The Commodore 64 And 1 28: Marvelous Music Machines
COMPUTEi's
$3.00 ■ ^ • '•
August 1987 gg
Issue 50, Vol. 5, No. 8
ISI5N 0737-3716
02220 $4,25 Canada
FOR COMMODORE PERSONAL COMPUTER USERS
^ Sprite Design And Animation
Our best-ever sprite editor — "Sprite Magic" — plus
, .?)^citiDg support programs. Your 64 will come eJive
^_ V- . 80-Column
'^tr-
■■*
mm
, ..^.'.^Slt
Front Line
v
Board-game strategy plus arcade-style action in this
two-player combat simulation for tlie 64. A unique,
fascinating challenge for game players of aii ages.
Also in This Issue;
Exploring The SID Chip
Relative Files:
Defensive Programming
RAM Usage On The 128
Plus Reviews
08
Disk Sector Editor
For The 128
A powerful program you
can use to quickly inspect
and alter anything on
your disks.
Dynamusic
Easily compose music on
the 64 — and play your .
creation while another \
program is running.
iVK86"02220
Bounty l-iunter
An educational game that's so much fun you
won't notice you're learning U.S. geography.
For the 64.
DUNGEON SLir^
NEVER LOOK
SO GOOD /■
In most dungeon fantas.
games, you can't really .
see the slime on the |
dungeon walls. Or watchK%!'
monsters coming after F t,„
you.
Introducing Legacy of the ^
Ancients. It's a new fanta^f\\
role-playing adventure ». <?
that offers the richest
graphics ever seen in a
fantasy game. And
something more, i
A dangerous quest at a f.
>g— ^ - "-si;^
furious pace. Dungeons^' ' jS;
jif**^ "^^r^ " -'^^vB
castles, and towns to ^S&
vV Jifivik^jr \-y ^-<v
explore. Puzzles. '^'Pf
* v? ..• ~ ™*^
Gambling. Fighting.
* ' ■'■ ^i"J*^
Magic. In short,
/
everything you
t-i ■ i
ej^. .--■..
love about
rj
f--^-
fantasy games.
id
Ip.
And tots of new
Mi
^•V .
things you've
p -""^^
never seen
■^■^^ -' i
I *^\
before.
^dtT
-,r-";?S@f^
-•- ">
i^. ^
Flickering torchlight on moltfy walls
Blood stains on a monsters teeth.
Incradibtegmphicctstatl.
Explore 24 dungeon levels, each with
a different look and challenge.
nee nc >i9U> (MC.
Thedisplaysin the Time-Space
rwtuseumcanbedoonwaysto
newwgrkls.
ciiQi c«Buo>i mw wrni
rrek through vast wilderness areas.
Talk to the locals. Some will want
to help. Sortie are good to eat
iwJUUBI^ic
12 different towns. Pick up some
magic spells. Stock up on weapons
and armor Hob the bank on your
way out.
* BiaiB HCKT ■lU. fa i llOO!
toaster five different action games
to wrn. Visit casinos for extra goid-
or build up your character points
in the com tiat-tratning centers.
HOW TO ORDER: VISIT YOUR RETAILER OR CALL
S00-245-4SS5 FOR DIRECT VISA OR MASTERCARD ORDERS
(IN CA CALL 800-562-1112). The Direct Price la 529.95 for the C-64
version. To buy hy mail, send check
or money order to Etectronic Arts
Direct Sales, P.O. Box 7S30,
San Maieo, CA 94403, Add S3 for
shipping and handiing ($5 Canadian),
There is a 14-day, money-back
Ouarantis on direct oideri. ELECTRONIC ARTS
Exciting & New!
Commodore 64/128 Books
from COMPUTE!
COMMODOPE
64/128
POWER
BASIC
COMPUTEI'sE
THIRn BOOK
Ol' ( :n\!\ K )i ) 6rk m
GAMES"
Get more power, education, and relaxation from your Commodore 64 or 128 with thiese
new books from COMPUTE I. And, as always, ttie programs are thoroughly tested and easy
to enter using our special program entry system. (Disks are available, too.)
COMPUTEI's Commodore 64/128
Powsr BASIC
Edited
Collected in this one volume are more
than two dozen short BASIC programs
from COMPUTEI's Gazette'^ popular
monttily column. "Power BASIC." In-
cluded are utilities that add an 8K RAM
disk; read and write to disk sectors;
make programs read joysticks more
quickly; and automatically generate line
numbers. There ore also programs such
OS "Stop and Go," whicti creates a
pouse button to temporarily halt a pro-
grom, and "Time Clock." which puts a
digital clock on your screen. There is a
companion disk avaiiable for $12.95
which inciudes ali the programs from
the book. (W8BDSK)
$1«.95 ISBN 0-87455-099-8
COMPUTErt Mor« Machine Languag*
Games lor th« Commodora 64
Edited
Seven of the best machine language
games for the 64 have been gathered
into one volume in this follow-up to the
popular COMPUrf ;''s fviachine Language
Games for the Commodore 64. Selected
from recent issues of COMPurE.' and
COMPUTEI's Gazette, the games range
from the frantic "Prisonbol!" to the
delightful "Biker Dave," This is more than
just a collection of exciting fast-action
games, though, because complete and
commented source code for each pro-
gram is included in the book. Machine
language programmers con see exactly
how each gome Is written and what de-
sign techniques are used, A d/sk is avail-
abie for $12.95 which includes all the
programs in the book, including source
code. C947BDSK).
$16.95 ISBN 0-87455-094-7
These books ore now available at your local book or computer store.
You can also order directly from COMPUTEI by calling toll free 800-346-6767
(in NY call 212-887-8525) or mailing your order to COMPUTEI Books, P.O. Box 5038,
F.D.R. Station. New York. NY 10150.
Please Include S2.00 postage and handling per book or disk. NC residents add 5 percent soles tax and NY residents
add 8.25 percent soles tax.
Pleose allow 4-6 weeks for delivery.
COMPUTEI'i Ttiird Book at Commodore
64 Oamei
Edited
COMPUTE! Publications, the leading pub-
lisher of programs for the Commodore
64, has brought together another excit-
ing collection of nerve-tingling games
that will delight the whole family — from
preschoolers to teenage arcade fans to
those who enjoy games of logic. Clearly
written, with non-technical instructions,
this book contains hours of challenging
entertainment for beginning computer
fans as well as experienced pro-
grommers. There is a companion disk
avaiiable tor $12.95 that includes ail the
programs in the book. (955BDSK).
$15.95 ISBN 0-87455-095-5
COMPUTE! Publications Jnc®
Part of ABC Consume' Magazinas, Inc. ^^^
COMPUTE! books ore available outside the United States
from subsidiaries of McGraw-Hill International Book Company.
One ol tne ABC PubliSfung Componles
WE'VE BLOWN THE COMPETITI
grap^iic teclmotogws icwwtl (nam SubLOGIC
Up Periscope!, the new state of the
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Torpedo Types
Auto or Manual Torpedo Launch
Time-Day-Month- Year Selection Cepablllty
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Submarine Strategy & Tactics Manual by John Patten, Capt. USN
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Auto-Load Feature on CI 28
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And don't forget ThunderChopper!
For true helicopter actiori and
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corporates the most advanced
graphics, flight systems, and game-
playing factors to provide a sensa-
tional balance of strategy and fun.
^ 1987 ActionSoft Corporation
30 graphics and special effects courtesy
SubLOGIC Corp.
Commodoro 64 and Commodore 128 are
tfademarks of Commodore Eloclronics Ltd.
Apple II is a trademark of Apple Computer,
IBti^ is a registered trademark of International
Business f^acliines Corp,
,ewimi>*"
J, ,5,- CBiHWW*
— Salt
See Your Dealer...
Or writ© or call for more information.
Up Periscope! and Thunder-
Chopper are available on disk for
the Commodore 64/128, Apple II,
and IBIVI PC line of personal
computers for the suggested retail
price of $29.95. For direct orders
please specify which computer ver-
sion you want. Include $2.00 for
shipping (outside U.S. $6.25) and
specify UPS or first class mail
delivery. Visa, MasterCard,
American Express, and Diners Club
charges accepted.
OCNEOATIOMS AHEAD IN STBATEOV ACTION SOFTWABr
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STOPPIAYING
AROUND WITH YOUR
III:
GEOS $59?5
The Gr;i|)liit ICnvironnKiit
OperatitiH System thai opL'iis
up a whole universe of new pos-
sibilities fir CM sand 128 s. With
KeoWiite. KeoPaint. fast-Ioadiny
disk'Iurbo and support fnr all
GEOS ■ L-oin pat i hie appi ical i( in s.
•Alsci availahic for 80 col. Cl28s.
F0HTPACK1 mr
A tolk'ction of ^0 more fonts
for use with GKOS applications,
in various shapes and sizes for
more expressive and creative
ddcunients.
GEODEX $39«
'["he GEOS-conipalible directory
that allows you to create lists by
name, address, phone number,
etc. Includes ^eoMerRC tocubtotn-
i^e form letters and invitations.
♦Also available for Hf) col. C128s.
wRinifs
WORKSHOP $49."
All the Ci EOS- compatible tools a
writer needs, including geoWrite
2.0 with headers, footers and
features to justify, center, search
and replace text. Includes a Text
Grabber (for convertinK from
programs like Paper Clip), Keo-
Merne and l.aserWriler printiiiR
capability
*Also available for fW col. C128's.
/
DESKPACK 1 $34."
[■bur GEOS -compatible appli-
cations: (Jraphics tirabber for
importin« art from Print Shop.'"
Newsroom'" and Print Master'"
graphics; Qilendar; [con Editor
and [ilack Jack Dealer.
*Alao available for 80 col. C128's.
GEOCAIC $49<
The GEOS-com|)atible. number-
cruricliing spreadsheet for track-
ing and analyzing numerical
data. Create your own formulas,
perform calculations for any-
thing from simple geometry to
"what if" cost projections.
*Also available for 8U col. C128's,
GEOFILE $49."
The GEOS-compatible database
manager that sorts, edits atid
prioritizes whatever data you
feed it. You fill out the "input
form. " specify your connnand,
and yeol'ile takes it fnim there.
*Also available for 80 col. CiaS's.
GEOPRINT
CABIE $39."
The six-foot cable that speeds
up printing localise it's p;iral-
lel— not serial. Connects easily
to Ctvl's and C12Ks with fewer
wires and no interface box.
Sooner or later, you're going to discover
that there's more to C64's and C128's than fun
and games.
You're going to discover powder.
Not the kind of power that blasts aliens
out of the galaxy. But the kind that whips
through boatloads of data in seconds. The
kind that crunches numbers and drafts docu-
ments like child's play.
The kind you find in GEOS
Every GEOS application can take C64's
and Cl28's from "mastering the universe" to a
university master's degree, with all kinds of
advanced capabilities that function at hyper-
speeds you never imagined possible.
So if you're tired of toying with technology,
try playing around with GEOS. Once you feel
its power, you'll know that for anyone who
nTT* I I still thinks Commodores are toys,
JtSerkeley the game's over.
Softworks
The brightest minds are working at Berkeley.
To order cani-800-443-0l()0 exL 234
(California residents add 1% sales tax. ) $2.50 US/$f).5U Eoreign for shipping and handling. Allow aix vn;eks for delivery.
t.m....Jcjn- uid C.mm-l.,,,. LSI jre lJ»(fnwk.,JO«nTnukm. ElB(ru>»>. IJd. OKI IS. Br.i»rilc. Bn.l'uru. Br,tUl . ur, Jlri, wnMrnir. BroKlf. l)nlu«l 1. hmiMk I W.Bi-r.
»ufkil«1iinllVrlu-lti, Su(i»iiiksjinrw5nMnMdE«ki-lc;ySj(t»i>rtii I'riniSlinti. I'lini kfiiiir. Ni>w«n. m anj hipri Clip irr lr«)rna™> ijffiimiuriri iilW than Urrtirlrj Si/i i»,tVn
August 1987 Vol. 5, No. 8
features
Commodore's 84 and 128: Marvelous Music Machines
Exploring the SID Chip Philip I. Nelson
Setby Bateman
18 *
22 *
reviews
Cadpak 128 Howard Parnes and Tyrone Adams . .
FSD-2 Excelerator Plus Disk Drive Scoff Thomas
40 128
41 128/64
games
Give 'N Take Mark Juttle
Front Line Georg and Paul ZImmer
25 64
26 64
education/home applications
Bounty Hunter Dan Aven
Computing for Families:
Recreational Computing in Wabash Valley Hospital
Fred D'Ignazio
29 64
34 *
programming
Sprite Magic Charles Brannon
Power BASIC: Sprite Flip Rhett Anderson and David Hensley, Jr
Sprite Stamp Bennie J. Montoya
Multisprite John Augustine
80-Column Disk Sector Editor lor the 128 Matthew Desmond
Dynamusic Roger Speerschneider
Commodore Relative Files: Defensive Programming Jim Butterfield
BASIC for Beginners: READ and DATA — Two of a Kind Larry Cotton .
Machine Language (or Beginners: Extra Assistance Richard Mansfield
RAM Usage on the Commodore 128 Ottis R. Cowper
44 64
52 64
53 64
55 64
57 128
62 64
64 128/64
66 12a/64/+4/16
68 128/64
70 128
departments
Richard Mansfield .
Editors and Readers
The Editor's Notes
Gazette Feedback
User Group Update
Simple Answers to Common Questions Tom R. Half hill
Bug-Swatter: Modifications and Corrections
Horizons: Tricks Worth Remembering Todcf Heimarck .
6 *
12 *
28 *
36 *
56 *
69 128/64
program listings
COMPUTEI's Gazette Author's Guide
How to Type In COMPUTEI's Gazette Programs
The Automatic Proofreader
MLX: Machine Language Entry Program for Commodore 64
Advertisers Index
106 *
108 *
109 128/64/ +4/1 6
110 128/64
116 *
= General, 64 -Commodore 64, +4= Plus/4, 1«= Commodore 16, 128- Commodore 128
COMFUTErs GAZETTE is publiihed monlhlv bv COMMIfH Pubticalions, Inc., 825 7th Avenue, New York, NT 10019 USA. Phone; (212) 265-83M Editorial nlfices are lorited al 334
West Wcndovcr Avenue, Greemboro, NC :7-*08. Domeslle SubscripHons; 12 issues, $21 J'OSTMASTKR: Send address changes to COMrUTni's GAZETTE. P.O. Bos 10957, Des
Moines. lA 50340. Second class applicalion pending at Creeiiiboro, NC 17403 and addilional miiting offices. Entire conlents copyrighl ©1987 by COMMrtS Publicaltons, Inc. All
njOits reMfved, ISSN 0737-3716
COWWrra PnbUcjUon*, inc. It part o( ABC Conjumer Magazlnni, Int, On* of lh« ABC Publishing Companlei: ABC Publiahing, Pralden^ Robert C, Boilooj 1330 Avenue of Ihe
America*; New Yi.rli, Nr« Yoik 10015.
^^^m%
ffl](o)fe
Many personal computers use fans to
keep them cool. This is a clue to the
intensity of the activity inside: The
more that's going on, and the faster
it's going on, the hotter the machine
gets. After all, there are no fans inside
TVs or VCRs or other electronic ap-
pliances, essentially because these
other appliances aren't as smart as
computers. There are far fewer elec-
tronic switches, the switches operate
at lower speeds, and they are much
less densely packed.
Perhaps you've seen pictures of
the world's most sophisticated com-
puter, the Cray. It looks like one of
those circular sofas found in hotel
lobbys, but the bulk of what you see
is its massive refrigeration unit. The
computer's circuits are so dense, so
much is happening in such a small
space, that without cooling it would
soon melt,
A computer is made up of count-
less little switches, called gates. Right
now the main barrier to building
more powerful computers is the
speed at which these gates can be
turned on and off. Since every gate
delays the information slightly as it
travels through the machine, there is
a direct relationship between gate
speed and the resulting speed and
power of a computer.
After all, a computer thinks by
sending information around inside it-
self until the data has been processed
in some predetermined fashion. If
you want the computer to add 2-1-2,
it sends the first 2 into an arithmetic
section; the operation (addition) is
fetched and registered from the gates
that control the processor; the second
2 is then sent; the operation is per-
formed; and the result is sent to other
gates in a storage area. If you increase
the speed of these gates, the com-
puter does more, faster.
The electrons which carry the
information within a computer travel
at pretty much the same speeds no
matter what conducting materials are
used. It wouldn't help much, for ex-
ample, to substitute silver for copper
wire. The senif-conducting material
6 COMPUTEI's Gazetta August 1987
does, however, matter. Today's gates
are made of silicon, but there has
been some interest in replacing sili-
con with a different semiconducting
material, gallium arsenide. Although
more expensive, this material switch-
es somewhat faster than silicon.
However, this research may now be
moot. Recent developments suggest
that a breakthrough in switching
speed is upon us. You'll likely hear a
great deal about superconductivity in
the coming months; it has many ap-
plications beyond the world of com-
puting. But discoveries in this field
may well lead to supercomputers far
beyond present capacities.
Since 1911, scientists have
known that certain metals, when
cooled to nearly absolute zero
{-459,4° Fahrenheit), suddenly
change into superconductors — their
crystalline structure abruptly be-
comes far more orderly. Electricity
flows through them with no resis-
tance and therefore with virtually no
loss of power or buildup of heat. Un-
fortunately, this spectacular effect
worked only if you continually
bathed the metal in rare and expen-
sive liquid helium to maintain that
unimaginably low temperature.
Then, last year, using new ce-
ramic compounds, researchers were
able to achieve superconductivity at
— 424°. This was a great improve-
ment because cheaper cooling via liq-
uid hydrogen became possible. In the
past few months, however, records
have been broken right and left. A
compound was developed that went
superconductive at —320°, which
could be cooled by liquid nitrogen.
Then another was found at —240°
and another at only —57°, As this is-
sue was going to press, a New York
company. Energy Conservation De-
vices, announced the discovery of a
material which superconducts at an
astonishing 9° F. At these high tem-
peratures, superconduction becomes
inexpensive and practical. You could
do it in your home freezer.
For years IBM had been pouring
hundreds of millions of dollars into
this technology without much suc-
cess. In 1983, the giant computer firm
halted further research and, as a re-
sult, interest in superconductivity
cooled in labs worldvride. But now
money is pouring in and physicists
everywhere are mixing exotic com-
pounds in a race to find the thing that
goes superconductive at room
temperature.
Superconducting materials make
extremely fast electronic switches.
Ordinary silicon gates switch in
10-20 nanoseconds (a nanosecond is
one-thousandth of a microsecond).
But superconductive gates switch as
quickly as .05 picosecond {a picosec-
ond is one-millionth of a microsec-
ond, a very short amount of time).
Superconducting gates thus run mil-
lions of times faster than their silicon
counterparts.
If you make a ring of supercon-
ducting material and send electric
current into it, the current flows
around the ring indefinitely. No resis-
tance also means very low power re-
quirements and no heat.
Superconducting compounds prom-
ise great advances in such diverse ap-
plications as extremely sensitive
medical diagnosis equipment, ultra
high-speed magnetic trains, far more
efficient electric power, high -resolu-
tion radar, and many other break-
throughs not yet conceived. The
technology may also make possible
the construction of inexpensively
powered supercomputers: desktop
machines far, far more powerful than
the Cray.
Z&C^^.^ J^c^^^yk
<kM^
Richard Mansfield
Editorial Director
ECHELON
3-D SPACE FLIGHT SIMULATOR
ECHELON ... A top secret mililarv facilrty where a
tew highly skitted pilots will he trained to operale the
21sl Cenlury's most awesome CDmbat and
exploration vehicle, Ihe Lockheed C-10<1 Tomahawk.
The C-t04 spacecratt has the latest In advanced
instrumenlation, weaponrv, and control systems.
i'\C\X-.^A'
Availahle Now For C^4/128.
Enharrad versions coming soon tof APPLE, IBM, ftMIGfl. ATARI ST.
and COMMODORE 12B.
%-i
ITS IfflPRESSIVE ATTRIBUTES INCLUDE
- 4 Diftcrenl "State o1 the Art" Weapons Systems
- Bi-Diiectional Transpflrter Unit
. Unmanned RPV (Remote Piloted Vehicle) Control
- Anti- Gravity Braking and Havering
- Forward and Reverse Thrusts rs
• Twin 3-D Screens
- Real-Time Inlrared Ueclor Graphics
- Non Real-Time Computer Enhanced Graphics
- Computer Assisted Control Systems
- Computer Iniormaliorv Data Link
- Dn Soard Sub-Atomic Analyzed/Decoder
ECHELOM is a true 3-D space flight simulator that puis you 9l Ihe
cortrols of Ihe C-lOfl Tomahawk and in INo heart ol iho aclion. You'll
Dipetietice the eicitEmenl aniJ Ihritl ol teal spacellighl through
superb three dimensional graphics. But. before you go ciploting on
your own. it would be wise to go through Ibo carolully ilosigrad
training simulators. These rigorous courses will develop your skills In
manuevering the spacecralt. accurate selection and use ol vreapons,
control ot RPV's, objecl retrieval arid reluct arid decklni) procedures.
Developing these skins are essential to your survival wticn
encountering hostile enemy spacecrafl or ciploting unknovun terrain.
tCUELQfi Is available now and oflers you the Simulahon Adventure
DliliteHnie for only S39.95!!
^3^33?
^ ■ iS software incorporated
It you can't lind our pre<lucts el your local dealer, you can order
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ftCCtSS SOnWME, INC. ?S6tS5. t560W. WMi(ICrOSS,UTB™7
COMPUTE! Publications Jnc.®
One gS the ABC fuoiishmg CtyT>poni*.?^, ^^^F
Publisher
Ed i tori.) I I) i rod or
Mana^in}^ Edilor
Associate Pulilisher
James A. Cast'lla
Richard Mansfield
K.irhleon Marlini.'k
Sdby i3.ilem.in
Editor, COMPUTEl
& COMPUTEis CAZmE
Production Director
Editor, COMPUTERS Atari ST
Risk & Ma(;a^ine
Editor, COMPUTEIs Apple
Applications Mjgafinc
Features Editor
Technital Editor
Assistant Technical Editors
Assistant Editor, COMPLTTll's
Atari ST Disk & Maga;dne
Assistant Editor, COMPUTERS
GAZnTE
Assistant Editor
Assistant Fc.itures Editor
Programming Supcrvisof
Editorial Programmprs
Copy Editors
Editorial Assistant
Submissions Reviewer
Programming Assistant
Eicculive Assistant
Admi nisi rat ivc Assistants
Receptionist
Associate Editors
Contributing Editor
Lance Elko
Tony Rol>erts
Tom R. Halrtlill
Gregg Keizer
KL'illi Ft^rrell
Ottis R. Cowper
George Miller, Dale McBane
Todd Heimarck
Rholt Anderson
)c)hn Shadle
Kfllhy Yakal
Patrick I'artish
Tim Victor, Tim Midkiff, William
Chin
Katen Uhlcndorf, Karen Siepak
Caroline Manlon
David Henslev
Troy Tucker
Debi Nash
lulia rhiminn. Iris Hfocjks, Mary
Hunt. Sybil Ague
Arvila Arm field
|iiii liutlurfield
Toronto, Canada
Trc-d D'Ignazio
Dirntingliani, AL
David Ihornburg
Los Alttis, CA
mil Wilkinson
COMPUTEi's Book Division Editor
AssistanI Editors
Programming Assistant
Director of National Sales
Stephen Li>vy
Tanimie Taylor, Robert Bixby
David riorance
loseph W. Hatcher
Production Manager
Art Director
Assistant Art Director
Assistant Production Manager
Artists
Typesetting
Illustrator
Irma Swain
liinice R. Fary
Lee Noel
De Totter
Robin Case, Kim Ptotts, Scotly
Billings
TejTy Cash, Carole Dunton
Harry Ulair
M'A
Di CirCulitLCini
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8 COMPUTEfs GaiDttB August 1987
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New books
from COMPUTE!
COMPUTE! Books is bringing you a brand new
line up of books for your Commodore 64 and
1 28. These recent releases offer you everytining
from programming hints to exciting games, from
educational to home and business appiications.
Pascal for Beginners
$14,95 0-87455-068-8
Book/disk combination for the Commodore 64
S29.95 IS8N O-87465-069-6
This introductory text to standard Pascal on any computer is
on ideal tutofiai tor anyone who wants to learn this powerful
computer language, it includes everything you need. Includ-
ing on introductory' Pascal interpreter* for the Commodore 64
and 1 28 in 64 mode, ready to type in ond use. Written in plain
English and offering numerous program examples, it gently
and cleoriy exploins standord Pascal ond structured program-
ming. Latter sections include discussions of advanced topics
such as files and dynamic data storage. Thare Is also an op-
tional disk ovaitabtB for $12.95 (or the Commodore 64 which
Includes most of the programs In ttrn book. 688BDSK.
•The Commodore 64 Pascal interpreter is not full-featured,
but still a powerful Implementation of Pascal which suits the
needs of most beginners.
coMPunrs
i y^W
Sec ond Rnok of
Coni"'-':'" "■■■■
pBt:gtnners
COMPUTEI's Music System
for the Commodore 64 and 128
Book/disk combination only
$24,95 ISBN 0-87455-074-2
Sldptayer, the feotu re-packed, popular music player and edi-
tor program. Is now more versatile and more impressive than
before. Entianced Sidplayer for the Commodore 128 and 64
includes two new versions — one for the Commodore 1 28 run-
ning in 128 mode and another for the Commodore 64. Take
advantage of every feature the SID chip (the sound chip in
the 1 28 and 64) has to offer. Just like the original, Enhonced
Sidplayer Is easy to learn and use, with many powerful new
features, The occomponying disk contains the editor, player
programs (including o Singolong program), utilities, and som-
ple music that you can enjoy Immediately or change. The
new Sidplayer plays any songs created by the original
Sidplayer for the Commodore 64.
User's Guide to GEOS: geoPaint and geoWrife
$18.95 ISBN 0-87455-080-7
Loom the ins and outs of GEOS, the new icon-based operat-
ing system for the new Commodore 64C ond the 64. with this
step-by-step guide. Everything from creating simple letters
with geoWrite and pictures with geoPoinf to merging text and
graphics and using desk accessories is clearly and concisely
explained,
COMPUTEI's Second Book of the Commodore 128
516.95 ISBN 0-87455-077-7
The editors at COMPUTE! Publicotions have collected some of
the best games, programs, and tutorials for the Commodore
1 28 (in 1 28 mode) from COMPUTE! mogozine and COMPUJErs
Gazette. Like COMPUTEI's First Book of ttm Commodore 128,
this book offers a variety of programs and articles for every
128 user. Each program has been fully tested ond Is ready to
type in and use on the Commodore 128 running In 128 mode,
There is also a disk ovoitable for $12.95 which Includes the pro-
grams in the txx>k 777BDSK.
Mapping the Commodore 64, Revised
316.95 ISBN 0-87455-082-3
An update of the bestselllng memory map and programming
guide. It's a necessity for intermediate and advanced pro-
grammers. This definitive sourcebook has been expanded and
now covers the new icon-based GEOS (Graphics Environment
Operating System) with clear descriptions of how to make it
work for you. For BASIC and machine language programmers
of both the Commodore 64 and 64C,
Look for COMPUTE I Books at your local computer or book store.
Or, to order directly from COMPUTE!, call toll free 1-800-346-6767 (In NY 212-887-8525) or
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COMPUTE! Books are available outside the United States from
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When you want to talk computers..
ATARI COMPUTERS COMMODORE COMPUTERS MS/DOS SYSTEMS
Atari Computers
800 XL 64K Computer $63.99
65Xe 64K Computer 94.99
130XE 132K Computer 129.00
520ST Monochrome System 519.00
520ST Color System 679.00
Atari 1040
Color System *859
Includes: 1040ST, 1 mb RAM with 3'/z"
drive built-in, ig2K ROM with TOS, Basic,
Logo, ST language, power supply and
color monitor.
ATARI SOFTWARE
Access
Leaderboard Golf 25.99
Accolade
Fight Night 19.99
Activlsion
Music Studio 34.99
Antic
Cad 3-D 32.99
Batteries Included
Paperclip w/Spellpack 39.99
Degas Elite 48.99
Epyx
Championship Wrestling.,... 25.99
Infocom
Zork Trilogy 44.99
Ml crop rose
Top Gunner 19.99
Silent Service , ....24.99
Origin Systems
Ultima 4 39,99
Paradox
Wanderer (3-0) 27.99
Psygnosis
Deep Space 34.99
Timeworlts
Wordwriter ST 48 99
VIP
Professional (GEM) 144.00
Amiga 1000 System
Includes: Amiga 1000 CPU, 51 2K, 1080
RGB Monitor, Amiga DOS, Mouse,
Kaleidoscope $ 1 OQQ
Commodore-64C 64K Computerl 79.00
Commodore-64C Sys. W/1802C.519.00
Commodore-128 128K Computer249.00
Commodore- 128 System Pkg.... 739.00
Amiga 2000 Computer call
Amiga 500 Call for pricing
Activlsion
Hacker 32.99
Broderbund
The Print Shop 29.99
The Toy Shop 39.99
Commodore
Texlcraft w/Graphic Craft 59.99
Assembler 79.99
Enhancer DOS 1.2 14.99
Discovery Software
Marauder Back-up.. , 32.99
Electronic Arts
Deluxe Paint 69.99
Deluxe Print 74.99
Instant Music 34.99
Deluxe Video 69.99
Infocom
Hitchhiker's Guide 31.99
Micro Illusions
Dynamic-Cad 349.00
MIndscape
Halley Project 31.99
Deja Vu... 34.99
Micro Systems
Analyze Version 2.0 119.00
Scribble 64.99
On-Line/Comm 49.99
Sublogic
Flight Simulator 37.99
V.l.P.
V.I.P. Professional .....139.00
AT&T 6300 from $1299.00
Compaq from 1699.00
IBM-XT from 1099.00
IBM-AT from 2499.00
Leading Edge from 999.00
NEC Multispeed... from 1499.00
Panasonic Business Partnerfrom 799.00
Toshiba 1100 Plus from 1699.00
PC-TOO 20 Meg .
XT-Compatible *999
AST
Six Pak Plus PC/XT 169.00
Hercules
Color Card 159.00
Graphics Card Plus 209.00
Fifth Generation
Logical Connection 256K 329.00
Quadram
Silver Quadboard 129.00
Video 7
EGA Video Deluxe 389.00
Zuckerboard
Color Card w/Parallel 89.99
MS/DOS SOFTWARE
Asiiton-Tate
d-Base lll-t-.,,. 399.00
5th Generation
Fastback Utility..... 89.99
tMSi
Optimouse w/Dr. Halo 99.99
Lotus
Lotus 1-2-3 ...329.00
MicroPro
Professional 4.0 w/GL Demo 239.00
Microstuf
Crosstalk XVI 89 99
P.F.S.
First Choice 119,00
Word Perfect Corp,
Word Perfect 4.2 209.00
M
COMPUTER MAIL ORDER
When you want to talk price.
DRIVES
Atari
AA314 DS/DD Disk (ST) $199.00
AA354 SS/DD Disk (ST) 129.00
SHD204 20 Meg ST Hard Drive579.00
Allied Technology
Apple Half-Heights 109.00
Commodore
Amiga 1010 S'/z" 219.00
1541C - 179.00
1571 239.00
CSI
10 mb (64-128) ...1099,00
Indus
GT Disk Drive Atari XUXE........ 179.00
Micro botlcs
20 mb Hard Drive (Amiga) 1299.00
Racore
Jr. Expansion Chassis 299.00
Seagate
20 mb ST-225 Hard Drive Kit.. ..369.00
Supra
20 Meg Hard Drive (ST) 559.00
Xebec
20 mb (Amiga) 899.00
MODEMS
MONITORS
Amdek
Video 300 Amber Comp 139.00
Commodore
Commodore 1902 299.00
Amiga 1080 Hi-Res Color 259.00
Magnavox 8562 ^^_^
RGB/Composite ^279
Magna vox
8505 RGB/Composite 199.00
NEC
12" TTL Green or Amber 109.00
JC-1401P3A Multi-Sync ..549.00
Princeton Graphics
MAX-12 12" Amber TTL 169.00
Taxan
Model 124 12" Amber 119.00
Zenith
ZVM 1220/1230 (ea.) 99,99
Anchor 4rtrkc»Q
Volksmodem 1200 *yy^^
Anchor
6480 C64/128 1200 Baud $119.00
VM520 ST520/1040 1200 Baud. 129.00
Atari
XM301 300 Baud 42.99
Best
1200 Baud External 119.00
Commodore
Amiga 1680-1200 BPS 169.00
CBM 1670 & 0-128) 99.99
Everex
Evercom 1200 Baud Internal 109.00
Hayes
Smartmodem 300 External 139,00
Smartmodem 1200 External 389.00
Novation
Parrot 1200 119.00
Practical Peripherals
1200 BPS External 159.00
Supra
MPP-1064 AD/AA 064 69.99
1200AT 1200 Baud Atari 139.00
U.S. Robotics
1200 Baud External 109.00
2400 Baud Internal $189.00
Maxell
MD1-M SS/DD 5W' 9.99
MD2-DM DS/DD 5Va" 10,99
MF1-DDM SS/DD SVz" 12.99
MF2-DDM DS/DD 3Vz" 21.99
Sony
MD1D SS/DD 5'A" 8.99
MD2D DS/DD SV*" 10,99
MFD-100 SS/DD SVi" 13,99
MFD-200 DS/DD SVe" 20,99
Hewlett-Packard Calculators
280 Scientific Pro 199,99
180 Business Consultant 139,95
120 Slim Financial 74,99
DISKETTES
PRINTERS
Atari
1020 XUXE Plotter $30.99
1025 XL/XE Dot Matrix 129.00
XDM121 Letter Quality 209,00
XMM801 XLiXE Dot Matrix 189,00
XMM804ST Dot Matrix 179,00
Brother
M-1109 100 cps, 9 pin 209,00
M-1409 180 cps, 9 pin 359.00
Citizen
MSP-10 160 cps, 80-Column 299.00
Premier 35 cps Daisyvt/heel 499,00
C.ltoh
8510-SP 180 cps, 80-Column .,.Call
Epson LX-86 *- qq
120 cps W/FREE ^189
Sheet Feeder, while supplies last!
Epson
LX-800 150 Cps, Dot Matrix Call
FX-86E 240 Cps, 80-column 349.00
FX286E 240 cps, 132-co!umn Call
EX-800 300 cps, eO-column 429,00
LQ-800 180 cps, 24-Wire Call
Hewlett Packard
Thinkjet 399.00
NEC
Pinwriter 660 24 Wire 489,00
Pinwriter 760 24 Wire 689,00
Okidata
Okimate 20 Color Printer 129,00
ML-182 120 cps, 80-cotumn 239.00
ML-192+ 200 cps, 80-column ,,,369,00
ML-193-^ 200 cps, 132-column, 549,00
Panasonic
KX-1080i 120 cps, 80-COlumn., ..219.00
KX-1091i 180 cps, 80-COlumn.... 299,00
KX.P3131 22 cps Daisywiieel,, ,,289,00
Star Micronlcs
NX- 10 120 cps, 80-column 209.00
NX-10C 120 cps, 064 lnterface,219,00
NX- 15 120 cps, 132-column 369,00
Toshiba
P321SL 216 cps, 24-Pin Head.., 549. 00
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Editors and Readers
Do you have a question or a problem?
Have you discovered something that
could help other Commodore users? We
want to hear from you. Write to
Gazette Feedback, COMPUTErs Gazette,
P.O. Box 5406, Greensboro, NC 27403.
We regret that due to the volume of
mail received, we cannot respond indi-
vidually to programming questions.
The Rules For Using Numbers
I have tried for several weeks to find an
answer to my question by my own re-
search, but with no luck. It's about to
drive me up the wall. The attached pro-
gram printout doesn't make sense to
me. What do the numbers in the DATA
statements mean? 1 know there are 73
data elements and that line 10 POKEs
them into consecutive bytes of memory
starting at 49152, but what do the num-
bers do? If you were writing a program,
how would you know what numbers to
put in to do what you wanted?
Bob Wagner
The data you tiuestion starts out like this:
1 DATA 169,254,45,14,220,141,14
DATA statements can hold many
types of information. Those numbers
might be sports scores, stock prices, or
shoe sizes.
In this case the data holds a machine
language program. Later in the program a
SYS 49152 occurs, and 49152 is where
these numbers are POKEd at the begin-
ning of the program. The SYS command
transfers control from BASIC to a machine
language routine. To find out what these
DATA statements mean, you must disas-
semble them. To do this you need a table
of opcodes for the 6502 microprocessor.
First look up 169 in the table. You find
that 169 is an LDA immediate instruction
and that it takes a one-byte argument.
That means that the next byte is the oper-
and for the LDA instruction. So the actual
instruction is LDA #254. Following this
process again, we find that the next num-
ber represents AND, and it takes a two-
byte address, which in this case is
U + 220'256; so. we have AND 56334. Of
course, you have to know machine lan-
guage to understand what the routine does
and how it does it. Disassembling is a pow-
erful tool for learning how other program-
mers do the things they do. So how does
anyone know what numbers to put into the
12 COMPUTEt's GaiBtia August 1987
DATA statements? Most machine lan-
guage programmers use an assembler to
write their programs. The assembler takes
source code and converts it into bytes in
memory. Later, these bytes are copied from
memory i>tto DATA statements.
A Light At The End Of The File
1 am writing a program to read a se-
quential file on disk and print it on a
printer, The program below works fine
except when it comes to the last data
item in the file, which it keeps printing
forever:
10 OPEN 2, 8, 2, "1MP,DATES,S,R"
20 OPEN 3, 4
30 INPUT#2, A$
40 PRINT#3, A$
50 IF ST--0 THEN 30
60 CU)SE2: CLOSE3
The problem is the variable ST in
line 50; it never equals 64. Could you
please let me know if there is a way to
/ix this?
Yousef Eisa Ebrahim
The variable ST tells you the STatus of the
last serial bus input/output operation.
Like Tl and T!$, it's a reserved variable
which IS automatically updated by the
computer.
Your program is almost correct, but
you're not checkittg ST soon enough. After
the INPUTtt in line 30, ST equals 64 if the
program has reached the end of the file.
Testing the value of ST is one way to find
the end of a disk file.
But the PRINTS in line 40 is also a
serial bus input/output operation. It re-
sets ST to 0, itidicating that the printer
didn't return any error codes. To fix the
program, record the value of ST in another
variable after the INPUTS from the file,
hul before the PR1NT# occurs. For your
example, add a line 35 Q=ST. Then
change line 50 to IF Q = THEN 30.
When the last piece of data is read from
the file, the program will end.
Hiding Data From The User
Is there a way to prevent people from
listing a BASIC program? I'm writing an
adventure game and want to hide the
listing.
Troy Pladson
There are several tricks ranging from sim-
ple to complicated that prevent a BASIC
program from being listed. One is to put a
colon, a REM, and a shifted L at the end of
a line (this works on the 64 but not the
128). The line will list, but the L causes an
error tnessage to print, and the listing
stops. You can also add to a line a REM
and two quotation marks (then delete the
second one, so you're not in quote mode);
then add RVS ON and a series of reversed
Ts, which will act like DELetc characters.
The problem with these schemes is
that no matter how clever you are with
protecting your program from being list-
ed, there are usually a large number of
people who can figure out what you did
and get around it. For example, a tech-
nique that prevents you from listing to the
screen doesn't always work on printer
listings.
If you've stored in DATA statements
the tnessages, room descriptions, trea-
sures, traps, and other miscellany, it's
possible that someone would list the pro-
gram to figure it out instead of learning by
playing tfte game. There are several ways
to foil nosy users. You could put the infor-
mation in a sequential file instead of in
DATA statements. Another possibility is
to encode the information by using ASC
and CHR$ to convert characters to ASCII
numbers and turn them into codes that
aren't easily read. You could also put in
some false paths, like a room containing
huge amounts of gold, but no doors that
lead to it. Someone who read through the
listing might spend a lot of time trying to
find the imaginary treasure trove.
128 Percussion
I'm writing a synthesizer program, and
I'd like to know how to create sounds
on my 128 like bass drums, snares, and
cymbals. The percussion sounds soft-
ware designee come up with sound
mainly like hand claps.
Jesse Jack
The SID (Sound Interface Device) chip
found in the 128 can make very sophisti-
cated sounds. The 128's BASIC 7.0 sup-
ports the SID chip with six music
commands: VOL, SOUND, ENVELOPE,
TEMPO, PLAY, and FILTER. To get
rhythm sounds such as the snare drum,
bass drum, and cymbal, only a few steps
are necessary.
Here's a program for the 1 28 that de-
fines some percussion sounds and plays a
rhythm track:
10 TEMPO 32: ENVELOPE 1,0,4,0,3
,3:ESVEL0PE 2 , 0, 05 , 2, , 3 :EN
VELOPE 3,0,0,0, 3, 3: FILTER 9
36,0,1,0
20 PLAY "V1X0T1U15V3X0T3U15V2X
1T2U15"
30 PLAY "MV2O6HCV3O0HCV2O6QCMV
3O0QCMV2O6HCV1O6HCV2O6HC"
40 GOTO 30
for more about how the SID chip
works, see "Exploring the SID Chip" else-
where in this issue.
Replacement Supplies For The t520
1 loved the tip in the May issue for turn-
ing the Commodore 1520 printer/plotter
from device 6 into device 4. 1 dug mine
out of the closet and in ten minutes had
it working. But 1 was out of paper. I've
looked everywhere, but have had no
luck. Can you help?
Harold Wallace
Commodore no longer makes the 1520
printer/plotter or supplies for it, but
there's an alterftate source. Radio Shack
once sold a printer/ plotter which was
very similar to the 1520. The pens and pa-
per for the Radio Shack plotter will fit the
1520. A local store will either have tbetn
in stock or be able to order them for you.
BSAVE For Variables?
I've found that with my 128, saving
sprite data or other information directly
from memory to binary files with
BSAVE is faster than saving variables tc
data files. Is it possible to BSAVE vari-
ables? How would you do it?
Michael Petracek
You're right, writing to a sequential file is
slower than BSAVEing a portion of memo-
ry. Here's lohy: A program that writes
variable values to a file (using PRINTS)
sends ASCJl characters. For example, if
the variable X holds the number —513.68,
the command PRINT#1, X would send a
minus sign, the ASCII character for 5
(CUR$(53)). the ASCII character for 1, the
ASCII character for 3, and so on. When the
program reads such a file, it has to convert
the individual characters into the five
bytes that represent a floating-point num-
ber. Also, a program that reads a file byte
by byte has some delays between the char-
acters, partly because it's checking for the
last character in the variable value.
Theoretically, it's possible to BSAVE
variables from bank I and later BWAD
them into memory, but you'd have to un-
derstand how variables are stored in
memory. Simple variables such as A$,
QQ, or Yl% (string, floating-point, or
integer variables that are not arrays) use
two bytes for the variable name and five
for the variable descriptor, which is either
a binary representation of a number or (for
strings) more ittformation about the vari-
able. With numeric variables (floating-
point and integer), the binary value is
self-contained in the five bytes immedi-
ately following the two bytes for the name.
String variables use one of the five i'ytes to
hold the string length and use two more as
a pointer to high memory where the actual
string is located (these strings move
around from time to time, in the process
called garbage collectionj. On the 128—
but not on the 64— the strings in high
memory are immediately followed by a
tzvo-byte pointer that points back to the
descriptor in loiv memory.
What this means is that you can't just
BSAVE the siring information; you'd have
to BSAVE at least two portions of memory,
plus you'd probably have to sacrifice all
other strings, and you'd have to save a
large amount of garbage (unless you forced
garbage collection with the FREd) func-
tion). You'd need to save the zero-page
string pointers, too. You'd have to use sev-
eral BSAVEs, which would take more time
than it's worth.
So strings are out of the question, but
numeric variables could be BSAVEd, To
find the address of a particular variable,
use the POINTER function, which returns
a pointer to the first of the five bytes con-
taining the value, just past the two bytes
of the variable name. You'd have to
BSAVE the byte from the address returned
by POINTER, plus the following four
bytes. The best application for BSAVEing
HIE GRAVmCS THANSFOKMEK li u CuiwniyloiD 01 (sntl C,
({rjivhJt:« |>1t:lur«» twitwiinii nxiitjnji dfii^trm progrnmit.
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Mkiwlns projirniTiii'- . oO01)l£
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• PICASSO'S REVENGE MAGICIAN' |UNIOR
• BILLBOARD MAKER
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< MICRO ILLUSTRATOR
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• SJ()RCER{)HS APPRENTICE
• SAHARA ABSTRACTION
-1 2a In Cfl4 modo] utility fop conwBf ting and enhancing
• VTDCOM M
• COMPUTER EYES
■ CADPAK m
■ PERII'llKRAI. VISION
• PLYING Gt)l.ORS
• ART STUDIO
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Will convurl Iwlwuan Hi.ftjs Jinrt MuUitolouf f
All cunvursion tAkah pluco li; urtu aasy ilvp.
All n^wtuloB \JM faet disk I/O F
Convart any pictures to a Btand alynff. compressad.
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Convert env picture with the MULTI FILE option, to
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for devt^loptnent use.
All opiions menu driv«n. dosipiod for Irt»l ft easy ufta.
I Al] of IbnpB faaturm and more for the (acentric prioo
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P.O.BOX 1052 — YRE)W,CA 96097
Phone: (916)842-343)
OMlor and Disltitjulor Inquiries Invllm)
Inc.
Plus 2.00 shipping & tiandl
CalK. res. add 6% s^les
COMPUTSrs GaiBfte August 19B7 13
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1571 Disk Drive $229.00
COMMODORE (kki
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s^
Incfudes GEOS & Quantmm Link
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1802C Monitor $199.00
COMMODORE 128:^
HARDWARE :^
1754RamExpansion nJ
wotks with boih CS'l and C 1 28 '^
... SCALL
135T Mouse
.„ $39.95
Commodore PC 10; 1
S599.00
Commodore PC10;2
S7Z9.00
PC Compalibles Jfom Commodore
lnc>uda Borland Sidsfock Sohware
1901MonochfomeMoni(or
$109.00
AMIGA PACKAGES X
scallN
COMMODORE 128 d>*7-1 n HH
PACKAGE DEAL ^/ I y.UU
Includes: 1571 Disk Drive, Either Commodore
1902Aor Magnavox 8562 Color Monllors, Box of
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tnfocom Games; Zork II & Dcadlino
COMMODORE 64C <hOnn AA
PACKAGE DEAL «>^>79.UU
Includes: Enhancer 20DD Disk Drive, (2) Joy
Sticks, and (2) infocom Games;
Zork III & Suspended.
w/Commodore leozc Color Monitor „.. $489.00 I
nAlVfTr r^AT T TTTJV Educational software too!
VJTjrULTX JJi VXXA I J I i I U J.X i All Games stocked for oulck shio!!!
MISCGAMKS
Championship Bo»ng $17,95
Hobbin S21.95
Intsmational Hockey $18.95
ACCESS
LeaUBf a«iif(( $2a,9S
Uadaf Board Toum. Di»k Sie 9S
ACCOIJVDK
Aca of Ac«s $23.95
Hard Ba« $22.95
Kitlatl Unlil Deail SCALL
ACTIONSOFT
UpPertscopB ^ $24.95
Thunder Chiw>8t $24.95
ACTIVISION
Gsmemaker Sdti Library. . $15.95
Gamamaker SponeUbmry StE.BS
Garry Kilcfiori's GamemaJtr $24 95
GEA BasKoltiall 2 bn 2 $24.95
Iamth8fi4 $21.95
I am the I2a...._ S24 95
yaie Cemputsf People $24.S&
Stwnghai $26.95
Siaco Shuttle $19.95
BRODERBUND
LodeRuijfMf $24.95
DAVIDSON & ASSOC.
Now in stsct<f Cat lor price on titl«i
DATA EAST
Corwnondo.- $24.95
Karate Champ $26 95
ELEtTHONICARTS
Aga ol Adveniufe $12.B5
Miettea'sCup $24.95
Amnesia 529.95
AnicFo): $24.95
Auloduel $37.95
Bard's Tale $32 95
Bard's Tole II $29.95
Bard's Tale Clue Book $10.95
Baniotronl $29.95
Carrlera at War $37 .BS
ChesEmaster 2000 $26.95
Dan Dare $16.95
Eurapo Ablaze $37.95
Moftle Modnsss $23.95
Mooblus $29.95
Murder Party $25.95
Mutic Construction Sel .... $12 95
PHM Pogasus $27.95
Pinboll Censiructlon Sel ... $12.95
Roadlo Moscow $29.95
Rusula $29,95
Savon Cities otGokJ $12,95
Slarfleet I ,. $32.95
Touchdown Football $22.95
USma I S29 95
UIBma 111 $37.95
Ullinia W „. $45.95
World Touf Go* $27.95
i;i'Yx
50O XJ Joyslick $14.95
Championship Wrostlina . . $27.95
MoHo Mons-ter jt6.9S
Slraei Sports „ __ $29,95
Sufa Battle ...„.,. $29.95
Summer Garaas „ $16.95
Summer Games II $26.95
Supsf Cycle -.... $16 95
Winter Games $27.95
Work) Games $29 95
World's Great est Basebalt K4.95
Woitd'9 Groaiesl Football $26.95
C roate n Calande r SCALL
FIREUlRt)
E6te $22.95
INKOCUM
Hrtchhikei's Guide $22.95
Leather God!)esses $24.95
Wishbnriflor $25,95
INVISICLUE BOOKS FOR
mr IMFOCOM GAME $6.95
MlCUOfHUSli
Acrojel - $24,95
F.16SlrllwEna<e $21.95
Gunsliip $24.95
Kennedy Approach $24.96
IJATO Commander S24.9S-
Pirales $25.65
Silent Service $24.95
Solo Fliflht $24.95
I.ANCK lUt'WER n,. u.. w
It, «parti ^rp[«fy •rEaulii(i>.Q
3<ni Fooitair .,..529.95
Biiskmbali. the Pro Game., $29.95
Final Fgur BasWOall S29 95
Canvng Soon , aasetiali IN
MI^fDSCAPE
Ftei $1936
Endana Jones ^2.95
IntiltraiOr $21.95
Po/ollaJ $19.95
C-64 BUSfNESS AND PRODUCTIVITY
C.(>1 l>A'rAll/\.SKS
Bank Slrael Filer ^.,..
Consuteni „ ,
Oaia Monaper
Fleet Filar ..... „„„
PrDlilB64
... $34.95
$39.95
.... $19.95
.„. S29.95
S36 95
c-cA integrated'pkgs
Homepek $39.95
TPo . SCALL
Viiawar 64 4K $39.95
Vluslar 64 8K $59.35
c-a-t si'RivWSHEtrrs
CaM .... $39.95
Swineaki 64 w/sWeways ,., $39,95
Sidaways. _.St9,95
C-<« WORD PROCESSORS
Bank Street Wrilef SCALL
Font Klasier II $34.95
Font Master 64 $34.95
Paperclrp w/spelipack $49.95
Pocket Wnl r Dictionary ... $19.95
Wordpro3*«4 $14.95
Word Wrilar S4 w.'spoller .. $34.95
FINANCIAL & ACCT,
Timeworks Electr. Checkbk $19.95
Perlect Score .SAT prep .. $49.95
Star Trek Promelhian Adv $29.95
Uohi Mala $19.95
Uiidum $26.95
Call tor prices on
other MINOSCAPE productsi
SIMON it SlIUSTKIl
Paper Airplane const $24.95
SpyHunle/ $19.95
Siar Trek-Kobayashi alt. ... $29.95
Typing TulOf 111 $29 95
SUBLOGIC
Fight Simuiasor II $32.95
Foolbatl $37.95
FSItSoenefydisk S1S.9S
Jel $2995
Pure Staj BaseMi $37.95
Timewortfs Mortey Mgr $19.95
GR;\PHICS
SEOOarbund Pnnt Shop .... $25.95
Print Shcp Companion .... S22.95
Graphics Liorary I. ll.orllL. $16.95
120 sheet color paper refill
40 each red. blue, gokl .-. $6.95
Clip Art I ._ $1995
Ctp All II $CALL
Graphics Scrapbk i or 2... $1 7,95
Ne««6room , $34.95
Pjc^sso^s Revens^ w^n $42.95
MISC. HARD WARE
Esles ^T supply lof 0-64 S54.95
Kaverone 3 Sk>t expander $27.95
UTILITIES
Certificate Maker $32.95
Thinking Cap $32.95
Cenifioate Library S24.9S
Toy Shop $42.95
Holiday Pack $16.95
Copy II 64/126 S2'<.00
C5M 1541 align $34.95
Fast Load $24.95
Merlin 64 , S34.9S
EfHANCER
2O0O.
Fun 1541 c
Compntibifity
Induting GEOS
Eneelkml Ronahiiily
$144.95
COMMOIKMti 1S8C
SOFTWARE j
WOIII) I'llOCIvSSOIl
FLEET SVSTEM til $CAttj
w/ipaii it iheMufus
FLEET SYSTEM 4 $56.95
Font Maslur 128 $44.95
Ghost Wnlor 126 $29.95
JANE $32. B5
PAPERCLIP II SCALL
PERFECTWRlTEfl SCALL
SUPERSCRIPT 128 SS995
TERM PAPER WRITER 534.95
VIZAWRITE 128 ,. $CAa
WOnOPRO 126 $59.95
VTDWRrrER I2ew/«cell $49.95
SP|{EAI).St!l-:K'rS
EPYX MULTIPIAM $39.95
PERFECTCALC .SCALL
SWIFTCALC12aw'KtiVBys.. $49.95
DATA BASES
CONSULTANT..... $39.95
DATE fMNAGER 12fl SCAU.
FLEET FILER $29.95
PERFECT FILER $CAL1,
PROFILE 129 S59 95
SUPERBASE 126 $CALl
MISC. 12H SDf-TWAIlE
ACCOUNTANT INC $69 95
DESK MANAGER 128 $34.95
I am Ihe C12B $24.95
ViZASTAR 12a $C«J.
MACH 1 28 $39.95
PARTNER 1 26 , $54.95
PERSONAL ACCT.1 26 $34 95
SYLVIA PORTERS personal
hnancfl planner $54 95
Copy II 64/128 $24 00
TUSSEY COMPUTER PRODUCTS
P.O.BOX 1006, STATECOLLEGE, PA 16804
^
ss
■s.'S'S-s'm."'-'».-*,''t'"-X v\ ^
^WXI
Ships it Federal Express
VWi
PRINTERS
^PRICES ARE FALLltlG ON ALL
STAB PRINTERS in PLEASE
CALL FOfl LATEST PRICES ON
y THESE MODELS:
^NX-10, KP-10, ND-10, ND-15,
y NX-15, NH-10, NB SERIES
Pli
LX-86 5229,00
FX-86e $359.00
FX-286e $CALL
i^ SEIKOSHA
2 yrwatfansy
SP-180VC $149.00
SP-1000VC $149.00
SP-1200AI $189,95
•laocps, NLO Mode
i- PANASONIC
>.■
2yf warranly
10801 $177.00
10911 S229.Q0
■(092i $299.00
^131 Dalsywheel ... $CALL
MODEMS
SHAREDATA
16« -
COMPUSERVE STRttn
PUVNBT STARTER KIT.
S36.9S
tCALL
SCALL
PRINTER PACKAGES
ALL PRINTERS INTERFACE WITH C-64 0f C1J6
Sfur
NP-10 & XETEC Supergraphix Jr $209.95
NX-10 & XETEC Supergraphix $253.95
WX-10 & XETEC Supergraphix Jr „ $237.95
PANASONIC
10801 & XETEC Supergraphix $244.95
1030i & XETEC Supergraphix J r $229.95
SEIKOSHA
SP-1200AI & XETEC Supergraphix $244.95
SP-1200AI & XETEC Supergraphix Jr ... $229.95
Ms^MM^^
^
%^r<.,.,*" r-|,. 1
SUPERGRAPHIX
WS " 1
Interlace w 8I< buffer down
-- - -'" Rv
loadable lonis $59,95
m ^^ fe Pft
SUPERGRAPHIX J R i
^^■1^" •
Prinwr imsflace, WiSS
^^^^
f/ Oigricil
V, Sotiitions
7^ Inc.
Packet Writ8r2 $42.95
Pocket Fiter 2 $42.95
Pocket Planners .„ $42,95
Dtgilat Suporpak $74.95
Dtctlonary ... $12.95
DISKS
pertioxat 10
BONUS DISKS
SS/DD S6.46
DS/OD $6.95
TUSSEY DISKS
CLOSEOUTS !1!
SS/DD $4.49
DS/DD $4.99
Call (at Prlca on Vartmtlm
tnd MbwU DDhill
RGB/COMPOSITE COLOR MONITORS FOR THE 128
COMMODORE 1902A
6O0 1 240 ReaoiLTiion.
■4 0peraltng>A)cIes
MAGNAVOX 5562
60D X ?40 Rosoiusian,
3Mod(ts.2yrwarFanty
imoMPSON^iio'
SW I aa ResoUian
4 Md<]«i. 1 yr wjvrarly
$269.00
$269.00
$249.00
Alt 3 mon^rs indifdft cabtAj 10 CommofffirB 12S
Abacus iH
ALL TITLES IN STOCK !!
Call for price on all books and software titles
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NOW IN STOCK!! CALL TODAY!
Software orders over $50.00 wifl
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(yes even at Ihasa pricas). You only pay TCP's standard shipping
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Computerized order entry, processing
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To order by mall: Wo aocopt mono/ order, corlified check, personal
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Shipping ; $4 00 for software and accessories/ $10 00 for prinlors and
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•iVoidd tiot be simple iiariabks {only five
bytes each), but arrays. Floating-point ar-
rays occupy five bytes per element, while
integer arrays occupy only two per cle-
ment. Remember to include the zeroth en-
try in your caiculations. DIM AVti(50)
creates an array of 51 elements when you
include A %(0). If you're interested in
looking around in memory, the built-in
machine language monitor is very useful.
To BSAVE an array, you'd first have
to calculate the amount of memory it oc-
cupies. Then, without using any new (pre-
viously undefined) variables, ask the
POINTER function for the addretis of the
initial elcrncnl and BSAVE the array from
bank 1. To return the array to memory,
DIM the array first and then find its ad-
dress. Using that location (which is in
bank 1), BLOAD the file from disk.
Carry On, Carry Off
[ have few questions abuut 6502 ma-
chine language. What is the difference
between the instructions ASL and ROL?
LSR and ROR? Does the carry bit have
to be set via SEC to subtract (SBC)?
William Grinolds
All three ansii'ers involve some aspect of
the carry bit. The earn/ flag is a single bit
in the status register that can be either up
or down (on or off). When if's set (on), it's
equal to 1. When it's clear (off), it's a 0.
The machine language instructions
ASL and ROL shift all eight bits of a byte
to the left, as illustrated below. Bit
moves to bit 1, 1 moves to 2, and so on. Bit
7 falls out of the byte and moves into the
carry flag. In the example, since hit 7
holds a 0, the carry will be clear after the
ASL or ROL.
BIT
The difference between ASL and ROL
IS tfiaf ASL always moves a into bit 0.
ROL moves the previoiis value from the
carry flag Into bit (marked as X in the
ROL example above). The binary number
01 001 1 01 above is the same as decimal 77.
After the ASL, the number is 10011010
(decltnal I54J, After the ROL, it's either
lOOUOW or lOOllOll (154 or 155), de-
pending on the status of the carry flag
before the ROL operation. Note that ASL
is equivalent to multiplying by 2. To mul-
tiply a two-byte (or larger) number by 2,
you'd ASL the low byte and then ROL the
high byte, because you toant to shift bit 7
of the low byte into bit of the higher
byte. If you perform nine ROLs, you end
up with ike same value you started with.
After eight ASLs, you always get a zero
(binary 00000000).
The LSR and ROR instructions are
similar to ASL and ROL, except that they
move bits to the right. In the case of ROR,
the carry bit moves into position 7 and bit
moves into the carry flag. With LSR, a
zero ahvays moves into bit 7. LSR is the
same as dividing by 2, with the remainder
of or 1 left in the carry flag.
When you subtract, the SBC (SuB-
tract with Carry) instruction can operate
in two ways. If you're subtracting single-
byte quantities, you need to set the carry
(SEC) before using SBC. The calculation
20 — 5 should give you an answer of 15,
and it does if the carry is set. But if the
Carry is clear, the answer is 14, because
there's a borrow of 1. When you add, you
can have bits that carry to the next col-
umn; when you subtract, you can have
bits that are borrowed from the next col-
umn. For multiple-byte quantities, use
SEC before you subtract one low byte from
the other. After that, the carry takes care
7
6
5
4
3
2
1
e
BEFORE
Bioeiioi
AFTER ASL
leeiieiB
AFTER ROL
i|B|G|l|l|0|l X
of itself based on ivh ether a borrow is
necessary.
Plus/4 And 16 Graphics
Compatibility With The 128
I own a Commodore 16 and would like
to remind you that the 128 has many
commands that are the same as the 16.
In your April issue, you printed an arti-
cle "The Versatile CIRCLE." I haven't
tried the programs yet, but they look
like they would run on the 16.
Henry Hanecak
Good suggestion. We tried the CIRCLE
programs on a Commodore 16, and they
work fine if you make one change. At the
beginning of each program, the COLOR
command sets the hi-res colors. You'll
have to adjust t^ic values after COLOR for
the Plus/4 or 16.
As you've noted, tttost of the 128's
graphics commands work on the Plus/ 4
and 16, so articles about 128 graphics will
usually apply to these computers as well.
One problem you might encounter with a
Commodore 16 (but not with the Plus/ 4)
is that the hi-res screen uses 9K of memo-
ry, which doesn't leave much space for
BASIC progratns.
Scratching Comma Files
When I list the directories of several of
my disks, 1 find files whose names are
",", I have no idea how they got on the
disk and haven't been able to scratch
them. Is there any way to remove them
short of copying all the valid files to an-
other disk?
C. Robert Budd
Comma files are usually written by a pro-
gram that gives you the option of saving
some information to disk. If you press RE-
TURN at the input prompt without typing
a filename, the program adds ,S,W to the
non-exisient filename and then tries to
open a file called ,S,W. To prevent this
from happening, you should check the
length of filenames entered by the user
before opening a file. The length should be
at least one character.
You can't scratch a comma file di-
rectly because commas can function as
separators (for deleting more than one file
at the same time) in the scratch command.
But you can get rid of it by using the ques-
tion-mark wildcard. Try this:
OPEN 15,8,15; PRINT#I5,"S0;?":
CLOSEIS
This litie scratches all one-character
filenames, including the comma file. If
you have important one-letter files with
names like A or Z, rename them tetnporar-
lly before using the question-mark tech-
nique. After scratching the one-character
files, you can then rename the other files
back to their original one-letter names, a
16 COAfPUre/'s Gazmia August 1987
I I
'^/MMr/Mmm/i.
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» attached order card is missing, wrilft: COMPUTEI's Gazette i^O. Box 10955, Dos Moines, lA 5095
Commodore's 64 And 128:
Marvelous Music Machines
Selby Bateman, Associate Publisher
Five years after its introduction, the Commodore 64 can still
astonish the uninitiated with its music and sound effects. And
the Commodore 128, thanks to the same remarkable Sound In-
terface Device (SID) chip, carries on the tradition. At the same
time, rapid advances in electronic music and digital technology
are making the 64 and 128 even more versatile, powerful, and
entertaining music machines.
Music^and musicians — will ncvur
be the same again.
"The computer-music revolu-
tion is here," says Larry Ullman,
software products specialist for
RolandCorp US, a company that
develops and markets musical in-
struments and software for a wide
range of computers.
"This is just an absolutely
amazing opportunity to expose
people to the creativity of music
who might never otherwise have
experienced it," adds Al Hospers,
18 COMPUWs GBzelle August 1987
vice president of Dr. T's Music Soft-
ware, another software company
specializing in computer music.
"We're opening the ears and
eyes of musicians out there," says
Daniel Kantor, merchandising
manager for Wenger Corporation's
Music Learning Division, a compa-
ny heavily involved in music edu-
cation and software. "With this
technology, you're learning that
you can do whatever you want."
Echoing that enthusiasm are
musicians, music teachers, compos-
ers, and even nonmusidans, all of
whom are experiencing firsthand
one of the most fundamental
changes in the way music is heard,
played, and written.
Commodore 64 and 128 own-
ers will not find it surprising that
their computers have been among
those in the first wave of machines
to serve as digital creators and con-
trollers in this age of new music.
With the versatile three-voice SID
chip {see "Exploring the SID Chip"
elsewhere in this issue), the 64 has
been used as a musical playground
and serious tool for five years. Now
the 128, with twice the memory, is
also drawing its share of ovations.
MIDI Miracles
Even more important during the
same five-year period, however,
has been the birth and exhilarating
growth of MIDI — the Musical In-
strument Digital Interface that is al-
tering virtually every aspect of
music today.
"Anything you hear coming
out of a speaker today has been af-
fected in some way by digitization
and MIDI," says Ullman, "A Com-
modore 64, for example, through
MIDI can run up to 16 different
synthesizers."
Even at a time when such new-
generation computers as the Apple
Macintosh, Commodore Amiga, and
Atari ST are further extending the
boundaries of computer-controlled
music, the 64 and 128 still serve as
focal points for a great deal of inter-
est among musicians and begin-
ners. And there's a host of music
software packages and MIDI inter-
faces as well.
Those unfamiliar with MIDI
may at first have difficulty under-
standing just how important MIDI
has become to today's music. At its
simplest level, MIDI is a set of tech-
nical specifications for connecting
electronic musical instruments,
such as synthesizers, drum ma-
chines, digital keyboards, sequenc-
ers, reverb units, and —
importantly — computers. These
specifications mean that what mu-
sic you create on your synthesizer
or computer or drum machine can
be passed to, and understood by,
another instrument following the
MIDI standard. The MIDI specs
were adopted in 1982 by a core
group of influential instrument
makers who realized that the future
of electronic music would be a lot
brighter if they worked together
from the beginning to prepare a
compatible communications
standard.
The results of that agreement
have been far more successful in a
much shorter time than anyone
could have forseen thanks to the
amazing speed of change in digital
technology and computers.
What MIDI means to a Com-
modore 64 or 128 owner is that,
through a MIDI interface hooked to
it and by using the appropriate mu-
sic software, the computer can con-
trol up to 16 different MIDI-
equipped instruments at one time.
A MIDI interface fits into the Com-
modore's expansion slot and, at the
other end, plugs into whatever
MIDI instrument you want to send
to and receive from. There are MIDI
interfaces for the 64 and 128 rang-
ing in price and optional features
from about $75 to $200 available
from RolandCorp US, Dr. T's Music
Software, Sonus Corporation, and
Passport Designs.
The MIDI connection contains
a MIDI IN port for receiving digital
data and a MIDI OUT port for send-
ing data. MIDI THRU ports are
used to pass data along a line of
connected instruments. There are
16 separate MID! channels that can
be used, which gives you an idea of
the staggering number of variations
even the novice musician can create
and control. So widespread has
MIDI use become that virtually all
electronic musical instruments are
MIDI equipped, and the Atari ST
computer comes with a MIDI inter-
face already installed.
A Mountain Of Music
Over the past several years, soft-
ware developers have produced
music programs for virtually every
aspect of music creation, per-
formance, and practice. They range
from professional-level per-
formance and composition packages
to introductory and educational
programs for youngsters and adults.
There are many sources for this
information, but one of the most
complete and attractively packaged
music software guides is the Coda
catalog from Wenger Corporation's
Music Learning Division. The 1987
guide contains 160 pages of music
software information, including 40
pages on Commodore 64 and 128
programs alone. The book is illus-
trated and the listings are well
annotated.
COMPurei's Gazelle August 1987 19
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A MIDI sequencer program can offer sophisticated music composing, editing,
sequencing, and other features that let the 64 and 128 work tvith a variety of
digital electronic music instruments.
There are basically three broad
categories of music software, al-
though many programs fall into
two and sometimes all three of
these divisions. First, there are the
professional-level MIDI sequenc-
ers, editors, music libraries, proces-
sors, and recording studios which
are transforming the ways profes-
sional musicians and talented ama-
teurs approach both composing
and playing.
For example. Dr. T's Music
Software, Passport Designs, and
Sonus Corporation all offer a vari-
ety of sophisticated MIDI packages
for the 64 and 128. Dr. T's C128
Keyboard Controlled Sequencer (KCS)
is an enhanced version of the com-
pany's popular KCS for the 64.
Sonus offers its Super Sequencer in
64 and 128 versions. And Passport
has, among other programs, the
MJD//4 Plus and MlDI/8 Phis re-
cording systems for the 64 and 128.
Other 64 and 128 MIDI products in-
clude Roland's MUSE 8-track re-
cording system and Firebird
Licensees' Advanced Music System.
"MIDI is where things are hap-
pening in music these days," says
Roland's Ullman. "The MIDI inter-
face allows musicians to tap the ca-
pabilities of any MIDl-equipped
synthesizer, from instruments cost-
ing a few hundred dollars all the
way to top-of-the-line digital sam-
pling keyboards that cost thou-
sands of dollars,
"With a computer, the right
software, and MIDI, the composer
can run through his compositions
before committing them to paper,
much less hiring musicians and
concert halls," he says. "If you
don't like the way something ivorks
out, change it on the computer key-
board and try it a different way. The
computer lets the composer reor-
chestrate at will. In some ways, the
computer is the greatest musical in-
vention since the clavier keyboard
itself."
Musical Playgrounds
A second major division of music
software available today is what
might be called creativity and en-
tertainment programs aimed at
making the computer a musical
playground. For the 64 and 128,
there are literally dozens of exam-
ples of this type of software, rang-
ing from simple programs that use
the SID chip to play back songs all
the way to pro'fessional-level con-
struction set programs that can he
used by beginners and experienced
musicians alike.
There are a broad range of
companies that have made 64 and
128 music programs of this type
available, including Activision's
Music Studio, Broderbund's The
For more information, contact:
Activision
2350 Bayskore Frontage Rd.
Momilain View, CA 94043
Alfred Publishing
15335 Morrismi St., Suite 235
Sherman Oaks, CA 9141i
AlgO'Rhythm Software
176 IvJineola Blvd.
Mitieata, ,W 1150]
B red er bund
17 Paul Dr.
San Rafael, CA 94903
Dr. T's Music Software
66 Louise Ril,
Cheslmit Hill, MA 02167
Electronic Arts
1820 Galemay Dr.
San Mateo, CA 94i04
Electronic Courseu'iire Systems
303 Windsor Rd.
Champaign, IL 61S20
Firebird Licensees
P.O. Bm 49
Ramsi-y, Nj 07446
Mindscape
i444 Dundee Rd.
Norlhbrook, IL 60062
Passport Designs
625 Miramonles SI., Suite 103
Half Mann Bay, CA 94019
RolandCorp US
7100 Dominion Circle
Los Angeles, CA 30040
Sonus
21430 Strathern St., Suite H
Canada Park, CA 91304
Wenj^er
Music Learning Division
1401 East 79lh St.
Bloomington, MN 55420-1590
Music Shop, Electronic Arts' Music
Construction Set, Mindscape's Bank
Street MusicWriter, and many more.
These music programs let the
beginner experiment in an onscreen
environment that's not as intimi-
dating as the more advanced MIDI
programs, but also offer a long list
of additional features that can be
used by the more experienced mu-
sician, and by beginners as their
abilities grow. There are usually
preprogrammed musical pieces that
come with the programs, an easy-
to-use menu system with recogniz-
able icons and other symbols, and
an interactive approach that lets the
user hear and see in realtime what's
being composed.
One of the most innovative
and interesting of the music creativ-
ity programs for the 64 continues to
be Cautus, a program from Algo-
Rhythm Software that actually
£0
COMPUTEfs Gazette August 1987
composes its own three- voice musi-
cal improvisations after you decide
the elements of tempo, tone, har-
mony, and other ingredients you
want. The program was created
several years ago by Michael Ries-
man, keyboardist and conductor for
the acclaimed Philip Glass Ensem-
ble {whose recordings include Songs
from Liquid Days and the sound-
track from Ko}/aanisqatsi), and
there's still nothing quite like it.
Although a beginner can have a lot
of fun with this, experienced musi-
cians have found it fascinating as
well.
Classroom Composers
One of the most promising and fast-
est growing areas of music software
is in education. Thousands of music
educators have been discovering
that computers can not only unleash
the creativity of their students, but
the right software can make music
instruction less intimidating to be-
ginners and can offer very specific
practice environments on virtually
every aspect of instruction.
Just how extensively comput-
ers and software are used in music
instruction depends on individual
music departments and how excit-
ed the teachers are about the new
technology, says Daniel Kan tor of
Wenger's Music Learning Division.
"If the music teacher isn't using
the technology, then computers are
not a part [of the instruction], even if
the school itself has lots of comput-
ers," he says. "Computers are open-
ing up worlds of composition and
experimentation to students who
either don't have keyboard skills or
are too young to have them. And
they're allov^^ng students at the ear-
ly stages to think globally when it
comes to composition."
New music packages aimed at
the schools are emerging almost
every day, with topics such as mu-
sic theory, instrument fingering ex-
ercises, music appreciation,
composing fundamentals, play-
along exercises, ear training, music
terminology, sight reading, instru-
ment tuning, keyboard fundamen-
tals, and many others.
"Almost unconditionally, the
most popular type of program is
that which lets you print your mu-
sic," says Kantor. "A student
shouldn't have to know how to no-
tate music before he or she begins
experimenting with sound. With
the technology available, they can
input examples themselves, or have
the computer generate random ex-
amples, and then have the com-
puter print out those examples."
Virtually all of the instructional
music software developed over the
past several years is available in
versions for the Commodore 64
and 128. For example, Wenger of-
fers a series of wind instrument fin-
gering programs for almost every
instrument: flute, oboe, bassoon,
clarinet, saxophone, trumpet,
French horn, trombone, tuba, and
others. Other music software dis-
tributors such as Alfred Publishing
and Electronic Courseware Systems
also have 64 and 128 products on
dozens of different subjects.
A Symphony Of Waves
Despite the recent proliferation of
music software, everyone agrees
that the marriage between comput-
ers and music has just begun.
"As artificial intelligence finds
its way into music, we'll be getting
programs that know something
about musical style, and can recog-
nize it," says Roland's Ullman. "So
that, if you load a jazz composition,
the machine will display and print
your music in jazz notation.
"There's nothing, really, that
can't be done in the way of control-
lers, cither," he adds. "Once we
have controllers for all instruments,
there's no reason why we can't in-
vent controllers for things that have
never really been part of music
before— a symphony for ocean
waves beating against rocks, for
example."
Al Hospers at Dr. T's concurs:
"There's going to be software for
more and more powerful comput-
ers. Some of the thinking will be
done for you, as the software learns
your style, learns your way of
working and thinking about music,
and adapts itself to that."
As more powerful computers
and more sophisticated music soft-
ware are developed, the boundaries
of the possible will be extended in
remarkable ways. But, for the for-
seeable future, the versatility and
low cost of the Commodore 64 and
128 will continue to make them
among the most popular of digital
music machines. w
BACKUP PBOTECTED
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• Copies even protected disks in
under 2 minutes (single drive).
• Copies even protected disks in
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• Maximum of four disk swaps on a
single drive.
• Includes fast loader, 12-second
format.
Requires a Commodore 64 or 128
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Call 503/244-5782, M-F, 8-5
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Exploring The SID Chip
Philip I. Nelson, Assistant Editor
Ever since 1982, when the Commodore 64 arrived on the scene,
the SID (Sound Interface Device) chip has been making waves.
Also found in the Commodore 128, the SID chip allows you to
create' sophisticated, three-part music and sound effects. This
versatile chip revolutionized microcomputer music when it first
appeared, and now, some five years after its introduction, it
still is one of the best sound makers in any personal computer.
Here's a close-up look at the fascinating world of sound in the
64 and 128. A demonstration program listing is included.
This article outlines the capabilities
of the SID chip and provides a short
program that shows off some of its
flashier features. The program
works on the Commodore 128 and
the 64. Both of these computers use
the same SID chip, but the 128's
BASIC 7.0 offers several sound-
related commands that are not
available in the 64's BASIC 2.0. The
BASIC 7.0 commands add some
other capabilities^and have cer-
tain limitations — that are not inher-
ent to the chip itself. If you control
the chip directly with POKEs, you
can use the same techniques on
either machine; we'll look at basic
features of the SID chip that are
common to both computers. You
can find more information in your
user's manual and in the many
books available for programming
the 128 and 64.
Three Voices
The SID chip contains three sepa-
rate tone generators, usually called
voices. Each voice can create its own
sound, completely independent of
what the other voices are doing.
Thus, to make a simple beep, for in-
stance, you might cause voice 1 to
beep and leave the other two voices
silent. To emulate a bagpipe, you
22 COMPUTErs Gazette August 1987
might play the melody with voice 1
and use voice 2 to drone in the
background. Complex sound ef-
fects or multipart music can use all
three voices at once. It's a bit like
having a three-voice choir under
your personal direction. Depending
on what you dictate, the singers can
sing alone, in harmony, or in any
other combination.
Most human voices are limited
to a single range (tenor, soprano,
and so on), but a SID voice can
change its character just by switch-
ing to a different waveform. In this
way, the 64 can emulate many dif-
ferent natural sounds and create
others which don't exist in nature.
The SID chip makes available
four different waveforms: triangle,
sawtooth, pulse, and noise. The fig-
ure illustrates the four SID chip
waveforms, all of which are com-
mon in electronic music.
Each waveform has its own,
distinctive character. The triangle
wave creates a soft, flutelike tone.
The sawtooth wave is louder and
somewhat buzzy in comparison to
the triangle. The shape of the noise
wave is random (or nearly so), cre-
ating rushing and hissing tones that
are useful for sound effects. The
pulse wave creates a clear tone, like
the triangle and sawtooth; by
changing the width of its wave, you
can make the pulse sound rich and
full, or thin and reedy. A better
name for the pulse wave might be
rectangular wave, since its shape is
always a rectangle of one sort or an-
other. Another, somewhat less ac-
curate name for this waveform is
square ivave. A square wave is sim-
ply a symmetrical pulse wave.
Each SID voice can use any of
the four waveforms. For example,
you might choose a triangle wave
for voice 1, a sawtooth wave for
voice 2, and a pulse wave for voice
3. In other cases, you might set all
three voices to a triangle, and so
forth. Except for some special ef-
fects {see below), the waveform set-
ting for one voice has no effect on
what other voices produce.
Envelopes
The envelope defines the shape of a
sound over the course of its life,
from beginning to end. To illus-
trate, consider the difference be-
tween two sounds; the sharp tap of
a drumstick on a wood block, and a
soft note on a cello. The wood block
sound begins sharply and fades al-
most instantly, while the cello tone
begins and ends more gradually,
perhaps taking a second or two to
fade completely into silence. The
envelope of each instrument deter-
mines the character of a sound as
well as how long it lasts. If the cello
had the sharp, percussive envelope
of a wood block, its notes would
sound very different, indeed.
For the SID chip, as in conven-
tional electronic music, a sound en-
velope is broken into four phases:
attack, decay, sustain, and release.
Triangle
Saw tool K
Pulse
Noise
The acronym ADSR represents
these phases and often is used to
mean an envelope generally.
The ADSR settings for a given
sound describe a set of relations be-
tween volume (loudness) and time.
The attack setting describes how
rapidly a sound rises in loudness
from silence to its peak volume. The
attack for the wood block, for in-
stance, would be very rapid, almost
instantaneous, while the attack for a
cello would be more gradual.
The decay setting describes
how rapidly a sound fades in loud-
ness from its peak volume to the
volume at which it will be held, or
sustained. This setting is most sig-
nificant, of course, for sounds that
will be sustained for an appreciable
length of time, A sound like the
click of two colliding billiard balls
fades so quickly that it has, for prac-
tical purposes, no decay or sustain.
A sustained trumpet note, on the
other hand, lasts long enough so
that decay is important.
The sustain setting describes
how loud a sound will be during the
period in which it is held at a con-
stant volume. Not all sounds are
sustained, of course. It's important
to note that sustain is a volume set-
ting, not a duration setting. Sustain
controls the loudness of a sound
while it is being held, not the length
of time it is held. The sustain phase
of the envelope ends when you wfi-
gate the voice, as explained below.
The release setting describes
how quickly the sound fades from
its sustained volume to silence. If
you strum loudly on a guitar, or
play a piano chord while pressing
the piano's right pedal, those in-
struments create tones with a long
release phase. The notes fade grad-
ually as the strings of the instru-
ment lose more and more energy.
The release phase of an automobile
horn, on the other hand, is very
brief or nonexistent; the sound
fades almost instantly when you re-
lease the horn.
You can create many simple
sounds with the SID chip by using
only attack and decay, ignoring
sustain and release. For instance, if
you set attack at 0, decay some-
where in the range of 8 to 13, sus-
tain at 0, and release at 0, the sound
begins immediately and fades natu-
rally within a short time period —
ideal for simple music and arcade-
style sound effects. With an attack
of 0, the sound begins instantly,
with no perceivable delay, and the
decay value determines how fast it
fades in volume. If sustain is set at
0, the sound is not sustained at all:
The sound decays all the way to
zero volume, silencing the voice
without further intervention on
your part. Before making another
sound with this voice, however,
you must ungate the voice.
Gates
Closely tied to a sound's envelope
is the concept of gating, or turning a
voice on. Garing begins the ADSR
cycle, which makes a voice produce
a sound.
To gate a voice, you set the low
bit of the voice's waveform control
register to 1, To ungate the voice,
you set the same bit to 0. For in-
stance, the statement POKE
54276,17 both selects the triangle
wave for voice 1 and gates the voice,
causing it to begin its ADSR cycle.
The statement POKE 54276, 16 un-
gates the voice. The other two voices
are controlled with similar POKEs.
If you choose a nonzero sus-
tain setting, the sound will be audi-
ble after its decay phase is
complete. Once the voice enters its
COMPUTE! s Gazene August 1987 23
sustain phase, it remains at the spec-
ified volume indefinitely until you
ungate it. At that point, the sound
enters the release phase, fading into
silence at the rate specified.
If you need to specify all four
ADSR parameters, ungating the
voice is as important as gating it, al-
though, as explained above, you
can sometimes simplify the process
by leaving sustain and release at 0.
Volume
The SID chip's volume control is
one of its most basic features. To
make any sound at all, you must set
the volume to some nonzero value.
If this isn't done, it doesn't matter
what else you do with the chip — no
sounds will be audible. There are
16 volume settings, ranging from
(silence) to 15 (loudest).
filters
The volume control register, loca-
tion 54296, also serves as a type se-
lector for the SID chip filters. By
setting the appropriate bits in this
register, you can turn on a band-
pass, high-pass, or low-pass filter.
The SID filters are subtractive,
meaning that they suppress, or at-
tenuate, a portion of the frequency
range for a particular sound.
You can route any of the three
SID voices through the filter. For
instance, you might filter voices 2
and 3, leaving voice 1 unfiltercd.
However, all fUtered voices are af-
fected in the same way; you can't
select a band-pass filter for voice 1,
for example, and a low-pass filter
for voice 2.
A low-pass filter suppresses
high-frequency tones in a sound,
"passing through" low-frequency
tones. A high-pass filter works in
the opposite way, passing through
high frequencies and suppressing
low ones. A band-pass filter passes
through only those tones within a
narrow, specified frequency range,
suppressing tones above and below
it. You can use more than one kind
of filter at a time. If you combine
high-pass and low-pass filters, for
instance, you get a band reject filter,
which suppresses tones only within
a specified range.
When you're using a filter, it's
necessary to set the cutoff frequen-
cy, controlling the point in the fre-
quency range at which the filter
takes effect. For instance, if you se-
24 COMPUTEls Gazotto August 1987
lect a low-pass filter and set the cut-
off frequency at the middle of the
64's frequency range, then tones
below the middle of the range pass
through unaltered, while those
above the cutoff spot are sup-
pre.ssed. You can also specify the
resonance, or peaking effect, of the
filter. A high-resonance setting
makes the filter more powerful,
while low resonance tones it down.
Filtering may sound complex,
but it's the key to emulating the
complexity of natural sounds. Un-
fortunately, because faulty formu-
las were used in designing the SID
chip filter, you cannot assume that
filtering will sound the same on ev-
ery Commodore 64 or 128, Filtering
always has some effect, but it will
be more pronounced on some ma-
chines than on others.
Synchronization And
Ring Modulation
The SID chip includes several spe-
cial features that would be difficult
or impossible to achieve if they
were not supported in hardware.
These include ring modulation,
synchronization, envelope follow-
ing, and number generation.
Ring modulation and synchro-
nization work in similar ways; both
effects u.se the frequency setting of
one voice to modulate, or change,
the output of a second voice. The
modulation relationships between
voices are fixed. Voice 1 can modu-
late voice 2's output, voice 2 can
modulate voice 3, and voice 3 can
modulate voice 1.
Synchronization is the simpler
of these two effects. It mixes the fre-
quencies of two voices together, cre-
ating harmonic overtones which are
not present if the two voices are not
synchronized. (The name for this ef-
fect is somewhat misleading. The
word synchronization means a mov-
ing together, or in step. This does
not mean, however, that the sounds
for the two synchronized voices be-
gin and end together. It is the fre-
quencies of the two voices which are
combined, not their envelopes.)
Ring modulafion sums (com-
bines) the two voices' frequencies,
but suppresses the basic tones and
accentuates the harmonic over-
tones which result from the sum-
ming. This feature creates strange,
hollow sounds that can resemble
the ringing of bells.
Number Factory
Envelope following and number
generarion both use voice 3 in a
special way — as a "number fac-
tory" for special effects rather than
as a sound maker in its own right.
Location 54299 can generate
different series of numbers in the
range 0-255. The type of number
series is controlled by the wave-
form chosen for voice 3, and the
rate of change depends on voice 3's
frequency. When voice 3 is set to a
noise wave, this register generates
random numbers which are very
useful in game programming. The
other waveforms generate repefi
five output in the range 0-255 that
is useful for vibrato, tremolo, and
other cyclical effects. For example,
when the triangle wave is selected,
the output sweeps up and down be-
tween and 255, at a rate deter-
mined by voice 3's frequency.
Location 54300 also generates
numbers in the range 0-255, but its
output mirrors the changing form
of voice 3's ADSR envelope. By
reading this location while voice 3's
ADSR cycle is in progress, you can
use the envelope output to modu-
late the output of another voice.
The term envelope following refers
to the fact that you follow, or track,
the envelope of one voice, using it
to change another voice. Because
these values change very rapidly,
envelope following is practical only
from machine language.
The example technique uses
envelope following to make the fil-
ter's cutoff frequency, as well as
voice 3's frequency, follow the en-
velope of voice 3. Of course, you
can use the envelope output for any
purpose you like.
Example Program
The sample program for the Com-
modore 64 creates a highly complex
sound effect with the aid of a short
machine language routine which it
POKEs into memory. Since its pur-
pose is to show off the SID chip, the
sound takes advantage of several
special SID features, including ring
modulation, filtering, and envelope
following. Not every sound needs
to be this complex, of course. But in
sound, as in other area.s, you'll find
that the time spent teaming pro-
gramming details is usually we!!
rewarded.
See program listings on page 84. m
Challenge a friend or the computer to a battle of wits in this
puzzle game for the 64. It's easy to play, but not so easy to win.
"Give 'N' Take" is a strategy game
played on a jigsaw-puzzle board.
The board is empty at first, but it
quickly fills in as you and your op-
ponent place your pieces. The game
sounds simple — and it is — -but
there's a twist. When you put a
piece down, all adjacent pieces turn
to your color. This is beneficial to
you in the variation called Take, but
very hazardous indeed in Give.
You can play Give 'N' Take
against either the computer or an-
other player. In Give, try to end the
game with fewer points than your
opponent. In Take, try to finish
with more.
Typing Jt In
Give 'N' Take is written in BASIC.
Since it requires accurate entry,
type it in with the aid of the "Auto-
matic Proofreader" located else-
Vi^here in this issue. When you've
finished entering the program, save
it to disk or tape.
Before you can load and run
Give 'N' Take, you must modify the
computer's memory configuration.
From immediate mode, enter this
line;
POKE 43,l:POKE 44,64:POKE 16384,0
Then load and run the program.
If you own a disk drive, you
may want to type in Program 2 and
save it to disk. This program will
perform the above POKEs for you
and then automatically load and
run Give 'N' Take. For the boot pro-
gram to work, both programs must
be on the same disk, and Program 1
must be saved with the name GIVE
'N' TAKE.
\ nmm
:>^0].#W^P,
Two players place their pieces on the
board in "Give 'N' Take," a unique
strategic game.
Game Play
The first step in Give 'N' Take is to
choose which variation to play: Give
or Take, In Give, you try to force
your opponent to capture pieces. In
Take, you try to capture pieces.
Next, choose your opponent.
You may play against a friend or
against the computer. If you play
against a friend, choose whether
you want to use one joystick or two.
If you use one joystick, plug it into
port 2.
If you play against the com-
puter, you must choose who should
go first. Plug your joystick into port
2,
Give 'N' Take contains 70
puzzle-like pieces. These pieces are
randomly divided at the beginning
of the game — 35 per contestant.
Each of 18 unique shapes are dis-
played on both sides of the board —
player 1 (green) on the left; player 2
(blue) on the right. Under each
piece is a number which shows
how many of that particular piece
the player has.
Players alternate placing their
pieces on the board. Unoccupied
slots are gray. Move the game cur-
.sor (a white dot) to any region by
moving the joystick left or right.
When the cursor is on the slot
where you want to move, press the
fire button to place your piece. All
occupied regions that share a bor-
der with the freshly taken space
will change to your color. A run-
ning score is displayed at the top of
the screen (each piece of your color
is worth one point).
An attempt at an illegal move
(such as trying to put a piece down
on an occupied region, or trying to
play a piece that you don't have)
will sound a buzzer.
When all pieces have been
played, the computer announces
the winner. Press the fire button to
play again.
See program listings on page 81. •
COMPUTEfs Gaiette August 1987 25
Georg and Paul Zimmer
This addictive two-player combat game for the Commodore 64
combines high-speed graphics action with board-game strategy.
A disk drive is required.
In the near future, two platoons of
disrupter-equipped men battle for
control of the last remaining natural
forest. Since the game begins with
neither side at an advantage, the
player with the best strategy and
the surest reflexes will win "Front
Une."
Typing It In
Front Line is written in both BASIC
and machine language. Program 1
adjusts the memory configuration
of the 64 and loads the main BASIC
program and the machine language
program. Type it in and save it to
disk. Since it tries to load Program 2
from disk, do not attempt to run it
at this point.
Program 2 is the main BASIC
program. Type it in and save it on
the same disk that you saved Pro-
gram 1. You must save Program 2
with the name FRONT LINE.BAS
because that's the name Program 1
looks for. Since the bottom-of-
26 COMPUTEfs Gazette August 1987
BASIC pointer must be adjusted
before this program is loaded. Pro-
gram 2 should be loaded and run
only by Program 1.
Program 3 is the machine lan-
guage portion of Front Line. Enter it
using the "MLX" machine lan-
guage entry - program found else-
where in this issue. When you run
MLX, you'll be asked for the start-
ing and ending addresses for the
data you'll be entering. In this case,
use the following values:
starting address: COOO
Ending address: C3BF
Be sure to save a copy of the
program with the name FRONT
LINE.ML before leaving MLX. (You
must use the name FRONT LINE
.ML because that's the name Pro-
gram 2 looks for on the disk.)
Beginning The Battle
To begin play, plug in two joysticks
and then load and run Program 1.
After the title screen is displayed.
kit
Two armies battle for a forest in the
futuristic "Front Line."
In the game's action scenario, two men
battle to the death for a strategically
placed hilltop. Since each soldier has bis
own unique capabilities, every battle is
different.
ti^i deis^aMKw
Cadpak
Super Pascal
Youf complete system for developing
applications in Pascal. A complete Implemen-
tation of standard Pascal (Jensen and
Wirtii). C-64 version has a high-speed DOS
(3X) for quick and efficient use. The
exlensive editor (source induded) contains
added foa lures; append, search and
replace, tnctudos assembler fof any of your
Design pictures arid graphics quickly and
precisely. Unlike other drawing programs,
you can produce exact scaled output on
your printer. Design in the units o( your
drawing problem (feet, miles, motors, etc)
and send hardcopy to most printers. Uses
either the keyboard, lighlpen or 1 351 mouse.
Two separate work screens — transfer
artwork from one screen to the other. Place
text in four sizes anywhere in the
picture — three extra (onts included: Old
English, 3-D and Tech. "Try Again" allows
you to undo mistakes. Draw solid or dashed
lines, circles, ellipses at any angle, rays and
boxes. Design fill patterns, fonts and
objects. Cadpak is the full-featured design
and graphics package for your computer,
for C-64 $39,95 for C-12B $59.95
BASIC Compiler
Now anyone can speed up their BASIC
programs by 3 to 35 times! Bask;-64 and
Bask:-128 easily convert your programs into
fast machine language or speedcode (takes
up less space yet protects your programs
from prying eyes) or a mixture of both. You
can even compile programs written with
extentions — Simon's Bask;, VICTREE,
BASIC 4.0, VideoBasK and others. When
the compiler finds an error, it just doesn't
stop, txjt continues to find any other errors
as well. Supports overiays and has many
other options. 128 version worte in FAST
mode and allows you to use ail 128K of
memory. If your program walks or crawls,
give it the speed to RUN.'
for C-64 $39.95 for C-128 $59.95
machine code' requirements. Used in
hundreds of schools to leach programming
and also used for serious development
projects. But it can be used for more than
just learning Pascal, use it for serious
programming. Wilh complete graphic library
(source included) in machine language for
super-fast execution. Want to learn Pascal
or develop software using the best tool?
Super Pflsca/ls your first choice,
for C-64 $59.95 (or C-128 $59.95
"^..iviry thing a good compiler should
be. ..easy to use. ..efficient. ..offers a socd
range of opiionai features,. .exalteni
doc:imtrUaiiCn „.ijTdiptf/U( vtf ."
Tom Benford. CommodorQ Magazine
Give your
BASIC programs
a boost!
. . . and SUPER BOOKS!
GEOS
GEOS
Antti^myoftfi»C-44
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BASIC 7.0
IMTERNALS
Abac^jSv^--'^ I^Cl
Ot3 J3 O
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g
o ^ o
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"^ to
° K .-5 u. <0
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Q-S '
C-r2$ BASIC? JO Ailrmab
Gbl aJJ Ihg insida inlo on
BASIC 7.0. This Mhauslive
handbooK is ccrTp]el4 wilh
luiiy ccnnm*nte<J BASIC 7.0
ROM lEIxig^ U4.aS
[ O- O 0)
■3 "7 c
you'll see the game's strategy
board. This is an overhead map of
the forest. The game begins with
the Red Fighters lined up on the
west side (left side of the screen)
and the Blue Fighters lined up on
the east.
Among the trees are three
Control Mounds. These are strate-
gic vantage points, hills from which
the entire forest can be seen. If a
player takes all three of these
mounds, the game ends with that
player declared the victor.
The Red Fighters make the first
move. During this turn, you can
move only one fighter. Use the joy-
stick to position the cursor over the
fighter you wish to move. Press the
fire button to select the fighter. The
cursor disappears, and you can now
move the fighter freely within his
range. Press the fire button again
once you have chosen his destina-
tion.
When a fighter is selected, cru-
cial information is displayed on a
status line at the top of the screen,
including his range, speed, type of
weapon, and strength. It's impor-
tant to consider the differences be-
tween the various fighters when
choosing an opponent with which
to do battle. After a while, you'll
learn to idendfy the types of fight-
ers by their body shapes.
The Mechanics Of Movement
The rules of movement are easy to
learn: Once a fighter has been se-
lected to move, he must be moved.
A fighter cannot be placed on a tree
or onto another fighter from the
same team. In order to occupy a
Control Mound, the fighter must be
placed directly above the top of the
hill.
When a player places his fight-
er directly on top of an opponent's
fighter, hand-to-hand combat takes
place. The two fighters enter an ob-
stacle-filled arena {a new screen ap-
pears) and fight to the death. This
part of the game calls for quick re-
flexes. Still, there is strategy needed
even in this facet of the game. Dif-
ferent abilities and different weap-
ons call for different tactics,
The game ends when all the
fighters from one team have been
destroyed or when one player takes
all three Control Mounds.
See program listings on page 88. o
28 COMPUTE!' s Gazelle August 1967
User Group
Update
This list includes updated entries to our annual "Guide to Commodore
User Groups," which last appeared in the May and June 1987 issues.
When writing to a user group for information, please remember to en-
close a self-addressed envelope with postage that is appropriate for the
country to which you're writing.
Send typed additions, corrections, and deletions for this list to:
COMPUTE! Publications
P.O. Box 5406
Greensboro, NC 27403
Attn: Commodore User Groups
New Listings
CALirORNIA
Club-64 (San Bernardino), P.O. Box 514, Palton,
CA 92369
Lake County Computet Users, Commodore SIG,
P.O. IJoK :iS,5, Cltwliike, CA 95422
ILLINOIS
Computers West, P.D. Box 3357, Glen Ellyn IL
6013K
Gateway Computer Club, P.O. Box IB 39, Fair-
view Heights, H. 62208
LOUISIANA
Commodore Users Croup of SlidcU (CUCS), 1 1 1
M.irche Ulvd., Sliddl, LA 7045 fi
MARYLAND
Gaithersburj; C-64 Users Group,- P.O Box 2033,
Gailhersburj!, MD 20379
MICHIGAN
Fellowship of Commodore Users and Supporters
(FOCUSJ, 3897 Snow Rd., Berrien Springs, MI
49103
MISSOURI
East Central Missouri Commodore Users, RO,
Box 21, New Haven, MO 63068
NORTH CAROLINA
Western Carolina Commodore Beginner User's
Group (WCCBUG), RL. 2, Box 826, Forest City,
NC 28043
OKLAHOMA
Univisions Users Group, 124 W. Frank St.,
Norman, OK 73069
1'KNNSYLVA.NIA
Sub -64 Users Group, P.O. Box 54208, PliibdH-
phia, PA 19105
TENNESSEE
Memphis-East Commodore Organization
(MECO), 68 70 Sauleme Cove, Memptiis, TN
38115
International Association of Commodore User
Groups (lACUG), PO. Box 890407, Houston,
TX 772«9-l)407
VIRGINIA
South side Vir^nia Commodore Users Group,
315 Lake view Ave., Colonial Heights, VA 23834
Outside the U.S.
BRAZIL
Associacao de Usuarios de Micro-computadores
I'essoais, Pedro Faub Koclia, eslr. da Canoa
401, 22600 Rio de lanciro, Bras^il
CANADA
AJ's User Group, 20 Davenport Ctes., Ont., Canada
L6T 3L6
Commodore Contepfs Users Group (CCUG>, Box
783, Steinbach, Manitoba, KOA 2A0
MFXICO
Commodore Users Club, Calle Plata 3307, Puebla,
Pue., Mexico 72090 «
COMPUTEJ's GAZETTE
TOLL FREE
Subscription Order Line
1-800-247-5470
In lA t -800-532-1 272
Bounty Hunter
Dan Aven
. '^A^*^
Here's an educational game for the 64 that's so enjoyable you
may not even notice that you're learning US geography.
A crook is loose, and you're deter-
mined to collect the bounty. It won't
be an easy job — you'll have to know
your way around the country to find
him. And when you finally track
him down, you'll have to bring him
back home to collect the reward. Ru-
mor has it that his big brother is
loose, and he probably won't be
happy to hear that you've appre-
hended his baby brother.
"Bounty Hunter" is a game
that requires knowledge of US ge-
ography. Don't worry if you're a lit-
tle rusty, though- — pressing the
space bar will give you a clue.
Eventually, when you've learned
your way around, you won't need
the clues as often.
Bounty Hunter has so many
variations that you may never tire
of the game.
Typing It In
Bounty Hunter is written in BASIC.
It requires accurate typing, so be
w
Pi
1?
t
:.i'
7§mM
t*- ■;
w
H-'ii
„,,..■.
1'
^:
s
f
1
^
li
The Bounty Hunter has just crossed
over into the western half of the US to
catch the crook (in Idaho) and bring him
home.
sure to use the "Automatic Proof-
reader" program found elsewhere
in this issue. Pay special attention
to lines 380-620 and 710-950,
which draw the maps used in the
game. Refer to the "How to Type In
COMPUTEi's Gazette Programs"
article elsewhere in this issue if you
have trouble understanding the
representations of any of the graph-
ics characters. When you've fin-
ished typing, be sure to save the
program to tape or disk.
When you're ready to play,
load the program and type RUN.
You'll be asked to choose between
Bounty Hunter and Countdown. In
Bounty Hunter, you chase a crook
across the country. In Countdown,
you try to visit as many states as
possible in the time selected {1-5
minutes.) It's a good way to warm
up for Bounty Hunter.
After selecting a game to play,
you'll be asked to choose between
several variations. First, choose be-
tween States and Capitals. If you se-
lect States, you'll move by typing in
the name of a state which has a
common border with the state you
are in. If you choose Capitals, you'll
travel by typing in the names of
capitals instead of the states they
are in.
Next, choose between visible
and invisible. Choose invisible only
if you're an expert — -you won't be
able to see the map.
Finally, choose a skill level.
Level 1 is the easiest and 3 is the
most difficult,
COMPUTEI'S Gazette August 1987 29
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BUIIT
Now Get Inside Your Commodore with
COMPUTE'S Gazette Disk.
Now there's a way to get all the exciting, fun-fil!ed programs of
COMPUTEl's CazeWe— already on disk— with COMPUTEVs
Gazette Disk.
Subscribe today, and month after month you'll get a new, fully-
tested 5'/4-incti floppy disk guaranteed to mn on your Commodore
64 or Commodore 128 personal computer.
COMPUTBl's Gazette Disk brings you all the latest, most
challenging, most fascinating programs published in the
corresponding issue of COMPUTEVs Gazette. So instead of
spending hours typing in each program, now all you do is insert
the disk.. .and your programs load in seconds.
RESULT: You have hours more time to enjoy all those great pro-
grams which appear in COMPUTEVs fiazeffe— programs like
Disk Editor, Face-Off, Turbo Copy, Arcade Baseball, Sound
Designer, SpeedScript, and hundreds of others.
So don't waste another moment. Subscribe today to COMPUTEVs
Gazette Disk at this money-saving price. Take a full year's
subscription for just $69.95. You save 55 percent off the single
issue price. Subscribe for two years and save even more! Return
the enclosed card.
Call toll-free 1-800-247-5470 now.
Individual issues of the Disk are available for $12.95 (plus $2.00 shipping
and handling) by calling 1-800-346-6767 (in NY 1-212-887-8525).
The Hunt
If you choose the Bounty Hunter
game, you'll be told the name of the
state where the crook may be
found. He probably won't be there
for long, though, since he knows
you're after him. The state in which
you begin the game is the state that
wants to bring the crook to justice.
Be sure to remember this home
state. You'll need to bring the crook
back here when you catch him.
Don't rest a moment when
you've caught the crook; his broth-
er will be hot on your heels. Get the
crook back home to claim your
reward.
The map of the United States is
divided into two halves: the East
and the West, Five central states are
on both maps {Minnesota, Iowa,
Missouri, Arkansas, and Louisiana.)
If you are in one of these states,
pressing the cursor-right key will
display the other map. If you are in
any other state, this key will have
no effect.
If you misspell the name of a
state or capital, you'll see the mes-
sage TRY AGAIN. If you enter the
name of a state or capital which
does not share a border with the
state you are currently in, you'll get
the message NOT A NEIGHBOR.
Desperate Measures
If you're really stuck, press the
space bar. You'll see the name of
one of the neighbors of the state
you are in. If that state or capital
would take you in the wrong direc-
tion, press the space bar again for
another choice. Keep pressing until
you've found the state or capital
that you want. Type the name in
when you've found it.
If you catch the crook, but for-
get where you're supposed to take
him, press the RETURN key. You'll
see the name of the state or its
capital.
A $10,000 reward is offered for
bringing the crook to justice, but this
amount is reduced by $100 each
time the crook moves from one state
to another. The crook moves very
rapidly at the higher difficulty lev-
els, so it's possible that the bounty
amount will become negative.
Sec prograri! listing on page 78. (Qf
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9»
Recreational Computing In
Wabash Valley Hospital
Fred D'Ignazio
Associate Editor
COMPUTE! and COMPUTEt's Gazette
are proud to be the leading maga-
zines in "home, educational, and
recreadonal computing." I used to
think that recreational computing
belonged in the home and the class-
room. Now I've learned that it also
has a place in the hospital.
In Wabash Valley Hospital in
West Lafayette, Indiana, Don Wood
and his colleagues are pioneers in
the new field of recreational thera-
py, and they use Commodore com-
puters — a 64 and a 128 — in their
work. Their clients are kids ranging
in age from 7 to 16. The kids are
mentally ill, learning disabled, or
have a variety of problems. Many
of the children Don works with are
in the hospital because they are
substance abusers.
Three years ago Don and his
associates at Wabash got a grant
from the Ray Foundation in Colora-
do to purchase a Commodore 64,
some Commodore peripherals, and
software. Since then, the founda-
tion has also enabled the hospital to
purchase a Commodore 128 and
additional software.
The Computer As A Tool
Don says, "Our goal with our 'spe-
cial population' is not to teach com-
puter programming, but to teach
our children how to get along with
others, using the computer as a
tool. For us, the process is more im-
portant than the tool used. If they
learn some programming at the
same time they're learning some
basic social skills, that's fine."
Although Don's staff has pur-
chased popular commercial pro-
grams such as Print Shop and
Ghostbusters, most of the programs
the children use are from COM-
PUTI-I's Gazette and other computer
magazines.
34 COMPUTEVs Gazetto August 19B7
Among the most popular Ga-
zette programs at Wabash are
SpeedScripf, "Typing Derby,"
"Aardvark Attack," "The Viper,"
"Arcade Baseball," and "Sea Route
to India,"
Don's students do very little
programming on their own. "I'm
not wasting my time or my students'
time learning to write programs,"
says Don. "I'd rather spend the time
figuring out how to adapt what's
available for the social and emotion-
al improvement q( my clients."
Also, Don says, "It's amazing
what you can do with only a single
computer. 1 know it's popular these
days to go out and purchase an ex-
pensive computer laboratory with
lots of computers, but it's really not
necessary. All you need is imagina-
tion. Imagination is a wonderful
tool in combination with basic com-
puter programs, and we try to use
both to their fullest extent."
For example, Don's students
pulled "Clues," a question-and-
answer program, from the August
1983 issue of COMPUTE! and
turned it into the "Substance Abuse
Quiz" which they gave to each oth-
er and to incoming Wabash pa-
tients. According to Don, the quiz is
a simple set of questions on alcohol
and drug abuse, with two tries at
the answers— which clients learn
through Addiction Services educa-
tion sessions during a three-week
inpatient period. Don assisted three
clients who collected the data, then
typed it into the program. He and
his students are currendy revising
the program to develop pretests
and posttests for the Addiction Ser-
vices program, and to gauge incom-
ing patients' knowledge, reading
and learning ability, and motiva-
don. The program has been a big
hit with Don's students.
Don found another program
from an old magazine and extended
it from pure recreation into recre-
ational therapy. The program is a
word search game which hides tar-
geted words horizontally, vertical-
ly, and diagonally in a two-
dimensional matrix. When new
students arrive at the Substance
Abuse unit at Wabash, Don has
them type their names into the pro-
gram, and then try to find each oth-
er's names in the find-a-word
matrix. The program makes an ide-
al ice breaker at the unit's first so-
cial event.
Don has been even more suc-
cessful in adapting the program
into both an interview and social
interaction therapy. He and his stu-
dents develop a list of words cen-
tered around a specific topic — for
example, family, the hospital, their
feelings, what's fun, the theme of
the day, or positive words about an-
other student, and so on. According
to Don, these lists often reveal atti-
tudes and values more than a client
would normally share. He says
they also provide an impetus to his
students' "creativity and the neces-
sity to look beyond the surface, as
well as using certain social skills,
such as tact."
As with all of Don's other com-
puter activities, the specific goal of
each program is less important than
the social and emotional improve-
ment of his students. He says,
"Group interaction, learning to get
along with others, and encouraging
use of a computer as a hobby are our
primary goals with this program."
If you're interested in learning
more about using Commodore
computers with programs for recre-
ational therapy, write Don Wood,
Acting Assistant Director, Activity
Therapy Department, Wabash Val-
ley Hospital, 2900 N. River Rd.,
West Lafayette, IN 47906. •
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Tom R. Ha
l^® ©©KfDOifilOK) (^[ia©©ta(o)ffD:
Staff Editor
Each month, COMPUTE!'s Gazette
tackles sonic questions commonly
asked by Commodore users. If you
have It question you'd like to see
attsxvered here, send it to this col-
umn, c/o COMPUTE!' s Gazette, P.O.
Box 5406, Greensboro, NC 27403.
V^« In the April 1987 issue, you
answered the question "Can a
Commodore 128 emulate an MS-
DOS computer?" 1 would like to
have the answer to this question
in reverse: Can an MS-DOS (IBM
PC-compatible) computer emulate
a Commodore 64? I have recently
acquired a 640K PC clone and
would like to have a program that
would allow me to use my four
years of Commodore work on my
new computer.
/»• The general emulation princi-
ple stated in the April 1987 column
applies here as well: Any computer
can etnulatc amj other computer as
long as speed is not a consideration.
You might consider this as the "First
Law of Emulation."
The Second Law of Emulation
might be: Any computer can emulate
any other computer as long as expense
IS not a consideration.
Which brings us to the Third
Law; In general, therefore, forget
about emulators.
Although an MS-DOS com-
puter is more powerful than a Com-
modore 64, it is not powerful
enough for this job. For one com-
puter to successfully emulate anoth-
er in software, it probably must be
several orders of magnitude more
powerful than the computer it's
attempting to emulate. Most MS-
DOS computers use the 8/16-bit
8088 or 8086 chips, and they simply
aren't powerful enough to emulate
the 8-bit Commodore 64 with any-
thing close to full compatibility and
full speed.
If anyone attempted to write a
64 emulator for the PC, they'd run
36 COMPUTEi's GazBtle August 1987
into serious problems right off the
bat. For one thing, the beeper found
in most PCs can't come close to imi-
tating the sounds that are possible
with the 64's SID chip, which is
practically a minisynthesizer.
Graphics are another problem.
MS-DOS computers have no hard-
ware to generate sprites like those
built into the 64. Sprites can be sim-
ulated in software, but even in ma-
chine language you'd have trouble
matching the speed and flicker- free
animation that 64 programmers take
for granted. Most MS-DOS comput-
ers also can't display a screen with
16 .simultaneous colors, as the 64
can.
The result? A 64 emulator that
would have difficulty with pro-
grams that use graphics or sound —
which eliminates about 90 percent
of all Commodore 64 software.
Someone could design a plug-
in board for MS-DOS computers
that incorporates a SID chip, a VIC-
II graphics chip, and a 6510 micro-
processor. But they'd run into
another problem — emulating the
64's operating system. The operat-
ing system (Kernal) is copyrighted,
so you can't just copy it. Someone
would have to undertake the same
project that made PC clones possi-
ble^a complete rewrite of the oper-
ating system that performs the same
functions without using the same
code. This could easily require a
year of programming and
debugging.
The result would be the func-
tional equivalent of a Commodore
64 on a plug-in board. Ideally, it
would be designed to use the PC's
keyboard and memory to save the
expense of duplicating those com-
ponents. But those aren't particular-
ly expensive components, so the
emulator board might cost nearly as
much as a regular 64 — especially
since development costs would
have to be recouped. Is there a large
enough market of PC owners who
want to run Commodore 64 soft-
ware to make this investment profit-
able? It's doubtful.
Again, these principles apply to
emulator schemes in general. Soft-
ware emulation requires a vast in-
crease in processing power, and
most people with that much power
probably won't want to run the old
programs on the new machine, any-
way. Hardware emulation is expen-
sive to develop, and purists might
not consider it emulation at all, since
you're really just bolting one com-
puter onto another. You could emu-
late a Cray-XMP supercomputer on
a VIC-26 with the addition of
enough hardware.
Perhaps the best advice for
someone who buys a new computer
but doesn't want to part with an ex-
isting software library is to hold
onto the old computer, and try to
find room for both of them on the
same desktop,
disk drive which won't save any
programs or data. It keeps giving
me a Write-Protection Error. It
loads programs fine. I have tried
saving on several disks, but none
of them works.
/»• Two possibilities: Either the
disks you're using are write-protect-
ed, or the write-protection sensor in
your drive is faulty,
A SVi-inch floppy disk should
have a small notch cut into the right
edge (as viewed when facing the la-
bel). If this ivrite-enabie notch is
missing or covered with a piece of
tape, the drive won't let you change
anything on the disk. You can load
files, but you can't save, delete, or
even rename files.
If the notch is there, perhaps
the sensor inside the drive that
checks for the notch is malfunction-
ing. Have the drive examined by a
qualified technician. ^
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La**r12t, ApplB®lle ln1*Hac* Li«t $24.95 Sal* (12,11 Singl* Sh«*t Papar (Qty. 500) List $39.95 S«l* n2.«
IBM. Appf*. Canon . ttxrmoAetft, AI«TltlDMfar« r«gi<Mvd IntdArrdfVi of Inttmdtlona^ SmJnttt Moihhrwi, Af^lt Cnnpufw, Conon Inc. Cofwno<^« hniiwu MochJntt, AtOfi Inc. t VIdK TtdwnkiQ^ Rn^KtWtly.
Hi-Speed Printer Sale
•160 - 180 CPS • Lifetime Warranty* • Near Letter Quality
Sale
M99
|'°'.V NLQ-180 Printer
NLQ-180 Print Samples
This is ail ixaspit of ITALICS
ElnMsinc^^d BQld-face
Cmidtriitd Tut Double-strike
axaniple of Near LBttar Quality
All prices expire 8-31 -87
Save 60% Off List Price
List $499
• Near Letter Quality Selectable From Front Panel Controls • High Speed Dot Matrix
• Letter Quality Modes • 8K Buffer frees up computer 4-tinies faster • Super Graphii^
• Pica, Elite, Italics, Condensed • Business or Personal • Tractor/Friction • 15 Day Free Trial
• Lifetime Warranty on Print Head* • 6 Month Immediate Replacement Policy •
INTERFACES
Shtpplnfl, H<incllln0 & Insuronc* Choro«s
Add tlO.Ob for ihlpplng, handling, and Iniurancs. Itlinoi) r*«ld*nli plsata odd
6%% Milai lax. Add $30.00 for ALASKA. CANADA, HAWAII. PUERTO RICO t
APO-FPO atdtri. All orden muii t» in U.S. Dollori. WE DO NOT EXPORT TO
OTHER COUNTRttS EXCEPT CANADA S PUERTO RICO. Endow CQihi«f clwch.
mofwy ordsf or partonal ch»ck. Allow 14 doyi )ord«llv«ry, 2 1o 7 doyj for phofi*
ordiir*. 1 dayvxpr**! mall. Prlc*> A Avallablftiysubjvci to chanQv withour nolle*.
Atari »39.95 Apple II $4 4.95 Commodore $29.95 IBM $24.95 Laier 128 $19.95 Maclntoih $W.«
312/382-5244
For Commodore "Atari
312/382-5050
For Apple « IBM
VI«A — MASTIB CABO — CO. P.
Coll for COD. Chorgm,
A Division of PROTECT©
22292 N. Pepper Road,
Borrington, 111. 60010
We LMve Our Customers
COMPUTER DIRECT (A Division of PROTECTOR
Complete C-64 System
INCLUDS5: Computer, Drive, Monitor & Printer
Sale
^399
List $1045
All this for *399
Complete Atari System
INCLUDES! Computer, Drive, Monitor S Printer
Sale
^399
All prices
expire 8-31-67
List $1064
• Commodora M Computor
• Commodors 1541c DItk Drlvo
• Hl-Res 12" Monochrome Monitor
Monitor Cable
• Big Dius Printer w/2 rolls paper
Big Blue Intelligent Interface
Total Prices
Complete Apple
Compatible System
Computer, Drive, Monitor, Printers Software
Sale
$449
All this for *399
List
• Atari 130XE Computer
• Atari lOSODIalc Drive
• Hl-Rei 12" Monochrome Monitor
Monitor Cable
• Big Blue Printer w/2 rolls paper
Big Blue Intelligent Interface
• Premium Word Processor
(24900
129900
'249'"'
I |9«
ti99oi>
1 49«
» 59"
n045
Total Prices
'1124
es
List $1228
All this for only *449*:
• Laser 128K Computer
video, parallel & serial ports included
runs virtually all Apple ll/llc/lle software
• HI Res 12" Monochrome Monitor
• BI9 Blue Printer with interface and paper
• Softiware Package: word processor,
spreadsheet & data entry
• Rscsiv* tM MertKandlM Dlicount W1i«n Sytt»m PgrthoiMl qt Mtt
Apf>l*C") i* tU* r*g(it*r*d 1rod*it>ark o( AppI* Compufart Inc.
Complete IBM® XT
Compatible System
Computer, Drive, Monitor, Printer & Software
Sale
^599
All this for only *599 t List $2495
10 MHx / S12K Super Turbo XT Computer
video, parallel & serial cards included
3.2 MS DOS & G'.W. Basic included
Hl-Res 12" Monochrome Monitor
Big Blue Printer with interface and paper
Softiware Package! v^ord processor,
Spreadsheet & data base
NMtS It th* r*Qli1*f*d tradtmofV o4 \ni*mo^iana\ %^n^nmdM Mod>lrwt, Inc.
ShIpplnSr Hondllns JL inauranca ChargBs
Add $^.00 let %h\pp\r>Q, handlir>g, and Inturonc*. Illlnolt r*f id«n1i pf«a»« odd
6W% hI» Iok. Add $70.00 for ALASKA, CANADA, HAWAII, PUERTO RICO S
APO-FPO ordari. All oedmn mutt b» In U.S. Dalian. WE DO NOT EXPORT TO
OTHER COUNTRIES EXCEPT CANADA « PUERTO RICO. EncloM aiMmr ctwck,
n>on#y ofdvr or pvnonol ch»<k. Allow N doyt lof d«llv»ry, 2 lo7doyi for pl>on«
ordtrt. 1 doy *xpf*it mall. Prlc*t A AvolEoblllty lubivd tochor>g* wErhout noTic*.
VISA — MASTIW CAKD — CO. p.
Call For COD. Cbara«.
COMPUfBIDIREa
A Division of PROTECTO
22292 H. Popper Rood,
Barrington, M. 600)0
We Love Our Customers
312/3$2-5244
For Commodore "Atari
312/382-5050
For Apple • IBM
Cadpak 128
if y[)u an" looking for n serious Com-
puter-Aided Design (CAD) software
package for your Commodore 128,
Cadpak 128 by Abacus may be the pro-
gram for you, Cadpak 128 allows the
user to draw pictures and graphic de-
signs easily and accurately on the
screen. Like many other drawing pro-
grams, functions are provided for draw-
ing lines, points, boxes, diamonds,
circles, ellipses and other shapes, but
there is one feature that makes it stand
out from other graphics programs: With
a dot-matrix printer, Cadpak can pro-
vide accurately scaled printouts — an
important feature when precise draw-
ings are necessary.
Cadpak is a complex, multifaceted
program, but the logical structure of the
menus makes it fairly easy to learn and
use. Most of the functions require you to
work through several menus before the
actual funchon is completed. Though
this may sound tedious, the flow of the
selection process actually accelerates
and simplifies your design work.
Before using Cadpak for the first
time, it's necessary to configure the pro-
gram for your printer. The list of sup-
ported printers includes: Epson MX, FX,
and JX; Itoh Prowritcr 8510; Okimate
10; Commodore 1525/801/803 or
1526/802; or any printer compatible
with those listed. We used a Star NX- 10
and configured the program for the Ep-
son FX, with excellent results.
The actual size of the printout is
dependent on the printer you use.
Using a Commodore 1525/801 or Oki-
mate 10, there is only one choice for the
printout size — and the printout will be
sideways on the paper. Most of the oth-
er printers enable you to print in two
different sizes, but using the Epson FX
configuration, you may select from five
different sizes {three printed normally,
two printed sideways). Clearly the pro-
gram is most flexible with an Epson FX
compatible printer. Before purchasing
Cadpak, you should verify that it will
work with your printer. If in doubt,
check with your dealer or give Abacus a
call. If your printer is not supported, the
program vvill be worthless to you.
Proper use of Cadpak 128 requires
that you understand a few basic con-
40 COMPUTEfs Gazelto August 1987
cepts. There is the total drawing area
which has a resolution of 640 points
wide by 360 points high. Since this area
is greater than the pixel resolution of
the computer, you actually view a win-
dow that is only one-fourth the total
drawing area. This window may be
scrolled both horizontally and vertical-
ly, so you are still able to work over the
entire drawing area, and a feature
called "top view" allows you to get a
condensed picture of the entire draw-
ing. Though the resolution is lower in
top view, it is a convenient way to pre-
view the complete drawing.
There is one feature that makes
it stand out from other graphics
programs: With a dot-matrix
printer, Cadpak 128 can
provide accurately scaled
printouts, an important feature
when precise drawings are
necessary.
The primary purpose of any CAD
software is to obtain accurately scaled
printouts. Using Cadpak 128, you must
always remember that everything on
the screen is geared to the actual print-
out. With this in the back of your mind,
the remaining concepts will follow
quite naturally. Whenever you start
working on a drawing, you must set
three important parameters: the actual
printing area, the base scale unit, and
the scale ration.
Selection of the printing area is de-
termined by your printer. As noted pre-
viously, the Epson FX allows you to
choose one of five sizes. Once you've
selected a size, you've determined the
maximum printing area, which must be
considered when selecting the other pa-
rameters. For example, let's suppose
you select an area 8 inches wide by 5
inches high, which is one of the options
for an Epson FX printer.
Now you must select the base scale
unit. This may be either centimeters or
inches. Again, let's suppose you select
inches. The final parameter, the scale
ration, requires a bit of computation
before you can actually enter exact fig-
ures. Let's assume that the maximum
size of the design will be 300 X 200
units. You must fit this 300 X 200 de-
sign into your printing area, which is
set at 8 X 5 inches. Now, with a little
calculating, you can choose your scale
ration. You could choose a ratio of 40 to
1, which means that every 40 units \vill
be 1-inch long on the printout. Dividing
both 300 and 200 by 40, we find that
this design would be drawn over an
area 7.5 X 5 inches. That will fit within
our total 8X5 drawing area, so it is an
acceptable ratio. When the program
calls for input as to the number of units
to the inch, input 40, and you have es-
tablished a scale of 40 units to the inch.
If you want the drawing to be a little
smaller, you can raise the ratio to 50 to
1; then this same 300 X 200 unit design
will cover an area 6X4 inches.
The units we're referring to here
can represent any unit of measurement:
miles, feet, yards, inches, millimeters,
even fathoms. If we choose a ratio of 40
to 1, the scale will be 40 miles (or feet,
or whatever we choose) for each inch.
With this in mind, it should be obvious
that Cadpak can be used to design any-
thing from a bridge to an integrated cir-
cuit — and the printout will be drawn
accurately to scale.
Once you determine the basic pa-
rameters, you're ready to draw the de-
sign. There are two ways to draiv on the
screen: You can use a cursor and draw
freehand, or you can determine lines
and geometric shapes by setting points.
The cursor can be controlled either by
light pen or keyboard. The program re-
quires frequent input from the key-
board, so keyboard control of the cursor
seems to be more convenient than
using a lightpen. Cursor movement is
accomplished in two stages. First you
rapidly move the cursor close to the
area where you vs'ant to set an exact
point, and then press RETURN. This
places you in "Accupoint" mode,
where you slowly and accurately posi-
tion the cursor. This system is fast and
precise, a pleasure to use.
You may find that the most sensi-
blc way to use this program is not by
drawing freehand, but by setting
points. When you realize that setting a
point simply means determining the
placement of the cursor by your own
exact units of measure, you can begin to
understand how CAD differs from sim-
ple drawing programs. For example:
Let's say you'd like to outline the 300 X
200 unit area. You select the box option
and set the first point at the lower left
comer. Now you have to set the oppo-
site corner of the box, which should be
300 units to the right and 200 units up
from the first point. Cadpak allows you
to enter points as absolute measure-
ments from the point of origin, or as rel-
ative measurements from the last point
set. In this instance, simply set the op-
posite comer by moving 300 units over
and 200 up, relative to your first point,
and press RETURN — you've created
your 300 X 200 unit box. If we've cho-
sen a scale ratio of 40 units to the inch,
this box, when printed, will be precisely
7.5 inches wide by 5 inches high.
Cadpak also allows for precise line
drawing based on angle and distance. If
you want to draw a line that's 20 units
long at an angle of 30 degrees to anoth-
er line, you can do it easily by sotting
the first point, the angle, and the dis-
tance. Circles, arcs, and ellipses can be
drawn with the same precision. Figures
that are frequently used can be drawn
and saved on disk as templates. These
templates are then readily available and
can be incorporated in any drawing.
Provision is made for labeling your
drawing with one built-in font that can
be printed In any of four sizes. You can
even create your own fonts, save them
on disk, and use them later in any
drawing. Three additional fonts are in-
eluded on the program disk. There are
seven built-in patterns for use in filling
in solid objects, and here again you can
create your own fill patterns and save
them on disk.
There are so many features in Cad-
pak that it's impossible to detail them all
in a relatively short review. A short ex-
ample, though, may serve to illustrate
one of the many uses of this compre-
hensive program, 1 recently had my
house and property surveyed, and 1
struck up a conversation with the sur-
veyor and his assistant. I learned a fair
amount about the basics of surveying
from them, and they were kind enough
to let me copy down their measure-
ments. They also told mo about the new
and very expensive computer .system
their firm had purchased to make the
actual drawings from their measure-
ments. After they left, ! rushed inside
the house, booted Cadpak, and, using
the measurements they provided, I had
a perfectly scaled drawing of my house
and property in less than 20 minutes.
Surveying is largely a matter of straight
line measurements and angles, a very
easy chore for Cadpak. A week later,
their survey arrived. Their scale was a
little different than mine (my drawing
was actually larger), but the drawings
were perfectly matched in proportion to
one another.
Although Cadpak 12S is a wonder-
ful and versatile package, there are a
few negative points. While this pro-
gram is designed on the 1 28, it uses the
40-column screen rather than the 80-
column screen. This might have been a
compromise decision, for use of the 80-
column screen could have eliminated
the need to scroll the window horizon-
tally. Half the drawing area, instead of
one-fourth, would have been visible in
the window. The program is also heavi-
ly copy-protected, thus the rattle of the
disk drive each time Cadpak is booted is
quite annoying. Occasionally, the pro-
gram wouldn't boot properly on the
first try.
The Cadpak manual is scanty, not
adequately explaining some of the basic
concepts and lacking helpful hints and
suggestions for using the program to
solve "real world" design problems.
The manual is essentially a basic refer-
ence with a few short tutorials. You'll
have to experiment with Cadpak to take
full advantage of all it offers, but the
program is not only a highly productive
tool, but also great fun to use. You'll
thoroughly enjoy exploring its many
uses, Cadpak 128, then, is highly recom-
mended, though this review reveals
only a brief glimpse of its full potential,
—Howard Parties and Tyrone Adams
Abacus Sofnuare
P.O. Box 7219
Grand Rapids, Ml 49510
$59.95
COMPUTE!'s
GAZETTE
TOLL FREE
Subscription
Order Line
1-800-247-5470
In lA
1-800-532-1272
FSD-2 Excelerator
Plus Disk Drive
The Excelerator Plus is a new 1541-
compatible disk drive for the Commo-
doro 64 and 128 from Emerald
Components International, Its prede-
cessor, the FSD-l, entered the market
last year and quickly became one of the
most popular drives for Commodore
users. In my opinion, the FSD-1 deliv-
ered much greater value for the price
than the 1541, while remaining com-
pletely compatible with all software de-
signed to load from a 1541 disk drive
(see the review of the FSD-1 in the
October 1986 issue).
My enthusiasm for the FSD-1 's re-
liability and performance was exceeded
only by my enthusiasm for its low price
(S139). One can imagine, therefore, the
trepidation I felt when ECl announced
the discontinuation of the FSD-1 and
replacement of it with the Excelerator
Plus. I have used my FSD-1 almost on a
daily basis for over a year without a sin-
gle complaint. With the FSD-1 seem-
ingly having obtained perfection — ■
considering the limitations of the drive
with which it was designed to be com-
patible — how could ECI possibly top it?
Much to my surprise, however, I
found that the Excelerator Plus incor-
porates noticeable technological im-
provements on the reliability and
quality of 1541-style disk drives, in-
cluding the i'SD-1, while at the same
timekeeping 1541 compatibility. Addi-
tionally, the Excelerator Plus is compet-
itively priced well beiow the 1541C.
The Excelerator Plus's advance-
ments over the 1541, the FSD-1, and
other 1541 -compatible disk drives, are
basically twofold. First, the power sup-
ply is a separate unit from the disk
drive. A chronic problem with the 1541
and some 1541 -compatibles is that the
internally held power supply overheats
with extended usage resulting in drive
failure. While the FSD-1 had an im-
proved power supply over the 1541, the
power supply was still located in the
drive casing.
Another advantage of separating
the power supply from the casing is
that the Excelerator Plus is much small-
er than the 1541 and even the PSD-1
(the footprint of the Excelerator Plus is
approximately 5Vi X 11 inches with a
height of only 2 inches).
The second major improvement
incorporated in the Excelerator Plus is
direct drive. The 1541, the FSD-1, and
most (if not all) 1541-compatible disk
drives are belt-driven. Audiophiles
know that direct -drive turntables are
better than belt-driven turntables be-
cause of what is known as umv and flut-
ter (speed fluctuation) in belt-driven
COMPUTEfs Gazette August 1987 41
r/ii' Excel era I or Plus Disk Drive from
Emerald Compotients
models. Speed fluctuation on turnta-
bles causes music distortion. Speed
fluctuation on disk drives, something
not uncommon on the 1541, causes
program-loading problems, particularly
with sophisticated copy-protection
schemes. Direct drive, however, en-
ables the Excelerator Plus to turn floppy
disks at a constant 300 rpm without any
discernable wow and flutter.
The Excelerator Plus incorporates
several other improvements over the
1541. Like the FSD-1, the Excelerator
Plus is housed in a durable metal casing
the same beige color as the new 154 !C.
Its lock lever has been designed to se-
curely hold a floppy disk in the drive
and to prevent breakage of the lever by
accidently twisting it the wrong way.
There is a noticeable improvement
in the stepper motor and pulley on the
Excelerator Plus, making drive align-
ment extremely tight and accurate.
Drive alignment has perhaps been the
worst problem for the 1541, Many
Commodore users with two 1541s have
found, much to their regret, that a copy
of a program or data files made with
one disk drive will not run on their oth-
er 1541 because of alignment discrep-
ancies between the drives. The
improvements in the Excelerator Plus
are designed to prevent any alignment
problems. Finally, the drive has two
switches on the bottom of the casing
that enable users to select the drive's
device number (number 8, 9, 10, or U
can be selected). Commodore users
with two 1541s have to cut and solder
wires internally to change the 154rs
device number. With the Excelerator
Pius, a simple flip of the dip switches
will do the job.
The Excelerator Plus is over 99 per-
cent compatible with the 1541, a state-
ment that cannot be made of many
1541 -compatible drives on the market.
Most compatibility problems for 1541-
compatible drives stem from the com-
plex copy -protection schemes used on
commercial programs. In the never-
ending battle between copy -protection
schemers and code busters, the protec-
42 COMPUrers aaietto August 1987
tion schemes have become extremely
complex, and play on the most remote
and intimate details of the 1541 's inter-
nals. Any slight deviation in a drive's
internal operations from those of the
1541 could cause a copy -pro tec ted pro-
gram to fail to load properly.
Many 1541 -compatibles have been
overly ambitious in trying to incorpo-
rate performance improvements in
loading speed, storage capacity, and so
on. However, those drives get into com-
patibility problems because such en-
hancements require significant internal
modifications to a 1541. The Excelera-
tor Plus has managed to be compatible
with software designed to load from the
1541 drive.
The Excelerator Plus is over 99
percent compatible with the
15il, a statement that cannot
be made of many 1541-
compatible drives on the
market.
To test the Excelerator Plus's 1541
compatibility, I used my Commodore
128, 1571 drive, FSD-1 drive, and two
cartridges; Fast Load {from Epyx) and
Mach 128 (from Access). Of the 250-
plus programs tested on the Excelerator
Plus, no original program disk failed to
load. All the programs that would fast
load using the Fast Load and Mach 128
cartridges with the FSD-1 and 1571
drives also loaded properly on the Ex-
celerator Plus. A parameter copy of
Gem stone Warrior would not properiy
load on the Excelerator Plus, but it also
did not load on my 1571 disk drive. The
copy of Gemstone Warrior, however, did
load on my FSD-1. The programs that I
tested included G£OS (Berkeley
Softworks), Newsroom (Springboard),
Pocket Wriier 2 (Digital Solutions), Fast
Hack'em and Ace of Aces (Accolade),
World Games (Epyx), Alter Ego (Activi-
sion), and Fleet System 4 (PSl).
The only compatibility problem I
experienced was in a two-drive setup
with my 1571 drive. While the Exceler-
ator Plus worked perfectly with pro-
ductivity software, either as the
program drive or data drive, 1 did expe-
rience a problem with Fast Hack'em and
Copy U 64/128, two popular copy pro-
grams. Both worked well with the
Excelerator Plus when copying with a
single drive, but neither would copy a
disk correctly in a two-drive configura-
tion with the Excelerator Plus as the
destination drive (the drive writing the
new disk) and the 1571 as the source
drive (the drive reading the original
disk). However, if the Excelerator Plus
was used as the source drive, both copy
programs worked. These problems
were not experienced between two Ex-
celerators or an Excelerator and the
FSD-1. Also, Super Kit/1541 worked
well with the Excelerator Plus in tan-
dem with the 1571, regardless of which
drive did what.
The user's manual provided with
the Excelerator Plus is adequate, but
will leave the advanced computerist
with a lot of questions unanswered.
The manual is essentially the FSD-1
manual, with few noticeable changes.
In summary, the Excelerator is a
very attractive 1541-compatible disk
drive for the Commodore 64 and oven
for the Commodore 128. After a thor-
ough examination of the drive, my skep-
ticism over ECI's decision to replace the
FSD-1 with the Excelerator Plus has
been dispelled. While not having any
noticeable improvements over the 1541
in loading speed or storage capacity, the
drive does have dramatic improvements
over the 1541 in quality' and reliability.
As evidence of these improvements, ECI
provides the Excelerator Plus with a full
one-year limited warranty. Since the Ex-
celerator Plus can be mail-ordered at ap-
proximately $159 — about $30 less than
the 1541C drive — any Commodore 64
or 128 user looking for a flrst or second
disk drive should give the Excelerator
Plus serious consideration.
—Scott Thomas
Emerald Components International
lUW. 7th Ave.
Eugene, OR 97401
$159 fl
Moving?
For address
changes or
subscription
information,
caii toil free
800-247-5470
(in iowa
800-532-1272).
Modem
Commotion!!!
dpre DirecK
The Best Commodpre Direct^onnect
Modem for ONLY
Now that you're able to do all ttiose stand alone applications with
your Commodore, like word processing, spread sheet analysis,
etc., you are probably thinking "It would sure be nice if I could ex-
pand the information I have access to, " Everything from Electronic
Mail (E-maJi) to stock quotes and huge databases of every imag-
inable type is now on-line just waiting for you to dial up. All you
reed is a teleptione line and a modem connected to your Com-
modore which allows you to download this information.
Which modem Is bast for you?" Lets first say that almost all
modems (and services) are set up to communicate in one of two
speeds; 300 and 1 200 Baud, if you look around you will find that
there is a flood of 300 baud modems on the market and
sometimes at vety low prices. The reason is simple, they are be-
ing dumped because most computer users prefer 1200 Baud
(1 200 Baud is about 4 times as fast which means you spend less
lime and money getting the data you want and more time using it.)
Virtually everyone who has a 300 would rather have a 1 200. You
will also notice a few very cheap 120Cs on the market at "too
good to be true prices". They are. Most are cheaply built foreign
copies of American designs. The service and support you receive
is minimal- to -non existent for these models.
Recently we re-evaluated our modem line and discovered that
the best price/performance tradeoff for our Commodore
customers would be a straightforward, easy-to-use unit with no
complicated switch settings or indicators, but one that just did
what our customers wanted without complications. To our sur-
prise (and contrary to popular belief), we found that we could build
the unit in the USA with better reliability and performance levels
than anywhere else. We found that because of a significant in-
crease in reliability that American components and manufacturing
give us, we now have the best fail-safe product possible. An
unreliatjie product is not wortti the price, tiowever low. Get a
modem that will satisfy your present AND future needs by going
directly to the American built Apfotek 12CI
What do you get for $99.95? Everything! You don't need to
worry about cables, compatibility or anything elsel We don't just
sell hardware, we sell solutions. The Aprotek 1 2C plugs directly
into your Commodore Vic-20,
C-64, C-64C or C-126 User port.
The 1 2C is a full feature, 300 and
1200 Baud modem with Auto
Answer, Auto Dial, Touch-Tone or
rotary dialing, has status indica-
tions on screen to let you know
what is happening all the time. The
1 2C comes complete with "COM TERM 64" a complete com-
muncations and terminal program and has a built in speaker so
that you can hear it dial and connect. Just plug it into your com-
puter and standard phone jack with the supplied cable. (No addi-
tional power supply required.) Also included is a free trial offer
subscription to Quantum-Link, the Commodore user database and
"THE SOURCE".
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"Sprite Magic" makes it easy to design animated sequences. These two screen photos show an atltgator irt two stages of its
crau>i
Sprite Magic
Charles Brannon
Three years ago this month, the Gazette debuted "Sprite
Magic," an easy-to-use, full-featured sprite editor for the Com-
modore 64 that simplifies sprite creation and lets you concen-
trate on the artistic aspects of design. We're reprinting this
very popular utility for those who may have missed it in the
August 1984 issue. Following this article are three new sprite
utilities— each compatible with Sprite Magic. Together, these
four programs offer an exciting package that will help you use
the powerful graphics potential of the 64.
Most of what you've read about
sprites covers how to program them;
setting them up, protecting memory,
moving and animating them, and
using them in games. But sprite de-
sign is usually left up to you.
A sprite is defined by 63 binary
numbers. The 1 bits in the values
represent solid pixels. Zeros repre-
sent blank areas in which the screen
background is visible. Normally, you
sketch a sprite on a grid 24 pixels
(bits) across and 21 pixels high. This
is 3 bytes per row (8 bits * 3 bytes =
24 bits) and 21 rows of bytes (3*21
= 63 bytes). But after you've drawn
the sprite, you have to convert the
squares into binary, and then into
decimal so that you can put the
numbers in DATA statements.
There are utility programs that
will do the conversion for you, and
44 COMPUTEI's Gazette August 1967
even editors that let you clear and
set squares with a joystick. Since
you're using a computer, other
functions can be supported to let
you clear, invert, reflect, reverse,
shift, and test out your sprite. The
more work the computer does, the
less you have to think in terms of
binary numbers.
"Sprite Magic" offers the best
features of most sprite editors, in-
cluding true multicolor mode, and
pulls it off with the speed and pow-
er of an all machine language pro-
gram. Sprite Magic's style (and
even some of the coding) is similar
to that of "Ultrafont -\- ." the cus-
tom character editor which ap-
peared originally in the July 1984
issue. (A revised version was pub-
lished in the September 1986 is-
sue.) Many of the commands are
the same, so you can get up to
speed quickly. If you've learned
how to use Ultrafont -h, it won't be
long before you're comfortable
with Sprite Magic.
Typing It In
Since Sprite Magic is written entire-
ly in machine language, you'll need
to use "MLX," the machine lan-
guage entry program found else-
where in this issue. Be sure to read
and understand the instructions for
MLX before typing in Sprite Magic.
When you run MLX, you're asked
for the starting address and ending
address of the data you'll be enter-
ing. For Sprite Magic, respond with
the following values:
Staiting address; COOO
Ending address: CASF
When you've finished typing
in the data for Sprite Magic, be sure
to save a copy to tape or disk before
leaving MLX.
To load Sprite Magic, type
LOAD "SPRITE MAG1C",8,1 (for
disk) or LOAD "SPRITE MAGIC"
,1,1 (for tape). After the program
has finished loading, you'll see the
READY prompt. Type NEW and
press RETURN. This resets some
important memory locations, but
leaves Sprite Magic in its protected
cubbyhole at address 49152
($C000). To activate the program,
type SYS 49152.
Doodle
After you've typed the SYS com-
mand, the main screen should in-
stantly appear, wfith a large 24 X 21
grid. The grid is a blowup of the
sprite you are editing. The actual
sprite will be seen to the right of the
grid. The flashing square within the
large grid is your cursor. Move the
cursor with either the cursor keys or
with a joystick plugged into port 2.
To light up a blank spot (in other
words, to turn a pixel on), press
either the space bar or the joystick
fire button. If the square is already
lit, it will turn dark. This signifies
that the pixel has been turned off.
The button or space bar thus tog-
gles each point on or off. You can
draw your sprite quite easily in this
manner.
One fine point: With the joy-
stick, you can hold down the fire
button and move the cursor. If the
first point you change was set, then
the fire button continues to set
points as you move the joystick, re-
gardless of the other points' origi-
nal state. If the first point you
change was empty, then you can
hold down the fire button and
move about, clearing anything the
cursor passes over. Notice how any
changes are immediately visible in
the actual sprite.
If you've just entered Sprite
Magic, the grid is probably full of
garbage pixels. To clear out the grid
for a new picture, press SHIFT-
CLR/HOME. You now have an
empty area- — a fresh canvas, so to
speak- — to draw on. You can press
CLR/HOME without holding
down SHIFT to home the cursor to
the upper left corner of the grid.
Does the cursor move too slow
or too fast? To change the velocity
of the cursor, press V. Answer the
prompt with a number key from
(slow) to 9 (very fast).
Shift, Expansion,
And Symmetry
Sometimes when you're drawing,
it's necessary to reposition the
shape within the grid. The first two
function keys let you shift the sprite
shape around within the grid. If
you shift something out of the grid,
it wraps around to the opposite
side. The fl key shifts right; f3 shifts
down. Use the SHIFT key along
with the function key to move in
the opposite direction: f2 moves the
sprite shape left, and f3, up.
After you've drawn some-
thing, press F. Instantly, the sprite
is flipped upside down. Press it
again to flip it back over. Remem-
ber F as the command for Flip. Now
try M (for Mirror). The shape
you've drawn is mirrored left to
right. Of course, if you've drawn
something symmetrical, you may
not see any change.
Now try CTRL-R or CTRL-9.
The sprite will become reversed.
Every square that was on is now
turned off, and vice versa.
A sprite can also be expanded
or contracted either horizontally or
vertically, or both horizontally and
vertically. The X and Y keys on the
keyboard let you do this. Press X to
switch from wide to narrow, or vice
versa. Press Y to switch from tall to
short, or vice versa. Regardless of
your choices, the main grid will not
change size or proportion.
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The Symmetry option was used to draw
tins frightful eagle.
An unusual command is Sym-
metry. This command was added
because many shapes are symmet-
rical from left to right, as if a mirror
were put in the middle of the grid.
To enter the Symmetry mode, press
the back-arrow (-) key in the upper
left comer of the keyboard. Now,
every square drawn on one side of
the design will be instantly mir-
rored on the other half. Blank
squares are not copied over,
though, so you cannot erase in this
mode. This command is not only
quite useful, but is also a great deal
of fun to play with. To return to
normal editing, press the back-
arrow key again.
Nohce the number in the up-
per right corner of the screen. This
is the sprite-page number, which
can range from to 255. You start
out at the top of the sprite memory.
The plus and minus keys are used
to go forward or backward through
sprite shapes. Press the minus
key — you immediately have a new
shape in the grid.
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X ami Y expansion increases the size of
the sprite by four times.
There is a Hmit to how far bacK.
you can go. If you have no BASIC
program in memory, you can step
back to sprite-page number 32.
However, character information re-
sides in sprite pages below 128.
You can still clear the page and
draw a sprite shape on pages below
128, but it won't really register. To
be safe, use only the sprite pages from
128 up. If you have a program in
memory. Sprite Magic will not let
you step back past its end. This pro-
tects your program from being acci-
dentally overwritten by a sprite
shape. If you want maximum space
available for sprite shapes, use
NEW to erase any BASIC program
before you SYS 49152. You'll some-
times want to keep a program in
memory, however. We'll show you
why a bit later,
A programming note: The
sprite-page number, when multi-
plied by 64, gives you the starting
memory location for the 63 num-
bers representing the sprite.
Put It In The Buffer
You might use Flip to design two
views of a shape, such as a space-
ship pointing in two directions.
Draw one freehand; then create the
other with Flip, (Mirror can be used
to design separate left and right
views as well,) But what you first
need is a way to copy the original
shape to another sprite area. One
way to do this is to copy the sprite
shape to an area of memory (a buff-
er). You can use plus or minus to
COMPUTEI's Gazette August 1987 45
step to another sprite page, then
copy the buffer to the sprite. {This,
you may remember, is the way you
copy characters with Ultrafont.)
Press i7 to copy the sprite to the
buffer. The grid flashes to affirm
this. Then go to the sprite page
where you want to put the copy
and press f8 (SHIFT-f7}. The shape
in the buffer replaces any shape al-
ready in the sprite grid.
You can also use the buffer as a
fail-safe device. Before modifying
an existing sprite, press f7 to save it
in the buffer. Then, if you mangle
the sprite, or accidentally erase it,
you can recall the previous shape
from the buffer.
Computer Disney?
Since you can change sprite pages so
easily, you can use Sprite Magic as
an animation-design tool. Cartoons
make only minor changes between
frames. Too much change makes the
animation jerky. So put the first
frame into the buffer, copy it to the
next area, and then make a change.
Put the new image into the buffer,
copy it again to a new area, and
make another small change. Contin-
ue in this fashion as you build up a
whole series of frames. Put different,
but similar, shapes on adjacent
pages; then hold down plus or mi-
nus to step through the shapes. As
with cartoon animation, you will get
the illusion of motion. (Use a cursor
velocity of 9 for maximum speed.)
So even if you don't care to program
sprites. Sprite Magic is a fun tool for
making moving cartoons,
A Bit Of Color
The normal drawing mode lets you
set or clear points, but in only one
color. If you're willing to give up
half as many horizontal points, you
can have four colors to work with.
Multicolor mode lets any square be
one of four colors, but gives you
only 12 pixels across instead of 24.
This is because two dots are
grouped together to give four com-
binations. The colors come from
four memory locations;
Pattern Color location
00
01
53281 Background color
register
53285 Sprite multicolor
10
register
53287- Sprite color registers
53294
11
53286 Sprite multicolor
register 1
Quick Reference Chart
B Cycle through background colors
F Flip sprite upside don-n
J Move sprite with joystick
L Load sprite patterns from tape or disk
M Mirror sprite from loft to right
S Save sprite patterns to tape or disk
V Set cursor velocity
X Toggle horizontal expansion on/off
Y Toggle vertical expansion on/off
CTRL-D Create DATA statements
CTRL-R (or CTRL-9) Reverse sprite
CTRL-X Exit to BASIC
I'lus key
Minus key
CLR/HOME
SHIFT-CLR/HOME
Space bar {or fire button)
CRSR keys (or joystick in port 2)
Back arrow
1-4
SHIFT 1-4
*Next sprite page
Previous sprite page
Home sprite-editing cursor
Erase grid
Set/clear points
Move cursor
Symmetry mode
Select drawing color for multicolor mode
Change a draiving color
fl
Shift pattern right
(2
Shift pattern left
f3
Shift pattern down
f4
Shift pattern up
fS
Multicolor mode
f6
Normal mode
{7
Store pattern in buffer
is
Recall pattern from buffer
There are two multicolor sprite
registers, which are shared among
all sprites (in programming, but not
in Sprite Magic, you can have eight
sprites on the screen at the same
time). The bit pattern marked 10 is
unique to each sprite, and comes
from that sprite's own color regis-
ter. Pattern 00 is blank, and what-
ever is underneath the sprite shape
will show through.
The reason for this sojourn into
bits and addresses is that only the
ten-bit pattern has a unique color
for that sprite. If you're designing
several sprites for a game, remem-
ber that anything drawn in that
color can be changed individually
for each sprite. Squares drawn with
bit pattern 01 or 11 will be colored
from two locations shared by all
sprites.
Many sprite editors let you see
how the sprite would look in multi-
color, but you still have to pair up
the pixels yourself, and keep track
of binary bit pairs. Since that's no
fun. Sprite Magic offers a multicolor
mode instead. When you press f5,
the screen instantly changes. Each
square in the grid is now rectangu-
lar, two squares wide. The cursor
has also been enlarged, and can be
moved about as before in the new
grid. But the way you set and clear
points has been changed, since you
are now working with four colors.
Multicolor Palette
The fire button or the space bar al-
ways sets a point, but you have to
tell Sprite Magic which color you
are currently drawing in. The num-
ber keys 1 to 4 select the drawing
color. The number you press is one
number higher than the binary val-
ue of the bit pairs in the table
above. The 1 key, for instance,
chooses the 00 bit pair, which rep-
resents the background color. In
practice, you are choosing from a
palette of four colors. The 1 key can
be used when you want to erase, al-
though the fire button can still be
used to toggle points on and off.
When you press a number key
from 1 to 4, the border color
changes to remind you which color
you're drawing with. If you want to
change one of the four colors, hold
down SHIFT while you type the
number. The prompt ENTER
COLOR KEY appears. Now you
have to enter another key combina-
tion. Press CTRL and one of the
number keys from 1 to 8, or hold
46 COMPUTEls Gazette August 1987
down thD Commodore key and one
of the number keys from 1 to 8.
These are the same key combina-
tions you use to change the text
color in BASIC. You can also
change the screen background
color by pressing the letter B on the
keyboard until the color you want
appears.
Some Sprite Magic commands
act strangely in multicolor mode.
For example, a shift left or shift
right (done with the fl and f2 keys,
respectively) moves the sprite over
by only one bit, which changes the
color assignments. In general, you
must press f 1 or f2 twice to preserve
the same colors. Pressing the M key
{for Mirror) reverses the bit pairs, so
that every 01 becomes a 10. The ef-
fect is that colors 2 and 3 are ex-
changed. The R (Reverse) key also
inverts the bits, so that 01 becomes
10; 10 becomes 01; 00 becomes 11;
and 11 becomes 00. Colors 2 and 3
are switched, as well as colors 1 and
4.
If you want to go back to nor-
mal (non-multicolor) mode, press
the f6 key (SHlFT-f5). There's noth-
ing to prevent you from designing
both normal and multicolor sprites
on different pages.
If you changed colors in the
multicolor mode, some of the colors
in the normal mode may have been
changed. You can alter these colors
as in multicolor mode. Press
SHIFT-1 to change the color of the
empty pixels, and SHIFT-2 to
change the color of the pixels that
are lit. (You'll be prompted to press
a color-number key after each
SHIFT-1 or SHIFT-2 combination.
Remember to press either CTRL or
Commodore simultaneously with
the color key.)
Mobilizing Your Sprite
If you want to try out your sprite in
action, press J (for Joystick). You
can now move the actual sprite
around with the joystick. The speed
of movement depends on the cur-
rent cursor velocity. When you've
finished putting your sprite
through its paces, press the fire but-
ton to return to Sprite Magic. Also,
if you want to test the animation
while you are moving about, hold
down the SHIFT key to step for-
ward through the pages of your de-
fined sprites, or the Commodore
key to step backward. You can use
the SHIFT LOCK key to keep the
animation happening while you
move around.
Saving Your Sprites
After all your work, you surely
want to save your creations on tape
or disk for future use. You can save
an individual shape, or all the
sprites. Press S (for Save), then
either D (Disk) or T (Tape). Next,
enter the filename. You'll be asked,
"Save all from here?" If you press
N (No), then only the current sprite
pattern you are working on is
saved. If you press Y (Yes), then ev-
ery sprite pattern from the current
sprite page to sprite 255 will be
saved. Thus, if you want to save a
range of sprite patterns, be sure to
use the minus key to step back to
the first page you want saved.
To recall your sprites, press L.
The Load command loads every-
thing that was saved. If you're load-
ing in more than one sprite, be sure
you step backward far enough with
the minus key so that all the sprites
will fit between the current sprite
page and sprite 255. The sprite pat-
terns load starting at the current
sprite-page number. After you've
pressed L, enter T for Tape or D for
Disk.
Making Sprite DATA
If you're a programmer, you're
probably more interested in DATA
statements. That way, you can use
BASIC to READ and POKE the
numbers into memory. Using a
DATA maker program, you can run
it on the memory used by the sprite
in Sprite Magic (again, the memory
location is the sprite number multi-
plied by 64). But Sprite Magic has a
special DATA maker of its own. It's
similar to the Create DATA option
in Ultrafont, but it's been enhanced.
Press CTRL-D to create a series
of DATA statements from the cur-
rent sprite in memory. Just tap the
key, or you'll get hundreds of
DATA statements as the key re-
peats. Sprite Magic will create eight
DATA statements, with eight bytes
per line. The last byte is not strictly
used. Sprite shapes are made from
63 bytes, but the sprite areas are
padded out with one additional
byte so they will conveniently fall
in 64-byte groups. To create DATA
statements for another sprite, use
the plus or minus key to move to
the correct sprite page; then press
CTRL-D again.
If you have a program already
in memory, the DATA statements
are appended to the end of the pro-
gram, starting with the next avail-
able line number. To add DATA
statements to an existing program,
then, first load Sprite Magic. Type
NEW. Load your BASIC program,
and SYS 49152 to enter Sprite Mag-
ic, You can then load in sprite
shapes and use CTRL-D to add
those DATA statements to the end
of the BASIC program in memory.
You can check to see that these
DATA statements were added by
exiting Sprite Magic (press CTRL-X)
and typing LIST. Your program
should have eight new DATA lines
for each sprite pattern. If there was
no program in memory, the DATA
statements form a program all their
own, starting with line 1. If you
want, you can save just the DATA
statements to tape or disk, using the
normal SAVE command.
To exit Sprite Magic and return
to BASIC, press CTRL-X. You can
also use RUN/STOP-RESTORE.
See program listing on page 75. m
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SONY POLY PACK
3.5" DISKETTES
HicjM Ci^pacily Data Storage Mtels ^^H^ r^qurrHmenls o'
all 3 5" U'CJO Diskelle Drives. ^
SS135TPI $1.10ea.
DS135TPI Sl.23ea.
PRINTER RIBBONS
OiKtlity (tipuctimonls Tor moal pcpuldir pnnEors Vin ''6
Apple Imagewrlter Black $3.95 ea,
Apple Scribe Black S3.9S ea.
Epson LX BO/90 BlaOt S2.95 ea.
OkldalB B0/S2/83 BlEiCk S1.7SeB.
Toshiba 1350 Black S4.B9 ea.
Color Rlb^Dni Aviltabl* Al Grtit Stvlngt Too
Mm OrOSf S25.00. Add 10% tor less than 50
dijVs SiH Continental USA SJOO/tOOor (ewer
disks $2 00 per dozen ribbons. Reduced stiip-
ping chnrge on larger quanhtles. Foreign or-
dors, APO/FPO, please call Ml rosidontsadd J%
tEiJt. Prices subject to change wltfiout notice.
Hours: a'30 AM - 7:00 PM ET.
f.
J
Precision Data Products
f O. Btiv S.l(.7. firami R.ipiiis. MI 495ISI
((.lf>) 45;-,W57 • Miihidjn l-tlotl+.i;-24«iK
Oiinnk Michif-jn I -Sf»-:5«.(I02S
FM(61Si'15?-t91'l
Lyco Comiiuter
Marketing & Consultants
COMMOIK>RE
x:
COMMODORE 64 ^ ^y-^
• Commodore 1571 Disk Drive ,
• Commodore 128 Computer /
• Thompson 4120 Color /
Monitor w/Cable
• Commodore 64 C Computer
• 1541 C Drive
Seikosha SP-1000VC Printer
(reg, $789)
COMMOI>OREPC10-2 COMMODORE
Flexible "open
architecture"
design for easy
installalion of
variety o( options
640 K FIAM and
two S'A" drives
PERSONAL
COMPUTER
100% IBM
PC^XT
compatible!
HARDWARE
C-1700 12SK RAM ..„ S109.9S
1750 HAM $169.95
Indus GT C-M Drive S185
QEOS $36.05
C-1351 MousB S38
1670 Modem S99
128 Computer S249
1571 Qsk Drive SZZ9
M C CompulBT .„ $175
1M1 C Disk Drive S185
1902 Monitof $269
1S0EC Monitof $189
Dluo Chip 64C Dr SCALL
BluoChipCiaaOi SCALL
12SD Computer SCALL
1581 Disk Drive SCALL
^ BLUE CHIP
HARDWARE
PC 5v'» Drive $119
MS DOS + Basic Soft $99
BCM IZQGr. Monllor SB9
BCM 12AAm. Monitof $59
BCM 14C Color RGB
MonKor S269
BCC CG Color Card ... S94.99
BCPC PCIXT Camp $559
COMMODORE PC1 0-1
A ready-to-use
package of
computing power
and versatile
grapfiics!
Commodore 1902
monitof optional
Blue Chip Turbo
^t^^"^-
(Green, amber
A color rr^HXulOi^
available)
A^'
i
dual-speed processor,
4.77 and 8.00 MHz
G40K internal RAM
color display adapter
Call lor details!
$749
1-800-233-8760
Lyco Means Total Service.
Mark "Mac" Bowser,
Sales Manager
All of us at Lyco
Computer are grateful
to the millions of
customers who have
helped make Lyco what
it is today. They have
come to reiy on the Lyco
symbol as assurance of
quality products, the
lowest prices, and
prompt, courteous
service.
Our philosophy is to keep abreast of the
changing market so that we can be ready for any
customer inquiry. We are continually in contact with
manufacturers' representatives, repiacing older product lines
with the newest models, and compiiing information to help
you select the right product for your needs.
Feel free to call Lyco if you want to know more
about a particular item. I^any companies have a toll-free
number for ordering, but if you just want to ask a question
about a product, you have to make a toil call. Not at Lyco.
Everyone on our trained sales staff is very knowledgeable
about the merchandise we carry, and we're glad to give you
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Once you've placed your order with Lyco, we don't
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service representatives will find answers to your questions
about the status of an order, warranties, product availability,
or prices.
Lyco stocks a
multimlllion dollar
Inventory of factory-
fresfi mercfiandlse.
Chances are we have
exactly what you want
right in our warehouse.
That means you'll get it
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or UPS Blue/Red
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So, if you're looking for excellent prices, experienced and
courteous people, immediate access to the quality
merchandise you want, and fast delivery, call our toll-free
number. At Lyco Computer, we're always ready to serve you
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In PA: 1-717-494-1030
Hours: 9AtVI to 8PM, Mon, - Thurs.
9AM to 6PfVI, Friday — lOAl^ to 6PM, Saturday
For Customer Service, call 1-717-494-1670,
9AIVI-5PM, fvlon. - Fri.
Or write: Lyco Computer, Inc.
P.O. Box 5088. Jersey Shore, PA 17740
HLsM-Fre« Policy; • full rnqnufEictur^ra' wairanlEes • no sales tax outside PA
• prices show 4% cash discount; add 4% for credit cards • APO. FPO.
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we dieek (or credil card thelt • compiatibiiity not guaranteed • return aultiorization
required ■ price,' availability subject to change
New Item!
Computer Area Light Center
* Heavy-duty weighted base for
OKlra stability
■ Built-in storage for disks,
pens, and paper
• Two- hinged desktop arm lor
optimili positioning
Introductory
price: $29.95
(Includes delivery)
Disc
Storage
QVS-10 5V, S3.99
OVS-76 Svi S16.95
QVS-40 3'/= $11.95
Great
News
PeakPeriphafalsRSa32
Modem adapter lor C64/1 28
■ Adapts 3td 0B2S Modem to
your ComnfKJdore computer
Only $19.95
Printer
Interfaces
Xeiec Jr S4S,95
Xetec Supergraphics ... 3€4.9S
PPI S4S.95
Cardco-^G S39,95
Cardco 6Whi; S45.9S
Csrdco Super G $49.9S
Special
Purchase
Data SharQ'Mossfinger Modem
300 Baud Auio Dial/Auto
Answef Modem
Only $32.95
Great
Bargain
Ccmtrtvchr M-1 MotiSO
« Works with Qoos
• Comploto with Graphfc Uiiirty
Softwtiro
Only $32.95
Mouse Pads
■ provides c^an, duat-fme euf
laoe far your mouso
• No- mar badonfl to proteci
yoirr desk surJace
8x9 .
9x11
.. $8.95
$10.95
Disk(
5-1/4
Maxell :
SSDD
DSDD
Bonus;
SSDD
DSDD
SKC:
SSDD ......
DSDD
DSHD
Verbatim:
'ssoo
'DSDD
3.5
3M:
SSDD
DSDD
Maicell:
SSDD
■ DSDO
Verbatim;
SSOO
DSDO
SKC:
SSDD
DSDO
Joyst
T«i!3 .,.,.
Taca
Tac 5
Tac 1 -t- ..,.....,.,>.,.■„
Economy
Slik Stick
Black Man
Boss
3-Way
Bathandie .,.,
500XJ
500XJ-Applo/PC ..
' Winner 909
Wico IBM ;
Co^trWer Joystk:k
Dustc(
Pan 1081
Pan 1091
Epson FXZ66
Epson FXSe
Epson Uiae
StarNXIO
Star SFI10
Star SR15
Oki 1B2-192 .-
Seikosha SP serie
PC Color
ci2a
1571 „.,
Amiga I
Redif
Pap
200 shfiflt loser ..,
1000 sneflt la&er ,
150 sheet ivory, 2(
ISO sheet white. 2
lOOOsh, Gr. ba/ 1
1000 mailing l3t>el
SORIES
Surge
SOFTWARE
Suppressors ^ COMMODORE m COMMODORE
-mmsGA
S7 50
. sa.so:
, sa,5o
S9.99
SI 2.99
51S.99
. $23,99
.$IS93
.«1.99
. $ie.9B
w
OVS Surge E-outlet 524.95
QVS Surgo B-outlet wrih
EMI/RFI S32.95
QVS Surgo 6-outIel with
^ndhoalQr ., ,.,.,., S29.95
OVS 6-out. Pow. Strip . 514,95
Drive
Maintenance
Nortronlca SW Drive
Cleaner ,,„, ^ $9.95
Hoftfo*il« 5%^* Drivo
ClosiwrKU S17.95
Switch
Boxes
^^
w
Com '2S A8 S49.9S
Cenrss' AB S49.9S
nS232 ABC S52,9S
Cent ABC SS4,9S
RSB32ABCO ,.., S59,95
Com ABCD $£9,9S
Color Ribbons
Available
SKC T120 VHS
Video Tape:
ooch S4.4S
3 pack S12.7S
10 pucfi „.,... $39,90
Closeouts!
Factory Fresh
Special Pricing
Call for Availability
OodAta 84 Piinier $SAVE
OkidflW 1921 SSAVE
Okidalfl 192P SSAVE
Pfowrtler 1550 SP SSAVE
Cflfdeo Vc 20 S-sfcil ... SSAVE
Cardco Vic 20 3-slot „. JSAVE
Cardco C64 2-stot SSAVE
Cardoo 1$K RAM
Vic 20 ....SSAVE
Supw Skolch C64 SSAVE
Koala Pod PC Jf SSAVE
Quantum Link SSAVS
Loading Edgo , SSAVE
Computer Covor-up
(duStKJVcrs) SSAVE
Rip & Rfs SSAVE
Novflilon modams SSAVE
Anchor modoms ,„. SSAVE
Ponmnal Poiipherafs .., SSAVE
Mannesman TiiUy ,. SSAVE,
Corlron SSAVE
C itofi SSAVE
ToshiDa SSAVE
.Gr^at savings on Epyx,
Cardco, Esttem Houu. Htgti
;Toch Exprotalona, Tlmo-
VMrki. Splnakcr,
Scirtxwough, Contfnontal,
and much morolt
Purchaia w den accapltd
Trom educational
Intiltutions. AlBo, a$k
about volunis diacounial
E_
Bmierliund:
Bank St. Wfrtor t28K ., $32,95
Carmen San Oieoo S22,9S
Champ. Ljxte Runrvcr .. S24.9S
Graphic Lit]. I, 11, III StS,95
Karotokn S1B.95
Print Shop S25.eS
Pnnt Shop Compan S32.9S
Print Shop Papor S12.9S
Science Kit S3S.9S
Lode Runner S24.95
Bank St. Riot S3295
Bark St, Mailer $32,95
Accaw:
Loader Board 124,95
MachS Sa3,9S
Mach- 128 S29.BS
lOthFrama S24.&5
Exec. Tournament S13,BS
■Tournament #1 $13.95
Triple Pack $14.95
WW. a. Loader Bid ... S24,9S
AcUvlaton;
Aliens S22,95
Champton. Baskea^ill . ^2 95
HackBf S17.es
Hacker 2 S22.9S
Latiyrnth $19.95
Music Studio S22.95
Portal $34,95
TassTInws $19,95
Titanic S14,95
MlcroproBe:
F-1S Slrlke Eagle S22.9S
Gunshlp S24.9S
Kennedy Appfoaoh SI 9.95
Silent Service S22.9S
Solo Flighi S19.95
Top Gunner S19.95
Mlcroleague:
Microloag, Baseball 324,95
General Manager ..,...,, S19,95
Stal CUtk $17.95
■B6 Team Disk $14,95
Microleag, Wresiling SNow
Stratsgic Simulations;
GemstOfie Healer $18.95
eettysburg S35,95
Kampfgruppe S3S.95
Phantasie II $24,95
Pharaasie 111 $29,95
Ring ol ZoKin S24.95
Road V^ar 2000 S24.95
Shard of Spring $24.95
Wljards Crown $24.85
War in the S, Padlic .,. S35.95
Wargame Conslr $21.95
Bstliocfuisor $35,95
Gemstone Warrior $14.95
Baltic 19B5 $24.95
Battalion Coramandof . $27,95
EJatlle for Normandy .... $27,95
BatUe 0( Anlotiem $34.95
Cokinial Conquest $27,95
Computer Ambush S39.95
Field ol Fire S27,9S
KnigMs of ttw Desert „ S27.95
Mech Bngsda ..,.,... $39.95
Pro Goll Tour $27.95
Oueslron „ $27.95
Sublogic:
Basabail Stadium $15,95
Flight SimulalOf II 531.95
Jol Simulalof S31,95
NIgW Mission Pinball .,, 521.96
Scenery Disk $15,95
Subkjgk; Baseball $31.95
Subk>gic Foottiall $25.95
epyx:
Create A Caieixiar $17.95
Destroyer $24,95
Fasttoad $24.95
Foolbali 514.95
Karaie Ctiamp 51995
Movio Monster $14.95
Mutltptan $24.95
Sub Bartle S23.95
Winlor Games 523.95
Super Cycle 514.95
Graphics Scrapbook .... $14.95
Str, Sports BaskeKialt . $24.95
Wid.'s Great Baseball . $19.95
Summef Games II $24.95
Vofpot Utility Kit $15.95
World Gamoj $24.95
Flreblnj:
Colossus IV ..,$21.95
Elite $19.96
Frankie Goes to Italy ,., $19.95
GoWen Path $24.95
Guild ol TWsves „.. $24.96
Pawn $24.95
Sontinal $24.95
Talking Teacher $24,95
Trackot $24,95
StarglidBf $24,95
Sentry $24,95
HI Tach Expreaalona:
Heart Ward $6.95
Holklay Paper $8,95
Card Ware $6,95
Party Ware „, $9.95
Unison World:
Art Gallery 1 or 2 $15,95
Print Master S22.95
Oatatott:
AIL noBl.: The Dungeon. .524 ,95
Stack Magic SI 5,95
Saracen _ S15,9S
221 B Baker St 519.95
Action Soft:
Up Periscope SI 9.95
TImeworka;
Partner 64 $34.95
Partner t28 $39.95
Swin Cate 128 $39,95
Wordwriter 128 $39,95
^^^SGA
Acoaaa:
Leader Board $24.95
10th Frame $24.95
Tournament Jiri $14,95
Acllvlakin;
Sofrowed Time $26.95
Ctiamp. Saskottiall 527.95
Championstiip Goll $24.95
GFL Football $27.96
HacJiof $17.95
Hacker 2 $24.95
Littkj People $29,95
Mindshadow ,.. $2605
Mustc STurdio $29,95
Tass Times $24,95
Strategic Simulations:
Computer Baseball $24,95
Kamplgruppe $35,95
Sublogic:
night Simulator II $32.95,
Jot Simulator $CALL
epyx!
Apshai Trilogy $22,95
Rogue ..- $22.95
Winter Games $22.95
Flr^lid:
.Guild ot Thieves $27.95
Pawn _ $25.95
Slargtkim , $27,95
Unison World:
Print Master .,.,. $24,05
Art Gatlory 1 or 2 $18,95
Mlcropmaa:
Silent Son^ice $24,95
IBM
Actlvlalont
Petite Beach $24,95
Portal S27.9S
Champ. Baseball $24.95
Champ. BaskelbaU $24.95
Ballyhoo $25.95
Zork Tnkjgy $39.95
GFL Football $24,95
Leather Goddesses $24,95
Moonmlsl $24.95
Music Studio $32,95
Mlcropfosa:
Ccnfltct in Vietnam $24.95
Cfuaade In Europe ...... 524.95
Oecision in Desert $24.95
F.I 5 Strike Eagte S22.9S
Silent Servico $22.95
Mlcroleague:
Microleag Baseball $25.95
General Manager $19,95
Stat Disk $17.95
'86 Team Dial* $14.95
Epyi:
Apshai Trilogy ., $24.95
Create A Calendar $17,95
Dostroyef ..,. $24,95
Karate Champ .,. ,. $19,95
Movie Monster $14.95
Rogue 519.95
St. Sports Basketball ... $24.95
Sub Battle Slmi^ator ... $24.95
Winter Games $24,95
Wortd Games $24.95
Strategic Slmulatlofii;
Road War 2000 $24,95
Kampfgruppo $35.95
Shard ot Spring ., $24,95
Battle of Antoliem $35.95
Computer Baseball $14.95
Gotr/sburg $35.95
Knignis in Dasort $27,95
Sublogic:
Jet Simulswr $32.95
Scenery Japan ,.. $15,95
Scenery San Fran 515 95
Scenery *t-*e $69.95
Subkigic BassbaH 532.95
Subkigic Football S32.95
Broderbund:
Ancient Art ot War $28,95
Pnnt Shop $37.95
Print Shop Compan $31.95
Graphic Lib, I Of 11 $21.95
Katateka $21.95
Toy Shop 529.95
Bank St. Writer r ,. $54.95
Untaen Wortd:
Art Galtary 2 518,95
Newa Master ,,. $55.95
Print Master $36.95
Firebird:
Stargiider $27.95
Guild ot Thieves $27.95
Lyco Computer is one of the oldest and
most established connputer suppliers in
Annerica. Because we are dedicated to
satisfying every customer, we have earned
our reputation as the best in the business.
And, our six years of experience in mail-
order computer sales is your assurance of
knowledgeable service and quality
merchandise.
The Reliable, Affordable Choice
limited offer
*with interface or
cable purchase
(2-year warranty)
Panasonic
10801
NP-10 *SPECIAL
NX-IOC S199
NL-10 S209
NX-16 S329
NB-15 $889
SD-10 S249
ND-15 S425
SR-10 $469
NR-15 S499
NB24-15 $659
NB24-10 S459
ND-10 $329
NB-15 $899
SEIKOSHA
SP-1200Ai $195
SP-1000AP lie $179
SP-1200AS S195
SP leOVC $145
SL-BOAi , $375
MP laOOAi $369
MP5300Ai $549
BP5420Ai $1075
130O Color Kit $119
BP5420Ribbon $12.50
SPIOOORibbon S8.50
DIABLO
D25 S499
635 $779
D-GOIF $1299
{sf)ecial shipping — call for
details)
Special Purchase
NP10
100 cps draft
25NLO
EZ Front Panel
Selection
Auto Sirtgte
Stieet Feed
Adjustable
Tractor Feed
Panasonic
10911 S369
10921 , „ S335
159Z $399
1S95 S499
3131 SZ4B
31 SI S379
1080 AP tic S239
SILVER REED
EXP 420P $209
EXP 600P SS38
EXP800P S649
Okimaie 20 Si 29
120 NLQ S209
292 w.'intertace S539
293 winlorlace S679
182 52*5
192+ 5355
193 t S539
LCGcno
C-64/1 28 Compatible
(2-year warranty)
SP-1000VC
• 100 cps Draft
Mode
• 20 cps NLQ ^
• Direct
Connect
C-64/1 28
(retail S299 — save SI 46 1)
S159
. S199
$229
^CITIZEN
120 D 5175
PramlBfe 35 $469
MSP-10 S28S
MSP-15 S385
MSP-20 $325
MSP-25 $485
Tubule 224 S649
Toshiba
321 P/S $479
P341E ,.5699
P351 Modal II $1099
EPSON
LX 86 SCALL
LX800 $189
EX BOO $389
EX 10O0 S519
LQBOO $459
LO 100Q $649
FX 86E $329
FX 286e $459
LQ 2500 S949
Monitors
TlKHiipson:
4120RGB,.COM 5249
4160363S2 5279
MJ-503 $499
Zentth;
ZVM 1220 $89
ZVM 1E30 589
P«na»t>nlci
TR-122MYP 12' Am ra. $139
TR-1 22 M9P 1 2" Gl TTL , $1 39
Commcxlore:
1902 Cokx 5285
1B02C.,. $189
NEC:
Multisync , SCAU.
Modems
Avatex 1200hc
Modem
* with cable
purchase
LImilqd Off or
AvaldX:
1200 , $89
I2OO1 599
2400 5289
AUri:
XM-301 S42.95
SX 212 $89.95
Hayei:
Smnrimodem 300 5125
Smadmodem 1200 53B9
Smart modem f200B 5339
Smart modem 2400 $559
Mtcromod^jin lie .-.-..., $125
Smart 300 Apple lie SI 49
Commodors;
1670 599
US Ro4)otlcs:
Passwoni 1200 5189
Moolrnk 12M $139
Moolink 2400 $219
Courier H ST 9600 $879
CompuServe 517.95
y^^
Xetec Printer
Enhancer
• 64K memory
• multi-tasking
• 7 direct available
fonts
• combines two
dot addressable
printers
List price: $249 '\
.>li
IC
W« slock Interfacing (or AtiN, Commodors. Apple and IBM.
sprite Flip
Rhett Anderson
and David Hensley, )r.
This handy utility offers a tech-
nique to let you flip sprites — in-
cluding those in hi -res or
multicolor — at machine language
speed, while conserving memory
often eaten up by sprite defini-
tions. It can be used with sprites
designed by "Sprite Magic" or
other sprite editors. For the Com-
modore 64.
Sprites are a unique and very im-
portant graphics feature of the 64.
They allow programmers to
achieve animation wfith relatively
littJe work. There are many good
sprite editors available, including
"Sprite Magic," found elsewhere in
this issue.
Sprite Magic allows you to flip
sprites both vertically and horizon-
tally. Thus, it's possible to generate
four different sprite definitions
from one pattern. This feature of
Sprite Magic was used often while
designing the sprites in "Basketball
Sam & Ed," which appeared in last
month's issue. If you watch the bas-
ketballs closely while they are spin-
ning in the air, you'll notice that
there are four different views. Only
one of them was drawn, and the
Sprite Magic commands were used
to generate the rest.
The problem with using many
sprite definitions is the amount of
memory that they consume. Each
definition consists of 64 bytes (only
the first 63 bytes actually contain
sprite data, but the definidons are
stored in 64-byte blocks because it's
more convenient for the computer
to deal with data in groups of 64
bytes). This means that four defini-
tions would take up 256 bytes —
more than can be held in a single
disk block. It's even worse when
you store the pattern in BASIC
DATA statements; in that case, four
definitions might take up more
52 COMPUTEI's Gazette August 1987
than four disk blocks.
"Sprite Flip" allows your pro-
gram to flip sprite definidons at ma-
chine language speed. Thus, it gives
you a nice choice: You can have a
smaller program or more sprite def-
initions. Sprite Flip flips both hi-res
and multicolor sprites. (Sprite Mag-
ic changes the colors of multicolor
sprites during horizontal flips.)
Typing It In
Program 1, Sprite Flip, is a BASIC
program which POKEs a machine
language program into memory.
Type it in and save a copy to tape or
disk. To insure accurate entry, use
the "Automatic Proofreader" pro-
gram found elsewhere in this issue.
Program 1 must be loaded and run
before you use it in your own pro-
grams. Alternatively, you can
merge it with your own programs.
We've included a demo. Pro-
gram 2, to show how easy it is to
use Sprite Flip in your programs.
Type it in and save a copy. Before
you run it. Sprite Flip must be in-
stalled by running Program 1.
The demonstration program
displays two expanded sprites on
the screen — one in hi res, and the
other in multicolor. Press H to flip
both sprites horizontally. Press V to
flip them vertically.
In Your Programs
To flip a sprite under program con-
trol, follow this procedure:
• Make sure that Sprite Flip has
been installed,
• POKE the sprite block number
into location 781. This number can
range from to 255. In the demo
program, block numbers 13 and 14
were used, (The sprite block is the
memory location where the sprite
definition begins, divided by 64.)
Note that Sprite Flip only works on
sprites in video bank — the VIC
chip's default setting,
• For a horizontal flip, SYS 49152, For
multicolor sprites, use SYS 49155,
• For a vertical flip — in either hi res
or muUicolor— use SYS 49158,
Sprite Flip can be used in two
ways. First, you can put the same
sprite definition into four different
sprite definition blocks and use
Sprite Flip to flip the second and
fourth ones horizontally and flip
the third and fourth ones vertically.
This allows you to create animation
by changing sprite pointers — the
fastest and most versatile way to
use Sprite Flip, This technique was
used in Basketball Sam & Ed,
If you don't have many sprite
definition blocks available, you can
use Sprite Flip in realtime, flipping
the deflnitions whenever you need
to. The Sprite Flip Demo uses this
method — there is only one sprite
definition for each sprite. The sprite
definitions are flipped upon demand.
The ML program resides in
memory from 49152 to 49329. In
addition, it uses about 70 bytes of
memory directly after the program
as a work area.
See program listings on page 92, •
All programs
listed in this
magazine are
available on the
GAZETTE Disk.
See details
elsewhere in
this issue.
Sprite Stamp
Bennie J. Montoya
It's never been easier to draw detailed hi-res pictures. This pro-
gram lets you "stamp" your own sprite definitions — including
those designed with "Sprite Magic" — onto the hi-res screen. For
the Commodore 64 with a disk drive and one joystick.
"Sprite Stamp" is a computer draw-
ing program with a new twist — you
draw with detailed sprite "brushes."
It's a clever way to create complex
and detailed hi-res screens.
Typing It In
Sprite Stamp (Program 1) is written
in machine language, so it must be
entered with the "MLX" machine
language entry program found else-
where in this issue. When you run
MLX, you'll be asked for the start-
ing and ending addresses for the
data you'll be entering. For Sprite
Stamp, respond with these values:
Starting address: COOO
Ending address: CA5F
After you have entered all the
data from Program 1, be sure to save
a copy of the program before exiting
MLX. Don't tr)' to run Sprite Stamp
yet. You first need some sprite
shapes to use as stamp patterns.
Program 2, "Starter," is a
BASIC program that allows you to
load and save the high-resolution
screen images you create with
Sprite Stamp. You can use Sprite
Stamp without Program 2, but
without Program 2 you won't be
able to save or modify your designs.
Before you begin working with
Sprite Stamp, you must create at
least one set of sprites for stamp
patterns. You can create them by
hand if you like, but the easiest way
to design the patterns is with a
sprite editor like "Sprite Magic." If
you use Sprite Magic, create DATA
statements from your sprites begin-
ning at line number 50. When
you've finished making the sprite
data, exit Sprite Magic and type
LIST, You should see the DATA
statements generated by Sprite
Magic, If there are no DATA state-
ments, return to Sprite Magic by
typing SYS 49152 and try again.
Once you're sure that the DATA
statements are in memory, add the
lines shown as Program 3. Then
save the resulting program to disk.
If you create your sprites by
hand, you'll have to create the
DATA statements yourself. Use
Program 3 as a, skeleton. Begin
numbering your DATA lines at 50,
Designing sprite shapes re-
quires one special consideration.
Sprite Stamp includes a Rotate
command that allows you to turn
the pattern in 90-degree incre-
ments. Since sprites are 24 pixels
wide but only 21 pixels high, you
should leave the rightmost three
columns of pixels in the pattern
blank. (That is, limit your sprites to
21 X 21 pixels.) If you use the full
width of the sprite, the rightmost
columns of the pattern will be lost
when you use the Rotate command.
You can make several different
sets of sprites and save each set to
disk with a different name. For in-
stance, you might have a set with
electronic symbols, and then use
those symbols to design circuits.
Another set could be made up of
clowns and tent sections to make
circus scenes.
Getting Started
Follow this procedure to use Sprite
Stamp:
• Load your sprite data program
(Program 3 with DATA statements
added),
• Type RUN to put the sprite pattern
information into memory; then
type NEW.
• Load Sprite Stamp (Program 1)
with a statement of the form
LOAD "SPRITE STAMF",8,1
• Type NEW.
• To start Sprite Stamp directly, use
a statement of the form
SYS 49152,H
where n is the number of different
sprite patterns in your sprite data
program,
• To use the Starter program, which
allows the loading and saving of
Sprite Stamp screens, load Program
2 with a statement of the form
LOAD "STARTER",8
• Replace the variable S in line 100
with the number of .sprite patterns
in your sprite data program,
• Type RUN, You'll be asked if you
want to load a previously created
picture file. If you answer Y, you'll
be asked for the name of the file. If
you answer N, you'll proceed di-
rectly to the drawing program.
COMPUTE! s GazBtto August 1987 53
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r/iis detailed Commodore 64 hi- res screen was created by the
18 sprites shown above using "Sprite Stamp."
Sprite Art
It's easy to create pictures with
Sprite Stamp. Use the joystick
(plugged into port 2) to control the
rectangular cursor. The following
keyboard commands are used with
the program:
C Clear screen
B CKange background and drawing
colors
X Exit
S Set stamp mode
E Set eraie mode
R Rotate
space Change sprite patterns
Unless you loaded a previous-
ly created screen, you'll probably
want to begin by pressing C to clear
the drawing screen. The current
stamp pattern is shown in a win-
dow on the right side of the screen.
Press the space bar to cycle through
the available shapes. (The program
cycles through the number of pat-
terns you specify in the SYS state-
ment that starts Sprite Stamp, so be
sure to use the correct number.)
When you press S (for Stamp),
the current shape is put down in the
drawing color at the position indi-
cated by the drawing cursor. When
you press E (Erase), the pattern is
put down in the background color.
Press R (for Rotate) to rotate the
pattern by 90 degrees.
To exit from Sprite Stamp,
press X (and then RETURN). If you
entered Sprite Stamp using the
Starter program, you'll be given the
opportunity to save the screen you
just created (you'll be asked to give
the picture a filename). If you don't
wish to save your picture, press RE-
TURN alone to exit the program.
Otherwise, type a name for the file
in which your screen image will be
saved.
The hi-res screen used by
Sprite Stamp is located in memory
at locations 8192-16191,
See program listings on page 76, a
Multisprite
John Augustine
Easily combine up to eight sprites to make larger, more realis-
tic images on your 64 with this machine language enhance-
ment to "Sprite Magic." A disk drive is required.
Although the "Sprite Magic" sprite
editor makes sprite design easy, it is
lacking one potentially useful fea-
ture: the ability to combine two or
more sprites to make a larger sprite.
Many recent commercial games
have used this technique with great
success. For example, some games
use one sprite for a head and torso,
and another for legs and feet. Drag-
ons and snakes can be made by put-
ting two or more sprites together
horizontally, and hi-res sprites of
more than one color can be made
by overlaying two or more sprites.
"Multisprite" wedges into
Sprite Magic, providing all the ad-
ditional tools that you'll need to de-
sign images made of multiple sprites.
Typing It In
Multisprite consists of two pro-
grams. Program 1, the main pro-
gram, is written in machine
language. Type it in with the
"MLX" machine language entry
program located elsewhere in this
issue. When you run MLX, you'll be
asked for the starting and ending
addresses of the data you'll be en-
tering. For Multisprite, respond
with these values:
starting address; BOOO
Ending addicss: &46F
When you've finished typing
in the program, be sure to save a
copy to disk before leaving MLX.
When saving the program, use the
name MULTISPRITE.
A boot program is also includ-
ed. Type in Program 2 and save it to
"Bnr
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The sprites liave been moved closer to-
gether, joining all eight into one
multisprite.
disk. This program loads both Multi-
sprite and Sprite Magic. For every-
thing to work together, the boot
program, Multisprite, and Sprite
Magic must all be on the same disk.
Program 2 expects the Multisprite
program file to be named MULTI-
SPRITE and the Sprite Magic pro-
gram file to be named SPRITE
MAGIC. If this is not the case,
either rename the programs or
change the names in lines 20 and 40
of Program 2.
Getting Started
Multisprite is an extension of Sprite
Magic, so if you're familiar with the
operation of Sprite Magic, you'll feel
right at home with Multisprite. If
you're unfamiliar with Sprite Magic,
it's best to learn how to use all of the
features of that program before try-
ing to use Multisprite. All of Sprite
Magic's features work as intended
when you're using Multisprite.
Let's draws a sample multi-
sprite. First, load and run the boot
program. Sprite Magic and Multi-
sprite will be loaded and you'll see
the familiar Sprite Magic screen. Go
to sprite definition 150 (travel
through the definitions by using the
+ and — keys.) You'll eventually
want to position your sprites on the
Sprite Magic screen, and you can
make this task much easier by turn-
ing on all the pixels in the sprites.
This is best done by pressing SHIFT-
CLR/HOME and then CTRL-R. As
many as eight sprites may be com-
bined into one multisprite. You'll
use two sprites in this example, so
go to sprite 151 and repeat these
keystrokes.
The program must keep track
of which sprite is the "start" sprite.
To select sprite 150 as the start
sprite, move to that pattern and
press the British pound key (£).
Your next task is to position
your sprites on the Sprite Magic
screen. Sprite Magic normally
shows only one sprite on the
screen, so it's natural that it always
puts it in the same place. But Multi-
sprite can move its sprites so that
you can make horizontal multi-
sprites, vertical multisprites, or
overlayed sprites.
When you pressed the £ key,
COMPUTEI's QazettB August 1987 55
the screen color should have
changed to yellow. This means that
Multisprite is ready for a command.
To make it easy to reference the
various sprites, Multisprite num-
bers its sprites beginning at 0, Since
you are using two sprites, begin-
ning at 150, Multisprite refers to
sprite defmition 150 as and 151 as
1. When you give Multisprite a
sprite number as a command, it lets
you position that sprite. Press 1 and
use the cursor keys to move sprite 1
next to sprite 0. The screen turns
purple to show that you can move
the sprite. When you're satisfied
with the relative posidon of the
sprites, press RETURN. Multisprite
is ready for another command. If
you were working with more than
two sprites, you would position
them all before continuing. Press
RETURN to leave Multisprite mode
and enter Sprite Magic mode. (Your
screen should turn gray.)
Now use Sprite Magic's edidng
features to design your multisprite,
flipping between sprites 150 and
151 as needed. Both sprites will be
displayed at all times. The first
thing you might want to do is clear
the sprites with SHIFT-CLR/
HOME.
When you've finished edidng
your multisprite, go back to the
start sprite and press E. Then press
SHIFT-CLR/HOME. This will not
clear the sprite. It simply resets the
Multisprite parameters. You are
now free to go to another sprite def-
inition area and draw another multi-
sprite.
Multisprite also allows hori-
zontal or vertical expansion of the
sprites. Simply move to the starting
sprite in the multisprite and press £
and then X (for horizontal expan-
sion) or Y (for vertical expansion).
Note that you cannot expand indi-
vidual sprites within a muldsprite;
all the constituent sprites will be ex-
panded, and the expansion com-
mand should be specified only for
the stardng sprite of the group.
Multicolor Multisprites
Working with multicolor sprites in
Multisprite is not difficult, but it is
Important to understand the basics
of multicolor sprites before at-
tempting to design one.
In multicolor, all sprites share
the same colors. The lone exception
to this is the color obtained by press-
ing the 3 key In Sprite Magic (which
is actually color 2 — binary bit pat-
tern 10). Each sprite may have a dif-
ferent color for this bit pattern.
When working with Multisprite,
you must set key color 3 separately
for each sprite in your multisprite.
Note that you cannot specify
multicolor for individual sprites
within a multisprite. When you're
designing a multicolor multisprite,
all the constituent sprites must be
designed in multicolor mode.
In Your Own Programs
Once you've designed your multi-
sprite, you'll want to use it in your
own programs. If you are familiar
with programming sprites, this
should be no problem. The impor-
tant thing to remember is that each
multisprite is still made up of more
than one sprite. Whenever you move
a multisprite, you must move every
sprite that comprises the multisprite.
See program listing on page 84. 41
o)m
Modifications and Corrections
• "Directory Filer Plus" (June) con-
tains a bug in the Insert Divider
function. If, for example, your di-
rectory looks like this:
PROGRAM 1
PROGRAM 2
PROGRAM 3
PROGRAM 4
attempting to insert a divider be-
tween Program 1 and Program 2
will modify the directory as
follows:
PROGRAM 1
PROGRAM 3
PROGRAM 4
PROGRAM 4
Program 2 is lost and Program
4 appears twice in the directory. Do
not save the directory back to disk
by pressing f 1; doing so effectively
erases Program 2 from your disk. If
you do save the corrupted directory
to the disk, the data from Program 2
is not removed from the disk — the
directory entry for the file is simply
missing. However, without a direc-
tory entry, the disk drive cannot
find the file, and therefore you will
be unable to access the data in that
file. To correct the Insert Divider
function, change the STEP value in
line 1000 from 1 to -1:
1000 S»N+lfPOR X=N TO F+1 STEP-1
Retrieving a missing file is
much more difficult. A file whose
directory entry has been erased by
the faulty Insert Divider function
can be recovered if no other files
have been saved to the disk since
the file was lost. The easiest way to
recover the missing file is to vali-
date the disk (do not use the normal
Commodore Validate command on
a disk that includes GEOS files) and
use a program like VIEW BAM from
the 1541 TEST/DEMO disk that
came with your disk drive to find
the unused sectors on the corrupted
disk. Then, using a disk sector edi-
tor, search the unused sectors on
your disk for the deleted file. When
you find the missing file, you must
rebuild the directory entry manual-
ly. Make sure you validate the disk
again when you finish (again, do
not validate a GEOS disk using the
regular Validate command). The
manual that came with your 1541
contains Information on how direc-
tories are constructed that will help
you In rebuilding the entry. This is
not a procedure that should be at-
tempted by a novice. If you abso-
lutely must recover the lost file,
copy the corrupted disk to another
disk, and work on the copy.
The problem with Insert Divid-
er exists only in the printed maga-
zine version; the version on the
Gazette Disk is correct. •
56 COMPUTED Qarette August 1987
SO-Column Disk Sector Editor
For The 1 28
Matthew Desmond
Inspect and alter information anywhere on a disk with this ex-
ceptionally high-quality sector editor. An 80-column monitor is
required.
One of the most valuable tools a
programmer can have is a sector
editor. With it, he can inspect every
nook and cranny of a disk and
change anything he likes — it's even
possible to peruse the contents of
files that have been deleted but
have not yet been overwritten.
"80-Column Disk Sector Edi-
tor" is arguably the best disk editor
we've published to date. Its 80-
column screen lets you see all the
information at once — which sector
and track you're on, the entire sec-
tor in both hex and character repre-
sentation, and a menu of commands,
And it's all color-coded to help you
find the information you need. In
addition, all of the available com-
mands are displayed constantly in a
menu at the bottom of the screen.
Typing It In
Disk Sector Editor is made up of
three programs. The first is written
in BASIC. It adjusts BASIC pointers
to reserve memory for the machine
language portion of the program.
Type it in and save a copy to disk.
The second program is also
written in BASIC. Type it in and
save it with the name SECTOR
.BAS. Since this program tries to
load Program 3, do not attempt to
run it at this point.
Program 3 is written entirely in
machine language, so you must en-
ter it using the Commodore 128
version of the "MLX" machine lan-
guage entry program found else-
where in this issue. When you run
MLX, you'll be asked for the start-
ing and ending addresses for the
data you'll be entering. For Pro-
gram 3, respond with the following
values:
Starting address; IDOO
Ending address: 2127
When you've finished typing
in the data, be sure to save a copy to
disk before leaving MLX. Use SEC-
TOR. ML as the filename — Program
2 looks for a file with that name.
Using The Program
All three programs must be on the
same disk in order for 80-Column
Disk Sector Editor to work. Be sure
you're in 80-column mode. (Disk
Sector Editor does not produce a
display in 40-column mode.)
Load and run the boot program
(Program 1). This program loads
Program 2 {SECTOR. BAS), which
in turn loads Program 3 (SECTOR
.ML). The sector editor screen
should appear.
A disk block (also known as a
sector) is made up of 256 bytes. A
byte can hold an integer value in
the range 0-255 (00-FF in hexadec-
imal) or one ASCII character. The
bulk of Disk Sector Editor's screen
is made up of two charts. The larg-
est of these gives the hexadecimal
equivalent of each number in the
current block. The other chart holds
the Commodore ASCII equivalent
of the number. You can use these
charts interchangeably. In some
cases, the textual display is more
useful. In others, you'll prefer the
numeric display.
Several boxes below the charts
hold useful data, some of which is
extracted from the current block.
The first two. Track and Sector,
hold the track number and sector
number of the current block. Link
Track and Link Sector hold the link
block of the current block. These
values are valid only within files. A
file which is longer than one disk
block may not necessarily go into
consecutively numbered sectors.
The link information provides a
"thread" the system follows when
it loads or reads a file. The link
information is stored in the first two
bytes of the block.
Examine every sector of your disk with
this powerful utility written to use the
80-colutnn capability/ of the 128.
Other boxes hold the number
of bytes used in the block, the posi-
tion of your editing cursor, the val-
ue of the byte under the cursor
(given in hex, decimal, and charac-
ter representations), the disk name
and ID, the device number, and the
drive number.
At the very bottom of the
screen, in red, is a menu of the com-
mands. Not all of the commands
are visible at once. Press N (next
menu) to see the remaining com-
mands. If a disk error occurs, the
menu will disappear and an error
message will appear. Press any key
to get back to the menu.
COMPUTEI's Gazette August 1987 57
The commands are as follows:
+ Display the next higher block.
B Select a new block to display. You
@
will be prompted for the track and
sector number.
Enter a new value for the hex number
at the current cursor location within
the sector. Note that the change will
not be saved to disk unless you use
the W (write sector) command.
# Select a new drive.
W Write the current block to disk. Be
very careful with this command.
— Display the next lower block,
L Display block pointed to by the link
information in the current block.
T Input new text at the current cursor
position within the sector. Press RE-
TURN when you've finished. The
change will not be saved to disk un-
less you use the W command,
D Select a new device number,
S Send disk command to the drive.
F Format a disk,
Q Quit 80-Column Sector Editor.
C Display a catalog of the disk,
E Exchange disk. Allows you to inspect
a different disk.
M Move block. You will be prompted
for a new location for the information
in the block.
N Display the alternate menu.
For all commands which
prompt you for more information.
such as a track or sector number,
you can press the ESC key to cancel
the command and return to the
main menu.
Disk Structure
Sector of track 18 holds the block
availability map (BAM) for the disk.
Bytes and 1 of this sector point to
the first block of directory entries.
Bytes 144-159 hold the disk name
padded with shifted spaces. Bytes 4
through 143 hold the actual BAM,
Each bit in each byte holds the sta-
tus of a sector (whether or not it is
available for use). Interpreting the
BAM is a difficult and technical
subject beyond the scope of this ar-
ticle, so a reference book which
covers the inner workings of Com-
modore disk drives is almost a ne-
cessity when working with a disk at
this level.
Let's take a look at the disk di-
rectory. Go to the first sector of the
directory {pointed to by bytes and
1 of track 18, sector 0; normally sec-
tor 1 of track 18). In the ASCII chart
for the directory sector, you'il see
eight filenames (assuming you
have at least eight files on your
disk). The two numbers immediate-
ly preceding the filename give the
starting track and sector numbers
for the file. The number preceding
those numbers gives the file type.
An $80 represents a deleted file. If
you've accidentally scratched a file,
changing this number to $82 (PRG)
or $81 (SEQ) will recover it, assum-
ing that you haven't saved any more
files to the disk since the accidental
deletion. To permanently protect
the file, the BAM must be changed
to reflect the sectors in this file as be-
ing in use. This is often more trouble
than it is worth, A better solution is
to validate the disk at this point.
This wiJl let the disk drive set up the
BAM to match the directory. Anoth-
er solution is to go to BASIC, load
the newly recovered program, save
it to another disk, and then go back
with the sector editor and again
mark the file for deletion.
Sector editors can be as dan-
gerous as they are powerful. The
safest route to follow is to make
changes on a duplicate copy of the
disk. At the very least, make copies
of all the irreplaceable files on a
disk before using any sector editor.
See program listings on page 84. ■
m)
•
A Complete Pro Football
Prediction Program For The
1987 NFL SEASON
61 % + Accurate vs 'Line' in 1986
More In
•87 To .
• •
FEATURES
Predicted Scores Each Week
Season Schedule By Week
Season Schedule By Team
Scores By Week
Scores By Team
Win Loss Record Home/Away
Division Standings
Stats — Accumulated & Average
Line By Week
Line By Team
Record vs Line
Record vs Common Opponents
Individual Team Match-Ups
Printed Copy Ail Screens
1983-1986 Data Base
(Includes All of the Above)
Easy Updates Playoffs/ 1988
Not Copy Protected
Dealer Inquiries Invited
BEAT THE SPREAD
74
• •
9E INCLUDES DISK AMD
3 DOCUMEMATION
SPECIFV 5'/, OR 3« DISK
IBM, Tandy & Compatibles
Commodore 64 - 128
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u_
Dynamusic
Roger Speerschneider
This set of programs will help you create music that plays in
the background zvhile a program is running — music that
sounds as good as the songs played in commercial games. For
the Commodore 64. A disk drive is required.
Trying to write music in BASIC can
be a frustrating experience. There
are many problems to solve. It is
nearly impossible to turn the three
voices on or off at the same time.
Storing notes in DATA statements
uses up too much memory. If you
do manage to get the song to sound
the way you want it to, you've ex-
hausted a great deal of time and
effort.
"Dynamusic" is a solution to
this problem. You can create com-
pact music files that play in the back-
ground of BASIC or machine
language programs. All you need to
do is start the music — the song will
even play over and over if you
choose.
Dynamusic itself is broken up
into two programs. The first, writ-
ten in BASIC, is the "Dynamusic
Translator." This program lets you
enter the notes, one at a time, into
the computer. The second program,
"Dynamusic Player/' is a machine
language program that plays music
constantly, even when you edit,
LIST, or RUN other programs. It
can be quite eerie to listen to music
as you type in a program.
Type in Program 1, Dynamusic
Translator, and save it to disk. Then
type in Program 2, Dynamusic
Player. Since Program 2 is written
entirely in machine language, you
must enter it with "MLX," the ma-
chine language entry program lo-
cated elsewhere in this issue. When
you run MLX, you'll be asked for a
starting address and an ending ad-
dress for the data you'll be entering.
For Program 2, respond with the
following values:
Starting address: 9E0a
Ending address: 9F97
62 COMPUTEI's Gflierte August 1987
Before leaving MLX, be sure to save
the program to disk.
Two other programs have been
included. Program 3, "Dynamusic
Customizer" (a BASIC program),
allows you to change the operating
parameters of the SID chip to make
the music sound exacdy as you like.
Type it in and save it to disk.
Program 4 isn't really a pro-
gram; it's a music file of the type cre-
ated by Program I . This short piece
will show the potential of Dyna-
music. The tune, "Elite Demo," is
adapted from the "Elite Syncopa-
tions Rag" by Scott Joplin. You must
enter the data from Program 4 with
MLX. However, you must make a
slight modification to MLX before
you begin to enter this data.
To conserve memory, Dyna-
music stores its music data in the
RAM under BASIC ROM, This area
of memory is rarely used by BASIC
programs, and by only a few other
machine language programs. Be-
cause of this, MLX was designed to
reject starting or ending address
values in this range. To persuade
MLX to accept the data from Pro-
gram 4, you must temporarily dis-
able MLX's address-checking
feature. Replace the current line
1040 of the MLX program v«th
1040 COSUB 1080:F = 0:RETURN
Remember, this is just a temporary
patch to enter Program 4; it is not a
correction to MLX,
Once you have changed the
MLX program, run it and enter the
following address values when
prompted:
starting address: AOOO
Ending address: A17F
Then enter the data from Program
4. Be sure to save a copy before exit-
ing MLX. You'll learn later how to
play this file and the song files that
you create.
Entering A Song
Load Program 1, the Dynamusic
Translator. List line 20. It reads
LN = 8000. The value of LN speci-
fies the line number where your
music will be stored in DATA state-
ments. After you enter your song,
you'll be able to see the data for
your song by typing LIST 8000-.
Type RUN and then sit down
at the computer with your sheet
music. Since the SID chip has three
voices, all of which can produce a
note at the same time, you must en-
ter a note or rest for all three voices.
If you want only one voice to play,
you must enter a rest for the other
two voices. As an example of how
to enter music, let's enter a C-major
chord made up of three half notes.
First, give the octave for the first
note: 4 (the fourth octave of C on a
piano is middle C). Then, give the
first note: C. Then the duration: 2,
for a half note. Press RETURN to
enter the note. A DATA statement
will be made and appended to your
program.
Enter the next two notes, an E
and a G, both in octave 4, both half
notes. Sharps and flats can be speci-
fied when entering the note value
by adding an S or F, respectively.
For example, enter AS for A-sharp,
BF for B-flat
Rests can be entered by press-
ing R. The duration of the rest must
then be specified.
It's possible to dot a note when
you enter the time. Just put a period
after the time value. For instance, 2.
is a dotted half note. A dotted note
in Dynamusic plays half again as
long as a normal note.
The D option on the timing ,
screen allows you to handle unusu-
al note timing. Duration values
must be whole numbers.
The review screen allows you
to review your entry. If you decide
the note is wrong, press £ to erase
the note and try again. By typing R
here you can add a remark. I recom-
mend that you mark the end of
each measure to ease later editing.
It's important to make sure that
all three voices remain synchro-
nized with each other. If one voice
gets ahead of or behind the others,
they will remain that way for the
entirety of the song.
If you become weary, press
RUN/STOP and save Dynamusic
Translator {with its new DATA state-
ments) to disk with a different name.
Later, to resume music entry, load
the program and change LN in line
20 to a value larger than the num-
ber of the last current DATA line.
When the music is complete,
enter Q (for quit). Choose between
c]/cle and end. Cycle forces the mu-
sic to play over and over. End
causes the song to play through
only once.
Next, you arc asked to enter a
number to determine the tempo
(the rate of play) of the music. Each
note duration is multiplied by this
number, which may be a decimal
value. The smaller the number, the
faster the music will play. A value
of 1 always works. Tempo values of
0.5, 0.75, 1.25, and 1.5 work as long
as you haven't specified any unusu-
al durations with the D command.
Storing Music Data
Now decide where you would like
to put the music data. Unless you
specify another area, the data will
begin at location 40960. On the 64,
that is the beginning of a 12K area of
free RAM. The first 8K of the area
(locations 40960-49151) is hidden
beneath BASIC RAM and isn't nor-
mally used. The last 4K (locations
49152-53247) is heavily used for
machine language programs. An-
other 8K of memory is available be-
ginning at location 57344, Do rwt
attempt to store music data in the 4K
block from 53248-57343. Any cfw-
sen startirtg location must be a multi-
ple of 256 and not less than 2048,
After Dynamusic Translator
POKEs the music data into memo-
ry, it asks whether you also want it
saved to disk. If you do, answer V
and give a filename. It's a good idea
to also save a working copy of the
entire Dynamic Translator pro-
gram — including your song data.
That way, you'll be able to change
the DATA statements if the song
doesn't sound right.
The First Performance
If you've just entered your music,
and it has been sucessfully POKEd
into memory, load Dynamusic
Player (Program 2) with a state-
ment of the form
LOAD'TLAYER",8,l
If you want to listen to music in a
file which has been saved — for ex-
ample. Elite Demo (Program 4) or a
song you created — first load your
song with a statement of the form
LOAD "S0NG",8,1
Then load and run Program 2.
Type NEW. If your music data
does not begin at location 40960
(the default address), Dynamusic
Player must be informed of the
change. POKE the value of the new
starting address divided by 256 into
location 40780.
If you're going to run a BASIC
program, you should protect Dyna-
music Player from BASIC. Do this
by starting and stopping the music
before loading the BASIC program,
or by typing
POKE 5S,158:CLR
(You can also include this as the
first line of the BASIC program you
want to run.) You may now load
your program.
To start the music, execute the
statement SYS 40448 either within
your program or from direct mode.
To stop it, execute the statement
POKE 40448,0. Be sure not to re-
start the music when it's already
playing, and don't try to turn it off
when it's already off. Also, do not
play music during disk access. (If
your program accesses the disk
drive, turn off the music before disk
access. You can restart it after all
disk operations are completed.)
Customizing The Sound
When the music starts (and every
time it repeats), the registers of the
SID chip are filled with values from
a group of shadow registers at loca-
tions 40809-40833. Each SID regis-
ter has a shadow in this range. For
example, the voice 2 attack/decay
register is located at address 54284,
the 12 locations beyond the address
of the first SID register. Thus, the
shadow voice 2 attack/decay regis-
ter is located at address 40809 plus
12 (40821).
By changing the values in
these locations, you can change the
way your songs sound. (You'll need
a reference book which explains the
SID chip. Also, if you are new to
programming music, see "Explor-
ing the SID Chip" elsewhere in this
issue.) Just POKE values into the
shadow registers as your music
plays. The next time the song re-
peats, you'll hear the effects of your
changes. When you're satisfied with
the sound, you can save the altered
Dynamusic Player. This modified
version of the program will play all
songs with your new parameters.
When you're ready to save Dyna-
music Player, stop the music, loed
and run Dynamusic Customizer.
When the program asks for a file-
name, type in the name that you
would like to use for the custom-
ized version of Dynamusic Player.
Selective Deletion
The SID chip cannot play more than
three notes at once. If the music caUs
for more than three notes, you must
decide which note or notes to leave
out. Notes exactly one octave up or
down from another note are good
candidates for deletion.
Dynamusic can be tuned
(changed in pitch) like a musical in-
strument. Line 400 of Dynamusic
Translator (Program 1) contains an
expression that controls the tuning
of the music. The first value in the
expression determines the frequen-
cy (in cycles per second, or hertz) of
the base note of the tuning scale.
The current value, 440 hertz, is a
natural A, If you change the 440 to
another value, all other notes in the
scale will be altered correspondingly
to remain in tune with each other.
It is possible to change tunes
while Program 2 is playing. Your
program can POKE a new value
into the music pointer address, lo-
cation 40780. The next time the
music starts or is cycled, a different
song will play. The number to
POKE into this location is the start-
ing address of the song data divided
by 256.
See program listings on page 90. a
COMPUTEIs GazetlB Augusi 1987 $3
Commodore Relative Files:
Defensive Programming
)im Butterfield, Associate Editor
Relative files are a good way to store data for fast access. But
mam/ programmers have trouble using them. Here's how to
write defensive programs which are likely to give you trouble-
free relative files.
The idea behind a relarive file is
this: If you want to see or change
record number 12, you go straight
to that record — no need to plow
through records 1-11, as you'd
need to do with a sequential (SEQ)
data file. Another advantage is that
you don't have to make a new copy
of the file when you want to change
a record; the change is made by re-
placing the old data with the new.
How does this work internally?
First of all, each record in the file
has a fixed amount of space allocat-
ed. That way, when you change
information in a record, the records
that follow don't need to be moved.
All the space that is allotted doesn't
need to he filled. For example, you
could allocate 120 characters per
record, but some or all of the rec-
ords might be smaller than that.
The remaining unused space is
padded with O's,
The second part of the trick in-
volves the use of an index. Whenever
you specify a record you wish to ac-
cess, the drive does some arithmetic
and then checks the index (called a
side sector) to see where on the disk
your information is stored. (You
don't need to know about the arith-
metic; it's moderately complex.) If
you just call for record 15, for in-
stance, the disk drive calculates that
for a 100-character record size it
needs to fetch the sixth block from
the file. It looks up the address
(track and sector) of the sixth block
in the side sector index, and then
reads the appropriate block from
64 COMPUTErs Gazetle August 1987
disk. When the block has been read,
the same arithmetic tells the drive to
look at position 130 in that block for
the start of the desired record.
Again, you don't need to know how
the drive does it. Just supply the rec-
ord number and let it work.
There are inherent disadvan-
tages in this scheme. Relative files
are larger, slower, and more diffi-
cult to handle than sequential files.
They are beset by pitfalls— things
that can go wrong if you don't han-
dle your coding exacdy right. If you
need to use relative files, this article
will help steer you clear of the dan-
ger spots.
SEQ vs. REL
Consider the sequential (SEQ) data
file. It is much simpler than a rela-
tive file, and can do most jobs at
least as well. An old data process-
ing axiom says; If a session calls for
more than 15 percent of a file to be
referenced, use a sequential file; if
less, use a relative file. The point is
that if you need to access only a
small fraction of the file, why wade
through the whole thing? In this
case, a relative file will let you use
only the parts you want. A sequen-
tial file, in contrast, needs to be read
from start to finish, and an update
requires that a new copy of the file
be made.
There are other considerations.
If a sequential file is very large (more
than half the disk capacity), you
don't have room to make a copy on
the same disk, A relative file, which
can be changed "in place," has a
definite advantage here.
Here's one disadvantage of rel-
ative files that you should consider
very carefully before deciding to
use them for a particular task: If you
change the contents of a record on a
relative file, the old information is
irrecoverably lost, A mistake at the
keyboard could lose important
informadon permanently. With se-
quential files, you update by copy-
ing everything over to a new file.
The old file can be retained, allow-
ing you to go back to earlier data
and reh-ieve lost information.
Guidelines
The following guidelines are safety
rules. You can sometimes get away
with breaking them. Yet few of us
like to take a chance of data being
lost, so you might want to follow
them religiously.
The demonstration program
given below is intended to show
many of the rules given in these
guidelines. The program is written
to run on any eight-bit Commodore
computer.
Rule 1: Create enough records.
When you first create a file, be sure
to create enough records so that
more than one block (254 charac-
ters) is used. For example, the dem-
onstration program uses a record
length of 33, and thus must create 8
or more records (254 / 33), In this
case I created 10 (see line 140). It's a
good idea to create a relative file
with a special program. After a file
has been been created, all following
activity is updating. The demo pro-
gram tests to see if the file exists,
and if not, it creates it (the test is
lines 40-70; the file creation is per-
formed in lines 100-200). Note that
the program insists that the only ac-
ceptable error is number 62, File
Not Found, Anything else is a
"real" error and the program stops.
Rule 2: Always set the file pointer
to the first byte of the record. Al-
ways position the pointer to the first
character in the record. The last pa-
rameter in the P command should
be CHR$(1). See lines 140, 330, and
480 of the demonstration program.
Read or write the whole record each
time to stay out of trouble.
Rule 3: Check the drive status. Al-
ways read the status from the disk
drive after every positioning com-
mand. Even if you don't care what
the drive status message says, read-
ing the status information insures
that the drive has had enough time
to locate the position to the new
record.
Lines 150, 340, and 490 of the
demo program do this. It's interest-
ing to observe that some errors are
quite acceptable. For example, line
150 insists on seeing error 50; at
that point the program is creating a
file and knows that the record it has
just called up does not exist. When
status is checked at line 340, a No
Record error tells the program that
there are no more records to be
read. And at line 490, the same er-
ror simply advises the program that
the next record it writes will be a
new one.
The important thing to remem-
ber is that reading the drive status
after positioning is not just to check
errors— it's for pacing the program
so that data will not be rushed be-
tween computer and disk drive
before the drive is ready.
Rule 4: Add 96 to the secondary
address. It doesn't hurt to add 96 to
the secondary address value in the
P command. Note that the demon-
stration program opens the relative
file with a secondary address value
of 2 (line 50), But in the position
commands on lines 140, 330, and
480, the value 96 has been added in
to make 98.
Rule 5: Use one PRINT# per rec-
ord. When you're writing to a file,
use one PRINT# to write one rec-
ord; no more, no less. You should
write all the fields of the record in
one shot. (If you use the less reli-
able practice of positioning within
the record, you can write part of a
record — but it's preferable not to).
Note lines 530-610. Even
though we have several data fields
within the record, they are concate-
nated (stuck together) in line 580.
The various fields are separated by
RETURN characters, but no RE-
TURN is needed at the end of the
record (line 600 trims off the last
RETURN, and line 610 prints the
record without adding a RETURN).
If multiple fields within a rec-
ord interest you, examine lines
370-420, where the system status
variable ST is used to detect wheth-
er there are more fields to follow
within a record.
Large Leaps
If you are reading or writing records
in strict sequence (1, 2, 3, 4...), the
above precautions should be suffi-
cient. If you're hopping around,
here are two more rules:
Rule 6: Position twice for input. If
your program is reading records out
of order, give the position (P) com-
mand twice. Get the drive status
message each time.
Here's the problem that neces-
sitates this strange procedure: To
position to a new record, the disk
drive may need to bring in new
blocks. First, it must check the side
sector index for the new block de-
sired. If the new record is far away,
it may need to read in a new side
sector. Finally, it must bring in two
data blocks before it's ready to sup-
ply data to you. That can take quite
a while, and a second positioning
can give the drive a chance to catch
its breath.
The demonstration program
does not do double positioning. It
doesn't need to, since it reads the
records in sequence.
Rule 7: Close and reopen for out-
put. If your program is writing rec-
ords out of order, the safest thing to
do is to close the file after each
write. You may then immediately
reopen it (after reading the drive
status). It may cost over a second in
running time to close and reopen
the file, but this procedure offers in-
creased insurance against corrupt-
ing data on the disk.
When writing records, the
drive has a huge amount of work to
do. The drive doesn't write to disk
at the time you give the PRINT#
command; rather, it waits until a
position command tells it to move
somewhere else. The drive must
then safely store all the changes it
has made before it can read in the
new data. This is a ticklish time —
it's possible that the computer may
try to pour in more information
before the drive is ready for it.
The safest procedure is to close
and reopen the file, and that's what
our example program does in lines
640-670. This is probably overkill
under these circumstances, since
the drive will have a lot of time to
do its work while the user is typing
in the next record. But when it's
your data — safety first.
Other Relative File Anomalies
Commodore data files shouldn't
normally contain characters with
ASCII codes or 255. If you try to
include these two characters in a
record, you'll probably cause
problems.
Character is used pad out the
unused part of each record. If you
write this character to a relative file,
the drive will not know where the
record ends, or which part is full. So
don't write CHR$(0},
Character 255 is used by the
operating system to indicate an
empty record — one with no data.
Our demonstration jSrogram used it
to write an empty record during file
generation (line 170), and later de-
tected this value to report an empty
record (line 380), If you want to use
this character, be careful.
You can't generate a relative
file with record lengths of 42, 58, or
63 characters. It's just an oddity of
the disk operating system that these
values are forbidden.
The 1571 is one of Commo-
dore's most recent disk drives, de-
signed especially to work with the
Commodore 128, However, for the
standard double-sided 128 format,
the operating system code to con-
trol reading and writing on side 2 is
currently bug-ridden and almost
useless. Commodore will be releas-
ing a new 1571 ROM to correct the
problems; it should be available by
the time you read this. Until that
happens, it's wise to leave two-
sided disks half-empty when using
relative files.
Relative files demand extra
care. But if you know the rules on
how to code defensively, you can
make them behave as they should.
See program listing on page 78. 8f
COMPUTED Gazette August 1Mi7 65
READ And DATA— Two Of A Kind
w\jm(m
Larry Cotton
Last month we wrote a state capi-
tals drill program which illustrated
some of the BASIC commands
we've learned. However, because
we used only the BASIC commands
we've covered so far in this column,
the program wasn't very elegant.
This month we'll delve into two ex-
tremely useful statements — READ
and DATA — which will ultimately
allow us to modify and greatly
shorten the program, depending on
how many drill questions we want
to ask. In the process, we'll add just
the touch of elegance we need and,
as a bonus, make the program easi-
er to understand.
Before we modify the program,
let's go over a few basics, If you un-
derstand these examples without
entering and running them, that's
fine. But if you don't understand a
certain example, it would be a good
idea to type it in, run it, and observe
the results.
Reading Strings
READ and DATA work together; if
you use the READ command, there
must be some DATA to read. Their
purpose is best illustrated by study-
ing a simple case which uses a
string variable:
10 READ A$
20 DATA RALEIGH
30 PRINT AS
If you run this, READ in line 10
causes the computer to look for a
DATA line. It finds the data at line
20— the word Raleigh — and line 30
prints it out. We could have accom-
plished the same results with the
following:
10 A$ = "RALEIGH"
20 PRINT A$
So why use READ and DATA?
This simple case, for demonstration
purposes only, shows how READ
and DATA work; in actual practice
these commands are used when
66 COMPUms Qazetle August 1987
many pieces of data are to be read.
Reading Numbers
READ also works with numeric
variables:
10 READ A
20 DATA 1000
30 PRINT A
This time, the variable A is assigned
the first (and in this case only)
DATA element, 1000; line 30 prints
it on the screen.
Reading More Than One
Piece of Data
Now let's illustrate how to read
more than one piece of data with
the same command:
10 READ A$, B$
20 DATA RALEIGH, RICHMOND
30 PRINT A$
40 PRINT B$
Line 10 READs both pieces of data
before going to line 30. Punctuation
is very important when entering
these statements. Note that the
variables A$ and B$ — and the data
that mil be assigned to them — are
separated by commas. A frequent
error is to put a comma after the
word DATA^don't do it. Also be
sure not to put an extra comma after
the last data element. And check
that your commas really aren't peri-
ods. Because the period and comma
keys are side by side on the key-
board, it's easy to mistakenly type
one for the other.
It's very important that you
have enough data to be read. Look
at this:
10 READ AS, B$, CS
20 DATA RALEIGH, RICHMOND
If you run this, you get one of
BASIC'S error messages— ?OUT OF
DATA ERROR IN LINE 10. The
READ statement in line 10 tries to
read three pieces of data but finds
only two. Note that the line men-
tioned in the error message is the
line that's reading the data, not the
DATA line itself.
Using FOR-NEXT With READ
And DATA
Often, a FOR-NEXT loop is used to
read data:
10 FOR T=l TO 5: READ X
20 PRINT X
30 NEXT
40 DATA 5, 10,15,20,25
Now you can begin to appreciate
the value of READ and DATA. The
alternative to this would have been
to make X = 5, then 10, and so on
to 20, printing out each value. Be
sure you have as many pieces of
data as the number of times the
FOR-NEXT loop increments.
One of the more common uses
for reading data is to put values into
certain memory locations, or regis-
ters, in the computer that aren't
normally found there. The BASIC
command POKE is used to do that:
10 FOR L"49152 TO 49157
20 READ D
30 POKE L, D
40 NEXT L
SO DATA 169, 1, 141, 32, 208, 96
(Type this in only if you have a
Commodore 64,) This little pro-
gram demonstrates a very common
technique for installing machine
language programs in the com-
puter. (Machine language programs
run much faster than BASIC ones
do; computer games, which usually
need speed for good playability, are
often written in machine language.)
Before this program is run, the
memory locations could contain
numbers in the range of 0-255,
After it's run, the memory locations
would be loaded with specific nu-
meric data as shown here:
LocatiQ]
1{L)
DATA (D)
49152
169
49153
J
49154
141
49155
32
49156
208
49157
96
The FOR-NEXT loop will in-
crement six times; six memory loca-
tions will be affected. Again,
always make sure the number of
data elements corresponds to the
number of times the FOR-NEXT
loop is to be executed.
Mixing Numeric And
String Data
Numeric and string data can be
mixed;
10 READ S, S$
20 DATA 4, LISA
30 PRINT "NUMBER";S;'aS ";S$
Data is read in the order in which
it's requested. If a numeric variable
is requested (READ S), a number
must be the next piece of data to be
read. Change line 20 to see what
happens if they're switched:
20 DATA LISA, 4
Now, instead of an OUT OF DATA
message, we get a SYNTAX ERROR
message. Line 10 is expecting a
number (S) as its first piece of data,
but instead it gets a string. Note that
the line referred to in the SYNTAX
ERROR message is the DATA line.
The line referred to in an OUT OF
DATA message is the READ line.
Using GOTO With READ
And DATA
GOTO is often used with READ
and DATA. Later you'll see that this
is the key to the rewrite of the state
capitals drill program:
10 READ N$
20 PRINT NS
30 GOTO 10
40 DATA DAVID, MICHAEL, VICTOR,
JIM
Lines 10 and 20 READ and
PRINT the data. Line 30 sends con-
trol back to line 10, which, each
time executed, READs a new piece
of data. If you typed this one in and
ran it, you saw the OUT OF DATA
message after all the names were
printed— there was nothing to limit
how many times the computer exe-
cuted GOTO 10.
Here's one way to eliminate
the OUT OF DATA message when
GOTO is used:
10 READ NS: IF N$-"QUir' THEN
END
20 PRINT NS
30 GOTO 10
40 DATA DAVID, MICHAEL, VICTOR,
JIM, QUIT
It would be a good idea to type this
one in and run it. The computer
READs (in line 10) the first name
from DATA line 40 (DAVID) and
prints it in line 20. Line 30 sends
control back to line 10 for another
read (MICHAEL) and so on until all
four names are read and printed.
The last time through line 10, the
word QUIT is read as N$, the IF-
THEN condition is satisfied, and
the program ends. The word QUIT
isn't printed.
For numbers, you can use a
value not normally used by the pro-
gram to stop the reading process:
10 READ N: IF N--! THEN END
20 PRINT N
30 GOTO 10
40 DATA S, 10, 15, 20, 15, -1
Modifying The Drill Program
Now we've covered enough of the
basics of READ and DATA to see
how to modify last month's state
capitals drill program. If you saved
a copy of last month's program, just
load it, type LIST, and change lines
140 and 150 as shown below, (If
not, a complete listing appears at
the end of this article.)
140 READ AS, S$: IF AS™ "QUIT"
THEN 5000
ISO FOR 1 = 1 TO 3: PRINT Q$;SS;"7"
Line 140 now expects to find two
pieces of string data — A$ (the an-
swer) and S$ (the state name).
When it reads the word QUIT, con-
trol is sent to line 5000, the pro-
gram-ending routine.
Line 150 is what will make our
new program much more efficient
(and elegant). Compare last
month's program to this one and
you'll see why.
Every time we asked a ques-
tion we had to repeat a certain rou-
tine and each state's name, which
used five lines. Now we simply use
S$, which is read as the second
piece of data.
As we saw in an example
above, we send control back to
READ more DATA by using the
GOTO statement. Leave lines
160-180 as they are and change
line 190 to
190 GOTO 140
Now erase your old lines 200,
210, 220 and 230 by typing those
numbers and pressing RETURN.
(You may recall that this is the way
to erase BASIC program lines,)
Leave the subroutines as they are in
lines 1000-5000.
The only thing left to do is to
add the data for line 1 40 to read:
SOO DATA RALEIGH, NORTH
CAROLINA, RICHMOND,
VIRGINIA, QUIT, QUIT
Why two QUITs? Remember
that line 140 expects two pieces of
string data. The second doesn't
have to be QUIT; this is just a com-
mon programming technique.
Notice now the real value of
the READ and DATA statements:
To expand the program to include
more questions, instead of having
to type five tines for each quesdon
and answer, one simply adds more
data between what's there and the
two QUITs. When line 500 be-
comes full, do this:
1. Remove the two QUITs, and
the comma before them, at the end
of line 500,
2. Add more DATA lines— 510,
520, and so on,
3. Put DATA as the first word
on each Une.
4. Add the data, starting with
the capital, then the state, and alter-
nafing between the two. Separate
them with commas as in line 500,
5. Put two QUITS as the last
two items of data.
Next month we'll see how and
when to read data repeatedly, using
the RESTORE statement.
Modified Drill Program
SC 100 PRINT" {CLR!"
PK 110 POKE53280,ll!POKE53281,
llsPRINT'iWHT)"
GJ 120 PRINT: PRINT
,RH 130 Q5="WHAT IS THE CAPITAL
OF "
BC 140 READRS,SSiIFAS-"QUIT"TH
EH5000
SX 150 FORI->lTO3tERINT05jSS!"7
AM 160 GOSUBlBae
BX 170 IFCS<>ASTHENGOSUB3000iN
EXT tGOSUB4000! GOTO 1,90
BQ 180 GOSUB2000
JX 190 GOTO 140
XM 500 DATARALEIGH , NORTH CAROL
INA, RICHMOND, VIRGINIA,
UIT,OUIT
AS 1000 CS=""!lNPUTC5«IFCS-""T
HEN5000
DS 1010 RETURN
KA 2000 C=C+1: PRINT "[ DOWN IVERY
GOOD 1 " jFORT»lTOia00 : N
EXTsPRINT'tCLRj
{3 down)" iRETURN
BS 3000 PRINT" (down) SORRY, THA
T'S NOT CORRECT. "i FORT
-1TO1000 iNEXT: PRINT"
{clr)£3 domn)"sReturn
xp 4000 print"the answer is "a
?"."
XA 4010 PRINT IPRINT'PRESS THE
{ SPACE )SPACr BAR TO GO
ON."
JE 4020 GETSS:IFSS<>" ■THEN402
SM 4030 PRINT"tCLRH3 D0WN1"«R
ETURN
BQ S000 PRINTC"CORRECT.":END V
COMPUTEIS Gazene August 1987 67
Din]©©[ri][l[]i]
Extra Assistance
Richard Mansfield
Editorial Director
When you start learning machine
language (ML), the first thing you
need is an assembler program. An
assembler is to ML what the BASIC
language is to programming in
BASIC: It translates your com-
mands into actions the computer
can understand and perform when
a program is run. Many assemblers
are available commercially; some
are included in books on ML; and
some have been published in GA-
ZETTE and COMPUTE!.
There are a variety of features
to look for when deciding which as-
sembler to use, but one of the most
important is its complement of
pseudo-ops, add-ons to the assem-
bler which make life easier for the
programmer. Pseudo-ops are the
equivalent of options sold with
automobiles, and, as you might ex-
pect, some such options are more
accurately described as necessities
than luxuries.
Unofficial Commands
An "op," short for opcode (which it-
self is short for operation code), is a
number that describes an action for
the microprocessor to carry out. For
example, 96 tells the chip to return
from a subroutine. An assembler's
primary job is to translate the set of
abbreviations programmers use into
these opcodes. So, when you pro-
gram in ML and use the command
RTS (for ReTum from Subroutine),
the assembler reads this and stores it
in the computer as 96.
In other words, the assembler
takes your list of commands and
translates them into a list of num-
bers. These numbers are the execut-
able ML program. After the
assembler has stored the numbers,
you can SYS to them, and your ML
program will run.
A pseudo-op, by contrast, is
68 COMPUTEI's Gazette August 1987
not part of the official list of ML
abbreviations. Instead, it come.s as
an addition to an assembler and
does something to make your pro-
gramming easier or faster in the
same way that LIST comes with
BASIC. One of the most valuable
pseudo-ops is the BYTE command
(sometimes called A5C; the names
of pseudo-ops vary from assembler
to assembler), BYTE allows you to
enter a table of numbers directly
into RAM. These numbers are data,
not program opcodes. They might
be the parameters you want POKEd
into the SID chip registers or a list
of calorics for various foods, what-
ever. When programming, you sim-
ply type BYTE, and the assembler
knows that this isn't one of the nor-
mal opcode abbreviations — so it
handles the information in a special
way:
BYTE 112,27,98
These numbers will be stored in
RAM exactly as you typed them. If
this were a list of calories, you could
create a parallel list of foods by
using the BYTE pseudo-op:
BYTE 'TWlNKIE,GUMDROP,DONUT
where the BYTE pseudo-op tells the
assembler to translate these charac-
ters into their proper screen codes.
(Add a search routine and a few
hundred more foods and you've got
an ML calorie counter program.)
BYTE, then, is a simple way to cre-
ate tables, lists, and arrays of data in
ML. You don't want to know how
cumbersome this can be without
that pseudo-op.
Another useful collection of re-
lated pseudo-ops gives you control
over the destination of your pro-
gram. D or DISK (or a variation
thereof) entered into your program
sends the resulting executable ML
program to the disk drive instead of
directly into RAM. This is valuable
when you want your ML to reside
in memory where the assembler or
other programming utilities are lo-
cated, it helps you avoid overwrit-
ing the resident programs. F or
PRINTER sends the results to the
printer for a hardcopy listing, and S
or SCREEN lists there.
The = pseudo-op is essential,
(t allows you to assign values to
labels and then use the labels
throughout your program. It's quite
similar to using variables in BASIC;
SCREEN - 1024
can then be used in such situations
as:
STA SCREEN (to put whatever is in the
Atmmulnlor iiitii scrwii mi'mOTy)
STA SCREEN + 512 (using +, the macro
for automatic addition)
Among the benefits of such la-
bels is that you can more easily read
your program listing or utilize glob-
al access via search or replace.
Macros
One facility provided by some as-
semblers is macros, subroutines you
can import into your program from
disk. For example, if you frequently
need to check for keyboard input,
you could write a general purpose
routine which PEEKs the keyboard
for activity and save it as a macro.
Then, when writing an ML pro-
gram which needs to accomplish
this, you could have the assembler
insert this macro instead of typing
each instruction by hand.
Macros have two weaknesses,
though. First, it's often simply easi-
er to use a subroutine instead, rath-
er than inserting a routine
repetitively throughout your pro-
gram. Second, you have to spend
some time passing parameters to
macros, which means you have to
remember zobat parameters, in
which order, and then write them
in. It's often better just to write the
routine directly. m
1
mrmam.
Tricks Worth Remembering
Todd Heimarck
Assistant Editor
Every once in a while, you run
across a trick that's not an enor-
mously useful programming tool
but is still worth remembering.
Here are a few such tricks, which
are valuable primarily because they
save you some time.
Loading And Saving
Running a BASIC program is a two-
step process; First you load it into
memory, then you type RUN. But
on the 64, you can load and run a
disk-based program by typing
LOAD "file name", %: (don't press
RETURN), and then holding down
the SHIFT key and pressing RUN/
STOP. Make sure you place a colon
after the 8. On the 128, you can use
RUN "fiiename" for BASIC, or
BOOT "filename" for machine lan-
guage programs.
When a directory is showing
on the screen and you see the file
you want to load, you can save a lit-
tle typing by moving the cursor up
to the line that lists the file. Type
LOAD on top of the number of
blocks, move the cursor just past
the closing quotation mark, add ,8:
(again, the colon is important), and
press RETURN, On the 128, you
can replace the LOAD with D
SHIFT-L (the abbreviation for
DLOAD) or RUN. Press TAB a cou-
ple of times to get past the last quo-
tation mark, then ESC-Q or ESC-
@, and then RETURN.
If you put a line like 10 REM
SAVWOOfilename" ,8 at the begin-
ning of a program, you can list line
10, cursor to the version number (to
change it to 01, 02, 03, and so on)
and press RETURN. To save the
program, put the cursor on the line
number and press the space bar to
erase the 10 and the REM. Then just
tap RETURN. When developing
large, important programs, I usually
alternate disks, putting the odd-
numbered versions on one disk and
the even-numbered versions on the
other. When the disk begins to fill
up, erase the old versions with the
question mark wildcard: OPEN
15,8,15, "S0:17filename": CLOSE 15.
Shortcuts
At times, you'll discover that
you've put too many commands on
one line, and, when you want to
add a few things to the middle of
the line, the insert key won't allow
you to go beyond the 64 's 80-char-
acter limit. Rather than retyping the
second part of the line, you can split
it up by listing it twice. Change the
line number of the second line —
from 580 to 582, for example. Now
you have two lines that are exactly
the same. On the first one (line
580), use the space bar to erase the
second part of the line. On the sec-
ond line (582), move to the middle
of the line and delete backwards.
A quick way to escape quote
mode or insert mode is to press
SHIFT-RETURN. This also useful if
you change your mind after chang-
ing a line. The normal RETURN
key causes a direct-mode command
to execute or, if the line starts with a
number, it adds the line to the pro-
gram in memory. SHIFT-RETURN
doesn't do either; it just puts the
cursor on the beginning of the next
line and turns off reverse mode,
quote mode, and insert mode.
If you use a utility like "Meta-
BASIC" that lets you define the
function keys, or if you have a 128,
it's handy to define the function
keys to list portions of your pro-
gram. Change the definition for the
fl key to LIST-199, the definition
for f3 to LIST200-399, and so on.
(Since MetaBASIC limits key defi-
nition strings to ten characters, you
may have to abbreviate LIST to L
SHIFT-l.) You can then press the
appropriate function key to see a
specific part of the program.
To send output to a printer, you
first open a channel with a line such
as OPEN 1,4 or OPEN 1,4,7. Don't
use CMD to divert PRINT state-
ments to the open channel; CMD
can be canceled (if the program does
a GET, for example). Instead, use
PRINT#. When you're developing a
program that writes to the printer,
you can save paper during testing by
changing the OPEN to route output
to device 3— OPEN 1,3, for ex-
ample. Device 3 is the screen, so any
further PRINT#1 statements would
send lines to the screen instead of
the printer. When the program is
fully debugged and running, you
can change the device number in the
OPEN statement back to a 4,
Debugging
In programs that contain many
DATA statements, it's common to
make a typing error here and there.
It's not much fun to proofread a list
of numbers, so here are some sug-
gestions for pinpointing typing
mistakes. First, if you get an ILLE-
GAL QUANTITY error in the line
that contains a READ followed by a
POKE, the problem is most likely a
number in DATA that's larger than
255 or smaller than 0. When this
happens, PRINT PEEK(63) +
PEEK(64)*256 will usually tell you
which line of DATA contains the
item that's out of range for POKE-
ing. The equivalent memory loca-
tions on the 128 are 65 and 66.
Another problem is acci-
dentally separating two numbers
with a period instead of a comma.
To find an errant period, use this
two-line program (substitute mem-
ory locations 65 and 66 in line 2 on
the 128):
1 READ A: IF A-INT(A) THEN 1
2 PRINT "CHECK LINE"; I'EEK(63) -I-
PEEK(6*)*2S6: END
If there aren't any periods, line
1 will eventually run out of DATA
to read. If you did accidentally type
a period, line 2 will tell you which
line to check, ©
COMPUTEfa GazBUB August 1987 69
RAM Usage On The
Commodore 128
Ottis R. Cowper
Understajiding and manipulating RAM on the Commodore 128
can be tricky business. This excerpt from Mapping the Com-
modore 128 (from COMPUTE! Books) offers a technical over-
view of key RAM locations, and provides a wealth of useful
information. Included are various tips and techniques for 128
programmers.
The Commodore 128, as its name
implies, has 128K of primary RAM
in two 64K blocks. The computer's
elaborate memory management sys-
tem can mix RAM from one or both
blocks together with ROM or I/O
chip registers to create the configu-
rations known as banks. In general
the 128 sees RAM from block in
even-numbered banks (0, 4, 8, 14)
and RAM from block 1 in odd-
numbered banks ( 1 , 5, 9). A notable
exception is bank 15, where RAM
from block is seen. Another sig-
nificant exception is that in every
bank the system normally sees
RAM from block in locations 2-
1023/$0002-$03FF. (Locations
0-1/$00-$01 are used for the pro-
cessor's on-chip I/O port and are
never seen as RAM.) This means
that the lowest IK of RAM in block
1 normally remains invisible and
unused. The common IK block and
locations 1024-71 67/$0400-$lBFF
in block have special uses. MMU
registers, rather than RAM or ROM,
are seen at addresses 65280-65284/
$FF00-$FF04 in every bank con-
figuration.
Two pointers in page 10/$0A
indicate the range of locations in
block considered free RAM, Loca-
tions 2565-2566/$0AO5-$0AO6
point to the lowest free address,
70 COMPUTEra Gazette August 1987
and locations 2567-2568/$0A06-
$0A07 point to one byte beyond the
highest free address. These pointers
are initialized during the reset se-
quence to 7168/$1C00 and 65280/
$FF0O, respectively. The pointer
values can also be changed with the
Kernal MEMTOP and MEMBOT
routines. However — unlike earlier
Commodore computers — the val-
ues in these pointers have no effect
on the range of addresses used by
BASIC.
BASIC RAM Usage
For BASIC programming, the areas
of RAM normally available for stor-
age of programs and variables are
locations 7168-65279/SlCOG-
$FEFF in block and 1024-65279/
$0400-$FEFF in block 1. This is a
total of 122,368 bytes of available
RAM space (illustrated in Figure 1),
This explains why part of the mes-
sage you see when you turn on or
reset the computer says 122365
BYTES FREE. (The three missing
bytes are to account for the zero
byte required by BASIC before the
first program line and the two zero
bytes used to mark the end of the
program.)
Actually, it's a bit misleading to
claim that many free bytes, since
you can't write a BASIC program
120,000 bytes long. The free RAM is
divided into two distinct segments:
58,112 bytes in block for BASIC
program text and 64,256 bytes in
block 1 for variables and strings.
(For comparison, the Commodore
64 offers 38,911 bytes for program
text and variables combined.)
As noted in Figure 1, there is
one additional factor which affects
the amount of memory available
for program text. When you use a
GRAPHIC statement to set up a
high-resolution screen, an addi-
tional 9K is reserved in block 0: IK
at 7168-8191/$1C00-$1FFF for
color information and 8K at
8192-16383/$2000-$3FFF for the
screen bitmap. In this case, the
amount of RAM available for
BASIC program text is reduced to
48,896 bytes (locations 16384-
65279/$4000-$FEFF in block 0). If
a program is already in memory
when the GRAPHIC statement is
executed, program text will be
moved upward in memory — the
starting address will be changed
from 7169/$1C01 to 16385/
$4001 — and the program will be re-
linked to work at the new address-
es. Once a high-resolution memory
area is established, it remains allo-
cated until a GRAPHIC CLR state-
ment is executed, at which time the
program text is moved down to
start at 7169/$1C01 again.
Pointers in zero page and page
18/$12 indicate the amount of
RAM currently used for program
text and variables. BASIC program
text is assumed to begin at the ad-
dress in block specified in loca-
Figure 1. BASIC RAM Usage
BankO
SFFOO -
Bank 1
S4000 -
SICOO -
$0400
$0000
BASIC program
text
High-resolution
screen & color
(if used)
BASIC & Kernal
working storage
BASIC
variables
^ MMU
registers
Common
" area
tions 45-46/$2D-$2E, That
pointer is always initialized to
7169/$1C01 during the BASIC cold
start routine. Unlike the Commo-
dore 64, which sets its start-of-
BASIC pointer according to the
value in the system's start-of- free-
memory pointer, the 128 sets the
address value without regard for
the value in locations 2565-2566/
$0A05-$0A06. Locations 4626-
4627/$1212-$1213 point to one
byte beyond the highest address in
block available for program text.
That pointer is initialized during
BASIC cold start to 6528O/$FF00,
again without regard to the value in
the Kemal memory pointer at loca-
tions 2567-2568/SOA07-$OA08.
The actual ending address of
the program text currently in mem-
ory is specified by the value in loca-
tions 4624-4625/$1210-$1211.
That pointer is initialized during
the BASIC CLR routine with an ad-
dress value that is two bytes be-
yond the starting address in
locations 45-46/$2D-$2E. The
pointer value is updated each time
a BASIC program line is added or
deleted. An OUT OF MEMORY er-
ror occurs if the address in locations
4624-4625/$1210-$1211 reaches
the value in locations 4626-4627/
$1212-$1213. The ending address
pointer is set after a LOAD to the
address of the last byte loaded, and
the SAVE routine uses the values in
the starting and ending address
pointers as the starting and ending
addresses for the block of memory
to be saved.
The address in the pointer at
locations 47-48/$2F-$30 marks
the start of scalar (nonarray) vari-
ables in bank L The pointer is ini-
tialized to 1024/$0400 during the
BASIC cold start routine. A pointer
at locations 49-50/$31-$32 marks
the end of scalar variables and the
beginning of arrays; another point-
er at locations 51-52/$33-$34
marks the end of arrays and the be-
ginning of free memory in block 1 .
The latter two pointers are reset to
the value in locations 47-48/$2F-
$30 during the BASIC CLR routine.
The free memory in block 1 is
used to hold strings of all types —
constants, variables, and arrays. A
pointer at locations 57-58/$39-
$3A holds an address which is one
byte beyond the highest address of
strings in block 1. It is initialized
during BASIC cold start to point to
65280/$FFOO. The string pool is
filled from this address downward
toward the bottom of free memory
indicated in locations 51-52/
$33-$34. A pointer at locations
53-54/$35-$36 marks the current
address of the bottom of the string
pool. That pointer is reset to the
value in locations 57-58/$39-$3A
during the BASIC CLR routine. An
OUT OF MEMORY error occurs if
the value in locations 53-54/
$35-$36 reaches the value in loca-
tions 51-52/$33-$34.
Reserving RAM
There are occasions when you will
want to divert an area of RAM from
its normal usage. For example, you
may need to set aside space for a
machine language routine, an alter-
nate screen display, or a data buff-
er. For machine language (ML)
programming, you can use any area
of RAM if you are willing to learn
the intricacies of the 128's banking
scheme. Otherwise, it's best to re-
strict your programming to certain
known areas. For a machine lan-
guage routine to be used in con-
junction with a BASIC program,
COMPUTE'S GazBtte August 1987 71
you'll need to select an area which
BASIC doesn't normally use, or to
take away some memory that oth-
erwise would be used for program
text or variable storage.
Locations 4864-7167/$! 300-
$1BFF in block are currently un-
used (even though they are called
"reserved" in some Commodore
literature). This 2304-byte area is
the largest segment of unused, pro-
tected RAM in the 128, and it is be-
coming extremely popular with 128
ML programmers — much like the
$C000 block in the Commodore 64.
You can expect to see many ML
programs using this area.
Other, shorter blocks are also
available if certain BASIC features
are not used. If tape is not used, the
256 bytes at 2816-3O71/$0B00-
$OBFF are available. However,
unlike other free blocks, this page
may be overwritten during a reset
because disk boot sectors are read
into this area. Thus, the time-
honored Commodore tradition of
using the cassette buffer for short
ML routines is less suitable in the
128. (It's annoying to have to reload
your routine after each reset.)
If your program doesn't use
RS-232 communications, the two
RS-232 buffers at 3072-3583/
$0CO0-$ODFF provide a 512-byte
workspace. This is probably the
best area for short ML routines that
you wish to use in conjunction with
BASIC. (Unlike the cassette buffer,
this area always survives reset in-
tact.) If your program doesn't use
sprites, the 512-byte sprite defini-
tion area at 3584-4095/$OE0O-
SOFFF is also available. Of course, if
your program uses neither tape nor
RS-232 nor sprites, you can use the
full 1280 bytes at 2816-4095/
$OB00-$0FFF, or any subsection
thereof.
To use a large ML program in
conjunction with BASIC, there is an
easy way to reserve over IIK of
protected RAM. However, this
technique works only if neither the
BASIC nor ML program requires
high- resolution graphics. The trick
is to use the BASIC GRAPHIC
statement to set aside a high-reso-
lution screen area at 7168-16383/
$1C00-$3FFF. As mentioned
above, this area remains allocated
until a GRAPHIC CLR statement is
executed. Simply begin your BASIC
program with a line like GRAPHIC
72 COMPUTEI's Gazette August 1987
liGRAPHIC {or GRAPHIC
liGRAPHIC 5 if you want to use
the 80-column display). Then
BLOAD or POKE the machine lan-
guage program into the reserved
area. In addition to the 9K screen
area, you can also use the contigu-
ous unused area just below, at
4864-7167/$1300-$lBFF. If you
want to use a machine language
program in conjunction with
BASIC and high-resolution graph-
ics, you'll have to resort to bank-
switching techniques if the
program is too large to fit in the un-
used area at 4864/$1300.
It's possible to reserve space
above or below either the BASIC or
variable/string areas. To reserve
space below BASIC program text,
increase the value in the start-of-
BASIC pointer at locations 45-46/
$2D-$2E by the number of bytes
you want to reserve. (To reserve an
even number of 256-byte pages,
you need only change the value in
location 46/$2E.) Two other steps
are also necessary: BASIC requires
a zero byte below the first location
in its program text space, and a
NEW operation is required to reset
other important memory pointers.
For example, to reserve three pages
(768 bytes) below the normal start
of BASIC, you would use a state-
ment like this:
POKE 46,31:POKE 31*256,0:NEW
After this statement is executed, the
area at 7168-7935/$lC00-$lEFF
is protected from BASIC unril the
next time the BASIC cold start rou-
tine is performed (normally during
the next reset sequence). The point-
er value is unaffected by RUN/
STOP-RESTORE. This technique is
less useful when a high-resolution
screen area is allocated. In that case,
the start of BASIC is moved to
16384/$4000. The technique for re-
serving space at the start of BASIC
still works, but the reserved memo-
ry will lie above 16383/$3FFF,
which is the highest address seen as
RAM in bank 15 — the bank in
which Kernal ROM is visible and to
which BASIC defaults. Thus, an ML
routine above that boundary will be
invisible unless you tinker with the
MMU configuration register.
Space can be reserved at the
top of the BASIC program area by
reducing the value in the pointer at
locaHons 4626-4627/$1212-$1213
by the desired number of bytes.
(Again, if you wish to reserve an
even number of 256-byte pages,
you can simply reduce the value in
location 4627/$1213.) No addition-
al steps are required other than
changing the pointer value. This
technique was often used in the
Commodore 64 to reserve space for
machine language routines; its use-
fulness is more limited in the 128
because of the 16384/$4000
boundary of RAM visible in bank
15, which was mentioned above.
To easily use the reserved area for
an ML routine in conjunction with
BASIC, the top of memory must be
lowered sufficiendy to make at least
a portion of the reserved area ap-
pear below the boundary of RAM
visible in bank 15; this dramatically
reduces the amount of memory
available for program text. It's not
even possible when a high- resolu-
tion screen area is allocated. The
technique can, however, be useful
for setting aside an area in block
for a buffer, a reserved area of
memory for data storage.
You can also reserve space in
block 1, either above or below the
variable/string area. To reserve
space below variables, add a value
corresponding to the number of
bytes to be reserved to the address
in the pointer at locations 47-48/
$2F-$30. (As with the other point-
ers, you can simply increase the
value in location 48/$30 if you are
reserving an even number of 256-
byte pages.) This step must be fol-
lowed by a BASIC CLR statement
to reset other variable pointers, so it
should be performed early in the
program (CLR erases all current
variable values). The following line
reserves an additional IK at the bot-
tom of variable space, locations
1024-2047/$0400-$07FFin block 1:
100 POKE 4S,8:CLR
Once established, the reserved area
will remain intact until the next
time the BASIC cold start routine is
executed, normally at the next re-
set. The setting is unaffected by
RUN/STOP-RESTORE.
Since this reserved RAM is in
block 1, it can't be used for ML rou-
tines as easily as the RAM from
block 0. There is no standard bank
configuration that makes BASIC
and Kernal ROM visible in conjunc-
tion with block 1 RAM. Of course, it
is possible to access Kernal or
BASIC routines indirectly by using
the JSRFAR or JMPFAR routines.
One use for a reserved area in block
1 would be for an alternate 40-
column screen.
To reserve space above strings,
subtract a value corresponding to
the number of bytes to be reserved
from the address in the pointer at lo-
cations 57-58/$39-$3A. (As with
the other pointers, you can simply
increase the value in location 58/
$3A if you are reserving an even
number of 256-byte pages.) This
step must also be followed by a
BASIC CLR statement to reset other
string pointers, so it should be per-
formed early in the program (CLR
erases all variable values). The fol-
lowing line reserves 31K at the top
of string space, locations 32768-
65279/$8000-$FEFF in block 1;
100 POKE 58,128:CiR
Once established, the reserved area
will remain intact until the next
time the BASIC cold start routine is
executed — normally at the next re-
set. The setting is unaffected by
RUN/STOP-RESTORE. As men-
tioned above, this area can't be easily
used for machine language routines
since it is in block 1, One appropri-
ate use for a reserved area here
would be for a data buffer — to hold
downloaded text in a telecommuni-
cations program, for example.
Using ML Without BASIC
You have several options when
using ML programs alone, without
BASIC. The simplest, if your pro-
gram is less than 9K (9216 bytes)
long, is to leave the system in its de-
fault bank 15 configuration and use
the visible area of block RAM at
7168-16383/$1C00-$3FFF. (If you
need a few more bytes, you can
stretch the start of the program
down to the bottom of the reserved
area at 4864/$1300.) With this set-
up, you have full access to the I/O
chip registers and all the routines in
BASIC and Kernal ROM.
If you need more space, but
still want access to Kernal routines,
you can change the settings of bits
1-3 of the MMU configuration reg-
ister to switch out BASIC ROM.
Storing a value of 14/$0E in the
register at 65280/$FF00 will set up
a configuration with block RAM,
I/O chip registers, and Kernal
ROM. In this case, you'll have ac-
cess to over 43 K of contiguous free
RAM, locations 4864-49151/
$1300-$BFFF, If you want to use a
high-resolution screen in conjunc-
tion with your ML routine, it's easi-
est to set up the screen in its normal
location (7168-16383/$1C00-
$3FFF). This means that if your pro-
gram is too long to fit below the
screen areas you'll need to switch
out BASIC to have some RAM visi-
ble with Kernal ROM. (You could
still use the Kernal JSRFAR routine
to access BASIC routines — if you
wanted to use some of the graphics
drawing routines, for example.)
Although it is possible to set up
a custom MMU configuration that
makes block 1 RAM visible with
either BASIC or Kernal ROM (or
both), there's rarely a need for such
gyrations. It's usually easiest to lo-
cate your executable machine lan-
guage in block and use block 1 for
data storage.
Several obscure techniques are
available to squeeze a few more
bytes out of the 128. For example,
you can gain access to the lowest IK
of block 1 RAM, which is normally
covered by the common area from
block 0, by changing the value in the
MMU RAM configuration register
(54534/$D506).
Page 255/$FF
The highest page of memory, loca-
tions 6528O-65535/$FF00-$FFFF,
in each RAM block is normally un-
used by BASIC and contains a few
bytes of free RAM as well as some
important routines and vectors. The
MMU configuration and load con-
figuration registers always appear in
the lowest five bytes of this area, lo-
cations 65280-65284/$FF00-
$FF04. They should never be dis-
turbed unless you know the effect of
the values you are storing there.
You should also exercise care
when changing the contents of loca-
tions 65285-65348/$FF05-$FF44
in either RAM block. These areas
contain copies of the interrupt and
reset handling routines. (These
areas are initialized by the Kernal
RESET routine.) If an interrupt or re-
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COMPUTE fs Gatette August 1937 73
set occurs while the system is con-
figured for a bank where Kernal
ROM is not visible — bank or 1, for
example— a crash will occur if the
area in the visible RAM block does
not contain a routine to redirect the
reset or interrupt to a proper han-
dling routine.
The highest six addresses in
each RAM block, locations 65530-
65535/$FFFA-$FFFF, contain
copies of the processor reset and in-
terrupt vectors. This area is initial-
ized during the reset sequence, and,
Uke the handling routines to which
these vectors point, these vector ad-
dresses should be changed with
care. The system will crash if a RAM
vector does not contain the address
of a valid handling routine when an
interrupt or reset occurs while that
block is visible.
Free space in this page includes
the 181 bytes at locations 65349-
65529/$FF45-$FFF9 in block and
the 176 bytes at 65349-65524/
$FF45-$FFF4 in block 1. However,
locations 65488-65519/$FFD0-
$FFEF in block will be overwritten
whenever the computer is reset. The
Z80 microprocessor used by the
128's CP/M mode has control brief-
ly after a reset or when the computer
is first powered on. The initializa-
tion steps performed by the Z80 in-
clude copying two routines into
block RAM. One, at 65488-
65503/$FFD0-$FFDF, is an 8502
machine language routine to surren-
der control to the Z80; the other, at
65504-65519/$FFEO-$FFEF, is a
Z80 machine language routine to
surrender control to the 8502. These
routines have no use in 128 mode —
they can be used only in CF/M
mode — but they are recopied to
block during each reset. {Actually,
there is one situation where disturb-
ing these routines can cause a prob-
lem. If you overwrite the routine at
65488/$FFD0 and then attempt to
start CP/M with a BASIC BOOT
command, the system will crash.
The machine language in the CP/M
disk's boot sector expects that rou-
tine to be intact.)
The free areas in this page are
of somewhat limited usefulness for
machine language subroutines be-
cause it is not possible to load data
into this area. The Kernal LOAD
routine exits whenever the load ad-
dress reaches or exceeds 65280/
$FF00, so you will have to load any
74 COMPUTBrs Qaiette August 1987
code for this area into another area
and then transfer it into the proper
addresses. {On the other hand,
there's nothing in the SAVE routine
to prevent saving the contents of
this page.)
Locations 65525-65529/
$FFF5-$FFF9 in block 1 have a spe-
cial use. The first three bytes, loca-
tions 655 25-65 527/$FFF5-SFFF7,
are an initialization signature; after
the Kernal RESET routine has been
performed at least once, these loca-
tions will contain the character
codes for the letters CBM. As long as
the signature locations contain these
codes, the initialization test subrou-
tine will take an indirect jump to the
address specified in locations
65528-65529/$FFF8-$FFF9, called
the system vector or soft reset vec-
tor. This vector normally points to
57892/$E224 in Kernal ROM, a
routine that does nothing more
than reinitialize the signature and
vector. You can change the vector
to point to a routine of your own to
add additional steps to the reset se-
quence or to initiate an entirely new
reset sequence. One restriction ap-
plies: The routine you specify in the
vector must be visible in the bank
15 configuration, since that is how
the system is set up when the jump
through the vector is taken.
When tapping into the RESET
routine, you need to be aware of
what has happened before the vec-
tor jump is taken and what hasn't
happened yet. Before entering the
subroutine that takes the jump
through the vector, the RESET rou-
tine resets the stack pointer to the
top of the stack, configures the sys-
tem for bank 15, resets the other
MMU registers to their default val-
ues, and recopies the common rou-
tines to locations 65285-65348/
$FF05-$FF44, 674-763/$02A2-
$02FB, and 1008-1020/S03FO-
$03FC. However, the initialization
routines lOINIT, RAMTAS, RE-
STOR, and CINT are normally
called after the return from the
jump through this vector. If your
routine ends with RTS to return to
the normal reset sequence, you
can't use the vector diversion to
change default indirect vector set-
tings or to alter screen parameters.
If you use the vector to substitute
your own reset sequence, you'll
need to call one or more of these
subroutines to complete system ini-
tialization. At least the lOINIT rou-
tine or some equivalent
initialization routine is necessary,
since the reset signal generated by
pressing the reset button also resets
the VIC and VDC (80-column) vid-
eo chips, clearing all chip registers to
zero. lOINIT initializes the video
chip registers to their standard
settings.
One interesting use of this vec-
tor is to make a machine language
program unstoppable by anything
short of turning off the computer. To
accomplish this, change the vector
to point to the initialization routine
of the program to be made unstop-
pable. That initialiiation step should
include calls to at least the lOINIT
and CINT routines, and it should
also disable RUN/STOP-RESTORE
by redirecting the NMI vector. Here
is a short example, which can be en-
tered using the 128's built-in ma-
chine language monitor:
ocoo
LDA
#$FS
;Use Kemal INDSTA
0C02
STA
SC3
; routine to change
OCM
LDA
#SFF
; system reset vector in
0C06
STA
SCI
; bank 1 to point to the
0C03
LDA
#iC3
; routine a $0C28
OCOA
STA
$02D?
OCOD
LDA
#$2B
OCOF
LDX
#S01
OCll
LDY
#500
0C13
JSR
SFF77
0C16
LDA
#SOC
OCIS
LDX
#$01
OCIA
INY
OCIB
JSR
$FF77
OCIE
LDA
#(33
;Change the !NMI in-
0C20
STA
$0318
; direct vector to point
0C23
LDA
#SFF
; to the interrupt return
0C2S
STA
$0319
; routine (disables
; RUN/STOP-
; RESTORE)
0C28
JSR
$FF84
; Kernal lOINJT routine
0C2B
JSR
JCOOO
,Kemal CINT routine
0C2E
LDX
#$00
;Loop to repeatedly
0C3O
LDA
$0C40,X ; prim the text at $0C40
0C33
BEQ
$0C2E
0C35
JSR
$FFD2
0C38
INX
0C39
BNE
$0C30
.Text for message
>0C4O 49 20
43 41
4E 27 S4 20
>0C48 42 45
20 53
54 4F SO 50
>0C50 45 44
21 ODODOO
Use J FOCOO (from the monitor)
or BANK 15:SYS 3072 (from BASIC)
to start the routine. Once started, it
cannot be stopped with either reset
or RUN/STOP-RESTORE.
Obviously, you should make
sure that your ML program is fully
debugged — and be sure that you
have a backup copy, just in case' it
isn't — before you use this technique
to make the program unstoppable.
Once the program starts, the only
way to stop it is to turn off the
computer. ^
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85
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20
6D
06
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09
91
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:29
04
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60
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40
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00
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:2D
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62
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6E
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62
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55
CA
06 58
tCS
08
08
EE
15
OA
AD
15
OB
C900
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55
OA
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62
C660
iCA
C9
15
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07
C6
C3
C6
19
C908
35
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62
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AD
C66e
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40
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60
80
ID
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47
0910
8D
B2
09
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62
09
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■20
52
04
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53
03
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01
51
C918
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60
C0
00
00
00
C678
D0
0D
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00
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FO
00
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B2
C920
00
00
CI
00
00
00
C680
CA
91
FD
AC
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60
A0
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00
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00
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4D
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00
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55
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91
77
0938
00
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60
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DB
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00
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06 A0 30
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BC 6A 6F
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CA BD A8
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01 00 B4
A9 18 21
BD 7A 21
A9 C9 D3
AD AA 14
lA C9 09
8A 09 CD
34 CB CA
ID A9 96
80 A2 A6
C9 A9 DS
ao 92 71
C9 C9 A0
9A 09 D9
3A C9 2A
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34 C8 13
13 AD DE
F2 8D 9D
09 4C 78
06 00 5F
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8D 7A 83
A9 C9 D2
AD AA B4
01 8D EC
C9 AD 40
OB 80 C8
09 40 01
33 pa CO
09 80 FF
09 A9 Bl
09 8D Fl
CA AD AF
09 85 82
AD 92 DA
Bl FB 65
AO 72 ES
91 C3 4F
EE 7 2 CC
09 CC ID
CA E8 AB
09 EE 98
BA 09 2A
C4 A9 40
C9 BD 71
AA C9 BS
C3 A9 92
C3 29 D2
C0 41 5C
03 AD 32
B9 OA 6A
D0 F6 4C
6 2 C9 04
8D C2 06
09 0E D6
55 CA C7
2E 62 E8
09 0E EF
55 CA 5F
8D BA 30
00 00 00
00 00 EB
00 00 14
00 00 DE
00 00 07
00 00 2F
00 00 F9
00 00 22
00 00 4A
00 00 F3
00 00 FB
00 00 04
00 00 2A
00 00 74
00 00 9A
0990100
C99B
C9A0
C9A8
:9B0
09B8
O9C0t00
0908:00
O9D0:00
C9D8I00
O9E0
C9E8
C9F0
09F8
CA00
OA08
OA10
CA18
CA20
CA28
CA30
CA3a
CA40
CA48
CA50
OA58 1 00
00 C9
00 01
00 18
00 09
00 C0
00 03
00 0F
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
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00 00
00 00
00 00
08 04
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
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00 00
00 00
00 00
00 00
00 00
00 00
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00 00
00 00
00 00
02 01
00 00
00 00
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00
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00 60
00
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74
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00
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F2
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3C 00
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10 00
EF 01
00 00
00 F9
00 9E
20 58
00 CD
00 05
00 48
00 05
00 IE
00 A7
00 ED
Program 2: Starter
KO 10
XC 20
RD 30
REM COPYRIGHT 1987 COMPU
TEl PUBLICATIONS, INC. -
ALL RIGHTS RESERVED
POKE 53280,0: POKE 53281,
0:PRINT"{CLR) (CYNl
[3 spaces) copyright 1987
compute i pub., inc."
pbinttab(10)"all rights
{spaceIreservedU down)"
if ls<>"" then100
INPUT"LOAD FILE (Y/N)";A
?
IF LEFT$(A$, 1)="N" THENl
00
PRINT"{CLR)*** LOAD ***
(DOWN)"
INPUT "FILENAME" ;L?
LOAD L5,8,l
SYS 49152, S:REM S IS t
£SPACE)OP SHAPES
PRINT" [CLR3**« save ***
{ DOWN ) "
REM CLEAR BUFFER
FORI=1TO10 : POKE630+I , :
NEXT
INPUT "FILENAME [RETURN
[space) TO ABORT]" ;FS
IF F?="" THEN PRINT "STO
P"jEND
L=LEN{F5)
FOR X=l TO L
POKE 24559+X,ASC(MID$(F
5,X,1))
NEXT
POKE 760,4 t POKE 781,8:P
OKE 782,255
SYS 65466
POKE 780,L!POKE 781,240
:POKE 782,95
SYS 65469
POKE 251,0:POKE 252,32
POKE 780, 251: POKE 781,6
3
POKE 782, 63: SYS 65496
Program 3: Sprite Data Skeleton
DR 10 X=24576
JG 20 READ A: IF A=-l THEN POKE
850, 10: END
OG 30 POKE X,A:X=X+1 :GOTO20
DE 40 REM
JK 50000 DATA -1
XQ
40
CA
50
DS
60
HR
70
QR
80
BA
90
HM
100
PF
110
QX
120
RO
130
QE
140
AA
150
EX
160
JP
170
KJ
180
GR
190
DD
200
FE
210
EC
220
SK
230
PC
240
SM
250
QP
260
COMPurers Gazette Augus! 1987 77
BEFORE TYPING . . .
Before typing in programs, please
refer to "How To Type In
COMPUTE! 's GAZEnE Programs,"
which appears before the Program
Listings.
Commodore
Relative Files
Article on page 64.
Relative File Demo
BE 10
SB 20
MA 30
DM
40
JE
50
PF
60
JD
70
AQ
80
FD
90
RQ
100
AM
110
XM
120
EH
130
PK
140
PJ
150
EG
160
RC
170
HR
180
FH
190
FP
200
HE
210
AA
220
XG
230
DP
240
MH
250
QK
260
JE
270
GH
280
QG
290
RS
300
SE
310
SE
320
QD
330
CE
340
GP
350
HM
360
BJ
370
GM
380
FP
390
AD
400
JS
410
SH
420
XR
430
REM COPYRIGHT 1907 COMPU
TEl PUBLICATIONS INC, -
{SPACE 5 ALL RIGHTS RESERV
ED
PRINT" (CLR) [2 SPACESjCOP
YRIGHT 1987 COMPUTE! PUB
. , I NC . "
PRINTTAB(9)"ALL RIGHTS R
ESERVED(2 DOWNj"
OPEN 15,8,15
OPEN 1,8,2,"0:TESTREL"
INPUT#1S,E,E$,E1,E2
IF E=0 GOTO230
CLOSE 1
IF E<^62 THEN PRINT E;E$
;El;E2:STOP
PRINT "CREATING FILE"
OPEN 1,8,2,"0!TESTREL,L
,"+ctms(33)
INPUT#15,E,ES,E1,E2
IF E<>0 THEN CLOSE 1:PR
INT E,E?,El,E2:STOP
PRINTS! 5, "P"+CHR$(98)+C
HR5 ( 10 )+CHR$ (0 ) +CHR? ( 1 )
INPUT#15,E,E5,E1,E2
IF E<>50 THEN CLOSE 1:P
RINT ErES;El;E2jST0P
PRINT#1,CHR?(2S5) ;
INPUT#15,E,E$,E1,E2
CLOSE 1
IF E<>0 THEN PRINT ErE5
;E1;E2:ST0P
OPEN 1,8,2, "0!TESTREL"
GOTO240
PRINT "FILE ALREADY EXIS
TS"
PRINT" {2 DOWN)!. READ A
LL RECORDS"
PRINT" 2. WRITE RECORD"
PRINT" 3. QUIT"
INPUT" (DOWN)WHICH (1, 2
OR 3)";X:PRINT
ON X GOTO300,440,710
GOTO240
R=0
R=R4-l:F=0sX=0
H=INT(R/256):L«R-H*256
PRINT*15, "P"+CHR$(9B)+C
HR5(L)+CHR5(H)+CHR?(1)
INPUT#15,E,E$,E!,E2
IF E=50 GOTO 240
IF E<>0 THEN PRINT E ; E^
;E1;E2:GOTO710
INPUT! 1,X5:SW=ST
IF X$=CHR$(25S) THEN PR
INT"RECORD";R; "<EMPTY>"
:GOTO3I0
IF F«=0 THEN PRINT "RECOR
D";R;":"
F=F+1:IF SW=0 THEN X=l
PRINT" (5 S PACES J FIELD ";
F;": ";X5
IF SW=0 GOTO370
GOTO310
FIG 440 INPUT "WRITE TO RECORD N
UMQER"fE
JC 450 IF R<1 OR R<>INT(R) GOT
O440
AK 460 IF R>40 THEN PRINT "TOO
BIGI":GOTO570
RS 470 H=INT(R/256) tL=R-H*256
OK 480 PRINT#15, "P"+CHR5(98}+C
HR5(L)+CHRS(H)+CHR?C!)
CC 490 INPUT*1S,E,E5,E1,E2
ES 500 IF E=50 THEN ['RINT "A NE
W ONE I"
PM 510 INPUT"HOW MANY FIELDS (
1-3)";N
BK 520 IF N<1 OR N>3 GOTO510
KG 530 A?""""
JH 540 PRINT"ENTER DATA:"
HX 550 FOR J=l TO N
FH 560 IF Nol THEN PRINT "FIEL
D";J;
EP 570 INPUT B5
FJ SB0 A5=AS+B?+CHRS(13)
SO 590 NEXT J
PK 600 A5=LEFT5<A5,LEN{A5>-1)
GS 610 PRINT#!,A5;
JM 620 INPUT#15,E,E?,E1,E2
MF 630 IF E<>0 THEN PRINT E; E?
;E1;E2
JD 640 CLOSE 1
QJ 650 INPUT#15,E,E$,E!,E2
SO 660 IF E<>0 THEN PRINT E;E5
rEl;E2
FH 670 OPEN 1,8,2, "0:TESTREL"
AS 680 INPUT#15,E,ES,E!,E2
CB 690 IF EO0 THEN PRINT E;E?
;E!;E2
AS 700 GOTO240
KH 710 CLOSE 1
FJ 720 CLOSE 15
Bounty Hunter
Article on page 29,
BE 10 REM COPYRIGHT 1987 COMPU
TEl PUBLICATIONS INC. -
{SPACElALL RIGHTS RESERV
ED
DJ 20 POKE53269,0!SP=S3248!N=5
4272:SP$="U5 SPACES)":?
0KES3 28 1,6: POKE 53290, 10
AM 30 PRINT" tCLRj 133 (RVS)
(4 SPACES )COPYRIGHT 1967
COMPUTE 1 PUB., INC.
[2 SPACES)";
RX 40 PRINT" {RVSHll SPACESJAL
L RIGHTS RESERVED
{10 SPACES] f OFF) 683";
SB 50 DIMSTS(50) ,CA?(50),NB5(5
0),AD(50),PK{50),A5(50),
SX<50),SY(50),CP(50),ST(
50)
OA 60 C=!C+liIFC=49THEN80
AJ 70 READST5(C) :READCA5(C) iRE
ADSX(C) !READSY(C) :READNB
S(C) JGOTO60
QP 80 FORX=B42T088l!READA:POKE
X , A : NEXTX
EK 90 FORX=906TO94S:READA:POKE
X.AjNEXTX
KS 100 FORX=970TO1009:READA:PO
KEX,A£NEXTX
XA 110 POKE2040,13:PDKE2041,14
iPOKESP+28,3
PR 120 POKE53285,10:POKE53288,
2 ! POKE53287 , 9 s POKESP+16
.0
SK 130 POKES P, 120 I POKES P+1, 170
: POKESP+2 , 240 t POKESP+3 ,
170jPOKE53269,3iXZ=-l
SA 140 PRINTTAB( 214) "CHOOSE ON
Ei"SPC(68)"l - BOUNTY H
UNTER"SPC(63)"2 - COUNT
DOWN
QD 150 PRINTTAB( 247) "BOUNTY HU
NTER"SPC(6) "CROOK"
HX 160 GETA$:R=RND(!) :IFA$<"1"
ORA5>"2"THEN!60
BR 170 F=VAL{A5) :IFF=1THEN210
AA 180 POKESP+3, 250; PRINT"
ECLR) "TAB (253) "MINUTES
{SPACE) (1-5)"
MF 190 GETA5;IFAS<"l"ORA5>"5"T
HEW190
FQ 200 SC=VAL(A$) :SC»=SC*60+1
GE 210 PRINT"{CLR)"TA8(215)"CH
OOSE ONE:"SPC(69)"l - S
TATES"SPC(70)"2 - CAPIT
ALS"
HE 220 GETAS!lFA5<"l"ORAS>"2"T
HEN220
GM 230 IFAS="1"THEN250
JF 240 F0RX=1T048!ST5(X)=CA?(X
) :NEXTX
KS 250 PRINT" [CLR) "SPC( 214 )"1
{SPACE}- VISIBLE "SPC(6
8) "2 - INVISIBLE
PM 260 GETA5!lFAS<"l"ORA?>"2"T
HEN260
XP 2 70 E=VAL(A$):IFF=.2THEN1480
PJ 280 PRINTTAB( 93) "DIFFICULTY
(1-3)
GM 290 RC=INT(48*RND(1) )+l:RR=
RC
CA 300 GETAS:IFAS<"l"ORAS>-"3"T
HEN 3 00
DM 310 B=VAL(A5) !a"4-B!P0KESP+
1,250! POKESP+3, 250
JD 320 PRINT"{CLR} [CYN)"TAB(20
5) "THE CROOK IS IN "ST$
(RC) :FORX=1TO2000:NEXTX
HQ 330 GOTO1480
MJ 340 PRINT"{CLR) {CYN)"; :POKE
SP+3,250
HF 350 SX(18)=290tSY(18)=173:S
X(!9)=275:SY(19)=70:SX(
20)=290tSY(20)=140
XH 360 SX(21)=2a0tSY(21)=106i5
X(22)=28S:SY(22)=200
HM 370 IFE=2THEN630
SG 380 PRINT" {RVS)0g6 YSOO
E12 Y30E6 Y3Pg4 Y3l^3
HJ 390 PRINT"TRVS)0T0FF}i*i
{rvs3{6 spaces) Eh3m
{12 SPACES)§H3
{6 SPACES3gNi(6 SPACES)
{ OFF } £
JQ 400 PRINT'^[RVS)|H3
{7 SPACES)|Hi |Hi
(11 SPACES) 6H§
{6 spaces3|n3{5 spaces)
i OFF ) £
DA 410 PRINT'^{RVS)OMg3 P^N
§2 yIBh^ m|ii P3oi7 Yi
§Hi{4 SPACES) {off!
QG 420 PRINT" {RVS)|Hi
{7 SPACES) Bi!3 {4 SPACES)
EH3{8 SPACEsiiHi
{7 SPACES )gHi (4 SPACES)
i*i
AE 430 PRINT" {RVS)gH8
{7 SPACES) iH8 {4 SPACES)
imie SPACES )EH3
{7 SPACES)gHi{5 SPACES)
AK 440 PRINT"{RVS)Li7 PiLi4 Pi
IhUb SPACES)L|6 P3 'o
E6 y3
RC 450 PRINT" {RVSjiHi
{2 SPACES) IN? {6 SPACES)
iH3{2 SPACES) Bh3
{8 SPACES )BHE( 6 SPACES)
MEH3(6 SPACES )P
78 COMPUTErs Gazette August 1987
KD 4C0 PRINT" IRVS)|h3
(2 SPACES )|n3( 6 SPACES]
BH^{2 SPACESJL^S P3LgP3
{6 SPACES) M (6 SPACES)
KC 470 PRINT" (RVS)EH3
£2 spaces)|k8(6 spaces)
§hH4 spaces }iH3
(8 SPACES )iHi( 5 spaces)
iNilG SPACES ]{ OFF)
JP 480 PRINT" Uvs]Bh3
[2 SPACES )|N§t 6 SPACES}
^H^{4 SPACES )in|
{8 spACEs}Li5 Pi^ie Yi
RC 490 print"{rvsT^h3
(3 SPACES )Mt 5 spaces)
imlA SPACES )E 113
{B SPACES)gH3l6 SPACES)
M(5 SPACES) (OFF)
KM 500 PRINT"E*i(RVS)
(4 SPACES )m£ 4 SPACES)
iHg[4 SPACESJgHi
[8 SPACES )BH3( 6 SPACES)
EN3(6 SPACES) (off)
AR 510 PRINT" E*3[RVS3
(4 SPACES )Mt 3 SPACES)
EH3£4 SPACES)BF1i
(8 SPACES) Etlil 6 SPACES)
iN3{6 SPACES)|*3
MM 520 PRINT"l2 SPACES)B*I
(RVS)£4 SPACES)M066 Y30
g6 Y3PE9 YiLie P^
GM 530 PRINT" [3 SPACES) E*3
JRVS) (4 S PACES )M
[6 SPACES )iH3 [6 SPACES)
BN3|3 Y3|HH5 SPACES)
EHi[5 SPACES) fOFF)£
cs 540 print"[4 spaces5s*i
[rvs){3 spaces )N
{6 SPACES )BH3 [6 spaces)
Bn3[3 spaces }m
{5 SPACES )§h3T5 spaces!
GE 550 PRINT" (8 SPACES) 6*3
(RVS) (6 SPACES )EH§
[6 SPACES 3 gNi 1 4 SPACES)
g5 Y3EH3{5 SPACES) (off)
KX 560 PRINT"(9 SPACES)!*!
tRVS){5 SPACES)EHii6 Pi
£{9 SPACES)0E5 y3
HK 570 PRINT" tWHT)M0VE7{CYN)
{5 SPACES )g*i[RVS)
i4 spaces}l!off) i*i
iRVS){l4 SPACES )gHi
is SPACES) J OFF 3
GX 580 PRINT" [18 SPACES )6*§
[RVS) J13 spaces3Eh3
(2 spaces) (RVS)
{2 SPACES) [off)je;
xp 590 PRINT" i3toE 10 yIp£cyn3
[ SPACE Hyel) score J Jcyn)
i*3£Rvs}(ii spaces 3 N
{7 spaces) (off)
RG 600 PRINT" §33|h3£ 10 SPACES)
gNUCYNlte SPACES )i* 3 i
i*|[Rvs)£4 spaces3[off3
£(9 SPACES) g*H RVS )E* 3
EX 610 PRINT"E33Bh3[10 SPACES)
EN3[CYN){11 SPACES)g*|
(RVS) (2 SPACES) £ OFF) £
(11 SPACES )g*3£ RVS 3 6"^3
E off 3 " ;
BQ 620 PRINT"|33LE10 p3@[cyn)
[12 spaces )E*3£";
JM 630 IFF"2THENGOSUB2740!PRIN
TLA;
KE 640 IFF=2ORRC>22THEN670
PC 650 IFSX(RC)>25STHENK=255iP
OKESP+16,3jCX=2
AD 660 POKESP+2,SX(RC}-K: POKES
P+3,SY<RCj :K=0
QD 670 GOSUB1590SGOTO1010
DJ 680 PRINT"(CLR)"; sPOKESP+3,
250
HM 690 SX(18)=S7:SY(18)=174!SX
{19)=40:SY(19)=55:SX(20
)=60!SY{20)=138
DF 700 SX(21)=44:SY(21)=93:SX(
22)=57:SY(22)=205:IFE=2
THEN960
FQ 710 PRINT" [RVS) [7 SPACES}
(OFF) £(28 SPACES) (RVS)
OgYi
GS 720 PRINT" (RVS) (6 SPACES )N
[SPACEJMBPJia SPACES)
i * 3 ( OFFTI WHT } MOVE [ CYN }
[16 SPACES ){ RVS )£
£2 SPACES) (OFF)
EH 730 PRINT" (RVS) (6 SPACES)
lHf[3 SPACES)MN[OFF}
(RVS)££2 SPACES) 1*3
£OFF)Tll SPACES) (RVS)
BH3(2 SPACES)EHi EH3EN3
[3 SPACES) 1*1
DM 740 PRINT"£RVS) £6 SPACES )M
[5 SPACES) (OFF) (RVS)""
[3 SPACES) £ off) £
(11 SPACES} £rvsTBh 3
(2 spages)Bh3 iH3BN3
(OFF)£
GQ 750 PRINT" [RVS} 17 Y38h3
14 spaces) {OFF) (RVS)
[4 spaces) (OFF)
(7 SPACES) (RVS) £
£6 SPACES 3 gH3N N
QA 760 PRINT" [ RVS ) [7 SPACES )L
(4 SPACES) [OFF) (RVS)
{4 SPACES) (OFF)
(6 SPACES) £ RVS) £
(7 SPACES)oi2 yT £off3
px 770 print"|*3£rvs3
(7 SPACES )0E 3 y3£off)
{RVS 3 82 y3oEy3E*3{off3
(space) [RVS)£BY3oi7 y3
M o§y3pmB*3(off)Tg|
MK 780 PRINT"~rRVS) (7 SPACES)
iH3(3 SPACES) iH3
[2 SPACES) BH3 £5 SPACES)
§h3{7 spaces )kmBhI mi
(space) (off)
AB 790 PRINT" (RVS} §6 PjO
[4 SPACES )iH3{ 2 spaces)
BH3[4 SPACES3KLE7 P3L
PF 800 PRINT" i*3[RVST
(5 SPACES )M( 4 SPACES)
BH3(2 SPACES )L
(3 SPACES )n[ 2 SPACES )L
E3 p3{z spaces) Bn3 1*1
HG 810 PRINT" £2 SPACES )B*i
£RVS) (5 SPACES 5 M
(3 spaces)Bh3 n mBp3n
£4 SPACES 3n£ 2 spacesJmn
Bh8By3p
xc 820 print"T3 spaces3[rvs3
(6 spaces )Bh3[ 2 spaces)
LNf4 SPAGES)Mi2 P3nBy3
TS SPACES} §2 Y3PfOFF)
£2 SPACES) (yelSscorei
{CYH}
XS 830 PRINT" [3 SPACES) {RVS 3
[6 SPACES )MiP3N
[6 spacesjn e@i
[9 spaces)Tn3
fk 840 print" [3 spaces) (rvs)
[6 SPACES )N[ 2 SPACES)
gi3iu3l6 yTnB10 y3
FJ 850 PRINT" [3 SPACES )[ RVS )RR
RRRR0B2 y3{7 SPACES )N
£ll SPACES ) { OFF )
DH 860 PRINT" {3 SPACES) [ RVS }
(5 SPACES )Ni4 Y30B4 Y30
B2 Y30B2 yTmB4 pT
(2 SPACES) {OFF)
CF 870 PRINT" [3 SPACES) £RVS)
[S SPACES) |H3( 4 SPACES)
BH3[4 SPACES )EH3
[2 SPACES )m£ 7 SPACES 3 M
£ OFF ) £
GR 880 PRINT'^£3 SPACES) ( RVS 3
[5 SPACES )BH3( 4 SPACES)
BH3£4 SPACES)gH3
{3 spaces)By3mBp3
£4 SPACES] (OFf3£
JQ 890 PRINT"{3 SPACEST(RVS)
B5 p3Eh3[4 spaces3§h3
£4 spaces)Bh3{6 spaces)
m[2 spaces) £ off) £
XF 900 PRINT"£3 SPACES3TRVS)
Bh3£4 SPACES)gH3
£4 SPACES )§H3 [4 SPACES)
Bh3{7 spaces }m{off)£
B33OB10 Y3P£CYN}"f
HS 910 PRINT" (3 spaces) (RVS)
BHi£3 spaces )N
(5 SPACES) gH3 §3 P3L
B7 p3£off]£ i33BH3
£10 SPACEST§N3£CYN)"r
EB 920 PRINT" [2 SPACES }( RVS }£
[4 SPACES)i3 Y3P
{2 spaces)Bh3 IhE
{10 SPACES )i*3£OFF) B33
in3[l0 SPACES )Bn3 [CYN )"
HK 930 PRINT" [2 SPACES) (RVS)
£7 SPACES } i* 3 £ OFF)
(8 SPACES )B*3£ RVS )
£4 SPACES) (off) E*3
(RVS) (2 SPACES) £0FF)
B33LE10 p3@(cyn3"?
CS 940 PRINT" £9 SPACES) 1*3
[RVS)B*3£0FF)
[14 SPACES )g*?£ RVS) B*3
SQ 950 PRINT" {10 SPACES) 1*3
[15 SPACES) i*3£ RVS) B*3
[ OFF ) " ;
GC 960 CX=0:POKESP+16,0:IFF=2T
HENGOSUB2740:PRINTLAr
XM 970 IFF=2ORRC<18THEN1000
EX 980 IFSX(RC)>25STHENK=255!P
0KESP+16,2!CX=2
DJ 990 POKESP+2,SX(RC)-KiP0KES
P+3,SY(RC) !K=0
PJ 1000 GOSUB1590
DE 1010 IFMP=lTHENYY=20:XX=0tG
OSUB2450:PRINTSP$:PRIN
T"{UP)";
XA 1020 IFMP=2THENPRINT"(H0ME)
"TAB(60)SP$:PRINT"
(HOME)"TAB(60);
KG 1030 Y=0:R1=R
EP 1040 IFAN?<>""THENDA=1
PM 1050 IFG=1THENG=0:GOTO1360
EK 1060 AN$=""
DJ 1070 IFDA=lTHENRETaRN
GM 1080 IFF=2THEN2610
HE 1090 GOTO2120
FJ 1100 IFY>0THEN1200
JC 1110 IFA$<>" "THEN1180
DS 1120 IFXZ>LEN(NB5(R))-2THEN
XZ= — 1
QQ 1130 XZ=XZ+2:NM5=MID5£NB5CR
),XZ,2) jKM=VAL(NMS) :PR
INTST5(NM) :X=0
RA 1140 X=X+1
CH 1150 GETA5!lFA$=CHR$(13)THE
NAH?=ST$(NM) :G=l sGOSUB
2810 iGOTOl 170
JC 1160 IFX<30THEN1140
FF 1170 DA=1:GOTO1010
DF 1180 IFAS<>CHR$(13)THEN1200
MB 1190 PRINT" [RVS} "ST9 (HM) :F0
RX=1TO200 iNEXTXi GOTO10
10
CK 1200 IFA5=" "ANDA5(Y)=" "TH
ENRETURN
HF 1210 IFA5<>" [RIGHT) "THEN127
COMPUTEIs GazBlle Atjgust 1987 79
DH 1220 IFR<18ORR>22THEN1270
AQ 1230 POKESP+l,250:POKESP+3,
250:DA=1
AG 1240 IFMP=lTHENMP-2tGOT0126
HG 1250 MP=1
GS 1260 ONMPGOTO340,680
MX 1270 IFA5=GHR$(13)THEN1330
FM 1280 IFAS=CHR5(20}ANDY=0THE
NRETURN
qp 1290 ifa5schr?(20)thenprint
"[left) [left!"; !AS(y)
="":Y=Y-1
SH 1300 IF(AS<"A"0RA5>"Z"}ANDA
$<>" "ANDAS<>"."THENRE
TURN
RJ 1310 I FY»= 14 THEN RETURN
FS 1320 PRINTASr !Y=Y+1:A5(Y)=A
$ : RETURN
QM 1330 GOSUB2810
Hi-: 134U IFA?(Y) = " "THENY=Y-1
PF 1350 FORX=lTOY:ANS=AN$+A5(X
) !A5{X)=""!NEXTX
GE 1360 ZY=LENtEJ85(R) )
AH 1370 ZZ=-1
QM 1380 ZZ=ZZ+2
KR 1390 MI5=MIDS(NBS(R),ZZ,2) !
MI=VAL(MI5)
KH 1400 IFAtJ5 = ST5(MI)THENR=Ml!
GOTO1500
RM 1410 IFZZ<ZY+1THEK1380
CQ 1420 P=0
SA 1430 FORZX=lT04e:IFANS=ST5(
7,X}TUENP=1
RE 1440 NEXTZX
EM 1450 U=2!W=10
JJ 1460 IFP=1THEKGOSUB2810jPRI
NT"{YEL)(3 spaces) HOT
[SPACE) A (down)
[8 left]keighbor[cyn)"
,- ;GOSUB284g:GOTO1010
HJ 1470 GOSUB2ei0 SPRINT" {YEL)T
RY AGAIN[CYN)"; !G0SUB2
84O:GOTO1O10
JX 1480 R=INT(48*RND(1) )+l:Rl=
R:IFR=RCTHEN1480
BX 1490 nM=H:TE=INT(Tl/60)
MF 1500 1FMP=1A»DR<23THEN670
AE 1510 IFMP=2ANDR>17T[1EN1000
FJ 1520 POKESF+1,250:POKESP+3,
250
JS 1530 IFR<18ORR>22THEN1560
SP 1540 IFRC>22THENMP=2!GOT068
RP 1550 MP=1:GOTO340
RJ 1560 IFR>22THENMP=2!GOTO680
GF 1570 IFR<23THENMP=l!GOT034a
BC 1580 1F(MP=:aNDRC>22)OR(MP=
2ANDRC<18)THENP0KESP+3
,2 50
KX 1599 IFSX(R)<256THENBX=0
MJ 1600 IFSX(R)>255THENBX=1
MX 1610 IFF=1THEN1660
BM 1620 IFST(R)=0TJJENST(R)=1:L
A=LA+1 JGOSUB2740 ! PRINT
LA; :GOTO1660
CF 1630 IFMP=1THENXX=2iYY=22
MS 1640 IFMP=2THENXX=29:YY=20
DF 1650 GOSUB2450!PRIKT"(YEL}A
LREADY[D0WN) {7 LEFT)CH
OSEN{CYN)"r :U=3!W=13:G
OSUB2840
XP 1660 IFSX(R)>255THENX2=255
XE 1670 POKESP+1,250
FJ 1680 POKESP,SX(R)-X2:X2=0!P
OKESP+i6 , BX+CX : POKESP+
1,SY(R)
SK 1690 IFF=1THENGOSUB2740:PRI
NT" (6 SPACES) [7 LEFT) 5
"10000-J;
DB 1700 IFEA°.1AHDR=HMTHENG0SUB
2S20
80 COMPUTErs GazBlte August 1987
RJ 1710 IFSA=>10RR<>RGTHENRETUR
N
QC 1720 GOSUB281 0: PRINT "(YEL)
[SPACE) GOT HIMI":U=5:W
=80 :GOSUB2840 i FORL=1TO
190:NEXTL
CS 1730 GOSUB2810:PRINT"[WiIT}
[ SPACE )G0 HOMEI [CYNJ ";
QF 1740 PQKE2041, 15:EA=1:RQ=1 :
R9=1:MA=1:SA=1 sPOKESP+
3, 2 50: RETURN
FA 1750 DATAWASHINGTON,0LYMPIA
,45,55,0702, IDAHO, BOIS
E, 95, 83, 010705041009
KD 17G0 DATASOUTH DAKOTA, PIERR
E, 223,80,061904122105
QP 1770 DATAWY0MING,CHEYENNE,1
55, 93, 020503121110, MON
TANA, HELENA, 140, 58,020
40603
CB 1780 UATAHORTH DAKOTA, B I SMA
RCK,220, 5 5,051903,OREG
0>3, SALEM, 45, 83, 0108090
2
XD 1790 DATACALIFORNIA,SACRAME
NTO,30, 125,070913
KA 1800 DATANEVADA, CARSON CITY
,70, 125,0807021013
JS 1810 DATAUTAH,SALT LAKE CIT
Y, 113, 125,090204111413
BR 1820 DATACOLORADO, DENVER, 17
0,135, 10131417161204
CE 1830 DATANEBRASKA, LINCOLN, 2
30,112,040321201611
BK 1840 DATAARIZONA, PHOENIX, 10
5,175,0809101114
HP 1850 DATANEW MEXICO, SANTA F
E, 165, 175, 1310111715, T
EXAS,AUSTIN,226,195, 14
171822
AB 1860 DATAKANSAS,TOPEKA,23 5,
140,11122017
DS 1870 DAT AOKLAHOMA, OKLAHOMA
(SPACE) CITY, 24 7, 165, 11
1620181514
RG 1880 DATAARKANSAS, LITTLE RO
CK, 57, 174, 172042442215
BA 1890 DATAMINNESOTA,ST. PAUL
,40,55,06032124
XH 1900 DAT AM I SSOUR I, JEFFERSON
CITY, 60, 138, 161221274
1421817
AP 1910 DATAI0V;A,DES MOINES, 44
,93, 120319242720, LOUIS
IANA, BATON ROUGE, 57, 20
5, 151B44
SE 1920 DATAMICHIGAN, LANSING, 1
32 , 75 , 242 526 , WISCONSIN
.MADISON, 50, 75,1923272
1
HB 1930 DATAINDIANA, INDIANAPOL
IS, 122, 11 0,23272641, OH
10 , COLUMBUS ,153,110,25
4140232R
EX 1940 DATAILLINOIS.SPRINGFIE
LD, 92, 115, 2124254120
BJ 1950 DATAPENNSYLVANIA.HARRI
SBURG,215, 100, 26403836
2937
MB 1960 DATANEW YORK, ALBANY, 2
38,80, 283635 33 30, VERMO
NT,MONTPELIER, 267, 70, 2
93331
CQ 1970 DATANEW HAMPSHIRE, CONC
ORD, 285. 65, 33 3032, MAIN
E.AUGUSTA, 305, 55, 31
PS 1980 DATAMASSACHUSETTS,BOST
ON, 287, 85, 2930313534
SP 1990 DATARHODE ISLAND, PROVI
DENCE, 290, 100, 3335
GK 2000 DATACOHNECTICUT.HARTFO
RD. 270, 97, 293334, NEW J
ERSEY, TRENTON, 255, 105,
292837
PD 2010 DATADELAWARE, DOVER, 252
. 118.382836
GA 2020 DAT AMARYLAND, ANNAPOLIS
,228,118,37284039
RJ 2030 DATAVIRGINIA, RICHMOND,
218,133,3840414243
MR 2040 DATAWEST VIRGINIA, CHAR
LESTON, 178, 125, 2626383
941
HQ 2050 DATAKENTUCKY, FRANKFORT
,138,13 5,2027 25 2640394
2
JJ 2060 DATATENNESSEE,NASHVILL
E, 140, 153, 182041394347
4644
AJ 2070 DATANORTH CAROLINA, RAL
EIGH, 218, 156,42394547
JQ 2080 DATAMISSISSIPPI,JACKSO
N, 98, 185,22184246
FJ 2090 DATASOUTH CAROLINA, COL
UMBIA. 228. 180,4743
EE 2100 DAT AALABAMA, MONTGOMERY
,138,185,44424748
AS 2110 DAT AGEORGI A, ATLANTA, 18
5,190,464 2434 54a,FLORI
DA, TALLAHASSEE, 180 , 216
,4746
BM 2120 RR=RC!lFSA-lTHENV3=200
GM 2130 F0RX1=1T0LEN(NB$(RR))S
TEP2
PM 2140 GETA5:IFA5<>""THENPRIN
T" (LEFT)"; ;GOSUB1100
CG 2150 M5=MID$(Nn5(RR),Xl,2) !
H=VAL(M5) jRa=l!R9=l
MA 2160 V1=ABS(SY(R)-SY(M))
AD 2170 IFEA=0AND(RC<18ORRC>22
)THENR8=INT( 3*RND(1 ) )+
1:R9=INT(2*RND(1) ) +1
AD 2180 IFMP=1ANDM?22THENV=25S
-SX(R)+SX(M) :GOTO2210
SE 2190 IFMP=2ANDM<18THENV=SX(
R)+255-SX(M) :GOTO2210
RR 2200 V-ABS(SX(R)*R8-SXtM)*R
9)
KB 2210 F0RXY=1T0LEN(NB?(R) )ST
EP2
XG 2220 MN?=MID?(NB$(R) ,XY,2):
MN=VAL<MN$)
BB 2230 IFMN=MTHENV=V-1000
BE 2240 GETA5;IFA9<>""THENPRIK
T" (left)"; tGOSUB1100
EG 2250 NEXTXY
RR 2260 PRINT" [RVS) {OFF)
(LEFT)";
RB 2270 V2=V+V1:IFV2<0THENV2=I
NT(4*RND(1))
GF 2280 IFEA=0THEN2310
FG 2 290 IFV2<V3THENV3=V2:RD=M
AB 2300 GOTO2320
FH 2310 IFV2>V3THENV3=V2:RD=M
ED 2320 NEXTXl
DH 2330 D=D+l!lFD<BTHEN2120
OX 2340 GETA5:IFA?<>""THENPRIN
T" (LEFT)": :GOSUB1100
HE 2350 D=0:RC=RD!pRINT"
(left)"; :V3='0
HB 2360 IFMA=1ANDEA=1THENRC=IN
T ( 48*RND [ 1 ) ) +1 1 KC^RC ! M
A=S
BB 2370 POKESP+3, 250
BA 2380 IFEA=0THENJ=J+100!U=ll
W«=40:GOSUB2840
SO 2390 IF(MP=lANDRC>22)OR(MP-
2ANDRC<18)THEN2120
EM 2400 IFSX(RC)<256THENCX=0
KM 2410 IFSX(RC)>255THENCX=2:X
3=255
SA 2420 P0KESP+16,BX+CX:POKESP
+2 . SX ( RC ) -X3 : X3=0 : POKE
SP+3,SY(RC)
HS 2430 IFSA"lANDRC-RTHENGOSUB
2570
MJ 2440 GOTO2120
KM 2450 POKE781,YY:POKE782,XX!
POKE783,48:SYS65520:XX
=0:YY=0: RETURN
PA 2460 DATA168, 0,2, 170,0, 10,1
70,128,042,170,160,41,
35,160,41,221,160,101,
17,100
CA 2470 DATA101,101,100,21,101
,80,21,85,80,21,1,80,5
,69,64,1,85,0,0,84,252
,0,3, 255
ES 2480 DAT A0, 15,223,19^,61,85
,240,61,85,240,63,223,
240, 127,255,244,117,23
7,116,53
JJ 2490 DATA101, 112, 52.204, 112
,7,3,64,3,87,0,0,84,0,
0, 16, 84, 0,1, 85,0, 13, B5
,192,61
FB 2500 DATA85, 240,61,85, 240,6
3,223,240,127,255,244,
117,237,116,53,101,112
,61
FX 2510 DATA221, 240, 15,3, 192,1
5,84,192,3,223,0,0,252
FP 2520 GOSU!32810:PRIHT"{yEL)
{space} YOU WINl";;X=X+
1 :U=1 !W=70 :GOSUB2840 ! I
FX<20THEN2520
KA 2530 GOSUB2810:PRINT"(GRN]P
RESS ANY{ DOWN 1(7 LEFT}
KEY";
AE 2540 POKE198,0
AG 2550 GETA5!lFAS=""THEN2550
KM 2560 RUM
GP 2570 GOSUB2810S PRINT" tYEL]
{space} GOT Y0U1";:U=3:
W=l 5 ! GOSUB2840 ; POKESP+
21,2
GC 2580 IFJ<10000THENGOSUB2740
!PRINT"{6 SPACES}
{6 LEFT} 0";
JX 2590 FORX=lTO1500tNEXTX
AE 2600 GOTO2530
ED 2610 POKESP+3,250
GP 2620 GETA$:TM=SC-(INT(Tl/60
)-TE)
SS 2630 IFMP=1THENPRINT"[H0ME}
{23 DOWN} "TAB (28);
JE 2640 IFMP=2THENPBINT"{HOME}
{17 DOWN} "TAB ( 30 ) f
KD 2650 PRINT"TIME!"TM"{LEFT}
{space}";
HH 2660 IFTM=0THEN2760
HK 2670 IFMP=1THENPRINT"{H0ME}
{20 DOWN] "TAB (Y);
DD 26G0 IPMP=2THEKPRINT"EhoME)
{down} "TAB (20+Y) ;
QJ 2690 IFRA<4THENPRINT"{RVS}
( SPACE } { OFF } { LEFT } " ; i R
A=RA+1 :GOTO2710
PC 2700 PRINT" { LEFT } " ; t RA=0
XB 2710 IFA5«"""THEW2620
DP 27 20 PRINT" {LEFT } " ; iGOSUBl
100
BQ 2730 GOTO2610
AB 2740 IFMP=1THENXX=13:YY=23j
GOSUB24S0 ! RETURN
QA 2750 XX=33:YY=13iGOSUB2450;
RETURN
CD 2760 IFMP^lTHENXX-liYY-2 2
HE 2770 IFMP=2THENXX-29eYY=20
EH 2780 GOSUB2810:PRINT"{YEL}T
IME IS UP"
JM 2790 WX=WX+l:U=liW=15:G0SUB
2840!lFWX<15THEN27e0
FD 2B00 GOTO2530
CJ 2810 IFMP^lTHENXX-l tYY=22iG
OTO2a30
AQ 2820 XX=29!YY=20
GJ 2830 GOSUB2450!PRINT"
{10 SPACES} {down}
{10 LEFT} {10 SPACES}
{up} {10 LEFT]"; :RETURN
MQ 2840 FORS=lTOU:POKEN+24, 15:
POKEN+6 , 247 : POKEN+4 , 1 7
; POKEN+1 , W
SB 2850 FORQ=lTO30:NEXTOtPOKEN
+4,16:NEXTSsRETURN
BEFORE TYPING . . .
Before typing in programs, please
refer to "How To Type In
COMPUTERS CAZOTE Programs,"
which appears before the Program
Listings.
Give 'N' Take
Article on page 25.
Program 1 : Give 'N' Take
BE 10 REM COPYRIGHT 1987 COMPU
TEl PUBLICATIONS INC. -
{SPACE} ALL RIGHTS RESERV
ED
CA 20 PRINT" (CLR}g8iCHECKING D
ATA" t FORI =0 TO 10 : READA$ :N
EXT
MR 30 FORI=lT0772iREADAtX-X+A:
NEXT tIFXo 504 10THENPRINT
"DATA STATEMENT ERROR.":
STOP
KP 40 50=54272 !FORI=SDTOSD+23!
POKEI,0!NEXT:POKESD+24,1
5
CM 50 DIMA$(18),P{70),OFF(70),
XX(70),YY(70).NP(70).CP(
70,7),PI(2,18),TEMP(70)
XS 60 DIMHO{70) ,OH(70)
PR 70 RESTORE ! POKES 3 2 80, 6 t POKE
53281,6!GOSUB1560jGOSUB1
260 :TX»12 tTy=14!GOSUB123
CA 80 PRINT "{ RVS } 1 { OFF } OR
tRVS)2{0FF} PLAYERS
{HOME}"iGOSUB1240eC64-C!
IFC=2THEN110
PK 90 F2=0tTX=6iTY»16tGOSUB123
0iPRINT"COMPUTER FIRST
{RVS} 1 {OFF} OR SECOND
{RVS} 2 {off} {home}"
AF 100 GOSUB1240:CP=C-llGOTO12
PE 110 TX-lltTY=16:GOSUB1230iP
RINT"{RVS)l{OFF} OR
{RVS] 2 {off) JOYSTICKS
(HOME} " :GOSUB1240iF2-C-
1
BS 120 TX-6:TY=24:GOSUB1230jPR
INT" (4 SPACES]DEFINING
{ SPACE ] CHARACTERS
{5 SPACES) {HOME}"
DQ 130 CL(0)=3!CL(1)=14:PL=0!M
ES5(3 }="[RVS}1{0FF) OR
(SPACE] {RVS] 2 (OFF) JOYS
TICKS"
AQ 140 AN-43iPORI=0TO10:READN$
(I) [NEXT 3 DATA " ",1,2,3
,4,5,6,6,8,9,10
CS 150 MESS(l)«"f2 SPACES )DESI
GNING board {3 SPACES)"!
MESS(2}="{2 SPACES}DIVI
DING PIECES"
SD 160 WI9(0)="[RVS)683
(9 SPACES] PLAYER 1")WIS
(l)='"fRVS)^83(9 SPACES]
PLAYER 2"
HJ 170 FORI=1TO70!READNP{I) :NE
XT
JR 180 DATA 2,5,3,4,4,3,4,4,3,
4,2,5,5,7,5, 5,5,6,5, 5,4
,5,7,6,4,6,5,4,6,4,7,5,
5,6,5
MJ 190 DATA 4,4,4,4,5,6,6,7,6,
6,5,3,5,4,6,5,5,6,5,6,6
,5,6,3,2,4,4,5,7,3,4,6,
4,5,1
KF 200 FORI-1TO70:FORX=1TONP(I
) !READCP(I,X] iNEXTX.I
KQ 210 DATA 2,12,1,3,12,13,14,
2,4,14,3,5,14,15,4,6,15
,16,5,7,16,6,8,17,18
GJ 220 DATA 7,9,10,19,8,10,19,
8,9,11,20,10,20,1,2,13,
21,22,12,14,2,22,23
BD 2 30 DATA 2,3,4,13,15,23,24,
4,5,14,16,24,5,6,15,17,
26,7,16,18,26,27
PA 240 DATA 7,17,19,27,28,34,8
,9,18,20,28,10,11,19,28
,36,12,22,29,37
JM 250 DATA 12,13,21,23,29,13,
14,22, 24,30,31,41,14,15
,23,25,26,31,24,26,31,3
2
PC 260 DATA 25,24,17,16,27,32,
26,17,18,33,34,18,19,20
,35,21,22,30,37,38,40
ED 270 DATA 23,29,40,41,23,24,
25,32,41,42,43,25,26,31
,33,43
DK 280 DATA 27,32,34,43,44,18,
27,33,35,44,45.28,34,36
,45,46
DR 290 DATA 20,35,46,47,21,29,
38,48,29,37,39,48,38,40
,49,50,29,30,39,41,50
HG 300 DATA 23,30,31,40,42,52,
31,41,43,52,53,54,31,32
,33,42,44,54.55
QB 310 DATA 33,34,43,45,55,56,
34,35,44,46,56,58,35,36
,45,47,58,36,46,59,37,3
8,49
SK 320 DATA 60.61,39,48,50,61,
39,40,49,51,52,62,50,52
,53,62,63,41,42,50,51,5
3,42
BH 330 DATA 52,51,54,63,64,42,
43,53.55,64,513,44,54,56
,64,67
BK 340 DATA 44,45,55,57,58,67.
56,58,67,68,69,45,46,56
,57,59,69,47.58,69
DX 350 DATA 48,61,48,49,60,62,
50,51,61,63,51,53,62,64
,65
GP 360 DATA 53,54,55,63,65,66,
67,63,64,66,64,65,67,68
,55,56,64,66,57,68
RM 370 DATA 66,67,57,69,57.58,
59,68,70,69
JM 380 TY=24iTX=10:GOSOB1230!P
RINTMES5(1)"{H0ME]"
JC 390 ML5="gl3"+CHR$(8)+"|X3<
"+CHRS(3)+"|2iXJ"+CHR5(
16)+CHRS(248)+"LEBiET3"
iPOKE83S,0
AQ 400 POKE53272,PEEK{ 53272) AN
D240OR12
EP 410 POKE836,208:POKE830,0:P
OKE831 , 216 :P0KE828 , : PO
KE829, 56i POKE56334,0
AJ 420 P0KEl,51iMLS=ML$:SYS(PE
EK(51)+256*PEEK(52)) : PO
KEl,55!POKE56334,l
KE 430 FORI=12568T012663:READa
COMPUTE'S Gazette August 1987 81
iPOKEl, JjBEXT
EP 440 DATA 0,126,126,126,126,
126,126,126,126,126,126
,126,126,126,126,0
QM 450 DATA 0,254,254,2 54.254,
254,254,0,0,127,127,127
,127,127,127,0
BM 460 DATA 126,126,126,126,12
6,126,126, 126,0,2 55,255
,255,255,255,255,0
PR 470 DATA 0,127,127,127,127,
12 7,127,127,0,254,254,2
54,254,254,254,254
BM 480 DATA 254,254,254,254,25
4,254,254,0,127,12 7,127
,127,127,127,127,0
XX 490 DATA 127,127,127,127,12
7,127,127,12 7,254,2 54,2
54,254,254,254, 254,254
JJ 500 AS(1)-")%(D0WNJE2 LEFT}
5":AS(2) = "S,*{DOWNj
i LEFT 3 5 " : A5 ( 3 ) = " # ( POWN )
{LEFT3,%"iA5(4)="t
(DOWNJ [2 LEFTJ&+"
RS 510 A$(5}="t(D0WN) [2 LEFTjS
(RVS) {OFF) » I DOWN)
12 LEFT]S",AS(6)='")*
{D0WN)t2 LEFT),+":A5(7)
= "#{DOVfN) [LEFTJ ' (DOWN)
(LEFT)?";AS(B) = "t,{%"
DQ 520 A5(9)=.'*#{do™){2 LEFT)&
{rvs3E@^Ioff3i"!A$(10)=
" & t RVS ) 6 T 3 { OFF ] % ( DOWN )
(2 LEFT}5"!A5{11)='"*
i DOWN ) ( LEFT } -% f DOWN )
[2 LEFT)?"iA$tl2}="#
f DOWN ) { 2 LEFT ) & . [ DOWN )
IleftJ5"
JH 530 A5(13H")!*(DOWN)
t3 LEFT)siRIGHT)S"tA5(l
4)="*{D0WN} ElEFT) , (+
(LEFTJ [UP}#"!A$(15)=")*
(D0WNH2 LEFT) '[down]
[LEFTJ,%"
RX 540 AS(16) = "£.*{D0WN){LEFT)*
[DOWN) [2 LEFT36+"tAS(17
)-"#JDOWN) [left)-*
[DOWN) [2 LEFT),[RVS)Ee3
[0FF)%";A5(ia)=")(RVS}
iT3£0FFj«[D0WN) [3 LEFT]
-+{D0WN3{2 LEFTJS"
FS 550 FORI =lTO70i OFF (I)=2!NEX
T;FORI=lTO70sREADP(I) jN
EXT
XD 560 DATA 1,5,8,4,1,1,9,10,1
,16,7,6,4,7,8,3,2,7,3,1
0,11,2,13,10,1,10,2,8
QX 570 DATA 5,4,17,6,7,5,10,12
,7,1,4,2,7,10,7,9,6,15,
2,15,9,12,7,2,12,3,6,2,
7
PF 580 DATA 10,4,8,2,3,14,0,3,
2,5,9,16,4
AS 590 FORI-lTO70:READXX(l),yy
(I) rNEXT
MC 600 DATA 101,86,117,86,125,
36,149,86,157,86,173,86
,189,86,197,86,213,94,2
21,86
RS 610 DATA 237,86,101,102,125
,102,133,94,141,102,165
, 94 , 181 , 102 , 197 , 102 , 205
,102
PC 620 DATA 221,110
JH 630 DATA 101,118,109,118,12
5,118,141,110,157,118,1
65,110
MC 640 DATA 181,118,205,118,10
9,134,13 3,126,149,126,1
65,126
AG 650 DATA 181,126,197,126,20
5,126,237,118,101,142,1
09,150,125, 150
ea COMPUTEra Gaielte August 1987
MD 660 DATA 125,142,141,134
RE 670 DATA 149,150,17 3,142,18
9,142,205,142,221,134,2
29,142,101,166,117,166
MM 680 DATA 133,158,141,166,14
1,158,157,166,165,158,1
81,158,197,158,213,166
SB 690 DATA 213,158,237,158,10
1,190,117,182,133,182,1
49,182,165,174,173,182
JB 700 DATA 181,182,197,166,20
5,182,221,174,236,182
qb 710 gosub1230!printmes$(2)"
{home}"
XX 720 FORr=lTO70:TEMP(l)=l:NE
XTiFORX=0TOl JFORZ-1T035
SK 730 I=INTt70*RND(l))+ltIFTE
MP(I)=0THEN730
FB 740 TEMP{I)=>0iPI(X,P(I>) = PI
(X,P(I) )+ltNEXTZ,X
RR 750 POKE532e0, lS!POKE53281,
15:GOSUB1290
XB 760 V=53248:POKEV+21,4:POKE
2042,13
AP 770 FORN=0TO62tREADSPiPOKE8
32+N, SPiNEXTi POKEV+41 , 1
XA 780 DATA 0,0,0,0,0,0,0,0,0,
0,0, 0,0, 0,0, 0,3, 192, 0,7
,224,0,15,240,0,15,240
GE 790 DATA 0,15,240,0,7,224,0
,3,192,0,0,0,0,0 ,0,0,0
,0,0,0,0,0,0,0,0,0,0,0,
RS 800 DATA 0,0,0,0,0,0,0,237
HR 810 PRINT"[H0ME} [D0WN)"SPC(
17)MES?(6) :GOSUB1200iGO
SUB1070
JB 820 IFC64=1ANDPL=CPTHEN1590
SS 830 JY=15-( PEEK ( 563 20+PL*F2
)AND1 5 > :FR=PEEK(56320+P
L*F2)AND16
AG 840 IFJY=8THENAH=AN+1
SF 850 IFJY=4THENAN=AN-1
FX 860 IPAN=0THENAN=.70
KF 870 IFAN='71THENAN=1
BA 880 IFFR='0THEN900
JM 890 POKEV+4,XX(AN)iPOKEV+5,
YY(AN)iGOTO630
DQ 900 IF0FF(AN)<>20RPI(PL,P(A
N) )=0THENGOSUB1670 :GOTO
830
MH 910 PI(PL,PCAN) )=PI(PL,P(AN
)}-ltTU=TU+l
XQ 920 POKE646,CL(PL) :OFF(AN)=
PL!QQ=AN!GOSUB1190tSC(P
L ) -SC ( PL) +1 I PRINTA$ ( P ( A
N)>
HA 930 F0RI=1T0NP[AN}:QQ=CP(AN
,1) ;IF0FF(QQ)=20R0FF(0Q
)'=PLTHEN960
FQ 940 LP=-PL+l!GOSUB1190!SC(L
P)=SC<LP)-1 jSC(PL)=SC(P
L)+1!PRINTAS(P(QQ))
Se 950 0FF(QQ)=PL
DP 960 NEXTiPLe!-PL+1iGOSUB1690
:GOSUB1200 i IFTU-70THENG
OSUB1070tGOTO980
DD 970 GOTO810
EP 960 GOSU81710:TY=22:POKEV+2
i , : PL=1 ! IFSC ( ) > SC ( 1 )T
HENPL=0
SD 990 IFGT='0THENPL— PL+1
RH 1000 WI5{PL)=WI5(PL)+" IS T
HE WINNER "
EJ 1010 IFSC(0)=SC(l)THENWr5(P
L)°"g83(RVS}
[15 SPACES) IT'S A TIE
[7 SPACES)"
AF 1020 TX=0iGOSUB1230: PRINT"
§83" WlS(PL) :FORI=lT05
: GOSUB1050 t NEXT s TXs8
XD 1030 GOSUB1230:PRINT"[RVS)P
RESS FIRE TO PLAY AGAI
N"tFORI-lTO50tGOSUB105
0:NEXT
JS 1040 GOTO1020
XA 1050 FR=PEEK( 56320 )AND16:RF
=PEEK(56321)AND16:IFFR
=0ORRF=8THENRUN
FC 1060 RETURN
XH 1070 PRINT"(H0ME} [6 DOWN)
[RVS}i8 3[RIGHT)"N5(PI(
0,13) )"{3 RIGHT}"N5(PI
(0,14))"[2 RIGHT)"K?(P
I(0,7))SPC(23);
QJ 1080 PRINTN$(Plil,13) }"
{3 RIGHT}"N$(PI(1,14))
"[2 RIGHT)"K5(PI(1,7))
ED 1090 PRINT" {3 DOWN) (RVS ) "N?
{PI{0,16) )"{2 RIGHT)"N
$(PI(0,15))"[3 RIGHT)
( UP ) "N5 { PI ( , 10 ) ) SPC ( 2
3) "(down)";
PC 1100 PRINTN5(PI(1,16) )■•
[2 RIGHT}"N5(PI(1, 15))
"(3 RIGHT) [UP]"N5(PI{1
,10))
RD 1110 PRINT"(3 D0WN3{RVS)"N?
(PI (0,1)) "{3 RIGHT} "N$
(PI(0,2) )"{2 RIGHT)
[UP)"NS<PI(0,9))SPC(23
)"{DOWN)"i
CC 1120 PRINTNS(PI{1,1))"
[3 RIGHT) "N$(PI(1,2))"
J2 RIGHT3{UP}"N?(PI(1,
9)}
QA 1130 PRINT" [3 DOWN) [RVS) "NS
(PI(0,3))"{2 RIGHT3"N?
(PI(0,4))"{2 RIGHT)"NS
(PI(0,18))SPC(24);
PF 1140 PRINTNS(PI(1,3))"
{2 RIGHT)"N5(PI<1,4) )"
[2 RIGHT)"NS(PI(1,18))
JE 1150 PRINT" [4 DOWN) ERVS)''N?
(Pl(0,ll))"[3 RIGHTJ-H
5tPI(0,12));
FG 1160 PRINT"[2 RIGHT)"N${PI(
0,17)) "(3 RIGHT} "NS (PI
(0,5})"{3 RIGHT}"N5(PI
(0,8) )" JUP) (2 RIGHT)"N
?(PI{0,6));
DX 1170 PRINT" [RIGHT)"NS (PI (1,
6)) "[DOWN} (2 RIGHT )"N?
(PI{1,8))"[3 RIGHT) "NS
(PI{1,5))"E2 RIGHT)"?
DX 1180 PRINTN5(PI(1,11))"
[4 RIGHT} "N5( PI (1,12))
"[2 RIGHT)"N5(PI(1, 17)
)" [HOME) "i RETURN
SP 1190 TX=INT(XX(QQ)/8)-l:TY=
INT ( YY (QQ)/e) -5 iGOSUBl
230 s RETURN
QK 1200 PC=lrIFPL=<0THENPC=3
DE 1210 POKE 646, PC: PRINT"
{HOME) [down} [RVS]
[2 RIGHT} PLAYER 1[RVS}
i83{2 RIGHT)[2 SPACES}
[3 LEFT}"SC(0) lPC=llIF
PL=1THENPC-14
PP 1220 P0KE646,PCiPRINTTAB(26
)" (UP) [RVS) PLAYER 2
{RVS) §83(2 RIGHT)
{2 SPACES) [3 LEFT)"SC{
1 ) " " I RETURN
QP 1230 POKE783,0!POKE761,TY:P
OKE7e2,TXiSYS655 20iRET
URN
OS 1240 POKE198,0!WAlT198,ltGE
TCS<C=«VAL(C$) iIFC<10RC
>2THEN1240
ES 1250 RETURN
KP 1260 POKE198,0:WAIT19a,lsGE
TC$:IFC$<>"G"ANDC?<>-"T
"THEN1260
HG 1270 MES(6)-"(RVS}TAKE"iGT"
1 ! IFC?-"G"THENMES {6}-"
tRVS!GlVE"sGT=0
CA 1280 RETURN
KH 1290 PRINT" (CLRHRVS]|83
{63 spaces}";
KS 1300 PRINT" J6S SPACES)";
HH 1310 PRINT" fCYNHOFF] #683
{RVsJ (30 SPACES) i7i
[0FF]#(CYN))(*E8g[RVS)
tCYN) tOFF3#gaa{RVS)
JCYN)i0FF]#E8g[RVS)
icYN) [OFF] '§eg[RVS)
[PURH2 SPACES)";
EB 1320 PRINT" f 18 SPACES) §83
^73(0FF)) (*geg[Rvs)
i73tOFF)#E83{RVS) B73
fOFF)#E8alRVS) Vi
(off) ' (CYN)5ESg[RVS)
{CYN)[OFF)$g83[RVS)
{CYN)(0FF),(+E83£RVS}
JSPACE5 ICYN) (OFF)¥g83"
DQ 1330 PRIKT"lRVS) J PUR) gSi
[0FF))%#(.{%#)%>%#&
{RVSJiTi {OFF )%&*#( PUR)
(RVS) §83 §73{0FF)5E88
{RVS) E73£OFF)5i8a
[RVSJ g73£OFF) , (+£83
(RVsJ g73fOFF)S{RVS)
§83 {10 SPACES)";
xp 1340 print" {pur) e53[off)s&
Ervs) {off}%#&+5#$&
(RVS)i@3£0FF)%?)%' '
[pur] {RVS) §8 3
(20 SPACES) (PUR) §5i
{0FF))*5#'t(s,%&*":
JB 1350 PRINT" #i5&+? (PUR) {RVS)
183(10 SPACES) (CYN)
{0FF)&*B8i(RVS} (CYW)
{OFF3)%?8g{RVE) {CYN)
{ OFF J E, { RVS ] iT3 I OFF J %
§83£RVS) {PUR) §53
{ OFF ) , +&+$ & { RVS ) §T3
{off)%&(rvs3§t3{off)%$
SJ 1360 PRINT " i& { RVS )§T3{ OFF )%
{PUR)(RVS3 §83 §73
{oFFU*|83{RVS} §71
{offJ)iE83{rvs) §73
{off J t ( RVS ) §t3 ( OFF 3 *
§83{RVS3 (cynHoff) '
IsiiRVsi {CYN) (off) '
§83{RVSj ";
BJ 1370 PRINT"[2 SPACES}{CYN)
(off) ¥§83 {RVS 3
(2 SPACES H PUR) §53
(oFF)#&*) t*5)%5e.*S&{«5
»(pur3(rvs3 §8i
{2 SPACES 3 §71 (off) '§83
{RVS) §73[OFF) '§83
(RVS) (3 SPACES3§73
{OFF)$i83(RVS) (CYW)
{0FF)&+E83{RVS3 (CYN)
( OFF ) " ;
MR 13B0 PRINT",%§8 3fRVS3
[5 SPACES) (PUR) §53
(OFF3-*S5#Si5)*#S#S
[RVS]§Ti(0FF3%£>- {PUR)
(RVS) §83 |73(OFF)&+
§S3{RVS) i73{0FF3,%i83
(RVS) (4 SPACES)";
JR 1390 PRINT" (10 SPACES) (PUR)
§53{OFF)5)*t+t-*, + 'S.
{RVsi (OFF}%";
mm 1400 print"? )%${ pur) (rvs )
§83(17 spaces){cyn)
(off) i §83 (RVS)
(2 SPACES) {pur) §53
(off)#,+&*',{rvs)§@3
{off)%#?#5)*'&*{pur}
(rvs) §83(5 spaces)";
bq 1410 print"{3 spaces)§73
{off) #§83 (rvs) {cyn)
{0FF3)%§83{RVS3 (CYN)
(off)&*e83(rvs3 (cyn)
(off)6(rvs)§@3{off)*
§S3(rvs3 (pur) §53
£off) • )%#S56{rvs)
(off)*";
HD 1420 PRINT" '6(RVS)§@3{OFF)%
,+,%5(pur3 (RVS) §83
§7S{OFF))%§83(RVS) §73
{off)6.*E83(rvs3 §73
{offU(Rvs)§93{off}%
(cyn}?§83{RVs3
{3 SPACES) (CYN) (off) 5"
SG 1430 PRINT"§83(RVS)
(5 SPACES) (PUR) §53
(OFF)5S&+f6*5#$)*!.*t.
(rvs3§t3{off)%#(pur)
(RVS] §83 §73(0FF35§83
{RVS} (3 SPACES) §73
{OFF)$i83(RVS)
(14 SPACES) (PUR) §53";
EX 1440 PRINT" (OFF) )%#&.#$#,%,
+#5#S&+(pur) (Rvs3 §83
(16 SPACES) (CYN) {OFF})
{RVS)|T3(oFF)s§e3(RVs3
(pur) §53{0FF) 'S,(RVSJ
§e3{0FF)%S'fl.S(S"!
AR 1450 PRINT"s(RVS) (0FF3%')
{rvs3§t3{off)%{pur)
(rVS) §83(7 SPACES)§73
(off) ){rvs}§t3{off)%
{cyn)#§83(rvs)
[3 spaces) (cyn) {off) #
§83{rvs) (cyn)(off)-+
§83 (rvs) (2 spaces)";
PK 1460 PRINT" (pur) §53 {off), %
&*#$#$##£.*5#S-+*(PUR)
(rVs) §83 §73(OFF)#i83
fRVS){3 SPACES)";
MK 1470 PRINT"§73(0FF]#§8g
{RVS) E73{OFF}-+§83
{RVS) IcYN) fOFF},%§8a
{RVS) {cyn) {off)s+§83
(RVS) (CYN){0FF}S§a3
(RVS) (3 SPACES) (PUR)
§5i{OFF)£,(S5, *,( + ";
EG 1480 PRINT", *S&lRVS)§e3
(0FF)%55.+ {PUR3 (RVS)
§83 §73£OFF) ,%§83{RVS)
§73£OFF}&+§83{RVS)
§73{OFF3?i83{RVS)
(7 SPACES)";
EB 1490 PRINT" (5 SPACES) (PUR)
(20 5PACES)§B3
(39 SPACES)";
XC 1500 PRINT" (11 SPACES) (CYN)
(0FF)#§ai{RVS}
{3 SPACES) (CYN) (OFF) #
§83 (RVS) (CYN) {off] #
§83 ( RVS H 4 SPACES)
{CYN) (0FF)#§B3(RVS)
{5 SPACES] (cyn) {off})*
§83{Rvs3 §7g(oFF))*§e3
(RVS) (3 SPACES)";
RG 1510 PRINT" J 2 SPACES) §73
(OFF) #§83 (RVS)
(2 SPACES)§73(OFF)#§83
(RVS) (4 SPACES) §73
(OFF}#§83{RVS3 §73
(OFF) #§83 (RVS]
{2 SPACES) (CYN] (OFF) -%
§83 (RVS) tCYN) (OFF)t.•
i83(RVS) |CYN){0FF)-*
§83(RVSJ{2 SPACES)";
BB 1520 PRINT" (CYN) {0FF)&{RVS}
(OFF) I §83 {RVS)
{4 SPACES} I CYN) (off), +
§83(RVS) §73(0FF),+|83
(RVS) (4 SPACES) §73
(0FF)&{RVS) {OFF) S §8 3
{RVS) §73(OFF)-%§83
(rVS]{2 spaces I §73
tOFFj6")
XP 1530 PRINT". §83tRVS} §73
{0FF)-*§83{RVS) {CYN)
{OFF}?§83(RVS)
[3 spaces} (CYN) (off) S
§83{RVS) {cyn)(off),
(RVS)§@3{OFF3%i83{RVS3
(2 spaces) {cyn) (off)?
§8g(Rvs) (2 spaces)
(cyn) (0FF)£,(%§83(RVS)
(3 spaces]";
SC 1540 PRINT"{2 SPACES}g73
(0FF]&(%§83(RVS}
(2 SPACES]§73(OFF]5§8i
(rvs3{2 spaces) §73
(off)5§83{RVS}
(4 spaces) §73 (off) ?§83
(rvs) §73{off} , (rvs)
§@3(off}«§83{rvs)
(24 spaces]";
SK 1550 PRINT"{15 spaces)
(HOME]"!POKE2023, 160:P
OKE56295,15:POKE53281,
: RETURN
DP 1560 PRINT"{CLR){2 SPACES }C
OPYRIGHT 1987 COMPUTE I
PUBLICATIONS"
SJ 1570 PRINTTAB(9)"ALL RIGHTS
RESERVED"
DG 1580 TY=12:TX=13:GOSUB1230s
PRINT" {RVS )G (off) IVE O
R (rvs3t(off]ake(home)
" : RETURN
GS 1590 MT=0:FORI=1TO70:HO(I)=
0!NEXT!FORI=1TO70
KG 1600 IF0FF(I)<>20RPI(PL, P(I
))=0THEN1620
HK 1610 HO(I)=liMT=MT+l
DG 1620 NEXT
CE 1630 MV=0:FORZ=1TO70:IFHO<2
)=lTHENMV=«MV+l!OH{MV) =
Z
RK 1640 NEXT
JS 1650 NA=INT(HT*RND(l))+l!AN
=OU(NA) iIFOFF[AN) 20R
PI (PL,,P(AN) )=0THEN1650
EE 1660 POKEV+4 , XX < AN } : POKEV+5
,YY(AH) :GOTO910
XK 1670 POKESD+5,31:POKESD+6,2
08 : POKESD, 240 : POKESD+1
,4!pOKESD+4,33
HQ 1680 FORS-1TO100: NEXT t GOTO 1
700
XQ 1690 POKESD+5,eiPOKESD+6,24
! POKESD, 0: POKESD+1 , 90
! POKESD+4 , i 7
CX 1700 FORS=lTO100tNEXTtPOKES
D+4 , : POKESD , : POKESD+
1,0! RETURN
PQ 1710 PRINT" {HOME} (3 DOWN)
(RVS) §8 3(40 SPACESS";:
F0RI=1T016
AB 17 20 PRINT" {rvs) (9 SPACES}"
SPC(22)"(9 SPACES}"; :N
EXT
QP 1730 F0RI»1T04:PRINT"(RVS)
{40 SPACES)"; tNEXT
PP 1740 PRINT" (RVS) (39 SPACES)
(HOME) {DOWN) (2 RIGHT}
§83PIAYER i(bLK]"!RETU
RN
Program 2: Give 'N' Take Loader
"(CLR)(3 D0WN)POKE4
POKE16384,0:NEW"
(2 DOWN]LOAD"CHR5(
IVE 'N' TAKE"CHR$t3
CB 10 PRINT
4,64:
PF 20 PRINT
34)"G
4)", 8"
KQ 30 PRINT" (4 DOWN] RUN"
PK 40 PRINT" (home]"
KC 50 POKE198,3:POKE631, 13:P0K
E632,13:POKE633,13
COMPUTEI's Gazette August 1987 83
8210;DE
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COMPUTE!
's CAZPnE
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82
CE
64
7C
Program 1
.' Multisprite
8298:84
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Program 2: Multisprite Boot
8108:69
84
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FE
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4C
BC
57
Program
81E0:81
C9
9D
D0
31
AE
69
84
73
81Ee:BD
00
D0
D0
23
AD
63
84
00
QH 10 PRINT
"{CLR
(WHTj [DOWN]LO
81F0:D0
0E
A9
FE
2D
10
D0
8D
OD
AD INC
MULTISPRITE. .
"
81F8:16
D0
DE
00
D0
4C
BC
81
C6
SX 20 IFA=0THENA=
=1:L0AD"MULTIS
B200:AE
63
84
A9
01
0A
CA
D0
F6
PR1TE",8,1
8208 :FC
49
FF
AE
69
84
D0
E4
AC
BH 30 Pf
IINI
"{[
)OWt
(JLC
)A03
NG
SPf
U
TE MAGIC. .."
GO 40 IFA=1THENA=2:L0AD"SPRITE
MAGIC", 6,1
FC 50 PRINT" [2 DOl«l}SYS32768
{3 UP J"
OB 60 POKE631,13!POKE198,1:NEW
Exploring The SID
Chip
Article on page 22,
Complex Sound
BE 10 REM COPYRIGHT 1987 COMPU
TEI PUBLICATIONS INC. -
[SPACE) ALL RIGHTS RESERV
ED
SS 20 AOR=49152 :CHK=0:C=0
GM 30 READ BYT t IF BYT=999 THEN
60
AR 40 POKE ADR, BYT!C=C+1:ADR=A
DR+1
EG 50 CHK='C+BYT+CHK:GOTO30
KP 60 IF CHKO 12604 THEM100
FX 70 SYS 49152
FF 80 FOR J=l TO 5000:NEXT
GJ 90 POKE 54276, 0:POKE 54263,
0:POKE 54290,0: END
FJ 100 PRINT" [CLR) ERROR IN DAT
A STATEMENTS. CHECK TYP
ING . "
PH 110 DATA 162,024,169,000,15
7,000
DH 120 DATA 212,202,016,250,16
2,024
rtJ 130 DATA 189,064,192,157,00
0,212
RK 140 DATA 202,016,247,120,16
9,038
SF 150 DATA 141,020,003,169,19
2,141
DJ 160 DATA 021,003,088,169,00
0,133
AA 170 DATA 00 3,096,165,003,05
6,233
XQ 180 DATA 029,133,003,141,00
1,212
KG 190 DATA 173,028,212,141,02
2,212
DA 200 DATA 074,074,074,074,14
1,015
FM 210 DATA 212,076,049,234,00
0,000
MJ 220 DATA 000,000,129,013,00
0,001
RQ 230 DATA 036,000,000,021,01
3,000
XP 240 DATA 000,004,000,007,06
5,012
HP 250 DATA 000,000,000,24 7,06
3,065
CH 260 DATA 012,000,000,000,24
7,063
PF 270 DATA 999
80-Column Sector
Editor
Article on page 57.
Program 1: Sector Editor Boot
Program
CA 1000 REM" [3 SPACES) LOADER F
OR SECTOR-128
CC 1010 REM
AC 1020 GRAPHICS
MH 1030 AS="RUN"+CHRS(13)
84 COMPUTEI's Gamie August 1987
CG 1040 WINDOW0,0,79,2'), I
EG 1050 PRINTCHR5(147) ;CIiR5(28
);CHRS{ 14); "LOADING SE
CTOR-128, PLEASE WAIT.
PQ 1060 POKE46,34;POKE8704,0
RA 1070 DLOAD" SECTOR. BAS",U(PE
EK(186) )
HK 10B0 FORA=1TOLEN(A5)
XR 1090 P0KE841+A,ASC{MID${AS,
A,l))
EP 1100 NEXTA
DM 1110 POKE208,LEM(AS)
FQ 1120 NEW
Program 2: Sector Editor— BASIC
BQ 10 REM"COPYRIGHT 1987 COMPU
TEl PUBLICATIONS, INC. -
ALL RIGHTS RESERVED
KR 20 TRAP 4720
JB 30 FAST
KC 40 IFPEEK(46)<>34 THEN BEGI
N
HQ 50 PRINTCHR? ( 14) r "BASIC TOO
LOWl — USE THE ' SECTOR
' PROGRAM AS A BOOfT"
END
BEND
KC 60
AR 70
AM 80
IFPEEK{186 ) <80RPEEK( 186 )
>11THENP0KE186,8
JA 90 IFP£EK(7424)<>7eORPEEK(7
494)<>32THENBLOAD"SECTOR
.ML",D0,U<PEEK(ie6) )
JQ 100 RD256=DEC("1D00") !WT256
-=DEC( "1009")
EB 110 DEF FN SC(X) = 16+UANDX-
(35ANDX>35)<31 >+(lANDX-
(35ANDX>35)(25)+(2ANDX-
(35ANDX>35)<ia)
HE 120 DEF FN T(X)=35+ ( 35ANDX=
2)
FD 130 DIM KP(18)
AF 140 F0RA=1T018:READ KP(A)tN
EXTA
HQ 1S0 FORA=4096TO410StPOKEA,0
: NEXTA
MB 160 ESC5=CHR5(27) :CL5=CHR5(
147 ) !CH5=CHR5 (19) :GRS=C
HRSt30) ! RD9=CHR5 ( 26 )
RE 170 BL?=CHR$(31>:UL5=CHRS(2
) ; U05=CHR? ( 130 ) : PK$=C!1R
S(1S0) :LG5="i8g":MG5="
OS 180 YL5="[YEL)"!pPS="gli":L
D5="E73" !UC5=CHR5( 142 ) J
LC5=CHR?{14)
QJ 190 HXS="0123456789ABCDEF"
QG 200 WINDOW0, 0,79, 24,0
BE 210 PRINTESC?"N";CL$;ESCS"L
";CHR5(ll)rCHR$(14);
aC 220 C0LOR6, l!COLOR5,3
MK 230 TR=18:SE=0:DEV=PEEK(186
}:DRV=0:X=0:Y=0:NS='1:NM
=0
XG 240 PRINTGRS;UL 5; "SECTOR ED
ITOR COPYRIGHT 1987 COM
PUTE l PUBLICATIONS, INC
FJ 250 PRINT" - ALL RIGHTS RES
ERVED";U05;
XE 260 GOSUB3410
QM 270 GOSUB3580
OE 280 GOSUB3300
FX 290 DO
DD 300 GOSUB4570!lPDF"0THEN BE
GIN
MC 310 GOSUB3910:IFDF=0THEN BE
JG 320
CJ 330
JK 340
EK 350
GIN
GOSUB4200
GOSUB4300
BEND
BEND
SP 360
PD 370
KC 380
EE 390
ME 400
ME 410
DM 420
KP 430
MC 440
DD 450
KC 460
RJ 470
GG 480
KB 490
MH 500
RD 510
GC 520
HE 530
OJ 540
KD 550
QB 560
AB 570
XF 580
XS 590
HP 600
GH 610
CA 620
DH 630
EK 640
OB 650
AC 660
DG 670
EP 680
AK 690
RX 700
MA 710
DP 720
BF 730
XX 740
AH 750
JS 760
GC 770
MB 780
DB 790
EM 800
HQ 810
PH 820
QG 830
DJ 840
KD 850
MR 860
BJ 870
QF 830
AG 890
XE 900
OC 910
HO 920
PE 930
XH 940
RF 950
BS 960
JK 970
CX 980
KD 990
KS 1000
QQ 1010
SS 1020
LOOPUNTILDF=0
DO
SYSDEC("1D0F") ,X,Y:X=PE
EK(7579) :Y=PEEK(7580):K
=PEEK(213)
L=l
DO
IFK=KP(L)THENEXIT
L=L+1
L00PUNTILL=19
ONLGOSUB630,630, 760,760
,890,1050,1110,1260,405
0,570,1700,1810,1390,15
40,2300,2180,2610,480
LOOP UNTILL=iaANDOK=l
END
REM END OF SECTOR
GOSUB2920
IF 0K=»1 THEN BEGIN
WINDOW0,0,79, 24,1
PRINTRDg; " BASIC V7.0"
POKE 208,0
BEND
RETURN
REM SWAP MENUS
MN=1-(MN)
OKMN+1GOEUB3410 , 3500
WINDOW0,18,79,22
RETURN
REM NEXT BLOCK
T1=TR:S1=SE
SE^SE+1
IFSE>FNSC(TR)THENBEGrN
SE=0
TR=TR+1
IFTR>FNT(NS)THENBEGIN
TR=1
BEND
BEND
GOSUB2990
RETURN
REM LAST BLOCK
T1=TR:S1=SE
SE=SE-1
IFSE<0THENBEGIN
TR=TR-1
IFTR=0THENBEGIN
TR=FNT(NS)
BEND
SE=FNSC(TR)
BEND
GOSUB2990
RETURN
REM NEW BLOCK
T1=TR:S1=SE
DO
ML=2:PRS="Km/ TRACK ( 1-
"+MID$(STRS(FNT(NS)),2)
+ " ) : "
GOSUB3060tIFIP?=ESCSTHE
NTR=Tl!ELSE TR=INT(VAL(
IPS))
LOOPUNTILTR>0AKDTR»<FNT
(NS)
DO
ML=2:PR5="NEW SECTOR (0
-"+MID5(STR?(FNSC{TR) ) ,
2)+") :"
GOSUB30601IFIPS-ESC5THE
NBEGIN
SE=SliTR=Tl
BEND: ELSE SE=INT (VAL( IP
?))
LOOPUNTILSE>=0ANDSS<-=FN
SC{TR}
GOSUB580
GOSUB2990
RETURN
FB 1030
DR 1040
DX 1050
AX 1060
KD 1070
XF 1080
HG 1090
CD 1100
DG 1110
SH 1130
DX 1130
MP 1140
MQ 1150
MD 1160
ER 1170
MK 1180
SE 1190
CP 1200
XQ 1210
AX 12 20
CO 1230
QS 1240
FP 1250
AJ 1260
SO 1270
XR 1280
FJ 1290
KX 1300
RM 1310
SR 1320
MG 1330
HF 1340
QG 1350
GH 1360
AH 1370
CG 1380
DB 1390
FJ 1400
SG 1410
ED 1420
PF 1430
AX 1440
AQ 1450
FG 1460
SH 1470
JD 1480
AC 1490
DR 1500
PX 1510
MA 1520
GD 1530
GM 1540
RD 1550
QQ 1560
CQ 1570
CS 1580
DQ 1590
BC 1500
KG 1610
MA 1620
GS 1630
AM 1640
JQ 1650
REM LINK SECTOR
T1=TR!S1=SE
TR=LT:SE='I^
GOSUB2990
RETURN
REM ENTER HEX
DO
DO
ML=2jPR$=»"NEW hex VALU
E :":GOSUB3060!lF IP9=
ESCS THEN IP9="FFFF"
H15=LEFT5(IPS,1}!H2S=M
IDS (IP?, 2)
LOOPUNTILIP5-"FFFF"OR(
INSTR(HXS,H1S)*INSTRCH
XS.H2S)<>0)
L00PUNTILIPS="FFFF"0R(
DECtIP5)>=0ANDDEC{IPS)
<=255)
IFIPS<>"FFFF"THENBEG1N
POKE7168+X+16*Y,DEC{IP
$)
X=X+1 !IFX=.16THENX=0:Y=
Y+liIFY'=16TiIENY=0
BEND
GOSUB580
GOSUB3000
RETURN
REM ENTER TEXT
IL=0:ML=148!PRS-"NEW T
EXT ;"!GOSUB3060:IFIP5
=ESC?THENIPS=""
GOSUn580
IFLEN(IP5) O0THENBEGIN
FORZ=1TOI-EN(IPS)
PC=ASC(MID5(IPS,Z,1) }
POKE7168+X+16*Y,PC
X=X+1:1FX=16THENX=0jY=
Y+1 ; IFY=16THENY=0
NEXTZ
BEND
GOSUB3000
RETURN
REM NEW DRIVE NO
T1=TR:S1=SE
DO
ML=l:PR$="(j[EW DRIVE (0
/I) :":GOSUB3060
LOOPUNTILIPS="0"ORIPS=
"1"0RIPS=ESC5
IFIP?<>ESC5THENBEGIN
PRINTIP$ ! DRV-ASC ( IP? ) -
48
GOSUBS80
GOSUB45 70
GOSUB3910
GOSUB4200
GOSUB4300
BEND: ELSE GOSUB580
RETURN
REM NEW DEVICE NO
OD=DEV
DO
ML=2:PR5="NEW DEVICE (
8-11) !"!GOSUB3060
LOOPUNTIL ( VAL( IP? ) >7AN
DVAL(IP?)<12)0RIP?=ESC
5
IFIP?<>ESC?THENBEG1N
DEV=VAL(IP?)
0PEN1,DEV, 1 jCLOSEIiIFS
T<»0THENDEV=OD
GOSUB580
GOSUB4570
GOSUB3910
GOSUB4200
GOSUB4300
COMPUTEfs Gaaettg August 1987 85
GA 1660
EP 1670
SP 1680
GS 1690
CH 1700
CH 1710
DG 1720
BG 1730
MC 1740
AB 1750
QX 1760
PX 1770
CA 178fl
AC 1790
KA 1800
BM 1810
HC 1820
XP 1830
EP 1840
FC 1850
XG 1860
RS 1870
CE 1880
QJ 1890
KF 1900
RC 1910
AS 1920
PR 1930
MO 1940
DA 1950
XM 1960
DF 1970
BH 19S0
GP 1990
QQ 2000
KB 2010
AF 2020
BA 2030
SK 2040
BS 2050
RG 2060
HP 2070
FF 2080
MQ 2090
FA 2100
QJ 2110
PJ 2120
DJ 2130
PK 2140
PG 2150
DJ 2160
DS 2170
FP 2180
JG 2190
AS 2200
SJ 2210
PR 2220
AF 2230
CB 2240
AK 2250
XC 2260
PS 2270
EA 22B0
PC 2290
QB 2300
GE 2310
BEND:ELSEGOSUB580
RETURN
REM SEND DISK COMMAND
ML=58:PR$="DISK COMMAN
Dt"tGOSUB3060
IFIP? OESC5THENBEGIN
OPEN15,DEV,15,IP5
GOSUB3750
CL0SE15
GOSUB560
GOSUB2990
BENDJELSEGOSUB580
RETURN
REM DISPLAY DISK CATAL
OG
PRINTESC5"M";
POKE20a,0
WINDOW0, 1,79, 24,1
PRINTRD? t "DIRECTORY: " ;
SYS DEC ( "1D12"),DEVAND3
+(DRV*4)
SYSDEC("1D15")
WINDOW0,3,79,24,1
CT=0!TC=1
DO WHILE ST064
PRINTTAB ( 40- { 40ANDCT < 2
2)) ;RD$; RIGHTS ( "00"+MI
D?(STR5(TC) ,2),3);" ":
PRINTBL?; sSYSDEC ( "1D15
'■)
CT=>CT+1 :TC=TC+1
IFCT=44THENBEGIN
WINDOW43, 1,79, 1,1
PRINTRD5; "PRESS ANY KE
Y TO CONTINUE, Q TO QU
IT,"
GETKEYAS
PRINTCL9:BL5
WINDOW0,3,79,24,1
CT=0
BEND
IFST=64THENBEGIN
PRINT" (4 LEFT J
[4 SPACES)"
W1NDOW43, 1,79,1,1
PRINTRD5;"PRESS ANY KE
Y TO CONTINUE."
GETKEYA5
PRINTCL5
WINDOW0,3,79,24,1
BEND
1FAS-"Q"THENEXIT
LOOP
CL0SE8
PRINTESC5"L";
GOSUB3410 SGOSUB3580 :GG
SUB3300
GOSUa3000
RETURN
REM EXCHANGE DISKS
POKE208,0
WINDOW0,23,79,24,1
PRINT "INSERT NEW DISK,
PRESS ANY WHEN DONE..
*l
GETKEYA5
GOSUB580
GOSUB3910
GOSUB4200
GOSUB4S70
GOSUB4300
RETURN
REM FORMAT DISKS
DO
ML=1:PR5= "SINGLE OR DO
UBLE SIDED (S/D) !":GO
SUB 3 060
RS 2320 LOOPUNTILIPS-"S"ORIP$=
"D"ORIP5=ESC5
KQ 2330 IFIPSOESCSTHENBEGIN
HS 2340 IFIP5="S"THENCM$="0"!E
LSE CM5="1"
CP 2350 OPEN15,DEV,15,"U0>M"+C
M5
PS 2360 GOSUB3750
QM 2370 CLOSE! 5
RD 2380 IFDF=0THENBEGIN
SF 2390 ML=16:PR5="DISK NAME :
":GOSUB3060
GK 2400 IFIP50ESC5THENBEGIN
MQ 2410 NNS=IP5
CJ 2420 IL=0:ML=2:PRS="1D ('RE
TURN' FOR QUICK FORMAT
) :":GOSUB3060
XM 2430 IFIP5<>ESC5THENBEGIN
QP 2440 ID?=IP5
KC 2450 GOSUB2920
GX 2460 IF0K»=1THENBEGIN
GJ 2470 0PEN15,DEV,15,"N"+STRS
(DRV)+":"+NN5+", "+ID9
MG 2480 GOSUB3 750
XC 2490 CLOSEIS
JQ 2500 BEND
FX 25 10 BEND
GS 2520 BEND
CB 2530 BEND
RB 2540 BEND
ME 2550 GOSUB5a0iGOSUB2230
PD 2560 BEND
QF 2570 GOSUB580
JC 2580 RETURN
ME 2590 !
SX 2600 REM MOVE BLOCK
DK 2610 Tl=TRiSl=SE!Dl»DEViD2=
DRV
BF 2620 DO
RA 2630 PR? = "MOVE TO TRACK (1-
■'+MId1'{STR5(FNT(NS)) ,2
)+"> j":ML=2iGOSUB3060
KH 2640 LOOPUNTIL(lNT(VAL(IP$)
)>0ANDINT(VAL(IP5 )<=FN
T(NS)))0RIP5=ESC?
GJ 2650 IFIP50ESC5THENBEGIN
RB 2660 TR=INT(VAL(IP$))
AK 2670 DO
AX 2600 PR?="M0VE TO SECTOR (0
- " +MID? ( STRS ( FNSC ( TR ) )
,2)+") :"jML=2!GOSUB30
60
FK 2690 LOOPUNTIL(INTtVAL(IP$)
) > =0ANDINT ( VAL ( I P5 ) ) <=
FNSC(TR) )0RIP5=ESC5
MF 2700 IFIPS<>ESC$THENBEGIN
JQ 2710 SE=INT(VAL(IP5))
PQ 2720 DO
GK 2730 PR5="MOVE TO DRIVE (0/
1) !":ML=1:GOSUB3060
DS 2740 LOOPUNTILIPS='"0"ORIP5=
"l"ORIP5=ESC5
KB 2750 IFIP5<>ESC?THEKBEGIN
MS 2760 DRV=VALCIP5J
FB 2770 DO
EK 2780 PR5="M0VE TO DEVICE (8
-11) :"!ML=2!GOSUB3060
JJ 2790 L0OPUNTIL(VAL(IP$)>7AN
DVAL(IPS)<12)0RIP5=ESC
5
QD 2800 IFIP5 0ESCSTHENBEGIN
DP 2810 DEV=VAL(IPS)
QF 2820 GOSUB40S0
A J 2830 TR=TliSE=Sl!DEV"Dl:DRV
3D2
EF 2840 BEND
KF 2850 BEND
SE 2860 BEND
DH 2870 BEND
SK 2880 GOSUB5S0
MG 2890 RETURN
EG 2900 :
BR 2910 REM ASK ARE YOU SURE?
KO 2920 OK-0
GM 2930 PRS="ARE YOU SURE (Y/N
) t "!ML=l!GOSUB3060
JC 2940 IFIP?="Y"0RIP5="Y"THEN
0K=1
GOSUB580
RETURN
BM 2950
PM 2960
PQ 2970
HB 2980
HE 2990
FR 3000
QC 3010
PF 3020
HQ 3030
XX 3040
CK 3050
GP 3060
XD 3070
RJ 3080
FJ 3090
FR 3100
RC 3110
DB 3120
QH 3130
ac 3140
KJ 3150
QG 3160
DS 3170
DP 3180
FP 3190
EP 3200
MD 3210
KK 3220
GE 3230
AR 3240
CR 3250
XO 3260
AQ 3270
SX 3280
FF 3290
FG 3300
PP 3310
MB 3320
REM DISPLAY NE^-f DETAIL
S
GOSUB3910
GOSUB4200
GOSUB4300
IFDF=1THENTR=T1 : SE=S1 t
DF=0
RETURN
I
REM GENERAL INPUT
IPS=""
POKE208,0
WINDOW0, 23, 79,24, 1
CSS''CHR${15) + "g@i
{left} "+CHR?( 143)
PRINTPR5;CS?;
DO
GETK5
IFK5=CHR5 ( 20 ) ANDLEN ( IP
5)>0THENBEGIN
PRINTK5;CS5f
IP?=LEFT?{IPS,LEN{IPS)
-1)
BEND
IFK5=CHR$(13)ANDLEN(IP
5)='>ILTHENBEGIN
PRINT" ";
BEND
K=ASCtK$)
IF((K>31ANDK<127)0RK>1
59 ) ANDLEN { IPS )<MLANDK<
>34THENBEGIN
IP?=IPS+K?
PRINTK$;CS?;
BEND
LOOP UNTILK5=ESCSOR(K5
=CHR5 ( 13 )ANDLEN ( IPS )=>
ID
IL-l!lPK$=ESCSTHENIP5-
KS
RETURN
REM DISPLAY
WINDOW0,1,79
PRINTESCS"M"
PRINTRDS;"[3
[2 SPACES )H
{2 SPACES} 3 t
12 SPACES)5(
!2 SPACES} 7 t
[2 SPACES) 9!
[2 spaces)b£
£2 spaces3d[
{2 spaces)f{
HEX GRID
,17,1
rUCS;
SPACES 30
2 spaces} 2
SPACES} 4
SPACES) 6
SPACES) 8
SPACES) A
SPACES )C
SPACES )E
12 SPACES)
KD 3330
AS 3340
GA 3350
KJ 3360
GR 3370
CF 3380
EH 3390
SH 3400
ME 3410
AS 3420
AP 3430
PE 3440
CS 3450
PRINTHX5
PORA'=0TO15
PRINTMIDS {HXS . A+1 , 1 ) ; S
PC(5B);MrD5(HXS,A+l,l)
NEXTA
PRINTESC5"L";LC5;
RETURN
REM DISPLAY OPTIONS »1
WINDOW0, 23, 79,24,1
PRINTESC5"M";
PRINTRDS;"+s next BLOC
K(2 SPACES )Bi NEW BLOC
K[3 SPACES3@: HEX INPU
T{3 SPACES)*: NEW DRIV
E{3 SPACES}";
PRINT"Wi WRITE BLOCK"
PRINT"-: LAST BLOCK
[2 SPACES JLs LINK BLOC
K(2 SPACES}Ti TEXT INP
BS COMPUTEfs Gazette August 1987
UT[2 SPACES )Di NEW DEV
ICE[2 spaces!";
GF 3460 PRINT "N: NEXT MENl]"rES
C5"L";
RETURN
FP 3470
RM 3480
MS 3490
BC 3500
JB 3510
XM 3520
#2
REM DISPLAY OPTIONS
WINDOWS, 23, 79, 24, 1
PRINTESC$"M"f
PRINTRD5;"S! SEND COMM
AND {2 SPACES )F: FORMAT
DISK{4 SPACES)N! NEXT
MENuis SPACEsio: QUIT
PROG . "
AE 3530 PRINT"C: CATALOG DISK
{2 SPACES )Et EXCHANGE
fSPACE)DISKf2 SPACES )M
1 MOVE BLOCK";
PR1NTESC$;"L";
RETURN
BH 3540
KS 3550
JB 3560
GK 3570
JK 3580
AM 3590
GF 3600
REM DISPLAY DISK INFO
WINDOWS, 18, 79, 22,1
PRINTESC5"M";
PRINTBLgf "EAj *********
***gi^3 ****** *'ir**v**T^
TTT* * *'¥TTTTTmnnFr^i * #
CP 3610 PRINT "**^R^ ***********
_***gS3^^;GR$; "TRACK;
T2"SPACES),${2 SPACES)
"fBL?; "-";GR5; "SECTOR:
[2 SPACES5,5(2 SPACES J
" ;
CF 3620 PRINTBL5; "-";GRS;"LINK
TRACK: (2 SPACES J ,?
tl SPACES) "!BLS;"-"rGR
$f"LIKK SECTOR:
[2 SPACES], 5 12 SPACES}
I* ,
DG 3630 PRINTBL5; "2"fGR?r"BYTE
S USED: {3 SPACES} ";BLS
BG 3640 PR7NT"gOJ **** ********■»■
*************gg^«*tj^34
*****<Ht***i**g£gT¥«**TF
«*** **** *gRg".
rJTITg-E I ****** g R| * *
CG 3650
FB 3660
AM 3670
MF 3680
QS 3690
PRINT'
*****ewi'"
PRINT"-" ;GR5 ; "POSITION
: (3 SPACES}" ;BL??"-"!
PRINTGR5; "BYTE!
{3 SPACES 3,5 {2 SPACES}
, ' ";CHR$(5);" "fGRS;"'
";BL5;"-";GRSj
PRINT"DISKi '
1 1 6 SPACES ) ■ , '
{2 SPACES} ' ";
PRINTS L$; "~";GR$s "DEVI
CE:{2 SPACES} " r BLS J "-"
;GR$r "DRIVE: "rBL??"-"
JX 3700 PRINT" EZj ************
Eg|******iA4ilr<bV****gg^
**********************
**t***** }iEJ";
PRINT" *********§E|****
PD 3710
HJ 3720
XP 3730
MS 3740
XR 3750
CM 3760
KJ 3770
CR 3780
RG 3790
JO 3800
GC 3810
KG 3820
***Exj'^
RETURN
.ESC?"L"
REM CHECK ERROR
DF-0
INPUT*15,DN,DE5,DT5,DB
S
IFDN>19THENBEGIN
WINDOW0,23,79,24,1
PRINTESCS"M"f
PRINT"DISK ERROR ! " ; DE
S;", ";DT?f ","!DBS
PRINT "PRESS ANY KEY TO
CONTINUE.";
PRINTESC9"L";
JD 3830
FC 3940
AG 3850
OF 3860
JE 3870
CF 3880
AH 3890
SJ 3900
ED 3910
FH 3920
QQ 3930
GH 3940
AB 3950
AH 3960
SB 3970
KH 3980
JQ 3990
E5 4000
HC 4010
HM 4020
XR 4030
SF 4040
PP 4050
BE 4060
QF 4070
ER 40B0
QM 4090
JC 4100
EE 4110
EC 4120
BX 4130
RJ 4140
BJ 4150
PH 4160
Xil 4170
HG 4180
HF 4190
AE 4200
CR 4210
FH 4220
EX 4230
CC 4240
XF 4250
BR 4260
FS 4270
KQ 4280
FQ 4290
SC 4300
CH 4310
GS 4320
CF 4330
CD 4340
PK 4350
MX 4360
SX 4370
KQ 4380
ES 4390
EM 4400
KE 4410
BH 4420
BH 4430
KR 4440
POKE20B,0
GETKEYA5
GOSUB580
DF=1
BEND
RETURN
REM GENERAL READ
P0KE2SI , J POKE252 , 28
OPEN15,DEV,15
OPENS, DEV, 8, "#"
PRINT#15,"U1:8"+STR$(D
RV)+STR5<TR)+STR5(SE)
GOSUB3750
IFDF=0THENBEGIN
SYS RD2S6
GOSUB3750
BEND
CLOSES
CLOSE15
RETURN
REM GENERAL WRITE
GOSUB2920
IF 0K=1 THEN BEGIN
POKE251,0:POKE252,28
OPENIB.DEV, 15
OPENS, DEV, 8, "#"
PRINT#15, "B-P:8 0"
SYS WT256
PRIHT#15, "U2:a"+STR$(D
RV)+STR5 (TR)+STR$ (SE)
GOSUB3750
CLOSES
CLOSE 15
BEND
RETURN
REM DISPLAY BOTH SETS
J SPACE} OF BYTES
IFDF=0THENBEGIN
POKE251 , : POKE2S2 , 28
WINDOW0,0,79,24
PRINTLB$;
SYSDECC "1D0C") ,2,2
SYSDEC("1D03"),140,221
,0
BEND
RETURN
REM FILL-IN INFO
IFDF=0THENBEGIN
PRINTESCS"M"r
WINDOVra, 18,79,22
B-TR : PRI NT PK 5 ; " { DOWN ]
[7 RIGHT}"; :GOSUB4450:
PRINT" fa RIGHT}"; :B-=SE
tGOSUB4450
B=PEEK(7168) :PRINTLGS;
"{12 RIGHT}"; :GOSUB445
0:PRINT"[13 right}";
B=PEEKt7169)!GOSUB4450
sLT=PEEK(7168) :LS=PEEK
(7169)
NB-2 56:IFLT>FNT(SD)ORL
T-0THENN8-LS
PRINTMG5; "{12 RIGHT}";
: B=NB ! GOSUB4490 : PRINT "
{down} {14 RIGHT)";
PRINTYL?r"{24 RIGHT)";
LEFT?(DDS,16); "
[4 RIGHT)"; RIGHTS (DD5,
2);
PRINTPP9"[10 RIGHT)"?:
B-DEViGOSUB4S30: PRINT':
[7 RIGHT) ";MID$(STR5(D
RV ) , 2 ) ;
PRINTESC5"L";
BEND
RETURN
I
REM DISPLAY DEC, HEX
CJ 4450 PRINTRIGHT5( "00"+MIDS(
STR5(B),2),2);"
{2 right) ";RIGHT$ (HEX?
U),2);
RETURN
FM 4460
RJ 4470
FQ 4480
FS 4490
RP 4500
FM 4510
SQ 4S20
DM 4530
BX 4540
BX 4550
SM 4560
CK 4570
EE 4580
CD 4590
GP 4600
ME 4610
JB 4620
MJ 4630
EG 4640
MS 4650
PX 4660
GB 4670
PR 4680
FF 4690
FG 4700
MG 4710
PP 4720
QX 4730
HC 4740
BD 4750
KS 4760
ED 4770
HE 47S0
FR 4790
FQ 4800
CQ 4810
PS 4820
BM 4830
EH 4840
REM DISPLAY 3 BYTE NO
PRINTRIGHT? ( "00"+MID5 (
STR?(B),2>,3);
RETURN
REM DISPLAY 2 BYTE NO
PRINTRIGHT5 ( "0"+HID?{S
TR$(B),2},2);
RETURN
REM GET NAME OF NEW DI
SK
Tl=TR:Sl=iSE
TR=lStSE=0
DO
GOSUB3910
LOOPUNTILDS=0
TR=T1:SE=S1
DD5="" :FORA=0TO19iDD=P
EEK(7312+A)
IFDD<320RDD=340R(DD>12
7ANDDD<160)THENDD=32
DD$=DD$+CHR5(DD)
NS=1
IFPEEK(7171 }=128THENNS
=2
NEXT A
RETURN
REM TliAP ROUTINE
TRAP 4 7 20
IF ERO30 THEN BEGIN
PRINT" {2 HOME) {CLR)A";
IFINSTR( "AEIOU", LEFTS (
ERR5 ( ER ) , 1 ) ) <> 0THENPRI
NT"N";
PRINT" ";ERRS(ER};
PRINT" ERROR HAS OCCUR
RED IN LINE " ; EL
PRINT "PROGRAM ABORTED.
H
END
BEND
RESUME NEXT
REM DATA FOR KEYS
DATA 40,73,43,74,28,42
,46,2 2,9, 39, 13,20,8,18
,21,14,36,62
Program 3: Sector Editor— ml
See instructions in article on page
57 before typing in.
1D00:4C
lD08ilD
1D10:5D
lDia:A2
lDa0lCF
lD2a:CC
1D30:1D
1D38:FB
1D40:20
1D48:1D
1D5011D
IDSSiEB
1D60:68
1D68:E6
ID7O:D0
1D7B:D6
1080:98
lD8a:FD
1D90:00
1D98!00
1DA0:92
lDAa:8E
1DB0!AE
18 ID 4C
4C FC ID
IF 4C 0E
08 20 C6
FF 91 FU
FF 00 00
86 FD 84
48 A2 12
73 ID Ea
A2 IF AD
A2 12 A5
AS FD 20
20 73 ID
FE CB 20
C5 60 8E
10 FB 8D
48 29 0F
69 40 85
85 FE 68
00 00 00
83 8C 00
9A ID A0
9A ID AC
2E ID
4C A5
IE 4C
FF A0
C8 D0
00 00
FE A0
A5 FE
A5 FD
97 ID
FE 20
73 ID
E6 FD
7F ID
00 D6
01 D6
D0 0D
FD A5
A8 68
00 00
00 8D
00 BC
99 ID
4C E7 35
ID 4C D4
4D IE 06
00 20 BB
F8 4C FB
BD 97 7b
00 Bl CE
69 08 FB
20 73 72
20 73 5D
73 ID DA
A2 IF A6
D0 02 E9
88 Ca 3B
2C 00 2D
60 48 E6
18 A5 BF
FE 69 6A
60 00 3A
FF DA AD
99 ID ID
98 ID FE
20 F0 G9
COMPUTEf's GBiBtte August 1987 87
1DC0:C2
1DC8:98
1DD0:D0
lDDa:D0
1DE0:AC
IDES: 98
IDFBiEB
1DF8j20
1E00;FF
1E08:C8
1E10!03
1E13:4A
1E20:BB
1E28!A9
1E30:DA
lE3e:20
lE<ja:20
lE48iFF
1E50SC6
1ES8:D0
1E60:C3
1E68:21
lE70t72
1E78:E4
1E80:F6
lEaSiFF
1.E9011D
lEBBslD
1 EA0 : AE
lEASsAD
1EB0:1D
1EB8:B9
1EC0!1F
1 ECS ! AC
1ED0!FB
lEDBtFC
IEE0!FD
lEEBiFC
1EE'0:FB
lEFBilD
1F00:73
1F08!ID
1F10!00
1F18:02
1F20!03
1F28104
1F30!0A
lF3Bi22
1F40S01
1F48:02
1F50:03
1F5BI04
1F60!BE
1 F68 : 8D
lF70:aD
lF78iA3
1FB0SA5
1F88:F0
1F90:F0
1F98:F0
1FA0:F0
1 FAS: IF
1FB0:EA
lFB8i20
1FC0! IF
lFC8i63
lFD0t9E
1FDB:A5
1FE0:1F
IFEBiBB
1FF0:8E
1 FFG ; 9E
2000 :0A
2008i9D
2010tFa
2018 :9D
2020: ID
2028:9D
2030:20
2038: ID
2040:00
2048:1D
2050:03
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E7 60
0C EE
99 ID
48 8A
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08 AE
FF A9
BD FF
C6 FF
20 CC
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20 E4
20 A9
FF 20
A9 0D
60 24
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AD 9F
IE AD
Al ID
0A A8
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85 FC
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83 FB
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ID B9 00
20 20 D2
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AD 98 ID
9A ID AE
20 F0 FF
A2 12 20
73 ID A2
60 A2 06
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4C CC FF
8D 2C ID
01 18 69
00 AB 20
2C ID A0
02 A2 8A
20 C0 FF
20 E4 FF
FF 60 A2
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CC FF A9
20 E4 FF
FF 8D 15
20 20 D2
D2 FF C9
20 D2 FF
30 00 00
AD A0 ID
ID 8D A3
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8D A3 ID
B9 0D IF
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B9 2D IF
AS FC 69
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FE A4 FD
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20 F2 IF
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58 F0 FA
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ID 4C 63
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FE A5 F5
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IC IF 56
00 2D 9E
02 6D 49
3 AD 49
04 ED 51
9B ID 14
29 0F 3E
29 0F 8D
A0 80 18
D0 F8 IB
C9 53 20
C9 5 5 B9
C9 33 6A
C9 02 0B
20 EA 7F
IF 20 DD
63 IF D3
4C 63 DF
ID 4C 52
00 8D 60
63 IF 9F
4C A6 22
DA 4C F2
ID 4C ED
FF 80 0F
9C ID 3E
ID BD 48
0A 20 5A
FF AD 48
17 FA CI
00 AC BS
4A 20 CB
AC 9D 57
B8 B9 SE
20 E7 IC
64 90 09
69 64 07
D0 F9 90
2060:69
2068 tFF
2070:FF
2078:E9
2080 !E9
2088 :B0
2090:14
2098:15
20A0:AD
20Aa:AD
20B0:90
20B8:69
20C0:69
20C8:A2
20D0:8D
20D8:8D
20E0:8E
20E8:3e
20F0:B0
20F8j1A
2100:30
2108:B9
2110:05
2118:00
2120:00
3A 48
68 20
60 A2
10 8D
27 3D
EB AD
21 AD
21 BE
14 21
15 21
03 ES
E8 SD
03 BD
30 38
14 21
15 21
18 21
A2 30
F9 BE
21 A0
00 05
16 21
00 F5
00 00
60 00
8A 48
D2 FF
30 38
14 21
15 21
14 21
15 21
16 21
E9 E8
E9 03
B0 EB
14 21
15 21
AD 14
AD 15
90 03
AD 14
E9 0A
19 21
00 B9
CB C0
20 D2
60 00
00 00
00 00
98 20
68 20
AD 14
AD 15
90 03
69 10
69 27
A2 30
BD 14
8D 13
AD 14
AD 15
BE 17
21 E9
21 E9
EB B0
21 69
90 03
69 3A
16 21
04 D0
FF ca
00 00
00 00
00 00
D2 4D
02 AB
21 El
21 AF
E8 BC
8D 6F
8D B4
38 0B
21 46
21 61
21 Bl
21 ES
21 0C
64 AS
00 DC
EB 5B
64 C9
E8 14
8D IC
C9 D4
F4 68
C0 BB
00 CD
00 5A
00 7A
BEFORE TYPING . . .
Before typing in programs, please
refer to "How To Type In
COMPUTEl's GAZETTE Programs,"
wKich appears before the Program
Listings.
Front Line
Article on page 26.
Program 1: Front Line Loader
JD 10 POKE 53280, 0;POKE 53281,
0:PRINT"{CLR)"
QF 20 REM COPYRIGHT 19B7 COMPU
TEI PUBLICATIONS INC. -
{space) ALL RIGHTS RESERV
ED
FF 30 FOR D=1T08: PRINT"! DOWN? "
:NEXT
BM 40 PRINT" E8 3 {DOWN) {6 RIGHT}
... LOADING PLEASE WAIT..
. {6 down)"
SB 50 PRINT"(GRN){2 SPACES ) COP
YRIGHT 1987 COMPUTE 1 PUB
. , I NC . "
CP 60 PRINTTAB(9)"ALL RIGHTS R
ESERVED ( HOME } { DOWN } "
BC 70 POKE19B,8:POKE631,19:POK
E632 , 17 :POKE633, 17:F0RN=
0TO4:POKE634+K, 13 :NEXT
RS 80 PRINT"{BLK5pOKE44,S6;POK
E43, 1:POKE56*256,0:NEW"
RD 90 PRINT" {2 DOWN} LOAD"CHR5 (
34) "FRONT LINE.BAS"CHRS(
34) ",8"
XM 100 PRINT" (4 DOWN) RUN"
Program 2: Main Program—
BASIC
ER 10 POKE 53280, 11 :P0KE532B1,
EP 20 L=L+1 tIFL=lTHENPRINT"
{CLr}"CHRS(8)CHRS(142) :L
0AD"FR0NT LINE. ML", 8, I
PX 30 SYS49155,12,10, "E73F R
N T{4 SPACES)L I N E"
QX 40 CLRtDIM HP( 55 ) , PO ( 55 ) , SP
{55),AM(255),FS( 55)
BD 50 FORN=40TO47
MJ 60 READPO(N) :P0(N+8)=P0(N)
MX 70 READFiP(N) :fiP(N+8)-HP(N)
AM
MJ
MQ 80 READSP(N) iSP(N+a)=SP(N)
CP 90 READFS(N) iFS(N+8)=FS(N)
KG 100 READAM(N) :AM<N+8)=AM(N)
GH 110 NEXT
HX 120 IFPEEK(78e)<>-49THEN180
RB 130 GOSUBUao
KQ 140 FORN=0TO111 : READS sPOKEl
2560+N,S:NEXT
QB 150 GOSUB15S0
RK 160 FORN=0TO63: READS :POKEN+
83 2, S: NEXT
170 FORN=0TO6:READCO:POKE53
287+N,CO:NEXT:FORN=0TO2
:POKE2044+N,13:NEXT
180 PO=49158
HC 190 HP=49160
GH 200 SP=49164
DJ 210 FS=4916B
BC 220 AM=49172
CF 230 31=1024
AG 240 32=2023
QJ 250 C=54272
JH 260 JY=56320
SG 270 W=34
HR 280 AR=49152:REM ARENA
MS 290 LP=49155:REM LOCATE AND
PRINT
BO 300 C5(0)="lRED)":C5<l>="
|7|"
SC 310 PC(0)=B:PC(1)=8
RC 320 WL(0)=40:WH(0)=47:WL(1)
=48:WHtl)=55
MK 330 AM?(0)="AUTO":AMS(1)="S
EMI"
PX 340 AM(0)=80:AM(I)=255
SQ 350 T5=" (CRN) #S[ DOWN)
(2 LEFT)%£,"
GS 360 BS="|5i64 +3(D0V™}
|4 LEFT)E+3(RVS}
{2 SPACES) [OFF) E+3
(down) (4 left) 1+3 [RVS}
{2 SPACES) {OFF] E+3
{00WN)(4 LEFT}g4 +i"
EC 370 POKE53269,I12:POKE53271
,15iPOKE53272,29:POKE53
275,112!POKES3277, 15
KX 380 POKE53256,57:POKE5325S,
169:POKE53260,32
AS 390 POKE53257,138:POKE53259
,154:POKES3 261,138:POKE
53264,64
KS 400 S=RND(-7) :PRINT"!CLR}" :
FORN=1T015 :SYSLP, RND(1 )
*2H-2,RND(1>*36+2,TS:NE
XT
MP 410 S=RND{-TI/t) :FORN=i40TO4
7
QC 420 R=RND{ 1 )*5:IFPE^K(2*(K"
38)*40+1030+R) 032THEN4
20
CH 430 POKE2*(N-38}*40+1030+R,
N:POKE2*(N-3O)*40+1030+
R+C,10:NEXT
EH 440 FORN=4BT055
KH 450 R=RND(1)*5:IFPEKK(2*(N-
46)*40+1053+R)<>32THEN4
50
JX 460 POKE2*(N-46)*40+1053+R,
N: POKE2* ( K-46 )*40+ie53+
R+C,14:NEXT
CP 470 REM MAIN LOOP
AF 480 GOSUnl2S0
KF 490 Y=12jX=19!L=lS23iCO=2tG
OSUQ830
XA 500 GOSUB650
XC 510 F1=(F1+1>AND1:IFF1-1THE
N600
MG 520 IFOG<>32TJ1ENGOSUB890:IF
F1=1THENS00
MP 530 OG=W:W=34:OC=2:F1=0:D=1
:GOSUB820
CC 540 H1=PEEK(1509) :H2=PEEK(1
603) :H3=PEEK(153a)
8B COMPUTEl's Sazelta August 19B7
SK 550 rPHl=32ORH2=320RH3"32TH
EN580
RX 560 IFHl<WL(l)THEKIFH2<Wm
) THENIFH3 <WL( 1 )THENPCt 1
}=fl
RO 570 IFH1>WH(0)THENIFH2>WH(0
) THENI FH3 >WH ( ) THENPC (
)=0
QM 580 IFPC(0)=0ORPC(1)=0THBN1
270
MM 590 P=P+1AND1:GOTO480
KX 600 IFOG<WL(P)0ROG>WH(P)THE
NF1=0!GOTOS00
CJ 610 W=OG:OG=32:CO=OC:CX=0:C
y=0
KP 620 primtcs(p)"{home){rvs}
140 SPACES)"
FG 630 PRINTCS(P)"{H0ME] ErVS)
{space 5 MOVEMENT" 10-SP(W
) "WEAPON: "AM$(AM(W)) " , "
np{W)" STRENGTH" PO(W);
BJ 640 GOSUBB40:GOTOS00
RM 650 J=PEEK(JY+P) :IF(JAND31)
=31THENIFOG=3 2THEN6 50
EE 660 IFPEEK(jy+P)AND16THENGO
SUB710SGOTO650
KS 670 IFN0TPEEK(JY+P)AND16THE
H670
QS 660 IFFl=0THENIFOGa32THEN65
ED 690 RETURN
PE 700 REM MOVE PIECE ONTIL FI
RE BUTTON IS PRESSED
BM 710 0X=X:OY=Y:PX=CX:PY=CY
EM 720 IFN0TJAND8THENX=X+1;CX=
CX+1
KG 730 IFN0TJAND4THENX=X-1 sCXa
CX-1
BJ 740 IFNOTJAND2THENY=Y+i :CY=
CY+1
RB 750 IFNOTJANDlTHENy=Y-l:Cy=
CY-1
CK 760 IFY>240RY<1THENY=0Y:CY=
PY
XR 770 IFX>39ORX<0THENX=OX!CX=
PX
MX 780 IFF1«0THEN810
DF 790 IFABS(CY)>10-SP(W)THENY
=OY:CY=PY
HS 800 IFABS(CX)>10-SP(W)THENX
=OX:CX=PX
RJ 810 L=S1+Y*40+X
BJ 820 P0KE0L,0G:POKEOL+C,0C
SH 630 OL=L:OG=PEEK(L) :OC=PEEK
(C+L)
GE 840 IFF1=1THENP0KEL+C, 1
MJ 850 POKEL+C,CO:1FD=1THEND=0
!GOTOa70
AE 860 POKEL.W
GQ 870 RETURN
AK 880 REM CHECK CHARACTER THA
T PLAYER LANDED OK
CC 890 IF(OG>=WL(P))AND(OG<=Wil
(P))THENF 1=1: RETURN
FE 900 1FNOT(OG>=WL(P+1AND1})A
ND(0G<=WH(P+1AND1 ) )THEN
Fl=l: RETURN
EC 910 REM PUT PLAYERS IN AREN
A
QG 920 POKE53269,0
PR 930 F1=0:GOSUB1440: PRINT"
{CLR}"
DP 940 SYSLP,5,6,B9:SYSLP,5,20
,B?
JC 9S0 SYSLP,16,6,BS:SYSLP, 16.
20, B$
RF 960 SYSLP,10,13,B5
AP 970 PRINT" (HOME} "; :FORN=1TO
1 2 : PRINTSPC ( 30 ) " [ RVS )
(RED) {10 SPACES)"; :NEXT
FK 980 FORN=1TO12:PRINTSPC{30)
"[RVS! tBLUHl0 SPACES)"
; :NEXT
FA 990 FORN=2014TO2023:POKEN,1
60:POKEN+C,6:NEXT
SC 1000 SYSLP,2,31, " (RVSl [RED)
STRENGTH " : SYSLP ,15,31,
"[RVS 3 [blu)strehgth"
RD 1010 SYSLP,3, 31, " (RVS}§5i: :
::!::: ":SYSLP, 16,31, "
( RVS ) : : 1 : : ! ! : "
MA 1020 POKEHP+P,HP(W) !PO(W)='P
O(W)+10!lFPO(W}>31THEN
PO(W}=31
XC 1030 P0KEPO+P,PO{W) :POKESP+
P,SP(W)iPOKEAM+P,AH(AM
(W) ):POKEFS+P,FB(W)
ER 10'.:! P=P+1AND1
PX 1050 POKEHP+P,HP(0G) iPOKEPO
+P,PO{OG) 1 POKES P+P,SP(
OG) :POKEAM+P,AM(AM{OG)
)
PJ 1060 P0KEFS+P,FS(OG)
RS 1070 P=P+1AND1
QF 1080 SYSLP,5,31, "[RVS){RED)
MOVE :"10-PEEK(SP)
QX 1090 SYSLP, 16, 31, "{RVS)
[ BLU ) MOVE ! "10-PEEK{SP+
1)
PH 1100 SYSLP, 7, 31," [RVS i [RED)
WEAPON:"; : SYSLP, 9, 31 , A
M5(-1*(PEEK(AM)=255))"
, "PEEK (HP)
XQ 1110 SYSLP, 20, 31, "[RVS)
( BLU ) WEAPON : " ; : SYSLP , 2
2,31,AM5(-1*(PEEK(AM+1
)=255))","PEEK(HP+1 J
XF 1120 SYS ARENA
OS 1130 POKE54296,0:WI-l!lFPEE
K(PO)'=0THENWI"2
BQ 1140 FORN=1TO30
PP 1150 PRINT" [HOME) {RVS] {WHT}
[9 SPACES)PLAYER"STR5(
WD" WINS THE FIGHT
(8 SPACES)"
AM 1150 PRINTC5(WI-1 )"[H0ME3
[RVS){9 spaces) PLAYER"
STRSiwiJ" WINS THE FIG
HT{a spaces)"
CG 1170 FOBT = lTO50:NEXT:tlEXT
CQ 1180 POKE 53269,0
EG 1190 PRINT" [CLR)":GOSUB1400
:POKE53269,112
GB 1200 PO(H)=PEEK(P0+P) :P0(OG
)=PEEK{P0+{P+1AND1))
XD 1210 1FPEEK(PO+P)=0THENW=OG
! CO=OC : PC C P ) = PC [ P ) -1 s R
ETURN
BK 1220 P=P-HANDlsPC{P)=PC(P)-
1
CQ 1230 RETURN
QS 1240 :
MB 1250 PRINTC?(P) "[HOME} (RVS)
[15 SPACES)FRONT LINE
[15 SPACES)": RETURN
BH 1260 REM GAME OVER
SB 1270 POKE53269,112tWI=l:IFP
C(0}=0THENWI=2!
OH 12B0 FORN=1TO20
SF 1290 PRINT" [HOME) [RVS) [WMT)
(10 SPACES} PLAYER" STR$
(WI)" WINS THE BATTLE
[6 SPACES)"
BD 1300 FORT=lTO50:tJEXT
JE 1310 PRINTC?(WI-1)"{H0ME)
(RVS) {10 SPACES)PLAYER
"STR5(WI)" WINS THE BA
TTLE{6 SPACES)"
MA 13 20 FORT=1TO100:NEXT
BE 1330 NEXT
CM 1340 PRINT" (CLR) ":POKE53272
,2! :POKE53269,0
RP 13 50 POKE 198,0: INPUT" (BLU)
WANT TO PLAY AGAIN
(3 SPACES} (Y/N)";CH$
KK 1360 IFCE)S = "Y"THENPRINT"
{CLR)":POKE53272,29:GO
TO30
HA
1370
IFCHS="N"THENEND
AJ
1380
GOTO 1340
CQ
1390
REM RETRIEVE SCREEN
SP
1400
POKE761 , 4 :POKE782 , 255 :
POKE86 , : P0KE39 , 7 : POKE
90,0:POKE91,207!SYS419
60
EX
1410
P0KE7B1 , 4 : POKE782 , 255 :
POKE88 , : POKE89 , 2 1 9 : PO
KE90 , : POKE91 , 203 : SYS4
1960
AJ
1420
RETURN
SG
1430
REM SAVE SCREEN
AM
1440
P0KE781 , 4 : POKE782 , 255 :
POKE88 , : P0KE89, 207 : PO
KE90,0:POKE91,7iSYS419
60
FP
1450
POKE781 ,4:POKE782, 255:
POKEBB , : POKE89 , 203 : PO
KE90,0:POKE91,219:SYS4
1960
QR
1460
RETURN
DX
1470
REM CHAR ROM
MR
1480
POKE5&334, PEEK( 56334)A
ND254
XE
1490
POKEl,PEEKtl)AND251
QG
1500
POKE7Bl,8:POKE7B2,25 5!
POKEBB , : P0KEB9 , 55 : POK
E90 , : P0KE91 ,215: SYS41
960
KD
1510
P0KE1,PEEK(1)0R4
QD
1520
P0KE56334, PEEK (563 34)0
Rl
SB
1530
RETURN
CC
1540
REM CREATE SPRITE SHAP
ES FROM CHARS
EH
1550
FORN=2048TO2048+S76tPO
KEN, 0: NEXT
GD
1560
FORN=0TOe
GG
1570
FORX=0TO7
PM
1580
POKE 2048+X*3+N«64,PEE
K(12600+N*8+X)
KX
1590
NEXT: NEXT
HJ
1600
REM COPY CHARS
DF
1610
FORN=12640TO12671 SPOKE
N+32,PEEK(N) :P0KEN+64,
PEEK(N):NEXT
MK
1620
FORN=12608TO12639:POKE
N-f32,PEEK(N) :NEXT
JH
1630
RETURN
MJ
1640
RpM PLAYER DATA
BM
16 50
DATA31,1 ,2 ,3 ,0
AQ
1660
DATA30,5 ,4 ,4 ,0
AA
1670
DATA10,6 ,4 ,5 ,1
PB
1680
DATA 8,14,5 ,2 ,1
ER
1690
DATA27,2 ,2 ,3 ,0
SB
X700
DATA25,6 ,3 ,5 ,0
QE
1710
DATA16,9 ,6 ,1 ,1
JE
1720
DATA10,10,5 ,2 ,1
DE
1730
REM SHAPE DATA-14 CHAR
S, 10 SPRITES
BP
1740
DATA231, 129, 129,0,0,12
9,129,231
KA
1750
DATA0, 1,20,43,4,27,45,
58
GG
1760
DATA0,0,144,112,172,21
6,108,186
AD
1770
DATA75,52,47,9,1,1,1,0
HA
1780
DATA200, 116, 236, 152,0,
0,128,0
EA
1790
DATA0, 0,0, 24,0,0,0,0
PH
1800
DATA24, 16, 56,63,30, 17,
34,64
JR
1810
DATA24,16,56,63,24,20,
114,2
FM
1820
DATA24,16,56,63,24,12,
24,8
CM
1830
DATA24, 16, 56, 63,28,18,
20,32
JD
1840
DATA24,B,2e,252,120,13
6,68,2
COMPUT£fs Gazefte August 1967 89
GK
1850
DATA24 ,8,28,252,24,40,
78,64
QS
1860
DATA24,8, 28, 252,24,48,
24,16
GC
1870
DATA24, 8,28,252,56. 72,
40,4
KH
1880
REM HILL SPRITE
H5
1890
DATA 0,0,0,0,0,0,0,0
GX
1900
DATA 0,0,0,0,0,0,0,0
BS
1910
DATA 0,0,0,0,0,0,0,0
QR
19213
DATA 0,0,0,0,0,0,0,0
XQ
1930
DATA 0,0,0,0,0,0,0,0
BP
1940
DATA 0,0,0,0,0,0,126,0
QJ
1950
DATA 3,255,128,7,191,2
24,30,237
BM
1960
DATA 240,27,191,216,3,
38,128,0
ED
1970
REM COLOR DATA
FG
1980
DATA 2,6,8,8,9,9,9
Program 3: Main Program— ML
See instructions in article on page
26 before typing in.
C000J
C00B:
C010S
C01B:
C020:
C02B:
C030:
C038:
C040:
C048:
C050 !
C058:
C060!
0068:
C070:
C07B:
C080
0088:
C090:
C09ei
C0A0J
C0AB:
C0Q0:
C0C0:
C0C8s
C0D0:
C0D8:
C0E0;
C0Ee:
C0F01
C0F8:
C100:
C108i
C110:
C119;
C120:
C128s
C130:
C138i
C140:
C148j
C150:
CISS:
C160:
C168:
C170:
C178:
Cie0t
C188
C190I
cigai
C1A0I
C1A8:
C1B0:
CIBB:
C1C0:
C1C8:
ClD0t
cioai
4C 49
01 01
02 07
21 26
00 00
04 9P
0A 01
06 00
00 00
00 A9
8D F9
BD FB
3A C0
33 8D
D0 A9
8D 02
AD 27
D0 8D
C2 E6
78 A9
SD 15
04 20
44 C0
03 815
27 C2
20 EA
4C A4
A0 00
4A B0
4A B0
C3 68
C0 D9
C0 00
2F C0
D0 09
4C 3F
60 A6
BD 0C
C3 20
06 B9
00 8D
20 C0
90 62
C0 AC
79 00
18 90
14 4A
38 E9
A8 18
A0 F0
F0 22
Dl C9
C9 A0
3D C0
99 00
C0 60
00 64
05 DE
DC 29
99 04
C0 4C
01 01
20
00
IC
02
01 01 64
06 00 04
00 01 00
06 65 47
00 FF 00
00 00 00
00 00 00
21 8D F8
07 A9
07 A9
A9 03 8D
01 D0 A9
EA 8D 03
D0 A9 0F
D0 8D 37
38 C0 A2
04 A2 00
86 8D 14
03 59 20
D3 C0 20
CE 3B C0
3B C0 20
20 85 C2
CI A0 02
C0 A4 04
A2 00 4A
01 C8 4A
01 E8 98
99 20 C0
31 C0 F9
07 A9 01
60 A6 04
BD 10 C0
CI A9 00
04 DE 0A
C0 9D 0A
0B C3 B9
IF C0 99
39 C0 AC
18 79 01
C9 EB D0
44 C0 B9
D0 C9 F8
49 99 3C
4A 4A 48
30 4A 4A
20 F0 FF
29 ca Bl
98 18 69
A0 F0 17
F0 10 AC
99 01 Dfl
D0 60 A9
20 0B C3
A6 04 BD
12 C0 D0
10 00 51
D0 B9 01
C3 20
04 01
FF 00
00 08
FF 00
4B 67
80 3F
00 00
00 00
07 A9
8D FA
85 04
15 D0
19 8D
D0 A9
8D 18
C0 AD
01 20
20 DE
03 A9
10 C3
0B C3
00 08
21 CI
90 01
20 15
B9 00
B0 01
B0 01
48 20
BA 99
0C B9
A6 04
DE 0E
9D 0E
BD 39
C0 D0
C0 20
IF C0
31 C0
44 C0
D0 C9
5E 99
IF C0
F0 4D
C0 38
B9 3D
4A AA
Bl 01
Dl C9
27 AS
C8 Bl
44 C0
B9 3C
01 80
B9 IB
12 C0
58 BO
B9 00
D0 99
20 2 7
01 9D
07 AE
00 A4
97 49
0A DE
02 79
00 BC
00 CI
25 80
07 C6
80 C6
A9 AO
00 E0
F6 A0
04 A9
28 D5
DE 21
C2 08
C3 2E
85 62
ac FB
A9 15
20 BB
60 90
C3 C9
DC E7
ea 9E
CA 42
0B 9B
IF 26
20 CE
90 DO
C0 42
C0 50
C0 CD
E2 C3
37 4A
F0 F7
A9 D9
B9 0C
32 B7
3D IC
18 DF
C9 47
E9 IE
C0 E2
68 76
C9 AS
A0 53
Bl 94
01 AB
B9 02
C0 E4
39 C6
C0 65
P0 83
00 38
D0 SE
05 63
C1E0:D0
ClEa;C0
C1F0!24
C1FB:8D
C200:A6
C208!BD
C210:O4
C218:9D
C220:99
CZ2ai0D
C230:04
C238:45
C240:04
C24aE20
C250:20
C258:2D
C260:99
C26a:D0
C270tBl
C278:D4
C280:0A
C2B8:B9
C290:0A
C298:38
C2A0:C9
C2A8:69
C2B0!49
C2B8iC2
C2C0:47
C2ce:3A
C2D0:A9
C2D8!0E
C3
B9
4A
C2E0
C2E8:
C2F0
C2F8I06
C300!4A
C308:AA
C310:AS
C318:88
C32a:48
C328!l8
C330:20
C338504
C340:C0
C348ilF
C350:2E
C3 58:C0
C360:C9
C368;C0
C370:18
C378:90
C3B0:18
C3BB:C0
C390:46
C39BsAD
C3A0JC0
C3Afl:C0
C3B0:48
C3BBt48
B9 IF
99 23
C0 B9
15 00
04 BD
16 C0
A9 11
05 D4
45 C0
C3 B9
BD 16
C0 4A
C8 C8
0B CI
0B C3
15 00
IB C0
A6 04
9D 04
A9 05
20 15
IB C0
AA B9
FD 01
0F B0
07 38
00 C9
20 10
C0 A4
C0 38
00 90
C2 38
0A A8
28 C0
4A A8
C0 48
Aa BD
18 60
04 49
D0 FA
20 9B
20 F0
F0 03
DE 2F
9D 2F
C0 00
B9 31
BO 18
25 90
4C 7F
C0 C9
05 A9
C0 9D
38 E9
C0 38
37 C0
F0 06
AD 38
C0 F0
C0 4C
ca 00 03
C0 B9 20
IC C0 00
A9 01 99
14 C0 9D
AA A9 10
90 04 04
A4 04 B9
90 01 04
IB C0 F0
C0 AA A4
4A 9D 01
98 0A 8D
AD 39 C0
B9 IC C3
BD 15 D0
99 05 D0
BD 16 C0
04 A9 02
9D 05 04
C3 60 20
FB 4F 20
05 D0 la
D0 10 02
38 B9 04
FD 00 00
0F B0 26
C3 AA A9
04 BO 06
F9 08 C0
06 C0 D0
60 18 60
B9 27 C0
85 AB AO
A9 BA 91
29 03 AA
2B C0 09
AS 04 0A
01 60 A2
60 20 9B
B7 8A A8
FF 20 73
4C A0 AA
C0 00 41
C0 20 0B
0B B9 20
C0 30 16
C0 C9 21
ID A9 21
C3 FE 18
25 90 04
25 9D 18
F8 07 60
4A 80 45
E9 4A BD
8D 27 00
80 27 D0
C0 8D 28
06 BO 28
31 EA 00
34
61
B9 31 62
C0 99 0D
15 00 E4
IB C0 A2
12 C0
9D 04
A9 OA 37
3 5 C0 C4
60 20 Fl
50 A6 IE
04 B9 9F
D4 A4 BO
44 00 6C
F0 06 39
4^ FF 33
Ay 00 EB
99 04 CD
AA A9 0F
9D 01 7D
60 A0 2A
0B C3 4F
10 C3 B7
69 07 0E
49 00 02
D0 18 FF
10 02 F0
20 50 B3
19 9D Bl
C0 80 04
B0 02 EB
07 20 B6
20 10 IE
85 AA 60
3A C0 0F
AA BD 0D
6B 4A 2B
80 91 FD
A8 60 4B
00 CA FC
37 8A E6
6B AA 35
00 C9 7A
60 A6 40
AD lA 6C
C3 B9 EF
C0 F0 ?CA
FE IB 7F
90 04 B6
9D 18 FE
C0 BD 27
C9 29 11
C0 SD 9D
AD 4 5 El
C0 AD 11
46 C0 E6
AD 47 D4
CE 47 BF
D0 AD 6B
D0 CE BB
00 00 88
BEFORE TYPING . . .
Before typing in programs, ple^e
refer to "How To Type In
COMPUTE! 's CAZEHE Programs,"
vvhicfi appears before the Program
Listings.
Dynamusic
Article on page 62.
Program 1 : Dynamusic Translator
KC 10 REM COPYRIGHT 1967 COMPU
TEl PUBLICATIONS, INC. -
ALL RIGHTS RESERVED
MQ 20 LN-8000
RQ 30 GOTO100
DE 40 POKES+1,70jPOKES+5,7>POK
ES+4 , 17 tGOSUB60 sRETURM
XK 50 POKES+1,6;POKES+S,9:POKE
S+4 , 33 :GOSUB60 i RETURN
MC 60 FORJ=1T025:NEXT!FORJ=STO
S+5:P0KEJ, 01 NEXT: RETURN
BR 70 GETX?:IFXS«""THEN70
KE 80 RETURN
MX 90 TS=STR5(T) iT?»RIGHTS(TS,
LEN(TS)-l) I RETURN
JC 100 POKE532ai,0iPOKE53280,0
iPRINTCHR5(14)"[2 DOWN}
FC 110 PRINT" JCLR) §83
J 2 SPACES JCOPYRIGHT 198
7 COMPUTE 1 PUB., I^NC."
XH 120 PRINTTAB[9)'^ALL RIGHTS
(SPACE) reserved! 2 DOWN)
AG 130 PRINT" ^ 3 WHAT IS THE OC
TAVE7":S=54272!POKES+24
,15:Z?="[5 down)"
EF 140 PRINT" (2 D0WN)HIT" , "B 5§
THRU 7i73","TO INDICA
TE" £ PRINT, , "OCTAVE NUMB
ER."
HD 150 PRINT, "(DOWN) 153 RETURN
§73", "TO INDICATE A RES
T.":PRINT,"tDOWN)g53Q
B73", "TO QUIT, "
QQ 160 PRINTZS" J GRN) MIDDLE C B
EG INS OCTAVE 4, WHICH R
UNS(4 SPACES ) UPWARD TO
(SPACE) INCLUDE "r
FK 170 PRINT"THE B ABOVE HIDDL
E G, THE OCTAVE ABOVE I
S 5 AND THE OCTAVE "
FQ 180 PRINT "BELOW MIDDLE C IS
3, ETC.E7a
BA 190 GOSUB70jC5»X5iIFCS<>'"Q"
THEN280
EJ 200 PRINT "(CLR) ENTER i53Y
g73 IF YOU REALLY WANT
{gPACE)TO QUIT."
CH 210 GOSUB70:IFX?<>"Y"THENPR
INT"{CLR)"sGOTO130
CC 220 PRINT" (CLR) THE ENTRY ST
AGE IS COMPLETE. "
BQ 230 PRINT" (DOira) HIT B5iCE73
TO CYCLE THE MUSIC OVE
R AND OVER.
CM 240 PRINT" (DOWN) ANY OTHER K
EY TO PLAY THE MUSIC ON
CE(4 SPACES) EACH TIME I
T IS CALLED."
RA 250 GOSUB70!LS-"0"tHS="0":U
$ = "0"
DE 260 IFX5="C"THENL9="1"
DB 270 GOSUB40tGOTO830
KX 280 C=VAL(CS) jIFCSoCHRSdS)
THEN I C5 = " REST " i L=0 :H=0 :
GOSUB40:GOTO410
CX 290 IFC5<"0"ORC9>"7"THENGOS
UBS0:GOTO190
AM 300 GOSUB40: PRINT" (CLR) "Z5"
(UP) OCTAVE IS[RED)"C
FX 310 PRINT" (2 DOWN) i 73 ENTER
(SPACE) THE LETTER NAME
(SPACE) OF THE NOTE
PX 320 PRINT "FOLLOWED BY AN
i53Si73' FOR A SHARP OR
AN 'E53F|73'F0R a FLAT
JM 330 PRINT" JDOWNJkEEP ALL EN
TRIES LOWER CASE.
EM 340 INPUT" {2 00WN)WHAT IS T
HE NOTE";NS
AF 350 FORJ=0TO16;REAOA5,NiIFN
$=ASTHEN390
AM 360 NEXT: RESTORE tGOSUB50
GE 370 PRINT" (down) PLEASE ENTE
R:", "ES3C,CS,DF,D,DS,EF
,E,F", , ,"FS,G,GS,AF,A,B
F,OR Bf7g"
RQ 380 GOTO340
90 COMPUTEVs Gazeaa August 1967
QM 390 GOSUB40iX=ASC(LEFT5(N5,
D) tX=X+12eiWS=CHRS(X) !
N5=W$+MID5(N5,2,1)
AH 400 0=440*1. 05946309T(N-10}
*2t(C-4) ;V=Q/.06096!H=I
NT(V/256)iL-I»T(V-(H*25
6)}
J<3 410 PRINT" tCLR5"Z? "VALID EN
TRIES ARE: gSU. 2/4,8,1
6, 32, OR 64173"
SK 420 PRINT" [DOWN] |5il§73
{2 SPACES) FOR A WHOLE N
OTE OR REST. "
DS 430 PRINT"|514|73{2 SPACES)
FOR A QUARTER ROTE OR R
EST . "
SD 440 PRINT"i5§32i73 FOR A 32
ND NOTE OR REST, ETC."
ED 450 PRINT"(D0WNJPLAGE A PKR
lOD AFTER THE NUMBER TO
(6 SPACES) DOT IT.
[2 SPACES) (GRN) DOTTED N
OTES";
ER 460 PRINT" ARE HELD HALF
{5 SPACES] AGAIN AS LONG
AS UNDOTTED NOTES. E7i"
MB 470 PR INTZ$ "ENTER gS3DE7E T
BYPASS THE ABOVE PROC
ESS, SO YOU CALCULATE T
HE " ;
HA 480 PRINT" g5iD|73URATION A
ND PLACE IT DIRECTLY IN
THE CREATED DATA STATE
MENT."
QC 490 PRINT"(HOMElf DOWN}
{13_SPACESJ iHDME 5 PLEASE
ENTER THE NOTE OR REST
VALUE . "
FG 500 INPUT U5:U-VAL(US)
KP 510 IFU?><"D"THEN570
RF 520 PRINT" ICLR} ENTER YOUR C
ALCULATED DURATION."
RQ 530 INPUTDR?
XQ 540 DR=VALtDR$}
EF 550 IFDR<0ORDR>255THENGOSUB
50!GOTO520
EH 560 GOTO620
GA 570 FORJ=0TO6!lF2TJ=-UTHEN60
QG 580 NEXT
EH 590 GOSUB50:GOTO490!HEM RE J
ECT
CC 600 U"128/U;REM ACCEPT
EG 610 IFRlGHT5(U5,l)-"-"THENU
-U*1.5
XP 620 GOSUB401 PRINT" [CLR) HERE
IS YOUR N0TEi{4 DOWN)"
JC 630 PRINT "OCTAVE {RED) "CS"
[RIGHTT67iNOTE (RED) "MS
"E73(2 RIGHT) VALUE
{RED)";
DF 640 IFDRTHENPRINT"i7i
(6 left)durationIred!"d
RiGOTO670
QK 650 IPUS="1"THENPRINT"1"!G0
TO670
AA 660 PRINT"1/"U5
KP 670 PRINT"i7i(3 DOWNJHIT","
E53 RETURM g7 3","TO ADD T
HE DATA LINE",, "TO THE
E SPACE ) PROGRAM .
RM 680 PRINT, "t2 DOWN) i53Eg73 "
, "TO ERASE THIS DATA.
MM 690 PRINT" {2 DOWN) 151 ","R
173", "TO ADD A REMARK T
O", , , "THE DATA LINE,
00 700 GOSUB701D5-XS
DG 710 IFD?="R"ORDS=CHR5(13)TH
EN740
EP 720 IFD5="E"THEKGOSUB40!PRI
NT " i CLR ) " 2 S I RESTORE i GOT
DA 730 GOSUB501 PRINT" ENTER i5i
RETURN , E, OR R673"tGOT
0700
EC 740 GOSUB40jGOSUB40:T=LtGOS
UB90:L5-TS
BD 750 T=H!GOSUB90:H5=T$
HH 760 IFDRTHENU=DR
MA 770 T=UtGOSUB90iU$=T5
KX 780 IFD5<>"R"THEN830
GR 790 PRINT" I CLR } "25 "MAXIMUM
[SPACE) REMARK LENGTH 50
CHARACTERS.
JH 800 INPUT" [2 DOWN)WHAT IS Y
OUR REMARK" ;R5
GE 810 IFLEN(R5)>49THENGOSUB50
:GOTO800
SM 820 GOSUB40iR5="sREM "+R5
DG 830 PRINT" [CLE) [RED)
[3 D0WN)"LN"DATA"L5"."H
5","U5jR5
PE 840 PRINT"iBLK3LN="LN+l;
HB 650 IFC5="Q"THEN PRINT" .GOT
0880 [HOME ) " ( GOTOa70
HS 660 PRINT" !GOTO130 [HOME)"
FP 870 POKE631, 13;POKE632,13:P
OKE198,2:END
FP 860 S-54272iPRINT"§73VALUE
I SPACE) TO MULTIPLY EACH
NOTE DURATION BY
f2 SPACES) 1 {3 LEFT]";
GX 890 INPUTM
PR 900 PRINT" [DOWN) WANT MUSIC
(SPACE) POKED TO RAM ?"
QD 910 GOSUB70!lFX5="Y"THENGOS
UB960
FX 920 PRINT" (DOWS)WANT MUSIC
{SPACE JFILE SAVED?" iGOS
UH70 ! IFX$-"Y"THENG0SUB1
020
MA 930 END
KA 940 DATAC,1,CS,2,DP,2,D,3,D
S,4,EP,4,E,5,ES,6,F,6,P
S,7,G,B
XE 950 DRTAGS,9,AF,9,A, 10,AS,1
1,BP,11,B,12
KR 960 INPUT "E7S[ down! ADDRESS
(space) TO POKE MUSIC
{2 SPACES] 40960 (7 LEFT)
"fBSiB=VAL(B$)
HF 970 IFB<820ORB>65535THENGOS
UB50!GOTO960
PS 980 PRINT"|73(2 DOWN) DATA 1
S BEING POKED"iPRINT"ST
ARTING AT LINE"Bt J=B:GO
SUB1090
RJ 990 GOSUB1010iPOKEJ,LiPOKEJ
4'l,HiPOKEJ+2,UiJ-J+3iIF
U>0THEN990
SO 1000 PRINT" {2 DOWN) ENDING A
DDRESS I S"J; PRINT "MUSI
C IS IN MEMORY .": RESTO
RE I RETURN
SR 1010 READL,H,U:U=U*M: RETURN
OR 1020 INPUT" [DOWN] NAME OF SA
VED FILE"; NT?
HB 1030 PRINT" (CLR) (DOWN 3 ADDRE
SS YOU WANT THIS FILE
(space) TO LOAD AT
[3 spaces) LATER
(2 spaces) 40960
(7 left!";
QE 1040 INPUT AD5!AD'-VAL(ADS) :
IFAD<ai90RAD>55536THEN
GOSUB50 ! GOTO1040
KD 1050 HB"INT(AD/256) iLB''AD-2
56*[lBiOPEN2,8,2,"0i"+N
F$+" P W"
PS 1060 PRINT#2,CHR5(LB);CHR5(
HB);!GOSUB1090
XP 1070 GOSUB1010tPRINT#2,CHR$
(L) ;CHR${H) ;CHR5{U); :I
FU>0THEN1070
DF 1080 CLOSE2 I PRINT "SAVE COMP
LETE."! RETURN
PM 1090 FORI=1T034!READU5!NEXT
: RET URN
Program 2: Dynamusic Player
See instructions in article on page
62 before typing in.
9E0Si20
2D
9F
AD
14
03
8D
85
B4
9E09t9F
AD
15
03
6D
86
9F
78
91
9E10 1A9
2D
BD
14
03
A9
9E
8D
E9
9E18!l5
03
58
60
7a
AD
85
9P
D6
9E20S8D
14
03
AD
86
9F
BD
15
47
9E28:03
58
6C
14
03
AD
00
9E
39
9E301C9
00
D0
08
A9
20
6D
00
D5
9E38:9E
4C
20
9F
EE
6A
9F
EE
A5
9E40!8E
9F
EE
92
9F
AD
SB
9F
IE
9E48jCD
8A
9F
D0
2B
20
El
9E
4C
9E50IAD
6D
9F
29
FE
8D
04
D4
51
9E58IAE
88
9F
E0
00
F0
0E
8E
7F
9660 101
D4
AE
87
9F
8E
00
D4
AD
9EeeE09
01
8D
04
04
A9
00
8D
37
9E70S8A
9F
AD
eg
9F
8D
8B
9F
13
9E78:AD
SD
9F
CD
as
9P
D0
2B
80
9E80J20
El
9E
AD
74
9F
29
FE
68
gESSiSD
0B
D4
AE
88
9F
E0
00
59
9E90IF0
0E
8E
06
D4
AE
87
9F
2C
9E98t8E
07
D4
09
01
8D
0B
D4
33
9EA0SA9
00
8D
aE
9F
AD
89
9F
B3
9EAe;8D
8D
9F
AD
91
9P
CD
92
18
9EB0S9F
D0
2B
20
El
9E
AD
7B
B9
9ES8:9F
29
FE
8D
12
D4
AE
88
92
9EC0:9F
E0
00
F0
0E
8E
0F
D4
B2
9EC8jAE
87
9F
8E
0E
D4
09
01
F2
9ED0iaD
12
D4
A9
00
aD
92
9F
89
9ED8iAD
09
9F
aD
91
9F
6C
85
85
9EE0I9F
A0
00
AS
01
29
PC
85
9C
9EE8I01
B9
00
A0
99
87
9F
C8
12
9EF0tCa
03
D0
F5
AS
A5
01
09
AF
9EFet03
85
01
C0
00
F0
12
AD
DA
9F00:EA
9E
IB
69
03
8D
EA
9E
B8
9F08:AD
EB
9E
69
00
8D
EB
9£
30
9F10:60
63
68
AD
87
9F
C9
00
CF
9F18!P0
06
20
2D
9F
6C
B5
9P
81
9F20SA0
00
99
00
D4
C8
C0
19
47
9P281D0
F8
4C
IC
9E
20
SB
9P
25
9F301A&
00
AB
99
87
9F
CB
C0
FF
9F38.10
D0
F8
A9
02
8D
8B
9F
6A
9F4018D
60
9F
SD
91
9P
A9
00
D4
9F4a;8D
EA
9E
A9
A0
8D
EB
9E
29
9F50:A5
36
C9
A0
D0
04
A9
9D
3B
9F58j85
38
60
A0
00
B9
69
9F
D7
9F60:99
m
D4
CB
C0
19
D0
F5
95
9F685 60
00
00
PP
00
40
09
00
EA
9P70!00
00
FF
00
40
09
00
00
D5
9F78t00
FF
00
40
09
00
00
00
04
9F80I00
0F
60
31
EA
FF
FB
A8
9A
9F88t00
FF
00
FF
00
FF
00
FF
C7
9F90I00
00
00
00
00
00
00
00
CF
Program 3: Dynamusic
Customizer
JJ 10 print"(clr3 [rvs){blk)dyn
AMUSIC CUSTOMIZER (down)"
PQ 20 INPUT "NAME OF FILE TO BE
SAVED" ;N$
XJ 30 A"40448[S="AiEa40833
KC 40 H-INT(A/256) iL=A-256*H!0
PEN2,8,2,"0i"+N5+",P,W"i
PRINT! 2 , CHR5 ( L ) ; CHR$ ( H ) ;
GC 50 FORJ=STOEiPRINTf2,CHR5(P
EEK{J));
FE 60 IFST>0THENPRINT"SAVE ERR
OR. " : PRINT#2 tCL0SE2 i END
AS 70 NEXT! CLOSE 2 I PRINT "SAVE C
OMPLETE."
Program 4: Elite Demo
See instructiotts in article on page
62 before typing in.
A000:00 00 2D 00 00 2D 77 07 91
A008il2 61 08 12 68 09 12 BE 17
A010I3Q 12 DF ID 12 F7 09 12 D5
COMPUTEIs Gazette August 1987 91
A01BiDF
27
09
00
00
09
0F
43
B9
A020:09
EF
13
12
EF
0E
12
DF
21
A028:27
09
3C
32
09
EF
13
12
2A
A030:BF
0C
12
BE
3B
12
68
09
66
A038!l2
68
09
12
DF
27
09
0F
9B
A040!43
09
87
21
09
F7
09
12
B4
A04S:00
00
09
DP
27
09
3C
32
B0
A050:09
00
00
09
30
0B
12
BE
37
A058:3B
12
DF
ID
12
e?
0C
12
82
A060:0F
43
12
87
21
12
18
0E
44
A068:12
BE
3B
09
DF
ID
09
CI
Al
A070:2C
09
60
16
09
77
07
12
BD
A078:DF
ID
09
EF
0E
09
3C
32
50
A0B0:09
Dl
12
12
EF
0E
12
DF
D9
A088:1D
09
A2
25
09
00
00
09
92
A09B:9S
05
12
CI
2C
12
00
00
67
A098:09
Dl
12
12
30
0B
12
DF
E7
A0A0:lD
09
3C
32
09
IE
19
09
59
A0A8!77
07
12
DF
ID
09
00
00
B4
A0!;0:09
A2
25
09
DF
ID
12
30
IC
A0BB:0B
12
83
59
12
60
16
09
SI
A0C0:30
0B
12
CI
2C
12
60
16
B8
A0C8S12
EF
0E
12
35
23
12
IF
ED
A0D0:15
12
ED
05
12
DF
ID
09
82
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09
85
23
09
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15
54
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12
DF
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09
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89
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09
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07
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85
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15
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05
12
DF
ID
09
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06
A100:00
09
A2
25
09
60
16
09
2B
A108:98
05
12
DF
ID
09
30
0B
91
A110:09
87
21
09
Dl
12
09
68
BF
A118:09
12
A2
25
12
60
16
12
SB
A120:77
07
12
A2
25
12
60
16
95
A12a:I2
98
05
12
CI
2C
12
60
9F
Al 30:16
12
61
08
12
87
21
09
A9
A138:C3
10
09
3C
32
09
EF
13
EE
A140:12
18
0E
12
C3
10
09
DF
C5
A148:27
09
30
0B
12
98
05
12
27
A150:63
38
12
EF
13
12
30
0B
E0
A158:12
BE
3B
IB
Dl
12
12
EF
58
A160:0E;
12
00
00
12
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A2
25
66
A170!l2
77
07
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51
A178:00
SA
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29
SEFORE TYPING . .
.
Before typing in
programs,
please
refer to
"How To Type
In
COMPUTE!'
sGAZtJlb
Programs,"
which appears before tKe Program
Listings.
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Sprite Flip
Article on page 52.
Program 1: Sprite Flip
CH 10 REM COPYRIGHT 1987 COMPU
TEl PUBLICATIONS, INC. A
LL RIGHTS RESERVED
SE 20 POKE 532B0,0:POKE 53281,
0:PRINTCHR5(14)"{CLR]
(DOHNj^eiCREATING ML..."
DF 30 FORT=491S2T049329:READH:
POKET , H : CK=CK+H : NEXT
CP 40 IF CK025249 THEN PRINT
{SPACi;}"^RROR IN DATA."
SE 50 DATA76,68, 192, 76,65, 192
EA ,60 DATA165,251,72,165,252,7
2
DE 70 DATA32, 145, 192,32,54, 192
XF 80 DATA160, 0,162, 60, 32,46
ME 90 DATA192,32,46,192,32,46
EE 100 DATA192,202,202,202,202
,202
SM 110 DATA202,16,239,104,133,
252
BR 120 DATA104, 133,251, 96, 189,
180
MR 130 DATA192,145,251,200,232
,96
CK 140 DATA160,63,17_,7,2Si,lS3,
180
KF 150 DATA192,136,16,248,96,5
6
OM 160 DATA176, 1,24,169,0,105
ilR 170 DATA0,141,178,192,165,2
51
PK 180 DATA72,165,252,72,32,14
5
FP 190 DATA192, 32, 54, 192,160,0
PJ 200 DATA185,180,192,72,185,
1 fl7
CC 210 DATA192,153,180,192,104
,153
PD 220 DATAl 82, 192,200,200,200
,192
CF 230 DATA66,208,235,160,63,1
85
EF 240 DATA180, 192, 174,178, 192
,208
BF 250 DATA39, 162,7,74,46,179
GA 260 DATA192,202, 16, 249,173,
179
GJ 270 DATA192,145, 251, 136, 16,
231
HM 280 DATA104, 133, 252, 104, 133
,251
SE 290 DATA96, 169, 0,133, 251, 13
4
FK 300 DATA252, 70, 252, 102,251,
70
XC 310 DATA252, 102,251,96, 162,
7
CC 320 DATA74,8, 74,46, 179, 192
GA 330 DATA40,46,179,192,202, 2
02
BA 340 DATA16, 242, 48,208
Program 2: Sprite Flip Demo
BQ 10 REM COPYRIGHT 1987 - COM
PUTEl PUBLICATIONS, INC.
ALL RIGHTS RESERVED
XH 20 DATA 0,0,0,127,192,0,127
,192
DE 30 DATA 0,126,0,0,127,0,0,1
19
XX 40 DATA 128,0,115,192,0,113
,224,0
EK 50 DATA 0,240,0,0,120,0,0,6
SP 60 DATA 0,0,30,0,0,15,0,0
FQ 70 DATA 7,128,0,3,192,0,1,2
24
SK 80 DATA 0,0,240,0,0,120,0,0
MK 90 DATA 60,0,0,30,0,0,12,25
5
KB 100 DATA 102,102,100,102,10
2, 100,102,102
BX 110 DATA 100,102,102,100,10
2,102,100,102
RX 120 DATA 102,100,102,102,10
0,102,102,100
FD 130 DATA 102,102,100,102,10
2, 100,102, 102
PG 140 DATA 100,102,102,100,25
5,254,100,238
SR 150 DATA 238,100,251,190,10
0,236,238,100
PE 160 DATA 251,190,100,238,23
8, 100,251,190
JO 170 DATA 100,238,238,100,25
5,254,100,250
PX 180 POKES3280,0:POKE53281,0
KB 190 PRINTCHR5(142)"[CLR)":F
ORD=1T024: PRINT" [DOWN)"
:NEXT
EA 200 PRINTSPC(5)"{WHT3UDI^ CO
PYRIGHT 1987"
PP 210 PRINTS PC(5)"GCH COMPUTE
I PUBLICATIONS INC."
JX 220 PRINTSPC(5)"JFK ALL RIG
HTS reserved""
JF 230 F0RX=lT015iPRIHT"[UP}"j
:NEXT
GD 240 PRINTSPC(ll)"i73SPRITE
{space} FLIP DEM0(0FF}"
AC 250 FORD=1TO2S00:NEXT
JK 260 POKE53280,0:POKE53281,0
:PRINT"{CLR)"
KA 27e PRINTCflR5(14}"§8a":V=.53
248 ; FORS=B32T0958 : READX
: POKES, X: NEXT
BA 280 POKE2040, 14:POKE2041, 13
GX 290 POKEV+21 ,7
SR 300 POKEV+40,5
MK 310 POKE53277, 3:POKE53271,3
CX 320 POKEV,240:POKEV+1,202
PR 330 POKE53276,l;POKE53287,l
!POKE53286,6:POKE53285,
2
JH 340 POKEV+2,70!POKEV+3,202
PX 350 PRINTCHR5(14)"{CLR}E83
{DOWN}"
MB 360 PRINT" (RIGHT]THIS MACHI
NE LANGUAGE ROUTINE WIL
L"
QG 370 PRINT"! DOWN) { RIGHT }MAXI
MIZE THE POTENTIAL OF Y
OUR SPRITE"
PE 380 PRINT" (DOWN) {RIGHT) DATA
. I^T ALLOWS YOU TO FLIP
SPRITES"
AF 390 PRINT" (DOWN) {RIGHT) VERT
ICALLY OR HORIZONTALLY.
THEREFORE, "
AR 400 PRINT" (down) {RIGHT )Y0U
(space) CAN PRODUCE FOUR
SPRITES FROM ONLY"
HQ 410 PRINT" {down) (RIGilT) ONE
{SPACE) DEFINITION. ANIM
ATED SPRITES ARE"
GS 420 PRINT" (DOtrtj) (RIGHT }POSS
IBLE WITHOUT USING VALU
ABLE MEMORY."
HP 430 PRINT" {down} (RVS) PRESS
(SPACE) (H)ORIZONTAL OR
{SPACE) (y)ERTICAL TO FL
IP"
JB 440 GETA$:IFAS=""THEN440
PE 450 IFA5="H"THENPOKE7ei,13:
SYS49152 : P0KE781 , 14 ! SYS
491SS:GOTO440
PH 460 IFA5="V"THENPOKE781,13:
SYS49158:POKE7ei , 14tSYS
4 9158:GOTO440
PC 4 70 GOTO440
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BASIC PROGRAMMERS— CONTACT US ABOUT "ON-LINE HELP!"
QCMPITEF MART
Neeo more into? Call or
wrtle lor our tree catalog
Program subtmssions wanted'
Good Commissions—
National Marketing.
CHECKS, MONEY ORDERS OR VISA/MASTERCARD .
Mail your order m Compuler Mart. DepI I
3700 NE Andresen Road/Varcouuer, WA 99551
Phone orders welcome: 205-695-1393
Same day shipping/No C O.D. orders outside U.S.
PLEASE NOTE: Fr*« shipping ( handling on all orders • C.O.D. add 13.00 lo total order • Alt orders must be paid in U.S. funds.
DEALERS— WE HAVE THE SUPPORT YOU'RE LOOKING FOR!
r
ATTENTION C-128 OWNERS!
FEEL NEGLECTED?
NO 80-COLUMN GRAPHICS
SOFTWARE?
The Commodore C-128 is Ihe most powerful and (lexible 8-bit
microcomputer yet released to the public. Unfortunately, tfiere is
little software available (or its native 80-Column mode: and most o(
that is Productivity software using only the Text Character Display,
not the true 80-Column Hi-Res Graphic Display wfiich the
machine is capable of producing,
Commodore originally intended the C-128's 8563 Video Display
Chip to support eO-Columns only in Text mode, not Graphics,
While standard C-128 Baslctakes full advantage of the'tO-Column
graphics capability of the machine, there is almost nothing which
allows the Basic programmer access to the 80-Cotumn Graphics
mode {Yes, there is an 80-Column Graphics mode!).
TIRED OF WAITING FOR YOUR 128 TO
COME ALIVE? WAIT NO MORE.
BASIC 8 IS HERE!
Patech Software is proud to introduce Basic 8 with Basic Paint,
the first C-128 software package specifically designed to unleash
the hidden graphics potential of your Commodore C-12e. Using a
special wedge technique. Basic 8 achieves performance rivaling
that of 16-bit micros' Imagine your 128 producing resolution of
640 X 200 in monochrome and 640 x 192 in 16 colors without
additional hardware! Basic 8 provides the Basic programmer with
the most powerful and productive graphics system ever devel-
oped for an 8-bit microcomputer!
A NEW HI-RES 3-D GRAPHICS
LANGUAGE FOR THE C-128
Basic 8 adds over 50 Hi- Res graphics commands to Basic 7.0 and
is completely compatible with its advanced non-graphic com-
mands. You work in a true 3-Dimensional environment, control-
ling such parameters as perspective, viewing angles and the
origin & deplh of the view. Just select one of many graphics
modes and draw 3-D lines, dots, circles, boxes, variable arcs and
a multitude of complex solid shapes with a single command.
Switch easily between any of the 32 pre-defined graphic screens,
scroll a screen, save and load multiple screens as brushes, define
a logo, paint with exotic color patterns of your own design and
print hard copy of your screens in various sizes and in color!
We've even added commands for graphic cut & paste functions,
brushes, windows and fonts along with ultra-sophisticated con-
cepts tike multidraw, grow, shearing, scaling and much, much, more.
Ivlore than a mere extension of Basic 7.0 - Basic 8 is a total
Development System which provides a whole new and exciting
programming environment. Chances are that if your graphic
imagination can see it, Basic 8 will let you do IB.
UNHEARD-OF RESOLUTION AND
STUNNING COLOR DISPLAYS ON YOUR
C-128!
Pixel Resolution (screen size) and Color Resolution (color cell
size) are determined by available Video RAIvl. The C-128 has 16K.
This can be upgraded to the 64K of the C-128D.
The unexpanded C-128 produces a full 640 x 200 screen in
monochrome and a maximum of 640 x 192 in color with an 8 x 16
dot cell. Increasing color resolution {smaller cell) decreases
screen height (Dot size remains the same throughout.) The most
useful screen is 640 x 176 with an 8 x 8 cell, That's still pretty
impressivel (The C-64 has 320 x 200 with thesame cell.) If you use
a 640 X 152, you can double the color resolution to 8 x 4. The
resulting displays are absolutely stunning!
The 64K Video RAI^I allows the full 640 x 200 screen with an 8 x 2
cell (we doubled it again, this time with a full screen!) Several such
screens can reside in Video RAM simultaneously, each with dif-
ferent resolutions. You can view one screen while working on
another and create Virtual Screens {larger than the displayable
640 X 200} in Video RAM,
BASIC PAINT - AN 80-COLUMN COLOR
DRAWING PROGRAM!
To demonstrate the power and versatility of this new graphics
language, we have created Basic Paint, a flexible icon-based,
mouse driven, 80-Column color drawing application with menus,
fonts, brushes, patterns and requestors. Basle Palnl is written in
Basic 8, so that screens you create with it may be saved for use in
your programs.
BASIC 8 GROWS WITH YOUR SYSTEM
Basic 8 supports all C-128 hardware upgrades and expanders.
Each ti me you up-grade your system. Basic 8 is ready and waiting
with even more graphic power than ever!
Special printing features include color printing, 90° rotatable
screens and variable dot density selection. The 64K Video HAf^ adds
printing of entire Virtual Screens with the full page being dot address-
able. Resullsare limited only by the capabilities of your printer.
•• ALL THIS GRAPHICS POTENTIAL ••
IS YOURS AT THE INTRODUCTORY
PRICE OF S39.95
Includes: A 180-page Users tvlanual, the unprotected Basic B
Program Disk which creates Basic 8 Work Disks (with complete
Editor System), Basic Paint Work Disks and Basic 8 RunTime
Disks {letsyou load and run your creations independent of Basic 8
using the included WORKBENCH utility).
Requites: C-1 28 or 1 28D, 80-Col umn RG B Monitor & at least one
Commodore compatible Disk Drive.
Supports: Expanded Video RAM (to 64K), Both RAI^ Expanders,
Thei351ProponionalMouse,JoysticksandmostDotfWatrixPri nters
BECOIWE A PUBLISHED SOFTWARE DEVEL0PER1 ENTER THE BASIC 8
PROGRAfVIMING CONTEST WIN THE GRAND PftIZE OF $1,000.00 AND
PATECH SOFTWARE WILL PUBLISH YOUR PROGRAM! Three Other Cash
Prizes To Be Awarded. Details Included In The Basic 8 Package.
\-
Mall your order to:
Computer Mart, Depl S • Z70O NE Androser fload • Vancouver, WA 98661
Phone orders welcome: 206-695-1393
Same day shipping /tvlo C.CD. orders outside U.S
CHECKS, HflONEVOflOERS OR V(SA/MASTERCAHD.
PLEASE NOTE: Free sliippirtg & haiulling on alt otdets • C.O.O. add $3,00
to total order • Atl oiden must be paid In U.S. funds.
^^^^ft
GREAT SAVINGS ON
LEATHER AHAGHES
extra I".' depth!
E-X-P-A-N-D-A-B-L-E
LEATHER BRIEFCASES
Make a bold, new impression at your next
business meeting. Order this set ol TWO
cases for tiie look and foel of designer
attaches,., without the high pnce, due to
our special arrangements.
• TWO Factory New. First Quality Cases
lor ONE Low Liquidation Price.
• Hich Pigskin-Like Interior, Plus Generous
Organization Pockets.
• Combination Locks Offer Secunty.
• Choose Burgundy or Black.
Large Case. Ifs 13" H x mVt" W x 4'A" D
and easily expands an extra VA" in depth if
you need more room.
Banker's Case, Perfect lor meetings where
you need only a tew documents 11" H x
16'A"' W X 2Vi'' 0.
Shop and compare! You'll discover this is a
great buy for TWO cssesi
Compare At
«229.00
$59
Liquidation Price
For Set of TWO . .
Burgundy: Itsm H-25a8-7037-Sta S/M: SS.TS/iet
Black: Itam H -2 53 B- 7072-648 S/K: $5.75/ial
B Credit c.i/ri cuslorne'a can ofdBf t>¥ '
I pl>ane. 2A hours a dnsy. 7 ddys s vteeit-
I Toll-Free: 1-800-328-0609
■ ^pecrdl conditlo-nt. Please can or w^^le Ea inquiri:>
SEND TO; Item H'253fi
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1405 Xi^nJum Uine N/MinnonpotliH MN 55^41-4494
Sf^nc] Leather Bri«lcaiv(tJ al Stii> per 5eL plus Sfi 75 pc^ set
lar ship, MamlEinQ. (Minftesotd rts5»ciQ^ts add 6^ sal^ lax.
Sorry, no CO-O- orders.)
Send Burgundy, Hem H-2S3a- 7037-5 18
Send Black. «em H-25M-707£'e4S
n Wy .c^pc)«; oi money order ■! enclosed (Wo de'^ys m
processing orcl€fS. paid by cnieck,)
cHEcf d{S] °^"J n!^^ gg^
Acct No
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iStalg
Pnone L
Sign Here
1541 Physical TiiTn Sample Screen
"I Saved Time & Money with
PHYSICAL EXAM"
Disk drive read errors arc a
frustratipg waste of time! I use 3
datii base to keep records for our
club. Last week I experienced
read errors on my disk drive.
Luckily 1 have a 1541 Physical
Exam program. The alignment
test confirmed what I had
suspected, my drive was out of
alignment. 1 am happy to report
that 1 aligned my drive
MYSELF. I avoided the wait for
repair and paid a fraction of the
cost.
Package includes: • True digital alignment disk with offset tracks.
• Mechanical Stop Test • Speed Test • Illustrated manual with
instructions for performing alignment, adjusting speed and stop
position. • Print test results for future reference.
Physical Exam is available for these drives; 1541, 1571, 8050, 8250,
4040, SFD 1001. Please Specify Drive! 139.95 EA. + SHIP.
See Reviewt in: Run Special Issue K3. 1/87, p.83; Info #11. Aug/Sept 86, p.46 Mid-
nite Gazette, April 19B6, p. 19. ^
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ACE OF ACES
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TENTH FRAME
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SUPERBASE 64
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OEAOIINE
499
BARDS TALE II
11,99
DATA manager 12S
39 99
SATINS' HOLLOW
499
CHESIMASTEfl
WORD MANAGER 12B
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RALLY SPEEDWAY
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2OT
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SWIFT CALC 126
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JE!
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sicrfox
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ABACUi SOFTWAdE
Afsemblrr Monifi>r , , $35
Bilk Hi
iitiCllt 13?
Od Pill ... , »3S
OdPikIM in
Cobol «S
CobDlUB . .139
forth »35
Pawner PI«n 13S
PPM US
PPM 12* «9
SpmlTtrmMDilU Hi
Sup«C 139
SuprrCIlt 139
Super Pineal J39
Juptt Plicjl 13B 139
ACCtSS
FimouiCburH Dilk
fDrWDildCliiit.e. >14
Mich1ig[ll) 13]
Tenth frjnw HS
Tiipk Pick: BH1, BH2,
Raid Over MotcDw .114
World Cliii
Leidtr PD»rd SIS
ACCOlADt
AceotAcrt.. «1«
Cofnici 119
li|MNi|thl Sll
Hirdbill S19
Killed Until Ot J d .119
ACTION iOn
Thurvder Chopper .119
UpPerhcnpe! 119
ACTIVISION
Aliem 1J3
Cross Crigntry
Raid l«iie 19 B«
Gimemiker . .12^
Cimtmiker Ubriry Disks
Sports 114
Science I Itllon. 114
H«(ker .J9BB
Hickerj 133
Utile CtMntHtter People i9.Sa
Music Studio 133
Portal 115
Itunithii 119
Titt Times 119
Trinsformeri 119
ARTWORK
Beich guinkel
Vollevbill 1«.BB
Bridie 4.0 lib
Eiiuesliiin Show
Jumper - . . .19.BB
HIiblindClFnei . 19 BS
Interrulloful Hockey .116
llnkHrorii French lib
Linkworil Gernun ....116
Llnkword Splnifh . lib
Police Cidel S9.U
StrlpPoker 131
□jliDlsk 't Femtle 114
Dili Pilk 'IMlte 114
D All Dilk fj Ferrule .114
Thjiaonlni .. . .S9.e«
AVALON HIIL
Super lundjy 131
$B519BSTtimD(lk..}H
SeSChiniptDist 114
AVANTAG t
Desert foi 19.8a
Deceptrir .19.1B
Power
19.B8
Spv vs. SpT T&2 .
.19.BB
BAUDVILIE
Bljzini Pjiidlct
13)
Video Veiiat
..119
BEBXELEV lOETWORKS
Gees IIB
144
CeosM ,
.139
•Ceo-Cjii
.13]
-Ceos Desk Pak 1 .
.133
*Ceo-Dei
.131
•Geo-Flle
..133
*Get>s Font Pjk. . .
.119
•Writer's VVorVsJiop
133
'Gtos M jdd^n
profrjrns only'
BETTIR WORKING
Buslrwii FflrmShflp
. I3S
Turbo Loiit&Slve (HI .119
IRODERBtJND
Bink St. Writer 131
Carmerf lArtdieBo:
USA .134
World 13}
Kirjteka 119
Loderunuer . . . .133
frinlShflp 136
P.S. Comojnion , 131
P.S. Criiihlcs Llbrjry
• 1,»3, ot'3 llbiJ.
P.S. Grjphlct Llbrjry
HolidirFdltlon ... lib
Toy Sbop 13b
CMS
CMS Accounting .1119
CMSAccl. 138 . 1119
CMSlnyenlaryllB 149
DATA EAS T
Breiklhru .133
Commindo . . 133
EipressBjirler 133
ILirlWirrlors. 13}
KiriteCtilitip. 114
KunnFu Mjiler . . . .114
TjllTejmWrestlinit .13}
DAVIDSON
Alietrliiler 1}]
Miilh BUtler Ill
Spetllt 1)3
WurdAIIlck Ill
E ttCTRtC DREAM S
Racky HorrorStrow . .114
Spindifft i9.B8
TILirric Hecovrfy Mii*i<m 114
E LECTBONIC ART S
So I tw J re CUsiic Series:
Archon 19.BB
Archon3: Adept . . 19.B8
FinAficial Cookbook .19.88
HeirlolAtrici 19.88
Mill Order Monsters 19.8B
Mind Mirror 19.8B
Movie Maker I9.8B
M.U.LI 19.BB
Music Const. Set . . . t9.«B
Ont^nOne 19 .BB
PinbjII Const. Set 19.Ba
Riclni Deit. Set . .19.Ba
S< yen CI1 lei Gold 19.BB
SVyfoi S9.B8
Super Boulder D4sh .19.88
Touchdown Footbj 19. S9.Ba
Ultirrute Wlurd 19.88
E UCTRONIC ART S
Ante ricj'i Cup Si Mini .131
Arctic Fni 131
Bird's Tjle1 136
Sitd'i Tite I: The
Destiny KnrBht . .136
Chessnuster 3tlCKI 136
lords of Conquest . .133
Murder Pirtr 133
Mirhle Mlllneu 133
Peiisus , 133
Roid1oM<ncmv 12b
Rusiii— The
CieitWir .13b
Scribble 123
SUrrleeH .12b
World Tour Coll Hi
Em
Billbliier 19.88
Chimp. Wresltinj IIJ
CreileACitendir .119
Deilrover , 123
FlltLoid(R) 123
GitevyiytoApshil 16.88
ImpdfsibleMissinn . .16.88
JetComtut Simulitor .114
Koron'ts Rlfl IB.SB
Mt>viF Monster 114
Mulliplin13B 12S
Pitslop 2 19,88
P.S. Gripbici Scripbook
• 1:SporU lib
'2:Olf the Will 116
• 1: Sctionl . 116
ReKue on Erictitus .19.88
Street Sports:
Bliebill 131
Bisketbill Call
Sub Bittle Slmulitor . .13S
Summer Girnej 114
Suntintr Cimes 3 . . . .123
SuperCycle 114
Temple Apfhil TriloBV 114
19 B8
.113
114
The Eidolon
World Gimes . . .
WorM'l Creileil
SlKbitl
FIREBIRD
Ellle 121
tllle Hint Book 16
SUrglider 125
ThePlwn 125
The Sentry . 125
Tricker 12!
GAME STAR
Chanrp Bistbill 119
Chimp. Basketbill 131
Ors.Coiir1 Tennis . . 119
Stir Rink BDiIni 119
CELChrootbitl S21
HITECH EUPRESSIONS
Awatii Wire 19.88
CirdWire 16J8
HeiMWare 16.88
Love Note Miller . 19.88
Party Wire 19.88
I HrOCOM
Bureiucricy 128 11]
Htlchhiket's Guide .119
Hollywood Hijhni 13}
Leather God it esses .... 121
MrwnmisI 13}
Trinity 138 121
Zorki 13)
ZorkTrilotr "'
K ONAM I
Jiilbreik 119
Vie Ar Kunj Fu(
Rush'N Adick 119
TIeAr KuniFu3 119
MASTERTRONIC
Aclton Biker . . 16 88
SouiKler 16.88
Ciptilnfip 16.88
ElectriClide . USB
Infinity Michine(R) 19 88
S'A-Slde Soccer lb .SB
KnlabtCimei lb.88
Ut1V-8 16.88
MislerofMi|lt lb.88
Ninja 16.88
Pro Golf 16.88
Sholun 16.88
Speed Mna 16.B8
TheSlutft' 1^88
Veils Poker 4
Jackpot 16.88
MICROIEAGUE
BliebjII 135
3oi Score Stall 116
Gerreril Miniger 119
198b Team Dali Disk 114
MICHOPROSE
Acrojel 116
Conflict In Viet Nam 125
F ISSIrikefiile . 133
Cunship 133
Kennedy Approieh , . lib
Pirites 125
Silent Service , ,133
Top Gunner 116
MINDSCAP I
BopJl Wrestle 119
Defender o{ the Crown 125
FilrliBhl 119
Fist 119
Indoor Sports 119
Infilttitor 119
Pirilln 119
Perfect Score SAT 144
Super Star
let Hockey 123
The American Challenie
Silling Simulillon . .119
Trill Bluer 119
UcW Mltl 119
Uridium 119
MISC
BobsPro Term 128 147
Celebrity Cookbook. .119
CSM1S41 AliinKIt .129
C. P. Copy! 123
Doodle 125
Final CittrldRr 1)9
Font Master 3 113
font Mailer 128 1)9
Gato lib
GEOS-lniiiieli
Oul[BooV) lis
CEOS- Tricks tr Tips
(Buuk) 115
MulliplinM 114
Picasso's Revenge Lighl
Pen w/Soflwire 1)9
Snipihol 64 [R] 119
Supetbase 64 144
Su|Hrb4Kl28 159
Superscript b4 .139
Supertt>i|tt128 144
115 A Iphi Mission . 119
ORIGIN
Auloduel 1)1
Moebius 126
0|re t2b
KllinuJ 136
UI1lmi4 1)9
PtRlDNAl CHOICE
liml1ieC138 . 113
I •mlheC64 , . 119
lermPapetWrller 138 125
PROtESSlONAL
F1rellilcrb4i,118. .. 12S
Fleet System 3 139
Fleet System 1138 ... ,141
Fleet System 4 128 149
RELEVANT
BillboirdMiker I2S
Icon FaclQry . , ,12S
Photo tinish 119
SHARE DATA
Familv feud 17,88
leopirdv . 17.8B
Whee[ of Fortune . ,17.88
S IMON t SCHUSTER
Chem. Lib 125
Crelt Intl. Paper
AJrpUne Const 9.8S
Sllr Trek: Promelhein
Prophecy , . ,119
T yp In) Tutor ) 125
50TT5VNC
Desk Mir,64& 12B 125
Model Dtel 119
PersorulAccounlint 121
Trio 128 14J
S PINNAKER
FlcemaberfR] 16 88
friction Fever IR] 16,88
LetterScramblerlR) .UBS
Ranch (Rl 16,88
Story Machine (R) . tbM
S PRINGBOARD
CerlMlilte Maker 133
CM.llbriry Vol, I , 12)
NewsrcKtm. 132
N,R.CIIpAr1Vnl, 1 , 119
NR. Clip Art Vol, 2 125
NR. Clip Art Vul ) 119
Print Shop Gripbici
Eipanifrr 123
SSI
BaltleCruiler 1)7
Battle 111 Anlietim 113
B 24 133
Gellysburi 137
Phaniai*e 135
Pbinlisle 2 135
Phintasle 1 . .125
Realms [il Dirkness . . . 125
Rings nflilfin ,, ,125
Rnadwar 3000 125
Shardol Spring 125
War Gime
Conslruclion Set ..119
Wir in 5. Padlie 1)7
Warship, 117
Wieard't Crown 135
lUBLOCIC
Batebill 133
Fhghl Slmulitor 2, . ,1)1
F,S. Scenery Dills Cill
rt)Dtbill 12b
Jet 12b
TELARIUM
Amijon 19.B8
Dragon World 19BS
Fahrenheit 451 ..19,88
Nine Princes 19.88
Perry Mason ...... .19.88
Rendezvous w/Rjmi 19,88
THUNDER MOUHTAIN
Cyrus Chess 16.88
MiilCotf 16,88
Rambo 16.M
IheEtimlnilor 16 88
TopGun . - . 16.88
TI Mt WORK S
Accts. Payible 1)3
Acels. Receivable 113
Dill Miruger 3 131
Dill Manager 128 143
General Ledger 113
Inventory Mgml 1)3
Partner HtRl , , ,J19
Pirlner 13B(BJ 143
SwjflcalcJSidewlyilD) 125
SwiflcilcfSidewayi 128 143
SyUil Porter's PerSfinal
Flo. Planner 64 ,131
Sylvia Purler's Permixal
Fin. Planner 13B .141
Word Writer 3 131
Word Writer 12S 141
UNICORN
Animal Kingdom . .,119
Decinul Dungeon .119
Fraclinn Aclion 119
Percentage Panic ., ,119
Race Car Rithmelic .119
Ten lillle Robots .119
UNISON WORLD
Art Gallery I or 2 Sibta,
Print Master Plui 121
V ALUE TIM E
Art Library 1 or 2 . .16.88
Calendars &
Stationery . . .16.88
Greeting Cards . .16.88
Signs & Banners. 16.88
WUKtr READER
Sllrhybear Series:
ABCl 116
Math lib
Numbers lib
Opposiics Sib
Rearming .lib
Shapes lib
Spellgrabber lib
Typing Sib
WINDHAM CLASSIC S
Alice in
Wondetlind 16.88
Below the H{»Tt 16.88
Swill t'arnily
Robimon $6.88
Treisure tslind 16.88
WilirdolOi 16.88
ACCESSORIES
Anchor 6480 w/ioflware
130DBaudMDilem 1119
Bonus 5S, DO ,. 14.99 Bi
Bonus D5. DD 16.99 B>
CompuServe Starter Kit
fa 125 usage Creilll) .133
Dlik Case [Holds 751 . , ,19
DiyI Drive Cleaner 19
Dilk Noliher lb88
Epyi 500X1 Inylticli , 114
Hot Shot Printer Inl Call
Messenger Modem ill
Wtco Bat Handle 117
WicoBoii .112
XETEC Super Graphii 159
KtllC Super Graphii |r. 119
*all programi on idisl
unless otherwise noled^
P.O. BOX in327-DEPT. CG-BLAWNOX, PA 15238
■plMsw XmiI The f i>llDwJni Ordering Jrtmt & CorKttlioni Cjrrfutly Before PUcJn| Vou» Ofdiff Order* wilh ejthicfi check or morwv order shipped imm^dijtelv on in %\at:i. Hemi.
Per»oRfl A Con>p«nv checki. jIIoh 3 weeki cleimice. No C.O.D.'i! Shipping: Continentjl U^SrA,- Orden under )100 jdd %y. free ihipping on ofderi over S100. AK, Hi, FPO,
APD— iddSSon jltorderi Cirudi A Puerto Rico-- idd $10 on *tl Drden. ^orry, rw other Internitiond! crde rt icceplrdt PA rrsidenu Jidd b% ule^t Ui on the lotjl jmounlol order
including lhippinitchjrg»1 REASONS FOR CALIINC CLfSTOMER SIRVICE- 41 2 3*1-5391 [tjStiim of order or back order (2) If ^ny merchindiie pufchiied within 60 diyi from S.D,
oi A, it deTeeMve, please cjM for j return Aulhorizjimn number Defective n>ercKiindije will be replaced wiih theume merchjndiie onlvr Olher returrti iubicct lu* 1S% rttioctmg
chjFge, After 60 djMple**T refer to lh*manuiicliireriiwjrFinfy i nc luded with the me rrKjixJite A return directly to the manufacturer. Cuilomer »rvice will not iccept coliect cjlU or
ejlUonS.Dr Or Ar'i BOO' order \'tnc\\ Have you >een our on Un« ciiilait ol lOOOtoftwjre titWt forComrnodorep Atari, Apple. IBM and Amlg^r tf lanCampuierve's Electfonic Mtll-
jutt type CO SDA and >h>ppinR for software will never be fhe mmt laainE HOLTJISt Mon.-FrL 9AM-S:]0 fM, S«l. lOAM^PM tailem Time. Bfcauw ttil» ad had to be written 2-1 moi.
before it Mat pubhihed. prkei A availabHitv are tubject to (Kinie! New tiilen are arrtvSni dtWyi Pteaie call (or rnoie informatioi^i
POWERFUL LOW COST CONTROL
Data acquisition and control interfaces.
C64 & CI 28.
80Line Simplified Digilal I/O Board. 40TTL input lines. 40
high current Switched output lines. ROM cartridge socket.
Order Model SSIOO Plus, S1 19. Additional boards $109.
Original Ultimate Interlace. Dual 6522 VIA Board. Four 8-
bit ports with handshake, timers, IRQ, etc. Expandabie,
Order Model 54iF22. S1B9. Additional boards S149.
AfD Conversion Module. 16 channels, 8-bits. Requires
above. Order Model 641F/ADC0816, S69.
Manuals on above available separately for examination.
Call or write for detailed brochure.
• ••••*
SERIOUS ABOUT PROGRAMMING?
Symbol Master Multi-Pass Symbolic Disassembler. Learn
to program like the experts! For both C64 and native C128.
".. .unmatched by simpler monitor disassembiers. . ,a real
goid mine for theestpehenced ML prog rammer, "Computer
Shopper. April '87. S49.95.
PTD6510 Symbolic Debugger. An extremely powerful tool
with capabilities far beyond a machine language monitor.
ForC64,S49.95.
MAE64 Assembler. Fully professional 6502/65C02
macro editor assembler. S29,95.
064 Source Code Book. Most complete available
reconstructed and commented assembly language
source code listing for Basic and Kemal ROMS. 529,95,
SCHNEDLER SYSTEMS
1501 N, Ivanhoe St., DcptGS, Arlington, VA 22205
Information/ To lephoneOrders(703)237-4796.
All prices Include shipping prepaid USA &Ai
I ~ —
I FACTORY AUTHORIZED
COMMODORE REPAIR CENTER
1-800-772-7289
(3 i 2) 879-2888 IL
C64 Repair ik>d»^ti . 42.95
CI 28 Repair iKtwri. 64.95
1S4) Permanent
ANgnmem 29.95
1541 Repair 79.95
1S7T Repair 79.95
Amiga Repair
Amiga Drive
Repair 149.95
Prlmeri CALL
Monitors CALL
Other Equipment . , CALL
CALL BEFORE SHIPPING
PARTS AMD LABOR fWCLUDED
FREE RETURW SHIPPING
(AFO, FPO, AIR ADD 110.0OJ
24-48 HR. TURIMAROUND
(Subjpct lo Pjru Aviilabllltyl
30 DAY WARRANTY ON ALL REPAIRS
COMMODORE PARTS
C-64 Power Supply 34. 95
128 Power Supply 59.95
C-64 Over Voltage Sensor 19.95
Other Parti CALL
IPIui 13.00 Shipping/Handling I
All partj for Commodore equipment usually In stock
For Parts Call (3t2J 879-2350
Dealer Discounts Available
g<
TEKTONICS PLUS, IMC.
1 50 HOUSTON STREET
BATAVIA, IL 60510
vtSA-
Cl.i'P AND V^V!
Handicappers!
Football Horse Racing Dog Racing
Pro Football
Tired of wrestling with
Sunday point spreads? Let
your Commodore 64/128 do
it for you! Pigskin Predic-
tions, tfie pro football fiandi-
capper, takes the fiassle out
of rating NFL games. Forget
about dealing with reams of
arcane statistics. Just spend
a few minutes typing in each
week's scores and let our
point-spread software go to
work. Here's what it does:
■ Calculates point spreads and projected won-lost
records for all games, for any week of the season.
■ Gives you menu-driven selection of schedules,
ratings, division races, predictions or results by team or
week.
■ Seven different reports on screen or printer.
■ Maintains home field advantage and power ratings
for al! teams.
The 1987 schedule and data file are included, all for
only S44.95. Yearly updates available. You'll be amazed
by the speed and power of Pigskin Predictions. Get
yours now and be ready for the season!
The Handicapper
Use your Commodore 64/128 to improve your per-
formance at tfie track! Programs for Thoroughbred,
Harness and Greyhound racing rank the horses or
dogs in each race quickly and easily. All the information
is readily available from the Racing Form, harness or
dog track program.
Thoroughbred factors include speed, distance, past
performance, weight, class, jockey's record, beaten fa-
vorite and post position. Harness factors include
speed, post position, driver's record, breaking tenden-
cies, class, parked-out signs and beaten favorite. Grey-
hound factors include speed, past performance, ma-
neuvering ability, favorite box, class, kennel record,
beaten favorite and breaking ability.
Complete instructions and wagering guide included.
Thoroughbred, Harness or Greyhound Handicappers,
$39.95 each on tape or disk. Any two for £59,95 or all
three for $79.95,
Federal Hill Software
8134 Scotts Level Rd.
Baltimore, Md. 21208
Toll-free Orders 800-628-2828 Ext. 850
Information 301-521-4885
I I*
rv
.^ft^^a^.4yA-JbdBBBiBBiiBB!
■■■■■■■■■■■■■■■■■■■■■■■■■I
ABBY'S SUPER BUYS
ATARISOFT
Defender (R) $4.99
COMMODORE
EDUCATION b LEARNING
A Bee C's (B) $2.99
Easv MatcWEasy Count 2.99
What's Next? 2.99
Fish-Melic 2,99
Science III 2,99
VIDEO ARCADE GAMES
Frogmaster (R) S3.49
Solar Fox (R) 3.49
Tooth Invaders (R) 3.49
Clowns (R) 3.49
Kickman IRI 3.49
Laiatian IR) 3.49
Satan's HoitQw 3.49
Rally Speedway 3.49
VIduzzles IRI 3.49
Chess 3.49
Gortek & The
Microchips ICI 1 .95
INFQCOM MIND GAMES
Zork II S4.99
Zork III 4.99
Suspended 4.99
Staioross 4.99
Deadline 4.99
MASTERTRONICS
Captive S4.99
Big Mac 4,99
Finders Keepers 4,99
Vegas Jackpot 4.99
Golden Talisman 4.99
Quest For Holy Grail 4.99
Se-Kah Of Assiah 4.99
Black Crystal 4.99
1 985 ■ The Day After 4,99
Ant Attack 4,99
Challenger 4,99
Spooks 4,99
ABACUS SOFTWARE
ADA Traininv] Coutse $29.00
AswmbfpciMofiilOf 29.tX)
Bjuc Compilci C64 29 00
Biiyc CompilM C128 42,00
Codpok C 64 29.00
C»dpakC-12a 42.00
Cti*tpak C 64 or C-12a 29.00
Cobol64of 128 29.00
Foith language 29,00
Persor^al Portfolio
Managoi C 64 29 00
Personal Porlloiio
Manager C 1 28 42.00
Super C/M w 128 .,..,' 42.00
Super Pascal B4 or 128 42.00
Tochnk:al Analysis
System C 64 . 29.00
Teehricol Analvsis
System C123 . . 42 00
ABSOLUTE ENTERTAIiyUENT
X,15 Alpha Mission 521.96
ACCESS
Leader Bona Goll 129.00
LB- Touinnmont (1 . M 95
LB. iiecutivo Disk 11 14.95
Mach 5 24.95
Macti 128 3S.9B
Tenth Frame 29 00
World Class Leader Board 29.00
ACCOLADE
Ace ot Aces 21.95
Comics 21. 9S
Fiflht Night 21.95
Hardball 21.95
UwotThe wm 21.9S
PSI5 Trading Company 21.95
ACTION SOFT
up Periscope S21 .95
ACnVISION
Aliens S24.95
Gamemaker 29.00
Ghostbusteri 1 0.95
Graeting Cad Maker 24.95
Mackor 10.95
Little Compuier People 1 0.95
Music Studk) 24.95
Shangt™ 21.95
Translcrm^rs . 21.95
ARTWORX
Boaeh Blanket Vollny)»ll »t0.95
Equeslrian Show Jumper 10.95
Highland Games 10.96
Holi! In One-+ Si« 10.95
Police Cartel 10.95
Thai Boxing 10.95
BASEMENT BOYS
Fast Hackem M9.00
BflODERBUND
Carmen San Diego lUSA
or Woildl 125,95
Karatokj) 21,95
ftinlShop . 32.95
Print Shop Companion 24.95
P.S. Graph "ts Litvary
M,2 Et3 ea. 17.K
Toy Shop 42.00
CENTRAL POINT
Copy II 641128 S29 00
DATA EAST
Comman((o U4,95
Express Raider 24,9S
Karate Champ 10.95
Kung Fu Master 10.95
Tag Team Wrestling . . * , 24.95
DATASOR
Alternate Reality
"The City" 521.95
221 B Baker St 21,95
Black Magic ■, . 14,50
Meicenary 21,95
NovL't Ending Story 1 4,50
Polo Position 1 0.95
TheGoofiles 14.50
Zorro 14.50
DIGITAL SOLUTIONS
Super Pack 2 $65.00
Pockol Filer 2 42.00
Pocket Ptannot 2 42,00
Pocket Writer 2 42,00
Pocket Writer Dktionny 10,95
ELECTRONIC ARTS
Arctic Fo« $26 95
Auto Duel 39 00
Bard's Tale 29,95
Bards Tale 2 29.96
Hint Book Bard's Taie 1 or 2 9.95
Battle From 29 95
Chess Master 2000 29.95
Ono On One 1 1 .35
Marille Madnrijj , , 24.00
Movie Maker . . -...,.,.,.,,.,.. 1 1 .55
Music Cohstrt>clk)n Set .....,..,. 11.95
Pintail Conslructioh 11.95
Pegasus: Hydrofoil 24.00
Skyloi 11.95
Touchdown Football 1 1 .95
Ultimate Wii* d 1 1 96
RREBIRD
Elite S24 00
The Pawn 29.00
The Sentry , 29.00
Slarglider 2900
Tracker 29 00
GAMESTAR
Champlonshif) Oaseball , , . .$20-95
GF.L Fooltiall 24 96
On-Court Tennis 20 95
Star Rank Boiing , . , , 20.95
Two On TvrtJ Basketball 24.95
H&P
Final Cartridge $44,95
MICRGPROSE
Conliicl in V.elnsm *29 00
F IB strike Eagle 24.96
Gunship 24.96
Silent Service 24.95
Top Gunner , 1 7.95
MINDSCAPE
Bop 'N Wrestle , S20.95
Uchi Mata 20.96
Fist '. 20.95
Trail Blaior , 20.96
High Roller 20 95
Indltriior 20.95
Indoor Sports 20.95
PROGRESSIVE
Bob's Term Pro 64J128 CALL
Super Base 64,'12B CALL
Sop« Script 64J] 2 B CALL
SSI
Battle Cruiser S42.00
BatllB Group , . . 42.00
Computer Baseball 1 95
G(.'mstonc Warrior , . , 1 0.95
Gemstone Hnalor 20.95
Kampfgruppo 42.00
Ptiantasie 27 95
Ptianasie II 27 95
OuesITO^ 27.95
Boadwar 2000 27 95
U.S,A.A.F 42.00
Waigame Construction Sat 20.95
War In The South Pacific 42 00
Worship 42 00
SPfllNGBOARD
Ccrlificale Maker 534.00
CM. Litjrary Diik 24.96
Newsroom 34.00
Graphics Expander , 24.95
Clip Art *1 Et 3 ea. 20.95
Clip Art n 27.95
SUBL06IC
Boseball 539.00
Stadium Disk 14.95
Flight Simulator II 39 00
F.S. Scenery Dr$k 1.7 , «a. 14.95
F.S. Western Set (l-Sl 79.00
T.K. COMPUTER PRQOUCTS
Monday Morning Managef S29.&0
M.M.M. 128 Team Disk' Ifi.OQ
Money Spin 12.95
Crypto Mania 12 95
UNISON WORLD
Prim Master Plus i24 96
Art Gnllery I Et II i;3. 1 7.95
THUNDER MOUNTAIN
Demolition Mission . 57.50
Dolphin's Rune 7.50
EliminalOr 7.50
Rambo 7.50
Top Gun 7.50
XETEC
Font Master II $35 00
Font Master 1 28 42 00
COMMODORE HARDWARE
612K RGOSyslpm CALL
A1080RGB Monitor CALL
A1010 31'." Disk Drive CALL
A1050 256K Expansion CALL
AieeO 1200 Baud Modem CALL
C-12e Computer CALL
Vic 1571 Disk Drive CALL
Vk: 1581 Disk Drive CALL
D64C Computer CALL
D1541C Computer CALL
Vic 1760 Enpansion CALL
Vic 1764 Enpansion CALL
Vic 1361 Mouse CALL
DUST COVERS
Amiga System Pack 515.00
ArTiiga Computer (w/0 Monitor) .... 5 5.00
Amiga Keyboard , , , $ G.50
Amiga 1 0BO Color Monitor $1 2 00
Amiga 1010 Disk Drive » 7.00
C-12a Computer * 7.00
Viq 20.'64 Computer 5 7.00
1671 Disk Drive I 7.00
1541 Disk Drive » 7.00
1625 Printer t 5 00
1626 Printer , I 900
MPS1000WofW«5
Tractor ea. 5 9.00
MPS 801 1802 Printer ea. 5 9.00
MPSM)3WorWi'0
Tractor ea $ 7.00
RIBBONS
Commodore 1525 , . 57,60
Commodore 1526/802 57.00
Commodore MPS 801 $7 50
Commodore MPS eC3 . .$9.00
Epson MXiFXrBX 80 OB 55 OO
Panasonic 1 080/1091 n092 oa. 58.60
Okimalo 10 Black/Color , , . , ea. 56.00
Star Gemini Black 5250
Star Gemini Color* . $3.50
'Please Slate Choice of Color
NASHUA DISKS
DS/DD n" WKh Stem
Per Hundred S 39
Per Thousand . 5310
BULK DISKS
(Sold Stat 314" DSIDD oa 51.79
Sony 3M " DS/DD oa. 52,05
CALL ON THESE AND
OTHER PRODUCTS.
WE CARRY A COMPLETE
LINE OF SOFTWARE
AND HARDWARE.
ALL TITLES ON DISK UNLESS MARKED (R) FOR ROM CARTRIDGE & (C) FOR CASSETTE TAPE
Order Line WE CHECK FOR STOLEN CHARGE CARDS Customer Service
l-Rnn-^H^-mT? & Ohio Residents
I OUU ZOZ UJJi ^ P ^Q g a p.m.; Sat. 10-3 ET i c^ 070 qroq
ORDERS ONLY! Sales Personnel Do *^ 1-Ol J-0/a-3D5l3
Ntjt Ha«e Information on 27 S. Broad Street, Falrbom, OH 45324 fir"
Prewioiis Orders or Product Specs. ImoiiuCoi
!iOFTWARE ONLy Pre[].iiif rjrdi'i^ oyer 5S0 fnceive free stiiprimq vt,i LtPS m
iirili'r^ ri'iiLjiriiiu '»lit|iiin'nl vi.i II S PoM Office are «llt>|UCI 111 urlditmruil frtiitjhl
iHilj'rv ,itl[i i? lir^rvH (r uhiutji;. Ohm re'^irfents ^idtl 6".'.. Siites In*. Pnrfion.il iJiiitk^
c»iiil. ti.rritlpri rl>i?i:li ur liujiliry lirilr^r All ilcfni'i niili|n{:l lu .ivmljillllily .inil [>rii:in
MUST U[ ACCOMPfllMllO Ry AN flUrH0m,;AIION fUUMOER IVI.B'IJ
nrineill.il U.S Plniise aiM $7 nrrlcit unite r SM) HARDWARE .iild .ill
i.irt|c4. C.O.D. orderi iirirfur J 100 00 .ic;cr|>tfril .idif %b. Cti.iri|i< u.ird
rpjife ii Ihriirr.wnek wnilirti) itetiorl. Nu vuntUna Mtiirii piiiil liv i:reilit
■i<tn. PHASE CITE AD NUMBER WHEN ORDrniND. AIL RETURIMS
imm
\JZL£. ^hhiiik iSoftwart, One.
538 S. Edgewood
La Grange. IL 60525
(312) 352-7323
Super Disk Utilities
[he ultimal! uti>Uits disk lor tliE CITSS 1571. InMed jmonq
its many lea lutes i\t
• Two drive cO[ry program 1m th! 1571
• Single inm copy iirogiam for t^ 1571
• Fife psciatcl) utility
• Create auto-boot utility
• Lock h unlocli liles utility
• File topiw lot nne or i«d 157t's
• Utility lo format in 1541. 1571 or IBM syslern Jt totfliat
• CP/M Pto [fisk copier
• O'tett DOS commands
• Analyse disk lormat utility (including Commodore i aliin
disk formats)
• Write piolKt utilily
• Oisli [ditcr - Inilividiially trace Ills, edit in fiu or ASCII
sirffljllaneausly. piiiil in hex and ASCII lo any secioi on disk
• CP/M Plus disk editor
• RAM Writer - Head S write lo drive RAM
• ROM Reader • Read drive K)M
• AssemOle/Pisassemble drive ItAM t, FtDM
• Eiaw a tiacli or bulk erase a disk
• Most utilities also work on 1541
• And muciL much mort^
A complete utilities disk for only S39.9S!
1541/1571 Orlwe flligrnnent
1541/1571 Drive Alignment lepotts Pie alignment condilion ol
t'lie disk drive as you ptrform adjustments On screen help is
available while the program is running Works on the 1541. 1571
In either 1H1 or 1571 mode. C54. SX64, Cl2a in eilhtt Moi l?S
mods' AulahoDts to all modes' Manual iiKludesinstmclions on
how to load alignraeni piogram even when ttie drive is so
misaligneil that it will nol load anything else. Eliminate
downlime 4 caslty rtpairs' Only 134.951
Super Disk Librarian
Full featured dak cataloging t library system lor the C1?fi m
128 mode Catalogs up to 1000 disks and 15200 program names'
Operates in last mode with SO colm display Reads I catalogs
1541. 1571 I CP/M Plus disk direttoiies Deads heavily
protected disks. Catalog up to 25 programs on a disk with a
single keyprKs or selKtively catalog programs Stores in seven
calegorles: Games. Education. CP/M. Archival,
relecommiini cations. [Ililitities or Ptoifuctivity. ftecall by
category, piofram name, disk name or localei number Pinter
output inclvdes library indei, full library report, master program
list, category ptogtam list S disk latiels. A second drive can he
addressed as a data disk. Only S29.95I
Super 64 Librarian
Complete disk cataloging and library system for tbeC64. Reads
S files disk directories in 15 user-delined categories. Individual
selection ol program names lo be filed. Includes space for user
comments about progiams Recall by calegoiy. program name,
etc Punier oulpul includes disii labels Catalogs approiimalely
200 disks dependant upon number of programs and length of
user csmments. Organize your C54 disk library for only
129.951
FREE SHIPPING S HANOLING! Illinoii residents addG^
sales la>. Send checfor money order lo
Free Spirit Sollware, Inc.
538 5 Edgewood
La Grange, IL 60525
DISCOUNT SOFTWARE and
fREE Leroy's Cheatsheet
Wfi cnrry ^i con^pjale lire ot
FREE
COMMODORE 64
ABACUS
0aiiicC^Tnpilor64
ChjiPak64
CobolM
130
130
1
ACCESS
LoacrprBoaidGoa
ToLtrnamDnlDisK 1
E!xoc Tournamont 1
Triple Pads
130
S15
J 15
S15
ARTWORKS
5!r'p Pokar
Data Disks (aadh)
$22
I1G
BERKELEY SOFTWORKS
OEOS $ «
OniXoaCli 1 i 25
FonlpacK 1 S SI
Gw^Calc S 36
G«iFi:« $ 3S
GeoDex % 2S
Writer's Workshop $ 3&
BOOKS CW CEOS
Abacus
GeosinskJeAokJt S 19
lltyGEOSpfo 1.^
MIdtilgrit Press
How to get ttig most
outolGEOS S14
Otst(forl»ofi t «
so'lwnre al competitive price
Leroy's Cheatsheet of your
BRODEHBUND
Cafman Sandiego $ 26
Print Shop s 2«
Prim Shop Compnn S 26
GrphoLibrariQaeA S 18
CSM
1541 Alignmom Kit S 33
DICrrAL SOLUTIONS
Poeker Filar 2 S45
Pock6tPlannof2 S4S
Pocket Wiitor 2 S4S
D ig ilal Suparpack $75
Pcickst Didjofta^ S 14
ELECTRONIC ARTS
Martte Madness $ 26
Make MurdQi Party % 25
EPYX
Fn St Load (call) S39
Mutfilan S 30
P.S. Graphics iii,«,
or#3,[je*oY) S 20
Woild Games J 30
FIREBIRD
Elite 1 25
Pavm 1 32
SlarGlider S30
iNFOCOM
LijAlherGoddrjs^es $26
MICROPROSE
Gunship $ 26
F-1S Sttjia Eagle S»
SitantServce 126
s. PLUS - on arty soitware package ot 525.00 of mo^e you gel a
ctioice ' See tjelowforstiip^jinginrormat^on.
PHECIStOM
$37
Siijjertjase 64
Superscript 64
PROFESSIONAL
Float System 2+
Fleflt F^ler
SIMON a SCHUSTER
Cr^m. Lab
Paper AirplanoKft
Typing Tutor 3
SPRINGBOARD
Newsroom
ClbArtVollHoiM
Clparl*2
Certitcatd Maker
Cenilicatfl Library v.t
SUBLOQIC
Football
Fl^hl Simulator It
Jet
Scenery d^sks {eac/!j
TIMEWORKS
Data Manager 2
Partner S4
SwirrCak: w.'S kjeways
Sytvta Porter Fin PInr
WotdVilritorS
$3B
$30
S30
$22
$30
137
$22
S2S
$37
$25
$30
$37
$30
$16
$30
$45
$30
$37
$37
ABACUS
Basic 7.0 Compiler
CodPfto 128
Chan Pak 120
Cobol12S
SupOfC
Super Pascal 12s
ACCESS
Mach 128 cart.
EPVX
$44
$44
$30
$44
$44
$44
S37
Don't torget to seteci your
nii Leroy'i Choorsheet
when orfMiIng a program
LEROrS CHEATSHEET
Keyboard Overlays
Muspranisa
$30
MICROSPHERE
Cash-inCasti-oul
$59
PERSOHAL CHOICE
lam The CI 28
$27
PROGRESSIVE
Bob's Term Pto
Superb aso 128
Supersa}il12e
Vizastar
Vizawrite
$59
$75
$60
$67
$67
PROFESSIOKAL
Fleet System 4
Fleot Filer
$51
$30
TIMEWORKS
Data (.lanager 1 2S
Partnot 128
Swiltcjte12a
Wor(JWrS6r12a
$50
$50
$50
$SD
PLASTIC
LAMINATED
$3.95
each
$7.95
each
For your COMMODORE 128™ For your COMMODORE 64^=
Put Your Program's Commands Whore They Belong - And Your Manuals On The Shell.
Hava you ever sal al your compuler with tne manual in your lap trying to find an elusi-ze oommarx!? How mucri
tinw have you lost searching through manuals to refresti your memorv on riow lo do whiat you wanted? Now
you have away toendlhatlrustralion - Leroy's Cheatsheets
Leroy's Cheatsheets help you got into your program right away We put the commands right at your
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durable plastic laminaled overlays ate comprehonsivo reference aids which document a produrS or system
complololy. Now use your soltware mora easily and mora ellactiuoty. Wilh Leroy's Criaatshoets you'll novor
havelo hunt lor a program commarxJ againlfl s«taij.':^u.».rj.-(i,n„.,oi
Ttie Problem Solver
EQUIPMENT STAND
By Leroy
Plu« SttlpplrtB
LERors HELPBOOK FOR ELITE
By Oavid Pa'moi . The first person in the U.S
to attain EL PTE status. Filled with hints i
tips to sharpen your combat and Irakiing
skills. Cover? approact5ing space station,
goods to trade on what planets, quickest
way lo becom a E LI T E and prepa re? you lo r
FIREBIRDS ELITE TOURI^AMCrjr
onlv
$ W.95
Mi3dear sturdy vinyl coatod ttwl ■
stfD^ ercugn for any compuler eq.u^mari. This equiprr^n] stand will hc'p
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are never m tne w:cng pface. switches ate more accossabla and yqur
equipment stays cooler, The ProbEdnn BoW&r Equipm^int sUnd W9S
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monrrorioeyplftvel (GraoTfor pclnlerstoo]. Mea^ure^ 10'x 11"x4"high.
Order Now and Save ... Money, Time and Frustration
COMMODORE 128 $7.95 63
C.i:w«iXitiFLE I«l6ic
J Blanks cNOr
CJ OQla K^noner 128
U Ktk1571
CJ Eas/Scripl
u E:ita
'J Fli?ttSy£tofn
J fight SHTiiilato*^
J Fcf Tho Bwiniwf
J GEOS
Q tiSoWSfCXMt
U Paperb^[^ Filer
O Pjiporbod'; Ptanner
a Popojtatk Wntor
LI Popuidip if
□ Superbo^ 1 23
D &jp^jfS£TTrf 1 23
J WoftfVJritcr tje
FREE' Keyboard Extandor i\ potujdor)
J _^EUTE HELPSOOK br orJ/*7.ft5 oxt\
J Prijgrami rwiine<t}
COMMODORE 64 $3.95 ea
f'\i>a\r, '^-r„i nin I ' „ h.v'cw'f 'Q LC no Y'^C HLAT SMf L TO Iw Iha
CUTHQ-JT.VDURaEiC DM PQmEQLWCS
U Basic ?0
(J Da'-a Wanagor
G Dala Manage 2
G Disk 1541
Lt EasvK^irpt
J El'ie
Also m» 1h« COMMODORE &4C
G RMtSyiWKnZ
U Fl<ght&'j*nui4tK>r2
'J For Tie Baomner
■J GEOS
J MultipUin
J .Paperback (Pocl*!} FjIw
G Paperback PLoivicf
J Paperback V*'ril(.'r
J PapcjfCllp
J Sp&edstript
U Supcrbasci€4
IJ Super5Cri:|il63
U SwiSlCalc
J WordWnUJf
HUit.
ORDERING INFORMATION: For lut iMiwv »r>d
And Viu otStt% EktM*> irtciuo* c*Pi 9, infriftEbon am* .
UJl3|«l lo CA»I^^ I>nh0<j4 n^K*.
SHIPPING:
TOTJU. Cont. APO FPO.AR
OaOEfl U.S. HIjCAH.PH
£50 UP
tiJOO
E3.(»
iHt.OO
U.00
I2.EK)
u.oo
sa.00
is.oo
17.00
SB.OQ
$15.00
c«»ri4tt'* cFveh or
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TAXES:
Add 6% &al«s [irxiiud* trmp-c^;
lor PA residents oniir
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H5 Milsiu SI Dilwttn Dllkliltn It Ann bis NY , N.V. lOOlJ |3i;J7]2-»500 Pttln Stilion/Amll.^k Li«(l Bcncilh Mldllen Sq Cudin, NY, NV. 10001
optnMoB-rrl t lOtm - i IDpm St( 9 lOjm (pm Sun ) JOim - 5 30 era (?II| S94-JU0 optn Mon-Fil S JOim - tpm Sii £ Sun 9 JOiin Tpm
PHONE and MAIL ORDERS 1 (f{(\(\\'\AK^7(\KQ IN NEW YORK STATE CALL
CALL TOLL FREE J-^OUU/JHJ I UDO (212)732-4500
ALL COMPUTERS & PERIPHERALS COME COMPLETE WITH
AC ADAPTOR. OWNER S MANUAL AND ALL CONNECTING
CABLES.
ALL MERCHANDISE IS BRAND NEW AND FACTORY FRESH.
COMPLETE WITH MFR. U.S.A. WARRANTY.
ca mm odore
128 K RAM
POWEfEd
PErsonal
Computer
$235
commodore
64 K RAM with CEOS Program
PowerEd (MA 095
HomE Computer ^IH-J
commodore
PC 101
miiGA
IBM, PC/XT
Compatible
SIJK Ram Expandable to 640K
MS-DOS 3.2
Parallel aod Serial Ports
Full 1 Year Iff ilfl35
Warranty Itl^/lU'J
$649'
yX commodore
PCIO-I 640K Computer in-not
w/2 340K Drives 1(03
'AMIGA 5I2K
COMPUTER
SYSTEM
Comolele with
IDSO Monitor
$1099
COMPUTER PACKAGES
Gel it all togsther & save!
C, /z/L(P COLOR
= <i^ PACKAGE
•Commodore 64C Computer
• Commodore 1S41C Disk Drive
'Commodore Color Printer
•Color Monitor
With Geos Program!
$529"
fr
COMPLETE
PACKAGE
•Commodore 64 Computer
•Commodore 1541 Disk Drive
• Commodore Color Printer
• 12" Monitor
195
$369
Same pkg. w/C-64CS399.95
C- T28X
^ COMPLETE
PACKAGE
Color
Monitor
ADD JI30
■Commodore 128 Computer
•Commodore 1541 Disk Drive
•12" Monitor
•Commodore Color Printer
95
$499'
To substitute 1571 for 1511
.dd $65.0°
^ DELUXE
- 1X8-^ PACKAGE
■Commodore 128 Computer
•Commodore 1571 Disk Drive
•Commodore 1902 Color
Monitor
■ Commodore 80 Column
Printer
$759»
WE CARRY A FULL LINE OF SOFTWARE SS:SS:frT,?^!,iTZ''^f.fJc
Oritt
COMPUTER PRINTERS
PERIPHERALS
Ok commodore
MPS 803C 1 yll^S
PrinlEf l,£iW
MPS-lOOol QQ95
Ptinltf X J J
MPS -1100 770^5
Piinlci ^i.^
EPSON
^\ HOME- lOftdS
.>^ WRITER lOloSl
>)with *ww
"" Interface
LX-16 Printer .....I2».9S
FX-a6 Printer t3«,95
FX -jafiE Prinltf I«».9S
LO-BOO Printer 1469 S5
PANASONIC 10801 1189.95
oigcwTA
OKIDATA 120 PRINTER..„tl99.g5
OKIMATE 20
with PlitB'«'Prinl tl>9.95
POWER TYPE
Daisy Wheel
Letter Quality
$169
NB24-10 $469.95 SD-15 1399.95
NB24-15...... 1669.95 ND-I5 t419.95
SG-IOC. ,...«79.95 SR-10 t429,95
NX-10 I1B9.95 SR-15 1469.95
NX-IOC tl99.SS NR-IS .tM9.95
NX-15 »309.95 ^B-1S 1869,95
SD-10 (249.95
NL-10 w/Cornmodore Cart t249.95
BLUE CHIP IBM' PC COMPATIBLE
S12K Expandable to 640K
6 Expaniion Slots
Optional 20MB Hard Drive
^^ Blue Chip Keyboard
■|:^!SfDisk Drive
I?
95
$579
wmmms,
l^jQC 1541C
""""' "mew Disk Drive
$165"
C^ 1541
DIskDrivE
$149»
C^ Disk Drive $214
'^pa^*-*| /■, T90Z RGB
\ I Vi* Color t94Q9S
I -i Monitor ^L^if
v - "
\\ 1^' Color (10Q95
I j^^^J Monitor 4)10?
GEOS Software $34.95
TU-803 J34.9S
XETEC Jr. Interface (39.95
XETEC Sr Interface JS9.95
C "MflGICVOICE"
^ Module
^2 l670AutomodemC1Q9^5
$44"
ft 1351 -Mouse" lor
any Commodore
Computer
C>^ 1700128 K <tQQ9S
Expansion Module ^)»/tf
^S 1750 51ZK
Expansion Module
$169
95
WE REPAIR YOUR
COMMODORE COMPUTER
3nd PERIPHERALS!
C-M,C-H/C
C-lS«l/15tl/C Dth-.l
MPS-IOl.KtPS-lOl Piirvlut
MPS~1D00,MPS-12(10 PiinlEii
C-17(!2,l 101,1903 Monitor!
119.4;
tS9.9S
nt.n
jtt.9S
t««.9S
ff£? Pty WtiltftlTf en Jff Itptittd mtfthin^he
CI28 Power Supply J39.95
C64,C64-C Po*er Supply.. J59 95
^ - -«l l— B lr J MaMJ tt_— 4. 1— — chacki. Pl.r. tiiKlfnli ,M iF(>i>citH iikti 111. rrxii in tn.iitU'lr lutinr l> ihin|i Hitntui n<iK<-» oil ><>ci< »lic>n< itvi
Wl: ilVVlit LUK^'UKAIt Klurni w.H mi k> ii<»l<l. IBM PC/XT ait ittnUni liidtmirki tt Iniimalwijl Rmmiii MKh.m Cxi AH (iJim ei'> I'l
Jb FntjrATinMAl CU!;TOtUIER^ il„,,.J A. C,,...-«U t.H.l.il.
* t-i C D.. iiiifttd ■ ri,
■^qnff srittt ii9 r>cn-(rFtil>*H
Xf.l* oil bttcl* Ehljfinf itui
KX-PI080/ ®1 74®^
KX-P1092/
299
95
«22935
KX-P1091I
KX-P1592
*399
95
"SEIKOSHA
* w/2 ribbon purchiase
SP180VC
|$139®5*-
SP10QQVC^149Q^'
SKIKOSHA, MP13C0A1 1
300 CPS
10K Buffer
Parrellel -i- Seriel
50CPS N.L. Q
LS34995
Color
Version $449.95^
lAvafex
1200 Baud ®98
1200 H.C *120
2400 Baud.... *220
DISKS tt ACCESS.
MOUSE PAD..
CASIO CZ1 01
. . $6
$250
3W OS/DO pow)
$1.30
3'ASS/DD(Mi«)
$1.00
5% DS/DO (lOObt)
$ .30
yh DISC CASE (30) $8
5'A DISC CASE(75) $8
OlSC HEAD CLEANERS $8
SPECIALS
ComnwlofB Logo $25
Accounts flee $20
Silent BuUet $10
Xetec Inierfaca SCALL
KwiK Load , S5
Joy Sticks from S5
OuHet Surg. SIrIp $20^
:cam
modore 1520
COLDR
Printer Plotter
§29
95
f S commod ore
Educator 64 """
$14995*
I CommDdora Compatt&la
Qi co mm odore
Hard Drives
9060
$450*
.Mini Chief/Data Chief ... .5 CALL
ft co mm odore
SFD 1001 (1 Meg)
$17995
4040 ...$CALL
8250 ..SCALL*
^t commodore
4023.99"*
8023.. 150* >mt.
8032., 150*
AMIGA NEW
RELEASES
iiax Grapms Unry
PlOsts too
D^rfmH 2.0
S120
t 36
.1 M
Came ?.0 . ."" TIj
Stir^dB t 27
Otytksli S 90
Cjtln S 60
Sui]«n
S 75
K40
S IJ
i 36
Eal Wmii BasttH
VHtocGcaceSD.
SUil
..iieo
. 1)20
!i
Bvd'sTA t£f(W
amsni»a 2000 30.00
LMtls Df Conquest Z1.W
Mvtlle MKKies 24.00
FflWSUS IBjOO
Mi&>iia 1*00
Huntaftrtr «ai
Ospt. 14.00
USiTDrV , JC.DO
inmut Wiad M.0O
Bwl's Till U .
SoitM
AnMrici'i Oif .
Mc Rw
. 24.00
. 30.00
II .n
21.00
:4.oo
IM«1« ol Iha cSZ".^':*'!^ NEW fJt.OO
BopwKJWraau moo
FW 18.00
Siv«r Sto Haday NEW21JI0
Noh FM« , 18.00
Indoo Spun tll.{D
HJIO
..,1100
laM
Uri*wn Ifl.OO
UMfwWin la.oo
H«iM .*^!=.°!^°^.8p««tir.oo
FigMMght 18.00
Oambwlws 18.00
La* of the wesi te.oo
PSI 5 Tr*Ji.ig Corap 18.00
Kl Until Oext 18.00
AaotAas 19.00
Con*t 18.00
^SC^:.
SuMibiU 176
5uc«tus« 64 . .
Si^ena^ 12A
SweiKii(t S4
PflEClSION
so^
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ritVrUlu
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. 40.00
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_ JN>tt\nirk>
0£OS SpKiH $34.00
GEOS fijntpi* 1 , 18.00
BEOBDa^Pxk 21.00
rWjrtiStiop 30.00
., 24.00
OaaCMOtdFM ..,.rEW3000
(tooCatHa NEW 24.00
^Mjatus
GEOSInKilOU ».00
Bi$k: 128 WOO
Basic 64 !4.5
Oiifak 128 3S.0O
CxKuliM 14.00
Oumu* 128 24.00
OuflM M 2400
Ct*dM 240O
Ml* ia 3t00
Sups C CorrpUt Wlit 38.00
Si^ Pisol 3«00
S(ii«f^e4 Spedal $38.00
sup«fP»i*i2a 45.00
PodMt WiHw »Flw/Ptanner EACH ».0O
s^ pK*s(i2a 00.00
Pattsi Wrtof \2mmlPW»<ti EACH 30.00
PocMl WiW M/FKryPtanmr EACH 24.00
AdMsioH
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Atea....
t24i»
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MiBicStufii. 18.00
SPRINGBOARD
QtHtiatt UHw SpecW SSS OO
tenirwm S30 00
C^iAd ) 18.00
OpMI 240O
KiwhtOrtt NEW (24.00
OtttesmN 21.00
Elite 11,00
Franltie Qom \k») 2t.0D
Pwtl 24JK)
TiUdra ^l»lim 24.00
GiMlinitm ..NEW 24,00
UNISON WORLD
Art l^ilvy *1S,00
AnOildy 2 18.0G
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HI TECH
C«di
pKtyon...
Wra««titf.
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..8.00
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ALL SOFTWARE AT
LEAST 40% OFF
BrodeftxmdSoftiuare
Punlshuti SdkW J2S,00
GfurttaUtJ. EA 15.00
C»mi»n Sandeso 2100
KanMu 1800
PrWi*B(jconp ..,.21.00
TYTIElllCRtCS
DuiMgr. 129 138,00
S«mcalc12S 38,00
WbrihKrIiwa M,0O
Al txjsliwn lillB 38.00
P*tn«64 38.00
PirtKr 128 4100
S^FMn..... 38.00
MicroProse
QinMi SpKiriCOOO
Rs , rim
faQj0t »J)0
Kanwr AppioKli 21J)0
SiMSvvEB 2*J0a
PVtM NEW 24.00
TopQuncw , 180O
Mt;i0W. Inc
FanMisUf 184 830.00
FiinlMM«128 3800
Micro L BasituI 824,00
l>millM0( ?4.D0
suitta ISOO
■88 Tern Dtdi 12.00
ili.L
Goitasnt HMto IM.OO
GettpM 38.00
KampfMWf ...,,.. w.uO
PtiiiUaeT 24,00
Ftng 01 Znftn ..,, 24,00
Roa WkZOOO 2400
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FaalJiail
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21.00
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foXM 24X0
UtAftw 24a)
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Sub BaWe NBW 24.00
UOGIC
Fight Sin U SpecM 829,i0
SmwyDUi 1tO0
Jot 30.0)
24.00
3000
MACM-128, ,.W.^?T?f.*.■^.°;ff.^r'. tsBm
Itaimtoai^ 24.00
MACIfS .84.00
WxM Ctsa leulortmij Special ^50
lOBi FfBTia 24,00
Eiee TwTiMient 12,00
Twrrwnnl 1 12.00
TriftePsli , 12.00
ftfiiwiCoww 12^00^
ft commodore
64c $149^*
128 $229^*
128D $CALL
*packag8 pricing
1901 (monoEhromel....$99*5
1802c $199"
1 902A $249"
1581 .T^^ $CALL
1541c $169«5
1571 $219»=
300 BAUD.... ®2800
0KIMATE20...*18O°°
1351 «3995
QUANTUM LINK... ^2
1764 RAM,,., ^CALL
.IL
PRINTERS
tnitmnits
wmt #
NP-10
139
95
Nx-ioonoc
179
95
Power Type
.$159"'
NL-10
229
95 ^tmt-^
NX- 15
299
95
*WITH PURCHftSE OF TWO RIBBOMS \
°Sr 800-433-7756
CUSTOMER SERVICE 313-427-0267
HOURS <E,S,T.I:
Mondiy Ihni Fridiy - IQOO AM to SDD I'M-
Silwdir - 10:00 A.M. 10 SOD PM.
SIDECAR N0WAVAILABLE...$700]
500 ^CALL
1000R....»50000*
000 (new)... $65000
GEMOCK $225°"
"1
OiGIVIEW "140
maonm nam
mOmn-M $120«» FUTURE SOUND *125
2 MEG *4OCfi0
ao MEG tBOO<»
25Gi(
S8000
MARAUDER M *24
*fiehjfl;iSfwcl tty Ccrr^ruxlon;
IMEG^X *280«.
C^ commodore
IBM COMPATIBLE
PCI 0-1
»499^
£550,00 Alons 'WWi purchase ot 190) or 1902 A W50Alon«
•5t2K
• 360K Dual
Sided Drive
• CGA Board
• One year warrBnty
• Parallfll Port
• Serial Port
• GW BASIC
• OOS 3.2
SIDEKICK
BY BORLAND
PCI 0-2
S57495
DUAL
DRIVE
640K
20 MEG...$350 Seagate 30 MEG...$400
■WlWH
DEALER mOUIREES INVITED
MICROCOMPUTER SERVICES
Na Suiihargt lot WCiVISAniSDOVER.
jVi/ nowaJk in ttitlK-
U rttiirnt nut hln RA I MKclundai Irwid Mxtni tri bi npuxl or rtplacfd. A) rim
an n«H. Wi 6q ngl pffti '.iL'ndt Iff dvtKtivi product) w tor product] ihi[ do not portofio
HtallctorVy. Wo mka mi guiruvEoi) Icf pruktEt piFfaimjnci. Any monor Uti Huirintm
mil it tunM «rKil| witli Ita nanitiNLiti. Call 1« stupem) i lundfnii inux
mU FABWINCTPM RD • UVONIA. MICKIGAN <H5(J
ATTENTION
ALL COMMODORE 64/64C,
VIC20, COMM. 16AND
COMMODORE 128 owners
A complete self-tutoring BASIC programming course
is now available. This course starts with turning
your computer on, to programming just about
anything you want! This course is currently used
in both High School and Adult Evening Education
classes and has also formed the basis of teacher
literacy programs. Written by a teacher, who after
having taught the course several times, has put
together one of the finest programming courses
available today. This complete 13 lesson course
of over 220 pages is now available for the COfVI-
IVIODORE 64/64C, VIC 20, COMMODORE 16
and the COMMODORE 128 and taf<es you step by
step through a discovery approach to programming
and you can do it all in your leisure time! The les-
sons are filled with examples and easy to under-
stand explanations as well as many programs for
you to make up. At the end of each lesson is a test
of the information presented. Furthermore, ALL
answers are supplied to all the questions and pro-
grams, including the answers to the tests. Follow
this course step by step, lesson by lesson, and turn
yourself into a real programmer! You won't be dis-
appointed!
We will send this COMPLETE course to you at
once for just $19.95 plus $3,00 for shipping and
handling {U.S. residents, please pay in U.S. funds).
If you are not COMPLETELY satisfied, then simply
return the course within 10 days of receipt for a
FULL refund. .,,_,, „„„
Now available! a 200 page course
exclusively on sequential and rel-
ative files using a unique approach
for those with very limited file programming ex-
perience - set up your own personal and business
records! — disk drive a must — same author —
same guarantee — same cost— this course for
all computers except Vic 20.
Fill in the coupon or send a facsimile.
NAME:
CG
j ADDRESS:,
! CITY:
PROV. /STATE:
j POSTAL/ZIP CODE:_
[ I desire the BASIC program-
I ming course for:
Comm. 64/640 Vic 20
Comm. 128 : Comm, 16
I desire the FOLLOW-UP ~
course on relative anu set;
uenllal files for all above
computers but Vic 20 ,
Any complete course: S 19.95
Postage and Handling: S3.0O
Total: S22.95
Se"d Cheque or Moriey Oictei to:
P' inKofd Educational Set vices
u Pioneer Place,
Branitord, Ontario,
Canada N3R 7G7
M^ ^enjtfoline^
The CHIEF
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FOR COMMaDQRE C-BA S. C-1 HS CompuCens
FEATURES:
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• Supports all a.Q Co 7.0 DOS Commands
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• Dual Serial Porto
• IDsviGB SslBccoblo a-1 1 or B-30 Software,,
• IMo special Interface required.
• Utilities Disk Included
• Built in I.C.T, Turbo Loader for C-S^ Operation,
• Complete operating manual,,
• 1 Year Full Warranty.
• SupBorc BBS on II na-a.4hrB daily 3D1 -371 -4020.
MINI CHIEF-
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1 Q or- 20 htB l-KKAad tn m
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DATA CHIEF
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COPIES UP TO 41 TRACKS.
I'ERIODIC UPDATE POLICY,
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COMPUTEl's GAZETTE
Author's Guide
Here are some suggestions which serve to improve
the speed and accuracy of publication for prospective
authors. COMPUTEJ's GAZETTE is primarily interested
in new and timely articles on the Commodore 128,
64, Plus/4, and 16. We are much more concerned
with the content of an article than with its style, but
articles should as be clear and well-explained as
possible.
The guidelines below will permit your good ideas
and programs to be more easily edited and published:
1. The upper left comer of the first page should
contain your name, address, telephone number, and
the date of submission.
2. The following information should appear in the
upper right comer of the first page: If your ardcle is
specifically directed to one model of computer, please
state the model name. In addition, please indicate the
memory requirements of programs.
3. The underlined title of the article should be
placed about % of the way down the first page.
4. Following pages should be typed normally,
except that in the upper right comer there should be
an abbreviation of the title, your last name, and the
page number — for example: Memory Map/Smith/2.
5. All lines within the text of the article must be
double- or triple-spaced. A one-inch margin should be
left at the right, left, top, and bottom of each page. No
words should be divided at the ends of lines. And
please do not right-justify. Leave the lines ragged.
6. Standard typing or computer paper should be
used (no erasable, onionskin, or other thin paper), and
typing should be on one side of the paper only
(upper- and lowercase).
7. If you are submitring more than one article,
send each one in a separate mailer with its own tape
or disk.
8. Short programs (under 20 lines) can easily be
included within the text. Longer programs should be
separate listings. It is essential thai we have a copy of
the program, recorded twice, on a tape or disk. If your
article was written with a word processor, we request
that you include a copy of the text file on the tape or
disk. If you include a copy of your article on disk,
please save the article as plain text, without any spe-
cial formatting characters or control codes. Most word
processors provide an option for saving a document as
plain ASCII text or in unformatted form. Please use
high-quality 10- or 30-minute tapes with the program
recorded on both sides. The tape or disk should be
labeled with your name and the tide of the article.
Tapes are fairly sturdy, but disks need to be enclosed
within plastic or cardboard mailers (available at
106 COMPUTE! s Gazette August 1967
photography, stationery, or computer supply stores). If
possible, programs written in machine language or a
compiled language should include source code (or an
annotated disassembly if the program was written
with a machine language monitor).
9. A good general rule is to spell out the numbers
zero through ten in your article and write higher
numbers as numerals (1024). The exceptions to this
are: Figure 5, Table 3, TAB(4), and so on. Within ordi-
nary text, however, the zero through ten should ap-
pear as words, not numbers. Also, symbols and
abbreviations should not be used within text: Use and
(not &), reference (not ref.), through (not thru).
10. For greater clarity, use all capitals when refer-
ring to keys (RETURN, CTRL, SHIFT), BASIC words
(LIST, RND, GOTO), and the language BASIC. Head-
lines and subheads should, however, be initial caps
only, and emphasized words are not capitalized. If
you wish to emphasize, underline the word; then it
will be italicized during typesetting.
11. Articles can be of any length — from a single-
line routine to a multiple-issue series. The average
article is about four to eight double-spaced, typed
pages.
12. We do not consider articles which are submit-
ted simultaneously to other publishers. If you wish to
send an article to another magazine for consideration,
please do not submit it to us.
13. COMPUTEl's GAZETTE pays between $70 and
$800 for published articles. In general, the rate reflects
the length and quality of the article. Payment is made
upon acceptance. Following submission (to Editorial
Department, COMPUTE!'s GAZETTE, P.O. Box 5406,
Greensboro, NC 27403), it will take from four to eight
weeks for us to reply. If your work is accepted, you
will be notified by a letter which will include a con-
tract for you to sign and return. Rejected manuscripts
are returned fo authors who enclose a self-addressed,
stamped envelope.
14. If your article is accepted and you subsequent-
ly make improvements to the program, please submit
an entirely new tape or disk and a new copy of the
article reflecting the update. We cannot easily make
revisions to programs and articles. It is necessary that
you send the revised version as if it were a new sub-
mission entirely, but be sure to indicate that your sub-
mission is a revised version by writing Revision on the
envelope and the article.
15. COMPUTEI's GAZETTE does not accept unsolic-
ited product reviews. If you are interested in serving
on our panel of reviewers, contact the Features Editor
for details.
PRINTER PACKAGE SPECTACULAR
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^^^1 commodore^^^^
WC COMPUTER C-128 COMPUTER
IMICDISKDRIVE 1571DISKDfllVE
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CALL FOR INDIVIDUAL
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1750 RAM EXPANDER
1764 RAM EXPANDER
1351 MOUSE
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COMPUTER SYSTEM
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369S Cad Pan 138...
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ABACUS 64
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Supef Pjk»I - . J*.«
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Forth Z5,?5
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XperSyitem 39.95
ACCESS
MachV^Jirt 2^95
LriidcT BtiMTJi 24.9S
Tournimrnt Ofik ... H. 95
Tffitb Framr 24.9S
Executive DliK .....14.9S
U^ld Cl«» LdPf Ord . . 25.95
Triple PAh 14.9S
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<^amvmakvf 2S,QS
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Chiinp ft»rt»ll B6 . . 1T,9S
tr^fiifotmtti 19,95
Gamemflkfr Library - H.9S
Labyrinth 11, 95
Howdrd Th? Duch , . , 1J.95
GFLFscttull 21.95
Grmi. C»nJ M»htr . .iJ.9S
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Portjt IS.9S
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Gm! 3?,9S
Gcopubtilh ]4 95
Oeorilr , 34,95
Gcocilc J4,95
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font fad I 19.95
G»C^tile 31.95
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GripnuLlli. 1,1 or 3 .11,95
P. 5. Con^funlon ..,,11,95
Toy Stmp ,.,.,,.,, 31,95
Prrnl 5htifi IB 95
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TnlnklngCjp 31.95
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fjijt ioiii) 21.95
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Wbritl GoiTiii 11.9S
Wlnttr Gim» 12,95
Summcf Gainet 14.95
Apttui Trilogy. ..... 14,95
var(ul Utility 14 95
Mulilplin 17,95
Sup*rCyt(e 11,95
St. 5ports eUlkrtbJII .11,95
5t. 5p(3rtt Batetiall .,11,95
Summer Gjni« 1 . . , 22.95
SubSittlcSlniuIlt . 21,95
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CrcDSwoM IVIagIc ,31.95
HlgriRoiljr 19.9S
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EXTENDED HOURS
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Firul Catlrtdge 39.95
FlIlowihlpnHno 13.95
Hoont 13,9!
Leather Coddnm . .11.95
MoonmItT 11.9!
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Fontmailer 1 ..... .30.95
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Micro Leigue bietull ,25.95
WWF Wren ring 15.95
Starfteetl lt.95
Bjlilc Front 1A.9!
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UpPeilKope 19 95
Contriver Moure .... JA.95
rttefjwn 15 95
T^Kker 25,95
Stirqilder .25.95
Jet 21.95
Sl/triog^ FoDlbdn . , .17.9!
Fllgm 5lirul«loFll . , .33.95
5ulilo9lc Dasrball . . . 3).9!
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Art Gallery I or 1 . , .11,9!
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Ultima II 31,95
Copy II 64 27,95
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1942 19 9!
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The Dungeon 24.95
Blimarck 11.95
Vlifeo Tllle Snop 18.95
SAT. 11AM-SPM
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Arthon ,....,.,.. ,10.9!
Anhon II 10.9!
financial Cookbook , 10.9!
Heart o( Alrka 10,9!
Man OnJ. Monnett . . 10.95
Mind Mirror 10,9!
Movie Maker 10.95
Mule 10.9!
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One On One 10.9!
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Stven Clliel of Gold .10,95
Skyfoi 10,95
Svper Ouulden7aih ..10,95
roiKhdown football . 10,91
Ultimate Vtriiard . , , . 10,95
Adv, Conitrucllon ,.1!,95
Ajiseriea'iCup. .... .11,95
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Autoituel 31.95
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Bard'iTalell 2!, 9!
Chklumauga 23.95
DatlleFront 25.95
Carf lert Al war 31.95
Europe Ablaie 31.9!
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Murder Party 12.9!
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Ruiila 1!,9S
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F 15 Strike E^glc 22.9^
Kennfdy Approach . . 16.95-
CruUdfJfl Europe ..25.95
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Jwirtai M 32.95
WDithvrliei 3 32.95
Swiricak/5ldewayi . .15.9!
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Pariner 64 39.95
Builneii Syitemi . . , 34,95 PreiWent Elect SO .1 7.9!
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TELEX NUMBER 9102406440
pUlfJVMCK - COMPirTMIllVUdl
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Grapmci Expander
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Clip Art 1 or 3 . .
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ORDERING INFORMATION: ^r,. ..,.., ,n».
iril^OQ ■- C.:^"-r"i' U'b* -^fjCt iifXi-'^ W'.t.fr z,-:lt-i 5i-;vi7(?"':;"
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How To Type In
COMPUTEVs GAZETTE Programs
Each month, COMPUTEI's GAZETTE
publishes programs for the Com-
modore 128, 64, Plus/4, and 16.
Each program is clearly marked by
title and version. Be sure to type in
the correct version for your ma-
chine. All 64 programs run on the
128 in 64 mode. Be sure to read the
instructions in the corresponding
article. This can save rime and elim-
inate any questions which might
arise after you begin typing.
We frequently publish two
programs designed to make typing
easier: The Automatic Proofreader,
and MLX, designed for entering
machine language programs.
When entering a BASIC pro-
gram, be especially careful with
DATA statements as they are ex-
tremely sensitive to errors. A mis-
typed number in a DATA statement
can cause your machine to "lock
up" {you'll have no control over the
computer). If this happens, the only
recourse is to turn your computer
off then on, erasing u^hat was in
memory. So be sure to save a pro-
gram before you run it. If your com-
puter crashes, you can always
reload the program and look for the
error.
Special Characters
Most of the programs listed in each
issue contain special control charac-
ters. To facilitate typing in any pro-
grams from the GAZETTE, use the
following listing conventions.
The most common type of con-
trol characters in our listings appear
as words within braces: {DOWN}
means to press the cursor down
key; {5 SPACES} means to press
the space bar five times.
To indicate that a key should
be shifted (hold down the SHIFT
key while pressing another key),
the character is underlined. For ex-
ample, A means hold down the
SHIFT key and press A. You may
see strange characters on your
screen, but that's to be expected. If
you find a number followed by an
underlined key enclosed in braces
(for example, {8 A}), type the key
as many times as indicated (in our
exanrtple, enter eight SHIFTed A's).
If a key is enclosed in special
brackets, g |, hold down the
Commodore key (at the lower left
corner of the keyboard) and press
the indicated character.
Rarely, you'll see a single letter
of the alphabet enclosed in braces.
This can be entered on the Commo-
dore 64 by pressing the CTRL key
while typing the letter in braces. For
example, {A} means to press
CTRL-A.
The Quote Mode
Although you can move the cursor
around the screen with the CRSR
keys, often a programmer will want
to move the cursor under program
control. This is seen in examples
such as (LEFT}, and {HOME} in
the program listings. The only way
the computer can tell the difference
between direct and programmed
cursor control is the quote mode.
Once you press the quote key,
you're in quote mode. This mode
can be confusing if you mistype a
character and cursor left to change
it. You'll see a reverse video charac-
ter (a graphics symbol for cursor
left). In this case, you can use the
DELete key to back up and edit the
line. Type another quote and you're
out of quote mode. If things really
get confusing, you can exit quote
mode simply by pressing RETIJRN.
Then just cursor up to the mistyped
line and fix it.
When You
{CLR)
(HOME!
(UP)
) DOWN I
{LEFT)
(RIGHT)
(RVS!
{orF)
(BLKJ
(WHT)
(RED)
{CYN}
Read:
Press:
See:
shift] [clr/home]
[clrj home i
SHOT ]pf CRSR { I
Lii^E^EIli
]«— CRS R-*}
CTRL] [ "» I
EI
[ctr['|["V I
CTRL
CTRL I
When You Read:
(FUR)
jGRNl
(BLU)
(YEL)
( Fl 1
: F2 1
{ F3 )
( H !
( F5 )
1 F6 j
\ F7 }
{ FB S
Press:
See:
CTRL
CTRL
When You Read:
r
Pres§;
See:
SHIFT
CTRl
][
For Commodore 64 Only
H
SHIFT
fl
n
SHIFT
n
fS
SHIFT
SHIFT
§8§
' COM.MODORE [ [^ 1
El
COMMODORE
: COMMODORE I
I COMMODORE I
[commodore j
[commodore \
fcOMMODORE •
icOMMOodRE i
''■'] EI
S08 COMPUTEIs GazBtia August 1987
The Automatic Proofreader
Philip I. Nelson, Assistant Editor
"The Automatic Proofreader" helps
you type in program listings for the
128, 64, Plus/ 4, and 16 and prevents
nearly every kind of typing mistake.
Type in the Proofreader exactly as
listed. Since the program can't check it-
seif, type carefully to avoid mistakes.
Don't omit any lines, even if they con-
tain unfamiliar commands. After finish-
ing, save a copy or two on disk or tape
before running it. This is important he-
cause the Proofreader erases the BASIC
portion of itself when you run it, leav-
ing only the machine language portion
in memory.
Next, type RUN and press RE-
TURN. After announcing which com-
puter it's running on, the Proofreader
displays the message "Proofreader
Active". Now you're ready to type in a
BASIC program.
Every time you finish typing a line
and press RETURN, the Proofreader
displays a two-letter checksum in the
upper-left comer of the screen. Com-
pare this result with the two-letter
checksum printed to the left of the line
in the program listing. If the letters
match, it's almost certain the line was
typed correctly. If the letters don't
match, check for your mistake and cor-
rect the line.
The Proofreader ignores spaces not
enclosed in quotes, so you can omit or
add spaces between keywords and still
see a matching checksum. However,
since spaces inside quotes are almost al-
ways significant, the Proofreader pays
attention to them. For example, 10
PRINT'THIS IS BASIC" will generate
a different checksum than 10
PRINT'THIS ISBA SIC".
A common typing error is transpo-
sition—typing two successive charac-
ters in the wrong order, like PIRNT
instead of PRINT or 64378 instead of
64738. The Proofreader is sensitive to
the position of each character within the
line and thus catches transposition
errors.
The Proofreader does uoi accept
keyword abbreviations (for example, ?
instead of PRINT), If you prefer to use
abbreviations, you can still check the
line by LISTing it after typing it in,
moving the cursor back to the line, and
pressing RETURN. LiSTing the line
substitutes the full keyword for the ab-
breviation and allows the Proofreader
to work properly. The same technique
works for rechecking programs you've
already typed in.
If you're using the Proofreader on
the Commodore 128, Plus/4, or 16, do
not perform any GRAPHIC commands
while the Proofreader is active. When
you perform a command like GRAPH-
IC 1, the computer moves everything at
the start of BASIC program space — in-
cluding the Proofreader — to another
memory area, causing the Proofreader
to crash. The same thing happens if you
run any program with a GRAPHIC
command while the Proofreader is in
memory.
Though the Proofreader doesn't
interfere with other BASIC operations,
it's a good idea to disable it before run-
ning another program. However, the
Proofreader is purposely difficult to dis-
lodge: It's not affected by tape or disk
operations, or by pressing RUN/
STOP- RESTORE. The simplest way to
disable it is to turn the computer off
then on. A gentler method is to SYS to
the computer's built-in reset routine
(SYS 65341 for the 128, 64738 for the
64, and 65526 for the Plus/4 and 16).
These reset routines erase any program
in mem or)', so be sure to save the pro-
gram you're typing in before entering
the SYS command.
If you own a Commodore 64, you
may already have wondered whether
the Proofreader works with other pro-
gramming urilities like "Meta BASIC."
The answer is generally yes, if you're
using a 64 and activate the Proofreader
after installing the other utility. For ex-
ample, first load and activate Meta-
BASIC, then load and run the
Proofreader.
When using the Proofreader with
another utility, you should disable both
programs before running a BASIC pro-
gram. While the Proofreader seems un-
affected by most utilities, there's no
way to promise that it will work with
any and every combination of utilities
you might want to use. The more utili-
ties activated, the more fragile the sys-
tem becomes.
The New Automatic Proofreader
10 VEC=PEEK(772)+25<i*PEEK(773)
:LO=43:HI=44
20 PRINT "AUTOMATIC PROOFREADE
R FOR ";:li- VEC=42364 THEN
(SPACE} PRINT "C-64"
30 IF VECB50556 THEN PRINT "VI
C-20"
40 IF VEC=3515B THEN GRAPillC C
LR: PRINT "PLUS/4 & 16"
50 IF VEC=I7165 THEN LO=45iHI=
46:GRAPHIC CLR; PRINT"128"
60 SA=tPEEK(LOl+256*PEEK(HI))+
6:ADR=SA
70 FOR J=0 TO leCiREAD BYTiPOK
E ADR, nYT!ADR=ADR+I :CHK=CHK
+BYTiNEXT
80 IF CHKo 205 70 TUMN PRINT "*
ERROR* CHECK TYPING IN DATA
STATEMENTS " ; et4D
90 FOR J=i TO 5: READ RF,LF,HF;
RS=SA+RF:HB=rNT(RS/2S6) :LB=
RS-(256*HB)
100 CHK=CHK+RF+LF+HF:POKE SA+L
F, LB SPOKE SA+HF,HBjNEXT
U0 IF CHKO 22054 THEN PRINT "
* ERROR* RELOAD PROGRAM AND
JSPACElCHECK FINAL LINE": EN
D
120 POKE SA+149,PEEK(772) :POKE
SA+150,PEEK(773)
130 IF VEC=17165 THEN POKE SA+
14, 22 I POKE SA+18,23:POKESA+
29,2 24:POKESA+139,224
140 PRINT CHR$(147) rCHR5{17); "
PROOFREADER ACTIVE"! SYS SA
150 POKE Hl.PEEKIHD-HsPOKE (P
EEK(LO)+256*PEEK(HI))-i,0:N
EW
160 DATA 120,169,73,141,4,3,16
9,3,141,5,3
170 DATA 68,96,16 5,20,133,16 7,
165,21,133,168,169
180 DATA 0,141,0,255,162,31,19
1,199,157,227,3
190 DATA 202,16,248,169,19,32,
210,255,169,19,32
200 DATA 210,255,160,0,132,180
,132,176,136,230,190
210 DATA 200,185,0,2,240,46,20
1,34,208,8,72
220 DATA 165,176,73,255,133,17
6,104,72,201 , 32,208
230 DATA 7,165,176,208,3,104,2
06,226,104, 166,180
240 DATA 24,165,167,121,0,2,13
3,167, 165, 168,105
250 DATA 0,133,168,202,208,239
,240,202,165, 167,69
260 DATA 168,72,41,15,168,185,
211,3,32,210,255
270 DATA 104,74,74,74,74,168,1
85,211,3,32,210
280 DATA 2=55,162,31,183,227,3,
149,199,202, 16,248
290 DATA 169,146,32,210,255,76
,86,137,65,66,67
300 DATA 68,69,70,71,72,74,75,
77,80,81,82,83,88
310 DATA 13,2,7,167,31.32,151,
116,117,151,128,129,167,136
,137 „
COMPUTSrs Gazette August 1987 109
IkAt Y M^^chine Language Entry Program
fVlLAk For Commodfore 64 and 128
Ottis R. Cowper, Technical Editor "^
"MLX" i8 a labor-Baving utility that
allows almost fail-safe entry of
machine language programs. Included
are versions for the Commodore 64
and 128.
Type in and save some copies of which-
ever version of MLX is appropriate for
your computer (you'll want to use it to
enter future ML programs from COM-
PUTEfs GAZETTE). Program 1 is for the
Commodore 64, and Program 2 is for
the 128 (128 MLX can also be used to
enter Commodore 64 ML programs for
use in 64 mode). When you're ready to
enter an ML program, load and run
MLX. It asks you for a starting address
and an ending address. These addresses
appear in the article accompanying the
MLX-format program listing you're
typing.
if you're unfamiliar with machine
language, the addresses (and all other
values you enter in MLX) may appear
strange. Instead of the usual decimal
numbers you're accustomed to, these
numbers are in he:cadecimal — a base 16
numbering system commonly used by
ML programmers. Hexadecimal — hex
for short — includes the numerals 0-9
and the letters A-F. But don't worry —
even if you know nothing about ML or
hex, you should have no trouble using
MLX.
After you enter the starting and
ending addresses, you'll be offered the
option of clearing the workspace.
Choose this option if you're starting to
enter a new listing. If you're continuing
a listing that's partially typed from a
previous session, don't choose this
option.
A functions menu will appear. The
first option in the menu is ENTER
DATA. If you're just starting to type in
a program, pick this. Press the E key,
and type the first number in the first
line of the program listing. If you've al-
ready typed in part of a program, type
the line number where you left off typ-
ing at the end of the previous session
(be sure to load the partially completed
program before you resume entry). In
any case, make sure the address you en-
ter corresponds to the address of a line
in the listing you are entering, Other-
wise, you'll be unable to enter the data
correctly. If you pressed E by mistake,
you can return to the command menu
by pressing RETURN alone when
asked for the address. (You can get back
to the menu from most options by
pressing RETURN with no other input.)
Entering A Listing
Once you're in Enter mode, MLX prints
the address for each program line for
you. You then type in all nine numbers
on that line, beginning with the first
two-digit number after the colon (:).
Each line represents eight data bytes
and a checksum. Although an MLX-
format lisHng appears similar to the
"hex dump" listings from a machine
language monitor program, the extra
checksum number on the end allows
MLX to check your typing. (Commo-
dore 128 users can enter the data from
an MLX listing using the built-in moni-
tor if the rightmost column of data is
omitted, but we recommend against it.
It's much easier to let MLX do the proof-
reading and error checking for you.)
When you enter a line, MLX recal-
culates the checksum from the eight
bytes and the address and compares
this value to the number from the ninth
column. If the values match, you'll hear
a bell tone, the data will be added to the
workspace area, and the prompt for the
next line of data will appear. But if MLX
detects a typing error, you'll hear a low
buzz and see an error message. The line
will then be redisplayed for editing.
Invalid Characters Banned
Only a few keys are active while you're
entering data, so you may have to un-
learn some habits. You do not type
spaces between the columns; MLX
automatically inserts these for you. You
do mt press RETURN after typing the
last number in a line; MLX automatical-
ly enters and checks the line after you
type the last digit.
Only the numerals 0-9 and the let-
ters A-F can be typed in. If you press
any other key (with some exceptions
noted below), you'll hear a warning
buzz. To simplify typing, 128 MLX re-
defines the function keys and + and —
keys on the numeric keypad so that you
can enter data one-handed. (The 64
version incorporates the keypad modi-
fication from the March 1966 "Bug-
Swatter" column, lines 485-487.) In
either case, the keypad is active only
while entering data, Addresses must be
entered with the normal letter and
number keys. The figures above show
the keypad configurations for each
version.
MLX checits for transposed charac-
ters. If you're supposed to type in AO
and instead enter OA, MLX will catch
your mistake. There is one error that
64 MLX
Keypad
7
8
9
4
U
s
I
6
O
F
P
1
J
2
K
3
L
E
■M
J;
A
M
B
C
D
/
^ Space
128 MLX Keypad
A
(Fl)
B
(F3>
C
(F5)
D
(t7)
7
8
9
E
(+)
4
5
6
V
<-)
1
2
3
E
N
T
E
R
•
can slip past MLX; Because of the
checksum formula used, MLX won't
notice if you accidentally type FF in
place of 00, and vice versa. And there's
a very slim chance that you could gar-
ble a line and still end up with a combi-
nation of characters that adds up to the
proper checksum. However, these mis-
takes should not occur if you take rea-
sonable care while entering data.
Editing Features
To correct typing mistakes before fin-
ishing a line, use the INST/DEL key to
delete the character to the left of the
cursor. (The cursor-left key also de-
letes.) If you mess up a line really badly,
press CLR/HOME to start the line over,
The RETURN key is also active, but
only before any data is typed on a line.
Pressing RETURN at this point returns
you to the command menu. After you
type a character of data, MLX disables
RETURN until the cursor remms to the
start of a line. Remember, you can press
CLR/HOME to quickly get to a line
110 COMPUTErs Gazette August 19fl7
number prompt.
More editing features are available
when correcting lines in which MLX
has detected an error. To make correc-
tions in a line that MLX has redisplayed
for editing, compare the line on the
screen with the one printed in the list-
ing, then move the cursor to the mis-
take and type the correct key, The
cursor left and right keys provide the
normal cursor controls. (The INST/
DEL key now works as an alternative
cursor-left key.) You cannot move left
beyond the first character in the line. If
you try to move beyond the rightmost
character, you'll reenter the line. Dur-
ing editing, RETURN is active; pressing
it tells MLX to recheck the line. You can
press the CLR/HOME key to clear the
entire line if you want to start from
scratch, or if you want to get to a line
number prompt to use RETURN to get
back to the menu.
Display Data
The second menu choice, DISPLAY
DATA, examines memory and shows
the contents in the same format as the
program listing (including the check-
sum). When you press D, MLX asks you
for a starting address. Be sure that the
starting address you give conesponds
to a line number in the listing. Other-
wise, the checksum display wil! be
meaningless. MLX displays program
lines until it reaches the end of the pro-
gram, at which point the menu is redis-
played. You can pause the display by
pressing the space bar. (MLX finishes
printing the current line before halting.)
Press space again to restart the display.
To break out of the display and get back
to the menu before the ending address
b reached, press RETURN.
Other Menu Options
Two more menu selections let you save
programs and load them back into the
computer. These are SAVE FILE and
LOAD FILE; their operation is quite
straightfonvard. When you press S or L,
MLX asks you for the filename. You'll
then be asked to press either D or T to
select disk or tape.
You'll notice the disk drive starting
and stopping several times during a
load or save (save only for the 128 ver-
sion). Don't panic; this is normal be-
havior. MLX opens and reads from or
writes to the file instead of using the
usual LOAD and SAVE commands
(128 MLX makes use of BLOAD). Disk
users should also note that the drive
prefix 0: is automatically added to the
filename (line 750 in 64 MLX), so this
should not be included when entering
the name. This also precludes the use of
@ for Save-with-Replace, so remember
to give each version you save a different
name. The 128 version makes up for
this by giving you the option of scratch-
ing the existing file if you want to reuse
a filename.
Remember that MLX saves the en-
tire workspace area from the starting
address to the ending address, so the
save or load may take longer than you
might expect if you've entered only a
small amount of data from a long list-
ing. When saving a partially completed
listing, make sure to note the address
where you stopped typing so you'll
know where to resume entry when you
reload.
MLX reports the standard disk or
tape error messages if any problems are
detected during the save or load. (Tape
users should bear in mind that Commo-
dore computers are never able to detect
errors during a save to tape.) MLX also
has three special load error messages:
INCORRECT STARTING ADDRESS,
which means the file you're trying to
load does not have the starting address
you specified when you ran MLX;
LOAD ENDED AT address, which
means the file you're trying to load
ends before the ending address you
specified when you started MLX; and
TRUNCATED AT ENDING AD-
DRESS, which means the file you're
trying to load extends beyond the end-
ing address you specified when you
started MLX. If you see one of these
messages and feel certain that you've
loaded the right file, exit and rerun
MLX, being careful to enter the correct
starting and ending addresses.
Tlie 128 version also has a CATA-
LOG DISK option so you can view the
contents of the disk directory before
saving or loading.
The QUIT menu option has the ob-
vious effect — it stops MLX and enters
BASIC. The RUN/STOP key is dis-
abled, so the Q option lets you exit the
program without turning off the com-
puter. (Of course, RUN/STOP-RE-
STORE also gets you out.) You'll be
asked for verification; press Y to exit to
BASIC, or any other key to return to the
menu. After quitting, you can type
RUN again and reenter MLX without
losing your data, as long as you don't
use the clear workspace option.
The Finished Product
When you've finished typing all the
data for an ML program and saved your
work, you're ready to see the results.
The instructions for loading and using
the finished product vary from program
to program. Some ML programs are de-
signed to be loaded and run like BASIC
programs, so all you need to type is
LOAD "fUename" ,B for disk (DLOAD
"fikname" on the 128) or LOAD "file-
name" for tape, and then RUN. Such
programs will usually have a starting
address of 0801 for the 64 or ICO 1 for
the 128. Other programs must be re-
loaded to specific addresses with a com-
mand such as LOAD "filename",^, 1 for
disk (BLOAD "filename" on the 128) or
LOAD "filename",!, 1 for tape, then
started with a SYS to a particular mem-
ory address. On the Commodore 64,
the most common starting address for
such programs is 49152, which corre-
sponds to MLX address COOO. In either
case, you should always refer to the ar-
ticle which accompanies the ML listing
for information on loading and running
the program.
An Ounce Of Prevention
By the time you finish typing in the data
for a long ML program, you may have
several hours invested in the project.
Don't take chances — use our "Auto-
matic Proofreader" to type the new
MLX, and then test your copy tborough-
ty before first using it to enter any sig-
nificant amount of data. Make sure all
the menu options work as they should.
Enter fragments of the program starting
at several different addresses, then use
the Display option to verify that the
data has been entered correctly. And be
sure to test the Save and Load options
several times to ensure that you can re-
call your work from disk or tape. Don't
let a simple typing error in the new
MLX cost you several nights of hard
work.
Program 1:
64
MLX For Commodore
SS 10 REM VERSION 1.1: LINES 8
30,950 MODIFIED, LINES 4
85-48 7 ADDED
POKE 56,50tCLRtDIM INS,
I,J,A,B,A5,B5,A(7),N$
C4 -48 J C6= 16 1 C7=7 1 22-2 i Z
4-254 ! 25=255 tZ6=256 iZ7"
127
FA=.pEEK(45)+Z6*PEEK(4e)
! BS-PEEK ( 55 } +26 *PEEK ( 56
) jH5="01234567S9ABCDEF"
R?=CHR5 ( 13 ) :LS=" [LEFT } "
:S?=" ":D5-CHR9(20) jZS-
CHRSCB) JT5-'M13 RIGHT 1"
SD-54272SFOR 1=SD TO SD
+23: POKE I,0iNEXTtPOKE
£SPACE)SD+24,15:POKE 78
8,52
PRINT" {CLR!"CHRS {142 )CH
R?(8)jP0KE 53Z80,15!POK
E 53281,15
PRINT T5" (RED) (RVS)
{2 SPACES )E8 ?|
[2 SPACEsi"SPC(2B)"
(2 SPACES) f OFF HBLU] ML
X II I RED H RVS 1
(2 SPACES }"SPCt 28)"
112 SPACES HBLUI"
FR 170 PRINT" {3 DOWN)
[3 SPACES JCOMPUTEl 'S MA
CHINE LANGUAGE EDITOR
(3 DOWN)"
JD 180 PRINT" fBLK} STARTING ADD
EK
100
DM
110
CJ
120
SB
130
CQ
140
PC
150
EJ
160
COMPUTERS Gaielto August 19B7 1H
RESSi4i"; !GOSUB300!Sft=A
DiGOSUB1040:IF F THEK18
GF 190 PRINT"fBLKK2 SPACES)EN
DING ADDRESS i4|" t :GOSUB
300tEA=ADiGOSUB1030sIF
( SPACE}? THEN! 90
KR 200 INPUT"i3 DOWN) {BLK)CLEA
R WORKSPACE [Y/N]|43";A
Si IF LEFT5(A5,lJ<>"Y"TH
EN 2 20
PG 210 PRINT" [2 DOWN 3 [ BLU ) WORK
ING. . ."; :FORI=BS TO BS+
EA-SA+7iP0KE I,0iNEXTiP
RI NT "DONE"
DR 220 PRINTTAB(10)" J2 DOWN)
(BLKltRVS] MLX COMMAND
i SPACE JmENU {D0WN)|4i"!
PRINT T9"[RVS)e{0PF)NTE
R DATA"
BD 230 PRINT T$"{RVSJd{OFF)ISP
lay data";pr1nt t5"
(rvs]l{off1oad file"
JS 240 PRINT TS"{RVS)s£oFF)AVE
FILE":PRINT TS"{HVSJQ
(off3uit{2 downJ[blk1"
jh 2s0 get a$!lf as-'ns then250
HK 260 A-0tFOR 1=1 TO 5: IF A?=:
MID5C"EDLSQ",I,1)THEN A
a 1 1 1=5
FD 270 NEXTiON A GOTO420 , 610, 6
90, 700, 260 :GOSUB1060 jGO
TO2S0
EJ 280 PRINT"(RVSj QUIT "tlNPU
T"(D0WNH43ARE YOU SORE
Cy/N]";A$:IF LEFTS(A5.
1)<>"Y"THEN220
EM 290 POKE SD424,0tEND
JX 300 INS»N5:AD=0:INPUTIN$tXF
LEN ( 1H5 ) < >4THENRETURN
KF 310 BS=IN$:GOSUB320:AD=A:BS
=MIDS(IN$,3) !GOSUB320;A
D=AD*256+AiRETURN
PP 320 A=0!FOB JBj TO 2tA$=MID
S(B5,J,1) iQ=ASC(A5)-C4+
(AS>"@")*C7fA-A*C6+B
JA 330 IP B<0 OR B>15 THEN AD=
0:A=-l!j=2
GX 340 NEXTiRETURN
CH 350 B=INT(A/C6) 1 PRINT MID$(
H$,B+1,1) f iB=A-B*C6jPRI
NT MID5(HS,B+1,1); tRETU
RN
RR 360 A=INT(AD/Z6)jGOSUB350!A
-AD-A*Z6 !GOSUB350 t PRINT
BE 370 CK=INT{AD/Z6) iCK=AD-Z4*
CK+Z5*(CK>27)iGOTO390
PX 3S0 CK=CK*Z2+Z5*(CK>Z7)+A
JC 390 CK=CK+Z5*{CK>Z5) J RETURN
QS 400 PRINT "[DOWN} STARTING AT
!4i";!GOSUB300:IF IN$<>
N? THEN GOSUB10301IF F
[ SPACE )THEN400
EX 410 RETURN
HD 420 PRINT"{RVSj ENTER DATA
(SPACE)"!GOSUB400iIF IN
5=N5 THEN220
JK 430 OPEN3,3:PRINT
SK 440 POKE19B,0:GOSUB360iIF F
THEN PRINT 1N$;PRINT"
[up} (5 RIGHT}";
GC 450 FOR 1=0 TO 24 STEP 3 tBS
=SS!FOR J=l TO 2: IF P T
HEN B?=MIDS(IN?,I+J,1)
HA 460 PRINT " (RVS ) "B?L5 ;! IF I<
24THEN PRINT" (OFF)";
HD 470 GET A?!lF A?=N5 THEN470
FK 480 IF(AS>"/"ANDA5<"!")0R(A
S>"@"aNDA5t"G")THENS40
GS 485 A=-(A5="M")-2*(AS=", ")-
3*(AS=".")-4*(AS="/")-5
*(AS="J")-6*(A?="K")
FX 486 A=A-7»(A5="L")-8*(A5=":
")-9*(A?="U")-10*(AS="I
")-ll*(A5="0")-12*(A5="
P")
CM 487 A=A-13*{A$=S$) iIF A THE
N ASbMIDS("ABCD123E456F
0",A, 1):GOTO 540
MP 490 IF A5=RS AND((I=0)AND( J
=1)0R F)THEN PRINT B$ ; :
J=2!NEXTil=24:GOTOS50
KC 500 IF AS="[H0ME)" then PRI
NT B$;J=2:NEXTiI=24!KEX
T!F=0iGOTO440
MX 510 IF (A5="{ RIGHT }")ANDF TH
ENPRINT B5LS; 1GOTO540
GK 520 IP ASOLS AND A$<>D$ OR
( (1=0) AND ( J-!l )) THEN GOS
UB10601GOTO470
HG 530 AS=L5+S5+L5jPRINT B$L?;
jJ'^2-J:IF J THEN PRINT
[ SPACE ]L$; ! 1=1-3
QS 540 PRINT A5:jNEXT J: PRINT
[SPACE 3 S5;
PM 550 NEXT IiPRINTiPRINT"{UP3
tS RIGHT]"; iINPUT»3,IN5
!IF IN5=K5 THEN CLOSES:
GOTO220
QC 560 FOR 1=1 TO 25 STEP3iB$=
MIDS(IN9,I) !GOSUB320:1F
I<25 THEN GOSUB3B0iA(I
/3)»A
PK 570 NEXTiIF A<>CK THEN GOSU
B1060 1 PRINT "(BLK}[RVS)
[SPACE} ERROR! REENTER L
INE i4i"iF-l:GOTO440
HJ 580 GOSUB1080:BwBS+AD-SA!FO
R 1=0 TO 7: POKE B+I,A(I
):NE)(T
QQ S90 AD=Ar>+-e!lF AD>EA THEN C
L0SE3 ! PRINT "[ DOWN } f BLU }
** END OF ENTRY •*[BLK}
(2 DOWN) "jGOTO700
GQ 600 F-»0:GOTO440
QA 610 PRINT "!CLR) [DOWN) (RVS)
[SPACE] DISPLAY DATA "tG
OSUB400!lF IN?=N5 THEN2
20
RJ 620 P RI NT " {DOWN} {BLU 3 PRESS s
(RVS 3 SPACE (off] to PAU
SE, [ RVS ) RETURN (off) TO
BREAKB4i{D0WN)"
KS 630 GOSUB360 !B=BS+AD-SAiFOR
I=BT0 B+7iA=PEEK(I) tGOS
UB350iGOSUB3e0iPRINT S?
CC 640 NEXTiPRINT"ERVS]"; iA=CK
:GOSUB350!PRINT
KH 650 F=1jAD=AD+BiIF AD>EA TH
ENPRINT "{DOWN} {BLU J** E
MD OP DATA **"iGOTO220
KC 660 GET AStIF A5-R5 THEM GO
SUB10e0:GOTO220
EQ 670 IF A5-S9 THEN F=F+liGOS
UB10B0
AD 680 ONFGOTO630,660,630
CM 690 PRINT"{D0WN]{HVS] LOAD
(SPACE) DATA "iOP=l(G0TO
710
PC 700 print"{ix)Wn3(rvs) save
(SPACE) FILE "!OP'-0
RX 710 IN5-NS < INPUT" (DOWN }F1LE
NAMEB4l";IN5iIF 1NS-M$
[SPACE] THEN 2 20
PR 7 20 F=0 I PRINT "{ DOWN ](BLK}
{RVS}T{OFF)aPE or (RVS)
D{OFF)lSKi E4i";
FP 730 GET A? I IF A5»"T"THEN PR
INT "T i DOWN }" tGOTOeSO
HQ 740 IP A5<>"D"THEN7 30
HH 750 PRINT "D[ DOWN )"iOPEN15, 8
,15, "10t "iB-EA-SA:IN5-"
0:"+IN?:IF OP THEN810
SQ 760 OPEN 1,8,8,IN$+",P,W"!G
OSUBB601IF A THEN220
FJ 770 AH=«INT(SA/256) [At^SA-tA
H*256) 5PRINT»l,CHR$tAL)
;CHR$(AH);
PE 780 FOR 1-0 TO Bi PRINT* 1,CH
R5(PEEK(BS+I)) r iIF ST T
HEN800
FC 790 NEXTiCLOSElsCLOSElSiGOT
0940
GS 800 GOSUB1060! PRINT "(DOWN)
(BLK) ERROR DURING SAVEi
i43"iGOSUB860tGOTO220
MA 810 OPEN l,8,8,INS+",P,R"iG
OSUBB60JIF A THEN220
GE 820 GET#1,A$,BS!AD-ASC(AS+Z
S)+256*ASC(B$+Z$) tIF AD
OSA THEN F=ltGOTO850
RX 830 FOR 1=0 TO BsGETfl.AJtP
OKE BS+I,ASC(A5+Z5) !IF(
I<>B)AND ST THEN F=2iAD
sllI-B
FA 840 NEXTiIF ST<>64 THEN F"3
FQ 850 CLOSEl!CL0SE15:0N ABS(F
>0)+l GOTO960,970
SA 860 INPUT#15,A,A$!lF A THEN
CLOSEl iCLOSElS :GOSUB10
60!PRINT"[RVS3ERROR: "A
S
GQ 870 RETURN
EJ 880 POKE183,PEEK(FA+2):POKE
187, PEEK {FA+3) sPOKElSS,
PEEK{FA+4) jIFOP=0THEN92
HJ 890 SYS 63466tIF(PEEK(783)A
NDDTHEN GOSUB1060:PRIN
T " ( DOWN 3 ( RVS ) FILE NOT
{SPACE) FOUND ":GOTO690
CS 900 AD=PEEK(829J+2 56*PEEK(6
30): IF ADOSA THEN F=l :
GOTO970
SC 910 A=PEEK(831)+256*PEEK(B3
2)-l !P=F-2*{A<EA)-3*(A>
EA) tAD=A-AD!GOTO930
KM 920 A=SA:B=EA+l!GOSUB1010:P
OKE780,3rSYB 63338
JF 930 A=BStB=BS+<EA-SA)+l!GOS
UB101C!ON OP GOTO950!SY
S 63591
AE 940 GOSUB1080tPRINT"(BLU}**
SAVE COMPLETED **":GOT
0220
XP 950 POKE147,0:SYS 63562jIP
{ SPACE )ST>0 THEN970
FR 960 GOSUB1080:PRINT"{BLU) **
LOAD COMPLETED **"5GOT
0220
DP 970 GOSUBl 060! PRINT" (BLK!
(RVS) ERROR DURING LOADi
(down) 143" SON F G0S0B9B
0,990, 1000 1GOTO220
PP 960 PRI NT "INCORRECT START IN
G ADDRESS ( " ; iGOSUB360 :
PRINT" )":RETURN
GR 990 PRINT"LOAD ENDED AT ";J
AD='SA+ADiGOSUB360:PRINT
DS ! RETURN
FD 1000 PRINT "TRUNCATED AT END
ING ADDRESS"! RETURN
RX 1010 AH=INT(A/256) 5AL3A-(AH
*256) tPOKE193,AL:P0KEl
94, AH
FF 1020 AH=INT(B/256) !AL=B-(AH
•256) !POKE174,AL:POKE1
75, AH: RETURN
FX 1030 IF AD<SA OR AD>EA THEN
1050
HA 1040 IF(AD>511 AND AD< 40960
t12 COMPUTE! S Gazette August 19 B7
HC 1050 (
Wk
AR 1060
DX 1070
PF 1080
AC 1090
y ■rr.yy.l
^iw^0f^-
)OR{AD>49151 AND AD<53
248) THEN GOSUB1080-.F=0
! RETURN
GOSUBl 060 : PRI NT " £ HVS )
E SPACE UNVALI D ADDRESS
f DOWN] [BLKl"iP*l!RETU
RN
POKE SD+5,31iPOKE SD+6
,208!POKE SD,240!POKE
( SPACE ) SD+l, 4 1 POKE SD-I-
4,33
FOR S=l TO 100!NEXT:GO
TO1090
POKE SD+5,8:POKE SD4-6r
240! POKE SD, 01 POKE SD+
1,90 I POKE SD+4,17
FOR S-l TO 100iNEXTiPO
KE SD+4,0:POKE SD,0iPO
KE SD+ 1,0: RETURN
y/
'y
Prbgraiti 2: MLX For Commodore
128
AE 100 TRAP 960IPOKE 4627,128:
DIM NLS,A(7)
XP 110 Z2-2:Z4»2S4jZ5a25StZ6=2
56iZ7=127!BS='256*PEEK(4
627) :EA=65280
FB 120 BE5=CHR5(7)5RTS=CHR5(13
) t DLS=CHRS ( 20 ) ! SP$=CHR9
(32)iLFS=CHR5(157)
KE 130 DEF FNHB(A)=IHT( A/256)!
DEF FNLaCA)=A-FNHB(A)*2
56iDEF FNAD(A)-PEEK(A)+
2S6*PEEK(A+1)
JB 140 KEY l,"A":KEy 3,"B"iKEY
5,"C"iKEy 7,"D"iV0L IS
slF RGR(0)=5 then PAST
FJ 150 PRINT '■{ CLR } "CHRS( 142 },-C
HR9(8);C0L0R 0,15:COLOR
4, IS [COLOR 6,15
GQ 160 PRINT TAB(12)"{RED3
lRVSl{2 SPACES)i9 ?!
{2 SPACES )"RTS)TAB( 12)"
tRVS)f2 SPACES) [OFF)
{BLui 128 MLX [red)
t RVS } f 2 SPACES ) " RT 5 ; TAB
(12)"[RVSH13 SPACES}
( BLU 3 "
PRINT" J 2 DOWNj
(3 spaces )compute t 's ma
chime language editor
[2 down)"
DK 180 PRINT" (bLK J STARTING ADD
RESSi4i"j sGOSUB 260tIF
I SPACE) AD THEN SA^-ADiEL
SE 180
FH 190 PRINT"fBLK){2 SPACES ) EN
DING ADDRESS|4i"; jGOSUB
260 j IP AD THEN EA=ADtE
LSE 190
MF 200 PRINT" [DOWN] [BLK} CLEAR
(SPACE) WORKSPACE [Y/N]7
i43"rGETKEY ASiIF AS<>"
Y" THEN 220
QH 210 PRINT "( DOWN }( BLU} WORK IN
G . . . " ; t BANK : FOR A=BS
[SPACE] TO BS+(EA-SA}+7!
POKE A,0jNEXT AiPRINT"D
ONE"
DC 220 PRINT TAB(10)"[DOWN}
[ BLK) [RVS) MLX COMMAND
(SPACE) MENU 143 [DOWN)":
PRINT TAB{13)"£RVS}E
^///Y//, E0FF}NTER DATA"RT5;TAa(
y//M' 13)"(rvs3d{off)isplay d
ata "rt? ', tab { 1 3 ) " [ rvs ] l
[offJoad file"
hb 230 print tab( 13 ) " [ rvs )s
[OFF J AVE FILE" RT?; TAB (1
3 j " { RVS } C [ OFF ) ATALOG DI
SK"RT5;TAB{13)"{RVS)Q
[ OFF )UIT[ DOWN} [BLK}"
AP 24fl GETKEY A? tA=IHSTR( "EDLS
CQ",AS)!ON A GOTO 340,5
50,640,6 50,930, 940 1 GOSU
B 950!GOTO 240
SX 250 PRINT"STARTING AT"j IGOS
UB 260:IF(AD<>0}OR(A$=N
L5)THEN RETURN -.ELSE 250
BG 260 AS=NL$:1NPUT AS: IF LEN(
A5)=4 THEN AD=DEC(A?)
PP 270 IF AD=0 THEN BEGIN: IF A
S<>NL5 TtlEN 300! ELSE RE
TURK! BEND
MA 280 IF AD<SA OR AD>EA THEN
{SPACE} 300
PM 290 IF AD>S11 AND AD<652e0
[SPACE)THEN print be?;:
RETURN
SQ 300 GOSUB 950! PRINT "(RVS) I
HVALID ADDRESS [DOWN]
(BLK3"jAD=0! RETURN
RD 310 CK'-PNHBCAD) :CKt=AD-Z4*CK
+ZS*(CK>Z7) :GOTO 330
DD 320 CK-CK*Z2+Z5*(CK>Z7)+A
AH 330 CK>'CK+25*(CK>Z5) t RETURN
QD 340 PRINT BE5;"[RVS) ENTER
(SPACE) DATA ": GOSUB 250
:IF A$=NL5 THEN 220
JA 350 BANK tPRINT : F=0:OPEN 3
,3
BR 360 GOSUB 310 SPRINT HEX? (AD
)+"i";iIF F THEN PRINT
[SPACE)LSiPRINT"(UPj
[5 RIGHT) "f
QA 370 FOR 1=0 TO 24 STEP 3iB5
=SP9:F0R J=l TO 2iIF F
{space} THEN B9=MID5(L5,
I+J,l)
PS 3B0 PRINT"[RVSj"a?+LF$fiIF
[SPACE}I<24 THEN PRINT"
( OFF ) " f
RC 390 GETKEY A5tIF (A?*"/" AN
D AS<"i") OR(A5>"e" AND
A5<''G") THEM 470
AC 400 IF A5=" + '' THEN A5="E":G
OTO 470
QB 410 IF A5="-" THEN A5="F"iG
OTO 470
FB 420 IF A$=RTS AND { (I^ ) AN
D (J=l) OR F> THEN PRIN
T B?!iJ-2iNEXT:I=24:GOT
O 480
RD 430 IF AS="{H0ME]" THEN PRI
NT BSiJ-2!NEXTiI=24iNEX
TjF»0:GOTO 360
XB 440 IF (AS=" (RIGHT]") AND F
THEN PRINT BS+LP5r:G0T
470
JP 450 IF A$<>LF5 AND A$<>DL5
(SPACE )0R ((I=«) AND (J
=1)) THEN GOSUB 950iGOT
O 390
PS 460 A5=LF5+SP$+LF5 SPRINT B?
+ LF$;!ji=2-JtIF J THEN P
RIHT LF5; tI=I-3
GB 470 PRINT A5;sNEXT JsPRIKT
( SPACE ) SP5 ;
HA 480 NEXT I:PRINT!PRINT"[UP)
[5 RIGHT)"; !LS«="
[27 SPACES)"
DP 490 FOR 1*1 TO 25 STEP 3iGE
T#3,A5,B5!lP A5-SPS THE
N I=25rNEXTiCLOSE SiGOT
O 220
BA 500 A9=A9+BS!A-DEC(A$) !MIDS
(L5,I,2)-A5:IF K25 THE
N GOSUB 320;A{l/3)-AsGE
T#3,A?
AR 510 NEXT 1 1 IF A<>CK THEN GO
SUB 9501 PRINT! PRINT"
(RVSl ERROR! REENTER LI
NE "!F=l!GOTO 360
DX 520 PRINT BE?!B=BS+AD-SA!FO
R 1-0 TO 7: POKE B+I,A(I
) I NEXT I
XB 530 F-0!AD-AD+8iIP AD<"EA T
HEN 360
CA 540 CLOSE 3: PRINT" (DOWN J
{BLU}** END OF ENTRY **
[BLK) [2 DOWNj"!GOT0 650
MC 550 PRINT BE$;"(CLR} [DOWN}
(RVS} DISPLAY DATA "iGO
SUB 250! IF A$=NL$ THEN
[SPACE) 220
JP 560 BANK 0! PRINT "[DOWN}
[BLU] PRESS! (SVSj SPACE
[OFF] TO PAUSE, I RVS ) RE
/y///}'/ TURN [OFF 3 TO BREAK|4i
[DOWN]"
PRINT HEX5(AD)+":"; :GOS
UB 310!B=BS+AD-SA
FOR I=B TO B+7iA=PEEK(I
): PRINT RIGHT? (HEX? (A),
2);SP?; iGOSUB 320!NEXT
[SPACE] I
PRINT " ( RVS ) " ; RIGHT? ( HEX
?(CK),2)
F=liAD=AD+8:IF AD>EA TH
EN PRINT"[BLU)** END OF
DATA **":GOTO 220
GET ASiIF AS^RT? THEN P
RINT BE?: GOTO 220
IF A5=SPS THEN F=F+liPR
INT BE?;
ON F GOTO 570,610,570
PRINT BE?" (DOWN) [RVS] L
OAD DATA "lOP-liGOTO 66
PRINT BE? "(DOWN} [RVS) S
AVE FILE ":OP=0
F=0;F?=NL?: INPUT "FILENA
MEi4i";FS!lF F?=«NL? THE
H 220
PRINT" (DOWN) {BLK} [RVS)T
(0PF}APE OR [RVS)D{OrF)
rSK! 143";
SQ 680 GETKEY A?: IF A?="T" THE
N 850:ELSE IF A?<>"D" T
HEN 680
SP 690 PR1NT"DISK[D0WN)":IF OP
THEN 760
EG 700 DOPENIl, (F?+",P"),WtIF
(SPACE)DS THEN A?-DS5iG
OTO 740
JH 710 BANK 0:POKE BS-2,FHLB(S
A)!POKE BS-1 ,FNHB(SA) :P
RINT "SAVING ";F5! PRINT
MC 720 FOR A=BS-2 TO BS+EA-SA:
PRINT»1,CHR?(PEEK(A}); :
IF ST THEN A?«"DISK WRI
TE ERROR": GOTO 750
GC 730 NEXT A: CLOSE liPRINT"
[BLU}** SAVE COMPLETED
( SPACE )WITHOUT ERRORS *
*":GOTO 220
RA 740 IF DS=63 THEN BEGIN:CLO
SE l! INPUT "(BLK) REPLACE
EXISTING FILE [Y/N}g43
",'A?:IF A?="Y" THEN SCR
ATCH(F?>iPRINTiGOTO 700
!ELSE PRINT" [BLK) "iGOTO
660 I BEND
GA 750 CLOSE li GOSUB 950: PRINT
"[BLK] [RVS) ERROR DURIN
G SAVE: g4i": PRINT A? :G
OTO 2 20
FD 760 DOPEN#l, (F?+",P"}:IF DS
THEN A?=DS?:F=4! CLOSE
( SPACE )liGOTO 790
XA
■^70
DJ
580
XB
590
GR
600
EB
610
QK
620
XS
630
RF
640
BP
650
DM
660
RF
670
COMPUTE.' sGszBftfl Augusl 1987 113
PX 7 70 GET #1,A$.BS! CLOSE 1:AD=
ASC(A?)+356*ASC(B5):rF
{SPACEJADOSA then F=1:
GOTO 790
KB 780 PRINT "LOADING ";P5;PRIN
T!aLOADCF5),B0,P{8S) tAD
=SA+FNAD( 174>-BS-1 iF=-2
*(A[J<EA)-3*(AD>EA)
RQ 790 IF F THEN 800tELSE PRIN
T"tBLU)** LOAD COMPLETE
D WITHOUT ERRORS **":G0
TO 2 20
BR 800 GOSUB 950 : PRINT "(BLK)
{RVS) ERROR DURING LOAD
t i4i":0N P GOSUB 610,6
20,830,840tGOTO220
QJ 810 PRINT "INCORRECT STARTIN
G ADDRESS ( " [ HEX$ ( AD) r "
) " : RETURN
DP S20 PRINT"LOAD ENDED AT ";H
EX|(AD):RETURN
EB 830 PRINT "TRUNCATED AT ENDI
NG ADDRESS ("HEXS(EA)")
" : RETURN
FP 840 PRINT "DISK ERROR ";A$£R
ETURN
KS 850 PRINT"TAPE":AD=POIKTER(
F5)iBANK 1;A=PEEK(AD) lA
L=PEEK[AD+1 ) jAH=PEEK(AD
+2)
XX 360 BANK ISiSYS DEC("FF6a")
,0,1:SYS DEC("FFBA"),1,
1,0!SYS DEC("FFBD"),A,A
L.AHjSYS DEC{ "FF90"),12
8: IP OP THEN 890
EG 670 PRINTiA='SA:B=EA+ltGOS08
9201SYS DECl"E919"),3i
PRINT "SAVING "rFS
AB 360 A=BSiB-BS+(EA-SA}+ltGOS
UB 920!SYS DECC'EAia"):
PRINT" i DOWU] [BLUJ** TAP
E SAVE COMPLETED **":G0
TO 2 20
CP 890 SYS DEC{"E99A") sPRINTil
F PEEK (261 6) =5 THEN GOS
UB 9501 PRINT "(DOWN J
{BLKHRVS} PILE NOT FOU
ND "tGOTO 220
GQ 900 PRINT"LOADING ...iOOWN)
"!AD=FNAD(2817) IIP ADO
SA THEN F=liGOTO 800:EL
SE AD=PNAD(2819)-l!F=-2
*(AD<EA)-3*(AD>EA)
JD 910 A=«BS!B=BS+(EA-SA)+1:G0S
UB 920 1 SYS DEC{"E9FB")j
IF ST>0 THEN 808 1 ELSE 7
90
XB 920 POKE193,FNLB{A) !POKE194
,PNHB(A}tPOKE 174,FNLB(
B):POKE 175,FNHB(B):RET
URN
CP 930 CATALOG SPRINT "{DOWN}
(BLU)** PRESS ANY KEY F
OR MENU *«"iGETKEY A5iG
OTO 220
MM 940 PRINT BE?" {RVS] QUIT
i43";RT$;"ARE YOU SURE
[SPACE )[Y/N3?"iGETKEY A
?:IF A?<>"Y" THEN 220 sE
LSE PRINT" {CLR3"i BANK 1
5: END
JE 950 SOUND 1,500, 10 -.RETURN
AF 9&0 IF ER-14 AND EL-260 THE
N RESUME 300
MK 970 IF ERal4 AND EL-500 THE
N RESUME NEXT
KJ 980 IF ER=4 AND EL=7B0 THEN
F=4:AS=DS5: RESUME 800
DQ 990 IF ER=30 THEN RESUME! EL
SE PRINT ERR$(ER)!" ERR
OR IN LINE"; EL «
LANDMARK vl.O
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Arori SC tJHIGS 19.00
C-170I, BMC Color 16.00
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C.lWJA'Mogn.. JO 5 9.00
NEC (Jtolg Modil) 19.00
MognavOh BO RGB 19.00
Pririceion [Stote Model 19.00
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^a^^an (State Modvl) 19.00
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VIDEO RECORDERS 13.00
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Classified
SOFTWARE
ARE 1541 DISK DRIVE ALIGNMENT PROGRAM
Easy to use. No special ttxils r«j'd! Includes detail
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New PIU3/4 and C 128 Softwara (dtak only]
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Write for info. CARDINAL SOFTWARE, 14340
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DARKSTAR SYSTEMS SOFTWARE CBBS
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2R8
C64 FINEST PUBLIC DOMAIN PROGRAMS
•On Disk* Most SI. 51) "On Disk*
Y'OU pick the programs that you want!!!
For a list and description, SEND SASE to:
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'*•• BBS CONSTRUCTION KIT 138 & 64 *"*
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Micro Detective: The Intelllgsnt Debugger
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100 NEW PUBLIC DOMAIN ['HOGRAMS!
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FREE PUBLIC DOMAIN SOFTWARE - Request
free catalog or send S2 for sample disk
,ind catalog (relundaWe). Commodore 64-128
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BIORHYTHMS CHART PROGRAM: This
program prints numerical Bio-rhythm charts for
any month: C64:Di5k:Printer. Send SI 0.00 to:
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50 GREAT ARCADE GAMES ON ONE DISK OR
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Please c.ill these numbers IMMEDIATELY!
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Mure than 200 great ML routines for 64 .ind
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ROUHNES FOR THE COMMODORE 64/12S,
Explanatitins, uses, commented source code. 585
pages, $18.95. Check vour local bookstore or call
<800> 346-6767,
COMPUTEl's Gazette Classified is a low-cost way to tell over
275,000 microcomputer owners about your product or service.
Rates: S25 per line, minimum of four lines. Any or all of the first line set in capital
letters at no charge. Add $15 per line for boldface words, or $50 for the entire ad set
in boldface (any number of lines.) Inquire about display rates.
Terms: Prepayment is required. Check, money order, American Express, Visa, or
MasterCard is accepted. Make checks payable to COMPUTE! Publications.
Form; Ads are subject to publisher's approval and mtist be either typed or legibly
printed. One line equals 40 letters and spaces between words. Please underline
words to be set in boldface.
General Information: Advertisers using post office box numbers irt their ads must
supply permanent address and telephone numbers. Orders will not be acknowl-
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Closing: 10th of the third month preceding cover date (e.g., June issue closes March
10th), Send order and remittance to: Harry Blair, Classified Manager, COMPUTEl's
Gazette, P.O. Box 5406, Greensboro, NC 27403. To place an ad bv phone, call Harry
Blair at (919) 275-9809.
Notice: COMPUTE! Publications cannot be responsible for offers or claims of
advertisers, but will attempt to screen out misleading or questionable copy,
Nearly 400 EXTREMELY INEXPENSIVE C64 PD
programs await you. Send S5 lor two DS disks
with 90-t- programs, a listing and information.
Erie Richardsun, Box 681 208, San Antonio,
Texas 78268-1208 ["AST SERVICE.
LOSE, GAIN OR MAINTAIN Wt-IIGHT WITH
DIET PLANNER. MO t servint's, up to 7 days!
C64/disk: $33 + $2 s/h. Stevens Software,
203 Thomas Dr., LiCrangc, GA 30240
HARDWARE
COMPUTER REPAIR - C64;$45, 1541:S50
Parts available. (816) 872-631 1
Mom & Pops Computer Shop, RK»2, Box 119
Cainsville, MO 64632 MO/COD
•• COMMODORE REPAIR "
C64:$45, SX64:$75, 1541:150, 1571 :$65
Will buy used units. Repairs warranted 30 days,
DaveTavlor, 5106 Davenlry PL, Midland, Tx'
79705 ' {915)6B3-8398 Visa/MC
MISCELLANEOUS
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ACCESSORIES liquidation! 1670 (1200 Baud)
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COMPUTEVs GazGUe August 1987 115
THE ULTIMATE MUSIC PROGRAMS!
Ouf cuitomef* call them 'eeST OH.TME MAHKETr
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WE'LL PAY YOU TO TRY THEM!-
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129 Federal Hill Software 98
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NRI Schools SO-61
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Classified Ads 131
COMPUTE! Books' Commodore 64 & 128
Collection 1
COMPUTE! Books' Comnwdore 64 S 128
Programming Books 59
COMPUTEI Books' Commodore 64 & 128
Selections 9
COJvlPLiTEI's Gazette Disk Subscription . . 32
COM PUT El's Gazette Sut>scription 17
C^A" ' V\C- • BX-B4' • C -128 ■ ■ Plui «■-
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There ere no hidden fees for shipping or documentation, and no clubs to join . The
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It supports all available pnnters, and wll run on any Commodore computer (except
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What you get when you order the Package:
Databaaa— A ci>mp^Eiti li&t^a^s mari- DBSt^t, DBStstE—ansfyfe D/Q files.
eger. All ftekJs compieLet/ user-dfifnable.
Cen be ussd for any rvuvbee of tasi^s. ndui'
rg eccQuitirg, checkbcok and iaj( records,
rnaing tets. "rventcry ccntrol, caLalog niaiv
tetiance . or as an electronic ro»odi?x . A cus.
tofner wntes: "i am espGOolly iniprcssGd
with DsisbBse. and Hbvb used it to rBf)iBCe
ttf)i]if.<SQjien other 'daiBbBS8'.typoprtj^0m3
ttunihren using."
Word PraCBMor—A lutl-fGiiturad manu-
tfrivcn word prflcesfior. Atltywe full control
over margins, spacma, pa^mp, indentatico.
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ing. or sny irsch-oriented \&e . . . vvel
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RapertGan— creates form letters, waknQ
\dtih^. otc.
RaportMarBa—creatas acatamentH
invn.'Ocn,
DflBBball Stata— compikse team batting
ati3tislk:a.
Index— indaxea W/P's text fites.
WPConvart— converts files to other WP
formots.
DBIMBrga— facilitates relational D/B
ASCII— cofTvBTts teit files riio procfam
tiles.
Chackbook— reconciles checkbook.
Inventory — Mamveins mvencory records.
Pa par Pauta — A/P for paper- roLrte.
Loan Analyela— coniputes finance terms.
prints scliedulea.
Bnukuvan- conputea tjreakavan ana^Bis.
OaprBclntlDn—createa depreclBtlon
schedules.
Labalsr- creates labala.
Flla Caplar— copies sequentiul, program
files.
Cdrralaclan- calculatea stBtistK;al cor-
reLaton.
Also other Database and Word Processor
utities.
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a WRirc COMMODORE BASIC PROGRAMS FOR C-MOREll
1-800-628-2828 ext. 790
Visa and Mastercard Accepted _
or mai $49.95 plus $4.50 shipping & handling
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C-More Products, P.O. Box 81548 Chamblee, GA 30366
Please allow 4-6 weeks for delivery.
"Commodore* is a trademark of Commotlore Electronics, Ltd.
-iTiCAuyAccr*
A superior prtxiUiGt" (compute)
fi^ far the be$t submarine simulation"
'" IqfttermasterplecefromMlcroi
^MMODORE MAGAZINE) ■;?§
Islfe action ... outstanding grai^
iplex and t^sorttlng ... a tliofou,
Jofc^le game" (a+) I
'^ne of ttte best simulations I've ever
|: (COMPUTER GAMING WORLD)
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