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This.(} one's double sided again but don't expect any more double sided issues in the near future. Back to the familiar two-menu, on.)}e side format for TGR 12! This issue of TGR is late again but I don't think it matters because nobody has actually requested.*} a copy of it yet. Why do I have to put an advert in 'New Atari User' before anyone sends for it? Talking of 'New Atari User.+}', I read in the latest issue that AMS 7 will take place on Saturday the 13th of November 1993. I hope you'll go along and su.,}pport the Atari 8-bit. This year's show looks really exciting with people from Europe coming over to display their wares. Pr.-}obably one of the most eagerly awaited pieces of software to come along in years, The Brundles, will hopefully be available a..}t the show. I was sent a demo by a friend and it does look quite impressive and at a retail price of #15 (not confirmed!), so./} it should! I don't really know if I will buy the game because I have the original 'Lemmings' games on my ST and I'm not a bi.0}g fan of them - I just haven't got the patience! Hopefully, Derek Fern will have lots of new software available for the show.1} so expect thy pockets to be empty and your bag to be full when you leave Bingley Hall! All this talk of Derek Fern should n.2}ot distract from the other main distributor and creator of new software in the U.K., Tiger Developments. I have bought both t.3}heir newest releases so expect a review in a forthcoming TGR (unless anyone else wants to do one... No? Though not.). Tiger D.4}evelopments have tried to curb piracy by introducing a 'password protection' entry system which I am not a big fan of at all!.5} I suppose something had to be done though. My many thanx are extended to John Foskett, Raphael Espino and Spite for making .6}this issue of TGR possible. Just think how late this issue of TGR would have been without these guys! Some of John Foskett's.7} programs may also appear in the disk that accompanies each issue of the TWAUG newsletter. People who don't get TWAUG will no.8}t be particularly bothered but people who do will not be so happy. Apologies for this, but I don't suppose you can blame John.9} Foskett for wanting to get his programs to as many people as possible. I certainly don't. Actually, John submitted the origi.:}nal 'Space Fighter' to me a couple of months ago and I said it was great but could he add a diagonal movement routine to the .;}cursor? This he did and more and 'Space Fighter II' is more than an update to the original - it's a complete rewrite! I hope .<}some of you will repay John's time and effort by playing this game. I was pleasantly surprised to come across an article by .=}our very own Les Ellingham whilst reading the latest issue of 'Atari ST Review'. The article was entitled 'Atari Excels' and .>}was all about the Atari 8-bit and its past history and made quite good reading. The article was very positive, saying that th.?}e Atari 8-bit was receiving a new lease of life due to all the software being imported from abroad. Is this true I wonder, or.@} was Les trying to buy back a few deserters to the ST ranks? Hopefully it helped spread the word a little more! Oh yes! Rich.A}ard Gore has asked me to tell all TGR readers that he still has some YORKY's for sale. If you want 256k for your 800XL then h.B}e may be your man. See the advert in TGR 08 or telephone 0302 784642 (weekends only) for more information. I see nobody has .C}sent in a 'Top Ten' yet. I keep telling myself that it's too early but I can't help thinking that the main reason that nobody.D} has sent in a 'Top Ten' is because nobody can be bothered. It's this attitude that will, no doubt, lead to loyal Atari suppo.E}rters like Dean Garraghty, Stuart Murray, TWAUG and I to 'not bother' and who would be the loser then? It's a good job I hav.F}e people like Alias Maximus and Spite to fall back on as, being personal friends, I can ask them for help when I'm desperate .G}(for articles that is!) and they usually oblige. So, it's up to you. Other Atari 8-bitters WOULD like to see your 'Your Page.H}' or your 'Top Ten Adventures/Games/Football Teams' or whatever! I suppose an incentive for sending your creations to disk-m.I}ags like 'Futura' or 'News-Disk' is the free PD they offer. I can't do the same as this because, unlike the creators of these.J} mentioned disk-mags, I make not a penny from TGR! So, the other disk-mags may offer you PD but I offer you the knowledge tha.K}t your toils are not lining my pockets!John E. (TEBSF)P.S. I'm planning to put an article in the next TGR all about how t.L}he use of a very dirty four letter word has entered the English language. The article has nothing at all to do with the Atari.M} 8-bit but I found it extremely funny (I remember seeing a similar photocopied thing a few years ago) and I hope others will .N}too. The article has yet to be ported over from my ST so if anyone has anything against this article being printed then write.O} to me and let me know your views. If there is overwhelming demand NOT to print the article, I won't print it.,oThe Darkness Hour-----------------Available from Micro Discount. Tel 021 353 5730.Derek Fern at Micro Discount has been 2Q}importing quite a few games from Poland and other European countries in the last few months or so. Prices were originally aro2R}und #5.95, but recently all new releases have been priced around #6.95 - except this one, which costs #5.95. The story behin2S}d the game is a rather bizarre one, with stories of faithful knights' souls being turned into butterflies raising a smile! St2T}ill, the game's from Poland so that should explain a lot (knowing nods all round!). Anyway, when 'The Darkness Hour' loads y2U}ou'll be presented with an above average title screen and some rather good music. Press FIRE and you'll begin your quest to 2V}find the knights' souls/butterflies! The animation of yourself isn't too bad but can look a little blurred when running along2W}. Your character seems to be some sort of green bug wearing a cloak. The screens flip when you move from location to location2X} which makes gameplay quicker than scrolling screens would. And there are times when you'll need to be quick! In your quest 2Y}for the butterflies you'll find only one adversary; a stone age type of chap who is making a guest appearance from 'Fred', I 2Z}think. He isn't at all hard to get rid of and a blast of your daggers will send him packing. Beware though! If you kill 'Fred2[}' and then collect an object in the same location, he'll be mysteriously re-incarnated! Very strange. A number of locked doo2\}rs bar your way at times and keys are scattered over the levels to help you on your way. Be careful when and where you use th2]}e keys though because there are more doors than keys! You could find yourself trapped with no option but to restart. To colle2^}ct objects just stand under them and push up on the joystick. There are a number of teleporters on each level which will tra2_}nsport you to and from previously inaccessible areas. To use a teleporter you must stand on it and pull the joystick down. E2`}ach level has a strict time limit as all butterflies must be collected before dawn. The passing of time is depicted by a scro2a}lling moon and sun - nice. I was actually enjoying the game, and was ready to give it an OK review, until I received the mes2b}sage 'CONGRATULATION' (nice font) and the game ended! Was that it? I'd hardly been playing it for 10 minutes and I'd already 2c}finished it! Sheesh! The best thing about this game is the music. There are two tunes, one which plays whilst the title scre2d}en is showing and one whilst you're playing the game. The one whilst you play is excellent, reminds me of something but I can2e}'t quite guess what! Both tunes are created with the 'Chaos Music Composer'. Sorry, but I can't recommend this game at all! 2f}It was OK but it is much too short to give anyone but the most desperate games-player value for money. Try something else.r2g}eviewed by John E. (TEBSF)*Minesweeper-----------Available from D.G.S. Tel 0302 855026.'Minesweeper' is one of a numbe2h}r of games and utilities under the PPP Germany label and available from 'Dean Garraghty Software' in the UK. 'Minesweeper' wi2i}ll cost #4.95 on its own but if purchased with 'Rubber Ball' and 'Glaggs It!' you wil get all three for only #12.50. The aim2j} of 'Minesweeper' is to find hidden mines and disarm them. To find and disarm the mines you are given a few clues; for exampl2k}e, if you uncover a square and are given the number '4' then it means that 4 of the adjacent squares has a mine under it. If 2l}you uncover a '2' then 2 of the squares contain a mine. Using this information you are supposed to either find all the safe s2m}quares or disarm the mines. I think this game is a little unfair as uncovering a square in the middle of nowhere can uncover 2n}a mine and your game is over. The instructions say "...sometimes only the lucky will survive." Sometimes? If you uncover a s2o}quare that is blank then all surrounding squares are automatically uncovered, and if any of them are blank then they are unco2p}vered and so on. It is usually when a few numbers are next to each other when you'll know for certain whether or not the unco2q}vered squares contain a mine. You can either use a joystick or an Atari ST compatible mouse to play the game. I've tried bot2r}h and the mouse is by far the more comfortable and easiest to use. The disk does have a high-score update feature so if you 2s}get one of the top scores then you can have your achievement saved on disk. A thing I didn't like about the game is that if 2t}you impatiently keep tapping FIRE on your joystick to start the game, the game will start but expect input from a mouse! Also2u}, there's no way to quit the game so your only option is to reboot (or wait sixty minutes for the timer to exhaust itself!).2v} Overall, the game is OK but I'm hardly addicted to it. It seems extrememly tough and unforgiving at first but if you persist2w} then you'll find quite a good game in there. The instructions are nice and much more informative than the instructions on g2x}ames from Derek Fern (if you can call them instructions!). If you don't own this game or 'Rubber Ball' and 'Glaggs It!' then2y} I suggest you buy the three-pack as it shows excellent value-for-money. I can't really recommend 'Mine Sweeper' on its own t2z}hough.reviewed by John E. (TEBSF)0$Ramdisks--------Well after seeing John's desperate plea for articles in issue 9 of TGR, I decided to put some time aside a6|}nd write an article for TGR. I have not got all that much time on my hands nowdays but I enjoy reading TGR so much that I hav6}}e said to hell with everything else, I don't care if I fail all my exams, writing an article for The Grim Reaper is much more6~} important and is likely to bring me more fame and money (nought pounds, nought pence! So I break even for a change instead o6}f going into the red!). It was then that I came across a major stumbling block: what the hell do I write an article about? I6}t is all very well saying "I'm going to write an article", but it is a good idea to have something to write about. So I spent6} several hours thinking about this, and in the end, due to not being able to think of anything better to write about, I decid6}ed to do something on ramdisks and expanded memory. For those of you that don't know what a ramdisk is, then think of it as 6}a virtual drive (nice word that: virtual, something that appears to exist but doesn't really!). Basically what the ramdisk do6}es is it uses the extra memory in your computer as a disk drive. There are several different kinds of ramdisk available depen6}ding on what system you have. If you have a standard 130XE then the DOS 2.5 ramdisk handler is available, it gives you 499 fr6}ee sectors. Even if you don't have an expanded machine you might stil be able to experience a ramdisk. I beleive that there d6}oes exist a program that uses the 8K of ram under the BASIC cartridge as a ramdisk. I have not seen this so I can't comment o6}n it, but it can't give you a very big ramdisk, still it might be of some use though. Then there are the bigger ramdisks, whi6}ch allow you to have 128K, 192K, 256K and even 1Meg's worth of ramdisk (which is the biggest I have ever seen). You must of c6}ourse have enough expanded memory in your computer to use these though. The code to do this is all built into DOS. Not all D6}OSes support ramdisks however. As well as the code built into DOS there is usually a program called RAMDISK.COM on the floppy6} disk. What this piece of code does is to format the ramdisk and copy some files onto it, usually the DUP.SYS and MEM.SAV fil6}es. However you don't actually need the RAMDISK.COM file in order to use your ramdisk. Try booting up without it and then use6} the format option from DOS to format your ramdisk, and you should find that your ramdisk is there. This may depend on your D6}OS however, since it will not always work. The problem is that some DOSes, like DOS 2.5, need to be told beforehand which dri6}ves are set up, and which aren't. In the case of DOS 2.5 this is done by using a POKE into location 1802. Try booting up with6} BASIC and then type: ? PEEK(1802)This will tell you which drives are set up with your current version of DOS. There is o6}ne bit per drive with drive 1 being the least significant bit. So if you get a value of 3 for example that would mean that th6}e bits would look like this:128 64 32 16 8 4 2 1----------------------- 0 0 0 0 0 0 1 1This means that drives6} 1 and 2 are active, if you want to use your ramdisk (you need to have some expanded ram for this!), then use:POKE 1802,1316}This will leave drives 1 and 2 on and it will also switch on drive 8 (the ramdisk). If you only have one floppy drive then6}POKE 1802,129and this will switch on drives 1 and 8. Now go back to DOS and use the SAVE DOS FILES option to save the new 6}version of DOS to disk. Reboot and you should find that you can now use your ramdisk without the RAMDISK.COM file. Of course 6}the ramdisk will be empty, so you now have maximum space to copy any files across. This can be very useful, especially if you6} have only got a small ramdisk. Well that's enough technical stuff, now let me tell you a bit more about my ramdisk. Once u6}pon a time all my Atari equipment was just stock standard equipment, no upgrades, no nothing, just the basic stuff. And I was6} happy with it. I didn't mind too much about having to wait 10 minutes for an assembly code program to compile into machine c6}ode. I didn't really mind all that much playing 'Postman Pat' with my 1050 and my floppies (you open the letter box, put the 6}floppy in, it whirls round a bit, you take it out and put another one in, etc). Hey, this is just one of the facts of life, i6}t's part of owning a disk drive, you just get on with it and make the best of it. So I always used to have loads of disks str6}ewn all over my drive and computer and desk, and everywhere else basically. But then I came across a 1MEG XE and it was love6} at first sight. After giving some bloke a few pieces of paper (Hey what a bargain exchange, a computer for a couple of pictu6}res of the Queen!) I picked up my new Atari and took it home. I got home, plugged it in and fired her away, and we were in bu6}siness. I booted up with the ramdisk handler and there it was, a 2500+ sector ramdisk, and this was only on the 320K setting!6} Wow, amazing! Next thing I do is go about passing some stuff from floppy over to the ramdisk, and then loading it in from th6}e ramdisk as a test, and it all worked brilliantly. I did have a couple of teething problems like the fact that the version o6}f Textpro I was using didn't like MYDOS very much (which the ramdisk handler was running from), but I got hold of an updated 6}version of Textpro and that problem was soon fixed. From then on it has been wonderful. No more hanging around waiting ages f6}or programs to load from a floppy, I just have to copy them once from a floppy to the ramdisk, and then they are readily avai6}lable and can be loaded in a second or two. For example, when I'm writing some machine code, I can go from the text editor to6} DOS and then to the compiler in a couple of seconds. The biggest delay is in fact typing in the filenames. Also compilation 6}times more than halved! This makes writing programs a lot easier, reducing all that time spent hanging around just waiting fo6}r things to load. An added bonus is that it means that I don't have to use my 1050 quite so often, so wear and tear on the dr6}ive is reduced, hopefully extending its life! So why would you want a ramdisk? If you do anything other than play games on 6}your Atari then a ramdisk is something really worth thinking about, it sure cuts down on wasted time. If you can't afford a h6}ard drive then a ramdisk is the next best thing. If you own a 130XE with 128K then you will already have a 499 sector ramdisk6}, if you think that that is good, imagine what you could do with 1MEG's worth! Personally I find the 499 sector ramdisk much 6}too restrictive, you run out of space before you know it. I like to have at least 1000 sectors worth and preferably a lot mor6}e! If you would have asked me about a ram expansion a year ago I would have said that I didn't need one, but now I can't live6} without one! There are one or two things to be careful about when using a ramdisk, the first is to always remember to save a6}ny files you want to keep BEFORE you switch your computer off, otherwise you will be sorry! (OK I admit it, I did do it once)6}. It sounds silly but it is so easy to do, especially if you're in a hurry, but after a short while you soon get used to it. 6}The other thing to remember is to make backups to floppy of anything you don't want to lose, especially if you're writing mac6}hine code programs. The rule I tend to use is if I've just written a really difficult piece of code then I save it straight a6}way, otherwise I back it up every three or four compilations. The good news is that if you do happen to cause a lock-up then,6} if you can create a cold start without switching your computer off, the ramdisk and all the info in it will still be there. 6}You must not however cause the cold start with the ramdisk handler file on the disk in your drive since this will reformat yo6}ur ramdisk. Instead just have a disk in your drive with the DOS files but no ramdisk handler, this should take you back into 6}DOS (if you remember to disable BASIC otherwise you will end up in BASIC) with your ramdisk intact. If you have a chance to 6}get hold of some expanded RAM for your system then I strongly suggest you do so, you won't regret it! I have not looked back 6}since I got mine. If you have an 800XL or 64K 600XL then try the YORKY upgrade (I believe that Richard Gore still has some of6} these left, check out his ads in N.A.U. and News-Disk!). Apparently they just plug straight into the parallel bus connector 6}on the back of your machine, no soldering required! Also try Derek Fern or Gralin International and check out the contact col6}umn in N.A.U. as well. If you are handy with a soldering iron then you might want to try and build your own. There are severa6}l disks about this flying around the public domain, check your favourite library for one. I got my machine from a Mr M.G. Ric6}e. Last time I saw he had a few of these for sale in the Contact column of N.A.U., he might still have some left. Believe me 6}if you do anything half serious on your Atari then a ramdisk is well worth considering.Raphael EspinoDisclaimer: If you 6}try adding your own upgrade to your system and something goes wrong, then don't blame me you do so at your own risk!!!ED: I6}t is possible to have a Ramdisk on an unmodified 800XL and if you follow these instructions you'll have the proof! Load a DO6}S 2.5 disk with BASIC enabled and when the READY prompt appears enterPOKE 1802,129Now press RESET and load DOS. When DUP 6}has loaded format drive 8 and write the DOS files to it. Go back to BASIC and typePOKE 5439,ASC("8")Now goto DOS and you'6}ll find DUP appears instantly! I can't see this being completely bug-proof though and I may be damaging another part of memor6}y when doing this. It does prove that it is possible to have a ramdisk on a 64K 800XL though!4^Assembly Language Tutorialby Chris CrawfordLESSON ONE - WHY LEARN ASSEMBLY LANGUAGE?Assembly language is the great barr:}ier that divides the professional programmer from the amateur. It is the most powerful language available for a microcomputer:}. There are four reasons for learning to program in assembly language. First, the speed of execution of assembly language is:} very high - about ten times higher than BASIC on the average, perhaps a thousand times faster on certain operations. Even AC:}TION!, the fastest high-level language, is only about half as fast as assembly language. Second, assembly language tends to :}be more compact than many languages. Again, ACTION! provides a good comparison. Code produced by ACTION! is about twice as l:}arge as equivalent assembly language. The third reason to program in assembly language is that assembly gives you access to :}features of the machine that simply are not available in high-level languages. Interrupts are the most notable examples. Fin:}ally, the most important reason for learning to program in assembly language is that it will help you to understand the machi:}ne better. And that is a very good place to begin, for you cannot learn assembly language unless you know a little bit about :}computers.*HOW COMPUTERS WORKI am now going to describe how computers work, in very rough terms. Computers operate on a h:}ierarchy of concepts that spans a great range, rather like the hierarchy that starts with protons and electrons, moves throug:}h atoms, molecules, cells, people to civilizations. A civilization is composed of protons and electrons, but to understand h:}ow it is so composed one must know a great deal about the intermediate steps. So too is a computer composed of transistors. T:}here are four intermediate steps between the transistor and the computer. A transistor is an electrically operated switch. W:}e can assemble transistors into gates that will turn circuits on or off depending on the states of other circuits. There are :}a variety of gates reflecting the various Boolean operations: AND, OR, NOT, NAND, NOR and EOR. Gates can be assembled into l:}atches, decoders, and adders. A latch is the simplest memory element: it remembers one bit of information. A decoder translat:}es a number encoded in binary form on a few wires into a selection of one of many wires. An adder will add two one-bit values:}, with a carry, and generate a carry of its own. We can next broaden each of these devices into an eight-bit device by simply:} slinging the devices side by side. Eight one-bit latches slung side-by-side give one byte of RAM. Eight adders make an eight:}-bit adder. We can thus create a RAM module by building many butes of RAM. We access this RAM module with three buses: a dat:}a bus, an address bus, and a control bus. The data bus carries information between the central processing unit and the RAM mo:}dule. The address bus is sixteen bits wide; a decoder in the RAM module takes the numeric value on the address bus and decod:}es it to select the single byte of RAM that is indicated by the address. The control bus establishes the direction of the dat:}a flow on the data bus and the timing of data transfer. The central processing unit (CPU) represents the highest intellectua:}l level of the computer. It is composed of four parts: the Arithmetic and Logic Unit (ALU), the registers, the address bus co:}ntroller, and the instruction decoder. The ALU is composed of adders and gate arrays that crunch numbers. The particular devi:}ce to use is selected with a decoder. The registers are simply on-board RAM. The address bus controller is a device that pu:}ts the desired RAM address onto the address bus. The real heart of the CPU is the instruction decoder, a very complex decoder:} that takes the program instructions out of RAM and translates them into action. It does this by feeding the instructions (wh:}ich are numbers) into decoder circuits that activate the desired gateways in the CPU.*PROGRAMMING A MICROPROCESSORMachine:} code is nothing more than a bunch of numbers that mean something to the CPU. It's hard to work with pure numbers, so we use :}a little code that makes it easier for us to understand the codes that the computer uses. This programmer-friendlier code is :}called assembly language. It is a direct, one-to-one translation of machine code.Here is an example of the two side by side::} Machine Code Assembly Language A9 05 LDA #FINGERS 85 9C STA COUNT The code on the right may not lo:}ok very readable, but you must agree, it's far more readable than the code on the left. And they both mean exactly the same t:}hing. Unfortunately, the computer cannot read the assembly code, only the machine code. Therefore, we need a translator prog:}ram that will translate the easier-to-understand code on the right into the impossible-to-understand code on the left. This t:}ranslator program is called an assembler. A program that goes in the reverse direction, translating machine code to assembly:}, is called disassembler. It may seem like a bother to go through all the hassle of using an assembler, but it is actually mu:}ch easier. Assembly language is not only more readable than machine code, but it is also assembly-time relocatable; this mea:}ns you can move it around in RAM freely before you start the assembly process. A good assembler also offers a number of extra:} features that make it easier to keep track of your program or modify it quickly.USING AN ASSEMBLERThere are three steps :}involved in writing an assembly language program: editing, assembling, and debugging. Editing is the process of typing in you:}r assembly language statements. Assembling is the invocation of the assembler. Debugging is the process of running your progr:}am and analyzing why it doesn't work. Thus, the entire process of writing an assembly-language process can be described by a :}fictitious BASIC program: FOR I=1 TO 1,000,000,000 EDIT PROGRAM ASSEMBLE PROGRAM DEBUG PROGRAM NEXT I*THE 6502 MICROP:}ROCESSORThe first item in the 6502 that I will describe is the accumulator. This is a single one-byte register in the 6502.:} It is the central workbench of the microprocessor; almost everything happens in the accumulator. Your first three instructi:}ons on the 6502 are: LDA address(Load the Accumulator with the contents of address) This instruction loads the accumula:}tor with the contents of the memory location specified by the value of address. The address can be specified by either an out:}right value, such as $0600, or a symbolic reference, such as FISH, where the value of FISH has been previously declared by, s:}ay, an ORG statement or an equate statement. LDA #value(Load the Accumulator with value) This is much like the earlier ;}statment; it loads the accumulator with a number, only the number loaded is specified immediately rather than stored in a mem;}ory location. Thus, the command LDA #9 will put a 9 into the accumulator. STA address(Store the Accumulator into address);} This command will store the contents of the accumulator into the RAM location whose address is specified in the command. I;}t is just like the first command, except that the direction of data motion is reversed. The LDA command is like a read, which;} the STA is like a write. You are now equipped to move data around inside the computer. These commands will allow you to rea;}d data from one area of memory and store it into another. LDA and STA are the two most common instructions used in any 6502 p;}rogram. Exercise: Write a program that will read the contents of address $FE00 and store the result into address $680. Your ;}biggest problem here will be just getting your assembler to work. Therefore, I will give the answer away: ROMADD ORG $FE00;} RAMADD ORG $680 ORG $600 LDA ROMADD STA RAMADD BRK ENDThat's the program. Try to g; }et it running with your assembler.8#Extra files-----------There are no extra files in this issue of TGR but load the B-Side of this disk for a 'bonus' side fu? }ll of Turbo BASIC stuff (and docs).<$SPACE FIGHTER version II------------------------Written by John FoskettWritten in Turbo Basic for Compiling --------C }------------------------------ AN ALIEN RACE IS INVADING PLANET EARTH YOU CAN AND YOU MUST STOP THEM -----------------C}---------------------THE ALIENS OBJECTIVEThe aliens objective is simple, to take over the Earth and to destroy all life fC}orms.THE ALIEN FLEETThe evil alien fleet comprises of several different types of space craft, all based upon their highlyC} successful circular design. The design that gave birth to the rumours of flying saucers. The alien space craft are of the laC}test design and are extremely fast, highly manouverable and have the capability to hyperwarp. The aliens have also a means ofC} bypassing the visible light spectrum enabling their space vehicles to have the advantage of invisibility. Each of their spacC}e craft is fitted with their deadly accurate, high powered laser. It is the only weapon they have and the only weapon they neC}ed. The most feared weapon in the universe.YOUR MISSIONYour mission is simple, to defend planet Earth and destroy the eviC}l alien fleet. You have been sent into space to board a space stations defence cockpit from where you must defend the Earth.C} In the cockpit, you have been provided with many first class, hi-tech weapon and defence systems which you must use to defenC}d the Earth.*YOUR DISPLAY SYSTEMS--------------------THE DISPLAY PANELThe main display panel below your viewing windowC} is designed as a head up display which superimposes data into the field of view. Therefore the panel appears transparent sucC}h that a target may be shot at through the panel. The display panel gives all the necessary information regarding the main weC}apons and defence systems.THE ANALYSIS DISPLAYThe analysis display is located at the top of your viewing window again as C}a head up display. *YOUR WEAPONS AND DEFENCE SYSTEMS--------------------------------THE LASER CANNON (use joysticC}k inserted into port 1)The laser cannon is controlled by using a joystick and is fired using the trigger in the normal way.C} The laser cannon may also be fired by using the "autofire" system. The joystick is used to control the position of the aiminC}g cursor which must be positioned on top of a target to achieve a strike. As an aid to its location, the aiming cursor continC}ually switches between green and purple. The laser cannon uses 25 energy units for each shot, whether or not a target is hit.C } A target will not always be destroyed when hit by the laser, it may be damaged, neutralised or may even self destruct. Any C!}CONSOLE key may be pressed in conjunction with the joystick to give rapid (x2) cursor movement. The ARROW keys are used to pC"}rovide instant movement of the cursor to any of its extremities. To achieve this the cursor must reside in the opposite half C#}of the screen and the joystick must be central. The "H" key is used to "home" the cursor to its initial starting position beC$}tween its indicating marks. This can only be achieved if the cursor resides anywhere outside the paralysing corner marks and C%}the joystick is central. All instant cursor movement uses 10 energy units.THE WANDERING FORCE FIELD MINES The wandeC&}ring force field mine is a highly explosive device launched into space to trap unsuspecting alien space craft. Only one mine C'}can be used at a time which is launched by using the "M" key. Once a mine is launched, it is indicated on the display panel uC(}sing the "<" marker and will remain in space wandering around until it is struck by a target. Launching a mine requires 20 enC)}ergy units. The wandering force field mine looks like faint glistening cloud moving in space.THE HOMING TORPEDOS HomC*}ing torpedos are radar guided explosive devices which are programmed to seek out a target, lock onto it and destroy it. A torC+}pedo is launched by pressing the "T" key and can be seen to emerge from below the display panel, travelling out into space onC,} its way to its target. Only one homing torpedo can be used at a time, which is indicated on the display panel using "<" markC-} as before. Launching a torpedo uses 500 energy units. If a target is destroyed by another means, such as by striking a mine C.}then the torpedo will seek out the next target and destroy that. Thus a torpedo always guarantees a strike and is never wasteC/}d. A homing torpedo can even seek out an invisible target by following its radar image, although it must wait for it to reapC0}pear before destroying it.THE PARALYSER This is a device that must be used in conjuction with another weapon since iC1}t cannot destroy a target itself. The paralyser is a very effective way of jamming the targets control systems to make it an C2}easier target to strike with the laser cannon. The paralyser uses 300 energy units every time it is used against a target andC3} once activated the target will remain out of control until it is destroyed. The paralyser can only be operated against a tarC4}get within the field indicated by the corner marks and provided that it is within range. The paralyser is operated by the "P"C5} key and is indicated by the "<" mark on the display panel as before.THE FORCE FIELD SHIELDS The force field shieldsC6} are used for protection against the aliens fire power. They may be switched on or off at any time by pressing the "S" key. WC7}hen used, the shields are continually consuming energy, so they must be used with care. Space takes on a reddish hue when theC8} shields are used. Operation of the shields is indicated on the display panel using the "<" mark as before as well as displayC9} panel data showing in red. The shields automatically turn off in the event of insufficient levels of energy. Using the shielC:}ds does not give complete protection against alien fire power, but greatly reduces the chances of a hit. You can of course usC;}e all of your own weaponry through the shields.AUTOFIRE The autofire facility is designed for use in conjuction withC<} the laser cannon. It enables full concentration to be used "chasing" a target without having to worry about firing the laserC=}. The autofire facility is operated by pressing the "A" key and uses 25 energy units each time. Once operated, it is indicateC>}d on the display panel using the "<" mark as before and will remain active until a strike is achieved with the laser cannon. C?}Using autofire, the laser is fired by cursor contact with a target and naturally a strike will only be achieved if the cursorC@} remains "on target" in the usual way.COMMUNICATIONS All messages from your on-board computers is displayed on a sinCA}gle line within the display panel. This facility keeps you informed at all times. At any time the "C" key may be pressed to sCB}how again the last message displayed at the cost of two energy units for each time. Should the communications system become dCC}amaged by a hit from alien fire, then garbage or a blank display may result.THE GRID X/Y METERThis meter provides a digitCD}al read out of a targets position in space by the use of co-ordinates. Your view into space is divided into ten sectors in boCE}th the X and Y axes, the sectors are labelled from "0 to 9", where X=0 is extreme left and Y=0 is extreme top.THE RADAR SCACF}NNERThe radar scanner allows a target to be tracked at all times even when it is out of view or when invisible. The positioCG}n of the radar scanners "blip" represents a targets position in your field of view.THE ALTIMETER AND RANGE METERThis is aCH} dual purpose instrument to the right of the radar scanner which contains two markers. The red marker is the altimeter and thCI}e blue marker, the range meter. The altimeter tracks a target in the vertical plane only, its marker can be seen to follow CJ}the radar scanners Y axis. The range meter displays a targets distance in space, where the top of the scale is the most distCK}ant.ENERGY LEVEL This records the total amount of energy remaining.HITS This records the total number of strCL}ikes or hits achieved.HITS RECEIVED This is the total number of hits received from alien fire power.ELAPSED TIME This is the time in seconds that has elapsed between the time of your last hit and the time of your previous hit.TARGCN}ET ANALYSISYour on-board computers have been pre-programmed to analyse all possible targets and to display all information CO}instantly in three catagories which are as follows....1. CLASSIFICATION The classification of alien space attack vehiCP}cles is dependent upon its design and a letter of the alphabet is alocated to each type.2. RATE OF FIRE This is the rCQ}ate of fire of alien space attack vehicles. It is based upon a scale of "0 to 9" where 9 is the highest rate of fire.3. ACCCR}URACY OF FIRE This is the accuracy of fire of alien space attack vehicles. Again it is based upon a scale of "0 to 9" wCS}here 9 is the most accurate.*PROGRAMMING DETAILS-------------------THE SCREENThe screen used is mode 15 without a textCT} window (mode 31). All text being printed using Turbo's "TEXT" command.PLAYER MISSILE GRAPHICSAll four players are used iCU}n the program, together with two missiles combined to form a fifth player, they are as follows....Player 0 -- Laser cannon CV}cursorPlayer 1 -- Alien space craftPlayer 2 -- Wandering force field minePlayer 3 -- Homing torpedoMissile 0 - Radar scanCW}ner markerMissile 1 - Altimeter markerThe player and missile shapes are stored in strings and moved into the respective plCX}ayer/missile stripes via Turbo's "MOVE" command thus....MOVE ADR(X$),PMBASE+1024,LEN(X$)(where 1024 is player 0 and X$ isCY} the string concerned)INTERRUPTSA VBI routine is used to control the colour pulsation of the alien space craft, the laserCZ} cannon cursor, the homing torpedos and the glistening of the wandering force field mine. It also disables the attract mode.C[} A small DLI routine is used which alters two colour registers to provide extra colours on screen for the display panel area.C\} Both interrupt routines are stored in page six with the DLI following the VBI.COMPILER PROBLEMSWhen executing the initiC]}alising routine at the end of the listing using either EXEC