#@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@W!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr d M * @  $ % CC$$)%1 Udߥ$9%: !0 S$%} DD˙`  }J)Lr J  ((  p L ()   J}L= ( L 0q A    IB JC;? D W } LL  ` W )LA!  ߰")-݆ p" } $G@LL 08`Q")<2Q0 -G$Ș݆ UL# ; p8(()(0ʥ)NQ` }$GȘ݆LU )L ݆ L GȘ ݆LL )W>Z   HH)H }p h  hyhy D L> L JJ    ! LA*` BF }7'8  M HN H` 8 Z  \LdJJ!"! GFE@F (!L }EE !E^ ^ E E7EȩEdE/EȩE  D } .L }  ;F d  ;?F7F? ( .   Z D LL d } . D  L    p  E` , d)  D L) 0BM݊L݉} ML  N݆ L NLML [ TEqEHȱEqEh 0Gȹ G} HLL GɛL  LFREE SECTORS G) *Gȩ GȽG GȌ*jj >G} C8jJ3j2CD( C202C ԠBX` N 1? l LlD:RAMDISK}.COMLu L1 L ;LHL  T`  `1  ɐ     `TU  } L ? .  t`GBJ ~DEHI B V0dV!}QDEHI VF9 ,0 ,0 s0hhL  L` H hDHEh"}DEL8HI4 0 HI,0 0  9 .G VLO#},0 L4*IJ`llD1:AUTORUN.SYSNEED MEM.SAV TO LOAD THIS FILE.D1:MEM.SAV J y08 B|DEHI$} V0 0`B;DEL`?<0LV`@ʆ v s? F0Ξ05: [ BDEHI%} VY8 B V  @  /DE `E:D1:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO &}STILL RUN DOS B;DE J  (` 9 V⪍ ઍ  -'}LLu ÝDEHILV 9 .l 9 .l  `` s$B BH(}I|DE V BLV nB,DE JLV B V BLVDEIʩ BꭝLu j} 3E:}DISK OPERATING SYSTEM II VERSION COPYRIGHT 1984 ATARI CORP.A. DISK DIRECTORY I. FORMAT DISKB. RUN CARTRIDG*}E J. DUPLICATE DISKC. COPY FILE K. BINARY SAVED. DELETE FILE(S) L. BINARY LOADE. RENAME FILE M. RUN AT ADDRES+}SF. LOCK FILE N. CREATE MEM.SAVG. UNLOCK FILE O. DUPLICATE FILEH. WRITE DOS FILES P. FORMAT SINGLEL !N',}#"&))9(&*)/h)''-&؆莟R'S  vL/ˢ L }Insert DOS 2.0s, type Y Λx -}DEfHI 1莏#q! @ y0ɛ8A0,' ȅ 1 1ild! 1L!NO SUCH ITEMSELECT.} ITEM OR FOR MENU! 0 .z:*{}.|{ 1 0 0JB 18L%|DL/}%DIRECTORY--SEARCH SPEC,LIST FILE?[# 0 0 &|D3" 1L!NOT A DISK FILEN !B 1L!E# 1 !BD0}ED:}:1BJ|DE 1DEBHI 1 h0ߢ 0.1}  0?詛 1 y0YЛ 1 ;#L" ;#L! BL1TYPE "Y" TO DELETE...DELETE FILE SPEC2}COPY--FROM, TO?OPTION NOT ALLOWED 074 FREE SECTORS COPYING---D2:SHOWDOWN.GMSl# 0|D .L/%#3}##JB|DE 1BHID#E 1#0: B 1L!#͑### B 1#c$0SY4}S1}:## # # .#Ƚ# # 𩛙## 1,#PD#ELJ- <.BJD#E 5}1 1HH 0hh|DL%1}:̳# L% #D#EL% 1 0 . .0O% 1L!WILD CARDS NOT A6}LLOWED IN DESTINATION 0 <.|K}N 2 FORMAT. t* 5) 1L!`) 0NΞ 0 L1) 1 L!BAD LOAD FILELOAD FROM WHAT FILE?) 0 ?}0#B 1L!WHAT FILE TO LOCK?) 0 0$B 1L!WHAT FILE TO UNLOCK?DUP DISK-SOURCE,DEST DRIVES?TYPE "Y" IF OK TO US@}E PROGRAM AREACAUTION: A "Y" INVALIDATES MEM.SAV.FE! +L1   `*  70 2 2A} 0.* 1 y0 0)INSERT BOTH DISKS, TYPE RETURN^, 1 y038逍 N, 1L! ,B}C, t*  Lx+, 0 ^, 1 y0 , ,0,0 ,L+ ,I0 ,Vǭ0C}Ξ, 0 }, 1 y0C,ШC, 0K'!" H H 'h h Lx+!EF 5L1L!D,I,HhD}` NOT ENOUGH ROOMINSERT SOURCE DISK,TYPE RETURNINSERT DESTINATION DISK,TYPE RETURNE}`  `8 rL1`-* 1P* 1 y0Y`hhL!NAME OF FILE TO MOVE?- 0 0|DL% <.F},^ 1 70 0 .@L# .BJ 1  DEHIB V L1 ,} 1 70,L.  G}JB|,#P#DE 1 HI BDEHHII 1 B 1 ,^ 1 70,0La- B V,#PH},^ 1 70 0L#L!-* 1P* 1 y0Yj383}mm ݭI}}`8}``|* ? ɛ,`|:-)| / 1L!`DESTINATION CANT BE DOJ}S.SYS0 0H{ 24Δ 28/L!/) 2 Π 2 0 ξK}hAΞB,0 J 1 BDEHI,HÝDE 1HIHIDELSAVE-GIVE L}FILE,START,END(,INIT,RUN)O S0 1`BDEPHI V` S0H 1 L!M}0 0 1L~0`PLEASE TYPE 1 LETTER,0`hhL! 70 1L0L<1 ,;ɛ7,"ɛ:ݦ1ݥN}A"D|ݤD|ȩ:|ȩ|ɛ,,(/+.ީ1 1,ɛ`轤{NAMEO} TOO LONG B VL!` L1I H1EΝDL1|mDiE` V0`8d/8 i:222 1 LP}!ERROR- 162ɛ+,' 20*.. өr2 1``2TOO MANY DIGITSINVALID HEXAQ}DECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8uR} ECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8uM D D D D %BB! % 9* v% w%u % D %LJ& fffffff>`<T}|0`̌8l8pv00````00 0f< x||||W}|||~|l8l8lfff< 0`@`0 000006c!"|™X}|™|~x|™|as22sa>2222r|晒xLLLLNB|晁晉|™||™Y}v|~Þ~fdddd||晙d8晙™晙dd|2x`x`~<~~<"#30 ~ <~~<Z}|~~||~~||>````~~8<8<||[}~~~|0000~l8|ll8l~ 8`8pp##8\}$ %0$1$3$4$ ?̏?1$4$ॄ``ex$w$e{$z$褄 x${]}$`(mDeXYi????)^̜D)DȄ?Čei?̜D@L$^}i( %&L$??`??????8??Ƌ拑` T8` 8` n%D_} %LJ&} T8t?????@:@CD(DDi?18?8?8?@K????` -??`} $ &= Y%&'?L' &= Y%?`'XRUT`H)h)` i@LG&8 `DCIDID $ 8a}Х)LS&ЭC?H &hɛL&,C0ɜf) `{\\X^T_PHC^? e,h .&) Cb} $8??''i?i? 'LJ&?'?'LJ&ʊ &HIHd'Hc'H`# \^_|}~2k)c}9:+O)29+,0];'3A/1/s)l32'))(m(( ):--,+<,+4,++d,CIC`"I"` (8??8??? ??d} $8?内?凅((?m???i? $L'`8???? ????8?? ??`8??e}`??`ЭD(DDΝD $ '} T8L &L'ЭDΜDΜDD $ '} T8L &ƇƆL'f}Ƌ^^()`8eiL'^` 懥͒?^eiL'??L'g}??8̓??? $LC)s)s)`)))))`Ƌ ^`^Ƌ͂?L)ƌ h}L(L)??L')*^懥͒?LC)懥͒?LC)^L4)?????i}`8??hh``8Ie?Ie?????8?m?͉? &۠= Y%?`???m?j}??m?? $????8?傅*+?僅 $8??????` K* ( h*8????` n( K* ( h*L+k}L. 9*2 &= Y% o%H &h)_ @W K* (Lh*S K* )Lh*P K* ;-Lh*`8????ХL'??l}L+͒???L++,L+ee8?傅?僅8傍?働? $8??????`m} @LO, @ O,L4) @ {, @` @ @ {,L'?m @?m @ͅ?hhL,m @m @8?倅?偅n} M$?m @??m @?`?It?`= Y% 8)})Y`,-Э`2 & > Y% ,L & % %LJ&^懥͒?o}LC)L4)Ƌ^Ƌ̓?L)8ee8内包LM-L'@ԩ-0p}1-XYȑȑ`ppp-.A-Hs) ԍЍ)Х  h@Эq} 9* &> Y%I $I2 o%)_ @W . )L.S . )L.P . -L. 'L &??`8??r}?? *?? $L5.'U?? T8~ T8? o%?,C09 .n/CL.ɛE~L.~ T8L.) }̓?𻥌)s}Ю ? T8CL.?`2 &Ϡ= Y% ,L &D D D D Lto/j0CL|/C??L/Ct}8?勪,C0ɛ^L/ .&L/^L/ 2` &9> Y% [00@ w/p?D?E8??H??I B V0 ou}/ ';0 LX1H o/h!H} T8Q> Y%h v8 P0 -?` &Y> Y%L70C BLVpCCH@k0f1 .h? &hhL- P0Cv}D?E?HICJBLV8??ą &s> Y% [0L0 % 0L0LX1CDE8?冝Hw}?凝IB V`CHm??Im???e??e? /??` P0L0} T8ig1b2> Y%L70@ԭs)x})`????8* &?.??.??.??.? ??L1? ?8??????L1?`8????y}?? ? &> Y%?`m?m?8?倅?偅eͅ? &> Y%?` M$?m???c2^3m??z}?? $L'ȱȊ`)?! ;I@Ln(H)h)` @@L2i `Э& &? Y% .@L &?@̔?{}L &@@S@ .&ъ 拥͒?6@ei?Ō?卐8@@@ '` _3Z4& ? Y%|}?` &8???? v8?`KE:P@HH8@@@@1pHI B@ V( 0LJ&hh@`}} &נ>LY%L5ЭL= &> Y% o1 [0L5 o1 3?? @ @C3? @@3t@??[4V5@~}@?@L5^)@@@?挐?@?ȱ?8ei@ 5@ 58.@??䅎@ 7 5@}? 258??<:? ?? 25?E T8> Y% o% '; -} T8 &LJ&LX48?@0 5??兎B W5}R65 7 5 5 5@@?8@@@@ &> Y% o% 3??䅎A 5 7?@0 5` ?@ 3`?m@}@ 5` 3C 3` @) 25656 @L.7ʊ @6HHG6HF6H`8@eiLX4^@`wlrtbsnhf%p?xmqi6666}66S6N766766x6n6e6'7P7ȩ@L*6 1@L*6 1@?@L*6 1@?@L*6 1?L*6?L*6 1?L*6 1?L*6 1?L}*6 1?L*6 1?L*6@ȘH 25h@` 7?A?L*6ȱ^` 7?B?L*6 7L*6ȱ @Ls4 1H @)}hd@ *6LO7-86^ 2???`CC 0L3 % 0L3hhpCLN4̏?0 2 3 @  3_ 3L}7`@) @ 2c8@?J8? 3@L7e8??8? L7u @I @#@@@ q8@L7 @d@ 3L7.8)9 B V}nD8EHIBLV䌡8HI B V䬡8`E:Lx8Dԅ ؠH),D0 T8L8 3h0``}D 8D)?<D)@`I@`D9,P a{)ɀ`H2ҢҠh`lj;k+*opui-=vc*99bx}z436521, .nm/reytwq907~8<>fhdgsaLJ:K\^OPUI_|VCBXZ$#&%"![ ]NM?REYTWQ()'@}FHDGSA {  } ` }9: 2@ : 2@ &: $L9L &Э# &? Y% .:@?<@̔?}L &8@@e@@ee8?傅?僅 $8?@???:@) @ @ {,<@ .&:@m:@i}L':; ';pD>EHIJB V0\DDdDeDDD L;0?+K T8 L;03D L;0) T8DD. T8L: } L;ƌL:p B VpC`H T8h T8 L;0 T8LA;pHIBLV o1 .8 o1R} T8 : =DDDΘDΘD = o%};a;<)_ݼ;L<ʊ ;H;H`+*-=RLUF12345678 ;<<0<<<<<=========G=%= =DL< =DD} DDDL; =D8L< =Di͘DުL<>C) 2 C C.ʎDC`pBDHID}CELV CL^;pCJ C< w<0% % 00} T8 - &LJ&T T8LT8@ '; Y=Q> Y%@ v8 T8}> Y% o% =L< I==` Y=? Y%>LT8=>`Page 6 Writer by Phil CardwellExit to DOSBuffer FullDelete (S,W,P):} Are You Sure? (Y/N)ERASE ALL TEXTErase (S,W,P): to exitSave (Device:Filename)>Error #BREAK Key AbortNo ErrorsL}oad (Device:Filename)> Press D1:*.*Memory Ful>?lNo text in bufferPrint (Device:Filename)>Printing...Insert nex}t sheet, press Find:Not FoundChange To: -Exit ̭oad ̭elete ormat nlock ock ename Drive #}Rename to:Format Diskrive #wEDITING FUNCTIONSCONTROL + = MOVES CURSOR 1 SPACE LEFTCONTROL * = MOVES CURSOR 1 SPACE RIGHTCONTROL - = MOVES CURSOR TO B }EGINNING OF PREVIOUS SENTENCECONTROL = = MOVES CURSOR TO BEGINNING OF NEXT SENTENCESHIFT + = MOVES CURSOR TO BEGINNING OF P }REVIOUS WORDSHIFT * = MOVES CURSOR TO BEGINNING OF NEXT WORDSHIFT - = MOVES CURSOR TO BEGINNING OF PREVIOUS PARAGRAPHSHIFT } = = MOVES CURSOR TO BEGINNING OF NEXT PARAGRAPHCONTROL INSERT= INSERT SINGLE SPACESHIFT INSERT= INSERT 255 SPACESCONTROL }DELETE= TAKES OUT LETTERSHIFT DELETE= TAKES OUT LINECONTROL H = CURSOR TO START POSITIONCONTROL E = CURSOR TO BOTTOM LEFT }CONTROL D = ERASES A BLOCK OF TEXT EG:- EITHER WORD, SENTENCE OR PARAGRAPH UP TO THE PREVIOUS SENTENCE.OPTION CONTROL D = WO }RKS IN REVERSE AS CONTROL D DOESWHEN USING CONTROL D, THE TEXT YOU HAVE DELETED IS NOT LOST. IT IS MOVED TO WHAT IS KNOWN AS } THE DELETE BUFFER. THIS PREVENTS YOU FROM ERASING TOO MUCH TEXT AND THEN HAVING TO RETYPE IT ALL. BY PRESSING CONTROL R THE } CONTENTS OF THE DELETE BUFFER WILL BE INSERTED AT THE CURRENT CURSOR POSITION. THE CONTROL R FUNCTION CAN BE USED UNTIL THE }MEMORY FULL APPEARS AND CAN BE USED AS A VERY SIMPLE CUT AND PASTE FACILITY TO CREATE DATA TABLES ETC.CONTROL D = ERASES DEL }ETE MEMORY BUFFERCONTROL I = CONTROLS INSERT/TYPEOVER TOGGLE AND DEFAULTS TO INSERT MODE WHEN FIRST RUNSHIFT CLEAR = ERASES } ALL TEXTDISK USAGECONTROL S = SAVES FILECONTROL L = LOADS FILEDOS FACILITIESCONTROL M = DOS MENUESCAPE = EXIT MENU } AND RETURN TO DOCUMENTCONTROL L = LOADS HIGHLIGHTED FILES INTO WORD PROCESSORCONTROL D = DELETES HIGHLIGHTED FILE NAMEF = } FORMATS DISK IN DEFAULT DRIVEL = LOCKS FILEU = UNLOCKS FILER = RENAMES FILE1-8 = GETS DISK DIRECTORYEXTRA FEATURESOP }TION CONTROL F = FIND PROMPTOPTION CONTROL C = CHANGE TO PROMPTCONTROL G = GLOBAL FUNCTION SEARCHES FOR A WORD AND WHEN FOU }ND IT WILL CHANGE ALL WORDS OF THAT TYPE.CONTROL B = CHANGES SCREEN COLORCONTROL T = CHANGES TEXT COLORCONTROL A = CHANGES } FROM UPPER CASE TO LOWER CASE OR VISA VERSACONTROL X = CHANGES CHARACTER ON THE RIGHT OF THE CURSOR WITH THE CURRENT CURSOR } CHARACTER.CONTROL W = AMOUNT OF FREE MEMORYCONTROL Z = DISTINGUISHES BETWEEN TRUE SPACES AND PADDED SPACES.EG:-TRUE SPACE }=SPACE BETWEEN WORDSPADDED SPACE =END OF LINE SPACEPRINTINGCONTROL P = PRINTER OPERATION, TYPE P:THEN PRESS RETURNCON }TROL COMMANDSREMEMBER TO HOLD DOWN THE SELECT KEY BEFORE PRESSING ANY OF THESE KEYSTHE SMALL L= USED TO SET THE LEFT MARGI }N, ANY VALUE BETWEEN 0 AND 255.ZERO REPRESENTS NO MARGIN. THE NORMAL MARGIN IS 5THE SMALL R=RIGHT MARGIN.VALUE=1 TO 255NOR }MAL VALUE IS 75.THE SMALL T=TOP MARGIN MEANS HOW MANY BLANK LINES AT THE TOP BEFORE PRINTINGDEFAULT IS 5.SMALL B=BOTTOM MA }RGIN.AS T. DEFAULT 58SMALL F=DEFINE FOOTER FOLLOWED BY A LINE OF UPTO 255 CHARACTERSSMALL H=DEFINE HEADER.IF HEADER NOT REQ }UIRED PRESS RETURN.SMALL I=INCLUDE A FILE. IF FOLLOWED BY A LEGAL FILE NAME(D:FILENAME.EXT),PAGE 6 WRITER WILL LOAD THE NEW }DOCUMENT AND CONTINUE PRINTING AS NORMAL. THIS ALLOWS DOCUMENTS LARGER THAN MEMORY CAPABILITIES TO BE PRINTED. m=MARGIN RELEA }SE USED TO OUT DENT TEXT,IT SHOULD COME INTO OPERATION BEFORE A LINE IS TO BE PRINTED, AND AFTER PRINTING THE NORMAL LEFT MAR }GIN VALUE IS RESTORED.SMALL N = NEXT PAGE, NO VALUE IS NEEDED TO FOLLOW THIS COMMANDSMALL P = PAGE LENGTH COUNTER, DEFAULTS } TO 69 THOUGH THIS MAY HAVE TO BE ALTERED DEPENDING ON YOUR PAPER SIZE.SMALL Q = QUOTATION, FOLLOW WITH A LINE OF UP TO 255 }CHARACTERS, IT WORKS IN A SIMILAR WAY TO A BASIC REM STATEMENT AND WILL NOT BE PRINTED.SMALL S = SPACING, DEFAULTS TO 1 FOR }SINGLE LINE SPACING, 2 FOR DOUBLE, 3 FOR TRIPLE.SMALL W = WAIT, IS USEFUL ONLY TO THOSE WITH LETTER QUALITY OR SINGLE SHEET }PRINTERS. IT MAKES PAGE 6 WRITER TEMPORARILY STOP PRINTING UNTIL A KEY IS PRESSED.SMALL X = CONTROLS THE PAGE WIDTH AND DEFA }ULTS TO 80 FOR 80 COLUMN PRINTERS. USE 40 OR 132 FOR OTHERS.A VALUE AFTER THIS SYMBOL % INDICATES WHAT NUMBER TO START THE P }AGE NUMBERING FACILITY WITH DEFAULTS TO NUMBER 1.THE SYMBOL ? CAUSES PAGE 6 WRITER TO START PRINTING ONLY WHEN THE GIVEN NUM }BER IS REACHED.EXECUTION FORMATTINGTHESE COMMANDS CAN BE EITHER AT THE BEGINNING OF, OR EMBEDDED IN, A LINE OF TEXT, AGAI }N REMEMBER TO HOLD DOWN THE SELECT KEY WHEN ENTERING ONE OF THESE KEYS.THE SYMBOL # = CAUSES THE CURRENT PAGE NUMBER TO BE P }RINTED.SMALL C = CENTRES A LINE OF TEXT.PLACE AT THE BEGINNING OF THE LINE IF YOU ARE USING A 40 OR 132 COLUMN PRINTER REMEM }BER TO ALTER THE PAGE WIDTH.SMALL E = EDGE TO RIGHT MARGIN.ALL TEXT ON THE LINE FOLLOWING THIS COMMAND WILL BE BLOCKED FLUSH } TO THE RIGHT MARGIN.SMALL U = UNDERLINE MODE. USE ONE TO ENABLE UNDERLINING AND ONE TO DISABLE. IT WILL ONLY WORK ON PRINTE }RS THAT RECOGNISE CHARACTER STRINGS (8) AND (95) AS THE UNDERLINE ON/OFF CONTROL CODES. DISABLE. IT WILL ONLY WORK ON PRINTE X0063HINTS AND TIPS PAGETO WRITE A FULL A4 SIZE PAGE YOU SHOULD TYPE THESE COMMANDS AT THE VERY BEGINNING AND EACH C}OMMAND MUST HAVE IT'S OWN SEPERATE LINE.TO GET THEM JUST FOLLOW THESE INSTRUCTIONS CORRECTLY.THE SELECT KEY MUST BE HELD DOW}N WITH EACH LETTER !!!YOU MUST BE IN LOWER CASE LETTERS!!! IT IS NOT POSSIBLE TO GIVE AN EXAMPLE AS THE COMPUTER IS UNABLE} TO PRINT THEM AS THEY ARE DIRECT COMMANDS.HERE WE GO.AFTER PRESSING 'CAPS' HOLD DOWN SELECT AND PRESS 'T' YOU WILL SEE THE }LETTER 'T' SMALL AND IN INVERSE,THIS IS FOR THE AMOUNT OF SPACES DOWN THE PAPER WHERE YOU WANT TO START PRINTING. YOU M}UST NOW PUT IN A NUMBER FROM '0' TO SAY '75'.THE ZERO MEANS AT THE TOP OF THE PAGE AND 75 WOULD BE AT THE VERY BOTTOM OF THE }PAGE.ASSUMING YOU WANT TO START AT THE TOP OF THE PAGE YOU WOULD TYPE '0' AFTER THE 'T' AND THEN PRESS THE RETURN KEY.FOLLOW }THE SAME IDEA FOR EACH LETTER MENTIONED HERE.A BRIEF EXPLANATION FOLLOWS AS TO WHAT EACH LETTER AND NUMBER DOES.I HAVE FOUND} THAT I CAN GET 63 LINES INCLUDING SPACES ON A PIECE OF A4 SIZE PAPER,COMFORTABLY IF THE PAPER IS PLACED WITH THE TOP AT JUST} ABOVE THE OPEN SLOT ON TOP OF THE PRINTER.THE SMALL 'L' IS FOR THE LEFT HAND MARGIN AND CAN BE SET TO '0'.THE SMALL 'B' IS} TO COUNT THE LINES UP TO THE AMOUNT YOU WANT TO PRINT BUT THIS DOES NOT STOP THE PRINTER FROM OPERATING BUT THE NEXT INS}TRUCTION DOESIT IS SIMPLY A SMALL 'W' THIS MEANS WAIT AND WHEN THE PRINTER HAS REACHED THE SPECIFIED AMOUNT IT WILL STOP.TO }START IT AGAIN AFTER YOU HAVE PUT IN YOUR FRESH PAPER PRESS ANY KEY AND THE PRINTER WILL CONTINUE FROM WHERE IT LEFT OFF.THE }MAIN INSTRUCTIONS SHOULD BE READ AS WELL AS THESE.THEY MAY BE INCOMPLETE BUT THE BASIC IDEA IS THERE.****** SUMMARY ***}***SMALL LETTERS.HOLD DOWN SELECT KEY. PRESS LETTER AND THEN PRESS NUMBER THEN PRESS RETURN.THE LETTERS WILL BE INVERSE BUT} THIS HOW IT SHOULD LOOK AFTER EACH RETURN PRESSt0l0b63w PAGE 3RS WILL BE INVERSE BUTg0080630557 ;0558 ;0559 ; PAGE 50560 ;0561 PAGE5 = $0500 1280 127 FREE BYTES0562 ; $057E 1}406 129 FREE BYTES IF FLOATING POINT ROUTINES NOT USED0563 ;0564 ;FLOATING POINT NON-ZERO PAGE RAM, NEEDED ONLY IF FP IS US}ED0565 ;0566 LBPR1 = $057E 1406 LBUFF PREFIX 10567 LBPR2 = $05FE 1534 LBUFF PREFIX 20568 LBUFF = $0580 1408 LINE} BUFFER0569 PLYARG = $05E0 1504 POLYNOMIAL ARGUMENTS0570 FPSCR = $05E6 1510 PLYARG+FPREC0571 FPSCR1 = $05EC 1516 FP}SCR+FPREC0572 FSCR = $05E6 1510 =FPSCR0573 FSCR1 = $05EC 1516 =FPSCR10574 LBFEND = $05FF 1535 END OF LBUFF0575 ;}0576 ;0577 ; PAGE 60578 ;0579 ;0580 PAGE6 = $0600 1536 256 FREE BYTES0581 ;0582 ;0583 ; PAGE 7}0584 ;0585 ;0586 BOOTRG = $0700 1792 PROGRAM AREA0587 ;0588 ;0589 ; UPPER ADDRESSES0590 ;0591 ;0592 RITCAR =} $8000 32768 RAM IF NO CARTRIDGE0593 LFTCAR = $A000 40960 RAM IF NO CARTRIDGE0594 C0PAGE = $C000 49152 (800) EMPTY, 4K B}YTES0595 C0PAGE = $C000 49152 (XL) 2K FREE RAM IF NO CARTRIDGE0596 ; $C800 51200 (XL) START OF OS ROM0597 CHORG2 }= $CC00 52224 (XL) INTERNATIONAL CHARACTER SET0598 ;0599 ;0600 ; HARDWARE REGISTERS0601 ;0602 ;0603 ; SEE REGIST}ER LIST FOR MORE INFORMATION0604 ;0605 ;0606 HPOSP0 = $D000 532480607 M0PF = $D000 532480608 SIZEP0 = $D008 532560}609 M0PL = $D008 532560610 SIZEM = $D00C 532600611 GRAFP0 = $D00D 532610612 GRAFM = $D011 532650613 COLPM0 = $D01}2 532660614 COLPF0 = $D016 532700615 PRIOR = $D01B 532750616 GTIAR = $D01B 532750617 VDELAY = $D01C 532760618 GRA}CTL = $D01D 532770619 HITCLR = $D01E 532780620 CONSOL = $D01F 532790621 AUDF1 = $D200 537600622 AUDC1 = $D201 5376}10623 AUDCTL = $D208 537680624 RANDOM = $D20A 537700625 IRQEN = $D20E 537740626 SKCTL = $D20F 537750627 PORTA = $}D300 540160628 PORTB = $D301 540170629 PACTL = $D302 540180630 PBCTL = $D303 540190631 DMACLT = $D400 542720632 }DLISTL = $D402 542740633 HSCROL = $D404 542760634 VSCROL = $D405 542770635 CHBASE = $D409 542810636 WSYNC = $D40A 5}42820637 VCOUNT = $D40B 542830638 NMIEN = $D40E 542860639 ;0640 ; FLOATING POINT MATH ROUTINES0641 ;0642 AFP = $D}800 552960643 FASC = $D8E6 555260644 IFP = $D9AA 557220645 FPI = $D9D2 557620646 ZFR0 = $DA44 558760647 Z}F1 = $DA46 558780648 FSUB = $DA60 559040649 FADD = $DA66 559100650 FMUL = $DADB 560270651 FDIV = $DB28 56}1040652 PLYEVL = $DD40 566400653 FLD0R = $DD89 567130654 FLD0P = $DD8D 567170655 FLD1R = $DD98 567280656 FLD1P =} $DD9C 567320657 FSTOR = $DDA7 567430658 FSTOP = $DDAB 567470659 FMOVE = $DDB6 567580660 EXP = $DDC0 56768066}1 EXP10 = $DDCC 567800662 LOG = $DECD 570370663 LOG10 = $DED1 570410664 ;0665 ;0666 ; OPERATING SYSTEM066}7 ;0668 ;0669 ; MODULE ORIGIN TABLE0670 ;0671 CHORG = $E000 57344 CHARACTER SET, 1K0672 VECTBL = $E400 58368 VECT}OR TABLE0673 VCTABL = $E480 58496 RAM VECTOR INITIAL VALUE TABLE0674 CIOORG = $E4A6 58534 CIO HANDLER0675 INTORG = $E6D5} 59093 INTERRUPT HANDLER0676 SIOORG = $E944 59716 SIO DRIVER0677 DSKORT = $EDEA 60906 DISK HANDLER0678 PRNORG = $EE78 }61048 PRINTER HANDLER0679 CASORG = $EE78 61048 CASSETTE HANDLER0680 MONORG = $F0E3 61667 MONITOR/POWER UP MODULE0681 KBD}ORG = $F3E4 62436 KEYBOARD/DISPLAY HANDLER0682 ;0683 ;0684 ; VECTOR TABLE, CONTAINS ADDRESSES OF CIO ROUTINES IN THE068}5 ; FOLLOWING ORDER. THE ADDRESSES IN THE TABLE ARE TRUE ADDRESSES-10686 ;0687 ; ADDRESS + 0 OPEN0688 ; + 2 C}LOSE0689 ; + 4 GET0690 ; + 6 PUT0691 ; + 8 STATUS0692 ; + A SPECIAL0693 ; } + C JMP TO INITIALIZATION0694 ; + F NOT USED0695 ;0696 ;0697 EDITRV = $E400 58368 EDITOR0698 SCRENV = $E4}10 58384 SCREEN0699 KEYBDV = $E420 58400 KEYBOARD0700 PRINTV = $E430 58416 PRINTER0701 CASETV = $E440 58432 CASSETTE0}702 ;0703 ; ROM VECTORS0704 ;0705 DSKINV = $E453 584510706 CIOV = $E456 584540707 SIOV = $E459 584570708 }SYSVBV = $E45F 584630709 VBIVAL = $E460 58464 ADR AT VVBLKI0710 XITVBV = $E462 58466 EXIT VBI0711 VBIXVL = $E463 58467} ADR AT VVBLKD0712 BLKBDV = $E471 58481 MEMO PAD MODE0713 WARMSV = $E474 584840714 COLDSV = $E477 58487L = $E463 58467m008063APPENDIX C. MEMORY USEPage 0$00-$7FOperating system zero-page. The entire first half of page zero is re}served for the operating system.$80-$FFFree zero-page. The top half of page zero is free if BASIC is disabled. BASIC uses a}ll but $CB-$D1. The floating point math routines use $D4-$FF. If the floating point arithmetic package is not used this memor}y is free.Page 1$100-1FFThis is the 6502 stack. The stack pointer initialized to $1FF and moves downward as the stack is f}illed.Pages 2-5$200-$47FThis area is used for operating system database variables. Parts which are not used in some partic}ular programs, such as the cassette buffer or printer buffer, may then be used for other purposes. See the O.S. equate listin}g for these locations.$480-$57D ($480-$6FF if no floating point). This is called the user work space. It is free to be used }by programs. If the floating point arithmetic package is not used the user work space extends to $6FF. This area is used by B}ASIC.$57E-$5FFThis area is used by the floating point arithmetic package. It is free if the package is not used.Page 6$60}0-6FFAtari has solemnly sworn never to put anything in this page of memory.Page 7-the screen region$700This is called the} boot region. Most machine language programs which don't use DOS load at this address. DOS extends from $700-$1CFB.MEMLOThe} address pointed to by the O.S. database variable MEMLO [$02E7,2 (743)] is the first byte of free memory. This pointer is usu}ally changed by any program's initialization routine. For example, upon power-up, MEMLO points to $700. When DOS loads in, DO}S changes MEMLO to point to $2A80. If an AUTORUN.SYS program then loads in just above DOS, such as DISKIO, it will usually ch}ange MEMLO to point above itself. One important reason for this is to protect the program from BASIC. BASIC uses memory start}ing at MEMLO.MEMTOPMEMTOP [$2E5,2 (741)] is set by the O.S. whenever a graphics mode is entered. The graphics region is at }the very top of ram and extends downward. The address MEMTOP points to depends on how much memory the screen region uses.AP}PMHIAPPMHI [$0E,2 (14)] should be set by any program to point to the highest address required by the program. If the O.S. ca}nnot set up a screen without going below APPMHI it will return a not-enough-memory-for-screen-mode error.The cartridge slots}$8000 (32768)This is the beginning of the 8K bytes used by the right cartridge slot of the 800. This is also where 16K cart}ridges begin. If there is no cartridge here it is ram.$A000 (40960)This is the beginning of the left cartridge of the 800 o}r the only cartridge slot on all other models. This is where the BASIC ROM resides in the XL/XE models. This area is RAM if t}here is no cartridge or BASIC is disabled on XL/XE models.above the cartridges$C000-$CFFF (49152-53247)This area is empty }on the 800. Sometimes special ROM chips, such as Omnimon are wired in here. On the XL/XE models $C000-C7FF is free ram if the}re are no cartridges. On XL/XE models, the O.S. ROM starts at $C800$D000-$D7FF (53248-57373)This area is taken up by the ha }rdware chips. The chips actually take only a fraction of this space. If these addresses are further decoded there is space fo }r many, many more hardware chips. For example, The PIA chip uses 256 bytes of memory but needs only 4 bytes. There is room fo }r 64 PIA chips in this reserved memory.$E000-E3FF (57344-58367)This is the location of the ATASCII character set.$E400-FFF }7 (58368-65527)This is the operating system ROM$FFF8-$FFFF (65528-65535)These last 8 bytes contain the addresses of the in }terrupt vectors. Upon power up the 6502 gets a reset pulse and looks up the reset routine here.ontain the addresses of the in_0039630100 ; CIOMAC.LIB0110 ;0120 CIOMAC0130 ;0140 .IF .NOT .DEF OSEQU0150 .ERROR "must in}clude OSEQU.M65"0160 .ENDIF 0170 ;0180 ; MACRO: @CH0190 ;0200 .MACRO @CH 0210 .IF %1>70220 LDA %1}0230 ASL A0240 ASL A0250 ASL A0260 ASL A0270 TAX 0280 .ELSE 0290 LDX #%1*16}0300 .ENDIF 0310 .ENDM 0320 ;0330 ;0340 ;0350 ; MACRO: @CV0360 ;0370 ; Loads Constant or Value into0380 ; }accumultor (A-register)0390 ;0400 .MACRO @CV 0410 .IF %1<2560420 LDA #%10430 .ELSE 0440 LDA %}10450 .ENDIF 0460 .ENDM 0470 ;0480 .MACRO @LA 0490 @CV %10500 .ENDM 0510 ;0520 ;0530 ; MACRO}: @FL0540 ;0550 ; @FL is used to establish a0560 ; filespec (file name)0570 ;0580 .MACRO @FL 0590 .IF %1<2560}600 JMP *+%1+40610 @F .BYTE %$1,00620 LDA # <@F0630 STA ICBAL,X0640 LDA # >@F0650 STA I}CBAH,X0660 .ELSE 0670 LDA # <%10680 STA ICBAL,X0690 LDA # >%10700 STA ICBAH,X0710 .}ENDIF 0720 .ENDM 0730 ;0740 ;0750 ;0760 ; MACRO: XIO0770 ;0780 ; FORM: XIO cmd,ch[,aux1,aux2][,filespec]0790 ;}0800 ; performs I/O operations by0810 ; itself or as called by other0820 ; macros. Used as BASIC XIO.0830 ;0840 .MA}CRO XIO 0850 @CH %20860 @CV %10870 STA ICCOM,X0880 .IF %0>=40890 @CV %30900 STA ICAX1},X0910 @CV %40920 STA ICAX2,X0930 .ELSE 0940 LDA #00950 STA ICAX1,X0960 STA ICAX2},X0970 .ENDIF 0980 .IF %0=2 .OR %0=40990 @FL "S:"1000 .ELSE 1010 @@IO .= %01020 @FL %}$(@@IO)1030 .ENDIF 1040 JSR CIOV1050 .ENDM 1060 ;1070 ;1080 ;1090 ; MACRO: OPEN1100 ;1110 ; FORM: O}PEN ch,aux1,aux2,filespec1120 ;1130 ; will attempt to open the given1140 ; channel as in the BASIC open1150 ; command116}0 ;1170 .MACRO OPEN 1180 .IF %4<2561190 XIO OPEN,%1,%2,%3,%$41200 .ELSE 1210 XIO OPEN,%1,%}2,%3,%41220 .ENDIF 1230 .ENDM 1240 ;1250 ;1260 ;1270 ; MACROS: BGET and BPUT1280 ;1290 ; FORM: BGET ch,bu }f,len1300 ; BPUT ch,buf,len1310 ;1320 ; performs block I/O1330 ;1340 ; first: a common macro1350 ;1360 .MA!}CRO @GP 1370 @CH %11380 LDA #%41390 STA ICCOM,X1400 LDA # <%21410 STA ICBAL,X1420 LDA # >%21"}430 STA ICBAH,X1440 LDA # <%31450 STA ICBLL,X1460 LDA # >%31470 STA ICBLH,X1480 JSR CIOV1490 #} .ENDM 1500 ;1510 .MACRO BGET 1520 @GP %1,%2,%3,GETCHR1530 .ENDM 1540 ;1550 .MACRO BPUT 1560 @$}GP %1,%2,%3,PUTCHR1570 .ENDM 1580 ;1590 ;1600 ;1610 ; MACRO: PRINT1620 ;1630 ; FORM: PRINT ch[,buffer[,length]%}]1640 ;1650 ; used to print text. Length1660 ; must be given or else buffer1670 ; must be a literal string in1680 ; quo&}tes. Like BASIC PRINT #.1690 ;1700 .MACRO PRINT 1710 .IF %0>11720 .IF %2<1281730 JMP *+4+%21740 '}@IO .BYTE %$2,$9B1750 @GP %1,@IO,%2+1,PUTREC1760 .ELSE 1770 .IF %0=21780 @GP %1(},%2,255,PUTREC1790 .ELSE 1800 @GP %1,%2,%3,PUTREC1810 .ENDIF 1820 .ENDIF 1830 )} .ELSE 1840 JMP *+41850 @IO .BYTE $9B1860 @GP %1,@IO,1,PUTREC1870 .ENDIF 1880 .ENDM 1890 ;*}1900 ;1910 ;1920 ; MACRO: INPUT1930 ;1940 ; FORM: INPUT ch,buf,len1950 ;1960 ; performs input as in BASIC1970 ; IN+}PUT command1980 ;1990 .MACRO INPUT 2000 .IF %0=22010 @GP %1,%2,255,GETREC2020 .ELSE 2030 @,}GP %1,%2,%3,GETREC2040 .ENDIF 2050 .ENDM 2060 ;2070 ;2080 ;2090 ; MACRO: CLOSE2100 ;2110 ; FORM: CLOSE -}ch2120 ;2130 ; closes channel ch2140 ;2150 .MACRO CLOSE 2160 @CH %12170 LDA #CLOSE2180 STA ICCOM,X2.}190 JSR CIOV2200 .ENDM 2210 ;2220 ;2230 ;2240 ; MACRO: P2250 ;2260 ; FORM: P [ch,] buffer2270 ;2280 ; Cal/}ls PRINT and uses channel 02290 ; if only one parameter is given2300 ; buffer may be a literal string2310 ; in quotes. Li0}ke BASIC ?.2320 ;2330 .MACRO P 2340 .IF %0>22350 ERROR "P: Two parameters max"2360 .ELSE 2370 1} .IF %0=22380 .IF %2<1282390 PRINT %1,%$22400 .ELSE 2410 PRINT %1,%22420 2} .ENDIF 2430 .ELSE 2440 .IF %0=02450 PRINT 02460 .ELSE 2470 .IF %13}<1282480 PRINT 0,%$12490 .ELSE 2500 PRINT 0,%12510 .ENDIF 2520 4} .ENDIF 2530 .ENDIF 2540 .ENDIF 2550 .ENDM 2560 ;2570 ;2580 ;2590 ; MACRO: I2600 ;2610 ; FORM5}: I buffer2620 ;2630 ; same as BASIC input except2640 ; for ch 0 only for up to2650 ; 40 bytes2660 ;2670 .MACRO I 6}2680 INPUT 0,%1,402690 .ENDM 2700 ;2710 ;2720 ;2730 ; MACROS: GET & PUT2740 ;2750 ; FORM: (GET or PUT) ch,7}buffer2760 ;2770 ; Same as BASIC GET # or PUT #.2780 ;2790 .MACRO GET 2800 BGET %1,%2,12810 .ENDM 2820 8} .MACRO PUT 2830 BPUT %1,%2,12840 .ENDM 2850 ;2860 ;2870 ;2880 ; MACRO: LP2890 ;2900 ; FORM: LP [string]9}2910 ;2920 ; same as BASIC LP.2930 ;2940 .MACRO LP 2950 OPEN 7,8,0,"P:"2960 .IF %0=12970 PRINT 7:}2980 .ELSE 2990 PRINT 7,%23000 .ENDIF 3010 CLOSE 73020 .ENDM 3030 ;3040 ;3050 ;3060 ;;}3070 ; MACRO: POS3080 ;3090 ; FORM: POS X,Y3100 ;3110 ; same as BASIC position3120 ;3130 .MACRO POS 3140 LDA <}# <%13150 STA COLCRS3160 LDA # >%13170 STA COLCRS+13180 LDA #%23190 STA ROWCRS3200 .ENDM 3210 =};3220 ;3230 ;TA COLCRS3160 LDA # >%13170 STA COLCRS+13180 LDA #%23190 STA ROWCRS3200 .ENDM 3210 0080630100 ; SOUNDMAC.LIB0110 ;0120 .IF .NOT .DEF OSEQU0130 .ERROR "Must include OSEQU.LIB"!?}0140 .ENDIF 0150 ;0160 ;0170 ;0180 ; MACRO: SOUND0190 ;0200 ; FORM: SOUND ch,pitch,timbre,voulme0210 ;0220 ; !@}same as basic sound command0230 ;0240 .MACRO SOUND 0250 @LA %10260 STA TEMP0270 CLC 0280 ADC TEMP!A}0290 TAX 0300 @LA %20310 STA AUDF1,X0320 @LA %30330 ASL A0340 ASL A0350 ASL A0360 !B} ASL A0370 STA TEMP0380 @LA %40390 ORA TEMP0400 STA AUDC1,X0410 .ENDM 0420 ;0430 ;0440 ;60 w0039630100 ; FPMAC.LIB0110 ;0120 FPMAC0130 ;0140 .IF .NOT .DEF OSEQU0150 .ERROR "Must incl%D}ude OSEQU.LIB"0160 .ENDIF 0170 ;0180 ; floating point macros0190 ;0200 ;0210 ; MACRO: @A2FP0220 ;0230 ; FORM: %E}@A2FP inbuff0240 ;0250 ; converts 10 byte or less0260 ; ascii number at inbuff to0270 ; FP number in FR00280 ;0290 %F}.MACRO @A2FP 0300 LDA # <%10310 STA INBUFF0320 LDA # >%10330 STA INBUFF+10340 LDA #00350 STA CI%G}X0360 JSR AFP ;[D800]0370 BCC @B10380 JMP FPERROR0390 @B1 NOP 0400 .ENDM 0410 ;0420 ;0430 ;0440 %H}; MACRO: @FP2A0450 ;0460 ; FORM: @FP2A0470 ;0480 ; converts a FP number in FR0 to0490 ; ascii and places it in LBUFF05%I}00 ; pointed to by INBUFF0510 ;0520 .MACRO @FP2A 0530 JSR FASC ;[D8E6]0540 .ENDM 0550 ;0560 ;0570 ;058%J}0 ; MACRO: @FP2MEM0590 ;0600 ; FORM: @FP2MEM buffer0610 ;0620 ; moves reslut of FP to ASCII0630 ; conversion to memory%K}0640 ;0650 .MACRO @FP2MEM 0660 LDA # <%10670 STA TO0680 LDA # >%10690 STA TO+10700 LDY #$FF071%L}0 @LOOP INY 0720 LDA (INBUFF),Y0730 STA (TO),Y0740 CMP #$800750 BCS @LOOP0760 AND #$7F0770 STA %M}(TO),Y0780 INY 0790 LDA #$9B0800 STA (TO),Y0810 .ENDM 0820 ;0830 ;0840 ;0850 ; MACRO: @WRD2FP0860 ;%N}0870 ; FORM: @WRD2FP0880 ;0890 ; converts a two byte word in0900 ; FR0 to FP0910 ;0920 .MACRO @WRD2FP 0930 JSR%O} IFP ;[D9AA]0940 .ENDM 0950 ;0960 ;0970 ;0980 ; MACRO: @FP2WRD0990 ;1000 ; FORM: @FP2WRD1010 ;1020 ; conver%P}ts a FP number in FR01030 ; to a two byte word1040 ;1050 .MACRO @FP2WRD 1060 JSR FPI ;[D9D2]1070 BCC @B1%Q}1080 JMP FPERROR1090 @B1 NOP 1100 .ENDM 1110 ;1120 ;1130 ;1140 ; MACRO: @LODFR01150 ;1160 ; FORM: @LODFR0 b%R}uffer1170 ;1180 ; loads FR0 with 10 byte ASCII1190 ; number at buffer1200 ;1210 .MACRO @LODFR0 1220 LDA # <%11%S}230 STA FLPTR1240 LDA # >%11250 STA FLPTR+11260 JSR FLD0P ;[DD8D]1270 .ENDM 1280 ;1290 ;1300 ;1%T}310 ; MACRO: @LODFR11320 ;1330 ; FORM: @LODFR1 buffer1340 ;1350 ; loads FR1 with 10 byte ASCII1360 ; number at buffer1%U}370 ;1380 .MACRO @LODFR1 1390 LDA # <%11400 STA FLPTR1410 LDA # >%11420 STA FLPTR+11430 JSR FLD%V}1P ;[DD9C]1440 .ENDM 1450 ;1460 ;1470 ;1480 ; MACRO: @STFR01490 ;1500 ; FORM: @STFR0 buffer1510 ;1520 ; store%W}s number in FR0 to buffer1530 ;1540 .MACRO @STFR0 1550 LDA # <%11560 STA FLPTR1570 LDA # >%11580 ST%X}A FLPTR+11590 JSR FSTOP ;[DDAB]1600 .ENDM 1610 ;1620 ;1630 ;1640 ; MACRO: @FR02FR11650 ;1660 ; FORM: @FR02%Y}FR11670 ;1680 ; moves FP number from FR0 to1690 ; FR11700 ;1710 .MACRO @FR02FR1 1720 JSR FMOVE ;[DDB6]1730 %Z} .ENDM 1740 ;1750 ;1760 ;1770 ; MACRO: @MATH1780 ;1790 ; FORM: @MATH op addr,buffer1,buffer2 [,buffer3]1800 ;1810 %[}; performs FP math function as1820 ; called by other FP macros with1830 ; result to buffer 3 if no1840 ; buffer 3 is sp%\}ecified the1850 ; result is stored in buffer 11860 ;1870 .MACRO @MATH 1880 @A2FP %31890 @FR02FR1 1900 %]} @A2FP %21910 JSR %1 ; FP operation addr1920 BCC @B11930 JMP FPERROR1940 @B1 @FP2A 1950 .IF %%^}0<41960 @FP2MEM %21970 .ELSE 1980 @FP2MEM %41990 .ENDIF 2000 .ENDM 2010 ;2020 ;2030 ;%_}2040 ; MACRO: ADD2050 ;2060 ; FORM: ADD buffer1,buffer2 [,buffer3]2070 ;2080 ; adds buffers 1 and 22090 ; uses the mac%`}ro @MATH2100 ; see @MATH for details2110 ;2120 .MACRO ADD 2130 .IF %0=22140 @MATH FADD,%1,%22150 %a}.ELSE 2160 @MATH FADD,%1,%2,%32170 .ENDIF 2180 .ENDM 2190 ;2200 ;2210 ;2220 ; MACRO: SUB2230 ;2240%b} ; FORM: SUB (as in ADD)2250 ;2260 ; subtracts buffer2 from buffer12270 ; see @MATH for details2280 ;2290 .MACRO SU%c}B 2300 .IF %0=22310 @MATH FSUB,%1,%22320 .ELSE 2330 @MATH FSUB,%1,%1,%32340 .ENDIF 2350%d} .ENDM 2360 ;2370 ;2380 ;2390 ; MACRO: MUL2400 ;2410 ; FORM: MUL (as in ADD)2420 ;2430 ; multiplies buffer1 by b%e}uffer22440 ; see @MATH for details2450 ;2460 .MACRO MUL 2470 .IF %0=22480 @MATH FMUL,%1,%22490 .E%f}LSE 2500 @MATH FMUL,%1,%1,%32510 .ENDIF 2520 .ENDM 2530 ;2540 ;2550 ;2560 ; MACRO: DIV2570 ;2580 ;%g} FORM: DIV (as in ADD)2590 ;2600 ; divides buffer1 by buffer22610 ; see @MATH for details2620 ;2630 .MACRO DIV 264%q}b%DOS SYSb*)DUP SYSbCSAUTORUN SYSb'WORDPRCINSTbHINTSNTIPS b#APNDXB 2 bAPNDXC b0CIOMAC LIBb>SOUNDMACLIBb0CFPMAC LIBb |COVER1 bnCONVCOMPDOCb?LABELMATE b"5REEVEKEYDOCbWPAGEMA0 DOCbt[PAGEMA1 DOC#PAGEMA2 DOC#/APSHAI INS#NEWSROOMAWX#9ALIENS DOC#GLAGGSIT # STARRAIDERS0 .IF %0=22650 @MATH FDIV,%1,%22660 .ELSE 2670 @MATH FDIV,%1,%1,%32680 .ENDIF 2690 .%r}ENDM 2700 ;2710 ;2720 ;2730 ; MACRO: LOG2740 ;2750 ; FORM: LOG buffer1 [,buffer2]2760 ;2770 ; takes the natural loga%s}rithm2780 ; of buffer1 and stores it in2790 ; buffer2 if no buffer2 is2800 ; specified then the result is2810 ; put bac%t}k in buffer12820 ;2830 .MACRO LOG 2840 @A2FP %12850 JSR LOG ;[DECD]2860 .IF %0=22870 @FP2M%u}EM %22880 .ELSE 2890 @FP2MEM %12900 .ENDIF 2910 .ENDM 2920 ;2930 ;2940 ;2950 ; MACRO: CLOG2%v}960 ;2970 ; FORM: CLOG buffer1 [,buffer2]2980 ;2990 ; takes the base 10 logarithm3000 ; of buffer1 as in LOG3010 ;3020%w} .MACRO CLOG 3030 @A2FP %13040 JSR LOG10 ;[DED1]3050 .IF %0=23060 @FP2MEM %23070 .ELSE%x} 3080 @FP2MEM %13090 .ENDIF 3100 .ENDM 3110 ;3120 ;3130 ;3140 ; MACRO: LET3150 ;3160 ; FORM: LET %y}label,string3170 ;3180 ; asigns a string or floating3190 ; point number to a label3200 ; FP numbers are up to 10 bytes32%z}10 ; either must be in quotes3220 ;3230 .MACRO LET 3240 SAVEPC =*3250 *= %13260 .BYTE %23270 %{}*= SAVEPC3280 .ENDM 3290 ;3300 ;3310 ;ACRO LET 3240 SAVEPC =*3250 *= %13260 .BYTE %23270 $0008062 TO GET A PRINT IN 4 COLUMNS ALTER THE SMALL 'L' NUMBERS ONLY, START AT ZERO FOR THE FIRST RUN THEN 20 THEN )}}40 THEN 60. IT WILL PRINT DOWN TO THE BASE BUT AFTER IT PRINTS THE LAST LETTER SWITCH OFF THE PRINTER SO YOU CAN REWIND WIT)~}HOUT MOVING THE PAPER OUT OF LINE <--the small q (hold down select press q) is like a REM statement in basic. ANYTHING FOLL)}OWING THIS WILL NOT BE PRINTED.MAXIMUM 255 CHARACTERS PER LINE. A T T A A R R)} I I A A TECHNICAL T A REFERENCE A R MANUAL RI FOR IA ATARI A)} T 8 BIT T A SYSTEM A R R I I A A T T A A R R )} I A T T A A R R I I A A T A T A BIG A)} R PINK RI BOOK IA PUBLICATION A T T A A R R I )} I A A T T A A R R I A T T A A R R )}I I A A T BY T A TORPEDO A R PRINTING RI PRODUCTIONS IA A T )} T A A R R I I A A T T A A R R )} I A R R I I A A T T A A R R (THE CONVERTER COMPANIONbySHEPHERD SOFTWAREandNO FRILLS SOFTWARECOPYRIGHT (C) 1989CONVERT -} TONewsroom Clipart Micro PainterNewsroom Photos Hi-Tech GraphicsMicro Painter -} ----------Micro Illustrator Newsroom ClipartPrint Shop Borders Print Shop GraphicsHi-Tec-}h GraphicsThe original Converter is also needed to convert between all the Hi-Tech Graphic forms.WELCOMEThe Converter C-}ompanion and the original Converter will allow you to use the myriad of graphics available for the Atari 8-bit computers for -}just about any application you want. The first thinh you should do is make a backup copy of your program disk and store the o-}riginal in a safe place. Please abide by our copyright and don't give out copies of this program to others. Income from this-} program allows us to develop other great programs for your enjoyment and productivity!To begin using the program, remove a-}ll catridges, put the program disk in drive 1, and turn the computer on. When the title screen appears, press ESCAPE to go t-}o the main menu. Use the arrow keys without pressing CONTROL and the RETURN key to make all selections. In most cases, if yo-}u are in the middle of an operation, you can press the ESCAPE key to abort and return to the main menu. When the ESCAPE key d-}oes something else, the program will tell you on-screen.CONVERSIONSThe Converter Companion is devided into two parts. The-} main menu that appears after the title screen will:LOAD SAVEClipart Micro-} Painter (gr.8)Photos Print Shop GraphicsMicro IllustratorPrint Shop BordersThe second half of th-}e program (accessed through the 'SavCIA' option) will:LOAD SAVEMicro Painter C-}lipartMicro Illustrator Hi-Tech Awardware GraphicsIf you want to convert anything other than Micro Painter or-} Micro Illustrator to Clipart or Hi-Tech format, you'll have to load them in with the first part of the program, save them as-} a GR.8 screen, go to the second half of the program, load them again, then convert them. This may seem a little bit inconven-}ient, but it was necessary due to the large size of the program--there just isn't enough room in the Atari 8-bit computer to -}do all these conversions without splitting the program up.If you want to convert Hi-Tech Graphics, you will first have to u-}se the original Converter to save the as a Clipart. Then you can load them into the Converter Companion and convert them as y-}ou like. Note that the Converter Companion only supports saving of Hi-Tech Awardware Graphics. If you want Awardware seals o-}r Printpower Graphics (compatible with Sesame Street Print Kit), you'll need the original Converter to do these conversions.-}Some have also asked about the possibility of adding to previously saved Clipart murals. Because of the disk structure of a -}Clipart disk and the way the data is saved, it is not possible to do this directly. Nowever, in a round-about way you can acc-}omplish the same thing by doing the following. Load your Clipart mural and asve it as a graphics 8 screen with part A of the -}Converter Companion. Now go to part B of the program, load the graphics 8 screen, and reclip the parts you want saved. Now yo-}u can load other pics, clip them, and add them to your Clipart mural. Consult the instructions below for more details about t-}he individual steps mentioned here.PART A--THE MAIN MENULOADWhen you first choose the option, the program askes for th-}e drive number to load from. Up to eight drives are supported. However, depending on the configuration of your system, not al-}l options not all options will work with all drive numbers. For example, if you have a 130 XE with the RamDisk configured as -}drive 8 and try to load Clipart from drive 8, the program will give you the message, 'Put Clipart Disk in Drive 8.' Obviously-}, you can't do this. You'll have to press ESCAPE to get back to the main menu and then clear the SPECS (see SPEC option below-}) so you can choose an option that will work with this configuration.After choosing a drive number, you can choose one of f-}our kinds of graphic loads--Clipart (Newsroom) Photo, Graphics 8, or Print Shop Border. If the appropriate disk format is not-} in the chosen drive, the program will alert you to insert it or you can press ESCAPE to abort and return to the main menu. N-}ote that the program will assume a file is Micro Painter if it is the standard 62 sectors long or compressed Micro Illustrato-}r if it is not.When you choose a graphic type a file listing is shown in the upper part of the screen. If there are more mi-}les than the screen can hold, press RETURN for more or ESCAPE to choose a file to load. All loads are done using the 'menu ba-}r' with the arrow keys and RETURN. After the file loads, it is displayed. You can press the SPACE bar to see a negative of th-}e picture or ESCAPE to return to the main menu.Note that after you load the first file the SPECS line near the bottom of th-}e main menu screen tells you the drive number and file type you loaded. The program will assume these values until you change-} them with the SPECS option (see below).SAVEThis option works similar to the LOAD option. The first time you choose it, y-}ou are asked for the drive number (1 through 8). Then you can choose between Graphics 8 or Print Slop Graphic file format. Th-}e Graphic 8 option saves whatever picture is in memory as a standard 62 sector file. The color registers are also saved with -}the screen as you can load them into your favourate drawing program as a Micro Painter picture.If you choose to save as a P-}rint Shop Graphic, you are given the option of formatting a Print Shop data disk. Be careful with this option since all data -}on the disk will be destroyed. After entering the file name, the screen switches to the picture in memory with a flashing box-}. The following keys allow various options: arrow keys --> Move one unit in any direction.shift + arrow keys --> Mo-}ve 16 units in any direction. SELECT --> Save the graphic inside the box. ESCAPE --> Abort and return-} to the main menu.VIEWThis option displays the picture in memory. You can press the SPACE bar to get a negative of the pi-}cture or press ESCAPE to return to the main menu. One note about the colors displayed--the way the picture is displayed here -}is the way it will be saved. For example, if you save Clipart that is black lines on a white background, that's how your file-} will be when loaded and printed by Newsroom also. If you save white lines on a black background, it will show up that way in-} your destination file also.SPECAt the bottom of the lower message window is a line entitled SPECS. Initially both the L-}OAD and SAVE specs are blank. After choosing LOAD or SAVE from the main menu, the appropriate drive number and file type are -}shown in the SPECS line (see the LOAD and SAVE options described above). For example, the SPECS line may read:SPECS:LOAD:D-}8-GR.8: SAVE:D1:-PSGrThis indicates that every time you choose the LOAD option, the program assumes you want Micro Painter/-}Micro Illustrator from drive 8 and every time you choose the SAVE option you want a Print Shop Graphic saved to drive 1. The-} following abbriviations are used for file types: ClpA = Newsroom Clipart Phto = Newsroom Photo GR.8 = Micro -}Painter/Compress Micro Painter PSBd = Print Shop Borders PSGr = Print Shop Graphic (icon) AwGr = Hi-Tech Award-}ware GraphicWhen you choose the SPEC option from the main menu, you can clear the LOAD and/or SAVE specs. When choosing the-} option from the SAVE CLIPART submenu (described below under part B), you can only clear the LOAD sped. The LOAD and SAVE opt-}ions will not ask you for the drive number and file tye unless the appropriate specification is cleared. If you forget what -}kind of file you are LOAD/SAVING or the drive number, you can always look at the SPECS line.SavCIAThe abbriviation used h-}ere stands for 'Save Clipart and Awardware Graphic.' Choosing this option will load the second half of the program from disk-}. If you forget to put the program disk in drive 1 before choosing this option, the program will alert you to insert it.P-}ART B--THE MAIN MENULOADThis option works exactly like the corresponding option in PART A except you are not asked for a -}file type. After choosing the drive number, the program will only load Micro Painter or Compressed Micro Illustrator files. -} The program assumes that a file with 62 sectors is Micro Painter format and anything not 62 sectors is Compressed Micro Illi-}strator.SAVEThis option also works like the corresponding one in part A.SAVE CLIPARTIf you choose to SAVE Clipart you-} are first asked if you want to format a Clipart disk. Be careful with this option since the program will destroy all data on-} the disk being formatted. After entering a file name the screen will change to the picture in memory. You will see a flash-}ing crosshair which will mark one corner of the clip ou want to save. The coordinates of this point are displayed at the bott-}om of the screen. The keys at your disposal and their corresponding options are summarized below arrow keys --> Move-} one unit in any direction.Shift + arrow keys --> Move 8 units in any direction. SELECT --> Mark a corner of the-} box or the Clipart position to be saved. CONTROL-B --> Save 13 clips located exactly where -} the 13 border sectors were loaded in with the LOAD PS Border option in -} part A of the program. Works only when saving the first clip to a -} Clipart mural. ESCAPE --> ABORT AND RETURN TO THE CLIPART SAVE SUBMENU.Mark one corner -}of the area you want clipped by moving the crosshair and then pressing SELECT. As you move the crosshair away from this initi-}al point a box will define the boundaries of the area you want clipped. The coordinates of the second point are also displaye-}d at the bottom of the screen to the right of the first coordinates. If you're unsure where your clipped area is, the box wil-}l flash if you hold cown any keyexcept the ones defined above. Press SELECT again to mark the boundaries of your clipped are-}a.At this point a window with your clipart filename and a flashing box in it will appear right of the screen. This is a ha-}lf scale representation of a Newsroom Clipart screen with your clipped area flashing in it. It may also contain half scale re-}presentations of former clips you have saved (shown as non-flashing boxes). The coordinates of the upper left corner of the f-}lashing box are displayed at at the bootum right of the screen. Move the flashing box with the arrow/shift-arrow keys to the -}position you want. Then press SELECT to save it to disk. You can press ESCAPE at any point in this process to abort the save -}to disk.Note that each time you add to your mural, a box is drawn to show what part of the clipped mural is used. You can o-}verlap pictures on this mural, but if you do, Newsroom will combine the overlapped area and include it on both clips. To avoi-}d overlapping, make sure each clip is at least two units (pixels) away from the adjacent clip.After saving a clip or aborti-}ng with the EXCAPE key, the screen will change back to the original where you are givin five options on a SAVE Clipart submen-}u. You can CLIP and SAVE another porsion of the picture in memory to the same Clipart munal. You can LOAD a different picture-} into memory for clipping and adding to the mural (LOAD was described above). You can VIEW the present picture kn memory (ide-}ntical to that described in part A above). You can clear the load SPEC which allows you to choose a picture from a different -}drive than what you formerly selected. Note however that you cannot change the save SPEC from the SAVE Clipart submenu. The l-}ast option here is to choose DONE which returns you to the main menu. When ou choose DONE you can no longer add to the Clipar-}t mural but must rather start a new one.SAVE Awardware GraphicsAfter entering a filename the screen will change to the pi-}cture in memory with a flashing box init. Move and save the boxe area of the screen according to the following key combinatio-}ns: arrow keys --> Move one unit in any direction.Shift + arrow keys --> Move 16 units in any direction. -} SELECT --> Save the graphic inside the box. ESCAPE --> Abort and return to the main menu.VIEWThis option wo-}rks exactly like the one by the same name in part A of the program. See the explanation given there.SPECSee the explanati-}on given in part A of the program.ReturnThis option returns you to part A of the program (the first menu and options that-} appeared right after booting the program. The Converter Companion program disk must be in drive 1 to do this. If it is not, -}the program will alert you.EXPERIMENT AND HAVE FUNWe hope you enjy using the Converter Companion. Experiment with it and -}have a good time. If you discover some uses for it not mentioned here or have sugestions for improvements, let us know. We're-} always looking for ideas and better ways to impurove our products.ACKNOWLEDFMENTSAwardware, Printpower, and Sesame Stree-}t Print Kit are trademarks of Hi-Tech Expressions.Newsroom is a trademark Springboard Software, Inc.Print Shop is a trade-}mark of Broderbund Software, Inc.Atari is a trademark of ATARI Corp.ark Springboard Software, Inc.Print Shop is a trade,HNO FRILLS SOFTWARE PRESENTS...LABEL MATEBYDEXTER MORGAN.Label Mate is a suite of programs designed to print the bes1}t loo,ing labels you have seen on 1 1/2 x 4 inch labels either 1 or 2 across.The labels can be to label a disk or for any o1}ther use. However it strongly supports disk labels and address labels.LABEL-MATE will read the disk directories and print l1}abels or listings for any dos, Printshop, Spartados, Multiboot, Alphaload, or happy compacted disks.It configures itself si1}ngle, enhanced or true double density automatically.The main programs are written in pure machine language for speed. Addit1}ional utilities supplied are written in turbo-basic.The XE or other bank switching memorymupgrades and the MIO board are su1}pported and produce greater speed of access between program sections.A label consists of a Printshop style graphic, a title1}, disk densities and system and a disk number together with the files on the disk.Utilities supplied allow converting your 1}favourate Printshop graphics and an improvement on your favourate fonts on the labels.Up to 66 files per label are possible1}. LABEL-MATE sizes the type style and line spacing to give the best effect automatically.Full editing and intelligent, ins2}tantaneous sorting is available before printing.Listings or labels can be sent to the printer or any disk drive for later p2}rinting.Defaults can be set up the way you need them, saved to disk, and used automatically thereafter.The program can be2} user configured to suit any dot matrix printer capable of double density 8 pin graphics withtop pin high. Printer set up fil2}es are available for any Epson compatible printer (star, panasonic, gemini, techo etc). Explicit instructions and utilities w2}ill allow you to configure your printer if it is unusual.Allows the use of a data file created on your word processor to pr2}oduce an unlimited number of high quality address labels automatically.Completely unprotected - can be run from most densit2}y smart doses, in any density - even from the MIO board.INSTRUCTIONS. 1. Boot side 1 of the program 2. At the title scr2}een push START. 3. Push START when prompted to go the the print dump. 4. Press the SELECT at the prompt to dump instruction2}s. 5. Turn on the printer put inside 2 and push RETURN. 6. Wait for the first 27 pages of the manual to print. 7. Put side2 } 3 indrive one at the prompt and push RETURN. 8. Wait for the remainder of the manual to print. 9. Push RESET and follow th2 }e instructions in the tutorial.10. When you are delighted with the program tell your friends to BUY their OWN copy.LABEL-2 }MATE FAST START INSTRUCTIONSFAST START LABELERThis section is designed for limited results fast. It assumes you have a S2 }TAR NR (EPSON) compatible printer and it is turned on with paper in it. If you haven't the results will let you know - give i2 }t a go. 1. Boot side 1 holding down OPTION to disable basic 2. Push START at thetitle graphic 3. Push OPTION to load2} Label-Mate 4. Push A to read a directory. 5. Push 1 to select drive 1. 6. Push D to read a Dos directory. 7. Pus2}h T to append another side. 8. Turn the Label-Mate disk over to side 2. 9. Push 1 again.10. Push D again.11. Push2} N to not append another side.12. Scroll through the entries with joystick, arrow keys or the return key.13. Push CONTR2}OL S to sort the entries.14. Push CONTROL X to put in the dot used with dos file names.15. Push START.16. Push START2} again.17. Enter a disk number - eg L45.18. Push START to print.19. Admire our first label.NOT QUITE SO FAST EXP2}ERIMENTAfter the first success the next stage is to experiment until it all goes wrong - right? Try this. 1. From where y2}ou were last time press RESET. 2. Make sure side 1 of Label-Mate is in drive 1. 3. Push F. 4. Push C. 5. Push 3. 6.2} Push N and RETURN. 7. Put side 4 in drive 1. 8. Push 1. 9. Keep pushing RETURN until OUTLINE.FNT shows in the window.2}10. Push START then Y.11. Type in MY FANCY DISK and push RETURN.12. Push c.13. Push B.14. Push 2.15. Put side 3 in2} drive 1.16. Push 1.17. Keep pushing RETURN until WIZARD.GPH shows in the window.18. Push START then Y.19. Push 6.22}0. If you have an XL or 800 make sure side 1 is in drive 1. (not important if you have an XE).21. Push B.22. Type LABEL-M2}ATE TRIAL and push RETURN.23. Push CONTROL C.24. Push START.25. Push START again.26. Type No 1 and push RETURN.27. 2}Push 1.28. Type message 1 and push RETURN.29. Type 1.30. Type 2 and push RETURN.31. Push START to print.A SLOWER E2}XPERIMENT 1. From where you were last last time push RESET. 2. Push F. 3. Push B. 4. Push 2. 5. Make sure side 1 is2} in drive 1. 6. Push 1. 7. Keep pushing RETURN until AIRMAIL.GPH is in the window. 8. Push START then Y. 9. Push 6.2}10. Push C.11. Push 2.12. Push 1.13. Keep pushing RETURN until AIRMAIL.TIT isinthe window.14. Push START then Y.15.2} Push 6.16. Push F.17. Push C.18. Type to: and push RETURN.19. Push 1.20. Type Please and push RETURN.21. Push 2.2}22. Type Deliver and push RETURN. Make sure you push CAPS to return to upper case.23. Push X. (box should change to N - i2 }f not push CAPS and try again.24. Push OPTION.25. Type "D1:TST.DTA". Nothe taht the " must be typed in position 1 and the2!} : in position 2 or 3. Don't push RETURN.26. Push CONTROL C.27. Put side 4 in drive 1.28. Push START.29. Push START a2"}gain.30. Nice looking address label Huh?NEXT STEPSNow be safe and take a copy of the disk. You can then experiment mad2#}ly with the copy in perfect safety. Some options in the program with write to the program disks - a copy is realy worth the t2$}ime.When all else fails you can print out the full instructions by choosing START from the first menu screen after boot up.2%} Be prepared 30+ pages to print out.IF SOMETHING DOESN'T WORKPrinters can be wonderously different of their interpretat2&}ion of simple instructions. There is a full treatment of how to set up your printer in the instructions - but let's check for2'} a quick fix first.1. Boot up and go to toe utilities.2. Choose to edit PSET files (A).3. Then load another PSET (2).2(}4. Push 1 (with side 1 in drive 1).5. Push RETURN to see the other printers catered for ( the list will circulate when it e2)}nds).6. Try one of the other PSETs (START then Y to choose it).7. Without turning the computer off try the experiments ag2*}ain. RESET first and then F to get to Label-Mate.8. If that fails you have reached the "if all else fails" stage and you wi2+}ll need to print out the instructions and read the first few pages.WHAT ELSE IS IN THE INSTRUCTIONSI realy do want you2,} to read them! 1. How to configure Label-Mate to any printer. 2. How the sort works. 3. What a > character can do for y2-}ou. 4. What the listing feature does. 5. How to write labels or lists to disk and print them later. 6. How to use Label2.}-Mate to align the printerhead. 7. What the default configuration file can do. 8. Making a catalog printout of graphics a2/}nd titles. 9. How to set up the title and graphic to to want to be the default.10. How to use any of the thousands of ava20}ilable PRINTSHOP graphics on your labels.11. How to cater for directories with more than 66 entries.12. How to avoid wait21}ing for the picture to load.13. How to design your own fonts.14. How to use the strange font called DOUBLE.FNT.15. How 22}to run Label-Mate from your favourate Dos. How to run it from the MIO board if ou have one.16. How to produce a coloured la23}bel if you have a colour printer.17. How to feel ashamed if you even think of giving a copy of Label-Mate to a friend. It i24}s not copy protected for our convenience. Give me a fiar go.HAPPY LABELING.DEXTOR MORGAN...----------------nd. It i0uTHE SUPER REEVEKEYBY ALAN REEVE(C) CORYRIGHT 1986 * REEVE SOFTWARE. REEVE SOFTWARE 29W1566}0 OLD FARM LANE WARRENVILLE IL 60555 (312) 393-2317This program is protected under the United67} States copyright laws, and unautorized duplication is not permitted! The user does have the right to ppurchase 1 backupcopy 68}if he/she so desires at the cost of $5.Congratulations on your purchase of the SUPER REEVEKEY...The best CX85 numeric keypa69}d handler available!LOADING THE SUPER REEVEKEY-1) Turn on your TV/Monitor, disk drives, and any other hardware you wish 6:}to use.2) Insert side 1 of your reevekey disk into your disk drive.3) If you wish to use cartridge software, put it into 6;}the cartridge slot, and then turn on your computer.4) You will be greeted by our title screen.Once the super reevekey has6<} loaded you will be greeted by a flashing title screen. From here you have the following options:A) You can reconfigure whi6=}ch joystick port you want to have your CX85 keypad connected to. This is indicated on the lower right half of the screen.To6>} change which port you are using press "P".B) You can load a customized layout (described later).To do so select which lay6?}out you wish to load by pressing "F". You will cycle through the numbers 0 through 9 as they appear on the lower half of the 6@}scree. To load the layout press SELECT.C) You can choose whether or not to use the built in interpreter. This function was6A} desighed to allow the user to filter out illegal changes in memory which could kick the super reevekey out of memory. Mode 06B} is no interpreter, mode 1 filters out selected writes in memory, and mode 2 was designed solely for SYNCALC. Press "I" to ch6C}ange interpreters.Once you have done this you are ready to use the super Reevekey. Place the disk you wish to use in drive 6D}number 1 and press START. If you need to use the built in basic hold down OPTION while pressing START.If you wish to change6E} programs without reloading the super Reevekey you can press START and SELECT to reboot (also hold down OPTION if basic is ne6F}eded). However, you will still be using the same layout, joystick port, and interpreter. THE CUSTOMIZERLoad the custom6G}izer in the same way that you loaded the super Reevekey except use side 2. You will be greeted by a table containing all of t6H}he keys on a CX85 numeric keypad. A cursor should appear in the upper right hand box. You nay now enter what you wish each ke6I}y to represent (I.E. type the word HELLO if you want the key to type hello when pressed). If you do not wish to use all ten c6J}haracters press START and RETURN simultaneously and you will go on to the next key. After you have filled in all of the keys 6K}you may save your layout. You will be asked for a SAVE FILE number (0-9). This is how you access these files from the super R6L}eevekey. Type the file number that you wish to save your file as, insert a standard formatted DOS disk, and press RETURN. The6M} file should save, and you should return to the start of the customizer so that you can create another layout. You may abort 6N}without saving by typing in an illegal entry.ADDITIONAL IDEASThree pre-programmed layouts (0-2) have been put on side on6O}e for your own use. These should help you generate ideas so that you can get the most out of your CX85 keypad.Ways that we6P} have thought of are speedy entry of numeric figures, typing in large amounts of data statements quickly. Entering comonly us6Q}ed commands in adventure games, and using it as a better entry device for role playing fames such as the ULTIMAS!TECHNICAL6R} NOTES ON USAGE.The super Reevekey operates on a modified RAM operating system, and thus any attempts to change bit 0 of me6S}mory location $D301 to a 1 will kick out the ram resident O.S. and reinstall the ROM O.S. that is built into your ATARI XL/XE6T} computer. When this happens a buzzing noise occurs! Also poking random values into location $C000-$CFFF (49152- r3247) and $6U}D800-$FFFF (55296-85535) may cause strange things to happen. Interpreter mode 1 filters out some of these, but of course it i6V}s impossible to filter out all of these writes to memory.n. Interpreter mode 1 filters out some of these, but of course it i4:PAGE MARSHALVERSION 1.6CONTENTSSECTION: PAGE;Introduction.............1A: To Editor.............3:X}B: Load DOC..............5C: Load FNT..............6D: Load TXT..............6E: setup PRINTER.........6F: Sav:Y}e DOC..............7G: Print PAGE............7H: Print DIR.............8I: Set Colors............8J: TO UTILITIES:Z}..........9.......7G: Print PAGE............7H: Print DIR.............8I: Set Colors............8J: TO UTILITIES8 INTRODUCTIONThe Page Marshal System consists of a suite of programs writen in 6502 assembler and Turbo Basic. The system i>\}s intended for interactive design and print of many common graphic requirements, such as poster, news sheet, label, musical, >]}business form, statistical theatrical, sport and so on. The system also supports more specialised design tasks such as electr>^}onics diagrams and printed circuits.LOADING AND SAVING FILESThe various loading and saving screens prompt the user to en>_}ter filespec. Here are some example filespecs:c:SCORCARDD8:WISHLISTTESTPlease observe the following three system featur>`}es:(1) The program automatically allocates filemane extemsions as appropriate. Users should NOT type in filemane extension>a}s: but just the device:filemanel(2) If the DEVICE is not specified the system will select D1: by default.(3) If the casse>b}tte (C:) device is specified, a filename should still be used because status reporting and automatic font loading depend on i>c}t.Extensions recognised by the system are:DOC=Document file, FNT=Font file, TXT=Text file, PAGE=Page file, LIB=Library.>d}SOME FUNDAMENTAL CONCEPTSCursor: This is the "()" shaped pointer which encloses a single graphic character cell.DOCUMENT>e}: The composite disk file format used by the main program. The utilities program enables Document type files to be split into>f} seperate page library files. This is convenient for:(a) Archival purposes, and saving Page and Library files seperately ca>g}n achieve the sinimum duplication of stored information; hence saving disk space.(b) exchanging libraries within a Document>h} file to gain access to additional modules.FONT: a short disk file which contains CHARACTER SET data. The computer uses thi>i}s data as a "look-up" table; so a design will only look "right" when the right font is loaded. It is possible to print a Page>j} which uses a dufferent Font on different lines (refer to advanced printing); but only ONE FONT AT A TIME CAN BE LOADED FOR T>k}HE PURPOSES OF DESIGN AND EDITING. The best method is to think of your design as a collection of groups of lines with each gr>l}oup requiring a different Font; and work on one line group at a time. A different Font can be loaded at any time.LIBRARY: a>m} storage area for commonly used MACROS. It's dimensions are 48 columns (numbered 0 to 47) by 80 rows (numbered 0 to 79). The >n}system comes with many library files; each containing an assortment of macros for related purposes. Note that columns 39 to >o}47 should preferably be left empty of macros because these columns are used for Font-name storage in multipal Font documents >p}(see advanced printing).MACRO: Any block of characters up to a maximum overall size of 32 columns by 16 rows (512 character>q}s). The Main Program has facilities moving, copying, filling, deleting and step-repeating any macro in real time.MICRO: any>r} individual character. This is the smallest graphic unit that the Main Program can individually access. To get at individual >s}pixels within any micro, a Font Editor such as Superfont or Fontedit is required. Valor will be producing its own Font Editor>t} for Page Marshal in due course.PAGE: the main drawing area of size 80 columns (numbered 0 to 79) by 80 rows (numbered 0 to>u} 79).HOW TO RUN THE PROGRAMMake sure our computer and peripherals are turned off. Now turn on disk drive D1. Now 'boot u>v}p' the Page Marshal programs disk from D1: with Atari Basic disabled (to boot up, hold the option key down for 2-3 seconds wh>w}ilst switching the computer on). Atari DOS2.5 loads first (on 130XE computers the 130XE Ramdisk will be set up next); then Tu>x}rbo Basic loads. Finally, the Page Marshal Initialisation Menu loads. This Menu gives you the choise of running either the Ma>y}in Program or the Utilities Program, by pressing "1" or "2" respectively. Press key "1". The Main Program will now load and r>z}un.When loading completes, Main Menu will appear, a "peep" will sound and the message "Status= A1" should appear on the "Re>{}port Line", which ends with a number. This amount is the number of free memory bytes remaining.Note that in addition to men>|}u items and Report, the Main Menu screen also displays: name of loaded Document and Font ('!' indicates no file loaded * name>}} of last Document saved to disk ('!' indicates no document saved since switch-on) * user-selectable printing parametersERR>~}OR REPORTINGIf an error occurs, the program returns to Main Menu, and a plain English message should appear on the Report l>}ine. If, instead of plain English, you get a message like:ERROR 12:L1850(the number could be anything) it means that you >}have come across a problem which we at Valar probably don't know about; so please inform us! tell us what conditions caused t>}he error and exactly what the reprot said. We would also like to know of any sequence of events that caused the Report line F>}ree Bytes Count to decrease significantlyfrom the normal value. It should NOT be necessary ti hit RESET in order to continue >}using the program after setting a report. A typical, designed-in Report is:DEVICE TIMEOUTThe above report appears if the >}user asks for something to be printed when either the pronter or its interface are switched off; or are off-line such an erro>}r is EXTERNAL to the program. To continue, simply correct the external problem and reselect.HOW TO USE THIS MANUALThe re>}maining sections of the manual describe the individual Main Menu options and are indext in exact corralation to the ordering >}of the options as they appear on the Main Menu screen.A: To EditorThe Editor contains a wide variety of editing tools whi>}ch for convenience have been grouped together onto two sub-menu screens.(a) Micro mode - for single character editing(b) >}Macro mode - for multiple characer block editingThe SELECT key is used to toggle between these two modes. The START key is >}used to toggle between Page and Library windows in either mode. Press HELP to quit to Main Menu from either mode. The tools w>}ill now be described:Micro-JoystickPressing the joystick fire button writes the currently selected characer to the curren>}t cursor position. Pressing the button whilst moving the joystick produces a trail of the selected character. The joystick i>}s also used to scroll the windows horizontally, vertically or diagonally.Micro-RetrieveWhen working an existing design; i>}t is convenient to be able to "grab" any character currently on screen for subsequent "painting". Simply position the cursor >}over the required character, and presss the ESCAPE key. Note that NORMAL video must be selected.Micro-KeyAll the characte>}rs in the loaded Font are instantly available by pressing appropriate key or key combination. But it could be hard work to fi>}nd which key relates to which shape. Page Marshal has the solution to this. Load TEST.DOC and then load the required Font. Th>}en, print out TEST.DOC for a user-friendly template which will enable the user to locate all positions on the keyboard with e>}ase.Micro-LdrawThis tool provides horizontal and vertical line drawing with automatic corner insertion. The legend at the>} lower left of the Menu window changes to "Ldraw Mode". Use the joystick and button as for Micro-Joystick. Notice how the cha>}racters automatically alter to suit the new direction. There is a definite knack to using this tool. Hint: be careful not to >}overshoot or cut corners. Press CONTROL+INVERSE to toggle this tool onand off.Micro-TyperPress OPTION to toggle this tool>} on and off. Note that the legend at the bottom left of the Menu Window changes to "Typer Mode"when on. It is not possible to>} switch Library and Page during typing so select the required zone beforehand. In Typer, characers typed at the keyboard are >}immediately written to the current cursor position The cursor automatically advances one character position to the right, scr>}olling the window if necessary. The joystick can be used to re-position the cursor for editing or for entering text at a diff>}erent location. Typer Mode generates left justified text. Position the cursor where the leftmost text column is to be. Now en>}ter Typer Mode. Type away as required. When you come to the end of the line (this can be anywhere you like); press RETURN, th>}e cursor and window will re-align themselves so that the leftmost column is visible; the cursor will be in the correct positi>}on at the beginning of the next line. For indented paragraphs, quit Typer Mode, reposition the cursor and re-enter Typer Mode>}. The new cursor position will become the new left margin position.Macro-BufferMacro-Buffer has several functions; the mo>}st important of which is the ability to restore a block to its previous state after any edit poeration. The tool is activated>} by the space bar and is CYCLIC. Each time it is pressed, one of four copying tools will be invoked; the sequence is CANCEL, >}BLOCK, OVER, UNDER. Keep tapping at the space bar until the closest effect to the one required is obtained.Macro-Buffer pro>}vides the user with a rescue facility incase some detail is accidentally deleted. Note that the data in Macro-Buffer will rem>}ain in tact until overwritten by pressing the fire butonagain.Macro-Buffer can also be used to copy data from one DOC file >}to another. Simply load the source DOC, set up Macro-Buffer by doing a SINGLE COPY BLOCK of the Macro to inself, then load in>} the destination DOC. Now return to Macro Mode and scroll the window to get to roughly the same position you were in before. >}Press the SPACE BAR to do the transfer.To guard against the possibility of ACCIDENTALLY transfering data from one DOC to an>}other, it is good practise to NULLIFY Macro-Buffer before leaving Macro Mode. Do this by positioning the cursor in the top le>}ft corner of the Library and then press the fire button three times (use default rules). This sets the Macro and hence Macro->}Buffer to its minimum size of one character. Any accident will now be limited to the harmless transfer of a single character.>}B: LOAD DOCThe display will change to the Load Document screen. Enter the filespec and press RETURN.DOC files consist o>}f a Page file bound to a Library file. It is the Page part which can be printed out. The Library exists to make it easy to CO>}PY existing patterns, shapes, etc., into the Page area. The section on the Editor goes into this in more detail. DOC files al>}so provide data on the color schene and Font that were in use when the file was last saved. This extra data appears in coded >}form doring loading, on the bottom line of the display and can be ignored. On loading a DOC file (a) the Editor color schene >}will be updated and (bZ) the required Font will be loaded over the existing Font (but only if the existing Font is different)>}. If a required Font file cannot be found, then a Report simular to:NO D:FONTNAME.FNTwill appear. To continue, insert the>} Font disk in D1; then proceed as for normal Font loading; entering the filename shown in the Report. To avoid the problem, g>}roup similar document types on the same disk, together with the Fonts the have in common. This will guarantee automatic Font >}loading.C: LOAD FONTAt the prompt, enter the filespec and press the RETURND: Load TXT1. Select 'A' from the Main Menu>} to enter the Editor. Use the joystick to position the cursor at the top left of the area to be filled with text.2. Press 'H>}ELP' to return to the Main Menu.3. Select 'D' from Main Menu. At the prompt, enter the filespec and press RETURN.A Page M>}arshal text file consists of a line or lines of ATASCII characters delimited with ATASCII EOL'S (carriage returns). It is up >}to the user to ensure that:(a) the largest line in the text file is no greater than the number of character positions betwee>}n the cursor position and the right margin of the Document.(b) The number of lines in the text file is no greater than the n>}umber of lines between the cursor position and the bottom margin of the Document.SETUP PRINTERThis screen allows the user>} to alter three print-time parameters: 1. Page Length 2. Page Skip factor 3. Layout ShapePage>} Length is simply the length of the print paper sheet; measured in 1/6 inch units. So, for 11 inch paper, select '66'. For ex>}act A$ size, select '70'.Page Skip factor is used when (e.g.) overprinting multi-page documents. It permits the printing of>} (e.g.) a title page design followed by a skip to the next title page. The skip fact is simply the number of pages to be skip>}ped over.Layout Shape refers to the overall appearance of a full-size Document. When Normal shape is selected, the program >}sets the line feed to exactly to the height of a single character. While this produces the neatest possible appearance, the o>}utput is slightly stretched from the top to bottom. This is due entirely to the character cell used by the printer being more>} of a rectangle than an exact square. Normally, this stretching is of no consequence; but applications such-as PCB layout or >}graphs which require maximum accuracy cannot tolarate this cistition. Square layout should be selected in such situations, Pa>}ge length defaults to 66 lines (11 inches), The skip factor to 0 (no skip) and the layout to Normal.F: Save DOCAt the pro>}mpt, enter the filespec and press RETURN. Some coded data will appear near the bottom of the screen. This is data on screen c>}olor, character luminance and name of Font currently in use. This data is saved together with all the Page and Library data. >}An abort with error report occurs if less then 83 free sectors are available on the specified device.G: Print PAGEIf Skip>} factor is set to 0, the program will prompt for the number of copies required. Otherwise, it will prompt for the number of S>}ETS of copies. For Example, if skip is set to 10 and number of sets to 10, then 110 sheets will pass through the printer, wit>}h printing added to every 11th sheet, starting with the first sheet.The PAUSE facilityTwo types of PAUSE are provided:L>}INE pause (press 'L' to select)PAGE pause (press 'P' to select)To terminate either type of pause, press any key. LINE paus>}e comes into effect as soon as the current line has finished being printed. PAGE pause is deferred until all the lines of the>} current page have been printed. PAGE pause is useful for re-alignment of feed paper during long print runs. The screen displ>}ay is used to report any pause status.use is useful for re-alignment of feed paper during long print runs. The screen displ<(Advanced PrintingIf the Library of any multi-font is scanned in region of column 39, Font filenames will be found, precededB} by the escape character. This is the mechanism by which the printout routine changes Fonts during printing. The change-over B}occurs at the line on which the Font filename appears. The escape characer MUST be in column 39 and the filename must follow B}with no space in between. Filenames shorter than 3 characters MUST be delimited with a SPACE. Before starting any multi-font B}print run, always ensure that the Fonts disk is in D1:- 130XE: NOT excepted (130XE users have the advantage that fonts are auB}tomatically copied to and from D8: as required; resulting in faster printing of long runs, but all Fonts are selected from D8B} at the START of next print RUN).The escape character is also used to cause any line or blocks of lines to be skipped over B}WITHIN DOCUMENTS. In this case, the escape character must be placed in column 0 of the PAGE; on every line to be skipped. ThiB}s results in greater flexibility and faster printing of parts of PAGES.Note: To generate the escape symbol, select INVERSE B}VIDEO and then press the 'Esc' key (must be done in Micro Mode).H: Print DIRThis will print out a full directory or subseB}t of the specified drive. All DOS2.5 wildcards are acceptable.I: Set ColorsThis Menu allows you to alter the appearance oB}f Editor features as follows:(a) the LUMINANCE of the characters(b) the LUMINANCE of the background(c) the HUE (color) oB}f the backgroundThe colors chosen may affect the visibility of the cursor, or of the Macro 'block' (this always matches theB} BORDER color). The currently selected color scheme will be saved as part of the DOC file. This save data is read from the DOB}C file on loading, and will update the color scheme accordingly.Press 'P' until the upward pointing arrow is under the POT B}you wish to alter. Now press 'L' to alter the LUMINANCE of this pot, or 'H' to alter the HUE. Characters always have the sameB} HUE as the background pot. After each color change, Page Marshal will automatically re-calculate the contrast color for LibrB}ary and the border (and consequently for the Macro block). Press 'Help' key to return to the Main Menu.J: To UtilitiesIt B}is possible to RUN the utilities program without harming the loaded Document or Font. Place the Page Marshal system disk in DB}1: before selecting. The Utilities program has a similar facility for re-running the main program.e Marshal system disk in D@cTHE TEMPLE of APSHAI TRILOGYThe Oracle of Apshai You are a lone adventurer with of nerves of steel, a cool head and F}cold blooded. Your senses must be as sharp as an Eagles eye, to fight the unexpected dangers awaiting you. The Apshai iF}s set out in parts:The Temple, The Upper Reaches, and the Curse of Ra. The first part is filled with dark powers and dF}anger. To venture into the vault, lived in by monsters, you must be immensely strong to fight them off. The second partF} knows tragedy, the left over from the reign of terror and horror, once common place. It also knows the ghosts of the priestsF} from long ago. The third part, is a place full of dazzling sands and crazy paths. Shrines of the ghosts, the last secrF}et place. Now it is up to you, you choose either to venture into the temple or turn around and go back home. If you choF}ose to enter the Temple of Apshai you must be prepared to fight. You will meet up with creatures, sometimes friendly and kindF}, some not so friendly like carions and repulsive monsters. But remember, some of those natural and unnatural strangers you mF}eet, will help you to find your way, so be careful. It is said that you can find precious stones in all colours and magF}ical remedies.Translation by A.M.G.GETTING STARTEDInsert the diskette, switch on the computer. When the Titel screen haF}s loaded press any key to continue. You will now be presented with the following menu screens:(The Innkeeper screen)F}You have a choice to chooseA> To restore a Game in ProgressB> To Load a Character from DiskC> Create a new Character at F}RandomD> Enter your own CharacterChoose a letter (no RETURN needed)A...is a previously saved game, you will then continuF}e where you left off.B...load a character from your disk: A previously saved character will be loaded.C...pressing C willF} ask the Innkeeper to choose at random a character for you.D...once you are familiar with this adventure you can build up yF}our own character. Choose "C" for the first time, it will show you how to do it. Choosing C gives you the average charaF}cteristics as follows: INTELLIGENCE 10 INTUITION 7 EGO 9 STRENGTH 14 CONSTIF}TUTION 11 DEXTERITY 9 SILVER PIECES 120CHARACTERS NAME: enter a name-press Return After you have tyF}ped a name and pressed Return, you will be presented with the following menu:CHARACTER SUMMARY FOR INTELLIGENCF}E 10 INTUITION 7 EGO 9 STRENGTH 14 CONSTITUTION 11 DEXTERITY 9 WEAPON=NF}ONE ARMOR =NONE SHIELD=NONE BOW=NONE ARROWS=0 MAGIC ARROWS=0 SALVES=0 F} ELIXIRS=0 EXPERIENCE=0 WEIGHT CARRIED=6 SILVER=120WILT THOU= A> PURCHASE A FINE WEAPON B> F}PURCHASE A NEW SHIELD C> PURCHASE NEW ARMOR D> PURCHASE A BOW E> PURCHASE ARROWS F> PURCHASE HEALING SALVES G> ENTEF}R THE TEMPLE H> SAVE THY CHARACTER TO DISKENTER THY CHOICE> To purchase a weapon press "A" the menu will change: F}WEAPON WEIGHT PRICE 0> NONE 0 0 1> DAGGER 1 5 2> SHORTSWORF}D 2 14 3> BROADSWORD 3 18 4> BASTARD SWORD 6 35 5> GREAT SWORD 9 F} 70WHAT WEAPON WILL THOU PURCHASE?Choose a weapon by pressing the relevant number and the Innkeeper will ask:I G}ASK (price) FOR THIS (name of weapon)A FINER WEAPON THOU COULDST NOT FIND!WHAT IS THY OFFER,(name)? There is your chaG}nce to haggle with the Innkeeper about the price. Just type a lower than asking price, should the Innkeeper accept that amounG}t he will respond by saying:DONE!PRESS ANY KEY TO CONTINUEand you go back to the menu to purchase a different weapon orG} to enter the Temple.ENTERING THE TEMPLE!!! If you choose now to enter the Temple press "G" now you have the option tG}o change the speed of the monster: (SLOW MEDIUM FAST) press the first letter "S" "M" or "F". Now you get the choice oG}f where to go. 1> TEMPLE of APSHAI 2> THE UPPER REACHES of APSHAI 3> THE CURSE of RaThe LEVEL difficulties aG}re (1-4)? The easiest is "1" and "4" is the most difficult level.At this stage should you change your mind and would like tG}o return to the Innkeeper's menu press 0 (zero)After pressing the number for the difficult level you enter the Temple... G} To control the adventurer you can use the keyboard or and joystick. You can use the keyboard on its own or keyboard and jG }oystick together.The KEYBOARD COMMANDSMovement commands:0) rest L) turn left 90 degrees1-9 take G }steps 1-9 V) turn 180 degreesR) turn right 90 degrees SPACE-BAR each press one step G } forwardFight commands:A) sword thrust F) shoot arrowT) push and thrust M) shoot magic G }arrowP) defenceSpecial commands:E) looking for secret door !) talk to monsterO) open door H) heaG }ling with salveS) look for trap Y) drink elixirG) pickup treasure I) take stockD) drop treasureG} Q) eavesdrop on monsterCTRL-S save adventure CTRL-C save characterJoystick control:without button G} with button pressedforward one push 5 steps forward sword thrustleft turn 90 degrees left defeG}nceright turn 90 degrees right attack push & thrustpull back rest shoot ordenary arrow G} make sure with this action that the button is pressed G} first make sure with this action that the button is pressed D NEWSROOMby SpringboardWHAT YOU CAN DO WITH THE NEWSROOM The Newsroom was created for journalists of all agesK} and abilities. Experienced writers will find that it has the tools and flexibility to create stylish and sophisticated publiK}cations. Novices, young and old, will find The Newsroom a fascinating introduction into the world of journalism and newK}spapers. With the Newsroom you can design, write, and illustrate a wide range of publications, including newspaperK}s, newsletters, brochures, flyers and forms. You can spread the news about your business, school, club, team, family or neighK}borhood. Thousands of users already have created countless original publications with the Newsroom. The Newsroom eK}nables you to direct all the activities necessary to create a newspaper. This includes banner creation, photo productionK}, copy writing, layout, and printing. There are four (4) types of pages that can be made, each with a particular combination K}of panels and banners: 8 1/2"x11" Banner with 6 panels 8 1/2"x11" 8 Panels (no Banner) 8K} 1/2"x14" Banner with 8 panels 8 1/2"x14" 10 panels (no Banner) When you start up The Newsroom, thK}e first thing you see is a Picture Menu. It shows each of the five departments. When you select one of the departments, the PK}icture Menu disappears and you advance to the selected department.THE ELEMENTS OF A NEWSPAPER The front page ofK} a newspaper usually has an area at the top which contains the name of the newspaper in large type. Sometimes it contains addK }itional information such as the name of the publisher, the date, a slogan, or a short note about a featured story. This area K!}is called the banner or flag and is created in THE BANNER area of The Newsroom. A front page also has panels, wherK"}e text and photos appear. On inside pages, additional panels appear in the place of a banner. Photos are created in the K#}PHOTO LAB, and then combined with text in THE COPY DESK to make a panel. You arrange the panels on the page in THE LAYOUT areK$}a and then send the finished newspaper to a dot matrix printer in THE PRESS.THE WORK AREA The three newspaper crK%}eation areas--Banner, Photo Lab, and Copy Desk--contain a work area in which you enter the elements of your newspaper. The woK&}rk area is the same relative size as the banner or panel that will appear on the printed page. K'} ICONS Each of the three creation areas also has a menu composed of picture symbols, called icons. Icons reK(}present a specific function or tool that you may use in the work area. Sometimes, selecting an icon will reveal yeK)}t another set of options. Several of the icons are common to all three work areas. For example, there is a garbage K*}can icon, selected when you want to get rid of all the text and graphics on the screen. And there is a disk icon for when youK+} want to save your work or load into the work area a previously saved file. In all there are 11 icons.THE CURSOR K,} The Newsroom has a "smart" cursor that not only shows its location on the screen but also changes shape according to the funK-}ction it can perform at any given time. The cursor takes on many different shapes; here are the most common ones: K.}It may look like an arrow, pointing to an icon. It may take the shape of a hand, indicating that it is ready to piK/}ck up a piece of clip art. When you start te enter text, the cursor becomes a box thatK0} is the same size as the letters that will appear.MOVE AND SELECT Except for entering text, almost all functions in TK1}he Newsroom are performed in two steps: 1. First, you must move the cursor so that it highlights or points to the K2}option or object you want to work with. If you have a joystick, you can use it to move the cursor anywhere on tK3}he screen. When you first start using The Newsroom, you will have to orient the device so that the motion of your hand corresK4}ponds to th cursor movement you expect. If you don't have a joystick, you move the cursor with the cursor contrK5}ol keys. Other control keys are listed later. 2. Next, you must "select" the option or object. This is done by preK6}ssing the fire button if you have a joystick, or with the [SELECT] key if you are using the keyboard keys.FUNCTION-KEY-DESCK7}RIPTION SELECT-[SELECT]-Select an item from a menu or a list of option. Select the point where youK8} want to start entering text or graphics. Pick up and drop a piece of clip art. CURSOR STEPS-[CONK9}TROL-S]-Pressing [Control-S] toggles cursor movement between large and small steps. Moving in small steps allows for precise K:}positioning of clip art and photos. LEAP-[CONTROL-L] Pressing [Control-L] makes the cursor Leap from the middle of the K;}screen to the icon area and back again. AUDIO [CONTROL-A] As the cursor moves from one item to another on a menu or lisK<}t of options, it makes a faint clicking sound. You can turn this sound off and on by pressing [Control-A]. K=} STARTING THE NEWSROOM 1. Turn on the disk drive. 2. Insert The Newsroom Master Program disk into drK>}ive 1. 3. Turn on the computer. (DO NOT hold OPTION key) 4. Turn on the monitor.EXITING FROM THE NEWSROOM K?} When you complete a work session in The Newsroom, you will find it helpful to know how to get out and return to DOS. ThereK@}'s really nothing to it: all you have to do is select EXIT from the Picture Menu.MANAGING DATA FILES Data files aKA}re the files you create in The Newsroom. They must be stored on a data disk. Data files cannot be stored on the Master PrograKB}m disk or on the Clip Art disk. Before you start using The Newsroom, make sure that you have at least one floppy diKC}sk for storing your data files. In fact, you should have two disks so that you can make back-up copies of the files you creatKD}e. There are four (4) areas of The Newsroom in which data files are created: THE BANNER, where youKE} create the banners. THE PHOTO LAB, where you creat photos. THE COPY DESK, where you create the panels KF}by loading photos and entering text. THE LAYOUT AREA, where you assemble banners and panels to create pages.SAVIKG}NG DATA FILES For easiest Handling of all your data files, it is highly recommended that you save all the files comKH}prising a page (banner, photos, panels, and page layout) on a single data disk. Each of these areas include a file KI}save option, represented ny the DISK ICON or a box with the word SAVE in it. When you have created a file that you want to keKJ}ep for later use, you must save it before returning to the Picture Menu or working on another file. The Newsroom provides cleKK}ar on-screen instructions that lead you through the save procedure. Data disks may be initialized during The NewsroKL}om's save procedure.THE BANNER ICONS The CLIP ART ICON (picture of a face) accesses The Newsroom's collection ofKM} ready to use artwork. You can select only one piece of clip art at a time, but you can return to the clip art disk as often KN}as you like. The banner may include as many as 30 pieces of clip art. The FLIP ICON (arrows pointing left/right) cKO}auses the specified piece of clip art to flip from left to right, producing a mirror image of the orginal artwork. This icon KP}appears only when there is a piece of clip art in the work area. The CRAYON ICON accesses the Graphics Tools Menu KQ}from which you can select a drawing pen, a predefined shape, or a fill pattern to enhance your banner. And if ou make a mistaKR}ke, you can use the eraser. The Graphics Tool Menu is also the place from which you select the font for the text you want in KS}the banner. The MAGNIFYING GLASS ICON enables you to zoom in on a portion of the work area for detailed editing ofKT} the clip art and graphics you've put in the banner. The OOPS ICON cancels your most recent action in the work areKU}a. Thus, you can remove something added or restore something deleted. The GARBAGE CAN ICON clears the work area. AKV}ny work done on the banner since it was last saved is lost. As a Safeguard against accidents, this icon must be selected twicKW}e in succession before it takes effect. The DISK ICON is used to save the banner you've been working on, to load iKX}nto the work area a previously saved banner, or to initialize (fromat) a data disk. The MENU ICON returns you to tKY}he Newsroom Picture Menu. If you have made any additions or changes to your banner, The Newsroom asks if you want to save youKZ}r work before you exit.WHAT IS A BANNER THE BANNER is the space at the top of the first page of a newspaper. It K[}contains information such as the name of the newspaper in large type. Sometimes it contains additional information such as thK\}e name of the publisher, the date, a slogan, or a short note about a featured story. On those pages that you decideK]} not to include a banner, the Newsroom puts two panels in the banner's place. The Newsroom provides the tools you nK^}eed to create a banner that's just right for your newspaper. There are three elements that make up a banner. These are: K_} CLIP ART-The Newsroom comes with a disk containing more than 600 ready-to-use illustrations from which you may choose.K`} GRAPHICS TOOLS-The banner can include lines, boxes, circles, fill patterns that fill in an enclosed area with a deKa}sign, and your own freehand drawings. A special Graphics Tools Menu displays your options. TEXT-The Newsroom has fKb}ive type styles, or fonts, from which you may choose. Fonts are selected from the Graphics Tools Menu. NOTE:The icons oKc}n all the menus are the same, with the exception of the camera on the photo laband the word FONT on the copy desk, and have tKd}he same function. Instead of re-doing all the typing, just refer to this section for the use of the icons. Below you will finKe}d the explanations to the CAMERA and the FONT: The CAMERA ICON (Photo Lab) is used to define the borders of a photKf}o and to "take a snapshot". A Photo is a picture that appears in the main body of a newspaper. Photos can be uKg}sed to illustrate a story, or they can stand by themselves. Banners and Photos may be similar in the way that they Kh}are created, but they are not interchangeable. A banner cannot be used as a photo, and a photo cannot be put into a banner. Ki} Photos can be as small as you like, or they can be as large as a single panel. As with the banner, the photo lab worKj}k area defines the amount of space you have to work with. A finished photo is placed into a panel at the COPY DESK.Kk} Then, as you type in a story, the words automatically wrap around the photo. A completed panel is "pasted down" on a page inKl} the layout area. A photo cannot be transferred directly from the photo lab to the layout area; it must first be pasted down Km}in the COPY DESK as part of a panel. TO TAKE A SNAPSHOT is to define the part of the work area that you want to incKn}lude in a photo. Immediately after taking a snapshot, you must save the photo. Follow these steps to take a snapshot: Ko} 1. Select the camera icon. 2. Move the cursor the the wrk area. The cursor takes the shape of a crosKp}shair (+). Position the cursor in one corner of the area that you want to include in the photo. Select that position (fire buKq}tton or [SELECT]) and move the cursor diagonally to an opposite corner. A box takes shape, just as if you were using the box Kr}feature from the Graphics Tools Menu. The box is used to "crop" the photo; that is, it defines that part of the work aKs}rea that you want to include in the photo. (The crop box does not appear when you print the photo; if you want a border arounKt}d the photo, add one using the Box from the Graphics Toll Menu BEFORE you take the snapshot.) Whatever is in theKu} crop box will be included in the photo; whatever is outside it, will not. By positioning the box just where you want it, youKv} can leave out of your photo some of the artwork in the work area, or you can include some blank space. 3. When thKw}e box ecloses the part of the work area that you want in the photo, hit the [SELECT]. The cropped area will be inversed for aKx} moment (appear similar to a photographic negative), signifying that the snapshot has been taken. Move the cursoKy}r back to the icon area. The crop box continues to flash, reminding you that you have not saved the photo. If the cropped areKz}a is not to your liking, select the camera icon again. This cancels the first cropping and lets you start over.K{} 4. When you are happy with the area cropped, and the crop box is still flashing, select the DISK ICON to save tK|}he photo. If you were to select any other icon the snapshot would be lost and you would have to go back and crop the photo agK}}ain. Remember, taking a snapshot does not save a photo to disk. FONT-The FONT ICON (Copy Desk) is used to select a stylK~}e of type. The copy desk offers the same five fonts as the graphics tools menu in the banner and photo lab. Once yoK}u have selected the font, you toggle the use of the font, while in the work area, with the [SELECT]key or fire button. Then yK}ou are able to type your text. THE COPY DESKHOW DO YOU MAKE A PANEL? WhK}en you include both text and a photo, creation of a panel is a three step procedure. However, a panel may consist entirely ofK} a photo, or it may contain all text and no photo; in those cases, panel creation takes only two steps.PUT IN A PHOTO K} Putting in a phot is the recommended first step because having the photo in the panel lets you see how much room is lefK}t for text. A panel may contain as many photos as you can fit into it. To make use of the most space possible, you should posK}ition a photo along the edges of a panel. To load a photo, first selsct the disk icon. This icon also provides optiK}ons for loading and saving panels, and for initializing a disk. Select the load option: The Newsroom will display instructionK}s for selecting the photo you want to load. When you return to the work area, the cursor will be a box the size of K}the photo you are going to load. Move the box to the location in the panel where you want it to appear, and drop it there. ThK}e outline box is replaced by an image of the photo, and the cursor becomes a hand. If you don't like the position of K}the photo, move the hand to the photo. Pick up the photo ([SELECT]) and drop it in a new location. K} TEXT EDITING The first step in entering text into a panel is to select a font. This is done with the FOK}NT ICON. Next, move into the work area and start typing. Unlike entering text in the banner or photo lab areas, you do not neK}ed to select a starting point. As soon as you start typing, the cursor changes from the hand to a box the size of the font yoK}u selected. The text automatically begons in the upper left corner of the area that is not occupied by a photo. As K}you type, the text wraps automatically from line to line. Do not use the RETURN key except when you want to add a space betweK}en lines. After the text is done, you can, if you choose, move the photo to other locations, to see if it might look better iK}n another location. When doing this, you could lose some of the text, but by putting the photo back in the original position,K} will return you text to the work area.DELETE, COPY, OR MOVE A BLOCK A BLOCK of text is any part of the total teK}xt in a panel that you earmark for some specific purpose. A block includes beginning and ending points and all characteK}rs in between. You can define a block of text and then move, dlete, or copy it anywhere in a panel. To define a bloK}ck, select the character at one end of the block. That character is inversed, meaning that it is displayed in reverse video. K}Next, move the cursor to the other end and select that character, too. Now all the characters in the block are in inverse. K} After you have defined a block: To DELETE it, press the [SHIFT-DELETE] key. To COPY it-to leave it whereK} it is and repeat it elsewhere-first press [CONTROL-C]. Then, move the cursor to the new location and press [CONTROL-W]. K} To MOVE it (sometimes referred to as "cut and paste") first DELETE it, then move the cursor o the desired location and presK}s [CONTROL-W]. NOTE: The LAYOUT and THE PRESS are self-explanatory. Choose these from the Picture Menu (Main Menu), andK} follow the instructions. Be sure to set up the correct printer driver, (select a printer type) and also select whether you nK}eed line feeds or not--You will know for sure after you start printing your first newsletter.) NOTE: NEVER WRITE-PROTECK}T EITHER DISK. IF YOU DO, THE DISK WILL NOT BE RECOGNIZED AS A NEWSROOM DISK. If you have questions, you can call K}any BBS in the San Antonio area and leave a message in the message bases. Somebody will be able to help you out, and chances K}are I will read your message. The best boards to find out info on this program is: ROGERS RAMJET (51K}2) 657-3657 OR THE CRYPT (512) 675-7188 Thanks for the DOC, but not K}quite ready for print out to a printer.So I've updated it for the EPSON Printers. The control codes(27,109,2) at the start K}are for IBM#2 MODE on the AMSTRAD DMP3000 PRINTER, take them out if not needed. UPDATED BY: MICHAEL .D. K}BRADLEY NEWCASTLE UPON TYNE ENGLAND K} USING: ATARI-WRITER (XE VERSION) DATE: Sunday 19th FEBRUARY 1989 KEEP THE FAITH ALL ATK}ARI 8-BIT USERS !!!!!! >>>>>> BYE FOR NOW <<<<<< DATE: Sunday 19th FEBRUARY 1989 KEEP THE FAITH ALL ATH7ALIENS!THE GAME________ Derived from Dandy, Aliens is a 26 level space adventure in which "cooperation" among playerO}s, rather than competition, is the key to success. Certain executives from The Company are attempting to transport dangeroO}us Alien lifeforms to Earth. A freighter leaving LV-426, is now rapidly approaching Earth base. Your mission is to: 1. HeaO}d your Marine(s) (up to 3 soldiers with 2 players) and board the freighter. 2. Collect any Alien specimens found (for lateO}r disposal). 3. Get out alive! You, or yourself and another player, must get past Aliens of varying danger; you lose stO}rength each time an Alien rams you, and you must constantly obtain protective vests and then remember to replenish your strenO}gth by outfitting yourself with new vests when your strength deteriorates. Should you lose all strength, you wind up in liO}mbo, but your partner player can revive you by shooting into one of the many large blue Alien eggs scattered throughout the fO}reighter. If you are playing Aliens in the single player mode and your strength drops to zero, then YOU ARE DEAD!! They got yO}ou. Bombs can be picked up along the way and dropped at strategic times to wipe out all Aliens in the area. You will also O}need to pick up blowtorches to melt the secured airlocks of the freighter. Once you explore a level, wiping out Aliens and coO}llecting up all the Alien specimens, you head for the square dark blue portal in the maze to be transported to the next levelO}.PLAYER STATUS DISPLAY_____________________ STRENGTH: A player's strength starts out at 90%, which is the maximum youO} can attain. Being hit by Aliens reduces your strength by a percentage equal to the type of Alien you encountered. They all lO}ook the same. Ugly! VESTS: A player may carry up to nine protective vests. Players start a game with no vests. BOMBS: O} A player may carry up to nine Bombs. Players start a game with no bombs. BLOWTORCHES: A player may carry up to nine bloO}wtorches. Players start a game with none. SCORE: Each player has a six digit score on the right end of the status line. GO}athering Alien specimens or killing live Aliens adds to this score. While playing the game, the screen shows the section oO}f the freighter your Marines are currently exploring. Each level is three screens high and three screens wide. Stick togetherO}! If one of your party wanders off the screen, nothing happens to him. The off screen member just can't fire or see where he O}is going, until he rejoins the main group! The group cannot advance until he joins them.PLAY CHARACTERISTICS____________O}________ Each player is represented on the screen by a little Marine wearing a colored uniform. Player one is dressed in O}blue, and player two is dressed in brown. Plasma guns are fired with the joystick button and are used to kill the many monO}sters you will run into. They do no harm to other members of your party. To collect specimens, etc., just move your MarinO}e across them. To maintain your strength level you must put on new protective vests. To do this, just press the number keO}y on the keyboard that represents your on screen figure. Example, "1" or "2". If you have any vests, the number of vests indiO}cated on the status line for your figure will then decrease by one, and your Marine's strength level will increase to 90%. NO}OTE: your strength level will only decrease if you get rammed by an Alien. Bombs destroy all Aliens visible on the screen.O} At times, bombs are your only defense to keep from being overwhelmed by Aliens. To explode a bomb that is on the screen, juO}st shoot it with your plasma gun. To explode a bomb that you have picked up previously in your travels, hold down the SHIFT kO}ey and press your player number on the keyboard. A little awkward, but you will get the hang of it. Blowtorches are neededO} to open airlocks, represented by barriers. Pick up as many blowtorches as you can find, and use them wisely. You can not getO} through a secured airlock without a blowtorch. Pressing the SPACE BAR pauses the game. To start again, just press the SPO}ACE BAR once more. Pressing any of the function keys will also start the game over.THINGS YOU WILL ENCOUNTER_________O}________________ ALIEN SPECIMENS: will look like a small blue canister. BLOWTORCHES: look a little like a blowtorch. O} BOMBS: look like miniature bombs. ALIENS: look like ugly wriggling life forms. Can be killed with one to three shots. O}Some Alien forms actually create other Aliens, sometimes almost faster than you can kill them off. These MUST be killed, thusO} preventing them from creating more Aliens, but it's not easy. Sometimes Aliens can become so thick all at once that the oO}nly way to save yourself is with a bomb. Use the bombs wisely, and then only as a last defense. There are not that many bombsO} to be found.CREATING YOUR OWN SPACEBASE___________________________ Boot up ALIENS as far as the Title screen. RemoveO} the Aliens disk and place in the drive a blank formatted disk. Press the space bar to get to the game menu. At the game menO}u, press SELECT key until Aliens editor displays, and then press START. Move the joystick around the screen. You will seeO} the character currently under the cursor displayed in the "indicated character" spot designated by the " "<---" " at the topO} of the screen. To chose that character for placement in your new game level, just press that character on the keyboard. TheO}n use your fire button on the joystick to place it where desired on the screen. Alien uses the current level to read or wrO}ite a level design. The "Level" indicator at the bottom line tells you which level is the current one. The "-" key moves you O}toward level "A" while the "=" moves you toward "Z". Pressing "W" will write your new level to disk. Pressing "R" reads a leO}vel from disk. If level is not on disk, Aliens will create a blank level with just an up and down passage for you to edit.O}PRINTING HARD COPY of Aliens____________________________ Included on the disk is a Basic program called PRINTLEV.BAS. ThO}is will print Alien levels to your printer. After running this file with your Alien levels disk in the drive, the screen wO}ill prompt you asking which level you wish printed. The "*" will print all levels. Just type the level that you wish printO}ed. The program will read in that level and prompt you to ready your printer. Press return and the printer begins.ALIENSO} LEVEL FORMAT___________________ An Alien level consists of 30 lines of 60 squares each. Each character can be any one oO}f sixteen items, so each byte of data in the file can represent two Alien squares. Have fun and experiment with this greatO} game. It can be as easy or challenging as you chose to make it. ENJOY...---------------------------------- PDO}349 - Aliens! from C&T ComputerActive P.O. Box 893 Clinton, OK 73601 (O}405) 323-5890 Write or phone for free catalogomputerActive P.O. Box 893 Clinton, OK 73601 (L1GLAGGS IT(c) 1990 by Harald Schonfeldpublished by Verlag W. Ratz.DISTRIBUTION:USER-MAG SOFTWAREP.O. Box 1103D-(S}W)-2322 LuetjenburgGERMANY.MANUAL by Ulf Petersen.GLAGGS IT! is a puzle, thought and strategy game for one player. BlocS}ks of different colours have to be placed in particular order as determined by each level.LOADING: Insert the disk in to yoS}ur drive and switch on your computer whilst holding down the OPTION key. The game will be loaded and will start automaticallyS}.INSTRUCTIONS: From 5 vertical chutes, blocks in 4,5,6,7 or 8 colours fall down. If the block is allowed to reach the end oS}f a chute, then that block is lost. Your task is to collect the blocks with your basket. To do this you have to move the baskS}et under a chute of your choice and catch a block. The basket can carry between 3 and 5 blocks,if you catch more, the most reS}cently caught block will be lost.Blocks inthe basket must now be dropped on 5 piles so that they form a line of between 3 aS}nd 5 blocks of the same colour side by side, one on upon another or diagonally. Once this is achieved the patching blocks disS}appeared and you have room to drop more blocks. Each pile can carry up to 5 blocks.If you loose 5 blocks before you completS}e the task set for a level, you lose one of the three tries allowed and you have to start the level again. If you complete thS}e task, then you proceed to the next level.GUIDANCE: At the beginning of each game you can select the level by using OPTIONS}(0-15). You can start the game either with the START key or by pressing the trigger.The basket can be moved to the left or S}right by using the joystick. When you push the stick backwards the blocks move faster and if you move the stick forwards the S}blocks at the top of the basket will be move back into a chute. By pressing the trigger the block at the top of the pile willS} be dropped onto the pile beneath.SCORES: For each vertical GLAGGS you get 100 points, for each horizontal GLAGGS, 150 poinS}ts and for diagonal ones, 200 points. When a GLAGGS consists of more than 3 blocks the score you would normally get will be dS}oubled. When a level has been mastered you get 10 points for for each unused part of the pile.The TOP TEN scores are saved S}to disk!LEVELS: There are a lot of different levels in GLAGGS IT! and so it will take a long long time to master and compleS}te the game.GLAGGS IT! has already become a classic in Germany and it's going to become one all over the world!!nd complePtSTAR RAIDERSKeyboardA: Aft ViewC: Attack Computer on/offF: Front ViewG: Glactic ChartT: Computer Tracking on/offH: HW}yper WarpL: Long Range ScannerP: Pause - Then press startS: For SheildsInstructionsStar shapes are your star bases. (reW}fuleling, damage repairs etc).The rest are alien space craft. you must destroy all of these!Docking with star base:ChoosW}e a star base using galactic chart. Then hyperwarp to the chosen one. Get your horizontal and verticals level (they should reW}ad +00/-00) Then check your distance from star base (bottom right hand corner)For example it may read +422. Use your speed W}(0-9)When your distance is about +40 you should have visual contact. Move joystick so that the star base is central. Then "W}orbit established" should appear on the screen. Don't move the joystick!You should see a white space craft come towards youW}. Then "docking completed" should appear on the screen. Now you can continue the game.If anybody wishes to contact me writeW} to:- PAUL12 TREELANDS WALK ORDSALL PARK SALFORD 5 MANCHESTER M5-3MXTel. 061-872-2814to contact me writeTj