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I} JB|,A#Pd#DE 1 HI BDEHHII 1 B 1 , 1 <0,0Lf- B VJ},A#P, 1 <0 0L#L ߢ) 1* 1 ~0Yj383}mm ݭK}}`8}``|* ? ɛ,`|:(|/ 1L `DESTINATION CANT L}BE DOS.SYS0 0H{ $22Δ $28/L /) $2 Π $2 0 ξM}hAΞB,0 J 1 BޝDEHI,HDE 1HIHIDELSAVE-N}GIVE FILE,START,END(,INIT,RUN)O X0 1`BDEPHI V` X0H 1 L O}0 0 1L0`PLEASE TYPE 1 LETTER,0`hhL <0 1L0LA1 ,;ɛ7,"ɛ:ݦ1ݥP}A"D|ݤD|ȩ:|ȩ|ɛ,,(/+.ީ1 1,ɛ`轤{Q}NAME TOO LONG B VL ` L1I H1EӝDL1|mDiE` V0`8d/8 i:"2!22 1R} L ERROR- 165ɛ+,' 20*.. өw2 1``2TOO MANY DIGITSINVALIDS} HEXADECIMAL PARAMETER800 0 8 00`,0'D800H,ɛh`2L1NEED D1 THRU D4uT} HEXADECIMAL PARAMETER800 0 8 00`,0'D800H,ɛh`2L1NEED D1 THRU D4u!j Len Golding. Gadgets: Disco lights ( Our offering for the party season is V}a programmable mains disco light controller. It can generate strobes, chasers, random flashes, pre-setW} sequences and many other 'instant atmosphere' effects which cannot be matched by units available in thX}e shops. You can even set up your own son-et-lumiere displays, switching from one lighting pattern to the next by Y}a single touch on the keyboard. Each channel can handle up to six 60 watt coloured Z} reflector bulbs, so it's powerful enough for most clubs and school rooms, as well as for any home. And th[}e design uses a special triggering system which eliminates radio interference, so you can use it alongs\}ide your VHF tuner - unlike some commercial units. Fig 1 shows the circuit. It's rathe]}r more complex than might at first seem necessary, but this is because of the need to protect your comp^}uter from stray mains voltages, and minimise RF interference. If you're into electroni_}cs you will probably see how most of page 1 of 9Len Golding. Gadgets: Disco lights`} it works without much difficulty. IC1 is used to buffer and amplify the tiny currents from the joysta}ick port, making them powerful enough to drive four light-emitting diodes in a quad opto-isolator. Yourb} computer can see only this section of the circuit - so far as it is concerned, all the high-voltage swc}itching takes place in another universe. To preserve the isolation, we've powered the rest of thed} circuit from a small mains transformer (T1). This must be a centre-tapped type, with 6-0-6 volt outpute}s, capable of delivering at least 50mA. The outputs from the opto-isolator are fed to f}the inputs of a four-bit latch (IC3). If pins 4 and 13 of this IC are high, the input pattern is transfg}erred to the four outputs, otherwise changes at the inputs have no effect. TR1 monitorh}s the mains AC voltage, which swings from positive to negative voltage and back again 50 times a second, i} passing through zero volts on each swing. When the downward cycle reaches about 0.6v, the collector of TR1 goes j}high. This triggers a monostable made from IC2a and IC2b. It's output goes high for a few microseconds,k} unlatching IC3 and allowing the page 2 of 9Len Golding. Gadgets: Disco lightsl} input pattern to flow through to the outputs. When the monostable output returns to its low state, IC3 bm}ecomes latched, so the outputs remain in their current pattern until the next zero-volt transition. n} The combined action of TR1, IC2 and IC3 ensures that the disco lamps cannot switch on or oo}ff unless there is practically no voltage across them. This eliminates power surges and consequent RF ip}nterference. It also avoids the need for bulky and expensive suppression chokes and capacitors. q} IC4 buffers the output signals from IC3, and feeds them to the triac gates. These triacs behave rather lir}ke mechanical relays: when the gate is high, current can flow, when it is low, current is blocked. s} Construction is quite straightforward, !ETHOUGH YOU MUST REMEMBER THAT POTENTIALLY LETt}HAL MAINS VOLTAGES ARE INVOLVED, SO GREAT CARE IS NEEDED IN BOTH CONSTRUCTION AND TESTING.!( The priu}nted circuit board is available as always from RH Design, who can also supply a ready-built and tested module, reav}dy for you to connect up to the mains and mount in a suitable case. Those of you who prefer to etch youw}r own PCBs can use the pattern at page 3 of 9Len Golding. Gadgets: Disco lightsx} Fig 2. All holes are 1mm, except the mounting holes for the triacs and the PCB itself (3mm), the fuse cy}lips (1.5mm) and the terminal blocks (1.2mm). Fig 3 shows the component layout. Start z}by fitting the resistors and wire links - they can go either way round. Then fit the three diodes, obse{}rving correct polarity as marked by the band at one end. Solder the IC sockets, followed by the voltage|} regulator, again taking care that this goes the right way round. Although Fig 3 shows }}a fuse on-board, you may prefer to run leads from the pads to a chassis-mounting fuseholder, so that yo~}u can change the fuse without dismantling the case. Maplin's type RX96E is suitable. If you do this, it's easiest }to use 1 sq.mm. solid-conductor mains cable (the kind sometimes used for domestic lighting circuits) an}d you will need to take very great care soldering the wires to the tracks - any stray blobs of solder c}ould be disastrous. In either case, the fuse should be not more than 6,3 Amp rating. A}ll other connections to and from the board are taken through PCB terminal blocks, which are much easier to solder }and page 4 of 9Len Golding. Gadgets: Disco lights safer to use. Solde}r them in place, then fit C1, C2, C3 and C4, making sure that C1 is the right way round (the negative side is } marked with a broad band containing chevrons and the number "0"). Finally, fit TR1 and the 9-pin "D" connec}tor which will accept the joystick extension cable. Finally, fit the triacs. Snip off }the centre lead from each, and bend the remaining ones at right-angles to fit the PCB holes. If your PC}B is not roller-tinned, scrape away the etch-resist coating under each triac fixing hole, so that the b}olt can make good contact with the track. If you're planning to run only three or four lamps on }each channel, you can dispense with the heat sinks. Otherwise smear a little heat-sink compound on the }back of each triac, fit it to its heat sink and bolt the whole assembly tightly into place on the PCB. }Use 6BA or 3mm bolts, inserted from the reverse side as shown in the photograph, otherwise there is a risk that th}e fixing nut will bridge across two tracks. Do not solder the leads until you are satisfied that each t}riac is fitted correctly, and that the heat sink vanes cannot touch each other. } page 5 of 9Len Golding. Gadgets: Disco lights Now it's time to test the bo}ard, and for this you will need some kind of meter set to measure around 5v. Start by inserting IC1 and} connecting the joystick lead, then plug into port 1 and run Program 1. Check each of IC1's outputs - pins 6, 3, 8} and 11 - they should all be high (about +5v). Now type 1 and hit return. Pin 6 should fall low (0v), w}hile the other three outputs remain high. The same should occur for pins 3, 8 and 11 when you type 2,4 }and 8 respectively. If these tests work correctly, it means that the first section is fully operational. } Now you need to power-up the rest of the circuit, and the safest way of doing this is to connec}t a 9v battery to the terminal block, with its positive lead going to one of the points marked '6v', an}d its negative lead to '0v'. Alternatively, wire your transformer to the mains via an external terminal} block, and fit the secondaries to the PCB. The specified transformer has three secondary wires; fit the two } same-coloured ones to the '6v' points (it doesn't matter which way round they go), and the different one to }'0v'. Check that 5v appears at each IC socket - pins 14 and 7 of IC2, 5 and 12 of IC3 }and 14 and 7 of IC4. If not, you have probably inserted the voltage rgulator incorrectly, or left out } page 6 of 9Len Golding. Gadgets: Disco lights one of the wire links. } Insert the opto-isolator and repeat the '1, 2, 4, 8' testing sequence using Program 1, but this t}ime check the inputs at the socket of IC4 (pins 2, 3, 7 and 6). They should go low in sequence. } Disconnect the power supply, insert IC3 and IC4, and re-connect the low-voltage supply. Tempo}rarily link pins 4 and 14 at the socket of IC2; this will unlatch IC3, so that section 3 can be tested.} Go through the 1, 2, 4, 8 sequence again, this time checking that the triac gates go high in the order 1, 2, 3,} 4. If all is well, insert IC2 and attach a 60w or 100w mains lamp to each of the triac outputs, as shown} in Fig 3. That's all that can be done without connecting the mains, but if everything} is satisfactory so far there should be no further problems.!E ONCE THE MAINS SUPPLY IS CONNECTED THE BOARD }!j (RRE!E!(--!G } .@ (2 TRACKS, TRIAC HEAT SINKS AND SEVERAL OTHER ON-BOARD COMPONENTS WILL BECOME LIVE, AND MUST NOT BE TOUCHED.}!( It's best to mount the board in some sort of case or enclosure (a cardboard box will do), to reduc}e the risk of touching live components while you're testing. And remember to unplug the unit from the mains } page 7 of 9Len Golding. Gadgets: Disco lights before touching the board. } If everything has been wired correctly, the mains lamps should light in sequence when yo}u type 1, 2, 4 and 8. You may like to wire a panel neon in parallel with each output, to act as a monit}oring device. These can be wired to the eight-terminal block along with the lamp leads. } You will almost certainly want to design your own display, so there's little point in giving constructional} details here. The prototype batten was made from square-section plastic drainpipe, which is very cheap} and available from many builders merchants or DIY stores. You might prefer to make up a number of smal}ler battens, say with four lamps each, so that they can be distributed around a large room. Whatever method you ch}oose, all the lamps for each channel should be wired in parallel, as shown in Fig 4 } On now to the programming. The lighting effects available are limited mainly by your own imagination, b}ut we have listed a few ideas to get you started. Table 1 shows the numbers which must be POKEd into ad}dress 54016 to switch on any given combination of channels. page 8 of 9Le}n Golding. Gadgets: Disco lights Program 2 is a simple strobe, acting on one channel. } Program 3 is a four-channel chaser. Program 4 flashes lights randomly at a constant rate, while Program 5 flas}hes them randomly at random rate. Program 6 shows how you can generate a pre-programmed pattern sequenc}e. The unit can handle 500 watts per channel, so long as the load is switched on and of}f every couple of seconds, and no more than two channels are on at the same time. If the 'on' period is } likely to be longer than this, or all channels will be on simultaneously (however briefly) it's best to keep the }total power drain to about 300 watts per channel. } ends page 9 of 9 R ,}8@ (2:@`,>:@`,Z--@5}AP -Sets step speeddW F:AD,"@`WIf signal still present, do not activate this optionnG5}(>:A%,+(OPTION  ACTIVATEDGInsert your own code herex @P D:REMOTE2.BASge of options 6-4f!j (RRE!E!(--!G9} .@  (2}ns without triggering any of them, and release it when you get to the one you want. As it stands, it simply notifies you that9?} a particular option has been triggered, but you can insert extra code at line 110 to make it do something usefu. For example9@}, it could trigger one of the power-control devices we've described in earlier issues, to control models or mains appliances.9A} The power controller could plug into port 1, leaving port 2 for the ultrasonic switch. In this case the address controlled b9B}y the switch will be 645. Software to drive the power controllers themselves is described in the constructional articles for 9C}each device. If you would prefer to use the remote switch as a stand-alone module, independent of your computer, atta9D}ch a 6v or 9v battery in place of joystick leads 7 and 8 (+ve to the pin 7 point), and replace R9 with a 1N4148 signal diode,9E} wired with its cathode (colored band) towards IC2. Choose a 6v relay whose coil is 80 ohms or more, such as Maplin types FX89F}8V, FM91Y, FM89W or FX23A, and connect it between the 'pin 7' and 'pin 6' terminals. The relay contacts will close when the t9G}ransmit button is pressed and open again when it is released.ends in 6' terminals. The relay contacts will close when the t8D(R(RRE!E!(--!G=I} .@  (2:A%,A} @09Clear screen and start againnKK104,104,133,204,104,133,203,169,0,133,19,133,20,173,120,2,10,13,132,2xLL73,A}31,208,16,165,19,197,204,144,239,165,20,197,203,144,233,162,0,240,911162,5,24,106,176,3,202,208,250,142,255,6,96 DA}:QBPROG1.BAS ))Program 1: Quizbox skeleton programM-@R")A6%- 7 @p@ TAP1P2P3P4P5P6A(<Pd@@ @ E} x ;;Program 2: User-friendly timer and priority indicator06-A0Time limit (500 = TE}en seconds)RR;@ ,;@ ,;@ ,;@ ,;@ ,;@ ,;@ ,(6.CAN'T IDENTIFY2(>:E}A%,6-@< A@46.F A@46.P A@46.Z A@E}46.d A@46.n` +@'0@9AR@`Set up display and cE}lear text cursorxU-@R")A6%- 7 A`UInsert machine code routineKK104,104,133,204,10E}4,133,203,169,0,133,19,133,20,173,120,2,10,13,132,2LL73,31,208,16,165,19,197,204,144,239,165,20,197,203,144,233,162,0,240E},911162,5,24,106,176,3,202,208,250,142,255,6,96P(>:A%,(9(! PThree initial E}spacesAdAUJ F:Ad,"AUAJWait for any keyboard key to be pressedN(>:A%,&(@E}>:A%,NClear Graphics screen and text window<("( Ǯ<Fourteen initial spaces2 A`E}2Execute the entire Quizbox routine A`Next cycle,(,(Please type the name of player 6-%E}@$96-?:A6<,9Start timing and scanning switches*6-F:A,*Result is stored here+"E}!6. OUT OF TIME+ A@""@6. A@,"@6. A@6"@6. A@@E}"@6. A@J"@6.TF!6-P:+@ &B:,,'@,FHorizontal offset to centralise A$^-E}@(@h"Ar -A6@|#2@@# %%2E}$%%2AP@@-@A %%2E}  KKProgram 2A - These lines convert Program 2 into a word-making game AI}P-@@E%6-P:H:,$@&,%@eEGenerate a random letter codeP-$@%@@I}/(@>:,PPrint the corresponding letterL%2@@@@LShort beep as each letter is printI}ed-@@@ %%2"@A@9-@AP 9Short I}pause between letters $D:QBPROG2A.BASA - These lines convert Program 2 into a word-making game AH9/A KKProgram 2B - These lines convert Program 2 into a letter-qM}uiz game APZ-6-P:H:,$@0,$@%APZSelecta random line number from 550 to 840E%6-P:H:M},$@&,%@eEGenerate a random letter code(@>:A%, H!6-P:+@ &B:,,'@,HHorM}izontal position to centralise A$L-(@.-@@L(@beginning with )-@M}A )Short delay%%2@P@@J-@@  =2JM}Short beep?-@ @%(@>:,?Print the random letter$&6. a boy's name$06. a girl's nM}ame$:6. an animal$D6.a sport or pastime$N!6.a musical instrument!$X6. a lake or sea$b6M}.a job or trade$l6.a type of food$v6.a river$6.a flower$6. a vegetable$6.a hM}obby$6. a pop group$6.a t.v. programme$6. a country$6.a colour$6.a tree$M}6. a proverb$6.a famous author$6.a fish$6. a song title$ 6.a cartoon character $M} 6.a film or t.v. star $  6.an item of clothing $!6.an historical figure!$ 6.a famous building$M}*6.found on a beach$46.found in an office$>6.found in a garage$H6.found in a garden$M}D:QBPROG2B.BAS KKProgram 2B - These lines convert Program 2 into a letter-qL10 ;Program 3: Source code for USR routine in all Quizbox programs20 HOLD=$6FF30 LIMIT=$CB40 RTCLOK=$1350 STICK0=$27860 Q}STRIG0=$28470 *=$60080 PLA Clear 'No. of parameters' byte90 PLA0100 STA LIMIT+1 Time limit, high byteQ}0110 PLA0120 STA LIMIT Time limit, low byte0130 LDA #0 Start timer from 00140 STA RTCLOK0150 STA RTCLOQ}K+10160 LOOP0170 LDA STICK0 Read Stick in port 10180 ASL A Shift all 4 bits one place left0190 ORA STRIG0Q} Put trigger value at bit 00200 EOR #31 Invert all five bits0210 BNE STORE Branch if any button pressed0Q}220 LDA RTCLOK Check elapsed time0230 CMP LIMIT+1 against time limit0240 BCC LOOP Branch if limit not reachQ}ed0250 LDA RTCLOK+10260 CMP LIMIT0270 BCC LOOP0280 LDX #0 No key pressed in time = 00290 BEQ DONE0300 STORQ}E0310 LDX #50320 CLC0330 NEXT0340 ROR A Read each bit in turn0350 BCS DONE Branch on first '1'0360 Q}DEX0370 BNE NEXT0380 DONE0390 STX HOLD X holds position of first '1'0400 RTS Return to Basic'0360 Pu TAP1P2P3P4P5P6A(<Pd@@ @U}  @A @u @xRl ! ;;Program 2: User-friendly timer and priority indicator06-AU}0Time limit (500 = Ten seconds)RR;@ ,;@ ,;@ ,;@ ,;@ ,;@ ,;@ ,(6U}.CAN'T IDENTIFY2(>:A%,6-@< A@46.F A@46.P A@U}46.Z A@46.d A@46.n` +@'0@9AR@U}`Set up display and clear text cursorxU-@R")A6%- 7 A`UInsert machine code routinU}eKK104,104,133,204,104,133,203,169,0,133,19,133,20,173,120,2,10,13,132,2LL73,31,208,16,165,19,197,204,144,239,165,20,U}197,203,144,233,162,0,240,911162,5,24,106,176,3,202,208,250,142,255,6,96P(>:A%,(9(! U}PThree initial spacesAdAUJ F:Ad,"AUAJWait for any keyboard key to be presseU}dN(>:A%,&(@>:A%,NClear Graphics screen and text window AP<("( ǮU}<Fourteen initial spaces2 A`2Execute the entire Quizbox routine A`Next cycle,(,(PleasU}e type the name of player 6-%@$96-?:A6<,9Start timing and scanning switches*6-F:A,*U}Result is stored here+"!6. OUT OF TIME+ A@""@6. A@,"@6. A@U}6"@6. A@@"@6. A@J"@6.TF!6-P:+@ &B:,,'@,FHoriU}zontal offset to centralise A$^-@(@h"Ar -A6@|#2U}first number after RND(0) should be the total number of items to choose from. For example, if you add ten more categories, ma=}@@# %%2$%%2AP@@-@AU} %%2$-@@E%6-P:H:,$@&,%@eEGenerate a ranU}dom letter codeP-$@%@@/(@>:,PPrint the corresponding letterL%2@@@U}@LShort beep as each letter is printed-@@@ %%2"@U}A@9-@AP 9Short pause between letters $D:QBDEMO2A.BAS@@ @Te TAP1P2P3P4P5A(<Pd@@ @ Y} @! @ A Rl ! KKProgram 2B - These lines convert Program 2 into a letter-quiz game 06Y}-A0Time limit (500 = Ten seconds)GG;@ ,;@ ,;@ ,;@ ,;@ ,;@ ,((>:A%Y},6-@2Get contestantS' names:< A@F A@P A@Z A@d A@Y}n` +@'0@9AR@`Set up display and clear text cursorxU-@RY}")A6%- 7 A`UInsert machine code routineKK104,104,133,204,104,133,203,169,0,133,19,133,20,173,120,2,1Y}0,13,132,2LL73,31,208,16,165,19,197,204,144,239,165,20,197,203,144,233,162,0,240,911162,5,24,106,176,3,202,208,250,14Y}2,255,6,96P(>:A%,(9(! PThree initial spacesAdAUJ F:AdY},"AUAJWait for any keyboard key to be pressedN(>:A%,&(@>:A%,NClear Graphics screen anY}d text window AP<("( Ǯ<Fourteen initial spaces2 A`2Execute the entire QuizY}box routine A`Next cycle,(,(Please type the name of player 6-%@$96-?:A6:A%, H!6-P:+@ &B:,,'@,HHorizontal position to centralise A$L-Y}(@.-@@L(@beginning with )-@A )Short delay%%2@Y}P@@J-@@  =2JShort beep?-@ @%(@Y}>:,?Print the random letter$&6. a boy's name$06. a girl's name$:6. an animal$D6.a sY}port or pastime$N!6.a musical instrument!$X6. a lake or sea$b6.a job or trade$l6.a type of fY}ood$v6.a river$6.a flower$6. a vegetable$6.a hobby$6. a pop group$6.Y}a t.v. programme$6. a country$6.a colour$6.a tree$6. a proverb$6.a famous autY}hor$6.a fish$6. a song title$ 6.a cartoon character $ 6.a film or t.v. star $  6.aY}n item of clothing $!6.an historical figure!$ 6.a famous building$*6.found on a beach$46.foY}und in an office$>6.found in a garage$H6.found in a garden$ D:DEMO2B.BAS@ @ Xd$ D:QBPROG2.BASP6A(<Pd@@ @ D king a total of forty, line 450 should be changed to: Q=INT(RND(0)*40)*10+550 This will now generate a random lin=}e number within the range 550 to 940. Other subroutines can easily be devised to suit your own requirements. How about =}a program which produces a random arithmetic sum on screen? Or one which displays letters, simple words, colours or shapes, f=}or pre-school children to identify? An element of competition often provides extra incentive for learning, and quiz game=}s can hold a youngster's attention for quite long periods. Used sensibly, the Quizbox could introduce a new dimension to clas=}sroom or youth group activities, as well as providing hours of family entertainment. introduce a new dimension to clas<[ (]}8@  (2}background hum. s! Also, you'll find that the lower the headphone impedance the better the sound quality, and the lower the ` (f@}8@ (2