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Page 1: Compute Gazette - Commodore.ca

SPECIAL DISK OFFER! See p. 6.

r COMPUTEPsFebruary 1990

TM

© 02220

USERS

QLink'i

Online Resort

SPECIAL DISK OFFER! See p. 6. February 1990

COMPUTE!'s

Page 2: Compute Gazette - Commodore.ca

JAMES BOND IS

OUT ON HIS OWNAND OUT FOR

REVENGE

Meet the newest James Bond. You!James Bond is back with a ven

geance in Licence to Kill, the

movie. But in (his adventure,

you're (he star.

The powerful drug czar San

chez has murdered your best

friend's bride. So you're out to take

him down. Show no mercy as you

battle him on land, at sea and in

the air.

You'll need to take the controls of

helicopters, planes and tankers.

Perform death-defying stunts in

* Six dangerouslevels.

M Movie-like storyline and action,

M Colorfulgraphics and animation.

midair. Even water-ski in your

bare feet!

Critics are already raving about

this exciting new 007 game.

"All sections are nicely designed, and

faithfully follow scenes front the

film—just like amovie licence should."

• Computer Sl Video magazine

"At last, a Bond game that will be

appreciated by 007 fans and arcade

addicts alike." ■ The One magazine

Licence to Kill. It's a killer game!

K. Distributed By

Bfoderbund

089

See your dealer or call Braderbund of (800) 521-6263 to order

■" Copyright IW5 Brad eibund Software. Inc. ond Domark, Ltd Broderbund Software. 17 Paul Drive. Son Rafael, CA 9J9O3-21O1. All Rights Reserved. 16LCQ

JAMES BOND IS OUT ON HIS OWN

AND OUT FOR REVENGE

Meet the newest James Bond. You!

, ! !

James Bond is back with a ven­geance in Licence to Kill. the movie. Bu t in t.his adventure. you"re the SlaT.

The powerful drug czar San­chez has murdered your best friend's bride. So you're out to take

h im down. Show no mercy as you battle him on land, at sea and in the air.

You'll need to take the controls of helicopters. planes and tankers. Perform death-defying stunts in

• Six dangerous/eve/s,

• Movie-llK8 story fine and octlon.

• Colorful graphics and animation.

midair. Even water- ski in your bare feet!

CriUcs a re already raving about this exciting new 007 game.

"All sections are nicely designed. Il1Id faithfully follow scenes from the film-just like a mOllie licence should." • Computer & Video mag(lZine

"At last, a Bond game that will be appreciated by 007 fans and arcade addicts alike." • TheOne magazine

Licence Lo Kill . It's a killer game!

Olstributu 8,

8wderbund'

See your dealer or coli Brooerbund at (800) 521-6263 to order. 089 (sJ Copyrogh! 1989 Srcder t)l.md Sol!we re.lr\c, end Domor~. lid B!worbund So!1wO!9. 17 PouI Drive. Son Ro!oet CA QdQ03·2101 , AI mg t1!s Reserved. 16LCG

Page 3: Compute Gazette - Commodore.ca

GAZETTErnnMs

ebruary 1990 Vol. 8, No. 2

_

FeaturesClub Caribe

An Unabashed Tour of en

Online Hesort

Tom Netsel 23 "

The 64—Hot or Cold?

Tom Netse! 30 *

Future Computing:

Part 2—Neural Networks

Kevin E. Martin 34 *

ReviewsFire King

Romney Laanstra 63 64

Omnt-Play Basketball

Robert Bixby 63 64

Might and Magic It

Jeff Seiken 64 64

SimClty

Steve Hedrick 64 64

BattleTech

Len Poggiali 65 64

Kings of the Beach

Heidi E. H. Aycock ' 66 64

GamesQewb

Robert Bixby 40 64

Plnhead

James Merlo 46 64

ProgrammingPower BASIC: Font Magic

Shao-Tiert Pan 10 64

The Programmer's Page: Bugs

Randy Thompson 20 128/64

BASIC for Beginners:

More Lesser-Known Commands

Larry Cotton 21 64

EDITORS

CHOICE

Disk Editor

Stacy J. Prowell 49 64

Sound Sampler 64

Guy Johnson 54 64

Messenger

Stephane Edwardson 58 64

Machine Language Programming:

A Word Counter

Jim Buttertield 70 128/64

DepartmentsThe Editor's Notes

Lance Elko 5 *

Feedback

Editors and Readers 7 *

Letters to the Editor 9 *

The GEOS Column: DlrQuIck

John P. Young 14 128/64

Horizons:

Send Me Mail

Rhett Anderson 18 *

D'lversions:

Design-a-Robot Contest

Fred D'lgnazio 19 *

Commodore Clips:

News, Notes, and New Products

Mickey McLean 79 *

Typing AidsThe Automatic Proofreader 71 128/64

How to Type In COMPUTEfs

Gazette Programs 72 "

MLX: Machine Language Entry

Program for Commodore 64 .... 74 64

Advertisers Index 71 *

64- Commodore 64. 130-Commodore 128. ■■ Gnnoral

EDITOR'S

CHOICE

COMPUTEI's Gazelle (ISSN 0737-3716) Is published monlnly by COMPUTE! Publications, Inc., ABC Consumer Magazines, Inc.. Chillon Company, ana ol trie ABC Publishing Companies apnrt o( Capital CiIibs/ABC Inc.. 8Z5 SavontHAve.. Now York. NY 10019. ffi 1990 ABC Consumer Magazines. Inc. ah rights reserma. Editorial oHices nr0 located ai Suite 200 32i wBs>

WendoYeiAve.Greansooro.NC27408 DomesucsubsciiDlions' 12i9sues.S24 POSTMASTER SendFoim3579loCOMPUTE'sGazctte.P.O.B™32S5,HaHan,IA51537 SeconO-datEpostage pa-d al New Yah. NY, and additional maling

CAZ[TTl

Features Club Caribe

An Unabashed Tour of an Online Resort

Tom Nelsel ...... . .. . .......... 23 The 64-Hol or Cold? Tom Netssl . .. . ....... .. .. . . ... 30 Future Computing:

Part 2-Neural Networks Kevin E. Martin

Reviews Fire King Romney Leanslfa Omnl·Play Basketball Robert Bixby .... .. .. . . .. ...... . Might and MagIc II Jeff Selken , . . ......... . ...... . SlmClty Slave Hedrick . ...... ..• • • • . .. . . BaN/erach Len Poggle/l ... .. . . . . ..•. . . . .. . KIngs of the Beach Heidi E. H. Aycock ' .... .. • .......

Games Qewb Robert Bixby .... . , • . , ..•••.. .. . Pinhead James Merlo .. .. . . .. .. ... . .... .

Programming Power BASIC: Font Magic Sheo·Tien Pan .. . . .. . . ........ . The programmer's Page: Bugs Randy Thompson . . .. . ...... . .. . BASIC for Beginners:

More Lesser·Known Commands LaffY Cotton .................. .

34 •

63 64

63 64

64 64

64 64

65 64

66 64

40 64

46 64

10 64

20 128/64

21 64

Vol. 8, No. 2

Disk Editor Stacy J. Prowell ..... .. . . . • ..... 49 64 Sound Samplar 64 Guy Johnson .... .... .. . . ...... 54 64 Messanger Stephane Edwardson . . ....... . .. 58 64 Machine Language ProgrammIng:

A Word Counter Jim Butterfield ...... .. . . . . . 70 128/64

Departments The EdItor's Notes Lance Elko .... .. .... . . . . • ...... 5 Feedback Editors and Readers ............ ,. 7 Letlersto the EdItor .. , .. ,"',.,' 9 The GEOS Column: DlrQulck John P. Young ... ,",."." . , .. . 14 128/64 HorIzons:

Send Me Mail Rhett Anderson , , , , . , .. , . , , , , , ,. 18 D'iversions:

Deslgn·a·Robot Conlest Fred D'/gnazio . . " .. , . ', .,"' " 19 Commodore Clips:

News, Notes, and New Products Mickey McLean ... , , .. . .... , 79 •

Tvping Aids The Aulomal/c Proofreader .. "". 71 128/64 How to Type In COMPUTEt 's

Gazette Programs ".,', . , ., " 72 MLX: Machine Language Entry

Progrem for Commodore 64 " " 74 64

AdvertIsers Index .. ' . , .. , .. ".. 71

COMPUT! !', GaI. 111 (lSSfl 0737~15)1s ~ ITICII'III'oIf by c:::oMPUTEl PI.CIic.nons, Ire" ABC ~ M'9Il .... s. Tc. . ChIm Ccm!>an-t, .... Ql1III ABC P\JI:*$IIing eomp;m.e.l. ' PIIII 04 ~ ObU/ABC. 1nc;.. 8Z!i s......,tn ...... New 'I\)I\!, NY 10019 Cl I990 ABC c.onsum.. MJgaJinH, Ire. AI fights '~vec', ~ QI',*, ... 1OC.01OCI I ' &l1li 200, 32. we-., WIo'IcIcMK ...... GotlftlllOru, NC 27408. 00mI-Idc tublatCllO'll 12 ....... S2~, POSTMASTER Send Fcrm )579IOCOMPVTE!', auelle, p.o , 80~ 32M. _ , tA 51537 ~H POIlI9' ;111(1 ~ ""'" 'Ibrt<.. NY. and ~ rndong 0fI1On

Page 4: Compute Gazette - Commodore.ca

1 Went to the Fights and a

Hockey Game Broke Out:'

Hockey is war on ice. Players

travel over 3(1 miles an hour, the

puck over 100. FaceOffi captures

ihe beautv and brutality ofhockey.

When you see it, you'll understand

why GAMESTAR—the leading

sports software publishei—waited

lo do it right.

I'xcf.Off'. features the largest

animated players, a hands-on full

screen fight mode, and u close-up

Shot Cain. With complete league

and general manager features.

It's hockey the way it was meant

lo be—fast, furious, and violent.

Take !\o Prisoners

When ili« Li'nin squad hits

iln- ice, yimlt your botshots

before they're Ice-fp

Won't Get >Iad, Get Erenl

Slug il oiil us llie Figlil Cam

zooms in. Heller fig]iI

coverage ilmriTV.

See your local retailer, or call 1-800-227-6900 to order.

i. IWKJAMHSTAH. IBM wrecn* <.1kiuii: lereeni mq virj depending on compnliu: B

IBMlia trndonurk nfTntmutlonal Uutinest Mnrhini-s Cnqi,

Circle HenOer Service NumDei IDG

"I Went to the Fights and a Hockey Game Broke Out:'

I-Iockey is wur on icc. Pl u),crs

trllvel ove,':W miles 11 11 hour, the

puck o\'cr 100,1;;.(',.;0,..,.'! cupturcs

the beauty and brut:llil)' of hockey.

When you sec ii, you' ll underSlund

" 'hy GAM~:ST,\n-lhc lending

sporls softwllrc puhl ishcr-wllitcd

10 do it ri ghl.

";,er.OFf ! fClItu res the lurgest

IIl1imntcd pluyers, 1I han ds-on full ­

screen fight IIImlc, lind II close-up

hot Calli. Wilh complet e lengue

und ge lleral manager features.

It's hockey Ihe WllY it \\'US m Cll n!

10 be-fus t, fUriOll S, lind viulent.

'lake 1\'0 I~rl~ncl'!!i When Ihe gtlllll squod hits ti lt' ic,....,. )'lInk your hotshuts befuN! Ihcy'rc icc-~ IInIS.

1)0n' l Cd ~Iud , Gcl l~n!n !

Slug il oul liS tllc Fighl ( 11m zooms in. Heller fight cU"en'gc Ihun TV.

Sec your fneul rctnil c r, or' CIl IlI -800-227-6900 to mdel',

19U'J (; ,\,\I F.S1:'\I! . Ilnl ..,",~ " • • Iom, '" "·",~n. "'~r "uy dCI"c n,lin l( "" """'I,utH 8~" h" '"

111 0\1 i. n ' rr"lc",n k "r 1"' ~~u".I()"n lll"~i ,,,,>. o\Ib'·I11"" . Curl" CIrCIl MU d .. s..v-=. NUM"" 100

GAJIIFSIAR'

Page 5: Compute Gazette - Commodore.ca

COMPUTEI's

USERS

COHODOICOMPUTE! PUBLICATIONS

Group Vica President.

PuDlisner/Editonat Dirocto?

Associate PuWtsher/Editonal

Associate Publrsher/

Advertising

Managing Editor

Editorial Operations Director

Senior An Director

Features Edrior

Editorial Marketing Manage'

Manager. Disk Products

BM/1

William Tynan

Lane a Flka

Bernard J. Theoba

Kathleen MartineV

Tony Robert*

Janice R, Fary

Kellh Form"

Caroline D, Hun Ton

David Henaley

HI

Id. Jr.

GAZETTE EDITORIAL

DEPARTMENT

Associate Editor

Art Director

Assisfanl Features Editor

Editorial Assistants

Assislartt Technical Editor

Program Designer

Programming Assistani

Copy Edrfore

Contributing Ednrjrs

ART DEPARTMENT

Mechanical Art Supervisor

Junior Da signers

PRODUCTION

DEPARTMENT

Production Director

Assistant Pr eduction Manage*

Production Assistant

Typesetting

Advertising Producbon

Patrick PnrrlBh

Rabin L, StrDlow

Tom Nri ,!■!

Elizabeth Casey

Mickey McLean

Oale MeBane

'■V.II ,vn Chin

Troy Tucker

Karen Stapak

Karen Uhlvndorf

Jkm Butl or held

(Toronto, Canada)

Fred D'tgnazlo

(E Unging. Ml)

Larry Cotton

[Nfffl Qgrn. NC)

Robtn Cb«b

Scotly Billing b

Meg McArn

Mark E, Hillyer

Da Pol tor

Barbara A. William *

Ttrry Cosh

Carole Dunion

ADMINISTRATIVE STAFF

Executive Ass-stani Sybil Agee

Senkx Administrative

Assistant t Flgmlng

Adnnnislrative Assislan! Linda Benion

Customer Soviets

Copr(Jinji(qr_ Elfredff Chnvls

ABC CONSUMER

MAGAZINES, INC.

PmakJsil

Senior Vice Prosideni

Dfrector, Rnancial Anafysjs

r ol C<rciriflnon

CIRCULATION

DEPARTMENT

Gary R. Ingersoli

Richard D. Bay

Andrew D. Land is

Harold Buckley

Mnurcon Buckley

Both Healy

Rnymond Ward

Peler J. Birmingham

Jana Friedman

ABC Consume' MoniQzinm, Inc ©

CHILTON Company, Onp of [nfl ABC PuMsM'nq Com

a part of Capiial Cities'ABCr Inc.

RobgrtG Burton, PrGSKJenl

Q25 Seventh Auenuo

New York NV 1D019

ADVERTISING OFFICES

New VoA: ABC Cwn* M»)jinei Uy;. B3& Sovomn Av« .

fljh. m }QQ\9 DofU'ti J TNrttMT Jr . AihXX

QrHinban. COWPUTF'PuftacatCH. V* W«l

Sui1o2C0 tVeenaacro WC 27408 l9lffl?7S9eO9 Kamiean in

K^'kpV.nq Manage?

n*w England a Mid-Aflanitc; Berrwti J Trwouam Jr (201)

909-7553 Kiihfeen Jngrarr, (919) 3?b-9aO9

Ku*tjt & Soulh*e3l: Jerry Triomo^on LiciiiH Darviis

(31?J 726-6W7 IChicagflT. (7lSf ttf-2ffl» [TtXj

[COKnOD]! (4IS) 34B-fl^2 [CB*rofni>|Wen. NorihAtit, & Brimn Columbia Jwrry Tnomp-io'i (4

initrnaliDrtil BuiruiU J TiwJ^U.jr tfOl k

■-

PuQ

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:

ff

to

jn

■H

.. ,

tf nqi

■■ .

Me

■ 2f

32J<

Vmi

D ■;

. -".-.* ■

iJSMMd

I WH W

IL S016S?O99

id Ttnvn* Tifflc

ei-smT To Tho EC

>. COMPUTE'

IP COMPUTE1 5

^■.r; r.j ^'-..■

Prll'iTEDlHTHEUSft

Circle floflder SefvJce Numbe

EpisodeIdling ovny fr-.^n:' rhcu Key

islirml. iliE Uund icitm ii oil on an

"-Mbyiiv*artilffiti? Whol ieitels .wail

Ihe iiiSiJe'ii'Tcmule al TikalT Whol n I■^ilinlet o( heaven? ..•■1's"-

Jonny Qusil oni ihe Splinter

Heaven pmieuti all ihe Arn:.ri i

iii'l L'.iii' nf ihe nnimol cihe lies. Plot t

(hooie ihe (Dune of oJienluit wilk

Initiative dialogue andhondiiii>fi<|li!inliCflueniei. The woild h youis Id exploieXand you will ftel like you'ieiiur as yoit l

. soJ-.c |. jiili;-. and mmlial enemiei white

ollerapting t« selve ihe mysleiy v i

f j'i5''ii( One is just the beginning!

Slay furHiit for iurthsnnHollaiicnsinlhii

i ■■! m iitii' v of stand done

HOliU'llljl^ Itll CUWi(l(HD])i)-»<l

Ln i ifj e ii 1-j.unErjN "nill^

Circle Hi-.nN i SnrviCD Num^nFebruary 1990 3

COMPUTE's

, , DEMATMfNT

MlOCiate EOoIOr Att Dil'e<:IQf

Asslsll/'l1 FUu" EOIIot E<tIcrIaI MsistlntS

P.tric~ p.nlln Robin L St, ... Tom N" .. I UnlMth C • ..,. Mkkl'l' Mel .... 0.,- Mell,n, W~II.m Cllln Troy T""~ ... K •• flI II<tp.k K.' .... Un...-'

~ EIMDI. Jim 8uU..,''-1cI

ART DEPARTMENT

(T0I0nICI. c.n-) F..a 0'10" ... 10 (E. 1.MItn;J. Mil LItty Colton (~ Iltrn. Ne)

MecI>anicaI An ~ Ril'bln e ... J\InioI'!lft9*. Scolly 81111n11'

Moog MeA," PAODUCTION

DEP",ATMEHT ProO..dion 0t«I0r Mirto r. H.,...

~ Prtx1.CIIon ~ 0. PotMf ~ AIIiI\IfII ~ .. A. WIIIam.

1\'PI'MI1Wlll TtfT)' C .. " c.r.o...lon

.r.OMINIS'tl'IATlVE st"'l'1' E......- AudWil Sybil AgH

SIIIIior AOT'irisO'_

CIACULAnOH DEPARTMENT

Q.o., R. '.'_ Rk"-,d O. A., Anc:Irww O. Llnc!il H •• oId lluc:kley

~ MllIIIHn Buckley /MIn H ... " R.ymond Wlrd

HOWIltind ... ,., J . BI,mlngn.m J ..... F ... dm.n

AOC Consurnao M~ rc 0 CHILTON CO'np,)"". One 0I1I1U Aec P\IbIt5!'1'I\I Co<roa ......

a Pol" cl c.oot.'II CCJosIAsc. Ire.

Robert G. Burw;on, "'~ 825 s...ntn A_ Nfl.., York. NY lOCU'

o.DW~Of'IeU _ -= Io8C c::..-... ............ . m _" .. _ __ HY'(I01t ...... J_~ .... __ , --,QOII_l16I _ CIlM'UK'_J7.I __ "" _2CQ,~NCl1_~'.~ __ ....... ............ _~I_ ... __ J _~ !2O' J _1S6l __ rv...,t'I'l!~ _ .... __ ~"'--L..- __ c:I'2l 73«)0, jO>cogOj. 17'" "'·2«111 T_~ f303I-'­(OoIooOOOl.,,'Il)aHn1rc--_, w ........ _._~'_1_(·'~ _·I2n. lIocOOo_" " J"~ _ ". __ "'"' ..... JI_~QO'I_ns3 ~':' .,-......- .., .... ,,'" 11WIDI 1<0_ --. omoe _"" $utt1.MW. __ ",",-131:' &Il.l'If2. 1115 0.,: .... CMII_Lll(ll.~ __ " ___ "'_'_.C01oo1PItTEl ~W-.~ ____ 200.(I<~

~"-t:oooo.o_ ......... _ .. Tho (dOOo.IXIIM'VIEl. o..m.. _ 21XI, »0 WOOl _ A .. a.-o, HC 170I£III

Fetxua,y 1990 3

Page 6: Compute Gazette - Commodore.ca

Bustin' Makes

You Feel Good!

Who ya gonna call? The Ghostbusters—again.

Clear the courtroom of ghouls and get back in business.

Bust your pals out of the insane asylum. Trap ghosts around

New York City, then turn the slime to your side and march

the Statue of Liberty across town to the Museum. If you've

got the slimeblower, wasting the evil Vigo should be easy.

Get Ready lo Believe Them. Launch Miss Liberty on a

rescue mission.

tiMiim Software.

AcWisioNSee your local retailer, or call 1-800-2 27-6900 to order

cifiwarc O11?W9 JJvnjnii* Im Qhoiibmurt* II Isb^ OColunUi Flcrana [ndumlH, toe. All i

Cliclc Reader Service Numbsr !19

crvod

Bustin' Makes You Feel Good!

Who ya ganna call? The Ghostbustcrs-again. Clear the courtroom of ghouls and get back in business. Bust your pals out of the insane asylum. Trap ghosts around New York City, then turn the slime to your side and march the Statue ofUberry across town to the Museum. If you've got the slimeblower, wasting the evil Vigo should be easy.

Gel Ready 10 BcliC\'c Tllcm. L.1unch Miss Ubert), on a rL"SCue mission.

~c your local rcmilct. or c;llll·800-227-6900 10 order.

Circle Rud •• SIIyle. Numb., 111

Page 7: Compute Gazette - Commodore.ca

EDITOR'SIHllllS

We've just returned from Las

Vegas, where we spent several

days at Fall COMDEX {COMputer

Dealers Exposition). This trade show

has grown tremendously since its start

more than ten years ago—there were

an estimated 115,000 attendees at this

year's gathering. Nearly everyone in

the hardware industry was there: IBM,

Compaq, Sony, NEC, Toshiba, Hewlett-

Packard, Panasonic, you name 'em.

Commodore was there, touting its

Amiga line. The show directory was as

thick as a phone book. The number of

exhibitors was so large that nine remote

locations (hotels and sports complexes)

were used to house the booths thatwouldn't fit in the Las Vegas Conven

tion Center. In fact, the COMPUTE!

booth was grouped with 150 or so oth

ers in a baseball-stadium complex five

miles from the convention center.

As you probably suspect, the focus

of COMDEX is not on the 64 and 128.

In my wanderings, 1 heard not one men

tion of either machine. If you're interest

ed in mainframes, MS-DOS machines

and compatibles, UNIX, desktop pub

lishing, Macs, scanners, laser printers,

LANs, workstations, high-resolution

monitors, and so on, this is the place to

be. New products are announced so fast

that it makes your head spin.

As computer technology evolves

faster than you can say gigabyte, you

have to force yourself to stop, get your

balance, and try to make sense of

what's happening. Ziff Davis's venera

ble PC Magazine is turning away from

coverage of PC XTs and even the faster

ATs (or 286s). Last May, PC Magazine

noted that it has been heralding the de

mise of the 80286 since early 1988. The

newer 386 and 486 technology will be

touted. PC Magazine's claim that the AT

(286) machine is passe technology is, in

terms of state-of-the-art personal com

puting, true, of course.

To put things in perspective for the

Commodore 64 and 128 user, consider

this. The 64 has a clock speed of 1 MHz,

and the 128 (in Fast mode) can run at 2

MHz. AT-class computers have a clock-

speed range of 10-20 MHz. And PC

Magazine is reportedly considering the

AT to be a dinosaur. There's much

more than clock speed to compare. We

could contrast the differences between

ATs and 64s or 128s in display resolu

tions, expandability, and so on. But the

speed differences are enough to make

the point here.

If ATs are being regarded as dino

saurs, what does that make 64s and

128s? Answer: That's the wrong ques

tion to ask. If you drive a Ferrari and

travel in 55-mph speed zones, what's

the point of owning it? Of course, the

performance of 386-, 486-, or even

68000-based machines is a boon to

computing technology. They're great

machines—if you need that much computing power. But, if your 64 or 128

serves you well, if you're happy with

your software, and if you're productive

with your machine, that's all you need.

Don't be lured by power you can't use.

We hear time and again from read

ers who use powerful PCs or full-blown

Macs at work and are delighted lo come

home to their humble Commodore 8-

bit machines. If you're a veteran Com

modore user, you've invested a lot in

hardware and software . .. not to men

tion time.

Trade shows like COMDEX are

overwhelming. Here, the temptation

for bigger, faster, and more powerful is

reinforced by the minute. But reality

beckons. You don't need a Ferrari when

you drive 55.

Lance Elko

Associate Publisher/Editorial

Interactive EnlorlaSfflWB-^

NATURALLY 1

Circle Reactor Service Number 189

COMPUTE'S Gazelle February 1990 5

We've just returned from Las Vegas, where we spent several

days at Fall COMDEX (COMputer Dealers EXposition). This trade show has grown trem<?ndollsly since its start more than ten years ago- there were an estimated 115,000 attendees at this year's gathering. Nearly everyone in the hardware industry was there: IBM, Compaq, Sony, NEe, Toshiba, Hewlett­Packard, Panasonic, you name 'em. Commodore was there, touting its Arniga line. The show directory was as thick as a phone book. The number of exhibitors was so large that nine remote locations (hotels and sports complexes) were used to house the booths that wouldn't fit in the Las Vegas Conven­tion Center. In fact, the COMPUTE! booth was grouped with 150 or so oth ­ers in a baseball-stadium complex five miles from the convention center.

As you probably suspect, the focus of COMDEX is not on the 64 and 128. In my \\'<Inderings, I heard not one men­tion of either machine. If you're interest­ed in mainframes, MS-DOS machines and compatibles, UNIX, desktop pub­lishing, Maes, scanners, laser printers, LANs, workstations, high-resolution monitors, and so on, this is the place to be. New products are announced so fast that it makes your head spin.

As computer technology evolves faster than you can say gigabyte, you have to force yourself to s top, get your balance, and try to make sense of what's happening. Ziff Davis's venera­ble PC Magazine is turning a\\'<Iy from coverage of PC XTs and even the f3 ster ATs (or 286s). Last May, PC Masaziuc noted that it has been her3lding the de­mise of the 80286 since e3rly 1988. The newer 386 and 486 technology will be touted. PC Magazi,u's claim th3i the AT (286) machine is passe technology is, in terms of state-of-the-art personal com­puting. true, of course.

To put things in perspective for the Commodore 64 and 128 user, consider this. The 64 has a clock speed of 1 MHz, 3nd the 128 (in Fast mode) can run at 2 MHz. AT-class computers have a clock­speed range of 10-20 MHz. And PC Magazine is reportedly considering the AT to be a dinosaur. There's much more than clock speed to compare. We

~DII

could contfilst the differences between ATs and 64s or 128s in displ3Y resolu­tions, expandabi lity, and so on. But the speed differences are enough to make the point here.

HATs are being regarded as dino­saurs, what does that make 64s and 128s? Answer: That 's the wrong ques­tion to ask. If you drive a Ferrari and travel in 55-mph speed zones, what's the point of owning it? Of course, the performance of 386-, 486-, or even 68000-based machines is a boon to computing technology. They're great machines-if you need that much com­puting pOv.'Cr. But, if your 64 or 128 serves you well, if you're happy with your software, and if you're productive with your machine, that's all you need. Don't be lured by pOv.'Cr you can't use.

We hear time and again from re3d­ers who use powerful PCs or full-blown Macs al work and are delighted to come home to their humble Commodore 8-bit rn3chines. If you're a veteran Com­modore user, you've invested a lot in hardware and software . .. not to men­tion time.

Trade s hows like COMDEX are overwhelming. Here, the temptation for bigger, faster, and more powerful is reinforced by the minute. But reality beckons. You don't need a Ferrari when you drive 55.

~~2Jt Lance Elko

Associate Publisher jEditorial

Cifo" Anode. Se.vlet Numbtr In COMPUTE!'$ GBlerte February 1990 5

Page 8: Compute Gazette - Commodore.ca

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Page 9: Compute Gazette - Commodore.ca

Do you have a question or a problem?

Have you discovered something that

could help other Commodore users?

We want to hear from you. Write to

Gazette Feedback, COMPUTED Ga

zette, P.O. Box 5406, Greensboro,

North Carolina 27403. We regret that,

due to the volume of mail received, we

cannot respond individually to pro

gramming questions.

Inference Engine

I'm attempting to write a simple

artificial-intelligence program on my

64 and have gotten as far as teaching

the computer a few facts and having it

answer some questions. For example,

it will do the following (my input is in

uppercase, the computer's response is

in lowercase):

A BEAR IS A MAMMAL

understood

WHAT IS A BEAR

mammal

A MAMMAL IS AN ANIMAL

understood

WHAT IS A HEAR

mammal

To the last question, the computer

should respond, mammal and animal,

but 1 can't get it to do that. I've enclosed

my program. Any ideas or suggestions?

Ron Foulton

Langley, B.C., Canada

You're using the right approach, but you

don't take it far enough. You display all

the information directly linked to a noun,

but you fail to account for the indirect

links. The example program below shows

how this can be done.

PRINT"{CLR}(DOWN)INFERE

NCE ENGINE"

PRINT"(DOWN)ENTER FACTS

IN THIS FORM:"

PRINT"[5 SPACESjA DEAR(SPACE)lS A MAMMAL"

PRINT"(DOWNjQUESTIONS L

IKE THIS:"

PRINT"[5 SPACES)WHAT ISA BEAR"

PRINT"(DOWN)ENTER BYE T

0 EXIT"

DIM BS(10O),FA(109,20),

FL(100) ,STK(1B(J)

NA=4:FOR L=l TO NA:BEAD

ART$ (L) :NEXT:DATA A,AN

, IS,WHAT

PRINT:INPUTA$:FOR L-l T

0 H:T$(L)="":NEXT:ll='l

HEM PARSG THE LIST

sx

SA

KB

XX

FE

RC

MG

BM

XK

XE

13C

na

120

139

140

158

160

17G

100

190

HP

SH

JK

MM

SM

ES

SD

AB

JM

MR

PK

JE

BK

RH

AG

JR.

PQ

200

210

220

230

240

25G

260

270

290

290

300

31fl

320

336

3<!G

35G

36G

37G

FOR L=l TO LEN(AS):JS=M

IDS (AS,Lrl)

REM LOOK FOR SPACES

IF JS=" " THEN H=H+1:GQ

TO240

TS(H)=TS(H)+JS

NEXT:IF TS (1)="EXIT" OR

T$(1)="QUIT" OR TS(1)=

"BYE" THEN PRINT"[CLR}"

:END

NN=1

FOR 1=1 TO H:F=0

FOR L=l TO NA

IF ARTS (L)=TS(I) THEN F

-1

NEXT L

IF F = 0 THEN WS(NN)=TS(I

CQ 389

AR

RS

AJ

MX

GB

FP

XJ

JF

BX

HX

JM

EH

PR

FS

RB

AA

CQ

RA

BX

DX

XA

E8

39G

40G

4IG

42G

43G

440

450

460

470

480

490

590

510

520

530

540

550

560

570

580

59G

69C

KK 610

NEXT I

IF TS(1)="WHAT" THEN440

IF NNO3 THEN PRINT"MUS

T HAVE TWO NOUNS":G0TOl

99

REM BUILD FACT TABLE

N=1:GOSUB570:I1=I

N=2:GOSUB570:I2-I:J^3

IF FA(I1,J)=0 THEN FA(I

1,3)=I2:GOTO410

IF FA(I1,J)=I2 THEN PRI

NT"ALREADY KNOW THAT":G

OTO180

J=J+1:IF J>20 THEN PRIN

T"FA ARRAY FULL, ERROR"

GOT0379

PRINT"UNDERSTOOD"

GOTO180

REM RESPOND TO QUESTION

S

IF NN>2 THEN PRINT"USE

tSPACE}ONE NOUN IN QUES

TIONS":GOTO1B0

N=1:GOSUB570:I1=I

REM CLEAR STACK

FOR 1*1 TO 100:STK(I)=-

1:FL!I)=-1:NEXT:SP=0

REM DISPLAY FACTS

J=0:K=I1:IF FA{K,J)=0 T

HEN PRINT"NO KNOWLEDGE

lSPACE(ABOUT "WS(1):GOT

0180

FL(K)=1:IF FA(K,J)=-1 T

HEN549

T-FA(K,J)

IF FL(T)=-1 THEN FMT) =

1 SPRINT"{2 SPACES}"BS(T) ; :SP=SP+1:STK(SP)=T

J=J+1:IF J<=29 THEN509

IF SP>0 THEN K=STK(SP):

SP=SP-1:J=0:GOTO590

REM STACK IS EMPTY, SO

(SPACE)WE ARE DONEGOTO1S0:REM GO FOR MORE

INPUT

AS=WS(N):I=1

IF BS(I)="" THEN BS(I)=

AS:RETURN

IF BS(I)=AS THEN RETURN

I"I+ltlF I>190 THEN PRI

NT"B5 ARRAY FULL, ERROR

11: RETURN

GOTO 580

The program begins with no "knowl

edge"; it "learns" through the facts that

you enter. Before you ask it any questions,

you must enter a feat facts. If. for example,

you ask a question about a horse before en

tering any facts about horses, the program

prints the message NO KNOWLEDGE

ABOUT HORSE. You can enter complex

facts by entering hyphens between each

word (for example, A mammal is warm

blooded). Also, there is no provision for

deleting or saving facts to disk.

The program stores facts (nouns) in

B$() and the fact links in the two-dimen

sional array FA. Each time you ask a ques

tion, the program displays each related

piece of information and then pushes it

onto a stack (STK array). When the pro

gram can't find any more references to the

item you asked about, it takes a related

item from the stack and continues search

ing. Alt the information has been dis

played when the stack is empty.

To better understand how the pro

gram works, let's look at an example. Run

the program and type in the statements

below.

A CAT IS A MAMMAL

A CAT IS A FELINE

A MAMMAL IS AN ANIMAL

AN ANIMAL IS NOT-A-I'LANT

A FELINE IS WARM-BLOODED

As each statement is entered, the facts are

stored in BSOatid the relationships between

the facts (fact links) are stored in FA().

When you enter the question, WHAT

IS A CAT?, the program searches the

array BSD for the noun, CAT. When it

finds CAT, it follows the link from CAT to

MAMMAL and prints MAMMAL It then

pushes MAMMAL onto the slack and

searches for CAT again. (The program

actually stores the fact links—not the

facts—on the stack. To simplify the dis

cussion, we'll say that the facts are stored

on the stack.) It finds CAT for a second

time, follows the link to FELINE, and

prints FELINE.

FELINE is pushed onto the stack, and

the program searches for CAT once more.

This time it doesn't find CAT, so it pulls

FELINE from the top of the stack and

searches for that. It finds FELINE and fol

lows the link to WARM-BLOODED. Next,

it prints WARM-BLOODED on the

screen, pushes it onto the stack, and

searches for FELINE again. There aren't

any more references to FELINE, to it pulls

WARM-BLOODED from the stack and

searches for that. It can't find WARM-

COMPUWs GaiotW Fetxuary 1990 7

Do YOIl have Ii question or" problem? Have you discovered something that could help other Commodore usus? We loon! to hrar f rom you. Write to Cautt t! Ftedback, COMPUT EI" Ga­zette, P.O. Box 54 06, Grt!t'ns boro, North Caro/jlltf 27403. We reg ret that, due to the voluml! of mail rl!ctived, t~ catlnot respond individually to pro­gramming questions.

In'entRce Engine I'm tlttempting to write II simp le artificial-intelligence program on my 64 and have gotten as fa r as tCilch ing the computer a few facts and having il answer some questions. For example. it will do the followi ng (my input is in uppercase, the compute,'s response is in lowercase):

A BEAR 15 A MAMMAL understood WHAT IS A BEAR mammal A MAMMAL 15 AN ANIMAL undenlood WHAT IS A BEA R molmma l

To the last question, the computer should respond, ImmHflal and al/imal, but l can't gel it to do that. I've enclosed my program. Any ideas or suggestions?

Ron Poulton Langley, S.C .. Canllda

You 're using Iile rigll t approacll, bllt you dOl/'1 take it lar enougll. YOII display all Ihe illlormation diuclly linked to a nOUI', but you fail to accoullt lor tile illdirect links. Tile example program btlow shows how Ihis call be done.

sx 100 PRINT " {CLR}(OowN)I NPERf. NCE ENGINE"

S~ 110 PRINT"/OOWN)ENTER P~CTS IN THIS PORM:"

HB 120 PRINT " (S SP~CES) ~ BEAR ISPACE'IS ~ MAMMAL"

XX 130 PRINT " loOWN)OUESTIONS L IKE THIS : "

FE 140' PRINT"IS SP~CES) WltAT IS A BEAR "

RC ISO PRINT"{OOWN)ENTER DYE T o EXIT "

MG 160 DIM B$(U"') , FA(lOO,20), FL(iOO) , STI«tOO)

RM 179 NA-4 : POR L- l TO NA:READ ART$(L) : NEXT : OATA A, AN

, IS , WIlAT XK 180 PRINT : INPUTA$ : POR L-l T

o !I :T$(L) - "" :NEXT : II - l XE 190 RE::M l'ARSr. TilE LIST

fuedback XP 200 FOR L-l TO LEN (AS) : JS-M

10S(AS , L, l) SH 219 REM LOOK FOR SPACES JK 220 IF JS." " THEN H.U+l : GO

T0249 11..'''' 230 TS(H) -TS( H)+JS AD 240 NEXT : IF T$(l)· " EXIT" OR

T$(l)-"OUIT- OR TS(l)­" BYE " THEN PRINTn{CLR)" : ENO

SM 2S0 NN- l ES 260 FOR I - I TO H:F-g SO 270 FOR L-l TO NA I\B 280 IF ART$(L)-T$(I) TIIEN F

-1 JM 2911 NEXT L MR 31111 IF F-g THEH WS(HN) -TS( I

) : HN-NN+l PK 310 NEXT I JE 320 IF TS(l)c"WHAT " THEN441l BK 339 IF HN(» THEN PRINT "MUS

T H/WE TWO HOUNS " :GOTOI

" RII 340 REM BUILD FACT TABLE AG )50 H- I:GOSUB570 : 11- 1 JR 360 H-2 :GOSUBS70:12 - I : J -0 PO 370 IF FA(ll , J)-O THEN PAil

l , J) - I2 :GOT0410 CO 380 IF PA(Il , J) - 12 THEN PRI

NT " ALREADY KNOW THAT" :G OT0180

AR 390' J - J+l : IF J>211 THEN PRIN T"FA ARRAY PULL, ERROR "

RS 40'0' GOT037O' AJ 419 PRIHT "UNOERSTOOO" MX 420 GOTOlSO GD 4)0' REM RESPOND TO OUEST ION

S PI' 440 IF NN>2 THEN PRINT " USE

/SPACEloNE NOUN IN OUES TIONS" :GOT0180

XJ 4S0 N-l : GOSUU570 : Il - I JF 4611 REM CLEAR STACK BX 470' FOR I -I TO 100:STK(I)-­

l : FL(I) - -l:NEXT : SP-O HX 480' REM DISPLAY FACTS JM 499 J-O : K-Il : IF FA(K , J)-II T

HEN PRINT " NO KNOWLEDGE /SPACE)ABOUT "W$(I):GOT 01S0

Ell 500 FL(K)-l:tF FAIK,J)--l T HEN540

PR SID T-FA(K , J) FS 520 IF FL(T)--l THEN FL(T)-

1 ; PRINT"{2 SPACES}"S$(T ) ; :Sp" SP+l:STK(SP)-T

RB 5)11 J-J+l : IF J(-20 THEHSgg AA S40 IF Sp>g THEN K-ST K ISP) :

SP-SP-l :J·g :GOT0500 CO 550 REM STACK IS EMPTY , SO

ISPACElwE ARE OONE RA 560 GOT0189 : REM CO FOR MORE

INPUT DX 570 AS-WS(N) : 1-1 OX 580 IF BS(I) - ~ " THEN B$(1) ­

A$ : RETURN X/\ 590 IF S$(I) - /\$ THEN RETURN ES 600 I - I+l : IF 1>1 00 THEN PRI

HT "B$ ARRAY FU LL, ERROR ": RETURN

RR 619 GOT0580

The program begins with no "knowl­edge"; it "'earns" /hrough the lacts that you enler. Belou you ask it any questiolls, you must elller a Irw lacts. If, lor t!Xample, you ask a ques/ion about a horse belore ell­tering ally lacts about horses, the program prints tile messagt NO KNOWLEDGE ABOUT HORSE. You call enter complex lacls by ellltn'lIg hyplttlls btlweell each word (for example, A mammal is warm­blooded!. Also, tlltre is 110 provision lor ddt'/ing or savillg lacts 10 disk.

Tilt program stort s facls (,rou ns) ill

BS{) alld Ihe lact links ;,r the two-llimtn­siollal array FA. Each time YOIl ask a ques­tiOII, the program displays each relaled piece 01 illlonna/ion and thell pushes it OlltO a stack (STK array). Wizen the pro­gram cau'tliud allY more relerellcts to the ilem yOIl astell aboul, it takts a relaled item Iroll/ tlte slack and cOlli ill lies search­illg. All tht ill/ormation has bUll dis­played when tlzt Slack is elllpty.

To beller ullderslalld haw the pro· gram works, let's look at all example. RUII the program aud type ill Ihe statemellts below.

A CAT IS A MAMMAL A CAT IS A fE LI NE A MAMMA L IS AN ANIMA L AN ANIMAL IS NOT-A-PLANT A fE LINE IS WARM-BLOODED

As eacll statemtnt is elltered, Ihe lacls art stored in BS() alld tlte relationships between tlze lacts (fact links) art slort'd ill FA().

WlttU you ellter lire qllestioll, WHAT 15 A CAT?, Iht' program searches tile array BS() lor Jlrt noun, CAT. Wltt'll it linds CAT. itlollows the link Irom CAT 10 MAMMAL alld prints MAMMAL It IIlell pushes MAMMAL Ollto /lle stack and search es lor CAT agaill. (TI,t' program actually Slores the lact Iillks-llOt the lacts-DII the stack. To simplify Ilrt' dis­cussion, wt'll say that tht'lacts art slortd all tile SlackJ It fillds CAT lor a second time, lollows the link to FELINE, alld prillts FELINE.

FELINE is pushed OlltO the stack, alld lilt program 5t!ardrfslor CAT alice mort'. Tllis time it dotsn't lind CAT, so it pulls FELINE Irom lilt' top of tire slack alld seardres lor tllat. 11 limls FELINE and 101-lows the link to WAIUA-BLDODED. Next, it pri n ts WARM·BLOODED all the sertel!, pusllts il 01110 tile ShICk, and starches for FELINE again. There orell't allY more (rfemrus 10 FELINE, so il plllls WARM-BWODED Irom tire stack fw d sl'lIrc/res for 111111. It CIlIZ't lillli WARM-

COMPUTE!'. GUOI/O Fabfuary 1990 7

Page 10: Compute Gazette - Commodore.ca

BLOODED either, so it pulls MAMMALfront the stack, searches for it, and finds it.

The program then follows the link

from MAMMAL to ANIMAL, prints ANI

MAL on the screen, and pushes it onto the

stack. Next, it searches for MAMMAL

again. Failing to find it, the program pulls

ANIMAL off of the stack and searches for

that. Finding ANIMAL, it follows the link

to NOT-A-PLANT, prints it, and then

pushes NOT-A-PLANT onto the stack.

Now, the program searches for ANIMAL

again. It doesn't find it, so it pulls NOT-

A-PLANT from the stack, searches for it,

and doesn't find it, cither.

The program trys to pull another fact

from the stack, but the stack is empty, so

the search is complete. Here's what the

output looks like:

MAMMAL FELTNE WARM-BLOODED

ANIMAL NOT-A-PLANT

Bicycle-Log Program

I'm looking for a 64 program that will

log the number of miles I ride my bicy

cle, i am in a weight-loss program and

believe that keeping a record would

help me stick with it. Thanks.

Rick Duguay

Athal, MA

Here's a simple program designed to keep

track of as many us 100 bicycle trips.

AF 10 POKE532Bl,0:POKE5328l),ll

PM 20 MX=IOO:DIM DTS (MX) ,MI |MX

) ,H% (MX) ,M%(MX) ,SS (MX),C

MS(MX),SP|MX):HR=0:RN-0

BM 30 PRINT"|CLRHB> BIKE LOG"

KJ 40 PRINT

BF 50 PRINT"(2 SPACES)DATE{2 SPACES}ZMILE5Z

{2 SPACES}TIK£[2 SPACES}

-SPD - COMMENTS"

FM 60 SPS = LS="fLEFTl":RS="

{RIGIITl":OS = "(OOWN)"

RB 70 FORI=1 TO 6:SPSCSPS+SPS:

lS"LS+LS:RS=R$+RS:D$«D5»

D$:NEXT

CX 80 C2S="**' t..... + ....

INTC2S

AQ 90 T=0:M2=M1+9:IF M2>HR THE

N M2=HR

DK 100 FOR I=M1 TO M2

JD 110 PRINT'MB SPACES}-

{5 SPACESM8 SPACES)^

[4 SPACESMUP)"

CF 120 T=T+liIF T=6 THEN T=0:P

RINTC2S;:I=I-1:GOTQ24B

EA 130 t$=dt$ (i):I>B:P-0:IF TS

■"" THEN240PJ 140 GOSUB670:TS=STRS(MI(I))

:P=9:L=5:GOSUB670

XA 150 TS="":IF H%(I)-0 THEN17

0

CD 160 TS = STH$(II% (I) )+"H"

SJ 170 IF H»(I)>=1 THEN T$=T$+

STRS(M%(I))+"H"SO. 180 IF l!%(I)>0 THEN21H

ES 190 IF SSUXH THEN TS=T$+II II

RG 200 TS=TS+STR$(SS(I))+"S"

SC 210 P=15:L=8:GOSUB670

AH 220 T$=STRS(SP(I]):P = 24:L=4

:GOSUB670

KB

GB

ES

KB

HO

KH

XJ

PM

GO

ROHC

HB

JX

SC

XM

KG

270

280

290

300

310

320

330

340

350

360

370

380

390

400

410

420

KR 230 TS=CMS(I]:P=29:L=10:GOS

UB670

GQ 240 PRINT:NEXT

FF 250 PRINT"(2 DOWNjNEXT

{6 SPACES)F1"

PB 260 PRINT"PREVIOUS

{2 SPACES)F3[3 SPACESjEXIT{2 SPACESJF4"PRINT"UPDATE14 SPACES}F

5"

PRINT"LOAD(6 SPACES}F7

(3 SPACES!SAVE

{2 SPACES}FB"

IF RN>KX-3 THEN PRINT"

(DOWN)WARNING, ARRAYS A

LMOST FULL"

G£TA$:IF AS="" THEN300

A=ASC(AS):IF A<133 OR A

>140 THEN300

ON A-132 GOSUB610,630,4

80,340,30,650,30,410

GOTO30

P$="LOAD FILENAME":GOSU

B660:FS=TS

IF TS="" THEN RETURN

OPEN2,B,2,FS

INPUT#2,RS:HR-=VAL(RS) :R

N=HR+1

FOR 1=0 TO HR

INPUT#2,DTS(I),MI(I),Hi

NEXT:CLOSE2:RETURN

IF FSO"" THEN PRINT"CU

RRENT FILE:";F$

PS="SAVE FILENAME":GOSU

B660:IF TS="" THEN FS»"

": RETURN

[IR 430 FS=TS:OPEN1,8,1,FS:PRIN

T#1,HR

MF 440 FOR 1=0 TO HR

HX 450 PRINT#1,DTS(I)","MI(I)

AQ 460 PRINTtl,H%(I)","M%(I) ",

"SS(I)","SP(I)"," CHRS(

34) CHS(I) CHRS(34)

CQ 470 NEXT:CLOEE1:PRINT"EAVE

[SPACE}COMPLETE":RETURN

PJ 480 PRINT"{CLR}ENTER NEW IN

FO (BLANK DATE TO CANCE

L)"

FC 493 PS="DATE (10/12/39)":GO

SUB660:IF T$=n" THEN RE

TURN

XB 500 DTS(RN)=TS

MD 510 PS="M1LES (IE.: 1B.5)":

GOSUB660:IF T»B THEN510

RQ 520 MI(RN)-T

SE 530 PRINT"ENTER TIME (IN 3

{SPACE]PARTS)"

CX 540 PS="16 SPACES}HOURS":GO

SUS660:H%(RN)=T

RB 550 PS-"{6 SPACESlMINUTES":

GOSUB660:MI(RN)=T

PB 560 PS="!6 SPACESjSECONDS":

□OSUn660:SS(RN)=T

HQ 570 SP(RN)=MI (RN)/(H% [RN)+M

l(RN)/60+SS(RN)/3600)

MM 580 PS = "COMMENTS:":GOS[1B660

:CM?(RN)=LEFTS(TS,10)

SB 590 PS="IS THIS CORRECT (Y/

N)":GOSUB660:IF TSO"Y"

THEN490

DJ 600 RN=RN+1:HR=RN-1:RETURN

BS 610 M1=M1+10:IF MlMIR THEN

{SPACE}M1 = HR-13: IF MK0

THEN M1=0

XR 620 RETURN

EH 630 H1 = M1-10:IF MK0 TilEN M

1 = 0

HS 640 RETURN

JQ 650 PRINT"(CLR}":END

AG 660 TS = "":PRINTPS; lINPIJT TS

;T"VAL(TS):RETURN

FP 670 IF P>0 THEN PRINTLEFTSt

RS,P);

JG 680 IF LF,FTS(TS.l) =" " THEN

TS=RIGHTS(TS,LEN(TS)-1

)QA 690 PRINTLEFTS(TS,L)"(UP)":

RETURN

To enter data for a trip, press f5.

You'll be prompted for the date of the trip,

the distance you rode, the time required,

and a brief comment. When you've en

tered this information, the program dis

plays the average speed for the trip.

Continue this process until you've

logged each trip. If there are more than

ten entries, use fl (show next ten entries)

and f3 (show previous ten) to move

through the data display. When you've

entered the data for all your trips, press fS

to save the data to disk; to load a data file,

press p.

Notice that the program doesn't

allow you to insert, delete, edit, or print

the data. Adding these features would be a

good project for budding programmers.

Missing Color?

I'm a beginning BASIC programmer

with a Commodore 128D. 1 found that I

can use only one color at a time in

graphics mode 1 and 2, and no more

than three colors at oncu in graphics

mode 3 and 4, 1 thought that modes 1

and 2 offered two color choices and that

modes 3 and 4 offered four. Could you

please show me how to get these extra

colors? Is there something wrong with

my computer?

Arif Mohamed Salem

Abu Dhabi, United Arab Emirates

There is nothing wrong with your com

puter: you didn't include the background

color in your count. In graphics mode 1,

standard hi res, and in graphics mode 2,

split-screen standard hi res, you control

two color sources, the foreground color

and the background color. In graphics

mode 3, multicolor hi res, and in graphics

mode 4, split-screen multicolor hi res, you

control four color sources, the foreground

color, multicolor I, multicolor 2, and the

background color.

To display a pixel in the background

color, specify color source 0 when you plot

it. The background color is the same

throughout the entire bitmap; the other

colors can vary for each pixel. The follow

ing two-liner illustrates this concept for

graphics mode 1:

10 COLOR 0,S:GHAI'HIC 1,1

20 COLOR 1,1:DKAW 1,0,0 TO 319,199

The first command in line 10 sets the

background color register to purple. The

second command clears the hi-res screen

to the color specified in the background

color register. Line 20 sets the foreground

color register to black and then draws a

line in this color. 6

8 COMPUTE'S Gazelle February 1990

BWODED either, so it pulls MAMMAL from tire stllck, searches for ii, aud finds it.

The program Ilum follaws tire link from MAMMAL 10 ANIMAL, priuts ANI­MAL on tire serre/!, and pushes il onto tire stllck. Next, il searches fo r MAMMAL aga;'r. Failitrg to find ii, lire program pulls ANIMAL 0/1 of lire Slack aud st'archl!s for IIra l. Finding ANIMAL, il folll1ws the lillk 10 NaT-A- PLANT, prillts it, and then pus/r es NaT-A-PLANT 01110 tire slack. Naw, the program searc/res for ANIMAL agaill. II doesn't filld it, so il pulls NaT­A-PLANT from tire stack, searches for it, alld doesll't filld it, eitlrer.

TIre program trys /0 pull allotlrer fact from tire stack, b'lt lire stack is emply, so lire search is comple/e. Hen's what the ou tput looks like:

MAMMAL FELINE WARM-BLOODED ANIMAL NOT-A-l' l ANT

BIC.CID-Log Program I'm looking for a 64 program that will log the number of miles I ride my bicy­de. I am in a weight-loss program and believe that keeping a record would help me stick with it. Thanks.

Rick Duguay Athal, MA

Here's a simple program des iglled to keep Irack of as l/IallY as 100 bicycle trips.

AF 10 POKE53281 . 0 : POKE53280 , 11 PM 20 MlC -IOO : OI M DTS(HlC) ,MllMlC

) , It \ (MlC) ,M\ (MlC) , 5S (MlC) , C MS (MlC) , SP (MlC) :I!R . O: RN·O

DM 30 PRINT " (C LRj(8) DI KE LOG" KJ 4(1 PRINT Bt' 50 PR I NT"{2 SP ACES)OATE

{2 SPACE51-MILES-{2 SPACESITIME{2-SPACESI - SPO - COMMENTS "

F'M 60 SPSa " - ": LS . R{LEFTI" : RS- " 1 RIGIIT I " : OS-"IOOWNI "

RD 70 FORI-I TO 6 : SPS_spS+SPS : LS·LS+LS : RS·RS+R$ : OS·DS+ OS: NEXT

CX BO C2S· .. ····· ·· ·+·····t · · ·· •••• + •• • • + • •• • •• •• •• i : PR

INTC2S AQ 90 T-0 : M2 - Ml+9 : IF' M2>UR TilE

OK 100 FOR I · 1'11 TO 1'12 JO 110 PRINT " IB SPACES) -

15 SPACESI-18 SPACESI­{4 SPACESI=-IUPI " -

CF 120 T.T+l : tF T";6 THE N T·O : P RI NTC2$ ; : 1- 1-1 : GOT0240

EA 130 TS ·DTS ( I) : L-8 : P-0 : IF TS _ "" TIl EN24{1

PJ 14 {1 GOSUB670 : TS . STR$ (MI ( I ») ; P · 9 : L-5 : GOSUa67 0

XA ISO TS . '''':! F 1l \ 0) · 0 TIlEN17 , CO 160 TS ·STR$(II \ (I)+"Il" S J 170 IF 1'1 \ ( 1» . 1 TIl EN TS · T$+

STRS(M \ (1))+ "M" SO 18 0 I F 11 \(1»0 THEN21 0 ES 190 IF SS ( I) <HI THEN TS - T$+

" " RG 200 TS·"S+STRS(SS(I»)+ " SH SC 210 p- 15 :L- B: GOSU867 0 All 220 T$ .STR$ (SI'( I») : p·24 :'L·4

: G05UB670

B COMPUTErs GlIllllte February 1990

KR 23 0 TS · CMS( I ) : P - 29 : L · 10 : GOS UB670

GO 240 PRINT : NE XT F E' 250 PR I NT " { 2 DOWN }NEXT

{6 SP1>.CEs I Fl " PD 260 PRINT " PREVIOUS

{2 SPACESIF3(3 SPACES}E X1T{2 SPACES)F4 "

KB 270 PRINT " UpOATE{4 SPACESIF

'" GE 280 pRINT " LOAD{6 SpACESIE'7 13 SPACESls AV E {2 SPACESIF'B "

ES 290 IF RN> MX- 3 THEN PRINT " (oOWNI WAR NI NG, ARRAYS A LMOST FULL "

liB 3110 GETA$ : If AS· " " TIIEN300 110 3111 A·ASC (AS) : IF A<133 OR A

>140 THEN300 KlI 3211 ON A-132 GOSUB610 , 630 , 4

BO , 340, 311 , 650, 30 ,41 0 XJ 330 GOT030 PM 3 40 pS" "LOAO fILE NAME" : GOSU

8660 : f$"T$ GO 3511 IF TS· .... THEN RETURN RO 3611 OPEN2 , 8 , 2 , fS HC 3711 INPUT,2 , R$ : lIR-VAL(R$) : R

N- lIR+l liB 3BO FOR 1-0 TO HR JX 390 INPUT'2 , OTS( ! ) ,MI 0 ) , 11%

(1) ,1'1% ( 1 ) , SS (I) ,S P (I) , C MS (I)

sc 40 9 NEXT : CLOSE 2:RET UR N XM 419 IF fS<> " " TIIEN PR INT " CU

RRE NT FILE : " ; F$ KG 429 P$ · " SAVE F Ir.ENAME": GOSU

B660 : IF T$· "" TIIEN FS .. .. " : RETUR N

IIR 4 311 FS . TS : OPEN1 , B, I , FS : PRIN Ttl , HR

Mf 44 11 FOR ! ~O TO HR IIX 4511 pRINTtl , DTS(I) ","MI (I) AO 469 PRINT'l , II\(l) ","M\(I)" ,

" SS(I) ", ~SP(I) ", " CHRS( 34) CMS(l) CHRS(34)

CQ 4711 NEXT : CLOSE1 : PRINT"SAVE {SPACE ICOMPLETE " : RETURN

pJ 4811 PRINT " lcLRIENTER NEW IN F'O (BLANK DATE TO CANCE L) "

FC 490 P$= " DATE (10/1 2/89) ": GO SUB6611 ;I F TS" " " THEN RE TURN

XB SilO DTS(RN)-T$ MB 510 PS- " MILES (IE _ : 111 . 5) ":

GOSUB660 : 1 F T-9 TUEN5Hl RO 529 Mt (RN) " T SE 530 PRINT"E NTER TIME (IN 3

{SPACE) PARTS) " cx 540 PS .. .. 16 SPACES}HOURS" : GO

SUB660 : H\ (RN) "T RB 550 p$- " {6 SPACESIM I NUTES " :

GOSUB660 : M\fRN) - T PB 560 PS- " (6 SP1>.CES ISECONDS " :

GOSU86611 : SS(RN) - T 110 5711 SP(RN)-M! lRN)/(H\ fRN)+M

\ (R N)/60 +SS(RN)/3600) MM 580 pS· " COMMENTS : " : GOSUB660

; CM${RN)~ LEFT$ ( TS . I0)

SB 590 p$ .. .. lS THI S CORRECT {y / N) ": GOSU B66 11 :I f TSO " y "

TIIEN4911 OJ 600 RN · RN+l : UR- RN-l : RETUR N BS 6111 HI - MU10 : IF Ml>lIR TIU: N

(SPACEIM1·HR -lB: I f Ml< O Tln; N 1'11 .. 0

XR 620 RETURN t:1I 63{1 MI=MI-10 : I F Ml< O THEN M

l·' HS 6 40 RETURN JO 650 PRINT " lcLR} ": ENO AG 660 TS " "": PRINTP$ ;: INPUT TS

: T"VAL(TS) : RETUR N

fl? 670 If' P>0 TIlEN PRINTLEFT$ ( RS, P) ;

JG 680 If' LEFTS(T$ , l) · " " TIIE N TS=R I GHTS(T$ , LEN(T$)-l

I OA 690 PRINTLEFTS(TS , L)ft{UP) " :

RETURN

To ellier dala fo r a trip, press f5. You'll be prompted for tlr/' date of tire trip, lire disla llce YOII rode, tile time r/'quired, alld a brief comlllellt. Wlretl you've /'11-lered this illformatiall, Ihe program dis­plays tire average spted for the tn·p.

COlltilllte this process until you'Vt logged eaclr trip. If tl,ere are more thall 11'11 tlliries, lise fl (shaw lIext tell ell /ries) aud f3 (show previo liS ten) to move Ihrollgh tire data display. Wlrell you've enlered Ilrl' data for all your trips, press f8 10 save Ihe data 10 disk; 10 load a da /a file, press p.

NOl ier Ilrat lir e program does ll 't allow yO Il 10 irrserl, delete, edit, or priut tile da ta. Addillg these ft'aili res woltld be a good project for buddillg programmers.

Missing Color? I'm a beginning BA SIC progra mmer with a Commodore 1280 . 1 found that I can use only one color at a time in graphics mode 1 and 2, and no more than three colors at once in graphics mode 3 and 4. I thought that modes 1 and 2 offered two color choices and that modes 3 and 4 offered four. Could you please show me how to get these extra colors? Is th(! rc somethi ng wrong with my computer?

Ari ( Moha med Sa lem Abu Dhabi. United Arab Emirates

There is 1I01/Iillg wrong wi/Jr your com­puta; you didn't if/clude lire backgroulld color ill your COUll t. III graplrics mode I , s/allda rd hi res, and ill graphics mode 2, splil-scrt'tn standard hi res, you COlltrol two color sollrces, tire foreground color alld I/re backgroulld color. III graphics mode 3, IIl11l1ic%r hi res, al/d iI/graphics mode 4, split-screw mullicolor hi res, you COll lrol fo ur color sources, tire foregro ll lld calOT, mullicolor J, mullicolor 2. alld the backgToutld color.

To display a pixel ill tire /!ackgro lmd color, slluify color source 0 wlrrrr you plot it. The backg roulld color is lire same Ihrallglwll t tire elltire bilmap: Ihe otlra colors call vary for each pixel. TIre fo llow­illg two-ti ller illus /rali!s this concepl for graphics mode 1:

10 COLOR 0,5:GRAI' tIIC 1,1 20 COLOR I,I:DRAW 1,0,0 TO 319, 199

The first command in line 10 sets tire backgrou lul color regisler 10 purple. Tire second command clears lire hi-res screel! 10 tire CO IOT specified ill tire bnckgrormd color regisler. Line 20 sets the foregTo ltlllt color register /0 black alld thell draws a line ill tlris color. &

Page 11: Compute Gazette - Commodore.ca

LETTERSto tiifi ditnr

Send questions or comments to Letters

to the Editor, COMPUTED Gazette,

P.O. Box 5406, Greensboro, North

Carolina 27403. We reserve the right

to edit letters for clarity and length.

W/iy Change?

My secretary has an $800 PC compati

ble, a $400 monitor, and a $400 printer.

After she learned to use the system, she

was bragging about what it did. She

was shocked to learn that my inexpen

sive 64 system did the same thing. I fa

miliarized her with my 64 and got her

started on a database for my accounts/

sales. She admitted that working with

the 64 was easier than with her more

expensive computer.

The point I'd like to make is this:

Why switch to another system unless

there's really a need to? Let's stop wor

rying about what's going to happen to

Commodore. Let's take advantage of

the existing machines and really utilize

them. Let the quitters "upgrade" to a

"better" system and pay heavily for it.

Dave Rich

Santa Maria, CA

San $ with Mall Omar

In "Cartridge Power" (November

1989), you state that you can purchase

The Final Cartridge III for $69.95.

Tenex Computer Express (P.O. Box

6578, South Bend, Indiana 46660-6578)

sells it for only $49.95. I recently pur

chased it from them. Buyers should re

quest information first.

Andy Orlhmann

La Center, WA

When we publish prices for products in

features or reviews, we always list the

suggested retail price. We're very much

aware that users can nearly always get a

product for less through mail-order

houses. Also, we noticed in a recent issue

that one of our advertisers, Briwall, was

selling The Final Cartridge III for S49.

Color Quest

Didn't Commodore make a color print

er and a color plotter? If so, are they still

available?

Robert McLain

Irwin, PA

Commodore announced a $200 plotter at

the 1982 Winter Consumer Electronics

Show (see last month's feature '"80s Ups

& Downs"). When the plotter finally be

came available, Gazette reviewed it in

the August 1984 issue. Dubbed the 1520

Printer/Plotter, it hit the market with a

suggested retail price of $125, and it fea

tured four special ballpoint, colored pens.

The product never sold very well and has

not been available for several years. We

have heard of the MPS-1500C, a fairly

new Commodore color printer which is

available only in Europe. Two color print

ers currently available for the 64 arc Oki-

data's Okimate-20 (which requires the

optional 64 Plug 'N' Print Kit) and Star

Micronics' NX-W00C Rainbow, which is

a Commodore-ready printer.

Vehicle Tracks

1 have four vehicles, and I've beei.

searching for a program I can use to

keep track of all my scheduled mainte

nance, plus all repairs and general costs

of running the vehicles. None of the lo

cal software stores know of any com

mercial program that does this. Do you?

John T. Mahoncy

Lincoln Park, NJ

No, we don't. But we suggest that you try

using a spreadsheet or database to log in,

organize, and store your information. A

database will allow you to search for

dates, names, and so on; and a spreadsheet

will allow you to plug in formulas when

you need to calculate costs. The beauty of

using these applications is that you can

set them up any way you like, tailoring

them to suit the needs of your situation.

Modem Maneuvers

I just purchased a 1670 modem for my

64. It seems to me that the only thing 1

can do with it is to go online with

QuantumLink. What else can I use my

modem for?

Shon Ward

Oxon Hill, MD

You can use your Jnodem in a couple of

new ways: telecommunicate with a friend

who has a modem, and call up bulletin

boards to chat, browse, and upload and

download programs. Also, there are a few

commercial games, sucfi as Electronic

Arts' new Modem Wars, that are de

signed for play by modem.

QLiuk is an excellent online service,

especially for Commodore users, but there

are a number of other good ones as well

(CompuServe, GEnie, and People/Link,

for example) that you can check out. We

publish some user group bulletin board

numbers in our monthly "User Group Up

date" column, but the best comprehensive

resource we have for user group bulletin

boards is in our "Guide to Commodore

User Groups," which appears annually in

the May and June issues.

Mfflfitf 1)1' GIF

Are there any GIF picture-viewer pro

grams around for the 128? I've searched

a lot of bulletin boards to no avail.

Robert M. Lutke

Pekin, JL

We know of GIF file viewers for the 64 and

128 on CompuServe's Graphics Support

Forum. For those who don't know ivhal

we're talking about, GIF (Graphics Inter

change Formal) is a data-storage format

designed for storing high-quality color

graphics images so they can be exchanged

between users with different hardware. A

128 or 64 user can. for example, view a GIF

file created on a PC, an Amiga, an ST, and

so on, if he or she has a GIF file viewer.

Out of Sight

I've subscribed to Gazette for many

years and have found it to be the ulti

mate in information. I'm an advanced

BASIC programmer, thanks to your

magazine. For a while, however, I tried

to follow your instructions on learning

machine language, but I got lost. I un

derstand that COMPUTE! published a

book on the subject. I'd like to purchase

that book. I've checked several book

stores without success.

George Salley

Willingboro, NJ

You're no doubt thinking of the bonk Ma

chine Language for Beginners, by Rich

ard Mansfield, published by COMPUTE!

Books in 1983. (COMPUTE! Books is a

separate company from our magazine

group.) This bestseller sold 90,000 copies

before it went out of print •everal years

ago. It's an excellent tool for learning ma

chine language. We suggest that you con

tact a local user group or your local

library to see if either has a copy. A few

staff members here have copies that they

use; if we find an extra one lying around

the office, we'll send it off to you. No guar

antees, however, so check out the sources

mentioned above. G

COMPUTE'S Gflisrts February 1990 9

SClld questions or comments to Letters to the Edi tor, COMPUTE!'s GazeUe, P.O. Box 540 6, Greel/sboro, Nor th Carolina 27403. We reserve the rigllt to etl i ! letters lor clarity Qnd length.

WIJ, Clfan'8? My secretary has an $800 PC compati­ble, a $400 monitor, and a $400 printer. After she learned to use the system, she was bragging about what it did . She was shocked to learn that my inexpen­sive 64 system did the same thing. [ fa­miliarized her with my 64 and got hcr started on a database for my accounts/ !.ales. She admitted that working with the 64 ''<'as easier than with her more expensive computer.

The point I'd like to make is this: Why switch to another system unless there's really a need to? Let's stop wor­rying about what's going to happen to Commodore. Let 's take advantage of the existing machines and really utilize them. Let the quit ters "upgrade" to a "better" system and pay heavily for it .

Sare S wltlr Mall Orller

Dave Rich Sallta Maria, CA

In "Cartridge Powe r" (November 1989), you state that you can purchase The Final Cartridge II I fo r $69.95. Tenex Computer Express (P.O. Box 6578, South Bend, Indiana 46660·6578) sells it for only $49.95. I recently pur­chased it from them. Buyers should reo quest information (irst.

Alldy Orthmallll La Cellter, WA

Whell ~ publish prices for products ill fealures or rt!vit!Ws, WI.' always list tire suggesled retail price. We're very /lwelr aware that users call lIearly always gel a product for less through mail-order houses. A/so, we 1I0ticed ill a recent issue that aile of our advertisers, Briwall, was selliug TII/~ Filial Cartridge III for $49.

Color Quest Didn't Commodore make a color print· er and a color plotter? If so, are they still available?

Robert McLain Irwill, PA

Commodore announced a $200 plotter at the 1983 Winter COllsumer Electronics

llTTlRS to the editor

Show (see last mOllth's feature '''80s Ups & Downs"). Whel! the plotler finally be· came available, Gazette reviewed it ill the August 1984 issue. Dubbed IIle 1520 Prillter/ Ploller, it hil /lit market willi a suggested relail price of $125, alld il fea­tured four special ballpoillt, colored penS. The produclnever sold vcry wdl alld has 1I0t beel! available for several years. We have lieard of the MPS·IS0ac, a fairl y new Commodore color prillia which is available only ill Europe. Two color prillt­ers cllff/mtly available for tile 64 are Oki­data's Okimate·20 (w hich requires Ihe optiollal 64 Plug 'N' Prillt Kit) and Slar Micronics' NX· 100ac Rail/bow, which is a Commodore-ready prillier.

llehlcle Tracks I have four veh icles, and I've bee I. searching fo r a program I can use to keep track of all my scheduled mainte­nance, plus all repairs and general costs of running the vehicles. None of the lo­cal sofh\lilre stores know of any com­mercial program that does this. Do you?

Johu T. Mahoney Lincolll Park, NJ

No, we don't. But we suggest that you try using a spreads/rut or dalabase to log ill, organize, and store your informaliol!. A da tabase will allow you 10 search for da tes, /lall1es, and so all; and a spreadslreet will allow you to plug in formulas w/llm you ,Iud to calculate cosls. T/re beauty of using tllese applications is tllat you call set Ihem lip allY way you like, lailorillg them to suit tire lleeds of your silllotioll.

Morl!m Mamlurers I just purchased a 1670 modem for my 64. It seems to me that the only thing I can do with it is to go online with QuantumLink. What else can I use my modem for?

Shall Ward Oxon Hill, MD

You call use your modem ill a couple of I!ew ways: lelecolIlIIZlm icale witlr a friellif who Iras a modem, a/lif call up bulletill boards to elrat, browse, alld upload and download programs. Also, Ihere are a ft!W co mm ercial games, SUr,41 as Electrollic Arts' new Modem Wars, tlrat are de­signed for play by modem.

QLillk is all excelll'lIt online service, especially for Commodore users, but tlrcre are a number of other good Olles as well

(CampI/Serve, GE/lif. alld People/Link, for example) that you can check alit. We prlblis/r some user group bullelill board lrumbers ill orlr monthly "User Group Up· date" COIrUlII!, but the besl comprehensive T/!source we /ra ve for user group bulletill boards is ill oll r "Guide to Commodore User Groups," which appears amlually ill lire May aud JUlie issues.

Mfned fir GIF Are there any GIF picture-viewer pro­grams around for the 1281 I've searched a lot of bulletin boards to no avail.

Robert M. Lutke Pekill, IL

We kllow of GIF file viewers for tile 64 and 128 all CompuServe's Gral/hics Support FaT/WI. For Ihose wllo don't kllow what IIIc're lalkiug IIbout, GIF (Grapirics Illter­c/rallge Format) is a data·storage fornlat desiglled for storillg high.quality color graphics ill/ages so they cal! be exchallged betwun IIsers wilh differel!l /rardware. A 128 or 64 user call, for example, viCf/J a GIF file created Oil a PC, all Amiga, 1111 ST, and so all, if Ire or sire has a GIF file viewer.

our ot Sight I've subscribed to Gautte for many years and have found it to be the ulti· mate in infonnation. I'm an advanced BASIC p rogrammer, thanks to your magaZine. For a while, however, I tried to follow your instructions on learning machine language, but I got 105t. I un· derstand that COMPUTE! published a book on the subject. I'd like to purchase that book. I've checked several book-stores without success.

George Salley Willingboro, NJ

You're 110 do ubt /lrinkillg of llrc book Ma· chine Language for Beginners, by Rich­ard Mal/sfie/d, published by COMPUTE! Books ill 1983. (COMPUTE! Books is a sepa rate compauy from our magazille groupJ This bestseller sold 90,000 copies before it wenl 0111 of prill t several years ago. It's al/ cxcdlellt tool for /earllillS mao c/rille lal/gllagc. We suggest that you COII­

fact a local user group or yOllr local librllry 10 see if either lias a copy. A ft!W siaff members Irere have copies fhat Ihey lise; if we filld all exira ol/e Iyillg around tire office, we'll stlld il off to you. No guar· alltees, lzawever, so clreck oul Ihe sourccs mentiolled above. G

COMPUTEr. Guene February 1990 9

Page 12: Compute Gazette - Commodore.ca

power

urnShao-Tlen Pan

Add enlarged or underlined charac

ters to your programs with this short

machine language utility for the 64,

Many programs have messages or in

structions that require special empha

sis. There are several ways to provide

this; you can print the message in in

verse, in several colors, in a scrolling

banner, and so forth.

Foul Magic gives you one more

way to make your text stand out: It

prints it as double-width, double-

height, or underlined. And it works

with both the built-in ROM sets and

with custom character sets. Further

more, since it's short, Font Magic can

easily be added to your BASIC programs.

Gelling StartedAlthough written in machine language

(ML), Font Magic is listed in the form of

a BASIC loader. To avoid typing errors,

enter the program using The Automatic

Proofreader, found elsewhere in this

issue. When you've finished typing, be

sure to save a copy of the program to

tape or disk before you run it.

To get started, simply load the pro

gram and type RUN. Foul Magic POKEs

the ML into memory and then displays

some sample text using each routine.

Using the Program

Font Magic contains four separate ML

routines: a main subroutine at locations

49152-49357; a horizontal, or X-, ex

pander at 49438-49505; a vertical, or

y-, expander at 49358-49437; and an

underliner at 49506-49545.

To use Font Magic, first select a

source character set thiit you wish to

alter with the following command:

POKE 53272,n

The parameter R can be one of four val

ues: 20 for the uppercase/graphics

ROM set, 22 for the lower-/uppercase

ROM set, 28 for a custom character set

at 12288, or 30 for a custom set at

14336. If you use some other value,

Font Magic defaults to 22 (the lower-/

uppercase set).

The source set will be copied by

the program in an expanded or under

lined form beginning at 14336. If your

source set is already located at 14336 (a

value of 30 is POKEd into 53272), it will

10 COMPUTE!'! Gazette February 1990

be overwritten by the destination set.

After you've indicated which char

acter set to use, SYS to the appropriate

routine to create and activate the new

character set. For example, to tum on

the .-^-expanded set, enter SYS 49438; to

activate the (/-expanded set, enter SYS

49358; and to turn on the underlined

set, type SYS 49506.

The expander routines make char

acters either twice as wide (the X-expan-

der) or twice as tall (the y-expander).

Each character is made up of two parts.

Print a normal character to display

either the left (x-expander) or the top

half (y-expander) of a character; print

the corresponding reverse character to

display the remainder of the expanded

character.

For instance, to expand the lower-/

uppercase ROM set horizontally and

print the letter A with it, enter the

following:

POKE 53272,22:SYS 4943B:PRINT"A

{RVS|A"

The underliner routine replaces the

inverse portion of the character set with

underlined characters. To allow for a

visible cursor, the inverse space ap

pears as an underlined space. If you

wish to print a normal space, use

SHIFT-SPACE. Lines 750-780 in the

program show how to access and print

underlined characters.

Fan! Magic

HQ 10 REM COPYRIGHT 1990 COHPIJ

TE! PUBLICATIONS, INC. -

ALL RIGHTS RESERVED

QE 20 POKE53280,6:POKE53281,6

DX 38 PRINT'MCLR) (WMTl-'TABIH)

"(RVS) FONT MAGIC (OFF)":PRINTTftB(13) "COPYRIGHT

{SPACEJ1990"

RX 40 PRINTTftB(7)"COMPUTE 1 PUQ

LOCATIONS, INC.":PRINT?A

B[11)"ALL RIGHTS RESERVE

O"

BS 50 REM MAIN

KR 60 E'ORA = 49152TO49357:READAA

:POKEA,AA:NEXT

CD 70 DATA173,24,288,4l,14,168

,201,14

KJ 80 DATA240,124 ,162,0,152,211

1,12,208

QP 90 DATA30,189,0,48,1.57,0,56

, 189,0,49

AA 100 DATA1S7,0,57,189,0,50,1

57,0,58,189

KG 110 I1ATA0,51,157,0,59,232,2

08,229,76

Font Magic

AH 120 DATA129,192,169,0,141,1

4,220,169

CG 130 DATA51,133,1,162,0,152,

201,4,208

BR 140 DATA30,189,8,208,157,0,

56,189,0SA 150 DATA209,157,0,57,189,0,

210,157,0

XQ 160 DATA5S,189,0,211,157,0,

59,232,208

DR 170 DATA229,76,120,192,189,

0,216,157,0

DE 180 DATA56,189,0,217,157,0,

57,189,0

AO 190 DATA218,157,0,58,1B9,0,

219,157,0

CH 200 DATA59,232,208,229,169,

55,133,1

JM 210 DATA169,1,141,14,220,16

9,30,141,24

KG 220 DATA2D8,169,248,141,199

,192,141

MF 230 DATA2B3,192,169,59,141,

200,192,169

JD 240 DATA63,141,204,192,32,2

25,192,173

GS 250 DATA199,192,56,233,8,14

1,199,192

MS 260 DATA141,203,192,176,239

,206,200

HP 270 DATA192,206,204,192,173

,200,192

DE 280 DATA201,55,208,226,96,1

69,189,141RE 290 DATM9B,192,76,198,192,

168,169,157

FS 300 DATA141,198,192,152,189

,248,59,96

AS 310 DATA157,248,63,96

JX 320 REM Y-EXPAHDER

DC 330 FORA*49353TO49437:READA

A:POKGA,AA:NEXT

FQ 340 DATA169,225,141,153,192

,169,192

AP 350 DATA141,154,192,32,0,19

2,169,255

RH 360 DATA141,7,61,96,169,7,1

41,234,192

CR 370 DATA141,242,192,162,7,2

06,234,192

SX 380 DATA32,183,192,1G2,7,20

6,242,192

GE 390 DATA206,242,192,32,202,

192,202,32

XE 40B DATA202,192,173,242,192

,16,228,162

BA 410 DATA3,32,183,192,168,13

8,10,170

PS 420 DATA152,32,191,192,232,

32,191,192

DQ 430 DATA202,138,74,170,202,

16,234,96

RH 440 REM X-EXPANDER

AA 450 FORA-49438TO495fl5:READA

A:POKEA,AA:NEXT

GG 460 DATA169,49,141,153,192,

169,193,141

XJ 470 DATA154,192,32,0,192,16

9,255,141,7

MK 480 DATA61,96,162,7,32,IB 3,

Shao-nen Pan

Add ell iarged or underl ined charac­ters to your programs fuiih this short machine language utitity for the 64.

Many programs have messages or in­structions that require special empha­sis. There are several ways to provide this; you Ciln print the message in in­verse, In several colors, in a scrolling banner, and so lorth.

FOIII Magic gives you one more way to make your text stand out: It prints it as double- width, double ­height, or underlined. And it works wilh both the built-in ROM sets and with custom character sets. Further­more, since it 's short, Font Magic can easily be ildded to your BASIC programs.

Gelling Started Although written in machine langullge (ML), FOIII Magic is listed in the {onn of a BASIC loader. To avoid typing errors, enter the program using The Automatic Proofreader, found elsewhere in this issue. When you've finished typing. be sure to save a copy of the progrilm to tilpe or disk before you run it.

To get started, simply load the pro· grilm ilnd type-RUN. Font Magic POKEs the ML into memory ilnd then d isplays some sample text using each routine.

USing Ihe Program FOIII Magic contains four 5(!pariltc ML routines: a main subroutine at locations 49152- 49357; a horizontal, or x-, ~­pander at 49438- 49505; a vertical, or yo, expander at 49358-49437; and an underliner at 49506-49545.

To use FOUl Magic, first select a source character set that you wish to alter with the following command:

POKE 53272,n

The parameter U can be one of four val­ues: 20 for the uppercase/graphics ROM set, 22 for the 10 .... 'Cr-/uppercase ROM sct, 28 for a custom character set at 12288, or 30 for a custom 5(!t l'II 14336. If you use some other value, FOIII Magic defaults 10 22 (the lower-/ uppercase set).

The source set will be copied by the program in an expanded or under­lined form beginning ill 14336. If your sou rce set is already loc;'lted at 14336 (ll value of 30 is POKEd into 53272), it will

10 COMPUTE/'6 GlIlene Fetlruafy \990

R A SIC be overwritten by the destination set.

After you've indicated which char­acter 5(!t to use, S'1'5 to the appropriate routine to create and activate the new character set. For example, to tum on the x-expanded set, enter SYS 49438; to activate the .v-expanded set, enter SYS 49358; and to tum on the underlined set, type SYS 49506.

The exp;'lnder routines make char­acters either twice as wide (the x-expan­der) or twice as tall (the .v-expander). Each character is made up of two parts. Print a normal character to display either the left (x-expander) or the top half (y-expander) of a character; print the corresponding reverse character to display the remainder of the expanded chilracter.

For instance, to expand the lov.'Cr-/ uppercase ROM set horizontally and print the letter A with it, enter the following:

POKE S3272,22:SYS 49418:PRI NT"A {RVS}A"

The underl iner routine replaces the inverse portion of the character set with underlined characters. To allow for a visible cursor, the inverse space ap­pears as an underlined space. If }'Ou wish to print a normal space, use SHIFT- SPACE. Lines 750- 780 in the program show how to access and print underlined characters.

Fonl Magic 110 10 REM COP~R I GIlT 1990 COMPU

TE! PUBL. I CATIONS , INC . -AL.[. RIGHTS RESERVED

OE 20 POKE53280 ,6 : POKE53281,6 ox 30 PRINT"iCt..RllwHT)"TAB(l4)

MiRVS) fONT MAGIC (OFF) " : PR I NTT A8 (13) MCOPYRI GilT (SPACE::)1990"

RX 40 PRINTTAB(7) "COMP UT1::! PUG t..ICATIONS, INC.": PRINTTA Bill) "ALL RIGllTS RESERVE 0"

85 ~o REM MAIN KR 60 FORA- 491521049357 : REAOAA

:POKEA, AA:NEXT Co 70 OATAI73 ,24, 208 ,4 1 ,14 , 168

,201,14 KJ 80 OATA240 ,1 24 ,162 ,O,152, 20

1 ,12,208 OP 911 OATA30 ,189, O , 48,1~7,O,56

,189,0,49 AA 100 OATA157.0 , 57 ,189,0 , 511,1

57 ,e,58,189 KG 110 OAT,o\O,51,151,II,59,232,2

08,229,76

Font MagIc AH 120 OATAI29,192 , 169,O,141 , 1

4,220 , 169 CG 130 OATA51 , 133,1,162,0 , 152 ,

201.4 , 209 BR 140 01.11.30 ,189,11,208,157,0 ,

56,189,0 SA 150 OATA209 ,1 51 ,0,51 ,189,II ,

210 , 157 ,0 XO 160 OATA59,189 , 0 , 211,151 , II,

59 , 232 , 209 DR 170 OATA229,76 , 120,192 , 199 ,

0 , 216,157 , 0 DE 180 O,o\TA56 , 189,0,211,157 , 0 ,

57,189 , 0 AO 190 OA1A219,157,O , 59,189,0 ,

219 , 157 , 0 ell 200 OATA59,232,2118,229 , 169 ,

55,133,1 JM 210 OATA169 , 1 , 141 , 14,220 , 16

9 , 30 , 141,24 KG 220 OATA209,169 , 248 , 141 , 199

, 192 , 141 MF 230 OATA203,192,169,59 , 141,

200 , 192,169 JO 240 OATA63,141,204 , 192,32,2

25,192,173 GS 250 O,o\TA I99 , 192 , 56,23) , 8 , 14

1,199,192 MS 2611 O,o\TAI41,203 , 192 , 176 , 239

, 206 , 200 liP 2711 OAT,o\192 , 206 , 204,192 , 173

,200 , 192 DE 280 OATA201,55,208,226 , 96 , 1

69,189,141 RE 290 01.11.199 ,192,16,198,192 ,

168,169 , 157 FS 3011 OATA141,198,192,152 , 199

,248,59,96 AS 310 OA1A157 , 248 , 63 , 96 JX 320 REM Y-EXPANDER DC 339 FORA_493581049437:REAOA

A: POKEA,AA : NEX1 FO 340 01.1,0\169,225,141,153,192

,169,192 AP 3511 OATA141 ,154,192,32 , O,19

2,169 , 255 RH 360 OA1AI41,1,61,96,169,7 , 1

41,234,192 CR 370 OA1AI 41,242,192,162,7 , 2

06,234 , 192 SX 380 OA1A32 , 183 , 192,162,7 , 20

6 , 242,192 GE 390 OA1A206,242,192,32,2112,

192 , 202,32 XE 400 OA1A202,192,173 , 242 , 192

,16 , 228 , 162 SA 410 OATA3,32,183,192,168,13

8,10,170 PS 420 OA1AI52 ,32 , 191,192 , 232 ,

32,191,192 DO 430 OA1A202 , 138,14,170 , 202 ,

16,234,96 RH 440 REM X-EXPANOER AA 450 FORA-49438T049505:REAOA

A:POKEA,AA:NEXT GG 460 OA1AI69 ,49 , 141,153 , 192,

169 , 19),141 XJ 410 OATAI54,192 , 32 , II , 192 , 16

9,255,141,7 HK 489 OA1A61,96 , 162,7,32,IR3 ,

Page 13: Compute Gazette - Commodore.ca

192,72,41

EG 493 DATS15,160,185,82,193,32,202,192

ED 500 DATA104,41,240,74,74,74,74, 168,185

FX 510 DATA82,193,32,191,192,202,16,226

CB 520 DATA96,8,3,12,15,48,51,60,63,192

UG 538 DATA195,204,207,240,213,252,255

CS 540 REM UNDF.RLINERDJ 550 FORA = <l9506TO495'15:READAA:POKEA,7iA:NEXT

BQ 560 DATA169,117,141,153,192,169,153

XK 570 DATA141,154,192,32,0,192,169,0,141

KD 580 DATA7,63,96,162,7,32,183,192,73

DD 590 DATA255,32,202,192,202,32,183,192

QR 600 DATA32,202,192,202,16,247,96

BH 610 REM •" DEMO •*•

PF 620 PRINT"(CLR}"GF 633 POKE53272,20:S¥S49438:REM X EXPAND

HE 640 FORX=65TO90

JH 650 PRINTCHRS(X);PH 660 PRINT"{RVS}";CHRS(X);"fOFF}"f:NEXTCF 670 PBINT:PRINT"{2 DOWNjxlRVS}X{OFF}

(space}e[rvs}e{off)x{rvs}x{off}p{rvs}p

(OFF)a{RVS}A{OFF}N{RVS}N(OFF}D{RVS}D

{OFF}"GS 680 FORX=1TO2000:NEXT:PRINT"(CLR}"

CR 690 POKE53272,20:SYS49358:REM Y EXPAND

CK 700 FORX=65TO90

FP 710 PRINTCHRS(X);

BX 720 PRINT"{DOWN)(LEFT)(RVS}";CHHS(X);"

{OFFHUP)"; :NEXTAP 730 PRINT:PRINT"{3 DOWN]Y1 SPACE}EXPAND":PR

INT"{RVS}Y{SPACE}EXPAND"

KM 740 FORX=1TO2000:NEXT:PRINT"!CLR}"

KC 750 POKE53272,20:SYS49506:REM UNDERLINE

MQ 760 FORX=65TO90

SX 770 PRINT"(RVSl";CHRS(X);:NEXT

MB 780 PRIKT:PRINT"{3 DOWN)(RVS)UNDERLINE

(SPACE)TEXT"

CH 790 FORX=1TO2000:NEXT:PRINT"{CLR)" G

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192 , 72,41 EG '" OATA15,168, 185 , 82 , 193 , 32,21:12,192 ED 50. OATAlI:14,41 , 24I:1,74,74,74 , 74,168 ,185 FX '10 OATA82 , 193 , 32 ,1 91,192 ,2 02 , 16 , 226 CB ". OATA96 , O, 3, 12, 15, 48. 51 , 60 ,63, 192 DG '30 OATA195 ,204,207 , 240 ,243,252,2 55 CS ... REM UNOERLINER OJ ,,, YORA_49506T0 49 545 : REAOAA:POKEA , AA : NEXT BO '60 0"TAI69 , 117 ,141 , 153 .192, 169 . 193 XK 570 OATA141, 154 .192, 32,0,192 ,169,0,141 KD 58. OATA7 , 63,96 , 162 , 7,32,183 , 192,73 DO ,,, OATA255,32 , 202,192,202,32 , 183.192 OR '" OATA32,202,192,202,16,247,96 BH 610 REM •• DEMO ••• PF ". PRINT"{CLR)" GF 6)' PDKE53272,2B:SVS49438:Rf.M X EXPAND "E ". FORX-65T09B JH 'SO PRINTCIIR$ (X); PH ". PRINT" (RVS)" ; CHR$ (X) ;" (OFF)" ; : NEXT CF '70 PRINT : PRINT " {2 DOWN}X{RVslx{OFF)

{SPACE}E{RVS)E{OFF )X {RVS)X{OFF}P{RVS )P {OFFJA{RVS)A{OFF)N{RVS)N(OFF)O!RVS)D (OFF)"

GS 'BB FORX-IT02001:l : NEXT: PRINT" (CLR I" CR ,,, POKE53272,21:1 : SYS49358:Rf.M Y EX PAN D CK 70. FORX-65T090 'P m PRINTCHR$ (Xl; DX 72B PRINT"'OOWNIILEFT' {RVS '" ICIIR$ (X) ;"

{OFF}{UP}"; : NEXT ., '30 PRINT: PRINT " (J OOWN I Y{ SPACE )EXPAND ": PR I NT " (RVS ) Y (SPACE) EXPAND "

KM '40 FORX-IT0200G : NEXT: PRINT" {CLR1" KC 'SO POKE53272 , 21:1:SYS49506:REM UNDERLINE MO ". FORX-65T09B SX 77B PRINT" (RVS I" ; CHR$ (X) ; : NEXT MB '80 PRINT:PRINT"{J DOWN}{RVS}UNOERLINE

CH '" I SPACE )TEXT " FORX-l T02000 : NEXT : PR I NT" {CLR}" S

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lJlrI.Iast ra ... 1-h .... tlch_". EIIIDIII JillplSlO ~ c.vdgII. &.II ROMs. TutxI ROI.II, It'd PIrdII1 SjWIIII. wito:.I.qlA .... ~ s"..a. up ... w.,.:1onI. loId. SM. F~ StIUdI. VIIdoI. 1CCISI PRG. sea. F£L, U~ & c5rtct«Ctll1iH 14'10 1$tinlnl..." IDO'ro Compll.lllit _ 01 your mo,.y _k. GuatarlMd tI WCNll IiIth d 'fO'.I1'Ian1¥/w ard 1OIlntt. rd.riIjI ~Id OXT\m.tiaI prcQ'IIII1

UMt no poll .. 111_1'( IN uttl Wli'Ig. TN JIIyOOS ROMs wIdii 'fO'.I CCIf:11IllIt ft 01YtlI1 ~ tor"*,rIUII tr.t am ~b1Iy Euy 1l1li10111011. No electlOnb eqlGl\era onpor:ial look ~ SlIflIICIrtI OM, ac,SX6-l,CI2S.CI21O, 15-'1, 15-'1C, lSU ... ml. 1581 II!d mOil

Can bt CMlpI.,.ly nttdlld 0I.t. I .... ~, .... ~ III l...am ..uN}OII tI I IIXl'" Il1:O; CIII'i~ . dicio:.t I'IiIIIII!'O or ~ down Built-In oos Wtdoe. PUs l11C161roN1 CI:Im'I\It'ds fttol'lYll1D!a Ieal1m.. n:~ J)t copi8f. SQ.en cUIlI, ~ "*ll ard $i"QII -k.,.lo~dISI!I"'SC.atdI.

Version 6.0 New Features and Enhancements • Bullt·ln two drive lUI copier, Copy PRG, SEa. REl and USR fiIos batove&l1 two

drives of lIllY type or kI and from RElfs. Graal io.' quick backups and moving ptOQratnS arx1 flies bo1w00fl1541, 1S71 & 1581 drives. DifBdory m8llu. two-key commands, and Control·key combinaWI'IS enable oasy $oIoction 0150tJrte and dest· nation drivas and the 61e$ you want ID CCp>f. Can &:so be usod to change filarypas.

• REU support Tho JiffyOOS commands now furry supporl Commodora RAM Expansion Unit5 rur.ning under RAMOOS. Ao::8ss YC(Jr REU just lille a disk drive wiflout having Jo load special wedge utilities.

• 1581 support Cop<{ programs and mas !rom 15(1 and 1571 drives 10 any partition on ~ur 1581 . Movo between PIlI\IIions easily wilh jusl a few kcystro;o;llS.

• Supports CMO HD SerIes Hard Orlvllind RAW-Ink. Enhances Ihe pec10rmanca 01 CIAO's new ina '" integmled 064.(;128 pooducts.

• Quick printer output toggle. A simplo 3-key oommand swiJciles 0U1pJt from 5O'8et1 10 prinler and bBck wil1 ease. EMlinaleS the bother 01 having to type the com~18d OPEN4.4:C1A~ and PFlINTt.4:ClOSE4 command SBlOOrlceS.

• Rad.nnable 64·modeluncUon keys. It thaJilfyOOS lunction keys ant nol Jo your liking. you can easily rodofmo Iflarn to &uil y:lU' spaciflC needs.

• Enhanced scrHn dump. Automallc scraan mock! r~ and ~jng 01 up­petCaS&lgraphics & Ioworcasa charaClars.

• Adjustable seclor Interleave. Enables you 10 incfease disk·access porlormance aven with I\aId·lD·spoodup so1twara.

C~"D Creative MIcro DeSigns, Inc_ so IndUll!lDI Orin, PO BOI 646 Phone: 413·52S-OB23 EUI longnwadow, MA 01021 FAX: 413-525-01 47

Circle Rnd .. SeIVlC" N"mbe. IN

Page 14: Compute Gazette - Commodore.ca

Join SD of A's

Sale-A\Brate A

We have what

a

Budget?See Our Under $10 Bargain Basement.

ACCOLADEAc-u! Auk 5888Apollo 18 S9BB

Htilillc Gniw E3 68

■im! Incites FoclMII .. S988Jin & Inches Team

Const ... 5688

Hardball S9B3Test Drum) S938

A!, i.VI5ION

Almni S988A(inche Slnkc £938

GhmtbuWerj S986

Hot kef lor! S9BSE.I

S95S

; ;:=--

Predator S3 Be

Stianohai SS86Transformers S9.89

ADVANTAGE

s

DeswtFox 5858

Fnrjhiroare SSBaHamorT S988

Wi-'ilal Blocks S3 SB

ShooteniUp Coml Sol S9861 i . .■■ Soy 1 4! .... E96B

AEC FUN LEAHWNG

Lite Sc*mce . - S58BUS Geograpny ,. .. SSSBUS Government 55 60

US History 1 or 2 .. S56BEaVocabulary BuWer, . SSBB

BOX OFFICEAll 53B8

H.nn Hoik-s »SICCI.COC) Pyramid S986

BRODEF1BUND

ArciriuGar™ Consi KilS98fl

Cnwnlw OavidiM.un.gnt Mage . M SS

KlrtltU S6B8LOOerunner S6BBMagnet-On 5968

5upeit>ikeChallenge . S63B

CDA

Amw Cocas French 5998

CINEMAWARE CLASSICSSinBad 5966

COSMI

Sn.n Oata Bmc . . SGflBSwilt Desktop Pubi line- 56 G8

SwittMiM SB BBSuit! Paint S6BB

Switt Spreadsheet S6 eaSwilt WorO Processor . . 55 09

DATA EAST

IkanWamor 5966

Platoon 5968

EASV WORKING/

SPINNAKERFiler S688

Planner S668

Writer S6B8

ELECTRONIC ARTS

Adv Cons: Set S9&3. 57 SB

. 5988

-S9B6. 5988

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. 57 ea

. S9B0

. 5968

, 5968

. 5988

. 5988

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S98859 88

5766sue

Amer Cup Sailing

Artie Fox

DeaihiordDemon Stalkers..

Financial Cookbook

Heart ot Atnc.1

In slant Music .

Legacy of AnCWntl

Lords Ot Conquasl■.',.- ■■/-: ■ ,

FF1EE SPIRITGalscuc Fiontw 59 SB

GAMESTAR

Champ Basefcall 59 66CUmp Ei,i"k-IMil . . .5966

GFLCn Footnall S9BH

On Court Tenno S968Star League Basetiail

OnReUFoottMll.... S968

TakBDown S968

GAMETEK

CnnOyLand S963Cnutes & LaOOcri S9HS

Douue Dar« 5968

Go To He.*l ol Class S9BSHollywood Sntuues 5963

PicsjVourLlKk S96*

Price B Rigffl Call

Super Password S9 8a

Hi-TECH EXPHESSIONS

FuriHoioe 5883Looney TuiBJ Print Kil S9SS

Mjppei Acwiture . .. 59 63

py

Jeopaidy2

Sports Jeopardy

Wheel al fortuneo' Foflunn 2

Piinc Power .

Romole Control

Win Lost) ur Draw .

Win LOU Of Di.lw?

Win Lose c Draw Jr

. S9EB

. 5868

. sese

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Modem Wan

Muse Const Sei,..,Pegasus

Pintail Const SetPcweipiay Hockey

Realm of Impossibilily

Skylo-St

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Skyto«! 5966

SD5968

Slnkc Fleet S9B8

SuperT

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out Go"

59 68

ssisaS9BG

5988

EPYK4'JOfinoaaHaCing .. 5993

One Bomber S98S

SpaceSlaiionOoliyion 5966

SuO Bane Smuimx... 59 88Tower Topple! 59 SB

.... S388

HI-TECH EXPRESSIONS

Sesame Strew SoresAsm Graver 5686

Big BirflsSowal

Deinery S668Ernie s Big Soiash .. S6 BaE'rfl s Usg< Snapes SQ68

Gioieii Animal AOv S666Pali Amijna Town .. 56 59

SesameSt Pnn( Kit S968

INFOCOMh-itcnnikers GiiiOo . .. S968Vwiinei Goaooss« 59 Be

lurn 1 5966

INTRACORP

Business CarO MaHef . . 5988

KONAMI/ULTRA

Hyper SKX1S Ping Pong 59 88

MASTERTRONIC

UU V-8 W86Nm^ 5486

SlomDunk EOBdVegas Pokef ajuckpol WB8

MINDSCAPE

Maslertype iCaeI] , ... S9fla

SHARE DATA

/ SS68Corxsnlralion S9 38

Concentration 2 . ... £966

Jeot»<0> 58 SB>(988

5965

59 88

SB ait

S968

S958

Wpe C- ,■ 59 8S

S1ERHA

WizType S66B

SPECTRUM HOLOBYTE

Gato S968

SPINNAKER

Cosmic CfflnMI %* SBDark Tower M66Karate Chnp S6B8

L«>rn thu Aiphanm M saLuarn to Spell JJ68Letun to Ao-J W 68

SPRIHQBOARO

Cenificaio Maker 59 33

CM Library Voi 1 .... S96B

Newsroom I960NR Arl»l,2.or3. . SS88 Ea

TAJTO

Alton S9SS

ArkanwJ 5968Bubble B000U 19 OB

Renegade 5968

THUNDER MOUNTAIN

Doc Die Doslruyti'

Felony

Galauan

Rsmoo First B"Ooa

Part H

Super Pac Man

VALUE WARE

Artist

Educalor

Enlertainw

Homo Banks

»! SDACLOSEOUTS !!!

ProGoll 54 ME A Arrer Cup Sailing 5666

Doc the Destroyer 56 66

Super ZaXAOn S4 44woiMs GreateS Baseball 56 66

GmB olihevej S11.11

Heart ol Africa S3J3Boilon CompulH Diet S3 66

GuKStnke SSBaLipSli* S Joystick ... 511 It

Tiping Tulor3 S8B8

Eagles-SSI S999EPVX Basic Tool Kit ..S6D6

Greal Cnels Rucipm 58 86

Jet Boys 5666

Macbein . . S993

Spreadsheet S7 77

PrkantCfrn of the Asteroids S2 22Eniignter/nent saee

Home lnw>n;ory 5444

Financial Coo"Dooii ... S6E6

Ma^er ol Nftagic S3 33Blowuo Giai/iics S11 11Alien Destination Set ..5777

Sm Scene' %2Z1CDS Aigos Enpuaition S3 33

Snogun - Maitonronic SI«

owpSmo: sawCBS Timebound .... 5333

tt tjmitod

ABACUS BOOKS

Anatomy of tho 1W1 . . .

Anatom/of thHiCGJ .

GEOS lri5iOC& Out

GEOS Tricks & Tins . . .

ABACUS SOFTWARE

Assembler Monitor

Basic 128

Gail Pa kCad Pack 128

Cad Pack64 or 128 ....

Cobol 64 or 128.

Fortran

PPM

.51*

.514

113

513

539.SB

...S39

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5688

5988

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S686. 5966

54 88

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Bubble Ghosl ,

CyclesFast Brook

GronuPrij" Circuit,,..

Heat Wave Boat RacingJack \tkl,|.,-, G.' ...

.519

.S19Call

.S1B

.£19

IIS.519

GW Oimp CoursesS988JN Gil tnttCour<ffi . S969

Mini Putl SI9

Ragk Em S19

ServeSVolloy $19Sleel Thunder S19

TestDrrvcJ The Duel ..SIBT D 2 Europe Scenery 59 88

I D 1 ■■;.>.. ■ Cars i IBS

T.D 2 Cnlif Scenery.. $988TO 2 SupwOra .... S988

TKO 119

ACT1VISION

Bantmrms S2S

Beyond Dart; Castle St9

'Geo-Cnart S19

■GeoCWC S33•Geo-Filo S33

'Geo-Prooranimer $44

■Geo-PiJhTiah S33'RoomrnsGcoseJ1

BLUE LION

Tick« to Hollywood S19Tekel to lonocn S19

Ticket to Rans S19

Tickel to Spam 519

Ticket to Wash DC ...-S23

:;}■ 11.■■;■..--.

Eyeo'HoriB S35

BRODERBUND

Bank Si Writer 533

CarmpnSO -Europe . SMCarmenS.D -USA .. .S25

CnrmenSO -World .. .S23Downhill Cnallengo . . .S14

License to Kilt illOmni-Play Basketball .. S2J

PrmlSrWp S36

From the Saturday morning

cartoons come the heroes

in a half shell. Grab your

nunchukus & hit the villainous streets or you'll gel

turned into turtle soup.

TEENAGE MUTANT

NINJA TURTLES SDA

List $29.95 Discount Price $19

Crossbow SI9

-S395K

S23Call

g

FMTomcalFieHornol

Gram Y.irdioe

tasi Nmp 2 SMNeuomancw S3S

Rampage 523

AMERICAN EDUCATIONAL

Biology $12Learn to Rejd(Gri-J) ..525

Science Graoes3/4 S12

Science Gra0cs5.6 .. S12Sconce Grades 7 8 . !1ZUSGeogracny S12

LJSHratoiy S12

World Guogiapny $12WorlU Htltory S12

ARTWORX519

PPM 128

Speed Term 64 d t28

SupnrCMor 128 . S39 Eji

Super Pascal

64 or 128 S39 Efl

TAS128 S39■Requires GEOS'

ACCESSEcnetonw/LipStik... S29

Mean SlrcoU S?5Tenth Frame S?5Tnpk'I'iKk BH1.BH2.

Raid Over Mokow .. .S11Wono Class L B GoH ... IKWorld Class L Q Gotl Fani

Cou-ar t. 'Jar 3. . . S14Ea

g

Cycle Kn^)ht

Daily Double

Horse Race S14

KalerflokuWs 514Link-word Languages S16 Ea

S P DauMaleU S»

S P Data Female »1 or 3 S14

Strip PokB S21T-nnk Atlack S19

AVALON HILL

NBA Ujsknliu'l S2SSuper S.mday S21

S6S Gen Mo/ DiW . . .S>9SSS 1987 Tnorn DiU, ....SM

BATTWIES INCLUDEDI'apcrehp PutMisher

Pl3

PS Companion S23

PS Graphics UBtary

»1 2or3 516 Ea

P.S Graphics Library

Hoklav Edition S16Slim City £19StarWnm S19

CAPCOM

Sionic CommanchJ SI9

Ghosts SGobWins 519

Gunsmofce S1&

Streel Figtiler S19

CENTRAL POINT

Copy2 S2SCINEMAWARE

Dclcnlcr ol Ine Crown ..S23RockBl ftnnoot IJ3

Tno Throe SIOO9C5 S23TV Soons Football S19Warp Spood <Cart| ... . S33

CMS

General Accl64 or Mi S119E3

Inwntory 128 S49

COSHChomp1 516

HomoOfce S25

NavySssI USPresumed Guilty' J16

Super Hue, 2 S14

DATA EAST

ABC '.I. ■:■ 1 i / Mite

FoolOW S25BMRudee 519Batman , .. .516

SM533

Oreakthru

Commando

8AUDV1LLE

Award Maker Pkfi

Biaiing PMQIes

Video Vegas

BERKLE* SOFTWORKS

Geo-Calc12B

Gcc-Fikil?B

S25

523

S19

$*4

RoOoCop

SISS14

S19S19

S23

519S19

119

■Deik Pact. Pius 519■FonlPak Pius Si9

Super Honrj-on

Tag Tiwim Wrestling

VictoiyfloBd

Vigilante ., 116

DATA SOFT

Allemole Rivility

TWCity S19eon ,.Jt9

Pieaw Read The Following Ordering Terms 4 Conflitions Carefully Before Placing Your Order Orc*r5wimcash«rectteckor rnoneyciaetstiippedirntnediiitdyor J"jjot*!;e'™Personals Company Wieciis. allow 3weksclearance No C O □ S1 Shipptng Coniincntal US-A-Ordere unOer Si 00 tM S3. Iroe snipping on ontets over St CO AK.HI.FPO.APO-kwS5 on alt orders CanMa & Puerto Rico aOO S7 50 on alt orders Sorry, no oltier international ordera acceptw PA residents aOt! G% sates ta< on im- total amount o! outer includingsnipping charges CUSTOMER SERVICE HOURS Mon-Fr 9AM-530PM Eastern Time REASONS FOR CALLING CUSTOMER SERVICE-412-361-5291 (1)Stalu5of order orbflckorderl2|ilanymorchandi5cpurchQsodwithinfjOainyalromSDolAisda(ecti™,ploaseralltaareiiimai^horiialionnijmW;r Wo willnotprocossa return without a return it ul» fl1Delettucnierclv.raim will be replaced wilhKle same nicrcdandiae only Otner retuma subjeel to a 20% resOckinn cliaige' Atlnr 60 days Irom your purchswaatu pBaaerelortoOic

warranty included with H« proQixt purtria5od f. return dirocOy to mo manutacturer Customer serwee will notacccpl cdiectcBlborcallson SDol A's 600 • onlwlnes' Pncos &tio chanqc1 New tiHui aru arriving da ly* PieasD can lot more nkxmadon

,.

«

~~ Join~SD : of A's' oo Sale~ A"'-Brate A

\lo ~ <I ~

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ill We have what

On a Budget?

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'" .~""" _ ...... '" '" r ..... lD~ '" J N GIl em.. Co.rse saM Tda10 l.Oi"M:IO'I ••• ." J N GIl "'11 eo.... a. r_1D1'Ins '" -- ." T_IO~ .. ,. '" '*'" 'Em ... :. . ,$19 T,c."",,wasr.. 0 C . ."

s.n.'~ ...... • $19 'M"""" s-d Tho.no:)ef • , '" "'-- oO '" See Our Under $10 Bargain Basement. T esI en.. 2 n" INtI " . . """""'" 1.02 EutoQes.:......,. 5VM BaIIoSl wn ... .. . '" T.02_c.. . saM cam- SO · EIlfOPOJ '" 102C..'~ $11M ea",,,,"so , USA . .,. 1.02 SWe< eo.. ... saM

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~~ ... ...... . .. Go Ta""" 01 0.;.;. ... IYneeI of ForV'e 3 •• .... ~- ... _ ...... . .. -~ •• """" •• ELEClAONIC AIIITS Pt..'f0Ul~ •• ...... ........ ... -""'" '" "" PliO ... Roll" .... Cd ~,~ ••• ,,- •• ~cws.q. 0" .... - ... SPECTRUM HOLOem ADV.lHTAGE A.mc Fo> .•. .. sua I*-TEOI ElO'MSS/ONS G,a:g .•• . .. """'"' ... ...-. ". ""- ... -,.,. ... """'" .... ~ ... LooneyT .... PmlKII 59. SPlNNAIl(JI ,,-- ... ,-~ ". M .. _~ ..... SJM """'" """" ... _, .. 1 ... ......, 01 AIfICI "" Pnm """- $11l1li ~,- .. MefoUlllioc_, •• 1 "lW11~ , SUII AomoIe Conm)l. •• Ktottote CIIQC) • " .. Willi SnooTetn Up Conti Sal SlIM l~OI~ ". WI/> lOMQler • ., ,. $I. L .. tnme~ •• $9)1 .. Spy 1& 2 •• --""-' ". Won LoN Of 01 .... 2 •• _.- ... AfC FUN l.£MUIlNO -"""- ... Wn lOM (r Orow .It •• _.- •• ~ ...... M. ::'~'an •• HI-TECM EXPAE ISIOHS """""' .... US GecgraQlty •• ... Sesame SINe! s. ... .,......- •• "'- M. -""" .. ... "'lroa- ". eM Lb...,'0'01 , ... u s HGIaty I Of 2 " .. " =~SeI ...

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Page 15: Compute Gazette - Commodore.ca

JNew Year's\Save Party...

NewtDecade of^Deep Discounts!& ftp <j ML ^ 0

you're looking for!\ nr.

njji

Capture the thrill of nding

on the edge. Grueling,

realistic motorcycle racing,on 15 Int'l Grand Prix cour

ses. 5 skill levels.

CYCLES

LOGICAL DESIGN

Club Backgammon

VC

Call For Price & Availability

Bismorck S19Firwona .S'9GlobalCommnr>dor ... .519Hunt for BM October. . %X

Inncilol ,K1RuMon AllianpB Sid

TimoSMagik $21

OAVIOSON

Abattutor E19'.^rneasiw S19

Spoilt E19SIB

Maniac M.iriMon . $23

Migm 4 Marjic 1 D( 7 $?5E.iPipe Droflm $1fl

Pomw Play Mockay J19Projoci Firosun szisurtiigrn QUi

Siar Fle« 1 $26Trie Mars S,igj $23Zak McKraCken $23

OESICNWABE

Boay Trorupoieni S19Di"jj«n;L'45LjFip^ $19

DIGITAL SOLUTIONS

PiK«ot Filer 2 $2JPocket Plnnrrar 2 $23

Ptx*t.-l Wdler 2 S33

All 3 in 1 Super Pa* .... 159

DIGITEKHole in One Mm Golf SI9

HoliywooO Poker S19

Westwn Games SI9

ELECTHONIC ARTS

B.itd s Tojc I or 3 . $26 Ea

(tj' 1iI' r1 1. 2 or 3 S .■ i .i

i- . ■: ■ !■ . ■ ' ■ :.■■

Cnenun Ugn-Lympcs S21

Chetjmajic. I1U0 $26

Cnuck T«BBJ AFT S23Demon S:alKer $21

DouBW Dragon 523Dragons Lair 519

Emc-ro S?6Ferrari Formula One .... CanFire Kino. S21

IrKMJK Jones List CrireoOeAiuldi* Version . . .521

Jordnnw. BirO ... S2tKings FJmcfl VollevtMil.. $21Madden Fuotball Csii

Magic Candle $26

CaWomu Games $1968DeainSmirO S1J88

DewnAire S19WMetrocross StESB

Mina-Roll S1488Revenge ol Delonoor S19

SnowSlnkD SHiW

ToclinocoB SiasnToiwtTopplor SI988

QAMESTAH

Face Off Hockey $19

HI-TECH EXPRESSIONS

Win. Lose or Drjiw Delu'e S16

[NFOCOMBameiecti

$19S19

LEISURE GENIUS

Monopoly . .SlflRisk 519

Scrabble S193c ru poles , 519

MEDALIST

3-D Pool 519D«[ray« Escort S25

Di Doom's Revenge -.553Elimmaror S19

Netrwrwoilo S19Pro Soccer SS5

Pure Slate Baseball.. ...SBSavage $18

MELBOURNE HOUSE

Barbarian .519Hcrrsi™MSSlrikr;Zone...I1HJolm Elways OB $19

Magic JoHnson B-Bail . . .$19

War in MKkJB EatUi S2SWmia Trophy Soccer $19

MICROLEAGUE

BaseOall S25Bo. Score SlaE $16

67 or 68 Team DBk .. 514 EaGeneral Onager St9

VAW WrMllir>g . .. .519

uicfioprose

Airbornf? Hanger 5?3

F-l5SlnkeEagkj $14Gunship 523

Rma Runner S23

Sfjt. Saugniers Mai Ware 519

SnwWH S19SblwSUl Ice Hotkey S19Supm Sur HOOUIy .. . $23

Supor Slv Socxa. $23

rruriow Btioc $23

Wnlmv $19

M1SC UTILITIES

BOOs term Flu $23

Bob's Term Pro I2B S39

Doodle $25Final Cartridge 3 $47Funl Master m 529

Maverick Utilities V 3 SJ3

K upur luise M $25SupwtxIMI 12S £33LiLj[MT'inj)1 (A $23

Suporscripl 128 $25Super Sruisnol (V t) . .. $47

oricm

AulDdud SM

....133

....CSMoebiinOmtqt SS3

Oum-' For Ones Book 2 S19

Space Rogue S32TingksJ Tillos $19

Tirrvra of LofC ... . - . - -5j5Ultima 4 or S $39 Ea

Uilimn 5 H-nt Book $9Ultima Trilogy S39

Wiidvwilkm K5

POLAHWARE

All Dogs fjo to Hgawjn ..$19

516

INKWELL SYSTEMS

■ l-OCDeUiioLP

■IMC Ligni Pen

fVnamiiSS...

GtAp'-:: (i.1 "i-\ "1

Gr.ipn.cs G.l'Wrkl '2

GraphcS Inlegiattir 2

INTFIACOHP

Bumper Slttkor MaMt .

BullDn & O.iclge Nflake*.

Seared For The TiUmc .

cuniv AN>r1 . ,

C

523

519$19

519

.133

533.SIB

v S19

Ultimate Casino Gamlilmg $23

KONAMI

THUMPER

MOUNTAIN

Wow! 10 great games lorone tow price! Mutants

Fist • Tau Celi • Uridlum

Tai Pan ■ Cyrus Chess

Army Moves • Demolition

Mission - Doc Desiroyer

Bad St. Brawler SDA

ACTION PACK VOL. 2 Discount Price $14

.525

S29S35.$14

Turtles

HI TECHEXPRESSION!

Design 8 print signs, ban

ners, cards, stationery &more lealurmg Bugs Bunny.

Datfy Duck. Syli«ster, Yose-mile Sam, Elmer Fud & more1

LOONEY TUNES _

PRINT KIT SDAList $1495 Discounl Price S9.88

Pioiecl Steal tli Fighiei

Rfd Storm Rr5mg .., ,

aient Service

MINDSCAPE

7S0 Ska1obo.mJin<j . . . U3

Action Fighler $1Q

Allrjr Burner $23

Aten S/nBrome J23

Aimic Games S19Blocklxslpr S19

Captain Bicoo1 $23Clubhouse Sains .S19ComoaT Course S19

Z ■■■.i;-j V.1":: ;T-

Op JaVj S23

Gduntlel S23

Gaun1k?t2 $19

Harrier Combat Sm S19

Hosiarje $13

lrnli Jones Temple Ooom S23InUuor Sports St9

Intl Team Spons $19

Oul Run $23

Papernoy S23

PROFESSIONAL

Floel Systems Plus $33

FS

y

FkwlSyEtomJ 128

PSYGNOSI5Bn.il

Olooa MonoyCjutnin Flu

MenaCD

SHARE DATA

Nigntmdro on Elm Street

.5-13

.519

!sie.519.Sis

SIMON S SCHUSTER

EtarTn* Rebel .... $23

Typing Tutor 4 S25

SIR TICKKn.gnt or Diamonds ...525

Legacy 0' Lyo-imyn ,._SS

Pro.ing Grouno: $25

WjaMry Trilogy SM

SPECTT1UM HOLOBYTE

Tflrii $16

SPOTLIGHT

D.jrk»i9u S21

opeedy Delivery

r\eep Discounts

Astronomical Selectionsi. A II ■...! k..r.": rind "ti.:t ^ni'i. In i .... for I. fill DL

Send check or monej orders to:

P.O. 111327-Dept. CG

Blawnox, PA 152.18

Broderbund

James Bond is out on his

own & on! lor revenge.

Show no mercy as you

battle a powerful drug czar

on land, sea & air.

LICENSE TO KILL

List $19.95SOADiscount Price

Dealt! Rimgor

Sllll

Total Eclipse

SSI"HmltMOKr, A^ilatjk-

BdtElts ol Napoleon .

Curse ol Aiun? Bonds

0 M May Ass!leu?

Oemon'3 Winle*...

Bernal Dagger ..

First OMer Germany

Gettysourg -., -HJISliM

Heroes of Itn Lttrce .

Overrun .,

Pool of FladkirUM....Slonn Across EuropeTypluxin ol Stool ...

War Garre Consl Set

, Warol llwLflnco....

SPINNAKER

EZ Working Tn-Pack

TurDo Load & Save.

SUBLOGIC

Flchi Smulfllor 2 . .

F S Scenery Oiiks ..

.521

Col'

.-132

..526

TIMEWOHKS■ i- i v ri.,'pi ■ L>

Ewl/ri Wl«M Kuril

Swi'l.ii

SZ1

SZ6. 532

$39

$26

., 121

$33

S2G.. $39$33

S21CeN

..$14

Sifj

Coll

Sthiiifl Ubsiixi

Thund&r D>OPP0r . -

UoPuratopo

TAITOArkanoia2 flevrmgo .

Operation Woll

ORamBo 3

Rastan

Sky Sliark

THREE SIXTY

QirkCaslle

Thud Ridge ...WarlOCk

Cal'

.519tX532

.$19

519

. .$19S19

S19S19

$19

119

S23

123$19

Word Writer i

UNICORN

Decimal Ounoeqn $19

Percentage Parse $19

Ten ume fioboes S19

UNISON WORLD

PM Art Gallery 1 -2 ...,$19

PM Art Gallery Fantasy S16Print Master Plus SZ3

VIRGIN GAMES

Double Oragon 2

WEEKLY READER

StmkybeJr Series

ABC'S $23Malh 1 or 2 .. ... $23 Ea

Numbers SJ3

Opposes S23Reading $23

SpellgraDber $29

Typing SM

ACCESSORIES

Anirnanon Station . . .SJ9

CompuServe Starter Kii $19Bonus 5. DSOD. ,$J99Bi

Frmocm Cordk-5 JaysltkS-U

SonyS .DSOD....SS99Bi

Disi Case (HihKTSj . S6!td

Di» Drive Cleans $688

1 Controls SKIWinner M3 Ana3ogue

Moiee S33

EPYX SOOXJ Jo/5tic< S14Wico Bat Handle Joystick S17

Wico Bess Joystick S12Wico E r gosl ict Joysl icfe $16

J1ETEC Suprr Grnplni ., S59

XETEC Super GrBilhn J( $39»ETEC Suprr Grapnn GO $79

Blue Lion

Have you ever wanted to

visit the White House? Explore Capital Hill' Come

face to face with a giant

panda? Now you can!

TICKET TO

WASH. D.C.

List $34.95SDA

Discount Price S23

LSA/CANADA orders

1-800-225-7638PA Orders 1-800-223-7784

Customer Scrvke (412) 361-5291Fax Order Line (412)361-4545

1 Free shipping on orders over SIOO

in cuntinental USA.

• No surcharge for VISA/MaslerCard.

•\ourcard is not charged until nc ship.

• Scitud iinrtluv unliTi accepted.

Order line ll.iurs: Mon.-Ttlurs. '>:!") AM-9i00 I'M. Kri. 9:11(1 A.\1-7:(HI I'M. Sal. l«:l«l AM-4:(HI

MODEM OWNERS: You can order on-line from our Commodore Shop via the CompuServe,

Software

Discounters

Of

AmericaI'M Kustern Time

GEnio and Q-Link electronics malls.

N~w~ Year's\SaveoPart·Y·~ : : .... :e N ew~,D~c~de .of.~D~ep Di§co~ntsJ

" "I.~" you're looking for! o •

• LOGICAl DESIGN Cub 6i!d<g;wrwnotI .. \l"9Uuaps,

Rceo Runnc< .. $Zl .--,,--,---:---:-----SVt SIIo'9'lloJfl Mol' ~ 519 BrfJderbund '

co

-"-'­LEISURE G£NUS

." . $19

'" MC:InoIlOIv Sli RIIsl< " $19 5<:,_ ... SIll 5<:rupQIes . .. ... • .... S 19 MEDALIST 3-0 Pool . . • .. $19

&ww:o. $19 s.,p"r SW IDl llOCIoey $19 SWer sw~ $Zl s..c»r 51. s-. SZl TIU>CII< _ SZl

IJoWMIIIcI .• SZl 'ilIoN . 51 9 MtsC U'TlUTIES BoO', I CImI Pro .. . . . .. S29 ll"ti. Tt<",Prc 128 .... m

James Bond is oul on hiS own & oul lor revenge. Show no mercy as you baWe a powerlul drug czar on land. sea a air.

'" CYCLES Ocstro:>yer ESCO!1 . . .. $25 Or Doom's~ . . . ,w 8 ...... .,..... . .. SI9

Dooc!II .. .. .. .... .... $25 LICENSE TO KILL r .... ,Cartt<lQ&3 .. ...... $47 Call For Price & Availability Nctr>o"""'Id . . . . $19 FOffl MMler 126 " . . .. . $29 list $19.95

Ma>(l<Q. l.IIJ011e!J V.3. . .. S23 L~~;t~:::::-::-'=::---

DAVIDSON

=:"..; : SQIIIn •• _. WoffJ_ •• DESlOHWARE BoQy "_en .. --... ..

. .•• $19

'" . ,519 . S19

_$19 ,$19

OIOITAL SOUJTIONS P\xI.eI Filet 2 .. . ... $2J 1'oC~<!I P\;w'<le.- 2 . .. • $23 l'ocI<eI W"'e< 2 . . .. . m Al13., I Super Pa~ . . . S59

OIGITEI( HOIeil'lOreMin Gol! .. ,$19 I-IOIIywOOdl'ol<et .• _ . .. SI9 Wt!$Iom Games .... .. . . $19

"' .. w ..

'" "' '" '" ..... 521 .....••.. $23

.. 519

.. '" .. co

.. S21

INMWE.U. SYSTEMS "1OCt:lIIfu.<eLP " &«: lqII Pen flt...,...wSS Grap'\Q a-.. " G<~~'2 GrApI'oCS ~a!Of 2

'''''''''''''''

Pro Sot:ce< • .. • .. , ... $25 ""'" Sta~ 0._1 . . .125 SIovago. ..... Sill MELBOURNE HOUSE 610_ .... ..SI 9 ~.Sl1""Zane .• $1~ JoI'n a...y'l 00 . . •....• $19 Mag.: Johnson B-BaII $19 1'.'11 III _ EarD'I • S25 VIOtIlI T~ SoooI!r ... _519

MlCROLEAGUE Ba!eboI ... ••. •..•• • S25 60. Scor1I SWs ..... .. 5111 a1odI8 T-,>0Isk_ . $1.e.. (loneraI Mat"e\IIII •. . ... '19 I'Il'If Wrestling . $19

s..pe.bASe Go! •• .... .. , sz; ~126 ...... $.33 Sui>er1oljll6ol $Zl Sup(nctopl ' 28 .... S25 ~ $nApo,I>oI rJ 4) SoIl .,"'" ......-.... .. . .. $25 KnigtaOll..uge<'<1. .m ~ .•. , $25 Otrego ....••... _. _ .. $33 0ueiI Fo< Clues Book 2 S 19

~R'~~,: .. :": ... . :~ T ..... oI l.cn ... !.<!5 U\i'nII • 01 5 " $39 fa \JIIImI H " , IJooI" . .. ... 59 IJIIwnIl,Oogy . . •.•. . SJ9 W nd..,1Io.a< ....... . m

Wow! 10 great games for one tow price! Mutants Fist . Tau Cetl • Uridlum

stili Tal Pan . Cyrus Chess SoW Army Moves . Demolit ion ffi Mission . Doc Destroyer $19 Bad St. Brawler SOA S19 ACTION P ACK VOL 2 Discount Price

Bum;>« SId< .. MoW!< ••• 133

. 519

. 519 ... .. 51g

.• $19 , .. 51 9

, ... $19

~~~ 00<:Im00I ~ $19 ~Panoc .. $19 Ten lillie FIoboIs. . $19

UNISON WORtO P M MGaIe<y l ' 2 .• 519 P M M~ ~..,....V $16 Pm! MasIo!f Plus . 523 VIIlGIN G.AIoIES 00uIlIe Dragon 2 .•. WEEI(LYRE .... OfJI SbCI<yl>eat Se< oes

A.BC'I. .SZl Ma!h I or 2 SZl Ea NLmI>e<S . . . ....... m 0pp0sIIcs . . . . . . .. ... $23 AeIo<long . .. . m ~ • . •.... $29 Typono,j .. ••• •• • $29

Bo.rt1on & Q.o(Ige Ma'-eo •. ,m Sea/cI> raTl"olT,l.1 roc .$19 s«..,ty AJen _ _ " . , ,$19 UlIilN1e Cn .... Gamt>lor"o9 W

I(ONAMI T ....... MuIomNtt\fi>

T<.>IIIeJI •

. '" ,. 519

'" .'" ." ,$19 r3;~S,",~~ ,S19

.. $19

'" ... $16

Blue

Design & print signs. ban­ners. cards. stationery & more 'ealuring Bugs Bunny. Dally Duck. Sylll6ster. YO5&­mite Sam. Elmer Fuel a more! LOONEY TUNES

.. S19

.'" ~;.;~:;: . 519 .••• SI9

....•• S19

'" '" ." ". '" SPECTRUM HOLOBY'T~

.. ... '" '"

PAINT KIT :~~~~: •• ':"'~. m ~ 519 TOI' " .. 5 1~

~~~~ '" .'" USA/CANADA orders

SPOTUGHT

~-

speedy DeliVelry5'~~:::~:;:~~} 1-800-225-7638 D D' ts 7...., I~A Ord ers 1-800-22J.7784

eep Iscoun Cml0m(7" Sef\;Ct' (412) 361.5291 Astronomical Selections Fax Order Line (412) 361-'545 n Ir,,,,,nn', fIDeI "hal )ou· ... Ioo:*.] ... r"" Inourod.nll u""

tfj(\ Send cheek or own!'y orders 10:

W P,O. 11t327-Depl. CG Blawnox. PA 15238

• Ffft shipping on oroef'SO\·tr SIOO in ronlinental USA.

• Nosurcharge for VISA/MasterCard. • ' burcard is not cha'l:ed until \l'f Ship. • Sdll"'~ IIUfl: l tl 'ol:" Il1lkf' ~n·l·r IMl'll.

Have you ever wanted to viSit the White House? Ex­plore Capi tal Hill? Come 'ace 10 lace wi th a giant panda? Now you can!

TlCKET TO WASH. D.C. List $34.95

Software Discounters OfC:J

America Order Line Hours.: Mon.·Thurs. 9:00 ,\1\1.9:00 "1\1. Fri. 9;00 ",\1·7;00 I'M. Slit. 10:00 ,\1\14:00 1' ,\1 Eu.,tern Time MODEM OWNERS: You can order on·lino from our Commodore Shop via the CompuSerw. GEnic and a -Unk ol~tronics mails.

Page 16: Compute Gazette - Commodore.ca

THE

geos columnDlrQuick

John P. Young

Examine disks and delete files without

leaving your current application withthis desk accessory for GEOS unil

GEOS 128, versions 1.3 and higher.

The deskTop is great for managing

disks and swapping applications, but it

also has its limitations. For instance,

suppose you want to search through

your disk collection for ihe latest ver

sion of a program. Using the deskTop,

this process is infinitely slow.

Now with DirQuick, this task—

and others like it—can be accomplished

quickly and easily. This program lets

you examine the files on any drive, in

cluding RAM Expansion Units (REUs),

and it even gives you information about

the disk itself. But best of all, you don't

have to leave the current application to

use it.

Typing It In

DQGen is a machine language program

that creates the DirQuick desk accessory

on your GEOS disk. Use MLX, the ma

chine language entry program listed

elsewhere in this issue, to enter it. The

MLX prompts, and the values you

should enter, are as follows:

Starting address:

Ending address:

0801

1678

Be sure to save a copy of the program to

a GEOS work disk before leaving MLX.

To create a copy of DirQukk, boot

GEOS and open DQGen from the desk-

Top. (You open a file by double-clicking

on its icon orby clicking on its iconand

then selecting Open from the file menu.

See your GEOS manual for more infor

mation.) DQGen displays a dialog box

containing the message DirQuick will be

written to the disk in DQCEN's drive.

Place the disk to contain DirQuick in

the drive containing DQGen and click

on OK. U DirQuick is written to the disk

successfully, the program returns you

to the deskTop. If there's a problem, it

redisplays the dialog box. You can click

on the Cancel button to return to the

deskTop at any time.

Getting StartedDirQuick is a GEOS desk accessory, so

you can run it by double-clicking on its

icon or selecting its name from the geos

menu. When you first run DirQuick.

14 COMPUTED GazeHo February 1990

you'll see a dialog box containing the

names of the files on the current disk. In

addition, the dialog box contains four

gadgets: up arrow, down arrow, ques

tion mark, and Exit. Selecting the up-

and down-arrow gadgets allows you to

scroll through the filenames. You can

also use the up- and down-cursor keys.

If you click on the question-mark gad

get or type ?. DirQuick prints more

information about the disk or a file. Se

lecting the Exit gadget returns you to

the deskTop.

To display information about the

current disk, click on the question-mark

gadget. DirQuick shows the name of the

disk, the disk type, the free space on the

disk, and the number of files on the

disk. If you select a file before clicking

on the question-mark gadget, DirQuick

shows information about the file. To se

lect a file, click on its name with the

mouse. The file is deselected when you

click on its filename again or select an

other file.

You can delete a file with DirQuick

by selecting the file and typing X. The

program asks you to confirm that you

wish to delete the file. Press Y to delete

the file or N to abort. DirQuick won't

delete its swap file or its buffer, but you

can delete any other file on the disk. Be

careful not to delete the application that

you were using prior to entering Dir

Quick or a data file that may have been

used by the application. Deleting these

files will cause the system to crash

when you exit DirQuick, If you're using

GEOS 2.0, you can recover a file de

leted by DirQuick with the undo-delete

option under the file menu.

To change disks with DirQuick,

press D; to change drives, press SHIFT-

D. If you're running DirQuick from an

REU, you can access all the drives visi

ble lo GEOS. If you're not using an

REU, DirQuick can only access drives of

the same type as the one containing

DirQuick.

DQGen0801:011

B809:31

0811 :AO

0819:20

0821:8")

0829:85

0831:C1

0839:02

O841:F0

9849:20

0B51:C1

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08 211

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05 A9

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61 20

Al C2

05 110

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79 85

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C2 A5

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32 30

IE 85

20 53

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A9 AE

02 C9

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85 97

02 14

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AB Dl

01 95

0859

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0869

0971

0879

aaui

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0891

0B99

08A1

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08B1

0 9B9

08C1

08C9

08DL

08D9

08E1

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08F1

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0901

0909

0911

0919

0921

0929

0931

0939

0941

0949

0951

0959

0961

0969

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0981

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0991

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THl

John P. Young you'll see a dialog box containing the 0859 40 " " " " " 1f " " names of the files on the current disk. In 0861 46 " 30 18 4l 72 " 61 2C

Examine disks alld delete files without addition, the dialog box contains four 0869 74 " " 67 " .. " 72 A' 0871 : 51 75 69 6l " " 64 " " leaving your (urrellt applicatioll will! gadgets: up arrow, down arrow, ques- 9879:1) •• " 61 6l 6l " 13 IF

tllis desk accessory lor GEOS alld lion mark, and Exit. Selecting the up- 0881:13 OF 72 79 21 " " " 71 Gros 128, versions 1.3 alltt higher. and down-arrow gadgets allows you to 0889:85 " " F3 as " " I. " scroll through the filenames. You can 0891:C2 A' " as I. " " as .2

The deskTop is great for managing also use the up- and down-cursor keys. 9899 : 15 A' FC as 14 " " Cl 55 081\1:IIA " " AO AD .. '0 l' " disks and swapping applications, bul it If you click on the question-mark gad- 08A9:85 .C 2C C2 " Bl •• I. '0

also has its limitations. For instance, get or type ?, DirQuick prints more 118nl: 111 C. " •• I. " 00 " " suppose you want to search through information about the disk or a file. Se- 118&9: III .1 48 " 11 48 " I. 15 you r disk collection for the latest ver- lecting the Exit gadget returns you to 118Cl : 44 69 72 51 75 69 " ,. )5

sion of a program. Using the deskTop, the deskTop. 118C9 :211 77 69 'C 'C " 62 6S C, 11801 :20 77 72 69 14 " " " " this process is infinitely slow. To display information about the 11809 : 211 74 OF " " 69 7J 6B " Now with DirQuick, this task- current disk, click on the question-mark 118El:211 69 " " 44 51 " " 67

and others like it-can be accomplished gadget. DirQuick shows the name of the 08£9:4£ 21 7l " " 72 69 76 'I quickly and easily. This program lets disk, the disk type, the free space on the 118Fl:65 " 44 69 72 51 7S 69 01

you examine the files on any drive, in- disk, and the number of files on the 08F9:63 ,. " F3 " " 15 .F GO 119111: n' FF FE C. " " .. " 03

cluding RAM Expansion Units (REUs), disk. If you select a file before clicking 0909:111 " " .1 " IF '1 9F F6 and it even gives you information about on the question-mark gadget, DirQuick 11911:2F .1 " 4A .1 " CO .1 'C the disk itself. But best of all, you don't shows information about the file. To se- 0919:B8 CF '1 " O. .1 " ,. 7l have to leave the current application to lect a file, click on its name with the 11921:01 'C CS .1 " " '1 .. 17

use it. mouse. The file is deselected when you 9929 :4n .1 •• " '1 B9 " '1 00 11931:81 3C .1 " " .1 " " " dick on its filename again or select an- 11939: III C. " " 7F " FE 83 A'

Typing It In other file. 11941: 05 " FC " " 22 FC " 92 DQGen is a machine language program You can delete a file with DirQuick 9949:44 69 72 51 15 69 " ,. ., that creates the DirQuick desk accessory by selecting the file and typing X. The 11951:211 " " " 56 31 " 31 86

on your GEOS disk. Use MLX, the ma- program asks you to confirm that you 09 59 :011 " " " 'A " 68 " ., 11961:20 " " " 59 OF 15 " 41 chine language entry program listed wish to delete the file. Press Y to delete 11969: 67 " " " " " " " "' elsewhere in this issue, to enter it. The the file or N to abort . DirQuick won't 0971: 1111 " " " " " " " 83 MLX prompts, and the values you delete its swap file or its buffer, but you 0919: 00 " " " " " " " " should enter, are as follows: can delete any other file on the disk. Be 0981:00 " " " " " " " 93

0989: 00 " " " " " " " ,. Slar ling ~ddress: '801 careful not to delete the application that 11991 : 110 " " " " " " " A3

Ending address: 1678 you were using prior to entering Dir· 11999 : 00 " " " " " " " AS Quick or a data file that may have been 119Al:00 " " " " " " " .3

Be sure to save a copy of the program to used by the application. Deleting these 09A9:00 " " " " " " " •• a GEOS work disk before leaving MLX. files will ca use the system to crash 09nl:00 " " " " " " " C3

To create a copy of DirQuicl:, boot when you exit DirQuick. If you're using 99B9: 00 " " " " " " " C. 119Cl: 110 " " " " " " " 03

GEOS and open DQGen from the desk- GEOS 2.0, you can recover a file de- 09C9:1I0 " " " " " " " O. Top. (You open a me by double-clicking leted by DirQllicl: with the undo-delete 9901: 110 " " " " " " " " on its icon or by clicking on its icon' and option under the file menu. 0909 : 00 " " " " " " " " then selecting Open from the file menu. To change disks with DirQllick, 09£1:00 " " " " " " " F3

See your GEOS manual for more infor- press D; to change drives, press SHIFT- 119£9:00 " " " " " " " FB 119Fl : 00 " " " " " " " " malion.) OQGen displays a dialog box D. If you're running DirQuick from an 09F9:00 " " " I' '0 79 I' 56

containing the message DirQuick will be REU, you can access all the drives visi- OA01:2C 79 I' I' " A' I' as A' wrillell to the disk ill DQGEN's drive. ble to GEOS. If you're not using an OA99:15 A' I' as I. A9 " as P9 Place the disk to contain DirQuick in REU, DirQllick ca n only access drives of OAll:16 " '0 Cl " F9 " A' " the drive containing DQGen and click the same type as the one containing OA19:16 as " A' ,. as " " 27

0A21: 38 C2 .C " C2 " B7 Cl 37 on OK. If DirQuicl: is written to the disk DirQuick. 0A29:FO .C " I' " " " C5 99 successfully, the program returns you

DDGen OA31: 13 A9 " " FC A' 14 as co to the deskTop. If there's a problem, it IIA39:FB A9 .C " " A' FA as B9 redisplays the dialog box. You can click 081l1: 0n " 9A " " 32 " " " 01l41:FO A2 '0 AD l' " as " 91

11809:)1 " " " '0 l' " '0 " 01\49:1\5 FC " " " '" as " " on the Cancel button to return to the (l 811 : AD " " 71 C2 20 53 C2 15 11.1\51 : 1\ 5 " " " AS '0 as " 20 deskTop at any time. 0819:20 " " " " '1 A9 I' 11 01\59: 211 7. Cl C, FO " I. " OA

O821:85 " " 79 " " A' ,. 'C OA61:28 6S FO as FO " " " I. Getllng Started 0829:85 " " A' " " " 7B 69 OA69 : FE •• " 07 " ". 12 A' 6S DirQllick is a GEOS desk accessory, so (J 831 : Cl A' " as 'J " AE as 87 IIA71:80 " 2F " AO Cl " " OS

you can run it by double-clicking on its 0839:02 " 56 C2 AS " C, " I' IIA79 : 01 SO " " " ". " 97 94 11841: f'1I 'I " '0 Cl " .. Cl " 0A81 : 97 " " " '1 51 " 31 AE

icon or selecting its name from the geas 11849:29 Al C2 " D' " " A' 01 0A89 : 97 " " 96 91 " " 37 " menu. When you first run DirQuick, 11851 l CI " " '1 " " OF " 9S 111\91:91 " " 7F " 9P " " " 14 COMPUTErs Gllzerro Fllbruary 1990

Page 17: Compute Gazette - Commodore.ca

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COMPUTEVs Guzelto February 1990 15

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COMPUTE!'. Guene Fobruary 1990 "

Page 18: Compute Gazette - Commodore.ca

The GBOS Column

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a

VIDEO BYTE II the only FULL COLOR!video digitizer for the C-64, C-128

Introducing trie world's first FULL COLOfll video digitizer lor the CommodoreC-64, 64-C. C-128 fi 128-D computer. VIDEO BYTE can give you digitized video

from you VCR., LASER DISK. BAV or COLOR CAMERA or OFF THE AIR orCABLE VIDEO (thanks to a last! 2.2 sec. scan lime). New version 3.0 sotlware

features full RE-DISPLAY with MULTI CAPTURE MODE. MENU SELECT PRINT-

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FULL COLOHIZINGI Is possible, due to a unique SELECT and INSERT colorprocess, where you can select one ot 15 COLORS and insert thai color inloone of 4 GRAY SCALES. This process will give you over 32,000 different color

combinations to use in your video pictures. SAVES as KOALAS! Video Bylc IIallows you to save all your niclures to disk as FULL COLOR KOALA'S. Alterwhich (using Koala or suitable program) you can go in and redraw or color

your V.B. pic's. LOAD and RE-DISPLAY! Video Byte II allows you to load andre-display all Video Byte pictures from inside Video Byte's menu. MENU DRIVEN!Video Byte II comes with easy to use menu driven UTILITY DISK with V30digitizer program. (64 MODE OMLY). COMPACT! Video Byte ll's hardware is com

pact! In lad no bigger than your average cartridge! Video Byte comes wilh it'sown cable. INTEGRATED! Video Byte II is designed to be used with or wilhoutEXPLODE! V5 0 color cartridge. Explode1 V5.0's menu will return you to VIDEO

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NEW! SUPER CARTRIDGEby The

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FREE upgraded ulihly disk

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FEATURES The resl ol Explode1 V50 is still active. SUPER EASY LOADING and HUMMINGot ALL PROGRAMS Irom Illc DIRECTORY SUPER BUILT-IN TWO WAY SEO. or PRG. Ille

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CAPTURE 40 COLUMN C or 0-138 SCREENS! (with optional DISABLE SWITCH).All trie above features, and min h mot!

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only $2000

nil units come w30 day WARRANTY. All orders add (3 !or UPS BLUE LABEL &IH. UPS BLUE available ondy in 16 stales FOREIGN (BOERS .ire US FUNDS +(635 SSH OHIO BOTH LXF'LOBE' VSisVIDEOBYTE II togeito aid ihtw FREE" UPS Sfh -"Nole all BALES are FIHAl. 30 DAY WARRAN1Y covers fflHIS It LABOR (MY All SOFI GROUP UI1UTY DISKS COW wftuB in CATALOG ot PflOOUCTB

• in 64 mode only TO ORDER CALL 1-708-851-6667 il residents add 6% sales taxPLUS $300 S/H NO CO.D.'S. FOREIGN ORDERS U.S. FUNDS ONLY $6.35 S/H. Personal Checks 10 Days to Clear

THE SOFT GROUP, P.O. BOX 111, MONTGOMERY, IL 60538

The GEOS Column 1291:02 .. .. 1299 : E9 .. " 12AL:CII .. " 12A9:1\9 AE os 1281:99 " " 1289: lUI " " 12Cl : 84 19 " 12C9:84 CB C4 1201:89 .. .. 1209:1"0 " AD 12£I:E8 " " 12£9 : ££ " .. 12Fl :C2 BA " 121"9 : 89 .. 8D 13111 : 84 29 OF 1309:84 co 02 Dll:e!! " " 1319:17 29 OF 1321:29 OF CS 13 29 : 88 29 4D 1331: 60 AD B6 1339 : 09 l4 " 1341:A9 l6 8\ 1349:29 'B e2 1351:9A " co 1359 : 211 AE Cl 1361:79 79 72 1369 : 28 6J " 1371:99 " AE 1379:4F 4D " 1381 : 73 2D 47 1389:65 " AD 1391:95 A9 " 1399: 16 18 lA 13A1:IIB os " 13A9:118 e 2 A' lJlll:85 " " 131l9:88 l6 PO DCl 13 .e " lJC9 16 AS FB 1301 80 BS l6 1309 60 AD 93

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IN 64 MODE ONLY PLUS $3.00 SlH. NO

THE SOFT

LJEI l6 os 13E9 AD .. 131"1 os D. 131"9 85 " 14111:94 A' 1409:02 ' C 1411 :1\9 14 1419 :4C lC 1421 : 80 Bl 1429 : 81 l6 14H : 1l4 YO 1439 : 02 8D 1441:49 14 1449:1"1" 11 1451:83 11 1459 : )1" 52 1461 : 9C 10 1469:83 11 1471:114 se 14 79: 92 18 1481:82 18 1489 : 92 18 1491:93 18 1499 :C9 .. 14Al : 0"1 9E 14A9:99 61 1481:98 73 1489: 31 .. 14C1:119 " 14C9:7F FE 1401: 83 el 1409: II .. Bl 14£1 : 1J1 .. 14E9:8F AO 14Fl:89 Ol 14F9:8F Fl 1591:83 el 1599:7F FE 1511:113 .. 1519 : Cl 93 1521:£1 93 1529:91 e.

Fe AD os l6 os " 50 1531 .. " " 41 4S 4F 53 .. 9E l6 os " " A' 12 PO 1539 " " .. " 42 41 53 " 6A A' 14 os " A' •• 28 1541 43 " " " " " " " " 'C lC 14 .. " os 8D 1549 0" 41 53 53 4S 4D 42 'C 93 I' os " A' SC os 6D iSS!: 59 .. " " " " 44 41 Fl le 14 A' 'C os " " 1559:54 .1 " " .. " " " FD 85 III .. 6S os " " 1561: IIIl " " 53 79 7J 74 6S AS 14 1\0 " os YO 25 " 1569:60 " " " " " " " .A 16 11." " Bl 112 CD os 1511 : 44 6S 7J " " 41 6J 63 'C YO 0/\ C8 eB CD C4 l6 1519:65 7J 7J " " 41 " " DA l2 B9 50 EF C8 Bl EA 1581:6C " 6J 6l 74 " 6F 6E 55 4B 14 CD "' 02 80 AE 1589:90 " 41 " " 6C 2E " 94 B8 SO III " .e FF 51 1591:44 6l 74 6l " " " 46 2l FF OC HI DC oc " FA 1599:61" 6E 74 " " " " " AS .. co

" " DC oc 11 " " 87 FF oc DC oc 52 " 32 13

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'" IS 'B 93 81 15Cl:1l 'B " .. 72 " 76 55 54 EA 14 " 93 A£ 15C9:72 " " 53 79 73 74 55 .. co l' 11 93 47 1501:60 " 42 6F 6F 74 " .. 47 os l' lA 93 " 1509 : 54 6S 6D " 6F 72 6l 72 B' B' 7F FF " 39 15El:79 .. .. .. .. 41 75 74 2D .. Ol .. " OF HE9:6F 2D 4S 78 55 6J .. " FF

" " 6l " 5E 15Ft: 1111 .. 49 6E " 75 14 " BE n " DB 61 DA 15F9: II 32 18 .. .. " " lB " DO 61 9E DO " 169l:5 3 77 6l " " 46 " 6e '1 .. .. Ol co n 1699:65 .. lB .. Sl " 42 75 94

" .. BF .. BA 16ll : 66 .. 6S 72 .. 'B l6 03 39 .. Ol .. Ol e3 1619:15 BF " " FF .. .. 01 43 .. 6l .. el SF 1621:811 .. Dl .. .. Dl .. .. J6 01 Bl Bl .. OF 1629:110 .. " 1S .. " D9 .. D2 03 7F " .. EE 1631:53 21 .. se el .. " Ol " co " .. 01 " 1639:87 ee Ol OF e8 Ol BB Fa AB 93 el 87 El F6 1641:91 Bl " Ol BF " Ol 9C .. 93 Cl 93 el DE 1649:66 Ol .. .. Dl .. 6C Ol 4J .. Ol co " " 1651 : 89 38 Ol .. " Dl FF FF F7 AO 7F FE C' l" 1659:FF 93 .. " .. A7 C' B7 El Ol 93 el 93 22 1661:90 " 49 6D 6l 67 6S " 2l el " Fl 87 2D 1669 : 53 6J 72 6l " " 56 3l 5E 81 .. Ol .. FD 1671: 2£ 3l " .. .. .. .. " 01 FE .. BF 4E 32 G

EXPLODE! V.5

CAPlURE 40 COlUMN C Of (}.128 SCREENSI (with optional DISABlE SWITCH). All Ih a/wn: Iutvra, .. d mild mort!

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Il RESIOENTS ADD 6% TAX ONLY $6.35 SlH. Personal Checks 10 Days 10 Clear

MONTGOMERY IL 60538

Page 19: Compute Gazette - Commodore.ca

A profcssionaJ diagnostic cjrtridgc

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VIDEO BYTE II ■ tiie only FULL COLOR!

virJeo digitizer for tbe C-64,0123

Introducing Ihe world's first FULL COLOR! video digitiier for the

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tirafced video from yaui VCR, B'W or COLOR CAMERA or OFF THE AIR cr CABLEVIDEO (thanks lo a last122sec.scan ime). New veisw 3.0 software teatures lu'l RE-

DISPLAV willi MULTl CAPTURE MODE, MENU SELECT PRINTING. EXPANDED

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ioodin! I piett of soft ... 'aI\'. Th($ informalioo ""ill be "err uscM 10 fmd ",lien: lhe prtmtioa is. Super Trvhr has Olhr:, U5tfuJ ~ welt IS ttad aM half trod dispb)'. 8 and 9 s",,'itrn, drnlily dispby, .. rile proIct1 on/tlff. This intrtdibk: lillk 1001 ;1 tIItaICd in a IWlOJ50me boo tIw. ~t\ on top of your ~ri,'e. \\obrU wilh ~II C.64{I28 aMlIIO$t C}64 ro'l1p:uibk: dri,"tt. Sane minor $OIdrring ... ill be Itquin-d.

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Utilities Unlimited W2li the FJRST to ~rtate 3 fully functiOll3I whole tlllCk copier. Our pTOlQl)-pe "'as desi~ Decnnber 6. l~. Since that lime. the product lias (;'oh·ed in10 the moM wccessful an:hh'er e\'a cn:aled! Uhilides Unlimited "-as RRST in cn'31ing Ihis product (or ALL disk drh"es:; 1$41/lS4IC/I$41·II{l571/SX-MfAlL Commodore romp;lIibles. While il is uuc lhoit some of the unils ~iml iiOldcring. il is "cry !>implc. We offer lin innaliation stf\'kc for tbose customer.; Illat do IlOl .... ish to ins1all the I;3fd ~I\'es.

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GRAPHIC PACK , ___ _ ---S24.!15 as the BEST badup lIIilily! Our best .scllillg ~ ~ pills II\I,)i'l:. all (II CITE ti. Gnphk IabtI • SUPER-CARlh C'OII1C:Sromp!ctc ... ith lhe Iwd"'-an: nnl. documeTlialion.arU mm, Pboto-Cop7, ScJptr Latx~ CanH'rlff (con\'ttb Print Sbop to Prim !lie \iltcsI soflW)rt" n:k.t.'it' ("rnlOl1 3.0).

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Page 20: Compute Gazette - Commodore.ca

Rhett Anderson

Periodically, 1 encourage "Horizons"

readers to send me mail. 1 enjoy hearing

what you have to say. As a bonus, if I

get enough mail, I can get away with

letting my readers do my work for me.

That's what has happened this month. I

hereby dedicate this column to those

authors who have contributed to it.

But first, a bit of "Horizons" history

for those who may have missed some

recent columns.

In September, 1 thanked Berkeley

Softworks for its support of the 8-bit

Commodore market at a critical time. I

also pointed out that Berkeley was leav

ing the market to head for greener pas

tures. Well, as it turns out, the company

has not made a full retreat. A letter from

Berkeley (see "RAM and More from

Berkeley") clarifies the situation.

In November, 1 declared open sea

son on the less-than-aesthetic Commo

dore 64 case. I offered three prizes for

readers who sent in photos of their

overhauls. Amazingly, no one wrote in

defense of the Commodore 64's looks.

As 1 write this, the deadline for entries

draws near. (I'm writing this on

November 14,1989, and the deadline is

January 31,1990.) I've received one en

try so far, and it's a worldbeatcr. 1 look

forward to seeing more entries. I won't

spoil Dennis Joslin's chances in the con

test by giving away any details, but just

to give you a taste of the scope of his

design, I've printed the first and last

paragraphs of his letter (see "The Com

puter's New Clothes").

In December, I made the offhand

remark "Do you think that the sham

poo instructions 'Wet hair. Lather.

Rinse. Repeat.' form an infinite loop?"

Staff programmer Tim Midkiff let me

know that David Letterman has already

covered this ground. Regrettably, 1

missed that show, but I learned plenty

about the subject after receiving Gazette

reader T. D. Winter's treatise on the

subject, parts of which I excerpt here.

The Shampoo LoopThis letter delves deeply into the mys

tery of misleading product labels. You

may never look at a shampoo bottle in

the same way again.

You brought up a very interesting

subject in your December 7989 "Hori

zons" column—one that has been bugging

IB COMPUTE! s Gazette February 1990

me for a long time. Are the shampoo in

structions "Wet hair. Lather. Rinse. Re

peal." an infinite loop? At first it seemed

to be a very trivial question, but the more

I thought about it, the more I realized that

the problem addressed some very impor

tant influences of modern computer tech

nology on mankind. Have computers

taught us to organize our thinking pro

cesses into logical, systematic patterns, or

have we lost that special, irrational

SOMETHING that makes us human? Let's

analyze the problem from the start.

The simple instructions "Wet hair.

Lather. Rinse. Repeat." are obviously

clear enough for the majority of shampoo

users, because they are not literally fol-

touvd. If they were, people would be stuck

in their showers until their shampoo ran

out. The loop has no test condition.

According to the book Learning Pas

cal, by Niedelman ami Carnine, "If some

portion of the test condition is not

changed inside the loop, the test will have

the same result each time it is encoun

tered and an infinite loop will result" (p.

234). This is obviously the case with our

shampoo problem.

But not all shampoos are created

equal. St. Ives Laboratories was more elab

orate in its instructions: "Apply Swiss For

mula jojoba Shampoo to damp hair and

work up a rich, cleansing lather. Rinse

thoroughly and repeat if necessary." They

included a legitimate test condition; how

ever, they still leave it up to the user to de

fine his or her own criteria of when exactly

enough is enough. The loop has indeed the

potential of becoming infinite, because the

possibility exists that the user will never

achieve the desired results.

Why is this not acceptable anymore?

Are we subconsciously trying to imple

ment the pure number-logic of the com

puter? I think so, and I also think it will

only get ivorse (or better, depending on

your point of view) as mankind advances

into the increasingly more computerized

World of tomorrow.

Some people may feel threatened by

this, but 1 think it is the logical next step in

the eternal process of natural selection.

"Artificial Intelligence" is progressing in a

negative direction—computers should not

be taught to think like us, but vice versa.

The author of this letter, T. D.

Winter of Pocatello, Idaho, went into

more depth than I cart print here, but

thanks, T. D., for a well-thought-out

and interesting letter.

Send Me Mail

The Computer's New Clothes

Here are the first and final paragraphs

of the letter that accompanied Dennis

Joslin's 64-overhaul entry.

Enclosed is a picture of my rede

signed Commodore system. I call it the

Commodore 64-AS for Awesome System

or Advanced System, based on personal

preference.

[Details of construction omitted.]

And there you have it, my secret for

mula for making the Commodore 64-AS

for about six bucks.

Exciting, isn't it? Let's see more en

tries, folks.

RAM and More from Berkeley

I'd like to thank Leland Llevano from

Berkeley Softworks (the GEOS folks),

who read my September column and

sent me the following letter.

First, J want to thank you jor compli

menting our efforts in your September

column.

Second, I'd like to clear up a few

misconceptions.

Berkeley Softiuorks is still committed

to the Commodore market. Granted, it's not

100 percent of our focus, but we are doing

what we can to stimulate continued inter

est in the Commodore 64/128. A few points:

• The fire-sale prices at the World of

Commodore Show were only on older,

discontinued titles. There are still a lot

of people out there who haven't caught

the GEOS "fever," and we wanted to

make the price of entry as low as

possible.

• We've already produced applications in

all the major productivity categories

and substantially upgraded our flagship

products GEOS and GEOS 128.

• geoBasic, a reportedly axed product, is

still alive. Our current plan is to release

it through mail order in 1990.

• Look for a new product from us in

December [1989], geoRAM 512, our

own RAM Expansion Unit.

We appreciate the plaudits, but don't

close the curtain on us yet. Where we can,

we plan to keep the show going.

Enclosed with the letter was an ad

for the geoRAM expansion board; 512K

is a lot of RAM, and the price ($124.95)

is a bargain. Good work, and merci,

Berkeley. Readers can call (800)

388-0848 to order. 6

Rhell Anderson

Periodically, I encourage " Horizons" readers to send me mail. I enjoy hearing what you have to say. As a bonus, if I get enough mail, I can get away with letting my readers do my work for me. That's what has happened this month. I hereby dedicate this column to those authors who have contributed to it.

But first, a bit of "Horizons" history for those who may have missed some recent columns.

In September, I thanked Berkeley Softworks for its support of the B-bit Commodore market at a critical time. I also pointed out that Berkeley was leav­ing the market to head for greener pas­tures. Well, as it turns out, the company has not made a full retreat. A letter from Berkeley (see "RAM and More from Berkeley") clarifies the situation.

In November, I declared open sea­son on the less-than-aesthetic Commo­dore 64 case. I offered three prizes for readers who sent in photos of their overhauls. Ama7.ingly, no one wrote in defense of the Commodore 64 's looks. As I write this, the deadline for entries draws near. (I'm writing this on November 14, 1989, and the deadline is January 31, 1990.) I've received one en­try so far, and it's a worldbeater. I look forward to seeing more entries. I won't spoil Dennis Joslin's chances in the con­test by giving away any details, but just to give you a tast!! of the scope of his design, I've printed the fi rst and last paragraphs of his letter (see "The Com­puter's New Clothes").

In December, I made the offhand remark "Do you think that the sham­poo instructions 'Wet hair. Lather. Rinse. Repeat: form an infinite loop?" Staff programm!!r Tim Midkiff let me know that David Lettennan has al ready covered this ground. Regrettably, I missed that show, but I learned plenty about the subject after receiving Gazette reader T. D. Winter's treatise on the subject, parts of which I excerpt here.

The Shampoo loop This letter delves deeply into the mys­tery of misleading product labels. You may never look at a shampoo bottle in the same way again.

You brought up a very i'lleresti"g subjeci in your December 1989 "Hori­ZOllS" column-oue tlral has bUll buggillg 1B COMPUTErs Gazefte Februafy 1990

me for a long lime. Are Ihe shampao in­slrlle'ions "Wet hair. Latlrer. Rinst. Rc­peal." an infinill' loop? At firsl i' scemed 10 be a very Irivial qucstion, bUllhe more Ilirougirt aboul iI, Ihe mort I realiltd thai Ihe problem addressed some very impor. lan' influences of modem computer Il"ch· 1I010gy on mankind. Have computers laught us to orga /lilt our Ihinkillg pro­cesses into logical, systematic pallcms, or have Wt 1051 Ihal special, irratiallal SOMETHING tlrat makes us humall? Lei's allalyze tile problem from lire Slart .

Tilt simple illSITIICliolis "Wei Irair. Lalher. Rillsl". Repeat." are obviously dCll r ellougll for tile majorily of shampoo users, because IIley are 1101 literally fol­lowed. If they wac, peoplc would be sluck i/r Ilreir showl'rs IInlillheir slrllmpoa ran out. Tire loop Iras 110 test condilion.

According 10 the book Learning Pas­cal, by Nieddmall alld Camille, "If some portion of tire test co uditioll is IIOt cllanged inside lire loop, tile lest wil/lrave Ihe same result eaclr lime il is ellcoulI­tered aud an infinite loop will Tf'sull" (p. 234). This is obviously tile case willi our shampoo problem.

Bill 1I0t all shampoos arc crcaled equal. St. Ives Laboratories was more elab· orate ill its j'rstrucli(ms: "Apply Swiss For· mula /ojoba Shampoo to damp Irair alld work up a rich, clellllsillg latlrer. Rinse thoroughly and rept!at rf lIecessary." Tirey illcluded a legilimate test cOlldilioll; Irow­ever, they still leave it up to tire user to dc ­filii! Iris or hcr OWl! criteria of wlrerr exaclly ellough is ellollglr. Tire loop has indeed lire potelltial of becomi,rg illfi ,lile, because tire possibility exists tlrM lire uscr will ,rever aclrieve tire df's ired resulls.

Wiry is IIris II Ot acceplable allymore? Are we sllbcollsciollsly Iryillg 10 imple­mellt lire pllre ",mrbtr-Iogk of lire com­pliler? I llrillk so, alld I also t/rillk it will ouly get worse (or better, depelldillg 011 your point of view) as mallkind advances illto lire increasillgly more computerized world of tomorrow.

Some people may fed threa/ened by IlIis, but Ilirillk it is tire logkai llext Slep ill the etemal process of natural selection. "Artificial /lltdligence" is progressing ill a IIcgativt dirutioll-computcrs slrould Irot be lallglrt to Ilrink like us, but viet versa.

The author of Ihis letter, T. D. Winter of Pocatello, Idaho, went into more depth than I can print here, but thanks, T. D., for a wel!· thought-oul and interesting letter.

Senlf Me Mall The Computer'S New Clothes Here are the first and final paragraphs of the letter that accompanied Dennis Joslin's M·overhaul entry.

Enclosed is a picture of my rede­sig/l t d Commodore system. I call it Ihe Commodore 64-AS for Awesome System ar Advanced System, based on personal prefcre" ce.

[Details of construction omitted.] And tllere you I,ave it, my secrel for­

mula for making the Commodore 64·AS for about six bucks.

Exciting, isn't it? Let's see more en­tries, fo lks.

RAM and More from Ber1teley I'd like to thank Leland Uevano from Berkeley Soft works (the GEOS fo lks), who read my September column and sent me the following letter.

First, 1 want 10 thank you for compli­mtntillg our efforts in your Seplember column.

Second, I'd like to clear up a few misconceptions.

Btrkeley Softworks is still committed 10 IIrc Commodore markel. Grauted, it's nol 100 percent of our foc us, bll t we are do ing what we can la stimulale continued inteT­est in tile Commodore 64/128. A ftw poilrts:

• TIre fire-sale prices al Ihe World of Commodore Show were only on older, discol/ti ,wed tilles. There are slill a lai of people out there who have,r't caugllt tJrr GEOS "fever," alld we wanled 10 mde tire price of enlry as low as possible.

We've already produced applicatiolls in all the major productivity catego ries and substantially upgraded our flagship products GEOS and GEOS 128.

• geoBasic, a reporledly axed product, is still alive. Ourcurrellt plall is to rei case it tJrrough mail order in 1990.

Look for a new produci from us in December [1989], geoRAM 512, our OWl! RAM El:pallsioll Ull it.

Wc appreciate the plaudils, bul don't close lire curtaill on us yct. Where we call, we pla'l 10 keep Ihe show going.

Enclosed with the letter was an ad for the geoRAM expansion board; S1 2K is a lot of RAM, and the price ($ 124.95) is a bargain. Good work, and merd, Berkeley. Reade rs can call (8 00) 888·0848 to order. G

Page 21: Compute Gazette - Commodore.ca

Fred D'lgnazlo

When I was a little kid, the only robots I

saw were on TV and in the movies.

Back then there were no real robots,

only robots of fantasy and science fic

tion—robots like Robbie, Tobor,

Klaatu, and Gog. That didn't stop me

from trying to build a robot of my own.

1 scavenged parts from old bicycles,

washing machines, photocopiers, and

toasters. I once even used a bedpan as a

robot's body. During school, I day

dreamed about building a robot of my

own—a man Friday, a servant, a bud

dy, a friend. At night, robots invaded

my dreams.

When I grew up, f learned that

while I was dreaming up make-believe

robots, real robots were being built in

laboratories and plants in the U.S., Eu

rope, and Japan. The real robots looked

like long, skinny sea monsters with pli

ers for jaws. They were called robot

arms and were bolted to factory floors.

They were programmed to paint cars,

do spot welding, and lift heavy objects.

Other robots were built by our

fledgling space program, NASA, and

launched into outer space. Whether in

space or on Earth, robots journeyed

into places where humans could not

go—into the poisonous atmosphere of

Venus, the crushing gravitational pres

sure of Jupiter, deep under the oceans,

into the cores of nuclear reactors, into

cells held by rioting prisoners, or into

bus depots evacuated by a bomb threat.

Robots could be manipulated by hu

mans from as close as a few feet or as

distant as several million miles. They

were humans' remote eyes, ears, and

bodies. They became a sort of human

telepresence that could explore the uni

verse and take risks we humans dared

not take.

Robot designers began looking for

"3-D" (Dull, Dirty, and Dangerous)

jobs for robots to fill. Robots never got

sick, they didn't take coffee breaks,

they had an infinite attention span, and

they could work three 8-hour shifts

without dropping. Bosses liked them

because they never talked back, they

didn't go on strike, and they didn't be

long to a union.

The Rise and Fall or Personal Robots

All of these outer-space, undersea, and

factory robots were neat, but they

Design-a-Hotjot Contest

weren't what I really wanted. I wanted

a personal robot—a robot sidekick like

C3PO or R2D2, or like Vincent in Walt

Disney's The Black Hole.

For a while, in the early 1980s, it

looked as if 1 would get my wish. As

personal computers grew in popularity,

a new field of personal robotics

emerged. An International Personal

Robotics Congress was held in Albu

querque, New Mexico, in April 1984.

The following two years, personal ro

bots were everywhere. Every week new

robots came to my house in Roanoke,

Virginia, so that I could review them for

Gazette or for the TV program I was on,

"The New Tech Times." When the

show's TV crew arrived, 1 would plug

the robots into my Commodore 64, turn

them on, and let them roam around the

house. For one of the TV shows, I had

27 robots (monkeys, turtles, dogsters,

catsters, bootsmen, robo-balls, Heros,

Topos, Robies, and others) all running

at once.

That's when I wrote the Gazette

cover story, "My Robot Hotel." My ro

bot guests were yipping, beeping,

bumping into walls, talking to trash

cans, and chasing the family cat. The

house was a mess, my wife was

alarmed, and my children were running

after the robots, giggling. And me? 1

was in seventh heaven. My childhood

dreams had (almost) come true.

But then the bottom fell out in the

personal robotics business. No new

guests came to stay at my robot hotel.

The hotel was empty and silent. I was

sad. I missed the whirr and buzz of the

robots' little motors, their tire tracks

across my scrambled eggs in the mom-

ing, the occasional wandering robot

who ended up stuck in the bathtub,

wedged under the toilet, or lost among

the galoshes in the back of the closet. I

missed their chipper voices, their songs

(like "Old MacDonald Had a Robot"),

and their clever remarks when they en

countered the broom or the cat. ("Hi!"

they'd say. "Are you a human being?")

Hobots Reborn

I can wait no longer. If the robot revolu

tion doesn't happen on its own, I'll

have to make it happen myself. I'm offi

cially launching the Great Design-a-

Robot Contest. It begins right now—as

you read these words.

Entering the contest is easy. All

you have to do is invent a new personal

robot. It can be completely original or a

combination of all the robots you've

seen, dreamed about, or imagined.

You have to draw a picture of the

robot. Label all of its interesting parts

and describe what each does. Further

more, I want you to show me how the

robot relates to your Commodore 64 or

128 computer. Does the computer con

trol the robot? Does it program the

robot? If so, how? How are the signals

and commands transmitted and re

ceived? What kind of programming lan

guage should the robot use? Can you

invent some commands on your own?

Along with the robot's diagram, 1

would like a short description of what

robots mean to you. Reach down into

your heart. What would you do if you

had a robot just like the one you've

designed? Be specific. Be imaginative.

Be wild.

The Winners?

Please send your contest entry to

The Great Design-a-Robot Contest

COMPUTED Gazette

324 W. Wendover Ave.

Suite 200

Greensboro, NC 27408

It's not mandatory, but I'd like to

see your entries (text, pictures, dia

grams, and so forth) all done on a Com

modore 64 or Commodore 128. I don't

care if you do some cutting and pasting

on real paper at the end, just as long as

it looks neat.

I'll judge all the entries myself and

send them around to a few other robot

maniacs to evaluate. The contest winner

and ten runners-up get the following:

1. Their robots will be featured in a fu

ture column in Gazette,

2. I will send their robot designs to

Commodore, Nintendo, and others,

and I will personally lobby the com

panies to get busy building them.

3. I will award the first-place winner a

big personal robot and each of the

runners-up a little personal robot (of

current design).

So let's get busy. If you love robots

as much as 1 do, please help me jump-

stnrt a new robot revolution. As we en

ter the 1990s, let's pioneer a new Age of

Personal Robots. B

COMPUTEIs Gazette February 1990 19

Fred D'llInazJo

When I was a little kid, the only robots I saw were on TV and in the movies. Back then there were no real robots, only robots of fantasy and science fic­tion-robots like Robbie, Tobor, Klaalu, and Gog. That didn't stop me from trying to build a robot of my own. I scavenged parts from old bicycles, washing machines, photocopiers, and toaslers. I once even used a bedpan as a robot's body. During sc hool, J day-

_ dreamed about building a robot of my own-a man Friday, a servant, a bud­dy, a friend. At nighl, robots invaded my dreams.

When J grew up, I learned that while I was dreaming up make-believe robots, real robots " 'Cre being buill in laboratories and plants in the U.S., Eu­rope. and Japan. The real robots looked like long, skinny sea monsters with pli­ers for jaws. They were called robot t.lnns and were bolted to factory floors. They v.ere programmed to paint cars, do spot welding. and lift heavy objects.

Other robots were built by our fledgling space program, NASA, and launched into outer space. Whether in space or on Earth, robots joumeyed into places where humans could not go-into the poisonous atmosphere of Venus, the crushing gravitational pres­sure of Jupiter, deep under the oceans, into the cores of nuclear reactors, into cells held by rioting prisoners, or into bus depots evacuated by a bomb threat. Robots could be manipulated by hu­mans from as close as a few feet or as distant as several million miles. They were humans' remote eyes, ears, and bodies. They became a sort of human tel tprtsellce that could explore the uni· verse and take risks \\IC humans dared not take.

Robot designers began looking for "3-D" (Dull, Dirty, and Dangerous) jobs for robots to fill. Robots never got sick. they didn't take coffee breaks, they had an infinite attention span, and they could wo rk three 8-hour s hifts without dropping. Bosses liked them because they never talked back, they didn't go on strike, and they didn't be­long to a union.

The RIle and Fall or Personal Robots All of these outer-space, undersea, and factory robot s were neat, but they

d'· · mons .... 'eren't what I really wanted. I wanted a personal robot-a robot sidekick like C3PO or R2D2, or like Vincentln Walt Disney's The Black Hole.

For a while, in ·the early 19805, it looked as if I would get my wish. As personal computers grew in popularity, a new field of pe rsonal robotics emerged. An International Personal Robotics Congress was held in Albu­querque, New Mexico, in April 1984. The following two years, personal ro­bots \~'ere everywhere. Every .... 'eek new robots came to my house in Roanoke, Virginia, so that I could review them for Gaulte or for the TV program I was on, " The New Tech Times." When the show's TV crew arrived, I would plug the robots into my Commodore 64, turn them on, and let them roam around the house. For one of the TV shows, I had 27 robots (monkeys, turtles, dogsters, catsters, boatsmen, robo-balls, Heros, Topos, Rabies, and others) all running at once.

That's when I wrote the Gautte cover story, "My Robot Hotel." My ro­bot guests were y ipping, beeping, bumping into walls, talking to trash cans, and chasing the family cat. The house wa s a mess, my wife was alarmed, and my children were running after the robots, giggling. And me? I was in seventh heaven. My childhood dreams had (almost) come true.

But then the bottom fell out in the personal robotics business. No new guests came to stay at my robot hotel. The hotel was empty and silent. I was sad. I missed the whirr and buzz of the robots' little motors, their tire tracks across my scrambled eggs in the mom­ing, the occasional wandering robot who ended up stuck in the bathtub, \~'edgoo. under the toilet, or lost among the galoshes in the back of the closet. I missed their chipper voices, their songs (like "Old MacDonald Had a Robot"), and their clever remarks when they en­countered the broom or the cat. ("Hi!" they'd say. "Are you a human being?")

Robots Reborn I can wait no longer. If the robot revolu­tion doesn't happen on its own, I'll have to make it happen myself. J'm offi­cially launching the Great Design-a­Robot Contest. It begins right now-as you read these words.

Entering the contest is easy. AlI

Desl!ln-a-Robot Contest you have to do is invent a new persolla/ robot. It can be completely original or a combination of alI the robots you've seen, dreamed about, or imagined.

You have to draw a picture of the robot. Label all of its interesting parts and describe what each does. Further­more, I want you to show me how the robot relates to your Commodore 64 or 128 computer. Does the computer con­trol the robot? Does it program the robot? If so, how? How are the signals and commands transmitted and re­ceived? What kind of programming lan­guage should the robot use? Can you invent some commands on your own?

Along with the robot's diagram, I would like a short deScription of what robots mean to you. Reach down into your heart. What would you do if you had a robot just like the one you've deSigned? Be specific. Be imaginative. Be wild.

The Winners? Please send your contest entry to

The Great Design-a-Robot Contest COMPUTE!'s Gazelle 324 W. Wendover Ave. Suite 200 Greensboro, NC 27408

It 's not mandatory, but I'd like to see your entries (text, pictures, dia ­grams, and so forth) all done on a Com­modore 64 or Commodore 128. 1 don't care if you do some cutting and pasting on real paper at the end, just as long as it looks neat.

I'll judge all the entries myself and send them around to a few other robot maniacs to evaluate. The contest winner and ten runners·up get the following:

I. Their robots will be featured in a fu ­ture column in Gazette.

2. I will send their robot designs to Commodore, Nintendo, and others, and I will personally lobby the com­panies to get busy building them.

3. I will awa rd the first -place winner a big personal robot and each of the runners-up a little personal robot (of current design).

So let's get busy. If you love robots as much as I do, please help me jump­start a new robot revolution. As we en· ter the 19905, lei's pioneer a new Age of Personal Robots. Q

COMPUTEl's Gllzene February 1990 19

Page 22: Compute Gazette - Commodore.ca

Randy Thompson

"The Programmer's Page" is interest

ed in your programming tips and

tricks. Send all submissions to The

Programmer's Page, COMPUTERS

Gazette, P.O. Box 5406, Greensboro,

North Carolina 27403. We'll pay

$25-$50 for each tip we publish.

It's 1:00 a.m. and you're busy trackings

bug that's been plaguing your program

fur weeks. After checking and double-

checking your code for typos, logical

mishaps, and errant subroutines, you

suddenly realize that the flaw is not in

your program at all, but in the computer

itself. You've just discovered a bug in

Commodore BASIC.

It's true: Commodore BASIC isn't

perfect. Listed below are two programs

that exemplify this fact. Type in and run

the following program on a 64 to ob

serve the unexpected results:

10 A = 83B8608.S8

20 PRINT A * 1

30 PRINT 1 • A

As you can see, the answers given

by this program are not entirely accu

rate. This mathematical slipup is caused

by the computer's binary-to-decimal

conversion routines. Certain decimal

numbers, such as 8388608.88, ate sim

ply too difficult for the 64's floating

point routines to handle reliably.

Now try this one:

10 AS - "1E99":REM DISAPPEARING

REMARK

20 PRINT VAL(AJ)

When you nan this two-line pro

gram, the computer responds with an

overflow error. Then, when you relist

it, the remark statement and ending

quotation mark in line 10 are missing.

This has to do with a bug in the VAL

statement.

Here's a brief explanation of

what's going wrong: Before VAL evalu

ates strings, it stores a zero byte after

the last character in the string to signify

the end of the string. Because A$ is ex

plicitly defined in line 10, the storage

space for AS is actually within the pro

gram itself. This type of variable is

sometimes referred to as a static vari

able. When a 0 is placed after the char

acter 9, it replaces the closing quotation

mark. This quote, however, is preserved

20 COMPUT£Vs Gazelle February 1990

Bugs

so that it may be restored later on.

Because the number 1E99 (this is

scientific notation for a 1 followed by

99 zeros) is too large for BASIC to han

dle, the computer returns an overflow

error when the program is run. Here's

where the bug comes in: When the VAL

routine encounters an error, it immedi

ately gives up, never bothering to re

store the character replaced with a zero

byte. In the case of the program above,

this error effectively removes line 10's

closing quotation mark from memory.

And because a 0 marks the end of a

BASIC line, VAL has truncated the last

portion of the line.

I was originally alerted to these

two bugs by volume 8, issue 9 of the 8-

bit Transactor. Fortunately, I discovered

them before they discovered me.

The 128 is not without its prob

lems, either. Although many of the old

64 bugs have been removed from the

128, many new ones were introduced

with the computer's enhanced BASIC.

For example, INPUT# can no longer be

used to input characters from device 3

(the screen); the SCNCLR command

doesn't properly fill color memory on a

GRAPHIC 4 screen; and DEF FN state

ments that appear prior to a GRAPHIC

1,1 (or 2,1 or 3,1 or 4,1) produce a syn

tax error when you try to use the func

tion later on.

You're Not Alone

Don't think that as a Commodore own

er you're the only one inflicted with

such insidious programming obstacles.

Microsoft-—the software giant that cre

ated MS-DOS and several other PC-

oriented products—wrote BASIC for

the Apple II, TRS-80, and IBM PC, as

well as for Commodore. As a result,

anyone who uses BASIC on the Apple,

TRS-80, PET, or V1C-20 has to deal

with the same bugs that are demon

strated by the programs given above.

Actually, Commodore owners

have it pretty good. The original BASIC

for the Atari 800 series was rife with

errors. Certain functions, such as NOT,

simply didn't work. (It was actually

stated in some manuals that you were

not to use NOT.) And how about Atari

ST BASIC? You can still crash an ST

simply by printing the number 18.9 or

any multiple of 18.9! As one COM

PUTE! employee put it when he heard

that Atari was late in coming out with an

ST BASIC upgrade, "They must still be

trying to work in those last few bugs."

Calling All Bugs

Known bugs are relatively harmless. If

you're aware of problems with a com

mand, you can usually avoid them

without difficulty. It's the unknown

bugs that can cause hours of frustration.

If you know of any 64 or 128 bugs,

please tell us about them. I'd like to

compile a comprehensive list that I can

share with other programmers. If you

can, explain how to avoid the bug as

well as how to create it. If I receive

enough information, I'll print the list

here, giving credit to all contributing

bug-busters who filed their bugs first.

You don't have to limit your bug

discoveries to BASIC. If there's a prob

lem with a ROM routine, a disk com

mand, or a compiler that you use, send

it in. I'm looking for anything that can

help programmers produce clean,

error-free code without hassle.

Speaking ot Bugs

Sean Ganess wrote in to point out a

typo in his "Who's Out There?" tip

from the December 1989 "Program

mer's Page." When run, this program

tells you how many and what types of

disk drives are connected to your com

puter. As listed, however, the program

only recognizes up to two drives. To fix

the program so it recognizes one, two,

three, or more disk drives, change line

40 of the program to read

40DV-DV-f-l:GOTO20

As before, the drives must have

consecutive device numbers (8, 9, 10,

and so on) in order for this routine to

work.

FE

GK

KR

XP

GOEX

EC

PD

GK

PE

GR

AM

HJ

la

20

30

40

50

60

79

80

90

100

118

120

130

OV-8

OPEN 15,DV,15:CL0SE 15

IF ST THEN DV=DV-l:G0TO

(SPfiCE}50

DV=DV+1:GOTO 2fl

FOR T=8 TO DV

OPEN 15,T,15

PRINT*15,"M-R"CHRS(198)C

HRS{229)CHRS(1)

GETI15,AS:AS-AS+CHRS(0)

PRINT "DRIVE";T;"IS ft "(

IF ASC(AS)-52 THEN PRIN

T "1541"

IF ASC(AS)=55 THEN PRIN

T "1571"

IF ASC(AS)'255 THEN PRI

NT "1581"

CLOSE 15:NEXT E

Rand, Thom(Jlon

" The Programmer's Page" is interest­ed i1l your prog rammi1lg t ips alld tricks. Selld all sllbmissiollS to The Programmer's Page, COMPUTEI's Guelte, P.O. Box 5406, Greensboro, North Carolina 27403, We'lf pay $25-$50 for each tip we publish.

It 's 1:00 a,m, and you're busy tracking a bug that's been plaguing your program for weeks. After checking and double­chceking your code for typos, logical mishaps, and errant subroutines, you suddenly realize that the flaw is not in your program at all, but in the computer itself. You've just discovered a bug in Commodore BASIC.

It's true: Commodore BASIC isn't perfect. Listed below are two programs that exemplify this fact. Type in and run the following program on a 64 to ob­serve the unexpected results:

10 A - 8388608.88 20 PRINT A • 1 3D PRINT I • A

As you can see, the answ<!rs given by this program are not entirely accu­rate. This mathematical slipup is caused by the computer's binary-to-decimal conversion routines. Certain decimal numbers, such as 8388608.88, are sim­ply too difficult for the 64's fl oating­point routines to handle reliably.

Now try this one:

10 AS - " IE99":REM DISAPPEARING REMARK

20 PRINT VAllAS)

When you run this two-line pro­gram, the computer responds with an overflow error. Then, when you relist it, the remark statement and ending quotation mark in line 10 are missing. This has to do with a bug in the VAL statement.

Here' s a brief exp lanation of what's going wrong: Before VAL evalu­ates strings, it stores a zero byte after the last choracter in the string to signify the end of the string. Because AS is ex­plicitly defined in line 10, the storage space for AS is actuolly within the pro­gram itself. Thi s type of variable is sometimes referred to as a slolic vari­able. When a 0 is placed after the char­acter 9, it replaces the closing quotation mark. This quote, hov.-ever, is preserved

2D COMPUTEI's Gllzerro February 1990

TH(

so that it may be restored later on. Bceause the number lE99 (this is

scientific notation for a 1 followed by 99 zeros) is too large for BASIC to han­dle, the computer returns an overflow error when the program is run. Here's where the bug comes in: When the VAL routine encounters an error, it immedi­ately gives up, never bothering to re­store the character replaced with a zero byte. In the case of the program above, this error effectively removes line 10'5 closing quotation mark from memory. And bceause a 0 marks the end of a BASIC line, VAL has truncated the last portion of the line.

I was originally alerted to these two bugs by volume 8, issue 9 of the S­bit Trllllsacior. Fortunately, I discovered them before they d iscovered me.

The 128 is not without its prob­lems, ei ther. Although many of the old 64 bugs hove been removed from the 12S, many new ones \'.'e re introduced with the computer's enhanced BASrc. For example, INPUT# can no longer be used to input characters from device 3 (the screen); the SCNCLR command doesn't properly fill color memory on a GRAPHIC 4 screen; lind DEF FN slate­ments that appear prior to a GRAPHIC 1,1 (or 2,1 or 3,1 or 4,1) produce II syn­tax error when you try to use the func­tion later on.

You're Nol Alone Don't think that as a Commodore own­er you're the only one inflicted with such insidious programming obstacles. Microsoft-the software giant that cre­ated MS-DOS and several other PC­oriented products-wrote BASIC for the Apple II, TRS·SO, and IBM PC, as well as for Commodore. As a result, anyone who uses BASIC on the Apple, TRS-80, PET, or V[C-20 hilS to deal with the same bugs that are demon­strated by the programs given above.

Act ually, Commodore owners have it pretty good. The original BASIC for the Atari SOD series was rife with errors. Certain functions, such as NOT, simply did n 't work. (It was actually stated in some manuals that you were 110/ to use NaT.) And how about Atari ST BASIC? You can still crash an ST simply by printing the number 18.9 or any multiple of IS.91 As one COM­PUTE! employee put it when he heard that Atari was late in coming out with an

Bugs ST BASIC upgrade, "They must still be trying to work in those last few bugs."

Calling All Bugs Known bugs are relatively harmless. If you're aware of problems with a com· mand, you can usually avoi d them without difficulty. It 's the unknown bugs that can cause hours of frustration.

If you know of any 64 or 128 bugs, please tell us about them. I'd like to compile II comprehensive list that I ca n share with other programmers. If you can, explain how to avoid the bug as well as how to create it. If I receive enough infonnation, I'll print the list here, giving credit to all contributing bug-busters who fil ed their bugs first.

You don't have to limit your bug discoveries to BASIC. If there's a prob­lem with a ROM routine, a disk com­mand, or II compiler that you use, send it in. I'm looking for IInything that can help progra mmers p roduce clean, error-free code without hassle.

Speaking Dr Bugs Sean Ganess wrote in to point out a typo in his "Who's Out There?" tip from the December 1989 " Program­mer's Page." When run, this program tells you how many and what types of disk drives are connected to your com­puter. As listed, however, the program only recognizes up to two drives. To fix the program so it recognizes one, two, three, or more disk drives, change line 40 of the program to read

40 DV- DV + l :GOTO 20

As before, the drives must have consecutive device numbers (8, 9, 10, and so on) in order for this routine to work.

Fe 19 OV - 8 GK 20 OPEN 15,OV,15:CLOSE 15 KR 30 IF ST THE N OV-OV - l:GOTO

(SPACE) 59 XP 40 DV-DV+ l : GOTO 20 GQ 50 FOR T-8 TO OV EX 60 OPEN 15,T,15 EC 70 PRINT'15 ,nM_ RnCHR$(198)C

HRS(2291CIIRS(11 FO 80 GET,15 , AS : A$ - A$+CURS(0) GK 90 PRI NT " DRIVE" iTi"I S A " ; FE 100 IF ASC(AS) - 52 THE N PRIN

T "1 541" GR 110 IF ASC(AS)-55 THEN PRIN

T "1571" AM 120 I F ASC(A S) " 255 THEN PRI

NT "15 81 n HJ 136 CLOSE 15 :N EXT G

Page 23: Compute Gazette - Commodore.ca

BASIC

More Lesser-Known Commands

Larry Cotton

Last month we discussed the TAN and

ATN functions, but didn't say much

about about SIN and COS. Recall that

we were trying to find out certain things

about triangles. We stated that if we

had a right triangle (a triangle with a 90-

degree angle) and knew any two things

about it, we could find out everything

else about that triangle.

Look at the figure, which shows a

triangle with a 90-degree angle, a 30-

degree angle, and a 10-inch side.

Knowing this much about the triangle,

we can figure out the rest. We begin

with the hypotenuse (the long side).

Don't forget SOPH, which says that,

where X is the angle:

Sine X — OPposile/Hypotenuse

Furnish values and cross-multiply:

SIN 30 X hypotenuse - 10 X 1

Divide both sides by SIN 30:

hypotenuse - 10/(SIN 30f

Here's a simple BASIC program

that does the same thing:

10 OPP-10

20 RAD-30/(180/ji):REM CONVERT

DEGREES TO RADIANS (SEE LAST

MONTH)

30HYP-10/SINIRAD)

40 PRINT-HYPOTENUSE -"HYP

"INCHES"

The hypotenuse should be 20 inch

es. To arrive at the third side, we can use

the COS function (remember CASH):

Cosine X — Adjacent Side/Hypotenuse

Cross-multiplying:

Adjacent - COS 30 X 20

Translated into BASIC:

10 HYP=20

20RAD = 30/(180/n)

30 ADJ-HYP'COS(RAD)

10 PRINT"ADJACENT SIDE -"ADJ

"INCHES"

The adjacent side is 17.3205081

inches. To check this, we can use the

Pythagorean Theorem (see last month):

10 HYP-20:OPP=10

20 ADJ-SQRIHYPI2-OPP12)

30 PRINT"ADJACENT SIDE ="ADJ

'INCHES"

Hypotenuse

A Right Irlangle

We know all three sides and two

angles. The third angle can be found

using trigonometry, but, as we pointed

out in last month's column, there's a

much easier way. All triangles share at

least one common characteristic: The

three angles add up to 180 degrees.

Thus, subtracting 90 + 30 from 180

yields 60 degrees. Enough about trig al

ready. Let's move on to the fun stuff—

like ABS.

ABSolutely Positive

Who said ABS is fun? Well, at least ABS

doesn't stand for abstruse; it means

ABSolute. ABS gives the absolute value

of a number; it leaves positive numbers

as they are and changes negative num

bers to positive. Its syntax requires

parentheses around the number whose

absolute value is to be found. Here's a

simple example:

10 PRINT ABSO2)

20 PRINT ABS(-32)

30 PRINT 73-41

40 PRINT 41-73

50 PRINT ABS(73-41)

60 PRINT ABSM1-73)

When you run this program, you

should see six 32s; the fourth one will

be preceded by a negative sign. Plus

signs are not printed in front of positive

numbers, but minus signs are printed in

front of negative numbers.

(Note also that the 32s without a

sign are one space away from the left

screen border. This simply indicates

that they're positive numbers, not

strings. If you typed N$ = "32":PKINT

N$, you would see 32 jammed against

the left screen border. It's not really a

number when displayed this way.

Make it a habit to look for the telltale

space between the screen border and

the "number." If the space is there, it's

actually a number and can be added,

subtracted, multiplied, and so on; if not,

it's a string.)

Technically, ABS should return a

number without any sign. But this little

demo shows that it actually yields posi

tive numbers. Enter

10 PRINT 32+ 50

20 PRINT ABS(-32)+ 50

If you run this, you'll see two 82s, indi

cating that addition was performed be

tween two positive numbers.

So what are some uses for ABS?

Here's how to check if numbers are

positive;

1QX-32TY--32

20 IFABS(X)-XTHENPRINT"X IS

POSITIVE.":GOTO40

30 PRINT"X IS NEGATIVE."

40 IFABS(Y)=YTHENPRINT"Y IS

POSITIVE.":END

50 PRINT"Y IS NEGATIVE."

Crash Prevention

ADS can be used to insure against a pro

gram crash should you attempt to take

the square root of a negative number, as

in this example:

IOX=-400

20 PRINT SQR(X)

If you run this, you'll get an illegal

quantity error in line 20. To avoid this

error, study the three-liner below. The

value of X can be positive or negative; K

will always be positive.

10X=-400

20K=ABS(X)

30 PRINT SQR(K)

Other Uses lor ABS

ABS can also be used in a toggle rou

tine. Todd Heimarck, who was an assis

tant editor of COMPUTE!'s Gazette,

wrote in the April 1984 issue:

"Let's say you want a variable to

switch back and forth between two dif

ferent values. You could use the follow

ing subroutine:

10T-3

20 GOSUB 500:PRINT T:END

499 REM TOGGLE SUBROUTINE

500 IF T= 3 THEN T-16; RETURN

510 IF T= 16 THEN T-3: RETURN

"Each time you want to toggle, you

COMPUTED Gazeim Fetvuaiy 1990 21

Lam Conon

Last month v.-e discussed the TAN and ATN functio ns, but didn't say much about about SIN and COS. Recall that we were trying to fi nd out certain things about triangles. We stated that if we had a right trillngle (a triangle with a 90-degree angle) and knew any two things about it, we could fi nd out everything else about that triangle.

Look at the figure, wh ich shows a triangle with a 90-degree angle, il 30-degre e a ng le, a nd a l a- inch side. Knowing this much about the triangle, we can figure out the rest. We begin with the hypotenuse (the long side). Don't forget SOPH, which says that, where X is the angle:

Sine X - OPposite/Hypotenuse

Fumish values and cross-multiply:

SIN 30 X h ypotenuse - 10 X 1

Divide both sides by SIN 30:

hypotenuse - 10/ (SIN 30)

Here's a simple BASIC program that does the Silme thing:

10 0PP - IO 20 RAD - 3O/ (1SO/'It):REM CONVERT

DEGREES TO RADIANS (SEE LAST MONTH)

30 HYP- tO/SIN(RAD) 40 PRINT"HYPOTENUSE -"HYP

"INCHES"

The hypotenuse should be 20 inch­es. To arrive at the third side, we can usc the COS function (remember CASH):

Cosine X - Adjacent Side/Hypotenuse

Cross-multiplying:

Adjacent - COS 30 X 20

Translated into BASIC:

10 HYP-20 2tI RAD -3D/OSO/It) 3D AD) - Hyp· COS(RAD) 40 PRINT"A DJACENT SIDE -"A DJ

" INCHES"

The adjacent side is 17.3205081 inches. To check this, we can use the Pythagorean Theorem (see last month):

10 HYP- 20:0PP - IO 20 AD) -SQR(HYPI2- 0PPI2) 30 PRINT"ADJACENT SIDE -"AD)

"INCHES"

BAS I C for beginners

More Lesser-Known Commands

10' - (Opposite Side)

/' Hypotenuse

'0 ' Adjacent Side

I

I A RloblTrlanOle

We know all three sides and two angles. The third angle can be found using trigonometry, but, as we pointed out in last month's column, there's a much easier way. All triangles share at least one common characteristic: The three angles add up to 180 degrees. Thus, subtracting 90 + 30 from 180 yields 60 degrees. Enough about trig al­ready. Let's move on to the fun stuff­like ASS.

ABSolutely Positive Who said ABS is fun? Well, at least ABS doesn't stand for abstruse; it means ABSolute. ABS gives the absolute value of a number; it leaves positive numbers as they are and changes negative num­bers to pos itive. Its syntax requires parentheses around the number whose absolute value is to be found. Here's a simple example:

10 PRINT ABS(32) 20 PRINT ADS( - 32) 30 PRINT 73- 41 40 PRINT 41 - 73 50 PRINT ABS(73-41) 60 PRINT ABS(41 - 73)

When you run this program, you should see six 32s; the fourth one will be preceded by a negative sign. Plus signs are not printed in front of positive numbers, but minus signs are printed in (ront of negative numbers.

(Note also that the 32s without a sign arc one space away from the left screen border. This simply Indicates that they're positive numbers, not strings. If you typed N$ - "32":PRINT N$, you would see 32 jammed against the left screen border. It's not really a numbe r when disp layed thi s way. Make it a habit to look for the telltale space between the screen border and

the "number." If the space is there, it's actually a number and can be added, subtracted, multiplied, and so on; if not, it's a string.)

Technically, ABS should return a number without any Sign. But this li ttle demo shows that it actually yields posi­tive numbers. Enter

10 PRINT 32+50 20 PRINT ABS(-32)+5O

If you run this, you' ll sec two 82s, indi­cating that addition was perfo rmed be­tween two positive numbers.

So what are some uses for ASS? Here's how to check if numbers are positive:

10 X- 32:Y--32 20 IFABSIX)-XTHENPRINT"X IS

POSITIVE.":G0T040 30 PRINT"X IS NEGATIVE." 40 IFABS(Y)- YTHENPRINT"Y IS

POSITIVE.":END 50 PRINT"Y IS NEGATIVE."

Crasb Prevention ABS can be used to insure against a pro­gram crash should you attempt to take the square root of a negative number, as in this example:

10 X--400 20 PRINT SQR(X)

If you run this, you'll get an illegal quantity error in line 20. To avoid this error, study the three-liner below. The value of X can be positive or negative; K will always be positive.

10 X- -400 20 K- ABS(X) 30 PRINT SQR(K)

Olher Uses lor ABS ABS can also be used in a toggle rou­tine. Todd Heimarck, who was an assis­tant editor of COMPUTE!'s Gllzette, wrote in the April 1984 issue:

"Let's say you want a variable to switch back and forth between two dif­fl!rent values. You could usc the follow­ing subroutine:

10 T - 3 20 GOSUB SOQ:I'RINT T:END 499 REM TOGGLE SUBROUTINE 500 IF T -3 THEN T - 16: RETURN 510 IF T - 16 THEN T-3: RETURN

"Each time you want to toggle, you

COMPUTEr. GlIllllUl Febr\Iafy 1990 21

Page 24: Compute Gazette - Commodore.ca

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22 COMPUTERS Gazotlo February 1990

BASIC for Beginners

GOSUB 500. As you can see, T switches

back and forth between 3 and 16. But

the following routine will do the same

thing... ." Erase line 510 and change

line 500 to

500 T-ABS(T-19):RETURN

"Line 500 does it all. If T is 3, 3 mi

nus 19 is —16, and the ABS chops off

the minus sign. But if T is 16, subtract

ing 19 yields —3, and the minus sign is

chopped off."

[ modified Todd's programs slight

ly to use the subroutine and print T. Try

changing T's value in line 10 from 3 to

16.

Another use for ABS is in subrou

tines which measure lengths of lines on

the high-resolution screen. Often, it's

not important which way a line is run

ning; we just want to know its length.

Recall from last month that the center of

the hires screen is at (160,100). If a line

is drawn from (160,100) to (120,100), it's

drawn from right to left. If it's drawn

from (160,100) to (180,100), it goes from

left to right. Here's how to find this par

ticular line's length, using ABS:

10X1-160:X2=180

2OL-ABS1X1-X2)

30 PRINT L

The variables XI and X2 are the

two ^-coordinates of the ends of the

line. Therefore, no matter whether XI is

more or less than X2, you'll always

have the correct length L.

More Lesser-Knowns

Let's briefly discuss two more lesser-

known BASIC commands this month,

SGN and WAIT.

Think of SGN as the opposite of

ABS. ABS removes the sign from the

number; SGN removes the number but

keeps the sign. It doesn't leave just a

plus or minus sign hanging around.

Rather, it has its own unique way of in

dicating signs.

SGN's syntax is similar to that of

ABS in that the argument {the number) is

parenthetical. If you type PRINT SGN(5)

or any other positive number, the com

puter will print 1. If you enter PRINT

SGN(—5) or any other negative number,

the computer will print —1. And as you

may expect, if you type PRINT SGN{0),

the computer will print 0.

So how can we use this wonderful

information? Let's borrow from Todd

again:

10 FOR J-l TO 5:READ K:PRINT K;

20 ON (SGNIK1+2) GOTO 30,40,50

30 PRINT'IS NEGATIVE.":GOTO 60

40 FRINT'IS ZERO.":COTO 60

SO PRINT"IS POSITIVE."

60 NEXT

500 DATA 15,300,-4,0,-654.32

"Line 20 checks the sign of the

number. SGN(K) yields -1, 0, or 1.

Add 2 to get 1, 2, or 3. The ON-GOTO

then makes the program branch to line

30, 40, or 50. It's a quick way to check

for positive or negative numbers and

branch accordingly." Incidentally,

don't confuse SGN and SIN.

WAIT

WAIT is unrelated to any of the lesser-

known commands we've discussed in

the last couple of months. If you'll con

sult your Programmer's Reference Guide,

you'll find that WAIT has been given a

lot of attention because it is a difficult

command to comprehend. Fortunately,

you can also use GET or PEEK in its

place. But, let's take a look at it.

WAIT causes a program to be sus

pended as long as a certain memory lo-

cation contains a particular value.

When that address "sees" another val

ue, program execution is resumed. The

new value can come from within the

computer, an external device, or—most

likely—the keyboard.

The Commodore 64 Programmer's

Reference Guide states this a little differ

ently: "WAIT .. . causes program exe

cution to be suspended until a given

memory address recognizes a specified

bit pattern. In other words, WAIT can

be used to halt the program until some

external event has occurred."

WAIT'S syntax is WAIT A,B.C.

where A is the memory location to be

checked and B and C are so-called

masks. The variable C and its leading

comma may be left out if desired, in

which case C is 0.

The most common use for WAIT is

to look at the keyboard, ns with GET.

Enter this short program:

10 PRINT"{CLR}{DOWN}PRESS ANY

KEY."

20 WAITI98,1:POKE198,0:PRINT"PRESS

ANY KEY AGAIN."

30 GETAS:IFAS-""THEN30

40 PRINT'TND OF PROGRAM"

Before you run the program, try to

guess what it does. Now run it and ob

serve the results. Here's what's hap

pening: Line 10 prints a message. Line

20 WAlTs until the contents of memory

location 198 is I. (Memory location 198

on the Commodore 64 contains the

number of characters in a special area of

the computer's memory called the key

board buffer.) When it contains a 1, we

POKE a 0 to 198 to clear it and print the

next message.

At line 30, we use the familiar GET

statement to wait for a key to be

pressed. When none is forthcoming, A$

is a null string, and the program loops

at line 30. When a key is pressed, A$ is

something other than a null string and

control falls through to the next line.

Note that you can follow WAIT on the

same line with another command, as

long as it's not GET. 6

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22 COMPUTEt's Gezelle February 1990

BASIC tor BegInners GOSUB 500. As you can see, T switches back and forth between 3 and 16. But the following routine will do the same thing .... " Erase line 510 and change line 500 to

500 T-ABS(T-19):RETURN

"Line 500 does it all. If T is 3, 3 mi­nus 19 is - 16, and the ABS chops off the minus sign. But if T is 16, subtract­ing 19 yields -3, and the minus sign is chopped off."

I modified Todd's programs slight­ly to use the subroutine and print T. Try changing 1's value in line 10 from 3 to 16.

Another use for ABS is in subrou· tines which measure lengths of lines on the high-resolution screen. Often, it's not important which .... ay a line is run­ning; we just want to know its length. Recall from last month that the ('{'nter of the hi·res screen is at (160, 100). If a line is drawn from (160,100) to (120,100), it's drawn from right to left. If it's drawn from (160,100) to (180, 100), it goes from left to right. Here's how to find this par­ticular line's length, using ABS:

10 XI - 160:X2-180 20 L-ABS(XI-X2) 30 PRINT L

The variables Xl and X2 are the two x-coordinates of the ends of the line. Therefore, no mailer whether XI is more or less than X2, you'll always have the correct length L.

More lesser·Knowns Let's briefly discuss two more lesser­known BASIC commands this month, SGN and WAIT.

Think of SGN as the opposite of ABS. ABS removes the sign from the number; SGN removes the number but keeps the sign. It doesn't leave just a plus or minus sign hanging around. Rather, it has its own unique way of in­dicating Signs.

SGN's syntax is similar to that of ASS in that the argument (the number) is parenthetical. If you type PRINT SGN(5) or any other positive number, the com­puter will print I. If you enter PRINT SGN( - S) or any other negative number, the computer will print - 1. And as you may expect, if you type PRINT SGN(O), the computer will print O.

So how can \ve use th is wonderful infonnation? Let's borrow from Todd again:

10 FOR 1- 1 TO 5:REAO K:PRINT K; 20 ON (SGN{K)+2) GOTO 30,40,50 30 PRINT"IS NEGAT IVE.":GOTO 60 40 PRINT"IS ZERO.":GOTO 60 50 PRINT"IS POSITIVE." 60 NEXT 500 DATA 15,300,-4,0,-654.32

"Line 20 checks the sign of the number. SGN(K) yields - 1, 0, or L

Add 2 to get 1, 2, or 3. The ON·GOTO then makes the program branch to line 30, 40, or 50. II's a quick way to check for positive or negative numbers and branch acco rdingly." Incidentally, don't confuse SGN and SIN.

WAil WAIT is unrelated to any of the lesser­known commands we've discussed in the last couple of months. If you'll con­sult your Programmer's Referel1ce Guide, you'll find that WAIT has been given a lot of attention because it is a difficult command to comprehend. Fortunately, you can also use GET or PEEK in its place. But, let's take a look at it.

WAIT caus~ a program to be sus­pended as long as a certain memory lo­cation contains a particular va lu e. When that address "sees" another val­ue, program execution is resumed. The new value can come from within the computer, an external device, or-most likely-the keyboard.

The Commodore 64 Programmer's Referel1ce Guide states this a little differ· ently: " WAIT ... causes program exe­cution to be suspended until a given memory address recognizes a specified bit pattern. In other words, WA IT cnn be used to halt the progrnm until some external event has occurred."

WAlT's syntax is WAIT A,B,C, where A is the memory location to be checked and Band C are so -called masks. The variable C and its leading comma may be left out if desired, in which case C is O.

The most common use for WA tT is to look at the keyboard, as with GET. Enter this short program:

10 PRINT"{ CLR}{DOWN}PRESS ANY KEY."

20 WAIT198,1:POKE198,0:PRINT"PRESS ANY KEY AGAIN."

30 GETAS:IFAS-""THEN3O 40 PRINT"EN D O F PROGRAM"

Before you run the program, try to guess what it does. Now run it and ob­serve the results. Here's what's hap­pening: Line 10 prints a message. Line 20 WAlTs until the contents of memory location 198 is I . (Memory location 198 on the Commodore 64 contains the number of characters in a special area of the computer's memory called the key­board buffer.) When it contains a I, we POKE a 0 to 198 to clear it and print the next message.

At line 30, we use the familiar GET statement to wait fo r a key to be pressed. When none is forthcoming, AS is a null string, and the program loops at line 30. When a key is pressed, AS is something other than a null string and control falls through to the next line. Note that you can follow WAIT on .the same line with another command, as long as it's not GET. G

Page 25: Compute Gazette - Commodore.ca

CSUJr

An Unabashed Tour of an Online Resort

Cold weather got you down? Treat

yourself to a getaway at a tropical island

resort, with a little help from your 64 or

128 and Q-Link >

Tom Netsel

COMPUTE!'! Gazetle February 1990 23

An Unabashed Tour of an Online Resort

Cold weather got you dow/1? Treat yourself to a getaway at a tropical island resort, with a little help from your 64 or

128 and Q-Link. '

Tom Net.el

.. COMPUTEr . GIII"rre Febt\la,y 1990 23

Page 26: Compute Gazette - Commodore.ca

How humiliating! There I was, wan

dering around wearing my glasses, a

dumb grin, and nothing else. Being

caught naked in public is the stuff of

nightmares, but I was wide awake

without even a towel separating me

from disgrace.

All I wanted to do was check out

some of the features offered at Club

Caribe, an online animation service

created by Lucasfilm Games and

Quantum Computer Services. 1 knew

things could get a little zany at Club

Caribe, but ! didn't expect this. Let

me tell you how I got into this predic

ament in the first place.

Club Caribe is a unique telecom

munications experience that's just one

of the many features found on Quan-

tumLink, the online service for 64 and

128 owners. A blend of online chat

ting and interactive cartoon anima

tion. Club Caribe takes you to a

simulated vacation resort where you

create and control an animated char

acter that embodies real-life actions.

A feature that enjoys enormous

popularity on Q-Link is People Con

nection. This is the area where sub

scribers from across the country

gather to chat "live" via keyboard.

Club Caribe takes this concept a step

farther with the addition of anima

tion. Now, you no longer are restrict

ed to exchanging text-only messages.

As a bonus, Club Caribe adds sound

effects and music. The technology for

Club Caribe came from Habitat, an

online multiplayer fantasy-world sim

ulation developed by Lucasfiim

Games and Quantum Computer Ser

vices. Habitat was beta-tested on Q-

Link in 1987 and 1988 but is not yet

commercially available.

On my first visit to the club, 1

created this tall, good-looking charac

ter who bore a striking resemblance

to, well, yours truly. For the fun of it,

1 added a beard. Select your charac

ter's sex, and then choose from a

wide range of heads, hair styles, and

colors. You'll find more clothing com

binations than are stocked in your

average mall. After selecting a coordi

nated outfit that was colorful, but not

gaudy, I stepped out on a tour of the

club and its entertaining attractions.

Little did I know what was in store

for me.

Use a joystick to move your char

acter around the screen. Joystick and

fire-button combinations allow you to

Go, Put, Get, and Do. From the key-

24 COMPUTED Gazette February 1990

There's a lot of

entertainment—beaches,

bars, hot tubs, games—

scattered across Caribe's

island, and some hold

unexpected surprises, as

I was to find out.

board you can wave, point, hand out,

jump, face front or rear, bend, or even

frown. Like life, however, Club Cari

be is not a perfect environment. If

someone rubs you the wrong way

and tempers flare, you can throw a

punch at another character. Don't ex

pect Mike Tyson's best, though, be

cause punches don't really hurt.

There arc plenty of places to visit

and explore, but the exciting part is

seeing and interacting with other Club

Caribe users—or guests, as they are

called. As you walk along a beach or

street, you may see up to five other

characters on the same screen. An un

limited number of guests, using Spec

tator mode, can watch the action but

not participate.

Your character can wave to oth

ers, walk up to them, and start a con

versation just as in real life. Simply

type a greeting on the keyboard and

press RETURN. The words appear

over your character's head in a bal

loon, similar to those used in comic

strips. Balloons are color-coded for

each onscreen character, and they

scroll up the screen as the conversa

tion progresses.

Other guests may walk by with

out speaking as they make their way

to other areas of the resort. Guests

can walk along Club Caribe's beaches,

stop in for a drink at Spider's Web,

share a hot tub at Cassie's Corner, or

play a game of chess, checkers, or

How humiliating! There I was, wan­dering around wearing my glasses, a dumb grin, and nothing else. Being caught naked in public is the stuff of nightmares, but I was wide awake without even a towel separating me from disgrace.

All I wanted to do was check out some of the features offered at Club Caribe, an online animation service created by Lucasfilm Games and Quantum Computer Services. I knew things could get a little zany at Club Caribe, but I didn't expect this. Let me tell you how I got into this predic­ament in the first place.

Club Caribe is a unique telecom­munications experience that 's just one of the many features found on QuOin­tumUnk, the online service for 64 and 128 owners. A blend of online chat­ting and interactive cartoon anima­tion, Club Caribe takes you to a simulated vacation resort where you create and control an animated chilT­acter that embodies real-life actions.

A feature that enjoys enormous popularity on Q-Unk is People Con­nection. This is the area where sub­scribers from across the country gather to chat " live" via keyboard. Club Caribe takes this concept a step farther with the addition of anima­tion . Now, you no longer are restrict­ed to exchanging text-only messages. As a bonus, Club Caribe adds sound effects and music. The technology for Club Caribe came from Habitat, on online multiployer fonlasy-world sim­ulation developed by Lucasfilm Games and Quantum Computer Ser­vices. Ha bitat was beta-tested on Q­Unk in 1987 and 1988 but is not yet commercially available.

On my first visit to the club, I created this tall, good-looking charac­ter who bore a striking resemblance to, well, yours truly. For the fun of it, I added a bea rd . Select your charac­ter's sex, and then choose from a wide range of heads, hair styles, and colors. You'll find more clothing com­binations than are stocked in your average mall. After selecting a coordi­nated outfit that was colorful, but not gaudy, I stepped out on a lour of the club and ils entertaining attractions. Little did I know what .... ·as in slore for me.

Use a joystick to move your char­acter around the screen. Joystick and fire-button combinotions allow you to Go, Put, Get, and Do. From the key-

24 COMPUTEr s Galltrre February 1990

There's a lot of entertainment-beaches, bars, hot tubs, ga11les­scattered across Caribe's island, and some hold

unexpected sllrprises, as I was to filld alit.

board you can wave, paint, hand out, jump, face front or rear, bend, or even frown. Like life, however, Club Cari­be is not a perfect environment. If someone rubs you the wrong way and tempers flare , you can throw a

punch at another character. Don't ex­pect Mike Tyson's best, though, be­cause punches don't really hurt.

There are plenty of places 10 visit and expiore, but the exciting part is seeing and interacting with other Club Caribe users-or BUtsts, as they are called. As you walk along a beach or street, you may see up to five other characters on the same screen. An un­limited number of guests, using Spec­tator mode, can watch the action but not participate.

Your character can wave to oth­ers, walk up to them, and start a con­versation just as in real life. Simply type a greeting on the keyboard and press RETURN . The words appear over your character's head in a bal­loon, similar to those used in comic strips. Balloons are color-coded for each onscreen character, and they scroll up the screen as the conversa­tion progresses.

Other guests may walk by with­out speaking as they make their way to other areas of the resort. Guests can walk along Club Caribe's beaches, stop in for a drink at Spider'S Web, share a hot tub at Cassie's Comer, or playa game of chess, checkers, or

t

Page 27: Compute Gazette - Commodore.ca

Neural Cybertank Design and SimulationCybertank engineers control Ihe destiny ol Ihe Organization lor Sliategic Intelligence. They're the

heart of ihB OMEGA Project, a classified militaty conlrad that's shapingcombafs fulure. EmpToying ,

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Page 28: Compute Gazette - Commodore.ca

QSUJb-

backgammon in the arcade. There are

numerous entertaining regions scat

tered across Club Caribe's island, and

some contain unexpected surprises, as

1 was to find out.

Going from one region to another

is similar to walking around a resort.

Simply direct your character to the

edge of a screen and it walks to the

next area. Characters and scenery

come from data on your Club Caribe

disk, and commands to move the

characters arrive via your modem, For

speedier transportation to different

parts of the island, try the teleport.

Take a token from your pocket (you

can carry up to five objects at a time,

but buy a box or bag if you're the

type who collects things) and put it

into the teleport. When the booth

starts to flash, type in your destina

tion. Before you can say, "Beam me

up, Scolty," you're there.

Teleports are popular and make

ideal places to meet members of the

opposite sex. Most guests are very

friendly and are glad to stop and chat

for a while, answer questions, or offer

help. For longer conversations, pull

up a chair or barstool at Kelly's Pub

or one of the island's other watering

// two characters really

hit it off, Club Caribe

provides a chapel at the

end of the island near

lover's Point. Marriages

are performed there

three days a week.

holes. If your conversations require

privacy or if you want to chat with a

guest in another region, use Club Ca

ribe's ESP service. Electronic mail is

another club feature.

If two characters really hit it off.

Club Caribe provides a chapel at the

end of the island near Lover's Point.

Marriages are performed there three

days a week. I'm not sure how bind

ing these marriages are, but what bet

ter place than Club Caribe for a

honeymoon?

Regardless of your marital status,

feel free to take in a show, tour the

aquarium, try on costumes at the the

ater, or attend any of the resort's spe

cial events. The staff arranges tours

for newcomers, spelunking in sea

caves, games of Simon Says, treasure

hunts, trivia contests, and other multi-

player activities.

But Club Caribe is not all roses

and moonbeams. Despite the staff's

best efforts to ensure that guests have

an enjoyable stay, unpleasantries can

occur. My being left to wander

around in the nude is one example.

And then there's that warning I spot

ted in the sewer.

I was behind the club's shops one

evening when I spotted an open man

hole. Being curious, I decided to poke

my nose into what goes on beneath

the resort. After I climbed down a lad

der, ] noticed a sign posted on the

sewer wall. It was a warning about

getting lost in the sewer's meandering

tunnels—lost so soundly that even the

Club Caribe staff might not be able to

help. There was also something about

the area being inhabited by thieves,

and if I ventured farther there was a

good chance I'd be robbed.

I'm curious, yes, but no fool. I

decided to skip the sewers until an

other day. Besides, I'd already seen

examples of above-ground thievery.

On more than one occasion, I'd seen

unfortunate guests strolling around

without their heads. Some may scoff

at this notion, but it's true. Ask Razz-

man or Rebel Rat, two headless char

acters I encountered one evening.

Razzman had fallen victim to a

reprehensible head-snatcher, while

Rebel Rat's affliction was self-induced.

He had hocked his head at a pawn

shop. I'm not sure what he did with

the money, but he seemed quite hap

py sometime later when I found him

trying on theatrical heads backstage at

a local theater. When he asked me

what 1 thought of his new head, 1 told

him he looked great. I lied. It was in

ferior to his original creation, but I

hated to hurt his feelings.

At Club Caribe, guests have the

curious ability to take off their heads. t>

26 COMPUTE'S Gazotfa February 1990

backgammon in the arcade. There are numerous entertaining regions scat­tered across Club Caribe's island, and some contain unexpected surprises, as I was to find out.

Going from one region to another is similar to walking around a resort. Simply direct your character to the edge of a screen and it walks to the next area. Characters and scenery come from data on your Club Caribe disk, and commands to mO\le the characters arri\le \lia your modem. For speedier transportation to different parts of the island, try the teleport. Take a token from your pocket (you can carry up to fi\le objects at a time, but buy a box or bag if you're the type who collects things) and put it into the teleport. When the booth starts to nash, type in your destina­tion. Before you can say, "Beam me up, Scotty," you' re there.

Teleports are popular and make ideal places to meet members of the opposite sex. Most guests are very friendly and are glad to stop and chat for a while, ans,",,'Cr questions, or offer help. For longer con\lersations, pull up a chair or barstool at Kelly's Pub or one of the island's other watering

26 COMPUTE!'s GIlO'" Fobruery 1990

If two cha racters really hit it off Club Caribe

provides a chapel at the end of the island near

Lover's Poin t. Marriages are performed there three days a week.

holes. If your conversations require pri\lacy or if you want to chat with a guest in another region, use Club Ca­ribe's ESP ser\lice. Electronic mail is another club feature.

If two characters really hit it off,

Club Caribe provides a chapel at the end of the island near Lo\ler's Point. Marriages are perfonned there three days a week. I'm not sure how bind­ing these marriages are, but what bet­ter place than Club Caribe for a honeymoon?

Regardless of your marilal status, (eel free to take in a show, tour the aquarium, try on costumes at the the­ater, or attend 'any of the resort's spe­cial events. The sta ff arranges tours for newcomers, spelunking in sea caves, games of Simon Says, treasure hunts, tri\lia contests, and other multi­player acti\lities.

But Club Caribe Is not all roses and moonbeams. Despite the staff's best efforts to ensure that guests ha\le an enjoyable stay, unpleasantries can Occur. My being left to wander around in the nude Is one example. And then there's that warning I spot­ted in the sewer.

I was behind the club's shops one evening when I spotted an open man­hole. Being curious, I decided to poke my nose into what goes on beneath the resort. After I climbed down a lad­der, I noticed a sign posted on the sewer wall. It was a waming about getting lost in the sewer's meandering tunnels-lost so soundly that e\len the Club Caribe staff might not be able to help. There was also something about the area being inhabited by thie\les, and if I ventured farther there was a good chance I'd be robbed.

I'm curious, yes, but no fool. I decided to skip the sewers unti l an­other day. Besides, I'd already seen examples of abo\le·ground thie\lery. On more than one occasion, I'd seen unfortunate guests strolling around without their heads. Some may scoff at this notion, but it's true. Ask Razz­man or Rebel Rat, two headless char­acters [ encountered one evening.

Razzman had fallen victim to a reprehensible head·snatcher, while Rebel Rat's afflict ion was self·induced. He had hocked his head at a pawn shop. I'm not sure what he did with the money, but he seemed quite hap' py sometime later when I found him trying on theatrical heads backstage at a local theater. When he asked me what I thought of his new head, I told him he looked great. I lied. It was in· ferior to his original creation, but I hated to hurt his feelings.

At Cl ub Caribe, guests ha ve the cu rious ability to take off their heads. t>

Page 29: Compute Gazette - Commodore.ca

Bnttletech-Infocom

Animated role-playing advon-

ture with exciting battle action.

Detailed story, setting with over

4 million locations.

Grave Yurdoge-Activifiion

Zombies, ugr«9, and goblins on

the gridiron. Real football

action that's—well, unreal.

Everything is legal, and the ball

is alive . . .

Drngon Wars-Interplay

Ultimnle role-plnying fantasy.

Great story, over 120 monsters

and spells, auUvmapping.

Supports characters from

Bard's Tale I, II, III.

CG4/128

Sale $22.95

BY-1983

Beyond Dark Castie-Activision

Best arcade/strategy challenge. 14

full-scrolling mazes, multiple skill

levels, great graphics, an evil Black

Knight—and a touch of humor!

C64/128

Sale $22.05

BY-2145

FaccOff!-Gamestar

Furious shoot-'n-fifiht hockey

action, ShotCam and FightCam

put you on goal and in the

brawls. Playmaking, GM

functions, league play.

CBi/128

Snle S27.95

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Cftl/128

Boll S22.95

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Ghostbtintors II-Activision

Relive the hit film—sample slime,

pilot Miss Liberty, battle Vigo.

Arcade action, adventure, strategy

chalienge—and laughs!

C64/128

fttdfl

Snle $34.95

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Over 70 locales and 100's of

characters in medieval fantasy

role-playing. Compelling

drama, comprehensive combat

system.

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intriguing role-playing escapades.

Seek your Fortune, face alien foes,

solve the mysteries of deep space.

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Moonmist BY-1514

Plundered Honru BY-1333

Ballyhm BY-1408

Cutthroats HY-1392

Deadline BY-1424

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Zorkl BY-1490

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Gnmmn Frjrce BY-1304

Taito

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Call for your free catalog.

All gomes shown are for Commodore 64 and 128.

Please call for availability on other systems.

TRITONCOMPANY

eader Sirvlce Numbor i

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C64I128 ...,.. 5al<l $2:2.95 BY·I983

Beyond Durk Castle·Ac tivis ion Best arcodclstrntegy challenge. 14 full-scrolling mazes , multiple skill levels, great graphics, un evil Black Knight-and a touch of humor!

VISA, Master Card and

American Express accepted.

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Page 30: Compute Gazette - Commodore.ca

You can carry them or put them on a

table, just as you can any other ob

ject. Leave them unguarded, however,

and some unscrupulous churl may

make off with them. That's what hap

pened lo Razzman. I wonder if he

ever got it back.

I suspect something like that hap

pened to my clothes, which brings me

to my own misfortune. While explor

ing the island, I happened to notice

signs pointing to a nude beach. I

didn't go because 1 wanted to, of

course; 1 simply felt it was my jour

nalistic duty to uncover as much as I

could about this online resort.

As 1 followed the path to the

beach, my clothing suddenly disap

peared and I found myself in my

birthday suit. Don't get too excited,

though. Remember, these are cartoon-

like characters, and I doubt that their

nudity will arouse anyone's prurient

interest.

I won't bore you with details of

the beach—it's the usual sun, sand,

and skin. If you've seen one nude

beach, you've seen them all. When I

left the beach, 1 fully expected my

clothes to reappear just as they had

vanished, but nothing happened. By

r«i?

I saw signs for a nude

beach. I felt it was my

journalistic duty to

uncover as much as I

could about this online

resort.

the time I walked a few screens far

ther from the beach, 1 realized 1 was

stuck in the buff.

Fig leaves don't grow on trees at

Club Caribe, and I needed more than

a smile to hide behind. Swallowing

my pride, I made my way to a nearby

Club Caribe Help Desk, one of sever

al scattered conveniently about the re

sort. Naturally, it was crowded, and 1

attracted some attention. Some clown

shrieked, "Look, a naked bearded

lady!" Dignity won over violence,

however, and I refrained from punch

ing his lights out.

The friendly Club Caribe guide

guessed what had happened and re

minded me that 1 could get new

duds—and even a new head—at a

shop called La Vous New, But for

now I could use a portable paint

sprayer she carried with her in a box.

Not wishing to waste time trying to

find a tasteful color scheme, I took the

first blast of paint the sprayer offered.

Maybe 1 should have been more

choosy.

Many outfits at Club Caribe tend

to be of the striped or checked variety

and are somewhat gaudy—but have

you ever seen a brick suit? 1 now

blend in with the buildings.

Rumor has it that my clothes

would have been returned when I left

the beach if I'd come and gone on the

same path. Come to think of it, 1 did

leave by a different route. Maybe if I

stroll along the beach again I can

work out a trade. If that doesn't work,

I'd better plan on buying a new outfit.

I think I have enough tokens for a

new paint job, but if not, I can always

hock my head. G

"an?%**<?y <

28 COMPUTED Gazotto February 1990

Membership

Information

To visit Club Caribe you must be a Q-

Link member and have a 64 or 128. a

1541 or 1571 disk drive, a modem, and

the Club Caribe disk. The disk costs

$7.95 anil may be ordered online. FromQ-Link's main menu, select Just for Fun.

Continuing through the menus, from Arts

and Entertainment/Club Caribe, go to

the Club Caribe Travel Guide and then

to Order the Club Caribe Software.

There Is no membership lee to join

Q-LJnk and to receive its Starter Kit, in

cluding a disk, connect guide, and new

member's guide. Members are charged

a flat fee of 59.95 a month for Q-Link's

Basic services, ranging (ram news and

weather to stock quotes and online

shopping. Plus services, such as People

Connection and Club Caribe, cost eight

cents per minute. Q-Link Is available

weekdays from 6:00 p.m. to 7:00 a.m.,

local time, and 24 hours a day on

weekends.

For further membership information

or to join, call OuantumLink toll-free at

(800] 762-2278 between noon and 1:00

a.m. EST or write to Q-Link, 8619

Westwood Center Drive, Vienna, Virginia

22182.

You can ca rry them or put them on a table, just as you can any other ob­ject. Leave them unguarded, however, and some unscrupulous churl may make 0(( with them. That 's what hap· pened to Ra7.zman. I wonder if he ever got it back.

I suspect something like that hap­pened to my clothes, which brings me to my own misfortune. While explor­ing the island, I happened to notice signs pointing to a nude beach . I didn't go because I w.mted to, of cou rse; I simply felt it was my jour­nalistic duty to uncover as much as I could about this online resort.

As I followed the path to the beach, my clothing suddenly disap­peared and I found myself in my birthday suit. Don' t get too excited, though. Remember, these arc cartoon­like characters, and I doubt that thei r nudity will arouse anyone's prurient interest.

I won' t bore you with details of the beach-it's the usual sun, sand, and skin. If you've seen one nude beach, you've seen them all. When I left the beach, I fu lly expected my clothes to reappear just as they had vanished, but nothing happened. By

28 COMPUTEr s Gazetre February 1990

I saw signs for a nude beach. I felt it was my

journalistic duhJ to uncover as much as I

could abou t this online resort.

the time I walked a few screens fa r­ther from the beach, I realized I was stuck in the buff.

Fig leaves don't grow on trees at Club CaribI' , and [ needed more than a smile to hide behind. Swallowing my pride, I made my way to a nearby Club CaribI' Help Desk, one of sever­al scattered conveniently about the re­sort. Naturally, it was crowded, and I attracted some attention. Some clown shrieked, " Look, a naked bea rded

lady!" Dignity won over violence, however, and I refrained from punch­ing his lights out.

The friend ly Club Caribe guide guessed what had happened and re­minded me that I could get new duds-and even a new head-at a shop called La Vous New. But for now I could use a portable paint sprayer she carried with her in a box. Nol wishing 10 waste time trying to fi nd a tas teful color scheme, [ took the first blast of paint the sprayer offered. Maybe I should have been more choosy.

Many outfits at Club CaribI' tend to be of the st riped or checked variety and are somewhat gaudy-but have you ever seen a brick suit? I now blend in with the buildings.

Rumor has it that my clothes would hove been returned when I left the beach if I'd come and gone on the sa me pa th. Come to think of it, I did leave by a different rou te. Maybe if I stroll a long the beach again I can work out a trade. If that doesn't work, I'd better plan on buying a new outfi t. I think I have enough tokens for a new paint job, but if not. I can always hock my head. G

Membership Information

To visit Club Caribe yoo must be a 0-U'lk member and have a 64 or 128, a 1541 or 1571 disk drive, a modem. and the Club Caribe disk. The disk costs $7.95 and may be ordered online. From O-Unk's main menu, selecl Just lor Fun. Continuing through the menus. Irom Arts and EntertainmontJOub Caribe, go to the Oub Caribs Travel Guide and then to Ordel' the Club Caribe Software.

There is no membership lee to ,ioin O-Unk and to receive Its Starter Kit, in­duding a disk, connec1 guide, and new membor 's guide, Members are charged a Ilat loe of $9.95 a month lor Q-Unk's Basic services. ranging from news and weather to stock quotes and online shopping. Plus services, such as People Connection and Club Caribs, cost eight cants per minute. Q-Unk Is available weekdays Irom 6:00 p.m. to 7:00 a.m., local time. and 24 nours a day on weekends.

For further membership Information or to jOin, call OJanlumUnk toll-Iree at (800) 782-2278 bet'Mlen noon and 1:00 a.m. EST or write to Q-Unk. 8619 Westwood Center Drlvo. V~nna. Virginia 22182.

Page 31: Compute Gazette - Commodore.ca

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Start with training that gives you hands-on programming experience -at home and at your own pace. Training that begins with BASIC. then continues with Pascal, C, and COBOL-today's hottest computer languages. Training that even i"dudes a powerfullBM-compatible computer. modem. and program­ming software you keep.

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Page 32: Compute Gazette - Commodore.ca

OR

Tom Netsel

Kevin Perdue put his 64

to work in a big way—

and business is heating

up fast.

Think of a 64 on the job and you'll

probably picture it doing work in a

white-collar office. But some 64s have

blue-collar skills. In the suburbs of

the nation's capital, about 100 of

these machines work in boiler rooms,

controlling the heating and cooling re

quirements of apartment buildings

and complexes.

Kevin Perdue, president of HVAC

Concepts in Rockville, Maryland, has

built a heating, ventilation, and air

conditioning business around the 64,

and he uses the 8-bit workhorse as

[he heart of a rather sophisticated

energy-management system.

"In every garden-style apartment

project in this area, there is a boiler of

some sort," Perdue says. "It makes

the hot water that's used for heating

and the domestic hot water that's

used for dishwashers and showers."

A device called a chiller makes

cold water just like a boiler makes hot

water. "They are the monsters that

eat the kilowatts and cost big bucks to

run," Perdue says. At the appropriate

outdoor temperature, the computer

starts these machines and regulates

[hem to keep the tenant cool and

comfortable without wasting energy

and dollars.

Pumps need to be turned on and

off at the proper time, and valves

must be positioned properly for the

process to work smoothly. Monitoring

and controlling these items is vitally

important to the successful manage

ment of an apartment complex. Man

agers must keep tenants comfortable,

but they also have to keep an eye on

heating and cooling costs.

Computers are the most accurate

and effective means for controlling

such systems, but they can be expen

sive. A targe energy-management sys

tem can cost $30,000, but Perdue has

found a way to do the job for a frac

tion of that cost using a 64. In order

to manage such a heating system, the

computer first has to start several

pumps, then make some minute ad

justments. "These are fairly big

pumps," Perdue says, "about the size

of your desk."

30 COMPUTEt's Gazette February 1990

OR

? •

Tom Netsel

30 COMPUTEr 's Gazntre Fatlruary 1990

Kevin Perdue put his 64 to work in a big way­and business is heating up fast.

Think of a 64 on the job and you'll probably picture It doing work in a white-collar office. But some 645 have blue-collar skills. In the suburbs of the nation's capital, about 100 of these machines work in boiler rooms, controlling thc heating and cooling re­quirements of apartment buildings and complexes.

Kevin Perdue, president of HVAC Concepts in Rockville, Maryland, has built a heating, ventilation. and air conditioning business around the 64, and he uses the 8-bit workhorse as the heart of a rather sophisticated energy-management system.

" In every garden -style ;apartment proje<t in this area, there is a boiler of some sort," Perdue says. "It makes the hot waler that's used for heating and the domestic hot water that 's used for dishwashers and sho ... ;ers."

A device called a chilltr makes cold water just like a boiler makes hot water. "They are the monsters that eat the ki lowatts and cost big bucks to run," Perdue says. At the appropriate outdoor temperature, the computer starts these machines and regulates them to keep the tenant cool and comfortable without wasting (!nergy and dollars.

Pumps need to be turned on and off at the proper time, and valv.es must be positioned properly for the process to work smoothly. MonitOring and controlling these items is vitally important to the successful manage­ment of an apartment complex. Man­agers must keep tenants comfortable, but they also ha ve to keep an eye on heating and cooling costs.

Computers are the most accurate and effective means fo r controlling such systems, but they can be expen­sive. A large energy-management sys­tem can cost $30,000, but Perdue has found a way to do the job for a frac­tion of that cost using a 64. In order to manage such a heating system, the computer first has to start several pumps, then make some minute ad­justments. "These are fairly big pumps," Perdue says, "about the size of your desk."

Page 33: Compute Gazette - Commodore.ca

A large energy-

management system can

cost $30,000, but Perdue

found a way to do the

job using a 64.

The heart of Kevin Perdue's KPS-16 Is a Commodore 64 motherboard. Alterations include

a new power supply, a modem (on the left), and an EPROM board (right).

At first Perdue was not sure a 64

was up to the job, but about five

years ago, he put a 64 in a boiler

room just to see what it could do. He

was working with his partner at

Noyes Air Conditioning, HVAC Con

cept's parent company, and they had

to talk a management firm into letting

them try the experiment.

"The first one went in for Kay

Management in 1984, and during the

course of that summer it saved

$18,000," Purdue said. "The building

manager saw the savings and wanted

computers in all his buildings."

Perdue was as surprised as any

one at how well the 64 performed.

"We were just goofing around and

playing with it. Our first question was

how long a 64 would last in a boiler

room environment, but it just keeps

on ticking." In order to get more data.

Perdue installed computers in four ad

ditional complexes and achieved simi

lar savings with all of them.

The following year, after charg

ing the power supply and installing a

backup battery, Perdue installed 22

computers and HVAC Concepts be

came a growing concern. Now there

are about 100 installed units in the

Maryland, Virginia, and Washington,

D.C., area.

The 64's interior is modified only

slightly, but the exterior bears little

resemblance to units found in most

homes. Perdue does not use the case

or keyboard, so he buys only the

motherboard (now in its E version)

from Commodore. He connects a mo

dem and plugs in an EPROM board.

Sensors, control valves, thermostats,

and other devices in a boiler room are

connected to the 64 via input/output

terminals on a board plugged into the

64's expansion port. A small monitor

plus a couple of master switches are

then added to the package, which is

housed in a metal box. There is no

disk drive—software is downloaded

via modem. Perdue calls his unit the

KPS-16. In its sturdy metal box, one

could almost think of it as a 64 in a

hard hat.

"On a newly installed unit, a pro

gram in the EPROM starts an autodial

program that calls either a 128 or an

IBM from our monitoring center,"

Perdue explains. "It identifies itself

with its serial number and location

and requests a download. We insert a

disk into the 128 or IBM drive, send it

its program, and tell it to run."

The program, customized to con

trol the equipment at each site, can

easily be monitored at HVAC head

quarters. "We have burst communica

tions that is encoded for speed,"

Perdue says, "and we can look at all

the temperatures, see what's running

and what's not running, and make

any changes." There are 100 setpoints

in a system, and all are easily con

trolled, monitored, or adjusted from

the remote computer. "With just two

keystrokes, we can turn a 600-ton

chiller on or off or adjust it from 44 to

42 degrees."

In addition to handling the oper

ating chores, Perdue's 64s maintain

records for analysis. About once every

two hours, the monitor system auto

matically calls each computer, logs on,

and downloads all current information

about which units have been on, their

Mi KPS-16 controls a large apartment building's heating and cooling requirements.

COMPUTE'S Gazetto February 1990 31

The heart of Kevin Perdue's KPS-16 la a Commodore 54 motherboard. Alleratlons Include a new power supply, a modem (on the left) , end an EPROM board (right).

At first Perdue was not sure a 64 was up to the job, but about five years ago, he put a 64 in a boiler room just to see what it could do. He was working with his partner at Noyes Air Conditioning, HVAC Con­cept's parent company, and they had to talk a management firm into letting them try the experiment.

"The first one went in for Kay Management in 1984, and during the course of that summer it saved $18,000," Purdue said. "The building manager saw the savings and wanted computers in all his buildings."

Perdue was as surprised as any­one at how welt the 64 performed. "We ""'ere just goofing around and playing with it. Our first question was how long a 64 would last in a boiler room environment, but it just keeps on ticking." In order to get more data, Perdue installed computers in four ad­ditional complexes and achieved simi­lar savings with all of them.

The following year, after chang­ing the power supply and installing a backup battery, Perdue installed 22 computers and HVAC Concepts be­came a growing concern. Now there are about 100 installed units in the Maryland, Virginia, and Washington, D.C., area.

The 64 's interior is modified only slightly, but the exterior bears little resemblance to units found in most homes. Perdue does not use the case or keyboard, so he buys only the motherboard (now in its Eversion) from Commodore. He connects a mo­dem and plugs in an EPROM board. Sensors, control valves, thermostats, and other devices In a boiler room are

A large energy­management system can cost $30,000, but Perdue found a way to do the job using a 64.

terminals on a board plugged into the 64's expansion port. A small monitor plus a couple of master switches are then added to the package, which is housed in a metal box. There is no disk drive-software is downloaded via modem. Perdue calls his unit the KPS-16. In its sturdy metal box, one could almost think of it as a 64 in a hard hat.

"On a newly installed unit, a pro­gram in the EPROM starts an autodial program that calls either a 128 or an IBM from our monitoring center," Perdue explains. " It identifies itself with its serial number and location and re<juests a download. We insert a disk into the 128 or IBM drive, send it its program, and tell it to mn."

The program, customized to ron­trol the equipment at each site, can eaSily be monitored at HVAC head­quarters. "We have burst communica­tions that is encoded for speed," Perdue says, "and .... 'e can look at all the temperatures, see what's mnning and what's not running. and make any changes." There are 100 setpoints in a system, and all are easily con­trolled, monitored, or adjusted from the remote computer. "With just two keystrokes, we can turn a 600-ton chiller on or off or adjust it from 44 to 42 degrees."

In addition to handling the oper­ating chores, Perdue's 64s maintain records for analysis. About once every two hours, the monitor system auto­matically calls each computer, logs on, and downloads all current information about which units have been on, their

connected to the 64 via input/output The KPS·15 controls a large apartment building's heatlng and cooling requirements. COMPUTEr. G.tzlmlt Fatlruary 1990 31

Page 34: Compute Gazette - Commodore.ca

temperatures, and any problems

experienced.

For example, a small apartment

project may have four water heaters

set for 130 degrees. The computer

keeps a log of how many times the

heaters start and how long each one

stays on. Suppose the manager and

sile engineer have the computer set

the temperature for 135 degrees for

certain hours during the day and then

cut it back to 122 degrees at night.

The system runs with those settings

for a week and then the total number

of run-hours for the heaters is

examined.

For that week, the heaters may

have run for 100 hours. The next

week, with a couple of keystrokes, the

manager or engineer decides to

change the temperature during the

day from 135 to 132 degrees, and per

haps adjust the time that the night

temperature kicks in. At the end of

the week, they'll look at the report

and see that the heaters ran 97 hours.

"That saved them three hours of run

time at 300,000 Btu, which is 300

therms," Perdue says. "A therm costs

61 cents, so they saved $180 that

week by making that setpoint change."

Before the monitoring system was

installed, managers never had access

to this type of information. An engi

neer could make adjustments, but

management never really knew how

effective any change was.

If a problem develops at a site—a

temperature goes too high, a pump

fails, a boiler flames out, a chiller

won't start—the 64 calls the monitor

ing center at HVAC Concepts, dis

plays an alarm message, and identifies

the problem.

"At that point, our monitors get

on the hom and contact the engineer

or dispatch a service truck to combat

the problem," Perdue says. "And 90

percent of the time, we'll know about

the problem and have it fixed before

the tenants are discomforted." That's a

big benefit for management companies.

Perdue worked with Micro World

Electronix in Lakewood, Colorado,

which came up with a board that

plugs into the 64's expansion port to

provide input and output terminals.

This MW 611 board is modified to

provide a 16-channel analog-to-digital

conversion, a peripheral interface

adapter—similar to what reads the

keyboard in a 64—and 16 discreet out

puts used to turn devices on and off.

In the event of a power distur-

32 COMPUTEIs Gazette February 1990

m-lt I*** CONCEPTS, INC.

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An apartment complex

with more than 1000

units is controlled by one

of Perdue's modified

64s.

Customized software lor each building Is downloaded from a Commodore 128 at HVAC

Concepts office. Temperatures of hot and cold water and dozens of other boiler-room

functions can be monitored and adjusted from a remote computer.

The other half of the EPROM

program is a wedge that Perdue wrote

to add command words to the 64's

2.0 opeiating system. These com

mands are used for turning devices on

and off, answering its telephone, and

storing equipment histories. These are

commands common to each site. By

having them built into the operating

system, they don't have to be down

loaded each time.

As oil, gas, and electricity rates

increase, energy-management systems

in commercial applications become

more popular. Most systems on the

market are designed for large build

ings, but to put one of them in a

small boiler room would be overkill.

With a 64 at the heart of Perdue's

system, his units can handle similar

chores in smaller boiler rooms and do

it at a more than reasonable price.

The system is not limited to smallbuildings, however. Perdue says the

largest apartment complex in his area,

with more than 1000 apartments, is

controlled by one of his modified 64s.

Not bad for an 8-bit computer. So,

the next time you visit a boiler room,

take a look at its control unit and you

may spot an old friend: a 64 wearing

a hard hat. S

bance, a two-part EPROM on the

board immediately shuts equipment

down to prevent damage and then

waits for the power to be restored. If

power is off for an hour, the 64 calls

the monitoring center and notifies

personnel of the power outage. The

battery backup maintains the program

and restarts the equipment when

power is restored. If the power is off

for more than eight hours, the on

board batteries fail; then the computer

essentially is shut off.

When power returns, the 64

reads the EPROM and automatically

calls the monitor center, asking for its

software. It downloads a 15K-20K

program in about eight minutes and

reboots the system. Should lightning

strike nearby or some other distur

bance cause the program to crash, a

built-in watchdog program detects the

problem, reboots the machine, and

downloads a fresh program.

Kevin Perdue would like to hear from any

one using a 64 for building automation.

Contact him at HVAC Concepts, 5451 Ran

dolph Road. Rockville, Maryland 20852:

(301) 468-6454. Author Tom Netsel is also

interested in hearing from readers who put

their 64s or 128s to interesting uses. He

can be reached at COMPUTE! Publications,

324 Wast Wendover Avenue, Greensboro,

North Carolina 27408.

1M: ••

~~ ~'

temperatures, and any problems experienced.

For example, a small apartment project may have four water heaters set for 130 degrees. The computer keeps a log of how many times the heaters start and how long each one stays on. Suppose the manager and site engineer have the computer set the temperature for 135 degrees for certain hours during the day and then cut it back to 122 degrees at night. The system runs with those settings for a week and then the total number of run-hours for the heaters is examined.

For that .. \'eek, the heaters may have run for 100 hours. The next I .... eek, with a couple of keystrokes, the manager or engineer decides to change the temperature during the day from 135 to 132 degrt.'es, and per­haps adjust the time that the night temperature kicks in. At the end of the week, they'll look at the report and see that the heaters ran 97 hours. "That saved them three hours of run time at 300,000 Btu, which is 300 therms," Perdue says. "A therm costs 61 cents, so they saved $180 that I'.-eek by making that setpo!nt change."

Before the monitoring system was installed, managers never had Rccess to this type of information. An engi­neer could make adjustments, but management never really knew how effective any change was.

[f a problem develops at a site-a temperature goes too high, a pump fails, a boiler flames out, a chiller won't start-the 64 calls the monitor­ing center at HVAC Concepts, dis· plays an alarm message, rind identifies the problem.

"At that point, our monitors get on the hom and contact the engineer or dispatch a service truck to combat the problem," Perdue says. "And 90 percent of the time, .. \'c'll know abo.ut the problem and have it fixed before the tenants are discomforted." That's a big benefit for management companies.

Perdue worked with Micro World Electronix in Lakewood, Colorado, which came up with a board that plugs into the 64's expansion port to provide input and output terminals. This MW 611 board is modified to provide a 16-channel analog-to-digital conversion, a peripheral interface adapler-similar to what reads the keyboard in a 64-and 16 discreet oul­puts used to tum devices on and off.

[n the event of a power distur-32 COMPUTErs GaZ(I/!(1 February 1990

CustomiJ;ed sollware for each buildIng Is downloaded from a Commodore 128 at HVAC Concepts olllce. Temperatures of hot and cold water and dozens of other boUer-foom functions can be monitored and adjusted from a remote computer.

An apartment complex with more than 1000 units is controlled by one of Perdue 's modified 64s.

bance, a two-part EPROM on the board immediately shuts equipment down to prevent damage and then waits for the power to be restored. If power is off for an hour, the 64 calls the monitoring center and notifies personnel of the pov .. er outage. The battery backup maintains the program and restarts the ~uipment when power is restored. If the po .... -et is off for more than eight hours, the on­board batteries fail; then the computer essentiaUy is shut off.

When power returns, the 64 reads the EPROM and automatically calls the monitor center, asking for its software. [t downloads a 15K-20K program in about eight minutes and reboots the system. Should lightning strike nearby or some other distur­bance cause the program to crash, a built-in watchdog program detects the problem, reboots the machine, and downloads a fresh program.

The other half of the EPROM program is a wedge that Perdue wrote to add command words to the 64's 2.0 opcmting system. Th!'!se com­mands are used for turning devices on and off, ans .... 'Cring its telephone, and storing equipment histories. These are commands common to each site. By hiwing them built into the operating system. they don' t have to be down­loaded each time.

As oil, gas, and electricity rates increase, energy-management systems in commercial applications become more popular. Most systems on the market are designed for large build­ings, but to put one of them in il small boiler room would be overkill. With a 64 at the heart of Perdue's system, his units ca n handle similar chores in smaller boiler rooms and do it at a more than reasonable price.

The system is not limited to small buildings, ho\.\-'('ver. Perdue says the largest apartment complex in his area, with more than 1000 apartments, is controlled by one of his modified 645. Not bad for an a-bit computer. So, the next time you visit a boiler room, take a look at its control unit and you may spot an old friend: a 64 wearing a hard hat. G

Kevin Perdue 'NOU1d like to hear from any­one using a 64 fO( building automation. Contact him al HVAC Concepts, 5451 Ran­dolph Road, Rockville, Marylal'lCS 20852: (301) 468-0454. Authof Tom Netse! is also Interested in hearing from readers who put their 64s 0( 128s to interesting uses. He can be reached at COMPUTEI Publications, 324 West Wendover "'enue, Greensboro. North Carolina 27408.

Page 35: Compute Gazette - Commodore.ca

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Page 36: Compute Gazette - Commodore.ca

Future

Computing

Neural NetworksPart 2

Kevin E. Martin

In this month's installment, we'll look at some

programs you can use to begin to understand this

exciting branch of neural networks.

ast month we introduced the topic of neural net

works with a general discussion, and we took a

closeup look at the linear associator (LA) neural net-

I work. The LA is able to leam to associate dif-

I ferent input and output patterns, but there arelimitations. Only certain input patterns are leamable.

The number of input patterns the LA can learn is

equal to the number of processing elements (PEs) in the

first layer of the network. For example, take a network

that contains ten PEs in the first layer. You can present

1024 different patterns to the input layer, but the net

work can learn only 10 of them exactly. If you try to

force the network to learn more, the patterns it previous

ly learned will become contaminated.

This limitation makes the back propagation (BP)

neural network a better choice for practical applications.

In fact, back propagation is the most commonly used

neural network architecture used in the business world

today. To get you started in your explorations of neural

networks, I've included a machine language program

with an interface to BASIC. The program, BP, imple

ments the back propagation algorithm. Also listed are

two examples to illustrate the power of this algorithm.

To overcome the limitations of the linear associatoi,

back propagation introduces another layer in the middle

of the network (see Figure 1). The middle layer allows

the network to develop an internal representation of the

problem it is assigned to solve. This internal representa

tion is developed entirely within the network. As you

can see in Figure 1, layer 2 receives input from layer 1

34 COMPUTED Gazette FoOmary 1990

Figure 1

Error Output Layer 3

Modify

Weights

Modify

Weights '

Input

The layout of a back propagation network.

and outputs its results to layer 3. This means that it

doesn't receive any inputs or outputs directly from the

outside world, and therefore a learning algorithm that

can develop this internal representation is required. The

internal representation codifies the inputs into many dif

ferent features. These features will be discussed in greater

depth in the exelusive-OR example below.

The example programs are implemented using a

three-layer DP neural network (so called because there

are three layers of PEs in this implementation). For a

back propagation network, the minimum number of lay-

Future Computing

Neural Networks Part 2

Kevin E. Martin

In tl' is montll's instal/me,lt, we'l/look at some programs you can use to begin to understand tllis

exciting branch of neural networks.

asl month we introduced the topic of neural net­works wilh a general discussion, and we took a closeup look at the linear associator (LA) neural net­

work. The LA is able to learn to associate dif­ferent input and output patterns, but there are

limitations. Only certain input patterns are learnable. The number of input patterns the LA can Jearn Is

equal to the number of processing elements (PEs) in the first layer of the network. For example, take a network thai contains ten PEs in the first layer. You can present 1024 different patterns to the input layer, but the net­work can learn only 10 of them exactly. If you try to force the network to learn more, the patterns it previous­ly le3rned will become cont3min3ted .

This limit3tion m3kes the back prop3g3tion (BP) neural network a better choice for practical applications. In fact, back propagation is the most commonly used neural network architecture used in the business world today. To get you started in your explorations of neural networks, I've included a m3chine language program with an interface to BASIC. The progr3m, BP, imple­ments the back propagation 3lgorithm. Also listed are two examples to illustrate the power of Ihis algOrithm.

To overcome the limitations of the linear associato., back propagation introduces another layer in the middle of the network (see Figure 1). The middle layer allows the network to develop an internal representation of the problem it is assigned to solve. This internal representa ­tion is developed entirely within the network. As you can see in Figure I, layer 2 re<eives input from layer I

34 COMPUTEr', G~U1J/t6 February 1990

Figure 1

Error Output '-'-...

I Modlly

Weights

Mlily Weights

lnpul

The layout 01 a back propagation network.

Layer 3

Layer 2

Layer 1

3nd outputs its results to layer 3. This means that it doesn't receive any inputs or outputs directly from the outside world, and therefore a learning algOrithm that can develop this internal representation is required. The internal representation codifies the inputs inlo many dif­ferent features. These features will be discussed in greater depth in the exclusive-OR example below.

The example programs are implemented using a three-layer BP neural network (so called because there are three layers of PEs in this implementation). For a back propagation nC!lwork, the minimum number of 13Y'

Page 37: Compute Gazette - Commodore.ca

ers is 3, but in more complex situations, the problem may

require many more.

The linear associates was described in the previous

article to introduce several important characteristics of all

neural network architectures. The back propagation neu

ral network is very similar to the linear associator, but

some important differences exist, namely: the number of

layers, the output function, and the teaching algorithm.

The number of layers affects the organization of the

matrix in only a minimal way. In the LA, we had a single

connection matrix for the network representing the con

nections between the PEs in the first and second layers.

For the BP network, we have three layers of PEs and two

layers of connections. To accommodate this new layer of

connections, we need two connection matrices: one for

the connections between layers 1 and 2, and one for the

connections between layers 2 and 3. Layer 1 receives the

inputs from outside, and layer 3 presents the resulting

outputs.

The back propagation network may seem like two

linear associators placed one on top of the other, but, in

the BP network, there are output functions for each PE in

each layer. In the LA, the output of each PE was simply

its activation level (calculated by collecting the inputs

from the previous layer, multiplying them through the

connection matrix, and then summing them). In the BP

network, the activation level is calculated in a similar

manner, but then it is used as the parameter in an output

function that actually generates the PE's output.

You no doubt have heard the saying practice makes

perfect. This phrase is true for back propagation neural

networks. Tor these networks to learn the patterns cor

rectly, you need to present the input and teacher patterns

many times {see Figure 1).

The more times you present the input and teacher

patterns, the better the system 1earns to associate these

patterns. The total error gives you an idea of the progress

your system is making in learning the patterns. As you

continue to present the patterns, the total error declines

until it eventually reaches a minimum. If you plot the to

tal error against the number of trials, you'll see the error

start high, slowly lessen, and eventually reach a mini

mum value (see Figure 2).

An excellent way to picture this system is to use the

analogy of a ball rolling down a hill. Hills generally de

scend, but they may contain small valleys. Figure 3 illus

trates this idea. As the ball rolls down the error hill, it

gains momentum. If it has enough momentum to escape

the small, secondary valleys on its way down, it eventu

ally ends up at the bottom of the hill.

Hands On

BP is a back propagation simulator that allows you to

experiment with your own systems. It handles all of the

processing for the network; you simply define the net

work's characteristics, teach it the patterns you wish it to

Figure 2

Total

Error

learn, and then save the network. When you want to

have the system recognize these patterns, you simply

load the network back into memory and present the in

put patterns; the system outputs the patterns you taught

it. To help you get started, I've included two classic

example problems that a back propagation network can

learn but that earlier networks, such as the linear

associator, cannot.

BP is written in machine language, so you'll need to

use MLK, the machine language entry program found

elsewhere in this issue, to enter it. The MLX prompts,

and the values you should enter, are as follows;

Starting address: CODO

Ending address: CFFF

Once you've finished entering the data, save a copy of

the program with the name BP.ML. (The example programs expect to find a file with this name.)

XOR and ENCODE are example programs that dem

onstrate how to use BP to simulate a back propagation

neural network. Both are written in BASIC, so use The

Automatic Proofreader, also found in this issue, to prevent

typing mistakes as you enter them. Save copies of the

programs to the disk containing BP.

For a quick look at how BP works, load the XOR ex

ample program and type RUN. The program loads BP,sets up the network, and then begins learning the pat

terns. Once it has learned the patterns, the program

presents each of the learned patterns to the system and

displays the resulting outpul.

The Tools

BP has six commands for processing and managing a

simple back propagation network. In the following para

graphs, you'll find descriptions of what each command

does and how to use it. If you don't understand the com

mands at first, don't worry. You'll understand after we

examine the XOR example.

SYS 49152,fpe,spe,tpe,np,lr,tttomen,err Initialize the BP

network. This command is used to set up a simple back

propagation network. It initializes the system by creating

eight BASIC variables and 11 arrays (see Table 1). These

variables and arrays are used to hold the results generat

ed by the network. Because they are BASIC variables,

they are erased if you perform a NEW or CLR command,

load another program, or change the existing program, so

be careful. Next, fpe, spe, and tpe determine how many

processing elements are in the first, second, and third

layers of the network, respectively. Theoretically, these

values can range from 1 to the maximum number of ele

ments free memory will allow. In practice, training times

for larger networks could be prohibitively long. The

fourth argument, np, is the number of patterns that the

network is to learn. This value and the number of PEs in

Figure 3

Error .5

Number of Trials

The error starts high but moves lower and eventually crosses

a preset threshold.

Number of Learning Trials

The error in a neural network acts much like a ball rolling

down a hill.

COMPUTED Gazelle February 1990 35

ers is 3, but in more complex situations, the problem may require many more.

The linear associator was described in the previous article to introduce several important characteristics of all neural network architectures. The back propagation neu­ral network is very similar to the linear associator, but some important differences exist, namely: the number of layers, the output function, and the teaching algorithm.

The number of layers affects the organization of the matrix in only a minimal way. In the LA, we had a single connection matrix for the nehvork representing the con­nections between the PEs in the first and second layers. For the SP network, we have three layers of PEs and hvo layers of connections. To accommodate this new layer of connections, we need two connection matrices: one for the connections between layers 1 and 2, and one for the connections bet .... -een layers 2 and 3. Layer 1 receives the inputs from outside, and layer 3 presents the resulting outputs.

The back propagation network may seem like Iwo linear associators placed one on top of the other, but, in the BP network, there are output functions (or each PE in eilch hlyer. In the LA, the output of each PE was simply its ilctiviltion level (calculated by collecting the inputs from the previous layer, multiplying them through the connection matrix, and then summing them). In the BP network, the activation level is calculated in a similar manner, but then it is used as the parameter in an output function that actually generates the PE's output.

You no doubt have heard the saying practict makt s ptrftct. This phrase is true for back propagation neural networks. For these networks to learn the patterns cor­rectly, you need to present the input and teacher patterns many times (see Figure 1).

The more times you present the input and teacher patterns, the better the system learns to associate these patterns. The total error gives you an idea of the progress your system is making in learning the patterns. As you continue to present the patterns, the total error declines until it eventually reaches a minimum. H you plot the to­tal error against the number of trials, you'll see the error start high, slowly lessen, and eventually reach a mini­mum value (see Figure 2).

An excellent way to picture this system is to use the analogy of a ball rolling down a hill. Hills generally de­scend, but they may contain small valleys. Figure 3 illus­trates this Idea. As the ball rolls down the error hlll, it gains momentum. If it has enough momentum to escape the small, secondary valleys on its way down, it eventu­ally ends up at the bottom of the hill.

Handa On BP is a back propagation simulator that allows you to experiment with your own systems. It handles all of the processing for the network; you simply define the net­work's characteristics, teach it the patterns you wish it to

Figure 2

Total Error

Number of Trials

The error starts high but moves lower and eventually crosses a preset threshold,

learn, and then save the network. When you want to have the system recognize these patterns, you simply load the network back into memory and present the in­put patterns; the system outputs the patterns you taught it. To help you get started, I've included two classic example problems that a back propagiltion network can learn but that earlier networks, such tiS the linear associator, cannot.

HP Is written in machine language, so you'll need to use MIX the machine language entry program found elsewhere in this issue, to enter it. The MLX prompts, and the values you should enter, are as follows:

Stutlng ~ddress: Ending ~ddress:

eooo CFFF

Once you've finished entering the data, save a copy of the program with the name SP.ML (The example pro­grams expect to find a file with this name.)

XOR and ENCODE are example programs that dem­onstrate how to use BP to simulate a btlck propagation neural network. Both are written in BASIC, so use Tilt Automatic Proofreader, also found in this issue, to prevent typing mistakes as you enter them. Save copies of the programs to the disk containing BP.

For a qUick look at how BP works, load the XOR ex­ample program and type RUN. The program loads BP, sets up the network, and then begins learning the pat­terns. Once it has learned the patterns, the program presents each of the learned patterns to the system and displays the resulting output.

The Tools BP has six commands for processing and managing a simple back propagation network. In the [ollowing para­graphs, you'll find descriptions of what each command does and how to use it. If you don't understand the com­mands at first, don't worry. You'll understand ilfter .... -e examine the XOR example.

SYS 4915Z,/pt,spe,tpe,np,lr,momen,trr Initialize the BP network. This command is used to set up a simple back propagation network. It initializes the system by creating eight BASIC variables and 11 arrays (see Table I). These variables and arrays are used to hold the results generat­ed by the network. Because they are BASIC variables, they are erased if you perform a NEW or CLR command, load another program, or change the existing program, so be careful. Next, fpt, 5pt, and tpt determine how many processing elements are in the first, second, and third layers of the network, respc!Ctively. Theoretically, these values can range from 1 to the maximum number of ele­ments free memory will allow. In practice, training limes for larger networks could be prohibitively long. The fourth argument, lip, is the number of patterns that the network Is to learn. This value and the number of PEs in

Figure 3

1 •

Error .5

o Number of Learning Trials

The error In e neural networ1l ecls much like a ball roiling down a hill.

COMPtJrEl'1 Gazette February 1990 35

Page 38: Compute Gazette - Commodore.ca

Future Computing

the second layer are interdependent. {If the network

doesn't have enough PEs in the second layer to develop

internal representations of the patterns, then the program

will go into an endless loop.) The argument Ir is the rate

at which the network leams the patterns, and momen is

the momentum the system has as it learns a pattern.

Both of these parameters will be discussed in more detail

below. The last argument, err, is the maximum allowable

error in the system. BP uses this value to determine

when it has learned the patterns.

Table 1. Variables and Arrays Created by BP

Variable Meaning

p1 Number of PEs In layer 1

p2 Number of PEs in layer 2

p3 Number of PEs in layer 3

np Number of patterns for the system to learn

rate Learning rate

momentum Momentum of learning

epsilon Maximum allowable error

te Total error after each teaching trial

Array(Size) Meaning

o2(p2) Output from layer 2

o3(p3) Output from layer 3

e2(p2) Error at layer 2

e3(p3) Error at layer 3

w1(p2,p1) Connection weights between layers 1 and 2

w2(p3,p2| Connection weights between layers 2 and 3

m1(p2,p1) Momentum of trie connection weights between

layers 1 and 2

m2(p3,p2) Momentum of the connection weights between

layers 2 and 3

t(p3,np) Teacher patterns

in(p1 ,np] Input patterns

e(np) Error from each pattern

SYS 49155,/mf Recognize a pattern. After the system has

learned the patterns you taught it, use this command to

present a pattern for the network to recognize. The pat

argument is a string of Os and Is that represents the pat

tern. It must contain the same number of Os and Is as

there are PEs in the first layer.

SYS 49164,se Begin learning patterns. Use this command

to tell BP to begin learning the patterns. Before you use

this command, you must initialize the network with the

command SYS 49152 and present the training pairs with

the command SYS 49167. The show-error argument, se,

determines whether or not BP displays the total error

after each learning trial. Set si? to 1 to display the total

error; otherwise, set it to 0.

SYS 49167,pn,ip,tp Initialize the training pairs. After

you've sot up your network, you must use this command

to define the patterns the network is to learn. These pat

terns are given in pairs, called training pairs, that consist

of an input pattern and a teacher pattern. In the com

mand, pn is the pattern number. You can specify the pat

terns in any order you wish, but you must define all the

patterns specified in the up parameter of the initialize BP

network command. All of the training pairs for the sys

tem are called a training set. The input pattern, tp, is thepattern you want the system to learn. The teacher pat

tern, tp, is the expected output that corresponds to the in

put pattern. Both patterns must be strings of Os and Is

enclosed in quotation marks. The number of characters in

the input pattern string must equal the number of PEs in

the first layer. The number of characters in the teacher

pattern must correspond to the number of PEs in the

third layer.

36 COMPUTE!'s Gazelle February 1990

SYS 49170,/f /ename Save network. This command saves

the variables and arrays generated by BP. With it, you

can recall a network quickly without having to wait for

the system to releam patterns. To save a network, simply

type the command followed by the filename in quotation

marks.

SYS 49173,fitename Load network. This command loads

a network saved with the save-network command above.

XOR

The XOR (exclusive or) function is a classic example of

the type of problem the back propagation network can

learn to solve. We'll go through XOR to show you how

to to use BP's functions and to give hints on how to

design your own systems.

Table 2. The Exclusive-OR Function

0 XOR 0 = 0

1 XOR 0 - 1

0 XOR 1 - 1

1 XOR 1 - 0

The XOR function operates on two input values and

returns one output value (see Table 2). At the lowest lev

el, the function combines two input bits to generate one

output bit. The network represents the XOR function by

having two PEs in the first layer and one PE in the third

layer (see Figure 4). The number of PEs in the middle

layer depends on how many patterns the system must

learn. In this case, we want it to learn four patterns, so

the second layer contains two PEs. (Two is the minimum

number needed to learn four patterns.)

Figure 4Layer 3

Layer 2

Layer 1

The layout of a BP network to solve the XOR problem.

In line 50 of XOR, we initialize the network with the

command SYS 49152. The first three values following

SYS 49152 determine how many PEs are placed in the

first, second, and third layers of the network (2, 2, and 1,

respectively). The fourth value indicates that we want to

teach the system four patterns.

The network learns the patterns by conducting learn

ing trials. In each trial, the internal representation of a

pattern is modified so that its output more closely match

es the expected output. After each learning trial, the error

is the difference between the expected output and the ac

tual output from the network.

The fifth value following the SYS command, the

learning rate, determines what percentage of the error is

reduced for each learning trial. The sixth value, the mo

mentum, also affects how quickly the network leams a

pattern. In practice, you want to set the learning rate as

high as possible and the momentum as low as possible. If

the learning rate is too high, the system leams each pat

tern very quickly, but it destroys other patterns that it may

have already learned. If the momentum is set too high,

the system learns each pattern quickly, but it forgets the

Future Computing the second layer are interdependent. (If the network doesn't have enough PEs in the second layer to develop internal representations of the patterns, then the program will go into an endless loop.) The argument Ir is the rate at which the network learns the patterns, and momtn is the momentum the system has as it learns a pattern. Doth of these parameters will be discussed in more detail below. The last argument, err, is the maximum allowable error in the system. BP uses this value to determine when it has learned the patterns.

Tabla 1. Variables and Arrays Craated by BP

Varlablo

p1 1>2 pO "P rate momentum epsilon

" Arr.y(Slzo)

o2jp2J 03(p3) '2{p2) 03{(3) wl(p2.pl) w2(p3,p2) ml (p2,p t)

m2(p3,p2)

t(p3,np) !n{pl.np} e(np)

M8IJIIlng

Number 01 PEs In layer 1 Number 01 PEs In layer 2 Number of Pes in layer 3 Number of patl8fns for the system to learn Learning rate Momentum of learning Maximum allowable error Total error after each teaChing trial

Moaning

Output from layer 2 Output from layer 3 Error at layer 2 Error at layer 3 Connection weights between layers 1 and 2 Connection weights between layers 2 and 3 Momentum of the connection weights between

layers 1 and 2 Momentum of the connectiOn weights between

layers 2 and 3 Teacher patterns Input patterns Error from eaCh pattern

SYS 4915S,pnt Recognize a pattern. After the system has learned the patterns you taught it, use this command to present a pattern for the network to recognize. The pat argument is a string of Os and Is that represents the pat­tern. It must contain the same number of Os and Is as there are PEs in the first layer.

SVS 49164,se Begin learning patterns. Use this command to ten BP to begin learning the patterns. Before you use this com mand, you must initiolize the network with the command SYS 49152 and present the training pairs with the command SYS 49167. The show-error argument, SI',

determines whether or not BP displays the total error after each learning trial. Set se to I to display the total error; otherwise, set it to O.

SYS 49167, pn,ip, tp Initialize the training pairs. After you've set up your network, you must use this command to define the p.ltterns the network is to learn. These pat­terns are given in pairs, called training pairs, that consist of an input pattern and a teacher pattern. In the com­mand, pI! is the pattern number. You can specify the pat­terns in any order you wish, but you must define all the patterns specified in the np parameter of the initialize BP network command. All of the training pairs for the sys­tem are called a traillillg set. The input pattern, ip, is the pattern you want the system to learn . The teacher pat­tern, tp, is the expected output that corresponds to the in­put pattern. Both patterns must be strings of Os and Is enclosed in quotation marks. The number of characters in the input pattern string must equal the number of PEs in the first layer. The number of characters in the teacher pattern must correspond to the number of PEs in the third layer. 36 COMPUTE/'$ GazOlleJ February 1990

SYS 49170,filename Save network. This command saves the variables and arrays generated by BP. With it, you can recall a network quickly without having to wait for the system to relearn patterns. To save a network, simply type the command follo .... -ed by the filename in quotation marks.

SVs 4917J,filellQIIII! Load network. This command loads a network saved with the save-network command above.

XOR The XOR (exclusive or) function is a classic example of the type of problem the back propagation network can learn to solve. We'll go through XOR to show you how to to use BP's functions and to give hints on how to design your own systems.

Table 2. The Exclulille-OR Function

OXOAO - O 1 XOR 0 - 1 OXORI - l lXOR1 - 0

The XOR fu nction operates on two input values and returns one output value (see Table 2). At the lowest lev­el, the function combines two input bits to generate one output bit. The network represents the XOR function by having two PEs in the first layer and one PE in the third layer (see Figure 4). The number of PEs in the middle layer depends on how many patterns the system must learn . In this case, we want it to leorn four patterns, so the second layer contains two PEs. (Two is the minimum number needed to learn four patterns.)

Figure 4 Layer 3

Layer 2

Layer 1

The layout 01 a BP network 10 101118 the XOR problem.

In line 50 of XOR, we initialize the network with the command SYS 49152. The first three values following SYS 49152 determine how many PEs are placed in the first, second, and third layers of the network (2, 2, and I. respectively). The fourth value indicates that we want to teach the system four patterns.

The network learns the patterns by conducting learn­ing triols. In eoch trial, the internal representation of a pattern is modified so that its output more closely match­es the expected output. After each learning trial, the error is the difference between the expected output ond the ac­tual output from the network.

The fifth value following the SYS command, the learning rate, determines what perrentage of the error is reduced for each learning trial. The sixth value, the mo­mentum, also affects how quickly the network learns a pattern. In practice, you "'ant to set the learning rate as high as possible and the momentum as low as possible. If the learning rate is too high, the system learns each pat­tern very quickly, but it destroys other patterns that it may hrave already learned. If the momentum is set too high, the system learns each pattern quickly, but it forgets the

Page 39: Compute Gazette - Commodore.ca

pattern as soon as it attempts to learn the next. Your ob

jective is to teach the network a set of patterns, not just

one pattern. To achieve the best results, you want to max

imize the learning rate while minimizing the momentum.

The last value following the SYS command is the to

tal allowable error in the system. After each learning tri

al, the total error in the system is Ihe sum of the errors

for each training pair. When the lolal error becomes less

than the total allowable error, the network has learned

the patterns well enough. If you set this value too close

to 0, BP may never stop trying to learn the patterns.

Learning Patterns

After the network has been initialised, the program ini

tializes the (raining pairs. Lines 60-90 of the program

present the input and teacher patterns.

Now BP is ready to run. The SYS 49164 command

in line 140 tells it to start learning patterns. The 1 follow

ing the SYS command tells BP to print the total error

after each learning trial. Learning all of the patterns

might take quite awhile. You can break out of the pro

gram at any time by holding down the RUN/STOP key

until the program completes the current trial.

After the network has learned a set of patterns, lines

170-280 display the output from the system. Line 170

presents the first pattern to the system with the com

mand SYS 49155,"00." The pattern must be in quotation

marks and should be exactly as long as the number of

PEs in the first layer. After the SYS, the arrays o2 and o3

contain the output from layers 2 and 3, respectively.

Another Example

The encoding problem is another classic example of the

type of problem the back propagation network can solve.

The problem is this: You need to associate four different

input patterns with four different output patterns. For the

BP network to correctly learn these patterns, it needs to

be able to store a representation of these patterns in its

middle layer (that is, it needs to learn the correct internal

representation). The minimum number of PEs the middle

layer can have to represent the association of four differ

ent patterns is 2 (see Figure 1). ENCODE correctly learns

io encode the four different patterns in its middle layer

of PEs.

Although back propagation solves many of the prob

lems of the linear associator, it does introduce many new

ones. The major drawback of BP neural networks is the

long training time. As you can see, the training times for

a simple model, such as XOR, is one minute, 20 seconds.

Unfortunately the times do not increase in a simple linear

fashion, but rather in an exponential one, based on the

number of PEs you have in each layer. The training time

for the encoding example is 27 minutes, 49 seconds—

nearly half an hour.

The most important problem to those in cognitive

science is that the back propagation neural network is

not based on neurophysiological data. It was developed

to solve the problems of the linear associator. The next

article in the series will examine a group of more biologi

cally plausible models, competitive learning neural

networks.

Proarpm

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COMPUTE! s Gazette February 1990 37

pattern as soon as it attempts to learn the next. Your ob- Another Example jective is to teach the nelwork a SCI of patterns, not just The encoding problem is anolher classic example of the one pattern. To achieve the best results, you want to max- type of problem the back propagation network can solve. imize the learning rate while minimizing the momentum . The problem is th is: You need to associate four different

The last value following the SYS command is the to- input patterns with four different output patterns. For the tal allowable error in the system. After each learning m- BP network to correctly learn these patterns, it needs to al, the total error in the system is the sum of the errors be able 10 store a representation of these patlerns in its for each training pair. When the total error becomes less middle layer (Ihat is, it needs to learn the correct internal than the total allowable error, the nelwork has learned representation). The minimum number of PEs Ihe middle the patterns well enough. If you set this value too close layer can have to represent the association of four differ-to 0, BP may never stop trying to learn the patterns. ent patterns is 2 (see Figure 1). ENCODE correctly learns

Learning Pattern. to encode the four different patterns in its middle layer of PEs.

After the network has been initialized, the program ini- Although back propagation solves many of the prob-tializes the training pairs. Lines 60-90 of Ihe program lems of the linear associ;uor, it does introduce many new present the input and teacher patterns. ones. The major drawback of BP neural networks is the

Now BP is ready to run. The SYS 49164 command long training time. As you can see, the training times for in line 140 tells it to start learning patterns. The I follow- a simple model, such as XOR, is one minute, 20 seconds. ing the SYS command tells BP to print the total error Unfortunately the times do not increase in a si mple linear after each learning lrial. Learning all of Ihe patterns fashion, but rather in an exponential one, based on the might take quite awhile. You can break oul of the pro- number of PEs you have in each layer. The training time gram at any time by holding down the RUN/STOP key fo r the encoding example is 27 minutes, 49 seconds-until the program completes the current trial. nearly half an hour.

After the nelwork has learned a set of patterns, lines The most important problem to those in cognitive 170- 280 display Ihe outpUI from Ihe system. line 170 science is that the back propagation neural network is presents the first pattern to the system with the com- not based on neurophysiological data. It was developed mand SYS 49155,"00." The pattern must be in quotation to solve the problems of the linear associator. The next marks and should be exactly as long as the number of article in the series will examine a group of more biologi-PEs in the firsl layer. After the SYS, Ihe arrays 02 and 03 cally plausible models, competitive learning neural contain the output from layers 2 and 3, respectively. networks.

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Page 40: Compute Gazette - Commodore.ca

Future ComputingProgram 1. BP (cant.)

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4D 77

C9 8D

flD A4

02 09

3a COMPUTE'S Gazelle February 1990

Future Computing Program 1. BP (cont.) C470 :0 1 80 36 03 A9 00 80 38 7S C418 :0) 20 3C BC 1\2 CD A0 02 6E C4B0 : 20 04 BS AD 8F 92 18 65 30 C488 : 2F 80 )4 0) AD CO 02 6S 90 C49 0 : )O 80 JS 03 AE 38 03 AC 75 C49B : J6 03 AD AA 02 20 AA C6 08 C4AO : AO 34 0) AC )5 0) 20 A2 01 C4A8 : aD AD C9 02 18 65 2F 80 11 C4BO :)4 03 AD CA 02 65 30 80 08 C4B8 : )S 0) AE BB 02 AC 38 03 6S C4CO : AD 1\9 02 29 AA C6 AD )4 CD C4C8 : 03 AC )5 03 20 28 SA A9 96 C4DO : CD AO 02 20 67 88 BE )8 OF C4DB : O) AD A9 02 CD )8 03 no AA C4f.O :9D A9 F2 AO CI:' 20 SO D8 63 C4E B:20 ED OF 20 Be Be A9 01 91:' C4F0:20 ]C Be 20 61\ 89 A9 1:'7 84 C4F9 : A" CF 20 01:' DB AD S) 02 99 CSOO : 18 6S 21:' 80 34 0) AD B4 60 CS08 : 02 65 30 80 35 0) AD 36 14 CSIO :03 20 90 C6 At 34 03 AC 9C CS19 : 35 03 20 04 BS BE 36 0) 59 C520 : AD AA 02 CD 36 03 90 0) 2C C528 : 4C 74 C4 1\9 01 80 )6 OJ 07 C530 : 1\9 ao 80 38 03 20 3C BC 93 C538 : A2 CO AO 92 20 0 4 BB AD 36 C5 40: Cl ~2 18 65 2F 80 )4 0) A1 C548 :AO C2 02 65 30 80 35 0) 17 C550:AE 38 03 AC 36 03 AD AB 31 C558 :02 20 AA C6 AD 34 03 AC 9F C560 : 35 03 20 A2 aa AD a3 02 73 C568 : 18 65 2F 80 34 03 AD a4 05 C570:02 65 30 80 35 03 AD 38 7E C578 :03 20 90 C6 AD 34 03 AC FC C580 :35 03 20 28 SA A9 CD AO A6 C588:02 20 67 B8 EE 38 03 AD Al C590 : AA 02 CO 38 03 SO Al A9 F6 C598 : F2 AO CF 20 50 88 20 EO 55 C5AO :BF 20 OC BC A9 01 20 3C 2F C5A8:8C 20 6A D8 A9 F7 A9 CF Bl C580 :20 OF BB AD as 02 18 65 AD C588 :2F 80 34 03 AD B6 02 65 A7 C5C0 : 30 80 35 03 AD 36 03 20 OS C5C8 : 90 C6 AE 34 03 AC 35 03 9F C5D0 : 20 0 4 SB EE 36 03 AD AB CC C508 : 02 CO 36 03 90 03 4C 30 29 C5E0 : C5 A9 00 20 3C BC A9 01 £4 C5E8 : BO 36 93 A2 CD A0 02 20 68 C5F0 : 04 BB AD as 02 18 65 2F 51 C5Fe :80 34 03 AD B6 02 65 30 4C C6S0:80 35 03 AD 36 03 20 90 6B C608 : C6 AD 34 03 AC 35 03 20 7B C610 :A2 BS AD C7 02 18 65 2F 7A C618:80 34 03 AD C8 02 65 30 FO C620 : 80 35 03 AD AB 02 AC 36 Fl C628:03 AE sa 02 20 AA C6 AD 61 C630 : 34 03 AC 35 03 20 50 B8 7) C63B : A2 08 AO 02 20 0 4 SB A9 F6 C640 : 08 AO 02 20 28 BA A9 CD Fl C64e : AO 02 20 67 B8 EE 36 03 12 C650 : AD AB 02 CO 36 93 BO 93 6F C658 : AO CB 02 18 65 2F 80 )4 A8 C660 :0 ) AD CC 02 65 30 80 35 DO C668 :0 ) AD BB 02 20 90 C6 A£ F9 C670 : 34 03 AC )5 03 20 04 BD BF C678 : A9 02 20 3C BC AD 34 03 2S C600 : AC )5 03 20 OF SS A£ 34 00 C688 : 03 AC 35 03 20 04 B8 60 C5 C690 :AA EB CA FO 14 AD )4 03 08 C698 : 18 69 OS 80 34 03 AD 35 44 C6AO :03 69 00 80 35 03 4C 92 C3 C6A8 : C6 60 80 FO 03 98 48 £8 37 C6S0 : CA FO 2C AC FO 03 C8 AD 6s C6S8 : 34 03 18 69 05 80 34 03 84 C6CO :A O 35 03 69 00 80 )5 03 00 C6C8 : 88 FO £5 AD J4 03 18 69 S5 C600 :05 80 34 03 AD 35 03 69 AC C608 :00 80 J5 03 4C C8 C6 68 lC C6E0 : 4C 90 C6 20 00 no AO FF nA C6E8 : C8 a9 00 01 00 FA C8 98 F5 C6FO :4 8 A9 00 85 22 A9 01 85 A4 C6F8 : 23 68 20 24 AS 60 20 57 EE C70 0: C4 4C 07 C7 20 6F C4 A9 54 C708 : 01 80 36 03 AD C7 02 18 IS

38 COMPUTEr. Gazlilla February 1990

C7H1:65 C7l8: 65 C720 :AC C728 : C6 C73 0:8C C738 : 80 C740 : 80 C748:C6 C75 0:A2 C758 : AC C760:AS C768:AC C77S: AS C778 : 02 C780 : 65 C799 :65 C79 [l: 20 C798:03 C7A O:03 C7A8:AO C7BO : A2 C7S8 : 80 C7CO : 80 C7C8 : C6 C700 : 28 C708 : 80 C7f:0 : 80 Cn8 : C6 cn'o : 28 C7F8:BB CB00 : AO CB138 : A2 C810 : 80 C818 : 8D Ce20 :03 CB28 : H Ce30 : A9 C838 : 34 C9411 :AO C8 48:0 3 C850 : 03 Ce5B : 38 C860 : AC C868 : 03 C870 : 39 C878 : 'HI C8BO:AO C888:4C CB90:A9 C998 : 00 C8AO : B9 C8A8 : AD C8BO : AO C8B8 : 0) Cec9 : Cl C8C8 : AO C800 : AO C808:9) C8E9 : 35 C8f:8 , 02 C9t'0 : 20 C9F8 : 02 C990 :02 C908:B4 C910 : 36 C918 : AC C920 : A0 C928 : AC C930 : AO C9J8 : 18 C940 :02 C9 48:0) C950 : 35 C95B : 38 C960 :4 8 C968 : 29 C970 : 2F C978:30 C980 : 90 C988 : 20 C990 : 2F C998 : 30 C9AO : 38 C9A8 : AO C9BO : BA

2F 80 )4 OJ AD C8 30 80 35 0) AD AB

92 75 02 9)

36 03 AE BS 02 20 AA AF AD 34 03 AC 35 0 ) 20 90 SA AD B5 0 2 18 65 2F 30 34 03 AD 06 02 65 30 9F 35 03 AD 36 0) 20 90 AD liD J4 0 3 IIC 35 03 29 BD Dn 29 53 S8 AD 34 03 41 )5 0) 20 28 nA A2 CO 20 02 20 04 BB AD 34 03 12 35 03 20 A2 BB A9 F7 40 CF 20 50 B8 119 co A0 F5 20 28 BA AD 89 02 la 32 2F eo 34 03 AD 8A 02 C9 30 80 35 03 AD 36 03 lA 90 C6 fit: 34 0) AC 35 54 20 04 BU A9 00 80 )8 A8 AD AD AE 02

02 19 65 20 48 ED 65 2£ A8 69 20 56

BB AD B9 02 19 65 2F ]C 34 03 AD DA 02 65 30 30 35 03 AD 36 03 20 90 2E AD 34 0) AC 35 03 20 )E 8A AD B3 02 18 65 2F 7£ 34 03 AD 84 02 65 30 20 35 03 AD 38 03 20 90 5E AD 34 0) IIC )5 93 29 5E BA A2 co AO 02 20 04 96 AD Bl 02 18 65 20 48 21 B2 02 65 2E A8 68 29 BO B8 AD C5 02 18 65 2P 56 34 03 AD C6 02 65 30 E9 35 03 liE 38 03 AC CD A0 03 AC Cl 02 ,' 0 C2 AD AB 03 20 35 03 AC )5 0) AD 03 4C AU 02 OC C7 00 fill FA ,.,9 02 18 aA 02 38 0) AC 35 02 18 C2 02 AB 02 20 AA 03 20 20 67

AD AB 02 IIC ]6 ED 03 29 AA C6 AD FC )5 03 20 28 BA 21 02 20 67 B8 AE ~'C 35 03 20 0 4 UB 8B 18 65 2~' 80 34 12 02 65 30 80 35 7B 02 AC )6 03 AE 57 AA C6 AD 34 03 CO 20 67 B8 AE )4 117 03 20 0 4 SD EE 38 AA 02 CO 38 0) F9 Al C7 EE )6 03 20 CO 36 03 90 03 02 A9 01 80 36 03 84 05 99 CC 02 88 E7 01 80 38 03 AD 97 65 2F 80 ) 4 03 O~ 65 )0 90 35 03 7B 20 90 C6 AD 34 Be 03 20 A2 BB AD 7£ 65 2F 80 34 0] 28 65 30 90 35 03 90 AC 38 0) AE 36 90 C6 AD )4 OJ AC A6 28 BA A9 CO AO 00 B9 A2 CO AO 02 8n

04 BB EE 38 03 AD AB 0) co 38 03 a0 Al AD 83 51 18 65 2F 80 )4 0) AD 2B 02 65 30 80 35 03 AD 1B 03 20 90 C6 AD 34 03 £4 35 03 20 A2 BS A9 F7 01 CF 20 50 s8 AD 34 03 £8 35 03 20 29 8A A9 CO OF 02 20 28 SA AD 87 02 19 65 2F 80 34 OJ AD 88 Bl

36 54 AC DC 80 A2 20 Cl 68 17 65 62 65 6F 20 CA 03 3F 65 54 65 07 AC 43 C6 4F 28 69 DB 04

65 30 80 35 03 AD 20 90 C6 AE 34 03 03 20 04 D8 A9 00 03 AD AD 92 18 65 AD AE 02 65 2£ A8 A2 BD AD D7 02 18 90 34 03 AD B8 02 90 35 83 AD 36 8J C6 AD 34 93 AC 35 28 BA AD C9 02 18 80 34 0) AD CA 02 80 35 03 AD A9 02 03 AE SB 02 20 AA 34 03 AC 35 03 20 A2 CO AO 02 20 04

C9s9 : AO C9CO : D2 C9C8 : BB C9DO: 34 C908 : 35 C9£0 : AE C9t:8:03 C9FO:CO C9F8:03 CAOO:BF CAIJ9:AO CAI0:AO CAIB:O) CA20:35 CA2B:AC CA30 :03 CA3B :0 3 CA40:AA CA48: 90 CA50 : AD CA58 : 02 CA60 : 02 CA68 : 04 CA 70 : 04 CA78 : 80 CA80 : 8D CA88 : C6 CA90 : A2 CA98 : 20 CAAO:02 CAA8:AC CABO:20 CAB8 : 03 CAC0:06 CAC8:07 CAOO:FO C1I08 : 04 CIIEO : 20 CAE8:AO CAFO : BD CAF8 : 5B C8130 : 00 CB08 : 9E CDIO:OS cs18:03 CD20 : 9E CD28:CO CD30:8C CnJ8 :A 2 cn40 : 85 CB4S : 22 CB50 : 20 CS5S: 2F CB60:30 CB68 : 36 CB70 : C6 CD78: 0 4 CB80:CO CS88: t'O CD90 : 20 CB98 :02 CSAO : 02 CBAS : AC CBIHJ:AO CUB8 : II CBCO : BC cacs : 34 CB00 : 35 CD08 : C8 CBEO : 34 caE8 : Et; cnFO :O ) CDt'8 : OE CCOO :20 CC 08 : 03 CCIO : C8 CCi.8:00 CC20:,,9 CC28:00 CC)0 : 1I2 CC38:CO CC40:CF CC48 : CO CC511:n' CC58:AA

Dl 02 18 65 02 65 2E A8 AD C3 02 18 03 AD C4 02 03 AD An 02 38 0) 20 An IIC 35 03 20 A0 02 20 67 AC 35 03 20 132 IB 65 2F CO 02 65 30 An 02 AC J6 20 AA C6 AD 03206788 35 03 20 04 110 A9 02 CO 4C SA C9 £E 02 CO 36 03 C9 60 A9 00 02 02 18 65 AD OJ 02 65 AE 04 02 AC B8 A9 01 SO C7 AD CB 02 34 03 AD CC 35 03 AD DD AD 34 03 AC IlD 110 0 4 02 67 B8 A£ 04 20 04 BD EE 02 CO BB 02 FO A£ 20 9£ AD AF 02 18 02 AD B0 02 02 20 48 CA 20 AD FC 03 02 AC 05 02 E)C6A900 0 4 02 AC 05 AD 06 02 AC BC C9 01 FO 4C 38 AS 20 B7 8E SS 02 AD AC 02 CO 4C 48 s2 20 AD 20 8F AD A9 02 00 EC Cf: 02 A9 00 01AC3603 22 AD CE 02 C9 31 F0 02 3€ BC AD C9 80 34 03 ,\ 0 80 35 03 AD 03 C8 A£ BB AI': 34 03 AC nB EE 36 03 36 03 DO a3 69 20 FO A£ 8F AD 20 A6 DO 59 BE CD A9 00 80 36 36 03 110 CO CE 02 85 23 PO 02 A2 00 1I0C711218 B3 AD C8 02 0JA0A802 AE BO 02 20 03AC35B3 36 03 AD AO DOD) 60 4C CF 20 FO liE 8FII0 20 A6 Aooon122 CC 36 0) FO Flll92C99 57990002 AO 02 2(1 Bo B8 A0 02 20 PP ,\2 OF 20 FF C9 30 FO 20 CC FF A2 AD 119 02 20 (12 20 02 FF

20 48 AD 6F 6820A287 65 2F eo 80 65 )0 eo 0 4 AC 36 03 SA C6 AD 34 JC 29 BA A9 CO B8 AE 34 85 04 BB AD 89 80 34 G) 6A eo 3S 03 60 03 AI': 3885 34 OJ AC £9 AE 34 03 77 DB EE 3B 6F 380390 ED 3603A0 4£ 900) 4C7S 2S 3C BC B4 20 80 04 03 2f: 80 05 C9 05 02 20 3£ SB 02 20 lC 18 65 2F 06 02 65 30 86 02 20 90 lC 35 9J 20 04 AC 05 02 09 02 AC os F7 BS 02 AD AD no CO 60 3F B7 8£ FC 98 65 20 BO 8F 65 2£ 80 92 20EIFFl£ FO 11 AD 5S 201128800 20 1)2 FF 81 112 20 A2 2F 1)7 02 20 B) CC 60 AO DO FO A£ 20 B2 EO 00 F0 EE SD 02 Be O£ FO AE 20 EE 20 A6 B6 61 8£ CO 02 90 803603 42 AD CO 02 C6 9523BIE 3 A2 00 811. BO 02186565 CA 02 65 1\.3 A9 02 AC OF 02 20 AA B0 35 0) 20 2E AD A9 02 CE AD Illl 02 C7 209£AOB7 s6 CO AB 2B 92 8C CE 07 03A20180 02 85 22 03 Dl22C959 eA 20 ]C 36 65 2t' 80 71) 65]08011 AC 36 0) 66 AA C6 AE FF 20 04 DB 3'\ (1 2 CD 36 F7 480220C3 211 9E AD 50 06 80 36 A6 99 DO 02 9B 114 CO 1465 DO 02 a8 9F C8 98 ,'2 7C FF A9 In 50 SA t'F 20 50 C6 FF 20 B3 OJ 4C 40 77 III 20 C9 80 02 n' AD A4 AD AD 02 09

Page 41: Compute Gazette - Commodore.ca

Program 1

CC60:2B D2

CC68:FF AE

CC70:F9 CC

CC78:20 F9

CC80:02 20

CC88:22 AD

CC90:B2 AE

CC9B:C1 02

CCA0:23 AC

CCA8:11 CD

CCB0:C4 02

CCB3:A9 02

CCC0:85 22

CCCB:AB 02

CCD0:AD C9

CCD8:85 23

CCE0:20 11

CCEB:AD C8

CCF0:AE AC

CCF8:CF 8A

CD00:65 2E

CD08:20 D2

CD10:60 A5

CD18:A5 30

CD20:36 03

CD28:03 A0

CD30:D2 FF

CD38:D0 F3

CD401EC AD

CD48:38 03

CD50:20 CF

CD58:D2 FF

CD60:4C 74

CD68:AE 20

CD70IA6 B6

CD78:22 19

CD80:F8 04

CD88:99 DD

CD90:02 C8

CD98:DD FF

CDfi0:20 BA

CDA8:20 C6

CDB0:D0 9B

CDB8:C6 FF

CDC0:20 CF

CDC8:FF 8D

CDD0:AC 02

CDD8:AC AE

CDE0:02 AC

CDE8:AF 02

CDF0:AD BF

CDF8:85 23

CE00:20 7D

CE0B:AD C2

CE10:AF, AA

CE19:02 a 5

CE20:AC AA

CE2a:CE AD

CE30:02 85

CE3B:02 20

CE40:22 AD

CE4B:02 AE

CE50:C7 02

CE59:23 AC

CE60J7D CE

CE68:2D 85

CE70:A0 00

CE78:Cfl 05

CE80:65 22

CEB8:85 23

CE90:02 E8

CE98:05 20

CEA0:02 E6

CEA8:CE 36

CEB0:8D 36

CEB8:60 A5

CEC0:34 A5

CEC8:30 85

CED0:A7 02

CED8:8B 85

CEE0:8B B0

CEEB:A9 8E

CEF0:20 8B

CEF8:02 A9

. BP (cont.)FF AD

AD 0 2

AE Bl

CC AE

F9 CC

Cfl 0 2

A9 02

85 22

AB 0 2

AD C3

85 23

20 11

AD C6

AE AA

02 85

AC A9

CD AD

02 85

02 20

18 65

8 5 23

ff ca

2E1 18

65 23

8C CD

00 A2

CB D0

A2 05

CD 02

M El

FF C9

20 E7

A4 20

9E AD

8D 36

DD 02

C0 14

02 C8

98 A2

A9 01

FF 20

FF 20

20 CC

20 CF

FF 8D

AB 02

20 B9

02 20

B2 02

AC B0

02 85

AC AA

CE AD

02 85

02 20

22 AD

02 AE

C5 02

23 AC

7D CE

CA 02

AC 02

85 22

AB 0 2

4C 20

22 98

20 CF

D0 F6

85 22

C8 8C

8E 38

cf ee

23 CA

03 D0

03 CE

37 A4

2D A4

31 84

A5 7B

7A A9

8D AD

85 7A

B0 BD

91 85

AC 0 2

AC AE

20

02

02 AC B2

AF 02 AC

AD BF 0 2

85 2 3 AC

20 11 CD

AD C2 02

AE AA 02

02 85 22

AC AA 0 2

CD AD C5

02 85 23

02 20 11

22 AD CA

02 AE AC

C7 02 85

23 AC AB

11 CD 4C

2D 85 22

A0 00 Bl

C0 05 D0

65 22 85

85 23 CB

02 E8 8E

05 Bl 22

02 E6 23

CE 36 03

8D 36 03

60 20 02

0D D0 F6

FF 20 7A

0E CF 20

20 8F AD

03 A0 00

C8 CC 36

D0 Fl A9

A9 52 99

DD A0 02

A2 08 A0

C0 FF A2

CF FF C9

FF A2 01

FF BD A3

AA 02 20

20 CF FF

CE AE AD

65 CE AE

20 65 CE

02 20 65

22 AD C0

02 AE A9

Cl 02 85

2 3 AC AB

7D CE AD

C4 02

A9 02

3 5 2 2 AD

AB 02 AE

AD C9 02

B5 23 AC

20 7D CE

AD CB 02

AE AC 02

CF 8A

65 2E

FF 91

B5

20

18

85

22

60 A5 2F

A5 30 65

8C

00

36 03

03 A0

91 22 C8

D0 F3 A2

EC AD CD

38 03 D0

B5 33

2F

7A

8D A8 02

CF 8 5 7B

0 2 BC AE

A9 CF 85

Bl 02 DC

7A A9 CF

38

2E B5

32 A5

D2 1A

20 C7

02 5 5

B0 B4

B5 25

AA 9 3

AD BA

85 68

20 D0

AD 48

AE D2

02 6F

AC E0

CD B9

02 AB

02 54

Z2 D6

02 49

20 C7

98 D2

22 47

F6 A7

22 80

8C 48

3B 0F

20 EA

CA 18

D0 04

CE Bl

FF 22

20 4 6

A6 FB

FD C3

20 CC

Bl 6E

03 50

2C BC

DD DC

20 32

02 D0

0F 57

30 4A

20 19

02 44

CF A6

BD 2B

02 71

Bl 2E

AE 02

CE A7

02 37

02 B0

22 05

02 EA

C3 38

23 93

7D FC

C6 48

AA CC

B5 99

A9 8F

AD 8A

85 3F

20 94

6 5 3A

23 DD

C8 B2

18 51

23 08

CD 38

A2 FB

00 32

05 AA

02 64

El 41

84 E3

B4 3C

ao F8

A9 EB

20 33

02 9E

7B 6A

B2 Dl

8 5 2C

CF00

CF08

CF10

CF1B

CF20

CF28

CF30

CF38

CF40

CF4B

CF50

CF50

CF60

CF68

CF70

CF7B

7B 20

B0 02

20 BD

0F 20

20 CC

A9 0F

28 50

50 33

32 29

29 2C

50 31

33 2C

28 50

4D 32

29 2C

50 29

SB B0

20 E2

FF A9

BA FF

FF A9

20 C3

32 29

29 2C

2C 4 5

57 31

29 2C

50 32

32 2C

28 50

54 2a

2C 4 9

BD AF 02

C0 60 A9

0F A2 08

20 C0 FF

01 20 C3

FF 60 4F

2C 4F 33

45 32 28

33 28 50

2B 50 32

57 32 28

29 2C 4D

50 31 29

33 2C 50

50 33 2C

4E 28 50

BC 9D

00 80

A0 7D

60 03

FF AD

32 F2

28 FD

50 4B

33 2B

2C 9B

50 70

31 BF

2C F6

32 62

4E B2

31 89

CF80:

CF88:

CF90:

CF98:

CFA0:

CFA8:

CFB0:

CFB8:

CFC0:

CFC8:

CFOfl:

CFD8:

CFE0i

CFE8:

Ci'TO:

CFF8:

2C 4E 50

50 29 00

00 45 50

32 00 50

4F 31 28

28 30 29

29 00 49

29 00 57

29 00 57

29 00 45

45 33 28

30 2C 30

30 2C 30

30 2C 30

29 00 00

00 00 00

29 2C

52 41

00 50

33 00

30 29

00 4F

4E 28

31 28

32 28

32 28

30 29

29 00

29 00

29 00

00 00

00 54

45 28

00 4D

31 00

4E 50

00 4F

33 28

30 2C

30 2C

30 2C

30 29

00 54

4D 31

4D 32

45 28

00 00

45 00

4E 7B

4F B3

50 23

00 68

32 56

30 55

30 7D

30 75

30 8D

00 ID

28 02

28 F3

28 FD

30 09

81 A6

00 50

Program 2. XOR

HR

GP

00

PC

SD

CJ

TOER

FC

DQ

KS

KD

10

20

30

40

59

60

70

80

90

100

110

120

RGM COPYRIGHT 1990 COMPU

TE1 PUBLICATIONS INC. -

(SPACE]ALL RIGHTS RESERVED

PRINT"[CLRK5HN)":POKE5

3280,fl:POKE53281.il

IF PEEK(49153)<>24 OR PE

EK(49157) OL96 THEN LOAD

"BP.ML",8,1

X=RND(-33333)

SYS 49152,2,2,1,4,0.25,0

.9,0.02

SYS 49167,1,"00","0"

SYS 49167,2,"10","1"

SYS 49167,3,"01","1"

SYS 49167,4,"11","0"

PRINT"LEARNING PATTERNSii

PRINT

PRINT"THE TOTAL ERROR I

S:"

BX

GK

CS

KG

XG

HE

KH

JJ

MF

JG

DM

BJ

QE

BX

DP

AK

130

140

150

160

170

188

190

200

210

220

230

240

250

260

270

2B0

TIS="000000"

SYS 49164,1

PRINT"TIME SPENT

NG : "TtiSLEARNI

PRINT"[DOWN}RESULTS:

t pOWN)"

EYS49155,"00"

PRINT "0 XOR

3 (1)+9.5) ;

PRINT " (";03

SYS49155,"10"

PRINT "1 XOR

3(l)+0.5);

PRINT " (";03

SYS49155,"01"

PRINT "0 XOR

3(1)+0.5) ;

PRINT " (";03

SYS49L55,"11"

PRINT "1 XOR

3(l)+0.5);

PRINT " (°;03

0 =

(1)

0 s

(1)

1 =

(1)

1 =

(1)

"; I NT

. ii ) ii

"; INT

!")"

"f INT

;"]■•

";INT

..,)„

(0

(0

(0

(0

HR 10 REM COPYRIGHT 1990 COMPU

TE! PUBLICATIONS INC. -

(SPACE)ALL RIGHTS RE5EHV

ED

GP 20 PRINT"lCLRi<5JfN}":POKE5

3280r0:POKE53281,ll

QQ 30 IF PEEK(49153)<>24 OR PE

EK(49157)<>196 THEN LOAD

"BP.ML",8,L

CM 40 X=RND(-11111)

GQ 50 SVS 49152,4,2,4,4,0.25,0

.9,0.02

DX 6B SYS 49167,1,"1000","0010

MR 70 SYS 49167,2,"0100","0001II

PQ 80 SYS 49167,3,"0010","1000

DF 90 EYS 49167,4,"0001","0L0t!II

DQ 100 PRINT"LEARNING PATTERNS

KS 110 PRINT

KD 120 PRINT"THE TOTAL ERROR I

S:"

BX 130 TIS="000000"

GK 140 SYS 49164,1

JJ 150 PRINT"TIME SPENT LEARNI

NG : ";TlS:PRINT:PRINT"

RESULTS:"

RF 160 PRINT"{3 SPACESjLAYER

{6 SPACESjLAYER

{7 SPACES]LA¥ER"

SK 170 PRINT"{4 SPACESjONE

£8 SPACES]TWO{8 SPACES}

THREE"

AC 180 SYS49155,"1000"

CC 190 PRINT "1(2 SPACESJ0

(2 SPACEE}0(2 SPACES}0

(SPACE}-->";INT(02(11+0

.5);INT (O2(2)+0.5);"-->■I.

DC 200 FOR 1= 1 TO 4

HB 210 PRINT INT(O3{I)+0.5);

QD 220 NEXT I

PG 230 PRINT

HB 240 SYS49155,"0100"

MS 250 PRINT "0(2 SPACES}1

IZ SPACES}0{2 SPACESJ0

jSPACE)-->";INT(0 2(l>+0.5)JINT(O2(2)+0.5);"-->M m

I

PG 260 FOR 1= 1 TO 4

XE 270 PRINT INT(03 (I)+0.5);

EH 280 NEXT I

DM 290 PRINT

QE 300 SYS49155,"0010"

CP 310 PRINT "0{2 SPACES}0

(2 SPACES|1(2 SPACES)0

{SPACE)—>";INT(02[1)+8.5];INT [02(2)+0.5);"-->■I ■

GM 320 FOR 1= 1 TO 4

JK 330 PRINT INT (03 (D+0.5) ;

XP 340 NEXT I

GR 350 PRINT

FK 360 SYS49155,"0001"

JG 370 PRINT "0!2 SPACES}0

£2 SPACES}0(2 SPACESll

(SPACE)—>"; INT (02(11+0

.51; INT [02(21+0.5) ;"—>

SS 380 FOR 1= 1 TO i

AR 390 PRINT INT (03 [ I)+0.S) ;

CS 400 NEXT I

SB 410 PRINT 6

COMPUTE'S Gazelle Felxuary 1990 39

Program 1. BP (cont.) CC60:20 02 FF AD AC 92 20 02 lA CC68:FF AE AD 92 AC AE 02 29 C7 CC79:F9 CC AE B1 92 AC B2 02 55 CC78:29 F9 CC AE AF 02 AC BO 84 CC89:02 29 F9 CC AD BF 02 85 25 CC88 :22 AD C0 02 85 2J AC AA 93 CC90 :92 AE A9 02 20 11 CO AD 8A CC98:C1 92 85 22 AD C2 92 85 68 CCA3 : 2J AC AB 02 AE AA 02 20 DO CCA8:11 CD AD CJ 92 85 22 AD 48 ccn0:C4 02 85 23 AC AA 92 AE 02 CCB8:A9 92 20 11 CO AD C5 02 6F CCC9:85 22 AD C6 02 85 23 AC EO CCC8:AB 92 AE AA 92 29 11 CD B9 CCDO:AD C9 02 85 22 AD CA 92 AB CCOB:85 23 AC A9 92 AE AC 92 54 CCEO:29 11 CD AD C7 92 85 22 06 CCEB:AD C8 02 85 23 AC An 02 49 CCF0:AE AC 02 20 11 CD 4C 29 C7 CCF8:CF 8A 18 65 20 85 22 98 02 C000:65 2E 85 23 A0 99 Bl 22 47 C008:20 02 FF C8 CO 05 DO F6 A7 CDI0:60 AS 2F 18 65 22 85 22 80 CD18:A5 JO 65 23 85 2J C8 8C 48 C029:36 03 8C CD 02 E8 8E 38 9~ C028:03 A0 90 A2 95 81 22 29 EA C039:02 ~.~ C8 09 02 E6 23 CA 18 CDJ8:09 ~3 A2 05 CE 36 9J 00 94 CD40:EC AD CD 92 80 J6 0J CE Bl CD48 : 38 9J 09 El 69 20 02 FF 22 CD59:29 CF FF C9 00 DO F6 20 46 COS8:D2 FF 29 £7 FF 20 7A A6 ~B

C060:4C 74 A4 29 9E CF 20 ~D CJ co68:AE 20 9E AD 29 8F AD 29 CC C079:A6 B6 80 36 93 AO 90 Bl 6E C078:22 99 DO 02 C8 CC 36 03 50 CD80 : F9 94 C0 14 DO Fl A9 2C BC C088:99 DO 02 C8 A9 52 99 00 DC CD99:92 C8 98 A2 DO A0 02 29 32 CD98:80 ~~ A9 91 A2 96 A0 02 DO CDAO:29 BA FF 29 C9 FF A2 OF 57 CDA8:20 C6 FF 20 CF FF C9 J0 4A CDB0 : D0 9B 29 CC FF A2 01 29 19 COB8:C6 FF 29 CF FF 80 A9 92 44 CDC9~20 CF FF 60 AA 02 29 CF A6 CDC8 : FF 80 AB 02 20 CF FF 80 28 CDD9 : AC 02 29 B9 CE AE AD 02 71 C008:AC AE 02 29 65 CE AE 81 2£ CDE9 : 92 AC 82 02 20 65 CE At 02 COE8 : AF 92 AC 89 92 20 65 CE A7 COF9 : AO BF 02 85 22 AD C9 92 37 COFB : B5 23 AC AA 02 AE A9 92 80 CE00 : 29 70 CE AD Cl 92 85 22 05 CE0B : AD C2 02 85 23 AC AB 02 EA CE10 : AE AA 02 29 10 CE AD C3 38 CE18 : 02 85 22 AD C4 02 85 2) 93 CE20:AC AA 02 AE A9 92 20 70 FC CE28:CE AD C5 02 85 22 AD C6 48 CE39 : 02 85 23 AC AB 02 AE AA CC CE38 : 02 29 70 CE AD C9 92 85 99 CE40:22 AD CA 92 85 23 AC A9 8F CE48:92 AE AC 02 29 10 CE AD 8A CE50:C7 02 85 22 AD C8 02 85 3F CE58 : 2) AC AS 92 AE AC 02 20 94 CE60:10 CE 4C 29 CF BA 18 65 JA CE68:20 85 22 98 65 2£ 85 23 00 CE10:AO 90 29 CF FF 91 22 C8 B2 CE18:CB 05 00 F6 60 AS 2F 18 51 CE89:65 22 85 22 AS 30 65 23 OB CEBB:B5 2J CB BC 36 03 8C CO 38 CE99:92 E8 8E 38 03 A0 90 A2 FB CE9B:9S 20 CF FF 91 22 C8 DO 32 CEA9:02 E6 23 CA DO F3 A2 05 AA CEAB : CE J6 03 DO EC AD CO 92 64 CEB9:BO 36 03 CE )8 03 00 £1 41 CEBB : 60 AS 37 A4 38 65 33 84 E3 CECO : 34 AS 20 A4 2£ 85 2~ 84 3C CECB : 30 65 )1 64 32 AS 7A 60 F6 CED0 : A1 92 A5 78 BD A6 02 A9 EB CE08:BB 85 7A A9 CF 85 18 20 33 CEEO BB BO 80 AO 02 8C AE 02 9E CEEB A9 8E 85 1A A9 CF 85 7B 6A CEPO 29 88 BO 80 B1 02 8C B2 01 CEF8 11'2 A9 91 85 1A A9 CF 85 2C

CFOO : 7B 20 88 80 80 AF 02 BC 90 CF08 : B0 92 29 E2 C0 60 A9 00 90 CF10 : 20 BD FF A9 OF A2 08 AO 70 CFI8 :0F 20 BA FF 23 co FF 69 03 CP29 : 20 CC FF A9 01 20 C3 FF AD CF28 : A9 9F 20 C3 FF 60 4F 32 F2 CF39 :29 59 32 29 2C 4P 33 29 FO CF38:50 33 29 2C 45 32 28 50 48 CF40 : 32 29 2C 45 33 26 50 33 2B CF 48 : 29 2C 57 31 29 50 32 2C 98 CF59 : 59 31 29 2C 57 32 28 50 70 CF58:33 2C 50 32 29 2C 40 31 8F Cf60 : 28 50 32 2C 50 31 29 2C F6 CP68 :4D )2.28 5(1 33 2C 59 32 62 CF70 : 29 2C 54 28 SO 33 2C 4E 62 CF19 : 50 29 2C 49 4E 28 50 31 89

Program IIR 19 REM COP'{RIGIIT 1990 COMPU

TE! PUBLICATIONS INC. -{SPACE}ALL RIGHTS RESERV

'" GP 211' PRINT " ICI.R){5HN)~ : POKE5 3280, e: POKE5)281 , 11

QO 39 IF PE:EK(4915J)<>24 OR PE EK(49151)<>196 TIIEN LOAD " 8P . MI." , 8 ,1

PC 40 X- RNO(-33333) SO 50 S,{S 49152,2,2 , 1,4,9 . 25,0

.9,0 . 02 CJ 69 S,{S 49167 , 1,"00" ,~9"

00 79 S'{S 49161 , 2 ," 19 "," 1" ER 89 S,{S 49167,3, " 01 "," 1" FC 90 S,{S 4916 1 , 4,"11","9 " 00 190 PRINT "1F.ARNtNG ,!!A1'T£RNS

" KS 119 PRINT KD 120 PRINT"THE TOTAL ERROR I

s : "

Pru. m ltR 10 RE M COP'{RIGHT 1990 COMPU

TE! PUBLI CATIONS INC. -{SPACE)"LL RIGfITS RESERV

'" GP 20 PRINT " {CI.R){5HN)" : POKE5 3280 ,0: POKE53281 , 11

0039 IF PEEK(49153)<>24 OR PE f:K(49157)<>196 Til EN LOAD "BP.ML" , 8 ,1

CM 40 X- RND(-11111) GO 50 SVS 491 52 ,4, 2 , 4,4,0.25,0

.9,0.11'2 OX 69 S,{S 49167,1,"1000","0019

•• MR 10 S,{S 4916 7 ,2,"0190 M,"000 1

" FO 80 S'{S 4916 7 , 3 ,"001g~,"lg00

OF 99 S'lS 49161 , 4,"0001" ," 0100 .. DO 109 PRINT"1EARNtNG PATTERNS

KS 110 PRINT KO 120 PRINT " THE TOTAL ERROR I

S:" ax 130 TI$ M"0 00009" GK 14 0 S'lS 49164,1 JJ 150 PR I NT " TIME SPENT LEARNI

NG : "TTI $ : PRINT:PRINT" RESULTS:"

RP 169 PRINT " {J SPACES)LA'lER 16 SPACES)I.A,{ER -11 SPACES}tA,{ER"

SK 179 PRINT " 14 5PACES}ONE 18 SPACES)TWO{8 SPACES) THREE" -

AC 180 SYS49155 ," 1000 " CC 190 PRINT " 1{2 SPACESI0

CP80 2C 4E 59 29 2C 45 28 4E 7B CF88 50 29 90 52 41 11'0 40 4F B3 cr90 09 45 50 00 50 31 00 50 23 CF98 : 32 99 59 33 99 4E 59 99 68 CFA9 :4r 31 29 39 29 99 4F 32 56 CFA8 :28 39 29 00 4F 33 28 30 55 CFBO : 29 00 49 4E 28 30 2C 30 10 CFB9:29 00 57 31 28 30 2C 39 15 CPC0 : 29 00 57 32 28 30 2C 39 80 CFC8 :29 00 45 32 29 30 29 00 10 CF00 : 45 J) 28 30 29 90 54 29 02 CFD8 : 39 2C 30 29 09 40 31 28 1"3 CFE9 : 30 2C 30 29 00 40 32 28 FO CFE8 :39 2C 30 29 00 45 28 39 09 CFF0 : 29 00 00 00 99 00 00 81 A6 CFr8 :00 89 00 99 54 45 gO 00 50

BX 130 Tl$ - " 900990" GK 140 S'{S 49164,1 CS 150 PRINT "TIME SPENT LEARN I

NG : "TTn; KG 160 PRINT"{OOWN}RESUI.TS :

(pOWN)" -XG 110 S'{S49155 ,"g0" HE 180 PRINT "0 XOR 0 - ",INT( O

3(1) +0. 5) ; KH 190 PRINT " ( ", 03(1) ," )" JJ 200 S'{S49155 ," 10" M~' 210 PRtNT " 1 XOR 0 =" , INT(O

3(1)+0 . 5) ; JG 220 PRINT" ( ", 03(1);")" OM 230 S'{S49155, "0 1 " BJ 240 PRINT ~9 XOR 1 - ";INT(O

3(1)+0 . 5) , Of: 2511 PRINT " ( "; 03 (1);")" ax 260 S'{S49155 ," 11 " DP 270 PRINT " 1 XOR 1 - ",I NT(O

3(1)+11'.5) ; AK 2811' PRINT ~ ( N , 03 (1) ; " ) "

(2 SPACf:S)0(2 SPACES}9 (SPACE)--> "; INT (02 (1) +0 . 5); tNT (02 (2) +0. 5) , " --> ",

DC 200 FOR I- 1 TO 4 liB 210 PRINT 1NT(03(1)+0 . 5), 00 220 NEXT I PG 230 PRINT MB 240 S'{S49155 ," 0100 " MS 250 PRINT "9(2 SPACE S)1

12 SPACES)012 SPACES)0 I SPACE )-->"; tNT (02 (1) +0 . 5);1NT(02(2)+9 . 5) ;" --> " . •

PG 260 FOR I- 1 TO 4 XE 270 PRINT INT(03(1)+9 . 5) ; Ell 280 NEXT I OM 2911 PRINT OE 390 SYS491S5, "0 910 " CP )10 PRINT "01 2 SPACES}O

12 SPACESl112 SPACES}O I SPACE} -->~, tNT (02 (1) +0 . 5) ; INT (02 (2) +11 . 5); "--> " . •

GM 320 FOR 1- 1 TO 4 JK 330 PRINT INT(03(I)+0 . 5) ; XP 340 NEXT I GR 350 PR I NT E'K 360 5'lS49155 ," 9001" JC 370 PRINT " 0(2 SPACESl0

(2 SPACES)9{2 SPACES)1 {SPACE J - -> ~; INT (02 (l) +9 • S); tNT (02 (2) +0 . 5), "- -> ",

S5 380 FOR I - 1 TO 4 AR 390 PRINT INT(03(I)+O . 5), CS 411'0 NEXT I SB 4111' PRINT G

COMPUTErs Gazltnlt February 1990 39

Page 42: Compute Gazette - Commodore.ca

QEWBRobert Blxby

Here's an electronic jigsaw

puzzle with a twist, a slide, and

a spin. This mind bender for the

64 will keep you coming back

again and again.

Jigsaw puz/.Ies have entertained people

for decades, but there's one problem

with them: Once you've completed a

puzzle, you must either undo your

work and start over or get a new puzzle.

Qewb is an animated electronic jig

saw puzzle that solves this problem

once and for all. With its revolving

game board, rotating pieces, and multi

ple difficulty levels, Qewb provides an

unlimited number of puzzles in a single

package.

Typing II In

Qewb is written entirely in machine lan

guage, so you must use MLX, the ma

chine language entry program found

elsewhere in this issue, to enter it. The

MLX prompts, and the values you

should enter, are as follows;

Starting address: 0801

Ending address: 19A0

40 COMPUTED Gazelle Februpiy 1990

in Qewb, ihc double-aidtd-board option

makes fur an especially challenging game.

Follow the MLX instructions carefully,

and be sure to save a copy of the pro

gram to disk or tape before you exit

MLX. To start Qewb, simply load and

run it as you would any BASIC program.

The object of Qeteb is to position as

many pieces on the board as possible.

In order to do this, you must place the

pieces next to one another without

leaving gaps. On the lower levels, the

pieces are simple and fit together easily.

Later, they become more complex and

are more difficult to position.

Game Options

When you run Qewb, you'll see the first

option screen. From here, you can ad

just the difficulty of the game in two

ways. First, you can make the game

harder or easier by pressing H or E, re

spectively. Second, you can change the

game's speed setting: Press S to slow

the game; press F to make it faster. After

you've set the difficulty level, press RE

TURN to continue.

The next option screen describes

the game controls and also allows you

to pick the type of game that you'll

play. You can choose between a revolv

ing or a stationary game board, rotating

or nonrotating pieces, and a single- or a

double-sided board.

The revolving-board option causes

the board to scroll from bottom to top

each time a new piece appears. As

pieces move off the top of the screen,

they reappear at the bottom. Choosing

this option generally makes the game

easier to play.

The rota ting-pieces option causes a

piece to rotate as it moves across the

board. Each piece rotates a quarter turn

as it moves one space. This option

Here 's all electrollic jigsaw puzzle witll a twist, a slide, aud a spill. Tli is mi"d bender for tile 64 will keep yo u comill8 back aga in and again.

Jigsaw puzzles have entertained people for decades, but there's one problem with them: Once you've completed a puzzle, you must either undo you r h'ork and start over or get a new puzzle,

Qrwb is an animated electronic jig­saw puzzle that solves this problem once and for all, With its revolving game bo.ud, rotating pieces, and multi­ple difficulty levels, Qwb provides an unlimited number of puzzll,$ in a single package.

Typing II In Qrwb is written entirely in machine lan­guage, so you must use MLX, the ma­chine langullge entry program found elsewhere in this issue, to enter it. The MLX prompts, and the va lues yo u should enter, are as follows:

Stuting addreu: 0601 Ending address: 19AO

40 COMPUTEr,06201/6 FObrUDf)' 1990

Robert BlxbV

In Qewb, thr doublr·sidrd·/Iollrd optIon mlll"t$ IlIr 1111 rsprcilll/y chal/rnging 8"Mt.

Follow the MLX instructions carefully, and be sure to save a copy of the pro­gram to disk or tape before you exit MLX. To start Qwb, simply load and run it as you \~'ould any BASIC program.

The object of QlWb is to position as many pieces on the board as possible. In order to do this, you must place the pieces next to one another without leaving gaps. On the lower levels, the pieces are simple and fit together easily. Later, th!!y become mor!! complex and arc more difficult to position.

Gama Options When you run Qewb, you' ll sec the first option scre!!n. From here, you can ad­just the difficulty of the game in two w3yS. First, you can m3ke the game hardC'r or easier by pressing H or E, re­spectively. Se<:ond, you can change the ga me's speed setting: Press S to slow the gilme; press F to make it faster. After you've set the difficulty level, press RE­TURN to continue.

The next option screen describc$ the game controls 3nd also al10ws you to pick the type of game that you'll play. You can choose between a revolv­ing or a stationary game board, rotating or nonrot3ting pie<:es, and a single- or a double-sided board.

The revolving-board option causes the bo3 rd to scroll from bottom to top eilch time a new piece a ppea rs. As pieces move off the top of the screen , they reappear at the bottom. Choosing this option generally makes the game easier to play.

The rotating-pieces option causes a piece to rotate as it moves across the boa rd. Each piece rotates a quarter turn as it moves one space. Th is op tion

Page 43: Compute Gazette - Commodore.ca

makes placing pieces especially chal

lenging ai greater speeds.

The single-/double-sided board

option lets you place pieces on one or

both sides of the board, respectively.

Gameplay is easier with a single-sided

board because you only need to con

centrate on one side of the board at

once. When you've set nil the options,

press RETURN to begin play.

Playing the GameThe game board itself occupies most of

the playing screen. Your score, the

speed, and the difficulty setting are also

displayed. As the game begins, the

game board is empty and pieces begin

to appear one at a time. Each piece

moves directly to the side of the board

unless you change its path. If you're

playing a double-sided game, a piece

appears in the center of the board and

moves to one side or the other. If you're

playing a single-sided game, the piece

appears on the right side and moves to

the left.

You can move a piece toward the

top of the board by pressing J. Pressing

L moves it toward the bottom of the

board. If you haven't selected the

automatic-rotation option from the sec

ond option screen, you can rotate a

piece by pressing K.

Pieces can be seated manually or

automatically. If the current piececomes into contact with another piece

as it moves toward the side of the

board, the piece seats itself automatical

ly. Because seating doesn't occur imme

diately upon contact, you'll have a brief

moment to slide the piece before it's

permanently positioned. If you want to

seat a piece manually, press the space

bar; the piece will move directly to the

side of the board.

To pause a game at any time, press

the RUN/STOP key, To continue play,

press any other key. To abort the current

game, press the back-arrow key (-).

When a game is over, Qcwb

prompts you for your name and then

displays the high scores for the session.

To play another game, press Y; to exit to

BASIC, press N.

Qewb

9809

0811

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18 4C

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10 90

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60 EA

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9F D4

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20 BD

4 8 3A

54 E7

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20 9E

53 IB

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20 87

12 8C

29 13

59 40

12 93

12 77

20 Al

5A A0

43 28

20 9D

29 D7

44 BE

20 El

6B IF

4F 46

4 9 5E

20 D6

73 47

92 9C

50 El

20 25

54 9A

20 DF

6F 1C

45 7A

72 Fl

4E 75

6K 43

41 2C

72 60

49 36

6E 70

4F Cl

64 BA

53 F9

73 70

53 E5

AU AD

D2 B0

A2 2D

B9 A8

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13 E2

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0C 64

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F0 B2

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AD 20

A2 6D

CB 7F

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AD 03

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56 49

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IB B9

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COMPUWs Gazelle FaWuary 1990 41

makes placing pieces especially chal- 0881 : 54 " " 4E 53 00 OD " " lIa29:41:' 46 " " 41 4D 45 2E EO

lenging at greater speeds. 11889 : 211 " " " " " " AD 27 lIall: 110 " " " " " " " '0 B891:CII C, Ae J3 32 l4 " " FD lIa39:211 " 52 45 53 53 " 48 8A

The single-/double-sided board 11899:57 2E " 57 45 4E .. .F 95 08U: 49 " .. .c ., 47 48 54 " option lets you phlce pieces on one or 08"1 : 56 45 52 " C, C, BD BD 15 11049:45 .. " .C 45 54 54 45 45

both sides of the boa rd, respectively. 118M: 211 " " " " " " " " 01)51:52 OD " " " " " " " 08B1:211 " " AD A' 47 52 ., l5 0059:211 " " " " 54 .. " " Gameplay is easier with a single-sided \1889:45 4E 53 ., .F 52 " 'C 10 0861:4) .. 41 " ., 45 " 53 lB

board because you only need to con- 08Cl:211 4E 43 " '0 '0 " " 60 0869:45 54 54 " ... 47 2C '0 .. centrate on one side of the boMd at 08C9 : 211 " " " " " " " 0' Oe71: 211 " " " " " " " 87 once. When you've set all the options, 0801: 211 " AD C, CO CO C, C, " 0879: 211 " 52 45 53 53 " 12 8C

press RETURN to begin play. 0809 : CO C, C, CII CO CII C, C, " 11881:72 45 54 55 52 4E 92 " 13 08El:CO '0 '0 00 00 110 '0 '0 F7 0889: 211 54 .F " " 4C .1 " " 08£9 : 110 '0 '0 '0 1111 110 " AS OF 0891:2£ .. " " " " " 12 " Playing Ih. Gam. \'I8Fl : 00 80 " D. 80 21 08 AS '2 9899:6A 92 " .1 4E 44 " 12 77

The game board itself occupies most of 081:'9:911 " 02 " EA EA " " AD 1il8Al : 6C 92 " " 45 " 53 " Al

the playing scree n. Your score, the 0901 : 85 18 .C " 119 51 45 57 Fl 08A9:40 4F 56 45 " " 55 SA .. \'1909 : 42 72 2E " 62 49 58 42 CB 0881:5A 4C 45 " "

., 45 43 28 speed, and the difficulty sctting nre also 0911:59 43 2F " 211 6) 6F 60 56 0889:45 OD " " " " " " 90 disp layed. As the game begins, the 0919 : 70 75 74 65 21 " 62 4P 4) OBCl : 20 " " " " " " " 07 game board is empty and pieces begin 11921 : 4P 4B 53 3l 32 )4 " 77 65 IIBC9 : 55 " " 41 " .. " .. " to appear one at a time. Each piece 11929 : 2£ " 77 45 4£ 44 4F 56 16 oe01:4~' 57 " OD " " " " '1 moves directly to the side of the board 0931 : 45 52 7) 55 49 54 45 211 84 0809:20 " " " " " 12 6B IF

11939 : 32 " " 67 52 45 45 4E 60 08El:92 " 4B 45 " " 52 4F 46 unless you change its path. If you're 09 4 1 : 53 42 4F 52 4F 2C " 6E 76 ODE9:54 4l 54 45 53 " " " " pl nying a double-sided ga me, a piece 11949 : 63 " 32 J7 )4 " l5 " DB ODF1:45 43 45 OD " " " " 06 appears in the cent€!r of the boa rd and 0951 : 21 OA " SF 00 4C " OF 09 08F9:20 " " " " " 12 7) " moves to one side or the other. If you're 0959 : AO .. AS C5 C9 02 08 " CA OC0 1:50 41 43 45 42 41 " 92 'c playing II Single-sided game, the piece 0961 : A9 .. 80 " 18 60 C, " 25 OC1J9:20 .. " " " 53 " " '1

0969 : 0 0 .. A' 81 DO F4 88 DO 66 OCll : 49 45 4J 45 .. " " " 25 .1ppears on the right side and moves to 0971 : £9 AD I. 04 29 OJ 4C 6J 00 OC1,}: 12 " " " 48 41 .C 54 'A the left. 0919 : 99 " " " " " " " 05 ocn : 5) " 47 41 40 45 2C " " You can move a piece toward the 0981 : 03 15 'C 1. l' " 4C " .. 9C29 : 12 72 75 " " 13 74 6F Ie top of the board by pressing J. Pressing 9989 : 16 " .C 28 " " " " 40 OCll:70 " 28 " 41 55 53 45 7A L moves it toward the bottom of the 0991 : 20 " 47 OJ .. " " 53 C. OC39 : 53 28 47 41 40 45 " 72 Fl

board. If you haven't selected the 0999: HI " " .. 28 " 28 " " IIC41:4F 12 54 92 41 54 " " 75 119Al : 20 " " 12 68 92 " 40 45 BC49:47 28 28 " 2U 2B " " 43 automatic-rotation option from the sec- 09A9:41 " 45 53 " 47 41 40 " IIC51 : 4f' " 52 " 12 54 " 41 2C

ond option screen, you can rolate a 99B1 : 45 " 48 41 " 44 45 52 'c IilC59: 5 4 " " 47 " " " 72 .. piece by pressing K. 09B9: 2C " 12 65 92 28 40 .1 13 OC61 :4 S 12 56 92 4F .C 56 " 36

Pieces can be seated manually or 119CI : 48 45 53 " " 54 " 45 58 OC69 : 4£ 47 " " " " .. " 70

auto matica ll y. If the current piece 09C9 : U 53 " 45 " .. " 12 " OC71 : 4f' " " 45 12 56 92 4F Cl 0901 : 66 92 " 40 .1 4B 45 53 A' 8C79:4C 56 " 4E 47 " " 64 BA comes into contact with another piece 0909:29 47 .1 40 45 " 46 41 43 "C81 : 4F 55 42 .C 45 20 12 53 F9

as it moves toward the s ide of the 119£1 : 53 54 45 " 2C " 12 13 F9 OC89 : 92 " .. 45 44 20 20 13 70 board, thc piece seats itself automatical- 09E9:92 " 40 41 " 45 53 " 41 OC91 : 49 " 47 .C 45 20 12 53 " ly. 6ccause seating doesn't occur lmme- 119Fl:49 54 " 53 .C 4F 57 45 " OC99: 92 " .. 45 .. 28 28 AD AD diately upon contact, you' ll have a brief 09P9:52 .. " " " " " " DO 0CAI : liB B9 " DB " 87 " 02 " 01\0 1 : 52 45 53 53 " 12 72 45 A2 IJ CA 9:I:'P C8 4C A2 'C AO .. A2 20 moment to slide the piece before it's OA09 : 54 55 52 " 92 " 54 4F 08 OCBl : l) 18 28 " " AO " " A' pennanently positioned. If you want to OAll : 20 40 41 4B 45 " 53 45 " 9CB9:9 3 " " 87 " 02 :'F C8 " seat a piece manually, press the space OA19 :4C 45 " 54 " 4F " " 76 OCCl : 4C as .c A2 " AD " 18 " bar; the piece will move directly to the 0A21 : A9 " " 02 " " .. AO SF OCC9: 2C " Ft· AD " 18 9A OA DE side of the board. OA29 : 00 18 " " " AD " " " OCO l:OA " A8 A2 .. ., .. .C 64

To pause a gllme 3t any time, press \JAJl : A2 " " 87 " 02 " C8 7C IIC09 : 21J 02 FF C8 " " 10 " " OA39 : 4C " " AD " ., 7A " " OCEl : ~'4 A2 'c AD " IS " " B2 the RUN/STOP key. To continue play, OMl : 99 J2 .. A9 AO " " B4 EO OCE9:rt-' AD ~:9 18 " " .. 8A C2 press any other key. To abort the current 0"49 : 89 " " " M B4 AS AD Fl IICF 1:A8 A2 " ., .. .c " 02 " game, press the back-arrow key (.). IilA 5 1 : 99 02 .. C8 C, 1. " " 51 IJCF9:FF C8 " " 10 " " A2 " When a game is over, Qtwb IIA59:A9 C8 80 6F .. AS C5 80 Fe 0001:IIE AO " 18 " F8 " " " OA6l : 58 " A' C6 80 " .. A' " 00119 : £D 18 9A OA .. OA A8 A2 60 prompts you for your name and then \1"69 : 03 80 08 B4 .. .. A2 .. 6F 0011 : 00 " 8B .C " 02 " C8 7F displays the high scores for the session. IIA 71 :A9 .1 " " 08 C8 CC " 09 0019 : E8 " 18 " F4 AS C5 C, 1E To play another game, press Y; to exit to 0A79 : 18 " F5 90 02 08 " 'C " 0021:40 " " C, DO 08 " AD S)

BASIC, press N. OA81 : E5 18 " " AS " " SA 8) 0029 : E8 18 " OJ 80 " 18 .C 11 OA89 : 0B C8 C. 1 • .. F6 90 02 " 9031: 56 DO C, 16 08 " AD " .C OA91:08 " " 14 " P8 AS C5 2l 00]9: 18 " '1 80 " 18 .C 56 ..

Q8wb IJA99 : C9 .. F8 FA C, " 08 10 A8 004l :110 C, IF DO " AD EA 18 42 OAA1 : CE " 18 " " 18 08 4F Ie 0 0 49:49 OJ 80 EA 18 .C 56 DO 54

0801: 118 " " FF " 12 12 J8 F2 IIAA9:A9 01 80 " 18 .C P8 9A A' 0051 :C9 OJ 08 C, .. AS C5 C, 16 0809 : 38 .. " " FF FF SF 22 04 IIABl : C9 10 08 l' " " 18 AD " 0059: 411 08 FA • C .. 'C 28 87 " 9811 90 DO .. DO go DO DO .. 21 9A89 : £2 18 C, 1< " " AS 13 SF 0061:110 AD " 18 .A 80 " 18 " 0819 00 DO .. .. .. .. .. .. 29 OACl : 80 E2 18 • c F8 .. C, .. AD 1I069:A9 l' J8 EO " 18 80 E7 17 0821 110 .. .. .. .. .. .. DO II OAC9:09 10 C, " 18 AD " 18 00 0071 18 AD " IS C, " " " 92 9829 20 28 " " " " " " " IIA01: Oil' 25 AS 01 80 " 18 .C 50 0079 119 " 80 " IS " " 8C 3C 0831 " " " " 8B C. C. C, 2A OA09:P8 OA C, 15 00 12 " " BA 0 081 F3 18 8C F2 IS .. 'A AS IE 0839 CO C. C, C. c. C, C. C • .. ""El : 18 AD " 18 C, 14 " " 7A 0089 " " 02 " A8 " AS " 37 0841 CO C8 C, AE .. 2B " " 2E OIl£9:A9 13 80 " 18 . C F8 OA " 0091 " " 08 " .. 09 " .. C7 0849 20 2B 28 " " 8B C, C, 70 OAFI :Cg 01 00 8) .C " 'C 28 " 0099 DA " " DB C8 00 " AS 58 0851 CII .. 43 4F " " 52 " 64 IIIIF9 : F£ 8A 4C 60 8A A' " AO " OOAI FF 80 " 04 80 " 04 A' 2A 0859 47 48 54 " II " J8 " C3 1il801 : 80 CA 00 FO 88 00 FA .. '1 0 0119 88 80 12 04 A' 28 85 FB " OB61 AD C. C8 CB A' 80 2B " A6 OB09 : 93 DO .. .. 2B 28 28 28 8B 0001 AS " 85 Fe .. " A' AO 28 0869 " " 28 " 2B " 00 43 18 0811 : 7) 45 54 " 53 " 45 43 68 0089 '1 F8 .. 2l '1 F8 AS FB AS 11871 " 40 511 55 54 45 21 28 F5 0819:49 41 .C 28 " " 4F " 6A "OCl 18 " 28 85 Fa " " " AC 0879 " " 55 42 4C " 43 41 C" 0821 : 45 52 54 " 45 53 28 '" 65 00C9 'C AS FB C, C, 00 " " 90

COMPUTE!'. 0'1,11, Febn.lary 1990 "

Page 44: Compute Gazette - Commodore.ca

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42 COMPUTEfs Gazelle FeDruary 1990

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Circle R .. de, Sef'llct Nurnbf" 1$2 COMPUTE)"s Qu:tJlltJ "',,~ "" "

Page 46: Compute Gazette - Commodore.ca

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Page 47: Compute Gazette - Commodore.ca

SUPPORT

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Page 48: Compute Gazette - Commodore.ca

O

O

O

PINHEflDJames Merlo

Quick reflexes are what you'U need to master this fast-paced,

arcade-style game for the 64. Game paddles or joystick required.

The circus is in town, The show's about

to begin. But wait, where did all those

balloons come from? They're floating

around the top of the tent and you—a

lowly clown—-have been elected to get

them down.

Suddenly, you have an idea. You

insert a straight pin through your cap

and climb onto a trampoline. You begin

to bounce. There's a balloon directly

overhead. Just maybe. ... Now, one big

jump. Wham! You just scored in Pinhead.

Pinlicad is an addictive, fast-action

game written entirely in machine lan

guage. The object of this game is to pop

as many balloons .is you can using a

clown that you bounce from a trampo

line. As the game proceeds, the bal

loons and the clown move ever faster,

ultimately reaching a frenetic pace.

Gelling Started

Since Pinhead is written in machine lan

guage you'll need to type it in using

MI.X, the machine language entry pro

gram found elsewhere in this issue.

When MLX prompts you, respond with

the values given below.

Starting address 0801

Ending address 17C0

When you've finished typing in the

program, be sure to save a copy of it

before exiting MLX.

Pinhead loads and runs like a

BASIC program. When you're ready to

play, plug a set of game paddles into

port 1 or a joystick into port 2. Then

load the program and type RUN. For a

paddle-controlled game (the default),

press fl; for joystick control, press f3.

Paint ot Attack

When the game begins, your clown

stands poised on a trampoline at the bot

tom of the screen. Your score and the

number of clowns remaining (four) are

indicated at the top. After a moment.

balloons begin to drift across the screen.

Pick out a balloon to pop and use the

game paddles or the joystick to maneu

ver the trampoline under it. Then, when

you're ready, press the fire button to

launch the clown from the trampoline.

If you strike the target balloon at

an angle, the clown will change direc

tion. Position the trampoline beneath

the descending clown. The closer the

clown is to the center of the trampoline

when it lands, the higher it bounces. To

give the trampoline extra spring, hold

down the fire button. If the bouncing

clown misses the trampoline and hits

the ground, you lose a life.

AcrophobicB beware! You'll scar to dizzyiiijt

hi to pop IhtSt liailnans.

Scoring is based on the size and

speed of the balloons you pop. The

smaller and faster a balloon is, the more

points you receive for popping it. Also,

you're awarded an extra life every 2000

points.

As the game progresses, the clown

and balloons move faster. Once you've

scored 300 points, the clown speeds up.

At 500 points, the balloons start moving

faster. At the 1500-point mark, the

clown speeds up again. The last increase

occurs at the 2000-point barrier, when

the balloons reach maximum speed.

The game ends when you no long-

46 COMPUTE!'* Gazette February 1990

,

o o

James Merlo

Quick reflexes are what you'll need to master this fast-paced, arcade-style game for tile 64. Game paddles or joystick required.

The circus;s in town. The show's about to begin. But wait, where did all those balloons come from? They're floating around the top of the tent and you-a lowly clown- have been elected to gel them down.

Suddenly, you have an idea. You insert a strilight pin through your cap and climb onto a trampoline. You begin to bounce. There's a balloon directly overhead. Just may~ .... Now, one big jump. Wham! You just scored in Pinhead.

Pinhead is an addictive, fasl-action game written entirely in machine lan­guage. Thc objeci of this game is to pop as many balloons as you can using a clown that you bounce from a trampo­line. As the game proceeds, the bal­loons and the down move ever faster, ultimately reaching a frenetic pace.

Getting Sl,~ed Since Pin/J ead is written in machine lan-

, guage, you'll need to type it in using I MLX, the machine language entry pro­

gram found elsewhere in thi s issue. When MLX prompts you, respond with the values given below.

Starting address 0801 Ending address 17CO

When you've fi nished typing in the program, be sure to save a copy of it before exiting MLX.

Pillh ead loads and run s like a BASIC program. When you' re ready to play, plug a set of game paddles into port I or a joystick into port 2. Then load the program and type RUN. For a paddle-controlled game (the default), press f1 ; for joystick control , press f3 .

Point 01 Attack When the game begin s, your down stands poised on a trampoline at the bot­tom of the screen. Your score and the number of downs remaining (four) aTe indicated at the top. After a moment.

balloons begin to drift across the screen. Pick out a ba[1oon to pop and use the game paddles or the joystick to maneu­ver the trampoline under it. Then, when you're ready, press the fire button to launch the down from the trampoline.

If you strike the target balloon at an angle, the down will change direc­tion. Position the trampoline beneath the descending clown. The doser the down is to the center of the trampoline when it lands, the higher it bounces. To give the trampoline extra spring. hold down the fire bulton. If the bouncing down misses the trampoline and hits the ground, you lose a life.

AcroplJQbics brWMr! You'll soar to diuyiu8 heights Jo pop til fsr /!al/oo lls.

Scoring is based on the size and speed of the balloons you pop. The smaller and faster a balloon is, the more points you receive for popping it. Also, you're awarded an extra life every 2000 points.

As the game progresses, the down and balloons move fa ster. Once you've scored 300 points, the d own speeds up. At 500 points, the balloons st.art moving fa s ter. At the ISOO -point mark, the down speeds up again. The last increase occurs at the 2000-point barrier, when the balloons reach maximum speed.

The game ends when you no long.

46 COMpuTEr$ G,uelta February 1990

I

1

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COMPUTES Gazelle February 1990 47

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COMPUTEr, Ouell' FeI:Jn.wy 1990 47

Page 50: Compute Gazette - Commodore.ca

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48 COMPUTE'S Gazotle February 1990

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48 COMPUTEr, Galella February 1990

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G

Page 51: Compute Gazette - Commodore.ca

Stacy J. Prowell

You probably use your disk drive main

ly for loading and saving BASIC pro

grams or for loading commercial

software. You may even dabble with

sequential and relative files. BASIC

provides commands—LOAD, SAVE,

OPEN, PRINT#, and so on—for per

forming these and other simple tasks.

In addition, the Disk Operating System

(DOS) provides high-level commands

that handle other essential disk func

tions, such as formatting disks and

scratching files. The advantage of these

commands is that you don't need to

know how the drive actually performs

each task. For example, when you exe

cute a SAVE command, you don't have

to tell the drive how and where to store

the file; BASIC and DOS take care of

the details for you.

High-level commands are great for

casual users and beginners, but some

tasks can't be performed with a single

command. For example, DOS has a

scratch command, but no unscratch

command. If you accidentally scratch a

file, there's no command to bring it

back, even though all the information is

still on the disk. DOS also has the abili

ty to lock a file so that it can't be

scratched, but there's no command to

let you use this feature.

To perform tasks for which there

are no commands, you have to program

the disk drive directly. DOS provides

several low-level commands for this

purpose. The Block-Read and Block-

Write commands let you change the

contents of an individual block or sec

tor. They give you access to every byte

on a disk, but using them from BASIC

or machine language can be difficult.

Disk Editor takes the work out of using

low-level disk commands without tak

ing away their power and flexibility.

Examine and alter any byte

on a disk with this flexible

utility for the Commodore 64

and a 1541 or 1571 disk drive.

Typing it In

Disk Editor is written in machine lan

guage, so to enter it, you'll need to use

MLX, the machine language entry pro

gram found elsewhere in this issue. The

MLX prompts, and the values you

should enter, are as follows:

Starting address: 3000

Ending address: 8F87

When you've finished typing, be sure to

save a copy of the program to disk,

To run Disk Editor, type LOAD"/i7<?-

name",8,l and then type NEW. Next,

insert the disk you want to edit and

type SYS 32768. Be very careful with

Disk Editor until you're sure it works

correctly. If you made a typing error

when entering the program, it could

ruin your disk. The first time you use it,

work on a scratch disk. That way, if

there's a problem, you won't lose valu

able data.

Tracks and SectorsTo use Disk Editor effectively, it's im

portant to understand how Commo

dore disks are organized. Disks

formatted on the 1541 and single-sided

disks formatted on the 1571 are divided

into 35 tracks, and each track is divided

into a number of sectors. Double-sided

1571 disks also have 35 tracks on the

back side of the disk, for a total of 70

tracks. The longer tracks near the outer

edge of a disk contain 21 sectors, while

the shorter tracks near the center hub

contain only 16. The tracks in between

contain from 16 to 21 sectors, depend

ing on the length of the track.

Each disk sector contains 256 bytes.

Of these, 254 are available for storingdata. The remaining 2 bytes contain a

pointer to the next sector in a file. This

pointer allows DOS to keep track of all

the sectors in a file without having to

keep lists of sectors in the directory.

The disk directory is used by DOS

to keep track of which files are on the

disk and where they're located. Each

directory entry contains information

about a file's type, location, name, and

size. If DOS needs more information

about a specific file—the record size for

relative files, for example, it stores this

information in the directory also.

The first sector of the disk directo

ry, track 18, sector 0, contains the name

of the disk and the Block Availability

Map (BAM). The BAM lets DOS know

which sectors are currently being used

and which ones are free. Track 18, sec

tor 1 is the first sector of the directory it

self. It contains a pointer to the second

directory sector and information about

the first eight files on the disk.

You can learn more about your

disks and disk drive by reading the

manual that came with the drive. The

appendices in the back of the manual

are especially helpful for understanding

how information is stored on disk. If

you're interested in programming the

drive yourself, the manual also has

chapters on DOS commands and tow-

level programming,

Editing Disks

D/sfr Editor begins by reading track 18,

sector 0 and displaying its contents in a

16 X 16 grid. The data is represented

COMPUTE!'* Gazette February 1990 49

(

I

Stacy J. Prowett

You probably use your disk drive main­ly for loading and saving BASIC pro­grams or (or load ing co mmercia l software. You may even dabble with sequential and relative fil es. BASIC provides commands-LOAD, SAVE, OPEN, PRINT#, and so on-for per­fonning these and other simple tasks. In addition, the Disk Operating System (~OS) provides high-level commands that handle other essential disk func­tions, such liS formatt ing disks a nd scratching files . The advantage of these commands Is that you don't need to know how the drive actually perfonns each task. For example, when you exe­cute a SAVE command, you don't have to tell the drive how and where to store the fil e; BASIC and DOS take care of the details for you.

High-level commands nre greal for casual users and beginners, but some tasks can't be performed with a single command . For example, 005 has a scratch command, but no unscratch command. If you accidentally scratch a fil e, there's no command to bring it back, even though all the information is s till on the disk. 005 also hils the i1bili­Iy 10 lock n file so that it can't be scratched, but there's no command to let you use this feature.

To perform tasks for which there are no commands, you have to program the disk drive directly. 005 provides several low-level commands for this purpose. The Block-Read and Block­Write commands lei you change the contenls of an individual block or Sf!('­tor. They give you access to every byte on a disk, but using them from BASIC or machine language can be difficult, Disk Editor takes the work out of using low-level disk commands without tilk­ing away their power and flexibility.

Examine and alter any byte on 8 disk with this flexible

utility for the Commodore 64 and a 1541 or 1571 disk drive.

Tl ping It In Disk Editor is written in machine lan­guage, so to enter it, you'll need to usc MLX, the machine language entry pro­gram found elsewhere in this issue. The MLX prompts, and the values you should enter, are as follows:

StuUng .ddrHI: 8000 Ending . ddreJl: 8f87

When you've finished typing, besure to save a copy of the program to disk.

To run Disk Editor, type lDAD"fil/!­nam/!",8,1 and then type NEW. Next, insert the disk you want to edit and type SYS 32768, Be very careful with Disk Editor until you're sure it works correctly. If you milde a typing error when entering the program, It could ruin your disk. The first time you usc it, work on a scratch disk. That way, if there's a problem, you won't lose valu­able data.

Tracks and sectors To use Disk Editor effectively, it's im­portant to unders tand how Com mo­do re disks arc organized. Disks formatted on the 154 1 and single-sided disks formatted on the 1571 arc divided into 35 tracks, and each track is divided into a number of sectors, Double-sided 1571 disks also have 35 tracks on the back side of the disk, for a total of 70 tracks. The longer tracks ncar the outer edge of a disk contnin 21 sectors, while

the shorter tracks ncar the center hub contain only 16. The tracks in between contain from 16 to 21 sectors, depend ­ing on the length of the track.

Each disk sector contains 256 bytes. Of these. 254 are nvailable for sioring data. The remaining 2 bytes contain a pointer to the next sKtor in a file . This pointer allows DOS to keep track of all the sectors in a file without having to keep lists of sectors in the directory.

The disk directory is used by DOS to keep track of which files are on the disk and where they're located. Ench directory entry contai ns information about a file's type, location, name, and size, If DOS needs more information about a specific file-the record size for relative files, for example, it stores this informat ion in the directory also.

The fi rst sector of the disk directo­ry, track 18, sector 0, contains the name of the disk and the Block Availability Map (BAM). The BAM lets DOS know which sectors are currently being used and which ones are free. Track 18, sec­tor 1 is the first sector of the directory it­self. It contains a pointer to the second directory sector and information about the first eight files on the disk.

You can learn mo re about your disks and disk drive by reading the manual that came with the drive. The appendices in the back of the manual are especially helpful for understanding how information is stored on disk. If you're interested in programming thc drive yourself, the manua l a lso has chapters on DOS commands and low­level programming.

Editing Disks Disk Editor begins by reading track 18, SKlor 0 and displaying its contents in a 16 X 16 grid. The data is represented

COMPUTE!". G,Ize,fe February 1990 49

Page 52: Compute Gazette - Commodore.ca

Disk Editor

by characters, so you should be able to

read the name of the disk in the tenth

line of the grid. If you can't, press

SHIFT-Commodore to switch to upper-/

lowercase characters. The previous,

current, and next sectors are indicated

to the right of the grid along with the

number of sectors stored on the stack.

Disk Editor displays the disk status be

low the grid.

The following paragraphs describe

the commands available in Disk Editor.

The commands are divided into two

groups: those that affect the current sec

tor, and those that are more general

commands. The first group of com

mands, those that affect the current sec

tor, are described below.

L Load a disk sector. When you press L,

a cursor appears beside the label This:.

To load a sector, enter the track number

and press RETURN; then type the sec

tor number. Disk Editor pushes the cur

rent track and sector numbers—here

after referred to as the sector pointer—

onto the stack and loads the sector indi

cated. If the sector you request doesn't

exist, the disk status line displays ILLE

GAL TRACK OR SECTOR and the grid's

contents remain unchanged. If you

press L accidentally, you can abort the

command by entering spaces for the

track number.

S Save a disk sector. This command

works much the same way as the Load

command except the contents of the

grid are saved to the sector you indi

cate. To save to the current sector (the

sector indicated by This:), simply press

RETURN twice.

+, — Load an adjacent disk sector.

Pressing + loads the next higher sector,

while pressing — loads the next lower

sector. For example, if the current sector

is track 14, sector 3, pressing + loads

sector 4 of track 14. Using the same ex

ample, pressing — bads sector 2 of track

14. If the current sector is the first in a

track and you press —, Disk Editor loads

the last sector from the previous track.

Similarly, if the current sector is the last

in a track and you press +, Disk Editor

loads the first sector from the next track.

Both commands push the current sector

pointer onto the stack before loading the

new sector. If you own a 1571, note that

the + and — commands won't work cor

rectly with your disk drive. Neither com

mand loads sectors from the back side of

the disk (tracks 36-70).

N Load next disk sector. Commodore

disk sectors are chained together by the

sector pointer in the first two bytes of

the sector. For example, the first two

bytes of track 18, sector 0 are 18 and 1.

Thus, track 18, sector 1 follows track 18,

sector 0 in the disk directory. Disk Editor

50 COMPUTE!1* Gazette Febtuary 1990

displays the pointer to the next sector

beside the label NEXT:. Pressing N

saves the current sector pointer on the

stack and loads the sector indicated by

NEXT:. This command is handy for

tracing through the sectors of a file or

the disk directory.

P Load previous disk sector. Commo

dore disk sectors are linked by pointers

in only one direction. You can follow

the pointers from front to back, but you

can't follow them from back to front.

Disk Editor circumvents this problem

with its stack. Each time you load a new

disk sector, the program pushes the old

sector pointer onto the stack. When you

press P, it pops the top pointer from the

stack and loads that sector from the

disk. The number next to the label

Stack: indicates how many sector point

ers are on the stack. Once this value

reaches 0, pressing P has no effect. The

stack can hold up to 127 sector pointers.

SHIFT-1, SHIFT-2, SHIFT-3 Save grid.

Disk Editor has three buffers into which

you can store the contents of the grid.

Hold down the SHIFT key and press 1,

2, or 3 to store the grid contents in a

buffer. The track and sector numbers

aren't stored with sector data, so you

can use this command to copy sectors

from one location to another or even

from one disk to another.

Disk Editor Commands

Commind Action

L

5

+

N

P

SHIFT-1, 2, 3

1,2,3

H

SPACE

@F

D

CTRL-K

CTRL-L

ctkl-b

CTKL-S

QE

CTRL-P

CTRL-C

CTRL-N

RETURN

B

CTRL-C

CTRL-P

CTRL-VV

RETURN

Load a sector

Save a sector

Load adjacent sector

(current plus 1)

Load adjacent sector

(current minus 1)

Load not sector

Load previous sector

Save buffer

Recall buffer

Help

Read disk error channel

Send disk command

Toggle format

Display directory

Clear stack

Change text color

Change border color

Change screen color

Quit

Enter edit mode

Position cursor

Change value

Load sector

Exit edit mode

Enter BAM mode

Toggle sector

Plot file map

Write BAM

Exit BAM mode

1, 2, 3 Recall grid. Press 1, 2, or 3 to

place the contents of one of the buffers

back into the grid. These commands

don't change the sector pointer, so it

may be invalid after the command is

executed.

General Commands

The following commands are more

general and affect the disk as a whole or

the program itself.

H Help. Pressing H displays a summary

of the commands and their respective

keystrokes. Press any key to return to

the main screen.

SPACE Read the disk drive error chan

nel. Pressing the space bar updates the

disk-status display at the bottom of the

screen.

@ Send a disk command. By pressing

@, you can send any disk command to

the disk drive. For example, press @

and then type VO: to validate the disk.

F Change grid format. Pressing F allows

you to toggle the format of the grid be

tween the 16 X 16 standard format, the

default, and the 32 X 8 directory for

mat. Directory format makes finding

filenames in the disk directory much

easier, because each directory entry is

listed on a line by itself.

D Display disk directory. Pressing D

displays the disk's directory in a format

similar to that available from BASIC.

Disk Editor displays the file length, file

name, and file type (including files of

type DEL) and the location of each file's

first sector. For relative files. Disk Editor

shows the record length and location of

the first side sector, too. Press SHIFT-

LOCK to pause the directory. Release it

to continue. Press RUN/STOP to abort

the directory.

CTRL-K Clear the stack. Pressing

CTRL-K resets the stack pointer to 0, ef

fectively removing all sector pointers

from the stack.

CTRL-L Change the text color.

CTRL-B Change the border color.

CTRL-S Change the screen color.

Q Quit. Pressing Q allows you to exit

Disk Editor and return to BASIC.

The remaining two commands

change Disk Editor's mode of operation

and are described in detail below.

Edit Mode

Pressing E puts Disk Editor into edit

mode. The edit screen looks exactly like

the main screen except that a box ap-

Disk EdllDr by characters, so you should be able to read the name of the disk in the tenth line of the grid. If you can't, press SHIFf -Commodore to switch to upper-/ lowercase characters. The previous, current, and next se<:tors are indicated to Ihe right of the grid along with the number of sectors stored on Ihc slack. Disk Editor displays the disk status be­low the grid.

The following paragraphs describe the commands available in Disk Editor. The commands nre divided into two groups: those that affect the current sec­tor, and those thai arc more general commands. The first group of com­mands, those that aHectlhe current sec­tor, are described below.

L Load a disk seclor. When you press L, a cursor appears beside Ihc label Tllis:. To load a sector, enter the track number and press RETURN; then type the sec­tor number. Disk Editor pushes the cur­rent track and se<:tor numbers-here­after referred to as the sector pointer­onto the stack and loads the sector indi­cated. If the sector you request doesn't exist, the disk status line displays ILLE­GAL TRACK OR SECTOR and the grid's contents remain unchanged. If you press L accidentally, you can abort the command by entering spaces for the track number.

S Save a disk sector. This command works much the same way as the Load command except the contents of the grid are saved to the sector you indi­cate. To save to the current sector (the sector indicated by Tllis:), simply press RETURN twice.

+, - Load an adjacent disk sector. Prossing + loads the next higher se<:tor, while pressing - loads the next 10 .... 'er sector. For example, if the current sector is track 14, sector 3, pressing + loads sector 4 of track 14. Using the same ex­ample, pressing - loads sector 2 of track 14. If the current sector is the first in a track and you press -, Disk Editor loads the last sector from the previous track. Similarly, if the current sector is the last in a track and you press +, Disk Editor loads the firnt sector from the next track. Both commands push the current sector pointer onto the stack before loading the new sector. If you own a 1571, note that Ihe + and - cOllwrauds won't work cor­recIEy wilh your disk dn·ve. Neither com­mand loads sectors from the back side of the disk (tracks 36-70).

N Load next disk sector. Commodore disk sectors are chained together by the sector pointer in the first two bytes of the sector. For example, the first two bytes of track 18, sector 0 are 18 and 1. Thus, track 18, sector I follows track 18, sector 0 in the disk directory. Disk Editor

50 COMPUTEl'a Galette Febr\lafy 1990

displays the pointer to the next sector beside the labe l NEXT:. Pressing N saves the current sector pointer on the s tack and loads the sector indicated by NEXT:. This com mand is ha ndy for tracing through the sectors of a file or the disk directory.

P Load previous disk sector. Commo­dore d isk sectors are linked by pointers in only one direction. You can follow the pointers from front to back, but you can't follow them from back to front. Disk Editor circumvents this problem with its stack. Each time you load a new disk sector, the program pushes the old sector pointer onto the stack. When you press P, it pops the top pointer from the stack and loads that sector from the disk. The number next to the label Stack: indicates how many sector point­ers are on the stack. Once this value reaches 0, pressing P has no effect. The stack can hold up to 127 sector pointers.

SHIFT-I, SHIFT -2, SHIFT -3 Save grid. Disk Editor has three buffers into which you can store the contents of the grid. Hold down the SHIFT key and press 1, 2, or 3 to store the grid contents in a buffer. The track and sector numbers nren't stored with sector data, so you can use this command to copy sectors from one location to another or even from one disk to another.

Disk Editor Commands Command

L 5 +

N P SHtFT-I, 2. 3 I, 2. 3 H SPACE @ F D CTRL-K CTRL-L CTRL-B CTRL·S Q E

CTRL-P CTRL-C CTRL-N RETURN

CTRL-C CTRL-P CTRL-W RETURN

Attion

Load a Sedor Save a settor Load adjacent sector (current plus I)

Load adjacent sector (current minus I)

Load next sector Load previous sector Save buffer Retail buffer Help Read disk error channel Send disk command Toggle format Display directory Clear stack Change te:llt color Change border color Change scn;:en color Quit Enter edit mode Position cursor Change value Load sector Exit edit mode Enter BAM mode Toggle sector Plot file map Write BAM Exit BAM mode

1, 2, 3 Recall grid. Press I, 2, or 3 to place the contents of one of the buffers back into the grid. These commands don't change the sector pointer, so it may be invalid after the command is executed.

General Commands The following commands a rc more general and affect the disk as a whole or the program itself.

H Help. Pressing H displays a summary of the commands and their respective keystrokes. Press any key to return to the main screen.

SPACE Read the disk drive error chan­nel. Pressing the space bar updates the disk-status display at the bottom of the screen.

@ Send a d isk command. By pressing @, you can send any disk command to the disk drive. For example, press @ and then type YO: to validate the disk.

F Change grid fo rmat. PreSSing Fallows you to toggle the format of the grid be­tv.'een the 16 X 16 standard format, the default, and the 32 X 8 di rectory for­mat. Directory format makes finding filenames in the disk directory much easier, because each directory entry is listed on a line by itself.

D Displny disk directory. Prossing D displays the disk's directory in il format similar to that available from BASIC. Disk Editor displays the file length, file­name, and file type (including files of type DEL) and the location of each file's first sector. For relative files. Disk Editor shows the record length and location of the first side sector, too. Press SHIFT­lDCK to pause the directory. Release it to continue. Press RUN/STOP to abort the directory.

CTR L- K Clear the stack. Pressing CTRL-K resets the stack pointer to 0, ef­fectively removing all sector pointers from the stack.

CfRL-L Change the text color.

CfRL-6 Change the border color.

CTRL-S Change the screen color.

Q Quit. Pressing Q allows you to exit Disk Editor and return to BASIC.

The remaining two commands change Disk Editor's mode of operation and are described in detail below.

Edll Mode Pressing E puts Disk Editor into edit mode. The edit screen looks exactly like the main screen except that a box ap-

Page 53: Compute Gazette - Commodore.ca

pears in the upper left corner of the grid

and four numbers appear at the bottom

of the screen. The first three numbers

are the value of the byte under the cur

sor in decimal, hexadecimal, and bina

ry, respectively. The fourth number is

the cursor position within the grid.

Move the cursor over the grid with

the cursor keys. To change the value

under the cursor, press CTRL-C and

then enter the new value. To enter val

ues as hexadecimal, type a $ before the

value. To enter binary values, type a %

before the number. If neither of these

characters precedes the number, the

value is assumed to be decimal. If you

want to enter values as text, simply po

sition the cursor and begin typing.

Pressing CTRL-9 turns reverse text on,

and CTRL-0 rums reverse text off, just

as in the BASIC editor. The line at the

bottom of the screen indicates whether

reverse mode is on or off.

You can move the cursor to a spe

cific position within the grid by press

ing CTRL-P and entering the location.

As with the CTRL-C command above,

you can enter this value as decimal,

hexadecimal, or binary.

Sector pointers are usually stored

in the first two bytes of a disk sector,

but not always. Directory sectors con

tain up to eight sector pointers other

than the one in the first two bytes. To

load a sector pointed to by these point

ers, you could enter edit mode, write

down the track and sector numbers, and

then use the Load command. But there's

an easier way. Simply place the edit cur

sor over the first byte of the sector point

er and press CTRL-N. Disk Editor stores

the current sector pointer on the stack

and loads the new sector from disk.

Press RETURN to exit edit mode

and return to the main screen.

BAM Mode

The Block Availability Map, stored on

track 18, sector 0, is a binary map of all

the sectors on the disk. Every sector on

the disk has a corresponding bit in the

BAM which tells DOS whether or not

that sector is allocated. Unfortunately,

the BAM is difficult lo read from a disk

sector editor (unless you can convert

Commodore screen codes to binary in

your head). Disk Editor's BAM mode

simplifies viewing and editing a disk's

BAM.

Pressing B from the main screen

loads and displays the BAM from the

disk. Disk Editor displays the BAM in ta

ble form. The tracks are listed along the

top of the table; the sectors are listed

down the left side. Each sector is repre

sented on the table by a dot. If the dot is

displayed in reverse video, the corre

sponding sector is free. If the dot is dis

played normally, the corresponding

sector is allocated. The number of free

blocks is shown in the lower right cor

ner of the screen.

When you first enter BAM mode,

the cursor is in the upper left corner of

the screen. You can use the cursor keys

to move it over the screen. Press CTRL-

C to toggle the status of the sector un

der the cursor. As you free and allocate

sectors, the number of free blocks, dis

played in the lower right comer, changes.

Occasionally, you need to know

which sectors are occupied by a specific

file. For example, you may suspect that

a file on your disk is corrupted and occu

pies the same sectors as another file. You

can plot the sectors that a file occupies

by moving the edit cursor to the first sec

tor of the file and pressing CTRL-P. All

of the sectors occupied by the file are

marked with an asterisk. So if you plot

the sectors for a file you think is corrupt

ed and then plot the sectors for a good

file, you can actually see whether the

two occupy the same sectors.

After you've finished editing the

BAM, you can press CTRL-W to save it

back to disk. Pressing RETURN takes

you back to the main screen.

Using Disk Editor with BASICDisk Editor occupies the area of memory

beginning at $8000 (32768). If you need

to use it and BASIC at the same time,

you must protect Disk Editor from

BASIC. To do this, enter the following

commands after you load Disk Editor

and before you type SYS 32768.

POKE 56,I2B:FOKE 55,O:NEW

This command sequence moves BA

SIC's top-of-string pointer below Disk

Editor so that the program won't be

overwritten by string data.

Disk Editor8090

8008

801(1

8 013

8 (12 H

8028

8030:

8938 :

8G4O:

8048:

8050:

9053:

B060:

8368:

8070;

8078:

8080:

8033:

8 090:

809B:

8BA0:

BOAS:

B8B0:

80(1 H:

B0C0:

BGC3;

8 BOS:

80D8:

80E0:

80E8:

B0F0:

80F8:

4C 4A

55 31

55 32

4 2 2D

00 23

45 53

4C 45

32 3F

00 10

00 C0

30 00

C0 30

00 00

00 00

09 09

00 00

00 00

3 5 36

44 45

15 15

15 15

15 13

12 12

11 11

53 20

48 45

52 45

53 3A

00 00

00 93

44 49

52 20

8F 00

3ft 32

3A 32

50 3A

0D 24

47 52

52 3F

3F 33

0D FF

30 00

C0 J0

00 CH

00 00

00 00

00 00

00 00

00 30

37 38

46 40

15 15

15 15

13 13

12 12

11 00

43 20

4C 50

56 3A

00 4E

53 54

44 49

54 4F

30 37

00 00

2C 30

2C 30

32 2C

4C 45

50 52

3F 31

09 00

F0 00

C0 39

00 CO

30 00

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00 00

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00 00

31 32

39 41

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IS IS

15 IS

13 13

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59 52

46 4F

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4 5 58

41 43

53 4B

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30 0D R2

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53 55 76

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FF F0 44

00 00 61

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33 34 71

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15 15 99

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43 49 E5

54 3A 65

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8100

8108

8110

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8120

8128

8139

8138

8140

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3150

8158

8160

8168

8170

3178

8180

8188

8190

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81A0

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8210

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8238

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8250:

8258

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8268:

3270:

8278;

8280:

3238:

8290:

3293:

82A0:

82A8:

82B0:

82118:

82C0:

82C8:

32D0:

82DB:

82E0:

82E8:

82F0:

82F8:

8300:

8308:

8310:

8318:

8320:

3328:

8330:

8338:

8340:

8348:

8350:

8353:

3360:

3368:

3370:

8378:

8383:

8388:

8390:

8398:

83A0:

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09 20 E3

COMPUTE! s Gaimte February 1990 51

pears in the upper left comer of the grid neT of the screen. 8100:59 " 53 S< " 43 " " 51

When you first enter BAM mode, 8108 : 5 9 " 4F 57 45 4C 4C 00 28 and four numbers appear at the bottom 8119 :00 )C 4C " " 4C 4F " 28

of the screen. The first three numbers the cursor is in the upper left comer of 8118 : 44 " " " " " " " 2D are the value of the byte under the cur- the screen. You can use the cursor keys 8129 : 29 " " " " )C 53 " 18 sor in decimal, hexadecimal, and bina- to move it over the screen. Press CTRl- 8128 : 29 53 " 56 45 '0 )C " " ry, respectively. The fourth number is C to toggle the status of the sector un- 8139 : 3E " )C 2D lE " " 44 ED

8138:4A 41 43 45 4f: S< " " 91 the cursor position within the grid. der the cursor. As you free and allocate 8149 :2 11 " )C 4E " " )C " " Move the cursor over the grid with sectors, the number of free blocks, dis-B148:JE " 43 4B " 49 4E '0 J8

the cursor keys. To change the value played in the lower right comer, changes. 8151l : 3C " " " 43 4F 40 40 " under the cursor, press CTRl-C and OccaSionally, you need to know B15B : 41 4E 44 " " " " " Fa then enter the new value. To enter val- which sectors are occupied by a specific 8161l:3C 53 so 41 43 45 " " " ues as hexadecimal, type a $ before the fil e. For example, you may suspect that 8168: 52 45 41 44 " 45 " " SF

8171l:4f " ' 0 )C 45 " " 45 DO value. To enter binary values, type a % a file on your disk is corrupted and occu- 8178:44 49 54 " 42 4C 4F 43 " before the number. If neither of these pies the same S(!dors as another file. You 8180 : 48 " " " " " " )C J5 cha racters p recedes the number, the can plot the sectors that a fil e occupies 8188:42 " " 45 44 49 S< " .-value is assumed to be decimal. If you by moving the edit cursor to the first sec· B190:42 41 40 00 )C 51 " " 4l

want to enter values as text, simply po- tor of the file and pressing O"Rl · P. All 8198:Sl 55 49 S< " " " " " 8UIIl: 20 " " " " " " " " sHion the cu rsor and begin typing . of the sectors occupied by the file are 81AB:3C 44 " " 44 49 " 45 os PreSSing o"RL-9 turns reverse text on, marked with an asterisk. So if you plot 8180:43 54 4F " " OD OD 4l os and CTRl-O turns reverse text off, just the sectors for a fil e you think is corrupt- 8188:54 " 4C 2D 4B " " 45 9D as in the BASIC editor. The line at the ed and then plot the sectors fo r a good 81C9:5) 45 S< " 53 S< " 43 'C bottom of the screen indicates whether file, you can actually sec whether the 81C8:48 " " 4l S< " 4C '0 6J

8109 : 4C " 54 45 58 S< " 43 78 reverse mode is on or off. two occupy the same sectors. 8108 : H' 4C '" 52 00 4l 54 52 16 You can move the cursor 10 11 spe- After you've finished editing the 8H:9 :4 C 2D 42 " 42 " 4l 4D '" cific position within the grid by press- BAM, you can press crRL-W 10 save it 81£8:41 52 4F 55 " 44 " " 47 ing CTRL-P and entering the location. back to disk. Pressing RETURN takes 81F9 : 20 4J " 52 4C 2D 53 " " As with the CTRL-C command above, you back to the main screen. 8lF8 : S3 4J 52 4S 4S " 2D 4J " you can enter this value as decimal, 8200 :4 F 4C " 52 OD DO )C II IS

Usln. Disk Editor wllh BASIC 8208 : 3!,: 2D )C " " " )C )) ' C hexadecimal. or binary. 82111 : 3£ " so 55 4C 4C " 42 Dl Sector pointers arc usually stored Disk Editor occupies the area of memory 8218 :4C " 4J 4D 2D 46 52 '" 42

in the first two bytes of a disk sector, beginning at $8000 (32768). If you need 8220 : 40 " 40 4S 40 " 52 59 77 but not always. Directory sectors con- to usc it and BASIC at the same time, 8228: 00 " " 2D " 57 49 54 " tain up to eight sector pointers other you mu s t protect Disk Edit or from 82311 : 48 " 53 48 49 46 54 " 1C

8238:20 " SO 50 54 2D 42 4C " than the one in the first two bytes. To BASIC. To do this, enter the following 8240 : 4F 4J 4B " 49 " " 40 ]A load a sector pointed to by these point- commands after you load Disk Editor 8248:45 40 OF 52 59 OD OD 49 D4 ers, you could enter edit mode, write and before you type SYS 32768. 8259 :4 £ " " 41 40 ]A " 4J B1 down the track and sector numbers, and 8258:54 52 4C 2D 4J " 54 " DB then use the Load command. But there's POKE S6, l 28:POKE SS,O:NEW 8269:47 41 4C 4S 53 " " .C " an easier way. Simply place the edit cur- This command sequence moves BA-

8268 :4 F 4J 4B '" " " " 2D " 8270 : 21J " " " 4J 54 52 4C " sor over the first byte of the sector point- SIC's top-of-string pointer below Disk 8278 : 20 51 " 51 52 49 54 4S " er and press O RL-N. Disk Editor stores Editor so that the program won't be 8280 : 53 " 42 41 40 '" " " " the current sector pointer on the stack overwritten by siring data. 9288 : 20 " " 2D " " 4l 54 DO and loads the new sector from disk. 8290 : 52 4C 2D so " SO 4C " .6

Press RETURN to exit edit mode Disk EdllO' 8298 : 54 53 " " 55 52 52 4S " 821\0:4£ 54 " 4J 48 41 49 4E 42 and return to the main screen. 81J00 : 4C 4. " " " DO .. " '" 821\8 : 00 go 49 4E 2D 4S 44 49 60 81198:55 II ). " 'C 3D 'C " " 82BIl : 54 ]A " 4J 54 52 4C 2D 58

BAM Mode 8I1U': 55 " ) A " 'C " ' C " 2D 8208 : 50 " SO " 53 49 54 49 9E The Block Availability Map, stored on 81118:42 2D SO " " 'C " OD " 82C9 :4 F " 53 " 4J 55 52 53 04

B02~:90 " .0 ,. 4C 4S 44 51 " 82C8 :4 F 52 go " " " " " OF track 18, sector 0, is a binary map of all 8028: 4 5 53 41 52 SO 52 53 55 16 82011 : 20 " " " 4J 54 52 4C SO the sectors on the disk. Every sector on 80)0:4C 4S 52 " " II " " 6J 8208 : 20 4J " 4J 48 41 " 41 A' the disk has a corresponding bit in the 8038 : 32 " " )) " " " " )0 82£1J : 45 53 ." 44 41 54 41 .0 " BAM which tells DOS whether or not B040 : 0 0 " OD " " " c. " " 82£8 : 29 " " " " " " " EO that sector is allocated. Unfortunately, 8048 : 00 C. " " C. " " C. " 82FO:20 4J 54 52 <C 2D " " " 8050:30 " C. " " c. " " E7 82F8 :4 C " 41 44 53 " " 4C SO the BAM is difficult to read from a disk 805B : CO 3D " C, 3D " " " 44 8)00: H ' 4J 4B " 46 52 " 4D 52 sector editor (unless you can convert 8060:09 " " " " " " " 61 83118 :29 SO " 49 " 54 4S 52 52 Commodore screen codes to binary in 8068 : 011 " " " " " " " 69 8319 : 57 49 54 48 " 4J 55 52 " your head). Disk Editor's BAM mode 8070 : 01J " " " " " " " 11 8)18:53 " 52 " " 4J 54 52 9J simplifies viewing and editing a disk's 8078 : 00 " " " " " " " 19 8320 : 4C 2D 4C " 4J 48 41 " " 8080:00 .. " " II " )) J4 11 8328:47 4S 53 " 4J 55 52 53 " BAM. I 8 11 88 : 35 J6 31 " J9 41 42 4J B' 8J30:4F 52 " 4J 4P 4C " 52 48 Pressing B from the main screen 8090 :44 4S 46 " " " " " 01 8)38 : 00 )C 52 4S 54 50 52 " SE loads and displays the BAM from the 8998 : 15 IS IS IS IS IS IS IS " 8)40 : )~: " 4S 58 49 54 53 " " disk. Disk Editor displays the BAM in ta- 80AO : 15 IS I S IS IS IS IS IS Al 8)48 :4 5 .. 49 54 " 41 '" .. 58 ble (ann. The tracks are listed along the 81lA8:1 S 13 13 13 13 13 13 13 M 83511: 211 42 41 40 " 40 " 44 " 81WO : 12 12 12 12 12 12 11 11 AE 8350 : 45 53 " " SC .C " " 2D top of the table; the sectors are listed 99B8:ll 11 11 OD " 52 4S 53 52 8360:85 'C " " as '0 " OD 'c down the left side. Each sector is repre- B"C0 : 53 " 4B " 46 " 52 " "' 8368 : Ul 'C " '" " D2 " " " scnted on the table by a dol. If the dot is 80CB : 48 4S 4C SO OD " " SO IE 817I1:FC DO " E6 eo D. el " 8E displayed in reverse video, Ihe corre- 811011 : 52 4S 56 )A " 54 48 " ES 8J78:AF " 4C " 80 48 A4 0) 10 sponding sector is free . If the dot is dis- 8908 53 )A " 4E 4S 58 54 )A 6S 83811 : 81 01 49 " 91 01 68 " " 80£9 110 " 53 54 41 4J 4B )A 19 8388 : 29 " BD " " " " 08 " played normally, the corresponding 8 11 £8 011 9) 44 49 53 4B " 4S J9 83911: 06 '" OJ " " " " C, 42 sector is allocated. The number of free 81lf'1l 44 49 54 " 52 " 56 4S " 8390:2" DO .. AD " " " C, El blocks is shown in the lower right cor- 80FB 52 " " 31 J8 J8 " 42 C, 83A O:4 0 DO " '" " " " " El

COMPUTEr, Galelle February 1990 "

Page 54: Compute Gazette - Commodore.ca

Disk Editor

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52 COMPUT£!'s Gazette February 1990

DIsk EdItor 20 El 80 21 80 44 83 4S C9 CC C9 72 £0 56 03 1£ 02 92 A£ 91 E£ 4F A£ 65 £6 ) 4 18 41 C9 EB BO 91" C8 80 00 4)

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84FO : FF 841"8:30 8500:00 8508 : 64 8510:20 8518:0) 8520:03 8528:4A 8530:C9 8538:03 8540:20 8548:86 8550: 21l 8558:£0 8560:94 8568 :4C 8510 : 86 8518:15 8580:8) 8588:80 8590 : 00 8598 :4 ] 85AO : 80 85A8:4C 85B0:41 85B8:80 85CO:C£ 85C8 : 00 8500 : C9 8508:94 85£0:£8 85E8:2B 85FO : C9 85F8:AO 8600: 94 86GB: 20 8610 : 80 8618 : 86 8620:7] 8628 : 94 86]0 : 85 86)8 : 20 86411 : 00 8648:C9

52 COMPUTErr Gazelle February 1990

8650 C9 AO BO 03 4C 43 85 80 B8 8658 3£ 80 20 14 85 £8 C8 £8 )4 8660 C8 20 F] 80 AD 3£ 89 29 08 8668 02 FF EE 94 89 29 5C 8C CF 8670:4C 43 85 A9 20 20 02 FF £6 8618:4C 02 FF 20 08 80 A9 14 58 8680:29 81 83 29 0) 88 A2 III" 98 8688:20 C9 ff AD 00 02 FO 00 E9 869 0:A 2 00 a D 00 02 FO 96 20 A6 8698:02 FF £8 00 F5 20 CC PI" 03 86 AO:20 52 80 A9 Of 20 C3 FF If 86A8:60 AD 3F 80 80 94 80 AD A£ 86BO :4 0 80 80 95 89 A9 12 80 65 86B8 : 3F 80 A9 00 80 40 80 20 49 86CO : 5C BC A9 94 20 A9 88 29 7) 86C8:28 88 AD 94 80 80 )F 80 86 8600 : AO 95 80 80 40 80 A9 93 EO 8608:20 02 FF A9 52 85 FC A9 91 86£0:04 85 1"0 A2 05 AO 00 8C 72 86E8:)£ 80 80 00 98 80 0) 80 6£ 86FIl:AO 08 8A 29 03 C9 0) 00 4A 86F8:0A AC 3E 80 89 98 80 38 6F 8100:£9 10 A8 8C 95 89 A9 5C 44 8798:6£ 03 80 6A AC JE 80 91 86 8719:FC 20 4E 8C C£ 95 80 09 06 8118:ED EB 8A 29 03 00 CB £8 18 8720:£E 3£ 80 A9 52 85 FC A9 20 8728:94 85 FO AD ]£ 80 C9 23 OF 8739:90 B8 A2 )0 8£ 92 94 £8 1A 8738 : 8£ 2A 04 A2 99 aD 02 04 C2 87 40: 90 93 04 BO 2A 04 90 2B 03 87 48:94 FE 28 04 BO 28 04 C9 2B 8150:3A 90 08 FE 03 04 A9 30 30 8758:90 28 04 £8 E9 22 09 DO IF 8760:A9 14 80 96 80 A£ 96 89 DO 8168:£8 E8 A9 99 20 F3 80 AD 0] 8170:96 80 29 95 85 CE 96 89 54 8178:1 0 EB 29 0 4 88 60 29 A9 88 8780:86 20 80 87 20 08 80 A9 F6 8788:94 20 80 88 60 A9 00 80 49 8790:95 80 80 96 80 20 90 8E 09 8798 : A£ 96 89 AC 95 89 29 C) )2 81AO : 8£ 29 AF 83 C9 OC 00 06 53 87A8 : 20 86 8£ 4C 98 87 C9 03 79 8780 : 00 ] 2 AE 96 89 £8 E8 AC IA 81B8:95 80 C8 C8 20 F3 80 A4 £8 81C9 :03 BIOI 49 80 91 01 AD 90 87C8:95 80 OA 9A 18 69 04 AA BO 8109 :81 01 2A 99 06 1"£ 99 98 49 8708 :4C DE 81 DE 90 98 29 0 4 lC 87EO:88 4C 98 87 C9 1) 1"0 AS F4 87£8 : C9 91 DO OA C£ 96 80 10 00 81.0 : 1"0 F.E 96 80 10 E8 C9 17 £9 8n-8:00 19 AD 95 80 48 AD 96 DC 880 0: 80 48 20 62 88 20 DB 86 90 8808 : 68 80 96 80 68 80 95 89 UO 881O :4C 98 81 C9 II 00 13 I::~: DB 8818 : 96 80 AD 96 80 AE 95 80 1£ 8820 : 00 98 80 90 ac CE 96 80 2£ 8828:00 87 C9 90 00 9A C£ 95 84 8839 : 89 10 AI:: EE 9S 80 19 A9 C2 8838:C9 10 00 14 EE 95 89 AE 4E 8A40 : 9S 89 AD 96 80 00 98 89 88 8849 : 90 97 CE 95 80 4C t:l 87 )8 8850:C9 00 00 04 20 8A 8E 60 40 8858:C9 10 DO 85 20 88 8A 4C 55 8860 : £ 1 87 A9 52 85 FC A9 04 16 8868 : 85 FO A2 05 AO 00 8C 3E BC 8870:80 AO 08 8C 9S 80 AC )1:: 1"9 8818:80 Bl FC 2A 6£ 0) 80 2~ 19 8880 :4E 8C CE 95 80 DO EF AD E3 8888:03 80 90 00 98 £8 8A 29 95 8890 : 03 00 DE no 1"1" 97 29 )F FP. 8898:90 FF 91 E8 EE 3r. 80 A9 15 88AO : 52 85 FC A9 04 85 FO AD 56 88A8 : )£ 80 C9 23 90 C) AD 3P 92 88BO : 80 80 94 80 AD 40 80 80 Fe 88B8 : 95 89 A9 12 80 3F 80 A9 IF 88CO :OO 80 40 80 20 6A 8B AD B4 88C8:94 80 80 3F 80 AD 95 80 59 8800:80 40 80 60 A2 04 A9 00 47 8808 85 FC 85 1"0 BO 00 98 E8 84 88E9 E8 E8 £8 E0 94 80 0A 6S AC 88£8 FC 85 FC 90 EF E6 fO 00 6A 88FO £8 AO 24 A2 16 20 F3 SO 15

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G

TAXPERFECTGet TaxPerfect"1 now and

relax on April 15th .

• SEVENTH SUCCESSFUL YEAR! - MANY THOUSANDS ALREADY IN USE!• Your Simple Answer to the Tax Reform Act of 1986 (As Amended)• TaxPerfect is Ihe quick, correct, easy way to do your laxes • Absolutely up-to-date with the Tax Reform

Act of 1986 and alf new tan changes • Simplest tax return preparation program available — at any

price* Single-keystroke form-to-lorm change• Automatically calculates and transfers data Irom

every FORM and Schedule to FORM 1040- Simply answer the questions — TanPerfect calculates return.

tax due or amount of refund due you- Automatically elects the greater of Standard or Itemized

deductions* Prints data to all FORMS or Schedules you need for your complete return — ready to

sign and file- Highly acclaimed by tan pros. CPA'sand tax preparers.TaiPertect is easy to understand

and a pleasure to work with. Available (or Commodore 64 and Commodore 128.

■ TaxPertect is fully screen-prompted, menu-driven

and easy to use. System includes comprehensive

User's manual with helpful tutorial example.

■ With a single keystroke. TaxPerfect instantly recalcu

lates your entire return when you change any item

■ TaxPerfect also prints directly onto tRS forms.

TAX PLANNING

• Most powerful program features available —at

any price* Supports RAMrJisk ■ Prints the input

sheets to organize your data • Built-in calculator

feature accumulates input and enters total • 32

PF key functions achieved with 1 or 2 keystrokes

• Fast, comple'e tax calculations — 20 forms in

under 2 seconds (most returns in under 1 second)

• On-line pop-up Help menus" Full calculation-

Override capability * Follows IRS text & line "s

axactly • Exclusive content-sensitive Datachok"

pinpoints omissions —and alerts you to effects of

your input • Our exclusive Current Values Display

constantly reflects all changes with your input • In

Planning Mode atl unnecessary lent input prompts

are eliminated. Only numeric input is prompted lor.

• TaxPerfect data files can be stored on disk.

• TaxPertect yearly updates are available a!

50% discount to registered TaxPerfect users.

• TaxPerfect is an essential addition to your

personal software library —and best of all.

It's tax deductible.

RETURN PREPARATION

TaxPerfecl PRINTS THE INCOME TAX

RETURN FOR YOU TaxPerfecl 64-prints

page 1 4 page 2 of the FORM 1040 and

Schedules A.B.CD.E and 5E as well as

FORM 2«1, 3903 and 6251 on standard IRS

government forms Or on blank computer

paper lor use with transparent overlays.

TaiPerfoct 12B—supports all of the above

forma plut Schedules F and R and FORMS

2106. 2119. 2210, 3B00. 4136. 4255. 4562 and

4684 All other forms and schedules are

considered in the calculation TaxPerfect

features direct screen input using fast ten-

key slyle on the Commodore 128.

FULL-FEATURED

DEPRECIATION

SUPPORT

Self-contained Depreciation program

calculates and prints complete listing of

depreciable assets . . . all classes . . . any

length lite . . . traditional methods plus "old"

rules. ACRS. MACRS...Half-year, mid-quarter

S mid-montn conventions Schedule ot assets

attaches as a detailed, printed supplement to

(he FORM 1562.

Commodoiefia and Commodore IZfl arc TRADE

MARKS oi Commodore Business Mac nines Corn

Complete 1989 Edition: TaxPerfect 64S89 TaxPerfect 128^99TO ORDER Call Toll Free 1-800-525-5611 24 Hrs. from anywhere outside Dallas, in Dallas Call 214/386-6320. MM.rc.ru.VISA. Monty Order*. Ban* Chocta and COP Ordnf* Accepted (add 3% surcharge For Credit card processing) (Tnias residents add $% sales T9J") (add $5 00 Tor COOI ($600 Shipping!

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ClrclH Rendar Service Number 125

88AO:20 C) " A9 " 29 Cl " 63 BCFS : A2 l2 " F3 SO '0 97 " F5 8E40:88 " '0 41 " 49 " 29 n7 B8A8:60 l. " " OS FO A9 "

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relax on Apnl 15th ...

• SEVENTH SUCCESSFUL YEARI • MANY THOUSANDS ALREADY IN USEI • Your Simple Answer to the Tax Reform Act of 1986 (As Amended) • TaxPerfccl Is the quick, corrccl. easy way to do your laxas ' Absolutely up-to-dale with the Tax Reform AC t 01 1986 and.1I new 10. changes ' SlmpleSI to. return preparallon program available - alany price . Single.keystroke form, lo·form change ' Aulomalically calculalos and Iranslers da la from every FORM a nd Schedule 10 FORM 1040 · Simply answer lhe qooslJons - TaxPerlCCI calcula les return. lax due or amounl of re lund due you ' Aulomatically elecls the grea ler 01 S iandard or lIemlzed deductions ' Punts dala to all FORM S o r SChedules you need lor your complete return - ready 10 sign and liIe ' Highly acclaimed by la . pros. CPA's and tax pre parers, TaxPerleet is easy to understand and a pleasure to worlt with. Available for Commodore 64 and Commodore 128. , TuPerleet is lully screen-prompted, menu-driven TuPerlee t dala Illes can be s tored on dlSlt.

and easy to use . System Includlls comprehensIve TaxPerleet yearly updates arll ava1table at User', manual w1th helpfultulorlal example. 50'!10 discount to reg1stered TaxPericct users. With a aingle Iteystroke. TIlkPerlect Inslantly raealcu· Ta-Perlect is an essenllal add11ion 10 your la le, you r enUre relurn when you Change any Item personal sol1ware library - and besl ot all . TIlkPerleCI also prints di rectly onlO IRS lorms it's lOX deducl1ble

TAX PLANNING RETURN PREPARATION FULL· FEATURED • MOlt powerful program fealurM available - al TuP1!rlecl f.BJ.tfi.S. THE INCOME TAX DEPRECIATION any pllce ' SupporlS RAMdllk ' Prlnillhe Inpul RETURN FOR YOU : T •• P, rl..e1 64 - prin ls SUPPORT Iheets 10 organ'le yo",r data · Bulll ·ln calculator page I & page 2 01 lhe FORM 1040 and Sell-.;onlah'led Depreciation program leature accumulales In pul a lld enle" 101al ' 32 SChedules A.B,C.D.E and Sf as well IS calculales and pr lllis complale listing 01 PF key lun.c llons achieved wllh I Of 2 keyslrokes FORM 2441. 3903 and 62S1 on siandard IRS dep.eclable usets ... all classes ... Illy • Fill. comple'e tu eIIleulallons - 20 forms In gOvtlmmenl lorms Of on blank compu'af lenglh IIle ... Itad'liOOl1I melhod, plus "old" under 2 eec:ondl (mosl .elums 11'1 under t lII<!ond) Piper lor Uloll w,lh Irlnsparent overlays r",iIIs. ACRS. MACRS ... Hall-~ar. mid-q"'.'ler • OnoilM PG9"UP Help men",, ' Full eIIlCulallon· 'ho.P.rI..eII21-suppart •• 1I 01 the above & mld·monlh convtlnl,on • . Schedule 01 usets override capabiloty ' Follows IRS le xt & Ione_, lorml plu, Sched",les F and R and FORMS atl.chfl as a delailed , printed s",pple1nenl 10 .ue~ . f>o;clutlvtl COflle.t·sentitlYII Dat.Chelt- 2106.2119,2210.3800. 4136. 42SS. 4!i62 Ind the FORM 4!i62 Din nlS omlulonl - and ale," you 10 elleelS of 4684 All olne.forml .nd SChedules lie your Inpul ' Our exelusiYII CUllenl Value. Dllplay consider&d in the calculation TuPerlecl

I I constanlly reflecllan cNonogn ""Ih yGUrlnpul ' In lel l",'el di.ecl Kleen Input using last len· ~601_~'2$.,.TRADE·

PIInnl~ Mode III unnecessary.l21lnpul prompts key style on the Commodore 128. MAAI\S <II ~ __ IooIxJ'utIn Coo:p

are ellm naIad. Only .!!!I!!!!l!!£JnpullS Pfl)mplad lor. Complete 1989 Edition: TaxPerfect 64 589 TaxPerlecl 128599

TO ORDER Call Toll Free 1-800-525-5611 24 Hrs. from anywhere oulside Dallas. In Dallas Call 2141386-6320, 104o...c.,,,. VISA, ~ Or"'". Ilonk CNck •• nd coo ~. ~ toCld 31Mo ... ,cn-roe tor c'''''" ~'''11f0CH''''II1 (T .... ,,_11 .dd &'lit 111M. 1 .. 1 (odd" 00 tor COOl t $~.OO SnlJIPi"III

Financial Service. Marbling C o rpo ra tion ' 500 Nor th OallalS Bank Tower . 12900 P reston Road ' Oalla9, Texas 15230

Cit<: .. Au,,". IS,.vIct H ..... bof 12.

Page 56: Compute Gazette - Commodore.ca

SAMPLER

Let's face it: Creating sound effects on

the 64 will never be as easy as plucking

a string. The 64's Sound Interface De

vice, or SID, chip contains some 25 sep-

arate registers that control sound.

Attempting to produce a particular ef

fect by POKEing these registers is both

tedious and time-consuming, especially

for the novice programmer.

Now, Sound Sampler 64 offers an

alternative. This program allows you to

access every programmable SID-chip

register without prior computations or

bothersome POKEs. Furthermore, it

utilizes the full potential of the chip,

including filtering and waveform con

trol, and it even lets you print out the

register values that you've chosen so

that you can later enter them into your

own programs.

Getting Started

Sound Sampler 64 is written entirely in

BASIC. To ensure accurate entry, use

The Automatic Proofreader, found else

where in this issue, as you type it in.

When you've finished, be sure to save a

copy of the program to tape or disk.

To begin creating sounds, simply

plug a joystick into port 2; then load

and run the program. A screen with

four columns will appear. The first

three columns contain parameters that

control the SID chip's three voices.

These include frequency values; attack,

decay, sustain, and release rates; wave

form types; and so on. The last column

contains general parameters that apply

to all three voices and include volume,

high- and low-filter values, resonance,

and filter type. The joystick is used to

change the parameters.

Sound Sampler 64 has two modes:

move mode, indicated by a blue screen

border, and change mode, indicated by

54 COMPUTE'S Gazelle Fabniary 1990

Guy Johnson

Have you ever wanted to add

sound effects to a program or

to just experiment with the

sound capabilities of your 64?

This program handles all the

tedious details for you,

leaving you free to create.

Joystick required. Printer

recommended.

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m. u

ML* 9

ttHl 1

nut h

fill* 0

fetv e

Finvu

-

Sound Sampler 64's powerful control panel.

a yellow border. In move mode, use the

joystick to move the cursor to the pa

rameter you wish to set. In change

mode, push the joystick up or down to

increase or decrease the parameter the

cursor is on. To switch between modes,

press the fire button.

Voice ParamelersLet's take a closer look at the voice

parameters in the first three screen

columns. The first two—FRHI and

FRLO—determine a sound's frequency

or pitch; FRHI is the frequency's high

byte, while FRUD is its low byte. Each

parameter has a value in the range

0-255, for an overall frequency value of

0-65535. Adjust FRHI to make major

changes in pitch, and use FRLO to fine-

tune the sound. A table of frequency

values for different musical notes is

located in Appendix M of the Commo

dore 64 User's Guide.

The next two parameters, PULO

and PUHI, are used to change the tim

bre of the sound for the pulse wave

form. These parameters are only active

for an individual voice when the pulse

waveform is selected (see below). As

with frequency, pulse is broken into a

low byte (0-255) and a high byte

(0-15). Change the first parameter to

fine-tune the pulse, and the second to

make major changes in it.

The waveform parameter (WVFM)

determines the type of wave used to

generate the sound. Possible values are

16, for a triangular waveform; 32, for a

sawtooth waveform; 64, for a pulse

waveform; and 128, fora random-noise

waveform. Experiment with different

waveforms to find the sound you like.

(The pulse waveform requires that at

least one of the pulse parameters above

be set to something other than 0.)

The next four parameters are used

to set a voice's sound envelope; each

has a range of 0-15. The first, attack

(ATAK), determines how quickly the

sound reaches full volume—in as little

as two milliseconds to as long as 8 sec

onds. Decay (DCAY) determines how

fast the sound falls to sustain level; it

varies from six milliseconds to 24 sec

onds. Sustain (SUST) is the volume at

which the sound is held after the decay;

it varies from 0-15, allowing you to set

the voice's sustain volume in incre

ments of 62/s percent of the overall vol

ume. Release (RELS) is the rate at

SQUNm SAMPLER

Let's face it: Creating sound effects on the 64 will never be as casy as plucking a string. The 64's Sound Interfl'lce De­vice, or SID, chip contains some 25 sep­arate registers that control sound. Attempting to produce 11 particular ef­fect by POKEing these registers is both tedious and time-consuming, especially for the novice programmer.

Now, Sound Sampler 64 offers an alternative. This program allows you to access every programmable SID-chip register without prior computations or bothersome POKEs. Fu rthermore, it utilizes the fu ll potential of the chip, including filtering and waveform con­trol, and it even lets you print out the register values that you've chosen so that you can later enter them into your own programs.

Getting Slarted Sound Sampler 64 is written entirely in BASIC. To ensure accurate entry, use The Automatic Proo/uader, found else­where in this issue, as you type it in. When you've fin ished, be sure to save a copy of the program to tape or disk.

To begin creating sounds, simply plug a joystick into port 2; then load and run the program. A screen with four columns witl appear. The first three columns contain parameters that control the SID chip's three voices. These include frequency values; attack, decay, sustain, and release rates; wave­form types; and so on. The last column contains general parameters that apply to all three voices and include volume, high~ and low-filter values, resonance, and filter type. The joystick is used to change the parameters.

SOli lid Sampler 64 has two modes: move mode, indicated by a blue screen border, and change mode, indicated by

54 COMPUTE,., Ga.uJ/te February 1990

64 GUY Johnson

Have you ever wanted to add sound effects to a program or to just experiment W itll the

sound capabilities of your 64? Tlti, program handles all the

tedious details for you, leaving you free to create. Joystick required. Printer

recommended.

Sound Sampler 64'5 powrrflll (Iml rol pantl .

a yellow border. In move mode, use the joystick to move the cursor to the pa­rameter you wish to set. In change mode. push the joystick up or down to increase or decrease the parameter the cursor is on. To switch between modes, press the fire bullon.

Voice Parameters Let's take a closer look at the voice parameters in the first three screen columns. The first two-FRHI and FRLD- determine a sound's frequency or pitch; FRHI is the frequency's high byte, while FRLO is its low byte. Each

parameter has a value in the range 0-255, for an overall frequency value of 0-65535 . Adjust FRHI to make major changes in pitch, and use FRLD to fine­tune the sound. A table of frequency values for different musical notes is located in Appendix M of the COIUIIIO­dare 64 User's Guide.

The next two parameters, PULD and PUHI, are used to change the tim­bre of the sound for the pulse wave· form. These parameters are only active for an individual voice when the pulse waveform is selected (sec below). As with frequency, pulse is broken into a low byte (0-255) and a high byte (0-15). Change the first parameter to fine-tune the pulse, and the second to make major changes in it.

The waveform parameter (WVFM) determines the type of wave used to generate the sound. Possible values are 16, for a triangular waveform; 32, fo r a sawtooth waveform; 64, for a pu lse waveform; and 128, for a random·noise waveform. Experiment with different waveforms to find the sound you like. (The pulse waveform requires that at least one of the pulse parameters above be set to something other than 0.)

The next four parameters arc used to set a voice's sound envelope; each has a range of 0-IS. The first, attack (ATAK), determines how quickly the sound reaches full volume-in as little as two milliseconds to as long as 8 sec­onds. Decay (DCAY) determines how fa st the sound falls to sustain level; it varies from six milliseconds to 24 sec­onds. Sustain (SUST) is the volume at which the sound is held after the decay; it varies from 0-15, allowing you to set the voice's sustain volume in incre­ments of 60/3 percent of the overall vol· ume. Rel ease (RELS) is the rat e at

Page 57: Compute Gazette - Commodore.ca

which the sound falls from the sustain

volume to 0; its values are similar to

those of the decay cycle.

The final parameter is the PLAy

parameter. When PLAY is set to 1, the

corresponding voice is played. When

it's set to 0, that voice is turned off (this

doesn't always mean that no sound is

heard). Before a voice can be heard, the

following conditions must be met:

• The volume (see below) must be

nonzero.

• A waveform must be selected.

• A frequency must be set.

• There must be an attack or a decay.

General ParametersThe parameters in the column on the

right side of the screen affect all three

voices. The clear parameter (CLR) sets

all parameters on the screen to 0, so be

careful when you use it. The volume

parameter (VOL) controls how loud

each voice is and ranges from 0 to 15.

There are four different filter pa

rameters: FILO, FIHI, FIVO, and F1TY

(each one starts with Fl). FILO (0-7)

and FIHI (0-255) combine to determine

the cutoff frequency. Depending on

which filter type is used, these values

cause the filter to attenuate all frequen

cies that are above, below, or near the

cutoff point.

FIVO (0-7) determines which

voices are affected by the filter. It is fig

ured by adding up the values of the

voices you want the filter to affect. Fol

lowing is a table of the voice values for

use with this parameter:

Voice Number Value

Voice #1:

Voice #2:

Voice #3:

For example, let's say you want the fil

ter to affect voices 1 and 3. To do this,

set the FIVO parameter to 5 (1 + 4 = 5).

The last filter parameter is FITY

(0-7). The 64 has three filter types: high

pass, low pass, and band-pass. The

high-pass filter removes lower frequen

cies, letting the higher frequencies pass.

The low-pass filter has the opposite ef

fect: It removes high frequencies while

allowing low frequencies to pass. The

band-pass filter allows a band or group

of frequencies to pass through while

frequencies above and below the band

are removed. Set FITY to 4 for a high-

pass filter, to 2 for a band-pass filter, or

to 1 for a low-pass filter.

You can combine the filters to cre

ate some interesting effects. For ex

ample, suppose you want to combine

the low- and high-pass filters to filter

out midrange frequencies. To do this,

set the FITY parameter to 5 (I + 4 = 5).

The final parameter is RESO

(0-15). Adjusting this increases or de

creases the filter resonance.

The Finished Product

When you have developed the sound

you like, turn on your printer and press

fl. Label the project and each individual

voice at the prompts. When you've fin

ished, the program prints a table of val

ues in "S+" notation. This means that

the numbers in the first column are off

sets from memory location 54272 (the

starting SID chip address). So, to incor

porate the sounds you create into your

own program, for each register, add

54272 to the number in the first column;

then POKE the value in the second col

umn into this memory location.

Sound Sampler 64

HQ 10 REM COPYRIGHT 1990 COMPIJ

TE! PUBLICATIONS, INC. -

ALL RIGHTS RESERVED

SE 20 PHINT"{CI.R)"TAB(12) "COPY

RIGHT 1990":PRINTTAB(6) "

COMPUTEl PUBLICATIONS, I

NC."

RD 30 PRINTTAB(10)"ALL RIGHTS

(SPACE)RESERVED"

FORJ1?=1TO2500:NEXT

DATA 4,14,24,34

DATA 3,5,7,9,1L,13,15,17

,19,21

FOR Q=lT04:READX:CR(Q)=X

iNEXT

FOR Q-1TO10:READX:LR(Q.) =

X:HEXT

DIMZ(4,IS)

POKE 53281,0:POKE 53280,1

4

PRINT"[CLR)!10 SPACES}

(WHT} SOUND SAMPLER 64"

PRINT:PRINT"(GRN)VOICE

[SPACE)(1{2 SPACES)<3>V

OICE 12(2 SPACES]U*VOI

CE #3(2 SPACES)(CYN)ALL

3"

PRINT"{YEL)"

DATAFRHI,FRLO,PUL0,PUHI

,WVFM,ATAK,DCAY,SUST,RE

LS.PLAY

FORQ=1TO10:READXS:FORQ2

•1TO3:PRINTX$;"

(6 SPACES)";:NEXTQ2:PRI

NT:PRINT:NEXTQ

DATACLR ,VOL ,FILO,FIHI

,RESO,FIVO,FITY,PLAY

FORQ.= 1T08:POKE214,LR(Q)

:PRINT:POKE211,CR(4):RE

ADXS:PRINT"f4 LEFT}"XS:

NEXTQ

PRINT"<8K'

S=S427 2:FORQ=0TO24:POKE

S+Q,0:NEXTQ:FORQ=1TO4:F

ORQ2=1TO10:Z(Q,Q2)= 0

NEXT:NEXT

FORC=1TO3:FORL=1TO10:PO

KE214,LR{L) :PRINT:POKE 2

11,CR(C|:PRINTZ(C,L);"

(LEFT){3 SPACES]"

NEXT:NEXT

FORQ-1TO8:POKE214,LR(Q)

:PRINT:POKE211,CR(4):PR

INT0;"(LEFT)(3 SPACES!"

:NEXT

EQ 240 PRINT:PRINT"{DOWN)

(11 RIGHTH3 DOWN}PRESS

Fl TO PRINT";

DJ 250 C=l:L=l

DF 260 REM{3 SPACES]*" MOVEMEN

T LOOP **

XK 278 POKE214,LR(L):PRINT:POK

GM

JQ

MS

AS

RC

MP

QJ

PH

GG

40

50

60

70

80

90

100

110

120

QR

QR

PP

PR

MB

SX

cx

JR

KJ

ax

SB

130

140

150

160

170

180

190

200

210

220

230

HP

MP

GO

JR

KC

QK

XX

GH

AX

DE

KP

JQ

QS

CH

SP

BX

GE

DE

RR

BD

BS

FH

JM

KQ

PS

MH

QK

BD

XJ

BD

FH

MC

GX

XQAD

SB

GD

RQ

KD

HM

280

290

300

310

320

330

340

350

360

370

380

390

400

410

420

430

440

450

460

470

480

490

500

518

520

530

540

550

560

570

580

590

600

610

620

630

640

650

660

670

E211,CR(C):PRINT"(RVS}"

Z(C,L)"(LEFT} (OFF)"; :P

OKE211,CR{C)

JS=PEEK(56320)

GETAS:IFAS=CHRS(133)THE

N1030:REM PRINT

IFJS=127THEN280

IFJS=111THENPOK£53280,7

:FORJS=0TO199:N£XT:GOTO

450

PRINT"{OFFj"Z(C,L) ;"

(LEFT}{2 SPACES]"IFJS=126THENL=L-l:REM U

P

IFJ5=125THENL=L+1:REM D

OWN

IFJS=123THENC=C-1:REK L

EFT

IFJS=119THEHC"C+1:REM R

1GHT

IFL>10THENL=10

1FL<1THENI>1

IF(C=4)AND{L>8)THENL=8

IFC<1THENC=1

IFO4THENC = 4

IF(L>8)AND(O3)THENC=3

GOTO 270

REM(3 SPACES)**

(4 SPACES)CHANGE LOOP

(4 SPACES}**

IFC=4THEN870

IFL=1THENM=S+1:F=0:T=2 5

5:GOTO560

IFL=2THENM=S:F=0:T=25 5:

GOTO560

RX 680

SB 690

RX 700

XP 710

BX 720

GD 730

QH 740

5:GOTO560

IFL=4THENM=S*3:F=0:T=15

:GOTO 560

IFL=5THEN680

IFL=6THENM=S+5:F=2:P=Z(

C,7):T=15:GOTO560

IFL=7THENM-S+5:F=1:P=Z[

C,6):T=1S:GOTO56B

IFL«8THENM=E+6:F«2:P=Z(

C,9):T=15:GOTO560

IFL=9THENM=S+6:F=1:P=Z(

C,8):T=15:GOTO560

IFL=10THEN820

JS=PEEK(56320)

IFJS=127THEN560

IFJE=125THENZ(C,L)=Z(C,

L)-1:GOTO620

IFJS=126THENZ{C,L)*Z(C,

L)+1:GOTO620

IFJS=111T9ENPOKE53280,1

4:FORJS=0TO199:NEXT:GOT

0260GOTO560

IFZ(C,L)>TTHENZ(C,L)=0:

P0KE2U,CR(C) :PRINT"

(5 SPACES)";:GOTO640

IFZ (C,L)<0THENZ(C,L)-T:

GOTO64 0

IFF=0THENPOKEM+(C-1)*7,

Z(C,L):GOTO670

IFF=1THENPOKEM+(C-1)*7,

P+Z(C,L):GOTO670

IFF=2THENPOKEM+(C-1)*7,

P+Z(C,L)*16

POKE211,CR(C):PRINT"

(RVS)";Z(C,L);"(LEFT)

[OFF] ";:GOTO560

REM "* WAVEFORM CHANGE

(SPACE)**

JS=PEEK[56320)

IFJS=127THEN690

IFJE=a25THEN750

IFJS=126THEN780

IFJS=111THENPOKE53280,1

4:FORJS=0TO199:NEXT:GOT

0270

GOTO690

COMPUTEfs Gazatta FBbniflfy 1990 55

.,

which the sound falls from the sustain volume to 0; its values are similar to those of the decay cycle.

The final parameter is the PLAY parameter. When PLAY is set to 1, the corresponding voice is played. When it's set to 0, that voice is turned orf (this doesn't always mean that no sou nd is heard). Before a voice can be heard, the following conditions must be met:

• The volume (see below) must be nonzero.

• A waveform must be selected . • A frequency must be set. • There must be an attack or a decay.

General Parameters The parameters in the column on the right side of the screen affect all three voices. The clear parameter (CLR) sets all parameters on the screen to O. so be careful when you usc it. The volume parameter (VOL) controls how loud each voice is and ranges from 0 to 15.

There are four different filter pa­rameters: FlLO, FIHI, FIVO, and FITY (each one starts with FI). FILO (0-7) and FlHI (0- 255) combine to detennine the cutoff freque ncy. Depending on which fi lter type is used, these values cause the filt er to attenuate all frequen­cies that are above, below, or near the cutoff point.

FIVO (0-7) determines which voices are affected by the filter. It is fig­ured by adding up the values of the voices you want the filter to affect. Fol­lowing is a table of the voice values for use with this parameter:

Voice Number Value

Voice #1: 1 Voice #2: 2 Voice #3: 4

For example, let's say you want the fil­ter to affect voices 1 and 3. To do this, set the FIVO parameter to 5 (1 + 4 - 5).

The last filte r parameter is PITY (0-7). The 64 has three filter types: high pass, low pass, and band-pass. The high-pass filter removes 10\.\'er frequen­cies, letting the higher frequencies pass. The low-pass filter has the opposite ef­fect: It removes high frequencies while allowing low frequencies to pass. The band-pass filter allows a band or group of frequencies to pass through while frequencies above and below the band are removed. Set FITY to 4 for a high­pass fiiter, to 2 for a band-pass fiiter, or to I for a low-pass filter.

You can combine the filters to cre­ate some interesting effects. For ex­ample, suppose you want to combine the low- and high-pass filters to filter out midrange frequencies. To do this, set the FITY parameter to 5 (1 + 4 - 5).

Th e final pa ramet e r is RESO (0- 15). Adjusting this increases or de­creases the filter resonance.

The Finished Product When you have developed the sound you like, tum on your printer and press fl. Label the project and each individual voice at the prompts. When you've fin­ished, the program prints a table of val­ues in "5+" notation. This means that the numbers in the first column are off­sets from memory location 54272 (the starting SID chip address). So, to incor­porate the sounds you create into your own program, for each regi ster, add 54272 to the number in the first column; then POKE the value in the second col­umn into this memory location.

Sound Sampler 64 HO 10 REM COPYRIGHT 199 0 COMPU

TF. ! PU BLICATI ONS , INC . -ALL RIGHTS RESERVELJ

SE 211 PRINT " {CLR} "TAB(l2) "COPY RIGHT 1990": PR INTTAB(6) " COM PUTE I PUBf. ICAT IONS , T NC. "

RD 311 PR INTTAB(l O)" ALL RIGIlTS {SP ACE}RESERVE D"

GM 40 ~'O RJF " lT0251111:NEXT

JO 50 DATA 4,14,24, 34 MS 60 DAT A 3 , 5 , 7,9,1 1,13 ,1 5 ,17

,19 , 21 AS 70 FOR O-lT0 4: READX :CR(0 ) - X

:NEXT RC 80 FOR 0 - lT010 : Rf.A DX:LR(Q) ­

X: NEXT MP 99 DIMZ{4,10) OJ 100 PO KE53281 , O: PO KE 53 280,1

• PH 110 PR INT " [CLR}{10 SPACES} {WitT I SOUND SAM PLER 64 "

GG 120 PRtNT:PRINT " iCR N}YOICE (SPACE}fl{2 SPACES} ( 3}V OICE ,2(2 SPACES} ( I }VOI CE 13(2 SPACES} {CYN} ALL

) "

OR 130 PRINT " {YELl" OR 140 DATAFRIlI,FRLO,PULO,PUHI

,WVFM,ATAK, DCAY , SUST , RE LS ,PLAY

PP 150 FORO _ITDI0 : REAOX$ : FOR02 - IT03 : PRINTX$ i " 16 SPACES )";:N EXT02 : PR I NT:PRINT:NEXTO

PR 160 DATAC LR ,VOL , E'lLO , FIIiI ,RE SO , FIVO , FITY , PLAY

MB 170 FORQ- ITD8 : POKE214,LR(Q) : PRINT :POKE211,CR(4) : RE AOX$:PRINT " /4 LEFTj "XS: NEXTQ

SX 180 PRINT "(8}" CX 190 S- 54272 : FORO- OT024 : POKE

S+O, O:NEXTO : FORO- IT04:F OR02 - 1TOI0 : Z(0,02) - 0

JR 200 NEXT:NEXT KJ 210 FORC - IT03:FORL -ITO I0:PO

KE21 4,LR(L) : PRINT:POKE2 11 , CR (C) : PRINTZ (C, L) i" (LEFT){) SPACES} "

AX 220 NEXT : NEXT SE 230 FORO-IT08 : POKE214 , LR(O)

: PR INT:POKE211 , CR( 4) : PR INTO;"{LEFT1I3 SPACES) " :N EXT

EO 240 PRINT:PRINT"loOWN) III RIGHT)(3 DOWN)PRESS Fl TO PRINT";

OJ 250 C-l :L" l OF 260 REM{3 SPACES}*· MOVEMEN

T LOOP ** XK 279 POKE2 14,LR (L) : PRINT :POK

E211 , CR(C) : PRINT " {RVS )" Z(C,L)"{LEFT) (OFF)"; : P OKE211 ,CR( C)

HP 280 JS"PEEK(56320) MP 290 GETA$ :t FA$ -CIIRS(133)THE

NI0]0 : REM PR INT CO 300 IFJS - 127TIIEN 2811 JR 310 I FJS - l 11THE NPOKE53280 , 7

: FORJS-OT0199 :N EXT : GOTO

'" KC 320 PRINT"{OFF) " Z(C,L) i " {LEFT} (2 SPACES ) "

OK 33 0 IFJS=126THENL -L - l:REM U p

XX 3411 IFJS - 125THENL-L tl:REM 0 OWN

Gil 350 IFJS-123TIlENC -C -l:REM L

'''' AX ]60 IFJS .. 1l9TII ENC-Ctl : RE M R IGIIT

DE 370 IFL>19THENL - I0 KP 3811 lFL<1THENI. - l JO 399 IF (C - 4) AND (L>8 )TII£NL=8 OS 400 IFC<ITHENC-l CH 41 0 tFC> 4THENC- 4 SP 420 IF (L>8) AND(C>3)THENC-3 BX 430 GOT0270 GF. 44 0 REM{3 SPAcr.sl **

{4 SPACES )CIlANGE LOOP {4 SPACES'·*

DE 450 IFCa 4THEN870 RR 460 IFL"ITHENM - St l:F" 0:T-25

5 : GOT0 569 BB 4711 IFL_2THENM_S : F_ 0 :T_Z55:

GOT056 0 ES 480 IFL- 3TIIENM-S +2:F-0:T - Z5

5 : COT0560 FH 490 IFL- 4TIIENM- S+3 : F-II :T - 15

: GOT0560 JM 5011 IFL .. 5THEN680 KO 510 IFL _6THENMGS+5 :F _2 : P=Z(

C, 7) :T =15:GOT0569 PS 520 I FL-7 TII ENM- S+5 :F- I : P- Z{

e , 6) :T - 15 : GOT0560 MH 530 IFL-8TIIENM-S+6 : F-2 : paZ (

C, 9) :T-15 : COT0569 OK 540 IFL-9TII£NM -St6 : F-I : P-Z (

C, 8) : T"'15 : GOT0569 BD 55 0 IFL- 13TIIEN8Z0 XJ 560 JS-PEEK(56320) EO 570 lFJS=127THEN560 fll 580 I FJSaI 25THENZ(C,L)-Z{C ,

L)-I : GOT0620 MC 599 IFJS - 126TIlENZ(C,L) - Z{C ,

L)tl:GOT0620 GX 61111 IFJS-ll lTII ENPOKE53280 ,l

4:FORJS - OT0 199 :NEXT :GOT 0260

XQ 610 GOT05611 AD 620 IFZ(C,L»TTHENZ(C , L)~O :

PO KE211, CR IC) : PR INT" {5 SPACES) ";: GOT0640

SB 6311 IFZ(C , L)<OTIIENZ(C,L)-T: GOT064 0

GO 649 IFF - OTHENPOKEMt(C-l) *7 , Z (C,L) :GOT0670

RQ 659 IFF - lTHENPOKEMt( C-l) *7 , PtZ(C ,L) : GOT0670

KD 660 IFF - 2THENPOKEM+(C-l)*7, P+Z{C,L) *16

11M 670 PO KE211 , CR (C) : PRINT" {RYS) "; Z (C, L) i" (LEFT) (O FF) "; : GOT0560

RX 680 REM ** WAVEFORM CIIANGE (SPACE )--

SO 690 JS-PEE K( 56320) RX 700 IFJS .. 127TIlEN690 XP 710 IE'JS " 125TIIEN75 0 BX 720 IFJS"126TIlEN7811 GO 730 IFJS"111THEN POKE53280 ,l

4: FORJS-0T0199 : NEXT : GOT 0279

011 740 GOT0690

COMPUTE!'s GaZ8111t February 1990 55

Page 58: Compute Gazette - Commodore.ca

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"USER EXTENDER" — 10"Ribbon cable extender (or your

Commodore USER port. Order *S2S0 S21.95 + S&H

SEE YOUR COMMODORE DEALER OR ORDER DIRECT.

DIRECTORDER INFORMATION. All prices are cash prices-VISA and

MC add 3% to total. We ship the next business day on money orders,

cashless checks, and charge cards. 14-day clearing period forchecks.

Prices and availability subject to change—CALL. Dealer inquiries

invited. 1 year warranty plus a 2 week satisfaction or your money

back trial period on all products.

To Order Call: 800/962-5B00 (8-s pst)For answers and Inlormallon call:

Aprotek BBS Answerllne 503-855-9147: 1200 or 2400 Baud, 24 hours

Or send

order to:WE'VE MOVED!

dPROREKDept. CG

9323 W. Evans Creek Rd.

Rogue River, OR 97537

Sound Sampler

RR

HA

RB

RM

XH

CC

sx

CK

CP

XB

CP

MB

XM

XE

CP

QX

MJ

CJ

JC

750

760

770

780

790

800

818

820

830

840

850

860

870

880

890

900

910

920

930

IFZ(C,L)»0THENZ(C,L)=12B;GOTO770

Z(C,L)-Z[C,L)/2:TFZ(C,L)<16THENZ(C,L)=

0

POKES-M+(C-l)*7,Z{C,L):P0KE211,CR(C):P

RINT"(RVS}";Z(CrL);"{LEFT) {OFF) " ; :GO

TO68B

IFZ(C,L)=0THENZfC,L)=16iGOTO81B

Z[C,L)=Z(C,L)*2

IFZ[C,L)>128THENZ(C,L)=0:POKE211,CR(C>

:PRINT"(RVS)";Z(C,L);"fLEFT} {OFF)

{2 SPACES}"'

POKES+4+(C-l)*7,Z(C,L) :POKE211,CR{C) :P

RINT"{BVS)";Z[C,L)r"{LEFT} {OFF} ";:GO

TO680

POKE53280,14:REM PLAY A VOICE

IFZ (C,L)=0THENPOKES+4+(C-l)*7,Z (C,5)+l

POKES+4+(C-l)»7,Z(C,5) :Z(C,L)=0:P0KE21

1,CR(C)tPRINT"{RVS)";Z(C,L)f"(LEFT)

(OFF)";

GOTO260

Z(C,L)=1:POKE211,CR(C):PRINT"(RVS]";Z(

C, L) ;"(LEFT) (OFF}";:GOTO 2 63

REH{3 SPACES)** ALL VOICES COLUMN *■

IFL=1THENPOKE53280,14:GOTO190

IFL»2THENM»S+3:F=l:P=ZfC,7):T-15:GOTO5

60

IFL=3THENM"S:F«0:T=7:GOTO560

IFL=5THENM-S+2:F=2:P=Z(C,6):T=15:G0TO5

60

IFL=6THENM=S+2:F=1:P=Z (C,5) :T = 7:GOTO56

KM 940 IFL^7THEN1190:REM ELSE PLAY ALL VOICES

GM 950 POKE214,LR(10):PRINT:FORG-0TO2:PQKES+4

+G*7,Z{G+1,5):POKE211,CR(G+1)

MJ 960 PRINT0"(LEFT) ";:Z(G+l,10)-0:NEXT

RB 970 IFZ(C,L)»1THENZ(C,L)=0:POKE214,LR(8):P

RINT:GOTO990

XS 980 GOTO1000

AK 990 P0KE211,CR[C):PRINT"(RVS)";Z(C,L)j"

(LEFT! (OFF) ";:POKE53280,14:GOTO2 60

EQ 1000 POKE214,LR(10):PRINT:FORG=0TO2:P0KES+

4*G*7,Z(G+1,5)+1:POKE2L1,CR(G+1)

HC 1010 PRINT1;"{LEFT) ";:Z(G+l,10)=1:NEXT

GH 1020 POKE214,LR(8):PRINT:Z(C,L)-1:GOTO990

FD 1030 REM PRINT IT

FG 1040 PRINT"(CLRH3 DOWNi":INPUT"ENTER TITL

E:";VS(0)SPRINT

QR 1050 INPUT"ENTER NAME OF VOICE 1:";¥S(1)

SE 1060 PRINT:INPUT"ENTER NAME OF VOICE 2:";Y

S(2)

XS 1070 PRINT:INPUT"ENTER NAME OF VOICE 3:"fY

S(3)

EM 10B0 PRINT:PRINT"PRINTING..."

RA 1090 OPEN4,4:PRIHT#4,"SOUND SAMPLE: ";Y3(0

) :PRINTIM,""

QR 1100 PRIKT#'1,"S = 54272. REG'S GIVEN IN 'S+'

NOTATIONS"

RA 1110 FORNalTO3:PRINT#4,YS(N):FORN2=0TO4:PR

IHT#4, (N-l)*7 + N2;": ";Z(N,N2 + 1)

JR 1120 NEXTN2:PRINTi4,5+[N-l)*7j": "iZ(N,6)*

256+Z(N,7)

MR 1130 PRINT*4,6+{N-1)*7;": ";Z (N,8)■256 + Z (N

,9):NEXTN

DC 1140 PRINT#4,"":PRINTI4,21;": ";Z(4,3)

HM 1150 PRINTt4,22;n: ";Z(4,4)JA 1160 PRINT#4,23;": ";Z(4,5)+Z[4,6}

HQ 1170 PRINT#4,24;": ";Z (4,2)+Z(4,7)* 16

KJ 11B0 CLOSE4:PRINT"DONE1":END

CD 1190 REM ADJUST FILTER TYPE

QB 1200 JS-PEEK(56320):IFJS=127THEN1200

DE 1210 IFJS=111THENPOKE53280,14:FORJS«0TO199

:NEXT:GOTO270

PS 1220 IFJS-125THENZ(C,L)^Z{C,L)-1:GOTO1250

JQ 1238 IFJS=12GTHENZ(C,L)=Z<C,L)+1:COTOL250

BR 1240 GOTO1200

CE 12S0 IFZ [C,L)>7THENZ(C,L}=0

PD 1260 IFZ (C,LX0THENZ(C,L)=7

GA 1270 POKES + 24,Z[C,2)+Z(C,L)* 16:POKE211,CR[

C):print"(RVS)";Z(C,L);"(left) (OFF)

(SPACE)";

RS 1280 GOTO1200 «•

i.i. r MT..H- Number 1

NEW! MINIMODEM·C24™ ONLY $9995 Whirl Included? Everything! You don't need to worry about

cables, compatibllilyor anything elsel AproIek Minimodem-<:s'" plug directly into your Commodore C-64, C-64C Of(;.128 USER port. Both are unique In lhatlheyhavetwoseparal9(switchablej emulation modes (Hayes and Commodore tsroe ) to make them compatible with ALL available soltwata. Mlnl­modem-Cs'" are full laatura, modems with Auto Answer, Auto Dial, Touch:rone orrotary dialing, have slalus figh ts and a built·ln speaker. Just plug inlo your com· puter and standard phone jack withlheattachedcable. Supplied 1.. _________ -' with sotlware and Includes a trial subscription [0 Compuserve.

Doyou havecr plan logel another computer? We have yoursolu[ion. Order OUf ComModem'" adapter (15100 below) along wi th ei ther Mlnlmodem-H ... • used with any computer that has a R5-232 serial port as well as with your Commodore. Aprolek Mlnlmodems'w are Uny. Only4\11;· long,2\11;· wide and \II; • high. Durhlghlylntegrated, stata-ol· the-art circuitry makes our modems the best on the market and a very smart buy.

Built wlth pride In the USA and flJlly guaranteed for 1 year. Order ' Item Price Shlpplf19 Tolllt 6412 MINIMOOE»·C24'·II_~ 99.95 _____ _ 64t4 MINIMOOEW-H24' · II_M-nf_Dl-HI 99.95 _____ _ 62t6 MINIMODEM-AM24'·~_kU","" 99.95 _____ _ 62t2 MINIMOOEM-C"(I:M~ 64.95 ___ _ 6214 MINIMODEM-H .. f\IIIOIIlIWR....-r1W) 74.95 ___ _ Modem atllpplng-CoI'1I. US $6.00: UPS Blue, CAN, AK, HI, APO $10.00

The Original Aprospand-64'" Gives your Commodore 64 or 12B full expandablllly! This superbly designed expansion module plugs Intotheexpan­slon port and gives you four ~Itchable expansion connectors-plus luse protectlon-plusa reset bullon! 8afore you buy an expander, besure that it has a fuse to protect your computer. I.. _______ .J Order #5064 . .. ••• .. ••••• ONLY $29.95 + S&H

UNIVERSAL RS-232 INTERFACE Connect and communicate with any

01 the popularR5-232peripheralsusing your Commodore USER Port. You can now connect to printers, modems and any other R5-232 device. Comes com· plete with sample driver program list· Ings. Compallble with aU Commodore home computers with a USER port.

1.. ____ ...:::;;_-' ' ·year warranty.

Order #5232 ........ ••... ... . . $39.95 + S&H

Shlpplngptl'ell:htbo¥elttlll:CoIIt. US _ ~.can, PR.Hr. AK. APO,UPS BlIIt _sa

SEE YOUR COMMODORE DEALER OR ORDER DIRECT. DIRECT ORDER INFORMATION. All prices ara cash prices-VISA and Me add 3% to total. We ship the next business dayon money orders, cashler'schecks, and charge cards. 14-day clearing period forchecks. Prices and avallablilly subject 10 change-CALL. Dealer Inquiries Invl1ed. 1 year wananly plus a 2 week lalilfaclion or your money back trill period on In proclucll.

To Order Call: 800/962-5800 ('-5 PST) For InswalS end Informi llon call:

Aprotek aas Answenlne 5OH55-9147: 1200 or 2400 Baud, 24 hOUri

~~:;:. WE'VE MOVED! -= APROIEK D'pt. CG === 9323 W. Evans Croek Rd.

- Rogue River, OR 97537 Circle Ru"". S ... lce ... umber 121

Sound Sampler AR 750 IFZ(C,L.) - STHEtIZ(C , L) - 12B:GOT0770 HA 760 Z(C , L)-Z(C , Ll/2:(FZ(C,L)<16TrIENZ(C,L)-

• RB 770 POKES+4+(C-l) * 7,Z(C , L):POKE211 , CR(C) : P RINT RIRVS}" iZ (C , L)i " { LEFT } {OFF} ";: GO T068IJ

RM 7B I'! IFZ(C , L) - 9TIlENZ (C ,L) - 16:GOT0810 XII 799 Z(C , L)-Z(C , L)"2 CC 800 IFZ(C , L)>l28THENZ( C ,L) -O :POKE211 , CR(C)

: PRINT " IRVS)"IZ(C,L);"(LEFT} {OFF} (2 SPACES }";

sx 810 POKES+4t(C-l)*7 , Z(C,L) :POKE21l , CR(C):P RINT"(RVS}R ; Z(C , L) ;"{LEFTi (OFFI " ;: GO T06811

eK 820 POKES)28Il,14 : REM Pt.AY A VOICE CP 8311 IF Z(C ,L)-OTHEtIPOKES+4+[ C-l)*7 , Z(C , S)+1

:GOT0860 XB 840 POKES +4t(C-l) * 7 , Z(C,5):Z(C,L )-II : POKE 21

1 ,CR (C) : PR I NT"{ RVS) "; Z (C , L) ; " I LEFT) (OFF)";

CP 859 COT0269 ME 860 Z(C , L)-1 ; POKE211,CR(C) : PRINT"{RVS) "; Z(

C , L) ;" {LEFT) (OFF)";:GOT0269 XM 879 REM{3 S PACES) ·· ALL VOICES COLU MN " " XE 889 IFL" ITIIENPOKE51280 , 14 : COTOI90 CP 899 IFL -2THENI1-S+3 : F-l : P-Z{C , 7):T-15:COT05 .. Ox 900 II"L"3TIIENM-S: P-9 :T -7 :GOT0560 MJ 910 IFL-4TUENM-S+l:F-0:T - 255:GOT0560 CJ 929 IPL -5THENM-S+Z : r-z:p-Z(C , 6) :T-15 : GOT05 .. JC 930 IFL-6THENM-S+2 : r-l:p-Z(C , 5) :T -7 : GOT056

• KM 949 IFL_7TIIEN1l90 : REM ELSE PLAY ALL VOI CES GM 950 POKE214 ,L R(l0) : PRINT:FORC-IlT02 : POKES+4

+G"7, Z (G+ 1 , 5) : POKE211 , eR (G+l) MJ 969 PRINTO"{LEFT) ";: Z(G +l , 19)-9 : NEXT RB 970 IE"Z(C,L)-ITHENZ(C , L) - 0:POKE214,LR(8):P

RINT:COT0990 XS 980 GOT01990 AK 990 POKE211,CR(C) : PRINT"{RVS) "; Z(C , L);"

(LEFT) {OFF} ";:POKE 53289 ,14:GOT026 9 EO 1000 POKE21 4, LR(19) : PRINT:FORG-OT02 : POKES+

H G" 7 , Z (G+l, 5) +1: POKE211 , CR (G+l) lie H110 PRINT l;"{LEFTJ ";:Z(GH,lO)-l:NEXT Glt 1020 POKE214 , LR(8) ;PRINT:Z (C,L)-1 :GOT0990 FD 1030 REM PRINT IT FG 1940 PRINT " ,CLR1 {3 DOWN)" :INPUT " ENTER TIT L

E :";Y5(9) : PRINT OR 1959 INPUT"ENTER NAME OF VOICE 1:";Y$(l) SE 1960 PRINT : I NPUT "ENTER NAME OF VOICE 2 : ";Y

$ (2) xs UJ79

'" 1980 RA 1990

OR 1199

RA 1119

JR 1129

"R 1139

DC 1149

"" 1150

" 1160 "0 1110 KJ 1180 CD 1199 OB 1209

" 1219

PS 1220 JO 1230 BR 1249 e, 1259 PO 1269 GA 1279

RS 1280

PRINT:INPUT"ENTER NAME OF VOICE 3 :"; Y $ (3) PRINT : PRIN'l' '' PRINTING •• , " OPEN4,4 : PRINT'4, " SOUND SAM PLE: "; Y$(9 ): PRINT,4, "" PRINTI4 , "S-54272. REG'S GIVEN IN ' S+'

NOTATION : " FORN-IT03 : PRINTt4, V5 (N) : FORN2-0T04: PR INTt4,IN-ll " 7+NZ;"; ";Z(N,NZ+ll NEXTN2: PRINT'4 , 5+ (N-l ) " 7 ;": ";Z (N , 6) * 256+Z (N , 7) PRINT,4 , 6+ {tl-l)"7;": "; Z (N , 8) " 256+Z (N ,9) : NEXTN PRINT'4,"":PRINT'4,Zl;": "; Z( 4, 3) PR INT'4 , 22; ": ";Z(4,4) PRINT,4 , Z3; ": "; Z{4,5)+Z(4 , 6) PRINT,4 , Z4 ;": "; Z{ 4, 2)+Z( 4, 7) " 16 CLOSE 4 : PR I NT " DONE I " : END REM ADJUST FILTER TYPE JS - PEEK (56323) : IF J $-127TIIEN 1209 IFJS-l11THENPOKE53280 ,14: FORJS - OTOI99 : NEXT:GOT0270 IFJS-125THENZ(C , L)-Z(C,L)-I:GOT01250 IFJS-126THENZ(C,L)·Z(C , L)+I : GOT01250 GOT01290 IFZ(C,L»7TIIENZ(C,L)-0 IFZ(C,L)<9TIIENZ(C , L)-7 PQKES+24 , Z{C , 2)+Z(C,Lj*16 : POKE211 , CR( C) : PRINT" {RVS)"; Z (C , LI ;" {LEFT) {OFF1 {SPACE} "; GOT01200 G

Page 59: Compute Gazette - Commodore.ca

Lyco ComputerMarketing & Consultants

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182 Tu, bo Ill .. ." 321 ...

....... 121'.15 . 132'.1$

....... 1-451.1$

COMMODORE SOFTWARE Acu.a: £cI .. IorI ••••••••••••• In.n .. ",h 12. ..•. . ... 121.15 .... h 5 .. U2.15

GMpubU.h .••......• IH.t5 a-u .. It, .. ... 13'.15 _ .. Ou~d,

MIc,op,.,." Ountllip ••• • • . US.IS SI •• llh Flghl., ...•.. 12'.85 RItd Slor m Rllln, . 121.15 o.lpl .. :

Jo,.lkh, 80 .. . ............. . 112.1$ a .lhln"" ..•••••... 1" .'5 I Conlrolle< ....•.... S12.1$

P,lnl .. Inll,', •• a: " ' M:"' • .....••. nus h iM: SUjH<gllphl • • . 155.n h'M: Gold .•••• 174.15 MW 350 •••••.•• •• U5 A.,""'I0",

" "nlle Mu ...... ,. N"" OtrIIn«'

nus nus

.nus

p,lnt SloOp ... ... . .21.15 p,lnl S ...... Comp .. In.15 Gllp/llcliDl ,2.1... 115.'5

3'W" ... . ••••... 122.U

Uhl"", IV • • 11.15 OIlhl"'''' 116 01" Hot.".. ... .US p,IM .. 1'.1""

C.' .... n kn Or.oo WI.,U.I$ Uhl"", Y ..•••••..•• U'.t5 lU .... 5~ 0500 . I'.8S 1000 "'HI '-M, .... 11 ' .15

Blnn .. P'jM' 45' Ron 110.15 R.m,.. .. ...... . C.' .... n Son 0'- US 125.15 "m._,~a: lU .... 31t 050 0 ..... It.,s

II"~I'" Scrt_,_" OfO/lJ.u .•.•....... • 2U5 0101 .... 2.t • •• . . .... llS.gS 0101 12' 2.0 •.. . .. 13IJ.U

• Call for . N e w Titles

5,,111"" 12 • .•... nl .'5 0.1lI "'n,," 2 ... .. '12.15 Ollll Mln~.' 121 ... U' .• 5 Wotd W,It .. 12 • •••• 131 .n

'"'I' 1'''111<101"1' ou PI'-102 . ........ 115.15 aus pp·112 •. . . . 11 5.n aus PP·l04 .. . .... 12l.15

D" •• AI.I~I'~'''''' 516 O,h, Clun., ... .. 14.115 31'10,1., Clun.. .14.U

COMMODORE UPGRADES

CM8762 • 13" IIIoIlOftlcI ROIIIC .... POIIII. Coler DlspII, • 0..." 1 .. 1 Iwhch • Built-in 1111 .lInd • In'''', •••• 10' .. Inc'.d.d

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Disk Drive ll)O~ eommoclor. I 'C 1111 •• com"'1~ bit. 'ho b . .... liOl" Pin 01 ... Orl .. I. qui., .. , .marl." , .... " .nd _. 1I1I.I>I,'''.n '", , .... 1 .nd 15.4IC. 1·,11' ".".M,

Mogn .... ., MON1TORS ... 'u,_~ I"'JI:I>_~ CMl1n~~ ClllJlJ ~c • .. oc"'!,! RG' .•.

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• low ,",,01" 411. H. n ..... ' .. lon .nd ".'Pllon ...... II~dlld dll~ up I.,. phon. lin .. • HI, .. comp' IIDIt witll I'" un! •• , .. lIy· .... pl.d AT com· mand M' • AlllOtrIIHe D ••• SIll~4I,d I nd S!>IId Adlu", IlIlv, ..

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:tfl .. ':'::' r:::1>1~~"" ltd 1,.I.m .... h.mallcl . .nd, on .. , .. , " .... nl'. SlI, .. hll lho bllt, '"' .. 1111 .. 1 •• 0 RID.

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1-800-233-8760

5.1 .. : HIOt)o233·8160 or 7 17-011114-1030 Hov,,· Man · FrI. 911.m.·9p.m.

& 1.IQo.m.· 800m. CUlloml' Slrvlcl:

117-4114·1870 Hour. Man · FrI. 9 11.m.·5p.m.

Fu: 717·4U·1Ul

IIII3C 9_~&'_~ ..... ' M· .. _ .... _ .. _ . _ .. _ - .... --.---- -_ ... __ .- .. _ .. -... -_ .... ... _ .. _-_ .... -... _. _ .. _-_ .......... -_ ... --

Page 60: Compute Gazette - Commodore.ca

MESSENGERStephane Edwardson

Here's a fun way to send a message to a friend: Generate a

stand-alone text file that recreates your actual type-in

sequence. For the 64.

Need to add a personal touch to your

notes, online messages, or program in

struction files? Messenger just may be

your answer. It lets you enter a message

using the built-in screen editor and

then save it to disk in the form of a

BASIC program. When you run this

program, your message is displayed on

the screen one keystroke at a time, ex

actly as you typed it in.

Because Messenger uses the screen

editor, you can produce some interest

ing and entertaining effects with it. In

addition to letting you enter ordinary

text and graphics characters, you can

cursor around the screen, change screen

colors, change text colors, and so forth.

With a 31K buffer and a built-in mes

sage compactor, Messenger is capable of

handling lengthy dispatches. It can also

"grab" lext from sequential files on disk

and incorporate it into your message.

Getting Started

Messenger is written in BASIC with ma

chine language routines in DATA state

ments. Enter the program using The

Automatic Proofreader, found elsewhere

in this issue. When you've finished typ

ing, be sure to save a copy of the pro

gram to disk.

When you're ready to begin, load

and run Messenger, After the program

initializes, you're presented with a

menu of eight options. At the bottom of

the screen is a handy memory gauge

58 COMPUTE'S GuzettB February 1990

which tells you the length of the current

message and the amount of memory

still available.

Using the Program

The first menu option is View Message.

This option lets you preview the mes

sage that's currently in the text buffer.

During the playback sequence, you can

press the Commodore key to speed up

the process or the SHIFT/LOCK key to

pause the display.

The second menu option is Enter

Message. Select this option when you

wish to edit an existing message or cre

ate a new one. If there's currently a

message in the text buffer, it will be

played back (using Option 1) before

you're placed in edit mode. Once in this

mode, you can move the cursor around,

type in text, change screen colors, or do

whatever you like.

The built-in screen editor is active,

so practically any keystroke is allowed.

As you type in your message, the pro

gram takes each keypress and stores ils

corresponding CHR$ value in the text

buffer. The only keys that behave dif

ferently are the function keys, which

have the following assignments;

(1 Cycles the border colors

fZ Inserts a one-second pause in the

message

£3 Cycles Ihe screen colors

f4 Resets the screen, border, and text

colors

(5 Enables uppercase/graphics

character set

f7 Enables lower-/uppercase character

set

fS Exits edit mode and returns you to

the main menu

When you've finished typing in

your message, press f8 to return to the

main menu. Also, if you're typing in a

large message, it's a good idea to peri

odically check the amount of free mem

ory available. To do this, press f8, note

the memory gauge, and then return to

edit mode by selecting Option 2.

The third option is Make Message

Program. This option lets you convert

the buffer contents into a stand-alone

message file. Use this option only after

you've edited your message and are

completely satisfied with it. When you

select this option, you'll be prompted

for a password (eight characters or less).

This password will be encoded into

your text file and only those who can

supply it will be able to read your mes

sage. If you don't want a password-

encoded text file, just press RETURN at

the prompt.

Next, enter a filename (16 or fewer

characters) for your message file or

press RETURN to abort this option and

return to the main menu. If you enter a

filename, your message is compressed

(see Option 4) and then saved to disk in

a ready-to-run format.

The fourth option is Compact

Memory. This option is used to crunch

the data within the text buffer to con

serve memory and disk space. When

ever a character occurs more than two

Stephane Edwardson

Here's a fUll way to se'ld a message to a friend: Generate a stand-alone text file tltat recreates your actual type-ill sequence. For the 64. Need to add a personal touch to your notes, online messages, or program in­struction files? Messe'lgcr just may be your Answer. It lets you enter a message using the bui lt -in scree n edi tor and then save it 10 disk in the fann of a BASIC program. When you run this program, your message is displayed on the screen one keystroke at a time, ex­actly as you typed it in .

Because Messenger uses the screen editor, you can produce some interest­ing nnd t'!ntertaining e((ccts with it. In Ilddition to letting you enter ordinary text and graphics characters, you can cursor around the screen, change screen colors, change text colors, ilnd so forth. With a 31K buffer and II built-in mes­sage compactor, M/!ssl!l18l!ris capable of hllndling lengthy dispatches. It can also "grab" lexl from sequential files on disk and incorporate il into your message.

GeUlng Started Messenger is written in BASIC with ma­chine language routines in DATA slate­ments. Enler the program using Tltl! Automatic Proofreader, found elsewhere in this issue. When you've finished typ­ing, be sure 10 save a copy of the pro­gram 10 disk.

When you're ready to begin, load and run Messell8er. After Ihe program init ializes, you're presenled wilh a menu of eight options. At the bottom of the screen is a handy memory gauge

58 COMPUTE": Gaz&lr& FobruaJy 1990

which tells you the length of the current message and Ihe amount of memory still available.

Using the Program The fi rst menu option is View Message. This option lets you preview Ihe mes­sage that's currently in the text buffer. During the playback sequenct>, you can press the Commodore key to speed up the process or the SHIFT f LOCK key to pause the display.

The second menu option is Enter Message. Select this option when you wish to edit an existing message or cre­ate a new one. If there's currently a message in the text buffer, it will be played back (using Option 1) before you' re placed in edit mode. Once in this mode, you can move the cursor arou nd, type in text, change saeen colors, or do whatever you like.

The built-in screen edilor is active, so practically any keystroke is allov.~. As you type in your message, the pro­gram takes each keypress and stores its corresponding CH R$ value in the text buffer. The only keys that behave dif­ferently are the function keys, which have the following assignments: f1 Cycln thl: bordl: r (olors f2 Inn rts il onl:orJ«ond pilUU in the

mnuge f3 Cyclel the ,neen colorl 14 Relet. the , creen, border, and text

colors

15 Enilbln UpptrCilIl:/ sraphiCi chiltilCtl:r let

f1 Enilbll'5 lowtr-/ uppetcue (hander . .. f8 Exit, edit mode ilnd re turns you to

the milin menu

When you 've fini shed typing in your message, press fa to return to the main menu. Also, If you're typing in a large message, it's a good idea to peri­odically check the amount of free mem­ory a\'ailable. To do this, press f8, note the memory gauge, and then return to edit mode by selecting Option 2.

The third option is Make Message Program. This option lets you convert the buffer contents Into a stand-alone message file. Use this option only after you've edited your message and are completely satisfied with it. When you select this option, you'll be prompted for a password (eight characters or less). ThIs password will be encoded into your text file and only those who can supply it will be able to read your mes­sage. If you don't want a password­encoded text file, just press RETURN at the prompt.

Next, enter a filename (16 or fewer characters) for you r message fi le o r press RETURN to abort this option and return to the main menu. If you enter a filename, your message is compressed (see Option 4) and then saved to disk in a ready-Io-run format .

The fourth o pt io n is Compact Memory. This option is used to crunch the data within the text buffer to con­serve memory and disk space. When­ever a character occurs more than two

Page 61: Compute Gazette - Commodore.ca

times consecutively within the mes

sage, the compactor routine inserts a

special code or token in the message

and compresses the repeating charac

ters into a two-byte sequence. Using

this approach, up to 255 repeating char

acters can be stored in two bytes. Note

that this option executes automatically

before a message is saved to disk in the

stand-alone format (Option 3).

Option 5 is Save Message Text.

Use this option to save incomplete mes

sages or to store files for future refer

ence. When you select this option,

you'll be prompted for a filename. If

you wish to abort the option, just press

RETURN at the prompt. If you choose

to continue, enter a filename and the

contents of the text buffer will be saved

to disk as a sequential file. Note that the

message isn't compacted before the

save, so if you want to conserve disk

space, execute Option 4 before this one.

The sixth option. Load Message

Text, performs the opposite of Option

5. It loads previously saved text files

(both compacted and uncompacted) or

any sequential text file containing Com

modore ASCII text. Text that's loaded

with this option will be appended to the

text buffer.

When you choose Option 6, a di

rectory of sequential files on the disk in

the drive is displayed. Next, you're

prompted for the name of the file you

wish to load. Enter a filename or press

RETURN to abort the option.

If you wish to include a BASIC pro

gram listing in your message, you must

first convert the program file to a se

quential file and then later append it to

the message. To perform this conver

sion, load the program into memory

and then type the following command

sequence:

LIST

PRINT#I:CLOSE1

where fikname.seq is the name of the

sequential file that you're creating.

Option 7, the Clear Memory op

tion, is used to clear the contents of the

text buffer. Be careful with this option;

once you've cleared the buffer, there's

no way to recover the data.

The last option, Option 8, is Quit.

This option exits Messenger and resets

the computer. Be sure that you save all

data before selecting this option.

Special Effects

Using the standard Commodore screen

editor, you can create some rather im

pressive and interesting effects. By

using the INST/DEL key to push and

pull words around, you can make text

appear to dance across the screen. To

give different portions of your message

emphasis, you can cycle the text,

screen, and border colors. By pressing

B or f7, you can alternate between the

two character sets.

Scrolling effects can be achieved in

a number of ways. One way is to type in

your message at the bottom of screen

and then press the RETURN key sever

al times. The text will move up one

screen line each time you press RE

TURN. Downward scrolling can be per

formed by typing your message at the

top of the screen, erasing it, typing it

again on the next line, and so on. This

method may seem a little tedious, but

the results are worth it.

These examples represent only a

small sample of what you can do with

Messenger. With a little creativity and

some experimentation, you'll be creat

ing dazzling messages in no time.

Messenger

HQ 10 REM COPYRIGHT 1990 COMPU

TEl PUBLICATIONS, INC. -

ALL RIGHTS RESERVED

MH 20 POKE55,0:POKE56,PEEK(46)

+4:CLR:PRINT"fCLR}{DOWN}

{C¥N}"TAB(9)"ONE MOMENT,

PLEASE..."

DS 30 POKE53280,0:POKE53281,0:

POKE650,12a:DIMfi(70)

RS 40 FORZ=0TO9:A(Z+48)=Z:A(Z+

61)=Z+6:NEXT:FORZ'1TO7:R

EADB:NEXT

XM 50 FORZ=49152TO49879:READAS

:Q=16*A(ASC (AS) | +A (ASC (R

IGHTS(A$,1))):G=G+Q

AB 60 POKES,Q:NEXT:IFGO95982T

HENPRINT"{DOWN}ERROR IH

[SPACE}DATA STATEMENT.":

STOP

JC 70 CLR:SYS49195:DEFFNA(X)=P

EEK(X)+256*PEEK(X-H)

JS 80 AD=FNA(55):U$=CHRS(B)+CH

R$(142) :N=AD:POKEN,0:W=*4

0959

XQ 90 IFN>WTHENN=W:POKEW,0

RF 100 POKE53289,0:POKE53281,0

:PRINT"{CLR}";US;:MB=N-

AD:FB»W-N

PM 110 A$="":FORZ=1TO29:A$=A$+

PA 120

PQ 130

SS 140

AE 150

CP 160

QR 170

QJ 180

RK 190

GD 200

QD 210

BQ 220

QQ 230

(6 RIGHTj{RVS){7> ":CS=

" {OFFHYEL} "

PRINTTAB(15) "■£7>MESSENG

ER{4}":PRINTTftB(12)"COP

YRIGHT{2 SPACESJ1990"

PRINTTAB(6)"COMPUTE! PU

BLICATIONS, INC."

PRINTTAB(ll)"ftLL RIGHTS

RESERVED"

PRItJT"(BLUj [DOWN]{5 RIGHTHA}"AS"{SJ":FO

RZ=1TO8:PRINT"J5 RIGHT)-"TAB(35)"Z":PRINT"

T5 RIGHTHQK'AS"{W>"NEXT

PRINT'MUPl[5 RIGHTjfZJ"

fl$"{X>{HOME}{4 DOWN}"

PRINTBS"1"C$"VIEW MESSA

GE"

PRINTB$"2"CS"ENTER MESS

AGE"

PRINTBS"3"C$"MfiKE MESSft

GE PROGRAM"

PRINTBS"4"C$"C0MPACT ME

MORY"

PRINTB$"5"C$"SAVE MESSA

GE TEXT (SEQ)"

PRINTB$"6"CS"L0AD MESSA

GE TEXT (SEQ)"

XB 240 PRINTBS"7"C$"CLEAR MEMO

RY"

XD 250 PRINTB$"8"CS"QUIT"

RH 260 PRINT,,"<8>{2 DOWN]";RI

GHT$ (STRS(FB + 1E6) ,5);"

{CYN} BYTES FREE"JA 270 PRINT,,"<8}";RIGHT$(STR

S(MB+LE6),5);"{CYNJ BYTES USED";:POKE198,0

MP 280 GETA$:IFAS<"1"ORAS>"8"T

HEN280

CC 290 ONVAMA$)GOTO300,360,350,470,480,550,310,330

GF 300 SiS49192,AD:FORZ=lTO500

iNEXT:GOTO90

QQ 310 GOSUB740:IFA$="N"THEN90

HS 320 N=AD:POKEN,0:GOTO90

ES 330 GOSUB740:IFA$="N"THEN90

KX 340 SYS64738

SF 350 GOSUB890:GOTO90

AH 360 SYS49192,AD:FORZ=54272T

O54300:POKEZ,0:POKE5429

6,15

BG 370 RESTORE:FORZ=6TO0STEP-1

:READY:POKE54 272+Z,Y:NE

XT:POKE198,0

SD 380 B=54276:C=53280:D=C+1:A

=USR(0):POKEB,33:POKEB,

255:P0KEN,A:N=N+l

IFA<133ORA>140THEN460

IFA=133THENPOKEC,(PEEK(

C)AND15)+1

IFA=134THENPOKED,(PEEK(

D)AND15)+1

IFA=138THENPOKEC,0:POKE

D,0:PRINT"(CLR}{CYN}";U

5;IFA=135THENPRINTUS;

IFA=136THENPRINTCHRS(14

IFA=14 0THENN=N-1:POKEN,

0:GOTO 90

PRINTCHRS(A);:GOTO380

GOSUB1050:GOTO90

PRIWT"[CLR}"TAB(15)"

{DOWNj<6>TEXT SAVE"

FS="":INPUT"{4 DOWN}

{OYNjFILENAME ";FS:IFFS

=""THEN90

GOSUB8 60:PRINT"{CLR}

{5 DOWN}"TAB(10)"{6)'SAVING...PLEASE WAIT"

OPEN2,8,2,FS+",S,W":GOS

UB800:IFERO0THEN540

IFPEEK(AD) O138THENPRIH

T#2,CHRS(13B);

SYS49201,AD

CLOSE2:CLOSE15:SYS65511

:GOTO90

GOSUB860:SS="":FORZ=1TO

40:SS=SS+" ":NEXTZ

PRINT "{CLR} ■{6} "TAB (10) "FILES ON THIS DISK:

JK

RK

KR

XP

KX

KE

SD

ME

PK

PE

JD

EF

JC

Rft

EC

RX

DJ

OK

390

400

410

420

430

440

450

460

470

480

490

500

510

520

530

540

550

560

XX 570 OPEN2,8,0,"S0:*=S":CS^C

HRS (34) :GOSUB800: IFEHO

0THEN730

FH 580 GET#2,AS,A$

MK 590 GET#2,A$,AS:IFA5=""THEN

680

CM 600 GET#2,AS,AS:NS=""EG 610 GET#2,A$:IFA$=""THEN590

KS 620 IFASOCSTHEN610

EX 630 GET#2,AS:IFASOCSTHENNS

=N$+AS:GOTO630

AX 640 IFZ=41THENZ=0:PRINT"

(RVS}"LEFTS(N5+SS,40)"

{6H0FF}"; :GOTO660

HK 650 PRINTNS;SPC(20-LEN(NS))

BQ 660 GET#2,A$:IF ASO"" THEN

660

COMPUTE'S Gazette February 1990 59

times consecutively within the mes­sage, the compactor routine inserts a special code or token in the message and compresses the repeating charac­ters into a hvo-byte sequence. Using this approach, up to 255 repealing char­acters can be stored in two bytes. Note that this option executes automatically before a message is saved to disk in the stand-alone format (Option 3).

Option 5 is Save Message Text. Use this option to save incomplete mes­sages or to store files for future refer­ence. When you select this option, you'll be prompted for a filename. If you wish to abort the option, just press RETURN at the prompt. If you choose to continue, enter a filename and the contents of the text buffer will be saved to disk as a sequential me. Note that the message isn't compacted before the save, so if you want to conserve disk space, execute Option 4 before this one.

The sixth option, Load Message Text, performs the opposite of Option 5. It loads previously saved text files (both compacted and uncompacted) or any sequential text file containing Com­modore ASCII text. Text that's loaded with this option will be appended to the text buffer.

When you choose Option 6, a di­rectory of sequential files on the disk in the drive is displayed . Next, you're prompted for the name of the file you wish to load. Enter a filename or press RETURN to abort the option.

If you wish to include a BASIC pro­gram listing in your message, you must first convert the program file to a se­quential file and then later append it to the message. To perform this conver­sion, load the program into memory and then type the following command sequence:

OPEN 1,8,8,"O:tilenllme.seq,S,W":CMDl: LIST

PRINT#l:CLOSEl

where filename.seq is the name of the sequential file that you're creating.

Option 7, the Clear Memory op­tion, is used to clear the contents of the text buffer. Be careful with this option; once you've cleared the buffer, there's no way to recover the data.

The last option, Option 8, is Quit. This option exits Messel1ger and resets the computer. Be sure that you save all data before selecting this option.

Special EHects Using the standard Commodore screen editor, you can create some rather im­pressive and interesting effects. By using the INST JDEL key to push and pull words around, you can make text appear to dance across the screen. To give different portions of your message emphasis, you can cycle the text, screen, and border colors. By pressing

f5 or f7, you can altemate between the two character sets.

Scrolling effects can be achieved in a number of ways. One way is to type in your message at the bottom of screen and then press the RETURN key sever­al times. The text will move up one screen line each time you press RE­TURN. Downward scrolling can be per­formed by typing your message at the top of the screen, erasing it, typing it again on the next line, and so on. This method may seem a little tedious, but the results are worth it.

These examples represent only a small sample of what you can do with Messenger. With a little creativity and some experimentation, you'll be creat­ing dazzling messages in no time.

MeSSengef flQ HI REM COPYRIGHT 1993 COMPU

TEl PUBLICATIONS, INC. -IILL RtGIlTS RESERVED

MH 20 POKE55,0:POKE56,PEEK( 46 ) +4 : CLR : PRINT" (CLR) {DOWN} (CYN)"TAB(9)"ONE MOMENT,

PLEASE ••• " DS 30 POKE532S9,0 : POKE532S1,9:

POKE650,12S : DIMII(70) RS 49 FORZ - OT09:II(Z+4S) - Z:A(Z+

61) - Z+6:NEXT : FORZ - IT07:R EADB :NEXT

XM 59 FORZ - 491 5 2T049S79:READAS :O- 16*A(ASC(AS»+A(ASC(R IGHTS (1\$,1) ) ) :G - G+Q

AB 60 POKEZ,Q:NEXT:IFG<>95982T HENPRINT"{DOWN}ERROR IN (SPACE)DATA STATEMENT. ": STOP

JC 70 CLR : SYS49195:DEFFNA(X) - P EEK(X)+256*PEEK(X+l)

JS SO AD-FNA (55) : US - CHRS(S)+CH R$ (142) : N- AD : POKEN, 0 :W- 4 0959

XQ 99 IFN>WTHENN:W:POKEW,O RF 100 POKE532S0 , 9 : POKE53281,0

: PRINT" {CLR} " JU$) :MB - N­AD : FB- W-N

PM 110 AS - "": FORZ - IT029 : AS - AS+ "*":NEXT:BS - "(OOWN} (6 RIGIlT}{RvsHH ":CS ­" {OFF} {YEL} "

PII 120 PRINTTAB(l5) "-(HMESSENG ER-(H": PRINTTAB (12) "COP YRIGHT{2 SPACES}1990"

PQ 130 PRINTTAB(6) "COMPUTE! PU BLICATIONS , INC."

BS 140 PRINTTAB(11)"ALL RIGHTS RESERVED"

AE 150 PRIWI"' (BLU)(DOWN) (5 RIGHTHAPAS"-(S~":FO RZ 2 1T08:PRINT" {5 RIGHT) -"TAB(35)"-":PRINT" T5 RIGHT) -(Q}"AS"-(WP

CP 160 NEXT OR 170 PRINT"{UP}{5 RIGIITJU)"

IIS "-(xHHOME){4 DOWN}" QJ 180 PRINTB$ " l " CS "V IEW ME SSA

GE " RK 190 PRINTB$"2 " CS"ENTER MESS

AGE" GO 200 PRINTB$"3"C$ "MAKE MESSA

GE PROGRAM" OD 210 PRINTB$ " 4"C$"COMPACT ME

MORY" BO 220 PRINTB$"5"C$"SAVE MESSA

GE TEXT (SEQ)" OQ 230 PRINTB$"6"CS"LOAD MESSA

GE TEXT (SEO)" XB 240 PRINTB$"7"C$"CLEAR MEMO

RY" XD 250 PRINTB$"S"C$"QUIT" RH 260 PRINT,,''-(8){2 DOWN) ")RI

GHTS (STRS (FB+1E6) ,5) )" (CYN) BYTES FREE"

JA 270 PRINT" "<8P I RIGHT$ (STR S(MB+1E6) , 5JI"{CYNJ BYT ES USED"; : POKE198 , 0

MP 280 GETA$:IFA$<"l"ORAS>"S"T HEN2S0

CC 290 ONVAL(A$)GOT0300,360 , 3S 0,470,480 , 559,310,330

GF 300 SYS49192,AD : FORZ - ITOSOO :NEXT:GOT090

00 3UI" GOSUB740 : IFII$ - "N"THEN90 HS 320 N- AD : PQKEN , 0:GOT090 ES 330 GOSUB740 : IFA$ - "N"THEN90 KX 340 SYS6473S SF 350 GOSUBS90:GOT090 All 360 SYS49192,AD:FORZ - S4272T

054300:POKEZ , 0 : POKE5429 6,15

BG 370 RESTORE:FORZ - 6TOOSTEP-l :READY : POKE54272+Z,Y:NE XT : POKE19S , 0

SD 3S0 B-5 4276:C - 5J280 : D- C+l : A - USR(O') :POKEB,33:POKEB, 255:POKEN,A : N ~N+1

JK 390 IFA(13)ORA>140THEN460 RK 400 IFA"'133THENPOKEC, (PEEK(

C)AND15)+l KR 410 IFA-I34THENPOKED , (PEEK!

D)AND15)+l XF 420 IFA - 138THENPOKEC,0:POKE

D, "': PRINT " (CLR) (CYN)" IU ., KX 430 IFA - 135THENPRINTU$; KE 440 IFA - 136THENPRINTCHR$(14

) , SO 450 IFA"'140THENN =N-1:POKEN,

0:GOT090 ME 460 PRINTCHRS(A);:GOTOJSO PK 470 GOSUB1050:GOT099 PE 490 PRINT " {CLR)"TAB(15)"

{DOWN)(6)TEXT SAVE " JD 490 F$-"''''' : INPUT ''{4 DOWN}

{OYN}FILENAME ";F$:IFFS =""THEN90

EF 500 GOSUB860 : PRINT"{CLR} (S DOWNJ "TAB(10)"-(6~SAV ING ••• PLEASE WAIT"

JC 51 0 OPEN2 , 8 , 2,F$+ ",S,W": GOS unS00:IFER<>OTHENS40

RII 520 IFPEEK(AO)<>lJSTHENPRIN Tt 2 ,CIIR$ (138) ;

EC 530 SYS49201,AD RX 540' CLOSE2 : CLOSE15 : SYS65S11

: GOT090 DJ 550 GOSUBS60 : S$=" ": FORZ=lTO

41l:SS - S$+ " ": NEXTZ OK 560 PRINT''{CLR)(6) ''TAB(10) ''

FILES ON THIS DISK : {DOWN }-(6) (GRN) "

xx 570 OPEN2,8,0,"$0:* - S " :C$ - C HR$(34):GOSUBS00 : IFER<> 0THEN730

FH 580 GET'2 ,A$,A $ MK 590 GETI2,A$,A$:lFII$= ""THEN

'" CM 600 GET'2 , A$,II$:N$"' '''' EG 610 GET ' 2 , A$:IFAS _ ""TIIEN590 KS 620 IFA$OC$TIIEN610 EX 630 GET'2,A$:IFA$<>C$THENN$

- N$+A$:GOT0630 AX 640 IFZ=41THENZ=0 : PRINT "

(RVSj"LEFT$(N$+S$,4O')" {6HOFF I'''; :GOT0660

HK 650 PRINTN$;SPC(20-LEN(N$» , BO 660 GET'2,A$ :lF A$O"" THEN

'60 COMPUTErs Gazene February 1990 59

Page 62: Compute Gazette - Commodore.ca

Messenger

DD 670 GOTO590

QH 680 CLOSE2:CLOSE15:PRINT:PR

INT"(RVS}(GRN}";S$

SR 690 FS*"":INPUT"{CYN}(DOWN}

FILE TO LOAD ";FS:IFF5*

""THEN730

JH 700 PRINT"(CLR}{5 DOWN}"TAB

(10)"t6>LOADING...PLEAS

E WAIT"

EM 710 OPEN2,8,2,FSt",S,R":GOS

UB800:IFERO0THEN730

AC 720 SYS49199,N:N=FNA(781)+1

:POKEN,0

JP 730 CLOSE2!CLOSE15:SYS6S511

:GOTO90

QC 740 PRINT"{CLR)"TAB(15)"

(YEL}(2 DOWN)WARNrNGllln

FX 750 PRINT"{2 DOWN}{CYN]

[3 SPACESlTHIS OPTION W

ILL ERASE THE CURRENT"

PC 760 PRINTTAB(ll)"(DOWN)MESS

AGE IN MEMORY."

ME 770 PRINTTAB(10)"(3 DOWN}

(6>ARE YOU SURE? lY/N|"

:POKE 198,0

JM 780 GETAS:IFAS<>"Y"ANDAS<>"

N"THEN780

RK 790 RETURN

XQ 800 OPEN15,8,15:INPUTtl5,ER

,ER$,ET,ES:IFER*0THENRE

TURN

RP 810 PRINT"{CLR)"TAB(11)"

(2 D0WNH6>OPERATION AU

ORTED."

QA 820 PRINT"(7 DOWN}(RED)DISK

ERROR:(YEL}";ER;ERS;ET

;"(LEFT)";ES

FE B30 PRINTTABI14)"<6J

(7 DOWN}PRESS A KEY":PO

KE198,0

CA 840 GETAS:IFAS=""THEN840

SM 850 RETURN

CA 860 PRINT"(CLRK6>{5 DOWN)"TAB(5)"INSERT A DISK AN

D PRESS A KEY":P0KE198,

0

ES 870 GETA$:IFAS=""THEN870

CX 880 RETURN

JS 890 A^AD:PRINT"iCLR}(CYN)

(5 DOWN)"

SD 900 FORZ = 1TOB:KY (Z)=0:NEXT:

Q'lCK 910 PRINT"INPUT PASSWORD TO

CODE THE MESSAGE.

(5 SPACESK6HRETURN]

(CYN) ONLY TO NOT CODE"

MB 920 KS="":INPUT"(DOWN]PASSW

ORD (8 CHARACTERS MAX.)

";KSMK 930 P=1:IFK$=""THEHK$=CHR$(

0):P=0

JE 940

:FS="H:INPUT"(DOWN)FILE

NAME";FS:IFF3=""THENRET

URN

XX 950 GOSUB860:PRINT"(CLR)<6>

{5 DOWN}{3 SPACES}COMPA

CTING AND SAVING THE ME

SSAGE."

SB 960 PRINTTABI14)"(CYNj

{2 DOWN)PLEASE WAIT.

(3 DOWN}"ME 970 GOSUB1060:OPEN2,8,2,FS+

"(P,W":GOSUB800:IFER<>0

THEN1040

HG 980 PRINT*2,CHRS(1)CHR$(8];

:X»2049

PF 990 X=FNA(X):IFFNA[X+2)<>20

0OTHEN990

CQ 1000 FORZ=XTOFNA(45)-1:PRIN

T#2,CHRS|PEEK(Z))!=«EX

T

60 COMPUTE! s Gazette February 1990

JJ 1010 PRINT*2,CHRS(P);:FORZ>

1TO8:POKE49183+Z,0:HEX

T

GB 1020 FQRZ=49152TO4961S:PRIN

T*2,CHRS(PEEK(Z>);:NEX

T

PB 1030 F0RZ=lT0a:P0KE491B3+Z,

ASC (MIDS(KS,Z,1)) :NEXT

:SYS49207,AD:POKE49184

,8SF 1040 CLOSE2:CLOSE15:SYS6551

1:RETURN

BG 1050 PRINT"(CLRH6}"TAB(8)"

(5 DOWN}COMPACTING.■.

{SPACEjPLEASE WAIT

(3 DOWN}"

XX L060 IFN-ADTHENRETURN

XA 1070 SYS49204,AD:N*FNA(781)

:RETURN

HX 1080 DATA255,31,255,1,0,50,

0

JK 1090 DATA AD,28,C0,A9,4C,A0

,00,84,FB,91,14,A9,C0,

85,FC,A2,04,B1,14,91

HQ 1100 DATA FB,88,D0,F9,E6,FC

,E6,15,Cft,D9,F2,60,00,

00,00,00,00,00,00,00

MR 1110 DATA 4C,JA,C0,4C,D0,C1

,4C,0A,C2,4C,2E,C2,4C,

49,C2,4C,A5,C2,20,95

XG 1120 DATA C1,A5,14,9D,51,C1

,A5,15,8D,52,C1,20,A8,

C0,20,BD,C0,20,72,C1

AQ 1130 DATA A9,00,8D,CE,C1,AD

,20,C0,F0,03,20,9F,C1,

A9,0O,85,A2,20,4B,C1

PH 1140 DATA C9,00,D0,07,20,A8

,C0,20,88,C1,60,8D,C9,

C1,20,04,C1,2O,B8,C1

CE 1150 DATA AD,C9,C1,20,D2,FF

,20,72,C1,AD,C9,C1,29,

7F.C9,21,30,03,20,05

ME 1160 DATA C0,AD,8D,O2,29,02

,F0,04,A9,05,85,A2,A9,

03,C5,A2,10,FC,AD,8D

ME 1170 DATA 02,29,01,D0,F9,4C

,5D,C0,A0,19,A9,00,99,

FF,D3,88,D0,FA,A9,0F

RQ 1180 DATA 8D,IB,D4,A2,05,20

,42,C1,60,A9,00,8D,20,

D0,BD,21,D0,A9,9F,20

QH 1190 DATA D2,FF,A9,93,20,D2

,FF,A9,8E,20,D2,FF,60,

8D,C9,C1,A0,06,B9,C2

PA 1200 DATA C1,99,00,D4,88,10

,F7,A9,21,BD,04,D4,A2,

00,A0,05,AD,8D,02,29

GH 1210 DATA 02 ,F0,02,A0,01,CA

,D0,FD,8 8,D0,FA,A9,FF,

8D,04,04,AD,C9,C1,60

GP 1220 DATA C9,85,D0,04,EE,20

,D0,60,C9,89,D0,0C,2O,

88,C1,A2,3C,20,42,C1

AF 1230 DATA 20,72,C1,60,C9,86

,D0,04,EE,21,D0,60,C9,

8A,DO,04,20,BD,CO,60

FS 1240 DATA C9,87,D0,06,A9,8E

,20,D2,FF,60,C9,88,D0,

05,A9,0E,20,D2,FF,60

HS 1250 DATA A2,01,A9,00,85,A2

,E4,A2,D0,FC,60,AD,CE,

C1,D0,1B,AD,FF,FF,EE

HS 1260 DATA 51,C1,D0,03,EE,52

,C1,C9,01,D0,12,20,50,

C1,8D,CE,C1,20,5O,C1

SP 1270 DATA BD,CF,C1,CE,CE,C1

,AD,CF,Cl,60,A4,D3rBl,

D1,8D,CC,C1,B1,F3,8D

GK 1280 DATA CD,C1,A9,A0,91,Dl

,AD,86,02,91,F3,60,A4,

D3,AD,CC,C1,91,D1,AD

CP 1290 DATA CD,C1,91,F3,60,20

,FD,AE,20,8A,AD,20,F7,

B7,60,A0,00,A2,00,A1

DATA 14,59,20,C0,81,14

,R1,14,F0,0E,E6,14,D0,

02,E6,15,C8,98,29,07

DATA A8,4C,A3,C1,A9,00

,8D,20,C0,60,0O,32,00,

01,FF,1F,FF,00,00,00

DATA 00,00,00,00,A9,DB

,8D,11,03,A9,C1,8D,12,

03,60,A4,D3,B1,F3,4B

DATA Bl,D1,48,AD,86,02

,91,F3,A4,03,68,46,49,

B0,91,D1,20,E4,FF,AA

DATA A4,D3,68,48,91,D1

,8A,F0,EB,A4,D3,68,68,

91,F3,8A,AB,A9,00.4C

DATA 91,B3,20,95,Cl,A2

,02,20,C6,FF,20,CF,FF,

A0,00,91,14,20,B7,FF

DATA 29,40,D0,09,E6,14

,D0,EE,E6,15,4C,12,C2,

A6,14,A4,15,60,20,95

DATA Cl,A2,02,20,C9,FF

,A0,00,B1,14,F0,0C,20,

D2,FF,E6,14,D0,F3,E6

DATA 15,4C,36,C2,60,20

,95,C1,A5,14,85,FB,A5,

15,85,FC,A0,00,B1,FB

DATA D0,07,91,14,A6,14

,A4,15,60,C8,C0,FF,F0,

04,D1,FB,F0,F7,C0,01

DATA F0,20,C0,02,F0,1C

,48,A9,01,20,9A,C2,98,

20,9A,C2,18,65,FB,85

DATA FB,A9,00,65,FC,85

,FC,68,20,9A,C2,4C,54,

C2,20,9A,C2,E6,FB,DO

DATA 02,E6,FC,4C,54,C2

,A2,00,81,14,E6,14,D0,

02,E6,15,60,20,95,C1

DATA A2,02,20,C9,FF,A2

,0O,AO,O0,A1,14,59,20,

C0,8E,CA,C1,8C,CB,C1

DATA 20,D2,FF,AE,CA,C1

,AC,CB,C1,A1,14,F0,0E,

G6,14,D0,02,E6,15,C8

DATA 98 , 29,07,A8,4C,Bl

,C2,60

POKE53280,0:POKE53281,

0:PRINT"(CLR}"CHRS(142

)CHRS(8):X=2B49DEFFNA(X)=PEEK(X)+256*

PEEK(X+1)

X = FNA (X) :IFXO0THENY = X

+2:GOTO2020

IFPEEK[Y+1)=173THENSYS

DP 1300

QM 1310

PA 1320

QM 1330

CK 1340

PA 1350

MH 1360

QG 1370

MR 1380

CA 1390

GB 1400

RH 1410

MC 1420

GK 1430

AK 1440

JK 1450

XJ 2000

FP 2010

PX 2020

GR 2030

HC 2040 IFPEEK(Y)=0THEN2080

DR 2050 PRINT"(4 DOWN}[GRNjTHIS MESSAGE IS PROTECTED

CE 2060

GO. 2070

QS 2080

FH 2090

HD 2100

PS 2110

AJ 2120

FK 2130

INPUT"[DOWN}PLEASE ENT

ER PASSWORD ";K3

E49183+Z,ASC(MIDS(NS,Z

,1)):NEXT:POKEY,0

PRINT"(CLRl{CYN}(9 SPACESjMESSENGER FI

LE-PLAYER"

PRINT"{7J{9 DOWN}HOLD

[SPACE} [RVSH6> CMDR

(OFF}(7> TO SPEED UP"

PRINT"(DOWN)HOLD (RVSj

{6> SHFT (OFF}<7> TO F

REEZE DISPLAY"

PR1NTTAB(9)"{YEL)

(9 DOWNj'PRESS ANY KEY

(SPACE)TO START":POKE1

98,0

GET AS:IF AS= "" THEN

(SPACE}2120SYS 49152, (Y + 465) :RUN

6

Messenger DO 6711 GOT0590 OH 680 CLOSE2:C[.QSE15 : PRINT:PR

INT"(RVS }{GRN}" ; SS SR 690 FS-" ":INPUT "{C YN)loOWN)

FILE TO LOAD ";F5 : IFFS ­.... THEN7 31i1

JII 700 PRINT",CLRJIS DOWN)"TAB (10) " ( 6}LOADl Ne • • • P['EAS EWA l T"

EM 710 OPEN2,8 , 2 , F$+",S , R": COS UB80\J :I FER<>IJTHEN730

AC 720 SYS49198,N:N-PNA(781)+1 :POKEN,O

JP 730 CLOSE2 :CLOSE15:$YS65S11 :(;OT09 9

oc 740 PRINT " {C LRj"U.B(lS," l'tE LI I2 DOWNIWA RNINGII!

FX 750 PRINT"{ 2 DOWN I leYi'll 13 SPACES}THlS OPT ION W ILL ERASE THE CURRENT"

PC 760 PRINTTAB(ll)"{DOWN)MESS AGE IN MEMORY . "

HE 770 PR INTT AB (lIJ ) " {J DO WN) ( 6}ARE YOU SURE? {Y/N1" : POKE 198,IJ

JH 780 GETAS :tFAS()"Y" AN DA$() " N"THEN18IJ

KK 790 RETURN XO 800 OPENl S, 8 , 15:INPUTI15 , ER

, ERS , ET , ES : IFER-OTHENRE TURN

RP 810 PRINT w {CLR} ~TAB(ll) "

{2 DQWN)i6)OPERATION AD ORTEO . ~

0,11. 829 PRINT"j7 DOWNij REO}OISK ERROR: {YEL}"; ER; ERS ; ET

; ~ ( LE f"T) "; ES FE 830 PRINTTAB(14) "( 6)

(7 DOWN)PRESS A KEY" : PO KE198 ,9

CA 840 GETAS : IFAS - ~"THEN849

SM 8S0 RETURN CA 860 PR INT"( CLR }<6) jS DOWN) "

TAB(S) "INSERT A OIS K AN o PRESS A KEY":POKE198 ,

• ES 879 GETAS :tFAS-- "THEN879 CX 889 RETURN JS 899 A-AD : PRINT " {CLR} {CYN}

IS DOWN}" SO 909 FORZ-IT08 : KY(Z)-0 : NEXT :

0-1 CK 910 PRltoiT " INPUT PASSWORD TO

CODl': TilE MESSAGE. (s SPACES)<6 ) [RETURN} ICYi'll ONLY TO NOT CODe"

MB 920 KS-"":lNPUT "( DOWNjpASsw ORO (8 CHARACTERS MAX.) ".KS

MK 930 1'-1 : 1 FKS " " "THENKS - CHRS ( 9) : P-0

JE 940 FORZ-1T03:KS-KS+KS : NEXT : FS- " " : INPUT " (DOWN ) PI LE NAME "; 1'5 : I FFS-""TIIENRET ,,"

XX 9S0 GOSU a860 : pRINT " {CLR) (6) (5 DOWN)(3 SPACES)COMPA CTING AND SAVING THE ME SSAGE . "

SB 960 pRINTTAB(14) " (CYNi {2 OOWN)PLEASE WAIT . (J DOWN)"

ME 979 QOSUBI060 :0PEN2,8 , 2 , FS+ ", P,W": GOSUB890 : IFER()0 TIIENI040

IIG 980 PRI NT'2 , CHRS(1)CHRS(8) . :X - 2049

PF 990 X-FNA(X):IFFNA(X+2)()20 99TIIEN990

CO 1000 FORZ-XTOPNA (4S) -1: pRIN Tl2 , CIIRS (PEEK (Z) ) ; : NE X T

60 COMPUTE/'6 Ga,err.. FIIbtUafy 1990

JJ 1910 PRINT'2 , CIIR S(P); :FORZ-1T08:POKE49183+Z,0:NEX T

GB 1020 FORZ-491S2T04961S : pRIN T.2 , CHRS(PEE K( Z)) ; :NEX T

PB 1030 FORZ-IT08:POKE49183+Z , ASC{MIOS(KS , Z,l)) : NEXT : SYS 49207,AO: pOKE 49184

•• S~' 1040 CLOSE2:CLOSElS:SYS6SSl

1 : RETURN BG 10S0 PRINT " (CLR}(6 ) "TAB(8)"

(S OOWN)COHPACTING" . {SPACEjPLEASE WAIT (J DOWN'"

XX 1060 IFN-ADTIIENRETURN XA 1070 SYS 4929 4,AD:N -FNA(781)

: RETURN IIX 1980 OAT A2 SS ,31,25S ,1,9, SO,

• JK 1990 DAT A AO,28 , C9 ,A 9 ,4C,AO ,90, 84 , FB , 91 , 14 , A9,CO , 8S ,FC,A2,04, Bl. 14 . 91

110 1100 DATA FB , 88 , 00 , f9 , E6 , FC , E6 , lS , CA , DO , F2 , 60 , 00, 00 , 09 , 00,00 , 00,00,00

HR 1110 DATA 4C, lA , CO ,4C, 00 , Cl ,4C, OA,C2,4C,2E,C2,4C, 49 , C2 ,4 C, AS,C2 , 20 , 9S

XG 1120 DATA C1 , AS,1 4, 80 , 51 , Cl ,AS,lS,80 , 52 , Cl,20 , A8 , CO,20 ,BO, CO , 20 , 72 , C1

,11.0 11]0 DATA A9 , OG , SO , CE,Cl,AO , 20 , CO , F9 , 03 , 20 , 9F , Cl , A9,90 , SS ,A 2 , 20 ,4 D, Cl

I'll 11 40 DATA C9 ,0 0 , OO ,0 7 ,2 0 , A8 , CB ,20, 88 , Cl ,60, 80 , C9 , Cl ,20,94 , C1 , 20 , 88 , Cl

CE l1S0 DAT A AD, C9,Cl , 29,D2,FF ,20 , 72 , Cl,AD, C9 , Cl ,29, 7F , C9 ,21, 30,0 3 , 29 , OS

HE 1160 DATA CO, AD, 80 ,0 2 ,29 ,92 ,FO,04,A 9 , 9S , 8S , A2,A9, 01,C5,A2,10,FC,AO,8D

HE 1170 DATA 02,29,01 , D9 , F9 , 4C , SO , CO , AO , 19,A9 , OO , 99 , FF ,03 ,88 , OD, FA , A9,OF

RO 1189 DATA 8D , 18 , 04 , A2 , OS,20 ,42,Cl , 60,A9,OO,8 D, 20, 00 , 8D , 21 , OO,A9, 9F , 20

011 1190 DATA 02 , FF,A9,93,20 , 02 , FF,A9,8E , 20 , D2,FF,60 , 80 ,C9, Cl,AB,06,a9 , C2

PA 1200 DATA Cl , 99 ,O O,04 , 88 ,lD ,~7,A9, 2 1,80,04 , 0 4,A2,

OO,A9,9S,AO , 80 , 02 , 29 Gil 1210 DATA 02,FD , D2 , AO ,Ol, CA

, DO , FD,88,DD,FA , A9,FF, SD,04 , 04,AO, C9 , Cl , 60

GP 1220 DATA C9 , 8S , OO ,04, EE , 20 ,DO,6D, C9 ,89,OB,0C,2B , S8,C1,A2,3C,20 ,4 2,C1

AF 1230 DATA 20,72 , Cl , 60 , C9 , 86 , DO,04 , EE , 21,OO , 60 , C9 , 8A ,DO, 04 , 20 , DO , CO,60

FS 1240 DATA C9 , 87 , OO,06,A9 , 8E ,20, D2 , FP,60 , C9 , 88 , OB , 0S , A9,0E,20,02,PF,60

li S 1250 DATA A2,01,A9,00,8S,A2 ,E4, A2 , DO,FC,60,A D, CE , C1, DO ,lB,AO, FF , FF,EE

liS 1269 DAT A Sl , Cl , OO,0 3 ,EE, S2 , Cl , C9 ,Ol, OB ,12, 20 , 50 , Cl, 80 , CE , Cl , 20, SO , Cl

SP 1270 DATA 80,CF,Cl,CE,CE,Cl . AO , CF , C1 , 60 , A4 , D3 ,B l , D1 , SO , CC , Cl ,B1,F1,80

GK 1280 DATA CO ,Cl, A9 ,AO, 91 . Dl , AO,86,92,91 , F3 , 60 , A4, D3 , AO , CC , Cl ,9 1 , D1 ,AO

CP 129 0 DATA CO ,Cl ,91,F3 , 69,29 , FD , AE , 20, 8A ,AO, 20 , F7 ,

B7,60 , A9 ,00 ,A2,OB,Al OP 1300 DATA 14,S9 , 20 , CO ,81,14

, Al ,14,FO,OE,E6,14, DO, 02 , E6 , lS . C8,98,29 , 07

OM 1310 OATA A8 , 4C,A3,C1,A9,OO ,8 0 ,20,CO,6B,00,12,OO, Ol , PF , lF,FP,99,00 , 09

pA 1320 DATA 00,90,99 , 09 , A9,OB , 80 , II, 03 , ,11.9 , C1 , 80 , 12 , 03,60,A4,03,Bl , Fl , 48

OM 1339 DATA Bl,01 ,4 8 ,A D,86,02 , 91 , P3 , A4 , D3 ,68,48 , 49, 80 , 91 , 01 ,20,E4,PF,AA

CK 1340 DATA ,11.4 , 03 , 68 ,4 8 , 91 , 01 , 8A,FO , EB , A4 , D1 , 68,68 , 91,F3 , 8A ,A 8 , A9,OO,4C

1',11. 1350 DATA 91,B3 ,20,95 , C1 , A2 ,02, 29 ,C6,1'f,20 ,Cf,FF, AO , 90,91,14 , 20 , B7,FF

MH 1360 DATA 29 ,4 0,00 ,09,£6 ,14 , 00 , E£,£6 ,15 ,4C,12, C2 , A6 , 14 , A4 , lS , 60 , 20,9S

OC 1370 DATA C1,A2,02,20,C9,FF , AO ,OO, Bl,14,FO ,OC,20, 02 ,FF,E6,14, 0 0,f3 , E6

MR 1180 DATA l S, 4C,36 , C2,60 , 20 , 9S , C1 , AS ,14, 8S , FB , AS , lS,SS , FC ,A9,OO, Bl , FB

CA 1]99 DATA 00,07,91,14,A6,14 , A4 . 1S , 69,CS,CO,fF , FO, B4,Ol , FB , FB , P7 , CO,01

GB 1400 DATA PO .20 , CO,02,fO,IC ,4 8 ,A 9,Ol ,2B,9A,C2,98, 20,9A , C2,18 , 6S , FB,8S

RH 1410 DATA FB , A9,OO,6S , FC,8S , PC,6S , 20 , 9A , C2 ,4C, 54, C2 ,2B,9A , C2 , E6 ,FB, 0 9

MC 1420 DATA B2 ,E6,FC, 4C,S4, C2 ,A2,90, 81,14 , E6 , 14 , DO , 02,E6,lS , 60,20 , 9S , C1

GK 14 30 DATA A2 , 02 ,20,C9,F1',A2 ,00,,11.0,00 , ,11.1 , 14,59,20 , CO , 8E , CA , C1 ,8C, CB , Cl

AK 1449 DATA 20,D2,Ff , AE , CA , Cl , AC , CB, Cl , Al,14 , FO ,O E, E6 ,14 , 00 , 92, E6 , IS , C8

JK 14 S9 DATA 98,29,07 ,A8,4C,Bl , C2 ,69

XJ 2000 POKES1280 , O:POKES1281, O:PRINT"{CLR)"CHRS(142 )CIIRS(8) :X .. 2049

PI' 2010 DE FFNA(X) -PE£K(X)+2S6* PE£K(X+1)

PX 2920 X-F NA(X) :lPX () OTIiENY-X +2: GOT02020

GR 2010 IPPEEK(Y+l) - 171TIIENSYS (Y+ 1)

HC 2049 IPPEEK (Y) -OTII£N2080 OR 2959 PRINT"(4 DOWN} {GRN}THI

S ME SSAGE IS PROTECTED

CE 2060 INPUT "(OOWN)PLEASE ENT ER PASSWORD ";KS

GO 2070 FORZ-IT08 : NS-NS+KS:POK E49183+Z ,ASC( MI DS( NS , Z , I)) :NEXT : POKEY , O

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PS 2110 PRINTTAB(9)-{ YEL) {9 DOWN }'P RESS AN"t KEY {S PACE}TO START" : POKEI 9S,0

AJ 2120 GET AS:IF AS .. H" THEN (SPACE}2 129

FK 2110 SYS 491 S2 , (Y+46S) :RUN S

Page 63: Compute Gazette - Commodore.ca

NEW!

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110m .... ~ 10 ~. Wf;JI GOA ~ . .... "'.-....- (r\ ~. Cttu_ ... -• SIrt.JIKk: EIIKM 0'1_ P'OQ'IIIII-""" )"WIIIirM'Ittit. 0iIIIlII ~ .. ~~. ,..., ..... • \kIiQI>I Pieb'I s...: F ... " WI:! _l1li' IU" Scr"" 10 _ 0/ Ib).. s.... in KoalI. B\W"Ig --• ~:EIbci«I~~-ll"9"_I*OIIk-l d """\IIt _1IdN. • SongIoF .. :"' progr ..... IMd •• If9t!Otfol~~ • WrlyCGmtnards r.Yt!y~_:~~. OId.OtIt!f.~,'1:. • Sr:rttn0umll. ~M""'ICI_" IIGr,ySca!tl. ~1II"l>'ftopciMl. • ~ fItMI: ~ tlJ"..on ID fIrziM Systtm WI:! RtMt ""'" 10 caIItd \JrII!oppiOit ... -· flit CCr\1IIa'.I;iIt: WOI'<$ wr:h ISoI1/C1l, 1~ 1. 1571 WI:!.tIt! C&I. 128. ~ 1280 (n &4 """").

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THE MOST POWERFULL DISK NIBBLER AVAILABLE ANYWHERE AT ANY PRICE! ·Burst NlbOIer II actually a two pall system· a sotrwara package and a parallel cable to connect a t541 01" 157110 a C·64 or C·12S ·What gives Burst Nibbler Its power? Conventional nibblers haV9 to OOOOde tile dala (rom lhe disk belore It can trMs(er lt u&log the soriel POI1 bus · when non·standard data are encountered they are beat. Burst Nibbler transfers data as law GCR cooe VII the palallel cable wilhoollhe flOOd to decode it. so you gel a perfect copy o( the oriQinal. ·Will nibIiIe up to 41 tracKs .Copy a whole diall In under 2 min ·lnstaBs In minutes· no soldering required on 1541 (1571 requires soldering)

SOFTWARE AlONE- ON LY Sl U9 - CABLE ALONE· ONLY SI9.99

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Page 64: Compute Gazette - Commodore.ca

Fife King Topnotch fantasywith grade-A graphics p. 63

Omni-Play BasketballGreat game for hoops lovers p. 63

Might and Magic IINew for fantasy combat fans p. 64

SitTtCity Innovative, award-winningsimulation p. 64

Successful departure

for Infocom p. 65

ii "**!!!hi -i.i in nil mi: ij" i rr. r r"< eh mi

cumiN mi hi iihij rcnh r-r the a an^K (tCh-Ih

"ii IMKt* Mui mm i i"i im i , [ £■

BAH ,..i..i 1 TOM (■■■! ITT rRHCTICCTHt tiii-MWW urtcn^ so ;lhh'-lhb. ofl Hin urn ■-

Kings of the BeachFun-filled 3-D volleyball simulation p. 66

62 COMPUTE'S Gaie!te February 1990

R[VI[WS

Fire King Topnotch fantasy with grade-A graphics p. 63

Might and Magic" New for fantasy combat fans p. 64

BaHleTech Successful departure for Infacom p. 65

62 COMPUTEr. G.t!8NIJ February 1990

Omni·P'ay Basketball Great game for hoops lovers p. 63

SitnCitV Innovative, award-winning simulation p. 64

Kings of the Beach Fun-filled 3-D volleyball simulation p. 66

Page 65: Compute Gazette - Commodore.ca

Fire KingThis new game comes from the Strate

gic Studies Group and Micro Forte, a

software company "dedicated to creat

ing the most visual and entertaining

software" designed to keep you on the

edge of your seat. Fire King comes with

in inches of this goal.

Fire King combines action and role

play, and its pace never slows, its

fantasy-filled plot is extremely well

conceived, and, unlike many games of

this genre, it keeps the player's interest.

Fire King is for one or two players, but

playing with a friend makes the going

much easier.

Your quest begins when the Fire

King is killed and a supernatural Death

Beast takes control of your town. It's up

to you to assume the role of one of six

characters to begin the first miniadven-

ture and reclaim your town.

Each character is uniquely defined,

and each one's attributes are different.

Should you choose a magic user? A

warrior? Your decision drastically af

fects gameplay, as certain attributes are

more important than others.

Control and move your character

in eight directions with a joystick.

Bumping into an object adds that item

to one of your nine pockets. When all

pockets are filled, you're informed that

you can carry no more.

Unlike many other

action/role-playing

games, Fire King holds

your interest all the

way through.

Bumping into a book displays its

contents or prompts you to answer a

riddle. Be sure to note every clue along

the way because a correct answer to the

riddle rewards you with gold or another

clue. Also, watch for scrolls. They con

tain magic spells you'll need through

out the game. Some spells permit you

to walk on water, while others make

you invisible.

You start off in your lodgings, the

beginning and ending point of each

quest. Leave your room and enter the

town square. In the town, you may

choose to steal gold from the Treasury,

visit the Holy Temple of Dragara, or

match your fighting or magic skills with

monsters kept in the Thieves Guild. Ex

ploring the town thoroughly is impor

tant: Many of the objects here can make

your quest easier.

But the catacombs below the town

is where the first adventure takes place.

Here you must seek and destroy the

Death Beast, releasing its evil hold on

the town and permitting you to uncover

the Fire King's mysterious tomb. Completing this miniquest is just one small

part of the game.

After solving this first mystery,

more difficult challenges test your mind

and magic in the wilderness surround

ing the world of the Fire King. The out

skirts and landscapes are well detailed

and designed, and they enhance the

game's feeling of fantasy and adventure.

The wilderness contains many species

and races: Some are friendly, some arenot. The terrain includes many rivers

that erode your strength and dexterity.

Boots for Water Walking are a must be

cause the strong currents can carry your

character away in no time.

Magic is an important part of Fire

King. You'll need many enchanted ob

jects to complete the game. Even

though every character possesses magi

cal abilities, spells are more powerful

when cast by wizards and enchantresses.

Fire King comes on two disks and

contains a decoder wheel that's needed

to advance through each adventure. Also

included on the inside cover of thepackage is a map of the mythical world,

including a plan of the town. The land

scape is painstakingly rendered. Every

detail on the screen is shown on the map.

Fire King's only drawback is the

player's manual. It isn't organized well,

and it lacks information about the

game's main objective. It contains hints

for the first quest but doesn't provide a

clue for subsequent ones.

Despite the manual's problems, Fire

King does have flicker-free scrolling,

grade-A graphics, and a captivating plot.

It's a topnotch game all the way around.

—Rom(ley Laanstra

Fire King

Strategic Studies Group

Distributed by Electronic Arts

1820 Gateway Dr.

San Matco, CA 9i404

529.95

Omni-Piay BasketballI have an avid interest and involvement

in sports. When I'm not shooting bas

kets at the playground on the corner, I

usually can be found consulting the

record books to settle a sports bet be

tween my friends. But all that has

changed now. Thanks to Omni-Piay

Basketball, I've gone pro.

I've become an owner. Next to bas

ketball team owners, medieval poten

tates knew nothing of power, manipu

lation, or internecine warfare. We team

owners must know when to trade and

when to cut our players loose. For the

fan, basketball consists of thrilling

shots between the beer commercials;

for the players, basketball is lived game

to game. But for us owners, managers,

and coaches in the upper echelons of

Olympus, basketball isn't a matter of a

single shot, game, or season. It's season

after season, year after year. It's our life.

Omni-Piay Basketball brings the en

tire snarling beast of basketball into

your home, including the unsightly,

seamy side of the business: back-room

dealing. It's all here, cheerleaders, a

side-view module (available at extra

cost), and inane sports commentary for

the brain-damaged—in short, profes

sional sports in all its glory, but without

the commercials,

But be warned, this isn't a game

you can simply sit down with and start

playing. It requires careful study. Get

out your reading glasses; the manual is

encyclopedic. Begin by looking over the

history of the league and the teams,

which provides a wealth of stats. Actual

teams can be inspected as well, on a

player-by-player basis. Then you can

begin to build your team.

It's all here: cheerleaders,

inane sports commentary,

and pro basketball in all

its glory, but without the

commercials.

Omni-Piay Basketball provides you

with a quantity of cash (trading points)

which you use to purchase the best

players you can afford from other

teams. Recruit rookies or try to trade for

better players (plus a healthy amount of

cash). Another way to improve your

team is to send a failing player to train

ing camp. Players, as in real life, suffer

injuries from which they must recover.

You can play against the computer

or a friend, or (the ultimate in flexibili

ty) Omni-Piay Basketball can play itself

until you get the hang of the game. Sit

back and watch games played out in re

alistic animation or skip the actual

game and go right to the score.

Ever since the invention of the vid

eotape machine (a device developed to

watch television for people who don't

have time for it themselves, according

to Douglas Adams), I've been looking

forward to the self-playing videogame.

You can set it up to play against itself

and then go do something useful—like

watching basketball on television.

As a coach, you can make deci

sions such as electing to charge in after

free throws, work inside, work the

clock, or go for the quick shot. You can

elect to foul out the opposing team, an

ticipate inside passes, steal the ball, or

change coverage. >

COMPUTEfs Gazette February 1990 63

Fire King This new game comes from the Strate· gic Studies Group and Micro Forte, a software company "dedicated to creat­Ing the most visual and entertaining software" designed to keep you on the edge of your scat. Firt King comes with­in Inches of this goal.

Fire King combines action and role play, and its pace never slows. Its fantasy-filled plot is extremely well conceived, and, unlike many games of this genre, it keeps the player's interest. Firt Killg is for one or two players, hut playing with a friend makes the going much easier.

Your quest begins when the Fire King is killed and a supernatural Death Beast takes control of your lown. It 's up to you to assume the role of one of six characters to begin the first miniadven­ture and reclaim your town.

Each character is uniquely defined, and each one's attributes are different. Should you choose a magic user? A warrior? Your decision drastically af­fects gameplay, as certain attributes are more important than others.

Control and move your character in eigh t d irections wit h a joystick. Bumping into an object adds that item to one of your nine pockets. When all pockets 3re filled, you're informed that you can carry no more.

Unlike many other

action/ role-playing

gamesl Fire King holds

your interest all the

way through.

Bumping into 3 book displays its contents or prompts you to Ilns .... -e r a riddle. Be sure to note every clue along the way because a correct ans .... -e r to the riddle rewards you with gold or another clue. Also, watch for scrolls. They con­tain magic spells you'll need through­out the game. Some spells permit you to walk on water, while others make you invisible.

You start off in your lodgings, the beginning and ending point of each quest. Leave your room and enter the town square. In the town, you may choose to steal gold from the Treasury, visit the Holy Temple of Drag3ra, or m3tch your fighting or magic skills with monsters kept in the Thieves Guild. Ex­ploring the lawn thoroughly is impor­lant: Many of the objects here can make your quest easier.

But the catacombs below the town Is where the first adventure takes place. Here you must seek and destroy the

Death Beast, releasing its evil hold on the town and permitting you to uncover the Fire King's mysterious tomb. Com­pleting this miniquest is just one small part of the game.

After solving this first mystery, more difficult challenges test your mind and magic in the wilderness surround­ing the world of the Fire King. The oul­skirts and 13ndscape5 are "'-ell detailed and designed, and they enhance the game's feeling of fantasy and adventure. The wilderness contains many species and races: Some are friendly, some are not. The terrain includes many rivers thai erode your strength and dexteri ty. Boots for Water Walking are a must be­cause the strong currents can carry your character away in no time.

Magic is an important part of Fire King. You'll need many enchanted ob­jects to complete the gome. Eve n though every character possesses magi­cal abilities, spells are more powerful when cast by wizards and enchantresses.

Fire King comes on two disks and contains a decoder wheel that's needed to advance through each adventure. Also included on the Inside cover of the package is a map of the mythical world, including a pl3n of the town. The 13nd­scape is painstakingly rendered. Every detail on the screen is shown on the map.

Fire King's only drawback is the player's manu3!. It isn't organized well, and it lacks information about t he game's m3in objective. It contains hints fo r the first quest but doesn't provide a clue for subsequent ones.

Despite the manual's problems, Fire King does have flicker-free scrolling, grade-A graphics, and a captivating plot. It's a topnotch game all the way around.

-Romney uUJnstra

Fire King Strategic Studies Group Distributed by Electrollic Arts 1820 GatI!Way Dr. Sa il Maleo, CA 94404 529.95

Omnl-Play Basketball I h3ve an avid interest and involvement in sports. When I'm not shooting bas­kets at the playground on the comer, I usually can be found consulting the record books to settle a sports bet be­tween my friends. But a ll th at ha s changed now. Thanks to Ol/lUi-Play Baskelball, I've gone pro.

I've become an owner. Next to bas­ketball team owners, medieval poten­tates knew nothing of po .... -er. manipu­lation. or intemecine warfare. We team owners must know when to trade and when to cut our players loose. For the fan, basketba ll cons ists of thrllling shots between the beer commercials;

fo r the players, basketball is lived game to game. Bul for us owners. managers, and coaches in the upper echelons of Olympus, basketball isn't a matter of a single shot. game, or season. It's season after season, year after year. It's our life.

Onlni-Play 8asktlball brings the en­tire snarling bellst of basketball into you r ho me. Including the unsightly, seamy side of the business: back-room dealing. It's all he!re. cheerleaders. a side-view module (available at extra cost), and inane sports commentary for the brain-damaged-in short, profes­sional sports in all its glory, but without the commercials.

But be wamed, this isn't a game you can simply sit down with and start playing. It requires careful study. Get out your reading glasses; the manual is encyclopedic. Begin by looking over the history of the league and the te!ams, which provides a wealth of stats. Actual teams can be inspected as well. on a player-by-player basis. Then you can begin to build your team.

It's all here: cheerleaders,

inane sports commentary,

and pro basketball in all

its glory, but without the commercials,

Onmi-Play Basketball provides you with a qU3ntity of cash (trading points) which you use to purchase the best p layers you can afford from ot her teams. Recruit rookies or try to trade for better players (plus a healthy amount of cash). Another way to improve your team is to send a failing player to train­ing camp. Players. as In real li fe. su ffe r injuries from which they must recover.

You can play against the computer or a fri end, or (the ult imate in flexibili· ty) Omlli.Play Basketball can play itself unlil you get the hang of the game. Sit back and watch games played out in re­alistic animation o r skip the actua l game and go right to the score.

Ever since the Invention of the vid­eotape machine (a device developed to watch television for people IYho don't have time for it themselves, according to Douglas Adams). I' ve been looking forward to the seU-pl3ying videogame. You can set it up to pilly against itself and then go do something useful-like watching basketball on television.

As a coach, you can make deci· sions such as electing to charge in after free throlYs, work Inside. work the clock, or go for the quick shot. You can elect to foul out the! opposing team. an­ticipate inside passes, stea l the ball, or change coverage. I>

COMPUTEr. G.tltJlltJ Fllbruary 1990 63

Page 66: Compute Gazette - Commodore.ca

Reviews

The major problem is that the

game is slow in loading. The modules

are high in quality, and it's obvious

some very sophisticated work has gone

into this package. A fast loader would

have made a big difference. After a few

minutes of loading, I have a tendency to

wander away, watch the Lakers on the

tube, and forget there's a game loading

until my wife reminds me that I left the

computer running.

The theory behind Omni-Play is

that improvements and updates can be

added periodically. This is a game de

signed to grow with you. Already, new

modules—at about $20 each—have

been introduced for side-view games

and college play. Fantasy league is an

update that allows you to assemble a

dream team of greats throughout bas

ketball history. What's next? Italian

league? Who knows? But SportTime

wants your suggestions. It looks like a

creative team that's headed for the fore

front in sports software.

—Robert Bixby

Omni-Play Basketball

SportTime

Dept #632

3187-G Airway Avc.

Costa Mesa, CA 92626

$34.95

Might and Magic IIIt's rare when a film sequel surpasses or

even lives up to the quality of the origi

nal, but computer games tend to get

better as the Roman numerals follow

ing their names grow larger. Just con

sider the evolution of the Ultima and

Wizardry series. Might and Magic II is

no exception to this rule.

Might and Magic II builds upon the

solid scheme of its predecessor, adding

a number of enhancements to the pro

gram while leaving the basic system in

tact. The graphics have benefited from a

complete facelift and rival the best of

anything seen in other adventure

games. Color and detail in the 3-D views

of the landscape approach genuine art

istry. The various creatures and charac

ters encountered are rendered in equally

vivid style and even display a small de

gree of animation. No matter how many

hours you spend exploring the game's

imaginary environs, your journey will

never visually grow wearisome.

Some other changes, such as the

inclusion of automapping and the addi

tion of hirelings, help bring it in line

with recent advances in adventure-

game design. The game also introduces

a few wrinkles of its own in the form of

time travel and secondary skills that

can be purchased by characters.

A big part of any sequel's appeal is

that it lets you resurrect your seasoned

64 COMPUTE'S Gaiatto February 1990

warriors from the previous adventure

and thrust them into a new set of dead

ly situations. This continuity is nice be

cause veterans of the first Might and

Magic will be able to plunge right into

the thick of things without having to

nurse new adventurers up to strength.

On the other hand, newcomers to

the series will have to spend a fair

amount of time tiptoing around the first

town and dungeon before their charac

ters are powerful enough to venture

into the world at large. The rule book

claims that encounters are tailored to

the experience level of the party, but in

practice beginners can expect to meet

some nasty creatures in large quantities.

No matter how long you

explore, your journey

will never visually grow

wearisome.

Might and Magic II is set in the land

of Cron, a once-peaceful empire now

beset by the usual bevy of fantasy-

game baddies—goblins, giants, drag

ons, and the like—plus a staggering

assortment of uncommon creatures as

well. (The back-of-the-box blurb prom

ises more than 250 varieties of mon

sters.) The game's premise revolves

around the evil-en tit y-threatens-world-

with-destruction theme.

The introductory material in the

manual remains deliberately vague, al

lowing you the pleasure of piecing to

gether information yourself. In the

absence of any initial context for your

adventures, however, play appears

rather aimless at the outset. While the

various quests you undertake lend your

wanderings some sense of direction,

even these tasks often seem like plot

devices to kill time (and monsters) until

your characters acquire sufficient expe

rience to begin their true mission.

But Might and Magic II is not coy

when it comes to revealing something

of the philosophy underlying its design.

"Combat is the heart of Might and Mag

ic II," the rule book reads. And in the

course of play, you can expect to fight

almost all of the 250 creatures that in

habit the realm. Even first-level charac

ters may have to contend with 50 or

more monsters in a single battle.

Fortunately, the combat system is

fast-paced and smartly constructed. It

dispenses with the maneuvering of in

dividual characters and monsters in fa

vor of a more abstract routine that still

retains a tactical flavor. But it also lacks

the ability to resolve combat automati

cally, a surprising omission considering

the simplicity of the system. You will

sorely miss this feature on those many

occasions when you must fight your

way through a horde of lesser creatures.

In a sense, the title sums up the

focus of play because your progress

hinges on repeated tests of your might

and magic (or might alone, since magic

primarily functions as a form of might

in battle). However, Might and Magic II

carries its preoccupation with combat to

a dangerous extreme. The excessive

swordpiay risks turning the adventure

into an exercise in battle tactics, with

the land of Cron serving as nothing

more than a cardboard stage for recur

ring mass melees.

In terms of design, Might and Magic

II represents a significant improvement

over its predecessor in every respect. Its

primary problem is that its hack-'n'-

slash mentality reveals a surprising lack

of imagination for a fantasy game.

—■Jeff Seiken

Might and Magic il

New World Computing

Distributed by Electronic Arts

1820 Gateway Dr.

San Mateo, CA 94404

$39.95

SimCityDo you want to be a city father? Think

you could do a better job of planning

and running a city than the distin

guished gentlemen down at City Hall?

Well, Maxis Software and a city simula

tor called SimCity are ready to give you

absolute control.

My fellow citizens, 1 would be less

than candid if I did not tell you my first

reaction to a city simulator was one of

skepticism. Just how interesting could a

computer program about city planning

be? It sounds too much like work. But

let me make this perfectly clear: SimCity

is a blast!

Start with undeveloped terrain,

clear a section of land, and then use

your zoning authority to attract devel

opment. As Master Planner, it's your

job to make sure each area has all the

requirements to support the designated

zoning. This means supplying electrical

power, building roads, and offering

public services. Only then will the

Sims, microscopic people who populate

the city, find it advantageous to move

in and develop the properties.

As every city official knows, run

ning a city costs money. Taxes must be

collected from the Sims to expand the

city and attract more growth. If you've

done a good job in your planning and

have included the right mix of residen

tial, industrial, and commercial proper

ty, property values will skyrocket and

Sims will flock to your city. When this

happens, even more taxes may be col

lected due to the increased property

Reviews The major problem is that the

game is slow in loading. The modules are high in quality. and it's obvious some very sophisticated work has gone into this package. A fast loader would have made a big difference. After a few minutes of loading. I have a tendency to wander away. watch the Lakers on the tube. and forgellhere's a game loading until my wife reminds me that I left the computer running.

The theory behind Omni-Play is that improvements and updates can be added periodically. This Is a game de­Signed to grow with you. Already, new modules-al about $20 each-have been introduced for side-view games and college play. F,mtasy uague is an update that allows you to assemble a dream team of greats throughout bas­ketball history. Whn!'s next? Italian league? Who knows? But Sport Time wants your suggestions, II looks like a creative team that 's headed (or the fore· front in sports software,

Omni-Play Basketball SportTime Dept #632 3187-G Airway Ave, Costa Mesa, CA 92626 $34.95

-Robert Bixby

Might and Magic II It's rare when a film sequel surpasses or even lives up to the quality of the origi­nal, but computer games lend to get better as the Roman numerals follow­ing their names grow larger, Just con­sider the evolution of the Ultima and Wizardry series. Might fwd Magic II is no exception to this rule.

Might and Mllgic II builds upon the solid scheme of its pred~essor, adding a number of enhancements to the pro­gram while leaving the basic system in­tact, The graphics have benefited from a complete faceHft and rival the best of anything seen in other adventu re g.:amcs. Color and detail in the 3-D views of the landscape approtlch genuine art­istry. The various creatures and charac­ters encountered are rendered in equally vivid style and even display a small de­gree of animation. No matter how many hours you spend exploring the game's im.:aginary environs, your journey will never visually grow wearisome.

Some other chtlnges, such as the inclusion of automapping and the addi· tlon of hirelings, help bring it in line with recent advances in adventure · game design. The game also introduces a few wrinkles of its own in the form of time travel and secondary skills that can be purchased by characters.

A big part of any sequel's appeal is that II lets you resurrect your seasoned

64 COMPUTEr, a.~effO February 1990

w.:amor'S from the previous adventure and thrust them into a new set of dead­ly situ.:ations. This continuity is nice be­cause veterans of the first Might and Magic will be able to plunge right into the thick of things without having to nurse new adventurers up to strength.

On the other hand, newcomers to the series will have to spend a fai r amount of time tiptolng around the first town and dungeon before their charac­ters are powerful enough to venture into the world at IlIrge, The rule book claims that encounters are tailored to the experience level of the party, but in practice beginners can expect to meet some nasty creatures in large quantities_

No matter how long you

explore, your journey

will never visually grow

wearisome.

Might and Magic II is set in the land of Cron, a once-peaceful empire now beset by the usual bevy of fantasy ­gnme baddies-goblins, giants, drag­ons, and the like-plus a staggering assortment of uncommon cre.:atures as well. (The back-of-the·box blurb prom­ises more than 250 varieties of mono sters.) The game's premise revolves around the evil-entity-threatens·world­with·destruction theme.

The introductory material in the manual remains deliberately vague, al­lowing you the pleasure of piecing to­gether info rmnt ion yourself. In the absence of any initial context for your tldventures, however, p lay appears rather aimless at the outset. While the various quests you undertake lend your wanderings some se nse of direction, even these tasks often seem like plot devices to kill time (and monsters) until your characters acquire sufficient expe­rience to begin their true mission.

But Might and Magic II is not coy when it comes to revealing something of the philosophy underlying its design. "Combat is the heart of Might and Mag­ic 11," the rule book reads, And in the course of play, you can expect to fight almost all of the 250 creatures that in­habit the realm, Even first-level charac­ters may have to contend with 50 or more monsters in a single battle.

Fortunately, the combat system is fa st-paced and sm<lrtly constructed. It dispenses with the maneuvering of in­dividual characters and monsters in fa­vor of a more abstract routine thai still retains a tactical flavor. But it also lacks the ability to resolve combat automati­cally, a surprising omission considering the simplicity of the system, You will sorely miss this felllure on those many

occasions when you must fight your way through a horde of lesser creatures.

In a sense, the title sums up the focus of play because your progress hinges on repeated tests of your might and magic (or might alone, since magic primarily functions as a form of might in battle). Ho .... '(!ver. Might and Magic 11 carries its preoccupation with combat to a dangerous extreme. The excessive swordplay risks turning the adventure into an exercise in battle tactics, with the land of Cron serving as nothing more than a cardboard stage for recur­ring mass melees.

In terms of design. Might and Magic II represents a significant improvement over its predecessor in every respect. Its primary problem is that its hack· 'n·­slash mentality reveals a surprising lack of imagination for a fantasy game.

-Jeff Seike 'J

Might and Magic II New World Computing Distributed by Electronic Arts 1820 Gateway Dr, San Mateo, CA 94404 $39.95

SlmClty Do you want to be a city father? Think you could do a better job of planning and running a city than the distin­guished gentlemen down at City Hall? Well, Maxis Software and a city simula­tor called SimCity are ready to give you absolute control.

My fellow citizens, I would be less than candid if I did not tell you my first re.:action to a city simulator was one of skepticism. Just how interesting could .:a computer program about city planning be? It sounds too much like work. But let me m .. ke this perfectly dear: SimCity is a blast!

Start with undeveloped terrain. clear a section of land, and then use your zoning authority to aitract devel­opment. As Master Planner, it's your job to make sure each tlrea has all the requirements to support the designated zoning. This means supplying electrical power, building roads. and offering public services. Only then will the Sims, microscopic people who populate the city, find it advantageous 10 move in and develop the properties.

As every city official knows, run­ning a city costs money. Taxes must be collected from the Sims to expand the city and attract more growth. If you've done a good job in your planning and have included the right mix of residen· tial, industrial, and commercial proper­ty, property values will skyrocket and Sims will flock to your city. When this happens, even more taxes may be col­lected due to the increased property

Page 67: Compute Gazette - Commodore.ca

values and growing population. High-

cost community projects, such as a

major seaport or airport, can now be

funded, putting you on your way to cre

ating a booming metropolis.

Keeping up with the growth in

your city isn't always easy. Traffic con

gestion can hamper expansion if road

systems are inadequate. Residential

areas can fill to capacity, effecting a

labor shortage and a slowdown of in

dustrial and commercial growth. A wise

city manager is always one step ahead

of demand.

SimCity's simulation activitymarches on even when you're away

from the keyboard. I left a rather com

plex city unattended for a half-hour,

and when 1 returned I was aghast to

find rampant unemployment, high lev

els of pollution, and traffic reminiscentof Los Angeles during rush hour. Luck

ily, 1 had saved the city in its earlier

splendor to a data disk and could return

to my Utopia. An onscreen graph in the

program helps you track problems of

this type and stay ahead of uncon

trolled growth.

I often race my 9- and

11-year-old sons to the

computer for first dibs

on SimCity.

If you enjoy challenging tasks or

wish to test your management skills

against massive problems that can

plague a city, SimCity offers eight

ready-made, out-of-control city scenar

ios to tackle. Each scenario defies you to

reverse the devastating effects that

have the city on the brink of decay.

There's also a great disaster menu.

Release a Godzilla-like monster and let

it have its way with your city, and then

try your best to restore power and re

pair the destruction in its wake. Fire

storms can be selectively set or random

ly generated as a byproduct of a de

structive earthquake. Tornadoes can be

made to wreak havoc at your com

mand. Your best option after such di

sasters is to bulldoze a stricken area and

rezone for future development.

Included with the program is a 43-

page booklet, a hardware system card,

and a user-reference card, all written

exclusively for the 64 version. It's re

freshing to see a software company that

values Commodore users enough to

write machine-specific documentation.

SimCity is a terrific simulation that

offers hours, days, and months of en

joyment for the entire family. I often

race my 9- and 11-year-old sons to the

computer for first dibs on SimCity. It's a

program that wears a variety of hats. I

am reluctant to call it a game, but it

operates and plays as easily as most

games. It's a serious city simulation that

can also provide casual entertainment.

SimCity does not require a lot of study,

but it manages to be highly education

al—and a lot of fun.

—Sieve Hedrick

SimCity

Maxis

Distributed by Brederbund

17 Paul Dr.

San Rafael CA 94903

$29.95

BattleTechInfocom's BattleTech: The Crescent

Hawk's Inception is a cross between a

land-craft driving simulation, an Empire

Strikes Buct-style arcade challenge, and

an Ullima-Vike role-playing game.

As Jason Youngblood, a thirty-

first-century Lyran officer, your first

chore is to team the intricacies of pilot

ing one of several BattleMech war ma

chines. At the Pacifica Training School,

you'll encounter simulated hostile craft

that must be destroyed before you can

advance to the next phase of your edu

cation. Completing this segment can be

quite a chore, particularly in iater stages

when you are facing three enemy Mechs

to your one.

Between practice missions, you'll

spend your time visiting a variety of lo

cations within the training area. You

may chat with friends in the lounge, en

roll in specialized combat classes at the

citadel, buy and sell stocks at the Corn-

Star station with the hope of making

money to purchase items at the various

shops, or go to your barracks to catch

up on your sleep.

Before you get too comfortable,

you are catapulted into the real world

as the result of an enemy raid on your

base. If you are skillful and lucky, you'll

escape in the Chameleon, the sturdiest

and deadliest Mech available. Although

not as maneuverable as its lighter cous

ins and prone to overheating, the Cha

meleon is equipped with heavy armor

and a multitude of weapons, including

lasers, missiles, and machine guns. Ad

ditional conventional and high-tech ar

maments may be purchased in towns

along your route, providing you have

the funds. Parking and repair facilities

are also at your disposal.

Traveling cross-country, you visit

numerous locations (even video stores),

enlist allies, discover hidden valuables,

battle foes, and hopefully save the

planet from the scourge of the loath

some Kurita warriors. At times, you'li

engage enemy infantry. Without bene

fit of a Mech, these infantry groups can

be dispatched quickly. Similarly,

should your Mech be destroyed and

you are ejected from it, you'll be a sit

ting duck until you can commandeer

another vehicle.

Easing your chore somewhat is a

user-friendly control system that con

sists of a series of menus, all accessible

via a joystick or the keyboard. From the

main menu, you may adjust a variety of

game settings: You can set combat

speed, inspect or heal your character,

load or save a game, or view an over

head map. Later menus allow you to se

lect types of movement and weapons,

scan friendly and hostile units, decide

whether to let the computer hold up

your end of the battle or to do the fight

ing yourself, engage in combat, and

choose among a host of other options.

The game screen consists of three

areas. Depending on the situation, the

upper left window features movement

directions, battle reports, or animated

sequences. Characters' attributes, rep

resented by bar graphs, are presented in

the lower left comer of the screen. Dur

ing battle, this box contains combat

commands. The right window, the larg

est of the three, displays attractive, 3-D

overhead views of the figures and the

scrolling countryside.

BattleTech is a unique

cross between a

simulation, an arcade

challenge, and a role-

playing game.

Occasionally, this scenery is re

placed by text, recounting meetings and

other events in Jason's life. As good as

the descriptions of Jason's nightmare or

the break-in at the mayor's house are,

there is no way for the player to enter

into the story.

The absence of this interaction

makes BattleTech a far cry from Info

com's classic text adventures or even

the company's newer graphics-oriented

line of narrative/puzzle-solvingentertainment.

The program comes without copy

protection. However, to enter the train

ing mode, all candidates must pass a

test, which consists of correctly labeling

the parts of a WSP-1A WASP recon

naissance Mech. A correctly labeled

diagram appears only in the 20-page in

struction booklet.

Six games may be saved on a back

up copy of the flip side of the program

disk. Duplicating the original is a time-

consuming process, as are the many

disk loads required during play. Draw

backs aside, BattU'Tech's designers have

blended a number of genres and, by do-

COMPUTEVs Gazette February 1990 65

values and growing population. Hlgh­cost community projects, such as a major seaport or airport, can now be funded, putting you on your way to cre­ating a booming metropolis.

Keeping up with the growth in your city isn't always easy. Traffic con­gestion can hamper expansion if road systems are inadequate. Residential areas can fill to capacity, effecting a labor shortage and a slowdown of in­dustrial and commercial growth. A wise city manager is always one step ahead of demand.

SimCily's sim ul at io n activity marches on even when you're away from the keyboard. I left a rather com­plex city unattended for a half-hour, and when I returned I was aghast to find rampant unemployment. high lev­els of pollution, and traffi c reminiscent of Los Angeles during rush hour. Luck­ily, I had saved the city in its earlier splendor to a data disk and could return to my utopia, An onscreen graph in the program helps you track problems of this type and stay ahead of uncon­trolled growth,

I of ten race my 9- and

71-year-old sons to the

computer for first dibs

on SimCity.

If you enjoy challenging tasks or wish to test your management skills against massive problems that can p lague a city, SimCity offers eight ready-made, out-of-control city scenar­ios to tackle. Each scenario defies you to reve rse the devastating effects that have the city on the brink of deci"ly.

There's also i"I great disaster menu, Release a CodziJIa-like monster and let it hi"lve its way with your city, and then try your best to restore power and re­pair the destruction in its wake. Fire stonns can be selectively set or random­ly generated as a byproduct of a de­structive earthquake. Tornadoes can be made to wreak havoc at you r com­mand. Your best option after such di­sasters is to bulldoze a stricken area and rezone for future development.

Included with the program is a 43-page booklet, a hardware system card, and a user-reference card, all written exclusively for the 64 version, It 's re­freshing to see a software company that va tues Commodore users enough to write machine-specific documentation,

SimCily is a terrific simulation that offers hours, days, and months of en­joyment for the entire family, I often race my 9- and 1I-year-old sons to the computer for first dibs on SimCity. It's a program that wears a variety of hats. [

am reluctant to call it a game, but it operates and plays as easily as most games. It's a serious city simulation that can also provide casual entertainment. Sin/City does not require a lot of study, but it manages to be highly education­al-and a lot of fun.

SimCity Maxis

-Steve Hedrick

Distributed by BrtJderbu/U1 J7 Paul Dr. Sail Rafael, 0\ 94903 $29.95

BanleTech Infocom's Ba ttleTtch: The Cresewt Hawk's lllceptioll is a cross betv.'Cen a land-cra ft driving simulation, an Empire Strikes Back-style arcade challenge, and an Ultima-like role-playing game.

As Jaso n Youngblood, a thirty­first-century Lyran officer, your first chore is to learn the intricacies of pilot­ing one of several BattleMech war ma­chines. At the Pacifica Training School, you'll encounter simulated hostile craft that must be destroyed before you can advance to the next phase of your edu­cation. Completing this segment can be quite a chore, part icularly In later stages when you are facing three enemy Mechs to your one.

Bet .... 'Cen practice missions, you'll spend your time visi ting a variety of lo­cations within the training area. You may chat with friends in the lounge, en­roll in specialized combat classes at the citadel. buy and sell stocks at the Com­Star station with the hope of making money to purchase items at the various shops, or go to you r barr3cks to catch up on yout sleep,

Before you get too com fortable, you are catapulted Into the real world as the result of an enemy' raid on your base, If you are skillful and lucky, you'll escape in the Chameleon, the sturdiest and deadliest Mech available. Although not as maneuverable as its lighter cous­ins and prone to overheating, the Cha­meleon is equipped with heavy annor and a multitude of weapons, Including lasers, missiles, and machine guns, Ad­ditional conventional and high-tech ar­maments may be purchased in towns along your route, providing you have the fu nds. Parking and repair facilities arc also at your disposal.

Traveling cross-country, you visit numerous locations (even video stores), enlist allies, discover hidden valuables, battle foes, and hopefully save the planet from the scourge of the loath­some Kurita warriors. At times, you'll engage enemy infantry, Without bene­fi t of a Mech, these infa ntry groups can be d ispatc hed qu ick ly. Similarly,

should your Mech be destroyed and you are ejected from it, you'll be a sit­ting duck until you can commandeer another vehicle.

Easing your chore somewhat is a user-friendly control system that con­sists of a series of menus, all accessible via a joystick or the keyboard. From the main menu, you may adjust a variety of game se ttings: You can set combat speed, inspect or heal your character, load or save a game, or view an over­head map. Later menus allow you to se­lect types of movement and ,",,'Capons, scan fri endly and hostile units, decide whether to let the computer hold up your end of the battle or to do the fight­ing yourself, engage in combat, and choose among a host of other options.

The game screen consists of three areas, Depending on the situation, the upper left window features movement dire<tions, battle reports, or animated sequences. Cha racters' attributes, rep­resented by bar graphs, are presented in the 10 .... 'Cr left comer of the screen. Dur­ing battle, this box contains combat commands. The right window, the larg­est of the three, displays attractive, 3-D overhead views of the figures and the scrolling countrYSide,

BattleTech is a Imique

cross between a

simulatioll, alt arcade

challenge, and a role­

playing game.

OccaSiona ll y, th is scenery is re­placed by text. recounting meetings and other events in Jason's life. As good as the descriptions of Jason's nightmare or the break-in at the mayor's house are, there is no way for the player to enter into the story.

The absence of this interaction makes Batt/tTech a far cry from Info­com's classic text adventures or even the company's newer graphics-oriented line of narrative/puzzle-so lving entertainment.

The program comes without copy protection, However, to enter the train­ing mode, all candidates must pass a test, which consists of correctly labeling the parts of a WSP-IA WASP recon­naissance Mech , A correctly labeled diagram appears only in the 20-page in­struction booklet.

Six games may be saved on a back­up copy of the flip side of the program disk. Duplicating the original is a time­consuming process, as are the many disk loads required during play. Draw­backs aside, BtlH/creel/'s designers have blended a number of genres and, by do-

COMPUTEI'. Galelle FtbNary 1990 65

Page 68: Compute Gazette - Commodore.ca

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GAZETTE

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Gazette in durable binders or library coses

Eoch binder or case is custom-made in pine

O'een binding with embossed whits letter

ing Each holds a year ot Gazette. Order

several and keep your issues ol Gazette

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Reviews

ing so, have created something unique.

Players searching for new worlds to ex

plore, futuristic vehicles to pilot, and

battles to fight need look no further.—Len Poggiali

BattleTech:

The Crescent Hawk's Inception

Infocom

Distributed by Mediagenic

3885 Bohannon Dr.

Menlo Park, CA 94025

$39.95

Kings of the BeachPull out the sunscreen and your neon

jams—you're going to take the beach

by storm. You have the speed, the agil

ity, and the height to play stellar dou

bles volleyball in Electronic Arts' Kings

of the Beach.

Boot up the game and head for the

practice courts, lungs of the Beach has

three courts where you can learn the

basics and then hone your skills. Even if

you've played in a gym, on a real beach,

or in a park, you'll need some time with

the coach in this game.

I've never played another

sports simulation that so

accurately recreates the

feeling of the game.

The hardest part of the game is

finding the ball on the court. Kings of the

Beach deserves a round of applause for

creating a 3-D playing field onscreen,

but that third dimension is the source of

much confusion when the ball heads

for your court. Just watch the ball's

shadow instead of the ball, and soon

you'll be moving to the right spot.

For those of us who head in the op

posite direction, the game seems to

nudge us to the right place. So don't be

too aggressive as you control your play

er; he has an innate sense of where the

ball is headed.

Setting is the easiest volleyball skill

in Kings of the Beach. For one thing, your

doubles partner nearly always bumps

the ball right to you. For another thing,

the timing is intuitive. After a few tries,

you can easily figure out when to hit

the joystick button for a beautiful set.

Bumping is a little harder. First,

you must figure out where the ball will

land. That's not as easy as it is in setting

because your opponents are not as co

operative about getting the ball to you

as your doubles partner is. Once you

get to the right spot, you must hit the

joystick button at just the right mo

ment. Timing is much more critical in

bumping than it is in setting.

Setting and bumping are the bread

and butter of volleyball—not too spec

tacular, but essential to strategy. Spik

ing, on the other hand, is the creme-de-

la-creme of beach volleyball. In Kings of

the Beach, it's no different.

While bumping is a combination of

placement and timing, spiking is all

timing. Your setter is supposed to put

the ball where you want it, so you're al

ready in the right place. The trick is to

double-click the joystick button at just

the right instant to meet the ball proper

ly. If you jump at the wrong time, you'll

be flying while the ball rolls away.

Sometimes a poorly executed spike re

sults in a hit that goes out of bounds or

a dink that drops gently into the oppo

nent's court.

When you're on defense and the

opponents spike into your court, the

complementary move is a block, which

is executed much like a spike. Double

click your joystick button just before

your opponent connects with the ball.

A good block sends the ball back to theother court faster than you can say sand

flea.

After practicing each of these skills

individually, you can play a few match

es or enter the tournament. Each new

pair of opponents is more skillful than

the last, and each victory moves you

closer to a new beach with new oppo

nents. Tournaments are set in such ex

otic places as Rio, Hawaii, and Chicago.

Of all the sports simulations I've

ever played, this is the best. To be fair,

though, volleyball is my favorite sport

in the real world. However, I've never

played another sports simulation that

so accurately recreates the feeling of the

game. Even before I scored my first

point against the easiest opponents, 1

loved Kings of the Beach.

Besides the simulation's accuracy,

its graphics are excellent. Each player,

although not sharply represented, is

identifiable by a colorful pair of shorts,

a sun visor, or some other characteris

tic. The screen is colorful, the 3-D field

is a real challenge, and there is a two-

player option.

Crowd noise and the sound of the

sand flying under your feet create an at

mosphere of sunny weather and com

petition. The game designers packed a

lot of detail into this package.

If you love volleyball, sports simu

lations, or well-designed games, you're

a sure convert to Kings of the Beach. It

combines all the best features into a fun

and challenging game.

—Heidi E. H. Aycock

Kings of the Beach

Electronic Arts

1820 Gateway Dr.

San Mateo, CA 9i40i

$29.95 G

66 COMPUre/s GazaffB February 1990

Can Your Computer Make ~~~

~(II:» YOU $lt $1,000,000?

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66 COMPUTEr, Gn.lf. February 1990

RevIews ing so, have created something unique. Players searching for new worlds 10 ex­plore, futuris tic vehicles to pilot, and battles to fight need look no furthe r.

- Le71 Poggiali

BattleTech: The Crescent Hawk's Inception

In/ocom Distributed b!l Mediagtllic 3885 BohaUfloll Dr. Menlo Park, CA 94015 $39.95

KIngs of the Beach Pull out the sunscreen and your neon j3ms-you're going to take the beach by stonn. You have the speed, the agil­ity, and the height to play stellar dou­bles volleyball in Electronic Arts ' Killgs 0/ the Beac/I.

Boot up the game and head for the practice courts. Kings 0/ the Btadl has three courts where you can learn the basics and then hone your skills. Even if you've played in a gym, on a real beach, or in a park, you'll need some time with the coach in this game.

I've never played another

sports simulation that so

accurately recreates the

feeling of the game.

The hardest part of the game is finding the ball on the court. Kings of tht Beach deserves a round of applause for creating a 3-D playing field onscreen, but that third dimension is the soun:e of much confusion when the ball heads for your court. Just w3tch the ball 's shadow instead of the ball, and soon you' ll be moving to the right spot.

For those of us who head in the op­posite direction, the game seems to nudge us to the right place. So don't be too aggressive as you control your play­eri he has an innate sense of where the ball is headed.

Setting is the easiest volleyball skill in Kings of the Btach. For one thing. your doubles partner nearly always bumps the ball right to you. For another thing. the timing is intuitive. Afte.r a few tries, you can easily figure out when to hit the joystick button for a beautiful set.

Bumping Is 3 little harder. First, you must figure out where the ball will land. That's not as easy as it is in setting because your opponents are not as co­operative about getting the ball to you as your doubles partner is. Once you get to the right spot, you must hit the joystick button 3t just the right mo­ment. Timing is much more critical in

bumping than it is in setting. Setting and bumping are the bread

and butter of volteyball-not too spec­tacular, but essential to strate.gy. Spik­ing. on the other hand, is the creme-de­la-creme of beach volleyball. In Kings of the Btac/I, it's no different.

While bumping is a combination of placement and timing. spiking is all timing. Your setter is supposed to put the ball where you want it, so you're al­ready in the right place. The trick is to double-dick the joystick button at just the right instant to meet the ball proper­ly. If you jump at the wrong time, you'll be fl ying while the ball roll s away. Sometimes a poorly executed spike re­sults in a hit that goes out of bounds or a dink that drops gently into the oppo­nent's court.

When you're on defense and the opponents spike into your court, the complementary move is 3 block, which is executed much like a spike. Double­dick your joystick button just before your opponent connects with the ball. A good block sends the ball back to the other court faster than you can say sand flta.

After practicing e3ch of these skills individually, you can playa few match­es or enter the tournament. Each new p3ir of opponents is more skillful than the last, and e3ch victory moves you closer to a new beach with new oppo­nents. Tournaments are set in such ex­otic pl3ces as Rio, Hawaii, and Chicago.

Of all the sports simulations I've ever played, this is the best. To be fair, though, volleyball is my favorite sport In the real world. However, I've never played another sports simulation that so accurately recreates the feeling of the game. Even before I scored my first point against the easiest opponents, I loved Kinss 0/ tile Bt ae/I.

Besides the simulation's accuracy, its graphics are excellent. Each player, although not sharpl y represented, is identifiable by a colorful pair of shorts, a sun visor, or some other characteris­tic. The screen is colorful, the 3-D field is a re31 challenge, and there is a two­player option.

Crowd noise and the sound of the sand nying under your feet create an at­mosphere of sunny w-eather and com­petition. The game designers packed a lot of detail into this package.

If you love volleyball, sports simu­lations, or .... oell-designed games, you're a sure convert to Killgs of tile Bead/. It combines 311 the best feat ures into a fun and challenging game.

- Heidi E. H. Aycock

Kings of the Beach Eltctrollic Arts 1820 Gateway Dr. 51211 Ma teo, CA 94404 $29.95 G

Page 69: Compute Gazette - Commodore.ca

The new Star Multi-Font.Howdid Star get it all in there?

Friction and Tractor

Feeds Built-in

High-Resolution Graphics

(2l6x24Odpi)

Paper-Parking

Built-in

attic T

star NX-1DOOC

FourFonts

Built-inHigh Speed Built-in

(144 cps Draft; NLQ at 36 cps)Commodore Interface

Built-in

It wasn't easy. But, we built an incredible

number of features into the Star NX-iOOOCMulti-Font': So now you and your Commodorecan be as creative as you like.

The best feature in this new Star printer isbuilt into its name—Multi-Font. It has four

built-in type fonts that give you twenty differentprint style options. Just mix these fonts in with

its high-resolution graphics to make greatlooking reports, greeting cards, posters-what

ever you want.

And the list of built-in features goes on—

there's impressive speed in both draft and nearletter quality. And an automatic single sheetfeed. Plus, a paper-parking mechanism that letsyou use single sheets without removing tractorpaper. And the Multi-Font's easy-to-use pushbutton control panel gives you command ofover thirty-five functions.

Whether it's for serious work or serious play,

the Star NX-1000C Multi-Font has so much

built-in, you'll get more out ofyour Commodore.To find out where you can see the Multi-Font,

call 1-800-447-4700.

Mulli-Fanl printout produced by Flexidraw 5 5 graphics solIware by Inkwell Systems

muronici

Tlie ImagePower™ PrintersCircle Reader Service Number 109

...... NX-1cXX.C

FourFonts Buill-in

High S~ed Built-in (144 cps Drajt; NLQ at 36 CPS)

Commodore Interface Built-in

Il wasn't easy. But, we built an incredible number of features into the Star NX-lOOOC Multi-Font ': So now you and your Commodore can be as creative as you like.

The best feature In this new Star printer is built into its name-Multi-Font.1l has four built-in type fonts that give you twenty different print styre' options. Just mix these fonts in with Its high-resolution graphics to make great looking reports, greeting cards, posters-what­ever you want.

And the list of built-in features goes on-

there's impressive speed in both drafi and near letter quahty. And an automatic sinsle sheet feed. plus, a paper-parking mechamsm that lets you use single sheets without removing tractor paper. And the Multi-Font's easy-to-use push button control panel gives you command of over thirty-five functions.

Whether it's for serious work or serious play, the Star NX-lOOOC Multi-Font has so much built-in, you' ll get more out of your Commodore. lb find out where you can see the Multi-Font, call 1-800-447-4700.

IL ~ [email protected] ' mlcronles

The ImagePower'" Printers __ """,.",Re_ s.mc. ~ 109

Page 70: Compute Gazette - Commodore.ca

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HINT BOOKS ($9.95 each) - Wizardry 1, Wizardry 2, Mightand Magic, and Legacy ol ihe Ancients.

Add $3.00 lor shipping/handling. Specify computer type on order.

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PO Boi 1083 • Bngnwn. Ml 48116 ■ (313) 229-2453

CireW ReeOor Service Nurnbef 113

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68 COMPUTErl Gazelle February 1990

SOCWAP Software (219) 7%4·5900

lIS Iklhnonl Rd.. IN 467"

~~ --:-A=TT=E=N:::T:::IO=N-:-::-RO=-L:-:E=-=PLA:--:-::Y:::E=R-=-S-1o-<,,~ CHARACTER EDITORS (S19.95 eachl ' Might and Magic, Bards Tale (1,2. or 3), Wasteland, Ultima (2. 3, 4 or 5), Wizardry (101 2), Pool of Radiance, Neuromancer, Elite, Phantasie (1, 2 or 3) and Mars Saga. HINT BOOKS (59.95 each)· Wizardry 1, Wizardry 2, Might and Magic, and Legacy of the Ancients. AdO $3.00 for $hippingRlllncllng. Specify computer type on order.

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Page 71: Compute Gazette - Commodore.ca

GAZETTE

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Page 72: Compute Gazette - Commodore.ca

machine language11 fill II

A Worn Counter

Jim Butterfield

Last month, we began a discussion of

256-tables. These are tables of 256

bytes, arranged so that a program can

reference any position in the table by

way of the X or Y index registers.

This month, we'll use a fixed

table—a table whose values have been

preset by BASIC to help us perform a

word count on a text document. Each

item in the table will represent a partic

ular ASCII character. If a character is

used within a word, the corresponding

table entry will be 1; otherwise, the ta

ble entry will be 0. Certain characters

are vague, and we must make arbitrary

decisions about them. For example, the

hyphen: Is half-hour one word or two?

Here's the idea: We grab a charac

ter from the text file. By referring to the

256-table, we get a classification: 1 or 0,

word character or not. If we find that a

new character is classified as 1, and the

previous character was classified as 0,

we know that a new word is starting. In

such a case, we increment the word

counter.

Keep in mind that many word pro

cessors do not store text files as conven

tional PET-ASCII characters. They

might use screen codes or true ASCII

characters. If so, you must change the

256-table to correspond to this charac

ter type.

A Word-Counting Program

Word Count works on both the 64 and

the 128. The BASIC portion of the pro

gram POKEs the machine language

routine into memory at S2500 {9472)

and then builds the 256-table that iden

tifies the characters at $2600 (9728). It

sets all values in the table to 0 and then

reclassifics the alphabetic characters—

both upper- and lowercase-—and nu

meric characters as 1.

Next, it opens the file to be

checked as logical file 1 and then acti

vates the machine language routine

with a SYS call. We begin by zeroing

certain counters.

2500 LDA #500 ;set...

2502 STA $25F0 ;... low-order word

count,

2505 STA S25F1 ;high-order word

count,

2508 STA (25FF ;and word flag to 0

Then we connect our input to logical

70 COMPUTED Gazette February 1990

file 1, previously opened by BASIC.

25OB LDX #$01 jlogical file I

250D JSR $FFC6 jswllch Input stream

The next instruction begins our

main loop. Each time around the loop,

we take a character from the file.

2510 JSR $FFE4 ;get character from file

We transfer the character to the Y

register, and then we use it to get the

character type, 1 or 0.

2513 TAY ;move character to Y

2514 LDA $260D,Y ;and get character

type

The previous character type has

been stored at address S25FF. If the

new character is the same type, we skip

ahead, as there's no work to be done.

2517 CMP S25FF ;same type as before?

251A BEQ $252A ;yes, so continue

Otherwise, we know the character

type has changed—from 1 to 0 at the

end of a word, or from 0 to 1 at the be

ginning of a word. In either case, we log

the new previous-character status.

251C STA J25FF ;log changed lype

Then we test the new character

type for 0. The easiest way to do this is

to transfer it to another register, say Y.

If the character type is 0, we're at the

end of a word and can skip any extra

accounting.

251F TAY ;test character type

2520 BEQ S252A ;if 0, continue

If it isn't 0, we've found the start of

a word. So, we increment our word

counter,

2522 INC S25F0 ;add to counter

2525 BNE S252A ;if overflow ...

2S27 INC S25F1 ;add to high byte.

Everything joins together here. We

test the status (ST) byte to see if there

are any more bytes to be read from the

file.

252A LDA S90 ;test ST byte

2S2C BEQ $2510 ;if more, go back

252E JMP SFFCC;CLRCHN and quit

The BASIC program takes over at

this point and prints the number of

words.

Remember: If you find yourself do

ing a lot of comparisons—especially

with characters or bvtes—take a look to

see if a 256-table can do the job. in the

extreme case, a double table could let

you dig out a 16-bit address for each

type, and branch to that address. It's a

powerful technique.

Word Count

AR

HH

HE

DE

HQ

RH

QE

RD

BJ

BP

AB

PP

CK

GF

EH

PK

BB

SK

PB

FE

FR

BX

EP

QE

AH

GH

JK

100

119

120

130

140

150

160

200

210

220

230

240

500

510

520

530

540

550

600

610

620

630

64 0

650

660

670

6B0

DATfi 169,0,141,240,37,1

41,241,37

DATfi 141,255,37,162,1,3

2,198,255

DATA 32,228,255,168,185

,0,3a

DATA 205,255,37,248,14,

141,255

DATA 37,168,240,8,238,2

40,37,208,3

DfiTA 233,241,37,165,144

,240,226

□ATA 76,204,255

FOB J-9472 TO 9520

READ X:T-T+X

POKE J,X

NEXT J

IF TO7145 THEN STOP

C=9728:C0=C+128

FOB J=-0 TO 255:POKE J+C

,0:NEXT J

FOB J=48 TO 57:POKE J+C

,1:NEXT J

FOR J-65 TO 90

POKE J+C,1:POKE J+C0.1

NEXT J

OPEN 15,8,15

INPUT "FILE NAHE";FS

OPEN 1,8,2,FSINPUT»15,A,AS,A1,A2:IF

(SPACE)A<>0 THEN PRINT

(SPACE]fiS:STOP

SIS 9472

CLOSE 1

CLOSE 15

W=PEEK(9712)+PEEK(9713)

•256

PRINT "FILE HAS";W;"WOR

DS ." G

Use the handy

Reader Service Card

in the back of the

magazine to receive

additional information

on our advertisers.

JIm BvUerfleld

Last month, we began a discussion of 256-tables. These a re tables of 256 bytes, arranged so that a program can reference any position in the table by way of the X or Y index registers.

Thi s month, we']] use a fixed table-a table whose values have been preset by BASIC to help us perform il

word count on a text document. Each item in the table will represent a partic­ular ASCII character. If a character is used within a word, the corresponding table entry will be 1; otherwise, the ta­ble entry will be O. Certain characters are vague, and we must make arbitrary decisions about them. For example, the hyphen: Is half-hour one word or two?

Here's the idea: We grab a charac­ter from the text file. By referring to the 256-table, we get a classification: 1 or 0, word cha racter or not. If we fi nd that a new character is classified as 1, and the previous character was classified as 0, we know that a new word is starting. [n such a case, we increment the word counter.

Keep in mind that many word pro­cessors do not store text files as conven­tional PET-ASC II characters. They might use screen codes or true ASCII characters. If so, you must change the 256-lable 10 correspond to this charac­ter type.

A Word-Counting program Word COUllt works on both the 64 and the 128. The BASIC portion of the pro­gram POKEs the machine language routine into memory at $2500 (9472) and then builds the 256-table that iden­tifies the characters at $2600 (9728). It sets all values in the table to 0 and then reclassifies the alphabetic characters­both upper- and lowercase-and nu­meric characters as 1.

Next, it opens the file to be checked as logical file I and then acti­vates the machine language routine with a SYS call. We begin by zeroing certain counters.

2500 LOA #$00 ;set ... 2502 5TA $25FO , ... Jow-order word

count, 2505 STA $25Ft ,high-order word

count, 2508 STA S25FF ;and word fbg to 0

Then we connect our input to logical

70 COMPUTE! ', G8Zetfll February 1990

file 1, previously opened by BASIC.

250B LOX #501 ;logic~1 fil e 1 2500 J5R $FFC6 ;swltch input stream

The next instruction begins ou r main loop. Each time around the loop, v..'e take a character from the file.

2510 J5R $FFE4 ,get ch~r~cter from file

We transfer the character to the Y register, and then we use it to get the character type, 1 or O.

2513 TAY ;move ch~r~t t l!r to Y 2514 LOA $2600,Y ;~nd get ch~r~cl er

Iyp.

The previous character type has been stored at address $25FF. If the new character is the same type, \'Il(! skip ahead, as there's no work to be done.

2517 CMP $25FF ;lime type as before? 251A BEQ $252A ;yes, so continue

Otherwise, we know the character type has changed-from 1 to 0 at the end of a word, or from 0 to 1 at the be­ginning of a word. [n either case, we log the new previous-character status.

251C STA $25FF ;log changed type

Then we test the new character type for O. The easiest way to do this is to transfer it to another register, say Y. If the character type is 0, we're at the end of a word and can skip any extra accounting.

251F TAY ;test char~cter type 2520 SEQ $252A ;if 0, continue

If it isn't 0, we've found the start of a word. So, we increment our word counter.

2522 INC 525FO ;add to counter 2525 BNE $252A ,If overflow ... 2527 INC 525F1 ;~dd to high byte.

Everything joins together here. We test the status (5T) byte to sec if there are any more bytes to be read from the file.

252A LDA 590 ,tu t ST byte 252C BEQ 52510 ;if more, go b~ck 252E JMP SFFCC ;CLRCH N and quit

The BASIC program takes over at this point and prints the number of words.

Remember: If you find yourself do­ing a lot of comparisons-especially with characters or bytes-take a look to

see if a 256-table can do the job. In the extreme case, a double table could let you dig out a 16-bit address for each type, and branch to that address. It's a poW'Crful technique.

Word Count AR 199 DATA 169,9 , 141,249 , 37,1

41,241,37 Mil 119 DATA 141 , 255,37,162 , 1 , 3

2 , 198 , 255 li E 128 DATA 32 , 228 , 255 , 168,185

,8,38 DE 138 DATA 21l5,255 , 37,240,14,

141,255 110 1 40 DATA 37 , 168 , 249 , 8 , 238 , 2

49 ,3 7 , 298 , 3 RII ISO DATA 238 , 241,37 ,1 65 , 144

,249 , 226 OE 169 DATA 76 , 294 , 255 RD 289 FOR J-9472 TO 9520 EJ 210 READ X:T - T+X BP 220 POKE J , X AE 230 NEXT J PF 240 I F T<>7145 THEN STOP CK 500 C-9728 : C9 - C+128 GF 510 FOR J-O TO 255:POKE J~C

,O:NEXT J Ell 520 FOR J-48 TO 57 : POKE J+C

,1:NEXT J PK 530 FOR J-65 TO 99 Sll 540 POKE J+C,I : POKE J+CO,l SK 550 Nf:XT J PB 699 OPE N 15 , 8 , 15 FE 610 INPUT ~FILE NAME ~; F$

FR 629 OPE N l , 8,2,F$ BX 638 INPUTI15 , A, A$,Al , A2 : IF

{SPACE}A<>9 THEN PRINT {SPACE}AS : STOP

EP 649 SYS 9472 OE 659 CLOSE 1 All 669 CLOSE 15 Gil 670 W_ PEEK(9712 )+PEEK(9713)

6256 JK 689 PRINT " FILE IIASn;W;~WOR

OS . " G

Use the handy Reader Service Card

in the back of the magazine to receive

additional information on our advertisers.

Page 73: Compute Gazette - Commodore.ca

ADVERTISERS INDEXReader Serrlce !.-:':■:■ $,£,.-:':< ■

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CljssiJed Ail:

Gazette Disk Liorsy

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76

eg

MAIL TO:

COMPUTED GAZETTESUBSCRIBER SERVICE

P.O. Box 3251. Marian, IA 51537

Change of Address: Please advise as eaily as

possible. Attach label with your old aefdress and

write in new address below.

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Below. Use separate shoel for gift orders.

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please write a note and send entire form to the

above address OR CALL TOLL-FREE:

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The Automatic

ProofreaderPhilip I. Nelson

The Automatic Proofreader helps you

type in program listings for the 128 and

64 and prevents nearly every kind of

typing mistake.

Type in the Proofreader exactly as

listed. Because the program can't check

itself, type carefully to avoid mistakes.

Don't omit any lines, even if they con

tain unusual commands. After you've

finished, save a copy before running it.

Next, type RUN and press RE

TURN. After the program displays the

message "Proofreader Active," you're

ready to type in a BASIC program.

Every time you finish typing a line

and press RETURN, the Proofrentier dis

plays a two-letter checksum in the up

per left corner of the screen. Compare

this result with the two-letter checksum

printed to the left of the line in the pro

gram listing. If the letters match, it's al

most certain the line was typed

correctly, [f not, check for your mistake

and correct the line.

The Proofreader ignores spaces not

enclosed in quotation marks, so you can

omit or add spaces between keywords

and still see a matching checksum.

However, spaces inside quotes are al

most always significant, so the program

pays attention to them.

The Proofreader does not accept

keyword abbreviations (for example, ?

instead of PRINT). If you prefer to use

abbreviations, you can still check the

line by LlSTing it, moving the cursor

back to the line, and pressing RETURN.

If you're using the Proofreader on

the 128, do not perform any GRAPHIC

commands while the Proofreader is ae-

tive. When you perform a command

like GRAPHIC ], the computer moves

everything at the start of BASIC pro

gram space—including the Proofread

er—to another memory area, causing

the Proofreader to crash. The same thing

happens if you run any program with a

GRAPHIC command while the Proof

reader is in memory.

Though the Proofreader doesn't in

terfere with other BASIC operations,

it's a good idea to disable it before run

ning another program. The simplest

way to disable it is to turn the computer

off then on. A gentler method is to SYS

to the computer's built-in reset routine

(65341 for the 128, 64738 for the 64).

These reset routines erase any program

in memory, so be sure to save the pro

gram you're typing in before entering

the SYS command.

When using the Proofreader with

another utility, disable both programs

before running a BASIC program.

While the Proofreader seems unaffected

by most utilities, there's no way to

promise it will work with any and every

combination of utilities you might want

to use. The more utilities activated, the

more fragile the system becomes.

The Automatic Proofreader

10 VE=PEEK(772)+256"PEEK(773):LO

= 43 :H 1^4: PRINT "iCLR} (WHT)fiU

TOMfiTIC PROOFREADER FOR ";

2fl IF VF. = A226t THEN PRINT"C-64"

38 IF VE-17165 THEN LO-45 :111 = 46:

WAIT CLR:PRINT "128"

40 Sft-(PEEK(LO]+Z56*PEEK(HI])+6:

FOR J-SA TO Sft*166:READ B:P0K

E J,B:CH=C>!+B!NEXT

50 IF CHO20570 THEN PRINT "'ERR

OB* CHECK TAPING IN DATA STAT

EMENTS":END

60 FOR J=l TO 5:READ RF,LF,HF:RS

=SA+RF:HB-IHT[RS/2561:LB=RS-(

256*1113)

70 CH*CH+P,F*LFHIF:POKE SAtLF.LB:

POKE SAtHF,HB:NEXT

Sfl IF CHO22054 THEN PRINT "-ERF

OR* RELOAD PROGRAM AND CHECK(SPACElt'INRL (,INE":END

90 IF VE=17165 THEN POKE SA*14,2

2:POKE SA+18,23:POKESA»29,224:POKESA+139,224

100 POKE SA + 149,PEF.K[772) :P0KE S

A + 1S0,PEEK[773) SPRINT "(Cf.RjP

ROOFREADER ACTIVE"

110 SVS SA:POKE HI.PEEK(HI)+1:PO

KE (PEEK(LO]+256*PEEK(HI))-1.0:NEW

120 DATA120,169,73,141,4,3,169,3,141,5,3,83,96,165,20,133,167

13e DATA165.21,133,168,169,0,141,0,255,162,31,181,199,157,227

14 0 DATA3,20 2,16,24 8,169,19,32,2

10,255,169,18,32,213,255,160

150 OATAO,U2,IB0,132,176,136,230,180,200,195,0,2,249,46,201

160 DATA34,208,8,72,165,176,73,2

5 5,13 3,176,10 4,7 2,201,3 2,208

170 DATA7,165,176,208,3,104,208,

226,10 4,166,18 0,2 4,16 5,167

1S0 DATA121,0,2,133,167,165,168,10 5,0, 13 3,168,202,20B,2 39,240

190 DATA2H2,165,167,69,16B,72,41

,15,168, 18 5,211,3,32,210,255

200 DATA104,74,74,74,74,16B,185,

211,3,32,210,255,162,31,189

210 DATA227,3,149,199,202,16,248

,169,146,32,210,255,76,86,137

220 DATA65,66,67,68,69,70,71,72,74,75,77,80,81,B2,83,88

230 DATA13,2,7,167,31,32,151,116

,117,151,128,129,167,136,137

G

COMPUTEI's Gazotto February 1990 71

ADVERTISERS INDEX RuUr SerrIct "",",/ AdmIts"

1 '" f,(gn SoI:w.n 118 .1\c1M$o:1l 117 ""-- Mcro Sicdes l:n N'FIOTEX ", .... 123 !!ri\oQI .....,

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"""'''''''' 1 011 SUr MC'«IeI 125 St.pn:r Moo SystIrns, n:. 11) T$I Son ...... .... '" '88 T/II;In,IMedIrIg

''' !JIIMIeI,~ ,~-

"""~ '" cantle Il6Ic Ulfory The GEOS CGIec:IJon Disk Mal IS (bI;

MAll TO;

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... W

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For o thBr subscriplJOn questions Ot problems. please wnI& II note arid send entire IOfm to the abovlliKldress. OA CALL TOLL·FAEE;

1-(800) 727-6937

The Automatic Proofreader Philip I. Nelson

Tht AI/tollla/ic Proofuader helps you type in program listings for the 128 and 64 and prevents nearl y every kind of typing mistake.

Type in the Proofreader exactly as listed. Because the program can't check itself, type carefully to avoid mistakes. Don't omit any Jines, even if they con­tain unusual commands. After you've finished, save a copy before running it .

Next, type RUN and press RE­TURN. After the program displays the message "Proofreader Active," you're ready to type in a BASIC program.

Every time you fi nish typing a line and press RETURN, the Proofnader dis­plays a two-letter checksum in the up­per left comer of the screen. Compare this result with the two-letter checksum printed to the left of the line in the pro­gram lis ting. If the letters matcn, it's al­most certain tne line wa s typed correctly. If not, check fo r your mistake and correci the line.

The Proofreader ignores spaces not enclosed in quotation marks, so you can omit or add spaces between keywords a nd st il l see a match ing checksum . However, spaces inside quotes are al­most always significant, so the program pays attention to them.

The Proofretlder does fl O/ accept keyword abbrevialions (for example, ? instead of PRINT). If you prefer to use abbreviations, you can still check the line by LiSTing it. moving the cursor back to the line, and pressing RETURN.

If you're using the Proofreader on the 128, do /10/ pl'rform tilly GRAPHIC commallds wlsile lise Proofreader is tlE­liue. When you perform a command li ke GRAPHIC 1, the computer moves everything at the start of BASIC pro­gram space-including the Proofread­er- to another memory area, causing the Proofretlder to crash. The same thing happens if you run any program with a GRAPHIC command while the Proof­reader is In memory.

Though the Proofreader doesn't in­terfere with other BASIC operations, it's a good idea to d isable it before run­ni ng another program. The Simplest way to disable it is to tum thc computer off then on . A gentler method is to SYS to the compuler's built-in reset routine (65341 for Ihe 128, 64738 for the 64).

These reset routines erase any program in memory, so be sure 10 save the pro­gram you're typing in before entering the SYS command .

When using the Proofretldcr with another util ity, disable both programs be fore running a BAS IC pro g ram. While the Proofretlder seems unaffected by most uti lities, there's no way to promise it will work with any and every combination of ulil ities you might wanl to use. The mOTe utilities activated, the more fragile Ihe system becomes.

The Automatic Proofreader 10 VE-PEEK(172)~256 · PEEK(773J : LO

~ 4 3 : H I - 4 4 : PRI ~T ~ ICLRI{WHT I AU TOMilTIC PROOFREADE R FOR " ;

211 I F VE-423 64 T1I EN PRI NT"C-6 4 " 311 IF VE-17165 TUEN LO- 45 : 1I]_ 4 6 :

WAIT CLR : PRINT "12IJ " 40 SA - (PEEK(LO)~256 ' PEEK(III~)+6 :

FOR J - SA TO SA+166 : REIIO B: POK E J , B: CH - CH+U :N f: XT

50 I F CH021157 0 THEN PR INT " " ERR OR ' CHECK TYP I NG I N DATA STAT EMENTS ~ : E NO

60 FOR J - l TO 5 : REAO RF , LF , UF : RS -S A+RF : un .. I N"l' (RS/25 61 : LO - RS - ( 256 "lI ll)

7 " CU - CU"Rf'+[.P+IIF : POKE SA'LI' , LB : POKf: SII.HF , HB : NEXT

80 I F CH02205 4 TIIEN PRINT "" ERR OR· RE LOAD PROGRAM AN D CHEC K ! SP ACth' INIl L LIN E" : ENO

9 11 IF Vt - 17165 TUtN POKE SA + l ~ , 2 2 : POKE SA+1 8 , Z) : POKESA +Z9 , 224 : POKES A+139 , 224

100 POKE SA "14 9 ,PEEK(7 7 2) : PO KE S A+ 150 , PEt: K(773) : PRI NT " le l.Rlp ROOPREA DER ACTIVE "

110 svs S,\:POKE HI , PEEK(il l)q : PO KE (PEEK(LO)1256*PtEK(ltI)) - I , 0 : NEW

12 0 0 IlTII120 , 169 , 73 ,141,4 , 3 , 16 9 , 3 ,141, 5 . 3 ,8 8 , 96 , 16 5 ,20, 133 , 16 7

130 OATII165 , 21 , 133 , 168 , 169 ,O, 14 1 ,0, 255 , 162 , 31 , 181 . 199 , 157 , 227

14 00IlTII)'20 2 , 16 , 24 8 , 169 , 19 , 32 , 2 10, 255 , 16 9 , 16 , 32 , 21 0 , 255 ,1 6 1l

151l OA'I'III1 , 132 ,1 80 , 132 , 176 , 136 , 23 0 , 180 , 200 , 185,0 , 2 , 2 4 9 , 46 , 20 1

1611 0IlTII34 , 208 , 8 , 72 , 165 , 176 , 73 , 2 55 , 133 , 17 6, H1 4, 72 , 2 0 1 , 32 , 20 8

170 0 IlTII7 , 165 , 176 , Z08 , 3 , 104,209 , 226, 10 4,166 , 18 11,24,16 5 ,167

1811 OATII121 , 0 , 2 , 133 , 16 7 , 165 , 168 , 195 , 0 , 13) , 169 , 2112 ,2 08 , 239 , 24 0

190 0 111'11292 ,1 ('5 , 161 , 69 ,1 68 , 72 , 4 1 . 15 ,1 68 , 185 , 211 , 3 , 32 , 21 0 , 255

2 00 0111'1110 4 , 74,74, 74 ,74,1 60 , 185 , 211 , 3 , 32 , 210 , 255 , 1('2 , 3 1,1 89

2100IlTII227 , 3 ,14 9 , 199 , 211 2 , 16 , 2 48 , 16 9 , 14 6 , 3 2, 210 ,2 55 , 76 , 86 , 137

22 00ATA6 5 , 6 6 , 6 7 , 68 , 69 , 70 , 7 1 , 72 , 74,1 5 , 77 , 80,81 , 8 2 , 83,89

23 0 0 IlTAI3 ,2 , 7 , 16 7 , 31 ,32, 151 ,116 , 117 , 151 ,12 8 , 129 ,1 67 , 136 , 137

• COMPUTE!'s Gal otro Feb(\JIlly 1990 71

Page 74: Compute Gazette - Commodore.ca

How to Type In

COMPUTERS Gazette Programs

Each month, COMPUTED Gazette pub

lishes programs for the Commodore 128

and 64. Each program is dearly marked

by title and version. Be sure to type in

the correct version for your machine. All

64 programs run on the 128 in 64 mode.

Be sure to read the instructions in ihe

corresponding article. This can save time

and eliminate any questions which

might arise after you begin typing.

We regularly publish two pro

grams designed to make typing easier:

The Automatic Proofreader, for BASIC

programs, and MIX, for entering ma

chine language programs.

When entering a BASIC program,

be especially careful with DATA state

ments as they are extremely sensitive to

errors. A mistyped number in a DATA

statement can cause your machine to

"lock up" (you'll have no control over

the computer). If this happens, the only

recourse is to turn your computer off

and then on, erasing what was in mem

ory. This could cause you to lose valu

able data, so be sure to save a program

before you run it. If your computer

crashes, you can always reload the pro

gram and look for Ihe error.

Special Characters

Most of the programs listed in each is

sue contain special control characters.

To facilitate typing in any programs

from Gazette, use the following listing

conventions.

The most common type of control

characters in our listings appear as

words within braces: (DOWN) means

to press the cursor-down key; {5

SPACES} means to press the space bar

five times.

To indicate that a key should be

shifted (hold down the SHIFT key

while pressing another key), the char

acter is underlined. For example, A

means hold down the SHIFT key and

press A. You may see strange characters

on your screen, but that's to be expect

ed. If you find a number followed by an

underlined key enclosed in braces (for

example, |8 A}), type the key as many

times as indicated (in our example, en

ter eight shifted A's).

If a key is enclosed in special

brackets, B 3, hold down the Commo

dore key (at the lower left corner of the

keyboard) and press the indicated

character.

Rarely, you'll see a single letter ofthe alphabet enclosed in braces. This

can be entered on the Commodore 64

by pressing the CTRL key while typing

Ihe letter in braces. For example, {A]

means to press CTRL-A.

The Quote ModeAlthough you can move the cursor

around the screen with the CRSR keys,

often a programmer will want to move

the cursor under program control. This

is seen in examples such as {LEFT} and

{HOME} in the program listings. The

only way the computer can tell the dif

ference between direct and programmed

cursor control is the quote mode.

Once you press the quote key,

you're in quote mode. This mode can be

confusing if you mistype a character

and cursor left to change it. You'll see a

graphics symbol for cursor left. In this

case, you can use the DEL key to back

up and edit the line. Type another quo

tation mark and you're out of quote

mode. If things really get confusing,

you can exit quote mode simply by

pressing RETURN. Then just cursor up

to the mistyped line and fix it.

When You Read:

ICLRJ

(HOME)

(UP}

(DOWN)

(LEFT!

1 RIGHT 1

(RVS)

{OFF(

|BLK]

{WHT|

Press: see: When You Read: See:

{CYN|

|GRN|

IBLUj

|YEL|

R 1

FS 1

F6 |

F7 }

When You Read:

4-

r

For Commodore 64 Only

p i j) commodore) [ i [

E 2 51 commodore] IT]

See:

COMMODORE] I 3

COMMODORE 1 I 4i I

COMMODORE] [ 5

commodore! I b

E

commodore

[commodore]] b

' □

72 COMPUTE'S Gazette February 1990

How to Type In COMPUTE!'s Gazette Programs

Each month, COMPlfTE!'s Gauttt pub­lishes progTams for the Commodore 128 nnd 64. Each program is clearly marked by title and version. Be sure to type in the correct version for your machine. All 64 programs run on the 128 in 64 mode. Be sure to read the Instructions in the corresponding article. This can save time and eliminate any questions which might arise after you begin typing.

We regularly pub li sh two pro­grams designed to make typing easier. The Automatic Proofreader, (or BASIC programs, and MLX, for entering ma­chine language programs.

When entering a BASIC program, be especially caroful with DATA state­ments as they aro extremely sensitive to errors. A mistyped number in a DATA statement can cause your machine to " lock up" (you'll have no control over the computer). If this happens, the only recourse is to turn your computer off and then on, erasing what was in mem­ory. This could cause you to lose valu­able data, $0 be sure 10 save a program befo re you run it. If your computer crashes, you ca n always roload the pro­gram and look for the error.

... ,. RIM: ..... : SII:

ICLR) IiHlrr J I a.RIHO", I ~ {HOMEI @R'Ho,"!] 1I {UP) [SIII"J [["" D {DOWN) [ :""-1 om {LEFT) [SHlrrJC:ciig .. (RIGHT) Eos'3 D I RlIS ) [~mJl .J liD (Off) [CT" ll ' l • ISLk) [cr.iJ [ I I .1 { WHT j I5rRLJ [ ' J III IRED) [croll Ci I g ICYNJ Lcr~ C' l ..

72 COMPUTEI's Gazel!& FObruary 1990

S,...III CllaractOf1 Most of the programs listed in each is­sue contain special control characters. To facilitate typing in any programs from Gazelle, use the following listing conventions.

The most common type of control characters in our listings appear as words within braces: {DOWN} means to press the cursor-down key; {S SPACES} means to press the space bar five times.

To indicate that a key should be s hifted (hold down the SH IFT key while prossing another key), the char­acter is underlined. For example, ~ means hold down the SHiFf key and press A. You may see strange characters on your screen, but that's to be expect­ed. If you find a number followed by an underlined key enclosed in braces (for example, {S !1)), type the key as many limes as indicated (in our example, en­ter eight shifted A's).

If a key is enclosed in special brackets, g ~,hold down the Commo­dore key (at the 10'NCr left comer of the keyboard) and p ress the indicated character .

w!ten YOIRIIII: Press: See:

{PUR) 1""'10 II {G RN ) 1""'10 [J {OLUI IcmlD a {YEll Icm l0 m I R I 0 ii I " I I'HI"10 II I " I 0 • I " I I'HI"10 II I f5 I 0 II I F6 I Ismn I c::!Q II I " I 0 .. I " J 1'111"10 •

Rare1y, you'll see a single leiter of the alphabet enclosed in braces. This can be entered on the Commodore 64 by pressing the CfRt key while typinS the letter in bTllces. For example, {AJ means to press crRt-A.

TIle Q •• te Mode Although you can move the cursor around the screen with the CRSR keys, often a programmer will want to move the cursor under program control. This is seen In examples such as {LEfT} and {HOME} in the program listings. The only way the computer can tell the dif­ference between direct and programmed cursor control is the qUOit modt.

Once you press the quote key, you're in quote mode. This mode can be confUSing if you mistype a character and cursor left to change it. You'll see a graphiCS symbol for cursor left. In this case, you can use the DEL key to back up and edit the line. Type another quo­tation mark and you're out of quote mode. If things really get confusing. you can exit quote mode simply by pressing RETURN. Then just cursor up to the mistyped. line nnd fix it.

WIlli , ,, Rnd: Press: See:

• El • 1 1'"'''1 OJ • For COmlllllOrl 1* 011,

! I 8 IcoMMooo"1 [oJ C ! , 8 I«>MMooo"10 II ! J 8 IcoMMooo"'lI'1 II ! • 8 ICOMMOOOR£! 14J m ! , 8 IcoMMooo,~ fil C!: ! • 8 IcoMMooo"'J ~ II ! , 8 COM"OOO~ ['] C ! .8 LcoMMOOORE11.!J ::

Page 75: Compute Gazette - Commodore.ca

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Page 76: Compute Gazette - Commodore.ca

MLX Machine Language Entry Programfor Commodore 64

Oltis R, Cowper

MLX is a labor-saving utility that al-

ows almost fail-safe entry of Commo

dore 64 machine language programs.

Type in and save some copies of MLX—

'ou'll want to use it to enter future ML

irograms from COMPUTEI's Gazette.

Vhen you're ready to enter an ML pro-

;ram, load and run MLX. It asks you for

a starting address and an ending ad

dress. These addresses appear in the

article accompanying the MLX-format

>rogram listing you're typing.

If you're unfamiliar with machine

anguage, the addresses (and all other

values you enter in MLX) may appear

strange. Instead of the usual decimal

numbers you're accustomed to, these

numbers are in hexadecimal—a base 16

numbering system commonly used by

vlL programmers. Hexadecimal—hex

or short—includes the numerals 0-9

and the letters A-F. But even if you

<now nothing about ML or hex, you

should have no trouble using MLX.

After you've entered the starting

and ending addresses, you'll be offered

the option of clearing the workspace.

Choose this option if you're starting to

enter a new listing. If you're continuing

a listing that's partially typed from a pre

vious session, don't choose this option.

A functions menu will appear. The

first option in the menu is Enter Data. If

you're just starting to type in a program,

pick this. Press the E key and type thefirst number in the first line of the pro

gram listing. If you've already typed in

part of a program, type the line number

where you stopped typing at tht1 end of

the previous session (be sure to load the

partially completed program before you

resume entry). In any case, make sure

the address you enter corresponds to

the address of a line in the listing you

are entering. Otherwise, you'll be un

able to enter the data correctly. If youpressed E by mistake, you can return to

the command menu by pressing RE

TURN alone when asked for the ad

dress. (You can get back to the menu

from most options by pressing RE

TURN with no other input.)

Entering a ListingOnce you're in Enter mode, MLX prints

the address for each program line for

you. You then type in all nine numbers

on that line, beginning with the first

two-digit number after the colon (:).

Each line represents eight data bytes and

a checksum. Although an MLX-format

isting appears similar to the "hex

dump" listings from a machine lan

guage monitor program, the extra

checksum number on the end allows

MLX to check your typing.

When you enter a line, MLX recal

culates the checksum from the eight

uytes and the address and compares

his value to the number from the ninthcolumn. If the values match, you'll hear

a bell tone, the data will be added to the

workspace area, and the prompt for the

next line of data will appear. But if MLX

detects a typing error, you'll hear a low

juzz and see an error message. The line

,vill then be redisplayed for editing.

Invalid Characters Banned

Only a few keys are active while you're

entering data, so you may have to un

learn some habits. You do not type

spaces between the columns; MLX

automatically inserts these for you. You

do not press RETURN after typing the

last number in a line; MLX automatical

ly enters and checks the line after you

type the last digit.

Only the numerals 0-9 and the let

ters A-F can be entered, if you press any

other key (with some exceptions noted

below), you'll hear a warning buzz. Tosimplify typing, a numeric keypad func

tion is included. The keypad is active

only while entering data. Addresses

must be entered with the normal letter

and number keys. The figure below

shows the keypad configuration.

7 8

4

U

1

J

9

5

I

2

K

A

M

0

6

O

B

'

0

Space

F

F

3

L

E

C

D

/

MLX checks for transposed charac

ters. If you're supposed to type in AO

and instead enter OA, MLX will catchyour mistake. There is one error that

can slip past MLX; Because of thechecksum formula used, MLX won't no

tice if you accidentally type FF in placeof 00, and vice versa. And there's a very

slim chance that you could garble a line

and still end up with a combination of

characters that adds up to the proper

checksum. However, these mistakes

should not occur if you take reasonable

care while entering data.

Editing Features

To correct typing mistakes before fin

ishing a line, use the INST/DEL key to

delete the character to the left of the

cursor. If you mess up a line badly,

press CLR/HOME to start the line over.

The RETURN key is also active, but

only before any data is typed on a line.

Pressing RETURN at this point returns

you to the command menu. After you

type a character, MLX disables RE

TURN until the cursor returns to the

start of a line. Remember, press

CLR/HOME to quickly get to a line-

number prompt.

To make corrections in a line that

MLX has redisplayed for editing, com

pare the line on the screen with the one

printed in the listing and then move the

cursor to the mistake and type the cor

rect key. The cursor-left and -right keys

provide the normal cursor controls.

(The INST/DEL key now works as an

alternative cursor-left key.) You cannot

move left beyond the first character in

the line. If you try to move beyond the

rightmost character, you'll reenter theline. During editing, RETURN is active;

pressing it tells MLX to recheck the line.

You can press the CLR/HOME key to

clear the entire line if you want to start

from scratch or if you want to get to a

line-number prompt to use RETURN to

get back to the menu.

Display DataThe second menu choice, Display Data,

examines memory and shows the contents in the same format as the program

listing (including the checksum). When

you press D, MLX asks you for a starting

address. Be sure that the starting ad

dress you give corresponds to a line

number in the listing. Otherwise, the

checksum display will be meaningless.

MLX displays program lines until it

reaches the end of the program, at

which point trie menu is redisplayed.

You can pause the display by pressing

the space bar. (MLX finishes printing

the current line before halting.) Press

the space bar again to restart the dis

play. To break out of the display and get

back to the menu before the ending ad

dress is reached, press RETURN.

74 COMPUTEIS Gazelle February 1990

MLX Machine Language Entrv Program for Commodore 64

om'R.c .. "' ........................................................ .. ML X is a labor~saving utIl ity that al­lows ilinost fail-safe entry of Commo­dore 64 machine language programs.

Type in and save some copies of MLX­you'll want to use it to enter future ML programs from COMPUTEt's GaUllt. When you're ready to enter an ML pro­gram, load and run MLX. It asks you for a slarling address and an ending ad­dress. These addresses appear in the article accompanying the MLX-fonnat program listing you're typing.

If you're unfamiliar with machine language, the addresses (and all other values you enter in MLX) may appear sirange. Instead of the usual decimal numbers you're accustomed 10, these numbers are in hexadteimal-a base 16 numbering system commonly used by ML programmers. Hexadecimal-hex for short-includes the numerals 0-9 and the letters A-F. But even if you know nothing about ML or hex, you should have no trouble using MLX.

After you've entered the starting and ending addresses, you' ll be offered the option of dearing the workspace. Choose this option if you're starting to enler II new listing. If you're continuing a listing that's partially typed from a pre­vious session, don't choose this option.

A functions menu will appear. The first option in the menu Is Enter Data. If you're just starting to type In a program, pick this. Press the E key and type the first number in the first line of the pro­gram llsting. If you've already typed In part of II program, type the line number where you stopped typing at the end of the previous session (be sure to load the partially completed program before you resume entry). In any case, make sure the address you enter corresponds to the address of a line in the listing you are entering. Otherwise, you'll be un­able to enter the data correctly. If you pressed E by mistake, you can return to the command menu by pressing RE­TURN alone when asked for the ad­dress. (You can get back to the menu from most options by pressing RE ­TURN with no other inpuL)

Entertnll I USUnll Once you're in Enter mode, MLX prints the address for each program line for you. You then type in all nine numbers on that line, beginning with the first two-d igit number after the colon (:). Each line represents eight data bytes and a checksum. Although an MLX-fonnllt

74 COMPUTEr . GaZClIlIt February 1990

listing appears similar to the "hex dump" listings from a machine lan­guage monitor program, the extra checksum number on the end allows MLX to check your typing,

When you enler a line, MLX recal­culates the checksum from the eight bytes and the address and compares this value to the number from the ninth column. If the values match, you'll hear a bell tone, the data will be added to the workspace area, and the prompt for the next line of data will appear. But if MLX detects a typing error, you'll hear a low buzz and see an error messllge. The line will then be redisplayed for editing.

Invalid Cbaracters Banned Only a few keys are active while you're entering data, so you may have to un­learn some habits. You do no/ type spaces between the columns; MLX automatically Inserts these for you. You do nal press RETURN after typing the last number in a line; MLX automatical­ly enters and chl"Cks the line after you type the last digit.

Only the numerals 0-9 and the let­tersA-F can be entered. If you press any other key (with some exceptions noted below), you'll hear a warning buzz. To simplify typing. a numeric keypad func­tion is included. The keypad is active only while entering data. Addresses must be entered with the nonnal letter and number keys. The figure below shQ\ .... s the keypad configuration.

7 8 9 0

" 5 6 F U l OP

I 2 J E

J K L , A B C 0 M . • I

0 Sp<u:e

MLX checks for transposed chllrac· ters. If you're supposed to type in AO and instead enter OA, MLX will catch your mistake. There is one error that can slip past MLX; Because of the checksum fonnula used, MLX won't no­lice If you accidentally type FF in phlCe of OQ, and vice versa. And there's a very

slim chance that you could garble a line and still end up with a combination of characters that adds up to the proper checksum. Ho\\'e ver, these mistakes should not occur if you take reasonable care while entering data.

EdlUn, Fallres To correct typing mistakes before fin­ishing a line, use the INST JOEL key to delete the chnracter to the left of the cursor. If you mess up a line badly, pressC LRjHOME to start the line over, The RETURN key is also active, but only before any data is typed on a line. Pressing RETURN at this point returns you to the command menu. After you type a character, MLX disables RE · TURN until the cursor returns to the start of a line. Remember, press CLR/HOME to quickly get to a line­number prompt.

To make corrections in a line that MLX has redisplayed for editing. com­pare the line on the screen with the one printed in the listing and then move the cursor to the mistake and type the cor­rect key. The cursor-left and -right keys provide the normal cursor controls. (The INST JOEL key now works as an altemative cursor-left key.) You cannot move left beyond the first character in the line. If you try to move beyond the rightmost character, you'll reenter the line. During editing. RETURN is active; pressing it tellsMLX to recheck the line. You can press the CLRjHOME key to clear the entire line if you want to stnrt from scratch or if you want to get to a line-number prompt to use RETURN to get back to the menu.

Dlsgla, Data The second menu choice, Display Data, examines memory and shows the con­tents in the SlIme fonnat AS the program listing (Including the checksum). When you press D,MLX asks you for a starting address. Be sure that the starting ad· dress you give corresponds to a line number in the listing. Otherwise, the checksum display will be meaningless. MLX displays program lines until it renches the end of the program, at which point the menu is redisplayed. You can pause the display by preSSing the space bar. (MLX finishes printing the current line before halting.) Press the space bar again to restart the dis­play. To break out of the display and get back 10 the menu before the ending ad­dress is reached, press RETURN.

Page 77: Compute Gazette - Commodore.ca

Other Menu OptionsTwo more menu selections let you save

programs and load them back into the

computer. These are Save File and Load

File. When you press S or L, MLX asks

you for the filename. You'll then be

asked to press either D or T to select

disk or tape.

You'll notice the disk drive starting

and stopping several times during a

load or save. This is normal behavior.

MLX opens and reads from or writes to

the file instead of using the usual LOAD

and SAVE commands. Also note that

the drive prefix 0: is added to the file

name (line 750), so this should not be

included when entering the name. This

also precludes the use of @ for save-

with-replace, so be sure to give each

version saved a different name.

Remember that MLX saves the en

tire workspace area from the starting

address to the ending address, so the

save or load may take longer than you

might expect if you've entered only a

small amount of data from a long list

ing. When you're saving a partially

completed listing, make sure to note the

address where you stopped typing.

MLX reports the standard disk or

tape error messages if any problems are

detected during the save or load. It also

has three special load error messages:

INCORRECT STARTING ADDRESS,

which means the file you're trying to

load does not have the starting address

you specified when you ran MLX;

LOAD ENDED AT address, which

means the file you're trying to load

ends before the ending address you

specified when you started MLX; and

TRUNCATED AT ENDING ADDRESS,

which means the file you're trying to

load extends beyond the ending ad

dress you specified when you started

MLX. If you see one of these messages

and feel certain that you've loaded the

right file, exit and rerun MLX, being

careful to enter the correct starring and

ending addresses.

The Quit menu option has the ob

vious effect—it stops MLX and enters

BASIC. The RUN/STOP key is dis

abled, so the Q option lets you exit the

program without turning off the com

puter. (Of course, RUN/STOP-

RESTORE also gets you out.) You'll be

asked for verification; press Y to exit to

BASIC, or press any other key to return

to the menu. After quitting, you can

type RUN again and rcenter MLX with

out losing your data, as long as you

don'l use the Clear Workspace option.

The Finished ProductWhen you've finished typing all the

data for an ML program and saved your

work, you're ready for the results. Refer

to the corresponding article for details

on loading and running the program.

An Ounce of Prevention

By the time you've finished typing in

the data for a long ML program, you

may have several hours invested in the

project. Don't take chances—use The

Automatic Proofreader to type the new

MLX, and then test your copy thorough

ly before first using it to enter any sig

nificant amount of data. Make sure all

the menu options work as they should.

Enter fragments of the program starting

at several different addresses; then use

the display option to verify that the

data has been entered correctly. And be

sure to test the save and load options

several times to ensure that you can re

call your work from disk or tape.

64

EK 108 POKE 56,50:CLRSDIM INS,I,

J,A,B,AS,B$,A[7),NS

DM lie C4=48:C6=16:C7-7:Z2-2:Z4-

CJ 120

SB 130

CQ 140

FC 158

EJ 160

FR

JB

GF

KR

PG

DR

BD

JS

JH

HK

FD

EJ

170

iaa

190

200

210

220

238

240

259

260

270

230

FA=PEEK[45)+Z6*PEEK(46) :ii

S=PEEK(55)*Z6*PEEK(56):HS

="01234S6789ABCDEF"

RS=CHRS{13):LS""!LEFT}":S

S=" ":DS=CHRS(20):ZS=CHRS

(0| :TS""U3 RIGHT)"

SD=54272:FOR I-SD TO SD*2

3:POKE I,3:NEXT:POKE SD»2

1,L5:POKE 7B8.52

PRINT"(Cr,Rl"CHRS

(8)IPOKE 5323a, 15:POKE 53

281,15

PRINT TS" (REDj(RVS)

(2 SPACESH8 9J|2 SPACES)"SPC(28)"(2 SPACESHOFF)

(BLU) MLX II iREOl(RVS)

[2 SPACES)"SPCf29)"[12 SPACES)fBLUj"

PRINT"(3 DOWN)(3 SPACESjC

OMFUTBl'S MACHINE LANGUAG

E EDITOR(3 DOWN!"PRINT"(BLK)STARTING ADDRE

SS{4>";:GOSUB300:SA=AD:GOSUB1040:IF F TKEN180

PRINT"lBLK}{2 SPACES)ESDI

NG ADDRE5S{4}";:GOSUB300:

EA=AD:GOSUB1030:IF F THEN

190

INPUT"(3 DOWN){BLKjCLEAR

(SPACE)WORKSPACE |Y/N]{U";AS:lF LEFTS[AS,1)<>"Y"T

HEN220

PRINT"f2 DOWNHBLUJWORKING...";:F0RI=HS TO BStEA-S

A+7:POKE I,0:NEXT:PRINT"D

ONE"

PF1INTTABU0) "(2 DOWN)(BLKKRVS) MLX COMMAND MENU 1DOWN)<4>":PRINT TS"

(RVS)ElOFFlNTER DATA"

PRINT TS"lRVS)n(OFF)ISP[,AI DATA":PRItJT TS"(RVS)L

{OE-FjOfiD FILE"

PRINT TS"{RVS}S[OFF)AVE F

ILE":PRINT TS11 IRVS )Q(OFF}UITU DOWN] {BLK}"

GET AS:IF AS = NS THEN250A=0:FOR 1=1 TO 5:12 ftS'MI

DS("EDLSQ",I,1(THEN A»I:I

= 5

NEXTiOH A GOTO423,61B,690

,7 00,280:GOSUB1060:COTO2 5

6

PRINT"{RVS) QUIT ":INPUT"{D0WNM4}ARE YOU SURE [1/

N)";AS:IF LEFTS(AS,1)<>"Y"THEN220

GX

CH

It!'

BE

PX

JC

OS

EX

rID

JK

SK

340

350

360

370

380

390

400

410

42H

430

440

GC 450

EM 293 POKE SD*24,0:END

JX 300 IHS=NS:AD°0:INPUTINS:IFLE

H(INS)O4THENRETURN

IDS(INS,3):GOSUB3 20:AD=AD

•256+A:RETURN

PP 320 A=0:FOR J-l TO 2:AS«M1DS(

bs,j,1) :b-asc(as)-c4*(as>

ja 330 if b<0 or b>15 then ad-0:

next:return

b-int(a/c6):print mids(hs

,b+1,1);:b=a-b*c6:print m

ids(i!s,b + 1,1) ; ireturn

a=int(ad/z6):gosub350:a»a

d-a*z6:gosub350:print":";

ck-int [ad/z6):ck-ad-z4'ck

*z5' [ck>z7):goto390

ck=-ck"z2+z5' (ck>z7) *a

ck=ck+zs*(ck>z5):return

print"!down)startihg at

(4>";tGOSUB300:IF INSONS

THEN GOSUB1030:IF F THEN

400

RETURN

PRINT"fRVSl ENTER DATA ":

GOSUB400MF I(JS=NS THEN22

0

0PEN3,3:PRINT

POKE198,0:GOSUB360:IF F T

HEN PRINT INS:PRINT"!UP){5 RIGHT)";

FOR 1=0 TO 24 STEP 3:BS=S

S:FOR J-l TO 2sIF F THEN

{SPACE)BS-MIDS(INS,I*J,UPRI(JT"{RVS)"BSI.S;:IF K24THEN PRINT"{OFF)";

GET AS:IF AS-HS THEN470

IF(A$>V"ANDAS<":")OR(A6>"g"ANDAS<"G")THEN540

A=-(AS="M"]-2'(AS=",")-3*

="J"I-6"(AS="K"]

A=A-7* (AS»"L")-8'(AS = ":1")-9*(AS=nU")-10'(AS-"I")-1

1* (AS-"O")-12*(AS-"P")

A-A-13*(AS"SS):IF A THEN

ISPACE}AS-MIDSf"ABCD123E4S6F0",A,1):GOTO 540

IF AS-RS AND((I=0]AKD(J=1

)OR FJTHEN PRINT BS;:J=2:

NEXT:I=24:GOTO550

IF AS="tHOME}" THEN PRINT

SS:J=2:NEXT:I=24:NEXT:F=B:GOTO44B

IF(AS="fHIGHT)")ANDF THENPRINT BSLS;:GOTO540

IF ASOLS AND ASODS OR ( |

I = 0)AND[J = 1.) )THEN GOSUB1060:GOTO470fl Q — T C^CC&E C* DDT VTTI : ~ ' C . . Tn*uvTJv"livirr.l,i| □vLi'i i J

=2-J:IF J THEN PRINT LS;:

I-I-3

PRINT AS;:NEXT J:PRINT SS

NEXT I:PR!NT:PRINT"(UP)

[5 RIGHT)";:INPUT»3,INS:IF INS=NS THEN Cr.OSE3:GOTO

220

FOR 1=1 TO 25 STEP3:BS=MI

DS(INS,I):G0SUB32B:IF I<2

5 THEN GOSO83B0:A[I/3)=ANEXTIIF AOCK THEN GOSUBl

060:PRINT"{BI,K} I RVS ) ERRO

R: REENTEH LINE i4>":F-l:

GOTO440

HJ 580 GOSUB1RB0:B>BS*AD-SA:FOR

!SPACE)I=0 TO 7:P0KE B+I,

A(I)iNEXT

QQ 590 AD=AD+3:IF AD>EA THEN CLO

SE3:PRINT"(DOWN}|BLU)*» B

ND OF ENTRI **1BLK)

iZ DOWS)":GOTO700GQ 600 F=0:GOTO440

HA

HD

FK

GS

;■;■;

!H

HP

460

470

485

487

490

KC 500

ri>:

CK

liC,

OS

PK

QC

PK

51fl

520

530

540

550

56E

570

COMPUTED Gazette February 1990 7S

Olber MeRI OptiORS Two more menu selections let you save programs and load them back into the computer. These a~ Save File and Load File. When you press S or L, MLX asks you for the filename. You'll then be asked to press either 0 or T to select disk or tape.

You'll notice the disk drive starting and stopping several times during a load or save. This is normal behavior. MLX opens and reads from or writes to the file instead of using the usual LOAD and SAVE commands. Also note that the drive prefix 0: Is added to the fil e­name (line 750), so this should not be included when entering the name. This also predudes the uS(! of @ for save­with-replace, so be su~ to give each version saved a different name.

Remember that MLX saves the en­tire workspace area from the starting address to the ending address, so the save or load mlly take longer than you might expect if you've entered only a small amount of data from a long list­ing. When you're saving a partially completed listing. make sure to note the address where you stopped typing.

MLX reports the standard disk or tape error messages if nny problems are detected during the save or load. It also has three special load error messages: INCORRECT STARTING ADDRESS, which means the file you're trying to load does not have the starting address you specified when you ran MLX; LOAD ENDED AT IIddrrss, which means the file you're trying to load ends before the ending tlddress you specified when you started MLX; and TRUNCATED AT ENDING ADDRESS, which means the file you'~ trying to load extends beyond the ending ad­dress you spedfied when you started MLX. If you see one of these messages and feel certiJin thllt you've loaded the right file, exit and rerun MLX, being careful to enter the correct starting and ending addresses.

The Quit menu option has the ob­vious effect-it stops MLX and enters BASIC. The RUN/STOP key is dis­abled, so the Q option lets you exit the program without turning off the com­puter. (Of course, RUN/STOP ­RESTORE also gets you out.) You'll be asked for verification; press Y to exit to BASIC, or press any other key to return to the menu. After quitting. you can type RUN again and reenter MLX with­out losing your data, as long as you don't use the Clear Workspace option.

De Finished Producl When you've finished typing all the data for an ML program and saved your work, you're ready [or the results. Refer to the corresponding article for details on loading and running the program.

An Dlnce 01 PmenUon By the time you've finished typing in the data for a long ML program, you may have several hours invested in the project. Don't take chances-use The AutolflQ/ic ProQ/rtQdcr to type the new MLX, and then test you r copy thorough­ly before first using it to enter any sig· nificanl amount of data. Make sure all the menu options work as they should. Enter fragments of the program starting al S(!veral different addresses; then usc the display option \0 verify that the data has been entered correctly. And be sure to test the save and load options several times to ensure that you can reo call your work from disk or tape.

n MLlI EK lOO POKE ~6 ,~0: CLR : 0IH IN$ .!,

J,A,B,A$,US,AI7) ,1'1 $ OH lUI C4_48:C6_16:C7·7 : Z1 .. 2:Z4·

254:ZS·25S:Z6·256:Z7.127 CJ 120 f'A_PEEK(45) +Z6 · PEEK(46) : 8

S"PEEK I 55) + Z6· PP.EK 1 56} : IIS . "01234S678 9ABCOEf "

S8 139 R$-CHRS(13) : LS·"ILEFT)":S s." ":OS·CHRS (20) :ZS·CHRS IOJ :TS-"!l3 RIGll'rJ"

CO 140 SO-5427 2: fOR I .SO TO S002 3 :POKE I , O:NEXT:POKE SO_2 4,15:POKE 788 , 52

FC 150 PRIHT"ICLR)"CHRS(l42)CHRS (8) : POKE S)280 , 15 :POKE 53 181 , 15

EJ 160 PRINT TS'" IREO){Rvsl 12 SPACES)i8 ~ J12 SPACES) "SPC(28)'"{2 SPACESllofF) (SLU) HLX It {REDIIRvs} 12 SPACES)"SPCI28)" (12 SPACES) (8LU)"

FR 170 PRINT·{3 OOWN)I) SPACES)C OHPiJ1'E ! • S Ho\CtllNE LAtIGUAG E EOITORI) DOWN}"

JB 180 PRINT·IBLK)STARTINC ADORE SS(4 J"; : GOSUBJOO:SA·AO:CO SUB1040 : 1f' f'THEN180

CF 190 PRINT"!SLK)(2 SPACES)E NOI NC AOORES S (4)"; :GOSUB300 : EA-AO :COSUB1030:1f' f'THEN tOO

KR 200 IfIPUT " 13 DOWN){OLK)CLP'AR {SPACE)WORKSPACE IY/NI(4} ";AS:IP LEFTSIAS,I) <> "Y"T HEN220

PC 21i PRINT'"{2 oowN)IBLU)WORKIN O •• • ·;:FORI .BS TO BS+EA-S A+7 :POKE t,O:NEXT:PRINT"O ONE"

OR 220 PRINTTAB(LO)"{2 DOWN) (B LK )IRVS) HLX CO HHANO HE NU {DOWN)(4J ": PRINT TS" {RVS)E(OFr)NTER OATA"

BO 238 PRINT TS"IRVS}oIOFf')lSPLA Y DATA~:PRINT TS~{RVS) L

(OFFlOAD FILE" JS 246 PRINT TS"{RVS)S!OFF)AVE F

ILE":PRINT TS"{RVS)oIOf'f'1 UIT{2 DOWN) IBLK)~

JH 259 GET AS:IF A$-NS THEN259 HK 268 A-O:FOR t . l TO 5 :IF AS-HI

OSI"EOLSO". I, l)Tln:N A-I:I -, FO 270 NEXT:ON A GOT0420,619,690

,708,289:00SUBI869:COT02 5

• £J 289 PRiNT"{RVS} QUIT ":INPUT" IDOWNJ(HARE YOU SURE IY! NI'" ; AS :IF LE rTSIAS . l)(>My M1'llEN226

EH 290 POKE SD+24 , 9:ENO JX 3GO INS_NS:AO"O:INPUTINS : IfL£

N(INS)<>4THENR£TURN KF 310 BS_INS:GOSUB320:AO_A : BS_H

10$ (INS . 3) :COSUB329: AO" AO ·2~6"A:R&TURN

PP 329 1I "9 :t'OR J.l TO 2:/IS-1110S( B$, J , 1) : a_ASC (liS) -C4+ (AS> ~ @ " ) · C7 :A·A o C6.8

JA 330 tf' B(e OR B>15 TUEN Ao ·e : A· -l: J .. 2

GX 340 NEXT : RETUR N Cll 350 B"lNT(A/C6):PRINT HIO$(H$

, B.l,I);:B-A-8·C6:PRlNT 1'1 10SIUS,B+1, I) ; : RETURN

RR 369 A-INT(AO/Z6) : GOSUBJ5 0:A " A o -A· Z6 : GOSUBJ50 : PRINT":";

Bt J79 CK_INTIAO/Z6):CK·AO_Z4°CK +ZS· ICK)Z7) : 001'03911

PX Jai CK"CK oZ20Z5 ° (CK>Z7)+A JC 39" CK-CK+ZS o ICK>Z5) :RETURN OS 4go PRINT"IDOWN)STARTItIC AT

(4}";: GOSUBJOII : IF IN$<>NS THEN GOSUBIOJO: IF F THtN ...

EX 419 RETURN III) 428 PRINT"IRVS) ENTER DATA " :

00SUB4011:IF INS·NS TIH!N22 , JK 438 OPEN3 ,3:PRIN1' SK 449 POKEI9S,0:COSU8360:IP F T

HEN PRINT INS:PRINT"{OP) (S RIGHT)";

CC 450 FOR 1-0 TO 24 STEP 3 :BS -S $:FOR J·l TO 2:IF F THEN (SPACEjBS·HIOSIINS,I+J.l)

IIA 460 PRINT"{RVS)MBSLS;:IF 1<24 THEN PRINT"{OFF)";

ItO 4711 GET AS:IP AS-NS 1'H£N470 PK 480 IP(AS>"/"ANOA$(":")OR(AS>

"~" ANOAS ("G") THENS49 GS 485 A _ _ (AS • • H")_2° {AS ·" . ")-3·

(AS.~ . '" ) -4 0 (AS""/") - 5. (AS _" J.) -6· lAS. "K n )

FX 486 A-A-7°IAS-"L")-S·IAS.":") -9 ° IAS . "O") -10· lAS·" 1")-1 1° (AS· "O") -120 (AS- " P")

CH 487 A·A-IJ·(AS·SS):IF A THEN ISPACEJA$-MIOSI"ABCDL2)E4 S6pO" , A, 11 :OOTO 540

HP 490 If A$- R$ ANO«(I-O)A!IO(J"1 )011. f)THEN PRINT B$; :J _ 2: NEXT:I·24:GOT0550

KC 50" IF AS·"{HOME)" THEN PRINT S$:J·2 : NEXT:I·24:NEXT:f·

II:C01'0440 HX 510 IF(A$. "{RtGIIT)")ANOP THEN

PRINT 8~II.S; :001'0540 CK 528 IP AS(>~S AND A$()O$ ORI(

I-"IAtIOIJ .l))THE N GOSUB19 60:GOT0479

HC 530 AS-LS.SS~LS : PRINT B$LS ;: J _2 _J:IF J THEN PRINT LSI: t-I-3

Os 540 PRINT AS;:NEXT J : PRINT SS , PH 55e NEXT I :PRINT:PRINT"\UP)

15 RICH1')";:INPU1'IJ ,INS:1 P II>lS-NS 'I'IIEN CLOSE3 :GOTO

'" OC 560 POR I-I TO 25 STEP) :6S_ HI OSltNS.t):GOSUB329:1f' 1<2 5 THEN GOSUB389 :A(I/3 ).A

PIC 570 NEXT:IF AOCK THEN COSU81 968 : PRINT"{SLIC}IIIVS) ERRO R: REENTER ~IN£ (4}":P-l: 00T0449

HJ 5S8 GOSUB1980 : B_ns'AO_SA:FOR {SPACE}t-1iI TO 7 : POKE B+I, A(l):NEX'T

OQ 599 AO-Ao.a'IF AO>EA THE N CLO SE3:PRINT~{OOWN)IBLU}0. E NO Of' ENTRY ·· (BLK) 12 DOWN}":COT0700

GO 609 P-O:GOT0440

COMpuTEr, Galone Febn.lllry 1990 75

Page 78: Compute Gazette - Commodore.ca

QA 619 PRINT"(CLRHDOWNHHVSJ DIEPLA¥ DATA ":GOSUB400:IF

(SPACE}lNS=NS THEN22BBJ 620 PRINT"{DOHNHBLU}PHESS:

{RVStSPACEfOFF} TO PAUSE,

(KVS)RETURN(OFF) TO BREA

KS 630

CC 64 0

KH 650

KC 660

EQ 670

AD 60S

CM 690

PC 780

RX 710

PR 720

FP 730

HQ 740

Kit 750

SO 760

FJ 77B

PE 780

GOSUB360!B"BStAD-SA:FORI-

BTO Bt7:A=PEEK[I):GOSOB35

0:GOEUB380:PRINT SS;

NEXT:PRINT"(RVS)";:A«CK:G

OSUB350:PRItJT

F»l:An=AD+8:IF AD>Eft THEN

PRINT"[DOWN)[BLUj** END 0

F DATA •*":GOTO220

GET AS:IF AS=RS THEM GOSU

B10B0JGOTO220

IF AS=SS THEN F-F+L:GOSOB1080

ONFGOTO630,660,630

PRINT"(DOW!J) (RVSl LOAD DA

TA ":OP-1:GOT071B

PRINT"(DOWNHRV5} SAVE FI

LE ":0P=8

IN$=NS:INPUT"(DOWN)FILENA

ME{4*";INS:IF IN$=NS THEN

220

f=0:print"(down)

{rvs}t(off)ape or

{OFFjISK: f4J";GET AS:IF AS="T"THEN PRIN

T"T{DOWN)":GOTO880

IF ASO"D"THES730 .

PRINT"!) (DOWN} "10PEN15, 8,1

5,"I0:":B=EA-SA:INS»"0:"*

INS:IF OP TIIEN81Q

OPEN 1,8,8,IHS*",P,W":GOS

UB860!IF A THEN220

Ail = INT (SA/256) : At.-3ft-(AH*

2S6):PRINTI1,CHHS(AL);CHH

S(AH) ;

FOR 1=0 TO B:PHINT»1,CHRS

[PEEK(BS+I)J;:IF ST THENB00

FC 790 NEXT:CLOSE1:CLOSE15:GOT09

GOSUB1060:PRINT"(DOWN){BLK)ERROR DURING SAVE:{4}";GOSUB86B:GOTO220

OPEN L,8,9,INS*",P,R":GOSUB86B:IF A THEN220

GET*1,AS,BS:AD-ASC(AS*ZS)+ 256'ASC[BStZS) :IF ADOSA

THEN fl:GOTO850

FOR 1=0 TO B:GETI1,AS:POK

E BS+I,ASC(A$+ZS) :IF(IOB

)AND ET THEN F-2:AD=I:I=B

NEXT:IF STO64 THEN F=3

CI,OSE1:CLOSE15:ON ABE [F>0

)+1 GOTO960.970

INPUTI15,A,AS:IF A THEN C

LOEel:CLOSE15:GOSUB1060:P

RINT"(RVS}EHHOR: "AS

RETURN

POKE18 3,PEEK(FA+2):POKE18

7,PEEK(FA*3):POKE 18a,PEEK

(FA*4)!IFOP=0THEN920

SY5 63466:IF{PEEK(7a3)AND

1)THEN GOSUB106B:PRrNT"

(DOHNtiRVSj FILE NOT FOUN

D ":GOTO690

AD-PEEK(8 29)+256"PEEK(830

):IF ADOSA THEN F = 1:GOTO

970

A-PEEK(831)* 256*PEEK(832)

-l:F=F-2*fA<EA)-3* (A>EA):

AD^A-AD!GOTO930

GS

MA

GB

RX

PA

FQ

SA

GO.

BJ

HJ

CS

sc

KM

,11

80B

sib

820

330

840

850

86B

870

830

890

900

910

920

930

E780,3:SYS 63338

A"BS:B»BSf[EA-SA)*1:GOSUB

1010JON OP GOTO950:SYS 63

591

AE 94H GOSUB1080:PRINT"(BI,Ul*> S

AVE COMPLETED **":GOTO220

XP

FR

DP

PP

GR

FD

RX

950

960

970

980

990

100G

1311!

POKE147,0:SYS 63562HF ST

>0 THEN970

GOSUB1080:PRINT"(BLtJ]'* LOAD COMPLETED **":GOTO220

GOSUB1060:PRINT"1BLKJ

fRVSjERROR DURING LOAD:|DOWH}{^K':ON F GOSUB980,990,1000:GOTO220

PRINT"IKCORREGT STARTING

(SPACE!ADDRESS (";:GOSUB360:PRINT")":RETUR(J

PRINT"LOAD ENDED AT ";:AD

=SA+AD:GOSUB360:PRINT DS:

RETURN

PRINT"THUNCATED AT ENDIN

G AODRES5":RETURN

AH-INT [A/256) :At.-ft-(AH*2

56):POKE 19 3,AL:POKE 194,A

H

AH-INT(B/256):AL-B-[AH*2

56):POKE 174,AL:POKE 175,A

H:RETURN

IF AD<SA OR AD>EA THEN10

50

IF(AD>511 AND AD<40960)O

R(AD>49151 ftND ADC53243)

THEN GOSUB1080:F-0:RETUR

NGOSUBlB60:PRINT'MRVSl IN

VALID ADDRESS (DOWN)

FP 1020

FX 1030

HA 1040

HC 10 5fl

AB I860 POKE SD+5,31:POKE SD+6,2

38:POKE SD.J'lOiPOKE SD + 1

,4:POKE SD+4,33

DX 1070 FOR S=l TO 100:NKXT:G0TO

1B90

PF 10B0 POKE SD*5,8:POKE SOt6,24

0IPOKE SD,0:POKE SD+1,90

JPOKE SD + 4, 17

AC 1090 FOR S=l TO 100:NEXT:POKE

SD+4,0:POKE SD,0:POKE S

D+1,B:RETURN G

he GEOS Collection

13 of Gazette's Best Programs

for GEOS and GEOS 128 Users

On One Disk-includes alldocumentation

Super Printer Driver—near laser-qua lily priming forEpson, Siar, and compatible dol-mairix primers

Skeet—outstanding arcade-style game that runs as a CEOSdusk accessory

File Saver—run most any 64 program from CliOS

Help Pad—fast, easy online help via menu

Word Count—quick, easy-to-ust; tool that counts words in

any geoWrite text file

Directory Printer—get complete GilOS directory printouts,

including file size, author name, and even file comments

Quick Clock—large, readable clock and improved user

interface

SlldeShow—create and display impressive slidepresentations

File Retrlevisr—recover GEOS and standard Commodorefik-s; compaiible with any Commodore drive or REU

Screen Dumper—desk accessory that lets you liump screens

to any printer

Font Grabber—instantly turn your favorite Commodore

character sets into GEOS fonts

GcoPuzzle—intriguing, multidimensional hrainteascr

GeoConverier—write Gl:.OS applications with your favorite

Commodore assembler

YES! Send me copies off»H)

The GEOS Collection. I've enclosed $11.95(including shipping and handling) for each copy.

Name _

Address

City , Stale ZIP

Amount

Sales Tax*

Total

Mail personal check or money order for SI !.95* to

The GEOS Collection Disk

P.O. Box 5188

Greensboro, NC 27403

■Rdltlcnunl Nt-w York, PonntylwnLi, and Norih Caroling add ,ippropri|iii-

sale* la* for yuur male. All orden muM It paid in I' s. tund^ by ji chukdrawn «n i L'S. lianl. Pkav: allow -l-n wnlu lur driiHT) Cor ddivm?nuHiiit the U.S. at Cuuda, add II lur lurhce mall ai I' l"r airmail.

OA 6111 PRiNTM(CLRI!OOWN}(RVS} 01 SPLAY DATA ": GOSU8499 : IF (SPACE}lNS _NS THEN229

RJ 626 PRIHTM{OOWN}{BLU}PRESS: !RVS)SPAC!{OFPJ TO PAUSE.

{RVS}RETURN!OFFI TO BREA K(4){OOWNI"

KS 636 COSUB360 : B-BStAD_SA:FORI_ UTO 8.7:A-P££K(II:GOSUB)5 9:G05UB386:PRINT 5S;

CC 640 NEXT : PRINT"{RVSJ";:A_CK:G OSUB359: PRINT

KH 650 P-l : AO-AD+8:IF AD>!A THEN PRINi'''(OOWN} (BLU)" tND 0 ~. D1>TA . . .. : COT0220

KC 660 GET AS:IP AS-RS THEN GOSU BU89:COT0229

EO 679 IP AS-SS TH£N F-P+l:COSUB HlSO

AO 680 ONPCOT0630.660 . 630 CM 690 PRIN'r " {OOWNIIRvsl LOAD 01'.

TA " : OP-l:GOT0710 PC 7aa PRINT " IOOWN)IRVsl SAVE FI

LE ":op-a RX 710 INS-NS:tNPUT"{OOWNI'IL£NA

M£ ( 4)" ; I N$ : IP INS-NS THEN

'" PR na P·II : PRIN'I"·(DOWN} (BLK) {RV5}T!OFF)APE OR {RVSjO (OFF)ISK : UJ";

FP 739 GET AS : IP AS- "T"TH£N PRIN T"T{OOWN)" :GOTOBBO

HO 749 I F AS<>"O"TII£N730 1111 750 PRINT "D{DOWNj " :OPEN15.8 . 1

5 . "19 : ":8-£A-SA : INS _"II: "t INS : iF OP TJI£N8HI

SO 766 OPEN 1.B . B.INS+".P.W":GOS U8869 : 1' A TIIEN220

FJ 779 Ali-tNT (SA/2S6) :1I[,-SA-IA1I ' 256) : PRJ NT 11 • CIIRS (ALI ;CIIR S (All) ;

PE 7Ba FOR 1. 0 TO a:PRINT'I .CIIRS

(P££K(BStI)); : IP S1' TIIEN8

" rc 799 NEXT : Ct.OStl : CLOSE15 : COT09

" CS aao GOSUBla69 : PRtNT"{OOWNj {at.K}ERROR DURING SAVE: ( 4 ) " : CCSUa8611 : GOT0220

HA Big OPEN 1, B. a .I N$ .... P. R":OOS UBB60: IF A TIIEN2U,

GE 829 GET.l . A$.8S : AD-A5C(A$+ZSj t256 *ASC(8S+ZS) :IP AO<>SA TIIEN P-l : GOT0859

RX B)9 FOR 1-0 TO B: GCTtl . A$ : POK E B5+I . ASC(AS+ZS) :I F(I<>B )ANO ST TII EN F-2 : AO_ I :I _B

PA 949 NtXT : iP ST<>64 THEN F-) PO 959 CLOSE 1 : CLOSE 15 : ON ABS (F>9

)+1 COT0969 . 979 SA B611 INPUT.15 . A. A$:IF A THEN C

t.OSE 1 : CLO SE 15 : GOSUBHI60 : P RI NT " (RVS}&RROR : "AS

GO 979 RETURN EJ B99 POK£183,PEEK(FAt2) : POKE18

7, PEEK (I:'A.)) : POKE!BB . PEEK (FA+4) : IPOp-9THEN929

IIJ 99a SY5 61466 : IF{PEEK(7B3)A!l0 l)TIIEN OOSU81960:PRINT" (DOWN}(RVSI F lt.E NOT POUN o " : GOT069a

CS 990 AO-pEEK(829)t256 "PEEK(B39 ) : IP AO()SA THEN F-l : GOTO

'" SC 919 A-PEE K(831)t256 "PEEK(9)2) - 1 : F-P - 2·C A<EA)-J " CA>EA): AO-A-AD : COT0939

KM 929 A-SA:S-EAtl : OOSUB1010 : POK E7911 . 3:SYS 633lB

JF 93a A-BS:D-BSt (EA-SA) +l : GOSUB 1010:0N OP COT09511 : SYS 63 SOl

AE 940 G05UB1IIS9:PRINT " (8 LUJ · · S AVE COMpt.£TEO •• .. :GOT0220

XP 950 POK£147 . 0 : SYS 63562 : IP ST >9 TIIEN9711

FR 969 OO5UB19BO : PRINT-{ULUj '. L OAO COMPLETED •• " : OOT0229

OP 979 GOSUB1969 : PRINT"raLK} {RVS)ERROR DURING LOAD : (DOWN} ( 4)" : ON F OOSU6989 . 996 . 10a9 : GOT0229

PP 990 pRI NT ~ INCORRECT STARTING {SPAce}AOOR£SS ("; :GOsual 6a:PRINT")":RETURN

CR 990 pRINT"LOAO ENDED AT "; : AD -SA+AO : OOSUB369 =pRINT 0$ : RETURN

FO 1909 PRINT"TRUNCATEO AT CNO I N G ADORESS " :RETURN

RX lOU AH- INT(A/256j : At._A_(AII *2 56) : POKEI91.AL : POKE194 . A

" f'F 1920 AII -INT (B/256) : At. _O_ (AH" 2 56) : POKE 174 .AL : POKEI75 . A II : RETURN

FX 1039 IF AO<SA OR AD)EA TIICNI9

" IIA 19 49 I I:'(AO>511 AND AO< 49960)0 R(AO> 49151 AND AO(5)248) THEN GOSUBla90 : FaO : RETUR N

IIC la50 OOSUB1969:PRINT~(RVS} IN VALID AOOR~SS {DOWN} {St.K} ": P-l : RETURN

AR 1969 POKE 50+5 . 31 : POK£ 50+6 . 2 08 : POKE SO . 240 : PO KE SO+1 .4: POl':£ SO+4 . J3

OX la70 FOR Sal TO li9:NEXT : COTO 1990

PP U99 POKE SOt5 . B: POKE 50t6 . 24 O; POK£ SO . 9:POKE SO+1 . 99 : POK£ 50-1.4 . 17

AC 1999 POR 5 - 1 TO 199 : N£X1':POP;& Sl)t4 . a:pOKE 50 . 9 : pOK£ 5

D+I.O : RETURN G

e GEOS Collection 13 of Gazette's Best Programs

for GEOS and GEOS 128 Users On One D· k includes aU IS - documentation

Super Pr inter Drl ver-Ilcar IOoSer·qualilY priming for EPSOIl , Star, alld compatible dot,malrix primers Sku, t-outstalldini arcade·style game that runs as a GEOS dcsk aeccssory l' lle Sliver-run 1II0st any 64 prOllrll1ll from GEOS lIelp " lid-fast, easy Ollline help via menu Word Coun t-quick, easY'lo·use loollhnt counts words in any geoWrile lext file Direc tory Printer-get complete GEOS dire.ctory printouls, including file size, author name, and e\'en fIle comments Quick Clock-large, readable clock and improved user interface SlideShow-create and display impressh'e slide presentll1 ions File Retrle\"er-recover GEOS and standard Commodore files: compatible with any Commodore d r i\'c or REU Screen Dumper-desk accessory Ihal Icts you dump screens to any printer }.'ont Grabber-instantly turn your fa\·orile Commodore character 5eIS into GEOS font s GeoPIl"I::de- lntriguing, multidi mensional brainteaser CeoConver ter- wrlle GEOS appliclltions with your favorite Commodore assembler

r-----I I

YES! Send me copies of Tile GEOS Collection. I\ 'e enclosed Sl I.95 (includ ing shipping and handling) for each copy.

I Nnme ----------------Addr~5 ______________________________________ __

I City __________ State: __ ZII' _____ _

I Amount

I Sales Tax·

Toml

I I I I I I

Mail personal check or money order for SI 1,95* 10

The GEOS Collection Disk P.O. Box 5188 Greensboro, NC 27403

· Rr.id.a .... t N ..... Vo.k. I'<'nnoyt •• n ••. ond Noo-," ra.""n~ .dd aPPfOI'l'~'~ wlc. 1~, I",,..,., ... a.e All 0.""" muo. bo:: p",d I" 11.1; I""d. by •• h", ~ d.a",,, " ... U,S h.on\ l'k."" .tt- 4_11.......,1o 'or dd ... 'Y r oo- Jotllr'1 ,,,,,,,d. ,he Ii S '" C .... d •.• dd 'I I", .u,I.<~ n, .. 1 " . 1\ .'" ."m.11

Page 79: Compute Gazette - Commodore.ca

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Page 80: Compute Gazette - Commodore.ca

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COMPUTEl's Gazette Classified is a low-cost way to tell over 200,000 microcomputer owners about your product or service, Rates: $25 per hoc. mInimum of four lines. Any or all of lhe l irs t !rne sel in capl lal laUOIa

al no charge. Add $1 5 per lino IOf bold face words, or $50 for lhe entire ad sel in bold· face (any number 01 lInea.) InqUIre aboul display rates,

Terms: Prepayment IS requiroo Check. money Otder. Amencan Express. Visa, Of

MaslBfCaId lS accaplOO. Make checks payable 10 COMPUTE! Publicalions. Form: Ads are subject to publ isher's approval and musl be either Iyped or legibly

printoo. One tine equats 40 letters and spaces between words. pjease underline words 10 be sel in boldface

Genel8llnlormation; Adverll5ers USIng post oUice box numbers In their ads must suPEl'l permanent address end lelephone numbers. OIders win nol be ecknowledged. M Wln appeal In nc~ 1 available issue aller lecclpl

Closing: 3td of the third month preceding cover dale (e'Il' June Issue closes March 3rd). Send order end remillance to: Kalhleen Ingram, Classrlled Manager, COMPUTErs Gazelle. PO. Box 5406. Greensboro. NC 27403. To place an ad by phone. call Kathleen ~ram at (919) 215-9809

Notice: COMPUTEI PublicaliOfls cannol be responsible for oilers or claims of advertisers, bul will attempt to screen out misleadIng Of quesl ionable copy.

Classified Display Ratas: ClaSSified display ads measure 2% Wlde and are pOcoo aCCOfding 10 heighl. I~ - $250: l 'k~ - $315: 2" - $500: Y - $600: ($100 IOf each addllional inch, e.g 4 ~ - $100. elc.) PrelefToo supplied malenalts Velox or PMT.

78 COMPUTErs GazlIlIlI February 1990

TAX A\CKAGE FOR C64, C128 (In 128 modo). " Plut/4 $19.95+$2 5/h. Forms 1040. 1040A. A,B.C.D.E, F'sE.2 106,2HI. Yu.l y Updales 510.Prin~ IRS fo.m,! Steve Ka,.~1<. 855 Diyersey. Cresl"''OOd. MO 63126 (J I4 )961-2052

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Page 81: Compute Gazette - Commodore.ca

COMMODORE CLIPS^nir*^llJ'^U.I*l>[Ili""^»iiJ'^lli|H'^llll*^'M

NEWS, NOTES, AND NEW PRODUCTS

Edited by Mickey McLean

And They're Off!

Fast or the heels of ils release of the popular sports simulation, Omni-Play

Basketball, SportTime Computer Software (3187-G Airway Avenue, Costa Mesa,

California 92626) has announced the availability of Omni-P\ay Horse Racing

($34.95) for the Commodore 64.

Up to four players can compelc, making computer wagers on 128 horses at

each track. Before you make your bets, you can handicap each horse by study

ing sources that list each horse's performance in the last ten races and profiles

of each jockey. You can also purchase tips from reliable and sometimes shady

sources. Track conditions must also be taken into consideration. Tournament

rules are determined by you. A joystick is required.

Lights! Camera! Action! Arcade!

Coming soon to a Commodore 64 near you, the latest release from Hollywood.

The most recent translation from the silver screen to the computer screen is

Indiana Jones and the Last Crusade ($29.95) from Lucasfilm Games. It's distribut

ed by Electronic Arts (1820 Gateway Drive, San :Mateo, California 94404).

This three-level arcade game follows the same plot as the movie. The

game begins in 1912 in Utah, with the young Indy trying to rescue the Cross of

Coronado from a gang of grave robbers. If you're successful in retrieving the

cross, you must make your getaway by jumping from car to car of a circus train

while dodging knives, fists, and circus animals.

In level 2, you'll find yourself in the Venetian catacombs where the Grail

Knight's shield must be found. Obstacles to your quest include fireballs, rats,

and crumbling masonry. Succeed and you'll get to scale the walls of the castle,

Schloss Brunwald, while dodging searchlights, lightning bolts, and falling rocks.

You must learn to use Indy's whip to swing from ledge to ledge searching for

Indy's dad, Henry.

When you reach the interior of the castle, you're ready for level 3. As Indy,

you must prowl the catwalks of a giant Zeppelin, looking for a crucial key to

the Grail puzzle while punching out Nazis. If you can make your way through

the maze and sabotage the alarm system, you'll move on to the final chal

lenge—the Grail Temple.

If you've seen the movie, you'll be familiar with the Temple's three trials.

Your challenge is to survive and reach the Holy Grail before Henry's heart

beats its last. Your score increases with every hazard dodged, valuable object

found, and enemy defeated.

The Action Game features music from the movie and game graphics based

on movie stills. Lucasfilm was also careful to capture Indy's walk.

Tax Time

The 1989 version of Tax Master 20

($32) has been released by Master

Software (6 Hillery Court, Randalls-

town, Maryland 21133). This Federal

Income Tax preparation program cov

ers all new tax laws and guides you

through Forms 1040 and 4562, and

Schedules A-F. Tax Master features

built-in tax tables and can perform all

calculations, figuring your tax auto

matically. It can also transfer results

from one tax form to another.

Other features include a built-in

calculator that can be accessed at any

point in the program. The calculator's

results can be transferred directly to

the line of the tax form that you're

working on.

The menu-driven program allows

all data to be stored to and retrieved

from disk, so that you can update a

preliminary estimate as more infor

mation, such as W-2 forms and bank

interest statements, becomes available.

A file-coding system built into the

program allows data for several tax

payers to be stored on one disk. Data

from all forms can be either displayed

onscreen or printed out.

RAM Up to 128K

Brown Boxes (26 Concord Road, Bed

ford, Massachusetts 01730) has intro

duced the QBB-B ($119), a battery-

backed cartridge enhancement for the

64 and 128. If you own the 64K

Quick Brown Box, this 64K cartridge

allows you to upgrade to 128K of pro

gram and data capability that remains

intact even after the computer is

turned off.

The QBB-B is the same size as

the QBB and can be run on an ex

tender card. Software included with

the package makes the pair of car

tridges appear and act as one contigu

ous 128K cartridge. The pair of

cartridges can be set to operate in 64

or full 128 mode.

Brown Boxes is offering $20 off

or a free Aprospand 64 extender card

if the QBB-B is purchased with a reg

ular 64K QBB.

COMPUTEI's Gazette February 1990 79

COMMODORE CLIPS •

NE W S , N O TE S , AND N E W PRODU C T S

Edited by Mickey McLean

Tax Time The 1989 version of Tax Master 20 ($32) has been released by Master Software (6 Hillery Court , Randalls­town, Maryland 21133). This Federal Income Tax preparation program cov­ers all new tax laws and guides you through Forms 1040 and 4562, and Schedules A-F. Tax Master features

And They're Off!

• built-in tax tables and can perform all calculations, figuring your tax auto­matically. It can also transfer results from one tax form to another.

Fast on the heels of its release of the popular sports simulation, Omni-Play Basketball, SportTime Computer Software (3187-G Airway Avenue, Costa Mesa, California 92626) has announced the availabil ity of Oll/ni.Play Horse Racing ($34.95) for the Commodore 64.

Up to four players can compete, making computer wagers on 128 horses at each track. Before you make your bets, you can handicap each horse by study­ing sources that list each horse's performance in the lasl ten races and profiles of each jockey. You can also purchase tips from reliable and sometimes shady sources. Track conditions must also be taken into consideration. Tournament rules are determined by you. A joystick is required.

Lights! Camera! Action! Arcade! Coming soon to a Commodore 64 near you, the latest release from Hollywood . The most recent translation from the silver screen to the computer screen is • Indiana fOlres alrd tire Last Crusade ($29.95) from Lucasfilm Games. It's distribut- • ed by Electronic Arts (1820 Gateway Drive, San Mateo, California 94404).

This three-level arcade game follows the same plot as the movie. The game begins in 1912 in Utah, with the young Indy trying to rescue the Cross of · Coronado from a gang of grave robbers. If you're successful in retrieving the • cross, you must make your getaway by jumping from car to car of a circus train . while dodging knives, fists, and circus animals.

In level 2, you'lI find yourself in the Venetian catacombs where the Grail Knight's shield must be found. Obstacles to your quest include fireballs, rats. and crumbling masonry. Succeed and you'lI get to sca le the walls of the castle, • Schloss Brunwald. while dodging searchlights, lightning bolts, and falling rocks_. You must learn to use Indy's whip to swing from ledge to ledge searching for Indy's dad, Henry. •

When you reach the interior of the castle, you're ready for level 3. As Indy, • you must prowl the catwalks of a giant Zeppelin. looking fo r a crucial key to the Grail puzzle \vhile punching out Nazis. If you can make your way through the maze and sabotage the alarm system, you'lI move on to the fina l chal­lenge-the Grail Temple.

If you've seen the movie, you'lI be familiar with the Temple's three trials. Your challenge is to survive and reach the Holy Grail before Henry's heart beats its last. Your score increases with every hazard dodged, valuable object found, and enemy defeated.

The Action Game features music from the movie and game graphics based on movie stills. Lucasfilm was also careful to capture Indy's walk.

Other fea tures include a built-in calculator that can be accessed at any point in the program. The calculator's results can be transferred directly to the line of the tax form that you're working on.

The menu-driven program allows all data to be stored to and retrieved from disk, so that you can update a preliminary estimate as more infor­mation, such as W-2 forms and bank interest statements, becomes available. A file -coding system built into the program allows data for several tax­payers to be stored on one disk. Data from all forms can be either displayed onscreen or printed out.

RAM Up to 12SK Brown Boxes (26 Concord Road, Bed­ford, Massachusetts 01730) has intro­duced the QBB-B ($ 119), a battery­backed cartridge enhancement for the 64 and 128. If you own the 64K Quick Brown Box, this 64K cartridge allows you to upgrade to 128K of pro­gram and data capability that remains intact even after the computer is turned off.

The QBB-B is the same size as the QBB and can be run on an ex­tender card. Software included with the package makes the pair of car­tridges appear and act as one contigu­ous 128K cartridge. The pair of cartridges can be set to operate in 64 or full 128 mode.

Brown Boxes is offering $20 off or a free Aprospand 64 extender card if the QBB-B is purchased with a reg­ular 64K QBB.

COMpuTErs Gazolle Fet)(uary 1990 79

Page 82: Compute Gazette - Commodore.ca

Bard's TaleFans Rejoice1.

Ilife

■* -

>- *

w 9UV1) at th»» th-riJ-jc t

our cllnmsliip p«phpb■

Drsson IiIms

IS

■■

WOs/ 0/ /te creatures you meet ate as Uientiiy as ibisgay. He wanls to lake his spearand shishksbobyour whole party.

• Supports characters from Bard's

Tale" 1,11 & III

• Over 60 monsters and 65 spells

• State-of-the-art animated graphics

• A unique combat system: choose

complexity of combat resolution,

determine spell strength, select

tactics of ranged combat

• An easy-to-use pop-up window

system

■ Save Ihe game anywhere

• A paragraph book for enhanced

storytelling

Automap keeps track of your every

move; no graph paper needed

Actual Apple lie screen. Available lor Hie Apple Itc/e/

IIGS S C64; Coming soon MS-DOS & Amiga

In a hundred years hacking

will get you killed^.—-—

1989 SPA Graphics

Award Winner

Anthill lor CM.Amlti.

MS-DOS. Apple wits.

CluiliMk mlliilt.

COMING SOON FROM INTERPLAY: MEAN TIME™A lime-travelling epic for Ihe Apple II series & C64.

To order these games direct: 1-800-969-GAMENeuromancei is a trademark ol Cabana Boy P/otfuctions. Haiti's Tale is a trademark ol Electronic Arts. Amiga and Commodore aretrademarks ol Commodore Business Machines. Bailie Chess, Dragon Wars and Mean Time are trademaiks ol Interplay Productions.

MS-DOS. Atari ST. Appll IICS.

I

1575 Corporate Drive

Costa Mesa, CA 92626

Page 83: Compute Gazette - Commodore.ca

MEDALIST IMONITORVOL 305 NO. 122 HUNT VALLEY, MARYLAND 25 CENTS

"Madness in Murderworld"

PROFESSOR X KIDNAPPED!

X-MEN RUSH TO RESCUE!Famous Mutant Telepath Feared Captured By Arch-Nemesis Magneto and Evil Genius Arcade

NEW YORK, NY (MI1) — ProftssorCharles Xavier, founder of ihc world-

rcnowncd mulani crime-light ing group

known a.s the X-Men. has been kidnapped

by his arch-rival Magneto, according to

unconfinned reports. "Professor X," as he is

commonly known,

is reportedly being

held in Murder-

world, a lethal

amusement nark of

terror designed by

Che evil genius

Arcade.

Although the

X-Mcn refuse to

comment on the

rumor, sources

close to ihe group

claim that Magneto,

[he mutant master

of magnetism, has

abducted Xavier in

an attempt to lure

the X-Men to

Murderworld. A

source wishing not

to be identified also staled thai six of the

most powerful X-Men — Cyclops, Storm.

Wolverine. Colossus, Nighterawler and

Dazzler — are preparing a rescue effort.

Bui according to Chief of Police F.J.

Seremet, infiltrating Murdenvorkl is no easy

lask. "Arcade designed Murdcrworkl a.s an

assassination loot, and he's fortified it with

more traps and tricks than you can imagine,"

he said. "But'the most dangerous part of

Murdenvorkl is the Fun House, and I'd bet

my life that's where the Professor is."

Seremet refused to confirm the rumor that

Magneto and Arcade have also enlisied the

aid of other evil mutants in their attempt to

destroy the X-Men. Among the Super

Villains said li> be involved in the

Murdcrworld plot

are Blob, ihe Silver

Samurai, the While

Queen. Nimrod and

Avalanche. The

mulani-hunting

Sentinels are also

allegedly under

Magneto's control.

"If those evil

mutants are a part of

this, there's going to

be madness in

M tirdcrworld,"

Seremet said. "Not

only are the X-Men

going i<i have to

deal with all of

Arcade's dangerous

tricks and obstacles,

bui ihey're going to

be fighting oiher evil mutants at every lurn.

The only chance they've got is if the group

can make successful use of each member's

individual powers. If jusl one of the X-Men

dies, though, it's all over."

Not much is known aboul Murdcrworld

or its Fun House "attraction." Arcade himself,however, in a rare interview granted recently

lo Super Villain Quarterly, revealed that ihe

Fun House consists of over 25 individual

levels and about 500 rooms — most of them

packed wilh surprises for ihe unwary.

Surviving the Fun House, he said, requires

extreme resourcefulness, ingenuity, and not

a little courage and imagination.

"It's the ultimate challenge," Arcade said

in the article. "I dare anyone to conquer it."

AHh"unh Ihr A'-Wf/T rrfutr In arlttiti»-IrtlRe Ittnt n rtttU ultrrn/ii

if firing monntt'1. Ihr McdlUri Monitor hai nblnlnrd thru

exrtuiht phvtozraphi of i/rtral membrri oflhetrnup hattfinr

MannWi tilliti. It u olio bttitird that Profrutrr .V thrlv* trftt

hai cvmmunttalrd lelepaikUalty vith hit tram ot Itoitonrt.

Who Are The X-Men?

The X-Men are mutants horn with strange powers ih.it separate them from "nonnal" humanbeings. Their exploits have been chronicled in Marval Comics since 1963. Here is a list of thesix X-Men believed lt> be undelinking ihe rescue of Professor Xavier.

Cyclops Tlie batter Of the X-Men. His eyes release coitcenlrUffd blasts of pun1 onorgyiMm in Can control the weather itself, from driving rain to seating bolls of lightning.

Wolverine A mutant fighting machine with uthimunlium claws that can shied steel.

Colossus Can turn his skin into organic steel .:i will.

Nightcrawler I (is misshapen body provides uncanny dexterity and climbing abilities. He can

also I deport anywhere inManlly.Dazzler Transfonns sonic vibrations into- awesome nwims of focused light.

r

MEDALIST MONITOR Special Edition

VOl. 305 NO. 122 HUNT VALLEY, MARYLAND 25 CENTS

"Madness in MurclerwQrId"

PROFESSOR X KIDNAPPED! X-MEN RUSH TO RESCUE!

Famous Mutant Tetepath Feared Captured By Arch-Nemesis Magneto and Evit Genius Arcade NEW YORK. NY (M I') - Professor

Charles Xavier. founder of the world­renowned mulant crime.fighting group known as the X-Men. has heen kidnapped by his arch-rival Magneto, according to unconfinllcd I\:pons. "Professor X," us he is commonly known, is rcpol1cd ly being held in Murder· world, n letha l amusement park of terror dcsigned by the evil gen ius Arcade.

my life thnt 's where Ihe Professor is." Seremet refused 10 conlirm the rumor that

Magneto and Arcade IHive also enlisted the uid of other evil mu\[U\ts in their allempt to destroy the X-Men. Among the Supcr Villains said to be involved in the

Murderworld p lot nrc Blob, the Silver Samurni, Ihe White Queen. Nimrod nnd Avalu nehc. The mutant -hunti n g Sentinels arc also a lleged ly under Magneto's control. Although lhe

X-Men refuse 10 comment on the rumor, sources close 10 Ihe group claim Ihal MagllClO. the mutant master of magnetism. has abducted Xavier in un :mcmpt to lure the X-Men to Murdcrworld. A source wishing not

" If those evil mutants are a part of th is. there's going to be madness in Murderworld." Sercmel said. "Not only are the X-Men going to have to deal with all of Arcade's dangerous tricks and obstacles. L. _________________ -' but they're going to

to be identified also SI:llcd Ihm six of the most powerful X-Men - Cyclops. Sturm. Wolverine. Colossus. Nighterawler and Dazzler - arc preparing a rescue e ffon.

13m :lccording 10 Chief of Police F.1. Serelllcl. infihntting Murderw(lrld is no easy tllsk. "Arcllde designed Murderworld ns an (lssussinntion 1001. and hc's fonified il with more IntpS und tricks Ihan you can imugine:' he SIlid. "13ut ' the most dlll1gerous pan of Murderworld is the Fun Uou~e, und I'd bet

be lighting other evil mutants at every tum. The only chance they've got is if the group can make successful use of each member's individual powel"!l. If just one of Ihe X-Men dies. though. it's all over."

Not much is known about Murderworld or ils Fun House "nttrnction." Arcade himself. however. in u rnrc interview granted recently to SIIPl'r Vil/ain QIIIII"/t'r/)" reveuled that the Fun House consists of over 25 individual levels and about 500 rooms - most of them

pllcked wi th surprises for the unwary. Surviving the Fun House. he said. requires extreme resourcefulness, ingenuity. and not a lilllc cournge and imagination.

" It 's the ultimute challenge," Arcade sa id in the artic le. " I dare anyone to conquer it."

AI,h.,. ,~. X~I/,~ rif'''' 'D ",,",,D .. W,. ,h ... • , .. ,~. Iill''''pf

I, """ ....... "". I •• .\1t"daJi>l Monlt .... 11<1. <>1><.1.'" .A ... uri. ,I .. I'll.,..,..".. ~ ., ..... /_ ....... /'.' f""'I' kII/;", .11., •• ,.', tIlU ... i. u duJ NU. .. " tIt4Il''''' .. _ X IN"''' "/I) 11<1 •• _ ...... """ "It,.,uo"tIl/7 witJo ., ............ "...co.

Page 84: Compute Gazette - Commodore.ca

DESKTOPSTUFFING.

Konami

is cooking

now with

a hot com

puter game

that gives

you complete control of world

championship caliber basketball,

featuring Chicago. New York,

Boston and LA.

From the opening tip. it's 5 on 5.

full court, board crashing action,

highlighted by blocks, steals, picks,

foul shots, 3

point bombs

and 3 kinds of

slams-the

Gorilla, the

Rim Rockin'

Reverse

and the In-Vbur-Face Jaml

Two can play at this game,

or you can challenge the computer.

Either way, it'll take all the runnin'

and gunnin'you can muster ifyou

hope to savor the taste of victory

KONAMI"Konanii" isaregiitcittJiwdnnarkofKorumi mausuy

Co.ild Douhlf DmIUj1''™ I1, ,i [],i<N'Jii,iik fjr K(wi<i*Tir Int

e 1989 Kcmm, Inc Amir^ u j icgiiictrU railemark

Cj.i Inc fflM1 flawgfiiPHJi'adeno

al Business MttMines.lrx ComiroKre'

□oUbre DribblEli available for IBM.

Also Commodore and Amiga In tatty 1790,

Circle Reader Srrvlcp Number 130

if I l

I 7-7 I

p FFI

4

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Konamr rscookrng now, wIth a horcom· putergame that grves you championship caliber basketball. featuring ChICago. New York. Boston and LA

From the openmg tip. Irs 5 on 5, fun COUIt, board crashing aCtion,

I . steals, picks. foul shots. 3 point bombs and 3 kInds of slams- the Gorilla. the Rim Rock;n' Reverse

and the In· Your-Face Jam! Tvvo can playal thIS game.

or you can challenge the computer. Either way. It'll take all the runnin' and gunnrn' you can muster jryou hope [0 savor the taste of VICtory.

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00IIt>Ie DrIbble h ""' ~1>1e lor 18M. AI", COITIIIIOCIon! and Aml~ In.ally 1'i'i'O.

~ KONANlr