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G}JB|,#P#DE 1 HI BDEHHII 1 B 1 ,^ 1 70,0La- B V,#PH},^ 1 70 0L#L!-* 1P* 1 y0Yj383}mm ݭI}}`8}``|* ? ɛ,`|:-)| / 1L!`DESTINATION CANT BE DOJ}S.SYS0 0H{ 24Δ 28/L!/) 2 Π 2 0 ξK}hAΞB,0 J 1 BDEHI,HÝDE 1HIHIDELSAVE-GIVE L}FILE,START,END(,INIT,RUN)O S0 1`BDEPHI V` S0H 1 L!M}0 0 1L~0`PLEASE TYPE 1 LETTER,0`hhL! 70 1L0L<1 ,;ɛ7,"ɛ:ݦ1ݥN}A"D|ݤD|ȩ:|ȩ|ɛ,,(/+.ީ1 1,ɛ`轤{NAMEO} TOO LONG B VL!` L1I H1EΝDL1|mDiE` V0`8d/8 i:222 1 LP}!ERROR- 128ɛ+,' 20*.. өr2 1``2TOO MANY DIGITSINVALID HEXAQ}DECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8uR} ECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8u PLANETARY DEFENSE by CharlesT} Bachand and Tom Hudson You are in charge of protecting your planet from alien attackers. Your only defense iU}s an orbiting satellite armed with a charged-Particle gun. To aim the gun, you simply move the targeting crosshairs to tV}he desired point with joystick, Trak-ball, or Koala Pad. Press your controller button to fire at the target. Once fW}ired, you have no control over the charged-particle projectile. Up to six projectiles may be active at a time. Be cX}areful about where you shoot - if you're not careful, you can hit your own planet and destroy part of it! YY}our usual target will be the red space-bombs being dropped by the aliens. these bombs head toward the center of your plaZ}net. If they hit the planet they will explode, destroying a chunk of it. If any explosion ever reaches the core of [}the planet, the game is over. If you destroy a space-bomb before it hits your planet, you are awarded from 10-120 p\}oints, depending on the level. Another threat that is much more dangerous than the space-bombs is a flying ]}saucer that cruises along, firing its own charged-particle weapons at your planet! If not stopped quickly this alien men^}ace will do an incredible amount of damage. The saucer appears more often at higher levels, so be on the lookout! S_}aucers are worth from 100-400 points each, depending on the level. If your satellite ever collides with an `}incoming space-bomb, the satellite will be destroyed. If the collision is a direct hit, the bomb will also explode,a} giving you the appropriate amount of points. This is a costly way to gain points, as you have only five satellites. b} Once all five are destroyed, the game is over, and your planet will be overrun by enemy bombs. Your scorec} is shown at the upper left of the screen. The number of the level you are on is shown at the upper center of the screend}. The number of satellites you have is shown at the upper right by the "*" characters. The space bar pauses the game}e. Good luck! cters. 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A`. AR09Af'AR9AdAU5T+(" =Repeat or } 8)@D"@2G(J(T AD: B(( AXD1:TEXTVIEW.BASX eturn>w7/21/87 ANCIENT EMPIRE Ancient Empire is a simulation of ancient civilizations. There are four historic}al scenarios based on actual Mediterranean civilizations and a random scenario. Your primary goal as emperor is to safe}ly expand your empire to include law-abiding territories. Find out as much as you can about a country before you invade it. } Countries with poor roads will decrease the amount of movements allowed. Information gathering is easier when you have good} roads and maritime. You can gain valuable information through diplomacy and pacify neighboring countries. Differences} in religion and brutality are the primary causes of revolts. Revolts are more likely to happen in these countries if they a}re sparsely guarded. Crushing a rebellion will prevent a revolution, but it does little to prevent another revolt. Annihila}ting all resistance is a risky choice, but it is the best chance for permanent change. Changing the status will sometimes st}op discontent if it is a province. After twenty years your reign is over. You will be scored on the following factors:} military victories/losses, empire size, years of rule, construction of roadways, pacification of provinces and territories, }and budget management.zzzzzzEMPIRE Ancient Empire is a simulation of ancient civilizations. There are four historic Loading and Using EDMAC The format for loading EDMA}C is as follows: EDMAC [file1 file2 file3] file1 is a binary screen file file2} is a binary set file file3 is a binary macro file The 3 files are optional, if you are} working on an extended project then you can boot into the files you are working on, perhaps from an execut}e file. The files must be in the order given, say you are working on a character set but not a screen file} and you want to boot into the set file. In this case you would specify any valid device other that D: for }file1 ex. (EDMAC E: D:CHAR.SET). The Edit Cursor can be controlled by either a Joystick, } Koala Pad, or an Atari Touch Tablet. To select which input device you are going to use just put that controller in} any port and: Joystick- Press the Trigger Koala Pad-Press either button while the stylu}s is on the pad. Atari Touch Tablet-Press the stylus button while } the stylus is on the pad. You may alternate back and forth between a Joystick and either a Koal}a pad or an Atari Touch Tablet as much as you want, whenever you want. The only restriction is that once a}n Atari Touch Tablet has been selected the program will not work correctly with a Koala Pad. In using EDMA}C I usually use a joystick for drawing lines and go to my Koala Pad when I need quicker access to various parts of } the screen. When entering a filename for a Load or Save operation, the previous filename will }appear and you can use this name by either pressing the button or hitting Return. You can exit the filenam}e entering routine by hitting either the ESC or Break keys. You can get back to the DOSXL command processor } by selecting DOS or by System Reset. Once you are back into DOSXL you can perform any intrinsic commands and stil}l get back to EDMAC merely by typing RUN. Even though EDMAC was meant to be used with DOSXL it } will work with either Atari DOS 2.0s or DOS 2.5. When using without DOSXL though you can not specify files to b}oot into as you can with DOSXL. Also if you are going to exit back to DOS then you should have a MEM.SAV f}ile if you wish to get back into EDMAC. If you do want to get back into EDMAC you can do so by selecting M}enu Option M, the restart address is $462E. EDMAC will work as an AUTORUN.SYS file under one of these envi}ronements also. Character Set/Screen Editor Page 1 } THE DISPLAY SCREEN The screen is divided into three sections. The top third } will contain either the Character Set Editor display or the Screen Editor display. The Middle} section is subdivided into two parts, the Character Set display and two command lines. The Character Set c}an be either the standard ATARI set or the set that you are currently editing. The command lines contain the command}s for selecting between using the Character Set Editor or the Screen Editor, bringing the various Menus on }screen, as well as other options. The lower section will contain one of the four pull-up Menus. } COMMANDS Mode Inverse Toggle } Dos Set Screen Color I/O Mode----The modes supported are Anti}c 4, GTIA 9, GTIA 10, GTIA 11, and Graphics 0. The Screen Editor display and Character set }will be displayed in this mode. Inverse-Toggles the Character Set between Normal and Inve}rse video. Characters picked up for placement on the Edit Screen display, or Editing will be } displayed in either Normal or Inverse video. Toggle--Toggles the Character Set between the Standard } ATARI set in Graphics 0, and the User Character Set in the selected mode. D}os-----Exit program to DOS. If you are operating under DOSXL and you haven't used an extrinsic command then } you can return to the point you left off with the command 'RUN'. Set----}-Pull-up the Character Set Editor Menu and runs the Character Set Editor. Screen--Pull-u}p the Screen Editor Menu and runs the Screen Editor. Color---Pull-up the Color Menu. Allo}ws changing the Hue and Luminance of all Nine color registers. I/O-----Pull-up the Disk M}enu. Allows for the loading and saving of Sets, Screens, and Macro files. Charact}er Set/Screen Editor Page 2 MENU COMMANDS } CHARACTER SET EDITOR MENU Plot----Toggles between Plot and Draw, indica}tes whether the pixels will be plotted or drawn on the Character Set Editor display. } Copy----First select 'from' character then select the 'to' character. Copy remains active until} the first button press with cursor located outside of the displayed Character Set. } Grid----Toggles the Grid, used to indicate the pixel positions within the character, on and off.} Invert--Inverts the currently selected character. Mirror--Mirrors the selected charact}er. Only one of the three character displays will be correctly Mirrored, depending on the c}urrent mode. Restore-Restores a character to what it was when it was selected. Clear---}Clears the selected character. Shift---Shift In (with an up shift the character will shift up } one line with the top line coming back 'In' the character on the bottom.) Shift Out (w}ith an up shift the character will shift up one line with the top line going 'out' to a one } byte holding buffer. The previous contents of the buffer will reenter on the bottom of the character.) } Up------Shift the character up one line. Down----Shift the character down one line. } Left----Shift the character left. This command shifts one pixel position, since the three displa}ys have different pixel widths, only one will be shifted left correctly. This only applies }if you are in 'Shift In'. Shift Out Will correctly shift the Graphics 0 display regardless} of the mode you are currently in. Right---Shift the character right. The same conditions apply } as for Left.(See Above) Rotate--Rotate the character 90 degrees within the Graphics 0 } display. Character Set/Screen Editor Page 3 } SCREEN EDITOR MENU Plot----Toggles between plot and draw mode, determines how the }selected character or macro will be placed on the screen. Merge---When Merge is turned of}f, displayed in normal video, and a Macro is placed on the screen. The full macro will be w}ritten, including blank spaces. When Merge is turned off, displayed in inverse video, the b}lank spaces of the macro will not be written. The Macro will be 'merged' into the background. } Macro---Can be toggled between 'Macro', 'Build', and 'Define'. When in 'Macro' you can select the macro} that you will be plotting or drawing with. 'Build' lets you build the macros that you wil}l be using. 'Define' allows you to create up to 24 macros on the Macro Screen. } View----Changes the entire screen to your Edit Screen. Allows you to 'view' your screen, you can scr}oll the display to see your entire screen. Up------Scrolls the Edit screen contents up. } Down----Scrolls the Edit screen contents down. Left----Scrolls the Edit screen contents }left. Right---Scrolls the Edit screen contents right. Home----If the display window is }not over Home (upper left) portion of your Edit Screen Then it will return Home. If the win}dow is already Home then it will scroll to the lower left of the Edit Screen. If the display } is scrolling then the scrolling will be stopped. Vert----Allows you to set the vertical dimension of yo}ur Edit Screen. Range 24-128. Horz----Allows you to set the horizontal dimension of your} Edit Screen. Range 40-127. Character Set/Screen Editor } Page 4 I/O MENU Load----Loads either a S}creen, Set, or Macro file into memory. Will only load a binary file that was saved from thi}s menu. Save----Saves a Screen, Set, or Macro file to any device. Binary--Selec}ts the format for the Save file. Options are Binary - The file will be saved as a binary fi}le that can be loaded with the 'Load' command. Data - The file will be saved as DATA stat}ements for use in a Basic program. .Byte - The file will be saved as .Byte statements } for use in an Assembly language program. Array - The file will be saved as a Char Array } Definition, for use in ACTION! language programs. Dec.----Selects the either Decimal (Dec.) or }Hexadecimal (Hex.) for files that are saved with either the Data, .Byte, or Array formats. } Convert-Applies only to the loading and saving of Screen files. When Convert is turned of}f (normal video), then you are saving or loading screen data directly. When Convert is turn}ed on (inverse video), then the Screen data is converted to ATASCII for saving, and ATASCII} data is converted to Screen data for loading. Screen--This is where you select where the file will go (lo}ad) or come from (save), also selects which area of memory will be cleared on the Clear com}mand (below). Options are Screen, Set, and Macro. Clear---Clears either the Screen, Set, }or Macro memory. When selected Clear changes to inverse video and sounds a low Beep from t}he speaker. You have approximately 2 seconds to select Clear again or else the clear funct}ion will abort. This is to prevent accidental clearing of memory. Start---Lets you selec}t the starting line number for Saves using either the Data or .Byte formats. Incr.---Lets} you select the increment between line numbers for Saves using either the DATA or .BYTE formats. } #/Line--Lets you select the number of bytes that will be saved on each line for the DATA, .BYTE, or }Array formats. Character Set/Screen Editor Page 5 } Using the Macro Function There are three options controlling the function of the } Macro Grid on the Screen Menu. These are 'Macro', 'Build', and 'Define'. Macro } When you are in the Macro mode, pressing the button while the Edit cursor is within the Macro Grid will place th}e Character Selection cursor at that point. Now any subsequent plot or draw operations on the Edit Screen }will be done with that Macro instead of a single character. When placing a Macro on the Edit Screen the Ma}cro will have the same relative position to the Edit cursor as it has to the Character Selection cursor wit}hin the Macro Grid on the Screen Menu. There is one option that affects the placement of Macros on the} Edit Screen. That is 'MERGE', when merge is turned off (normal video), then the Macro will overwrite the Edit Scre}en. When merge is turned on (inverse video), then the blanks within the Macro will not be placed on the Edi}t Screen. This will leave the background undisturbed, in effect the Macro will be merged into the backgrou}nd. Build Macros can be built in two different ways. The most direct way is to sel}ect characters from the Character Set and place them within the Macro you are building (plotted or drawn). } The second way is to build your object on the display screen, This allows you to see how the object will be in }the Graphics mode you are currently working in. Then when the object is completed, While still in 'Macro',} select the Macro that you wish to build. Then toggle to 'Build', now plotting or drawing on the Edit Screen } will transfer screen data to the Macro instead of the other way. Going back to 'Macro' will allow you to use that }Macro in other places on the Edit Screen now. Define Selecting 'Define' allows you }to define up to 24 Macros, of the sizes you wish, within the Macro Grid. The first time you press the butt}on within the Macro Grid after selecting 'Define' the Macro Grid will be cleared. You will now be plotting } or drawing onto the Macro Grid. In plot mode the lines will appear when you let go of the button and cannot be cha }nged. In draw mode you can move the lines around as long as you keep the button pressed. When } you are done defining the Macros the just toggling from 'Define' to 'Macro' will save these macro definitions.  } Scrolling to another Menu before toggling to 'Macro' will restore the Macro Grid to what is was when y }ou next select the Screen Menu. Character Set/Screen Editor Page 6  } Author: John Oakley 4830 Pinto Dr. } Albany, GA 31705 If you have any questions then you can write me or leave me a } message on Peach State BBS (912) 436 5115. Evenings and weekends. If you are pleased with thi}s program and the effort that went into then you can send $10.00 to me at the above address. If you include a SASE,} disk mailer and 2 disks I will send you the source code to modify for your own use. } Character Set/Screen Editor Page 7 } Character Set/Screen Editor Page 7 Invaders Documentation. ----------------------- "Invaders" uses the good old TWO WORD command system, such as TAKE KNIFE,"} DROP SWORD, ATTACH EXPLOSIVE. You can move from room to room simply by typing the direction such as NORTH, SOUTH, EAST, W"}EST, or N, S, E, W. You can move in all eight directions as well as Up and Down. To get an Inventory of what you are ca"}rrying, simply type INVENTORY or I. A good way to find out what something is is to EXAMINE it. You can save a game on a"}ny standard DOS 2 disk with SAVE, and load it in latter with LOAD. The number of Saved games you can have per disk is only li"}mited by the space on the disk. If you need help, and only if you really need it, you can write to me at: IRATA SOFTWAR"}E. 6/52 Bathurst St. Liverpool. N.S.W. 2170 AUSTRALIA. and you you are really desperate, you can even ring on (02) 600 "}9041. I would love to hear from anyone. A word of warning. We in Australia use a different syntax in our speech. We hav"}e different name for things. I have tried to eliminate anything that you may find peculiar. I hope I have gotten it all. T"}hank you. Paul Sommers. 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