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NޭJybgP OfNh]H hKfNEOMASTR.PRG#,<Ĝ#OTar#(}3~aJy~4g`Hz?<&NN\OJyjA`@BgHz?<=NAJ@j@/| NAJ@j2/| NAJ@j$/| NAJ@jPOAa?<NATO`PO3/<N/<@?9?<?NA Jk~ANB0?9?<>NAXOa$By ygB9B9#x y#1| 1|"1|$1|33 yf33A Uaa/<$?<?<NNPOa/<'?<?<NNPO/ h""   <. j*f.. j*fINFODISKDAT[t L <<< INSIDE INFO No 49 >>> , Desk, About ** INFO DISK ** , ------------------------, 1, 2, 3, 4, 5, 6, , Options, Output: , Screen , Printer , ----------, Art Show , ----------, Help , ----------, Quit , , ACE, CONTENTS ,CONTENTS.TXT EDITORIAL ,EDITORIA.TXT COMPETITION ,PIC_COMP.TXT ACE BBS ,ACEBBS.TXT HOW TO ORDER ,PDHEADER.TXT PD UPDATE ,STPDUD10.TXT PD EDU-PACK ,EDUPACK.TXT PD GAME PACK ,GAMEPACK.TXT ACE MEETINGS ,MEETINGS.TXT ACE OFFICERS ,OFFICERS.TXT ACE MAILBOX ,MAIL.TXT ACE INTRO ,ACEINTRO.TXT MAC PD ,MAC_NEWS.TXT JOIN ACE FORM ,MEMFORM.TXT , FEATURES, ST NEWS ,STNEWS.TXT SPECTRE SPEED ,SPECTRES.TXT SPECTRE 3.0 ,SPECTRE3.TXT C BOOK ,CBOOK.TXT GUI ,GUI.TXT SEURAT ,SEURAT.TXT OS 9 ,OS9.TXT NEODESK 3.0 ,NEODESK3.TXT TT DESKTOP ,TTDESK.TXT VDOS ,VDOSSR69.TXT PARAGON AD ,PARAGON.TXT GLENDALE SHOW ,GLENSHOW.TXT DUSSELDORF SHOW ,DUSSHOW.TXT HYPERLINK ,HYPLINK.TXT , HARDWARE, ADSPEED ,ADSPEED.TXT ATONCE ,ATONCE.TXT SPECS ,SPECS.TXT PC DITTO FIX ,DITTOFIX.TXT MOUSE MOD ,MOUSEMOD.TXT SS TO DS DRIVE ,SSTODS.TXT 520 ST UPGRADE ,UPGD520.TXT SH 204 UPGRADE ,UPG204.TXT , S.I.G.s, STE SIG ,STESIG.TXT STE BLACKLIST ,BLKLST12.TXT ALCHEMIE JNR ,ALCHIMIE.TXT MIDI TELEPHONE ,MIDITELE.TXT , GFA BASIC, GFA INTRO ,GFAINTRO.TXT GFA PART 1 ,GFAPART1.TXT GFA PART 2 ,GFAPART2.TXT GFA PART 3 ,GFAPART3.TXT GFA PART 4 ,GFAPART4.TXT GFA PART 5 ,GFAPART5.TXT GFA PART 6 ,GFAPART6.TXT GFA PART 7 ,GFAPART7.TXT GFA PART 8 ,GFAPART8.TXT GFA PART 9 ,GFAPART9.TXT , , . j.f.. j.fCHECKMEMC at CHECKMEMPRGet N CACHEV35APPht ODESKMG33APPmt DPAINT_DLZHvt `/* And I almost forgot * * Flairware, tearware, yeahware. . . * */ #include #include #define TRUE 1 #define FALSE 0 unsigned long warmstart, new_phystop; short mem_valid; void change_mem() { unsigned long *phystop = (unsigned long *)0x42EL; unsigned long *os_vec = (unsigned long *)0x4F2L; *phystop = new_phystop; warmstart = *os_vec; } main() { extern void get_memory_details(); lineaa(); /* Hide mouse */ Supexec(get_memory_details); if (mem_valid) { exit(0); } else { Supexec(change_mem); Supexec(warmstart); } linea9(); /* Show mouse */ return (0); } void ltoh(asc, num) char *asc; unsigned long num; { int len = 0; char reverse[20], *cp = reverse; if (num == 0) { *cp++ = '0'; ++len; } else while (TRUE) { if (num == 0) break; *cp = num % 16; if (*cp < 10) *cp++ += '0'; else *cp++ += 'A' - 10; num /= 16; ++len; } *cp = '\0'; while (cp > reverse) *asc++ = *--cp; *asc = '\0'; } void make_binary(text, word) char *text; int word; { int x; for (x = 0; x < 8; ++x) { if (word & (1 << (7 - x))) text[x] = '1'; else text[x] = '0'; } text[8] = '\0'; } unsigned long print_mem(bank_bits) int bank_bits; { unsigned long size; switch (bank_bits) { case 0 : Cconws("0K (%00 - Uninstalled)"); size = 0L; break; case 1 : Cconws("512K (%01)"); size = (unsigned long)512 * 1024; break; case 2 : Cconws("2M (%10)"); size = (unsigned long)2 * 1024 * 1024; break; case 3 : Cconws("8M? (%11 - Undocumented)"); size = (unsigned long)8 * 1024 * 1024; break; } return (size); } void get_memory_details() { unsigned char *memconf = (unsigned char *)0xffff8001L; unsigned long *phystop = (unsigned long *)0x42EL; unsigned long *_sysbase = (unsigned long *)0x4F2L; unsigned int *tos_vers = (unsigned int *)*_sysbase + 1; unsigned int dos_vers; int bank0, bank1; unsigned long total_mem = 0; char text[20]; dos_vers = Sversion(); Cconws("\033E"); Cconws("\n\n\nYou are running TOS version "); ltoh(text, (unsigned long)((*tos_vers >> 8) & 0xff)); Cconws(text); Cconout('.'); ltoh(text, (unsigned long)(*tos_vers & 0xff)); Cconws(text); Cconws("\r\n and GEMDOS version "); ltoh(text, (unsigned long)((dos_vers >> 8) & 0xff)); Cconws(text); Cconout('.'); ltoh(text, (unsigned long)(dos_vers & 0xff)); Cconws(text); Cconws("\r\n\nMem Config (@$FFFF8001) = %"); make_binary(text, *memconf); Cconws(text); bank0 = (int)((*memconf >> 2) & 3); bank1 = (int)(*memconf & 3); Cconws("\r\n\nBank 0 contains "); total_mem += print_mem(bank0); Cconws("\r\nBank 1 contains "); total_mem += print_mem(bank1); Cconws("\r\n\nTotal System memory = $"); ltoh(text, total_mem); Cconws(text); Cconws("\r\n\nPHYSTOP (@$42E) = $"); ltoh(text, *phystop); Cconws(text); mem_valid = TRUE; new_phystop = total_mem; Cconws("\r\n\n"); if (*phystop > total_mem) { mem_valid = FALSE; Cconws("** PHYSTOP is higher than physical **\r\n"); Cconws("** memory and should be adjusted. **\r\n"); } else if ((*phystop < total_mem) && (bank0 == bank1)) { Cconws("* PHYSTOP is less than memory size *\r\n"); Cconws("* but memory banks are equal sizes *\r\n"); Cconws("* Something has stolen some memory *\r\n"); Cconws("* Probably a ramdisk program? *\r\n"); } else if ((*phystop < total_mem) && (bank0 < bank1)) { mem_valid = FALSE; Cconws("* PHYSTOP is less than memory size *\r\n"); Cconws("* but bank0 is smaller than bank1. *\r\n"); Cconws("* - You may need to put the bigger *\r\n"); Cconws("* - simms in bank 0 *\r\n"); } else if ((*phystop < total_mem) && (bank0 >= bank1)) { Cconws("* PHYSTOP is less than memory size *\r\n"); Cconws("* but bank0 is bigger than bank1. *\r\n"); Cconws("* Something has stolen some memory *\r\n"); Cconws("* Probably a ramdisk program? *\r\n"); } else { Cconws("PHYSTOP equals memory size\r\n"); Cconws("No Problem. . . .\r\n"); } Cconws("\r\nPress any key to continue. . .\r\n\n"); if (mem_valid == FALSE) { Cconws("or Press Y to resize memory.(and reboot)\r\n"); } while(!Cconis()) if (Getshift(-1) & 0xff) break; if (Cconis()) if (((Cnecin() >> 16) & 0xff) != 0x15) mem_valid = TRUE; } ` 0*o"m # .I+I/ BBBg/ / Bg?<JNA N~ ?N?<LNANV-|.-| n t n# N^NuNVNHzp&?NN\O0: Lg BgN8TO`Hzp&?NN/z .TOp&?NN\ONLB@N^NuNVBnA-H . fRp0Rn`B . g< n n  l R0` nR7 . -@ Rn` nB  nc nRS"n` nBN^NuNVBn nl0rnp4hn g 0np1` 0np0Rn` nB(N^NuNV0. @bbH0@ PN`RHz\p ?NA\OB`@Hzdp ?NA\O-|`*HzZp ?NA\O-| `HzPp ?NA\O-| .N^NuNV-|-|.-| n T-@Bp0?NATO=@Hzp ?NA/|xTOp ?NA\O n0H@H@B@H@/HnN4POHnp ?NA\Op.?p?NAXO n0@H@B@H@/HnNPOHnp ?NA/|TOp ?NA\O0.H@H@B@H@/HnNPOHnp ?NA\Op.?p?NAXO0.@H@B@H@/HnNPOHnp ?NA/|TOp ?NA\O nB@?HnN\OHnp ?NA\O nB@H@=@B@@=@HzGp ?NA?nXON TOѮHz?p ?NA?nXONTOѮHz6p ?NA/nTOHnNPOHnp ?NA/|TOp ?NA\O n/HnNPOHnp ?NA\Op3 # Hzp ?NA\O n cBy Hzp ?NA/|\` n d@0.nf6Hzp ?NA/|TOp ?NA/|TOp ?NA/|` n dD0.nl:By HzXp ?NA/|GTOp ?NA/|nTOp ?NA/|`\ n d>0.nm4Hzp ?NA/|TOp ?NA/| TOp ?NA/| 1`Hzp ?NA/| uTOp ?NA/| TOp ?NA\O0:nf Hz5p ?NA\Op ?NATO fp?p ?NMXOgp ?NATO g"p?NATOH@H gp3 N^NuNVN?.NTON^NuNVN^NuNV?.pL?NAXON^Nu Nu Nu0K (%00 - Uninstalled)512K (%01)2M (%10)8M? (%11 - Undocumented)E You are running TOS version and GEMDOS version Mem Config (@$FFFF8001) = % Bank 0 contains Bank 1 contains Total System memory = $ PHYSTOP (@$42E) = $ ** PHYSTOP is higher than physical ** ** memory and should be adjusted. ** * PHYSTOP is less than memory size * * but memory banks are equal sizes * * Something has stolen some memory * * Probably a ramdisk program? * * PHYSTOP is less than memory size * * but bank0 is smaller than bank1. * * - You may need to put the bigger * * - simms in bank 0 * * PHYSTOP is less than memory size * * but bank0 is bigger than bank1. * * Something has stolen some memory * * Probably a ramdisk program? * PHYSTOP equals memory size No Problem. . . . Press any key to continue. . . or Press Y to resize memory.(and reboot)  0 ( ,Lnj0,"*l .`"p,o/."WC/ $I$ A r?"QNu _"n &J$Sj$nE/ a( Wap _C$BX r`""АBQBBBBXN"JI`8$L"JIpf S@k"Q`rdAAS@kQdm`NuTC $I&IJh k" @"grѐg<fA`BeNu`0 `bC2| f A!,(4,(Z,0 222BQ"<0<NB09"Nu*O.Bg?<NMP@H0 p#.|"n*m - Э// ?JNA/$p$rJd BQ0RJfp a$#px NATA :Bg/mGNAP | a\B 0H֠ 3"Ԉp4a(g3 (|^pZtzJy"g y @ PK,"h0؇HzPR 2؆=>JjTAa0 `D3~Bg?9 /<?<BNA y faAa` aBgNA :@B \\By  NMXJ@gt|<g@JoJRo:@r:w@h ъ]:@x@Z::C;VL@.C *G$܇*H:p0$@P &RH@RS &NLZM&O &OHBP>Dg6 [| op*[@ NVZWꊋ?YZA%a(p Q?<?9~/! 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Name ӆActualStoredTypDat Time ==== =#=ӔәA-lh0-/ /:Ӊ=TotӋeA=EY 5Select EXTRACT path : ˌany key bytes skippedEntry has bad LZH! header! Unknown compression!  Melting : Skipp( OK CRC failsInvalid LZH. Cannot openU]create+ - x d ERRORf eWARNING}exist! write(Y/N/Q)? E[3][ Error dur(WRITE. | Extract file again? NoYes ][1 DC SEAV Ver 2.0 Wtfby Paul W. 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C/)_dHߤH̍H#`l$7G,b$Lv6NI;#'ed2vNz9K!d=DCH{ e!=X. jQfq.. jQfACEBBS TXTt r"ACEINTROTXTt {ADSPEED TXTt ALCHIMIETXTt VJATONCE TXTt  BLKLST12TXTt dCBOOK TXTt CONTENTSTXTt % DITTOFIXTXTt  DUSSHOW TXTt  EDITORIATXTt EDUPACK TXTt |GAMEPACKTXTt nGFAINTROTXTt GFAPART1TXTt $GFAPART2TXTt qGFAPART3TXTt ?8GFAPART4TXTt I(GFAPART5TXTt &GFAPART6TXTt M*GFAPART7TXTt GFAPART8TXTt .GFAPART9TXTt XGLENSHOWTXTt 6#GUI TXTt !>oHYPLINK TXTt =MAIL TXTt DOMEETINGSTXTt HMEMFORM TXTt IQMIDITELETXT t KTHE FOLLOWING MESSAGES ARE FROM ACE BBS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Message #24 on 'Local OZ Atari Echo' (Rec'd) Date : 19 Sep 90 20:50:32 From : Stephen Adam To : Scot Art Subj : (23) Re: boot trubble In a message of <16 Sep 90 17:47:00>, Scot Art (3:712/634) writes: SA> My 1040STf has just developed a problem at boot - 2 bombs. Doesn't SA> matter what disk is used, always 2 bombs. It boots OK with no disk. SA> Anyone have any ideas? It just started this about 5 minutes ago, it SA> booted up no worry earlier today. I was thinking it could be a boot sector virus, though that wouldn't explain why it started happening so suddenly. Try booting with no disk, formatting a new disk, leave it blank and reboot. If you find you need a new drive, I have one. (removed from my 1040 ST/e, excellent condition). I'm out of ideas. --- LED ST 0.10 * Origin: Ace Point Four - Absent Friend Mail System (3:712/520.4) Message #25 on 'Local OZ Atari Echo' (Local) Date : 19 Sep 90 21:53:54 From : Huw Price To : All Subj : GCR Keyboard on STe Can anyone tell me if there's a simple way to get the right keyboard mapping in GCR on an STe? At the moment the bottom row are all one character out, and the return key is a backslash! I've got a keyboard utility which can realign them a key at a time, but if there's a simpler way (e.g. the appropriate Mac keyboard CDEV), I'd love to hear about it. Thanks, Huw Price. --- QuickBBS ST v1.02+ * Origin: QuickBBS/ST Support in ZONE 3 02-664-1303 (3:712/520) Message #26 on 'Local OZ Atari Echo' (Rec'd, Local) Date : 20 Sep 90 00:16:58 From : Phillip White To : Scot Art Subj : (23) Re: boot trubble > My 1040STf has just developed a problem at boot - 2 bombs. Doesn't matter Your Machines always been flakey Scot. I reckon you should open it up and give all the socketed IC's a tap and failing that test your drives. --- QuickBBS ST v1.02+ * Origin: QuickBBS/ST Support in ZONE 3 02-664-1303 (3:712/520) Message #28 on 'Local OZ Atari Echo' (Rec'd) Date : 20 Sep 90 07:23:24 From : Andrew Davies To : Scot Art Subj : (23) Re: boot trubble In a message of <16 Sep 90 17:47:00>, Scot Art (3:712/634) writes: SA> My 1040STf has just developed a problem at boot - 2 bombs. Doesn't SA> matter what disk is used, always 2 bombs. It boots OK with no disk. SA> Anyone have any ideas? It just started this about 5 minutes ago, SA> it booted up no worry earlier today. Once booted without a disk can it read disks at all??? I've suffered a similar problem when my heads went out of alignment Andrew --- LED ST 0.10 * Origin: Remote ACE (3:712/520.1) Message #29 on 'Local OZ Atari Echo' (Rec'd) Date : 21 Sep 90 16:30:03 From : Scot Art To : Stephen Adam Subj : (24) Re: boot trubble SA> Try booting with no disk, formatting a new disk, leave it SA>blank and reboot. Tried phil's suggestion, of course it worked. Scot * Origin: Musical Instrument Digital Interface -*- (3:712/634) Message #34 on 'Local OZ Atari Echo' (Rec'd) Date : 24 Sep 90 01:47 From : Michael Smith To : Stephen Adam Subj : (21) Re: hard disk -Re the Atari bit, the controller itself is actually a spare part, its the controller board out of the megafile 30/60 units, it appears to be an Adaptec 4070A hacked to talk ACSI as opposed to SCSI... as such it is a one-board solution that is pretty cost-effective at $250.oo Dunno what the landed cos of a true 4070A is (~$200 ??) plus an ACSI<>SCSI board (BMS,ICD,Supra) (~$150-$200 ??) but it sounds pretty cool to me! (wish I could afford it). While I'm getting out, does anyone out there have an OLD sh204/205 they want to get rid of? I need an HD but have no real $$$ so it sounds like the only way to go (get a better mech, diddle the wincap file... :-) CU'z --- QuickBBS ST 0.25c Beta * Origin: The Sepulchre: OS9 Seven Generations Beyond.. (3:680/821) Message #15 on 'They're Committed' (Local) Date : 17 Sep 90 22:09:40 From : Gary Spiteri To : Cathy Tuck Subj : Have you got.... Cathy, Hows things...? As you may or may not know, most MONO emulators do not work on the STe, the one we have presently don't. I've already given you a STe compatible colour emulator for mono systems and in my quest for a mono emulator for the STe I have found one. Its called MONOWARE v5.0, it works with all versions of TOS, both UK and self modifying to work on overseas TOS versions. If you've got it - GREAT - let me know and I'll promote it in the STe SIG on II 49. If not virtually all the major UK PD libraries Have it. The ST CLUB's got it on a number of disks, including UTI #41, UTI #58 and DMG #17. Regards Gary. Message #20 on 'They're Committed' (Private) Date : 20 Sep 90 18:02:28 From : Andrew Davies Of 712/520 To : The Committee Subj : Sysop V32 Modem Offer This is a message left via a SysOp in the OZ SysOp conferance. about the Interlink Modem. It seems to be a worth wil investment. If the current 2400 baud modem was sold, then we would be paying under $700.00 for the modem. It is also an ASSET to the group. Speaking of which the User Groups assets should be accounted for and show in the financial reports. --------------------------------------------------------------------- * Originally from Area 'RG54_SYSOP' * Originally to all * Forwarded by Andrew Davies on 3:712/520.1, 20 Sep 90 17:52:40 A legitimate guest caller left the following message on this BBS. It sounds like a good bargain. Now the message, =============== * Original to David Luong * Forwarded Mon Sep 17 1990 12:28:25 by David Luong @ 3:712/631 Hello, my name is Marilyn Banfield. I work with INTERLINK electronics. I am contacting you to inform you of a very special offer we are making to BBS operators. We have on special our multi speed V32 modem, model IQ-12345-SAMNP @ the tax inclusive price of $849. Please contact me during office hours on 02 362-4344. I look forward to talking to you. Bye for now Marilyn. ============ ** NOTE: ** I'm NOT in any way affiliated with either INTERLINK nor Marilyn Banfield. Please direct your enquiries to the number given. FYI, I've had a quick play with one of those modems. Here are my findings: + Connects well with Netcomm M5, Telebit T2500, HST DS. I've tried connecting to two of each of the modems above. + All connections were local(ie within Sydney). + The modem works well with Binkley Term as well as other non-mailer comms programs. Mail & file transfer throughputs average at around 1100CPS. + MNP4 sessions with the above modems are easily obtainable. + MNP5 sessions _possible_ with Telebit's T2500. + MNP4/5 both on, transfer throughputs up to 1900CPS on non-compressed text/data files. + Modem casing is robust. + The manual is reasonable; though an index at the end of the manual would have been helpful. Binding of the manual has a lot to be desired. ----------------------------------------------------------------------- -- LED ST 0.10 --- Import v1.12 TB * Origin: Missing, seems to be : (3:712/520.1) Message #21 on 'They're Committed' (Rec'd, Local) Date : 20 Sep 90 19:41:28 From : Gary Spiteri To : Phillip White Subj : (18) Re: II BOOT PICTURES. A pic contest was not the idea. I suggestion I put forward to Greg was that as well as having pics, some screen dumps of Public Domain and or commerial software may be included to draw the users attention to them. The PD library would be in an excellent position to promote its lastest releases, and user who are crasy about certain packages (like me and my ravings about SIGNUM! and OPUS) can show it off to users who may or may not be aware of these products and maybe people while reveiwing a program in II can include a screen dump the user not fortunate enough to have seen the program or able to get to meetings can see a program "in the flesh". This is just another avenue II can explore - like a true on disk magazine, where one can read about and look it a program just like a paper magazine. Message #27 on 'They're Committed' (Rec'd, Local) Date : 23 Sep 90 03:39:14 From : Phillip White To : Gary Spiteri Subj : (24) Re: II BOOT PICTURES. > screenshots into TINY which is resolution independent when used with II > the latest version of CuBase (v1.5?) PRE JAN '90 does NOT WORK ON THE STE! Have not had much to do with tiny but I shall take your word for it. Hm I know someone who had no particular problems running that version of Cubase on an STE. ******************************************************* ACE (NSW) USER GROUP -------------------- Atari Computer Enthusiasts (NSW) is an independent, non-profit computer users group for owners and users of Atari Computers. While we are recognised by the Atari Corporation throughout the world, as the official Atari Users' Group in NSW, we have no connection with them. ACE NSW was founded in 1982, catering at first to the 8 bit Ataris. Following the inception of the Atari ST, the club's membership is now predominantly made up of ST owners. Our aims include the promotion of the various Atari personal Computer Systems, the education of both beginners and advanced users in programming techniques, exchanging, hints, tips, ideas, and explaining the special features of Atari Computers. ACE NSW has twenty officer positions, elected annually, responsible for carrying out the various functions of the club. Special Interest Groups (SIGs) actively involve members interested in persuing particular uses of Atari computers. At present there is a Music SIG coordinated by Phillip White, which exchanges information concerning the use of the midi ports built into every Atari ST. A GFA SIG is also active. John Hutchinson is writing a continuing series on programming in GFA basic, which appears in Inside Info. Both these SIGS have areas set aside for them on ACE's Bulletin Board System. Every member of ACE receives a copy of Inside Info the club's diskmag every two months. Inside Info contains news, software and hardware reviews, articles, technical information, hints, tips, help and general articles of interest. The club maintains a library of Atari books, and magazines from user groups all over the world, which members can borrow, through the club's librarian. The library also stocks some of the commercial magazines. ACE NSW also has an extensive Public Domain software library, which is listed in Inside Info, and on ACE BBS. These disks can be purchased by members from the club's P.D. Software Exchange Officer. Prices for these compilation disks of Public Domain software are - 1 - 9 disks, $7.oo each including postage. 10 + disks, $6.oo each plus postage. Members receive 5% to 10% discounts on software/ hardware purchases at various retailers, on presentation of their membership card. The club purchases blank disks in bulk and offers them to members at cut prices, when available. General Meetings are held monthly. They are informal and include demonstrations of Atari software and hardware, programming, etc. The meetings are in two parts, with a 15 to 30 minute break for general discussions and business (borrowing from the librarian, paying membership fees, etc). Public Domain software can be picked up at meetings if pre-ordered from the software officer. Everyone is Welcome. Meetings begin at 1:00 PM on the FIRST SATURDAY of every Month. (NO MEETING IN JANUARY) The MEETING PLACE : ROOM 533, ENGINEERING BUILDING, INSTITUTE OF TECHNOLOGY, BROADWAY (The tower building). FEES. Membership is $30 per year. To join, Fill in the membership application form and send it with a cheque or money order made out to Atari Computer Enthusiasts (N.S.W.) and mail it to - The Secretary (ACE NSW) GPO BOX 4514 SYDNEY 2001 Alternately, you may join at any General meeting. Registration for ACE Buletin Board is $10.oo p.a. ($20.oo for non-ACE members). This covers the administration charges associated with the general running and maintaining of the on-line 24 hour system. Don't forget to keep a copy of whatever password you choose, in a safe place. ACE BULLETIN BOARD NUMBER IS 664 1303 -------------------------------------------------------------- ICD ROLLS OUT ITS MUSCLE ACCELERATOR! ==================================== Last weeekend at the Duesseldorf Atari Fair, ICD introduced their exciting new AdSpeed ST accelerator to a crowd of over 50,000. The recep- tion was exceptional. The features are numerous: -------------------------- AdSpeed is a 16 MHz 68000 cached accelerator that switches between 16 MHz mode with a 32K cache (16K data & instruction cache with 16K cache tag RAM)... and a true 8 MHz mode with the cache off. This allows full compatibility with all software in the normal mode an 99+% PLUS compatibi- lity in the high speed mode. AdSpeed will not keep you from any of your software. The unbelievable part is that the speed can be changed "on the fly" with a simple desk accessory. As ICD demonstrated at Duesseldorf, you can be running an application like calamus with a document loaded and pull down the DA to chance speeds at any time! AdSpeed QINDEX times are as good or better than all other 16MHz 68000 based accelerators. AdSpeed ST is smaller than all the others and will fit in all ST models with no jumper wires needed. (The old CPU must be removed and a socket installed.) AdSpeed uses SMD technology with a multilayer PCB and highly integr- ated logic to keep the performance up and the size down. No shortcuts were taken. With this design compatibility is assured. But would you expect less from ICD? ICD fully intends this be to the most compatible and trouble free accelerator design available. ICD taken note of all the problems the others are having (there are others besides T-16). Blitter problems seem to be big with some. Since ICD only has about 5 blitter STs in our of- fices, and there seem to be some "experts" out there that have.. or had blitter problems with accelerators, do you mind sharing your troubled blitters with us? ICD needs blitters that would not work at 16 MHz with other accelerators but work fine in a stock ST computer. Assuming you have replaced the "bad" blitter with a new model, ICD will pay $20 for each blitter that ICD can use. Or $100 off the $299.95 retail price.. if you would like to purchase an AdSpeed ST directly from ICD. Please send your offers to: ICDINC in EMAIL and Please include the brand name of the chip: i.e. SGS-Thompson, Ricoh, National Semi, etc. AdSpeed ST has been tested with and is fully compatible with Spectrum 512 in the 8 Mhz mode! ICD has also successfully tested AdSpeed ST with Calamus, Omikron BASIC, and other software. No blitters have caused any problems but ICD is still searching for some of the elusive "bad" blitters to test. If you have one you would like to sell or trade, please leave ICD EMAIL. Big screen monitors will be tested shortly. Quick Index 2.1 was used to run the following benchmarks (the same times also result using Quick Index 1.5) The computer under test was a USA version Mega 2 with TOS 1.4 using floppy disk drive A: With the Blitter OFF and AdSpeed ST in 16 Mhz mode and no resident software loaded. CPU memory 164% CPU register 204% CPU divide 203% CPU shifts 207% DMA 64K read 100% GEMDOS files 100% Disk (RPM) 300 TOS text 161% TOS string 158% TOS scroll 114% GEM dialog 166% With the Blitter ON and AdSpeed ST in 16 Mhz mode and no resident software loaded. CPU memory 164% CPU register 204% CPU divide 203% CPU shifts 207% DMA 64K read 100% GEMDOS files 100% Disk (RPM) 300 TOS text 122% TOS string 123% TOS scroll 133% GEM dialog 163% With the Blitter OFF and AdSpeed ST in 16 Mhz mode and Turbo ST 1.82 loaded. CPU memory 164% CPU register 204% CPU divide 203% CPU shifts 207% DMA 64K read 100% GEMDOS files 100% Disk (RPM) 300 TOS text 521% TOS string 2001% TOS scroll 144% GEM dialog 461% With the Blitter ON and AdSpeed ST in 16 Mhz mode and Turbo ST 1.82 loaded. CPU memory 164% CPU register 204% CPU divide 203% CPU shifts 207% DMA 64K read 100% GEMDOS files 100% Disk (RPM) 300 TOS text 521% TOS string 2001% TOS scroll 137% GEM dialog 438% With the Blitter OFF and AdSpeed ST in 8 Mhz mode and no resident software loaded. CPU memory 100% CPU register 100% CPU divide 100% CPU shifts 100% DMA 64K read 100% GEMDOS files 100% Disk (RPM) 300 TOS text 100% TOS string 100% TOS scroll 100% GEM dialog 100% With the Blitter ON and AdSpeed ST in 8 Mhz mode and no resident software loaded. CPU memory 100% CPU register 100% CPU divide 100% CPU shifts 100% DMA 64K read 100% GEMDOS files 100% Disk (RPM) 300 TOS text 110% TOS string 106% TOS scroll 132% GEM dialog 133% Thanks to Darek Mihocka for Quick Index 2.1. <*> <*> <*> <*> <*> MIDI News and Reviews. By Phillip White. ALCHIMIE JNR V2.22 >>>>>>>>>>>>>>>>>> Greetings ACE chums. Well what should land on my desk the other day but a real working PD MIDI sequencer! (This is not in actual fact what happened, but it sounds nice). Well why am I so excited? It has something to do with the fact that I have come across several PD MIDI sequencers and music utilities in my time with ACE, and they have without exception been roundfiled. They either a) do not work at all b) work some of the time c) are written in German and do not work. This one puts the rest to shame and gives those that cost 100's of dollars a run for their money. CREDITS ~~~~~~~ The name of this Sequencer, is Alchimie Jr V2.22 and is meant to be an introduction to their Senior version. If the Jr version is anything to go by, then the Snr version will be one to watch out for. The program is Swiss and is written by D. Canevesi and D. Crettol of Prosoft Informatique. It is 227KBytes big, will fit in a 1040 and runs in monochrome only. A BRIEF INTRODUCTION ~~~~~~~~~~~~~~~~~~~~ There are several very high quality sequencers available for the ST which has the lions share of the music computer market. But they don't leave much change out of a grand and are not a wise purchase for the casual user. Budget or entry level sequencers are a bit of a disappointment, as they tend to be stripped down versions of their professional counterparts and can be frustrating if one is not a proficient musician. Paradoxically, the more advanced a sequencer is, the better it is for the beginner, as the enhanced features make such operations as editing songs, easier to deal with. Public Domain and Shareware sequencers generally leave me twitching, so it is with pleasure, that I introduce Alchimie Jnr. Like all good PD (It is really Shareware, send $25) software, the docs come on board. There are two sets, a reference manual and an instant gratification file. The translation is from French, and inevitably some concepts get lost, but not a major problem. I advise a printout as soon as possible as even an old MIDI hand like myself had a wee problem with trying to figure out how the thing worked. When the application is run, the first thing that hits you between the eyes is an item selector, you are given a choice between loading 'Musette' or 'Polonais' by J.S.Bach. I recommend Musette, it is quite cheery. You can of course cancel and leap straight in but first off it is best to use the demo song as a guide. The file extension is .SNG which is the Alchimie proprietry file format. It is not compatable with other SNG extensions such as Steinbergs. There is however, the capability of importing and exporting MIDI song files. This is very good and to my knowledge unheard of in any other PD sequencer. The MIDI song file is a standard file format that allows music to be freely interchanged between different sequencers, even on different computers. A QUICK TOUR ~~~~~~~~~~~~ Now that the song is loaded, one can see the screen, yep one screen and wow they sure try and pack a lot in. Take a look at the screen shot, (alchimie) and see what I mean. Everything runs under GEM so there are a lot of windows to juggle. In appearance and operation, it is a bit of a hybrid between Cubase and Pro24 with a sprinkle of Dr T's MKS thrown in. The documentation informs us that up to 16 songs can be in memory and each song is composed of 256 patterns which consists of 256 tracks. Well I don't know if it is true or not. I doubt very much whether one could cram 16 songs onto a 1040. I had some initial problems understanding this program because of the way in which I have used other sequencers. At the top of the hierarchy is the song and the master track which is used to group patterns together. The tracks are used to make the patterns, unlike Steinbergs method where patterns make up the tracks. This means that song composition in Alchimie is based on 'drum machine' style programming where patterns are simply strung together and repeated as needs be. THE CONTROL PANEL ~~~~~~~~~~~~~~~~~ The actual means of moving around is by mouse operation and values are input via the keyboard. Some obvious things are not very. Like where is the Load/Save command in the file menu? Oh silly me, I must drag the Disk Icon to the song window..... Like all good sequencers Alchimie forces you to name every piece of information after a while as you soon get hopelessly lost. There are plenty of pop up windows full of information about patterns, tracks and songs and the opportunity to name them. As time goes by and your windows start to fill up, you have the option of reducing the fontsize by a factor of tiny, to miniscule. The desktop has a control panel that contains buttons that mimic that of a tape recorder, ie record, play, fast forward and reverse. Also included is the timer section and a record buffer which fills up when MIDI information is recorded. When recording it is possible to split notes and events from different MIDI channels to various tracks. The timer section has programmable start and end points to define the length of the recorded track. The resolution is 96 PPQ. Other record options are cycle mode and punch in and out. Cycle means that the selected recording section is repeated and notes added to. Punch in means that the selected section is recorded over, useful for correcting errors. Once a section is recorded into the buffer, then it is transferred to a track, where it becomes part of a pattern. This can be done automatically or at the users whim. SOME ICONS TO PLAY WITH ~~~~~~~~~~~~~~~~~~~~~~~ There are some icons on the desktop, these are STACK, DISK, PRINTER, TRASH and FILTER. The Stack is effectively a clipboard for the cutting and pasting of bits of patterns and tracks. Disk is for saving/loading songs and patterns. Printer, for screen dumps. Trash is for erasing songs, patterns and tracks. The Filter, disables certain MIDI events on record, such as controllers or program changes etc. THE WINDOWS ~~~~~~~~~~~ Most of the operations within Alchimie take place in the windows. For the song, pattern and track windows there are similar procedures. Extensive use is made of the mouse, with naming, moving, playing of songs and patterns accomplished by the ubiqutous point click and drag. There are numerous pop up menus that serve either to modify data or as a status indicator. For example, in the pattern window, a new pattern is created by doubleclicking in an empty space, and filling in the dialog box which asks for a name, the length of the pattern and time signature. A pattern can then be dragged to the play button to be played, copied, merged, trashed or saved. THE TRACK WINDOW ~~~~~~~~~~~~~~~~ There are 256 tracks available for each pattern, and each one has some information attached to it in the tracks window. The relevant items are. TRACK NUMBER. TRACK NAME NOTES. PLAY FLAG. SOLO FLAG. CHANNEL. TRANSPOSITION. Track number and name are pretty obvious. Notes is the count of events in the track, includes all MIDI events. Play flag selects that track for playback, otherwise it is muted,. Solo flag soloes that track, ie mutes every other track. Channel selects the output MIDI channel if ** then same as recorded. Pitch and volume change the pitch and velocity of the notes for the track. Duration changes note duration, by greater or less than 100%. Each of these paramaters can be changed by mouse and keyboard operation. Tracks can be moved, cut, copied and trashed with gay abandon. In the case of having lots of tracks, It is possible to do a search operation on a track name, hopefully the right track will be highlighted. THE PATTERN WINDOW ~~~~~~~~~~~~~~~~~~ Most of the operations in the pattern window, are similar to that of the tracks window, apart from a few restrictions. A pattern can only be created as long as a valid song is selected. Also the pattern length is forced so that all events in the tracks are within pattern bounds. The relevant items for the pattern window are. NUMBER and NAME. LENGTH. SIGN. Once again Number and name are self evident. Length indicates the duration of the pattern. Sign, is the time signature. There are two types of patterns, EVENTS and EXCLUSIVES. An exclusives pattern is created when the input buffer containing exclusives messages is dragged to the pattern window. I interpreted this as referring to system exclusive messages, but the documentation was very skimpy on this. Operations such as Cut, Copy, Move and Erase, are the same as for the track window. THE EDITING WINDOWS ~~~~~~~~~~~~~~~~~~~ There are two editing windows, the GRID and the EVENT LIST. It is not possible to have more than one of each window open for each pattern, but both types can be active for editing purposes. Changes in one are updated in the other. It is possible to edit and play/record, at the same time. THE GRID ~~~~~~~~ The GRID window has a control and a display section, bars are displayed as solid vertical lines, while times are dashed ones. Notes are shown as a small square with a thick line and a triangle. The square is the start time, the triangle is the end, and a shaded area above, indicates velocity. The end result is that the notes look like hairy arrows! The control section is fairly complex, with such variables as ZOOM/POSITION, for adjusting scale. STEP TIME input button, for selecting step input. An INFORMATION box for note length, pitch velocity and position. Grid quantum, is for defining the note position. There are many more functions in the control section that are too numerous to mention here, sufficient to say that the grid editing window is well catered for in the control department. The display options for the grid are as follows. From the VIEW menu select OPTION, which alows notes to be viewed from ALL tracks, or from those tracks with the PLAY flag set, or only those from the current track. The EVENTS option, allows all MIDI events to be displayed or only those which have passed through the input filter. There are several operations that can be done on notes. By clicking on the note it is possible to change pitch, position, length and velocity by use of the mouse. A note can be dragged to the trash can or moved around the grid at one's whim. An area can be defined so that operations can be performed on all notes within that area. An area can also be moved and copied within the grid. Yes, the area can also be dragged to the trash or to the stack for inclusion in another track. When Alchimie is playing there is a sort of pseudo scrolling effect for the grid window. A vertical bar moves from left to right acros the page but the window does not update. This must be done manually, not a great problem, and better than a static display. THE EVENTS LIST ~~~~~~~~~~~~~~~ The EVENTS LIST window, is rather more spartan and as the name suggests, is a long list of every MIDI event, be they notes, pitchbends, program changes and what have you. Like the Grid window, there are options for selecting which tracks shall have their events displayed, ie all, play flag selected or current track. The information that is available in the Events List consists of. TRACK. The track of the event. POSITION. Where it is. CHANNEL. The MIDI channel of the event. MESSAGE. What event it is. PARAMETERS. According to what type of event, these can be changed. Editing is accomplished by double clicking on an event and changing the parameters. Inserting is possible and a dialogue box pops up to ask you what you want to insert. This is very handy for plopping in a program change. As in every other window, events can be moved, copied and trashed. Both the GRID and EVENTS LIST windows have their strengths and weakneses when editing recorded material. In practice it is best to use both windows at the same time for maximum editing pleasure. MENUS GALORE ~~~~~~~~~~~~ The dropdown menus have many other functions and I do not intend to list them all, only the more interesting ones. The OPTION menu has already been mentioned with the options of selecting which tracks have their data displayed and whether it is filtered or not. The FUNCTION menu has a global effect on a track or menu. Operations which are possible are. INSERT. Inserts a blank section into the defined area. REPEAT. Repeats a defined area by a selectable amount. STRETCH. Stretches or shortens an area. DOUBLE. Yep, that's exactly what happens. REVERSE. Indeed ROTATE. much the same as reverse, bit silly really. EXECUTE. Now this is the fun one. Click on this and another program can be run with Alchimie sitting in the background, a song can be playing while you do this. The manual recommends that all your work be saved before try this out and it warns that things could go wrong. I was leaping up and down because I thought that it would be possible to run a patch editor with the sequencer. Indeed this is it's purpose, although I found that the CZ editor I use would not access the MIDI ports. I did not have another editor to try out, but the CZ editor is a bit of a pig to use anyway. Other programs such as word processors worked just fine. IMPORT. Import a type 0 or type 1 MIDI file format song. EXPORT. Export " " " " " " " " " " EVENTS menu. This contains the operations necesary for editing any particular kind of message or parameters of a message, these are. CHANNEL. Fix the MIDI channel number for the events in the chosen area. CONTROLLERS. Change the controllers in area, mainly for instrument compatibility. QUANTISE. Two operations available will quantise data or humanise it. NOTES. Transpose the pitches of the notes in an area. Or translate.... The manual does not make it very clear on what exactly this does, but it looks complicated. VELOCITY. Four operations are possible, FIX, TRANSPOSE, SLOPE, and COMPRESS. Fix, sets the velocity in an area to a chosen value. Transpose, increments or decrements the velocity to a desired value. Slope, will alow a gradual increase/decrease of velocity over an area. Compress, will compress/expand the velocity around a central value. DURATION. Operations are FIX, QUANTISE, and TRANSPOSE on an events duration. COMPRESS. Removes a certain ratio of pitch bend, channel and poly aftertouch. MIDI IN. Allows the user to define what MIDI events are recorded in the input buffer. MIDI OUT . Options are running status. Synchro enable/disable. MIDI Thru enable/disable. Metronome, clickout enable/disable. SAVE. Save the desktop (A very thoughtful touch) THE DATA FILTER. Is very sophisticated and can be set up to only act on certain ranges of information. For example strip the aftertouch from all notes above MIDI note number 64 with a velocity of 98........ Nuff said. Filtering is quite important because some controllers, such as aftertouch send out a lot of data which only takes up memory. THE MASTER TRACK ~~~~~~~~~~~~~~~~ The Master track defines how patterns are ordered into a song. It basically consists of a list of instructions that are executed when the main counter reaches the time specified in the position field. The instructions are as follows. PLAY. Play a pattern. The number of the pattern, the name of the pattern and the number of repeats must be given. TEMPO and TEMPO CHANGE. When a tempo instruction is encountered the song will play at the new tempo. A tempo change will order a change by a specified amount. REPEAT. Will repeat the next part for the desired number of repetitions. New parameters can be inserted and modified in the Master track, also instructions may be erased. THE RAP UP ~~~~~~~~~~ Once a few of the basic concepts had been understood, I found Alchimie to be easy to use. Because it relies on GEM, I would recommend a software Blitter such as Turbo ST for speeding up the screen draws. At times I found the action to be a little on the jerky side but not unbearable. The main bugbear I have is in trying to work ones way around all the windows, there is a lot of information there to work with. To compensate, there are numerous keyboard commands to save on getting an arthritic right wrist and an information file can be edited to provide the optimum desk layout. Just for the record, there is no right or wrong way to design a MIDI sequencer, It is really up to the writers imagination as to how they choose to manipulate MIDI data. One could have a sequencer based around clock dials or maybe little animated postmen that drop data in letterboxes... Ah I'm being silly now. All in all I am very impressed with this program. as I stated earlier, Alchimie Jr. puts every other PD MIDI sequencer for the ST to shame. For the beginner I would recommend this ahead of any other entry level sequencer. It has a pretty steep learning curve but so does every other professional sequencer. I certainly would not begrudge the authors their $25. Alchimie Jr 2.22 is available from ACE NSW Public Domain Library. Copyright 1990 For ACE NSW Inside Info Permission to reproduce this article may be obtained from ACE NSW GPO Box 4514 Sydney NSW Australia 2000 or via ACE BBS 02 6641303 FIDO 3:712/520 <*> <*> <*> <*> <*> <*> <*> <*> |*||||||||||||||||||||||||||||||*| |*| Z*NET ECHOES |*| |*| by Terry Schreiber |*| |*||||||||||||||||||||||||||||||*| ATONCE 286 AT EMULATION General Specs from the manual ----------------------------- - 16 bit, 8MHz 80286 CPU - Norton factor 6.7 - 704kb DOS-Memory (in ST's with at least 1 MB RAM) - up to 3 MB(e.g. Mega ST 4) Expanded/Extended memory for example as RAM-DISK or as RAM for certain programs - Administration of up to 24 GEM-DOS-compatable partitions under DOS - DOS can be booted directly from one of these partitions - Supports hard disk and removable hard disk subsystems (for example votex HDplus, vortex DataJet) (Ed.note: commonly refered to as Syquest mechanism) - Video-Emulations: CGA, Hercules, Toshiba T3100, Olivetti (with the Atari color monitor CGA only) - Use of the Atari Mouse as Micro-soft-Mouse (on COM1 as well as COM2) - Supports the parallel and serial interface - Complete integration of the internal 3.5" floppy drive as 720KB DOS floppy drive, as well as one external 3.5" or 5.25" as 720KB/360KB DOS floppy drive - Sound support - Adapter for 1040STE and Mega ST (optional extra) The first striking this about this product is the guarantee. "Votex guarantees that on leaving the premises of vortex the product is in a faultless condition and is manufactured to the product specifications. No further guarantee is given." With this in mind I suggest that you have an experienced tech install this unit, although I did install my own and it took about 35 minutes. The manual is quite informative as to the install in all the Atari product line excepting the Stacy. The size of the ATonce makes it an instant sell in the Stacy as the board measures 2 3/4" X 3 1/4" by 5/8" height requirements. After the install I did find that being used to Supercharger and it's handling of GEM partitions I became spoiled. All partitions to be used as DOS partitions need to be formatted under dos therefore making most drives need re-formatting and/or re-partitioned for the size that you need. A 16 meg partition is the maximum you are allowed. After the install you are ready to boot. There is a noticeable difference in speed in the boot-time as compared with the Supercharger, the ATonce is about 1/3 faster. As for benchmarks and speed checks I didn't do any but the speed increase is very noticeable. I tried it on both color and monochrome and the color was somewhat lacking. A future upgrade to some software emulations for color would be nice so that you can run Hercules and EGA, VGA would also be nice but I would, for now be satisfied with Hercules. Running Better Working's "Eight-in One" software I connected a modem and Voila'- connect 9600 ARQ to a local system. As for Atari Laser printer, the manual doesn't state anything regarding the laser. I will try it out in the next week and see what happens, hopefully it will work as well as the Supercharger. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% THE STE BLACKLIST VERSION 1.2 (29.10.90) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Compiled by Gary Spiteri ~~ Commercial Software ~~ - GAMES - * ARCTIC FOX * BARBARIAN * BARBARIAN 2 * CAPTAIN BLOOD * COLOSSUS CHESS X * DEFENDER OF THE CROWN * F16 COMBAT PILOT * FOOTBALL DIRECTOR II * GHOULS 'n' GHOSTS * GUNSHIP * KICK OFF * LICENSE TO KILL * MICROPOSE FOOTBALL * Mr HELI * NEW ZEALAND STORY * NETHERWORLD * OPERATION WOLF * PAPERBOY * POPULOUS (STE version released in Europe) * RIK DANGEROUS * SPEEDBALL * STARGLIDER * STARWARS * STOS (New STE version out (v2.5?) PD patch for older versions) * STRIDER * STUNT CAR RACER * WATERLOO * WEIRD DREAMS * WINTER GAMES * OVERLANDER * PREDATOR * STEIGER * VOYAGER * STAR RAIDERS * WANTED * SUPER QUINTET * BUBBLE GHOST * WARLOCK QUEST * CHAMONIX CHALLENGE * PASSENGERS 1 & 2 * POCKET SOFT TNT * KRYTON EGG * MURDER IN VENICE * MOTOR BIKE MADNESS * G.NIUS * PHOENIX * SLAYER - SERIOUS SOFTWARE - * 1st WORD PLUS (I think v3 works??) * ELECTRASPELL * THE MONO EMULATOR FOR SIGNUM 2 (Signum 2 is ok with mono systems) * UNIVERSAL ITEM SELECTOR II (latest version of vIII works!) * MAVIS BEACON TEACHES TYPING * FUN SCHOOL SERIES * THE OVERSCAN HARDWARE/SOFTWARE SCREEN ENLARGER ~~ PUBLIC DOMAIN SOFTWARE ~~ * ARC ST 6.02 (up to v5.21c works) * DC SHOWIT (v1.1 now works) * HEAD START V1.1 (this works with TOS 1.4, so 1.4 and 1.6 are different!) * PINHEAD versions less than 1.7 (PINHEAD v1.7 is ok) * STARTGEM * STAR STRUCK (works only the once!) * STWHIZ * VKILLER v2 (version 3 (on inside info #46) works well!) * ARCSHELL v1.4 (ARCSHELL v2.1 works) * FLAGMENU.PRG (from disk U6) * DISKTOP.PRG (from disk U9) * MONOWARE.PRG * L-STATS.TOS (the rest of L- Utilities work) * FASTDISK.ACC * FT.ACC * UD.ACC * HOT_DEMO.PRG * MONO_EMU.PRG - try MONO EMULATOR v5 * ALL PROGRAMS WRITTEN IN STOS (needs pd patch or STOS v2.6) * GRAF STAR * MASTERPAINT * COLOURBURST v0.3 * COLOR512 * SMOOTHTALK demo * MATHS TEST * MASTERMIND * ADVENTURE WRITER * FLIGHT SIMULATOR * SPRENGMEISTER * STONEAGE DEMO * EAMON * SYSTEM 5 * STAR TREK DEMO * AROUND THE WORLD IN EIGHTY DAYS * DGDB * BOLO * ORBIT (STOS game) * ZOLTAR (STOS gane) * GOBBLER * PONTOON PUZZLER * FMC TRADING * RUSH * ROTATION * DUNGEON MASTER GUIDED TOUR (the comercial game works!) * NEO_ANI TRASH * ATARI WORLS DEMO * DBASIC * ACC: AMAZING CRACKING CONSPIRACY SYNTH SAMPLE II * MICRO MIX I & II DEMOS * BALLDEMO * READER VOICE SYNTHESISER * GEMBOOT v2.1re * FONTEDIT * LINES * SPIRALS * SKETCHBOOK * SLIDESHOW II (STOS) * PICWORKS * HI-TECH TRIVIA v1.2 * VIDEO CREATOR * MCWRITER * HOME ACCOUNTS v1 * TUZZLE * MOTORWAY MADNESS * PATIENCE * MASKEN * THE RUSH * WHO MAINED ROGER RABBIT * SPACE ACE DEMO * PIPE PANIC * STAC DEMO * THE SNOWMAN * ART MACHINE * UNTOUCHABLES by the Replicants * CONSTELLATION DEMO * THE PHALANX DEMO * LEVEL 16 FULLSCREEN * THE SAS DEMO * THE ULTIMATE DEMO * ATG DEMO 1 * THE ALLIANCE DEMO * THE AENIGMATICA DEMO * THE OMEGA DEMO * BLOOD MONEY MUSIC REMIX * BATMAN III DEMO * KYLIE DEMO * PHANTOM OF THE OPERA * THE BEST OF NOD * THE KIKI DEMO * ANGEL EYES THE 1 MEG KEEK DEM * TREKTALK 2 - THE NEXT GENERATION * Dr FEELGOOD * ROBOMIX * LEVEL 16's MODEL DEMO * THE LOST BOYS' POWER DEMO * INTERKEY RAP * LOVESPY DEMO * DEMO 5 * FNIL DEMO * B.I.G. DEMO * AMIGA DEMO * SO WATT DEMO * SWEDISH NEW YEAR 89-90 * THE JUNK DEMO * THE WHATTAHECK DEMO * THE CUDDLY DEMOS * THE NASA SLIDESHOW * PREDATOR DEMO * THE SUPERIOR DEMO * A KIND OF MAGIC DEMOS * P.O.V. COMPILATION 1 * THE UNION DEMOS <*> <*> <*> Taylor Ridge Books P.O. Box 48 Manchester, CT 06040 (203) 643-9673 FOR IMMEDIATE RELEASE CONTACT: TAYLOR RIDGE BOOKS (203) 643-9673 LEARN TO PROGRAM THE ATARI ST WITH C-MANSHIP COMPLETE Manchester, CT. August 8, 1990--Taylor Ridge Books has announced the release of C-manship Complete, the popular C and GEM programming tutorial originally published in ST-Log magazine. Written by Clayton Walnum, the former editor of ST-Log, C-manship Complete guides readers through both the basics of C programming and the complexities of the GEM operating system. The 400-page book is $19.95. A disk version, which includes both the book and two single-sided disks, is available for $29.95. "C-manship is the only book that teaches both C and GEM programming," says Clayton Walnum. "Everything you need to know to program your Atari ST in C is covered in C-manship Complete." C-manship Complete begins with the basics of C programming, then progresses to such advanced topics as the VDI, alert boxes, customized mice, file selectors, raster operations, dialog boxes, windows, desk accessories, animation, and more. The book concludes with an in-depth "take-apart" of a large-scale GEM application. Dozens of sample programs are included. C-manship Complete can be ordered from Taylor Ridge Books, P.O. Box 48, Manchester, CT 06040 at the prices listed above plus $2.00 P&H. Connecticut residents must include 8% sales tax. (((((((((((((((((((|*||||||||||||||||||||||||||||||*|)))))))))))))))))) <*> CONTENTS <*> <*> INSIDE INFO No 49 <*> ACE ~~~ CONTENTS - You're reading it. EDITORIAL - The editor writes. COMPETITION - Title screen competition details. ACE BBS - Messages captured fron ACE BBS. HOW TO ORDER - How to order Public Domain and Shareware software from ACE. PD UPDATE - Cathy Tuck, ACE ST Software Officer with the latest programs. PD EDU-PACK - Educational software available from ACE. PD GAME PACK - Games software available from ACE. ACE MEETINGS - Meeting dates and venue. ACE OFFICERS - Your Committee. ACE MAILBOX - Letters. MAC PD - Macintosh Public Domain software available from ACE. ACE INTRO - The wherefore and whyfore of ACE NSW. JOIN ACE FORM - New members and membership renewal form. FEATURES ~~~~~~~~ ST NEWS - All the news thats fit to print. SPECTRE SPEED - Spectre is faster than a Macintosh SE! SPECTRE 3.0 - New features. C BOOK - Complete guide to programming in C on the ST. GUI - Elements of a Good User Interface SEURAT - New and improved! OS 9 - Multitasking operating system for the ST NEODESK 3.0 - Probably the best desktop system short of a TT. TT DESKTOP - Similar to NEODESK in terms of features. VDOS - Virtual disk operating system for the ST. PARAGON AD - WA company delivers the goods. GLENDALE SHOW - US show report. DUSSELDORF SHOW - Dusseldorf show report. HYPERLINK - Hypercard for the ST. HARDWARE ~~~~~~~~ ADSPEED - ICD's new accelerator board. ATONCE - Turn your ST into a 286 clone. SPECS - Technical specifications for the TT, Stacy and Portfolio. PC DITTO FIX - Keep that board in position! MOUSE MOD - DIY mousemaster. SS TO DS DRIVE - Get the double sided version of Inside Info! 520 ST UPGRADE - Upgrade your 520 to a 1040. SH 204 UPGRADE - How to upgrade your Atari hard drive. S.I.G.s ~~~~~~~ STE SIG - Gari Spiteri with the latest on the STE. STE BLACKLIST - Compiled by Gary. ALCHEMIE JNR - Midi S.I.G. convener Phillip White backs a winner! MIDI TELEPHONE - No need to travel to a gig ever again! GFA BASIC ~~~~~~~~~ GFA INTRO GFA PART 1 GFA PART 2 GFA PART 3 GFA PART 4 GFA PART 5 Hutch's excellent tutorial series. GFA PART 6 GFA PART 7 GFA PART 8 GFA PART 9 PROGRAM FOLDER (In the root directory of I.I.) ~~~~~~~~~~~~~~ Cachev35.app - Disk cache, speeds up IO operations. Deskmg33.app - The latest version of Deskmanager. NOTE : Cachev35.app and Deskmg33.app are SELF-EXTRACTING archives - you must copy them to a blank disk before running them as there is not enough room for them on InfoDisk. They are SHAREWARE programs. If you decide to use them you are expected to register with their authors. Checkmem.prg (Checkmem.c is the resource file required by the program) - Check your computers memory - works on STE's too! Dpaint_d.lzh - Demo of DELUXE PAINT. <*> <*> <*> <*> <*> <*> <*> <*> Make that PCD II clip stay put! =============================== To: All PC-DITTO II Owners, both Present & Future Subject: A Better Mousetrap Accolade: PC-DITTO II, with a dependable installation, is an exceptional value (Price/Performance) when compared to the other offerings. Read on ..! Since installing PCDITTO-II in my 1040 this past February I have had to reform & reseat the 68000 interface board at least five times. The prime cause's of the contact loss are two fold: One being that its almost impossible to hand form all contacts evenly, Secondly, Copper and its Alloys all have memories, which means that a bend, or form over time, will tend to relax or partially un-form itself. Out of frustration, I have designed and fabricated a metal forming Die that will impart a 'V' notch at the end of each leg. This provides for a greater and more uniform contact pressure at the 68000 interface. ((((((())))))) | | > < ' ' As a means of recovering my time and tooling costs, I will impart this form onto 68000 interface boards that are used on 520's and 1040's using this type of interface: (68K Connector REV. C). The basic design, eliminates the cam-over rotation (with its inherent unforming of the pivot leg) required to install a hand formed tapered unit, as this unit can be pushed straight on. There are no guarantees that this will replace a soldered connection, but it sure beats what's offered out of the box. No warrantee is either expressed or implied and owner of Interface Board accepts all responsibility for the reform of legs and their end use. The cost of this service will be a $10.00 money order, payable to: E. Baumgras 14 Kidd Kove Baldwinsville, NY, 13027 1-315-638-2830 The shipper must also include a Self Addressed Stamped Envelope, with postage in the amount of $0.85. pc-ditto II is a registered trademark of Avant-Guard Systems. Atari is a registered trademark of Atari Corporation. An inherent advantage of this installation over solder, is its ability to be migrated to future systems, while leaving the original 68000 in an undesecrated state. Anticipated turn-around is (1) day after receipt. _____________________________________________________ DUSSELDORF SHOW REPORT ======================= ctsy of GEnie and Rolf Hilchner Back from the Atari show! Here are some highlights.... The TT is ready to go!!! Atari Germany has stated that there are 200 machines at their dealers! The TT comes with a 32Mhz 63030. The operating system is called "TOS 030" and is downwards compatible to the ST TOS. The TT is claimed NOT to be a computer for textprocessing.... it is alleged to be much to fast for that! The TT comes with a memory managing unit, a 256 Bit Cache, which is in- tegrated on the chip (MC 68030). For mathematical operations the TT can be put together with the MC 68881, MC 68882. The TT comes with either 2, 6 or 8 MB of main storage. The main storage can be upgraded with 4-Megabitchips up to 26 MB of RAM! The TT has one parallel, two serial intefaces, a MIDI Interface and the Atari ACSI DMA Channel (for Harddisks, Laserprinters and CD-ROM, etc.). The TT also has either two Highspeed SDLC Interfaces or one Highspeed SDLC Interface and one interface for a slower LAN, like AppleTalk. Also a SCSI Interface was integrated with a SUB-D-Connector (25 Pin). The Floppy-Controller: It can handle two 720KB 3 1/2 inch Floppies, one is already built in the TT. A very fast (lower than 20 milliseconds) 40 Meg harddrive also comes with the TT030. The Sound system now works with 8-Bit-PCM-Stereo (Pulse Code Modulation). And now, the screen resolution of the TT: It can handle up to 4096 colors, resolution is from 320x200 (16 color- s) via 320x480 (256 colors) up to 640x480 (16 colors at a time). Plus the super-high-resolution monochrome mode with 1280x960 pixels. And, last but not least, the "Duochrome" mode, 640x400 pixel, like the resolution of the monochrome Atari ST, programmable in two colors of your choice. Professionals may be interested in the internal VME-Bus (A24/D16, A16/D16) This port permits one to integrate the TT with other professional hardw- are. The second new product Atari debuted at Dusseldorf was the new SLM 605 laserprinter, 6 pages per minute and smaller than the SLM 804. Editor Note: The SLM 605, (Epson Laser Compatible), made for Atari by Mannesman Tally, is destined to become the "sweetheart of the industry" as its also made for Zenith and a number of other well known manufacturers. There was nothing very new at the software side, except that GFA showed GFA-BASIC running under MS-DOS and UNIX !!! If you are interested, here some basic show statistics: Over 200 exhibitors from 16 countries, inclusive Australia and the UdSSR were exhibiting at Dusseldorf on 20.000 square meteres. More than 50.000 visitors, Atari said had attended the show! Other products shown at Dusseldorf included the ATW (the Transputer) the complete, and the elaborate PC line, the ST line and the Stacy, the Portfolio, the CD-ROM and of course, the TT. <*> <*> <*> <*> <*> <*> %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% I N S I D E I N F O %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ~~~~~~~ No 49 ~~~~~~~ EDITORIAL 3/11/90 ==================== An acquaintance, whom I foolishly allowed to move into my house ("just for a few months") 9 months ago, has been bragging about the the 386 IBM clone, he recently purchased. The machine running windows 3.0 features windows, icons, and menus (what will IBM think of next?). Now that a 68030 upgrade board (see ST NEWS) and a 386 add on, are in the works, I'm feeling better. SUBMISSIONS ~~~~~~~~~~~ Address submissions : Attention Greg Smith GPO BOX 4514 SYDNEY 2001 NSW AUSTRALIA Or leave mail to Greg Smith on ACE BBS. ADVERTISERS ~~~~~~~~~~~ ACII text files or DEGAS/ELITE picture files can appear automatically at bootup as well as within the main program. *Note ASCII text files to appear at bootup are limited to 23 lines per screen. Greg Smith Support the Shareware Concept ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ****************** * * * PD EDUPACK * * * ****************** THE FOLLOWING 15 DISKS, COMPRISING THE PD EDUPACK CAN BE PURCHASED AT THE SPECIAL DISCOUNT PRICE OF $75.oo FROM THE CLUB'S ST SOFTWARE OFFICER - CATHY TUCK. - PH> 349 3602 (2pm - 5pm weekdays) G8 KIDSFUN 2 - Make Akiken Drum - put him together. Good fun. L ABC - game. Piano - Mouse controlled, educational. L G9 KIDSFUN 3 - KIDGRAPH - 3 Sample pics. You can draw your own. L KIDGRID - Similar to KIDGRAPH. 3 sample pics inluded. L KIDPIANO AND ORGAN. L KIDMUSIC - Plays nursery rhymes. L KIDNOTES - Play your own tunes. L G10 KIDSFUN 4 SPELLPIC - BASIC GAME. L WORDPIC. FIRSTMATH - Various levels - Great graphics, a good tutor for children from 5-10, Teaching spelling, maths and recognition at different levels. L PUZZLE.ACC ST INTRO - Explains the DESKTOP. M SUPERSIMON - Repeat the sequence of colours and notes. L G11 THE PLANETS - DOUBLE SIDED DISK. Great prg. With pics of the Planets, Moons and Asteroids with information about each. Educational. L G41 K SHAPES - Mouse controlled. This is a building block type of affair, whereby coloured shapes can be selected to build bigger shapes, suitable for 5-9 year olds, good educational software, potential to be upgraded to paint package. Documentation provided.L MATCH ABC - Mouse controlled. From a large selection of cards, try and remember matching pairs of letters. for two players. Good for both children and adults. Documentation provided.L G42 K SHAPESP - again! This one is for ages 9 - adult. L QUIX - Keyboard controlled. Based on arcade game QIX, this version is not graphics based, but author claims version is being developed. Object is to fill in 75% of playing area without getting hit by the qix, fuse, or spar Documentation provided. L/M G45 KIDPUBLISHER - From Dot Brumleve, who gave us the Kidsfun prgs. good for primary age - both versions are included. Your child can write a one page story - do a drawing and print it out. Very nice. L CHILDPLAY - Drawing prg for very young children. L Press ESC to clear screen. CONTROL + C TO QUIT. MYSTERY - Logic puzzles. Murder & intrigue. ALL COL. G60 BARNYARD - (OLD FARM PRG) for the young ones. Concentration type game. Colourful with good sound effects. L MATHDRILL - Basic add, subtract, or the lot game. Reset to exit. H/L Mr. POTATO - BY D. Brumleve. colourful matching game. Similar to Aiken Drum. L G61 NUMBERS GO ROUND - Very good numbers/sums/puzzle game for all of us!! L. REBUS 4 WRITER - By D. Brumleve. Make words using pictures. L educational. G68 SEASIDE.PRG - BY Frank M. Hundley. Excellent LOW RES matching game with a difference! Good for all ages. 4 levels and not easy! Match the pics BUT BEWARE OF THE SHARK. Ring the bell and save your score. The graphics are great as is the sound of the sea animals, many of which are peculiar to this program. L DOT 2 DOT.PRG - Ver1.9 BY Dorothy Brumleve. Again a very good prg. Easy graphics. Click on the numbers in the pic in order. Print it out. Includes Dot Maker Prg. L. G80 BENJAMIN'S ABC'S - Shareware by C.M. Masserman. Teaches children the alphabet. With digitized speech and graphics. For ages 2-5 Col. G81 FLASHCARDS 1 - By Potomac Pacific Engineering Inc. Vocabulary trainer. Learn spelling, identify meanings, new words!. Print it out. Ages 13 - 80! Manual on disk. Make your own! Over 7500 words. Col/Mono. Extra modules available. G82 FLASHCARDS 2 - SEE ABOVE G83 FLASHCARDS 3 - AS ABOVE G84 FLASHCARSD 4 - AS ABOVE * * * * * <*> <*> <*> * * * * * ********************* * * * PD GAMEPACK * * * ********************* THE PD GAMEPACK, COMPRISING THE FOLLOWING 7 DISKS CAN BE PURCHASED AT THE SPECIAL DISCOUNT PRICE OF $35.oo FROM THE CLUB'S PD SOFTWARE OFFICER - CATHY TUCK. - PH> 349 3602 (2pm - 5pm weekdays) G20 NAVAL BATTLE - A Battleship game with speech synthesiser. BY JOHN HUTCHINSON. 520 AND 1040 VERSIONS FOR BOTH SINGLE/DOUBLE SIDED DISK DRIVES/ PLEASE SPECIFY L/H G29 BUBBLES - Guide the bubbles through the cave. Beware of the drips and the bee! Good fun! H/col REVERSI ACC SHIBIT NUMBER GO DOTDASH - Good! Play a friend or Computer. H/col CHRISTMAS SONGS - Many songs to play on your ST. G40 BOG - Mouse controlled. Boggle type game, a 4x4 grid is filled with letters. Object is to guess words. Your computer opponent calculates how long you took. Documentation provided.M/H RACE CARDS - Mouse controlled. Kids one. Combination addition and race game, for every correct answer your car advances. object is to beat the other car to the finishing line. No Documentation. L KIDS STORY - Mouse controlled. Based on Little Red Riding Hood except you can alter it somewhat. For 5-9 year olds. L G44 CRAPS DUCKROGERS - GOOD. col FLIPPER - Load a NEO pic and turn it into a jigsaw.L HACMAN - Pacman clone. col SHADOW - Guess where your opponent's men are. COL. G49 HANGMAN - Educational! Spelling game. Makes quizzes to suit any age. Good. col JITTERBUGS - Space game. with Ship Editor full doc inc. col PENGO - Fast action, excellent graphics, col LINEUP 4 ACC - Like connect 4. not bad. COL. G71 TETRIS1 - By Michael Jenkin is an excellent implementation of the addictive Russian game TETRIS. This version is based on SUNTETRIS by Rick Iwamoto. L/M STETR2.PRG - This is STETRIS by PCM van der Arend. Another excellent implementation of the addictive Russian game. Three skill levels, 10 playing levels, variable number of lines (with randomly placed blocks). Variable height playfield, redefinable keyboard controls and preference/ high score save ability. M WEEGAM.PRG - Is a collection of activities designed with the idea of a small child sitting on their parent's lap, enjoying each other's company as much as the games themselves and was written by Steven M. Low. It has a multiple activity "game" with Matching Letter/Number, simple math, and rudimentary drawing board, ABC's etc.L COLRQU.PRG - Color Quest is a simple game that can really shape up your memory. It's a shareware program (a Simon clone) that was written and compiled in STOS basic by J. Peach. The game board consists of four color buttons. The object of the game is to remember which buttons the computer or another player selected (in order) while continually adding new buttons to the sequence. Commercial quality program. Color only and works on all roms. STATES.PRG - This is another nice shareware program by Steven Schmitz. It will help teach your children geography, the states of U.S.A. and their capitals. M G86 THE WOLF AND 7 KIDS - By. D.A. Brumleve. Good graphics adventure created with Talespin. Interactive. Ages 5-9. Col KID COLOURS - Shareware by P. Christensen. Colour learning game for ages 3-7. KID ADDER - An adding game with graphics and basic sound. Col * * * <*> <*> <*> * * * ***** ***** ***** ***** ***** ***** ***** ***** * * * * * * * * * * * * * * * * * * * * * * * *** ***** ***** ***** ***** ***** * * * * * * * * * * * * * * * * * * * * * * * * * * ***** * * * ***** * * ***** ***** ***** YOU NO LONGER HAVE AN EXCUSE NOT TO TRY IT! ====================== by John Hutchinson ==================== In the January 1989 issue of Start Magazine, published by Antic Publications, readers found a very pleasant surprise. Included on the magazine disk was one of the most successful commercial programs ever made for the Atari ST. It was, in fact, GFA BASIC 2.0! While not "exactly" public domain (Antic reserves the rights to all programs published by their magazines), the effect is the same. Thousands of Atari ST users now have immediate, almost zero-cost access to the second best programming language ever created for the ST. Why only "second best"? Well obviously, those kudos belong to GFA BASIC 3.0. GFA BASIC 2.0 is miles (alright, alright... kilometers) ahead of any other BASIC for the ST and often vastly superior to lower level languages such as Pascal, C, and Modula II. I'll try to justify those claims in a moment, so stay with me. As is common practice, ACE-NSW is making the Start magazine disk available to its members via the ST public domain library. (As with any program published by Antic, you should own a copy of the magazine containing the software to be legally entitled to use it.) So why am I decidely sold on GFA BASIC? Look at the facts: 1) First and foremost, like most lesser BASICs, GFA is an interpreted language. Simply put, this makes it easier to use and takes less time to see the results of your programming efforts. You use it's built-in editor (much like a word processor) to enter your command statements and then push two buttons to RUN the program. None of this edit, compile, link, run business. It's all done from the editor. 2) GFA BASIC supports a "structured programming" style which does not use line numbers. This may seem bewildering at first but it makes a lot of sense. Lower level languages such as Pascal, C, Modula II, and assembly don't use line numbers because they are a pain and lead to sloppy, difficult to manage and debug code. Face it, if you have to "jump" to another part of the program, it's much more intuitive to use the statement "show_the_picture" than "GOSUB 1210"! 3) You can call C and assembly programs and routines direct from GFA BASIC whenever you wish. When the external program finishes, control is passed back to your GFA BASIC program. You can even pass parameters back and forth. 4) GFA BASIC has a very "healthy" set of commands, includ- ing graphics and AES functions (GFA 3.0 added over 300 new ones!). If you can't do it in GFA BASIC, it probably doesn't need to be done in the first place! 5) GFA BASIC is, in a word, FAST! Speed used to be the downfall of BASIC but not any longer. As an admitedly biased example, check out the benchmark times below for sorting 1000 random strings in alphabetical order: ST BASIC ................. 304.00 seconds GFA BASIC V2.0 ........... 23.50 " GFA BASIC V3.0 ........... 18.10 " GFA BASIC V3.0 (QSORT) ... 0.82 " If you want your program to be even faster, you can buy the GFA BASIC 2.0 Compiler to convert your *.BAS files into stand- alone *.PRG programs (the compiler for GFA BASIC 3.0 should be available in February 1989). You will find that the speed of compiled GFA BASIC programs compare very favourably with (if not surpassing) those of Pascal and C. 6) Absolutely no royalty fees need ever be paid for any commercial usage of GFA BASIC. In fact, you don't even have to mention your published code was written in GFA. There are even separate run-time only versions of GFA BASIC 2.0 and 3.0 which Michtron has placed in the public domain. 7) GFA BASIC is the preferred language for submissions to both START and ST-LOG magazines (I myself have had four articles and programs published in START which ALL concerned GFA BASIC). The *** INFO DISK *** program which you are using now to read this newsletter was written in GFA BASIC. 9) Michtron has published a series of books to help you learn how to use GFA to its fullest. The book GFA BASIC TRAINING REBOOT CAMP is a great beginner's tutorial even if it does have a silly name. Separate intermediate to advanced books are also available for GFA 2.0 and 3.0. 10) Lastly, it's just plain FUN to use. So if you are still using ST BASIC, do yourself a favor and FORMAT the disk (at least it will be worth something then). Buy the GFA BASIC 2.0 disk from the ACE library. Whether you are a novice beginner or a seasoned programmer, I'm sure you will find GFA BASIC to be a real winner. I did! ++++++++++++++++++++++++++++ Using GFA BASIC - Part One by John Hutchinson GREETINGS... Welcome to the first installment of "Using GFA BASIC", a new monthly column for INSIDE INFO. If reader response is encouraging, each month I will try to pass along a few tips and tricks intended to make your GFA BASIC programming efforts more effecient, productive, and hopefully... fun! WHO IS THIS COLUMN FOR?... Sorry, but I don't intend to make this a beginner's tutorial series. There are other sources of information better suited to that task (see below). But neither will I restrict discussion of use only to those with considerable programming experience. I will initially assume that most readers of this column are somewhat familiar with the GFA BASIC editor, and have likely dabbled a little with other BASICs as well. WHY GFA BASIC?... As of this writing, GFA BASIC is undoubtedly the most popular programming language for most ST users. It's easy to use, fast, powerful, and very inexpensive. This is not to say it is best for all purposes (Assembly, C, et al, certainly have their place) but if you only have the time or inclination to learn one ST programming language, GFA should be it. WHERE DO I GET GFA BASIC 2.0?... Antic Publications recently bought the distribution rights to GFA BASIC 2.0 and included it on their December 88 Start magazine disk. You can get a copy of the disk from the ACE[NSW] library but you need to purchase the magazine to legally use it. An equally good bargain is that Antic is selling the GFA BASIC manual for only $US9.95. This is an exceptionally good deal so be fair and send them the money required for the back issue and manual to be a legal user: Start 544 Second Street San Francisco, CA 94107 USA If you have never programmed in BASIC before but want to learn, I recommend you purchase a copy of Michtron's book, GFA BASIC TRAINING REBOOT CAMP by D.A. Brumleve (US$19.95). Yes, it's a silly title but it is quite an excellent tutorial that doesn't treat you like an idiot yet it's not overwhelming either. If you can't find it locally, you can order it direct from: Michtron, Inc. 576 Telegraph Road Pontiac, MI 48053 USA Michtron also has available several other books on GFA you might be interested in. George Miller's new book, the GFA BASIC REFERENCE GUIDE, VOLUME 1, is a superb, massive volume with loads of information for new and experienced users alike. Another is the GFA BASIC BOOK which is a guide for advanced users. WHAT ABOUT GFA BASIC 3.0?... GFA BASIC 3.0 is the latest version and is jam-packed with features including over 300 NEW commands and a 600 page manual. It retains all the good features of the 2.0 version while improving the editor and overall run-time speed plus full AES implementation. If you already own GFA BASIC 2.0, I strongly recommend you upgrade to 3.0 (US$40 for the upgrade). Otherwise, I recommend you start off with GFA 2.0 because it's so cheap. This column will be written with the 2.0 user in mind, but since 3.0 is entirely downward compatible, any routines mentioned will work fine with both versions. [NOTE: Michtron has just announced availability of a NEW BASIC called HiSoft which they claim to be even more powerful than GFA 3.0. I hope to have a hands-on review of HiSoft soon so stay tuned!] DO I NEED THE GFA BASIC COMPILER?... No, but you will probably want it eventually. Essentially, the compiler takes your GFA BASIC source code and converts it into a standalone executable program (*.PRG) file. The end result is an even faster running program that anyone can use (and your source code is kept private as well). The 2.0 compiler retails for US$80. The 3.0 compiler is not yet available. GETTING STARTED... Now that all that rubbish is out of the way, let's get down to business. Load GFA BASIC and when the editor screen comes up, press the ESCape key to put you in "immediate" mode. Now type the following line and press RETURN: DEFLIST 0 Now return to the editor by pressing ESCape followed by RETURN. All this did was to change the display mode of your editor so that all GFA BASIC reserved words will be displayed in upper case and all others in lower case. This will be the format I will use in this column so it will be easier to understand if we all use the same mode. OPTIMIZING YOUR CODE... Let's try a little experiment. Enter the following code in the editor, then press SHIFT+F10 to run it: a=1 start=TIMER FOR i=1 TO 1000 a=a+i a=a-i a=a*i a=a/i NEXT i PRINT (TIMER-start)/50;" seconds" PRINT FRE(0);" bytes free" Note the "seconds" and "bytes free" amounts then make the following changes and try it again: a%=1 start%=TIMER FOR i%=1 TO 1000 ADD a%,i% SUB a%,i% MUL a%,i% DIV a%,i% NEXT i% PRINT (TIMER-start%)/50;" seconds" PRINT FRE(0);" bytes free" Quite a difference, isn't it? The whole point of this little exercise is to demonstrate simple ways to optimize your code for speed and memory usage. This leads to Hutch's Optimization Rules #1 and #2, namely... "Use INTEGER variables (those with a "%" suffix) whenever possible" and "Use GFA's built-in integer math functions whenever possible". INTEGER variables operate much faster in loops and require less memory than REAL variables and the math functions are considerably faster too. If your program needs REAL numbers then by all means, use them, but only when you have to. Conserving memory may not seem like a big deal when you have 1/2 to 4 Megabytes to play with but as your programming efforts expand in complexity, it becomes important. There are many other ways to optimize your programs, of course, and we will deal with some of them when appropriate. As a general rule of thumb, however, simply try to write your code so it does what it needs to do in as few lines as possible and it will generally be more efficient. That may seem self-apparent but many programmers seem to become "oblivious to the obvious". This leads us to Hutch's Optimization Rule #3... "If a given routine needs to be duplicated more than twice in a program, make it a procedure call". For example, if you have a program that has the following lines repeated at several places in the code: IF key$<>right_key$ OUT 2,7 SETCOLOR 0,7,0,0 ALERT 1,"Wrong key,| Dummy!|,1," Rats! ",dummy% SETCOLOR 0,7,7,7 ENDIF it's more efficient (and elegant) to do this: IF key$<>right_key$ GOSUB wrong_key_alert ! User messed up ENDIF ' PROCEDURE wrong_key_alert OUT 2,7 ! Ring the bell SETCOLOR 0,7,0,0 ! Turn screen red ALERT 1,"Wrong key,| Dummy!|,1," Rats! ",dummy% SETCOLOR 0,7,7,7 ! Turn screen white RETURN Again, use your best judgement but if the use of procedures can result in fewer lines of code then go for it! You will likely find that your code is easier to read and understand as well. One more thing, note the use of my comments, above. I use a LOT of comments in my code. If you have ever written a complicated piece of code, put it away, then came back again after six months and scratched your head trying to figure out what the heck you were trying to do then you will understand why. I believe that's more than enough for this session. Next month we will talk about "structured programming" (ARGHHH!) and perhaps demonstrate a couple of handy graphics routines. HELP!!! Your feedback is IMPORTANT! Send your comments, questions, suggestions, hate mail, etc, to me via E-mail on the ACE [NSW] BBS. We hope to have a GFA SIG up and running on the BBS soon so stay tuned for announcements. Enjoy, * * * * * * * * * * * * * * Using GFA BASIC - Part Two by John 'Hutch'inson IS ANYONE OUT THERE??? ---------------------- In the course of writing articles for newsletters, one sometimes wonders whether or not anyone out there is actually reading them. In the last month, I have had very little response to this column and absoultely ZERO input to the GFA BASIC SIG (message area number 20) on the ACE [NSW] BBS. To be honest, if we don't get any positive feedback soon, then I'll recommend we release the much needed disk space back to the Editor and Sysop for topics of more widespread interest to members. So if anyone out there wishes this GFA support to continue, let me know, O.K.? STRUCTURED PROGRAMMING ---------------------- You hear a lot about structured programming nowadays, and perhaps it's time that someone (me, for instance) cleared out the cobwebs and put the issue in its proper perspective. First of all, what is it? Quite simply, it is a programming style which, when followed in a logical manner, will tend to make your programs more understandable and easier to debug and maintain. That's all there is to it. It won't make your programs faster or more user friendly, but it can help make YOUR life as the programmer a little less tiresome in the long run. The first rule in structured programming is that there are no rules. After all, it's YOUR program (discounting those of you who hack for a living, of course). What you can do though is to set up a few guidelines for yourself and try to follow them in each program that you write, hence establishing a sort of pattern. For example, here are a few guidelines that I TRY to follow: 1) Use a program header. I always include a program header which consists of a bunch of remarks at the very top of my listing which identifies the program name, filename, date last revised, major modifications made, and a list of bugs that still need to be corrected. 2) Write your program like you are writing a story. Have an "introduction" (initialization), "body" (main), and a "conclusion" (finish). Keep the main routine as short as possible by using procedures to do the dirty work. Put the main routine near the beginning of your program and arrange your procedures in a logical order, putting those less frequently used near the end. 3) Use one command/statement per line. Fortunately, GFA BASIC pretty much forces this requirement on you by not allowing concatenation of multiple commands on a single line. Yes, this may make your program listings longer but also makes them SO-O-O-O-O much easier to read. 4) Use intuitive variable and procedure names. The days of 8 character long variable names are long since past. GFA allows variable names of up to 256 characters in length, and these may consist of letters, numbers, underscores, etc. Why use "d=1.5" and "GOSUB gc" when "dollar_amount=1.5" and "GOSUB get_colors" are so much more understandable. 5) Be consistent in variable names. Use the same variables as loop counters throughout your program, and establish a common rule for nameing integer, real, and boolean variables. 6) Minimize GOTO instructions. Note that I say "minimize", not "eliminate". There are times when a GOTO instruction may, in fact, be not only appropriate but the most efficient way to handle an exit condition. Even so, GOTOs are notorious for making code hard to follow so do try to use them sparingly, if at all. 7) Make your code self documenting. Each procedure should be relatively understandable when taken by itself. Make liberal use of comments (remarks) to clarify what each procedure or function does. Remember, these are just some of MY guidelines. Develop a programming style that is comfortable to YOU and stick to it. GFA BASIC is not near as restrictive as Pascal or Modula II but it has a lot of features to support structured programming so use them! LOADING GRAPHICS SCREENS INTO GFA BASIC --------------------------------------- One of the most common tasks faced by ST programmers (especially for games) is the loading of a DEGAS (*.PI*) format picture file. While there are many ways to accomplish this in GFA BASIC, what follows is a short standalone program with procedures I have found to work well for this task. The following example is for color files but monochrome works the same way. ' GETDEGAS ' Use the following routine to load an uncompressed, 32K DEGAS ' picture file into GFA BASIC. ' ' Do this DIM statement only ONCE at the beginning of your program DIM sa%(16) ! Array for DEGAS palette ' ' Your program goes here ' ' Set a$ to the DEGAS file you wish to load. Include proper path. a$="A:FILENAME.PI1" @get_degas ! GOSUB to the procedure ' ' The rest of your program goes here ' END ' PROCEDURE get_degas CLS ! Clear the screen HIDEM ! Turn the mouse off ' Optional "black-out" routine to turn off screen during loading ' FOR i%=0 TO 15 ' SETCOLOR i%,0,0,0 ' NEXT i% BLOAD a$,XBIOS(2)-34 ! Load the picture a%=XBIOS(2)-32 FOR i%=0 TO 15 ! Read DEGAS colors sa%(i%)=DPEEK(a%) ADD a%,2 NEXT i% FOR i%=0 TO 15 ! Set the ST's colors a=XBIOS(7,i%,sa%(i%)) Next i% SHOWM ! Turn mouse back on RETURN ' Similarly, you may load NEOCHROME (*.NEO) format picture files with this routine: PROCEDURE get_neo BLOAD a$,XBIOS(2)-128 ! Load the file a%=XBIOS(2)-124 FOR i%=0 TO 15 ! Get the NEO colors sa%(i%)=DPEEK(i%) ADD a%,2 NEXT i% FOR i%=0 TO 15 ! Set the ST colors a=XBIOS(7,i%,sa%(i%)) NEXT i% RETURN ' CHANGING SCREEN RESOLUTION ON THE FLY... ---------------------------------------- In the above examples, the DEGAS or NEOCHROME format picture files must match the screen current resolution. But what if your application runs in medium resolution but you wish to display a low resolution picture file (or vice versa). Try this routine: PROCEDURE switch_res res%=XBIOS(4) ! Get screen resolution ' If pix is medium & screen is low: IF RIGHT$(a$,1)="2" AND res%<1 VOID XBIOS(5,L:-1,L:-1,W:1) ! switches to med res ELSE ' Or if pix is low & screen is medium: IF RIGHT$(a$,1)="1" AND res%>0 VOID XBIOS(5,L:-1,L:-1,W:0) ! switches to low res ENDIF RETURN Note the use of the XBIOS(4) call. This simple function returns the current screen resolution: 0 = Low resolution color 1 = Medium resolution color 2 = High resolution monochrome That's it for now. Stay tuned for more hints next time. HELP!!! ------- Your feedback is IMPORTANT! Send your comments, questions, suggestions, hate mail, etc, to me via E-mail or the GFA SIG on the ACE BBS. Enjoy, ******************************************************* ****************************** * * * Using GFA BASIC - Part 3 * * * * by John Hutchinson * * * ****************************** GREETINGS --------- Last month I asked for some reader feedback to gauge the level of interest in this column. I'm pleased to report that I have received several encouraging comments from ACE[NSW] members so for the time being, "Using GFA BASIC" will continue as a regular feature of Inside Info. Thanks for the kudos folks! BACK TO BASICS -------------- Since Start magazine's recent publication of GFA BASIC v.2.0 there are a great deal of brand new GFA users out there, some of which are attempting to learn the language without benefit of the manual which is in short supply. Therefore, to help get these people started, we will digress a little this month with a quickee introductory tutorial. If you are a more experienced GFA user, stick around because we will begin a series on GEM programming next month, concentrating on the AES routines. THE GFA BASIC EDITOR -------------------- When you run GFABASIC.PRG from the desktop, you will enter the editor from which all your GFA commands will be entered. The editor is much like a word processor and consists of an 80 column text display (even in low res) with the following menu bar at the top of the screen: -------------------------------------------------------------------- |Save|Save,A|Quit |New |Blk Sta|Replace| Pg up | |Direct|Run | |Load| Merge|Llist|Block|Blk End| Find |Pg down|Insert| Flip |Test| -------------------------------------------------------------------- (NOTE: Version 2's editor is shown but Version 3's is similar). You may select any of the menu items by pointing and clicking with the mouse or by use of the function keys (F1=Load, Shift+F1=Save; etc). Here is a brief rundown on the use of each item: LOAD (F1) - brings up a fileselector box from which you may load existing GFA BASIC programs (files ending in .BAS). SAVE (SHIFT+F1) - brings up a fileselector box from which you may enter the path and filename to save whatever GFA BASIC program is currently in memory (the editor) at the time. You should always give your GFA programs a filename extension of .BAS so you can easily recognize them as BASIC programs. MERGE (F2) - brings up a fileselector box from which you may choose an ASCII GFA file (one saved with the "Save,A" command) to be merged with whatever program is currently in memory. The merge will take place at whatever line the cursor is on when MERGE is called. SAVE,A (SHIFT+F2) - brings up a fileselector box from which you may enter the path and filename to save whatever GFA BASIC program is currently in memory as an ASCII file. Since ASCII files are pure text they may be shown/printed from the desktop, merged into a word processor, etc. You should always save ASCII files with a .LST extension. LLIST (F3) - If you have a printer connected to your ST, this command will allow you to get a printed listing of whatever program is currently in memory. QUIT (SHIFT+F3) - Takes you back to the desktop. Save your work first! BLOCK (F4) - Brings up a sub-menu of block commands that let you move, copy, write as a text (.LST) file, print, hide, or delete a block of text previously defined with the START BLOCK and END BLOCK editor commands. NEW (SHIFT+F4) - Erases whatever program is currently in memory. Be careful... once it's gone, it's really gone! BLOCK START (SHIFT+F5) - Lets you specify the beginning of a block of code which begins with the line the cursor is on. BLOCK END (F5) - Lets you specify the end of a block of GFA code. The block will be highlighted and ends with the line directly above the line the cursor is on. FIND (F6) - Allows you to enter a string of text which will be searched for from the present cursor position to the end of the program in memory. FIND is case sensitive. REPLACE (SHIFT+F6) - Like the FIND command, but allows you to replace text with other text of your choice. REPLACE is case sensitive. PG DOWN (F7) - Moves the program listing down one page. PG UP (SHIFT+F7) - Moves the program listing up one page. INSERT (F8) - Toggles between the insert and overwrite mode of text entry. FLIP (F9) - This command allows you to switch to the output screen of the last previously run program. Press any other key to return to the editor. DIRECT (SHIFT+F9) - Calls the direct mode in which GFA BASIC commands can be entered and carried out directly after pressing the RETURN key. Return to the editor by pressing the ESCAPE key followed by RETURN. TEST (F10) - Tests the structure and integrity of all loops and subroutines in the current program in memory. RUN (SHIFT+F10) - Executes the current program in memory. CONTROL COMMANDS ---------------- Several additional commands can be carried out via keyboard commands without using the mouse: LEFT ARROW - moves cursor one character to the left. RIGHT ARROW - moves cursor one character to the right. UP ARROW - moves cursor up one line. DOWN ARROW or RETURN - moves cursor down one line. CONTROL+RIGHT ARROW - moves cursor to end of line. CONTROL+LEFT ARROW - moves cursor to beginning of line. CONTROL+UP ARROW - scrolls program up one page. CONTROL+DOWN ARROW - scrolls program down one page. TAB - moves cursor one tab position to the right. CONTROL+TAB - moves cursor one tab position to the left. HOME - moves cursor to top of present page. CONTROL+HOME - moves cursor to beginning of program. CONTROL+Z - moves cursor to end of program. UNDO - cancels all changes made to a program line as long as the cursor has not left the line after changes were made. INSERT - inserts a blank line into the program at cursor. CONTROL+DELETE - completely deletes the line cursor is on. CONTROL+F - find the next occurrence of the search string entered in the FIND command. CONTROL+R - replaces the next occurrence of the search string entered in the FIND command with the text string entered in the REPLACE command. ESC - shifts into the DIRECT mode (same as SHIFT+F9). CONTROL+SHIFT+ALTERNATE - Breaks the execution of a program. USING THE EDITOR ---------------- Here are some basic points to remember about GFA: * GFA does not require archaic line numbers (thank God) and each line's syntax is automatically checked everytime you press the RETURN key. * If you make a typo, a bell will ring and an error message will appear in the menu line at the top of the screen. * GFA automatically indents your program for you to make loops and conditions and procedures easier to read. * If you are using the editor in low resolution, your mouse cursor will "disappear" about half-way across the screen. Nothing is wrong, that's just how they support 80 columns of text in low resolution mode (this problem does not exist in GFA 3.0 however). * GFA does not allow concatenated lines. In other words, only one command per program line, please. * GFA subroutines are called PROCEDURES and must end with a RETURN statement: PROCEDURE example PRINT "This is an example PROCEDURE." RETURN * Remarks must begin with the REM (or ' symbol) and be placed at the beginning of a program line. Comments may be placed on the same line as a command if separated by a ! symbol: REM This is a remark. ' This is a remark too. PRINT "Hello" ! This is a comment * Variable names may consist of alphanumeric characters and the underscore _ symbol and may be up to 256 characters long. The assignment command, LET (i.e., LET A=2), is entirely optional. GFA supports multiple variable types but the most useful are: A = 12345.12345678 ! real A% = 12345 ! integer A! = -1 ! boolean (TRUE or FALSE) A$ = "HELLO" ! string * Single and multi-dimensional real, integer, boolean, and string arrays are supported. * Standard arithmetic operators (+,-,*,/,^) are supported plus fast integer math functions ADD,MUL,DIV,INC,DEC plus trig functions SIN,COS,TAN,ATN,SQR,PI and other numerical operators MIN,MAX,INT,TRUNC,ROUND,FRAC,MOD,ODD,EVEN,TRUE,FALSE,AND,OR,XOR, EQV,IMP, etc. QUICKEE TIP OF THE MONTH ------------------------ Need a simple timing routine in your programs? Why not use the built in TIMER function in GFA? TIMER is a system variable that returns the time in 200ths of a second since your computer was turned on. Here's a simple example of how to use it to time something in seconds: ' TIMER demo PRINT "GFA BASIC Timer Demo" PRINT " Press any key to start timer..." REPEAT UNTIL INKEY$<>"" t%=TIMER PRINT " Press any key to stop timer..." REPEAT UNTIL INKEY$<>"" et%=TIMER-t% PRINT " Time elapsed = ";et%/200;" seconds." THAT'S ALL FOLKS ---------------- Hope this month's article helps to get our new GFA BASIC users off to a good start. The last I heard was that Antic Publications in San Francisco was sold out of the GFA 2.x manuals so if you need a GFA reference book, I recommend the following: -> For the beginner: GFA BASIC Training Reboot Camp by D. Brumleve and M. Marks -> For the advanced user: The GFA BASIC Book by F. Ostrowski -> Very good all around reference (good manual substitute): GFA BASIC Programmers Reference Guide, Volume I by G. Miller Each of these are about US$20-$25 and are available from: Michtron, Inc. 576 S. Telegraph Pontiac, MI 48053 USA And remember, if you like what you see in GFA BASIC 2.x, you will love the latest 3.x version, now being distributed by Antic. And hopefully by the time you read this, the 3.x compiler will have been released. Stay tuned for an upcoming review in Inside Info! Till next time, keep on hackin'... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GFA COMMAND TABLE (Ver 2.0+) ^^^^^^^^^^^^^^^^^ (From Probe by Alf) 1. Arithmetic Commands ABS ADD ATN BIN$ COS DEC DEFFN DEFNUM DIV EVEN EXP FALSE FIX FRAC HEX$ INC INT LOG LOGIO MUL ODD OCT$ PI RANDOM RND SGN SIN SQR SUB TAN 2. Graphic Commands BOX CIRCLE CLS DEFFILL DEFLINE DEFMARK DEFTEXT DRAW ELLIPSE FILL GRAPHMODE LINE PBOX PCIRCLE PELLIPSE PRBOX PLOT POINT POLYFILL POLYLINE POLYMARK RBOX SPRITE 3. I/O Commands BGET BLOAD BPUT BSAVE CHAIN CLOSE CRSCOL CRSLIN EOF FORM INPUT FORM INPUT AS GET HARDCOPY INKEY$ INP INP? INPUT INPUT$ LINE INPUT LIST LLIST LOAD LOC LPOS LPRINT OPEN OUT OUT? POS PRINT PRINT USING PSAVE PUT REAS RELSEEK SAVE SEEK SGET SPC SPUT TAB TEXT WRITE 4. Disk Commands CHDIR CHDRIVE DFREE DIR DIR$ EXIST FILES FILESELECT KILL LOF MKDIR NAME RMDIR 5. Gem Commands ALERT BIOS CLEARW CLOSEW FULLW GEMDOS GEMSYS INFOW MENU ON MENU OPENW TITEW VDIBASE VDSYS VOID WINDTAB XBIOS 6. Structure Commands CONT DO..LOOP END ENDIF EXIT FOR..NEXT GOSUB GOTO IF..THEN..ELSE ON BREAK ON ERROR ON..GOSUB PROCEDURE REPEAT..UNTIL RESUME RETURN STOP WHILE..WEND @ 7. System Commands ARRPTR BASEPAGE C: CALL DATE$ DEFLIST DEFMOUSE DPEEK DPOKE EDIT ERR ERROR EXEC FATAL FRE HIDEM HIMEM LPEEK LPOKE MONITOR MOUSE MOUSEK MOUSEX MOUSEY NEW PAUSE PEEK POKE QUIT RESERVE SETTIME SDPOKE SHOWM SLPOKE SPOKE SYSTEM TIME$ TIMER TROFF TRON VARPTR VSYNC 8. Data Commands ARRAYFILL ASC BITBLT BMOVE CHR$ CLEAR CLR CVD CVF CVI CVL CVS DATA DIM DIM$ ERASE FIELD INSTR LEFT$ LEN LET LOCAL LSET MAX MID$ MIN MKD$ MKF$ MKI$ MKL$ MKS$ OPTION RESTORE RIGHT$ RSET SPACE$ STRING$ STR$ SWAP TYPE UPPER$ VAL VAL? # 9. Other Commands COLOR REM SETCOLOR SOUND WAVE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using GFA BASIC - Part 4 by John Hutchinson GREETINGS --------- Due to a couple of requests from members, this month we will begin looking into incorporating GEM routines in GFA BASIC. GEM is great stuff, but taking full advantage of all it has to offer can become quite complicated. Nonetheless, we will take it a small step at a time so as not to overwhelm you (or me!). AN INTRODUCTION TO GEM ---------------------- GEM, or Graphics Environment Manager, is the graphics operating system built-in to your Atari ST. It alone is responsible for the user-friendly (ACKKK! I hate that term!) windows, icons, and menus that mouse lovers adore. It is not without its faults, of course, but its relative ease of use as compared to a command line operating system has opened the door to thousands of people who heretofore were intimidated by computers. GEM consists of two major subsystems, namely VDI (Virtual Device Interface) and AES (Application Environment System). These are actually just libraries of program routines that the operating system (or you, as a programmer) calls when needed. The VDI contains all the essential graphic functions needed for drawing boxes, circles, lines, etc, that make your life as a programmer much easier. GDOS, GIOS, and Metafiles are all logical components of the VDI but we won't concern ourselves too much about VDI in this article. Its sufficient enough to know what it is and that its always there ready to do its thing. The AES, however, is of considerable more interest. It contains all the functions that handle windows, menus, icons, dialog and alert boxes, etc. These are the goodies that can give your programs that extra flair and ease of use. Unfortunately, programming the AES functions is at times a daunting task. Fortunately, GFA BASIC comes with an assortment of AES commands inbuilt to the language and can access all others through procedure calls. Let's take a look at some of the simpler AES routines you can use in your programs with very little effort. ALERT BOXES ----------- The GFA BASIC ALERT command places a GEM (or more accurately, AES) alert box on the screen. An alert box is an ideal way to provide small amounts of information to a user and receive limited feedback in return. For example: _____________________________________________ | | | ------ THIS IS A SAMPLE ALERT BOX | | \ ? / | | \ / BIG DEAL, HUH? | | \/ ------- ------ --------- | | | YES | | NO | | MAYBE | | | ------- ------ --------- | |___________________________________________| The alert box consists of a bordered box centered on screen with up to four rows of text, each row consisting of up to 30 characters each. At the bottom of the alert box is from 1 to 3 buttons through which the user enters his response to the alert. One of these buttons may be made the 'default' which may be selected by the user simply by pressing the return key. An optional symbol (explanation mark, question mark, or stop sign) may also appear at the left side of the alert box. Using the ALERT command in GFA BASIC is the easiest way to add a bit of AES flash to your program. For example, the sample alert box, above, would be called by this simple command: ALERT 2, "THIS IS A SAMPLE ALERT BOX| BIG DEAL, HUH?|", 1,"YES|NO|MAYBE",choice% The syntax for the ALERT command is: ALERT sym,text$,default,button$,choice The expression "sym" defines which symbol is to appear in your alert box. Your symbol choices are: 0 - no symbol 1 - Explanation mark (!) 2 - Question mark (?) 3 - Stop sign The "text" that you want to appear in the alert box comes next, separating each row (up to four) with a vertical bar character (|). The expression "default" specifies which button in the box will be highlighted for automatic selection by the user pressing the RETURN key. You may have up to three buttons in your alert box. Use "0" if you don't want a default button specified. The variable "choice" will contain the number of the button selected by the user. In the above sample, selecting "YES" would set choice to 1, "NO" would be 2, and "MAYBE" 3. For efficiency, the above sample used an integer variable (choice%) although a real number (e.g., choice) would work as well. Since alert boxes are controlled by the AES, all program activity halts until the box is exited by selecting one of the buttons. AES takes care of screen redraws so this simple one line command is neat and effecient in use although quite limited in the amount of information it can exchange with the user. NOTE for GFA BASIC 3.x users: Version 3.2 and 3.5 both possess an annoying bug when calling alert boxes. If the mouse display is turned off via a HIDEM command prior to calling the alert box, the mouse will remain hidden when the alert box is displayed. The workaround is to simply do a SHOWM just prior to calling any alert boxes. FILESELECT BOXES ---------------- A fileselect box is another easy way to add AES flash to your program, IF you need to read or write user-specified disk files. When envoked, the FILESELECT command will place a standard file select box centred on the screen from which the user can choose the disk file to be actioned upon. The syntax for the FILESELECT command is: FILESELECT path$,default$,name$ The expression path$ is the name of the disk drive and folder that is to be shown when the box appears, using the standard hierarchical file system notation. If no path is specified (i.e., a null string, "") then the current disk drive path will be used. Note that if using the GFA BASIC interpreter, this will be the path from which GFABASIC.PRG was run. The expression default$ is the name of the file, if any, that is to appear when the box first appears. If the user selects "OK" or simply presses RETURN, this default filename will be selected. If you don't want a default, just use a null string again (""). The expression name$ will be the name of the file that the user finally selects by highlighting and selecting "OK" or by double-clicking. Note that if the user selects the "CANCEL" button, then name$ will contain a null string. As an example, suppose you want the user to select a data file with the filename extension of ".DAT" from a "DATA" folder which resides in another folder called "WHIZBANG" on floppy disk A. The fileselect command could look like this: FILESELECT "A:\WHIZBANG\DATA\*.DAT","",name$ The fileselect box would display only those files ending with ".DAT" from the "WHIZBANG\DATA" folders on disk A and no default file would be named. Note that although uppercase letters are used in the example, they are not required as GFA will convert them to uppercase automatically when the command is envoked. DEFINING THE MOUSE SHAPE ------------------------ You don't have to be stuck with that dull, drab arrow mouse shape. Besides the default arrow shape, there are 7 other shapes built-in to the system that you can call with the DEFMOUSE command. These shapes and their corresponding shape numbers are: 0 -> Arrow 1 -> Double parentheses 2 -> Bee 3 -> Pointing hand 4 -> Open hand 5 -> Thin cross hairs 6 -> Thick cross hairs 7 -> Framed cross hairs To change the mouse shape to a pointing hand, for instance, just issue this command: DEFMOUSE 2 Pretty simple, huh? Just remember that whenever an AES function is called that uses the mouse (like an alert or fileselect box) the default mouse shape of the arrow will reappear. When the AES function is finished, you'll have to redefine your mouse with anouther DEFMOUSE command. You can also define the mouse to be any shape you wish that will fit in a 16 x 16 grid bit pattern string. The easiest way to do so is to make use of the public domain mouse/sprite editor, EDSPRITE.BAS. This program lets you design and save your design to disk and even writes a ".LST" file of the implementing code to disk as well. For example: ' Mouse-Convert data in string LET custom$=MKI$(0)+MKI$(3)+MKI$(0)+MKI$(0)+MKI$(2) FOR i%=1 TO 16 LET custom$=custom$+MKI$(0) NEXT i% FOR i%=1 TO 16 READ foregrnd LET custom$=custom$+MKI$(foregrnd) NEXT i% DATA 0,0,0,64478,35344,35344,64030,35344,35344,35806,0, 35746,51754,43946,39094,35746 After running once through the code above, the custom mouse shape may be envoked at any time by simply using this command: DEFMOUSE custom$ EDSPRITE.BAS is very simple to use for creating custom mouse forms and can be used to generate sprites as well (but that's another topic). That's enough for this month. While many of you may be anxious to discuss windows, menus, dialog boxes, and event management you must remember that these are relatively complex subjects and we want to do this a little at a time, OK? But fear not for next month I'll show you how to create a simple yet fully functioning GEM menu system. If you want to learn all about using real AES dialog boxes with resource (*.RSC) files, I suggest you read the 3-part series on "Resourceful GFA BASIC" which began with the Summer 1988 issue. It shows you how to use a Resource Construction Set as well as the necessary GFA code. The author? Oh, some guy by the name of John Hutchinson. See you next time! ******************************************* Using GFA BASIC - Part 5 by John Hutchinson GREETINGS --------- Last month we began looking into incorporating GEM routines and discussed some very rudimentary examples. These included Alert boxes, Fileselect boxes, and custom mouse shapes. This month we will concentrate on how to set-up and use a drop down menu with GFA. Menus can add a lot of flair to your programs but take heart, they are NOT difficult to create (at least under GFA). MENU COMPONENTS --------------- Let's begin by looking at what things a typical drop down menu system consists of: Headers... A menu usually has from one to nine menu headers which are displayed horizontally across the top of your screen. These headers are used to categorize the menu 'items' which will appear in vertical 'drop downs' below the headers when you drag your mouse cursor over them. Items... These are the lines of text which appear under a menu header when the mouse cursor is dragged over it. Moving the mouse cursor over each menu item causes them to be highlighted and if the left mouse button is pressed, to be 'selected'. Desk Header... Typically, the first or left most header is given the name 'Desk'. The first item below this header is traditionally a credits item that will present the program's credits, e.g., "About this program". Desk accessories, if enabled, will be presented below the credits item. Separators... These are a special form of menu items which consist of a line of one or more hypen or minus sign (-) characters which are used to help separate and distinguish between different items of a single header. These are convenient in that GEM will not allow a separator item to be selected by the mouse. All these menu components will be held in a standard string array for easy access by your GFA BASIC program. DESIGNING YOUR MENU ------------------- The first thing to do in building a drop down menu is to get a clear picture in your mind of exactly what you want the menu to do and how you want it to appear on screen while in use. I recommend you sketch your menu's intended structure on a piece of paper before you begin coding it in GFA. A little prior thought in this area goes a long way towards saving you considerable frustration in the long run. After you have your rough sketch on paper, sum the number of headers and menu items you intend to use. To this sum, add a number equal to the total number of headers. This will give you the minimum size of the string array that must be dimensioned to hold all the components of your menu. HINT: Memory is abundant nowadays, so unless you are really concerned about it, always make this array size slightly larger (by 5-10) than what you plan for. This way, if you decide to add another menu item later on, you already have space reserved for it. CODING IT IN ------------ OK, for an example, let's suppose we wish to design a menu which will have 3 menu headers (including the 'Desk' header) and 14 menu items (including 2 separator items). Thus, we will need to dimension our menu string array to at least 20. Why 20 when all we have is a total of 17 headers and items? Because you MUST include a null or empty string ("") after the last item of each menu header and TWO null strings after the last item of the entire menu. As I mentioned above, however, to plan for future enhance- ment we'll bump this up to 25 just to be safe: ' DIM Strip$(25) ! String array for menu ' ' Strip$(0)="Desk" ! Header Strip$(1)=" About This Demo " ! Item Strip$(2)="-----------------" ! " Strip$(3)="1" ! Reserved for desk accs Strip$(4)="2" ! " Strip$(5)="3" ! " Strip$(6)="4" ! " Strip$(7)="5" ! " Strip$(8)="6" ! " Strip$(9)="" ! Null string Strip$(10)="Options" ! Header Strip$(11)=" Option 1 " ! Item Strip$(12)=" Option 2 " ! " Strip$(13)="-----------" ! " Strip$(14)=" Quit " ! " Strip$(15)="" ! Null string Strip$(16)="Choices" ! Header Strip$(17)=" Choice 1 " ! Item Strip$(18)=" Choice 2 " ! " Strip$(19)="" ! Null string Strip$(20)="" ! Null string ' ' MENU Strip$() ' ' MENU 12,2 ! Disable "Option 2" MENU 17,1 ! Checkmark "Choice 1" ' ' ON MENU GOSUB Handle_menu ! Check for chosen items DO ON MENU ! The main loop LOOP ' ' PROCEDURE Handle_menu MENU OFF ! Disable menu temporarily Item%=MENU(0) ! Item selected IF Item%=1 ALERT 0,"GFA BASIC Menu Demo| | by Hutch|",1,"Okeydoke",D% ENDIF IF Item%=11 ! "Option 1" chosen MENU 12,3 ! enable "Option 2" MENU 11,2 ! disable "Option 1" ENDIF IF Item%=12 ! "Option 2" chosen MENU 11,3 ! enable "Option 1" MENU 12,2 ! disable "Option 2" ENDIF IF Item%=17 ! "Choice 1" chosen MENU 18,0 ! remove check from "Choice 2" MENU 17,1 ! place check on "Choice 1" ENDIF IF Item%=18 ! "Choice 2" chosen MENU 18,1 ! place check on "Choice 2" MENU 17,0 ! remove check from "Choice 1" ENDIF IF Item%=14 ! "Quit" chosen END ENDIF RETURN ' Note that this example code will work with either GFA BASIC 2.0 or 3.0. Users of GFA 3.0 may wish to take advantage of its flexible CASE statement instead of all those IF-ENDIF conditions. And that's all there is to building a simple drop down menu under GFA BASIC. A little prior planning and very little coding effort will get you underway. For your convenience, the entire demo program is listed below, ready to be MERGED into your GFA BASIC interpretor. NEXT MONTH ---------- Our discussion of GEM will continue with a brief introduction to windows. "I don't do windows" but fortunately, GFA does! Until then, keep hackin'! ================================================================= ' MENU DEMO for ACE[NSW] ' August 1989, by ' ' *** INITIALIZATION *** ' First dimension an array big enough to hold all menu data DIM Strip$(25) ! String array for menu ' ' Now define each header and item in order of their appearance Strip$(0)="Desk" ! Header Strip$(1)=" About This Demo" ! Item Strip$(2)="------------------" ! " Strip$(3)="1" ! Reserved for desk accs Strip$(4)="2" ! " Strip$(5)="3" ! " Strip$(6)="4" ! " Strip$(7)="5" ! " Strip$(8)="6" ! " Strip$(9)="" ! Null string Strip$(10)="Options" ! Header Strip$(11)=" Option 1 " ! Item Strip$(12)=" Option 2 " ! " Strip$(13)="-----------" ! " Strip$(14)=" Quit" ! " Strip$(15)="" ! Null string Strip$(16)="Choices" ! Header Strip$(17)=" Choice 1 " ! Item Strip$(18)=" Choice 2 " ! " Strip$(19)="" ! Null string Strip$(20)="" ! Null string ' MENU Strip$() ! Call the menu routine MENU 12,2 ! Disable "Option 2" MENU 17,1 ! Checkmark "Choice 1" ' ' *** MAIN LOOP *** ' Look for menu events (mouse selections) ON MENU GOSUB Handle_menu ! Check for chosen items DO ON MENU ! The main loop LOOP ' ' *** HANDLE MENU CHOICES *** PROCEDURE Handle_menu MENU OFF ! Disable menu temporarily Item%=MENU(0) ! Item selected IF Item%=1 ALERT 0,"GFA BASIC Menu Demo| | by Hutch|",1,"Okeydoke",D% ENDIF IF Item%=11 ! "Option 1" chosen MENU 12,3 ! enable "Option 2" MENU 11,2 ! disable "Option 1" ENDIF IF Item%=12 ! "Option 2" chosen MENU 11,3 ! enable "Option 1" MENU 12,2 ! disable "Option 2" ENDIF IF Item%=17 ! "Choice 1" chosen MENU 18,0 ! remove check from "Choice 2" MENU 17,1 ! place check on "Choice 1" ENDIF IF Item%=18 ! "Choice 2" chosen MENU 18,1 ! place check on "Choice 2" MENU 17,0 ! remove check from "Choice 1" ENDIF IF Item%=14 ! "Quit" chosen END ENDIF RETURN ' ************************************************* Using GFA BASIC - Part 6 by John Hutchinson GREETINGS --------- Nice to "see" you back! I hope everyone had an enjoyable holiday season and I trust you are ready to jump right back into our tutorial series on GFA BASIC. If we have any new members reading this column, welcome aboard. If by chance you are just beginning to learn how to program in GFA, don't be discouraged if you feel somewhat bewildered right now. Copies of the last five 'Using GFA BASIC' articles are available on back issues of the 'Inside Info' newsletter disk, available from your ever dutiful librarian, Cathy Tuck. You'll find quite a few tips in those earlier articles well suited for the beginner and will help you digest the information presented here as well. GFA BASIC 3.0 UPDATE -------------------- The more I use GFA BASIC version 3.0, the more I like it. If you have not yet invested in a programming language for your ST, I strongly suggest you snap this one up. Version 2.0 was fast, but 3.0 is considerable faster and its command set has been vastly expanded as well. And now that the 3.0 compiler has been released, you can create standalone executable programs (PRG files) or even desk accessories (ACC files) that are even faster and more capable than ever before. If you are still using version 2.0, you should seriously consider an upgrade to 3.0. The routines presented in this column will work in either version but I may occasionally describe a 3.0 specific procedure just to familiarize you with their differences. DIALOG BOXES ------------ Yeah, yeah... I know that last time (a long time ago in a galaxy far, far away) I promised that we would look at window routines this month. But in retrospect, I thought some example dialog box routines might be more appropriate to our discussion of GEM. I promise that we will get around to windows soon, OK? So what is a dialog box? It's just a little GEM goodie that allows you, the user, to impart information to the program. Actually, the alert box we discussed last month is itself a dialog box, albeit a very simplistic one. Remember, that an alert box created using GEM's AES routines (i.e., the ALERT command in GFA BASIC), restricts you to a maximum of 3 radio buttons for user input. A dialog box, however, allows you a great deal more flexibility. The user can input text, select a multitude of standard and radio-type buttons, among a host of other features. The catch-22 is that with this flexibility comes complexity in creating a dialog box. Most true AES dialog boxes are created through the use of a separate utility program called a Resource Construction Set or RCS. This utility allows the programmer to "draw" his envisioned dialog box on screen and "paste" the objects (buttons, editable text fields, icons, etc) in place and then save this information to disk in what is known as a resource file. Resource files normally have a filename extension of RSC. You may have seen these already, though you might not have known what they were for. True AES dialog boxes can add a lot of flair to your program. Unfortunately, you not only have to purchase a separate RCS program but it takes quite a bit of additional code to utilize resource files. Describing the use of resources is beyond the scope of this article but if you are insistent, borrow the club's copies of START magazine issues Summer, September, and October 88 for an in-depth tutorial series on 'Resourceful GFA BASIC'. All is not lost, however, as you DO have an alternative. PSEUDO-DIALOG BOXES ------------------- With GFA's graphics capability and raw speed, you can quite often create a pseudo-dialog box that looks and functions just like its more complex AES generated counterpart. As an example, let's say you've written a child's program that requires the user to enter his/her name and identify the user's sex, boy or girl. You would like this to be all in one nice little box for ease of use. Clearly, this is not possible in a standard alert box but you can create a pseudo-dialog box to handle the job easily. Included on this month's Inside Info disk is a sample routine which creates and manages a simple pseudo-dialog box. It's in ASCII format so you can merge it into your GFA BASIC editor and run it. For your convenience, it's reproduced below. Let's look at the sample code to try to make this more understandable: (NOTE: This demo is set up for medium resolution color only!) ' PSEUDO-DIALOG BOX EXAMPLE ' for ACE[NSW] ' by , Jan 1990 ' DEFMOUSE 3 ! pointing hand mouse shape REPEAT CLS ! clear the screen CLR name$,sex$,ans$ ! clear the old variables my_dialog ! call the procedure ' PRINT "The name you entered was: ";name$ ! check the results PRINT PRINT "The sex you selected was: ";sex$ PRINT PRINT "Try it again (Y/N)? "; FORM INPUT (1) AS ans$ ! input 1 letter only UNTIL ans$<>"Y" AND ans$<>"y" ' ' the rest of your program would go here ' END ' ' PROCEDURE my_dialog ' LOCAL screen$,x%,y%,k% ! some local variables ' ' First, let's save the current screen image SGET screen$ ' ' Now, let's draw the box shape itself DEFFILL 1,0,0 ! define our fill color PBOX 220,50,420,150 ! draw a white box, black border BOX 219,49,421,151 ! make the box a little thicker BOX 218,49,422,151 ! make it thicker still BOX 215,47,425,153 ! put an outline around box ' ' Draw the button shapes BOX 250,120,300,140 ! the 'boy' box BOX 247,118,303,142 ! outline it ' BOX 340,120,390,140 ! the 'girl'box BOX 337,118,393,142 ! outline it ' ' Add in the box text TEXT 288,60,"Hi there!" TEXT 255,70,"What's your name?" TEXT 285,110,"Are you a" TEXT 312,133,"OR" ' ' Add in a line to mark the editable text field TEXT 239,92,"--------------------" ' ' Add in the button text DEFTEXT ,1 ! bold face text TEXT 263,133,"BOY" TEXT 349,133,"GIRL" DEFTEXT ,0 ! normal text again TEXT 403,133,"?" ' PRINT AT(31,11); ! position the text cursor FORM INPUT 20 AS name$ ! enter name (20 characters max) ' ' Now handle the button selections CLR sex$ ! same thing as sex$="" SHOWM ! make the mouse appear REPEAT ! loop #1 REPEAT ! loop #2 MOUSE x%,y%,k% ! check mouse position & btns UNTIL MOUSEK ! exit when a button is pressed ' IF y%>120 AND y%<140 ! is mouse in button area? IF x%>250 AND x%<300 ! is mouse over 'BOY'? sex$="boy" ENDIF ' IF x%>340 AND x%<390 ! is mouse over 'GIRL'? sex$="girl" ENDIF ENDIF UNTIL sex$<>"" ! until sex$=something!!! ' SPUT screen$ ! restore original screen image ' RETURN ! all done! CODE TAKE-APART --------------- Note that the above routine is written as a procedure so it can be easily incorporated into your program. The first thing the procedure does is define some local variables that will be used only by this procedure and nowhere else. You could have a global variable called x% elsewhere in your program but it would not be changed by the LOCAL x% in the procedure. You also save on memory as LOCAL variables are cleared when you exit the procedure. LOCAL variables are not always needed, of course, but it's a good habit to get into. We don't want our dialog box to permanently screw up whatever is on our screen so we save the current screen image as a string with SGET. Then we use DEFFILL to define our fill patterns as desired and draw the dialog box shape with PBOX and BOX. Next we add whatever dialog box text we want and draw the buttons. Then we position our text cursor just so and ask the user to input his/her name with the FORM INPUT AS command. The parameter of '20' restricts the user to input 20 characters or less. Next, we enter a double REPEAT-UNTIL loop. This nested loop (one within another) handles our mouse and button selection. The first loop repeats itself forever until the variable sex$ has been defined as something other than "" (a null or empty condition). Then the second loop goes on until the user presses a mouse button. If the mouse is positioned over one of the two boxes when a mouse button is clicked, sex$ is set appropriately and we exit the loop. Finally, we restore the original screen with a SPUT command and RETURN from the procedure. And there you have it. A functioning dialog box created with simple GFA commands. Admitedly, this is a VERY simplistic dialog and more complex ones would be, well, more complex. You could easily jazz this one up with a few bells and whistles, however. How about an exit ("OK") button? How about using GRAPHMODE commands to highlight the buttons when they are selected? How about a colored border around the box? How about using GRAF_GROWBOX and GRAF_SHRINKBOX for special effects when opening and closing your dialog box. Why not ring a bell or another sound when a button is selected? And why not use blue text for 'BOY' and pink for 'GIRL'? And how about... well, you get the idea. WRAP IT UP ---------- Remember, the only reason a pseudo-box such as this is feasible is because of GFA's speed. It just wouldn't look right if it took a few seconds to draw the box would it? Of course, there ARE ways to speed up this example. We could use an XBIOS routine to draw the box on a hidden (logical) screen in memory, save it to a string with the GET command, and then pop it on our visible (physical) screen with PUT. This technique relies on a method known as page-flipping, but we'll save that for a later discussion. Until next time, keep on 'hackin'! * * * Using GFA BASIC - Part 7 by John Hutchinson GREETINGS --------- This month I thought we would discuss something a little more esoteric than usual, specifically, page flipping. Page flipping is a technique used for certain special effects, most often for animation. It gets its name from the manner in which the animation is perceived by the human eye. If you take a pad of paper and draw a stick figure of a man on each page, altering each one ever so slightly, then flip through the sheets rapidly, it will look as if the figure is moving. Thus the name "page flipping" (real tech, huh?). It is essentially the same principle used in cartoon animation or any moving pictures for that matter. You can use the same trick on your ST. In its simplest terms, what we want is to have TWO screens in our computer's memory at one time and rapidly switch the display between them, thus providing animation or the illusion of movement. This is easily done with GFA BASIC, as shown in the following demo: ' *** Page flipping demo #1 *** ' ' First reserve some space for the alternate screen. It's address ' must be on a 256K boundary therefore the "/4". DIM s%(32255/4) ' ' Now determine the addresses of the logical and alternate screens. screen_1%=XBIOS(3) ! Logical screen address screen_2%=VARPTR(s%(0))+255 AND &HFFFF00 ! Alternate screen address ' ' Draw a ball on screen #1. CLS PCIRCLE 100,100,20 TEXT 200,100,"screen #1" ' ' Now do a "page flip" by changing pointer to alternate screen #2. VOID XBIOS(5,L:screen_2%,L:screen_2%,-1) ' ' Draw another ball in a different position on alternate screen #2. CLS PCIRCLE 110,110,20 TEXT 200,100,"SCREEN #2" ' ' Now alternate displaying the two screens (animation). REPEAT FOR i%=1 TO 10 VOID XBIOS(5,L:screen_1%,L:screen_1%,-1) ! Flip pointer to #1 PAUSE 5 VOID XBIOS(5,L:screen_2%,L:screen_2%,-1) ! Flip pointer to #2 PAUSE 5 NEXT i% ' VOID XBIOS(5,L:screen_1%,L:screen_1%,-1) ! Flip pointers back ' CLR ans$ PRINT AT(20,12);"Want to see it again (Y/N)? "; FORM INPUT (1) AS ans$ ans$=UPPER$(ans$) PRINT AT(20,12);" " UNTIL ans$<>"Y" ' END Understandably, an animation sequence with only two frames (images) is not be very exciting. You could draw many frames, saving each one to a particular segment of memory, but this takes up a LOT of memory as each screen needs 32K! To get around this, we make use of the ability to swap between the logical and physical screens with that tricky 'VOID XBIOS(5,L:a%,L:b%,-1)' command. By setting a% equal to the address of screen_1 and b% equal to the address of screen_2, we can actually draw on one hidden screen while we view the other. Take a look at the next program, still quite simple, but demonstrating this technique: ' *** Page flipping demo #2 *** ' ' First reserve some space for the alternate screen. It's address ' must be on a 256K boundary therefore the "/4". DIM s%(32255/4) ' ' Now determine the addresses of the logical & alternate screens. screen_1%=XBIOS(3) ! Logical base address screen_2%=VARPTR(s%(0))+255 AND &HFFFF00 ! Alternate screen addr ' ' Draw a ball on screen #1 and save it as a string image. CLS PCIRCLE 100,100,20 GET 80,80,120,120,c$ CLS ' ' Now alternate displaying the two screens, changing during flips. REPEAT FOR i%=1 TO 175 STEP 5 VOID XBIOS(5,L:screen_1%,L:screen_2%,-1) ! See #1, draw on #2 VSYNC ! optional (avoids flicker) CLS ! clear the screen PUT 20+i%,20+i%,c$ VOID XBIOS(5,L:screen_2%,L:screen_1%,-1) ! See #2, draw on #1 VSYNC CLS PUT 21+i%,21+i%,c$ NEXT i% ' VOID XBIOS(5,L:screen_1%,L:screen_1%,-1) ! Flip pointers back ' CLR ans$ PRINT AT(20,12);"Want to see it again (Y/N)? "; FORM INPUT (1) AS ans$ ans$=UPPER$(ans$) PRINT AT(20,12);" " UNTIL ans$<>"Y" ' END Note the use of the VSYNC commands in the above code. All the VSYNC command does is hold changing the screen until the beginning of the vertical blank interrupt. That's techo talk for "reducing flicker". It does have a drawback in that it tends to slow things down quite a bit. To see how much, comment out the VSYNC commands and try the sample code again. You'll notice the animation runs much faster but with a little more screen flicker. The choice is up to you whether or not to use VSYNC. It all depends on your application. One important point you need to remember is to always change the logical and physical screen pointers back to the original values so that "what you see is what you get". If you don't, your commands will continue going to the hidden screen instead of the visible one. That can get confusing might quickly! I should mention that there are a number of ways to accomplish page flipping but I use the techniques shown above most often as they prove to be the most memory efficient (the disk newsletter **InfoDisk** program uses page flipping extensively). As you can see, these are VERY simple demonstrations, but perhaps you get the idea. If it all seem confusing right now (and it should be) don't sweat it. You really don't need to know WHY it works, just HOW. With a little experimentation, you will soon come to understand how to get the most out of page flipping. Til next month.... keep on hackin'! ********************************************* Using GFA BASIC - Part 8 by John Hutchinson GREETINGS --------- This month we will take a break from our discussion of GEM and related techniques in order to take a look at a few more practical procedures that can be used in most any program. I'd like to thank our editor, Greg Smith, for the suggestion for this month's topic. Readers' feedback is always appreciated! ANY COLOR YOU WANT... AS LONG AS IT'S BLACK ------------------------------------------- How many times have you used a program on your ST only to find that when you exited the proggy that your desktop colours had changed, usually to something billious? This is a common problem with many public domain programs that were, well, let's be honest here, just not written very well. You may have come across the same problem in a program you have written yourself. No worries, for you will be amazed at how EASY it is to avoid "MUDS" (Messed Up Desktop Syndrome) in just a few short lines of code. But first, a little background info on how the ST manages all those 512 wonderful colours it's capable of producing. In low resolution, the ST can display any 16 of those 512 colours at one time (without resorting to software tricks as in SPECTRUM 512). In medium resolution, the choice narrows to any 4 colours and in high resolution you are stuck with good old black and white. You, the programmer, decide which colours you want displayed in low and medium resolution modes. This colour choice is known as the ST colour palette. At the desktop, you can adjust these colours to your liking via Atari's Control Panel Accessory. Among other things, it controls the intensity of your ST's three primary colours of RED, GREEN and BLUE from which ALL those 512 possible colours are derived. For example, setting each primary colour to a value of 0 (minimum intensity) yields BLACK. Conversely, setting each to its maximum setting of 7 yields WHITE. Set RED to 7, GREEN to 6 and BLUE to 0 gives you a bright YELLOW colour. Set RED to 6, GREEN to 2 and BLUE to 5 yields a vile purple hue. By juggling the values of each colour, you can get up to 512 different colour combinations (8 * 8 * 8 = 512). Each colour in our palette can then be described by the amount of RED-BLUE-GREEN in its makeup. Therefore, WHITE is 777, BLACK is 000, pure RED is 700, etc. These values are stored in the ST's colour registers (16 of 'em). OK, so how do you put this knowledge to work for you? Let's assume you have a program which displays different colours using GFA's SETCOLOR command. It works find and dandy but you don't want it to alter the desktop colours. Here's how to avoid it: Near the beginning of your program or in your initialization routine, include the following line: DIM palette%(15) This simply dimensions an integer array to 16 (0-15) places. Next, gosub to the following procedure: PROCEDURE Save_palette FOR i%=0 TO 15 palette%(i%)=XBIOS(7,W:i%,W:-1) NEXT i% RETURN XBIOS(7) is a special operating system routine which sets or determines the value of a given colour register. What this routine does is look at the desktop's colour registers and saves them to the integer array palette%(). OK, so now you can go ahead and change colours in your program to your hearts content. But... before you exit or end your program, gosub to the procedure shown below first. PROCEDURE Restore_palette FOR i%=0 TO 15 SETCOLOR i%,palette%(i%) NEXT i% RETURN See what we just did? We restored the colour registers to the values of the original desktop colour palette. Simple, eh? Ah, but what if you are using MEDIUM resolution? There are only 4 colour registers involved then, right? Well, not really. It's just that only the first 4 registers are used. So while you could change the FOR-NEXT loops shown above to read from 0 to 3 instead of 0 to 15 it 'doesn't matta' because the other 12 registers will just be ignored anyway. So you can use the above routines for any screen resolution. HOLY DESK ACCESORY, BATMAN!!! ----------------------------- One of the problems with GFA BASIC 2.0 rears it's ugly head when your program calls a desk accessory. Oh, it usually works alright. It's just that when you close the accessory, you are usually left with a big gaping "hole" where the accessory was! Actually, this "hole" is just a portion of the screen which was not properly updated when the accessory was closed allowing a background colour to show through. Not a devastating bug, but an unsightly one anyway. Well, GFA BASIC 3.0 pretty much cured this problem but there is an EASY fix for 2.0 users. Just before the desk accessory is called, save the current screen with a command such as: SGET screen$ This saves the current screen data in a 32000 byte string. Then allow the desk accessory to be called up, used, and closed. Immediately after closing the desk accessory, get rid of the "hole" left behind by restoring the entire screen with: SPUT screen$ Sure, this may be a "sledge hammer" approach, but it works and it's so fast as to be unnoticeable! Sometimes the best solution IS the easiest too! (I still recommend GFA 3.0 though). BUFFER STUFFER -------------- As you may or may not know, the ST has a keyboard buffer. This is a tiny bit or memory which holds your most recent keystrokes (up to 256 I think). This is usually a good idea in that it allows the ST to keep up with you light speed typists. However, it can lead to problems in programs you write which requires user input of some kind. For example, at some point in your program you may ask the user to "Press any key to continue". If the user has not pressed any key up to that point, all should go according to plan. But if he or she fell asleep with their head on the keyboard, that old keyboard buffer will be plumb full and ZAP right through your user friendly prompt! Again, an easy fix can be gained through the use of another XBIOS call. Immediately before you want the user to enter something at the keyboard, issue this command: LPOKE XBIOS(14,1)+6,0 What's it do? Well, this is your all purpose "Buffer Stuffer" command. It fills the buffer with "null" values (0) or in other words, it erases it! So now the user can enter in his or her response without having to worry about earlier accidental keystrokes messing things up. OK, that's all well and good. But what if you want to know what the last keystroke was that the user made? You may not know, but the keyboard buffer sure does. To find out, just do this: key%=LPEEK(XBIOS(14,1)+6) The integer variable key% will now hold the keyboard value of the last key the user pressed. Keep in mind that this is NOT the ASCII value (A=65, B=66, etc). This is the KEYBOARD value which is very different and will require some experimentation on your part to fully understand. RESOLUTION REVOLUTION --------------------- I've mentioned this one before but it's so handy and so simple it bears repeating again. To find out what resolution the program is currently in, use our old friend XBIOS(4): res%=XBIOS(4) If res%=0 you are in LOW resolution; 1=medium and 3=high. Yes, you can even change the resolution if you wish although it may cause you fits if you are using GEM routines in your program. I told you how to do this back in PART ONE of this series so dig it out or get a copy from the ACE BBS or PD Librarian if curious. CHECK OUT?() THE PRINTER ------------------------ Have you written or used a program that requires use of a printer? What does the program do if you try to print something from it and you forgot to turn the printer on? Does it give you a nice error message (politely of course) or does it just sit there waiting for the ST to realize something went wrong? Well you can ensure the former and avoid the latter with a very simple but often overlooked GFA command called OUT?(). All it does is send a single byte to a specified peripheral (your printer, keyboard, RS232 port, MIDI port, monitor, etc) and determines its status. A returned value of -1 (meaning TRUE) indicates the peripheral is ready. A value of 0 (FALSE) means it is not ready. Here's an example routine: PROCEDURE check_printer ' *** Makes sure printer is turned on and online REPEAT IF OUT?(0)=0 ALERT 3,"| Please place your | | printer on- line.|",1," OK | CANCEL ",d% ENDIF UNTIL OUT?(0)=TRUE OR d%=2 RETURN The OUT?() command has a sister command known as INP?(). Logically enought,the INP?() command READS a single byte from a peripheral device. It's most common use is shown below: PRINT AT(1,1);"Please press any key" ~INP(2) PRINT AT(1,3);"Thank you" The "~" symbol is short for "VOID". What this means is to read the value and then throw it away. Sounds dumb at first but remember, we didn't care WHAT key the user pressed. We just wanted to know WHEN he did so! What do the numbers in parentheses following the OUT? and INP? commands mean? Glad you asked. They represent the device number according to the chart shown below: 0 Printer 1 RS232 Serial Port 2 Keyboard 3 MIDI Port 4 Keyboard Processor 5 Monitor ACE[NSW] BULLETIN BOARD SYSTEM ------------------------------ If you own a MODEM and have not checked out the ACE[NSW] BBS then you are definitely missing out! Andrew Davies and Swavek Jabrzemski and several others have put a lot of effort into the system to make sure it offers something for everyone. It's available 24 hours a day; has the latest PD software available for downloading; local, national and international message areas; on- line games; trading post and much, much more. We even have a special section just for programming hints. Give the system a call at (02) 664-1303 right now and check it out! If you don't have a MODEM, then GET one. It's the only way to have the most fun you'll ever get for a 30 cent phone call! MENU BUILDER UTILITY -------------------- Back in 'Inside Info #44' in 'GFA Part 6' we discussed an easy way to create drop-down GEM menus in GFA BASIC. Well, Mr. W.J. Sanderson of Haymarket, NSW asked if there was a utility available to make menu creation just a little bit easier. I'm happy to report that indeed there is such a utility! It's called 'MENU BUILD' and was written by David Plotkin, a frequent contributor to Antic's START magazine. Although somewhat limited in the number of menu items it supports, it is extremely easy to use. It is available on the ACE[NSW] BBS or from Cathy Tuck, the club PD software librarian. There is a wealth of superb public domain programs available in the library. Be sure to check out the update in this issue and see or call Cathy for more info. You can even order your PD selections through the mail by using the order form on this disk. Make use of the PD library! Til next month... keep on hackin'! ********************************************** Using GFA BASIC - Part 9 by John Hutchinson GREETINGS --------- News from Germany is that a whole new series of GFA BASIC modules is about to be released from GFA Data Media, the European distributor for all GFA products. Unsure at this time if a totally revamped version of GFA BASIC itself will be forthcoming but it wouldn't surprise anyone if it did appear. Rumour has it that the "new" GFA will contain much improved commands and functions for accessing the special sounds and graphics capabilities of the STe machines as well as earlier STs. Hmmm, rather sounds like a STOS competitor doesn't it? When we we see these goodies here in Australia? Well, I'm not holding my breath but I hope it will be soon. READING A DISK DIRECTORY ------------------------ GFA includes a number of handy commands and functions to help you deal with disk directories, pathnames, and such stuff. If your program needs to write a large data file to a floppy, wouldn't it be nice to check to see if the file will FIT on the disk BEFORE attempting to write to it? You can easily check to see how much free space exists on a given disk using the DFREE(n) command where n=the number of the drive you wish to check. You can set n to a value from 0 to 15 where 0 is the standard drive and 1 to 15 is for disk drives A through O. Other directory related commands that come in very handy are CHDRIVE (changes the current drive); DIR$(n) (shows the current path of a disk); CHDIR (changes the current directory); DIR and FILES (show or print the contents of the current drive); MKDIR and RMDIR (make and remove directories/folders from a disk); EXIST(n$) (looks to see if a given filename exists on the disk); NAME (names/renames disk files); and KILL (deletes disk files). These commands are all well and good but what if you need to read a disk directory into a string for later display or manipulation? Sorry, but the commands DIR$ and DIR don't do that. Perhaps the next version of GFA will include a simple one-shot command but for now, you can make use of a GEMDOS function and the ~FSETDTA() command. Whenever you need to read (and store) the contents of a given disk directory, just use the routine demonstrated in the following example: DIRSTRNG.LST This program demonstrates the use of ~FSETDTA [GEMDOS(26)] to read a disk directory into a character string. dir("A:\","*.*") ! Specify the path & mask you want PRINT "Files:"'file_count& FOR count&=1 TO file_count& PRINT file$(count&),length%(count&) NEXT count& PROCEDURE dir(path$,mask$) DIM file$(300),length%(300) ABSOLUTE length%,BASEPAGE+154 ~GEMDOS(26,L:BASEPAGE+128) search$=path$+mask$+CHR$(0) finished&=GEMDOS(78,L:V:search$,0) DO UNTIL finished& file$=CHAR{BASEPAGE+158} INC file_count& file$(file_count&)=file$ length%(file_count&)=length% finished&=GEMDOS(79) LOOP RETURN AND A FOND FAREWELL... ---------------------- That's all from my end, folks. Try as I might to keep a low profile, my ruse has been discovered and I am being recalled back to work in the United States. My membership in A.C.E. has been but one of the highlights of my all too short stay in this fabulous land we lovingly call Oz. Many thanks to all those friends and associates who have made me feel so welcome here, and taught me what "mateship" was really all about. I hope this column has been of some minor help (or at least amusement) to those interested in GFA BASIC. Last but not least, enjoy your Atari computer, but don't forget your families in the process... ya gotta have your priorities in the right place! And remember... keep on hackin'! **************************************** GLENDALE SHOW REPORT ==================== by Brad Martin I must say that I was looking forward to the Glendale show for a long time. Lots of rumors have been circulating that many new and exciting things would be introduced at this show. Anyone who has been a long time supporter (some would say suffering supporter) of Atari computers knows that the introduction of anything new is cause for celebration. When I first walked in the door my heart sort of fell, there were very few people there (the totals for Saturday were around 1600, and for Sunday around 850). And while it is true that attendance was light, most vendors were very pleased with sales. And in fact, on Saturday nine new Atari systems were sold. Atari had the biggest area in the show. They had a semi-professional setup at the back of the main hall. They had all types of systems set up, including showing the CDR-504, and the Atari Hotz box. The Hotz box, looks neat. It allows those who have little or no musical inclination or training to sound like a Pro. Look for this product to ship soon in quantity. The CDR-504 CD-Rom drive made an appearance, but there was never anyone demonstrating it, and.. no one even seemed very excited about it. Atari also had a large Lynx entertainment area set up, with around 15 Lynx's set up. There was never much of a crowd around it, and I was able to walk up any time and play a game. Talking to an Atari rep about sales of the Lynx he said that they had been poor because of the lack of new games, and he wished he knew what was holding Atari up with releasing new stuff. There were a few new titles shown. Slime World, which is now shipping, is fun. And Ms. Pac-Man and Paperboy also made an appearance. The most exciting things at the show, in my opinion, was the various desktop replacements. NeoDesk 3 is GREAT. There is more power and bells and whistles in this desktop then any other computer OS that I know of. Now if they only could add multi-tasking then it would be perfect. When I did ask about multi-tasking I got a knowing smile. Perhaps soon. The other new desktop being displayed was SLICCTOP. Those who go to a lot of shows know that this desktop replacement has been being shown for quite awhile. For those who don't know what SLICCTOP is, it is a multi-tasking replacement for GEM. The author is really excited about this product, and he has a lot of new applications coming out for it. While NeoDesk 3 adds a lot of neat bells and whistles to your desktop, SLICCTOP is a true replacement that gives you MUCH more power. SLICCTOP supports networks, so people in a network can share data, even going so far as working on the same document within a desktop publishing program. If it seems I am excited about this product I am, I really hope this program succeeds. Double Click was showing their DC Desktop, but did not seem to have added anything new to it so I did nothing but take a quick glance. Not that DC Desktop is bad, it is just overshadowed by the other products on the market. The Codeheads was showing off a new product, called Codekeys. This new product fits into Codeheads integrated desktop theme, and allows you full macro control over your desktop, and applications. It has a very powerful macro language, and is up to the Codehead standard of excellen- ce. Soft-Logic was there with a lot of new things for PageStream. They had a new Encapsulated Postscript graphics library that looked very nice. And they had their full line of fonts available for purchase. When asked about Version 2.0 of PageStream I was told that the programer had just started to work on it, and it would be another 3-4 months before anything shipped. ICD was showing off their new accelerator board, AdSpeed. It is a very nicely designed board that will give FAST Technology a run for their money. So watch out, here comes accelerator wars. ISD was displaying Calamus version 1.09n, which adds a couple of new features, and fixes a few bugs. Calamus SL is coming, and sounds very nice. Branch Always Software was there showing off version 2.2 of Quick ST II. The competition between them and Turbo ST means that we consumers keep getting better and better products. If you have the older version of Quick ST I would upgrade. Migraph was showing their hand scanner plus Touch-Up, but nothing else new. When asked about new products they said they have a new version of Easy Draw due out later this year. This will look a lot like Touch-Up as they are now going to a standard interface for all their programs. Also reported is a new version of Touch-Up that will be out sometime in the first quarter of next year. Anyone who has been waiting for Migraph's Adobe Illustrator clone should stop, it has been put on indefinite hold. Rio/Datel was there showing off Lexicor's new "Phase-4" graphics software. It looks really nice, and should be shipping the first of November. Talon Technologies was selling their Supercharger IBM emulator. They said that the VGA card was coming, and also a networking card that allows a person look network with other PC's. Goldleaf Publications showed version 1.1 of Wordflair, which has a few new features, and fixes some bugs. People can upgrade to 1.1 by sending $5 to Goldleaf (as long as you are registered). Gadgets by Small was there showing Spectre GCR version 3.0 and Megata- lk. This combination is a real winner. Gadgets' 68030 accelerator board was nowhere to be seen. Neocept was showing Word Up 3.0, and selling it for an incredible $45. Needless to say it was selling fast. Soft-Aware had their easy to use relational, graphic database, called, The Informer II there. Very nice database, it combines lots of power with ease of use. Sprockits Computer Products showed their line of Lynx and ST products, including some nice custom travel cases. Xoterix, a new company, showed a whole line of products for the Atari Portfolio, including a 20 meg hard drive. Zubair Interfaces was showing their line of memory expansion for the ST. They were also showing their new product, Z-Keys, which allows you to hook up an IBM keyboard to your ST. Great for those 520 or 1040 owners who want to put their feet up while typing. Wuztek was also showing their PC Keyboard adapter for the ST, along with their line of multi-sync monitors for the ST. Bill Skurski Enterprises was there showing their line of great books and video tapes for the ST. D.A. Brumleve had her great kids programs there. Dorothy writes some really great programs, and if you have kids you should take a look at her software. The conferences throughout the day were very informative, with the highlight being Leonard Tramiel's number of talks about the TT. The TT is shaping up real nice. The 32 mhz version is 1.8 times faster then the 16 mhz. And contrary to the misinformed rumors the computer runs at a full 32 mhz. The only thing that will slow it down is memory speed, it is just too expensive to put the optimal chips in (50ns). But, if the user wants more speed they can upgrade the chips. He would not quote prices or con- figuration, saying that was up to the marketing people (my first, cynical, thought was "What marketing people?"). There is also a multi-tasking TOS in the works, but NO date on availa- bility. It was stated that it will be VERY HARD to upgrade the TT to a 68040 chip. And that Atari didn't have any plans to support a chip that was not even available. The new GDOS is HOT. Developers should be getting a version in about a month to start writing applications for it. It supports outline fonts, and at the time is becomes available 140 of the most popular typefaces will also be available. Look for this to add fire to the desktop publishing market. From an attendance stand point the show was disappointing. I am sure that there will be people making all types of excuses why there were not very many people there, but the real reason is that Atari just does not have very many people left supporting it. But the show was NOT a failure. I had a very good time, and picked up a lot of very good information. The many dealers that were there were doing good business, and so were happy. John Tarpinian, the brains and energy behind the show should be congratul- ated on putting on a great show. <*> <*> <*> <*> Theories behind Graphical User Interfaces in Computers ------------------------------------------------------ In 1988, Tim Oren wrote a series of articles called the "Professional GEM" series, in order to teach aspiring ST GEM programmers needed tips on the internals of writing GEM Applications. In this essay, Tim Oren has provided a great source of knowledge about both the very ideas that GEM and Mac Finder are based on, and information that could be very helpful in designing User Interfaces for applications. His article is shown unchanged.... ANTIC PUBLISHING INC. COPYRIGHT 1988 REPRINTED BY PERMISSION. Professional GEM by Tim Oren Column #8 - User Interfaces, Homily #1 AND NOW FOR SOMETHING COMPLETELY DIFFERENT! In response to a number of requests, this installment of ST PRO GEM will be devoted to examining a few of the principles of computer/human interface design, or "religion" as some would have it. I'm going to start with basic ergonomic laws, and try to draw some conclusions which are fairly specific to designing for the ST. If this article meets with general approval, further "homilies" may appear at irregular intervals as part of the ST PRO GEM series. For those who did NOT ask for this topic, it seems fair to explain why your diet of hard-core technical information has been interrupted by a sermon! As a motivater, we might consider why some programs are said by reviewers to have a "hot" feel (and hence sell well!) while others are "confusing" or "boring". Alan Kay has said that "user interface is theatre". I think we may be able to take it further, and suggest that a successful program works a bit of magic, persuading the user to suspend his disbelief and enter an imaginary world behind the screen, whether it is the mathematical world of a spreadsheet, or the land of Pacman pursued by ghosts. A reader of a novel or science fiction story also suspends disbelief to participate in the work. Bad grammar and clumsy plotting by the author are jarring, and break down the illusion. Similarly, a programmer who fails to pay attention to making his interface fast and consistent will annoy the user, and distract him from whatever care has been lavished on the functional core of the program. CREDIT WHERE IT'S DUE Before launching into the discussion of user interface, I should mention that the general treatment and many of the specific research results are drawn from Card, Newell, and Moran's landmark book on the topic, which is cited at the end of the article. Any errors in interpretation and application to GEM and the ST are entirely my own, however. FINGERTIPS We'll start right at the user's fingers with the basic equation governing positioning of the mouse, Fitt's Law, which is given as T = I * LOG2( D / S + .5) where T is the amount of time to move to a target, D is the distance of the target from the current position, and S is the size of the target, stated in equivalent units. LOG2 is the base 2 (binary) logarithm function, and I is a proportionality constant, about 100 milliseconds per bit, which corresponds to the human's "clock rate" for making incremental movements. We can squeeze an amazing amount of information out of this formula when attempting to speed up an interface. Since motion time goes up with distance, we should arrange the screen with the usual working area near the center, so the mouse will have to move a smaller distance on average from a selected object to a menu or panel. Likewise, any items which are usually used together should be placed together. The most common operations will have the greater impact on speed, so they should be closest to the working area and perhaps larger than other icons or menu entries. If you want to have all other operations take about the same time, then the targets farthest from the working area should be larger, and those closer may be proportionately smaller. Consider also the implications for dialogs. Small check boxes are out. Large buttons which are easy to hit are in. There should be ample space between selectable items to allow for positioning error. Dangerous options should be widely separated from common selections. MUSCLES Anyone who has used the ST Desktop for any period of time has probably noticed that his fingers now know where to find the File menu. This phenomenon is sometimes called "muscle memory", and its rate of onset is given by the Power Law of Practice: T(n) = T(1) * n ** (-a) where T(n) is the time on the nth trial, T(1) is the time on the first trial, and a is approximately 0.4. (I have appropriated ** from Fortran as an exponentiation operator, since C lacks one.) This first thing to note about the Power Law is that it only works if a target stays in the same place! This should be a potent argument against rearranging icons, menus, or dialogs without some explicit request by the user. The time to hit a target which moves around arbitrarily will always be T(1)! In many cases, the Power Law will also work for sequences of operations to even greater effect. If you are a touch typist, you can observe this effect by comparing how fast you can enter "the" in comparison to three random letters. We'll come back shortly to consider what we can do to encourage this phenomenon. EYES Just as fingers are the way the user sends data to the computer, so the eyes are his channel from the machine. The rate at which information may be passed to the user is determined by the "cycle time" of his visual processor. Experimental results show that this time ranges between 50 and 200 milliseconds. Events separated by 50 milliseconds or less are always perceived as a single event. Those separated by more than 200 milliseconds are always seen as separate. We can use these facts in optimizing user of the computer's power when driving the interface. Suppose your application's interface contains an icon which should be inverted when the mouse passes over it. We now know that flipping it within one twentieth of a second is necessary and sufficient. Therefore, if a "first cut" at the program achieves this performance, there is no need for further optimization, unless you want to interleave other operations. If it falls short, it will be necessary to do some assembly coding to achieve a smooth feel. On the other hand, two actions which you want to appear distinct or convey two different pieces of information must be separated by an absolute minimum of a fifth of a second, even assuming that they occur in an identical location on which the user's attention is already focused. We are able to influence the visual processing rate within the 50 to 200 millisecond range by changing the intensity of the stimulus presented. This can be done with color, by flashing a target, or by more subtle enhancements such as bold face type. For instance, most people using GEM soon become accustomed to the "paper white" background of most windows and dialogs. A dialog which uses a reverse color scheme, white letters on black, is visually shocking in its starkness, and will immediately draw the user's eyes. It should be quickly added that stimulus enhancement will only work when it unambiguously draws attention to the target. Three or four blinking objects scattered around the screen are confusing, and worse than no enhancement at all! SHORT-TERM MEMORY Both the information gathered by the eyes and movement commands on their way to the hand pass through short-term memory (also called working memory). The amount of information which can be held in short-term memory at any one time is limited. You can demonstrate this limit on yourself by attempting to type a sheet of random numbers by looking back and forth from the numbers to the screen. If you are like most people, you will be able to remember between five and nine numbers at a time. So universal is this finding that it is sometimes called "the magic number seven, plus or minus two". This short-term capacity sets a limit on the number of choices which the user can be expected to grasp at once. It suggests that the number of independent choices in a menu, for instance, should be around seven, and never exceed nine. If this limit is violated, then the user will have to take several glances, with pauses to think, in order to make a choice. CHUNKING The effective capacity of short-term memory can be increased when several related items are mentally grouped as a "chunk". Humans automatically adopt this strategy to save themselves time. For instance, random numbers had to be used instead of text in the example above, because people do not type their native language as individual characters. Instead, they combine the letters into words and remember these chunks instead. Put another way, the characters are no longer considered as individual choices. A well designed interface should promote the use of chunking as a strategy by the user. One easy way is to gather together related options in a single place. This is one reason that like commands are grouped into a single menu which is hidden except for its title. If all of the menu options were "in the open", the user would be overwhelmed with dozens of alternatives at once. Instead, a "Show Info" command, for instance, becomes two chunks: pick File menu, then pick Show. Sometimes the interface can accomplish the chunking for the user. Consider the difference between a slider bar in a GEM program, and a three digit entry field in a text mode application. Obviously, the GEM user has fewer decisions to make in order to set the associated variable. THINK! While we are puttering around trying to speed up the keyboard, the mouse, and the screen, the user is actually trying to get some work done. We need to back off now, and look at the ways of thinking, or cognitive processes, that go into accomplishing the job. The user's goal may be to enter and edit a letter, to retrieve information from a database, or simply draw a picture, but it probably has very little to do with programming. In fact, the Problem Space Principle says that the task can be described as a set of states of knowledge, a set of operators and associated constraints for changing the states, and the knowledge to choose the appropriate operator, which resides in the user's head. Those with a background in systems theory can consider this as a somewhat abstract, but straightforward, statement in terms of state variables and operators. A programmer might compare the knowledge states to the values of variables, the operators to arithmetic and logic operations, the constraints to the rules of syntax, and the user's knowledge to the algorithm embodied by a program. ARE WE NOT MEN? A rational person will try to attain his goals (get the job done) by changing the state of his problem space from its initial state to the goal state. The initial state, for instance, might be a blank word processor screen. The desired final state is to have a completed business letter on the screen. The Rationality Principle says that the user's behavior in typing, mousing, and so on, can be explained by considering the tasks required to achieve the goal, the operators available to carry out the tasks, and the limitations on the user's knowledge, observations, and processing capacity. This sounds like the typical user of a computer program must spend a good deal of time scratching his head and wondering what to do next. In fact, one of Card and Moran's key results is that this is NOT what takes place. What happens, in fact, is that the trained user strikes a sort of "modus vivendi" with his tool and adopts a set of repetitive, trained behavior patterns as the best way to get the job done. He may go so far as to ignore some functions of the program in order to set up a reliable pattern. What we are looking for is a way of measuring and predicting the "quality" of this trained behavior. Since using computers is a human endeavor, we should consider not only the speed with which the task is completed, but the degree of annoyance or pleasure associated with the process. Card and Moran constructed a series of behavioral models which they called GOMS models, for Goals-Operators-Methods-Selection. These models suggested that in the training process the user learned to combine the basic operators in sequences (chunks!) which then became methods for reaching the goals. Then these first level methods might be combined again into second level methods, and so forth, as the learning progressed. The GOMS models were tested in a lengthy series of trials at Xerox PARC using a variety of word processing software. (Among the subjects of these experiments were the inventors of the windowing methods used in GEM!) The results were again surprising: the level of detail in the models was really unimportant! It turned out to be sufficient to merely count up the number of keystrokes, mouse movements, and thought intervals required by each task. After summing up all of the tasks, any extra time for the computer to respond, or the user to move his hands from keyboard to mouse, or eyes from screen to printed page is added in. This simplified version is called the Keystroke-Level Model. As an example of the Keystroke Model, consider the task of changing a mistyped letter on the screen of a GEM word processor. This might be broken down as follows: 1) find the letter on the screen; 2) move hand to mouse; 3) point to letter; 4) click mouse button; 5) move hand to keyboard; 6) strike "Delete" key; 7) strike key for new character. The sufficiency of the Keystroke Model is great news for our attempt to design faster interfaces. It says we can concentrate our efforts on minimizing the number of total actions to be taken, and making sure that each action is as fast as possible. We have already discussed some ways to speed up the mouse and keyboard actions, so let's now consider how to speed up the thought intervals, and cut the number of actions. One way to cut down "think time" is to make sure that the capacity of short-term memory is not exceeded during the course of a task. For example, the fix-a-letter task described above required the user to remember 1) his place in the overall job of typing the document; 2) the task he is about to perform; 3) where the bad character appeared, and 4) what the new character was. When this total of items creeps toward seven, the user often loses his place and commits errors. You can appreciate the ubiquity of this problem by considering how many times you have made mistakes nesting parentheses, or had to go back to count them, because too many things happened while typing the line to remember the nesting levels. The moral is that operations with long strings of operands should be avoided when designing an interface. The single most important factor in making an interface comfortable to use is increasing its predictability, and decreasing the amount of indecision present at each step during a task. There is (inevitably) an Uncertainty Principle which relates the number of choices at each step to the associated time for thought: T = I * LOG2 ( N + 1) where LOG2 is the binary logarithm function, N is the number of equally probable choices, and I is a constant of approximately 140 msec/bit. When the alternates are not equally probable, the function is more complex: T = I * SUM-FOR-i-FROM-1-TO-N (P(i) * LOG2( 1 / P(i) + 1) ) where the P(i) are the probabilities of each of the choices (which must sum to one). (SUM-FOR-i... is the best I can do for a sigma operator on-line!) Those of you with some information theory background will recognize this formula as the entropy of the decision; we'll come back to that later. So what can we learn from this hash? It turns out, as we might expect, that we can decrease the decision time by making some of the user's choices more probable than others. We do that by means of feedback cues from the interface. The important of reliable, continuous meaningful feedback cannot be emphasized enough. It helps the beginner learn the system, and its predictability makes the program comfortable for the expert. Programs with no feedback, or unreliable cues, produce confusion, dissonance, and frustration in the user. This principle is so important that I going to give several examples from common GEM practice. The Desktop provides several instances. When an object is selected and a menu drops down, only those choices which are legal for the object are in black. The others are dimmed to grey, and are therefore removed from the decision. When a pick is made from the menu, the bar entry remains black until the operation is complete, reassuring the user that the correct choice was made. In both the Desktop and the RCS, items which are double-clicked open up with a "zoom box" from the object, again showing that the right object was picked. Other techniques are useful when operator icons are exposed on the screen. When an object is picked, the legal operations might be outlined, or the bad choices might be dimmed. If the screen flashing produced by this is objectionable, the legal icons can be made mouse sensitive, so they will "light up" when the cursor passes over - again showing the user which choices are legal. The desire for feedback is so strong that it should be provided even while the computer is doing an operation on its own. The hour glass mouse form is a primitive example of this. More sophisticated are "progress indicators" such as animated thermometer bars, clocks, or text displays of the processing steps. The ST Desktop provides examples in the Format and Disk Copy functions. The purpose of all of these is to reassure the user that the operation is progressing normally. Their lack can lead to amusing spectacles such as secretaries leaning over to hear if their disk drives are working! Another commonly overlooked feature is error prevention and correction. Card and Moran's results showed that in order to go faster, people will tolerate error rates of up to 30% in their work. Any program which does not give a fast way to fix mistakes will be frustrating indeed! The best way to cope with an error is to "make it didn't happen", to quote a common child's phrase. The same feedback methods discussed above are also effective in preventing the user from picking inappropriate combinations of objects and operations. Replacement of numeric type-ins with sliders or other visual controls eliminates the common "Range Error". The use of radio buttons prevents the user from picking incompatible options. When such techniques are used consistently, the beginner also gains confidence that he may explore the program without blundering into errors. Once an error has occured, the best solution is to have an "inverse operation" immediately available. For instance, the way to fix a bad character is to hit the backspace key. If a line is inadvertantly deleted, there should be a way to restore it. Sometimes the mechanics of providing true inverses are impractical, or end up cluttering the interface themselves. In these cases, a global "Undo" command should be provided to reverse the effect of the last operation, no matter what it was. OF MODES AND BANDWIDTH Now I am going to depart from the Card, Newell and Moran thread of discussion to consider how we can minimize the number of operations in a task by altering the modes of the interface. Although "no modes" has been a watchword of Macintosh developers, the term may need definition for Atarians. Simply stated, a mode exists any time you cannot get to all of the capabilities of the program without taking some intermediate step. Familiar examples are old-style "menu-driven" programs, in which user must make selections from a number of nested menus in order to perform any operation. The options of any one menu are unavailable from the others. Recall that the user is trying to accomplish work in his own problem space, by altering its states. A mode in the program adds additional states to the problem space, which he is forced to consider in order to get the job done. We might call an interface which is completely modeless "transparent", because it adds no states between the user and his work. One of the best examples of a transparent program is the 15-puzzle in the Macintosh desk accessory set. The problem space of rearranging the tiles is identical between the program and a physical puzzle. Unfortunately, most programmers find themselves forced to put modes of some sort into their programs. These often arise due to technological limitations, such as memory space, screen "real estate", or performance limitations of peripherals. The question is how the modes can be made least offensive. I will make the general claim that the frustration which a mode produces is directly proportional to the amount of the user's bandwidth which it consumes. In other words, we need to consider how many keystrokes, mouse clicks, eye movements, and so on, are going into manipulating the true problem states, and how many are being absorbed by the modes of the program. If the interface is wasting a large amount of the user's effort, it will be perceived as slow and annoying. Here we can consider again the hierarchy of goals and methods which the user employs. When the mode is low in the hierarchy, and close to the user's "fingertips", it is encountered the most frequently. For instance, consider how frustrating it would be to have to hit a function key before typing in each character! The "menu-driven" style of programs mentioned above are almost as bad, since usually only one piece of information is collected at each menu. Such a program becomes a labyrinth of states better suited to an adventure game! The least offensive modes are found at the higher, goal related levels of the hierarchy. The better they align with changes in the state of the original problem, the more they are tolerated. For example, a word processing program might have one screen layout for program editing, another for writing letters, and yet another while printing the documents. A multi-function business package might have one set of menus for the spreadsheet, another for a graphing module, and a third for a database. In some cases the problem solved by the program has convenient "fracture lines" which can be used to define the modes. An example in my own past is the RCS, where the editing of each type of resource tree forms its own mode, with each of the modes nested within the overall mode and problem of composing the entire resource tree. TO DO IS TO BE! Any narrative description of user interface is bound to be lacking. There is no way text can convey the vibrancy and tactile pleasure of a good interface, or the sullen boredom of a bad one. Therefore, I encourage you to experiment. Get out your favorite arcade game and see if you can spot some of the elements I have described. Dig into your slush pile for the most annoying program you have ever seen, run it and see if you can see mistakes. How would you fix them? Then... go do it to your own program! AMEN... This concludes the sermon. I'd like some Feedback as to whether you found this Boring Beyond Belief or Really Hot Stuff. If enough people are interested, homily number two will appear a few episodes from now. The very next installment of ST PRO GEM will go back to basics to explore VDI drawing primitives. In the meantime, you might investigate some of the Good Books on interface design referenced below. REFERENCES Stuart K. Card, Thomas P. Moran, and Allen Newell, THE PSYCHOLOGY OF HUMAN-COMPUTER INTERACTION, Lawrence Erlbaum Associates, Hillsdale, New Jersey, 1983. (Fundamental and indispensible. The volume of experimental results make it weighty. The Good Parts are at the beginning and end.) "Macintosh User Interface Guidelines", in INSIDE MACINTOSH, Apple Computer, Inc., 1984. (Yes, Atarians, we have something to learn here. Though not everything "translates", this is a fine piece of principled design work. Read and appreciate.) James D. Foley, Victor L. Wallace, and Peggy Chan, "The Human Factors of Computer Graphics Interaction Techniques", IEEE Computer Graphics (CG & A), November 1984, pp. 13-48. (A good overview, including higher level topics which I have postponed to a later article. Excellent bibliography.) J. D. Foley and A. Van Dam, FUNDAMENTALS OF INTERACTIVE COMPUTER GRAPHICS, Addison Wesley, 1984, Chapters 5 and 6. (If you can't get the article above, read this. If you are designing graphics apps, buy the whole book! Staggering bibliography.) Ben Schneidermann, "Direct Manipulation: A Step Beyond Programming Languages", IEEE Computer, August 1983, pp. 57-69. (What do Pacman and Visicalc have in common? Schneidermann's analysis is vital to creating hot interfaces. __________________________________________________________ HyperLINK ========= What is HyperLINK? ------------------ HyperLINK can be viewed as quite a number of things. Most simply, it is a managing program for any (reasonable) number of HyperLINK Applications and Modules. A HyperLINK Application can be something as simple as a flat filing system, or as complex as a mini word processor or relational database. A HyperLINK Module is more of a "tool", for use by HyperLINK Applications in manipulating or collecting data, or controlling external devices or actions. A simple example of a HyperLINK Module is a routine to convert graphics for display in a database Application, or a driver for a CD-ROM or Laserdisk, as well as sound, music, and speech Modules. The true power of HyperLINK lies in its Hypertext-like capabilities. Hypertext is a system (or theory) developed mostly in 1970's that aspires to replace normal, linear text with smaller text topics "linked" to each other. This system can be applied beyond simply text to encompass data, graphics, sound, and external control as well (these days, this is popularly called Multi-media). An example of Hypertext ----------------------- As a simple example of Hypertext, imagine a file listing software for the ST. In the title page, you select the heading "Multimedia Applications", and a list of available multimedia programs is displayed, possibly with some information on multimedia programs in general. You then select HyperLINK from this list, and a page of information on HyperLINK is displayed. If it were a very comprehensive file, it might even let you select topics like "hypertext" and "database" and look up general definitions or explanations. Or, from the HyperLINK description, you could select JMG Software's name and be shown a list of all the applications we develop and general information about us. (To take things one step further, under our company listing you could select "ST Software" as being our specialty, and that link could take you right back to the table of contents of the ST software guide - a complete circle. That's the fun of hypertext.) An example of HyperLINK ----------------------- One of the simplest examples is the Message/Address/Calendar Applica- tion set developed for HyperLINK. The phone Message App lets you take standard phone messages, enter them on a graphics-based screen and store them in a database. But then, to call up information on a company or a person named in that message, just click on the name and it will display the Address book form with any information available. Then you could click on the Appointments link and it would display on the Calendar form any appointments made with that person. You could then zoom in on one particular day's schedule, and even go look at the Address or Message record of someone else from that day. Another example developed is a "Music Sampler", which uses a HyperLINK module to control the Atari CDAR CD-ROM Player in music mode. It would display a list of CD's on which data has been entered, and let you pick one to sample. Assuming you put the correct CD into the drive, it would give a list of all tracks on the CD, and from it's database provide infor- mation on each track. You could then call up an extended information screen on that track, providing some history or information, or you could call up text on the composer/artist or author (with picture of course). All while having the computer play the requested selection for you. HyperLINK capabilities ---------------------- HyperLINK can create links between any sort of data (one Application to another) and Modules. All you have to define is how to do the link, and HyperLINK will do the rest. For instance, Hyperlink has a build-in dBASE compatible database manager. It automatically knows how to look up a name found in one database from another, you just tell it what fields to use. For more involved links, you can include custom modules for the application. An assortment of such modules is provided with HyperLINK, and any others can be added at any time (i.e. programmed in C and loaded into HyperLINK with it's Module-load feature). Each Application is provided its own windows for its forms, so a full history of links can be present on the screen at the same time, and you can effectively edit all the data displayed at the same time. A single application (i.e. the Message App) can have multiple windows displayed at one time as well (making this the first ST program to use the "cluttered desktop" metaphor). Some Specs: ----------- - Fully dBASE III / dBASE IV compatible database manager included. - Support for Moniterm and other special monitors; support planned for all TT graphics and colour capabilities. - Custom windowing feature allows greater than 7 windows active. - "Launch" feature to run other programs from within HyperLINK; includes parameter passing and clipboard use if the destination program sup- ports it. - dBASE data support, Text Support, Graphics Support, Digitized Sound Support, Speech Support, and HyperLINK Module Support all as standard. - Document hypertext capability standard, allowing use of existing or new text files as hypertext documents or HyperLINK control forms. (i.e. link text to text, text to graphics, or text to another Hyper- LINK form, Application, or Module.) - Ability to actively link two computers together to share information in real-time. (via Serial or MIDI ports). - Support Modules for Atari's CDAR-504 CD-ROM player also included. - "HyperLINK Module Protocol" will be published and distributed via public domain to allow third parties and experienced end users to create HyperLINK Modules for special purposes. (Use of custom HyperLINK Modules will effectively allow virtually anything to be linked to anything.) - Allows compiling "HyperLINK Applications" into stand-alone programs that may be distributed either commercially or public-domain. - To be distributed with sample HyperLINK Applications: Message, Phone List, Address Book, Calandar and To-Do; Document Hypertext Sample; Database/Graphics/CD-ROM Sample. ------------------------------------------------------------------ HyperLINK specifications are Copyright (C) 1990, George Geczy and David Thompson, JMG Software Int'l Inc. ------------------------------------------------------------------ \\\\===//// ACE MAILBOX ~~~~~~~~~~~ Send your letters to THE SECRETARY ACE NSW GPO BOX 2001 SYDNEY NSW =================================================================== Dear ACE, I now have a printer of my own and I would like to communicate with other ATARI ST users. The don.t have to be from Sydney or there abouts. They could be from anywhere in Australia or Over Seas. As long as I have a pen-friend. From: Robert Huggins 6A Bruce Street TOOWOOMBA QLD 4350 ------------------------------------------------------------------- Anyone interested in writing to Robert and being his pen-friend then please write to him at the above address. -------------------------------------------------------------------- Dear ACE, I read in the latest Inside Info that there is a rumour that version 3 of Fleet Street Publisher may be coming out. Well I would like to inform you that this letter is being done on the above version. I had bought version 1 a few years ago and after reading in the January ST Format that it was available I worte to Mirrorsoft and in early August I received a package from England. Talk about being pleasantly surprised a complete pachage, 4 disks and the manual with a nice letter and absolutely no cost. Basically it is the same with particular quirks and waiting becomes a hassle but there seem to be a number of extra functions and compared to other DTP programs for the Atari I would not know as this is the only one I have used. Cpmpared to the DTP's of the MAC, FSP3 may be a little slow but it has very good quality print drivers (Ultrascript) and if you become familiar with it, it is a very powerful program and the finished article will compare with any other program. If anyone else in ACE has Fleet Street Publisher could write to me at the following address to exchange and discuss the different knowledge we have about the program. Timothy McManus Kalkaringi Primary School Private Mail Bag 41 Via Katherine Northern Territory 0850 A couple of other things I would like some information on are: 1) How do I get an update of TOS? I think the one on my machine is from 1985. Do I have to put the computer in or can I do it myself? 2) I want to upgrade from 1 Megabyte RAM to 2, 3 or 4, so does this have to be done by a dealer or can I do it myself? 3) Can anyone recommend an Atari dealer in the Northern Territory? Yours Faithfully, Tim McManus ------------------------------------------------------------------ ANSWER 1) The way ST users in Sydney get an upgrade to TOS 1.4 is they either send in there ST to Atari or to a dealer to do it. I think you might be able to purchase a set of them from Atari directly and install them yourself but you will have to ask Atari about that. The Phone number of Atari in Sydney is (02) 805-0344 or write to them at the following address. Atari Computers Pty. Ltd 277 Lane Cove Road North Ryde NSW 2113 2) If you read the Article from Will Visser of Super Products in Inside Info #48 then this Question will be answered. Give Will a phone call and ask him if he can help you about doing the upgrade yourself. He does upgrade all ST to 4meg at a resonable price. 3) I will ask Atari Corps for a list of dealers in the Northern Territory and mail it to you as soon as I get it, that is if there is any dealers in the N.T.. -------------------------------------------------------------------- Well that is it for another issue of Inside Info and I hope I have helped someone out there in Atari land. Jeff Maddock ACE(NSW) Secrrtary. <*> <*> <*> GENERAL MEETINGS **************** VENUE AND DATES FOR ACE's MONTHLY GENERAL MEETINGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE PLACE : ROOM 435 (Ground floor) in the Engineering Building at the Institute of Technology (THE TOWER BUILDING - USE THE BROADWAY ENTRANCE) THE TIME : 1.30 P.M. TO 4 P.M. for ST - STE owners. 4 P.M. TO 5 P.M. for 8 bit owners. ALL MONTHLY GENERAL MEETINGS WILL BE HELD AT THE INSTITUTE ON THE FIRST SATURDAY OF EVERY MONTH FROM 1.30pm to 5pm UNTIL FURTHER NOTICE. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Atari Computer Enthusiasts (N.S.W.) G.P.O. BOX 4514 SYDNEY 2001 --------------------------------------------------------------------------- MEMBERSHIP FORM NAME :________________________________________________________ ADDRESS :________________________________________________________ SUBURB :____________________________ STATE:____ POST CODE:_____ PHONES- Home (_____)______________ Work (_____)_______________ ATARI COMPUTER MODEL. (Please mark which models you own.) ST {_} or STE {_} 65/130/400/600/800/1200 XL / XE 520 / 1040 / MEGA2 / MEGA4 810 / 1050 or XF551 Disk Drive SINGLE or DOUBLE sided Drive SIGNATURE:________________ Date: ___/___/___ [_] change of address Enclosed is: [_] Cash [_] Cheque [_] Money Order for:- [_] $35 New Membership [_] $40 Joint ST/XL Membership [_] $30 Renewal [_] $20 Non ACE MEMBER BBS Fee [_] $10 ACE MEMBER BBS Fee Enter BBS Password: ______________ 8 Characters Maxium _____________________________________________________________________________ OFFICE USE ONLY: Date Processed:____/____/____ Renewal Due:____________ Receipt #:________ M/Card[_] First Issue #: _____ Last Issue #: _____ M.C.#: ____ (STR Disks 1 & 2)[_] ______________________________________________________________________________ |*||||||||||||||||||||||||||||||*| |*|MIDI PHONE CONNECTION REVIEW|*| |*| by Terry Schreiber |*| |*||||||||||||||||||||||||||||||*| MIDI jam sessions over the phone? Yes, with a new software package - MIDI-Phone Connection you can play realtime over the phonelines with a standard 2400 baud modem. The music that you play is transferred in a digitally compressed form and re-created on the other MIDI system. The MIDI systems do not have to be identical because the program contains MIDI system mapping information. Text messages may also be transmitted simutaniously without any delay in the music. As an added feature the program conatins a keyboard re-mapper which allows you to re-map any note on your keyboard into any other note or chord on any MIDI channel. A different mapping is allowed for each song. The software contains a music sequencer with standard MIDI file support so that you may record and playback your session later. With standard 2400 baud modems there is a delay of about 20 milliseconds. You may use the program with 9600 baud modems to reduce the delay to about 6 milliseconds. People can now have real-time musical interaction without having to be in the same room or city. MIDI-Phone Connection will be available in September for $195.00 from your local dealer or contact: J.D. Koftinoff Software Box 1405 Grand Forks B.C. V0H 1H0 (604) 439-7583 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% MOUSEMODTXT t N>NEODESK3TXTt ^OFFICERSTXTt fqOS9 TXTt g% PARAGON TXTt jG PDHEADERTXT"t nPIC_COMPTXT&t r SEURAT TXT)t uSPECS TXT.t {SPECTRE3TXT3t SPECTRESTXT7t 4SSTODS TXT:t [STESIG TXTAt STNEWS TXTGt ,7STPDUD10TXTKt ?TTDESK TXTQt $&UPG204 TXTVt 7UPGD520 TXT[t 9VDOSSR69TXTat j WELCOME1TXTft XMAC_NEWSTXTit  |*||||||||||||||||||||||||||||||*| |*| MIGL'S MOUSE MODIFIER |*| |*| by Michael Hadley |*| |*||||||||||||||||||||||||||||||*| (Reprinted from the Puget Sound Atari News, July 1990) Let me first admit that I would rather figure out how to do some things myself than pay someone else to do them for me. Maybe it comes from being brought up in a technical (read Air Force brat) environment. I'll leave proving that conjecture to the social scientists and psychologists; I know I like doing technical stuff for myself. I did my own memory upgrade (with a minor checkout from Bud at Xanth) and installed PC Ditto II (how many of them worked the first time???) on my ST. I also built my own Hard Drive system and added two floppies (switchable and the topic for a later article) so I have been inside my 1040 ST frequently. This being the history of the moment, I bring to the fore a way to build a sort of Mouse Master. I say "sort of" not to say it is funky or semi- functional, but rather that the real "Mouse Master" is a copyrighted product from Practical Solutions. Since I have never been inside a "Mouse Master" I can only say from conjecture that what I made is "Mouse Master"-like in its function. It allows you to switch from the mouse to a joystick without constantly unplugging either one. It also keeps you from having to lift up your keyboard to replug anything. That is one of the few features of the ST that I dislike, but I understand the mouse and joystick port placement from the "functionality" viewpoint. Atari has the keyboard microprocessor right there in my ST and probably thought it efficient to place the ports close to the processor. Be that as it may, this Mouse Modifier project fixes that port placement "feature" and allows switching between mouse and joystick at the same time. When I decided to fix this "feature" I had fought with the ports for a couple years and finally added "the last straw" to the pile. My current Mouse Modifier has been installed for over two years and seven moves (I got tired of moving, too!) and has never had or caused any problems. I like it a lot. It hides behind my ST and is easily switched from mouse to joystick. If I were a true mouse freak, I would probably have two different joystick ports on the joystick side to allow me to use either a control stick type (competition style) or a standard one for my three year old nephew. It is possible, using the simple trick I use here, with two switches for four ports. But enough of the B.S. and on with the article. In case you did not know, the Atari joystick is a group of four switches each set 90 degrees apart in a single plane. To make some signal when these switches close, there is also a 5 volt line tied to one side of each of these switches. When you move the joystick in some direction, it closes one or two of these switches, sending the 5 volt signal through the switch and along any line to the Joystick port. For example, moving the stick Up and Right closes the Up and Right switches, sending a signal along those two conductors to the Joystick port. These signals are read by the microprocessor and the appropriate commands are passed to the ST's Motorola 68000 CPU, if the programmer has done her stuff right. In the case of the mouse, the signals are supplied by a different mechanism. The wheels against which the mouse ball rolls are each connected to a larger wheel and aligned at 90 degrees to each other. The larger wheels have a series of slots in them that interrupt the light beam from an LED (Light Emitting Diode) which is sensed by a photo diode. This pulses the beam, allowing the mouse to tell that it is being moved. The direction of movement is determined by the the timing of the pulses - as the two sensors are not evenly spaced along the edge of the wheel. This makes it possible to determine which direction the mouse is moving because the timing between the pulses varies from one direction to another. So what is the trick, you ask? When is he going to explain the Mouse Modifier? The trick is very simple. To switch between the mouse and the joystick in the same port, all you have to do is switch both the 5 volt line and the ground at the same time. Turn off the power to the mouse and apply power to the joystick (or the other way around) and you have the fix. Since the 5 volt line is pin 7 and the ground is pin 8, you need a DPDT (read Double Pole, Double Throw) switch to switch between the new ports. I'll describe it in more detail, though, to clarify the project. A parts list follows at the end of the article. All part numbers in the text are for JDR parts because they are shorter. Male parts have the pins showing, though they have a skirt that fits around the female part, which has holes into which the pins fit. Vaguely confusing, that! Note that the procedures are a bit different, depending on whether you use solder-on or clamp-on connectors. I designate the steps with a label "Solder:" or "Clamp:" if the steps are distinctly different, and "Both:" if they are identical. If I seem to ramble, I am being redundant. Not everyone conceives of something in the same way. I have tried to describe the project in a way that can be easily recognized. The drawing is admittedly quasi-schematic. Both: I used a 33 inch piece of 25 lead ribbon cable for two reasons. One was that I had some in stock and the other was that with the two plugs attached to the end, the spacing for the joystick ports under the keyboard was just right. The first step is to split the cable at one end, making a 25 lead ribbon cable into two 9 lead and one 7 lead stub. Count nine leads in from each side and split the cable (between the ninth and tenth lead) leaving a seven strand flap in the middle. One or two inches is plenty of flap. Trim if you want to, though they are unused. Clamp: Now squeeze a one of the nine pin female IBD09S "plugs" onto each nine lead ribbon. Make sure that they are aligned the same; when you look at them from the front, both have the narrow part up (or down) so the ribbon will lay flat UNDER your keyboard. Solder: Before soldering the connections, look closely at the plugs on the bottom of the keyboard. Note their orientation. Remember that the cable will lie flat underneath the machine. The object is to have the ribbon cable that leaves the plugs leave at a right angle and go under the machine. Mark the outer lead on each plug. In one case the outer pin will be pin 1; in the other it will be pin 5. Make that your first solder joint on the respective plug. For example, if the plug to port P0 is on the right, solder the outside lead to pin 1 on the plug. The inner-most lead of the 9 lead ribbon will be soldered to pin 5 on the plug. The joystick plug would be just the opposite, with the outer (other side of the cable, remember) lead soldered to pin 5 and the inner one soldered to pin 1. Make sure that the plugs are both oriented the same way before soldering any more leads in place. Check that the plugs leads are leaving the solder joints turning away from the bottom of the keyboard. Now split the leads and solder them alternately to the bottom then top posts; the order from the above Mouse port example would be to start at pin 1 and solder the leads inward in the order 6, 2, 7, 3, 8, 4, 9, 5 (done). Both: Split back the other end of the ribbon cable in the same way, but split it back about eight inches on the Mouse side of the cable. Clip off the excess on the Joystick side, so the Joystick side is 8 inches shorter. Now comes the "make sure" step. Plug a male connector into each female already attached to the cable. This is the simplest way to assure correct cable connections. Clamp: Make a loop with the cable, making sure it does not twist, and mark the respective positions of the male plugs. Clamp the Joystick side male first. Now slide a male onto the longer Mouse side, even with the Joystick connector. Make sure the connector is oriented like the in-place connector. Clamp it into place. The tail extends about eight inches beyond this connector. Clamp the other male onto the end of the tail, making sure the orientation is the same as first Mouse connector. Clamp it in place. Now carefully split the ribbon Mouse side ribbon cable at the first NEW Mouse port. This must happen on the long side, between the male and female, not the two males. Split the fourth and sixth leads (from the outside) about an inch back from the connector. Clip the leads close to the edge of the connector. This will isolate pins 7 and 8 from the main cable. You can also split the same leads on the ribbon between the two males, but do not clip them at this point. Leave about a half inch of ribbon unsplit close to each connector. Strip these two leads and solder a four to six inch piece of 26 or 28 gauge wire to each lead. Strip the unsoldered end of each lead, then fold these leads back along the ribbon cable. Solder: Strip the leads for soldering. Split the Mouse side ribbon, separating the fourth and sixth leads (from the outside) about eight inches back. Fold these two leads back along the ribbon and tape them for now. Solder the male connectors on the ends of the cables now stripped. Leave them plugged into the females while you solder. Solder the cables onto the connectors as I described above, and remember to skip pins 7 and 8 as you solder across the connector. Now carefully strip the cable at the point where you are mounting the inner Mouse port, at about the same position on the cable as the Joystick connector. If you strip these carefully, you will not break the ribbon leads and can simply bend them and solder them into place without handling two separate leads for each pin. Remember to skip leads 7 and 8 on this connector as well. Now get some scraps of wire, about 26 or 28 gauge, and solder an eight inch piece between the respective pins 7 and 8 of the male connectors; all the pins should now be connected and you should have two leads folded and taped back onto the ribbon cable. Both: efore you go further, plug the cables into the Mouse/Joystick ports under the keyboard. Now run the cable under the machine and back to the project box. Mark the location where the Mouse port (P0) edge of the cable intersects the edge of the box. (Note that the box I specified has a metal lid. I simply screwed the lid down gently onto the cable, after making a shallow notch in the box side where the cable crosses it, clamping it in place. The cable stays flat.) This will show the male jack placement. Mark the position for the holes in the box side. Start by cutting holes for the male plugs into the project box. I stacked the two Port P0 (a & b) ports on the right side, facing the box; the first just below the top, the other spaced a quarter-inch below the bottom edge of the top connector. Make sure you have clearance between them, mostly for ease in assembly. You can now mount them after you drill the mounting hardware holes. Checking carefully and proceeding slowly will yield you a nicer looking project. Now that you have the jacks mounted in the box, drill a hole in the top for the DPDT switch. Make sure it is not in a direct line with the point where the ribbon cable enters the box, but not too far away, as you will have only about four inches of leads for the connections to the switch. Go ahead and mount the switch in its hole now, so that you can easily support the stuff as you are soldering. From here on, the project requires soldering, so I make no further distinctions between the processes. Take the leads that you taped back along the ribbon cable and solder each to one of the middle terminals on the switch. These two are the source of the 5 volt and ground for both the Mouse and Joystick. Pick one pair of leads from one of the male connectors and solder them to one end of the switch. Make sure you solder the lead to the proper side of the switch; check with an ohmeter. Pin 7 on the male must connect to pin 7 of the female. If you have any doubts, check again. Consult the diagram. You should be able to read continuity from the male to the female for each lead. Check them ALL at this point. Now flip the switch and check again. Pins 7 and 8 should be open. Solder the remaining wires from the other male connector and perform the same checks. Make sure that you have no shorts between any leads on the cable. Each lead should connect to only one pin on the connector. If you have checked all connections and are sure it will be okay, plug the jacks in to the Mouse and Joystick ports on the ST. Now plug the mouse into one P0 port and the Joystick into the other P0 port. Boot up the computer. Below is a checklist for "debugging" the Mouse Modifier: Check to see if the Mouse works: ___Yes, it works. Mark the current switch position as the Mouse position. Try a Joystick game. Remember to switch to the Joystick position. Go back to the top and replace Joystick for each mention of Mouse. ___No, it does not work. Check the cursor by holding down the Alternate key and using the Arrow keys. ___The Pointer moves now. Flip the switch and try the mouse. Go back to the top of the checklist. ___The Pointer does not move. WORST CASE! Turn off the machine and double check all connections. Go back to the top. Now assemble the box, carefully tucking in all the leads. Make sure the respective Mouse and Joystick positions are marked at the switch. This should now eliminate all Mouse/Joystick replugging and the associated lift-the-computer-and-plug-in-something-different syndrome. Reach your left arm out in front of yourself. Move your arm upward in an arc until it is above your shoulder. Bend your arm at the elbow and reach behind you until you can pat yourself on the back. Congratulations! You have built a successful Mouse Modifier! Below is the table of parts needed to build the Mouse Modifier. I have shown at least one source for many parts and you might find them elsewhere as well. I could not find the 9 pin Mini D ribbon connectors at Radio Shack, so try some place like Radar Electronics in Seattle or a specialized electronic outlets for them. The Rad Shak part listed here is a solder type connector. JDR Micro is a big mail order house in San Jose; they have most anything you might want but ask for a minimum $10.00 order. Their order phone is 800-538-5000. Happy Scrounging! Source Part Num. Description Quan. Cost ea. ------------------------------------------------------- Radio Shack 275-666 DPDT switch 2 $ 1.59 JDR Micro DP/DT DPDT switch 2 $ 1.50 JDR Micro IDB09S 9 pin Sub D Ribbon Female 2 $ 1.45 Radio Shack 276-1428 9 pin Sub D Solder Female 2 $ 1.19 JDR Micro IDB09P 9 pin Sub D Ribbon Male 3 $ 1.39 Radio Shack 276-1427 9 pin Sub D Solder Male 3 $ .99 JDR Micro RC25 25 pin Ribbon Cable (grey) 3 ft $ .38 Radio Shack 270-233 Box for project 1 $ 2.19 Nuts and bolts to hold things together .........$ .?? Pieces of 26 or 28 guage wire: 2 @ 8" .........$ .?? %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% NEODESK 3 THE REAL ALTERNATIVE! =============================== OVERVIEW -------- NeoDesk 3 is a complete replacement for the built-in desktop that comes with the Atari. It is the easiest and most affordable way to rea- lize your Atari's true potential. NeoDesk 3 adds many new features and enhancements over the original desktop, while keeping full compatibility with your current and future software. Not only will your computer be more powerful, it will also be much easier to use. It doesn't get any simpler. NeoDesk 3 is the ultimate upgrade for your Atari ST. INSTALLATION ------------ NeoDesk 3 can easily be installed so that it comes up whenever you boot the computer. OUTSTANDING FEATURES -------------------- NeoDesk has "JILLIONS" of new features and enhancements available, this is only a few of the more outstanding features we found to be superb..: o FILE CLIPBOARD Store files and folders temporarily in memory while changing floppy disks, paths, or reorganizing your hard disk. You can think of it sort of an automatically expanding and shrinking ramdisk. The File Clipboard grows and shrinks according to the files you place within it. o DESKTOP NOTES Write important notes, numbers, or doodle right on the desktop itself! Simply double-click on the desktop itself and a cursor will appear. [Esc] clears the line. o DESKTOP ICONS Place commonly used programs, files, and folders directly on the desktop. You can then select the icon and use "Install Desktop Icon..." to rename the icon and assign a unique key to it. Selecting that key will select and open the icon. o CUSTOM ICONS Assign different icons (each with its OWN COLOR) to any file or fol- der. This makes it much easier to locate and manage them. Many icons are included, with more available. And of course, you may create your own Icons or use the Icons from earlier versions. o ICON EDITOR This multiple window Icon Editor lets you edit and modify custom icons for any file or folder. Includes a complete set of drawing tools. Select "Edit Icons..." to call it. Double-click on any icon to edit it, on the desktop to edit it. This editor is far superior to any Icon editor I have used, including the older version from Gribnif. o SPLIT-WINDOWS Easily split a window so that it will display two different parts of the same directory. Very useful when copying or manipulating files. To do this, drag the "Split Window Bar" under the window information line to any window position. o "SELECT ALL" ABILITY A new window button (left of the bottom horizontal bar) lets you select all the files in a single directory, even if they don't fit in the window. You can even keep files selected while you scroll the window to a new location by holding down the [Shift] key. o INDEPENDENT WINDOWS Each window can be set to display text or icons, independently of each other. Each window can even have its own sorting and text options. The new button at the lower left corner of the window toggles a window between text or icons. o SMART FILE COPYING No more useless disk swaps. In a very efficient and fast manner, as many files and folders that will fit into all the available memory are read in at once. Especially nice for hard drives, this feature is a real benefit for all hard drive users. o SMART DISK COPYING NeoDesk 3 can intelligently detect the type of format used on the original disk and format the destination disk the exact same way. You can even copy identical hard disk partitions. o FULL MACRO IMPLEMENTATION Automate any series of desktop operations like opening windows, copying or deleting files, executing programs, etc. Then assign them to any key on the keyboard. Select the menu entry once to start recording and a second time to end recording. Does not record inside of running programs or in dialog boxes. o ACTIVE ICONS Drag any group of files to any program icon and that program will be automatically executed with all the selected files as parameters. o SEARCH FILES Easily search your system for that missing file. When found it will open a window to it, scroll to the file, and select it. o FILE TEMPLATES Up to six file templates are supported. For example, you could have a single window display all files ending in both ".TXT" and ".DOC" endings. o DISK FORMATTING You can specify 9 or 10 sector format, number of tracks, and even use the newer "Twister" option. o REORDER MODE You can easily reorder any directory on your system. Select it once to enter the reorder mode, a second time to exit it. o ENHANCED FILE "SHOW" Neodesk 3 is able to display Degas, Degas Elite, and NeoChrome pic- tures. Right mouse button goes forward a page, left mouse button back a page. o ENHANCED INSTALL APPLICATION You can select the type of application you are using, if NeoDesk should unload for it or not, and more. o SUPERB DIABLO MANAGEMENT The Diablo Emulator purrs like as kitten with Neodesk 3, just drag a file or a number of files to the LASER PRINTER ICON and they will be printed. Has a 'form feed' in the drop down menu if needed. COMMENTS -------- NeoDesk 3 has many other features many of which were barely touched upon here. Features like a NEW ENHANCED Control Panel with its own screen saver and corner clock, Printer Queue, Print Directory function, and much more. NeoDesk 3 comes with a superb, well written 140 page illustrated instruction manual, two disks, several extra utilities (one can even replace the system fonts!), and a recoverable trashcan for NeoDesk. The FORMAT AND FILE COPY functions in Neodesk 3 are so unique they even remove the boredom of these mundane everyday tasks by providing information relative to the task and it is constantly updated. This is a very nice touch. The Gribnifs have really outdone themselves on this one! This version is equal to if not better than TOS 2.0. How to Order ------------ To order your own personal copy of NeoDesk 3 for $69.95, Please call the TOLL FREE ORDER LINE: 1-800-284-4742. You will receive ** FREE ** 2nd Day Air shipping. If you have any questions at all, or comments about the NEW NEODESK 3.01, you may reach us at: Voice: (413) 584-7887 Fax: (413) 584=2565 Gribnif Software P.O. Box 350 Hadley, MA 01035 U.S.A. <*> <*> <*> <*> <*> <*> A.C.E. NSW COMMITTEE 1990 /91 ****** *** ********* ******** PRESIDENT..............Swavek Jabrzemski......Ph > 665 8416 (H) ST MEETINGS ORGANISER..Gerard Parlevliet......Ph > 938 5414 (H) SECRETARY/TREASURER....Jeffrey Maddock........Ph > 568 2990 (H) SECRETARY'S ASSIS......Olivia Lynn............Ph > 745 2315 (H) SYSOP..................Swavek Jabrzemski......Ph > 665 8416 (H) REMOTE SYSOP...........Andrew Davies..........Ph > ST EDITOR..............Gregory Smith..........Ph > 570 1916 (H) ASSISTANT ST EDITOR....Phillip White..........Ph > 698 7768 (H) SOFTWARE EXCHANGE......Cathy Tuck.............Ph > 349 3602 (H)(2pm to 5pm) ST LIBRARIAN...........Eugene Bendle..........Ph > 369 2932 (H) XL/XE COORDINATOR......Steven Carr............Ph > 608 3564 (H) * * * * * * * * * * * ********** OS9/OS6800 ********** Category 3, Topic 45 Message 8 Mon Aug 13, 1990 CYCLONE [BillSheppard] at 00:13 CDT OS-9 is a multi-user, multi-tasking operating system for 680x0 and 683xx based computers, though it originally ran on 6809-based computers like the CoCo. It is currently primarily used in the industrial world where it is used to control assembly lines, acquire data, drive instrument displays, control CD players, and many other tasks. It is used as the operating system of choice for the CoCo 1/2/3, and is available for the Mac, Amiga, and ST. It is strictly software, and generally includes the OS (which boots from floppy or hard disk and replaces TOS while active), C Compiler, linker, debugger, editor, and many, many utilities. It looks a lot like Unix to program for or to use, with similar commands and utilities available. No windowing package has been commercially released for the ST, but there are several people working on a variety of packages. The most promising is being done for the ST, Amiga, Mac, and MM/1, a new multimedia computer based on OS-9 being released shortly. This windowing package will allow _binary_ compatibility between all four computers - you could take the same compiled program and run it on either or all machines. There are word processors/spreadsheets/databases available, as well as other utilities, much of it public domain. Basically, it's a very fun operating system to use for programming/hacking, and there is a great amount of untapped power in the ST as far as OS-9 is concerned. Also, with the release of the MM/1 I believe OS-9 will become better known in the US marketplace for micro-computers (even though it is already the third most widely used OS after MS- DOS and UNIX). Cost for OS-9 on the ST is $600, which includes everything I mentioned above. Call me at (800) 475-9000 for more information. Bill Sheppard Microware Systems Corporation From Genie. <*> <*> <*> <*> <*> ################## ATARI ST OWNERS ################## FOR THE LARGEST RANGE OF SOFTWARE, HARDWARE AND PERIPHERALS FOR YOUR COMPUTER CALL PARAGON COMPUTERS (09) 221 3216. 24 HOUR DELIVERY TO ANY CAPITAL CITY. Loom Mindscape Collection Centrefold Squares Strider Chaos Strikes Back Strip Poker Deluxe Dan Dare 3 Dungeon Master Italia 1990 Ninja Warrior F16 Falcon Mission Disk 2 SAS Combat Shinobi Gravity Chess Player 2150 Tywlyte Triad 3 Here With The Clues Prodigy Flight Simulator 3 in 1 F16 Combat Pilot System 3 Damocles Castle Master EZ Track Plus Chase HQ Cyberball Replay Professional F29 Retaliator Klax Midi Studio Ivanhoe Battle Chess Lets Spell At Home Midnight Resistance Flood First Letters & Words Shadow Warrior Gold of Americas Fun School 2 (under 6) Tie Break Mr Doo Run Run Fun School 2 (8+) Gazza's Super Soccer Viking Child Fun School 3 (under 5) Fire And Brimstone Ghosts And Goblins Ultima 5 Wipe Out Fun School 3 (5-7) Chess Champion 2175 Combo Racer Fun School 3 (7+) Dragons Breath Venus Fly Trap Prof Looks For Words Battle Master Back To The Future 2 Prof Plays a new game MidWinter Bloodwych Data Disk Better Maths (12-16) X-OUT Dragon Ninja Junior Typist (5-10) Kings Quest Triple Pack Theme Park Mystery Lets Spell At Shops Punisher Breach 2 Magical Maths (4-8) World Of Flight Drakken Puzzle Book Vol 1 Zombie Highway Patrol 2 Spell Book (4-9) Battle Hawks Jumpin Jackson Things To Do With Words Black Tiger Manchester United Things To Do With Numbers Dynasty Wars Blue Angel 69 All Time Favourites Ghouls And Ghosts F19 Stealth Warrior Blue Angels Leader Board Collection Defenders Of The Earth Power Boat Oriental Games Kick Off 2 & World Cup Hammerfist Pirates Photon Storm Hot Rod Resolution 101 Supreme Flight Command War Head Harley Davidson Wayne Grezky Ice Hockey Turbo C Developers Pack Visa Card, Bank Card, Master Card, American Express, Diners Club International PARAGON COMPUTERS 17A/5 Short Street, Perth, Western Australia 6000 Phone (09) 221 3216 <*> Fax (09) 325 8251 <*> BBS (09) 325 5160 Call for our latest software/ hardware list. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ ORDERING PD SOFTWARE ~~~~~~~~~~~~~~~~~~~~ PUBLIC DOMAIN AND SHAREWARE DISKS CAN BE PURCHASED FROM THE CLUB AT THE FOLLOWING RATES: 1-9 DISKS - $7.00 EACH INC. POSTAGE. 10 PLUS DISKS - $6.00 EACH INC. POSTAGE. FOR POSTAGE OF ORDERS OF MORE THAN 20 DISKS $3.00 OR FOR CUSTOM MADE DISKS $10.00 EACH. INC.POSTAGE. PLEASE ALLOW UP TO TWO WEEKS TO PROCESS YOUR ORDER. ALL DISKS ARE SINGLE SIDED AND REQUIRE 512K UNLESS OTHERWISE STATED. SOFTWARE ORDERS MAY BE COLLECTED AT GENERAL MEETINGS IF PRE-ORDERED FROM THE SOFTWARE OFFICER - CATHY TUCK PH (02) 349 3602 (2pm to 5pm) OR SEND YOUR ORDERS TO - ST SOFTWARE EXCHANGE G.P.O. BOX 4514 SYDNEY NSW 2001 EITHER PRINT OUT THE ORDER FORM BELOW, OR IF YOU DON'T HAVE A PRINTER YOU WILL HAVE TO COPY THE FORM MANUALLY. A T A R I C O M P U T E R E N T H U S I A S T S ( N . S . W . ) G.P.O. Box 4514, SYDNEY 2001, N.S.W. ----------------------------------------------------------------------------- S O F T W A R E O R D E R F O R M *************** ********* ******* PLEASE PRINT ALL INFORMATION:- NAME:___________________________________________________________ STREET:___________________________________________________________ TOWN:___________________________________ POST CODE:_____________ Phone: ( ) ____________________ Please Tick Boxes: [_] MONEY ORDER [_] CHEQUE [_] CASH [_] CREDITS For:[_] PREPARED ST SOFTWARE [_] CUSTOM ST SOFTWARE [_] Single Sided ST Disk Drive [_] Double Sided ST Disk Drive SIGNED:_____________________________________ DATE:____/____/____ ------------------------------------------------------------------------ Prepared ST Disk Prices: 1 - 9 Disks = $ 7.00 Per Disk includes Postage 10 + Disks = $ 6.00 Per Disk includes Postage CUSTOM DISK = $10.00 Per Disk includes Postage ------------------------------------------------------------------------ PRE-PREPARED CUSTOM DISK INFO ITEM DISK NO. COST ITEM DISK NO cost SIDE PROGRAM NAME 1 _________ ____ 1 _________ ____ ____ ____________ 2 _________ ____ 2 _________ ____ ____ ____________ 3 _________ ____ 3 _________ ____ ____ ____________ 4 _________ ____ 4 _________ ____ ____ ____________ 5 _________ ____ 5 _________ ____ ____ ____________ 6 _________ ____ 6 _________ ____ ____ ____________ 7 _________ ____ 7 _________ ____ ____ ____________ 8 _________ ____ 8 _________ ____ ____ ____________ 9 _________ ____ 9 _________ ____ ____ ____________ 10_________ ____ 10 _________ ____ ____ ____________ TOTAL Items: ____ Disks Value Total $____.___ Postage $___.__ TOTAL MONEY SENT = $___.___ ========================================================================= OFFICE USE DATE RECEIVED .../.../... DATE SENT .../.../... Cert Mail Ref #______ RECEIPT # .............. OFFICERs SIGNATURE .......................... ========================================================================= ______________________________________________ The Great ACE Inside Info Title Pic Contest +++++++++++++++++++++++++++++++++++++++++++ Tom Hollander, aged 13 from Farrer ACT wins again. This is hardly suprising seeing as he is the only contestant. Come on folks, lets see what your'e made of and get those pix rolling in. Tom sent in several pictures to choose from, almost all handpainted (figuratevely speaking). The screen that was used in this issue was selected because it reminds me that I have to lock the fine wines away when the ACE committee meets at my place! While I think of it I shall make up some rules. I feel quite entitled to do this as I have contributed many title screens over the past issues of Inside Info, so I know what works.... 1/ Contest is not open to Committee members. However their family members may participate. 2/ Acceptable picture formats are DEGAS, NEOCHROME, TINY and SPECTRUM if you slip me a tenner. 3/ Non acceptable formats are IFF, GIF, GEM, IMG, Macpaint and any other wierdo fly by night would-be standards. 4/ If sending disk by mail please indicate whether you would like it returned, otherwise it will be reincarnated as an issue of Inside Info. 5/ All resolutions are supported, however things work better if the original is rendered in Low or Medium resolution. If you have no option but to send in a Hi Rez pic, the editor reserves the right to make such changes as are neccessary to enhance picture quality. This extends across all resolutions, especially if you insist on sending Spectrum. 6/ In case of a flood of entries (Ha!) we may decide to keep some pix for future issues, or maybe have a picture magazine (would save on typing!) So please do not number the pictures, ie just call it 'Inside Info no... and leave a blank space, blob, circle etc. Please include the ACE BBS Phone No (02 664 1303). 7/ No cheating please. I can tell if you have grabbed an IFF pic and slapped some lettering on it. It is an Art Contest so the judges eye will be caught by those who put in a bit of effort. If you must use some appropriated art, then do something creative with it. Digitised and scanned pix are OK as long as they have some relevance to ACE or your involvement with it. Your 12 month old baby will just scrape through if positioned in front of your ST. Screen dumps are acceptable as long as a bit of creativity is exercised or it looks really fab. (I have had some really wierd screen dumps of applications that crashed!) 8/ Have fun! Regards, Phillip White Assistant Editor and Art buff. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% S E U R A T V E R S I O N 2 . 0 A MAJOR UPGRADE OF THE POPULAR ATARI ST PAINT PROGRAM! COMPRESSED PICTURE FILES! SEURAT now reads and writes DegasElite Compressed format pictures (PC? files) in addition to the original uncompressed format (PI? files). But, there's even better news: SEURAT WORKS ON .IMG FILES, too! Read on... ANTI-ALIAS and COLOR-EDIT! A powerful Anti-Aliasing tool that works only on the range of colors you specify without blurring your picture, and a unique Color Palette Editor that can create and modify entire palettes with a few mouse stro- kes, using video-like commands for Tint, Saturation and Brightness! Frank- ly, I think it's more advanced than other programs' routines! FULL GDOS (AND DEGAS) FONT CAPABILITY! SEURAT now loads GDOS fonts of any size (without any need to have the GDOS program resident!) and DEGAS fonts, too. Version 2.0 gives you more control of text, too: Text Color, Text Style, Write Mode, Text Scaling (both enlargement and reduction), and for the first time, GEM Text Rotation (0,90,180,270 degrees). SMOOTH CURVE DRAWING WITH SPLINES! Automatic splined curves can be drawn by mousing in a few (or a lot) of control points; SEURAT will construct a smooth curve that passes thr- ough all the marked points. You can produce splined filled figures as well as line curves. Why not let your ST draw for you?! IFF FORMAT BLOCKS! Screen blocks, up to and including a full screen, can now be read and written in the DegasElite BL? file format (which is identical with the Amiga's IFF format, so images can be interchanged) as well as in the original SEURAT BK? file format. ===> IMG FILES IN A PAINT PROGRAM? YOU'RE KIDDING! <=== SEURAT Version 2.0 also reads and writes GEM's .IMG format side by side with Degas screen format pictures (when run on a monochrome system). There's no limit to the .IMG size, either! In fact, SEURAT gives you a bigger full-screen workarea on an over-sized .IMG file that ANY OTHER program. (You can rapidly shift the screen window everywhere over an big IMG file with a simple mouse drag; no fiddling with window gadgets!) NO OTHER program for .IMG files gives you the range and variety of painting and drawing tools, block manipulations, fills, and brushes that SEURAT does (even though they might cost five or six times as much)! Now, you can use the full resources of SEURAT to create images for your desktop publishing, using familiar tools and working in a familiar paint-program environment! Enjoy the best of both worlds! THE NEW SEURAT is BIGGER (and SMALLER) and FASTER and BETTER, TOO! SEURAT Version 2.0 comes as two functionally equivalent programs: 1) SEURATV2.PRG for color monitor systems (low AND medium resolution) 2) MONSURAT.PRG for monochrome monitor systems (high resolution) And you get BOTH of them for one very reasonable price! I call SEURAT Version 2.0 the best performance-to-price-ratio pro- duct in the ST marketplace because you get (between the two monitor varia- tions) 535,000 bytes of program (representing 24,000 lines of code, whew!) so compactly compiled that SEURAT V2.0 gives you eight Paint Screens when run on a 1-MEG ST, even with accessories loaded. More than 60% of the Version 2.0 code is new; there have been about 200 detail improvements in existing routines for smoother operation, such as a rock-steady flickerless mouse drawing on the Zoomscreen. All the Block manipulation functions have been expanded to handle bigger blocks, faster! Too many (over 60) new commands and functions to list here! All program operations are much, much faster. Since there wasn't much I could do to improve the zoomscreen besides making the mouse really flickerless, I had to settle for making it FIVE times faster! Some of the operations are TEN to TWELVE times faster! LATE-BREAKING FLASH! OK, OK! YOU WANT MacPAINT FILES? YOU GOT'EM! The MONSURAT.PRG also reads and writes .MAC images! If you liked the original SEURAT, you'll LOVE the new SEURAT! If you haven't tried SEURAT yet, you'll find an easy-to-use interface with a host of powerful features. As for price, I believe the new SEURAT Version 2.0 to be the best performance-to-price-ratio product in the ST marketplace! GEE! HOW CAN I GET THE NEW SEURAT? The ONLY way is to send $25.00 to: SKWare One, Inc. P. O. Box 277 Bunker Hill, Illinois 62014 (Please don't sent cash; a money order is the fastest way to receive SEURAT. I have to wait for checks to clear and am not equiped to deal with plastic money.) You get both the SEURATV2.PRG (for color monitors) and the MONSURAT- .PRG (for monochrome monitors), complete new documentation on disk (30,000 words), a handy Command Key to print out for a desk reference, a set of tutorials for step-by-step learning, from starting up to advanced techni- ques, folders of color fills, mono-fills, brushes, an assortment of GDOS and DEGAS fonts and more, plus an assortment of new SEURAT pictures, blocks and images, a two-disk set. Requires a one-meg ST with double-sided drive. Runs under Rainbow TOS (version 1.4) and the old TOS, too. <*> <*> <*> <*> <*> <*> - New York City, N.Y. LATEST SPECIFICATIONS REVEALED ------------------- TT Specifications: ----------------- Processor 68030 32 MHz Optional math co-processor RAM 2 MB (expandable to 8) ROM 512K Floppy 1.44MB 3.5 in. BUS VME ACSI internal bus SCSI internal bus with external connector Ports 2 asynchronous RS 232 2 synchronous RS 232C Parallel MIDI Stereo audio outputs Sound Digital 8 bit stereo sound Video ST and TT modes Features Battery backed clock 145 watt power supply latest TOS Optional Unix V 3.1 Stacy Specifications: -------------------- Prococessor 68C000 8 MHz Memory 1MB RAM ROM 256K 128K External Cartridge 32K Static RAM for LCD Display Storage Internal 3 1/2 in. 720K micro floppy Port for external floppy DMA Port for optional internal Hard Drive Display 640 x 400 resolution supertwist LCD backlit monohrome display, split horizontally at line 200 User Interface 94 keys, qwerty, separate cursor key cluster, separate numeric keypad, 10 function keys, trackball and two mouse buttons built in. Input/Output Ports Printer (8bit parallel) RS 232C, 50-19,200 baud MIDI In, Out/Through 31.25 baud optically isolated receiver Game controller ports DC power input jack Operating System TOS in ROM GEM Environment, icons, windows GEM virual device interface Software TOS, GEM Power 8 x C cells, Nickel/cadmium rechargeable 5-10 hours, Alkaline 18-35 hours Physical Demensions 13.3H x 15W x 13.3D 15.2 lbs, including batteries Portfolio Specifications: ------------------------ Processor 80C88, 4.9152 MHz RAM 128K including internal RAM configured disk (from 8K size) ROM 256K containing BIOS, operating system and applications Screen Graphics LCD supertwist technology, Software controlled contrast MDA text compatible 40 columns, 8 lines Graphics 240 x 64 pixels Keyboard 63 keys, PC compatible, buried numeric keypad and function keys Sound Speaker with DTMF dialing capability Mass Storage memory Card 32-128K Power 3 penlite (4-6 weeks use) Optional 117V adaptor Expansion Port 60 pin Pocket PC expansion BUS Memory Expansion RAM epansion to 640K Accessories RAM Expansion modules PC Card Driver Serial Port Parallel Port Applications In ROM ____________________________________________________________ Courtesy of the Gadgets RT THE CURRENT "STATUS" OF SPECTRE 3.0 =================================== STACE [RT SysOp] at 01:20 EDT Dave has given the O.K. to go ahead and "divulge" some of the "good- ies" that will be in Spectre version 3.0. First of all, as of this writing, Spectre version 3.0 is still in beta test. It is VERY close. The remaining bugs are few and very minor in nature. On the other hand, the added features are too many to count on both hands and feet! IMPORTANT!! PLEASE!! DO NOT CALL GADGETS TO REQUEST SPECTRE VERSION 3.O OR TO ASK ABOUT THE "STATUS" OF SPECTRE 3.0. Spectre 3.0 is NOT ready yet...it is getting quite close but telephone calls requesting information about the availabi- lity of version 3.0 will only tie up the valuable time needed to get 3.0 out the door. All registered users will be notified via the next issue of the Gadgets Newsletter when Spectre 3.0 is ready to ship. The upgrade price to Spectre 3.0 has not been set yet. OK...that out of the way, here are some of the "goodies" you will find waiting for you in the next revision of Spectre software! * Spectre now supports up to 16 HD partitions * The Spectre "function key" keyboard mapping has been changed as to support the added HD partitions as well as to "standardize" Spectre's other various key functions! Example: Color mode Scrunch and Scroll modes have been moved to CONTROL-F1 and CONTROL F2. * Alternate-Control-Delete does a Warmboot back into Mac mode * Alternate-Control-RightShift-Delete does a coldboot into ST mode (You see...standardization was the key word with this release!) * Keypad and arrow keys now function the same as a Mac Plus * Sound Manager (used in System 6.0+ and HyperCard) now works. (HyperCard now has sound!!) (Currently, Sound Manager does not work in 832K mode) * Serial port advanced control call for setting baud rate works (CDC Connect now works) * LaserWriter driver now supported (Print thru the serial port to a PostScript laser printer!) * Spectre code now works with 68020 and 68030 CPUs. * Mac mode *Spectre* disk formatting now supported * Aladdin format disks now supported * DOS Mounter and Apple File Exchange now work (Use MS-DOS disks in Mac mode) * New HD formatter (now called OOP instead of ACK) provides several different improvements: 1) PARAM RAM/CONFIG PAGE settings are saved WITHOUT the need for progr- ams like Disk Param INIT 2) New partition format now works properly with Disk First Aid, Disk Express II and Mac HD backup programs * MegaTalk option added to the Spectre menu * User selectable vertical blank interrupt allows support of many MIDI programs that rely on screen for timing, etc. * Spectre menu page has complete redesign and new layout * The Mac's RESTART menu option now works properly * System's 6.0.4 and 6.0.5 now work 100% properly * Numerous "clean-up" bug fixes to the Bus handler and serial drivers allow many problem programs to work. Grammatik Mac now works. PageMa- ker 4.0's print PostScript to disk now works. Many HyperCard stacks that locked up before now work. Well...believe it or not..there is more!! The README file that accom- panies the beta 3.0 release is 9 1/2 single spaced pages long!! Hope everyone is excited! Mark ---------------- Non-GCR owners may wonder what use the Megatalk board could be to them. Here's some comments from Dave Small (from the Gadgets by Small Roundtable on GEnie) about that.... "Doug has software that does miracles with MegaTalk." "He can currently dial into three online systems at the same time using the Stalker desk accessory (a terminal program D/A). Or he can transfer files at really high speed between systems MegaTalking in ST mode. I forget the exact figures -- It was up in the megabit range, I believe." "MegaTalk is primarily aimed at the Mac emulation market, of course, but that doesn't mean those chips aren't just begging to be turned loose on the ST." -----///----- _____________________________________________________________ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>> S P E C T R E S P E E D >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> See the screen dump from the Macintosh program "Speedoman" by Scott Berfield - - SCREEN.TNY (see ART SHOW) compares a MacIntosh SE with Spectre, for hard disk performance, whetstones, dhrystones, sieve etc. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |*||||||||||||||||||||||||||||||*| |*| ST DISK DRIVE CONVERSION |*| |*| SINGLE TO DOUBLE SIDED |*| |*||||||||||||||||||||||||||||||*| by John Hissink (703) 780-6263 The single sided Atari SF354 disk drive can be converted to a double sided drive for $94. It is completely equivalent to the SF314 except that it uses far less power. The SF354 contains an Epson SMD130 drive and the SF314 contains an Epson 140 drive. In addition, both drives contain a connector board at the rear of the drive housing which interfaces the Atari cables to the headed sockets which plug into the Epson drive. The boards also have jumper wires which tell the 520ST what type of drive is connected. The cases for both drives are identical (except for the SF354/SF314 marking on the outside.) There are eight Epson SMD-100 series disk drives. The SMD-130 and SMD-170 are interchangable single sided drives. Similarly, the SMD-140 and SMD-180 are interchangable double sided drives. The difference is that the SMD-130 and SMD-140 are intended for AC powered equipment and consume 1.3W on standby and 6.9W on read/write. The SMD-170 and SMD-180 are designed for use with both AC and battery powered equipment and use 0.3W on standby and 2.9W on read/write. A good source for the Epson SMD-180 drive is: Halted Specialties Co. Inc 827 E. Evelyn Avenue (408) 732-1573 Sunnyvale, CA 94086 The cost is $89 plus $5 shipping. They accept phone orders using a credit card and ship via UPS. Since the cost of a SF314 is about $219 the conversion results in a considerable saving. The only problem is what do you do with the old single sided drive? To convert the drive, proceed as follows: 1. Remove the four screws around the perimeter of the SF354 disk drive and gently lift the rear of the cover while lightly pressing in the disk connector sockets at the rear. The sockets and switch should should pop free and then the top can be unhocked from the disk active LED and disk eject switch at the front. 2. Carefully unplug the two socket connectors between the interface board and the rear of the SMD-130. Use a small, flat bladed screwdriver to gently and evenly pry them free. Looking at the top of the board in the lower left-hand corner is a place for a jumper wire marked W1 between locations SG and FG. Connect a piece of wire between these point and solder it in place. Turn the board over and rotate 180 degrees. Find the four parallel jumper wires on the right hand side. Remove the first and third wires, either by cutting them away or unsoldering them. This completes the modifications to this board. 1 3 1 3 | O O O O | | O SG- : new jumper x L | x L | | | : W1 x remove jumper x 2 | x 1 | | | : J5 J6 | existing jumper O O O O | | O FG- 2 4 2 4 | |_____________________ ______________________| top bottom 3. At this point, you have to decide how functional you want the drive active LED to be. You will probably have noticed that the disk active LED is on the left front on the SMD-180 and on the right front on the SMD-130. You have three choices. a) Forget about it and use you ears to tell you when the drive is active; b) Drill a small hole through the plastic front at the location of the SMD-180 LED; c) Unsolder the LED on the SMD-180, extend it on wires to the SMD-130 location and epoxy it in place behind the old LED window. I used clear epoxy with a small piece of silver foil as reflector to achieve sufficient LED brilliance. I did not change LEDs as I suspect the SMD-180 LED has a far lower driving current. To remove the LED, I had to remove the two screws holding the board, the two cables pluged in by the stepper motor, tilt the board up and use a solder sucker to get it out. If you're willing to do this, you don't need further instructions! 4. Remove the three screws on the bottom of the disk drive case and lift off the SMD-130. Remove the two screws holding on the RFI shield and slide it off to the rear. Now slide it onto the new drive and put the two screws back in place. Use a small Phillips screw driver (about 1/8" diam) to loosen the two screws holding on the plastic disk case front from the SMD-130. They are accessable from the top looking vertically straight down just behind the plastic front. Once the screws are completely free, gently lift the plastic front off the SMD-130 taking the screws along. Look behind the eject button and note that it is attached by two plastic hooks through a rectangular hole in the metal eject lever. Very gently compress the two plastic clips together, remove the plastic knob and push into the hole on the SMD-180 eject lever. Install the plastic drive front on the SMD-180 by reversing the removal procedure. Screw the SMD-180 onto the case bottom using the three retaining screws. Be careful to position it as far forward as possible so that the plastic front touches the lip on the case bottom. 5. Plug the two connectors from the interface board into the rear of the SMD-180, hook the top cover over the LED and eject button and lower the rear over the interface board. Once in place, do up the four screws on the bottom and the SF354 is now a SF314. Hook up and enjoy. ******************************************************* ~~~ STE SIG ARTICLE #2 ~~~ Welcome to the STE Special Interest Group (STE SIG). If this is the first time you've read this section, then let me introduce myself - I'm Gary Spiteri chief of STE stuff so to speak. I do my best to look after the STE members out there by keeping you in touch with the news and views on their machine - the STE. And so to business.... ~~~~~~ ATTENTION! THIS IS IMPORTANT!!! ~~~~~ As you may or may not know the DMA handler chip that looks after hard disk drives, laser printers and also containing the DMA sampled sound hardware, has a major bug in it that results in the STE corrupting the directories of hard drives hooked to it. Atari are AT THIS MOMENT doing a FREE REPLACEMENT of the offending chip. Contact Atari or ComputerFair, or the nearest authorised Atari dealer. I've made mine worked on and it works! And as a bonus, the new chip also somehow fixes those Y modem problems (a CTS/RTS problem infact). So get to it! * STE Public Domain Disks Anyone who has a modem would know about the STE section on the ACE BBS. There's a bit there that's worth having and more will be on the way. For those who have not got a modem, fear not! here is the solution. Anouncing the "STE ESSENTIALS" series of disks. Disk 1 is already available from the PD library. It contains utilities, patches/fixes, advice and other goodies. For example there is a program that allows the STE to be expanded to odd memory amounts like 2 MEG and 3 MEG. The KEYBELL programs replace the boring key click with great sounding DMA samples, I at the moment typing with what sounds like a manual typewriter! In addition to the "ESSENTIALS" disks, the library now has the six STE demos written by Tony Barker. Soon I'll get "The Jungle Demo" from the UK and that will be released too. And a new version of the STE Starter disks with some of the stuff on STE ESSENTIALS #1 has also beeb released. * New STE products Companies are finally begining to notice the STE and have released product that take advantage of the STE's features: The GST 40E is the first video digitiser/grabber that takes advantage of the external phase lock capability on the STE. Simply plug it into the monitor port and away you go! ST owners have to open thier machine and install an extra chip board. PC SPEED STE is an STE version of PC Speed the IBM emulator. It simply plug into the STE fitting over the socketed CPU. It supports CGA, Hercules, Tandy and Olivetti High Res. displays, read the mouse (for use with Windows 3), the serial and parallel ports, hard drives and extented memory if the STE has 2MEG or more of RAM. A new game called "VAXINE" when run on an STE uses the machine's extra colours and sound to produce more colours on screen, with finer shading and extensive sample sound. The reviewer noticed that it looked and sounded identical to the amiga version (big deal!) Deluxe Paint 3 for the ST has a button that selects the STE's 4096 colour pallete for finer colour choice - like 16 gray shades. * Whats wrong with DC Showit v1.1? I don't know - except that when used the second time the screen is blank - right. Well press "T" to go to the top of the file and the problem is fixed! I think its a memory addressing problem....!? * The tale of 3 ARC formats... Okay so ARC v6.02 crashes on the STE - rats! i suppose a new version is in the pipeline, but in the meantime what do we use to unARC files that contain subdirectories that are ARCed with v6.02? Easy you don't use ARC v6.02, one uses Dcopy v3.6 instead! This program is able to unARC all *.ARC files including subdirectories as per v6.02. So what happens if you want to ARC a subdirectory? Easy you don't use ARC but you use ZOO. This ARChiver is similar to ARC v6.02 but works on the STE. To use to you need a shell program - so use ARCGSHL v3 which is an excellent shell for ARC, ZOO and LHarc. I personally use LHarc because for its high compaction abilities, but ZOO is good too. * TOS 1.62 is here! - somewhere The latest delivery of STE's to hit the shops will besides having the new DMA chip, will also have TOS 1.62. This TOS fixes to medium res. boot problem (no more STE_FIX needed) and a few other things (maybe even that memory sizing problem). Rumours about a TOS 1.62 "upgrade" are around - but nothing definite. I presume to will be a upgrade like TOS 1.4 is now offered to existing ST owners. Rumours about a new desktop designed by the makers of NeoDesk are floating around. Its supposed to be built into the new 32 MHz TT (yes the TT is delayed to up the clock speed so it is more competetive with the Amiga 3000). This desktop is to "migrate to the ST/STE" soon, so says a senior Atari dude. Because the STE has a larger OS ROM space (256K infact thats double the ST's ROM) this new desktop could be a very attrative upgrade. * And finally to the Blacklist All is quiet on the crash front lately - no-one has contacted me about any programs that don't work on the STE, v1.1 of the Blacklist must be good! Still I've just written BlackList v1.2 of the Blacklist, it includes a few educational titles. If you have or know of a program that crashs on the STE and it's not on the list then please let me know! Til next time Gary Spiteri Tel (02) 603 2970 or on the BBS as "GARY SPITERI" ~~~~~~~~~~~~~~~~~~~~<>~~~~~~~~~~~<>~~~~~~~~~~~~~~~~~~~~~ ATARI 90's SHOW --------------- 68030 upgrade for the ST !!! Third Coast Technologies displayed the PRO VME 68030 upgrade board. The board features a modified version of TOS 1.4 (required to make use of the extra capabilities of the 68030). The 68030 runs at 25MHZ. Also included - 128 instruction and data cache - socket for 68882 math co-processor - plain vanilla 68000 to retain compatibility ------------------------------------------------------------ Z*NET NEWSWIRE / Z*NET ENGLAND NEWSWIRE ATARI SOFTWARE UPGRADES Hyperpaint has been revamped to make better use of the features of the STE. Notable improvements in Hyperpaint 2 include hardware scrolling of IMG screens if a blitter is fitted, access to the STE's 4096 color palette, IMG screens may now be set to any size within RAM constraints, and many other features quickened. It is also possible to run the new version of Hyperpaint without GDOS installed. Atari has also relaunched their comms package FaSTcomm. Nicely GEM'd, FaSTcomm supports VT100/52 and Viewdata, bachground up/downloading, call log and built-in text and Viewdata editors. Waiting in the wings is "the official Atari hard disk back-up package..." - Archive. Hyperpaint 2 costs UK$34.95 (UK$10 for the upgrade) and FaSTcomm now retails at UK$49.95 (UK$15 for the upgrade). NEW PRODUCTS FROM KUMA Kuma has a couple of exciting looking products due for release soon. The first is Polyfiler, an innovative Hypertext style database that has been in the making for sometime. The second, Adimens, has been a very popular database in Germany for a few years now. Kuma will be plugging a gap in the UK market when they launch an English version of Adimens in late September, early October. DELUXE PAINT ST The ST version of what is generally regarded as the standard paint package for the Amiga is now available from Electronic Arts. Deluxe Paint will read all popular ST picture file formats, plus Amiga IFF files, and boasts 999 animation buffers each of which can hold up to 999 frames. Proportional fonts, font editing, color mixing airbrushes, STE extended palette support, and real-time magnification are amoung st wide array of features available. Deluxe Paint will cost UK$49.99 until the end of November when the price will rise by UK$10.00. CALAMUS PRICE CHANGES To make room for Calamus SL, the price of the current version will drop to UK$265.00. Calamus SL, which includes full color seperation facilities will retail around UK$500.00. AT CONFUSION Gasteiner has announced that they are the sole UK distributors of AT Speed at UK$239.99, and that Full Circle Technologies, who had announced they were supplying AT Speed at UK$269.00, are unable to supply the product. AT Speed offers IBM ST emulation with CGA, Olivetti, Hercules and Tandy 1000 display modes as well as full Atari mouse, RS232 and hard disk support. Atari SLM804 support will follow. ------------------------------------------------ DUSSELDORF REPORT - Jim Allen (STREPORT) The Atari booth was as big or bigger than their booth at Comdex. There were dozens of DTP, CAD, scientific, and business solutions represented. The level of high quality workmanship was very evident. They even had Unix on display running X Windows. TTs were abundant...of course. The speed of the TT made the software demonstrations that much slicker. Also in the second building was ICD, they were showing their latest host adapter, a "smart" unit that has it's own processor and implements true SCSI. This is considered a professional device and should allow interfacing to a whole world of real SCSI add-ons. They were also showing a neat, totally rewritten TOS. One of ICD's programmers was responsible for it and he has done a SUPER FANTASTIC JOB!!! Atari should really hire this guy. Chock full of neat new features, smaller than the original, and much faster (lots of assembly), it is something Atari should take a loooong look at. I was impressed....can't you tell. Also on display was ICD's accelerator board. The latest in a what is now 8 accelerators for the ST. Where was everyone last year? I would say the attendance was close to 55,000 people. The problem was the weather...it was great!! So the turn out wasn't as high as it could have been. But that is still one MAJOR crowd. Considering many were dealers, the level of sales was quite high. The German Atari market is quite healthy, wish we could even come close. In the morning I went to the Brandenberg Gate. It was being restored, and the area around it looked like a war had just happened. The WALL was gone, nothing left but dust. I met a vendor...a new entrepreneur...and had the chance to help him at work. We walked about a mile from the gate to where the wall was still standing, and I help him chip away pieces ..for SALE to the tourists!!! What a neat business, selling free rocks for $10+ each. They had even been sold, by West Berliners, neat little plastic boxes labeled "Berlin Wall" for packaging. Amazing. Of course I have a couple pieces for myself. A little silicon glue, snap the cover on, and presto instant profit. ____________________________________________________ "....I found out two things, one is that the CDAR504 (Ed's Note: Atari's CD Rom player) is really a CHINON DC431. I also found out that the SLM804 is really an Office Automations Systems Inc. printer - the Laserpro 5308. So if you need tech specs, toner, drums, you now have an alternative source." "The SLM804 uses the TEC LB1301 write white engine, NOT the Ricoh engine. You can interchange the toner/drum with the Oaysis LaserPro series without problem and usually at noticeable savings I might add." Toad Computer (From Genie) ---------------------------------------------------- "There's a rumor of a new upgrade from ICD that makes their host adaptor compatible with both Talon's SuperCharger and fixes the STe hard disk problem." - from Gregg Anderson "We just added some capacitors to smooth out noise on the DMA bus that was a real problem on the STE. That fixed 99% of our STE problems and doesn't cause any problems on other computers (which is always a danger). The other 1% which is not fixed is the mysterious data shifting that we have seen only once in our office. I would guess that is caused by defective DMA chips and is not very common." - Tom at ICD ----------------------------------------------------- Atari Germany, X/Windows for the ST, and TOS Multitasking --------------------------------------------------------- For several years, Atari ST Users have dreamed of an efficient and effective way to multitask ST applications. While Beckemeyer Development's MT C-Shell and VSH Manager provided an effective combination for running Desk Accessories and TOS programs concurrently, it could not multitask GEM applications. As such, the prospect of a complete system that would multitask TOS and ST/GEM programs was still just a dream. When Atari announced MIDI-Tasking, an operating system hack designed to multitask GEM-compliant ST MIDI programs, ST Users believed their hopes realized. However, Atari has said that while MIDI-Tasking can be used for multitasking other types of ST/GEM programs, that such use is not recom- mended. And with some ST/GEM programs (such as Pagestream or ISD's Master Plan spreadsheet) can be run under MIDI-Tasking, many ST MIDI programs are incompatible with it. This situation has left the spectre of ST multitas- king hanging just out of the reach of the ST Community. Recently, the first indications of yet another ST Multitasking package have appeared. Atari Germany has apparently developed an X/Windows Server for the ST, which uses a "TOS Compatible" multitasking system called X/ST/Multi. Below is a Usenet message that describes the X/Windows Produ- cts developed by Atari Germany, and some information on X/ST/Multi: In article ,roarment@faui09.informatik. uni-erlangen.de (Roberto Armenti) writes: > I once heard about such a thing named X/ST/Window or something > like this, but I never could get some info on that. Some months ago I asked Atari Germany about X/ST/Window. They sent me a high-glossing paper with some info. In short: - X/ST/Window is an X-Windows server for the Atari ST, TT and ATW. - The whole X Windows System runs on an Atari TT under ATX (Atari Unix) and on the ATW (Atari Transputer Workstation) under Helios. - X/ST/window is based on X/ST/multi, "a multitasking operating system which is totally compatible with the TOS of the Atari ST" (literal translation from German). It allows discoupling of the time critical protocol processes from the graphical software. - The ST monitor acts as a window and shows only a part of a virtual screen. The dimensions of this virtual screen is limited by memory only. - Network access is done via TCP/IP (Note: TCP/IP is a LAN networking protocol standard created by the US Government, commonly used in Local Area Networks). Ah yes, and then they said it would be available at special computer stores by end of June 1990. Hmm, actually they said "90", not "1990". They don't mean 2090, do they? :-) -- Dipl.-Inform. Rainer Klute klute@unido.informatik.uni-dortmund.de Univ. Dortmund, IRB klute@unido.uucp, klute@unido.bitnet Postfach 500500 |)|/ Tel.: +49 231 755-4663 D-4600 Dortmund 50 |\|\ Fax : +49 231 755-2386 ------------------------------------------------------------ I was contacted today by the GFA gebruikersgroep (GFAgg) of the Netherlands. What a fantastic setup they have! They publish a _thick_ bimonthly newsletter (60 pages!) filled with programming tips and code samples. They have their own pd and low-cost commercial library which generates funds for the group. They supply educational software developed by members to some 600 schools. They have between 600 and 700 active members. Write (English works for me) to: Lou Meijers GFA-gg Frankrijklaan 14 2034 BA Haarlem THE NETHERLANDS For the really adventurous, the telephone number is 011 31 23 336 946. I haven't tried that, so I don't know if Lou answers it. Lou and two other group members have called me and they've all had excellent English skills so we have not needed to stumble around in Dutch or German. Their news- letter is in Dutch though. Their software is largely in Dutch, but not exclusively so. (From Dorthy Brumleve - Genie) ---------------------------------------------------------- Path: bdt!unisoft!mtxinu!ucbvax!agate!apple!portal!atari!mui From: mui@atari.UUCP (Derek Mui) Newsgroups: comp.sys.atari.st Subject: Re: TT desktop & prices Message-ID: <2300@atari.UUCP- Date: 14 Sep 90 19:50:39 GMT References: <1914@van-bc.wimsey.bc.ca- Organization: Atari Corp., Sunnyvale CA Lines: 36 in article <1914@van-bc.wimsey.bc.ca-, jhenders@van-bc.wimsey.bc.ca (John Henders) says: Summary:TT window limit? Thanks for the extra info,Derek. One other question. Has the limit on the number of open windows been raised at all in the TT? John Henders(ubc-cs!van-bc!jhenders) Vancouver,BC No, the maximum number of window is still eight. We can change the AES to handle X number of window easily. But if we change it to handle X number of window, then people will ask for X+1 number of window. It will go on forever! Since the AES is a single-task environment, eight windows are generally quite enough for most of the applications. Moreover, changing the AES to have unlimited ( dynamic ) number of window is not an easy job :-( However, if the AES is changed to handle multi-tasking, then we should definitely have the dynamic window feature. Agree? Once again, things may change. I am not the boss. =====+++====== in article <2685@cernvax.UUCP-, dougie@cernvax.UUCP (douglas mclaggan) says: What about the STE, Derek? There was no mention of that. I was just wondering if you'll be trying to put the new desktop in there? It's got a 256K ROM with about 30K spare, as far as I know. That sounds about enough space, doesn't it!!! I suppose that with this new policy of Atari's, if you're busy coding up the new STE desktop, you won't be able to let us know 'til it's finish and shipping. Right? :-) Thank you for all the people who suggested different ideas of how to squeeze the new desktop into the ST ROM. Someone suggested to use the cartridge port and most of the others suggested to put it on the disk. Technically, they are all O.K, and I will reflect all the opinions to management people. As of today, I believe the STE will have the new desktop. ^^^^^^^^^^^ From article <2287@atari.UUCP-, by mui@atari.UUCP (Derek Mui): in article <2286@atari.UUCP-, mui@atari.UUCP (Derek Mui) says: As of today, I believe the STE will have the new desktop. ^^^^^^^^^^^ Oops! the MEGA STE will have the new desktop, not just any STE. Sorry. <*> <*> <*> <*> <*> <*> <*> ST PD UPDATE N0 10 ~~~~~~~~~~~~~~~~~~~ * To order PD disks see HOW TO ORDER Hello all, please note that for some reason I missed typing in the details of DOM 4, see below for the description. Again the Disk of the Month has been very successful the members liked the pics although in mono showing Cyote and Tweety Bird run via the Desktop prg (see also U94) where the picture is the background screen. Next month's DOM 7 is also included. Programmes to look out for are; Deskmanager version 3.3 contains a very good preset file prg. Gemini Desktop U95 Go-Up-G95 although in mono is said to be very good. Alchemie Jr, MIDI sequencer. M22 JUST ARRIVED - Now available ST REPORTS No's 633 to 640 and STZ MAGS 526 to 540 FIXES AND ADDITIONS --------------------- L23 Assembler source only of a colour emulator for mono screens. L24 We discovered that SOZOBON C update version 1.2 needed version 1.0!! not all files were included in the new version so, we are selling the 2 disks as a set for $10.00. For those who already purchased L24 ( I will know who you are) if you would like the other disk please send $3.00 (as you already paid $7.00 ), with a note. AP20 Demo of Personal Accounts Plus-non working but gives you a good look at THE EASIEST PERSONAL A/CS PRG I'VE SEEN OR EVEN A MEMBER WHO IS AN ACCOUNTANT HAS SEEN!! Extreemly user friendly. Just press and type. Commercial version is A$59.95 from Computer 1. U91 Additions-File finder v3.1, Diskinit-ACC & Prg initializes a disk drive without the need to reset ( very good!) DKLOG-Logs all disk input and output and displays data as required. ERAMXXXX-Modified version of the Eternal reset proof ram disk which reads the set up data from the filename. A31 SLICK V1.1- Slide show Construction Kit. Rupert Spencer A must to see-not just a pic viewer. CONVERT 2 IMG-1.2- UPDATED! CROP.ROTATE, IMG PICS. THIS MONTH'S NEW DISKS -------------------------- UTILITIES -------------- U92 HRESET-Force a full reset from the keyboard. NEW PACK-Excellent utility for reducing size of prg files. Include unpack and utility to remove symbol tables that prevent pack from working on some prgs. NO LOCK-Disables the caps lock key. PROTECT-Small virus detect and protect utility. QUICK INF-EDITOR for Desktop Inf. files. QUICK RUN-Shell to run up to 20 prgs with a key press. RESETPAL-Resets the colour palette to a default when a prg terminates. TIME DRIVE-Displays current drive and data direction plus time on screen. H/M. TYPWRITE-ACCesory that operates printer in a similar way to a typewriter. WROTE TO-ACC- to give a quick easy way to keep track of your correspondence. XAUTO-Copy files, delete files, and run (TOS) prgs at boot up. GDOS SWITCH-V1.0 Vertical Softeque Systems,D.C. Signorini. Shareware. Do you want GDOS to boot or not?Doc inc. REVERSE SCREEN-Does what it says. DC SHOWIT V1.1-Replacement for GEM Show feature, even shows NEO and DEGAS pics. Can load from AUTO folder. HELP for commands. DISK CHART V3.3-Shareware by Ron Sanborn. Quick display of HD partition space, can give print out of extended disk info. Allows Universal Item Selector to be called for HD file management. Gives bar graphs of stats of partitions. H/M CACHE V3.5-Speeds up Input/output operations for both floppies and Hard drives. U93 SUPERBOOT V6.OA-This is the same as version 6 but includes an ACC prg. DIARY-V1.9 Shareware by Craig Harvey. Excellent ACC for those quick notes or large letters, large buffer, many features, good doc. Use as a prg or Acc. EDHAK-Shareware by Craig Harvey. Disk editor, see doc for both Diary and Edhak. U94 DESKMANAGER V3.3- Charles Johnson. Great and easy to use! Includes a great preset file maker for your regular boot up prgs, so when you boot just press the designated function key or click on it's file name and away it goes. ST MIRROR V2-By Catspaw Software. For Floppy and hard drives. helps prevent accidental erasure of Boot, FATS, and directory sectors from virus of your HD partitions, by creating a mirror file. Also has a recover file option. Good doc, read it first. LHARC v6.0-Much faster than v5.1! Read doc. AMCDOS-German version of GDOS put it in your AUTO folder. DEKTOP-Put a MONO pic on the desktop instead of the boring grey! 4 pics inc. cyote,tweety,roadrunner, pegasus. PRGs and ACC necessary to run, read doc first. Popular at Club meeting when shown in OCTOBER. U95 GEMINI DESKTOP-Must read doc first. Excellent GEM desktop replacement. Desktop Icons, keyboard equivs. for all functions. Built in line command interpreter. Mac like clip board. German menus but FULL ENGLISH DOC IN FOLDER We will be trying to get the full english version as soon as possible.1 MEG req. MONO.D/S U96 UNERASE-Undelete files. Must read doc. DISKL 11 24- Simon Poole.DL II is a checkdisk/unerase/diskedit program with the following functions; -Disk useage display -Check of FAT integrity -Check for lost and crosslinked clusters -Some disk fix functions -Automatic and manual unerase -File attribute change -Disk editing, file or sector oriented -Editing of harddisk bootsector DL II is completely GEM based and will run on any ST in medium or high resolution. MESSAGE WRITER-v1.0 Gareth Pople. Display full screen messages on any ST with a colour Monitor. Take a text file created by you and displays it in a clear, readable manner. Features include. o Text may be automatically justified, to the left or to the right, or centralised. o The screen colours may be set using a small ASCII file, read on boot up, and altered whilst the message is being displayed. o The message may be paused at any time. o The letters, numbers, and punctuation are all proportionally spaced. QST V1.8 -Working demo of screen accelerator. Branch Always Software. CACHE V3.5-Speeds up Input/output operations for both floppies and Hard drives. MENUSYS- David Jenkins. Double click prg from within folder, see 4 pull down menus. Desk, Printer, Disk, Options. Multi featured, a good prg.Extensive doc. U97- ARCSHELL V3.1-UPDATE of great arc shell. use with Zoo arciver. ZOO-excellent arciver transposed from DOS version, said to be very good. U98 BUD UTILITIES V1.4 Bud Rassmussen. Lots of little prgs to do all the necessary disk functions, free memory, copy, format, and on and on.!! GAMES --------- G94 ROCM-Good little shoot-em-up, starts off tame but works up to a good climax.Joystick req.Read Doc inc. COLOUR GREED-Logic game. Med rez GOLF-Patience card game.BY Stephen Bennet. Doc inc. Med rez G95 GO-UP-Graphics arcade-style game. Use either mouse/joystick 1-4 players (sharing joystick or mouse) Hit return after game is loaded and when you see an arrow.2 level libraries are included.Read doc. inc MONO only Highly recommended by club secretary and other members. G96 ROUKE-Apparently a very good game, so the note on the club's BBS says. Col GENERAL ------------- O55 BODYSHOP-By F.Hundley.Designed to help students learn Human Anatomy. Names and locations of all the major bones and organs of the body are taught using both common everyday terms and the more technical medical terms. read doc for instructions. L GRAPHICS ------------- A26 PRINT MASTER GRAPHICS-VARIOUS ASSORTED CATEGORIES A27 AS ABOVE A31 See previous list and additions above. A32 CONVERT 2 IMG V1.2 BY Craig W. Daymon. Many pic formats to load and save as IMG. Clip, rotate and other functions a must try!. all Resolutions! A33 GFA 2 FONT-Converts metafont gf files to GEM font files. MANDELBROT GENERATOR-By M.S. Powell. Doc inc. PRINT MASTER <-> IMG Converter prg. DEGAS<-> MAC- Converter prg. MVG DEMO5-Multi Viewer graphics, and manipulation of IMG pics, some features disabled. excellent prg. A34 VCEL-A Limited version of a fascinating new colour animation prg.Create animal'actors'. 'parts' and 'joints' not pixels, makes for quicker, more accurate animations. Inc basic instructions and samples. MUSIC ---------- M22 MIDI SEQUENCER-ALCHEMIE JR- Professional quality, real time, multitasking MIDI sequencer. Permits simultaneous recording or playback and editing of tracks, supports up to 256 tracks, and allows MIDI data to be entered or edited graphically.32 page manual. and several samples MONO only. Mouse driven. STE COMPATABLE ESSENTIALS DISK(STARTER DISK NO2) --------------------------------- This is the new STE new members disk Gary Spiteri made up. For those STE owners who did not receive it. here it is for $7.00. AUTO folder contains- Pinhead, Quick text, Maccel2,DCshowit, Cache90. STE Fix. Arcshell v2.1 Arc v5.21 Arc 6.0 DCFORMAT,Rambaby,speed check,STE bits, blacklist, STE memory, Rez, V. Killer v3.11.Fcopy v3.o keybell, keybell2,Little Green item selector Pool fix4. DISK OF THE MONTH ------------------------ DOM4 PIPEMANIA-Colour game, multi levels and very addictive, need good reflexes. Joystick BALZONE-Another addictive game-got me hooked 'testing it' for the meeting to demo the disk. Multi levels a breakout type game with many surprises and you can edit your own screens! fun col GILBERT`S CHALLENGE-Slot the marbles, a peg board game. col COLOUR/MONO EMULATORS 2 MUSIC PLAYER PRGS TINYTOOL ACC- edit memory etc TURBO STACC- Limited time demo of screen accelerator. PROPRINT-Prints 4 columns across in tiny print, good if you can read it and wanting to save space. Nice and legible. STAR WARS TNY PIC ZNET MAGS 525, 526 STREPORT-625 DOM5 SCORE 4-Connect 4 in a row, any direction. col MEGAROIDS-Asteroids type game, good shoot-em-up. Kyeboard H/col THINKPUZZLE-Creature Power, another nice shareware program from Albert Baggetta, is a two part game in which you have to solve the first puzzle, the FROG HOP contest, in order to advance to the main puzzle, CREATURE POWER. Your objective is to find a jewel hidden under the ocean, retrieve it and drop it on a distant island. M/H TRIFFIDES-Great multi-level shoot-em-up. Joystick. Col FCOPY V3.0-By Austin Backschat popular fast copy, format prg with virus check,multiple copies, versatile features. file .EXT is the English doc. col/H FB2-FREE BASE V1.6 By Dave Henry.Fast memory resident D.B.Full doc inc CATFILE-By Dave Henry. Inc. with FB2. Disk cataloguer, makes for ease of transfering data to FB2.Doc inc.Both M/H VERSIONS-Check what TOS you have. ADVANCED CALC ACC-Many functions, (see U90) key in your equations. DESKSWITCH-L.G.F. Software.V1.1. Read only control panel. Switch Desktop Inf. setups. Read doc. CARDFILE DEMO-V.1.4 by G.T. Software Limited to 10 address cards 4 appointments, nicely set out, print outs,etc Col/H USEFUL ACC-enter date/time etc on boot up. Col/H On Line Mags-ZNET, 528,529,530. DOM6 GOODIES ACC-Set RAM disk for a number of sizes.Print Directory,set time/date,backup,copy undelete files. FLAIR PAINT-Very nice paint prg.Handy- ACC/PRG. Full doc. inc.COL Q-TEXT-Screen accelerator. doc inc (place in auto folder)see U 91 IMG PICS-PIRATE SHIP,STEALTH BOMBER MENUMASTER-Menu Master is a shareware program that allows you to create a menu for disks with multiple games. You only have to set it up once and your information will be saved to disk. You can even have a different Low and Medium Menu saved to the same disk. L/M TOONZSMITH-by Albert Baggetta.Is a simple but addictive game. The premise is that a record with a cute little tune on it has fallen to the floor and broken. You can still play the song, but it is now all jumbled up. Your mission, should you decide to accept it, is to put the 16 notes back in their proper order. L PC FORMAT-Format disks in IBM/PC format. KIDGRAPH-By D.A. Brumleve. Shareware. Excellent graph drawing prg for the preschooler and primary especially.Place colours wherever you like to make a pattern, 3 pics inc.Erase,save.Col SHERLOCK HOLMES-Graphics adventure, who dunit?!! Point and click!M/H DOM7 AUTO-AMCDOS(GDOS) ACC-ACE2 LOADER, PINHEAD 1.7 ANSESTRY-Popular family tree prg, easy to use. COPILOT-By Merlin Hansen. Check list of essential things you do on boot-up eg check for virii, read doc for set up, useful for both floppy and hard drives. DESKMANAGER V.3.3-Contains a preset file prg which you can easily set up to be run automatically on boot up! great. STMIRRORV2-By Catspaw Software. For Floppy and hard drives. helps prevent accidental erasure of Boot, FATS, and directory sectors from virus of your HD partitions, by creating a mirror file. Also has a recover file option. Good doc, read it first. FIXDISK-Great, it has saved me every time I have disk problems. UNDELETE-Recover files. BLUESCREEN ACC-For colour monitors. Nice colour. POOL MONO-Very nice pool game but only in mono. 7 CLIP ART SCREENS IN TN2 FORMAT -use Picswitch or... TINYSTUFF2- TO CONVERT MANY PIC TYPES TINYVIEW3-TINY PIC VIEWER. TOXIC- Great disk formatter,copier. SPOOK-Good Pacman type game Col CANYON BOMBER-drop bombs and break wall before you crash. col %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SUNNYVALE, TT TOS, AND THE TT'S DESKTOP --------------------------------------- In the past two years since Atari first showed its 68030-based TT workstation, there has been By 1989, almost all of its features had become common knowledge, and many in the ST Community anxiously waited for its release. In its 1988 and 1989 Annual Financial Reports to stockholders, Atari had promised to ship the TT "in Late Autumn". This announcement brought renewed "vaporware status" to the Atari TT. However, the ST community has recently gotten several items of good news concerning the TT. In July 1990, the ST Community was pleasantly surprised when Atari's European branches announced that the TT would use a 32 MHZ 68030 chip. In Early September, the US ST Community was glad to discover that Atari has begun shipping the TT in earnest. Now, Atari has announced that TT TOS features a new version of the GEM Desktop, with many new features. This alone is good news. However, the fact that TT TOS's new capabilities were unknown before Atari's release of the TT is a stunning sign of Atari's successful efforts to reduce its "vaporware". The TT's new Desktop is 22K larger than the Atari ST's GEM Desktop, and Atari has confirmed that it won't appear in future versions of the 192K TOS ROMs used in the Atari ST. But the Atari STE uses 256K TOS ROMs (30K of which isn't used up), and programmers at Atari's Systems Software Division have indicated that Atari will bundle the TT Desktop in future versions of the STE's ROMs. Here is some current information on the TT Desktop's new features: Basic TT Desktop Features ------------------------- - One can load a separate *.INF file (like DESKTOP.INF) after boot-up, in order to change the look of your desktop. - Most menu options can be invoked with a single keystroke. - You can assign a full pathname to the function keys. This allows you to run ST applications by selecting a function key. - New Desktop Icons, representing available printers. For example, one could print a file with an SLM804 laser printer by simply dragging the file's icon to the SLM804 printer icon. - Most of the operations in the desktop work with more than one file at the same time. For example, if you select four items inside a disk's window and then drag them to a printer icon, then the printer would print the contents of the selected files, in sequence. - A HELP menu has been added, for additional descriptions of the TT Desktop's features. - An improved, faster version of GDOS has been incorporated into the TT TOS ROMs. In this version, Atari has eliminated many of the bugs found in previous versions of GDOS. - A completely new Control Panel Accessory is now available for the TT Desktop. Many of its features are actually modules (or Control Panel Extensions), which can be loaded and taken out of memory at will. Window Functions ---------------- - FILE MASK menu option has been added, allowing TT Users to change a disk drive window's "file mask" (*.prg, str*.*, *.*, etc.) This allows you to set the type of files that are shown by a disk window. Previously, disk windows had a "file mask" of *.*, so file windows would display all files available on a disk. - SELECT ALL menu option is available, allowing TT Users to select all files inside a disk window. - In a file operation, selected icons will stay selected until the operation is completed. For example, if you are moving files from a hard disk to a floppy disk, and you run out of room on the floppy disk, then the files that have NOT been moved will remain selected. This means that you don't have to select files all over again, when you move the rest of the files to another floppy disk. - Scrolling a window's contents will not deselect items that have been previously selected. - One can scroll through a window's contents by using the ST's Cursor keys. - The TT Desktop can print a directory listing of all files inside the the active Disk Window (called the Top Window). - The number of maximum desktop windows has been raised, so TT Users can have up to seven disk windows open at the same time. - You can select the background color of the TT Desktop. In addition, TT Users can have different border patterns, typefaces, and background colors for each part of a Disk window. - The TT Desktop features a SIZE TO FIT menu option. This allows you to automatically reposition all icons, so they fit inside the set width of a window. This means that you don't have to use the left/right Window Scroll Arrows to find files. Icons ----- - Like the Macintosh Finder and NeoDesk, TT TOS allows you to place file icons anywhere on the desktop. - TT TOS uses a file called DESKICON.RSC to load in user-designed icons when the system is started up. Like DESKTOP.INF, it is loaded from the root directory of the boot device. Atari has said that it will be releasing some Public Domain utilities which will allow TT Users to create their own icons for particular files. These utilities may also allow TT Users to edit the existing Desktop Icons for system disk drives and printers. - The INSTALL DEVICE menu option can be used to both install a new disk drive partition (and its Icon), and to replace the Icon that represents an existing drive partition. - The drive path of all files represented by Desktop Icons (or icons that reside on the desktop) will be updated when a file is deleted, renamed, or moved. File Management --------------- - An "Unsorted Index" menu option has been added to the TT Desktop's View Menu. This option displays files in a Disk Window in the order that those files are physically stored on the disk. TOS loads "AUTO folder programs" and desk accessories in the order that they are physically stored on this. As such, this option is excellent for arranging the placement of these utilities on a disk. - The TT Desktop features a DELETE ITEM menu option, which deletes all files that have been selected in a window. It could be very useful if a disk's window is covering the Trash Can Icon, or if one's Desktop is cluttered with Disk Windows. - A Find File option has been added. A dialog box pops up, in which you type in the name of the file/folder that you are looking for, and select the disk partitions that you want to perform the search in. If the search is successful, then a Window opens, showing the file/folder. - ALTERNATE - # opens a new window, which shows the contents of disk #. For example, if you want to see what is in Disk B, then you can press ALTERNATE and the letter 'B' at the same time. This will open a new window containing the contents of Disk B. - CONTROL-# replaces the contents of the active window with the directory of Disk #. For example, let's say that the active window on your desktop is showing the files on Disk A. Now, if you want the SAME active window to show Disk B's files INSTEAD, then you simply press the CONTROL key and letter 'B' at the same time. Desktop, Application Parameters ------------------------------- A new DESKTOP CONFIGURATION menu option has been added, which replaces the SET PREFERENCES menu option. Among other things, it also shows the amount of system memory currently available for use. Other configuration features of the TT Desktop are: - You can select the background color of the TT Desktop. In addition, TT Users can have different border patterns, typefaces, and background colors for each part of a Desktop window. - You can switch resolutions with a single keystroke. - When doing file copy operations, you can choose whether you want to preserve the file's date or not. - The INSTALL APPLICATION menu has also been improved, to include a "GEM - take parameters (GTP)" option. This allows programmers to write GEM programs that can accept command parameters. For example, one could write a GEM version of ARC.TTP that could read the parameter: 'vh a:\STR638.ARC', and respond to them by displaying the contents of STR638.ARC in a resizable GEM window. One can also pass file parameters to a program by either using the file's full drive path, or by only giving the file's name. - You can set the default directory of an application that is running to that of the application's directory, or that of the Top (or active) window on the GEM Desktop. For example, let's say that a TT User assigned the pathname, 'A:\TERMINAL\FLASH.PRG to the F1 key, so he/she could run FLASH.PRG by pressing the F1 key. Now, imagine that when the TT User pressed the F1 key, the Top Window was showing the 'C:\STALKER\' directory. With this feature, that TT User could determine whether Flash's default directory was 'A:\TERMINAL\' (since that was the directory of the FLASH.PRG application), or 'C:\STALKER', which was the directory of the Top window on the GEM Desktop. Thanks to Allan Pratt of Atari Corp., for providing much information needed for this article. <*> <*> <*> <*> <*> <*> UPGRADE YOUR SH-204 %%%%%%%%%%%%%%%%%%% Are you an owner of a SH-204? If so, have you found that you need more storage room than 20-megs nowadays? I might have the answer you've been waiting for! The following are a compilation of posts from Tim Onders (Control Services) on how to upgrade your SH-204. (From CIS) Just keep your eye out for a used mechanism and upgrade. I managed to replace my SH-204 mechanism with a 71 meg Priam for about $300 that way. Simple instructions: Inside the SH-204 case are four parts. 1) The drive mech, mounted towards the front on the bottom 2) The power supply, also mounted on the bottom, in the back 3) The Atari host adaptor, a small board attached to the top of the case towards the back. The cable to the computer plugs into this 4) The drive controller card, usually an Adaptec MFM controller. Mounted on the front top of the case, it has a little LED that sticks through a hole in the front of the case. Things are interconnected in the following manner: o The power cable goes into the power supply. Out of the power supply comes cables with little "Molex" type connectors. These connectors supply the power to the other parts. o The Host Adaptor has three connections: power, from the power supply, the connector for the cable from the ST, and a big wide ribbon cable that goes to the controller card. o The controller card does have four connections: The power connector, the big cable from the host adaptor, and two ribbon cables that go to the drive itself. There is one extra edge connector on the drive controller. This is for a second drive mech, which may or may not work with the Host Adaptor. I've never tested it. (I think it does though.) o The drive has three cables, the power connector, the medium sized ribbon cable, and the small ribbon cable, both from the controller. Now that you are oriented, we begin the tricky stuff. The only new part required to upgrade an SH-204 is a bigger MFM hard drive to replace the old one. A SCSI drive could also be used, but I have never been lucky enough to try that. I just bought a cheap Priam drive. The toughest thing about the job is that Atari, in the 11 or so years that I have owned and worked on Atari machines, does not like to use polarized edge connectors. This means that it is possible to put a cable on backwards. Don't worry, I'll take care of that. Carefully remove the small edge connector from the drive in the 204. There should be a notch in the board on the drive. Mark the cable connector with a permanent marker with respect to this notch. If there is no notch, the board in the drive should mark pin 1. Mark the cable with respect to pin 1. Repeat the process with the other ribbon cable, the medium sized one. Finally, disconnect the power connector from the mechanism. If you haven't already done so, unscrew the drive from the bottom of the case. Be sure not to lose the little rubber shock mounts. Now, just reverse the procedure with the new drive. Simple plug and play. Standard Warnings: Park the drive before beginning this procedure. Make sure the power cord is unplugged before opening the case. There may be small differences between your drive and mine, since mine was a pre-production developer's version. Software: To use the new drive, you must get the formatting parameters for it to use with whatever utilities you use. The manufacturer is usually more than happy to provide this information. The ST even manages to squeeze more space out of most drives than a PC. My 62 meg Priam formats out to about 71 megs on the ST. (Disclaimer: Any hardware modifications require some technical skill and should only be done by a service center or a qualified person. ST Report and it's authors makes no guarantees regarding the reliability of any hardware modifications appearing in this magazine. You, as always, perform the modifications at your own risk.) ---------------- The power supply in most Atari hard drives will support a larger drive mechanism, in my case it went from a 20 meg seagate to a 42 meg seagate (ST251) with no problem (other than having to go in and re-solder some seriously bad solder connections on the power supply). (From Gregg Anderson - Genie) ---------------- The 520ST One Meg Upgrade ========================= by Russell Vail WHAT IS REQUIRED ---------------- To do the upgrade, you will need: 16 256K RAM chips, 150 ns access time, e.g. NEC 41256C-15 or TMM4256-15 which is what I used. You can order them from MICROPROCESSORS UNLIMITED, INC.,24000 South Peoria Avenue, Beggs, Oklahoma 74421 (918) 267-4961, or if you know of a place locally. A good miniature soldering iron, with a small tip. Approximately four foot of wire. If you have it, use wire-wrap wire. But you can use ordinary thin single strand wire. De-soldering equipment. E.g. a sucker. Normal tools, such as a screwdriver, tweezers, pliers etc. How it's done: -------------- 1. Open up the 520ST case; pull off the keyboard connector; if there is shielding round the circuit board, take that off, and remove the board. 2. Identify all the RAM chips (U45,44,43,42,38,34,33,32,30,29,28,25,24,18,16). Desolder and remove all the capacitors adjacent to them. This is to give you more room to do the soldering of the chip pins. Using a solder sucker, open up the holes that used to be occupied by the capacitors. Do this step carefully to avoid damaging your ST board. 3. Take each of the new ram chips in turn. Bend pins 4 and 15 so that they are horizontal to the package, and cut off the tips of pins 4 and 15 so that they are about half length. Place the RAM chip on top of the old one (same way around!)with all the pins except, 4 and 15, touching the chip underneath. Carefully solder each pin, except 4 and 15. The best way to do this is to put the tip of the iron on both pins, heat them both for a second(no more) and add a little solder, which should flow around both legs. After doing each chip, check all pins with a magnifying glass. 4. Replace all the desoldered capacitors and solder them back exactly as they were. Please note that your should not attempt to power up your ST until you have completely finished step 6. 5. Now for the wires. The first one connects the RAS on pin 4 of all the new chips, to pin 18 of U15. If you are using wire-wrap wire, then strip off five inches of insulation, Solder the end to pin 4 of the new U45. Measure the distance to the next pin, and shift over that much insulation before soldering. Continue until all the ships are done. Route the wire through the hole in the PCB next to U15 and connect to pin 18 of U15. 6. The second wire connects all the pin 15's of the new U45-U32 to U15 pin 22. The third connects from pin 15 of the new U30-U16 to U15 pin 21. 7. Now sit back and think. Read through these instructions again. Have you done everything? look at the board. Are all the joints good? If you have a meter, check for continuity on all the wires. Applying power with errors might destroy a lot of chips. If you are confident, then put the board back in the case (your workbench is probably covered with bits of wire and solder), connect it to the monitor, disk and power supply, and switch it on. 8. If it boots, then you are probably there. If you have SID (supplied to the developers only) or Kissed, then look at the phys-top variable($42E) which should read $100000. If it is only $80000 then you have only 512K. If you don't have SID, load basic and type in this program. 10 def seg=0 20 loc#=1070 30 print peek(loc#) This should print a result of 1048576. If you get half this (524288) then you have only 512K. DISCLAIMER: The author of this doc file or ST Report are not responsible for your workmanship, success or failure on this upgrade project. <*> <*> <*> <*> <*> PRESS RELEASE ============= VDOS Prodigy Press Release ========================== From: Marathon Computer Press To: All ATARI ST Retailers, Wholesalers, and Enthusiasts Subject: Commercial Release of The VDOS Prodigy Software System Effective 2 January 1989 Marathon Computer Press has released the VDOS Prodigy Operating System Manager for all models of ATARI ST microcomputers. Prodigy is an extremely innovative Software Librarian, DOS Manager, and Operating System Executive for the GEM Based ST. It has been likened to IBM counterparts Norton Utilities(tm), Norton Commander(tm), and Power Menu(tm) all bundled into one nice integrated package and it's available NOW for the ATARI ST. ----------------------------------- Main Features Define 100 autoexecute programs (More Slots can be defined if you like) Over 50 DOS Utilities with a graphical interface UNIX(tm) utility similarity Virtual to Disk or RAM capability (Only requires 42K RAM to run programs in Virtual to Disk mode) 520 ST, 1040 ST, and Mega ST compatibility Nearly complete compatibility with all existing ST software ------------------------- Who Needs Prodigy? Any business users, programmers, writers, power users, hard disk owners, or any enthusiast that owns a lot of ST software will fall in love with Prodigy. This is the ultimate productivity tool and time saver for those that routinely use many programs each day. Imagine defining a slot in one of Prodigy's 7 autoexecute menu systems to contain your program name, its location on one of your floppy or hard disks, and all other pertinent information. Just a couple of easy steps and you'll never have to go farther than Prodigy's point and click interface to run your programs again. And if it's your 10 most used applications, just press a function key to execute it. This operating environment has to be experienced to be believed. It is compatible with nearly all ST software including the Beckemeyer Micro-RTX(tm) multitasking kernel. It goes beyond the competition, and was the first Virtual to Disk Operating System Shell ever written for the ATARI ST. As a matter of fact the original VDOS is located in the DL libraries of this Billboard System. VDOS was a ShareWare quality, experiment that led to the Full Scale Development of its Prodigal Son, VDOS Prodigy. Feel free to take a look at the original ShareWare version of VDOS, if you haven't already done so. It's just a taste of what is possible with the Powerful Commercial version of the program. ---------------------------------- Documentation No skimpy little stapled documentation packs with this product! We have produced a >170 page professionally prepared manual that is bound in a durable and attractive Vinyl 3 Ring "D" binder. Attractive inserts distinctively adorn the manual and the optional slipcover. The body of the manual contains information on the following: Software Ethics The Prodigy Concept of Operation How to Get Started The Program Slots Using Hot Keys The DOS Utilities (In alphabetical order and at least 1 page dedicated to each) The VDOSLOW Autoloader Program Software Considerations Future Plans A Complete Bibliography A Glossary Error Codes ASCII Codes A Two Machine License (VDOS Prodigy can be installed in up to 2 machines legally) This is a program package that began development over 2 years ago, and has been beta tested by some of the biggest names in the micro software business. Prodigy is one program environment that any serious ST user won't want to be without. --------------------------- Still Not Convinced? How about the following for some of the available DOS Utilities that are either a part of the main program or are Disk Distributed. ACCESSORY AUDIT CALENDAR CHDIR CHDRIVE CHMOD CONFIGURE COPY(GLOBAL, FILE) COPYDIR DELETE(GLOBAL, FILE) DISPLAY DSKFREE EXECUTE EXIT FDATIME(RETAIN FILE CREATION DATE) FIND(FILES) FORMAT HEADS $HOME HELP LC(LINE COUNT) LS -L(LIST UP TO 1,500 FILES PER DIRECTORY) MEMFREE MKDIR MERGE(FILES) PASSWORD REBOOT(SELECTABLE OR IMMEDIATE) RENAME SEARCH(PATTERN) SIZE? SYSMAP(SYSTEM MAPPING UTILITY) TAILS TEE VIRTUAL(DISK, OR MEMORY) WHERE? AND MORE.......... Whether you are a business user, programmer, or everyday home user of your ST, this is the one-stop shop for your operating system control needs. ---------------------------------- The Cost? Introductory Price is $69.95 Slipcover Option is $6.50 (Binder slips inside for shelf storage) Shipping is $2.00 U.S. and Canada $7.50 elsewhere Informative Brochure is FREE Call or write for a brochure today! (No orders accepted over the phone) This Press Release intended for Bulletin Board Services and may be duplicated for any purpose Marathon Computer Press Post Office Box 68503 Virginia Beach, Virginia 23455-9433 (804)460-5227 24 Hr. message line --------------------------------------- Hardware Requirements 520 ST with dual drives (Can be run with a one drive 520 ST, but not recommended) 1040 or memory enhanced 520 ST with a single drive Mega ST with a single drive Any ST with a Hard Disk Drive --------------------------------------- Quality software from the programming staff that brought you: The Vocabularian(tm) (ANTIC Publishing) The GFA Basic(tm) Companion(tm) (MichTron) The GFATIP series (GEnie & CompuServe) AT MARATHON, WE GO THE DISTANCE FOR CREATIVE COMPUTING! ---------------------------------------- Micro-RTX is a trademark of Beckemeyer Development Tools Norton Commander, and Norton Utilities are trademarks of Peter Norton Computing ATARI ST is a trademark of ATARI, Inc. GFA Basic is a trademark of GFA Systemtechnik The Vocabularian and Companion are trademarks of Marathon Computer Press Power Menu is a trademark of Brown Bag Software, Inc. UNIX is a trademark of AT&T Bell Laboratories GEM is a trademark of Digital Research, Inc. -----=======******=======----- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% CREATE YOUR OWN DISK MAGAZINE WITH HUTCH'S INFODISK PROGRAM!!!! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% You do not have to be a programmer or a computer guru to turn out 100% recyclable disk publications! User groups can save heaps and deliver a better service to their members! InfoDisk.prg is currently version 4.10 and still under development. Updates will be available to registered users. Registered users will receive Hutch's DATAMAKE.PRG, the user-friendly, menu driven sidekick to InfoDisk, which creates the Infodisk.dat file. The Infodisk.dat file informs Infodisk which text files, programs and banner are to appear in your diskmag. Complete instructions included! The shareware registration fee is $15.oo (Payable to ACE NSW). Send your registration to - ACE NSW GPO BOX 4514 SYDNEY 2001 NSW AUSTRALIA ACE MAC/SPECTRE PD LIBRARY ============================ These disks are for use with the Spectre Macintosh emulator for the Atari ST/Mega computers. Many will also work with the Macintosh emulator on the Amiga computers. All disks are in Spectre format, but can also be provided in Macintosh format. Unless otherwise noted, these disks do not work with the Magic Sac Macintosh emulator. Remember, a "D" following a disk number indicates a double-sided disk. Disks are listed in the order in which they were introduced to the library. Another listing at the end shows the disks by category. NOTE: neither these disks nor the Magic Sac disks can be read by an ST in ST mode. You must be using the Magic Sac or the Spectre to read these disks. Note also that you need a Mac System/Finder disk to use any of the Magic or Spectre disks. PD Library disks are $?.00 each (10+ $6.00 ea) plus $1 for every 6 disks, for shipping and handling up to a maximum charge of $6 for S&H. Order disks by leaving a message to Swavek Jabrzemski on ACE BBS (664-1303) or write to him at: PO Box 276, Coogee NSW 2034. Also, if you have any Macintosh or Amiga friends interested in Mac PD software, let them know, as each sale contributes to making ACE, our BBS and our PD libraries bigger and better. SPECTRE DISKS, BY NUMBER S01: MACWRITE DEMO--a fully working Demo version of MacWrite 5.0 except that it cannot print or save documents. It can still be used for loading up documentation files and reading them if you don't have a more current version of the program. The older version of MacWrite 2.2 cannot read files created with version 4.5 and up. S02: MACPAINT DEMO--a fully working Demo version of MacPaint 2.0 except that it cannot print or save documents. It can still be used for loading files and viewing them. Try out the tear off menus that are part of this latest version of the program. This version also has the hidden R-rated "Zebra Girl" dedication page in it that Apple removed when it was discovered. Just hold down the Tab-Shift-Space Bar keys down while using the About MacPaint drop down menu under the Apple. Also included on the disk are a few MacPaint files for your viewing pleasure. S03D: RED RYDER 9.4--a fully working version of Red Ryder 9.4 on a double-sided disk. This is the last shareware version to be distributed before it became a commercial software product. Red Ryder is probably one of the most powerful telecommunications programs for the Mac. Full documentation, in MacWrite format, is included on the disk. Also included are a few utilities for batch downloading. S04D: ALDUS FREEHAND DEMO--a demonstration of Aldus Freehand on a double-sided disk. It's actually a Videoworks II interactive demonstration of Freehand. The graphic effects demonstrated really make you want to go out and buy the real thing; it's a must have demo disk. S05: GAMES NO.1--six games for use with the Spectre 128 only. They are BANZAI (shoot your mortar shells to kill tanks and the enemy soldiers), MONOPOLY 4.0 (the best computer version of the board game I've seen), ATC 4.0 (Air Traffic Controller game similar to Kennedy Approach), MINES (move through the maze without stepping on a mine), NEW DALEKS (updated version of this old standby), and finally BRICKLES 4.0 (breakout with several new options). S06D: POWERPOINT DEMO--a fully working demo version of this popular Mac program for planning, composing, and creating complete presentations. It is very useful for creating slides and overhead transparencies. It gives you the capability of creating complete desktop presentations. The only limitation of this version is that if you choose to print or use the slideshow, "Demonstration Version" will be printed on each slide. The save feature of this version also works. Sample files are also included on this double sided disk. This disk IS compatible with both the Magic Sac and Spectre 128. S07: GAMES NO.2--SPACE BUBBLES (a space invader clone with smart bombs), STRATEGO (capture the flag), INVESTIGATOR #1 (be a sleuth, solve a crime), TOWERS OF HANOI (the old standard ring game puzzle), and MARIENBAD (a vbariation of Matches with a Mac opponent.) S08: IMAGE STUDIO DEMO--fully functional working demo (prints, but does not save files). Image Studio puts a photo retouching lab on the desktop. It contains editable brushes that let you modify digitized images in 65 gray scale levels. A sample file is included for editing purposes. S09: TELECOM NO.1--Everything you need to start using your Specvtre for telecommunications. StuffIt 1.51, StuffIt Users Guide, Freeterm 2.0, Freeterm 2.0 Doc, TermWorks 1.3, Packet III v1.3. S10D: STACKS NO.1--a double-sided disk containing 6 HyperCard stacks. CONCENTRATION (computer version of the TV game), HYPER-GUNSHY (a shanghai clone), DINOSAURS (learn about all the dinosaurs--lots of excellent graphics), AUTOSTACK (cars of yesteryear and their history), HOME 1.2 (a home card replacement that even runs applications other than stacks, 2 MB ST required) and Read Me First (a doc file stack for Home 1.2). S11: UTILITY NO.1--MACENVY (a CDEV to display your hardware and software environment), BENCHMARK (compare your Spectre's memory performance to an accelerated Mac), DISKTIMER II (compare your Spectre's hard and floppy disk performance to a Plus, SE, or Mac II), SAMPLEIT 1.21 (the latest version to test DAs, FKEYs, Fonts, MacDraw and MacPaint files. Includes SampleIt Docs), APFONT 3.2 (a CDEV to change the default font), HIERDA (a CDEV to add side bar pop-up menus to your DAs), Fever (test for viruses), ONCUE 1.3 DEMO (fully working CDEV to run applications without returning to the finder), SCREENDUMP II (install an FKEY to dump the current window to disk as a MacPaint file), FINDSWEEL 2.0 DEMO (an INIT to install a new button in the Open Dialog box of most applications to search for any file, no matter how deeply nested in folders.) S12D: FULL IMPACT DEMO--double-sided disk containing a fully functional demo (including printing) except for saving files. Full Impact is an extremely powerful spreadsheet program with even more features and the power of Excel. These features include over one half million usable cells, its own drawing tools, mixed fonts cell by cell, charts and spread sheets on the same page, and importing graphics from other programs. S13D: STACKS NO.2--double-sided disk. VISUALSTACK (demonstrates the visual effects of HyperCard), CHEM FLASH CARDS (learn about chemcial compounds), DISPLAYPICT 1.4 (an XCMD to display graphics), INDIGO GETS OUT (the adventures of a cat), AUTOCAT (catalogs disks), ANIMAL STACK (lots and lots of animal clip art), COMIC (a comic strip about the HyperCard manual), ONTHEBEACH (a hyper animation), NAME THAT PLANE (try to identify all types of aircraft). S14: UTILITIES NO.2--BIG DAs RUNNER (runm large DAs under MultiFinder), MAC II ICONS (make your system file icons look like Mac II icons), DISKPARAM (saves all control panel settings including sound and mouse settings), Utilities 1.5.1 Guide, UNSTUFFIT DA 1.5.1 (a DA to unpack files archived with StuffIt), AUTO UNSTUFFIT INSTALLER 1.5 (tag multiple files to automatically unstuff themselves using this utility), REPAIR 1.2 (repairs files that are infected with a virus), ICON DESIGNER (edit existing and create new icons), VIEWER 1.5.1 (a DA that displays what files are contained in a StuffIt file), SUPERCLOCK 3.1 (displays the time and optional date in the upper left hand corner of the screen, includes docs), ToMultiFinder (use this on boot up to choose between the Finder and MultiFinder), and INTERFERON 3.1 (check for viruses). S15: GAMES NO.3--DARTS (plays assorted dart games with multiple player capabilities), MACCAMELOT (joust your way to earn the hand of the princess), BRICKLESPLUS (more features in this new and improved version of this Breakout clone), GRAVITATION 4.0 (move objects around themselves and others for visual effects), and SWAMPLORD (a real estate strategy game). S16: DESK ACCESSORIES NO.1--NEKODA (a diversion, watch an animated cat chase your mouse), BEZIERDA (draws Bezier curves, w/Docs), SNAPSHOTDA 1.2 (set the timer and take pictures of screens in MacPaint format), ADVENTURE! (a complete text adventure in a DA), VIRUSDETECTIVE (checks all your files for most of the common viruses), BREAKKEY (set your break key to any other key on the keyboard), SYSERRTABLEDA (displays a list of all the Mac system errors and what they mean), PINUP CLOCK DA (an R-rated clock), FREEMEM (displays available free memory even within applications), and NEW SCRAPBOOK DA (much better than Apple's with more features). S17: SOUNDS NO.1--SOUNDMASTER with 22 assorted sound files for use w/V1.9 of Spectre. The sound files are MacPuke, MacFart, Ouch!, Bomb, Bark, Cuckoo, Oops, Burp1, MGun, R2D2 Beep, Ah, DragnetBeep, PWscream, TypeKey, TypeReturn, Self Destruct, Type Space, Trying to Think, Game Over, Fart2, Be back,and Functioning Normally. S18: GRAPHICS NO.1--1Dmata, DAfx 1.32, 3dEDIT, Fly Saver, Kaleidoscope, Optical, Pattern Blocks, Rae, Turbo View 1.01, MacPaint Shortcuts, Desktop Shortcuts. S19D: HYPER UTILITIES NO.1--Deprotect Stack, XPICT, Moving Cursors Tutorial, Button Manager, Stack Compacter, Field Line Numberer, CardMover, Six Little Goodies, MH PowerScripts Sample, ShowDialog1.5. Double-sided disk. S20D: MACDRAW II DEMO--demonstration version of MacDraw II in VideoWorks format complete with player. It takes you through a full tour of all the new features of this latest version of the program. S21: UTILITIES NO.3--File Scan, Jaws Icon, File Master Icon, File Monster Doc, SnapShot Installer, Black Hole 6.0.2, Looney Tunes Icons, Dog Trash Icon, Shredder Icno, UDS/M1.1, Virus RX 1.4a2, System Font. Some icon files are replacement icons for the desktop and require ResEdit for installation. S22: SWORD OF SIEGFRIED--Graphics/text adventure created with WorldBuilder. (requires ver 1.9 of Spectre). S23: SOUNDS NO.2--17 sound resource files and a demo version of Mac CD 1.00. The sound resource files may be used with SoundMaster (CN #S17) or MacCD. The sound files are 10,000 Marbles, Any Sound 1, Any Sound 2, Bad Disk 1, Bad Disk 2, Beep, Beep Sound 1, Disk SOunds 1-4, Don't Worry BVe Happy, Ka-Chung!, Rolling Your Own, Type Key 1, Type Return 1, and Type Space 1. S24: GAMES NO.4--Dragon 2, Zoony, MazerLazer, and demo of ShufflePuck. S25D: MACMONEY DEMO--fully featured demo of MacMoney, a personal finance program that even writes checks. Does not save, but it does print. S26: FKEYS NO.1--23 fkeys and fkey related applications (Analog Clock, Clock, CopyDisk 3.0, Craps, F-KEY Installer, FadeKey, FileInfo, fkey, Fkey File Installer, Fkey-DA Sampler 2, FkeyView 2.5, FullMoon Calender, InfoKey, LaunchKey, MacAlmanac, Pipeline, ResCViewer 4.5, SafeLaunch 2.2, SpaceWarp, StripTease, Unpack, Ver Reader 3.0 and Windows. S27: GAMES NO.5--3D Checkers V2.0, Ballistics 2.0, Consternation 1.0, HangMan, Peg Puzzle Pak, UnBreakout. S28: DATABASE BUILDER DEMO--Fully working demo version of DAtabase Builder, one of the most full-featured database programs (including graphics) all in a Desk Accessory. Disk also includes several sample files to work with. S29: SOUNDS NO.3--9 new sound resources for use with MacCD (on CN #S23) or SoundMaster (CN #S17) and Talking Moose 1.21 (a talking DA). The sound resources are Archie, Bad Disk 3, Beep Sound 2, Disk Sound 5, Disk Sound 6, Key Click 1, Oh Yeaaahh!, Mac Sound 1, and Startup Sound 1. S30: UTILITIES NO.4--An assortment of CDEVs, INITs, resources for use with ResEdit and other utilities. They are Init Cdev, Assassin, BundAid, Curse the Finder, Easy Icon, Finder Cursor Icons, Finder Icons, HD Mini-Icon, IconManager 1.1, JerryCan, Murphy Init, NeVR Init, ScrollMBar CDev, System Icons+, Version Sleuth 1.0, What, and Windows. S31: DESK ACCESSORIES NO.2--Address Book 1.1.2 w/docs, Artist+ 2.01 w/docs, BlackJack, Calc 3.0, Calendar 1.7, Catch, dCAD 3.0 w/docs, Diskinfo 1.2, Maxwell 2.2a, MegaCalculator, SuperHelp w/docs, VirusDetective 2.2.1 w/docs, and windows. S32: VIDEOWORKS W/SOUND--6 VideoWorks animations that also produce sound when played. The disk comes with a VW player, sound resources, and MacinTalk. The animations are 1 Mac to go, Apollo, Marbles, People Wall, ShortStop, and The Cauldron. S33D: HYPER UTILITIES NO.2--13 utilities for use with HypoerCard: GetString XFCN, HyperScrap, LockField, PluckString XFCN, Recover, Script Lister, Script Access, Stack Analyzer, Stak-X Demo, Unity, Virus Encyclopedia, XFCN miscellany, Zoomer XCFN). S34: EXCEL TEMPLATES NO.1--29 assorted files for use with Excel: Macro, Amort, Sch, Apod 1.0, Budget, Checkbook, Clock.CH, Clock.MS, Clock.WS, Commands, DB.Form, Excel Budget, Expenses, Exps, Inc, IRA, Load Calc Master2, Load MaxTime 2, Matrix, MortAmt.MS 3.0, Replace, Savings Account, BioChart, BioRhythm. S35D: HYPERSTACKS NO.3--5 stacks for use with HyperCard of SuperCard: Atoms, Bird Stack II, Helicopter Stack, HyperIRA, Scan Stack 3. S36: SOUNDS NO.4--contains assorted sounds for use with SoundMaster (CN #S17) and a file that will change the system beep to other kinds of sounds. Includes A Wish, I don't know, I know you are, Mecca jumbi, Need Input!, Unacceptable, Ax Headroom, CheapBeep, Ayaaaah!, Boom!, aooooh, game over man, monkey, and vulcan mind. S37D: HYPERSTACKS NO.4--StackArt Vol. 1 with over 100 high quality clip art pics for use with HyperCard or HyperDA. This clip art can be copied to the clip board or scrap book for pasting into other documents. S38: GAMES NO.6--fully working versions of Cairo Shootout 1.2a, Puzzl 1.1, and Stunt Copter 2.0. These programs were placed in the public domain in memory of their author. S39: UTILITIES NO.5--Init Cdev 2.0, About IOnit Cdev 2.0, Moire Cdev, Moire Screen Saver Docs, Moire Cdev to Init, Hierda .9983, RAM check, SnapJot, SuperClock 3.4, Timepiece, Virus Detective 3.0.1, WInd Chooser 1.0.1, Why 1.0.1, and a fully working, but limited demo version of QuicKeys. S40D: HYPER UTILITIES NO.3--four stacks for use with HyperCard: Christopher's XSTAK4, How a Virus Works, IConjurer, and Progress XCMD 1.1. S41: PRODUCTIVITY NO.1--five personal productivity packages: Albun Tracker 2.0.1, Amortize 2.4, Check Book 2.0, Road Atlas, and Smallview 1.3. S42: PRODUCTIVITY NO.2--Address List 1.5.2, BiPlane 1.0.1 (spreadsheet), Doctor 2.35 (makes self launching documents), and Mac Mailing 1.4S (a mail list program). S43: VIDEOWORKS W/SOUND NO.2--7 more VideoWorks animation files that include sound. Disk also includes VideoWorks player and Macintalk to produce the sound. Hello Amiga, MacPaint Vid, Movies 3, My1stVid, Trash, Vamp NY 1, and China Doll. Requires V1.0 or higher of Spectre. S44: UTILITIES NO.6--22 utility files and documentation: Black Box 1.5, Com plete Delete, Earth Init, FFDA Sampler, File Fixer, IconWrap Init, Macify 2.5, MacSpeed, Repair 1.4, Rescue, Scrolling Menu Installer, Shredder 6.0, SystemVersion, TextDiff, TFinder 2.2, ToMultifinder 2.3, Vaccine 1.01, and Version Reader 2.2. S45: GRAPHICS NO.2--11 graphics oriented files and documentation: MandelZot 1.4.1, Micro Swarm, Notebook 1.0, NoteNote5, PyreWorks, ScanPaint, SelectPaint, ViewPaint 1.7. S46: EVERYMAN 1--A Graphics/text adventure created with WorldBuilder. Requires V1.9 or higher of Spectre. S47D/S48D: PHOENIX--interactive adventure game based on the movies 2001 and 2010. Requires both disks. Your job is to map previously explored galaxies, but you accidently find the starship, Discovery. It never was destroyed. You must somehow get Discovery back to hearth using HAL. HAL responds to your commands with digitized voice sounds from both movies. Requires Spectre V1.9 or higher and 2 DS drives or Hard disk. S49: LAWN ZAPPER--arcade type game. The object of the game is to mow a lawn while avoiding hazards. This game has digitized sound and is quite addictive. (Requires V1.9 or higher of Spectre.) S50: DUNGEONS OF DOOM, V5.4--Interactive adventure game based on Dungeons and Dragons. S51D: POSTSCRIPT FONTS NO.1--11 postscript fonts: Archimedes Border, Bills' Dingbats, Classic Heavy, Classic Italic, Classic Roman, Draftman, Faust, Gordon, Style, Tiny Helvetica, and Toulouse Lautrec. S52: POSTSCRIPT FONTS NO.2--6 fonts for use with UltraScript: BarCode39, Cunei, GE Laser, NModern Print Bold, Thomas, Tiffany Sample. S53D: CLIP ART NO.1--12 pages of encapsulated postscript clip art in Pagemaker 3.0 format (requires Pagemaker 3.0 or later and Ultrascript). S54: GAMES NO.7--Beast 1.0, MacBandit 1.2, MacNinja 1.0, Rock Paper Scissors. S55: UTILITIES NO.7--9 of the latest and best utilities: Boomerang 2.0 2/docs, SuperClock 3.8 w/docs, FreshStart INIT, Kick the Can, Layout 1.9, MacEnvy 2.0 w/docs, Timepiece INIT, WatchInit 5.0, WindChooser 1.12 CDEV w/docs. S56D: HYPERSTACKS NO.4--a single 771K HyperCard Stack, entitled Bird Anatomy 1.2d, covers the basic anatomy of birds, flight, feathers, head, wings, ecology and more. S57: UTILITIES NO.8:--Complete Undelete demo, Disinvectant 1.6, FunKey, Speedometer 2.51, SysErrTable DA 2.5. S58D: CLIP ART NO.2--66 pieces of scanned image clip art. S59: SOUNDS NO.5--Beam Up, Dog Do, Life Sentences, Mr. Ed, Soundmaster 1.3.1, SuperPlay 4.0, Zippy 2.0, MacinTalk. S60D: POSTSCRIPT FONTS NO.3--Calligraphic Sample, Chester, Deuse, Louisville, Rodchenko. S61D: HYPERSTACKS NO.5--Clip Art Sack 3, Crypo-Slate 1.6, Little Black Book, Peridic Table 1.0, Quick Compactor 2.0, SetVersion XCMD 1.0. S62D: PIPEDREAM DEMO--allows 1 or 2 players to play 3 different levels of the game, in beginner or expert modes. S63: UTILITIES NO.9--Alias, AltCDEF 1.2 and docs, AltWDEF 1.4.4 and 1.5.3 w/docs, Following and docs, MacEnvy 2.1 and docs, RAMDisk 1.1, and WindowShade and docs. S64D: POSTSCRIPT CLIP ART NO.1--26 EPS clip art files for use with UltraScript. Import these files into your favorite Mac DTP program and print your files to disk as postscript files. Files are Airplane, Beermug 1/2, Burst 1/2/3, Card 1/2, Clip 1/2, Face 1/2/3, FoodGroups, Hoop, Lamb, Piano, Pig, PalmTrees, Ribbon 1/2/3, Skyline, Sushi, Trophy, and Truck. S65D: HYPERSTACKS NO.6--Calendar, Dot to Dot 2, HyperPaint, Project Planner, Script Searcher, The Aging Process, and World. S66: GAMES NO.8--Hedges and docs, MacYahtzee, MacMaze w/docs, Montana, Pentominoes, and Star Patrol. S67: UTILITIES NO.10--NeXT Folders (make your Mac folders like those found on the NeXT computer); Fish!V2.0 (turn Mac display into animated aquarium); Scroll2 2.0 (Control Panel/Startup document with twice the scrolling power); Fabulous Text Sucking Leech (open files and pull text out of the data fork and put it into a text file); Cursor Animator 1.0 (animate your cursor in a variety of different ways, comes with 45 different cursors.) S68: GAMES NO.9--Pits & Stones (pure strategy, you against the computer), StarRoids 5.4.1 (w/digital sound, similar to Atari Asteroids game); Stellar Imperium 1.01 (space simulation); and Dragon V2.1 (a go-playing program). S69: SOUNDS NO.6--SoundMaster V1.4 & 16 sounds(Bad Disk4, Disk Request, Flush, Foom, Intellivoice, Lots of Input!, Mac II Beep, Moof, Ooh, Input!, Orgasm, Sorry Dave, SpamSound, That's All Folks!, Type Key 2, and Zoom Open). S70D: HYPERSTACKS NO.7--Astronomy, Clip Art Stack 2, Crazy Icons, Famous People Clip Art, Icon Transfer Stack, Memory Information, New ResCopy XCMD, and Self-Modifying Stack). S71D: SHANGHAI DEMO--demo version (no save or loading of previous game) of Shanghai 2.0 complete with sound. S72D: HYPERSTACKS NO.8--Area Codes Update, Auto Floppy Log 3.01, Chemist's Helper, Dot to Dot 3, Four Letter Words, Greyline Clock, Home Button Maker, HyperHpme 2.2, Magic 4 Cards, Patches, Roman Dates, and Valdemar. S73: UTILITIES NO.11--Anonymity 1.0, Cursor Designer, Diamond 4.2 w/docs, PRAM 5.0, QuickFormat 6.2, MW/MD Launcher w/docs, SecureInit and docs, Take a Leter w/docs. S74: SOUNDS NO.7--16 sound resources and the Finder Sounds CDEV. Beep Sound 3, Destination, Disk Eject, Disk Insert, Dit, Drag Off, Drag On, Files Done, Finder Sounds w/docs, New File, Rear2front, Resize, Shut Down Sound 2, Spanish Inquisition, Startup, Type Return 2, Type Space 2. (Finder Sounds require Finder 6.1.4.) S75: GAMES NO.10--1863 V1.0, Billiards w/docs, Faulty Towers, Gobbler w/docs, Surgery. S76: STARTUP SCREENS NO.1--Screen Maker 1.0.1 and 12 startup screens: Bat Logo, Batman, Bloom County, Farewell, HIT ANY KEY, How Much? Mac Magik, NeXT, Oldfinder, Square Wave, World Map, AJO Bird. S77: GRAPHICS NO.3--REL Converter, Banner Maker w/docs, Artistic, Fractal Mount w/docs, NavCom, RLE Utility w/docs, Snap 2.1, Sprio-Graft. S78: EPS CLIP ART NO.2--Art Week, Black Cat, Bow 2, Evergreen Tree, Halloween, Holiday Greetings, Horizontal Border, Ink Well, MenRet Month, Mod Border, Music in School, Vertical Border. S79: UTILITIES NO.12--Disinvectant 1.7 (virus detector and killer), InitCdev 3.0 w/docs, BackDrop w/docs, Facade w/docs, Fix Desktop w/docs, IconWrap 1.2, InSit?Delete w/docs, MenuTuner, Named Folder w/docs, Oliver's Buttons 1.0, Pointing Device, RAM Check w/docs, Toilet 6.0.3 w/docs, Trash Patch w/docs, UnScrolly w/docs. S80: POSTSCRIPT FONTS NO.4--ChiTown, Daytona, GE/RCA, SanSerif, and Tempo. --------------------------------------------------------------- SPECTRE DISKS, BY CATEGORY CLIP ART S53D: CLIP ART NO.1--12 pages of encapsulated postscript clip art in Pagemaker 3.0 format (requires Pagemaker 3.0 or later and Ultrascript). S58D: CLIP ART NO.2--66 pieces of scanned image clip art. S64D: POSTSCRIPT CLIP ART NO.1--26 EPS clip art files for use with UltraScript. S78: EPS CLIP ART NO.2--Art Week, Black Cat, Bow 2, Evergreen Tree, Halloween, Holiday Greetings, Horizontal Border, Ink Well, MenRet Month, Mod Border, Music in School, Vertical Border. DEMO DISKS S01: MACWRITE 5.0 DEMO--(Cannot print/save but can load and read doc files.) S02: MACPAINT 2.0 DEMO--(Cannot print/save files but can load, view & create them.) S04D: ALDUS FREEHAND DEMO--A Videoworks II interactive demonstration of Freehand drawing program. S06D: POWERPOINT DEMO--(64K ROMs Compatible) Fully working demo version of this popular Mac program for planning, composing, and creating complete presentations. S08: IMAGE STUDIO DEMO--(Does not save) A photo retouching lab, modify digitized images in 65 grey scale levels. S12D: FULL IMPACT DEMO--Great spreadsheet program. (No save feature.) S20D: MACDRAW II DEMO--VideoWorks format provides tour of latest features. S25D: MACMONEY DEMO--Personal finance program, prints but does not save. S28: DATABASE BUILDER DEMO--Fully working demo version of DAtabase Builder, a full-featured database (including graphics) all in a Desk Accessory. S62D: PIPEDREAM DEMO--fully working version of PipeDream game, 1 or 2 players play 3 different levels of game. S71D: SHANGHAI DEMO--fully working demo version of Shanghai 2.0 complete with sound. DESK ACCESSORIES S16: DESK ACCESSORIES NO.1--NekoDA, BezierDa and Docs, SnapShotDA 1.2, Adventure, VirusDetective, BreakKey, SysErrTableDA, PinUp Clock DA, Freemem, New Scrapbook DA S31: DESK ACCESSORIES NO.2--Address Book 1.1.2 w/docs, Artist+ 2.01 w/docs, BlackJack, Calc 3.0, Calendar 1.7, Catch, dCAD 3.0 w/docs, Diskinfo 1.2, Maxwell 2.2a, MegaCalculator, SuperHelp w/docs, VirusDetective 2.2.1 w/docs, and windows. FONTS S51D: POSTSCRIPT FONTS NO.1--11 postscript fonts: Archimedes Border, Bills' Dingbats, Classic Heavy, Classic Italic, Classic Roman, Draftman, Faust, Gordon, Style, Tiny Helvetica, and Toulouse Lautrec. S52: POSTSCRIPT FONTS NO.2--BarCode39, Cunei, GE Laser, NModern Print Bold, Thomas, Tiffany Sample. GAME DISKS S05: GAMES NO.1--Banzai, Monopoly 4.0, ATC 4.0, Mines, New Daleks, Brickles 4.0 S07: GAMES NO.2--Space Bubbles, Stratego, Investigator #1, Towers of Hanoi, Marienbad. S15: GAMES NO.3--Darts, MacCamelot, BricklesPlus, Gravitation 4.0, Swamplord S22: Sword of Siegfried--Graphics/text adventure (requires v1.9 of Spectre). S24: GAMES NO.4--Dragon 2, Zoony, MazerLazer, and demo of ShufflePuck. S27: GAMES NO.5--3D Checkers V2.0, Ballistics 2.0, Consternation 1.0, HangMan, Peg Puzzle Pak, UnBreakout. S38: GAMES NO.6--fully working versions of Cairo Shootout 1.2a, Puzzl 1.1, and Stunt Copter 2.0. These programs were placed in the public domain in memory of their author. S46: EVERYMAN 1--A Graphics/text adventure created with WorldBuilder. Requires V1.9 or higher of Spectre. S47D/S48D: PHOENIX--interactive adventure game based on the movies 2001 and 2010. Requires both disks. Your job is to map previously explored galaxies, but you accidently find the starship, Discovery. It never was destroyed. You must somehow get Discovery back to hearth using HAL. HAL responds to your commands with digitized voice sounds from both movies. Requires Spectre V1.9 or higher and 2 DS drives or Hard disk. S49: LAWN ZAPPER--arcade type game. The object of the game is to mow a lawn while avoiding hazards. This game has digitized sound and is quite addictive. (Requires V1.9 or higher of Spectre.) S50: DUNGEONS OF DOOM, V5.4--Interactive adventure game based on Dungeons and Dragons. S54: GAMES NO.7--Beast 1.0, MacBandit 1.2, MacNinja 1.0, Rock Paper Scissors. S66: GAMES NO.8--Hedges, MacYahtzee, MacMaze, Montana, Pentominoes, and Star Patrol. S68: GAMES NO.9--Pits & Stones, StarRoids 5.4.1, Stellar Imperium 1.01, and Dragon V2.1. S75: GAMES NO.10--1863 V1.0, Billiards w/docs, Faulty Towers, Gobbler w/docs, Surgery. GRAPHICS S18: GRAPHICS NO.1--1Dmata, DAfx 1.32, 3dEDIT, Fly Saver, Kaleidoscope, Optical, Pattern Blocks, Rae, Turbo View 1.01, MacPaint Shortcuts, Desktop Shortcuts. S45: GRAPHICS NO.2--11 graphics oriented files and documentation: MandelZot 1.4.1, Micro Swarm, Notebook 1.0, NoteNote5, PyreWorks, ScanPaint, SelectPaint, ViewPaint 1.7. S76: STARTUP SCREENS NO.1--Screen Maker 1.0.1 and 12 startup screens: Bat Logo, Batman, Bloom County, Farewell, HIT ANY KEY, How Much? Mac Magik, NeXT, Oldfinder, Square Wave, World Map, AJO Bird. S77: GRAPHICS NO.3--REL Converter, Banner Maker w/docs, Artistic, Fractal Mount w/docs, NavCom, RLE Utility w/docs, Snap 2.1, Sprio-Graft. HYPERCARD DISKS S10D: HYPERSTACKS NO.1--Concentration, Hyper-Gunshy, Dinosaurs, AutoStack, Home 1.2. S13D: HYPERSTACKS NO.2--VisualStack, Chem Flash Cards, DisplayPict 1.4, Indigo Gets Out, AutCat, Animal Stack, Comic, OnTheBeach, Name That Plane. S35D: HYPERSTACKS NO.3--5 stacks for use with HyperCard of SuperCard: Atoms, Bird Stack II, Helicopter Stack, HyperIRA, Scan Stack 3. S37D: HYPERSTACKS NO.4A--StackArt Vol. 1 (100 clip art pics). S56D: HYPERSTACKS NO.4B--a single 771K HyperCard Stack, entitled Bird Anatomy 1.2d, covers the basic anatomy of birds, flight, feathers, head, wings, ecology and more. S61D: HYPERSTACKS NO.5--Clip Art Sack 3, Crypo-Slate 1.6, Little Black Book, Peridic Table 1.0, Quick Compactor 2.0, SetVersion XCMD 1.0. S65D: HYPERSTACKS NO.6--Calendar, Dot to Dot 2, HyperPaint, Project Planner, Script Searcher, The Aging Process, and World. S70D: HYPERSTACKS NO.7--Astronomy, Clip Art Stack 2, Crazy Icons, Famous People Clip Art, Icon Transfer Stack, Memory Information, New ResCopy XCMD, Self-Modifying Stack. S72D: HYPERSTACKS NO.8--Area Codes Update, Auto Floppy Log 3.01, Chemist's Helper, Dot to Dot 3, Four Letter Words, Greyline Clock, Home Button Maker, HyperHpme 2.2, Magic 4 Cards, Patches, Roman Dates, and Valdemar. HYPER UTILITIES S19D: HYPER UTILITIES NO.1--Deprotect Stack, XPICT, Moving Cursors Tutorial, Button Manager, Stack Compacter, Field Line Numberer, CardMover, Six Little Goodies, MH PowerScripts Sample, ShowDialog1.5. S33D: HYPER UTILITIES NO.2--13 utilities for use with HypoerCard: GetString XFCN, HyperScrap, LockField, PluckString XFCN, Recover, Script Lister, Script Access, Stack Analyzer, Stak-X Demo, Unity, Virus Encyclopedia, XFCN miscellany, Zoomer XCFN). S40D: HYPER UTILITIES NO.3--four stacks for use with HyperCard: Christopher's XSTAK4, How a Virus Works, IConjurer, and Progress XCMD 1.1. PRODUCTIVITY S34: EXCEL TEMPLATES #1--29 assorted files for use with Excel: Macro, Amort, Sch, Apod 1.0, Budget, Checkbook, Clock.CH, Clock.MS, Clock.WS, Commands, DB.Form, Excel Budget, Expenses, Exps, Inc, IRA, Load Calc Master2, Load MaxTime 2, Matrix, MortAmt.MS 3.0, Replace, Savings Account, BioChart, BioRhythm. S41: PRODUCTIVITY NO.1--five personal productivity packages: Album Tracker 2.0.1, Amortize 2.4, Check Book 2.0, Road Atlas, and Smallview 1.3. S42: PRODUCTIVITY NO.2--Address List 1.5.2, BiPlane 1.0.1 (spreadsheet), Doctor 2.35 (makes self launching documents), and Mac Mailing 1.4S (a mail list program). SOUNDS S17: SOUNDS NO.1--SoundMaster w/22 sound files for use w/V1.9 of Spectre. S23: SOUNDS NO.2--Sound files may also be used w/SoundMaster on S17. (10000 Marbles, Any Sound 1, Any Sound 2, Bad Disk 1, BVad Disk 2, Beep, Beep Sound 1, Disk Sounds 1-4, Don't Worry Be Happy, Ka-Chung!, Rolling Your Own, Type Key 1, Type Return 1, Type Space 1.) S29: SOUNDS NO.3--Talking Moose 1.21 and 9 sound resources for MacCD (#S23) or SoundMaster (#S17)--Archie, Bad Disk 3, Beep Sound 2, Disk Sound 5, Disk Sound 6, Key Click 1, Oh Yeaaahh!, Mac Sound 1, and Startup Sound 1. S32: VIDEOWORKS W/SOUND--6 VideoWorks animations w/player, sound resources, and MacinTalk (1 Mac to go, Apollo, Marbles, People Wall, ShortStop, and The Cauldron.) S36: SOUNDS NO.4--contains assorted sounds for use with SoundMaster (CN #S17) and a file that will change the system beep to other kinds of sounds. Includes A Wish, I don't know, I know you are, Mecca jumbi, Need Input!, Unacceptable, Ax Headroom, CheapBeep, Ayaaaah!, Boom!, aooooh, game over man, monkey, and vulcan mind. S43: VIDEOWORKS W/SOUND NO.2--7 more VideoWorks animation files that include sound. Disk also includes VideoWorks player and Macintalk to produce the sound. Hello Amiga, MacPaint Vid, Movies 3, My1stVid, Trash, Vamp NY 1, and China Doll. Requires V1.0 or higher of Spectre. S59: SOUNDS NO.5--Beam Up, Dog Do, Life Sentences, Mr. Ed, Soundmaster 1.3.1, SuperPlay 4.0, Zippy 2.0, MacinTalk. S60D: POSTSCRIPT FONTS NO.3--Calligraphic Sample, Chester, Deuse, Louisville, Rodchenko. S69: SOUNDS NO.6--SoundMaster V1.4 with 16 nes digitized sounds: (Bad Disk4, Disk Request, Flush, Foom, Intellivoice, Lots of Input!, Mac II Beep, Moof, Ooh, Input!, Orgasm, Sorry Dave, SpamSound, That's All Folks!, Type Key 2, and Zoom Open. S74: SOUNDS NO.7--16 sound resources and the Finder Sounds CDEV. Beep Sound 3, Destination, Disk Eject, Disk Insert, Dit, Drag Off, Drag On, Files Done, Finder Sounds w/docs, New File, Rear2front, Resize, Shut Down Sound 2, Spanish Inquisition, Startup, Type Return 2, Type Space 2. (Finder Sounds require Finder 6.1.4.) TELECOM DISKS S03D: RED RYDER 9.4--Powerful telecommunications program. Docs, utilities included. S09: TELECOM NO.1--StuffIt 1.51, StuffIt Users Guide, Freeterm 2.0, Freeterm 2.0 Doc, TermWorks 1.3, Packet III v1.3. UTILITIES S11: UTILITIES NO.1--MacEnvy, Benchmark, DiskTimer II, SampleIt 1.21, SampleIt Docs, Apfont 3.2, HierDA, Fever, OnCue 1.3 DEmo, ScreenDump II, Findsweel 2.0 Demo S14: UTILITIES NO.2--Big Das runner, Mac II Icons, DiskParam, Utilities 1.5.1 Guide, Unstuffit DA 1.5.1, Auto Unstuffit Installer 1.5, Repair 1.2, ICON Designer, Viewer 1.5.1, SuperClock 3.1, SuperClock Doc ToMultiFinder, Interferon 3.1. S21: UTILITIES NO.3--File Scan, Jaws Icon, File Master Icon, File Monster Doc, SnapShot Installer, Black Hole 6.0.2, Looney Tunes Icons, Dog Trash Icon, Shredder Icno, UDS/M1.1, Virus RX 1.4a2, System Font. Some icon files require ResEdit for installation. S26: FKEYS #1--23 fkeys and fkey related applications (Analog Clock, Clock, CopyDisk 3.0, Craps, F-KEY Installer, FadeKey, FileInfo, fkey, Fkey File Installer, Fkey-DA Sampler 2, FkeyView 2.5, FullMoon Calender, InfoKey, LaunchKey, MacAlmanac, Pipeline, ResCViewer 4.5, SafeLaunch 2.2, SpaceWarp, StripTease, Unpack, Ver Reader 3.0 and Windows. S30: UTILITIES NO.4--Init Cdev, Assassin, BundAid, Curse the Finder, Easy Icon, Finder Cursor Icons, Finder Icons, HD Mini-Icon, IconManager 1.1, JerryCan, Murphy Init, NeVR Init, ScrollMBar CDev, System Icons+, Version Sleuth 1.0, What, and Windows. S39: UTILITIES NO.5--Init Cdev 2.0, About IOnit Cdev 2.0, Moire Cdev, Moire Screen Saver Docs, Moire Cdev to Init, Hierda .9983, RAM check, SnapJot, SuperClock 3.4, Timepiece, Virus Detective 3.0.1, Wind Chooser 1.0.1, Why 1.0.1, and a fully working, but limited demo version of QuicKeys. S44: UTILITIES NO.6--22 utility files and documentation: Black Box 1.5, Com plete Delete, Earth Init, FFDA Sampler, File Fixer, IconWrap Init, Macify 2.5, MacSpeed, Repair 1.4, Rescue, Scrolling Menu Installer, Shredder 6.0, SystemVersion, TextDiff, TFinder 2.2, ToMultifinder 2.3, Vaccine 1.01, and Version Reader 2.2. S55: UTILITIES NO.7--9 of the latest and best utilities: Boomerang 2.0 2/docs, SuperClock 3.8 w/docs, FreshStart INIT, Kick the Can, Layout 1.9, MacEnvy 2.0 w/docs, Timepiece INIT, WatchInit 5.0, WindChooser 1.12 CDEV w/docs. S57: UTILITIES NO.8:--Complete Undelete demo, Disinvectant 1.6, FunKey, Speedometer 2.51, SysErrTable DA 2.5. S63: UTILITIES NO.9--CDEVs and INITs. Alias, AltCDEF 1.2 w/docs, AltWDEF 1.4.4 and 1.5.3 w/docs, Following w/docs, MacEnvy 2.1, RAMDisk 1.1, and WindowShade. S67: UTILITIES NO.10--NeXT Folders, Fish! V2.0, Scroll2 2.0, The Fabulous Text Sucking Leech, and Cursor ANimator 1.0. S73: UTILITIES NO.11--Anonymity 1.0, Cursor Designer, Diamond 4.2 w/docs, PRAM 5.0, QuickFormat 6.2, MW/MD Launcher w/docs, SecureInit and docs, Take a Leter w/docs. 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