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A"$%AC5 (}5MIN,G6+}ED,GDQ,INT,REF,SAM,AS3,TEN,,ED?,REVD& 6-%!@U *$&6-E$du%K#AY?;,;6,}%%,;%,;,G6.*Y67,.>:AU,a6.l67,.u67,.n:6-F:A,!6-F:A,06-F:A,: A`6-}%xuARM(9}OUTPUT TO CREEN OR RINTER? TO CHANGE SCREEN COLOURW B'`cAUuAY@4f6.} )"@gA`$6-8"@AD"@P6-@i\6-@Af A A@9AY6/}F:A6, /6-F:A6,%9 Azz(q}Print DOCUMENTATION for 1. Mine Field. 2. GED 3. GED (quikref60}).Articles 4. Your Page. 5. xu(mPixel Pirate Reflects. 6. SAMS. 7. Assembly Tutorial - Part 3. 8.61} Top Ten. 0. Return to menu.x#RAY@4 B-6-&@HA )!&AG"R%D:MENU7 -62}" 6.D:'67%,.767%,..DOCF 6-% 2%%>:,F"@iA@B6-63}AH6-C:,#6-P:',-6-&$86-P:',B6-&$D %%%%'%&1%&D6-?:C:hLV,64},6F:%%,!A'A66-F:%&,%$F:%&,G7<,4*"@i" A6"@'A=(}G A`65}7<,467<,. 6 (7<, A@ --EI%7&<&,4>:AU,*"@i+6-66}.'?67&<&,.I APJ!7&<&,4 '! APT ^M(7&%<&,9&&"*7&<&,4 *"@i67}C(~M AS_A2&&&%6*"@i*7&<&,0>:AU,7(A AS`"@(a* @b6-68}&%! '* Aph r "(7%<,| @b6- A`**"@i*$%*F:@,A69}F:A6, %D:MENU A jAY+6-F:A`,%F:Aa,$96-&ARC-%P%F:%,T 6:}\%j-%$Z %%% --@R@SB%F:%&@#,F Z%@TAUAR6;}!@@d3B7t@dEA`@2WAaAU_0k@wA BfA6<}Bg$p~~(v} USE ARROW KEYS UP AND DOWN FOR COLOURS AND LEFT AND RIGHT FOR LUMINANCE SPACE FOR TEXT LUMIN6=}ANCE - ESC QUITSz; -( COLOUR : &-%;( LUMINANCE:  )"$%A :6-%+"@E,&+"6>}@a,\6-%+"@B,$&+"@C,$p6-%+ ,$@|"@26-(+,$ A`% A`~6-&+!%,6?}$@-6-%+ ,$@C6-&+!%,$@OA[AgAo0{A ~$'X -$&:(6@}'Ӡ٠٠ϠŠҠàϠLB YAXBg'IAd&2%-$) 32:6A})FBgI$5((ERROR! HAS OCCURED!!'-+ 5 A D:DOC.BAS4[The Grim Reaper 13 July 1994----------------------------Greetinx all and welcome to this overdue issue of TGR! Sorry for t:C}he delay between this issue and the last but I can't put out issues of TGR that are only half full! Maybe if you'd actually c:D}ontributed something towards TGR it would have been released on time! Then again, maybe not! The thing is, unless I get a few:E} more contributions the wait between each issue will become even longer (you think 6 months is a long time?!). I don't wish t:F}o kill off TGR but I'm so busy on my ST nowadays compiling PD compilation disks and trying to learn 68000 that the poor ol' 8:G}-bit hardly gets a look in. A major cause of this though is a lack of 5.25" disks on my part! I have been unable to reply to :H}my contacts because of this, which results in less 8-bit letters for me, which results in the toning down of my 8-bit life! I:I} blame AMS7 myself! Thank God for SAMS! Now, talking of contributions, many thanx to The Pixel Pirate, Spite and The Philoso:J}phical Phantom for their much-needed help. I must point out though that only The Pixel Pirate submitted material on time for :K}a January release! If it wasn't for him this issue may never have been produced at all! On this disk you'll find 'GED'. The :L}documentation refers to a couple of picture files for this program and they are on this disk, but in ARCed format. You must u:M}se 'Super Un-Arc v2.4' by Robert Puff to unarc the pictures. Most people should have this program (it's stocked by PD librari:N}es like Page 6 and TWAUG and it's also on the B-Side of a couple of 'Mega-Mags') but if you don't then send me a disk and sta:O}mped-addressed envelope and I'll send you a copy! I couldn't go without mentioning it; apologies in advance. If you have an :P}ST then do your best to get hold of the SERENADE PD compilations. They're really great (he says from an totally unbiased poin:Q}t of view). If you do have an ST then contact me via the TGR address and I'll send you them (as long as you donate some PD to:R} us). Also, you'll be able to find out my brand new handle! That should make you want to get them straight away! And that's :S}definitely it! Please think about sending me some sort of contribution to help TGR 14 come out with a 1994 date!John E. (TE:T}BSF)8A/D CONVERTER BY MIRAGEAVAILABLE FROM:A.N.GPRICE:AROUND #20.00The A/D Converter is a new sampler from Poland, and is a v>V}ery good sampler for the price. It is a 4-Bit sampler, with a sample rate of 21khz*When you purchase your sampler you get t>W}he following:The sample cartridge and a utilities disk, plus a phono lead. The cartridge is black with an orange label and >X}a phono input in the top right corner. There is also a red LED in the bottom left corner. This is a sound level monitor. It c>Y}hecks to see if the sound coming through is loud enough. The software you get with the sampler isn't much use, as the qualit>Z}y you get when taking a sample from your source (i.e. tape, CD, video) is very distorted. To obtain the best from this sample>[}r you really need 256KB or more, as one of the utilities on the disk requires this much memory. This util is very easy to us>\}e, but I had problems with my 256KB XL, as it didn't seem to bank switch properly. It would only work if you booted up with b>]}asic on, then typed 'DOS', then the menu would appear and you would select the 256KB sample utility, which is joystick driven>^}.*There are few instructions on how to use this, so you have to work it out for yourself. At the top of the screen there i>_}s a display to show you that your sample is in memory. Taking a sample couldn't be easier, you just select the length (time)>`} of your sample. I use '4', as this is long enough to take a good sample. You then click on the 'Q SAMPLE' in the bottom righ>a}t-hand corner, the screen turns black, you now can press 'PLAY' on your tape deck, CD, etc and hear the sound come through th>b}e TV speaker. When you wish to take a sample, you press your fire button and the screen changes colour and beats (if that is >c}the right word) to the music. When the length you selected is up, the main screen appears. You now select the length (time) >d}and change it back to '1'. You must take '3' off the length you selected to get the right speed for the playback. Then you cl>e}ick on 'Q PLAY' and your sample is played back to you through the TV speaker. You can chop parts of the sample out by clicki>f}ng on the display at the top of the screen or by clicking on the arrow at the side of the display, which moves a cursor along>g} to the point were you want. There is a way of having more than one sample in memory, but I haven't worked out how to do thi>h}s yet (can anyone help?).*The quality of the samples is of high standard, well that depends on your source. For example whe>i}n using a tape, try not to use chrome or metal tapes, as the sample will be rubbish. I think this is because of the frequency>j} range of the tape, which is too high for the sampler to handle, so use standard 'normal' tapes for best results. It is the s>k}ame with CD, but this can be made clearer by the use of a graphic equalizer. I found sampling from a video recorder to be the>l} best source to take a sample from.*There are a few bad points I would like to point out:Lack of instructions.Won't run w>m}ith all Ramdisks.There is no-way of changing the sample rate. It is set at 21khz.And there is no way of finding out how muc>n}h memory your sample has taken up when using the above software (256KB). A counter of some sort to let you know how much memo>o}ry your sample has used would have been great. Also it is said that this sampler is compatible with the Replay sampler, this>p} is NOT true! The software will not work with Replay, and vice-versa. The samples themselves are compatible with Replay, an>q}d you can load them with the Replay software (is this what they mean when they say compatible?)If you can't get the Replay >r}sampler, I would suggest you buy this, as it is a great sampler with good quality sound, and is worth every penny!reviewed >s}by Spite*Drop It-------Available from ANG Software.I bought this game at the AMS and being a fan of falling block type>t} games I was really looking forward to it. The man with the beard at the ANG stall said it was like '3D Tetris' but better - >u}I have to disagree! When the game loads and depacks you will be presented with a nice title screen and some good musix. All >v}in game text is in English which makes up for the Polish instructions! Yes, the instructions are in Polish but thankfully the>w} important bits (like which keys to use) are easy to spot but it would have been nice to have been able to read the blurb. T>x}he main screen allows you to choose the level you play, rotation speed and size of well to use. There's also a replay option >y}to allow you to go over the game you have just played (and scream at the opportunities missed!). The game screen is extremel>z}y similar to '3D Tetris' with the well taking up the majority of the screen and the rest of the display being taken up with s>{}core, level and other info. The main difference between this and '3D Tetris' becomes apparent when your first block 'lands'.>|} The game uses the same transparent vector line graphics for your falling block as in '3D Tetris' but when landed the block b>}}ecomes full colour. Unfortunately, after a while the patterns and colours used can really put a strain on your eyes. The gam>~}e does not have a high score facility which is a pity as this can be a great encouragement to play the game again. Overall, >}not at all a bad game, and maybe if there was no '3D Tetris' I'd play it more. As is stands, I prefer '3D Tetris'.reviewed >}by John E. (TEBSF)*Deimos------Available from ANG Software.'Deimos', I am told by Alias Maximus, is Ancient Greek for >}'Fear' which is an appropiate title. Quite clever too. When the game loads and depacks you will be presented with a title sc>}reen that is very reminiscent of Zeppelin intros. In fact the whole game is very 'Zeppelin like' but I'll go even further and>} say it's better! Again the instructions are in Polish which is a little annoying but most people should notice the numbers >}'1 2 3 4 5 6' which is important as pressing these keys uses the object in this box. Start the game and you will see yoursel>}f (who looks extremely like Teddy from 'Cavernia' fame) in a nice castle-like building. Graphics are in black and white but t>}hey really are brilliant! I can't commend them enough. Walk around a little and you'll come across a few objects and some lo>}cked doors. To use a key to open a door simply stand in front of the door and press the box number which contains the key. Th>}ere are three different keys and they each only open one type of door. There are a few objects that I just haven't got a clu>}e what they do. These are a dagger and a skull - can anyone tell me what these do? The author has included a 'what's what' s>}creen but it's all in Polish which is a great pity. You start the game with five lives and each life gives you a full bottle>} of 'life' which can be eaten away by running into nasties or chains. Watch out for falling chadeliers (well, I think they ar>}e!) as these automatically take away one of your lives. The movement of Teddy's twin is smooth and fast and my only gripe is>} that he's too slow when climbing ladders. The game uses a password protection and whenever you come up to a computer consol>}e in the game you are given a number and must simply enter the three letter code next to the number. It's really easy to use >}and I wish Tiger Developments would use a similar protection! If I knew what all the objects did then I wouldn't hesitate in>} giving this a glowing review. As it is, the game is still excellent but the lack of English instructions do let it down a li>}ttle.reviewed by John E. (TEBSF)<#Mine Field----------Written by John E. (TEBSF)'Mine Field' is my first ever attempt at a 'real game'. As you may have noB}ticed from the title it is a 'Mine Sweeper' clone where the object of the game is to disarm the hidden mines. When the game B}loads you will be presented with the title screen and are able to choose the starting level. There are three levels to chooseB} and level 1 has 50 bombs, level 2 has 100 bombs and level 3 has 200 bombs. After the completion of a screen you go onto theB} next level (where applicable). The higher the level you are on the higher your bonus starts but, of course, because there arB}e more bombs the level is much more difficult to complete! Your bonus IS NOT a timer! Your game does not end when it reaches B}zero. When you are finally able to play (after the 'little' pause) you'll see a cross-hair sprite which can be move by the jB}oystick in port one. Pressing FIRE over a square will unearth the number under the square (if you're lucky!) but if you thinkB} the square contains a mine you must press the SPACE BAR to disarm it! If you accidentily unearth a mine then your game is oB}ver. Your game is also over if you press SPACE BAR over a safe square. If you haven't played a game like this before then I'B}ll try to explain it a little better! If you unearth a square and it contain the number '2' then it means that of the eight B}adjacent squares surrounding the '2', two of them contain bombs. If the square you unearth is blank then it means NONE of theB} eight adjacent squares contain a bomb (thus, it's safe to unearth them all).*Here's an example of a section of the mine fiB}eld... ZZZZ? Z111? ZBZZ?The 'B' denotes a bomb and the 'Z's denote a piece of theB} playfield which CANNOT be a bomb! The '?' shows a section of the playfield which MAYBE a bomb. One of these '?' is definitelB}y a bomb!I hope you understand that! If you don't then try playing the game a little and you may understand it more.*ScorB}ing: You get one point for every mine disarmed and at the end of each level the bonus is added to your score. At the end of B}the game you may be able to enter your name into the high score table. Make sure your disk is write enabled as the scores wilB}l be saved.*Well, I hope you enjoy my first game a little. I started writing it early in December 1993 and the main game waB}s finished in about one night but there were a couple of bugs and additions that needed to be made. Spite brought around 'ABB}BUC 34' the other day and it had a great looking version of this game on it. It was only a demo version though but it looks lB}ike it could be the best 'Mine Sweeper' clone on the 8-bit yet. It's called 'Bomb Down' so look out for it!John E. (TEBSF)@}Pixel Pirate Reflects---------------------Firstly may I wish all Atarians a happy new year for 1994.I have poured myselfF} a glass of malt whiskey, heated a mince pie in the microwave and am ready to usher words of wisdom through this column.SofF}tware wise, 1993 I feel has been rather good, which is due to dedication shown by user groups etc. Let us hope that it continF}ues and such groups are supported by all Atarians.I've just topped up the glass and removed the crumbs from the keyboard anF}d wondering where to start. I have a pile of disks in front of me and there is so much good stuff, it is hard to make a selecF}tion.. '12 year old malt doesn't help !!'*Power Per Post released a demanding game called BOMBI. The object of the game is F}to move Bombi through 16 levels of 3D platforms with increasing difficulty on each platform. To complete a level you have to F}detonate various bombs, negotiate trapdoors and capture the bonus cross. There are three types of bombs.. the small one only F}blows up one square, the medium bomb blows up four squares while the big one blows up eight squares.. this sometimes can leadF} to a chain reaction, so make sure you are not standing on any of those squares. Trapdoors open once you have gone over them,F} if you need to go that way again press the fire on the joystick. You complete the level once you have destroyed 90% of the bF}ombs and have captured the bonus. If you happen to fall off a platform into the dark void.. Goodbye Bombi!! Gameplay is of tF}he kind.. 'I must have another go..' and what with the uncluttering graphics, this game gets top score from me.This softwareF} can be purchased from DGS.*...Right I am back.. I was in the kitchen fixing myself a turkey butty and a glass of amontillaF}do.. hic hic!!TRICKY PRINT, distributed by Micro Discount,is a brilliant piece of software that allows Atarians to print ouF}t Printshop files with an Atari 1029 printer. For best results use A4 fanfold paper as letterheads are programmed to this sizF}e. All the 'Printshop'and 'Printshop Companion' utilities can be used incuding font/icon/graphics data disks. When using the F}'Banner' feature beware as it prints out in 16 foot lengths. This considerably slows the printer down. Tricky Print has certaF}inly brought more life into my 1029 over the last few weeks and urge any '29'ers to purchase poste haste.*That's the ChristF}mas cake finished, hold on, I'll just pour myself a liberal tankard of XXXX, rearrange my party hat and look for my final disF}k to write about. That's funny, my XL seems to be moving around the table.. oo! Now the disks are spinning and oh! my head. IF}'ll have to run to the outhouse to clear my head........ That's a bit better.. I think I better get the article finished soonF}.STACK UP, a game originally distributed by Zepplin Games, but now available on disk from Micro Discount, is of the Tetris F}type. Blocks of up to three different characters fall from the top of the play area. These can be rearranged by pressing the F}fire button. Lines of three are needed to disintergrate the blocks. As you progress through the game various hazard screens aF}re introduced to make life even more frustrating. I wouldn't rate this as the best Tetris clone but nor is it the worst. TetrF}is addicts, like myself, will want it for the their collection, but at #4.95 probably everyone should have a copy.*Hic Hic F}Slurp Slurp!! I think I better go and have a lie down, I'm not feeling too good !!Well before I go may I again wish all AtaF}rians the best for the New Year and remember...ATARI 8-BIT CLASSIC RULES OK !!Peace - Pixel PirateDhGED v.2 - See the end of this document for new changes.GED is not a full featured drawing program. I have used it only for J}doing color and simple pixel cleanup. It is also the only self contained program right now that can display this graphic formJ}at.GED, and the code which it contains, are not public domain. It is freely distributable though for non-commercial applicaJ}tions. Please contact me if you wish to use this graphic format in a commercial product. GED is (C) 1993 by John Harris.*GEJ}D OVERVIEW------------GED was designed to create the best possible flicker-free graphics that the Atari can display. It usJ}es almost 10K of inline code to continually stuff new colors into the color registers, allowing up to 9 playfield colors per J}scan line.GED can also place PMGs anywhere on the screen. You may change the width, color, and priorities. GED can change oJ}ne graphic register per scan line, allowing you to reposition PMGs for multiple uses. GED tries to be as flexible as possibleJ} with PMG editing, so that you can simply position and draw wherever you wish. However there are limits to what the program cJ}an do, and it may be beneficial to read the TECH.DOC file, to get a better idea for what is going on.The bottom line of allJ} this, is that you can get up to 14 colors per scan line, and 9 of those can change every line. Plus having full control overJ} all of the graphic registers, and being able to change one per scan line.*GED DRAWING-----------The joystick can be useJ}d to move the cursor. The movement may appear choppy at first, but the stick routines are designed to allow single pixel moveJ}ments by tapping the stick in any direction. Even diagonals can be moved without getting horizontal or vertical 'tails' on thJ}e diagonal lines.The cursor can also be moved with the arrow keys. The keys by themselves will move 1 pixel. With Contol prJ}essed, it will move 8 pixels.Shift-Control-Up will take the cursor to the top of the screen. This will be useful for changiJ}ng player/missle registers, as described later.Press the fire button on the joystick to draw with the active color. If the J}pixel was already the active color, at the location where the fire button was first pressed, then pixels will be erased with J}the background color as long as the button is held down. This allows easy plot and erase of a particular color without havingJ} to select colors from the keyboard. The tradeoff, is that you must make sure you start drawing on a pixel that is a differenJ}t color to prevent going into 'erase mode'.To change the active color register, use the keys 0-3, with 0 being the backgrouJ}nd color. You can also move the cursor onto a color you wish to draw with, and press 'G' to grab that color.To clear the enJ}tire screen, press the keys Shift-Control-Tab.Press Shift-X to exit to DOS.*FILL MODE---------Press the Spacebar to toJ}ggle between drawing mode and fill mode. There is an icon at the top of the screen to indicate what mode you are in. It will J}be a line in draw mode, or a filled box in fill mode. The cursor flash rate will also be faster in fill mode, as an additionaJ}l visual cue.Fills may also be made in dither mode. Press the 'D' key, followed by a number from 0-3. A crosshatch dither wJ}ill be formed between this number, and the active color register. The icon will show a dithered box when the dither option isJ} set. Press D again to return to solid fill.The fill mode in GED is a simple top down fill, within the borders of the colorJ} register where the fill was started.Press 'U' to Undo a fill operation.The fill mode currently fills only the color regiJ}ster. Color palette settings are not carried with the fill, and these may need to be copied manually with the 'C' command (DeJ}scribed later). This will likely be improved in a later release as well.*PLAYER/MISSLE EDITING (PMG)----------------------J}-----Press 'P' to toggle between PMG and playfield editing. An indicator just to the left of the Draw/Fill icon will turn oJ}n in PMG mode.The mode will default to an auto-select of whichever PMG object is under the current cursor location. Just prJ}ess the fire button to draw/erase, or enter PMG commands, and they will automatically use the PMG at the cursor location, if J}one exists. Nothing will happen if there is no PMG object at that location.Specific PMG objects may be selected manually, bJ}y pressing the keys 1-4 to select players 1-4, or 5-8 to select missles 1-4. Even though players are technically labeled fromJ} 0-3, I use 1-4 for ease in keyboard selection. Manual selection will become necessary if two PMGs overlap, because the auto-J}select routine will always take the lower number.Both solid and dithered fills react differently with PMG objects.There iJ}s no function to fill to graphic borders, and fill mode will simply copy the current line of a PMG object to the next line. TJ}hus to fill a PMG, you will need to draw a line across the top of the PMG, press the spacebar to turn on fill mode, and then J}hold the fire button while pulling the joystick down. Dither mode operates in the same way, except that when dither patterns J}are detected, they are bit shifted to maintain the pattern. To create a dithered PMG, you will need to plot every other pixelJ} on the top line of the PMG. Press the spacebar and the 'D' key, and then hold the fire button and stick down in the same manJ}ner as solid filling.*PMG COMMANDS------------< > Change the current PMG's width.M Toggle the priority bit for missleJ}s being used as a 5th player.O Toggle the priority bit for overlapping PMG colors.F Toggle four modes of playfield and J}PMG priority order. This changes which objects appear 'in Front' of other objects.*POSITIONING PMGs----------------ShiftJ} 1-8 sets the horizontal position of the corresponding PMG to the cursor location. This operates a bit differently whether orJ} not the cursor is located on the top scan line. There is a table that stores the starting attributes for all PMG registers. J}When the cursor is on the top scan line, any PMG changes will be made to this table, and all of the PMG attributes can be conJ}figured. When the cursor is partway down the screen, changes are made within the DLI routine which can only support one regisJ}ter change per line. In case of conflicts, GED will try to find free spots to make DLI register changes, but there are limitsJ} to what the program can do. This is explained more fully in the TECH.DOC file, and I suggest you study this if you want to gJ}et the most out of this potentially powerful ability.Another difference occurs when changing PMGs at the top of the screen.J} The missle objects have some auto-positioning logic to place themselves at optimum locations. When fifth player enable is tuJ}rned off, missles will automatically be placed at the end of their corresponding players, allowing a slightly larger player oJ}bject. Changes to the player's position or size will automatically relocate the missle to its proper place. With fifth playerJ} enabled, all of the missles will be placed one after another, adjusting for any changes in missle size. Shift-5, which sets J}the location of the first missle, will set the starting location of the fifth player. These auto-placements are only valid atJ} the top of the screen. If you reposition PMGs in the middle of the screen, each missle must be moved individually - even witK}h fifth player enabled.*BRUSHES-------GED allows a limited form of brushes, that can copy data from a PMG object to the K}playfield. The implementation is simple, but can still be quite useful.Draw a shape in one of the PMG objects, and then movK}e the cursor to the top of the shape and press the 'B' key. This will place the program in Brush mode, and anytime the joystiK}ck button is pressed, GED will copy the shape from the PMG object into the playfield at the cursor location, using the activeK} color register. The first blank line encountered in the PMG object will mark the end of the brush.The drawing mode icon wiK}ll be a round dot when in brush mode.Press 'B' again, or the space bar to return to regular drawing mode.*COLOR PALETTE CK}ONTROLS----------------------Briefly, since the color registers are stuffed multiple times per line, a change in the colorK} palette will only effect a portion of the line which I call a color cell. To see a visual appearance of color cells, start fK}rom the empty GED screen and fill it with color register 1. Then move down several lines and fill with color 2. Repeat with cK }olor 3. Then press the 'T' key to put up the test palette, and look at the screen. The color registers in the playfield data K }have not been changed, but multiple colors are being stuffed into them, creating vertical bands of color. Each different coloK }red section of a line is what I call a color cell. It's a color register that is only displayed for part of the scan line. ThK }ere are eight color cells per line, although you would have to plot all of the color registers on the same line in order to sK }ee all eight color cells on the same line.The TECH.DOC file has a more complete description of color cells. If you're lost,K} try and study that file and see if it makes any more sense. I'm always available to answer questions as well.With that outK} of the way, here's how you change colors.Shift-Arrows adjust the Hue+Intensity of the color cell at the cursor location.K}When PMG mode is active, the color of the currently selected PMG object will be changed. Changing PMG colors works a bit diffK}erently than the playfield colors. Since new colors are not stuffed automatically each line, PMG color changes will effect alK}l lines from the cursor position to the bottom of the screen, or to any other place where the color was previously changed fuK}rther down the screen.Playfield color changes only effect one scan line, so there needs to be an easy way to copy color palK}ettes to additional lines. The 'C' key will copy the current color cell into the same position on the next line down. You canK} hold down the C key to repeat the effect. Use the C function when you are changing just one color, and don't want to change K}any of the other color cells.The 'W' key will copy the entire line of color cell palettes to the next line down. Use this fK}unction when you have changed all of the color registers, and want to copy the entire palette.The 'X' key allows you to excK}hange two playfield color registers. One register should be selected with the 0-3 keys, (or the G command). Then position theK} cursor on top of the color you wish to exchange with, and press X. The command will effect all of the screen below, and to tK}he right of the cursor location. Also, the active color register will be exchanged as well. Since the pixel at the cursor locK}ation was swapped, having the active color changed too will allow you to press X a second time to toggle things back the way K}they were.*COLOR CELL BOUNDARIES---------------------GED now allows the locations of the color cell boundaries to be skeK}wed left or right as a group. Normally, this is the first step to perform when coloring a picture, to best match color cell bK}oundaries to the objects in the picture. This is a global screen setting only, and cannot be adjusted in mid-screen.The ','K} and '.' keys skew the boundaries left or right.The 'T' key changes the screen to a test palette, which will make it easierK } to see the boundaries between the color cells. This is the best mode to be in when using the above skew control. Press T agaK!}in to return to the normal screen palette.*DISK I/O--------The compression protocol has not yet been implemented, but thK"}is will be included in a future release. Future GED versions will be able to load uncompressed pictures without problems.ToK#} get a disk directory, press Esc, and then a number from 1-9. The directory function also sets the current default drive. FilK$}enames for loading & saving will use the default drive without having to type 'Dn:'.L - Load graphic.S - Save graphic. ThiK%}s will prompt with the last loaded filename. Press return to accept it, or edit the name and press return.GED will load DOSK&} II binary files with the load function. This can be used to import GR.15 raw data, PMG data, or GED format color palettes. AK'}lthough there is no method for saving individual components like this from within GED, these may be saved from DOS after exitK(}ing GED. Here are the memory addresses for the various components:$5330-$5AFF Color palette data$5B00-$5FFF PMG data$6000K)}-$600F Picture header$6010-$7F4F 320x200 screen data*COLORING HINTS--------------The default priority mode in GED is toK*} draw PMG objects behind the playfield. In this mode, PMGs will only be visable in sections of the picture that are cleared tK+}o background color. This often works out best, since you can make the players maximum width, and mask in front of them with oK,}ther colors at full resolution. Note that when the missles are combined as a fifth player, this object appears in front of alK-}l playfield colors, regardless of the priority settings. I'm a bit confused by this, since the hardware manual appears to shoK.}w that it should be possible to have its priority below the playfield. This is not the way it works in the real world though.K/}Coloring pictures in GED can be an interesting process, because of all the potential choices for selecting which registers K0}or objects will display which colors. The boundaries where the color register changes occur are staggered for each register (K1}See the TECH.DOC file for more information). What this means, is that finding the optimum selection of color registers often K2}requires a lot of juggling, and there are no rules that say a solid colored object will be drawn entirely with the same colorK3} register. As an object changes shape as it progesses down the screen, it may cross different color boundaries, making it advK4}antageous to switch to a different color register. You would then change the palette of the new register to match, and the olK5}d register will be freed to use for something else.I will be uploading some tutorial pictures in the near future, to help yK6}ou figure out how to make the best use of available registers. I just didn't have time to finish these for the initial releasK7}e.*OTHER SAMPLE PICTURES---------------------The MARTIAN.GED picture was done with an early version of GED that did not K8}support PMG objects. Even still, it has a good dispersion of colors for a playfield only picture, showing as much as 8 colorsK9} per line. I also really like the anti-aliased fonts.TEST.GED shows how many colors you can display on one line using the nK:}ew mode. By including dithering, the bars at the top show 40 colors per line. The boxes at the bottom show a decent flesh tonK;}e color made by alternating scanlines of pink and orange. The box in the middle is formed from the colors of the other two. TK<}he greatest thing about this flesh color, is that it takes only one color register since there are no horizontal changes.*GK=}ED UPDATE HISTORY------------------** v.1 **Initial release.** v.2 **New Features:Undo command for fill operationsK>}, using the 'U' key.The 'X' key allows you to exchange two playfield color registers. One register should be selected with K?}the 0-3 keys, (or the G command). Then position the cursor on top of the color you wish to exchange with, and press X. The coK@}mmand will effect all of the screen below, and to the right of the cursor location. Also, the active color register will be eKA}xchanged as well. Since the pixel at the cursor location was swapped, having the active color changed too will allow you to pKB}ress X a second time to toggle things back the way they were.Quick reference guide included as file GEDQUICK.DOC.Bug FixeKC}s:Several internal operations did not adjust properly to different skew settings, causing the wrong color cells to be selecKD}ted.The C command to copy colors did not work.The position of Missle #1 was not stable.Positions of missles 2-4 did notKE} automatically adjust to changes in missle #1's position, when 5th player mode is enabled (Note, auto-adjustment only occurs KF}when position is changed on the top scan line).GED has a run address appended to the file, for non-Sparta users. Hopefully,KG} I will continue to remember this in the future.*KEEP IN TOUCH-------------I'm always interested to receive feedback on KH}GED, or anything else.John Harris45346 Graceway Dr.Ahwahnee, CA 93601jharris@cup.portal.comGEnie:JHARRIS32HrGED Quick Reference-------------------Arrow Keys - Move cursor.Cntl Arrows - Move cursor 8 pixels.Shft-Ctl-Up - Move cuOJ}rsor to top of screen.0->3 - Set active color register, 0 being background.G - Grab color at cursor location, and setOK} it as active color.X - Exchange two color registers. Exchanges the active color with the color at the cursor location.OL}Shift-Arrows adjust the Hue+Intensity of the current color cell.C - Copy color cell to next line.W - Copy whole liOM}ne of color cells to next line., . - Skew the color cell boundaries left or right.T - Display Test palette.Space - ON}Toggle between draw and fill.U - Undo fill operation.D - Toggle dithered fill. Follow this command with one of the OO}keys 0-3, which will form a dither between this and the active color.B - Toggle Brush mode. Cursor should be at a PMG obOP}ject which forms the shape of the brush.P - Toggle between playfield and PMG editing.A - Auto-select PMG object unOQ}der cursor.1->4 - Select Player 1-4.5->8 - Select Missle 1-4.Shft 1-8 - Set horizontal position of PMG object to cursor OR}location.< > - Change the current PMG's width.M - Toggle the priority bit for missles being used as a 5th player.O OS} - Toggle the priority bit for overlapping PMG colors.F - Toggle four modes of playfield and PMG priority order. This OT}changes which objects appear 'in Front' of other objects.Esc - Followed by a number from 1-9 displays disk directory.L OU} - Load graphic.S - Save graphic.Shft-X - Exit to DOS.Shft-Ctl-Tab - Clear entire screen.LfTop Ten ST Games----------------Seeing as nobody sent in a 'Top Ten', you'll have to put up with this one! If I don't get SW}any in the near future then look out for 'Top Ten ST Crews', 'Top Ten STD's', 'Top Ten Natural Yoghurts' etc.Anyway, if I aSX}ctually play a game more than a couple of times then it usually means it'll have a place in this top ten! Games that only jusSY}t missed out on a place are Lotus 2, R-Type, Rodland, Mega-lo-Mania, Xenon 2, Lure of the Temptress and Ishar 2.John E. (TESZ}BSF)*10) GodsNope, not a Gods game at all, 'Gods' is a platform beat-em-up and is very similar to a game called 'DeliveraS[}nce'. I've put this ahead of 'Deliverance' only because I've only received it recently and have played it a little bit. GreaS\}t graphics and it uses all the memory to store the levels, which means, after the big load, no more disk access at all (excepS]}t to save high scores). I've not really got that far in it though.*9) Wings of Death II - Lethal XcessBrilliant shoot-em-S^}up with some of the best graphics you'll ever see on an ST game. Digitised sounds abound and playability is top notch. Pity iS_}t's so damn hard!Get it if you can!*8) IsharYep, do I love Role Playing Games! This one is very good and may have been dS`}isplaced by its sequel, but I haven't played that much yet! Again, great graphics and digitised sounds make this game a joy Sa}to play (well, except moving about can be a little slow).*7) Player ManagerThis is an extension of the original 'Kick OffSb}' where you manage the team and can play in the matches (either as yourself or as a team). Good game but shame it has a tendeSc}ncy to crash!*6) VroomThe best racing car game on the ST - no doubt! Forget the Lotus trilogy, get hold of this one if yoSd}u can! The major let-down is that some of the races require mouse control (ARGH!) and although the data disk fixed this, the Se}car control was 'tweeked' a little which made it rather more difficult!*5) Kick Off 2Ah yes, great game; especially in twSf}o player mode but playing against the computer can be a joy too (and a challenge). Pity 'Kick Off 3' (or 'Goal!') was such a Sg}let down. Has anybody seen the Amiga version of 'Kick Off 2'? It makes the ST version seem like a Spectrum conversion! StillSh}, it's playability that counts! Hmm.*4) Secret of Monkey IslandI suppose this could come under the heading of 'Role PlayiSi}ng Game' but is generally described as a 'point and click' game. This game has everything - great graphics, brilliant playabiSj}lity and stomach aching humour. Why is it at 4 then? Well, once you've played it and died/knacked up, it can be a bit frustraSk}ting having to go through the game again and talk to the same characters etc. I've not played it for awhile because I should Sl}have poisoned the meat before giving it to some dogs. I didn't so I haven't played it since. The combat scenes in this game Sm}are brilliant!*3) BlatA Public Domain STE only game based on the familair 'Tetris' format. This game is very similar (in Sn}gameplay) to 'Stack Up' so you know what it's like. Probably the best game ever to grace a Public Domain disk (it isn't even So}shareware!) It will work on half meg but if you want to sample all the delights and hear the digitised speech then you'll neeSp}d one meg. It's on Serenade PD disk 1 so contact me if you want a copy (make sure you do have an STe!)*2) Sensible Soccer vSq}1.1This had to be here because I am the Sensible Soccer King (just ask Spite, Flintstone, Alias Maximus, Anal Andy). To telSr}l the truth, I haven't played this game at all recently, prefering 'Kick Off 2' but no doubt I'll come back to it. The probleSs}m is I've only got one joystick and I'm so good against the computer it just gets boring! 'Kick Off 2' gives a better single St}player challenge, but with two players there's no beating 'Sensible Soccer'.*1) Dungeon MasterSigh. The best game on the Su}ST; I have no doubt. I remember it was in one of the very first parcels I received from Flintstone and I noticed the class imSv}mediately. I didn't really know what I was doing (it's silly trying to get into the game without knowing the spells) but I plSw}ayed it for 8 hours one day! I've been playing it a little recently but twice I've chosen two priests instead of a priest andSx} a wizard! If you don't understand what I mean - you're missing the greatest game written for an Atari computer.PqI promised John I'd do a 'Your Page' quite a long time ago, so here it is!Hello all! My name is Philip Phantom though you cWz}an call me The Philosophical Phantom (actually, my name isn't Philip Phantom at all, but my name has been changed to protect W{}the innocent - ME!). I've owned an Atari 8-bit computer since about 1984. I bought an 800 computer quite cheaply then but I W|}soon upgraded to an 800XL. By the way, I still have the 800 and it still works fine! The addition of a disk drive took a litW}}tle longer and I didn't join these ranks until 1988. I saw a 1050 disk drive for sale in a local paper for 90 pounds. Not badW~} I thought so off I went to buy it. Having a disk drive opened a whole new world of Atari computing to me. Now I was waitingW} seconds instead of minutes for a game to load. Sheer bliss! There was still the problem of all those tape games I had amasseW}d being transfered over to disk but a quick crash course on machine code helped a lot as I wrote a little program to port oveW}r the files to disk and then I simply looked at the loader to see where the main part goes in memory. If I was sure I knew whW}ere everything went I'd write a little disk header to load the main code into the specified address. This was about 80% succeW}ssful but I just couldn't transfer over English Software titles and Firebird budget games gave me a little trouble (I still lW}oved 'Warhawk' so much I'd load it from cassette). It was around 1991 that I finally took a step up and bought an Atari 520SW}TE. I bought it in the full knowledge that I'd never leave my 8-bit to rot and this is still true to this day! By the way, ifW} you think piracy is rife on the 8-bit you should see the ST! Nowadays I haven't that much time for any of my computers due W}to my work. At the end of my shift I'm just too tired to even think about computing and usually just flop in front of the TV W}and fall asleep. I used to think about buying an Amiga or a PC but have decided not to due to lack of time already mentionedW}. My son has a Sega Mega Drive which we bought for his 4th birthday. I don't play on it at all. Why is Sonic so popular? I juW}st can't control the stupid hedgehog! Do your reflexes slow down as you get older? My son whizzes along with it but it causesW} me lots of problems. Also, why are cartridge games so expensive? My son has 9 games which cost me over 200 pounds! One game W}I bought him was completed the same day! 30 pounds for one day! Nowadays my son only receives games on his birthday and chrisW}tmas. Needless to say he plays on my two Atari computers lots more than he does his console! He really likes Preppie and he'sW} a big fan of Zool and other colourful platform games (Rainbow Islands, Parasol Stars). I tend not to play two player games wW}ith him because I hardly ever win! John has often bragged about being the Sensible Soccer King and (modesty aside) I'm not toW}o bad at it myself. I've invited John down to my house a couple of times but he just hasn't got the transport (or so he says!W}). Shame, I'd love to give him a "proper Sensible Soccer pasting!" (was that Manc enough John?).This disk will self destrucW}t in 10 seconds!The Philosophical PhantomT,Assembly Language Tutorialby Chris CrawfordLESSON THREE - LOGICBOOLEAN LOGICA great deal of programming involves the [}use of Boolean logic. This is a standardized system for handling logical manipulations. It's sort of like algebra for logic. [}You must understand Boolean logic if you are to write assembly language programs, so let's get started. Where algebra deals [}with numbers, Boolean logic deals with propositions. A proposition is just a statement such as "Fred eats worms." It can take[} only two possible values - True or False. In our programs we seldom bother with broad and glorious propositions such as "Lov[}e is the universal language of truth" or "War is the extension of policy by other means". Instead, we normally deal with prop[}ositions such as "The joystick trigger has been pressed," or "There is a diskette in the disk drive." When we use Boolean lo[}gic with a computer, we may think in terms of true and false, but the computer is actually working with 1's and 0's. We use t[}he following convention: a 1 corresponds to a Boolean value of "true", while a 0 correspondes to a Boolean "false". Using th[}is system we can represent propositions inside the computer. However, programming requires more than the mere representation [}of data; we must also be able to manipulate that data. This brings us to the Boolean operators. There are four common Boolean[} operations necessary for most programming practices:* NOTThis is the simplest of Boolean operators. It takes a single [}Boolean value as an input and produces as its output the logical converse of the input. Thus, a true input yields output, whi[}le a false input generates a true input.* ORThis Boolean operator takes two Boolean values as its input and generates a[} single Boolean value as its output. The value of the output depends on the values of the inputs according to the following r[}ule: If one input is true OR the other value is true, then the output is true. Otherwise, the output is false.* ANDThis[} Boolean operator is just like the OR-operator, except that it uses a different rule. Its rule is: If one input is true AND t[}he other input is true, then the output is true; otherwise the output is false.* Exclusive-ORThis Boolean operator is j[}ust like the or-operator, except that its rule is: If one input is true, OR the other input is true, BUT not both are true, t[}hen the output is true; otherwise, the output is false.*When we use the 6502 for Boolean operations, you must remember that[} the operations are eight bits wide. Instead of working with one bit at a time, we use all eight bits of a word in parallel. [}The bits in a byte are independent and do not affect each other in any way - at least as far as Boolean operations are concer[}ned. The 6502 has three instructions for performing Boolean operations. These are AND, EOR, and ORA. The first performs an a[}nd-operation. For example, consider the following code: LDA FISH AND GOATThis will first Load the accumula[}tor with the value of FISH. It will then AND the contents of the accumulator with the contents of GOAT. The result of the and[}-operation will be left in the accumulator. The AND-instruction can use an immediate operand if you desire, just as the ADC-[}instruction can. The EOR-instruction provides the exclusive-or operator. It works just like the AND-instruction. The ORA ins[}truction provides the or-operator in just the same way. If you wish to obtain the NOT-operation, just use EOR #$FF; this wil[}l invert each bit in the accumulator. Because NOT is so easily reproduced with EOR, there is no special NOT instruction in th[}e 6502.*APPLICATIONS OF BOOLEAN LOGICIf you have any sense at all, you are probably asking, "What good is all this Boolea[}n nonsense? What would I use it for?" Four applications are available:*PROGRAM LOGICMany times our programs encounter rat[}her complex logical situations. The program must be able to load a file; if the FMS is in place and there is a diskette in th[}e disk drive, and the diskette has the file we are looking for, or the file specification calls for a cassette load, then we [}will load the program. Many programming problems involve such Boolean operations, Keeping them straight is certainly a headac[}he.*MASKING BITSSometimes we need to isolate particular bits in a byte. For example, in Eastern Front (1941) I used the c[}haracter value to store the unit type. The color of the unit was encoded in the upper two bits of the byte, the type in the l[}ower six bits. If I wanted to get only the unit type, I had to mask out the upper two bits. This I did with the following cod[}e fragment: LDA UNITCODE AND #$3FThe AND-instruction eliminated the upper two bits, leaving me with just the[} unit type. Bit-masking like this is useful in many situations. We use it frequently when we pack bits into a byte to save me[}mory. It is also handy with input handling. If you want to read the joystick port, you frequently mask out the bits in turn t[}o see which is active. By the way, you mask out bits set to 1 with the AND-instruction. You mask out bits set to 0 with the [}ORA instruction. The logic is reversed.*SETTING AND CLEARING INDIVIDUAL BITSWe also use the AND and ORA instructions to s[}et or clear individual bits within a byte. This is most often useful for handling arrays of flag bits.*FOLDING BYTES TOGETH[}ERThis little fragment of code will fold bytes together: LDA FISH EOR GOAT AND MASK EOR GOAT [} STA ANSWERThis is a magical piece of code. See if you can figure out what it does. Experiment with two values of MASK[}: $OF and $FO.*SHIFT AND ROTATE INSTRUCTIONSThe 6502 also has instructions that allow you to shift the bits around inside[} a byte. The first of these are the shift instructions. One, ASL, shifts a byte to the left; the other, LSR, shifts a byte to[} the right. Thus, the byte %01101011, when shifted left, becomes %11010110. Each bit is shifted one position to the left. The[} leftmost bit is rudely pushed right out of the byte and falls away ("Aaaaaaaaarrrrrggggg!"). A zero is shifted into the righ[}tmost bit. The LSR instruction does the same thing in the opposite direction. Note that ASL also doubles the value of the by[}te, while LSR halves it. Two ASL's multiply by four; three multiply by eight. This makes it easy to do simple multiplication,[} but be careful with round-off error here. What happens if you try to multiply by 256? What do you get if you halve 3? A var[}iation on the shift instructions are the rotate instructions. There are two: rotate left (ROL) and rotate right (ROR). These [}function just like the shift instructions, except that the bit that gets shoved into the bottom is not necessarily a zero; it[} is the contents of the Carry bit. The bit that gets pushed off the edge of the byte goes into the Carry bit, so it is not lo[}st. Thus, if you rotate either way nine times, you'll be right back where you started. Rotate instructions are a handy way t[}o get a particular bit into the carry bit where you can work on it. Conversely, once you get your desired bit into the carry [}bit the way you want it, you can put it back into a byte with some rotate instructions.*INCREMENT AND DECREMENT INSTRUCTION[}SThe last instructions I will cover are the increment and decrement instructions. These allow you to add one (increment) or[} subtract one (decrement) from a memory location. These are not considered to be arithmetic operations so they do not affect [}the Carry flag, nor are they affected by it. You cannot increment or decrement the accumulator, only RAM location.XtSAMS----It didn't seem like six months since I'd made the annual pilgrimage southwards to Stafford for THE show for 8-bit _}Atari. Alas, this time I was making the trip on my own as my accomplices from the last visits cried off. Alias Maximus' Fathe_}r made him stay to clean his bedroom and Spite had to sort out his Elvis record collection.*So, better get an early night i_}n I thought as I settled down to watch 'Red Dwarf'. More lounging around and remote control pressing, followed by Jo Brand, E_}urotrash and Beavis and Butt-Head meant I was getting to bed at about Midnight. Still I didn't go to bed as I was listening t_}o the James Stannadge phone-in (which has featured Spite!) and so I finally set my alarm at 1 a.m and settled down to sleep. _}It's always the way for some reason but I can never get to sleep the night before the show! The last look at the clock before_} I mercilessly drifted off showed the time as 3:13. 6 o'clock came all too soon, so I promptly got up, switched off the alarm_} and went back to sleep. After all, there was no rush was there? I dragged myself out of bed at around 7:30 and after a litt_}le moaning and the usual early morning activities I set off to catch the bus into Manchester (something I'd never previously _}done when going to AMS!). The ticket machine on the bus then decided to have an attack and wouldn't feed out the paper corre_}ctly. Fortunately, it all worked out excellently and the driver getting his finger caught in the mechanism more than made up _}for the delay. So, at Piccadilly Station I was and a return ticket was acquired. #10.50 wasn't too bad as I met a few people_} at the show who had paid a lot more! It was then I realised I'd left the book I was planning to read on the train at home. _}This miffed me a little but the passing English countryside has a decidely therapeutic effect and I was actually feeling quit_}e relaxed. Stafford came along and off the train I popped. A sign announced there would be a bus service running to SAMS so _}I waited for it. And waited for it a little longer. Finally, three of us decided to pop into a taxi and split the costs. I'll_} take this oppurtunity to say HI! to those two other guys. I've forgotten your names but you know who you are! We arrived at_} Bingley Hall and was greeted by... NO QUEUES! Wow! Straight in we went and that's where I left my taxi friends (although one_} of them tended to reappear quite a lot!) and popped off to the right. The first thing I remember is being given a free copy_} of Micro Mart. Something for nothing is never frowned upon in my eyes and a copy was taken. I haven't even read the thing ye_}t. Everything that happened next seems a blur. I remember buying some 3.5" disks for 10p each (I purchased 200) and then I b_}ought some old ST magazines for 20p each. Already my bag had a '10 bags of Spuds' feel to it so I thought I'd better curb my _}spending on heavy items! The next thing I purchased was a Bug joystick. There was no guarantee that it worked but for #3 I t_}ook a chance, and was rewarded. Unfortunately, I also bought a Quickshot joystick (my fave) for #6.50 and it doesn't go up. I_} bought it from Goodman International though so there should be no problems in getting a replacement or refund as they're spo_}ken of highly in the ST world. ANG and KE-Soft were at the show again, selling their software. ANG were offering chats and a_}n autograph with Frankenstein for #1.00. Wonder if anyone took them up on the offer? I did ask Frankenstein if Mega-Mag 7 was_} ready but he was still working on it. I heard murmerings of Dork Fern throughout the day. Don't know if he was looking for _}me or not but I was informed that someone told him to look out for a short, fat, ugly, specky geek - it's no wonder he didn't_} find me! I actually saw Dork looking through some Atari 8-bit stuff on a stall near the start of the hall. Probably looking _}for bargains which he could re-sell at three times what he paid. The main reason I'd attended the show was to get some cheap_} 3.5" and 5.25" disks. 5.25" disks were rather rare at AMS7 but they were in abundance at SAMS. TWAUG were selling them for #_}1.60 for 10 which is an absolute bargain as you'll be guaranteed of back-up with the TWAUG guys (I'm not 100% sure they'll do_} mail order but you can ask them!). I finally found a guy who was selling them for 10p each (but without any envelopes) so I _}bought 200. He even found around 120 envelopes and gave them to me for free, which was nice. Out of all the disks I bought th_}e 5.25" have, by far, been the most reliable. Of the ST disks I'm getting about 7 out of every 10 but I've yet to get a probl_}em with the 8-bit disks! Talking of TWAUG, it was nice to see Max up and about after his recent operation. Max assured me he_} was fully back to fitness and even offered to prove it by doing a few backflips around Bingley Hall. I pointed out that this_} would be seen as a cheap publicity stunt for TWAUG and he seemed to understand, although he was a little disappointed at not_} being able to show off his pirouette finale. The usual 8-bit stalls were there with stands from LACE, Dean Garraghty (I mea_}n DGS!) and Page 6 adding to those already mentioned. Reading the SAMS catalogue showed that NOSAUG should have had a stand b_}ut they didn't turn up. What a shame. So, 'Saint' Steve Southall lived up to his name again and gave me a lift back to the t_}rain station (Thanx Steve!). I was just in time for the 2:06 train but missed it because I was on the wrong bloody platform (_}I nearly got on the Birmingham Express!). I still say the TV said platform 5! Anyway, I wasn't too unhappy as I had something_} to read and the hour until the next train passed quickly enough. To end it all I'd just like to say HI! to some of the peop_}le I met at the show: Spike, Spitfire, Tomo, Dave.E, Max, Steve.S, John.F, Richard, Dean, and my two taxi friends!John E. (_}TEBSF)\Ɔ8|lƐ||||8||||~||8||8<<|8~8p  f<><~~</5/y5/Q<5/5L\䮋 X ҹj ΍   Ύ  Z ҍL_ 6)$%/34/07   <>#3%,%#4,%6%,"%47%%.!.$3#/2%I!44%-043IDBFDBFDBF@A@A@A@HHA@HHA@HHA@HHA@HHA@HHA@HHA@HHA@HHAECGECGECG 3DLtҍЍ Ѝ ЍЍЍZЩpЩЩ Щ!/o10   nop Nlmt \LHHHXة1e  ԍХ8I ЍЍL)ILЍЍЍhhh@)`PW pDB B_ B B B B B B B B B VpB B pVW pB B? B pG AJMحlLDҍ҅) Ң L no p NW XlL Ɓҍҩ mޥƅ[愦 ))q L; Heh 惥)) !L qrs:rs26s+no nenoeoW XL LmNonnn onp NplLbn.om`m5ҎҢd Ҋ mLbҍLbpiZ no ʼn ň懥8LjI ` "$@DHHHHHHHHHHHHHHHHH 350'd