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@J!`x@J 8G@L  Z} @@ 8G@\@@X ` X@@T a [}@\@TaX@D@T@\@T  \}@@<$@$@@@<$@$@@1  ]}@ @1 p@@p @@ ^}@@P@@ @Pp @8@ @pP @  _}@9p @|@```@ `} @ @``` a}@`Q@` ` b}``! q c}Qx? d}88  }88UW e}@UUUU_0xz f} } s6  acƳ@@y g}@@ a@xC saf  q}?B%DOS SYSB )AUTORUN SYS@8MULTI_HWCOMQMULTIDSHTXT` cp>mmk60`MmPk6 r} 6s`@6p08 t}@0;OJ)*(@@J);1 u}J)*($$"N9+ v} w} x}~ٝg8߆3x;m16& cmكl3`y߼1  y}c|x8ǟm016 fc al6fl m00>8333cY6303630 aͰm33Y }33?6>mm3ccY6?30 |m m333<3>3?m08 }333<3>3?m08I MULTI DASH ========== By Jiri Bernasek (BEWESOFT) MULTI DASH is a multi-player multi-co }mputer game for the Atari XL/XE computers. It may be played by 1-8 players, each with his own Atari XL/XE computer. The game- }rules explanation is included in the program; this file contains the information about hardware (connection between more comp }uters), and some additional details. System requirements To play MULTI DASH, you need the following hardware:- } 1-8 Atari XL/XE computer(s) (one per player), each with min. 64kB RAM, a monitor, and in the best case also with a joystick }(optional)- 1 disk drive, or any other way how to start the game-program on the first computer (harddisk, tape recorder...) }- A kind of networking hardware (described below) Game startup First install 1-8 Atari XL/XE computers (powere }d off) into the same room, each with a monitor (powered on), and ofcourse with the (ORIGINAL!) power-supply unit, and possibl }y a joystick. Don't connect any other peripherals, such as SIO2PC links, modems, audio amplifiers and such. You should also r }emove all unnecessary cables from your TV/monitor (TV antenna, audio outputs, other computer's output etc. etc.). Remember, t }hat you're going to connect the computers together, so you need them to be insulated - otherwise a short circuit might happen } over the ground wires in a large/complicated configuration with strange devices in it. One computer will be a "Master" sys }tem - this one will control the network. Connect a disk drive to this system, turn it on, and start the MULTIDSH.COM file (or } use any other peripherals you might have to start that file). Disconnect the disk drive again! Now you should connect the }computers together using the hardware described below. After selecting the language, and typing in your name on the Master (y }ou can see the main menu), the network is ready for starting up the other computers ("Terminals"). Just turn the individual s }ystems on - they'll boot up from a "disk drive", which is software-simulated inside the Master system. (If you're using some }OS-ROM changes, or cartridges blocking the booting-process, you should enter the command(s) you're commonly using to boot a d }isk.) After a successfull boot, the terminal should display the Login screen. (The network is free to boot another system.) } After selecting the language, and typing in the player's name, you'll see the main menu. While the other computers are booti }ng, you may read the on-screen manual for playing the game, define keyboard controls (if you've no joystick), or send a short } text messages to the other systems, which are already logged-in (this might fail in the moments, when some other system is b }ooting, because the network is busy). You may do the same also on the Master system, but it might slow-down the booting proce }ss a bit. At the bottom of every system's screen, there's a red status-line indicating the terminal-number. On the Master, }you'll also see which numbers are currently logged-in, and also a booting process is indicated here. When all systems are r }eady, press START on the Master to begin the game. After transmission of the game-map, all systems will display a kind of "ge }t ready" message. All players should finish manual-reading, key-definitions etc. quickly, and press FIRE in the main menu (or } at the manual pages). The Master will display a list of Terminals, which are still not ready. When all players are ready, }the game begins. The game-rules explanation is inside the program itself, so there's no need to repeat it here... When the ga }me is over, all systems will display the game results (that's in fact one of the manual pages - you can start another game-ro }und immediately). From the main menu, you can re-enter the Login screen. Also the RESET key do the same. This should be use }d in the case that an other player came to the computer, and he wants to select an other language, and/or enter his own name. } It's possible that you'll get an other Terminal-number than before! (There's also a choice to do a coldstart from the Login }screen - do it when you've disconnected the computer from network, rather than switching off and on.) When the network is a }ccidentally disconnected from your computer, when there are heavy electromagnetic fields around the cables, or when the Maste }r did a RESET or a new Login, the activity of some Terminal(s) might be cancelled. When this happens during the game, you'll }see a warning message, and the Login screen appears. But when you're in the main menu, it might happen that the computer don' }t recognize that problem - in this case you should re-enter the Login screen manually. Note that the Master does accept Login } or BOOT attempts only when it's in the main menu - not during the game, or while setting it up (sending map, waiting for all } players ready), and also not at the Login screen. When there are more than 5 computers, or with some communication problem }s, the game may slow down a little bit. Hardware The program MULTI_HW.COM does show two versions of the hardware } connection. Note that the hardware is fully compatible with an older game called "Maze of AGDAgon" (from The AGDA group, 199 }3) - any hardware working with that game should also work with MULTI DASH. The easiest connection is shown on the right ha }lf of the picture. This version is only for 2 computers, which must be on the same table - since it's operating directly on P }OKEY's outputs, no long cables are allowed, and it must be handled with a care. It's good for first tries at home, when a fri }end visited you with his computer. You need only two SIO-cables (commonly used to connect disk drives), three pieces of thi }n wire, and a piece of insulation tape. After booting up the Master system, take the cables (better disconnected), and fix th }e connectors (at one end of each cable) together using the insulation tape - so that you'll see the connectors' pins as shown } on the picture. Then insert the three wires carefully to make the shown connections. Be careful not to make a short circuit, } and not to bend the connector's pins with a too thick/hard wire. Place the assembly at a safe place on your table, where you }'ll not touch it, and where it'll not touch any other hardware/metal parts (better fix it against accidental movement by plac }ing for example a book over the cables.) Finally plug the free ends to the two computers, and try to boot up your Terminal. } After the end of playing, first disconnect the cables, and then remove wires/tape. The left half of picture shows a more }advanced device. This is for hardware-experienced users, who wants to build a networking hardware for a larger computer meeti }ng. The picture shows a scheme of a small interface, which should be located close to each computer (directly on the connec }tor, or connected using a single SIO-cable). The network-cables between these interfaces are only 2-wire, and these cables ma }y be quite long to reach all the 8-bits around a large party-room. It should work with cables up to 30m of total length (I wa }s successfull with 21m of a cable - even non-shielded - at the Atariada 99 meeting), but depending on the cable-type you've u }sed, it might work even with 100m or more. The interfaces (when assembled correctly ofcourse!) does provide a reasonable prot }ection of your computers against electrostatic discharges, and other accidental voltages on the line, but still you must take } care on polarity, each system's insulation (mentioned above), and not to make a short circuit. The function of the mention }ed interface is rather simple: The P-N-P transistor does send about 4V to the line, when the POKEY's data output is active; a }n inactive output does not interfere to the line. (The 100nF capacitor is reducing current-peaks going back to computer's pow }er lines while switching.) This voltage is received by the N-P-N transistors of every interfaces ( >1V noise-rejection), and }so the data-pulses are sent to the POKEY's inputs. The two small diodes are blocking any currents that might go into a powe }red-off computer, avoiding interference to other data-transmissions on the line, as well as a possible damage of POKEY's inpu }ts. The zener diode together with the 10 Ohm resistor is a protection against higher-power electrostatic discharges, or other } accidental currents. The leads from the 10 Ohm resistor, and from the "-" line should go first to the zener - only from here } it may continue to the rest of interface. (This arrangement is protecting your computer in the rare event of a high-power in }terference on the line, avoiding the case that a connection to the zener blows up, without of disconnecting also the other ci }rcuits from the line.) Larger zener you'll use - better protection you'll have. A common 5.1V zener should be enough when the } network is handled with a care, but better is a BZW06-5V8 or similar diode. (These diodes are designed especially for protec }ting industrial electronics - it can blow a fuse on a 230V power line without of damaging the interface, when neccessary - bu }t better don't try it!) All the mentioned protection-stuff might maybe look unnecessary, but I recommend you to allways inc }lude it into an interface you'll build. While at home it'll probably work without of protection, at large computer-meetings t }he cable will come across many PC's, power-supply units, monitors, power lines, and other strange things, and XL/XE spare par }ts (POKEY) are nowadays quite hard to get... Safety first!!! If you want to design your own device, you must provide the f }ollowing function: All the computers (Data IN) must get any data sent from any other computer (Data OUT). When the output is }inactive ("High"), or when the computer is power-off, it must not interfere to others' communications. And don't forget about } protection of your computer's life... Happy playing wishes you the author. My address: Jiri Bernasek Na } Hrebenkach 42150 00 Praha 5 Czech republicg wishes you the author. 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