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PC D,P B V`CC mC mC?1?L9c}CC`i`i`i`i`i`P Bd} VBDAEJ VBHIL1HI B} V@`HS S ShH )Lc;Lj;h` 0)¢e})  q; ,` M;hL$; b,hL$; ,>  , ,L,=L1 :HOh:` ; 0L>!}DISK UTILITIES (c)1983 Atari Vf}er 2.6f MODIFIED FOR ATARI 800 USEA. DISK DIRECTORY K. BINARY SAVEB. RUN CARTRIDGE L. BINARY LOADC. COPY FILE g}M. RUN AT ADDRESSD. DELETE FILE N. CREATE MEM.SAVE. RENAME FILE O. DUPLICATE FILEF. LOCK FILE P. COPY SECTORSGh}. UNLOCK FILE Q. CHECK SECTORSH. WRITE DOS/DUP R. RADIX CONVERTI. FORMAT DISK S. DRIVE SPEEDJ. DUPLICATE DISK T. WRi}ITE VERIFY:ON 9!&x#!7&p))'&5./)L''-66C76u8COPY DISK Insert source disk and Λ Insert DESTINATION j}disk and Λ IT'S DONE !'Y' to execute or for menuSource drive # ?DESTINATION drive # ?Source drive is # 1Desk}tination drive is # 1Enter first sectorEnter last sectorCHECK DRIVE # X >>>>ERROR # 144<<<##  CAN'T RUN PROGRAM!H-@APR} \ A`f"@"6-P:C:,'AV,pARC:,&$AVz AS 6-?:C:hLu,, D:TAIGM}ENU-. FILECATALOGHSECFLAGCOUNLOLOO@@"  4H\@@AG\FILECATALOGHSECFLAGDFILECFILEKEYCOUNLOLOOAL@" 4H }\^z  @  @' de } +@#@eDESIGNED BY GREG HOWELL, MODIFYED BY GREG HOWELL & THE ATARIAN.nc0@@ }70@@Q0@@@cAR@x9@'@@99- }// 'Į堠Ӯ// '̮堠:00 (Ү堠 }堠// 'ծ堠ѮΠŠ-@@!M@ |.@ }@5 |G@@8M | 00 ']];@ ,;A, };@ ,;@ ,;@,;@(,;@(,;@,467@,. %67A,. 467@,.'6- }@6-@'6-&&@@D:*.*##@@K:6-%@6 }.:2@)7@<@,4*26./7@,4 FREE SECTORS%6./ A0""@7A` },F6.7@,F67+&@,$@ %@,.7@<@,6 -%@ @  J T@ }A`^'6-@ 6-&@' A`h%%6-F:@,%F:@,$AVr-@|((%%A` }F:%%A`,%A(  @)7@,0 FREE SECTORS) A-@@# } -@ @#  SELECTION? -6-6--AdAU F:Ad,"AUA }-@3@#.)@."AU*"AP"@ A55"@h)"@v })"@)"@A "@A!!"AU*!A"A&AP"@h. }&/6-&@H/ )!@ A0)!6-$@)6-@: 6-% @  D }N!!"* @AX67A,. b$+&@,  $ APlBB6.7+&@,$@ %@ }<+&@,$@ %@,v 6.D:-@@7<,0  %%67@,.7@<&@, }6.7@ ,4 A067@,4 ,6.7@<@,6 A0+7@,4 +6.7@ }<@,67B:,%@,..67B:,%@,.-@#// &  }-@#  LOADING  $$7B:,&@,4.COMA` A%  A }@@%(}7-@@_(#Program not in LOAD form, trying tob((load program using ENTER.%(PLEAS }E STANDBY.(&* B-@@#4##  CAN'T LOAD PROGRAM!>-@AH M%F: }@,"@% AR AP\"@"6-P:C:,'AV,fARC:,&$AVp AS 6-?: }C:hLu,,S-@#-O(' S -;"@h };('ŠŠŠàϠŠ;"@v;('ˠԠŠϠˠ;"@;( }'ŠŠĠŬנŠ;"@;('ˠԠŠϠˠM-@A( }'M6-d-@@:( Enter Name - L-@@ }PW4Zd A--B:,%@@()67<,. - @ A (-@B:,,6-%@<67<, }.7<,@ ?67@<@,.D567@<@,.:? A P>"@h4@3@ }> A @>"@v4@5@> A @>"@4@2@ }> A @>"@4@6@> A @ B A?-@@?(% } a-@@<(ERROR - F:A, , TRY AGAIN.P-@AT Wa } Ap (}@@--@@X(&LEAVING ATARI DISK MENU, ARE YOU SUREl(ENTER (Y/N) - p }0Y A*((LEAVING MENU...'(>:AS,* D:MENUUTL.V15@" 4H SJ!"Li3!3b-@@?b|-@0A@;2@@@? \-%3}@6? x2@@0@| @b  BXdJ%2G2@%4}J$ D:BOMB.SND-@@?b|-@0A@;2@@@? \-$) VOL 2 DEMONSTRATIONS The three BACH programs show, at its simplest, how to program any song for the ATARI. LIST an)6}y one of them, and you will see that the program portion, at the top, takes up only a few lines. All it does is read data fo)7}r the voice, pitch, distortion, and volume and duration of one note. It plays that note. Then it goes back and reads anothe)8}r set of values for the next note. And so on until the end of all the data is reached. The JAZZ demo is an interesting)9} variation of the same idea, but uses the RND function to generate values for successive notes. song for the ATARI. LIST an(aIDUVNWVVIC@@fDR@R@6-@ B'#6--;}@#-@0@u'2@$'))2@%@@$?p)'-@$@ .'-<}6-$@ 3'%%2@@5@@8''6-@6-@'6-@=''6-%@'6-?y%-=}'AB'2@G'!!2@%@ @L'!!2@%@P@Q' 6-$V'6-$+%?->},['6-$+%?,`'!@BPe'G%2G2@j'(-?}%2@($D:DIVEBOMB.SND6-@ B'#6-,;_6KDULHSTTINTWXN6-@1A} B'!6-@W6-@E!6-'-$@)'2@@.'-@A1B} 8' 6-6-6-=' B'(%2($ D:EUSIREN.SND6-@0_ VOL 2 GAMES Yup, you own it! The worlds most expensive SIMON game. Now here's something people can really u5D}nderstand when they ask what your computer is good for. Just try to follow the sequence by pushing joystick 0 in the indicat5E}ed directions. What other SIMON game lauds your best efforts like this one does? There's also GOMUKU, an intriguing an5F}d popular game of Japanese invention. You play against your ATARI.ive SIMON game. Now here's something people can really u4D34$BNVFGARRCCIIMBVJJGPJQ@@@@@9H} @9I}x Af +'  Ϡ*(f(7The object9J} of this game is to get fivemarkers in a row.`%(Whoever does that first wins.H(You are  & the computer is .\-@9K}AP`  Ap!-@A068,-4 @6-@L6-@X6-@d6-@n A9L} Do you want to go first $$7@<@,0YAPA! Your move (, Column) 'A6-+&@9M},$@%'!A) @ ' A@ 8,  A@"/ 6-&@# @/6-@9N},/ 6-%@#!@/6-@6/ 6-&@# @/6-@@/ 6-%@#9O}!@/6-@J68,-@ A^~-@A&68,-* 2-:-F6-`6-+9P}&@,$@%~ @)!@A@%6-@6-@% A`!! @)!@A'69Q}-%@6-@' A` @A0/6-@ A`%6-@ / A`   A9R}068@,--68@,-B68@,-W-6@@l6-8%$,%@68,-8,%@9S} 8@,")8@,"AD$N 8@, @A X  YOU WIN !l 8@9T},@A@v6-@ 8@,Ap'6-88@,%@,' A6-88@,9U}%@,9-6@@"6-%$98,A68,-8,%   $C6-@6-8@,29V}-@AC!8,AP 6-6-8, @A GAME IS DRAWN.k68,-@9W} A?6-P:+&@,'@,%@Y6-&@$+&@,k  MY MOVE IS:  >:@:=:,,%A(,, "9X}A@R I WIN !!f68@,-@-68@,-@B68@,-@W68@,-@$l69Y}8@,-A 68@,-@68@,-@68@,-@68@,-@'68@,-AT$9Z}pzW +'0@@@D-@ 6@P @ W  G6.=:%@,%-@9[}B:,C67<,.>:@:7<,,%A(,G U  = "-@@26-$@%A8,"K AU A u9\}8,"@ 8,"@  @  @   ! : 9]}  &-@@0  4 7 :$L+"@ *"@! + AV*"@ *"@ 9^}* A`!"@  ! Aj+"*"@! + At*"*"@ * A9_}~!" ! A5#!* @ *"@+ 5 A4#!* @ *"@9`}* 4 A $<<9A,9@,9A,9@,9@,11;@,;@ ,;9a}@3,;@,6. ILLEGAL MOVE ++6.! | | | | | | | | | |9-A&68,-59b}68,-9 *-@&68,-* 9-@&68,-568,-9 $9c} D:GOMOKU.GAMVFGARRCCIIMBVJJGPJQ@@@@@8SSct-@@4-@6?5P2AU@l2@=e}AR@p t  D:GONG.SND@4-@6?5P2AU@l2@<,&SSSb-@@+-@M2@@@@iAg}-@ A`@2@@$+!,  b  BXdJ%2Aq}b'DOS SYSbL+DUP SYSbwTAIGMENU b$MENUUTL V15bAUTORUN SYSbADSRGEN UTLb+BACHFL DEMb*BACHFS DEMb$BACHTF DEMb2BOMB SNDb5DEM DOCb:DIVEBOMBSNDb@EUSIREN SNDbCGAM DOCbGGOMOKU GAMbdGONG SNDbfLASER SNDbrLASER2 SNDbuRNDSCALEDEMbySIREN SNDb }SND DOCbSNDGEN 2 b SNDTST UTLbUTL DOCbVIDISND DEMbVOL2 DOCbBOX DEMb CHANGE DEMbFUNCPLOTDEMb-FURTRADEGAMbHEXLOAD UTLbHOMEBUY DEMb.INTERESTDEMb6MARQUE UTLb;MARQUEX DEMbCMLDEMO1 DEMbIMLDEMO2 DEMbOMLDEMO3 DEMbWMOON DEMbePADDLES DEMblRUNDEMOSDEMbmRUSSIAN GAMbuSCENBILDUTLb SPACEARTDEMbETCHA bDICEROLL7 b MUSICMONGAMbNAMELISTUTLG2@J$ D:LASER.SND@+-@M2@@@@i@:SSSd-@+-@M2@@@@iEs}-@AP@2@@  d  BXdJ%2G2@Et}J$ D:LASER2.SND-@+-@M2@@@@iD/ NAZZTO@ 9@,-@@Iv} 8-@@468,-P:H:@,$@,8 q6-6-AU=6-P:H:@,$@%@,RIw}H:@, ?P^6-AUj6-q6-6 -(""28@,@2""2@8@,@Ix}<""2@8@,@F""2@8@,@P Z D:RNDSCALE.DEM-@@HnSSS p-@@4-@@6?PX2$@ @Mz}@l0@@p  [-@@  90@[2 bM{}p-@@4-@@6?PX2$@ @@l0@@p  b[-@M|}@  90@[2 D:SIREN.SNDX2$@ @L_ Sound routines These are short sound effects in BASIC. Add them to your own programs in the following manner: Q~} 1. LOAD the routine 2. Renumber it to be compatible with (out of the way of) your program. You can do this just by liQ}sting it and retyping over the line number and hitting return. This creates a copy of the line with the new number. Now typQ}e the old number and return to wipe out the unwanted old line. List the routine when done to ensure its all ok. 3. LISTQ} it to disk, i.e. LIST"D:BOMB.ENT" 4. LOAD your own program 5. ENTER"D:BOMB.ENT" to merge the routine intQ}o your program.@ These routines are commercial grade, and are worth studying to see how sharp and fading sounds can be Q}produced. The general idea of each is to set up one or more initial notes, then to use for/next loops as timing loops to varQ}y one or more of the voice parameters to obtain the desired attack and decay effects. Some effects require a loop within a lQ}oop to be used. When you RUN any of the SND files, as is, it may run continuously, and a break won't stop it. To turn Q}off all voices, simply type END or hit RESET. effects in BASIC. Add them to your own programs in the following manner: P/ VrADSAA6@@A!A@APPg;@,g6.PhhhU}hhhhhhΩҦ Aiɰ A8Ҧ A8ɟ``##@@K:2 +U}<(ATTACK (1-255)F(SUSTAIN (1-255)P( DECAY (1-255)Z)@d6-?:C:,<<<<,n U} @ D:SNDGEN.2A6@@A!A@APPg;@,g6.PhhhTOPHk|PIDIVOAASRUBPITVOLDISDISDISTCTTPITTDISTVOLKT6KPM@Y}@A @ @ A xAAA@Y}A@A @A A AUAR@ ++SOUND TY}ESTER -- WRITTEN BY S. A. BURR77USE JOYSTICKS TO MODIFY THE FOUR SOUND GENERATORS;;TEN SOUNDS (0-9) CAN BE SELECTED BY}Y PRESSING KEYS 0-9LLTEN CONTROL MODES (0-9) CAN BE SELECTED BY PRESSING AND KEYS 0-9ggJOYSTICK FORWARD/BACK COY}NTROLS PITCH(ES); LEFT/RIGHT CONTROLS VOLUME; TRIGGER CONTROLS DISTORTIONJJCONTROL MODE X IS DEFINED BY DATA STATEMENTS 1Y}00X0, 110X0, AND 120X088X=7,8,9 ARE LEFT TO THE USER TO DEFINE FOR HIMSELFLLX=0 OR 1: JOYSTICK I CONTROLS SOUND I; PIY}TCHES MOVE ONE STEP AT A TIME77X=2: SAME, EXCEPT PITCH MOVES TEN STEPS AT A TIME UUX=3: SAME AS 1, EXCEPT JOYSTICKS 0 Y}AND 1 CONTROL SOUNDS 2 AND 3, AND VICE VERSA!))X=4: SAME, EXCEPT PITCH MOVES BY 10"hhX=5: JOYSTICK 1 CONTROLS ALL 4 SOUY}NDS; STICK 2: SOUNDS 0-2;STICK 3:SOUNDS 0,1: STICK 4: SOUNDS 0,2#$$SAME, EXCEPT PITCH MOVES BY 10(>>9@ <@,Y}9@ <@,9@ <@,2&&9@,9@,9@,<>>9@<@,9@<@,9@Y}<@,d+-@ +-@n68<,-A x68<,-@68<,-   Y}6-@ A6- A( CONTROL TYPE "( NOISE #:,-@Y}6 6-R:,; 6-T:,@"@A@E6-6-J @6-6@T @6Y}-@^6-&P:'@,$@h"@6-@r"@6-6@-@68Y},-8,&$8<,&8, &68,-8,%AV&8,!AU&68,-8,&AV68,-8,%$8<,!8,Y} !68,-@!8,!@!68,- "@A-@68,-8,%Y}@$8<,!8,!@!68,-  X-@b77( SOUND ,8,,8,Y},8, e h-@l28,8,8,v  ((6-F:Ad,"AU( AY}AdAU #A -@!"!")"%@dAB  A@Y}AE (& A!@dA A 6- A (  A  6-Y}* A/ (4 A-@68,-8<,68,-8<,68,-8<, $Y}-@68<,-8,68<,-8,68<,-8, $#B%@$+-Y}@+-@"68<,-   #B%@$+-@+-@Y}"68<,-   #B %@$+-@+-@"68<,-   Y}$&&50,31,30,26,24,29,27,51,53,48,33'%%1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1'%%1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1$'))10,0,0Y},0,0,10,0,0,0,0,10,0,0,0,0,10.'%%0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,08'))0,0,10,0,0,0,0,10,10,0,0,0,0,10,0,0B'%%1,1,1,1,1,1,Y}1,0,1,1,0,0,1,0,1,0L'0010,10,10,10,10,10,10,0,10,10,0,0,10,0,10,0*%%1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1+%%1,0,0,0,0,1,0,0Y},0,0,1,0,0,0,0,1 +%%1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1+%%0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,0 +%%0,0,1,0,0,0,0,1,1,0,0,0,0,1,0Y},0*+%%1,1,1,1,1,1,1,0,1,1,0,0,1,0,1,04+%%1,1,1,1,1,1,1,0,1,1,0,0,1,0,1,0.%%1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1.%%1,0,0,Y}0,0,1,0,0,0,0,1,0,0,0,0,1.%%1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1.%%0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,0/%%0,0,1,0,0,0,0,1,1,0,Y}0,0,0,1,0,0/%%1,1,1,1,1,1,1,0,1,1,0,0,1,0,1,0/%%1,1,1,1,1,1,1,0,1,1,0,0,1,0,1,0 D2:SNDTST@Xg SOUND UTILITIES ADSRGEN.UTL A program that lets you experiment with varying attack and decay of a note. Atta]}ck is the speed of 'fade in' from silence to full desired volume of the sound. Decay is the opposite, the speed of 'fade out']}. Try a short attack and short decay for a gunshot-like sound. Stretch out the decay and it will sound like artillery. Even ]}more, and it's a rumbling explosion. (use a distortion value of about 2 for these). You can adapt part of ADSRGEN into ]}your own program, using the LIST to DISK and ENTER from DISK technique. You'd have to set values for A,P,D, and F and then EN]}TER lines 40,45,200 and on into your program.@ SNDTST.UTL Courtesy of Stefan Burr, this test program lets you cont]}rol a mind boggling 4 voices at once, by plugging joysticks into jacks 0-3. If a joystick is plugged in, it controls the indi]}cated voice in this manner: left-right controls volume up-down controls pitch fire button changes d]}istortion@You can immediately see what sound effects you get by different combinations of pitch, and particularly, distorti]}on. This is for constant sounds only, of course. With a bit of work, you could probably add additional command options to t]}he program to run a particular sound combination thru some timing loops for trying out different attack and decay as well. ]} There are some other mode options buried in this program already. Maybe you can discern them by LISTING and examining th]}e program. If not, call Stefan Burr. @SOUNDEFT.UTL This editor is for building short duration sounds like explosi]}ons, shots, booms, and beeps. It is not for long sounds or continuous sounds such as whistles. You can control 2 of th]}e 4 voices with this editor. The FIRE BUTTON switches between fast and slow for making large changes or fine tuning in]} a sound. The R key rotates among volume, distortion, and pitch, so you can change any of these parameters using the joystic]}k. The V key followed by 1 or 2 selects which voice to edit. Other commands are detailed within the program.a note. Atta\p( NNN@F@& "D1:COLOSOUN" %6-6-% A A a} A0( A2 A <6-@a A0F6-@F AP A Z A0d%6-@Ha}6-@A% An%6-@F6-@6% A x%6-@A6-@4% A0%6-@66-@1a}% A A  A0%6-@H6-@A% A A  A0%6-@F6-@6a}% A A 6-@H A0%6-@T6-@4% A%6-@a6-@6% A a}%6-@i6-@A% A0%6-@s6-@F% A A %6-@i6-@T% A0a}%%2A@@"%%2@@@@,%%2@@i@@6%%2@@aa}@@@-@@P J16-@a6-'6-1 A0T%6-@s6-@F%a} A^ A h%6-@F6-% A0r%6-@a6-@A% A|%6-@F6-@6% a}A %6-@A6-@4% A0%6-@66-@1% A A 6-@F A0%6a}-@H6-@A% A A %6-6-@6% A0%6-@T6-@4% A a}A 6- A0%6-@a6-@4% A6-@6 A %6-@i6-@A% Aa}0%6-@s6-@a% A6-@F A %6-@6-@a% A0&%%2Aa}@@0%%2@@@@:%%2@@F@@D-@@u N%a}%%%2A@@#F:Ad,AU#%D:MENU2@@@ +@ a}@0@@',@'/@@2@@@-@@a}% $%%2A7@@2@@@ +@ @0@a}@',@'/@@2@@@-@@% $ %%2a}AE@@ 2@@@ +@ @ 0@@ ',a}@'/@@ 2@@@ -@@%  $ D:VIDISND.DEM A `r Jersey Atari Computer Group Volume Two This volume has a special theme, the exploration of ATARI soe}und generation. This disk has everything from Bomb explosions to Bach selections, including professional sound effects in BAe}SIC that you can add to your own programs. You also get three different sound generation/editor programs for constructing yoe}ur own sequences. Select and run SND.DOC, UTL.DOC, and DEM.DOC for more info.pecial theme, the exploration of ATARI sodT'XY@@H@6@ + $$(THIS IS A DEMO OF 3D SHADING '('(PRESS DIFFEREi}NT KEYS AND SEE (THE INTERESTING EFFECTS: ((( (TRY INVERSE AND LOWER CASE,TOO)-@A   +@#i}##@@K:(/-@+0@ @/ 26-@H6-@6< @i}F-@@P ,%/%@@%Z d @n-@@$x ,%&/%%@@&i}  @-@@$/,%@@%&//%@@%%@@& -@)i}@ @H6-@H##0@@$+&@H,  A D:BOX.DEM(PRESS DIFFEREhmr+?TBBBQ m}%!(ENTER TOTAL SALES AMOUNT%"(ENTER AMOUNT RECEIVED"(2  (( enough money received.2 @ m}2< "/(!Exact Amount, change required.2(< @ < 6-& @APA(F(6-&+&P:,,((m}̠Š K 6-&P(6-P:'@ ,("AU( Z6-&+$@ ,d(6-P:'@m},("A i( n6-&+$@,x(6-P:'@,("A@}( m}6-&+$@, @AP( (6-P:+%>P,$A, 6-P:,!( Πź'm}A!( @PA#( 1 #6-&@P @%A( 1 6-&@%m}(6-P:'@,("A !( !6-&+$@,(6-P:'@,("A@#( m}#6-&+$@, @( @  (P:, ( @  D:CHANGE.DEM le0nLV +""6-H:@,$@E%@0""6-H:@q},$@%@6-H:@,$@ +@ @ A-6AYA`6-G:$,q}$ (.%@y $6-6@y. @0#%@y!AY#6-@,%AY%@y(/%q}AY@y2 <% D:MOSAIC.*d-@ A @n,@x/@x ',@yq}'/A@y-@ AI@,AX/A` ,AY/AYAq}Y$D:FUNCPLOT.DEM +""6-H:@,$@E%@0""6-H:@p!uFBEBZLETMD@ u}  16K# + ( Ҡ#(9@,;@,= A6-Au}((=(DO YOU WISH TO TRADE FURS. A.7@<@,4YAdS +)( YOU HAVE $u} SAVINGSS(%AND 190 FURS TO BEGIN THE EXPEDITION.O6-P:+?$H:@,%?,$@#@%?P,'@#@u}6-P:+?%$H:@,%@,$@#@%?P,'@#@,o(o(dYOUR 190 FURS ARE DISTRIBUTED AMOu}NG THE FOLLOWING KINDS OF PELTS: MINK, BEAVER, ERMINE, AND FOX.6^ A0#$-@@("+(Q( HOW MANY u} PELTS DO YOU HAVEU^68,-TY<68,-8@,%8@,%8@,%8@,Y8,"AAu}X 8,!AA\  Ar +1(YOU DO NOT HAVE THAT MANY FURS.U(DO NOT TRY TO CHEAT. Iu} CAN ADD.o(YOU MUST START AGAIN.r(( @9(/($DO YOU WANT TO TRADE FURS NEXT YEAR?9 @CUU(LYOU ARu}E THE LEADER OF A FRENCH FUR TRADING EXPEDITION IN 1776 LEAVING THEDSS(KLAKE ONTARIO AREA TO SELL FURS AND GETSUPPLIESu} FOR THE NEXT YEAR. YOU HAVEERR(JA CHOICE OF THREE FORTS AT WHICH YOU MAY TRADE. THE COST OF SUPPLIES ANDG^[(STHE AMu}OUNT YOU RECEIVE FOR YOUR FURS WILL DEPEND ON THE FORT THAT YOU CHOOSE.^$L\ +\(JDO YOU WANT TO TRADE YOUR Fu}URS AT FORT 1, FORT 2. OR FORT 3? Ԡ ISNPP(HԠ (MONTREAL) AND IS UNDERTHE PROTECTION OF THE FRENCH ARMu}Y.PSS(KԠ IS Ԡ (QUEBEC) ANDIS UNDER THE PROTECTION OF THE FRENCHQSS(KARMY. HOWEVER, YOU MUST MAKE A u} PORTAGE AND CROSS THE LACHINE RAPIDS.Tbb(ZԠ IS Ԡנ AND IS UNDER DUTCH CONTROL. YOU MUST CROSS THROUu}GHIROQUOIS LAND.U(VE(ANSWER , , OR .)+EA A5AG\ A`OO(GYOU HAVE CHOSu}EN THE EASIEST ROUTE. HOWEVER, THE FORT IS FAR FROM ANYaSS(KSEAPORT. THE VALUE YOU RECEIVE FOR YOUR FURS WILL BE LOWu} AND THE COST OFcf;(3SUPPLIES HIGHER THAN AT FORTS NEW YORKOR STADACONA.E Af7@<@,4YAj +u} A`oRR(JYOU HAVE CHOSEN A HARD ROUTE. IT IS, IN COMPARISON, HARDER THAN THE ROUTEpOO(GTO HOCHELAGA BUT EAu}SIER THAN THE ROUTETO NEW YORK. YOU WILL RECEIVE ANq^T(LAVERAGE VALUE FOR YOUR FURS AND THE COST OF YOUR SUPPLIES WILL u}BE AVERAGE.^ Ax$$7@<@,4YAy + A{OO(GYOU HAVE CHOSEN THE MOST DIFFICULT u} ROUTE. AT FORT NEW YORK YOU WILL|SS(KRECEIVE THE HIGHEST VALUE FOR YOUR FURS. THE COST OF YOUR SUPPLIES WILL~T)(!u}BE LOWER THAN AT THE OTHER FORTS.3 AT7@<@,4YA + AP6-&A`??6-Pv}:+? $H:@,%?p,$A%?P,'A??6-P:+? $H:@,%?e,$A%?P,'A??6-v}P:+? $H:@,%?u,$A%?P,'A??6-P:+? $H:@,%?,$A%?P,'AOO(v}GSUPPLIES AT FORT HOCHELAGA COST $150.00. YOUR TRAVEL EXPENSES TO((HOCHELAGA WERE $10.00.( A6-&Av}@??6-P:+?0$H:@,%?,$A%?P,'A??6-P:+?$H:@,%?,$A%?P,'Av}??6-P:+? $H:@,%?,$A%?P,'A9%6-P:@$H:@,,%@9@Av}@A$@A&@A5h68@,-h(KYOUR BEAVER WERE TO HEAVY Tv}O CARRY ACROSS THE PORTAGE. YOU HAD TO LEAVEW@(8THE PELTS BUT FOUND THEY WERE STOLEN WHEN YOU RETURNED.C(M ADv}W A6,($YOU ARRIVED SAFELY AT FORT STADACONA6 A91 A01(YOUR CANOE UPSET IN THE LACHINE?(( RAPIv}DS. YOU LOST ALL YOUR FURS.+(5 AD? A:68@,-:(YOUR FOX PELTS WERE NOT CURED+(( PROPERLYv }. NO ONE WILL BUY THEM.+( AD AOO(GSUPPLIES AT FORT STADACONA WERE $125.00. YOUR TRAVEL EXPENSEv }S TO!(STADACONA WERE $15.00.!$6-&AM6-P:+?$H:@,%@,$A%?P,'A6-P:+?%v }$H:@,%@,$A%?P,'A9%6-P:@$H:@,,%@9@A@Av }@A@Ad'(YOU WERE ATTACKED BY A PARTY OFd(8IROQUOIS. ALL PEOPLE IN YOUR Tv }RADING GROUP WERE KILLED.(THIS ENDS THE GAME. F<(4YOU WERE LUCKY. YOU ARRIVED SAFELY ATFORT NEW YORK.F Av}] A0](KYOU NARROWLY ESCAPED AN IROQUOIS RAID-ING PARTY. HOWEVER, YOU HAD TO LEAVE1(ALL YOUR FURS BEHIND.' v}A 1 Ao6-'@6-'@o(KYOUR MINK AND YOUR BEAVER WERE DAMAGED ON YOUR TRIP. YOU RECEIVE ONLY Hv}ALF))(!THE CURRENT PRICE FOR THESE FURS. A  A(^)(!SUPPLIES AT NEW YORK COST $80.00.[(-YOUR TRAVEL v}EXPENSES TO NEW YORK WERE $25.00.^$x0(0(%DO YOU WANT TO TRADE AT ANOTHER FORT?z (ANSWER YES OR NO $v}.(.(YOUR BEAVER SOLD FOR $$8@,v((YOUR FOX SOLD FOR $$8@,P(YOUR ERMINE SOLD FOR $$8@,vv}(YOUR MINK SOLD FOR $$8@,=6-$8@,%$8@,%$8@,%$8@,%@(b(YOU NOW HAVE $ v}INCLUDING}(YOUR PREVIOUS SAVINGS. A--@@&8,-* -$"" ,,, ,v}D:FURTRADE.GAMLETMD@ t|)>AHEXHEXTBYTEEEC@@ z} 1 +.( HEXCODE LOADER PROGRAM1((9@P,;@,<E6-E(1ENTER ONE HEXCODEz}. 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