56B8:AD 34 51 85 58C6:29 FC 85 Gl 56C8:91 FD C8 DG 5@D8:FE A5 FC CD 50D8:A5 G1 89 G3 5GEG:FD 85 2D A4 50E8:59 A6 26 33 5GFO:FF FF F9 5GF8:98 30 ht) 5106:FE A9 85 5168:FC A9 85 5116:FB 91 88 5118:C6 FC FE 5120:D8 ED i) 5128:20 8A 26 5136:A4 15 66
THE AUTOMATIC PROOFREADER
The Automatie Proofreader helps you type in program listings for the 128 and 64 and prevents nearly every kind of typing mistake.
Type in the Proofreader exactly as listed. Because the program can’t check itself, type carefully to avoid mistakes. Don’t omit any lines, even if they contain unusual commands. After you’ve finished, save a copy before running it.
Next, type RUN and press RE- TURN. After the program displays the message “Proofreader Active,” you're ready to type in a BASIC program.
Every time you finish typing a line and press RETURN, the Proof- reader displays a two-letter checksum in the upper left corner of the screen. Compare this result with the two-let- ter checksum printed to the left of the line in the program listing. If the let- ters match, it’s almost certain the line was typed correctly. If not, check for your mistake and correct the line.
The Proofreader ignores spaces not enclosed in quotation marks, so you can omit or add spaces between keywords and still see a matching checksum. However, spaces inside quotes are almost always significant, so the program pays attention to them.
The Proofreader does not accept keyword abbreviations (for example, ? instead of PRINT). If you prefer to use abbreviations, you can still check the line by LISTing it, moving the cursor back to the line, and pressing RETURN.
Though the Proofreader doesn’t interfere with other BASIC opera- tions, it’s a good idea to disable it before running another program.
@ CLR
10 VE=PEEK(772)+256*PEEK(77 3) :LO=43:HI=44: PRINT" {CLR} {WHT}AUTOMATIC PROO FREADER FOR ";
20 IF VE=42364 THEN PRINT " 64"
30 IF VE=17165 THEN LO=45:4 I=46:WAIT CLR:PRINT"128" 40 SA=(PEEK(LO)+256*PEEK (HI ))+6:FOR J=SA TO SA+166: READ B:POKE J,B:CH=CH+B: NEXT IF CH<>20574 THEN PRINT {SPACE}"*ERROR* CHECK TY PING IN DATA STATEMENTS" : END FOR J=l TO 5:READ RF,LF, HF:RS=SA+RF:HB=INT (RS/25 6) :LB=RS-(256*HB) CH=CH+RF+LF+HF: POKE SA+L F,LB:POKE SA+HF,HB:NEXT IF CH<>22054 THEN PRINT {SPACE}"*PRROR* RELOAD P ROGRAM AND CHECK FINAL L INE" : END 99 IF VE=17165 THEN POKE SA +14,22:POKE SA+18,23:POK ESA+29, 224: POKESA+139,224 166 POKE SA+149,PEEK(772):P OKE SA+15@,PEBK(773):PR INT"{CLR}PROOFREADER AC TIVE" 116 SYS SA:POKE HI,PEEK(HI) +1:POKE (PEEK(LO)+256*P EEK (HI))-1,4:NEW 126 DATA120,169,73,141,4,3, 169,3,141,5,3,88,96,165 720,133,167 136 DATA165,21,133,168,169, @,141,0,255,162,31,181, 199,157,227 146 DATA3,202,16,248,169,19 732,2180,255,169,18,32,2 16,255,160 156 DATAG,132,180,132,176,1 36,230,186,200,185,G4,2, 240,46,261 168 DATA34,208,8,72,165,176 773,255,133,176,104,72, 201,32,268 17@ DATA7,165,176,268,3,144 7 208,226,104,166,180,24 165,167 188 DATA121,0,2,133,167,165 ,168,165,0,133,168,262, 208,239,240 198 DATA262,165,167,69,168, 72,41,15,168,185,211,3, 32,219,255 200 DATA194,74,74,74,74,168 7185,211,3,32,216,255,1 62,31,189 216 DATA227,3,149,199,262,1 6,248,169,146,32,216,25 5,76,86,137 226 DATA65,66,67,68,69,76,7 1,72,74,75,77,80,81,82, 83,88 236 DATA 13,2,7,167,31,32,1 51,116,117,151,128,129, 167,136,137 o
COMPUTE’s
SpeedScript Disk
A powerful word processing package for Commodore 64 and 128 owners
A Great Deal for Commodore Users!
° SpeedScript for the 64
e SpeedScript 128—80-column version ¢ Spelling checkers
¢ Mail merge
e Date-and-time stamp
° 80-column preview for the 64
¢ Turbo save and load
* Plus more than a dozen other SpeedScript support utilities all on one disk (including
full documentation)
Everything’s included!
Features, games, reviews, education/home applications, programming, bug-swatter,
feedback, and columns!
A superb interface includes pull-down menus, help screens, and keyboard, joystick, or mouse control. Fea- tures include super-fast searching and sorting capa- bilities. An options screen allows you to choose text colors, drive number, and input device. And there’s full
documentation on disk.
Choose from three modes of operation—browse for quick scanning, view for detailed information and descriptions, and edit for adding items from upcoming issues—and
print to any printer. There’s even a turboload option for
maximum disk-access speed.
copies of COMPUTE's
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Shipping and Handling ($2.00 U.S. and Canada, $3,00 surface mail, $5.00 airmail per disk.)
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| — Check or Money Order -— MasterCard — VISA 8 Credit: Card ino. ——— xr Dale | I I I I I I | I | ,
Signature (Required) Daytime Telephone No
Name Address City
Slate,
ZIP/ Province Postal Code
Send your order to 1990 Gazette Index, 324 W. Wendover Ave., Ste. 200, Greensboro, NC 27408.
3 iW o 9 = = 8 id j= = il N eg =
How to Type In
COMPUTE’s Gazette Programs
Each month, Gazette publishes pro- grams for the Commodore 128 and 64. Each program is clearly marked by title and version. Be sure to type in the correct version for your machine. All 64 programs run on the 128 in 64 mode. Be sure to read the instructions in the cor- responding article. This can save time and eliminate any questions which might arise after you begin typing.
We regularly publish two pro- grams designed to make typing easier: The Automatic Proofreader, for BASIC programs, and MLX, for entering ma- chine language programs.
When entering a BASIC program, be especially careful with DATA state- ments, as they are extremely sensitive to errors. A mistyped number in a DATA statement can cause your ma- chine to “lock up” (you'll have no con- trol over the computer). If this happens, the only recourse is to turn your com- puter off and then on, erasing what was in memory. This could cause you to lose valuable data, so be sure to save a pro- gram before you run it. If your computer crashes, you can always reload the pro- gram and look for the error.
Press:
| SHIFT | | CLR/HOME | fig CLRIHOME | [a
When You Read:
{CLR} {HOME} {UP} {DOWN} {LEFT} {RIGHT}
{RVS} {OFF} {BLK} {WHT} {RED} {CYN}
Special Characters
Most of the programs listed in each issue contain special control characters. To facilitate typing in any programs from Gazette, use the following listing conventions.
The most common type of control characters in our listings appear as words within braces: {DOWN} means to press the cursor-down key; {5 SPACES} means to press the space bar five times.
To indicate that a key should be shifted (hold down the Shift key while pressing another key), the character is underlined. For example, A means hold down the Shift key and press A. You may see strange characters on your screen, but that’s to be expected. If you find a number followed by an under- lined key enclosed in braces (for ex- ample, {8 A}), type the key as many times as indicated (in our example, en- ter eight shifted A’s),
If a key is enclosed in special brackets, K 3!, hold down the Commo- dore key (at the lower left corner of the keyboard) and press the indicated character.
When You Read:
{PUR}
{GRN} {BLU} {YEL} { Fi} { F2 } { F3 } { } { F5 } { Fo } { F7 } { F8 }
a i & PETITE SE ERGO ¢
Rarely, you'll see a single letter of the alphabet enclosed in braces. This can be entered on the Commodore 64 by pressing the Ctrl key while typing the letter in braces. For example, {A} means to press Ctrl-A.
The Quote Mode
You can move the cursor around the screen with the Crsr keys, but you may want to move it under program control, as in examples like {LEFT} and {HOME} in the listings. The only way the computer can tell the difference be- tween direct and programmed cursor control is the quote mode.
Once you press the quote key, you're in quote mode, which can be confusing if you mistype a character and cursor left to change it. You'll see a graphics symbol for cursor left. Use the delete key to back up and edit the line. Type another quotation mark to get out of quote mode. If things get too confus- ing, exit quote mode by pressing Re- turn; then cursor up to the mistyped line and fix it. If the mistake involves cursor movement, you must press the quote key to reenter quote mode. @
When You Read: Press: > tt [eeoerh ete
mn s
For Commodore 64 Only
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COMMODORE | | 2 | ‘COMMODORE| | (COMMODORE! | ; | aera oe COMMODORE |
[COMMODORE | | 5 | COMMODORE
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