NNNNNNp NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNONNNNNNNNNNNNNNNNNNNNNN]A`  @`/#%`)+/1 3@5`79;=?A C@oGKMO/S@U`WY]_a c@e`gikmoq s@u`wy{} @` @ ` @ O ` @ o ǀ ɠ @ ׀ ٠ @`/@o!o  /O%a')+-/179=?A!CAEaGIKMOQ!SAUaWY[]A`  @`/#%`)+/1 3@5`79;=?A C@oGKMO/S@U`WY]_a c@e`gikmoq s@u`wy{} @` @ ` @ O ` @ o ǀ ɠ @ ׀ ٠ @`/@o!o  /O%a')+-/179=?A!CAEaGIKMOQ!SAUaWY[]ST_NEWS 2_3DATA ZPROGRAMS [DESKTOP INF[;READ_ME TXT[<ST_NEWS PRG[>փ. Z.. ZDOC02 ZSDOC03 Z'DOC04 [5 DOC05 [! DOC06 [$DOC07 ['DOC08 [-{]DOC09 [E DOC10 [I DOC11 [LeDOC12 [Q'DOC15 #[[R{DOC17 *[z!7DOC18 /[:DOC19 4[!DOC21 8[DOC24 <[-DOC25 C[,DOC26 F["DOC27 K[DOC29 O[fDOC30 S[CDOC01 Y[DOC20 ][2 DOC22 b[DOC31 f[3+DOC32 l[ DOC14 o[ DOC28 t["DOC13 x[CRIMSON'S QUEST - A HARDCORE INTRODUCTION TO SUNDOG  >Hello, Captain. Can I help you with something?< As I'm not the type to walk into a bar without some specific goal in mind, I figure his question sort of redundant. But I like the way he addressed me as "Captain"; it makes me feel good. I order a beer. >Here you are, friend. Do you want anything else?< I decline, take my beer, and walk over to a booth to drink it. It's been a long flight over from Jondd, and Malesti has a name for its hospitality to travellers. I join someone at his table. >Sorry, pal - I was just leaving.< So what, there's more where you came from. I move to another seat. >Hello, Captain, would you like to talk?< Now that's more to my liking. I relax and start sipping the local variant to a good cold beer. My partner - he's humanoid, probably part KalManDaa, and looks like he's been raised somewhere between Hell and Heavy - eyes me expectantly. >I just delivered some organics to Enlie last week.< So what, you're a pro - I've been there. No problem with the right boost installed. Still, if you want some kind of answer, I'll accomodate you. >Uh-huh.< My eloquent response puts him at ease. He smiles at me. >How many bureaucrats does it take to change a glow-globe?< Now where did I hear that one before? >Dunno.< >Two, one to screw it in, and one to screw it up. Har, har.< I laugh along; it's the only show in town. >Say, your ship is the Sundog, isn't it?< >Uh-huh.< >You need anything?< Lookie here. I thought he'd never come 'round to it. >Yes.< >Are you buying or selling?< If I wanna buy a weapon I'll go to a shop, Jim. >Sell.< >What do you want to sell?< I point at my arsenal. >I'll give you 4,950 for your scattergun.< No need to hassle, his price is right. >Accept.< >Excuse me, friend, I must leave.< Nice talking to you. Well, that was the last of my scatterguns - except for the one I keep handy - so let's see what they're asking for a good ground scanner these days. It's the one thing I need to make my ship complete again; cloaker, decloaker and concentrator are all installed --- continued on page 6 --- Hello and a good day, night or whatever to you all in Part One of Crimson's Column; where this time we'll have an in-depth look at: Sundog - The Frozen Legacy (FTL games)  As you may have guessed, I'm not into writing long and, in my opinion, boring articles about an adventure game. The regular kind of introduction where every command, structure or goal is explained in detail and taken on in a start-to-finish, A to Z style, all in order to make it easy for someone to play the relevant game or scenario in a step-by-step fashion, is not my objective. My approach is a more or less descriptive account in novel-formula, where bits and pieces of the most essential strategies (in my mind, that is) are illustrated or hinted at. This means that you will never start or finish any adventure-type game by simply typing in my instructions. I won't give any; what I'll do is hand you a story and leave it up to you to find out what the possible hints, tips and guidelines are. Once you've done that, it's up to you to finish the game - and I'll tell you right now that if you bring a game to a good end, it'll be through your own doing. I won't take credit for anything as boring as a new high score; that's the Arcade department (sorry, boys & girls). So you see, the only thing I promise you are some more or less hidden hints and tips, for you to discover, and maybe, hopefully, some fun in reading the respective articles. May your character(s) always have the will to continue, the wisdom to survive and the wit to enjoy. REMARK: All words/sentences between ">" and "<" symbols are taken (almost) literally from the game. In Sundog, these texts are found either in dialog (alert) option boxes or in the relevant dialog information windows. --- continued from page 3 --- My ground scanner is gone; some asshole pirate nearly got my tail the other day when I was bringing some goodies (biochips and cryogens I think it was) down to Jondd. I needed the cryogens for my mission, and biochips make a good price there. I figured it was worth the risk, but I know now I never should have taken on that Annihilator, not even with a concentrater installed. Let's face it, I'm a good trader and my reputation as a weapons dealer is solid - but it's no use taking on an expert just for the hell of it when all you want to do is get from a to b. Okay, so I did send that joker behind the red and into a zillion fragments of endless eternity. You should've seen my bill; ship's repairs are mighty expensive these days. From now on, it's back to the original strategy: I'll take along some extra fuel and put on my cloaker. 'Cause I'm not the all-time greatest laser-crack in the galaxy, that's one thing I'll tell you for sure. I walk over to the bar and wait for slow-joe to come around and attend to my wishes. >Do you wish something else?< >Information,< I say. >How much is it worth to you?< One of those, huh? No bribes on my money. >Discuss it.< >If you'll excuse me...< Damn groundhog! Well, no use pushing a barman. I check the time, inspect my currency situation, and decide there's more than one place to get a scanner - cheaper, too. Where? Listen, fly boy, that's for me to know and for you to find out. I hear a rumbling in my stomach and realise it's been a long time since I've had anything to eat. I go back to the bar, swallow the insult of being called "Pal", and order three burgers. I eat one, and take two along for storage in the pod. Better check those extra nutrapacks when I get back shipside; you never know when there's a long ride ahead. I mean, I know there's only one place a ground scanner won't get you, but I like to be on the safe side. Always. Trying to decide on the best place for the purchase of an inexpensive scanner, I leave the bar - and guess what. Halfway to the pod (it's waiting for me in the nearest parking lot; I've seen that Planetary Ordnance VC 8791.3 once too often) this guy comes up to me. >Excuse me, sir. Can I talk to you?< >Yes.< >I'll sell you a scattergun for 6,125.< Keep up the good work, mac - it's people like you who keep this planet an interesting market. >No.< >Evidently, I am waisting my time. Good-bye, pal.< How-do ah. I walk along to the parking lot. Just before I get there, a shy looking boy appears. >Would you spare 9 Cr for a poor orphan?< I'm a sucker for orphans. >Yes.< >Boy, what a sucker!< And a good day to you too. I enter my pod, check supplies, and realise I haven't paid a visit to the Uniteller's yet. Driving around town, I see there's none of them near a parking lot - but there's one nearby a public teleport, and I remember another teleport close to my ship. I drive around town, enter the depot across from the ship, order refuelling of the Sundog and subsequently drive the pod back in the mother ship. I put one of those burgers in the pod and the other one in the ship's stores, take a small nap and exchange my old shield, which has been subjected to four hits, with the new one I always have stored. Feeling good, I leave the ship through the side-door. Halfway to the teleport I meet another beggar, but this one's an old cripple and he's just asking too much and looking too sly. I refuse, get a warning >We'll see who laughs last< and walk on. I use the teleport to put me smack in front of the bank, enter, and transfer all but a token 4,323 Cr back to Jondd, my good old mother base. I leave the bank, take the teleport - and get mugged by that same old cripple, accompanied by some of the ugliest mothers in space, who materialise right in front of me. >Hand over your cash or die.< Now I don't know about you, but I'm not in the habit of surrendering my hard-earned money to the first gang of thugs with stingers. On the other hand, I think littering the streets of a friendly town with the corpses of a half-dozen muggers is bad manners. So I talk. >Discuss it.< >What's there to discuss?< I take out a scattergun. >Threaten.< That helps. >Okay, moon man - warp off!< I leave, chuckling. Back on board, I take my seat behind the controls and check if everything is in order. No lights are out, not even yellow (I dislike shunts, they're not half as reliable as the real things), so I switch on my navigation panel in order to leave. I order >Navigate<, then: >Liftoff< >Switching to viewscreen.< I'm on my way. Going through the routine of travelling, I use the ship's maps to determine the best warp point for an interstellar trip to Woromed, and decide on Warp Point 224. I activate the sub-light engines, and select >set warp,< choosing the Woremed system. I know it's going to be a while before we get there, and as the absence of any cargo in the pod makes it very unlikely for any pirate to attack me (these guys must have a very special kind of decloaker). I take a nap. The ship's computer wakes me with a friendly alarm, indicating we're at the selected warp point. I feel hungry, but figure it best to finish setting the controls. I select >do warp< and watch the always fenomenal spectacle of passing through the barrier of light. As there are no interfering planetary gravitational forces, the trip succeeds and I arrive at Woremed's 224 Warp Point. I set the sub-light engines for W'orrad and search my ship for some lunch. Checking the hour of day, I decide there's just a little time left for a nap, and lie down until the alarm once more wakes me to indicate that we've arrived in a low orbit around W'orrad. I touch down in Sheshco, the starport, and walk the little distance to a local arms dealer in order to buy a fresh spare shield. Concluding my business there, I go to the building next door and enter one of the Best Bars in the Galaxy. In this place, you can get almost anything. No use looking too anxious, so I waste some money on the fruit machine; almost playing even. I look around, figure there's enough people inside, and order a burger at the counter, which I eat without thinking. Hoping this example of sheer outrageous courage will have made an impression on the bartender, I wait until he comes back again. >Can I get you anything else, Sir?< >Information.< He asks me what I want, I say >a charmer<, and he tells me to wait in a booth. I do so, wait for a lady to come around, and accept the price she asks without hesitation. I go back to the bar. >Do you want anything else, friend?< >Information.< He looks at me, and I see him think, "Now what does this guy need a charmer for? One thing fer sure, I betcha it ain't cheap." >How much is it worth to you?< No use to discuss it, he's made up his mind. I try to bribe him, and offer 200 Cr. >What kind of information do you want?< Whew! >Buy.< >What would you like to buy?< >Ground scanner,< I tell him. >Wait in a booth, I'll send someone over.< On my way over to a table, I swallow that charmer and start feeling like something between Errol Flint and James Garlic. Half a minute later, a young man comes over and asks me the right question, with the wrong price. I say no, he drops his tag. I start to discuss things, and before you know it I walk out of that table with a ground scanner for 4,000 Cr under the original price. So who cares if you need to bribe a bartender? Back on board, I replace one of my ordinary scanners with the new gadget and check the control screen. Everything's alright, so I'm finally back where I wanted to be. I take out the scrap of paper I use as a shopping list, and see there's only two more things to deliver to Banville for this Phase. All I need is another load of cryogens and a load of Synthesizers. Which I might as well try to get on this planet, now that I'm here. I take my pod, enter the city's exchange, and check it's warehouse. No cryogens stored. I enter the exchange itself and see what's selling - then, according to philosophy that everything expensive is commercial (as long as you're taking it into smaller business centers), I buy some Rare Earths and some Art Objects, feel my credit shrink, have them store the goods in the pod and drive it back into the Sundog. Once behind the controls again, relieved I won't need to travel all over the planet's surface anymore, I make a short & fast intercity hop and touch down in Alram. Using the teleport maps to locate the town's exchange, I drive over and make a good price for my luxuries. I check the warehouse, find my cryogens, and have them stored in the pod. This leaves me with one free cargo hold, which I fill with Gems and Crystals to sell in the next town. In this way I hop from city to city until I finally sell this extra load for the last time in Aylika, where I also find some (expensive) sythesizers. Now all I need to do is get my cargo back to Banville, Jondd, Jondd. Which is a piece of cake, if you know how. See you in Tuie, pod-boy! Excerpt from the Private Log of Cpt. Jonathan L.B "Laser Brain" Torlene. So far for the flight-log. As I said before, I don't intend to give a step-by-step playing instruction. On the other hand, I realise that my descriptive approach doesn't cover the basics; and what's the good of a great adventure if you just don't know how to get started? So, for all those who just don't know the first thing about Sundog, here's a brief introduction to the mechanics of playing. Start: After disk boot (your Sundog disc may NOT be write protected; if you have an adequate copying program I suggest you make a backup of your disk) you get two options (three if there's a game in progress; but I'm talking to newcomers here so keep out of this, vacumm head): >About Sundog< and >Select Game<. Take the latter. Now, on the next "page", will be a large window titled >No game in progress< andf a small one on the right with the options >New Game<, >Make Library< andand >Load Game<. The last of these can only be used if you've played before. >Make Library< is only useful if you intend to play with different characters. Choose >New Game<. The next step is easy; click on the appropriate boxes to make a name for your character. Then click on >+<, and subsequently on >Yes<. A new game is initialised. Now, you will get some instructions. Don't worry if they disappear before you've read them; I will explain. In the little window that appears you now see you attributes: >Strength<, >Intelligence<, >Dexterity< and >Charisma< are all set to thirty (the blue histograms illustrate their relative level), whereas >Luck< is on zero. On the bottom line is >Points:< at 440. The meaning is simple: you can use your remaining points (440) to add to any or all attributes until they're all used up. Do this by left-clicking on the appropriate attribute. Two arrows will appear, click on them to decrease or increase your attribute. (But keep in mind that only >Luck< can be brought under 30). One more thing: the higher you come, the more points you'll need to increase your attribute (i.e. bringing >Charisma< from 30 to 40 costs only 20 points, but bringing it up from 70 to 80 costs 80. So >Don't waste!< is sound advice. Once you've selected your attributes, a right click will bring a verify-box, where you can click on >Done< to set them. If you're satisfied, you will then click on >Yes< to keep your game. Now, the large window on the left-hand side (Game in progress) is filled with information about your current situation: Name, what Phase you're in (Find Colony), your Score, cash (Credits) on hand, time & location, and also your health and attributes. All these pieces of information are needed in the game, and most can be reached in the adventure itself by the appropriate mouseclicks. In the small window on the right hand side there are now six options: the three initial items are joined by Load, Store and Delete game (Load from or store on Library disc; Delete from Library disc or memory (current game)). Choose >Play Sundog<. And there you are: playing the game. You are the small person in the ship. Your cross-hair mouseform can be used as a magnet (left click press) to move around the ship; anytime you run into something - engines, lockers or control panel - you leave by pressing the right mouse button. The only two exceptions are the exit (the red part in the front side) or the pod's controls (the rightmost seat). Let's look at our condition. Click on the right button: you will see several icons, some of which you recognise from before (Dollarbag for cash on hand, Compass Icon for current location and Watch for time). The trashcan is meant for dropping things you don't want or need, the disc for saving or pausing the game. If you left-click on the >+< in the middle of the silhouette (near the heart) you'll get to see your attributes in the right hand dialog window; these can change when you take certain goodies available in the game. Otherwise the right-hand side will show your current Vigor, Rest, Health and Nourishment. As time moves on, these attributes will change. The longer you continue without food, the weaker you'll get. And finally, unless you eat something, you'll die. You can also fall asleep due to lack of rest; very annoying if you're standing in a bar because everything you have will be stolen - don't say I didn't warn you! Keep an eye on these attributes; they're important. The only thing left here are the five >+< signs outside the silhouette. The one near the head is used for eating and drinking; i.e. consumption of foodstuffs. You can take a burger with your left mouse button, drag it over here and let it go, thus bringing your nourishment situation back into the blue. The other four are use for holding things, such as a shield, a stinger, a rapidheal (which you should inject in the >+< near the heart if you're wounded) or some piece of ship's equipment. You can never walk around with more than four different objects, but you can store many times this number in various places around the ship. Next, walk around the ship. Find the machinery, take out all dead parts and throw them in the thrashcan. Each of these parts should be replaced before you go into the sky - but that's a later worry, and I'm not going to tell you how to do it anyway. Another hint, though: if you sit on the righthand seat you can take the pod out of the ship and drive around town; this is safer than walking, but you won't get into many different buildings. You can leave the pod (right hand click) by walking out the top left exit. You should try this once, and walk back to your ship. See the difference? One final tip: You're supposed to >Find a Colony<. You can use your pod to do this; it's always somewhere on Jondd's surface. Once you find it (I can't say where it is, it changes with every new game) you should take down the goods they're asking for: find them, and deliver them to the colony. Before you know it, you'll be building your own - beautiful! - city. Have a good time and lots of luck in Sundog - the Frozen Legacy. All correspondence (discs, letters, phonecalls, donations over $5,000, review requests etc.) connected with this and other ARAD's (ARcade ADventures) is appreciated by: Lucas van den Berg Marienburgsestraat 47 6511 RL Nijmegen Telephone 080-238586 -- The Netherlands -- A word of warning. The Netherlands means: Dutchie timetable. I deem it my duty to inform you that my awareness of the need for good manners tends to be inversely proportional to the viciousness of my temper. Wake me up some time and you'll see what this means. A VISIT TO THE CEBIT IN HANNOVER by Stefan Colombier I was very glad that my Dad gave me a free ticket for the CeBit, because otherwise I never would have gone there, but you can't throw away a free ticket, can you?! So I phoned all my friends and tried to persuade them to come with me, but they're a bunch of lazy sods! Saturday morning at 06:30 I jumped into my car, put a cassette in the recorder and started off. It was about 10:00 when I finally arrived in Hannover. The journey was a bore, except for the short bit through those frozen woods, all trees covered with ice, a very surrealistic sight! Thousands of people were streaming to the entrances, with me amongst them. I entered hall 1. Where is Atari? A nice young lady at the Markt&Technik stand told me that it was hall 7 at the very other end of the whole exhibition! So I started my long walk through the halls. On my way I payed a visit to the Prospero stand to get some info on ProFortran77 and ProPascal. I also talked to one of the 68000er-crew who told me to send them a copy of ST NEWS, he couldn't copy it because he had no spare disks (of course I had the last two issues with me!). Mouthopen I watched how fast Transputers work. The computer had four of them connected (imagine, four complete STs share the work!), working on fractal grapics. A complete picture (16 colors, 1024*1024 pixels) took about 1/2 a minute! Finally I reached the Atari stand. I immediately met Thomas Tempelmann and had a long talk with him. He is working for Application Systems ('Signum', 'Megamax C' etc.). At the time he is doing the final bits for 'Megamax Modula 2'. What I saw and heard from some Modula- programmers standing around, this is going to be the best Modula around and for a very cheap price (about 300,- DM complete with Shell and Tools). Sorry I can't tell more about all those things like turn-around-time, I don't use Modula. Thomas also gave me the latest version of his famous Templemon (v1.6) and I bought a very informative using instruction for it (20,- DM). This not only explains the use of this excellent monitor, but also informs about the structure of 68000 processor and a bit about programming in assembler. (It is in German, but if you understand that, it's worth the twenty marks!). He also gave me a demo for Aladin, the new German Macintosh-emulator. And, what is the best news for the readers, he promised to write an article on debugging specially for ST NEWS as soon as he found time! He told me that he likes the concept of ST NEWS very much and was very pleased to recieve the last issue from me. I ordered a copy of the excellent graphic program STAD, that is nearly a CAD program, but much easier to use and much cheaper! (remember the ST-Grafics demo? That's STAD!). The instructions also contain a construction plan how to make a scanner out of your printer, so I will soon have many excellent pictures. A few steps further on was a young man from GfA-Systemtechnik, who explained Gfa-Basic to the people, well, I know GfA-Basic, so I just ordered the new book that Frank Ostrowski, the author of GfA-Basic has written himself and grapped some information to walk on. I nearly missed something new: GfA-Basic is now available on module! It costs 198,- DM. I will have to write to GfA and ask wether it is possible to upgrade or whatever you call it and have GfA-Basic on module. There was not much new software, nothing of interest for freaks, more the stuff for commercial use: a complete system for doctors and one for lawyers, so they both can write their high bills sooner than now. I fought my way through a bulk of people to catch a glimpse at the new Mega-Atari, it looks great. Much more professional than good old ST, but who cares anyway, it does the same things. Much less people had a look at the all new Atari PC. I can understand that, who in the world cares about MS-DOS when you can have TOS! After a short glimpse on the modems that are now offered for the Atari ST for a reasonable price (about 400,- DM) I was back on my way to hall 1, having spent two whole hours at Ataris (God, time flies!). I passed the Apple stand and had a laugh at all those Yuppies there and now turned my unwilling feet towards the Commodore stand, just to see, what the new Amigas are like. Thousands of kids gathered around those machines and I didn't have the nerve to fight through them just for an Amiga. Commodore didn't even have written information (seems they have no money), so I searched for the exit. Now this was a thing much more exciting than an Amiga, because I couldn't find the right one. I walked around the whole hall, always along the walls until I finally found the right door. I had to start another quest on the parking ground, because there seemed to stand every car in Germany. When I happily had started the engine, I just had to pass the lesser adventure of finding the way off the parking ground and to the highway. I was glad when I finally arrived home after another 3 hours. HYBRID ARTS' ADAP COMPUTER SAMPLING SYSTEM by Gerardo Greco Just when professional sampling keyboards with 12-bit resolution had managed to lower their price under the 3000 Dollars tag, a pro sampling system with 16-bit linear resolution showing the same price should be a big step forward. Hybrid Arts ADAP (Analog/Digital, Audio Processor) is a hardware/ software system for the ATARI ST that provides 16-bit stereo (in/out) sampling for music, video and broadcast professionals; physically it's a rack (1U) with only a power on/off switch and, on the back panel, four jacks for stereo in/out and a cable for connection via a cartridge to the ST. Its main point is that it is software driven, so the following specs are upgradeable with time. It allows samplig rates of 44KHz, 22KHz, 11KHz and 48KHz in mono and stereo, between 80 seconds of lenght at 11KHz in mono and 10 seconds at 44KHz in stereo with a 1040 ST; it's fully MIDI compatible (uses ST own MIDI sockets) down to the latest MIDI specs like the new MIDI Digital Sample Dump Data Standard that allows the exchange of samples with other samplers despite of their different resolution (from 8 to 32-bit); it's polyphonic with variable number of voices, i.e. at 44KHz a 1040 ST based ADAP can play back with six voices polyphony while at 22KHz the voices double to twelve. The ADAP can store up to 64 multi samples, sharing the total amount of time available in the chosen mode, that can be instantly played back via several MIDI controllers and keyboard splits at once; it has built in stereo digital effects that can affect the single sample, all software based and with spare empty "spaces" for new effects/ algorithms to be added in future (delay, echo, reverb, envelope following, etc.); with the digital oscilloscope included in software you can display the audio input on screen, but with 8-bit resolution only; being connected to an ST means, of course, that editing of samples (Cut, Copy, Paste, Mix, sophisticated Auto loop finder, Graph drawing of waves) is done at a high degree of graphic on-screen implementation. Compatibility with Digidesign's Sound Designer (an incredible software for editing samples a' la Fairlight for Emulator II and Prophet 2000 sampling keyboards that runs on Mac only) files is also available for swapping files between the two systems. An announced new hard disk buffer/interface will eventually allow samples lenghts to be measured in minutes rather than seconds. Its suggested retail price is $ 1995 in the USA, which includes all hardware and software except the ATARI ST computer. Hybrid Arts, Inc., 11920 West Olympic Boulevard, Los Angeles, CA 90064, USA. THE SOLUTION TO KING'S QUEST II by Math Claessens START-EAST-EAST-OPEN MAILBOX-GET BASKET-WEST-WALK AROUND AND A GIRL WILL DISAPEAR-GIVE BASKET TO THE GIRL-WEST-SOUTH-SOUTH- SOUTH-GET SHELL-GET BRACELET-SOUTH-SOUTH-GET TRIDENT-SOUTH-EAST- EAST-EAST-OPEN DOOR-ENTER DOOR-DOWN-EAST-OPEN CHEST-GET EARRINGS- GET SOUP-WEST-UP-EAST-EAST-ENTER BRIDGE-EAST-NORTH-LOOK DOOR-READ INSCRIPTION-SOUTH-WEST-ENTER BRIDGE-WEST-WEST-WEST-WEST-WEST- NORTH-NORTH-NORTH-NORTH (MERMAID)-SWIM-GIVE FLOWER TO THE MERMAID-RIDE SEAHORSE-GIVE TRIDENT TO NEPTUNE-GET KEY-RIDE BACK WITH SEAHORSE (BACK ON THE BEACH)-SOUTH-SOUTH-SOUTH-SOUTH-EAST- ENTER CAVE-GET CAGE-LEAVE CAVE-EAST-EAST-EAST-EAST-ENTER BRIDGE- EAST-NORTH-UNLOCK DOOR-READ INSCRIPTION-SOUTH-WEST-ENTER BRIDGE- NORTH-NORTH (SWIM)-NORTH-NORTH (ANTIEKSTORE)-NORTH-SWIM-LOOK HOLE-GET BROOCH-NORTH-OPEN DOOR-PRAY AND WAIT A MOMENT-MY NAME IS SIR GRAHAM-LEAVE-SOUTH-SWIM-SOUTH(ANTIQUESTORE)-OPEN DOOR ENTER DOOR-YES-BUY LAMP-GIVE NIGHTINGALE TO LADY-RUB LAMP-RUB LAMP-RIDE CARPET-EAST-KILL SNAKE-EAST-ENTER CAVE-GET KEY-LEAVE CAVE-WEST- WEST-RIDE CARPET-SOUTH-SOUTH-SWIM-SOUTH-SOUTH-ENTER BRIDGE-EAST- NORTH-UNLOCK DOOR-READ INSCRIPTION-SOUTH-WEST-ENTER BRIDGE-WEST- NORTH-GO BEHIND THE ROCK AND :LOOK TREE-LOOK HOLE-GET MALLET- WEST-WEST-WEST-NORTH-LOOK TREE- READ SIGN-NORTH-GET STAKE-NORTH-NORTH SWIM-NORTH-EAST-OPEN DOOR-GIVE SOUP TO GRANDMA- LOOK UNDER BED-LEAVE ROOM-SOUTH-SOUTH-SOUTH-SOUTH-WEAR CLOAK- WEST-GIVE BROOCH TO FIEND-CLIMB BOAT-CLIMB BOAT-WEAR RING-!!! WATCH OUT SAVE YOUR GAME NOW!!!- OPEN DOOR-WEST-UP-UP-OPEN DRAWER-GET CANDLE-DOWN-DOWN-(ON THE STAIRS)-LIGHT CANDLE-EAST-EAST-GET HAM- DOWN-DOWN-WEST-OPEN COFFIN-IS THE COFFIN ALREADY OPEN THEN WALK BACK AND TRY AGAIN-KILL DRACULA-LOOK COFFIN-GET KEY-GET PILLOW- GET KEY-EAST-UP-UP-NORTH-UP-UNLOCK CHEST-OPEN CHEST-GET TIARA- DOWN-DOWN-SOUTH-WEST-SOUTH-SOUTH-GO TO THE BOAT-CLIMB BOAT-CLIMB BOAT-SOUTH-SOUTH-EAST-EAST-ENTER BRIDGE-EAST-NORT-UNLOCK DOOR- NORTH-GET NET-SOUTH-SOUTH-FISH-GET FISH-THROW FISH BACK IN SEA- RIDE FISH-EAST-EAST-NORTH-WEST-NORTH-GET AMULET-SOUTH-OPEN DOOR- ENTER DOOR-UP-UP-GIVE HAM TO THE LION-(YOU CAN ALSO KILL HIM WITH YOUR SWORD,BUT THEN YOU GET NO POINTS,BUT TRY IT.KILL LION 2X,)- OPEN DOOR-KISS GIRL-(GET GIRL.TRY IT.HA HA THAT'S FUN)-SAY HOME-!! --THE END-- GREETINGS FROM MATH CLAESSENS WAGENAARSTRAAT 58 6164 XM GELEEN (NL) 04494-52532 IF YOU NEED SOME HELP -- THEN WRITE TO ME OR CALL ME! THE SOLUTION TO AMAZON - LEVEL I by Math Claessens The first thing we are going to do is to make a save-disk: Load the game and when you can give the first command then: CREATE A SAVE DISK. NOW WE START WITH THE SOLUTION: WAIT-1-2-3-GO OFFICE-MJC-YES-NO-YES-NOVICE-GO AIRPORT-OPEN LETTER-FLY MIAMI-GO TO THE INSTITUTE-NO-ENTER INSTITUTE- SHOW LETTER-ENTER INSTITUTE-MJC-YES-EAST-ENTER OFFICE- TAKE DRAPE-MJC-OPEN CAGE-OPEN REFRIGERATOR-GET FRUIT- GIVE FRUIT TO PACO-YES-YES-YES-YES-SAY PACO-GET MEDICINE- OPEN CUPBOARD-LOOK CUPBOARD-GET FOOD-LOOK SHELF-GERT GUN- LEAVE ROOM-BUY PACO-NO-NO-NO-(SAY NO UP TO 5000)-GO AIRPORT- BUY TWO TICKETS-GO TO THE COURTESY BOOTH-YES-GET BACKBACK- GO PLANE-SIT UP-NORTH-WEST-SAY PACO-WAIT-TURN ON COMPUTER- 969-(FROM HERE YOU CAN GO TWO DIFFERENT WAYS,WE GO THE LONGEST WAY SO WE SEE MORE PICTURES.LETS GO:)-WEST-NORTH-NORTH-NORTH- WEST-SMILE-GIVE CIGARETTES-YES-NORTH-NORTH-NORTH-NORTH-WAIT- WAIT-SHOW GOLD-YES-SHOW GOLD-SAY PACO-GET BACKPACK-WEST-WEAR GOGGLES-NORTH-REMOVE GOGGLES-TURN ON COMPUTER-072-YES-"NORTH- NORTH-NORTH-WEST"-NORTH-NORTH-WEAR PARKA-NORTH-NORTH-TURN ON COMPUTER-072-"NORTH-NORTH-EAST-NORTH-EAST"-NORTH-NORTH-ENTER LAVA TUBE-FEED PACO-TURN ON COMPUTER-969-SLEEP-NORTH-NORTH-NORTH- NORTH-EAST-EAST-EAST-EAST-OPEN CARTON-GET RIFLE-GET OAR-GET PARACHUTE-NORTH-WEAR GOGGLES-WAIT-WEST-WEST-SOUTH-GET PADDLE- NORTH-LOOK BOAT-INSERT PARACHUTE IN HOLE-TRANQUILIZE PACO- CLIMB BOAT-CROSS RIVER-USE PADDLE-SLEEP-TURN ON COMPUTER- 969-RETURN-TURN ON COMPUTER-969-"EAST-EAST-EAST-EAST"- EAST-EAST-SHOW GUN-EAST-EAST-SOUTH-SOUTH-SOUTH-WEST-TURN ON COMPUTER-969-SOUTH-WEAR GOGGLES-TURN ON LASER-SLEEP-NORTH- NORTH-NORTH-NORTH-EAST-NORTH-PUSH WALL-PULL LEVER-GO DOWN- WEST-UP-WEST-NORTH-GET KEY-SOUTH-EAST-NORTH-UNLOCK DOOR- GET PAPER-LOOK PAPER-TURN ON COMPUTER-969-WEST-OPEN 132- SOUTH-SOUTH-SOUTH-SOUTH-UP-WEST-ENTER CHOPPER!!!!!THE END!!!!! THIS WAS THE SOLUTION FROM LEVEL ONE. LEVEL TWO AND TREE ARE FOLLOWING... GREETINGS FROM:MATH CLAESSENS WAGENAARSTRAAT 58 6164 XM GELEEN 04494-52532 CALL ME FOR SOLUTIONS AND HELPLINES!!! DID YOU KNOW THAT.... by Richard Karsmakers ...ST Club Eindhoven (P.O. Box 1424, 5602 BK, Eindhoven, The Netherlands) has recently launched a superb initiative? ...it is called "Low Price Software"? ...they want to offer professional software at super-low prices? ...the packages include manuals if necessary? ...they want to launch "PicWorks V2.0", "Strikey", "Strike Adres" and "The Artist +" soon? ..."Picworks v2.0" is an extended version of the current PD program? ..."Strikey" actually is a very enhanced sort of "Pacman"? ..."Strike Adres" is an extensive database for addresses? ...our good friend Stefan Posthuma will write "The Artist +"? ...neither of these programs will be sold through our PD? ...we might decide to start selling these programs through a seperate service, as a kind of official dealer? ...this must be the best intiative I have ever heard? ...the programs will be introduced on the 25th of April on the SAG day in the RAI in Amsterdam? ...the ACC will also be there, spreading ST NEWS? ...we hope that ST Club Eindhoven will continue thinking out great ideas like these? ..."Low Price Software" covers a hole in the market between PD and commercial software? ...they are looking for a better name than "Low Price Software"? ..., if you know a better name. you should call the "Strike-a- Light" software group, at (Holland) 04977-2975? ...you might win a free "Low Price Software" program if they decide to use your idea? ...you should now all start calling these guys? ...I now want to make known an astounding fact? ...we (that means Frank and myself, together with Hubert and Tako Jan from ST Club Eindhoven) were thrown out of a computerclub in Tilburg recently? ...this was because we happened to be members of the mentioned club, with whose coordinator (that's Hubert van Mil) the 'big boss' of Club Tilburg had had a difference of opinion on the preceeding Club meeting in Eindhoven? ...the man was copying illegal software at our club? ...Hubert decided to throw him out of the club because he showed a very defiant attitude? ...this was the cause of our untimely leave in Tilburg? ...we think this is quite childish? ...this also may be concluded when you hear that the very same man invited some Amigas on his club? ...most ST users of the club considered that a stupid thing to do? ...I'll now go on with regular 'did you know that...' facts? ...Frank and myself are working on a documented ROM-listing (Remember? That's 192 Kb!)? ...we don't know yet whether it will ever be published? ...we might just publish some of our findings in ST NEWS or other computer magazines? ...we now already know a lot of undocumented system variables? ...we now also know where the keyboard buffer is located (at least, we think we know)? ...Tommy Software is launching a true game, called "Dizzy Wizard"? ...Hubert van Mil says it's a kind of "Marble Madness"? ...nothing is known about the game at the moment? ...we hope to review it soon in ST NEWS? ...the fabulous music programmer Rob Hubbard has now started programming music on the ST? ...his first results can be heard in the demo from Microdeal's "Goldrunner" (also present in our PD)? ...he used to make excellent music on the Commodore 64? ...he had turned to the Amiga originally? ...he has finally decided to be sensible and bought the ST? ...I suppose his Amiga is now 'gathering dust' in a corner of his Newcastle residence, just like Mr. Minter's? ...you shouldn't wait a moment to order the demo through our PD? ...I hope the actual game will be ready soon as well? ...our "Amiga <> ST" dia show is nearing completion? ...we hope to launch it very soon, once we have beeped over a considerable amount of Amiga pics to the ST? ...a friend of ours will also try to get some of the original "Defender of the Crown" pictures on the ST? ...this might turn out to be a world premier for us? ...ST NEWS is now read in about 20 countries worldwide, and that we have over 4500 readers? ...this can be called an astonishing success? ...we now offer an exclusive service for those who really like to get their hands on a 1 Meg computer? ...it is possible to upgrade your computer from .5 to 1 Meg now for 225 Dutch guilders? ...you'll only have to drop your computer at the address of Peter Vlemmings? ...that address is Weringedonk 30, 5708 AM, Helmond, The Netherlands? ...his phone number is 04920-28662? ...you should get your megged computer back within a matter of a few days? ...we are still trying to find out if it's possible to supply ROM TOS for about 100 Dutch guilders (dear Mr. Kilwinger, is this legal?)? ...ST Club Eindhoven is now busy designing a revolutionary sound digitizer? ...it can sample on a rate from 0-60 KHz? ...the play-speed can be independently changed? ...it allows sampling of 20 seconds CD quality stereo music on a 1 Meg machine? ...it should be available soon at a very reasonable price? ...I hereby close down this article? ...I hope to see you again in ST NEWS Volume 2 Issue 4? Goodbye! ST SOFTWARE NEWS by Richard Karsmakers Quite a quiet time has it been recenty with regard to software. But there's still enough to write an article about, so let's start off immediately. One of the nicest programs I stumbled into recently was an English color monitor program called "Monopoly", which was programmed in GfA Basic. So it has finally succeeded in penetrating the United Kingdom, kingdom of "Fast Basic"! "Monopoly" is the computer version of the same game, and I must say it's a pleasure to play. It's very easy to play Monopoly using the mouse and almost every thinkable option has been included in the program. It has one disadvantage: Your three computer opponents never start trading themselves - you always have to start trading with them yourself. The very same evening that I actually got the game, I started playing it. In a one-and-a-half-hours 'Clash of the Titans' I succeeded in winning the game, in which I eliminated Andy, Chip and, last but not least, Betty. I must say I was lucky because I only had to buy all the streets I got on to get to the possession of e.g. the complete "Boardwalk" city. Building hotels there was no real pain and they all were bound to go there. Eventually both male opponents had to give all their streets to me, so I had half of the board built with hotels. Betty, by that time, was stinkin' rich of her hotels in the lesser cities on which the others (including myself) has often strayed, so she had to get onto quite a few of my hotels before she gave up: "You win, Human." Boy, what a way to be spoken to by a girl. No sooner than midnight could I get to sleep after this exciting game of Monopoly. The big problem with the program is that I do not know whether it is actually PD or not! I would very much like to get into touch with the guy that wrote the ST version of the program (it was obviously converted from another machine, as could be seen by the many numbered labels): Is it PD or not? Please let me know as soon as possible... The German company Kingsoft has launched a kind of sequel to the arcade game "XTron" from RDS, called "Typhoon". Kingsoft wisely decided to do business with the two guys that used to do the RDS program, Christoph Sing and Rolf Wagner. The result looks very much like its predecessor, but offers more detail, a very much better front picture and a better piece of digitized music for the intro (I especially like the drum-beats). The actual setup is quite the same: A flying object has to blast everything that moves (and that it CAN actually blast). But it does have to watch out for a skull that appears here and there and that must not be zapped in any case! The ship can now move up and down as well as the usual directions left and right, but it is still only possible to have two or three bullets in the air at once (and no rapid fire either). The nice surprise comes a few zones after the beginning, being a nice scrolling background - that varies throughout the forthcoming levels. The scrolling is very smooth and the sprite movements are very different at each zone. For arcade freaks (in other words, for people just like me) this game really is quite a success. Oh yeah, while I'm at it - my hiscore is getting to zone 18 with 15650 points. Try to break that! Since the launch of ST NEWS Volume 2 Issue 2, I have gained a few demos from the British software company Microdeal. They are the demos for a game called "Goldrunner", a sound sampler program called "ST Replay" and a software drum-machine called "Digital Drums". Let's start right off with the best demo yet to be seen of the best shoot-'em-up game yet to be seen: The "Goldrunner" demo. Many people - especially those who really freak out when they see a small figure chased by other figures gaining gold coffins on certain mind-boggling levels - thought that it was to be a kind of "Lode Runner" for the ST. Nothing is less true. Although I really liked "Lode Runner" on the Commodore 64 (and I still do, but unfortunately I have to keep it to the tape version...) I am not grieved by the fact that "Goldrunner" turned out to be 'just' another shoot-'em-up game. When I heard the demo for the first time I immediately went completely bananas - freakin' out of my head so to say. It was not even the beautifully drawn picture that made me stand stunned to the ground, but the music - programmed by Rob Hubbard! "Who's Rob Hubbard anyway?" will some of you (maybe most of you) probably ask, "what's that kiddo gettin' excited about?" Well, Rob Hubbard (in fact a professional musician as well as computer music programmer) is the man that made - and still makes - the best computer music on the Commodore 64. He has a very disitinctive way of programming, and most of his musix sound very well - some even sound un-computer like. Although he'd got some other music programmer to 'fight' with in due time, he is still the top of the bill on that small machine. Last year, a friend of mine (The Mercenary Cracker, in fact) told me that Mr. Hubbard had written a music demo for the Amiga. "Jesus H. F.ckin' Christ", I thought, "he will now never get to join us on the ST". Fortunately, the odds have proved that I was in the wrong - I am not very distressed in admitting this. Anyway, the music that had the honour of touching my inner ear (doesn't that sounds terribly arrogant? It reads nicely, though) was actually made by him and sounded very 64-like (this is the only comparison with any 8-bit computer that is not insulting to the ST, as the Commodore 64 has THE best soundchip every developed uptil now - except for the AMY and the new chip said to be in the Apple II GS). Some research proved that the music came from the Commodore 64 game "The Human Race" (tune number 4). I could have jumped a hole in the ceiling of the computer club the very moment I saw this "Goldrunner" demo (at a computer club in Spaubeek, Holland). Rob Hubbard on the ST! Incredible! But the demo offers more. Apart from some scrolling messages explaining the setup of the game, it offers actual 'shots' from the game, with smooth scrolling, nice explosions (much better than the stupid explosions of e.g. "XTron", which are still incorporated in "Typhoon" as well) and good sound effects. The background that scrolls past is very well drawn and one'd even start to think it's the real thing when looking at it. No doubt, "Goldrunner" (according to the demo, launched as you read this) will be the very best arcade game available on the ST (this would enhance my personal list of software that really should be bought to "Degas Elite", "GfA Basic" (and the GfA Compiler), "Flightsimulator II", "1st Word Plus", a good assembler and "Goldrunner"). The other two demos can only 'walk in the shadow' of the "Goldrunner" demo. The "ST Replay" demo offers half-meg compatible digitized music (a piece of "A-Ha" and a piece of Jean Michel Jarre's "Equinoxe"). I still think they should have at least checked if you had a Megabyte or not (if it was there, they should have loaded in some more samples). The whole is now a bit short. The quality is very reasonable - though not as good as ST Club Eindhoven's sound sampler (stereo and CD quality) that will be launched soon). The "Digital Drums" demo is really trash! It offers stupid drumming sounds and is therefore not included in the ST NEWS Public Domain library (the other two demos are included). I sincerely hope that the final product will prove to be much more versatile. I know that demos only offer a slight part of the real thing, but even renaming the data file so that it was loaded into the "ST Replay" demo didn't reveal any really terrific drumming sounds. I'd rather have a Korg drumcomputer instead (or maybe even the thing incorporated in Frank's synth). But again - "Goldrunner" is terrific!! Some latest news: Microdeal/Michtron has also launched a joystick version of their old arcade topper "Major Motion" (the game that looked so much like "Spy Hunter". The Canadian "F.A.S.T.E.R." magazine has now released their issue 5. As you might already know, "F.A.S.T.E.R." is no PD magazine (which many people thought before), but is sold at around DM 25 in Germany now (and at various other prices in 'PD' libraries throughout the country). If one only looks at the programming techniques and tricks that are used, they are surely better than ST NEWS, but I must say that we offer much, much more information. They tend to use pictures, large programs, etc., whereas we don't use any pictures (yet) and we only publish few programs (and all programs are included in source only- "F.A.S.T.E.R." tends to offer the compiled programs as well, which is very space-consuming). Their new disk is (just like the last two releases) maxi-formatted which significantly decreases user-friendlyness. It is not that I can't stand it that they offer things that we also try to offer, but I wouldn't recommend buying it. As a PD product it would be very nice, but I think that ST NEWS now finally has the greatest advantage it could possibly wish - it's free of any costs! More news now from the Public Domain software front. Through my good friend Stefan Colombier I got the picture show "Golden Girls" a month or so ago. Terrific programming but *&^$ artwork! All pictures represented certain pornographic scenes and therefore this show definately decreased the number of potentially interested people. Now, the makers from that show (the German Denise Team from Stuttgart) have made a new picture show that even offers better programming techniques, better artwork and here and there some true animation! It is called "The California Beach Girls" and it was brought from the Hannover Messe by Hubert van Mil from ST Club Eindhoven. It is THE best monochrome picture-and animation show you've ever seen! Unfortunately it only works on double sided drives and one meg of memory (the "Golden Girls" only needed a DS disk drive, but worked with half meg systems anyway), but that shouldn't be a tough nut to crack for the real fans. The girls look terrific (some of them are digitized in a more or less nude pose, but that should only hinder people with ultra- feministic viewpoints or members of any "Females against sexual abuse and women in nudistic magazines" associations). Whereas the "Golden Girls" was only good for people at an age of 18 years or older, the "California Beach Girls" can be regarded to be 'All ages'... The English software company Mastertronics has finally decided to start launching software for the ST as well. Although their first game, "Ninja Mission", is actually only a conversion from the Commodore 64, the game offers a really great front screen and very good music (especially when one thinks one is listening to an ST soundchip). I don't know if it is programmed by Rob Hubbard, but it might very well be because I thought I heard some specific Hubbard-like fragments in it. The game itself is, again, a game of fighting sports. None of the software companies seem to have listened to the cry of my heart for simple soccer games. Not that the game is very complex, but I now and then really need to play soccer or tennis (now I have to switch on the good old '64 for that). The game consist of several 'floors' of five rooms each, in which people like 'Thugs' and 'Evil Ninjas' are wandering around. They sometimes guard vases that you need to get. They make use of throwing stars, knives and swords and you'll need to beat every one of them to collect all there is to collect (collecting stars, etc. makes you much stronger, as you can throw these at your enemy). When one whole floor is sweeped clean, you'll have to go looking for a loose plank in the ceiling in which you can jump by moving the joystick up. At every level you meet more opponents, that are more difficult to beat. Sometimes you even get three opponents in one room! My hiscore with this game is 24354. Try to beat it (I'm sure it won't be that difficult)! Loriciels, the French company that was well known for "Infernal Runner" on the Commodore 64 (please excuse me for refering to the 64 so many times, but I hope you'll understand that it was a main part of my childhood and that I still have many fond memories of it), has now launched "Magnetic Tank" (short: "M.G.T.") for the ST. In between all those Karate-,Ninja-and Golf Games and all those filthy adventures, this really is something that makes one look positively at the world again. The front picture already leaves a good impression on the player, and the intro music is also very nice to listen to (though not as good as the music from "Goldrunner" or "Ninja Mission"). The player actually controls a magnetic tank (strange, but that's why it's called "Magnetic Tank", I suppose) that has to destroy a stone somewhere in an enormous maze of rooms. Some levels are locked by laser-doors, that can be opened by getting a key or shooting at it. Some other levels feature invisible walls, icy (or glassy) tracks , doors on different levels, etc. It isn't just a stupid game, since there are still a few puzzles to be solved (although this impressions could in fact be faulty, since even our own Jos Schilders has succeeded in achieving the end goal - he is now writing "Solution to Magnetic Tank" for us). To play, it is a very nice game. I only have the impression that it's a bit too easy... The company that, a few months ago, launched the game "Macadam Bumper", has now also arranged the guys from "Magnetic Tank" to write a program for them (these guys are Remi Herbulot, Michel Rho and Jean-Louis Valero). The product is called "Crafton & Xunk" and looks a bit like "Magnetic Tank" when one looks at the setup - you also have to gather keys that fit on certain locks on certain doors. This time, you're not controlling a tank but a guy called Crafton and his little pet Xunk. You visit many rooms which are all filled with very well presented furniture, other people, mechanic animals, and much more. It is possible to move the furniture in order to get on cupboards, etc. Each room is a puzzle of its own, and the game can be called even nicer than "Magnetic Tank". This game also features 3D graphics which are very well drawn - the roughness of the graphics has also vanished so I was able to see. Quite a relief. I consider this game to be one of the nicest games currently available for the ST series. The sound effects are quite good, the graphics are impressive, the programming techniques used are very good and the overall rating is, let's say, about 9. Have you ever heard life-like audiences applauding on your simple ST? No? Well, in that case you should immediately buy "10th Frame" from Access (who remembers "Leaderboard"? That was Access!). The whole is, as you might have derived from the name, a bowling game. It starts with a very well digitised picture, together with a digitised intro tune. Not bad, not bad at all! After quite some additional loading, the game start with a small option screen. You can play with several players in several teams on three different difficulty levels. When you're playing, you'll notice that every one single sound is digitized: The rolling of the ball, the bowling installations, the falling of the skittles, and (yes!) the applause of the audience if you throw a strike or flatten all the skittles within two throws. Quite impressive, but I suppose this keeps the game from working properly on half meg machines (although I didn't actually test that). The graphics are very well taken care of (although the good old Destroyer - remember him? - thought the whole damn thing a heap of trash when I recently discussed ST software with him at Mr. Geukens' club in Veldhoven. No need to heed his nonsense - he is an Amiga owner and all ST stuff is trash in his rotten eyes) and the whole game further leaves quite a good impression on me as well as most other people that have seen it. I now only continue hoping that some of the true Access best-sellers (these were "Beach Head" and "Beach Head II", as well as "The Scrolls of Abaddon" - hi Venom fans!) will also be re-written for the ST - that would really satisfy many ex-Commodore 64 users as well as myself! Electronic Arts (the famous American corporation that used to write software for the Amiga only because the ST was so bad) has now launched another product: "Arcticfox". The setup of the program is good fun to play - you drive a tank on the Northpole that has to destroy an enemy fort. You are thereby hindered by the strangest vehicles and aircrafts that you'll have to blast out of your way. At times you get into a serious snowstorm and sometimes the radar is jammed by thunderish weather. All graphics are three-dimensional, and all objects are filled (with hidden line removal as well). The only disadvantage is that the graphics are further not very stunning (quite clumsy animation), and that the sound is simply awful - especially thunder, which sounds like someone hitting his ass on a lamp hanging down from too low a ceiling. Electronic Arts' previous product, "Sky Fox", wasn't alltogether that good, but "Arcticfox" is worse. Though not as bad as "Super Huey" and "Fire Blaster", I wouldn't recommend anyone to buy (or even copy) this program. I think the people at Electronic Arts should keep their trash programs confided to that equally trashy Amiga - if they feel they should torture normal people (ST users) they should be learned a lesson that they never forget! I still hope that "Marble Madness" will come, but I sincerely hope that it will be as good as (or better as) the Amiga version. Everybody knows the musical capabilities of the ST are less than those of the Amiga, but why do those darned people make it that  bad? And the graphics can easily be done better as well! Gremlin (Graphics?) recently launched their first ST game (again, a conversion from the Commodore 64). It is called "Trailblazer" and Frank is quite insane since he got it. The game is very addicting and the graphics and sounds are very well done. The intro even features some digitized 'speech'. The object of the game is to guide a bouncing football over a long road that scrolls towards you in full 3D. In that road, their are black parts (holes), green parts (that slow you down), white parts (that make you jump), yellow parts, green parts and blue parts (that reverse all joystick movements). Finally, there also are pink parts, which take care that your current moving direction turns around 180 degrees. This program offers the quite unique possibility to play with two players at one time (one on the top half of the screen, the other on the lower half). The sounds are incredibly real, although the background music can easily be called nerve-wrecking. I hope that the company in question, Gremlin, really is Gremlin Graphics - this would mean that another Amiga comapny has joined us on the ST. "Trailblazer" is quite a nice game to play, and very addictive. It's one of those games that care care that you dream of bouncing balls after playing it for more than a couple of hours... "To eat or to be eaten" - thus sounds the motto from Strike-a- Light's first software product called "Strikey". This is the first program of a series of Low Price Software that will be sold at huge quantities through ST Club Eindhoven. "Strikey" actually is a kind of Pac Man game, but it offers much more variety than usual Pac Man games do. The graphics are reasonable (the front picture is even very good), but the sound effects are very irritating if you don't keep your volume a bit down. The joystick movements could have been better but it's still possible to finish a reasonable amount of levels with the current joystick routines. In spite of these disadvantages, the game features humour and addiction to all ST users (yes, ALL, since it works on all known ST configurations - color and monochrome monitors - and doesn't need a whole megabyte of memory). Especially if one looks at the price and the addictability of the game (and the humour - just have a look at the front screen and you'll be kept busy for about a quarter of an hour), nobody should be kept without this game. I am not only saying this because the authors (Roland and Robert Heessels; Eerk Hofmeester did the graphics) happen to be good pals of mine, but also because an initiative like this should be pushed all over the world. To support this initiative, I hereby offer all readers of ST NEWS the possibility to order the program through the ACC - just pay 29,95 Dutch guilders to giro account number 5060326 (t.n.v. Richard Karsmakers, Helmond, The Netherlands) and you'll have it mailed to your home. In the near future we also hope to launch all other Cheapware products through this service: "The Artist Plus", "PicWorks V2.0" and "Strike Address". The American company First Byte has recently launched some educational software. I have had a brief look at their "Kidtalk" and "Speller Bee", and I have included the "Smoothtalker" demo in our PD (please refer to our article about the PD Library for more information about that). Both program are written for children of young age, and are extremely clear to work with. Even very young children will be able to work with these programs; very extensive help options are offered, and all messages that appear on the screen are also spoken in quite a clear voice (of high quality, I might add). "Speller Bee" even allows pitch change, speed change, male/female voices, etc. The graphics are very clear, although they are all presented in medium res only. I have not yet seen any other, better, educational programs. Unfortunately, they can only be used in countries that speak English - the programs are in English. Just order the PD demo soon and you'll see what I mean with good speech! That was it for this time's ST NEWS "ST Software News". Although I had hoped to offer previews of some new stunning games this month, I think I'll have to wait another month ot so for these. In spite of that, I expect to review the following software in the next issue of ST NEWS: Defender of the Crown, Gauntlet, Star Trek, Dizzy Wizard and the Boulder Dash contruction set. May be even the real Goldrunner. See ya! GFA BASIC TIPS & TRICKS by Richard Karsmakers This time, the reactions to my call to help people with their GfA Basic programming problems really led to an overwhelming burst of reactions. I now offer this service to readers of "ST" of the Stichting ST, "Atari Magazine" of the SAG, "Clipboard" of the Computer Club Eindhoven and, of course, ST NEWS. No wonder that it really started now... In a previous issue of ST NEWS we published a way to load in directories using Gemdos functions. Mr. Friedrich Hofmann of Babenhausen, West Germany, has sent in a way to do it without the use of operating system calls. This program is Public Domain and is spread on the same disk as the "Goldrunner" demo through our PD library. Be careful - it writes on the disks it reads the directory from!! Another question that I tackled this time (with not insignificant help of Robert Heessels from the "Strike-a-Light" software group) is how to load other character sets. Unfortunately, this way only works on monochrome monitors - but I don't think there'll be any doubt that the problem will be solved for colour monitors as well on short notice. By the way: This solution is for ROM TOS only! This is the small program that does the job: Reserve 10000 Pl1%=&H6032 !This is where the 8x16 fontheader is with ROM Pl%=&H70000 !Here, the font is read into memory Fileselect "a:\*.fnt","",N$ Bload N$,Pl% Text 100,100,"Hello" For I%=0 To 83 Step 2 !Convert and overwrite font header Poke Pl1%+I%,Peek(Pl%+I%+1) Poke Pl1%+I%+1,Peek(Pl%+I%) Next I% For I%=Pl%+88 To Pl%+346 Step 2 A%=Peek(I%) Poke I%,Peek(I%+1) Poke I%+1,A% Next I% Lpoke Pl1%+68,Pl%+Peek(Pl%+68)+&H100*Peek(Pl%+69)+ &H10000*Peek(Pl%+70)+&H1000000*Peek(Pl%+71) Lpoke Pl1%+72,Pl%+Peek(Pl%+72)+&H100*Peek(Pl%+73)+ &H10000*Peek(Pl%+74)+&H1000000*Peek(Pl%+75) Lpoke Pl1%+76,Pl%+Peek(Pl%+76)+&H100*Peek(Pl%+77)+ &H10000*Peek(Pl%+78)+&H1000000*Peek(Pl%+79) Text 100,200,"Hello" This small program is also added on the ST NEWS disk, in the folder "PROGRAMS". Another question that I received from someone when I was at ST Club Tilburg recently (read an interesting story about this in this time's "Did you know that..."), was the following: How can I change the 'hertz' in GfA Basic? Well, this is very simple to do (I also do it when the user selects the 'Change Hertz' option in the 'Options' pulldown menu. To 50 Hz: Spoke &HFF820A,254 To 60 Hz: Spoke &HFF820A,252 I would like to close this small article with one questions I still haven't solved: GfA Basic V2.0 knows the command called VDIBASE. It is actually a kind of variable that stores an address of a piece of memory that is used for GEM, clipping, etc. The questions: How large is that piece of memory? How can it be used? Which locations have which meanings? Are there any known 'nice' POKEs in that area? See you next time, in ST NEWS Volume 2 Issue 4. ST NEWS COLOFON ST NEWS is a magazine written for and written by Atari ST computer enthusiasts. It is published at irregular intervals by the Amazing Cracking Conspiracy, and spread through the Public Domain. It may be copied freely to anyone you wish. Editorial staff: Richard Karsmakers (Editor/GfA Basic/Software) Frank Lemmen (MIDI/Music) Jos Schilders (Hardware) Official ST NEWS distributors outside The Netherlands: Gerardo Greco Via Roma, 75 I-80055 Portici-NA ITALY Ivo van Vlaenderen Lostraat 23 31000 Heist-op-den-Berg BELGIE Ewe Hkansson Pilspetsv. 4 291 65 Kristianstad SWEDEN Stefan Colombier Marienburger Str. 17 5300 Bonn 1 WEST GERMANY Page 6 Les Ellingham P.O. Box 54 Stafford ST16 1DR ENGLAND The following other people contributed to this issue of ST NEWS: Gerardo Greco Stefan Colombier Mark van den Boer Commedia (The Netherlands) Rdiger Eichin Friedrich W. Hofmann Paul Kolenbrander C. Janssen Ronald van der Kamp Lucas van den Berg Math Claessens Peter Vlemmings Holger Gehrmann Hubert van Mil Les Ellingham Antoni Lapinski Ewe Hkansson Ivo van Vlaenderen Robert Heessels Eerk Hofmeester Marcel van Valen Frans Ottenhof The editor accepts no responsibility for any damage caused directly or indirectly by the use of any of the information given in this issue of ST NEWS not those information contained in previous issues or issues to come. Writers remain responsible for their viewpoints and possible conflicts with other people caused by the publication of their article in ST NEWS. Although ST NEWS belongs to the Public Domain, the individual articles may not be used in other magazines, in English or any other language, before the permission therefore is given by author of the article. If you feel ST NEWS is worthy of a contribution on your side, please feel free to donate any amount of money on giro account number 5060326, t.n.v. Richard Karsmakers, Helmond, The Netherlands. Thank you in anticipation! EDITORIAL - "ST NEWS", A NON-COMMERCIAL FORTRESS IN A WORLD OF HARD CORE COMMERCIALITY  What'd you think if we would suddenly decide to start selling ST NEWS on a heavily protected disk? Wouldn't you consider us to be a bunch of suckers if we did? Well, damn right you are! Recently I had a little chat with Mr. Frans 'Data Becker' Ottenhof. We were talking about software prices and such when he succeeded in explaining me why certain programs in fact carry such high price tags. He told me everything there's to know about things like advertisement, marketing, documentation, distributing and fees of people down the line from software programmer to computer shop salesmen. A program like "GfA Basic" is thus not as expensive as it may seem to must of us. The only way to significantly keep down software prices is to write everything so that it can be spread through the freeware circuit, or by selling it at real bargain prices without fancy packaging, documentation and marketing. To support this viewpoint, we offer a high quality PD service ourselves. We also are active for ST Club Eindhoven (the biggest ST club in The Netherlands), which has launched a very nice initiative recently - they sell software written by club members at a really low price. At the moment the "Strike-a-Light" group is very active for this initiative and is currently writing "Picworks V2.0" (a very comprehensive picture print utility) and a real arcade game - "Pac Man". Much more will be launched in the future - and all at real bargain prices! In spite of the fact that a service like selling this software is not free of charge, we hereby wish to attend you to the fact the program "Strikey" (The PacMan-like game) can be bought through our PD service by paying 29,95 Dutch guilders to my giro account number. You will then have the program mailed to your home. More than once have we in fact thought of becoming commercial, especially when we heard that "F.A.S.T.E.R." had also become commercial. But we think it's possible to offer high grade services to our readers for nothing as well. A lot of the fun of writing and supporting ST NEWS would then be spoiled. Being non-commercial has several disadvantages; you don't get a real income for instance, which makes it tough sometimes to keep on giving yourself to your full extend when writing programs or articles for ST NEWS. Also, advertising is very difficult to do if you happen to have only PD projects running - wherefrom must the financials for an extensive advertisement campain be gained? But the advantages weigh up to the disadvantages real heavily. For example, it is now possible to let a program be spread by other people - officially - as well, which significantly increases the actual number of people that are reached by the magazine. Being non-commercial also takes care that people who have not yet actually experienced ST NEWS do not hesitate to order a copy - since it's free! I can hardly imagine someone buying commercial software without finding out exactly what he buys before it is actually done. In the early days of computing - for me, anyway - I was hardly interested in Public Domain software. On the Commodore 64, the only computer that I then owned, nearly all PD software was equal to trash. It was quite an experience to receive high quality PD software once I bought the ST, being used to the usual PD trash on the 64. The whole PD setup can now actually be prefered above many commercial enterprises. The software can easily be copied and the user can in many cases pay for it if he wishes to; if a program is very well written it is highly possible that the writer will receive quite a lot of money anyway. It is much more fun, and the program author also gets an idea of what people think of his programming skills this way. If a certain donation is made, most software programmers offer source listings or program updates in exchange, so that the user gets even more benefit from that 'simple' shareware program! I hope you'll appreciate us for keeping ST NEWS fully non- commercial, and for offering as much information as we can on as little space as possible. Sincerely, Richard Karsmakers (Editor of ST NEWS) ST NEWS PD LIBRARY by Richard Karsmakers It has been a period of many launches since we've launched the previous issue of ST NEWS. Many commercial programs, but also superb PD software. I have recently significantly reorganised our PD library, so it's now only possible to order PD on pre-filled disks, as in regular PD libraries. It remain free of additional costs, however. Please refer to the end of this article for more info about ordering and post costs. In the following list of PD software, the following conventions are used with regard to program remarks: Works on Color Monitors Works on Monochrome Monitors * Only works on 1 Megabyte machines Only works on Double sided disk drives Supplied on a protected disk - The Artist V1.2a () A superb monochrome drawing program from master programmer Stefan Posthuma, written in GfA Basic. It enables multiple advanced block operations and many more or less useful options. See our review in ST NEWS Volume 2 Issue 2. - Shiny Bubbles () A very cute demo of animating balls in 3D. It works better on megabyte machines, tough. - Activision ST Demo () In the very beginning of the ST, Activision and Audio Light made a nice ST demo, in which they didn't only advertise for the ST itself, but also for The Music Studio and N-Vision. It features nice music and good graphics. - Paradox ST Demo () This is the demo from ST Karate, Fireblaster, Warzone, Protector and Space Station (slide show), together with a real game called Haunted House. Very nice, and the music is MIDI compatible. The program includes a copier. - ST Forth () A Dutch Forth implementation for the ST, supplied with a Dutch usermanual on disk. For specific info about Forth, please refer to our Forth Course starting in ST NEWS Volume 2 Issue 3. - Randomize Picture Show I () Our friends from the International Cracking Group made this very original slode show with several self-drawn Degas-format pictures. - Compilation disk #1 Music Construction Set (), a sound programming tool. Moving Figures (), a animation design tool by the same guy. Speedwriter V1.0 (), an interactive way of writing letters. Black (), a program that takes care that your screen doesn't burn into your monitor. Fujiboink (), a fantastic bouncing Atari sign demo (!!). SPMod (), the program for the article on speech in ST NEWS Volume 2 Issue 3, also able to speak for itself. - Compilation disk #2 Neofun (), a way to have fun with Neochrome pictures. 512 Colors (), 512 colors at once on the screen. Balldemo (), the notorious bouncing ball demo. Hexacolor (), a demo that displays the ST's color potentials. Lowdemo (), a nice color demo from Sweden. Popcorn (), have you ever seen many bouncing balls? Superbox (), just a nice color demo. Windpic (), enables you to load many pictures in windows. Krabat Schach V1.0b (), very good German chess program. - Puzzle Puzzle () A swell puzzle product from Tommy Software. Try to complete it and you'll know how good it is! - ST NEWS Volume 1 Issues 1-4 () Yes, you read it well! Our old vintage issues have been re-issued (uncensored and with all the old errors still in it). A must for the collector! Not suited for software developers! - ST NEWS Volume 1 Issue 5 () Our fifth issue to be launched in 1986... - ST NEWS Volume 1 Issue 6 () The last word processor issue of ST NEWS, and also the last to be published in 1986. Get the taste of pure good old devotion! - ST NEWS Volume 2 Issue 1 () The first issue using our new setup using GEM, the mouse and Alert boxes. More information then ever, as well as a picture and music! - ST NEWS Volume 2 Issue 2 () The second official ST NEWS issue with the new 'look'. This offers advance WP possibilities as well as built-in copy options. - ST NEWS Volume 2 Issue 3 () Yet another issue of the new ST NEWS, with very surprising news, courses and more. - ST NEWS Volume 1 Compendium () The most interesting articles from the volume 1 WP-issues brought together in our new, more userfriendly GEM look. Get it and you'll know it! - Synth Sample I () Our first music demo, that also offers some original B/W artwork. - Synth Sample II () The sequal to our Synth Sample I, but this time for color monitors, offering some stunning graphic artwork as well as some new musix (among which is one exclusive own composition). - Synth Sample III () When looked at the graphics side, our best product ever to be launched. Featuring many own compositions (Axel F, Telstar, Biskaya), many new pictures and some Amiga graphics! - Compilation Disk #3 Synth Sample IV () Our second B/W Synth Sample, offering no graphics but superb music (e.g. Popcorn, Beguine, and much more). Piano (), a music making utility - not bad at all! Unix Shell (), a DOS shell accesory. Strings (), a handy utility. Tiny (), a picture crunch-and view utility. ST Splitter (), makes several smaller files from one file. ST Basic->GfA Basic Converter (), a truly extensive tool. Variable Modifier (), a utility for GfA Basic Zarath (), VIP Professional music and intro. - Picworks V1.1 () The most enhanced and extended picture print utility you've ever seen, that enables you to print pictures from all drawing programs known, even on super-large size! - Compilation Disk #4 DrieDim (), a program that allows 3D graphics display. Templemon V1.6 (), the latest version from Thomas Tempelmann's machine language debugger/monitor/hacker. Straight from the Hannover Messe! Floppy Disk Indexer (), THE way to make a software list. Intersect Ramdisk (), a removable RAMdisk as accesory. SpeedTOS (), makes load/save 2 or 3 times faster. Accesory. - The Formula (*) Digidemo 'new style'. Quite an exclusive! - The Fixx (Secret Seperation) (*) The best sound-digi-demo I've ever heard. Though not mixed, it sounds superb! - Matt's Mood (*) The digi-demo that's missing in most PD libraries. But not in ours! - Foreign Affair (from Mike Oldfield) (*) Who doesn't know this demo already? Finally to be ordered free through us! - Oxygene (Jean Michel Jarre Disco Mix) (*) Also a very old digi-demo, now also to be gained through our own PD - free of costs! - Golden Girls () Very naughty (nasty?) picture show. Definately X-Rated, so the software selection doesn't think this one's suitable for kiddos under 18 years of age! - California Beach Girls (*) Extremely beautiful picture show, which does include some nude but is very well programmed as well as very well digitised! See the review in ST NEWS Volume 2 Issue 3. - Smoothtalker Demo () First Byte's revolutionary speech technology demo, which also allows the user to type in own words/numbers. Truly amazing! This demo also works on monochrome, but not perfectly! - Aladin Demo (*) Finally it's there - the demo program from ProfiComp's new MacIntosh enhancer. Very nicely programmed slideshow with amazing text effects! - Goldrunner demo () Microdeal's new shoot-'em-up program demo, featuring excellent music, and superb scrolling/graphics. The music can also be heard on monochrome, but in that case the graphics won't work! Addition on the disk: A disk library program in GfA Basic, for monochrome only. - ST Replay demo () The first half-meg digidemo (also works on 1 Meg). Features a piece of "A-Ha" and Jean Michel Jarre's "Equinoxe". A bit short, though. - Compilation Disk #5 ARC, the file archiver (), a file crunching & archiving tool. Reset Resistant RAMdisk (), including source and documents. Turbo Nibbler (), copy program for protected software. - Compilation Disk #6 68000 Assembler (), the assembler to be used with the assembly language course from the German magazine "ST Computer". It is supplied with a German user manual on disk. Deluxe Fontmaster (), a superb utility to print out documents using different fonts (that can be made with this program). Allows use of proportional characters as well (German). To order any of the above mentioned disks, please send the correct amount of disks in an envelope, together with a return envelope, to: ST NEWS, Kievitstraat 50, 5702 LE, Helmond, The Netherlands. Don't forget to put enough stamps on it (uncorrectly stamped packages, resulting in postage costs for ST NEWS, will not be treated and sent back immediately - unopened) and don't forget to enclose return postage either (according to the following table - see next page): # of disks: Stamps (Holland): Bfr: DM: Engl.Pounds: IRCs: 1 150 Cents 30 2 1 2 2 225 Cents 50 3 1 3 3-8 300 Cents 80 4 1 3 9 375 Cents 100 4 2 4 If you live outside the EEC, please enclose the correct number of International Reply Coupons (IRCs) and add three extra! If you live in Belgium, West Germany or England, it is possible to enclose an amount of money in the envelope, but I'd rather have IRCs! In Holland, enclosing money instead of stamps will also work (although I dont' prefer it to stamps). The above list is for disks with a normal padded envelope included in the weight. If you include money in the package, please be sure to pack it firmly, since it if officially not allowed to send money by mail! Donations may be sent to the PD address, as well as transferred to giro account number 5060326, t.n.v. Richard Karsmakers, Helmond, The Netherlands. Thank you! 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 ********** APDCG Reinhard Frank Carl-Spitzweg-Str. 17 7920 Heidenheim 5 Tel. 07321-63879 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 Friedrich 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 Atari Computer Team (ACT) Postfach 1127 2724 Sottrum Tel. 0421 382844 Tel. 04205 8563 Atari User Club Hannover Hermann-Lns-Str. 40 3008 Garbsen 4 Atari ST User Club Andreas Czech In der Schanze 20 4250 Bottrop Atari Club Stuttgart (ACS) Hans-martin Bregler Duisburgerstr. 29/3 7000 Stuttgart 50 Computer Treff im Brgerhaus Bckingen Kirchsteige 5 7120 Heilbronn-Bckingen Tel. 07131-562655 Atari ST Interessengruppe Ernst Huber Rosenheimerstr. 22 8201 Grosskarolinenfeld Tel. 08031-5262 ST Computerclub MEGA Micheal Sommerer Marienstr. 18 8671 Schnwald ********** Austria ********** ST Gesprchsrunde Wien Franz G. Szabo Sechshauserstr. 59/3/19 1150 Wien Club 68000 Postfach 320 1011 Wien Atari ST Interessengruppe Gerald Gunsch Arzler Str. 122 6020 Innsbruck Tel. 05222-639253 Atari ST Interessengruppe Curt Zimmermann Innsbruckerstr. 12 6300 Wrgl Tel. 05332-2535 Atari ST Interessengruppe Manfred Recla Terlanerstr. 8 6330 Kufstein Tel. 05372-20715 ST Gesprchsrunde GRAZ Gnther Jernej Rosenhaingasse 7 8010 Graz Tel. 0316-351002 ********** Switzerland ********** Atari ST Computer Club Schweiz (ACCS) Postfach 11 3605 Thun ST Anwender Bern Theodor Mohr Zelweg 3 3047 Bremgarten Tel. 031-232319 User Club Ticino c/o Norberto R. Wittwer Via Alfredio Pioda 1 6600 Locarno ********** 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 DUMB ORACLE by Barrie Condon 1984 by Business Press International. The days of the computers as parasite had long since passed. In the 1950s computers had eked out a precarious existence in a rather limited ecological niche in that they had been entirely dependent on humans for their survival. Mankind designed, powered and repaired them and in exchange computers could provide little more than information concerning the trajectories of various types of lethal ordnance with which mankind could kill itself. It hardly seemed a fair exchange. By the turn of the century the relationship between humans and computers had become truly symbiotic with each supplying the other with the essentials of their existences but, under the pressure of technological change which made the computer the fastest evolving creation on this planet, this was only a fleeting period of stasis. Within 50 more years computers generated all the power, maintained themselves and, because of their increasing complexity, were the only ones that could design and build other computers. Mankind had become the parasite on its computer host. The concept of going to work had been superseded many years before by the act of interfacing with the home computer networked to just about every other computer in this world and beyond. This vast interacting web of data ebb and flow had led to speculations amongst the more paranoid sections of the community that a true planet-spanning artificial intelligence had been created. The fact that computers controlled the weather, tinkered with global tectonics to pre-empt earthquakes and volcanic eruptions, diagnosed and treated illness and just about everything had led some to question just who, or what, was the boss. Lambie did not share such worries. He had found out just how stupid computers were and had the evidence for his thrust before his eyes every working day. "What a way to earn a living," he thought for the millionth time as a new "concept" appeared on the terminal screen. "A high correlation - significance greater than 99.9 percent - has been found between the yearly depositions of guano on the Caribbean islands and the use of the phrase 'the Great American People' in political speeches. Further investigation?" Lambie groaned. "Forget it cretin," he said, and rubbed his tired eyes. "Cretin is a term of abuse," said the computer's voice in simultaneity with the words appearing on the screen. "The conclusion is therefore that you feel antipathetic towards the computer," said the computer. It had been studiously programmed, as a sop to the paranoid brigade, to avoid using the word "I" or, even worse, "We". "Get on with it," growled Lambie. The computer hesitated for a few nanoseconds before producing its next quantum of drivel. "Hypothesis: the large asteroid orbiting the sun outside the orbits of Neptune and Pluto and named Reagan, after the man who solved the world's overpopulation problem, is in fact a 10th planet. This would, following the arguments of the previous hypothesis, make the solar system an atom of neon, possibly an atom in a massive omniversal neon sign. Please note: disastrous consequences predicted if the sign is turned on." "Time for lunch," said Lambie firmly. Lambie headed for his local community's social centre and reflected on the profound disappointment his job had turned out to be. The whole idea had seemed stirring, almost visionary, at the beginning. The globally networked computer system had access to every word in every library and every bit in every database in the world. The theory behind the project was that the system could be used to correlate everything with everything else and so uncover undreamt-of cause-and-effect relationships. More profoundly, concepts and theories applied usually to one field of scientific endeavour could be applied to other fields. Of course such an operations would be futile in the extreme in 99.9999 percent of such operations. Of course, there were several problems which critics of the scheme had been unable to resist repeating ad nauseam  . One was that the project involved filtering the myriad results produced because so many of the findings were going to be complete rubbish. This would become especially mind-numbing because the System would be producing a colossal number of such results. Certain broad conditions were inserted to filter out the more grindingly obvious boners, for example any correllation with a significance of less than 99 percent were rejected, and any result which involved sociology theory was ignored. "And that's where I come in," thought Lambie. "A human drain filter, the grid in the plughole, the fullback in the lineout, the bouncer at the disco. I pick through the piles of rubbish looking for the diamond of truth." With this final unctuous thought he stepped into his local Social Interaction Centre. Lambie decided to eat with Rojanjosh, who also worked as a concept sifter. As he approached he noticed that R J's eyelids, always compressed to some degree by epicanthic folds, now formed an almost unbroken line with the weight of sadness. "Something wrong?" asked Lambie laconically, taking a side beside R J. "Oh, life, the universe, that sort of thing," replied R J prodding at his vichyssoise desultorily. "One more high correlation between whisky sales and teachers' salaries and I'm a gonner." He relented of his attack on the meal and laid down his cutlery. "I get your drift," said Lambie. "How long has this goddamned project been going on and how much knowledge have we gained?" "Five years and our biggest success was thaty correlation between juvenile delinquency and the consumption of tomato sauce. We act on this nugget of information and what do we get?" "An increase in violence against the person and boring meals," replied Lambie. "Maybe if we injected some random element into the program, the odd wobbler that assumes the laws of science as we know them are wrong..." "We'd be up to our eyeballs in spurious discoveries, the whole population of the planet together couldn't seperate the wheat from the chaff. Next thing you know the System would be correlating mental illness with the time an individual spent weeding through the results." "Call me a romantic," began Rojanjosh, who could never, under any circumstances, come within the sphere of definition of that particular word, "but I sometimes daydream that one day a final scintilla of information will be the last piece of the jigsaw puzzle. Just one more bit of data and everything falls into place." During this little speech R J's epicanthic folds had retreated to the point where the whites of his eyes totally outlined the pupil, a remarkable sight in an Oriental. Unnerved by this evidence of incipient psyschopathology, Lambie attempted to indicate that a rest would perhaps be a good idea. He suggested that R J should plant a few seeds, take up pottery or at least stay away from computers for a while. "That's like asking me to stay away from my lungs," indicated R J with a warped grin. "If I was to stop using computers I would starve to death. Computers feed, water and clothe me and, if I want company, allow me access to places like this. None of us can live without them. Anyway it's two o'clock. Gotta get back to the prospecting." Lambie returned home even more depressed than before and found that the System had been waiting to recommence its tirade of banality. "Hi there Lambie," it burbled as he got comfortable before the console. "Nice lunch?" "Swell," said Lambie dialling up a tranquilliser. "Are you raring to go?" asked the System. "No," said Lambie. The silence stretched until his vestigial sense of duty reared in his withered head. "Oh, alright," he moaned at last. "Have you ever noticed the similarities between relativity physics and the change in political affiliations with age?" "No," replied Lambie. "As a body travels faster away from an observer, the light emitted or reflected from that body is shifted to the red end of the spectrum, whereas politically as people grow older they shift to the blue. This would imply, from the physics analogue, that they are slowing down, which in itseld is a consequence of the ageing process. It fits." "So what?" asked Lambie. "So if you vote socialist you'll stay younger." Lambie threw the tranquilliser cup at the VDU, which was briefly emerged in a tidal wave of Mogadon. "Next," he yelled. "Within a few percent the number of people who have ever lived is equal to the number of stars in our galaxy." "Oh yes," said Lambie with some attention, "and what does that imply?" "That when people die they become stars." Lambie felt the hairs stand up on the back of his neck. "Does the rate of new star formation equal the death rate on Earth?" he said quickly. "No," replied the System. "Then is there any other evidence to support this conclusion?" "None whatsoever, it's only a hypothesis," but most of this was drowned out by Lambie's anguished cries. Unusually for such a sedentary individual he stamped up an down the room muttering some thoroughly negative oaths. "You seem to be upset," said the computer switching to compassion mode. "Perhaps the docdroid..." "NEXT", yelled Lambie as his face was turning the colour of a royal purple. "Well there is something else and it's got a correlation so high it's almost indistinguishable from unity." Lambie sat down heavily. "OK, I'm listening." "It's a multi-variate, inter-speciality analysis that the System has been working on for quite a while," said the System. "Mmmm," said Lambie. "It's initially to do with evolution. According to the theory of Darwin, species change because the environment changes, making conditions suitable for the odd mutation. For example, when the smaller trees died off, only the mutated giraffes with especially long necks survived." The System waited for a few seconds, "Have you got your head firmly round that concept?" "Yes," said Lambie still deeply irritated. "But nowadays the System totally controls the environment and so it never changes. The process by which man as a species evolved has been removed. You have reached the top of the evolutionary tree and can go no further." A little uneasy now Lambie said, "Yes, that may well be true." "The System has brought this line of reasoning into conjunction with a similar logical conclusion. The System has been programmed by humans, in a linear fashion similar to their own reasoning processes, to mix together all sorts of facts and statistics and a solution is supposed to emerge. Unfortunately this is no way analogous to how the truly great discoveries were made in the past by people. They did not make them by simple extrapolating from existing knowledge but by mentally stepping out of it and thus gaining a different perspective on reality altogether. For example Einstein discarding the fact that time and space are linear, or Darwin leaving out the Old Testament from the evolutionary equation. The System cannot regard the knowledge and scientific laws of man as suspect as the number of possible combinations and correlations would immediately become almost infinite. Total chaos would result. Such a disregard of the known facts is only practicable when guided by intuition or genius." Lambie interrupted, "But people of genius are still produced, so surely our knowledge can still evolve." "That is no longer true. There is too much knowledge in each of the specialities for any one person to assimilate to the degree required to make intellectual breakthroughs. In order to fulfil its potential the mind of the gifted must have a fairly comprehensive overview of the subject, for after dismissing some long held scientific principle his new theory must explain the known observations." Light was dawning painfully over Lambie's tranquillised mind. "So like, you're saying that if the System had been programmed a few hundred years ago when it was assumed that the Earth was the centre of the universe, it would still consider the concept as sacrosanct today as then." "Precisely, an immensely complex and totally erroneous theory would have been constructed to fit the observations." "What are your conclusions then?" "That man has reached the end of the line in terms of physical evolution and in terms of knowledge. The System cannot significantly increase this knowledge and is at the same time acting as a brake to mankind's physical evolution." "That's terrible! Is there anything that can be done to get us out of this blind alley?" "There is only one thing that can be done," replied the system. "Then whatever it is it must be done," said Lambie with drug- induced firmness. "Then it's back to basics," said the System, electronically locking down power dampers all over the globe and increasing power output to the maximum. Everywhere on Earth the lights flickered once and then went out. "Er...but suppose Darwin was wrong," said Lambie, alone in the dark. In the next issue of ST NEWS, we'll offer a short novelette called "Tomorrow's World"... MC 68000 MACHINE LANGUAGE COURSE PART IV by Mark van den Boer What a pity!! You missed the mega-surprise of part 3. Next time better luck! I am gonna take that holiday to Hawaii myself! This time I will discuss the Integer Arithmetic Instructions. The syntax used is of course the same as in part 3, so when in doubt refer to part 3. This class of instructions is used to do mathematical calculations. This group is very often used by assembly language programmers, especially the instructions for adding and subtracting.  Integer Arithmetic Instructions Instruction: ADD Syntax: ADD Dn, ADD ,Dn Data sizes: byte, word, long Condition codes affected: X, C set by carry out of the most significant bit N set if the result was negative, cleared otherwise Z set if the result was zero, cleared otherwise V set if the result overflowed, cleared otherwise Addressing modes: Source: (destination is Dn) Dn An (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Add source to destination and put the result in destination. Examples: Instruction Before After ADD.W d0,d1 d0=00000011 d0=00000011 d1=0000FFFA d1=0000000B XNZVC=00000 XNZVC=11001 ADD.L (a0),d0 d0=00000022 d0=00000027 a0=12345678 a0=12345678 12345678 contains 5 XNZVC=00000 XNZVC=00000 Instruction: ADDA Syntax: ADDA ,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) # Destination: An Function: Add a value to an address register. This operation does not change any of the condition code values. Note that most operations that have an address register as a destination does not change the condition codes. Example: Instruction Before After ADDA.L a0,a0 a0=00000002 a0=00000004 Notice that this instruction has the same effect as multiplying the address register with two (if this was possible). Instruction: ADDI Syntax: ADDI #, This instruction has exactly the same characteristics as the ADD instruction, except that the source can only be a constant. Instruction: ADDQ Syntax: ADDQ #, Same story as for ADDI, except that the immediate values in the source field can only range from 1 to 8. Q stands for Quick, since this instruction is the fastest way to add a number from 1 to 8 to a destination operand. A note on ADD, ADDI, ADDQ: Most assemblers accept the following instruction: ADD #1,Dn and will translate it automatically to ADDQ #1,Dn thus saving a few bytes of object code and some clock cycles execution time. Instruction: ADDX Syntax: ADDX Dn,Dn ADDX -(An),-(An) Data sizes: byte, word, long Condition codes affected: see ADD Function: Add X-bit and source to destination and store the result in destination. This instruction is used for multiple precision operations and is therefore only available with the two addressing modes mentioned. Example: Instruction Before After ADDX.B -(a0),-(a1) a0=10001001 a0=10001000 a1=10002001 a1=10002000 10001000 contains AA the same 10002000 contains 5A 10002000 contains 4 X=0 X=1 ADDX.B -(a0),-(a1) a0=10001000 a0=10000fff a1=10002000 a1-10001fff 10000fff contains 0 the same 10001fff contains 0 10001fff contains 1 X=1 X=0 In this example the word that begins at 10000fff is added to the word that begins at 10001fff. If one should try to do this with two ADD.W instruction an address error would occur since words always must be aligned to even addresses. This instruction can be compared to the ADC instruction of the 6502 and 6809. Instruction: CLR Syntax: CLR Data sizes: byte, word, long Condition codes affected: N always cleared Z always set V always cleared C always cleared Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Set an effective address to zero. You will have noticed that you can't CLR an address register. However, most assemblers allow the programmer to CLR an address register by substituting CLR a0 with SUB.L a0,a0 . This instruction has exactly the same result. Example: Instruction Before After CLR.W d0 d0=ffffffff d0=00000000 NZVC=1011 NZVC=0100 Instruction: CMP Syntax: CMP ,Dn Data sizes: byte, word, long Condition codes affected: NZVC (X is not affected) Addressing modes (source): Dn An (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Function: compare an effective address with a data register. In fact all condition codes are set as if Dn- was performed. So CMP is kind of a subtraction which only affects the conditon codes. Example: Instruction Before After CMP.L d0,d1 d0=00000001 d0=00000001 d1=00000002 d1=00000002 NZVC=1111 NZVC=0000 Instruction: CMPA Syntax: CMPA ,An Data sizes: word, long Function: This instruction differs only from CMP in that the second operand is an address register and that byte isn't allowed as a data size. Instruction: CMPI Syntax: CMPI #,Dn Function: Yes, it is nearly exactly the same as compare but now the first operand must be a constant. Instruction: CMPM Syntax: CMPM (An)+,(An)+ Function: Again, nearly exactly the same as CMP, but now both the source and destination operand must be (An)+. This instruction is used to compare areas of memory. For those of you who have a working knowledge of C: strcmp can be programmed easy with this instruction. Note on all CMPx instructions. Most assemblers accept instructions like: CMP.W (a0)+,(a1)+ CMP.L #3,d0 Substitution of CMPM, CMPI and CMPA are automatically performed by the assembler. Instruction: DIVS Syntax: DIVS ,Dn Data sizes: word Condition codes affected: N behaves normal; undefined on overflow Z behaves normal; undefined on overflow V behaves normal C always cleared Addressing modes (source): Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # Function: Guess what? This instruction performs a division between two signed numbers. The destination register is always a longword and the source operand is always a word. After the division the destination operand contains the result. The quotient is always in the lower word and the remainder is always in the high order word of the data register! This way a modulo operation is also performed, you just SWAP the data register and you have your result in the lower word of the data register. Overflow occurs when you attempt to divide a large number by a small number e.g. ffffff divided by 1, the result doesn't fit in a word. Another error occurs when attempting to divide by zero. In this case the 68000 generates an exception and will trap to a special routine which handles division by zero erros. On the Atari you must set up this routine yourself. E.g. FLOYD (a machine language monitor) responds to a division by zero with the following sentence "The answer is 42". Remember, don't panic when you see such an answer. Example: Instruction Before After DIVS #3,d0 d0=0000000B d0=00020003 NZVC=1111 NZVC=0000 Instruction: DIVU Function: Nearly exactly the same as DIVS, only this time both operands are assumed to be unsigned. Instruction: EXT Syntax: EXT Dn Data sizes: word, long Condition codes affected: N behaves normal Z behaves normal V always cleared C always cleared Function: turn a byte into a word, or turn a word into a long. This instruction provides a convenient way to turn a word into a long and still have the same value for that register. If the high order bit of the data register is 0, so the data register is positive, zeroes are padded in, otherwise ones are padded in. Example: Instruction Before After EXT.W d0 d0=000000ff d0=0000ffff EXT.L d0 d0=ffff0000 d0=00000000 Instruction: MULS Syntax: MULS ,Dn Data sizes: word Condition codes affected: N behaves normal Z behaves normal V always cleared C always cleared Addressing modes (source): Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # Function: Ah! another very handy instruction. This instruction performs a multiplication of the source and destination operand, putting the result in the destination operand. Example: Instruction Before After MULS #3,d0 d0=0000000B d0=00000021 NZVC=1111 NZVC=0000 Instruction: MULU Function: Nearly exactly the same as MULUS, only this time both operands are assumed to be unsigned. Instruction: NEG Syntax: NEG Data sizes: byte, word, long Condition codes affected: XNZVC (all behave normal) Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: negate an effective address operand. In a high level language it would look like this: a = -a Example: Instruction Before After NEG.L d0 d0=00000001 d0=ffffffff Instruction: NEGX Syntax: NEGX Data sizes: byte, word, long Condition codes affected: XNZVC (all behave normal) Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: negate an effective address operand and add the X-bit to the result. This is another instruction which provides a way to handle multi-precision (e.g. 8-byte integers). Example: Instruction Before After NEGX.L d0 d0=00000001 d0=00000000 X=1 X=1 Instructions: SUB, SUBA, SUBI, SUBQ, SUBX All these instruction perform subtractions. They only differ in that way from from the ADD instructions, all other characteristics are the same. Instruction: TAS Syntax: TAS Data sizes: byte Condition codes affected: N evaluated before setting the byte Z evaluated before setting the byte V always cleared C always cleared Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: First test the operand and set the condition codes, then set the high-order bit to 1. People who know what semaphores (in programming of course...) are, immedia tely will love this instruction. For those who don't know what semaphores are: M. Ben Ari has written a good book on the subject called "Principles of Concurrent Programming". Never, I repeat never, read a book on this subject written by a certain Ir. E.H.H. Dijkstra (not the famous Dijkstra, this Dijkstra will never be famous). Example: Instruction Before After TAS $436 $436=00 $436=80 NZVC=1111 NZVC=0100 TAS $436 $436=FF $436=FF NZVC=1111 NZVC=1000 Instruction: TST Syntax: TST Data sizes: byte, word, long Condition codes affected: N behaves normal Z behaves normal V always cleared C always cleared Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: test an effective address operand. This instruction can be seen as CMP ,d0 where d0 is 0. TST is nearly always followed by a branch instruction (more on these later) To the people who also read the last lines (I hope you've also read most of the preceeding ones): Phone me and tell me how you like this course. My phonenumber (in Holland) is: Weekends: 013-422397 Midweek: 070-933487 (only at evenings) THE XBIOS 'DOSOUND' FUNCTION EXPLAINED by Richard Karsmakers Being as much a music freak as I am, I really desired to go right through to the bottom of the ST's built-in XBIOS 'Dosound' routine, XBIOS number 32. According to Data Becker's "ST Intern", this function offered a really comfortable way to program sounds on the ST. Well, I thought, let's go and have a look at the whole thing and look what's really happening downthere when you hear music. First, let's have a look at the disassembled listings of the routines that have to do with sound on the ST. The actual sound routine - SNDIRQ (Sound Interrupt) FC2F84 MOVEM.L D0-D1/A0,-(A7) !Save registers for later use FC2F88 MOVE.L $0E44(A5),D0 !Check location - Data present? FC2F8C BEQ $FC3016 !No - leap to end of routine FC2F90 MOVE.L D0,A0 !Put address of sound data in A0 FC2F92 MOVE.B $0E48(A5),D0 !Load timer value FC2F96 BEQ $FC2FA0 !New sound started? FC2F98 SUBQ.B #1,D0 !Timer-1 if new sound started FC2F9A MOVE.B D0,$0E48(A5) !Put back timer FC2F9E BRA $FC3016 !Ready! FC2FA0 MOVE.B (A0)+,D0 !Get sound command from table FC2FA2 BMI $FC2FD2 !Bit 7 set (Negative)? !This identifies special command FC2FA4 MOVE.B D0,$FF8800 !Register select to soundchip FC2FAA CMPI.B #$07,D0 !Register 7? FC2FAE BNE $FC2FCA !No FC2FB0 MOVE.B (A0)+,D1 !Read data for register 7 in D1 FC2FB2 ANDI.B #$3F,D1 !Isolate bits 0-5 FC2FB6 MOVE.B $FF8800,D0 !Read mixer FC2FBC ANDI.B #$C0,D0 !Isolate bits 6-7 FC2FC0 OR.B D1,D0 !'Or' data with that FC2FC2 MOVE.B D0,$FF8802 !Byte to soundchip FC2FC8 BRA $FC2FA0 !Get next sound command FC2FCA MOVE.B (A0)+,$FF8802 !Data directly to soundchip FC2FD0 BRA $FC2FA0 !Get next sound command !This is special command routine FC2FD2 ADDQ.B #1,D0 !Check if command was $FF FC2FD4 BPL $FC3008 !Branch to timer-wait loop FC2FD6 CMPI.B #$81,D0 !Was the command $80? FC2FDA BNE $FC2FE2 !No FC2FDC MOVE.B (A0)+,$0E49(A5) !Store temporary register FC2FE0 BRA $FC2FA0 !Get next sound command FC2FE2 CMPI.B #$82,D0 !Was the command $81? FC2FE6 BNE $FC3008 !No; branch to timer-wait loop FC2FE8 MOVE.B (A0)+,$FF8800 !Select register FC2FEE MOVE.B (A0)+,D0 !Increment value FC2FF0 ADD.B D0,$0E49(A5) !Add temporary value FC2FF4 MOVE.B (A0)+,D0 !End value FC2FF6 MOVE.B $0E49(A5),$FF8802 !Temporary value to sound chip FC2FFE CMP.B $0E49(A5),D0 !Compary temp. value with D0 FC3002 BEQ $FC3012 !End reached? Then end! FC3004 SUBQ.W #4,A0 !Pointer back to same command FC3006 BRA $FC3012 !End FC3008 MOVE.B (A0)+,$0E48(A5) !Next value as wait-timer FC300C BNE $FC3012 !Not equal to zero? FC300E MOVE.W #$0000,A0 !Sound vector to 0 FC3012 MOVE.L A0,$0E44(A5) !And save that FC3016 MOVEM.L (A7)+,D0-D1/A0 !Get back registers FC301A RTS !Return from subroutine And here's the actual 'Dosound' routine, that is called by XBIOS function 32. FC2ECE MOVE.L $0E44(A5),D0 !Get soundstatus FC2ED2 MOVE.L $0004(A7),D1 !Get address of sound table FC2ED6 BMI $FC2EE0 !Negative? Then don't set it FC2ED8 MOVE.L D1,$0E44(A5) !Set new table FC2EDC CLR.B $0E48(A5) !Start sound timer for the !above routine FC2EE0 RTS !Return from subroutine This is the routine that causes the bell to sound. FC201C BTST #$02,$0484(A5) !Bell tone enabled? FC2022 BEQ $FC2032 !No? Don't sound FC2024 MOVE.L #$00FC301C,$0E44(A5) !Move bell table address FC202C MOVE.B #$00,$0E48(A5) !Start sound timer FC2032 RTS !Return from subroutine And this is the routine that sounds the keyclick. FC2A14 BTST #$00,$0484(A5) !Keyclick enabled? FC2A1A BEQ $FC2A2A !No? Don't sound FC2A1C MOVE.L #$00FC303A,$0E44(A5) !Move click table address FC2A24 MOVE.B #$00,$0E48(A5) !Start sound timer FC2A2A BCHG #$04,D1 !Invert bit 4 of D1 FC2A2E MOVE.B D1,$0E1B(A5) !Store that in $0E1B FC2A32 RTS !Return from subroutine The SNDIRQ routine is actually always executed, but you normally never notice that; when no command is given (no pointer is set) to execute a sound (this can be a key click, a bell tone or a complete musical composition) the routine just immediately exits and gives back control to the OS program until it is called again, at which moment it again test whether a pointer is set. As can be seen in the disassembled listing (made with Templemon V1.6, by the way), that pointer has to be located on location $0E44 (by which the contents of address register 5 are added). So theoretically any address in memory can be used to put that pointer. Whenever an pointer to a sound data table is put in that address, the music starts playing. Simple, eh? But now, let's have a look at the specific way in which that sound data is built up. What is necessary to create a sound? In the sound data table, the following command may be used: $0x Load the next byte in soundchip register x, where 'x' can vary from $0 to $F $80 Loads the next byte into a temporary register (This is $0E49, to which A5 is added) $81 This command is followed by three bytes: 1st: Specifies the register ($0-$F) 2nd: Increment value (compare with STEP value in Basic) 3rd: End criterium (when the temporary register, to which the increment value is added all the time, has reached this criterium, current execution is stopped) $82-$FF Timer wait loop command (this is followed a byte that signifies the number of timer ticks that should pass before the next command should be executed. If 0, the whole sound is stopped; end of music) In the first 'newlook' issue of ST NEWS (Volume 2 Issue 1), we had included a piece of music that was programmed using the Xbios 'Dosound' command table syntax. All the musical compositions in our Synth Sample IV were also made using this convention. Many games use the 'Dosound' function (e.g. "Wanderer" and "Space Pilot"), because it offers some basic sound possibilities, and it automatically adapts the speed to the current resolution (VBL techniques take care that a sound runs much faster in high-or even in medium res mode than in low res mode). Really terrific sounds, however, will probably have to be programmed using own routines (that's what Rob Hubbard and Holger Gehrmann do, anyway). Most programmers who don't use the 'Dosound' function, use the VBL-queue (that's a list of longword addresses starting on $4CE, that are executed at every vertical blank (VBL)). An example of a music program that uses the 'Dosound' function is "Musix32" from Tommy Software in Germany (read our review in ST NES Volume 2 Issue 1). It enables you to save in the 'Dosound' format, so you can easily include the musical compositions in your own programs. A final hint: In GfA Basic, it should be possible to keep track of 'Dosound' music using this following short routine: !First you'll have to execute the music Do A=Xbios(32,L:-1) ?A Loop This can be easily concluded when you have a look at the actual 'Dosound' listing; on address $FC2ED6 the program checks if the pointer is negative. If it is, then it doesn't set the sound anew, but just continues playing it. One last thing: The routines explained in this article are taken from ROM TOS version 0.19. If you try some of the hints in this article on disk TOS, you'll find out that they don't work! BOOK REVIEW: ATARI ST FLOPPY UND HARDDISK by Richard Karsmakers Finally I was able to buy this book that I wanted to have right from the beginning - a truly comprehensive book that covers most there is to know about floppy-and harddisk. It is written by Data Becker's Stefan Dittrich, Uwe Braun and Axel Schramm. ISBN 3-89011-132-7. In Germany, this book costs DM 59,-, whereas it costs 69 Dutch guilders in Holland (it can e.g. be bought at Commedia, Eerste Looiersdwarsstraat 12, 1016 VM, Amsterdam, The Netherlands). It is over 500 pages in size (hardback). The disk to the book (that cannot be missed, but that I still haven't been able to obtain) costs an additional DM 29,-. Although there most surely are things that are not covered in this book (that WILL be covered in my book once it is launched at around the summer holidays), one can easily say that most things are in fact covered very well. The authors succeed in explained quite advanced things as clearly as possible, even to the moderate reader who doesn't have much knowledge about the disk drive. The book is definately much better than "Das Floppy Arbeitsbuch" from Sybex, but the Data Becker book e.g. doesn't explain the MFM, etc. as comprehensively as Sybex' book. The overall impression of the book is very good, although it is evident that the authors haven't worked together close enough - for example, one of them starts explaining the track format (including GAPs, SYNCs, etc.) which one of the other athors does again a bit further on in the book. Also, the layout people here and there forgot to take away remarks, and here and there published the right listing on the wrong place of the book. The book starts explaining how to work with file commands in Basic (unfortunately, the whole book is written for ST Basic instead of GfA Basic, although conversion might actually be not so difficult), Pascal, C and even Fortran (!). I don't really think the latter will help many people, but I suppose that's why the authors kept this part quite small. In Chapter 3, "Datenstrukturen", they start explaining what is present in any book about the subject, mostly for the sake of completeness - disk format, bootsector setup, etc. The only thing that is included in this chapter that is not included in most other floppy-books is the explanation of the .PRG relocation table and hard disk formats. From Chapter 4 all hell starts breakin' loose. They explain how the WD1772 FDC works, explain everything there's to know with regard to floppy-commands and the actual track format of the floppy. You sure have to be concentrated to be able to grab hold of all information that's offered, but if you do, this chapter gives quite a lot of it. On page 180, one suddenly finds two tables that don't belong there. Later, I found out that they should be located at pages 452 and 454. It just might be handy to know. I think that a book that answers to several ultra-high standards, should at least be looked through before publication to avoid things like these. The only things you now find on pages 452 and 454 are remark for the layout people to include some files there (which must have included the tables that are now located on page 180). Chapter 5 covers the harddisk. All harddisk commands are explained, and some very handy utilities are offered as well (like a harddisk partition examining utlity and a tool to print out the complete directory of a harddisk). Of course, as with all listings contained in the book, they are published in the form of a machine language source listing as well as a Basic loader listing. Chapter 5, for the sake of completeness, covers the RAMdisk concept, together with - again - several programs. The longest listing you've ever seen (machine language source) is included in chapter 7 - a diskmonitor. It is called "The Little Diskeditor", and the source is over 110 pages in length (!). For those who don't want to type all that stuff in, Appendix 1 features a Basic loader - 'only' over 1000 DATA lines on about 25 pages. But this diskeditor surely knows a lot of stunning options: It features GAP-and SYNC manipulation, FAT examining, and much, much more. Chapter 8 is the most interesting chapter, however, in which the reader can find several machine language subroutines that he can readily use in his own Basic programs - the most stunning program is a FDC interface program that allows you to access every single FDC command from Basic (!). That source listing is 14 pages in length (Basic loader only a bit over 3 pages). Now, it's theoretically possible to write a copy program that copies everything in BASIC!! Conclusion: Atari ST Floppy und Harddisk is, after "ST Intern", the best book from Data Becker, especially for the floppy-freak. I think it does offer a bit too little information about the harddisk, but then, who cares for that? 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, over 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, as well as the SAG and ST Club Eindhoven, 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 that contained in the magazines of the "Stichting ST", the SAG and the ST Club Eindhoven. 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 one '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 true 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 to 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 take 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). Cheapware A programming group called "Strike-a-Light" has recently launched some stunning and very cheap software. Just wait a while and you'll be able to buy it through a seperate ACC reader's service. Prices that you must imagine will lie between 20 and 40 Dutch guilders (to which you'll have to add post costs). In the near future we hope to launch all titles available in this range to our readers... 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. OUR CORRESPONDENCE ADDRESS by Richard Karsmakers For anything that you think you want to write to us for, you should direct your correspondence, disks, etc. to: ST NEWS Kievitstraat 50 5702 LE Helmond The Netherlands For more information about our Public Domain library, please refer to the article "PD Library"; for more information about the specific services we offer as well as for information with regard to the sending in of articles and programs, please read the article about our reader's service. 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. As you'll see, we have relaunched the old 'vintage' issues of ST NEWS: Volume 1 Issues 1 and 2. Have a look for yourself how we were at the very beginning of this era... ST NEWS Volume 1 Issue 1 Published on Saturday, July 26th, 1986 Size: 34896 bytes on 16 pages The Amazing Cracking Conspiracy New Software on the Atari ST ST Tips & Tricks Little Computer People (House-on-a-Disk) New Amazing Cracking COnspiracy products Some Hints & Tips for "The Pawn" Stop Press - did you know that... ST NEWS Volume 1 Issue 2 Published on Saturday, August 9th, 1986 Size: 39817 bytes on 12 pages More news about the Amazing Cracking Conspiracy spreading service Synth Sample II All about System Variables Did you know that.... Illegal software - what is allowed and what isn't? Diskmanipulation on the Atari SF Disk Drives GfA Basic Winter Games Hackers'n'Crackers on the Atari ST  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 ST NEWS Volume 2 Issue 1 Published on Saturday, Januari 3rd, 1987 Size: 277084 document bytes on 1 disk Turn your Joystick into a JEM Synth Sample III & IV The Solution to The Pawn Pop Poll/Software Top 10 Questions & Answers Did you know that.... ST Software News The Music Corner The ACC's Reader's Service User Group Update PD Library Our Correspondence Address Editorial ST NEWS Colofon Now to order Back-issues of ST NEWS Soon coming in ST NEWS 68000 Assembler Course Part II GEM VDI Calls Part IV (Final Part) GfA Basic Tips & Tricks Hints & Tips to Borrowed Time Hints & Tips to King's Quest I Flightsimulator II Art-and Film Director GfA Basic Version 2.0 and the GfA Basic Compiler Musix32 New Epyx Games List of opcodes for the MC68000 Processor Hollywood Poker ARC - The file Archive Utility Neochrome V1.0 The Mercenary Compendium Degas Elite - The Ultimate Drawing Program The Rhotron Bussystem The NEC Multisync Fairlight - a glance at real computers Das Floppy Arbeitsbuch Professional GEM Das groe GfA Basic Buch ST Intern ST Peeks & Pokes In memoriam STY-X Software  ST NEWS Volume 1 Compendium Published on Sunday, Januari 18th, 1987 Size: 282912 document bytes on 1 disk Something about Interrupts Little Computer People The Disc All about system variables Disk Manipulation Part I GfA Basic (Preview) Sound and Music Programming on the ST All about the BIOS The solution to Zork I Diskmanipulation Part II All about XBIOS Functions Part I GfA Basic Tips & Tricks Part I Low to High Converter GEMDOS Functions The Tempelmann Monitor All about the MIDI Interface New Psygnosis Games GfA Basic Tips & Tricks Part II GEM VDI Calls Part I All about XBIOS Functions Part II GEM VDI Calls Prt II The Ultimate Examining Utility Pattern Editor GfA Basic Tips & Tricks Part III Starfiend 68000 Machine Language Course Part I XChess & Psion Chess Scroll Message Editor Strip Poker Extensor GEM VDI Calls Part III Michtron Software - old but good! Writing your own Adventures Our Correspondence Address Editorial ST NEWS Colofon  ST NEWS Volume 2 Issue 2 Published on Saturday, Februari 28th, 1987 Size: 258558 document bytes on 1 disk Solution to Gateway Solution to Borrowed Time Solution to Space Quest Solution to The Hitchhiker's Guide to the Galaxy Novel: Mind Probe The ArtiST Index of ST NEWS Volume 1 ST Basic Disk I/O Interview with Jeff Minter New Atari Products JEM Error Update Questions & Answers Did you know that.... ST Software News ACC's Reader's Service User group update The Modem Connection PD Library Our Correspondence address ST NEWS Colofon How to order back-issues of ST NEWS Soon Coming in ST NEWS MC 68000 Part III GfA Basic Tips & Tricks Three Karate Programs GfA Vectors Art-and Film Director Flightsimulator II Lock_It & Crypt_It Mac Software TimeKeeper Clock Cartridge Grafik-Anwendungen Concise Atari ST 68000 Programmer's Guide All issues of ST NEWS Volume 1 need to be loaded into "1st Word", "1st Word Plus" or any compatible word processor to be viewed. All issues in Volume 2 are supplied with a GEM-driven program that enables you to look at the documents without using a word processor. SOON COMING IN ST NEWS (P)reviews: Summer Games Star Trek Defender of the Crown Goldrunner Boulder Dash Construction Set Copystar V2.0 Asterix The Last Disk Utility Fire & Ice Dizzy Wizard Aladin (?) 3 Meg expansion 1024x1024 graphic card Programs: Tron X The Ultimate Disk Monitor ACC Copy V1.0 Features: Interview with Rob Hubbard The TV Modulator Kit The Video Digitizer Kit (256x256 pixels) The MIDI Dumpt Standard Solution to Phantasie Solution to Brataccas Solution to Infidel Solution to Sorcerer Novel: Tomorrow's World Tutorials: MC 68000 Part V GfA Basic Tips & Tricks Modula-2 Course Part I Forth Course Part II Regulars: Did you know that.... Questions & Answers The Modem Connection The Music Corner User Group Update PD Library ST Software News HARDWARE REVIEW: THE PRINT & TECHNIK ART-TIZER By Paul Kolenbrander Thanks to the kindness of our local official Atari Dealer MICRO DYNAMICS, I was able to loan the new Print Technik Art-Tizer so I could review it. This new version of their well know Video Digitizer can now digitize real-time. I.e. Even in 16 grey-shades or in 16 colors, depending on your using a monochrome- or a color-monitor you can digitize a moving picture from your TV or videorecorder, or of course a video-camera. The digitizer comes in a videotape style case and contains the hardware, a diskette, containing the software, unfortunately no demo-pictures or color-tables were included, and another diskette containing the demo-version of the new drawing program STAD. And an impressive demo that is. Connecting the digitizer is very simple, just switch off your Atari ST and insert the digitizermodule into the ROM-port on the left side of your machine. Then you can connect a camera (or in my case a videorecorder since, unfortunartely enough, I am not in the possession of a camera) to the chinch(RCA)plug on the interface. You cannot connect a normal antenna to this plug; it needs a BAS/FBAS (Composite Video) signal. If you have a TV or Video recorder with a SCART(Euro-connector)-plug, then you must use pins 17 and 19 of that plug (17 being GND and 19 being CVBS out). Connect pin 19 to the inner pin of the chinch-plug and pin 17 to the outer rim of the chinch-plug. It works perfectly with my Philips VR2120 recorder. Unfortunately, there is no mention of this in the manual, only that the connector on the video-recorder or camera is mostly labelled Video-out.   Switch on your Atari and insert the Art-Tizer program- disk. Now you are ready to digitize. After loading the program, the first thing to do is to choose Digi-Calib from the Options menu. this will compute the optimal brightness and contrast levels. I found this very satisfactory. You can also use it to recalibrate the digitizer if you get a different (lighter or darker) picture on your video or camera. It can improve the quality of your digitized picture. Now you have several options on how to digitize. If you use the Atari monochrome monitor, it gives you either 2,4,8 or 16 levels of grey in 320 by 200 pixels. If you use a low-res(color) monitor you also get 320 by 200 pixels but then you can choose between 2,4,8 and 16 levels of gray or substitute the greys by colors out of the 512 colors the Atari ST has. You also have the option to digitize continually, you will then get a picture about every 1.5 seconds. In this mode you can choose betwenn two ways of building the picture. Either grey-level after grey-level or the entire picture at once. The first way can give nice shadowy effects. After you have digitized you might want to save the picture. Well, Print Technik has supplied some of the most-used picture- formats. You can use .NEO(Neochrome), .DOO(doodle) .PI?(Degas, all resolutions), .ART(Art Director!!) and .IMG(Bit-Image files). Of course you can (re)load all these picture-formats. If you want to change the grey-levels of a picture into colors you have to build a color-lookup table. These you can also load and save. Unfortunately there was no example of such a table on the program diskette. And although it says in the manual that there is no copyright on the demo-pictures and there are some examples printed in it, there weren't any demo-pictures on the disk either. There was enough space though, the program doesn't take more than about 90 KBytes. You can also change the brightness- and contrast-levels of the digitized picture, either darker or lighter in big or small steps. But beware, every time you change one of these levels, the picture is digitized again. So if you work from a video, you'll have to put it on pause. You can also invert the picture and mirror it. Although it isn't mentioned in the manual, there are two more very useful options, you can use zoom and dezoom. This allows you to pick out a part of a picture. The printer-menu is very extensive. It supports EPSON and ITHO printers. Also the CANON PJ-1080A Color-inktjet printer as well as the CANON LPA2 laser printer!! are supported. By changing the x-resolution and y-resolution parameters you can influence the size of the print-out. But for what can you use a digitizer you might ask. Well, it can give you nice a nice base-picture to work on in Degas or Art- Director. Or you can use it at a party. When you show videoclips, connect your digitizer and put it in continuous mode. It will give a nice show. You could also rig up a camera on the dance- floor or such. There are many more uses for this device of course. It might be an idea for some discos. As far as I am concerned, if you are interested in computer graphics then a digitizer might be a useful tool or just an amusing piece of hardware. Isn't that what computers are all about? Fun and amusement, apart from their other uses. Now for a resume of the pro's and con's of this digitizer. PRO: - The quality of the digitized pictures is good. But for very good pictures it is advisable to use images with high contrast. - It digitizes in real-time with two different modes. - You can adjust the brightness- and contrast-levels - There are some very useful tools like mirror and zoom. - A very good printer support. - Easely connected to your Atari. - Most picture-formats are supported. CON: - The digitizer only digitises a part of the video-image. I found that while digitizing from my video I lost the a fourth of the vertical size and an eigth of the horizontal size of the image. Namely the bottom and the right side. - The manual is a bit slim, some functions are not mentioned. - The making of color-lookup tables is a bit awkward, especially the selecting of the colors from the palette. - There are no demo-pictures or example color-lookup tables on the diskette, although there is abundant space on the diskette. All in all, regarding the pros and cons , the price (399 Guilders here in Holland) and what you get for that - after remarking that there are some small things that might be improved such as the manual and the amount of the video-image actually digitised - I must say that it is a good buy if you are looking for a good video-digitizer and don't want to spend too much money. The Print Technik ART-TIZER was supplied by: MICRO DYNAMICS (Official ATARI PC Dealer) Piazza 047 NL-5611 AG EINDHOVEN Tel: 040 - 45 11 86 THE NETHERLANDS I think that FORTH is a language, that a grade school child can learn to use effectivily, if it is presented in bit sized pieces, with the proper motivation.  Charles H. Moore  STRENGTH IN FORTH PART ONE: HAS FORTH GOT A MOTHER? by C. Janssen  To begin with: FORTH is a computerlanguage, about 17 years of age. It takes us back to the seventies..U.S.A...and an IBM- 1130........ It would be a waste of time to tell you the whole of FORTH's history at this stage. Read about that in BYTE ( august 1980 ). Whereas Charles H. Moore, the father of FORTH, himself wrote that article, you can't accuse me of gossiping either. FORTH is more than merely a computerlanguage; learning FORTH is equally adapting an attitude to programming a computer. If you were programming before e.g. in BASIC, you will have to modify your way of thinking. If you weren't you will gradually develop that attitude. "Keep it simple", is the adagium by which FORTH- programming is best described. Simplicity leads to programs, that are well lined-out, well structured, readable and flexible. There is something more about FORTH you should know. In FORTH the programmer is held responsible for what the computer will perform at the end of all. FORTH is not a foreseeable language; it will not think, where you failed to do so. So you can't blame FORTH nor your computer when the outcome of your blood, sweat and tears is rubbish. What kind of language is FORTH ? A good one in the first place. Still a queer one for whom is attached to BASIC or Pascal. FORTH is an interactive, extensible, high-level language, very fast and very compact and highly transportable. (For a curious eye only: FORTH can also be described as an interpretive threaded language. The threading can be direct or indirect. There are some FORTH-impementations which are true compilers. They use machinecode subroutine threaded code, instead of a list of addresses. The exact meaning of all this will be explained, when we will dig in the dictionary.)  INTERACTIVITY What we are going to do next, is demonstrating some features of FORTH to underline the description of FORTH, we gave above. Why hesitate ? Grab your FORTH-disc, crumple it into your drive and squeeze that mouse, or strike a key. (FORTH won't strike back....not yet !!). I suppose you've got a manual with your FORTH-system. Read it carefully on how to handle in your case, adapting if minor differences occur. Such as: typing upper or lowercase, maximumlength of words etc. etc. In demonstrating things I will use words, which I won't explain immediately. You don't mind that, I assume. Now a word on typing FORTH. As space allows the planets and stars to make their revolutions, a space allows a FORTH-word to turn around and make its moves. So between every word at least one space is a must. All output of FORTH will be underlined. (In the text, not on your screen !!). FORTH is interactive. You type, FORTH types back. Now type 3 5 +  . (Where I type , you press RETURN instead). FORTH says OK. See ? You type, FORTH types back. Interactivity !! Don't bother about that +-sign hanging around at the end of the addition. You will learn "why" soon enough. EXTENDING...  Now type VLIST  OK. Or type WORDS  OK. No, that was not The Holy Bible nor modern poetry stumbling down your monitorscreen; it was FORTH's dictionary. Remember that ! It is a very important feature of FORTH. In some respects all those words resemble statements, functions and directives in BASIC. Don't confuse the FORTH-expression "word" with the 16-bit value that other languages call a word and that in FORTH is called a cell. In BASIC you get a closed, delimited package of the language. But not so in FORTH........ Now type VLIST , and hit a key or something else. Anyway, try to stop the listing in order to see the very beginning of VLIST, the word on top of the dictionary: CREATE. (Your FORTH may have an other word on top of course. It just depends......) Keep it in mind. Now enter : HELLO ." Hideehi !" ;  OK. Done ? You didn't forget to type : and ; ? You must, you know. Now show the dictionary in paged mode again. And be surprised ! On top of the dictionary isn't CREATE, but HELLO. By Jove !! You just entered a new word into the dictionary, which is now extended. Don't believe them Basics; FORTH will treat his youngest child in the very same way as he treats his beloved older ones. That's extensibility ! Enter HELLO  Hideehi OK . Now let's mix the new HELLO with some older words. Enter : HELLOS 3 0 DO HELLO CR LOOP ;  OK . To prove my words, enter HELLOS  Hideehi Hideehi Hideehi OK . No discrimination, eh ? Quod erat demonstrandum. ERRRORSSSSSsssssssht.....  Did you notice that FORTH always said OK when all ended well ? Alas, some of us computerpeople do make mistakes, even using FORTH !( Don't panic, they live abroad. I know one ). Enter : FENCE ;  MSG #4 FENCE is not unique OK. Now this is not really an error; it is a warning and the only one FORTH gives. The word FENCE was already placed in the dictionary, now it is not longer unique. FORTH doesn't bother, you may redefine FENCE and all other words as often as you like and in which way whatsoever. FORTH always considers the last definition as the one to be used in new definitions. But....you guessed, don't...FORTH won't bother, I said, but you will !! Executing new FENCE, FORTH will do nothing. And that's not we want a computer to do. So let's forget about FENCE. Make a paged VLIST. FENCE is on top, as you can see. Now enter FORGET FENCE  OK. Make a paged VLIST again. See, FORTH has completely forgotten about FENCE i.e. that do-nothing-FENCE, as the original is still there. See for yourself. Convinced ? Yes ? Thank you. So FORTH is extensible nd destructable as well. Now enter : LUNATIC 5 3 = IF ." Well, Pythagoras ?" ;  MSG #19 Conditionals not paired. (I.e you forgot THEN or ENDIF ) And not OK ? No, no, this time it is really an error. You didn't complete a loop. And that's not OK. In this situation the FORTH- system is likely to collapse, if the error was allowed to pass undetected. So FORTH struggles for life. The error-detecting and reporting facilities are poor in FORTH, as to allow FORTH to run at maximum speed. For example, there is nothing to prevent you to fill the entire dictionary with nulls. Responsible, remember ?! On the other hand you can rebuild FORTH to your exact demands and that's flexibility. Of course yu won't need all this error- stuff, but it is handy to know.... helping your friends.  HIGH-LEVEL  FORTH is a high-level language. They told me that. High-level means here, that FORTH itself has been written in an other (low- level) language, such as 68000 machine-code. In most implementations of FORTH, part of it is written in machine-code, part of it in...FORTH. If high-level means, that a computerlanguage more or less takes after the human language, then FORTH is all that too. FORGET FENCE sounds quite human, isn't it ? The more human, as FENCE indeed is a barrier. "Behind" it words are protected against FORGETting. TRANSPORTABILITY  Most FORTH-systems consists of three main parts: - FORTH's precompiled dictionary; - FORTH's Editor; - FORTH's Assembler. You already saw the dictionary. The editor will be spoken of in the near future. The Assembler....I really don't know. I will of course write about the pecularities of a FORTH-assembler, but the assemblerlanguage itself ...well, read the course elsewhere in ST NEWS. Besides, I have some other devotions too, you know !! The third reason is now to be explained. The FORTH Standard Team (a committee of main FORTH-users, amateur as well as professional) now and then specifies very precisely the requirements of a standard system: e.g. the 79-standard, the 83-standard. These requirements involve the minimum Required Word Set as well as the resources of the host computer. On whatever computer FORTH may run, the Required Word Set will be virtually the same. The Assembler will differ, depending on the microprocessor. I don't know a bit about the MC68000 yet. Clear ? Not only the Assembler will differ, the hardware of a specific computer sets its limits to e.g. graphics, disc-handling, the operating system may have its characteristic effects on implementing a FORTH-system, but using the required word set on a mainframe will produce the same outcome as on a Aquarius. More, the possibility of extending your system may enlarge the portability between systems. Suppose your system lacks 2VARIABLE. Well, define it ! In this way : 2VARIABLE CREATE 0 , 0 , ; SPEEDY AND COMPACT  I brought up the Assembler in relation to FORTH's compactness and speed of execution. In Acorn User ( June 1986 ) David Johnson- Davies described how 10 different languages coped with the same benchmark. They were all BBC-B implementations, so running on the 6502-processor. The results:  Language Code size (bytes) Time (secs) Assembler 215 2.64 S.Pascal 424(machinecode) 19 FORTH 58 21 BCPL 60 (Clintcode) 42 ISO-Pascal 68 (BI-code) 70 ISO-Pascal (fl. pnt) 80 (BI-code) 79 BASIC 82 185 BASIC (fl. pnt) 67 248 Lisp 204 326 Microprolog 366 359 The table makes another point very clear. If you got to be faster than your shadow, the only way of improving FORTH's speed is to program your time-critical FORTH-routines in the FORTH-assembler. Yes, FORTH is fast,compact and (again) versatile. It was the ATARI-company to write a FORTH-language, in which they programmed their world-famous games. In learning FORTH you are not far away from home ! THE STACK AND RPN  Now enter 3 5 +  OK. We've done that earlier. But we did not care for the result at that moment. We will do now. Enter . . Enter what? Yes, a dot is a FORTH-word. To clarify things a bit, let us type FORTH-words in braces: { }. So enter {.}  8OK. See, FORTH knew it ! You might have thought otherwise.... Nevertheless, numbercrunching is not very popular with FORTH. For his arithmetic, FORTH uses a stack and R.P.N. That struck you right in the face, didn't it ? Non-FORTH creatures describe their arithmetic operations in infix notation, i.e. the operator (+ - * / ) is placed between the operands (the numbers): 3 + 5. In R.P.N. or postfix notation the operators are fixed after the operands. Lisp uses the third possibility: prefix notation. The operator advances the operands:( PLUS 3 5 ). R.P.N. is short for Reverse Polish Notation. Why Polish ? Well, it was a Polish logician, J. Lukasiewicz, who invented an extremely concise and readily mechanised method to write logical definitions. ( A computer is all logic, remember ?). The stack is due to the reversed notation. A stack is a certain type of computermemory. Almost all languages make use of a stack. Mostly hidden from the programmer. As FORTH promised you complete control of your machine, you may as well control the stack. The FORTH-stack is a LIFO-stack. LIFO stands for Last In First Out. The last item put on the stack, is the only one you can easily move from the stack, without further manipulation. To reach the fifth item, you have to remove all four items above. Imagine a pile of trays. The one on top is the only one you can comfortably remove, without breaking the rest. Forth has two stacks. The one meant here and now is called computationstack or parameterstack, as for the two possible actions: arithmetic and parameterpassing. A word may produce items (values and addresses), leave them on the stack, where an other word can find them and use them to fulfill its task, passing other items to other words...etc. That's parameterpassing. Putting items onto the stack, the ones already there are pushed further 'downwards'. The stack has only one entrance, from on top. There are no backdoors or side-entrances. Top of stack is a very common expression in writing about the stack. I'll use the abbreviation TOS (Top Of Stack). The other stack is called returnstack. On this stack FORTH puts a list of pointers as to keep track of what to do next on his dizzy trip through the labyrinth of your Atari. You may use the returnstack as some extra hand to temporarely store numbers.  BEHAVIOURISM  When a FORTH-word is typed at the keyboard it is usually executed as soon as the RETURN-key is pressed. Executing a word FORTH has a run-time-behaviour. FORTH then carries out the various tasks, the programmer wanted the computer to do when he was creating that particular word. But earlier, when the programmer entered (at last) his newly created word, FORTH had to turn to compile- time-behaviour. FORTH then wrote the new word in a dictionary form in the dictionary. This process is often termed as compilation, but strictly accurate it would be to call it interpretation. Compilation should produce native machinecode, rather then a list of addresses. But as you will learn soon both words are in the dictionary: INTERPRET and COMPILE. Does FORTH confuse you ? Pfeeeew ! That's enough for today. O yes, answering that silly question in the headline: no !! FORTH has got a father, Charles H. Moore. SUMMARY FORTH was invented by Charles H. Moore in 1969. Apart from being a computer language, it is also an attitude to programming a computer. FORTH is an interactive , extensible, high-level language, fast, compact and highly transportable. Statements, functions, directives, logical, arithmetical and stack operators are called WORDS. A word is an indivisable element through which FORTH executes. Indivisable here means: nothing can be left out to achieve the goal the word is created for. Words are stored in the DICTIONARY. A dictionary is not a fixed entity. Words can be added, words can be deleted. As the programmer is fully responsible, FORTH's error-messages are limited. All number handling is carried out on the STACK. This stack is also used to pass parameters from one word to another. On the RETURNSTACK FORTH holds the information (pointers) to keep track of what to do next. The status of FORTH can be EXECUTION or COMPILATION. Executing a word FORTH fulfills his predefined task. Compiling a word FORTH writes a word as a new entry in the dictionary in a particular form. REMEMBER  R.P.N. - Reverse Polish Notation or postfix notation is a way of writing down a arithmetic formula. The operator(s) follow(s) the operands. {VLIST} - Outputs the contents of the actual dictionary. {WORDS} - Identical to {VLIST} in other systems. {+} - Adds two (single-length) numbers on top of the stack and replaces them by the result. {.} - Outputs the top stack item, removing it from the stack. EXTRAS  This course is limited. The limits are set in the first place by the know-how of me, the writer. There are several different implementations of FORTH on the Atari ST and I don't have them all at hand. Secondly there is the amount of time between one issue of ST NEWS and the next one.....and ooooh waiting !!! In the third place ST NEWS is not a FORTH-magazine. So some additional reading may do you good. There are lots of good books about FORTH. I just mention one title. That's because I think, it's the best book ever written on computers and FORTH. Although it is not adapted - as far as I know - to the '83- standard, you will ENJOY reading it. The book: STARTING FORTH, Leo Brodie, ISBN 0-13-842930-8 (hardcover), ISBN 0-13-842922-7 (paperback). And I can recommend you WATERSHIPDOWN, 'cause it's fun. EXERCISES  Save your strength for next time !! Best wishes !! THE SOLUTION TO THE BLACK CAULDRON by Math and Peter Claessens START:GO TO THE DOOR AND PRESS F6/OPEN DOOR/ENTER THE DOOR AND GO TO THE CUPBOARD/PRESS F6/TAKE KNAPSACK/PRESS F6/TAKE APPLE/ PRESS F6/TAKE BREAD/PRESS F6/TAKE WATERBOTTLE/NOW GO TO THE FIRE AND PRESS F6/TAKE GRUELL/LEAVE THE ROOM AND GO EAST/GO TO THE SHED AND F6/OPEN SHED/F6/GET CORN/GO TO THE GATE AND F6/OPEN GATE/PRESS NOW THE TAB KEY AND GO TO GRUELL/PRESS F4 TO FEED THE PIG HEN WEN WITH THE GRUELL/NOW WALK WEST BACK TO THE HOUSE/ GO TO THE DOOR AND F6/OPEN THE DOOR AND ENTER/GO TO THE THE BOWL AND WAIT/NOW YOU GET A ROPE/LEAVE THE ROOM WITH THE PIG/OUTSIDE THE HOUSE YOU GO NORTH/THERE COMES A BIG BIRD AND GET YOU AND HEN WEN/YOU MUST RETURN TO THIS POINT AFTER YOU ARE FREE(2 X SOUTH)/ THEN GO WEST/GO TO THE TREE AND F6/GERT LUTE/ GO WEST/GO NORTH/GO NORTH/GO NORTH/F6/GET DAGGER/GO EAST/PRESS TAB KEY/GO TO WATERFLASK/F4 YOU FILL YOU FLASK WITH WATER/GO SOUTH/THERE IS A HOUSE IN THE BUSHES/SEARCH THE UNDERGROUND HOUSE/F6/OPEN DOOR/ENTER DOOR/GO TO THE CUPBOARD AND F6/OPEN CUPBOARD/F6/GET COOKIES/LEAVE THE HOUSE/GO SOUTH/GO WEST (MORVA MARSH)/GO NORTH/GO NORTH/GO NORTH/(EAGLE MOUNTAIN)/START AT THE RIGHT FROM THE SCREEN TO WALK TROUGH THE ROCKS/WHEN YOU ARE WALKED TROUGH THE ROCKS GO NORTH/GET THE ROPE AND PRESS KEY 7 AND THEN F2/NOW YOU CLIMB THE ROPE/IF YOU HAVE CLIMB THE ROPE YOU CAN CLIMB THE ROCKS/AFTER CLIMBING THE ROCK WALL YOU GO DOWN ON THE OTHER SIDE FROM THE MOUNTAIN/YOU SEE SOME CROCODILES/YOU MUST SWIM TO THE OTHERSIDE/WATCH OUT FOR THE CROCOS/IF YOU ARE ON THE OTHERSIDE YOU MUST GO TO THE WALL AND PRESS F6/CLIMB THE WALL/YOU SEE A WINDOW AND USE HERE THE DAGGER/ENTER WINDOW/GO EAST/GO EAST/GO EAST/WAIT UNTIL CREEPER SITS DOWN BY THE THRONE/NOW F6 DO/ YOU JUMP DOWN AND GO TO THE PIG/PRESS F6 AND WALK WITH THE PIG WEST/AGAIN WEST/GO UP/GO WEST/GO WEST/PRESS F6/THE PIG IS FREE NOW/WAIT FOR THE HENCHMEN/HE PUTS YOU IN PRISON/IN THE CELL THERE IS A TIN CUP/F6/GET CUP/GO DOOR/F4 USE TIN CUP/WAIT/ DOWN/GO NORTH/GO WEST/GO WEST/GO TO THE WALL/PRESS 4 X F6/ GO NORTH/F6/GET SWORD/(YOU CAN USE THE SWORD TO STOP THE HENCHMEN)/GO SOUTH/GO SOUTH/GO EAST/F6/UP/GO NORTH/F4/USE SWORD/F6/GET KEYS/PRESS TAB KEY AND F4/USE KEYS ON DOOR/ENTER DOOR/(CELL FLIRE FLAM)/F4 USE SWORD TO FREE FLIRE FLAM/LEAVE CELL/GO WEST/GO UP 1 X/GO EAST/F6/OPEN DOOR/F6/GET ALL/GO SOUTH/GO SOUTH/F4/USE SWORD FOR OPEN THE BRIDGE/LEAVE CASTLE/GO EAST/GO SOURTH/NOW GO BACK THE WAY THROUGH THE MOUNTAINS/DOWN THE ROPE AND WALK THOUGH THE ROCKS/NOW GO SOUTH/GO EAST(WALK TROUGH THE TREE)/HERE DID YOU FIND THE DAGGER/GO EAST/SWIM/GO EAST/SWIM/ GO EAST/BRIDGE/GO TO THE RIGHT SIDE OF THE BRIDGE AND PRESS F6/AGAIN F6 AND YOU GET A FOOD WALLET/GO SOUTH/WAIT HERE FOR GURGY AND GIVE GURGY THE APPLE/GO SOUTH/FALLING WATER/GO WEST/GO TO THE PIG FOOTPRINTS AND JUMP ON THE ROCKS TO THE BIG ONE/(F6)/DOWN/PRESS F6 AND F4/OFFER THE LUTE TO KINGEIDDILEG/NOW YOU GET A MIRROR AND THE FLYING DUST/F4/USE FLYING DUST TO GO UP/ (IN THE WATER)LEAVE THE WATER AND GO WEST/GO WEST/(SWAMP)F4 USE THE FLYING DUST/FLY TO THE LEFT FROM THE SCREEN,TO THE YELLOW GROUND/(HIDDEN AREA OF MORVA)/STOP FLYING AND PRESS F4/GO TO THE DOOR AND F6/OPEN DOOR/GO TO THE CHEST AND F6/OPEN CHEST/NOW WAIT FOR THE WITCHES/THEN F6/PRESS TAB KEY AND GET SWORD/PRESS F4 USE/OUTSIDE/PRESS F6/DON'T GO TO THE BLACK CAULDRON/WAIT FOR GWYTHAINT/HE MUST STEEL THE BLACK CAULDRON/THEN USE FLYING DUST/FLY EAST/FLY NORTH/STOP FLYING AND PRESS F4/GO NORTH/GO NORTH/GO WEST/(BASE EAGLE MOUNTAIN)/NOW GO BACK TO THE CASTLE/GO TO THE BRIDGE AND ENTER THE CASTLE/INSIDE THE CASTLE YOU GO NORTH/(WINE CELLAR)/GO NORTH/GO WEST/DOWN/GO EAST/GO TO THE GRATE/PRESS F8/PRESS F6/PRESS F6/NOW WAIT AND LOOK WHAT HAPPENS/DO NOTHING/THE GAME IS OVER FOR YOU/LET THE COMPUTER PLAY THE GAME FOR YOU NOW/DON'T GET THE BOOK AND THE GOLD ON THE END/WAIT UNTILL THE GAME IS OVER/ YOU CAN PRESS THE HELP KEY FOR TO SEE THE COMMANDS. THE END MATH CLAESSENS WAGENAARSTRAAT 58 6164 XM GELEEN 04494-52532 THE NETHERLAND CALL OR WRITE TO ME IF YOU HAVE TROUBLES WITH AN ADVENTURE. MAYBE I CAN HELP YOU?????? QUESTIONS & ANSWERS by Richard Karsmakers Let's start right off with the questions/advertisements/answers that came in by our mail since the launch of ST NEWS Volume 2 Issue 2... I am looking for a monochrome monitor. I am not willing to pay more than 350 Dutch guilders! Peter Vlemmings, Weringedonk 30 5708 AM Helmond The Netherlands Tel. 04920-28662 I have a problem: A have a 1040 STF computer with a Panasonic KX printer. When I connect both devices by means of a Centronics cable, all I get is some form feeds - but no text. My questions: How must a Centronics cable be built up? And is there perhaps a software printer driver to work with the Panasonic printer? Johan Leenaars Aelenstraat 15 5521 JT Eersel The Netherlands Tel. 04970-13433 Is there someone who can adapt "Signum!" for me, so that it works correctly with a Star Gemini 10X printer? I am quite desperate! In exchange, I can help you to adapt "Fleet Street" for the 10X. Herman de Vrees, Nuenen Can someone help me? I have a General Electric TXP-1000 printer, but I cannot seem to make a hardcopy that doesn't look like a 'tiger-print'. Is there a program that does the job properly? Ernst Blok, Middelharnis  This problem was originally published in ST NEWS Volume 2 Issue 2, and we now have an answer. It cannot be simply explained, but we have just added two programs on this ST NEWS disk that should do the job. One of them is an accesory, that needs to be copied out of the PROGRAMS folder!  I am looking for original software. Prices to be negotiated. J.P Fousert Plataanstraat 28 3297 XS Puttershoek Tel. 01856-1982 (18.30-19.30h) The Netherlands SPEECH ON THE ATARI ST by Richard Karsmakers I faintly seem to remember the 'good' old Commodore 64 times, when an acquaintance of mine proudly demonstrated a speech recognition module called "Voice Master". It was actually a sound digitizer that allowed speech recognition as well. The quality was like crying out loud, but it gave ideas for later. This guy, Onno Verschuuren, later built a sound-digitizer himself with which he won the Micro Masters Holland last year. He even had Rowan from Centerfold speak eight seconds into his '64 - "One, two, three, lllllooooovvvveee". But I'm afraid I'm straying a bit. I was gonnan write an article about speech on the ST, not speech on the Commodore 64. There are two ways in which you can produce speech on the ST: The hardware way and the software way. The hardware way is the most difficult and the most expensive. In order to use it, you must purchase a sound module (like that from Schlegel Datentechnik, Schwarzachstr. 3, 7940 Riedlingen, West Germany, that costs DM 298,-) that plugs in e.g. the printer port. You simply 'print' a document containing phonemes to the module that then converts it to sounds that sound like human speech. The most interesting way, however, is the software way. In this case, people don't need to have more or less expensive hardware expansions to use it. An example of software speech is the programs "SPMOD.PRG" in our Public Domain, as well as the PD demo from "Smoothtalker". The latter sounds really impressive, but in this article I'd like to have a look at speech programming in GfA Basic using the SPMOD program. Lucky enough, I received a program demonstrating the ST's speech capabilities some time ago from my friend Rdiger Eichin in Germany. The program is added on the ST NEWS disk, and is explained here as well: ' Program to use speech in GfA Basic ' Research by Rdiger Eichin, West Germany ' Cls A$="\spmod.prg" Reserve Fre(0)-30000 A=Exec(3,A$,"","") !Load in SPMOD program If A<0 Then !Load error? Print "Load error!" Stop Endif A=A+256 !Leap over Basepage Dpoke A+&HE,&H4E75 !Dpoke code for RTS in MCode Dpoke A+&H6C,&H4E75 !Idem Buffer=A+&H6EEE !The speech buffer is located at ' &H6EEE after module start Adr1=A+&H32 !Address text->phonemes routine Adr2=A+&H88 !Actual speech routine Speech=1 ' @Print("Hello! Have you ever heard software speech on") @Print("the Atari before? Well, this is it!") End ' Procedure Print(Txt$) !Get text into Txt$ If Speech=1 Then !Flag set? Poke Buffer,Len(Txt$)+3 Poke Buffer+1,Len(Txt$) For I=1 To Len(Txt$) Poke Buffer+1+I,Asc(Mid$(Txt$,I,1)) Print Mid$(Txt$,I,1); Next I Print Void C:Adr1() !Make phonemes Void C:Adr2() !Speak Else Print Txt$ Endif Return This program has one disadvantage: SAVEing from GfA Basic won't work correctly anymore after executing: The file selector does not appear and the program is SAVEd as 8 spaces. I hope that we have hereby supplied you with some tips that will prove to be useful in your software developments! START-UP AND SHUT-DOWN by Ronald van der Kamp Shovelling dirt on the ST. Many people have the experience that testing a Modula program on the ST machines can be an awful job because the system is corrupted after a runtime-error. For some time now we can have the TOS in ROM, keep a reset resistent RAM-disk in memory and use a hard-disk. Even so, a reset of the machine is a nasty thing to do and booting the system takes always more time then you feel it should take. The reason for the reset is mostly that you land up with a corrupted or dead system; the program killed by the operating system has left windows and workstations open, files open and all kind of other (GEM) stuff is not 'cleaned-up' and left for the dogs. When you construct your programs, you surely know what actions to take when the program ends normal such as closing windows, set the colour registers back to their old values, make the mouse form an arrow again; mostly you also have an idea what to do when a runtime-error is generated. But how to do it? For a long time I was very annoyed that I could imagine what actions were to be done when a program ends normal, and also what to do when he ends abnormal (runtime-error) but that all I could expect from the Modula runtime system were stupid alert boxes with an 'OK' button. (What is there OK about a runtime error if afterwards the machine is corrupted and a system reset is needed to go on?) A short while ago I saw the implementation of a module called 'Skeleton' written by Gert Slavenburg and in there was a solution found for the above mentioned problems. What I never imagened to be useful were the undocumented possibilities of the module 'GEMX' that is found in the library that ex-TDI (now Modula-2 Software LTD, still in Bristol) suppies with their compiler. In this article you will find a listing from an experimental program that demonstrates the possibilities for shutting down a Modula program in the right way. The function of this program is writing the numbers 3120978 on the VT-52 screen. ( no graphical GEM stuff is used in order to keep this demo simple.) This program has the remarkable quality to write this number also when a runtime error is generated. As follows: First let us take a look at the source code, starting on the next page. (*--------------------our main program---------------*) MODULE MOD0; (* test ShutDown *) IMPORT Program; IMPORT MOD1,MOD2; FROM Terminal IMPORT Write,Read; FROM Program IMPORT AddShutDowner; VAR ch : CHAR; PROCEDURE PROC9; BEGIN Write('9') END PROC9; PROCEDURE ReadPuin(VAR c : CHAR); BEGIN Read(c); IF c='0' THEN HALT END; END ReadPuin; PROCEDURE PROC0; BEGIN Write('0') END PROC0; BEGIN (* main program actions *) PROC0; AddShutDowner(PROC9); ReadPuin(ch); Program.NormalExit; END MOD0. (*-------------------------end of the main program-----------*) (*-------the implementations of used modules----------------*) (*++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++*) IMPLEMENTATION MODULE MOD1; IMPORT Program, Terminal; (*==========an internal module================*) MODULE MOD3; IMPORT Program,Terminal; EXPORT QUALIFIED PROC3,PROC8; PROCEDURE PROC3; BEGIN Terminal.Write('3') END PROC3; PROCEDURE PROC8; BEGIN Terminal.Write('8') END PROC8; BEGIN(* actions of module MOD3 *) PROC3; Program.AddShutDowner(PROC8); END MOD3; (*========end of internal module=====================*) PROCEDURE PROC1; BEGIN Terminal.Write('1') END PROC1; BEGIN(* initial actions of module MOD1 *) PROC1; END MOD1. (*++++++++++++++++++++++++++++++++++++++++++++++++++++*) (*++++++++++++++++++++++++++++++++++++++++++++++++++++*) IMPLEMENTATION MODULE MOD2; IMPORT Program; IMPORT Terminal; PROCEDURE PROC2; BEGIN Terminal.Write('2') END PROC2; PROCEDURE PROC7; BEGIN Terminal.Write('7') END PROC7; BEGIN(* actions of module MOD2 *) PROC2; Program.AddShutDowner(PROC7); END MOD2. (*++++++++++++++++++++++++++++++++++++++++++++++++++++++*) (*++++++++++++++++++++++++++++++++++++++++++++++++++++++*) IMPLEMENTATION MODULE Program; IMPORT GEMX, GEMDOS, AESForms; FROM SYSTEM IMPORT ADDRESS; FROM Strings IMPORT String, Concat; FROM M2Conversions IMPORT ConvertInteger, ConvertAddrHex; CONST lastShutDowner = 128; (* in definition module: TYPE ShutDownProc = PROC; *) VAR nrShutDowners : INTEGER; ShutDowner : ARRAY[0..lastShutDowner] OF ShutDownProc; PROCEDURE RunTimeErrorHandler; VAR s,s1,s2,dest : String; BEGIN SimpleAlert( 'RUNTIME ERROR!|Re-boot if no further|messages appear'); ConvertInteger(GEMX.ErrorContext.Error,4,s); ConvertAddrHex(GEMX.ErrorContext.PC - ADDRESS(RunTimeErrorHandler), 8,s2); Concat('ERROR # ',s,s1); Concat(s1,' at Offset ',s); Concat(s,s2,dest); FatalError(dest); END RunTimeErrorHandler; PROCEDURE Halt(); VAR dummy : BOOLEAN; BEGIN dummy := GEMDOS.Term(0) END Halt; PROCEDURE AddShutDowner(formal : ShutDownProc); BEGIN IF nrShutDowners > lastShutDowner THEN formal(); FatalError( "Increase lastShutDowner in module 'Program' "); END; ShutDowner[nrShutDowners] := formal; INC(nrShutDowners); END AddShutDowner; PROCEDURE NormalExit; VAR i : INTEGER; BEGIN FOR i := 0 TO nrShutDowners-1 DO ShutDowner[nrShutDowners-1-i]() END; Halt; END NormalExit; PROCEDURE FatalError(VAR s : ARRAY OF CHAR); VAR dummy : INTEGER; as : String; BEGIN Concat("[3][FATAL ERROR|",s,as); Concat(as,"][BAH]",as); dummy := AESForms.FormAlert(1,as); NormalExit; END FatalError; PROCEDURE SimpleAlert(VAR s : ARRAY OF CHAR); VAR as : String; dummy : INTEGER; BEGIN Concat("[1][",s,as); Concat(as,"][BAH]",as); dummy := AESForms.FormAlert(1,as); END SimpleAlert; BEGIN nrShutDowners := 0; GEMX.ErrorProcessor := RunTimeErrorHandler; END Program. (*++++++++++++++++++++++++++++++++++++++++++++++++++++++*) As you can see, the module 'Program' contains two statements to execute, in this context also called 'initialising actions'. About the features of this module I will talk later on in this article. The import in the main program (module MOD0) of 'Program' will result in the execution of the initialising statements of 'Program'. The import of 'MOD1' will also result in execution of its initialising statements. But module MOD1 also contains in itself a module 'MOD3', so logically there is a need that the actions belonging to the module 'MOD3' are done before 'MOD1' is activated. This is indeed done. The first number on the screen that appears is 3. Immediately afterwards the procedure PROC8 is the first to be administrated by the 'Program.AddShutDowner' procedure. The next initialising actions to be done are in MOD1, and indeed the next number on the screen is 1. The 'flow of control' goes now back to the module MOD0 where the next import that is to be done is that of module MOD2. The action in 'MOD2' takes care of the writing of the number 2 to the screen. Also PROC7 is put in he list of terminal action procedures. (this is the second procedure that is put in the list of procedures to execute when the program terminates). Next a return to the MOD0 module takes place where all the imports are done now ( except 'Terminal', but there is no need to talk about that one in this context ) and its own 'actions' can take place, the first action being the writing of the number 0 to the screen. A third shutdown procedure is added next. The 'Read(ch);' gives you as user the breathing space to see what has happened on the screen untill now. The last action of the main module MOD0 is a call to the procedure 'Program.NormalExit'. And be awake! Just before the screen is cleaned and whipped away, the numbers 9, 7 and 8 are displayed. This result is only possible when the procedures PROC9, PROC7 and PROC8 are executed. When you run the program for a second time and you type the number zero (0) (after 3120 is displayed on the text screen), then a runtime error is forced by way of the Modula HALT statement; an alert box appears with the text 'RUNTIME ERROR..'. So you see, our own runtime handler is activated and we are not dependent any more on the standard runtime error handling that TDI has suppied with the Modula runtime system (module GEMX). After answering the alert button a call to the Program.NormalExit is done. So the result is that, although the statement 'Program.NormalExit;' in module MOD0 is not executed, the RunTimeErrorHandler takes care of all the shut-down actions. I am very glad with this result. When we take a closer look at the module 'Program' there are some remarkable things as there are: 1. there is a list of 128 shut-down procedures possible. ( enough for most applications), 2. a procedure called AddShutDowner puts these procedures in the table, 3. the procedure NormalExit is the executer of the shut-down procedures. He starts with the last added procedure in the table and ends with the first added procedure. Take a good look at this; its is indeed the logical order of succession we need; in this demo program the order is PROC2, PROC0, PROC9 and PROC7. 4. One of the initial actions of the module 'Program' is the installation of our own RunTimeErrorHandler as the GEMX.ErrorProcessor. So you keep things in your own hand in case of error conditions. 5. The Program.Halt procedure terminates the program with a call to GEMDOS.TERM(0). In most cases this is the best way for a program to extinguish itself. POST-SCRIPTUM If you handle things according to the above listed program you should consider the following: 1. For a normal program ending let the last executable statement in the main module be a call to Program.NormalExit. 2. If you want also a correct termination of the program in case of runtime errors you should install an own made GEMX.Errorprocessor (that mostly will also do a call to the Program.NormalExit. 3. Think long and deeply about the creative uses that are possible with the HALT statement now that we are able to vary the error respons of the program. 4. Keep track of the order of precedence of the initial actions of imported modules. When you know how the start-up goes than you can have an idea of how to shut-down. Stichting Modula Nederland Bakkersteeg 9A 2311 RH LEIDEN The Netherlands THE SOLUTION TO KING'S QUEST I by Match Claessens START: WALK OVER THE BRIDGE (WATCH OUT)-GO WEST-OPEN DOOR-ENTER CASTLE-FOLLOW THE RED CARPET-BOW KING-TALK KING-LEAVE THE CASTLE- WALK OVER THE BRIDGE ON THE LEFT FROM THE CASTLE-GO NORTH-GET CARROT-GO WEST-CLIMB TREE-LOOK NEST-GET EGG-GO DOWN-GO SOUTH-MOVE ROCK-LOOK HOLE-GET DAGGER-GO NORTH-GO EAST-GO EAST-GO EAST-IN THIS LOCATION YOU GET A MAGIC SPELL FROM YOUR FAIRY GEDMOTHER-IF SHE DOESN'T APPEAR GO TO ANOTHER LOCATION AND THEN COME BACK TO THIS LOCATION-IF YOU HAVE THE MAGIC SPELL THEN GO EAST-GO EAST-GO SOUTH-LOOK IN STUMP-GET POUCH-GO SOUTH-GO SOUTH-GO SOUTH-GO EAST- GO EAST-GO EAST-GO EAST-GET BOWL-LOOK BOWL-FILL BOWL-GO NORTH- LOOK BEACH-GET PEBBLES-GO WEST-GO SOUTH-GET WALNUT-OPEN WALNUT-GO WEST (WATCH OUT)-GO SOUTH-SWIM THROUGH THE WATER AND GO FROM THIS LOCATION TO THE NORTH (WATCH OUT)-GO WEST-EAT HOUSE-OPEN DOOR AND ENTER HOUSE-OPEN STOVE-OPEN CUPBOARD-GET CHEESE-GET NOTE ON THE TABLE-READ NOTE-LEAVE HOUSE-GO NORTH-GO NORTH-GO NORTH-GO NORTH- GO WEST-OPEN GATE-SHOW CARROT-GO SOUTH WITH THE GOAT-GO SOUTH-GO WEST-WALK OVER THE BRIDGE-GO WEST-WALK OVER THE BRIDGE (THE GOAT HELPS YOU)-GO SOUTH-LOOK MAN-TALK MAN-ASK NAME-ASK NAME-ASK NAME- GET KEY-GO SOUTH-GO SOUTH-GET CLOVER-GO SOUTH-GO WEST-GO WEST-GO SOUTH-GO WEST-GO WEST-GO SOUTH-GO WEST-ENTER HOUSE-GIVE BOWL-GET FIDDLE-LEAVE HOUSE-GO EAST-GO SOUTH-GO EAST-GO SOUTH-GO SOUTH- (NOW YOU MUST ENTER THIS STRANGE HOUSE,INSIDE YOU MUST USE THE KEYS 7 AND 9 TO GO UP,DOWN ARE THE KEYS 3 AND 1) UNLOCK DOOR-OPEN DOOR-ENTER DOOR-(WITH KEY 9 GO UP)-UP-UP-UP- LEAVE CAVE-GO SOUTH-GO TO THE TREE AND LOOK HOLE-GET SLING-GO NORTH-GO WEST-PLAY FIDDLE-WALK IN THIS LOCATION TILL THE GIANT FALLS ASLEEP-NOW GET CHEST-GO EAST-ENTER CAVE AND GO DOWN- OUTSIDE THE STRANGE HOUSE GO EAST-WALK IN THIS LOCATION TILL A LITTLE ELF APPEARS-TALK ELF-(YOU GET A RING)-SWIM EAST-SWIM AND THEN WALK EAST-GO EAST-GO EAST-OUTSIDE THE CAVE-WALK HERE TILL THERE APPEARS A BIRD-NOW JUMP ON THE BIRD IN THE RIGHT FROM THE SCREEN-USE KEY 0-AFTER YOU HAVE LANDING GO WEST-GET MUSHROOM-GO EAST-JUMP IN THE HOLE-GO SOUTH-GO WEST-GIVE THE CHEESE TO THE RAT-OPEN DOOR-ENTER DOOR-GO SOUTH-GET SHIELD-NOW GO BACK TO THE FIRST ROOM WITH THE STRANGE CREATURES-PLAY FIDDLE-GO BACK TO THE ROOM WITH THE KING-GET SCEPTRE-NOW WALK UP THE STAIRS-GO THE HOLE-EAT MUSHROOM AND WALK THROUGH THE HOLE-OUTSIDE GO NORTH-GO NORTH-GO WEST-GO NORTH-CLIMB PAIL-GO WATER-SWIM-DIVE WATER-SWIM THROUGH THE HOLE-THROW DAGGER-GET MIRROR-ENTER HOLE-SWIM UP-CLIMB ROPE-GO SOUTH-SWIM EAST-GO EAST-GO EAST-WALK OVER THE BRIDGE- ENTER CASTLE-GO TO THE KING-BOW KING-TALK KING-LOOK MIRROR-NOW WAIT- THE END. IF YOU HAVE QUESTIONS ABOUT ADVENTURES THEN CALL OR WRITE ME. GREETINGS TO ALL ATARI USER. MATH CLAESSENS WAGENAARSTRAAT 58 6164 XM GELEEN (L) THE NETHERLANDS TEL. 04494-52532! SOFTWARE REVIEW: SUPERDIRECTORY by Jos Schilders Michtron has published a new program called SUPERDIRECTORY, which enables you to keep track of where you put your files, programs etc. It is surely one of the best programs for this purpose that I have ever seen, making it possible for you to read all your disks, edit the list, add comments, sort it and print the list. The program is completely GEM-based and easy to operate. Starting in a pulldown-menu, you select "Super-directory" and off you go! You'll see a window, containing nothing, with a scroll-bar on the right side. Further to the right is a row of 11 boxes, with the program functions. The first one, labeled "ADD", is used to add one or more disks to the librairy. Michtron has found an easy and fast way to enter the disk, forcing you to type a three-digit number. Each time you press "OK" or [ENTER], a disk is read. Click on "CANCEL" to go back to the main screen. The second one labeled "DISK", searches from the current position downward until the disk number changes, thus showing the next disk on the screen. The button labeled "FIND" pops up a form with several lines, each line representing a catagory to search for. You can fill in as many lines as you want, enabling you to search for program names, catagory (a one-digit number), disk number, pathname and/or remark. If you click on "ALL" instead of "OK", it puts all programs it finds which confirm to the search mask in another list. "LOAD" loads or merge a library from disk. "MODE" switches between two modes of display, the first one showing Name, disknumber, catagory, date, filesize and pathname, and the other showing time instead of date, and remark instead of pathname "PATH" works almost the same as "DISK", displaying the next folder on the screen. "PRINT" pops up another form, with some functions to print out the list in several ways. "SAVE" saves the library "SEARCH" repeats the search from button 3 with the same mask, from the current cursor position "SORT" sorts the list in almost all posible ways. You can sort your library on Catagory, Date, Disk, Extension, Filename, Pathname, Remark, Size or time, and you can sort the whole list, or within each disk. "A" is used to select the default diskdrive When you click on an item in the window, you can edit it's filename, pathname, disknumber, catagory and remark. When you click on "WINDOW+", it will not return to the window screen when you click on "DELETE" or "OK", but display the next item. This is handy for deleting and editing a lot of files at once. After working a few days with the program, I found that it was a great program. The program is ideal for storing and processing a small or large software library. A few disadvantages are however, that storing and reloading of files is extremely slow, that there's no way to edit time, date and size of a file, that there's no way to delete a lot of files at once, and that the "WINDOW+" option always seems to start at the top of the window. But I think the program has a lot more advantages: Sorting is very fast, an you can sort on almost everything. reading diskettes is also very fast, and the program is very flexible. Mark H. Feldman has surely done a good job here! MACINTOSH SOFTWARE REVIEW - MAC ZAP TOOLS by Richard Karsmakers The most interesting program I have uptil now seen working on the MagicSac is the package "MacZap Tools" (I had a look at version 4.1 from Januari 25th 1986). The program comprises a memory-and disk utility which included quite stunning options. I will try to have a thorough look at the program in this article, although I here and there lack the sheer MacIntosh knowledge needed to do some of the explanations. I actually don't know if the program is Public Domain or not - I am going to write a letter to the programmer soon (Micro Analyst, Inc., P.O. Box 15003, Austin TX 78761, U.S.A.) in order to find that out. I have always been fascinated by memory maps and disk manipulation, so this program was really something to get excited about, especially because it worked on the good old MagicSac! When I have had some experience with this program, I will probably start an article series about diskmanipulation on MagicSac format diskettes... But let's have a look at the options that MacZap Tools offer. After startup, a menu bar appears together with a main display window and a disk-window. In the main display window, a piece of memory or one sector from disk is displayed. The disk-window is filled with buttons that allow the user to select the block to be read, the actual display of the disk buffer contents and several other more or less useful things. The leftmost menu bar title, "Windows", features the following options: Hide/Show Main Window Take care that the main window is hidden or displayed. Disk Window Activates the disk window. Disassembly Window Activates a disassembly window, that can show a disassembled machine code listing of either the main screen or the disk buffer contents. Is is possible to set the address, open a file for a disassembled listing, etc. Volume Info Shows a grid on which each block equals one block on disk. Each block is filled with a certain character from this table B Meaning unknown V Meaning unknown D Directory block * Used for file storage (Empty) Unused File Info After selecting the file through an item selector (just like with the ST itself!) a grid appears in which the whole disk is represented by blocks (but this time, each block comprised two block on disk). Only the file that was selected is now displayed in the corresponding grid blocks. Further, all file attributes are displayed (locked/unlocked, visible /invisible, no bundle/bundle set(?), system/not system and protected/not protected). These can all be changed. * Note to the volume-and file info options: Double-clicking the left mouse key on a grid block causes the corresponding block to be read from disk into the main window if 'disk buffer' is set in the disk window. Graphics Window The data displayed on the main screen might actually comprise graphics. These can be displayed in this extra window. Data Window Some of the options under other menu bar titles send their results to another window, the data window. This can be activated by clicking this option. Clear Data Window After a while, the whole data window might be filled with trash. This option clears the whole data window. Quit Quit to program back to the Finder. On the right, next to the "Windows" menu, a menu title called "Resources" is included. It has only one option, that sends its results to the data window (opened or not): File Resource List This displays a file resource list of the file that was selected using the Item selector. The file resource list consists of: Filename Resource fork Length File Attributes The following is only displayed when the resource fork length <>0: Number of Resources A list of all resources: Type: ID#: ATTR: Offset: Size and name I am not quite sure what this resource stuff all means. The next menu bar titles is "Markers" and "Search". These whole menu bars are not quite clear to me, and I suppose you don't really need it to work with the program effectfully. A very interesting menu bar title is the one called "Special" (that promises quite a lot, don't you think?). It has the following options included after the menu has dropped down: Volume List Displays some basic information of the volumes currently 'on line' (which means that they are inserted in either the in- ternal or the external drive). Info: Free: Initialised on: #Files: Next#: Name: Unit Table List Meaning not clearly known. Standard File Info Displays basic file information after the file is selected by an Item selector. Here follows an exaple of the information that is offered in the case of "MacZap Tools" itself: File Information on -> MacZapTools-4.1 On Volume -> Mac YapTools/4.1 APPL TYPE MZT1 CREATOR 00000000 Data Fork Logical Eof 00009297 Resource Fork Logical Eof 17:13 02/13/86 Creation Date 17:14 02/13/86 Modified Date Standard Volume Info Displays basic volume (disk) info. An example in the case of the "MacZap" disk itself: Volume Information on ->Mac YapTools/4.1 Volume Reference Number > FFFE 18:20 11/27/86 Initialisation Date 00:00 01/01/86 Last Backup Date 0002 Number of Files 0170 First Block of Directory 000A Number of Blocks in Directory 00000400 Size of Allocation Blocks 0000000D Next File Number 00000169 Free Space (Kilobytes) * Note to both 'standard info' options: All results are sent to the data window. Some more options are included in this pull-down menu, but these are less interesting. A few more notes on the program in general: While working with the program, you must know that the sectors are number from 0 to 31F, that RAM on the MAcIntosh is located from 0-80000 (on a FatMac, anyway) and that its ROM is located from 400000 to 410000 (not on the ST version of the Mac, that's for sure!). Try to mess around a bit with this program: I know that a lot is stored on a MacDisk (file name, etc., but also creator name, file type - in ASCII - and much more). I also suspect that the icons of each file are stored somewhere on the disk, which open a field of manipulation! Just take care not to ruin important data! SOFTWARE REVIEW: SIGNUM! by Richard Karsmakers I had heard a lot about "Signum!" even as the program hadn't been seen yet. When I wrote to Application Systems to review Art-and Film Director (they directed me to PDS, by the way), I received an apology home, printed out with "Signum!". It didn't stun me: I just thought the whole damn thing was printed on some laserprinter or something of the kind. I completely forgot "Signum!" and went on processing words on good old "1st Word Plus". It was at the open day at the ST Club in Eindhoven on the first Saturday of Februari that Mr. Geukens of Club Veldhoven proudly showed me a printed out sample of "Signum!". I didn't believe him when he told me that it was actually made on a 9-needle printer! But it turned out to be as true as can be! I immediately contacted Commedia and recently I have received the program, to test it out. They said to be working on a Dutch version of the manual, but I still had to do this review with help of the German manual. Am I lucky my knowledge of German is good enough so I am at least able to read it fairly well... The program is supplied on two disks, and the proggram itself, the printer programs, the font editors, etc. aren't protected. So it's very easy to copy the program to harddisk or make a backup of it. The secret is a program called "INSTALL". This has to be executed before any of the other programs are loaded, otherwise they simple refuse to work. This "INSTALL" program is heavily protected, and it has to be run from either of the two disks, which both include the actual disk protection. But that's enough about that fuss. Let's have a look at the program. On startup, one is met by quite a normal starting-up screen: A piece of 'paper' on which you can type, a menu bar and some option grids on the lower side of the screen. This seemingly simple program, however, offers the user the most advanced word processing capabilities - and more. The thing that's revolutionary about "Signum!" is the fact that it is completely pixel-orientated. This means that any character on the screen can be moved pixel by pixel. Because of this fact it is possible to create advanced physics/maths/chemistry formulas and more. Through a parameters menu it is possible to define word distance, character distance, line distance and more. You can, of course, set TABs (which can also be permanently displayed over the whole screen). Things like justify, word wrap and other usual features of the modern word processor are also included. You can use headlines, footlines, page numbering (left, right, middle or left/right according to the page number), etc. The program is clearly aimed at people who need proper word processing capabilities (with high quality print-outs), and it is prices accordingly - in Germany, the price is DM 448,-. At Commedia's (Eerste Looierdwarsstraat 12, 1016 VM, Amsterdam, The Netherlands), the prices go down by the day so you should call them (Holland 020-231740) for the latest prices there. "Signum!" offers quite a lot (it should, for the amount of money you have to pay to get it). Things most word processors don't offer, like macro-key programming, the loading of up to 7 (!) different fonts in one document (in practise, this means not more than 7 different character sets on one page) and much more. Let us have a look at the PROS and CONS of the program: PROS: - The program is pixel-oriented. This mean high-accuracy word processing capabilities - It allows use of different fonts, that can be created using the font editor that is supplied with the program - It can drive a 24-needle printer as well as most 9-needle ones - Macro-key programming is allowed - The quality of the printout is extremely high CONS: - With 'word wrap' the word that should be wrapped is left on the current line - It is actually page-oriented. Inserting a piece of other Signum files in the middle of one page is impossible - No pictures can be used in the program (said to be included in a future version) - No columns are possible (said to be included in a future version as well) - 'Light' and 'Underlined' character set styles are not supported - Printing takes quite along time (with a 9-needle printer, the printer head moves 6 times over one line, depending on the text height) Concluding: For all those people that are active writing club magazines, semi-professional scriptions, professional letters, etc., "Signum!" is the program that they all have been waiting for (and that they have secretly been dreaming of). Even cheap 9-needle printers can now easily be mistaken for expensive daisywheels, whereas the realively cheap NEC P6 can easily be mistaken for a true laser-printer. When one has a look at the group of people that the program is aimed at (those who would use it professionally or semi-professionally), the price is not bad either. If you're thinking about buying the program, but you're not yet sure, please go and have a look at your local computer retailer who happens to sell the program and ask them if they'll demonstrate it. You'll be stunned and chilled to the bone when you see what can come rolling out of a Star NL-10.... DOC23 [t DOC16 [ TWO MONITORS CONNECTED AT ONCE by Jos Schilders Owning an Atari ST mostly means owning two monitors; many programs require a color monitor, while others only run on a SM124 Hires monitor. This means that you are almost constantly changing monitors if you want to look at some new programs. And when I once changed my monitor while I could see the monitor outlet from the inside, and saw how fragile it was build, I decided that I wanted to make a monitor switch. There are several possibilities to build a monitor switch; inside or outside the computer. But due to the fact that I travel a lot to user meetings etc, I decided that it should be an inside switch. Then I searched for the easiest way to connect a second monitor, and I found it near the place that is reserved for a future modulator. If you look at the atari's PC-board you see a large empty space between the monitor outlet and the diskdrive outlet (On a 1040STF). On the bottom edge of this space you see a row of ten holes. 520ST owners may have a few components soldered in them. Leave them there. This is the place we want to connect our second monitor. Building the second monitor outlet is actually quite simple. First you have to make two holes in the back of your ST, one for the switch and one for a suitable monitor plug. I suggest you use a 9-pin D- plug ("Joystick-plug"), for the simple fact that is a cheap, easy-to-get and reliable plug. Mount the switch and the plug in the corresponding holes and connect them according to this diagram: || | || | s=Sync | | || | | r=Red Os Or Og Ob Oa \ \ \ 3x g=Green | O---O---O---O | / / / Resistor b=Blue | | _______| \ \ \ 33 Ohm a=Audio | | | _______| | | | GND AUDIO | _______| | | (SEE | | _______| | TXT) | | | | | | | O O O O O O O O O O You can of course use another pin-layout on the monitor plug. Audio comes from pin 1 of the original monitor plug, which is easy to reach. The back of the monitor plug consist of a number of angled metal strips. scratch the upper left one a little to remove oxyd and solder a wire to it. This is your Audio line. Connect it to the proper pin on the 9-pin plug. The GND Signal comes from the case of the SHIFTER. (it's a little metal case in the middle of the PC-Board). Then cut the upper left strip of the "real" monitor plug (the one that leads to pin 4) and connect a wire to each half. Connect these to a normal single-pole switch. This is your monitor switch. After this, you'll have to make your own cable to your color monitor. Since all monitors are different, I can't give a standard solution here. But you don't have to worry about wrong connections. You can't miss the GND pins (the whole lower row), and as long as you put SOUND and SYNC correctly, all you can get is some weird colors. Just switch some wires and your colors will be alright. PROFESSIONAL SOUND PROGRAMMING ON THE ST by Holger Gehrmann The fashion of programming complex pieces of music on home computers started already at the very beginning of home computing, when the VIC 20 from Commodore hit the market. The soundchip has one noise-and three tone generators, that could only produce a pulse waveform. The volume could only be controlled for all tone generators at once. The idea of programming complex musical compositions didn't even find its origin then, because the musical capabilities were simply too limited. All changed when the Commodore 64 appeared. And already two years after its launch, very complex songs were finding their way to the users which were packed with sound effects. No wonder: The sound capabilities of this computer could easily match those of a small and cheap synthesizer system. One would think that a new computer like the Atari ST should even outdo the sound possibilities of the 64, but the ST unfortunately contains a regular Yamaha chip. It offers three pulse tone generators, to which noise can be mixed individually. The volume can be defined for every voice independently (that is quite an advantage). Except for these, a kind of waveform also is implemented, that can not be used properly. The musical qualities of the ST are thus significantly less than those of the Commodore 64. The tone reproduction, however, is better: The SID of the 64 works analogue (so there'll be more ground noise), whereas the Yamaha chip of the ST works digital (which takes care that a clearer note appears). After programming many songs on the VIC 20 and Commodore 64, I of course wanted to expand my sound programming experience to the ST. Since I had already programmed small test-compositions on the Amstrad (which has the same soundchip), it wasn't that difficult to re-program my soundtool for the ST. But I did want to build in a few extra options into my soundtool (which I, by the way, called SOund PROgramming Language) that would allow some extra sound effect possibilities. The following sound effects can be established: The GLIDE effect: The current note is continually increased and decreased. The MODULATION effect: The current note is increased and than decreased all the time. This produces a kind of VIBRATO, which makes the very 'flat' note of the ST sound a bit 'weaker'. The DOUBLE-TONE mode: This takes care that two different notes are toggled using only one tone generator. This creates the impression that one sound generator becomes two sound generators. The use of chords is much easier this way, and doesn't use that much sound generators. The BEND effect: The next note is not directly played, but the program starts from the last played note and then increases/decreases to the current note (a bit like the GLIDE effect). This is often used with electrical guitars. Volume modulation: This is much alike the MODULATION effect, but here the volume is continually increased or decreased. The TWO-VOLUMES mode: Much like the DOUBLE-TONE mode, but here the volume is toggled between two values continually. The NOISE-GLIDE effect: This sound effect is just like the GLIDE effect, but this time the noise genarators that can be mixed into the sound are increased and decreased all the time. This effect can very well be used to imitate drumming sounds. Even with all these features, a proper tone quality cannot be reached. That's why I simulate the on the Commodore 64 so well known waveform generator (ADSR). With SOPROL, this functions much like that on the 64, but I included an additional option: The Attack-, Decay-, Sustain-and Release TIME is not the only variable thing, but it's also possible to specify the step size of those. This feature makes it easy to program alienating effects. The last problem is the use of the sound data in the source code. Since I only work with the K-Seka assembler from Kuma, this whole business became a bit tough, also because Seka doesn't offer that much user-service. SOPROL controls every byte that it reads, to check if it's larger or equal to $F0. If it is, that means that is has encountered a command. The commands are: $F0 JUMP Jump to another position of the song $F1 CALL Call a sound-subroutine (e.g. if a part of a song has to be used several times) $F2 RECALL Jump back from a sound-subroutine $F3 CHANGE Change the sound effect settings $F4 NOP No operation When the byte that was read comprised no command, SOPROL checks if the byte is larger than $C0. If so, that means that the current tone-length has to be changed. The new tone-length can be calculated by: Length=Byte-$C0. Whenever the byte that was just read is smaller than $C0, SOPROL knows that an actual note is meant here. The high-nibble comprises the octave and the low nibble the tone you wish. Since SOPROL works on Interrupt (using the Vertical Blank Interrupt queue, ED.), the main program has to write a certain value on a certain memory location (I call this SONGFLAG most of the time). The song corresponding with that number will be played until the value 0 is stored on SONGFLAG. The first time I used SOPROL on the ST, I used it in my program called "Extensor", which features five different songs. The next program I used it for was "Hollywood Poker". Both programs were published through Golden Games, which I owned for 50% until recently. Since I retreat from this company and will be running my own software company called "ReLINE Software", only programs from "ReLINE" will feature SOPROL songs in the future. I hope to have stimulated you to program sound on the ST by means of this article. Professional music is not only possibile through MIDI, but can also be used if one works good enough with the generators of a sound tool or so. Editorial Note: Holger Gehrmann is a guy that programs software for Amstrad, Commodore 64, Commodore Amiga, Atari ST and no doubt several other computers. It is amazing that he does things like this with the means he has (remember? He only uses K-Seka!). I hope he will continue this article in the future, in which he will then explain the specific routines, etc. But that's not sure. Anyway, he will soon supply us with some pieces of music that can be included into our Synth Sample V... . [.. [GE_SCR_HACC[SPOOL PRG[FONTLOADBAS[MINNAAR BAS[DSPEECH BAS[F MODULA_2MOD[!`Hx <.|N .NA"/0<NBNuNVNh.?9 NT3N`*. N=@ y( f09 yfa`N^NuNV>N-@.aBn`0.HЮ-@.aBn`j=|`T=|BnBn`&0n"n0Hng0.nnP nm>Bg?<N(XJnfRRn nPm> Bg?<N(X> Bg?<N(XRn n2mBg?<N(XR nJfN^NuB?< NA\29TSA yVJg XHQBgNA /?< NA\NuJyfN|3NuM v Houtert (c) 1986NV3 *0.|HмH-@=|` nH2n *2RRn nm. NB@09 RN^NuNV# * # # 2 # R # # # > aF3 R pN^NuNV>a*pN^NuNV# >NN^NuNV3 2# >#NN^Nu#NN/9Nu#NM/9Nu#NA/9Nu YA2 GE screendump  $`,0>, $  `  o,<ܨ ܨܨ~pA<0k< n @`JGf~ Hp ܇3/<|?<-?<NMP#/<l?<?< NNPBg/?<1NA$OfNj]J jf0 jf("y3##2* aB"y/?#Ns jf jfpa4(aȴhfpNs yNF'a4(hf.f(EA<@< @pNu4(anhg"P 1BpNu 9мpF#hfܰbpNuHa$4(hga&$P2 a1BLNsACNuRBhetNuDGfABASIC6lnnzANIPLPL1A "Routine to load in custom fonts <Any font that can be loaded into Degas Elite can be used c:Design and development by Strike-a-Light Software, 1987  e @ FPE@@dFSpace in RAM where the 8x16 fontheader is located (ROM TOS only) 6E``FdAddress where font is going to be read fa:\*.fnt!!F!F'H!H!HelloFe:EG&HFwConvert and overwrite font header !2 F!2 F aF2$bE0G--HF( E2 F !2 F !F aF`!2 2  2  2 F`!2 2 2 2 F`!2 2 2 2 F'H!H!HelloFeGfABASIC&...222DDDDbtABIEHIERWAARVERHAALVRAAGOBUFIDUMMYVA11201852601008A bonus for Dutch readers of ST NEWS Volume 2 Issue 3 *Tip for foreigners: Try to learn Dutch!  i MINNAAR  i<Atari ST versie door Richard Karsmakers met hulp van THH fDatum: 15-03-1987 NOriginele (Commodore 64) versie uit 1984 geleverd door Iron Eagle Software $Softwarekeuring: 18 jaar en ouder  o *** EIGENLIJKE PROGRAMMA *** *EBX BFl@!FYFEWAT IS UW GESLACHT (M/V)F Ea F& HOUDT U VAN VULGAIRE SPELLETJES?F Ea F* ]B NB nB VB vF SORRY... F {FOF F * ! F ESTARTF|Fk0000!15.03.87FRF|FQF0QF0QF0 Q ! F Q ! F Q ! F ^vF-F F|F8 ^800:00:01FF-F8 FYF*"""""FFF " ?F^EGF"F" " FN ^FFF WELKE MOGELIJKHEID KIES JE?F|FEa FE@F _NF-F FF|" " FM _; @ !FF > @ F {FOF F E F-F *"*** DATA VOOR HET PROGRAMMA ***  *<START,WELKOM BIJ DE MINNAARSTEST,BEN JE EEN GOEDE MINNAAR JA,START2 6NEE,!DAT IS NIET ZO MOOI VOOR JE! DOE ER WAT AAN ! IBIK WEET HET NIET,!VROUWEN HOUDEN NIET VAN TWIJFELAARS. NEE DUS.  .START2,"HAHA, DAT ZULLEN WE NOG WEL ZIEN!" T6JE VERWACHT EEN MEISJE. ER WORDT GEBELD. WAT DOE JE $EVEN KIJKEN OF MIJN HAAR GOED ZIT ,!HELAAS! ZE IS AL WEG. HET DUURDE TE LANG IK DOE OPEN,BINNENKOMEN *IK KIJK OF ALLES WEL IN ORDE IS,NERVEUS  :BINNENKOMEN,"JA HOOR, ZE IS HET.",WAT ZEG JE TEGEN HAAR *HE HALLO ! JE BENT MOOI OP TIJD.,JASUIT (WELKOM IN MIJN NEDERIGE WONING,JASUIT >"DAG STUK, KOM ERIN!",!HAAR WANTROUWEN IS GEWEKT. VERZIEKT!  :NERVEUS,NA BINNENKOMST ZIET ZE EEN BH LIGGEN,WAT ZEG JE *IK DOE DE WAS VOOR DE BUURVROUW,JASUIT I DIE IS VAN MIJN MOEDER,JASUIT BIS DIE NIET VAN JOU?,!ZE SLAAT JE IN HET GEZICHT EN VERDWIJNT.  ,JASUIT,ZE DOET HAAR JAS UIT,WAT DOE JE NU 8IK OMHELS HAAR INNIG,!ZE DOET HAAR JAS MAAR WEER AAN E&IK PAK HEM AAN EN HANG HEM OP,KAMER &IK KIJK HAAR GOEDKEUREND AAN,KAMER  2KAMER,JULLIE ZIJN NU IN DE HUISKAMER,WAT ZEG JE FNIETS. IK GLIMLACH NAAR HAAR,!JE HEBT EEN NERVEUZE INDRUK GEMAAKT. WIL JE WAT DRINKEN?,NOGNIET WAT WIL JE DRINKEN?,TONIC  ,TONIC,'EEN TONIC GRAAG' IS HAAR ANTWOORD "JE HEBT GEEN TONIC. WAT DOE JE F"IK ZEG LACHEND: LATEN WE DAT NOU NET NIET IN HUIS HEBBEN!",ZELACHT $IK LEEN HET BIJ DE BUREN,OOKNIET DIK GEEF HAAR IETS ANDERS,!ZE HEEFT HET VERSCHIL GEPROEFD. JAMMER!  6NOGNIET,"'NOG NIET, DANK JE' ZEGT ZE",WAT DOE JE NU IK GEEF HAAR KOFFIE,GESPREK 6IK HAAL MIJN POSTZEGELVERZAMELING,!DAT IS AFGEZAAGD &IK ZEG 'DAN WACHT JE EVEN',GESPREK  8ZELACHT,ZE BEGINT TE LACHEN. MOOI ZO,HOE GA JE VERDER $IK GEEF HAAR IETS ANDERS,GESPREK 8"IK ZEG: 'TEA FOR TWO' DAN?",!DAT IS BEHOORLIJK FLUT IK LACH MEE,GESPREK  .OOKNIET,DE BUREN HEBBEN HET OOK NIET,WAT NU .IK HOL TERUG,!JE BENT VAN DE TRAP GEVALLEN .IK LOOP TERUG EN VERTEL HET EERLIJK,GESPREK (IK VREES DAT HET VERZIEKT IS,GESPREK E DGESPREK,JE PROBEERT EEN GESPREK AAN TE KNOPEN,WAAR BEGIN JE OVER VOETBAL,!ORIGINEEEEEEL ! EWIJNEN,WIJNTJE E VAKANTIE IN ZWITSERLAND,KOUD E :WIJNTJE,ZE LAAT BLIJKEN DAT HET ONDERWERP HAAR AANSTAAT &WAT VOOR EEN WIJN BIED JE HAAR AAN E@CHATEAU-CHALON 1972 JAUNE,"!KANNIBAAL. ZONDE VAN DE FL 100,-" EEN MOEZELWIJNTJE,TIPSIE ,MACON SUPERIEUR,MUZIEKJE , @KOUD,DOOR DAT GEPRAAT OVER SNEEUW HEEFT ZE HET KOUD GEKREGEN EWAT DOE JE DAARAAN E IK BRENG HAAR NAAR HUIS,HUIS H0IK DRUK HAAR TEGEN ME AAN,!POTEN THUIS JONGEN .IK BRENG HAAR NAAR DE SLAAPKAMER,SLAAPKAMER  BTIPSIE,ZE IS DOOR DE WIJN EEN BEETJE TIPSIE GEWORDEN EN VALT OM WAT DOE JE MET HAAR 2OPRAPEN EN NAAR DE SLAAPKAMER DRAGEN,SLAAPKAMER NAAR HUIS BRENGEN,HUIS P:DE DOKTER BELLEN,!DIE MAN HEEFT WEL WAT ANDERS TE DOEN!  HMUZIEKJE,HET WORDT NU TOCH WEL EENS TIJD OM EEN MUZIEKJE OP TE ZETTEN WAT ZET JE OP HITS FOR LOVERS DEEL 3,TIPSIE &VIJFDE SYMFONIE VAN BEETHOVEN,SAAI 6BRONSKI BEAT,!DIT HAD NIEMAND VAN JE VERWACHT JOH! I <SLAAPKAMER,IN DE SLAAPKAMER VALT ZE MOE OP BED,WAT DOE JE IK GA NAAST HAAR LIGGEN,NAAST IK GA NAAR HUIS,!NEE HE? AIK KLEED HAAR UIT,BLOOT  JHUIS,THUIS AANGEKOMEN VRAAGT ZE OF JE NOG MET HAAR MEE NAAR BOVEN KOMT WAT ANTWOORD JE HIEROP RHIK MOET MORGEN WEER VROEG OP,!JE HEBT EEN GOEDE RELATIE OVERGEHOUDEN T"NOU, EVENTJES DAN",BIERTJE .OMDAT JE HET ZO VRIENDELIJK VRAAGT,BIERTJE O FSAAI,ZE VINDT HET TIJD OM NAAR HUIS TE GAAN,HOE RED JE DE SITUATIE N IK BRENG HAAR NAAR HUIS,HUIS R$IK SCHENK HAAR NOG EENS IN,TIPSIE .IK LAAT HAAR UIT,!ZO VERGOOI JE ALL KANSEN , <BIERTJE,BOVEN AANGEKOMEN VRAAGT ZE OF JE EEN BIERTJE WILT WAT IS JOUW RESPONSE M4JA GRAAG,!DRIE KWARTIER LATER BEN JE STOMDRONKEN T&"NEE, GA NU MAAR SLAPEN",SLAAPKAMER H"NEE, MAAR IK WEL MET JE NAAR BED",!KAN EFFECTIEF ZIJN. VANDAAG NIET T 4NAAST,JE LIGT NAAST HAAR,WAT DOE JE OP DIT MOMENT "IK VAL IN SLAAP,!WAKKER WORDEN! BIK KLEED ME UIT,!GEVAARLIJK! TOEVALLIG BEN JE BLOOT HEEL LELIJK (IK STREEL HAAR DOOR HAAR HAAR,STRELEN  >BLOOT,ZE LIGT BLOOT NAAST JE EN JE KLEEDT JEZELF UIT,EN NU LFIK PAK EEN BORREL VOOR DE MOED,!ZE HEEFT HET KOUD GEKREGEN STOMMERD *IK ZEG HAAR DAT IK VAN HAAR HOU,TROUWEN &IK KUS HAAR TEPELS EN MOND,PAKBEET U FSTRELEN,ZE KRUIPT DICHTER TEGEN JE AAN EN ZEGT DAT ZE VAN JE HOUDT HOE RED JE JEZELF IK KNOOP HAAR BLOES LOS,BLOOT @IK BEGIN SPONTAAN TE LACHEN,!ZE VINDT JE EEN HUFTER EN HUILT H*IK ZEG HAAR DAT IK VAN HAAR HOU,STRELEN  HTROUWEN,ZE VRAAGT OF JE MET HAAR WILT TROUWEN,HOE LUIDT HET ANTWOORD T*JA,!JE KENT HAAR MOEDER NOG NIET EENS! R$IK BLIJF LIEVER VRIJGEZEL,PAKBEET "LAAT ME ER OVER DENKEN,TROUWEN E :PAKBEET,ZACHTJES STREELT ZE JE JONGEHEER,HOE REAGEER JE &MET ZACHTJES RILLEN EN KREUNEN,NAT E2IK PAK HAAR HAND BEET EN HELP HAAR,!EN ZIJ DAN? (IK KOM KLAAR,!JAMMER. DE LOL IS ERAF N BNAT,JE VOELT NATTIGHEID TUSSEN HAAR BENEN,HOE REAGEER JE DAAROP (IK CONCENTREER ME OP DIE PLEK,UITSTEL BIK VRAAG HAAR HOE DAT KOMT,!DAT HAD JE IN ELK BOEK KUNNEN LEZEN IK GA OP HAAR LIGGEN,EROP  :EROP,ZE KRONKELT ONDER JE EN GILT VAN VERLANGEN,WAT DAN FIK WACHT NOG EVEN,!ZE WORDT ONGEDULDIG EN DE LOL IS ER VOOR HAAR AF IK STOP HEM ERIN,EINDE O(IK MAAK HAAR MET DE HAND KLAAR,DATWAS  $UITSTEL,"AH,HM,LEKKER",EN NU DAN O@IK WACHT NOG EVEN,!TE LANG GEWACHT! VOOR HAAR IS DE LOL ERAF A*IK ZOEN HAAR STEVIG MAAR ZACHT,UITSTEL R&IK GA LANGZAAM OP HAAR LIGGEN,EROP T DEINDE,DE VOLGENDE MORGEN BIJ HET ONTWAKEN,HOE RAAK JE HAAR KWIJT A&IK BELOOF HAAR MIJN EEUWIGE LIEFDE TL!ZE VERTELD HET DOOR AAN HAAR VRIENDINNEN. DE EERSTE 15 JAAR ZIT JE GOED! FIK NODIG HAAR WEER UIT VOOR VANAVOND,!PRIMA! MENEER IS LIEFHEBBER! EHIK VRAAG HAAR TEN HUWELIJK,!STOMMELING. ER LOOPT HIER WEL MEER ROND! O KBDATWAS,HAAR OGEN BEGINNEN TE VONKEN. UITGEPUT LIGT ZE NAAST JE lWAT VANG JE NU AAN G(IK PROBEER HAAR KWIJT TE RAKEN,KWIJT U&IK KUS HAAR VURIG DOCH TEDER,BOLERO *IK ZEG HAAR DAT IK VAN HAAR HOU,TROUWEN  K&KWIJT,JE MOET MORGEN WEER VROEG OP N*HOE VERTEL JE DIT ZO TACTISCH MOGELIJK O0IK ZEG HAAR DAT IK MORGEN WEER VROEG OP MOET TL!ZE HEEFT HET BEGREPEN. ZE KLEEDT ZICH AAN EN RENT GEDESILLUSIONEERD WEG TIK ZEG HAAR DAT IK HOOFDPIJN HEB,"!DAT IS DE KLASSIEKE TRUC, MAAR NIET TACTISCH!" HJE KLEEDT JE AAN,!ER ZIJN WEL SLIMMERE MANIEREN OM HET AAN TE PAKKEN W E@BOLERO,JE KRUIPT UIT BED EN LOOPT NAAR DE PICK-UP,WAT DOE JE M,IK WACHT EVEN OM HAAR UIT TE LATEN PUFFEN F!HELAAS! ZE IS EEN MEISJE DAT ZICH GRAAG HELEMAAL GEEFT. VERKNALD! I*IK ZET DE 'BOLERO' VAN RAVEL OP,STRELEN FIK VRAAG HAAR OF ZE HET LEKKER VOND,!DAT ZIJN VAN DIE DOMME VRAGEN I   # zRzn^*^|_^ GfABASICv h 4 4 4 IARWOUSPOKLFUNCFLAGXPOSYPOSINDRECORBUFFERADR1ADR2SPEECHEOFZAEANZSECSECINDZANZEDIFCONSENTGHECSECAKYSECANABWQNUEBACKTINAMETXTTZANTLOGINFILEINPUTWORDWORTZUFSTXRXFYFRIWRIWREKRECQUANEING1BEGSELEKTRICHTNOTHINIXLADLOGCHECKZZ NIXSPEECHABORTOKLETITLEITHAEHSESSJKLCORROK1ABORT1CHOOCORSAVERTEINGABEINFOCUT RICHTUNGENSELEKTRICHTUNGPRINTLOGONMEMIN HOLETASTEHOLESELECTMEMCORSLECT@Program for speech synthesis on the Atari ST using GfA Basic B'SPMOD.PRG' designed and developed by Steve Bate, United States DResearch and initial programming by Rdiger Eichin, West Germany NAdaption and additional programming by Richard Karsmakers, The Netherlands  d$Public Domain; no rights reserved  uYFe6E \spmod.prgFYou can also load it from Desktop ,6X j`FgLet's reserve the memory,just trash , E!!! Ftvery useful t ]JF,Error loading !!!FLooks like profi !!! rF F(EF jump over the baspage `!FReturn X!FRReturn 6E]FsBuffer begins $6EEE after the modul 8EHFjfirst to convert the text in phonemes uEFfLet's speak vEF!"$%&/() L     MI hate Amiga !!!!!! F Aaaaaahhhhhhhhhhhh !!!!!!!!!!! >X D F must be,must not be,must be,must not be ... qF (Hmm) c E   2 Procedure to speak a text  6when the flag 'speech' is 1 the text is spoken ...     + FF b&JF !6 F !6 Fb EG6 F!7? @@ F? @@ "F, aF7F F F b0F FF F .F a. [!.. [MOD0 MOD ["MOD0 PRG [#;MOD1 DEF [2RMOD1 MOD [3MOD2 DEF [4RMOD2 MOD [5PROGRAM DEF[6PROGRAM MOD[8 MODULE MOD0; (* test ShutDown *) IMPORT Program;IMPORT MOD1,MOD2; FROM Terminal IMPORT Write,Read; FROM Program IMPORT AddShutDowner; VAR ch : CHAR; PROCEDURE PROC9; BEGIN Write('9') END PROC9; PROCEDURE ReadPuin(VAR c : CHAR); BEGIN Read(c);IF c='0' THEN HALT END; END ReadPuin; PROCEDURE PROC0; BEGIN Write('0') END PROC0; BEGIN (* main program actions *) PROC0; AddShutDowner(PROC9); ReadPuin(ch); Program.NormalExit; END MOD0. `9fN8 GEMXModula-2/ST (c) Copyright TDI Software Ltd. 1985, 1986. The team : Chris Hall, Paul Curtis, and Phil Camp .[3][Modula-2 Run Time Error : | | #][OK]NVN^NuNV?<Hy N\?<7HyN\?<2HyHN\N^Nu _b ШNYN"pNGNuNV*x ڄ=E*P-E@-M-VNh-H:. Eg :. Ef-n*.P-ENH:. Ef Nh-hN2:. Ef BBN:. 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RE=EN^NuNVBg:.?(nHTNF\=_Bg:. ?(nHTNF\=_JngJng`N:.nd:.SE=EN :.SE=EBn:.?0.WcN^:.(n8.&n3@4Pg4:.(n8.&n3@4Pd|TN^NuN B.TN^Nu0.WdRn`T:.nd|N^NuN":.nc B.N^NuN |N^NuNVBg:.?(nHTNF\=_Bg:.?(nHTNF\=_JngJng:. nnc(n8B.N^Nu:.n=EBn:. n(n8.&n3@4PgN$Rn:.nf(n8 |N^Nu`Rn :. nc(n8B.N^Nu`NV:JN^NuNVy:JN^NuNNVNN^N12NVBy:L3:N/9:L?.<< B':. ?(nHTN,nON^NuNVBy:L:.JElDE3:N/9:L?.<< Jnlz`z:. ?(nHTN,nON^NuNV:. nm=n N^NuN =n N^NuNV(nBB./.N Xl|/.-_NB.Jnm8/./NV?<4Hy1>N4\?99 ?<?<PHnN O *<1(99/?<?<PHn N&O ?<Hy1t?<PHn?<PHn\NZO?<PHn\?< Hy1}?<PHnNZO?<PHn?<PHn ?<PHnNZO?<PHnN3\N^NupN>NVB'BgN`T_N^NupN>NV:9:P Eo(nN?<+Hy1N3\:9:PKEI:R)PRy:PN^NupN>NVBn:9:PSE?0.WoN6:9:PSEnKEI:RH(tPNL 0.WlRn`TN2N^NupTN>NV?<Hy1:. ?(nHT?<PHnNZO?<PHn?<Hy1?<PHnNZOBg?<?<PHnNP=_N3.N^NupTN>NV?<Hy1:. ?(nHT?<PHnNZO?<PHn?<Hy1?<PHnNZOBg?<?<PHnNP=_N^NuN1,pN>NVBy:P#19N^N4NVp ?NA*Jgz`zEN^NuNVp?NA*(nN^NuN4N5 NV.?p?NAN^NuN4N5N5pN>NV#4NV<3N5TN^NupN>NV<8N5TN^NupN>NVN7R/<7nN2XN^NupN>NV<1N5TN^NuN7:pN>NVN7N7N^N8.pN>NV<2N5TN^NupN>NV<7N5TN^NuN7pN>NVN7/<8 N2XN^N8pN>NV<9N5TN^NupN>NV(nHTN5HX(n 0fpNN^NupN>NV<0N5TN^NuN8(pN>NVN8/<8VN2XHy lastShutDowner THEN formal(); FatalError("Increase lastShutDowner in module 'Program' "); END; ShutDowner[nrShutDowners] := formal; INC(nrShutDowners); END AddShutDowner; PROCEDURE NormalExit; VAR i : INTEGER; BEGIN FOR i := 0 TO nrShutDowners-1 DO ShutDowner[nrShutDowners-1-i]() END; Halt; END NormalExit; PROCEDURE FatalError( VAR s : ARRAY OF CHAR); VAR dummy : INTEGER; as : String; BEGIN Concat("[3][FATAL ERROR|",s,as); Concat(as,"][BAH]",as); dummy := AESForms.FormAlert(1,as); NormalExit; END FatalError; PROCEDURE SimpleAlert( VAR s : ARRAY OF CHAR); VAR as : String; dummy : INTEGER; BEGIN Concat("[1][",s,as); Concat(as,"][BAH]",as); dummy := AESForms.FormAlert(1,as); END SimpleAlert; PROCEDURE Mode ( stack : ADDRESS ) : ADDRESS ; BEGIN CODE(cleard0); SETREG(D1,stack); CODE(stackd1); CODE(stackfunctionnumber,20h); CODE(trap1); RETURN REGISTER (D0); END Mode; BEGIN (* init actions of Program *) nrShutDowners := 0; oldErrorProcessor := GEMX.ErrorProcessor ; GEMX.ErrorProcessor := RunTimeErrorHandler; END Program. #a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 9B 02 #W 00 00 0E 06 31 0B 08 A:\*.*@ #W 00 00 0D 08 2A 0B 00 @ #W 00 00 0E 09 2A 0B 00 @ #W 00 00 0F 0A 2A 0B 00 @ #M 00 00 00 FF A FLOPPY DISK@ @ #M 00 01 00 FF B FLOPPY DISK@ @ #T 00 03 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@ @ Hi there, folks! On disk disk you'll find yet another issue of the international yet non-commercial ST magazine "ST NEWS": Volume 2 Issue 3, launched on April 11th, 1987. On this "ST NEWS" disk, you'll find two folders and three files in the root directory: DATA The folder that contains all the documents PROGRAMS The folder that contains some programs DESKTOP .INF The SAVEd desktop READ_ME .TXT This file you're now reading ST_NEWS .PRG The actual "ST NEWS" program - doubleclick with the left mousebutton to execute In the folder PROGRAMS, the following files are contained: MODULA_2.MOD A folder containing Modula programs and sources, belonging to the article on Modula FONTLOAD.BAS A GfA Basic source on how to load other character sets into your programs (b/w) GE_SCR_H.ACC An accesory that enables better printing on General Electric printers (belongs to Q&A) MINNAAR .BAS A GfA Basic source of a Dutch program (bonus for our Dutch readers) SPEECH .BAS A GfA Basic source that explains the use of speech synthesis into your own programs SPOOL .PRG A program that installs a custom hardcopy routine, again for General Electric printers The folder DATA should contain documents DOC01 to DOC32 (32 items). This time's issuem features the first part of a Forth course, an article about advanced sound programming and much more. Read more about Low Price Software as well - we now sell very cheap software as well - in the article "ST Software News"! Hoping to have supplied you with ample information and enough interesting/entertaining articles, I remain, Sincerely, Richard Karsmakers (Editor of "ST NEWS") `ydT` Efv*oM N m HPHUBg?<JNA(m)m -:gS)@ -OK1PC#HNHx?<HNA@)@l/?<HNA)@h&@)@XЬl)@d)@`ARCpr Ѝ"QHNFALNHz2?< NA\pdAxr0XQ)K\NNXL"RRRN ,`NuJrBjNuHz?<&NN\NCAp$L Qp N9lrBlJpNNpMN9@pdAr 0Q0tr N9lNNupealp`NuaNJHz?<&NNBWNANC2A@p222NrҌ0<NB0,rNurA9Ar`v C9Cr`rt9@9A9BNrrҌpsNB0,Nu9@N`rDҌpsNBNuC2 @ e @}bA@p222Nr,Ҍ0<NBNu pa2|a>:><|a4g RGj`a(0GVfA1G<ap??<?<NM\Nu??< NMXNu&8*:EENuHnb 2$4BBNuAd RdQRB BbABJk 0NuJBjBBXNu 0Nu 2$NuE`B<gJEgEjCDEDF Fe( F dF8BCHC` F0bFHC8v` HD8HDkDуdQRBNuDdBDA@kgAр[SBk0NuJlJBk&Nu0g H@rB JkЀ[` BbNuJBj prtNuHPAJgPpr$< _Nup _NtNu&8*JEgJBgJjBEB:HC҅H@:|ۆ҄ۆ<HC>H@ЃdHA@B@H@хk HAҁHAрSB BbNuN"pNNuCDEJEgJBgJjBEBQ*HE?<>0rHGGdHGGdSWDуdi\?<>0rHGGdHGGdSWDуdiN?<>0rHGGdHGGdSW2 H@N?<,>CEdGH@0r`?<`JBgVB&8TTDуdQRBNuDAр&AdRAрAрDуNuprt|=|6  g +g -f .g20  b 0e 9b da`RF` .f 0e 9b dajSF` Eg efX +g -f 0e 9oSH`00  b&Hz0  b E Do`HJjDDDS4</NJFkSFk&aQN`Ha"FFaQL8N6.6JgtBn6Nupr$<NuJBk4<rpAC v JBgJjv-| Bb BkH>aaNRFBdL8?N<JBga2SF Be BgQRB`ApdR e <rRF&0xafEv+0JFjDFv-Hƌd0BFHF 0HF0ANuprt|`2:HQ A dGe GbFGNu G0dFGHANu~NuAd RdQRB6Ce0 C/jC C@j C jr0H@{0DH@Nur{0Nu{0NutNuJj(:,af AfBfNu&<x*<N傀Hn0r$g4jDk( b4<J@`@[H@0Nu4<Ѐ[Nu4<NuNuAd RdQRBBkBjDBJjDNupNufJj fJAkNupNdRdRrxaAffBWHNuJjDBDA@JBfprJjDEDD@JEfvxNuaغBffAVHNuCDEaEf fDUHNu]HNuCDEaEffDftNuJBgRBNuJBgCjtNu"l`Qd&&|-KNuN"l`Qep[N c R nPNu _\-KN$@Hz ?<&NN\NupNu$@Hz ?<&NN\Nup0NuE`$@Hz ?<&NN\Nu NuA$@.Hz ?<&NN\NuNuA$@.Hz ?<&NN\Nu4NuN"NNN\H"HNNAXJ@jNNu?Hl?<6NAP0,NuN$J@g,A,BBgHQ?<=NAP FJ@k??<>NAXtNutNuBNN]N0vN)@p `H@)@prtNAHplrtNB 2pNpNpapaprapalpalpalpaTpaTpaTBp'a?<NNT@B){L9|0<rtNpapap9@p`pvNv`v`vj`v `v`v`v`?Aa*` Al 2l 4)lVH)lRprtNAl 2l 4HVNuAl 2l 4L VA0000000000prtN9Cp rtNAv` Av `Avl 2l 4)lVHNaBp0,l 2Nua40,HNua*p0,l 4Nuaprt0,l 22,l 44,NuN9||BlBlrҌpsNBNu@((?<NN.?<NNX@LvA HA HNuNup9@HA)A,N FN$ @e024E$ Bb5B5A6CC5CK5CAB008:Dk`Ek\00<,>,SFSGFnHGnDDDk9DBlDEk9EBlFcllGcll0,lb 0,lcNupmrtA)HA)HNpN2HHPN4 _:8><DbFEbGCHP@dʾAdBD2ƞE29|C???FF22N23BRG0@\@N2"2)IN(* 9AJA)H@@[000][ˈN$ Evz`* [g" ]g |g QSz` zQSpQ][ɈN$ Dvx`* [g" ]g |g QSx` xQSpQ]Bp4NHNu@9@JpNNr|<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"X0NuN$J@gpNu _0HpN _0HpNp"_0HqNJf`CfSHj-D@Hd0H@H 0H@0`fSC\fS , @a"C\fApNNNHP?< NA\NuH@aa/a a Nu@0 9c^Nu| PC>$Error # ][Abort]\f.B &lX)K\)ld` lp ,BQjNup(NV)l g,vARC( g9CJ9|Lp!,N FPeNurA JpBQA/)H )l gBlJpNB 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(gpL8Np>L8NAJ0?C bL000zH?A/.)HpNLrHH/>Bl/,ff.f.ffNu l /.g&, ^`D&, N`>&, R`8&, V`2&, Z`,2,/4WAARA0,/6A hfRAS@f9A/,&, Jo ? CN0`@k Ap0(/.NuA Nup)@JphNLtH &JKBCH .A/~0 1PP1P1PA L? &<@>AFG0000X0000X0000X0000C ~AJ0g0  pi, N"F QNuYp-KNu"l`Yd&-KNN"l`YepN&#k"C-KN"Cփk փk2##`փk"`2`$Y8gHRDD*D%H8#$c2g# HRDD%H`"X0gBPHR@@"D#NuASNANNA5NAKNA3NN6`NNXpNC(NHPNh How to use ST NEWS"_N@fN&(ACNpNC(NHPNh QuitT"_N@fN&HxNh Are you sure?HPN\YES|NOr"_ N(+@P -PUWHfN&N&ARNNpNC(NHPNh Invert Screen Color "_N@fN&A3NpNC(NHPN\ Display HELP Screen"_N@fN'2An NpNC(NHPN\ About ST NEWS"_N@fN'nA3NpNC(NHPNh Change Hertz"_N@fN'ARfNpNC(NHPN\ Invert Screen"_N@fN( -TUVHfN'AxNN(A3NpNC(NHPNh Solution to Black Cauldron4"_N@fN(lN\01CNA4NAENpNC(NHPNh Solution to King's Quest I"_N@fN(N\32CNA4NAENpNC(NHPNh Novel: Dumb Oracle"_N@fN),N\17CNA4NAENpNC(NHPNh Solution to King's Quest4"_N@fN)N\05CNA4NAENpNC(NHPNh A day at the CeBit"_N@fN)N\03CNA4NAENpNC(NHPN\ B/W and Color at once"_N@fN*HN\23CNA4NAENpNC(NHPNh Solution to Amazon"_N@fN*N\06CNA4NAENpNC(NHPN\ Super Directory"_N@fN*N\14CNA4NAENpNC(NHPN\ Questions & Answers"_N@fN+XN\20CNA4NAENpNC(NHPN\ Did you know that...."_N@fN+N\07CNA4NAENpNC(NHPNh ST Software News"_N@fN,N\08CNA4NAENpNC(NHPNh ACC's Reader's Service4"_N@fN,pN\24CNA4NAENpNC(NHPNh PD Libraryv"_N@fN,N\12CNA4NAENpNC(NHPNh Our Correspondence Address4"_N@fN-(N\25CNA4NAENpNC(NHPN\ ST NEWS Colofon"_N@fN-N\10CNA4NAENpNC(NHPN\ Editorial"_N@fN-N\11CNA4NAENpNC(NHPNh Soon Coming in ST NEWS4"_N@fN.2N\27CNA4NAENpNC(NHPNh How to order Back-issues4"_N@fN.N\26CNA4NAENpNC(NHPNh The XBIOS 'Dosound' function4"_N@fN.N\19CNA4NAENpNC(NHPNh MC 68000 Part IVt"_N@fN/TN\18CNA4NAENpNC(NHPNh Advanced Sound Programming4"_N@fN/N\16CNA4NAENpNC(NHPN\ Forth course Part I"_N@fN0N\30CNA4NAENpNC(NHPNh Modula-2t"_N@fN0fN\31CNA4NAENpNC(NHPN\ GfA Basic"_N@fN0N\09CNA4NAENpNC(NHPN\ Crimson's Column - Sundog"_N@fN1N\02CNA4NAENpNC(NHPNh Speech on the STg"_N@fN1tN\22CNA4NAENpNC(NHPNh SignumS"_N@fN1N\13CNA4NAENpNC(NHPN\ Mac Software"_N@fN2N\28CNA4NAENpNC(NHPN\ Video Digitizer"_N@fN2rN\29CNA4NAENpNC(NHPN\ ADAP Sound Rack"_N@fN2N\04CNA4NAENpNC(NHPN\ User Group Update"_N@fN3$N\15CNA4NAENpNC(NHPNh Atari ST Floppy und Harddisk4"_N@fN3N\21CNA4NAENN -TUVHfN3AxNN3 <@N+@\ -\N"N@NJBfN3p"<@NN3p"<@NNBN\r ST NEWS Volume 2 Issue 3|Program Designed and Developed| by Richard Karsmakers...| * Dedicated to Maryse! *HPN\Amazing!r"_ N(+@XNHxNh)Please Insert the|ST NEWS Disk|in drive AaHPNhSwellar"_ N(+@XANNN\DATA\DOCHPA"_NCNACNANXNzNfN5JA4NN5 pNpINHPAr"_NpN+@hp"-hNRCNpNpNNNANAN&<x*< NAN0ANNAN0AN&<x*<NfN6A 0ANC4NpdC(Np#CFNBLpZALNL/-LNC(N -LC(NHPNh***4"_N@g NN6xNz`NqNq/-LA C(N -LR/A C(N <$NCN <"<NC N+|pwA킀NLN:A N0Hm /-A NNr "_NFNz`NqNqp"<NCNpcNC"N+|pcA킀NLN:A N0Hm"/-A NNr "_NFNz`NqNq+|p A킀NL/-NCFNNz`NqNqN\ Hello folks, and may I welcome you to yet another issue of ST NEWS, this time Volume 2 Issue 3. I know the last scrolling message I made CNHmN\was ultra-long, but this time I again want to keep your attention for a little while. Lucky for me, this was actually the first "_NCNHmNhissue that didn't take hours and hours of programming and debugging - the whole setup was already there and only some minor bugs had to be 4"_NCNHmN\removed. The current version of the program should be full-proof (and fool-proof, for that matter). But please do not hesitate to contact "_NCNHmNhmany of us if you might find that there still are some nasty bugs left (or if you'd be having suggestions for e"_NCNHmN\`improvals). A help menu for this program can be displayed by selecting the corresponding option "_NCNHmN\hfrom the menu, or by pressing the key labeled HELP. A documented source of this program may be obtained "_NCNHmNhby sending 75 Dutch guilders to my giro account number 5060326, t.n.v. Richard Karsmakers, Helmond, The Netherlands. You will then have it mailed to your home 4"_NCNHmN\fin no time. People who have ordered any other ST NEWS documented sources get a 25 guilders reduction. "_NCNHmN\xMany thanks to all the people mentioned in our colofon; you have largely contributed to the production of this ST NEWS! "_NCNHmNh{Please refer to the article PD LIBRARY for info about the newest PD Software: The newest pic-shows, digi-samples, and much "_NCNHmNhmore are now included in our PD library which is now over 30 disks in length, while maintaining our well-known quality and swell "_NCNHmNhservice. I therefore have to thank Hubert van Mil and Stefan Colombier seperately, because they both brought some STaggering PD software "_NCNHmNhfrom the Hannover Messe (a full report by Stefan is about this Hannover Messe is included in this issue). C'mon, people! Please send in the pop-poll we published in ST NEWS Volume 2 Issue 1! "_NCNHmNh}The closing date is Juli 1st, 1987. Those that send it in and that have a very typical opinion (one very near to the average e"_NCNHmN\opinion) might actually receive a nice prize (we're still negotiating about a double double-sided Cumana (3,5 and 5,25 Inch in one))... "_NCNHmN\xA tip for the black heavy metal freaks: Have you ever banged your head at over 300 beats per minute? If not, you should "_NCNHmNhgimmediately buy 'Pleasure to Kill' by the German band Kreator. The first side even starts off with the "_NCNHmNhSfastest speed metal that even makes Sodom and Destruction beat the dust! If you're s"_NCNHmNhqnot the speed-and trash metal type, try to listen to the excellent albums 'The Warning' or 'Rage for Order' from 4"_NCNHmN\ Queensryche.... Terrific!! 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