@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@W!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr Dear FORTH Fan, We have discovered the BUG in the FORGET word in Softside's DV version. The problem is that a SWAP in the F}ORGET word is scrambled. To fix your disk boot up, type to make sure you're in Hex mode, then type <' SWAP CFA .> to ge}t the Code Field Address of SWAP. This is the number which should be in the location 2616, in the definition of FORGET. To en}ter this number (which is 1215 in my version) just type <2616 8 BDUMP>. This will give you a line on the screen which is the }starting address (2616) and seven more memory locations. Use the cursor control keys and type in the address you got in the a }bove case lower byte first, high byte second. In other words if you get 1225 you type 25 in the first position after the 2616 } and then type 12 in the second position. Then hit the key while still on the same line as the memory dump data. Thi }s will alter the positions in memory which are wrong to the right data. Then type . This will load several system defin }itions among which is MAKEBOOT. When the loading is finished type and this will dump the corrected compiled FORTH }sectors onto your disk making the fix Permanent. (You might want to do this on a new disk just in case something unforseen ha}ppens and it doesn't work after this. Then you'll still have your original disk unchanged.) Hope this solves your problems w}ith fig-FORTH 1.4S. If not contact me on Compuserve [70525,434] and I'll try to get your answers. Also check the ATARI SIG at} PCS-132 for info. Its a hotbed of ATARI activity. Keep on SWAPing and ROTing, Dave Flory 2364 Sapwood Wy. San Jose, Ca.,95}133 I ,0  ci a oF? @ , 8,0 ʩ0H Eh   iThere have been some people who are interested in creating B/GRAPH files directly from their own basic programs rather than c}onverting ASCII files. The following is the makeup of a B/GRAPH file.1. Number of factors. This is an integer value between} 1 and 3 for the basic B/G disk and 1 to 8 for the enhancement disk programs.2. TOP TITLE. a character string for the top t}itle.3. 0 (yep a zero)4. SUBTITLE5. 0 (another one)6. SIDE TITLE. that is the one along the Y axis.7. Starting mon}th. For graphs measured in months it is a 3 character name such as "JAN". For other graph types a space " " can be used.8. }NUMBER OF ELEMENTS in each data factor9. Starting location of the starting month in the vector of months. for "JAN" the num}ber is 1. For "FEB" it is 4 etc. for non month data simply set it to 1.10. color. try 0 initially.11. code to determine w}hether to use integers or decimals in displaying numbers on the data screen. a value of 1 means use decimals. A 0 means do no}t. In actuality if the numbers are decimals they will be kept as decimals. This code only determines the display attribute. I}f you then alter the data it will be set to 1 if there are fractions present.12. HUE. Set to 0 normally. It is the luminous}ity of the background color.13. Brightness. This is the luminousity of the foreground . Try 12 for starters.14. For data }which is of a monthly nature it is the following string "JANFEBMARAPRMAYJUNJULAUGSEPOCTNOVDEC". For yearly data it should be }set to "78". If data is in units set it to "1 ".15. The smallest data value.16. Bar chart code. 1 if a bar chart. 0 if no}t a bar chart.17. the actual data elements. The order is all of factor 1 then factor 2 etc.18. The graph number if any as } a string. An empty vector may be used if none is desired.19. 020. label for the X-axis. For monthly data it should be " !}". For yearly data "year" is a good choice. 21. a code for lines. 1 means that lines should be drawn. 0 means none.22. th"}e interval between points in the series. It must be a positive integer. A 0 will be taken as a 1.23. Code for a point graph#}. If 0 then the points are put on the screen. If 1 then they are not24. A code for market graphs. A 1 means yes. A 0 means $}no. 25. The biggest value in the file.26. The starting year or period in the graph. For monthly graphs make it 027. A 2%}4 element character string. Each 8 elements give the label for a data factor. When used with the enhancement disk it may be 5&}6 elements long Note that only these 2 sizes should be used. B/G itself will never generate any other values so it may not be'} foolproof if other lengths are used.28. A code for whether the dollar signs are to be placed along the Y axis. A 1 means y(}es a 0 means no.29. A code for stacked bar charts. A 1 means yes a 2 means no.30. A 144 character long string. This is us)}ed by the pie chart program as the labels for the pie segments. There are 16 possibe segments and 8 characters for each. This*} variable does not have to be in the file as the program will make allowances for it's absence.That is it. +++++++++++}+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 1ild! 1L!NO SUCH ITEMSELECTK BBBB IIII LL LL BBBB OO A RRRR DDDD BB BB II LL LL BB BB OOOO -} AAA RR RR DDDDD BB BB II LL LL BB BB OO OO AA AA RR RR DD DD BB BB II LL .}LL BB BB OO OO AA AA RR RRR DD DD BBBB II LL LL BBBB OO OO AA AA RRRRR DD DD /} BB BB II LL LL BB BB OO OO AAAAAAA RR RR DD DD BB BB II LL LL BB BB OO OO AAAAAA0}AAA RR RR DD DD BB BB II LL LL BB BB OOOO AA AA RR RR DDDDD BBBB IIII LLLLL LLLLL1} BBBB OO AA AA RR RR DDDD Copyright (c) 1987 by Chris Wareham This is a 'sh2}areware' program. Distribute it freely. Give copies to allyour friends. You may not sell it under any circumstances without 3}the expressedwritten consent of the author. If you like the program and find it useful, whynot let the author know with a s4}mall token of appreciation. All donations willbe graciously accepted by the author: Chris War5}eham 1215 West Jackson Spearfish, SD 57783*********Overview:6}********* BILLBOARD is written in BASIC with machine language routines. It will printa Graphics 7.5, 8, or 9 picture u7}pright or sideways to almost any size you want.I developed it on an Epson FX-80 printer. Any printer with graphics commands8}compatible to that should work. If your printer supports graphics but is not"Epson compatible" you may still be able to use 9}this program. Consult thesection "Printer Codes" at the end of this documentation. When you first run BILLBOARD, the sc:}reen will blank for about 9 secondswhile the program initializes. When the main screen appears, use the <-> and <=>keys to ;}highlight the menu option you want. Press to activate thatoption. Below is a summary of the menu options. Pressing <} at any timewill return you to the main menu.*****LOAD:***** First of all, you're asked for the drive numb=}er for loading a picture.Values of 1 through 8 are allowed, although some values will return an error,depending on the DOS >}you're using and the configuration of your system. If anerror occurs, press any key and you'll return to the main menu. ?} Next, the filename is requested. The program will load Micro-Painter,ComputerEyes, and other pictures that generally have t@}he "standard" 62 sectorfile format. If no color register data is included at the end of the file, thenthe program uses defaA}ult values, depending on the Graphics mode (see lines 950and 960 of the program). After you type in the filename, the tB}op left box asks for the Graphics modeof the picture you are using. The implications for printing for each Graphicsmode areC} summarized below. 2 GR.7+ = Display the picture (VIEW option) aD}s Graphics 7.5 (Graphics 15 on XL/XE). Print it using shading values provided in the E}program. GR.7+/8 = Display the picture as Graphics 7.5. Print it as a Graphics 8 picture (eachF} bit in screen memory is a dot on the printout--no shading). GR.8 = Display and print as a G}Graphics 8 picture. GR.9 = Display as a Graphics 9 picture with 16 shades. Print it using 1H}6 shaded printer patterns which correspond to the 16 on-screen shades. Use the <-> and <=> keys aloI}ng with to make your choice. After thepicture loads into memory, it will appear on screen. Press any key to return J}tothe main menu.*****SAVE:***** Again, the program requests the drive number and filename. All pictures aresaved K}using the "standard" 62 sector file format with the 4 color registervalues at the end of the file (in the order PEEK(712), 7L}08, 709, 710).*****VIEW:***** This option lets you look at the picture in memory at any time. If nopicture is in mM}emory, you will see a blank screen. Press any key to return tothe main menu.**********DIRECTORY:********** The driN}ve number is the only information needed here. The directory listingpauses after every 16 files. Press to continue O}the listing or to leave the displayed files on screen and return to the main menu. The LOADoption is sometimes easiP}er to use with the correct file displayed.******PRINT:****** This is the heart of BILLBOARD and the main purpose forQ} which I wrote it.The program presents you with two submenus of many different print options. Alloptions are again chosen uR}sing the <->, <=>, and keys. After you chooseone printer option, the menu bar advances to the next option. You can S}press at any time to exit back to the main menu. The various PRINT optionsare summarized below. T} 3 ++++++++++++++++++++++ A SPECIAL CASE--GR.7.5 ++++++++++++++++++++++ U} If the picture in memory is Graphics mode 7.5, then BILLBOARD allows you to set the color registers before printV}ing to allow for different shading values. As the instruction line under the picture says, press the numbers 1 throW}ugh 4 to increase the color register value. The number "1" changes register 712; "2" changes 708; "3" changes 709; and "X}4" changes 710. Technically there are 8 shading values in the program but I only allow six of them since two print Y}out as stripes that don't look real good. If you get to pressing keys and don't like what you've come up with, justZ} press and the original values will return. Press any other key when done to continue with the print options. [} +++++++ FORMAT: +++++++ With this option you choose either an upright or a sideways printout. You'\}ll have to experiment to see which one looks better for your particular picture and the kind of Graphics mode you're pri]}nting it in. A change in format at this point can make quite a difference in the final printed picture. +++++^} TYPE: +++++ You can print in inverse or regular print. Since I developed this program to use with _}ComputerEyes, I put INVERSE as the top menu choice. You'll want to print most pictures in inverse. Some will look better`} in "regular" type print. ++++++++ DENSITY: ++++++++ You have four choices here--480, 720, 96a}0, and 1,920 dots per line. Each of these modes gives a different effect on the final printed picture. The heavier b}densities use up the printer ribbon faster and take longer to print but give a less "grainy" look. The 720 dpl mode is ec}specially good for an undistorted look for upright printouts. You'll have to experiment to find the best option ford} your application. My favorite combination is a sideways, 960 dpl, double width, four height, centered printout. This gie}ves an undistorted printout that fills most of an 8 1/2 X 11 inch sheet of paper. With a little trimming it's a nicf}e "8 X 10" ready to frame. ++++++ WIDTH: ++++++ Single, double, triple, and "More" are available ug}nder this option. If you choose the "More" option, then continue to use <-> and <=> to increase or decrease the widh}th factor. Press to activate your choice. The various increments between sizes were necessary due to formattingi} the output data. Under the "More" option you can observe the rounded off width to the nearest foot, in the box to j}the upper right of "PRINT OPTIONS." 4 +++++++ HEIGHT: ++++++k}+ Choose the options here in the same way you did for the width. The options are single, double, four, and "Ml}ore." The height of your printout is displayed to the nearest foot for the "More" option as it was for the width. m} After you've chosen both WIDTH and HEIGHT, more information about your printout is displayed in the box to the n}above right of the printer options. Width and height, rounded off the nearest foot is shown. Under "Paper" you willo} see the number of 8 1/2 X 11 inch sheets of paper you will need. Under "Time" you will see the approximate hours and mip}nutes needed to complete the printout. These values are for the Epson FX-80 and may vary with other printers. q} +++++++++ POSITION: +++++++++ You can print your picture centered, to the far left, or far right. r} ++++++++++++++++++++ PAUSE/STOP PRINTING: ++++++++++++++++++++ Once printing starts you can pause by prs}essing the SPACE BAR. On a larger printout you may want to do this to let the printer cool down or change the ribbot}n. You can turn the printer off and then on again while paused and it shouldn't affect the printout. However, if you movu}e the paper that's being printed, the picture will probably not be continuous when printing resumes. Make sure the v}printer is on before pressing the SPACE BAR again to continue printing where you left off. If you press the ESw}CAPE key while the printer is working, printing will stop and you'll return to the main menu.**************DONE PRINTx}ING:************** When BILLBOARD is done printing, you'll have to find the continuous strips,separate, cut, and tapey} them together (if it's a printout requiring more thanone sheet). This shouldn't be hard because BILLBOARD spaces each contiz}nuoussheet so the top of each strip starts at the same place. Experiment with smallerposter sizes first and you'll see that{} all the strips line up quite nicely.****************PRINT ESTIMATES:**************** You can see how much paper yo|}u need and how long it will take to do yourprintout by running through the PRINT options submenu and stopping at thePOSITIO}}N option. The approximate size, number of sheets of paper, and estimatedprinting time is displayed. At this point you can pr~}ess to return tothe main menu or choose the POSITION of the printout to start printing. } 5********CAUTION:******** Although BILLBOARD will print "almost any size" poster, you may find} thereal big printouts to be impractical. For example, a 720 dpl upright printoutthat's 320 wide by 448 high is 95' X 100'.} It takes 17,920 sheets of paper andover 1,592 hours to print. That's 66 days of printing! I take no responsibilityfor anyo}ne who burns their printer up trying to make a mega-poster!*********HAVE FUN!********* I hope you find many uses fo}r BILLBOARD and enjoy using it. If you have alarge library of pictures like I do, you may find it handy to print them all ou}tand write in the filenames underneath them. You can fit 6 pictures on a page inthe 720 dpl upright mode or 9 in the 960 dp}l upright mode. No more wonderingwhere the picture is and what filename it's under! If you want to give someone a messa}ge in a big way then BILLBOARD's theprogram you want. Convert your picture to Print Shop Screen Magic format, addyour messa}ge in a nice font, convert it back to standard DOS, then print it outwith BILLBOARD. You don't have a utility that will conv}ert your pictures toScreen Magic and back? Consult your local users group or check the OnlineServices. I've written a progr}am called "Video Jukebox" that does this and a lotmore but haven't written the documentation yet.**************PRINTER CO}DES:************** There are only three lines that output graphics data to the printer. Beloware the line numbers and} codes for the FX-80. Possibly you can change them tofit your printer. A. Line 1020: @ = master} reset. A;CHR$(8) = set vertical line spacing to 8/72 inch. l;CHR$(LMAR) = set left print}er margin. B. Lines 1600 and 2100: *;CHR$(MODE);CHR$(COLL);CHR$(COLH); = set printer graphics } mode and reserve space for number of graphics columns. MODE = 0 is 480 dots per line. } MODE = 1 is 960 dpl. MODE = 3 is 1,920 dpl. MODE = 6 is 720 dpl. COLL = lo}w byte of number of columns to print. COLH = high byte of number of columns to print. PRNT$(1,LIM) }= the picture data that is actually printed. The FX-80 gives a number value to the pins on the printhead as fo}llows: 6 7th pin = 128 (top of print head) } 6th pin = 64 5th pin = 32 4th pin = 16 3rd pin = 8 2nd pin }= 4 1st pin = 2 0th pin = 1 (bottom) --------------------- }most bottom pin = not used If your printer has a different scheme for firing pins, then this program may not }work for you. However, you may be able to write a routine that converts the printer data from FX-80 format to the format} of your printer. PRNT$(1,LIM) in lines 1600 and 2100 contains the FX-80 formatted picture data.******************}********************************************************************1,14-15)s(@32000 DIM SPBTDIS$(417)nII(@D The Bopotron game (ANALOG #27) is laid out on a grid 38 units wide (X-Pos.) and 23 units down (Y Pos.). Reproduce this } grid and draw YOUR game on it. LINE GROUP: xxx=LEVEL*20+80 (Plus 1 for each extra long line) 2xxx Bopotron }location X,Y, Initial Power, Maximum Power. 3xxx Exit girder X,Y. 4xxx No. of girders, Girder #1 Pos. (X,X,Y), }..Etc. 5xxx No. of ladders, Ladder #1 Pos. (Y,Y,X), ..Etc. (Ladders are three units wide.) 6xxx No. of Power Pa }cks (Batteries), Power Pack #1 Pos. X,Y, ..Etc. (Power Packs are 2x2 units in size.) 7xxx No. of Power Units (Radiato }rs), Power Unit #1 Pos. X,Y, ..Etc. (Power Units are 2x2 units in size.) 8xxx No. of Platforms (Max=2), No. of Vector }s for Platform #1 (Max=5), Orig. x, Orig. y, Dest. X, Dest. Y, Speed, ..Etc. (Platforms are two units wide.) NOTES: }Girder location (X,X,Y) means the left side, right side, Y Pos. (Y=4 Min.) Ladder location (Y,Y,X) means the top, bottom, } X Pos. (X=36 Max.) Component locations are the lower-left points of the figures. The Platforms move 60 times a second } divided by the Speed number. They also may move diagonally. Program lines 156 and 170 must be adjusted to reflect the m }aximum No. of levels created. This game represents a spaceship where the crew is in cryogenic suspended animation. Al }l systems are on automatic. The object of the game is for BOPOTRON to charge up himself at the Power Packs and then recha }rge the Power Units, so they will radiate power to all the automatic equipment. All he needs to do is stand beside each un }it to transfer energy. Push trigger for faster running, but it cost you more power! Once all Power Units are radiating, }he exits at the Exit (flashing) Girder to travel to the NE TO DISK AS "@A`APG( D:SPRB 9 This is a text file for the CAD.BAS program located in DL4.I am wrote this text file after downloading and running this pr}ogram on a 130XE and with DOS2.5 because i found the instructions on how to operate it and limits and to be a little skimpy. }Not tobe confused with command statements.asuming you have alreay down loaded and saved a copy of this programthe fastest way} to load it and run it into basic is to use the commandRUN"Dn:FILENAME" this will load and automaticly run it.To use themenu }commands a joystick has to be pluged into port 1.Then push OPTIONto become familer with the commands.Select START NEW DESIGN } answer YES OR TYPE Y then press RETURN.NOTE ALL KEYBOARD ENTRIES MUST BE FOLLWED BY RETURN TO CONTINUE EXEPTOPTION ALSO PRES}S THE RETURN KEY WITHOUT ENTERING WILL RESULT IN THEPROGRAM CRASHING AND DESIGN/VALUES ENTERED WILL BE LOST. To restartthe pr}ogram just type run and press returnOK NOW that i have said that, the computer prompts you for NUMBEROF CONSTRUCTION CIRCLES }? enter any number between 0-30after pressing return you can select the DRAWING PAGE but to avoidconfusion and possilble err}or in which your design would be lostwe will goto the CONSTRUCTION LINES again you are prompted for a numberenter any 0 TO ? }.Ihave found no limit to this command.Well as youmay already have figured out you are back at the menu if you wantto you can }enter ANGLE OF VIEW but not required at this point.OKAY FOLKS THIS IS THE MOMENT YOU BEEN WAITING FOR IT IS TIME TO DESIGNYAA}AAA!!!!!!!!!!!select the DRAWING PAGE ok on the screen you will see to stright verticallines and to the left a vertical line }of dots these show at what pointyou are working on (NOTE the nuber of CONSTRUCTION CIRCLES you chooseis = the number of dot i}n this line).To the left of the line dots is asingle dot press thesingle dot press the fire button to see which dot i'm talki}ng about,this indicates where the line starts.The stright line next to the dottted line we just dicussed is yourleft margin a}nd the top,bottom and right margins are the screen edges.The right stight line this is your drawing line it bends and streche}slike a rubber band. To start press the fire button to select the point you wish designthen use the joy stick to design,pre}ss the fire button to select anew point. Each time the dot reachs the top dot it updates the pointso don't be suprised if som}e dots dissapear and the single dot bouncesor goes up it's just going to the start of the line. As far as thedesigning part g}oes that up to you and a lot of practice trial & errorWhen you are ready to for the computer to make it into a 3-D drawingaft}er all that is what CAD stands for is COMPUTER ASSISTED DESIGNpress START and if you entered CONSTRUCTION LINES,ANGLE OF VIEW} itwill start to draw your 3-D design if not it will return to the menufrom there you enter these points. Then select DRAW C}URRENT DESIGN After viewing press the fire button to return to the menu fom thereyou can change , view or both your curren}t design ,but then maybeyou might just want to start a new one. The one draw back of this program is there are no save/load }or printroutines built in this realy a bummer if make a design you are proud of.Well thhaats all folks if you have any quest}ions or comments on thisfile drop me line on the BBS or in my mail box any other quetionson the program contact the designer }Sam Small BYE YALL***********************************************************************JASON KLEIN # [73260,502]2,192,20,10rWRITING SPECIAL CHARACTERS The Kyan Text Editor (ED) does not allow the use of the keyboard graphics characters because it }interprets control keys as commands. For example, CONTROL-

pastes the contents of the buffer instead of printing the cl}ub-shaped graphics character. If you need to use these keyboard graphics characters, you can get around this problem fairl}y easily by doing something like: Write(Chr(16)); (* print club graphic char to screen *) And if you want to print a}n arrow, it requires an escape character first, which adds even more typing: Write(Chr(27),Chr(31)); (* print ESCape }and right arrow *) Again, my laziness prompted me to create a file, Chars.i, which contains a number of functions that ret}urn special characters. The function name is then used in a Write or WriteLn statement instead of the Chr function. The p}revious statement can now be rewritten, using the Chars.i functions, to be: Write(Esc,Rarrow); The CHARS.PAS file, }which you should rename to CHARS.I after downloading, does not give all of the special character functions, but, of course,} you may add functions to the file if you have a list of the ATASCII (Atari version of the American Standard Codes for Info}rmation Interchange) character codes. The file's comments describe the purpose of each function. Important Hint: If you }are going to add a lot of functions to the file, use the CONTROL- and CONTROL-

commands to move and paste the followi}ng: FUNCTION : Char; BEGIN := Chr() END;(* *) Then, after you have pasted the buffer into the text several times, you} may go in and insert the function name, value, and comment where appropriate. x+B:,"@*@:~,!(+ Q CHRFLP Font Flipper Bill Aycock [76703,4061] CHRFLP is an ML subroutine for flipping between several chara}cter sets (fonts) at regular intervals. You can use as many fonts as you want, as long as you have enough room -- each font t}akes up 1024 bytes (that's four pages). The fonts are flipped regularly by a short interrupt routine called by one of the sof}tware timers -- you control the speed. Your BASIC program will continue to run while the character sets change. The sample p}rogram is pretty basic, but it shows what you can do. Before the routine can be used, it must be placed in the infamous Page }Six. (Note that the assembler code is included so you can move the routine elsewhere if desired.) You also need to set up yo}ur alternate fonts. The sample program reserves enough space under RAMTOP for four fonts, then loads them from disk. Note: th}e font loader here is S-L-O-W! but it's easy to understand (and it was really quick to write! :-) Remember when you're setti}ng up your fonts that they MUST START ON AN EVEN PAGE BOUNDARY! The standard ROM font starts on page 224 (address $E000). To} make things easier to understand, I set up two variables as constants. SETUP has the value 1545, and is the address to call }the setup routine. CHRFLP has the value 1577; this is the entry point for the main routine. Before you start flipping fonts,} do a USR(SETUP). After that, the routine is controlled with USR calls to CHRFLP. The format for the USR call is: X=USR(CH}RFLP,sp,set1,set2[,set3...]) where: CHRFLP is the address of the ML control routine. sp is the speed to flip font}s - this can be from 1 to 255, with 1 being the fastest. set1 is the HIGH BYTE (MSB) of the address }of your first font. set2 is the HIGH BYTE (MSB) of the address of your second font. set3 is for the third font... }You can use as many fonts as you like, within reason. Just add the high bytes of their addresses to the list. If you want to }include the normal ROM font, just include the number 224 in the list. When you've finished, just call the routine without an}y parameters at all: X=USR(CHRFLP) and the flipping will stop. After you do this, you can switch to whichever f}ont you want by POKEing its MSB into the character set base register: POKE 756,224 will restore the standard fo}nt, but you can replace the 224 with the MSB of another font if you wish. That's the basics. Study the sample program, try} it out, and if you have any questions be sure to leave me a message! Bill Aycock }6-+$,'+%, 6-$%] \cTEXAN'S CHILI CONQUERS ALL By Vincent Alfieri -- from The Best Book of: WordPerfect Demonstration o}f Multi-Column Formatting with Daisy-Dot II\d4\l \p } \p \p POULET, Texas. When he was\}tdiabolical scheme to destroy my\tpay long and hard for my sins.\t"Who knows, maybe I can sell a boy, Sta}nley Beburp dreamed\tentire insides. "People who\t Meanwhile, Stan was blithely\tthe t-shirt concession soon, } of becoming the King of Chili.\taren't used to chili, and\tand rather rapidly rattling on\ttoo!" }"Other boys wanted to be\tespecially to my chili, find it\tabout his childhood. All I\t----------------------------- } firemen and policemen. Not me!\tat first a bit hard to swallow.\tcould catch were snips and\t This page demon}strates I wanted to be the world's\tGet it? Hard to swallow!\tsnatches here and there.\tDaisy-Dot II's c}apabilities of expert on chili, the Reigning\tHah!"\t "Poor family ... never had\tformatting PROPORTION}AL text in Monarch of the Red Hot."\t I smiled meekly, all the\tenough to eat, it seemed ...\tmultiple }columns. This format Now it looks as if Beburp's\twhile trying to ascertain\tfather disappeared when }he was\tis achieved using DDII's tab dreams have come true. Not\texactly where I was and what in\t10 ...} mother not the best of\tcommands. Since you can have a only did his "Buckaroo Chili"\theaven's name I w}as doing with\tcooks, but can't blame her ...\tmaximum of ten tab settings at take first prize in the All}-\tthis uncontrollable, burning\tneighbor's wife made chili\tonce, DDII can support up to Texas Chili Rou}nd-Up, but it\tsensation which writhed down my\tevery week ... it became an\t\u11\u columns of text at once. } did so for the tenth\tthroat and ended in the pit of\tobsession, a craving which he\t This text was written on an } consecutive year, a record that\tmy stomach. The beer helped a\tcouldn't satisfy ... he would\tIBM PC using W}ordPerfect no one has ever come close to\tlittle, but only a little, and\tspend hours over the pot ...\tb}ecause of its superior beating.\tonly if I continued to down it\tshe gave him the task of\thandling of }multiple column What's more, a large\tlike water. I was also\tstirring the chili ... that was\tformat}ting. However, if there international food conglomerate\tthinking wistfully of quiche\tthe real secret: } in the\tis sufficient interest, I may has approached Beburp with an\tlorraine and other more, well,\tsti}rring ..."\twrite a program to convert offer to mass produce and\tcivilized food.\t Soon the minor revo}lution\tsingle column text from any distribute his prize-winning\t "Are you from New York?" he\tthat h}ad begun in my stomach\tword processor into multi- Chili as part of a new line of\tasked, as I politely r}efused\twas turning into an event of\tcolumn format for Daisy-Dot II. frozen food products\tanother ladle}ful. "I've found\tmajor proportions, an uproar\t There are some limitations emphasizing "regional Amer}ican\tNew Yorkers the most difficult\tthat swelled and took with it\tto using multiple columns with cuisi}ne."\tto please. They never seem to\tmy sense of decorum and all my\tDaisy-Dot II: columns can't be }"It's like what I always\tenjoy my chili. I think their\tEastern-bred reliance on the\tjustified, tabs can't be used } knew would happen," he\ttaste buds must have been\tbalance between the Inner and\twithin columns, boldface is  } exclaimed. "Someday people\tdestroyed in early childhood.\tOuter Man. At the moment, the\tnot effective,  }including everywhere would appreciate me\tMust have something to do with\tInner Man was a devil who had\t }verbatim files will make a for my true worth, would\tthe subways, I think."\ttotally subverted the Outer  }Man\tmess, and densities can't be recognize the grandeur and\t (Little did Stan realize\tto his wishes. } I excused\tmixed. majesty of good chili."\tthat the hottest of the Hunan,\tmyself and stumbled towards }the\t But underlining, wide print, Beburp, or Stan, as he is\tso much praised in the Big\trestroom.\}tvariable spacing, and multiple most often known to virtually\tApple and elsewhere, couldn't\t Later, I} would look around\tfonts are still supported. everyone, dipped a huge ladle\tcome even close to the pinn}acle\tand see what appeared to be\t Please contact me if you into a steaming pot of--what\tof picantnes}s that was and is\tthousands of fiends calmly\thave any comments or questions. else?--Buckaroo Chili, and}\tBuckaroo Chili. As one who has\tspooning down huge bowls of offered it to the unsuspecting\talways con}sidered himself a\tperdition, drinking beer and\t Roy Goldman, author of DDII writer. Not being one to}\trelentless pursuer of the\tsoda, all the time laughing and\t 2440 South Jasmine refuse a kind gesture}, I took\tultimate "hot trip," I felt\thaving a jolly good time. I\t Denver, CO 80222 up the challenge}. Fortunately,\tthat, at long last, I had met\twondered whether I had finally\t (GEnie: RGOLDMAN) ther}e was a pint of cold beer\tmy match.)\tgone through the looking glass\t (CIS: 72347,3705) also readily }available.\t Things were getting a bit\tand were not, in fact, viewing "It's hot, isn't it?" Stan\t}befuddled and confused as I\tthe world through the\tMarch 28, 1988 asked, offering to help wipe\ttried to} listen to Stan recount\tdistortion of some mad fever. the tears away from my eyes as\this life story. M}y head was\tSomewhere, far off in the I nearly swooned in what\treeling, and my stomach was\tdistance now}, a voice was appeared to me to be a\tgiving me notice that I would\tbuzzing in the hot, midday sun:ZZZZ}ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ@d+%@!@+%@"@+%@$@H$ " ADVANCED DUNGEONS & DRAGONS CHARACTER ROLLER Written by Bob Curtain, 1986, for ANALOG Magazine ! } RE-WRITTEN by Andrew Bartmess, 1987 for D&D Players EVERYWHERE! Bob Curtain's D&D ROLLER is an excellent charact!!}er roller, but is enhanced by a few modifications. The modified version includes a more attractive print-out, and will roll !"}Social Class, Birth Order, Age, Hit Points and Former Profession. It will mofify your Stats based on your Age as a starting !#}adventurer, and will list the spell modifiers for Clerics based on Wisdom. The Spell Programs for MU's and Illusionists will!$} roll starting Spell Books for 1st Level Chracters, and the Cleric/Druid Spell programs will print a complete listing of the !%}spells available at your Wisdom score. Additionally, you can select the character's Alignment based on Class chosen. D!&}ownload "DNDROLLR" from your BBS and boot Bob Puff's great "DISKCOM3"; choose to make a file into a disk, and follow the prom!'}pts. Now, boot the ROLLER disk, and begin! The program will roll 4d6 for each attribute, and then discard the lowest !(}die. You are given 3 chances to create a set of scores that you approve of (and if you hit , brave warrior, you can do !)}it all day!) The scores will also include a "Comeliness" (physical beauty) score, as detailed in the "Unearthed Arcanea". U!*}pon approving a set of scores, you must enter a gender, Male or Female. Now you will be presented with a selection of Ra!+}ces that you may choose; any of the races highlighted in yellow is a possibility. The choice of race will further limit your!,} choice of Class, which you must choose next (again, choose only the highlighted classes.) Your new character will requi!-}re a Name! Enter it now...the new input routine will now except 's, so if you screw up, you can re-enter it. !.} The program will now roll your Hit Points, and add in any Constitution modifiers. If this falls below the minimum starting!/} Hit Points listed in the "Unearthed Arcana", it will bump you up to the minimum Hits for you Class. The Roller will now rol!0}l your former profession; what you did or apprenticed before you became an Adventurer! Now, on to the character sheet! !1} THE CHARACTER SHEET Listed on the sheet is the following information (in order): Character name, sex, race, class,!2} former profession and level. Following that you'll find the height, weight, age, alignment, social class, marriage type and!3} birth order. All Primary Stats and adjustments follow, along with an Attack Matrix (for that level) and saves. If you choo!4}se, the sheet will include Racial Information. If the character is a spell-user, the program will bounce to a Spell lis!5}t of some type. First-level MU or Illusionist-types have their starting Spells chosen, while first-level Clerics or Druids g!6}et a full Spell list, as they can choose (within their Wisdom rating) their available spells. The characters then defaul!7}t to an Equipment list: within funds, the character gets to choose arms and armor, and other possessions. (Armor Class value!8} and Damage are included with choices in most cases.) The program then bounces back to Roll another character. I hope !9}you enjoy this utility: leave messages to Buckaroo Banzai, [71071,2100] with suggestion, or bugs (Unthinkable!) and look for!:} other gaming utilites here soon! Remember, Imagination is God's Gift; don't abuse it. Game for the greater good; be a Hero!;}! "You don't Debate Evil, You Kill it!" -Andros !<}e I@8 I@LVCe _DISASSEMBLER 6502 Copyright 1983 By Gary C. Crider For the North Texas Atari Computer Team. DISASSEMBLER 6502 was written%>} for the hardcore assembler language programmer who is seldom happy with an existing piece of software. When no source code %?}is available, modifying machine language programs can be extremely difficult. DISASSEMBLER 6502 creates source code from mach%@}ine language that can be modified, reassembled, and executed. SYSTEM REQUIREMENTS: MEMORY: 24k minimum and 48k desi%A}rable. INPUT DEVICES: Keyboard and one or more disk drives. OUTPUT DEVICES: Screen and one disk drive. A s%B}econd disk drive or cassette drive is needed for machine-readable output of disk boot files or large %C} disassemblies. Double density can be very beneficial. SOFTWARE: An assembler/editor is required if y%D}ou wish to reassemble the output. DISASSEMBLER 6502 output has been tested on the ATARI ASSEM%E}BLER/EDITOR cartridge and MAC/65 from Optimized Systems Software. INPUT: Input to the disassembler can be %F}from the following sources: MEMORY - Any range of memory addresses from 0 to $FFFF can be disassembled. Addresses can be en%G}tered in either decimal or hex (e.g. 100 or $64). DISK SECTORS - Any range of sector numbers from 1 to 720 can be disassembl%H}ed. Sector numbers may be entered in either decimal or hex. The last three bytes of a DOS format sector are control bytes. %I} They contain the directory entry number, next sector number and number of bytes used in the sector. Options are available t%J}o disassemble sectors including or excluding these control bytes. DISK BOOT FILES - By simply placing the disk in the specif%K}ied drive after disk boot option selection, any boot file on that disk will be disassembled. This does not work on double de%L}nsity disks. The ATARI operating system initialization code only supports double density disk boot in half sectors. Caution %M}- Many times the disk boot file is simply a loader to load the remainder of the program. Use the sector disassembly option t%N}o disassemble the remainder of the program once it has been determined what sectors are being loaded. BINARY LOAD FILES - DI%O}SASSEMBLER 6502 will disassemble any DOS 2.0 or OS/A+ Version 2 format binary load file. Compound structures are also suppor%P}ted. OUTPUT: There are four output options available for DISASSEMBLER 6502. Any one or more in combination can be used. Y%Q}ou may continue to select options until the key is pressed. At that time remaining information may be obtained and %R}disassembly begun. SCREEN - Output is directed to the screen editor. A line of output includes the hex machine instruction,%S} the 6502 assembler language instruction, and the hex address of the instruction. PRINTER - Output is directed to the printe%T}r. You will be prompted for an optional page heading to be printed at the top of each page. A line of output includes the h%U}ex instruction, the line sequence number (as it would appear on a disk output file), the assembler instruction and the hex ad%V}dress of the instruction. DISK - Output is directed to a specified disk file. The output is in LIST format and includes a l%W}ine sequence number, assembler instruction, and hex address. The file can be ENTERed into the assembler/editor for modificat%X}ion and reassembly. Since most assemblers can only assemble about 1800-2100 lines of instructions, the output is put into mu%Y}ltiple files of 1600 lines or less. This allows room for modifications. An extender of X01 - Xnn is appended to the file nam%Z}e. All of the output files can be reassembled as a unit by using the .INCLUDE facility and/or disk assembly facility which a%[}re available in many good assemblers. They can also be assembled separately and combined using the binary save feature of DU%\}P.SYS. A 1600 line file will use from 120 to 150 single density disk sectors. Thus an empty disk can hold two files. Double%]} density disks have double the capacity. CASSETTE - Output is directed to a cassette recorder in the same format as that dir%^}ected to disk. The files are also split into 1600 line files. This will require most of one side of a sixty minute cassette%_}. UNRECOGNIZED INSTRUCTIONS: If an opcode is encountered that is not recognized as a valid 6502 opcode, a .BYTE instructio%`}n is generated. Up to three unrecognizable characters will be included in a single .BYTE record. A BRK instruction ($00) mo%a}st often occurs as a data byte rather than an instruction. The disassembler treats binary zeros as a .BYTE character. Since %b}data bytes that are valid opcodes cannot be distinguished by a disassembler as data bytes, they will be interpreted as instru%c}ctions. The logic flow of the program should indicate which of these instructions are actually data bytes. This misinterpre%d}tation of data bytes will not prevent the reassembled program from looking just like the origional. SPECIAL OFFER! Please %e}read file OFFER.DOC for a special offer on the latest versions of all of my software products. Is $5 too much? Gary C. C%f}rider 1105 Burgess Ct. Arlington, TX 76015 (817) 467-1114 %g}PHICS 15. It is also slow.I-@y@-6-'@;6-$0%B4THBUG FIXBBGFILE DOCBm,BILBOA DOCBBOPO DOCBCADBAS TXTBCHARS DOCBCHRFLP DOCB7DD2CLS TXTBDDROLL DOCB+=DISASS DOCBqDISKIN DOCBZDRIVE ASCBECHO TXTBENCLOS FIXBERR89 TXTBEVFU2 DOCBJEXSCAN TXTB^FIGHTR TXTBcFTBALL DOCB+FTBL DOC These are the improvememts that we have made to DISKINDX to date. 1. Machine Language Load routine which can load i)r}nto your index 600 records or filenames in just 10 seconds. 2. Machine Language Sort routine, which is loaded into th)s}e program at the beginning, and then deleted to allow for an even larger buffer. It will sort 600 records in only 2 seco)t}nds. 3. Manual Add. If you want to add your own records, and bypass the disk, which allows you to use the 11 characters )u}in the filename to record your boot disks, and keep all your programs on one index. 4. Free Sectors Display. Every Disk )v} you index, the program automatically keeps track of the number of free sectors on each disk. You can either display them )w}to the screen or to a printer. This comes in handy if you are trying to conserve disks and want to find a disk with some f)x}ree sectors on it. Also is saved to disk along with the filenames. 5. Displays codes at top of the screen. This makes )y}it easier to add codes or file types. If you answer yes to the CODES prompt, you will see all or your choices displayed at)z} the top. It will show you the file one at a time waiting for you to hit a key to match one of the codes. You dont have t){}o hit return after each input, which makes it faster and easier to catergorize your files. If you dont like the codes you)|} can change them to whatever you like. They are contained in lines 4085-4350 and also in lines 10055-10080. Some other )}}changes we made was to allow for the add routine to just look for locked files or not. Some Basic programs need more tha)~}n one file. So if you just lock the main one, the program will only be counted once. When saving your index you can repla)}ce the existing index. And finally DISKINDX displays maximum records using whatever memory your computer has. A 48k mach)}ine allows for 960 records. If you have any comments, questions or ideas concerning this program you can leave me )}a message or email me. ROBERT BURNS 70166,1034 &,;A$,i6-C:,'AV(` Drive Tests!(08/16/89) Done by: Mark D. ElliottInnovative Concepts (I.C.) Contrary to rumors I heard on CompuServe, abo-}ut the XF551 (and XF35 Kit), as being only half as fast as the Happy or Doubler equipped 1050, I decided to do a little bench-} testing myself, just to get an idea of just "how fast" these drives really are. Since I just "happened" to have all the driv-}es below, just laying around, here's what I found: Test#1 Test#2 Test#3 Disk Drive (Read) -}(Write) (Format)----------------- ------ ------- --------Atari 1050 (SD) 88 100 35 Atari 1050 (ED) -} 84 95 36 Doubler 1050 (SD) 50 64 22* Doubler -}1050 (ED) 47 58 22* Doubler 1050 (DD) 37 44 22* -} Happy 1050 (SD) 42(50) 83(63) 23(22*) Happy 1050 (ED) 39(47) 73(58) 25(22*) Happy 1050 (DD) 35(36) 54(43-}) 25(22*) Atari XF551 (SD) 70 75 26 Atari XF551 (ED) 8-}0 85 26 Atari XF551 (DD) 45 50 50* Atari XF551 (DSDD) 45 50 50* -} XF35-XF551 (SD) 85 90 67 XF35-XF551 (ED) 80 85 52 XF3-}5-XF551 (DD) 45 50 67* XF35-XF551 (DSDD) 45 50 130* XF35-XF551 (DSQD) 45 50 -} 130* * = High Speed Skew was available and used for that set of tests.Density: SD = 90K, ED = 127K, DD = 180K, DSDD = 3-}60K, and DSQD = 720K. Notes: All times above are given in seconds, and are accurate to within 1 second. All disks used were -}foramatted in the SpartaDOS mode. The Happy 1050 cannot format disks in the U.S Sector Skew (Standard format time given). How-}ever, with the help of our Happy Doubler program, the Happy 1050 can be be programmed to fully emulate the U.S. Doubler, incl-}uding formatting in the U.S. Skew. The times for the Happy Doubler programmed 1050, are shown in parenthesis. For the normal -}read/write tests on the Happy 1050, a disk formatted under the Happy Doubler program was used. Skewing was used (where applic-}able), to show the fastest times, under these test conditions. Test Equipment Used: A 576K-130XE with SpartaDOS X (4.20), th-}e Happy Doubler program, standard 1050, Doubler 1050, Happy 1050, XF551, and XF35-XF551 drives. Test # 1: Read a file that i-}s 85,750 bytes, copied from the specific drive to a SpartaDOS X RAMdisk. Test # 2: Write a file that is 85,750 bytes, copied-} from the SpartaDOS X RAMdisk to the specified drive. Test # 3: Format a disk, in the specified density. Obviously, the r-}ead and write times, for the XF551 or XF35'ed drive is NOT half thes speed of the Happy or Doubler! In fact, they are pretty -}darn close! (Don't want to mention any names, (like Bob Puff, or Tim Patrick! - ). I would have tested the Supe-}r Archver as well this time, but one was not handy at this time. However, tests I performed on it earlier this year, showed i-}t being just a tad slower than the U.S. Doubler. The only "slow" time I see, is when formatting the 3.5" XF35 drive. But, the-}re is soooo much storage there (720K), that you will hardly be formatting disks that often, to begin with! Even when backing -}up hard drives, the amount of disks required would be a real time saver! And, those 3.5" disk are soooo neat! You Never have -}to worry about finding a disk sleeve. So, what do all these tests mean? Obviously, this is by NO MEANS as complete as possib-}le! Other factors, such as; DOS used and the size of it'scopy buffer, sector copying, copying small files, and your other per-}ipherals, will have an effect on the outcomes. However, these should at least give you an idea, of just how fast these drives-} are (especially when compared to a standard 1050, or even an old 810 drive, which is so sloooooow!) Other things to conside-}r - Up until this year, the price of the 5.25" blank disks were much cheaper to buy than the newer 3.5" disks. Until this yea-}r, the 3.5" disks cost about $1 each. Currently, you can usually find decent bulk 5.25" disks, for about 40 cents or less eac-}h. However, since more and more IBMs nowadays, are sold with the 3.5" drives (in addition to the Atari ST, Amiga, and Macinto-}sh), the price has come down to reasonable levels. Careful shopping can get you the 3.5" disks, for as little as 70 cents (or-} less) each. As far as using this guide to purchase a new drive or add-on for your system, these are my personal recommendati-}ons: 1) For a casual user, a U.S. Doubler 1050 is fine. 2) For routine disk maintenance and sector copying, 2 - U.S. Double-}r 1050s should fill the bill. 3) For a person who wants to back-up thier commercial software, a Happy 1050 will work. Our Ha-}ppy Doubler is also highly recommended. 4) For a person that does alot of disk copies, a Happy 1050 (as D1:), and a U.S. Dou-}bler 1050 will work great. 5) For someone that wants the ULTIMATE in disk copying, then 3 or 4 Happy 1050s cannot be beat!6)-} For someone that wants a low-cost add-on drive, that offers alot of storage, the XF551 is a great buy! 7) For someone that -}wants the ULTIMATE in storage capability per drive, or for backing up a hard drive, then a XF35-XF551 will do well. 8) For s-}omeone that runs a BBS, a couple of XF35-XF551s should do just fine. 9) For a power-user that wants the most storage and the-} fastest read/write times, then you should consider a hard drive, as well. Notes: The XF551 or XF35-XF551 is not recommended-} to be used as D1: with commercial software, especially protected ones. (because they spin at 300 RPM compared to 288 for mos-}t other drives, among other things) Costs per Drive---------------Atari 1050 - $179.95 (hard to find these days!)U.S. Doub-}ler 1050 - $39.95 + $179.95 for the 1050 = $219.90Happy 1050 - $149.95 + $179.95 = $329.90 (Happy board is no longer made!)At-}ari XF551 - $199.95 (great buy!)XF35-XF551 - $34.95 + $100 (3.5" w/cage) + $179.95 = $334.90 Note: The above are the suggest-}ed retail prices. Carefull shopping can get you an even better deal! So, upon closer look, the XF35-XF551 is not really as ex-}pensive (compared to the others), as one might think! And, it offers the MOST storage per dollar! Hmmmm, I started out just -}testing the speeds of the drives, and here I am, writing a review of them! It may seem I am a little biased towards our produ-}cts, however, I am only human! Oh-well..... Features/Conclusions--------------------Atari 1050 - Single or Enhanced-} Density. Maximum storage = 127K. Well-built and very dependable. Uses industry standard ICs on it's circuit board (except fo-}r ROM), meaning replacement parts are easy to find. However, the drive mechanism is NOT a typical IBM type part, and can only-} be found at Atari-type stores. The 1050 is getting harder and harder to find these days! Atari 1050 w/U.S. Doubler - Single-}, Enhanced, or Double Density. Capable of formatting disks in U.S. Sector Skew, for added speed. Maximum storage = 180K. Easy-} to install. Excellent capabilities, at a low price. Atari 1050 w/Happy - Single, Enhanced, or Double Density. Capable of ba-}cking up commercially protected disks. Maximum storage = 180K. Easy to install. Getting harder and harder to find! Happy Comp-}uters stopped making them awhile back, and the ones they do have, were raised in price, back to $149.95! Atari XF551 - Singl-}e, Enhanced, Double Density, or Double Sided Double Density. Capable of formatting disks in a special skew (similar to the U.-}S. Doubler). Maximum storage = 360K. Very easy to service (if required), since it's circuit board is small an easy to follow.-} Uses industry standard ICs (except ROM). Also uses an industry standard drive mechanism (finally!). Atari XF551 w/XF35 Kit -}- Single, Enhanced, Double, Double Sided Double Density, or Double Sided Quad Density. Capable of formatting disks in the ske-}w also. Maximum storage = 720K. Uses a industry standard 3.5" drive mechanism. Copyrights: Atari, 410, XM301, 130XE, 1050,-} and XF551 are trademarks of Atari Corp. ICD, P:R Connection, U.S. Doubler, and the U.S. Sector Skew are trademarks of ICD In-}c. Happy is a trademark of Happy Computers. Super Archiver, and Bob Puff , are trademarks of Computer Software Services-} (C.S.S.). I.C., Happy Doubler, Immitator Controller, IC1050 Controller, SIO Port Box, SIO Switch Box, and XF35 Kit are trade-}marks of Innovative Concepts. While I got your attention, I might as well plug some of products that are related to this art-}icle: XF35 Kit - Contains Upgrade ROM and adapting cables, for converting the Atari XF551 to the newer 3.5" - 720K format. (-}3.5" drive and mounting cage optional). Supports high speed skew, and works in 720K format with; MYDOS, SpartaDOS, and the Sp-}artaDOS X cartridge. Also works with all other DOSes in lesser formats. Some soldering and desoldering required. Sale Price (-}until 8/31/89): $29.95 (+ S&H). Happy Doubler - Allows you to program your Happy 1050 drives to fully emulate ICD's U.S. Dou-}bler, including formatting disks in the U.S. sector skew (which is not normally possible!). Also allows you to re-program you-}r drive numbers up to D8:, without touching the switches in back! This way, up to 8 - Happy 1050s can be used at once! (4 - p-}rogrammed as Doublers 5-8 and another 4 - as normal). Completely software based, no installation required! Price: $19.95 (+ S-}&H). IC1050 Controller - Write protect module for the Atari 1050 drive (inluding those equipped with the U.S. Doubler, Happy-} clone, or Super Archiver). No more notching disks! Has a 3 - position switch for write protect mode; 1) As normal, 2) Do not-} write, and 3) Will write to any disk. Also has a two color LED, for monitoring the write protect status. Easy to install, no-} soldering required. Price: $29.95 (+ S&H). Immitator Controller - For Genuine Happy 1050 drives; All the features of our IC-}1050 Controller, plus; An extra 2 position switch, for fast/slow modes. Price: $39.95 (+ S&H). SIO Port Box - Solves the pro-}blem of "dead end" peripherals, like the; 410 Recorder, XM301, and most printer interfaces. Also solves weak signal problems,-} by allowing you to distribute your system better. Easy to use, just plug-in! No power required. Price: $34.95 SIO Switch Bo-}x - Allows you to switch between either; two computers and one peripheral set-up, OR one computer between two peripheral setu-}ps (example: two drives set to D1:). Also solves the problem of using two devices that draw thier power from the computer, li-}ke the; XM301, P:R Connection, and most printer interfaces. Easy to use, just plug-in! No power required. price: $49.95 (+ S&-}H).For more information on the XF35 Kit, please see the article by Matthew Ratcliff, in the September 1989 issue of Antic. Or-}, you can call or write (we have many other products):Innovative Concepts (I.C.)31172 Shawn DriveWarren, MI 48093 USAPhone: (-}313) 293-0730CompuServe: 76004,1764Final Note: This article on drives first appeared in the 8-bit section of CompuServe. It m-}ay be freely distributed to BBS's or other informational services, as long as it remains intact and unchanged.6-$+!,! A,n0100 ;ECHO.M650110 ;Bill Aycock 3-870120 ;0130 ;Show the arguments on a0140 ; SpartaDOS command line0150 ;0160 ;For further i1}nfo, see the0170 ; SpartaDOS owner's manual0180 ; (pgs 108-111)0190 ;0200 ;-----------------------------0210 ;0220 ;assemble1} the code out of the0230 ;way of everything0240 ;0250 *= $40000260 ;0270 ;0280 ;SpartaDOS will run a loaded0290 ;file at1} the beginning address0300 ;of the first segment, so0310 ;start the code with a JMP0320 ;to the control routine.0330 ;(start 1}the routine with a0340 ; byte $60 (rts) if you don't0350 ; want the routine re-entered)0360 ;0370 JMP START0380 ;0390 ;041}00 ;---equates-------------------0410 ;0420 ;0430 ZCR .WORD 0 ;get an arg0440 CFN .WORD 0 ;arg buffer0450 DOSVEC = $01}A ;addr of comtab0460 CIOV = $E456 ;cio vector0470 COM = $0342 ;iccom0480 ADR = $0344 ;icbal0490 LEN = $0348 1} ;icbll0500 ;0510 ;0520 ;------------------------------0530 ;0540 FIXPTRS0550 ;0560 ;set up the pointers to the0570 ;SpartaD1}OS routine to get an0580 ;arg (ZCRNAME) and to the0590 ;arg buffer (COMFNAM)0600 ;0610 LDA DOSVEC+1 ;zcr=comtab+30620 1} STA ZCR+10630 LDA DOSVEC0640 CLC 0650 ADC #30660 BCC OK10670 INC ZCR+10680 OK10690 STA ZCR0700 L1}DA ZCR+1 ;cfn=comtab+330710 STA CFN+10720 LDA ZCR0730 CLC 0740 ADC #300750 BCC OK20760 INC CFN0770 1}OK20780 STA CFN0790 RTS 0800 ;0810 ;0820 ;-----------------------------0830 ;0840 CALLZ0850 ;0860 ;fake an indirect j1}sr to zcr0870 ;by 'jsr callz'0880 ;0890 JMP (ZCR)0900 ;0910 ;0920 ;-----------------------------0930 ;0940 SHOW0950 ;09601} ;show the arg in the buffer0970 ;(note that 'Dn:' is added0980 ;in front of each argument,0990 ;so skip 3 bytes if necessary1})1000 ;1010 LDX #01020 STX LEN+11030 LDA CFN1040 STA ADR1050 LDA CFN+11060 STA ADR+11070 LDA #2811}080 STA LEN1090 LDA #9 ;print text line1100 STA COM1110 JSR CIOV1120 RTS 1130 ;1140 ;1150 ;---------1}--------------------1160 ;1170 START1180 ;1190 ;set it up and do it1200 ;1210 JSR FIXPTRS1220 GO1230 JSR CALLZ1240 1} BEQ QUIT ;z set=no args1250 JSR SHOW1260 TYA 1270 BPL GO1280 QUIT1290 RTS 1300 ;1310 .END 44444444441}444444444444444444444444444444444444444444444444444444444444444444xxxx,<A<@,;AY@FMB2w@0B\ 80 ANDY BIGGS' NEW ENCLOSE DLM10OCT82 CODE (ENCLOSE) 2 # LDA, SETUP JSR, TXA, SEC, 5} 8 # SBC, TAX, SEC 1+ STY, BOT 1+ STY, DEY, N 3 + DEC, BOT 1+ DEC, BEGIN, INY, 0= 5} IF, N 3 + INC, BOT 1+ INC, THEN, N 2+ )Y LDA, N CMP, 0= NOT UNTIL, 5} BOT 4 + STY, BOT 1+ LDA, BOT 5 + STA, BEGIN, N 2+ )Y LDA, 0= IF, SEC STY, BOT STY, BOT 1+ LDA, 5} SEC 1+ STA, TYA, BOT 4 + CMP, 0= IF, BOT 1+ LDA, BOT 5 + CMP, 0= IF, SEC INC, 0= 5} IF, SEC 1+ INC, THEN, THEN, THEN, NEXT JMP, \ EXIT THEN, PHA, SEC STY, BOT 1+ LDA, 5} SEC 1+ STA, INY, 0= IF, BOT 1+ INC, N 3 + INC, THEN, PLA, N CMP, 0= 5} UNTIL, BOT STY, NEXT JMP, END-CODE --> 5}\ 81 PATCH OLD ENCLOSE DLM10OCT82 \ SET CFA OF ENCLOSE TO POINT TO 5}\ (ENCLOSE). THIS WILL MAKE ALL WORDS \ THAT CALL ENCLOSE CALL (ENCLOSE) \ INSTEAD. 5} NEW-TOP ' (ENCLOSE) ' ENCLOSE CFA ! ;S 5}THIS CORRECTED VERSION OF ENCLOSE WAS WRITTEN BY ANDY BIGGS AND APPEARED IN FORTH DIMENSIONS, VOLUME 3, NUMBER 6. 5}THIS VERSION WILL WORK WITH ANY LENGTH BLOCK, INCLUDING THOSE WITH 256 OR MORE BYTE LENGTH. THIS FIXES THE 5}ERROR IN THE ORIGINAL FIG VERSION OF ENCLOSE WHICH WOULD LOCK UP IF A BLOCK CONTAINED 256 OR MORE CONSECUTIVE 5}SPACES. DANIEL L. MOORE, OCTOBER 10, 1982 4}DOS ERROR $89A few people, while compiling their Kyan Pascal programs, have come across an error message that reads: 9}pc: DOS error on file: D1:filename.p 89 - Error codeThis happens when there are more than 252 characters between the :}(* and *) comment delimiters (if you add the four characters of the delimiters, you will get a total of 256 comment character:}s--one page of memory). So, if your source code has a large comment section, it should be broken into smaller groups using t:}he delimiters. This is not a bug; it is just the way the compiler works. It picks up characters, evaluates them (e.g., chec:}ks to see if they form a reserved word or identifier), and picks up more characters for evaluation if those can not be identi:}fied. When the total number of characters being evaluated exceeds 256, up comes the error message.  8c Electronic Vertical Format Unit . This program will allow you to program the prowriter prin>}ter for vertical forms control. The program is pretty much self documented, with an example shown before the progra>}m begins. . You can use this to change forms lengths, anywhere from 1 to 96 lines, and specify the channels to be >} used for printing. You should also know that a reverse line feed on the prowriter will allow the paper to be fe> }ed reverse to the channel designated. . To use, run the program and follow the example, then answer > } the questions that are presented. After you have answered all, the format will be written to the Prowriter, and yo> }u will be asked if you want to save the format control to disk. If you answer "Y", you will be asked for a file name > }to give to this format. . In order to use this saved command file you will need to run a quick Basic program tha> }t looks like the following: . 10 DIM A$(200) 20 OPEN #1,4,0,"D:filespec" 30 INPUT #1;A$ 40 CLOSE >}#1 50 LPRINT A$ 60 END . This program will read the saved format into memory, and print it to the Prow>}riter, thereby allowing you the luxury of creating multiple formats and not having to run the EVFU program eac>}h time. . An interesting note, if you format the last channel before the end of the normal page (62), the prin>}ter will skip to the top of page when it encounters this end of page. You can therefore just LIST "P: " your prog>}rams, and not have them run over the paper perforations. . Hope you enjoy using this quick utility program. . If>} you have any questions, I can be reached through EMAIL, at PPN 70505, 577. Frank , ,002468:<[QPp65t1b64l0r80 I am attempting to setup a scanner program for my Epson EX-1000 printer.I would appreciate any help I canB} get to accomplish this task.I am working with the following equipment.Atari 800XL w/256 up-grade installed.Atari 1050 Disk DB}rives, 1 w/USD & 2 Happy.Zenith Data Systems Color Monitor.Atari 850 InterfaceAvatex 1200 Modem connected to R1.Epson EX-1000B} connected to 850. Color Option Kit. Scanner Option Kit. This Scanner Kit included "INSET" a GrB}aphics and text integrator program. However, INSET is for an IBM or compatible computer. I would liketo run this scanner onB} the Atari system. I have been told that an Atarican not handle this scanner, by an IBM user. I would like to prove otherwiB}se,if possible.The Example Software Control is as follows. start Check the scanner I.D.(Esc I) B} set data format (Esc D) set data bit order (Esc E) select the half-tone process (Esc B) set intensity (EB}sc L) set gain curve (Esc Z) set resolution (Esc R) set read area (Esc A) confirm setting (Esc S) B} start scan operation (Esc G) l l>>>>>>>>>>>>>>l l l l receive image data blB}ock l error >>>>>>>> yes >>>>l l area end ? >>>>> yes >>>>l l abort scan operation ?>>yes >B}>>>l l l l l l<<<<<<<<<}of the scanner.Data Description Data Var.STX Header byte** Status byteB?}d1, d2 Amount of data (2 bytes) 13i1, i2 Identification of control code(2 bytes) i1=B@}41H & i2=32H"R",r1,r2 Readable resolution(pixel/inch) 72"R",r3,r4 Readable resolution(pixel/inch) BA}144"R",r5,r6 Readable resolution(pixel/inch)LQ-2500 only N/A"A",x1,x2 Maximum horizontal area in dots at max. resolution 15BB}84 y1,y2 Maximum vertical area in dots at maximum resolution 1152ESC S, this command requests the scanner to send a dataBC} block listing the current scanner settings, as shown below. These settings indicatData DescriptionSTX HeaderBD}** Status byte26 Number of data(2 bytes)"C",0 Monochrome setting(fixed value)"R",m, n Indicates hoBE}rizontal m & vertical n resolution(See ESC R)"A",k,l,m,n Indicates read area(See ESC A)"D",i Indicates data format(See BF}ESC D)"B",i Indicates whether the 1 bit data is processed or not(See ESC B)"E",i Indicates image data bit order(See ESCBG} E)"L",i Indicates intensity(See ESC L)"Z",i Indicates gain curve(See ESC Z)NOTE: The value of i is substituted BH}for 1 byte binary. The variables k,l,m,n are substituted individually for 2 byte binary, with the lowESC R, This command setBI}s the horizontal and vertical reading resolution of the scanner. The value of m determines the horizontal resolutioNOTE: WhBJ}en the scanner accepts this control code, the read area is reset to its default values. m n 144 144 144 72 BK} 72 144 72 72ESC A, This command sets the readable area of the scanner in units of pixelsat the current resolutionBL}. The variables are: k = Horizontal offset data(2 bytes) l = Vertical offset data(2 bytes) m = Horizontal read area data(BM}2 bytes) n = Vertical read area data(2 bytes)ESC B, This command sets or cancels the half-tone process of 1 bit/pixelscannedBN} data. The values for i are: 0 : Sets half-tone process (default) 1 : Cancels half=tone process.This setting is availaBO}ble only when ESC D 01H or 16H is specified. Thehalf-tone process automatically compares the data of the scanned pixelwith tBP}hose of the surrounding pixels already scanned, and determines the 1bit value for the pixel. This decreases the intensity erBQ}ror betweenthe source image and scanned data.ESC E, This command sets the image data bit order. The value of the variablei iBR}s 0 or 1. This setting is available only when ESC D 01H (data format1 bit/pixel) is specified.ESC L, This command sets the oBS}utput intensity level. Seven values fori are available: 00H, 01H, 02H, 03H, FFH, FEH, and FDH.lighter BT} darker 03H 02H 01H 00H FFH FEH FDH The following are specific questions that I have regarding thescanners operatiBU}on and control. 1. Can the Atari Computer preform a formal handshake operation? 2. Where in memory is the handshake iBV}nformation stored. If morethan one location is involved please give in detail? 3. Which of the above languages should beBW} used to attempt to programthe scanner? 4. Can the color be determined by the scanner, or will it be necessaryto use a prBX}ogram to paint it after the scanner has read the image. If so whatprograms are available? 5. Are any programs currently BY}available to operate a scanner on the 8bit systems? 6. Should any of the existing programs on Compuserve be utilized as aBZ}base for the program? Such as Dump programs etc. 7. What is the horizontal and vertical offsets? What does the offsetmeB[}an? (Re: Esc A) 8. How is the Esc S used? How is the settings confirmed? What memoryregister would be used? 9. How B\}would the error checking be accomplished during receiving imagedata? 10. Am I asking to much of the 8 bit Atari Computer, B]}to expect this tobe accomplished by it? Larry G. Bettes # 76456,1544@k44-5.5-8-8-16-16-5.500-2.5-2.50-1.25-1.25-2.5-4.5-4.5-3.2-2.5-4-40441.251.252.52.55.55.52.54.54.53.22.51616883.50.50.5-0.5-3.F_}5-0.5-5.5-131417211600-6.5-7.5-2-7.518.52218135.5-6-7.5-26-7.5-6-7.5-20-6.5-5.52118.52218135.517143-1-9.5-9.5-19-9.5-9.5-1900F`}00002.52.51.251.252.51.51.51.256.56.531.25000001.51.51.251.25001.256.56.531.2500000.2520.620.250.6587662929729353536363737383Fa}82828296554433221167889910101826262727283031313232333334343014151516161717181814101313121291281311118825252611242425272424232Fb}3222224131919202013112121222021424343444442394040414139D7 FOOTBALL.BAS 1/24/86 Revision Jd} Steven G. Kendall [71415,535] FOOTBALL.BAS is not an arcade-style game. It iJe}s a strategy game in which success depends upon choosing the right offensive and defensive plays to fit a given situation. Jf} It works person vs. computer, and person vs. person. A handicapping option is included. The game has been adapted and gJg}reatly enlarged from a two-player board game sold several years ago, "Thinking Man's Football". The odds of success for a Jh}given offense against a given defense have been adopted (with some modifications) from the board game, which supposedly was Ji}based upon a computer analysis of a complete NFL season. FOOTBALL.BAS keeps statistics as you play. You may review the sJj}tats at any time from the scoreboard screen. The game is mostly self-explanatory. You should know: 1. The wind siJk}gnificantly affects the kicking game, but not the passing game. 2. Defensive alignment and shift have no effect on fiJl}eld goal attempts. Field goal attempts and punts can, however, be blocked. 3. A defensive alignment of "Punt" or "KiJm}ck" increases the odds of a blocked punt, and reduces the odds of a long punt; but it also increases the odds of success ofJn} a run or pass. 4. The pitchout can produce the most running yards, but also the most fumbles. 5. The run off Jo}tackle and the counterplay are fairly reliable at producing three or four yard gains, with a moderate risk of fumble. Jp} 6. The sneak is quite reliable for a one yard gain, but rarely produces more than a few yards against a run defense. Jq} 7. Upon completion of a pass, the receiver will attempt to run downfield. There is a risk of fumbling. 8. The longerJr} the attempted pass, the lower the probability of completion. The most yardage is often made on short or medium length passJs}es (4 to 11 yards), followed by a run downfield. 9. The chances of a sack, an incompletion, or an interception are iJt}ncreased if the defense is in "pass" alignment. 10. If both teams shift the same way, the chJu}ances of the offensive play succeeding are greatly reduced. If the defense plays "balanced", the offensive shift has no efJv}fect on the odds. If the teams shift opposite directions, the chances of success for the offensive play are greatly increasJw}ed. 11. Time is subtracted from the game clock for every play. The time spent by the players deliberating their moveJx}s is ignored. An incomplete pass takes relatively little time (0.2 min.), but completed passes and all running plays consuJy}me 0.5 - 0.8 minutes. 12. When two persons are playing, the defensive alignment and shift commands are entered with aJz} joystick plugged into controller jack # 1, to conceal them from the offense. The joystick is represented by a diagram on J{}the screen. 13. The BREAK key has not been disabled. If the game is accidentally stopped, type CONT from imJ|}mediate mode. If you can't recover with CONT, type GOTO 510 . FOOTBALL.BAS was written four years ago, before thJ}}e author learned the wisdom of internal program documentation and structure. Modifications are therefore difficult. The gJ~}ame has nonetheless been revised several times to improve its realism. The game requires BASIC and 48k of memory, and occJ}upies about 230 sectors on a single-density disk.{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{H\ INSTRUCTIONS FOR FOOTBALL OWNER PROGRAM SO YOU WANT TO OWN A FOOTBALL TEAM? WELL, NOW YOU CAN. THIS PN}ROGRAM SIMULATES THE OWNERSHIP OF A FOOTBALL TEAM & YOUR EXPERIENCES AS YOU TRY TO WIN THE LEAGUE CHAMPIONSHIP & NOT GO BN}ROKE DOING IT. THE EASIEST WAY TO EXPLAIN THE GAME IS TO TAKE YOU THROUGH THE SCREENS IT DISPLAYS. SCREEN #1 - STANDIN}NGS INITALLY THIS SCREEN GIVES NO INFORMATION. AS YOU PROGRESS THRU THE 10 GAME SEASON THE STANGINGS OF THE 6 TEAMS IN THEN} LEAGUE WILL BE UPDATED. YOUR TEAM IS THE JETS (MY PERSONAL PREFERENCE). THEY WILL BE ABBREVIATED AS ON THE STANDINGN}S BOARD. TO PROCEED TO THE NEXT SCREEN JUST FOLLOW THE INSTRUCTIONS ON THE SCREEN NOWHERE IN THIS PROGRAM DO YOU NEED TN}O USE THE KEY. SCREEN #2 - SCHEDULE EACH TIME YOU PLAY THE GAME THE COMPUTER WILL RANDOMLY CREATE A SCHEDULE WN}HERE EACH TEAM PLAYS EACH OTHER TWICE (ONCE HOME & ONCE AWAY) THE ORDER THAT YOU PLAY HOME & AWAY GAMES IS CRITICAL SO THIN}S RANDOMNESS MAKES EACH GAME UNIQUE. AT THE BOTTOM OF THE SCREEN ARE DISPLAYED THE TRAVEL COSTS TO VARIOUS CITIES & THEN} FINANCIAL SPLIT BASED ON HOME & AWAY GAMES. REMEMBER YOU MUST NOT GO BROKE IN ORDER TO WIN. SCREEN #3 - BALANCE SHEET N}THIS SCREEN SHOWS YOU YOUR ANTICIPATED COSTS FOR THE UPCOMING WEEK. THE INCOME FROM CONCESSIONS (ONLY AT HOME) & YOUR SHARN}E OF THE GATE ARE DISPLAYED. SINCE DIFFERENT TEAMS CHARGE DIFFERENT ADMISSIONS & HAVE DIFFERENT SEATING CAPACITIES THESE FN}IGURES VARY EACH WEEK. THE EXPECTED CROWD IS BASED ON THE STANDINGS OF THE TEAMS PLAYING. AS LONG AS 1 OF THE TEAMS IS IN N}1ST PLACE YOU WILL FILL THE PARK. IF LESS THAN 100% IS EXPECTED THEN YOU CAN ADVERTISE (YOU WILL BE PROMPTED) SOMETIMEN}S IT HELPS...... SOMETIMES IT DOESN'T ! NOTE: ON THE 1ST WEEK THE FIGURES ARE LOW SINCE YOUR SALARIES ARE 0. THIS WILL N}CHANGE LATER ON. SCREEN #4 - COMPARITIVE STREGNTH THIS SCREEN SHOWS THE COMPARITIVE STREGNTH OF YOUR OPPONENTS. THE POINN}TS WILL MEAN MORE AS YOU UNDERSTAND THE GAME BETTER. THEY CAN BE AS LOW AS 1 AND AS HIGH AS 40 OR MORE. INITALLY THE COMPN}UTER RANDOMLY SELECTS THESE VALUES TO AGAIN MAKE EACH GAME DIFFERENT THE MONEY YOU STARTED WITH IS BASED ON THE TOTAL POINN}TS OF THE OTHER TEAMS. SCREEN #5 - TEAM SELECTION THIS SCREEN IS THE ESSENCE OF THE GAME. HERE YOU CHOOSE MOST OF THE OPN}TIONS YOU HAVE AVAILABLE TO YOU IN PLAYING. NOTICE AT THE BOTTOM THE IS INFO ABOUT YOUR OPPONENT (NAME, POINTS & LOCATIN}ON OF GAME). YOU WILL NOW SELECT A TEAM TO PLAY AGAINST THIS OPPONENT. YOU WILL TRY TO AMASS ENOUGH POINTS TO DEFEAT THEMN} WHILE NOT SPENDING SO MUCH MONEY THAT YOU BANKRUPT YOURSELF. IF YOU ARE ON THE ROAD YOU WILL NEED MORE SINCE THERE IS A HN}OME FIELD ADVANTAGE BUILT INTO THE GAME. LIST ABOVE ARE 12 CATAGORIES - COACH & 11 OFFENSIVE POSITIONS. NEXT TO THE NAMN}ES ARE LISTED THE COST IN $ 1000 & THE POINT VALUE OF THE PLAYER OR COACH. YOUR SELECTIONS (1, 2 OR 3) ARE RECORDED & THE MN}ONEY IS SUBTRACTED FROM YOUR BANKROLL AS WELL AS THE POINTS BEING ADDED TO YOUR TOTAL FOR THIS GAME. LOOKING CAREFULLYN} YOU WILL SEE THERE ARE SOME BARGAINS AS WELL AS SOME EXPENSIVE PLAYERS. BE AWARE THAT A POINT IS A POINT. IT DOES NOT MATN}TER AT WHAT POSITION IT CAME FROM. THIS MEANS THAT A 3 POINT QB IS VERY, VERY EXPENSIVE. YOU ARE BETTER OFF TAKING 3 PON}INT GUARDS. AFTER YOU SELECT (REMEMBER NO ) YOU WILL SEE A

NEXT TO THE CHOSEN PLAYERS NAME. THROUGH THEN} GAME OTHER LETTERS MAY APPEAR. QUIT - PLAYER NOT AVAILABLE UNAVAILABLE - ON RESERVE LIST FIRED - FOR COACHESN} ONLY. CANNOT BE USED AGAIN. INJURED - YES, PLAYERS GET INJURED IF THEY DO THE MAY OR N} MAY NOT BE AVAILABLE LATTER IN THE YEAR. A NOTE ON THIS IS THE CONDITION OF A PLAYER WHO YOU HAN}D SELECTED & THEN SWITCHED FROM AT A LATER WEEK. HIS WILL BE IN THIS CONDITION FOR 1 WEEK. BE CAREFUL YOU DON'T LEAVE PLAN}YERS YOU WILL NEED AGAIN THE FOLLOWING WEEK. SCREEN #6 - SCORES THE COMPUTER USES A NUMBER OF FACTORS TO DETERMINE WHO N}WINS THE OTHER 2 GAMES. HOME TEAM, ETC. THE TEAM THAT WINS GOES UP IN POINT VALUE & VICE VERSA FOR THE LOSER. SO YOU SEE TN}HE POINT VALUES ARE ALWAYS IN FLUX. SCREEN #7 - YOUR SCORE THE COMPUTER THEN LOOKS FOR PLAYERS ON YOUR TEAM WHO PLAYEDN} VERY WELL & PLAYED VERY POORLY. YOU POINTS ARE MADE LARGER OR SMALLER BASED ON THESE SELECTIONS. ALSO PLAYERS PERSONAL PN}OINT VALUES WILL GET LARGER & SMALLER AT THIS TIME. SO A 4 POINT PLAYER MIGHT BE WORTH 5 POINTS NEXT WEEK (OR 3 POINTS). N}SUCH A DEAL !! THEN THE COMPUTER SEES IF ANYBODY GOT HURT. IF SO YOU LOSE A FEW POINTS AND THAT PLAYER GOES ON THE INJURN}Y LIST. FINALLY THE COMPUTER COMPARES THE POINT VALUES OF YOU & YOUR OPPONENT & DECLARES THE WINNER. YOU THEN CYCLEN} TO THE NEXT WEEK & SEE SCREEN #1. A FEW NOTES: 1 - SOMETIMES IF A PLAYER FEELS HE IS UNDERPAID HE WILL ASK TO RENEGON}TIATE HIS CONTRACT. IF YOU FIGHT HIM HE MAY (50% CHANCE) QUIT. 2 - THIS GAME IS RECREATED IN ATARI BASIC BUT RUNS IN MIN}CROSOFT. 3 - GAME REQUIRES 64K 4 - ANY PROBLEMS, COMMENTS OR SUGGESTIONS CAN BE SENT TO ME G. DUNSAY N} 72325,614 5 - HAVE FUN !!! L#