@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@W!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr EF&&BRINOUTMPMIAIMAAADHADLFLSRDESFCOUNMAINJNCNN} } ))RAPID GRAPHICS CONVERTER, LISTING 1BY CHARLES JACKSON (c) 1985, ANT}IC PUBLISHING(B@e!6-@6F:B2y,"@B6-2 @<=AR@+@}A=B7tAF$Pq +@ @`)AR@;AAMAA_A@( }qA @Z@-@@((@RAPID<-@AP@ \C-@@+(@GRAP }HICS?-@APC ^D-@@,(@ CONVERTER@-@APD d=(%( By Charles } Jackson9-@AP= i4(*( (c) 1985, Antic Publishing4 @`n<<;@,;@,;Av,; }Ay`,;@,x\67@,.#67Ay`,.267@,.86.D6-AHP6.\6-@- 6-C:, }6-P:'AV,-6-&$AV'-@A '6-e AP+)A@&;A @}E AH(a(Type of SOURCE filee%0@@%6-"@#" A@# AP}!) AP"((Filename" @`&B:, @ A@& A` A A)A}A;A >(\(Type of DESTINATION file`/0@@! @`/6-"@#"} A@# A!) A((Filename&B:, @ A@& AP66(+"@}*7B:,&@(A(D(o(&Insert destination disk, press Ԡ F:B2y,@AD -@}6@,A0 : @`D BWWAA0AA AAAA}ApA!%# (} #(DISK DIRECTORY4AB&@@+AB)@4R}ESTON=@1@@D:*.*=6-@$$7@<@,0 A !!(} 7@<@,  ( 6-( Ap ( ( (@QAdAU((-( Press any k}eyQ(or RETURN for another directory&;#@@K:0)@;@0"AUA@:<}AdAU'AB&A9AB)@<$DH @`'(} (1) MicropainterH((2) Micro Illustrator/Koa}laN0((3) Fun With Art0((4) Paint (Atari)X/((5) Paint (Reston)/((6) Visualizerbc((7) Moviemaker0( }(8) Graphics MasterG((9) Atarigraphicsc((10) Graphics Machinel$v6. (MP TO MI COMPRESSED!};7Av<Av,4;67Av<Av,.5l+67@<@,.7Av<Av,S67@<@,."}7Av<Av,l67@<@,. 67@<@ ,.W% #A!-@!@(%"67<,.>:,#} !!0,0,155,155,155,155,162,255-@@`/6-$A(&@/6-$A'&A&G#67<%A&$},.7<%A&,G67%A'<%A',.>:AU, ##67Aw<Aw,.>:A,##67Aw ,.7Av!<Av%},. @@.(@ @$+@+@@ KEEP AN &}MP FILE*(@@4$>;AB,HLOAD AN MI PICTURER #A\-A6AVf "'} p zGG162,16,169,1,157,72,3,169,0,157,73,3,32,86,228,48,1,96,104,104,96@@6.6hBDEHI(}  <OO67@U,.<    ĩOO67A,.:AU,QQ67A),.>`RɥPee`/eeGG67A+},.4(eeЕee@@2 @@2AY,}6-?:C:,,&&67Av<Av,.>:F:A,,D-@@67%Av<%Av,.>:F:A%,,-}D *@+*AY@4 @`$+@+@@GET A MP/GM FI.}LE$[%@@%%@3%@G%@@[%@ @0.*6-?:C:hhhLV,<@,/}*@8$B,6-AH,@@LFWA to MPV- 6-C:,6-P:'AV,-6-&$AV`30}%@@%%@3%@j+%@@$+%@ @1t6-?:C:hhhLV,<@,~1}@++67@<A@,.7Ac<ACB,++67A@<Av,.7ACY<AyX,++67Av<Av,.7@2}<@,$: 6.67@,.+67Ay`,.:67@,.MP to FWA\\67@<@e,.Ay53}pppNP^^67@f<A2,.C4}N`__67A3<A,.D5}YY67A<Ab,.>Ahhhh@L_++67Ac<ACB,.7@<A@6},++67ACY<AyX,.7A@<Av,67AyY<Ay`,. ++67@<@,.7Av<Av,M 7}@@?(@7@<Ay`,J@M$MP TO VIS( 6.2l+67@<@,.78}Av<Av,D67@<@,.l67@<@,.7Av<Av,<6-@F-@Af@9}PE367<%@9,.7$@@&@9<$@@,A6-%@@E ZM @@?(@7@<:}A3&,J@M$dVIS TO MPn- 6-C:,6-P:'AV,-6-&$AVx @@[%@;}@%%@3%@G%@AT[%@ @*6-?:C:hhhLV,<@,*@<}6-@S+67Av<Av,.7@<@,S67Av<Av,.7@<@,-A@=};;67$@@%@<$@@%@@,.7<%@9,;;67$@@%@A<$@@%@,.7<%@9,>}6-%@@ $MM TO MP- 6-C:,6-P:'AV,-6-&$AV+@+@@?}[%@@%%@3%@G%@@[%@ @*6-?:C:hhhLV,<@,*@}@-@A8@@@a6-@$&@967<%@9,.7<%@9,a67%@@<%@y,.7<A}%@9," ,++67Av<Av,.7A8A<A8D,6$@MP TO MMJ267@,.#67A8V,.267@B},.T-@AAvA`^6-'@&@Ph##67<%@y,.7<%@y,r |++67A8A<A8DC},.7Av<Av,J @@?(@7@<A8V,J@$MP TO GM+@D}+@@#(@ @#$AG TO MP A@[ 6. 367@<@E},.7Av<Av,[67@<@,.7Av<Av,67Av<Av,.$MP TO AG[ 6. 367@F}<@,.7Av<Av,[67@<@,.7Av<Av,67Av<Av,.+@+@G}@(@267@,.#67Av,.267@,.&/$(@7@<A,/H}@0$:0AB&@@'AB)@0RESTONDPAINT TO MPN- 6-C:,6-P:'AV,-6-&$AVXI}+@+@@b[%@@%%@3%@G%@AD[%@ J}@l*6-?:C:hhhLV,<@,*@v6.7@<@,J+67@<A2,.7@<A2,36.K}J6.7@<A2,-@A2@@a6-@$&@967<%@9,.7<%@9,a67%@@L}<%@y,.7<%@9, ++67Av<Av,.7@<@,'AB&A'AB)@$0M}AB&@@'AB)@0RESTONMP TO PAINT267@,.#67A2,.267@,.6.7AvN}<Av,-@AAbA`6-'@&@P##67<%@y,.7<%@y,  A 6.6.O}267@<@,. @1(D(3(p0nHA67@,. J @@?(@7@<A2,J@P}*'AB&A'AB)@4$>+@+@@H0"(@7@<Av,-Q}@0$ D:CONVERT.BAS99999999999999999999999999999999999999999999999999999999999999999999999 8 BLV`Lxg RAPID GRAPHICS CONVERTER By Charles Jackson Antic Technical Editor (Originally Published Nov. 1985) ConveS}rt your picture files between any commercial Atari graphics software format -- in less than 60 seconds. The Rapid Graphics CT}onverter also overcomes many longstanding compatibility roadblocks. This BASIC program works on all 8-bit Atari computers witU}h 48K and a disk drive. Rapid Graphics Converter is a supercharged version of Easy Graphic Converter which I wrote for tV}he September 1984 Antic. This new program lets you switch disk formats of picture files created with the 10 most popular comW}mercial graphics programs for Atari. It does a file coversion in less than 60 seconds and with fewer compatibility hassles tX}han ever before. The program works with pictures created on the following software: Micro Illustrator (* ALL VERSIOY}NS) Micropainter (Datasoft) Fun With Art (Epyx) Paint (Atari or Reston) Visualizer (Maximus) MoviemaZ}ker (Reston) Graphics Master (Datasoft) Atarigraphics (Atari) Graphics Machine (ESI) * Note that Micro Il[}lustrator is the software that's provided (under various names) with a wide variety of graphics products including: KoalaPad\}, KoalaPen, Atari Touch Tablet, Chalk Board PowerPad and Tech-Sketch Light Pen. Now you can mix and match the best featu]}res of virtually all Atari graphics software in a single picture. For example, you could tape a photo over your video sc^}reen and trace it with a light pen program. Then you could fill in color patterns from your touch tablet software. And you _}could even animate the scene with MovieMaker! USING RAPID GRAPHICS After the title screen, you'll see a menu of ava`}ilable conversions. Find the name of the program that you used to create your Source picture, and type in its corresponding a} number. If you need a disk directory, type a zero. Type in the filename of your Source picture using the "D:filenab}me" format. To see a directory at this point, type [RETURN] without the filename. Now type in the menu number and creatc}e a different filename for your Destination picture. The conversion begins when you press [START]. EASY ILLUSTRATOR d} You don't need to press the [INSERT] or [CLEAR] keys when converting Micro Illustrator pictures -- as is required with manye} "old-fashioned" converters. The Rapid Graphics Converter accepts a compressed Micro Illustrator picture as is. Micro If}llustrator files created by the converter are not compressed -- they're always 63 disk sectors long. However, you can still g}take advantage of Micro Illustrator's complex machine language compression routines and store many more pictures on your diskh}. Simply run your Micro Illustrator program, load your converted 63-sector picture and re-save it under the same filename. i} HIDDEN PAINT FILES In some versions of Paint software, picture files cannot be accessed by DOS 2 and BASIC. If j}your Paint picture files are stored this way, you can load and save them with the converter's Paint (Reston) option. Select k}number 5 from the menu. After selecting 5, you can look at a Paint disk directory by typing [RETURN] at the filename prol}mpt. The converter automatically adjusts its disk directory routines to fit your picture file category. ANIMATION m}You can animate your favorite microscreens with the converter and MovieMaker. Just convert that favorite screen into a Movien}Maker Background file. Then load it into the MovieMaker program. MovieMaker lets you change pieces of your background so}creen into shapes which can be animated and used in your Movie files. For more details, see the Easy Graphics Converter artip}cle (Antic, September 1984). Certain graphics products require special filenames, and the converter will not createq} pictures with illegal filenames. For example, all Paint picture filenames must have a extenders. If you forget to typer} in one of these special extenders, the converter will remind you to include a legal filename. RESOLUTION SOLUTION s}The converter works with pictures drawn in Graphics Modes 7, 8 and 15. Since the pixel size and number of colors available dt}iffer among various modes, pictures drawn in one mode may look slightly different when translated into other modes. (See belu}ow.) When picture files are converted from mode 8 (a two color mode) to a mode with more colors, such as four-color modev} 15, the converter program adds any necessary default colors. You should also remember that you'll be sacrificing some of thw}e finer details of your high resolution microscreens when converting them to lower resolution. Finally, feel free to expx}eriment with the converter. If your favorite drawing program isn't mentioned in the main menu, try converting your files wity}h one of the available options. The length of a picture file may help you decide which conversions to try first. Picturz}e files which are 62 disk sectors long might be loaded as Micro-Painter, Graphics Master or Graphics Machine files. Try the {}Fun With Art option with picture files slightly longer than 62 sectors. Micro Illustrator files vary in length from one |}sector to 63 sectors. Picture files which are about 31 sectors long might be loaded as Visualizer or Paint (Atari) files}}. Programmers wishing to modify the converter should examine the special Break-disable routine in lines 40-70. When you ~}RUN the program normally, the [BREAK] key is disabled. However, if you press the [SELECT] key while typing RUN [RETURN], the} [BREAK] key will be enabled, allowing you to halt and examine the program at any point. GRAPHICS MODE SUMMARIES Gr}aphics Mode 8 (ANTIC mode F) One foreground color, one background color. Screen measures 320 columns by 192 rows. Soft}ware: Graphics Master, Graphics Machine. Graphics Mode 7 (ANTIC mode D) Three foreground colors, one background co}lor. Screen measures 160 columns by 96 rows. Software: Paint, MovieMaker, Visualizer. Graphics Mode 15 (ANTIC mode E)} Three foreground colors, one background color. Screen measures 160 columns by 192 rows. Software: Micro-Painter, Mic}ro Illustrator, Fun With Art, AtariGraphics. },h+آ υб͑˩i˥ivcc67@,.PiͥiΥ* )$=>6'(PMSABCDLDREFGSLSRHZKTOEXNCPPMP} }SEMAPHOREBY HOWIE WISHART(c)1988, }ANTIC PUBLISHING##DO NOT RENUMBER THIS PROGRAM! 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Your Atari can be an exp }ert signalman instructor. This BASIC program works on all 8-bit Atari computers of any memory size, with disk or cassette. } Although Morse Code training programs are fairly common, I have never seen a program for practicing semaphore flag code. } As a former signalman in the Canadian Navy, I taught semaphore communications aboard ship and in classrooms. And when I bou }ght my original Atari 800XL in 1985, a primitive version of this program was my first serious attempt at programming. S }emaphore is a means of line-of-sight communication dating from the early 1800s. It's easy to learn. No special equipment is } required. But operators usually hold small flags when sending during daytime, while flashlight wands are used at night. Se }maphore is still a common system of short-range communications today. It is also of interest to cadet organizations, scouts }and others. SEMAPHORE INTRO The basic technique of semaphore is to hold each arm at one of eight possible angles }-- straight up, straight down, left, right, or one of the diagonals. The various arm position combinations represent the 26 }letters of the English alphabet. Note that what you send is the reverse of what you see. The man in the picture se }nds the letter B with his right hand, and you would send a B with your right hand. Swing your arms from letter to letter to }spell words. Hold both arms down and crossed in front of you to signal the space between words. Rhythm and accurate angles }are important. Numbers are spelled out. Punctuation symbols are sent using the same combinations of letters as Morse C }ode. See below: Period AAA Comma MIM Question mark IMI Hyphen DU Slant or fraction bar XE Col }on OS Left parenthesis KN Right parenthesis KK End of message AR The code for Error is EEEEEEEE -- } then send the misspelled word again. To get the other operator's attention, flap your arms up and down, like a bird. }He'll wave back when he's ready to read. After reading your message, he'll hold his arms out horizontally to show the letter } R (for Roger). Or he'll send you a question mark if he missed it. That's all there is to semaphore code. After you learn }the letters, it's easy -- and fun. Sending speed is measured in words per minute (wpm) -- 15 wpm is the minimum standar }d in the NATO navies. But good operators can send and receive at over 30 wpm. To qualify at a given speed, you must be able } to read three tests in a row with two errors or less. THE PROGRAM Semaphore has three teaching features: (1.) Y }ou can type a letter on the keyboard and see the flag code displayed; (2.) Beginners can test on random five-letter groups; } (3.) Experienced readers can test on messages taken from memory at random. In each case, the transmitted letter is dis }played onscreen in large Graphics 2 text. You can choose test speeds from 10 to 30 words per minute. After a test, you can }get a printout to find out how well you did. The program works by making the computer think that PM$ is in Player-Missi }le memory instead of in the variable value table. Thus, changing the contents of PM$ causes immediate changes in the player }shapes onscreen. You get a simple form of animation even though the players don't actually move. Player 3 contains the }image of a man, and players 0 (to his right), 2 (to his left) and 1 (in front of him) contain constantly changing data to dis }play his arms in the various positions of the semaphore alphabet. This same technique, using all five players lined up acros }s the screen, could be used to teach the sign language alphabet for hearing-impaired. Because timing is so important, I } have avoided using FOR/NEXT loops as much as possible, PEEKing and POKEing RTCLOK (memory location 20, $14) to control the l }ength of time that each character is displayed. This means that the program runs at the same speed in Atari BASIC as it does } in BASIC XL's fast mode, without recalculating the speed logic. PROGRAM TAKE-APART Lines 50-61 load the appropri }ate part of PM$ with a particular flag shape. Lines 32 65-90 call lines 50-61 as needed to build alphabet letters, each of w }hich needs two flags. Line 95 produces a raspberry noise in case of bad user input. The term X=1^1^1^1 provides a suitable }delay without a FOR/NEXT loop. The routine at 1000-1110 sends tests. RTCLOK is POKEd with the delay value D, the charac }ter is constructed and sent, while the letter is PRINTed either visibly or invisibly at the lower left of the screen. The su }broutine at line 1100 monitors RTCLOK until the necessary delay has passed, then RETURNs to erase the flags (but not the litt }le man) and send another character. Line 1010 prevents flicker in case of two consecutive spaces. Line 1030 sends a half-le }ngth space between double letters in a word. Line 1080 walks the little man offscreen at the end of the test. The routi }ne at 2000-2110 reads the keyboard and displays the letter that was typed. Anything outside the range A-Z is treated as a sp }ace. As with the test routine, each character is also PRINTed at the lower left corner, either visibly or invisibly. Pressi }ng [ESCAPE] returns you to the menus. The menus at 3000 and 3500 let you select your option, set up variables for visibl }e or invisible text by POKEing COLOR0 (memory location 708, $02C4) with either 12 or 0, and calculate a D value to be POKEd i }nto RTCLOK to control the speed. Pre-recorded tests are READ into T$ here. Five-letter random tests are generated at lines 4 }000-4010. The character string NRURNRURNRUR creates the arm-flapping callup routine at the beginning of a message. Afte }r either a random-letter test or a preset message test is completed, the program proceeds to the Print Menu at lines 3800-392 }0. A channel is opened to either the printer or the screen, as chosen by the user. T$ is printed without wordwrap and with }punctuation displayed as letter combinations. If a screen display was selected, the program waits for a keypress. Otherwise } execution resumes with the main menu at line 3000. Lines 5000-5080 perform the overlay of P/M memory onto T$, the varia }ble holding the message to be sent. These lines set up P/M graphics (double-line resolution, all players double-width) and g }enerates a sequence of the little man walking onscreen from the left with flags at his sides, ready to send. I used Graphics } 18 to allow for the largest possible text display and to display visible instructions even if the transmitted characters are } invisible. Lines 6000-6240 initialize and fill the necessary strings. PM$ must be the first string named and used in o }rder for the program to work properly. P$ and T$ are used variously to manipulate the text message. K$ is a series of blank }s used to quickly wipe out part of PM$ and so erase players 0-2 (while leaving the little man untouched in Player 3) between }letters. The preset tests commence at line 7000, with tests starting 10 program lines apart. The program READs C to det }ermine how many data strings follow. Then it reads each string and adds it onto T$. Adjust the RESTORE statement in line 35 }50 if you want to renumber this section. There are currently 10 tests. If you add more, change the *10 in line 3550 to refl }ect the actual number of tests in memory. Semaphore requires 16K to run, with the 10 existing message texts taking up }about 2K. So there is plenty of room for adding many more messages to ensure variety. (bio) Thirty-two-year-old r }etired Canadian naval signalman Howie Wishart has been programming for three years. This is his first publication in ANTIC. } 6.$jŤl An(EYE:,,p A6.$tɤv Ax   M\ s FLFL@%%#############################}##%%# SNOWFALL 2 - by Fred Key #%%# PAGE 6 MAGAZINE - ENGLAND #%%############################### *9@}<@,*+@%@k0@@@70@Q0@@@k0@@}@ A% A 6-%6-@#I @!-@E68<@,-8<@,&}@GI (\-@.8<@, R68<@,-8<@,%@\ A2; @;18<},%@8<@,%@<"@Fi A$68<@,-9F:Ad,"@EQ68<@},-6@G_6-%@i AKu6-P:H:,$@F,76-P:H:,$@v,Y6-P:H:,$@%@},u@v@w@vL568<,-+68<@,-5 @M568<,-+68<@, }-5 @Pq ),8<,8<@,M68<,-8<,%@q68<@,-8<@,%@!}Z3 @u@3,8<,8<@,d- @w-"@A n @@xAdA"}U A -@$8<@,"@G$ A? A+18<,8<@,?"#}A@A) ),8<,8<@, AI68<@,-?68<$},-P:H:,$@,I A''68<@,-8<@,%@6 @w6F:Ad,@bA%}@AdAU @0,a AP318<,8<@,%@a18<,%@8<@,%&}@6*$@(6-@"(6-6@J) ),8<,8<@,Td @'}368<,-8<,%@%W68<@,-8<@,%@Z'd @^$i AP;18<(},&@8<@,&@i18<,%@8<@,&@"*"$&"@6)}-6@& A@%"@6-@% A@$R!68<,-8<,%E68<@,-8<@,&*}@H'R A$ 6-6 AP18<,%@F7"-68<,-8<,%7 A+}@' A;!68<,-8<,%868<@,-@7;$&' A1 @,,}@G1/@y@G1 @,@@%1/@ @%',@@&'/@@GQ -}@6-@p--@@ 3,?/@yM6-&@PQ 3-@@G#,@`//@y3.} L$-@M(68<,-P:H:,$@,M68<@,-P:H:,$@G,5!18</},8<@,5A    $D1:SNOWFALL.BAS0}6-A6'6-A36-APM6-6@H * * * * * * * * * * 2} * SNOWFALL * * * * * * * * * * 3} * * * * * WHAT IS A "SNOWFALL" PROGRAM? -------------------4}---------- SNOWFALL PROGRAMS ARE BEAUTIFUL, AND CAPTIVATING TO WATCH. THEY FEATURE ANIMATED SNOWFALL WITH A 5} COLORFUL BACKGROUND SCENE, AND A FRIENDLY HOLIDAY MESSAGE. USING "SNOWFALL.BAS", YOU CAN CUSTOM MAKE YOUR OW6}N SNOWFALL GREETING CARD. THIS PROGRAM "SNOWFALL.BAS" USES AN EXISTING FILE "FROSTY.OBJ", AND ALLOWS YOU TO I7}NSERT YOUR OWN CHOICE OF PICTURE DATA, SCROLLING MESSAGE AND CHOICE OF COLORS. IT WAS DESIGNED TO USE UNCOMPACTED8} FILES, i.e. MICROPAINTER OR P.D. PAINT-TYPE 62 SECTOR FILES. BELOW YOU WILL FIND TWO SETS OF INSTRUCTIONS9}: - SECTION "A" WILL INSTRUCT ON USING "SNOWFALL.BAS" WITH MICROILLUSTRATOR-TYPE PICTURE FILES (e.g.:} KOALA PAD, ATARI PAD, ETC.) - SECTION "B" WILL INSTRUCT ON USING "SNOWFALL.BAS" WITH MICROPAINTER-T;}YPE PICTURE FILES (INCLUDING P.D. PAINT). SECTION "A" INSTRUCIONS ----------------------- <} KOALA PAD / MICROILLUSTRATOR FORMAT: You'll need some form of uncompactor to convert the Koala Pad form=}at file to the 62 sector uncompacted format. This DOC assumes you're using the Koala Pad software. (Atari Pad sho>}uld work too.) Boot up your Koala Pad and load the picture you want to use. Insert a disk with at least 22?}8 sectors free. While the picture is displayed, and without having the stylus on the pad, push the INSERT key@} on the computer. This will save the uncompacted file. Now write the numbers 712, 708, 709 and 710 on a piece A}of paper. Select the color menu option with the Koala Pad. Notice the 4 solid color blocks just above the patB}tern fills. Select the left- most block. Note that the arrows next to the color and intensity bands point to someC} numbers from 0-16. Multiply the color number indicated by 16 and add it to the brightness number. Write the D}result under the 712 you just wrote. Proceed from left to right doing the same operation for each color. E} LEFT - 712 NEXT - 708 NEXT - 709 RIGHT- 710 Now go to DOS anF}d copy the file "FROSTY.OBJ" to the disk with the uncompacted PIC file you just created. Then go to BASIC and runG} the "SNOWFALL.BAS" program. Follow the instructions in the program. When asked if you want to load colorsH} answer "Y" and enter the colors you wrote down earlier. (Use the matching number; the program will ask for 7I}08 first.) When done you'll have an 83 sector OBJ file. Load it from DOS using Binary (L)oad, and enjoy! YJ}ou can copy it onto a newly formated disk, rename it "AUTORUN.SYS", and send it to a friend for Christmas. K} SECTION "B" INSTRUCTIONS ------------------------ MICROPAINTER / P.D. PAINT FORMAT: Note: P.L}D. PAINT (PAINT.OBJ) is a Public Domain vers of Micro- painter which some say is better than thM}e original. Select the 62 sector picture file you wish to use. Go to DOS and copy it to a disk with at least N} 228 sectors free. Now copy the file "FROSTY.OBJ" to the same disk on which you placed your picture file. ThO}en go to BASIC and run the "SNOWFALL.BAS" program. Follow the instructions in the program. When asked if yP}ou want to load colors answer "N". (The current picture colors will be used.) When done you'll have an 83 Q}sector file. load it from DOS option Binary (L)oad, and enjoy! You can copy it onto a newly formated disk, reR}name it "AUTORUN.SYS", and send it to a friend for Christmas. &&&&&&&&&&&&&&S}&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&-?:<@,&ARAUh**("}And now, LgvTXSCREEMARGIDLARPEABAA&BCAAAAA TB U}resets...don lebowO6-A6-A'6-A36-A?6-AORESET SHADOWS&AR@&( inV}stalling..(-AA%2 " < FUAV'3@?@Uyour dW}efaults here!P6-?:C:hLB,,ZARdgg169,0,160,12,141,197,2,140,198,2,169,0,133,82,169,14,160,3,141X},217,2,140,218,2,169,3,133,9,96,169ncc37,160,1,133,2,132,3,173,6,228,24,105,1,141,104,1,173,7,228,105,0,141,105,1,32,37,1,Y}160,0,185xoo112,1,240,10,132,212,32,255,255,164,212,200,208,241,96,125,84,101,120,116,45,50,57,52,32,32,83,99,114,101iiZ}101,110,45,50,57,54,32,32,77,97,114,103,105,110,45,51,48,52,155,68,101,108,97,121,45,51,48,56,32,321182,101,112,101,97,1[}16,45,51,49,48,155,155,0 D:TBDEF.XMO\}<,&&6-?:<%@F<@y<@`, 0 A6-?:<@,0ARA Love TURBO BASIC but BIG DRAWBACK. I can't use all those nifty LOMEM routines I used for BASWDG. Bill W. always TOLD me not ^}to do it, but did I listen? The Wages of LOMEM Abuse *sigh* For a start, I came up with this. Using it is simple. RUN it,_} and VIOLA! Whenever you RESET, the ML routine installed implements your choice of values for Screen Color (POKE 709), Text`} Color (POKE 710), Left Margin (POKE 82--I like 0 with TB, what with all those indents), and Keyboard Speed (POKE 729,POKE 73a}0.) Much easier than typing in a bunch of POKEs, eh? If you want to change any of those in mid-session, you can either POKEb} the noted 'shadows' directly, or RUN the program again with new values. Memory? Now where to put it? With nc}o little trepidation, I set it in the MIDDLE of the OS stack (Page One). As to whether this is ABSOLUTELY SAFE, well, don't bd}e redikalous. Of COURSE it's not! But as these things go, it's about as safe as it gets. Just take care not to alter $125-$14e}1 (293-321) where the routine lives. I've not seen many programs that use it either, but you never know...So far, I've had nof} problems (knock on veneer!) Techie Corner The MAC65 source code is in RDEFML.XMO. Since who knows WHAT TB is g}doing with it's own resetting, I figgered the safest place to be was down in the seldom (not never) used CASINI Reset Vector.q}\BNRGCON BASB4RRGCON DOCBQSEMFOR BASBASEMFOR DOCBSNOWFL BASB#1SNOWFL DOCB TTBDEF BASB]TBDEF DOC This is specifically designed so that it is NOT limited to Turbo Basic. 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ANOTHER WRIGHT-ON PRODUCTION,(-@6 F<}2@ @-@@   "-@@6$ 0& * 6-3$ D:F=}SLIDSHOW@-@@   "-@@6$ 0& * 6-3$ D:D DISK CONTENTS - Front Side of Disk1. DISSOLVER CRE. Creates BASIC sub-routines for spiral or sweep dissolvesof any graJ?}phics mode screen. Excellent!Refer to magazine for "how to use".(Fred Pinho, ANTIC 1/86, p18)2. DISSOLVER DEM. A clever J@}demo of the"Dandy Dissolver". (Fred Pinho, ANTIC,1/86, S*P*A*C*E mods)3. FACE. "Face of the Galaxy" - Musicwith graphicJA}s. (Gary Gilbertson)4. FADER II. An enhanced ML Hi-Res picloader with dot-by-dot "lapse-dissolve"effects. To use: TransfJB}er to a picturedisk & rename AUTORUN.SYS. Compressedpictures (ie, KoalaPad, Micro Illustr.)must use a ".PIC" fn extender. JC}Normalpictures (ie, Micro Painter, any 62sector pic) use ".*IC" fn extenders.Reboot with this pic disk to view your"slideJD} show". Press OPTION to hold apicture on the screen; START to skipthe pause between pics; or SELECT to goto DOS. (PatrickJE} Dell'Era, ANTIC 5/85)5. FADER MOD. Use to change FADER II'spausing rate. Self prompting. BASIC.(Patrick Dell'Era, ANTICJF} 5/85)6. 3D GRAPHICS. A 3-D graphics editor.(Paul Chabot, ANTIC 10/85, JC mods)7. G.U.P. The Graphics Utility PackageJG}is a ML program which will speedup yourBASIC graphic commands & adds ten newones: circles, squares, patterned fills& more!JH} Read the magazine article forfull tutorial/instructions. For bestresults rename to AUTORUN.SYS & rebootto load. If loadedJI} from this menu, youmust press RESET upon load completion.(Darek Mihocka, ANTIC, 6/85, p45)8. G.U.P. DMO. A demonstratioJJ}n of someof G.U.P.'s capabilities. Load G.U.P.(per above) prior to running this demo.(Darek Mihocka, ANTIC, 6/85)9. HORSJK}E. A galloping horse demo usingcharacter graphics. (B.R.A.C.E.)10. MILOADER. Loads/displays Micro-Illustrator (KoalaPadJL}) pics. (ANTIC&JC)11. MUSICIAN. A "Music construction"program. Integral command list. Allowsediting of last note only! TJM}his versionis not compatable with the original!(A.Giambra, ANTIC, 6/85, pg37, JC mods)12. LAURA. Demo tune for The MusicJN}ianabove. Load "LAURA" to hear it play orto edit. (ANTIC disk, 6/85, JC mods)13. PENCILS. A sharp GTIA demo! (GreggTravJO}ares, ANTIC disk, 6/85, JC mods)14. SLIDE SHOW. A BASIC demo using theAtari to present computer "slides".(Steve Wright, JP}from B.R.A.C.E. disk) DISK CONTENTS - Back Side of Disk(NOTE: These programs should be loadedw/o BASIC to insure propeJQ}r operation.)1. FUJIBOINK. Famous Atari demo with abouncing multi-color "Fuji" logo.(Park '86)2. MCP. Multi-Colored PJR}layers demo.Brilliant colors. ML. (ANTIC 2/86)3. SPLASH. Splash colors on a Gr.7+screen. ACTION. (ANTIC, 4/85)4. SWAN.JS} Another sharp Atari demo withflying swan & twirling Fuji. (Park '86)5. VIEW 3D. Create 3-D wire frame picsin Gr 8/7+. JT}Magnify, shrink, rotate, &shift viewing position fairly fast. Seemagazine article for details. ACTION.(Paul Chabot, ANTIC JU}6/85, p37)6. HOUSE.V3D. A sample VIEW 3D image.(Paul Chabot, ANTIC 6/85)rticle for details. ACTION.(Paul Chabot, ANTIC HM