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The~) Group~M~Dmaintai~prese~D~HD~D online servic~can~reac~(via~K~GJi~>~N%}tways~q Chuck Steinman Jeff Po~~D~u: DATAQUE.1 JDPOTTER~E~J: 71777,3223 74030,2020~I: p~`@sunny.dabN&}.ge.com~~of course from~~B gate~~ı~F~2~ .~IG-~ $ Credits~Pr~Wm Coordinator~~N~)Serial I/O Routines~)N'}~~M: G~Ķics~ 7~$Sound~ !~GCasbe~"D~~: ~#yBeta Testing: J. Sliker,~ Williams, R. Detlefs~ various memb~of MFN(}ACC~dACE~%~Eth~ too numer~5to ~ion' 58 Maz~ġ~gon V1.0~HEasy-response le~~~ l to: DataQue~DductsN)} ~Post Office Box 134~Ont~, OH 44862~.USA~[~~EL,~E@~w I have~ħd~u"~" p~;on my A~l _~Ac~ter. 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Zg} ULTRA2 tm (maybe) %A Leer /)% Heaven: nadkar@fh-pforzheim.de %/'!% Stay in ABBUC !!! Zh}%' Leer maybe) %A Leer /)% Heaven: nadkar@fh-pforzheim.de %/'!% Stay in ABBUC !!! XEDASSTKSu"rotzer gr9+fullscreenstart:24.01.97ende: 24.05.97fuer abbuc-mag #49by heaven/tqa ^j}history 021.05. AND #ymax into texttabs -> $16 frames0)- calc_delta-tabs in before innerloop)frames -> $1a shit^k}3- calc_delta-tabs before zorro -> $15 frames :)3.- clc left out in calc-loop --> $14 frames.%- dytabs initiated --> fra^l}mes $14%.- adc x0 into adc # changed --> frames $13.Dlistv560Nmien$d40eDliv512Wsync$d40a^m}Textur$8000Texturh$7000Scrtabl$9800Scrtabh$9900Texttabl$9a00Texttabh$9b00^n} Texttabhl$9c00 Texttabhh$9d00Dxtab1$9e00Dxtab2$9e40Dxtab3$9e80Dxtab4$9ec0Dyta^o}b1$9f00Dytab2$9f40Dytab3$9f80Dytab4$9fc0Screen1$5000Screen2$b000P0$6200^p}P1$6280P2$6300P3$6380M$6180 V0$86 V1$88 V2$2 M1$4 M2$5 Er^q}g$6 Sin$3c00Sinh$3d00Cos$3e00Cosh$3f00 I$70 J$71 Dx1$72Dx2$74^r}Dy1$76Dy2$78 X0$7a Y0$7c X$7e Y$80 Zaehler$82Adds1$83Adds2$^s}84Scrbase$00Maxx45Maxy59Dlist$9000Dlist2$9400Pmdata$3b00Oldzero$6^t}00 $3400  Init JSR Savesys0 / Nmien  Tabinit $00 $a0  $339a >Screen^u}1/ Scrbase  Dlinit  Copy Dlist / Dlistv >Dlist / Dlistv+1 Dli / Dliv >Dli^v} / Dliv+1 Vbi / 548 >Vbi / 549 $c0 / Nmien $41 / 623  Pminit 47 / 5^w}59 Main0 / 77 / Zaehler LDA 53770 AND #$f0 $a0 / 712  53770  Main0 $ff ^x}1 15 $ff 1 / Adds1  Main1 Main0 15 / Adds1 Main1  53770  Main2 $^y}ff 13 $ff 1 / Adds2  Loop Main23 / Adds2 Loop Wait0 / Frame ^z}  Zorro  Zaehler  W  Adds1 / W,  W2 + Adds2 / W2 2  Sin / Dxm ^{}  Sinh / Dxm+1  Cos / Dym  Cosh / Dym+1 ,  X00 + Dxm / X00  X00+1 + Dxm+1^|} AND #$3f / X00+1    Y00  Dym / Y00  Y00+1  Dym+1 AND #$3f / Y00+1  Frame ^}}/ Store  $fa 4  Loop3 Loop4  $fa $0e  Loop4 Loop3  $fa $16  Loop5 ^~} $6800 Loop5  Zaehler 127  Loop  Main Wait1 / 540 Wait0 540  Wait0  ^}53279 6  *+5  $e474  Flag 1 / Flag  Wait1 >Screen1/ Scrbase>Dlist2/^} Dlistv+1* Wait1 >Screen2/ Scrbase >Dlist / Dlistv+1*Tabinit4 / V0 0^} / V0+1 Textur / V1 >Textur / V1+1 0Tab0 V0/ Scrtabl  V0+1 / Scrtabh ^} V1 / Texttabl/ Texttabhl  V1+1 $8f / Texttabh, +$10 / Texttabhh   V1 ^}64 / V1  V1+1 0 / V1+1    V0 48 / V0  V0+1 0 / V0+1   Tab0^} *"nops to avoid page-boundary..." macro Nops 0 %$ea,$ea,$ea,$ea,$ea,$ea,$ea,$ea%  Nops Nops^} Nops Nops dx1 = cos dy1 = sin dx2 = -sin dy2 = cos Zorro W  Sin / Calc30+1/ Calc^}02+1/ Calc06+1  Sinh / Calc03+1/ Calc07+1/ Calc31+1  Cos / Calc32+1/ Calc00+1/ Cal^}c04+1  Cosh / Calc01+1/ Calc05+1/ Calc33+1  X00 / X0 / X  X00+1 / X0+1 / X+1 ^} Y00 / Y0 / Y  Y00+1 / Y0+1 / Y+1 Maxy / J Maxx Calc0  X+1 / Dxtab3  ^}Y+1 / Dytab3   XCalc00Dx1/ X  X+1 Calc01Dx1+1 $3f / X+1 / Dxtab4 ^}  YCalc02Dy1/ Y  Y+1 Calc03Dy1+1 / Y+1 / Dytab4   XCalc04Dx1^}/ X  X+1 Calc05Dx1+1 $3f / X+1   YCalc06Dy1/ Y  Y+1 Calc07Dy1^}+1 / Y+1   Calc0 Loopj0/ I  J Scrtabl / Scrv+1  Scrtabh Scrbase^} / Scrv+2 Maxx add new x0,y0 Calc1    Dxtab3 Calc2X0+1 / Dxtab1    Dxtab4 ^}Calc3X0+1 / Dxtab2    Dytab3 Calc4Y0+1 / Dytab1    Dytab4 Calc5Y0+1 / Dy^}tab2   Calc1 Maxx Loopi  Dytab1  Texttabl / V1  Texttabh / V1+1  Dxtab1 ^}V1 / Loopi0+1  Dytab2  Texttabhl / V1  Texttabhh / V1+1  Dxtab2 V1 Loopi0"$ff^}Scrv/ $ffff2  Loopi ,  X0 Calc30+Dx2 / X0  X0+1 Calc31+Dx2+1 / ^}X0+1 / Calc2+1/ Calc3+1   Y0 Calc32Dy2 / Y0  Y0+1 Calc33Dy2+1 / Y0+1 / C^}alc4+1/ Calc5+1 J  Zorro0  Loopj Zorro0*Vbi Frame  $3003 PLARTI  $e462 ^}RTSDlinitDlist / V0 >Dlist / V0+1 Dlist2 / V2 >Dlist2 / V2+1 Screen1 / ^}V1 >Screen1 / V1+1 0 Dl00 $4f /V0 /V2 3 /V0 /V2 6 /V0 ^}/V2 9 /V0 /V2  Scrtabl1 /V0 /V2 4 /V0 /V2 7 /V0 /V2 ^} 10 /V0 /V2   Scrtabh Scrbase2 /V0 5 /V0 8 /V0 11 /^}V0  Scrtabh  Scrbase $60 2 /V2 5 /V2 8 /V2 11 /V2  ^}  V0 12 / V0  V0+1 0 / V0+1    V2 12 / V2  V2+1 0 / V2+1 ^} 60  Dl1  Dl0 Dl1,  V0 +12 / V0  V0+1 +0 / V0+1 ,  V2 +^}12 / V2  V2+1 +0 / V2+1 0 $41 /V0 /V2  Dlist /V0  >Dli^}st /V0 $cf / Dlist+87*3/ Dlist2+87*3/ Dlist+140*3/ Dlist2+140*3*Copy0/ Copy^}0+1>Textur/ Copy0+20/ Copy8+1>Texturh/ Copy8+2 16 Copy90Copy0 Textu^}r Copy8/ Texturh  Copy0  Copy8+2 Copy0+2  Copy9 ^}*Pminit00Pm0/ 532488  Pm0 00Pm2/ P0 / P2 / M^}  Pm2 49 0Pm1  Pmdata / P0+48  Pmdata+50 / P1+48  Pmdata+100 / P2+48  P^}mdata+150 / P3+48  Pmdata+200 / M+48   Pm1 0Pm315 / 704 1 / 53256^} 4 %01010101 / 53260  Pm3 13 / 559 $60 / 54279 3 / 53277 $58^} / 53248 $68 / 53249 $78 / 53250 $88 / 53251 $98 / 53255 $9c / 53254 ^}$a0 / 53253 $a4 / 53252 * Savesys  20  20  *-2 0Save0 0/ Oldzero^}  Save0  $fffa / Oldnmi  $fffb / Oldnmi+10 / $d20e $fe / $d301 Nmi ^}>Nmi 0 $fffa 1 $fffb * Loadsys  Wait 0Load0 $600/ 0  Load0 $ff^} / $d301 $40 / $d20e  Oldnmi / $fffa  Oldnmi+1 / $fffb *Nmi $d40f  Nmivbi ^}  Nmidli Nmivbi#0 / $d40f 8 / $d01f !ab hier alles was man braucht!  540  62^}3 / $d01b  559 / $d400  Dlistv / $d402  Dlistv+1 / $d403  708 / $d016  709 / ^}$d017  710 / $d018  711 / $d019  712 / $d01a  712  Vbi PLARTINmidli 512^} Dli# $0a / Wsync / $d012 / $d013 / $d014 / $d015 Dli1 / Dliv >Dli1 / Dli^}v+1 %) Dli1# $0f / Wsync / $d012 / $d013 / $d014 / $d015 Dli / Dliv ^}>Dli / Dliv+1 %)Dlist0$70,$42LmsScreen12,2,2,2,2,2,2,2,22,2,2,2,2,2,2,2,2^}2,2,2,2,2,2,2,2,2 $41 Dlist0  W0 W20 X000,32Y000,32 Dxm0 Dym0 ^}Store0Frame0 Flag0  Xpos0 Zoom0 Oldnmi0,32 Dxm0 Dym0 \^ABBUC #50TBCHARED.TUR(mit TurboBasic laden!)Dieser Character Editor wurde uns von dem befreundet Atari-Club OL'Hackersf} aus New York zugeschickt.Eine ausfuerliche englischsprachige Anleitung kann mittels Programm gelesen werden. Einige schoen f}Beispielfonts sind ebenfalls vorhanden.iche englischsprachige Anleitung kann mittels Programm gelesen werden. Einige schoen d(OPQ f TYPHELPLOCATIOSPEECONSOMANUALTITLEHELKEVDDP_CREDITP_SELECTIOMBDj}@B2y## A2 Bx BX B`h=>A@TBoj}urnemouth & Poole Atari##User Group 렸Autoboot Help system for 'The Turbo BASIC Characterj}Editor by Gavan Moran'$Autoboot by Colin Hunt. TITLE.OBJ by Andi Smithers8TBS6- B2yF:,"@"P%(j}B(Loading Character EditorS% D:CHARED.TURL06-U: AF,!6-U: A,06-U: A`,V8 AFBx`"F: Bj}hd,"f"Z D:TITLE.OBJj{B2H@'B2IA9B2aAUKB2bAUWAfcAfoj}B2Vi{B2Wit+f~@gAf!6-A;,!67,. ''(Reading help file - Please wj}ait&h&h@f D:CHARED.TXT A ChC:,"(END OF FILE NOT REACHED"&h`6-?: j}BD, ` 6-i P P6- A2f6-iEF:,"@  +Af (Loading Chaj}racter Editor98 AF8 A'8 A`9@@9(Q B2wf! BByAU- BBrf? 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LPLQLTLOL-f@68,-s}f MPMQNT NO%N-*N (-g@4N (>N (HN-g@RN-s}g@ \N (| fN   (0pN (-g@zN (N   (N N-g@ N (| N  s} (0N (-g@N (N (NQNTNON'@2*@'6-&@2N's}*@1'6-%@dO@*A'6-OQwPTxPOP -fiP-f@1P-@%@ s}%P *@'*%+$@2,P P PQPTPOP!-@!!(P!-@!@!(|ASs }CII|P!-@!@!(| |Q!-@!@!(| r"l |Q!-@!@!(Q-@#@s!}(QQRTROR-f@RP-@%%@P(7+$@,%@<+$@,%@, &R s"}0RQRTROR-f@RP-@&%@ P(7+$@,%@<+$@,%@, R Rs#}QUTUOUAYUu-@"@)(#$$$$$$$$$$$$$#;-@"@O(! !a-@"@s$}u(! !U^-@"@)(#$$$$$$$$$$$$$#;-@#@L( Ϡ^-@#@Vl"s%}A9( DEVICE NAK Vl"Ai(DIR FULLVl"Ae( BAD FNAMEVl"Ag( FILE LOCKEDVl"Aps&}( NOT FOUNDVl"Ab( DISK FULL"Vl"AD( DEVICE DONE'Vl"A6(EOF)V 4D:6.D:CHARED,s'}V" MAP BU5"@1VC-@+-@"@%?( C 6VQaTaOa +@s(})aJ6-F:A, 6-&@.6-$AV<6-&@J6-$AVae6-&@A19BsDA$s)};+GAVSA6eAR@aE9A$+0@@E0@@s*}aPa@(}a BPFaU-@@ D:CHARED.SETJC@$AVA$Us+}@a\ mf/(! NEED 'D:CHARED.SET' ON DISK FOR E(CORRECT OPERATIONOMAPR`\ BU5a9A$a!!9%s,}A%@@a! 6-f6-@B6-f!6-fass;Aa,;@P,;@P,;@,;@,9@s-},9@,;@,;@,;@,a6.D:CHAREDa+-f@'68,-F:%A%,+ auu67@<s.}@,.Z#$$$$$$$$#!EDIT !!REVERSE !!SCROLL u!!SCROLL d!!SHIFT r !!SHIFT l !!FLIP ud !!FLIP lr !aaa67@<Aa,.s/}F!ROTATE@ !!GETCHAR !!PUTCHAR !!DISK !!DEFAULT !!CLEAR !#$$$$$$$$#a;;6.1#$$$$$#! >> !! << !!ASCII!!TYPE !!QUIT !#s0}$$$$$#a--6.##$$$$$#!AS IS!!OTHER!!QUIT !#$$$$$#b!!9%A%@@bPbP bP bPpbQcTs1}cOci-@!@,(#$$$$$$$$$$$$$$$$#:-f@N-@!@%e(! !i c,-@!s2}@,(#$$$$$$$$$$$$$$$$#c-@%@%( TURBO BASIC7-@"@L(CHARACTER EDITOR^-@)@es3}(BYw-@%@( GAVAN MORANc*-@"@*( FOR MENUc/</=R:f,@)T:f,"f)F: B2y,"@s4} d@-f@%-@!@%<( @ dPdQwiTxiO}i(;@,(6.H ԩtЭs5} h@iAYf#Bp"i6-U:A`,i.-@"*%F:%,%A(. i8AC:,i3s6}BBA!AVf3AY@4iQi 1,24 D:AUTORUN.BASF:%,%A(. i8AC:,i3pRUUUUUUUUfffl0fF68of;p88p~~~0~ 0w8}`@<~v~~<8x~~<808p8~~p88ppvv~>vv~vvv~888~~f~<v|xx|vpppp~~cw{ssfv~~~vw:}f>``|ff|<```<~<>ff>|``|fff8<<``lxlf??fw>}kc|ffffff> ~~ >`<|~<~fff<ck>6f< x~ 0~<~~<<<<<<<<ff> ~~ >`<|~<~fff<ck>6f< x~ 0~<~~<<<<<<<<> and << go backwards and forwards through the character set ASCII{f} lets you type ascii no of character to be edited TYPE lets you type the character directly on the keyboard Q{g}UIT returns you to the manipulation window selecting the character currently shown Notice that a smaller , quar{h}ter-size window is opened over the edit window while you are choosing the character . This contains a repr{i}esentation of the character which will be chosen and is done for speed purposes - on leaving the GETCHAR window , the{j} full edit window is restored . PUTCHAR : When you have edited a character to your satisfaction , you m{k}ust put it back into the character set in order to affect a permanent change . You may either put the character back {l}into the set 'as is' i.e. as the same char. no it was fetched as , or you may put it back in as a different char.{m} no . As with getchar , these options are represented in a seperate window - simply use the menu bar to selec{n}t them . The options are AS IS , OTHER and QUIT . With the other option , you will be prompted to press a key on {o} the keyboard and this is the character that the redifined character will be assigned to . e.g. pressing 'A' will{p} cause the character A (ascii no 65) to be redefined to the shape in the edit grid . Use QUIT to g{q}o back to the main window . DISK : This presents a window of I/O options . They are LOAD , SAVE and QUIT .{r} LOAD causes a directory window to be opened , showing all the files on the disk with .SET extenders . Anothe{s}r window prompts you for the name of the file to be loaded . Type your filename (minus the D: and .SET extenders{t}) . This set will then be loaded and displayed in the blue window along the bottom of the screen . SAVE opens {u}a window which prompts you to type a name for the file which you mean to save the current set as . The filename of t{v}he last file loaded is displayed as a default and pressing RETURN will allow you to save as this file . Any other{w} keypress will allow you to type a new name . QUIT returns you to the main window . DEFAULT : This opti{x}on will opens a window with three further options . They are - CHAR which will change the character being edi{y}ted back into it's default ( O.S. ) form . Note that this also affects the actual character in the set bein{z}g edited . SET which changes the whole character set to it's default form . QUIT returns you to the main window {{}. finally , CLEAR : This allows you to clear the character currently being edited . i.e. set all it{|}'s pixels off . Note that it does not affect the character in the set being edited . NOTES: {}} When the program is run , it tries to load a character set off the disk called CHARED.SET . If this is not present {~}, the program will not run . This is because the program itself uses a redefined set . If for some reason you do{} not have the CHARED.SET file , simply rename any character set file to CHARED.SET and use it . The program will then{} run correctly , but needless to say the graphics of the windows , grid etc. will not be correct . You can , of{} course , use the editor to redefine the CHARED.SET file in order to change the grpahics of the program to whate{}ver you want . The program itself is nearly 100% Turbo Basic . The exception is the DLI routines for changing t{}he character set and screen colour at the bottom of the screen . These were created using the excellent DLI MA{}KER program by Greg Anderson in the Jan '86 issue of ANALOG magazine ( No 38 ) . Well , thats about all . I{} think that this program nicely demonstrates the power of Turbo Basic and hopefully should inspire people {}to make the most of this powerful language . {} make the most of this powerful language . x Turbo Basic Character Editor By Gavan Moran (c) 1989Note: On this disk there are twove}rsions of this manual. CHARED.TXTwhich you are now reading and isformatted for 40 columns andCHARED.DOC which is formatte}d for 80columns.The Turbo Basic Character Editor is avery powerful tool with which tocreate your own character sets. I}t isunusual in that it is window, ratherthan menu, driven. Yes, thats right -just like an ST. A joystick is neededin po}rt 1 in order to controlselections in the windows. The onlytime the keyboard is used is whenloading and saving character} sets andwhen going from the editing to themanipulation options.When first running the program, youwill see a large 8X8} editing grid onthe left hand side of the screen, awindow containing credits on the right and a window showing the entire}character set being edited along thebottom. Pressing START will cause thecredits window to disappear and awindow offering} various charactermanipulation and I/O options willappear as will a smaller windowcontaining the ascii number of thechara}cter being edited and it's image. Alternatively, just moving the stickor pressing fire will also cause thecredits window t}o disappear and youwill find yourself controlling theediting cursor in the 8X8 window.The Edit WindowThis window conta}ins an 8X8 grid whichrepresents the shape of the characterbeing edited. The small window at thetop-centre-right of the sc}reen tellsyou the number of the character whichyou are currently editing and shows anactual gr.0 sized image of it. Uset}he joystick to move the cross-shapedcursor around the window in the 8directions. Going off one side of thewindow will lea}d to you coming back onat the other. Press the fire buttonin order to change a square from litto unlit or vice versa. Th}e lit andunlit squares on the grid representlit and unlit pixels in the characterbeing edited and changes in the gridare }reflected in the character in thesmall window (but NOT on the characterin the bottom character set window). Note that chan}ges are only made to theactual character when the PUTCHARfunction is selected in themanipulation window (see later) sofee}l free to try your ideas out. Onceyou have finished designing yourcharacter you will want to place it inthe character set} or maybe manipulateit using some 'special effects'. Inorder to do this you will have toenable the manipulation window. } Dothis by pressing START on thekeyboard.The Manipulation WindowThis is the window down the right handside of the scr}een. It allows you tocarry out many special operations onthe character in the character windowand also allows disk I/O. }The optionsavailable are shown inside the window. A white 'menu bar' is used to selectan option. This is done by up/down }onthe joystick to move the bar over thedesired option and then fire to selectit. Sometimes this may cause anotherwindow }to be opened and the bar isthen transferred to this window and soon.Let us go through the optionsavailable:-EDIT:Sele}cting this will cause you to beback in the character edit window controlling the cursor. Use this whenediting a new chara}cter or when'touching up' after an effect is used.REVERSE:This will reverse all the pixels ofthe current character. It }acts likethe inverse key in the BASIC editor.SCROLL up:Moves all the rows in the currentcharacter up by one position. T}he toprow will 'wrap around' to the bottomrow.SCROLL down:Moves all rows down one. Bottom wrapsround to top.SHIFT ri}ght:Moves all the pixels across one pixelto the right. Wraparound occurs onpixels shifted off right hand side ofgrid.S}HIFT left:Shifts pixels to left. Wraparoundoccurs.FLIP u/d:Spins character through 180 degreesaround a horizontal line} through thecentre of the grid.FLIP l/r:Spins character 180 degrees aroundvertical line through centre. ROTATE:Ro}tates character 90 degrees clockwisearound centre. GETCHAR:Allows you to choose a character inthe set to be edited. } This causesanother selection window to be openedwhich allows you to select thecharacter in the following ways: >> and} << go backwards and forwards through the character set. ASCII lets you type ascii no of character to be edited.} TYPE lets you type the character directly on the keyboard. QUIT returns you to the manipulation window s}electing the character currently shown. Notice that a smaller, quarter-sizewindow is opened over the edit windowwhil}e you are choosing the character. This contains a representation of thecharacter which will be chosen and isdone for spee}d purposes - on leavingthe GETCHAR window, the full editwindow is restored.PUTCHAR:When you have edited a character toy}our satisfaction, you must put itback into the character set in orderto affect a permanent change. You mayeither put the }character back into theset 'as is' i.e. as the samecharacter number it was fetched as, oryou may put it back in as a diff}erentcharacter number.As with getchar, these options arerepresented in a seperate window -simply use the menu bar to sel}ectthem. The options are AS IS, OTHER andQUIT. With the other option, you willbe prompted to press a key on thekeyboard }and this is the characterthat the redifined character will beassigned to. e.g. pressing 'A' willcause the character A (as}cii number65) to be redefined to the shape inthe edit grid. Use QUIT to go back tothe main window.DISK:This presents a} window of I/O options.They are LOAD, SAVE and QUIT. LOAD causes a directory window to be opened, showing all the fi}les on the disk with .SET extenders. Another window prompts you for the name of the file to be loaded. Type you}r filename (minus the D: and .SET extenders). This set will then be loaded and displayed in the blue window along t}he bottom of the screen. SAVE opens a window which prompts you to type a name for the file which you mean to }save the current set as. The filename of the last file loaded is displayed as a default and pressing RETURN will } allow you to save as this file. Any other keypress will allow you to type a new name. QUIT returns you to the }main window. DEFAULT:This option will opens a window withthree further options. They are: CHAR which will chan}ge the character being edited back into it's default (O.S.) form. Note that this also affects the actual charact}er in the set being edited. SET which changes the whole character set to it's default form. QUIT returns you} to the main window. CLEAR:This allows you to clear the charactercurrently being edited. i.e. set allit's pixels o}ff. Note that it doesnot affect the character in the setbeing edited.NotesWhen the program is run, it tries toload a} character set off the diskcalled CHARED.SET. If this is notpresent, the program will not run.This is because the program} itselfuses a redefined set. If for somereason you do not have the CHARED.SETfile, simply rename any character setfile t}o CHARED.SET and use it. Theprogram will then run correctly, butneedless to say the graphics of thewindows, grid etc will} not be correct. You can, of course, use the editor toredefine the CHARED.SET file in orderto change the grpahics of the p}rogramto whatever you want.The program itself is nearly 100%Turbo Basic. The exception is the DLIroutines for changing }the characterset and screen colour at the bottom ofthe screen. These were created usingthe excellent DLI MAKER program by}Greg Anderson in the Jan '86 issue ofANALOG magazine (No 38).Well, thats about all. I think thatthis program nicely dem}onstrates thepower of Turbo Basic and hopefullyshould inspire people to make the mostof this powerful language.Gavan Mor}an18 Roehill Walk,Limavady,Co. 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