Atari User Magazine Vol 3 Issue 05

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A Database Publication

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Expanding the 1050 disk drive's strength is what ICD's US Doubler is all about. A true performer in the area of hardware modifications, this chip set quickly transforms your Atari into a powerhouse, radiating with innovative features never before possessed by a 1050. Features like true double density for greater storage, single and dual density support, an accelerated I/O rate designed to triple your speed when combined with SpartaDOS and full compatibility with existing Atari software.

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Doubler

US Doubler two chip set and fitting instructions

£29.95

This Disk Operating System has been widely acclaimed as the best DOS for the 8 bit Atari range. SpartaDOS from ICD supports everything from 810 disk drives through RAM disks to hard disks. A special menu allows rapid transfer, erasure and locking or unlocking of files using only the Space Bar, Option, Start and Select keys. The utility package supplied also features a 32 character keyboard buffer, intelligent switching between disk densities, a binary file game menu, subdirectories and time/date file stamping. SpartaDOS complete with 175 page manual THE PERFECT COMBINATION SPARTADOS AND US DOUBLER —

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£29.95 ONLY £49.95

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SpartaDOS

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£69.95

Supra‘s MicroPrint is a parallel printer interface for the Atari 8 bit series of computers which plugs into the computer's serial peripheral port and then directly into the printer. ltworks with most parallel printers and 8 bit software and includes a built-in printer cable. MicroPrint £29.95

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P:R: Connection and manual

P:R:Connection

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Now you're no longer limited to Atari compatible printers and modems. The PzR: Connection plugs directly into the serial disk drive port of any 8 bit Atari computer and provides the user with a standard Centronics printer interface and two RS-232 serial ports. It also draws its power from your computer which means one less cord fighting for a power point while its compact size leaves your work space virtually clutter free. The PzR: Connection's serial ports use a fully compatible R: handler and resemble those of the 850 interface with the same signals and functions.

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The SupraDrive AT 20Mb hard disk for the Atari XL and XE series connects directly to the computer's parallel bus, allowing high speed datatransferrates of 8-1 0,000 bytes per second (approximately 10-15 times faster than the normal Atari drives). The SupraDrive AT stores more than the equivalent of 200 single density Atari disks and can access any information within milliseconds. All this adds up to an extremely efficient system forthe serious Atari 8 bit owner. The SupraDrive AT is supplied with hard disk interface, builtin power supply, manual and SpartaDOS. SupraDrive AT ready to plug in and

£749.95

use

Rambo XL transforms your 800XL into a mighty 256K computer and makes it memory compatible with the 130XE. Now your XL can support Basic XE extended mode or the standard RAM disk supplied with Atari DOS 2.5. With the RD. COM handler supplied with SpartaDOS you get a 192K RAM disk enough to duplicate a full double density disk in one pass! You must supply eight 256K DRAMS and the DOS of your choice. —

Rambo XL with fitting instructions

%O?tier 0 tware

£29.95 ALL PRICES INCLUDE VAT AND DELIVERY

PO. Box

113,

RAMBO XL

Harrogate, North Yorkshire, HG2 035, England. Telephone: 0423 67140


Contents

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All the latest from the ever-changing world of

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Which

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the top-selling Atari software?

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Vol.

3 No. 5

September 1987 Managing Editor: .

.

Derek Meakin

Features Ed_itor: . Peter DaVidson

Production Editor: Peter G'ove’ Art Editor: Heather Sheldrick Reviews Editor: Christopher Payne News Editor: NM“? C°W'eY Technical Editor: Andre W'"eV Advertisement Manager: Tony Nowell

Advertising Sales: J°h“ S“°Wde" Nora Lawton Editorial: Administration: Advemsing; Subscriptions: Telecom Gold: Telex: Prestel Mailbox:

061-456 8383 061-456 8383 061455 8500 061—480 0171 721MAGOO1

265871 MONREF G Quoting Ref. 72:MA6001 614568383

Published by: Database Publications Ltd, Europa House, 58 Chester Road, Hazel Grove, Stockport SK7 5NY. 33,573 January-June, 1986

fatesf‘"

Sub?c?p?o" 12 issues, post free: £12 - UK £15 — Europe (incl. Eire)

53°‘0V3'Seas

lSSN ozes—sa5x

"Atari User" welcomes program listings and articles for publication. Material should and pref— be typed or computer-printed, erably double—spaced. Program listings should be accommpanied by cassette tape or disc. Please enclose stamped, self~ addressed envelope, otherwise the return cannot be Contribof_materia' gyarenteedutions accepted for publication by Database Publications Ltd will be on an all«rights basis.

1987 Database Publications Ltd. No material may be reproduced in whole or in part without writen permission. While every care is taken, the publishers cannot be held legally responsible for any errors in articles, listings, or advertisements. War,- Use,~ is an independem pub?ca?on and Atari Corp (UK) Ltd are not responsible for any ofthe articles they contain or for any of the opinions expressed. News trade distribution: Europress Sales and Distribution Limited, Unit 1, Burgess Road, lvyhouse Lane, Hastings, East Sussex TN35 4NR. Tel: 0424 430422.

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12

Telesoftvvare

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How to get listings and other programs from MicroLink.

13

Gadgets

K ee p unauthorised p eo p Ie -

off y our

-

With this lock.

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micro

-

17

Reviews Our evaluation team takes

Hints and

a

look at the latest software.

21

Tips

enjoyment out of your with

Get more

readers’ help.

our

23

l/O Channels Explore and change your Dos with this superb disc editor.

29

Spreadsheet

Check the weather using the Mini Office

ll

spreadsheet.

31

ROUIOC More amazin 9

ex

loits with

resident adventurer.

our

33

Map

.

.

Get to grips With Leather Goddesses: Part

1

of the map.

'

Wh’st

35

.

_

of the classm game

A verSion

on

your Atari computer.

39

merger

Put machine code in Basic data statements

with this

Special FX

4

A program to produce .

utility.

scrolling messages

on

your screen.

by

our

.

Five Liners

44

More prize—winning mini programs sent _

1

in

readers.

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46

Class’f’ed ,

Advertise all your unwanted hardware and software.

47

Game Of the Month helicopter

Fly your super

Baffer

on a

dare-devil

mission.

rescue

51 _

A detailed reView

of the time-savmg MicroStuffer. _

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53

Solutions

Software .

.

Our res1dent expert solves your programming problems. -

55

Mailbag

The chance to get your news,

'

Views

and

'

name

in

pri'n t.

,

.

September 1987 Atari User 3

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Build up a versatile card index, use the ?exible print-out routine, do powerful multi-?eld sorting, perform .all arithmetic functions, lmk Wlth the word

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Pl d M' Off' 11 for the A233? 4?)%?80$§<L $2113(48llgerequired), on 51/4" disc for £19.95 .

I I enclose cheque made payable to I Database debn my Software, card: I [13:1] CECE] [EEC] [CED Exp. date (2 I Signed or

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BOW and arrow is the only weapon available to fight off the scary nasties in Forbidden Forest,just re-released forthe Atari 8 bit on the Top Ten A

.

as

based

the

software

as

programs

cassette._

But W'th the rebirth Of Atarl’s OW" software pUb' llshmg company label andthe increasing ”St Of titles, the prospect Of producing disc-

The player controls a small character who has to venture

forest-scape.

The quest is to defeat the evil Demogorgon visible only during flashes of lightning. But along the way there

work and

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ut it throu

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testing deppartment 9” it'se' good enough we'll put it out on our own label," he said.

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based games seems more says ‘the comattractive, panv 8 technical director, Les

withinacreepy scrolling

he

there 5 a market, weStald' re happy to lead the wa y ,, He explained that 'n the L_JS cassettes.we'e ”0.‘ used W'th the 8 h” machines. Over there, dISCS were the order Of the day. The new drive will be double sided, 5.25in, but pric—

.

budget label.

“ indwduals' e are really happy to encourage these people. We wrll have a good look at their

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more

gamltles comfticvg SO int?Ouses and are

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the option tO add a keyboard, encouragedthe production of

nasties

deep

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couple of conversions. u Most are cassette-based ' but we are looking to see how 30°" we to can begin concentrate on disc-based

sgmzrtzf th e f0|rTgi|:c;/t;aasreg ames

testing depart-

This was mainly new arcade games but there were a

_

65XE

its

ing and availability details were still being worked out. Les Player said he had been im p ressed b y th e qua l't y o f

ment at the moment.

$123:th (airy; 2233:

g.

.

Player. He said Atari had a lot of new 8 bit software going

cards for

time YVlth aunc : e 28“; t is mont d":,

"

12m 9

revolution may be on Atari 8 bit users.

A DISC

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331;

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Arwmxotms

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“With the new 65XE selling

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so

well,

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pre-Christmas

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boom eXpected, we have got to put out as much good qua”W 8 hit software as we can. “And if it works out that people wantthis on disc, then so much the better".

_____—___

.

rm

ea

bees, dragons, phantoms and skeleton soldiers. Price £1.99.

5 new .

SPELLS and a cast of more than 70 characters are all part of the new adventure game

Knight Orc for the Atari 8 bit from Rainbird Software (01-240 8838). In three parts it sets you loose as an oppressed Orc rampaging across adven-

tureland trying to find a way out. One object of the interactive game is for the Orc to get lts own back on the generatlons Of adventEer'S Who have persecuted 't' Each _°f the 70 characters makes its own qu'S'OhS and lives 't5 OW” hfe'

Communication W'th the other characters, learnlng spells and solving puzzles are all a vital part of the adven_

_

ture. Price £1995

_

—.—.

s’mulat’o" _ *

are on the

rampage

s po rt 5 DECATHLON, the new sports simulation from Firebird for A

SOLE distribution rights fora range of products from ICD of Illinois has been announced by Frontier Software (0423 67140). The first product— US Doubler Chip is a two chip upgrade for the Atari 1050 disc drive which gives true —

double

density for greater

and an accelerated No rate. lt is designed to triple the speed of disc operations. Price £29.95. T0 the DOU-

storage

.

.

,

$23. ‘zigfef’: 31'°:“:..“.f’.::

keyboard buffer, against each other in field intelligent switching between events. The game, from Firebird disc densities, sub-directories and a time/date file stamping. (01-323 6755), however allows only two players to Price £29.95. The third ICD product to be compete against each other distributed by Frontier Soft- in the track events at any one character

'

ware is PR Connection which

plugsinto the serialdisc drive port of any Atari 8 bit computer and providesastandard Centronics printer interface and two RS-232 serial Price £69.95.

ports.

time. The 10 events are: the 100, 400 and 1500 metre races, long

iump,_high jump,

ShOt

put, discus, Javelin, pole vault and the 110 metre hurdles. Price £1.99.

complement rade

b'?f'° apg lts5 851636305 3”. ram sul’pg.’ISCS an d h ar '33 dF'VeS' lifts-menu a II

'dt

FOLLOWERS of Sherlock Holmes will be pleased to hear that us Gold (021-356 3388) has released an Atari 8 bit version of Datasoft’s 221b Baker Street. The player takes, the part of either Sherlock Holmes, Doctor Watson, Irene Adler or Inspector Lastrade all characters from Conan Doyle’s Holmes stories. Like all good detective stories the player has to pit his or her wits against other players in order to solve a number of crimes. Price £2.99 on cassette and £14.99 on —

ovvjslratil‘ oc ransci .mg anl erl,0C eLasurefafnl mg tuh”e space 8 ar, ”asp 33mg ar lon, Sotnt and keys. Select A Utlllty package lS also supplied and features a 32

f

.

disc

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September 1987 Atari User 5


Link

Atari

your

to the

'

Electronic mail — The cheapest and fastest form of communication possible " com the same to send a message to one mailbox as to 500!

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message before 8pm and delivery is guaranteed by first post the next day (except Sunday), anywhere in the UK and USA.

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Tale-booking - Reserve train and theatre tickets, check flight details worIdWide, or order from a vast from flowers range of products to floppy discs. —

I

Telesoftware — Download directly into your Atari any program from _

the avaiflevslr-grovxli‘pg a e on icro liLtngv in - 20V; ot games and utilities. .

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¢® /d

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Aa ._tl\ 1&3)? ‘g'f -‘

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.

which plugs into your

communications software. We have provided two options on the left.

possible

Wh'tfhever eqUipment

y_°u u_se'

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Two recommended packages

you Will be able to call MicroLink, If you have an 850 interface: open your mailbox, save to disc any messages waiting for you, and dis+ ca e lnl PacebTiEJ‘Ei?g€:'59)rgfagak‘mdem -

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co nn ect in as Ii tt I e as two min utes

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Typesetting _ Send copy from your W0“? processor-together With details of type Size and style, and you’ll receive pages ready for printing within 24 hours.

ap?" from {our Ate”

telephone wall socket, plus suitable

(£19.95). Total price: £136.10.

.

YOU need IS a modem,

All

a

Office

Company searches ?omai“ facts about British limited any_ company in seconds, and fully analysed financial information on over 100,000 major companies. .

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don’t have an interface: Miracle wszooo v21, v23 modem + Datatari interface + cable + Viewterm software. Total price: £749.95. With either combination you can also log on to other databases and bulletin boards all round the world. If you

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More than l'

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News — Use the powerful search commands to pinpoint vital business information from the world’s leading news services,

newspapersandperiodicals. Radiopaging _ If you also have pocket radiopager YOU," be alerted each time an urgent '

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With...

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world

When you |om MicroLink _you ve got the world of communications at your I fingertips 24 hours a day. You II have immediate access to “if“ su scri—_bunk_uphvaKee,ogo1tseiex ersmt an million worldwide. You can even ALL the faC|I|t|eS Offered by send and receive telexes after office hours or while traveling. Telecom Gold and a great deal more beS|deSTelemessages Type in your

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Get through to New York in just five seconds - or key into the EEC computer in Luxembourg, which links YOU to 600 databases throughout Europe,

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the coupon and the soou wilalddress eow receive 282m full details of serVices and costs together with an application form Complete this and within days you and your Atari will be able of all a?se icroLink the and serViees Telecom Gold Fill

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Send to: MicroLink, Europa House, 68 Chester Road, Hazel Grove, Stockport SK7 5NY. _

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tender

The THOSE

with

captain, who not only saves her life but wins her heart as

of

sense

a

romance and a tender touch on the keyboard of an Atari 8

and exotic locations as well as pirates. It is the first game from lnfocom to be aimed Specifically at women. The story was written by Amy Briggs who read dozens novels and of romance researched 17th centuryships and costumes to make the story line as realistic as pos— snble.

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w}§;%CEic on MlCRO RHYTHM

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Firebird HOWER BOWER M astertronlc -

UNlVERSKL—HERO

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Frlghtenmg freeways

INVASION

Bulldog

cities and outlaw-infested highways there are clues to help the player bring Mr Big to Justice, but before that a series of other missmns have

A FUTURISTIC strategy roleplaying game for Atari 8 bit machines has been released

Systems (0666

54326). In Autoduel the player drives along the freeways of

to be undertaken. The ability to decipher clues is required along with gambling Skl||S, money, and a car. Price £19.95 on

the future where the. right of way goes to the driver With the biggest gun. Somewhere in a total of 16 .

A

COLONY B u Ild 09

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ASTROMEDA Bud g ie -

Microprose/US Gold Mastertronic

dISC.

FORBIDDEN FOREST

_

Competltlon

Top Ten

wmners Romford; A. Dempster, Selkirk; R. R. Rowlands, Huddersfield; Vine, Somerset; N. Becker, Old Basing; B. Munday, Addlestone; A. Dewdney, Durham; C. Fenn, Plymouth; Abefdse": F- J°h”s' Mr D- Smith, St Ebbes; Perkins,

THE first prize of a full range of MicroProse titles,aframed Silent Service poster and a T-shirt goes from Jason to Peasgood Wigston. Second prize goes to Mrs A. Kinsella of Fairwater who will be receiving a selection of six Microprose games, a framed poster and T-shirt. M. Gall from Eltham will receive the third prize of a framed poster, copy of Silent Service and T-shirt.

GRIDRUNNER Mastertronrc .

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US Gold

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Fynn,

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FOUR GREAT GAMES

V

Micro Value

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Albrighton; 5. Banks, N. tt, lpsw'c h; P. Abb.° J.A. Gorrle, J.P. Hollis, Cheadle Hillme; Adf|eld, Wldnes, Hemel Bedhampton' D. Baysting, E' Warminster'l E. Wainwri ht Helmpstead; Har gtwkforrd,aylor, OW; McKenna, Waterthorpe; A' Skelmersdale; R. Ashmore, Sgl'iefi :

E.

LEADERBOARD

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Geoff,

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ATTACK 0F_THE MUTANT CAMELS Mastertronlc

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A' MacDocherty, Winchester; T.S. Rodwell, Carntyne; Millan, W'SbeCh? C' McPake, Sandyhills; P. C. Styrin, Marshall,K- Sheffield; ”Of'eV' 3Harmgate.’ Hafdmg: R' LOCk'

B”'St°" G'

G|359°W'_

McChesney, M330“ B'Sh'

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Afurther 50 people WIII receive Silent Service T shirt: C.

Sandiford,

DUNGEONS

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row Es e or Sa’AOWBh‘”? é-a2:3?“ gordoeft‘; i _arn. '

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POWERDOWN

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___—_—__——

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4 géUNTLET Gold

_—________———

by Origin

“115 (Software House)

go5

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.

.

x

a:

well. Plundered Hearts is an interactive fiction game that features drunks, crocodiles

bit may welcome Plundered Hearts from lnfocom. The romantic adventure is set on board the Lafond Deux, a sailing ship bound for the West Indies, where the heroine is trying to reach her ailing father on the island of St Sinistra. Pirates attack the ship and amid the destruction and plunder the heroine is snatched from danger by Nicholas Jamison, the pirate .

m-

touch

Preston; G. Davies,

field; M. Manning, Basildon; A. Smith, Selston; G. Ransom, Wilmslow; B. Masson, Bournemouth; B. Augustine, Huddersfield; M.J. Oliver, Crewe; N. Yeates, Leek: L. Partington, Heywood; P. Frost, Wirral; C. Farnella, Preston; B. Green-

“009“,

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Seaford;

D.

T-

AMAUROTE

Mastertronic '

S.

K.

Com p iledb

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Jaghiani,

s , Newton tead; A. Th A12);- M Stanz?ig °8wmbraw J. Blundell Maghull;’J. Pearson’, Newbury; D. Dibiago, Saltash and M. Watson, Darlington.

B

LA SWAT

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Weaver,

Davies, Amluch;

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Gal/u p /Microscop e "

the top posntion

Gauntlet holds new desmte

nlne

entries

and

for yet another month, .

at

-

as er LG}thvatt 0&1?re-egtry Wl number 19; Blédget ‘ 1tignce ‘VVGthlnTeVI m e “?ets?are ' es new 0p "on": havmg our ,

September 1987 Atari User 7


minOUDk association with

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Page 6

I

,


Feature

e

0“

0

\ \ \

the

A

(f

I

e’

I am h ..

:

fact of life that most Basic run correctly first time — even if you’ve copied them from our listings. Often this is due to relatively minor typing errors such as using the letters 0 and l instead of zero and one, typing two commas

together inaDATA line or misspelling a variable name. It’s also easy to miss out a vital statement, or even a complete line. Faults of this kind are relatively easy to trace once you know what you're Iooking for, but Basic’s error messages don’t help much—“ERROR 13 AT LINE 200” is not particularly illuminating, especially if you don’t have a code

"F

book handy.

This program makes the job of debugging a lot easier by printing genuine, understandable error messages, alongside Basic’s own cryptic clues.

The program autoboots so the cassette and disc versions are not identical, since they use two different

makes an systems. Program autoboot cassette, while program II creates an AUTORUNSYS disc file we explained the difference in the April, May and June issues of Atari I

User. The cassette version also leaves out all messages relating exclusively to disc drives and R8232 interfaces, so it takes up less memory and loads in about 50 seconds.

The routine works by checking 185 every fiftieth of a second to stored address

It sorts at: error: t ere. numseeer ithasicIfhas f0U_9_ 59, the error messages In sequence Until It finds the one which corresponds to that number. Since these messages

weird

I

M

2

g:

”j'“

Just

X‘

%/

,

results.

is even easier.

\

Whichever version you choose, take great care in typing the numeric Data since they contain statements, machine code programs which will crash if you make even the slightest typing error. And be sure to save a copy before you try running it. Also remember that we’re dealing with a two-stage process — the Basic is not itself the error program generator. It just makes a master file containing the error generator routine. it’s this master file which must be loaded into memory before the routine will work. To make the cassette version, run Program I and when the two beeps the usual CSAVE sound follow procedure. To load the resulting master file, switch power off, rewind the tape, switch on again while holding down the Start key, then press any key to load the program. When READY appears the new error routine is ready for action. The disc

version

'

i

vary in length, it must be able to tell where one ends and the next begins, and we provide this information by typing the last character of each message in inverse. if you fail to do this you will get some

\

1

”7 We

.

LEN GOLDING makes sense out of Basrc's obscure coded adwce a sad

\ /

a}.

1‘

IT’S

f)

‘1

I

programs don't

~

I

"i,"

messa

pa

\

<-

run Pro-

gram II to make an AUTORUN.SYS master file which will install itself automatically on power-up. With the master file safely loaded, you can test the system by generating a few deliberate errors. Try: 10 PRINT PEEKi—1) or 10 POKE106,PEEK(744)+10

GRAPH'CS 8 '

When you run them the first should

give you: ”ERROR 3 AT LINE 10", followed by ”Illegal numeric value”. The second should give “ERROR 147 AT LINE 10", followed by “Too little RAM for GRAPHICS mode”. Disc users should also try: 10 LOAD “D:NOSUCH" This should give ERROR 170 and “File not found”. If you get the wrong message, the chances are that you've forgotten to and one or more messages with an inverse character, or have left out an inverse asterisk. If the computer locks up completely, or won’t accept any lines of Basic, check your original typing of the program and especially the machine code data statements and all lines which contain variables M, ML and MH. lf you have to correct any mistakes, save the corrected Basic program and then run it to make a new master file. When using or modifying the error

generator, there are a few important pointsto bearin mind. First, it uses stage one of the vertical blank interval. |f your Basic program alters control the addresses which immediate VBls notably 546 and 547 the error routine will st0p working. Fortunately most programmers prefer to use the deferred (stage two) VBl, which won’t affect the error message

_

_

messages.

Second, the cassette version is set as possible in RAM (1792 onwards), to |eaye maximum space for your Basic programs. This means that you cannot use it in conjunction peripheral which app“)with any priates this same memory area. One ||ke|y to The 0n|y common as low

Turn to Page 10 > September 7987 Atari User 9


4 From PageQ cause problems is an R8232 interface, so if you’re using an 850 module just to drive a printer, make sure you don’t switch it on until after the READY message appears. Disc drive users don't have this problem,since the disc version is assembled to 7424, which is above DOS and the RSZSZ handler’s memory space. It’s easy to modify the

message wording if you’d prefer something like: “Switch the thing on, Dumbo", instead of “Device does not respond". Simply delete the data you want to change and insert your new message, making sure its last character is inverse,then run the program to make a new master file incorporating the changes.

lf you want to leave out any mess-

1,12,8,169,7,141,13,8,160,66,162,7 DATA 169,6,32,92,228,96,173,4,8,20 8,29,165,185,240,25,16,3,56,233,106 250 DATA 170,202,142,4,8,169,8,141,33, 3,169,8,141,34,3,169,0,141,3,8 260 DATA 76,95,228,172,3,8,192,11,240, 9,185,134,7,238,3,8,160,1,96,165 270 DATA 205,141,33,3,165,206,141,34,3 ,169,155,160,1,96,88,61,85,83,82,40 280 DATA 49,56,48,53,41,104,169,24,133 ,203,169,8,133,204,206,4,8,240,32,48 290 DATA 56,160,0,177,203,48,3,200,16, 249,200,140,7,8,165,203,24,109,7,8 300 DATA 133,203,165,204,105,0,133,204 ,76,154,7,169,0,141,6,8,172,6,8,177 310 DATA 203,48,9,32,228,7,238,6,8,76, 196,7,41,127,32,228,7,169,0,141 320 DATA 4,8,169,155,32,228,7,96,141,5 ,8,169,11,141,66,3,169,5,141,68 330 DATA 3,169,8,141,69,3,162,1,142,72 ,3,202,142,73,3,32,86,228,96,0 240

BFR=(PEEK(106)-Z4):POKE 106,BFR:GRA PHICS 0:REll Reserve a temporary buffer Address of start of 20 BFR:BFR*256:REM 1g

buffer 30

x=0 To 46:READ D;poKE X:REH Load the new SAVE

1536+X,D:

FOR

NEXT

nto page

routine

i

6

104,104,133',204,104,133,203,10 4,133,206,104,133,20S,162,16,169,11,15 7,66,3 50 DATA 165,203,157,68,3,165,204,157,6 9,3,165,205,157,72,3,165,206,157,73,3 60 DATA 32,86,228,96,67,58,155 70 REM Load the program temporarily in to the reserved buffer space 30 X=I:RESTORE 21| 95 READ 9:1; D=-1 THEN 11g 40

DATA

100 PDKE BFR+X,D:X=X+1:GOT0 90 110 DIM D$(100)1TRAP 1002RESTORE 350 120

D$:FOR Z=1

READ

T0

LEN(D$):POKE

R+X+Z,ASC(DS(Z,Z)):NEXT Z 130 X=XtLEN(D$):GOT0 120 140 FLEN=INT((X+127)/128):POKE

34” BF

350 REll BFR+1,F

360 E,

150 M=1792+X+1:MH=INT(M/256):ML=M-256*

D

New

value

for

HEMLO

Brmzz,“

160 poxE BFR+17,HL:POKE 170 REM Now read the data from porary buffer into an Autoboot 6

The error

table starts

message

here.

LEN

MszEl‘I

gig/010101“Igl?l?l?lglll?lgl?

DATA

A0,0,0,0,0,-T

the tem cassett

file

180 OPEN #1,8,128,”C:” 190 X=USR(1536,BFR,PEEK(BFR+1)*128) 200 END 210 DATA 0,3,0,7,16,7,169,60,141,2,211

,24,96,76,145,7,169,24,141,231 DATA 2,169,8,141,232,2,173,33,3,13 3,205,173,34,3,133,206,160,15,177,205 230 DATA 153,8,8,136,16,248,169,102,14 220

REM AND

IN

370 380 390 400 410 420 430

LAST LETTER IN

THE

ALL

THE

wvense

ASTERISKS,

TYPE

DATA

Out

DATA

Illegal

DATA

Too many

DATA

String length exceedel DATA HSt eXhaUStel Number greater than 3276. Tried to INPUT wrong type

DATA DATA DATA

variablI 440

BE

text).

(see of

HESSAG

EACH

MUST

memorI numeric

valu| variable.

or string

dimension

DATA

Array

DATA

too couple! divide by zerl Non-existent line numbeI

ages which could legitimately be generated, replace them with an inverse blank space. This will not print on screen, but keeps the counting

system in step. The inverse asterisks servea similar function they allow the routine to step over any numbers which are never used or, in Program l, the ones that can’t be generated by a cassette system alone. —

480 490

DATA

500 510 520 530

DATA

DATA

DATA

RETURN

DATA

Can’t

DATA

without

GOSUE

make sense of this Incorrect use of VA.

ling

540 550 560

DATA

Not enough RAW Can't use, channel

DATA

Not

570

DATA

BREAK

580 590

DATA

600

DATA

key pressed during 1/0] Channel already ope Non-existent devic Channel opened for output onl

610 620

DATA

X10 syntax

DATA

630

DATA

640 650 660

DATA

erro channel not ope to Can use only channels Channel open for input onl

DATA

End of

DATA

NO error:

DATA

DATA

or >?

0

formal

LOAD

l

1

lilE

record

Data

too lo

n| 670

DATA

680

DATA

does nOt r“eSponI Device malfunctiol Serial communication faul? Cursor out of rangE Serial communication Serial communication fault Dev-ice

690

DATA

700

DATA

710 720 730 740

DATA

DATA

Requested action is impossibl

750

DATA

Too

DATA DATA

odI of

without mg Line too long line delete? GOSUB or FOR NEXT

760 770 780 790

DATA DATA DATA DATA

iaull

||,

little

RAM

for

GRAPHICS

m

HIIIIHHII'HIIHIIHIHIIHII 1/0 crash Unrecoverable ||,,|,| Unknown

X10 commanI

err

0. 450 460 470

DATA DATA

Exnression

Can't

'

Geta:

r,

(9601

f

10 16518 40 12019 70 17536 100 5005 130 3709 160 5937 190 5780 220 10702 250 9920

20 10293 50 10982 80 2882 110 5704 140 6797 170 21671 200 836 230 10390 260 10083

10 Atari User September 7987

30 18348 60 4362 90 4314 120 11361 150 12897 180 3015 210 9854 240 10605 270 10593

280 10657 310 9956 340 6813 370 5210 400 7673 430 11627 460 6596 490 5253 520 10096

290 320 350 380 410 440 470 500 530

10371 9917 10902

300 330 360

10555 9936 20123

7401 7385 10433 8792 7486 6563

390 420

6586 7984

450 480 510 540

8357 5430 6590 5505

m

Anson

ms

cnsun

m

mun

550 580 610 640

7313 6925 5671

560 590 620

4861 7396 5774

570 600 630

9960

8896 8343 7312

650 3994 680 7019 710 9174 740 10470 770 7955

660 690

670 700 730 760 790

2208 10644 7257

720 750 780

9088 8255 9535 9174 9174 9309 3196


\

c v

o

n

P '

A

380 E, 10 START=7424:REH

in 29

be

Address where code

w

loaded

cowsr=srm+3:su=1ur<cou>sr/zso):s address

L=COLDST~SH*256:REH on coldstart

to jump to

30 BFR=PEEK(106)-24:POKE 106,BFR:GRAPH ICS 0:REH Reserve a buffer for the cod e, so it can be saved in one operation 40 srn=amzso=nen Address of start of

POKE

7D

A

470 480 490

Homesrone

DATA

String length exceedeI DATA list exhausteI Nulber greater than 3276I Tried to INPUT wrong type

DATA DATA DATA

DATA

DATA DATA DATA

um

DATA

F=BFR+X=POKE F,224:POKE

530 540 550 560 570

DATA

F+1,2:POKE

F+4,SL:POKE

POKE

F+S,SH:REH

Hrite

140 H=Y+1:HH=INT(HI256):HL=H-256*HH:RE A new value for HEHLO pointer POKE

sert file POKE

Insert OPEN FOR PUT

BFR+4,YL:POKE end address

ammuzren into header

BFR+39,HH:REH BFR+34,HL:POKE new value for HEHLO

#1,8,0,"D:AUTORUN.SYS" 5:0 TO M #1,PEEK(BFR+B):NEXT B

DATA 13,76,27,29,32,76,29,169,35,1 41,231,2,169,30,141,232,2,173,33,3 230 DATA 133,205,173,34,3,133,206,160, 15,177,205,153,19,30,136,16,248,169,11

220

23,30,169,29,141,24,30,160,77 ,162,29,169,6,32,92,228,96,173,15,30 250 DATA 208,29,165,185;240,25,16,3,56 ,233,106,170,202,142,15,30,169,19,141, DATA

620

DATA

DATA

A

f/

'

\

”r— '

of

or string

Array

dimension

'

Expression too conpleI Can't divide by zerl

Non-existent line numbeI without ro? Line too lonI line deleteI GOSUB or FOR RETURN without GOSUI Can’t make sense of this linI Incorrect use of VAI NEXT

Not enough KAI Can’t use channel Not LOAD BREAK key

..

\

fornaI

DATA DATA DATA DATA

DATA

770

DATA

DATA DATA

fill

data record

~’

_

my

little

”A“

800 810

DATA

u. Serial

830

DATA

for

RAM

DATA

dI 850 860 870 880 890 900

165,29,169,0,141,17,30,172,17 ,30,177,203,48,9,32,239,29,238,17,30 320 DATA 76,207,29,41,127,32,239,29,16 9,0,141,15,30,169,155,32,239,29,96,141 330 DATA 16,30,169,11,141,66,3,169,16, 141,68,3,169,30,141,69,3,162,1,142 340 DATA 72,3,202,142,73,3,32,86,228,9 DATA

DATA

l‘gg?t/

6,0,0,0,0,0,0,0,0,0,0 350 DATA 0,0,0,0,0,0,0,0,0,0,0,-1 table starts

here' .

Operation

needs

I,I,I,", Drive

Too many

must

full

concurrent

or

be D:

DATA DATA

POINT

n

error,

or

DATA

930 940

DATA

File lockeI

DATA

Unknown

950 960 970

DATA

length

scr

XIO

POINT beyond

open

filI

LINE

53 1333; 80

3683

13” 18073 160 14187 190 4688 220 10352 250

11415

2811

1am

310

10661

340 370 400 430

8267 10902 7401 7385

LINE

(HSUH

70 13834

9” ”505

110 9529 140 11.710

”0

5165

200 230 260

3349 11663

m 325 359 80 10 440

120 10581 150 15893 2621 180

11156 10766 270 10629

210

2“

10479

10804 10938 4469 21734 6586 7984 8357

300 330

v

360 390 420 450 480

470 500

5430

510

7486 6563

530 S60

6590

4861 7396

59”

9088 9960

540 570 600 630 660 690 720

520 550 580 610 640 670 700 730

880 910

9“ 97a

57“ 3994

”19 91“ 9413

22“ 9796 4222 4701

6026 7257 8479

620 650 680 710 740 770 800 830

5505

8255 9631

91" 91“ 10470 9084

“321 8533

75“ 780 810 840

920

7955 7913

870 900 935

955

7934

960

860 890

(HSUH

?g 22g;

5697

460 10433 1.90 8792

760 799 820 850

erroI

Disk directory ful couanI File not founI Can't

to DI

directory

Illegal file nanI POINT data

no

I/O crasI

DATA

DATA

D1

files opeI

Disk Unrecoverable

DATA

GRAPHICS

(“sun

11512,231; 100

user-supplied buffeI Serial port can’t do 2 things

DATA

anbleI 910 920

0

_

Illegal

DATA

DATA

/

0

LINE

port already opeI Concurrent mode ND not enabl

at oncI 840

t

Get”

too lo

faul Serial communication faul Can’t write to this Read/write inconsistent dis‘ Requested action is inpossibl

79”

DATA

5,

A

'\\

\

Device does not responI Device lalfunctioI Serial communication faulI Cursor out of rangI

Too

820

.

1

DATA

DATA

*-~

\

XIO syntax

om Serial conunication

740 750 760

h,

t

.

Channel already ope Non-existent devicII Channel opened for output onl

I/O error:

700 710 720

_°,

.

End of

690

/// f, [ll‘. I 3

(7

[?

I/I

pressed during

um

DATA

“'

/

,

DATA

650 660

DATA

,

'

7

\\\ ‘\\\‘ ..°

\

'

J.’

>I

DATA

DATA

/

\

, '

or

0

erro Channel not ope to Can use only channels Channel open for input onl

630 640

/

err

\

e.

4,76

message

DATA

0d.

3,169,30,141,34,3,169,0,141,1 4,30,76,95,228,172,14,30,192,11,240 270 DATA 9,185,145,29,Z38,14,30,160,1, 96,165,205,141,33,3,165,206,141,34,3 280 DATA 169,155,160,1,96,88,61,85,83, 82,40,55,52,50,52,41,104,169,35,133 290 DATA 203,169,30,133,204,206,15,30, 240,32,48,56,160,0,177,203,48,3,200,16 300 DATA 249,200,140,18,30,165,203,24, 109,18,30,133,203,165,204,105,0,133,20

The error

DATA

780

DATA

END

am

610

73a

3,141

REM

neuorI Illegal nu-erlc valUE

nI

3

360

DATA DATA

580 590 600

670 680

um 255,255,a,29,o,o

370

DATA

I

In

DATA 76,156,29,16S,12,141,25,29,16 5,13,141,26,29,169,24,133,12,169,29,13

310

“DY variableI

DATA

oter

33 260

TOO

520

TO

13a Y=START+X-7:YH=INT(Y/256):YL=Y-YH* 256:REH Address of last byte before to

240

DATA

Z

D$:FOR Z=1

6-byte footer

170 180 190 250 210

of

DATA

F+2,225:POKE F+3,2

160

Out

500 510

399 LEN(D$):POKE BFR

+X+Z-1,ASC(D$(Z,Z)):NEXT 100 X=X+LEN(D$):GOT0 90

159

DATA

on 80

BFR+X,D:X=X+1:GOT0 oomen Read

READ

120

DATA

400 410 420 430

460

am omemnanr

110

BE

390

LAST LETTER IN EACH HESSAG THE ASTERISKS AT 790 AND 850, H TYPED IN INVERSE (see text). THE

variablE

machine code into buffer so 90

AND

UST

440 450

buffer so X=0:RESTORE 200 60 READ D:IF D=-1 THEN

RE”

11393

10353 836 5210 7673

11627 6596 5253 10096 7313 6925 5671

8896 8343 7312 8820 9309 9827 10714 7237 11165 4517 5912

Turn to Page 12> September 1987 Atari User

11


—_——————Ufility I and more of you are becoming interested in the communications revolution and the advantages of electronic mail we have been receiving lots of letters asking about downloading our listings from the MicroLink mainframe computer. MicroLink is a vast electronic storage and mail system which is also linked into many other computers giving you access to a whole range of online services. One of the facilities offered is the ability to obtain computer software from the system otherwise known as downloading telesoftware. Among the programs you can download are listings from Atari User. But how do you go about it? Well, assuming you are online to MicroLink you can access the download section bytypingTS from the main>prompt. The main telesoftware menu allows you to choose programs for your particular computer, or to go straight to the latest software. You can download your programs in one of three modes. The first two are variations of standard Ascii text which are very straightforward to use but can occasionally be corrupted if you get a bad phone connection. The other mode Kermit is a special error-correcting protocol but is rather slower in transmitting files. However, unless your communications software supports Kermit and most 8-bit Atari programs don’t— you will not be able to take advantage of this development. If you do have access to a Kermit supporting comms package you can get more information by typing HELP KERMIT at the > prompt. All of MicroLink’s telesoftware can be downloaded in the form of Ascii text ?les and, in order to do this, all you need is a comms program (sometimes known as a terminal emulator) which _has the ability to capture the incoming text and save it to disc or tape for later viewing. You might find this is refered to as spooling to disc in your manual. The Xmodem system provided on some comms software doesn’t at present work with MicroLink. There are many software packages you can use, including the new Mini Office II comms section which is designed speci?cally to make it easier to talk to MicroLink and similar AS more

-

systems. Beware of using software which can only store incoming text in a memory buffer. Many of the download files are

quite long andwould quicklyfill upthe available ram unless there is a facility 12 Atari User September 1987

ra m S

ro

-

l

.

,

ANDRE WILLEY shows how to downlcad them fl'Om MlcrOLlnk .

to dump (orspool)to disc asthe buffer

fills up. MicroLink

is a text system and, as

handle any of the Atari graphics characters or machine code files. To get around this a special system known as Expanded Ascii has been developed. The procedure for downloading both types of file is very similar. We’ll look at the procedure with Mini Office II, but similar procedures apply to all software and your manual will show you the relevant commands for your such, cannot

own.

The latest software is stored in a way that makes it much easier to find the program you want and soon allthe software will be stored that way. So let's look at how to download software from this section. After typing TS enter the appropriate menu number at the first tele-

software menu (currenty on 7). You will then see: ..

number .

<-K.>erm|t < >ep < >u|t. <S>ear¢':1h <IA>san Enter S followed by the type of file you’re looking for. So, for example 5 ATU would find any Atari user program, SATARI 88 lists Atari 8 bit programs. After confirming your choice you-will now see a list of programs available With any relevant information. Choose the file you want, then to download it enter A followed by the file number given. For example, AF1242 would download file F1242. Both Ascii and Expanded Ascii ?les downloaded with the A option. You are next presented with some details of the program and given a chance to save them if you wish. After this helpfile you are told to prepare to save the program and it’s at this point that you turn on your capture-to-disc are

facility.

On Mini Of?ce II this means typing Control+Shift+R for Receive File, entering a filename and then selecting

.

the mode. This should be 2 for a standard Ascii file and 3 for an Expanded Ascii one. Files with a type shown as A are Ascii and B are expanded Ascii. You are now ready to begin the download, so hit the Start button to begin the capture and press Y+Return to let MicroLink know it can start sending. The text will now be displayed on your screen, with occasional pauses as your Atari sends a block to the disc file. When the incoming text stops completely, press the Start key to close the capture file and hit Return to tell MicroLink to go back to the menu. If your communications software doesn't support Expanded Ascii you can download it as standard Ascii and then convert it into a binary file. There is a short Ascii program called Expanded Ascii on MicroLink to enable you to do this quickly and easily. See the Help information on that pro ram for more details.

Whengyou have logged off Micro-

Link you should re-boot your com~ puter and go to Basic. An Ascii file may be loaded by using: ENTER

,

Milena“ ,

. -

Expanded Ascii files are usually programs and are loaded normally with:

saved Basic

LOAD

"D:filenane”

Some files are machine code binary ?les and these should be loaded by going to the Dos menu and typing L for Binary Load and then entering the

filename. More information about the type of file can be obtained from the Help file

associated

with

each

program.

This should have given you an insight on MicroLink's telesoftware facility so there’s no need to spend hours and hours typing in our programs when you can do it online in minutes.

I


?

_

tired of people using your computer without permission? Here's a gadget that could be useful at home. school. in computer grouos. youth clubs or charity organisations. It locks your computer by blocking the power supply um“ YOU enter a

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several fail-safe features are built in. It can control any Atari 8 bit computer, disc drive or program recorder in fact anything that uses either a 5v DC or 6v to 9v AC power supply, at up to 2 amps. Figure shows the circuit. It’s quite complicated. and you don't need to understand how it works in order to build and use it, but for electronics buffs here’s the operating theory. The lock must be able to detect when a digit is being entered, and to

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discriminate between correct and incorrect entries. These three states are indicated by different voltages on the signal line: No digit = 2.5v, correct di it

=

incorrect digit

SV and an

=

-

Ov

signa|_“nevoltage

If it is held at 2.5v nothing much happens. If it rises above 3.3v, IC2a sends a clock pulse to IC1. If it falls below 1.7v, ICZb sends a reset pulse to IC1. IC1 is a decade counter with 10 outputs, though we use only five in this application. They are normally held low (Ov), but 90 high (5v) in sequence from 0 to 9 when clock pulses are received at pin 14. If the count reaches five, pin 12 goes from high to low, and we use this as the success signal. Any incorrect digit

in

-

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ca

_‘l

I l

I

0

_

keep unanthorlsed by LEN GOLDING

along the way will generate a reset pulse (via lC2b) which sets the counter back to zero, wiping out the memory of anything previously entered. The trick is to ensure that only the correct sequence of five digits can generate five clock pulses in succession. To see how this is done, let’s trace the operation of Figure l, where the correct combination is 24579. When you first switch on, C3 sends a brief positive pulse to pin 10 of IC2 and, via D1 and R1, to pin 12 of IC1.

|

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A deV|ce to hands away

(0g thereabouts). IC2a and lCZb are wired as comparators, to monitor the

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9

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D,

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--“'<5\

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l

TR 8

t?

This does two things. First it latches the output of IC2c high, so TR1 turns

on and RL1 pulls into its closed position. No current can flow to the computer when the relay is in this state. Second, it ensures that IC1 is set to zero, so pin 3 will be the only high

output.

Now this output is connected to the pin which corresponds to two on the dial. So if you rotate the dial to two and press 52, the SV at output 0 will appear on the signal line, generating the first clock pulse. Output 0 now goes low, and output clock pulse 1 goes high, so the second will be generatedonly if you enter the digit which is wired to output 1 — in this case four. This sends output 2 high, ready for the third digit (five), and so on, until the entire combination 51

has been

correctly entered.

.

When the count reaches five, IC1 pln 12 goes low. This drives the output of IC20 low, and R7 ensures it stays that way. TR1 turns off, so RL1 clicks into its open position. Current can now flow through the relay contacts, and the computer switches on. Connectingthe outputs of IC1 to different pins on $1 will program the lock to accept different combinations. Almost any five-digit code can be used Turn to Page 14 > September 1987 Atari User 13


protects TR1 from voltage spikes generated by the relay. C4, BR1 and IC3 are needed only if

4 pm,” page 13 the only restriction is that no digit may appear more than once. There are a few components we haven’t mentioned so far. C1 reduces electrical noise on the supply lines which might otherwise cause IC1 to count incorrectly. R2 and R6 produce reference voltages for IC2a and lC2b. C2 helps to de-bounce 32, and D2

you want to control 400/800 computers, disc drives, 410 program recorders or other items of equipment which use a 6v to 9v AC supply. The PSU for XL and XE models delivers 5v DC, so it can power the code lock directly. Figure II shows the PCB pattern for

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$83.5 +

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marked, C4 has an indentation at the

positive end, and the diodes have a coloured band to mark their cathodes. Take particular care that IC1 and lC2

_

Ground

+

|

AtoCanthoF. Several of the components are polarised, so they must be soldered the correct way round. BR1 has +

a

M

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Figure II: The p03 pattern for Code Lock

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Figure //l: Component layout

‘ .

m

v

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1

2

Reset

3

N2

@

11

O

4

Signal

1

cm?

6

7

10

S1

5

9 :

insert it. Now the switch will rotate to 11 positions, matching the control knob markings. The contacts on S1 are numbered, so it’s easy to see where you are. One corresponds to zero on the control knob _so,_when you’ve chosen your combination, add to each digit and solder a wire to the pin with that number. (That's why in Figure IV, the combination 24579 appears to be wired for 3,5,6,8,10). The common pin is taken via 82 to the signal input, while all unused pins are connected together and taken to the Reset line. When everything is assembled, fit the unit into its case, then attach the power supply input and output leads. The simplest, cheapest and safest way is to break into your existing lead.

only

IIIlE] _-_

IIIEEI wire

8

9 l S | ® I Q

a tooth which limits the spindle's rotation. Prise this out and move it round until the tooth points at 11, then re-

with

Q Q

in the correct are inserted with pin position, and that IC3 (if you’re using it) goes with its flat metal side towards C4. S1 and 82 are mounted on the case and connected to the board via the terminal block. Fig IV shows howthey are wired for the combination 24579. S1 is a 12-way switch, but the recommended control knob has only 11 positions marked (0 to 10). However, if you remove the fixing nut and shakeproof washer, you will see a small ring 1

°

1

o

those of you who like to etch your own, but a ready etched and drilled PCB is available from RH Design, as always. Holes for the terminal block and BR1 should be 1mm diameter, fixing holes are 3mm, and all other pads should be drilled 0.8mm. Now let’s look at construction. Figure Ill shows the component layout for the version which operates with AC power supplies. If you’re using an XL/XE power pack, omit BR1, C4 and ICS, and fit the two short wire links from A to B and D to E, instead of from

i

V

+5V

OV

N3 N4

Figure IV: N5

14 Atari User September 1987

57 shown

wired for 24597

Figure V: View into plug

?tted to XL/XE PSUs


You could fit an extra plug and socket but in this case remember that unless your power supply plug is well taped into the socket the gadget is pointless. In AC mode, it doesn’t matter which way round the two power leads are connected, so long as you get the

and output right. Note that if you're using an XL or XE power pack, the positive and negative leads for both input and output must be connected the right way round, or you will almost certainly damage the code lock, your computer, or both. Positive is the striped lead, negative

input

is all black, and Figure V shows the pin connections. For security reasons, you might like to run a line of white insulating tape around the crack between the case

and its lid.

It

won't

keep

determined

people out, but at least you will know if anyone has been tampering.

PARTS REQUIRED

Maplin

Maplin

Code BL19V

Code

M33K M47K M100K M2K2

33k orange/orange/orange 47k yellow/violet/orange 100k brown/black/yellow 2.2k red/red/red 0.1mfd disc ceramic

R1

R2-R6 R7 R8 C1 -C3 C4 lC1 lC2 lC3

YR7SS FBGSY *

330mfd 25V axial

QX09K

4017BE decade counter LM324 quad op—amp

UFZGD OL31J *

uA7805 +5v regulator

transistor

TR 1

BC108C

S1

pole 12-way rotary switch Push-to-make switch Micro-miniature 6v relay 14—pin DlL socket

FH59P

FM89W

(optional) LFO1B RX01 B FW33L BF12N BF18U

Not neededfor XL/XE computers - see text

880520.

BL18U

SDHWARE

RK74R

All components available from Maplin Electronic Suppl/es, PO box 3, Rayleigh, Essex, $86 ZBR Printed circuit board (order code DBP13) price £2.38 inc VAT and postage. Available from RH Design, 137 Stonefal/ Avenue, Harrogate, North Yorks. Tel. 0423

OB32K FF730

1

RL1

*

053?;

$222” E3102 mogabsrigrgzl 82

16-pin DlL socket 12-way PCB terminal block Plastic box PB1 (white) Control knob type NK2 Pack SBA x 1As” spacers Pack 68A + 1/z” c/s bolts Pack 68A nuts

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Program' Stationfall Price: £2499

Supplier: lnfocom, c/o Activision, 23 Pond Street, 2PN. Tel: 01-431 1101

pick

”LET’S play a game of Hider-and-Seeker”. Now who would say that? Who could almost drive you to drink one minute and in the next stimulate an oversense

of affec-

tion? Who would carry out an act of heroic proportions and lay down his life for you? And who, if you were so unkind as to give him an undeserved kick, would mutter ”Why did you do that? I think a wire’s shaken loose”, and go off into a corner

and sulk?

It could be no one but

Floyd, the scatterbrained lnfocom’s robot from Planetfall. No one who has met Floyd is ever likely to

forget him. And if you

haven’t had the pleasure, now’s your chance. For the good news is Floyd’s back! That Ioveable, maddening mass of mischief returns with a bang in Steve Meretsky's brilliant sequel, Stationfall. The author of Planetfall, in which Floyd made his ilIustrious debut, won an award for Best Computer Software —

Designer. Make no mistake,

we are here.

talking

supply of

“a“;

Jase

real

quality

Stationfall (but why play one superb game when you can play two?).Asa result of

your heroism in Planetfall, you have been promoted. Before you were just a scrubber of decks and

cleaner of grotch cages. In Stationfall you are now... much higher rank, the job

or Helen, could you bear to see Floyd’s lower jaw begin to quiver as though he were

about to cry? couldn't. With the aid of the documentation included in the package, it doesn’t take too much effort to plot your I

course and find the way to the massive Space Station complex. The 10 blueprints that are also included with the game certainly come in handy with the mapping

you’ve arrived.

You and Floyd are not on

the station for

long. In walks another robot, bit of a bookworm a apparently since he’s reading a volume of poetry. Turns outthis is Plato who

rather like an older, wiser forversion of Floyd tunately he'sjustasfriendly. is

You don’t need to have played Planetfall to enjoy

well, although you're

yippeel—your old playmate Floyd. You can only take one from the pool and, of course, it’s got to be Floyd. Try picking one of the others and just see what happens. Even if it were technically right to pick Rex

alone

a is

just as mind-numbingly boring. Your tedious scrubwork has been replaced with tedious paperwork. Forms, forms and more forms. Take

Floyd and Plato are very much in the mould of all good comedy double—acts — R202 and C3PO spring to mind. It is one of the great pleasures of this game to watch them at work and play (which they do incess~ antly, mostly without taking any notice of you). There are other inhabitants, too -— an ostrich and an Arturian balloon creature (shades of Dark Star?). Your is certainly turning out to be a far cry from the mission

prosaic paper hunt you thought it would be, even if -

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it does at the moment seem to be lacking in mystery and mayhem. But it soon becomes apparent that all is not well. The Commander’s detailed log makes uneasy reading as it chartsagradual decline of the normally smooth running of machinery and

procedures. The problems begin with the arrival of that strange alien all seemed to

craft... You discover at first hand that things are indeed going Automatic very wrong. sliding doors begin to open much more slowly as you approach but slam shut with

alarming suddenness

as

you pass, endangering your life.

Roving android mechanyou for something that needs a quick bit of spot-welding. ics start mistaking

And even Floyd acts more

strangly than normal. Stationfall has much going for it. As well as the expected deep level of detail, fulsome prose, wide vocabulary, superb parser, and the usual high standard of lnfocom packaging (a Stellar patrol patch and three pieces of bureaucratic bumph are included in adto the items dition mentioned above), the adventure itself is a cracker. There are Footnotes to read (remember Hitchhiker?) and even our old -

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Request Forms. Ho, hum. Aboard your ship the SPS Duffy is your former archtormentor Blather (who has since been demoted to deskscrubbing duties) and a trio of robots in the robot pool. There’s Rex and Helen and-

once

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friends the

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appearance. But above all,

Stationfall has the single ingredient which, with one exception, no other lnfocom adventure has Floyd! Try to Save your game position and Floyd’s eyes will light up as he exclaims, “Oh boy, are we gonna try something dangerous now?". Attempt a Restore and Floyd looks disappointed but understanding “That part of the story was more fun”, he sighs. He has equally cheeky comments about quitting, restarting, and many other topics. —

Just

when

you

think

lnfocom has reached the high peak in quality and humour, leaving the rest of the competition in the dust, it ups the stakes. Stationfall is going to take some beating. Let the last word be Floyd's. When you next go into your local computer store and spy Stationfall,

heed these words, when

you first clapped eyes on him in the robot pool: “Oh boy, oh boy, oh boy, pick Floyd, pick Floyd!" Bob Chappell 70

Presentation--------------------Atm°$Phe’9----------------------

7”

Overall

10

1a Puzz’ement"""""""""""' Value forMoney............... 10 ,

September 1987 Atari User 77


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from the top atarate Of knots, are the Gridsearch Squads. These seg-

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HERE’S another

of Jeff golden oldies. Unlike Hower Bovver, this one belongsto the blast-emout—of the-universe-beforeMinter's -

breed, that is

they-blast—you

of

the hallmark

a

Minter

game.

The screen is filled with a fine—mesh grid along the bottom seven lines of which your craft (the Gridrunner of the title) may move freely. The main idea is to fire up the grid, destroying anything that moves and anything that doesn’t until you’ve cleared the area. Fortunately, your plasma has a repeat fire cannon

C rowd 5

”25,533; FgZZZeSC/ough Price: £14.95

stroyed segment immediately turns into a pod. These lodge in the nodes of the grid and gradually change shape. When the metamorphosis is complete, they drop a bolt of energy down the grid which are

p ,

. .

reduced by one but keeps If any segment other than the front one is blasted, it splits into two independent squads at the point of impact. In each case, any deon trucking.

(cassette)

£1195 (disc). Supplier: CDS Software, 603 House, Beckett Road, 00/7035th DN2 4ADTel: 0302 27734

ONE of the best things about Football Fortunes is that you don’t haveto like or understandfootball to enjoy it. It helps, of course, but if you enjoy Monopoly, then you should get a kick out of this one. It is in no way an arcade type of simulation, but a

inal value of between one and five points. Players “throw" the computer dice and move accordingly. There are possibilities

money

rather flimsy board, player

18 Atari User September 1987

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fatal to your craft a single hit will slow a pod’s growth while repeated hits will de—

When you've cleared the first grid there are another 30 to follow, each nastier

——

and meaner than the last. Gridrunner is a classic, a

stroy it. Pods

can

be

generated another way. Runningalong the X and Y axes of the grid are the Zappers. These cheerful little aliens periodlcally stop and hurl a plasma beam along the grid.

rip-roaring, noisy, mad-

actioned shoot—em-up. They don’t come any more frantic than this — go get it and get,

gridrunning.

When the two beams meet, a new pod is formed. While the Y Zapper’s beam is harmful to Gridrunner’s health, the X beam is lethal —both should be avoided.

Bob Chappell

Sound..................................8

Graphics

7

9 Playabrlrty.,.........................

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The computer then allocates 11 player cards and two substitutes to each team, each having a nom-

tions.

gram disc,awell designed if

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Each player types in his name and a chooses team to manage. There '5 a chorce Of 10 First Division sides, but any other team can be nominated, even an amateur or school team.

cards, bank notes, counters and clearly laid out instruc-

in the bank. The pack includes the pro-

z

u I Ie r

for player auctions, increasing attack and defence ratings, selection problems, sponsorship, manager's luck—good and bad—loans, transfers, injuries, wage demands and so on. The team strengths are reassessed and entered into the computer, which deter— mines the match results. These then come through on the teleprinter, the gate

computer interactive board game on the theme of soccer management,aiming for success on the field and

l

g‘iiuninruf'nulnuuinnjuvuu

mented caterpillar-like droids

which, on reaching one side ofthe grid, drop down a line and zoom back along it. They come in assorted lengths and if the leading segment is hit, the squad is

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league table formulated. Matches are generally decided by the team strength, but there can be upsets. As managers often say on the box: “There’s nothing certain in football”.

Points

are

allocated

according to your team’s position in the league, its progress through the cup competitions and money held. The winner, naturally, is the player with the most game points at the end of an

agreed number of seasons.

CDS has come up with a great game and presented it

really well purely as a board game, and it would lose

something for being a micro-only game. The balance achieved is just right, making for a great family game—andno crowd' trouble. Niels Reynolds

Graphics

5

7 Playabrlrty...........................

va’uef‘"”WWW-”W“-Z Overall.................................


Software

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Supplier: Red Rat,

77

Fennel

Street, Manchester M4

.

3DU. Te/l 067-835 7055

FOLLOWING their successes with Crumble's Crisis,

Space

Lobsters and

Astro-Droid, Red Rat has decided to jump on to the compilation bandwagon with a collection of four earlier games: Escape from Doomworld, Panic Express, Domain of the Undead and Laser Hawk. Escape from Doomworld involves you in a mission to save a team of scientists

fromaplanet aboutto attack

Earth. Game-play is divided into a platform game, a flying

shoot-em-upand a bombing run. The platform section has you leaping over Dalek-

like robots and electric pulses in order to collect

canisters of air, a rocket and a small block marked GO. have mastered _Once you this section you are taken

donea you ‘stopped the— train” IS the final message and an anticlimax. Once completed it is not a game i would return to.

me

Laser Hawk is completely different and as enjoyable now as when Ifirst played it. Great graphics and appro-

intoagame which reminded of Choplifter. Avoiding enemy fighters and collecting fuel along the way, you

must rescue the 12 scientists, returning them to ‘your starting position. Though not spectacular the graphics and sound are adequate. Although the controls take getting used to I

found Escape from Doomworld had an addictive quality and well worth playing: Panic Express is well named the train is out of control and you must get to the engine to stop it. Leaping over carriages and avoiding balloons, lightning —

bolts, laser grids and shark-

infested pools you reach your goal. A note of warning — take care over the last three screens, it took me nearly three hours to get through, these to the engine. “Well

Program: Astromeda Price: £1.99 supp/fer: Budgie Software, Rina Marketing, Orange Street, Shef?eld S1 4DW. Tel: 0742755796 1

lT may be another space shoot-em-up, but this one makes

up in slick

graphics and smooth, fast action what it lacks in originality. Those pesky aliens are at it again — they are about to destroy Starbase Astromeda.

Many

of

your

fellow

astronauts have been cast adrift in space and it is your task to pick them all up. While you’re about it, you must avoid deadly meteor-

ites and annihilate the marauding alien hordes on your way to smashing their mother ship. And all this before breakfast and with

tied

gnekhland ac ' suppose.behind

sumably the mother ship. l can’t say for sure because i never completed the 10

screens.

When you see the number of the aliens and meteorites coming at you from the right, perhaps you, too, will have a few problems making it through to the climax. Don’t forget that you're supposed to pick up your compatriots as they and speed

“£2

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With appalling graphics, sound and difficult gameplay you make your way through a haunted graveyard. With four crucifixes and a gun for protection against evil spooks, ghouls, skeletons and bats, you tour the area. Despite Domain of the Undead, this compilation is very good —- a good buy if only for Laser Hawk. I am waiting for volume two. Robert Swan sparse

Sound 7 Graphics.........,....................8 Playabi’ity--~-~-------~-~~-~-~----- 7

V8,“fo’money-"WWW"-8

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The shows 3" wefgame head V|eW of a 10 screen—

wide playing area, set against black and starry heavens. You pilot your twin-cannoned craft from left to right while the scenery scrolls smartly and smoothly to the east. in front of the backdrop is a huge and impressive grey, metallic-looking ship, pre—

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while avoiding missiles and lava eruptions. This is a shoot-em-up pure and simple. it’s the best game of the compilation and it soon converted me to a shoot-em-up fan. Domain of the Undead is disappointing, attempting to be a clone of the arcade Ghosts ’n’ Goblins, it fails

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The plan is simple — destroy everything. Points are awarded for blasting buildings and enemy fightercraft

Fast and furious

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priate sound. The evil forces of Proc lrata have attacked and you are chosen to launch the counter attack using the most advanced helicopter available Laser Hawk.

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Program' Four Star Compila?on’ i/o/ume Price: £795 (cassette) £9.95

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free-fall past your portholes. There are 10 types of

plement the clean graphics, making a nicely polished

aliens

product.

but you do have the

capability of dropping one of your wipe-out bombs when the going gets rough. Trouble is, they don’t come you have to amass cheap —

10,000 points to get another. You’ll also get an extra life with every 10,000 points as

well. The game is for play with joysticks only. Sound effects are

pretty good

and com-

of the better space games around and at a budget price, too. Astromeda is well worth a One arcade

whirl. Bob Chappell Sound..................................8 Graphics..............................9 Playabilify---------------------------

8

V3’"efo’m°"eV-----------------9

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September 1987 Atari User 19


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Price: £8.95 Supplier: Gremlin Graphics, Alpha House, 10 Carver Street, SheffieldSMFS. Tel: 0742 753243

—-—————_-E—

£-

are given four chances a match to score and the final score appears teletype fashion. After the game, you are able to assess the league data including your position this season (goals for the national team, in the FA or

WW

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wasted your money. Almost everything is text andthe poorgraphics are all monochrome on an unchanging background. was disappointed too, by the lack of the occasional sound cheer would have been nice. The transfer procedure is ridiculous: With a rating of Excellent, in the First Division, and with over 100 goals scored after two seasons was turned down by a Third Division scout

League). You can

I

change your financial picture by using an Incident Card. You may win on the roulette table or break a leg for instance. Transfer Cards can also be bought, the price depending on which division you are playing in. If the talent-scout is not interested you have

tally. Sometimes will present you card your

FREQ

-'

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season’s

'

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ALREADY released on other formats, Footballer of the "Year now makes its debut on the Atari. As a young 17-year-old apprentice footballer you start your career. With a set amount of money and a choice of division and club you make your debut. You have a set number of goal cards. By using one of them in a game you are given the chance to score goals and increase your

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with a penalty with the chance to score without any hassle, otherwise you get two defenders rushing at

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looking for

an

average

player.

Footballer of the Year is quite addictive, but a little

too easy to score goals and to geta high rank. At £8.95l found it overpriced. Robert Swan

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Ormskirk Road Preston, Lancs. Tel: (0772) 21474 Mail Order: 27236 or 33

Jlk

ADBROKE OMPUTING

The leading North West Specialist ATARI Dealer

ATARI

lNTEHN‘TIONAL

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l/O Channels

—————————

I

d t f' g rt

D

'

FOR the last two months we have been examining the workings of Dos 2.0 and Dos 2.5, and perhaps some of

you will have become a little daunted by the complexity of the bit-mapped data storage system used in order to save space on the disc. This system

of

using

all

eight

bits

within each byte to representseparate items of information is actually quite simple, but calculating the results can prove long and laborious. If you have tried Bruce Woodland’s disc sector editor from the last issue you will have noticed just how incomprehensible some of the data looks. For those who would like to have a go at modifying the disc format but who don’t feel up to working out all the numbers then DISCVIEW is for you. Type it in exactly as shown, and save a copy to disc. You can use the Get It Right! checksum program to be sure you haven’t made any mistakes. Watch especially for the DATA statements starting at line 21200. When you run the program it will take a few moments to set up some strings and other variables before presenting the main menu where selections are single-key entry so you don’t need to press Return. Each selection lets you examine or edit different portions of the disc, and each has its own set D) View/Edit

of commands: Directory: The eight

directory sectors will be read into memory in one operation and you may then scroll through the 64 entries by using the cursor up and down arrow keys. If you hold down Control with these keys the selection will

move forwards or backwards by four entries. The screen will also show the surrounding 8 file entries, with an arrow pointing to the current selection. The various bit-mapped information bytes are decoded at the bottom of the screen. Typing N or E will allow you to change the name or extender while S and T will accept new values for the First Sector and TotalSector Count items, respectively. If you make a mistake in entering any of these you will be asked to re-enter the item. The file information flags shown on the right may be toggled on

,

Part

8 Of AN

.

PRE

WILLEY'S ser|es on the Atarl's .

'

Input/output

fac| I |t|es and off as menu.

indicated

will geta 164 errorwhen attempting to access the file from Dos. You may continue to the next logical sector (following the next sector pointer value wherever ossible) b ressing C, but this w’i)ll not wriytti':3any modified data back to the disc. Use W for write if you wish to save the data before continuing. Be careful of using the sector write option unless you are sure of your modifications because it does not prompt you before updating the disc. 0 or Escape will simply quit the current edit and take you back to the main menu. B) View/Edit boot sector: The first sector on a Dos 2.0/2.5 disc contains important information about the way Dos will perform. Much of this is not user-alterable,but you may toggle the active drive allocation values by pressing keys 1 to 8 accordingly. Pressing B will allow you to change the number of disc file buffers to be

on the screen

Enter W to write the modified direcdisc, and Escape or Q to quit and return to the main menu. V) View/Edit Volume Table of Contents: This will read the VTOC sectorls) containing the map of free disc space and allow you to view or modify it. If the disc is in enhanced density then the two VTOC sectors will be combined by DISCVIEW and displayed as one table for your con-

tory to

venience.

Use the cursor keys to move the cursor around the table hold down Control to move five spaces atatime. You may also use the N and B keys to go on to the next sector or back to the last one. The number of the one you are currently viewing will be displayed at the bottom ofthe screen,along with —

the current free sector count. Pressing the spacebar will toggle a sector between being in-use and free. Enter W to write the VTOC back to the disc, and Escape or Q to quit and return to the main menu. S) View/Edit Sector Links: This sec— tion of the program will allow you to view any sector on the disc, and perhaps alter its forward referenceinformation contained within the last three bytes. If you wish to edit the actual data portion of the sector then you should use Bruce Woodland’s program from the August issue of Atari User since DISCVIEW was not designed for this purpose. Once a sector has been displayed you may use the B, ForO keys to input new values for the Byte count, File number or Next sector pointer respectively. The file number should always be the same as that given by the Directory View/Edit section or you

used. Once again, you may then use W to write the sector back again, and Q or Escape to quit back to the menu. This C) Change drive number: simply allows you to entera new drive number (between one and four). The disc in the new drive will then be checked and you will be warned if it is not in the correct format. All future operations will then take place using this new disc drive. E) Exit: This will halt the program and return you to Basic. Pressing O or Escape from the main menu Wiii also

exit the program. DiSCViEW is certainly not the final answer to disc editing — but at least it Wiii allow you to examine the way that DOS works Without getting too much of a headache trying to sort out the numbers. As with all programs of this nature, don’t forget to only view and edit a backup of your data disc or a wrong keypress COUid end Up ruining hours of work in error. Well, this concludes our tour through the GK) and disc handler sys— tems, but in a future issue i'” take a deeper i00k into the operating system to reveal how the Serial ihPUt/OUtDUt (or SIO) routines transfer your data to the various peripherals. Turn to Page 24 P September 1987 Atari User 23


Eh“—

4 From Page 23

MNN VARiABLES buffer input sector buffer sector tabie (combines Output iength VTOC Fuii and 1024) VTOC-S sectors 360 machine code routine AND code routine Binary machine BiNANDS OR code routine Binary machine BiNORs Get-sector machine code routinesectors GSECTS (from Put-sector information PSECTS Fuii directory O-F . storage Hex digits friename

?ns“) um er 0 What?“

FREE SECT

PMBASE

between

of tree sectors

Register

FiLE

10

22002240 2300-237 0 2500- 2730 3000-3 55° 4000 ‘4690 47

=

Hro

2

Mem O'V Che Ck VTOC map 0"

D raw s°reen

M°Ve PMG

cUFSOr

IF

5115 129 NEXT

.

X1=xaiiFREE:FREE‘*F

put ?ew

View/Ed't

Graphics

to New 908m °"

f.lienam

.

15

PLO

7“

NEXT

21

s

.

return

meSSage ,

Check fer Val'd ' Do S . d etect d Gnsny

2.0/25

assess“

then

di SC 3 "d

G, a p h'ms

m aChine

str‘ngs, Pméar'ables, and $0 on r

XB+120 ’Y

BASED

5

y

22a”

REM

P

PHG

2210

FOR

1231on

0L°+5’P°KE I ’

POKE

OLD

“WA/mp

ON

3-ng

XT

'

.PoKE 0L|>+1 14 “POKE 0LD+4 I 14

,

_

MIN} ’

OKE

°L°"5,240

223g P OKE POW/STXHT“ 3 221.9 RETURN 23?| RE" DISPLAY sac TOR CONTE

230

NTS

SECT=T*T

23m TExTS‘STKBS -

'

_’_ Sx-BLE"”EX(TSsE>N +(T*3 Ts

2.90“; =

LOCATE $+;-Y-YB+(S*5)_4 5320IF DAT=GIT?E£T x

2?”

’21)="HIDDEN" DAT=2

236 ”

' 1" “SE" PR$(16 ' 21>-”

THEN

TEszst R“FRED-P R506, He

y

-

":PRs(3

(30-

LENiTExrs),3Nr(-TLEEX

15

POKE

5:15 G: PL

code

P050 ’

'

Wm;

ngc :~ 03,” an

=

.

a);

cs”311mm MSW“=°°°cs=a?iiilfiié’mhc 2530

s=B;T=g.F '

OR

I=1

T0

(HAX+1)/8

:

J

= 1

2

2540X=XB+(T*

gig

LOCATE

IF

Xf$+g?=YBHSi5>~4 ,

DAT:E

AND

“J'ASC‘VTOC ”1 ' 24 Ara” Use r SEPtembe, 7987

”0

N(TEXTS))=.,(,, 237g ? Ds'PRS' nREruRN 2559 REM iiRITE v BACK To DISK

eCtOr r Dunne G eneral wr'te sect or '°”t'"e. Paus e fer error

on

To

RETURN

[HPOKE

S

n “me

B

' XB/Y'DRA

“30

Z?

.

Plot

T

§§0Lb=sry+(s_2)lg 240, ’144-P0KE

.

'

-

For

“60

.

.

X1,Y2:P

y3$“"3*‘5*TY°E> YB"(5m PE) STEP

2150

0

_e

boo'c

a read

.

1=PLor x1

“$553?” ”ma/”h DRAUx'IgiDMHTO

'"

1

5

THEN(5*TYPE):COLOR J=~’/2:Gom

J>1

LOT

Prin tVTOC Seetor '"f°'matio n. Calcm ate VTOC and Writet We W/Edi‘t W0 (Main

29333-30220 250 Initiarrirsinumf‘tine ‘

SECTOR

XB+(T*3),YB+1:PL0T

E?“ 4“ COLOR

gunned”

11000 421 05

#1,4,|,~K:~

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15 '1

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address

same/extension of (Main r Outing) Input new activ 6 dTIVe deta'”S In new buffer ”0°30” On WP'Ut beats t 0 d'SC T'te _ect0r Prlntf d'git he x View/Eur se°t°r nilimbeé at a (Main ?t new Valuef 3500-6570 60 06630 °r_sect°r”nk W”? to ve to nexte S_ector 0

PM

W?”

f0ut?1d'sc v. Direg (Main raft)lne) 'nleW/Edit number 48804750 Mg;F new Seetofr"y 'fY directoN emry ? ag byt 4903-4850 “4980 ln

10200 40230

UGH

. 213“ 18=X2=Xe+119-V1=YB+( ):Y2= YB+<TYPE*5 H” = ”9546 THE»???

2000 - £500 80

100004

ENo

299106323 5?“ SPLA

PRO GRAM BRE AKDOWN

500 0-5470 5600-5 650 5700 6730 580 0-5830 59 00“5950 6000-64 00

,

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2&0pr

720

position character store (1 Keyboard for sector iIO routines ?ag Status OK) entry number Current directory

CH ERR

"NOT

7

"INITIALIS'IFrqog'EE gm a GOSUB 210”

and 1023 of tree sectors Totai number sector number Current working address PMG base for PiayerOhorizontai

P030

THEN

H=PEEK(:PRS(39),F5(19) 106):P0KE 1&6 I n- 16 BAsE=<H

60 GRAPHIcs

an

1

2910

-g),256

print

b e tw een ree sec t ors

”3ng

1),UL$(2;;(16),Escs(i)

speciai Temporary containing Strings track isingiel ESC$,D$,C$, characters B$,UL$ 18 or 26 sectors per d

Number

USER

5g

Fs

FREEZ

it)???“

' BfSUFOUT$(128),vT0c$( Wm??exrs (10,6 gz?)’BXNANDS(16) $(44) CATS ”“m?ssu 30 DIM ”£15210 “(WEN

361-368)

719

REH

VIEugR

2” NH BUF1NS(128)

.

FREE1

HILLEY

3

15 IF

.

TYPE

BYSC

”New“,

.

HX$

DI

RE"

1

BUFiNS BUFOUTS

CATS

REM

2

S>?

TH

E"

Z=Usm INOR

_ xm- .vToc $(I,I)-CHR$(Z)


2570

S=S+1 IF S>TYPE THEN s=1:T=T+1 IF J>1 THEN J=J/2:GOTO 254I

2580 2590

NEXT

2600

I=ADR(BUFOUT$):POKE

2610

IF

3440 IF CH=78 ,

1

TYPE=18

THEN

POKE

1,2 I+1,195:POKE

I+2,2 2620

IF

TYPE=26 THEN

I+1,242:POKE

POKE

DISK? 3480 POKE IF 1:11:89

I+3,USR(BINAND,FREE1,255) 2640 POKE 1+4,FREE1/256 2650 BUFOUT$(11,100>=vTocs<1,90> 2660 2670

2700 EN

?

I=ADRTBUFIN$)

SECT=360:GOSUB 1I100:IF ERR<>1 057’ **t DISK HRITE ERROR: SECT

TH

1024 2730

T

COLOR

1:00x=719;p005

3030

1201111

csn

694,0:GET #1,CH:

POKE

EREE1=EREE

THEN

7

C$:SETCOLOR 2,7,4:SETCOLOR

4,7,

VIEH/EDIT":

DIRECTORY

”;UL$(1,19):? FOR

I=0

:?

10

:GOSUB

7

TO

SECT=I+361:COSUB ?" 444 DISK READ

THEN

10000:IF ERROR:

ERR<>1

SECT'7

I+361;” ***":GOSUB 10200:GOTO 200l0 4120 CAT$((I*128)+1,(I+1)*128)=BUFIN$(

"

1,128) 4130 NEXT I:FILE=0:GOT0 4200 4150 REM NRITE DIRECTORY BACK

(M

1)*128):SECT=I+361 4180

3100

BUFIN$(85,122) 3100 XB=25:YB=27:IF TYPE:18 THEN ”3:40 z 3160 sry:pnaAs£+1056+Ys;sTx:73;coLOR up owzg THEN 0LD=STY 12000 3170 y=y0-23;x=x0+50;00300 3180 x=8;Y=YB-28+TYPE*3:GOSUB 12100 3190 Y=YB-4:I=0:FOR x=x3+1 T0 x0+120 s TEp 15 3200 IF

I>9 THEN Y=Y-8:GOSUB 11000+(IN T(1/10)*10);y=y+8 3210 GOSUB 11000+((I-INT(I/10)*10)*10) ;1=I+5 11090:Y=Y-8:GOSUB 110

30 11010 3250 X=XB-5:Y=YB+5:GOSUB 3260 I=5:FOR Y=YB+25 T0 YB+(5*TYPE) ST Ep 25 3270 IF I>9 THEN X=X-4:GOSUB 11000+(IN

4200

REM

ERR<>1 THEN

D$;"

?

SECT’7I+361;" 10200:GOT0 2IO0I

DISK HRITE

***”:GOSUB 4190 NEXT

IF

<0

I:GOT0 20000 PRINT

ENTRIES

9

SCREEN

ON

"

“ ?

NEXT

I

POSITION

from

4520

IF

>63

THEN

CH=29 (11:45

11:

FILE=FILE+4:IF FILE

THEN

FILE=FILE-1:IF

FILE

THEN

FILE=FILE+1:IF

FILE

FILE=0

4540

IF

>63

THEN

4550

IF

4560 4800 4570 4580 4590

IF

CH=61

FILE=63

IF IF IF IF IF IF IF IF

4640 4650 4660

THEN

CH=27 CH=79

OR

CH=81

THEN

20000

OR

CH=48

THEN

X=1:GOSUB

CH=50 CH=73

THEN

CH=76 CH=68 CH=70

THEN THEN THEN

CH=84

THEN

CH=78

THEN

CH=69

THEN

4700

3,9:? “File ”;FIL

ENTER

REM

THEN

000 3350

IF 3360 IF 3370 IF 3380 IF 3390 IF

#1,CH CH=27

B$;:GOTO 4710 4750 TRAP 40000:CATS(I+X,I+X)=CHR$(USR

(BINAND,Y,255)):CATS(I+x+1,I+X+1)=CHRs (INT(Y/256)):RETURN 4800 REM TOGGLE BIT PATTEN 4810 4820 4830 4840

4270 IF I<=63

REM ENTER NEN FILENAME Enter POSITION 0,22:? DS;" ';:IF x=5 THEN 2 Extender e 4920 IF x=13 THEN

POSITION

14,I+10—FI

CAT$((I*16)+6,(I*16)+13);" ”;CAT S((I*16)+14,(I*16)+16) POSITION 14,I+10-EII 4280 IF I>63 THEN LEz?

"

4310 THEN

POKE

CH=45

AND

3500 s>1 THEN S=s-1

CH=61

AND

S<TYPE

CH=43

AND

CH=42

AND

CH=32 THEN

3400 IF CH=28

THEN

20

POS0,0:GOTO

"

THEN

I:POSITION 1,15:FOR

I=1

THEN

T=T-5:IF T<0

THEN

s

THEN

T=T+5:IF T>39

THE

THEN

=0 3430

7:39

IF

CH=31

POSITION

"

S=S+S:IF S>TYPE

THEN

”;CAT$(

1,Y+3:? ”T.Total Sects: '7;ASC(CATS(I+1))+ASC(CATS(I+2))*256;"

=1

3410 IF CH=29 N s=TYPE 3420 IF CH=30

1,Y+1:? "E.Ext:

I+13,I+15)

4330

s=s+1

S<1

POSITION

TO

"

T>0 THEN T=T-1 T<39 THEN T=T+1

S=S-5:IF

NEXT

4320 POSITION 1,Y+2:?'T.First Sect: ";;ASC(CAT$(I+3))+ASC(CAT$(I+4))*256;"

GOSUB

THEN

T

"sector

7

Y=USR(BINAND,DAT,X) IF Y=0 THEN DAT=DAT+X IF Y>0 THEN DAT=DAT~X

CAT$(I,I)=CHR$(DAT)

4850 4900 4910

RETURN

4340

3

4930 4940

)>8

752,0

752,1:IE LEN(F$)=0

POSITION

21,Y:?’0.0pen for urite

(LEN(F$)>3

OR

4960

AND

x=13)

OR

Es

LEN(F$

THEN

?

BS;

TO

8:

4910 TRAP

IF

X2=LEN(F$)+1

40000:FOR

x=13

,3) 4970 IF x=5 8) 4980 5000 5010

4940:INPUT

TRAP

POKE POKE

:GOTO

THEN

THEN

X2

CAT$(I+X,I+X+2)=ES(1 CATS(I+X,I+X+7>=ESC1,

RETURN

DISPLAY/EDIT BOOT SECTOR C$:SETCOLOR 2,3,4:SETCOIOR

REM 7

4,2,

CH=0

6

?;CHRS<<USR(BINAND,DAT,1)>0)t11+78) 4350 POSITION 21,Y+1:? 7.DOS 2 file: ";CHRS((USR(BINAND,DAT,2)>0)*11+78) 4360 POSITION 21,Y+2:? 0.Entry in use : '7CHRS((USRIBINAND,DAT,64)>0)*11+78

new

I'Yilename'7

F$(X2,X2)="”:NEXT

IF

NUMBERS

Dsy'

11,9:2 ”-> ”;CAT$((FILE* 16)+6,(FILE*16)+13);" ";CAT$((FILE*16 )+14,(FILE*16)+16);' <-" 4260 FOR I=FILE+1 T0 FILE+4 4250 POSITION

TO

Enter new count ”; 4720 IF X=3 THEN ? "first sector “; 4730 POKE 752,0 TRAP 4740:Y=0:INPUT Y 4740 POKE 752,1:IF Y<>INT(Y) OR Y<1 OR Y>1023 OR (Y>719 AND TYPE=18) THEN ? X=1

4950

GET

SECTOR

NEH

0,22:7

POSITION

12)

3330 3340

X=1:GOSUB 4700 X=S:GOSUB 4900 X=13:GOSUB 4900

4670 POKE 702,64:POKE 694,0:GET #1,CH: IF CH=89 THEN 4150 4690 POSITION 0,22:? D$:GOTO 4200

8:7 CHRS(18);:NEXT I 4300 Y=16:I=FILE*16+1:OAT=ASC(CAT$(I)) :POSITION 1,Y:? "N.Name: ";CAT$(I+S,I+

3300 POKE 82,2:GOSUB 2000 3320 S=1:T=0:GOSUB 2200:GOSUB 2300

X=2:GOSUB 4800 X=64:GOSUB 4800 X=32:GOSUB 4800 X=128:GOSUB 4800 X=3:GOSUB 4700

THEN

E;”

THEN

FILE

FILE=63

THEN

4600 4610 4620 4630

FILE=FILE-4:IF

;1=1+5 Y

Write

THEN

4290

NEXT

or

FILE=0

3280 3290

above

694,0:POKE 702,64:GET #1,CH CH=28

THEN

";:IF

FOR

4240

POKE

4510

4710

ERROR:

I=FILE-4 T0 FILE-1 4220 IF I>=0 THEN POSITION 14,I+8-FILE :? CAT$((I*16)+6,(I*16)+13);” ";CAT$( (I*16)+14,(I*16)+16) 4230 IF I<0 THEN POSITION 14,I+8-FILE: 4210

Ez?

T(I/10)*10):X=X+4 GOSUB 11000+((I-INT(I/10)*10)*10)

10100:IF

GOSUB

***

FREE2=304:VTOC$(91,128)=

4500

DISK

TO

:? "Select

?

or R>u1tu

IF CH<>87 THEN 4690 PRINT D$;" HRITE NEH DIRECTORY DISK? (YINJE

FOR I=0 T0 7 BUFOUTSH,128)=CAT$((I*128)+1,(I+

4160 4170

10300

3070 VTOC$(1,9?):BUF[N$(11’1?0) 3080 FREE1=719:FREE2=0:SECT=1024:GOSUB

)

4400

1.530

?"

4100

POSITION 1,Y+4:? D$;DS;DS;:IE USR (BINAND,DAT,67)=3 THEN POSITION 1,Y+4: 7 "DOS 2.0 hidden” 4390 POSITION 21,Y+4:? ”L.Locked: ”;CHR$((USR(BINAND,DAT,32)>0)*11+78 4380

<0

300

TABLE

"

3230 NExT x 3240 X=X-3:GOSUB

702,64

"

82,3

0151( VOLUME

CONTENTSH? ";UL$(1,29):? *** 1205055 0011 ***”; SECTOR 0000 HIDDEN 3040 PRs:”

MAX=1023

YTOC

THEN

2

OF

3090

HRITE

(Y/NIe

x,Y:DRAwTO X,Y+3:PLOT x+1,Y: x+1,Y+3:RETURN 4000 REM EDIT DIRECTORY DATA

4110

ERR<>1 1050

S

PLOT

4020

3020

10000;IF

THEN

6:CH=0

1,3,10

00 FREE)" 3050 Gosua

8)

FREE=FREE1+FREE2

4010

***”;:GOSUB 1.0200 GOTO 20000

"

NARNING!!

";CHR$((USR(BINAND,DAT,128)>0)*11+?

THE

DRAHTO

VTOC 3000 REM DISPLAY/EDIT 3010 GRAPHICS 15 POKE 559,58 POKE 752, 1:SETCOLOR 2,0,0 SETCOIOR 0,8,6:SETCOL

on

S>TYPE

3490

THEN

S+(TYPE*T)<720

3530 IF 1+DAT-1 3540 3550

360 **P¢:GOSUB 10200:GOT0 20000 2710 BUEOUTS=BUEINS 2720 SECT=1024:GOSUB 10100:IF ERR<>1 ttt DISK HRITE ERROR: SECT HEN 7 DS;'

IF

2500 3490 60508 2200:GOSUB 2300:60T0 3330 3500 IF DAT=1 THEN RETURN 3510 COLOR 2-DAT 3520 IF S+(TYPE*T)>719 THEN EREE2=EREE 2+DAT-1

POKE

BUFIN$<1,122)=VTOCS(7,128) 2680 POKE 1+122,USR(BINAND,FREE2,255) 2690 POKE I+123,EREE2/256 ‘

3460 IF CH<>87 3470 PRINT Ds;" TO

I+4,2 2630

S=s+1

THEN

S=1:T=T+1:IF T>39 THEN 1:0 3450 IF CH=66 THEN S=S-1:IF S<1 =TYPE:T=T-1:IF T<0 THEN T=39 N

5020 POSITION 4,0:? OISK BOOT INFORHA " TION (SECTOR 1)H? '7UIS(1,32):GOSU

10300

a

5030 ?

z?

SECT=1:GOSUB 10000:IF ERR<>1 THEN ” *** DISK READ ERROR Aft

'7:GOSU8

10200:GOT0 20000

)

4370

POSITION

M

21,Y+3:?

D.DeLeted:

Turn to Page 26 ’ September 7987 Atari User 25


‘ F’°’" ”9°25 5100

I=NDR(BUF1N$):POKE

82,4:POSITION

6000

REM

6010

?

VIEN/EOIT SECTOR LINKS C$:SETCOLOR 2,11,6:SETCOLOR 1,1 SECTOR LINK EDITOR":?

"

4,6:7

"

4,2

7130“

5110

Flag

K(I) S120

"No.

‘_7

boot sectors

of

__._

"l-PEE

K11+1) 5130

gout

Toad address

n;:x1 =PEEKCI+2):xz=PEEK(I+3):EOSUB 5900:? 5140 ? ~Boat INIT address ";:X1 :pEEK(1+4):x2:PEEK(I+5):Gosu5 590m? 5150 7 moot Continue vector an 7

;:x1:p551((1+7);x2=p55|((1+3);eosua

”;UL$(1,18)

,,

5900

;?

4,7;2 "NO. of active buf ";PEE|((1+9);" "m cu>0 THEN

5150

1205111011

6110

FOR

fers

,,

6120

?

6130 =155

I=ASC(BUFIN$(Y*16+X,Y*16+X)):IF THEN 1:27

6140

?

6150

NEXT

x

6160

NEXT

Y

6170

?

5300 5240 ? "Address Of buffers ";:X1 =PEEK(I+12):X2=PEEK(I+13):GOSUB 5900;? 5250

"DOS

?

present/Sector size. ";:IF

PEEK(1+14)=0 5260 5270

5270 "Yes (11;p551(11+14)e123;")~ “1st sector of DOS.SYS ,_ ”;PEE

2 7

THEN

"NO":GOTO

2

6180 6200

POKE

7

"Offset

?

K(I+17);" 5300 5310

to sector

LT'nk

..

6220

POSITION

4,13:EOR x=0 T0 "Drive ";x+1;" active?

2

"; 5320

IF DAT>0 THEN 2 ”Yes" 5340 IF OAT=0 THEN 7 "No " 5350 NEXT x 51.00 POSITION 4,22:7 "Select:

Drives

(

Buffers,”

1-3),

51110

Write to disk

?

51.20 5430 51,40 5450 5460

IF IF

5470

?

5600

5,17:?

REM

programs now available FREE for downloading on

696,0zPOKE 702,6L:GET #1,CH 1; (0:31 on (0:27 THEN 20000

IF

CH=87 CH=66

THEN

CH>1.8

AND

THEN

BS;:GOTO CHANGE

5300 5700 CH<57

THEN

6310 IF CH=81 7,320 1; 50:67

DRIVE STATUS

CH=1NT(2“(CH-49)*0-5) OAT=OSR<BINANO,PEEK(I+TO>,ON> IT OAT=| THEN POKE I+1|,PEEK(I+10

5630

MN 5640 )-CH

IF

5650 5700

POSITION

5710

POKE

OAT>O

REM

many

O$;D$:GOTO

NUMBER

OF

5160

BUFFERS

DAT

752,1:IF

OAT<>INT<OAT) THEN TRAP

0,22:?

I+TO,PEEK<I+TO

752,0:POSITION 0,22:? D$;D$; buffers 11-255) ";:TRAP 5720

POKE

5730

POKE

0,22:2

CHANGE

:OAT=0:INPUT 5720

THEN

40000:POKE D$:GOTO 5160

DAT>255 ?

OR

DAT<1

OR

5710 I+9,OAT:POSITION B$;:GOTO

BUTOUTS=BUEINS:SECT=1:GOSUB 1010! IF ERR<>1 THEN POSITION 0,22:? OS m DISK HRITE ERROR ***";:GO$

08 10200 5830 GOTO 20000 5900 REM PRINT HEX FROM X1(L0),X2(HI) 5910 2 ”$";:DAT=INT(X2/16)+1:? HX$(DAT

MT); 5920

DAT=(USR(BINAND,X2,15))+1z? HX$(D AT,DAT); 5930 DAT=INT(X1/16)+1:? HX$(DAT,DAT); 5940 DAT=(USR(BINAND,X1,15))+1:? HX$(D ABORT); RETURN

26 Atari User September 1987

.

mot.“

5600

5420 ACTIVE

.

H

I;

MAx=63

6530 1; HAX:125 6540 1; HAX>700 ,

THEN

”?le

?

THEN

7

THEN

7

number

"byte count “next sector

6550

REM

PLOT

11009 11010

REN

6600

REM

HRITE SECTOR

AND

50

ON

6620

GOSUB

10100le

ERR<>1 THEN

" ?

DOS

2

:GOTO

FORMAT!

***”;:G

20000

11011

PLOT

ZERO

RETURN PLOT

ONE

X-1,Y-3:PLOT X,Y-4:ORANTO X-1,Y:PL0T X+T,Y

X

,Y=PL0T 11019 RETURN 11020

REM

PLOT

11021

PLOT

X-1,Y-3:PLOT X,Y-4:PLOT M X+1,Y-2:ORANTO X-1,Y:ORANTO

,Y-3:PL0T X+1,Y 11029

THO

RETURN

11030 REM PLOT THREE 11031 PLOT x-1,V-1.:ORAHTO X+1,V-4:ORAN T0 X+11YTDR'WT0 X'LYTPLOT

le-Z

”039

RETURN

11050 11051

PLOT

RE" PLOT

FIVE

X+1,Y-4:DRAHTO

X-1,Y-4:DRAH X-1,Y-2:PLOT X,Y-2:PLOT X+1,Y-1:PLO X,Y:PLOT X-1,Y

11059

RETURN

11990 11091

RE” PLOT

NINE

PLOT

X-1,V:ORANTO X+1,Y:ORNNTO X +1/V‘4EPWT0 X'1IY'41WWT0 X'TTY‘2=P LOT X'Y'Z

”099 12000 12001

RETURN

RE" MESSAGE

”TRACK”

HIV-“PLOT X+12Y-4=PL0T

PLOT

X

:Y'4=PPANT0 X1Y=X=X+4 12002

PLOT X-1,Y:ORANTO X-1,Y-4:ORANTO X+1,Y'4:PLOT X+1,Y‘3:PL0T X,Y'2:DRANT 0 X+1,Y:X=X+4 12003 PLOT X-1:Y=DRANT0 X'T/Y-MORANTO X+1,Y-4:DRAHTO X+1,Y:PLOT x,Y-2;x=x+4

12004

PLOT

X+1,Y:DRAHTO

X-1,Y:DRAHTO

X

-1,V-4:ORAHTO x+1,V-4:x=x+1. 12005 PLOT x-1,V:ORAHTO x-1,Y-4:PLOT x ,Y-2:PLOT X+1,Y:PLOT X+1,Y-1:PLOT X+1, RETURN

L';

12101

PLOT

12102

PLOT

6560 POKE 752,1:POSITION 3,20:? D$:IF DAT<>INT(DAT) OR DAT>MAX THEN 7 B$;:GO TO 6510 6570 mp 40000;RETURN

OISK

10000:IF

X-1,Y-4:DRANTO X-1,Y:DRANTO X+1,Y:ORANTO X+1,Y-4:ORANTO X-1,Y-4

REH

no

6610 BUTOUTS=8UEINS

PLOT

TTOOO

12009

752,0:TRAP 6560:DAT=0:INPUT

POKE

m

AM NOT 10200:POP

12100

fr;

”95:26

THEN

2

SECT=36|:GOSUB

~;

M;

6520

DOS

TVPE=18:SECT=1024:GOSUB

11001

T

CH=27 THEN

764,255:RETURN FOR VALID

CHECK

103110 RETURN

TO

20000 THEN SECT:];GOT0 6060 6330 IF CH=66 THEN MAx=125:GOSUB 6500: BUFIN$(128,128)=CHR$(DAT+(DAT<125)*128 ):GOTO 6100 6340 IF CH=70 THEN MAx=63:Gosua 6500:B UFIN$(126,126)=CHR$(USR(BINAND,ASC(BUF IN$(126,126)),3)+DAT*4):GOTO 6100 6350 1; (11:87 THEN 6600 6360 1; CH<>78 THEN 7 B$;:GOTO 6250 6370 MAX=1023:IF Typg=18 THEN HAX=719 6380 GOSUB 6500:BUFIN$(127,127)=CHR$(U SR(BINANO,OAT,255)) 6390 BUFINN126,126)=CHR$(USR(BINAND,A sC(BUFIN$(126,126)),252)+1NT(DAT/256)) 61.00 5070 6100 6500 REM GET NUMBER up TO my OR

PEEK(7611)=255

2

OSUB

"Next

This is one of hundreds of

POKE

5610 5620

5950

this

used

sector numb ";:I=USR(BINAND,ASC(BUFIN$(1

or Q)ui

POKE REM

S;"

5,15:? "Bytes

POSITION

t";

;D$;”

"

”;SECT;"

AND

10000:IF ERR<>1 T m DISK REAO ERROR * D$;" 102002POP :GOTO 20000 **";:GOSUB 10330 IF BUFIN$(1,1)<>CHR$(2) THEN ? D

82,0

6240 IF I=0 THEN 2 "EOF":I=SECT+1 6250 POSITION 3,20:? "Select B, F or N to alter vaLues,":T " U)r1'te , C)Ontinue or Q)uit” 6300 POKE 694,0:POKE 702,64:GET #1,CH: POSITION 3,20z? OS;OS

OAT=USR(BINANO,PEEK(I+10),INT(2‘x

10230 10300 10310 ERR=1

"

5330

5810 5820

I

26,126)),3)*256+ASC(BUFIN$(127,127)) 6230 IF I>0 THEN ? I;"

+0.5))

”Now

SECTOR

I=I*1:IF I<250 10220

10320

"

:?

ERR=PEEK(771):RETURN VAIT HITH ERROR MESSAGE 2 B$;:POKE 764,255:I=0 REM

THEN

”;USR(BINAND,ASC(BUFIN$(126, ”

er

7

Z=USR(ADR(PSECTS),SECT,AOR(BUFOU

10220

126)),252)/4;”

”;PEE

"

10110

HEN

POSITION

umber

529l

ERR=PEEK<77HZRETURN REM HRITE SECTOR FROM BUTOUTS

10120 10200 10210

ESC$;CHR$(I);

:?

10100

TSLORIVE)

16

TO

INTO BUTINS

SECTOR

GET

I=OSR<AORCGSECTS),SECT,AOR(BUEIN

10020 S

7

x=I

";SECT;“ n

SECTOR

$),DRIVE)

.. ”;USR(BINAND,ASC(BUFIN$(128, " 128)>,127>;" 6210 POSITION 5,16:? "File reference n

"Address for 003.515 ";;x1 =PEEK(I+18):X2=PEEK(I+19):GOSUB 5900” 5280

:EOR

T0

REM

10010

sector

1

K(I+15)+PEEK(I+16)*256;"

Y=0

HRITING

ERROR

10000

6020 POSITION 0,6:7 D$;" Enter sector number“; 6030 TRAP 6040ZSECT=0ZINPUT SECT 6040 IF SECT<1 OR SECT<>INT(SECT) OR ECT>1023 OR (SECT>T19 ANO TYPE=18) THE N 7 B$;:GOTO 6020 6050 TRAP 40000:POSITION 5,6:7 DS 606! 7 :GOSUB 10000le ERR<>1 THEN 7 " m ERROR READING SECTOR ”;SECT;" * 10200:GOT0 20000 **“;:GOSUB 6100 POKE 82,12:POSITION 2,3

~;pgg

m

i";:GOSUB 10200:GOTO 20000 6630 SECT=I:GOTO 6060

HESSAGE

"SECT"

x-1,V:ORAVTO X+1,Y:ORAHTO x +1,Y-2:DRAHTO X-1,Y-2:DRAHTO X-1,Y-4:D RAHTO X+1,Y-4:Y=Y+9 X+1,Y:DRAHTO

X-1,Y:DRAHTO

X

-1,V-4:ORAHTO X+1,Y-4:PLOT X,Y-2:Y=Y+9 12103

PLOT

X+T,Y:ORANTO

X-1,Y:ORNNTO

-1,Y-4:DRAHTO X+1,Y-4:Y=Y+9 12104 PLOT X-1,Y-4:PLOT X+1,Y-4:PLOT ,V-A:ORAHTO X,Y 12105 RETURN

X

X


The Controller Card Desktop Management System

Announcing the all new ULTIMATE drive enhancement Drive enhancementconsists of a plug-in PCB, This

°“'S'"‘°'e*°f°"°w

“M000Mfmegitetiiiisiadm

titttgise°5"ybyfmdwih

e use , 5 am is while a of utilities in to commercigll runnitgge commerci as top system so en you access ifriteeénor'y 9. rzhnge software will be temporarily frozen. The Controller Card is an internal hardware modi?cation that when installed into your Atari 800XL/130XE will give you the most advanced Desktop Management System available today. ..

IS

PLATE Disk

Drive enhancement offers '

fedures never before ovcllcble $511ti

m

-

m one

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.

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MASTER D'SK

Reduction Of DriveWEAR and TEAR: now whole "Cd‘s can be stored in the Internal 16k RAMThe IS PLATE can READ/WRITE C WhOie "00k In the time it takes a standard 1050 drive to READ/WRITE a single sector (up to FNE times standard speed). Supports double, Dual and Single Der‘sities. r f° is w t r SK

DEOSKTOP t Printer Dumper. with the SH0 s", pa

Printout screens from commercial game title pages to graphic application packages. Vi?ll handle any graphics mode including mixed graphics modes. Full A4 size printouts, built-in shade selector. which is an ultra high de?nition bit includedis our unique SHQ system comparable to a photocopy (for Epson and compatible image pnn 9's-pr)lntout

stain Him... transects.“ I

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.

O the r Spec

0 i f 9° m res are. Si ow .

I

DriVe Wfiie |°Ckz

ma mfgm?d' g?fer

d own, F0 8 t Skew on/off, F0“

.

'

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write with verify. This system is fasterthan other systems which write without verify. A double sided operating system disk is supplied which offers the following: iS Doubler, US Doubler,Standard 1050 and Archiver emuiation. Track Tracer,Diagnostic tester, 48k and 128k Disk Backup utilities. The PLATE can be made invisible to software detectibn by either Slow down or 1050 emulation. Supplied with detailed Information regarding software drive control to allow you to access the full potential of the PLATE, wm run 0" available disk operc?ng systems (Dos) including: Spartados.Happy warp speed Dos, and other HIGH speed systems. WHh this system, up to sixteen drivescan be connected and used. A comprehensive 30 page bound manual is supplied. This includes Instrulce:tcijons. with any be suppl All registered owners wii?tltlng software updates etc for the price of Disk and return postage. Also supplied with .

GREM LI N GRAB BE R I | The comprehens’ve bra)?“ bOCk'uP ”MW d’sc' WIfh manual -

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This complete POCKOQG

NOW ON LY

£89 95 -

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ADVERHSED PR|CE)

The 0.8. Boqt Menu

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.

”95W

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Dlsk I/O Anal ser

A unique and very powerful disk debuggingytoolwhich prints out all

gilsk tea mm"ng orbemgm rig

are is so nveremnlmfofi‘grammm?am 5“? compu as data.

ri

Th ntrol p n | This utility will allow you to deteriowide parameters rangeaofgystem such as: Auto scroll, V0 noise, inverse ?ash, key click, fast cursor/keyboard debounce rate, primary system colours, the system baud rate and the system character set(14 alternative character sets

‘° °h°°s°

m)-

400/800 O eratln s stem Saver

This facility will allow tou to sgve the 00.8.fixam the 400/800 Atari computers to create true emulators or upgrade customised roms such as OMNlMON to disk to run on the 800XL/130XE computers via the Desktop.

Additional DGSKtOP Library DISks

Library Disk #1

1029 Snapshot Printer Dumper: Snapshot pnnterdumpers but not dedicated for

.

“Slantlgrztgomgrn

Library Disk #2 - SHQ Professional Print ext enhancers Combines the SH0 Graphics converters and 1Package together on onemenu disk. The Graphics converter wilt give your a desktop publishing packages to. tmatrix or pin using pson 8 (Xleggsottware) printout that matches a photocopy TYPESEETTER line feed. In fact the only competition compatible printers with reverse we have lsaLazer printer iii lJbrary Dlsk is — The Superdump lil Toolkit The ultimate backup system for standard and US. Doubler drives. This disk is crammed so full of unique features itwouid up thefO. morein ring take whoieofthisadspacetodescribethem...Please

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The perfect utility for software development, rust dump the contents of memory where the error occurs then examine and rectify. Can also to upgrade your cassette software to disk or make disk to disk

Fast

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The 1050

For the Atari 800XL/130XE Computers

“AiL ORDER PRlCE LIST (add

1056 for export orders)

asses OONTROLLER CARD wrrH DESKTOP MASTER DISK FOR THE ATARI sooxL mas OONTROLLER CARD wrm DESKTOP MASTER DISK FOR THE ATARI teoxE sass OPTlONAL swncH PACK LBRARY DISK tie £24.95 LIBRARY DISK are £16.95 LlBRARY msx iii sizes

FOR FREE INSTALLATION PLEASE ADD £5.50; FOR RETURN P&P+ INS. '

53

(0903) .

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Rmém?mmm' ltugirgyJ ssex

(mt?!

50377111

(263330024m)

F

be tweenthrerm

'

01-7311276weekdays a. “m“mprmmemwmamwm f

14

tion

Computerhouse

Romliy Court, Landrldge Road, Fulham, London SW6 4LL September 1987 Atari User 27


4 From Pagan ,

20000 RE" MIN MENU 20010 GRAPHICS 0:POKE 752,1:POKE 82,2: SETCOLOR 2,12,4;SETCQL00 4,12,6:SETCOL

1,0,12

on

20020

:7

7

DOS 2_0/2.5 ";UL$(1,23)

~

~

NER":?

20030

:7

7

~

DISK VIE

Hilley,

By Andre

19

87”

20040 POSITION 7,3;? m)

irectory":?

;?

U

v)

View/Edit VieH/Ed'it VT

D

r

View/Edit Sector Show/Edit

Boot

IF

CH=68

IF IF IF IF IF

THEN 4000 CR=86 man 3000 CH=83 THEN 6000

21050 RESTORE 21220:FOR I=1 TO 44:READ A:GSECT$(I,I)=CHRS(A):NEXT IzGSECT=AD

CH=66 THEN CH=67 THEN

21060 RESTORE 21240:FOR I=1 T0 44:READ A:PSECT$(I,I)=CHR$(A):NEXT I:PSECT=AD

CH=69

OR

R(GSECTS)

5000

20200

CH=27

CH=81

OR

R(PSECT$)

THEN

106,PEEK(106)+16:GRAPHICS 0:END 20170 7 BS;:GOTO 20100 20200 POKE 752,0:POSITION 12,21:? Tur rent Drive = ";DRIVE:? " Ente r new number: 7 20210 POKE 694,0:POKE 702,64:GET #1,CH POKE

:CH=CH-48:POKE 752,1:IF CH<1 PRINT B$;:GOT0 20200

OR

CH>4

d

T

20220 DRIVE=CHLGOSUB 10300:GOTO 20000 21000 REH INITIALISE 21010 CATS(1)=CHRS(0):CAT$(1024)=CHR$( 0):CAT$(2)=CAT$:BUFIN$=CAT$:BUFOUT$=CA

drive

(Cu

Exit

to Basic" "please enter

c

702,64:GET #1,CH

ADR(BINANDS) RESTORE

21210:FOR

I=1

TO

I,0:NEXT

I=PHBASE+1024

TO

PHBASE+1279

1

,37,208,133,212,169,0,133,213,96 DATA 104,104,104,133,208,104,104 ,5,208,133,212,169,0,133,213,96 21220 DATA 104,133,203,169,82,141,2,3, 169,1,141,1,3,104,141,11,3,104,141,10, 3,104,141,5,3,104,141,4,3,165 21230 DATA 203,201,2,240,5,104,104,141 ,1,3,32,83,228,96 21240 DATA 104,133,203,169,87,141,2,3, 169,1,141,1,3,104,141,11,3,104,141,10, 3,104,141,5,3,104,141,4,3,165 21250 DATA 203,201,2,240,5,104,104,141 ,1,3,32,83,228,96

21020 HX$="0123456789ABCDEF”:DS=CHR$(1 56):C$=CNR$(125):B$=CHR$(253):UL$(1)=C HR$(13):UL$(40)=CHR$(13):UL$(2)=ULS 21030 RESTORE 21200:FOR I=1 TO 16:READ A:BINANDS(I,I)=CNRS(A):NEXT I:BINAND= 21040

FOR

:POKE

21210

T$:VTOC$=CATS:ESCS=CHR$(27) Change

21070

21080 P050=53248:POKE POS0,0:POKE 5427 9,PHBASE/256:POKE 53277,2:POKE 704,78: POKE 53256,0 21090 POKE 559,58 21100 DRIVE=1:TYPE=18 21110 RETURN 21200 DATA 104,104,104,133,208,104,104

HEN

0c data”

20050 ? :7 s) Links” r 20060 7 :7 B) ata" " 20070 9 :7 C) rrent = ”;DRIVE79” " 20080 7 :? E) 20090 p0517100 10,22:? hoice" 20100 POKE 694,0:POKE

20110 20120 20130 20140 20150 20160

16:READ

A:BINOR$(I,I)=CHR$(A):NEXTI:BINOR=AD R(81NORS)

6‘35“ '

O/r‘ 69407 M

1m 1

10 50

2976 8451 7334

cusw

2 4037 20 17857 60 10339

m 3

m 4180 4210

17347

2028 5353

4240

7434

4270 14821

5931 9555

4300

13440

4330 4360 4390 4510 4540 4570

13902 13897 12589 8659

3380

30

9200

70

80 2690 2010 15624

500 2015

2030 2060

4070 5727

2040

9147 4398

2110 2140 2170 2210 2240 2302

4819 18957 1377

2070 2120 2150

5695 4792 5464

2180 2220 2300 2310 2340

1498 15596 5645 4398 5538

9907

2370 2520

3134 14512

2600 2630 2660

4398 5874 4471

2550 2580 2610

2965 4828 7177

5724 2512

2690 2720 3010 3040 3080 3160

3678 16740 14666 7061 10965 10955

2640 2670 2700

3293 4323 18225 1898 4777

3190 3230 3260

7743 1375

2730 3020 3050 3090 3170 3200

5076 8964

3180 3210

6649

5280 5310

3240 3270

6624 8937

3250 3280

4821 6649

5340 5410

3300 3340 3370

3748

5369

5440 5470 5620 5650 5720 5810

11439 11857

3320 3350 3380 3410 3440 3470 3500 3530 4000 4100

6357 2092

4130 4170

2330 2360 2510 2540 2570

3290 3330 3360 3390 3420 3450 3480 3510 3540 4010 4110 4150

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ANDY DORAN ?nds a new use for the Mrm Office II spreadsheet MOST people see spreadsheets as boring programs to use for accounts. This means that lots of interesting uses are overlooked. Let’s explore a different use of a spreadsheet using Mini Office II. it you glance through the glossy pages ofaholiday brochure you’ll see weather reports and tables which give an indication of the amount of sunshine or rain that a particular resort can expect during the summer months. Such a table can be displayed using a spreadsheet and with Mini Office ll the results can also be shown graphically. Take the typical British week shown in Figure l. Those figures can easily be

and enter 0 followed by Return. From now on we will assume that you remember to press Return as you make an entry. Once this has been done, pressing Escape takes you back to the spreadsheet menu. Pressing Escape once more will take

you to the spreadsheet itself (at present blank). You use the arrow keys to move the cursor around and at the top of the screen you’ll notice the status area. As the cursor is moved this changes to indicate which cell the cursor cur— rently occupies (such as A1 or 86). When data has been entered other sections of the status line such as contents change to show what is actually

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need to enter the labels for Sun, Rain and Temp so use the GOTO function to move to cell A2. The column width at present is 7 which is not big enough to allow the label Rain (inches) to be entered.

The width of column A (or any other column) can easily be altered by pressing Control+W. You will be prompted for the new column width so enter13 to allow room forthe label. Now you can enter the labels for Sun, Rain and Temp in the same way as you did for the days. Now your spreadsheet is labelled and ready for you to enter data except for one thing. You need to enter some formulae to get the infor~ mation you were originally looking for averages and so on. Use the GOTO command to move to ——

MON TUE WED THU FRI Sun (hours) Rain (inches) Temp (best)

Temp (worst) Figure

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typical week’s weather

into the spreadsheet and produce useful figures such as

entered

averages.

Now we'll move on to the program. Once you’ve loaded it you need to make some changes to the default values given. For instance, there is no pointin having two decimal places for numbers. To make these changes select Alter screen display from the main menu and you will move to second menu. The options given are clearly explained on pages 49 and 50 of the Mini Office ll manual, You need to alter the number of decimal places to 0 so simply highlight the option decimal

places

in each cell.

The ?rst thing that you need to do is to enter the labels for the spreadsheet — so you know what the values mean later on. To do this we need to move the cursor to cell B1 either by using the cursor keys or the GOTO command — pressing ControI+G together gives the prompt Cell in the status area and to move to cell B1 just enter B1. Now you are at cell 81 you can enter the relevant label. Just type the letters MON and move to cell C1 where you type TUE. Continue until all the days have been entered and you should and up With SUN in cell H1- YOU "OW

cell it and label it AVERAGE. Label cells J1 and K1 MAX and MW respectively and now move to cell l2. This cell

,

will contain a formula to calculate the averagedaily sunshine (in hours) over the week. The formula is'

l2—(BZ+CZ+DZ+E2+F2+GZ+H2)17 Fortunately Mini Office ii allows YOU to abbreviate this formula using # to stand for sum of. So the formula

becomes:

l2=lB2#H2)/7 Control+F allows you to Pressing enter the formula. The left hand side of the fomula ll2=l appears in the status area and by typing (82#H2)I7 you will have entered a formula into. cell l2. This will read 0 at first as no data has been entered. The formulae for cells B to is are

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Tum ”P??w’ September 1987 Atari User 29


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the same co ied A Wifh no 313313293? 0"(eEactly Elatively (similar ' but with Chan ges SUCh as 82 becomes 83) W 3 need to cop th Relapart Of the tiveiy so press R fig” 8?Cfarmula The new fOI’mula (twi ce ln Case), formula |3=(B3#:_I;HS 3)” WI“ now be can be Show” in the st and way_ Copied to I4 anjt'tgs‘area '" ‘Jz' '” 42 The formuia for MAI)? iassfmilar

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berslaved. We ename so th at to give a descrmlt! inf uture th IS need to guess the n-O ?rethe file. Make Sure that Contents in the drive_ there is 2 disc ll If you and ”mathgrmdtted disc. haven’t aheadymgmce One a disc may be 9. the option from formatted b Mini Office llyw?lzg. '° '5 avaiiabie after a direct°W- TVpe WEATHER-V01 (as th '3 is th efirst ver of the spreadsheet)_ Your Spread 3 zion eet will now be Saved to

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I

farmula t an (<) si n Of the en er the Ias t sim'|”H t0 the one greater thar?(>|)sslij§§ds(1n5tfad of-0urf°rmU|ae Into Column K s t arting r entered so rather thigUGSfeVe?J‘ust em With K2=<[BZH2] again co PV them, Make Sure th us a 9°0d idea at this point to save is in cell l2 and press Shift+Re cu the spreadsheet This is d One by Lsor me 55393 in the status area tell s move the cursor to the cell y °U pressing Es Cape to return to the

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nge graphics data,

0 Next m qnth We ,// look at hOW to present this small Spreadsheet pic— toral/y Until th en, create 30m e s preadsheetsand save them. .

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cost

Telex?

will The cheapest Telex machine. a need will also conventional way Cheetah). You total outlay You could go the the dearest £2,892 (the rental. That's a a Whisper), £404 year install, plus cost you £1,604 [the to line, costing £101 include VAT.) separate telephone a minimum of £2,109. (All prices to double as a — use your micro of first year are doing over the users Atari more what more and Or you could do telephone! use your ordinary And just Telex machine.

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Today between businesses. instant communication million 2 than — and more Because it’s a standard machines in use in Britain —just as Telex business communications there are 150,000 up copy of hard speed a dramatically have to because you worldwide it's used far more ef?cient, but the phone quick as using for your records. that the "conversation" MicroLink for Telex every when you use get bonus you But there's a big doesn’t offer. receive Telex office to send or conventional way HAVE to be in your even a portable). don't home (or With MicroLink you computer at as easily use your waiting for you messages You canjust Telex messages. there are any can check whether business efficiency? So now you How's that for your anytime. anywhere,

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See Page 5

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Adventunng

——————————

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ii

1

HELLO all you fellow adventurers. It's your old pal Rouloc back again to hold court on the world of Adventure. It’s good to put my feet up and enjoy a fine ale while I talk to you of high adventure and after the month I have just had it's about time I rested. For three weeks solid was fighting the evil gargoyle Mekrah before my trusty sword beheaded the foul creature. But now on to a subject that all adventurers hate mazes. Why do adventure writers still persistin using theinfernalthings? We all know how to map them (don't We?) and that once they are mapped the route through them is obvious. So the whole exercise is pointless. The real reason for the dreaded maze is that the programmer wants an easy get out when he is stuck for another puzzle. Instead of finding another trick he throws in a quick maze just to use up playing time. There are exceptions, of course, and the original Cave adventure from Crowther and Woods, with its “twisty little passages" and “little twisty pass— ages”, is one of them. It was the first one of its type and also it had the added problem of the pirate coming and taking any objects I

dropped. This made mapping very trying indeed. ln lnfocom’s Hollywood Hijinx the maze is justified because there’s a puzzle attached to it. It takes the form of a hidden map of the maze you have to find and, believe me, if you have had to sit through as many mazes as have, you would not retain your

that

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double meaning, and things are not quite what they seem. It all sounds very strange to me, but rest assured if it’s Infocom it’s got to be good.

Remember Floyd the loveable little robot in Planetfall? Well the good news is that he has returned in a new adventure written by Steve (Planetfall, Leather Goddesses, Hitchhikers)

maze

ou 0C

Meretzky.

Stationfall carries on the story of your meteoric rise since your salvation of the planet Resida which earned you a promotion to Lieutenant First Class. No more scrubwork or bathroom details for you. Instead you you are in charge of the papenrvork routine, which ensures that alltypes of forms are in good supply. The story starts after you have been ordered to go to a nearby space station to collect more forms. The orders are that a duty robot should be assigned to aid you, and as you go to the robot pool to choose one there is old Floyd sitting in his tub playing dice! The game is quite user friendly and feels quicker and more playable than its predecessor, with some excellent puzzles mixed in with good humour. If , a»you add this to the new-style still contains packaging,which high all the usual Infocom bits and pieces, it is a game you will 1:27 ;' be proud to put into your i311? a &.. g. , l read You can collection. full review of Stationfall on ”2?” page 19 of this issue.

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Reality because he Eden. keeps running out of food and getting fried when he He keeps dying. The reason he cannot underground and finds the tunnels enter the arena or shovel. palace is The answer, the that they are friend, is that you only have my extension discs to be a set released in the number of moves before the As far as future. Snowball spaceeating is concerned, ship finds you and try to going an inn blasts you. So and start again and staying the night. go straight to the shovel, then go down LC. Williams and find a has a leafy cave Sorcerer, which is a realproblem in underground and until the ship sleep shame as he has 350 points. passes by. He is stuck Kevin replies to he after enters Lee’s letter about Belboz’s hideout Ultima IV with because Feearr keeps information on the hitting him with a characters. lolo will spell. Has anyone join you in got the answer? Trinsic, Paladin Finally Colin Chambers and Shamino Geoffrey in Shelom can’t work out the in Skara Brae. weeder puzzle in Also a black stone can Return to Eden. be found at wait one turn Moon— glows moon after it arrives forJust gate. When it it to comes up go and press load, then enter it anddischarge its M. White is in SEARCH. moves until it arrives inwait three trouble in Alternate the NW corner, then

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YEBY LOW PBIQEs 5.25" COMPUTERDISKS BULK PACKED - TOP QUALITY sses'rpi DS48TPI DSQGTPI DS48<7R DSSGC/R -

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Are you tired of waiting for cassette games to load? Would you like to transfer them to disk for faster. more reliable and convenient loading? You may have heard or read that this is not possible. Well, not only is it but is a do it there possible, ma ica y, you require no £ng nowrlaréi, e 99Transdisktlv, o casse 9 pro that3?" 9 ion tec if“! auto-l niques To put it simply, Transdisk IV will read ANY Atari cassette. (single, multistage, non-standard format, 64K— no problem!), remove the protection, then place it on to diskfor y ou. Plus, to load and run the new disk version of a cassette program requ1res lust one keypress from a convenient, autorun menu disk.

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BEAT your Atari computer in this familiar card game. You need a comluck is bination of luck and skill involved when you are dealt your

v. ‘

hand, skill as you deduce which cards the computer still has left and you choose the card to lay. The object of the game is to win choose so you fror a e sagnce you triumpls ttLicks t_ _ekne?<t in hand. an d you Win tahee entire a

t

$an

You start with seven cards

in each

subsequent hand you’ll have-oneless. Whoever takes the most tricks in a a chooses trumps next time hand. conSiderable advantage. In the event of a draw (you both have the same number of tricks) the computer Will randomly determine trumps. —

and is loaded When the game With seven run you Will be presented cards — trumps Will already have been randomly chosen and indicated in the bottom left of the screen. Also, the or ”Your message_”l\_/ly trumps” Trumps indicates whether the comhas

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hours of fun ex$hatjrgzcijncenvsirllegsiseeigu as

you challenge the computer. Good

luck.

_

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Turn to Page 36 >

September 1987 Atari User 35


—_________—__——

< From Page 35 1

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0050 500 0:1 10 100:0501 0:50500 0399

0040 15

1050 1050

'

Turn to Page 38 > September 7987 Atari User 37


< Fronrl?mye.37

30100 0010 104,204,200,132,204,104,200

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1

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30220 00.0 7.31,50,112,90,192,192,192 30230 500 1:0 10 7:0500 0 30240 0005 cu0055+17100141,0:0501 1

30500 500 1:0 10 7:0500 0

30250 0010 224,240,20,14,0,3,3,3 30200 500 1:0 10 7:0500 0

30510 0005 CHBASE+(1*8)+I,D:IEHT 1 30520 0010 0,20,20.110,119,0,20,0

30270 0005 000055+172001+1.0:0501 1 30200 0010 192,192,102,90,112,50,31,7

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38 Atari User September 1987

5138

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CHSUM

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8850 18818 18848 18878 38828

4898 5955 2827 4879

7232 2288 38858 14195 38088 5383

9895

38118

3685

4426 3868

38148

3685 3685

38178

5852

38288

3685

4883 4873 4871 4872

38238 38268

3685 3685 3685 3685

5652 5643 3388 4447

CHSUH

8128 8135 8158 8288 8215 8238

8378

8828 8842

LINE

38298

38328 38358 38388

4391

38418 38448 38478

4268 4268 4391

38538 38568

38588

3685 3685 3685 3685 3685 3685 3685 1498

8228 8235 8258

1363 8142 6081 8365 3335

8328 8358

7359 5229 7456

8388 8392

4882

8398 8818 8848 8846 8868 18828

1892 1928 2812 5688 4953

3837 11882 18858 4898 38888 4762 38838 2898

38868 6547 38898 12857 38128 5457 38158 5456 38188 5495 38218 5486 38248 5487 38278 5488 38388 5498 38338 5299 38368 5384 38398 5289 38428 5294 38458 5269 38488 5274 38518 5279 38548 5284


IF you're frustrated by the difficulty of combining short machine code

.

routines with Basic on the Atari here is a routine to solve your problems.

Writing the code is no trouble, using, for example, an Atari Assembler-Editor cartridge. Atari Basic does allow calls to machine— code programs via the USR function. The problem is getting the machine code into memory. Disc drive owners can do this by using the Dos Loadbinary function (L) to load the assembled object code before loading the Basic program that uses it. This is, however, a little cumbersome, and you can easily forget to load in the machine code routine before running the Basic program that calls it. Cassette users are not even that lucky: Atari Basic doesn’t support Binary load from cassette at all. You can convert the codes by hand to decimal and poke them directly into memory or into data statements, but this is hard work (not to mention tedious) and takes a long time. Machine Code Merger overcomes all these problems in a relatively quick and easy-to-use fashion. It takes the assembled machine code from an object file on cassette or disc and creates Basic data statements containing

the codes, together with a loader routine. This can be merged with a Basic program so the machine code is loaded by the program itself. When YOU run the routine YOU Will be presented With a menu containing three options — Load binary (object code), Write Basic code and Quit to load-in your machine Select code routine. You can load from cassette or disc and the program will tell you the start address of the code and the number of bytes it contains. You will then be returned to the main 1

menu.

The second option creates and writes the Basic code ready to merge with your Basic program. You will be asked what Basic line you want the DATA statements to start at. If youjust press Return,the default ofline 10000 ——which is out ofthe way of most Basic programs will be chosen. You will then be asked if the machine code is relocatable. If you select relocatable, you will be asked for the name of the Basic string you wish to hold the machine-code data in —the default is MC$. You are then asked for the output device. Any of the standard Atari devices can be used, such as E: to list to the screen, P: to print on a printer, C: to list to cassette, or D:filename to list to disc. If you have a disc drive then you

-

'

MARTIN

mach|ne

MALE_ Show? how to InCIUde code "1 Bas|c data

need only write the filename and can leave off the D: device specifier if you wish. If you hit Return only, the data will be listed to the screen. When the Data statements have been written, you will be returned to the main menu again. To use the routine you must first assemble your machine-code using any assembler and save the object codeto cassette or disc.Then load and run Machine Code Merger. Type to load the object code, then 2 to create the Basic code. You can list it to the screen first if you wish to see what the code looks like by entering E:, or just Return as the output device. Then select 2 again at the main menu to write the code to disc or cassette this time entering D:filename or C: as the output device. To merge this file into your Basic program, first load in your Basic program, then type ENTER ”D:filename" or ENTER"C:". If you then list the program you will see that the loader routine and the machine code data has been added to your program. At the beginning of your Basic program add a GOSUB to the loader routine (GOSUB 10000, if you have used the default starting line). When the program is run this will load the machine code held in the data statements into memory. use the To call the routine 1

statement: X=USR(start 'p a”

parz ""

)

The start address (START) of your machine code routine can be found with ADR(MC$) if the routine has been specified as relocatable. The other parameters, par7 and par2 and so on, are variables you may be passing to

your routine. Your routine can also pass a single two-byte (0 to 65535) number back to Basic using the variable X by storing the number in locations (decimal) 212 (Io-byte) and 213 (hi-byte). Finally, here’s some points about the program: 0 Machine Code Merger will write two differentloader routines and store the machine code differently depending on whether you say your code is Absolute or Relocatable. If your code is relocatable (that is, it contains no absolute references to itself) the machine code is stored in a Basic string called MC$. If the routine is not relocatable it is POKEd directly into memory at the address it was assembled with. You should note that if you do write absolutely located routines be sure to locate them where they will not interfere with Basic (page 6 is usually a safe place to put them). cannot handle Q The program composite object files (ones that have been appended using Dos or programs assembled using multiple

origins). 0 You can have

more than one routine in your program by specifying a different starting line number for each

routine you convert. Remember, however, when the routines are relocatable, to make sure that the names of the strings that contain the machine code are different (MC1$, MC2$ and so on) before you run your

final program.

They can be changed after you have merged them if you did not choose when different names Machine Code Merger.

running

Turn to

Page40 >

September 1987 Atari User 39


_ LOADED':GOSUB PROMPT:RETURN 2020 2 :? "BASIc LINE NUMBER

‘ Fm" ”99 39 mtunmnmumuun m MAGNINE cOOE MERGER m m m REM BY MALE m 40 REM m (c)ATARI USER 50 RE” iii“:“cit-kirii?rititiiiiii?i 10 20 30

LOADER”:? "ROUTINE (RETURN = 10000) "; 2030 INPUT As 2040 START=10000 2050 IF AS<>"" TNEN START=VAL(A$) 2060 7

REM

11

A BIGGER 100 OIM CODES(2048):REH PUT VALUE IN NERE IE m > ZKBYTES LONG 110 OIM

BYTE<5I,ELS(20),AS<20),MGS(1S):PROMPT= START

REM

PROGRAM

OF

GNRs<125):?

130 SETcOLOR 2,0,0z? MAGNINE

MERGER

CODE

"

"

PROGRAM":?

M.MALE <8)ATARI USER" 140 7 :? z? "1. LOAD OBJECT CODE”

BY

150 7 z? "2. CREATE BASIG CODE" 160 I :? "3. QUIT" 170 ? :? 180 ? ”INPUT ONOIcE:"; 190 OPEN #2,4,0,"1<:":GET #2,K:CLOSE #2 192 IF 1<<49 OR x>51 TNEN ?

2070

1.

ABSOLUTE OR "z? FOR RELOCATABLE "z? :?

"TYPE

'?

"

FOR

2. "MAcNINE CODE: "; 2080 OPEN #2,4,E,"K:”:GET #2,K:CLOSE #2

2090 IT K<49 OR K>50 cNRS(253);:GOTO 2080

K=K-48:I

2100 2102 2104

IF

K=1

7

2110 10

NAME

PUT

2106 IF

MC$=’”’

THEN

2110

MENU"

EOR

=

2170 2180

2190

CASSETTE

°

1030 OPEN #2,4,0,"K:”=GET

”SK”?

=

#2,K=CL°SE

#2;As:CHR$(K) FL$="C:":?

1040 IE As="c" TNEN CASSETTE ANO PRESS 1050

1090 IE AS<>"D"

"REAOY

RETURN";:INPUT

Ammo

TNEN

CHR$(253);:GOT0

?

1030

1160FL$=”D=” 1070

PRINT ”INPUT

EILENAME :"";:INPUT

P =

S

POKE

1:11

FOR

";ELs;"..."

To

1140

IF 7

5:5“

BYTE(0)<>255

BYTE(1)<>255

OR

A

#1:GOSUB 1151; 0R5=By15721+25645n573)

1169E~=3715741425643mm 117“ "AXNUHN'ORGH GET

A$(3,3)<>":"

NEXT

5005 5010

POKE

1

RETURN ERROR

REM

7

TRAP

764,255

;?

N0:- ";PEEK(195)

"ERROR

2200

9

:7 "MAKE

764

POKE

K=1

2180

TNEN

-

READY

ANO

WRITING

12:0PEN

1

r

8

PRESS To

K=2 THEN GOSUB 3000:GOSUB CLOSE #1 7 :? ~HLE “mg", GOSUB

2270

RETURN

3000

REM

NRITE

REM

(EOR

3200

764,255 PROMPT

ROUTINE RELOCATABLE CODE) LOADER

mm “MART,” m

201mm?“

F0“

I

= 1

Rm ”C:

PRINT #1;START+I4;” NEXT In PRINT #1;START+5;" RETURN"

309“

REM

3100

RE"

3120

“I”

2”

40

5142

50

17“

833

192

72”

PRINT #1;START;"

“mm” .

5.21“II'}'”"’ '

153 ?g? 33“ 195 ”15

CHSUH

“26

100 12699

12312272

18“

19”

5967 1.37.2

210

1617

300

2144

2693 836

33“

3119 6512

340 1010

1020

6375 6441

”a”

15”

1060 1090

7762 1329

104015065

105“

182”

1110 1140

4573

”2“

2121

“M ”3”

1150

4301

1169

16428

1000 1030

1070

8319 1498 7144 6709

42“ 6993 4012

1521 1111 1111 1111 11111131 2020

15812

2030

1644

2050 2080 2102

5237 5967

2060 2090 2104

254 7445

21m 213“ 2180

mm ROUTINE ABSOLUTE CODE)

(FOR

3“

325 999

21517

mm

LINE

5692 4147

200 310

_

#1 K:CO0E$(I ' I)=CHRS(K)

1m 1m 1’ 1210 am #1

. + “START 2'

“mum,” I;"csf?l’nzwk?m? RETURN

1“

,.,

CHSUH

1111 1111 1111 13:1 1131 4111

3050 PM,”

35" 3m

(HSUHA LINE

141.3235

s

GOSUB#31'00?GOSLUB 3200

IF

PM

f@@/ ,

LINE

OEYIcE

T11EN

2240 2250 2260

3010 3020

A$(2,2)<>”:"

FL$="D:":FLS(3)=AS

2210 IE 2220 2230

6.8th .

IF

ELS=AS=GOTO 2190

3110 RE”

"0111" 1190

TNEN

RETUWHINPUTAm n 77min

3069

BINARY EILE":ELOSE PROHPT:RETURN

"NOT

3290 3300 5000

2180 IF AS(2,2)<>”:"

TNEN

2180 IF LEN(A$)>2 TNEN

P

#1,K:BYTE(I)=K:NEXTI THEN

A$="" THEN

764,12:OPEN #1,4,G,FL$ 764,255

POKE

J

";

.

:? "LOADING

?

IF

S

133351153911 1100 1110 1120 1130

2160 ANO

1000 REM LOAO BINARY FILE INTO MEMORY 1010 ? :? "OBJECT FILE LOAO, INPUT " DEVICE C

'.’

THEN

RETURN

320 OPEN #2,4,0,"K:" 330 GET #2,K:CLOSE #z 340 RETURN 999 ENO

"

NEXT

PROMPT

7

327g

3280 PRINT #1;ASC(CODE$(K,K))

5000

TRAP

AS="E:"

1020

PRINT

THEN

2135

PRESS

THEN

#1;ASC(CODES(K,K));",”;:K=K+1

HC$=HC$(1,LEN(HC$)-1)

2140 IE LEN(A$)=1 2150 IE LEN(A$)=2

"

15

T0

MGS="Mc"

IF MC$(LEN(HCS))="$"

2108

195 K=1<-48:1 K 200 ON K GOSUB 1000,2000,999 210 GOTO 130 :?

1:1

K<MAXNUM

CODE

DEVICE:FILENAME

1

FOR

3260 IF

IN”;:INPUT Mcs

CHRS(253);:GOTO 190

REM

3250

";

5020 GOSUB PROMPT 5030 CLOSE 11 5040 RETURN

K

TNEN

:? "STRING

1

TNEN

2120 :? "OUTPUT 2130 INPUT As

300 310

3240

FOR I=1 To MAXNUM/16+1 PRINT #1;START+5+I;" OATA K=K+1

3220 3230

'

REM

300 120

To START

REM

..

ABSOLUTE

2049 14433

8846 1820

212.

1715 3972 (M34

2162 2190 2220

3231 9656 14922 5964

2140 2172 2200 2230

3666 2775 4581 1559

2250

2121

226“

275“

2753 7873 1644

2110 2135

6919 2866 5963 3905

2106

1111 1:21 1111 2111 i111 9411

"m“ I=“

.

2210 2240

2040 2070 2100

‘°

321 1233 £131 “73? 1113 2?“ 33

4

1230

2

"PROGRAM

1?

ORIGIN

AT

(DEC):

";ORG

1240

2

”PROGRAM

LENGTN

(BYTES):

",-NAxNUN

1250 1260

GOSUB

PROMPT

REM

2010

IF MAXNUM<1

OUTPUT

3160'pRINT #1;S1ART+4;" 3170 PRINT “?um?f

3m

RETURN

2000

.

£105,406f?m?'mm'

BASIC TNEN

40 Atari User September 1987

cope 7 :? "NO

CODE

RETURN

3199

RE"

32“

REM

3210

m

HRITE

DA”

Rm "C'. P0“ NEXT

I"

RETURN,

3111 1:11 8111 4111 8121 1112 3170

5048

3180

3200 3230 3260 3290 5005

30“

3210 3240 3270 3300 5010 5040

5030

5372 9752 1345 2121 1559

1498 557 929 1347 1498 4978 1498

3190

871

322”

”69

3250 3280 5000 5020

2290 4314 3182 2750


'

“-

0

A -

~ .

IA

I

‘0.

WELCOME to the third instalment of Special FX. We'll follow on from last month's article with another DLI and

exploit the Atari’s scrolling features.

The Atari is still the most powerful 8 bit graphics computer and even the ST has no hardware facilities that can simulate effects produced with the dedicated graphics Chip. Antic. So scrolling is this month's subject for a special effect and again, even if you don't understand the theory, you'll still have a Basic program that can be used in your own programs.

Scrolling

can

be

defined

as

the

movement of information around the screen when new material appears on one of the edges. For example, each time YOU "St a Basic program the data scrolls on to the screen from the bottom and Off at the top. This is a very simple type of scroll and many computer games have far more

complex routines. Arcade games even have more than one level of scrolling to give a 30 depth effect. Atari User has already covered the subject of scrolling so there is no need for a full explanation but if you missed the articles they are in volume 1 issues 6 and 7 (October and November 1985). Basic has no reservedword

support for controlling scrolling and so all work has to be done with the PEEK and POKE statements.

the scroll and not machine code you will then find it is too slow and the result is a jerky screen with very slow movement. Machine code is the only answer

routine

is

written

If

in Basic

(0 56

oral/117g5Cf0lllng---' -

'

-

-

I“ the- thlrd part Of hls serles on amaz|ng effects R'CHARD VANNER takes a look at scrollmg messages _

and in fact the Atari only really excels in performance when programmed in

machine code. Now you’ve heard the bad news don't get disheartened because this program is designed to help you understand it all. Program is in Basic and is a scrolling banner routine that I

works in a DLI. All you have to do is put your text string into A$ and call the routine. The machine code finds the textin A$ and starts a DLl running. This continually takes data from A$ and scrolls it from right to left. Once this DH is set up it works on its own and leaves the rest of the processing time for your Basic program. A couple of small points about the routine are to make sure the text in A$ is in upper case and terminate it with the @ character. This informs the DU when to start retrieving data from the start of A$ again. This may seem a very easy routine to write but the problem with scrolling is knowing exactly where the screen data is. Basic is not the best language for letting you know this so it makes life a great deal harder. if you do want to explore scrolling then you should use an assembler as its a lot easier. So let’s have a look at

the machine code. It’s all stored in page 6 — that over-used area of memory which is safe from the friendly memory eating Basic. Listing ll is the source code of the program and creates much smoother scrolling.The display list (label DLlST) is a copy of the GRAPHICS 0 display list with a few alterations. A DLI bit is set at the beginning to allow for the DLI to take place, then the third blank line is replaced with the scroll line. This is in Antic mode 6 or Graphics 1. The rest of the screen is the same as it is in the operating system. The code is called at label START and here the address of A$ is pulled of the stack and the address of the screen is stored into my display list. Finally the DLI vector is set to point to DLl1 and NMElN ($D4OE) is set to recognise DLls. Finally the RTS returns the system to Basic. The next routine BL” is then called each time Antic finds 8 DH bit set in the mode line it is drawing. In our case this is right at the start of the screen. The DLI itself keeps fine scrolling the scroll line until it needs to do a course scroll when it takes 40 bytes from A$ and places it on to the scroll line. Turn to Page“ > September 1987 Atari User 41


_—— “51mg”

400

Bas’CP'og’am

REM

************************ ** ATARI FX #3 ** ** SCROLLING BANNER ** ** BY **

REM

**

10

REM

20 30 40

REM

REM

S0

REM

60 70 80 90 95

REM

REM

REM REM

100 DIM

RICHARD

** ** ** ** ** ** ** **

VANNER

** **************iiii*i**** A$(30):GRAPHICS

3020

0

REM

THEN

240

REM

HITH X=USR(1611,ADR(A$))

2511

RE"

260

REM

TO

STRING

YOUR

CALL

MACHINE

THE

A$

REMEMBER

CHARACTER

MUST

END

ALL

AND

IN UPPER

A$='READ POKE

340 400

REM

500

POKE

MACHINE

CODE

CODE

REM

IN MACHINE INTO PAGE DAT=-1

111111

3040

THE

MUST

TEXT

1987 CODE

DATA

THEN

DATA

141,8,6,169,0,141,48,2,169,6,141,49,2, 169,129,141,0,2,169,6,141,1,2,169,192

30“ GOTO

DATA

DATA

,165,203

AND

6

DATA

133,208,165,204,133,209,160,0,162,0,17 7,208,201,64,208,14,173,229,6,133,208,

600

;*iit~k*******i*******i***iii*i FX#3 ;* HORIZONTAL ;* SCROLLING MESSAGE ;* ;* ASSEMBLER : MAC65 ROM ;nuununnuunuuuu

173,230,6,133 3070 DATA

“5“

1

0540 ;Start of code. 0550 ; 0560 START PLA * * A

0570

pm

0580

510

STRING+1

VDSLST

=

0280 0290 0300

SDLIST

=

HSCROL

=

0310 0320 0330 0340

;Set Program run address.

0590 SM TEMP” 0600 pLA 0610 STA TEMP STA 0620 STRING 0630 LDA #7 STA 0640 YFINE m 33 0650 0660 STA OS_POINTER 0670 LDA 39 0680 STA 053010150” 0690 ; 0700 ;Set 1,151,139 List Pointer 0710 ;To Point to my DLIST. 0720 ,LDA 0730 <DLIST 0740 510 SDLIST LDA # >DLIST 0750 0760 STA SDLIST+1 0770 ;

;

0780

0350 0360 0370

;Display List

0260 0270

;Program equates. ; =

TEMP

ANTICZ

=

AN71C6

=

HSCROLL LMS

=

DLI HVBI

=

$00 $138

$02 $06 = $10 $40 $80 $41

=

$0200 $0230

;

*=

$0600

;

;

DLIST

.BYTE

DLI,$70,$70 ;2 Blank

0400 0410

.HORD

0430 address

.HORD

0440

.BYTE

Message

Line

SC_40 ;Address .BYTE ANTIC2+LMS ;Graph1cs SFFFF ;Screen

data

2,2,2,2,2,2,2,2,2 2,2,2,2,2,2,2,2,2,2

.BYTE .BYTE 2,2,2,2 .BYTE NVBI ;Jump+Ua1‘t .HORD DLIST ;Address 0490 56-40 -BYTE 0,0,0,0,0,0,0,0,0,0 050” 'BYTE 0510 -BYTE 0,0,0,0,0,0,0,0,0,0 9520 -BYTE 0,0,010,0,?,0,0,0,0 0460 0470 0480

[Mlal?lgl?lolglolg

42 Atari User September 1987

0

0790 0800 0810 0320 0830 0850 0860 0370 0030

;Set

1000

‘9At, o

7

LINE

CHSUM

10

3311

40 70

5219 3211

95 210

3811 871

240 270 300

5082 6568 6828

330 500

3640 9071

530

5040

3000 3030

10009 13530

3060 3090

14266 3896

LINE

cusun

20 50

1,235

30

3211

3211 4725

60 90

3450 3211

3833 5776

200 230

1707 5771

871 4143 871

260 290 320

6792 871 5451

871 371

400 520

5753 6123

871

600 3020

3577 7912

3050

13716

3080

14266

80 100 220 250 280 310 340 510 540 3010 3040 3070

8016 12014 13752

”1”

B” “15

1020 1030 1040

STA

#7 YFINE

LDA

TEMP

LDA

1050 1060 1070 1080 1090 1100

STA

XPLACE

LDA

TEMP+1

LI

1110 1120 1130

BNE

11110

STA

CMP

#'@ DLIA

1150

LDA

116i

STA

STRING XPLACE STRING+1 XPLACE+1

1170

LDY

#0

1180 1190

LDA

(XPLACE),Y

LDA

MN

1200 1210

CLC

#$20 SC_40,X

1250

CPX

125”

BNE

“13

INC

TEMP

# (0111 1705051 LDA # >DLI1

1270 1280 1290 1300

m

v1)5|_31+1

1310

LDA

LDA

#sc0

1330

BNE

DLIS

3111

501,05

1340

LDA

STRING

1350

STA

TEMP

1360

LDA

STRING”

DLI

Pointer

LDA

STA

R15 ,-

1380 1390 1400 1410 1420 1430

TXA

FHA

”A

1440 1450

PHA

DEC LDA

YFINE YFINE

INT INX

DL16

#39

BNE

DLI6

INC

TEMP+1

LDY

#0

(TEMP),Y

DLIS LDA

YFINE

STA

HSCROL

PLA TAY PLA TAX

PLA

1470

RTI YFINE .BYTE

1480

STRING .HORD

11960

,'

NE

STA XPLACE+1 DL12 LOT #0 LDX #0 DLI3 LDA (XPLACE),Y

STA

0900 ; 0910 DLI1 0920 551 0930 ppm 0950 0960 0970 0980 0990

.

1220 1230 1240

,-

0940

Gait

ADC

7,1

SD404

;Graph1'cs 1 Scrolling 0390 SC_POINTER

0450

*

;

XPLACE

DATA

177,203,201,64,208,10,173,229,6,133,20 3,173,230,6,133,204,173,228,6,141,4,21 2,104,168,104 3090 DATA 170,104,64,7,0,0,-1

r

141,14,212,96,120,72,138,72,152,72,206 ,228,6,173,228,6,16,73,169,7,141,228,6

El"

Machine Code Program

=

3080

DATA

104,104,141,230,6,133,204,104,133,203, 141,229,6,169,7,141,228,6,165,88,141,7 ,6,165,89

1536+0FFSET,DAT:0FFSET=0FESET+1:GOTO

0100 0110 0120 0130 0140 0150 0160 0170 0180 0190 0200 0210 0220 0230 0240 0250

CALL

3030

CASE. (C)

USER

DATzIF

II.

AND

NON

CODE

REM

READ

SETUP

AND

3050

REM

RAM

I0l0l0’0,|,0

230

REM

AS

0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0 AS

330

0K IN

2,2,2,2,2,2,2,65,0,6,0,0,0,0,0,0,0,0,0

SET

310 320

REM

209,160,0,177,208,24,105,32,157,35,6,2 00,232,224,39,208,224,230,203,208,2,23 0,204,160,0

,2,2,2,2,2,2,2,2,2,2,2,2

REM

Listing

REM

3010

REM

BE

520 530 540

128,112,112,86,35,6,66,255,255,2,2,2,2

210 220

Qt

REM

600 X=USR(1611,ADR(A$)) 3000 DATA

20l 0FFSET=0

270 REM 280 REM 290 RE" 300

5110

7 0

(113011



-

m

_—___—____—_____

into port 1. Due to the length of certain lines the commands within them must be shortened as you type them in.

MlNl'PACMAN from Robin Edwards HERE'S a version of an old arcade classic. When you run the pro-

matrix of dots (power

a

gram

pills) is drawn on the screen and you’re asked forthe level of play— 1 is easy and 9 is impossible. Your man appears at the top left of the screen and the ghost at the

20

u

4

...... “sesazggitzzzzt of the

GMAD P'CTURE

power pills to give you enough strength to be able to eat the ghost. Movement of your man is via the joystick plugged

LOADER _

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like some

.

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GrTalphics e acin a Department. e con ains an a rt s h ow, but unzmungtelyit won't let you use

the pictures within your own programs. This five-liner uses a machine code routine to load and display G.A.D. files that are saved in uncomPressed format 31 sectors long with the first 5 Bytes representing the colour registers. To use this listing within your own program just change FN$ in line 10 to the filename of the picture you will want to load. You could even adapt the routine to create a continuous art show within your own program. —

.

.

'

20 LOCME -

.

-. LY-°;;:°:‘:'2'?;f222320 emu _ '

fife}; '

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of the commercial software available?With this program you can load in picture files created on screens

0

routine,

HAVE you ever written a program and wished you could create fancy title

and Checks

3 Maksng

cap, MOVes man , Writes Score Stops beep and -

53

all 100

from Granvrlle Danby

lOVStick_

30

bottom right. it will automatically -

FROG RAM Draws Matr.BREAKDOWN ix, gets skill turns of curs or. level ' Draws ghost "Tan

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STA lCCOMOIX MSC

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BREAKDOWN OOGRAM to disc

_

44 Atari User September 1987

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:POKE 719,c3:poxs 712,c5 30 FOR Y=B 70 31mm X:POKE 1536+Y,X: nexr Y:Q=USR(1536):CLOSE #1 40 GOTO 45 50 um 169,7,162,16,157,66,3,165,88,l

57,68,3,165,89,157,69,3,169,6B,157,73, 3,169,?,157,72,3,32,86,228,104,96

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material returning pleasg enclose a suitably stampe Pa°k39e' We pay £25 for each one published.

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68 Chester Road, Hazel Grove, Stockpmt’ SK7 5NY. House,

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PROGRAM BREAKDOWN

trap to

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Charact 8’ '".

FAST MOVER

. FAST mover rsa

.

desrgned to program at a

gnzzie?gégfezspafe o memo timg between ccu in .

jurist43 bytes it .

Y

makes see of “pg ins-J addressrng mode of the 6502 .

m direct croprocessor.

Furthermore, the

access to the 8k areaprogram can gain of ram beneath Basic rom by a .

process known

as

bank-switching. The area begins at location 40960 and allows plenty of data to be stored for later retrieval

without affecting user ram. Unfortunately, the routine location 54017 and so is

____—__——__

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21

1578.READ

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um 16'|,?,169,255,141,i,2‘li,14,12

4,133,105,114,133,2a4,m4 30 DATA

133,207,104,133,206,1?i,1l4,17

9,177,2G4,1451206,2W

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DATA

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“TA 208,249,23'”,205,23,27,le2 2981242f169,253,141/7r211196

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X=USR(1536,fron,to,nunber °f “V”

93995 t°

0

uses

With the old in'compatable 400/800 series of Atari computers. When you type the program in make sure you save it first

LINE

“$-

before you run it as it uses a machine code routine placed in pageGSo ifthe data is typed m wrongly then it may crash and lose y0ur prOQram-_ you call the routine the f o lllNhen owing parameters must be passed to the stack _

from Peter Dean

CHSUH

20 15492 56

coodfleM VAR’ABLES in FOR

-

f’ %¢ Qéé/ .

“upon!!!”

.

W°'d _

and CLR in case of a input. Location 729 is poked with 1 to wrong key speed the delay between key hit and key repeat. 20 internal key code placed into P. Value of ASCln$(P,P)) is placed into N. Location 764 is poked with 255 before the setup of a FOR...NEXT detect a key press loop to during decay. 30 Sets sound channel 1 to use N for pitch and V for volume. But sound 2 is optional. Also colour 710 is poked. register 40 Watts for key press before 50 Sets up contmumg. screen.

of Atari User IN the July 1987 .‘ssugatled Organ by there was a Five re is another linerh Well GoldingLe n abut with some based on that program it uses ded features. AS with organ

5: enema]key olume

pref-

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a

User, Europa

Atari

10

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SimpW

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Finally a word of warning: When you use fast mover make sure the area of memory to which the data is sent is not requiredfor any other application.

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“‘

September 1987 Atari User 45


ATARI DISCOUNTS

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PL65

.

5

I

FOR ANY 8 BIT ATARI WITH 48K RAM

U

Amicro-processorprogram developmentlanguage designed speci?callytorthe 6502processorthatgivesthe powerandflexibilityofassemblerwithoutthe

gig?”

t m re dl anguage marsdesgnedm u sedasa IS aproce d ura sruc replacement forassembler. Itis implemented as asingle pass compilerwhich generatespure 5502 machine code output. KEY LANGUAGE FEATURES

'

PLEASE PRlNT TH|s AD IN THE NEXT ISSUE

-

'

'

l

I

I

4typesofprocedure PROC FUNC FUNC$ anleTEFtRUPT 4primary variable types BYTEINT POINTER and STRING+absqute. BASED and arrays

'

Structured program ?ow statements lFTHENELSE ENDlF WHILE DO ENDWHILE

REPEAT UNTIUFOREVER FOR TOIDOWNTO STEP NEXT CASE OF ENDOF ELSE ENDCASE ON GOTO + unrestricted GOTO's for those who can't break the habit

I

I

+

(minimum £2 for 20 words), Cheque enclosed for F_.__ payable to Database Publications Ltd. Name_____—

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Address ——

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——

I

a COPY

Signed——-— POST T0: Atari Classifieds, Europa House, 68 Chester Road, Hazel Grove, Stockport SK7 SNY. A094 _

46 Atari User September 7987

_

_

'

Syntax includes the complete setof6502 mnemonic: whichcanbe intermixed with high level code for those time critical code segments. much much more.

PL65 allows youto create fast professional programs with high levelstatements producing code which is 601 00 times iasterthan BASIC and with the built ill assembler evenfast arcade games are possible (no royalties on mntime code).

I

l

disk with DOS

25+

PL65 is suppliedon KEQapowerfulword-processorstyle texteditorwhichispackedfullotfeatures+Librarysupport?lesmcluding routines for l/O. graphics, player-missile graphics, sound etc etc + 130 page programming manual. All this and more for just £1995

Sendchequesorposra/ordersmadepayable to: Noahsoft, 90 LONDON ROAD, DUNSTABLE, BEDS LU6 3EE

_


£29.72” 7“?

7

_~_+_—

B y GEOFFREY STOREY

A

7 -

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Your helicopter is controlled by the joystick plugged into port one and you fire by moving it in the appropriate direction and pressing fire. By shooting downwards you can blast a tunnel to the trapped men. Once a passage is clear you can move the helicopter through the narrow tunnel. You pick a man up by positioning your helicopter over the man and once he has boarded the craft you fly him to the safe landing platform on the left of the screen. Watch for the plane which is dropping rocks and bombs — shoot it if you can. Once you touch down on the pad the man will jump out and you can return to rescue the next one. Remember, you can only collect one man at a time. You start the game with three lives and lose one if you are hit by a bomb or rock or if you crash into any other object on the screen. The men can also be killed by the bombs and rocks. It's okay to land on a dead man but not surprisingly, you cannot pick him up. If you crash when carrying a man he dies and you lose a

life. There are 10 screens on the first level and you have to collect five men on each one. When these screens have been completed you move to level two where you have to rescue six men... and so on. After 10 levels the game restarts at level one, but this time considerably

faster.

7.

[7777 A“.

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, 7

i

This may sound easy but you have limited fuel and an enemy bomber is covering the area dropping bombs and large rocks in an attempt to destroy your helicopter and stop the

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ON a mission into an enemy country five of your marines have been capsized into the sea and you have to fly in to rescue them. You have one of the fastest super helicopters, equipped with the latest armament, and your task is to rescue the men as they

'

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Shooting soil . y

.

or rocks

Picking man up Shooting the bomber Taking man to safety

Shooting falling bomb or rock

17?“

1

30 50 60 100

Turn to Page 48 > September 1987 Atari User 47


-—_——_

PROGRAM

DI FF

“REAKDOWN

10013

de he\'|copter Ex?gion detection

500-570 500-760 800-890 900-990

,

.e'. °f men rescued hmrt Muel 6” rescued on parti l ar If you level have man CM “1 _cu 0" 0 Otherwise Sgore H_'9h score

FU

Move aerop\ane_ rockets Bum) n pressed'f‘re

F

MAN CM SC

n

%U\\‘etconisionidetecuo rouunes Explosion ock routine

If:

left

ll-Twes “Het bee” ”red 113st ara for

F

FaN'mg 1°°°41168

b°mbkarg?éed c :;%%_131oBorgbtgfségre a

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B

Bomb

.

13204400

1500-1530 New hits bom b or rock BuHet 1580-1750 1750-18 Man dies 0 e ting \eVe\ 1850489 Tune for C°“_‘p rou tine hnt 1900-1980 AeropLGne 2000 2090 over |

Game

0

PTGVer

miss?es

mitia?se ”Rigger 5008-3228 561 Poke new '

C

5990-6180 5190-6290

‘ Fm” ”9°

ust

Disp‘aV

set data

370

REH

CHOPPER

REH

BY

30

REH

(

1.3

m

c

STOREY

ATARI USER

)

50 GRAPHICS

0:DIH N5110),55(10):?

SETTING-UP 60 FOR I=0

PLEASE

'

HAIT....W

THEN GOSUB 1100 180 GOSUB 800 190 A=USR(L,0,PH+40) 200 IF PEEK(1556)<45 THEN

GOSUB

THEN

5

3,0,0,0

230 IF

B=1

THEN

1556,20

POKE

THEN

POKE

PEEK(1563)>200 SOUND

1556,4

THEN

B=0

3,PEEK(1563)*4,1

0,6 240 IF 00

F=0

AND

STRIG(0)=0

THEN

GOSUB

5

250 IF F=1 THEN GOSUB 300 260 NEXT SP 270 GOSUB 370 280 GOTO 110 300 RE" *** FIRE ROUTINE *** 310 IF PEEK(53253)>2 THEN POKE 1585,0: GOSUB 900:GOTO 890 320 IF PEEK(1557)>205 OR PEEK(1561)<49 OR

PEEK(1561)>209

THEN

330 RETURN 340 A=USR(CLEAR,1):POKE

IF

340 1585,0:SOUND

6

0

2,0,a,6 INT(RND(0)*0.5)=0 THEN

3000

:P=

1

FOR

POP REH

IF IF IF IF IF IF IF IF

900

ii

= < §>39T?g5NxX319

1r Y>20 men v=20

155

LOCATE

X,Y,I

1586,7:GOT

945

IF

OR

POKE

Z=4

950 POSITION

1558,230:A=USR(L,2,PH+123):PO

I=0

3:SOUND

I,0,0,0:NEXT

:GOTO

0,240,0,SO:A=USR(L,T,PM+180

1030 SOUND ):RETURN

0,240,0,SO:A=USR(L,T,PH+190

1040 SOUND 0,240,0,SO:A=USR(L,T,PH+200 ):RETURN I

1050 POKE 53256+T,1:SOUND 0,240,0,SO:A =USR(L,T,PH+220):RETURN 1060 A=USR(CLEAR,T):POKE 53256+T,0 1070 SOUND 0,0,0,0:SO=7:RETURN *** BOHB/ROCK *** DROP 1100 REM 1110 IF PEEK(1558)<48 OR PEEK(1558)>20 0

THEN

1120

RETURN

A=USR(CLEAR,3):POKE

1587,0:SOUND

3,0,0,0:B=1 POKE

THEN ST=140: IF INT(RND(0)+0.5)=0 707,6:POKE 1579,PEEK(1578):GOT0 1

150 1140

ST=160:POKE

1130

E

90

900

POKE

***

1579,PEEK(1578)*2:POK

707,136

1150

*** DETECT COLLISION *** PEEK(53252)>3 THEN 600 PEEK(53263)=2 THEN GOSUB 1750 PEEK(53255)>0 THEN GOSUB 1200 PEEK(53260)>2 THEN 600 PEEK(53252)=2 THEN GOSUB 1400 PEEK(53252)=1 THEN GOSUB 1500 PEEK(53261)=4 THEN GOSUB 2000 PEEK(53253)>2 THEN POKE 1585,0:

53278,0:RETURN RE! *** BULLIT HIT SOIL/ROCK

RETURN

1020 SOUND 0,240,0,SO:A=USR(L,T,PH+184 ):RETURN

#6;"'

TO

Z=33 THEN

X,Y:? #6;CHR$(165)

20 960 FOR I=100 T0 200 STEP 970 SOUND 0,1,0,15'INT((I-100)/6.66) I:SC=SC+1 980 NEXT 990 POSITION X,Y:? #6;"":GOTO 1320 1000 REM *** EXPLOSION ROUTINE *** 1010 SOUND ):RETURN

»

670 GOSUB GO 680 FOR H=1 TO 50:NEXT H I 690 NEXT 700 FOR I=0 TO 20:NEXT I 710 IF LI=0 THEN POP :GOTO 3000 720 POKE 1556,52 730 POKE 1560,173 740 POKE 53278,0 750 IF CH=1 THEN CH=0:GOSUB 1860 800 810 820 830 840 850 860 870 880

5mm

943 944

640 GO=1000:P=0 650 FOR I=1 TO 6 660 GO=GO+10zSO=SO+1

760

1585,0:F=0:SOUND 1,0,0,0

POKE

92a A=USR(CLEAR,1):POKE 930 X1=PEEK(1557):Y1=PEEK(1561) 940 X=INT(X1-481/8:Y=INT(Y1'44)I8

32;

1

1sss,u§souuo

560 F=1 570 RETURN 600 REH *** CRASH ROUTINE *** 610 A=USR(1546):LI=LI‘1:B=0:F=0:T=0 620 POSITION 16+LI,0:?

GOSUB

48 Atari User September 1987

:GOTO

POKE

890

***

POP

POKE

350 RETURN 360 REH ***

FUEL

THEN

#

1586,8

,0,0,0:F=0 REDUCE

FU

910

5,22:?

1585,S 1557,PEEK(1556) POKE 1561,PEEK(1560)*3 550 A=USR(L,1,PH+83):SOUND 1,2,0,6

630

5

:SOUND

430

520 530 540

5

AND

Locatl on of PMGs on scre en

450 SOUND 2,80,4,4:RETURN 500 RE! *** BUTTON PRESSED *** 510 S=$TICK(0):IF S=15 THEN RETURN

F

PEEK(1556)>205

POKE

KE

00 150 IF F=1 THEN GOSUB 300 160 IF PEEKI1558I>230 THEN GOSUB 400 170 IF B=0 AND P=1 AND PEEK153770I>DIF

B=1

_

0

R,I):NEXT I:POKE 53278,0:POKE 559,62 100 REH ***'HAIN LOOP *** 110 POKE 77,0 120 FOR SP=0 T0 4 130 A=USR(L,0,PH+20) 140 IF F=0 AND STRIG(0)=0

m

450 440 POKE

TO

220 IF

list

Fg?ggfogljsmay IGCt status

1

8,30:A=USR(L,2,PH*103):POKE

9001NEXT I:POKE 559,0 70 GOSUB 5000:GOSUB 6000 80 GOSUB 4000 90 A=USR(1536):FOR I=0 TO 3:A=USR(CLEA

210 IF

f0r JOVSU'Ck read for locate function gsed

FU=FU-1:HS=STR$(FU):S$f000"

390 RETURN 400 REH *** HOVE PLANE 410 A=USR(CLEAR 2):POKE***8 15

RESCUE

GEOFFREY

_

380 S$(4-LEN(NS))=NS:POSITION NOT

memory variable for read. addre88 "19 data

V anable

ST

X1/Y

6;S$:IF 10 20

S

'

47

.

DISpla Y scores

X' YZ [IL

mterrUpt

-

Dew Pmmy

Ns/ss

routmes an d VB|

Draw ‘eVeAS.

grop?ggr

?ag explosnon

l NT Pane m°Ve ?ag loop counters CLE'AR Coeranext out for L player/missiles Loadr missiles PM PMG[player 3 Memory address CHSET N Characters A

312kup manonr°u¥mead sa 9 p man 1410-1411;Drop |evel

3000-317 4000-4990

ve'

current screen leVel of men left to rescue $5286”

MR

Reduce

Te

med va'iab'e 0 3 10,13

use “M

rouune 15,03 100-28?) 300-35 TWA 360-39° 490450

of each

'CU_'tv

_

.

am

VARIABLES

Diff'

POKE

1559,PEEK(1558)

1160 POKE 1563,PEEK(1562)+8 1170 A=USR(L,3,PH+ST):POKE 1587,1 1180 RETURN 1200 1210

REH

IF

***

*** PEEK(1559)>20

BOHB/ROCK LANDED

PEEK(1559)<48

OR

THEN 1300 1220 POKE 1587 0 1230 IF ST=140’THEN 1270 1240 T=3:GO=1000 1250 FOR I=1 TO 6:GO=GO+10:SO=SO+1:GOS UB 60

0

1260

NEXT

I


1270

X1=PEEK<1559):Y1=PEEK(1563)

1910

1280 1281

X=INT(X1-48>/8:Y=INT(Y1-44)/8

I-1,10,12

LOCATE

X,Y,Z

1282

IF

THEN

Z=4

$17):GOSUB 1283

IF

1:33

IF

ST=160

1290 1300 1310 1320

POSITION

1330 1340 1350 1360 1370 1380

1300

ST=140

AND

THEN

X,Y:? #6;CHR 1300

THEN

SOUND

X,Y:? #6;LHRS<134)

3,0,0,0:B=0:RETURN *** SCORE UP-DATE ***

NS:STRS(SC)

SSP000004SSIO-LENINS))=N$ POSITION 0,0:? #6;S$ IF

SC>HI

THEN

HI=SC

I:FOR 1980

1430 1435

TNEN

CN=1

IF

GOTO

RETNH

THEN

1510 1520

IF IF

#6;“”

HAN=LIH-D

***

1580

REM

THEN

POP

:GOTO

1590

53278,0:SOTO 1320 ITT NEH LEVEL ***

1590 A=USR(L,0,PH):A=USR<1546):FOR I=0 T0 3:SOUND I,0,0,0:NEXT I 1600 POSITION 0,3:?

#6;-;LEV;"

-

LIN=LIN+1:NAN=0:CN=0:8=0

1620

GOSUB

1630

ANO

H:NEXT

NEXT

PEEK(1563)>200

A:

TNEN

UNO

I,0,0,0

NEXT

LEv=LEv+1:IF

LEv=11

TNEN

LEv=1:PO

O=0:P=0:E=0:OIFE=OIEE-10

3:SO

2,80,4,4:POKE

H=1

FOR

TO

100 FU=FU+1

0,20

SOUND

1660

N$=STRS(FU):S$f000HGOSUB 380

1670 1680 1690

SC=SC+5:GOSUB 1320

0,0,0,0:NEXT

SOUND

H

I=0 TO 100 NEXT I 17l0 ? #6;CHH$(125):POKE 559,16 1710 GOSUB 4040 1720 POKE 1556,52:POKE 1560,173 FOR

90

POP

:GOTO

REM

STA

,0,0

SOUNO

1770

P=0:0=0:A=USR1cLEAR,1):A=USR(CLEA

BULLIT HIT SONS/ROCK *** 1585,0:POKE 1587,0:SOUND 1,0

POKE

3,0,0,0

0,3) 1780 1790

A=USHIL,3,PH+2402 FOR I=15 TO 0 STEP

5:SOUND

-1:FOR

H=0

To

0,H*1OFI,TO,I:POKE707,H*10+I:

A=USR(L,0,PH+20):NEXT

H

0,0,0,0

1800

SOUNO

1810 1820

A=USR(L,O,PH+40)

1830

A=USRICLEAR,3)

I

NEXT

53278,0 sc=sc+100:OOTO 1320 1860 REM *** HAN DEAD ***

1840 1850

POKE

1870

O=O+1

1880

POSITION

1890

RETURN

1900

REM

m

17,23z? #6;D LEVEL COMPLETE

m

GOSUB POKE POKE POKE POKE

RETURN REM

FOR

I=32000

1587

A:POKE

REAO

I,

TO

32194:REAO

A:POKE

TO

32328

READ

AzPOKE

TO

32241

REAO

A:POKE

I

I=32256 I

I=32210 I

28

5110

OATA

120,120,120,120,120,57,81,10

5,15,15,15,15,0,0,0,0,52,53,54,55,2,2,

3090 NS=STRS(SC):SS="00000":S$(6-LEN(N " S))=NS:POSITION 2,6:? #6;”LAST SCORE ;ss 3100 N$=STR$(H1):ss="00000”:SS(6-LEN(N " 8))=Ns:POSIT10N 2,8:? #6;"HIGH SCORE ;SS

0,192

EU

NOT

;-:60T0

5120

POSITION

TNEN

4,2:?

#6

3080

3070 POSITION 3080 POSITION

5,2:? 3,4:7

#6;RESCUEO

#6;"HEN

";

#6;-’

5620:GOTO

3140 3150 3160 3170 4000 4010 4020 4030 4040 4050 4060 4070 4080 4090 4100 33)

SETCOLOR

,

POP

:GOSUB

80

710,PEEK(20):NEXT N I:POKE 707,0 NEXT aosua 1100:POKE 1579,1 GOTO 3120 *** DRAH SRAPNICS SIS REM POKE

GRAPHICS 17:POKE GOSUB POKE

FOR FOR

PLOT I,21:ORANTO

1,21-0

0

163:PLOT I,21-N

cOLOR NEXT

559,0

4930 752,1

I=2 TO 19:COLOR 162 N=0 T0 INT(RND(0)*(LEV+9))

NEXT

I

POSITION

5170 OATA 212,176,21,177,203,208,247,1 36,177,203,240,6,200,145,203,136,208,2

1,

0,18z? #6;CNRs<33);CNRs1

FOR 1:19 To 21 4120 POSITION 0,1:2 #6;CNRSI162);CNRSI 162)

4110 TUNE

IzRETURN

16,64:POKE 53774,64 6200 712,0 756,132 708,10:POKE 709,200 710,40:POKE 711,6

2,4,0,15,15,15,15,15,15,15 OATA 72,138,72,152,72,162,0,189,1 20,2,29,44,6,160,15,56,176,32,201,15,2 40,28,201,14,208,2,160,13,201,13 5130 DATA 208,2,160,14,201,11,208,2,16 0,7,201,7,208,2,160,11,192,15,240,6,61 ,48,6,157,28,6,152,61,44,6 5140 OATA 157,44,6,232,224,4,144,195,1 62,0,189,32,6,133,203,189,36,6,133,204 ,189,40,6,133,209,198,209,16,7,232 5150 OATA 224,4,144,232,176,91,189,28, 6,133,207,70,207,176,26,188,24,6,192,4 8,240,19,208,1,200,177,203,240,6,136 5160 DATA 145,203,200,208,245,136,145, 203,222,24,6,70,207,176,29,188,24,6,20

3110 POSITION 4,10:? 3120 FOR 1:14 To 0 STEP -1 0,1;FOR H=1 To 15 3130 IF PEEK(53279)=6 TNEN

1730 1750 1760

NEXT

POKE

104,160,0,162,125,169,7,76,9 2,228,104,160,98,162,228,169,7,76,92,2

54286,64:POKE 1634,0 3020 A=USR(CLEAR,0):A=USR(CLEAR,1):A=U SR(CLEAR,3):POKE 1586,7 3030 GRAPHICS 18:POKE 756,132:POKE 559 ,62:POKE 16,64:POKE 53774,64 3040 POKE 708,200zPOKE 709,14:POKE 710 ,52:POKE 711,136:POXE 32140,255 3050 POSITION 3,0:1 #6;”chopper rescue

RR

,10,10

EOR I=1 TO LIN X=INT(RND(0)*18+2) Y=INT(RND(0)*17+3) LOCATE X,Y,Z IT z=32 OR z=4 THEN 4220 POSITION X,Y:? #6;CHR$(4)

I,A:NEXT 5044 FOR I,A:NEXT 5046 FOR I,A:NEXT 5100 OATA

1586,8

I:SOUNO

15+I,0:? #6;CHRS(168):NE

5030 RESTORE 5100 5040 FOR I=1536 TO A:NEXT I

TO

#6;?;ru

4270

5042

I:POKE

LI

*** PLAYER MISSILE VBI *** L=32256:CLEAR=32210 5020 IF PEEK(32000)=72 THEN 5300

3,0,0,0

2080 POKE 53256+T,1 2995 sc=sc+so;50To 1320 3000 REM SSS GAME OVER A44 3010 A=USR(L,2,PN+103):FOR I=0

3060 IF

1900

1578,PEEK(1578)+1:LIH=5:LI=LI+1

1640 1650

_

0:1

0,22:? TO

4930 4940 4950 4960 4970 4980 4990 5000 5010

1

1610

KE

IF

2070 1

POKE

I

A=USR(L,0,PH+20) 2064 A=USR(L,0,PN+40)

RETURN

IF HAN=LIH-D

NEXT

3:SOUNO

2063

POKE 1530 A=USRICLEAR,1) 1577,1:POKE 557,PEEK(1556):POKE 1561,175:POKE 705, 200:A=USR(L,1,PN+60) I 1540 POKE 1585,11:FOR I=0 TO 25 NEXT :A=USR(CLEAR,T):POKE 705,238 POKE 1577 ,3:SC=sc+60:0R=NR+1 cN=0 HAN=HAN+1 1550 POSITION 16,22:? #6;HAN

1560 1570

N

TO

POSITION

I

4210 4220 4230 4240 4250 4260

SO=GO+10:SO=SO+1:SOSUO GO 2060 IF 0:1 THEN SOUND 3,PEEK(1563)+4,

2061

1560

THEN

THEN

C11=0

XT

RETURN

USRICLEAR,3):S=0:SOUNO 2062 FOR H=1 TO 10

HELIPAD

THE

4180

4190 FOR I=1 4200 POSITION

10,6

1320

***

REM

0,

2050

N

1470 1500

#6;-0"

I

-7:SOUND

2030 P=0:E=0:OO=1000:T=2 2040 FOR I=1 TO 6

X=INTIX1-48)/8:I=INT<YI-44)la

POSITION X,1+1:? cn=1:sc=sc+30

5

0,90,10,12 SOUNO 1,90,10,12 3,92,10,12:EOR I=0 TO 100 NEXT 0:0 TO 3 SOUND 0,0,0,0:NEXT

I,0,0,0

X1=PEEK11556>:Y1=PEEK(1560)

1450 1460

N:NEXT STEP

2000 REM *** PLANE NIT **t 2010 POKE 1586,0:POKE 1585,0 2020 A=USR(CLEAR,1):EOR I=0

RETURN

X>19 THEN X=19 1440 LOCATE X,Y+1,Z:1F Z<>4

11:0 To 5;NEXT I=210 TO 145

4130 NEXT I 4140 GOSUB 1320 4150 POSITION 0,23:? #6fUAVE";LEv 4160 POSITION 12,22:? 4170 POSITION 12,23z? #6;"DEAD 0

0,

SOUNO

:SOUNO

NS=STRS1HI)

IF

FOR

1970

SSP000002SS(6-LEN(NS))=N$ 1390 POSITION 7,0z? #6;S$:RETURN 1400 NEH *** PICK UP HAN *** 1410 1420

FOR

1930

185 STEP -7:SOUND

1,I,10,12:EOR N=0 TO 0,0,0,0 SOUNO 1,0,0,0

I-1,10,12:SOUNO 1,1,10,12:FOR 11:0 TO 5 :NEXT N;SOUNO 0,0,0,0:SOUNO 1,0,0,0 1940 FOR 0:0 10 5 NEXT N:NEXT I 1950 FOR I=165 T0 100 STEP -7:SOUND 0, I-1,10,12:SOUNO 1,I,10,12:EOR 0:0 TO 5 :NEXT H:SOUND 0,0,0,0:SOUND 1,0,0,0 1960 FOR 0:0 T0 5:NEXT N:NEXT I

1300

A=USRILLEAR,3> REM

1920

TO

SOUNO

:NEXT N:SOUNO POSITION

1860:GOT0

1286

I=255

FOR

45,290,145 5180 OATA 203,254,24,6,70,207,176,3,22

2,20,6,70,207,176,3,254,20,6,189,20,6, 157,0,208,24,144,154 5190 OATA 104,168,104,170,104,76,98,22 8

5200

OATA 234,234,234,104,104,104,170, 189,32,6,133,186,189,36,6,133,187,104, 133,213,104,133,212,189,24 5210 OATA 6,133,195,169,0,164,195,136, 136,145,186,200,234,145,186,200,234,23 4,234,162,0,161,212,240,11 5220 DATA 145,186,230,212,200,192,255, 176,11,208,241,169,0,145,186,200,145,1 86,234,234,96,234,234 5250 OATA 32,11,6,104,104,104,170,189, 32,6,133,186,189,36,6,133,187 5260 OATA 169,0,168,234,145,186,200,19 2,255,144,248,32,1,6,96

5300

POKE

704,40:POKE 705,238:POKE 706

Turn to

Page50>

September 1987 Atari User 49


<From Page“ ,136:POKE 7I7,136:POKE 623,1 5310 A=PEEK(106)-16:POKE 54279,A:PH=25

2,0,0,0 ,1:POKE 1579,1:SOUND 5630 POKE 1556,52:POKE 1560,173 5640 POKE 1562,50:POKE 1586,7 5650 DIFF=240=D=0

6*A

5660

5320

FOR

I=4

FOR

1:1568 To 1571:POKE

T0 7:POKE

1568+1,A+1:NEXT

I 5330

1,0:NEXT

1

5340 POKE 53277,3:POKE 53258,1 5350 IF PEEK(PH)=255 THEN 5610 5500 FOR 1=PH A:NEXT I 5510

T0 PH+259:READ

A:POKE

I,

255,36,24,60,66,90,90,126,60

DATA

,36,66,231,0,0,0,0,0,0,0,0 5520

248,36,24,60,66,90,90,126,60

DATA

,36,66,231,0,0;0,0,0,0,0,0 5530

31,36,24,60,66,90,90,126,60,

DATA

36,66,231,0,0,0,0,0,0,0,0 5540

24,24,64,60,26,24,36,102,0,0

DATA

,0,0,0,0,0,0,0,0,0,0 5550 DATA 0,0,0,24,60,60,24,0,0,0,0,0, 0,0,0,0,0,0,0,0 5560

0,0,0,56,156,242,255,126,28,

DATA

56,112,0,0,0,0,0,0,0,0,0,0,0,0,28,57,7 9,255,126,56,28,14,0,0,0,0,0,0,0,0,0 5570

60,126,239,254,191,247,254,1

DATA

18,0,0,0,0,0,0,0,0,0,0,0,0,60,60,60,24 ,60,110,118,110,52,24,0,0,0,0,0,0 5580

0,0,0,0,8,32,16,0,16,8,32,4,

DATA

16,0,16,4,32,72,18,68,16,0,0,0 5590 DATA 8,32,2,68,17,132,66,8,16,0,0

,0,0,0,0,0,0,0,0,0 16,4,64,2,40,4,130,80,9,32,2 0,128,34,8,16,0,0,0,0,0,128,128,184,16 5600

DATA

8,56,7,5,7,0,0,0,0,0,0,0,0,0,0,0,0 5610 5620

INITIALISE VARIABLES 1!“ 1577,3:POKE 1576,1:POKE 1578

***

REM

POKE

10 40

3789

70 100 130

3910 3530 2893 5541

80 110 140 170

2903

200 230 260

160 190 220 250 280 320 350

871

8464 3795 1611

10397 1498

38012575 410 440 510 540 570 620 650

5749 7683 5776 3919 1498 4396 2092

680 710 740 800 830 860 890 920 941 944

3628 4832 2128 5384 5564 5556 4012 5028 3177

960 990 1020 1050 1100

4243 5613 7871

2351

10508 4460

113013235 1160 1200

3954 5007

4562

30

3383

5011412

60

5865

20

300 330 360 390 420 450 520 550 600 630 660 690

72I 750 810 840 870 900 930 942 945 970 1000 1030 1060 1110 1140 1170 1210

1934 1797 6565

9157 6080 6505 1605

44I3 1498

9013305 120 150 180 210 240 270 310

1498 4451 4155

340 370 400 430 500

2062 5392 4423 5978

530 560 610 640

3096 1345 2145 5021 4269 4262 5561

4227

5801 4724 2930 5387 5435 5626 7858 5678

8696 7365 5262 7921

50 Atari User September 1987

2221 3795 1898 5992 6565 1911 9219 8153 5159 3750 13594

5670

8,48,48,112,112,115,127,0,51,63,51,115 ,115,115,115,0 6120 DATA 62,51,51,115,115,115,115,0,6 3,51,51,115,115,115,127,0,63,51,51,115 ,126,112,112,0 6130 DATA 62,54,54,118,118,118,127,0,6 3,51,51,115,126,118,115,0,63,99,96,127 ,3,99,126,0,127,24,24,56,56,56,56,0 6140 DATA 102,102,102,103,103,127,63,0 ,51,51,51,115,115,126,124,0,51,51,51,1 15,115,127,115,0,99,99,54,28,54,99 6150 DATA 99,0,99,99,99,62,28,28,28,0, 127,103,12,24,51,99,127,0 6160 DATA 126,118,118,103,103,103,127, 0,2s,12,12,14,14,14,14,0,127,99,3,127, 112,115,127,0,126,102,6,31,7,103,127 6170 DATA 0,102,102,102,127,7,7,7,0,12 7,99,96,127,3,99,127,0,63,51,48,127,11 5,115,127,0,126,102,6,7,7,7,7,0 6180 DATA 62,54,54,127,115,115,127,0,1 26,102,102,127,3,3,127,0

LEV=1:LIH=5:HR=0 32140,212

POKE

5950

FU=201:HAN=0:CH=0

5960 5970

sc=0:LI=3

5980

RETURN

5990

REM

F=0:SO=7:B=0:P=0 ***

NEH

CHARACTER

SET

***

'

6000 CHSET=33792:RESTORE 6050:IF PEEK( CHSET+8)=255 THEN 6040 6010 FOR 1:0 TO 63:READ A:POKE CHSET+8 +I,A:NEXT x 6020 FOR 1=264 To 471:READ A:POKE CHSE T+1,A:NEXT I 6030 FOR I=128 T0 207:READ A:POKE CHSE T+1,A:NEXT I 6040 RETURN 6050 DATA 255,255,195,102,60,24,60,102

6190

,126,247,237,187,94,251,247,93 DATA 0,1,5,141,171,191,122,215,22 4,208,8,240,200,220,182,99,16,4,64,2,4 0,4,130,80 6070 DATA 60,126,239,254,191,247,254,1 18,0,3,1,1,1,223,209,255,126,24,60,66, 90,60,24,102 6080 DATA 63,63,51,115,127,99,99,0,62, 51,51,126,115,115,126,0,63,51,48,112,1 12,115,127,0 6090 DATA 126,102,102,103,103,103,127, 0,63,48,48,124,112,112,127,0,63,48,48, 124,112,112,112,0 6100 DATA 63,51,48,119,118,118,126,0,5 1,51,51,127,115,115,115,0,12,12,12,28, 28,28,28,0,6,6,6,7,103,127,127,0 6110 DATA 51,51,54,124,118,115,115,0,4

6060

1230 1260 1281 1286

3554 1345

1240 1270

128210794 4917 1290

1310 1340

2351 3537 4836 4219

1370 1400 1430 1450

1986 4071 5377 3974

1500

4082

153016259 »1560 5955

4810 3732

1590 1620 1650

11154 1961 6851

551 5717 1977

1680 1710 1750

3664 1954

670

1827

700 730 760 820

3608 2330 2367 5577

850 880 910 940 943

5557

1869 4734

1320

4288

1350 1380 1410 1435

3843 4219 3969 3177

1460 1510

2468 4015

154019593 1570 1600

3867 14225

163I12569 1660 1690

5318 3877

1720 1760 1790

4469 8934

1780

5756 3049

1810 1840

2903 2128

1820 1850

887 5603

191018831

7658

1870 1900 1930 1960

950

5327 5377 3137 4922

2000 2030 2060 2063

980 1010

3031 7855

2080 3010

1040 1070 1120 1150 1180 1220

7833 4909 8174 3752 1498

3100 3130 3160

2002

4I10

18786 5093 3461 3470 6505 2893 2643 16627

304011293 3070

9237 13152 8185 4035 4114

1880 1940

3140 3170 4020

1420 1440

6220

DATA 72,138,72,175,98,6,189,99,6, 141,10,212,141,24,208,232,142,98,6,138 ,24,233,23,208,5,169,0,141,98,6 6230 DATA 104,170,104,64,0 6240 DATA 250,250,250,250,250,250,248, 248,248,248,248,248,246,246,246,246,24 6,246,242,242,242,102,40

512,64:POKE 513,6 54286,192 6270 DL=PEEK(560)+256*PEEK(561)+6 6280 poxE DL-3,199:FOR I=DL To DL+22;p OKE

1520 1580 1610 1640 1670 1700 1730 1770

POKE

I,166:NEXT I

6290

RETURN

4050 4080 4110

7404 5377

4040

4269

4070

4858 2882

4100

1353 6145

4130

1345

2035 3765 5519 4719

4160 4190 4220

6404

4140 4170

2450 3263

4200 4230

4250 4930 4960

4530 4449 2112

4990 5020 5042 5100 5130

1498 4447 7973 11153

4260 4940 4970 5000 5030 5044

6956

147I1865 155I

poxE

6250 6260

3966 4214 3545 4734 4540 3374 4179

516011442 5190

1800 1830 1860

5513

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3000

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5990 6020 6050 6080

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6250 6280

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*** DLI DATA *** PEEK(1600)=72 THEN 6250 1:1600 TO 1657:R RESTORE 6220:FOR A:POKE 1,A:NEXT 1 REM

5330

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Review

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your on pu ROLAND WADDILOVE assesses 64k printer buffer designed to _

Increase

_ '

your

system

HAVE you ever sat twiddling your thumbs while waiting for the printer to print a long document or listing? Yes? Well MicroStuffer is designed to

avoid this holdup altogether by providing a massive 64k printer buffer.

One ofthe problems of using a computerwith a printer is the fact that they both run at different speeds. Computers like the Atari process information at quite a high speed, yet printers can only print the data provided by the micro relatively slowly. This forces the micro to reduce its speed to match that of the printer. The effect of this is apparent when printing long documents or screen the micro is tied up for dumps several minutes while the printer clatters away, preventing you from getting on with your work. —

To make matters worse, the better the quality of print, the slower the printer runs and the longer the micro is tied up. This is why many printers, and even some software packages, have a draft and final quality print mode. if you want a rough idea of what the document looks like on paper you use draft mode for speed. When everything is to your liking you use final quality which may take up to twice as long to print, but the finished article is much more presentable. A printer normally has a very small amount of ram on board, typically 1k or so, which it uses as a buffer. When there’s room a signal is sent to the micro telling it to send some more characters until micro sends text. The . . the prlnter again S|gnals the buffer is —

.

r

_

s

a

mtg?“

eff|C|ency

for anything else.

The larger the printer’s buffer the more text the micro can dump in it before it becomes full. If it is very large, say 64k as in the MicroStuffer, the whole of the text will easily fit in. The micro quickly dumps all the text in to the buffer and you can start on your next task straight away. The printer will print all the text in the buffer regardless of what the micro is doing (in fact you can even switch it off) so

‘_

__

W711

Jr

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1

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3° this is the idea behind the MicroStuffer a large buffer is added between the computer and printer and the micro dumps all the output in it. The printer prints while the micro is free to process the next document, screen dump or report. The unit is small, unobtrusive and can be tucked away in a corner of the desk. It comes complete with its own power supply. The socket on the back of the cream coloured case is identical to the one on the printer and this is where you plug in your printer lead. A short cable runs to a plug which fits into the printer’s socket. All you do is plug in, switch on and it’s readyto go—it couldn’t be simpler. In fact you won’t notice it’s there — except for the time saved. There is an on/off switch, and two buttons on the front of the unit. One is a repeat button which reprints the contents of the buffer, the other is a panic button. If you fill the buffer with text and suddenly discover an error you can hit the Clear button and flush it. You can’t do this from the computer. MicroStuffer isn’t cheap, but i f you find your time is being wasted waiting around forthe printerit could improve your efficiency no end. If you rarely use your printer it isn’t necessary, but if you regularly print large documents it could easily repay itself in time saved very quickly. To it's credit, it isn't micro-specific and will work with any computer and printer combination with Centronics type ports. Product: MicroStuffer Price: £49.95 Supplier: Supra Corporation, c/o FrontierSoftware,_POBox173, Harragate, No'?' Yo’kSh”e “92 035 Tel: 0423 67740

7

.

\\

the

_

full and waits for it to print more text. When the buffer has space again the printer requests more text from the micro. It sends this so quickly the buffer fills in no time at all and consequently spends most of its time waiting for the printer to empty it. This time is wasted as the micro can't be used

get °" W“

\

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September 1987 Atari User 51

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rogrammin

——————————.

-

Your programmipg problems WILLEY ANDRE solved by

PaCkl?g

a lot of working data in the page 6 area. Code such as this must be relocated. In order to do this have to reassemble it you will

involves storing

-

-

I“ '

reatlnes

the

often

LET'S kick off with a question from Roger B owerin g of Dartford in Kent. Roger has been using lots of machine code routines many of which reside

in page 6 of memory. He asks ifthere is any way to enable him to use several routines within one program. As you know page 6 is the spare neither area of memory'at $600 which . .

52:42. "3.2.2.2;°Jze:::.:"s.azis:.izt '

sma”

tend _t0 Store machine code routines and data here — but this can cause a conflict if more to be used at needs routine one than the same time. Well, there are a number of ways grammefs

round this problem, but they all depend on the way the routine is written. Some of our Five Liner programs wi|| have been been assembled to be position independent, which means that they can reside anywhere in memory and still work. In such cases you simply alter the loop which POKEs the data into memory, adding perhaps 128 to the value. Don't forget to add the same

amount to the USR address used to call the routine. Page 6 is only 256 bytes long, so watch that there is to store space for everything you want there. You should never let your location POKEing loop extend beyond to over($6FF) or V9? W!“ ”$1 Space' , “We D°s °' Basw? W°’ item

m of machme code 0,3" {be moved in this manner, especially if it A

from the original source code. In the case of a preViously written Will this involve a '

program complicated process of converting the data bytes back into the mnemonic system (which uses LDA, S.TA, BEQ, JMP and so on ratherthan iust numbers) and then adjusting the code to allow you to use it somewhere else in memory.

gages;ineWt; e

where to code

t

in

=

e assem

er

yo?" ?na| machine

mace

'

.

better idea '5 that everyone in code. writes posmon-independent ?rm place. Th's sort Of. machine stored inastring is the, ofter|1 code us an t rr1outine p “Ed anywhere m Of Q}?ls bf ose angls the or t whole memoery.ree 0d?) ocata byle data storage. gage f non-re FEOSS' yltes or0der to convert f rom page 6 t° a ." the routine Will work string (assuming .

A much

_

a

o no“ qutstring)

1"

°Ut the

must

firsthwork en DlM the

‘ rt‘ate|'°”t'|:‘eNt “me e“, V°” "TU“ htngt me °°de'f‘t°the _St”"9 tr? movet SUbStr'Ws' F'"a”V ”5'"9 P E’Tl‘é’c address Of the Ef. da": yout‘must-tgiAéRznew me W'h.'s '" practice, conSider the r°$ -

-

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f0

.

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5.33?

"0owmg.

This would READ the data from line 50 and POKE it into the start of page 6, then run the routine. Memory locations 1536 to 1543 are used, which that the machine code itself is means eight bytes in length. Obviously this is far shorter than any real program is likely to be, but it makes the example very much simpler. In fact, all it does is to tell you how many parameters you used.

To use the routine in a string you would alter it as follows:

ifigkcggi?g . =

20

READ

BYTE:

39

NEXT

CH

All

ANSHER=USR<ADR$(CODES)

50

DATA

CODE$(CH,CH)=CHR$(BYTE) P1

P2

ETC)

104,133,212,169,0:13§,2l3,96

Line sets the string UP for eight characters, then lines 10 to 30 go tMOI-"£1"! it, one character at a time, placing the DATA values in as CHR$ numbers. Line 40 finds the address Of the string (and hence the routine) for use in the USR call. Line 50 isthe same DATA as before. This technique can be modified for the various different methods people emplovto store their data.and so long as the routine is relocatable it will work- Don’t forget to save a copy before YOU RUN it, iUSt in case it isn’t and it doesn't. 1

.

.

Player mISSIIe -

' 123Egibng?l?golg

30

NEXT

3&me '

HEM

in AnsutR=usa(1536,P1,P2,tic) so DATA 1M,133,212,169,0,133,213,96

reglsters

The next question is from Jamie Cowan from Fenwick in Ayrshire who rum to Page 54 > September 1987 Atari User 53


o

Programming

“—

-

wonder-chip ANTIC. Because of the complexity of circuit board and chip design, many registers only work ‘one-way’. If a register is designatedas write-only then you can

< Fm," page 53 wants to know why many locations in memory seem to have two functions. In particular, he wants to know about the player missile registers at $D000. If you cast your mind back to the June issue of Atari User you will remember that I answered a question

“rif’

*

7,7,

f”*'—

S 0 F T ‘IVA R F "

POKE to it but you won’t be able to PEEK the number back again.

This applies to the colour registers at $0016, the fine scroll registers and many others. In some other cases (read-only mode) you can read data about the functionlng of the chip, but you can't write anythlng. This includes such locations as VCOUNT and the consol key register at $DO‘IF. Indeed, in many cases one register may have a completely different function when you read it to the one it has when you write to it. For example, all of the Player/ Missile position registers double up as collision detection locations. Thus, if you POKE (write) to $0000 you will adjust the position of Player Zero. Yet if you PEEK (read) it you will find the

on shadow registers and how they work. Well, all the locations you are talking about are actually hardware registers that is to say that they directly control the operation of the computer and don’t require the operating system to pass values from them to somewhere else. —

Each of these locations is actually a

memory-mapped control register for

one of the Atari support chips—in this case the GTlA chip. Each time a value is placed into one of these locations it adjusts the operation of GTlA in the same way as you would adjust the controls of your television set. In a similar way, locations $0200

ten to because very often you will

receive a completely different answer

to the one you expected. Only try to PEEK locations which you know to be available in read mode.

~

A re

YOU

having

Syou' Pfograms “emblems Getting Work? Write to Solutio umpa House Atari USer sans' Hazel Grove, Stack CheSte' ROGd'' port SK7 we_‘”"’ anSWer as 5NY, W'thl'n the Many as We zen pa yes of "t’ "Nominate!y we Arm?" User PGrsoj-m, cannot

thwa'e

Missile-One-to-Playfield collision

onwards control POKEY, $0300 to $0303 control the two PIA I/O chips and $D400 onwards control the

replies

detector. It is not good practice to try to read a hardware register you have just writ-

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54 Atari User September 1987

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£1503 513150

“mm“

SW “'

NorthVorkshko Rs: 7le.

Telephone: 0423 880520


Mailbag l

with it. I think the game listings are brilliant — but it can get a little frustrating typing the long listings in. It was then that I saw the advert for free games from MicroLink. What do / need to get

theseandhowdolgo about

it.7-Steve Spink, West Norwood, London. . Firs?y' you will need a modem and the correct cable to go to your computer or interface box. You will also need communications software, and you Will have to jom r

i

k.

3

y

n d

thi

in ??jjppné’a?o? mc??'i’n';

form in Atari User.

A n | d ea | piece 0 f so ftw are

to buy_ to_allovv access MicroLmk IS Mini Of?ce", as it is designed for ease of use _ and the communications software allows very easy to.

m

You’ll find an article on page 12 of this issue ofAtari User explaining how to dOWnload software. .

AtarI’s .

new .

dlsc dnves AFTER saving up for quite a while to buy an Atari 1050 disc drive I was very upset

when [phoned Compumart andtheyinformedme that/t was no longer available and

,

_

_

new

df’Ve 300“ Gouldyou please tell me if _

this

IS

correct and how

much this new drive Will cost? Also could you tell me if

there is a cartridge-based language available that Will allow re-numbering, autolinelnumbering, trace and a ea , gafIZb/endumnt— oncas er, Agdrivli‘r 0“ _

3°33”er an is

'

'

ringing ou t anew disc drive—the xsoss1 will replace the old 1950 drive. You may also be interested t 0_ R now th a t as we ll _as bringing OUt the new drive they also plan to b_””9 OUt a p rinter—the

QEMWMdS‘BtlmamX -

'

..

The

I

_

XE

.

years now and I am very happy with the software. I recently got in touch with Firebird to ask them when they are going to release the classic game Elite which is available on many other micro’s. So why not the Atari? Are software houses

h orlzon

afraid that

an Atari version will be far superior to any other version? If this game was written for Atari it would break all records of software sales. — Trevor Harrison, HMSM Otter, c/o BFPO Ships, London. as we know there are no plans to release Elite

0

As

far

for Atari computers.

value for A. Remember to close the channel to the keyboard once you have finished with it. Atari Basrc does not have a TAB command but does have a POSlTlON statement. This works in the same way as the BBC micro s TAB command. for example try

Not

one Of ours

.

. .

usmg:

.

10 POSITION

.

giff’z’fT‘S-Z?jarg’zggsggg circulating aroundcomputer .

.

clubs in the Leicester area. [t carries the name Jiro Software of Leicester but this name is in no wayto be linked with the actual com-

2

,

3

:.”HELLO" .

Th f. num b .e er lS th e h orizonta Il‘Slt position on screen and the second is the vertical p osition on screen -

.

'-°W Pf'ced %"uy/&”Zies?f"27£§si?‘ii§¥§ ourselves completely from games it.

'

Is a cartridge based language that will allow you all the commands from Basic you require. It also allows you to obtain a

e on

been opened you can then use the GET#1.A to obtain a

approxtmately £79.

'

£200. 883m

.

HAVE been a proud owner

.

-

_

disc directory from Basw W'thOUt DOSQO'PQ t0_ The cartridge IS made by 0.5.8 (Optomised System Software) and can be bought from several of the advertisers in Atari User for

gomg to be. double Sided and have tW'CG the storage old gapamty 0Ifla“; 101250 We would also like to say that if the Slrilp/zifisoi’viaoa?inawti‘i:(aar cerned canindividualls) conprove that they speed similar togthe 1050 have ‘3 p’i‘" C’ai’" ‘0 the with a us Doubler chip "a.” Jlro Software then we installed). It will retain full compatWI” gladly conSIdej_changwith ability present software ' i222“ ggygifbrogeanllzlzgria and probably sellfor around

.

ofanAtaricomputerforfour

.

.

Atari are bringing outa

'

o

or

mmectmg up

puter magazine to help me with my Atari computer when I came across Atari User and I was very pleased

1

surtable for TAB

a

dedicated Atari

user for over eight years ”OW bUt "OW ’ am getting

fed up of the companies selling games for f 1.99 most of them are rubbish. Admittedly there are exceptions, but on the to be kl”lll/hO/e they appear mg off the market for good

-—

software.

COULD you please tell me if the Atari computer has the equivelant command to INKEY and TAB on the BBC _ micro. D. Fawcett, Risepark, Nottingham. 0 Unfortunately Atari Basic does not have an lNKEY command. It is possible for you to make the computer look at the keyboard for an input by opening a channel using the

command OPEN#1,4,0,"A", where A is the reference to the key input. Once this channel

I’VE been

has

I am unemployed but would rather save the money and buy a piece of software that I was gomg to

get satisfaction from. !” my OP’mO” the Ata” ’5 StI/l one of the best _computers around, and [If the software h0U593_ don t StOD selling these Silly budget Pf’Fed 98/7363 then they are 90mg 10 kl” the market for quality software. 0" a milder P0101} COU/d YOU please tell me If there are any plans to bring out WorldClass Leaderboardon the Atari as / am a great fan _

.

'

Turn to Page 56 > September 1987 Atari User 55


\

4 From page 55 Of ”7’5 game. ‘ A-N-F- Hull,

NQQU Maubag i

_

0

North Humberside. 0 The budget games

are designed to sell at a price that is affordable to most people and the quality can

l

i

WE welcome letters from readers about your experiences using the Atari micros, about tips you would like to pass on to other users and about what you would like to see in future issues. The is: address-to write-to

below the expenswe

Helpflll

o W re. Sef‘t'vag

.

r ensgezzll $2233: tag;

.

“ates

.

bgtter Mailbag Editor than the cheaper software. At " ri User it is really unfair to slate sump" "W“ an so f twa r e h o us e for 68 Chester Road dropping prices so that H 819' Gm“ ca n btain 9 ames e‘ferym‘e 9 Stockport SK7 5NY Without breaking the bank. And it is very unlikely that the sale of budget games is disc. Can you please explain going to ruin the market. followmg the prompts. World Class Leaderboard how to do it? P. Letch, Now switch the computer is not available for the Atari off and boot your disc Up by Basildon, Essex. O Firstly, for you to use your computers at moment, and powering on. When the we know of no plans for itto Atari disc drive you will Ready comes_up this time be brought out. need a disc operating type in the listing and when system (Dos). This piece of you’re ready to save it to software is the disc type: lifeblood of _ your drive. Place your Dos disc into SAVE"D:fiLenane.ext” the drive and switch on your e 0 ms The filename can be any computer. The disc drive should start and eventually name you want to call the I to W145 very pleased Ready should appear on program but mustn't be receive my prize thh I screen. more than eight characters W0” ’.", your birthday At this point type DOS, .ext is an extender Iong.The competition I" Ata” “3.6" I and is used to label the files press Return and your disc IUSI thought/would wrrteito this isa maximum length of operating system will be say thank y 9” for the prize three characters, but you do and for WIItIng such a great loaded. A menu will appear and at this point take out not need to use it. magazrne. your Dos disc and place a it is good convention to Of the My favourite part blank disc in the drive. use .BAS for Basic files, "73932“I Is the rewews secSelect option for format .TXT for word processor and was If tron wondering disc and follow the prompts. files and so on. It "IOU/d be possrb/e for you Once To load a file once you your disc has been to revrew some Of the older formatted will need to have saved it you type: you games that have been put write Dos files to it. Do this LOAD”D:filename.ext”. 0" software the market by selecting option H and Try to remember the again, as there are qurte a lot about. Trisala Morris, is3 occas

i

ona ll y n 0

filename you chose but, if you forget, type Dos and select the directory option then return to Basic and proceed as before.

_

ReVIemng th ld'

,

l

IAM writing to tell you about 8 ‘dISCOVEfV I made, while usmg Organ by Len Golding from the July 1987 ofAtarl User. Once I had typed in the program'and ft!" It I fOUNd that, Whl/fJ hawng hQUfS Of fun playing tunes, If YOU press one of the notes and then press Help the note WI” be repeated untl/ you elther change the note ortake your C finger off Help. -

-

.

.

-

Ringshall, Bromley, Kent.

matter .

.

Of op|nlon IDISAGHEEcomp/ete/ywith the review you gave Arkanoidin the Julyissue of Atari User. It is reviews like this that make software houses — in this case Imag— ine— wonder why they even bother to write or convert

software for the last few Atarians left on this earth. It is not as good as the ST version, but I think it is still one of the better pieces of software for the 8 bit Atari. And so think most of my

—-

-

saVIHg to dlsc

I

IAM a novice on Atari computers and I have just a disc

drive,

but ?nd that I am totally confused as to how to use it. I have typed in several program listings from Atari User

andtryasldolcannot

manage to

OWN an

800XL and

enjoy typing the listings

.

bought myself

THOSE BOMBER CHARACTERS Atari

save

them to

56 Atari User September 7987

from your magazine. In the June 1987 issue of Atari User you published a game called Bounder. Is it possible to obtain the characters printed on line 22 on an 800XL I am having a lot of trouble ?nding them. A Powley, Peckham, London. O The characters that —

appear on line 22 in the

list—

ing for Bounder are obtainable on an 800XL. You must

useacombination of keys to obtain them. These key combinations need the use of the Control, inverse key and various other keys. Here is a list of the Atascii codes for the characters you are looking for. In the first set of qoutes

the Atascii for the characters

are as follows: 104, 162, 6, 153, 5, 169, 7, 32, 7, 228, 96. in the second set they are 104, 160, 98, 162, 228, 169, 7, 76, 7, 228 respectively. By looking up the Atascii codes of these characters in one of the many tables available you’ll be able to see the key combinations

you need to obtain the characters.

'


Moilbo 9

—————————-—————

fellow Atarians. The graphics are adequate for such a game: SOU’Td isn't really‘needed and the playability is out of this world. ’ therefore urge 01‘th readers to fQHOW my example and write to lmag— ”78 and thank them for ?nally writing and COHVBI" ting _$0m¢? software for the which Atari 8 b" mom’s best. -

317”

rates as one Of the

Rob

Nengerman,Zutphen,

0 Reviews are a matter Of opinion, and in this case the reviewer's disagreed With VOUfS-DO any

Of

our readers

have any views they would

like to express?

AFTER reading your Gad— gets article in the July 1987

issue ofAtari User aboutthe I speech synthesiser decided to build it, and to my delight it worked first

time.

After this I began to consider possible applications for it. [decided that the Get it Right! program would be t H

max?,

E‘HWl hastvgij17:3 ”“ W m; ‘=Wls?f’ fitting “E gr; ”gig. is,

l BOUGHT an Atari 800XL and tape recorder from Dixons and have had nothin but trouble with it. When thg first one broke I took it back to the ShOP and they replaced it. But when the replacement broke not long after and l took it back they would not replace it saying that they did not stock it any more. When lcheckeda friend’s deck l discovered that his is an Atari 1010 and mine is a Phonemark. Have Dixons madeamistake or is therea fault with Phonemark '

ta edecks?—R M Hall y oak,

»

Righmond,Surrey. Q Dixons have not made a ou a mistake in ivin Phonemark gtapegleZkas quite a lot of the 800XL package deals had this par-

ticular recorder in it. Unfortunately, although they work, they are not the

best tapedeck to use with your Atari—the Atari 1010is the better of the two.

Atari now makes a new tapedeck, the XC12 data recorder, which of a e hi h standard aniz it canvegy bogughtfrom several of the advertisers in Atari User for around £32.

..

l

r

Faulty recorder

documented feature of the program. When afile is saved using the SAVE command it is saved in tokenised form with the colour register information, but when the Insert option is used the ?le

.

.,

"Eh-Q!j 241:

a:

j

is saved as a 62 sector file to 1 but with no colour

,

drive

'

E.

information. This option will not work

Tasty huts .

HAVE jUS t f'inis h e d t yping in the excellent Fruitsprogram from the March issue of Atari User. It took about five days to type in all those data statements but in the end it was worth it. So to all you gambling fanatics out there who have seen the listing but have been put off it because of the size, I recommend you type it in because, as wi toser mentions, it Atalr; your gamgertairltlybsatisfy ing a it. Igive the program gout of _

.

I

.

congratulate David

How command

the

does

Insert

AtariArtist affectthe loading of a picture file With the Dump 15 program“ published in the July edition of Atari User? Will the Insert And command work with a cassette

on

as I have

s stem,

producedya picture and

would like to use the loader 15 routine from ro

ram.

cassette SVStem as mg“ program defaults to drive 1 automaticallV W h 6“ the file is saved ,

Will

give

me

many more

hours of fun. Peter Webb, Acklam, Cleveland. ‘ We are always happy to hear from Atari users who -

have success with their projects and the idea of 3 speaking Get it Right! is certainly very original. lf YOU have any more ideas on this let us know. subject then ~

alphabetic character for a numeric value. This means that somewhere in your data statements you have made an error and you will probably find that you have placed an extra comma in the data. Remember that error reports do not always report the actual line where the error is.

a

.

1143th ite.

ideal to experiment with, so I made the needed modi?cations to the program, which are unfortunately too long to list in this letter, lam now the proudowner of a talking Get it Right! computer. 30 could you please give my regards to Len Golding for his wonderfu/ gadget. I am sure it

—-

thz Dim? is er, .

gairgvater,Cardiff. O The insert option an is AtariArtist

on un-

mm" igaiges'loauéglstg?g

cont I‘O ll er baard ?thng

line

IN the June 1937 issue of m User there is an adverAta tisement for the 0.8. Con-

'

fact {hat it has to calculate the p rinter p lots for each

lt. would therefore be unsuitable for ou if you only want to loZd a single p icture file '

an listingpftrothe an ear Jul; 0 issue agrees/er I ran

it it

came up with the message a

.

I Altaricon/1;3uters._?ould pease e mei I ism sygg

HAVE typed in the disass-

“Wait by an

troller board by Comlist of its puterhouse. The functions seems endless and some of the utilities too good to be posseem all it or mus appeglt; is IS a woulol'r thAtlltlf’lv' a

.

found that when

-

sible.

Data mlstakes I

.

moment" followed

error— 8 at line 90. I checked the proWhen gram line 90 was typed in correct according to your help you em. — listing..lhhope me Wit my pro gen

a 730XE or does

it plug in

“16 or rb‘zc‘lay—ci‘a’ieglaggck , .

Q The board sits on the

motherboard of your computer and requrres the This removal of two_chrps. as task ls a little w en e care buth long as'you ta tricky, you do it there should be no

Martin Ritchie, County Down, Northern Ireland.

profblem. you 0 an’t solder it in yourself then Computerit free. The house‘will fit

..

22g;izzz?xiregznféolle‘c;

Most

r problgmsthwétlég?g ings come parameters of the operating source —typing errors. Error We hope to revuew 8 at line 90 indicates that system. it soon. you are attempting to read a ‘

September 7987 Atari User 57


“—————————:"T « m

m11,115 1mm “1 01mm MAE mm

m

l

. 1 , 01”Mu, 01111111

mm, l

BUIId up a library of fun and knowledge from our back Issues! l

7

May-November1935 INCLUDE: of CONTENTS .A profile a Atari’s boss Jack introduction to theTransgal; 6.5 microprocessor, Basrc f

10

I

Plus lots 0

mrIris io

J“ iii/jig? A

:_

o ,

dis

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ips an

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*Prices include p&p ( UK only}

utility; "

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mg

issues

£796

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3

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1986

CONTENTS INCLUDE: _ Speed up Basic programs with our compiler; disc index utility; player missile graphics series; five exciting hardware projeects for you to tacikleifix the

_

complete for

i

3

312m

,

'

-

Ji/Zithafjufrezftg?

December

'

-

0

March or cofrnplg4tegti?esues

a

binder

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for ygur

LOTS OF GAMES— Horse Play, Cavern Escapet Mancuna, Space-Maze, Frank Fiend, Fence Burlder, Cubes

magaZIneS? We,” send one for only £4.95

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with our data editor; and memory and tips from our adventure

theslgraiii; .

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flow Me COMP!£76 -

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Here’s all you need to get the last ounce of fun and excitement out of one of the most talked-about games of l986’. This is what this package contains: Escape from Tary. A unique combination of ?ight simulation, adventure and arcade action, PLUS high speed BD vector graphics! You crash-land on planet Targ's Central to escapel City and you have but one aim Targ Survival Klt. For help when you need it most. Includes maps of Central City and its subterranean complexes. And a novel ette, u|nterlude on Targ", with more hints and tips.

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Second Clty. Thought you'd got away? Then load in this extra data set and think again! No hints or clues this time you're on your ownl

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This fascmating adventure features the most sophisticated parser around: You can type complex sentences and interact with the many characters, including some very intelligent animals.

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This superb package includes

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"The program took three man years of programmingtime to produce and it shows. " The Pawn is the stuff from which cults are made. —Anthony Ginn, writing about the Atari ST version a“ in the May 1986 issue of the Atari User w"*°"“'°““”““'

33351“if

.

A

,

for

reader otter

SAVE

subscription

minimum 64K plus 1050

double density disc drive

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TO ORDER PLEASE USE THE FORM ON PAGE 61

3

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amen wee

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Play football’

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MAILORDER011413115

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Brlan Clough’s Football Fortunes is a football management game with a it combines an difference excellent range of computerbased features with a fascinating board game. The result for the players is a package which is as much fun and as skillful to play as other best-selling board games, combined with the flexibility and speed of play which only a computer can

"

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Readers in Europe (inc Eire) udd £2. Overseas add £4 per item unless otherwise indicated

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198 7

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__

222 3:35:85

Silicon Dreams Both Both ‘

7001 7003 7004

| | I I | | | I | | | I .

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(V)

UK£12 Europe (incl. Eire)£15 Overseas (Airmail)£30

______1

Valid to September 30, 1987 I All prices include postage, packing and VAT f (V) Overseas orders despabched by Airmail. | —————————-— I The Pawn With Without sub ‘ sub I Atari 800/130 Disc £9.95 £14.95 7033/7034 [E] I * Only if accompanied by a subscription order or renewal Add £2 for Europe/£4 for Overseas I Dreams | Jewels of Darkness/Silicon With Without | * sub sub of Darkness Disc £8.95 £11.95 7035/ 7036 I Jewels Jewels of Dsrknms’l‘spe £8.95 £11.95 7037/7038 I Silicon Dreams Disc £8.95 £11.95 7039/7040 P

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