NNNNNN;+p NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNONNNNNNNNNNNNNNNNNNNNNN嗷@o @`! #@%`')+-/1 O5`79;=A OE`GIKMOQ S@U`WY[]_ace`gikmoq su`wy{} @ @ ` @ @  / ǀ ɠ  @ ٠  @` o!o  !Ao!!#A%a')+-/1!3A5a79;=?A!CAEa@o @`! #@%`')+-/1 O5`79;=A OE`GIKMOQ S@U`WY[]_ace`gikmoq su`wy{} @ @ ` @ @  / ǀ ɠ  @ ٠  @` o!o  !Ao!!#A%a')+-/1!3A5a79;=?A!CAEaST_NEWS PRGL[ֳDATA  t PROGRAMS t READ_ME TXTXG0DESKTOP INFcJ[ AUTO ]Q[IINTERVIEW WITH JEFF 'YAK THE HAIRY' MINTER by Richard Karsmakers About one or two months ago, I wrote a letter to Jeff 'Yak the Hairy' Minter, creater of dozens of blast'em-up games for several machines, and writer of the ST program 'Colourspace'. He was surprised that a hack group like us did something constructive for a change, which he seemed to appreciate... RK: Let's get down to business right away. What's your occupation, and what's your date of birth? JM: My occupation is, I suppose, that of programmer, although I got a pretty casual approach to what I do; sure, I need to do a lot of commercial stuff to earn my bread, but I get the biggest buzz from doing experimental stuff. Some of the experimental stuff turns commercial if it gets good enough (the whole Psychedelia (A popular Commodore 64 light synthesizer, ED) and Colourspace series started out from a Sunday afternoon hack I did on my C64, for example). I'm 24 years old, be .  t..  tDOC03 E 5DOC04 E /DOC05 -E r6DOC15 NM ,'DOC20 @X3DOC35 2E 4DOC01 LE <oDOC08 NE ? DOC13 PE CxDOC16 UE bZDOC17 WE dDOC33 YE jd DOC02 [E nnDOC12 ]H t.DOC14 ]H sDOC19 ]H DOC21 !]H g7DOC30 $]H DOC34 ']H DOC27 ŐH <DOC32 ȐH  DOC07 NM DOC31 NM & DOC26 NM DOC09 S DOC22 N DOC23 N WDOC18 S N DOC28 S 5DOC06 @X+.  t..  tDISK_IO BAS! t TO_PRIMEBAS-AX25 this April 22nd. RK: Why did you switch to the Atari ST? When did you buy it? Do you still program on other computers as well? JM: I got the ST because I wanted to move on to a machine with more potential for my creative work than was afforded by the 8- bit micros. I was interested in the Amiga, but it was hellish expensive and hard to get (still is hellish expensive!), and my first contact with ST came when Atari asked me if they could use 8-bit Colourspace as a demo in Hannover '85 show. I went along, and saw the ST, and fell in love with the system: I really wanted to get Colourspace on the ST! I liked Atari's approach to the 16 bit market with the ST: the computer wasn't too expensive, had great graphics and plenty of RAM, and was cheap, so real people could afford to have it. Pity the sound chip was so naff though. Anyway, I ordered the ST, got it in May that year but couldn't do any work on 'Space cos I only had a mono monitor! I eventually got the ST running with a Philips monitor, and ran my first ST Colourspace demo (only one week's work!) at the PCW '85 show in London. I also program for the Commodore 64, Commodore 16 occasionally, have done work on the Atari 8 bits too. RK: Which of the computers you're working on do you consider to be best? What is your opinion about the ST<->Amiga syndrome, and the Amiga in general? JM: Of the computers I work on, the ST is the best. True, the Amiga is more powerful, but the price here in England means that not many people can afford one, and also the system isn't 'solid' yet, what with stuff written under Kickstart 1.1 not running under 1.2, the poor software developers have a really hard time. HDs are very expensive for Amiga too, 'coz you got to buy the SCSI interface to get decent speed, and even then they're not as fast as on the ST. I use my ST for all my word processing and stuff, messing with graphics and mathematical art (thereby teaching myself all the math I forgot since leaving college) and of course my 'Space work. As for the old ST-vs-Amiga argument, I still prefer the ST although it isn't as powerful in some ways as the Amiga. Amiga's too expensive to justify the slight advantage it has over the ST; there's plenty happening for the ST and lots of useful stuff to hang on it, all available now, and all compatible with the current release of the machine. My ST has two floppies, one half meg and one one meg, a HD20, graphics tablet, video digitiser and sound sampler, and gets used 14 hours a day most days when I'm not working on the C64; my Amiga tends to gather dust and is only fired up for the odd game of Marble Madness or Mindwalker, and most annoyingly, the drives have gone out of alignment, meaning that DF0: cannot read files from DF1: and vice versa. A real downer. DPaint is good on the Amiga though; I hope they port it over to the ST soon. RK: When did you start programming 'Colourspace'? Which assembler did you use to program it? JM: I started writing Colourspace in August '85. It was finished by January '86. I started out using the 68000 assembler in the Atari development Kit, but soon moved over to using K-SEKA, which doesn't have many fancy features, but runs like the wind on account of being totally RAM based. A lot of the coding of 'Space I is a bit raw, as it was my first ever 68000 program, and also Atari's documentation was a bit heavy! All the good bits were well hidden in tons of other stuff! Atari UK were helpful when I had machine crashes or whatever, they'd fix me up pretty quick, but for programming advice, not so hot, 'coz they all worked in C and didn't know a lot about assembler programming. RK: What may we expect from you in the near future, software I mean? JM: I would like to write arcade games for the ST, and I doubtless will as soon as I finish with Colourspace. I particularly like the idea of transferring Ancipital to the ST with better graphix and extended gameplay, so that may well be my first game project for ST. My next ST release will be Colourspace II. I have done some work on this already, but now I'm doing some Commodore work to earn some bread, before devoting say 6 or 7 months to doing nothing but 'Space II on the ST. I have currently got as far as 'Space v1.3, which has extra stuff like: denser starfields, new pattern mode using lines instead of just pixels, screen re-mapping allowing you to do Colourspace on the surfaces of a cube, or on the surface of a sphere (or indeed upon the surfaces of several concentric spheres); also, the ability to drive Colourspace using a graphics tablet, thereby allowing you to get rid of the little white dot that you need with a mouse to position yourself on screen. For Space II I hope to add: a video-sequencer (allowing you to load lots of frames in and run them as an animation); macro-commands so that any key can be assigned any function rather than just having pre-defined functions; faster plot-routines; proper menu-screens for the options instead of having to remember silly sequences like UNDO-M-A and stuff; proper file handling on load and save functions; generally improve the user interface and add more options. I have no firm release dates yet although I guess summer/autumn '87 is a good guess (I'm tied up 'till April with my Commodore work). RK: What do you think of ST NEWS and our Synth Sample III (we sent these programs to him together with the interview, ED)? JM: ST NEWS is a great idea. The screen colours are too dark though - could hardly read it on my SC1224! Perhaps a 'change screen colours' option? I liked the menu presentation, though, made the newsletter easy to browse through, and the articles were interesting and pretty well written. Some 'active' demos would be nice, if not in the newsletter proper then elsewhere on the disk. Although I understand that there'll be stuff like that when you get your problems with GFA-Basic sorted. The Synth Sample was good, although there was the odd bum note in there! Of course I missed hearing the stuff properly, 'coz my MIDI synth just blew up and I haven't had it fixed yet. All good work though - anything that shows off the ST is well worth the effort, keep it up! RK: I suppose you must have run into some strange problems when you were programming on the ST. Can you tell our readers something about that? JM: I found that when I was learning my way around the ST, my main problem wasn't that the information provided by Atari wasn't correct, just that it was buried in huge amounts of other not-so- relevant stuff. My docs pack from Atari consisted of a huge box of photocopied, un-bound sheets roughly sorted into vague categories. What was needed was a good book for the beginning ST-68000- programmer with all the juicy bits like file access, reading the keyboard and mouse, accessing the sound chip, and understanding the screen-mapping of the ST, and useful appendixes full of stuff like key code tables, detailed memory-maps, and stuff we all need at times like Neo-file structure explanations and the like. Perhaps if all the programmers you knew worked together we could build up a library of disks of documentation on this sort of stuff, written by those people who have already learned about these things and explaining them for new programmers who are still learning. So you could send off for the PD documentation disk about, say, using the graphics-tablet in an ST application, and get a disk full of info and examples back. Would save a lot of hunting through those piles of photocopied sheets! RK: Are any other more or less famous British programmer's switching to the ST? JM: Tony Crowther (He is the auhtor of many very nice games on the Commodore 64, like Loco, Suicide Express, Monty Mole and William Wobbler, ED) has fallen heavily for the Amiga, and plans to code for that machine. I think he's attracted by the graphics and sound, being as he's a fine artist and loves DPaintII, and his best mate's a musician and loves the Amiga sound chips (I think Mr. Minter refers to one of the very best sound programmers on the Commodore 64 here, Ben Dalglish). There's a lot of ST interest here in the UK though; lots of the old 8-bit software houses are turning to the ST and people like Paul Shirley (author of "Spindizzy") are converting stuff for ST. I've all but convinced Andy Braybrook that he ought to get an ST too (Andy is the guy that programmed Paradroid for the Commodore 64, ED). RK: Since I've heard that you love playing games, even your own, I would like to know which games for the ST you consider best. JM: Best game... to play, probably Time Bandits. Technically, probably Star Glider. Jez has done some great 3-D stuff there, and the game's a blast too. RK: What do you consider to be the best game on any computer? JM: The best game in any computer? Has to be Star Raider for the 8-bit Ataris. In terms of depth of gameplay vs. memory used (only 8K of ROM!) nothing else comes anywhere near. 'Raider on the ST is great graphically, but the gameplay is a bit easy (I shouldn't be able to get Star Commander Class One for a moderately-good Warrior Mission!) and is spoiled (like many ST games!!) by the fact that the joystick interferes with keyboard commands, meaning that you can be in the thick of a heavy battle when a spurious 'shield off' command gets issued and you get blasted! (This is also a pain in Time Bandit: I've been playing for over an hour only to have a spurious 'quit' command end my game). The solution: ensure that all keyboard commands in joystick-operated games require another key pressing as well, i.e. Shift-Q for a QUIT command rather than Q alone. RK: Software piracy in known to be quite growing on the ST just as it has on popular home micros like the Commodore 64. What do you think of it? JM: I have mixed feelings about piracy. I appreciate that cracking games is a fine way to learn about programming, but it's a pain when you've just spent five months programming a game to see it getting ripped off all over the place. Maybe the big companies can afford it, but I'm just one guy trying to earn my living, and especially where the ST is concerned I need to be able to sell all the legitimate copies I can. There aren't that many ST owners around yet compared to Commodore folks, and if half the ST owners get cracked software for free, it makes it difficult to justify the large amounts of time it takes to develop stuff on the ST! Mind you, I don't really like having to protect software at all, because I feel uncomfortable if I only got one disk of something I use a lot, and besides, I like to have stuff on my HD20! I think a lot of the solution could be to do stuff that isn't protected but which requires a good manual to use properly. That way, if you pick up a pirated copy, you get to have a look at the software, and if you want to use it to its full potential, you get an original and all the info with it, plus the possibility of stuff like software updates to better versions. I think a lot of the answer to the piracy problem lies in the hands of the software houses themselves. Tougher disk-protection ain't the way. No matter what you put on a disk, sure as llamas got fluffy little tails, some other sucker's gonna deprotect that disk within a couple of weeks of launch. As for the hackers themselves, I got nothing against them, they usually laser-sharp coders and know their subject machines inside out- only please remember guys, we aren't all huge companies like USGold who can maybe afford to lose some sales here and there, a lot of programmers are guys just like you working on their own trying to do good work and maybe earn some cash too! Yours zoophilically -- Y a K l{| no{|{|no{|{|gh {|gh{|no{|{|{|no{|{|{|noMIND PROBE by Michael Abbott On our search for computer novelettes, we this time present to you a story called "Mind probe", written by Michael Abbott. 1984 by Business Press International, Ltd. Apparently, Taylor, a tall and cadaverous civil servant bemopped with sable hair, was not easily ruffled. The duty sergeant led him to the interview room - a bare chamber with two facing chairs, with a naked lamp hanging grotesquely from the ceiling. The stench of desinfectant clawed into Taylor's nostrils; for here, suspects were frequently sick with fright. The sergeant took up position by the door, slamming it meaningfully behind Chief Inspector Biles. "I'm bound to inform you of your rights, Mr. Taylor," the stubby Inspector said, abruptly. "You have the right to refuse our questioning you with the assistance of any technical equipment whatsoever, even a tape recorder. But if you insist on a conventional interview, you should know that I am empowered to detain you until completely satisfied with your statement." "Off the record," he added with a smirk, "this could be indefinitely." "What kind of equipment are you talking about?" said Taylor, who was suspecting that Biles was referring to a piece of apparatus commonly known as the mind probe. He resisted intimidation, and his low, resonant voice started up again. "Surely, this is only a simple enquiry?" Inspector Biles's frail quaver became almost defensive, "All equipment is routinely used, sir, including the disposition analyser, and has been since the 1989 Police Powers Act. If you'll agree to its use, sir, the full interview need take no more than 15 minutes, and there'll be no need to trouble your solicitor. There's no discomfort, and a police doctor will be present throughout. If you've nothing to hide, you'll consent." Biles became impatient. Why detainees needed to deliberate was a mystery to him. After all, he had made it clear that the conventional alternative would be stretched so as to detain Taylor beyond endurance. Taylor had barely consented when the equipment trolley was wheeled in, accompanied by a female doctor offering a mawkish smile. The transferral to a reclining touch, and the fitting of a hideous electrode cap, fractured Taylor's composure. His voice became as taught as a child's. "Let me get this straight. This machine merely extracts answers to your specific questions?" "Something like that," Inspector Biles twanged, buoyantly. The doctor raised an eyebrow. The approved procedure was inconvenient and lengthy. Without sufficient forethought, it could also be inconclusive. When under pressure, the common practice was to copy the subject's entire mind to memory, and examine it later. Taylor, who was simply helping Special Branch with their enquiries, could be sent home, and his surrogate mind probed for its secrets. Taylor was shown an unwiendly black card from which he was to read aloud the statements printed on it in large white characters. MY NAME IS JEREMY TAYLOR I AM A CIVIL SERVANT I AM A JUNIOR CYPHERS OFFICER AT THE GCHQ PROGRAMMING DEPARTMENT GCHQ STANDS FOR GOVERNMENT COMMUNICATIONS HEADQUARTERS I HAVE SIGNED THE OFFICIAL SECRETS ACT "Don't read it yet," said Biles, "Tell me about your fishing trips with Andrew Meredith." "What's to tell?" said Taylor. "We are colleagues, and we share an interest in angling." Bill straightened up, and issued a stern proclamation, "Meredith is here in New Scotland Yard, and is being charged under Section One of the Official Secrets Act, for leaking sensitive information to a foreign power." Taylor was genuinly surprised. His association with Meredith was one based purely on fishing. Chief Inspector Biles resumed his all-knowing smirk. "Long boat trips, eh? Ideal for exchanging information and ideas without being bugged. Surveillance is difficult, even for the security services, when you're sitting in a row-boat in the middle of a lake." Taylor twitched. Not at the accusation, but because the probe had been activated. Biles handed him the big black card. "Read it!" Taylor read it, and then repeated the alphabet three times, as requested. Chief Inspector Biles explained, "As a computing and cyphers operative, perhaps an explanation will not be wasted on you, Mr. Taylor." Biles lit a cigarette before continuing, "You see, the problem with reading a person's mind is that everyone thinks with a language of their own. Unlike computers, which think with the machine language they are designed to use, from birth we humans can evolve our own individual code -- what scientists now call a psychode. As a cyphers expert, you can appreciate the obstacle that this puts in the way of mind- reading." Biles took the card from Taylor and fondled it absent-mindedly. Yaylor insisted on knowing the purpose of this card, and the Chief Inspector became animated again. "Extracting information from the mind became possible when computers became intelligent enough to decypher an individual's psychode. But the computer needs a starting point - a set of clues, as it were. So, the computer monitors your brain's electrical activity whilst you read what's on this card. The signals from the electrode cap on your head are the same as those generated by electroencephalograph equipment used in hospitals. There is one departure from its clinical counterpart, however. The cap you're wearing is bi-directional. The whites of Biles's eyes seemed to bloat at this point. Cigarette smoke streamed from his nostrils. "Any minute now, this machine will have constructed an algorhythm that will allow it to monitor your conscious thoughts, directly access your memory by circumventing your conscious thoughts, and evoke memories in order to see what your conscious mind does with them." "In short, it can help itself to any, or all of my personal thoughts and experiences?" Taylor croaked, humiliated by the prospect. "Affirmative!" "I retract my consent," Taylor said breathlessly. Biles assumed a bored, irritated tone, "'Fraid not, sir. You've signed the form. If necessary, I can use restraint." He summoned the sergeant as a show of force. Phase two of the mind probe commenced. The subject's mouth hung open as the soporific tingling sensation intensified. He heard the computer's voice somewhere in his mind, saying blandly, "Relax, Mr. Taylor. Just relax." The experience is not one that can be meaningfully related, save to say that images, sounds, and long-abandoned memories spring in and out of consciousness like accelerated dreams. A peculiar awareness that something is helping itself to your private thoughts accompanies the waves of voices, faces and startling visions. Frequently, there are physical manifestations in the subject, and Taylor was no exception. He began talking to himself, then he cried out, sang and laughed heartily. The doctor mopped saliva from his chin. It was a sight that disturbed even Biles. When the probe was completed Taylor slept for three or four hours. By the time he awoke, Biles and the sergeant were at the probes console, studying their detainee's mind. Taylor's weaknesses and strenghts, be he incriminated by the probe or not, would be passed on to New Scotland Yard's database. Music floated down the corridor behind the sergeant, reaching Taylor's ears as the officer entered bearing a cup of tea. "Doctor says you can go as soon as you feel up to it," the sergeant said. "I must compliment you on your memory for music, sir. It's just like listening to the real thing." As Taylor left, the sergeant was recalled to the console. Biles had become excited about something. "Usual thing until now, sergeant," Biles was pointing a the screen. "Likes golf and fast card. Thinks his wife is sexually boring. Fancies himself at squash. But look at this one. She's a hooker. Our friend goes on regular sorties into the Earls Court red light district." Biles rubbed his chin angrily. "Guys like Taylor are time bombs waiting for a subversive somewhere to light the fuse. He's wide open to corruption. I'm going to ask the computer to set up a scenario. Mark my words, sergeant, you're about to see Taylor sell a state secret - not for money, nor in the face of violence, but for services rendered. I'm going to arrange a seduction, and see Taylor move in." "Not Taylor, sir, but his surrogate," the sergeant added plaintively. "It all happens inside the computer, not in real life." "Same thing," said Biles. "The computer is capable of simulating Taylor's decision-making processes. After all, a human being's thinking is conditioned entirely by his expreriences and our computer has all of Taylor's experiences at its disposal. The Taylors of this world are law abiding by default. They are circumstantially innocent. Anyone who is potentially willing to commit a crime at the right price is a criminal." The sergeant found his superior's attitude distasteful. "Hardly fair, sir. The computer can romp around Taylor's memory seeking out his weaknesses and fears. What chance would any human stand? So what if he perform as you suspect, sir? He can't be charged. He can thus hardly be regarded as a criminal." "No, but he'll cease to be a civil servant. In fact, he'll never hold a position of trust again. Either way, sergeant, the information concerning personality will be secured with Scotland Yard, and surveillance will do the rest." The sergeant cleared his throat in readiness to make an impertinent remark. "Are you sure such information would not be more secure left inside Taylor's head, sir - how secure is New Scotland Yard's database? I've heard worrying stories about unauthorised taps. If they're true, we could actually be giving our adversaries a leg-up." Chief Inspector Biles gave the young sergeant a long, hard look, before replying. "You've been with Special Branch five minutes, sergeant. What makes you think you're in a position to improve the procedures already? I'd be interested to hear. I don't care what you've read in the fringe press, you can take it from me, no one accesses police or government databanks without authorisation. No one. Every precaution is taken." Taylor was about to sip his coffee when he heard a noise in the hall. More mail? He switched off the TV, yawned, and went to the front door. There on the mat was the now commonplace pile of envelopes which he would have to sift through before his wife became curious. Three envelopes contained exotic funware catalogues; one other a West End contact magazine. There were also two golfing accesories special offers and a magazine for sports car owners. He rolled up the saucy brochures, furtively poked them into his dressing-gown pocket, and returned to the kitchen. There he sat with his toast and marmalade, reading the sports car journal. Since the police enquiry, Taylor had been dismissed from his job in Cheltenham, and had become the target of numerous commercial enterprises that seemed to know an awful lot about him. He had his suspicions, but like the other to whom this had happened, it was prudent to remain silent. Next time, a novelette called "Dumb oracle"... THE ARTIST REV. 1.1a by Stefan Posthuma The ArtiST is a monochrome drawing program written entirely in GfA BASIC. First Remark: I have to dissapoint those who have a 512K-ST without TOS-ROM; the program won't run on this configuration, simply because you don't have enought memory. My advise: start saving money to buy TOS-ROM, it is very useful, believe me! The ArtiST, the background story: At the HCC-beurs, when I first met Richard Karsmakers, I just started writing this program. At that time, only the main menu was ready. Well, a few months passed, and I finally completed it. The result: a GfA program of about 87K, some 5800 lines of program text. But it worked out well, and I am quite satisfied with the result. But why another GfA monochrome drawing program, while the ST-user is drowning in drawing programs? The answer is quite simple: I just thought it was fun writing it, and I had to do something with that expensive ST of mine! I started writing drawing programs some 5 years ago, when I was 15 years old, on a VIC-20. Later I bought a 64 and wrote a program called 'The Graphic Master' which consisted of a sprite editor, a character editor and a drawing program. Writing drawing programs on a 64 is terribly difficult, since there isn't a fancy operating system with all kinds of graphic routines in it. I had to write all line, circle and fill algorithms myself and I had to program them in 6502 assembler, which costed me a lot of blood, sweat and tears. But somehow the jury of the Micro Masters Holland competition liked it so much that they decided to reward me with a PC. After having some problems with that machine, I swapped it against an ST. I immediately started writing a drawing program in ST-BASIC, but that was a piece of #%$. As soon as I got my hands on GfA, I trashed the piece of #%$ and started all over again. Here is the result! The ArtiST, the manual: Starting up the program: The file ARTIST.BAS can be edited and processed by the GfA-BASIC interpreter, or run through the GfA BASIC run-only interpreter. This run-only interpreter is provided on the disk, and it is called ARTIST.PRG. So just double-click this icon and the program will start automatically. If you have a 512K-ST, remove all RAMdisks, accessories ect., because this program uses a lot of memory. Because I am a menu-happy kind of programmer, the ArtiST is based heavily on menu's. As soon as the program starts, you are confronted with the main menu from which all options of the program can be chosen. A brief list of selectable options follows on the following pages. FILES: From this menu, you can load either ArtiST or DEGAS pictures. When you load a picture created with the normal DEGAS, the program will automatically set the colors. A DEGAS-ELITE picture will be loaded correctly (provided it wasn't crunched) but the colors will not be set. You can also save pictures, rename or kill files and set the default drive. (Finding out wether a drive is attached or not, is quite tricky, so I had to compromise: empty disks are not recognised. But drives A and B are always selectable.) DESK: You will get a desktop with a menu-bar. Here you can print pictures or blocks. I used this setup so you can use accessories to set up your printer if you need to. (Or call other accessories, like disk-formatters etc.) DRAW: This will call the main draw menu. More on this later. BLOCKS: You will be presented with the main block menu. More on this later. SPECIAL: This menu enables you to set the mirror mode, set grid mode and distancing, enable/disable a crosshair, an infowindow and the clipping. If you enable the crosshair, the mousepointer in drawing mode will be replaced by a crosshair. If you enable the infowindow, you will get a little square on the screen in which the X- and Y-coordinates of the mouse and the drawing mode will be displayed, during drawing mode. EDITS: Something that looks like a menu-bar will be activated, from which you can choose a fill, brush or line editor. The editors all have one thing in common: set a pixel using the left button, and delete one using the right button. (Besides that, the fill- and brush-editor are practically the same.) In the fill editor, clicking inside the box that contains the actual fill-pattern will enable you to select one of eight user-defined fill-patterns. QUIT: If you run out of inspiration, or you simply want to quit, this is perfect for you. ABOUT: Some information about the ArtiST. The Drawmenu If you select 'DRAW' from the main menu, you will be confronted with the Drawmenu, which is really important. This menu allows you to do the actual artwork, clear or invert the screen, select the graphic mode and set the drawing color. You can also define the clipping rectangle (which is only useful if the clipping was enabled in the SPECIAL menu.) Basically, all lines, circles ect. are 'cut-off' when they fall outside the clipping retangle. Select a mode like line or circle, then click the 'OK' field or simply press the right mousebutton. Now you are in drawmode. Pressing the left button now will set the startpoint for lines, boxes or set the centrepoint for circles, ellipses ect. Move the mouse around (pressing the right button now, will 'unhook' the line, circle, or whatever you selected), and press the left button again to draw the actual line, circle ect. If you are not satisfied, press the UNDO key and the line, circle, etc. will dissapear. One eception is the Polyline function, where pressing the right mousebutton will result in the completion of the polyline. In drawmode, when no line, circle, ect. is activated, pressing the right button will activate the menu belonging to the actual drawing mode. So if you are drawing lines, you will get the menu to set linestile, lineheight ect. If you select 'Fill', move the mouse into the area that has to be filled, and press the left button. Be careful with this, if you try to fill something immediately after you already filled it, the GEM fill-routine sometimes takes a long time to realize that the area is already filled! Also, take care when filling in mirror mode. In 'turnframe' mode, draw a frame the ususal way, and wait a while (compute... compute...) then turn the frame using the arrow keys. Draw it with RETURN and cancel with ESCAPE. In drawing mode, pressing the ESCAPE key will bring you to the Mainmenu immediately, and pressing the TAB key will bring you to the Drawmenu. When entering text, pressing UNDO will restore the last text you used. The Blockmenu In the blockmenu, you can set all the options for block operations. You can move or copy a block, or keep it steady. (This is useful when you want to, let's say invert a piece of the screen without moving it). You can also use the last block you selected in previous block operations. Click 'OK' and you will be allowed to capture a new block, (or use the old one). Move the block around with the mouse, and paste it down using the left mousebutton. Using the arrowkeys, you can shrink the block, providing it is entirely visible, so no parts of the block fall outside the screen. Shrinking is only useful after lots of block- modifications, after which lots of white might appear around the edges of the block. Pressing UNDO will erase the last block pasted down, pressing ESCAPE brings you to the Mainmenu, and pressing TAB will bring you to the Blockmenu. If you press the right mousebutton, you will get the block- modifications menu. From this menu you can enlarge, fold, bend and do lots of more interesting things with blocks. Click 'OK' to enter modification mode. In this mode, pressing the left button will re-draw the block, pressing the right button will take the new block and enter blockmode. Pressing ESCAPE will restore the original block and enter blockmode. In Resize-mode, pressing HELP will allow you to enter a value to resize the block, so if you enter '2', the block will become twice as large as it used to be, and entering '0.5' will reduce the block to half its original size. Rotating a block 90 degrees, costs a lot of memory, because you have to store each separate pixel. On my system, a 260ST with TOS- ROM, only tiny blocks could be rotated, so I thought of another way to do the job. It is a little slow, and not so elegant, but it works, and you can rotate large parts of the screen. Almost every block option can be executed 'horizontal' or 'vertical'. As you will notice, the blocks you can modify vertically are much larger than the blocks you can modify horizontally. This is because GfA BASIC stores vertical screen cuts differently than horizontal screen cuts. (If you have a 1MEG-ST, don't worry about this, you should be able to modify the entire screen, either horizontally or vertically, providing you don't have large RAMdisks and/or accessories.) This conludes the short summary of controls. It is not at all complete, but I tried to make the program as user-friendly as possible, so you'll get the hang of it while working with it. The Bugs.... Every program contains bugs, even GfA BASIC. There is a bug in the SPRITE command. If you turn off a sprite, the program might just crash hopelessly. In the freehand drawing mode, I work with sprites. In order to make a sprite dissapear, I put it in the top- left-hand corner of the screen. If this area is black, two little 16-bit wide lines just might appear there. This is just a remainder of the sprite that is sitting there.... Also, the command to set the user-defined line style is does not work correctly, so I had to use the following VDI-call: DPOKE CONTRL ,113 !VDI function number 113 DPOKE CONTRL+2,0 DPOKE CONTRL+4,0 DPOKE CONTRL+6,1 DPOKE INTIN ,STYLE% !(A 16-bit integer, representing the line VDISYS pattern) The 'turnframe' algorithm isn't 100% proof. Sometimes, the frame you can turn is not identical to the frame you've just drawn, but this happens rarely. Besides this, I could not discover any bugs, but I am sure there must be some nasty little ones, hidden somewhere.. If you find one, please contact me, I will appreciate it. Updates This program was written on a 512K-ST. So I had to watch my memory closely, and I had to stick to one workscreen. But as soon as I buy 1MEG expansion, I will make a new version with more workscreens. Also, when I buy a color monitor (when will that be????), maybe I will write a color version of the ArtiST. If you have a good suggestion for the ArtiST, or if you have a question about the ArtiST, or about GfA BASIC in general, contact me! I will be glad to help you out. The Digital Insanity ST Sofware Research & Development Fund I am just a poor student, working really hard trying to create nice software on the ST, who has to maintain his ST, buy fresh floppies and sometimes a nice program.... If you want to stimulate the software production at the D.I. offices, or if you just like the ArtiST a lot, feel free to donate any amount of money to the following Giro-number: 5689205 Each donation will highly increase the chances of me buying a 1MEG-expansion, a color monitor, a double-sided disk-drive and a modem before the year 2000...... Copying This program is Public Domain, so you can copy it freely under the only condition that you do not change it in any way. If you copy this program, make sure to copy the following files: ARTIST.PRG - the GfA run-only interpreter. ARTIST.BAS - the actual basic program. This is unprotected, so you can list it using the GfA basic interpreter. Maybe there are some useful things in it.... ARTMEN.PIC - a folder containing the menu pictures, and some more stuff, which are used by the ArtiST. ARTFILES - a folder containing some sample pictures, blocks etc. ARTSHOW.PRG- the slideshow This compiled GfA program shows both ArtiST and DEGAS pictures from the root directory. README.TXT - the readme file. Contact The General Manager and Senior Programmer of Digital Insanity Software, Stefan Posthuma, can be contacted at the following adress: Stefan Posthuma 9e Donk 4 5233 PJ Den Bosch Holland tel: 073-416499 (call only afer 18.00 hours) I can also be found each Saturday morning at the VEST-ZN meetings in Electronicaland in Den Bosch. If you write in, don't forget to add an extra stamp, so I can reply! Well, this is the end of the story. I wish you lots of fun using the ArtiST! PD LIBRARY by Richard Karsmakers We have had a PD library since we launched ST NEWS Volume 1 Issue 3, and we are proud to say that is grows larger and larger and that it still has both quantity and quality! All PD program can be obtained by sending enough disks (formatted single sided) to: ST NEWS, Kievitstraat 50, 5702 LE, Helmond, The Netherlands, together with enough stamps or International Reply Coupons for the costs of the back-postage. If you enclose less stamps or International Reply Coupons than are nessecary, or if you haven't put enough stamps on the envelope itself, we will not send anything back or we will return the package to sender. Please take care not to close your envelope too tightly, since we use the same envelope for the way back, too (although you can also of course just enclose another return envelope). Our current list of Public Domain offerings starts on the next page; it consists of programs that are a total of 24 disks in length. Since the F.A.S.T.E.R. programs turned out NOT TO BE PD, we have discarded them from our offerings. We wish to apologize to the people of F.A.S.T.E.R. for copying them already as long as we have... Name: Color: B/W: Driedim V2.1 (1 disk) X X Krabat Schach V1.0b (1 disk) (+) X X Tempelmann Monitor V1.3 X Synth Sample I (1 disk) X Synth Sample II (1 disk) X Synth Sample III (1 disk) (-) X Synth Sample IV (***) X Randomize Picture Show I (1 disk) X Bouncing Ball Demo X Activision ST Demo (1 disk) X ST Grafics (STAD demo) X GfA Run Only Interpreter V2.0 X X Hexa-colors X Intersect Ramdisk V3.0 (desk accesory) X X Fuji-Boink (fabulous demo) (****) X Popcorn X Picworks V1.0 (1 disk) X X Reset Proof Ramdisk (incl. source) X X Name: Color: B/W: ARC V5.1 (Archive/crunching utility) X X Turbo Nibble Copier X X ST Speech (****) X X SpeedTOS (desk accesory) X X Minos (desk accesory maze) X X TI-59 Calculator (desk accesory) X Neo-fun X Puzzle Puzzle (1 disk) X Floppy Disk Indexer (FDI incl. DOC) X ST Kill V04 + ST Del (***) X ST NEWS Volume 1 Issue 3 (**) X X ST NEWS Volume 1 Issue 4 (**) X X ST NEWS Volume 1 Issue 5 (1 disk) X X ST NEWS Volume 1 Issue 6 (1 disk) X X ST NEWS Volume 2 Issue 1 (1 disk) (-) X X ST NEWS Volume 1 Compendium (1 disk) (-) X X ST Demo (by Paradox) (1 disk) (+) X Shiny Bubbles Demo (1 disk) (-) X The ArtiST Rev. 1.1a (1 disk) X Name: Color: B/W: ST Forth (with Dutch manual; 1 disk) X Superbox X 512 Colors at once X Windpic X Black screen (****) X Music Construction Set (****) X Strings (***) X Piano (***) X X Tiny Picture Compressor (***) X ST Splitter (***) X Variable Modifier (for GfA Basic) (***) X Zarath (***) X X Speedwriter V1.0 (****) X A file that is accompanied by a certain number of '*', should be ordered together with other files with that many '*' behind them, since they are on the same disk! Size calculation: You should send one disk per program that is "1 disk" in length, as well as one disk per three programs that are of unspecified length. Postage calculation: In Holland, you should put stamps on the envelope according to the following table (and enclose the same amount, of course). In the price, the weight of the envelope is included. 1 disk 150 cents 2 disks 225 cents 3-8 disks 300 cents Outside of Holland, you should add International Reply Coupons according to the following table, instead of stamps: 1 disk 2 IRCs 2-8 disks 3 IRCs 9-11 disks 4 IRCs 12-15 disks 5 IRCs Our Public Domain offerings are free of additional costs, but all donations are of course very welcome (since I am trying to save enough money to buy a double sided disk drive). In Holland, you can simply enclose any amount of paper(!) money in the envelope or order the money to be transferred to giro account number 5060326 of Richard Karsmakers, Helmond, The Netherlands. Foreign readers can also do the latter, or add any amount of extra International Reply Coupons. Thank you in anticipation! By the way, for countries outside the EEC, post costs might be higher, so more IRCs will need to be enclosed! Please do not make use of any of the special services of the postage companies, except for sending per express mail. Be sure that your package can be put in a mail box (since I am not home most of the day, and I now have to fetch the packages at the post office every time they're too big). If you want to make sure that your package is returned to you as soon as possible, take care not to close the envelope too tightly, supply me with address-stickers and write down your requests in clear letters (so no Egyptian or so). Thank you. Double Sided service If you would like to have your PD delivered on double-sided disks, this can be easily arranged: Just add two stamps of 75 cents (or 2 International Reply Coupons if you live outside Holland) per disk for the trouble and it is done. All programs can be supplied on a double sided disk, except for the programs with "+" behind them in the above list (because they protected or because of another reason). Programs with "-" behind them should never be ordered together on one disk, since they are maxiformatted! SOON COMING IN ST NEWS (P)reviews: Summer Games Star Trek Typhoon MacIntosh Software: MacZap MacBasic MacUtilities MacPrintPro ADAP Sound Rack Aegis Draw Defender of the Crown Fire & Ice MS/DOS Emulator Commodore 64 Emulator (?) Gauntlet Aladin (?) TeX Signum King of Chicago (?) Guild of Thieves (?) Programs: ACC Copy V1.0 Tron X The Ultimate Disk Monitor Features: An inside look at the 520 STFM The TV Modulator Kit Video Digitizer Kit (256*256 pixels) The MIDI Dump Standard Advanced Sound Programming on the ST Novel: Dumb Oracle Interview with Jean Michel Jarre (?) Solution to Sundog Solution to BrataTHE HITCHHIKER'S GUIDE TO THE UNIVERSE...THE SOLUTION... by Stefan Posthuma It is sunday morning, 11:30 am. The typical Sunday morning silence is only disturbed by the nervous tapping of my fingers on the keyboard of my ST. My eyes are glued to the screen, and my brain is trying really hard to keep up with all the things happening in the story. Suddenly it happens. My heart starts pounding in my chest and my fingers start tapping even more nervous. The electrons deep inside the heart of my ST go places they never dreamed of and my brain gives up reasoning. Finally, the Impossible happened, I created the ultimate Paradox! My fingers tap the keyboard like maniacs and the typical Sunday morning silence is roughly disturbed by screams of delight and happiness that emerge from my being. Suddenly the universe in my room is calmed down by the sleepy head of my father who asks what the hell is going on. Then I realise that I solved the Hitchhicker's Guide! Reason enough to write an article about it. "The Hitchhicker's Guide to the Universe" is one of the craziest adventures around. It is weird, illogical yet very humorous in a very warped way. This adventure lies to you and it will puzzle and confuse you with the paradoxes and twists. Just play it and you'll know what I mean. The story can roughly be divided in two parts. The first part is on earth and in the Vogon ship and in the Heart of Gold before the Improbability drive is activated. This part can easily be described as a list of commands you have to give the adventure. The second part is basically a list of a few very small adventures plus the grand finale. All commands that you can literally type in are stated in capitals, all other things like comments etc. are in normal print. There is one thing though I have to explain; In this adventure, you often end up in the dark, totally confused and desorientated. If this happens, WAIT four or five times. The story will tell you that "you can see nothing, hear nothing, smell nothing, feel nothing and you are not even certain where you are or who you are." Study these descriptions carefully, because after some time, they will change and one of the senses (feel, hear, listen or see) will be missing. If you notice that, do the following: "Hear" is missing: LISTEN. AFT "Feel" : TOUCH. DRINK LIQUID "Smell" : SMELL. EXAMINE SHADOW "See" : EXAMINE. EXAMINE LIGHT After this, things will become clear. Well, here we go: TURN ON LIGHT.GET OUT OF BED.TAKE GOWN.WEAR GOWN.OPEN POCKET.TAKE ANALGESIC.TAKE ALL.OUT.TAKE MAIL.S.LIE DOWN.Z.Z.Z.Z.Z.Z.Z. FOLLOW FORD.ENTER PUB.BUY SANDWICH.DRINK BEER.G.G.OUT.FEED DOG.N.Z.Z.TAKE DEVICE.PRESS GREEN BUTTON Now you are in the dark. Get out of it as described above (In this case: Z.Z.Z.Z.Z.SMELL.EXAMINE SHADOW) after this: EAT PEANUTS.Z.Z.REMOVE GOWN.COVER HOLE WITH GOWN.TAKE TOWEL.COVER DRAIN WITH TOWEL.TAKE SATCHEL.COVER PANEL WITH SATCHEL.PUT MAIL ON SATCHEL.PRESS DISPENSER BUTTON.TAKE ALL.WAIT until you get grabbed by the guards. Z.Z.ENJOY POETRY.Z.Z.Z.Z. write down the second word of the poetry. Z.Z.Z.Z. now TYPE the second word of the poetry enclosed in quotation marks, on the keyboard. TAKE PLOTTER. WAIT until the guard throws you into the airlock. Then WAIT until you get blown into space. Get out of the dark. You are aboard the Heart of Gold now. S.Z.Z.DROP ALL.D.W.PRESS PAD.TAKE CUP.E.S. keep going SOUTH, no matter what the story tells you until you are in the engine room. LOOK.LOOK.TAKE ALL.N.N.U.DROP ALL.TAKE TOWEL.CONNECT SMALL PLUG TO SMALL RECEPTACLE.DROP CUP.PUT BIT IN CUP. You have completed the first part of the adventure. By this time, things become a little unpredictable. Each time you PULL the generator SWITCH, you end up in the dark, in a different part of the story, going back in time, and sometimes even changing character! It is wise to SAVE your position now. The first time you PULL SWITCH, you'll probably end up inside the lair of the Ravenous Bugblatter Beast of Traal: get out of the dark SAY ARTHUR.E.TAKE STONES.COVER EYES WITH TOWEL.CARVE ARTHUR ON MEMORIAL.REMOVE TOWEL.W.SW.TAKE INTERFACE.WAIT until you are in darkness again. (If you return from a sub-adventure you always end up in the Heart of Gold. To get out of this darkness: Z.Z.Z.Z.Z.LISTEN.AFT.S.U. Now you are on the bridge again.) Each time you return to the Heart of Gold, SAVE your game, because if you PULL the SWITCH, you might materialize inside your own brain, and the adventure is over. Each time you find a tool, put it on the bridge, the tools are very important. Also, drop everything you have, except the towel at the bridge. Here are the instructions for the small adventures: Living room: EXAMINE ARTHUR (yes, you aren't Arthur Dent anymore. Try WHO AM I). DROP WINE.OPEN HANDBAG.TAKE FLUFF.PUT FLUFF IN HANDBAG.TAKE WINE.WAIT until darkness.. Back on the bridge again, take a look inside the handbag, and you'll find some fluff. War chamber: TAKE AWL. WAIT until you end up in a maze. The keep moving around until you find a black particle, blocking your path. TAKE PARTICLE. Country lane: (you are Ford Prefect now) N.OPEN SATCHEL.TAKE TOWEL.GIVE TOWEL TO ARTHUR.GENIOUS.APPROACH PROSSER.PROSSER, LIE DOWN.S.ENTER PUB.BUY PEANUTS.BUY BEER.DRINK BEER.G.FOLLOW ARTHUR.N.GIVE FLUFF TO ARTHUR.Z.Z.Z. Speedboat: (Now you are Zaphod Beeblebrox) LOOK UNDER SEAT.STEER BOAT AT CLIFF.Z.Z.Z.GET OUT OF SEAT.TAKE TOOLBOX.OUT.WAIT until Trillian shows up. GUARD, DROP RIFLE.TAKE BLASTER.SHOOT PILE.E. back on the Heart of Gold again: S.S.D.TAKE ALL.U.N.U. OPEN TOOLBOX WITH KEY. you'll find a tool inside the toolbox. Continue pulling the switch until you had all the experiences. You might end up in a scenario which you aready visited so you die immediately and end up in the Heart of Gold again. Once you had all of them, it's time to roll. Starting at the bridge: TAKE INTERFACE.D.W.OPEN NUTRIMAT.TAKE CIRCUIT BOARD.PUT INTERFACE IN NUTRIMAT.DROP CIRCUIT BOARD.PRESS PAD.WAIT until an emergency situation breaks out. E.U.CONNECT LARGE PLUG TO LARGE RECEPTACLE.PULL SWITCH.D.W.TAKE TEA.TAKE NO TEA.E.U.REMOVE BIT.PUT BIT IN TEA.DROP TEA. Make sure you have the 'thing your aunt gave you' ect. then again, keep PULLing the SWITCH, until you end up inside the stomach of a sperm whale: TAKE POT.PUT POT IN THING.WAIT until you are in the Heart of gold. On the bridge again: TAKE ALL FLUFF (also the jacket fluff that probably is inside the handbag). PLANT ALL FLUFF IN POT.WAIT until a sprout grows from the pot. TAKE POT.ENTER SAUNA.TAKE FRUIT.EAT FRUIT. now you get a vision and you see Marvin the Paranoid Android asking you for a tool. Get that tool and the tea and the no tea, drop anything else. (If Marvin asked you for a Chisel, don't panic, just ignore it and go ahead.) D.S.SHOW TEA AND NO TEA TO DOOR.DRINK TEA.W.(see, here is the Chisel!).MARVIN, OPEN HATCH.E.D.REMOVE GOWN.DROP ALL BUT tool.E.WAIT for Marvin, and GIVE tool TO MARVIN when he asks you for it. Finally, W.D. Now, you have completed the Adventure! Have fun. SOLUTION TO GATEWAY by Math Claessens START---EAST-GET FLUTE-OPEN DOOR-WEST-GET ALL-SIT DOWN-OPEN DRAWER-GET FLASHLIGHT-EAST-SOUTH-UP-MOVE BOXES-GET ROD- GIVE A JEWEL TO THE RAT-GET ROD-DOWN-TURN ON FLASHLIGHT- DOWN-OPEN DOOR-EAST-WEST-SOUTH-GET BOTTLE-CLOSE DOOR- TURN VALVE-TURN LEVER-INSERT ROD IN HOLE-WEST- EAST-EAST-NORTH-EAST-NORTH-EAST-GET ALL-WEST-SOUTH-WEST- SOUTH-EAST-SOUTH-GROUND THE RADIANCE WITH THE WIRE- GET CYLINDER-NORTH-WEST-WEST-NORTH-PUTH THE CUBE IN THE CYLINDER-FIRE THE CYLINDER AT T_REX-NORTH-GET RIFLE- SOUTH-SOUTH-UP-LOOK CORPSE-DROP WIRE-GET TALISMAN- WEAR TALISMAN-DOWN-WEST-FILL BOTTLE WITH WATER-EAST- EAST-NORTH-EAST-NORTH-NORTH-EAST-NORTH-WEST-SOUTH-WEST- SAY BERTRAND-WEST-LOOK CRACKS-DROP JEWELS-GET COIN- WEST-INSERT COIN IN BLUE SLOT-PRESS BLUE BUTTON-DROP SWORD-GET OBLONG OBJECT-EAST-TURN ON OBLONG OBJECT-THROW OBLONG OBJECT IN LAKE-SOUTH-WEST-SEARCH MUD-GET METAL CARD- EAST-NORTH-NORTH-WEST-DROP ALL-GET TALISMAN-WEAR TALISMAN-EAST- SOUTH-GET JEWELS-WEST-GET SWORD-EAST-NORTH-WEST-GET ALL-DROP SWORD-GET RIFLE-DROP CYLINDER-SOUTH-WEST-WEST-NORTH-EAST-WEST- GET CLIP-SOUTH-EAST-WEST-NORTH-INSERT CLIP IN RIFLE-SOUTH- SOUTH-GO TO THE 22_STORY BUILDING-INSERT CARD IN THIRD SLOT- GET ALL-INSERT CARD IN FIFTH SLOT-NORTH-LOOK IN THE SHADOWS- GET ROD-NORTH-TOUCH ROD TO CELL-PRESS BUTTON ON ROD-EAT VEGETABLES-DRINK WATER-TOUCH ROD TO DOOR-PRESS BUTTON ON ROD- EAST-EAST-OPEN DOOR-EAST-FIRE THE RIFLE AT THE DOOR-FIRE THE RIFLE AT THE DOOR-SOUTH-NORTH-NORTH-CLIMB TREE-UP-GET AXE- DOWN-DOWN-LOOK BEHIND THE HEDGES-MOVE THE GRATE-DOWN-NORTH-WEST- PRESS BUTTON-PRESS LEVER-EAST-NOTH-NORTH-NORTH-GIVE THE CREATURE THE JEWELS-OFFER THE FLUTE TO THE CREATURE-GET AMULET-NORTH-UP- POINT THE MIRROR AT THE ROBOT-EAST-PUSH RED BUTTON-PULL LEVER- PRESS BLACK BUTTON-EAST-WAIT-WAIT-WAIT-WAIT-WEST-WEST-LISTEN TO BERTRAND-WAIT-WAIT-WAIT-EAST-THINK EVIL-THINK EVIL!!!!!!!!!!!! If you are playing an adventure, you can always contact me if you're having troubles finding the solution! Math Claessens Wagenaarstraat 58 6164 XM Geleen The Netherlands (Tel. 04494-52532) NEW ATARI PRODUCTS by Richard Karsmakers A lot of things are happening right now on the hardware scene of Atari. The blitter has been demonstrated and is said to be launched soon in Holland for about 200 Dutch guilders (this is no official statement, however). But more things have happened: The long expected Atari PC is there, as well as the 2-and 4 Meg machines! On Januari 8th of this year, the audience of the Las Vegas CES (Consumer Electronics Show) was stunned by the launch of the new Atari PC. They have launched a "here's all you'll ever need" PC for a price low enough even to undercut the "el cheapo" clone manufacturers. It sells at about $500 (without monitor, that is planned at $200 for monochrome; more about this device later), and it indeed offers very much: It is a compact and elegant system of 22" square and 2" high, with a built-in half-height 5,25" disk drive and an integral power supply. The keyboard is XT-style and is attached to the system case by a coiled cable. There's room for another disk drive (even an ST-style disk drive) and a mathmetics co-processor. It offers 512 KRam standard, which is expandable to 640 KRam through sockets on the motherboard. Standard parallel, serial and combination video ports are also supplied (the graphics of this system include EGA, CGA, IBM Monochrome and Hercules graphic cards - standard). The system employs an Intel 8086 microprocessor which can run at 4.77 or 8 Mhz (turbo-boost) mode. The PC is said to be virtually 100% compatible with all software available for the IBM PC and XT, whereas the standard configuration should be able to run PC GEM, Microsoft Windows and mouse based programs like Microsoft Word (also available for the ST, ED). Atari has further on launched several new PC-like ST computers, which were dubbed "1, 2 and 4 Mega STs". As the names imply, these machines come with 1, 2 or 4 Meg RAM memory. They all have a built-in 800 Kb disk drive. They incorporate a built-in battery-backed clock as well as open processor architecture (this might be describes as a standard built-in Rhotron bussytem - see the previous issue of ST NEWS). They are said to be 100% compatible with the 'old' ST computers, and they are said to become available in March at about $1000. Atari says these new machines offer all the things that ST users always wanted (the ones that wrote to Atari with request, anyway). Atari keeps on stunning the world of hobby-and personal computing: They haven't only launched their new PC and x-Meg machines, but also a new laser-printer at an approximate price of 1500 Dutch guilders being a complete desktop-publishing system. Atari also announced a 20 Meg Winchester disk drive for the ST, and price decreases of the 'old' ST line; a 1040 STF with monochrome monitor will be available for example for around $800 (color monitor version at about $1000). Atari is surely trying best to beat those Commodore suckers, and do you know what....I think they'll succeed! USER GROUP UPDATE by Richard Karsmakers In this issue of ST NEWS we publish yet a more enhanced list of usergroups that support the ST. For more information about individual usergroups, you should contact them at their address. ********** The Netherlands ********** Vereniging van ST gebruikers Zuidnederland (VEST) Pastoor de Kroonstraat 20 5211 SP Den Bosch Tel. 073-14122 Stichting Huiscomputers Nederland (SHN) Fazantlaan 61-63 6641 BX Beuningen Stichting Computer Club Veldhoven (CCV) Braak 119 5501 DH Veldhoven ST Club Eindhoven Hubert van Mil Postbus 1424 5602 BK Eindhoven Tel. 040-429632 Micro Computer Gebruikers Vereniging Triorex (MCGV Triorex) Aalbersestraat 28 5707 JH Helmond Stichting Atari Gebruikers (SAG) Postbus 180 4130 ED Vianen Tel. 070-524326 ST Gebruikers Groeze 8 6581 TL Malden Atari Club Groningen Postbus 9164 9703 LD Groningen Gebruikersclub AGNON Dorpsstraat 35 7776 BM Slagharen Haarlemse Microcomputer Club Postbus 164 2000 AD Haarlem Atari ST Gebruikersclub Nederland Postbus 5011 2000 CA Haarlem Atari Gebruikers Regio Leiden Kooikerspad 1 Zoeterwoude Tel. 01714-4129 ********** West Germany ********** DELMONICO Niklas Nebel Schlosstr. 100 2000 Hamburg 70 ST Club Aurich Erik Dreesen Hafenstr. 6 2960 Aurich ST User Club Ostfriesland (STUCO) Detlef Koppelkamm Duesterweg 30 2951 Nortmoor Atari ST Anwender Club Hannover Horst Kraus Trockener Kamp 29 3200 Hildesheim Tel. 05121-45072 Computer Interessen Gemeinschaft Atari ST Anwendergruppe (CIG ASTAG) Postfach 1409 3450 Holzminden 1 Bund der Atari ST Anwender (BASTA) Postfach 1545 4030 Ratingen 1 Verein der Atari PC Anwender e.V. (VDA) Straburger Str. 5 4030 Ratingen 1 Tel. 02102-13032 St User Dortmund (STUDO) J. Finkemeier Kreuzstr. 65 4600 Dortmund 1 Microtec Carl-Severing-Str. 190 4800 Bielefeld 14 Tel. 0521-4599-150 CCC-SVHI-Minden 4970 Bad Oeynhausen Tel. 0571-75377 ST Club Oberberg Thomas Hser Siefenerstr. 10 5276 Wiehl Tel. 02262-93885 ST Anwender Club (STAC) Postfach 1225 6090 Rsselsheim Tel. 06142-71914 Rheinmain Club Atari Eckard Linner Am Mittelpfad 33 6097 Trebur 1 Tel. 06145-2143 (from 16 hours) CCC W. Hofmann Altdrferstr. 23 6113 Babenhausen Tel. 06073-62315 Interessengruppe fr Bild-und Schriftbertragung Karl-Heinz Gei DG5FW Waldstr. 9 6220 Giesenheim Atari ST Userclub Hochtaunus Rainer Becker, Achim Schneider Friedrichstr. 88 6242 Kronberg Tel. 06173-1481 Atari Computer Club Fulda Rdiger Weis Antsanvia 5 6419 Eiterfeld Tel. 06676-1212 ST User Rhein Main (STURM) Jrgen Wirth Weinstr. 17 6500 Mainz Tel. 06131-220372 UTOPIA Volkhard Werner Alter Kirchenpfad 8 6520 Worms 26 Tel. 06241-36549 User Club ST Herr Jung Zuckerfabrik Zuckerfabrikstr. 3 6710 Frankenthal Tel. 06233-89384 Atari ST Rems Murr Jrgen Wegener Karlstr. 32 7050 Waiblingen Tel. 07151-18402 Club fr Informatik + Programmierung (CIP) Ulrich Veigel Khlstrae 9 7100 Heilbronn AKT-Club Hischauerstr. 18 7400 Tbingen Tel. 07071-41510 Computer User Vereinigung Bruchsal e.V. (CUVB) kaiserstr. 16 7520 Bruchsal Tel. 07251-705129 Atari ST Anwender Club J. Ruschmann Im Heldenrecht 9 7600 Offenburg Tel. 0781-32706 (from 14 hours) User Club Freiburg Eckart Hiekisch Gssle 4 7800 Freiburg Tel. 0761-472332 CDSt Club Dreyeckland ST Werner Laass Haslenweg 3 7821 Wutach 2 Atari ST Club Oberbayern Postfach 1315 8110 Murnau ********** Austria ********** ST Gesprchsrunde Wien Franz G. Szabo Sechshauserstr. 59/3/19 1150 Wien ********** Switzerland ********** Atari ST Computer Club Schweiz (ACCS) Postfach 11 3605 Thun ST Anwender Bern Theodor Mohr Zelweg 3 3047 Bremgarten Tel. 031-232319 ********** United States of America * Alabama Huntsville Atari Users Group 3911 W. Crestview N.W. Huntsville AL 35805 Montgomery Atari Computer Enthusiasts 1212 Hillman St. Montgomery AL 36109 Entari Users Group 108 Crestview Dr. Enterprise AL 36330 Mobile Atari User Group 124 Mackenzie Dr. Mobile AL 36609 * Alaska Atari Computer Club of Anchorage P.O. Box 104343 Anchorage AK 99510 Far North Atari Club 17A Eureka Fairbanks AK 99701 * Arkansas Obu Atari Users Group 320 N. 7th St. Arkadelphia AR 71923 M.Y.S.T.E.R.Y. Rt. #5, 1210 Bert St. Mena AR 71953 Little Rock Atari Addicts 3900 McCain Park #139 N. Little Rock AR 72116 Russellville Atari Microcomputers (RAM) Rt. 3 Box 394 Russellville AR 72801 Ft. Smith A.U.G. 3405 Ramsgate Way Ft. Smith AR 72903 * Arizona North West Phoenix Atari Connection P.O. Box 36364 Phoenix AZ 85067 SE Valley Atari Connection P.O. Box 662 Chandler AZ 85224 Payson Atari Computer Enthusiasts P.O. Box 919 Payson AZ 85541 Atari Central 2429 N. Richey Blvd. Tucson AZ 85716 Tucson Atari Computer Organization P.O. Box 36112 Tucson AZ 85740-6112 * California West Los Angeles Atari Users Group P.O. Box 84-396 Los Angeles CA 90073 South Bay Atari Computer Enthusiasts 5025 Range Horse Ln. Rolling Hills Estates CA 90274 North Valley Atari Computer Users Group 12824 Neon Way Granada Hills CA 91344 Santa Clarita Valley A.C.E. 19449 Nadal St. Canyon Country CA 91351 Los Angeles Atari Computer Enthusiasts P.O. Box 7752 Van Nuys CA 91409 Hooked on Atari Computer Keyboard Society 6055 Cahuenga Blvd. #2 N. Hollywood CA 91606 Atari Anonymous-a Users Group 1664 East Sixth St. Ontario CA 91764 San Diego Atari Computer Enthusiasts P.O. Box 203076 San Diego CA 92120 Riverside Users Group for Atari Computer 11501 Spruce Ave. Bloomington CA 92316 Victor Valley ACE 16190 Wimbleton Dr. Victorville CA 92392 Atari Computer Users Exchange of West P.O. Box 5125 Garden Grove CA 92645 Atari Computer Association of Orange County P.O. Box 9419 Fountain Valley CA 92708 Santa Barbara Atari Enthusiasts P.O. Box 3678 Santa Barbara CA 93130 Bakersfield Atari Computer Enthusiasts 4040 Easton Dr. Bakersfield CA 93309 S.L.O. Pokes Atari Computer Users Group P.O. Box 4156 San Luis Obispo CA 93403 Fowler A.C.E. P.O. Box 352 Fowler CA 93625 Fresno Atari Computer Sector 621 W. Fremont Fresno CA 93704 Salinas Valley Atari Computer Enthusiast 20 Russell Rd. #98 Salinas CA 93906 PSEAAUG 630 Darrell Rd. Burlingame CA 94010 Lowell Atari Users Club 1655 47th Ave. San Francisco CA 94112 Atari Bay Area Computer Users Society P.O. BOX 22212 San Francisco CA 94122 Bay Area Atari Users Group P.O. Box 50459 Palo Alto CA 94303 Delta Atari Computer Club 2850 Enea Way Antioch CA 94509 Lta Atari Computer Club 2850 Enea Way Antioch CA 94509 Diablo Valley Atari Users Group 3205 Bertram Court Concord CA 94520 Atari Enthusiasts of Napa (AEON) 860 Lincoln Ave. Napa CA 94558 Livermore Atari Computer Users Group P.O. Box 808 Livermore CA 94550 San Leandro Computer Club for Atari P.O. Box 1525 San Leandro CA 94577-0152 C.O.A.S.T. P.O. Box 20481 Oakland CA 94620 Atari 520ST Forum/Group 200 Hollis Ave. #52 CA 95008 ACE of Sierra & Sierra Semiconductor 2075 N. Capitol San Jose CA 95132 Atari Enthusiasts Communications Network 4875 Alex Dr. San Jose CA 95130 A-Magic P.O. Box 1335 Merced CA 95341 Modesto Atari Computer Club P.O. Box 3811 Modesto CA 95352 Redwood Atari Group 2305 Jose Ave. Santa Rosa CA 95401 Sentient Atari Group of Eureka (SAGE) 5226 Meyers Ave. Eureka CA 95501 Solano Atari Computer Enthusiasts 5699 Cherry Glen Rd. Vacaville CA 95688 A.C.C.E.S.S. P.O. Box 1354 Sacramento CA 95806 Davis Atari User Group That Isn't 1464 Manzinita Ave. #7 Chico CA 95926-1626 Redding Atari Group 2245 Galaxy Way Redding CA 96002 Kwajalein A.U.G. Box 1065 APO San Francisco CA 96555 * Colorado Boulder Atari Users Group 363 Matchless St. Louisville CO 80027 Atari Computer Club of Denver P.O. Box 24064 Denver CO 80224 Mile High Atari Club P.O. Box 24064 Denver CO 80224 Starfleet Atari User Group P.O. BOX 24064 Denver CO 80224 Rocky Mountain Advanced Atari User Group 11522 Garfield Way Thornton CO 80233 Fort Collins Atari Users Group 1730B Heritage Circle #113 Fort Collins CO 80521 P3 ACE P.O. Box 9282 Colorado Springs CO 80932 The Council of Elrond 619 Gaylord Ave. Pueblo CO 81004 * Connecticut West Hartford A.C.E. 4 Windham Rd. Bristol CT 06010 Southern Connecticut Atari Enthusiasts 239 Buddington Rd. Huntington CT 06484 * Delaware Split Infinity A.U.G. Woodbury Acres 32 Dailey Dr. Felton DE 19943 * District of Columbia National Capitol A.U.G. (current notes) 1800 G. St. NW Washington DC 20036 * Florida Jacksonville Atari Computer Enthusiasts 1187 Dunbar Court Orange Park FL 32073 User Group of Pensacola 1613-D Augusta Ave. Pensacola FL 32507 Miracle Strip Atari Users Group 110B Azalea Dr. Eglin AFB FL 32542 Gainesville Atari Group 6733B SW 5 Place Gainesville FL 32607 Irata Box 1737 Leesburg FL 32748 Atari Boosters League East P.O. Box 1172 Winter Park FL 32790 Mid-Florida Atari Computer Club 4307 Edgebrook Dr. Orlando FL 32809 Space Port Atari User Group 1050 Montego Bay Dr. Merritt Island FL 32953 Coral Springs Atari Users Group. 10122 N.W. 3rd Place Coral Springs FL 33065 Dade Atari User Group 13904 SW 75 ST. Miami FL 33183 West Broward Atari Users Group 9411 N.W. 10th St. Jacaranda Lakes FL 33322 Atari Club of the Palm Beaches 4130 10th Ave. N. Lake Worth FL 33461 Dade City Atari Club Rt. 3, Box 754 Dade City FL 33525 Tampa Bay Area Atari Users Group 812 West River Dr. Tampa FL 33617 Transisthmian Atari Computer Enthusiasts Box 818 APO Miami FL 34005 Spectrum Atari 7210 Tamiami Trail Sarasota FL 34243 * Georgia ACUG at Southern Company Services 64 Perimeter Ctr. E. Dept. 471 Atlanta GA 30346 Atari Users Group, C.S.R.A. Club 3222 Crane Ferry Rd. Augusta GA 30907 The Four Aces (Aiken-Augusta Area ACE) 3359 Ravenwod Dr Martinez GA 30907 Rainbow 5916 Beverly St. Savannah GA 31405 Waycross Area Computer Club Rt. 5, Box 442-B Waycross GA 31501 Coastal Georgia - A.C.E. 221 Island Dr. St. Simons Island GA 31522 Atari User Group of Albany 1505 7th Ave. Albany GA 31707 * Hawaii A.C.E.-Hawaii 95-525 Nawenewene Circle Honolulu HI 96789 H.U.G. Atari! PO Box 215 Wahiawa HI 96786 * Idaho Idaho Falls ST User Group 830 NE Bonneville Idaho Falls ID 83401 Alpha Centari P.O. Box 87 Newdale ID 83436 * Illinois Lake County Atari Computer Enthusiasts 409 S. Elmwood Ave. Waukegan IL 60085 Suburban Chicago Atarians P.O. Box 72266 Roselle IL 60172 Kendall County Atarians (STs Only) 551 Rance Rd. Oswego IL 60543 Chicagoland Atari Users Group 2952 N. Meade Chicago IL 60634 Searle Atari Computer Users Group G.D. Searle & CO. Box 5110 Chicago IL 60680 GTIA User Group 1000 Ave. A Rock Falls IL 61071 Rockford Atari Computer Club 4658 Black Oak Tr. Rockford IL 61103 Quad Cities Atari Computer Club 22303 66 Ave. N. Port Byron IL 61275 Admiral A.U.G. 2049 W Losey St. Galesburg IL 61401 Galesburg A.U.G. 55 Herring Galesburg IL 61401 McDonough County Atari Users Group 604 W. Carroll Macomb IL 61455 Peoria Atari Computer Enthusiasts P.O. Box 132 Washington IL 61571 Progressive Atari Computing User Group P.O. Box 196 Rantoul IL 61866-0196 Illiana A.C.E. 1 South Westville Lane Westville IL 61883 Vincennes Atari Computer Enthusiasts 1730 South 12th Lawrence IL 62439 Decatur A.U.G. (or A.U.C.) 4971 Stewart Dr. Decatur IL 62521 Lincolnland Atari Group 2620 Lemont Dr. Springfield IL 62704 Wabash A.U.G. (WAG) P.O. Box 438 Cisne IL 62823 Wayne City Atari Users Group Rt. 242 South Wayne City IL 62895 * Indiana Central Indiana Atari Group 910 S. Rangeline Rd. Carmel IN 46032 Indiana-MI Atari Group Exchange (IMAGE) P.O. Box 1742 South Bend IN 46634 Wells Atari Computer Owners 1226 Ridgewood Bluffton IN 46714 * Iowa Blackhawk Atari Computer Enthusiasts 220 Sherman Waterloo IA 50703 Hawk Atari 2565 22nd Ave. Marion IA 52302 Muscatine Atari Computer Club RR #3 Box 525-Z Muscatine IA 52761 * Kansas Fort Leavenworth Atari Group P.O. Box 3233 Fort Leavenworth KS 66027 Lawrence Atari Computer Club P.O. Box 1415 Lawrence KS 66044 KC-ACE P.O. Box 25442 Shawnee Mission KS 66225 Mid Continent Atari Users Group 115 East Oak Valley Manhattan KS 66502 High Plains Atari Computer Club Ft. Hays St. Univ. 600 Park St. Hays KS 67601-4099 * Kentucky Louisville Atari User Organization 2404 Phoenix Hill Dr. Louisville KY 40207 Atari Exchange of Louisville P.O. Box 34183 Louisville KY 40223 * Louisiana New Orleans Atari Users Group 5630 Jefferson Hwy. Harahan LA 70123 Atari Programming Enthusiasts of Slidell 130 Matthews Dr. Slidell LA 70458 Baton Rouge Atari Group c/o Comp Elect 1955 Dallas Dr. Baton Rouge LA 70806 * Maine A-MUG c/o Hands On Comp Box 1088 Westbrook ME 04092 * Maryland Apl A.U.G. C/O APL John Hopkins Univ. Johns Hopkins Rd., 8-136 Laurel MD 20707 Potomac Atari Computer Users 7106 Saunders Ct. Bethesda MD 20817 Atari Users Regional Association P.O. Box 7761 Silver Spring MD 20904 Chesapeake Atari Users Group P.O. Box 720 Arnold MD 21012 Westinghouse Atari Group 5 First Ave. S. Ferndale Glen Burnie MD 21061 Atari Baltimore Area C.U.S. (ABACUS) 211 Clarendon Ave. Baltimore MD 21208 Central Maryland Atari Group (C-MAG) 7533 Dogwood Rd. Sykesville MD 21784 * Massachusetts Western Mass ST Users Elec. Boutique Holyoke Mall at Ingleside Holyoke MA 01040 Berkshire Users Group (Atari) P.O. Box 593 10 Berkshire Hts. Great Barrington MA 01230 Merrimack Valley Atari Computer Enthusiasts 159 Weare St. Lawrence MA 01843 SMAUG C/O Video Connection N. Dartmouth MA 01843 North Shore Atari Computer Users Group P.O. Box 2052 West Peabody MA 01960 Prime User Group 22 Puritan Rd. Salem MA 01970 Boston Computer Society Atari Users Group 1 Center Plaza Boston MA 02108 Computers North A.C.E. 13 Loring Rd. Revere MA 02151 Atari Computer Enthus. - Newton (ACENEW) 84 North St. Newton Center MA 02159 Honeywell Atari Enthusiasts 131 Scituate St. Arlington MA 02174 * Michigan M.A.C.E. P.O. Box 2785 Southfield MI 48037 Huron Atari Computer Club P.O. Box 398 Milford MI 48042 Livingston Atari Computer Enthusiasts 2777 Jennifer Brighton MI 48116 Southeast Michigan Atari Users 38476 Ann Arbor Trail Livonia MI 48150 Genesee Atari Group 4711 Drummond Square Flint MI 48504 Tri-city Atari Users Group 5560 Tamarix Lane Saginaw MI 48603 Greater Atari User Group (GKAUG) 172 S. Prospect Kalamazoo MI 49007 Battle Creek Atari Users Group 2267 Gethings Rd. Battle Creek MI 49017 Hooterville Hackers 7604 Red Arrow Watervliet MI 49098 The Atari Connectors 15100 David Ave. Grand Haven MI 49417 Holland Atari Users Group 260 Roosevelt Holland MI 49423 Muskegon Atari Users Group 3258 Brokfield Muskegon MI 49441 Grand Rapids Atari Systems Supporters 1750 Wayside SE Grand Rapids MI 49506 Fremont A.C.E. (FACE) 2838 S. 4th Alpena MI 49707 * Minnesota St. Paul ACE (SPACE) 1697 E. Hoyt Ave. St. Paul MN 55106 Twin Cities Atari Interest Group (TAIG) 3342 Humboldt Ave. Minneapolis MN 55412 * Mississippi M.A.C.R.O. 507 Inglewood Dr. Vicksburg MS 39180 Coastal Area Atari Users Group P.O. Box 5098 Biloxi MS 39534 * Missouri Aces-west P.O. Box 6783 St. Louis MO 63144 McDonnel Douglas Co. P.O. Box 516 St. Louis MO 63166 Warrensburg Atari Computer Owners 405 10th St. Warrensburg MO 64093 Nodaway Atari Group N Hwy 71 Maryville MO 64468 * Nebraska Omaha Atari Computer Federation P.O. Box 993 Bellevue NE 68005 Atari Computer Club of Lincoln 4308 Allendale Ct. Lincoln NE 68516 * New Hampshire Seacoast Atari P.C.E. (SPACE) 120 White Birch Dr. Pease AFB NH 03801 * New Jersey New Jerseys Computer Club of Bayonne 1 Oak Court West Bayonne NJ 07002 Bayway Atari Computer Entusiasts P.O. Box 222 Linden NJ 07036 Jersey Atari Computer Society (JACS) 35 Rancocas Ave. Clementon NJ 08021 Philadelphia Area Computer Society ACUG 40 Balfour Lane Willingboro NJ 08046 RCA/MSR Atari Users Group RCA/MSR Marne Highway Moorestown NJ 08057 Jersey Atari Computer Group P.O. BOX 356 White House Station NJ 08889-0356 * Nevada Atari MicroComputer Network 1513 Commanche Dr. Las Vegas NV 89109 Southern Nevada Atari Computer Club P.O. Box 27617 Las Vegas NV 89126 High Sierra Atari Users Group P.O. Box 2152 Sparks NV 89432 * New Mexico LAtari U.G. of Santa Fe/Los Alamos 4012 B Sycamore Los Alamos NM 87544 * New York Furth Atari User Group 502nd MI.Co, 2nd ACR APO NY NY 09093 Wiesbaden Atari User Group BOX 685 USMCA-WSB APO NY NY 09457 Atari Users & Developers P.O. Box 3608 New York NY 10185 Staten Island Atari Computer Users Group 152 Elm St. Staten Island NY 10310 Fordham User Group Loyola Hall Fordham Univ. Bronx NY 10456 Atari User's Group of Westchester 4 Charlotte St. White Plains NY 10606 Rockland Atari Computer Users Group 29 Riverglen Dr. Thiells NY 10984 Brooklyn Atari Society for Inf. & Comm. 2724 E. 23 St. Brooklyn NY 11235 The Atari Group of New York 120-38 Grahm Ct. Linden Hill NY 11354 Atari Programming Club 2175 Bay Blvd. Atlantic Beach NY 11509 Atari Star Users Group 355 Meadowview Ave. Hewlet Bay Pk. NY 11557-1701 New York ACE PO Box 296 Oceanside NY 11572 Long Island A.U.G. P.O. Box 707 North Bellmore NY 11710 L.I.C.A. Atari Sig P.O. Box 71 Hicksville NY 11802 Capital District A.C.E. P.O. Box 2233 Albany NY 12220 A Bunch of Atari Computer Owners 90-A Partition St. Saugerties NY 12477 Ace of Syracuse 322 Dickerson Dr. Camillus NY 13031 Ace of the Greater Mohawk Valley 421 Brody Dr. Utica NY 13502 Computer Line Atari 54 Rush Ave. Binghamton NY 13903 Western New York Atari Users Group P.O. Box 59 Buffalo NY 14216 Atari Comp Owners of Roch. NY (ACORN) P.O. Box 855 Fairport NY 14450 Northwest A.U.G. 8 McCleary Rd. Spencerport NY 14559 * North Carolina Piedmont Triad Atari Users Group P.O. Box 1073 Greensboro NC 27402 Triangle Computer Club 802 Madison Ave. Cary NC 27511 Cabarrus Atari User Group 51 Old Speedway Dr. Concord NC 28025 Charlotte Atari Users Group 5911 Brookhaven Rd Charlotte NC 28210 Atari Computer Users Society Fayetteville P.O. Box 1117 Fayetteville NC 28302 Blue Ridge ACE (BRACE) 11 Hillview Circle Asheville NC 28805 * Ohio Atari Computer Enthusiasts of Columbus Ohio P.O. Box 849 Worthington OH 43085 Atari Microcomp NW Amateur Radio Op 4749 S.R. 207 N.E. Washington C.H. OH 43160 Star Treck Atari Resource 5098 Harbor Blvd Columbus OH 43232 Atari Computer Enthusiasts Club of Ohio 10285 Caskie Rd. Wayne OH 43466 Maumee Valley ACES 310 Clinton St. Defiance OH 43512 Atari Computer Club of Toledo 606 Carlton Toledo OH 43609 Atari Computer Enthusiasts of Cleveland c/o Cleveland Museum of Natural History Cleveland OH 44106 Atari Peekers 2055 Reveley Ave. Lakewood OH 44107 Atari Computer Enthusiasts of Brook Park 6180 Delores Blvd. Brook Park OH 44142 Solon A.U.G. 245 Eldridge Rd. Aurora OH 44202 Cuyahoga Valley Atari Computer Club 2111 18th St. Akron OH 44314 Cin'tari, Inc. P.O. Box 14959 Cincinnati OH 45214 Sidney-Shelby Computer Users Group 800 W. Russell Rd. Sidney OH 45365 Day-tari 5579 Maefel Lane Dayton OH 45415 Miami Valley ACES P.O. Box 24221 Dayton OH 45424 Atari Computer Enthusiasts of Springfield 2735 Conestoga St. Springfield OH 45503 Tri-county Atari User Club 4 Circle Dr. New Bremen OH 45869 * Oklahoma Atari Computer Club Oklahoma City Inc P.O. Box 32672 Oklahoma OK 73123 Tinker A.C.E. P.O. Box 19456 Oklahoma City OK 73144 Duncan Area Atari Computer Users Rt. 6, Box 313 Duncan OK 73533 Tulsa Computer Society Atari Enthusiasts 121 S. 33rd St. Broken Arrow OK 74014 * Oregon Bonneville Atari Group (BAG) 22889 SE Naomi Dr. Boring OR 97009 Portland Atari Club P.O. Box 1692 Beaverton OR 97005 Home Atari Computer Club (HACK) 1180 E. Ellendale Dallas OR 97338 Atari Computer Enthusiats 3662 Vine Maple Dr. Eugene OR 97405 A.C.E. Along the Umpqua 217 Cleveland Rapids Rd. Roseburg OR 97470 * Pennsylvania Valley Atari Computer Club R.D. 2 Coleman Dr. Beaver PA 15009 Bettis Atari User Devotees 3448 Forest Rd. Bethel Park PA 15102 Plumboro Atari addicts 429 Millers Lane Pittsburgh PA 15239 Pittsburgh A.C.E. P.O. Box 13435 Pittsburgh PA 15243 Westmoreland Atari Organization 230 Clairmont St. North Huntington PA 15642 Spectrum Atari Group of Erie (SAGE) Box 10562 Erie PA 16514-0562 Nittany Atari Personal Computer Org. (NAPCO) 552 Lanceshire Ln. State College PA 16801 Southcentral Penn Atari Computer Enthusiasts P.O. Box 11446 Harrisburg PA 17108-1446 Red Rose Atari Members (RAM) P.O. Box 7532 Lancaster PA 17604 Central Pennsylvania ACE 646 Campbell St. Williamsport PA 17701 Abe' ACEs P.O. Box 228 Whitehall PA 18052 Serious Atari Group for Enthusiasts 204 Sanderson Ave. Olyphant PA 18447 East Scranton Atari Users Group 8 Prescott Place Scranton PA 18510 North American Computer Society - A.U.G. 149 S. Grant St. Wilkes-Barre PA 18702 Atari Users Society 508 Achille Rd. Havertown PA 19083 Philadelphia A.U.G. Valley Stream Apts. I-304 Lansdale PA 19446 Pottstown Atari Club St. Rt. Laurelwood Rd. Pottstown PA 19464 Atari Berks User Group (A/BUG) 25 Angelica St. Reading PA 19611 * Rhode Island First Atari Club of Rhode Island 48 Dudley Ave. Newport RI 02840 Futari P.O. Box 849 Woonsocket RI 02895-0928 A.A.R.I. 65 Russell Ave. East Providence RI 02914 * South Carolina SummAtari Computer User Group 2065 Greenville Cir. Sumter SC 29154 Midlands Atari Computer Club 410 Willow Winds Dr. Columbia SC 29210 * Tennessee Independent Society of Atari Enthusiasts Rt 1 Bradley Creek Rd. Milton TN 37118 PMBASE 5125 Creek Bend Cr. Cleveland TN 37311 Power Systems A.U.G. c/o Cleveland Utilities P.O. Box 2730 Cleveland TN 37311 Chattanooga Atari Owners Symposium 1909 Light Tower Circle Hixson TN 37343 East Tennessee Atari Computer Enthusiast P.0. BOX 6193 Kingsport TN 37663 Atari Computer User Group of Knoxville 953 Roderick Rd. Knoxville TN 37920 Memphis Atari Systems Hobbyists (MASH) 1030 Pheasant Hollow Cordova TN 38018 * Texas Dal-ace PO Box 851872 Richardson TX 75085-1872 Atari ST User Group 940 Hillburn Dr. Dallas TX 75217 North Texas Atari Computer Team PO Box 170911 Arlington TX 76016 The "A" Team 4020 Blue Flag Lane Ft. Worth TX 76137 Temple A.C.E. 3202 Las Cruces Dr. Temple TX 76502 Heart of Texas Atari Info Resource (WACO) P.O. Box 131 Chilton TX 76632 San Angelo A.C.E. 2315 Greenwood Dr. San Angelo TX 76901 W.A.U.G. 622 Cherrybank Houston TX 77079 Woodlands Atari Comp. Org. (WACO) 47 Wedgewood Forest Dr. The Woodlands TX 77381 Houston A.C.E. P.O. Box 562 Katy TX 77449 Pasadena Atari Computer Club 3312 Hays Pasadena TX 77503 Golden Triangle A.U.G. 522 Palm Beaumont TX 77705 Brazos County Atari Users Society 1218 S. Dexter Dr. College Station TX 77840 Randolf Area Atari Users Group P.O. Box 2611 Universal City TX 78148 Alamo Area Atari Users Association 3646-B Fredricksburg Rd. San Antonio TX 78201 San Marcos Atari Computer Club 113 N. Johnson Ave. San Marcos TX 78666 Austin A.C.E. 8207 Briarwood Lane Austin TX 78758 Atari Federation User Group c/o Computer Stop 3421 S. 1st Abilene TX 79605 Sun Metro A.U.G. P.O. Box 370525 El Paso TX 79937 * Utah Layton Atari Computer Enthusiasts 1156 North 1500 West Layton UT 84041 A.C.E. of Salt Lake City 5522 Sarah Jane Dr. Kearns UT 84118 ASTUG 6157 SOUTH 700 WEST MURRAY UT 84123 Utah R.A.M. 1619 E 6670 S Salt Lake City UT 84121 B.A.C.E. 210 W. Lakeview Brigham City UT 84302 Utah County Atari Nuts 1377 North 300 West Provo UT 84604 * Virginia W.A.C.U.G. 15817 Vista Dr. Dumfries VA 22026 NovAtari (Current Notes) 5 clubs 122 N. Johnson Rd. Sterling VA 22170 Fairfax A.C.E. 2665 Arlington Dr. #202 Alexandria VA 22306 G.R.A.S.P. 8219 Tarkington Dr. Richmond VA 23227 Southside Tidewater Atarit U.S. 4836 Honeygrove Rd. Virginia Beach VA 23455 Peninsula Atari Computer Enthusiasts of VA 1212 N. King St. #37 Hampton VA 23669 Tri-city Atari Support Club P.O. Box 1148 Petersburg VA 23804 Farmville Atari Computer Enthusiasts 1305 Gilliam Dr. Farmville VA 23901 Blue Mountain AUG 3110 Meadowbrook 44 Blacksburg VA 24060 * Vermont Vermont ACEs 38 N Winooski Ave. Burlington VT 05401 * Washington Bellevue/Redmond A.C.E. (BRACE) P.O. Box 6341 Bellevue WA 98008 A.C.E. of Kitsap Cty. (ACKC) 3849 SE Conifer Pk. Dr. Port Orchard WA 98366 Seattle Puget Sound A.C.E. (S*P*A*C*E) P.O. Box 110576 Tacoma WA 98411-0576 Atari Systems Hobbyist 804 N. 26th Ave. Yakima WA 98902 Chewelah Atari Computer User Group Box 767 - 410 N. Kruger Chewelah WA 99109 A2 D2 7403 W. Canal P.O. Box 560 Kennewick WA 99336 * Wisconsin MilAtari P.O. Box 1191 Waukesha WI 53187-1191 Madison Area Atari Users Group P.O. Box 53705 Madison WI 53705 Packerland Atari Computer Users Society 339 S. Maple St. Kimberly WI 54136 Chippewa Valley Atari User Group 1735 Coolidge Court Eau Claire WI 54701 Oshkosh Atari Users Group 1418 Indigo Dr. Oshkosh WI 54901 ********** Argentina ********** Club De Usarios Maipu 289-1704 Ramos Buenos Aires ********** Australia ********** Melbourne Atari Computer Enthusiasts Box 340 Rosanna Victoria Australia 3084 Atari Computer Enthusiasts (N.S.W.) G.P.O. Box 4514 Sidney N.S.W. Australia, 2001 Delaide Atari Computer Club P.O. Box 333 Norwood S.A. Australia, Down Under Atari Users Group 10 Ruthwell Montrose Tasmania Australia Geelong Atari User Group P.O. Box 673 Geelong Victoria 3220 Australia ********** Canada ********** Atari User Group 11212-93ST Fort St. St. John British Columbia Canada V1J 3K4 Atari Railer Computer Group 8 McCurdy Winnipeg Manitoba Canada R2V 3B2 Edmonton Atari Computer Hobbyists Society 407 11020 Jasper Ave. Edmonton Alberta Canada T5K 2L1 Essex Regional A.C.E. (ERACE) 373 Cousineau Rd. Windsor Ontario Canada N9G 1V6 London Atari Users Group 38 Southview Place London Ontario Canada N6J 1S2 Manitoba Atari Computer Club 993 Dorchester Ave. Winnipeg Manitoba Canada R3M 0P9 Montreal Atari ST Club (MAST) 1161 Des Fauvettes Boucherville Quebec Canada J4B 6A8 Bluewater Atari Systems Info Club (BASIC) P.O. Box 1 Brights Grove Ontario Canada N0N 1C0 National Capitol Atari Users 577 East Lortie Gatineau Quebec Canada Y1A 4M1 (NIAGARA) Peninsula A.C.E. 11 Berkwood Pl. Fonthill Ontario Canada L0S 1E0 Programmer's Workshop 2566 Steeple Court Port Coquitlam British Columbia Canada V3E 1K5 S.A.S.G. #9-835 4th Ave. North Saskatoon Saskatchewan Canada S7K 2N3 TAPE 1 Saint Clair Ave. East #606 Toronto Ontario Canada M4T 2V7 The Atari Programmers Society P.O. Box 6287 Toronto Ontario Canada M5W 1P7 Toronto Atari Federation 5647 Yonge St. Willowdale Ontario Canada M2M 4E9 Saskatoon (East) AUG 8A-1800 Main St. Saskatoon Sasketchewan Canada S7H 4B3 Vancouver Island ST Association 4947 Cordova Bay Rd. Victoria British Columbia Canada V8X-2KI Alaska Highway Atari Users Group 11212-93 St. Fort St. John British Columbia Canada VIJ 3K4 Elsa Atari Computer User Group Gen. Delivery Elsa Yukon Canada Y0B 1J0 Whitehorse Atari Users Group 13 Koidern Ave. Whitehorse Yukon Canada Y1A 3N7 Kingston Atari Explorers Group 94 Conacher Dr. Kingston Ontario Canada K7K 5V9 520 Interest Group 13 Binscarth Cres. Kanata Ontario Canada K2L 1R9 ********** Denmark ********** ST Operators c/o Rainbow Studio Vesterbrogade 17 Dk-1620 Copenhagen ********** England ********** Page 6 P.O. Box 54 Stafford England ST16 1DR Preston Atari Computer Enthusiasts 41 St. Salburg Ave. Preston Lancs England The Lea Valley Atari Users 1 Globe Court Wormley Herts England U.K. Atari Computer Owners Club P.O. Box 3 Rayleigh Essex England. ********** Hong Kong ********** Atari Users Group Hong Kong Flat C-3 231F Rhine Court 82-84 Bonham Rd. Hong Kong ********** Japan ********** Fuji Atari Users Group 3-10-2 Sakuragawa Itabashi-Ku Tokyo Japan 174 ********** Mexico ********** Atari Computer User Group of the Future Apartado Post. D.F. Mexico 11456 Atari Users Group Mexico City Apartado Postal 105-160 D.F. Mexico 11560 ********** New Zealand ********** Auckland Atari Users Group 24 Sequoia Place Mairangi Bay Aukland 1 Waikato Atari User Club P.O. Box 6087 Hamilton Tariland Computer Club Inc. 109 McLeod Rd. Auckland 8 Atari Users Group - Wellington Box 16011 Wellington ********** Panama ********** Atari Panama Club P.O. Box 7415 Panama 6A El Dorado Panama Republic of Panama ********** Singapore ********** Atari Computer Elites Singapore Blk-3 335-K Syed Alwi Rd. Singapore 0820 ********** Thailand ********** Atari Users Group of Bangkok 18 Soi Reang Prayoung Pradipat Rd. Bangkok Thailand Bulletin Boards in the Netherlands: SAG 03473-76815 BBS Veldhoven 040-531453 Garfield 020-129906 Spacecenter 013-686293 Waterland 02990-40202 Falco ST (19-07 hours) 03435-734775 BBS Haarlem (19-08 hours) 023-359969 WEABBS 02279-2444 Future ST 020-979405 OUR CORRESPONDENCE ADDRESS Our reader's service has turned out to be quite a success: There quite a pile of mail to be worked through every day (thus making ST NEWS better than ever, since we now know exactly what people want, and since lots of people are sending in their contributions as well). In case you didn't know already: Our correspondence address was changed at the start of 1987, since the people living at our former correspondence address got really fed-up with it! It now is:  ST NEWS Kievitstraat 50 5702 LE Helmond The Netherlands If you want to order PD or if you want to make use of our other reader's services, please check at the corresponding articles in this issue of ST NEWS. If you just want to write to say what you think of it all, you're always welcome. If you want an answer, however, the be sure to enclose enough stamps or International Reply Coupons so we can answer your letter! A normal letter takes 75 cents to answer, or 1 International Reply Coupon (2 IRCs if you write from outside the EEC). EDITORIAL "Quality or Actuality?" Thus read the editorial headline of Februari's "ST Computer", the German computer magazine for users of ST Computers. Major issue in that article was the fact that one has to choose whether to have a very up-to-date magazine filled with reviews of pre- versions or even illegal copies of software packages, or to fill one's magazine with thorough reviews of older programs (that would be supplied with usermanual, which is often not the case with pre-versions or illegal copies). Obviously, the editorial staff of "ST Computer" chose the "Quality" option, whereas I think there has to be a way in- between both. Of course, the user (and the potential buyer of software) is only served when a thorough review of a program is published, but I think it's quite stupid simply to ignore the fact that you've just seen a brand-new program (which happens to be an illegal copy or so) at an acquaintance of yours by not writing anything about it in one's magazine. It is a fact that software piracy is there, and I am afraid it cannot be stopped as long as software is still quite expensive (especially games, which are usually cracked within days after their launch, so it seems). Why shouldn't one make use if it here and there? A magazine needs to have things that catch the eye. What if a magazine has a cover with the hottest software around on it? It would sell earlier than a magazine which proudly offers "Brataccas" on the front, wouldn't it? It is very difficult for software houses to fight against software piracy, but I am sure (and with me, many other people amongst which are several software developers) that making better copy-protections won't help. All protection schemes, however complicated they may be, can be broken. And if a protection is tough to break, the more people will try breaking it until one is good enough to do it; it must give the hacker quite a 'kick' to crack a really heavy protected program! On the first place, software developers should keep the software to themselves until it is finally launched. Many programs turn out to be on the hacker's tables even before the first versions of the program are put in the shops. Everyone must have heard of 1st Word Plus already - I wonder how many dozens of versions whizzed around since early summer 1986? I still haven't seen it anywhere in any shops, though. Software authors should take better care when distributing their programs to 'friends and acquaintances' who apparently cannot be trusted. Another thing that, so it seems to me, greatly increases the software piracy is the fact that much software is simply too expensive. Most games, for example, could have been sold massively when they only would have been cheaper. Nobody likes to pay, say, more than 100 Dutch guilders for a really good game, not even for excellent games like "Flightsimulator II". It must surely be possible to reduce the price of software to around 50 guilders for a good program or possible around 80 guilders for an excellent program (like "Flightsimulator II", "Degas Elite" or even "GfA Basic"). The acual costs of producing a program (disks, paper, manual, etc.) aren't that much, and one mustn't forget the increase of sales when prices go down. It must be possible to create a huge number of sales at much lower prices, so that the profits for the programmer will still be high enough, or maybe even higher. When prices decrease, the software sales will increase, the ST will be sold more massively, more companies will start writing software for it, and it will be possible to decrease the prices - a visual circle! I agree that programs are sometimes worth much more than that they cost, even when I think the price should be reduced. It simply is a fact that the ST is becoming a computer of the people, and most people simply cannot afford to buy all the programs they want. In that case, they just copy it. I know the fault also lies with the crackers and copiers, as well as the people that buy the original software, but the software houses are largely to blame as well! The only programs that can be much higher in price are the so- called vertical applications; these are aimed at a totally different group of people, who generally also have the money to buy these programs (like shops, dentists, architects, etc.). But software that is aimed at the general user should definately be prices accordingly! Something that has been growing rapidly, especially on the ST so it seems, is the freeware circuit (a circuit of programs that may be copied freely, also called Public Domain). This is something very positive to the development of a computer system, since it greatly increases the library of programs that can be obtained by the average user, which again increases the number of people that buy the system - and the freeware circuit also helps to lower the current software prices as it very often offers high quality programs at a minimum of costs (if you order freeware through us, you'll only have to pay the post costs back and forth, so that can safely be called a minimum!). I have noticed that interest in ST NEWS has greatly increased in the past few months, which proves not only that we tend to offer the people what they want, but also that the freeware circuit has experiences enormous growth recently - now I understand why dozens of PD libraries pop out of the ground everywhere (but especially in Germany)! I hope they will go on serving the ST users, as we will for a long while to come! Sincerely, Richard Karsmakers (Editor of ST NEWS) INFO ABOUT THE PREVIOUS ISSUES OF ST NEWS 'NEW-LOOK' VERSION In this version of ST NEWS, an option is included to create a 1st Word or 1st Word Plus compatible WP file from one of the documents contained on disks of ST NEWS Volume 2 Issue 1 or ST NEWS Volume 1 Compendium. The option you have now selected enables you to have a look at a list of all these documents, so that you know which articles is hidden behind which document number. ST NEWS Volume 2 Issue 1 DOC01 Turn your Joystick into a JEM DOC02 Synth Sample III & IV DOC03 The Solution to The Pawn DOC04 Pop Poll/Software Top 10 DOC05 Questions & Answers DOC06 Did you know that.... DOC07 ST Software News DOC08 The Music Corner DOC09 The ACC's Reader's Service DOC10 User Group Update ST NEWS Volume 2 Issue 1 (Continued) DOC11 PD Library DOC12 Our Correspondence Address DOC13 Editorial DOC14 ST NEWS Colofon DOC15 Now to order Back-issues of ST NEWS DOC16 Soon coming in ST NEWS DOC17 68000 Assembler Course Part II DOC18 GEM VDI Calls Part IV (Final Part) DOC19 GfA Basic Tips & Tricks DOC20 Hints & Tips to Borrowed Time DOC21 Hints & Tips to King's Quest I DOC22 Flightsimulator II DOC23 Art-and Film Director DOC24 GfA Basic Version 2.0 and the GfA Basic Compiler DOC25 Musix32 DOC26 New Epyx Games DOC27 List of opcodes for the MC68000 Processor DOC28 Hollywood Poker DOC29 ARC - The file Archive Utility DOC30 Neochrome V1.0 ST NEWS Volume 2 Issue 1 (Continued) DOC31 The Mercenary Compendium DOC32 Degas Elite - The Ultimate Drawing Program DOC33 The Rhotron Bussystem DOC34 The NEC Multisync DOC35 Fairlight - a glance at real computers DOC36 Das Floppy Arbeitsbuch DOC37 Professional GEM DOC38 Das groe GfA Basic Buch DOC39 ST Intern DOC40 ST Peeks & Pokes DOC41 In memoriam DOC42 STY-X Software ST NEWS Volume 1 Compendium DOC01 Something about Interrupts DOC02 Little Computer People DOC03 The Disc DOC04 All about system variables DOC05 Disk Manipulation Part I DOC06 GfA Basic (Preview) DOC07 Sound and Music Programming on the ST DOC08 All about the BIOS DOC09 The solution to Zork I DOC10 Diskmanipulation Part II DOC11 All about XBIOS Functions Part I DOC12 GfA Basic Tips & Tricks Part I DOC13 Low to High Converter DOC14 GEMDOS Functions DOC15 The Tempelmann Monitor DOC16 All about the MIDI Interface DOC17 New Psygnosis Games DOC18 GfA Basic Tips & Tricks Part II DOC19 GEM VDI Calls Part I DOC20 All about XBIOS Functions Part II ST NEWS Volume 1 Compendium (Continued) DOC21 GEM VDI Calls Prt II DOC22 The Ultimate Examining Utility DOC23 Pattern Editor DOC24 GfA Basic Tips & Tricks Part III DOC25 Starfiend DOC26 68000 Machine Language Course Part I DOC27 XChess & Psion Chess DOC28 Scroll Message Editor DOC29 Strip Poker DOC30 Extensor DOC31 GEM VDI Calls Part III DOC32 Michtron Software - old but good! DOC33 Writing your own Adventures DOC34 Our Correspondence Address DOC35 Editorial DOC36 ST NEWS Colofon -PUSH OPEN BAY DOOR-GO EAST-LEFT TO THE ELEVATOR A KEYBOARD CONSOLE-USE KEYCARD-ENTER ELEVATOR- (FLIGHT PREP ROOM)-THERE IS A SIGN ON THE BACK WALL AS WELL TWO CLOSET DOORS AND TWO BUTTONS-GO TO THE BUTTONS AND:PUSH RIGHT BUTTON-PUSH LEFT BUTTON-GO TO THE LEFT DOOR AND:GET GADGET-GO TO THE RIGHT DOOR AND: GET SUIT-GO TO CONSOLE AND:PUSH AIRLOCK-NOW GO TO THE ROOM IN THE WEST-GO TO THE CONSOLE-PUSH PLATFORM- -GO TO THE LEFT FROM THE VESSEL AND:ENTER POD- -CLOSE DOOR-FASTEN SEATBELT-PUSH POWER-PUSH AUTONAV- -PULL THROTTLE-NOW YOU MOVE OUT INTO SPACE-YOU HAVE ESCAPED AN EXPLOSIVE DEATH-YOU NOW TRAVELING THROUGH THE COSMOS- -AFTER TRAVELING TROUGH THE COSMOS YOU LAND ON A PLANET NAMED "KERONA"-REMOVE SEATBELT-LOOK FLOOR-GET KIT- -LOOK KIT-(ARMY KNIFE AND WATER)- -LEAVE POD-WALK TO THE FRONT OF THE POD AND:GET GLASS- -GO EAST-GO EAST-GO NORTH-GO NORTH-GO EAST-GO SOUTH- GO SOUTH-NOW YOU SEE A PATH THAT LEADS UPWARD-FOLLOW THE PATH-WATCH OUT FOR THE SPIDER AND DON'T FALL DOWN-YOU CAN USE THE CURSORKEY'S FOR TO GO UP-IF YOU ARE ON THE END OFF THE PATH GO STAND BETWEEN THE TWO ROCKS AND A ELEVATOR CARRIED YOU DOWN-IF YOU ARE ON THE FLOOR LEAVE THE ELEVATOR- -GET ROCK-GO WEST-LOOK FLOOR-WALK AGAINST THE WALL WHILE PASSING THE GRATE-GO TO THE GEYSER ON THE LEFT FROM THE SCREEN- -DROP ROCK IN GEYSER-A DOOR IS NOW OPENING-ENTER DOOR-WALK TROUGH THE CAVE-THE LEFT PASSAGE-YOU NOW IN A LARGE ROOM IN THE CAVERN-THERE ARE BEAMS OF LIGHT-STAND STIL BEFORE THE BEAMS AND:USE GLASS-FOLLOW THE PATH THATS LEADS UP-WATCH OUT FOR THE DROPS-IF YOU HAVE PAST THE DROPS:LOOK GADGET-TURN DIAL- AND FOLLOW THE PATH-(HALLOWED CHAMBER ALIEN)-DO WATH HE ASK- -FOLLOW THE PATH DOWN-IF YOU HAVE FOLLOWED THE PATH DOWN GO SOUTH AND A LITTLE BIT TO THE RIGHT-SO YOU CAN ESCAPE FROM THE SPIDER-NOW GO NORTH-YOU ARE NOW AT THE BEGINNING FROM THE PATH THATS LEADS UP-BUT YOU MUST GO NORTH NOW-THE SPIDER IS FOLLOWING YOU-IN THE MIDDLE FROM THE SCREEN YOU NOW ARE IS A CAVE WITH A MONSTER-YOU MUST ENTER THE CAVE AND GO QUICKLY BEHIND THE ROCKS THAT YOU CAN SEE LEFT UNDER IN THE SCREEN- -THE MONSTER ATTACKS THE SPIDER AND THEY EXPLODE BOTH- -GO TO THE RIGHT OF THE CAVE AND:GET ORAT PART- -NOW GO BACK TO THE ALIEN (HALLOWED CHAMBER)- -DROP ORAT PART-GO FORWARD-NOW YOU WILL MEET SOME PEACEFUL PEOPLE-THEY GIVE YOU A SKIMMER-GO TO THE COMPUTER CONSOLE AND:INSERT CARTRIDGE-NOW READ ALL-ENTER SKIMMER-TURN KEY- -NOW YOU MUST AVOID THE ROCKS FOR A WHILE-YOU CAN DO THIS WITH YOUR JOYSTICK-(CTRL-J)-WHEN YOU MADE IT YOU ARRIVES IN ULENCE FLATS-LEAVE SKIMMER-GET KEY-SELL YOUR SKIMMER BY THE SECOND OFFER-YOU NOW GOT MORE MONEY-THEN SAY YES- -GO TO THE BARAND GO TO THE SLOT MACHINE-SAVE YOUR GAME EVERYTIME YOU WIN AND GO ON UNTIL YOU HAVE WON 250 BUCKAZOIDS-IF YOU HAVE YOUR 250 BUCKAZOIDS LEAVE THE BAR AND GO WEST (TINY'S USED SPACECRAFT)-THEN GO NORTH-TINY IS FOLLOWING YOU-DON'T FOLLOW THE ALIEN OUTSIDE THE BAR-BUY SPACE SHIP-NOW GO SOUTH-GO EAST- -GO TO THE BAR-BUY BEER-DRINK BEER-BUY BEER-DRINK BEER- BUY BEER-DRINK BEER-NOW LISTEN TO THE CONVERSATION- -THEN GO TO THE SLOTMACHINE AND GAMBLE UNTIL YOU HAVE AT LEAST 36 BUCKAZOIDS AGAIN AND THEN PRESS F10- -LEAVE THE BAR AND GO EAST-GO NORTH(DROIDS FOR SAIL)- -GO UPSTAIRS AND BUY THE DROID THAT STAND ON THE RIGHT- -THE WHITE DROID-BUY DROID-LEAVE DROID ROOM AND GO SOUTH- -GO WEST-GO WEST-GO NORTH (SPACE SHIP)- -ENTER SPACE SHIP-PUSH LOAD-THE ROBOT ASK FOR THE SECTOR NOW AND YOU TYPE:HH- -NOW YOU LEAVE WITH THE SPACESHIP-YOU ARRIVE BY THE BIG SARIEN SHIP AND NOW:WEAR JETPACK-LEAVE SHIP- -GO TO THE DOOR IN THE MIDDLE OF THE SCREEN AND: TURN HANDLE-GO INSIDE AND WAIT FOR THE DOOR- -A STRAINGE ROBOT WILL APPEAR AND PUSHES YOU AWAY- -NOW ENTER QUICKLY THE DOOR-INSIDE GO TO THE CHEST- -OPEN CHEST-PUT THE JETPACK IN CHEST-CLOSE CHEST- -STAND TO THE RIGHT OF THE CHEST-PUSH CHEST- -CLIMB CHEST-OPEN VENT-ENTER VENT-NOW GO UP OR DOWN TO THE NEXT SIDEWAY-ENTER SIDEWAY UNTIL YOU BUMP YOUR HEAD TO THE CLOSED VENT- -TURN AROUND AND:KICK VENT-OPEN VENT-ENTER THE LAUNDRY ROOM- -GO TO THE MACHINE AND:OPEN DOOR-ENTER MACHINE-WHEN THE SARIEN IS GONE:LEAVE MACHINE-GO EAST-ENTER THE FIRST ELEVATOR-GO WEST-ENTER ELEVATOR-EAST-EAST-EAST(WEAPENROOM)- -GET ID-GIVE ID-GET GRENADE-GO WEST-ABOVE THE GENERATOR: THROW GRENADE-WEST-WEST-ENTER ELEVATOR-EAST-GET READY TO FIRE F6-EAST (GENERATOR)-SEARCH MAN-YOU GET THE CONTROL-PUSH BUTTON- -ENTER THE PLATFORM-LOOK CONSOLE-USE THE ARROW TO PUSH 6858 ENTER-F6 TO SELECT KEY-NOW THE BOMB IS SET TO EXPLODE-GO TO THE ELEVATOR-WEST-GET READY TO FIRE-LEAVE ELEVATOR AND ENTER THE ELEVATOR ON THE RIGHT-LEAVE ELEVATOR AND GO TO THE SPACE SHIP AT THE LEFT ON THE SCREEN-ENTER SHIP-PUSH LAUNCH!!!!!! THE END  Please contact me if you have any questions about adventures, at: Math Claessens Wagenaarstraat 58 6164 XM Geleen The Netherlands (Tel. 04494 52532) Have fun playing "Space Quest"! THE ACC'S READER'S SERVICE by Richard Karsmakers Here you can read all about what you can do with our correspondence address (ST NEWS, Kievitstraat 50, 5702 LE, Helmond, The Netherlands), like sending in articles for use in ST NEWS, remarks, critics, subscribing, ordering Public Domain software, etc. Subscribing to ST NEWS Since ST NEWS Volume 1 Issue 3 was launched, about half a year ago, it is possible to subscribe to ST NEWS. The setup is very simple: You simply send us an empty, formatted, single sided disk, together with enough stamps (or International Reply Coupons if you live outside of Holland) and a note which says "Next ST NEWS". We will then take care that you get any new issue of ST NEWS immediately after its launch. This way, it is possible to get it within two days if you live in Holland or a matter of one or two weeks of you live abroad. You can also order back-issues of ST NEWS (read more about that in the article "How to order back-issues"), with which you must not forget to mention the volume number of the issues you want. Don't close your envelope too tightly, since we must be able to use that same envelope to send the stuff back to you. If you do, however, you can also add an additional envelope in your package. Ordering ST NEWS is free of costs, except for the post and the disks (you simply supply those yourself), but donations are always welcome (my giro account number will undoubtedly be found somewhere in this issue of ST NEWS). Please refer to the article about our PD Library for correct postage quantities for certain numbers of disks to be sent. Please don't add foreign currencies, as it takes quite a lot of trouble to exchange e.g. 2000 lire in a bank here. Remarks, critics, comments, etc. to ST NEWS and/or any of our other products (such as our Synth Samples) Each time we finish an issue of ST NEWS or another product (like Synth Samples), we want to be sure that it answers to as many needs as possible. Therefore, we need to know your needs and opinions about ST NEWS as well as all our other products. One of the main things that was achieved recently through criticism was the fact that ST NEWS was too big in size. You see: We have splitted it into parts so even people with about 160 Kb of free memory can enjoy it. Whatever we do, we try to make you, our readers, as happy and satisfied as possible. If you think we do something wrong, please write to us as soon as possible so we can have a look at a solution or compromise. If you want a personal answer to your remarks or critics, please be sure to add stamps or International Reply Coupons (the latter if you live outside of Holland; please add TWO of those every time you write) in your envelope. GfA Basic problems Since I am currently also working for the "Stichting ST" in Holland for their GfA Basic problems column, I will hereby offer this same possibility to all readers of ST NEWS. Simply write down your problem (together with programs on disk, if nessecary) and send it to our correspondence address. Be sure to add postage (stamps or International Reply Coupons) of course. I will try to solve your problem or I will try to let someone else solve the problem if I wouldn't be able to do it myself (because of a lack of time or a lack of knowledge). Most problems will also be treated in the GfA Basic Tips & Tricks column of ST NEWS as well as in the magazine of the "Stichting ST". It might just be nice to know that there's someone out here that will try to help you with any of your problems (that he will surely have had earlier himself in most cases). Sending in articles for use in ST NEWS You'll understand that it is impossible for me to write all articles in ST NEWS by myself; that's where we need you, to send in some articles for use in ST NEWS. Many people have already sent in articles, mostly about subjects that I don't know much about (like machine language, astrology programs, numerological computations, writing your own adventures on the ST and articles about several hardware projects). The conditions for sending in articles are very simple: You just write an article using either "1st Word" or "1st Word Plus", and you send it to us on a single sided disk. Please don't forget to add stamps or International Reply Coupons (the latter if you live outside of Holland) if you want the stuff to be returned to you. Now, what are the things you need to look out for? - All articles have to have a page layout that results in 22 lines per page - You must have used Justify and Word Wrap in WP Mode - You must have used 70 characters per line - You must not use any (conditional or whatever) pagebreaks (or footnotes) - You must write in correct English - You mustn't use super-subscript and other font styles too often; that makes the text a bit 'busy' and 'messy' - If you offer programs/listings on disk, you must refer to them in your article - You mustn't use pictures! This only confines these documents to a certain resolution, which isn't our target - Whenever you mention ST NEWS, write it down in bold and capitals - Watch your English! Plurals are without a comma, so Samples instead of Sample's. And usual, useful, etc. are with 1 'l'! Since we have no income of any kind (except for a few donations), we aren't able to pay our writers any amount of money whatsoever. Therefore, writing for ST NEWS is done out of knowledge-sharing reasons instead of writing articles just for the money. On one side, this keeps the articles of tru and high quality, but on the other side we feel we have little to offer to our writers. We still hope you'll find it useful te write articles for us, and we are looking forward to hearing from you. Dealer enquiries * Synth Samples Since our Synth Samples tend to be nice to look at and to listen to, they might help selling ST computers in a computer shop. We already have produced some custom versions of our Synth Samples to some well known computer shops in Holland and Germany; these mostly exist of regular Synth Samples with one or two pictures replaced by advertisement artwork (like the shop's logo or so). Please contact us if you're interested in having your own custom Synth Sample (by the way, we only do this with Synth Sample II and our latest offering Synth Sample III). The typical time it'll taker when it's ready will be about half a month. But it might be sooner. Just feel free to enquire about this exclusive service, and don't forget to enclose stamps or International Reply Coupons if you want us to answer you properly. Up to a certain limit, we are also able to adapt other dia-shows for your own (commercial) use. Please contact us at our correspondence address. * Commercial software Since we feel we deserve our strength mainly because of the many software reviews of very current software, we think ST NEWS is THE magazine to have your programs reviewed in. People of various software houses have already sent us stuff to review and they all are very satisfied. What about G-Data, Rushware, Golden Games, Commedia, Alphatronic, Psygnosis, Tommy Software, and many others. And we're still negotiating with Starsoft, Boston Computer, Epyx, SubLOGIC, Pharma Data Systems and many others. Good co-operation has thus far resulted in quality reviews of quality software (sometimes, in cases of e.g. "Time Blast" and "Super Huey" less quality software). Just send in some new programs that you think we would be interested in reviewing, and we'll do the rest. If you want us to send the stuff back, please state this clearly and add stamps or International Reply Coupons. We are sure you won't regret sending any reviewing samples to us. * Public Domain software If you think you have written a very nice program, and if you have decided on spreading it through the Public Domain, we may be able to help you spread it. I must say that we are quite tough in our decisions whether a programs is or is not allowed to be included in our PD library. Unlike many PD libraries, we don't want quantity but we want quality. We don't just publish any program that appears in the Freeware circuit, because we don't need to say "we have the largest PD library there is!". You simply send in your programs to us on a single sided disk (we're not yet interested in double sided stuff), together with enough stamps or International Reply Coupons so we can send your disk back to you. Please refer to our article about our PD Library for correct quantities of postage for certain amounts of disks. Since ST NEWS is, above all, a magazine, we can also publish an article about your program, to promote it a bit or to explain what is does or wat it can do (we publish these articles all the time for our own products, like Synth Sample III & IV in this very issue of ST NEWS). Public Domain service We still are the cheapest PD service anywhere in Europe: We still offer our PD free of any charge. You simply supply us with a disk or several disks and enough stamps or International Reply Coupons and we'll do the rest. But read more about this in the article about our "PD Library"! Questions & Answers Since we get more readers by the day, ST NEWS offers a great service to get rid of all your problems and to get answers to all your questions in the "Questions & Answers" column, elsewhere to be found in this issue of ST NEWS. You can ask here whatever you need to know, and non-commercial advertisements are also allowed. We will try to answer your questions ourselves, and if we aren't able to do that we will shake heaven and earth to have someone else do it for us (we have therefore established good contacts with several people who know a lot, like some people at Atari, people at GfA Systemtechnik and all our programmers). Just send your question, written clearly on a piece of paper, to our correspondence address. You'll be able to find the answer(s) in an upcoming issue of ST NEWS, so you don't need to send any postage for the way back in these cases ('cause we don't need to send anything back). Any correspondence with the editorial staff of ST NEWS can be done in Dutch, German or English. We are afraid we don't know one word of e.g. French (except for "non" and "jetaime") so we will probably not be able to help you. Best is to write English all the time, except if you live in Holland in which case you might better use Dutch. *** STOP PRESS *** STOP PRESS *** STOP PRESS *** STOP PRESS *** By the time that you read this (or may be even before that time!), we have published a new and thrilling picture sample, called "Amiga <> ST....Part I". It is equipped with several simply and utterly amazingly stunningly superb ST original drawings I found on a disk somewhere (made by someone called PHS) as well as, of course, some very nice drawings originally made on the Amiga. Our motto: You don't need one of those bleedin' Amigas to be Artistic! We plan to hold a picture contest soon as well.....but we don't know what the price will be yet (we cannot afford to buy one!). Maybe we'll just do it and just give honour to the best one! THE MODEM CONNECTION by Frank Lemmen Hi freaks, here's Frank again. This is a new column in our ST NEWS. I'd like to talk about modems etc. The meaning of this column is to bring modem user together and exchange some information, like phone numbers etc. Also I'd like to review some modem software or other communication software. In December somebody introduced me to a modem user. When I saw the possibilities I wanted a modem. But there was a slight problem; modems are very expensive these days. After a while I bought a cheap Protek 1200 modem (acoustic). With this modem I'm very pleased. It was very cheap (100 Dutch guilders) and it had two baudrates: 1200/75 full duplex and 1200/1200 half duplex. In the beginning I had some trouble with making the right connection to the computer. The problem was that the program I used (GEM VIDITEL) needs a completely different cable than the normal standard modem programs. If you want to make it yourself you can see the schematic diagram at the end of this article. So now you know all about my modem and the cable. Let's talk about some phone numbers. The phone numbers I'm going to give you are a sort of PD numbers. There are no phone numbers in it from FBI, CIA, BVD. Sorry for the freak who wants to play War Games (have you seen the film?). Phone number country sort sysop ------------------------------------------------------------- 040-480662 NL BBS K.V/D HURK 040-741154 NL ??? PHILIPS 040-481792 NL BBS HCC 020-318318 NL VIDITEL PTT 070-151515 NL VIDITEL PTT O20-5445111 NL ??? FOKKER 020-434201 NL ??? KLM 020-717666 NL ??? ??? 04920-47316 NL BBS H. ADRIAANS 04920-41561 NL BBS J.BOUWENS 050-145174 NL BBS ??? 033-17193 NL BBS ??? 010-4332035 NL BBS ??? 05202-19295 NL BBS ??? 04402-71850 NL BBS ELEKTUUR 03473-76815 NL BBS ?? 074-665216 NL BBS R. HARTMAN 079-413988 NL BBS A. AALDERINK 074-771661 NL BBS SHCC P2000 023-355949 NL BBS MIAMITEL 01751-18343 NL BBS KORRELBOOM 072-154136 NL BBS R.S.O.I. 085-811138 NL BBS F. DOMINGO 03497-4045 NL BBS PTC-MM 05750-15356 NL BBS H. PATER 053-358965 NL BBS COI-VIO 010-828593 NL BBS ROPITEL 04780-10851 NL BBS M.C.C VENRAY 050-345023 NL BBS H. GUYOT 010-559341 NL BBS R. MEESINST 04105-5599 NL BBS ??? 020-141878 NL BBS AMMANSCHOOL 079-213094 NL BBS EFFATHA 02230-55128 NL BBS SDB 030-828291 NL BBS J. STOEL 03417-55571 NL BBS ERMELO 030-433877 NL BBS G. HEYNEKAMP Most of these phone number are open twenty four hours a day. I have more phone numbers of bulletin boards, but I'll give those to you next time. For the non-modem users: If you call one of the numbers I mentioned, you'll only get a so-called carrier tone, so don't call. The schematic diagram of the cable I was talking about: ______________________________ | __________________________ | PROTEK 1200 | | ______________________ | | RS232C PORT 1 | | | ________________ | | | _____ ______|_|_|___|______________ | | | | / | \ 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 / | | | 0 / 0-----| | | | / | 14 25 | | | 0 0 | ATARI ST | | | | | RS232 PORT | | | 0 | | | | | | | | | | | | | | If you have some suggestions for this column please send them to me at our NEW correspondence adress. Please write in the upper left corner "modems" so we know what it's for this column. I don't take any responsibility for the accuracy of the diagram on the previous page, although every care has been taken to avoid inaccuracies! HOW TO ORDER BACK ISSUES OF ST NEWS If you are thinking about ordering previous issues of ST NEWS, we hereby supply you with a list of contents of every issue that's still available through our Reader's Service. Issue 1 and 2 are withdrawn from our offerings since January 1st, since they tended to hurt our image too much! ST NEWS Volume 1 Issue 3 Published on Saturday, August 16th, 1986 Size: 56638 bytes on 26 pages Sound and Music programming on the ST Synth Sample II contest All about the BIOS Questions & Answers The Solution to "Zork I" from Infocom Did you know that.... News about the Amazing Cracking Conspiracy Hints & Tips for (GfA) Basic More about Diskmanipulation on the Atari SF Floppy Disks Subscribe to ST NEWS! Our new correspondence address ST NEWS Volume 1 Issue 4 Published on Monday, September 8th, 1986 Size: 152458 bytes on 88 pages Additions: Two listings on disk: CONVERT .BAS 2868 bytes VDI_CALL.BAS 3769 bytes ST Software News ICG's Randomize Picture Show GfA Tips & Tricks Hi to.... Low to High converter The Amazing Cracking Conspiracy's Reader's Service GEMDOS Functions Useful Addresses The Tempelmann Monitor A Computer Story Questions & Answers Did you know that.... Future Releases of the Amazing Cracking Conspiracy The Amazing Cracking Conspiracy's built-in ST Chart Booklet All about the ST's MIDI Interface Hints & Tips for playing Sundog Software Mega-review: Floyd GEM VDI Calls Part I The Solution to Zork II ST NEWS Volume 1 Issue 5 Published on Sunday, October 5th, 1986 Size: 214510 bytes on 117 pages Additions: Listings on Disk: ULT_EXAM.BAS 11378 bytes PATTERN .BAS 7304 bytes IRQ .C 1419 bytes GEMVDI_2.BAS 5681 bytes Diverse on Disk: FILL .LST 481 bytes MOUSE .LST 967 bytes SPRITE .LST 931 bytes READ_ME .TXT 1824 bytes ST Software News GfA Basic Tips & Tricks Report on the Annual Usergathering at Utrecht on September 20th, 1986 All about XBIOS Functions Hints & Tips for Winter Games The Ultimate Examamining Utility V2.8 The Music Corner Pattern Editor Something about Interrupts The Disc Are you a good ST Owner? User Group Update Software Mega-review: New Psygnosis Games Cleaning your mouse Questions & Answers RTOS, A multitasking OS for the ST The ST I/O Port Did you know that.... Final Hints & Tips to "The Pawn" Part I USeful PEEKs and POKEs GEM VDI Calls Part II More about the ACC's Reader's Service (P)review: Some Astronomy Programs Super Huey Review ST NEWS Volume 1 Issue 6 Published on Saturday, November 15th, 1986 Size: 217891 bytes on 106 pages Additions: Listings on Disk: DEMO .C 1778 bytes GEM_VDI .BAS 3344 bytes HEBREW .LST 1299 bytes HOUSE .BAS 14888 bytes IRQ .C 1390 bytes NUMROLOG.LST 4787 bytes SCROLLED.LST 8515 bytes Diverse on Disk: DEMO .PRG 2982 bytes EPROM .PI3 32034 bytes LINKAPP .BAT 123 bytes LINKTOS .BAT 120 bytes READ_ME .TXT 4960 bytes SCHEDULE.PI3 32034 bytes ST Software News GfA Basic Tips & Tricks Did you know that.... Sound Digitizer Service Connecting a Normal B/W Monitor to the ST without Modulator Hints & Tips for playing Brataccas GEM VDI Calls Part III User Group Update Starfiend Questions & Answers Part One of the MC68000 Machine Language Course A Day in Amsterdam: Visiting the Efficiency Beurs and Commedia The Mirage Two Chess programs Compared: XChess and Psion Chess ACC Hiscores Michtron Software - Old but Good Solid State RAMdisk for the ST Simple Draw Esoteric ST Column: Hebrew on the ST Esoteric ST Column: Numerological Computations Writing your own Adventures Scroll Message Editor Review: Strip Poker, a sizzling Game of Chance The ACC's Reader's Service The MAC Cartridge Final Hints & Tips to "The Pawn" Part II Review: Extensor Neochrome User Manual Our Italian Distributor For the contents of ST NEWS Volume 2 Issue 1 (as well as the ST NEWS Volume 1 Compendium), please hit ALT and I simulataneously when you're in menu mode. 68000 MACHINE LANGUAGE COURSE PART III by Mark van den Boer In part I & II the basics of programming the 68000 have been introduced. In the following parts of this course I will discuss the instructions of the 68000. To understand this part and the coming ones I suggest you keep a printed copy of part II (the addressing modes) in close range, so you can look things up. Before discussing the individual instructions of the 68000 I will divide its instructions into eight classes. These classes are: - Data movement operations. - Integer arithmetic operations (on two's complement binary numbers. - Logical operations. - Shift and rotate operations. - Bit manipulation operations. - Binary Coded Decimal (BCD) operations. - Program control instructions. - System control operations. In this part and the following parts all classes will be discussed. This approach is somewhat different of the one chosen by other authors (the alphabetic order). For an explanation of the source and destination addressing modes I refer to the table at the end of part II. To specify the operands of the instructions the following conventions are used: Rn stands for either a data- or addressregister An stands for an address register Dn stands for a data register stands for an effective address operand. This means that after the operand after evaluation must yield an address. # stands for immediate data All other symbols which appear in either field of the instruction's assembler syntax will be explained. One suggestion before the explanation starts: Since 68000 instructions may operate on bytes, words and longwords, it is wise to always specify which size you want to manipulate. This way will considerably reduce the amount of very hard to find bugs in your program. Since assemblers take defaults when no size is specified you can get very odd results. E.g. BSET (instruction will be explained later) operates only on bytes and longwords. The assembler makes the default for you. Suppose you want a word- operation to be performed and you don't specify the size, thinking that the default is nearly always word. Well in this case the default isn't word, so the assembler thinks your code is alright, but it doesn't do what you want. Data movement operations Instruction: EXG Syntax: EXG Rn,Rn Data sizes: Long Condition codes affected: None Addressing modes: source: Dn An destination: Dn An Function: Exchange the contents of two registers Example: Instruction Before After EXG a0,d0 d0=11111111 d0=22222222 a0=22222222 a0=11111111 Instruction: LEA Syntax: LEA ,An Data sizes: Long Condition code affected: None Addressing modes: Source: (An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Destination: An Function: Load an address register with a value. LEA stands for Load Effective Address. Example: Instruction Before After LEA (a1),a0 a0=00000000 a0=12345678 a1=12345678 a1=12345678 LEA 9(a0),a0 a0=00111111 a0=00111119 LEA 5(a0,d0.w) a0=10000100 a0=10001111 d0=0000100b d0=0000100b LEA $12345678,a0 a0=00000000 a0=12345678 Instruction: LINK Syntax: LINK An,# Data sizes: None Condition codes affected: None Addressing modes: source: An destination: #w Function: Create temporary space on stack. The source (address register) is pushed onto the stack, the stack-pointer (a7) is copied into the source and the destination is added to the stack-pointer. The destination-operand is usually negative because the 68000-stack grows downward in memory. This instruction is used very much by high-level languages such as C and PASCAL. This instruction has the advantage that local variables in a subroutine can be accessed through the source- address register. E.g.: Every C-compiler on the Atari St uses this instruction at the beginning of every subroutine. Example: Instruction Before After LINK a6,#-4 a6=12345678 a6=44444444 a7=44444448 a7=44444440 Let's analyse: First a6 is pushed onto the stack: a7=44444444. Then the stack-pointer is copied into a6. Then the destination-operand is added to a7. Instruction: UNLK Syntax: UNLK source Data sizes: None Condition codes affected: None Addressing modes: source: An Function: The opposite of LINK. Also used by all C-compilers at the end of functions. Example: For values see LINK Instruction Before After UNLK a6 a6=44444444 a6=12345678 a7=???????? a7=44444448 First a6 is copied into a7: a7=44444444. Then a6 is pulled from the stack, which yields the final values of a6 and a7 Instruction: MOVE Syntax: MOVE , Data sizes: Byte, Word, Long Condition codes affected: N,Z (conditionally set/cleared), V,C (always cleared) Addressing modes: source: Dn An (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) #x destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Move the contents of the source to the destination. This instruction is the most frequently used 68000-instruction and is very powerful. Note that the PC-relative addressing modes are not allowed as destination-operand. This seems illogical, but there's a good reason for it. In the view of the designers at Motorola it is bad practice to have self-modifying code in a program. Example: See part II of this course for examples on the MOVE-instruction. Instruction: MOVE to CCR Syntax: MOVE ,CCR Data sizes: Byte Condition codes affected: All as a direct result of the instruction. Addressing modes: source: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) #x Function: Set some condition codes. With this instruction you can clear/set the N,Z,V,C and X flag. Example: See part II Instruction: MOVE to SR Syntax: MOVE ,SR Data sizes: Word Condition codes affected: All as a direct result of the instruction. This instruction is priviliged . Addressing modes: source: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) #x Function: Set condition codes. Example: See part II Instruction: MOVE from SR Syntax: MOVE SR, Data sizes: Word Condition codes affected: None. Addressing modes: source: SR destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Request condition codes. This function is not priviliged on the 68000 and 68008, but is priviliged on all other members of the 68000-family. Example: See part II Instruction: MOVE to/from USP Syntax: MOVE USP,An or MOVE An,USP Data sizes: Long Condition codes affected: None. Addressing modes: see Syntax Function: This instruction is priviliged. The instruction exists because the 68000 has in fact two stack-pointers. They are both contained in a7. This is possible because the 68000 has two modes of operation: user- and supervisor- mode. When in usermode it is impossible to access the supervisor stackpointer. It is rather logical that there are in fact two stackpointers. If there had been only one it would have been possible to mess up the stack in such a way that the system would crash. However, the supervisor must have the ability to access the user-stackpointer (for parameter-passing etc.). Example: Instruction Before After MOVE USP,a6 USP=12345678 USP=12345678 a6=33333333 a6=12345678 Instruction: MOVEA Syntax: MOVEA ,An Data sizes: Word, Long Condition codes affected: None Addressing modes: source: Dn An (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) #x destination: An Function: Load an address register with a value. If the operation is word-sized then the address is sign-extended. Most assemblers will accept MOVE ,An as well. However, I think it is better to write MOVEA instead of just MOVE. When you intend to move a value into an address register but you forget to specify an address register and specify something else, the assembler will not generate an error. E.g. you want to move $12345678 into a0. MOVE.L #$12345678,d0 will not generate an error, while MOVEA.L #$12345678,d0 will generate an error. Example: See part II Instruction: MOVEM Syntax: MOVEM register list, or MOVEM ,register list register list is a set of registers. Suppose you want to specify all data-register. You could write: d0-d7 or d0/d1/d2/d3/d4/d5/d6/d7 or d0- d3/d4/d5-d7. A number of registers in a row can be denotated with a minus ('-') between them. Single registers can be specified with a slash ('/') between them. Data sizes: Word or Long Condition codes affected: None Addressing modes: destination: (An) -(An) w(An) b(An,Rn) w l source: (An) (An)+ w(An) b(An,Rn) w l w(PC) b(PC,Rn) Example: Instruction: Before After MOVEM.W $1000,d0/d3 $1000=$1234 d0=$1234 $1002=$5678 d1=$5678 MOVEM.L d0-d7/a0-a6,-(a7) will push all registers onto the stack. MOVEM.L (a7)+,d0-d7/a0-a6 will pull all registers from the stack. Instruction: MOVEP Syntax: MOVEP Dn,w(An) or MOVEP w(An),Dn Data sizes: Word, Long Condition codes affected: None Function: Transfer data from or to a peripheral. This instruction has been specially designed for communication with all devices which have been originally designed for 8-bit micro-processors. This way the 68000 can communicate with these devices. E.g. in the Atari are two ACIA's present. ACIA's are designed for 8-bit computers. I won't explain the operation of this instruction here for it is rather seldom used, especially by beginners. If you want to know all about this instruction I suggest you contact the writer of this article. Instruction: MOVEQ Syntax: MOVEQ #,Dn Data sizes: Long Condition codes affected: See move. Function: This instruction provides an efficient way (both in space and time) to set a data register to a value). Values range from -128 to +127 decimal. Most assemblers will generate MOVEQ-instructions where possible. Example: Instruction Before After MOVEQ #$34,d0 d0=ffffffff d0=00000034 Instruction: PEA Syntax: PEA Data sizes: Long Condition codes affected: None Addressing modes: source: (An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Function: Push an address onto the stack. This instruction is often used to write position independent code. It has nearly the same function as MOVE.L ,-(a7). Example: Instruction Before After PEA (a6) a6=12345678 a6=12345678 a7=44444444 a7=44444448 Instruction: SWAP Syntax: SWAP Dn Data sizes: None Condition codes affected: V, C: always cleared Z set if the result is 0 N set if bit 31 of the result is 1 Function: exchange upper and lower half of a data register. This instruction is often used in conjunction with the divide operation (will be explained further) Example: Instruction Before After SWAP d0 d0=12345678 d0=56781234 Next time I will discuss the integer arithmetic operations. By the way: I'm beginning to believe that this course is the best there is, since I don't get any comments!!! If you read this and react you can earn yourself a surprise. MAC SOFTWARE by Richard Karsmakers The MacEmulator has finally hit the streets, and so has a mass of MacIntosh software! Only a few of the programs I have seen recently on the ST are "MacPaint", "Ready-Set-Go", "MS Basic", "MacTrains", "Write Now!", "Mac Yap Tools", "MacDouble", "Mac Three-D", "Millionaire", "MacSolver" and "MacUtilities". All these programs were supplied on Magic format (the format which Robtek's MagicSac Cartridge needs). First, I'd like to tell something about Mac operating in general. After the inserting of the Mac System Disk, the user is welcomed by a message "Welcome to Macintosh", which makes one feel welcome for sure! Depending on the current settings on the System disk, you will enter either the "Finder" or the "MiniFinder"; the "Finder" is what we call the desktop on the ST, and the "MiniFinder" is a different kind of setup, which offers some of the basic facilities of the "Finder". I prefer to work with the "Finder" myself, because I am quite used to a setup like that on the ST. Files present on the current disk are displayed either by Text or by Icons (just like with the ST's desktop). When you select "Names", the text is displayed sorted on name, when you select "Kind" they are sorted by Kind (e.g. document, application, etc.), and so on. On a regular Mac disk, more information about a file seems to be stored than on an ST's disk; in the "Finder" directory you'll get to know the name, size (in K), Kind and the date on which it was last modified. But the date on which the file was actually created is also stored on the disk, as well as a "Lock" mode and the precise file size (in bytes). When you select "By Icons", you get a different setup (with Icons), which look much more beautiful than on the ST; every Icon seems to have its own shape and definition (except that of a folder or subdirectory), and (much like the Amiga) every icon can be stored anywhere on the desktop (this can create quite a messy impression). It's even possible to put an Icon outside the actual disk window, but this creates difficulties after re-starting the System disk (when you start anew later, or whenever a fatal error occurs. I feel I need to say something more about disk handling with the MacCartridge, since faulty procedures may actually destroy your disk (and you don't even need to find out that you've destroyed it immediately after!). Swapping disks in done with an automatic eject at the real Mac, so this needs to be emulated. This is very complicated, so the people at Robtek found another way. If you want to change a disk, you should hit SHIFT, CONTROL and 1 simulataneously (for drive B, you should replace '1' by '2'), after which the system writes something on that disk and then the drive light darkens; an "A" (or a "B") starts flashing at the top right of the screen. Only then, and not earlier, is it allowed to swap disks. It might actually also happen that the program asks you to insert another disk during program execution or at another time during a Mac session. In that case, you needn't bother about hitting any keys or so; just wait 'til the light goes out and then insert the disk - you'll find that you don't even need to press any keys doing this. The only program that I found fit to review for this issue of ST NEWS was MacPaint V1.5, written by Bill Atkinson in 1985. This is in fact the only program that is quite better in several aspects even than the better drawing programs on the ST! On startup, it looks much like Data Becker's "ProfiPainter". On the lefthand side of the screen there are several icons through which you can select one of the following options: Lasso (Can be compared with Jack Knife of Neochrome V1.0) Selection (Can be compared with hitting ESC for block definition in Degas Elite) Scroll (Can be compared with Grabber of neochrome V1.0) (When double-clicked, you get to see a relative impression of your picture on A4) Text (With this option it is possible to type text after pressing the firebutton to position the Icon) Area Fill (Fills an area - very fast!) Spray Paint (This emulates spraying) Brush (Double clicking causes the brush select menu to be displayed) Pencil (This draws with the mouse) (When double-clicked, this enters a ZOOM mode around the dot that was last manipulated in draw mode. In ZOOM mode, it is still possible to fill, draw lines, etc.) Lines (Draw a line while dragging the mouse from one place to another) Eraser (Erases parts of your picture) (Double clicking -> Whole picture erased) Something needs to be said about the very extensive text facilities of MacPaint: Not only does the program supply you with about 20 different font styles, but is also lets you manipulate font sizes and font styles. Nothing to get excited about, I hear you say, but MacPaint also allows Shadow text (in monochrome mode!) together with all the usual text styles. The one big advantage of the MacCartridge gets issued here very clearly: The lowest row of characters (on which ZXCVBNM are) is shifted to the left! Next time, I hope to review more programs from the MagicSac, as well as several programs for the new Aladin Cartridge (that offers TOS compatible file format, double sided formatting option, formatting from the Mac Finder and a resident RAM disk in which e.g. the system folder can be stored! And in the near future a column like this might also occur for the Commodore 64 and the Commodore Amiga (since an Amiga emulator and a Commodore 64 emulator are also said to be ready at the moment!). But this is not sure yet (since e.g. the Amiga emulator needs an Amiga disk drive and the Blitter chip - which together cost at least 1000 Dutch guilders!). TURNING YOUR JOYSTICK INTO A JEM by Paul Kolenbrander We regret that a small bug has slipped into this article in the previous issue of ST NEWS. That's why we now publish it anew (bugless)! Firstly, JEM, what kind of an animal is that? Well sort of an acronym standing for 'Joystick Emulating a Mouse'. And that is exactly what I am going to show you how to do in this article. Sure, there are this type of interfaces on the market. Something like it is sold in Germany for DM 45,- and undoubtedly they are sold in other countries as well. But the beauty of this little design is that you can make it as expensive as you like, or even better, as cheap as you like. It just depends on what you have lying around doing nothing and what you want. For example, if you have a joystick which you don't use then you can make a JEM of it for less than one US$. Or you can make it into an interface that allows you to plug in a joystick. This will cost about 10 US $. Interested? Read on! But what, I hear you ask, can we do with a joystick that acts like a mouse? Well, quite a lot actually. A lot of games that work only with a mouse, would play much easier with a joystick. Think about Major Motion, I couldn't play it with a mouse, but now with my JEM its easy and much more fun. And what about flight simulations and such? Flight Simulator II is a superb program but I find it a bit unrealistic to fly an aeroplane by mouse. A joystick is so much more like the real thing. The same goes for Starglider and a lot of other programs. Don't get me wrong, I'm not putting down a mouse, on the contrary. But for some uses, like such mentioned above, I think a joystick is the more logic choice. Here is a schematic on how to adapt a joystick, If you own, like me, a Quickshot II you can even adapt it to emulate both the left and right mousebuttons. Most joysticks have only a single firebutton, so then you can only emulate the left mousebutton. But first take a look at the schematic. optional +--------------------------------------------------+(---+ | | | mouse | ground up | | button | +--------+ +------------+ left / / right +-+----------+ | left \| right | | | | r1 T1 + \ ---+----------+ | | | | |b | | | down | | | | | r2 c/ \e | | -----------^-^-+ | | +----++--+ + | +-----------+ | | | | | | - | | | 1 2 3 4 5 | | | c1 | | | o o o o o | | | r3 + | | | o o o o | | +--------+-+ | | 6 7 8 9 | | | | | | | | | | | +-----+ T2 |b| | +-^---^------- | | | c/ \|e | | | | | +--+ +---+ /--------+ +--(--------+ +---------------------------/ Parts: R2 10 KOhm R1,R3 13 KOhm C1 0.22 uF T1,T2 BC308B This same circuit can be used to build an interface, so you don't have to adapt your joystick, because once you have adapted it, you can only use it as a JEM and no longer as a joystick. Here follows a diagram on how to construct the interface. JOYSTICK -------------- | ---------- | | | ---- | | | | | | | | 6 7 8 9 | i | o o o o | n | Extra parts needed: o o o o o | t | - 9Pins Submini Male Chassis 1 2 3 4 5 | e | - 9Pins Submini Female plug with cable | | | | | | r | - Small cabinet to house the circuit \ \/ / | | f | \/\/ | | a | /\/\ | | c | / /\ \ | | e | | | | | | | | | 1 2 3 4 5 | | | o o o o o | | | o o o o | | | 6 7 8 9 | | | 6 7 8 9 | | ---- | | | ---------- | -------------- ATARI ST You don't need to be an accomplished solderer to build this circuit, you only have to be precise and check the circuit after soldering. This circuit is designed so it works on the current provided by the joystick port. Even if it is assembled wrongly, it should not damage your Atari, because the only thing it is supposed to do is oscillate the signal from the joystick to produce a signal similar to that of a mouse. It might give strange reactions though, but they are not permanent. Just switch your system off and on. Good luck and enjoy your new JEM. No responsability is taken by the author for any damages that might be caused by the above circuits, although every precaution has been taken and the circuit has been tested. Due to space problems on this disk, it was not possible to draw a real schematic on Degas Format. The author hopes that the schematic included in this article is comprehensible. If you any problems with this circuit, send your problem or question accompagnied by a stamped self-addressed envelope (if you live outside Holland, enclose an International answering coupon, obtainable at your local Post Office.) to the following address. Bit Busters Inc. Postbus 5295 NL-5603 BD EINDHOVEN The Netherlands FLIGHTSIMULATOR II by Richard Karsmakers In the previous issue of ST NEWS I had succeeded in pre-viewing the long awaited "Flightsimulator II", but this time I offer you a full-size (this sounds a bit like a commercial - it's a full size stick, real gum with real taste) review, with a version supplied by Commedia, 1e Looiersdwarsstraat 12, 1016 VM, Amsterdam, The Netherlands. The program is written by Bruce Artwick and Mike Kulas, and is published by the SubLOGIC corporation. At Commedia, the program is sold at 159 Dutch Guilders (although they weren't the first to have the program due to some fault by the people of the Silica Shop in England as far as I've understood, Commedia surely is one of the cheapest computer shops around). The Flightsimulator II package is excellently designed. It consists of an Operating Handbook, three aerial maps of areas in the U.S., a quick-reference keyboard card and several documents like update service, etc. The handbook is the best I've ever seen with any program (neatly bound together with rings instead of glue or so). One is even tempted to buy the program just for the neat packaging and the new smell of the handbook (which is indeed on of the best-written handbooks I've ever laid eyes on!). But let's start describing the program. As you already must have understood, we're talking about a flight simulation program here, and surely one of the best available on the ST. And I bet the program - if available for the computer system - is the best flight simulation program around on any computer! Although the manual and the flight maps here and there mention that you shouldn't use either for real world aerial navigation, the average user - and indeed I think even the average pilot - might get to think he's working with the real stuff! On startup, the actual scenery also looks quite real. And the big advantage of "Flightsimulator II" is that it offers solid-shape 3D smooth animation (the people at SubLOGIC call this the "68000 Precision Graphics Driver"). It can be selected to use line models, however, but this merely increases the speed a bit, which is fast enough as it is. The program supports Apple-like GEM conventions (so you need to click on a position on the menu bar before the actual drop-down menu appears). Furtheron, the program uses up to four windows, which can be placed elsewhere on the screen, closed and changed with regard to size. These windows are: The main display, the second display (doesn't need to be on), the Map (doesn't need to be on either) and the Instrument Panel. The latter can only be transfered up or down, but its size cannot by changed, nor should it be closed. General remarks to the windows: The larger the windows, and the more windows there are on the screen, the slower screen refresh will be - not that you turn out to look at BASIC- like things, but it does slow down the whole thing! Let's have a look at the pull-down menus now. At first, there's the FILE menu, which has the following menu items: Prop (this selects you to fly a propellor airplane of the Cessna 182 class), Jet (this makes you control a jet airplane of the Gates Learjet 25g class), WW1 Ace (this lets you combat in the first world war, in which you have to bomb factories and dogfight your way out again), Multi Player (makes it possible to play with two computers together with the use of the SubLOGIC cable or even through a modem), Demo (a demonstration option, so that the program flies itself through the various sceneries, and letting the watcher see most of the graphics options), Quiet Demo (this option performs the demo without any sound - ideal for shops), Orientation Marker (this toggles the orientation marker - the T- shaped thing that seems to be on the nose of your airplane - on or off), Titles on Window (this toggles the display of titles on top of the windows on and off), Aspect Ratio Look (this option determines if the 3D view should be related to the window size or not) and Shader (used for toggling solid/shaded graphics mode). The next menu bar title is called "View". The following individual pull-down menu entries are specified here: Cockpit (specifies cockpit view), Tower (enables tracking from a stationary tower, e.g. the control tower of the airport), Track (this determines whether the tower view will track your movements whenever you go too far away - out of sight - or not. This creates nice effects when you try a fly-by), Spot (selects a view option from which it looks as if you're looking at your plane from another plane flying nearby), View Direction (determines in which direction you look from the cockpit - only affects cockpit view direction. This can also be achieved by several keys on the keyboard, which will be displayed further on in this review), Zoom (lets you increase or decrease the sight), Set Spot Plane (enables you to specify where the plane is flying that is looking at you from 'Spot' mode. You can hereby select the altitude related to your altitude, the position and the distance to your plane. You can also select Slow or Fast update - to emulate following or chasing airplane. Finally, you can select whether the plane should follow you relative to your wingtip position (Loop) or relative to your heading (Roll)), Main 3D (turns the main 3D off or on) and Second 3D (turns the second 3D window on or off). The third menu title, called "Enviro", offers the following options in its pull-down menu: Winter, Spring, Summer, Fall (each of these seasons go together with specific plying problems; summer brings hot, humid days that increase density altitude and reduce lift, whereas e.g. winter causes startup problems - yes, in their hearts every plane is a Fiat - and icy runways), Clouds (you can define two cloud layers, and ground fog as well. The height and thickness of each layer can be individually defined. Very professionally, ground fog is measured in feet AGL - Above Ground Level - and cloud layers are measured in feet MSL - Above Sea Level) and Winds (you can set three wind levels, with an addition in the form of surface wind. Direction, turbulence, speed and heights are definable). "Sim" is the title of the next menu bar option. This incorporates these pull-down menu titles: Sound (sound made during the simulation can be turned off or on with this selection), Pause (stops program execution; can be toggled on again), Pause in Cursor ("Flightsimulator II" incorporates two modes: Yoke mode (in which you fly) and Cursor mode (in which you select options or so). Switching these modes can be done by clicking on "Yoke" or "Cursor" on the righthand side of the screen, or hitting the right mouse button, or double-clicking the left mouse button. When this option is checkmarked, the program automatically pauses whenever you enter cursor mode, so you can quietly select something without having to worry about plane crashes or so), Auto Coord (Auto-Coordination; this mode links together the ailerons and rudder. Specific, advanced aerobatic maneuvers are not possible when this mode is on, but it greatly increases the ease with which you can fly if this option is checkmarked. If it isn't, you should use the rudders with the '0' and '.' keys on the keypad), Reliability (this lets you select the reliability of the airplane with help of a slider-bar. 0% lets you suffer frequently from engine problems, etc., whereas 100% lets you fly a completeyl reliable aircraft, Realism (this lets you select specific flight characteristics to be turned on or off, to increase - or decrease - the difficulty level of the simulation. The following features can be toggled, with the following effects: Engine (refers to the need to use magneto switches to start the airplane), Fast Throttle (enables the engine to drop out if you increase throttle too fast), Elevator Trim (ensures that you need to trim the airplane properly, as it now flies according to aerodynamic conditions and the elevator trim setting), Instr Light (your lights will go out once it's dark if you don't turn on your lights), Gyro and Barom drift (causes the gyro or barometer to drift after a while - they now need frequent adjustment), Crash Detect (if this is turned of, the program will 'bounce' when it crashes into the ground) and Light Burn (your lights will now burn out of you fly with your lights on during day hours frequently)), Com. Rate, Partial Panel (this gives you an instrument panel with control boxes next to each instrument. Clicking them causes them to disappear - this simulates instrument failures and is a good training for flying under visual-reference only) and Control Sensitivity (defines the distance over which the mouse should be moved to get a certain effect when controlling the airplane: Aileron, elevator, throttle and brake sensitivity can be adjusted). Then there's "Nav", which offers the following options: Map Display (this turns the Map window off or on - this can also be done by pressing a key, see further on for explanation to key usage in "Flightsimulator II"), Map Zoom (enables you to increase or decrease the Map zoom mode), Aircraft and North Orientation (When Aircraft orientation is used, the map is displayed with the current heading of your plane at the top. When North orientation is selected, the top of the map is simply the north direction), Position Set (with this you can specify the position of your plane or of the control tower), Slew (This enables you to fly quickly and easily over large distances) and Auto Pilot (this enables you to fly on an autopilot, thus enabling the pilot to devote more time to flight essentials. The explanation of this feature is much too complicated to be explained here. It is enough to say that it offers very advanced manipulation for this review). The last menu bar item is called "Situation" and has the following features: Select Prerecorded (this will activate a menu from which you can select several prerecorded situations - one, for example, is just above the Statue of Liberty), Save and Name (this enables a kind of "save-game", either to RAM or disk. Never use the FSII disk to save on, and beware of the fact that situations saved to RAM will be lost when the computer is turned off!), Recall (this allows recalling of saved situation, either from RAM or disk), list (this displays a list of situations that were saved previously), Delete (allows the user to delete a situation file from disk or from RAM), Save RAM to disk (in case that you want to assure the safety of your saved situations in RAM, it is now possible to save it to disk), load RAM from disk (this allows you to load RAM back in from disk again after it has been saved at a previous session) and Instant Replay (this allows you to play the last seconds of your flight again). That's all about the menus, so now let's have a look at the instrument panel, which does look quite professionally. The six round clocks on the left of the panel are called the "Standardized Instrument Cluster". They contain (top row, from left to right) the Airspeed Indicator, Attitude Indicator, Altimeter, (lowest row, from left to right) Turn coordinator with slid/skip coordinator, Heading indicator and the Vertical Speed Indicator. Further on, the instrument panel is supplied with the strangest indicators, Radio controllers (DME, ADF and VOR must mean something to true pilots...), Control position indicators and several other things like a landing gear up/down indicator, lights indicator and much more. It all looks like the real thing to me! Now, let's have a look at the user-friendlyness of the program: The key assignments. F1 Select/deselect Main 3D window F2 Select/deselect Second 3D window F3 Select/deselect Map window F9 Coarse zoom out F10 Coarse zoom in 1 Magneto switch left 2 Magneto switch right 9 Nose up Trim 0 Nose down Trim + Fine zoom in - Fine zoom out Backspace Set zoom to 1x Help Select On line help cursor Tab Sound On/Off Q Save flight situation U Gear Up/Down I Carburator Heat (for Ice) O Toggle Shader (solid/line models) P Pause [ Flaps Up ] Flaps Down A Recall Current flight situation S Set Spot D Set Track L Lights On/Off Z Auto Pilot On/Off X Set Cockpit C Set Tower < Rudder Pedals Left > Rudder Pedals Right SHIFT+W Declare War (WW I Ace only) SHIFT+E War Report (WW I Ace only) SHIFT+X Throw Bomb (WW I Ace only) Space Bar Fire Machine Guns (WW I Ace only) Arrow up Pan up Arrow down Pan down Arrow left Pan left Arrow right Pan right Clr Home Reset Pan The following keys are meant on the numeric keypad: 8 Nose down 9 Increase Throttle 4 Left Roll (Aileron) 5 Center Ailerons and Rudder 6 Right Roll (Aileron) 1 Apply Brakes 2 Nose Up 3 Decrease Throttle 0 Left Jaw (Rudder) . Right Jaw (Rudder) Since my impressions for this game have changed remarkably now I have had a good look at the whole, I'd like to give new 'game' ratings, with some additional criteria for this product. You'll find them on the next page. Product Name : Flightsimulator II Authors : Bruce Artwick and Mike Kulas Company : SubLOGIC Remark(s) : Reviewed version is color only; a monochrome version is in preparation Playability : 9 (you have to get used to it, though) Graphics : 9 Reality : 9.9 Details : 9.9 Documentation : 9.5 (looks extremely professional) Hookability : 9 (but only for the fans) Sound : 9 (not beautiful but very realistic) Value for Money : 9 Overall rating : 10 (!) I advise every flight enthusiastic (and all the less-enthusiastic as well) to buy this game immediately. Together with "GfA Basic", "Degas Elite", "GfA Basic Compiler" is "Flightsimulator II" one of the ultimate games worth buying!! THE CONCISE ATARI ST 68000 PROGRAMMER'S REFERENCE GUIDE by Richard Karsmakers In December's "ST" (the magazine from the Dutch "Stiching ST"), I read a very small review of a book called "The Concise Atari ST 68000 Programmer's Reference Guide, by Hans Kuijf. I found this review far too short, but Mr. Kuijf's little story certainly arose the data-beast in me, and I immediately ordered the book (through Commedia in Amsterdam, Eerste Looiersdwarsstraat 12, 1016 VM, Amsterdam, The Netherlands), where it costs 69 Dutch guilders. The book is written by Katherine Peel (unless I'm quite mistaken, this means a female  on the ST! Great!), and is published by Glentop Publishing (ISBN 1 85181 017 X). As people might have concluded from Mr. Kuijf's bit, the book is indeed very extensive and surely not to be touched by people don't don't know anything about the ST yet. Actually, most information offered needs to be consumed after following a crash course ST-programming. Most things sound familiar when read in this guide after you've read an easier-to-understand version somewhere else in a book. Best thing you can do is read through all your books, sell them and buy this guide afterwards. You'll then have the knowledge needed for being able to cope with the superb overdose of info offered by this guide. Being not much of an emancipatist myself, I must admit Katherine Peel's product will be extremely hard to overdo (if not impossible at all!). Let's have a look at the contents and you'll know what I mean. The first chapter has the Atari ST hardware as main topic. Every interface in the book (and even those out of the book, if you get my drift) is described here - even the power supply is covered. Seperate paragraphs are devoted to eg. the 68000 processor, the Floppy Disk Controller, the MFP, the ACIA and the good old sound chip. The custom devised devices (DMA, MMU, Shifter and Glue) are of course also described. The second chapter offers the reader an overview of the TOS (memory map, system variables, $FCxxxx registers, sound in general, graphics concept explanation, peripheral device communication, and much more, far too much even to mention here without having the maxi-format ST NEWS again!). Chapter three covers the ST traps, etc. and GEM images, formats and the kind. The most interesting part of the book, however, are the appendices (14 in number). These are the appendices: A System Variables B Configuration registers C Printer and Terminal Escape codes D Keycode Definitions E Callable Functions F Parameter Blocks G MC68000 Instruction Summary H MC68000 Instruction Codes I Error Codes J BASIC GEM K Program Development Tools (a bit of advertisement if you ask me, but very useful if you haven't yet decided which tool to purchase!) L Example Programs (!) M Glossary N Schematic Diagram All in all a book in which you need the table of contents more than usual in any other book of this kind; the only way to stay in touch with normal freaks! This book literally covers all fields as far as I've heard of them. Definately a winner! 100 'Random I/O Files in ST BASIC 110 'ver. 011386 120 'Written by David Stambaugh 130 '(c)1986 Antic Publishing 132 'Additions (remarks) by Richard Karsmakers 134 'No rights reserved 140 ' 150 disk=1: output=2 152 'disk=1 is a constant for the file number 154 'output=2 is a constant for the output window number 160 true=(-1): false=0 162 'both true and false are constants for comparisons in the program 170 clearw output: fullw output 172 'This takes care that the output screen is wiped and made full-screensize 180 ' 190 open "R",#disk,"a:\test.dat",35 191 'the "R" stands for mode, which is "Random" 192 'the "R" can also be "I" for seq. input or "O" for seq. output 193 '#disk opens the channel number (#1) 194 '"a:\test.dat" means the file name. This should be between quotes 195 'the a: stands for access to drive A. Name format NNNNNNNN.XXX 196 '"35" stands for the record length. Default is 128, but it should 197 ' match your record size! 200 field #disk,10 as phone$, 25 as personal$ 201 'The field command allocates space for a buffer in which the record is put 202 'The #disk is the same as the one that was opened (1) 203 'the "10" is the field width for the string "phone$" 204 'the "25" is the field width for the string "personal$" 205 'You can add more xx as yy$ to this list, but take care that the total 206 ' number of all numbers equals to the record size in the OPEN statement 210 print:gotoxy 10,0 212 'This command simply moves the cursor to a specific space 220 input "How many records to store > ";count% 230 ' 240 for record=1 to count% 250 clearw output: gotoxy 10,0 260 print "Input for Record Number ";record;" of ";count% 262 'This line lets the user know which record he will define 270 gotoxy 0,5:input "NAME:",b$ 280 gotoxy 0,10:input "PHONE:",a$ 290 lset phone$=a$:lset personal$=b$ 291 'The lset command takes care that a string is stored in another string 292 'In this case, A$ is transfered to phone$ and b$ to personal$ 293 'The difference with LET (which you shouldn't use!) is that all 294 ' characters that are too much in a$ or b$ (more than the length in FIELD) 295 ' are ignored. All non-used characters to the right of the defined name 296 ' are filled with spaces. With the RSET command, this is done to the left. 297 'Numeric variables need to be converted to strings before using RSET 298 'or RSET (with help of MKD$, MKI$ or MKS$)! 300 gotoxy 10,15:print "Please wait. Writing data to file." 310 put #disk,record 312 'This PUTs the record to disk (writes is to disk) 314 'The record number should be an integer between 1 and 32767 320 next record 330 close #disk 332 'After writing to a file, it's wise to close it as well as opening it! 340 ' 350 attempt=true 352 'Constant for read attempt succeeded or no 360 open "R",#disk,"a:\test.dat",35 362 'Have a look at the earlier OPEN command for explanation! 370 ' 380 while attempt=true 'Is a record there to read? 390 a$=" " 400 b$=" " 410 clearw output:gotoxy 0,0 420 choice%=false:input "( 0=end ) Look at file number ";choice% 422 'Which record does the user wish to view? 430 if choice% then gosub readrecord else attempt=false 432 'if choice% is not equal to zero than read a record, else don't! 440 wend 450 ' 460 close #disk 470 clearw output 480 ' 490 end 500 ' 510 ' 520 readrecord: 530 if choice%>count% then return 532 'If record number is higher than the number of records, then ignore 540 field #disk,10 as phone$,25 as personal$ 542 'Look above for explanation 550 get #disk,choice% 552 'This is the opposite to PUT, and GETs a file from disk (reads it) 560 lset a$=phone$:lset b$=personal$ 562 'This time, you have to work vice versa with the LSET command to 564 ' ensure proper variables, since they have to be fetched from the buffer! 570 gotoxy 0,4: print "Name > ";b$ 580 gotoxy 0,8: print "Phone > ";a$ 590 for delay=0 to 2000: next delay 592 'Alright, ST Basic is already terribly slow, but David 594 'apparently thought it still went too fast here. So what? 600 return ST BASIC DISK I/O by Richard Karsmakers In spite of the fact that I rather tend to use GfA Basic, I understand that there still are people that use the standard ST Basic (it's quite difficult not to vomit when writing down this word, but alas). That's why I this time decided to write something that explains random access file control using ST Basic. The average GfA Basic freak will undoubtedly be able to convert it to their favourite language... This article is based upon an article that appeared in "Antic, the Atari resource" of May 1986. The program supplied in the "PROGRAM" folder is just the program supplied with that article! To start, you need to know the difference between the two different types of files - random and sequential. A typical example of a sequential device is a tape recorder; to read or write at the end of the tape, you need to wind the tape until is has reached the point where you want it. This is a very time- consuming business. This is also the case by so-called sequential files on disk. Data (e.g. strings or other variables) is written after each other, so you need to read in all data preceding let's say the 666th item (that happens to be the item you want to read) to reach that 666th item. Time consuming as well! The second type of files is called a random file. This allows you to skip unnecessary (e.g. 0-665th) items, thus enabling you to reach the right item much faster. Old times (back in the spring of 1986) revived when I typed in the program, and supplied it with enough remarks so that I don't have to make this article much longer (it must have been about Summer 1986 when I had worked with ST Basic for the last time - pure sentiment and nostalgia!). It does not explain all possibilities of random file access on the ST, but it should offer you a reasonable entrance into the world of data manipulation! BOOK REVIEW: GRAFIK-ANWENDUNGEN ZUM ATARI ST by Richard Karsmakers Another book from Data Becker (Merowingerstr. 30, 4000 Dsseldorf, West Germany) that I review this time: Dirk Schaun's "Atari ST Grafik Anwendungen". The book (ISBN 3-89011-162-9) counts 193 pages and is sold at DM 29,- in West Germany. Undoubtedly, a Dutch translation will appear sooner or later from Data Becker Nederlands. The book covers working with GEM Draw, Degas and Neochrome. Hereby I wish to extend my thanks to Eerk Hofmeester and Robert Heessels from the Strike-a-Light group who borrowed me the book (since they are a very graphics orientated programming group, it tells you something of the quality of this book if you hear that I borrowed it for three or four months). In principle, this book is set-up just as a user manual of the three aforementioned drawing programs. I feel this cannot be said to be a terrific achievement, since it isn't that difficult to translate a few manuals, add a personal note to it, and maybe to add a few of your own tips & tricks. The only chapter of interest might be the GEM Draw chapter, since the author succeeds in explaining quite easily how to work with that program, which is not one of the easiest programs around to work with (personally, I loather working with it - give me Degas Elite - but that's another story). The book is an absolute downer, especially if you belong to the group that bought originals of the mentioned programs (together with manuals, I mean). It is not worth to pay about DM 30,- for about ten pages (at the most!) of things you did not know already, so you'd better leave this book lying to gather dust on the bookshelf of some computer-store. I wish the writer (who seems to be quite an artist) had kept himself to being artistic. Not that he cannot write properly or that he writes under strange conventions, but because he simply seems to have selected a very unoriginal subject to write about. I think Data Becker is currently entering the wrong direction, by publishing as many books (and other things) as possible on the ST (quantity seems to be much more important than quality). Where are the times of "ST Intern"? THE SOLUTION TO BORROWED TIME by Math Claessens   In the previous issue of ST NEWS, I already gave you some hints & tips to the solution of "Borrowed Time", the Activision graphics adventure. Hereby I offer you the solution (which took quite some effort!). OPEN DRAWER-GET CHECK-EAST-EAST-EAST-GO BEHIND CHAIR-NORTH-LOCK DOOR-UP-BREAK WINDOW-GET GLASS-ENTER WINDOW-CLIMB CABLE-CUT CABLE-ENTER WINDOW-SHOW GUN-SHOW GUN-WEST-WEST-SOUTH-SOUTH-WEST- WEST-NORTH-YES-LOOK DESK-GET BANDAGES-WEST-LOOK TRASH-GET BONE- DROP GLASS-NORTH-WEST-NORTH-BREAK DOOR-UNTIE MAVIS-GET ALL-LOOK BOOK-GET BOOKMARK-DROP BOOK-SOUTH-SOUTH-EAST-EAST-EAST-NORTH- WEST-NORTH-OPEN DOOR-LOOK TABLE-GET CANDLE-GET MATCHES-LIGHT MATCH-LIGHT CANDLE-BURN ROPE-WEST-MOVE STOVE-BANDAGE HANDS- GET ALL-DROP MATCHES-LOOK CAN-GET RECEIPT-DROP CHECK-EAST-SOUTH- SOUTH-WEST-WEST-WEST-NORTH-SHOW GUN-DROP BONE-SHOW GLOVES AND CANS AND RECEIPT AND TUBE AND BOOKMARK TO THE POLICE-GET BONE- SOUTH-WEST-WEST-NORTH-SAY HELLO-SOUTH-EAST-NORTH-SAY HIYO-NORTH- UNTIE RITA-TALK TO WAINWRIGHT-WAIT-WAIT-WAIT-EAST-EAST-EAST-EAST- EAST-SOUTH-SOUTH-EAST-EAST-OPEN BOX 999-DROP KEY-GET POEM-READ POEM-WEST-WEST-SOUTH-SOUTH-SOUTH-ENTER 6316-GET SHOVEL-NORTH- DIG HOLE--NORTH-WEST-WEST-WEST-HIDE IN TRASH-GIVE BONE-DROP SHOVEL-EAST-EAST-EAST-NORTH-NORTH-NORTH-NORTH-SAY TINPLAYER- LOCK DOOR-LOOK FIRE PLACE-GET PAPER-E-GET CANDLESTICK-HIDE BEHIND DOOR-HIT ROCCO WITH CANDLESTICK-EAST-EAST-SOUTH-SOUTH-EAST- OPEN SUITCASE-DROP CANDLESTICK-GET FOLDER-ARREST FARNHAM- NORTH-SHOW FOLDER AND SUITCASE AND PAPER AND REPORT!!!! That's it, folks! If you need help, or when you have a solution to another adventure, just call (Holland) 04494-52532! QUESTIONS & ANSWERS by Richard Karsmakers This time, I have a small story to accompany some questions of my own that I had a month or so ago. I sent them to the people at GfA Systemtechnik, at which I got the answer "Due to the difficulty of your questions, we are not able to answer them". There were indeed a few very simple questions in my letter as well, like "When did you decide to write GfA Basic", "Is there a list of known bugs for both the compiler and the interpreter", and a small interview with the writer (Frank Ostrowski, to whom I had addresses the letter). Apparently he didn't have time or he just didn't want to answer my questions. I understand he must be busy right now, but supporting the users of his program is just as important as writing it, I think. So let me give you one hint, dear reader: Never write to Mr. Ostrowski with more difficult questions than "What the name of GfA Basic?"... Well, these were my questions to Mr. Ostrowski as far as I desperately needed answers to them. I now hope you will be able to answer them, for which I would be eternally greatful! How do I load a font (character set) into my program, and how do I activate it? How do I work with working scrollbars and other window features? How large is the part of memory used by GEM of which the address can be obtained by the VDIBASE command? How is this part of memory set up? What is the meaning of the bytes between "GfABASIC" and the first variable names in a SAVEd GfA Basic program when looking at it with a disk-monitor? I need this information desperately since I am writing a book called "De ST Floppy Reference Guide" (in Dutch) in which I'd also like to explain the layout of a GfA Basic normally SAVEd file. How do I make the last menu entry light? How can I program more than one pull-down menu title in the leftmost pull-down menu (except for the desk accesories)? Now, some more questions (and answers)... Is it possible to switch resolutions in a C-program without resetting the system? Ernst Blok, Middelharnis Dear Ernst, I only know that it is possible in GfA Basic using the XBIOS function 5 (setscreen). I know it must be easy to convert it to C. The line is: A=XBIOS (L:-1,l:-1,resolution) Resolution can be: 0 low 1 medium 2 high Unfortunately, working with pull-down menus and some other GEM features will still be awkward then. I am myself looking for a method that also allows the use of pull-down menus, etc. after switching the resolutions. Richard Karsmakers  I am looking for a routine (in C?) to make a harcopy of the screen on a General Electric TXP-1000 printer. De built-in scr_dump() creates a tiger-printout. Who can help me? Ernst Blok, Middelharnis I am looking for contacts in France, since I mainly use my AZERTY-keyboarded ST for French word-processing (I am working at the department of French on the free University of Amsterdam). Leo H. Hoek, Uithoorn I am currently working on a desk accesory in C, but after having displayed an alert-box, this one won't disappear after the closing of the accesory. With other words, no message is written to the AES buffer that the desktop should be cleared (and I do use the form_dial #3 function - first of course I used form_dial with function #1). How do I take care that the box disappears? I am looking for a C-source to achieve this. Egon Lubbers, Castricum  Dear Egon, I have had some troubles like that myself a little while ago, but with GfA Basic; I had programmed something that used menu bars, and on a disk-TOS ST the accesories seemed to leave a garbaged screen behind in my own program (it was compiled). But that's not the case when one works on a ROM-TOS ST. If you have disk-TOS, this might be the solution, but if not I fear you'll have to depend upon our readers to answer your questions for you! Richard Karsmakers  How can a single Cumana disk drive (which can only be used as drive B when working with two disk drives, since there is only one plug for drive-cables on the back) be used as disk drive A together with an SF354 as drive B? Ruud v/d Kruisweg, Hattemerbroek The solution is really very simple. The computer selects drive A when it wants to access drive A, and it selects drive B to access drive B. So you want the computer to think that drive A is B and drive B is A. Well, this can be simply achieved by taking your floppy-to-computer cable and take the cover off of one of the two sides (only one side needs adapting!). All you have to do is swap pinGFA BASIC TIPS & TRICKS by Richard Karsmakers Finally, the first reaction came flowing in to my offer to help people with problems they had when programming in GfA Basic (both for the Stichting ST and our own reader's service). Thanks to these people, I am now also able to offer you some more tips & tricks (I also learn a lot from them). Let's start right away, with some hints & tips that were supplied to me by Robert Heessels of the Strike-a-Light group. To make the screen black on a monochrome monitor, you should do the following: SETCOLOR 0,0 You can read the joysticks when you have TOS in ROM with the following routine (last year, we published a way to achieve this, which unfortunately only worked with TOS on DISK). At the start of your program, you should type: OUT 4,20 To actually read the joystick positions, you should use: A=PEEK(3593) 128 = fire 8 = right 4 = left 2 = down 1 = up The keyboard buffer can be emptied by: WHILE INP?(2) A=INP(2) WEND If you want to put a box on the screen with PBOX or PRBOX, but without that annoying line around it, you can do this by typing in the following: DPOKE INTIN,0 (1=on, 0=off) VDISYS 104 To set the right colors: for use in: DEFFILL C, DEFTEXT C, COLOR C C: SETCOLOR: 0 0 1 15 2 1 3 2 4 4 5 6 6 3 7 5 8 7 9 8 10 9 11 10 12 12 13 14 14 11 15 13 E.g.: SETCOLOR 15,7,7,7 DEFFILL 1,,, will use 7,7,7 as the color!!! You can give textwidth with the TEXT command: TEXT X,Y,WIDE,"text" From Mr. de Winter I learned that there was a bug in a program in the GfA Nasic usermanual (version 2.0 extension) where the BASEPAGE command is explained. It took quite some thinking to find out what was wrong, but here is the bug-less example program version, that reads the volume label of a disk (provided there is one). Void Gemdos(&H1A,Basepage+128) P$="*.*"+Chr$(0) Stat=Gemdos(&H4E,L:Varptr(P$),8) D.name$="" If Stat=0 I%=Basepage+158 While Peek(I%) D.name$=D.name$+Chr$(Peek(I%)) Inc I% Wend Print D.name$ Endif The '8' with Gemdos function $4E is used to specify a volume label. If this value is changed other files (with other attributes) are sought for, according to this table: 0 Normal file (read/write) 1 Normal file (read only) 2 Hidden file 4 System file (hidden also) 8 Volume label (disk name) 16 Subdirectory (folder) 32 Archive bit (written to and closed; harddisk only) Please also refer to last issue's GfA Basic Tips & Tricks in which Paul Kolenbrander had developed a routine to read the directory of a disk. The buffer from which the volume name is fetched, is built up as follows: 0-20 Reserved for GEMDOS use 21 File attribute 22-23 Time of Day 24-25 Date 26-29 Size (lowbyte first, then highbyte) 30-43 Name and file extender (this explains the value of 158 as used in the program, which is 128+30) If a file not found error occurs, Stat is given the value -33. Mr. P. van Mertsch further found a failsafe way to make sure that you return at a specified part of the listing after the program is run. This is simply done by defining a block (with Block Start and Block End); the program returns there after execution. Next time, I hope to offer more GfA Basic tips & tricks! THREE KARATE PROGRAMS by Richard Karsmakers Whereas "Soccer" and "Pong" seemed to be the only sport-games on 8-bit machines in the early years, the only games on the ST that involve sports seem to be karate-games, golf games and the "Games" series of Epyx. Programmers on the ST seem to leap over the whole simple-but-oh-so-nice-soccer-and-tennis-games period, and immediately start developing advanced and beautiful sports programs. I am still desperately waiting for a nice soccer game, but I now might as well review a couple of those advanced sports programs: ST Karate, Karate Kid II and International Karate. Alphatron of Germany supplied me with the Paradox game "ST Karate", the first karate program originally to appear on the Atari ST. The program is written by Steve Kelly, with graphics from Ann McNamara and Eric Matthews (they seem like human digitizers to me!), noises by David Jones and music by Janko Mrsic Flogel (who programs all music for Paradox, which are all a bit alike except for the one in "ST Karate"). The music is fully MIDI compatible (you should have seen Frank when he noticed that!), and the packaging is very original: In a triangular shape (original but unhandy). The game runs on any ST, but half Meg machines have to have TOS on ROM! It operates with the joystick and works only on color monitors (like the other two karate programs reviewed in this article). Several very good drawn pictures are included in this game, which were among the best pictures I had ever seen when I saw the program for the first time in the autumn of last year. It is said that the programmer used medium res with more than 4 colours, due to the very accurate drawings, but those are only rumours. "ST Karate" plays very well, and it is not as difficult to beat your opponent as with "Karate Kid II" (for the latter you need a great deal of luck). The pictures get better as you move on, which encourages you to go on and on. After a few levels, you suddenly get two opponents (never stand between them!), which try to beat hell out of you. I have succeeded in playing the game twice around. The game is available at DM 85,- in Germany from Alphatron, Lutpoldstr. 22, 8520 Erlangen, West Germany. A bit more recent is "Karate Kid II" from Microdeal which can be played with one or two players (by the way, both other programs can also be played with two players!). The graphics are just as good as those of "ST Karate", though there's a greater variety of them (also on the same levels). The bonus levels are supplied with pictures that cannot match the others, however, and that look a bit rough. The music is better than the one included in "ST Karate" (music from the movie "Karate Kid II"), and is also MIDI-compatible. The screams that arouse from the humans on the screen, however, is even much more better than that from "ST Karate" as well as "International Karate". The sprite movement is very smooth indeed and is superior to the animation used in "ST Karate" (also because the shapes used in "Karate Kid II" are smaller and relatively very detailed). This game is available at about DM 89,- in Germany, or 24,95 in England (from Microdeal, Box 68, St. Austell, Cornwall PL25 4YB, England). The picture in the last level of the game is truly terrific! The best karate game to appear on the ST uptil now, however, undoubtedly is "International Karate" from System 3. It is supplied on two disks (instead of 1 disk of the other programs), and is equipped with amazingly beautiful pictures: Better than digitized! Even the intro is truly magnificent, and the music - though not MIDI compatible - holds a nice place equal to "Karate Kid II" (though the music on the Commodore 64 version was mega times better still). The animation is extremely good, but sometimes a bit rough around the edges (very large figures, though very detailed). The thing that makes this game stand out amongst the other karate programs are the fabulous backgrounds - Paris, Japan, Sydney, Tahiti, Egypt, New York, and much more - which are drawn so beautifully that one can easily think they're quite real. And in all pictures, there's some nice animation feature on the background. This is a game that you'll have to see yourself before you believe it, good as it is. It incorporates a two-player, one player, two-players against the computer and one player against two computers game playing mode, which only increases its quality. If one has to select from the three games mentioned here, "International Karate" is definately the best - although the other games are also outstanding amongst other games in general. I feel a bit unfair when I tell you to buy "International Karate", bit I have to be honest and tell you that the other programs - however outstanding they are - simply cannot quite match. But there's also the matter of taste, so you'll better have a look at all games before you decide anything. Let me finish with my ratings for all three games: Name: Int. Karate Karate Kid II ST Karate Graphics: 9.9 (!) 9.5 9.5 Music: 8 8 7.5 Scream sounds: 4 9 8 Details: 9 8 8 Number of Modes: 5 3 3 Animation: 9 9.5 9 Playability: 8 8 9 Hookability: 8 8 8 Value for money: 8.5 8 8 General rating: 9 8.5 8 For the people that like games like this, there are also some other games like "Thai Boxing" (a real downer - have a look at the ST Software News article in this issue of ST NEWS), and soon there will be two more games: "Black Belt" from Kingsoft and "The Last Ninja" from System 3 (if they succeed in making yet another program as good as "International Karate" - or even better - this will definately be worth a review in the near future!). s 5 and 6 (drive 0 and drive 1 select) - so the wire that is originally attached to pin 5 should be tightened to pin 6 and vice versa. Have a look at "ST Intern" or your ST's manual to look which pins are which (although it is also specified on the plug itself!). If all goes well it should be a green and a purple wire that you change places with. This method is proved to work with all drives as far as we know (we tested it twice), and you don't even have to solder. But be careful with the tightening-ring; it's difficult to get back on again! Arjan Pot & Richard Karsmakers    ST NEWS COLOFON ST NEWS is a disk-based magazine written for and written by ST users, which is published at irregular intervals by the ACC. Subscribing: ST NEWS is published at irregular intervals. Read how you can order back-issues in the article about our Reader's Service. Official ST NEWS distributors:  For Holland: ST NEWS Kievitstraat 50 5702 LE HELMOND The Netherlands For Southern Europe: Gerardo Greco Via Roma 75 I-80055 PORTICI-NA Italy For Northern Europe: Ewe Hkansson Pilspetsv. 4 S-291 65 KRISTIANSTAD Sweden For Western Germany: Stefan Colombier Marienburgstr. 17 D-5300 BONN 1 West Germany For the British Isles: Page 6 P.O. Box 54 Stafford ST16 1DR Please write to them first for ordering conditions, since they deliver media as well, and therefore need to be paid, etc.! For Belgium: Ivo van Vlaenderen Lostraat 23 3100 Heist-op-den-Berg Belgium Editorial: Frank Lemmen (correspondent); Special subjects: MIDI and Music Richard Karsmakers (editor); Special subjects: GfA Basic & Software Reviews Jos Schilders (correspondent); Special subject: Hardware Editorial-and Correspondence address: ST NEWS Kievitstraat 50 5702 LE HELMOND The Netherlands The following people helped with the establishment of this issue of ST NEWS: Frank Lemmen Richard Karsmakers Jos Schilders Math Claessens Stephen Thorne (Commedia) Paul Kolenbrander Meindert Honig (Commedia) Anthony Rush (Commedia) Hubert van Mil (ST Club Eindhoven) Engel Geukens (CCV) Mark van den Boer Hans van der Linden Wilfred Kilwinger (Atari Ben.) Ivo van Vlaenderen (Belgium) Les Ellingham (England) Gerardo Greco (Italy) Tom den Duijf (Stichting ST) Marko Software Thomas Maier (Tommy Software) Holger Gehrmann (Golden Games) Jrgen Goeldner (Rushware) Stefan Posthuma Eerk Hofmeester Hans Nijsen (Tango Studio's) Steve van der Horst Adrie van der Weijden Pim Coenradie Markus Herfort Ewe Hkansson (Sweden) Stefan Colombier (W.-Germany) A. van der Veen (Compra) Michael Osinski (Alphatronic) Ruud van de Kruisweg Robert Heessels Arjan Pot (ST Club Eindhoven) Gerald Hulshorst Jeff Minter (Llamasoft) Antic ST NEWS is spread free of additional costs. Donations, however, are of course always welcome and may be deposited on giro account number 5060326 t.n.v. Richard Karsmakers, Helmond, The Netherlands. By depositing 75 Dutch guilders (add five extra guilders if you live outside the EEC) you can order a documented (GfA Basic) source listing of this program, which you will get delivered to your home as soon as possible. People who have ordered a documented source of the previous issue, can order the new source listing at a price of only 50 Dutch guilders. Note: Please don't write to our old correspondence address anymore! ST SOFTWARE NEWS by Richard Karsmakers It has been literally raining software in the last couple of months, so this article will be quite big this time! Not only did more time elapse since the last issue of ST NEWS was published, but also did several companies start writing software for the ST in the new year or the end of the old year. Let's have a look at some of the many titles I have seen here and there... Mirrorsoft finally published "Fleet Street Publisher" (which was earlier announced as being "Fleet Street Editor", but alas!), a desktop publishing program. It looks like desktop publishing is going to be it for 1987; not only did Mirrorsoft "Fleet Street", but another company (beats me which one) published "TeX" (very good, so it seems) and Softlogik published "Publishing Partner", about which you will be able to read more a bit furtheron. Even on the Apple-emulator, ST users can use desktop-publishing with a program called "Ready-Set-Go". Atari is now also launching a laser-printer at about 7000 Dutch Guilders (which will only work on the new 2 Meg machines), so it seems that the ST series will finally become real professional workstations. Let me first explain what desktop-publishing is. In the jungle of computer lingo, this word is quite new; I hadn't heard of it myself until half a year ago (when I heard that "1st Word Plus" also enables desktop-publishing). This term means word processing while it is possible to use pictures (small or large, that doesn't matter) with your texts. You simply type your text around the pictures or so. On the Commodore 64 a program called "Newsroom" did something like it, but you really need the splendid resolution of the ST and a really good monitor (like the SM series) to publish with your desktop to its full extend. Hardcopies on regular printers (even like the Star NL-10) do look a bit dumb, however, since these programs mostly use high-res dumping techniques. Since most desktop-publishing programs open the possibility to select from a wide variety of font styles and font sizes, not all these fonts will be equally visible when printed. One really needs a 24-pin printer (like the NEC P6) or maybe even a laser-printer to do the job properly. Unfortunately, most people cannot afford these. Therefore, a program like "Fleet Street Publisher" is not very useful for most people, though set up very well and offering the strangest and most advanced options. It can be ordered at Mirrorsoft, Maxwell House, 74 Worship Street, London EC2A 2EN, England, and costs 115. A few other programs for word processing/desktop publishing that have been launched recently are Application System's "Signum" and SoftLogik's "Publishing Partner". "Signum" allows advanced word processing (although I missed outlined and light options), and it enables the user to print out his documents on a 9-or 14 needle printer (where the quality of the 9-needle printout can easily be mistaken with that of a 24-needle printer!!). Unfortunately, is doesn't yet allow the use of pictures. "Publishing Partner" does offer this possibility, and the quality of the printout is very near to that of "Signum". Further reviews of these programs may be expected soon in ST NEWS... GfA Systemtechnik in Germany finally launched a compiler that could compile this version of ST NEWS without as much as bomb- crashing while loading! According to GfA Systemtechnik, this is the final version although I have heard that Anthony of Commedia succeeded in letting it crash all the same. The GfA Compiler can be bought through Commedia, Eerste Looiersdwarsstraat 12, 1016 VM, Amsterdam, Holland, or directly at the importer for Holland or GfA Systemtechnik (the latter if you live in Germany). At GfA, it costs DM 169,-. Megasoft has launched a level-game called "Wizard Royal"; in past times, Good and Bad fought against each other and many cases have been hidden on different continents and in different times. These cases have to be recovered by the owls (you are one if you play the game). If you have a color monitor, the picture look nice but the actual game looks simply dreadful, so I tested it with monochrome instead (it works with both color-and monochrome monitors!). The pictures were still very nice, and the game itself was nice to have a look at as well now. I suppose the game is based upon a game that I used to have on the Commodore 64 that was called "Wizard" (published by Progressive Computers and Peripherals in the U.S.A.). Both games incorporate an extended editor. I liked "Wizard" on the 64 very much, but that was because if better use of the hardware provided. Still, "Wizard Royal" is very addictive, although I have only succeeded in finishing a level called "Bergwerk". The editor is unbelievable! There are really dozens of things that can be changed - you just have to look at it yourself and you'll know what I mean. In the German magazine "ST Computer", a review article compared the game with "Lode Runner" (another game on the Commodore 64, and the only computergame to be afterwards converted to an arcade-hall version!), which I think isn't true. "Lode Runner" is very much different although the goal is quite the same. At a price of about DM 139,- (which is a bit too expensive, I think) this game can be obtained from Boston Computer GmbH, Anzinger Str. 1, 8000 Mnchen 80, West Germany. The game further on (I almost forgot that) incorporated very well digitized sound effects, which unfortunately only work on a Meg computer (520 ST+, 1040 STF or upgraded ST with one Megabyte of RAM). Well, it may sound unmodest, but I would hereby like to review two of our own new products as well. At first, there's "Speedwriter V1.0", a program that allows you to write interactive communications to any of your friends (or enemies). It simply stores all you type in a string (so cursor movements, deletes, etc. as well) and enables re-printing of that string as well. Just have a look at it yourself, by ordering it through our PD service (have a look at the article called "PD Library" in this issue of ST NEWS). Recently, we have received many positive reactions to the new setup of ST NEWS so I decided to make a Compendium of all issues that were published in 1986, under the name "ST NEWS Volume 1 Compendium" (not my idea, but of Commedia), with the most interesting articles that were published in ST NEWS Volume 1 Issues 1-6. For some people, this will be the only way to read at least a few of the articles published in ST NEWS Volume 1 Issues 1 and 2, since these have been discontinued from our PD Library since Januari 1st of this year! This program is also totally menu-controlled as a part of our new setup, and can also be ordered through our PD service. Mirrorsoft has not only launched "Fleet Street Publisher" recently, but also their long awaited "Strike Force Harrier". It is actually a flight simulating game, that offers very fast and smooth solid-model graphics. It can be regarded as being kind of "F15 Strike Eagle" (a popular game in the mid days of the Commodore 64) with several aspects of "Sky Fox" (a game that was launched on the Commodore 64, but that also has appeared on the Amiga and the ST of course). A friend of mine told me that "Strike Force Harrier" was 'Sky Fox as it should have been in the first place'. It is possible to fly over a 3D landscape with mountains (mountain-like pyramids anyway), to beat the hell out of tanks and to engage into air-to-air combat. Missiles, bombs and machine guns are the only means you have to achieve your target. As I already said, the graphics are impressive (faster than those of Flightsimulator II) but this game again proves that working on a machine with many colours doesn't necessarily mean the production of decent colour shades in a game like this. Not bad at all, and definately better than that downer "Harrier Strike Missions", but I'd rather fly "World War One Ace" of "Flightsimulator II". I hope "Spitfire '40" of Mirrorsoft will turn out to be better! Level 9, a famous British software house on the level of adventures, has (so I've heard in close cooperation with the people of Rainbird - the people behind "The Pawn" and "Starglider") published an adventure pack called "Jewels of Darkness" recently. Our adventure specialist, Math Claessens, is not particularly thrilled about them, nor am I (but I wasn't much of an adventure freak anyway). "Jewels of Darkness" contains three all-time classics from Level 9 computing, which are "Colossal Adventure", "Dungeon" and "Quest". I remember these titles well, as I read advertisements of these games for BBC and Commodore 64 in a very old computer magazine (about winter 1984) just when I was thinking about buying my first computer (as a matter of fact, I was then deciding whether it would be a Sinclair QL or the Commodore 64). I don't think it's much good to convert these adventures to computers of the standard of the ST (or even the Amiga, for that matter). Although all locations, as far as I've seen, are supplied with a picture, these pictures are very roughly drawn-'n'-filled and aren't liable to smell the ass of "The Pawn" (or even Activision's adventures - "Borrowed Time" or "Mindshadow"). For dedicated adventure freaks I suppose they might be worth buying, but never even think about it when you aren't one of those! Kingsoft of Western Germany has been publishing quite some games for the ST: "Quiwi", "Space Pilot" and "Fist of Fury" are only of few of these, wherease they also seem to have published a game called "Typhoon" which looks really great from screenshots. Because I still haven't received "Typhoon" from them and because I haven't seen "Quiwi" at all (it seems to be rather dull, anyway), I hereby want to tell something about "Space Pilot", adapted for the ST by Oliver Joppich. It is a 2D space-blast-'em- up-game, which unfortunately doesn't offer "Time Bandit"-like smooth scrolling (but something rather more like character block scrolling). That's the only disadvantage of this game, so it seems, because I think it's much fun playing, and the sound effects (especially between two levels) are very good indeed! One has to get used to the way in which all is directed with help of the joystick, but when you have managed to do so, it is a very addicting game to play. "Space Pilot" is, except for the scroll, a winner among arcade classics! I also mentioned "Fist of Fury", the prototype of a karate game as it shouldn't be. It only works on a 1 Meg machine, and it offers dull graphics, shitty joystick movements, etc. Even a price of DM 10 for this program would be too expensive (but it costs even more...) "Eden Blues" is another game to be launched recently. It is an interactive adventure in which you are to escape from a maximum security prison. You must kick doors and find your way around a kind of maze to find the way to the outside world. The graphics are reasonable and the sound was so impressive that I don't even remember if the game had any. It works partly with the keyboard, and it really isn't a really good game (quite unlike the only other maze-like game "Time Bandit" - if comparison is allowed in this case). Another quite lousy game to be launched recently is Artworx' "Thai Boxing". I can remember being all excited when I heard this game was to be launched on the ST, but I already got my suspicions when I saw the game at a friend of mine on his Commodore 64. When I eventually saw the ST version, I immediately recognized the dullness and stupidness of the 64 version. It is simply a game in which you must beat up your opponent (or the computer-opponent). On the top of the screen, your head and that of your opponent are displayed during the contest, in which they get bruises, bumps, bloody noses, etc. The principle is simple and the graphics are not only dull but never seem to change either. A real downer, unlike Artworx' "Strip Poker"! The last game in this months ST NEWS ST Software News column is "Macadam Bumper", a pinball machine + construction set. The graphics are very impressive and the user-friendlyness is ginormous! But the top of the biscuit was the sound. When the first sound FXs started to buzz through my ear tunnels, I immediately looked under my poor ST's keyboard to see of a rascal might have put one of those Amiga soundchips under it - to say the least, the sound FX are very well done. Almost real. This game is definately a lot (yes, a lot) better than Microdeal's "Pinball Factory", and I consider it to be a hit! Next time in ST Software News, I hope to publish (p)reviews of "Defender of the Crown", "Summer Games", "Star Trek", and many other interesting software titles - it is almost sure that we'll publish a full review of "Signum" then. ST NEWS VOLUME 1 INDEX PART I by Richard Karsmakers This article comprises a list of important reference words, together with a list of pages and issues of last year's ST NEWS in which they can be found. This list is by no means complete and only tries to give you some clues as to which issue you'll have to sift through to read something you want to read. The ST NEWS Volume 1 Compendium, ST NEWS Volume 2 Issue 1 and ST NEWS Volume 1 Issues 1 and 2 or not included, as are ST NEWS Volume 1 Issues 5 and 6 (which will be covered in the near future as well...). With each entry, the number between () means the issue number in which the pages can be found. Names of people should be looked up at their surname! (GfA) Basic Commands, entries in lists, etc. are not mentioned either. 1st Word See First Word 1st Word Plus See First Word Plus A3 See Henksoft ABC Software (4)27 ACC ??? Accolade (4)5 Activision (4)4-5,28 ADJ (4)15 Amiga See Commodore Amiga AMY (3)2-4 Antiware See Lemmen, Frank Arcade O'Harris (4)27 Ariolasoft (4)28 AS68 (3)13 AST (3)15,(4)29 Astona Engineering (4)26 Atari 800 XL (3)2 Atari Benelux (4)27,42 Atari U.K. (4)28 Atari ST ??? Austro Compiler (4)40 AUX (3)8 Axel F (4)20,41 Bach (4)41 BAM (Block Availability Map) (3)20 Banville (4)64 BASIC (3)5-6 BASTA (4)26 Bconin (3)8-9 Bconout (3)9 Bconstat (3)8 Bcostat (3)10 Beethoven, Fifth of (4)41 Beverly Hills Cop (4)20 BIOS (Basic I/O System) (3)8-11,(4)36 BOF (3)12 Bond, James (4)20,41 BOS Software (4)28 BPB (BIOS Parameter Block) (3)10 Brataccas (3)2,6 Brckman, Rolf (4)24 Byte (magazine) (3)2-4 C (language) (3)12 Casio CZ 230 S (4)63 Casio Sampling Keyboard (4)37 CD (Compact Disc) (3)3,(4)37 Chopin, Frederic (4)60 Cluster (3)20 Commodore 1541 (4)37 Commodore 64 (3)2,13,15,(4)4,31,33,36-37,40 42,65 Commodore Amiga (3)2,15,(4),38 Commodore Business Machines (3)15 Computer Club Veldhoven (4)26 CON (3)8-9 Conterm (3)9 Critical Eror Handler (3)10 Cronos See Karsmakers, Richard CTK (4)27 DAC (Digital to Analog Converter) (3)2 Dalglish, Ben (3)2 Data Becker (3)4,15,(4)24,27,42 Data Becker Nederlands (4)27 DB Master One (3)21 Degas (4)20,41 Desaster Area (3)1,21,(4)1 Diode (4)42 Disk Sorter (4)40 DrieDim (4)23 Drvmap (3)11 DSP See Schilders, Jos Easy Draw (3)21 Emerson, Lake & Palmer (4)41 English, Lothar (4)24 Epyx (3)2,(4)30,64 Equinoxe (4)41 Eurosystems (4)27 Faber, Gerard (4)15,39 F.A.S.T.E.R. (Disk magazine) (4)38 F.A.S.T.E.R. (User group?) (4)39 FAT (File Allocation Table) (3)20 Figge, K. (3)15 First Word (3)12,20 Floyd (4)65-67 Foreign Affair (3)21 FTL (4)64 Galway, Martin (3)2 G-DATA (3)15,(4)27 GEM ??? GEMDOS (3)8,10-11,(4)24-25,36 Gem Paint (3)21 Getbpb (3)10 Getmpb (3)8 Gerits, Klaus (4)24 GfA Basic (3)13,17-18,(4)7-14,36,38,40- 41,68 GfA Systemtechnik (4)13,42 G-Multi (3)15 GST Computer Systems (4)28,42 Haba Systems, Ltd. (4)28 Hacker (4)4 Hacker II (4)4 Helden, Richard van (4)37 Henksoft (4)15,38 Hippo(potamus Software) (4)42 Hiscore Terminal (4)40 Hubbard, Rob (3)2 IBM PC (3)11 ICG (3)2,15,(4)6 IMA (International MIDI Assoc.) (4)30 Infocom (3)14 Iron Maiden (4)20 Jarre, Jean Michel (4)41 Jeismann, Jrgen (4)27,65,67 Jondd (4)64 Karsmakers, Richard ??? Kay, Alan (3)2 KBD (3)8 Kbdshift (3)9,11 Killers (4)20 KISSED (4)65 Krabat Schach (3)5,(4)23 Krppel, Sven (4)16-17,19 Kuma Computers (4)28 Laser Software International (4)29 Leaderboard (3)16,(4)4-5 Lemmen, Frank ??? Level 16 (4)16 Llamasoft (4)29 Low to High Converter (4)16-19, Magnetic Fields (4)41 Marko Software (4)27 Marlboro (4)6 Mean 18 (4)5 Mediach (3)10 Megaroids (4)36 Mercedes (4)20 Metacomco (4)29 Microdeal (4)29 Microprose (4)4 MIDI (Musical Instr.Dig.Interface) (3)3,8,(4)20,41,60-63 Millipede (4)36 Minute Waltz (4)60 Modula-2 (3)12 Motorola (4)42 MPB (Memory Parameter Block) (3)8 MS/DOS (3)15,(4)24 Music Programming (3)2-6 Music Studio (3)12,(4)20,36 Neochrome (4)20 N-Vision (4)20 Otto (4)38 Oxygene (3)21,(4)41 Paperlogic (4)29 Pawn, The (3)13 Personal Computer World (3)2 Peter Gunn (4)41 Philips CD 650 (4)37 Pop Corn (Makers) (4)41 Print & Technik (4)27 Process Terminate Hook (3)10 PRT (3)8 PSG (Programmable Sound Generator) (3)4 Psygnosis (3)2,(4)29 Rainbird Software (4)29 Randomize Picture Show I (4)6,23 RDS (4)5,28,40 RFJ (4)7 Robinson, Phil (3)2 Robolock (4)64 Rondo Russo (4)41 RS232C (4)60 Rwabs (3)9 SAG (Stichting Atari Gebruikers) (4)26 SDL (4)29 Setexc (3)10 Shivji, Shiraz (3)2-4 SHN (3)14,(4)26 Siberia (3)4 SID (Sound Interface Device) (3)2 Silent Service (3)16,(4)4 Silica Shop (3)2 SOUND (3)3-6 Sound Programming (3)2-6 Schilders, Jos ??? SID (4)65 Sky (4)41 Steiberg Research (4)28 ST Computer (4)38 ST, Stichting (Foundation) (4)39-40 ST Intern (3)4,(4)24,42 ST NEWS ??? ST User (4)38 Stenberg, Berdien (4)41 SubLOGIC (4)30 Sundog - The Frozen Legacy (4)64 Synth Sample (3)12-13,16,(4)20-23,36,39 Synth Sample I (4)39 Synth Sample II (3)7,13,(4)6,20-22,41 Synth Sample III (3)13,(4)20,23,40-41 Synth Sample IV (3)13,(4)20 System Timer Interrupt (3)10 TDI Software (4)29 Teletron (4)37 Tempelmann, Thomas (4)31,33,37 Templemon (4)23,31-33,37 Temple Trilogy (3)6 Tickcal (3)10 Toccata (4)41 TOF (3)12 TRAP (3)8 Treesoft (4)26 Triorex, MCGV (4)26,42 Tron X (4)40 TTL (3)4 Ultimate Examining Utility, The (4)40 UNIX (4)24 VAX 780 (3)3 VDI (Virtual Device Interface) (3)18,68-80 Velleman, Jos (4)15 VEST ZN (4)26,38 Vlemmings, Peter (4)15 Wasp Software (4)29 WAVE (3)5 Wehkamp (4)38 Winter Games (3)2,(4)64 XBIOS (Extended BIOS) (4)36 X-Tron (3)21,(4)5,40 Yamaha PSR 40 (3)2 YM-2149 (3)2-5 Zoom (4)65 Zoomracks (3)21 Zork I (solution) (3)14 Zork II (solution) (4)81-82 DOC10 @X'DOC11 @X;DOC24 @X OC02 ͬX 7DOC25 ѬX (DOC29 ׬X!DID YOU KNOW THAT... by Richard Karsmakers & Gerardo Greco ...all hell has broken loose over the software world of the ST? ...the strangest software companies start writing software now? ...System 3 has finally launched their fabulous new game "International Karate" (review elsewhere in this issue)? ...they also plan to launch "The Last Ninja"? ...the only programs to be written for the ST seem to be golf-and karate-programs? ...Kingsoft, in Germany, also launches a game called "Black Belt"? ...this is, as could be guessed, a karate program? ...no companies start writing nice and simple soccer programs? ...I now have to play "Soccer" on the good old Commodore 64 instead? ...Frank has recently seen advertisements of SubLOGIC's game "Jet" for the ST? ...he also saw some screenshots from the scenery-disks? ..., on one disk, you can fly around the Space Shuttle on Cape Canaveral? ...Mirrorsoft's "Strike Force Harrier" is now finally launched? ...it looks nice? ...it must not be mistaken for "Harrier Strike Mission", a super- dull and super-stupid game from some other company? ...we are now desperately waiting for Mirrorsoft's "Spitfire '40"? ...,according to someone I spoke at Mirrorsoft, this game will be launched in March or April of this year? ...some other games to be launched soon are: "Macadam Bumper", "Gauntlet" and "Quasar II"? ...we ourselves will be launching some new products in the very near future? ...one of those will be "Amiga <> ST....Part I", a picture show that combines STupefying ST pictures with several Amiga pix? ...it is launched under the motto "You don't need one of those bleedin' Amigas to be Artistic?"? ...another of our products soon to be launched will be written on the Commodore 64? ...it will be called "Rob Hubbard's Super Game Music Sampler Four"? ...it is supposed to break all records on that machine, with more good musix in one programs than have ever appeared before? ...they will also be of absurd length together? ...all the music together will probably keep you busy for about two full hours!!? ...there should be about 30 or more musix in it, from e.g. "Knuckle Buster", "W.A.R.", "Sanxion", and some oldies? ...it might already be finished as you read this? ...I have not yet finished mentioning future PD releases? ...one of them will also be "Synth Sample V"? ...it will feature some musix of the best music programmer on the ST, Holger Gehrmann? ...it will include all the music from "Hollywood Poker" and "Extensor", as well as an exclusive musical composition? ...a company called Top Copy says to have developed a full-proof software protection method? ...it is called "Black Box"? ...it is a device that destroys the magnetism on a specified track, which causes unstable tracks? ...a reading of one of these sectors causes different checksums to be generated every time they are read? ...the actual "Black Box" will not be sold? ...it costs 1,50 a copy (by a minimum of 100 copies), according to managing director John Juleff? ...it costs 1,15 a copy for more than 100,000 disks? ...this protection method is said not to be copyable? ...this method seems to sound much like the one used on Astona's "Astodat II" version 1.4 and upward? ...this will take care that my viewpoint (read the editorial) will never be accomplished? ...I will now go on with some better news? ...the software house Elite is starting on the ST? ...they are a company that launched e.g. "Airwolf" and "Commando" on the good old Commie? ...the best Commodore 64 music programmer - Rob Hubbard - might now be persuaded to launch music on the ST as well? ...but this is just making rash conclusions? ...the American softwarehouse Brderbund has now launched four products on the ST range? ...they are called "Breakers", "Brimstone", "Essex" and "Mindwheel"? ...these are all said to be text adventures? ...this company has not launched one title on the Amiga yet, in spite of the fact that they program on many other computers as well (MacIntosh, Apple II series, IBM, Commodore 64 and Atari 400/800 computers)? ...they have published some classics like "Lode Runner", "Championship Lode Runner", "Airheart" (for the Apple II), "Karateka", "Print Shop" and much more? ...,in fact, "Lode Runner" & "The Print Shop", are written for all the computers they work on, except on the Atari ST? ...this might mean that they're launching them in the future on the ST as well? ...I sincerely hope so? ...you should write to them to encourage them to do so? ...their address is: Brderbund Software, Inc., 17 Paul Drive, San Rafael, California 94903-2101, United States of America? ...you should write to U.S. Gold, Ltd., Units 2&3 Holford Way, Holford, Birmingham B6 7AX, England, for more info about their current releases I mentioned before? ...I don't know anything about prices? ...well informed sources have told me that the new Atari ROMs are not upwards compatible with the old STs? ...this would be a terrible shame to the ST? ..., if this should happen, many software development companies will quit the ST, right now when we need them the most? ...I hope this will never happen? ...Atari ST usersa can now enjoy CAD 3D in true 3-dimensional stereo realism? ...LC Technologies has designed a low cost version of $3,000 stereo LCD glasses, that are usually sold to large universities and to the military? ...alternately displaying left and right views every 1/60-second, liquid crystal shutters create the illusion of true depth right on the screen? ...only imagination can limitate the kinds of objects streaming out of the screen now? ...the package includes source code for writing own stereo programs, LCD glasses, demo disk and cartridge interface and costs $149.95? ...a new professional 3D design package will be launched in the near future? ...it will be called "Cyber Studio", which is in fact an integrated version of CAD 3D V2.0, CAD 3D Animator and Cybermate, by Tom Hudson and Mark Kimball? ...CAD 3D version 2.0 features include: -Dimensioning for real-world abject scaling. -Three indipendent light source icons. -GDOS printer output for ultra-high res printouts. -Custom palette/shading selector. -Illustrated tutorial includes 3-D objects on disk. ...Cybermate features include: -Delta data compression with 10 Megabytes of storage in 1!! -Top playback speed of 60 frames a second. ...the whole package is compatible with the Stereo Tek 3D glasses that were mentioned earlier? ...the program requires 1 Megabyte of RAM and costs $89.95 on two disks? ...an upgrade for original CAD 3D owners will only cost $40, plus the original disk? ...Atari has entered a new era in its history by the beginning of this month (Februari 1987)? ...they sold 4.5 million shares of common stock as 12 Dollars each? ...the quotation on Februari 3rd closed at 20.7/8, which can be said to be a nice figure, wouldn't you say? ..., with this move, ATARI has been able to pay its debt and rise its working capital by 11 Million Dollars? ..., due to the volatility of Wall Street (for ATARI Common Stock figures, look for "Atari n" among American Exchange - AMEX - quotations), ATARI's new information policy is: "No news prior to 30 days of production"; so it will be harder and harder to get hold of news from them in advance but, on the other hand, arriving news about their policy will probably be actually reflected in reality in short time? ...a major educational project in the city of Utrecht, Holland, has decided to use the ST for educational purposes? ...we can thank Hubert van Mil of ST Club Eindhoven for this? ...they selected the ST above MSX (uugh - I almost had to vomit) and IBM (!)? ...Commodore Business Machines has finally withdrawn the Amiga 1000 from its production scheme? ...they have released an Amiga 500 (a 1040-look Amiga 1000 with all custum chips built into one 'superchip' and built-in disk drive) to replace the Commodore 64? ...it is supposed to be available soon at a price of DM 1300-1400 without a monitor (and maybe even without tax - VAT, MwSt, BTW)? ...the Amiga 500 is said to be fully compatible with the Amiga 1000? ...Commodore has also announced the launch of the Amiga 2000? ...this machine is supposed to stun everything, together with compatibility with the Amiga 1000? ...it is therefore probable that software houses will design software for the 2000 rather than the 500? ...it's therefore logic to think that the Amiga 500 will not last terribly long (just like the 1000)? ...the 2000 will be price-tagged around 10,000 Dutch guilders? ...that is again too much for the average user? ...the fiasco of the Amiga 1000 has given software manufacturers a whole lot of distrust in the Amiga concept? ...a complete failure of the Amiga may therefore be anticipated? ...this works largely to the benefit of the Atari Corporation, that has steady and ever-growing success with its ST line? ...it is said that the STs revisions B are not upgradable to 1 Megabyte of memory? ...I have heard from quite official instantions that this is a load of bull? ...I will report my findings to you as soon as I've had my (rev. B) ST upgraded? ...that will hopefully be in the very next issue of ST NEWS? ...I hope that you've enjoyed this issue's "Did you know that.."'s? ...I will now have to stop with this article, since there nothing much to tell anymore? See ya! HARDWARE REVIEW: THE TIME KEEPER CLOCK CARTRIDGE by Richard Karsmakers I can remember all the hassle I used to have in the early days of the ST, when I wanted to have the correct time on my ST's internal clock. Where had I left the Control Panel? Was it on disk 10, or maybe perhaps it might be on disk x? After quite some searching I had finally found the Control Panel, BOOTed my system and came to the conclusion that I had forgotten what I wanted to do in the first place! A friend of mine gave my a programm called "DATETIME.PRG" a few months later, which relieved me of many of my hardships. It was a program that had to be put in an AUTO folder (it was also possible to run it outside an AUTO folder, but that would still be a nuisance) and that enabled me to specify the time of day and the date, further on to be used in my system's clock. Great was my surprise and my joy that the clock, once given a specific date and time, enabled me just to hit RETURN twice and still have the time I specified in my previous session! But, alas! Great was my astonishment when I found out that, after I had turned off my system, the time wasn't preserved! "Stupid people at Atari", I thought (Sorry Mr. Kilwinger and Cora), "why didn't you build in a battery-backed clock?". Later I also found out that some programs messed the time up real bad and I grew irritated the longer the more even with this handy little program... About half a year ago I noticed a small black thing in the cartridge port of the Atari from Mr. Geukens (the chairman - I am sorry Engel, but I fear this is the best translation I can make of it - of Computer Club Veldhoven) and - eager as I usually am when I see things I don't have - I immediately asked what that strange little thing in his cartridge port might be. He took his pipe from his mouth, turned around one of the sides of his moustache and revealed to me that that strange black little device of his was a clock cartridge . My brain (what I tend to call a brain anyway, but what some other people tend to call 'stuffing' or 'wood dust') immediately went to do overwork and wondered what that might be. Engel immediately explained to me that it was in fact a second clock, but battery-backed (!). That meant that the time was kept all the time, also when the system was turned off! I envied him from that day on, and I asked him many times whether he could be persuaded to sell that wonderful black thing to me. Unfortunately, he wouldn't. Well, now I don't envy Mr. Geukens anymore, since I now have received a review 'copy' of Navarone Industries' "TimeKeeper" - a battery-backed clock cartridge. Though it isn't as small as Mr. Geukens' device, it sure offers a lot of nice touches: A further cartridge can be plugged into the expansion port, for example, since the cartridge itself just creates an expansion port for you. "TimeKeeper" is measured 3" (8 centimetres) by 5" (14 cm) by 1" (about 2 cm), when looked at that what actually is added to your system's dimensions. Once plugged in, it doesn't bother the cartridge port anymore, since it neatly rests on your desktop. The color is light grey - much like the color of the ST itself. When the screws at the bottom are taken out and the thing taken apart, you will find eight ICs, a range of smaller components and the common coin-type Lithium battery. The software is supplied on a single-sided disk, and comprises programs to set the time, the alarm (yes, the alarm!) and to read the time from the cartridge-clock on system start-up. The software is very easy to handle, though the user manual has some minor grammatical and typical English errors (that means, they are that bad that even I could see them, Lucas!). Working with the device is very comfortable indeed, and I cannot mention any drawbacks of the whole system - apart from a disadvantage that ALL clock cartridges seem to have, which is that you still have to run a program to transfer the time from the cartridge to the internal clock. But that's only a very minor disaster. The "TimeKeeper" clock cartridge can be ordered at Navarone Industries, Inc., 21109 Longeway Road, Suite C, Sonora, CA 95370, United States of America at a price of $49,95. Dealer enquiries are welcome, since they don't seem to have an official distributor in Europe (not in Holland, anyway). ccas Solution to King's Quest III Solution to Phantasie Tutorials: 68000 Machine Language Course Part IV GfA Basic Tips & Tricks A Modula-2 Course A C Course (?) A Forth Course The XBIOS 32 'Do sound' command explained Regulars: Did you know that... Questions & Answers The Modem Connection The Music Corner User Group Update PD Library ST Software News PREVIEW: GFA VEKTOR by Richard Karsmakers GfA Systemtechnik (Heerdter Sandberg 30, D-4000 Dsseldorf 11, West Germany, Tel. 0211/588011) has recently launched some new software, of which two are "GfA Draft" (a CAD program written in Pascal) and "GfA Vektors". While I was installing my wordprocessor to write this article, I heard that GfA Systemtechnik has also launched a program called "CAD Campus" in the Dortmund show last Saturday, Februari 21st. But since I have no reasonable knowledge of CAD, I wanted to confine this article to "GfA Vektors" only. The program is written entirely in GfA Basic and I must admit it is very fast indeed (but all 3D routines have been written in machine language anyway, so that's not strange at all). It is published by GfA Systemtechnik (it is written by Jrgen Abel) and it sells at DM 149,-. In fact, it is a program that allows you to write 3D graphics routines for use in own program - demos or games or whatever. The package includes an extensive graphics editor that lets you design 3D shapes, later to be animated and included in your own programs by the use of ready-to-merge routines and modules. Some of the features of the program include: - It is possible to define any clipping window you want - You can work on two or three pages - The graphics can bce ORed or XORed - Coordinates are automatically adapted to the resolution you're in - something that's designed using low res will also work on high res, etc. - Data is given through simple Basic arrays - You can work with a maximum of 1024 points, 1024 lines and up to 32 objects - Angles can be specified in 1 degree accuracy - Enlargments can be made: from 1/64 to 8 times actual size - X-,Y-and Z-rotations can be specified and given a direction - The program works on color-as well as monochrome monitors This program seems to be a very nice programming tool, somewhat like our own Scroll Message Editor but with a different target, more complex and more difficult. I was planning to make a nice demo using GfA Vektors, but unfortunately we got into some time trouble finishing ST NEWS - as usual - so that might eventually be published in the future (or maybe not at all). Giving a 'game' rating wouldn't fit this program, so I'll try to give you a bit of oral impressions of mine; I think the program is very well written, and it definately covers a gap in the market. It is very useful and its price is reasonable (in fact too much when seen in the light of the 'editorial' this time), and it is very user-friendly. The Germans never cease to amaze me of the fact that nearly everything can be done in GfA Basic... GfABASIC ^(*NNNNNNNNNNNNNADTRIUYF4/This program dissects a number to prime numbersFF/: Give a Number!FcEFEFEFe " = "F\  N FEF\~ F EF4F EF\NF \ F"^"" * "F F4FF \F4F F\4F \ FF F#a000000 #b000000 #c0007777000600070055200505552220770557075057705503110802 #d #E 93 03 #W 00 00 0E 06 32 0B 07 A:\*.*@ #W 00 00 2A 01 1D 17 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 2E 09 15 0B 00 @ #M 00 01 00 FF B DISK DRIVE B@ `@ #M 00 00 00 FF A DISK DRIVE A@ @ #T 00 07 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ s written in GfA Basic and it uses some GEM options as well as those useful file selectors. A user manual is not necessary for this program, since the options explain themselves. If you have any suggestions for improvements of the concept, please contact us so we will be able to launch an update version soon! REVIEW: ART-AND FILM DIRECTOR by Richard Karsmakers In the previous issue of ST NEWS I already told something about these two exciting new packages from the Hungarian software house Andromeda, that seemed to set standards for software yet to come. Well, now I have received review copies from our good old friends at Commedia (Eerste Looiersdwarsstraat 12, 1016 VM, Amsterdam, The Netherlands), so I am now finally able to publish a true review in ST NEWS! First, I think I ought to have a look at "Art Director", since "Film Director" is in fact a bit based on this as well. It comes supplied in a very neat package (sounds a bit like terms I used in another review in this issue of ST NEWS, but I am afraid I cannot help this), together with a well-designed user manual in English (although the programs were distrubuted by PDS in Rijswijk, Holland). The actual software is contained on two disks (one disk with the actual program, a diashow program, some pictures and a conversion program to convert pictures from Neochrome or Degas to Art Director, as well as a picture data disk with several fonts on it and a digitized tiger). You could read in the previous issue of ST NEWS that the program was very extensive - there are dozens of options, which are not all the time very well accessible. I need not discuss these any further, but I will have a look at all the options that I didn't know anything about before. I think a list of all options together with the keys that need to be pressed to achieve them will provide a reasonable overlook of all possibilities: ALT ESC Display the menu bar (same as right mouse fire button) CTRL I Status display on/off HELP Returns the cursor to the center of the screen CTRL B Changes contrasts of status display colours. This is useful when the ink and background colors are too much alike ALT W Window on/off ALT U Grid on/off ALT HELP Screen hardcopy (they mean it!) RETURN Click (same as left mouse fire button) ALT RETURN Same as keeping the left mouse button pressed (this means 'dragging') ARROW KEYS Move the cursor one pixel in the given direction ALT ARROWS Move the cursor eight pixels in the given direction F1 Freehand Draw F2 Line drawing F3 Tools F4 Font F5 Zoom F6 Make brush F10 Toolbox on/off CTRL F10 Activate the palette control box ALT CTRL K Copy Page CTRL P Use brush colour CTRL V View double ALT ( Cycle colour ALT ) Bounce Sprite ALT . Enter pencil mode ALT / Enter brush mode ALT N Freehand draw with lines ALT SHIFT N Freehand draw with dots ALT * Use Transparent brush ALT - Use block brush ALT + Use silhouette brush CTRL A Assimilate UNDO Undo The following keybaord commands only have any effect when you're in Brush or Pencil mode; they are non-effective when in Font or Pen mode: M Flip Horizontally N Flip Vertically Shift X Halve horizontally Shift Y Halve vertically X Double horizontally Y Double vertically R Turn right (by 90 degrees) Shift R Turn left (by 90 degrees) The following keyboard commands cannot be used in Zoom mode, but otherwise in all modes: Delete Clear page Shift Clear to background colour Delete CTRL X Swap Page CTRL U Scroll canvas up by one pixel CTRL D Scroll canvas down by one pixel The following keyboard commands can only be used when in Tools mode: ALT A Airbrush ALT S Smear ALT C Scrape ALT M Melt ALT ] Shade dark ALT [ Shade light ALT H Patch horizontally ALT V Patch vertically ALT L Patch Left ALT R Patch right ALT F Fill ALT SHIFT F Fill contour ALT X X-Colour ALT G Colour mask ALT O Outline ALT Q Round off The following keys can only be used when in Lines mode: ALT L Straight lines ALT K Zigzag ALT R Rays ALT SHIFT S Square ALT S Rectangle ALT SHIFT C Circle ALT O Oval ALT P Polygon The following keyboard commands may only be used when you're in Make Brush mode: 0 Make rectangular brush 1 Rescale brush 2 Stretch brush 3 Change brush perspective 4 Bend brush vertically 5 Bend brush horizontally 6 Rotate brush 7 Make oval brush 8 Distort brush 9 Bulge brush SHIFT C Make outline circle ALT SHIFT C Make filled circle C Make outline oval ALT C Make filled oval SHIFT S Make outline square ALT SHIFT S Make filled square S Make outlined rectangle ALT S Make filled rectangle - Cut fill pattern O Use old source fragment (if you want to make use of an original for another function again) The following keys alter the Speed meter setting when you're in Freehand mode: ALT 1 Speed 1 (slowest mouse movements) ALT 2 Speed 2 ALT 3 Speed 3 ALT 4 Speed 4 (fasttest mouse movements) The following keys alter the speed and Size meter settings when using certain tools such as Smear and Airbrush: ALT SHIFT 1 Size 1 (smallest active zone) ALT SHIFT 2 Size 2 ALT SHIFT 3 Size 3 ALT SHIFT 4 Size 4 (largest active zone) ALT 1 Speed 1 (slowest effect e.g. Airbrush with slowest spray-rate) ALT 2 Speed 2 ALT 3 Speed 3 ALT 4 Speed 4 (faster effect) The following keyboard commands are for use in Font mode and will change the font type that you're using: ALT 0 Regular font ALT 1 Half size ALT 2 H1 x V1 (1 character horizontal by one character vertical) ALT 3 H1 x V2 ALT 4 H2 x V2 ALT 5 H2 x V3 ALT 6 H3 x V4 ALT 7 H3 x V5 ALT 8 H4 x V6 The following keys can be used when placing text on the screen: Backspace Deletes the last character Esc Terminate typing mode and turns the text already typed into a brush ALT I Type inverse - as opposed to normal (only when using regular of half-sized fonts) ALT SHIFT I Type normal - as opposed to inverse (only when using regular or half-sized fonts) Apart from its use in Font mode, the escape key can also be used to interrupt or exit certain of Art Director's functions. You can clearly see that "Art Director" offers a great many functions - one could almost say that there are a bit too many! It is not always handy to have such a great deal of options at your fingertips, but I suppose that if you are used to working with them, they can indeed be very handy. It must take quite a while before one is used to working with "Art Director", but it is surely the most extensive drawing program around on the ST. Still, I prefer "Degas Elite"... The second program I intend to write about in this article in "Film Director", also neatly packaged with a well-designed manual in English and two disks (one program disk and an additional film library disk). On startup, the program immediately displays a film of a boy jumping, running, cycling, etc. Those people at Andromeda surely are true artists as well as magnificent software authors! "Film Director" is a lot more complicated to work with than "Art Director". Using frame and swapping techniques it is possible to display (parts of an) "Art Director" drawing so that it looks just like the whole thing is actually moving. The library disk contains some truly terrific samples of this - you have to see them to believe it. Explaining how to work with "Film Director" is far too complicated to tell right here in this article in which my only aim is to inform you of the possibilities of the program. But in this case, even that would lead too far; "Film Director" is a program that you'll have to see first. I am sure the people at Commedia will be happy to demonstrate the program to you if you are interested in animation either for commercial or hobby- purposes. "Art Director" and "Film Director" cost 195 and 225 Dutch guilders respectively at Commedia, but the programs can also be obtained through PDS or at Application Systems, Brckenstr. 47, 6900 Heidelberg, West Germany if you live in West Germany. The price there is unknown to me, but will be higher than at Commedia's (but that's because Commedia always tries to be the cheapest but still the best computer shop in town!). For more or less professional users, both programs cannot be done without (although "Film Director" can be missed if one doesn't really need to animate anything). For the average user the programs will provide a further dimension to their artistical experiences, but for those that hardly ever draw on their STs, I really recommend the old "Degas" or "Neochrome" instead of these still quite expensive packages. REVIEW: LOCK_IT & CRYPT_IT by Richard Karsmakers In the ever widening range of software to be launched by the German software house Tommy Software, I have this time received their two newest releases: "Crypt_It" and "Lock_It". The programs cost DM 85,96 and DM 217,54 respectively and are to be bought directly from Tommy Software, Mainzer Landstr. 147, D-6000 Frankfurt/M. 1, West Germany. Payment can also be done by U.S. funds, for which you have to use an exchange rate of DM:$ = 1,6:1. First, let's have an in-deep look at "Crypt_It", a program that allows coding/decoding of secret data. According to the manual (which is, again, written in readable but not very accurate English all the time) it may prove to be the solution for people that have lost important sendings of source code on disk, for people that don't want other people to take away essential data from a new program in development (or at least, who want to make sure that the stolen data cannot be used), or just for people that want to write secret letters to each other using data carriers. "Crypt-It" comes on a copy-protected, single sided disk and is contained in a neat package - as usual with all Tommy Software products I have seen thus far. The manual is in German (first half) and English (second half). Once the program is started, you can choose whether to code or to decode files. For coding and decoding, the program uses the same password or a number (I think this is the way it's done, but I'm not sure). I have tried coding a GfA Basic file, and it is impossible to recognize anything in it anymore. I won't say that the code is unhackable, but I am sure that it will mean quite some work (let's say a couple of weeks, even by Interpol, CIA or KGB experts) to decode th coded file. One warning I must give you (the manual also mentions this warning): Never forget the password, and never specify the target name (name of the coded file) the same as the source name (name of the original file)! One thing I found missing in the program is a file selector box in which you can specify the target name; now, you have to do this by typing in the name in a kind of alert box. This program may turn out to be handy for people that want to ensure that their files are inaccessible (if they don't look out, it will be inaccessible for themselves as well!), but I think most of you will probably never need a program like this. Much more useful for software developers will probably be "Lock_It", a program that allows you to protect your software. It is also contained in a neat package and the manual is in German (which is no disadvantage, since I rather read proper German than Germanized English). Originally, I was planning to include an extensive test of the program in ST NEWS, but unfortunately I wasn't able to create a program myself using the protection routines supplied, since I only understand GfA Basic to a reasonable extend, whereas I don't know anything about C or Pascal, which seem to be the only programming languages that are supported. Luckily, the people at Tommy Software put some programs on the disk for demo use, that are already protected using the program itself, so that I was able to try and make copies of them to test it. By the way, "Lock_It" is also protected quite heavily, to make sure that no hackers get their hands on it to rip it apart. Anyway, I tried hard to make copies of the disk with every program I could get my hands on: Copy ][ ST, every version of CopySTar, ProCopy and STCopy (even STCopy version 2.3), but none of these succeeded in copying it. Ough! Rather a tough protection scheme! Finally good news for the software developers, although I don't think this will increase the userfriendlyness or the prices going down of software. The price of the package is as tough as the protection that it makes on one's disk, but I suppose software developers really can afford to make an investment like this (I think "Lock_It" is a typical example of a program that is priced according to the group of people that it is aimed at - to read all about my viewpoints concerning this, please refer to our Editorial column in this issue of ST NEWS). Especially "Lock_It" offers a great alternative to designing your own copy-protections, and it definartely fills up a gap in the software market - programs like this should be included in the Atari Developer's Package as long as software protectioms still last. Tommy Software has created the greatest challenge ever for writers of Copy programs! ` T` Efv*oM!r m HPHUBg?<JNA(m)m -:gS)@ -OK1PC#HNHx?<HNA@)@l/?<HNA)@h&@)@XЬl)@d)@`ARCpr Ѝ"QHNFALNHHz2?< NA\pdAxr0XQ)K\NNXL"RRRN& ,`NuJrBjNuHz?<&NN\CAp$L Qp NpBlJpNNppMNp9@pdAr 0Q0tr N9lNNupealp`NuaNJHz?<&NNBWNANC2A@p222NrҌ0<NB0,rNurA9Ar`v C9Cr`rt9@9A9BNrrҌpsNB0,Nu9@N`rDҌpsNBNuC2 @ e @}bA@p222Nr,Ҍ0<NBNu &8*:EENuHn 2$4BBNuAd RdQRB BbABJk 0NuJBjBBXNu 0Nu 2$NuE`B<gJEgEjCDEDF Fe" F dF8BCHC` F0b(v` HD8HDkDуdQRBNuDdBDA@kgAр[SBk0NuJlJBk&Nu0g H@rB JkЀ[` BbNuJBj prtNuHPAJgPpr$< _Nup _NtNu&8*JEgJBgJjBEB:HC҅H@:|ۆ҄ۆ<HC>H@ЃdHA@B@H@хk HAҁHAрSB BbNuNpNNuCDEJEgJBgJjBEBQ*HE?<>0rHGGdHGGdSWDуdi\?<>0rHGGdHGGdSWDуdiN?<>0rHGGdHGGdSW2 H@Nh?<,>CEdGH@0r`?<`JBgVB&8TTDуdQRBNuDAр&AdRAрAрDуNuprt|=|  g +g -f .g20  b 0e 9b da`RF` .f 0e 9b dajSF` Eg efX +g -f 0e 9oSH`00  b&Hz0  b E Do`HJjDDDS4</NzJFkSFk&aQNz`Ha"FFaQL8NN6.JgtBnNupr$<NuJBk4<rpAC v JBgJjv-| Bb BkH>aaNRFBdL8?NN<JBga2SF Be BgQRB`ApdR e <rRF&0xafEv+0JFjDFv-Hƌd0BFHF 0HF0ANuprt|`2:HQ A dGe GbFGNu G0dFGNu~NuAd RdQRB6Ce0 C/jC C@j C jr0H@{0DH@Nur{0Nu{0NutNuJj(:,af AfBfNu&<x*<NHnr$g4jDk( b4<J@`@[H@0Nu4<Ѐ[Nu4<NuNuAd RdQRBBkBjDBJjDNupNufJj fJAkNupNdRdRrxaAffBWHNuJjDBDA@JBfprJjDEDD@JEfvxNuaغBffAVHNuCDEaEf fDUHNu]HNuCDEaEffDftNuJBgRBNuJBgCjtNu"l`Qd&&|-KNuN&"l`Qep[N c R nPNu _\-KN$@Hz ?<&NN\NupNu$@Hz ?<&NN\Nup0NuE`$@Hz ?<&NN\Nu NuA$@.Hz ?<&NN\NuNuA$@.Hz ?<&NN\Nu4NuNNNNH"HNNNp `p ap CNpln<,(AL$I"vz x `gfURf~QjJFj4\Fk.aPHS&I.N``p???<NM\Qj&_Nu|HQ/g ??<@NAXXfNuJkp%NNu09?<%NNTNuJBfNu <r$<Nux&k>FC Be$ B dЄeNu B0dDdRdQRBNu&<x*<NFC Be B djNu B0dDdSkfJAftNuAр[SBNu"l`d&6JBft&&| NuN&"l`ep N c 2$F4BBNpJBgB*#E8#&#Jjh`,JcQl6\`6 c 2$4BBNp*#8#&#Jk:JkִEffDbAeABJk0!NuRdQRB`JjҺBf̶fȸA`p`pN @ddAgH`p`p9@(9@*BlNuNCpNEN`p`pN0<9@:, INJ@g@8 FN EdbAJfE @e4r$Wf"FANuPRN:LST:AUX:CON:MID:IKB:VID:,J@fC E& B Og& Rgl Ag@ Ug2 Ig $CpNp=`pNAXJ@jNNu?Hl?<6NAP0,NuNJ@g,A,BBgHQ?<=NAP FJ@k??<>NAXtNutNuBNN]NvN)@p `H@)@prtNAHplrtNB 2pNpNpapaprapalpalpalpaTpaTpaTBp'a?<NNT@B){L9|0<rtNpapap9@p`pvNv`v`vj`v `v`v`v`?Aa*` Al 2l 4)lVH)lRprtNAl 2l 4HVNuAl 2l 4L VA0000000000prtN9Cp rtNAv` Av `Avl 2l 4)lVHN^aBp0,l 2Nua40,HNua*p0,l 4Nuaprt0,l 22,l 44,NuN9||BlBlrҌpsNBNu0<}N& ?<NNC`&?<NNT"@ C <}N`N@((?<NN.?<NNX@LvA HA HNuNup9@HA)A,N< FN @e024E$ Bb5B5A6CC5CK5CAB008:Dk`Ek\00<,>,SFSGFnHGnDDDk9DBlDEk9EBlFcllGcll0,lb 0,lcNu0pmrtA)HA)HNpNHHPN<4 _:8><DbFEbGCHP@dʾAdBD2ƞE29|C???FF22N23BRG0@\@N"2)IN0(* 9AJA)H@@[000][ˈN Evz`* [g" ]g |g QSz` zQSpQ][ɈN Dvx`* [g" ]g |g QSx` xQSpQ]Bp4NpHNu*( INA)H @depd ae zb QB DNA\)H @ e` ae zb \gQBA BhNpZNpA BP"`#|}NA"H0,tg"Hg \f`A\fS A ENAR@H`2QNu@9@JpNNpr|<N @xepw2A$JBjDFHB t`0QBl9F)lVTAtp 9| N2(g"P@g2RADAH""l`r2oZAe 1@#)I`Nuk1@Nup NN&"l`dpNAtrdJhk\QpaNH ld$l`"Hg: k&@0+R`g k#&@0+S@H3 Q&f)I`LNuApNN$N$BS@kH2QNupC ұd"X0Pg"RA$D#Nu"X0NuNJ@gpNu _0HpN _0HpNp"_0HqNp"_0HqNE ұeHHQ0)N$_$ZR@H`2QNu$Y0gHR@@"D%$X0P2g# R@%NupE $ $X0dP.gRG,D%pr Y2dP.gRG,D!p4Ae4v`VfANuN`WHNu2)A IJAfr4(Ae*RBBc0*SA?N$E$R`QˈN ENup`(* 0(iN$E 4R`Q$D 4R`QˈN DN ENua NuN IHPg"B  g &gNfJBjt BNut`Rptr ae OgT Xgj HgSRB ae Fb$0k  c_  c b退`tSJBkNRB0 b b瀀`RB0 fрd`2p <0N`QNupC 0(gFd"P$I` *N$E$R(S@jv A(Wf( ae zb Q DNuH&N8րN8jNu?r`??, N$F Z268SDĒDcCc2Ac0`QNuHRp` HRpJQfpN Nq Y Qfd ЀЀNuNN.$_& if"QdփփHRN NN~,Nq8DRzXEEg"7PNqR$HBJBgpNJgJigp`eetЂ`"ЀeЁdp`ЀeЀe"Ѕe$W.H@@N4L"2` NqR YEjrd0` SjN YQf "_Nq*eNN*< NqbІSGfN~$_NЀЀ N" KC`e N&`d \Nj l\Ӭ\ NupNd d3 d# d# # d# # # # d# # # # # # # # dB` # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # QNudd2d"d""d""""d""""""""dB` """"""""""""""""""""""""""""""""QNu??<NMXNu?k?<NM"UAf J@fH@NuDW?<NMXNu0,p2,rR@RANuS@SA9@p9ArNu9@pN4, 6fprta0,2,NuA4, 6f9@9Ap rt`C l ", Ⲭ dfѬ SA 0! Nup"NNNNJfNup#`"p`tdbDA0Hg<<R@f|0HN*JFk*HQ/??<?NAXfX ENuJkpNp`p`\F( &I.` ??<NMXJ[j E&DNuak NupNuakfpNupNtddA0oH?<?B?<BNA Jk.,?<?B?<BNA *kBg?/?<BNA JkNuNp`pNu)H9@Jp4NpP'J&f H LNu P&NuQ'` J,'fJ,&gHA#ȇeC! B,&LNu-W)K20, 8k8@ gJl&f"Nu , 8g"P 8 @/, 8N  8fQ 8J,'gNupB <``L@ H)l26)z @W , Jf`CfSHj-D@Hd0H@H 0H@0`fSC\fS , @a"C\fApNNNZHP?< NA\NuH@aa/a a Nu@0 9c^Nu| PC>$Error # ][Abort]\f.B &lX)K\)ld` lp ,BQjNup(NV)l g,vARC( g9CJ9|Lp!,Np FPeNuDA JpBQA/)H )l gBlJpNpB Aprt0 0BBB R@ @efA000 0PB0 *00 000\0X0 *0000 0P0BX0, *@00p1| 1|QBX0 $HTH0P &0 *0,NupNSk [0NupNuHPaH8 _&X Pf/|~ K!zag @ ep 24C"2 S@ػ Td BTA3A0C4$I2a222B"0@2A\xvaRg<2#M 4B3BS@ -f ػ Td>BAAb8RGRC`3RSG5GC5C J1DcaRF F e`RG GcdNuXASF1F41R 1h4 x1EDgVA)H)H 9|J?<NNTU@g,ACg dRhdRh(gpL8Npp>L8NAJ0?C bL000zH?A/.)HpNpLrHH/>Bl/,ff.f.ffNu l /.g&, ^`D&, N`>&, R`8&, V`2&, Z`,2,/4WAARA0,/6A hfRAS@f9A/,&, Jo ? CN0`@k Ap0(/.NuA Nup)@JphNpLtH &JKBCH .A/~0 1PP1P1PA L? &<@>AFG0000X0000X0000X0000C ~AJ0g0  pi, Np"F QNuYp-KNu"l`Yd&-KNN&"l`YepN&#k"C-KN"Cփk փk2##`փk"`2`$Y8gHRDD*D%H8#$c2g# HRDD%H`"X0gBPHR@@"D#NuA.NATNAz:NA7fNAwNA5NN6`NZNXpNC(NHPN How to use ST NEWS"_NfN'VAoNpNC(NHPN QuitT"_NfN'HxN Are you sure?HPNYES|NOr"_ N+@P -PUWHfN'N'A~NNZpNC(NHPN Invert Screen Color "_NfN(A5jNpNC(NHPN Display HELP Screen"_NfN(`ANpNC(NHPN About ST NEWS"_NfN(A5NpNC(NHPN Change Hertz"_NfN(A~NpNC(NHPN Invert Screen"_NfN)6 -TUVHfN),ANN)6A5jNpNC(NHPN Solution to Gateway"_NfN)N01CN A6NAqNpNC(NHPN Solution to Space Quest"_NfN)N02CN A6NAqNpNC(NHPN JEM Error Update"_NfN*LN34CN A6NAqNpNC(NHPN Solution to Hitchhiker4"_NfN*N35CN A6NAqNpNC(NHPN Interview with Jeff Minter 4"_NfN+N03CN A6NAqNpNC(NHPN Solution to Borrowed Time"_NfN+tN26CN A6NAqNpNC(NHPN Novel: Mind Probe"_NfN+N04CN A6NAqNpNC(NHPN The ArtiST"_NfN,"N05CN A6NAqNpNC(NHPN Index of ST NEWS Volume 1"_NfN,N06CN A6NAqNpNC(NHPN ST Basic Disk I/O"_NfN,N07CN A6NAqNpNC(NHPN New Atari Products4"_NfN-:N08CN A6NAqNpNC(NHPN Questions & Answers"_NfN-N09CN A6NAqNpNC(NHPN Did you know that...."_NfN-N10CN A6NAqNpNC(NHPN ST Software News"_NfN.NN28CN A6NAqNpNC(NHPN TimeKeeper"_NfN.N11CN A6NAqNpNC(NHPN ACC's Reader's Service4"_NfN/N12CN A6NAqNpNC(NHPN User Group Update"_NfN/\N13CN A6NAqNpNC(NHPN The Modem Connection4"_NfN/N14CN A6NAqNpNC(NHPN PD Libraryo"_NfN0N15CN A6NAqNpNC(NHPN Our Correspondence Address4"_NfN0rN16CN A6NAqNpNC(NHPN Editorial"_NfN0N17CN A6NAqNpNC(NHPN ST NEWS Colofon"_NfN1N18CN A6NAqNpNC(NHPN How to order Back-issues4"_NfN1~N19CN A6NAqNpNC(NHPN Soon Coming in ST NEWS"_NfN1N20CN A6NAqNpNC(NHPN MC 68000 Part III"_NfN28N21CN A6NAqNpNC(NHPN GfA Basic"_NfN2N22CN A6NAqNpNC(NHPN Three Karate Programs"_NfN2N23CN A6NAqNpNC(NHPN GfA Vectors"_NfN3NNpNpNpNprN <"<NxA(N)|' J)|{ NA NNR|Hmp"-|"_NN+@P -P ^HfNwBmAN&<x*<NA퀄N BmBmAN>Bm BBBmAN&<x*<N0fNBmLANAHNAHN/A C4N*Nb`NqNqNAN&<x*<N0fN @0NxA> 0A2N&<x*<N0fNHm Hx <NxHP <Nx"_Nr "_NNHm HxpNxHP <Nx"_Nr "_NBgA>N?Hx - /?<NNANBgBg?< - /?<?<NMANANzNhfNjANNFA2NzN0fN+|pA킀NBg?-?< -/?<?<NMANANzNhg NNN`NqNqANzNhfNANNFNd+|pA킀NBg?-?< -/?<?<NMANANzNhg NNdN`NqNqANzNhfNANNFHmHx <NxHP <Nx"_NHP <Nx"_Nr "_NBg?<?< -/?<?<NMANANzNhfNANNFBg?<?< -/?<?<NMANHmHxpNxHPpNx"_NHPpNx"_Nr "_NANzNhfNANA8 0A2N&<x*<N0fNF+|p A킀N?<?<Bg?-BgB -/?< NNANANzNhg NN N`NqNqANzNhfNFANNFNHxN1Please insert disk|to write WP file on|in drive AHPNOKr"_ N+@XpNANANN&<x*< NANNzfN&HxNNot enough room on this disk!lHPNHellr"_ N+@XNHm"A"_NC(N pONxHPHmN.DOC"_Nr"_N +|A(NA킀NpNHm(p"-"_NNN`NqNqpNBN!1st Word Plus file|is now created4HPNOKr"_ N+@XA(N>Bm N+|ANvNA퀐N -tNH -NN&<x*<NL8NNN"+@|N <N>+@P -PRWHfNzN0 -P R%_WHfNN DiagnosticCN NN Program/DataCN HxNUse of 4HPA"_NHPN Cartridges|is not allowed!"_NHPNAbort4r"_ N+@XNZNHxNTPlease insert|ST NEWS Volume 2 Issue 1 or|ST NEWS Volume 1 Compendium|disk in drive!HPNOK|ABORTr"_ N+@PNA4N -PUWHfNNN \DATA\DOC*.*HPA HPA""_N|HmA "_NfNNANNZzN0fNBA4NNpNPpINxHPAr"_N pN+@hp"-hNRCN pNpNPHmANNH <r$<L8NNr"_NCN AJNAN>NNBlBmHNNWait a minute...N+|ANANHmp"-"_NHPp Nx"_NfNDRlN`NqNq -lN&<x*<NTADNADNNADNADN&<x*<NADNNN+This document has the following statistics:4NNNSize : -hNNNNLines : -lNNNNPages : ADNNNNNN-Press any key to return to Page Viewing Mode!!NpNANANAxNBmHBlBNpNpNpNAN&<x*<NNNAN&<x*<NN"<NAN&<x*<NN"<NxAN&<x*<NN"<NAN&<x*<NN"<NxAN&<x*<NN"<NNGENERAL HELP MENU4N^AN&<x*<NN"<NNPAGE MODE COMMANDSN^AN&<x*<NN"<NNALT+P - WP SAVE CURRENT DOC4N^AN&<x*<NN"<NN S - DISPLAY DOC STATISTICSN^AN&<x*<NN"<NNMENU MODE COMMANDSN^AN&<x*<NN"<NN#ALT+P - WP SAVE OTHER ST NEWS DOC4N^AN&<x*<NN"<NNALT+Q - QUIT BUT KEEP PALETTE4N^AN&<x*<NN"<NNALT+C - BACKUP THIS ST NEWS4N^AN&<x*<NN"<NN&ALT+D - BACKUP MAXIFORMATTED ST NEWSN^AN&<x*<NN"<NN$ALT+I - DISPLAY LIST OF OTHER DOCSN^AN&<x*<NN"<NNALT+S - SEARCH FOR WORDN^AN&<x*<NN"<NNHELP - DISPLAY THIS MENU4N^AN&<x*<NN"<NNPRESS ANY KEY TO EXIT THIS MENU4N^pNv/NNzNhpJBgp$VHgN`pNpNpNAwNNN33CN A6NAqNNN+|$AN -SWHfNNN+|BB - ]HfNp0NxHP -NN"_NCN N -NNCN A6NAN4CN AN -SWHfNbBNWord found in document:|HP -CFN"_NCN BHmN NEXT|QUITr"_ N+@P -PUWHfNb+| -SWHgNR -^HgNAN>`BNNo matches left for you word|4HPA@"_NHPp!Nx"_NHPNOKr"_ N+@XAwNA@N>AN>BBBNNpNpNAN&<x*<NNN+|pA킀N -NvNNrN -@NxN^N`NqNq -NvNNrNp NxN^pNpNp : 4 @ : > 4 D 2 8 B @ : 2 > 4 < < < 6 < D  (L V<&"Z  Vfff H( L:Pb@.& bj FF*bT $"r&"RN  LJR$RN$ : Z@>@T@<:J @8 ~D  `8<&"&\0L">,H04 R  R  | p4V  HP< xx   &(tj$pnnP< xx   Welcome freaks! Finally we have been able to bring out ST NEWS Volume 2 Issue 2, for which you all had to wait far too long a time, unfortunately. We have packed more information on this disk than we ever have done before, and we hope you'll like all the things that are offered to you. Some of you will now probably wonder - when will those guys of ACC stop? When will the time draw near when they have no articles to write anymore, and when their thumbs are dried out? But all those people needn't worry, since we have stuff to fill ST NEWS with for the next couple of months or so already in our possession, and every day we receive new things that are well worth to be published. So the end of ST NEWS will have to be waited for for at least another year or so - although its future after the summer of 1988 will be quite unsure, but that's of later worry to us. The only thing you now need to know is that you'll have to double-click the file "ST_NEWS.PRG" to execute ST NEWS. We hope you'll like it as most people usually do, and we are waiting for your articles, questions, suggestions, etc. as usual at our correspondence address: ST NEWS, Kievitstraat 50, 5702 LE, Helmond, The Netherlands. Sincerely, The ACC, Holland . Q`[I.. Q`[FLOAD_V2PRGjQ[J`*o,- ܭܭ #z ֌g y|zfJz`,Hy&?<&NNaHy?<&NNHy?< NA\Bg/9z?<1NA1 Hy?< NA\?<NABWNAE pFastloader v2.0 by Michael Bernards fr Happy Computer und 68000erq Falsches TOS !! Fastloader kann nicht installiert werdenAC <"QNuAvJg"X` |Nu2`#v#vNu ok yN,  $