@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@W!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr 10 POKE 709,8:POKE 710,0:POKE 712,0 20 ? CHR$(125) 30 ? "PRVRT1.CRE and PRVRT2.CRE make up a two-part file which can be u}sed to" 40 ? "recreate 'PERVERT.CMP', a utility to reformat PERCOM-formatted disks so all"; 50 ? "empty sectors contain ze}roes. This allows much faster copying when using" 60 ? "a sector-by-sector copy utility such as SCOPY or DOS 2.6f, which} don't copyempty sectors.":? 70 ? "To create PERVERT.CMP, first ENTER PRVRT1.CRE and RUN it. When done, you" 80 ? "will} be directed to 'Press [RETURN] 3 times'. Doing so will clear PRVRT1.CRE"; 90 ? "out of memory, ENTER PRVRT2.CRE and" 100 ? } "RUN it. A new file, PERVERT.CMP, will now be present on your disk. It can be"; 110 ? "run by using the 'L' option from DOS } or you can rename it 'AUTORUN.SYS'" 120 ? "so it will self-boot. It can be run with or without the BASIC cartridge." 1 }30 ? " S. L. 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Auto-Boot works with any DOS 2.0-type DOS in either Single, Double, or 1K}050 (DOS 2.5) densities (NOT with Sparta-DOS!). Note that you should not specify a program for auto-booting if it uses DOSL}, since no DOS is loaded into the machine with Auto-Booter on the disk. While this utility was written mainly for load modM}ule boot-menus, it can load any type of binary file. The program MAKEBOOT will install Auto-Boot on a disk. Auto-Boot isN} installed on the first 3 sectors of the disk, like any DOS, and therefore can be written to any disk you have, EVEN IF ITO} ALREADY HAS FILES ON IT. (In fact -- it MUST have files on it. See below.) To install Auto-boot, do the following: - P}Do a binary load of MAKEBOOT (or whatever name you called it). - MAKEBOOT will inform you to place the disk that yQ}ou will be writing Auto-boot to into drive 1. Do this, then hit any key. - Next, since Auto-boot works with R}disks formatted with many different DOS's, you must tell MAKEBOOT what density the disk is. This can be either SS}ingle, Double, or 1050 (DOS 2.5) format. Press the corresponding key for your disk. - MAKEBOOT will then show yT}ou a listing of all of the files on that disk, along with a letter or number printed beside each name. Now, U}all you have to do is press the number/letter of the file that you want Auto-Boot to load at boot-up time. V} After pressing a key, Auto-Booter will be written do the disk, and the program will re-start, allowing you to do more than oW}ne disk at a time. Once you are finished, just simply re-boot the system. Note that you can run MAKEBOOT and simply changeX} the file that you have marked for boot. If, for example, you have FILEA loading at boot-up time and would like to change tY}o FILEB, just run MAKEBOOT, press the letter/number of FILEB, and FILEB will now boot! The Ultimate Atari Quickloader Z}Menu (QKMENU) ========================== THIS MENU WILL NOT WORK UNLESS YOU HAVE WRITTEN AUTO-BOOT TO THE DISKETTE!! Q[}KMENU is a binary loader menu that will work hand-in-hand with the Auto- Boot routines. Because of the very low location of \}Auto-Boot in memory, this menu should load about 99.99% of ALL binary files. To use QKMENU, simply copy the file to a disk]} with your favorite games on it. Then, run MAKEBOOT (see above) and tell it to boot QKMENU.SYS (or whatever name you called ^}it). Features of QKMENU: ------------------- - Any file with an extender of .SYS will not appear on the menu. So_}, you should name QKMENU .SYS so that it will not show up. - Automatically disables BAS`}IC in the XL machines - no need to hold down OPTION! - Files are displayed using the ENTIRE 11 positions of a}the file name, and any 0's (zeros) in the name will be replaced by spaces on the menu. So, a file named "LIVb}E0WIR.E" will appear as "LIVE WIRE" on the menu. - Handles up to 32 filenames per diskette! - To load another c}game, simply hit SYSTEM RESET and the menu will be re-loaded (re-disabling BASIC). Unless, of course, the game thd}at you are running steals the Reset Vector. Tips On Installing QKMENU ------------------------- There are pros e}and cons of having a menu as a file like this. The dis- advantage is that you will use a few more sectors per diskette than f}most "boot" menus. This is because boot menus normally "steal" 4 or 5 of the catalog sectors to hold their code. The advang}tage is that you can install Auto-Boot / QKMENU to ANY disk, no matter what is on the disk, with no worry about destroying dh}ata or having "garbage" in your catalog sectors: [1] If you have a disk with DOS.SYS and/or DUP.SYS on it that containsi} games (normally with an autorun.sys menu), do the following: - Boot up and go to DOS. - DELETE DOS.SYj}S and DUP.SYS (since you no longer need DOS!), and also delete the autorun.sys menu (if present)k}. - Copy QKMENU.SYS over to this disk. - Run MAKEBOOT and tell it to boot QKMENU.SYS. [2] Ifl} you have a disk that already has a "boot" menu on it (like "Quick Loader" or my old "Quick Boot Menu"), then jusm}t: - Copy QKMENU.SYS over to this disk. - Run MAKEBOOT and tell it to boot QKMENU.SYS. [3]n} If you are starting with a fresh disk, just: - Boot up your favorite DOS and format the new disk in eito}her single or double density. - Copy QKMENU.SYS over to this disk. - Run MAKEBOOT and tell ip}t to boot QKMENU.SYS. Piece of cake!! Interfacing to Auto-Boot ======================== If you aren't theq} hacking type, then you can skip this section. The following will tell you how to interface with Auto-Boot, in case you are r}like me and want to write your own menu. There is only one minor rule that you must follow if you want to write a menu thas}t uses the Auto-Boot routines. This is that the Auto-Boot routines are at locations $0700 thru $086F, so your program must not}t use this area of memory (I TOLD you it was simple!) There are only 3 zero-page locations that you need to know about tou} use Auto-Boot in your own program. These are: $0709 - This location contains the current DENSITY of the disk v} just loaded. 0=Double Density, 128=Single Density. This should not be modified by w}your program, but you will need to check it to see what density to read the catalog sectors in.x} $070A - This 2-byte location contains the STARTING SECTOR of the file to boot. $0714 - This is they} "warm-start" entry point of Auto-Booter. Jump to here after setting the starting sector, and tz}he load of the file will take place! Examples ======== Assembler: ---------- DENSITY = $0709 {} ;Disks density STSECTOR = $070A ;Start sector AUTOBOOT = $0714 ;Entry Point <..... ..... proc|}ess the menu and get the starting sector of the requested file ..... .....> LOADIT LDA SECTOR ;lo byte}} STA STSECTOR LDA SECTOR+1 ;hi byte STA STSECTOR+1 JMP AUTOBOOT Action! (with run-time ~}module only!) ======= Byte Density =$0709 ;Disks density Card StSector=$070A ;Start sector Proc Auto_Boot = $0714 () } Proc Loadit() StSector = Sector ;Set up start Auto_Boot() ;Go load it! Return Proc Get_Selection() <.....} ..... process the menu and get the starting sector of the requested file ..... .....> Loadi}t () Once you jump to the loader routine, control will NOT be passed back to your program. But, before running the pro}gram just loaded, the Auto-Booter does the following things: - Resets the character set to the system ROM set. -} Resets the background color of the screen. - Resets the stack, so don't worry about jumping out of a s}ubroutine. Hope you enjoy it - And happy gaming!! Keith ̠Šśblg;A,g6.PG/  - ӢjCDCCDD c H(i  F   } L  Ed0W ESȱEYȱESAECE0& 0i    Л }ІȌ 0x01"/! L:ݣ L:  }  F c= FC ȱC L`ii`CD`CiCDi }D`FEF`EiEFiF`R@ Y8`LYiii` }H`pp`B0G0B0Ax4(%5,4)-!4%!4!2)02% }33.5-"%24/,/!$0!'%/&"9+%)4(,%$"%44%2'2!30 }!" P !`||8x88|p ||||0L- D0L-) ` K0L- *,`ȱ`` 0ȥ`H}hƣĢ`ƥĤ`Ѣ S1`ȱѢĦ`}膡` 9 10 11 19 20 25r y e [|L#" > @ ,Blv1 11(d#h }U~"%1k-1zXp2<[}m4eR1PLAMM(24       02}               }   P2 50 "  012340D  !"#$0 !"012  +01+  012! } ! 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It will also work with Antic "E" files such as those produced by MicroPainter but with lower quality results. The RL}E format was originally used on the TRS-80 color computer and it reflects that machine's limitations: hi-res screens are a} maximum of 256 by 192 pixels. An Atari screen is 320 by 192 pixels, so the sides must be cropped to fit. RLE maker does t}his automatically, removing 32 pixels from each end of the scan line. Be sure to take this into account when selecting/cr}eating screens for conversion. They cannot go wall to wall. You will be asked for a FULL FILESPEC (e.g. Dn:XXXXXXXX.PI8}) for the input file. The output file name is chosen for you by the program; it consists of the original name with an .RL}E extender appended. It will be created on the same drive as the input file. The only function of the program requiring} explanation is the "Invert Luminances?" question you will be asked when the input file is opened. In developing this prog}ram, it it appeared to me that the VIDTEX format defined foreground and back- ground differently from Atari. Therefore, }to make the RLE picture display properly, and not in inverse, (as compared to the Atari original) the foreground and backg}round must be swapped. RLE maker do this for you if you answer "Y" to this question. This program is SLOW, even though i}t was optimized in BASIC and then compiled. This is mostly due to the use of the LOCATE function to determine the pixel v}alue for each position of the 256 x 192 matrix. Please be patient. You may test prospective uploads by running the we}ather radar utilities in this SIG, or by tricking VIDTEX as follows: 1. Boot VIDTEX and configure as half duplex. If} using an 850, turn your modem off. 2. Copy the .RLE file into the buffer using SELECT-K. 3. Display the file to th}e screen by typing SELECT-D. As much of the file as fit in the capture buffer should be displayed in graphic }mode. 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It is now possible to use your R:Verter Modem adapter system with Russ !}Wetmore's excellent HOMEPAK software system. Actually, it was possible all along, we just didn't know it! According to Russ!}, this isn't the best solution, but it will get you online with HOMEPAK until a better one comes along. The method detaile!}d here DOES work, but some error checking is not available. YOU WILL NEED: HOMEPAK (please buy it, don't s!}teal it) R:Verter cable and software Download the following files from SIG*ATARI, section DL2. You should be abl!}e to use the RTERM program that came with your R:Verter. Versions 2.0 and higher support XMODEM protocol. HTCUST!}.XMO (HomeTerm customizer by Russ Wetmore ) HTCUST.DOC (Documentation for HTCUST program ) RVHAND.XM!}O (re-assembled R: handler for R:Verter) After you have the files, rename them as follows: HTCUST.XMO --> H!}TCUST.OBJ RVHAND.XMO --> RVHAND.OBJ HTCUST.DOC --> no change The first problem with getting R:Verter!} to talk to HOMEPAK is that the R: handler supplied with the R:Verter is too big. Well, really it is not too big, it just !}resides too high in memory. Your file RVHAND.OBJ is a re-assembly of the file RHAND1C.SRC supplied with the R:Verter, but !}starting at a lower address ($1D00). STEP-BY-STEP INSTRUCTIONS: 1. Make a copy of your HOMEPAK master disk. Us!}e the "J" option from ATARI DOS for an exact copy. 2. Load the program HTCUST.OBJ that you downloaded. Use !} the "L" option from ATARI DOS. Follow the screen instructions (and read the .DOC file if you need help). "} Set the #1 option (OTHER R: HANDLERS) so that the menu box says "other..". Press START and your copy "} of HOMEPAK will be updated. 3. Reload DOS. We're going to do some maintenance on your updated HOMEPAK "}disk (not your master copy please!). Do the following: a). Rename AUTORUN.SYS to RUN.SYS "} b). Delete HOMEFIND.OBJ c). Delete HOMEFIND.SET This will give space for the new handler (and"} HTCUST.OBJ if you want to put it here), and still leaves HOMEWORD present for creating textfiles to upload"}, etc. 4. Now copy the file you downloaded called RVHAND.OBJ to your updated HOMEPAK disk. After you have "}it copied, rename it to be AUTORUN.SYS. 5. FINAL STEP! Append the RUN.SYS file (see step 3) to the"} AUTORUN.SYS file (step 4). Use the "C" command to DOS and enter the following parameters EXACTLY: "}RUN.SYS,AUTORUN.SYS/A When this has been done, AUTORUN.SYS should be about 50 sectors long. If everythin" }g is correct, you can delete the RUN.SYS file. That's all there is to it. You should now have a copy of HOMEPA" }K that will work with your R:VERTER. The disk also has HOMEWORD on it for your text editing requirements. If you need to " }use the HOMEFIND program, you'll have to use a separate disk for it. Just remember that it is not on your HOMETERM disk wh" }en your selecting from the startup menu. If you have any problems, leave me a message here. If you can't donwload the " }required files for some reason, get in touch and we'll work something out. THANKS TO: The people at Advanced Interface D"}evices for producing the R:Verter and its software, expecially Herman Price and Royce Powell for pu"}tting up with my phone calls. Russ Wetmore and Batteries Included for a superb system of software"} known as HOMEPAK. RON HODGES 71565,150  #%')+-//-+)'%#! 3579;=??=;97531 CEGIKMOOMKIGECA SUWY[]__][YWUSQ /L  PQRS`S`QTQS`S`RTRS`S`T```&}`΍``  L  $ R`Rߝ "`  + !u!L!&}`*  TȌ` X"` M :``  C#  X  X  ` #    &}  ` ` !``x   `X`    ҩX` !-` 6"`'   t &}ҭ ҭ L X"`SLj!J)t  X"ӭӭ)ӭ) 6"))JJJJ  &}о*`"  !$!" !& !( "*``H h`H*) ##*) +)&}h`H*)@*)0  h`H``  T 6"h`ҍҭҍ` {" #" " ")Ӡ`&} " " Ӣ`xҩs"}#2` # x # э#` 0`    &}`)Dž`'    `) |$ ~  }  0` `  0&ɛ&} ~ } ) |` `HH ~#$Ҭ )  #     &hhh@HH t L#&}hhh@ )h@ LEo=.F nVV$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$&}$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ +@x'-@@'  PRESENTING -@@ THE$$!ZPLAYERINFPLAYLOOWINCHECWINNESHOWWINNEPLAYENNUMPLAYERINITTURROLLDICSHOWDICVALIDCHECVALIINQUIRCHECK*}DICTALLROLLAGAILOOSCOREYECOUNTEMPNAMELISTN1NTEMNNNNAMESAMSAN1NTEMPSCORDICECOUNNWAIN20DELAN49N50N*}1N1N5NDICENN2N1N2NCOUNTDICHOLDDICESTRAIGHTCHECSTRAIGHKEEPDICERON1N15NN1N2N10TEMPDICESTARTDICTHREEKIN* }DCHECCHECK1S5N3TIMN1N2N2N2N4KEYBOARSTRCHECCHOICLASTCHOICOBNOXRUD*!} @*"} !"#$*#}%&'()*+,-.@/01234*$}5@678@9:;<=>?@A@BC*%}DEFGHIJKLMNOPQRS*&}%%%%%%%%Ǯ*'}䠠%%%%main loop*(}_________ B  ( (@02 <Fdplayloopn________x - *)}   (A  (A A@ wincheck________ **}-8,!AI6-   $,winner routine6______________@ -&6-J -&T8*+}, 8%@,A`^ Ah6.7$&<$,6-8,r''67$&<$,.7+%,$&<+%,$,|568,-8%,*67*,}+%,$&<+%,$,.568%,- 6-%  #+AR0#-"6.7$&<$,"!A07 -*-}6.WIH4NER"(WINNER*-36-?:,7 #( ((8, points. #$init turn_________,*.}6.7$&<$,+$AR,0A6.IH4TS YOH2R TER2N$6-?:,*-A(It's your turn, (@w6-*/}6-!6-% ($&Xroll diceb_________g l0+AR008,!)!AP& -&( Y*0}ou need & points.B6.TAO2S DHAH4 DAY6S$6-?:,*-B(Toss the dice, T:&,A`! 26*1}- !2% -68,-P:$H:,%," %$showdice________#+AR0#-*2}(  #" 8,"( " Ap" 8, ( " Ap( )8,")8,"(*3} ) A " 8,"( " A(  " 8,"( " A0*" 8, ( *4}" A04( > "( H R -( ---> Keep?W9 -( Subtotal = !-6( Score = *5}8,9$\valid roll check________________ 6- #8,!)8,!6-# A p -8,!*6}6- D(6. BAE2D ROH5L#6-?:,)-:( Bad Roll! @6-D $count dice_________*7}_ -68,- & -688,,-88,,%# &$ inquire________________ <36.)WHIH*8}2CH DAY4S DUW6 YUW2 WAA6NT TUW4 KIY2P<6-?:, -68,-  6-6- -8,( A p  (*9}T:&,!A! ' 26- !2'-*% 8,"68,-(% A!4 68,-(>& 6-*:} 6-R:&,&"A"H")"A!@R A p\ -8,(* A!`f ( p# "6-%6*;}-%# A!z 6-&6-&!) A @ A P -8,(* A" ( 4 -(*<}  2&6-* 42 -68,-  -8,68,-8,  -68,-8, *=}$ check dice __________ 6-   A0p     / "-( %6-*>}) /6-  "6- $ straight check______________ 6-6- -8,"6-%*?} "*+8,8,,6-(A@.6-%A6-%6.STREY4T.6-?:, -(Straight! *@}$three of a kind check_____________________ 6- 6-%!AQ8, AP0 "*A}6-A APp 6-$1 6-%(6.THRIY1 AH5V EY3 KAY2ND16-?:,/ -( 3 of a kind. -/( poin*B}ts.68,-8,&6-& 6- $pone's five's checkz__________________8,"*8,"A`p*C}" 8,!-"(8, ones.# 8,!-#(8, fives.6-%8,$%8,$6-&+8,%8,,6- *D}$X tallyb _____g l% -( Subtotal = !6-% 8, * A6-$76.ROH4L*E} AHGIH4N?!6-?:,'-7( Roll again? -((up=yes, down=no)R:&,"Aq% Aq09 6-6.YEH*F}2S6-?:,$-,(26-6 9$R:&,Aq * 6-6.NOW66-?:,#-*(.68,-8,%-@2*G}$(8,*6-. $@ delayJ _____T - $^ Ninit game*N_________4N6-*H}6-@'6-@36-@?6-@K6-@W6-@c6-@o6-@{6-@ 6-@6*I}-@6-@6-@6-@6-@6-@6-@>N6-@ 6-@!'6-@#36-*J}@%?6-@&K6-@'W6-@3c6-@Ho6-@P{6-A6-AU6-A6-A6-A*K}HN- 6-6-A6-!6-'6--6-RNW6-A6-A'6-A36-A?6-AK6-AW6*L}-A \NW6-A6-A '6-A036-A@?6-APK6-A`W6-BPfN'6-Ap6-A'6*M}-B pN<<;@0,;@@,;AV,;@e,;A ,zN<<9@,9@,9@,9@,9@*N},N -68,- N867<,. !67@@,. 867@<@@,.N867<,. !67A ,. 867@*O}<A ,.N @K: $NUcollect player infoU___________________V+AR0*P} V?66.,FAY4V THAW3ZUND - - - /HAW3 MEH4NIY PLEY6RZ??6-?:,V8 -(堠"-8(How many players?*Q}V )6-&"V )!@B @,V -( players6V 6- @V#+AR0#-JV&6.*R}EH5NTER YOH3R NEY6M&6-?:,TVP(&(Enter name of player .*3B:,!F(Too long, bub.P B!^V67$&<$*S},. hV 6- +0rV6 -"267$@e&@d<$@e,.6 |VaRude Routinea________*T}______aH:,!?$a!6-P:$H:,%,!"BP0a8&6.7$@e&@d<$@e,/6-?:,56-8$a*U}0uOBNOX$ DATA:u___________Du BOY3 - AA5R YUW2 STUX3PIXDNuDHIH3S IH4Z EHKSAY3TIHNXXu11AA6R YUW2 PLEY3IHNX *V}WIH5TH EY4 FUH4L DEH5K?bu((/HAA4R /HAA4R /HAA4R /HAA4R /HAA4Rlu/HAA4 /HAA4 /HAA4 /HAA4vuBBDHIH4S GEY2M MEY5 BIY4 DAH3*W}M BAH6T YUW3 AA3R PLEY4IHNX IH4T.uGIH1V MIY3 EY3 BREY4Ku>>KEHR TUW3 JOY3N MIY4 FOH6R EY5 BAY4T? GEH4T IH4T? BAY4T?u*X}##YAW4 AY2 AHM /HAE4VIHNX FAH2NuDHIH2S IH6S SWEH3Lu66/HEY2EY4 MOW4TER MAW3TH - YUW6 TAO1K TUW3 MAH4CHu,,UX1UX2UX3*Y}UX4UX5UX6 WIY1IY2IY3IY4IY5IY6uAY6 KAE2NT STAE2ND IH6Tu/HAA4 /HAA4 /HAA4R /HAA4Ruu ________________________*Z}__ D:SAM5000( SAM5000 ___________________________________ 5000 is a dice game for 2 to 4 play- ers. The object is to.\} get 5000 points. If more than one player gets 5000 or better in a round then the highest score wins. Each player b.]}egins their turn with 5 dice. Once a dice is used for scoring, it is no longer available. If one manages to use all 5 d.^}ice, one may continue with 5 new dice. To accumulate points, the player must first 'get on the board' by getting ._}500 points (anything less and the score remains at 0). Whether a player is 'on the board' or not, a bad roll will.`} cancel any points accumulated in that turn. Here's how the scoring works: Straight = 1500 points .a} Three ones = 1000 points Three of a kind = 100x number Ones (separately) = 100 points Fives (sep.b}arately) = 50 points (A straight is either 1-2-3-4-5 or 2-3-4-5-6 and must be accomplished in one roll. You can.c}not accumulate a straight. The same holds true for 3 of a kind.) Keyboard input is used at first to get the names of t.d}he players; all other input is via joysticks. Press the fire button to roll dice. Then, if the roll is good, posi.e}tion the cursor to the dice you wish to keep and press the fire button (you may 'unkeep' a dice the same way). When you a.f}re done selecting, point the joystick to the right to indicate that you are done. To load SAM5000: _______________.g}_____________________ 1) Boot in with your SAM disk with Basic installed. 2) Install disk with SAM5000 and .h}simply run it (SAM5000 doesn't require Reciter or Knobs). ____________________________________ .i} ,