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Circle Reader Service Number 205
64/128 VIEW
New 64 titles were scarce at the Consumer Electronics Show, but there’s still some fun coming our way.
Tom Netsel
he 1991 International
Summer Consumer Elec-
tronics Show closed its
doors recently in Chica- go after 55,629 attendees logged many extra miles on their Nike and Reebok Fre- quent Hiker plans. It took a lot of shoe leather to visit each of the 1,019 exhibits that filled a half-million square feet of exhibit space, and finding new 64 ti- tles in this electronic mid- way was something of a chal- lenge.
There were plenty of PCs and Amigas displaying new software, but there were no 64s. Many companies say they no longer get enough re- turn on their investment to continue producing prod- ucts for the 64,
After much asking, prob- ing, and poking around, how- ever, | did manage to locate some new products. Rea- dySoft says its multidisk Wrath of the Demon should be out in September, but look for it on cartridge, too. “With the introduction of the Commodore Game Console in England, cartridge games developed for that system will work just fine on a 64,” says ReadySoft Sen- ior Vice President Elizabeth Arnold.
This state-of-the-art game contains more than 3MB of graphics data, 600 screens of action, and 1400 frames of animation. Look for more cartridges and disks coming from the U.K., since ReadySoft has joined Empire Software and will be importing some of its prod- ucts. Another title due out in late fall is Guy Spy.
At Electronic Arts, affiliat- ed labels SSI and Mindcraft have new offerings that
should be exciting. Step up to the plate with Strategic Simulations’ Ultimate Base- ball. That's the working title, but whatever it's called, this simulation lets you play, man- age, or watch one game or a whole 162-game season.
War game fans haven't been forgotten. Look for an SSI war game coming soon. It's called Medieval Lords.
Gateway to the Savage Frontier is the first of a new AD & D series from SSI. It takes place in a mysterious territory in the world of Forgot- ten Realms. Starting in the town of Yarter, venture over a vast wilderness on a quest for four magical statu- ettes.
Later this year, look for The Magic Candle, Vol. 2 from Mindcraft. In this se- quel explore the dreaded realm of Gurtex in search of the dark secrets of black can- dies. A new user interface lets you capture conversa- tions, eliminating the need for constant note taking. As- tound friend and foe with new spells, such as Glam- our, Courage, and Terrify.
The Electronic Zoo is bun- dling 20 popular games from Great Britain and send- ing them to the U.S. as Star Collection. These hits should be available now.
Konami is another compa- ny supporting the 64—and now one of the more active ones. Over the next few months, look for five new games based on popular movies and hit television pro- grams. Look for such excit- ing titles as Bart Simpson's Adventure, Simpsons’ Ar- cade Game, Teenage Mu- tant Ninja Turtles: The Ar- cade Game, Back to the Fu- ture Ill, and Predator2. OG
CONTENTS
64/128 VIEW , G-1 The 1991 Summer CES had little for the 64, but new products are heading our way. By Tom Netsel.
COMMODORE CLIPS G-2
Gazette goes online with QuantumLink, Commodore earnings are up, and more. By Tom Netsel.
A GUIDE TO COMMODORE USER GROUPS (PART II) G-4
User group listings for Nevada-Wyoming and around the world. By Kandi Sykes and Dana Stoll.
REVIEWS G-10
Back to the Future Il, Fastfingers, Nightbreed, and Power Drift.
FEEDBACK G-16 Questions and answers.
GEOS 6-19 GEOS telecommunicating. By Steve Vander Ark. MACHINE LANGUAGE G-20 Use binary fractions. By Jim Butterfield.
BEGINNER BASIC G-21 Crashproof your programs. By Larry Cotton. PROGRAMMER’S PAGE G-22 Programming tips for the 64. By Randy Thompson. D’IVERSIONS G-24 Has the robot revolution started? By Fred D'Ignazio. PROGRAMS G-25 Spanish Vocabulary Quiz G-25 SpeedSwap G-28 Credit Control G-29 Plotter G-31 Showdown G-32 Medium Density Driver G-34 RapidFormat 128 G-35 MLX G-38
“Gazette
Gallery” presents Lutanist,
by Jack (DocJM) Modjallal of Encino, California, as this
disk’s Picture of the Month.
COMMODORE CLIPS
Tom Netsel
GAZETTE GALLERY
Each month Gazette Disk fea- tures a collection of the best 64/128 artwork submitted by our readers. We pay $50 for each piece of art we accept for “Gazette Gallery” and an ex- tra $50 for the one selected as Picture of the Month and fea- tured on this page. To submit your original artistic creations, send them to Gazette Gallery, COMPUTE Publications, 324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408.
Gazette Goes Online
Two of the biggest names in the Commodore world are join- ing forces to offer 64 and 128 users an exciting new dimen- sion to their computing activi- ties. COMPUTE's Gazette will soon be online at Quantum- Link (8619 Westwood Center Drive, Vienna, Virginia 22180; 800-827-8444).
You've read Gazette for years; soon you can access Gazette electronically on the only Commodore-specific on- line service. With your comput-
G-2
COMPUTE
er, modem, and Q-Link's free terminal software, you'll be able to access many of your fa- vorite Gazette features. Check Gazette and Q-Link as details become available about our upcoming debut.
Check This Out Sparks Electronics (P.O. Box 0475, St. Joseph, Missouri 64504-0475) has released S.E.C. Check Register 128 ($16) for the 128 in 80-col- umn mode. Designed to man- age personal or small busi- ness checking accounts, S.E.C. Check Register can contain up to 750 entries. Special emphasis is given to data entry, recurring pay- ees, check printing, and print- ing of register data. Recurring payee files can contain up to 54 names and adaresses, but users can load others into the current register for an unlimit- ed number of payees.
Earnings Up at Commodore Commodore International Lim- ited reported $10.6 million in income on sales of $246.3 mil- lion for the third fiscal quarter of 1991, which ended March 31. This represents a substan- tial increase in earnings and a 16-percent increase in sales compared to the year- ago quarter. An extraordinary charge of $9.2 million relating to a previously announced court settlement of litigation was recorded in the quarter, resulting in net income of $1.4 million.
For the nine months that ended March 31, 1991, in- come increased tenfold to $54.1 million compared with $5.0 million in the prior year. Sales increased 21 percent to $830.7 million, compared with $689.2 million in the year- ago period. Net income for the nine months increased nin- efold to $44.9 million, or $1.37 per share.
Every product line contribut-
ed to revenue growth in the quarter. Unit sales of Amiga computers increased 30 per- cent, while the 64 product line registered unit growth of 48 percent, largely due to ex- panded sales in new markets.
The Krynn Epic Continues Strategic Simulations announc- es the release of Death Knights of Krynn ($39.95) for the 64. (SSI products are dis- tributed by Electronic Arts, 1820 Gateway Drive, San Mateo, California 94404.) This game is the sequel to the popular Advanced Dungeons & Dragons fantasy role-play- ing game Champions of Krynn.
Death Knights of Krynn be- gins a year after the conclu- sion of Champions of Krynn. At a victory party on the anni- versary of the evil force's de- feat, the celebration is inter- rupted by an unwelcome par- ty crasher. The undead Sir Karl sweeps in on a Death Dragon and steals a revered Dragonlance. The adventure begins as the champions set out to track Sir Karl and recov- er the stolen item.
Your favorite characters from Champions of Krynn can be imported to Death Knights of Krynn, along with their ac- cumulated items and wealth. This is a new feature not pre- viously offered in AD & D fan- tasy role-playing games.
Big Al and Pals Return to Chicago's golden age of gangsters and take on the Mob in The Untouchables ($14.95) from Ocean of Amer- ica (distributed by Electronic Arts, 1820 Gateway Drive, San Mateo, California 94404). Guide Eliot Ness's band of mob-busters through five lev- els of arcade action: the Ware- house Bust, the Border Raid, the Alley Shootouts, the Rail- way Station Confrontation, and the Rooftop Duels. a
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Circie- Reader Service Number 187:
COMPUTE
A GUIDE TO
PART TWO
EDITED BY KANDI SYKES AND DANA STOLL
UNIPHOTO/PICTOR
ere's Part 2 of the list of
user groups, concluding
with those in New Jersey
through Wyoming, APOs, and other countries.
NEW JERSEY
Info 64 Commodore User Group, c/o Jerry Fleischer, 186 Delmar Ave., Glen Rock, NJ 07452
Hillsdale Commodore 64 Users Club, 32 Esplanade Lake Dr., Hillsdale, NJ 07642
Garden State Commodore & MS-DOS User's Group, 89 Stratford Rd., Tinton Falls, NJ 07724 (BBS# 201-938-3885)
Commodore User Group of Cen- tral New Jersey, 112 Old Bridge Rd., Matawan, NJ 07747
Morris Area Commodore User Group (MACUG), P.O. Box 492, Mt. Tabor, NJ 07878
Rancocas Valley Users Group (RVUG), c/o G. C. Heath, 806 Windsor Dr., Cinnamin- son, NJ 08077 (BBS# 609- 267-7945)
Data Exchange—Beneficial Us- ers Group 64/128 (D.E.— B.U.G. 64/128), 713 Second St., Dunellen, NJ 08812
Commodore E. Brunswick Us- ers Group (CEBUG), P.O. Box 314, E. Brunswick, NJ 08816
NEW MEXICO
New Mexico Commodore User Group, P.O. Box 37127, Al- buquerque, NM _ 87176 (BBS# 505-268-4662)
Los Alamos Commodore Us- ers Group, 4214-A Arizona St., Los Alamos, NM 87544 (Voice# 505-662-5934)
Taos Area Commodore User's Group, P.O. Box 5686, Taos, NM 87571
The Southern New Mexico Com- modore User’s Group, P.O. Box 4437, University Park Branch, Las Cruces, NM 88003
Commodore Users Group of Roswell (CUGOR), 1619 N. Kansas, Roswell, NM 88201
NEW YORK
New York Commodore Interest
Group (NYC=ig), 115 Essex St., Box #146, New York, NY 10002
Kids’ Computer News, Si. Hilda’s & St. Hugh's School, 619 W, 114th St., New York, NY 10025
Folklife Terminal Club, Box 555- R, Co-op City Station, Bronx, NY 10475
Brooklyn Commodore User’s Group, c/o Grodman, 1111 Shore Pkwy., Brooklyn, NY 11228 (Voice# 718-331- 3835)
Queens Commodore Users Group (QCUG), P.O. Box 129, Ozone Park, NY 11417 (BBS# 718-366-7445)
Commodore Users Group of Greater New York, 190-25 Woodhull Ave., Hollis, NY 11423
N.C.C.C., P.O. Box 233, Sea Cliff, NY 11579
Commodore Long Island Club, 15 Rochelle Ct., Amityville, NY 11701 (BBS# 516-489- 4061)
Brentwood 64/128 Computer Club, Public Library, 2nd Ave. & 4th St., Brentwood, NY 11717
Mohawk Valley Computer User Group, c/o William Nowak, 3818 Stinson Ave., Tribes Hill, NY 12177
Tri-City Commodore User’s Group (TCCUG), P.O. Box 12742, Albany, NY 12212- 2742
Hudson Valley Commo- dore Club, P.O. Box 2190, Kingston, NY 12401
The Commodore Computer Club of Syracuse, 233 Wil- liams St., Minoa, NY 13116 (BBS# 315-656-3544)
Oswego Commodore User Group, 402 Mahar Hall, State University College, Oswego, NY 13126
Commodore User Group of Mas- sena (COMA), Star Tech, 280 E. Orvis St., Massena, NY 13662
The Niagara Falls Commodore/ IBM Club, 2405 Willow Ave., Niagara Falls, NY 14305
Rainbow Computer Users Group, c/o St. James United Methodist Church, 4661 Por-
ter Rd., Niagara Falls, NY 14305
Geneva Commodore Users’ Group, 25 Pine St., Geneva, NY 14456
Commodore Users Group of Rochester (CUGOR), P.O. Box 23463, Rochester, NY 14692 (BBS# 716-621-5908)
NORTH CAROLINA
Triad Commodore Users Group, P.O. 10833, Greens- boro, NC 27404
Bailey’s User Group (BUG), P.O. Box 70, Holly Springs, NC 27540
Commodore Users Group of Lin- colnton, Rte. 3, Box 457, Lin- colnton, NC 28092
Salisbury Compute, Charles A. Huffman, 280 Deal Creek Dr., Salisbury, NC 28144
Asheville-Buncombe —__ User Group (A-BUG), P.O. Box 15511, Asheville, NC 28813
NORTH DAKOTA
Central Dakota Commodore Club, P.O. Box 1584, Bis- marck, ND 58502-1584
OHIO
The Commodore Club of Cen- tral Ohio (CCCO), P.O. Box 292392, Columbus, OH 43229 (BBS# 614-523-3459)
Ashtabula County Commodore Users Group (ACCUG), 1034 Michigan Ave., Ashtab- ula, OH 44004
Basic Bits Commodore Group (BBCG), P.O. Box 447, N. Ridgeville, OH 44039
NorthEast Ohio Computer Us- ers Group (NEOCUG), P.O. Box 196, Wickliffe, OH 44092
Portage County Commodore Family User Group (PCCFUG), P.O. Box 901, Ravenna, OH 44266
Akron Area Commodore Users Group (AACUG), P.O. Box 9293, Akron, OH 44305- 9293
Trumbull Commodore Users Group (TRUMCUG), P.O. Box 8632, Warren, OH 44484
Mahoning Valley Commodore Club, P.O. Box 1180, Young-
G-5
stown, OH 44501
Canton/Alliance/Massillon Users Group (CAMUG), P.O. Box 2423, N. Canton, OH 44720 (BBS# 216-453-3319)
Computer Erie Bay Users Group (CEBUG), P.O. Box 1461, Sandusky, OH 44870
Shelby Computer User Group, P.O. Box 512, Shelby, OH 44875
Western Cincinnati Commodore Club (WESTCOM), P.O. Box 89, Amelia, OH 45102-0089 (Voice# 513-753-7387)
Cincinnati Commodore Computer Club, c/ o Cure of Ars School, Berwick and Roe Streets, Cincinnati, OH 45227 (Voice# 513-248-0025)
Southwestern Ohio Commodore Users Group (SWOCUG), P.O. Box 46644, Cin- cinnati, OH 45246
Dayton Area Commodore Users Group (D.A.C.U.G.), 1117 Lavern Ave., Ketter- ing, OH 45429 (BBS# 513-878-1408)
Chillicothe Commodore Computer Users Group (ChiICUG), P.O. Box 6014, Chil- licothe, OH 45601
Hancock User's Group (HUG-64), P.O. Box 632, Findlay, OH 45839-0632 (BBS# 419- 423-6648)
OKLAHOMA
Commodore User's Group of Lawton, P.O. Box 3392, Lawton, OK 73502
Commodore Users of Bartlesville, 1920 SW Santa Fe, Bartlesville, OK 74003 (BBS# 918-336-3872)
Tulsa Area Commodore Users Group (TACUG), P.O. Box 52473, Tulsa, OK 74169-1842 (BBS# 918-428-2284)
Osage/Kay Commodore User’s Group (OKCOM), 317 Woodbury, Ponca City, OK 74601
OREGON
geoMETRIX, 20224 S. Sprague Rd., Oregon City, OR 97045-9641
Commodore East County (C.E.C.), 1714 SE 35th Ave., Portland, OR 97214-5039
Crash-64 Salem Area’s Commodore Us- er’s Group, P.O. Box 241, Salem, OR 97308 (BBS# 503-585-3092)
Lane County Commodore User Group (LCCUG), P.O. Box 11316, Eugene, OR 97440
Coos Computer Club, 2175 Everett St., North Bend, OR 97459-2336 (Voice# 503-756-4408)
PENNSYLVANIA
A-K Valley Computer Club, 1762 Fairmont St., New Kensington, PA 15068
Bettis Commodore Users Group, 592 Ar- bor Ln., Pittsburgh, PA 15236
Castle Commodore Computer Club, P.O. Box 961, New Castle, PA 16103
North Coast Commodore Users Group Erie, P.O. Box 6117, Erie, PA 16512- 6117 (BBS# 814-459-1947)
Centre Area Commodore Computer Club, c/o Neil Dowlin, 1104 S. Atherton St., State College, PA 16801-6001
Blue Juniata Commodore Users Group, 23 Oakland Ave., Lewistown, PA 17044 (BBS# 717-248-4877)
Huntingdon County Hackers, P.O. Box 132, Mill Creek, PA 17060
Harrisburg Area Computer Group, 721 S.
G-6 COMPUTE
29th St., Harrisburg, PA 17111 (BBS# 717-558-9080)
White Rose Commodore Users Group, P.O. Box 7501, York, PA 17404-0501 Lehigh Valley Commodore User Group, c/ o Fred Knerr, P.O. Box 2, New Tripoli,
PA 18066 (Voice# 215-298-2516)
Scranton Commodore Users Group (S.C.U.G.), P.O. Box 244, Scranton, PA 18501-0244 (BBS# 717-489-8001)
EPA Commodore Users Group, Edward H. Cohen, 1712 Aidenn Lair Rd., Dresher, PA 19025
Horsham Amiga/64, 20-A Lumber Jack Cir., Horsham, PA 19044
Main Line Commodore Users Group (MLCUG), 1046 General Allen Ln., West Chester, PA 19382 (BBS# 215-354-9750 and Voice# 215-388-1581)
Worldwide Commodore Users Group (In- ternational Headquarters and Share- ware Registry), P.O. Box 337, Blue Bell, PA 19422
Buxmont Commodore and IBM Users Group, 1206 Cowpath Rd., Hatfield, PA 19440
Antelope Valley Commodore Users Group, P.O. Box 4436, Lancaster, PA 17603 (BBS# 805-272-9140)
RHODE ISLAND
Narragansett Commodore Users Group, P.O. Box 8707, Cranston, RI 02920 (BBS# 401-737-9774)
SOUTH CAROLINA
Greenville Commodore Users Network (GCUN), P.O. Box 5272, Station B, Greenville, SC 29606
SOUTH DAKOTA
Amiga and Commodore 64 Users Group, P.O. Box 18, Vermillion, SD 57069 (Voice# 605-624-347 1)
TENNESSEE
Clarksville Commodore Users Group, P.O. Box 2171, Clarksville, TN 37042-2171
Multi-User Computer Club, 213 Holly Ave., S. Pittsburg, TN 37380-1313 (BBS# 615- 837-8352)
Chattanooga Commodore Users, 1406 Blackwell Dr., Chattanooga, TN 37412
East Tennessee Commodore Club, P.O. Box 495, Knoxville, TN 37901
Raleigh-Bartlett Hackers CUG, c/o James Patrick, 3457 Gatewood Dr., Memphis, TN 38134
TEXAS
Society of Computer Owners and P.E.T. Enthusiasts (SCOPE), P.O. Box 833095, Richardson, TX 75083-3095
Texas Commodore User's Group, P.O. Box 623, Royse City, TX 75089
Central Texas Computer Users Group, 902 Carlisle, Killeen, TX 76541-7321
Commodore Houston Users Group (CHUG), c/o Ben Daily, P.O. Box 612, Tomball, TX 77375-0612 BBS# 713-445- 2484 and Voice #713-664-2484
Southmost In Texas Commodore User’s Group (SITCOM), c/o Charles Duncan, 74 Laura Ln., Brownsville, TX 78521
Amistad Commodore Users Group, P.O. Box 421212, Del Rio, TX 78842
Top of Texas Commodore (TOTCOM), Box 2851, Pampa, TX 79066-2851
Tri-State Commodore Users Group (Tri- CUG), P.O. Box 8971, Amarillo, TX 79114-8971 (BBS# 806-355-3031)
Commodore Users of Texas (CUT), 7007 Memphis Ave., Lubbock, TX 79413 (Voice# 806-792-7121)
El Paso Commodore User Group, P.O. Box 370934, El Paso, TX 79937 (BBS# 915- 590-7678)
UTAH
Mountain Computer Society, 3898 Chery! St., West Valley, UT 84119
Moab Commodore User's Group, 860 S. An- tiquity Ln., Moab, UT 84532
VERMONT
Springfield Area Computer Club (SACC), 6 Bellows Rd., Springfield, VT 05156
Maple Valley Commodore Users Group, c/ o Dave Swainbank, P.O. Box 106, St. Al- bans, VT 05478 (BBS# 802-524-9387)
VIRGINIA
Washington Area Commodore User Group (WAC), P.O. Box 3602, Fairfax, VA 22038-3602
Dale City Commodore Users Group, P.O. Box 2675, Dale City, VA 22193-0265 (BBS# 703-361-7565)
Fredericksburg Commodore Club, P.O. Box 8438, Fredericksburg, VA 22404- 8438
Middle Peninsula Commodore User Group, P.O. Box 391, Gloucester, VA 23061 (BBS#s 804-642-3697 and 804- 642-4293)
CURVE, P.O. Box 28284, Richmond, VA 23228 (BBS#s 804-266-1763 and 804- 737-7936)
The Richmond Area Commodore Enthu- siasts (TRACE), 2920 Pinehurst Rd., Richmond, VA 23228
Peninsula Commodore User Group of Vir- ginia, 211 Nina Ct., Newport News, VA 23602 (BBS# 804-838-2118)
Henry County Commodore Computer Club, c/o Doug Wilcox, 1047 Graves St., Martinsville, VA 24112
Lynchburg User Group, Rte. 2, Box 180, Lyn- chburg, VA 24501
Commodore Users of Lynchburg (CUOL), P.O. Box 3386, Rivermont Station, Lyn- chburg, VA 24503
WASHINGTON
Renton Computer Group, 11308 SE 269th St., Kent, WA 98031
E/T, P.O. Box 1767, Bothell, WA 98041-1767
South King County Commodore User Group (SKCCUG), P.O. Box 5241, Kent, WA 98064-5241
NW Commodore User Group, 2565 Dexter N #203, Seattle, WA 98109 (BBS# 206- 281-7661)
PSACE, 1313 5th Ave. W, Seattle, WA 98119- 3410
University of Washington Commodore Us- er Group (UWCUG), P.O. Box 25878, Se- attle, WA 98125 (BBS# 206-281-7661)
Commodore Bellingham User's Group (CBUG), P.O. Box 2756, Bellingham, WA 98227 (BBS# 206-647-7120)
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COMMODORE 64 and COMMOD: lead-times, product prices and s
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Circle Reader Service Number 170
*Shipping, Handling, Insurance Order Amount Charge
rademark of Commodore Amiga Inc.. NOTE: Due to publishing
G50
Club 64, 6735 Tracyton Blvd. NW, Bremaer- ton, WA 98310
University Place Commodore Home Users Group (UPCHUG), P.O. Box 11191, Ta- coma, WA 98411-1101 (BBS# 206-565- 0690)
Lewis County CBM Users Group, c/o Al Kistenmacher, 2476 Pell-Mc- Donald Rd., Chehalis, WA 98532
Tri-City Commodore Computer Club (TC CUBED), P.O. Box 224, Richland, WA 99352-0224 (BBS# 509-588-6822)
WEST VIRGINIA
Bluefield User Group (BUG 20/64), P.O. Box 1190, Bluefield, WV 24701
Commodore Home User’s Group (CHUG), 81 Lynwood Ave., Wheeling, WV 26003
WISCONSIN
Lakeshore Commodore Core, 519 Westwood Dr., Sheboygan Falls, WI 53085
Computer Hobbyists Involved in Personal Systems (CHIPS), P.O. Box 1006, West Bend, WI 53095
Wisconsin Association of Vic/C= Enthu- siasts (WAVE), 1020 Kurtis Dr., Elm Grove, WI 53122
Milwaukee Area Commodore Enthusiasts (M.A.C.E.), P.O. Box 26216, Milwaukee, WI 53226
Madison Area Commodore Users Group (MACUG), P.O. Box 1305, Madison, WI 53701-1305 (BBS# 608-277-9775 and Voice# 608-831-6995)
Price County Computer User Group, 630 Knox St., Prentice, WI 54556
WYOMING
Cheyenne Association of Computer En- thusiasts (CACE), P.O. Box 1733, Chey- enne, WY 82003-1733
Casper Commodore Users Group (CCUG), c/o Crazy Mountain Software, 511 E. 2nd St., Casper, WY 82601
U.S. ARMED SERVICES ABROAD
The Muenster Garrison User’s Group, c/o Mr. Maki, 583rd Ord Co., APO, NY 09078
Commodore Computer Users Group—Hei- delberg, P.O. Box 232 (147th Postal), APO, NY 09102
Chicksands Computer Club (C cubed)— England, c/o Erik Pedersen, Box 148 6950th ESG, APO, NY 09193
USER GROUPS OUTSIDE THE U.S. AUSTRALIA
Commodore Computer Users Group (QLD), P.O. Box 274, Springwood Qld., Brisbane, Queensland 4127, Australia
Commodore Hornsby User Group, P.O. Box 1578, Hornsby Northgate, N.S.W. 2077, Australia (BBS# 61-02-484-2874)
C64 Computer User, P.O. Box 826, Young, N.S.W. 2594, Australia
Melbourne Commodore Computer Club, PO. Box 177, Box Hill, Victoria 3128, Aus- tralia
Southern Districts Commodore Users Club, 186 Elizabeth Rd., Morphett Vale, S.A 5162, Australia (BBS# 61-08-322- 2716)
G-8 COMPUTE
BELGIUM
C64 User Group, Thauvoy Jesabel, Chee. De Malines, 3, B-1970 Wezembeek-Op- pem, Belgium
BRAZIL Tcs Computer Club, Rua Job Lane 650, 04639 Santo Amaro, Sao Paulo, Brazil
CANADA Alberta
Commodore Users of Edmonton (C.U.E.), 9550 83rd St., Edmonton, AB, Canada T6C 3A1 (BBS#s 403-466-7656, 403-454- 2832, 403-459-7522, and 403-484-9200)
British Columbia
Cariboo Commodore 64 User Group, c/o Nick Sardy, P.O. Box 634, 150 Mile House, BC, Canada VOK 2GO
Chilliwack Community Computer Club, P.O. Box 413, Sardis, BC, Canada V2R 1A7
Port Coquitlam Computer Club, 1752 Ren- ton Way, Port Coquitlam, BC, Canada V3B 2R7 (BBS# 604-942-0947)
New Brunswick
Moncton Users Group, Box 2984 STN A, Moncton, NB, Canada E1C 8T8 (BBS# 506-387-7963)
North American Commodore User Group Association (NACUGA), c/o Dave Quinn, Box 2984, Sta. A, Monc- ton, NB, Canada E1C 818
Ontario
Brampton User’s Group (BUG), P.O. Box 384, Brampton, ON, Canada L6V 2L3 (BBS# 416-455-3610)
Ottawa Home User Group, P.O. Box 4165, Sta. C, Ottawa, ON, Canada K1Y 4P3
TPUG, 5334 Yonge St., Ste. 116, Willowdale, ON, Canada M2N 6M2 (BBS# 416-733- 2933)
Quebec
Commodore 64 De |’Estrie, c/o Keith An- drews, 805 Belmont, Sherbrooke, PQ, Canada J1H 5P4 (Voice# 819-565-8750)
Saskatchewan
Commodore User's Group of Sas- katchewan (C.U.G.S.), c/ 0 Barry Birch- er, 182 Coldwell Rd., Regina, SK, Cana- da S4R 4K8 (BBS#s 306-543-7683 and 306-949-8605)
Saskatoon Commodore Users Group (SCUG), c/o O.B. Harvey, 2614 A Haul- tain Ave., Saskatoon, SK, Canada S7J 1R6 (BBS# 306-249-4959)
COLOMBIA
Commodore Club Medellin, c/o Hector lvan Londono, Apartado Aereo 1231, Medellin, Colombia
ComSoft Commodore 64/128/ Amiga User Group, c/o D. F. Cardenas or E. Lopez de Mesa, Apartado Aereo 9872, Cali, Colombia
COSTA RICA
Club Commodore de Tibas, Marvin Vega, P.O. Box 516, Tibas, San Jose, Costa Rica
EGYPT
Commodore 64/128 User Group, 15 Dr. Ma- hegobe Thabet St., Agoza-Giza, Egypt (Voice# 020-347-6149)
ENGLAND
Independent Commodore Products User Group, P.O. Box 1309, London, N3 2UT, England
Independent Commodore Products Users Limited, 45 Brookscroft, Linton Glade, Croydon, CRO SNA, England
INDIA
Bombay Commodore Club, c/o Haji Bilal Malbarwala, Apna Ghar Housing Soci- ety, Bldg. No. 46, B Wing, Lokhandwala Complex, Versova, Andheri (West), Bom- bay 400 058, India
JAPAN
Commodore Fan Club, c/o Koji Sugimura, 2- 1-10-1107 Higashi-Taishi Yao Osaka, Ja- pan 581
MEXICO
Arcano 17-Commodore Group, Calle Plata 3307, Villa San Alejandro, Puebla, Pue. 72090 Mexico (BBS# 91-22-480-722)
Club Commodore de Juarez, Calle del Man- antial #1448, Ciudad Juarez, Chihuahua, Mexico 32500 (BBS#s 011-52-16-17- 3130 and 915-544-5549)
Club de Usuarios Commodore de Chihua- hua (CUCC), R. Calderon #801, Chinua- hua, Mexico 31240 (BBS#s 14-13-12-91 and 011-52-14-13-12-91)
NEW ZEALAND
Christchurch Commodore User Group, P.O. Box 4665, Christchurch, 8000, New Zealand (BBS# 0064-03-355-3896)
Waikato Commodore Computer Users’ Group (W.C.C.U.G.), P.O. Box 787, Ha- milton, New Zealand
PAKISTAN
RAOASIM Commodore User Group, 465- C, Satellite Town, Gujranwala, Pakistan
TIGLON, c/o Ahmed Jamal, P.O. Box 7237, A.H. Rd., Karachi-74400, Pakistan
PERU
SoftSpa, c/o Diego or Juan Tejero Acha, Av. Central mz. AT #5, Los Alamos de Mon- terrico, Lima 33, Peru
SWITZERLAND
Computer Anwender Club, Postfach 29, 8042 Zurich, Switzerland
If your group is not listed, contact us at this address:
Commodore 64/128 User Group Update COMPUTE's Gazette
324 W. Wendover Ave., Ste. 200
Greensboro, NC 27408 ia}
GAZETTE DISK 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!
SpeedScript $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 I/: Pandemo- nium, Basketball Sam & Ed, Delta War, Heat Seeker, Omicron, Powerball, Q-Bird, Trap, Arcade Volleyball, Mosaic, Power Poker, and Scorpion 1.
PSS Se
All 6 DISKS FOR ONLY $49.95!
1 SPECIAL OFFER!
t All prices include shipping & handling.
+ SpeedScript O $11.95 i Gazette Index O $ 7.95 rT Best Gazette Games O $ 9.95 i Gazette's Power Tools O $ 9.95 r The GEOS Callection O $11.95 1 128 Classics O $11.95 i Special 6-Disk Offer O $49.95 LU Subtotal
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{Residents of North Carolina and New York add appropriate sales tox. Canadian orders, add 7% goods and services fax. ** For delivery outside the U.S. or Canada, add $1 for surface mail or $3 for airmail. All orders must be in US. funds drawn on a US. bank.
Gazette’s Power Tools $9.95 Fourteen of the most important utilities for the
64 ever published in Gazette. 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.
ee
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REVIEWS
BACK TO THE FUTURE II
Join Marty McFly as he trav- els through time again in Back to the Future II. The mov- ie tells the comic, disjointed story of time travel in Doc's DeLorean time machine. The software is mostly an arcade game with a couple of puz- zles added.
The object of the game is to make your way through five levels of play to retrieve a sports almanac stolen by old Biff in 2015 and given to young Biff in 1955. Three of these five levels are simple arcade games, and two are logic puzzles. While the idea is intriguing, the program Promises more enjoyment than it delivers. The documen- tation, which is brief but well written, ties the game to the movie by describing the film's opening scene and then provides the user with background _ information about each play level.
The game opens with some elegant graphics se- quences. On the first level you must maneuver a hover- board (a flying skateboard) through the streets of Hill Val- ley in the year 2015. Your mis- sion is to reach the town hall before running out of time or depleting your energy.
Maneuvering the hover- board is simple and fun. You can move freely in all direc- tions, accelerate, brake, and jump. It is essential to learn to time these last two maneu- vers accurately, since you must sometimes wait for pow- er points as they drop from the sky. Try learning to at- tach yourself to the back of a passing car for a joyride.
When you reach the pond at the end of the last street, you'll know how to get to the town hall and complete the mission if you've seen the movie. Anyone who hasn't
G-10 COMPUTE
seen the movie will still quick- ly figure out how to complete the first task. Running out of time never seems to be an ob- stacle. Your time is extended whenever you reach the end of any of seven streets that lead to the town hall. Maintaining your energy
um earns you the most points.
To aid you along the way, speed, acceleration, and power bonuses regularly drop from the sky. Do not miss an opportunity to gath- er power points, as these will restore all lost energy.
Semmens EEEREDERERRGRERRESSEEERERREE?
SoSoers
Scone B
TIME
4 hen TORRITHBE 77
Marty McFly can hitch a ride through danger-filled streets.
level, on the other hand, is considerably more difficult. A roving gang on hover- boards, old Biff with his cane, stray dogs, cars, mo- bile trash cans, and radio- controlled hovercraft harass you along the way. Coming in contact with any of these enemies lowers your energy level. You can punch your op- ponents on the hoverboards, but it seems better to avoid gang members rather than confront them.
Cars, dogs, and hover- craft are sufficiently powerful to knock you from your hover- board in one shot if you run into them head-on. Man- holes, slick spots, and curbs do limited damage. Along the way you can pick up caps, shoes, soda cans, newspapers, or plutonium for extra points. Perhaps be- cause of the obvious dan- ger, scooping up the plutoni-
The best overall strategy is to remain near the middle of the screen, pick up all items in the street, avoid all items on the sidewalks, and use quick, lateral movements to evade obstacles. Back- ground graphics are bright, colorful, and well conceived, but sprites are jagged with muddy colors. It is fascinat- ing, however, to watch the coordination of so many sprites with the smoothly scrolling backgrounds, but the program is not without flaws. Your hoverboard can move faster than the back- ground, so when you reach the edge of the screen, you have to wait for the back- ground to catch up. Occa- sionally, the action on the screen overwhelms the com- puter, making the sound- track and character move- ment erratic.
The second level is a log-
ic puzzle in which you must get Marty's girlfriend, Jennif- er, out of a house without her being detected. You control both Jennifer and the other people in the house by open- ing doors two at a time. When a door is opened, a room's occupant will move to an adjoining room. At no time should Jenny share a room with anyone.
The house is viewed from above, making it difficult at first to differentiate the char- acters, but Jenny is the one on the far left. You are expect- ed to race the clock while planning your solution, but the Run/Stop key turns off the clock, so running out of time is never a problem. This level is a nice change of Pace because it requires more planning than reflex ac- tion. The puzzle, however, is not very challenging. The third level is a return to ar- cade action with a special em- phasis on violence. The ob- ject is to reach the end of the street safely, avoiding armed villains, flying barrels, rocks, and Frisbees. Your var- ious karate kicks and punch- es can eliminate most ene- mies, but the individual with the semiautomatic weapon is virtually impossible to con- quer or pass. This level's use of gratuitous violence is a disappointment, and its con- nection to the movie’s story line is tenuous. The fourth scene also is linked weakly to actual movie action, but it takes a more imaginative turn. Here you are to solve a sliding block puzzle while rac- ing the clock. One added twist is that the block puzzle is animated.
The fifth level is another street race in which you must retrieve the stolen alma- nac. The toughest part of this level is reaching it. Sav- ing games in progress is not a feature of this program, so you must complete the first
The Gazette canny I Manager
(Formerly PowerPak)
Harness the productivity power of your 64 or 128!
Turn your Commodore into
a powerful workhorse, keep track of finances, generate reports in a snap, manage your money in minutes—
all with the new 1991 Gazette Productivity Manager! Look at all your 64/128 Productivity Manager disk contains.
ORDER YOUR 1991 GAZETTE PRODUCTIVITY MANAGER TODAY!
GemCalc 64 & 128—
A complete, powerful, user-
friendly spreadsheet with all the features you’d expect in an expensive commercial package (separate 64 and 128 versions are included). Most commands can be performed with a single keypress!
Memo Card—Unleashes the power of a full-blown database without the fuss! Nothing’s easier—it’s a truly simple computerized address file. Just type in your data on any one of the index cards. Need to edit?
Just use the standard Commodore editing keys. (MasterCard and Visa accepted on orders with subtotal over $20). Finished? Just save the data to floppy. What could be [| © ©©}©)©)©)©3. UTS" easier? Oo YES! Please send me __ Productivity Manager disk(s)
($14.95 each).
——— Subtotal
——— Sales Tax (Residents of NC and NY please add appro- priate sales tax for your area. Canadian orders, add 7% goods and services tax.)
——— Shipping and Handling ($2.00 U.S. and Canada, $3.00 surface mail, $5.00 airmail per disk.)
—— Total Enclosed
—Check or Money Order MasterCard — VISA
Financial Planner—Answers all of those questions concerning interest, investments, and money manage- ment that financial analysts charge big bucks for! You can plan for your children’s education and know exactly how much it will cost and how much you need to save every month to reach your goal. Or, decide whether to buy or lease a new car. Use the compound interest and savings function to arrive at accurate
Credit Card No.
estimates of how your money will work for you. ; (Required) Compute the answer at the click of a key! arena
Address DON’T MISS OUT ON THIS : =: Town
Send your order to Gazette 1991 Productivity Manager, 324 W. Wendover Ave., Ste. 200, Greensboro, NC 27408.
POWERFUL WORKHORSE!
| | | | | | | | I I | | ! 1 signature | | I I | | | | i | | | *
REVIEWS
four levels each time you play before you get a chance to tackle the final one. As an arcade game the program succeeds, but as a computer reproduction of the movie, it falls far short. The movie worked because the action was supported by dialogue which gave the view- er a disjointed sense of time travel. If Back to the Future /l included a level that al- lowed the player to interact with other characters in or- der to help Marty find his way through time, the game would be vastly improved. In- stead, the characters and time settings add nothing to the action, and they seem to have been chosen only as a vehicle for standard arcade fare. If joystick action is your thing, you'll enjoy this pro- gram. If, however, you're ex- pecting to step into Marty McFly's shoes and warp through time, the game will leave you flat.
JIM SMITH
Commodore 64 or 128—$29.95
IMAGE WORKS
Distributed by Konami
900 Deerfield Pkwy.
Buffalo Grove, IL 60089-4510 (708) 215-5100
Circle Reader Service Number 316
FASTFINGERS
Students of sound, take note: If you're interested in shaping sounds or learn- ing about synthesis and if you have access to a Mat- tel Intellivision keyboard, check out Fastfingers. Dan Laskowski devel- oped this program (original- ly in 1984) with two basic thoughts in mind: to ex- plore the sound synthesis abilities of the 64 SID chip and to allow the 64 to act as a lead synthesizer when attached to a full- size external keyboard by
G-12 = COMPUTE
means of a special connec- tor. He is making the pro- gram available again on a di- rect basis, but it should be noted that it is in limited sup- ply with even fewer key- board connectors. Availabil- ity of the Intellivision key- board is uncertain. At this
tain keys on the two bottom rows (referred to in the man- ual as piano buttons) are re- served for playing. Octaves are changed by selecting
them from the Sound Shaper menu. Other keys ac- cess preset sounds,
chords, and a sound se-
Tanase ss
Learn more about sounds and music with Fastfingers.
writing, Laskowski has three of them and will sell an en- tire package for $119. With an eye (or is it ear?) toward reaching student musicians, he offers special rates to mu- sic educators.
Because it is somewhat dated, Fastfingers’ presenta- tion is not as slick as those of some other programs. Its four menus are a bit crowd- ed and clunky-looking, but you get used to them. The sounds, which are the impor- tant part, are amazing. Fastfingers was written be- fore the MIDI explosion, yet Laskowski programmed it for 256 sounds and even coaxed an extra suboctave out of the SID chip.
While developing sounds and recording a track on disk are clearly easier with an external keyboard (not tested here), the computer keyboard is sufficient. Cer-
quencer; permit loading and saving sounds from disk; and allow you to record, play back, and control sounds you've created.
This first menu, Play Mode, is the default when no control keys are pressed. Pressing (and hold- ing) Shift pulls down the Sound Shaper and Effects menu, the Control key pulls down the Sound Banks, and Control/Shift accesses the Sound Shaper.
The preset sounds are sim- ply eight sounds taken from the sound bank for easy ac- cess. You can use these, re- place them with others from the bank, or create your own and install them. One- finger chords are available: three major chords, three mi- nor ones, and six others. The chords can be can- celed at the press of a key, which causes all three voic-
es to play the same note in unison. The sound se- quencer allows you to trig- ger arpeggios to play auto- matically.
To simplify things, Laskow- ski makes use of the familiar style of a cassette record- er's buttons to record, re- wind, fast-forward, and play your works. On playback, adjustments can be made to speed and sound. With this you can create melo- dies, arpeggios, and even re- cord a “walking bass line” by means of the transposer function. Once you have laid out your sounds the way you want them, record- ed your melody, and ar- ranged your transposer and arpeggio, you can save the whole arrangement to disk. This Save is an old-fash- ioned save which dumps eve- rything onto a disk under the lump title Sounds. This limits you to one file per disk, and the manual rec- ommends dedicating the disk to Sounds only, al- though you could probably use it to save something not connected with Fastfingers.
If this is sounding too tech- nical for you, it gets more so. Now we come to the heart of this program: build- ing sounds. While not sophis- ticated enough to include an on-disk tutorial (this is on- ly a one-disk program), the Fastfingers manual guides you through modifying exist- ing sounds and creating new ones. One chapter shows you how to play with such effects as Flang, Pulse Width Kick, Glide, Thicken, Weow, Swirl, Wah (1&2), Tremolo, Pswirl, Vi- brato, Phase Shifter, and Dig- ital Distortion. Effects are soft- ware effects used to simu- late or replace hardware ef- fects, and they work on all three voices.
Another chapter teaches you about building sounds,
beginning with the selection of voice 1, 2, or 3. You learn about adjusting the oscilla- tors up and down in semi- tone increments, selecting waveforms, using harmon- ics, using (or bypassing) fil- ters, and adjusting the ADSR (Attack, Decay, Sus- tain, and Release). Students of sound with the patience to check out each minor ad- justment will have a wealth of sound to explore.
The dearth of new soft- ware for the 64 has sent de- velopers back to their clos- ets to have another look at older programs to see if there's something to dust off and reissue. Fastfingers is one such program, and the question arises, does it still stand up? We are com- pelled to give a qualified Yes.
There are musical pro- grams with far slicker presen- tations. The tutorial and ani- mation in the Sight and Sound 3001 series leap to mind. Fastfingers lacks feed- back in that it doesn’t tell you what sound (preset or sound bank) or even what oc- tave is in current use. It seems to us, particularly if you are using this setup in performance as Laskowski says you can, you ought to have an onscreen reminder of what you've selected. On the other hand, the range of sounds is almost mind-bog- gling. Providing for the use of a 48-key external key- board is a unique touch that may send some young musicians hunting through the classified ads to pick up a used one.
Laskowski is first a musi- cian, a fact that becomes ob- vious when talking with him or reading his manual. Al- though certainly not the on- ly person to envision the 64 as a synthesizer, he is the on- ly one to take it to this de- gree. In Fastfingers he has
taken an unusual slant on the 64 and developed a 64 oddity, a program that's cer- tainly not for everybody, but will certainly intrigue those with an interest in music. DAVE and ROBIN MINNICK
Commodore 64 or 128—$29.95, $69.95 with keyboard connector
DAN LASKOWSKI 9078 Copperfield Ct Windsor, ON Canada N8S 4H3 (519) 948-3915
Circle Reader Service Number 317
NIGHTBREED
From out of the dark shad- ows of your mind came the mystical thriller Nightbreed, amovie that had people hold- ing tightly onto their seats. Now, it’s your joystick that you'll want to grab tightly be- cause Nightbreed is now an arcade game on your 64.
You assume the role of Boone, a guy with some psy- chiatric problems, and begin your journey at the gates of Necropolis, a local grave- yard. The object of the game is to save the Nightbreed from an evil or- ganization that calls itself Sons of the Free. Who are, or what is, Nightbreed? Nightbreed is a race of be- ings older than mankind, who possess the power to change shape and form.
Once the game begins, you'll constantly be chal- lenged with different objec- tives. Even though it's an ar- cade-type game, you must complete many different tasks before progressing to a different level of play.
At the bottom of the screen is the game's status panel. Here you'll find valu- able information to help you during play. There's a list of objects in Boone's posses- sion, as well as a power lev- el that indicates his injuries, life number, and status as ei-
GAMES, GAMES, GAMES! | (6102) ADVENTURE ROAD / 1 - Contains 4 adventure games: Scary, Africa, Adventure & more. 5 (6123) ADVENTURE ROAD /2 - 10 textgraphic adventure games including SLEUTH. 5) (6124) ADVENTURE ROAD /3 - 8 texgraphic adventure games including HACKER. 77 (6049) C-128 GAMES / 1-40 umn Galactic, Castle and Damsels. | 80 column Star Trek. 5) (6054) C-128 GAMES /2 - 80 col- | umn Norad, Wargames, not Lunar Land. Print Spock8Kirk. | 7 (6088) C-54 GAMES / 1 - Action games like Robbers, Whirly Bird, Blue Thunder & more. | 5 (6089) C-54 GAMES 2 - Lotto, Attack Force, Star Trek, Joust, Derby, Defcon & more. 7) (6097) IN THE MALL’ 1 - Contains 14 arcade games. Try your skill on these gems. 7) (6099) IN THE MALL '2 - Contains 14 arcade games. Includes Moondog, Skiing, & mora. 7) (6142)IN THE MALL 3 - 12 more arcade games including BOULDER DASH and KANGA. 7 (6100) IN THE PITS | 1 - Contains 7 car games. Includes Dragster, Dodge Cars & more. =] (6101) LADY LUCK ’ 1 - Contains 10 casino games. Roulette, Craps, BJ, Poker & more. | 5 (202) Laby Luck 2-10 gambling games including ONE ARMED BANDIT, and 21. I (6203) LADY LUCK | 3 - 17 gambling games including DODGE CITY POKER and KENO. | FI (6098) ON THE BOARDS / 1 - Contains 11 board games. Includes Yahtzee, Battleship & more | 5 (6119) ON THE BOARDS / 2 - 12 board and card games including battleship and chess.
7) (6120) ON THE BOARDS / 3 - 17 more board and card games including CRIBBAGE and BINGO. | 7 (6118) PUB/BOARD GAMES - Dans, Bowing, Pool, Checkers, Backgammon, Chess, and mor. 7 (6204) THE FINAL FRONTIER / 1 - 10 action filed space games including METEOR SHOWER, | 3 (6206) THE FINAL FRONTIER 3 - 18 action filed space games including CANYON RUNNER. 7 (6207) THE FINAL FRONTIER | 4 - 18 action filed space games including SPACE DEFENDER.
7] (6104) THE SPORTING LIFE - Contains Golf, Miniature Golf, Baseball 64, Boxing and Trap. J (6208) THE SPORTING LIFE | 2 - 19 games relating to sports including BOWLING and BOXING. 7 (6108) VICTORY SOFTWARE | 1 - The first disk of shareware games by Victory Software.
ec
| Please send order, payment, name, address and daytime phone # to:
Pee | Laradise Sytware Hours: Mon-Fri, 9am-Spm PST
7657 Winnetka Ave, Ste 328-C, Winnetka CA 91306
Circle Reader Service Number 129
ther monster or man.
You contro! Boone with a joystick to punch, kick, or shoot your way past the many different creatures that pursue you. Each con- frontation with a monster will have different challenges for you to overcome. For exam- ple, | found the Fatman fairly simple to overcome, yet the
Sons of the Free were chal- lenging, using everything from rocket launchers to gre- nades in an attempt to stop me. Also, you'll find each en- emy has a unique power that makes it dangerous. The Fatman moves slowly, but he vomits, and the vomit is poisonous to the touch. Since this is an arcade-type
Should Boone defeat the grenade tosser, he still must defuse the time bomb before he can continue his quest to save the Nightbreed.
G-13
REVIEWS
thriller, you can expect other gross experiences through- out the game.
In your path you'll encoun- ter such graveyard charmers as the Snakeman, the Hop- per, Flying Teeth, a Head Monster, and a Roof Crawl- er. This last fellow delights in dropping rocks on you.
One unique feature you will find is the passkey which allows you to skip certain parts of the game. The key is a password-type system that uses graphics instead of text. You create a passkey- from various pieces dis- played on the game's back- ground scenes, Using the cor- rect key allows you to skip to certain points in the game.
Making a map of the game is also useful. The game can be confusing if
you don't know where you've been or where you need to go. As with many games of this type, you can move ina variety of directions and en- counter a number of foes as your hero attempts to com- plete his quest. A map helps you avoid many blind alleys.
At first glance | thought that Nightbreed was going to be a simple arcade game and that completing it would be an easy task. | was wrong, It provides plenty of nonstop action that should have you grasping your joy- stick for quite a few hours of nerve-wracking play.
The graphics are very well done, and the game re- mains true to the movie's theme. If you're looking for a good action-packed game, then turn down the lights,
grab some popcorn, and boot up a copy of Nightbreed!
JEFFERY SCOTT HALL
Commodore 64 or 128—$14.95
OCEAN OF AMERICA Distributed by Electronic Arts 1820 Gateway Dr.
San Mateo, CA 94404
(415) 571-7171
Circle Reader Service Number 318
POWER DRIFT
For a fast-paced, hard- edged race through five dif- ferent road courses, try Pow- er Drift. Pit your skills in this arcade-style release from Ac- tivision against 12 other rac- ers who are out to win at all costs. Speed through hairpin turns at over 200 kph and
plunge over hills into steep drops, just get to the finish line first.
At the start of the game, choose the race terrain you want and a driver. Terrains in- clude city, beach, desert, countryside, and riverside. There's also a wide selection of male and female drivers from which to choose.
As the starting lights turn from red to green and the race begins, the other driv- ers will leap ahead of you. Push forward on your joy- stick to accelerate. This will take you to about 130 kph. Change from low to high gear by pressing the firebut- ton. In high gear your car reaches its maximum speed of 224 kph. Pulling back on the joystick acts as a brake, but with a little practice you'll
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.
“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
G14
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
COMPUTE
YES! Start my one-year subscription to COMPUTE’s Gazette Disk right away for only $49.95.*
O Payment enclosed (check or money order)
OCharge OMasterCard O Visa Acct. No. Exp. Date Signature (Required) Name Address City State/ ZIP/ Province Postal Code
Mail to COMPUTE's Gazette Disk, P.O. Box 3250, Harlan, IA 51593-2430
"Residents of NC and NY, please add appropriate sales tax for your area. Canadian orders, add 7% goods and services tax.
be able to maintain top speed throughout the entire course. Just watch for other drivers.
As you progress around the course, your time, speed, position, and lap num- ber are posted at the top of the screen. To advance to the next round, you must place in the top three finish- ers. Racing in the higher rounds is more difficult and there's a greater possibility of ramming other drivers. When this happens, the re- sult is a dramatic spin-out with you hurtling across the course. When your car final- ly comes to a halt back on the road, try to make up lost time. Don't overdo it or you'll end up in another spin-out.
As long as you keep plac- ing within the top three, you'll
continue advancing to high- er levels. Finish back in the pack and the race is over. One of the best features of this game is that it restarts very quickly. You don’t have to sit and wait for it to reload every time. At the end of a game you can try another course and change drivers if you want.
Power Drift's graphics are colorful and interesting, but if you have any intention of placing in the top three, you won't have time to notice your surroundings or the scenery as it flies by. One in- teresting effect is the road; it seems to be suspended in air. There are no guard rails and on hills the road often drops like a rollercoaster. Watch out for those blind drops though. A car could
be just over the crest and if you bump one at high speeds, you could go crash- ing off the road.
There is a steady, pound- ing pulse to the background music that keeps you racing through the turns and hills. Even when you're adding your name to the list of high scorers, the powerful beat continues. It complements the action as you move through the courses.
The player's guide is easy to understand. It explains how to load the program and how to use the joystick. All you have to know is which di- rection to push or pull the joy- stick and how to change gears. It's all clearly ex- plained in the manual.
~ In all, Power Drift is not a game to play for hours on
end, but itis fun. There's plen- ty of white-knuckle action as you speed around each course and drift through the corners. Tension builds as you progress. The first few races are fairly easy and the courses somewhat forgiving, but accidents become more frequent and the amount of driving skill needed increas- es as you advance to higher levels.
So, wait for the green light, happy racing, and don't forget to buckle up! ALISON CHRISTENSON
Commodore 64 and 128—$29.95
ACTIVISION
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(415) 329-0800 a)
Circle Reader Service Number 319
COMPUTE’s
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A powerful word processing
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A Great Deal for Commodore
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Questions and answers
about converting programs
from Commodore
G-16
format to
IBM, KoalaPads, calendars, BBSs, and more
COMPUTE
FEEDBACK
Three Questions
Is it possible to convert Com- modore type-in programs to IBM-compatible format in a rel- atively easy way for those with limited knowledge of GW- BASIC or machine language programming?
As | am changing over to a PC, am | right in assuming that an alternative version of COMPUTE that is PC specific and excludes the Gazette sec- tion will be available?
From my current address la- bel on my magazine, do | sur- mise correctly that my sub- scription is current through
June 1991? C. W. M. ANDERSON SANDTON, SOUTH AFRICA
Commodore BASIC and GW- BASIC are similar in many re- spects, and some elementary programs entered in one lan- guage will run if entered into the other. Simple print state- ments, mathematical formu- las, and commands such as GOSUB, GOTO, IF-THEN, and FOR-NEXT pose few prob- lems when making the change from one version to the other. Problems arise, how- ever, when it comes to colors, machine language routines, PEEKs and POKEs, and other commands that are machine specific. Some commands in BASIC 7.0 for the 128, for ex- ample, would cause a 64 to crash. There are ways around many of these problems, but it usually takes a good work- ing knowledge of BASIC to make the conversion work.
If you are subscribing to COMPUTE’s Gazette edition, you already are receiving all the PC-related material that we publish each month. There’s no reason to change your subscription unless you want to drop the 64/128 cov- erage; the price is the same. Some COMPUTE subscrib- ers, however, do not get the 64/128 material.
The month and year print- ed on adaress labels indicate the final edition of your cur- rent subscription. Since the June issue was the last one you were scheduled to re- ceive, | hope you renewed your subscription in time to read this reply.
What's a Koala?
| subscribe to Gazette Disk, and | enjoy your “Gallery,” but, forgive me, what is a Ko- ala? | gather that it is more than a marsupial. Do you need light pens or a mouse to create graphics with it?
One more comment. Could you explain why your new GOS (Gazette Operating Sys- tem) menu on Gazette Disk will not allow me to directly load any previous Gazette Disk programs? It gives the disk information, but the selec-
tion turns blue and sits there. JOSEPH RUFFINI
NORANDA, PQ
CANADA
A KoalaPad is a graphics tab- let that connects by cable to a 64's joystick port. With its ac- companying software, you can create colorful pictures on- screen by moving your finger or a stylus across the pad's surface just as if you were drawing a picture with pencil and paper. The pad is no long- er in production, but used units can often be found. Its multicolor format is a popular one with Commodore artists. The new Gazette Operat- ing System is compatible with pre-GOS disks, so you should be able to run pro- grams from them. Load and run the menu program that contains GOS; then swap disks. Now click on the disk icon. When the disk menu ap- pears, click on Directory. GOS will read the current disk’s directory and print it in a window. Scroll through the ti- tles and click on the program
you wish to run. The red band highlighting your selec- tion will turn blue. Click again on the disk icon and select Run Program when this win- dow opens. GOS has been streamlined to make it oper- ate faster than it did original- ly, but you should still be able to access and run other disks. It also lets you copy disks and files, delete and re- name files, obtain disk and pro- gram information, print files, and perform numerous other applications with joystick or cursor keys.
Wide Open Spaces
| have recently started typing in a few Gazette programs with The Automatic Proofread- er. Since | am not a program- mer, my understanding of what | am typing is rather lim- ited. Because the listings in your magazine are printed in columns, it is not always
clear when to leave spaces. HANS SPARREBOOM.
TOFIELD, AB
CANADA
When entering programs in Commodore BASIC, spaces are usually optional. Program- mers may put spaces be- tween words, variables, or commands in their listings to make them more readable, but the computer doesn't re- quire them. Most program- mers do not include spaces simply because it saves space, computer memory, and typing time. If they leave them in and a column line be- gins with a space, our listing program will usually print the word SPACE within brackets. Since most spaces are option- al, The Automatic Proofreader ignores them also unless they fall between quotation marks. To illustrate, load and run Proofreader; then enter the following statement.
100 IF A$ <> “Y” THEN 100
OMNI TIME CAPSULES
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Send your check or money order ($8.95 each; 3 for $24.95; 6 for $45.95) postpaid USA orders only. Foreign orders add $1.50 additional for postage and handling per case.
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CREDIT CARD HOLDERS (orders over $15) CALL TOLL FREE 1-800-972-5858 Or mail your order, clearly showing your account number and signature. Pa. residents’ add 6% sales tax. SATISFACTION GUARANTEED
In English the line reads, “If A-string does not equal the letter Y, then go to line 100.” This line could be used in a state- ment to halt a program until the letter Y— and only the letter Y—on the keyboard is pressed.
Proofreader should print MJ in the up- per left corner of your screen when you press Return. Now go back, delete all the spaces, and press Return again. You should still get MJ, indicating the line is still entered correctly. Spaces make code easier to read, but often they are op- tional to the 64.
Now go back and insert a space after the first quotation mark and in front of the Y and try it. Proofreader will return a dif- ferent value this time because " Y" is not the same thing as “Y" and it would affect how the program runs.
Diary Needed
I'm an active 14-year-old looking for a 64
program that is a diary. BRIAN S. MULCAHEY HAMILTON, OH
Almost any word processor could be used as a diary. You could write as little or as much as you want and then save each entry with a filename that repre- sents the date, such as SEP20. There is a program called Notepad 64 (Novem- ber 1988) that could prove useful. This machine language program resides in
Computer Diagnostics, by Real Software ‘Alter Ego, by Activision (spacity male -or- female)...
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G-18
COMPUTE
FEEDBACK
memory while your computer is working on another BASIC program. This means you can call it up at the touch of a key, jot down some thoughts, and then continue with your BASIC program. You can also save the notes with any file- name you like. One limitation to the program, however, is that each note can be no more than 1000 characters in length. That's enough to fill one screen. Back issues of this disk and any other Gazette Disk prior to October 1990 can be ordered from our Greensboro, North Caroli- na, office for $5, plus $2 for shipping and handling.
Worldwide User Group | am working to start a world- wide association of Commo- dore user groups. As support for the 64 dwindles, user groups play a more important role in supplying users with help and information. | be- lieve an association of user groups would be beneficial, es- pecially for smaller groups.
| would love to hear from us- er groups who would like to help me organize this group or who would like to join it. Just drop me a line, and I'll bring you up-to-date on
what's happening so far. JOSH JACOBY
98-1689 HAPAKI ST.
AIEA, HI 96701
Keep Gazette posted about your activities, Josh. User groups represent a great re- source of information for Com- modore users, and we encour- age their growth. In this issue we finish our two-part listing of user groups in the U.S. and other countries. If you are not already a member, we recom- mend you contact a group in your area or see about joining one by mail.
Back to the Boards
Rick Lembrée’s article on
BBSs (March 1991) was an ex- cellent introduction to what has become one of the last bastions of dedicated Commo- dore users. Using a BBS is the best way possible to sup- port each other and enjoy the potential of the still-powerful 64s and 128s.
Volunteering as a sysop is a rewarding experience, not only for the knowledge gained, but for the enjoyment of knowing that you are pro- viding others with a medium for sharing and communicat- ing. If you want to try your hand at running a board, there still are plenty of poten- tial members out there who would eagerly join a new board. | especially urge Com- modore users to participate on a local BBS. Any comput- er user who doesn't is miss- ing out on an excellent re- source of knowledge and en- tertainment that is easily avail- able to anyone with a mo- dem. I'm sure many COM- PUTE readers would be inter- ested in reading more articles about operating a BBS, as well as about the many fea- tures different boards have to
offer. FREDERICK T. MERRITT ST. PAUL, MN
At the end of your BBS article in the March issue, the suppli- er of the C-Net system was list- ed incorrectly. The correct name is Perspective Soft- ware. The BBS number for sup- port of this package is (313) 981-1524. Also, | feel that this system was not given enough credit as a commer-
cial BBS available for the 64. JEFF FENSTERMAKER NEWBURY, OH
Thanks for bringing the correc- tion to our attention, Jeff. Be- cause C-Net was /ast on our list of commercial systems for the 64 does not mean it was considered the least. We sim-
ply tried to list as many of the current BBS products as we could find for our readers’ con- venience, and on any list someone has to be last. The listing was not meant to be an endorsement by either Mr. Lembrée or Gazette.
Bug-Swatter
Several readers wrote in to say that they have experi- enced problems with Cross Aid (March 1991) when they try to use Shift-D to delete mis- spelled or unwanted words. The documentation was not clear in stating that you must first enter maintenance mode by entering the word that's to be deleted, followed by Shift- Return. The delete function can be invoked by pressing Control-D to erase the word.
Several readers also informed us of a problem with Castalia (May 1991). We discovered it has a peculiarity that affects some machines at some times. The problem causes the screen to go blank when you first run the program. If you experience this situation, there is no danger or program- ming fix required; just try run- ning the game again. On the 128, the problem is especial- ly easy to fix. If the problem oc- curs, it only does so when an attempt is made to run the pro- gram for the first time after powering up. If this happens, reset the computer to 64 mode by holding down the Commodore key while press- ing the reset button. You should have no problem the next time the program loads.
If you have a question, com- meni, or problem, we want to hear from you. Send your let- ters to Gazette Feedback, COMPUTE Publications, 324
West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408. a
Telecommunicating with GEOS requires special attention. Here
are some tips to make the
process easier.
GEOS
Steve Vander Ark
GO ONLINE WITH GEOS
This won't come as a big sur- prise to many of you. If you haven't already discovered it, you've certainly read articles on the subject or heard com- puter users expound about it. Itis telecommunicating, and it is great.
It's great, but it's also con- fusing, intimidating, and a whole lot of other things that keep many people from plug- ging in a modem and dialing up a bulletin board system (BBS), | avoided telecommuni- cations for these reasons for a long time. | was afraid | would make a fool of myself trying to learn my way around. | thought I'd find a hostile world full of people who were in the know and wouldn't be too hap- py dealing with a novice pok- ing around at 300 baud.
Boy, was | wrong. When a friend finally convinced me to hook up his modem on my 128 and | timidly dialed a lo- cal BBS number, | had no idea what a giant leap | was taking. Over the next four months, | dis- covered a lot of new computer friends who didn't give a hoot that | needed to call up a menu every time or that | ac- cidentally logged myself off when | meant to upload a file. They offered support, advice, a little good-natured teasing, and friendship.
Now I'm online all the time. This electronic alternative re- ality is populated by a wide va- riety of users. They call using IBMs, Macs, Amigas, and, of course, Commodores.
That's where GEOS comes in. It wasn't long before | dis- covered a number of people on various local BBSs who shared my enthusiasm for GEOS, and we began compar- ing notes. We exchanged ide- as, gave each other hints for using various applications,
and swapped utilities down- loaded from other BBSs.
But _telecommunicating with GEOS requires some spe- cial rules. GEOS has its own unique way of running a Com- modore computer, and termi- nal software and bulletin boards aren't designed to han- dle the differences. The stum- bling block is the structure of GEOS disk files. A file exists on a disk as a scattering of in- dividual blocks of data, linked together with predefined cod- ing. GEOS uses a different code from the one built into the 64’s system, which means that if you try to use normal Commodore file commands on a GEOS file, the system won't know how to put the var- ious chunks back together. That's why you can't copy a GEOS file using a normal file copier; the same is true for uploading or downloading.
In order to send or receive a GEOS file by modem, it must be converted temporari- ly into Commodore DOS-com- patible format. William Cole- man has written a conversion utility called Convert, which has become something of an unofficial standard for han- dling GEOS files online. This utility should be the first GEOS file you download, It can be loaded and run with BA- SIC and will convert a pro- gram or sequential file to one that can be used by GEOS. Once you have Convert, you're in business.
Any GEOS file you down- load using your normal termi- nal program will be a standard sequential or program file un- til you switch into GEOS and run Convert; the whole proc- ess takes a matter of a few sec- onds. Convert can work both ways. If you have a GEOS file that you'd like to upload, you can convert it into a sequen- tial or program file that your ter- minal program can handle. Convertcan be found on Quan-
tumLink and on many local BBSs. (File Converter is a sim- ilar program published in COM- PUTE!'s Gazette, April 1989.) If you'd rather stay in GEOS without returning to the Com- modore DOS, there is one ter- minal program available which operates within the GEOS environment. It in- cludes the Convert utility as an option, which makes handling GEOS files a breeze. This pro- gram is called geoTerm. It, too, was written by Coleman, with versions available for the 64 and the 128. Each version includes many features, includ- ing a 9K capture buffer for the 64 and a 30K buffer for the 128, programmable function keys, built-in utilities to convert the buffer to and from true AS- Cll and PET ASCII, as well as the above-mentioned Convert program.
The screen can be run in 40, 53, or 80 columns. You can also access either drive for uploads or downloads, scratch files, and so on.
Whether you use geoTerm, available from RUN magazine, or another terminal program, you'll find many GEOS users out there who are glad to hear from you. BBS Post, a bulletin board in Michigan, has a GEOS file area. The sysop, Bis- mark, says he gets more calls for the Commodore area on his IBM board than for any oth- er. I've put many of the public domain utilities mentioned in this column on BBS Post. If you call long distance, you may download GEOS files on your first call. The number is (616) 531-1346.
For the price of a long dis- tance call, it's not a bad place to start. But there are probably people on bulletin boards right in your hometown who would love to hear from you. Why not give them a call?
Steve Vander Ark can be reached on QuantumLink. His handle is SteveV 14. a
G-19
integers, and do other clever things with
the help of binary
G-20
fractions
COMPUTE
MACHINE LANGUAGE
Jim Butterfield
GIVE IT A NUDGE WITH BINARY FRACTIONS
BASIC uses a number system called floating point (or scien- tific notation), which is power- ful but complex to code in ma- chine language. Often, you can accomplish what you need through the use of fixed- point binary fractions.
In conventional base 10 mathematics, if you divide 7 by 3, the answer is 2 with a re- mainder. But if we continue the division, we establish that 7 divided by 3 gives 2.33333... .
Exactly the same thing hap- pens in binary calculations. In binary, we might write 7/3 as %111 divided by %11; using any of several division meth- ods, we produce a first result of %10 with a remainder of 1. But if we don't stop at the “bi- nary point” equivalent of a dec- imal point and provide some- where tostore the extra fraction- al result, we will generate %10.01010101 . . . and cut off the endless fraction.
In hexadecimal notation, '/2 works out neatly as $.80, but 1/3 is the repeating series bites} ay
You've noted that you must trim an endless value at some point. In machine language coding, that amounts to decid- ing how many bytes you will use to hold the fractions. Roughly speaking, each byte gives the equivalent of 2.4 deci- mal digits of accuracy.
Binary fractions fit nicely in- to the whole scheme of math coding. Such numbers add, subtract, multiply, and divide in the same way as integers. For example, you might want to multiply a value by 8 and then divide by 5 to convert miles to kilometers.
Perhaps the most popular use of binary fractions is to
nudge an integer value high- er. For example, suppose you started with zero and added a value of 1/3 repeatedly. The in- teger part would bump to the next higher value every three operations. This kind of nudg- ing has many applications in programming.
Aprogrammer might be han- dling one or more sprites; each sprite is expected to move from time to time. How do we control its speed? Sup- pose we want it to move grad- ually, without leaping across the screen. Let's say we just want to nudge its position. By repeatedly adding fractional values to its location, we will eventually cause the sprite’s lo- cation to move to the next pix- el at regular intervals.
When working in high-reso- lution graphics, it’s often desir- able to draw a line that's not quite horizontal (or vertical). Binary fractions will help us do the job.
To create a line that’s al- most horizontal, you want to step across the horizontal (x) coordinates, but how do we plot the vertical (y) coordi- nates for each line? Nudge the y coordinate value. If the line were 50 pixels wide by 10 pixels high, you'd nudge the y coordinate by a value of '/s; as you sweep across the 50 x pix- els, the y coordinate would trav- el exactly the 10 pixels that are needed.
Let's write a small program that should be good on almost any Commodore 8-bit comput- er that will show this kind of cal- culation. You'll place a value to be nudged at address $2100 with a fraction byte at $2101. You'll place the nudge value at $2102 and $2103, then step through and show the result.
For easy display, you'll start the value at $31 (decimal 49). This corresponds to the ASCII character 1; you can print it to show how it changes.
2000 LDA #$31 2002 STA $2100
You will add 1/2 ($80) to your starting value; that allows easy rounding of the result. A hi-res graphics line would look better with this kind of rounding, for example.
2005 LDA #§$80 2007 STA $2101
Now store your nudge value in $2102 and $2103. We will choose a value of 1/3, hex $00.55
200A LDA #$00 200C STA $2102 200F LDA #$55 2011 STA $2103
Now we have our values in place. We'll count our loop through 16 items (the initial val- ue plus 15 steps).
Since we started at ASCII 49 (1), we should end up five full values further along, at AS- Cll 54 (6). We will use X as our loop counter.
2014 LDX #$00
Following is the loop. Print first and then add; then test to see whether the loop should be repeated.
2016 2019 201C 201D
$2100 $FFD2
$2101 $2103 $2101 $2100 $2102 $2100
#$10 $2016
That's the whole program. To use this routine while in BA- SIC, type in SYS 8192 to watch the character 1 as it's nudged through its range. 0
Make your programs so user- friendly that
even beginners will have no
trouble entering valid data.
BEGINNER BASIC
Larry Cotton
MAKE YOUR DATA ENTRY CRASHPROOF
The following general-purpose “crashproof" data entry subrou- tine can be inserted into any BASIC: program in which you're asking an inexperi- enced user to enter data.
The first decision is wheth- er to use INPUT or GET. IN- PUT is easier to program, but it's vulnerable to errant key- board presses, such as cursor up/down, Del, Clr, and so on. It's also rudely unforgiving of unexpected input data. GET re- quires more programming and is vulnerable to garbage collection, a rather nasty habit Commodore computers have.
For a few simple daily en- tries, however, garbage collec- tion shouldn't be a problem. So let's use GET.
First, let's have all keys re- peat. It's helpful when testing the program, and it can be fun. Here's the first line which does that and clears the screen:
10 POKE650,128:PRINTCHR$ (147)
Now decide on a cursor. | pre- fer a nonblinking one. It im- plies more patience. As for its appearance, take your pick. To determine which cursor shape to use, select a charac- ter from the front of the key- board keys. Then in immedi- ate mode, enter
PRINT ASC(‘‘X”)
This will return the value of your preferred character. (See 64 Programmer's Refer- ence Guide for a complete list- ing.) | like a thick horizontal line made by pressing the Commodore key and P simulta- neously. This returns a charac- ter string (CHR$) value of
175. Two keys we want to rec- ognize are the Return key (sig- naling completion of an entry) and the Inst/Del key (for cor- recting a typing error). These are defined as constants R$ and D$ respectively. C$ is the cursor. The CHR$ values are from Reference Guide.
20 R$=CHR$(13):D$=CHRS(20): C$=CHRS$(175)
Now we'll write the crash- proof data-gathering subrou- tine itself, which yields raw data in string form which is giv- en the arbitrary designation of B$. Strings can contain let- ters, numbers, punctuation— the works. The subroutine can begin anywhere, so let's use line 100. Then change BS to X$. Using VAL with X$, you may extract the whole string or just the numbers. You can select a portion of X$ by us- ing RIGHTS, LEFTS, or MIDS. End the program for now.
30 GOSUB100:X$=B$:END
The first thing to do with the input routine is clear out B$; then reset the line length to zero. More on that later.
100 B$=" ":L=0
Now print your cursor (de- fined in line 20). The semico- lon ensures that anything af- ter the cursor will be printed on the same line.
110 PRINTCS$;
Here's where we use the GET statement.
120 GETA$:IFA$="" "THEN120
The computer goes into a loop until the user presses a key. When any key is pressed, that single character becomes A$. A$ will be exam- ined four times. The first time checks for the Return key:
130 IFA$=R$THENPRINTDS$A$;: RETURN
If the Return key is pressed, the cursor moves back one space, deleting it- self, and then moves to the next line. The subroutine ends with a RETURN state- ment.
The second check is for the Del key, which indicates that the user is backtracking and erasing previously typed data.
140 IFAS=D$THENGOSUB210: GOTO110
At line 210 we start anoth- er short subroutine that will do the actual deleting. Then we want to go back to line 110 to print the cursor again. This time we're not ready to jump out of the subroutine yet; we're just deleting characters.
The third check is impor- tant but fairly complicated. We want to limit the charac- ters which can be typed. We'll do that by examining their CHR$ values. Luckily, the values we need are in the range of 32 to 95, inclusive. According to the ASCII and CHR$ code chart in Program- mer's Reference Guide, this will encompass the space, all punctuation, all the numbers, all the letters of the alphabet (capitals only), and a few odd- ball symbols, such as the Brit- ish pound sign, brackets, and the left- and up-arrow keys. You can restrict that further if you wish. Here's the check:
150 IFA$<CHR$(32)ORA$>CHR$ (95)ORA$=HR$(34)THEN120
Next month I'll repeat this line with a detailed explana- tion of it. Meanwhile, try to fig- ure out why we don't want CHR$(34) and what we'll do next to make your programs virtually crashproof in the hands of computer novices. 0
G-21
G-22
Here’s a whole page of nifty tips for the 64 submitted
by one reader.
COMPUTE
PROGRAMMER’S PAGE
Randy Thompson
GEZA’S PAGE
Every so often someone sends me a tip that really sparks my interest, and | may center an entire column around such a tip. Just last week | got a letter from Geza Lucz of La Jolla, California, that contained 16 great tips. Unfortunately, we don’t have room for all of them, but here are 4 of the best.
Although the byline at the top of this column is mine, the credit and the “Programmer's Page” award money go to Geza. Thanks for the code!
OCEAN
This program makes the 64's characters roll like the waves in the ocean. There are sound effects, too.
JX 168 FOR 1=49152 TO 49 258:READ D:C=C+D: POKE I,D:NEXT IF C<>16497 THEN {SPACE}PRINT "ERR OR IN DATA STATEM ENTS": STOP SYS 49152 POKE 54278,240:PO KE 54276,129:POKE 54273,34:POKE 54 272,75 FOR I=1 TO 15:POK E 54296,1:FOR J=1 TO 5@:NEXT:NEXT FOR I=15 TO 1 STE P -1:POKE 54296,I :FOR J=l1 TO 200:N EXT:NEXT FOR I=l1 TO 686+IN T (RND (1) *166G) :NE xT GOTO 136 DATA 120,169,35,1 62,192,141,28,3,1 42,21,3,169,1,141 ,18,268,133,251,1 33,254 DATA 173,17,2068,4 1,127,141,17,208, 169,129,141,26,20 8,88,96,173,25,28 8,141 DATA 25,268,48,7, 173,13,220,88,76, 49,234,166,251,23 2,232,232,232,232 7232 DATA 232,232,142, 18,208,134,251,22 8,254,268,4,238,2
KX 116
cP 126 DA 136
GK 146
MP 156
SR 166
KR 170 XB 186
XH 196
JB 288
EH 216
51,230,254,166,25 3,232
DATA 138,41,15,17 6,134,253,189,91, 192,141,22, 208,76 ,188,254,200,201, 262,263
DATA 264,265,206, 207,207,206,205,2 64,263, 202,201,208 g
FREEZE!
This short machine language routine freezes program execu- tion whenever you hold down the 64's Shift key. You can load and run almost any program and use Shift as a Pause key. If you need to pause a program so you can go off and answer the phone, the Shift Lock key keeps the software frozen until you're ready for it. This freeze fea- ture is also great for program- mers who need to pause the computer when listing their programs to the screen.
D 226
BS 236
EX 100 FOR I=49152 TO 49 191:READ D:POKE I ,D:NEXT:SYS 49152 DATA 126,169,26,1 62,192,141,20,3 DATA 142,21,3,88, 96,126,169,234,16 2
HF 116
KG 126
EF 138 DATA 49,141,21,3, 142,26,3,88,96,32 DATA 135,234,174, 141,2,224,1,246,2 46
DATA 76,49,234,6
SR 146 HP 156
COMMAND HIGHLIGHT
Another practical utility is this program that highlights all of the commands in a BASIC list- ing. Line numbers and varia- bles appear in the usual blue color, while BASIC com- mands appear in white.
cC 166 FOR 1=49152 TO 49 236:READ D:C=C+D: POKE I,D:NEXT
IF C<>11843 THEN {SPACE}PRINT "ERR OR IN DATA STATEM ENTS":STOP
SYS 49152
DATA 169,11,162,1 92,141,6,3,142,7, 3
CH 116
cP 126 MG 136
EB 14 DATA 96,16,36,36, 15,48,32,201,255, 24
DATA 28,133,251,1 34,252,132,254,16 6,253,224
DATA 5,240,7,169, 5,133,253,32,210, 255
DATA 165,251,166, 252,164,254,76,36 7167,133
DATA 251,134,252, 132,254,166,253,2 24,154,246
DATA 7,169,154,13 3,253,32,210,255, 165,251
DATA 166,252,164, 254,76,243,166,208 8,14
GP 156 QB 160 DG 176 PQ 186 DI 196
PP 206
GETTING DIZZY?
A close relative of the ocean trick, this program is definitely not recommended for the 64 owner with a weak stomach. RS 100 FOR I=49152 TO 49 266:READ D:C=C+D: POKE I,D:NEXT
IF C<>13471 THEN {SPACE}PRINT "ERR OR IN DATA STATEM ENTS":STOP
POKE 16383,0:SYS {SPACE}49152
DATA 126,169,31,1 62,192,141,26,3,1 42,21
DATA 3,169,0,141, 18,208,173,17,208 741
DATA 127,141,17,2 68,169,129,141,26 7208,88
DATA 96,173,25,26 8,141,25,268,48,7 1173
DATA 13,226,88,76 149,234,236,254,1 65,254
DATA 41,3,208,21, 166,251,232,138,4 5)
DATA 133,251,176, 189,78,192,141,17 7208,189,94,192 DATA 141,22,208,7 6,188,254,24,25 DATA 26,27,28,29, 36,31,31,39,29,28 DATA 27,26,25,24, 263,204,205,206,2 07,206
DATA 265,204,203, 262,201,200,206,2 G1,202,203,6,0,8,
Gg. q
EG 1198
HK 128
RJ 13@
BE 146
Kx 156
AE 166
Gs 176
QP 186
KR 196
JC 206 AE 216
FG 220
GG 239
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The robot revolution may have started
in a way totally different from
what we imagined.
G-24
COMPUTE
D'IVERSIONS
Fred D'Ignazio
ROBOTS IN DISGUISE
| was on my way to Dubuque, lowa, last week to train a group of intrepid teachers in the art of scavenged multime- dia. As | left the airplane for a layover in Chicago's O'Hare Air- port, | felt the urge to make a brief stop at the nearest men's room. After | conducted my business, | made my custom- ary stop at a washroom sink. The sink was broken. No han- dles on the water faucet. No water. | turned to another sink. Its handles were also miss- ing. | turned to another sink. All the handles were missing.
Suddenly | heard the sound of running water. | turned around. Two men were standing in front of two sinks. Two water faucets were gush- ing gurgling water into two sink bowls. The sinks weren't broken after all!
| slipped back into the bath- room, quietly placed my bags onto the bathroom floor, and tried to appear natural and in- conspicuous until the two men at the sinks had departed.
OK, | thought, how did they make the sinks work? My first guess was foot pedals. After all, there were no faucet han- dles, and | hadn't noticed ei- ther man touching anything on the sink. It had to be pedals.
| crouched in front of one of the sinks. No pedal. Maybe the pedal was tucked under- neath the sink bowl. | reached under the bowl, searching for the mysterious device.
Suddenly a man walked in- to the room. He immediately halted when he saw me under the sink. I'm sure he was won- dering what a small, bearded man in a raincoat was doing in an airport bathroom crawling around under a sink.
“Sink inspector,” | said, smil- ing and trying to appear non- chalant. “We have to do this pe-
riodically.” | kind of mumbled the last part because the fel- low took a brief, critical look at this "sink inspector,” smirked, and shot out of the bathroom. | stood up, still trying to fig- ure out how to work the sink's faucets. Maybe if | stuck my foot under the sink it would work. | lifted my leg, leaned way back, and thrust the toe of my shoe across the sink's porcelain underbelly.
Three teenagers entered the bathroom, jostling each oth- er and laughing. However, af- ter they saw me stroking the sink with my foot, they sank in- to immediate, puzzled silence.
“It itches," | said, pointing at my foot. “This is the only way to scratch it.” | kept prob- ing the fixtures beneath the sink with my toes, desperately hoping I'd soon see water flow- ing into the basin.
The teenagers did their busi- ness and approached a cou- ple of sinks. Water instantly sprang from their sinks’ fau- cets into the bowls.
| rushed over to the teen- agers’ sinks. “It’s a miracle,” | exclaimed. | dropped to my knees and looked under- neath. “How'd you do that?”
“Little sensor right here, dude,” said one of the teen- agers, pointing at a small red oval on the wall that had es- caped my acute observation- al powers. “It's easy. You stand in front of the sink; you get water. You move away; the water stops." The teen- ager stared at me and grinned. “You from some oth- er country, maybe?”
When | was growing up in the 1950s and 1960s, comput- ers were big, new, and fright- ening. In those days we were afraid that computers would one day be turned into spy ma- chines. They would spy on us average citizens and report to “the people in power.” Much of this image came from the book 1984 by George Orwell.
The future turned out to be completely different. Comput- ers shrank from barn-sized be- hemoths into cornflake-sized chips. As they shrank, they dis- appeared—into washing ma- chines, microwaves, automo- biles, watches, toaster ovens, and bathroom scales.
Instead of a single big broth- er running a single big comput- er, we now have zillions and zil- lions of little computers acting as little brothers. Little comput- ers are now quietly watching us from inside refrigerators, tell- er machines, filling stations, vending machines, and bath- room sinks. They help us go about our business and then patiently wait for the next hu- man being to come their way.
For years we've been wait- ing for the robot revolution. We've pictured it as an elec- tromechanical second coming with robots who look like hu- mans, rolling off factory lines to rescue human beings from the grind and toil of daily life.
Maybe the robot revolution has already started. Except it's totally different from what we imagined. Instead of giv- ing robots a human shape, we are quietly giving them the shape of the comfortable, fa- miliar appliances. Remember General Electric's motto: We bring good things to life.
Maybe the being | met in that O'Hare bathroom was al- most alive, a primitive precur- sor on anew evolutionary lad- der. Maybe it was a little like Australopithecus or Neander- thal man, a robot from the dawn of a new generation of intelligent robots. These ro- bots won't have to have legs, arms, or hands. They won't have to resemble humans. That would be too scary!
Instead they'll just keep evolving at a faster rate, while retaining the outward appear- ance of our familiar, cozy, old appliances. Except they won't have any handles! Oo
PROGRAMS
SPANISH VOCABULARY QUIZ
By Christopher M. Stoy
Learning a foreign language can be dif- ficult. Not only do you need to learn a new set of grammar rules, but you must also learn an entirely new vocabulary. The only way to do this is by continually repeating the new words until they be- come second nature.
Finding someone to quiz you on your new vocabulary can be equally dif- ficult. After all, who wants to sit around asking you drill questions all day? That's the beauty of a computer. Your 64 is happy to help out, with software such as Spanish Vocabulary Quiz. This Spanish tutorial will quickly help you learn Spanish words, and it'll never com- plain about your poor pronunciation or your gringo accent.
Getting Started
Spanish Vocabulary Quiz is written in BASIC with a small machine language subroutine. To help avoid typing errors, use The Automatic Proofreader when entering the BASIC portion; see “Typ- ing Aids" elsewhere in this section. When you've finished typing, be sure to save a copy of the program.
Enter the machine language routine with MLX, our machine language entry program; see “Typing Aids" again. When MLX prompts, respond with the following values.
Starting address: COO0 Ending address: COBF
Save the machine language routine with the name SPAN.ML before you ex- it MLX. Now format a blank disk and place Spanish Vocabulary Quiz on it. Use this disk to store the word files you create.
Options The options menu contains five choic- es: 1. English Words 2. Palabras de Es- pafol 3, Load a Word File 4. File Op- tions 5. Quit
The first two options quiz you on Eng- lish or Spanish words, respectively. If there is no word file in memory, you'll automatically be taken to option 3.
To load a file, enter its name at the
prompt and press Return. To see a list of files on the disk, type a dollar sign ($) and press Return, When a file has been loaded, you'll be given a set of simple instructions. Press Return to be- gin the quiz.
You'll be given a word in English (or Spanish) and asked to translate it. Type your answer at the prompt and press Return. If you make a mistake, use the Inst/Del key to delete a charac- ter or press Shift-Clr/Home to erase the whole word and start over. To en- ter accented letters such as 4, 6, /, 6, or u, hold down the Commodore key and type the letter. Likewise, to get the tilde (fi) character, hold down the Com- modore key and press N. To write an upside-down exclamation point (j), press the Back Arrow key. Make an up- side-down question mark (2) by press- ing the slash (/) character.
You're given three chances to guess the word. After three incorrect guesses, the program provides the an- swer. If you wish to see the answer be- fore making three guesses, type a ques- tion mark at the prompt and press Re- turn. To exit the quiz before all the words are asked, enter an asterisk at the prompt and press Return,
Scoring
After the quiz you'll be given the num- ber of words you identified correctly and your percentage of correct an- swers. Your score depends not only on how many words you answered correct- ly but also on how many guesses it took you. Every incorrect answer will de- crease your score. For example, in or- der to obtain a perfect score of 100 per- cent, you must answer every question correctly on the first try. A good way to study is by going through the same list repeatedly until you can score 100 percent.
File Options The menu of file options offers several choices.
. Create a Word File
. Append to a Word File . Edit a Word File
. Return to Main Menu
PON
Create a file when starting a new word list. First, enter the name of the file.
Next, enter the English word and then the Spanish form. You'll then have a chance to make any corrections, enter more words, or stop.
Select Append to add words to the current list in memory. It’s a good idea to limit your list to 20 words or less.
Edit a Word File lets you make cor- rections to the current word file. The first word in the list will be displayed in English and Spanish. Press E to edit the word. When editing, move the flash- ing cursor over the English word, make your changes, and then press Re- turn. Do the same for the Spanish word. To move on to the next word, press C to continue. The program will display the next word in the list. When you've finished editing, press Q to quit to the options menu and save any changes you've made.
Spanish Vocabulary Quiz
XE @ REM COPYRIGHT 1991 - COMP UTE PUBLICATIONS INTL LTD - ALL RIGHTS RESERVED RH 10 REM SPANISH VOCABULARY Q UIZ V1.2 RC 26 REM{8 SPACES}BY CHRIS ST oy SF 30 : EP 40 GOTO 2260:REM SETUP SC 100 T=6:PRINT" {HOME} {BLK}"A NS"{5 DOWN}":POKE 49153 152POKE49157,5 RX 105 PRINT"{6}"AWS; SPC (20-LE N(AWS))"{WHT}>";:LN=17: GOSUB 200 GB 116 ON —(WDS="?")-2* (WDS="* ") GOTO 145,700 MQ 115 sys 49152 KH 116 LC=LEN(ANS):IF LEN(WDS >LEN(ANS) THEN LC=LEN (W DS) KH 117 PC=INT (PEEK (49212) *100/ LC) -INT (PEEK (49213) /2) DP 120 IF PC>7@6 THEN PRINT" {DOWN} {WHT}<MUY BIEN! C ORRECT !":SC=SC+ABS (T-3 :C=C+1:GOTO145 PB 125 T=T+1:IF T=3 THEN 145 DM 126 IF T=1 THEN POKE 49157, 245 XH 127 IF T=2 THEN POKE 49153, 6:POKE 49157,229 JX 130 IF PC>36 THEN PRINT" {DOWN}{1} ALMOST. TRY A GAIN. {DOWN}":GoTO 140 PE 135 PRINT" {DOWN}{2} SORRY, {SPACE}WRONG. TRY AGAIN . {DOWN}" z XP 140 GOSUB 416:GOTO105 BX 145 W=W+1:RN$(I)=1:PRINT"
G-25
PROGRAMS
HD
JM
GG
XH
XF
CF
SF
HD
PG
QXx G-26
156 266
265 206 2168
215
217
226
225
236
235
246
245 306 315
320 325
336
335
346
345
466
465
416
586
505 519
{6}{DOWN}THE ANSWER IS {SPACE} {WHT}"ANS"{6}.": GOSUB 1600:IF W=X THEN
{SPACE}760
FL=1:GOTO 468 WDS="":POKE 198,@:PRINT nem;
GET KES:IF KES$="" THEN {SPACE}265
POKE54296,15:POKE54296,
8
IF KES$=CHR$(13) THEN PR
INT: RETURN
IF KE$=CHR$(17) OR KE$=
CHRS(19) OR KES=CHR$(14
5) THEN 205
IF KE$=CHR$(147) THEN F
OR 22=0 TO LEN(WDS) :PRI
NTCHR$ (26) ;:NEXT:GOTO 2 86
IF KES<>CHR$(26) THEN 2 35
IF LEN(WD$)=@ THEN 205
WDS=LEFTS$ (WD$, LEN (WD$) — 1):PRINT"{2 LEFT}< {LEFT}";:GOTO 265
IF LEN(WD$)>LN THEN 205
WDS$=WDS+KES: PRINT" {LEFT}"KES"<";
GOTO 205
IF X<l THEN 1306
PRINT" {CLR} {WHT} {DOWN}"
TAB(11) "QUIZ "QTS" WORD
3"
PRINTTAB(11) "{1}{18 T}"
PRINT" {2 DOWN} {6}
{2 SPACES}I WILL GIVE Y
OU A WORD IN {WHT}"QTS" {6},"
PRINT" {DOWN} THEN I WIL
L ASK YOU TO ENTER THE {SPACE}WORD": PRINT" {DOWN} IN {WHT}"OTS"{6} "
PRINT" {2 DOWN} (WHT }EXAM PLE: ":PRINT" {DOWN} "QTS; SPC(13);O0TS
PRINT"{3}{7 T}"SPC(13)" £7 T}":PRINT"{6}"EQS: PR INT" {UP} "TAB (26) ;EO$:GO SUB 10666
FOR Z=1 TO X:RN%(Z)=G:N EXT:W=@:SC=0:C=@
I=INT (X*RND(G))+1:1F RN $(I)=1 THEN4GG
PRINT" {CLR} {DOWN} {YEL}T YPE YOUR ANSWER, THEN H IT [{WHT}RETURN{YEL}]. {2 DOWN}" PRINT" {WHT }
“QTS;SPC (13) 33£7 T}"SPC "£7 T}":RETURN
"ENGLISH" :OT$="SPAN
="LA PALABRA"
GOSUB 300:IF X=@ THEN 2 196 AWS=ENS (1) :ANS=SP$(I):G
COMPUTE
OSUB 100:IF FL THEN 510
BB 513 IF F=l THEN 560 PC 515 GOTO 2108 HK 6006 OTS$="ENGLISH":QTS="SPAN ISH":EOS="THE WORD":EQS ="LA PALABRA" SQ 665 GOSUB 30@:IF X=@ THEN 2 106 CX 616 ANS=ENS$(I) :AWS=SP$(I):G OSUB 106:IF FL THEN 610 XK 613 IF F=l THEN 600 SJ 615 GOTO 2166 DX 768 FL=G:IF W=@ THEN F=@:RE TURN GR 763 PRINT" {CLR}{11 DOWN {WHT } "TAB (12) "CONGAT)ULA TIONS!1" JM 705 PRINT TAB(9)"{DOWN} {6}¥ OU COMPLETED THE LIST." GR 716 FOR Z=1T0192:POKE53280, Z:NEX' 1T08: PRINT" {DOWN}": NEXT: PRINT" {HOME}{9 DOWN}" GJ 715 PRINT"{3 SPACES} {YEL}YO UR SCORE: {WHT} ";INT(SC /(3*W) #166) 5 "3" PP 724 PRINT"{DOWN}{3 SPACES} we {YEL}YOU GOT {WHT}"C" {YEL}CORRECT OUT OF {WHT} "W"{YEL}(LEFT}." KQ 736 PRINT"{2 DOWN} {4 SPACES}{6}WOULD YOU {SPACE}LIKE TO TRY THIS LIST" RK 748 PRINT" {DOWN}{4 SPACES}A GAIN ({WHT}Y{6} OR {WHT IN{6}) ?{WHT} "; CS 756 GET KES:IF KES="" THEN {SPACE}756 JA 755 IF KES="Y" THEN PRINT"Y ":F=1:RETURN oz KK 766 IF KES<>"N" THEN 759 HM 765 PRINT"N":F=@:RETURN RE 1660 PRINTTAB(7)"{2 DOWN} {YEL}PRESS [{WHT}RETUR N{YEL}] TO CONTINUE."? POKE 198,0 FM 1005 GET KES$:IF KE$<>CHRS$(1 3) THEN 1665 DS 1019 RETURN XP 1160 POKE 53272,21:POKE 532 86,14:POKE 53281,6:PRI NT"{7}{CLR}":END AJ 1266 INPUT#15,ER,ER$,DT,DS: FL=6 JC 1205 IF ER=62 THEN PRINT" {CLR} {RED}{9 DOWN}"TAB (13) "FILE NOT FOUND.": FL=1:RETURN FB 1216 IF ER>19 THEN PRINT" {RED}{2 DOWN}DISK ERRO R #"ER;ER$S"{8 DOWN) ":F L=1 BQ 1215 RETURN RP 1368 PRINT"{CLR} {WHT} {DOWN} "TAB(12)"LOAD A WORD F ILE" XJ 1315 PRINTTAB(12)"{3}{16 T}
BB
MQ
Gx
AB
cD
BK
GJ
ss
XA RE
QE
Ix FB
1326
1325
1336
1335 1346
1345 1356 1366
1365
1396
1496
1416
1660
1695
1616
1615
1626
1636
1635
1649
1698 1766
1765
1767 1719
PRINT"{2 DOWN} {6}
{4 SPACES}ENTER NAME O F FILE AT THE PROMPT." PRINT" {DOWN} {3 SPACES} TYPE [{WHT}${6}] TO VI EW DIRECTORY."
PRINT" {DOWN} {3 SPACES} PRESS [{WHT}RETURN{6}] ALONE TO RETURN TO" PRINT" {DOWN} {3 SPACES} {WHT}OPTIONS {6}MENU."
PRINT: PRINT" {2 DOWN} {7}NAME OF FILE: {WHT}> ";:LN=15:GOSUB 206
IF WD$="" THEN 2100
IF WDS="$" THEN 14190 FL$=WD$:0PEN15,8,15:0P EN2,;8,2,"0:"+FLS+",S,R "
GOSUB 1260:IF FL=1 THE N CLOSE2:CLOSE15:GOSUB 1686:GOTO 2190 INPUT#2,X:FOR S=1 TO X : INPUT#2,ENS$(S) ,SP$(S) :NEXT CLOSE2:CLOSE15:GOTO 21 96 PRINT"{CLR}{6}PRESS [ {WHT }SHIFT{6}] TO PAUS E.":SYS 49250:PRINT:GO SUB 1696:GOTO 1369 PRINT" {CLR} {WHT} {DOWN} "TAB(11)"WORD FILE OPT IONS": PRINTTAB (11) "{3} {17 T}" PRINTTAB (16) "{DOWN} {6} OPTIONS": PRINTTAB (16)" 2347 TP" PRINTTAB (8) "{DOWN} {WHT}1. CREATE A FILE" : PRINTTAB (8) "{DOWN}2. {SPACE}APPEND TO A FIL 5" PRINTTAB (8)"{DOWN}3. E DIT A FILE" PRINTTAB(8)"{DOWN}4. R ETURN TO {WHT}MAIN MEN u{2 DOowN}" PRINT"{6}{6 SPACES}ENT ER YOUR CHOICE{WHT}: {4 SPACES}{3 LEFT}"; GET KES:IF KES<"1" OR {SPACE}KES$>"5" THEN 16 35 PRINT KES:ON VAL (KES) {SPACE}GOTO 1760,1706, 1860,2100 REM CREATE/APPEND A FI LE KE=VAL(KE$):IF KE=2 AN D X=@ THEN 1366 PRINT" {CLR} {WHT} {DOWN} "TAB(12)"MAKE A WORD F ILE": PRINTTAB (12) "{3} {16 T}" IF KE=2 THEN 1726 PRINT" {DOWN} {4 SPACES}
ES
HX
KX
JQ
RE
RK
KQ
BF
KP
GP
1715
1726
1725
1736
1735
1746
1745
1758
1755
1766 1763
1765
1776 1775 1786 1785 1796
1791
1792
1793
1794 1866
1819
{6}NAME OF FILE{WHT}:" }2LN=15:GOSUB 200:IF W DS="" THEN 2199 FLS$=WDS$+LEFTS$ (NL$,16-L EN (WD$) ) :F=F+1:FS$ (F) =F L$:X=6:KE=2:GOTO 1705 X=X+1: PRINT" {HOME}
{4 DOWN}"TAB (16) "{YEL} FILE: {WHT}";FL$ PRINTTAB (7) "{DOWN} {YEL}NUMBER OF WORDS S O FAR{WHT}:";X-1 PRINT"{6}{2 DOWN}
{4 SPACES}FIRST, ENTER
THE {WHT}ENGLISH{6} W’
ORD AT" PRINT"{3 SPACES}THE PR OMPT, THEN ENTER THE {WHT} SPANISH." PRINT" {DOWN}{8} ENGLIS H WORD: {WHT}";:LN=17: GOSUB 200:ENS(X)=WD$:I F WOS="" THEN 1763 PRINT"{2 DOWN}{8} SPAN ISH WORD: {WHT}";:LN=1 7:GOSUB 260:SP$(X)=WD$ :IF WDS="" THEN 1763 PRINT"{2 DOWN} {YEL} IS THIS CORRECT ({WHT}Y {YEL} OR {WHT}N{YEL}) {WHT} "; GET KE$: N PRINT"N
{?
F KES="N" THE GOTO 1705 THEN 1755 THEN PRINT" {BLK}":X=X-1 PRINT"Y": PRINT" {RIGHT } {YEL}{DOWN}ENTER ANOTH ER WORD ({WHT}Y{YEL} 0 R {WHT}N{YEL})?{WHT} "
7
GET KES$:IF KES="Y" THE N PRINT"Y":GOTO 1765 IF KE$<>"N" THEN 1776 PRINT"N":OPEN15,8,15:1 F KE=2 THEN PRINT#15," SG:"+FL$:GOSUB 1266
IF FL THEN CLOSE 15:GO SUB 1666:GOTO 2160 OPEN2,8,2,"6:"+FLS+",S ;W":GOSUB 1260:IF FLT HEN CLOSE 2:GOTO 1785 PRINT#2,X:FOR S=l TO X : PRINT#2,ENS(S) : PRINT# 2,SP$(S):NEXT:GOSUB 12 CI)
IF FL THEN CLOSE 2:GOT oO 1785
PRINT" {CLR} {63{9 DOWN} "TAB(14) "FILE SAVED. {2 DOWN}" CLOSE2:CLOSE15:GOSUB1O 88:GOTO 2190
IF X=@ THEN GOSUB 300: GOTO 2108
S=1:FL=1: PRINT" {CLR} {WHT } {DOWN} "TAB (15) "ED IT A FILE" =
Qs
MS
GD
MK
QH
ER
RF
BP
1815 1826
1825 1836
1835
1849
1845
1856
1855
1866
1865
1876
1875
1886 1885
1896
1891
1892
1893 2166
2195
2116
2115
2126
2125
PRINTTAB(15)"¢3}{11 T}
PRINT" {DOWN} {YEL} FILE : {WHT}";FLS$;SPC(17-LE N(FL$))"{YEL}# OF WORD S: {WHT }";X PRINT" {DOWN} {33440 Y}" PRINT" {HOME}{8 DOWN} {6} ON WORD: {WHT} {4 SPACES}{4 LEFT}";s PRINT"{2 DOWN} {8} {2 SPACES}ENGLISH WORD : {WHT}";ENS$(S) ;LEFTS ( SC$,22-LEN(ENS$(S))):PR INT PRINT" {8}{2 SPACES}SPA NISH WORD: {WHT}";SP$( S) ; LEFTS (SC$,22-LEN (SP $(S))) PRINT PRINT"{2 DOWN} {YEL}[ {WHT}E{YEL}] TO {WHT}E DIT{YEL} WORDS" PRINT" {DOWN} [{WHT}C {YEL}] TO {WHT}CONTINU E{YEL} LISTING" PRINT" {DOWN} [{WHT}Q {YEL}] TO {WHT}QUIT {YEL} TO {WHT}OPTIONS {YEL} MENU{DOWN}" GET KES:IF KES="" THEN 1866 ON —(KE$="E")—2* (KES=" C") -3* (KE$="Q") GOTO189 6,1870,1880:GOTO1860 S=S+1:IF S < (X+1) THE N183¢ S=1:GOTO1830 IF FL THEN 2100 KE=2: PRINT" {BLK}":GOTO 1786 PRINT" {HOME}{11 DOWN}" TAB (16) ;"{WHT}"; :POKE1 9,65: INPUTTES: POKE19,@ :PRINT PRINT" {DOWN} "TAB (16) ;" {WHT }"; :POKE19,65:INPU TTS$:POKE19,@: PRINT IF TES<>ENS(S) OR TSS< >SPS$(S) THEN ENS(S)=TE $:SP$(S)=TS$:FL=6 GOTO 1836 PRINT" {CLR} {DOWN} "TAB ( 9)"{WHT}SPANISH VOCABU LARY QUIZ" PRINTTAB(9) "{3}{23 T}" PRINTTAB(16) "{DOWN} {6} OPTIONS": PRINTTAB(16)" {BLU}{7 T}{DOWN}" PRINTTAB(8)"{WHT}1. EN GLISH WORDS": PRINTTAB ( 8)"{DOWN}2. PALABRAS D E ESPA{N}OL" PRINTTAB(8)"{DOWN}3. L OAD A WORD FILE": PRINT TAB(8)"{DOWN}4. FILE O PTIONS" PRINTTAB(8)"{DOWN}5. Q uit" =
FS
FC
XX
XX
XR
ish} FX
BG
EM
JM Gc XH
DC
cD
SF
FM
cD Jc PE EA KX BD KA MF QK KP GA EJ
SG
21368
2135
2146
2288 2202
2265
2219 2215
2216
2226
2236 2246 2245 2255
2265
2276
2275
2280 2285 2435 2446 2445 2456 2455 2469 2465 2476 2475 2486
2485
PRINT"{2 DOWN} {6}
{4 SPACES}ENTER YOUR C HOICE{WHT}: ";
GET KES:IF KES$<"1" OR {SPACE}KE$>"5" THEN 21 35
PRINT KE$:ON VAL (KES) {SPACE}GOTO 590,600,13 6G,1666,1108 POKE53286,@:POKE53281, @
IF LV=1 THEN POKE 56,5 6:CLR:GOTO 2245 PRINTCHRS (14) "{6}{CLR} "TAB (9)"{2 DOWN} {WHT}S PANISH VOCABULARY QUIZ "
PRINTTAB (9) "{3}{23 T}" PRINTTAB (12) "{DOWN} {6} COPYRIGHT 1991" PRINTTAB(4)"{2 DOWN} {WHT}COMPUTE PUBLICATI ONS INTL LTD{2 DOWN}" PRINTTAB (1G) "{YEL}ALL {SPACE}RIGHTS RESERVED "
PRINTTAB(13)"{3 DOWN} {WHT}PLEASE WAIT..." IF LV=@ THEN LV=1:LOAD
"SPAN.ML",8,1
DIM ENS (38) ,SP$(30) ,RN
% (30) ,F$ (128)
POKE 56334, PEEK (56334) AND 254:POKE 1,PEEK(1 ) AND 251:SyS 49217 POKE 1,PEEK(1) OR 4:PO KE 56334, PEEK (56334) O R1
READ A:IF A=-1 THEN228 (]
FOR I=8 TO 7:READ B:PO KE 14336+A*8+1I,B:NEXT:
GOTO2278
POKE 53272, (PEEK (53272 )AND 246)OR 14 SC$="{21 SPACES}":GOTO 2169
DATA 30,36,0,102,1062,1 62,102,62,0
DATA 31,0,24,8,0,24,24 724,24
DATA 47,0,24,0,24,48,9 6,162,60
DATA 98,6,24,0,56,24,2
4,66,0
DATA 166,54,72,124,102
,102,162,162,0
DATA 112,6,8,60,6,62,1
02,62,0
DATA 113,6,8,60,102,12
6,96,608,0
DATA 120,6,8,102,162,1
02,162,62,8
DATA 121,6,8,69,102,16
2,102,60,0
DATA 158,219,255,153,1
53,153,153,193,255
DATA 159,255,231,255,2
G-27
PROGRAMS
55,231,231,231,231 DATA 175,255,231,255,2 31,207,159,153,195 DATA 226,249,231,255,1 99,231,231,195,255 DATA 234,2G1,183,131,1 53,153,153,153,255 DATA 240,249,247,195,2 49,193,153,193,255 DATA 241,249,247,195,1 53,129,159,195,255 DATA 248,249,247,153,1 53,153,153,193,255 DATA 249,249,247,195,1 53,153,153,195,255 DATA -1
SP 2496 SA 2495 QE 2568 SB 2505 HJ 2510 FG 2515
BP 2520
GJ 2525
SPAN.ML
CGGG:A9 65 85 FC AQ BS 85 FB 8G COG8:AG BB 8C 3C CH BC 3D CH A2 CG@16:8C 3E CG AE 3E C@ Bl FB BE CG18:C9 3C DG Gl 68 DD BH G4 36 C62G:FG 186 CA DD 66 64 FO 07 4E CG@28:E8 E8 DD GG G4 DB G6 EE 72 C036:3D C® EE 3C CO EE 3E C@ 21 C638:C8 4C 13 CO 6B BB BG EA 8A CO4G:EA AS 6G 85 FB 85 FD AQ 95 CG48:D8 85 FC AO 38 85 FE A2 4A C656:68 AG 60 Bl FB 91 FD 88 C3 CG58:D@ F9 E6 FC E6 FE CA DO G7 CO6G:FG 60 AD Gl A2 GB AG BG 2E C668:206 BA FF A9 62 A2 BC AG F7 C67G:CG 26 BD FF 26 CO FF A2 BB CG78:61 26 C6 FF 26 CF FF 20 BB CO8G:CF FF 20 CF FF 85 FB 26 19 CO688:CF FF 85 FB FG 25 A9 BD CE C990:26 D2 FF AD 8D @2 29 @1 79 C998:D6 F9 26 CF FF AA 26 CF BC CGAG:FF 28 CD BD A9 26 20 D2 AG COA8:FF 26 CF FF FO D4 26 D2 1A COBG:FF D@ F6 AY G1 26 C3 FF EF COB8:26 CC FF 68 24 36 G0 GB 65
Christopher M. Stoy lives in Ebensburg, Pennsylvania. o
SPEEDSWAP
By Larry Hagney
Most of us don't use SpeedScript to write the Great American Novel. Usually we confine our efforts to smaller endeav- ors such as letters, reports, term pa- pers, program documentation, and such. As a result much of the text mem- ory available to SpeedScript remains empty.
Suppose you're using SpeedScriptto write a term paper. In the midst of your efforts, you remember a couple of par- agraphs in a document that you wrote a couple of months ago and decide they would fit perfectly with this paper.
G-28 COMPUTE
To incorporate that material takes more than a little effort. First, you save your paper to disk, load in the old document, copy the relevant section into the text buffer, erase the old document, load in the term paper, and then finally insert the saved text in the appropriate area of your paper.
Well, those days are gone forever. With SpeedSwap patched into your copy of SpeedScript3.2 for the 64, two text documents can coexist in memory. The problem mentioned above is now simple to solve. Just move to your alter- nate screen and load the old document. Now both documents are independent- ly accessible. Material can be copied from one document to the other, or one text area can be your workscreen while the second serves as a storage area for various reference materials.
Getting Started
SpeedSwap is a BASIC program which contains a short (227 bytes) ma- chine language routine. To avoid typ- ing errors, enter the program using The Automatic Proofreader; see “Typing Aids” elsewhere in this section. When you've finished typing, save a copy of the program to a disk containing SpeedScript. Your copy of SpeedScript must be saved with the file- name SPEEDSCRIPT because SpeedSwap automatically loads and runs that filename.
When you run SpeedSwap, it lets you allocate memory for each of two text areas, identified onscreen as area 0 and area 1. Default sizes of 21,504 and 21,760 bytes are displayed in white text. Pressing CRSR-down de- creases the size of text area O in 256- byte chunks, while increasing text area 1 by a similar amount. CRSR-up per- forms the opposite function. Note that the total number of bytes of both text ar- eas is always 43,264. This is 256 bytes less than SpeedScript normally makes available because SpeedSwap allocates a 256-byte safety zone be- tween each text area.
If you're not sure how many bytes to allocate for a file that's already on disk, corresponding disk block sizes are also displayed. Once the text areas are adjusted for your needs, press Return to boot SpeedScript. SpeedSwap sets up its machine lan-
guage routine which loads SpeedScript, patches itself in, and then runs the word processor.
Only One Command
With SpeedSwap patched into SpeedScript, you have complete, inde- pendent control over two areas of text memory. Only one command is need- ed to switch between the two. Press the Ctrl key and Commodore logo key simultaneously to toggle between text area O and text area 1.
When SpeedScript's screen first ap- pears, you'll see a 0 in the command line, indicating that you are now work- ing in text area 0. Press the Ctrl key and the = key simultaneously to see the amount of memory allotted to this area.
Press Ctrl-Commodore to access area 1, indicated by a 1 in the com- mand line. Area 1 provides 43,264 bytes minus the number of bytes in area O for text storage.
Each text area is completely inde- pendent of the other. Text can be print- ed from, loaded into, or saved from one area, without disturbing or being af- fected by the other. You can erase all text in one area while text in the other area remains untouched. Each area al- so supports its own text and back- ground colors.
In short, every SpeedScript com- mand behaves as though the active text area is the only text area. One no- table exception is SpeedScript’s text buffer; text from one area can be cop- ied into the buffer and inserted into the other text area. Similarly, HUNT and RE- PLACE phrases are also portable to each area. One handy SpeedSwap fea- ture is cursor positioning. When you re- turn to a text area, you'll find the cur- sor in the same position as you left it. This is convenient when using one text area for viewing reference materi- als and the other for writing.
Keep in Mind
The changes SpeedSwap makes to SpeedScript are not permanent, so load and run SpeedSwap whenever you want to use it. There are a few cau- tions that you should bear in mind, however. Do not attempt to load a docu- ment into a text area for which you ha- ven't allocated enough space. For in-
stance, if area O has 21,504 bytes al- located and you attempt to load a 100- block document, text area 0 will be filled, but the rest of the document will spill over into area 1. The text in area 1, however, cannot be accessed. You must erase all text in area 1 before you can use that screen.
This could be avoided by allocating 25,600 bytes to area 0 prior to loading the 100-block document. Also, if you at- tempt to load a file too large for area 1, SpeedSwap’s machine language will
be overwritten by the text, and SpeedScript will crash Also, if you plan on_ using
SpeedSearch (May 1987) to search any SpeedSwap-generated files, be aware that documents saved from ar- ea 0 will have a normal load address of 9472. Documents saved from area 1, however, will have a load address of X * 256 where X = (number of area 1 bytes / 256) + 37. However, the load ad- dress is irrelevant to SpeedScript, any SpeedScript enhancement program, or any other program designed to proc- ess SpeedScript text files.
If you plan to exit SoeedScript and then return from BASIC, be sure that text area 0 is active when you quit. Oth- erwise, text could be damaged.
SPEEDSWAP
DB 10 REM COPYRIGHT 1991 COMPU TE PUBLICATIONS INTL LTD - ALL RIGHTS RESERVED POKE868 , 234: PRINT" {CLR} {N} {H}¢8}"; :DIMX,Q$,A,B, C,S,E,E$:X=121:E$="DATA {SHIFT-SPACE}ERROR IN LI
NES" S=828:E=934:GOSUB186:1FC <>11409THENPRINTES196"—" 250:STOP SYSS:PRINT"SPEEDSCRIPT 3 .2 SPEEDSWAP": PRINT" {4} {DOWN}COPYRIGHT 1991" PRINT"COMPUTE PUBLICATIO NS INTL LTD":PRINT"ALL R IGHTS RESERVED{DOWN}" S=53000:E=53226:GOSUB186 : IFC<>25771THENPRINTES$26 G"-"399:SYS9G6:STOP PRINT"PRESS CRSR UP/DOWN TO SELECT SIZE {7 SPACES}(IN BYTES) OF {SPACE}EACH TEXT AREA." PRINT"PRESS RETURN TO LO AD SPEEDSCRIPT." PRINT"PRESS CTRL/C= FROM
GP 26
AQ 36
XC 46
MA 58
BH 66
GF 78
CM 86
XG 96
EQ
MS
DF
PK
SP
BP
GB
Qc
GD
AR
DM
MG
PG
BM
BG
SQ BX
MA
EB
MF
JE
CF
DB
196
119
126
136
146
159
169
176
186
198
208
216
228
238
249
250 268
276
280
296
360
310
326
WITHIN SPEEDSCRIPT
{3 SPACES}TO SWAP TEXT A REAS. {DOWN}"
FORA=.TO1:PRINT"TEXT AR EA"ASPC(8) "DISK BLOCKS" :NEXT
PRINT"TOTAL BYTES 43264 {3 SPACES}TOTAL BLOCKS {SPACE}169{WHT} {UP}" PRINT"{2 UP}"SPC(11-(Xx< 77) )X*256-9472SPC (13-(X <137)—(X<47))" "X-37 PRINTSPC(11-(X>166)) 529 92-(X+1) *256SPC (13-(X>1 66)-(X>196))" "206-x GETQ$:ON-(Q$="{DOWN}"OR QS="{UP}")GOTO176:IFQS< >CHRS (13) THEN140 POKE53041,X:X=X+1: POKES 3209,X:POKE53218,X:POKE 53224,X:POKE53226,X SYS906: PRINT" {CLR} {8}LO ADING SPEEDSCRIPT...":P OKE808,237:SYSS:END X=X+ (QS="{DOWN}") -(Q {UP}") :X=X-162* ( (X=40) - (X=203)) :POKE646,-(X=12 1) :GOTO120
C=.:FORA=S TOE:READB: PO KEA,B:C=C+B: NEXT: RETURN DATA126,169,0,141,14,22 6,169,27,141,17,208,169 791,141,20,3,169 DATA3,141,21,3,169,1,14 1,26,268,141,18, 208,88, 96,169,58,172 DATA135,3,205,18,208, 20 8,8,169,1,172,136,3,140 7 32,208,146,33 DATA2@8,141,18,208,201, 1,240,8,169,1,141,25, 20 8,76,188,254,169 DATA1,141,25,208,76,49, 234,0,12,0,126,169,0,14 1,26,208,141 DATA32,208,141,33,208,1 69,49,141,26,3,169,234, 141,21,3,169,1 DATA141,14,220,88,96 DATA169,5,162,8,168, 32, 186,255,169,11,162,205, 160,207,32,189,255 DATA169,@,133,10,141,8, 32,32,213,255,169,76,16 2,267,141,134,18 DATA142,135,10,142,11,3 2,169,121,141,177,9,169 137,141,9,32,173 DATA29,13,141,235,267,1 73,44,13,141,236,207,32 155,9,76,13,8 DATA162,49,142,38,216,1 73,11,32,261,2067,246,1, 262,142,38,4,173 DATA141,2,261,6, 208,103 ,165,2,168,0,145,57,132 7162,165,162,41 DATA16, 24, 250,162,3,18
9,12,32,157,220, 267,202 116,247,162,3,189 DATA19,32,157,227,207,2 62,16,247,160,16,185,8, 32,190,216,207,153 DATA216, 267,138,153,8,3 2,136,16,246,162,1,181, 57,188, 233,207,157 DATA233,207,152,149,57, * 2062,16,242,173,29,13,17 2,235,207,148,29,13 DATA141,235,207,173,44, 13,172,236,207,146,44,1 3,141,236, 207,160,0 DATA177,57,133,2,32,246 197 76,228,255,83,80,69, 69,68,83,67 DATA82,73,80,84,0,122,0 1207,8,8,0,0,40,0,122,0
BE 336
MC 349
EC 356
RB 368
RS 376
MH 3896
, DK 399 DATAG,8,6,122,0,122
Larry Hagney lives in Las Cruces, New Mexico. a
CREDIT CONTROL
By George R. Reid When the temptation to use a conven- ient credit card becomes too great to ignore, a program such as Credit Con- trol can be a welcome financial guide and advisor. Successful credit card management depends on three requi- sites: a careful budget, accurate ac- counts, and financial discipline. Credit Control is a simple program for the 64 that can help you plan your ex- penditures and alert you against over- spending. It also provides some gener- al fiscal advice.
Getting Started
Credit Control is written entirely in BA- SIC. To help avoid typing errors, use The Automatic Proofreader; see “Typ- ing Aids” elsewhere in this section. Be sure to save a copy of the program when you've finished typing it in.
Taking Charge Have your monthly credit card state- ment and any late purchase receipts on hand when you run Credit Control. When you first use the program or if your financial situation later changes, move the highlight cursor to the Statis- tics menu option and press Return. A series of prompts will guide you. Sim- ply enter your card’s finance charge G-29
PROGRAMS
rate, your monthly payment date, your self-imposed monthly credit purchase limits, and your credit limit. After you make these entries, you'll return to the main menu. ,
To record your credit transactions, se- lect the Data Entry option. You'll be asked to enter the month and day of each transaction and the seller's name and description of items pur- chased. (Keep the name and descrip- tion to 13 characters or less.) For your first entry, enter the date and balance due from your last monthly credit state- ment. Then enter any credit purchases or payments made since the statement date.
At the end of each transaction, you'll be given several options. You may en- ter another transaction, make changes to previous entries, return to the main menu, or display your current entries. After you've entered all of your credit card transactions, return to the menu and select the Storage option to save your data. You may want to save the da- ta with a name that is similar to your credit card's. Use any valid filename up to 12 characters in length. Credit Control appends a prefix of CDF to each filename for easy identification, but omit these letters when loading the data back into your program.
Taking Control
After you charge an item or make a pay- ment on your account, toad your file from the Storage option, select Data En- try, and then enter the transaction. If you make a payment, place a minus sign immediately before any payment amounts or returns. These will appear as subtractions from the account bal- ance. Save the file when data entry is complete. Credit Control takes care of everything else.
On the menu screen you'll be in- formed of your credit card balance. You'll also receive some friendly advice on credit management, if necessary. A listing of transactions and balances can be made at any time. Error correc- tions can be made easily for the last two entries. Earlier errors can be recti- fied by making a new entry that adds or subtracts the proper amount to cor- rect the balance.
Each credit card's account can be maintained in a separate file. However,
G-30 COMPUTE
if you begin the system with a realistic self-imposed monthly spending limit, Credit Contro/ will advise you when to get rid of those extra cards. Also, be aware that you don't have to accept the card company's suggested month- ly payment amount. Credit Control will advise you on payment size and other factors, too.
Keep all your credit slips handy in an envelope or simple file. Then get in- to the habit of regularly entering them. Follow the program's financial advice, enjoy Credit Control, and don't abuse your credit with overuse.
CREDIT CONTROL
XE @ REM COPYRIGHT 1991 - COMP UTE PUBLICATIONS INTL LTD - ALL RIGHTS RESERVED
EX 16 REM CREDIT CONTROL -BY G - REID. CC KC 20 MX=61:X=@:L=1:0$="16.5": PS$="10TH OF MONTH" :M=16: CL=1666 AK 38 DIM D$(MX, 4) AA 40 PRINT"{CLR}" AJ 5@ FORXX=1T05: PRINT" {DOWN}" :NEXT: GOSUB986 MR 66 PRINT"{HOME}{2 DOWN}";TA B(13)"{GRN}CREDIT { SHIFT-SPACE) CONTROL{7}" CX; 70 PRINTTAB (13) "**Aeeeeenee wee CP 86 PRINT CHRS$(14) BP 96 SYS="{RVS}{CYN}":SZ$=" {OFF}{7}" GE 166 N$(1)="DATA ENTRY":NS(2 ISPLAY" AS 110 N$(3)="STORAGE":NS$(4)=" STATISTICS" SM 126 NS$(5)="EXIT" ER 130 FOR C=1T05:PRINTTAB (13) NS(C) NEXT GK 146 PRINT"{6 UP}":C=1:PRINT TAB (13) SY$NS(1)S2$ XD 150 GETGS$: IFGS=""THEN150 KR 160 IFGS=CHRS (13) THEN200 CE 176 IFGS="{DOWN}"THEN PRINT "{UP}"; TAB (13)NS$(C) sC=C +1:PRINTTAB (13) SYSNS$(C) SZ$ MK 180 IFC=6THENPRINT"{UP}";:G OTO146 DX 196 GOTO15¢ AE 266 ON C GOTO336,576,730,21 86,1249 AQ 216 PRINT"{CLR}{2 DOWN}STAT ISTICAL DATA ENTRY":PRI NT QE 220 PRINT"ENTER YOUR NEW:-" XS 236 PRINT" {DOWN}ANNUAL FINA NCE CHARGE RATE" GA 240 PRINT"CURRENT IS--";0$:
FS AX cP AQ FA sJ FF
DH GQ
DE
HQ
BD
QE
KA
256 266 276 2868 296 366 316
3208 336
346
358
368
376
380
396
499 416 426
436
449 456 466 476 486 499 566
518 528
536 546
558
568
INPUT O$:IFVAL(0$) <1THE
N21
PRINT" {DOWN}MONTHLY PAY MENT DATE" PRINT"CURRENT IS-~";P$: INPUT P$
PRINT" {DOWN}BUDGETED MA XIMUM MONTHLY CREDIT" PRINT"PURCHASES AMOUNT {SPACE}S$"
PRINT"CURRENT IS--"jMz1 NPUT Mz: IFM<1LTHEN27@ PRINT" {DOWN}ASSIGNED CR EDIT LIMIT" PRINT"CURRENT IS--";CL: INPUT CL
GOTO4G X=X+1:Y=@:1$="--":1IFXOM X-1THENPRINT" {CLR} {DOWN}FULL FILE":X=L:GO
T0436
PRINT" {CLR}{2 DOWN}ENTE R MONTH & DAY OF PURCHA SE":GOSUB420
PRINT" {CLR}{2 DOWN}ENTE R SELLER'S NAME/DESCRIP TION" :GOSUB420
PRINT" {CLR} {2 DOWN}ENTE R AMOUNT (CHARGED OR PA Ip) $"
PRINT" (PAYMENT MUST BE {SPACE}MINUS E.G.
{2 SPACES}-56) {DOWN} ":L =X:GOSUB420
B2=B2+VAL (D$(X,3)) :B2=I NT (B2*100+.5)/100:D$ (Xx, 4) =STRS (B2)
IFVAL (D$ (X,3) ) <OTHENB4= B3:B3=B2
IFX=LTHEN430 X=X+1:GOTO526 INPUTI$:Y=¥+1:D$ (X,Y) =I $:1$="--":RETURN
PRINT" {DOWN} E=ENTER: C =CHANGES: M=MENU: D=DIS PLAY"
GET N$:1FNS=""THEN446 IF NS$="E"THEN336
IF N$="C"THENSGG
IF N$="M"THEN4G
IF N$="D"THENS7@ GoTO446 PRINT" {CLR} {DOWN}HIT RE
TURN AFTER CHANGES OR T 0 BY-PASS{2 SPACES}AN E NTRY" X=X-1:1IFX<1THENX=1 PRINT" {DOWN}ENTER NEW D ATA AT CURSOR:-"
B2=VAL (D$(X-1,4)) : PRINT PRINT" #";X;TAB (5) "DATE: {3 SPACES}";D$(X,1);:IN PUT D$(X,1)
PRINTTAB(5) "SELLER: ";L
EFTS$ (D$(X,2),13);:INPUT DS (X,2)
PRINTTAB(5) "AMOUNT: ";D $(X,3);2INPUT D$(X,3):P
HJ
AA
578 586
598
609 616
620 636 646
656
666 678
680 699 768 716 726 736
746
758 768 7768 786
796 806 819
820 836
846 850 866
870 880 896
966
916 926 936 949
959 966 976
989 996
RINT: GOTO38G G=1:C2=18:C1=C2
PRINT" {CLR} {DOWN}";C$:P RINT" NO DATE{2 SPACES} SELLER/DETAIL{2 SPACES} AMOUNT BALANCE"
PRINT" =- ~~
FOR C=GTO L
PRINTC;TAB (4) LEFTS$ (D$(C 11) ,6);TAB (16) LEFTS (D$ ( C,2),13);
PRINTTAB (23) ; :F$=D$(C,3
) GOSUB640:F$=D$(C,4) :GOS UB64G: PRINT: GOTO680 FS="{5 SPACES}"+FS:FTS= RIGHTS (F$,3) : IFLEFT$ (ET $,1)="."THEN676
IFMIDS (ET$,2,1)=". "THEN FS=FS$+"6":GOT0670 FS=FS+".66" PRINTRIGHTS (F$,8) ; :RETU RN
IF C<CLTHEN726
PRINT" {DOWN} RETURN"
GET PAS: IFPAS=""THEN70G C1=C1+C2
NEXT: PRINT: GOT043G PRINT" {CLR}{2 DOWN}":IN PUT"ENTER FILE-NAME";CS$ PRINT” L=LOAD:
{2 SPACES}S=SAVE"
GET X$:IFXS$=""THEN756 IFX$="L"THEN9OG IFX$<>"S"THEN75@
7 GETX$:IFX$ IFX$<>"Y"THEN4G
OPEN 1,8,2,"@0:CDF"+CS$+ "S,0"
QS=CHRS (13) PRINT#1,PSQSO$QSM,QSL,Q SCL
C=1:Y=1
IF C>LTHEN89@ AS=D$(C,Y) :PRINT#1,AS$:Y =Y+1
IF Y>4THEN Y=1:C=C+1 GOTO85a
CLOSE 1:PRINT"{CLR} {DOWN}SAVED "C$:GOTO5¢ OPEN 1,8,2,"6:CDF"+CS+" Tork
INPUT# 1,P$,0$,M,L,CL C=1:Y=1
IF C>LTHEN97@ INPUT#1,AS$:D$(C,¥)=A$:¥ =Y+1
IF Y4THEN Y=1:C=C+1 GOTO93G
CLOSE 1:X=L:B2=VAL(D$(C -1,4)) :GOT0576 U=VAL (D$ (X,4))
UM=INT ( (U-M) *160+.5)/16
6
1060 PRINT: PRINT" {YEL}SELEC T{7} WITH CURSOR AND R ETURN"
XG
KQ 1616
PRINT" {GRN}YOUR CURREN
T BALANCE IS $";
IFU>MTHENPRINT"{3}"U" £7}":GOTO1656
PRINTU: IFU=<@THENPRINT
" CONGRATULATIONS !":GO
701230
IF (CL-U)<CL*.2 THEN PR
INT" YOUR CREDIT LIMIT Is $";CL
IFVAL (D$(X,3)) <@THEN1G
90
PRINT" TO AVOID FINANC
E CHARGE AT ";0$;"% AP
R,™
PRINT" PLEASE PAY BY " 7PS; "479"
IFU=<M THEN1230 PRINT"{1}BALANCE EXCEE DS $";STR$(M) ;"-BUDGET BY";UM
R=VAL (0S) /12/166:1F (U/ M*R) >.99999THEN1210 N=LOG (1/(1-(U/M*R))) /L
0G (1+R)
PRINT" IF NO FURTHER P URCHASES, IT TAKES" PRINTINT (N*10+.5)/16;" MONTHS TO PAY OFF.{7}" IF N<1.15THEN1230
IF VAL (D$(X,3))<(.25*M )THEN IF U<B4THENPRINT " GOOD TREND...BUT"
IF N>2 THEN1220 PRINT"{3}INCREASE YOUR BUDGET TO $"; INT (M*N)
Gc 1626
BR 1636
BC 10646
PH 1656
AD 1666
HD 1676
JA 1686
FA DD
1696 1166
RF 11190
MF 1126 QE 1136 HE 1149
1156 1166
KD JK
1176 1186
FQ kQ
7 IF N<1.5THEN1236 PRINT" OR":GOTO1226 PRINT"{3} CANNOT BE RE PAID.{2 SPACES}BUDGET {SPACE}OF $";M;"IS
{4 SPACES}VERY LOW.
{2+ SPACES}REPEAT!" PRINT" { YEL}HIDE
{ SHIFT-SPACE} YOUR {SHIFT-SPACE}CARD AWAY 1{7>"
RETURN
PRINT"{2 DOWN}DID YOU {SPACE}SAVE YOUR DATA? {3 SPACES}¥/N" GETSS$:IF SS$=""THEN125@ IF S$="Y"THEN PRINT" {CLR}":END
1278 GoTO4g
1196 1266 1216
PQ BA KD
AK 1226
1236 1246
cQ AG
JG MA
1256 1266
HP
George R. Reid is a professor of busi- ness. He lives in Savannah, Georgia, and has excellent credit. a
PLOTTER
By Daniel Lightner
Have you ever designed a screen on the 64 that you would like to use in a program that you're writing? Poking those character values into the proper screen memory locations is a fast and efficient way to do it, but determining those poke values is another story. Plot- ter is just the utility to help you deter- mine those values.
Typing It In
Plotter is written entirely in machine lan- guage. To enter it, use MLX, our ma- chine language entry program; see “Typing Aids” elsewhere in this sec- tion. When MLX prompts, respond with the following values.
Starting address: C000 Ending address: C207
Be sure to save a copy of the program before you exit MLX.
Putting It to Work
To use the program, enter LOAD"PLOT- TER’,8,1 and then press Return. When it has finished loading, don't run it. Instead, type NEW, press Return, and then enter SYS49152. If all has gone well, the program will announce its presence.
To see how Plotter works, place the cursor on any character, anywhere on the screen. Press f1. Two numbers should appear in the upper left corner of the screen. The first number is the screen location of the cursor, and the number following the comma is the poke value of the character stored at that location.
If you load Plotter from the 64's open- ing screen and go through the preced- ing steps, you should see that Plotter has been enabled and the word READY should be near the bottom of the screen. Place your cursor over the letter R in the word READY and press f1. At the top of the screen, you may see 1904,18. If your cursor isn't on line 24, you may get a different first num- ber, but you should get an 18, which is the value to poke to the screen to print an R.
Now press the space bar to delete the letter R. Move the cursor to any
G-31
PROGRAMS
EN HD ST aT LSE OS NCS SEL SES EE
blank line on the screen, enter POKE 1904,18, and press Return. (Use the numbers at the top of your screen if they are different.) The R should now be back in the word READY. Press f7 to clear those values; then move the cur- sor to another location and press f1 again.
How Does It Do That?
Plotter wedges itself into the 64’s hard- ware interrupt routine and then turns control of the 64 back to the BASIC edi- tor. The program waits in the back- ground, quietly scanning the keyboard for f1 to be pressed. When it detects f1, it copies the characters and colors from the first eight bytes of screen mem- ory. Plotter writes the screen location of the cursor and the value of the charac- ter under the cursor to the top left cor- ner of the screen. It then scans 7 for a keypress. When the program detects that the f7 key has been pressed, Plot- ter replaces the characters at the top of the screen that may have been over- written.
You can disable Plotter by pressing Run/Stop and the Restore key simulta- neously. It would be good practice to disable Plotter before using the disk drive. You can activate it again with SYS49152.
PLOTTER
C66G:AG 6G BY BE Cl 26 D2 FF 48 CG68:C8 CO 54 D@ F5 AD 14 G3 47 C610:8D 11 63 AD 15 63 8D 12 B9 CG18:63 78 AJ 2B 8D 14 63 AY 8D CG2G:CG 8D 15 G3 58 AI BO 8D 2F CG28:26 CB 60 AE 26 CB EG G8 95 C630:D@ 16 A6 CB EG 64 FB G3 2D C@38:6C 11 G3 A2 61 8E 26 CB OD CG4G:A5 CE 8D 36 CB 6C 1l 63 92 CO48:A5 CF C9 Gl FO 13 AE 26 2B CG@50:CB EG G1 FO 12 ED G2 FG 28 C@58:14 E@ @4 FO G7 ED G3 FG SE CG66:99 6C 11 83 4c 34 Cl 4C D6 CG68:D4 CO 4C 88 Cl AY G3 8D DE CG70:26 CB AS Dl 85 FB A5 D2 G1 C@78:85 FC 18 A5 D3 65 FB 85 6B CG80:FB A9 66 65 FC 85 FC AS SE C@88:FC A6 FB 8D 34 CB 8E 33 AB CG9G:CB A2 69 8E 35 CB AG BO 75 CG98:AD 33 CB DD A5 Cl AD 34 D8 CGAG:CB FD A6 Cl 96 GF 8D 34 88 C@A8:CB AD 33 CB FD AS Cl 8D 36 COBG:33 CB C8 D@ E3 98 CA FG EC CGB8:10 C9 BB FG G3 8D 35 CB SE C6CG:2C 35 CB 3@ 04 AI GG FG DI CGC8:05 29 7F 20 7B Cl CA 10 91 C@DG:C5 6C 11 G3 AD B2 8D 26 33 C@D8:CB AG GG AI GB 85 FB AY BA
G-32 COMPUTE
COEG:04 85 FC A9 21 85 FD A9 C4 CGE8:CB 85 FE Bl FB 91 FD C8 97 CGOFG:CO 68 DB F7 AB BB AI BB CE COF8:85 FB A9 D8 85 FC AY 29 9B C160:85 FD A9 CB 85 FE Bl FB 3F C168:91 FD C8 C@ 68 DG F7 AD 16 C116:03 8D @6 D8 8D G1 D8 8D BS C118:02 D8 8D G3 D8 8D G4 DB 92 C120:8D 65 D8 8D 86 D8 8D 67 55 C128:D8 A2 64 86 FE A2 O08 86 B2 C13@:FD 6C 11 @3 A5 CB C9 G3 13 C138:F@ 63 6C 11 63 AY 6G 8D DF C146:26 CB AG GG AY BG 85 FB 2F C148:A9 64 85 FC AQ9 21 85 FD FC C156:A9 CB 85 FE Bl FD 91 FB E@ C158:C8 CO @8 DG F7 AG BG AD 6A C166:06 85 FB A9 D8 85 FC A9 DF C168:29 85 FD A9 CB 85 FE Bl 66 C176:FD 91 FB C8 C@ 88 DG F7 23 C178:6C 11 63 8C 31 CB AB BB 99 C180:91 FD E6 FD AC 31 CB 66 2B C188:A9 26 8D G6 G4 8D G7 G4 63 C198:A9 2C 26 7B Cl AD 36 CB AC C198:85 FB A9 G66 85 FC AQ G4 BA C1AG@:8D 20 CB 4C 87 CO G1 86 72 C1lA8:GA G6 64 GG E8 63 18 27 58 C1BG:@D @D 9A 43 4F 58 59 52 46 C1B8:49 47 48 54 28 31 39 39 72 C1C@:31 6D 43 4F 4D 56 55 54 28 C1c8:45 26 56 55 42 4C 49 43 6F C1DG:41 54 49 4F 4E 53 20 49 71 C1D8:4E 54 4C 26 4C 54 44 @D 6D C1EG@:41 4C 4C 206 52 49 47 48 32 C1E8:54 53 26 52 45 53 45 52 E8 C1FG:56 45 44 GD GD 56 4C 4F DB C1F8:54 54 45 52 20 45 4E 41 7D C200:42 4C 45 44 GB BG GG BB AG
Daniel Lightner lives in Sidney, Mon- tana. He is the author of Noah's Arc, which was published in July 1991. 0
SHOWDOWN
By Arihant Jain
Some games are very simple to play, but difficult to master. Showdown is such a game.
This board game for one or two play- ers resembles Chinese checkers. The board has 32 pegs arranged in ina cross-shaped grid, with one open po- sition in the center. The object is to clear the board of as many pegs as pos- sible. You remove a peg by jumping it with an adjacent peg, but you must land in an empty space. If that space has a peg in it, you can't jump.
Typing It In
Showdown is written entirely in BASIC. To avoid typing errors, enter the pro- gram with The Automatic Proofreader; see “Typing Aids” elsewhere in this sec-
tion. Be sure to save a copy of the pro- gram when you've finished typing it in.
Let’s Play
When you run Showdown, you'll be
- asked whether you want to play or
watch a replay of an earlier game. Since there will be nothing to watch at first, press P for play.
You'll then be asked whether you want to play singles or a combined ef- fort. If you elect to play alone, make sure your joystick is in port 2. When two people play, two joysticks are re- quired, and players take turns jumping pegs.
Pegs are removed automatically when you jump them. Remember that you can jump a peg only if you are next to it and the space on the other side of the jumped peg is vacant. You can only jump up, down, left, or right. Diagonal moves are not allowed.
Use the joystick to position your cur- sor on any peg you like. To jump, press the fire button and then move the stick in the direction you want to jump. If the move is legal, the comput- er will make the move and remove the jumped piece. You'll get a message if a move is illegal.
When you have removed as many pegs as possible, press the @ key to re- ceive your score and a message about how well you played. If you are sharp and have planned your moves carefully, it's possible to remove all the pegs but one.
Watch a Replay
When you've finished a game, you'll be asked if you want to save it, Saving games will give you a chance to watch each move again and see where you went wrong. It'll also give you a chance to prove to others how brilliantly you played.
If you decide to save a game, Show- down will ask for a filename and then your name. The game and each move will be saved to disk.
To see a saved game, press R for re- play on the opening screen and supply the filename. The game board will ap- pear, and Showdown will automatical- ly play back every move you made dur- ing that game. You can slow down the replay moves by pressing L or make them move faster by pressing F.
SHOWDOWN
QF 100 DIMF (2668) ,G(2609)
FR AK PC
RA
JA
HB
RX
116 126
156
166
176
189 196 268 210 220 236 240 2568 260 276 280 290 360 316 328 330 346 358 368 376 386
396 400
GOSUB 886 GOSUB1OGG
S = 1475:0=1274:B=1391: C=1397:M=@:W=0:F=8:G=G: U=a
PRINT" {CLR} {HOME} {BLK}" :POKE 53286,13:POKE5328 1,12
PRINT"{4 DOWN}
{18 RIGHT} {RVS}
{4 SPACES} {DOWN} {LEFT} {SPACE} {DOWN} {LEFT}
{5 LEFT} {UP} {LEFT} {UP} {LEFT} "
PRINT" {HOME}{7 DOWN}
{7 RIGHT} {RVS}
{3 SPACES} {OFF }WWW{RVS} {3 SPACES} {OFF} {UP}
{6 LEFT }Www"
PRINT" {DOWN} {7 RIGHT} {RVS} {DOWN} {LEFT} {DOWN} {LEFT} {DOWN} {LEFT} {3 SPACES} {OFF}W {RVS}W{OFF }W{RVS}
{3 SPACES} {UP} {LEFT} {UP}{LEFT} {UP}{LEFT} {8 LEFT} {OFF}";
PRINT "WHWWWWW{ DOWN}
{7 LEFT} WWW WWW" PRINT"{8 RIGHT}! us PRINT" {DOWN}{9 RIGHT} {RVS} {OFF }WWW{RVS} {OFF}"
PRINT"{9 RIGHT} {RVS}
{5 SPACES}"
IFH=-1THEN 1196
v=2
IFV=3THEN V=1 IFI=@THENV=2
JO=USR(V) :GETAS
IF (JOAND15) =1THENW=-48: GoTO48¢
IF (JOAND15) =4THENW=-1:G oT048¢
IF (JOAND15) =8THENW=1:GO T0480
IF (JOAND15) =2THENW=48:G oT048¢
IF (JOAND16)=@THEN GOTO3 46
IF A$ ="@" THEN 616 GOTO 246 JO=USR(V) : IF (JOAND15) =6 THEN GOTO34@
IF (JOAND15) =1THENW=-46: GOTO4G8
IF (JOAND15) =4THENW=-1:G OTO468
IF (JOAND15) =8THENW=1:GO T0486
IF (JOAND15) =2THENW=46:G OTO466
GOTO 246
Y=S+W:R=@:IF PEEK(S)=21 STHEN R=R+1
416 426
436
446 456
466 478 486 496 568 5196 526 530 546 550 566 579 586 596
606 610
626
639
646
658 666 676 689 699 766
716 726
736 746
756
768 776 788 799
IFPEEK (Y¥) =87THENR=R+1 IF PEEK (S+W+W) =32THENR=R +1
IFR=3 THEN 456
GOTO 53G
M=M+1: POKES , 32: POKES+W, 32:GOSUB560:POKE S+W+W, 215:S=S+W+W: V=V+1:U=U+1 F(U)=1:G(U) =W
GOTO 240 J=0:Z=PEEK(S):Y=S+W :IF PEEK (Y) =87THENQ=87:J=J+ 1
IFPEEK (Y) =32THENQ=32:J= J+1
IF J=1 THEN 526
GOSUB 530
POKES , 2-128: POKES+W,Qt+1 28:S=S+W:U=U+1:F (U)=8:G (U)=W:GOTO 246
PRINT" {HOME} {22 DOWN}IL LEGAL MOVE":GOSUB 568 PRINT" {HOME}{22 DOWN} {12 SPACES}"
GOTO{2 SPACES}249
REM POKE54296,15:POKE54277, 64: POKE54273,162: POKE54 272,37 POKE54276,17:FORT=1T026 @:NEXT POKE54276,16:FORT=1T058 :NEXT
RETURN J=32-M:F (U+1) =-1:G(U+1) =6
PRINT"{CLR}{2 DOWN}";J; "PEGS REMAINING{2 DOWN} "
IFJ>1@THEN PRINT"POOR!" :W=-1:GOTO708
IFJ>7THEN PRINT"SATISFA CTORY PLAY!":W=-1:GOTO7 UT)
IFJ>STHEN PRINT"GOOD!": W=4:GOTO766
IFJ>3THEN PRINT"GREAT!" :W=5:GOTO70G
IFJ>2THEN PRINT"WELL PL AYED!":W=11:GOTO760 IFJ>1THEN PRINT"MISSED! "3W=6:GOTO786
IFJ>@THEN PRINT"DID IT! ":W=6:GOTO700
PRINT"{3 DOWN}WANT TO S AVE? (Y¥/N)"
GETK$:IF KS=""THEN716 IF K$<>"N"ANDKS<>"Y"THE N 719
IFKS="N" THEN 860
INPUT "FILENAME" ;NS: INPU T"YOUR NAME";MS OPEN15,8,15:0PEN2,8,2," @O:"+NS+",S,W"
PRINT #2,MS$:FORV=1TOU+1 PRINT#2,F (V) PRINT#2,G(V) :NEXT V CLOSE2:CLOSE15
PRINT"{3 DOWN}WANT TO P LAY? (¥/N)" IFW<@THENGOTO840 QZ=4*40:FORK=Q2+55336TO QZ+55336+W: POKEK,V:V=V+ 1: IFV>255THENV=0 NEXT K GET M$:IF M$="" THEN 81 t] IF M$="N"THENPRINT" {CLR}":END IF M$="Y" THENGOTO 120 GOTO 840 JJ=49152:JH=INT (JJ/256) 2 JL=JJ-JH*256:POKE785,J L: POKE786,JH FORK=JJTOJJ+67:READ Y:P OKEK,Y:NEXT DATA 120,76,97,176,21,1 69,127,141 DATA 6,220,173,1)226,20 1,255,248 DATA 4,169,31,208,13,17 3,0,226 DATA 16,8,169,255,141,0 7220,173 DATA 1,226,41,31,73,15, 268,4 DATA 133,97,240, 23,133, 98,169,136 DATA 133,97,169,0,133,9 9,133,108 DATA 133,191,133,182,19 8,97,6,98 DATA 16,250,88,96 RETURN PRINT"{CLR}{2 DOWN}PLA Y, WATCH A REPLAY (P/R ) "CHR$ (142) GETFS$:1FFS=""THEN1G16 IFFS="P" THEN 1050 ~ IFFS="R"THEN 1120 GOTO 1616 PRINT" {CLR}{2 DOWN}ONE OR TWO PLAYER GAME? ( 1/2)" GET IS$::IFI$ 6 IFIS="1"THEN I=6:GOTOL 166 IFIS$="2" THENI=1:GOTO {SPACE}996 GOTO 1666 H=G6:PRINT"{2 DOWN}JOYS TICK IN PORT 2" PRINT"PRESS "CHRS$(34)" @"CHRS$(34)" TO END":FO R E=1 TO 966:NEXT:RETU RN U=8:N=6: INPUT" FILENAME "UNS OPEN15,8,15:0PEN2,8,2, "O:"4+NS+",S,R": INPUT#2 M$ GOTO 1339 INPUT#2,F(U) ,G(U) . IFF(U)=-1 THEN U=U-1:G 0T01188
“THEN1G6
G-33
PROGRAMS
KF 1176 FR 1186
U=U+1:GOTO 115¢ H=-1:PRINT"{CLR}":GOTO 150
S=1475:TI%=208
FOR V=GTOU
E=S+G(V) :GETAS
IF F(V)=G@THEN POKES, PE EK(S)-128:POKE E,PEEK( =S+G(V) THENPOKES , 32 : POKEE, 32: POKEE+G (V) ,2 15 :S=S+G(V)+G(V) :GOsU B560 IFAS="E"THENTI$=TI%-50 IFAS="L"THENTI$=TI%+50 IF TI$>106OTHENTI%=106 i‘)
IF TI$<@THENTI$=0 FORA=1TOTI$:NEXT:NEXTV :PRINT"BY:";MS PRINT" {2 DOWN} {RVS} PRE SS SPACE BAR TO CONTIN UE"
GETAS:IFAS<>" "THEN 13 6G
CLOSE2:CLOSE15 RESTORE:GOTO 116 INPUT#15,EN,EM$,ET,ES IF EN>@THENPRINTEMS:GO TO 1360
GOTO 1150 CLOSE15:CLOSE2:GOTO 11 26
1196 XH 1269 GJ 1216 KR 1226
EG 1236
JP 1246 1250 CJ 1260
RA 1276 HR 1286
QH 1296
HJ 1366
JA 1316 SR 1326 XM 1336 XQ 1346
AH 1356 XH 1360
Arihant Jain lives in Ludhiana, a city in northwest India. a]
MEDIUM-DENSITY DRIVER
By Matthew Spinks
Over the years, I've done a good deal of graphics work on my computer that has included plotting graphs and draw- ing pictures. I've always been frustrat- ed by the high-resolution graphics sys- tem used by the 64. It's generally more trouble than it's worth when all you want to do is plot a simple graph or pic- ture,
At the other extreme of the graphics spectrum, the resolution of the normal text screen is usually too low to provide the detail required by straightforward graphs or pictures. What is needed is a graphics mode between the two ex- tremes, amode which offers a reasona- ble resolution but avoids the complexi- ty associated with bitmapped graphics.
Such a graphics mode does exist. If you enter PRINT CHR$(190): PRINT
G-34 COMPUTE
CHR$(188): PRINT CHR$(187): PRINT CHR$(172), you'll see four characters on the screen. Each one fills one quad- rant of a whole text cell. These charac- ters enable the normal text screen to be turned into amedium-resolution graph- ics screen which has twice the resolu- tion of the ordinary text screen. This for- mat provides new screen dimensions of 80 points horizontally by 50 points ver- tically, an overall resolution of 4000 plot points.
This medium-density graphics mode has an attractive, chunky feel to it and is excellent for plotting graphs and draw- ing simple pictures. It also allows text and graphics to coexist peacefully. Un- like bitmap mode, the medium-density graphics mode requires no extra mem- ory to store graphics data, and it re- quires only a small graphics driver. Per- haps best of all, the medium-density graphics mode is simple and easy to use.
Entering the Program Medium-Density Driver is a short rou- tine written entirely in machine lan- guage. To enter it, use MLX, our ma- chine language entry program; see “Typing Aids” elsewhere in this sec- tion. When MLX prompts, respond with the following values.
Starting address: 033C Ending address: 0303
When you've finished typing, be sure to save a copy of the program before exiting MLX.
The driver sits safely in the cassette buffer, leaving the overused area at 49152 ($CO000) free for your own pro- grams. This lets you plot individual points to the normal text screen.
After you've typed in a copy of the driver, you can then use it to create your own medium-density graphic screens. To use it, simply load the ma- chine language program with the ,8,1 extension and type NEW. This NEW command is necessary because it re- sets some important BASIC pointers.
The Plot Thickens
To plot graphs or pictures, simply use the command SYS828, x, y, on/off, col- or. Here x and yare the screen coor- dinates for points to be plotted. The
range is 0-79 on the x-axis and 0-49 along the y-axis. On/off is a flag which determines whether or not a point is plotted or erased. If on/off = 1, a point will be plotted. If on/off = 0, a point will be erased. Color, of course, is the color of the point to be plotted and should be in the range 0-15, represent- ing the standard Commodore colors.
For example, to plot a white point at the top left-hand corner of the screen, enter the following command:
SYS828, 0, 0, 1,1
Similarly, to erase a point at the oppo- site corner (the bottom right-hand cor- ner), the command SYS828, 79, 49, 0, 1 would be used. Note that despite the fact that we are erasing a point, the col- or must still be specified. This is nec- essary because the program checks all parameters, and if any value falls out- side the ranges mentioned or if any parameter is missing, you'll get a SYN- TAX ERROR.
Points to Ponder
Because the medium-density graphics mode uses the normal text screen and color memories, setting the color of one point will also affect the color of the neighboring three points. Some care must be taken when plotting in more than one color to achieve the de- sired effect. Although this may seem like a drawback at first, it does have the advantage of allowing text and stan- dard Commodore graphics characters to be integrated onto the graphics screen.
Text can be printed and character values can be poked to the screen in the normal way. Note, however, that with the graphics driver you can nei- ther erase text or nongraphics charac- ters nor plot over text or other char- acters. This prevents text and other graphics from being accidentally erased.
A Demonstration
Demo is a short demonstration pro- gram written entirely in BASIC. It will give you some idea of how you can use the driver. To help prevent typing errors, use The Automatic Proofreader to type it in; see “Typing Aids” else- where in this section.
Demo plots Lissajous figures. These are a series of curves found by combining perpendicular harmonic mo- tions. They are commonly exhibited by feeding two harmonic frequencies into an oscilloscope's X and Y input cir- Cuits. (Don't worry. You don't have to un- derstand Lissajous figures to see how the program works, They're easier to demonstrate than to explain.)
Before running the demonstration, make sure Driver is already in memo- ry. When running the demonstration, try experimenting with the values the program asks for. Entering 1,2 will pro- duce entirely different results than will 241,
The patterns produced will be in mon- ochrome, but you can easily add color by changing the value of the color var- iable, C, in line 270. For a rainbow of color, try Demo with these lines added.
262 C=C+1 264 IF C=16 THEN C=0
Now that you have an idea of how Me- dium-Density Driver works, try creating some figures or patterns of your own.
MEDIUM DENSITY DRIVER
@33C:AG 63 8C D2 G3 26 GB E2 8D 0344:8A AC D2 63 DI BE 63 BO C5 @34C:6E 99 D3 G3 88 16 EB AO AG @354:62 8D D7 63 4E DS G3 96 4A 935C:66 GE D7 63 GE D7 G3 4E 38 @364:D6 63 96 G3 4E D7 G3 AE SF G36C:D5 63 26 FO E9 AD D6 G3 E7 0374:18 65 Dl 85 Dl 96 62 E6 2E 937C:D2 20 24 EA A® 66 Bl Dl 61 @384:A2 OF DD C2 63 FG G4 CA 36 @38C:16 F8 66 AD D4 63 FG 1A 6E @394:E0 GF FO 15 AD D3 G3 91 92 @39C:F3 8A 2C D7 G3 DG BA 18 CI @3A4:6D D7 63 AA BD C2 63 91 F2
: 8A 2C D7 93 FO F9 6E D7 63 4C A7 63 4C DB 16 62 32 58 26 7C 64 6C El 7F FB 7B FF 51 62 FE FC A@ 66 @@ 65
CX 166
REM DRIVER DEMONSTRATIO
N BF 116 REM COPYRIGHT 1991 - CO MPUTE PUBLICATIONS INTL LTD — ALL RIGHTS RESER VED REM MAKE SURE DRIVER IS IN MEMORY!
JB 126
DK 136
KX 135 PI=3.14159
JS 140 POKE 53280,11:POKE 5328 shea
GK 15@ PRINTCHRS(147)CHRS(5)
RD 166 PRINTTAB(11) "LISSAJOUS {SPACE} FIGURES"CHRS (17)
RX 170 PRINT"PRESS ANY KEY AFT ER VIEWING FIGURE"
QE 18@ PRINTCHR$(17)"ENTER ANY TWO NUMBERS, EACH"
BH 198 INPUT"WITH VALUES LESS {SPACE}THAN 5";X,Y
DR 208 IF X>5 OR Y>5 THEN 180
HP 210 PRINTCHRS$ (147)
XM 226 FL=1:GOSUB 266
MR 230 POKE 198,0:WAIT 198,1
QP 240 FL=6:GOSUB 266
SF 250 END
RR 266 FOR T=l TO 2*PI*160+(10 *PI* (X+Y))
JK 276 SYS 828, (1+SIN(X*T)) *49 1 (1+COS (¥*T))*25,FL,C
SD 286 NEXT
SK 296 RETURN
Matthew Spinks, who wrote Loader- Maker (May 1991), lives in Erica, Victo- ria, Australia. a
RAPIDFORMAT 128
By Mahmood Hasan Merchant
A number of fast formatting programs have been around for the 64 ever since the 1541 disk drive was introduced by Commodore. These programs greatly im- prove the performance of the drive in terms of time saved.
Commodore probably took a lesson from these programmers and added a much more efficient format routine into its 1571 disk drive. The drive formats a double-sided disk in 41 seconds, but wouldn't we all appreciate an even fast- er procedure? AapidFormat 128 should do the trick.
RapidFormat 128 is an easy-to-use, prompt-driven program for the 128 that cuts almost in half the time required to format all 70 tracks of a double-sided disk. It will format a single-sided disk in a mere 12 seconds.
Getting Started
RapidFormat 128 is written entirely in BASIC. To help prevent typing errors, use The Automatic Proofreader to type it in; see “Typing Aids” elsewhere in this section. When you've finished typ- ing, be sure to save a copy of the pro- gram. When you type RUN, the data
will be read and written to disk as RapidFormat, a machine language pro- gram.
Once RapidFormat has been gener- ated, it can be loaded and activated with the command RUN “RAPIDFOR- MAT". At this point you should remove the disk containing the program and in- sert the disk which is to be formatted. You are prompted to indicate whether you wish to format only the top side (for 1541 use) or both sides of the disk. If you frequently need to access your files both in the 64 and 128 modes, then it may be a good idea to format on- ly the top side of the disk. This will pre- vent the annoying /Ilegal Track or Sec- tor error message which results when part of the file being accessed lies on a disk's second side.
To V or Not to V?
Next you have to specify whether you wish to verify the format. If verification is enabled, each sector on every track is read and checked for errors. If any are spotted, they are reported by the program. However, choosing this op- tion will slow down the formatting some- what. To format a disk at maximum speed, omit the verify option.
This option is provided to meet the needs of various users. Write errors oc- cur rarely with the 1571, and if you have reasonable faith in the head align- ment of your drive (1571s are more trustworthy in this regard than older 1541s), then you may save time by choosing not to verify. As long as the disk used is at least of average quali- ty, there shouldn't be any problems.
If, however, the idea of not verifying makes you nervous, then you have the option. | would strongly advise you to verify if you are using generic or low- quality disks or if you wish to format both sides of a disk which is certified only for single-side use. In these cas- es, the caution and the extra time are probably worth it.
Enter a name for the disk as you would in a conventional format routine. Be sure it is no longer than 16 charac- ters and is followed by a 2-character ID. This ID is written as a sort of signa- ture to every sector on the disk, and its main purpose is to indicate to the drive when a disk has been changed.
Once you press Return, the disk will
35
PROGRAMS
start to format. Make sure that the disk containing RapidFormat is not in the drive. To be safe, put write-protect tabs on disks that contain programs or valuable data. RapidFormat checks for write-protect tabs. If it finds one, the disk will not be formatted, and an error message will be displayed. Using write- protect tabs on all valuable disks is a good practice to follow.
How It Works
RapidFormat works by reprogramming the disk drive. It transfers a section of code to the buffer at address $0500. Once activated, the program copies the standard format routine from the drive ROM to the internal RAM and makes a few changes to it.
If the verify option is not chosen, these routines are bypassed. Addition- al time is saved by using a fixed value to space out sectors on all tracks. The standard format routine writes and re- writes on each track to calculate the in- dividual length of gaps between sec- tors.
This modification, coupled with fast- er changing of tracks, brings about the speed improvement of RapidFormat. Disks formatted with this program work just as well as those formatted us- ing the standard routine.
RAPIDFORMAT 128
SH 106 BANK1:SCNCLR:COLOR@,15:C OLOR4,15:COLORS,2 PRINTCHRS (18) "
{16 SPACES}786/110
{17 SPACES}";
PRINT"{11 SPACES}RAPIDFO RMAT - 1571{11 SPACES}"; PRINT" COPYRIGHT 1991 - {SPACE}COMPUTE PUBS INTL LTD: "3
PRINT"{11 SPACES}ALL RIG
HTS RESERVED{16 SPACES}"
EC 26
PC 39
MQ 40
DE 59
SA=7169:EA=8153 :DT=16 PRINTCHRS$ (17) SPC (14) "REA DING ML!"CHR$(17)CHRS (17
76 86
)
FORI=GTODT-2:READ D$:D=D EC (D$)
166 CHAR1,11,10:PRINT"LOADI NG AT:{2 SPACES}";HEX$ ( SA+1)
POKESA+I ,D:CK=CK+D:NEXT READ D$:D=DEC (D$) :CK=C KAND255
126 IFD<>CKTHENBEGIN
136 :PRINTCHR$(17)"DATA ERR
COMPUTE
96
116
DB QK
G-36
XA
XA
MB QR Js FC
BH
HM
HK
QK
XE
XM
XE
KF
BS
FG
Sx
PQ
xc
XB
PX
PH
149 158
168
176
189
196
200 210 226 1066
1619
14626
1636
1046
1656
1966
1676
1686
1696
1166
1116
1126
1136
1146
1156
1169
OR IN LINE";
: PRINT PEEK (65) +256*PEEK (66) :STOP
BEND
SA=SA+DT-1:CK=@: IFSA<=E
AGOTO9G
PRINTCHR$ (17) CHRS$ (17) "P
RESS "CHRS$(18)" RETURN
{SPACE}";
PRINTCHR$ (146)" TO SAVE ‘RAPIDFORMAT '"; : INPUTD
$ BSAVE"RAPIDFORMAT",B1,P (7169) TO P(EA+1):PRINT Ds$
END
DATA 49,1C,GA,80,99,22 193,22,A3,35,29,22,12, 26,52,86 DATA 20,41,20,50,20,49 120,44,20,46,20,4F, 20, 52,20,05 DATA 4D,20,41,20,54,20 ,2D,20,31,35,37,31,20, 92,22,31 DATA 3A,20,4E,24,B2,22 722,3A,56,24,B2,22,22, 3A,49,EF DATA 44,24,B2,22,22,3A 153,24,B2,22,22,00,74, 1c,14,A9 DATA GG,99,A3,35,29,22 ,12,20,20,20,28,31,39, 39,30,29 DATA 29,20,20,4D,41,48 ,4D,4F,4F,44,20,4D,45, 52,43,B5 DATA 48,41,4E,54,20,20 120,92,22,00,9E,1C,1E, 6G,99,BG DATA 22,11,11,46,4F,52 74D, 41,54,20,54,59,50, 45,3A,A9 DATA 20,20,12,20,31,20 ,92,20,20,42,4F,54,48, 26,53,35 DATA 49,44,45,53,11,22 ,00,BE,1C,28,00,99,A3, 31,34,FB DATA 29,22,12,20,32,20 192,20,26,54,4F, 50,20, 53,49,50 DATA 44,45,26,4F,4E,4C 159,22,00,D4,1C, 32,88, 99,A3,6B DATA 31,35,29,22,11,31 ,9D,9D,9D,22,3B,3A,85, 53,24,5D DATA GG,EC,1C,3C,60,8B ,A8,53,24,B2,22,31,22, AF ,A8,6C DATA 53,24,B2,22,32,22 ,89,35,30,00,FF,1C,41, 0G,8B,74 DATA 53,24,B2,22,32,22 »A7,53,24,B2,22,38,22,
AJ
XB
EJ
GS
AB
EX
BB
XR
MX
XX
PK
HD
BB
PM
AX
EH
RK
EK
GA
FE
XD
ME
RB
1176
1186
1196
1266
12196
1226
1236
1246
1258
1266
1276
1286
1296
1366
1316
1326
1336
1346
1356
1366
1376
1386
1396
00,12,F5 DATA 1D,43,00,53,24,B2 ,C7,28,C6,28,53,24,29, AB, 34,E5 DATA 38,29,00,38,1D,46 10G,99,22,11,11,56,45, 52,49,0F DATA 46,59,3F,20,28,59 ,2F,4E,29,22,A3,31,35, 29,22,9B DATA 4E,9D,9D,9D,22,3B ,3A,85,4E,24,00,50,1D, 50,006,706 DATA 8B,A8,4E,24,B2,22 159,22,AF,A8,4E,24,B2, 22,4E,DF DATA 22,89,31,30,00,6A ,1D,55,00,56,24,B2,22, 36, 22,88 DATA 3A,8B,4E,24,B2,22 159,22,A7,56,24,B2,22, 31,22,CE DATA @0,7D,1D,57,00,56 »24,B2,C7,28,C6,28,56, 24,29,9D DATA AB,34,38,29,00,94 ,1D,5A,00,99,22,11,11, 4E,41,B7 DATA 4D,45,22,A3,31,33 129,3B,3A,85,4E,24,00, AD,1D,1A DATA 64,00,8B,C3,28,4E ,24,29,B2,30,B0,C3,28, 4E,24,64 DATA 29,B1l,31,36,89,31 ,30,00,C2,1D,6E,00,99, 22,11,44 DATA 49,44,22,A3,31,33 ,29,3B,3A,85,49,44,24, GG,D4,5E DATA 1D,78,60,8B,C3,28 149,44,24,29,B3,Bl,32, 89,31,35 DATA 30,00,DE,1D,82,00 ,9E,37,37,32,38,00,FB, 1D,8C,BF DATA 60,99,A3,31,34,29 ,22,11,11,11,12,26,46, 4F,52,38 DATA 4D,41,54,54,49,4E 147,20,92,22,00,26,1E, 96,00,C2 DATA 9F,31,35,2C,38,2C 131,3573A,98,31,35,2C, 22,55,D6 DATA 34,22,53,24,56,24 149,44,24,22,2C,22,4E, 24,3A,14 DATA AG,31,35,3A,99,44 153724,00,00,00,A6,BA, AG, GF,A3 DATA A9,G0,20,38,F7,85 ,B7,20,CG,EF,A6,B8, 20, C9,FF,59 DATA 26,7D,FF,55,30,3E ,52,01,00,20,CC,FE,A9, 65,AG,EB DATA 00,85,FB,84,FA,A2
XA
BH
DH
EF
EE
RR
ony
BD
CR
HG
RR
SM
MG
BR
AG
PG
GP
HJ
Jc
RC
HQ
PX
1496
1416
1426
1436
1446
1458
1466
1476
1486
1496
1568
1516
1526
1536
1540
1556
1560
15768
1586
1596
1690
1616
,OA,86,FE,A9,AF,85,FC, A9,1E,CE DATA 85,FD,A5,BA,29,3E ,E3,A9,6F,20,D2,E4,A9, 4D, 26,26 DATA @3,E5,A9,2D,20,03 1E5,A9,57,20,03,E5,A5, FA, 26,8D DATA @3,E5,A5,FB, 20,03 ,E5,A9,20,20,03,E5,AG, 00,B1,B2 DATA FC,26,03,E5,C8,CO 120,90,F6,20,26,E5,18, A5,FC,16 DATA 69,20,85,FC, 90,02 ,E6,FD,18,A5,FA, 69,20, 85,FA,3E DATA 96,02,£6,FB,C6,FE ,DO,AF,4C,E7,FF,4C, 46, @5,20,9F DATA C2,05,20,7C,87 ,A2 ,00,86,0B,A2,24,86,GA, AD, 62,22 DATA G2,85,1F,F6,08,A9 ,BG,85,62,A5,02,30,FC, A2,01,F4 DATA 86,GA,A9,EG,85,02 7A5,02,3G0,FC,C9, 62,98, 63,4C,1D DATA GA,E6,26,05,FG,A9 124,A6,1F,F@,62,A9,47, AG, 87,20 DATA 8C,7A,82,4C,73,A7 ,AD,GG,1C,29,10,D0,05, A9,68,F6 DATA 4C,B5,99,A9,60,85 120,A5,GA,85,51,85,67, 20,4B,24 DATA F2,85,43,20,50,06 ,A5,1F,FG,16,26,F8,93, 18,A5,5C DATA 51,69,23,85,51,20 ,50,06,20,F5,93,A6,GA, E8,E6,49 DATA 24,DG,12,86,14,20 ,E7,87,C6,14,D8,E9,A2, 12,86,0B DATA GA,A9,61,4C,B5,99 ,86,GA,BD,08,94,85,44, AD,@G,AD DATA 1C,29,9F,65,44,8D ,00,1C,20,DF,87,20,DF, 87,A5,87 DATA 1F,D@,03,4C, 46,45 ,C6,64,C6,64,26,F8,93, 20,DF,87 DATA 87,20,DF,87,20,F5 193,4C,46,05,20,FE,5, A9,E9,G1 DATA AG,G6,8D,77,87,8C ,78,07,A9,81,8D,CD, 06, A9,GA,79 DATA 8D,26,86,A9,08,8D 126,06,A9,C5,AG,07,8D, B9,67,7E DATA 8C,BA,07,A9,6G,8D ,EE,07,AD,@3,62,D8,05, A9,4C,54
KX 1620 DATA 8D,9A,07,60,B1,14 791,2C,C8,60,AD,04,02, AC,@5,9C DATA 62,85,12,84,13,A9 193,AG,9B,85,14,84,15, A9, 06,88 DATA AG@,50,85,2D,84,2C ,AG,00,20,F8,65,D0,EB, E6,15,D5 DATA E6,2D,20,F8,05,CO ,9E,DG,F9,68,08,00,98, 06, 00,B7
AM 1636
DC 1646
FF 1656
Mahmood Hasan Merchant is an ec- onomics student at the London School of Economics and Political Science. He is from Pakistan. a
TYPING AIDS
MLX, the machine language entry program for the 64 and 128, and The Automatic Proofreader are utilities that help you type in Gazette programs without making mis- takes, These labor-saving utilities are oneach Gazette Disk and printed in issues of Gazette through June 1990.
If you don't have access to a back issue or to one of ourdisks, write and we'll send you free copies of both of these handy utilities. We'll also include instructions on how to type in Gazette programs. Please enclose a self-ad- dress, stamped envelope. Write to Typing Aids, COMPUTE's Gazette, 324 West Wen- dover Avenue, Greensboro, North Carolina 27408.
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.
ONLY ON DISK
Inaddition to the type-in programs found in each issue of the maga- zine, Gazette Disk offers bonus programs andoriginal 64 and 128 artwork. Here are the programs featured this month.
Super Cataloguer 128
Diego Martin Zamboni Mexico City, Mexico
Catalogue all of your software (up to 2500 titles) quickly and easily with this outstanding utility for the 128. An 80-column monitor is required.
Read a disk directory, select which files you wish to add to the list, and then save them, sort them, search through them, and delete names at the touch of a key. If you can't recall the contents of afile, the program will listitto the screen. It even works with sequential, user, and relative files.
Super Cataloguer 128 is also a great disk manager. You can edit filenames and delete files, whole disks, or even portions of disks. The program provides memory informa- tion, prints lists in several modes, and much more. This is one utility all 128 users should have.
Spanish Vocabulary Quiz
Christopher M. Stoy Edensburg, PA
To help you use Spanish Vocabulary Quiz, one of this issue's type-in pro- grams, see page G-25, we have included ten vocabulary files, con- taining dozens of English words and their Spanish equivalents. Load and use any of these files from the program's main menu.
37
MLX
Machine Language Entry Program for Commodore 64
Ottis R. Cowper
Type in and save some copies of MLX—you'll want to use it to enter fu- ture ML programs from Gazette. When you're ready to enter an ML program, load and run MLX. It asks you for a start- ing address and an ending address. These addresses appear in the article accompanying the MLX-format pro- gram listing you're typing.
If you're unfamiliar with machine lan- guage, the addresses (and all other val- ues you enter in MLX) may appear strange. Instead of the usual decimal numbers you're accustomed to, these numbers are in hexadecimal—a base 16 numbering system commonly used by ML programmers. Hexadecimal— hex for short—includes the numerals 0- 9 and the letters A-F. But even if you know nothing about ML or hex, you should have no trouble using MLX.
After you've entered the starting and ending addresses, you'll be offered the option of clearing the workspace. Choose this option if you're starting to enter a new listing. If you're continuing a listing that's partially typed from a pre- vious session, don't choose this option. A functions menu will appear. The first option in the menu is Enter Data. If you're just starting to type in a pro- gram, pick this. Press the E key and type the first number in the first line of the program listing. If you've already typed in part of a program, type the line number where you stopped typing at the end of the previous session (be sure to load the partially completed pro- gram before you resume entry). In any case, make sure the address you en- ter corresponds to the address of a line in the listing you are entering. Oth- erwise, you'll be unable to enter the da- ta correctly. If you pressed E by mis- take, you can return to the command menu by pressing Return alone when asked for the address. (You can get back to the menu from most options in the program by pressing Return with no other input.)
Entering a Listing
Once you're in Enter mode, MLX prints the address for each program line for you. You then type in all nine numbers on that line, beginning with the first two-digit number after the co- lon (:). Each line represents eight data bytes and a checksum. Although an
G-38 COMPUTE
MLX-format listing appears similar to the “hex dump" listings from a ma- chine language monitor program, the extra checksum number on the end al- lows MLX to check your typing.
When you enter a line, MLX recalcu- lates the checksum from the eight bytes and the address and compares this value to the number from the ninth column. If the values match, you'll hear a bell tone, the data will be add- ed to the workspace area, and the prompt for the next line of data will ap- pear. But if MLX detects a typing error, you'll hear a low buzz and see an er- ror message. The line will then be re- displayed for editing.
Invalid Characters Banned
Only a few keys are active while you're entering data, so you may have to un- earn some habits. You do not type spaces between the columns; MLX au- tomatically inserts these for you. You do not press Return after typing the ast number in a line; MLX automatical- ly enters and checks the line after you type the last digit.
64 MLX Keypad
Only the numerals 0-9 and the let- ters A-F can be entered. If you press any other key (with some exceptions noted below), you'll hear a warning buzz. To simplify typing, a numeric key- pad function is included. The keypad is active only while entering data. Ad- dresses must be entered with the nor- mal letter and number keys. The figure below shows the keypad configuration. MLX checks for transposed charac-
ters. If you're supposed to type in AO and instead enter OA, MLX will catch your mistake. There is one error that can slip past MLX: Because of the checksum formula used, MLX won't no- tice if you accidentally type FF in place of 00, and vice versa. And there's a very slim chance that you could garble a line and still end up with a combination of characters that adds up to the proper checksum. How- ever, these mistakes should not occur if you take care while entering data.
Editing Features
To correct typing mistakes before fin- ishing a line, use the Inst/Del key to de- lete the character to the left of the cur- sor. If you mess up a line badly, press Cir/Home to start the line over. The Re- turn key is also active, but only before any data is typed on a line. Pressing Re- turn at this point returns you to the com- mand menu. After you type a charac- ter, MLX disables Return until the cur- sor returns to the start of a line. Remem- ber, press Clr/Home to quickly get to a line-number prompt. To make correc- tions in a line that MLX has redisplayed for editing, compare the line on the screen with the one printed in the list- ing and then move the cursor to the mis- take and type the correct key. The cur- sor-left and -right keys provide the nor- mal cursor controls. (The Inst/Del key now works as an alternative cursor-left key.) You cannot move left beyond the first character in the line. If you try to move beyond the rightmost character, you'll reenter the line. During editing, Re- turn is active; pressing it tells MLX to re- check the line. You can press the Clr/ Home key to clear the entire line if you want to start from scratch or if you want to get to a line-number prompt to use Return to get back to the menu.
Display Data
The second menu choice, Display Da- ta, examines memory and shows the contents in the same format as the pro- gram listing (including the checksum). When you press D, MLX asks you for a starting address. Be sure that the start- ing address you give corresponds to a line number in the listing. Otherwise, the checksum display will be meaning- less. MLX displays program lines until it reaches the end of the program, at
which point the menu is redisplayed. You can pause the display by pressing the space bar. (MLX finishes printing the current line before halting.) Press the space bar again to restart the dis- play. To break out of the display and get back to the menu before the end- ing address is reached, press Return.
Other Menu Options
Two more menu selections let you save programs and load them back in- to the computer. These are Save File and Load File. When you press S or L, MLX asks you for the filename. You'll then be asked to press either D or T to select disk or tape.
You'll notice the disk drive starting and stopping several times during a load or save. This is normal behavior. MLX opens and reads from or writes to the file instead of using the usual LOAD and SAVE commands. Also note that the drive prefix 0: is added to the filename (line 750), so this should not be included when entering the name. This also precludes the use of @ for save-with-replace, so be sure to give each version saved a different name.
Remember that MLX saves the en- tire workspace area from the starting ad- dress to the ending address, so the save or load may take longer than you might expect if you've entered only a small amount of data from a long list- ing. When you're saving a partially com- pleted listing, make sure to note the ad- dress where you stopped typing.
MLX reports the standard disk or tape error messages if any problems are detected during the save or load. It also has three special load error mes- sages: INCORRECT STARTING AD- DRESS, which means the file you're try- ing to load does not have the starting address you specified when you ran MLX; LOAD ENDED AT address, which means the file you're trying to load ends before the ending address you specified when you started MLX; and TRUNCATED AT ENDING AD- DRESS, which means the file you're try- ing to load extends beyond the ending address you specified when you start- ed MLX. If you see one of these mes- sages and feel certain that you've load- ed the right file, exit and rerun MLX, be- ing careful to enter the correct starting
and ending addresses.
The Quit menu option has the obvi- ous effect—it stops MLX and enters BA- SIC. The Run/Stop key is disabled, so the Q option lets you exit the program without turning off the computer. (Of course, Run/Stop-Restore also gets you out.) You'll be asked for verifica- tion; press Y to exit to BASIC, or press any other key to return to the menu. Af- ter quitting, you can type RUN again and reenter MLX without losing your da- ta, as long as you don’t use the Clear Workspace option.
The Finished Product
When you've finished typing all the da- ta for an ML program and saved your work, you're ready for the results. Re- fer to the corresponding article for details on loading and running the program.
An Ounce of Prevention
Don't take chances—use The Automat- ic Proofreader to type the new MLX, and then test your copy thoroughly be- fore first using it to enter any significant amount of data. Make sure all the menu options work as they should. En- ter fragments of the program starting at several different addresses; then use the display option to verify that the da- ta has been entered correctly. Test the save and load options to ensure that you can recall your work from disk.
64 MLX SS 19 REM VERSION 1.1: LINES 8 30,956 MODIFIED, LINES 4 85-487 ADDED 106 POKE 56,50:CLR:DIM INS, I,J,A,B,A$,B$,A(7) ,NS C4=48:C6=16:C7=7:22=2:2 4=254:25=255:26=256:27= 127 FA=PEEK (45) +Z6*PEEK (46) ?BS=PEEK (55) +26* PEEK (56 ) :H$="6123456789ABCDEF" RS=CHRS (13) :L$="{LEFT}" :S$="_":DS=CHR$ (26) :Z$= CHRS (6) :TS$="{13 RIGHT}" SD=54272:FOR I=SD TO SD +23:POKE I,@:NEXT:POKE {SPACE}SD+24,15:POKE 78 8,52 PRINT" {CLR}"CHRS$ (142)CH R$(8):POKE 53280,15:POK E 53281,15 PRINT TS" {RED} {RVS} {2 SPACES}{8 @}
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{2 SPACES}"SPC(28)" {2 SPACES}{OFF}{BLU} ML X II {RED}{RVS} {2 SPACES}"spc(28)" {12 SPACES}{BLU}" PRINT"{3 DOWN} {3 SPACES}COMPUTE!'S MA CHINE LANGUAGE EDITOR {3 DOWN}" PRINT" {BLK}STARTING ADD RESS{4}"; :GOSUB30G:SA=A D:GOSUB1646:IF F THEN18 8 PRINT" {BLK}{2 SPACES}EN DING ADDRESS{4}"; :GOSUB 360:EA=AD:GOSUB1030: IF {SPACE}F THEN19@ INPUT"{3 DOWN} {BLK}CLEA R WORKSPACE [Y/N] {4}";A $:IF LEFTS(AS$,1)<>"Y"TH EN226 PRINT" {2 DOWN} {BLU}WORK ING...";:FORI=BS TO BS+ EA-SA+7:POKE I,@:NEXT:P RINT"DONE" PRINTTAB(16)"{2 DOWN} {BLK}{RVS} MLX COMMAND {SPACE}MENU {DOWN}{4}": PRINT TS"{RVS}E{OFF}NTE R DATA" PRINT TS"{RVS}D{OFF}ISP LAY DATA":PRINT TS" {RVS}L{OFF}OAD FILE" PRINT TS"{RVS}S{OFF}AVE FILE":PRINT TS"{RVS}Q {OFF}UIT{2 DOWN}{BLK}" GET AS$:IF AS=NS$ THEN259 A=6:FOR I=l1 TO 5:IF AS= MIDS ("EDLSQ",I,1)THEN A =I:1=5 NEXT:ON A GOTO42G,610,6 96,700,286:GOSUB1069:GO T0256 PRINT"{RVS} QUIT ":INPU T"{DOWN}{4}ARE YOU SURE [Y/N] ";AS:IF LEFTS(AS, 1) <>"Y¥"THEN226 POKE SD+24,6:END INS=N$:AD=@: INPUTINS: IF LEN (INS) <>4THENRETURN BS=IN$:GOSUB320:AD=A:B$ =MID$ (INS,3) :GOSUB320:A D=AD*256+A: RETURN A=6:FOR J=1 TO 2:AS=MID $(BS$,J,1) :B=ASC (A$) -C4+ (AS>"@") *C7:A=A*C6+B q IF B<@ OR B>15 THEN AD= O:A=-1:J3=2 NEXT: RETURN B=INT(A/C6) :PRINT MIDS ( H$,B+1,1) ;:B=A-B*C6: PRI NT MIDS (H$,Bt+1,1);:RETU RN A=INT (AD/Z6) :GOSUB350:A =AD-A*Z6:GOSUB35@: PRINT nen, 2"5 CK=INT (AD/Z6) :CK=AD-24* 6-39
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