@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@W!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr  EXCHANGE by RASSILON Copyright (c) 1988 Rassilon Software, RD #1 Indian Hi}ll Road, Shrub Oak, NY 10588-9728, (914) 528-1743. All rights reserved. No duplication, in whole or in part, of this} documenta- tion or companion software program without the express written consent of Rassilon Software. EXCHANGE is a} simple puzzle. All that has to be done is to return the red pieces to their side of the board and in turn move the blue} pieces back to their side of the board. The main idea is to do this in the least num- ber of moves. Your best score wil }l be saved to disk. (There is a 52- move solution.) Use your joystick in Port #1 to move the cursor. Select the piec }e to be moved by pressing the firebutton. Markers can only be moved one space at a time diagonally or by jumping ano }ther piece of either color diagon- ally. The cursor will change tint and a gold piece will be dropped. Move to the ne }w position and press the firebutton and the piece will be moved. If you wish to cancel your selection, simply positio }n the cursor over the gold piece and press the firebutton. The computer will not allow an illegal move. This is a bi}nary load file. You can run it from the DOS 'L' menu option or name it AUTORUN.SYS so that it will boot directly from} the disk. If you would like my small diversions from reality and would like to see more of my mind puzzles, drop me some} EMAIL at PPN 70057,674 This program placed here for the ex- clusive use of SIG*ATARI users. )1JJJn(n*o`&Q<7QI<W&&X&Y&Z& L+ 5V&&&&b& &c&© s2 -LS*V&˜ $' ;5&0}& s2&& a+LS*Ņ& & s2 -ԅ& & s2 - n- *`RUNTIME ERROR AT LINE &&L*B,} Q,L&` $'' &L&PROGRAM STOPPED&&Ńł ȱ`iL.'HH *L/ * $/ }) }. s2 }.8ȱ 'hhL}.ʥ`'i'88冕8冕憘 Ɔ`}Ɔ`u`Huh` L*L( L*L( ) k. +( }k. ' * }.L* ) k. ' w, +( k. ' + ' * ' + s2 w, }. *L* ) ' ' w, +( }k. ' + ' * ' + s2 w, k. C( }. *L* ' * .L/` ) * k.Lk. ) $/ k. + ( k. 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It was written to eliminate t}he need for the messy calculations often required when using the built in system clock (Locations 18,19,and 20). Clock acces}s is performed by doing simple string manipulations. HOW IT WORKS The actual interrupt handler occupies pag}e six of memory and writes to the first 14 bytes of the string-array area. The bytes are arranged as follows First 3 bytes..}...[AM ] (or PM) Bytes 4 thru 11...[HH:MM:SS] Bytes 12 thru 14..[:JJ] (jiffies) The time can be set or read all at once }or in segments depending on how you initialize the strings. To set or read everything at once, you must DIMension the first s}tring in your program to 14 bytes-- eg. DIM T$(14). You must then set the time by setting the string equal to whatever value }(time) you wish. EXAMPLE: POKE 1730,1:REM turn clock off T$="PM 10:30:45:00" (HH:MM:SS:JJ) POKE 1730,0}:REM turn clock on POKE 1730,1 turns off the timer and should always be used when setting the clock to ensure reliable opera}tion. This location can also be used to start and stop the clock at will. To read the clock simply read T$ as you would any o}ther string variable--eg. PRINT T$. For a different approach, you can DIMension your strings in the following manner. DIM AM}PM$(3):REM AM or PM DIM T$(8):REM HH:MM:SS DIM JIF$(3):REM jiffies You can now set or read the hours, minutes, and seconds }without worrying about whether it is AM or PM or the jiffies(sixtieths of a second). By the way, it is the ORDER in which the}se strings are TYPED in --not their names-- which determine what they will be used for. By the way, all of these strings must} be initialized, even if they all aren't used. USING THE PROGRAM To use the clock in one of your own programs,} type in the following. LOAD "D:EZCLOK.XMO" LIST "D:EZCLOK.SUB",20000,20080 NEW ENTER "D:EZCLOK.SUB" SAVE "D:EZCLOK.SUB" } There is no need to leave this subroutine in listed form. In fact, if you have a program already written and you would like} to add the clock, you should LIST YOUR PROGRAM to disk, LOAD the EZCLOK.SUB routine, then you can enter YOUR program. Then a}dd GOSUB 20000 to the beginning of your program. I know this seems backwards, but it will not work the other way around. }As a final note, there is a nice little memory move function built into this subroutine. It can be called by typing, X=USR(A}DR(MOVE$),from,to,#bytes) I hope this program has been helpfull in some way. Please let me know if you find any use for }it. I am also interested in any comments you might have. thanx mike 74005,475 (q!"j OOFCLOCTAMPMJIFMOVECLOCK@A0 GGUA % }B-%6-@p6-A0p  }殠0 +@,(ENTER TIME(HH:MM:SS)0((AM OR PM2 6.:00<7AU}7(} Atari System ClockF""( Basic InterfaceP**(" by M. G. Collins [74005,475]Z( } 1985d"-@@"(@n,-@@"(@, AMM ̠}M 宠N 娳 N N 򡡠} N<<;@,;@,;@,;@q,;A,*N& 6.AM 6.11:50:00&6.:004NQQ6.G˝}hhhhhhhϠˑϥХ`>N^^67@,.KL_ 0: }6~:p6bHN^^67@v,.K:T6F:'112 ML3}RN@@67AQ,.-L3 L_hL\\N<$6-?:C:,}hױY&iW&iX&L*B, BH Vh s2L*B,&BH .5hN s2 *L s2ML*B,%BNLMH .5?}hL*/******22+w,2,,,,,,,,,,*a+,,6,E, -5-n-N.--).1.@...m/// 0j331 1"1%121)D0$040:1i004444@}440&Y'[(((,)D)q)A5[5;5J1551154K6Y6'6661 <<<(,<2-<<Kr>|>>6>7>C>F>R>X>d>j>v>B}>>>>>>&>0>:?DG?NH?Xu?by?l}?v???????? @@@(@,@A@Z@ e@@ C}@*@4@>@H@R@\@f@p@z@@@ AAA$A(A1AIAMA]AmAAAAA$A.A8ABALAVBD}`BjBt"B~/BDBOBXBmBqBuBBBBBBBB BBB(4C2@C<JCF_CP`CZjCdCnCxCCCE}CCDD#DCDGDQDWD\D`DkDDD"D,D6D@DJDTD^DhDrD|DDDDDDEEF} E E!E8EQEjEEEE&E0E:EDFN2FXKFbdFlFvFFG+G3G@GlGpGGGGGGGG}G GG H*H40H>7HH;HR?H\CHfGHpOHzkHsHHHHHHHHI#IJI\I]I cI pI }IIH}I}X,<+q;t;)z;};); ";6 ";6"J};6";6";6";6 ";6 ";6 < ;)<; <K} ;)=;  = ;)!=; )= ;)?=; G= ;)]=; f= L};)|=; = ;)=; =, ;)=;+;=;=$=;M} =$";6 >; =%=%  Squares Filled +;)!#;)!#;)!N}#;)!#+!;);)#;);)#;);)#;);)#+t;) O}};) #t;)};) >t;)};)>t;) };)>t;) };) >+  2  2n;P}*22+**P*f**t;)};)";6??;?$;)t;)Q};)};)?P?%;;;;;)@!0*n;N**A@*t;)};)";R}6e@   @2*@;!;;w;;0*w;;*;;t;);};)S}*;)t;);)};););) n;N*6*$A;*;;);;)*T};);););););) 6*;xM;< U}A+;  ;  w;Bw;Bw;;"B;/B;DBt;)N*OBV};J;};)JN*;;;!B; B$W}#>B%B;B$ #>B%R}&FOURbyFOUR SQUARE by Rassilon (c) 1988;w;tX};);};)J+?$;;);;);*?%+;hhhԩ`.;.hhhhhhhY}`.66 ; Ԫ;j  ;/.o;;J;Z} vR =$;1,=%;;'t;'};'R=$=$;1,;)=%=%R[}=$=$;1,t;)=%=%=$=$;1,};)=%=%+!E0,0,0,0,4,4,4,4,0$E8E0,0,0,1,8,4,8,4,0;EQ\}E0,0,1,0,29,4,29,4,0TEjE0,0,1,1,33,4,33,4,0mEE0,1,0,0,4,7,4,7,0EE0,1,0,1,8,7,8,7,0EE0,1,1,0,29,7,29,7,0EE0,]}1,1,1,33,7,33,7,0EE1,0,0,0,4,10,4,10,0EE1,0,0,1,8,10,8,10,0EF1,0,1,0,29,10,29,10,0F2F1,0,1,1,33,10,33,10,05FK^}F1,1,0,0,4,13,4,13,0NFdF1,1,0,1,8,13,8,13,0gFF1,1,1,0,29,13,29,13,0FF1,1,1,1,33,13,33,13,0FF7255,255,129,129,129_},129,129,129,129,129,129,129,255,255FG360,4,76,8,100,14,112,17,124,20,136,23,160,29,176,33G+G29,4,41,7,53,10,65,13`};J&ŠҠӠŠΠϠ٠?4 D:FFTIME.LOW7;HIG?4;a} D:FFTIME.LOW7@?4  BEST SCORE: LAST SCORE:b}0H*}**P*vӠԠϠΠPRESS + or - TO CHANGE SPEED= ;;c}x H;*  H; *HH d}! =$=%+pI;}I;n;N*#+&!!!!e}!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!<@,N AH[Lnh"m#nbL\++LlM THINK IT'S IN GR.15. @ARAUdd(\Limited by the O.S / FAST KEYBOARD REPEAT ROUTINES The Atari keyboard auto-repeat is handy: it allows you to just%q}QB EXCHNG DOCB\EXCHNG OBJB\mEXTBAS DOCB EXTBAS OBJBEZCLOK DOCB EZCLOK XMOB FF DOCBJFF OBJBfFKEY BINBgFKEY DOCBTFNTCON COMBFNTCON DOCBHAPPY BINBHAPPY DOCBBHOLLY DOCB?@HOLLY OBJ hold a key down instead of pressing it repeatedly. However, if you're used to other computers, you probably find the auto-%r}repeat response of the Atari a bit sluggish (as in SLOW), especially when moving the cursor around. If you've tried the fas%s}t ACTION! editor, you know that it IS possible to speed up the Atari auto-repeat (although I find the initial ACTION! repeat%t} response just a little TOO fast). Here's a simple way to provide the same kind of response for other programs. FKE%u}Y.BIN and AWKEY.BIN are both immediate vertical blank interrupt routines which roughly double the speed of the Atari auto-re%v}peat. Both are binary machine language Load files. (Don't forget when DOWnloading that these are binary files!) They differ%w} in that FKEY Loads into the cassette buffer, whereas AWKEY Loads at and resets MEMLO. Hence, FKEY is a good choice if you %x}don't use the cassette buffer for any other purpose. AWKEY will work for other programs, especially AtariWriter. USE: %y} Both programs can either be Loaded from the DOS menu or made part (or all) of an AUTORUN.SYS file. Unfortunately, howev%z}er, there is a problem when Loading from DOS and then running a cartridge (B on the menu): Atari DOS 2.0S resets the vertic%{}al blank interrupt routine vectors before running the cartridge, thus disabling FKEY/AWKEY. There are three ways around this%|} problem: 1. Use AUTORUN.SYS. 2. Disable the DOS (actually DUP) vertical blank reset. To do this for Atari D%}}OS 2.0S, use PROBJ (available in XA5 as PROBJ.BIN) to ZAP the file DUP.SYS at address $2731 from $205CE4 to $EAEAEA, as you %~}transfer it to an output file; finish by Copying the output file back to DUP.SYS. Don't forget that you have made this modi%}fication! 3. Restore the fast keyboard repeat routine from the cartridge. This is most practical for FKEY, since AWK%}EY relocates to MEMLO, whereas the address of FKEY never changes. From BASIC, type "A=USR(1100)". From Assembler/Editor, as%}semble "JSR $44D" followed by "BRK", then execute from the dubugger. NOTES: 1. While there WILL be a noticeable im%}provement with AtariWriter, the AW editor is too slow to get the maximum benefit from AWKEY. Also, AWKEY may be copy/append%}ed to AWDISK (AWDSK2.BIN) and/or your printer driver to form a single AUTORUN.SYS file. 2. These routines have only %}been tested with Atari O.S. ROM "B". Because they use an "unprotected" O.S. variable, SRTIMR, they may not work with other %}versions of the O.S. 3. These routines have been tested with Atari DOS 2.0S and also Axlon RamDisk MMS. They should %}work with any DOS that conforms to Atari conventions. 4. Since neither routine traps the DOSINI vector, they will be %}disabled by SYSTEM RESET. -John Navas [72645,1070]  pvB67B:,%@,.b67AW$K0@LdBLrr0r0 rr0r0 r0 "r 0V@h0V@9L&dA}-0RK0K0)}lJr00|D | | |J0||0@!0Jr000 @$@v$@$@K0)}&GA||r90A!0$GAJ|00||r90:A!0$GAJ|00$@J00|30K0)}&aB|30LAAA~HAH&AA}HAhAL&A$oAPAhA A)}JAH&A$oA~HBH&Bz~-0$oA8B-0~ $aBr.H&IB$oAr-0~ v$oA()}'&+J|J 0*RK00  1J00K00!K00EK00eK00|hA|7@&B$gB|K?0|&)}|0&Cr&.J!0$gB&K0K00((dC$-Cv($C|*&r$$0|*&f'C|*&.Jr&!0$)}lB$'Cr&!0 0K00 0K0K00|hAYHCyH&C$CK00|hAYHCy)}H&C$C|0K00&rD|hA|L?0|&|0&lDr&.J!00L000L)}000-0$D$rD$D&K0-L00((~I$Dv($D0QLr(00v*|ꂲ, v(AD(b(|D)}(}@D$Dv$D|.$D IF$Ev$E|,|($0 .~,hME|.0.,.,h?)}rE|.0.,@.,hE|.0., .,hE|.0.,.,hE|.0)}.,.,hF|.0.,.,h+F|.0.,.,h E|.0.$ E)}GG$fFv$VF|.F|.,F|.,F@|.,F)}@|. ,F |.(,F |.0,G|.8,-GRG||)}$`F|0.|0.|0|0$`Fr0.N&{I$Gv)}$G|ꂲ,| v$G${IDI$Gv$G|.H|.)H@|.@H |)}.WH|. nH|.(H|.0H|.8HvH)} H H||$G|0.|0.|0|0)}$Gr0.N&{I$dIv$II|ꂲ,| v$^I|ꂲ, v$D0VL00(r(.N&I$Iv($I|)}|$,r"'0Ir.Jr&!0$lB$Ir&!00}L00L00|30QHJqH&gB0$+J$gB)}K0Lr000 `J$WJv$MJ$WJK0Directory of Drive #%s::*.* Error #%d%s %s )} PRESS ANY KEYDAISY-DOT NLQ FONT Atari to Daisy-Dot Font Converter By Robert Lee C Vers)}ion By Roy Goldman Enter Atari source filename: 1-8 for disk directory > Reading... )} Double height? (Y or N) > Double width? (Y or N) > Enter Daisy-Dot dest. filename: > )} Converting Character of 91%-2d Writing... Done! 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A(y Atari to Daisy-Dot Font Converter By Robert Lee -} C Version By Roy Goldman Released June 18, 1987 -} INTRODUCTION The Atari to Daisy-Dot Font Converter greatl-}y expands the number of fonts available for use with Daisy-Dot. Any standard 9 sector Atari 8x8 font can-} be converted to Daisy-Dot format, with options for double height and/or double width. -} PROGRAM DESCRIPTION This program was written in Lightspeed C. A runtime pa-}ckage has been appended to it so it can be used with almost any DOS, including SpartaDOS, MyDOS, SmartDOS, and -} DOS 2.5. It works on older 400/800 models as well as the XL/XE models. Execute the program in the same mann-}er you would run a standard machine language file. You are first prompted for the name of-} the Atari font to read from. Pressing 1-8 will show a disk directory. This is the only prompt from whic-}h a directory is available. Upon entering the filename, the entire font will be read into memory. -} The next two prompts allow for any of the four possible combinations of single height, double h-}eight, single width, and double width. Double height and single width is the most practical combination.-} Note that using double width or double height results in lower resolution than fonts designed specifica-}lly for Daisy-Dot. However, you can always edit the font from Daisy-Dot and smooth out the rough spots.-} Finally, enter the filename of the Daisy-Dot destination font. If the file can be opened-} successfully, the conversion process will begin. You are shown which character of the total 91 characte-}rs is being converted. The illegal values 155 and 13 are converted to 153 and 9 "on the fly." Once the c-}onversion is done, the font is written to the destination filename. Once the process is c-}omplete, press 'Q' to exit to DOS or any other key to run the program again. If you have -}any questions or comments, I can be reached on CompuServe (72347,3705) and GEnie (RGOLDMAN). :::::::-}:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::.6.=67A,.F67,.116.'!#%(*-/259<@DHLQU,?x<p1}8~~80`~~``1}````````` 0`1}`p088p<1}xDotted ustainedP(( est Sharp Flat at0I #: 199381 S3/Utilities 14-Nov-87 05:18:10 Sb: HAPPY.ARC Fm: JOHN R. BLOMSTROM 72750,1450 To: ALL Well there might be s5}ome confusion as how to use the pgm so here is a short course. First boot up sparta and then load MKECOHPY. When the first s5}creen asks you for a drive no. to pgm hit the number key of the drive you want to pgm for. The second screen has the options 5}to pgm your happy drives. Just press the key corresponding to the function you want to pgm. The pgm will AUTOMATICALLY write 5}the file to disk a close the file so make sure a formatted disk is in drive one.If you already have a pgm file on the disk do5}n't worry-the pgm will open the file, append the new happy pgm to it and close it again. We will be working on a new doc file5} but untill then enjoy! John Blomstrom and Mr. Hardware [72750,1450] %,967<,.67,.96-?:}alevich's Deep Blue C (APX-20166), a nice tool. I used Basic/A+ to do a couple of cheap and dirty utilities along the way.:?} Both ran on the Corvus without modification. how to use".(Fred Pinho, ANTIC 1/86, p18)2. DISSOLVER DEM. 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