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64/128 VIEW
Define your computing goals. Then see if your computer—dinosaur or not—can get the job done.
Tom Netsel
ake time to flip through
the pages that surround
Gazette in this issue,
and you'll see a section comparing the latest Super VGA monitors and accelera- tor cards.
If you're impressed by the sweeping changes in monitors, try keeping abreast of the latest features packed into computers them- selves. One COMPUTE edi- tor is planning to buy a PC for use at home, but just as he decides on a system, something newer and faster pops over the silicon hori- zon. Prices are dropping, but buying a new system is still a major investment. Like any consumer, this editor would hate to decide on a computer, fork over the cash, and then find a new im- proved model hitting the streets a few days later.
The PC market is volatile. What's new and hot today soon becomes yesterday's technology. As Bill Ihlenfeldt said recently in the The Wall Street Journal, “| bought the latest computer; it came com- pletely loaded. It was guar- anteed for 90 days, but in 30 days it was outmoded.”
| spotted something simi- lar the other day as | browsed through some user group newsletters. | came across an article written by Bjo Ashwill in “The Comput- er Group” of Eugene, Ore- gon. Ashwill, in a vein simi- lar to his Journal col- league's, made a tongue-in- cheek gibe about the way to- day’s technology changes so rapidly. He mentioned his old laptop computer. Peo- ple called his six-pound lap- top a dinosaur, a mere 8086 with a 20-meg hard drive, poking along at a pedestri-
an 8 MHz. “You couldn't prove it by me,” Ashwill said. “I’m still starry-eyed about my Commodore 64.”
Ashwill knows how easy it is to get carried away by new toys and the latest megaspeed gizmo. SVGA monitors may appeal to many enthusiasts, but many 64 owners still don't own monitors. They hook their computers to TV sets.
No matter how unglamor- ous the 64 may seem when compared to today's elec- tronic speedsters, the little 8- bitter still gets the job done. That point was illustrated nicely by Max P. Feld, who's one of the Miami Individuals with Commodore Equipment (M.I.C.E.). He wrote in “M.I.C.E. News” about a member who was having trouble with her securities program. It wouldn't pro- duce the financial data she needed. Group members rec- ommended that she define her goals and then look for a way to accomplish them. Instead of trying to coax per- tinent data from a fancy but temperamental program, they suggested she use a simple spreadsheet to ac- complish the task.
Feld sees a lesson in this for all of us. “What do we ex- pect to get out of our comput- ers?” he asks. “Just why do we use the 64 or 128?” Once we ask ourselves these questions and define Our computing goals, we should take another look at our 64s and 128s. They may not be today's pride of Sili- con Valley, but can they still handle our needs? If so, it might come as a surprise to discover that our 64s and 128s are not the dinosaurs some folks say they are. 0
GAZETTE
64/128 VIEW G-1
So it's a dinosaur! Your 64 still works, doesn't it? By Tom Netsel.
FEEDBACK G-2
Questions and comments from our readers.
BURIED TREASURE G-6
It may take a little digging to find them, but some public domain programs can be real gems. By Henning Vahlenkamp.
REVIEWS G-12
Teenage Mutant Ninja Turtles—The Arcade Game, The Simpsons Arcade Game, S.E.C. Check Register.
PROGRAMMER’S PAGE G-17
To be a hot programmer, learn how your 64 works. By Randy Thompson.
BEGINNER BASIC G-18 Build this simple device to control appliances.
By Larry Cotton.
MACHINE LANGUAGE G-20 Create unusual screen effects. By Jim Butterfield. WORLD VIEW G-21
Here's the latest Commodore news from the U.K. By Steve Jarratt. "
GEOS G-22 Old and new GEOS products. By Steve Vander Ark.
D’IVERSIONS G-24 Body language speaks volumes. By Fred D'Ignazio.
PROGRAMS
SuperWindows G-25 Revelation G-26 Formatted List G-28 Blanker G-29 SuperSave G-31 Balloon Pop G-32 Sub Attack Il G-34 Tag It G-37
AUGUST 1992 COMPUTE
GA
G-2
Questions and answers about machine
language monitors, memory limitations, and printouts of program listings
FEEDBACK
Monitor or MLX?
What is the difference be- tween a machine language monitor and MLX, the Gazette utility program that we use for entering machine language programs? | have noticed that with a monitor we must en- ter eight codes, but in MLX we must enter nine codes.
MAURIZIO GEREVAS! QUITO, ECUADOR
A machine language monitor is a versatile program for en- tering and editing raw comput- er code. Its main feature is an assembler for writing pro- grams in assembly language. LDA #$41 load the accumulator register with the value 65 ($41) JSR $FFD2 ;jump to the subrou- tine for printing the accumulator value
For example, the code above is a simple two-line as- sembly program for printing the letter A. (The text follow- ing the semicolons consists of remarks and isn't part of the code.)
The assembler takes these mnemonic instructions and turns them into machine code, a set of numbers that tells the processor what to do. LDA #$41 is converted to the numbers 169 and 65 ($A9 and $41) and JSR $FFD2 be- comes 32, 210, and 255 ($20, $D2, and $FF). In addi- tion io letting you write assem- bly language programs, a ma- chine language monitor can move blocks of code, search for a specific string of values in memory, and display the assembly language equiva- lent of machine language.
It also does one more thing. It can perform a hex dump. A hex dump displays the hexadecimal values in memory and allows you to al- ter them. In a sense, the MLX program works in the same
COMPUTE AUGUST 1992
manner as a hex dump. The difference is that MLX works with specific program data, while the monitor hex dump deals with data in a direct and raw form. Like the 40-col- umn machine language moni- tor, the 40-column MLX dis- plays eight bytes at a time, too. The ninth byte is a check- sum, helping to ensure that the real program data in the other eight bytes was correct- ly entered. If you use the hex dump capability of a machine language monitor to enter MLX program listings from Ga- zette, just ignore the ninth (fi- nal) character in each row.
Out of Memory
For the past few years | have been using a program called Free-Form Filer (June 1987). It has worked without a flaw since | first typed it in until now. When | try to add anoth- er file, | get a message that states | am low on memory. Checking the disk directory, | notice that | have 11 blocks of another program, 152 blocks of the Free-Form Filer program, and 501 blocks of free space. How can | change the program in order to use the remaining blocks on the disk?
G.P. WINDAU
FOSTORIA, OH
It’s true that you have 152 blocks of memory remaining on the disk, but you have ex- hausted your computer's mem- ory. Free-Form Filer grows it- self each time you add a re- cord, and you must load the entire program each time you use it. After five years, you have added enough material to fill the 64's memory.
If you notice your opening screen when you first turn on your 64, it says you have 38911 BASIC bytes of free memory. Now load your ver- sion of Free-Form Filer, but do not run it. Once the program
has loaded, enter the follow- ing to determine how much RAM you have remaining.
FRE(0) - (FRE(0)<0) * 65536
You should see that you have less than 2K of free memory. You can add a few more files, but you've just about pushed the 64 to its memory limit with all the records that you've added over time. You might consider either break- ing up your file into smaller sections or deleting records that you no longer need.
Remember, you must use a separate copy of Free- Form Filer for each database you create, and you can use only one copy of the program on a disk. | hope you saved a master copy that contains no data. You can then use it to create working copies on any number of disks.
BASIC Printouts
| wish to point out a serious oversight which occurred in the December 1991 “Feed- back.” The published tip for skipping folds in fanfold pa- per will not work with MPS801, MPS803, and 1525 printers. These printers do not support paging. Six years ago, Gazette offered a solu- tion for skipping folds in com- puter paper that works with these printers. Check out List Pager, December 1985. | use this utility with my MPS803, and it works great.
RANDY CLEMMONS SAN DIEGO, CA
Thanks for the reminder, Ran- dy. Readers who don't have access to that back issue may want to try a similar utili- ty that’s found in this issue. It’s a type-in program called Formatted List. It's also avail- able on this month's Gazette Disk, which can be ordered for $9.95 plus $2.00 shipping and handling.
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Here’s a way to detect modes
of operation on any
Commodore
8-bit computer, and a
G4
look at what's happening while a program runs.
FEEDBACK
Mode Detection You recently had a letter in “Feedback” (April 1992) ask- ing how to distinguish be- tween the various 128 modes of operation. | have compiled a list of PEEKs that can distin- guish between most 8-bit Com- modore computers. (See ta- ble printed at right.) Location 65288 is the place to start. This location can distinguish between all the major variations of the dif- ferent machines. After deter- mining the variation, you can then find out the specific ROM version it is using by checking other locations. Be- cause of hardware and soft- ware considerations native to certain machines, you must first poke in the values at the bottom of the table before peeking the addresses listed for those machines.
WILLIAM LEVAK ANN ARBOR, MI
All at Once
I've tried and tried to figure out how you can play music in the background, move sprites around the screen, ani- mate background sprites, and read a user's joystick all at once in BASIC. It seems im- possible. Is machine lan- guage needed?
JON LANE PLANT CITY, FL
Computer games might seem to be doing many things at once, but they're actually do- ing only one thing at a time. It's just that they do things quickly. Computers follow in- structions sequentially.
To give your program the appearance of simultaneous action, you need to plan ahead. Separate the actions in- to subroutines. An IF-THEN statement can decide wheth- er or not you want to use GOSUB to go to the appropri- ate routine. It might help to write the conditions and their
COMPUTE AUGUST 1992
BASIC Version
Address
47727 50003 50575 58480 65288 65408
SX-64 PLUS/4 C128
161
148
238 169 64
238 169 64 72 6 167 72 6 167
170 170 170
170 170
170 170
170 170 16 100 722
147
149
149
149
149
255 723
Pah) Ales)
‘ POKE 1018,173; POKE 1021,133: POKE 1022,2: POKE 1023,96 POKE 1019,143;POKE 1020,197:SYS 1018:PRINT PEEK(2)
2 POKE 599,15 3 POKE 981,15
consequences in plain Eng- lish. For example, if the fire but- ton is pressed, then launch missile and set the missile flag. If the joystick moves, then move the ship sprite. If one second has passed, then play another note of the song. If the missile flag is set, then move the missile sprite again. Repeat the loop.
First, you check for the joy- stick fire button. If it’s pressed, use GOSUB to go to the appropriate routine. If it's not pressed, forget about launching the missile until the next time through the loop. Once you've launched the mis- sile, you want it to continue moving, which is the reason for the missile flag. Next, PEEK the joystick to see if the player wants to move. If so, up- date the ship's position. Third, check the jiffy clock, the variable TI or TI$, to see how much time has gone by. If a second (or whatever time period you've chosen) has passed, play the next note of the song. Next, if the flag is still set, move the missile sprite. Then go back and do it all again.
The program loops around
and around, taking necessary actions one at a time. The computer works quickly, and if the individual actions are co- ordinated, they appear to hap- pen simultaneously.
By the time you create a few more subroutines to make your game more playa- ble, the computer will have to execute numerous instruc- tions. Converting these instruc- tions from BASIC can take too much time for a fast-paced game. If you want speed, it's a good idea to switch to ma- chine language.
Another technique, which is even closer to simultaneous action, requires an intermedi- ate-to-advanced knowledge of machine language. Sixty times a second, the computer stops what it's doing and re- draws the image on the screen. The main program is being constantly interrupted. Using a wedge, or redirec- tion, you can divert the inter- rupt to your own ML program, which could play music, move sprites, or whatever you choose. Such interrupt-driven routines are sometimes diffi- cult to implement but can be very effective. a
COMPUTE fi NET
About COMPUTE/NET Welcome othe grand opening of
COMPUTE/NET. A wealth of 5 information awaits you. Back issues @ Product Ordering of COMPUTE, hard-to-find computer | books, pues oS eee ictures. eS, pI lm Feedback Board E eominlese pullainbent ae ' ich here. Y ™ Coming Events walk tolhe cation andanther atthe _ ~‘magazine. Lots of surprises are @ Monthly Contest ESE EOI SS Olin feste) i
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Alaska, Hawaii, or Canada. Allow four to six weeks for delivery.
G6
PUBLIC DOMAIN SOFTWARE IS A LOT LIKE PIRATE TREASURE. ITS FREE FOR THE TAKING, BUT YOU'LL HAVE TO DO ALOT OF DIGGING BEFORE YOU FIND THE GEMS.
BURIED TREASURE
he wealth of public domain
and shareware programs avail-
able to 64 and 128 users can
be accurately referred to as buried treasure. Thousands upon thousands of these programs have been written over the years, and they span the spectrum from entertainment to productivity. Best of all, these programs are available for the taking.
Unfortunately, many 64/128 us- ers don’t take advantage of these programs, since the sheer volume of them makes it difficult to sepa- rate the gems from the duds. Also, like finding buried treasure left by pirates of yesteryear, locating these treasures can sometimes be a problem.
In this article, you'll find a sur- vey of what I've found to be excel- lent public domain and shareware programs. Don't simply take my word for it, however; download some of these programs and try them for yourself. Plus, I'll show you where and how to dig up some of these treasures as well.
PD or SW?
First, let's clarify our terms. A pub- lic domain (PD) program is one which you can use and distribute freely. It’s also the oldest type of noncommercial software available to the public. Like PD programs, shareware (SW) can be freely dis- tributed, but the author requests a donation (usually a modest one) if you find the software useful. In many cases, SW authors will pro- vide enhanced versions, written
COMPUTE AUGUST 1992
BY HENNING VAHLENKAMP
documentation, and updates to us- ers in return for payment.
Software Sources
Both PD and SW programs are more readily available than you might think. For instance, most ma- jor online services have enormous selections of Commodore soft- ware. The only charge for the pro- grams is the service’s connect- time charge. Many services have a listing of available programs that you can download to get an idea of what's available. Others may have a printed catalogue. If you need a program to do a spe- cific job, leave a message online, and someone will probably offer a suggestion or two.
Local BBSs and user groups al- so can be treasure troves of won- derful programs. Even if a BBS is running on an Amiga or IBM, it may have a large selection of PD and SW programs for the 64 and 128. Most user groups have hun- dreds of programs available, charg- ing only a modest fee to cover the cost of the disk.
Downloading more than a few programs from a local BBS can take quite some time, even at 2400 bps. Connect charges for on- line services and telephone bills for long-distance calls to BBSs can add up. If you're looking for a large number of programs to build your library in a hurry, mail- order disk services may make more sense. Disk services typical- ly offer hundreds of PD and SW disks at reasonable prices. The on-
ly downside is that their collections are rarely as up-to-date as those of networks and BBSs. Check the listing at the end of this article for several popular commercial sourc- es for PD and SW programs.
Best of the Bunch
Now that we've touched on where to find programs, here are some outstanding ones to watch for. Since a significant number of PD and SW programs are of high qual- ity, it’s impossible to mention all of the outstanding ones in one arti- cle. Nevertheless, I've selected sev- eral in a variety of categories that are among the best. They are def- initely worth having. Now, on to the treasure!
CREATIVITY
Demo Designer 2
If you've ever wanted to make a professional-quality graphics and sound demo on your 64, Demo De- signer 2 is an excellent choice. First, you select a font and musical selection from the many available ones and enter a Koala picture file- name. Next, write your scrolling message with the built-in editor. Your stand-alone demo is then saved to disk. What could be eas- ier than that?
Fun Graphics Machine V3.42
Fun Graphics Machine is unique SW for the 64. It’s a powerful mono- chrome hi-res graphics editor, not a paint program. FGM features the ability to use Print Shop graphics,
text fonts, rotation and flipping, reduc- tion and enlargement, reversing, scroll- ing, and rudimentary drawing. The fin- ished product can be exported to a paint program for further embellish- ment.
Graphics Assault System
GAS (by COMPUTE’s Bruce Bowden) provides more graphics-manipulation capabilities. This useful PD program can compress, magnify, flip, rotate, scroll, diagonally shift, and invert hi- res and multicolor pictures. Best of all, it can convert hi-res to multicolor and vice versa. GAS is available in sepa- rate 64 and 128 40-column versions. If you're into graphics, you must have this one.
DEMOS
Batmania
This outstanding demo was inspired by the Batman movie of a few years ago. Batmania begins with an introduc- tion to the dark knight and then erupts with a wonderfully arranged sound- track from the movie. Minor animation plus topnotch graphics add the finish- ing touches to this fine demo.
EI Gato
You need a 1764 or 1750 REU to run El Gato, an animation of a cat. The cat is shown walking in a rectangular plane, which simultaneously rotates about a vertical axis. This produces a realistic 3-D effect. Pressing various keys lets you change the speed of the animation. PD versions of this 141K pro- gram are available for both the 64 and the 40-column 128.
Eyesoteric
What makes this PD program for the 64 unique is the subject. A large eye opens and closes as it bounces around the screen. Other spheres bounce, too, resulting in 20 sprites on- screen at once—an amazing accom- plishment! The music has a nice high- tech sound to it.
Juggler
Perhaps the finest 64 animation ever done, Juggler is based on the famous Amiga animation of the same name. Run this PD program on your 64, and you'll see a robotic figure standing on a checkerboard floor, juggling three re- flective glass spheres. Numerous su- perb multicolor frames make this animat- ed demonstration appear almost as impressive as its Amiga predecessor.
Outspace Upon loading this PD program for the 64, you'll be treated to a graphics and
G-8 COMPUTE AUGUST 1992
sound extravaganza. Highlights in- clude impressive use of sprites and ras- ter interrupts, creating all sorts of move- ment. On the final screen is an astro- naut/alien backed up by superb digit- ized music. You can select a picture and music with a joystick.
Reticulate
This PD program for the 64 does the seemingly impossible. It presents an unprecedented 320 x 400 pixel inter- lace on the composite screen. The ef- fect isn't fake, and interlace flickering is no worse than on the Amiga. A vari- ety of great pictures can be loaded by pressing the space bar after the intro- ductory screen. The program won't run from a 1581 because of its custom fastloader. The music is excellent as well. A must-have!
Space Movie
Space Movie is another classic demo for the 64. Although small in size (43 blocks), it's a lengthy minimovie with an equally long soundtrack. It consists of a tribesman beating a drum while a space drama with aliens unfolds on the other side of the screen. All of this is in rhythm with the music.
Swinth
Swinth is by far the most well-known 64 demo of all. A combination of Swish and Synth Sample, it features a color- ful, symmetrical kaleidoscope of lines synchronized to music. Most parame- ters such as colors, display attributes, and music are user-selectable. Viewing it is a relaxing, almost hypnotic, experi- ence that you shouldn't miss.
GAMES
128 Invaders
Taking advantage of the 128's often ne- glected 80-column screen, 128 Invad- ers, a Space Invaders clone, delivers a lot of fun. This PD game also features smooth animation and full color! Al- though the theme is nothing new, its im- plementation makes 128 Invaders shine.
Adventure /80
Here's another superb 80-column PD game. Players can look forward to an excellent condensed version of the orig- inal mainframe Adventure game by Wil- liam Crowther. All the key elements are preserved in this text journey through Colossal Cave. Fans of the Infocom classics will especially like this one.
Ceviuz
Ceviuz is an automated helicopter as- signed to dangerous missions. With it you fly over large, detailed landscapes
while avoiding enemy fire. Program op- tions in this SW package for the 64 in- clude three day or night missions, sev- eral levels, high-score saves, an inde- structible mode, and a terrain editor for added replay value.
Krakout
Krakout, a commercial-quality game, at least equals its inspiration, Arkanoid. Distinguishing this PD 64 program are great graphics and sound, real playabil- ity, and a multitude of options such as bat speed, ball speed, number of bats, and type of background. This one’s a winner.
Mah-Jongg
Mah-Jongg is a high-quality clone of Shanghai by Activision. The object of this 128 PD game is to remove all the tiles by clicking on matching pairs with the onscreen pointer. This ancient Chinese game is addicting and re- quires good strategy. It runs in 40-col- umn mode and supports a joystick or mouse.
Qix
This PD clone of a Taito hit scores high marks for fun with a 64. You guide a diamond and try to cut off sec- tions of the screen to trap the enemy in the smallest space possible. You must also avoid two little bugs that try to get you. The time limit makes Qix all the more challenging.
Rotations!
Once again, a commercial game (Te- tris) inspires a good PD clone for the 64. In Rotations!, you manipulate differ- ent falling pieces to form horizontal lines on the playfield. Graphics are clean, multiple levels add challenge, and the pause feature comes in handy.
GEOS
Blue Pencil
If you do a lot of writing at home, school, or work, you need Blue Pencil, a PD program for the 64, It's a com- plete geoWrite document analyzer that counts words, sentences, para- graphs, pages, and graphics. Plus, it figures a variety of averages to help you analyze your writing. The only short- coming is that it has trouble working with very large documents.
Combiner
Combiner is a SW program that lets you combine two geoWrite documents in many different ways. If you’re work- ing on one document, for example, a second document can be appended to it, inserted, or merged as part of your original document. Versatility and
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» 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.
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TO ORDER: Send check or money order, includin Shipping charges o1$5 for USA. $8for Canada, $12a others, California addressesmust include 7.25% sales tax Toreceive our complete catalog of over 2,000 tems for all computer types, send $2 in cash or postage stamps. The catalogs FREE with any order. To check or anitem not isted here, cal (805) 544-6516,
WE ALSO CARRY LOTS OF SOFTWARE FOR IBM, APPLE, MAC, AMIGA, ATARI & MORE!
Circle Reader Service Number 181
“Gazette Gallery,” where each month we present the very best in original 64 and 128 artwork.
So don’t waste another moment. Subscribe to- day to COMPUTE’s Gazette Disk and get 12 issues for only $49.95. You save almost 60% off the single- issue price. Clip or photocopy and mail completed coupon today. Individual issues of the disk are available for $9.95 (plus $2.00 shipping and handling) by writing to COMPUTE, 324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408.
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, 1A 51593-2430 * Residents of NC and NY, please add appropriate sales tax for your area. Canadian
orders, add 7% goods and services tax.
the ability to handle different geoWrite versions make Combiner for 64 users an indispensable utility around the home, school, or office.
Convert 2.5
With this PD program, 64 users can con- vert documents from GEOS format to SEQ or PRG text files and vice versa. Conversion is a snap. It's a must-have for serious writers who use multiple word processors or GEOS fans who want to send text on disk to people who don't use GEOS.
Graphic Storm
A graphics importer, Graphic Storm will convert standard hi-res screens or Doodle pictures into geoPaint format. This SW program converts Print Shop, Print Master, and Newsroom graphics into photo album graphics like Graph- ics Grabber does. This is another use- ful program that should be in every GEOS user's library.
GRAPHICS CSlide5
This SW viewer displays both com- pressed and uncompressed Koala and Doodle pictures. CSlide5 also com- presses and decompresses them, which is a very useful feature, and it's lightning fast.
Disp/Lace
Imagine a 640 x 600 pixel interlace on the 80-column screen! That's what this incredible PD program can accom- plish if you have 64K VDC RAM in your 128. It takes any six Doodle pic- tures and displays them simultaneous- ly with their colors intact. Graphics fans shouldn't miss this unbelievable feat of programming.
Artwork
Here's a sampling of beautiful Commo- dore artwork to watch for. Each of these compressed Doodle files has a GG prefix: BOTTLE, CABIN, CASTLEJS, EGO, FROG.LILY.PAD, GRAYLIBR, HALOWAYN, IGARDEN, KINGFISHER, SERENE, LINCOLN, SCHLOS.CASTLE, SPAZOZ, and URCHI- NOD. These pictures and JJ MIDDLE EARTH, which is a Koala file, reflect the talent of a few of the best artists in the Commodore community.
MUSIC
StereoPlayer 10.3
Without a doubt, this is the best SID player available in the public domain. A huge program, StereoPlayer plays both mono and stereo SIDs, features a keyboard and animated band, and has
G-10 COMPUTE AUGUST 1992
almost every conceivable musical op- tion. The opening screen is spectacu- lar. In fact, this whole program is thor- oughly professional. It's PD software at its best.
SID Player Music
There are many outstanding SID play- er songs. These songs usually have a MUS suffix. Here are a select few: BACK FUTURE, BADMEDICINE, BLAZ- ER THEME, BLESS USA, ETERNL FLAME, GALACTICA, LEAN ON ME, LIKE A PRAYR, MISSION IMP, MY/ DREAMS, NEVERENDING, OLD TME ROCK, STAR WARS, WILD/WEST, and YEARS. All are magnificently arranged. These are just a few of the many ex- cellent musical works available for downloading.
PRODUCTIVITY
Power Budget
Similar to a spreadsheet, this SW budg- eting program for the 64 is quite versa- tile. It allows you to enter and change data quickly, and the computer han- dles the calculations. Furthermore, budget projections can be calculated for an entire year. Clear instructions are included with this easy-to-use financial program.
The Data Base
This SW program is a superb flat-file da- tabase that possesses as much power and flexibility as some commercial ones. All the expected features are here, including multiple records, sort- ing by several keys, report writing, SEQ translation, searching, and so on. This program is excellent for most database needs. There are separate versions for the 64 and 128, and the 128 version has both 40-column and 80-column ver- sions available.
UTILITIES
CS-DOS
CS-DOS is more than a DOS shell; it's an entire operating system similar to MS-DOS. For instance, this SW pro- gram for the 128 features a command line, batch files, and so on. A number of programs are available to run under CS-DOS. | think you'll find this to be quite an interesting offering.
Vector Drive
Disk editing requires good tools, and Vector Drive is a PD program that fills those needs. It packs as much power as its many commercial competitors. This menu-driven program for the 64 features search and replace, sector fill, copy, memorize, and BAM display, plus all the other options you'd expect
on an outstanding disk editor. It works with any 1541 or compatible drive.
MISCELLANEOUS Star Trek
Commodore owners who have a 1764 or 1750 REU will get a real treat with this one. This PD program for the 64 fills an entire disk and utilizes digitized sound. You'll hear the entire introduc- tion to the original “Star Trek” TV se- ries, beginning with “Space, the fina’ rontier. . . ." Very impressive! o
ONLINE SERVICES CompuServe P.O. Box 20212 Columbus, OH 43220 (800) 848-8199
Delphi
3 Blackstone St. Cambridge, MA 02139 (800) 544-4005
GEnie
401 N. Washington St. Rockville, MD 20850 (800) 638-9636
QuantumLink 8620 Westwood Center Dr. Vienna, VA 22180
DISK SERVICES Caloke Industries P.O. Box 18477 Raytown, MO 64133
C&T ComputerActive P.O. Box 893
Clinton, OK 73601 (405) 323-5890
Diskoveries P.O. Box 9153 Waukegan, IL 60079
Disks O'Plenty
7958 Pines Blvd., Ste. 270A Pembroke Pines, FL 33024 (305) 963-7750
JLH
P.O. Box 67021 Topeka, KS 66667 (913) 234-3388
Paradise Software
7657 Winnetka Ave., Ste. 328 Winnetka, CA 91306
(800) 233-2451
Parsec P.O. Box 111 Salem, MA 01970
64 Disk Connection 4291 Holland Rd., Ste. 562C Virginia Beach, VA 23452
PUMP UP
YOUR PRODUCTIVITY!
Harness the potential of your, The Geeta ene 64 and 128 with these rite
Do it all with Commodore
rf | graphics! powertu! programs. Here's what's on it-
Starburst Graphics, Get more work out of your 64 and 128 eee Designer 128, with these two new disk products from 128 Graphics Compactor,
64 Animator, VDC Graphics, Dissolve 128, Super Slideshow, 128 Animator, 1526 PrintScreen,
COMPUTE's Gazette — the 1992 Best of Gazette Utilities, and
the Gazette Graphics Grab Supratechnic, Medium-Resolution
Bag! Graphics, Screen Maker, GAS!64—
The 1992 Best of Special Edition, GAS!128—Special opens Edition.
Gazette Utilities en
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Here's what's on it-MetaBASIC 64, MetaBASIC 128, Quick, Sprint Il, Ultrafont+, RAMDisk 64, RAMDisk 128, BASSEM, SciCalc 64, List Formatter, MegaSqueeze.
THEM TODAY!
Extend Your Computer Power With This Powerful Software!
‘§! | want to pump up my productivity! Please send me the
__ Check or Money Order _ MasterCard _ VISA
@ disks checked below at $11.95 each. Credit Card No. Exp. Date Signat __The 1992 Best of Gazette Utilities aaa ae | —— The Gazette Graphics Grab Bag Daytime Telephone No. | —— Subtotal Name _— Sales Tax (Residents of NC and NY please add appropriate sales tax for your area. Canadian orders, add 7% goods and services tax.) Address —— Shipping and Handling ($2.00 U.S. and Canada, $3.00 surface mail, $5.00 City airmail per disk.) __ Total Enclosed State/Province ZIP/Postal Code Mail this coupon to COMPUTE's 1991 Utilities, 324 West Wendover Ave., Ste. 200,
L MasterCard and VISA accepted on orders with subtotal over $20. Greensboro, NC 27408.
REVIEWS
TEENAGE MUTANT NINJA TURTLES— THE ARCADE GAME
Hey, man! That Shredder creep is back in town with the Foot Clan! Yeah, dudes! And he’s got April! We've got to rescue her! He's hold- ing her somewhere in New York. Let's go! Cowabunga! Sound familiar? What could be the start of an out- line for a Teenage Mutant Ninja Turtles screenplay is actually the premise for the latest in Turtle games from Konami—and a hot game it is. Based on the arcade game, this game follows the Turtles through eight levels of battle against Shredder and his henchmen, includ- ing key figures Bebop and Rock Steady as well as the highly trained Foot Clan. You can choose to be any one of the four Turtles: Leonardo, Donatello, Michaelangelo, or Raphael. Then take off after the bad guys. Your first stop is April's flaming apartment. You battle member after member of the Foot Clan. Some are armed, while oth- ers have only their ninja skills as weapons. If you de- feat all of them and outlast Rock Steady, then it's on to Times Square. : Pick up a pizza for an ex- tra life; watch out for Bebop by the convertible! Next, it’s the SoHo Sewers, complete with rats and robots! Then, Vinnie's Valet Parking Ga- rage, Madison Square Ave- nue, Rock-a-fella Express- way, the Rock Quarry Facto- ry (lair of the Stone Warrior), and finally, level 8, the Tech- nodrome! This is where you meet all your opponents for the ultimate showdown. As you take on a Turtle
G-12 COMPUTE AUGUST 1992
persona, you need to realize that each Turtle prefers a dif- ferent weapon. This means that each fights a little differ- ently. Experimentation will tell you which Turtle best fits your style of gameplay. One hint: Each Turtle has an awesome side drop kick. We found a lot to like
Robin, age of discretion: “The graphics are good; the sound, even better. | don't have to go blind to find the password, since it's printed on white paper. | like the fact that the Turtles have dif- ferent abilities. It makes
things more individual and less boring. Donatello is my
Raphael, armed with a pair of Sai daggers and a bad attitude,
takes on Shredder's goons in April's burning apartment.
about this game. There is something in Teenage Mu- tant Ninja Turtles for everyone. We'll let the play- ers speak for themselves:
Michael, age 4: "I like the Tur- tles! It's my new Turtle vide- ogame. |'m Michaelangelo, and | get rid of those guys! Even the robots. | got 67 points—all by myself!”
Katelyn, age 6: “I like this game ‘cause it's fun. | think it's a little hard, though. | like using Leonardo be- cause he has_ longer swords.”
Meaghan (our family's top scorer), age 10: “I like the Turtles Arcade Game. | like Raphael the best. The graph- ics are great. It's easy, too. Not complicated. But it's a challenge to really win.”
preferred hero. The game is challenging, but not so much so that you give up on it. But | have to admit that it makes my hand sore.”
David, age 40 or so: “It's one of the few arcade games | like. Maybe be- cause it's one of the few | find playable. Great graph- ics and sound. Now, if |! could just outscore my daughter!”
Kacey and Kelsey, age 15 months, are twins of few words. We can only go by their reaction whenever they hear the music. They love it. They bob, dance, grin, and clap their hands.
OK, so much for the fami- ly's individual opinions. We like a game that gives the lit- tle kids a chance. Many ar-
cade games require too much coordination for small hands. This can be frustrat- ing to a little guy who's just trying to have some fun. This game has familiar char- acters, exciting battles, and an ease of play that enables little people to play like the big kids. I'm not advocating that such a game should take the place of an educa- tional game, but everyone likes something that's just plain fun.
Konami is generally pretty thorough in what it does. This program is no excep- tion. One manual serves all versions, with an insert to amend instructions to accom- modate Commodore differ- ences. The manual is just what you need to get going. It's concise, informative, and entertaining. However, it is misleading in one item. The manual claims that after your last Turtle life ends (you get three), you are of- fered two options, Continue or End Game. The Continue option allows you to pick up at the scene where you left off, and you're allowed to do this up to three times. It doesn't happen this way, however, in the 64 version. The death of the last Turtle means the end of the game. There’s no explanation of why the 64 doesn't have this option. It's a shame, be- cause such a feature would be a terrific plus.
This misinformation in the manual seems to be the on- ly negative point in a game that is otherwise exciting and lots of fun. When an ar- cade game is translated in- to a computer videogame, it can bring the fun home— and even save a few quar- ters. Teenage Mutant Ninja Turtles—The Arcade Game does this in a very capable, enjoyable fashion that ap- peals to those aged 4 to 40
Big Blue Reader 128/64 - 4.0
Transfers word processing, text, ASCII, and binary files between
C64/128 and IBM PC compatible 360K 5.25" and 720K 3.5" disks.
New Version 4.0 features: Transfers ASCII, PET ASCII and Screen
Code files including: WordWriter, PocketWriter, SpeedScript, PaperClip,
WriteStuff, GEOS, EasyScript, Fleet System and most others.
Supports drives # 8-30. New Backup (C128) and Format (1571/1581)
programs. Reads MS-DOS sub-directories, uses joystick, and more.
Includes C64 & C128 programs, Requires 1571 or 1581 Disk Drive. Big Blue Reader 128/64 - 4.0 only $44.95
Version 4.0 upgrade, send original BBR disk plus $18.
Bible Search 3.2
1. Entire Old and New Testament text on 4-1541/71 or 2-1581 disks. 2. Exhaustive English Concordance on 2-1541/71 or 1-1581 disks; includes more than 700,000+ references.
3. Incredible five (5) second look-up time per/word, per/disk.
4, Instant, automatic spell checking of more than 12,800 words.
5. Boolean search options, including AND, OR & NOT logic.
Search the entire Bible in 5 seconds with 1581 or HD (v3.52).
7. Money Back Guaranteed!
Includes: C64 & C128 programs; printer and disk output; users
guide, disk case. Available on (7) 1541/71, or (4) 1581 disks. KJV $49.95 vevevedevr NIV $59.95
«= Any questions? Call or write for more information. Also available! Amiga, Bible Search
ler, or COD. US funds only. . No Credit Card orders. Canada & Mexico add $4 S/H, Overseas add $10 S/H ($5 BBR)
SOGWAP Software ® (219)724-3900
115 Bellmont Road; Decatur, Indiana 46733
S
Order by check, money ord = unteoee
Upgrade your Commodore system
Refurbished Hardware ONITORS DRIVES OTHER 1541-$100 1541-I1-$120 1571-$165 1571-I1-$185 64C-$120 1581 - $180 C128-$175 1001SFD-$150 _C128D-$225 1590 DATASETTE-$35
1701 -$235 1702-$255 1801 -$265
1660-$30 1670-$50 C64 -$100 1802-$265 1901 «$295 1902-$305 10848-$325 MANY BOOKS - $10
ASK FORANYTHING, | MIGHT HAVEITI 1Mb RAM SIMM - $75
O. BOX #1233, STATION B WESTON, ONTARIO, M9L2R9
Commopore 64 PusBLic DomaAIN
Highest Quality Since 1987*
Games, Education, Business, Utilities, GEOS, Music, Graphics & More. As low as 90¢ per collection. 1 stamp for complete catalog or $2.00 for catalog AND 30 sample programs (refundable).
24 hour shipping. 64 DISK CONNECTION
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(* Formerly RVH Publications) Circle Reader Service Number 254
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PO BOX 542 LINDENHURST NY 11757-0542
NOW BRINGING YOU GREAT PRICES ON COMMERCIAL SOFTWARE TOO!
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9: UTILITIES
is ray INCLUDES THE SEGA HITS B: ASST. (Mario+) | OUTRUN, AFTERBURNER, C/MUSICSET [THUNDERBLADE, SHINOBI, D: ARTGALLERY | AND ALIEN SYNDROME E: GEOS FILES A$190 VALUE!
MANY ITEMS ARE CLOSEOUTS , AMOUNT OF STOCK IS LIMITED! Add $1.00 shipping per item ordered*U.S. Fands Only! SORRY NOC.O.D.’s OR CREDIT CARD ORDERS FOR A FREE COPY OF OUR CATALOG, CALL: (516)-957-1110 MONDAY - FRIDAY 10am to 5pm EST
New APROTEK modems 64/128/AMIGA-2400 BAUD -$119 64/126/AMIGA-1200 BAUD - $89 APROSAND-4 SLOT CARTRIDGE EXPANDER FORTHE 64/128- $40 New CMD accessories
JIFFYDOS 64/128 & ANYDRIVE "SYSTEM" - $85 128D/ANY DRIVE *SYSTEM' - $95 ‘ADDITIONAL DRIVE ROMS - $45
SOFTWARE - $10-20 RAMLINK/RAMCARD CW BATTERY (OMb)- $345
4Mb RAM SIMM - $250
J.P.PBM PRODUCTS BY MAIL sHipPINGINCLUDED FORCANADA, USA+15% P. 15 DAY WARRANTY ON REFURBISHED GOODS TAX-Canada+7% GST, Ontario Res. +8% PST
Circle Reader Service Number 162
Can Your Computer Make
XP) YOU 37 $1,000,000?
WITH LOTTERY PC YOUR NEXT TICKET COULD BE WORTH MILLIONS!
LOTTERY uses the raw power and storage of your Computer to determine and refine the number selection methods that will win the various lottery games play. Don’t be limited to the one or two methods that other programs use, they might not work in your state There is no better system available!
Join the growing list of winners using our system.
SPECIFY: Lottery 64(C64/128) Lottery PC IBM PC/XT/AT and compatibles
Commodore64/128 & Plus/4 are registered trademarks of Commodore Int IBM PC/XT/AT are registered trademarks of International Business Machines Inc
To order, send $29.95 for each plus $3.00 postage & handling per order to
(Illinois residents add 6% sales tax)
(Orders outside North America add $3.00)
COMMAND
Realistic Nuclear Attack Sub Simulation
CB4 of 128 In 64 Mode Command Missions Under The Arctic Ico. Hunt Russian Typhoons In The North Sea.
Requires C64 GEOS 1.3 or 20 WEG
$19.95 Check or Money Order VMC Software PO Box 326 Cambria Hts. NY 11411
software sa
Circle Reader Service Number 171
C.O.D. orders call: (708) 566-4647 (av Superior Micro Systems, Inc. ¢. as 26151 N. Oak Ave. CP) S
Mundelein, IL 60060 ry \ \—4
Circle Reader Service Number 221
AUGUST 1992 COMPUTE G-13
REVIEWS
and then some. So, cow- abunga, dudes, and have yourselves a_ righteous good time!
DAVID and ROBIN MINNICK
Commodore 64 and 128—$29.95
KONAMI
900 Deerfield Pkwy. Buffalo Grove, IL 60089 (708) 215-5100
Circle Reader Service Number 341
THE SIMPSONS ARCADE GAME
Hey, dudes! Grab your skate- boards and get ready for ac- tion with The Simpsons Ar- cade Game by Konami. Hom- er, Marge, Bart, and Lisa will lead you on a wild chase through the streets of Springfield. They're trying to rescue little Maggie Simpson from the jewel thieves who kidnapped her after she accidentally swal- lowed a valuable jewel.
Simpsons fans will enjoy the colorful graphics and live- ly music in the opening ani- mation sequence, which sets the scene for the game. You can bypass the animation with a click of your fire button.
The game has two dou- ble-sided disks that offer you eight increasingly diffi- cult levels of play. On each level you'll meet a variety of foes who attempt to prevent you from finding Maggie.
You'll face off against ghosts, zombies, tavern thugs, yes-men, and other foes too numerous to men- tion. The bad guys seldom appear alone. Since the game offers you a two-play- er option, you can team up with another player and use tag-team tactics against the bad guys.
The Simpson characters are easily recognizable, even though the game re-
G-14 COMPUTE AUGUST 1992
lies more on color than on de- tail to portray them. Other characters from the popular television show, like Krusty the Clown, Mr. Burns, and Smithers, will join in the cam- paign to stop you from ad- vancing in your search. Each Simpson is
equipped with a special
Each Simpson is equipped with a special weapon to help him or her
gy remaining for your charac- ter (or characters). The ener- gy level tells you when it's time to look for burgers and other goodies to restore some of your strength. From time to time, com- ments from your character appear in a message bal- loon that's also in the status
fight any villains who block the way.
weapon to help him or her fight any villains who block the way. Lisa lashes with her jump rope, Bart bashes with his skateboard, Homer hammers with his fists, and Marge is a maniac with her vacuum cleaner and tower- ing hairdo.
Each Simpson begins the game with four lives, but you should plan to lose a few until you get the hang of the game. You'll have fun testing each character's fight- ing skills alone and in com- bination until you find the sin- gle character or team that suits you best.
A status window at the bot- tom of the screen will keep you advised of how well you're doing throughout the game. It shows how many vil- lains you've defeated, the number of lives you have left, and the amount of ener-
box. These comments are typical of whichever Simpson you're playing, but they won't help with the game. Nor do they have much to do with what's hap- pening on the screen.
One of the drawbacks of the game is that the status window doesn't show you the hit power or the energy of your foes. This makes it dif- ficult to judge how well you're doing during an at- tack. Since the competition gets tougher on every level, your character will lose more energy when hit, but you won't be able to tell how much damage you're inflict- ing on your foes.
Most levels have a partic- ularly strong “boss” charac- ter whom you must defeat in order to advance to the next level. It would be espe- cially helpful to know how
much damage your blows have inflicted on these su- per bullies. In most cases, you'll find it takes 1-3 hits to best an ordinary bad guy and about 20 hits to finish off a boss. When you've de- feated 50 bad guys, your character earns another life.
Don’t expect the instruc- tion manual to offer you much help. This is one of those games that you'll learn while you play it. In fact, there are times when the manual is a bit mislead- ing. For example, the pic- tures of level 2 and level 5 are reversed in the manual. It also tells you that since the undead creatures on the cemetery level can't be killed, you must try to find an escape route. However, it doesn't offer any clues as to which enemies are un-. dead and which are living.
Appearances are deceiv- ing, too. The ghost dangling from a rope isn’t a ghost at all. It's a bad guy hiding ina tree. (Jump up and hit the tree to knock him down.)
As for that escape route, you'll quickly discover that you can't run away from the enemies. You'll be unable to move beyond the end of any screen as long as there are foes alive onscreen. Don't toss the manual away, though; you'll need it for the passwords that are printed in the back to start the game. After that you're on your own.
The more you play The Simpsons Arcade Game, the more you learn! That's part of the appeal of this chal- lenging game.
MARTI PAULIN
Commodore 64 and 128—$39.95
KONAMI
900 Deerfield Pkwy. Buffalo Grove, IL 60089 (708) 215-5100
Circle Reader Service Number 342
GRAPEVINE GROUP COMMODORE UPGRADES
Fun braphies Machine
FUN GRAPHICS MACHINE (FGM) IS AN “ALL-IN-ONE” GRAPHICS PROGRAM FOR THE C=64, WHAT CAN BE CREATED WITH FGm IS
ONLY LIMITED BY YOUR IMAGINATION.
BUSINESS g annos
FUN GRAPHICS MAI HI-RES SCREENS FRO! kK
JUST A FEW EXAMPLES:
SUPPORTS IMP ANY POPULAR
Fee AN T col
GRAPHICS AND
© COMPUTER SAVER: This C-64 Protection System saves you costly repairs. Over 52% of
C-64 failures are caused by malfunctioning
power supplies that destroy your computer. Installs in seconds between power supply &
C-64. No soldering. 2 year warranty. An ibsolute must and great seller $17.95
Deluxe RX232 Interface by Omitronix © Serial Printer Interface by Oritronix © PRINTER PORT ADAPTER by Ormitronix
, Avoid obsolescence. Allows you to use any
Commodore (C-64) printer on any PC compati-
h ble or clone. Does not work with
Amiga... $34.95
SPECIALS NEW POWER SUPPLIES
© A super-heavy, repairable C-64 power sup- ply with an output of 4.3 amps (that's over 3x as powerful as the original). Featuring 1 year warranty, ext. fuse, schematics, UL approved. Cost is $37.95 and includes as a bonus the Commodore Diagnostician Il (valued @ $6.95). © 4.3. amp supply for C-128, Same features as ubove—$52.50
© Dar Biggest Seller © 1.8 amp repairable heavy uty supply for C-64, (Over 120,000 sold), $24.95
® EMERGENCY STARTUP KITS
Repair your own Commodore/ Amiga and save
APTURED SIMPLY BY RESETTING IE FUN GRAPHICS MACHINE,
FEM CLIP ART VOL.1 OvER 200 EXCELLENT GRAP. FGM FOMT DISK OVER 30 FONTS IN FGM FORMAT- caet KEYBOARD TEMPLATE MAKE YOUR OWN OVERLAYS
C=128 KEYBOARD TEMPLATE make your OWN OVERLAY _ Fem CALENDAR TEMPLATES DAILY, WEEKLY, MONTHLY
ROCK’S ASSEMBLER THE FUN GRAPHICS MACHINE PLEASE STATE COMPUTER
FULL KEYBOARD OVERLAYS FOR THE FOLLOWING PROGRAMS t=O CMO’S HARD DRIVE, RAMLINKs RAMDRIVE JIFFY DOS COMMANDS (30 SHAP SHOT 5 ACTION REPLAY 4&5 EPYX FAST LOAD
(0 BUSINESS FORM SHOP CALC C0 STAR BASIC 93 BQen
4,C128,SX-64) OR C64 IS SHIPPED
lots of money. Kits contain all major chips,
schematics, diagnostics, etc. No soldering. 512K RAM EXPANDERS Send for {ull details. Five different kits
Super 1750 REU Cone (512K). Does not available. require a larger power supply ...... $142.50
Original REU-1750 512K Expander Us ~ $131.00 REPLACEMENT/UPGRADE CHIPS & PARTS COMMODORE DIAGNOSTICIAN 11
Originally developed as a software package,
then converted to a readable format, the
Diagnostician has become a fantastic seller.
With over 38,000 sold worldwide, Diagnosti-
cian II utilizes sophisticated cross-reference All 901/225-6-7-9 .
grids to locate faulty components (ICs) on all 4164 (C-64/RAM) .
C-64 and C1541 computers (C-128/64 mode). C-128 ROMs Upgrade (set 3). Save money and downtime by promptly locating C1571 ROM Upgrade (310654-05)
what chip(s) have failed. (No equipment of any kind needed.) Success rate from diagnosis-to- repair is 98%. Includes basic schematic, $6.95 (Avail for Amiga computers with 3\:" disk at $1495)
C-54 Keyboard (new) .
Commodore Cables .
Service Manuals for C64, C128, 1802, 1084, 1541 . $2
(503)-673-2234 ADD $3.50 FOR S/H PER ORDER
COMPUTE’s
IF ONLY ORDERING OVERLAYS THEN S/H IS $2.00 PER ORDER
Send For Free 36 Page Catalog fcod 3 CHESTNUT ST., SUFFERN, NY 10901 Gey Order Line 1-800-292-7445 Fax 914-357-6243 Customer Service: 914-368-4242 Intemational Order Line: 914-357-2424
We Ship Worldwide Hours: 9-6 E.T. M-F Prices subject to change 15% Restocking Charge Tell a friend you've heard it through the Grapevine.
Circle Reader Service Number 145
SpeedScript Disk
A powerful word processing package for Commodore 64 and 128 owners
A Great Deal for Commodore Users!
° SpeedScript for the 64
¢ SpeedScript 128—80-column version * Spelling checkers
* Mail merge
* Date-and-time stamp
¢ 80-column preview for the 64
¢ Turbo save and load
* Plus more than a dozen other SpeedScript support utilities all on one disk (including full documentation)
lYEs! Seow. me] | SpeedScript Disk. I've enclosed $11.95 plus $2.00 postage and handling. (Outside | U.S. and Canada add $1.00 for surface mail or $3.00 for | airmail.)
copies of COMPUTE’s
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| ORDER NOW! Sales tax"
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Individual control of 43 Confederate Divisions/149 Bridges. Could you have turned back the Federal on- slaught? Don't re-fight the Civil War, declare your own!
COMSOPAC : The Guadalcanal Campaign
Engage the Imperial Japanese Navy in Ironbottom Sound, Lead air attacks on the “Tokyo Express” in “The Slot’, Be with the 1st Marines and American Division along the Tenaru.
MALADAN THE INVADER
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Resources.
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G16 COMPUTE AUGUST 1992
REVIEWS
S.E.C, CHECK REGISTER 128
My biggest complaint with Commodore computers is their slow loading time, but S.E.C. Check Register 128 over- comes that problem beautifully. Within five seconds of turning on my 128, the menu selection is on the screen. Less than a minute later, the program has loaded and is ready to go.
This particular check register pro- gram is designed for small businesses, yet it will also keep your personal check register and files balanced and in order. With this program you'll be able to keep a current and accurate check register, print checks and regis- ter data, and maintain a recurring pay- ee file. Even with all these options, da- ta entry is fast and relatively easy.
Check Register's main menu is exten- sive, but easy to use and understand. From there you can enter check infor- mation, record deposits and withdraw- als, check off transactions that have cleared the bank, print checks, load files, and perform numerous other func- tions. Most selections are made by pressing a function key.
Each selection has its own menu, which allows you to carry out specific tasks easily. Any transaction can be ed- ited at any time, making the correction of errors hassle-free. You can edit and delete transactions, insert memos, and swap transactions. Check Register al- so allows you to format new data disks from within the program, a feature | appreciate in any software.
Before setting up your business or personal checking files, it would be wise to browse through the sample files that come with the program. These are the files of a Mr. Jones, which include his check register, recur- ring payee file, and check format file. Read through these and experiment with the program's various functions to become familiar with them.
Depending on how large your files are, entering your records can be time- consuming. This doesn't need to be done at one sitting, however; you can save your files and add to them or edit them at a later time.
Check Register can do more than simply keep track of your checking ac- count; it can write checks as well. If your bank doesn't supply form-feed checks, you can order checks and oth- er computer forms from the address giv- en in the manual.
A computer printout ruler, available in most office supply stores, will prove
useful when setting up your check for- mat file. This ruler can help you deter- mine the exact spacing required for printing out your checks. Check Regis- ter is quite flexible, limited only by your printer and interface features.
Check Register also offers the fea- ture of printing out reports, useful for tax or budgeting purposes. Your regis- ter data may be printed out by transac- tion and reference numbers, by refer- ence numbers and date, by date only, or by payee.
Two other routines allow you to ad- dress large and small envelopes for re- curring payees with addresses on file. This saves you the trouble of switching to a program to print out labels or ad- dressing them by hand.
The check register portion of the pro- gram is easy to use. The initial setup will be the most difficult part of using the program. One minor item to note: When first signing on, you're asked to enter the date in MMDDYY format. Don't put spaces between the num- bers; the program won't accept them.
The second part of this program is the S.E.C. Financial Loan Consultant. There's no mention of this section in the manual. Although this part of the program is easy to use, a few words of guidance would've been appreciated.
There are six parts to this section, with room for expansion. When you sup- ply financial information at the prompts, the program will determine the amount of your recurring loan pay- ment and the amount of the final pay- ment. It will also determine terms of a loan, the balance of a loan, and what the total cost would be to borrow an amount of money. It will also analyze the loan and provide amortization infor- mation. This feature can help you de- cide whether or not to buy a car or equipment for your business.
I'd like to see two items improved in future releases. My first request would be for a bit more guidance in the man- ual; | like lots of detailed instruction. Al- though Check Register is a very easy program to use, there were a couple of times when | had to stop and decipher what was happening. My other sugges- tion would be to let the user alter the black and green screen colors.
Otherwise, | consider this a well- thought-out program that can take some of the time-consuming burden out of running a small business or man- aging your personal checking account. CHERYL TURNEY
Commodore 128 with 80-column monitor—$16
SPARKS ELECTRONICS P.O. Box 475 St. Joseph, MO 64504-0475
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PROGRAMMER’S PAGE
Randy Thompson
REAL PROGRAMMERS OWN 645
Computing has changed in the last few years. It used to be that owning a computer meant learning about how it worked and how to program it. In fact, you couldn't even run a program without first getting acquainted with BASIC's LOAD and RUN commands.
This isn’t true anymore. To- day's software boots automat- ically, and programming lan- guages such as BASIC are considered optional. The com- puter industry believes that the less you have to know about a computer the better. Beware this user-friendly atti- tude that ignorance is bliss.
If you want to be a hot pro- grammer, learn how your com- puter works. Learn all you can. Learn its capabilities and its lim- itations. Most important, learn its hardware. Why? Because when you know this, you'll know what your computer can do and how to do it.
Commodore 64 program- mers understand this. With a built-in BASIC that lacks com- mands even to change the screen's colors, 64 owners learn quickly what a hardware register is and where it's lo- cated in memory. For exam- ple, how many of you don't know the function of location 53280? What about 53281 or 54296? And what true Com- modore hacker doesn’t know what's stored in memory be- tween 1024-2023 or what im- portant value is kept in loca- tion 646?
Those who program the 64 don't care if their computer is considered crude by the rest of the industry. That's be- cause they realize that hack- ing the bare metal is what pro- gramming is all about. Experi- menting with the computer's
operating system, interrupts, and video chips is what makes owning a computer so much fun. Sure, the 64 may be primitive compared to the Ami- ga, butit’s still one of the great- est machines around for the hobbyist.
Today’s more powerful com- puters come with high-level lan- guages that take the work out of programming. Ironically, | be- lieve that programmers are los- ing their edge because of it. You no longer need to under- stand what binary is to display a bitmapped picture, or how your computer's DOS works to open a file, or where your vid- eo registers are located to dark- en your screen. Unfortunately, too many programmers aren't bothering to try. They're spend- ing more time learning about programming languages than learning about the computers they program on.
| think you should under- stand your computer first. What- ever programming language you choose to learn is, for the most part, incidental. If you know how your computer oper- ates, you'll know the most effi- cient ways to control it, no mat- ter what language you select. High-level languages are good as long as you don't for- get the computers they're de- signed to control.
There's also a trend toward writing generic, abstract code. This type of program- ming produces software that can be easily maintained and transferred to other comput- ers. This is fine (and crucial) for many business applica- tions. But these types of pro- grams are, by nature, bigger and slower than programs that have been written specifi- cally for one computer by a pro- grammer who takes advan- tage of what that machine has to offer. In my opinion, the best programs don't run on oth- er brands of computers with- out significant modifications to
the programs’ codes.
Whether you own a 64, 128, Amiga, or MS-DOS clone, it's your duty to understand the hardware you program. Let's Push these machines to the lim- it. After all, isn’t that what own- ing a computer is all about?
Stepping down off my soap- box for a second, I'd like to make a request. |’m looking for some neat raster interrupt routines. I'd like to publish a col- umn of impressive raster vid- eo tricks. Such routines may display a multitude of sprites, change video modes on the fly, animate the screen’s bor- ders, or whatever else you can imagine. Your program should be as short as possible (certainly no larger than what can be listed on this page) and preferably submitted on disk. If possible, try to make your routine something that can be easily included in a BA- SIC program. This way, all programmers will be able to make use of your efforts. As usual, we'll pay you for any tip we publish.
In the meantime, try running the following pseudo raster in- terrupt program on your 64. (Your 128 can run this, too, but the effect will be different). En- ter it exactly as shown here, with no spaces. Watch careful- ly. Enter a comma, a period, and 18 colons after the first POKES53280. Also, notice that there's no line number after the GOTO command. Sure, it's weird looking, but try it any- way. It might surprise you.
0 POKES3280, POKES3280,7:GOTO
“Programmer's Page’ is inter- ested in your programming tips and tricks. Send them to Programmer's Page, COM- PUTE’'s Gazette, 324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408. We pay $25-$50 for each tip we publish. 0
leam how your’
computer works. Leam
AUGUST 1992 COMPUTE
G-17
Build this simple interface,
and you can use your 64's
joystick port to control small electrical devices.
G-18
BEGINNER BASIC
Larry Cotton
MORE JOYSTICK OUTPUT
Last month we saw how to use a joystick port as a miniature user port. With a short BASIC program, we controlled an LED connected to a joystick ca- ble. Now let's expand on that idea so that we may control a small electrical device. To do this, we'll build an interface on a Radio Shack IC breadboard that will connect the 64 and the device. The interface will use the fire button wire to con- trol a small relay.
WARNING: You must be thoroughly familiar with elec- tronic construction techniques and associated safety precau- tions before attempting this pro- ject. The relay must switch on- ly small electrical circuits op- erating on voltages safe to han- dle. In no case should switched currents exceed 1 amp (1000 milliamperes). Use adequate-sized wiring from the relay to your appliance, or use several wires in parallel. Carefully follow these step-by- step instructions based on the parts list printed at the bottom of the page. Also, refer to the accompanying diagram.
1. Of the five relay leads, bend the three thick ones toa horizontal position. The center lead at one end of the relay is
COMPUTE AUGUST 1992
the common contact; the oth- er two are the normally open (NO) and normally closed (NC) contacts.
2. Make three small inverted- U loops of bare connecting wire approximately one-half inch long. Use these to con- nect the three main relay switching contacts to the cir- cuit board.
3. Solder the tops of the invert- ed-U loops to the three main relay leads, with the six short (one-fourth inch) leads point- ing down.
4. Plug all six leads into the cir- cuit board so that the common contact is in one group of sock- et holes and the normally open/ normally closed contacts are in another. (The two groups of holes are electrically divided by the channel that runs down the middle.) Ensure that the two small coil contacts under the relay are plugged into the same group of holes as the common switching contact. Make sure that any wire or wires running from the relay contacts to your electrical de- vice are of adequate size to handle the associated current.
5. Solder short pieces of con- necting wire to the nine-volt bat- tery connector; plug them into the two outside rows of holes on the board carefully noting
“AS 16
polarity. Don't connect the bat- tery yet.
6. Plug in the transistor with the flat face as shown in the di- agram printed above.
7. Connect the diode from the transistor to the positive edge of the board. The band on the diode should be toward the positive terminal.
8. Connect the resistor be- tween the transistor and an un- used row of holes.
9. Connect wires from the tran- sistor and the positive edge of the board to the two hidden re- lay coil leads.
10. Connect a short jumper from the transistor to the neg- ative edge of the board.
This completes the construc- tion of the interface. Now run last month's program and make sure that the LED still flashes. Turn off the computer and unplug the joystick cable from the computer. Remove the LED; plug the orange, black, and brown wires into the circuit board as shown; and then enter this program.
PRINT" {CLR}" PRINT"{2 DOWN} PLUG CABLE INTO PORT 1 {DOWN}
NT=400:FT=400:B=3: REM ON TIME, OFF T IME AND NUMBER OF {SPACE }BLINKS IFPEEK (56321) =255T
HEN4G
POKE56323,17
POKE56321,16: PRINT
"ON"
FORT=1TONT: NEXT
POKE56321,0:PRINT"
OFF"
FORT=1LTOFT: NEXT IFPEEK (56321) =238 THEN126 GOTO6G POKE198,6 POKE56323,0
DM 26
HH 38
BS 46
QP 50 cs 66
EH 76 RK 86
MD 96 CM 166
CP 116 PX 126 QB 136
Connect the nine-volt bat- tery and run the program. At
the prompt, plug the joystick cable into port 1. The relay should now start clicking regularly. Its contacts are alternately opening and closing, with their status printed on the computer screen. Note that the keyboard won't re- spond as long as the joystick cable is plugged in.
Now unplug the cable. The program ends, the relay stops clicking, and the keyboard again responds normal- ly. Disconnect the battery. If you are experiencing any prob- lems at this point and your circuit isn't performing as de- scribed, check your wiring carefully and make sure you have a good battery.
Use the common contact and either the normally open or the normally closed contact of the relay to switch a small electrical device. Observe the precautions stated above. Always use electrical tape or shrink tubing to in- sulate live leads from each other, yourself, and others.
Of course, this project only hints at your computer's potential for controlling electrical devices. The two basic categories of devices which can be controlled are those which need sophisticated timing and those which sense external events. By modifying the program and adding more interfaces, up to five circuits can be controlled inde- pendently from one joystick port.
In the first category, your computer can control devic- es such as solenoids. Timing can be implemented by us- ing either the TI function (the most accurate) or by using FOR-NEXT loops. | had fun building a model of a “‘drum- mer boy” which uses low-voltage relays and small sole- noids to control its drumsticks. By paying careful atten- tion to its construction, | was able to make the model look realistic. With a few changes in the program, | was able to make his marching drum patterns varied and sound even more authentic.
In the second category, the computer can sense vari- ous parameters of the environment. The other joystick (or user) port could be connected to sensors which detect electrical resistance changes or on/off signals. Resistance can vary by light with photoresistor cells or by heat with a thermistor. It can also be changed manually by using a potentiometer, such as that found in computer paddles. By using your imagination and a little knowledge of elec- tronics, you can have your 64 controlling any number of sophisticated appliances and gadgets.
The following list of parts has Radio Shack stock num- bers listed as a convenience. Similar items should be avail- able at any well-stocked electronics store for less than $20.
PARTS LIST
© Circuit board, RS 276-175
© 2A SPDT nine-volt coil relay, RS 275-005 ¢ MPS2222A transistor, RS 276-2009
¢ 1N914 diode, RS 276-1122
© 1000-ohm resistor, RS 271-023
¢ Nine-volt battery connector, RS 270-325 * Nine-volt battery
¢ Joystick cable
¢ 24-gauge solid wire
¢ Electrical tape or shrink tubing for exposed wires a
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AUGUST 1992 COMPUTE G-19
G-20
Modifying a thousand distinct character positions calls for machine language speed.
MACHINE LANGUAGE
Jim Butterfield
SCREEN EFFECTS
When a program is doing a great deal of computation, it may step the border color to indicate that the computer is active. Machine language pro- grams can do this with a sin- gle instruction: INC $D020. Since this instruction doesn't affect the A, X, or Y registers, it's easy to slip it into a pro- gram loop. It'll produce a daz- zling color display.
The address shown above produces a whole-screen ef- fect by means of a single data store to memory. Sometimes, however, we have good rea- son to go after the individual characters on the screen. Mod- ifying a thousand distinct char- acter positions in a reasona- ble amount of time calls for machine language speed.
The character cells of the 64's screen can be refer- enced directly. Each charac- ter occupies a byte of memo- ry. Screen memory usually starts at address $0400 (deci- mal 1024), with the last byte at $07E7 (decimal 2023). There are also 1000 color nybble lo- cations starting at $D800 (dec- imal 55296). If we wish to per- form screen work without flick- er, it's best to wait until retrace time. The video screen is “paint- ed” 60 times a second (50 in Europe). After drawing the screen, the video beam moves back to the top, or re- traces. That's the moment we've been waiting for. Our pro- gram may then go to work with- out screen jitter. The action must be performed quickly, but machine language is fast enough for the job.
Our program is called Wipe, and it'll run through the screen 40 times. Each time it'll reverse one column of screen data. The effect is that of a vid- eo wipe effect, moving from left to right.
The 40 separate runs are counted in the Y register. The
COMPUTE AUGUST 1992
contents of Y also serve to specify the column to be mod- ified on each pass.
2000 AO 00 LDY #$00 2002...
202F C8 INY
2030 CO 28 CPY #$28 2032 DO CE BNE $2002 2034 60 RTS
Within each pass of the loop, we wait until screen retrace takes place. This serves two purposes: It keeps the screen free from flicker and slows down the wipe effect so that it looks better. To check for retrace, watch the two high- est bits of location $D011; when its value goes down, we know that the screen has just begun to retrace.
2002 AD 11 2005 29 CO 2007 CD 08 200A 8D 08 200D BO F3
DO LDA $0011 AND #$CO 21 CMP $2108 21 STA $2108 BCS $2002
Note that there’s an instruc- tion sandwiched between the test (CMP for CoMPare) and the Branch (BCS for Branch Carry Set). This STA instruc- tion doesn't affect the flags produced by CMP.
AS our program goes down the screen a line ata time, it sets the top-of-screen address, $0400, into the indi- rect address at $FC and $FD. After each line has been han- dled, the program adds 40 to this address, moving to the next line. Before looping, the program tests the address to see if it's reached the end of the screen address area.
200F A2 04 LDX #$04 2011 AS 00 LDA #$00
; Store a screen line pointer in FC/ FD
2013 86 FD 2015 85 FC
STX $FD STA $FC
: move to next screen line (add 40 to FC/FD)
201D AG FD LDX $FD
201F AS FC LDA $FC
2021 18 CLC
2022 69 28 ADC #$28 2024 90 01 BCC $2027 2026 E8 INX
; compare pointer to end-of- screen
2027 E0 07 CPX #$07 2029 90 £8 BCC $2013 202B C9 £8 CMP #$E8 202D 90 £4 BCC $2013
The code for the innermost loop is quite simple. The start- of-line has been stored in in- direct address FC/FD; the col- umn to be modified is in Y. To reverse the character, use the EOR (Exclusive OR) instruc- tion to flip the high-order bit.
2017 B1 FC LDA (SFC),Y 2019 49 80 EOR #$80 201B 91 FC STA ($FC),Y
That's the whole machine lan- guage program. To put the program into a more conven- ient form for BASIC entry, a complete demonstration called Screen Wipe is sup- plied below.
BD 168 DATA 166,6,173,17 7208,41,192,205,8 ,33,141,8,33,176, 243
DATA 162,4,169,0, 134,253,133,252,1 77,252,73,128,145 1252
DATA 166,253,165, 252,24,105,40,144 munes2
DATA 224,7,144,23 2,201,232,144,228 ,206,192,40,208,2 96,96
FOR J=8192 TO 824 4
READ X
T=T+X
POKE J,X
NEXT J
IF T<>7508 THEN S TOP PRINT EI" SYS 8192
FOR J=1 TO 1600:N EXT J
SYS 8192
BQ 118
JE 126
136
206
216 226 230 246 256 308 "SCREEN WIP 310 326
336 a
WORLD VIEW
Steve Jarratt
VIEW FROM THE U.K.
Few (if any) utilities are now re- leased for the 64 in the U.K., so serious users look else- where for their software, Here are some sources.
A useful contact for hard- ened keypunchers is the Inde- pendent Commodore Prod- ucts User Group. If you want more from your 64 than just a high score, write to Jack Co- hen at ICPUG, P.O. Box 1309, London N3 2UT. For a fee of under $30, you get a bimonth- ly magazine, contact with oth- er like-minded 64 users, and access to a massive library of public domain software.
Alternatively, you could try FSSL Computer Software, which stocks everything from video digitizers to GEOS-com- patible programs—all for the 64. | don’t have the address, but from the U.S., pick up the phone and dial 011 44 386- 553153. (Remember the time difference!) Ask for its cata- logue and then gasp in awe at its amazing range of periph- erals and utilities.
Even though the 64 is a low- ly 8-bit machine, that doesn’t mean that you can't teach the old dog some new tricks. The most recent acquisition on the serious side of 64 software is Intro, a starter pack for electron- ic musicians. If you possess a MIDI-compatible synthesizer but have fingers like a gorilla, this sequencing software lets you use the 64 as an interface between you and the synthesiz- er's brain. Basically, it's like a word processor for music.
The package includes a hardware MIDI interface with a MIDI-In and two MIDI-Out ports, two five-foot MIDI ca- bles, and version 2 of Dr. T’s Keyboard Controlled Se- quencer on disk. It's all good stuff, but then for around $250 (U.K. prices) it ought to be.
While the pack is ostensibly aimed at beginners, its user- friendliness is on a par with that of a four-year-old Dober- man called Adolf. If you're not daunted by its alphanumerical tables and machine language— like instructions, then you're ob- viously from the planet Zog. The kit, however, is very pow- erful and covers an extensive range of editing and sequenc- ing functions. | won't give you that bull about its making you the next Rick Wakeman (aged hippy keyboarder), but at least it'll keep you off the streets or give your joystick a rest. Intro is already available in the U.S., so if you're interest- ed, write to Dr. T's Music Soft- ware, 100 Crescent Road, Needham, Massachusetts 02194 or call (617) 455-1454.
That’s one for the musi- cians, so what about one for the artists? Well, there are enough paint packages around for the 64, but what about trying to create your own 3-D environment? Do- mark's 3-D Construction Kit en- ables you to do just that.
Using the Freescape 3-D modeling system pioneered by Incentive Software, this kit allows the user to build hous- es, rooms, spaceships—even small worlds—given enough time and patience. Once the modeling is finished, you can move around your construc- tion and examine it in 3-D space. (| refuse to use any- thing as pretentious as virtual reality.)
There are special functions included that enable you to dic- tate what happens under cer- tain criteria. For instance, you can fire a laser beam at a block, causing it to disappear, Move sideways, or fall on top of your 3-D character! These functions are there as the foun- dation stones of puzzles, and while the kit is primarily de- signed as an interactive game- making package, the more
ingenious modelers can in- dulge in all sorts of CAD- based diversions.
The 3-D Construction Kit, which includes a tutorial vid- €0, costs about $40 and can be obtained from Domark, Fer- ty House, 51-57 Lacy Road, London SW15 1PR.
One of the treats of being in touch with so many 64 users is the constant influx of de- mos. I'm not sure if this phe- nomenon is as big in the States, but in Europe there are hundreds of small bands of coders who like nothing more than making the 64 do things it was never designed to do.
These punk programmers push the beige box to its limit, producing visual and audial extravaganzas. Demo teams can create dozens of sprites on screen, rapid 3-D vector graphics, full-screen images without borders, pictures with more than three colors per character block, crisp sam- pled tunes, and clever raster line tricks. Sometimes it's diffi- cult to believe that the 64 is re- sponsible for such feats of com- puting prowess!
There are thousands of such demos in British PD librar- ies, but be warned: Since Amer- ica's television system and electricity differ from Europe's, some demos won't work. For instance, it’s a lot more difficult to put sprites in the border on a U.S. 64 because of the screen timing. For those that do work, however, it's well worth the cost of the airmail. You'll make your 64 sing and dance like never before.
Try dropping these guys in England a note: Binary Zone, 153 Farriers Corner, Wes- tlands, Droitwich, Worcester- shire WR9 9EX; Kingsway Com- puter Services, 72 Glencoe Road, Sheffield; Phoenix, 64 Plumberow, Basildon, Essex; and Silver Wing Software, 185 Callowbrook Lane, Rubery, Birmingham B45 9TG. ia]
Serious products and exciting
new demo progra are still available for the 64 in Engl: Here are some sources for both.
AUGUST 1992 COMPUTE
G-21
Here's a look at a variety of old
and new products
and services
of interest to GEOS
G-22
users.
GEOS
ee a ET]
Steve Vander Ark
GEOS GRAB BAG
Well, it’s been a year now since | first wrote this column. Over the past 11 months—re- member that little “hiccup” in April?—I've covered a lot of GEOS ground. I've also heard from many of you, either via the U.S. Snail Mail or E-mail on QuantumLink. It's been interest- ing, to say the least.
A lot of the mail lately has been in response to the De- cember column, in which | dis- cussed Susan Lamb's geo- Store. Susan has been unable to make a go of geoStore, un- fortunately, and as a result hasn't been answering the many requests she's received for a catalog. It's always sad to see this kind of thing hap- pen, especially since it means that most of you will nev- er get to see any of Susan's excellent graphics.
If you're in the market for ex- ceptionally high-quality clip art for GEOS, however, there's another place to turn. The folks who run a company called DigiClips (1401-7235 Salisbury Avenue, Burnaby, British Columbia, Canada VSE 4E6) have been proving them- selves lately on Q-Link, where they go by the name Fasung Jai. These guys are dedicated to the Commodore computer; they pledge to support GEOS until their equipment melts down. They've been backing up their promise with exception- ally high-quality clip art upload- ed to Q-Link. Their work in- cludes line art, such as you'll find on a Newsroom disk, and highly detailed gray-scale im- ages. Their graphics are some of the best I've seen for the Commodore, easily on a par with the kind of art files you'd find in a Mac or IBM package. Q-Link’s libraries have a nice selection of Di- giClips files available.
This brings up the subject of uploading and download-
COMPUTE AUGUST 1992
ing files for GEOS, which is the best way to get the new utili- ties, graphics, fonts, and so on that come from other GEOS users. (It's also about the only way!) A new utility re- cently made available on Q- Link called geoPack (filename GEOPACK, uploaded by Pe- terMC3) lets you not only con- vert files back and forth be- tween GEOS and standard Commodore formats, which is essential for any transfer of GEOS files via modem, but al- so archive (combine into one large file) groups of files for eas- ier transfer. GeoPack does all this from within GEOS itself, which is a treat for people like me who hate to leave GEOS and stumble around, typing in clumsy DOS commands.
A lot of you have written to ask where you can find all these great GEOS files | talk about if you don't happen to be a Q-Link user. Last year, | published a phone number of a BBS in Grand Rapids, Mich- igan (where | live), that had an extensive GEOS file section. Unfortunately, the sysop of that board has decided to no longer support GEOS, so I've had to switch my allegiance to another local BBS. This board, Rogue River BBS, is one of the longest-running BBSs in the area. It's running on an Amiga, but the sysop, Jim Foley, cheerfully supports our local Commodore users group and has agreed to let me print his number. I'll be uploading to his board all of the public domain and share- ware files that I've mentioned in my columns. Now, any GEOS fan can download them for the price of the long- distance call. The sysop as- sures me that you should have no trouble downloading on the first call since his BBS has no ratios or file points. Rogue River BBS can be reached 24 hours a day at (616) 361-8267.
Several other new products have been showing up in de- mo form on Q-Link. (Demo form means that all the fea- tures of the programs are not enabled, but users have a chance to sample before buy- ing.) One eagerly awaited pro- gram is geoCanvas, a new paint program that allows you to open several windows on one or more documents.
GeoCanvas features many excellent drawing tools for cre- ating high-resolution bitmaps, including some not available in geoPaint. As of this writing, geoCanvas is in Beta testing and is available to the public in demo form only.
Dave Ferguson, whose Dweezil Disks are a must for any GEOS user, has recently released Dweezil Label, a la- bel-making program for GEOS. A new version of his popular geoStamp program, called GeoSTAMPbig, is also available. This new version will allow stamps that are four times the size of the old stamps. The stamp file-han- dling routines have been im- proved to make it a cinch to move through your collections and choose a stamp. Each of these great programs is avail- able on Q-Link in demo form. You can order the Dweezil Disks direct from Quincy Soft- ware, 9479 East Whitmore Av- enue, Hughson, California 95326-9745. Disk 1 ($17.95) features NewTools, and Disk 2 ($15.95) includes UltiPatt, the ultimate pattern editor. While you're at it, send Dave $4.00 for his GeoPublish Com- pendium, a ten-page booklet with supplemental sheets tell- ing you everything you need to laser-print documents from GEOS, even if you don’t own a laser printer.
Send your GEOS-related questions to Steve Vander Ark in care of COMPUTE. He can also be reached on Quantum- Link as SteveV 14. a
The Gazette Productivity 9
Manager : g a
(Formerly PowerPak) se ‘ i
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 = js 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 W— VISA
|
|
| Financial Planner—Answers all of those questions | | I I | | | 1 Credit Card No. | | | | I | I | I | I | 1
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 estimates of how your money will work for you. Compute the answer at the click of a key!
DON’T MISS OUT ON THIS POWERFUL WORKHORSE!
Signature
(Required) Daytime Telephone No.
Name
Address
su ae, tate/ / en etal C60
Province
Send your order to Gazette 1991 Productivity Manager, 324 W. Wendover Ave., Ste. 200, Greensboro, NC 27408.
Body language is like a true confession of what's really going on
in the leamer’s mind.
G-24
D'IVERSIONS
Fred D'lgnazio
A SWARM OF NAKED PUPPIES
Have you ever thought of the contrast between the way you learn now and the way you learned as a child?
Recently, I've been an ob- server of two laboratories of learning: one in a high school and one here in my study. In the high school, | watch teach- ers learning on computers. At home, | watch two toddlers— Laura, 3, and Tommy, 2%— also learning on computers.
The contrast in their learn- ing styles couldn't be more dra- matic. And it’s all in their body language. Body language is like a true confession of what's really going on in the learner's mind.
The teachers enter the com- puter lab at the high school in tight little clusters. They joke nervously and loudly, and they immediately ask where the rest rooms are and how soon they can have their first coffee break. When they sit at the computers, they push their chairs as far away from the tables as possible, some- times so far that it's impossible to reach the computer keys.
Once the class begins, the teachers are supposed to be- gin team projects that encour- age them to get up and move about. However, most teach- ers stay glued to their chairs, as if to say, “This is where we are supposed to learn. We are the audience; you are the per- former. You jump up and down and be interesting, and we'll stay seated.”
Tommy and Laura enter the study in a slightly different man- ner, more like shock troops, gangbusters, and tornadoes! By the time they get to the study, they have managed to lose most or all of their cloth- ing and have become “naked puppies.” And these puppies don’t just mosey into the
COMPUTE AUGUST 1992
study—they swarm, they gal- lop, and they stampede! They bang open the study door; at- tack both of the computers by immediately pressing all the keys and jerking the poor little computer mice this way and that; and all the while giggle, shout, and jump around. And they never sit down!
The computers are usually in “sleep” mode when the pup- pies arrive. Their screens are lit up with little fishbowls or scenes of sleepy cityscapes. “Wake up, computer!” Laura yells, as she clicks the mouse and knock-knock-knocks on the computer screen.
“L-M-N-O-Z!" shouts Tom- my, as he simultaneously press- es 11 keys, using both his hands and his forehead.
Puppies swarm around the computers, and they love to print. They print immediately. They print constantly. They both know the key combina- tions to crank up the printer, and within a moment after they've entered the study, the printer starts spitting out pic- tures of crabs, cats, moons, and unicorns on skateboards.
As the puppies’ teacher, | try to maintain a semblance of order in the classroom and break up fights. But, overall, the puppies get along pretty well, and | never have to re- mind them to stay on task.
What is their task? As their teacher, | try to lead them through their early learning pro- grams, beginning at the begin- ning of the manuals and work- ing toward the end. For some reason, this isn’t the way pup- pies learn. While I'm still at the beginning of a manual, Laura is somehow in the icon-edit sec- tion of chapter 33, zooming in on icons, painting red hair on the sun (See, Daddy. It’s a happy face!”), and drawing legs on a pine tree. Mean- while, Tommy is supposed to be using a music program, but he’s found a key combina-
tion that turns the musical key- board into a talking parrot. A moment later, he and Laura are talking into the computer microphone, trading insults with the parrot.
The teachers in the high- school lab spend six hours in a workshop, trying to learn more like naked puppies learn. And the miracle is that they succeed. Sometimes it takes the entire sixhours, some- times not. By the time they leave the lab, they, too, are swarming over the machines, talking, laughing, pressing but- tons a mile a minute, making mistakes, and doing crazy, un- predictable, wonderful things.
Their body language tells all. As they transform from au- dience to performers, the teachers begin standing, walk- ing, crouching, and crawling under tables, examining wires and cables. They carry a vid- eo camera up onto a table and shoot the classroom from a lofty angle, or they fall to the floor and adopt a toddler's eye view. As they begin to imitate my two little puppies, their ex- citement goes up, their enthu- siasm goes up, and their noise goes up. And their learn- ing. And their self-confidence. And their self-esteem. And their independence from their teacher.
| like adults who act like pup- pies. At the end of a long, ex- hausting workshop day, if | have a room full of big pup- pies (all with their clothes on, thank goodness!), | consider the workshop a success. And the teachers do, too. In fact, at this point, they don’t care a bit what | think. They're too busy running around the room with video cameras, microphones, magic markers, and colored construction paper, working on projects galore. They're too busy to notice whether they even have an instructor.
That's when | know I've been a good teacher. a
_ PROGRAMS
SUPERWINDOWS
By Cameron Kaiser
A problem with most computers is that your work is limited to one screen. That is, you have to deal either in text only or graphics only. Some programs offer dou- ble screens, but, invariably, one is too large and one is too small. Or they won't act like you want them to. In most cases, they're just a hassle, On the 64, the only way to circumvent this one-screen rule is through raster interrupts, but who wants to do all that work? With SuperWindows, you might not have to.
SuperWindows is a patch that forks in- to your VIC chip, giving you three screens instead of one. Each screen car- ries its own attributes, its own back- ground color, its own screen memory (if you want it), and its own screen mode (the screens handle hi-res, too). Each screen can also be shrunk and enlarged to fit your program's needs.
Entering the Program
SuperWindows consists of two pro- grams, Windowboot and Windows. Win- dowboot is written entirely in BASIC. To help avoid typing errors, enter it with The Automatic Proofreader; see “Typ- ing Aids" elsewhere in this section. When you've finished entering this short boot program, save it to disk be- fore exiting Proofreader.
The main program, Windows, is writ- ten in machine language. To enter it, use MLX, our machine language entry program; again, see “Typing Aids.” When MLX prompts, respond with the following.
Starting address: C000 Ending address: C10F
Be sure to save a program copy with the filename WINDOWS, because this is the name the boot program expects to load.
For some ideas on how to use Super- Windows effectively, examine Windows Demo. By following this demonstration program closely, you can discover many of the more extraordinary fea- tures of SuperWindows. It's written en- tirely in BASIC. Once again, enter it with The Automatic Proofreader to help avoid typing errors. Save it and Windows on the same disk.
Running the Program
To get SuperWindows up and running, run Windowboot. It loads and executes the main program and then returns you to BASIC. Four SYS codes control Su- perWindows. SYS 49170 turns it on.
SYS 49346,SM,MP.MB,SPSC,EW is the syntax for editing Window 1. SMis screen mode, the value normally going into location 53265. For text this value is 27; for hi-res, the value is 59.
MP is memory pointer, the value nor- mally going into location 53272. Usual- ly this value is 21 or 23.
MB is memory block, the value nor- mally going into location 56576. Usual- ly this value is 151.
SP is screen page, the value normal- ly going into location 648. Usually this value is 4,
SC is screen color, the value normal- ly going into location 53281. Set this val- ue to whatever color you wish (0-15).
EWis end of window. For Window 1, the default value is 100. Any value less than 49 will go offscreen. Conflicts will result if the value exceeds the end of Window 2's value. Press Run/Stop- Restore if you have problems.
Window 2
SYS 49306,SM,MPMB,SP,SC,EW is the syntax for editing Window 2. Note that the SYS code is less than that for Window 1. Watch out! The codes work the same as those in Window 1, with the exception that the default value for end of window is 192. Again, any val- ue less than 49 will go offscreen and probably conflict with Window 1. Also, the end of window value for Window 2 mustn't exceed that of Window 3.
Window 3 SYS 49383,SM,MPMB,SP.SC,EW is the syntax for editing Window 3. The de- fault value for end of window is 255. Again, the end of window value should be greater than 49. It doesn’t matter if the end of window value doesn't cover all the screen; Window 1 will wrap around to fill in the rest. Should you need to turn SuperWin- dows off, simply press Run/Stop-Re- store. The values for the window para- meters can be 0-65535; however, the high byte of the values provided, if any, will be stripped off.
One warning: Never use the disk
drive while SuperWindows is active, Dis- able SuperWindows first, or disk dam- age could result.
WINDOWBOOT
CP 1 REM COPYRIGHT 1992 ~ COMP UTE PUBLICATIONS INTL LTD - ALL RIGHTS RESERVED FH 5 IFA=@THENA=1:LOAD"WINDOWS ",8,1 SYS49176:SYS49346,27,23, 151,4,6,160:SYS49308,27, 23,151,4,6,192 SYS49383,27,23,151,4,6,2 55: PRINT" {CLR}SUPERWINDO WS3.2 ENABLED" PRINT"DO NOT USE DISK DR IVE WHILE ONLINE"; :NEW
WINDOWS
COGG:65 GB GB BB GB BH BB BB 81 COG8:8G BO BB BB BG BB BB BB 89 CG@16:8E CO 78 A9 7F 8D BD, DC DB CG18:A9 G1 8D 1A DG AY G3 85 BA CG26:62 A9 1B 8D 11 D® AD 7C EC C628:CH 8D 12 DB AI 38 BD 14 1A C636:63 AI CO 8D 15 G3 58 6G 54 C@38:AD 19 D@ 8D 19 DB 29 G1 29 CO4G:FG 19 C6 G2 10 G4 AD G2 SF C@48:85 82 A6 62 BD 7F CO 8D FC
3 D@ BD 82 CG 8D 18 DG AB 85 C@ 8D 86 DD BD 88 86 8D 88 62 BD 8B CO 8D G2 D@ BD 7C CO 8D 12 DO 5F FO 06 68 A8 68 AA 68 SF 4C 31 EA 5A 38 61 1B D2 1B 17 17 17 97 97 97 88 G4 G4 G4 G3 G6 BB GB FD C696:2G FD AE 26 9E AD 26 F7 5D C698:B7 A5 14 66 26 96 CG 8D 3A CGOAG:7F CB 28 99 CO 8D 82 CO 21 CGA8:20 96 CO 8D 85 CO 26 9G 4F C@BG:CG 8D 88 CB 28 98 CO 8D 65 C@B8:8B CO EA 20 98 C@ 8D 7C AE C@CG:CB 66 26 96 CH 8D 8G CB C5 C6C8:28 99 CB 8D 83 CH 2G 96 SF C@DG:CG 8D 86 CB 26 96 CB 8D 45 C6D8:89 CO 26 99 CH 8D 8C CB 72 CGEG:29 99 CO 8D 7D CH 6G 26 57 CGE8:98 CO 8D 81 CH 26 99 CB 15 COFG:8D 84 CO 28 96 CH 8D 87 YE COF8:CG 2G 96 CB 8D BA CB 26 39 C16G:98 CG 8D 8D CH 28 98 CB EE C168:8D 7E C@ 6G 9E 9E BE BE BB
FX 10
QD 26
HB 30
WINDOWS DEMO
FX 1 IFPEEK(4917G) <>12@THENLOA D"WINDOWS",8,1
XE 10 PRINT"{CLR}{BLK}{N}{H}"; :SYS49176:SYS49346,27,23 7151,4,3,100:POKE8@8, 237 SYS49308,27,23,151,4,14, 192:SYS49383,27,23,151,4 71,255: POKE53286,14
CM 36 PRINT" {HOME}{3 DOWN}"TAB
AUGUST 1992 COMPUTE G-25
MK 26
PROGRAMS
GA
JM
JX
MA
CH
QB QE
PB
ER
KB
DD
KS
EX
FM GH GD
EK
RD
RA
BR
RS
BA
DF
HK
QB
QJ AJ
G-26
46
58 65
76
8G
96 166
116
126
136
146
156 168
176 186 182 196
206
216
226
236
246
256
252
253
254 268
(14) "SUPERWINDOWS" PRINT"{7 DOWN}"TAB (6) "CO PYRIGHT 1992 COMPUTE INT pM == PRINTTAB (10) "ALL RIGHTS {SPACE}RESERVED." PRINT"{8 DOWN}"TAB(6) "PR OGRAMMED BY CAMERON KAIS ER" FORX=8192T01624G:POKEX,@ NEXT POKE5328G,15:SYS49346,27 723,151,4,15,106:SYS493G 8,27,23,151,4,15,192 SYS49383,27,23,151,4,15, 255 POKE53280,12:SYS49346,2 7,23,151,4,12,100:SYS49 308,27,23,151,4,12,192 SYS49383,27,23,151,4,12 7255 POKE53280,11:SY¥S49346,2 7,23,151,4,11,168:SYS49 368,27,23,151,4,11,192 SYS49383,27,23,151,4,11 7255 POKE53280,0:SYS49346,27 123,151,4,9,100:SYS4936 8,27,23,151,4,0,192 SY¥S49383,27,23,151,4,8, 255:FORX=1T0990:NEXT PRINT" {CLR}{5}{8 DOWN}N ORMALLY YOU'VE GOT ONLY ONE SCREEN TO {2 SPACES}WORK WITH." FORX=10246T012288: POKEX ,@:NEXT PRINT"THAT'S THE IDEA B EHIND SUPERWINDOWS." FORX=12288T014336:POKEX ,O:NEXT PRINT"IT GIVES YOU THRE E SEPARATE SCREENS TO {2 SPACES}CONTROL." FORX=14336T016383: POKEX ,O:NEXT PRINT" {CLR} SEE2"; SYS49308,59,29,151,4,9, 230:SYS49346,27,23,151, 4,0,60:GOSUB63009 PRINT" {CLR}SCREENS CAN {SPACE}BE RESIZED TOO.. EVEN SHRUNK!"; FORX=1T084:SY¥S49368,59, 29,151,4,0,230-X:SYS493 46,27,23,151,4,0,X+60:N EXT SYS49368,27,23,151,4,8, 236 SYS49346,27,23,151,4,9, 66 PRINT"{CLR}AND THE SCRE ENS ACT INDEPENDENTLY 0 F{4 SPACES}EACH OTHER!" FORX=1T02500:NEXT PRINT" {CLR}THIS SCREEN {SPACE}WON'T CHANGE..." :FORX=1T01000:NEXT
COMPUTE AUGUST 1992
QH
FH
cq
HA cc
xD
EB
PX
DB
AC
KP
IM
AA
BQ BH
2768
286
298
308 316
326
336
348
358
368
62999 63008
63616 63628 63636 63046
63056 63066
63064
63065
63666
63667
63076
63071
63672
63873 63074
PRINT" {HOME}{8 DOWN}... BUT THIS ONE WILL!" FORX=1T010G:SYS49308,27 721,151,4,11,230:SYS493 68,27,23,151,4,0,230:NE xT PRINT" {CLR}SO MANY EFFE CTS ARE POSSIBLE THAT T HIS{2 SPACES}DEMO CAN'T
POSSIBLY SHOW"; PRINT" THEM ALL!" FORX=1T0128:SYS49346,27 723,151,4,X,100:SYS4936 8,27,23,151,4,X+1,192 SYS49383,27,23,151,4,X+ 2,255:NEXTX: PRINT" {CLR} m
; SYS49308,27,23,151,4,9, 192:SYS49383,27,23,151, 4,0,255:FORX=1T0100G:NE XT PRINT"PRESS D TO SEE TH IS DEMO AGAIN." PRINT"PRESS RUN/STOP-RE STORE TO QUIT." WAIT198,1:GETAS:IFAS<>" D"THEN369 RUN FOR X=9 TO 289 STEP1. 5 Y=INT (96+80*SIN(X/10) ) CH$=X/8:RO&=¥/8 LN=Y AND 7 BY=8192+RO$*320+CHS*B +LN BI=7-(X AND 7) POKE BY, PEEK (BY) BI IFX=68THENPRINT" {CLR} {WHT }EXCITING!
{6 SPACES}":SYS49346, 27,23,151,4,14,66 IFX=120THENPRINT" {CLR}{BLK}PRETTY, RIG HT? ":SYS49346,27,23, 151,4,4,66 IFX=240THENPRINT" {CLR}{5}BUT THERE'S S TILL MORE!":SYS49346, 27,23,151,4,0,60 IFX=18GTHENPRINT" {CLR}{WHT}A POWERFUL {SPACE}UTILITY!":sys4 9346,27,23,151,4,3,68 IFX=60THENPRINT" {HOME}{23 DOWN} {BLK}1 T CAN'T BE!" IFX=60THENS YS49383,27 723,151,4,15,255 IFX=120THENPRINT" {HOME} {23 DOWN} {WHT}T HIS IS AMAZING!" IFX=12@THENSYS49383,2 7,23,151,4,2,255 IFX=18@THENPRINT" {HOME}{23 DOWN} {CYN}T HIS DEMO IS GREAT!"
OR 2
GG 63675 IFX=186THENSYS49383,2 7,23,151,4,11,255 IFX=240THENSYS49383,2 7,23,151,4,8,255
NEXT
RETURN
XS 63076
FX 63679 HF 63686
Cameron Kaiser lives in La Mesa, Cali- fornia. He's the author of Batch File 64 (May 1992).
REVELATION
By Matthew Spinks
Most people who are familiar with the 64’s graphics capabili- ties have used sprites at one time or another. They may have used one to create a point- er in a graphic-driven menu sys- tem or to display alien space- ships in a game. In most cases when sprites are used, they are high-resolution or multicolored objects, which contrast well against the background color. In some _— situations, however, sprites need not be visible to be effective. For example, set- ting a sprite to the background
color enables it to reveal on- screen text smoothly, a pixel at atime.
To achieve this, an unexpand- ed sprite is created as a solid block measuring 8 x 8 pixels, or one character in size. The col- or of the sprite is set to that of the background color, and the sprite is then placed on the screen where the first character of the text is to be displayed. The first character is poked in- to the screen position where it's hidden by the sprite. As the sprite moves across the screen, the character is slowly revealed, pixel by pixel. When the character has been com- pletely displayed, the next char- acter is poked into position be- neath the sprite. As the sprite continues to move across the screen, it reveals the text as it goes. This process is repeated until all the text has been dis- played. The overall effect is that the text has been revealed pixel column by pixel column.
are patterned or shaped. Thus, by hav- ing a sprite shaped as a right-angled tri- angle, characters could reveal a pixel a row at atime, pixel column by pixel col- umn. By making use of sprite priorities, sprites could reveal first each other and then text, thereby producing a three-di- mensional effect. Sprites can work to- gether to reveal text in different places on the screen simultaneously or to reveal text vertically instead of horizontally,
Entering the Program
Revelation is written entirely in machine language. 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: CDDC Ending address: D003
Be sure to save a copy of the program before exiting MLX.
A demonstration program is also pro- vided to show off some of Revelation's features. It’s written in BASIC. To help avoid typing errors, enter it with The Au- tomatic Proofreader; again, see ‘Typ- ing Aids." To use the demonstration, first load Revelation with the ,8,1 exten- sion and then type NEW. Then load and run Demo.
Other Techniques These are only some of the ways you can use Revelation. The technique can be adapted for all sorts of purposes. The only limitations on the process are those imposed by your own ingenuity. To use Revelation in your own pro- grams, give the command SYS 52700,X, YSRAS. After the SYS call, X and Y are the x and y coordinates of where the text is to be placed.on the screen (ranges 0-39 and 0-255 réspec- tively), SP is the speed at which the text is to be revealed (0 is the fastest speed, 99 is the slowest), and A$ is the text string to be revealed. Be sure to put A$ text in quotation marks. For ex- ample, SYS 52700,0,0,0,"HELLO THERE" would print those words in the upper left corner of the screen at the fastest possible speed.
Revelation has considerable scope and flexibility. First, Revelation occu- pies the upper portion of the area
$CO00-$CFFF (49152-53247) so that the lower part of the area is still availa- ble for use by other programs.
Interrupts
Revelation is interrupt-driven as well. Af- ter you've given the SYS command to activate Revelation, you're free to con- tinue with other processing. Revelation also has a latch mechanism so that if you give two Revelation SYS com- mands in succession, the computer will wait until the first command has fin- ished before it attempts to process the second. This is useful if you only want to reveal text and do nothing else. (See the demonstration program for an exam- ple of this.)
Revelation will, as nearly as possi- ble, emulate the standard PRINT com- mand. All color codes, as well as reverse on and off, are supported. All parameters are fully evaluated. Thus the command SYS 52700,0,0,0, CHR$(5)+CHR$(18)+"HELLO THERE” will reveal the text in white reversed characters at the top left hand corner of the screen, at the fastest possible speed. Note that you must use plus signs to connect the character strings and text in this mode.
Ifa Y value of more than 24 is spec- ified, Revelation will cause the screen to scroll, with the text being revealed on the bottom line of the screen. This is to allow scrolling of the screen, simi- lar to the ordinary PRINT command.
Error checking is another supported feature. If any unprintable characters are entered—CHRS(0), for example— they won't be printed. This includes any cursor or other control characters not previously mentioned. Also, if the text to be revealed would wrap around onto the next screen line, either be- cause the text to be printed is more than 40 characters long or because the specified x coordinate is too large, then an ILLEGAL QUANTITY error will be generated, because Revelation will reveal only one screen line at a time.
Revelation also includes a facility that allows you to define your own sprites, This is useful if you wish to em- ploy one of the more complex reveal- ing methods outlined above, such as us- ing a shaped sprite, or if you need to use a VIC bank other than bank 0: Sim- ply poke location 52916 with a 1 to use
your own sprite.
Revelation expects you to use sprite 0. It's entirely up to you to spec- ify sprite size, color, data location, and so on. Revelation will handle sprite po- sitioning for you, however, Use POKE 52916,0 to return Revelation to its nor- mal mode of setting up the invisible sprite for you.
Revelation should also peacefully co- exist with any other software interrupt programs you may wish to use, so long as they aren't raster based. If you're using other software interrupt pro- grams, enable them first and Revela- tion last. This will ensure that all pro- grams receive their fair share of inter- rupts. Revelation also uses memory from the cassette buffer to store sprite and character data, so avoid this area while Revelation is in use.
REVELATION
CDDC:AD 15 63 C9 CF D@ B7 AD GF CDE4:14 63 C9 35 FO F2 26 OG 6B CDEC:E2 E@ 28 96 G3 4C 48 B2 CC CDF4:8E F4 CF 20 @@ E2 EG 19 77 CDFC:96 @5 20 EA E8 A2 18 8E 65 CE@4:F5 CF 20 60 E2 E@ 64 BO AB CE@C:E4 8E F7 CF 8E F6 CF 20 CB CE14:FD AE 20 9E AD 28 A6 B6 3C CE1C:C9 66 FG 47 8D F8 CF AG Cl CE24:06 8C FA CF 8C FF CF Bl F6 CE2C:22 A2 11 DD E@ CF D@® 5 70 CE34:8A 69 86 DG 1A CA 16 F3 86 CE3C:C9 FF D@ 62 AO 7E 48 4A 1B CE44:4A 4A 4A 4A AA 68 38 FD EC CE4C:D8 CF 96 GC EE FA CF CE54:FF CF 9D 80 @3 EE FF CF 45 CE5C:C8 CE F8 CF DG C9 AD FA 32 CE64:CF D@ G1 60 18 6D F4 CF 74 CE6C:C9 29 BO 81 AD F4 CF C9 12 CE74:1D 96 GC 48 AD 16 DB B9 23 CE7C:@1 8D 18 D@ 68 29 DF GA BE CE84:0A 6A 69 18 8D 6G DO AD 14 CE8C:F5 CF @A OA GA 69 32 8D E2 CE94:01 DO AE F5 CF AD F4 CF 6B CE9C:18 7D F@ EC 85 F9 85 F7 AQ CEA4:B5 D9 29 63 69 D8 85 FA 9D CEAC:29 27 @D 88 62 85 F8 AQ 94 CEB4:60 D@ 31 A2 3F AQ BG 9D 15 CEBC:49 03 CA 10 FA A2 15 A9 CB CEC4:FF 9D 40 63 CA CA CA 10 29 CECC:F8 AD 17 D@ 29 FE 8D 17 B9 CED4:D@ AD 1D D@ 29 FE 8D 1D 74 CEDC:D@ AD 21 D@ 8D 27 D@ AI D3 CEE4:6D 8D F8 G7 AD 15 D@ 69 68 CEEC:61 8D 15 D@ AD 86 62 8D 37 CEF4:FD CF A9 @@ 8D FB CF 8D 44 CEFC:FC CF 8D FE CF 8D F9 CF 27 CFG4:78 AD 14 63 8D 9F 62 AD 9A CFOC:15 63 8D AG G2 AX 35 BD 61 CF14:14 03 A9 CF 8D 15 g3 AQ 21 CF1C:7F 8D @D DC 2D 1l D@ 8D 2B CF24:11 D® AQ FF 8D 12 DO AD BI
AUGUST 1992 COMPUTE G-27
PROGRAMS
CF2C:1A DG 69 81 8D 1A DG 58 15 CF34:60 AE F7 CF FO G8 CE F6 E7 CF3C:CF 18 55 8E F6 CF CE FC EC CF44:CF 19 3B AC F9 CF CC FF AA CF4C:CF FO 57 EE F9 CF B9 86 EC CF54:63 16 16 29 7F C9 18 96 A2 CF5C:6B 29 EF AA BD F2 CF 8D 5B CF64:FE CF BO DF 8D FD CF 96 26 CF6C:DA AC FB CF @D FE CF 91 B6 CF74:F7 AD FD CF 91 F9 EE FB 86 CF7C:CF A9 67 8D FC CF AD 12 BC CF84:DG DO FB EE @@ D@ DG 68 1C CF8C:AD 16 DO G9 G1 8D 16 DB EG CF94:A9 61 8D 19 D@ AD BD DC CB CF9C:29 61 F@ G3 6C 9F G2 4C 91 CFA4:BC FE AD 15 D@ 29 FE 8D 26 CFAC:15 D@ AO BG 8D GB DG 8D DB CFB4:61 D@ AD 14 D@ 29 FE 8D 76 CFBC:16 DG 206 84 FF AD 1A DO AG CFC4:29 7E 8D 1A DO AD 9F 62 6A CFCC:8D 14 03 AD A@ G2 8D 15 BG CFD4:63 4C 94 CF FF 06 46 20 39 CFDC:FF 44 80 88 96 65 1c 9F 15 CFE4:9C 1E 1F 9E 81 95 96 97 4F CFEC:98 99 9A 9B 12 92 86 86 28 CFF4:06 G8 GB 6B GB GB BG BG 94 CFFC:60 66 06 68.86 GB BG BG 9C
DEMO
MQ 100 REM COPYRIGHT 1992 ~ CO MPUTE PUBLICATIONS ~ AL L RIGHTS RESERVED REM WRITTEN BY M. s HJ 126 : MK 136 REM MAKE SURE LOADER IS IN MEMORY XK 146: XA 15@ V=53248:SA=5270G: POKEV+ 32,0: POKEV+33,0:PRINTCH RS (147) ; :POKE646,14 BL=52916:SYSSA,0,1,0,"T HIS DEMONSTRATION SHOWS HOW TEXT CAN BE" SYSSA,@,3,0,"REVEALED S MOOTHLY":SYSSA,27,3,0," ON THE SCREEN" SYSSA,18,3,0,"ANYWHERE" :SYSSA,3,5,0,"TEXT CAN {SPACE}BE DISPLAYED IN {SPACE }ANY":AS="" BS="COLOR": FORT=1TOLEN ( BS) : READX:A$=A$+CHRS (X) +MIDS$ (BS,T,1) :NEXT SYSSA,32,5,0,AS$:A$=CHRS (18) +CHRS$ (158)+"OR WITH REVERSE ON AND OFE" SYSSA,7,7,0,AS$:SYSSA,6, 6,0,"":POKE646,4:POKEBL ,1:POKEV+39,5:POKEBL,1 POKEV+39,4:SYSSA,5,9,9, "TEXT CAN ALSO BE CURSO R DRIVEN":SYSSA,8,0,9," "
CE 110 SPINK
AX 168
RG 178
MD 186
cr 196 BG 260 QB 219
QF 220
POKEBL, 8:SYSSA,4,11,0," AND CAN BE REVEALED AT {SPACE} ANY":AS="SPEED" BG 24G FORT=1TOLEN (A$) :SYS8A,3
G-28 COMPUTE AUGUST 1992
SF 238
O+T,11,T,MID$(A$,T,1):N EXT
SYSSA,2,13,0,"TEXT CAN {SPACE}SCROLL LIKE NORM AL AS WELL:":POKE646,16 Y=14:FORT=3.14T06.28STE P.2:C=COS (2*T) +SIN(T) :X =6*C+12:Y=Y+1 SYSSA,X,Y,@,"SCROLLING" tNEXT:SYSSA,X,Y,6,"":FO RT=GTO1E3:NEXT: POKE646, 3 PRINTCHRS (147) ;:SYSSA,@ 11,0,"DISPLAY OF TEXT I S INTERRUPT DRIVEN TOO: "
QG 258 SR 260
GE 2708 FG 280
MA 298 POKE646,13:AS=CHRS$(18) + "THAT'S ALL FOLKS !11": SYSSA,16,3,3,AS FORT=9T04: PRINTCHRS (17) :NEXT:END
PH 318 DATA158,306,31,153,150,5
XC 300
Matthew Spinks lives in Erica, Victoria, Australia. He's the author of Medium- Density Driver (September 1991).
FORMATTED LIST
By R. Markland
Formatted List is a programmer's utility de- signed to create more manageable hard copies of BASIC program listings for the 64. Formatted List produces uniform page breaks, rather than printing pro- gram lines over page perforations, and prints an identifying header and page number at the top of each page.
Typing It In
Formatted List is written entirely in ma- chine language. To enter it, use MLX, our machine language entry program; see “Typing Aids" elsewhere in this sec- tion. When MLX prompts, respond with the following values.
Starting address: CO00 Ending address: C3B7
Be sure to save a copy of the program before you exit MLX.
Compatibility
In general, Formatted List is compati- ble with any printer, with or without an interface, that will normally print a pro- gram listing with OPEN4,4: CMD4: LIST and recognizes CHR$(12) as a one-byte form feed. Should you need another form-feed command, you may poke appropriate decimal values to
49424 and 49549 after Formatted List is loaded. Because Formatted List can- not recognize every conceivable print- er/interface combination, it processes 50 BASIC program lines per page and then sends a standard ASCII form feed before starting the next page. You may also need to determine if your print- er/interface must be set with linefeeds on or off. When some interfaces encoun- ter cursor control or character color sym- bols, they automatically convert the sym- bols into words (up, down, blue, and so on). An 80-character BASIC pro- gram line may thus require more than one printer line. Usually, Formatted List can compensate for this. On rare occasions a program may contain a se- ries of lines packed with control char- acters that, when expanded, will cor- rupt the page formatting. If you can set your interface to print the actual Com- modore characters, it's advisable to do so to eliminate the potential problem. Af- ter Formatted List is loaded, you may adjust the number of BASIC lines per page by poking 49415 with a decimal value less than 50.
Features and Conventions
Formatted List should be loaded at the beginning of a programming session im- mediately after power-up by typing LOAD"FORMATTED LIST”,8,1. Press Return and then type NEW and press Return again. Now load a program to be edited or begin work on a new pro- gram. To use Formatted List, in direct mode type SYS49152 and press Re- turn. Screen prompts will ask for a head- er line, remind you to check the print- er, and inform you that the listing may be aborted by pressing Run/Stop.
Formatted List will print a listing of vir- tually any BASIC program, from a sin- gle line up to more than 30K in length. The listing requires tractor feed paper and should be started with the print- head centered on a perforation if your interface expands lines. Otherwise, you may prefer to adjust the paper to cen- ter the text top and bottom. It’s advis- able to turn the printer off and on after the paper is aligned to establish prop- er page length.
In the interests of simplicity and com- pactness, Formatted List assumes that there's a BASIC program in mem- ory and that a printer is connected, on-
line, and loaded with paper. If you run the program without these conditions in place, Formatted List is likely to crash and/or lock up the keyboard. The title line may consist of 1-32 char- acters and may contain any combina- tion of characters with CHR$ values in the range of 32-95 decimal values.
Formatted List will list the entire pro- gram from beginning to end. If you wish to list only a portion of a program, formatting is unnecessary. A range of lines may be specified in a standard CMD4:LIST range command. Should you decide that you need Formatted List after you have a BASIC program in memory, in direct mode, type PRINTPEEK(45);PEEK(46) and press Return. Record the values displayed. Then type LOAD'FORMATTED LIST’8,1 and press Return. Then enter POKE45,v7: POKE,v2 and press Re- urn (v7 and v2 are the values previous- ly recorded).
Here's an important note: If you're test running a BASIC program that loads to or uses memory from address 49152, you'll overwrite Formatted List. Should this happen, reload Formatted List using the alternate loading method described immediately above. Keep in mind that if Formatted List has been overwritten or corrupted, any SYS 49152 call will no doubt send you on a one-way trip into the Silicon Cosmos, so be sure to save your work first as a precautionary measure,
FORMATTED LIST
G1 AQ 20 F8 FG Ag ag 8E 87 34 co D2 co cg 8E AC cc 20 EE ls) 20 26 ag
COGG:A9 COO8:FF CO1G3A9 CO18:DG CG26:00 C628:F3 CO3G:FF C638:8E CG46:8D CO48:FO CG5G:C3 CO58:26 CG6G:C3 CG68:D4 C@7G:AC CG78:C3 CG8G:85 CGO88:A9 C69G:D2 CO98:A2 CGAG: 96 CGA8:GD COBO:FB
C#B8:8D C6CG:2C C6C8:B3 CODG:A9 COD8: G4 CGEG: 26 COE8: 26 COFG:26 COF8: 26 C10G:EE C168:D6 C110:96C C118:FO C120:B4 C128:5F C130:90 C138:FB C140:FB C148:Bl C156:8D C158:43 C168:Cl Cl68:FF C170:20 C178:A2 C186:66 C188:6D C19G:FF Cl198:FF C1lAG:A2 C1LA8:D2 C1BO:B2 C1B8:FF C1c@:C3 C1C8:F5 C1DO:FO C1D8:AD C1lEG:C3 C1lE8:FF C1LFO:B2 C1E8:C3 C200:01 C208:2C C216:5F C218: 82 C22G:A9 C228:AB C236:FF C238:DG C240:5F C248:10 C258:36 C258:AG C26G:AG C268:AG C276:C2 C278:45 C280:54 C288:48 C296:44 C298:26 C2AG:54 C2A8:41 C2BG:29 C2B8:47 C2CG: 206 C2Cc8: 20 C2DG: 26 C2D8:20 C2EG:20
8D BF 8c A8 85 G1 DA 36 72 3E 57 4F 3F 31 4n 47 24 DE 31 D9 65 7c D6 6D 61 85 85 2c EC F7 OF 2A EL 64 76 B8 BE 3D 46 DL AD 83 EA 33 BC 7A io) 14 c2 73 88 cl gc 81 2a 47 18 22 EC 49 65 3c 6F BS 63 46 4E 56 47 8B
49 26 52 4E 26 26 26 20 26 53 59 4E 4E 20 26 20 20 44 55 54 06 Ci) i) 0@ Ct) I)
47 48 4E 26 55 26 26 54 26 41 54 26 @D 26 44 52 26 44 2F 20 ao Go i) Go i) UT)
9B D4 GA 3B 75 3c SF DB Al E3 1A F2 17 4E G4 E2 65 06 FC cé F2 18 20 28 36 38
C2E8:26 C2F6:06 C2F8:45 C360:54 C368:50 C310:56 C318: 26 C320:26 C328:48 C336:26 C338:4E C34G:4F C348:4C C358 C358:28 C366:55 C368:49 C376:20 C378:4F C380:53 C388:41 C39G:06 C398:80 C3AG: 00 C3A8: 00 C3BG: 06
4c 26 43 45 41 56 26 26 45 58 59 26 49 26 20 52 4B 26 57 54 42 Oo U1) 6o 4) oo
49 26 4B 52 58 4c 20 26 4E 52 26 56 53 26 26 49 54 48 4E 4F 4F ) CI) 1) UT) Go
53 26 26 26 45 59 20 26 6D 45 4B 52 54 26 29 4E 6D 4F 20 56 52 Ul) OO Oo oo Go
54 20 56 41 52 OD 20 20 20 53 45 49 49 20 20 47 20 4c 52 20 54 Ul) 0G Cr) Oo 0G
R. Markland, who lives in Rawlins, Wy- oming, has seen listing questions in Ga- zette many times and says it's time for a definitive solution.
BLANKER
By Charles W. Bozarth
Even with today’s newer monitors, there's still a concern about burning a screen image into the picture tube. This can occur if the image on the monitor stays the same for long periods of time. IBM computers have a variety of utilities for blanking the screen while the comput- er isn’t being used. Blanker is a similar screen-blanking utility for GEOS on the 64. It provides various ways to blank the screen from any GEOS program that us- es desk accessories.
Entering the Program
Blanker is written in machine language. To enter it, use MLX, our machine lan- guage entry program; see “Typing Aids" elsewhere in this section. When MLX prompts, respond with the follow- ing values.
Starting address: 0247 Ending address: 076E
Be sure to save two copies of the pro- gram to a GEOS work disk before exit- ing MLX. Since you can't enter GEOS
AUGUST 1992 COMPUTE G-29
PROGRAMS
programs directly, Blanker must be con- verted to GEOS format before it can be used. One copy of Blanker will be con- verted by GeoConverter 2.0 into a desk accessory. Keep the other copy as a backup in case something goes wrong with the conversion.
If you don't already have a copy of GeoConverter, we've included the list- ing here. The converter can be found on COMPUTE's GEOS Collection disk, and it was printed in “The GEOS Col- umn," March 1990. Be sure to use “The Automatic Proofreader” (again, see “Typing Aids”) to help prevent typ- ing errors when you enter the program. Save a copy of GeoConverter to the disk that contains Blanker.
To prepare Blanker for use with GEOS, load and run GeoConverter. When prompted for a filename, enter the name you used to save Blanker. GeoConverter will then convert the file into a GEOS desk accessory format. Those who get Gazette Disk should copy Blanker to a work disk before mak- ing the GEOS conversion.
Using the Program
To start Blanker in most programs, se- lect it either from the deskTop, or from the GEOS menu in other programs. A dialog box appears on the screen with four choices to blank the screen. Select- ing Cancel will return to the application without blanking. Select one of the choices and then click on the OK icon to start the process.
Each option has its own unique way of clearing the screen. For example, Blank is the option that goes directly to blanking the screen with the border col- or. This is most effective if the border is a dark color such as the GEOS de- fault of black. The Blank option has the same effect as turning off the monitor. Tilt, Dissolve, and Drip are additional choices, Drip is an especially amusing and realistic effect. You'll probably want to touch the screen to make sure it isn’t wet. All of these options have the effect of turning off the monitor once the screen is erased.
While the screen is being erased, the mouse pointer moves to the bottom right corner of the screen. The blank- ing process can be stopped at any time and control returned to the appli- cation by pressing any key or clicking G-30 | COMPUTE AUGUST 1992
the mouse button
Blanker was written for the 64 ver- sion of GEOS 2.0 using geoProgram- mer software.
BLANKER
@247:GF 63 G24 @ 61 Uy) AG 5 oo BF EP FF 2c 42 31 68 2E 68 73 73 20 67 4F 6E cl 40 i) B7 26 66 cs) Ag A4 @1 c7 88 B9 11 36 1F c8 99 c2 8D 11 Ag 9B 85 AQ G6 26
BE FF AG 65 oo AG FD FE 83 a4 61 36 72 42 OF 20 72 6c 74 26 OF B7 26 61 1F 66 G2 39 8D AQ 3B 3c 29 07 69 61 9c 9o 66 0o 84 29 8D Ag AQ 85 28 91 65
FF FD 6G AG @5 0o 86 72 @5 53 6E oo 6c 6F 2c 61 79 61 68 73 34 cl 53 ag 85 26 cg Ag Al 69 AQ AS 07 8D 16 20 G3 46 66 8D Ag EF 9c AG 6a 67 65 62 62 63
AS G: ed iN .0
@257:AG @25F:05 0267:06 O26F:AG 6277:8D
@29F:56 @2A7: 43 @2AF:57 @2B7:74
@2C7:73 @2CF:72 92D7:6E
G2FF:00 6367:26 O36F:63 @317:E6 @31F:A9 @327:84 @32F:8D @337:A9 O33F:A9 0347:88 @34F:C8 @357:AD @35F:A9 @367:29 O36F:06 6377:Cl O37F:3E @387:00 @38F:AD 0397:66 @39F:8D G3A7:86 G3AF:06 @3B7:A4 O3BF:3D yO3C7:18 AD 3CF:02 £6. nox ™ GEOCONVERTER
BA 16 REM COPYRIGHT 1992 COMPU
TE PUBLICATIONS INTL LTD ~ ALL RIGHTS RESERVED
SE 2@ IF (PEEK(772)+PEEK(773)*2 56) =42364THEN4G
PD 36 LIST@,1:LIST4,1:LIST6,1: SA=PEEK (4625) *256+PEEK (4 624) :GOTO58
SX 40 POKE56,PEEK(46)+49:CLR:P
KR
MK
QE
SB
RS
BX
FF
BR
RQ
PP
DH PK
SJ
AF
DG
EF
GP
CF DR
MM
PE
56
60
78
86
96
169
119
126
136
146
156
168 176 186
196
208
210
226
230 2468
258
260
OKE53286,0:POKE53281,0:S A=PEEK (56) *256+PEEK (55) PRINT" {CLR} {8}{N} {DOWN}" TAB (12) "{RVS}GEOCONVERTE R 2.6{OFF}{GRN}{3 DOWN}" : PRINTTAB (13) "COPYRIGHT {SPACE}1992{DOWN}" PRINTTAB (7) "COMPUTE! PUB LICATIONS INC. {DOWN}":PR INTTAB(11)"ALL RIGHTS RE SERVED{2 DOWN}" N=8:PRINT"DRIVE NUMBER " N"{4 LEFT}™;:INPUTN:IFN< 8ORN>LITHENTO KS="N":PRINT"IS DRIVE"N" A 1581? "KS"{3 LEFT}";:1 NPUTKS: IFKS$<>"N"ANDKS<>" Y"THENSG TS=CHR$ (18) :SS=CHR$ (1) :I FKS="Y"THENTS=CHRS (46) :S S=CHRS (3) INPUT"FILE TO CONVERT"; NM$:OPEN15,N,15:0PEN1,N 18,"0:"+NMS+",P,R" GOSUB44@: IFEN<>@THENPRI NT"{RVS}"ENS" "EMSETSEE $:GOTO400 GET#1,K$,V$: IFK$<>CHRS ( 71) ORV$<>CHRS$ (2) THENCLO SE1:CLOSE15:GOT0220 PRINT" { DOWN} DECOMPRESSI NG...":ZS=CHRS (@) :GET#1 t ESC=ASC (ESC$+Z$) :
GOSUB17@: IFV<>ESCTHENPO KEAD,V:AD=AD+1:GOTO14G GOSUB170:CT=V:GOSUB17@: CT=CT+V*256:GOSUB170:GO SUB160:GOTO149 FORI=1TOCT: POKEAD,V:AD= AD+1:NEXTI:CT=0: RETURN GET#1,V$:S=ST:V=ASC (V$+ ZS) : IFST=OTHENRETURN IFS<>64THENGOSUB44G: PRI NT" {DOWN}LOAD ERROR — {RVS}"ENS" "EMSETSEES:G 0T0400
IFCT <> 6THENGOSUB16@:AD= AD-1
PRINT" {DOWN}WRITING..." :CLOSE1:PRINT#15,"S@:"+ NM$:CLOSE15 OPEN1,N,8,"O:"+NMS+",P, W" :FORI=SATOAD: PRINT#1, CHR$ (PEEK (I));:NEXTI:CL OSE1
PRINT" {DOWN}CONVERTING. .-"ZHDS=""FORI=1T04:RE ADHE : HDS=HDS$+CHRS (HE) :N EXTI FORI=1T05:READIE: ID$=ID $+CHRS (IE) :NEXTI NLS$="":OPEN15,N,15,"1G: ":OPEN2,N,2,"#" GOSUB41@:GET #2,NT$,NSS : FORE=@TO7 : DS=NL$:GET #2 ,B$:1=1:IFBS=NLSTHEN31G IF ASC(B$)<>130 THEN310
AE 276 GET#2,HTS$,HS$:1=3:IFHSS =""THENHSS=CHRS (6) GET#2,BS:I=I+1:IFBS=""T HENBS=CHRS (6)
IF (ASC (B$) =16G) OR (I=19) THEN319 D$=D$+B$:GOTO28G FORI=ITO31:GET#2,B$:NEX TI: IFDS=NMSTHEN340 NEXTE: IFNTS=NLSTHEN34G TS=NT$:SS$=NS$:GOTO25G IFDS=NL$THENPRINT" {DOWN}DISK ERROR!":GOTO 400 DTS=T$:SSS=SS:TS=HTS:S$ =HS$:GOSUB410:GET#2,MTS ;MS$: IFMSS$=""THENMS$=CH RS (8) FORI=GT065:GET#2,B$:NEX TI:GET#2,CT$,GT$:GOSUB4 16:PRINT#2,HDS$; :GOSUB42 G TS=DT$:S$=SS$:GOSUB416: FORI=1T032*E+2:GET#2,BS$ :NEXTI:PRINT#2,CTS;MTS; MSS; FORI=GTO15:GET#2,B$:NEX T1:PRINT#2,HTS;HSS;CHRS$ (@) ;GTS; IDS; :GOSUB426 PRINTNMS" CONVERTED!" CLOSE1:CLOSE2:CLOSE15:E ND
US="U1":GOTO430
us="u2" PRINT#15,US;2;0;ASC(TS$+ "@") ;ASC(SS$+"GO") : RETURN INPUT#15,EN,EM$,ET,EE:E NS=STRS (EN) :ETS=STRS$ (ET ) :EES=STRS (EE) :RETURN DATA @,255,3,21,87,10,1 10,0
DJ 286 BM 290
SF 366 EB 316
JX 326
CH 330 GA 348
PD 350
GF 366
RX 376
MB 386 GR 398 HB 409 DQ 419 CS 426 PA 436
JI 446
EH 456
Charles W. Bozarth, who lives in Kala- mazoo, Michigan, began programming on a VIC-20. He recently earned a de- gree in mechanical engineering, but continues to program as a hobby.
SUPERSAVE
By Jason P. Lewis
Saving your work periodically is a con- cept that looks great on paper, but apply- ing it is a whole different matter when at the computer. Some programmers avoid it, saying,''l'll never lose any files. It could never happen to me.” Others com- plain that saving takes too much time when they're busy.
SuperSave is a short utility that will greatly assist you in saving your BASIC programs or BASSEM source code files. In the case of a power outage, your chanc- es of recovering most of your file would
be greatly improved with SuperSave.
Typing It In
SuperSave is a two-part program. The main program is written in machine lan- guage. To type it in, you'll need MLX, our machine language entry program. See “Typing Aids” elsewhere in this sec- tion. When MLX prompts you, enter the following values.
Starting Address: $CF64 Ending Address: $CFFF
When you've finished entering the pro- gram, save it with the filename Super- Save.ML before you exit MLX.
The second part of SuperSave is a BASIC loader or boot program. It's quite short, but you may want to use The Automatic Proofreader to help avoid typing errors. Again, see “Typing Aids.” Be sure to save a copy of Boot on the same disk as SuperSave.ML. When you run Boot, it automatically loads and runs SuperSave.ML.
Using SuperSave When you load and run SuperSave, you'll see a message that the program has been enabled. You'll also see the READY prompt.
In order to use SuperSave, you must either load a program you wish to work on or save a file. This will make that filename active for a short period of time. That filename will remain active from the time the save or load was per- formed until any other BASIC com- mand is executed. During this time, press Ctrl-Restore. This will make the filename permanently active, at least un- til you reset or turn off the computer.
Once you have an active filename, you can use SuperSave as many times as you wish. This is done simply by pressing Restore. Each time you've made some changes and want to up- date the file on your disk, simply press Restore,
SuperSave actually performs two functions during a save. First, it scratch- es the old version of the file, bypassing the save-with-replace bug on older 1541 and 1571 drives. Then, Super- Save performs a normal BASIC save.
When you press Restore, you won't see the usual message indicating that a file is being saved. In fact, the only
visual sign that you should notice is the drive light coming on to indicate that something is happening. By not print- ing a message, nothing on the screen is corrupted. After the SuperSave proc- ess, you should notice no difference in your program whatsoever.
This permits you to update your file whenever you like, giving you no ex- cuse for losing valuable data during a power outage or similar occurrence. Su- perSave will also save you several key- strokes (pun intended).
How It Works Each time you press Restore, the 64 ex- ecutes the machine language instruc- tions pointed to by locations 792 and 793. The actual address of the ML pro- gram is the contents of 793 multiplied by 256 and then added to location 792 (LC=PEEK(792)+PEEK(793)*256). SuperSave changes these locations to make the computer execute Super- Save rather than its normal routine. If Su- perSave doesn't recognize a keypress in conjunction with Restore, it'll ignore it. Instead, it'll execute the 64's normal Restore routine. This means Run/Stop- Restore retains its usual function and it will disable SuperSave. To enable it again, enter SYS 53092.
Customizing the Boot Program
You may want to customize the boot program for each program you work on. You can replace the new statement in line 40 with a LOAD statement to load your program. For example, if your program's name were HELP, then you would change line 40 to LOAD “HELP"8.
Then, whenever you execute the Su- perSave boot program, your working program will automatically load. Press Ctrl-Restore to make that filename ac- tive, and you'll be ready for another work session.
SUPERSAVE.ML
CF64:AD 18 63 8D E8 CF AD 19 15 CF6C:93 8D E9 CF A9 7B 8D 18 99 CF74:63 A9 CF 8D 19 G3 6@ AD 16 CF7C:8D 62 C9 G4 FG 4F 26 El C3 CF84:FF FG 6@ AD EA CF 18 69 77 CF8C:63 A2 EC AG CF 26 BD FF 78 CF94:A9 G1 AE EB CF AG OF 26 1D CF9C:BA FF 20 CO FF 28 C3 FF Bl CFA4:A9 G1 AE EB CF A@ FF 26 GF CFAC:BA FF AD EA CF A2 EF A@ 97
AUGUST 1992 COMPUTE G-31
PROGRAMS
CFB4:CF CFBC:FE CFC4:D8 CFCC:E7 CED4:EA CFDC: 46 CFE4:B7 CFEC:53 CFF4:26 CFFC: 20
BOOT
MM 5 REM COPYRIGHT 1992 ~ COMP UTE PUBLICATIONS INTL LTD ~ ALL RIGHTS RESERVED
28 AQ FF FF CF Bl Dg 39 20 20
BD 2B Ag 4c AS BB F6 3A 26 20
EF A6 co E7 BA 99 4c 26 26 06
Ag 2D 20 CE 8D EF G1 20 20 6G
Ci) A4 96 AS EB CF I) 20 26 OG
26 2E FF B7 CF cs oo 26 26 oo
90 26 20 8D AG C4 Ci) 26 26 66
FE 10 IF A=9 THEN A=1:LOAD"SUP ERSAVE.ML",8,1
GP 20 SyS 53092
DD 30 POKE 53281,0:POKE 53280, 15: PRINT" {WHT} {CLR} {RVS} SUPERSAVE ENABLED."
KG 40 NEW
Jason P. Lewis is a junior in high
school in Ascutney, Vermont. He wrote SuperSave to help him with his other programming efforts.
BALLOON POP
By Maurice Yanney
If you're the kind of person who gets a kick out of popping balloons, you'll love this game for the 64. You can either drop pins on the balloons as they rise to- ward the top of the screen or go for the extra points by intercepting the balloons with your pin-dropper. It slides left and right across the top of the screen, and you can control it in an effort to pop any elusive balloons before they slip by you. Pop them all and move to amore difficult level. See how many levels you can com- plete in this fast-paced game.
Getting Started
Although Balloon Pop is written entire- ly in machine language, the program loads and runs like a BASIC program. To type it in, use MLX, our machine lan- guage entry program. See “Typing Aids" elsewhere in this section. When MLX prompts you, respond with the fol- lowing values.
Starting address: 0801 Ending address: 1100
Be sure to save a copy of the program before exiting MLX. The program works with a joystick in either port or
G-32 COMPUTE AUGUST 1992
from the keyboard with cursor keys and space bar.* *-
Playing the Game
The object of the game is to pop all the rising balloons without letting any get by. You control a pin-dropper, which is located at the top of the screen. Use the pin-dropper to pop the rising bal- loons by dropping pins on them, or ma- neuver it so that it breaks balloons as they reach the top of the screen.
To move the pin-dropper to the left, use the Crsr up/down key; to move to the right, use the Crsr left/right key. A joystick (in either port) may also be used to move. Press the space bar or the joystick button to fire a pin down- ward toward the rising balloons. Only one pin can be fired at a time.
When a pin hits a balloon, you re- ceive 10 points, and the number of popped balloons increases by 1. If the balloon hits the pin-dropper, you re- ceive 50 points, and the number of hits is incremented by 1. To complete the first level, the number of hit and popped balloons must be 10; an addi- tional 5 balloons are needed for each subsequent level (up to 50).
The score, the level, the number of popped balloons on the current level, the number of hit balloons on the cur- rent level, and the extra balloons are dis- played at the bottom of the screen. In- itially, there are five extra balloons. When a balloon reaches the top with- out being hit or popped, an extra bal- loon is lost. When there are no more ex- tra balloons, the game is over. An extra balloon is awarded for each 500 points reached.
Complete a level, and you'll get 10 bonus points for each popped balloon and 50 points for each hit balloon. Each level becomes more difficult with the addition of another balloon to the number of balloons that are approach- ing your pin-dropper. Level 1 begins with three balloons simultaneously ris- ing. The pin-dropper is positioned clos- er to the rising balloons on higher lev- els, and five more balloons are re- quired to complete each level.
To quit playing the game, press the Q key. To pause the game, hold down the Shift key or press the Shift Lock key. To continue playing, release the Shift key or the Shift Lock key.
BALLOON POP
9801:0B G869:36 @811:11 @819:62 @821;D8 @829:AE 9831:0D 9839:29 9841:0B G849:06 9851:27 G859:0F @861:C8 G869:0F
687 @881:CF 9889:18 G891:06
@8B1:8D @8B9:01 @8C1:D0 98C9: 36
6919:11 G921:E0 9929:11 G931:F5 6939:6A 6941:AB 6949:61 @951:12 9959:11 6961:C2 6969:8D 6971:12 6979:05 G981:A0 6989:FB G991:C5 G999:A5 G9A1L:GA G9A9:56 G9B1:29 G9B9:1F G9C1:6A 69C9:20 69D1:12 G9D9:AD G9E1:61 G9E9363 G9OF1:FO G9F9:88 @AG1:AC GAG9:25 @Al11:11 GA19:96
OB 32 26 Ag 20 gc AD EO 26 20 12 CA 8c 20 OA C2 gc 6D 26 cg aa 85 GE AG 85 85 91 69 G1 A5 DC 18 Dg BD 98 18 68 99 69 ES Ag 8D 8D 8D 11 19 8D 20 06 c8 cg cs AS OB 4 12 AD 56 29 abs GA 26 FA
GA Cr) 1E Go AG AD 8D GE 16 21 EO 8E 26 90 26 lL 4c co 42 3E 85 38 Dc 06 FC FE FD
@A21:14 GA29:20 GA31:BE GA39360 @A41:11 GA49:3 OF GA51:90 GA59:09 GA61:6D GA69:69 GA71:C8 GA79:09
DO 91 ll BD 19 BD 91 AS OA ol E8 A2
66 66 FB 12 11 ll AS cg 28 FB 14 BD
26 20 60 De FG 8c FC 76 BD AC Do G2
1c 1c AG 31 29 BA cg 96 Ccé BA C3 12
OF OF oo BO 26 11 87 G3 11 1l 66 FO
Ag AD A2 DA 28 AG 90 4c 18 c8 AG 69
91 74 G3 B7 45 56 51 8F 88 oF 78 55
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11 18 E8 12 Go OA
E9 69 EG 8E Bl 6B
Go G2 14 16 FB 26
99 9D DG 12 cg co
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97 66 E4 36 4c 97
GAF9O:E7 GBO1:47 @BG9:60 @B11:20 @B19:6D 6B21:18 - @B29:3FS 9B31:91 9B39:BE @B41:F7 9B49:GE 9B51:10 @B59:C9 @B61:BB @B69:A5 @B71:19 OB79:F6 @B81:AD @B89:20 @B91:C9 @B99:FG @BA1:18 GBA9:12 9BB1:8D @BB9:18 @BC1:A9
FG OB AG 33 66 12 91 FB 11 OF AQ 26 F6 11 FB 12 8D 18 3E F4 G2 AD 85 19 AD Ct)
cg Lid 26 20 48 19 26 OA 2D 56 26 OB 23 BC 18 FS 11 @D AG 41 G4 12 AD 85 12 18
F6 12 33 GE GE 12 91 6B GA 10 F7 60 26 11 12 8D 20 19 oo Bl ag 69 19 FC cg 12
Dg AE OF gc Ag AG OF AQ i) 60 OF AD 96 26 AS 1A 2D 12 AD FB 20 28 12 co 98 8D
G3 16 AG 20 (i) UT) i) F7 Ol 26 20 BE OE 74 FC 12 GA FO 1A cg 91 8D 69 07 96 19
26 12 28 BA 8D Ag 26 8D 26 66 81 ahh AE GF 8D Ag 66 56 12 FS FB 18 Cr) 96 11 12
84 GE B8 83 FA c7 5c 36 E2 23 31 Bl 76 FB 33 CF 81 De 28 03 EF 72 68 1D 4E EA
OBE9: G2 GBF1:A2 GBF9: 20 @CG1:12 9CG9:1C @C11:A5 9C19:12 @C21:F8 @c29:11 0C31:8D 9C39:29 @C41:12 @C49:18
Ag CT) GE AE 12 8F AC 9D 28 1D 67 26 6D
8D wy} 26 12 E6 1F 12 11 EG 26 6D EG 12
1c 12 BA c8 68 69 9D ) A5 97 1D AS 69
12 8E @D c8 20 65 62 07 8F EG 12 8F 6F
AG 16 AC E8 97 AE 12 99 29 AS 8D 29 AC
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31 65 Al D9 CF cg 2c TE AF B6 EA 2A 67
9C51:12 99 DA 11 68 AY G1 8D 7E
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GCA9:10 26 FC GC 60 20 SE OF 81 GCB1:20 2A 16 A2 6G 20 81 G9 1D
9D31:0B AE BB 11 CA 20 81 09 E7 @D39:A9 F7 8D BE ll 20 2D BA 31 0D41:6% 20 EG GE AB BD 20 49 53 9D49:0F A9 A6 AG 11 26 1E AB 25 GD51:A@ 1A 26 49 GF AY OO AE AB @D59:BF 11 20 CD BD A2 @A AG AS 9D61:GF 18 26 GA E5 AY B3 AG 8B 6D69:11 26 1E AB AQ GG 8D 29 1B @D71:12 8D 21 12 AD CG 1l FO CO @D79:16 18 AD 24 12 69 BA 26 C6 @D81:F4 BE AO G1 26 F7 GF 26 FD @D89:66 140 AD C@ 11 DG EA AD E8 @D91:Cl 11 FO 16 18 AD 26 12 1A @D99:69 32 26 F4 GE AY B5 26 89 G@DA1:F7 OF 26 8B 16 AD Cl ll 64 G@DA9:DB EA 29 2A 16 AD BG 8D 42 @DB1:18 12 8D 19 12 26 FC GC B6 @DB9:6@ AC 17 12 B9 DA 11 8D 1c @DC1:BA 11 B9 DB 11 8D BD 11 BD G@DC9:AG GG A2 BG EC 16 12 FO 5D @DD1:15 38 B9 DA 11 ED BA ll 36 @DD9:8D C5 11 B9 DB 1l ED BD A6 G@DE1:11 OD C5 11 FO 68 CB CB 93 @DE9:E8 E@ 14 DO DF 6G 20 BE OF @DF1:0C 4C BA @D 38 AD C3 1l 5E GDF9:ED 22 12 8D BA 1l AD C4 E8 GE@1:11 ED 23 12 6D BA 11 96 AC @EG9:16 18 AD 22 12 6D 24 12 AE GE11:8D 22 12 AD 23 12 6D 25 FA GE19:12 8D 23 12 26 AC 10 60 5B @E21:AD 26 12 29 87 DG 19 AD CO @E29:98 8D G1 D4 AY 81 8D O4 DG GE31:D4 AOS GF 8D 65 D4 AD FG IC
GE59:8D 66 D4 26 56 OF 60 AD 83 9B61:37 8D G1 D4 A9 83 8D G4 64 GE69:D4 AI FG 8D G5 D4 AD GF 2F GE71:8D 66 D4 20 50 GF 66 AI 9B @E79:C8 8D G1 D4 AO 13 8D G4 83
@E81:D4 @E89:8D GE91:C8 GE99:D4 GEA1:8D GEA9: 37 @EB1:D4 GEB9:8D
GEC1:58 GEC9:D4 @ED1:8D GED9: 26
GFO9:E5 @F11:CD GF19:D9 @F21:11 @F29:DA GF31:FC GF39:A9 GOF41:85 GF49:A2 GF51:0F GF59:05 OF61:00 GF69:EE @F71:D0 GF79:85 GOF81:FB GF89:50 @F91:A9 GF99:FC @FAL:BA OFA9:ED OFB1:ED @FB9:C8B @FC1:C5 @FC9:C5 GFD1:ED @FD9:ED GFE1:C8 @FE9:C5 @FF1:C5 GFF9:C3 1691:69 1009:61 1611:C4 1619:18 1621:C3 1629:66 1931:99 1639:66 1641:C8 1649:18 1651:11
A 1@A9:CD
A9 FF 8D 65 D4 AQ GF 29 G6 D4 206 50 GF 60 AY B3 8D G1 D4 AQ 85 8D G4 65 A9 OF 8D @5 D4 AO FF 14 G6 D4 26 50 GF 68 AD CB 8D G1 D4 A9 13 8D O04 EA A9 6G 8D @5 D4 AI FO 3B G6 D4 26 56 GF 66 AD E3 8D 61 D4 A9 81 8D G4 4D A9 09 8D 65 D4 AD FO 74 06 D4 A9 OF 8D 18 D4 1F 91 GF 20 EG GE 60 A2 FG FF D3 CA D@ 84 A® GE 18 20 ED 2@ 12 AD 21 37 21 12 26 CO A4 16 18 26 OA 75 AD 21 12 AE 2@ 12 20 @5 BD A2 FG 20 91 GF E8 37 FA 6@ AE BB 11 AC BC 8D 20 74 OF AG GG 66 BY CE 11 85 FB B9 DB ll 85 4E 60 Bl FB C9 F8 98 64 33 20 91 FB 6@ AD 18 12 22 FB AD 19 12 85 FC 69 69 99 18 26 GA E5 68 AD 52 8D 18 D4 26 91 GF'A9 BY 8D 27 12 60 AS GG AG AD 99 C6 11 99 DA ll 99 C3 11 99 62 12 C8 CO 14 DE EF 66 98 85 FB A9 64 FC FC EG 6G FG 11 18 AS 57 69 28 85 FB A5 FC 69 2F 85 FC CA 4C 7B GF 66 24 B6 8D BA 11 69 @1 DB 9G AD BA 11 18 69 @1 8D FF 1l D@ Fl 66 38 AD GF EG BA 11 8D C5 11 AQ 27 55 BD 11 @D C5 11 98 3D F9 38 A9 E7 ED BA ll 8D 98 11 A9 63 ED BD 11 @D G2 11 96 29 C8 38 AY 63 91 BA 11 8D C5 11 AO OO 56 BD 11 6D C5 11 96 15 F9 38 A9 G9 ED BA ll 8D 42 11 A9 @@ ED BD 11 @D F9 11 98 G1 C8 68 18 6D BE 11 8D C3 11 AD C4 11 66 @@ 8D C4 11 A2 18 AO B7 AD C3 11 8D BA 1l AD C5 11 8D BD 11 20 A6 OF CA 28 OA ES AD C4 11 AE 3E 11 20 CD BD 20 F5 OD AF AG 6G AD 26 99 BB G4 AT 08 G5 99 88 G6 99 98 3c C8 DG Fl 6@ AC BF 11 GE 8C BF 1l A2 18 AG GB B3 26 GA ES AQ OG AE BF 87 28 CD BD 68 AC C@ 11 DF 8C C@ 11 4C 76 10 AC 1B 11 88 8C CH 11 CG 99 D4 8D D3 @7 A2 D6 26 GA E5 AQ 28 26 CD BD 66 82 8C Cl 1l 4c FG 1@ AC Cl 11 88 8C Cl B2 CB 89 DB G5 AI 26 8D 35 07 A2 18 AG 18 18 26 F3 ES A9 6G AE Cl 11 26 34 BD 69 20 78 BE AC C2 46
AUGUST 1992 COMPUTE G-33
PROGRAMS
16Bl:11 CO GA FO B9 CB BC C2 22 10B9:11 A9 FE 99 DC @7 68 AD B7 10C1:1B 12 D@ 18 20 A8 GE AC FB 16C9:C2 11 F@ G8 AI 28 AC C2 18 1@D1:11 99 DC 67 CO FF F@ 64 D8 16D9:88 8C C2 11 66 BB BG BB 19E1:86 68 88 3C 66 C3 C3 66 FS 16E9:3C BC 96 BG BO BG BB BG EB 16F1:66 66 66 12 26 53 43 4F 57 16F9:52 45 3A 26 20 4C 45 56 FO 1101:45 4C 3A 206 20 50 4F 58 53 1169:3A 26 26 48 49 54 3A 26 09 1111:26 45 58 54 52 41 3A 26 11 1119:28 26 26 26 20 92 34 36 35 1121:36 38 36 36 12 26 26 92 54 1129328 280 286 20 20 26 12 26 2F 1131:26 92 26 26 26 26 12 26 D3 1139:20 92 26 26 26 26 12 26 DB 1141:26 92 66 3C 18 18 18 668 2D 1149:08 60 84 BB BO BG BB 3C AT 1151:18 18 18 @@6 FF FF FF C3 4C 1159:66 66 66 66 FF FF FF FF 7B 1161:18 18 18 8E 1C 93 66 42 F2 1169:41 4C 4C 4F 4F 4E 26 56 62 1171:4F 50 66 54 4F 28 58 4c 7C¢ 1179:41 59 66 50 52 45 53 53 39 1181:20 41 4B 59 20 4B 45 59 75 1189:26 4F 52 26 4D 4F 56 45 75 1191:26 4A 4F 59 53 54 49 43 97 1199:4B 60 1D 47 41 4D 45 20 63 11A1:4F 56 45 52 @8 45 4E 44 C4 11A9:26 4F 46 26 4C 45 56 45 E3 11B1:4C 06 42 4F 4B 55 53 3A DF 11B9:98 GO 6G GB GB BB BB BB DB
Maurice Yanney used Fast Assembler from the Gazette Power Tools disk to write this program. He lives in Leba- non,.Pennsylvania.
SUB ATTACK II
By Tai Bush
If you like underwater arcade-style,
games, you're going to love Sub Attack Il. This fast-paced game for the 64 can ac- commodate up to eight players. Enemy targets include submarines, airplanes, trawlers, and helicopters, and you can play on any of 40 levels. Scenarios are played in different combinations of clear or murky waters and clear or cloudy skies.
Entering the Game
Sub Attack II is written entirely in ma- chine language, but it loads and runs like a BASIC program. To enter it, you'll need MLX, our machine language en- try program; see “Typing Aids” else- where in this section. When MLX prompts, respond with the following.
Starting address: 0801 G-34 | COMPUTE AUGUST 1992
Ending address: 1B18
Be sure to save a copy of the program before exiting MLX.
Prepare for Action
From the opening menu, select the lev- el and number of players desired. Press f1 to start the game. You control the black ship in the center of the screen. Use a joystick to move the ship left or right. Press the fire button to fire straight up. Tilt the joystick left or right and press the fire button to fire to- ward the sides. Pull back on the joys- tick and press the fire button to drop a depth charge. Each level lasts approx- imately one minute.
Enemy Forces You'll face a formidable fleet of enemy
forces. Here are some important facts
about their weapon systems.
Blue submarines fire torpedoes ran- domly toward the top of the screen, These torpedoes are deadly if they hit your ship or if your ship plows into a wa- ter spout created by their explosions.
Airplanes drop bombs as they pass directly over your ship. They also drop bombs whenever they're hit. If you shoot one down, avoid it as it crashes into the water.
Trawlers travel half the distance across the screen, then turn and leave. They drop mines that explode at random intervals.
Helicopters have unlimited ammuni- tion. They drop bombs above your ship. Be careful whenever they hover— they drop bombs continuously.
Turtles are replicas of the first oper- ational submarine, built in 1776 by David Bushnell and called the Turtle. These Turtles are black and white, and they fire yellow missiles that explode when they reach the surface.
Gray submarines fire missiles that en- ter the atmosphere, turn, and explode when they fall back to the surface.
Jet planes drop parachute bombs.
Scoring
Blue submarines, airplanes, and trawl- ers earn you 10 points each when hit; all other enemies are worth 20 points each. Levels 1-10 are played in clear waters and are considered easy. Lev- els 11-20 are played in murky waters
and are moderate. Skies are clear in these levels. Levels 21-30 are played in clear waters and cloudy skies, and levels 31-40 are played in murky wa- ters and cloudy skies. These last 20 lev- els are difficult.
Press P at any time to pause the game. Press it again to continue.
SUB ATTACK II
9801:0B G8 76 17 9E 32 34 36 6E 9809:37 84 G6 GB 26 20 20 20 96 G811:28 20 20 26 26 AB C4 BO G6 9819:3C 68 99 F8 G6 BO FD @8 F6 0821:99 33 G3 88 D@ Fl AG G9 4c 9829:B9 GC 68 99 FF G3 88 D@ Al 0831:F7 A9 Bl 85 2D AO 1F 85 16 @839:2E 4C 6G G1 14 EO OG El 89 0841:1F 8F 19 BO 6E G9 99 EB 37 @849:07 C8 DO F7 EE G2 @1 EE 19 0851:05 61 C6 F9 D@ ED A2 63 23 0859:26 34 63 FO 33 C9 G7 DG 95 0861:16 A2 G1 20 34 G3 DO BA AB @869:A2 64 26 34 63 18 69 67 65 0871:16 65 A2 GA 26 34 63 85 1D 0879:A8 AS A7 85 AY AS FE 85 FB O881:F7 AS FF 85 F8 26 6C 63 73 F8 85 FF AS F7 85 FE 72 26 34 63 D@ 1E A2 68 21 34 63 AG G2 84 AB 85 2A 18 A5 FC 65 A6 85 F7 58 FD 65 A7 85 F8 26 6C EF @8B1:03 4C 13 61 E8 26 34 63 FB 98B9:D@8 1C AG G3 84 AB EB 26 36 G8C1:34 63 FO G8 A2 G8 26 34 F4 4C 5C Ol A2 BC 26 34 C3 E6 A7 4C 5C Gl E8 20 AF G3 D@ GA EB 29 34 G3 B2 69 64 A8 DO D6 E8 26 37 03 DO BA A2 G2 2G 34 21 18 69 G6 D@ ED A2 G8 A2 34 03 DG E6 AD BB 85 F7 A4 FB F@ GC 66 FA 2A 37 A7 C6 FB CA DG F2 AB DB 48 Bl FE 85 FA AQ 68 FE FB 68 A4 FE DO G2 C6 4A C6 FE C@ £7 DG DE A4 BS C@ G7 D@ DB AI 37 85 BA 58 4C @D G8 A4 AB FO 49 9939:22 A5 F7 38 E5 A8 BO G3 7E 0941:C6 F8 38 85 F7 AS FC ES 8A 9949:A8 BG 62 C6 FD 85 FC Bl 3A G6951:F7 88 91 FC 98 DG F8 C4 42 6959:A9 FG GA Bl F7 C6 FD C6 76 696 C6 AI 10 EC 66 78 E6 98 096 4C 16 88 66 88 GC B8 75 G971:01 G6 9E 32 38 36 31 E3 9B 9979:25 AQ 1C 47 G9 18 AD 8G EC 9981:8D 8A C9 GF 8D 18 65 51 9E 28 23 19 26 67 B9 2A G4 84 7E 8D BA 63 20 51 OB 206 7F GE 26 38 10 32 69A1:20 D5 GC D1 Cl GD 20 CO 1B 69A9:15 20 9F FF 81 1B C4 DB 26 09B1:73 45 50 DO F9 4C 27 B8 ED G9B9:59 AA F3 78 6D G4 15 44 13 G9C1:BD DA 15 95 D4 64 35 Cl 3F
Bae
GA69:G1 GA71:79 GA79:11 GA81:67 GA89:64 GA91:71 GAI9:AG @AA1:AC GAAI:AG @AB1:79 GAB9: 09 GAC1:69 @AC9: 46 @AD1:16 GAD9: 26 GAE1:20 GAE9:27 GAF1:13 GAF9: 30 GBG61:39 @BG9:64 @B11:14 GB19: 98 @B21:A2 GB29:38 @B31:55 @B39:4C GB41:A2 @B49:CA GB51:DG @B59:8C 6B61:DB GB69:1C @B71:BC @B79:C6 @B81:61 GB89:82 0B91:61 GB99:06 @BA1:43 GBA9:81 OBB1:F8 GBB9:12 @BC1:32 @BC9:9D @BD1:4C 9BD9:35 GBE1:61 GBE9:94 GBF1:38
@4 79 46 AG 80 65 13 B3 15 8D cs 11 43 42 6G 1D 18 A4 69 2F ca Ag BC 9A 49 8D AG B9 A2 DF 04 66 AG 3E 82 69 ol G2 Os 41 65 BC 26 64 96 34 60 12 G3 @4
67 AB 9D 65 21 99 G7 61 8c B9 ES 36 78 UE) @D 8c CA @4 G4 4a 37 8A BO E7 E6 A6 28 6A ce 29 8D 14 25 GA GA 66 11 G3 (oly) 66 84 18 og 69 7A 8c E2 21 18 44
OBF9:69 @CO1:AB 9CG9:6D GC11:C4 GC19:88 @C21:96 OC29:F5 @C31:D2 @C39:9A @C41:65 9C49:320 GC51:82 9C59:25 GC61:86
GOC81:AA 9C89:58 @C91:8D
@CE1:CE G@CE9: 23 GCF1:89 GCF9:64 @DG1:8C GDG9: 46 9D11:18 @D19:4C @D21:61 @D29:1E 9D31:8C @D39:55 @D41:FF GD49:95 6051:37 @D59:C9 OD61:11 GD69:2E @D71:8E @D79:4F 9D81:5D 9D89:B9 @D91:60 GD99: 26 GDA1:C8 GODAY9: 22 6DB1:D6 ODB9: 68 6pC1:4D @DC9:E2 @DD1:1E @DD9:A6 @DE1: 26 @DE9:3E @DF1:47 ODF9:52 GEO1:9B GEG9:FC GE11:36 GE19:FO GE21:G0E
GE29:CA @E31:1A GE39:09 GE41:26 GE49:06 @E51:77 GE59:A2 GB61:58 GE69: GC GE71:4E GE79:AD GE81:B2 GE89:4A @E91:11 GE99:CO @EA1:AD @EA9:AD GEB1:FB GEB9:G2 GEC1:65 GEC9:C7 GED1:B4 GED9:A9 @EE1:DE GEE9:CE GEF1:9E GEF9: 43 GFO1:98 GFOI:FA GF11:2A GF19:D6 GF21:29 GF29:04 GF31:3C GF39:A6 GF41:C9 @F49:C9 GF51:06 OF59:E1 OF61:C7 GF69:14 GF71:0B GF79:9F GOF81:71 @F89:57 @F91:DE GF99:7E @FA1:ED GFA9: 8F GFB1:BB GFB9: 68 @FC1:A3 GFC9:26 GFD1:A2 GFD9:DG OFE1:62 OFE9:41 OFF1:66 GFF9:08 1661:99 1969:AG 1611:00 1619:4E 1621:09 1629: 2F 1631:16 1039:16 1641:1A 1649:E3 1651:DF
51 A6 68 8C DB 44 51 1D 68 14 E4 44
AUGUST 1992 COMPUTE
PROGRAMS
1659:E6 51 B7 68 6E E7 44 A3 FD |1289:91 90 GE DA FG 10 SE 42 D@ | 14B9:14 87 37 36 61 52 5C BB 7A 1961:EB Dl 3C 18 60 8A 28 1F 91 | 1291:DA CE 43 65 F3 BG DG 68 F3 | 14C1:86 BD 3D GE 18 69 G1 2D B7 1069:86 68 G1 D@ G1 AD 7 D3 87 | 1299:95 90 CA 63 14 1A 1F BG 34 | 14C9:98 G5 F7 C9 G1 44 DD 26 14 1971:CC 51 D3 68 14 71 12 C9 Al | 12A1:CG 68 CO FD G9 41 G1 74 F9 | 14D1:DB GF B9 G4 DG CD AD FG 2D 1979:D9 CA 8F DB E6 A3 28 39 38 | 12A9:85 C2 44 FG 12 64 DD OF C5 | 14D9:14 BG 96 95 C2 4C B5 17 6D 1681:DF 17 83 AG 16 C9 E3 D2 44 | 12B1:07 AS FC 77 85 FC A5 FB 41 | 14E1:A9 C7 9D OG BF G6 83 CO 49 1089:AG Bl 15 C9 E6 84 GF 46 4D | 12B9:D9 GA DB 51 FG D7 62 G1 29 | 1469:03 96 F2 G7 GA AY OG AG 1E 1691:17 C9 EB 52 Al EE 51 DB 99 | 12cl:FC 83 25 FC FO G9 49 G1 F8 | 14F1:18 8G A9 EE EA 2F FE C7 44 1699:18 C9 EE 98 68 17 FG BG 51 | 12C9:16 13 FO 62 18 69 38 66 GF | 14F9:72 AE AS G9 26 G5 D1 3F C4 16A1:68 DC 17 66 Cl E2 8B B5 7C | 12D1:BA A6 1A 9E 44 99 31 27 18 | 1501:C9 EF F@ 3C 73 27 23 DG 3D 10A9:GC 1A GB 12 1A OB 5G 9C 13 | 12D9:A4 AO 18 9A G4 22 1G EG 11 | 1509:25 GF G4 AD 98 26 BA DG OF 10B1:F9 21 9A E@ 2F G8 11 E8 1D/12E1:6B 19 16 E2 GA G8 82 8G BB | 1511:AG 18 1D 1A 86 GD 11 B9 6A 19B9:CD 19 BG 1F 13 C9 OF FG FE | 1269:0B 26 BG 68 F3 G9 88 85 8C | 1519:AD AG GA SD G4 8D 16 97 67 10C1:38 93 36 30 79 44 2B 72 91 | 12F1:BD G6 29 GF C9 G7 DG G3 9B |1521:42 26 84 A3 66 C9 9D BB 55 16C9:44 26 72 E8 8B 4C C4 11 9A | 12F9:FE 29 41 F8 2A 68 CO 4F 63 | 1529:06 15 28 G4 20 1A Bl 4C 98 10D1:C9 32 BG 1c BG Cl 82 E5 34 | 13G1:E0 FO GC 1E 64 GD 93 G9 BE | 1531:2B F2 DD 9C 41 68 96 46 DO 16D9:F6 15 18 69 FB SE GD 3A FE | 1369:4C 03 15 7A FB AG 26 78 7B | 1539:B8 A9 G5 26 1D 5C 80 5E 86 1GE1:EF 85 @8 F3 SE F@ G3 FE 57 | 1311:15 37 56 30 64 51 C8 C8 24 | 1541:10 28 G4 GA DF C2 BC C9 EB 1GE9:5C DE 82 B@ 85 31 93 7D BB | 1319:C@ G6 DG G2 78 FG 55 BS 46 | 1549:E9 9A 81 83 CB 66 4D 18 22 16F1:B7 63 1C GA 16 Al A4 El G5 | 1321:02 44 9C Al C2 GD DG 98 8B | 1551:A9 G2 206 E3 BA 41 41 C9 BB 16F9:E5 11 @5 GC 1A D3 26 4F 62 | 1329:16 Dl £1 FG GA AB CB 68 16 | 1559:E8 86 62 El A8 C9 JE 9G 32 1161:CF 34 D@ 61 DB 1D 44 G2 CD | 1331:2A El 24 1B 686 18 24 20 E6 | 1561:GA DE 15 BD B4 20 5D G3 AA 1109:60 96 1B A3 GA 29 C7 86 75 | 1339:62 42 83 E2 EG 1E 8A C9 1E | 1569:DG 28 26 FB 12 C9 A4 DO 9B 1111:60 D3 1B 78 D4 83 85 47 99 | 1341:62 DG E6 D2 AB G6 1E 19 59 | 1571:E2 88 98 16 84 BG 88 C9 G3 1119:4E C6 FO 14 C9 CB F@ 10 E2 | 1349:A9 E2 4C 39 15 8A GA AB AY | 1579:EA FG DC AD BA G3 3D 24 4C 1121:66 E7 64 C2 C2 C9 G5 98 C4 | 1351:66 38 13 6A FO BA C9 7E 43 | 1581:51 F2 1B GE FE FA 3B 20 30 1129:63 40 8B Cl 13 30 32 G3 2B | 1359:F@ B6 4C 41 15 EG Fl ED 41 | 1589:26 E5 GA AQ GE 4C 56 G8 6F 1131:03 87 5F 30 BGO 86 FE Al E4 | 1361:6C 79 38 E2 FG G8 F2 18 F6 | 1591:22 2E G7 G4 FG G9 DE F6 D9 1139:CC 16 22 3A 86 G4 GE 29 37 | 1369:70 14 98 5D 32 51 41 G3 11 | 1599:26 Fl 12 4C B6 18 B9 Bl El 1141:C@ C2 51 64 22 G1 SA CD 76 | 1371:3B 63 33 34 18 El 73 18 E6 | 15Al1:BC @@ 8A B87 CD @5 8C BA 91 1149:4C 6B 12 A9 11 6A 45 CG C6 | 1379:84 67 39 6B AY E3 2A B7 B3 | 15A9:CD 87 DG FS B5 CD B9 DB E7 1151:CC F9 11 C9 CE BO 2C 38 EG | 1381:76 64 C2 2F C9 96 DG 34 AA | 15Bl:DG G5 AQ 14 9D B7 63 AD 7B 1159:35 89 C9 96 FG 11 94 C9 DI | 1389:A9 G3 E8 8D CO 98 EE 17 98 | 15B9:15 DG 3D 27 10 FO 61 60 63 1161:CD FG G5 23 28 D6 86 G2 19 | 1391:61 AD BC 63 29 G7 AG GB 12 | 15C1:AD 1B D4 C9 48 BO CG G7 GE 1169:4C E2 62 CE C6 GC 38 76 CE | 1399:AA El G4 80 26 DA 15 AG 4D | 15C9:4F EB 9D 4D 3F AQ Gl 9D SE 1171:4A GE 67 85 30 42 8F G8 33 | 13A1:46 D9 67 68 AA BD ED 44 2C | 15D1:2C DG 26 3F 13 4C 65 13 E5 1179:C8 AA EC AQ Gl 29 8C 4C F4 | 13A9:16 24 48 FD 15 99 25 38 5E | 15D9:73 72 83 C9 Al DO BC BY 89 1181:C@ D2 FO OD FE 94 @4 DG CA | 13B1:BD OD 16 99 26 38 60 81 AA | 15E1:B6 38 EY GA 99 OB DG 4C 3A 1189:26 GC 30 GE 96 G8 20 GF 2D | 13B9:F2 7C C2 26 C9 40 C8 GB B3 | 15E9:8D 12 86 BS 44 21 20 SC 3E 1191:10 G5 4C C4 68 BB 8B 8D 9A | 13Cl:31 D8 15 65 Gl G5 G4 36 G4 | 15F1:2A BG 52 AD G3 46 60 BD 35 1199:9C 8C 68 C8 99 23 GE 72 A2 | 13C9:C2 20 G3 G1 3C 8D 56 21 A3 | 15F9:65 C9 ED FG B6 FE FD 87 CA 11A1:E6 28 86 9C 8C 2C C8 C9 8B} 13p1:40 50 54 BG C4 22 BC 48 32 | 1601:A9 G6 9D 60 1C 60 FG E2 64 11A9:56 25 8C 84 8D Al 22 27 75 | 13D9:C9 DB FO 18 93 F3 GE E4 E8 | 1609:4C F8 18 DE 61 B8 BD Bl A2 11B1:A3 07 2E F2 18 65 BA C8 EF | 13E1:DD D@ 1A BC D@ GC 9C DG FA | 1611:03 29 G1 DB 9E 4c 35 13 D9 11B9:B@ 59 25 22 7D E8 66 Bl 53 | 13E9:22 75 8E 78 G8 GA GC 1D 75 |1619:A9 GG 80 72 96 AY 33 GA 6B 11C1:B9 91 62 38 ES FB 13 96 BE | 13F1:C@ 82 26 30 18 66 73 98 A2 | 1621:03 OA D@ A4 28 40 BA D1 DD 11C9:E9 AJ 12 38 E9 B2 12 E2 32 | 13F9:E7 17 AD 7F C3 FC 11 B9 75 | 1629:A4 29 BI GB D3 99 BB 2B 59 11D1:28 88 2D 20 98 07 23 GO F6 | 1461:DF E6 39 67 E7 2C EG 26 3C | 1631:60 F8 EB A9 37 85 Gl C8 4E 11D9:68 33 21 82 85 20 1D 38 38 | 1499:61 BD 7E 16 D9 C6 95 G6 9D | 1639:8C BE DC 88 85 Fl 2A BO 4C 11E1:DA 8A 76 85 FB A5 32 G7 SC | 1411:4C Fl 12 BE C8 D2 26 38 14 | 1641:30 68 2C 98 AA 91 FB C8 GB 11£9:0E 8C G5 FB 8A 72 88 84 4A | 1419:37 10 FA 61 DG G6 C1 CS 38 | 1649:DG BB FC 43 74 OD DG F4 4E 11F1:39 18 32 16 82 @6 1C 42 8C | 1421:95 16 65 C5 C7 21 62 BG 1A | 1651:AA AQ 55 D8 AY 1B 85 FC 37 11F9:71 15 76 C6 81 GF 24 GA 2F | 1429:63 9D B4 98 26 AG 13 78 A4 | 1659:68 OB FD E8 BD E5 1A 85 D9 1261:83 DG F9 AD 12 CD 55 33 DA |1431:EC 81 1C 4D BG @7 1A 64 C2 |1661:FE E8 Bl FB F2 F8 DG G2 5C 1209:F@ F9 4B 8D GE DC 60 C9 D4 | 1439:86 41 9A FG 25 BD 51 12 29 | 1669:E6 FC C9 DF FO GF C9 DD B4 1211:D6 EG 26 21 CG 44 AG G7 SA | 1441246 4E 16 19 66 E2 26 56 DS |1671:FG E4 91 FD E6 FD DG EA 1D 1219:69 A8 03 E3 26 D4 FO 54 E4 | 1449:G8 60 87 86 A2 A3 G3 98 C8 |1679:E6 FE 4C 75 19 8F OB 9E 75 1221:C9 D7 FG 58 C9 D5 FO 63 2E | 1451:86 OD 83 69 AY GC 9D AE 65 | 1681:8A 9D 3C C9 AC 18 DG FB DE 1229:C9 D8 FO SF A3 D7 CF 12 AA | 1459:63 4C FB 64 1F 85 BF 10 74 | 1689:BA BO 8D C5 C2 07 19 FF OF 1231:93 18 74 84 88 AJ O5 56 47 |1461:7A FE DB 16 B2 FE E5 72 33 | 1691:85 FB 38 33 OD A® BD E8 A7 1239:7D 86 DG 3F FE 81 3D Cl E5 |1469:FE EA 07 F9 8B C3 21 AC A6 | 1699:18 26 FG FF E6 FB A6 FB 68 1241:2A 16 GC 88 D3 C3 G4 G3 CH |1471:D8 B8 BF AC 49 G1 GA 2D 5G | 16A1:EG 66 F@ OB BD 4E 1A FO F2 1249:8C 2F DA 4C F6 EG 11 64 Gl |1479:62 6F 96 45 C9 EC BG 41 BO | 16A9:E8 DA AE 93 B7 19 20 E4 57 1251:48 59 A9 D9 E5 23 16 1E C8 | 1481:32 78 59 DB 39 5C 25 32 DG | 16B1:FF C9 86 FO 34 C9 87 FO FB 1259:BC 41 Bl 31 14 18 3B 81 74 |1489:F1 3C E6 E6 48 G2 86 62 BE | 16B9:4D C9 88 FG 46 C9 85 DI 5D 1261:06 53 37 18 4C 83 AS F3 75 |1491:C6 66 61 94 21 87 D2 6C 63 | 16C1:29 GB AY G2 EC 4A 16 FO 85 1269:26 44 G4 16 BG 4C 82 GA F8 |1499:C9 5B BG 13 95 68 GA BG D7 | 16C9:64 98 G2 AI FE 9D 5D G3 23 1271:58 41 98 6G 12 AQ G2 A7 G8 |14A1:59 8B GG G4 CF 6A Dl 646 C5 | 16D1:E8 EG G8 DG ED A2 G7 ED AA 1279:16 C4 5A 96 E@ A4 42 5D GA |14A9:DC 5G 8G 1C GE 7G G1 4C A6 | 16D9:38 9D 8D CA DG FA AY 93 3D 1281:35 E@ D4 65 D9 GB D6 E6 F2 |14B1:E5 11 78 59 71 14 C3 Gl 1A | 16E1:26 D2 FF 4C B4 8A Fl 5C A7
G-36 COMPUTE AUGUST 1992
16E9:68 16F1:D3 16F9:13 17@1:AD 1769:8D 1711:EE 1719:87 1721:66 1729:11 1731:AC 1739:56 1741:38 1749: 4D 1751:4C 1759:53 1761:E3 1769: 20 1771:56 1779:3C 1781:54 1789:14 1791:66 1799:BD L7A1L:F1l 17A9: G8 17B1:E8 17B9:2C 17C1:B8 17C9:AA 17D1:3A 17D9:2E 17E1:@D 17E9:11 17F1:2E 17F9:64 1861:58 1869:54 1811:53 1819:37 1821:D@ 1829:61 1831:13 1839:AA 1841:81 1849:66 1851:88 1859:68 1861:C2 1869:AA 1871:AG 1879:88 1881:6A 1889:DD 1891:44 1899:58 18A1:6A 18A9:67 18B1:33 18B9:8F 18C1:04 18C9:60 18D1:AE 18D9:5F 18E1:AG 18E9:33 18F1:53 18F9:1C 1991:GE 1969:29 1911:74
38 A3 AC cg 9E G2 49 CA 53 4B 52 39) 54 1) 41 4c DC 4c 37 09 cs 5c 81 99 8A 27 6c EA B6 7A 74 4P 76 71 A4 Bl 94 9B D4 De EE 16 41 05 co OA co Bl AB 88 A2 G3 82 A8 38 49 EE G3 62 44 47 G4 4G B9 55 76 Cr) BB cl 78
76 58 1 42 39 59 88 3E 26 ql gc 4c 62 OF G6 OF c2 G5 36 E@ 26 54 co 07 68 06 2E AQ 93 ol 15 55 DD 34 Cs) A3 43 a7 55 7E 99 46 cc 80 DD 41 08 G4 G8 19 Bl 88 EA E2 c3 Ag Al 5 91 96 3B 33 GG GG
EF 69 7B pc 96 44 AD 12 AE cs 7D 58 c8 OF 89 ED AE cc OF 16 bg 20 64 Gl A8 oF 36 CF F2 65 AC 6D @D cc AC EE D3 96 8B AF 1B 76 93 FE D2 D9 CF FB 68 8E 75 c4 76 4B CE FC 17 59 79 1F 35 3B 71 85
1919:@D 1921:50 1929:61 1931:4A 1939355 1941:68 1949:95 1951:Bl 1959:61 1961:63 1969:61 1971319 1979:0A 1981:5C 1989:DD 1991: 0F 1999: 8C 19A1:62 19A9:40 19B1:82 19B9:13 19C1:36 19C9:AG 19D1:2F 19D9:15 19E1:27 19E9: 24 19F1:58 19F9:12 1A01:10 1AG9:A2 1A11:6A 1A19:8C 1A21:45 1A29:85 1A31:96 1A39:82 1A41:44 1A49: 68 1A51:86 1A59:62 1A61:19 1A69: 68 1A71:34 1A79:AG 1A81:DD 1A89:72 1A91:84 1A99:23 1AA1:10 1AA9:A3 1AB1:106 1LAB9:A2 1AC1:DC 1AC9: 84 1AD1:61 1AD9:98 1AE1:98 1AE9: 60 LAF1:8F 1LAE9:8C 1B61:290 1B69:8E 1B11:0A
5A 65 40 74 SA 21 Bl 5c 8c D2 56 G2 96 9c C6 16 FF 6B GA 6A 56 20 82 GA 55 B6 46 AQ A8 46 8E A4 6B 1D cs 03 22 1c G8 TE 39 G2 Oo 98 oc ol 12 14 AB D6 40 OA 28 46 EE 63 63 43 4E 89 87 61 83 GG
6D c8 40 AG 15 68 86 8C 63 64 16 gs AA 44 AG AC FO 16 gc DD 26 1c E6 gc DD 42 22 cr) 55 36 28 AA o4 71 3c 80 10 DD 58 1H 61 Ct) 03 FF DD 06 28 G3 c8 4E 40 @5 28 B8 88 43 28 48 36 o4 OF GA 46 o5
64 G1 F7 a) 56 55 31 62 F9 BG 68 ol FG Oo 16 80 29 85 Ut) 25 Ct) A8 68 1B B8 89 46 1A BO 15 74 OA G4 38 FE ol 48 OS DD 3c FC cs @1 DD cl c8 AG OF c8 25 as B3 FO CF 64 E3 63 5 96 Ul) 89 19 oo oo
TAG IT
By Farid Ahmad While working on a specific area of a pro- gram, you may find it necessary to list the same lines repeatedly. You must either hunt through the entire listing until you find the lines you need or remember and enter the proper numbers each time. There's an easier way. Tag It is a handy, relocatable utility that makes it pos- sible to list different parts of a BASIC pro- gram with a single keystroke. With Tag It you can mark different parts of a listing with different tags and list them easily. Tag It offers other features as well. These include definable function keys, ed- iting keys, and an escape key to cancel quote or insert mode.
Entering the Program
Tag It is written in machine language. To enter it, you'll need MLX, our ma- chine language entry program; see “Typing Aids” elsewhere in this sec- tion. When MLX prompts, respond with the following.
Starting address: 0801 Ending address: 1330
Be sure to save a copy of the program before exiting MLX.
Using the Program
When you load and run Tag It, it'll in- stall and activate a machine language routine. Tag It will display the memory area where it has put the routine and then ask if you want to create an object file. For now, answer no. Any response other than Y is taken as a no.
Now hold down the Commodore key and press any of the following keys: Z, P,R, A, S, D, or F. Each combination lists a different portion of the program. You can quickly move the cursor for ed- iting by using other combinations with the Commodore key.
Press Commodore-< to move the cur- sor to the beginning of a line. Press Commodore-> to move the cursor to the end of a line. Press Commodore-? to move to the middle of a line. Com-
Tai Bush, a computer science student at the University of Colorado at Col- orado Springs, enjoys radio-controlled boats, electronics, and classical music.
modore-Crsr Down moves the cursor to the bottom left corner of the screen.
Enter the quote or insert mode. Press the Ctrl key to confirm that you're in this mode. To escape from the
AUGUST 1992 COMPUTE G-37
PROGRAMS
quote mode, press the Ctrl key and Commodore key simultaneously.
Tags
A tag consists of a REM statement and a letter of the alphabet. You saw a dem- onstration of a tag if you pressed the Commodore key and one of the letters listed above. For an example, list line 10. If you have entered the line correct- ly, you should see REM-A. The letter is the tag identifier. You can use any let- ter of the alphabet as an identifier. Now hold down the Commodore key and press A. You'll notice that the pro- gram lists