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Z*5w_pUUUUUUUUUUUUUUUUU*D? @0YTUUUW *UUUUUUUUUUUUUUUUUU@U]jUUUUUUUUUUUUUUUUUU*ZUjH0UY[`]UUuM7G̺*UUUUUUUUUUUUUUUUUU@]]?墪_UoUUUUUUUUUUUUUUUUU*D\Rp UYoUVUUE*UUUUUUUUUUUUUUUUUU@U]R"Zu]U_gUUUUUUUUUUUUUUUUU*VZEUo*UUUUUUUUUUUUUUUUUU@ U*UUoUUUUUUUUUUUUUUUUUijUijUj*ꪪA?\P 5UYT*UZZZUZZZUUUUWWUUUUU@ URZڵuUoUUUUUUUUUeYijA3UiUC*ZZZZUUUUWU}WUUUUUU@UU%UUoUUUUU_U_UUUUUVUij=UUUUUUUUUUUA<p1Z5UjWUU*ZZZZUUUUWU}WUUUUUU}UUUUUUUUUUUUUt"zZuUgUUUUUUUUUUUU_U_UUUUUZUiej=UUUUUUUUUUUUUQ@f_Zi_UUUUUUU*ZZUZUUUUWU}WUUUUU}UUUUUUUUUUUUUUU|j UUկ}UUUUUUUUUUUUU_U_UUUUUVeiij?UUUUUUUUUUjQBOU*ZZZZUUUUWU}WUUUUUUUUUUUUUUUUUU"jUUUUUUUUUUUUUUUUU_U_UUUUUeiiij?]UUUUUUUUUUUUS@ UUPU*ZZZZUUUUWU}WUUUUU]UUUUUUUUUUUUUUUjUUUU__UUW}UUUUUUUUU_U_UUUUUijUijUj*ZZZUUUUWWUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU_U_UUUUUSYNTH SAMPLE III & SYNTH SAMPLE IV by Richard Karsmakers For the first time we have succeeded in launching two Synth Samples within three weeks: Synth Sample III (launched on Monday, December 15th, 1986) and Synth Sample IV (launched on Thursday, November 27th, 1986). There might be people out there that think that we overestimated ourselves this time, by launching two of these seemingly similar programs at one time. Let me explain why we think this isn't the case. Firstly, I came to the idea to write Synth Sample IV on Thursday afternoon, November 27th, 1986. Some friends were coming that evening and I thought I didn't have enough to offer them. That's why I made it that afternoon and a bit in the evening. I didn't call it Synth Sample III, because the setup of that program was already known to a lot of people and the concept I had designed was totally different - and it worked only on monochrome monitors. All went well and three weeks later, Frank and I joined together to finish the long awaited Synth Sample III (that was on the Sunday evening before it was launched). We actually had to program 5 or 6 of the musical pieces that very afternoon! We are very sorry to say that Synth Sample III still only works on color monitors (we hope to launch Synth Sample IIIb, as soon as we know how to program properly, with a fast  conversion routine) and we are even more sorry to say that we have had to put the program on a maxiformatted disk (that means a single sided disk with 10 sectors per track instead of 9 sectors per track). This can only be copied protected! Fortunately, we have now finally included a PD Turbo Nibbler in our PD offerings, that should be able to do the job (in fact, we haven't tested it, but it simply should do the job otherwise that nibbler isn't worth to be copied at all). Let's mention some credits for Synth Sample III, that wasn't programmed entirely by ourselves this time, but with the help of several other individuals. In this list, graphical features will be marked by an asterisk (*), and the song that belongs to it will be mentioned below it, preceeded by a "#": * Front Page Idea, design, artwork, text and color cycling by Richard Karsmakers # Drumset C Programming, MIDI-and soundchip adaption by an unknown artist * Coca Cola Idea, design and artwork by Eerk Hofmeester # Lolly's Cafe Programming by Chris French MIDI adaption by Chris French & Frank Lemmen Soundchip adaption by Frank Lemmen * Boys Idea by Gerard Faber & Richard Karsmakers Design & artwork by Gerard Faber # Kajun Klog Programming and soundchip adaption by Jos Schilders MIDI adaption by Frank Lemmen * Letter Idea, design and artwork by W. Schoot # Telstar Programming and soundchip adaption by Richard Karsmakers MIDI adaption by Frank Lemmen * Horse Idea by Math Claessens & Richard Karsmakers Design and artwork by Math Claessens # Apache Programming, MIDI-and soundchip adaption by Frank Lemmen * Cleopatra Idea and design by W. Schoot Artwork by W. Schoot & Richard Karsmakers # Plan 9 Programming by Chris French MIDI adaption by Chris French and Frank Lemmen Soundchip adaption by Frank Lemmen * Oxygene Idea by Eerk Hofmeester and Richard Karsmakers Design and artwork by Eerk Hofmeester # Oxygene Part IV Programming and soundchip adaption by Richard Karsmakers (excuse me for that very false note, but that's due to a restriction of "The Music Studio") MIDI adaption by Frank Lemmen * Digitized picture Featuring: (from left to right) Richard Karsmakers & Frank Lemmen Video digitizing by Adrie van der Weijden Done with the Print & Technik Pro Video Digitizer Idea by Frank Lemmen & Richard Karsmakers Design and additional artwork/adaption by Richard Karsmakers # ST Demo song Programming, MIDI-and soundchip adaption by an unknown artist * Space Idea, design and artwork by Ruud van de Kruisweg # House of the Rising Sun Programming, MIDI-and sounchip adaption by Frank Lemmen * Porsche Idea, design and artwork by an unknown Amiga artist Additional artwork/rearrangements by Richard Karsmakers # Axel F Programming, MIDI-and sounchip adaption by Frank Lemmen * Girl Idea by Gerard Faber & Richard Karsmakers Design and artwork by Gerard Faber # Beachwalk Programming, MIDI-and sounchip adaption by Davidow * Kitty Hawk Idea, design and artwork by W. Schoot Additional artwork/rearrangements by Richard Karsmakers # Mystery Programming and soundchip adaption by Ed Bogas MIDI adaption by Ed Bogas and Frank Lemmen * King Tuth Idea, design and artwork by an unknown Amiga artist Additional artwork/rearrangements/color adaption/text by Richard Karsmakers # Hot Rays Programming by Chris French MIDI adaption by Chris French & Frank Lemmen Soundchip adaption by Frank Lemmen * Lighttower Idea, design and artwork by an unknown Amiga artist # Biskaya Programming, MIDI-and sounchip adaption by Frank Lemmen * Thanks to Idea, design, text and artwork by Richard Karsmakers Debugging by Frank Lemmen # Solfeggio Programming and sounchip adaption by Pim Coenradie MIDI adaption by Frank Lemmen Notes: Due to a last minute change, we weren't able to include Leon Elins' James Bond picture (also because we discovered some nasty bugs in it), neither were we able to include Red Target A, a song that reached us on the day of the launch and that was made by Ruud van de Kruisweg. Hereby, we'd like to thank them for their efforts. Maybe someone else can use their artwork now, to create Synth Sample V. We won't make any more Synth Samples anymore, and we will reveal how we made Synth Samples I-III in a future issue of ST NEWS, so you will be able to make one for yourself. If it's good enough we might even spread it through our own PD. And don't hesitate to contact us if you encounter difficulties making one, since it might very well be possible that we have encountered those very same difficulties while we were making them! THE SOLUTION TO THE PAWN by Math Claessens It has taken me a very long time to play "The Pawn", but now I am very proud to offer you the solution. With the help of this solution, you get to see all the pictures and you will get 310 points. I wish you lots of luck solving this magnificent game! (ON THE PATH) [PATH] E (GRASSY WILDERNESS) [GRASSY WILDERNESS] SAY HELLO, GET NOTE, ASK KRONOS ABOUT THE WRISTBAND, GET CHEST, E (STONE BRIDGE) [STONE BRIDGE] E (ON THE BRIDGE) E (PALACE GARDENS) [PALACE GARDENS] MOVE MAT, GET KEY, GET METAL KEY, GET ROSE, GET CHIT, UNLOCK DOOR WITH METAL KEY, OPEN DOOR, ENTER DOOR (IN THE SHED) GET ALL, GET TROWEL, LOOK UNDER WORKBENCH, GET POT, NE (PALACE GARDENS) GET PLANT, PLANT PLANT IN POT WITH TROWEL, E (GATEWAY) GIVE NOTE TO GUARDS, WAIT, WAIT, WAIT, WAIT, WAIT, GIVE CHEST TO ADVENTURER, TAKE OFF ARMOUR, GET ARMOUR, WEAR ARMOUR, W (PALACE GARDENS) W (ON THE BRIDGE) W (STONE BRIDGE) W (GRASSY WILDERNESS) W (ON THE PATH) W (RANK FOREST) [DYING FOREST] DROP POT, DROP TROWEL, DROP METAL KEY, N (MOUNTAINOUS HILLS) NW (LARGE HILL) DROP SHIRT, TAKE SHIRT, USE SHIRT TO COVER WRISTBAND, ENTER HUT (INSIDE THE HUT) [GURU] GET RICE, LEAVE HUT (LARGE HILL) S (ROLLING HILLS) E (MOUNTAINOUS HILLS) SE (ON THE PATH) N (ON THE PATH) N (FOOTHILLS) [LARGE BOULDER] UNTIE SHIRT, FIX HOE TO RAKE WITH SHIRT, LEVER BOULDER WITH HOE, UNTIE SHIRT, WEAR SHIRT, NW (NARROW TRACK) CLIMB ROCK (NARROW TRACK) NE (NARROW TRACK) [PATH WITH ICY TOWER] U (PLATEAU) FILL BOWL WITH SNOW, D (NARROW TRACK) SW (NARROW TRACK) D (NARROW TRACK) SE (FOOTHILLS) S (ON THE PATH) S (ON THE PATH) NW (MOUNTAINOUS HILLS) W (ROLLING HILLS) N (LARGE HILL) DROP SHIRT, GET SHIRT, USE SHIRT TO COVER WRISTBAND, ENTER HUT (INSIDE THE HUT) GIVE BOWL TO GURU, LEAVE HUT (LARGE HILL) S (ROLLING HILLS) E (MOUNTAINOUS HILLS) SE (ON THE PATH) S (ON THE PATH) DROP HOE, DROP RAKE, UNTIE SHIRT, WEAR SHIRT, S (ON THE PATH) S (ON THE PATH) W (RANK FOREST) [DYING FOREST] W (RANK FOREST) [CLIMBABLE TREE) N (FOREST CLEARING) [FOREST CLEARING] GET POUCH, OPEN POUCH, MIX RED,GREEN AND BLUE, S (RANK FOREST) U (UP THE TREE) UNLOCK DOOR WITH WOODEN KEY, OPEN DOOR, D (RANK FOREST) E (RANK FOREST) E (ON THE PATH) N (ON THE PATH) N (ON THE PATH) DROP WOODEN KEY, N (ON THE PATH) N (ON THE PATH) N (FOOTHILLS) NW (NARROW TRACK) CLIMB ROCK (NARROW TRACK) ENTER CAVE (CAVEMOUTH) E (CAVERN) E (CAVERN) [CAVERN] D (SMALL CAVE) E (CORRIDOR) E (LAVA RIVER) DROP ALL, U (VERTICAL SHAFT) U (RIVERSIDE CHAMBER) BREAK WALL (CORRIDOR) E (LAVA RIVER) GET ALL, N (CAVERN) MOVE PEDESTAL, GET KEY, S (LAVA RIVER) W (CORRIDOR) W (SMALL CAVE) U (CAVERN) W (CAVERN) W (CAVEMOUTH) W (NARROW TRACK) NE (NARROW TRACK) U (PLATEAU) S (PLATEAU) W (PLATEAU) [SNOWMAN] THROW WHITE AT SNOWMAN, GET WHITE, NE (INSIDE THE TOWER) W (STORE) WEAR BOOTS, E (INSIDE THE TOWER) SW (PLATEAU) THROW WHITE AT SNOWMAN, GET WHITE, E (PLATEAU) N (PLATEAU) D (NARROW TRACK) SW (NARROW TRACK) D (NARROW TRACK) SE (FOOTHILLS) S (ON THE PATH) S (ON THE PATH) S (ON THE PATH) S (ON THE PATH) S (ON THE PATH) W (RANK FOREST) W (RANK FOREST) U (UP THE TREE) ENTER DOOR (TREE TRUNK ROOM) CLOSE DOOR, MOVE BOARDS, D (STAIRCASE ROOM) [STAIRCASE ROOM] D (LOW CEILING ROOM) E (WHITE ROOM) N (OFFICE) MOVE RUG, LOOK SAFE, S (WHITE ROOM) E (VOTING BOOTH) [VOTING BOOTH] W (WHITE ROOM) W (LOW CEILING ROOM) W (CROSSROADS) SW (PASSAGE) OPEN DOOR, W (LOUNGE) [LOUNGE] WEAR HARD HAT, MOVE CUSHIONS, GET COIN, W (KITCHEN) GET TEAPOT, GET CARROT, EAT CARROT, E (LOUNGE) E (PASSAGE) NE (CROSSROADS) NW (PASSAGE) PRESS BUTTON, LOOK DOOR, LOOK DOOR, LOOK DOOR, LOOK DOOR, PULL DOOR, N (LIFT) GET ROPE, PUSH DOOR, PRESS SECOND BUTTON, LOOK, PULL DOOR, OUT (ROCKFACE) SCRAPE LUMPS WITH BOOTS, N (LIFT) PUSH DOOR, PRESS FIRST BUTTON, PULL DOOR, LOOK, OUT (PASSAGE) SE (CROSSROADS) E (LOW CEILING ROOM) U (STAIRCASE ROOM) U (TREE TRUNK ROOM) OPEN DOOR, ENTER DOOR (UP THE TREE) D (RANK FOREST) E (RANK FOREST) E (ON THE PATH) N (ON THE PATH) N (ON THE PATH) N (ON THE PATH) N (ON THE PATH) N (FOOTHILLS) NW (NARROW TRACK) CLIMB ROCK (NARROW TRACK) ENTER CAVE (CAVEMOUTH) E (CAVERN) E (CAVERN) D (SMALL CAVE) N (DAMP PASSAGE) N (LABORATORY) [LABORATORY] GIVE RICE AND LUMPS TO ALCHEMISTS, S (DAMP PASSAGE) S (SMALL CAVE) U (CAVERN) W (CAVERN) W (CAVEMOUTH) W (NARROW TRACK) DROP TEAPOT, DROP COIN, DROP SHIT, NE (NARROW TRACK) U (PLATEAU) S (PLATEAU) W (PLATEAU) THROW WHITE AT SNOWMAN, GET WHITE, NE (INSIDE THE TOWER) U (LANDING) UNLOCK DOOR WITH KEY, OPEN DOOR, ENTER DOOR (ROOM OF INCARCERATION) [PRINCESS] GIVE ROSE TO PRINCESS, TIE ROPE TO BED, OPEN WINDOW, GET PRINCESS, E (WALL) DROP PRINCESS, W (Editorial remark: Personally, I think the makers of "The Pawn" went too far here. I know, females are inferior to men in some respects, but that's still no reason to start throwing around with them!) (ROOM OF INCARCERATION) UNTIE ROPE, S (LANDING) D (INSIDE THE TOWER) SW (PLATEAU) THROW WHITE AT SNOWMAN, GET WHITE, E (PLATEAU) N (PLATEAU) D (NARROW TRACK) SW (NARROW TRACK) GET ALL, D (NARROW TRACK) D (FOOTHILLS) S (ON THE PATH) S (ON THE PATH) S (ON THE PATH) DROP TEAPOT, E (GRASSY WILDERNESS) E (STONE BRIDGE) E (ON THE BRIDGE) E (PALACE GARDENS) E (PALACE GARDENS) E (GATEWAY) GET ADVENTURER, W (PALACE GARDENS) W (ON THE BRIDGE) W (STONE BRIDGE) W (GRASSY WILDERNESS) N (GRASSY PLAIN) [GRASSY PLAIN] LOOK BEER BOTTLE, BUY BEER BOTTLE WITH CHIT, LOOK WHISKY BOTTLE, BUY WHISKY BOTTLE WITH COIN, W (ON THE PATH) N (FOOTHILLS) NW (NARROW TRACK) CLIMB ROCK (NARROW TRACK) E (CAVEMOUTH) E (CAVERN) E (CAVERN) D (SMALL CAVE) N (DAMP PASSAGE) N (LABORATORY) NE (STORE ROOM) [STORE ROOM] CAST SPELL ON TOMES, READ BOOK, SW (LABORATORY) DROP COIN, NE (STORE ROOM) GET ALL, SW (LABORATORY) NW (PASSAGE) W (HIGH LEDGE) N (ROPE BRIDGE) [ROPE BRIDGE] N (ROPE BRIDGE) N (HIGH LEDGE) NE (TUNNEL) [TUNNEL] N (ROOM) [PAPER WALL ROOM] OPEN CUPBOARD, TIE ROPE TO HOOK, CUT PAPER WALL WITH BOOTS, CLIMB DOWN (LEDGE) [LEDGE] DROP ROPE, S (PASSAGE) KNOCK WITH KNOCKER, KNOCK WITH KNOCKER, KNOCK WITH KNOCKER, KNOCK WITH KNOCKER, KNOCK WITH KNOCKER, GIVE WHISKY BOTTLE TO PORTER, E (SHAFT) [SHAFT] D (SHAFT) N (ANNEXE) [JERRY LEE LEWIS] GIVE BOTTLE TO JERRY, S (SHAFT) INSERT WHITE IN POUCH, CLOSE POUCH, E (CHAMBER) N (CAVERN) [DEMONS] E (HELL) [THE DEVIL] ASK DEVIL ABOUT WRISTBAND (ROPE BRIDGE) GET BOTTLE, N (ROPE BRIDGE) N (HIGH LEDGE) NW (CHAMBER) [JEWELRY] OPEN POUCH, GET WHITE, POINT THE SHADOWS TO THE DRAGON, SHINE THE WHITE AT THE SHADOWS, DROP ADVENTURER, N (WORKSHOP) [WORKSHOP] THROW POTION BOTTLE AT KRONOS, PRESS NOZZLE, GET CLOTHES, WEAR CLOAK, WEAR HAT, WEAR POINTY HAT, LOOK BOOKCASES, GET WAND, LOOK RACK, GET WANDS, S (CHAMBER) GET ADVENTURER, SE (HIGH LEDGE) NE (TUNNEL) N (ROOM) GET ROPE, CLIMB DOWN (LEDGE) DROP ROPE, S (PASSAGE) E (SHAFT) D (SHAFT) INSERT WHITE IN POUCH, CLOSE POUCH, E (CHAMBER) N (CAVERN) E (HELL) GIVE AEROSOUL TO DEVIL, W (CAVERN) S (CHAMBER) W (SHAFT) U (SHAFT) OPEN POUCH, GET WHITE, W (PASSAGE) N (LEDGE) GET ROPE, CLIMB UP (ROOM) UNTIE ROPE, S (TUNNEL) S (HIGH LEDGE) S (ROPE BRIDGE) S (ROPE BRIDGE) S (HIGH LEDGE) E (PASSAGE) SE (LABORATORY) GET COIN, S (DAMP PASSAGE) S (SMALL CAVE) S (ENTRANCE) OPEN DOOR, S (CORRIDOR) KNOCK DOOR, SAY NO, ENTER DOOR (ROOM) LOOK LISTING, DEBUG This is it - the solution to "The Pawn". With a bit of improvising, you might even be able to get more points! QUESTIONS AND ANSWERS by Richard Karsmakers This time, some more questions came in by the mail. There are also some questions without any answers, so I hereby call upon you to try to answer them! How must I read in the directory of a disk from GfA Basic and put it on a certain position on the screen, or maybe even in a string (but NOT on disk!)? Stefan Colombier, Bonn, West Germany Dear Stefan, please refer to our GfA Basic tips & tricks article in this issue of ST NEWS, in which you will see a listing written by Paul Kolenbrander, who found out how this is done. Although you'll have to do some work yourself, too, we think this will make clear the principles of the technique used! Richard Karsmakers & Paul Kolenbrander  I have a Brother Twinwriter 5 (model HR-35DD) printer attached to my 1040 STF, and I don't seem to be able to use the accent egu () above any letters. Instead, I get a vertical accent. This character is present on the diasywheel Brougham 10, Dutch 32, but I cannot print it from First Word Plus. It is located on the DEL space of the IBM 8-bit code table ($7F hex). According to the user manual, using ESC Z or 1B, $5A in the hex file, in the printer configuration file should do the job. But it doesn't! I would very much like to hear from someone who has solved this problem, as I would like to deliver proper texts. Ir. C.P.A. van de Wouw, Grubbenvorst, NL THE MUSIC CORNER by Frank Lemmen  Hello freaks here's Frank again with his Music Corner. In this issue we're going to look at some of the new MIDI and music programs. First I want to look at two new programs from HIBRID ARTS, INC . Both programs are completely written for MIDI usage. The first program is ez-track  ; this program is a 20 track polyphonic digital recorder. It comes on one disk with a very good manual. The program only works on ST-systems who are using the ROM-based TOS. On the disk is the program and some demo songs. Some options of the program are: - Play/record, when you click this icon the programs starts to play the desired track. Ez-track is always ready to record, so if you are playing on the keyboard while the program is playing, the notes that you play will be recorded. After you're done playing you can keep the piece by clicking the option 'keep'. - Stop, with this option you can stop the playing or recording. - Pause, with this option you can pause the playback. Any notes currently playing will remain on. - Tempo, with this option you can change the track speed. The track speed can be from 0.5 up to 480 BPM (beats per minute). - With the option 'thru' you can mix the incoming MIDI information with Ez-track. And this information will be going out together through the MIDI out bus. The usual commands like loading, saving and formatting a disk are included. Conclusion: The program is very good. But it could be better. By better I mean that they can include more special options like shadow tracks and delays etc. The manual is very good and explains every option very clearly. If you want more information about the program you can write to me or you can write to Hybrid Arts. Their adress is: Hybrid Arts, Inc. 11920 West Olympic Boulevard Los Angeles, CA 90064 UNITED STATES OF AMERICA Their telephone number is 213826-377; their BBS is 213826-4288 CZ-ANDROID Cz Android is also a program from Hybrid Arts. The complete name of the program is CZ-Android Casio synthesizer voice patch librarian/editor/generator program. Pooh what a name to type. CZ-Android only works on ROM-based ST's. If you want to make use of this program you must have an Atari ST, and one of the following Casio Synthesizers: CZ-101, CZ-1000, CZ-3000, CZ-5000, CZ-1 or an CZ-230S. You must also have at least two MIDI cables and the disk with the program can be very handy. So this program is only there for a quite select group of people (I'm one of those people). So if you have one of those synthesizers, you can create voices with the program and download them to your synth. The editor mode in the program is very nice, you can even draw your own waveforms with the graphic option. The following parameters can be changed with the program: DCO 1, DCO 2, DCW 1, DCW 2, DCA 1, DCA 2, KEY FOLLOW, VIBRATO, DETUNE, WAVEFORM ONE AND TWO, LINE, OCTAVE and the MODULATION. The above terms will say nothing to people who do not know anything about synthesizers. In short terms it is that you can set several parameters so you can create your own sound. If you press the key "A" in the editor the "droid" in the computer will generate a random sound. This option can give beautiful or awful sound effects. If you get a beautiful sound you'd better save it to disk because the sound is chosen random and there's only a small chance that you get the same sound again. With the distort option, the computer changes some little things like vibrato or attack. The File workbench has two seperate workstations, so you can use 32 sounds at one time in your computer. Conclusion: The program is absolutely fantastic for those who have the opportunity to use it. You can create some great sound effects with the program. Tom Bajors did a very good job. The manual is also very good. The only thing I'm missing in the manual are some sound examples. Hybrid Arts has written almost the same program for the Yamaha DX-series and it's called "DX-DRIOD". P.S.: If anyone has sounds for Cz-Android, I'd like to exchange them with the person. K-MINSTREL K-Minstrel is a program from Kuma and it is programmed by Paul Laidler. The program is designed for MIDI usage, but I think the program is better for the internal chip of our ST than for a MIDI synthesizer. The program works only with the MIDI out bus, so you can listen to music on your synth. But you can't play anything yourself. This is a serious bug I think. The program has a nice look if you see it, but that's all folks. The music program itself is awful I think. You can't scroll the notes; you're doomed with pages, every time you want to change the timing of a note you must select it. I think GEM is nice but if people use it this way, it's inconvenient. The program comes on a disk with some nice demo songs. The Entertainer music is great. Conclusion: it is not an outstanding program but it is nice. I have seen some better programming these days. The manual is quite good. That's all for today, folks! ST SOFTWARE NEWS by Richard Karsmakers Apart from the major software releases that you'll find (p)reviewed in another part of this time's ST NEWS, many other launches were made in the last few months. I will have a short look at some of these programs in this article. First on the list is "Two on Two", a basketball game by (a subdivision of?) Activision. I had already seen this game on the Amiga, and it is supposed to have been launched on the good old Commodore 64 as well. As the title already implies, every player (you can select one or two players) controls two basketball players (two regular Globetrotters). Joystick control is somewhat messy at first, since pressing the fire button also seems to select between various control modes. The animation is very nice, the graphics are cute and the intro was a bit overdone I think. And the music doesn't seem to be present (or it was that bad that I didn't remember it when writing down this article). "Two on Two" is definately not one of the best games to be released uptil now, and I'd still rather play "One on One" on the good old Commodore 64. Next on the list is "Tass Times", a graphics adventure, also from Activision (though designed by Interplay productions, just like "Borrowed Time" and "Mindshadow"). The user interface is much better this time, also because it principally doesn't seem to be nessecary to use the keyboard at any time during play (of course, I haven't completed the whole adventure, so it might be nessecary later on in the game). The program comes on two disks and works only on color monitors (unlike the two other adventures I mentioned). The highly improved user interface exists of several large "icons" on the screen, that can be easily clicked. An eye, for instance, stands for "look". Clicking an object on the picture after that makes "look object" and immediately gives the result of that command line on the screen. I personally don't like adventures (except for "The Pawn", of course), but I think there will be many people out there that'll like this game. It doens't seem to be very difficult, and the graphics is very nice (especially the front page "Tass Times in Tonetown"). We will hear more about this game, that's for sure. Maybe we'll publish the solution whenever someone has been inspired enough the finish it! Everybody must have heard of "Marble Madness", "Video Construction Set", "Deluxe Paint" and "Adept" on the Amiga, as well as "One on One", "Music Construction Set", "M.U.L.E.", "Heart of Africa" and "Seven Cities of Gold" on the Commodore 64. These software hits were all programmed by people of a company called Electronic Arts in the U.S. When the ST started breaking through and the Amiga was just released, these were the people that said: "The Amiga is a truly terrific computer. The ST is one heap of garbage and we will never start to program on it!" Time has proved them to be wrong, and they very soon rewrote "The Financial Cookbook" for the ST. Not something to be hot at, that's for sure. We were already drowning in programs like that at the time. Even as we launched our "Synth Sample II", Electronic Arts was said to have launched "Marble Madness" on the ST. The man that launched this rumour probably had seen it on the Commodore 64 instead, since it appeared at local userclubs shortly after that - on the 64. "Marble Madness" still has to be waited for, although it should again have been released on last November, 15th (according to well informed spies of ours). It still hasn't been seen anywhere on any ST as far as I know. But you might remember us announcing the launch of another game of Electronic Arts, back in ST NEWS Volume 1 Issue 5 (October 1986), called "Sky Fox". Well, it has arrived, and it doesn't look bad at all. Also, this might be seen as the final success of the ST and the growing decline (seems like a paradox, but it isn't) of the good old (more old than good) Amiga. "Sky Fox" is a kind of war-flight-simulation program, in real time full 3D. After startup, one is encountered by the very same "Sky-Fox" picture as the one on that bleedin' Amiga (you can recognize the typical Amiga font). After that, you hear a piece of music (not as good as on the Amiga, but not bad at all) and you can select one of various attack-and difficulty modes. The game mainly exists of two modes: Air to ground combat and air to air combat. All 3D! You can actually fly among enemy planes and get behind them, in front of them (this isn't very healthy, though) or to one of their sides. Even the sound FX aren't bad at all. Although this game should have been called "Sky Blaster" (one's joystick-thumb can get hurt after a while), it is very nice to play. Although not as smooth as "Starglider", the 3D action is very well (the fact that it isn't that smooth might also be because Starglider doesn't use any horizons). When you're in air-to-air combat, the enemy planes also look quite real (despite of that, most people will still blast 'em out of the sky). "Sky Fox" is one of the better programs to be mentioned in this article, but I still think it could have been better (but then, I think everything can be done better). Another game on the list is "Quasar", which unfortunately only works with a French TOS version (on disk or so). It is a graphically well taken care of shoot-'em-up game, with very nice sound effects. Every level exists of one piece of planetoid (it seems to be that, anyway) that comes scrolling down (smooth of course) onto your screen. Each has several 'blocks' on it; the main aim of the game is to demoslish every single one of these, whereby you'll have to watch out not to be demolished yourself by any enemy invader-like aircrafts. Sounds simple, but it can be quite hazardous. The bonus levels are even more difficult, and I haven't succeeded in completing one entire bonus round even one time. The principle of "Quasar", thus, is simple. The graphics and sound effects are good as well and this game might turn out to be an addictive piece of software for the dedicated "X-Tron" and "Fire Blaster" freak. Next on the list is "Superformat V1.2". Quite a strange name for a game, eh? Well, it isn't, and this won't be a (p)review but more of a warning. As some less trusty people among us will remark once they see that this disk can format 99 (!) tracks (over 120,000,000 free bytes on a double sided disk): It cannot be trusted! Even normal formatting (80 tracks numbered from 0 to 79, each with 9 sectors numbered from 1 to 9) might turn out not to have worked out as it should have. It seemed to promise a lot, but I already got my doubts when I heard strange noises coming out of my disk drive when the program exceeded track 83. At track 90, it seemed as though a smelled something weird (was the program actually formatting the inside piece of metal?), and at track 99 I started to feel really concerned. However, all seemed right: 496 Kb free (I have a single sided drive, remember? But if you feel annoyed about me having one of those, feel free to donate any amount of money in any currency on my giro account number 5060326 t.n.v. Richard Karsmakers, Helmond, The Netherlands, so I can buy a double sided drive!). Writing data to that disk gave me the strangest error messages, of which "DATA MAY BE DAMAGED" sounded quite familiar. I immediately threw the program in the trashcan (I am afraid I will have to do the same with the disk). Be careful when using this program! Another warning should be issued for a game called "Time Blast". I'd better not mention the company that wrote it (it can be discussed if this program is actually written; I thought it must have been transformed from rubbish to magnetic media), since they might attack me in court for what I now reveal. It is just a cheap "Skramble"-like game; you'll have to fly through some caves during which act you'll have to demolish everything you see - and everything that moves, for sure. The craft (or UFO) is actually shaped like a helicopter and, of all colors, it is colored PINK! Have you ever seen a pink helicopter? I think the programmers must have been in a pink-elephant mood when they formed this piece of rubbish. It might very well be a technical programmer's masterpiece but they should have changed the whole into a more 'consumable' game. Definately one of the worst offerings this time (maybe even worse than "Super Huey" we tore to pieces several months ago). I have seen a cracked version of the thing ('thing' is a better word than 'game'), in which some cracker proudly announced to have it cracked sooner than another well known (notorious) cracker. They must have been out of their minds when they did it! In oriental countries, people have played this game for a long time already, but now it's also launched on the ST and the Amiga by Activision: "Shanghai". It is an oriental board game that combines (or rather: Should combine) strategy and memory. The setup is extremely simple: There are a lot of small tiles placed on a specific way, that you'll have to remove by clicking two similar tiles. There one difficulty however: The tile in question may not be surrounded on left and right sides (only one of these is allowed) and may not be hidden by another tile. It still sounds simple but I can assure you that it isn't! This game is said to be very addictive, so I didn't have a go at it myself (I already am a computer addict, and several addictions might turn out not to be too well for my health - and for my school, that is). Other people seemed to enjoy it intensely and did get addicted to it. This game works on both monochrome-and color monitors, and is definately IT for people that like board games like Backgammon, Chess or Checkers. And if you get stuck, you can always ask the computer to help you a hand (which would be nice sometimes). And here we have arrived at the last program in the row: "ColorSTar". I know, you're still waiting for a full review of "MonoSTar" (its monochrome equivalent), but Frank was to do that and he still hasn't been able to find any time, so it seems, to do it. Just like "MonoSTar", "ColorSTar" is a drawing program written in the fast GfA Basic. It combines the speed of GfA Basic with the imganination (or should I say: Fantasy?) of the programmer, that has included various options that allow the craziest manipulations of pictures (almost as much as those available in "Art Director", that costs much more and isn't written in Basic!). The first thing that struck me was the fact that the programmer thought it handy to deliver a few pictures with the program. One of those pictures features the album cover of Jean Michel Jarre's album "Oxygene", which we also featured in our "Synth Sample III"!!! There are some main differences, however, and the artist who did our version (Eerk Hofmeester) had it finished at the beginning of December, whereas I got my hands on "ColorSTar" about one week later. So no fuss about copyrights (ours is better, anyway). Just like "Art Director", "ColorSTar" offers two menus: One for regular and one for advanced options. There even is an option included in it that doesn't seem to be available in "Art Director", which is "Kippen". God knows how you call that in English, anyway I don't. Why don't you have a look at "ColorSTar" yourself? The only thing that I wasn't able to find out is how I could mix colors. Or was that just a rumour? Next time in ST NEWS we hope to offer you yet more new software (p)reviews. 'Til then! THE ACC'S READER'S SERVICE by Richard Karsmakers Here you can read all about what you can do with our correspondence address (ST NEWS, Kievitstraat 50, 5702 LE, Helmond, The Netherlands), like sending in articles for use in ST NEWS, remarks, critics, subscribing, ordering Public Domain software, etc. Subscribing to ST NEWS Since ST NEWS Volume 1 Issue 3 was launched, about half a year ago, it is possible to subscribe to ST NEWS. The setup is very simple: You simply send us an empty, formatted, single sided disk, together with enough stamps (or International Reply Coupons if you live outside of Holland) and a note which says "Next ST NEWS". We will then take care that you get any new issue of ST NEWS immediately after its launch. This way, it is possible to get it within two days if you live in Holland or a matter of one or two weeks of you live abroad. You can also order back-issues of ST NEWS (read more about that in the article "How to order back-issues"), with which you must not forget to mention the volume number of the issues you want. Don't close you 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. We know one thing that most of you will miss about this version of ST NEWS: An option to print out everything on any printer. Well, you needn't send any critics on that, since I am currently developing a program that combines all documents on any ST NEWS disk to one big 1st Word file, so it can be printed out from 1st Word. No hassle about that anymore. The only question is, seeing the time I need to achieve something, when it will be ready?! GfA Basic problems Since I am currently also working for the "Stichting ST" in Holland for their GfA Basic problems column, I will hereby offer this same possibility to all readers of ST NEWS. Simply write down your problem (together with programs on disk, if nessecary) and send it to our correspondence address. Be sure to add postage (stamps or International Reply Coupons) of course. I will try to solve your problem or I will try to let someone else solve the problem if I wouldn't be able to do it myself (because of a lack of time or a lack of knowledge). Most problems will also be treated in the GfA Basic Tips & Tricks column of ST NEWS as well as in the magazine of the "Stichting ST". It might just be nice to know that there's someone out here that will try to help you with any of your problems (that he will surely have had earlier himself in most cases). Sending in articles for use in ST NEWS You'll understand that it is impossible for me to write all articles in ST NEWS by myself; that's where we need you, to send in some articles for use in ST NEWS. Many people have already sent in articles, mostly about subjects that I don't know much about (like machine language, astrology programs, numerological computations, writing your own adventures on the ST and articles about several hardware projects). The conditions for sending in articles are very simple: You just write an article using either "1st Word" or "1st Word Plus", and you send it to us on a single sided disk. Please don't forget to add stamps or International Reply Coupons (the latter if you live outside of Holland) if you want the stuff to be returned to you. Now, what are the things you need to look out for? - All articles have to have a page layout that results in 22 lines per page - You must have used Justify and Word Wrap in WP Mode - You must have used 70 characters per line - You must not use any (conditional or whatever) pagebreaks - 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 onyl confines these documents to a certain resolution, which isn't our target - Whenever you mention ST NEWS, write it down in bold and capitals Since we have no income of any kind (except for a few donations), we aren't able to pay our writers any amount of money whatsoever. Therefore, writing for ST NEWS is done out of knowledge-sharing reasons instead of writing articles just for the money. On one side, this keeps the articles of tru and high quality, but on the other side we feel we have little to offer to our writers. We still hope you'll find it useful te write articles for us, and we are looking forward to hearing from you. Dealer enquiries * Synth Samples Since our Synth Samples tend to be nice to look at and to listen to, they might help selling ST computers in a computer shop. We already have produced some custom versions of our Synth Samples to some well known computer shops in Holland and Germany; these mostly exist of regular Synth Samples with one or two pictures replaced by advertisement artwork (like the shop's logo or so). Please contact us if you're interested in having your own custom Synth Sample (by the way, we only do this with Synth Sample II and our latest offering Synth Sample III). The typical time it'll taker when it's ready will be about half a month. But it might be sooner. Just feel free to enquire about this exclusive service, and don't forget to enclose stamps or International Reply Coupons if you want us to answer you properly. Up to a certain limit, we are also able to adapt other dia-shows for your own (commercial) use. Please contact us at our correspondence address. * Commercial software Since we feel we deserve our strength mainly because of the many software reviews of very current software, we think ST NEWS is THE magazine to have your programs reviewed in. People of various software houses have already sent us stuff to review and they all are very satisfied. What about G-Data, Rushware, Golden Games, Commedia, Alphatronic, Psygnosis, Tommy Software, and many others. And we're still negotiating with Starsoft, Boston Computer, Epyx, SubLOGIC, Pharma Data Systems and many others. Good co-operation has thus far resulted in quality reviews of quality software (sometimes, in cases of e.g. "Time Blast" and "Super Huey" less quality software). Just send in some new programs that you think we would be interested in reviewing, and we'll do the rest. If you want us to send the stuff back, please state this clearly and add stamps or International Reply Coupons. We are sure you won't regret sending any reviewing samples to us. * Public Domain software If you think you have written a very nice program, and if you have decided on spreading it through the Public Domain, we may be able to help you spread it. I must say that we are quite tough in our decisions whether a programs is or is not allowed to be included in our PD library. Unlike many PD libraries, we don't want quantity but we want quality. We don't just publish any program that appears in the Freeware circuit, because we don't need to say "we have the largest PD library there is!". You simply send in your programs to us on a single sided disk (we're not yet interested in double sided stuff), together with enough stamps or International Reply Coupons so we can send your disk back to you. Please refer to our article about our PD Library for correct quantities of postage for certain amounts of disks. Since ST NEWS is, above all, a magazine, we can also publish an article about your program, to promote it a bit or to explain what is does or wat it can do (we publish these articles all the time for our own products, like Synth Sample III & IV in this very issue of ST NEWS). Public Domain service We still are the cheapest PD service anywhere in Europe: We still offer our PD free of any charge. You simply supply us with a disk or several disks and enough stamps or International Reply Coupons and we'll do the rest. But read more about this in the article about our "PD Library"! Questions & Answers Since we get more readers by the day, ST NEWS offers a great service to get rid of all your problems and to get answers to all your questions in the "Questions & Answers" column, elsewhere to be found in this issue of ST NEWS. You can ask here whatever you need to know, and non-commercial advertisements are also allowed. We will try to answer your questions ourselves, and if we aren't able to do that we will shake heaven and earth to have someone else do it for us (we have therefore established good contacts with several people who know a lot, like some people at Atari, people at GfA Systemtechnik and all our programmers). Just send your question, written clearly on a piece of paper, to our correspondence address. You'll be able to find the answer(s) in an upcoming issue of ST NEWS, so you don't need to send any postage for the way back in these cases ('cause we don't need to send anything back). Any correspondence with the editorial staff of ST NEWS can be done in Dutch, German or English. We are afraid we don't know one word of e.g. French (except for "non" and "jetaime") so we will probably not be able to help you. Best is to write English all the time, except if you live in Holland in which case you might better use Dutch. 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 ********** West Germany ********** DELMONICO Niklas Nebel Schlosstr. 100 2000 Hamburg 70 ST Club Aurich Erik Dreesen Hafenstr. 6 2960 Aurich ST User Club Ostfriesland (STUCO) Detlef Koppelkamm Duesterweg 30 2951 Nortmoor Atari ST Anwender Club Hannover Horst Kraus Trockener Kamp 29 3200 Hildesheim Tel. 05121-45072 Computer Interessen Gemeinschaft Atari ST Anwendergruppe (CIG ASTAG) Postfach 1409 3450 Holzminden 1 Bund der Atari ST Anwender (BASTA) Postfach 1545 4030 Ratingen 1 Verein der Atari PC Anwender e.V. (VDA) Straburger Str. 5 4030 Ratingen 1 Tel. 02102-13032 St User Dortmund (STUDO) J. Finkemeier Kreuzstr. 65 4600 Dortmund 1 Microtec Carl-Severing-Str. 190 4800 Bielefeld 14 Tel. 0521-4599-150 CCC-SVHI-Minden 4970 Bad Oeynhausen Tel. 0571-75377 ST Club Oberberg Thomas Hser Siefenerstr. 10 5276 Wiehl Tel. 02262-93885 ST Anwender Club (STAC) Postfach 1225 6090 Rsselsheim Tel. 06142-71914 Rheinmain Club Atari Eckard Linner Am Mittelpfad 33 6097 Trebur 1 Tel. 06145-2143 (from 16 hours) CCC W. Hofmann Altdrferstr. 23 6113 Babenhausen Tel. 06073-62315 Interessengruppe fr Bild-und Schriftbertragung Karl-Heinz Gei DG5FW Waldstr. 9 6220 Giesenheim Atari ST Userclub Hochtaunus Rainer Becker, Achim Schneider Friedrichstr. 88 6242 Kronberg Tel. 06173-1481 Atari Computer Club Fulda Rdiger Weis Antsanvia 5 6419 Eiterfeld Tel. 06676-1212 ST User Rhein Main (STURM) Jrgen Wirth Weinstr. 17 6500 Mainz Tel. 06131-220372 UTOPIA Volkhard Werner Alter Kirchenpfad 8 6520 Worms 26 Tel. 06241-36549 User Club ST Herr Jung Zuckerfabrik Zuckerfabrikstr. 3 6710 Frankenthal Tel. 06233-89384 Atari ST Rems Murr Jrgen Wegener Karlstr. 32 7050 Waiblingen Tel. 07151-18402 Club fr Informatik + Programmierung (CIP) Ulrich Veigel Khlstrae 9 7100 Heilbronn AKT-Club Hischauerstr. 18 7400 Tbingen Tel. 07071-41510 Computer User Vereinigung Bruchsal e.V. (CUVB) kaiserstr. 16 7520 Bruchsal Tel. 07251-705129 Atari ST Anwender Club J. Ruschmann Im Heldenrecht 9 7600 Offenburg Tel. 0781-32706 (from 14 hours) User Club Freiburg Eckart Hiekisch Gssle 4 7800 Freiburg Tel. 0761-472332 CDSt Club Dreyeckland ST Werner Laass Haslenweg 3 7821 Wutach 2 Atari ST Club Oberbayern Postfach 1315 8110 Murnau ********** Austria ********** ST Gesprchsrunde Wien Franz G. Szabo Sechshauserstr. 59/3/19 1150 Wien ********** Switzerland ********** Atari ST Computer Club Schweiz (ACCS) Postfach 11 3605 Thun ST Anwender Bern Theodor Mohr Zelweg 3 3047 Bremgarten Tel. 031-232319 ********** United States of America * Alabama Huntsville Atari Users Group 3911 W. Crestview N.W. Huntsville AL 35805 Montgomery Atari Computer Enthusiasts 1212 Hillman St. Montgomery AL 36109 Entari Users Group 108 Crestview Dr. Enterprise AL 36330 Mobile Atari User Group 124 Mackenzie Dr. Mobile AL 36609 * Alaska Atari Computer Club of Anchorage P.O. Box 104343 Anchorage AK 99510 Far North Atari Club 17A Eureka Fairbanks AK 99701 * Arkansas Obu Atari Users Group 320 N. 7th St. Arkadelphia AR 71923 M.Y.S.T.E.R.Y. Rt. #5, 1210 Bert St. Mena AR 71953 Little Rock Atari Addicts 3900 McCain Park #139 N. Little Rock AR 72116 Russellville Atari Microcomputers (RAM) Rt. 3 Box 394 Russellville AR 72801 Ft. Smith A.U.G. 3405 Ramsgate Way Ft. Smith AR 72903 * Arizona North West Phoenix Atari Connection P.O. Box 36364 Phoenix AZ 85067 SE Valley Atari Connection P.O. Box 662 Chandler AZ 85224 Payson Atari Computer Enthusiasts P.O. Box 919 Payson AZ 85541 Atari Central 2429 N. Richey Blvd. Tucson AZ 85716 Tucson Atari Computer Organization P.O. Box 36112 Tucson AZ 85740-6112 * California West Los Angeles Atari Users Group P.O. Box 84-396 Los Angeles CA 90073 South Bay Atari Computer Enthusiasts 5025 Range Horse Ln. Rolling Hills Estates CA 90274 North Valley Atari Computer Users Group 12824 Neon Way Granada Hills CA 91344 Santa Clarita Valley A.C.E. 19449 Nadal St. Canyon Country CA 91351 Los Angeles Atari Computer Enthusiasts P.O. Box 7752 Van Nuys CA 91409 Hooked on Atari Computer Keyboard Society 6055 Cahuenga Blvd. #2 N. Hollywood CA 91606 Atari Anonymous-a Users Group 1664 East Sixth St. Ontario CA 91764 San Diego Atari Computer Enthusiasts P.O. Box 203076 San Diego CA 92120 Riverside Users Group for Atari Computer 11501 Spruce Ave. Bloomington CA 92316 Victor Valley ACE 16190 Wimbleton Dr. Victorville CA 92392 Atari Computer Users Exchange of West P.O. Box 5125 Garden Grove CA 92645 Atari Computer Association of Orange County P.O. Box 9419 Fountain Valley CA 92708 Santa Barbara Atari Enthusiasts P.O. Box 3678 Santa Barbara CA 93130 Bakersfield Atari Computer Enthusiasts 4040 Easton Dr. Bakersfield CA 93309 S.L.O. Pokes Atari Computer Users Group P.O. Box 4156 San Luis Obispo CA 93403 Fowler A.C.E. P.O. Box 352 Fowler CA 93625 Fresno Atari Computer Sector 621 W. Fremont Fresno CA 93704 Salinas Valley Atari Computer Enthusiast 20 Russell Rd. #98 Salinas CA 93906 PSEAAUG 630 Darrell Rd. Burlingame CA 94010 Lowell Atari Users Club 1655 47th Ave. San Francisco CA 94112 Atari Bay Area Computer Users Society P.O. BOX 22212 San Francisco CA 94122 Bay Area Atari Users Group P.O. Box 50459 Palo Alto CA 94303 Delta Atari Computer Club 2850 Enea Way Antioch CA 94509 Lta Atari Computer Club 2850 Enea Way Antioch CA 94509 Diablo Valley Atari Users Group 3205 Bertram Court Concord CA 94520 Atari Enthusiasts of Napa (AEON) 860 Lincoln Ave. Napa CA 94558 Livermore Atari Computer Users Group P.O. Box 808 Livermore CA 94550 San Leandro Computer Club for Atari P.O. Box 1525 San Leandro CA 94577-0152 C.O.A.S.T. P.O. Box 20481 Oakland CA 94620 Atari 520ST Forum/Group 200 Hollis Ave. #52 CA 95008 ACE of Sierra & Sierra Semiconductor 2075 N. Capitol San Jose CA 95132 Atari Enthusiasts Communications Network 4875 Alex Dr. San Jose CA 95130 A-Magic P.O. Box 1335 Merced CA 95341 Modesto Atari Computer Club P.O. Box 3811 Modesto CA 95352 Redwood Atari Group 2305 Jose Ave. Santa Rosa CA 95401 Sentient Atari Group of Eureka (SAGE) 5226 Meyers Ave. Eureka CA 95501 Solano Atari Computer Enthusiasts 5699 Cherry Glen Rd. Vacaville CA 95688 A.C.C.E.S.S. P.O. Box 1354 Sacramento CA 95806 Davis Atari User Group That Isn't 1464 Manzinita Ave. #7 Chico CA 95926-1626 Redding Atari Group 2245 Galaxy Way Redding CA 96002 Kwajalein A.U.G. Box 1065 APO San Francisco CA 96555 * Colorado Boulder Atari Users Group 363 Matchless St. Louisville CO 80027 Atari Computer Club of Denver P.O. Box 24064 Denver CO 80224 Mile High Atari Club P.O. Box 24064 Denver CO 80224 Starfleet Atari User Group P.O. BOX 24064 Denver CO 80224 Rocky Mountain Advanced Atari User Group 11522 Garfield Way Thornton CO 80233 Fort Collins Atari Users Group 1730B Heritage Circle #113 Fort Collins CO 80521 P3 ACE P.O. Box 9282 Colorado Springs CO 80932 The Council of Elrond 619 Gaylord Ave. Pueblo CO 81004 * Connecticut West Hartford A.C.E. 4 Windham Rd. Bristol CT 06010 Southern Connecticut Atari Enthusiasts 239 Buddington Rd. Huntington CT 06484 * Delaware Split Infinity A.U.G. Woodbury Acres 32 Dailey Dr. Felton DE 19943 * District of Columbia National Capitol A.U.G. (current notes) 1800 G. St. NW Washington DC 20036 * Florida Jacksonville Atari Computer Enthusiasts 1187 Dunbar Court Orange Park FL 32073 User Group of Pensacola 1613-D Augusta Ave. Pensacola FL 32507 Miracle Strip Atari Users Group 110B Azalea Dr. Eglin AFB FL 32542 Gainesville Atari Group 6733B SW 5 Place Gainesville FL 32607 Irata Box 1737 Leesburg FL 32748 Atari Boosters League East P.O. Box 1172 Winter Park FL 32790 Mid-Florida Atari Computer Club 4307 Edgebrook Dr. Orlando FL 32809 Space Port Atari User Group 1050 Montego Bay Dr. Merritt Island FL 32953 Coral Springs Atari Users Group. 10122 N.W. 3rd Place Coral Springs FL 33065 Dade Atari User Group 13904 SW 75 ST. Miami FL 33183 West Broward Atari Users Group 9411 N.W. 10th St. Jacaranda Lakes FL 33322 Atari Club of the Palm Beaches 4130 10th Ave. N. Lake Worth FL 33461 Dade City Atari Club Rt. 3, Box 754 Dade City FL 33525 Tampa Bay Area Atari Users Group 812 West River Dr. Tampa FL 33617 Transisthmian Atari Computer Enthusiasts Box 818 APO Miami FL 34005 Spectrum Atari 7210 Tamiami Trail Sarasota FL 34243 * Georgia ACUG at Southern Company Services 64 Perimeter Ctr. E. Dept. 471 Atlanta GA 30346 Atari Users Group, C.S.R.A. Club 3222 Crane Ferry Rd. Augusta GA 30907 The Four Aces (Aiken-Augusta Area ACE) 3359 Ravenwod Dr Martinez GA 30907 Rainbow 5916 Beverly St. Savannah GA 31405 Waycross Area Computer Club Rt. 5, Box 442-B Waycross GA 31501 Coastal Georgia - A.C.E. 221 Island Dr. St. Simons Island GA 31522 Atari User Group of Albany 1505 7th Ave. Albany GA 31707 * Hawaii A.C.E.-Hawaii 95-525 Nawenewene Circle Honolulu HI 96789 H.U.G. Atari! PO Box 215 Wahiawa HI 96786 * Idaho Idaho Falls ST User Group 830 NE Bonneville Idaho Falls ID 83401 Alpha Centari P.O. Box 87 Newdale ID 83436 * Illinois Lake County Atari Computer Enthusiasts 409 S. Elmwood Ave. Waukegan IL 60085 Suburban Chicago Atarians P.O. Box 72266 Roselle IL 60172 Kendall County Atarians (STs Only) 551 Rance Rd. Oswego IL 60543 Chicagoland Atari Users Group 2952 N. Meade Chicago IL 60634 Searle Atari Computer Users Group G.D. Searle & CO. Box 5110 Chicago IL 60680 GTIA User Group 1000 Ave. A Rock Falls IL 61071 Rockford Atari Computer Club 4658 Black Oak Tr. Rockford IL 61103 Quad Cities Atari Computer Club 22303 66 Ave. N. Port Byron IL 61275 Admiral A.U.G. 2049 W Losey St. Galesburg IL 61401 Galesburg A.U.G. 55 Herring Galesburg IL 61401 McDonough County Atari Users Group 604 W. Carroll Macomb IL 61455 Peoria Atari Computer Enthusiasts P.O. Box 132 Washington IL 61571 Progressive Atari Computing User Group P.O. Box 196 Rantoul IL 61866-0196 Illiana A.C.E. 1 South Westville Lane Westville IL 61883 Vincennes Atari Computer Enthusiasts 1730 South 12th Lawrence IL 62439 Decatur A.U.G. (or A.U.C.) 4971 Stewart Dr. Decatur IL 62521 Lincolnland Atari Group 2620 Lemont Dr. Springfield IL 62704 Wabash A.U.G. (WAG) P.O. Box 438 Cisne IL 62823 Wayne City Atari Users Group Rt. 242 South Wayne City IL 62895 * Indiana Central Indiana Atari Group 910 S. Rangeline Rd. Carmel IN 46032 Indiana-MI Atari Group Exchange (IMAGE) P.O. Box 1742 South Bend IN 46634 Wells Atari Computer Owners 1226 Ridgewood Bluffton IN 46714 * Iowa Blackhawk Atari Computer Enthusiasts 220 Sherman Waterloo IA 50703 Hawk Atari 2565 22nd Ave. Marion IA 52302 Muscatine Atari Computer Club RR #3 Box 525-Z Muscatine IA 52761 * Kansas Fort Leavenworth Atari Group P.O. Box 3233 Fort Leavenworth KS 66027 Lawrence Atari Computer Club P.O. Box 1415 Lawrence KS 66044 KC-ACE P.O. Box 25442 Shawnee Mission KS 66225 Mid Continent Atari Users Group 115 East Oak Valley Manhattan KS 66502 High Plains Atari Computer Club Ft. Hays St. Univ. 600 Park St. Hays KS 67601-4099 * Kentucky Louisville Atari User Organization 2404 Phoenix Hill Dr. Louisville KY 40207 Atari Exchange of Louisville P.O. Box 34183 Louisville KY 40223 * Louisiana New Orleans Atari Users Group 5630 Jefferson Hwy. Harahan LA 70123 Atari Programming Enthusiasts of Slidell 130 Matthews Dr. Slidell LA 70458 Baton Rouge Atari Group c/o Comp Elect 1955 Dallas Dr. Baton Rouge LA 70806 * Maine A-MUG c/o Hands On Comp Box 1088 Westbrook ME 04092 * Maryland Apl A.U.G. C/O APL John Hopkins Univ. Johns Hopkins Rd., 8-136 Laurel MD 20707 Potomac Atari Computer Users 7106 Saunders Ct. Bethesda MD 20817 Atari Users Regional Association P.O. Box 7761 Silver Spring MD 20904 Chesapeake Atari Users Group P.O. Box 720 Arnold MD 21012 Westinghouse Atari Group 5 First Ave. S. Ferndale Glen Burnie MD 21061 Atari Baltimore Area C.U.S. (ABACUS) 211 Clarendon Ave. Baltimore MD 21208 Central Maryland Atari Group (C-MAG) 7533 Dogwood Rd. Sykesville MD 21784 * Massachusetts Western Mass ST Users Elec. Boutique Holyoke Mall at Ingleside Holyoke MA 01040 Berkshire Users Group (Atari) P.O. Box 593 10 Berkshire Hts. Great Barrington MA 01230 Merrimack Valley Atari Computer Enthusiasts 159 Weare St. Lawrence MA 01843 SMAUG C/O Video Connection N. Dartmouth MA 01843 North Shore Atari Computer Users Group P.O. Box 2052 West Peabody MA 01960 Prime User Group 22 Puritan Rd. Salem MA 01970 Boston Computer Society Atari Users Group 1 Center Plaza Boston MA 02108 Computers North A.C.E. 13 Loring Rd. Revere MA 02151 Atari Computer Enthus. - Newton (ACENEW) 84 North St. Newton Center MA 02159 Honeywell Atari Enthusiasts 131 Scituate St. Arlington MA 02174 * Michigan M.A.C.E. P.O. Box 2785 Southfield MI 48037 Huron Atari Computer Club P.O. Box 398 Milford MI 48042 Livingston Atari Computer Enthusiasts 2777 Jennifer Brighton MI 48116 Southeast Michigan Atari Users 38476 Ann Arbor Trail Livonia MI 48150 Genesee Atari Group 4711 Drummond Square Flint MI 48504 Tri-city Atari Users Group 5560 Tamarix Lane Saginaw MI 48603 Greater Atari User Group (GKAUG) 172 S. Prospect Kalamazoo MI 49007 Battle Creek Atari Users Group 2267 Gethings Rd. Battle Creek MI 49017 Hooterville Hackers 7604 Red Arrow Watervliet MI 49098 The Atari Connectors 15100 David Ave. Grand Haven MI 49417 Holland Atari Users Group 260 Roosevelt Holland MI 49423 Muskegon Atari Users Group 3258 Brokfield Muskegon MI 49441 Grand Rapids Atari Systems Supporters 1750 Wayside SE Grand Rapids MI 49506 Fremont A.C.E. (FACE) 2838 S. 4th Alpena MI 49707 * Minnesota St. Paul ACE (SPACE) 1697 E. Hoyt Ave. St. Paul MN 55106 Twin Cities Atari Interest Group (TAIG) 3342 Humboldt Ave. Minneapolis MN 55412 * Mississippi M.A.C.R.O. 507 Inglewood Dr. Vicksburg MS 39180 Coastal Area Atari Users Group P.O. Box 5098 Biloxi MS 39534 * Missouri Aces-west P.O. Box 6783 St. Louis MO 63144 McDonnel Douglas Co. P.O. Box 516 St. Louis MO 63166 Warrensburg Atari Computer Owners 405 10th St. Warrensburg MO 64093 Nodaway Atari Group N Hwy 71 Maryville MO 64468 * Nebraska Omaha Atari Computer Federation P.O. Box 993 Bellevue NE 68005 Atari Computer Club of Lincoln 4308 Allendale Ct. Lincoln NE 68516 * New Hampshire Seacoast Atari P.C.E. (SPACE) 120 White Birch Dr. Pease AFB NH 03801 * New Jersey New Jerseys Computer Club of Bayonne 1 Oak Court West Bayonne NJ 07002 Bayway Atari Computer Entusiasts P.O. Box 222 Linden NJ 07036 Jersey Atari Computer Society (JACS) 35 Rancocas Ave. Clementon NJ 08021 Philadelphia Area Computer Society ACUG 40 Balfour Lane Willingboro NJ 08046 RCA/MSR Atari Users Group RCA/MSR Marne Highway Moorestown NJ 08057 Jersey Atari Computer Group P.O. BOX 356 White House Station NJ 08889-0356 * Nevada Atari MicroComputer Network 1513 Commanche Dr. Las Vegas NV 89109 Southern Nevada Atari Computer Club P.O. Box 27617 Las Vegas NV 89126 High Sierra Atari Users Group P.O. Box 2152 Sparks NV 89432 * New Mexico LAtari U.G. of Santa Fe/Los Alamos 4012 B Sycamore Los Alamos NM 87544 * New York Furth Atari User Group 502nd MI.Co, 2nd ACR APO NY NY 09093 Wiesbaden Atari User Group BOX 685 USMCA-WSB APO NY NY 09457 Atari Users & Developers P.O. Box 3608 New York NY 10185 Staten Island Atari Computer Users Group 152 Elm St. Staten Island NY 10310 Fordham User Group Loyola Hall Fordham Univ. Bronx NY 10456 Atari User's Group of Westchester 4 Charlotte St. White Plains NY 10606 Rockland Atari Computer Users Group 29 Riverglen Dr. Thiells NY 10984 Brooklyn Atari Society for Inf. & Comm. 2724 E. 23 St. Brooklyn NY 11235 The Atari Group of New York 120-38 Grahm Ct. Linden Hill NY 11354 Atari Programming Club 2175 Bay Blvd. Atlantic Beach NY 11509 Atari Star Users Group 355 Meadowview Ave. Hewlet Bay Pk. NY 11557-1701 New York ACE PO Box 296 Oceanside NY 11572 Long Island A.U.G. P.O. Box 707 North Bellmore NY 11710 L.I.C.A. Atari Sig P.O. Box 71 Hicksville NY 11802 Capital District A.C.E. P.O. Box 2233 Albany NY 12220 A Bunch of Atari Computer Owners 90-A Partition St. Saugerties NY 12477 Ace of Syracuse 322 Dickerson Dr. Camillus NY 13031 Ace of the Greater Mohawk Valley 421 Brody Dr. Utica NY 13502 Computer Line Atari 54 Rush Ave. Binghamton NY 13903 Western New York Atari Users Group P.O. Box 59 Buffalo NY 14216 Atari Comp Owners of Roch. NY (ACORN) P.O. Box 855 Fairport NY 14450 Northwest A.U.G. 8 McCleary Rd. Spencerport NY 14559 * North Carolina Piedmont Triad Atari Users Group P.O. Box 1073 Greensboro NC 27402 Triangle Computer Club 802 Madison Ave. Cary NC 27511 Cabarrus Atari User Group 51 Old Speedway Dr. Concord NC 28025 Charlotte Atari Users Group 5911 Brookhaven Rd Charlotte NC 28210 Atari Computer Users Society Fayetteville P.O. Box 1117 Fayetteville NC 28302 Blue Ridge ACE (BRACE) 11 Hillview Circle Asheville NC 28805 * Ohio Atari Computer Enthusiasts of Columbus Ohio P.O. Box 849 Worthington OH 43085 Atari Microcomp NW Amateur Radio Op 4749 S.R. 207 N.E. Washington C.H. OH 43160 Star Treck Atari Resource 5098 Harbor Blvd Columbus OH 43232 Atari Computer Enthusiasts Club of Ohio 10285 Caskie Rd. Wayne OH 43466 Maumee Valley ACES 310 Clinton St. Defiance OH 43512 Atari Computer Club of Toledo 606 Carlton Toledo OH 43609 Atari Computer Enthusiasts of Cleveland c/o Cleveland Museum of Natural History Cleveland OH 44106 Atari Peekers 2055 Reveley Ave. Lakewood OH 44107 Atari Computer Enthusiasts of Brook Park 6180 Delores Blvd. Brook Park OH 44142 Solon A.U.G. 245 Eldridge Rd. Aurora OH 44202 Cuyahoga Valley Atari Computer Club 2111 18th St. Akron OH 44314 Cin'tari, Inc. P.O. Box 14959 Cincinnati OH 45214 Sidney-Shelby Computer Users Group 800 W. Russell Rd. Sidney OH 45365 Day-tari 5579 Maefel Lane Dayton OH 45415 Miami Valley ACES P.O. Box 24221 Dayton OH 45424 Atari Computer Enthusiasts of Springfield 2735 Conestoga St. Springfield OH 45503 Tri-county Atari User Club 4 Circle Dr. New Bremen OH 45869 * Oklahoma Atari Computer Club Oklahoma City Inc P.O. Box 32672 Oklahoma OK 73123 Tinker A.C.E. P.O. Box 19456 Oklahoma City OK 73144 Duncan Area Atari Computer Users Rt. 6, Box 313 Duncan OK 73533 Tulsa Computer Society Atari Enthusiasts 121 S. 33rd St. Broken Arrow OK 74014 * Oregon Bonneville Atari Group (BAG) 22889 SE Naomi Dr. Boring OR 97009 Portland Atari Club P.O. Box 1692 Beaverton OR 97005 Home Atari Computer Club (HACK) 1180 E. Ellendale Dallas OR 97338 Atari Computer Enthusiats 3662 Vine Maple Dr. Eugene OR 97405 A.C.E. Along the Umpqua 217 Cleveland Rapids Rd. Roseburg OR 97470 * Pennsylvania Valley Atari Computer Club R.D. 2 Coleman Dr. Beaver PA 15009 Bettis Atari User Devotees 3448 Forest Rd. Bethel Park PA 15102 Plumboro Atari addicts 429 Millers Lane Pittsburgh PA 15239 Pittsburgh A.C.E. P.O. Box 13435 Pittsburgh PA 15243 Westmoreland Atari Organization 230 Clairmont St. North Huntington PA 15642 Spectrum Atari Group of Erie (SAGE) Box 10562 Erie PA 16514-0562 Nittany Atari Personal Computer Org. (NAPCO) 552 Lanceshire Ln. State College PA 16801 Southcentral Penn Atari Computer Enthusiasts P.O. Box 11446 Harrisburg PA 17108-1446 Red Rose Atari Members (RAM) P.O. Box 7532 Lancaster PA 17604 Central Pennsylvania ACE 646 Campbell St. Williamsport PA 17701 Abe' ACEs P.O. Box 228 Whitehall PA 18052 Serious Atari Group for Enthusiasts 204 Sanderson Ave. Olyphant PA 18447 East Scranton Atari Users Group 8 Prescott Place Scranton PA 18510 North American Computer Society - A.U.G. 149 S. Grant St. Wilkes-Barre PA 18702 Atari Users Society 508 Achille Rd. Havertown PA 19083 Philadelphia A.U.G. Valley Stream Apts. I-304 Lansdale PA 19446 Pottstown Atari Club St. Rt. Laurelwood Rd. Pottstown PA 19464 Atari Berks User Group (A/BUG) 25 Angelica St. Reading PA 19611 * Rhode Island First Atari Club of Rhode Island 48 Dudley Ave. Newport RI 02840 Futari P.O. Box 849 Woonsocket RI 02895-0928 A.A.R.I. 65 Russell Ave. East Providence RI 02914 * South Carolina SummAtari Computer User Group 2065 Greenville Cir. Sumter SC 29154 Midlands Atari Computer Club 410 Willow Winds Dr. Columbia SC 29210 * Tennessee Independent Society of Atari Enthusiasts Rt 1 Bradley Creek Rd. Milton TN 37118 PMBASE 5125 Creek Bend Cr. Cleveland TN 37311 Power Systems A.U.G. c/o Cleveland Utilities P.O. Box 2730 Cleveland TN 37311 Chattanooga Atari Owners Symposium 1909 Light Tower Circle Hixson TN 37343 East Tennessee Atari Computer Enthusiast P.0. BOX 6193 Kingsport TN 37663 Atari Computer User Group of Knoxville 953 Roderick Rd. Knoxville TN 37920 Memphis Atari Systems Hobbyists (MASH) 1030 Pheasant Hollow Cordova TN 38018 * Texas Dal-ace PO Box 851872 Richardson TX 75085-1872 Atari ST User Group 940 Hillburn Dr. Dallas TX 75217 North Texas Atari Computer Team PO Box 170911 Arlington TX 76016 The "A" Team 4020 Blue Flag Lane Ft. Worth TX 76137 Temple A.C.E. 3202 Las Cruces Dr. Temple TX 76502 Heart of Texas Atari Info Resource (WACO) P.O. Box 131 Chilton TX 76632 San Angelo A.C.E. 2315 Greenwood Dr. San Angelo TX 76901 W.A.U.G. 622 Cherrybank Houston TX 77079 Woodlands Atari Comp. Org. (WACO) 47 Wedgewood Forest Dr. The Woodlands TX 77381 Houston A.C.E. P.O. Box 562 Katy TX 77449 Pasadena Atari Computer Club 3312 Hays Pasadena TX 77503 Golden Triangle A.U.G. 522 Palm Beaumont TX 77705 Brazos County Atari Users Society 1218 S. Dexter Dr. College Station TX 77840 Randolf Area Atari Users Group P.O. Box 2611 Universal City TX 78148 Alamo Area Atari Users Association 3646-B Fredricksburg Rd. San Antonio TX 78201 San Marcos Atari Computer Club 113 N. Johnson Ave. San Marcos TX 78666 Austin A.C.E. 8207 Briarwood Lane Austin TX 78758 Atari Federation User Group c/o Computer Stop 3421 S. 1st Abilene TX 79605 Sun Metro A.U.G. P.O. Box 370525 El Paso TX 79937 * Utah Layton Atari Computer Enthusiasts 1156 North 1500 West Layton UT 84041 A.C.E. of Salt Lake City 5522 Sarah Jane Dr. Kearns UT 84118 ASTUG 6157 SOUTH 700 WEST MURRAY UT 84123 Utah R.A.M. 1619 E 6670 S Salt Lake City UT 84121 B.A.C.E. 210 W. Lakeview Brigham City UT 84302 Utah County Atari Nuts 1377 North 300 West Provo UT 84604 * Virginia W.A.C.U.G. 15817 Vista Dr. Dumfries VA 22026 NovAtari (Current Notes) 5 clubs 122 N. Johnson Rd. Sterling VA 22170 Fairfax A.C.E. 2665 Arlington Dr. #202 Alexandria VA 22306 G.R.A.S.P. 8219 Tarkington Dr. Richmond VA 23227 Southside Tidewater Atarit U.S. 4836 Honeygrove Rd. Virginia Beach VA 23455 Peninsula Atari Computer Enthusiasts of VA 1212 N. King St. #37 Hampton VA 23669 Tri-city Atari Support Club P.O. Box 1148 Petersburg VA 23804 Farmville Atari Computer Enthusiasts 1305 Gilliam Dr. Farmville VA 23901 Blue Mountain AUG 3110 Meadowbrook 44 Blacksburg VA 24060 * Vermont Vermont ACEs 38 N Winooski Ave. Burlington VT 05401 * Washington Bellevue/Redmond A.C.E. (BRACE) P.O. Box 6341 Bellevue WA 98008 A.C.E. of Kitsap Cty. (ACKC) 3849 SE Conifer Pk. Dr. Port Orchard WA 98366 Seattle Puget Sound A.C.E. (S*P*A*C*E) P.O. Box 110576 Tacoma WA 98411-0576 Atari Systems Hobbyist 804 N. 26th Ave. Yakima WA 98902 Chewelah Atari Computer User Group Box 767 - 410 N. Kruger Chewelah WA 99109 A2 D2 7403 W. Canal P.O. Box 560 Kennewick WA 99336 * Wisconsin MilAtari P.O. Box 1191 Waukesha WI 53187-1191 Madison Area Atari Users Group P.O. Box 53705 Madison WI 53705 Packerland Atari Computer Users Society 339 S. Maple St. Kimberly WI 54136 Chippewa Valley Atari User Group 1735 Coolidge Court Eau Claire WI 54701 Oshkosh Atari Users Group 1418 Indigo Dr. Oshkosh WI 54901 ********** Argentina ********** Club De Usarios Maipu 289-1704 Ramos Buenos Aires ********** Australia ********** Melbourne Atari Computer Enthusiasts Box 340 Rosanna Victoria Australia 3084 Atari Computer Enthusiasts (N.S.W.) G.P.O. Box 4514 Sidney N.S.W. Australia, 2001 Delaide Atari Computer Club P.O. Box 333 Norwood S.A. Australia, Down Under Atari Users Group 10 Ruthwell Montrose Tasmania Australia Geelong Atari User Group P.O. Box 673 Geelong Victoria 3220 Australia ********** Canada ********** Atari User Group 11212-93ST Fort St. St. John British Columbia Canada V1J 3K4 Atari Railer Computer Group 8 McCurdy Winnipeg Manitoba Canada R2V 3B2 Edmonton Atari Computer Hobbyists Society 407 11020 Jasper Ave. Edmonton Alberta Canada T5K 2L1 Essex Regional A.C.E. (ERACE) 373 Cousineau Rd. Windsor Ontario Canada N9G 1V6 London Atari Users Group 38 Southview Place London Ontario Canada N6J 1S2 Manitoba Atari Computer Club 993 Dorchester Ave. Winnipeg Manitoba Canada R3M 0P9 Montreal Atari ST Club (MAST) 1161 Des Fauvettes Boucherville Quebec Canada J4B 6A8 Bluewater Atari Systems Info Club (BASIC) P.O. Box 1 Brights Grove Ontario Canada N0N 1C0 National Capitol Atari Users 577 East Lortie Gatineau Quebec Canada Y1A 4M1 (NIAGARA) Peninsula A.C.E. 11 Berkwood Pl. Fonthill Ontario Canada L0S 1E0 Programmer's Workshop 2566 Steeple Court Port Coquitlam British Columbia Canada V3E 1K5 S.A.S.G. #9-835 4th Ave. North Saskatoon Saskatchewan Canada S7K 2N3 TAPE 1 Saint Clair Ave. East #606 Toronto Ontario Canada M4T 2V7 The Atari Programmers Society P.O. Box 6287 Toronto Ontario Canada M5W 1P7 Toronto Atari Federation 5647 Yonge St. Willowdale Ontario Canada M2M 4E9 Saskatoon (East) AUG 8A-1800 Main St. Saskatoon Sasketchewan Canada S7H 4B3 Vancouver Island ST Association 4947 Cordova Bay Rd. Victoria British Columbia Canada V8X-2KI Alaska Highway Atari Users Group 11212-93 St. Fort St. John British Columbia Canada VIJ 3K4 Elsa Atari Computer User Group Gen. Delivery Elsa Yukon Canada Y0B 1J0 Whitehorse Atari Users Group 13 Koidern Ave. Whitehorse Yukon Canada Y1A 3N7 Kingston Atari Explorers Group 94 Conacher Dr. Kingston Ontario Canada K7K 5V9 520 Interest Group 13 Binscarth Cres. Kanata Ontario Canada K2L 1R9 ********** Denmark ********** ST Operators c/o Rainbow Studio Vesterbrogade 17 Dk-1620 Copenhagen ********** England ********** Page 6 P.O. Box 54 Stafford England ST16 1DR Preston Atari Computer Enthusiasts 41 St. Salburg Ave. Preston Lancs England The Lea Valley Atari Users 1 Globe Court Wormley Herts England U.K. Atari Computer Owners Club P.O. Box 3 Rayleigh Essex England. ********** Hong Kong ********** Atari Users Group Hong Kong Flat C-3 231F Rhine Court 82-84 Bonham Rd. Hong Kong ********** Japan ********** Fuji Atari Users Group 3-10-2 Sakuragawa Itabashi-Ku Tokyo Japan 174 ********** Mexico ********** Atari Computer User Group of the Future Apartado Post. D.F. Mexico 11456 Atari Users Group Mexico City Apartado Postal 105-160 D.F. Mexico 11560 ********** New Zealand ********** Auckland Atari Users Group 24 Sequoia Place Mairangi Bay Aukland 1 Waikato Atari User Club P.O. Box 6087 Hamilton Tariland Computer Club Inc. 109 McLeod Rd. Auckland 8 Atari Users Group - Wellington Box 16011 Wellington ********** Panama ********** Atari Panama Club P.O. Box 7415 Panama 6A El Dorado Panama Republic of Panama ********** Singapore ********** Atari Computer Elites Singapore Blk-3 335-K Syed Alwi Rd. Singapore 0820 ********** Thailand ********** Atari Users Group of Bangkok 18 Soi Reang Prayoung Pradipat Rd. Bangkok Thailand Bulletin Boards in the Netherlands: SAG 03473-76815 BBS Veldhoven 040-531453 Garfield 020-129906 Spacecenter 013-686293 Waterland 02990-40202 Falco ST (19-07 hours) 03435-734775 BBS Haarlem (19-08 hours) 023-359969 WEABBS 02279-2444 Future ST 020-979405 PD LIBRARY by Richard Karsmakers We have had a PD library since we launched ST NEWS Volume 1 Issue 3, and we are proud to say that is grows larger and larger and that it still has both quantity and quality! All PD program can be obtained by sending enough disks (formatted single sided) to: ST NEWS, Kievitstraat 50, 5702 LE, Helmond, The Netherlands, together with enough stamps or International Reply Coupons for the costs of the back-postage. If you enclose less stamps or International Reply Coupons than are nessecary, or if you haven't put enough stamps on the envelope itself, we will not send anything back or we will return the package to sender. Please take care not to close your envelope too tightly, since we use the same envelope for the way back, too. Our current list of Public Domain offerings starts on the next page. Name: Color: B/W: Driedim V2.1 (1 disk) X X Krabat Schach V1.0b (1 disk) X X Tempelmann Monitor V1.3 X Synth Sample I (1 disk) X Synth Sample II (1 disk) X Synth Sample III (1 disk) X Synth Sample IV X Randomize Picture Show I (1 disk) X F.A.S.T.E.R. I (1 disk) X X F.A.S.T.E.R. II (1 disk) X X F.A.S.T.E.R. III (1 disk) X X F.A.S.T.E.R. IV (1 disk) X X Bouncing Ball Demo X Activision ST Demo (1 disk) X ST Grafics (STAD demo) X GfA Run Only Interpreter V2.0 X X Hexa-colors X Fast Format (desk accesory) X X Name: Color: B/W: Intersect Ramdisk V3.0 (desk accesory) X X Fuji-Boink (fabulous demo) X Popcorn X Real Time Animation (*) X Degas Print V1.0 (*) X Reset Proof Ramdisk (incl. source) X X ARC V5.1 (Archive/crunching utility) X X Turbo Nibble Copier X X Star Battle (game) X ST Speech X X Crabs!! (desk accesory) X X SpeedTOS (desk accesory) X X Minos (desk accesory maze) X X TI-59 Calculator (desk accesory) X Neo-fun X Puzzle Puzzle X Floppy Disk Indexer (FDI incl. DOC) X ST Kill V04 + ST Del X Name: Color: B/W: ST NEWS Volume 1 Issue 3 (**) X X ST NEWS Volume 1 Issue 4 (**) X X ST NEWS Volume 1 Issue 5 (1 disk) X X ST NEWS Volume 1 Issue 6 (1 disk) X X ST Demo (by Paradox) X (*) means that all these programs should be ordered at once and are one disk in length (**) means that all these programs should be ordered at once and are one disk in length Size calculation: You should send one disk per program that is "1 disk" in length, as well as one disk per three programs that are of unspecified length. Postage calculation: In Holland, you should put stamps on the envelope according to the following table (and enclose the same amount, of course): 1 disk 150 cents 2-8 disks 300 cents Outside of Holland, you should add International Reply Coupons according to the following table: 1 disk 2 IRCs 2-8 disks 3 IRCs 9-11 disks 4 IRCs Our Public Domain offerings are free of additional costs, but all donations are of course very welcome (since I am trying to save enough money to buy a double sided disk drive). In Holland, you can simply enclose any amount of paper(!) money in the envelope or order the money to be transferred to giro account number 5060326 of Richard Karsmakers, Helmond, The Netherlands. Foreign readers can also do the latter, or add any amount of extra International Reply Coupons. Thank you in anticipation! By the way, for countries outside the EEC, post costs might be higher, so more IRCs will need to be enclosed! OUR CORRESPONDENCE ADDRESS If you want to write to us, you can do that through our correspondence address. If you want an answer, don't forget to enclose enough stamps or International Reply Coupons (the latter if you live outside of Holland). Please refer to the article about our Reader's Service for more specifications for sending in articles, etc. If you live outside in a country where we have a sole distributor, please direct your orders (such as PD programs or ordering back-issues of ST NEWS) to the sole distributor in your country. Simple enquiries and remarks/critics can normally be sent to our address. The correspondence address is: ST NEWS Kievitstraat 50 5702 LE Helmond The Netherlands EDITORIAL We have come a long way since we launched our first, very amateuristic version of ST NEWS. That was back on the 26th of July of last year, about half a year ago. We are now finally able to offer you the ultimate solution: ST NEWS with a "F.A.S.T.E.R." look! Now, it's possible to select one article at the time, which isn't only much handier with regard to available memory (the current ST NEWS can work with about 160 Kb of free memory!), but also much more user-friendly. We have received many requests to split up ST NEWS, but we just couldn't do that. That's why we made this version of ST NEWS with its own reader, etc. Maybe, we can now finally be as good as (or maybe better than) the Canadian disk magazine "F.A.S.T.E.R."! The program you're now using was written using GfA Basic and our good old Scroll Message Editor (that we published in our previous issue of ST NEWS). I was glad I had some help with the actual page viewing routine by a logical thinker (Hans van der Linden), so it was possible to finish it in about 12 hours of programming. There will undoubtedly be bugs in the program (although it was tested thoroughly and I haven't seen any bugs myself!), and I hope that you will contact me if you think there are some bugs in the program that aren't minor anymore. A big thanks must go to the people at F.A.S.T.E.R. in Canada, for giving me the excellent idea of putting documents in such a user- friendly environment. Also thanks to Math, who supplied me with the music (exception-driven, as you'll notice if you select "Quit but keep Music"). Also thanks to Jos Schilders, with whom I developed the Scroll Message Editor that created the scrolling in this issue. If you happen to be working in medium resolution (ST NEWS does not and will never support low resolution, I'm sorry!), you'll notice that you haven't got access to the "About ST NEWS" and "Bonus Pictures" options, as well as the "Invert Screen" option. I am very sorry to say, but originally this program was to be for monochrome only! Maybe we'll include fully working options in a future issue of ST NEWS! The Bonus Picture was beeped over by Modem from the Amiga and afterwards converted from Low-to High Resolution using our own Low->High-Converter (that we published quite a while ago in ST NEWS Volume 1 Issue 4). I have also tried converting it with Degas Elite, but (although it is a really great program!) I found that that didn't satisfy me. The artist is unknown to me, but he will now undoubtedly have sold his Amiga to buy the ST... I wish you lots of fun reading this issue of ST NEWS, Sincerely Richard Karsmakers (Editor of ST NEWS) ST NEWS COLOFON ST NEWS is a disk-based magazine written for and written by ST users, which is published at irregular intervals by the ACC. Subscribing: ST NEWS is published at irregular intervals. Read how you can order back-issues in the article about our Reader's Service. Official ST NEWS distributors: ST NEWS Fuutstraat 2 5702 LN HELMOND The Netherlands ST NEWS Gerardo Greco Via Roma 75 I-80055 PORTICI-NA Italy  ST NEWS Ewe Hkansson Pilspetsv. 4 S-291 65 KRISTIANSTAD Sweden ST NEWS Stefan Colombier Marienburgstr. 17 D-5300 BONN 1 West Germany Editorial: Frank Lemmen (correspondent); Special subjects: MIDI and Music Richard Karsmakers (editor); Special subjects: GfA & Software Jos Schilders (correspondent); Special subject: Hardware Editorial-and Correspondence address: ST NEWS Fuutstraat 2 5702 LN HELMOND The Netherlands The following people helped with the establishment of this issue of ST NEWS: Frank Lemmen Richard Karsmakers Jos Schilders Math Claessens Stephen Thorne (Commedia) Paul Kolenbrander Rufus Camphausen Robert van Cruchten Hubert van Mil (ST Club Eindhoven) Engel Geukens (CCV) Hans de Lange Mark van de Boer Hans van der Linden Wilfred Kilwinger (Atari Ben.) Toon Hermsen Gerardo Greco (Italy) Tom den Duijf (Stichting ST) Marko Software Thomas Maier (Tommy Software) Holger Gehrmann (Golden Games) Jrgen Goeldner (Rushware) Stefan Posthuma Theo van Beeck Eerk Hofmeester Hans Nijsen (Tango Studio's) Herman de Vrees Steve van der Horst Klaus Schulheis (Heim Verlag) Lon Obers Adrie van der Weijden Pim Coenradie Markus Herfort Rhotron GmbH Gerard Faber Ewe Hkansson (Sweden) Stefan Colombier (W.-Germany) Amanda Reid-Young (Fairlight) Jean Miles Volker Ritzhaupt (Appl. Systems) Richard van Helden Anthony Rush Compute! A. van der Veen (Compra) Michael Osinski (Alphatronic) Ruud van de Kruisweg Robert Heessels Arjan Pot (ST Club Eindhoven) Gerald Hulshorst Luuk van Beijnen Leon Elins Jos Velleman Michael Bernards Special thanks to the people of "'t Patronaat", who let me call with Holger Gehrmann in Germany on the monthly CCV meeting in Veldhoven, Holland! A fully documented source listing of this ST NEWS program (written in GfA Basic) can be ordered by paying 75 Dutch guilders to giro account number 5060326, t.n.v. Richard Karsmakers, Helmond, The Netherlands. You will then receice a printed-out source listing delivered to your home. People who live outside the European Economic Community should add 5 extra guilders for extra post costs. HOW TO ORDER BACK ISSUES OF ST NEWS If you are thinking about ordering previous issues of ST NEWS, we hereby supply you with a list of contents of every issue that's still available through our Reader's Service. Issue 1 and 2 are withdrawn from our offerings since January 1st, since they tended to hurt our image too much! ST NEWS Volume 1 Issue 3 Published on Saturday, August 16th, 1986 Size: 56638 bytes on 26 pages Sound and Music programming on the ST Synth Sample II contest All about the BIOS Questions & Answers The Solution to "Zork I" from Infocom Did you know that.... News about the Amazing Cracking Conspiracy Hints & Tips for (GfA) Basic More about Diskmanipulation on the Atari SF Floppy Disks Subscribe to ST NEWS! Our new correspondence address ST NEWS Volume 1 Issue 4 Published on Monday, September 8th, 1986 Size: 152458 bytes on 88 pages Additions: Two listings on disk: CONVERT .BAS 2868 bytes VDI_CALL.BAS 3769 bytes ST Software News ICG's Randomize Picture Show GfA Tips & Tricks Hi to.... Low to High converter The Amazing Cracking Conspiracy's Reader's Service GEMDOS Functions Useful Addresses The Tempelmann Monitor A Computer Story Questions & Answers Did you know that.... Future Releases of the Amazing Cracking Conspiracy The Amazing Cracking Conspiracy's built-in ST Chart Booklet All about the ST's MIDI Interface Hints & Tips for playing Sundog Software Mega-review: Floyd GEM VDI Calls Part I The Solution to Zork II ST NEWS Volume 1 Issue 5 Published on Sunday, October 5th, 1986 Size: 214510 bytes on 117 pages Additions: Listings on Disk: ULT_EXAM.BAS 11378 bytes PATTERN .BAS 7304 bytes IRQ .C 1419 bytes GEMVDI_2.BAS 5681 bytes Diverse on Disk: FILL .LST 481 bytes MOUSE .LST 967 bytes SPRITE .LST 931 bytes READ_ME .TXT 1824 bytes ST Software News GfA Basic Tips & Tricks Report on the Annual Usergathering at Utrecht on September 20th, 1986 All about XBIOS Functions Hints & Tips for Winter Games The Ultimate Examamining Utility V2.8 The Music Corner Pattern Editor Something about Interrupts The Disc Are you a good ST Owner? User Group Update Software Mega-review: New Psygnosis Games Cleaning your mouse Questions & Answers RTOS, A multitasking OS for the ST The ST I/O Port Did you know that.... Final Hints & Tips to "The Pawn" Part I USeful PEEKs and POKEs GEM VDI Calls Part II More about the ACC's Reader's Service (P)review: Some Astronomy Programs Super Huey Review ST NEWS Volume 1 Issue 6 Published on Saturday, November 15th, 1986 Size: 217891 bytes on 106 pages Additions: Listings on Disk: DEMO .C 1778 bytes GEM_VDI .BAS 3344 bytes HEBREW .LST 1299 bytes HOUSE .BAS 14888 bytes IRQ .C 1390 bytes NUMROLOG.LST 4787 bytes SCROLLED.LST 8515 bytes Diverse on Disk: DEMO .PRG 2982 bytes EPROM .PI3 32034 bytes LINKAPP .BAT 123 bytes LINKTOS .BAT 120 bytes READ_ME .TXT 4960 bytes SCHEDULE.PI3 32034 bytes ST Software News GfA Basic Tips & Tricks Did you know that.... Sound Digitizer Service Connecting a Normal B/W Monitor to the ST without Modulator Hints & Tips for playing Brataccas GEM VDI Calls Part III User Group Update Starfiend Questions & Answers Part One of the MC68000 Machine Language Course A Day in Amsterdam: Visiting the Efficiency Beurs and Commedia The Mirage Two Chess programs Compared: XChess and Psion Chess ACC Hiscores Michtron Software - Old but Good Solid State RAMdisk for the ST Simple Draw Esoteric ST Column: Hebrew on the ST Esoteric ST Column: Numerological Computations Writing you 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 SOON COMING IN ST NEWS...... Regulars: The Music Corner Did you know that... Questions & Answers The Modem Connection (a new column from Frank Lemmen) User group update Courses: Part III of Machine Language GfA Basic Tips & Tricks Advanced Sound Programming (by Holger Gehrmann) (P)reviews: The Last Disk Utility Copystar V1.8 Space Pilot (?) International Karate (?) GfA Vector GfA Draft Defender of the Crown (?) Marble Madness (?) Computer magazines Karate Kid II Features: The solution to "Borrowed Time" ST Basic Disk I/O Disk Sorter ST (program) Tron X (program) A computer novelette called "Mind Probe" Interview with Hans Nijsen from the Tango Studios and much, much more.... 68000 ASSEMBLY LANGUAGE COURSE PART II by Mark van den Boer Welcome to part II of this course. In part I, some fundamentals of the 68000 were shown. In this part, I will show you which addressing modes the 68000 uses. First an example of addressing modes which the 6502 and 6809 use: lda #10 * immediate addressing lda $10 * zero-page (6502) or direct-page addressing (6809) inx * inherent (6502) inca * inherent (6809) Now, what does a line of code in 68000 assembler look like?  LABEL OPCODE OPER1,OPER2 COMMENT  The meanings of these fields are: label: A name given to this line of code. Some assemblers require a : to follow the label-name. This field is optional. opcode: This field specifies the operation you wish to perform. It is the only field that isn't optional. Depending on the opcode the 68000 expects 0, 1 or 2 operands. oper1: The first operand to appear with the opcode. The appearance of this field depends on the specified opcode. oper2: The second operand to appear with the opcode. The appearance of this field depends (surprise, surprise) on the specified opcode. comment: Another optional field which is used for commenting all tricks people put in their programs. Most assemblers require a * as the first character of the comment field. The comment field is optional. Now what does an addressing mode do? An addressing mode specifies on which data the opcode (instruction) must operate. The 68000 has a total of 14 addressing modes, all of which now will explained. As examples in all addressing modes I will use the MOVE instruction. MOVE can have the .b, .w and .l suffixes as mentioned in part I of the course. The MOVE instruction moves the data specified by oper1 to the place specified by oper2. For example: MOVE.B $1,$2 performs exactly the same operation as the following 6502 and 6809 code: LDA $1 STA $2.  The addressing modes: 1. Inherent addressing  In this addressing mode there are no operands since they are already supplied by the opcode. E.g.: RESET * reset all peripherals RESET is an 68000 instruction which is used to reset all the peripherals. 2. DATA REGISTER DIRECT ADDRESSING  Assembler syntax: Dn (n can range from 0 to 7) In this addressing mode a data register contains the operand. E.g.: Instruction Before After MOVE.B D1,D0 d0=ffffffff d0=ffffff67 d1=01234567 d1=01234567 MOVE.W D1,D0 d0=ffffffff d0=ffff4567   d1=01234567 d1=01234567 MOVE.L D1,D0 d0=ffffffff d0=01234567 d1=01234567 d1=01234567 As you might have noticed, an instruction with .b as a suffix only changes the lowest 8 bits of the destination, and instructions with .w as a suffix only change the lowest 16 bits of the destination. Instructions with .l as a suffix change all 32 bits of the destination. 3. ADDRESS REGISTER DIRECT ADDRESSING  Assembler syntax: An (n can range from 0 to 7) In this addressing mode an address register contains the operand. Byte operators (those with .b suffix) are not allowed in this addressing mode. When using the address register as a destination and it is a word operation (suffix is .w), the word is sign- extended into a longword. This means that during a wordtransfer into a data register the upper 16 bits are filled with the value of the most-significant bit (this is bit 15) of the word. An example below will show you how it's done. E.g.: Instruction Before After MOVE.W A1,D0 d0=ffffffff d0=ffff4567 a1=01234567 a1=01234567 MOVE.W D0,A1 d0=01234567 d0=01234567 a1=ffffffff a1=00004567 <- extend!! MOVE.W D0,A1 d0=0000ffff d0=0000ffff a1=00000000 a1=ffffffff <- extend!! MOVE.L A1,D0 d0=ffffffff d0=01234567 a1=01234567 a1=01234567 4. ADDRESS REGISTER INDIRECT ADDRESSING  Assembler syntax: (An) (n between 0 and 7) In this addressing mode, the address register contains the address of the operand. In assembler this is being denotated by putting parentheses around an address registers name, e.g. (a0). The contents of a0 points to the address where the data has to be fetched from. When using word (.w) or longword (.l) addressing it is absolutely necessary that the address register contains an even number (I will explain the reason for this in a forthcoming article). E.g.: Instruction Before After MOVE.L (A1),D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001000 address $1000 contains 01234567 MOVE.L D0,(A1) d0=76543210 d0=76543210 a1=00001000 a1=00001000 address $1000 now contains 76543210 5. ADDRESS REGISTER INDIRECT ADDRESSING WITH POST-INCREMENT  Assembler syntax: (An)+ (n between 0 and 7) This addressing mode resembles the address register indirect addressing mode. The only difference is that after having fetched or stored the data, the address register is incremented. The increment depends on the suffix used in the opcode. If the suffix is .b then the address register will be incremented by one. If the suffix is .w then the address register will be incremented by two (one word is two bytes). If the suffix is .l then the address register will be incremented by four (one longword is four bytes). In assembler this addressing mode is denotated by putting the address register within parentheses followed by a + sign. For example: (a7)+ E.g.: Instruction Before After MOVE.L (A1)+,D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001004 address $1000 contains 01234567 MOVE.W (A1)+,D0 d0=ffffffff d0=ffff0123 a1=00001000 a1=00001002 address $1000 contains 01234567 MOVE.B (A1)+,D0 d0=ffffffff d0=ffffff01 a1=00001000 a1=00001001 address $1000 contains 01234567 MOVE.L D0,(A1)+ d0=76543210 d0=76543210 a1=00001000 a1=00001004 address $1000 now contains 76543210 6. ADDRESS REGISTER INDIRECT ADDRESSING WITH PRE-DECREMENT  Assembler syntax: -(An) (n between 0 and 7) This addressing mode resembles the address register indirect addressing mode. The only difference is that after before fetching or storing the data, the address register is decre mented. The decrement depends on the suffix used in the opcode. If the suffix is .b then the address register will be decremented by one. If the suffix is .w then the address register will be decremented by two (one word is two bytes). If the suffix is .l then the address register will be decremented by four (one longword is four bytes). In assembler this addressing mode is denotated by putting the address register within parentheses preceded by a - sign. For example: -(a7) E.g.: Instruction Before After MOVE.L -(A1),D0 d0=ffffffff d0=01234567 a1=00001004 a1=00001000 address $1000 contains 01234567 MOVE.W -(A1),D0 d0=ffffffff d0=ffff4567 a1=00001004 a1=00001002 address $1000 contains 01234567 MOVE.B -(A1),D0 d0=ffffffff d0=ffffff67 a1=00001004 a1=00001003 address $1000 contains 01234567 MOVE.L D0,-(A1) d0=76543210 d0=76543210 a1=00001004 a1=00001000 address $1000 now contains 76543210 7. ADDRESS REGISTER INDIRECT ADDRESSING WITH DISPLACEMENT Assembler syntax: w(An) (w stands for word displacement) This addressing is also rather similar to address register indirect addressing. The only difference lies in the fact that before fetching or moving the data a 16-bit signed displacement is added to the contents of the address register (the address register itself does not change). In assembler this addressing mode is denotated by enclosing the address register name in parentheses preceded by a 16-bit constant. For example: 8(a6) denotes the memory location whose address is the contents of a6 plus 8. This addressing method comes in very handy when passing parameters to subroutines. By the way, did you ever wonder why the ATARI ST has a resolution of 640 by 400 pixels? Here's one reason: 640*400=256000 bits=32000 bytes. Since 32000 bytes can be addressed using 16 bits, the address register indirect with displacement is an easy way to address the screen. E.g.: Instruction Before After MOVE.L 8(A1),D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001000 address $1008 contains 01234567 MOVE.L D0,-6(A1) d0=76543210 d0=76543210 a1=00001006 a1=00001006 address $1000 now contains 76543210  8. ADDRESS REGISTER INDIRECT ADDRESSING WITH INDEX Assembler syntax: b(An,Rn.w) or b(An,Rn.l) ( b stands for byte, w and l for word and longword and R for register). This addressing mode makes it possible to add a variable index (contained in an address or data register) to an address register and also an eight bit signed displacement. The variable index may be either word or longword. Both the index and displacement are sign extended before they are added to the address register. E.g.: Instruction Before After MOVE.L 8(A1,A0.L),D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001000 a0=00078000 a0=00078000 address $79008 contains 01234567 MOVE.L 8(A1,A0.W),D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001000 a0=00078000 a0=00078000 *** a0.w=8000 -> sign-extend gives ffff8000 *** address $ffff8008 contains 01234567 MOVE.W 8(A1,D0.L),D0 d0=0001fffe d0=00010123 a1=00001000 a1=00001000 *** 00001000 (contents of a1) 0001fffe (contents of d0.l) 00000008 (sign-extended byte displacement) --------- 00021006 address $21006 contains 01234567 MOVE.L 8(A1,D0.W),D0 d0=0001fffe d0=01234567 a1=00001000 a1=00001000 *** 00001000 (contents of a1) fffffffe (sign-extended contents of d0.w) 00000008 (sign-extended byte displacement) --------- 00001006 address $1006 contains 01234567 9. ABSOLUTE SHORT ADDRESSING  Assembler syntax: x (x is a 16 bit constant) With absolute short addressing it is only possible to specify a 16 bit constant. At execution time the 68000 sign extends the word into a long address, meaning that only addresses 0 to 7fff and ffff8000 to ffffffff can be addressed using this form. This addressing mode can be compared with zero-page addressing on the 6502 and direct-page addressing on the 6809.Like on the 6502 and 6809 this mode is faster than any other mode. This addressing mode can be compared with zero-page addressing on the 6502 and direct-page addressing on the 6809. By the way, on the Atari ST, the lower 32 K of memory can only be accessed in supervisor-mode (the S-bit in SR is set, see part I). E.g.: Instruction Before After MOVE.L $1234,D0 d0=ffffffff d0=01234567 address 1234 contains 01234567 ( the $ sign is used to denote a hex digit) MOVE.L $8000,D0 d0=ffffffff d0=76543210 address $ffff8000 contains 76543210  10. ABSOLUTE LONG ADDRESSING Assembler syntax: l (l is 32 bit constant) With this addressing mode a long address is supplied. It is very similar to absolute short addressing. E.g.: Instruction Before After MOVE.L $12345678,D0 d0=ffffffff d0=01234567 address $00345678 contains 01234567 Note that since the address bus is only 24 bits wide the upper byte of the address is ignored by the 68000. 11. PROGRAM COUNTER WITH DISPLACEMENT Assembler syntax: x(PC) (x is a 16 bit constant) This addressing mode is in fact the same as address register indirect with displacement. The only difference is that the address register is replaced with the PC (the PC is in fact also an address register). E.g.: Instruction Before After MOVE.L 8(PC),D0 d0=ffffffff d0=01234567 pc=00001000 pc=00001000 address $1008 contains 01234567 12. PROGRAM COUNTER WITH INDEX Assembler syntax: b(PC,Rn.L) or b(PC,Rn.w) (b is 8 bits) This mode is in fact the same address register indirect addressing with index. E.g.: Instruction Before After MOVE.L 8(PC,A0.L),D0 d0=ffffffff d0=01234567 pc=00001000 pc=00001000 a0=00078000 a0=00078000 address $79008 contains 01234567 MOVE.L 8(PC,A0.W),D0 d0=ffffffff d0=01234567 pc=00001000 pc=00001000 a0=00078000 a0=00078000 *** a0.w=8000 -> sign-extend gives ffff8000 *** address $ffff8008 contains 01234567 MOVE.W 8(PC,D0.L),D0 d0=0001fffe d0=00010123 pc=00001000 pc=00001000 *** 00001000 (contents of pc) 0001fffe (contents of d0.l) 00000008 (sign-extended byte displacement) --------- 00021006 address $21006 contains 01234567 MOVE.L 8(PC,D0.W),D0 d0=0001fffe d0=01234567 pc=00001000 pc=00001000 *** 00001000 (contents of pc) fffffffe (sign-extended contents of d0.w) 00000008 (sign-extended byte displacement) --------- 00001006 address $1006 contains 01234567 13. IMMEDIATE ADDRESSING  Assembler syntax: #x (x is byte, word or longword) The data for the operation is the value x. Programmers of the 6502 and 6809 will recognize this addressing mode. For example (6502 and 6809) LDA #$21. E.g.: Instruction Before After MOVE.L #$A03B4C11,D0 d0=00000000 d0=a03b4c11 14. STATUS REGISTER ADDRESSING Assembler syntax: SR or CCR This mode is used to control the contents of this register. See part I of this course for the individual meanings of the bits contained in this register. Changes to the SR can only be made when in user-mode. Changes to the CCR can be made in any mode. E.g.: Instruction Before After MOVE.W SR,D0 d0=87654321 d0=87652700 sr=2700 sr=2700 MOVE.W #$0500,SR sr=2700 sr=0500 Notice that the 68000 was in supervisor mode before executing the instruction but after completion it is in user mode!! This operation isn't possible the other way around. To conclude this part, I will give you a summary of the addressing modes of the 68000. SYNTAX NAME ----------------------------------- Dn | Data register direct An | Address register direct (An) | Address register indirect (An)+ | Address register indirect with post-increment -(An) | Address register indirect with pre-decrement w(An) | Address register with displacement b(An,Rn) | Address register with index w | Absolute short l | Absolute long w(PC) | PC with displacement b(PC,Rn) | PC with index #x | Immediate SR or CCR | Status register b is a byte constant w is a word constant l is a long constant x any of b, l or w n is a register number ranging from 0 to 7 R is a register specifier, either A or D If you have any comments on these courses, please let me know! GEM VDI CALLS PART IV (FINAL PART) by Herman de Vrees CLIPPING: When you use GEM-routines, it is possible that something goes wrong by not initialized AES-commands or wrong parameters for the output on screen. The next routine deals with wrong parameters, when these parameters are larger then the screen-coordinates. The routine limits these parameters and all illegal screen-coordina- tes are ignored. All GEM-routines, following this routine, are executed within the defined limits. The BASIC-commands ignore this routine, so they have no limits. The size of the limited screen are determined by XPOS1, YPOS1, XPOS2 and YPOS2. The syntax is: XPOS1 = .... : YPOS1 = .... XPOS2 = .... : YPOS2 = .... gosub CLIPPING    The routine is: 65200 CLIPPING: 65202 ' -----> XPOS1, YPOS1, XPOS2, YPOS2 65204 poke contrl , 129 65210 poke intin , 1 : 'Clipping on (0 = out) 65212 poke ptsin , xpos1 : '0 65214 poke ptsin + 2, ypos1 : '0 65216 poke ptsin + 4, xpos2 : '600 65218 poke ptsin + 6, ypos2 : '400 65220 vdisys 65222 return 65224 ' ----------------------------------------------- FILLPATTERN: It is possible to define your own fill-pattern in a frame of 16 * 16 bits, which you can use with the BASIC-commands: PCIRCLE, PELLIPSE and FILL and with the GEM-routines: RECTANGLE, RECTAN GLEROUND and POLYGON. The values of the fill-pattern are 16 words (2 Byte), which are defined in DATA-lines and called by a name. The definition of a new fill-pattern starts with: restore ( name ) gosub FILLPATTERN  The routine of fillpattern is: 63500 FILLPATTERN: 63502 ' -----> restore MONSTER 63504 poke contrl , 112 63506 poke contrl + 6, 16 63508 for st = 0 to 30 step 2 63510 read MONSTER 63512 poke intin + st, monster 63514 next: vdisys 63516 return 63518 ' ----------------------------------------------- An example of a new fill-pattern: 5 ' merge "FILLPATTERN/RECTANGLE/RECTANGLEROUND.bas" 10 fullw 2 : clearw 2 20 WURM: 30 data 0, 8064, 16320, 26208, 30560, 32736 40 data 29132, 16318, 8054, 7782, 7372, 7384 50 data 4080, 2022, 60, 24 60 restore wurm : gosub FILLPATTERN 70 color 1, 1, 1, 1, 4 80 pellipse 130, 100, 100, 60 90 ' 100 xpos1 = 270 : ypos1 = 30 : xpos2 = 350 : ypos2 = 300 110 gosub RECTANGLE 120 ' 130 xpos1 = 400 : ypos1 = 200 : xpos2 = 500 : ypos2 = 300 140 FILLING = 1 : gosub RECTANGLEROUND 150 ' 160 waiting = inp(2) 170 end LETTERSIZE: In Part I, we had a routine, called 'TEXTSIZE', to make the text- size larger or smaller then usual. This routine works with 5 different sizes. The next routine, for monochrome only, works with 24 different sizes (3 till 26). All kinds of text-forms work with this routine (underlined, italics and so on). This routine can not work with the normal BASIC-command PRINT, but only with the routine TEXTOUTPUT. The default with monochrome is: 12 and the default with color (low resolution) is: 6. The smallest sizes are not available with medium or low resolution. The syntax is: LETTERSIZE = ( 3...26 ) : gosub LETTERSIZING  The routine is: 65300 LETTERSIZING: 65302 ' -----> LETTERSIZE 65304 poke contrl , 12 65306 poke ptsin + 2 , lettersize 65308 vdisys 65310 return An example of LETTERSIZING is: 5 ' merge "LETTERSIZING/TEXTOUTPUT/CLIPPING.bas" 10 fullw 2 : clearw 2 20 xpos1 = 0 : ypos1 = 0 : xpos2 = 600 : ypos2 = 360 30 gosub CLIPPING 40 for LETTERSIZE = 1 to 12 50 gosub LETTERSIZING 60 xpos = 30 : ypos = 25 * LETTERSIZE 70 text$ = "Atari, the best !" 80 gosub TEXTOUTPUT : next 90 xpos = 300 : ypos = 0 100 for LETTERSIZE = 13 to 26 110 gosub LETTERSIZING 120 ypos = ypos + LETTERSIZE + 4 : gosub TEXTOUTPUT : next 130 LETTERSIZE = 13 : gosub LETTERSIZING 140 waiting = inp(2) 150 end FRAMING: When you use a graphic command that uses a fill-pattern (like pcircle), the circle will be drawn with a thin line round the fill-pattern. This line can be switched off. The routine works with the next BASIC-commands and GEM-routines: - pcircle - pellipse - rectangle - rectangleround - polygon The syntax is: FRAME = ( 0 , 1 ) : gosub FRAMING  The routine is: 65250 FRAMING: 65252 ' -----> FRAME (0,1): '1 = on 0 = no line 65254 poke contrl , 104 65256 poke intin , frame 65258 vdisys 65260 return 65262 ' ----------------------------------------------- An example of FRAMING is: 5 ' merge "FRAMING.bas" 10 fullw 2 : clearw 2 20 color 1, 1, 1, 3, 3 30 FRAME = 1 : gosub FRAMING 40 pcircle 150, 150, 100, 0, 2800 50 FRAME = 0 : gosub FRAMING 60 pcircle 400, 150, 100, 0, 2800 70 waiting = inp(2) 80 end MOUSE2: The AES has a similar routine as the VDI-routine 'MOUSE' (see Part II) to get the mouse-position, but before we can use an AES- routine we have to use the 'INIT'-routine (see part III). The next mouse-routine gives us information about the position of the mouse, the mousekeys and the keys CONTROL, ALTERNATE and both SHIFT-keys. The syntax is: gosub MOUSE2  The information is given in the variables MOUSEX and MOUSEY for the position and in the variable KEYA for the mouse-keys and in the variable KEYB for the other keys. The values can be: KEYA (mouse-keys):  Key Value  ------------------------------- Left 1 Right 2 Left and Right 3  KEYB (others) :  Key Value ------------------------------- Shift right 1 Shift left 2 Control 4 Alternate 8 The routine is: 62550 MOUSE2: 62552 ' <----- MOUSEX ; MOUSEY 62554 ' <----- KEYA ; KEYB 62556 mousex = peek(gintout + 2)-1 62558 mousey = peek(gintout + 4)-38 62560 keya = peek(gintout + 6) 62562 keyb = peek(gintout + 8) 62564 gemsys 79 62566 return 62568 ' ------------------------------------------------ An example of MOUSE2 is: 5 ' merge "INIT/MOUSE2.bas" 10 gosub INIT 20 start: 30 gosub MOUSE2 40 print MOUSEX, MOUSEY, KEYA, KEYB 50 goto start EVENTMOUSE: The next routine verifies if the mouse is present in a pre- defined rectangle. The coordinates of the left-top-corner of rectangle are put in XPOS and YPOS and the size of the rectangle in WIDTHE and HEIGHT. The routine responds when the mouse is coming in the rectangle or when the mouse leaves the rectangle. This is done by putting 0 in GINTIN (the routine waits till the mouse enters the rectangle) or by putting 1 in GINTIN (waiting till the mouse leaves the rectangle). The syntax is: XPOS1 = .... : YPOS1 = .... WIDTHE = ... : HEIGHT = ... gosub EVENTMOUSE  The routine of EVENTMOUSE is: 62500 EVENTMOUSE: 62502 ' -----> XPOS1 ; YPOS1 62504 ' -----> WIDTHE ; HEIGHT 62506 poke gintin , 0 62508 poke gintin + 2, xpos1 + 1 62510 poke gintin + 4, ypos1 + 38 62512 poke gintin + 6, widthe 62514 poke gintin + 8, height 62516 gemsys 22 62518 return 62520 ' ------------------------------------------------ For completing the routine 'SHOWMOUSE' the next routine: 63042 HIDEMOUSE: 63044 poke contrl , 123 63046 vdisys 63048 return 63049 ' ------------------------------------------------ An example of EVENTMOUSE is: 5 ' merge "INIT/EVENTMOUSE/SHOWMOUSE/RECTANGLE.bas" 10 gosub INIT 20 fullw 2 : clearw 2 : color 1, 1, 1, 3, 3 30 xpos1 = 100 : ypos1 = 100 : xpos2 = 150 : ypos2 = 120 40 widthe = 50 : height = 20 50 start: 60 gosub RECTANGLE 70 gosub SHOWMOUSE 80 gosub EVENTMOUSE 90 gosub MOUSE2 100 if keya = 1 then 120 110 out 2,7 : goto start 120 end RUBBERBOX: This routine gives a rectangle, defined by the mouse. The left- top-corner of the rectangle is determined by pressing the left mousekey. When you move the mouse (keep the left-mouse-key pressed), you see a rectangle following your mouse-movements until you stop pressing the mousekey. Then the routine gives you the size of the rectangle. Before we can use this routine, the routine MOUSE2 checks if you have pressed the left-mouse-key to determine the left-top-corner. The routine RUBBERBOX takes over the values of this starting-point from MOUSE2 (MOUSEX and MOUSEY). The syntax is: gosub RUBBERBOX  The routine of RUBBERBOX is: 62200 RUBBERBOX: 62202 ' -----> MOUSEX ; MOUSEY 62204 ' <----- WIDTHE ; HEIGHT 62206 poke gintin , mousex + 1 62208 poke gintin + 2, mousey + 38 62210 poke gintin + 4, 1 62212 poke gintin + 6, 1 62214 AES.3: gemsys 70 62216 widthe = peek(gintout + 2) 62218 height = peek(gintout + 4) 62220 if height<3 or widthe<3 then goto AES.3 62222 return 62224 ' ------------------------------------------------- 10 gosub INIT 20 openw 2 : clearw 2 30 start : gosub MOUSE2 40 if keya = 1 then gosub RUBBERBOX else goto start 50 print "The box is : " widthe " wide and " height " high." 60 end DRAGBOX: This routine is used to move a rectangle. The size of the rectangle is determinated by the variables WIDTHE and HEIGHT. With the routine MOUSE2 we have to determine the starting point (left-top-corner) of the rectangle. It is possible to limit the area in which the rectangle can move through the variables X.MIN, Y.MIN, X.MAX and Y.MAX. The routine gives back to the main- program the new position of the rectangle in the variables XPOS1 and YPOS1. To prevent wiping the rectangle we use first the routine HIDEMOUSE and then the routine SHOWMOUSE. The syntax is: X.MIN = .... : Y.MIN = .... X.MAX = .... : Y.MAX = .... WIDTHE = .... : HEIGHT = .... gosub DRAGBOX  The routine of DRAGBOX is: 62250 DRAGBOX: 62252 ' -----> WIDTHE ; HEIGHT 62254 ' X.MIN ; Y.MIN 62256 ' X.MAX ; Y.MAX 62258 ' <----- XPOS1 ; YPOS1 62260 poke contrl + 2, 8 62262 poke contrl + 4, 3 62264 poke gintin , widthe 62266 poke gintin + 2, height 62268 poke gintin + 4, mousex + 1 62270 poke gintin + 6, mousey + 38 62272 poke gintin + 8, x.min + 1 62274 poke gintin +10, y.min + 38 62276 poke gintin +12, x.max + 1 62278 poke gintin +14, y.max + 38 62280 gemsys 71 62282 xpos1 = peek(gintout + 2)-1 62284 ypos1 = peek(gintout + 4)-38 62286 return 62288 '------------------------------------------------- An example of DRAGBOX is: 5 ' merge "INIT/MOUSE2/DRAGBOX/SHOWMOUSE/HIDEMOUSE/RECTANGLE" 10 gosub INIT 20 fullw 2 : clearw 2 : color 1, 1, 1, 2, 3 30 widthe = 300 : height = 150 : x.min = 100 : y.min = 100 40 x.max = 500 : y.max = 250 50 gosub MOUSE2 60 start : gosub MOUSE2 70 if keya = 1 then gosub DRAGBOX else goto start 80 xpos2 = xpos1 + widthe : ypos2 = ypos1 + height 90 gosub HIDEMOUSE : gosub RECTANGLE 100 gosub SHOWMOUSE 110 gotoxy 0,0 120 print "The coordinates are : " xpos1, ypos1 130 end On the disk, a program is contained called "SUBE1_4.BAS", which contains not only the subroutines from this issue, but also from the previous issues of ST NEWS, since this is the concluding part of the 'course'. GFA BASIC TIPS & TRICKS by Richard Karsmakers In the previous issues of ST NEWS we already explained the syntax and the use of some specific GfA Basic commands, but this time we'll start giving examples of programs that can be used in your own projects. What about 31 colours on your screen in low resolution, or 19 colours on the screen in medium resolution? And what about reading a directory from disk? In this article, we'll give some practical samples of this, as well as a reference to all ESC codes for use with GfA Basic. First, something about reading in directories, by Paul Kolenbrander. Although GfA-Basic has two excellent commands for getting a directory, an increasing number of people would like some more control over directory-entries. For example, being able to sort them, manipulate them, or any other reason. It is quite possible to read a directory, check for the kind of entry or only read in specific entries. This can be done by using the GEMDOS functions. The following listing is a small example of this. It reads the root-directory, extracts the entry-names and checks if an entry is a folder or a volumelabel. ' Program to read a root directory ' using GEMDOS functions ' Written in GfA-Basic Version 1 Counter=2 ' Filename; here you can specify if all files or only files ' corresponding with a specified extension or names should be ' read in. eg *.PRG or *.P?2 or FILE????.FIL File$="*.*" ' Set up the DTA-buffer Dim Buf(43) Dim Label$(250) ' Set up the Device Transfer Address using DTA-buffer Pointer=Gemdos(26,L:Varptr(Buf)) ' Read first directory entry Found=Gemdos(&H4E,L:Varptr(File$),&H1F) ' extract name from DTA-buffer For X=30 To 42 Label$(1)=Label$(1)+Chr$(Peek(Varptr(Buf)+X)) Next X ' check if entry is a folder If Peek(Varptr(Buf)+21)=16 Label$(1)=Chr$(7)+Label$(1) Endif ' check if entry is a volume-label If Peek(Varptr(Buf)+21)=8 Label$(1)=Chr$(8)+Label$(1) Endif While Found>-1 And Counter<248 ' read next directory entry Found=Gemdos(&H4F) ' extract name For X=30 To 42 Label$(Counter)=Label$(Counter)+Chr$(Peek(Varptr(Buf)+X)) Next X If Peek(Varptr(Buf)+21)=16 Label$(Counter)=Chr$(7)+Label$(Counter) Endif Counter=Counter+1 Wend Ndx=1 ' clean up all directory entries in Label$() ' remove trailing Chr$(0)'s While Ndx<>Counter For X=1 To 12 If Mid$(Label$(Ndx),X,1)=Chr$(0) Label$(Ndx)=Mid$(Label$(Ndx),1,X) Endif Next X Ndx=Ndx+1 Wend After running this program you will have an array (label$()) containing all the names of the entries in the root directory, with a maximum of 250 entries. Folders are preceded by a CHR$(7) and the volume-name by a checkmark. A bit more about the GEMDOS functions used in the program: - Pointer=Gemdos(26,L:Varptr(Buf)) This function sets up the buffer for the Device Transfer Address. In this 44 bytes long Buffer the directory entry data will be put. If you have GfA-Basic V2.0 you can replace Pointer by Void giving an increase in speed of execution. The buffer positions are: Offset Size Meaning 0 20 Bytes Reserved for the Operating System 21 1 Byte File Attribute 22 2 Bytes Time Stamp (encoded binary) highest 5 bits: Hours (00-23) Middle 6 bits: Minutes (00-59) Lowest 5 bits: Seconds (00-29) (multiply seconds by 2 to get the right number) 24 2 Bytes Date Stamp (encoded Binary) Highest 7 bits: Year (subtract 1980 from this) Middle 4 bits: Month (00-12) Lowest 5 bits: day (01-31) 26 4 Bytes File Length 30 14 Bytes File name and extension - Found=Gemdos(&H4E,l:Varptr(File$),Fileattribute) This function reads te first directory entry on the parameters specified in File$ and the numerical variable Fileattribute. Found returns: 0 if Ok -33 if no file could be found -49 if end of directory File$ must contain at least '*.*', specifying all files but all other characters and combinations may be used depending on what you want. For example if you want a directory containing only filenames of Degas pictures you could enter '*.P??'. This would find all Degas pictures. or '*.P?2', which would only return medium resolution pictures. Fileattribute specifies the type of file to be searched for. You can search for a specified attribute, for example only display folders or Read-Only files, or a combination. The following table specifies the attributes and the relevant bit. '1' means set.  Bit Attribute 0 Read Only 1 Hidden File 2 System File (implies hidden from directory search) 3 Volume Label 4 Folder (subdirectory) 5 File has been written to and closed -Found=Gemdos(&H4F) This function finds the next valid directory entry and uses the parameters set by GEMDOS(&H4E). Found returns the same values as above. It is possible to use the above program to read the the contents of a subdirectory if at the top of the program the GEMDOS function(&H3D) is used. The syntax of which is Gemdos(&H3D,Folder$), where Folder$ contains the name of the subdirectory. On this same disk you will find a listing of the above program, with which you can experiment to your heart's delight. A warning though, if you make changes, first save them before you run the program and also write protect the disk you work on because the functions are very unforgiving when used incorrectly and might crash your system if treated wrongly. So, beware of the Kraken. So, that's all about directory entries. Now, let's continue with the color phenomena. The principle is very simple: You simply put a color picture (made in Degas or so) on the screen (you can also put several objects on the screen) using 15 colours (in low res) or 3 colours (in medium res). Don't forget to set all colors according to the picture using the SETCOLOR command. Take care not to load the picture on the wrong address. The following line should do the job if it is an uncrunched Degas file: BLOAD "TITLE.PI?",XBIOS(2)-34 When you want to load a Neochrome picture, you'll have to replace the '34' by the length of a Neochrome picture-32000. Most pictures of most drawing programs can be loaded using this technique. The colour we'll start changing rapidly will be the border colour (color 0 on the color palette). Using the speed of GfA Basic, it is possible to create up to 16 colours in the border, that will create a nice scrolling colour effect. All the pixels on the screen that have the same colour number will be changed in much the same way (although timing might mean that it is a bit before or after the actual border 'scrolling'). The actual routine that does the color switching would be like this: Loop For X=0 To 7 Setcolor 0,7,7,X Pause 0.0001 Next X For X=0 To 7 Setcolor 0,7,X,7 Pause 0.0001 Next X Loop When you experiment a bit with the values that are currently set to '7', you can get some nice effects. If you want the colours to go up and down as well, you can add a line like: For X=7 Down To 0 When you do that with yellow-white-yellow, it is possible to get an almost perfect colour shading. When you incorporate raster techniques in an even faster programming language (like assembler), it might even be possible to have more than 31 colours on the screen at one time. But experimenting with GfA Basic also lets you achieve nice things. We are very interested to publish nice more-than-16-colours demos written in GfA Basic in an upcoming issue of ST NEWS, so don't hesitate to experiment a bit and send your stuff to us on a sigle sided disk. Don't forget to add stamps or International Reply Coupons so we can send everything back to you! Now about the TOS "Escape" functions. With the help of these TOS functions and the PRINT command, it is possible to do all kinds of things with text, etc. The following is a list of the possible functions, starting on the next page. Chr$(27);"A" Cursor one line up Chr$(27);"B" Cursor one line down Chr$(27);"C" Cursor one character to the right Chr$(27);"D" Cursor one character to the left Chr$(27);"E" Clear/Home Chr$(27);"H" Home Chr$(27);"I" Cursor one line up with scroll Chr$(27);"J" Clear screen after cursor Chr$(27);"K" Clear line after cursor Chr$(27);"L" Insert line Chr$(27);"M" Clear one whole line, scroll up rest Chr$(27);"b";color Set character color1 Chr$(27);"c";color Set background color1 Chr$(27);"d" Clear screen before cursor Chr$(27);"e" Turn cursor on Chr$(27);"f" Turn cursor off Chr$(27);"j" Save cursor position Chr$(27);"k" Put cursor on saved position Chr$(27);"l" Clear one whole line 1= Only the upper four bits of the character 'color' are used (MOD 16). So you can select color one with e.g. '1', 'a' or 'A'. Chr$(27);"o" Clear line before cursor Chr$(27);"p" Reverse video on Chr$(27);"q" Reverse video off Chr$(27);"v" When the cursor is at the end of a line, it will automatically be put on the first position of the next line after this Chr$(27);"w" When the cursor is at the end of a line, it will remain there. All printed charac- ters will be put at that position That's it for this issue of ST NEWS. If you have any problems with GfA Basic, please don't hesitate to write to us. Here again, you shouldn't forget to add enough stamps/International Reply Coupons for the answer. The program listing of Paul Kolenbrander's part of this article may be found in the "PROGRAMS"-folder on this ST NEWS disk. HINTS & TIPS TO BORROWED TIME by Math Claessens I have noticed that a lot of people got stuck with an adventure called "Borrowed Time" from Activision. Well, here are some hints & tips so you can play it a bit further (maybe 'til the end)... You start the adventure like this: OPEN DRAWER - GET CHECK - E - E - E - HIDE BEHIND CHAIR - N - LOCK DOOR - BREAK WINDOW - GET GLASS - ENTER WINDOW - CLIMB CABLE - CUT CABLE - ENTER WINDOW So the beginning is made. Here are some further things you need to know: ALL YOU FIND IS USED ONLY ONCE IN THE BAR YOU MUST THREATEN THE PEOPLE TWICE WITH YOUR GUN BY THE DOCTER SAY YES BY MAVIS UNTIE MAVIS AND GET ALL BY RITA: ON THE TABLE ARE A CANDLE AND MATCHES,WITH THESE YOU FREE YOURSELF IN THE KITCHEN LOOK STOVE MOVE STOVE USE THE TUBE THERE FOR YOUR HAND THE TUBE YOU HAVE FOUND BY MAVIS BY THE CAR-PARK SHOW PISTOL WHEN THE POLICE ARIVES: WAIT SHOW THE POLICE ALL YOU HAVE FOUND IN THE GAME So that's all for now. I have the solution to "Borrowed Time", but I haven't had the time to put it on paper (sorry, on disk) yet. Maybe next time! HINTS & TIPS TO "KINGS'S QUEST I" by Math Claessens The Hints & Tips I hereby provide for "King's Quest I", eventually lead to the solution. Good luck! At the house by grandma: look mailbox - open mailbox - get basket When the girl arrives: give the basket to the girl (now you get flowers). LOOK OUT: There's a bridge in the game, don't enter it if this is not nessecary. The first time you enter the bridge is as you have the flowers from the girl. Now you go back to the beach. Find the trident. Then walk along the beach until you see the mermaid. Give the flowers to the mermaid and then ride the seahorse. When you arrive at Neptune's place, you should give him the trident and get the key. Go to the bridge and enter it. Then open door. Read on the door. Witch: get cave Antiquestore: yes - buy lamp - give nightingale to lady - rub lamp twice Trolshouse: get pot chicken soup - open chest - get earrings Grandma: give soup to grandma - look under bed - get black cloak -get ruby ring. Church: open door - pray - my name is sir graham - now you get the silver cross. After church you go south - swim - look hole - get broche. At the beach by the shell: go east - get stake From the trolshouse you can go north - go behind white tree and look tree - look hole - get mallet. Boat to the island - wear cloak - ruby ring. Castle: get ham - e - d - w - coffin kill dracula - open coffin get key - get pillow - get key Now, you've got two keys. Before you go to Dracula, you must go upstairs: open drawer - get candle -light candle on the stair If you got the keys from dracula go tower - unlock chest - get tiara. After third door: n - get net - s - s - fish with net - throw fish back in sea - ride fish. Island: find the amulet on the beach - go to tower - give ham to lion - open door - kiss girl - say home. Well, this information enables you to solve the adventure. It's not a step-by-step solution and the tips aren't in the right order, but someone playing "King's Quest" will probably know what I'm talking about.... FLIGHTSIMULATOR II by Richard Karsmakers It seemed as though the people at SubLOGIC didn't want ST users to have their first-class flight simulation program "Flightsimulator II", because it has taken a record time to rewrite this piece of software for the ST series. Whereas Commedia's boss Stephen Thorne told me about three months ago that 'it would arrive at any day', SubLOGIC always seemed to postpone the thing a few weeks here and there. It made me remember of my Commodore 64 days, in which I had heard of the luanch of a game called "Streethawk" in October 1985, which still has to be finished on that machine. But now it's finally there. I had a look at a preview version at a friend of mine, and I was truly impressed. I actually had a flight around a life-like statue of liberty, I fought against World War I aces and I significantly enjoyed flying the plane (which has to be gotten used to, since it uses the mouse). "Flightsimulator II" was actually launched as a demo back in April or June of this year. The demo was filled with bugs (that the people at SubLOGIC were fixing) and only worked properly with TOS version 0.13 (the one of over 200 Kb). The demo was actually a clumsily converted version of the game that ran on the Apple MacIntosh with color card (actually, a 512 Kb "FAT" Mac). Everybody knew that the real game should be a great lot better and that something might be expected from it. Well, nothing seems to have been exaggerated. The game is great, the game is realistic, it is fast, it is 3D and it is filled shapes (so no line figures). The whole game is mouse-and key-controlled and seems to run very nicely (and professionally). Let me mention a few of the many options: - It is possible to change the aircraft type (jet or propellor) while flying - It is possible to define cloud layers and heights, as well as wind speed and directions - You can play "World War I Ace", in which you must destroy a few factories whilst avoiding enemies in thrilling dogfights - It is possible to have realistic radio controls - You can look in all directions, or even have yourself spotted from an imaginary plane from any direction or direction - You can select prerecorded situations, playback up to 75 seconds of simulation, save a game, etc. - You can fly on auto-pilot - An much, much more. While flying, you can actually put a map on the screen (in a window, so it can be placed anywhere on the screen and it can be enlarged or made smaller, and it's even possible to zoom or un- zoom the map (that also goes for the normal flight window mode). Here are some of the key controls: Q Save and name situation U Gear up/down I Carburator heat on/off O Solid/wire shapes P Pause mode on/off A Recall situation S Spot plane (from a definable altitude and distance) D Track view L Lights on/off (for night mode, since you can also select to fly on certain times - day or night) X Cockpit view (see further) [] Flaps HELP Lets you position the mouse cursor over an object on the screen and get help on that TAB Sound off/on F1 Main 3D F2 Second 3D F3 Map on screen F9 Zoom -1 F10 Zoom +1 + Zoom increase - Zoom decrease Here's a table of directions for cockpit view: R T Y - F - - -G- - - H - - - - - V B N Although "Flightsimulator II" isn't an actual game, I will still give it 'game rating', to be seen on the next page. Name: Flightsimulator II Company: SubLOGIC Graphics: 9 Sound: 7.5 Playability: 8.5 Hookability: 9 Touch of detail: 10 Value for Money: 9 Overall rating: 9 Definately worth buying, also because the game is accompanied by a very well and comprehensive manual! SOFTWARE REVIEW: MUSIX32 by Richard Karsmakers The German softwarehouse Tommy Software has recently launched a music program that can be called revolutionary: "Musix32". Although accompanied by a very clumsily translated handbook (if you have the English version), this program might very well be worth buying, especially if you are a music freak (like me). On start-up, "Music32" asks you if you'd like to have German or English language, which will further on be used in the program. After a few more moments the actual working screen appears, which looks nice and user friendly. The program works only on monochrome monitors, which is understandable since there are too many options at the screen at once to be able to put it on a color resolution screen. The actual program should work on all ST system configurations (with monochrome monitor). Editing the music is done in much the same way as in The Music Studio from Activision. You simply select a note (normal, sharp, etc.) from the upper row of the screen, after which you can set it on the music bar. You can compose one channel at a time. The way in which the note types are selected has one disadvantage, which is that you have to pick them from below. When you enter a note box from the left or the right, you cannot select it, not even with clicking. The other editing possibilities, such as copy, cut and paste are excellent. It is very easy to define a block, which may also be greater in size than the actual screen. Scrolling left and right is done in a really comfortable way. The thing that makes "Musix32" noticable is the fact that songs can be written to disk in two ways: There is the normal way, which can be edited, and there is the "X32" way. The latter possibility creates a music file (which is exactly Nx1 Kb in size) that can be loaded and played from any programming language; also GfA Basic, Pascal or C. What is the key to this? The Atari XBIOS knows a command called "DOSOUND", XBIOS function number 32. All this function needs is a contiguous list of music data, after which the soundchip will play the music. Actually, the keyboard beep is also created through this method by the Atari itself. "Musix32" creates these music data to be used in your own programs. The music in this issue of ST NEWS also works through that very same principle (although not made on "Musix32", as far as we know). You may have heard of our PD offering "Puzzle Puzzle", which is written by Tommy Software. This programs also uses XBIOS 32 music (made on "Musix32"). "Musix32" would be much better and more versatile if it would have been able to load these "X32" musical pieces for editing, which it unfortunately can't. These are the main advantages of the program, which make it stand out amongst other music programs. Now some of the disadvantages or things that I found to be missing from the program: Firstly, striking any key on the keyboard disables the music (the Atari generates another XBIOS piece of 'music' that overrides the "Musix32" music). When using the music in your own program, you should also take care that nothing goes wrong with that. Further on, "Musix32" only allows two different waveforms. The "Design Instrument" option from The Music Studio was much better. However, Tommy Software has announced a supplementary module due for release in 1987. The envelope shaper that's currently implemented is only available for channel A. To close this small list of disadvantages, I would like to mention the absence of MIDI-compatibility (also said to be due for release in 1987) and the fact the the demo pieces of music supplied with the package are a bit "dry". This may also be caused by the fact that "Musix32" doesn't allow waveform editing yet. Now, the rating for this program: Name: Musix32 Publisher: Tommy Software Mainzer Landstr. 147 D-6000 Frankfurt/M. 1 West Germany Author: U. Meyer Price: DM 78.07 (+ DM 10 P&P) has to be prepaid Graphics: 8 Userfriendlyness: 8 Musical possibilities: 7 Documentation: 7 (not very well translated English) Value for Money: 7.5 Overall rating: 8 NEW EPYX GAMES by Richard Karsmakers The American software company Epyx of Sunnyvale, California, continues to write excellent software for the Atari ST series. They were very early with releasing games like "Rogue" and "Temple of Apshai Trilogy", while they shortly afterwards launched "Winter Games". Back then (it must have been August of last year), they were the first to launch a game on the ST that used at least a few of the ST soundchip's possibilities. I was very glad to hear that they launched "World Games" as well, of which you could read a preview in the previous issue of ST NEWS. For a moment, is seemed to become a bit dull on the ST; Epyx didn't launch any software on the ST for quite a while so it seemed. But at the beginning of this month I had the chance to have a look (and a go) at "Super Cycle", a motor racing game for the ST. In the middle of December I got the chance to preview their most recent launch "Championship Wrestling". What about these games? Are they worth buying? You will be able to decide for yourself after reading the rest of this article. "Super Cycle" welcomes the player with a magnificently drawn picture of a motor cycle in a curve, with the logo of the game and the company above it. The music sounds quite well and continues until you've chosen the leather color, bike color, etc. as well as the level (you can select one of three levels, of which the highest level offers you the highest scores). After a bit of loading, you get the instrument panel of your bike on the screen, as well as your actual bike with yourself on it. Accelerating can after that be done with pushing the joystick forward, decelerating can be done by using the joystick in the opposite direction. Shifting gear can be done with hitting the fire button and moving up (gear up) or down (gear down). The first level is very easy to complete, even on the highest difficulty level. But after that, you'll have to encounter one lane roads, oil, water, ice, rain, thunder and all kinds of other things. There also are some bonus levels, in which you have to hit flags to achieve a decent bonus. Whenever you finish a level in time (some are in America, some in Egypt, some in China, etc.), you'll go on to the next. Unless you've reached the last level, in which case you will be able to mention your hiscore and save it to disk in most cases. My hiscore was 140720 (not bad). "Championship Wrestling" is completely different. The player is also met by impressive music (I must say that this game's music is somewhat better than that of "Super Cycle") and a nice picture of a championship wrestler holding up the "Epyx" belt. Once you're in menu mode, you can select to practice, to compete or to view the world champions (you won't find me  there, since I only got a score of 130 when I happened to have some luck). When you're practising, you'll be able to select the wrestling champion you will be and the one you will fight against. There is a choice of eight wrestlers: Purple Hays (from Canton, Ohio, 295 pounds), Zantoklaw (nobody knows where he comes from, but he weighs 255 pounds), Howling Manslayer (an Indian you'll have to compete against the first time, from Indianapolis, Indiana. He is 265 pounds), Zeke Weasel (from Cowpens, Alabama, weighing a massive 310 pounds), Berserker (from Hobart, Tasmania, 306 pounds), Colonel Rooski (from Moscow, USSR, 285 pounds), Prince Vicious (from Sunnyvale, California, 315 pounds) and finally K.C. Colossus (not unlike Mr. Hulk Hogan, from Kansas City, Mo., weighing 275 pounds). The game is very well programmed and very well taken care of. The graphics are very impressive, but it is very difficult to play (you'd have noticed me being bad at it judging at my "hi"-score of 130; Frank seems not to have any problems and regularly lets his opponents bite the dust). The audience that's viewing your fight against one of the others will not remain passive. It will stick up pieces of sheet with texts like "Boring", "Boo", "Bum", "Get a job" or "Kill" on them. This even gives "Championship Wrestling" a touch of humour. Both games require a color monitor and TOS on ROM if you have an unexpanded ST (half Mb). Now, the game rating of these two new Epyx releases: Name: Super Cycle Championship Wrestling Graphics: 8 8.5 Setup: 8 8 Music: 7 9 Hookability: 7.5 8.5 Playability: 8.5 8 Overall rating: 7.5 8.5 LIST OF OPCODES FOR THE MC68000 PROCESSOR by Richard Karsmakers Finally! I thought it would take ages before someone would come up with a full list of opcodes for the 68000 processor, but Hans de Lange recently supplied me with one, for which I hereby would like to thank him very much. Now, everyone can use this information in future times! Remarks to this list: This is only a simple list, that doesn't include clock cycle times, etc. 'e' means a bit of the effective address field, 'd' is an offset bit and 'x' stands for further variable bits. Numbers preceeded by '$' are given in hexadecimal notation. Please refer to our Machine Language course for the meaning of individual instructions and addressing modes. ORI.B $0 $0 00ee eeee ORI.W $0 $0 01ee eeee ORI.L $0 $0 10ee eeee ORI to CCR $0 $0 $3 $C ORI to SR $0 $0 $7 $C BTST (dyn) $0 xxx1 00ee eeee BCHG (dyn) $0 xxx1 01ee eeee BCLR (dyn) $0 xxx1 10ee eeee BSET (dyn) $0 xxx1 11ee eeee MOVEP.W (M->R) $0 xxx1 $0 1xxx MOVEP.W (M->R) $0 xxx1 $4 1xxx MOVEP.W (R->M) $0 xxx1 $8 1xxx MOVEP.L (R->M) $0 xxx1 $C 1xxx ANDI.B $0 $2 00ee eeee ANDI.W $0 $2 01ee eeee ANDI.L $0 $2 10ee eeee ANDI to CCR $0 $2 $3 $C ANDI to SR $0 $2 $7 $C SUBI.B $0 $4 00ee eeee SUBI.W $0 $4 01ee eeee SUBI.L $0 $4 10ee eeee ADDI.B $0 $6 00ee eeee ADDI.W $0 $6 01ee eeee ADDI.L $0 $6 10ee eeee BTST (stat) $0 $8 00ee eeee BCHG (stat) $0 $8 01ee eeee BCLR (stat) $0 $8 10ee eeee BSET (stat) $0 $8 11ee eeee EORI.B $0 $A 00ee eeee EORI.W $0 $A 01ee eeee EORI.L $0 $A 10ee eeee EORI to CCR $0 $A $3 $C EORI to SR $0 $A $7 $C CMPI.B $0 $C 00ee eeee CMPI.W $0 $C 01ee eeee CMPI.L $0 $C 10ee eeee MOVE.B $1 eeee eeee eeee MOVEA.L $2 xxx0 01ee eeee MOVE.L $2 eeee eeee eeee MOVEA.W $3 xxx0 01ee eeee MOVE.W $3 eeee eeee eeee NEGX.B $4 $0 00ee eeee NEGX.W $4 $0 01ee eeee NEGX.L $4 $0 10ee eeee MOVE from SR $4 $0 11ee eeee CHK $4 xxx1 10ee eeee LEA $4 xxx1 11ee eeee CLR.B $4 $2 00ee eeee CLR.W $4 $2 01ee eeee CLR.L $4 $2 10ee eeee NEG.B $4 $4 00ee eeee NEG.W $4 $4 01ee eeee NEG.L $4 $4 10ee eeee MOVE to CCR $4 $4 11ee eeee NOT.B $4 $6 00ee eeee NOT.W $4 $6 01ee eeee NOT.L $4 $6 10ee eeee MOVE to SR $4 $6 11ee eeee NBCD $4 $8 00ee eeee SWAP $4 $8 $4 0xxx PEA $4 $8 01ee eeee EXT.W $4 $8 $8 0xxx MOVEM.W (R->M) $4 $8 10ee eeee MOVEM.L (R->M) $4 $8 11ee eeee EXT.L $4 $8 $C 0xxx TST.B $4 $A 00ee eeee TST.W $4 $A 01ee eeee TST.L $4 $A 10ee eeee TAS $4 $A 11ee eeee ILLEGAL $4 $A $F $C MOVEM.W (M->R) $4 $C 10ee eeee MOVEM.L (M->R) $4 $C 11ee eeee TRAP $4 $E $4 xxxx LINK $4 $E $5 0xxx UNLK $4 $E $5 1xxx MOVE to USP $4 $E $6 0xxx MOVE from USP $4 $E $6 1xxx RESET $4 $E $7 $0 NOP $4 $E $7 $1 STOP $4 $E $7 $2 RTE $4 $E $7 $3 RTS $4 $E $7 $5 TRAPV $4 $E $7 $6 RTR $4 $E $7 $7 JSR $4 $E 10ee eeee JMP $4 $E 11ee eeee ADDQ.B $5 xxx0 00ee eeee ADDQ.W $5 xxx0 01ee eeee ADDQ.L $5 xxx0 10ee eeee ST $5 $0 11ee eeee SF $5 $1 11ee eeee SHI $5 $2 11ee eeee SLS $5 $3 11ee eeee SCC $5 $4 11ee eeee SCS $5 $5 11ee eeee SNE $5 $6 11ee eeee SEQ $5 $7 11ee eeee SVC $5 $8 11ee eeee SVS $5 $9 11ee eeee SPL $5 $A 11ee eeee SMI $5 $B 11ee eeee SGE $5 $C 11ee eeee SLT $5 $D 11ee eeee SGT $5 $E 11ee eeee SLE $5 $F 11ee eeee DBT $5 $0 $C 1xxx DBF=DBRA $5 $1 $C 1xxx DBHI $5 $2 $C 1xxx DBLS $5 $3 $C 1xxx DBCC $5 $4 $C 1xxx DBCS $5 $5 $C 1xxx DBNE $5 $6 $C 1xxx DBEQ $5 $7 $C 1xxx DBVC $5 $8 $C 1xxx DBVS $5 $9 $C 1xxx DBPL $5 $A $C 1xxx DBMI $5 $B $C 1xxx DBGE $5 $C $C 1xxx DBLT $5 $D $C 1xxx DBGT $5 $E $C 1xxx DBLE $5 $F $C 1xxx SUBQ.B $5 xxx1 00ee eeee SUBQ.W $5 xxx1 01ee eeee SUBQ.L $5 xxx1 10ee eeee BRA $6 $0 dddd dddd BSR $6 $1 dddd dddd BHI $6 $2 dddd dddd BLS $6 $3 dddd dddd BCC $6 $4 dddd dddd BCS $6 $5 dddd dddd BNE $6 $6 dddd dddd BEQ $6 $7 dddd dddd BVC $6 $8 dddd dddd BVS $6 $9 dddd dddd BPL $6 $A dddd dddd BMI $6 $B dddd dddd BGE $6 $C dddd dddd BLT $6 $D dddd dddd BGT $6 $E dddd dddd BLE $6 $F dddd dddd MOVEQ $7 xxx0 xxxx xxxx OR.B ,Dn $8 xxx0 00ee eeee OR.W ,Dn $8 xxx0 01ee eeee OR.L ,Dn $8 xxx0 10ee eeee OR.B Dn, $8 xxx1 00ee eeee OR.W Dn, $8 xxx1 01ee eeee OR.L Dn, $8 xxx1 10ee eeee DIVU $8 xxx0 11ee eeee SBCD Ds,Dd $8 xxx1 $0 0xxx SBCD -(As),-(Ad) $8 xxx1 $0 1xxx DIVS $8 xxx1 11ee eeee SUB.B ,Dn $9 xxx0 00ee eeee SUB.W ,Dn $9 xxx0 01ee eeee SUB.L ,Dn $9 xxx0 10ee eeee SUB.B Dn, $9 xxx1 00ee eeee SUB.W Dn, $9 xxx1 01ee eeee SUB.L Dn, $9 xxx1 10ee eeee SUBA.W $9 xxx0 11ee eeee SUBA.L $9 xxx1 11ee eeee SUBX.B Ds,Dd $9 xxx1 $0 0xxx SUBX.W Ds,Dd $9 xxx1 $4 0xxx SUBX.L Ds,Dd $9 xxx1 $8 0xxx SUBX.B -(As),-(Ad) $9 xxx1 $0 1xxx SUBX.W -(As),-(Ad) $9 xxx1 $4 1xxx SUBX.L -(As),-(Ad) $9 xxx1 $8 1xxx CMP.B $B xxx0 00ee eeee CMP.W $B xxx0 01ee eeee CMP.L $B xxx0 10ee eeee CMPA.W $B xxx0 11ee eeee CMPA.L $B xxx1 11ee eeee EOR.B $B xxx1 00ee eeee EOR.W $B xxx1 01ee eeee EOR.L $B xxx1 10ee eeee CMPM.B $B xxx1 $0 1xxx CMPM.W $B xxx1 $4 1xxx CMPM.L $B xxx1 $8 1xxx AND.B ,Dn $C xxx0 00ee eeee AND.W ,Dn $C xxx0 01ee eeee AND.L ,Dn $C xxx0 10ee eeee AND.B Dn, $C xxx1 00ee eeee AND.W Dn, $C xxx1 01ee eeee AND.L Dn, $C xxx1 10ee eeee MULU $C xxx0 11ee eeee ABCD Ds,Dd $C xxx1 $0 0xxx ABCD -(As),-(Ad) $C xxx1 $0 1xxx EXG Dn,Dn $C xxx1 $4 0xxx EXG An,An $C xxx1 $4 1xxx EXG Dn,An $C xxx1 $8 1xxx MULS $C xxx1 11ee eeee ADD.B ,Dn $D xxx0 00ee eeee ADD.W ,Dn $D xxx0 01ee eeee ADD.L ,Dn $D xxx0 10ee eeee ADD.B Dn, $D xxx1 00ee eeee ADD.W Dn, $D xxx1 01ee eeee ADD.L Dn, $D xxx1 10ee eeee ADDA.W $D xxx0 11ee eeee ADDA.L $D xxx1 11ee eeee ADDX.B Ds,Dd $D xxx1 $0 0xxx ADDX.W Ds,Dd $D xxx1 $4 0xxx ADDX.L Ds,Dd $D xxx1 $8 0xxx ADDX.B -(As),-(Ad) $D xxx1 $0 1xxx ADDX.W -(As),-(Ad) $D xxx1 $4 1xxx ADDX.L -(As),-(Ad) $D xxx1 $8 1xxx ASR.B (reg #) $E xxx0 $0 0xxx ASR.W (reg #) $E xxx0 $4 0xxx ASR.L (reg #) $E xxx0 $8 0xxx ASR.B (reg) $E xxx0 $2 0xxx ASR.W (reg) $E xxx0 $6 0xxx ASR.L (reg) $E xxx0 $A 0xxx ASL.B (reg #) $E xxx1 $0 0xxx ASL.W (reg #) $E xxx1 $4 0xxx ASL.L (reg #) $E xxx1 $8 0xxx ASL.B (reg) $E xxx1 $2 0xxx ASL.W (reg) $E xxx1 $6 0xxx ASL.L (reg) $E xxx1 $A 0xxx LSR.B (reg #) $E xxx0 $0 1xxx LSR.W (reg #) $E xxx0 $4 1xxx LSR.L (reg #) $E xxx0 $8 1xxx LSR.B (reg) $E xxx0 $2 1xxx LSR.W (reg) $E xxx0 $6 1xxx LSR.L (reg) $E xxx0 $A 1xxx LSL.B (reg #) $E xxx1 $0 1xxx LSL.W (reg #) $E xxx1 $4 1xxx LSL.L (reg #) $E xxx1 $8 1xxx LSL.B (reg) $E xxx1 $2 1xxx LSL.W (reg) $E xxx1 $6 1xxx LSL.L (reg) $E xxx1 $A 1xxx ROXR.B (reg #) $E xxx0 $1 0xxx ROXR.W (reg #) $E xxx0 $5 0xxx ROXR.L (reg #) $E xxx0 $9 0xxx ROXR.B (reg) $E xxx0 $3 0xxx ROXR.W (reg) $E xxx0 $7 0xxx ROXR.L (reg) $E xxx0 $B 0xxx ROXL.B (reg #) $E xxx1 $1 0xxx ROXL.W (reg #) $E xxx1 $5 0xxx ROXL.L (reg #) $E xxx1 $9 0xxx ROXL.B (reg) $E xxx1 $3 0xxx ROXL.W (reg) $E xxx1 $7 0xxx ROXL.L (reg) $E xxx1 $B 0xxx ROR.B (reg #) $E xxx0 $1 1xxx ROR.W (reg #) $E xxx0 $5 1xxx ROR.L (reg #) $E xxx0 $9 1xxx ROR.B (reg) $E xxx0 $3 1xxx ROR.W (reg) $E xxx0 $7 1xxx ROR.L (reg) $E xxx0 $B 1xxx ROL.B (reg #) $E xxx1 $1 1xxx ROL.W (reg #) $E xxx1 $5 1xxx ROL.L (reg #) $E xxx1 $9 1xxx ROL.B (reg) $E xxx1 $3 1xxx ROL.W (reg) $E xxx1 $7 1xxx ROL.L (reg) $E xxx1 $B 1xxx ASR (mem) $E $0 11ee eeee ASL (mem) $E $1 11ee eeee LSR (mem) $E $2 11ee eeee LSL (mem) $E $3 11ee eeee ROXR (mem) $E $4 11ee eeee ROXL (mem) $E $5 11ee eeee ROR (mem) $E $6 11ee eeee ROL (mem) $E $7 11ee eeee HOLLYWOOD POKER by Richard Karsmakers Before I start writing about "Hollywood Poker", another game from the fabulous software house "Golden Games" in Germany, I must tell you that we have received an updated version of "Extensor" (version 3.3). You might remember us reviewing the old "Extensor" a couple of weeks ago in the last ST NEWS to appear in 1986, in which we unfortunately had to say that the game crashed (locked up) a lot of times. Well, I have had a good play with the new updated version, of which I must say that it's full-proof. The music is still the same - superb quality. I wrote to the author, Holger Gehrmann, asking how he programmed this magnificent music. He told me he had used a sound programming tool called "SOPROL" (SOund PROgramming Language) that he had written himself to achieve it. As the ST's soundchip is really awful, so Holger says, he simulated several thing the software way, like 3 ADSR waveforms, 6 Low Frequency Oscillators (3 for the modulation of the frequency (called vibrato amongst professionals) and 3 for volume control) and 6 'switches' for double-note modi and quick amplitude-changing. I have asked Holger if he was willing to write down some of his techniques for ST NEWS, which he has agreed to do at the end of Januari - that means an ST NEWS- exclusive from a very high level! He also gave a great compliment to our Synth Samples which we sent him: He thought they were great (also because he bought a Casio synthesizer recently and they are all adapted to work with MIDI as good as possible). From a superb music programmer like him, I think this may be called a compliment... But now, let's start writing about "Hollywood Poker" (that's why we're here for, aren't we?). Not to my surprise, this new product of Golden Games was supplied with the same kind of music that "Extensor" had, also very good and full with fast drum rhythms and vibrato effects. One would almost buy the game just for the music! At the starting screen, one can select one of four girls: Stephanie, Denise, Isabell and Lorence. They all have different styles in which they play (anyway, it seems to me they have, since I have only been able to undress one of them - I don't remember which one - while the rest is fairly unbeatable). The girls you play against are digitized by the Print & Technik digitizer by someone called Marcel (I would like to meet his girlfriends!), with the help of a Panasonic F2 CC0, a Panasonic VW ET 180 and a Nova Signalcontraster. I think the digitizing could have been better (the ST is not that  much worse than the Amiga, and on that machine they can be swapped by live images so I'm told). The game is also launched on Commodore 64, the 64Kb Commodore 16, the Commodore Plus Four, the Amstrad 464 and the Amstrad 664. Holger Gehrmann can surely be thought of as a multi- tasking man! The poker program included is very good, and it almost unbeatable for someone with a low IQ like mine (except for one girl - the one on key "1" - as you might remember me telling you a couple of lines ago). For poker rules, you can refer to our previous isue of ST NEWS, in which we reviewed "Strip Poker". When compared with "Strip Poker", by the way, I must say that the user interface in the latter program is better, as well as the artwork (but that's no digitizing, anyway). The music and the actual poker routines of "Hollywood Poker" are better, however. Since two poker programs can very well be compared with each other (espacially when it are two strippoker programs), I will hereby give the game rating for both programs next to each other. Game rating: Name: Strip Poker Hollywood Poker Written by: Todd Kepus & Holger Gehrmann Arthur Walsh Published by: Artworx Golden Games Graphics: 8.5 8 Playability: 9 8.5 Hookability: 8.5 9 Sound: None 9.5 Overall rating: 9 9 Remarks: Color only Color & B/W DEGAS ELITE - THE ULTIMATE DRAWING PROGRAM by Richard Karsmakers On last Novembers HCC days in Utrecht, Anthony Rush of Commedia (Eerste Looiersdwarsstraat 12, 1016 VM Amsterdam, The Netherlands) supplied me with a brandnew drawing program called "Degas Elite". I had heard that the program was supposed to be very good, and much better than the previous "Degas", but when I had a look through the user manual, I immediately understood that even what I had heard really was to modest for this superb drawing program. To sum up the features, I will reproduce a small reference guide a bit further in this article. "Degas Elite" can work with up to 8 working screens, which gives it an immediate advantage to other drawing programs. If you have un unexpanded ST (half Mb) with TOS on ROM, however, you only have two working screens. But that's more than enough for most artists. Another feature of the program is that it can load in many picture files from e.g. the Neochrome drawing program and even buzzed-over pictures in IFF format (from the Amiga). Presumably, this is how e.g. the Porsche, King Tuth and the Lighttower of Synth Sample III were brought to the ST. And it's also possible to load in these pictures in any resolution you want (!). Now, it's for example possible to load in a Neochrome picture in medium or high res, to load a high res picture and save it in Neochrome or Degas.PI1 format, etc. All pictures are automatically converted and can in any resolution be saved in any format available. When a low res picture is converted to medium res, even the colours are optimized to try to match the original picture as close as possible. The program further on offers you the craziest options ('crazy' is meant in a positive way), like "Distort", "Smear" and lots more. The only thing I really think is missing is the possibility to "Bulge" and to "Bend" (see the review of "Art Director" for the explanation of these options). Also, the "Kippen" option from ColorSTar would have been nice in "Degas Elite". "Degas Elite" is preferable to both other drawing programs I just mentioned, because of the very easy way every option is used. Working with two screens turns out to work just fine, which isn't the case with "ColorSTar" nor with "Art Director". In the case of the last program, there even are so many options that it's difficult to look for the one you want (in the beginning, that is). Now, let's have a look at the options: MOUSE BUTTONS: Right: Toggle between selected work screen and menu screen Left: Select menu item. Double-click: Enter "Set Item" dialog box Second click: Set geometric form when defined ALT+Left button (or ALT+Insert): Start block distort function. This key combination also enters magnification mode after a function key is pressed to select KEYS: ESC: Select crosshairs for block definition; clears current block buffer once you start redefining a new block. Also used to clear the GEM item selector line or the current screen name line. If a block is grabbed, block mode is automatically toggled SHIFT+ESC: Sets block mode to polygon rather than rectangular block RETURN: Set (establish) block at current location. It connects the last drawn point of the polygon with the first one drawn UNDO: Stop block rotation, skew, distort, undo last draw, return picture to previous state, erase last block set, terminate screen dump to printer HELP: Allows the user to see the names of the workscreens, enter new names or change existing names ARROW KEYS: Block defined and block mode selected: Flip block in indicated direction Draw mode: up/down cycle through color choices, one color right (up) or left (down) at a time, right/left cycle through brush choices in that direction, one at a time. Toggles draw mode Magnify mode: Move area under magnification in that direction FUNCTION KEYS: Enter magnification mode F1 3 times magnification F2 4 times F3 5 times F4 6 times F5 7 times F6 8 times F7 9 times F8 10 times F9 11 times F10 12 times Use the left mouse button to enter the magnified drawing screen ALT KEY COMBINATIONS IN DIFFERENT MODES: When selecting/defining a block area, this toggles move block instead of copy. When held down while defining a circle, it ensures the circle is 'perfect' rather than ellipse when drawn. When held down while defining a box, it creates rounded corners rather than square corners When changing or defining colors in the menu screen, if you click on a color to change, then position the cursor over another color, hold the ALT key, then press the left mouse button (or the INSERT key). The program will make all colors between these two an intermediate shade between them. ALT is also required with the left mouse button (or the INSERT key, again) to implement the distort feature If held down in block stretch, it only permits vertical stretching If held down while loading the program, it allows you to select how many worskscreens to assign. If not held down, the maximum available is assigned, given the memory configuration and desk accesories. Fewer screens allow more fonts to be loaded. If held down while clicking on a box in the main menu screen, it opens the feature's dialog box instead ALT+ARROWS: Move cursor one 'unit' in direction of arrow key ALT+SHIFT+ARROWS: Move cursor one pixel in direction of arrow key FURTHER KEY COMBINATIONS: BACKSPACE & DELETE: In tex mode, these erase the letters to the left and right of the cursor respectively. Also used to edit the screen names CONTROL: When filling an area, holding the CONTROL key before pressing the left mousebutton fills the area with a solid rather than a pattern. Also, when drawing a box, polygon or a disc, CONTROL fills the shape with a solid rather than a pattern CONTROL: When held down in block stretch, this preserves the shape and 'scales' the block SHIFT: When held down while defining a disc, box or polygon in pattern mode, it adds an outline of the selected color to the shape NUMBERS: 1 to 8: Jump to the workscreen of that number if available NUMBER 0: Return to the main menu screen TAB: Toggle animation on/off (first the colour group selected must be set in the main menu screen) +/-: In magnify mode, these keys increase/decrease magnification respectively KEYBOARD COMMAND CHOICES: Remark: Many of these toggle other modifiers! A: Select airbrush B: Toggle Block/Brush mode C: Select circle D: Select draw E: Select eraser F: Select frame G: Select polygon H: Select shadow I: Select disk K: Select K-Line L: Select line M: Select mirror N: Toggle snap on/off O: Select outline P: Select point R: Select rays S: Select stipple T: Select text W: Select slow draw X: Select box Z: Select fill Control with key: ^C: Toggle change mode ^I: Toggle animation ^M: Select smear mode ^N: Select normal mode ^P: Select pattern mode ^S: Select solid mode ^Y: Select color cycle mode ^ESC: Enter selected screen Personally, I think "Degas Elite" is one of the best drawing programs to become available for the ST recently. It has less options than "Art Director" in certain aspects, but is is surely very user-friendly and offers most regular features anyway. "Degas Elite" can be bought through Commedia, Eerste Looiersdwarsstraat 12, 1016 VM Amsterdam, The Netherlands. You can also call for their latest prices at (Holland) 020-231740. THE RHOTRON BUSSYSTEM by Richard Karsmakers The German company Rhotron GmbH has recently developed a full range of expansion cards for the Atari ST series. In this article, I'll have a look at them and tell something about the specifications, prices, etc. Firstly, Rhotron offers a so called Rho-PC (price: DM 3498). This is an Atari with PC system case, which includes two disk drives, a blower, all nessecary cables and the Rhotron bussystem. The actual bussystem leaves space for 8 expansion cards to be plugged in (the bussystem costs DM 298 seperately). The bus is built up around the VME-like 96-pins, which is a direct extension of the MC68000 processor-bus. That's why all signals from the 68000 are directly available, like byte-,word-, longword-, synchronous-and asynchronous instructions. All interrupt levels as well as DMA are supported as well. The bussystem offers the user +5V, +12V, -12V and +5V accumulator voltage. For most expansion cards, +5V is needed so that you will be able to work with the standard Atari power-supply. The bussystem principally offers you a potential memory maximum of 11 MByte, a Watch-Dog timer and Addressdecoder-RAM. The Atari PC case is also sold seperately at DM 268. One of the most stunning things to be available as expansion for the bussystem is a 2 Mb dynamic RAM card. Unlike the RAM on the Atari motherboard (which gets about 50% of processor-time), this RAM gets almost full processor time (so almost 8 Mhz). Rhotron uses RAM 41256-150 chips on that card (quantity is 64). The 2 Mb RAM can be installed by software as RAM-disk, expansion RAM or printer spooler. The card costs DM 1198 with RAMs and DM 698 without the RAMs. Not a bargain, but definately worth buying for those of you that are into serious applications and lots of memory capacity. Next on the list if the WFS Controller card (DM 1798) that allows link-up with three floppy disk stations (either 3" or 5"), 2 hard disk drives and one 20 Mb streamer (backup for harddisks). This card e.g. enables the user to copy an entire harddisk to the streamer in 17 minutes without having to wait: The computer is normally available for other tasks. The maximum capacity of the hard disk drives may be 2x64 Mb. Rhotron also sells the WFS Controller card with 20 Mb harddisk for DM 3298, or with 20 Mb harddisk and 20 Mb back-up streamer for DM 5998. Then there's the EPROM-programmer from Rhotron. It sells at DM 498 and can work with the following EPROMs: 2532, 2732, 2732a, 2764, 2764a, 27128, 27128a, 27256, 27256a, 27512, (27513, 40 pins EPROMs), 2864 and 58064. This card comes with an additional card with two Textool sockets that is attached to the main whole by a 40 cm flatcable (to allow the EPROMs to be inserted, etc. outside the computer). Most regular options are available with the software, such as file read, file write, intelligent programming mode, quick programming mode (5 ms), show memory and more. Of course, both byte-and word-wise PROMming is possible. Rhotron also offers several Digital-Analog and Analog-Digital converters, with different bit resolutions (8,10 and 12 bits). Describing them all would lead too far in the context of this article, but I have hereby included a small list: Sort: Bits: Converting time: # of Channels: Price: D/A 12 1s 2 DM 438 A/D 8 110s 8 DM 268 A/D 12 35s 16 DM 898 D/A+A/D 12+10 1s+25s 8 (A/D) DM 848 The Multifunction-card that Rhotron offers costs DM 348 and offers you a real-time clock (with a precision of 1/1000 sec) with battery-backup, 28 I/O ports, a 24 bit timer, a buffered Centronics port and space to stick on 4 RAM 43256 (128 Kb) or 4 EPROM 27512 (256 Kb). At DM 228 (without accu buffering) or DM 268 (with accu buffering), Rhotron offers a RAM/EPROM card. It can contains a maximum of 4 RAM 43256 (128 Kb) or 4 EPROM 27512 (256 Kb), like the card I mentioned above. One very nice characteristic of this card is the fact that all RAMs (if sticked on) are battery- backed. This creates easily programmable 'EPROMs'. This makes this card great for people who often test out EPROM-resident software. Less interesting cards in the scala that Rhotron offers are the Parallel I/O card (which sells at DM 298 and offers e.g. 56 I/O lines), an Experiment-card (sells for DM 698), an IEEE 488 (IEC) bus (DM 698), a clock card ( a battery-backed clock for DM 138), and additional power supplies (when the bus systems want more than 5V). Rhotron offers only ready-made products now, and can be reached at the following address: Rhotron GmbH Tiergartenstr. 7 6650 Homburg/Saar West Germany Tel. 06841-71805 THE NEC MULTISYNC by Richard Karsmakers A short while ago there was some stunning news from the hardware front: The NEC Multisync, a monitor (the first one, as far as I know) that's able to support both color-and monochrome resolutions of the Atari ST systems! I thought we shouldn't let news like this be kept away from our readers, although you could heave read it in last November "ST Computer" (one of the best German computer magazines for the ST - or was it the only?). There really isn't much to say about this. One thing you need to know is that a medium resolution STM screen doens't look as good as a medium res screen on this new NEC monitor. That's why I immediately continue with the technical data, compared with the Thomson CM 36 382 AR. Name: NEC THOMSON Screen diagonal: 34 cm 36 cm Pixel distance: 0.31 mm 0.38 mm Video bandwidth: 30 Mhz 12 Mhz Resolution: 800x560 640x240 Horizontal frequency: 15.5-35 Khz 15.625 Khz Vertical frequency: 56-62 Hz 50 Hz Power consumption: 78 Watt 54 Watt Weight: 15.2 kg 9.5 kg Dimensions (cm): 37x38x35 36,8x32.8x38.2 Approx. Price1: 2300 1000 1 = These are the lowest prices, including cables, we have heard of in Dutch currency (guilders) DAS FLOPPY ARBEITSBUCH by Richard Karsmakers About one or two months ago, Sybex announced the launch of a book for people that want to get the most out of their disk drives. The book is supplied with hard cover on 168 pages, together with a so-called Power Disk. The book is written in German. It costs DM 69,- (together with the disk) and can be bought through Sybex Verlag GmbH, Vogelsanger Weg 111, 4000 Dsseldorf 30, West Germany. Tel. 0211/618020. ISBN 3-88745-642-4, written by Peter Maier, Ralf Stpper and Frank Aumann. The book immediately starts with an explanation of some general specifications of the Atari disk drives, that are normally also contained in your disk drive's manual. However, on page 8 the writers already start writing about Frequency Modulation and Modified Frequency Modulation (the ways in which actual bits are written down using magnetic pulses on a diskette), which I think is a bit too much for any beginner. They immediately start working in hex, binary, and are talking about a whole lot of technical terms, varying from GAP to Cyclic Redundancy Checks. This makes the book a bit difficult for most beginners, so I would not recommend it to most people. If you are one of these nutty floppy freaks (like me), however, the book supplies you with a healthy dose (or more like an overdose) of information. The writers came to the stunning idea to print out a documented TOS booter listing (in assembly language, of course), as well as a lot of sample programs of how to program the disk drive from XBIOS, BIOS or GEMDOS. The book is, to say the least, very comprehensive; it covers most of the disk drives' topics, from FDC programming (direct programming of the Floppy Disk Controller), working with DMA (Direct Memory Access), bugs in the XBIOS and lots more, to even a list of addresses of important routines and variables used by the Operating System in different TOS versions (V0.13, V0.19 and ROM TOS). Chapter 7 of the book is entirely devoted to the Power Disk that is supplied with the book (it is kept in the back cover of the book). That power disk contains several source programs in machine language as well as C, and a program that allows FAT reading (this is very handy if you want to look at which sectors are used by which program, etc.). The main program on the disk, however, is called "Power". This is a program under GEM that includes a copier, a disk monitor, a clone (which enables track scanning, single track formatting and more) and several useful options. Although I find Michtron Disk Utilities or the G-Diskmon easier to use than the included Disk Monitor, a lot can be learned from this program. It isn't possible to backup protected software with the included copier, however. Altogether, "Das Floppy Arbeitsbuch" is very useful for more experienced Floppy freaks, but definately not recommendable for beginning disk freaks; they would probably drown in the flood of information offered by even the first pages of the book. I think the beginning floppy freaks just need to wait a bit longer, 'til I've finished my "Atari ST Floppy Reference Guide" (in spite of the title, it will be written in Dutch). I hope to have done so by the summer of this year. ST INTERN by Richard Karsmakers Data Becker must be one of the most innovate companies anywhere in the world. They seem to understand every computer on the market, and they seem to be able to support every well-selling computer with an enormous variety of books. I already knew Data Becker didn't only write on high quantity, but also with high quality, since I used to have some of their books back on the Commodore 64 (good times, that were...). Whereas I was truly stunned when having a look through "64 Intern", a few years ago, I was again stunned when I glanced through "ST Intern". Again, the people of Data Becker made a real bestseller! "ST Intern" (ISBN 3-89011-119-X, about 470 pages) can be ordered through your own bookstore (although waiting times can become a bit long eventually) or at a good computer shop near you. In Germany, the book sells at DM 69,- which isn't very expensive if you see what it offered for that price. The authors are Lothar English, Klaus Gerits and Rolf Brckmann. For information, people in Germany should write to Data Becker, Merowingerstr. 30, 4000 Dsseldorf, West Germany. People in Holland should contact Bruna & Zn. Whatever computer you happen to own (it doesn't matter whether it be a ZX-80 or an IBM PC, a Commodore 64 or an Atari ST), I think it's always very important to know what's in there, what happens if you do something, to know what your memory map looks like and to know the basics of your computer's native language (in case of the ST, this is MC68000 machine language). No books have ever succeeded better in doing this than the "Intern" series of Data Becker. I must admit that I cannot do without my "ST Intern" anymore, although I am still only programming in GfA basic and peeping a bit at machine language. Almost all imaginable things that have to do with the ST are included (and very often clearly explained) in this book. In my case, the fact that I knew Data Becker was supporting the ST even made my hesitation of switching to another system much less. I knew there would be many ready-to- cosume information and documentation waiting for me. At the moment, Data Becker has launched a bit less than 20 books for the ST, of which you will find two others reviewed in this issue of ST NEWS as well. The book starts explaining what's in the ST. It explains the prcinciples of the 68000 CPU, the Atari custom chips (Glue, MMU and Shifter), the DMA-,Floppy Disk Controller-and Sound-chip, the keyboard processor and other essential parts of the ST, as well as all I/O connectors with pin descriptions. Also (of course), the much needed memory map is included. Next thing the authors sum up are all the GEMDOS-, XBIOS-and BIOS routines, together with examples (in many cases, anyway) and explanation. While they're at it, the authors also explain all there is to know about the line A opcodes, a lot you need to know about MC68000 opcodes and several useful things to know about a thing like interrupt structure. The book ends with a documented listing of the BIOS (probably the disk-version 0.13). Several pointers and BIOS routines are therefore addresses in a wrong way; with ROM TOS, for example, the operating system starts at $FC0000 instead of $5000 (which is the case in the book). That's about the only little 'bug' I was able to find in this book. "ST Intern" really is a must for anyone who is trying to program seriously on the ST, or people who just want to know what's going on beneath their computer's keyboard. Highly recommended! DOC41 DOC42  #DOC35 &DOC04  t MUSIC BDOC06 DOC24 'ODOC29 /DOC23 5DOC31 ;,DOC38 @ DOC37 Dx DOC40 G DOC01 J#DOC30 P! IN MEMORIAM A few days after the launch of ST NEWS Volume 1 Issue 6, one of the people that used to write articles for us, Rob de Swaan, died. He was aged 34. It is sad to hear of the death of such a young man, who was a computer freak as good as they come. It is believed that he was the first man to solve "The Pawn", something that definately tells us how persevere a man he was. Rob leaves behind his wife Debbie and his little son Bruce, to whom we will therefore dedicate Synth Sample III. It doesn't seem right that someone as young a Rob is torn away from his wife, his son and his friends. If there is something like heaven, he will now undoubtedly reside there... All people that work with ST NEWS hereby wish to extend their sincere condolances to Mrs. de Swaan-Rosenboom and little Bruce, Richard Karsmakers (Editor of ST NEWS) STY-X SOFTWARE by Jean Miles This time we again feature a nice novelette, rewritten from a computer magazine from September 1984. 1984 by Business Press International, Ltd. Listen, you've got to believe me... Oh, I know, you think I'm crazy. I can see already you want to get away from me. Look, I'm not begging for money. This suit I'm wearing, it came from Saville Row. You can tell, can't you? That's my Aston Martin out there in front of the pub. I've got all the money in the world. I'll buy you a drink, any drink you want, I'll give you money, just say what you want, but you've got to listen to me, you've got to believe me... Two years ago, I was a teacher. Nottingham. No Saville Row suits and no Aston Martins up there, I can tell you. I used to teach Latin, that wasn't so bad. Then the school went comprehensive, they made me teach classical studies, history, all sorts of stuff. I couldn't keep order anymore. The kids were bored, they gave me hell, it was hell. One consolation, though. We had a good computer department, and I got interested early on. I used to stay after school a lot, working on programs. The caretaker let me stay late whenever I wanted. That's how it started. I was working late one evening. It was getting dark but I was too busy to get up and switch on the light. I just went on by the light from the screen. You know how it is? And suddenly, there was this guy. I hadn't heard him come in, but there he was. "Foster?" he said. "That's me. What can I do for you? I'm afraid the office will be closed by now." "Quite all right, Mr Foster. It's you I've come to see. Your work here has come to our attention." And he handed me his business card. "Luke Ferry. STY-X SOFTWARE" it read. Good quality card. I was surprised. I'd done a few little things, programs to teach the principal parts of Latin verbs. I'd tried them on children. Little wrenches were too stupid to understand anything but Space Invaders, but maybe one of them had been talking about my programs at home. Perhaps that's how Mr Ferry had heard of me. I got up and switched on the light. "How can I help you? I am afraid it isn't very comfortable here. Perhaps we..." "This is fine," Mr Ferry said. "I like being around computers. Yes, we admire your work. I hope I can persuade you to sign a contract with us." "A contract? Well..." "It needn't interfere with your work here," he said. "If you want to go on teaching, that's all right with us. We'll give you 10,000 a year and I think we can arrange that the tax man won't hear about it. You'll want some computing equipment at home. An IBM PC perhaps? You name it. All we require is your signature here. Exlcusive rights to your..." I took that paper out of his hand so fast he didn't get a chance to finish talking. I took a look at the top page and there it all was, just as he said: 10,000 a year, computing equipment, exclusive rights to any software I wrote, royalties for me of 85 per cent on the purchase price of all sales. There were a couple of lines of small print but I didn't bother. For terms like that, I'd sign everything. I'd probably sign my soul away. So I signed, and he folded up the paper and slipped it in his pocket. "Have you ever thought of trying to do a program that would work out the school timetable?" he asked. "It's an idea I've been amusing myself with." "It's not possible," I said. "No one's been able to come up with a timetable program that will fit into a micro." He took up my pencil and sketched a flow chart. "The user has to type in all the school requirements. We'd use prompts, like this...It would take an hour or so the first time. Much quicker after that. Then the computer would work out the whole timetable. I've done some of the code." Well, I don't need to go on telling you about that conversation. If you're not in education yourself maybe you've never heard of Timetable. It was a great success. Every school in the country must have bought one. And Mr Ferry said I deserved all the credits, so I got the royalties. I gave up my job at that school PDQ. Left them in the middle of term, in fact. Damned if I was going to spend another minute in a classroom with those kids if I didn't have to. The school wasn't very nice about it. Was I glad to get out of that place! So I worked from home after that. I never seemed to get any ideas, though. My wife was always wanting me to do this and do that, and the children would have been underfoot all the time if I hadn't clouted them pretty solidly. One afternoon Mr Ferry turned up again. "I'm sorry I haven't sent you anything lately, sir," I said. "I've been working on something, but..." "Don't you worry," he said. "We're very pleased with you, very pleased indeed. I've just dropped round for a chat. I always like to talk about computers with a real expert." I felt really nervous. All that money and I hadn't really done anything yet: was this leading up to some bad news? He started poking at the computer keyboard. "Here's an idea I've been pushing around a bit," he said. "For a game. Look - you set up some little red things like this, and then you..." It didn't take much looking to see it was a really good idea, something absolutely new. I mean, you may not have heard of Timetable, but you must have heard of Dante. everybody in the whole world has been playing it for the last year. They did a version for the big arcade machines, but it really runs better on a home micro. It was Luke Ferry's idea, as I just told you, but he said I'd done all the work and that I had to have all the royalties and that meant I was really rich. So I left Nottingham and came down here to London. The wife wasn't pleased. Kept whining about taking the kids away from a school they liked, and she didn't want to leave her garden, one thing after another. We bough a nice flat not far from here, no bloody garden, best part of Kensington. If she wants flowers she can walk in the lousy park. Sent the children to the best boarding schools in the book to get some peace and quietness for my work. I was at the computer all day, not feeling too well, put on a bit of weight, still couldn't come up with anything. A few months ago Ferry turned up again. Well, I knew the form by then. I knew I didn't have anything to worry about. But I wasn't too glad to see him, all the same. Something about him made me uncomfortable. He was pleased with himself that day. And well he might be. That time, the little trick he had up his sleeve was a real world-beater. Literally. A voice-recognition and translation program. The very thing all those artificial intelligence boffins had been working on for years. They didn't get there - Luke Ferry did. Gave me the credit again, but I didn't deserve it. It was all him. Wonderfully simple idea once you saw it. Interpreter, we called the program. I know you've heard of it. Everybody has. And I know what you're thinking: If I wrote Interpreter, I must be George Foster. Sir George Foster to you, since the last Honours List. That's right. That's who I am. I live alone now, just around the corner from here. Left the wife a couple of weeks ago, couldn't take the whining anymore. Lady Foster, for Christ's sake. So that's my story, up until yesterday. Not quite what you were expecting, is it? Not exactly a hard luck story. I haven't asked you for anything, have I? Want another drink, before I tell you the end? Anything you say. Have another of these cigars. It's hard to say it. I'm a rational man. I'm sure you are too. I mean, people used to believe these things, but it's all rubbish, isn't it? I've been working too hard. I just imagined it all. I just imagined that Luke Ferry came back last night and it wasn't pleasant at all. I kept smelling fire and his teeth were pointed like something out of a goddamned horror movie and he said I had sold him my soul and he was here to collect. I could have 24 hours, he said. Find someone. Tell them my story. If I can find someone to believe me, he'd let me off. Don't go away. I know what you're thinking, but it's true, every word I said is true. Don't go away. It's getting dark. Don't go away... Nobody will ever know what happend to Sir George Foster. Will people like Luke Ferry pop up again at any place? I don't know. Next time in ST NEWS, you'll be able to read a novelette called "Mind Probe"... FAIRLIGHT - A GLANCE AN REAL COMPUTERS by Richard Karsmakers I know it has nothing to do with the ST, but I just could not resist writing an article about computers as innovate and advanced as those that are made at Fairlight Instruments Pty. Ltd. in Australia. For this article, may thanks have to go to Fairlight's Marketing Co-Ordinator, Mrs. Amanda Reid-Young as well as Synton Nederland, the distributor of Fairlight computers in the Benelux. It all started when I heard the Compact Disc version of Jean Michel Jarre's "Magnetic Fields". Originally purchased as a demonstration of CD's magnificent possibilities, this Disc soon became one of the most used pieces of media my fingers touched (except for my word processor disk, of course). I was glad CDs were resistant to all kinds of damages; otherwise it would now definately have ended up turned completely grey, as had happened so many times with normal records I had had. While listening to jets flying over in full stereo, trains passing through your head and people talking at central station, I glanced through the booklet that accompanied Mr. Jarre's masterwork, in which I read that he used the strangest instruments. Also, he used computers made by a certain company called Fairlight. I suddenly remembered an English pal of mine, who had talked about the amazing graphics that could be produced using these devices, as well as fabulous possibilities in the field of music and sound. He told me many British television presentations were originally designed and performed on Fairlight computers. He sighed, then added that these computers were barely affordable and began talking about a completely different subject. Fairlight was founded in 1975 by two electronics enthusiasts, Kim Ryrie and Peter Vogel, who then had a view at creating a much more sophisticated music synthesizer than was then available. Their first research (performed in the basement of Kim's grandmother) was used for launching several commercial projects, of which specialist colour processing for use with television broadcasts and office computers were the first. In 1979, they finally became known through their computer based musical instrument, the Fairlight CMI. It had the unique possibility to "sample" sounds which could then be played back through the keyboard in standard musical pitch. The CMI, in fact, wasn't a normal synthesizer, but a device that could produce real sound. Peter Vogel went on a world tour to promote the CMI, but it proved that most people had already heard of it by word of mouth. Several people offered to be agents in several places in the world, and an international distribution network was quickly formed. Nowadays, many of the world's top musicians work with the CMI series of Fairlight: Not only keyboard virtuoso Jean Michel Jarre, but also Kate Bush, Duran Duran (although I am much more a fan of heavy metal, I hereby force myself to type down that ghastly name), Peter Gabriel and many others. In Holland, master mixer Ben Liebrand uses the CMI to mix disco (uugh!) music for use on the Radio. In recent years, Fairlight has experienced considerable growth, and now employs about 90 people in its Rushcutters Bay, Sydney Office and Factory. One third of these are employed in the research departments. In 1983, Fairlight began to diversify into the field of graphics, thus creating a low cost video effects device which was to combine live video and graphic drawing and colouring effects. In 1984, it finally went into production as the CVI - Computer Video Instrument. In 1986, Fairlight developed the follower-up to the CMI, the CMI series III and the VOICE TRACKER. The Fairlight Computer Video Instrument (CVI) Have you ever seen one of those Music Box or Sky Channel Intros? And what about the intros from Germany's "Computer Corner"? These are all said to have been made using the Fairlight CVI. What makes this instrument so different from others? Let's have a glance through the technical specifications. At first, there a 256x256 resolution. This is nothing to get excited about, since the Commodore 64 offers about that resolution for a price much less. But let's continue. The screen is built up on 14 bit planes (remember? There are 4 of those on the ST in Low Resolution) and with 4096 colors. The difference with e.g. the Amiga (which also possesses 4096 colors) is that all colours can be displayed at one time, with a vertical resolution that is 25% higher (256 instead of 200). The software allows the strangest things to be done with any picture or graphic presentation currently on the screen with the help of an easy-to-use graphics pad. It allows real time effects, cut & paste options, the use of 54 textures, chroma-keyed field store (this creates trailed effects), shatterd images, overlapping mirrors, still image and lots more. Even the options of "Art Director" are still a bit amateuristic compared to this. And those don't act on live images! The CVI is sold in Holland for about 27,000 guilders (without graphic pad, ASCII keyboard and sequencer expander) or 40,000 all inclusive. An indication for foreign readers: 1 Dutch guilder is worth about 2.5 dollars. The Fairlight Series III This is, in fact, the advanced version of the 'old' CMI, the Computer Musical Instrument. And even the documentation I received was utterly and amazingly impressive! What must you imagine when I am talking about this system? At first, there's the 'mainframe'-like system box. It can contain 150 Mb on-line Winchester (that's a hard disk drive, in case you don't know) as well as a 60 Mb removable tape cartridge for mass storage. I also contains a 1Mb 8" floppy disk drive including controller. On the rear of that case, you'll find SCSI (Small Computer Systems Interface) to hook up any other mass storage device or even personal computers. Of course, there's MIDI as well (I wonder when Frank will get a Fairlight CMI Series III - maybe for his next birthday?). Further, there's the computer keyboard, a monochrome computer video display (sometimes refered to as "Monitor") and a musical keyboard (6 octave F to F, velocity sensitive, pitch and modulation wheels, eight variable controls, and more). Of course, it is also possible to use another MIDI keyboard, with e.g. polyphonic and global aftertouch effects. The CMI Series III offers 16 voices (expandable to 80 voices), 90 dB dynamic range voice/channel cards, seperate 16 bit D/A converters, dynamic VCF, VCA for each channel/card, 16 bit and 50 Khz stereo sampling (100 Khz in mono mode), up to 14 Mb waveform RAM per 16 channels which provides over 2 minutes of sampling time as 50 Khz, 12 microprocessors (10 6809 processors and - yes, yes - 2 68000 processors), SMPTE read, write and sync and of course lots more (SMPTE means Society of Motion Picture & Television Engineers, it stands for a synchronisation method which is generally accepted as world standard). It runs OS-9 (soon available for the ST as well, so I've heard) Multi-tasking operating systems as well as high level languages. The computer keyboard is said to be a bit better than that of the ST, with 82 keys, 15 special function keys (assignable, of course), high resolution graphic tablet (this can be compared with the Koala-Pad for 8-bit home computers, one can also be found on the CVI I mentioned before). It further has dual printer ports and Telnet communications network hook-up possibilities. The software also is said to be somewhat better even than the professional MIDI software for the ST such as CZ Android and Twenty_Four. There's MCL (Music Composition Language, a text based composer), RS (Real Time Sequenzer, a 16 track recorder with graphic note events) and CAPS (Composer, Arranger, Performer & Sequenzer, up to 80 tracks assignable to internal voices or externally - through MIDI - can be programmed in real time, quantitized or non-real time. There's extensive Micro-and Macro editing as well as track notation as conventional music notation). It is possible to realise as many as 64 MIDI output and 48 MIDI input voices. The price of a complete CMI series III system lies at almost 225,000 guilders (!). The Fairlight VOICE TRACKER Essentially, the Fairlight VOICE TRACKER is quite a simple device. It takes any monophonic sound source and instantly analyses and converts it to drive any MIDI or voltage controlled synthesizer. So a voice can become the sound of a guitar, a guitar the sound of a saxophone, and so on. You have full control over the pitch dynamic and timbre of every note. The VOICE TRACKER also generates a detailed visual analysis of every note if you connect it to a video monitor. Being the cheapest device Fairlight offers, the VIOCE TRACKER sells at about 10,000 guilders. Fairlight computers are manufactured and distributed by: Fairlight Instrument Pty. Ltd. 15-19 Boundary Street Rushcutters Bay Sydney NSW 2011 Australia If you want more specific information, or if you just want to wet your pants looking at the specifications, etc. of these magnificent computers, you should write to them, care of Mrs. Amanda Reid-Young. POP POLL/SOFTWARE TOP 10 by Richard Karsmakers Lately I got the plan to organize a popularity poll and software top 10 for ST computers. I hope you now all pick up your pencils and a piece of paper, and write down the answers to all the questions in this article. Then, you must send it to our correspondence address and we'll do the rest. In a few months we hope to publish the final results. Who will be the best programmer? What program will be first in the software top 10? At the moment, nobody really knows. But we'll get you posted during the next few months, as the results come dropping in... Question 1 Who do you think is the best graphic artist currently working on the ST? Question 2 Who do you think is the best music programmer currently working on the ST? Question 3 Who do you think is the best overall programmer currently working on the ST? Question 4 Please name the three best game programs you have ever seen on the ST. Question 5 Please name the best disk utility program currently available for the ST. Question 6 Please name the best drawing program currently available on the ST. Question 7 Please name the best music program currently available on the ST. Question 8 Please name the best word processor, the best database and the best spreadsheet program currently available for the ST. Question 9 Who do you think is the best known man in the world of the ST? Question 10 Name the three best softwarehouses that currently work on the ST. Question 11 In which language do you program? You can select (or make several selections) from: GfA Basic, ST Basic, C, Modula-2, MC68000 assembler, LOGO, Lisp, Cobol, Forth, other:......... Question 12 Please name the best program you use for programming (e.g. a C- compiler of you program in C, an assembler if you program in Machine Language, etc.) Question 13 What do you think of ST NEWS? You can select from: The Ultimate rubbish, could be much better, it'll do, very nice, extremely good idea, something I couldn't do without, other:........ Question 14 Which of our Synth Samples do you think is best (I-IV)? Question 15 Did you have another computer before you bought the ST? If yes: Which one? Question 16 What do you spend most time on on the ST? You can select from: Playing games, programming, word processing, business use, or other:......... Question 17 How many hours per week can you be found sitting behind your computer? Question 18 Which three articles would you like to see appearing in an upcoming issue of ST NEWS? The closing date of this popularity poll/software top 10 will be Juli 1st, 1987. So there's still time enough to think of some right answers... `B`Hz ?< NNBWNA8    nolnolnolnolnolnolnolnolno lno lno lnolno lno lno lnolno lno lno lnolno lno lno ll$'lqt$'lll$'lqt$'lllll!lPPll$'lqt$'lll$'lqt$'lllll!lPPPP$'$'{|I {| I!l!l$'$'{|I {| I!l!lll$'lqt$'l ll$'lqt$'l llll!!PPll$'lqt$'l ll$'lqt$'l llll!!PPPP$' $' {|I{| {| I!l!l$' $' {|I{| {| I!l!lll$'$'$'$'l$'$'l$'$'I$'$'HKHKqtqtl$'$'$'$'$'$'l$'$'l$'$'I$'$'HKHKqtqtl$'$'{|{|I{|{|{|$'$'$'$'{|{|I{|{|{|$'$'$'l$'lqt$'l ll$'lqt$'l llll!!PPll$'lqt$'l ll$'lqt$'l llll!!PPPP$' $' {|I{| {| I!l!l$' $' {|I{| {| I!l!lll$'lqt$'lll$'lqt$'lllll!!PPll$'lqt$'lll$'lqt$'lllll!!llllllllllllllllllll;;DID YOU KNOW THAT... by Richard Karsmakers ...A lot of new software has arrived on the ST lately? ...you will find (p)reviews of most of them in this issue of ST NEWS? ...Epyx is said to have launched their excellent game "G.I Joe" on the ST? ...,on the Commodore 64, this game aroused enthusiastic reactions, not only because of good music but also because the graphics were impressive? ...we hope that this isn't a rumour? ..."Marble Madness" is finally said to be coming on the ST as well? ...Electronic Arts is writing software for the ST now? ...they will sooner or later leave the Amiga? ...that stupid (but oh so good) machine will probably die out soon, due to large dumping adverts all over the world? ...we have found someone that can deliver cheap 3" diskettes? ...they are priced according to this table: 10 disks 45 guilders, 20 disks 80 guilders, 40 disks 150 guilders and 100 disks for 350 guilders? ...these are all including prices (even including delivery to your home? ...you'll have to call Holland 04498-53090 for more information? ...the above prices are for Holland only? ...ordering them and paying in advance or giro account nr. 1148673 t.n.v. A. van der Veen, Born, even decrements the price with 5 guilders for a whole package? ...dealer enquiries are welcomed? ...you can also write to him for ordering, on Verzendhuis Compra, Omstraat 44, 6121 LM Born, The Netherlands? ...he also offers 5" disks for 105 guilders (100xSS) or 125 guilders (100xDS)? ...the ACC sound digitizer probably willbe discontinued? ...this is due to a high risk factor on Jos' (our hardware man's) side? ...the digitizer we're offering, the one from Happy Computer magazine, still isn't working one bit? ...I hope that it finally will, since I have already ordered (and paid!) one? ...Synth Sample III is now ready? ...it offers 14 nice pictures, with 14 nice pieces of music? ...we have also launched Synth Sample IV (for monochrome, unlike Synth Sample III)? ...you can read all about it in an article in this issue of ST NEWS? ...we have heard that a company called ECO soft in Germany is selling PD? ...this really isn't much to worry about? ...this company is, according to one of our correspondents, only there to make you wallet a bit thinner? ...they have a DM 10,- worthless piece of paper they call a catalogue, in which they offer over 100 disk of PD? ...,in real, about 40 disks contain different PD? ...you should not make any deals with these guys? ...you should better order your PD software through us? ...there are many other legitimate PD dealers all over the world that can supply you with titles that aren't contained in our library? ...some magnificent games are recently launched on the ST as well? ...we have seen screenshots from "International Karate", "Karate Kid II" (the game, not the demo), "Star Trek" and "Space Pilot"? ...we hope to review these games in the next issue of ST NEWS? ...another game is now ready? ...it is called "SDI" and it is made by the same people that made the truly magnificent Amiga-game "Defender of the Crown"? ...it should be available at the launch of this issue of ST NEWS? ...GfA Systemtechnik has finally launched the lonmg awaited Basic Compiler? ...this issue of ST NEWS is compiled with one that was supplied by Commedia in Amsterdam, The Netherlands? ...we will shortly be able to publish some articles written by Holger Gehrmann (the man behind "Extensor" and "Hollywood Poker") in ST NEWS? ...he promised to write a few articles about advanced sound programming on the ST? ...this will be an ST NEWS-exclusive? ...these articles will appear either in ST NEWS Volume 2 Issue 2 or Volume 2 Issue 3? ...all of you will then be able to program excellent music? ...these are all the "did you know that.."s for this time? ...we hope to have gained more news & facts next time? ...this might very well turn out to succeed, since we have recently launched our third - worldwide - offensive? ...this meant letters to Canada, Singapore, Hong Kong, Australia, The U.S., the U.K. and Japan? ...the superb (!!!!) Amiga game "Defender of the Crown" is said to be launched on the ST as well? ...the game is said to be exactly the same (except for the music) than the Amiga version? ..."Defender of the Crown" is the  most spectacular game ever to be seen on any computer anywhere in the world? ...Commedia in Amsterdam (for address, see elsewhere) is currently launching the correctly working GEM version of VIP? ...the MS/DOS emulator is said to become available soon? ...there will be a software-as well as a hardware version? ...the software version, however, will be supplied as a cartridge add-on? ...there now is a harddisk for DM 6900,- that offers 85 Mb? ...is can be bought at "Digital Project", P.O. Box 106169, D-2800 Bremen, West Germany (tel. 0421-591220)? ...there now is a 1024x1024 graphic card avialable for our little ST? ...it doesn't need any modifications of your ST's hardware? ...it comes together with software and power supply? ...it costs DM 698,-? ...you can write to Ulrich Breuer & Andre Benninghoff, Sonnenstr. 24, 5800 Hagen 7, West Germany? ..."Western Games" is also said to be launched on the ST? ...the last issue of the German magazine "ST Computer" contained  eight  empty pages? ...I hope this is an error that only counts for a minor percentage of the total amount of published magazines? ...I hope to receive a normal issue soon? ...the HCC (Hobby Computer Club) Amsterdam is going to organize a MIDI demonstration evening? ...this event will take place on Monday, Januari 26th? ...is will happen in the STEIM studios, Achtergracht 19, Amsterdam and will start at 20.00 hours? ..., normally, the HCC Amsterdam organizes four computer meetings on Mondays? ...these are held at "Het Kraaiennest", Polderweg 94. Amsterdam- Oost? ...the fourth meeting of the month is always devoted to the ST? ..., if you want to visit the MIDI evening, you'll have to make a reservation? ...you can do this by sending a post card to HCC-A'dam, organization MIDI evening, P.O. Box 17067, 1001 JB Amsterdam, the Netherlands? ...you should add your phone number in case you'll have to be no- tified that is has reached maximum capacity? ...entrance is free for HCC members? ...I forgot to mention a usergroup in our "User Group Update"? ...this is: Atari Gebruikers Regio Leiden, Kooikerspad 1, Zoeterwoude, The Netherlands (Tel. 01714-4129)? ...Jos came with that address just before ST NEWS was to be finished? ...you hereby notice one of the main advantages of ST NEWS - actuality? ...we will now close down this column? ...we all hope you will have a healthy 1987? ...we hope to see you again around Februari-March in ST NEWS Volume 2 Issue 2? 'Til then! GFA BASIC VERSION 2.0 AND THE GFA BASIC COMPILER by Richard Karsmakers Everybody knows that GfA Basic was the best Basic interpreter available for the ST. GfA Systemtechnik must have thought that all could be done better, since they have launched the new GfA Basic - GfA Basic version 2.0 - in November. It incorporates over thirty new commands and comes with an extended manual of 35 pages. The principles of GfA Basic haven't changed, but users have to be aware of the fact that programs written in GfA Basic V2.0 don't nessecarely work on the previous versions! Upward compatibiliy, however, is said to be provided (I haven't had any problems myself with running 'old' programs on the new interpreter). Well, what are the new commands? Here's a list of them: * Indirect giving-over of variables and arrays ! Allows remarks behind a command in a line == Compare operator 'approximately equal' BASEPAGE Gives the address of the Basepage of GfA Basic BITBLT Raster-copy command BGET Reads from a data channel into memory BMOVE Quick moving of memory blocks BPUT Write memory to data channel CLR Clearing of variables (also specific variables) CRSCOL/CSRLIN Gives the cursor position (column/line) DEFNUM Rounds off all numbers to a specified number of characters EVEN Checks if a variable is even EXEC Command to enable to execution of compiled/machine language programs FALSE Constant 0 FORM INPUT Enables the changing of strings in a program HIDEM Hide the mouse cursor HIMEM Checks the address from which GfA Basic doesn't use memory anymore INP? Checks if a certain channel has a character available or not MID$ This command now enables changing of strings MONITOR Calls a memory-resident monitor or command- extension ODD Checks if a variable is odd ON MENU BUTTON GOSUB Checks mouse clicks OPTION BASE This command is included for use with the compiler OUT? Checks of a specified channel allows sending of a character RESERVE Decrease or increase of memory that's used by BASIC SGET Gets the whole screen (32 Kb) in a string variable SHOWM Show the mouse pointer SPUT Puts the whole screen (32 Kb) from a string on the screen TROFF/TRON This doesn't need explaining TRUE Constant -1 TYPE Allows you to check for the type of variable (integer, string, floating point, etc.) VDIBASE I don't get the meaning of this one (although I have the manual) VOID When a command is preceeded by this, it is per- formed but nothing is done with the result (this tends to save some time) VSYNC Synchronizes the vertical sync with screen building That's all there is to know about the new GfA Basic version 2.0. If you want to order it in Holland, please contact Mark Software, Mat. Marisstr. 76, 3314 TP, Dordrecht. In Germany, you should contact GfA Systemtechnik GmbH, Heerdter Sandberg 30, D-4000 Dsseldorf 11, West Germany. Tel. 0211-588011. The GfA compiler can also be bought at these addresses for the corresponding countries, as well as at Commedia, Eerste Looierdwarsstraat 12, 1016 VM, Amsterdam, The Netherlands (Tel. Holland 020-231740). Call for the latest prices! Now about the compiler. Even though Christmas was a very busy time for the postman, they still were able to deliver Commedia's reviewing sample just before Christmas, so I was able to include this review in this issue of ST NEWS. Well, I think the GfA Basic compiler significantly strengthens the position of GfA Basic in the world of ST computer programming. You must understand that it has an immediate advantage over all other Basic versions (even "Fast Basic", that we've tested but that's much slower on all aspects than GfA Basic). GfA Basic now is the first Basic (and the best Basic ever seen anywhere on any computer by me) that has a generally available compiler. One big advantage of GfA Basic is that is a interpreter-rather than a compiler language. When you program in C, Modula 2 or Pascal, you'll always have to leave the compiler after compiling after which you can test the program. Using GfA Basic you can design and test out your program easily, after which you can speed things up by throwing the program through the Compiler. There are a few bugs, however. When your program works perfectly from the Interpreter, it might encounter a few errors after Compilation. For example, the MOD command isn't compiled properly; this makes a "Division by Zero" error occur. Also, the SETCOLOR c,r,g,b command doesn't work perfectly. You can get rid of this error on a very easy way, however, by using the second syntax of this command: SETCOLOR c,r*256+g*16+b (the number you'll get ranges from 0 to 1911). No bother after that anymore. Frank has had some trouble with the HIDEM command, that isn't executed after compilation in certain cases. I've never had any problems with that uptil now, but in other cases this might very well be a problem. On start-up, you are welcomed by the GfA Compiler menu screen. Firstly, you can select whether a program should be stoppable or not. Each time you build in a check for ALT+CTRL+SHIFT, it costs 4 bytes so you'd better select "Nie" (never) for space's sake. The next option is "TRAPV". You can select '+' or '-'. When '+' is selected, you'll get bombs on a TRAPV overflow error (#107), otherwise you will not get one. Next, there's a selection of "Bomben" (Bombs). If you select '+', fatal errors are caught, whereas selecting '-' just causes bombs to appear on the screen of somethings goes terribly wrong. Selecting '+' makes the compiled program bigger, since the compiler has to build in routines to 'catch' bombs. You can furtheron select whether an error that occurs in a compiled program should be displayed as a number or as text. Selecting "Zahl" (number) makes the compiled program smaller. After selection, you simply select "Compiliere" (that's German for 'to compile') and you simply follow the computer's instructions. After a while (a very short while, I might add), this 2-pass compiler has created a compact program that can be run from the desktop (so you can finally delete your run-only interpreter!). Since the actual GfA Basic Interpreter and the Compiler put together often costs (much) less than comparable systems for other languages, I think it isn't hard to make a selection: GfA Basic is it! I now even think that Metacomco's new Basic will be a bit late, and it cannot be better than GfA Basic either! ARC - THE FILE ARCHIVE UTILITY by Jos Schilders A new programm appeared recently in the public domain librairies: ARC. In the PC World, the program is already very common, and many people use it, especially in mailboxes etc. But what is ARC, and more, how to use it? I'll try to make it clear to you in this article. ARC is designed to store much files in a compact, easy-to-handle way, by crunching, squeezing and compacking the original files and copy them in one large file, which can be stored on diskette, harddisk, and even a CD-rom in the future. The archive file can be as long as you like and can contain as many programs (or datafiles) as you like. the ARC file occupies mostly about half the size of the original programs. but mostly, if you use something like fifty small programs of plm. 300 bytes or so, the saving of diskspace will be even more, since every file takes at least 1024 bytes, even it is only one byte long. Also, one long file is much easier to manipulate as dozens of small ones, especially if you are copying "Krabat 2.0" with the desktop with only one drive. (Wouldn't recommend it...). For easy handling of the ARC file, ARC has many commands for adding, moving, extracting and running programs to and from the archive file. The common format of a ARC Command is: XY T:ARCNAME.EXT S:FILENAME.EXT S:FILENAME.EXT .... X is the main function (like adding a file or so). Y is a secundairy option, it can be used to surpress warning messages or so. ARCNAME.EXT is the name of the ARC file to store and extract from. It can include drive-specifications and pathnames. FILE NAME.EXT is the file to store in or to extract from the ARC file. It can contain pathnames, drive-specifications, and wildcards. You can type as many filenames as you like. Example: AH D:DOCS.ARC A:\GFABASIC\*.LST B:\1ST_WORD\*.DOC Adds all files on drive A: in the folder GFABASIC with the extension .LST and all files on drive B: in the folder 1ST_WORD with the extension .DOC to an archive file with the name DOCS.ARC on drive D:, and waits for a key before returning to the desktop when finished. Here is a complete list of all ARC I know. Type then on the command line if you use the ARC.TTP file. If you use a DOSshell like COMMAND.PRG, type them after the filename with a space between them (usefull if you want to add many files at once, or if you have nested folders). For lazy persons there is a GEMshell on the same disk, but I find the .TTP file much easier to use. COMMAND DESCRIPTION  A ADD Adds files to the archive. M MOVE Adds files to the archive and deletes them on the source U UPDATE Adds files to the archive, but if a file already exists in the archive then this file is overwrit ten. F FRESHEN updates a file only if it is already in the archive. Otherwhise the file is ignored. D DELETE delete a file in the archive X EXTRACT extracts files from the archive. E EXTRACT extracts files from the archive. (Silly) R RUN extracts files one at a time from the archive, loads them in memory and starts them. P PRINT extracts a file and dumps it on screen or printer (add >LPT: for printer) L LIST gives a list of all files in the archive. V VERBOSE gives a verbose listing of all files in the archive, including original size, size in archive, reduction rate, date, time and checksum. T TEST tests all files in the archive on CRC (checksum) errors C CONVERT Copies the entire archive, thus adapting files created by an older version of arc to new packing methods Then there are some secundary commands, to suppress errors etc. B BACKUP Leaves a backup of the archive before the last change on the disk S SURPRESS Surpresses packing of the files. Usefull if you PACKING want to add much files in a short time, you can use C afterwards to compress the whole file at once. W WARNINGS Surpresses warnings of ARC N REMARKS Surpresses remarks E.. ENCODE E is directly followed (without a space) by a password. The packed file is then encoded trough a EXOR with the characters of this password. A simple, but very usefull method. Don't forget the password, since by a password of three characters, there are already 16777216 possible passwords... H HOLD Holds the screen and wait for a key before returning to the desktop, allowing you to read the messages on the screen. ART-AND FILM DIRECTOR by Richard Karsmakers I am sorry to tell you that we will not be able to offer you a true review, since we still have not received anything from Pharma Data System (PDS), the company that is distributing these packages in Holland. Therefore, we have only had a sneak preview of them at an acquaintance of ours. And my first impressions were impressive! Let's start with "Art Director", a drawing program of superb standards with outstanding possibilities. As you might have read elsewhere in this issue of ST NEWS, it is even difficult to keep them all apart - they are with so many! Let's sum up a few of them: There are 7 palettes, you can define your own fonts in the program, you can cycle colors (in "Degas Elite" and "Neochrome", this is called 'Animation') and you have all kinds of brush modifiers: Transparent, Black, Silhouette, Flip, Halve, Double, Turn & Assimilate. Then there are the advanced features. It is possible to Rescale, Stretch, Distort, Rotate, Bend (horizontal as well as vertical), Bulge, Perspect, Cut Oval, Smear, Scrape, Melt and lots of other options like Shading, Patching, etc. All works fully under GEM but it sometimes is a hassle when you have to get rid of pull-down menus or strange things hanging on your mousecursor. Also, the program works with two mousecursors which is very confusing sometimes ("Film Director" does this the same way). Altogether, my impression was that "Art Director" is definately one of the best drawing programs around, but not very easy to work with on first sight. I'll still prefer "Degas Elite" (but then, I also prefer "DB Master One" above "Astodat", "Laserbase" and "Zoomracks" so some people might call me a bit out of my mind) above this very extended drawing package. Best, however, is to have both packages and simply convert a picture from one to the other when you want to do anything that is best in any of these packages (e.g. draw in "Degas Elite" and afterwards Bulge, Bend, etc. the picture using "Art Director"). But I do realise that we're talking big bucks here, as both programs cost about 200 Dutch guilders, which can hardly be called cheap. This create somewhat of a dilemma, but this can undoubtedly be gotten rid of. "Film Director" can be regarded to be an extension of "Art Director"; pictures made with the latter program (anyway, pictures that are put on disk in this program's picture format) can be processed to form complete animated cartoons. You might remember a review of "The Animator" in the previous issue of ST NEWS, but I now must say that the userfriendlyness has increased a dozen times; even I was able to achieve something after a few minutes working with "Film Director", while I still haven't been able to achieve something mentionable in Michtron's program. Anyway, with the help of "Film Director" it is possible to display certain parts of "Art Director"-pictures on specified locations on the screen in specified combinations in specified order on "Art Director"-backgrounds, thus achieving animation. It all sounds simple and the program is quite simple to handle as well. It also uses GEM with two mouse cursors, but most functions (or rather, modi) can be switched using the function keys as well. This way, you are able to cut out pieces of the "Art Director"-pictures into patterns, that you can join together to form a group (e.g. a boy on a bicycle will be a group, whereas the boy's head will be a pattern). These can be put in a certain order to form frames (e.g. a boy riding his bike). It is possible to repeat frames and it's even possible to have the program calculate intermediate groups; if you have a boy's head on the left lower corner on the screen of group #1 and a boy's head in the upper righthand corner on group #20, you can let the program calculate groups 2-19. However, both groups have to be of the same size and style. It would have been nice to have a head looking up and a head looking down and then having the program calculate the intermediate groups, but this is unfortunately quite impossible. It's also possible to change the background and the so called polygons. Polygons are rather simple forms that are put on top of the background, like a trampoline or the lines of a tennis-court. "Film Director" further allows addition of sounds that can actually form musical compositions, and allows the use of "Trace mode". In trace mode, no drawn groups are erased and this creates a rather nice effect. "Film Director" also includes some basic drawing options, like "Zoom", "Draw" and changing the color palettes (7 in number, again). I hope to get my hands on these programs soon so I will be able to properly review them. I hope that will take place in the next issue of ST NEWS, due for release by the middle-end of Februari this year! You can write to Pharma Data Systemns for information. Their address is: van Gijnstraat 11, 2280 HV Rijswijk, The Netherlands. THE MERCENARY COMPENDIUM by Richard Karsmakers Novagen's Paul Woakes finally decided to launch this very well written 3D action game on the Atari ST series: The Mercenary Compendium. Actually, it are two games: Mercenary Part I - Escape from Targ - and Mercenary Part II - The Second City. In this article I will have a look at the English version - so not the German version that I've seen elsewhere. Some key instructions will be different! The game starts up in a rather dull way: You are confronted with a crash of your intergalactic craft - Prestinium - on the planet Targ. We speak of the 21st century. After the crash, you'll find out that you've crashed in Central City, a beautiful and mysterious city built three centuries ago, designed by the famous architect Walton (later in the game, you'll be flying along Walton Boulevard on which you will see the Walton Monument. It turns out that you have crashed in the middle of this now mostly deserted town, where there's a war going on between the Palyars, the original and peace loving inhabitants of this planet, and the Mechanoids, an alien race of robots. Your target is to escape from the planet Targ to the Palyar Colony Craft (the dot that sometimes occupies part of your screen on the far, far horizon), that's located at 65,000 M height. It won't be possible to go there right now; first, you'll have to reload energy and find your own means of escaping. How and when you do that, is entirely up to you. I'll give you one hint: Somewhere where your craft crashed, you will be able to buy a Dominion Dart (top speed of 4950). In that, you will be able to fly around the planet untill it gets shot down (When that happens? You will find it out soon enough!). There are other things for sale at Targ, like Hovercars, Hexapods, the Concord III and even an Interstellar Ship. The games come with an exceptional manual, that provide maps (even of all subterrenean complexes), aircraft specifications, a novelette (though not a short as the ones we usually publish in ST NEWS) and all kinds of classified information. Solving the problem of how to Escape from Targ will be made a bit easier with the help of these documents, but the writer willfully doesn't supply the player with any hints & tips to "The Second City" whatsoever! According to the guide, this second game uses all tricks in the book (and some that are not in the book, I suppose) to hinder your escape. There's a totally new degree of complexity (also, the second game is situated in the eerie red dusk of Targ's Southern hemishpere long winter). On your quest, you are accompanied by your in-helmet 9th generation PC Benson. He'll help you as much as he can (although this isn't much). The Mercenary Compendium is a well taken care of game, that comes supplied with enough documentation to ensure many pleasant and enjoyable evenings behind your computer (or should I say even more?). The 3D graphics are excellent, though not as complex as some AVG (Amazing Vector Graphics) in "Starglider". The game works only on color monitors and uses the joystick as well as some key options (R run, W walk, B board vehicle, L leave vehicle, T take object, E operate elevator, D drop object, 0-9 forward power level (speed), F1-F10 reverse power level, + Increase power, - Decrease power, [space bar] stop and [help] quit; with Control-S and Control-L you can save or load a game respectively). The documentation also supplied you with an "Unhelpful Hint" for "The Second City": Triangular doorways which appear regularly at places of interest give access to the author's 'cheat room'. Unfortunately, he has the key! Game Rating: Name: The Mercenary Compendium Author: Paul Woakes Publisher: Novagen Graphics: 8.5 Sound: 7 Playability: 9 (also because of the documentation) During attracktiveness: 9 Overall rating: 8.5 Remarks: A very well designed game, which makes the ST even better for entertainment! DAS GROE GFA BASIC BUCH by Richard Karsmakers Someone I met at the meeting of the CCV in Veldhoven must have been dissatisfied with this book, for he sold it to me for a much lower price than might be considered usual. Thanks to him, I was able to write this article. "Das Groe GfA Basic Buch" is published by Data Becker (Merowingerstr. 30, 4000 Dsseldorf, West Germany), and comes as a 472 page hardcover book. A disk belonging to the book can also be ordered (at DM 29,-); the book costs DM 49,- (ISBN 3-89011- 222-6). It is written by Uwe Litzkendorf. The program on the disk (with a listing spread in the book), Graphic Construction Set, is also known by the name Grafpro. In Holland, this book should be ordered through your local bookstore; information can be obtained by writing to Bruna & Zn. If you have a GfA Basic manual, the first 30 pages offer you nothing that you didn't know already; I suppose the writer included them to be as complete as possible (or to support the people whose manuals have been eaten by the dog?!). After that, the writer starts listing the Grafpro program; each time he thereby encounters a new command, he explains this command as thorough as possible. This part of the book is called "GfA-ABC" and desribes all the commands of the powerful GfA Interpreter (unfortunately the writer could not include the new commands of GfA Basic Version 2.0 in it). He makes things clear by the hand of explanations, Grafpro pieces and additional sample programs. Also, he adds things that might be handy to know if you use GfA Basic, but that have nothing to do with GfA Basic itself, like a table of ESC functions (please refer to this issue's "GfA BAsic Tips & Tricks" if you want to know more about those) and much more. In the back of the book, a few appendices are included that explain the Special operating system commands (I find this the most interesting part of the book), list the Grafpro procedures and give you a manual to Grafpro. Also, a systematical 'index' is included (unlike most German Data Becker books). While reading this gaint bunch of information, I only stumbled into one error: On page 187, the writer explains the modi of the "open" command. Behind the "O" modus, 'Herauslesen' should be replaced by 'Hineinschreiben', and behind the "I" modus, 'Hineinschreiben' should be replaced by 'Herauslesen', if my knowledge of German is good enough. My conclusion regarding this book: "Das Groe GfA Basic Buch" can be seen as an extended manual; it offers more information than does the manual and Grafpro as well as the additional sample programs make lots of things much easier to understand. The price is very well, too; not too expensive. However, if people happen to have the GfA Manual (which should be the case all the time) I feel this book only offers you about 30-40 pages of new information, in which case the price is less well. I hope to review the GfA Basic book from Heim Verlag in a short while, and I will then compare both books with each other... PROFESSIONAL GEM by Richard Karsmakers Before you read on this article, I must tell you that I don't know anything about C, and that this book is actually a GEM course written for C users, so I don't know anything for sure with regard to the level on which this book is written, and if it's easy to use or not. I will just try to give a general opinion. I hope you don't mind. The whole course is written by Tim Oren and published by Antic as a PD program. On the large usermeeting on September 20th 1986 in Utrecht, the "Stichting ST" sold printed copies of it, which I have hereby reviewed. If you want to obtain the PD disk, you should read the magazine of "stichting ST" or have a look for a club that sells the HCC Public Domain library (e.g. userclub Eindhoven). We don't have this offering in our own Public Domain Libary! It looks like Tim Oren did a great job; although he immediately starts with programming examples and although he seems to think the reader reads C like his native language, he sets everything up like a regular teacher. He talks about windows, window scrolling, dirty tricks (like using the GEM screen buffer to save the parts of a screen under Alert Boxes and file selectors), dialog handlers, resource structures, graphic modes, menus, VDI graphics, GEM events & program structures, user interfaces, and 10 appendices with sample - C - programs to individual chapters. When I glanced through "Professional GEM", I notices that Tim writes in clear, crisp English with a touch of humour. The whole is setup a bit informal which can work positively. I think that this course can't be omitted if you're a dedicated C programmer, since it offers you very much information and programming hints & tips when using GEM in your C programs. It seems, however, that you ahve to be in the possession of the Digital Research C-Compiler do be able to work with this book. Again, I am sorry for the lack of knowledge on my side, so I am not able to write a proper review. But this articles (as well as several others) had to written in quite a hurry, just before the launch of ST NEWS (also because I went away the last week before the launch - just imagine the hurry of making it all work on Friday evening, Jaunari 2nd!). ST PEEKS & POKES by Richard Karsmakers Number six in the Data Becker books series for the Atari ST is Stefan Dittrich's "ST Peeks & Pokes". Just like "ST Intern", this is a book of much tradition, since I think these books have appeared for many other computers as well (what about "Commodore 64 Peeks & Pokes"?). The books sells at DM 29,- at Data Becker, Merowingerstr. 30, 4000 Dsseldorf, West Germany. It is a 198 page paperback, ISBN 3-89011-148-3, written by Stefan Dittrich. In Holland, this book can be bought through your local bookstore; information can be obtained through Bruna & Zn. "ST Peeks & Pokes" is much more written for the practical user. The author explains all kinds of things of which some are also explained in "ST Intern", but more popular. Whereas "ST Intern" works with machine language and C, this book works mainly in ST Basic. Most people that have bought "ST Intern" will probably refer to it once in a while, because they just aren't big programmers that need to know all about the BIOS, GEMDOS, XBIOS, the processors, the hardware (connectors, etc.) and just spit upon any BIOS listings. "ST Peeks & Pokes" is, like I said, more popular and aims at the hobby-user that would like to program a bit in ST Basic or maybe even GfA Basic. The author also explains the hardware configuration, the interfaces, the intelligent keyboard processor and lots more. He even explains some of the more advanced topics like error vectors and even machine language programming (the basics, anyway). In fact, "ST Peeks & Pokes" was the only book that was good enough to let stupid me understand how the addressing modes of the 68000 worked (until I read Mark van den Boer's machine language course, elsewhere in this issue, which also makes it very clear!). You could call "ST Peeks & Pokes" the little practical Basic-oriented brother of "ST Intern", that really offers too much information for the beginner (and wait until you've seen "The concise Atari ST 68000 Programmer's Reference Guide", that's even worse!). ADJ (the notorious cracker) must have been right when he told me that this really was the only book you needed on the ST, back in April 1986 when I decided to buy this fabulous machine. Nine out of ten people will do nicely with this small, cheap and handy book, and I therefore think it's a book that every more or less serious ST user has to have in his library. TURN YOUR JOYSTICK INTO A JEM by Paul Kolenbrander Firstly, JEM, what kind of an animal is that? Well sort of an acronym standing for 'Joystick Emulating a Mouse'. And that is exactly what I am going to show you how to do in this article. Sure, there are this type of interfaces on the market. Something like it is sold in Germany for DM 45,- and undoubtedly they are sold in other countries as well. But the beauty of this little design is that you can make it as expensive as you like, or even better, as cheap as you like. It just depends on what you have lying around doing nothing and what you want. For example, if you have a joystick which you don't use then you can make a JEM of it for less than one US$. Or you can make it into an interface that allows you to plug in a joystick. This will cost about 10 US $. Interested? Read on! But what, I hear you ask, can we do with a joystick that acts like a mouse? Well, quite a lot actually. A lot of games that work only with a mouse, would play much easier with a joystick. Think about Major Motion, I couldn't play it with a mouse, but now with my JEM its easy and much more fun. And what about flight simulations and such? Flight Simulator II is a superb program but I find it a bit unrealistic to fly an aeroplane by mouse. A joystick is so much more like the real thing. The same goes for Starglider and a lot of other programs. Don't get me wrong, I'm not putting down a mouse, on the contrary. But for some uses, like such mentioned above, I think a joystick is the more logic choice. Here is a schematic on how to adapt a joystick, If you own, like me, a Quickshot II you can even adapt it to emulate both the left and right mousebuttons. Most joysticks have only a single firebutton, so then you can only emulate the left mousebutton. But first take a look at the schematic. optional +-------------------------------------------+(---+ | | | mouse | ground up | | button +------------------+ +------------+ left / / right | left \| right | | | | T1 +----+ ---+----------+ | | | | |b | | | down | | | | | c/ \e | | -----------^-^-+ | | ++--+ +--^---+ +-----------+ | | | | | | | |c1 +-----+ 1 2 3 4 5 | | | | |+ | | o o o o o | | | |r1 |r2 |r3 | o o o o | | | +---+----+---+ | 6 7 8 9 | | | +-----------------^-+ | | | | | | T2 |b | +-^---^------- | | c/ \e | | | | +--+ +---------------+--------+ +--(--------+ Parts: R1,R2 10 KOhm R3 13 KOhm C1 2.2 uF T1,T2 BC308B This same circuit can be used to build an interface, so you don't have to adapt your joystick, because once you have adapted it, you can only use it as a JEM and no longer as a joystick. Here follows a diagram on how to construct the interface. -------------- | ---------- | | | ---- | | | | | | | | 6 7 8 9 | i | JOYSTICK o o o o | n | Extra parts needed: o o o o o | t | - 9Pins Submini Male Chassis 1 2 3 4 5 | e | - 9Pins Submini Female plug with cable | | | | | | r | - Small cabinet to house the circuit \ \/ / | | f | \/\/ | | a | /\/\ | | c | / /\ \ | | e | | | | | | | | | 1 2 3 4 5 | | | o o o o o | | | o o o o | | | 6 7 8 9 | | | 6 7 8 9 | | | | | | | | ---- | | | ---------- | -------------- ATARI ST You don't need to be an accomplished solderer to build this circuit, you only have to be precise and check the circuit after soldering. This circuit is designed so it works on the current provided by the joystick port. Even if it is assembled wrongly, it should not damage your Atari, because the only thing it is supposed to do is oscillate the signal from the joystick to produce a signal similar to that of a mouse. It might give strange reactions though, but they are not permanent. Just switch your system off and on. Good luck and enjoy your new JEM. No responsability is taken by the author for any damages that might be caused by the above circuits, although every precaution has been taken and the circuit has been tested. Due to space problems on this disk, it was not possible to draw a real schematic on Degas Format. The author hopes that the schematic included in this article is comprehensible. If you any problems with this circuit, send your problem or question accompagnied by a stamped self-addressed envelope (if you live outside Holland, enclose sufficient International Answer Coupons, obtainable at your local Post Office) to the address on the next page. Bit Busters Inc. Postbus 5295 NL-5603 BD EINDHOVEN The Netherlands Don't forget your own name and address! NEOCHROME VERSION 1.0 by Richard Karsmakers I already mentioned this new version of Neochrome in ST NEWS Volume 1 Issue 6, the last one to appear in the year 1986. I was planning to write this review in that issue, but due to circumstances it had to be postponed to this issue. I am sorry for that, but now I offer you this review after all. At first sight there seem to be but a few changes in the original concept; the only thing that attracts the attention is that a few of the empty boxes on the left have been filled up with icons (but still, not all of them!). In this article, I will have a look at the options that have been changed from version 0.6 (you could read the basic version 0.5 manual in the previous issue of ST NEWS). On the right of the option screen, the "Grid" option has been added. This enables raw moving of the cursor, with a accuracy of 8 pixels instead of 1 pixel. This option can, of course, be turned off again. In box (1,1), the "Jack Knife" option has been included. This enables you to cut out a part of your drawing that may have any shape, and move it elsewhere. There are three modi: Solid mode (the whole shape is moved over the original), transparent mode (you can see through the shape where it has the background color) and impossible mode (in this mode, you move the shape behind all other things on the screen, which is very funny to look at). In box (3,1), the "Copy Box" option has been extended. The options now are: Cut, Copy, Paste, Clear (these were the old ones), Rotate, Flip (Horizontal as well as vertical), T-Edge and Change Size (this nice option lets you shrink or expand parts of the screen). With these options, there are two modi: Solid and transparent. The "Line Draw" option (box 1,2) has also been extended. Now, it's also possible to change the thickness of the line. Line style manipulating is missing, however. In box (4,2), the "Miscellant" option is changed. Now, you can UNDO the color palette (to standard ST palette <-> Neochrome palette). It is also possible to put the cut buffer on disk as e hex souce (extension .S), whereas you can also write mask hex files to disk (extension .M). The most stunning thing, howwver, is the included "Shapes" option in box (3,3). It enables you to draw solid or lined circles, squares, squares with rounded corners, draw polygons and line polygons. This is nothing to get excited about, but just you have a look when one makes a solid square or cirlce on the screen: No flashing! It is extremely rapidly updated with size, and solid shapes are moved really smooth! Not one of the other drawing programs I have seen (ColorSTar, Degas (Elite) or Art Director) were able to do this that smoothly. Dave Staugas, the designer of Neochrome (does he still love Bea Hablig?), surely did nice work here (but then, he helped designing the TOS, so that's no wonder). Neochrome version 1.0 is thus a very much enhanced Neochrome V.06, but it still doesn't support true animating (remember the flying bird demo?). I am desperately waiting for an even better version of Neochrome, but then, who isn't? . T.. GFADIR BASU,SUBE1_4 BAS W9GfABASIC0BJJfrrrrrrrZ68n POINTERFOUNDXCOUNTERFOUND.BUFROWNDXTELFILEBUFALABELATTRIBARRPTRVARRPTRBUFARRRPTRLABELCHAREF E*.*F*,, F*zz F$(!!!FEP!z FE!z !x FPEpG(FF$ E B2z  F PRF` P2z (( F)" EB`  F FE Q 2z (( F" EB  F FE QxxFE FQxEpG(FF E B2z  F QTF Q2z (( F) EB`  F FEEF Q FEFe R FRrEG@FN$ RD? @@ B F E? @@ F) F$Print Asc(Mid$(Label$(Ndx),X,1)); RF Print " ";Label$(Ndx) EF$QF$EFStEGH@@F&' !p! F.'H!p! F.'H!p! FE@F RF!}60*.*S0z tCATLOG2.LSTST62000 SETWIND: 62002 ' -----> XPOS ; YPOS ; WIDTH 62004 ' -----> HEIGHT ; WINDOWNUMBER 62006 poke gintin , windownumber 62008 poke gintin + 2, 5 62010 poke gintin + 4, xpos 62012 poke gintin + 6, ypos 62014 poke gintin + 8, widthe 62016 poke gintin + 10, height 62018 gemsys 105 62020 return 62022 ' -------------------------------------------------- 62050 FULLWIND: 62052 ' 62054 poke gintin , 3 :' OUTPUT-window 62056 poke gintin + 2, 5 :' with/ without edge 62058 poke gintin + 4, 0 :' 0 : ( -1) ; x1 62060 poke gintin + 6, 1 :' 1 : ( 0) ; y1 62062 poke gintin + 8, 658 :' 658 : ( 660) ; x2 62064 poke gintin + 10,417 :' 417 : ( 419) ; y2 62066 gemsys 105 62068 return 62070 ' -------------------------------------------------- 62080 CLEARDESK: 62082 ' merge "RECTANGLE.bas" 62084 color 1,0,1 : 62086 xpos1 = -1 : xpos2 = 638 : ypos1 = -40 : ypos2 = -20 62088 gosub rectangle: color 1,1,1 62090 return 62092 ' -------------------------------------------------- 62100 SHRINXBOX: 62102 ' -----> XOLD ; YOLD ; WIDTH1 ; HEIGHT1 62104 ' -----> XNEW ; YNEW ; WIDTH2 ; HEIGHT2 62106 shrinx% = 1 62108 ' 62110 GROWBOX: 62112 ' -----> SEE SHRINXBOX 62114 ' 62116 poke contrl + 2, 8 62118 poke contrl + 4, 1 62120 poke gintin , xold 62122 poke gintin + 2 , yold 62124 poke gintin + 4 , width1 62126 poke gintin + 6 , height1 62128 poke gintin + 8 , xnew + 1 62130 poke gintin + 10, ynew + 38 62132 poke gintin + 12, width2 62134 poke gintin + 14, height2 62136 gemsys 73 + shrinx% 62138 shrinx% = 0 62140 return 62142 ' -------------------------------------------------- 62150 MOVEBOX: 62152 ' -----> WIDTHE; HEIGHT ; XOLD ; YOLD 62154 ' -----> XNEW ; YNEW 62156 poke contrl + 2, 6 62158 poke contrl + 4, 1 62160 poke gintin , widthe 62162 poke gintin + 2, height 62164 poke gintin + 4, xold + 1 62166 poke gintin + 6, yold + 38 62168 poke gintin + 8, xnew + 1 62170 poke gintin + 10,ynew + 38 62172 gemsys 72 62174 return 62176 ' -------------------------------------------------- 62200 RUBBERBOX: 62202 ' -----> MUISX ; MUISY 62204 ' <----- WIDTHE ; HEIGHT 62206 poke gintin , mousex + 1 62208 poke gintin + 2, mousey + 38 62210 poke gintin + 4, 1 62212 poke gintin + 6, 1 62214 AES.3: gemsys 70 62216 widthe = peek(gintout + 2) 62218 height = peek(gintout + 4) 62220 if height<3 or widthe<3 then goto AES.3 62222 return 62224 ' ------------------------------------------------- 62250 DRAGBOX: 62252 ' -----> WIDTHE ; HEIGHT 62254 ' X.MIN ; Y.MIN 62256 ' X.MAX ; Y.MAX 62258 ' <----- XPOS1 ; YPOS1 62260 poke contrl + 2, 8 62262 poke contrl + 4, 3 62264 poke gintin , widthe 62266 poke gintin + 2, height 62268 poke gintin + 4, mousex + 1 62270 poke gintin + 6, mousey + 38 62272 poke gintin + 8, x.min + 1 62274 poke gintin +10, y.min + 38 62276 poke gintin +12, x.max + 1 62278 poke gintin +14, y.max + 38 62280 gemsys 71 62282 xpos1 = peek(gintout + 2)-1 62284 ypos1 = peek(gintout + 4)-38 62286 return 62288 '------------------------------------------------- 62500 EVENTMOUSE: 62502 ' -----> XPOS1 ; YPOS1 62504 ' -----> WIDTHE ; HEIGHT 62506 poke gintin , 0 62508 poke gintin + 2, xpos1 + 1 62510 poke gintin + 4, ypos1 + 38 62512 poke gintin + 6, widthe 62514 poke gintin + 8, height 62516 gemsys 22 62518 return 62520 ' ------------------------------------------------ 62550 MOUSE2: 62552 ' <----- MOUSEX ; MOUSEY 62554 ' <----- KEYA ; KEYB 62556 mousex = peek(gintout + 2)-1 62558 mousey = peek(gintout + 4)-38 62560 keya = peek(gintout + 6) 62562 keyb = peek(gintout + 8) 62564 gemsys 79 62566 return 62568 ' ------------------------------------------------ 62700 COLORSET: 62702 ' -----> RED ; GREEN ; BLUE 62704 ' COLORNUMBER 62706 poke contrl, 14 62708 poke intin, colornumber 62710 poke intin + 2, red * 140 62712 poke intin + 4, green * 140 62714 poke intin + 6, blue * 140 62716 vdisys 62718 return 62720 ' -------------------------------------------------- 62750 POLYMARKCOLOR: 62752 ' -----> MARKCOLOR 62754 poke contrl, 20 62756 poke intin, markcolor 62758 vdisys 62760 return 62762 ' -------------------------------------------------- 62900 INIT: 62902 aes# = gb 62904 control = peek(aes#) 62906 global = peek(aes# + 4) 62908 gintin = peek(aes# + 8) 62910 gintout = peek(aes# + 12) 62912 addrin = peek(aes# + 16) 62914 addrout = peek(aes# + 20) 62916 return 62918 ' -------------------------------------------------- 63000 MOUSE: 63002 '<----- XMOUSE ; YMOUSE ; KEY 63004 poke contrl, 124 63006 vdisys 63008 xmouse = peek(ptsout) - 1 63010 ymouse = peek(ptsout + 2) - 38 63012 key = peek(intout) 63014 return 63015 '--------------------------------------------------- 63030 SHOWMOUSE: 63032 poke contrl, 122 63034 poke intin, 0 63036 vdisys 63038 return 63039 '--------------------------------------------------- 63042 HIDEMOUSE: 63044 poke contrl , 123 63046 vdisys 63048 return 63049 ' ------------------------------------------------ 63050 MOUSEEDITOR: 63052 dim a$(16),b$(16) 63054 a$( 0)="---*--*----*----":b$( 0)="--******--***---" 63056 a$( 1)="--*--*----*-----":b$( 1)="-******--****---" 63058 a$( 2)="---*--*---*-----":b$( 2)="--**********----" 63060 a$( 3)="---*--*--*------":b$( 3)="--*********-----" 63062 a$( 4)="---*---*--*-----":b$( 4)="--*********-----" 63064 a$( 5)="----*-*--*------":b$( 5)="---*******------" 63066 a$( 6)="----------------":b$( 6)="--********------" 63068 a$( 7)="--*********-----":b$( 7)="-*************--" 63070 a$( 8)="--************--":b$( 8)="-**************-" 63072 a$( 9)="--*********--**-":b$( 9)="-***************" 63074 a$(10)="--*********---*-":b$(10)="-***************" 63076 a$(11)="--*********--**-":b$(11)="-***************" 63078 a$(12)="--************--":b$(12)="-***************" 63080 a$(13)="--*********-----":b$(13)="-**************-" 63082 a$(14)="---*******------":b$(14)="--*********-----" 63084 a$(15)="----------------":b$(15)="---*******------" 63086 for a = 0 to 15 63088 gridfront = 0: gridback = 0 63090 for b = 15 to 0 step -1 63092 if mid$(a$(a),b+1,1)="*" then bit = 1 else bit = 0 63094 gridfront = gridfront + 2 ^(15 - b) * bit 63096 if mid$(b$(a),b+1,1)="*" then bit = 1 else bit = 0 63098 gridback = gridback + 2^(15 - b) * bit 63100 next 63102 poke intin + a * 2 + 42, gridfront 63104 poke intin + a * 2 + 10, gridback 63106 print gridfront, gridback 63108 next 63110 goto mousenew 63112 '--------------------------------------------------- 63140 '--------------- MOUSEDATA ------------------------- 63141 HAMMER: 63142 data 96,480,960,1984,3968,8064 63143 data 7936,16256,15872,32512,32512,65408 63144 data 65408,65472,63424,65504,25568,65520 63145 data 496,62456,248,508,124,254 63146 data 62,127,31,63,14,31 63147 data 4,14 63150 COFFEE: 63151 data 4624,16184,9248,32376,4640,16368 63152 data 4672,16352,4384,16352,2624,8128 63153 data 0,16320,16352,32764,16380,32766 63154 data 16358,32767,16354,32767,16358,32767 63155 data 16380,32767,16352,32766,8128,16352 63156 data 0,8128 63160 WORM: 63161 data 0,8064,8064,16320,16320,32736 63162 data 26208,65520,30560,65520,32736,65532 63163 data 29132,65534,16318,32767,8054,16383 63164 data 7782,16383,7372,16382,7384,16380 63165 data 4080,8184,2022,4095,60,2046 63166 data 24,62 63199 '------------------------------------------------- 63200 MOUSEDATA: 63202 '---> restore line 63204 for a = 0 to 15 63206 read gridfront,gridback 63208 poke intin + a * 2 + 42, gridfront 63210 poke intin + a * 2 + 10, gridback 63212 next 63214 '------------------------------------------------- 63250 MOUSENEW: 63252 poke contrl , 111 63254 poke contrl + 6, 37 63256 poke intin , 5 63258 poke intin + 2, 5 63260 poke intin + 4, 1 63262 poke intin + 6, 0 63264 poke intin + 8, 1 63266 vdisys 63268 out 2,7 63270 return 63272 '--------------------------------------------------- 63280 MOUSESHAPE: 63282 '-----> MOUSENUMBER 63286 if mousenumber > 7 then return 63288 add# = gb 63290 gintin = peek(add# + 8) 63292 addrin = peek(add# + 16) 63294 poke gintin, mousenumber 63296 poke addrin, 0 63298 gemsys(78) 63300 return 63301 '--------------------------------------------------- 63302 ' 63400 POLYMARK: 63402 ' ----> XPOS ; YPOS 63404 ' ----> MARKFORM ; MARKSIZE 63406 ' 63408 poke contrl , 18 63410 poke contrl + 2, 0 63412 poke contrl + 6, 1 63414 poke intin, markform 63416 vdisys 63418 poke contrl , 19 63420 poke contrl + 2, 1 63422 poke contrl + 6, 0 63424 poke ptsin , 0 63426 poke ptsin + 2, marksize 63428 vdisys 63430 ' 63432 MARKSETTING: 63434 ' (----> XPOS ; YPOS ) 63436 poke contrl , 7 63438 poke contrl + 2, 1 : ' or more 63440 poke ptsin , xpos + 1 63442 poke ptsin + 2, ypos + 38 63444 vdisys 63446 return 63448 '--------------------------------------------------- 63500 FILLPATTERN: 63502 ' -----> restore MONSTER 63504 poke contrl , 112 63506 poke contrl + 6, 16 63508 for st = 0 to 30 step 2 63510 read MONSTER 63512 poke intin + st, monster 63514 next: vdisys 63516 return 63518 ' ----------------------------------------------- 64000 RECTANGLE: 64002 ' -----> XPOS1 : YPOS1 : XPOS2 : YPOS2 64004 poke contrl , 11 64006 poke contrl + 2, 2 64008 poke contrl + 6, 0 64010 poke contrl + 10, 1 64012 poke ptsin , XPOS1 + 1 64014 poke ptsin + 2, YPOS1 + 38 64016 poke ptsin + 4, XPOS2 + 1 64018 poke ptsin + 6, YPOS2 + 38 64020 vdisys 64022 return 64024 ' -------------------------------------------------- 64026 ' 64030 RECTANGLEROUND: 64032 ' -----> XPOS1 ; YPOS1 ; XPOS2 ; YPOS2 64034 ' -----> FILLING 0 or <> 0 64035 ' 64036 poke contrl , 11 64038 poke contrl + 2, 2 64040 poke contrl + 6, 0 64042 if FILLING = 0 then poke contrl + 10,8 else poke contrl + 10,9 64044 poke ptsin , XPOS1 + 1 64046 poke ptsin + 2, YPOS1 + 38 64048 poke ptsin + 4, XPOS2 + 1 64050 poke ptsin + 6, YPOS2 + 38 64052 vdisys 64054 return 64056 '-------------------------------------------------- 64057 ' 64100 POLYGON2: 64102 ' -----> XPOS ; YPOS 64104 ' RADIUS ; ANGLES 64106 phi = 3.141593/angles/2 64108 STAR: 64110 ' -----> PHI 64112 poke contrl , 9 64114 poke contrl + 6, 0 64116 poke contrl + 2, angles 64118 for angle = 0 to angles * 4 step 4 64120 poke ptsin+angle , 1+xpos+cos(phi*angle)*radius 64122 poke ptsin+(angle+2), 38+ypos+sin(phi*angle)*radius 64124 next 64126 vdisys 64128 return 64130 '-------------------------------------------------- 64140 POLYGON: 64142 ' -----> ANGLES ; XCOORD ; YCOORD 64144 poke contrl , 9 64146 poke contrl + 6, 0 64148 poke contrl + 2, angles 64150 for i = 1 to angles 64152 poke ptsin + (i - 1) * 4, xcoord(i) + 1 64154 poke ptsin + 2 + (i - 1) * 4, ycoord(i) + 38 64156 next 64158 vdisys 64160 return 64162 '--------------------------------------------------- 64200 LINESEND: 64201 ' -----> BEGINFORM ; ENDFORM 64202 poke contrl , 108 64204 poke contrl + 2, 1 64206 poke contrl + 6, 0 64208 poke intin , BEGINFORM 64210 poke intin + 2, ENDFORM 64212 vdisys 64214 return 64216 '-------------------------------------------------- 64217 ' 64220 LINETHICKNESS: 64222 ' -----> THICK 64224 poke contrl , 16 64226 poke contrl + 2, 1 64228 poke contrl + 6, 0 64230 poke ptsin, THICK 64232 poke ptsin + 2, 0 64234 vdisys 64236 return 64238 '------------------------------------------------- 64239 ' 64240 LINEPATTERN: 64242 ' -----> PATTERN 64244 ' 1 - 7 64246 poke contrl , 15 64248 poke contrl + 2, 0 64250 poke contrl + 6, 1 64252 poke intin, PATTERN 64254 vdisys 64256 return 64258 '------------------------------------------------ 64259 ' 64300 POLYLINE: 64301 ' -----> NUMBER ; XCOORD ; YCOORD 64302 poke contrl , 6 64304 poke contrl + 6, 0 64306 poke contrl + 2, number 64308 for i = 0 to number 64310 poke ptsin + i * 4, xcoord(i) + 1 64312 poke ptsin + 2 + i * 4, ycoord(i) + 38 64314 next 64316 vdisys 64318 return 64320 '--------------------------------------------------- 65000 TEXTMODE: 65002 ' -----> TEXTKIND: 65004 ' 0 = normal 1 = double strike 2 = light 65006 ' 4 = italics 8 = underlined 16 = hollow 65008 ' or combinations 65010 ' 65012 poke contrl , 106 65014 poke contrl + 2, 0 65016 poke contrl + 6, 1 65018 poke intin, TEXTKIND 65020 vdisys 65022 return 65024 '------------------------------------------------ 65025 ' 65030 TEXTSIZE: 65032 ' -----> SIZE: 65034 ' < 9 = very small 9 = small 65036 ' 10 - 15 = normal 16 - 17 = big 65038 ' 18 - 19 = very big 65040 ' 65042 poke contrl , 107 65044 poke contrl + 2, 0 65046 poke contrl + 6, 1 65048 poke intin, SIZE 65050 vdisys 65052 return 65054 '------------------------------------------------- 65055 ' 65060 TEXTOUTPUT: 65062 ' -----> TEXT$ ; XPOS ; YPOS 65064 ' text on scale 65066 for i = 0 to len(TEXT$ ) - 1 65068 poke intin + i * 2, asc(mid$(TEXT$ , i + 1, 1)) 65070 next i 65072 poke intin + i * 2, 0 65074 poke contrl , 8 65076 poke contrl + 2, 1 65078 poke contrl + 6, len(TEXT$ ) + 1 65080 poke ptsin , XPOS + 1 65082 poke ptsin + 2, YPOS + 38 65084 vdisys 65086 return 65088 '------------------------------------------------ 65089 ' 65100 TEXTANGLE: 65102 ' -----> ANGLE: 65104 ' angle = 0 ; 900 ; 1800 ; 2700 degrees 65106 poke contrl , 13 65108 poke contrl + 2, 0 65110 poke contrl + 6, 1 65112 poke intin, ANGLE 65114 vdisys 65116 return 65118 '----------------------------------------------- 65119 ' 65130 TEXTFORM: 65132 ' -----> FORM (1 - 4) 65134 ' 65136 ' 3 = XOR 4 = revers, mix 65138 poke contrl ,32 65140 poke contrl + 2,0 65142 poke contrl + 6,1 65144 poke intin, form 65146 vdisys 65148 return 65150 '----------------------------------------------- 65151 ' 65200 CLIPPING: 65202 ' -----> XPOS1, YPOS1, XPOS2, YPOS2 65204 poke contrl , 129 65210 poke intin , 1 : 'Clipping on (0 = uit) 65212 poke ptsin , xpos1 : '0 65214 poke ptsin + 2, ypos1 : '0 65216 poke ptsin + 4, xpos2 : '600 65218 poke ptsin + 6, ypos2 : '400 65220 vdisys 65222 return 65224 ' ----------------------------------------------- 65250 FRAMING: 65252 ' -----> FRAME (0,1) 65254 poke contrl , 104 65256 poke intin , frame 65258 vdisys 65260 return 65262 ' ----------------------------------------------- 65300 LETTERSIZING: 65302 ' -----> LETTERSIZE 65304 poke contrl , 12 65306 poke ptsin + 2 , lettersize 65308 vdisys 65310 return 65312 ' ----------------------------------------------- #a000000 #b000000 #c0007777000600070055200505552220770557075057705503110802 #d #E 93 02 #W 00 00 0A 01 1E 17 07 A:\*.*@ #W 00 00 2A 01 1D 17 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 2E 09 15 0B 00 @ #M 00 01 00 FF B DISK DRIVE B@ `@ #M 00 00 00 FF A DISK DRIVE A@ @ #T 00 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 freaks! Hereby we present you the latest issue of ST NEWS, together with our best wishes for 1987 (may the lords of software be mercyful upon all of us so that all software houses start writing software for the ST series!). It was quite a ginormous problem to put together this issue of ST NEWS, which is because of the fact that we wanted to compile the program. The strangest errors appeared at the strangest places due to resident errors on the GfA Basic compiler we used (version 1.0). I think the program was a bit too difficult (it uses a lot of variables) so it might be very well possible that there will occur several more or less serious errors during operation of ST NEWS. Please do not hesitate to contact us if you find a failsafe way to encounter an error using ST NEWS (?!). We hope an update version of the compiler will make the program fullproof next time. We therefore wish to apologize for possible inconveniences due to compiled errors - the basic version was 100% proof! Because of these strange errors we had to leave out some programming tricks supplied by the Strike-A-Light group (they used a routine to 'drip' down a picture, that really needs the RESERVE command that is not well compiled by the current compiler). Instructions for use: Doubleclick the name "ST_NEWS.PRG". If you want a full user manual, simply move the mousepointer to "OPTIONS" in the program and then down to "HOW TO USE ST NEWS". Click on that once it's reversed and that's all. The disk can be copied with any protected copier since we used 80 tracks of 10 sectors per track! We hope you enjoy yourself reading ST NEWS Volume 2 Issue 1, in spite of possible errors that might occur during the sessions! Sincerely, The editorial staff of ST NEWS: Frank Lemmen Jos Schilders Richard Karsmakers P.S. Stop press: Summer Games is there!!!!! 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