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A4000 Towers, Amiga Workhorse, in short supply! 

/ Ynur Original AMIGA' Monthly Resource 

ZAP/ You're 

Ai^iga Hardware Project: 
Controller Conversion 

/ Modify a new controller to 
r replace your old Joystick!! 

Cloud Castles 

Data manipulation=unique graphics! 

Back To Sctiool witti AMIGA 

Amigas at Wheat Ridge Middle School, 

Genetic Species Review 
Aladdin4D: Modeling techniques 

Unix: Understanding The Unix Commands 

PLUS!: JavaScripting, VersionWB, choosing 
the best icons, improving 
your GUI, and more! 

AmiWest '98 





^^ Paint Cut-Paper Portraits 

rl^'M^l^ire^p^^ and Web characters with special commands. 

the momentum 



Sioux City ( USA) ^ Langen • Braunschweig (Germany) 


Community Bulletin Board 

Amiga Users , don't miss these 
important dates! 

October 2, 3, & 4 
MidWest Amiga Exposition 

Columbus, Ohio, Hyatt Regency 
(614) 751-0232 for more information 

November 13, 14, & 15 

Cologne, Germany Exlnibition Grounds Halls 11 + 12 
+49/234/946 88-0, FAX; +49/234/946 88-44 
www.austeller@cpmputer98,de ; 

March 12, 13,8(14 


The Gateway Computer Show 

St. Louis, IVIissouri, Henry VIII Hotel 

Don't forget your user groups! 

Please visit the representatives from the User Group 
Network, Team Amiga, and the Jay Minor Society, 

They are there to help and bring the Amiga 
Community together. 



Distributors - North America 


109 S. Duncan 
Champaign, IL 61821 
Phone: (217)356-1884 
FAX (217)356-1881 

Software Hut 

313 Henderson Drive 
Sharon Hill, PA 19079 
Phone: (610)586-5701 
FAX: (610) 586-5707 

Dealers - North America 


Arch Computer Technology 

London, Ontario 
Voice: 519-858-8760 

CineReal Pro-Video 

272 Avondale Avenue 

Ottawa, Ontario K1Z 7G8 

Voice/FAX: 613-798-8150 (Call first to fax) 

Computer Shop of Calgary, Ltd. 

3515 -18th Street S.W. 

Calgary, Alberta T2T 4T9 

Voice. 403-243-4356 

Fax: 403-243-2684 


austin @ 

Forest Diskasaurus 

35 Albert St., P.O.Box 84 
Forest, Ontario NON 1J0 
Tel/Fax: 519-786-2454 

GfxBase Electronique, Inc 

Montreal, Quebec 
Voice: 514-367-2575 
BBS: 514-769-0565 

Oshawa Amiga 

Oshawa, ON L1J 5J8 

Phone: 905-728-7048 



Randomize Computers 

R.R. #2 

Tottenham, Ont. LOG 1W0 

vox: 905-939-8371 

fax: 905-939-8745 


randomize @ 

North American Amiga Dealers (continued) 

Valley Soft 

P.O. Box 864 

Pembroke, Ontario K8A 7M5 

Voice: 613-732-7700 



Video Link 

53 Lucy Avenue 
Toronto, Ontario MIL 1A1 
Voice: 416-690-1690 
Voice: 800-567-8481 
WWW: www.videolinl<.ca 

Wonder Computers 
Ottawa Retail Store 

1315 Richmond Road 
Ottawa, Ontario K2B 8J7 
Voice: 613-721-1800 

Wonder Computers 

Vancouver Sales Office 

2229 Edinburgh St, 

New Westminster, BC W3M 2Y2 

Voice: 604-524-2151 


Aiex Electronics 

597 Circiewood Dr. 

Paradise, CA 95969 

Voice/Fax: 916-872-3722 




PO Box 1 2A 

Cumberland Center, ME 04021 

Voice: 800-498-3959 (Maine only 

Voice: 207-829-3959 

Fax: 207-829-3522 


Amiga Exchange 

P.O.Box 1381 

Manhattan Beach, CA 90266 

Voice/Fax: 310-534-3817 


Amiga Video Solutions 

1568 Randolph Avenue 

St. Paul, MN 55105 

Voice: 612-698-1175 

Fax: 612-224-3823 

BBS: 612-698-1918 

wohnoOOl © 


1649 16th Street 

Santa Monica, CA 90404 

Voice: 310-399-8785 

Applied IVIultimedia Inc. 

89 Northili St. 
Stamford, CT 06907 
Voice: (203) 348-0108 

Apogee Technologies 

1851 University Parkway 
Sarasota, FL 34243 
Voice: 813-355-6121 

Armadillo Brothers 

4379 South State 

Salt Lake City, Utah 84107 

Voice: 801-262-4454 

Fax: 801-262-4441 


Computer Advantage 

6996 NW 15 Court 
Johnston, lA 50131 
Voice/Fax: 515-986-8294 
Numberl © 

Computer Concepts 

18001 Botheli-Everett Hwy, Suite "0" 
Bothell, WA 98012 
Voice: (206)481-3666 

Computer Link 

6573 middiebeit 
Garden City Ml 48135 
Voice: 313-522-6005 
Fax: 313-522-3119 

The Computer Room 

2760 South Havana Street 
Aurora, Colorado 80014 
Voice: 303-696-8973 

The Computer Source 

515 Kings Hwy East 
Fairfield, CT 06432 
Voice: 203-336-3100 
Fax: 203-336-3259 

Computerwise Computers 

3006 North Main 
Logan, UT 84322 

Concord Computer Solutions 

2745 Concord Blvd. Suite 5 
Concord, CA 94519 
Orders: 1-888-80-AMIGA 
Info/Tech: 510-680-0143 
BBS/Fax: 510-680-4987 

CPU Inc. 

51 68 East 65th St. 
Indianapolis, iN 46220 
Voice: 317-577-3677 
Fax: 317-577-1500 

CyberTech Labs 

P.O.Box 56941 
North Pole, Alaska 99705 
Voice: 907-451-3285 
BBS1: 907-488-2547 
BBS2 & Fax: 907-488-2647 

DC Productions 

218 Stockbridge Avenue 
Kalamazoo, Mi 49001 
(616)373-1985 (800)9DC-PROD 

Digital Arts 

1321 North Walnut 
P.O. Box 5206 
Bloomington, IN 47404 
Voice: (812)330-0124 
Fax: (812)330-0126 
BIX: msears 

Discount Computer Sales 

11 00 Sunset Strip #5 
Sunrise, FL 33313 
Voice: 954-797-9402 
Fax: 954-797-2999 

Electronic Connection 

635 Penn Ave 

West Reading, PA 19611 



The Great Escape 

9227 Montgomery 
Spokane, WA 99206 
Voice: 509-928-4244 

Hawkeye Communication 

1324 Fifth Street 
Coraiviile, Iowa 52241 
Voice: 319-354-3354 

HHH Enterprises 

Contact: Tom Harmon 
PO Box 10 
Hartwood, VA 22471 
Voice: (540)752-2100 

HT Electronics 

21 1 Lathrop Way, Ste, A. 
Sacramento, CA 95815 
V: (916) 925-0900 
F: (916)925-2829 
8iX: msears 

HT Electronics 

1612 Washington 8lvd 
Fremont, CA 94539 
Voice: 510-438-6556 
BIX: msears 

Industrial Video, Inc. 

Contact: John Gray 
1601 North Ridge Rd. 
Lorain, OH 44055 
800-362-6150, 216-233-4000 
af741 © 

JW's Lil Shoppe 

340 S 4th Avenue 
Walia Waila WA 99362 
Voice: 509-525-5582 
Fax: 509-522-4243 
BBS: 509-522-8485 

Kipp Visual Systems 

360-C Christopher Ave 
Gaithersburg, MD 20878 
Voice: 301-670-7906 

The Lively Computer - Tom Lively 

8314 Parkway Dr. 
La Mesa, CA 91942 
Voice: 619-589-9455 

IVIagic Page 

Contact: Patrick Smith 
3043 Luther Street 
Winston-Saiem, NC 27127 
Voice/Fax: 336-785-3695 


9000 US 59 South. Suite 330 
Houston, Texas 
Voice: 713-988-2818 
Fax: 713-995-4994 

iWicroTech Solutions, Inc. 

17W745 Butterfield Road, Suite F 
Oakbrook Terrace, iL 60181 
Phone: 630-495-4069 
Fax: 630-495-4245 

IVIr. Hardware Computers 

P.O. Box 148/ 59 Storey Ave. 

Central isiip, NY 11722 

Voice: 516-234-8110 

Fax: 516-234-8110 

A.M.U.G. BBS: 516-234-6046 


iWultimedia Network Consultants 

Beiiamah N.E. 
Albuquerque, NM 87111 
Voice: 505-299-3767 
hitscom @ 

Raymond Commodore Amiga 

795 Raymond Avenue 

St. Paul, MN 55114-1521 

Voice: 612-642-9890 

Fax: 612-642-9891 

BBS: 612-874-8342 



Safe Harbor Computers 

W226 N900 Eastmound Dr 
Waukesha, Wl 53186 
Orders: 800-544-6599 
Fax: 414-548-8130 

Slipped Disk 

170 E 12 Mile Rd 

Madison Heights, Michigan 48071 

Voice: (810)546-DiSK 

BBS: (810)399-1292 

Software Plus Chicago 

Suite 209 

2945 W Peterson 

Chicago, IL 

Voice: 312-876-7800 

System Eyes Computer Store 

730M Miiford Rd Ste 345 
Merrimack, NH 03054-4642 
Voice: (603)4244-1188 
Fax: (603) 424-3939 

TJ's Unlimited 

P,0, Box #354 

North Greece, NY 14515-0354 

Voice: 716-225-5810 


neil @ 

TS Computers , 


North Hollywood, CA 91605 

Voice: 818-760-4445 

FAX: 818-505-1811 - - ,, 

Videoiogy, Inc. 

36 Mill Plain Road, Ste 410 
Danbury, CT 06811-5114 
Voice: 203-744-0100 
Voice: 800-411-3332 

Cartoonized, P. 12 





Mm ~'^ytM 



^KL ''^^ 


Cloud Castles, P. 13 

Back to Sctiool with the Amiga, P. 1 7 

DPaInt Cut-Paper Portraits, P.38 


Special Report by R. Joe Obrin 

The Wheat Ridge Middle School of 

Denver uses the Amiga for art and more. 

20 Aladdin4D: 

Cutting Torcti Animation Project 

by Dave Matthews 

Part 2: Modeling the torch head. 

26 This Old Workbench: Episode 21 
Building ttie Perfect Worl<bencti Part 4 

by Dave Matthews 

Staying up to date on the latest versions 
can be tricky without Version WB, best 
icons, improving the GUI and more. 

30 On Line 

by Rob Hays 

JavaScript: updating a previous script and 

learning lots of new tricks on the way. 

34 Unix on the Amiga Part 4 

by Antonello De Santis 

Part 4: Understanding the different Unix 

commands and its unique file system. 

38 DPalnt Cut-Paper Portraits 

by R. Shamms Mortier 

Use commands in DPaint to create your 

own caricatures for DTP and web use. 

Facmg the rear of the AMG A 
and the rear oi the plug. 

42 Hardware Project: 
Alternative Joy on ttie 

Replace that old joystick with 
one of those new controllers. 

44 Genetic Species 

by Jake Frederick 
In the world of complex 3D 
engines, getting a great game to 
market takes more than just 
faster graphics - and Genetic 
Species delivers that and more! 


Editorial 4 

FeedBacl< 6 

Index of Advertisers 40 

The A4000 Shortage 
How Bad is it? 

Aaiaziiis /iwoga 

It is always my hope that, by the time I get 
to the editorial, all of the current questions 
will be answered. But, this issue, we are 
faced with a concern that some believe 
could jeopardize the Amiga marketplace. 
"So, what else is new?" you ask. 

Between the time Commodore went 
under and ESCOM took over the Amiga, 
there was a shortage of A4000 computers. 
This shortage caused the price of used and 
refurbished equipment to rise to $4,000 
dollars and more from the already hefty 
price in the mid $2,000 range. Machines 
were in short supply and everyone hung 
onto their A4000s as if they were gold. The 
problem was, they weren't sure if they could 
get another one, or even have theirs fixed. 

Ever since ESCOM purchased the 
Amiga technology from the Commodore 
liquidators, we have had a supply of A4000 
Towers. QuikPak has produced a steady 
inventory from material supplied from 
Commodore's original inventory and from 
new stock. For some time, QuikPak has been 
battling over the rightful ownership of this 
inventory with the German liquidator for 
ESCOM. The exact nature of the argument 
has not been released for publication, 
however, both sides believe they have a just 
claim to the material. 

This argument has slowly progressed 
through the courts and now an injuiiction 
has been filed by the German liquidator, 
Bernhard Hembach, which restrains 
QuikPak from shipping any more A4000 
computers until a settlement can be reached. 

Here we go again? 

Most of us who lived through the first 
bankruptcy with Commodore, understand 
how long such a restriction could affect the 
market. Courts run slowly, as least slower 
than marketplaces and technology. The 
continued supply of A4000 machines is 
essential to the everyday needs of this 

It isn't how many A4000s are being 
made, it is the perception of their absence 
that may be our worst enemy. Without 
A4000s, the Amiga line is without a high- 
end computer. While Amiga International 
still has a good supply of Amiga 1200s for 
sale, the fact that consumers do not see a 
top end machine automatically hinders our 
market — whether they would have wanted 
that machine or not! 


However, we are a different market 
today then we were four years ago. Today, 
companies such as Randomize, Access, 
MicroniK, phaseS, and others are putting 
together systems and alternatives. While 
some of these solutions require the same 
material that is now under an injunction, 
some systems utilize the abundant A1200 to 
satisfy speed and power needs. 

As of this writing. Randomize has just 
announced a package with A1200, 
accelerator, and more which makes a very 
substantial system for any graphic artist. 
Code named Genesis, Randomize's 
packaged system retails for $2549.95 CDN 
or $1759.95 US. You can check out this 
system at their website, http://, or 
call their order line at 1 888 RANDOMIZE 
(1 888 726-3664). 

I am sure that Randomize has been 
working on this solution for a while. 
However, I was pleased to see their release 
appear quickly after the QuikPak news. 

Today, unlike four years ago, someone 
owns the Amiga. Amiga Inc. and Amiga 
International have a vested interest in 
seeing this market continue as they 
produce the next level of the Amiga. Jeff 
Schindler and Bill McEwen have both 
publicly stated that the strength of the 
Amiga rests on its operating system, its 
user base, and its developer community. 

While no one has made any state- 
ments either publicly or otherwise, it is 
obvious that it is in the best interest of 
everyone to have a solution quickly. 
Whether that is with QuikPak and Mr. 
Hembach, or with any of the other players 
is yet to be seen. But, you can be assured, 
everyone who has access to a solution, will 
be working on one. 

5n Jrlicks 
Managing Editor 


Amazing Computing/AMIGA^'-^ 

Publisher: Joyce Hicks 
Assistant Publisher: Robert J, Hicks 
Circulation IVIanager: Doris Gamble 
Traffic Manager: Robert Gamble 

Managing Editor: Don Hicks 

Illustrator: Scott Brown 

Contributing Editor: Shamms Mortier 


Nick Cook Randy Finch 

Rob Hays Marc Hoffman 

Dave Mafttiews Anlonello De Santis 

1-508-678-4200, 1-800-345-3360, 

FAX 1-508-675-6002 

Amazing Computing/Amiga™ (ISSN 1053-4547) Is 
published monthly by PIM Publications, Inc., P.O. 
Box 9490, Fall River, MA 02720, Phone 1-508-678- 
4200, 1-800-345-3360, and FAX 1-508 675-6002. 

U.S. subscription rate is $29,95 for 1 2 issues. Subscrip- 
tions outside the U.S. are as follows: Canada & 
Mexico S38.95 (U.S. funds) one year only; Foreign 
Surface $49.97, All payments must be In U.S. funds 
on a U.S. bank. Due to erratic postal changes, all 
foreign rotes are one-year only. 

Periodical Postage paid at Fall River, MA 02722. 

POSTMASTER: Send dddress changes to PIM Publi- 
cations Inc., P.O. Box 9490, Fall River, MA 02720. 
Printed In the U.S.A. Entire contents copyrlghKs) 1 998 
by PIM Publications, Inc. All rights reserved. No part 
of this publication moy be reproduced without 
written permission from PIM Publications, Inc. 

Additional First Class or Air Mall rates available upon 
request. PIM Publications, Inc. maintains the right to 
refuse any advertising. PIM Publications, inc. is not 
responsible for the claims, content, and/or policies 
of any advertiser or advertisement. 

PIM Publicdtlons Inc. is not obligated to return unso- 
licited materials. All requested returns must be re- 
ceived with a self-addressed stamped mailer. 

Send article submissions In both manuscript and 
disk format with your name, address, telephone, 
ond SocidI Security Number on each to the Associ- 
ate Editor. Requests for Author's Guides should be 
directed to the address listed above. 

AMIGA'"' is a registered trademark of 
Amiga International Gmbh 

Distributed in the U.S. & Candda by 

International Periodical Distributors 

674 Via de la Valle, Ste 204, Soiono Beach, CA 



Ingram Periodicals Inc. 

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Printed in U.S.A. 


Amazing Computing 


in Cologne, Germany 


Use our booking office: 

No waiting at the ticket office but a separate entrance! 

Tickets for computer 98 

■if! Two Shows Daily, 
Resent AMIGA 











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tickets for adults 

tickets for children/students 



Date, Sign: 

at 25 DIVI DIVl 

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»^*' >^»ipt V 

"-, -e^-';- 

qn'Reader Service card. 


Dear AC: 

Thought I would share with you an 
experience I have had several times in the 
past few months. 

I buy my copy of the magazine 
{Amazing Computing/Amiga) at the news- 
stand. I try to keep them interested in 
carrying Amiga magazines and in display- 
ing them with the prominence they would a 
PC/Mac publication. Recently I called one 
of them to see if the new issue of Amazing 
Computing had arrived and was told "We 
don't carry that magazine". Knowing 
better, I went anyway and sure enough, 
there it was. When questioned why I was 
told "no" the first time, they replied that 
they have the book listed as Amazing Amiga 
Computing, not Amazing Computing for the 
Amiga. It got me wondering how many 
other people had been told the magazine 
isn't carried or doesn't exist. It wouldn't be 
as serious if this was a local small town 
newsstand, but this was national chain 
store Barnes and Noble. 

Down the street is a Borders Books 
and Music and the answer was much the 
same with them. Other large chains I called 
gave the same answer. NO Amazing 
Computing, yes to Amazing Amiga (or they 
didn't carry it at all). 

1 was wondering if it might be time to 
change the masthead slightly to give the 
words "Amazing Computing" more 
prominence. The words "For the Amiga" 

• 4000-040/18 MB desktops $729 

• PAR cards $469; TBC-IVs $525 

• Toasters $299 up; Flyers $2195 

• Sunrize AD516 cards $499 

• 3000 $245 up; 3000T-040 $750 

• Accelerators, memory/SCSI cards 

• Amiga 1200s $260 


HardDrivers CO. 


Circle 155 on Reader Service card. 

could be kept just below the main title. A 
boing ball could be placed in the upper left 
corner to make it stand out in the mass of 
non-Amiga publications. I feel this might 
clear up some confusion in the marketplace 
for both retailers and possibly consumers, 
new and old, who sometimes have trouble 
finding their favorite magazine. 

Perhaps I'm a single case, but I really 
wonder if other people have run into this 
problem. Maybe not. But it was enough of a 
concern to me to write. Hopefully there is 
something here worth looking into, if for no 
other reason than to make sure the 
magazine continues to be available and will 
be here to flourish when the next genera- 
tion Amigas arrive. 

Thanks for taking time to read my 
letter and I hope to see you at Columbus. 

Len Carsner 

Thanlcsfor the heads up and thanicsfor 
asking for the magazine. I wish more people 
zoould ask if they do not see it! However, if there 
is a problem ivith the name, we need to get that 
fixed immediately. 

I will contact our distributors and see 
what they can do to keep the name the same. 
Changing the name would complicate things 
such as Ac's GUIDE, so we will probably look 
for a less extensive solution. As far as layout, I 
would like to get feedback from our readers. 
What do you think? 

As far as the continued problem, I would 
ask everyone to request it in as many different 
formats as they can remember. I knmu it is a lot 
to ask, but we placed the magazine out there 
with its name, we did not shorten it. Yet, many, 
including some of our best readers, do refer to 
AC as Amazing Amiga, etc. Up to now, I 
haven't been concerned what we are called as 
long as people are reading us. However, if this is 
interfering with our ability to get to our 
customers, we need to solve the problem fast. 

Thanks again for the information. 

Dear AC, 

Enclosed is a check for a 1 year 
subscription. I look forward to your 
magazine and value your coverage of 
Amiga development. I especially appreciate 
the accent on graphics programs and 
supporting hardware. 

What's with DPaint VI? The last 
information I was aware of was that E.A. 
had stopped developing DPaint after 
DPaint V. Are you going to devote any lines 
to the granddaddy of paint programs for 
the Amiga other than what appeared in this 
month's issue page 42, "Letter Morph 
Geometry" if in fact it's a "new" DPaint V 
or DPaint VI? 

Can the Red Neon Flying Horse still be 
seen crossing the bridge? I lived in New 
Bedford (MA) many years ago and 
remember that horse at night reflected on 
the water. Do I have my geography a Uttle 

Continue the good work. 


Bruce A Morgan 

Pollock Pines, CA 

Your geography is perfect. We have many 
friends and relatives in New Bedford, MA so we 
asked them about the horse. They tell us that it 
was recently restored by the students at New 
Bedford Vocational Technical High School and 
it will be placed down near the water off of 
Route 18 and will be seen from Rt. 195. 

In regards to your question on DPaint, 
please see the article on page 38 of this issue. It 
is our commitment to continue to supply 
information to the Amiga market on all regions. 
If you don 't see what you need, drop us a note! 

Dear AC: 

I just thought I would comment about 
the statement in your editorial about the 
Amazing versus Amiga World comment. I 
subscribed to both magazines from the 
beginning. To illustrate the value of them to 
me: I still have every Amazing, and keep an 
index of articles. Whenever I am attempting 
to do something new, I refer to tutorials and 
find much value even for using updated 
software. I also did most of the hardware 
hacks that appeared over the years. I gave 
my Amiga World magazines to someone a 
couple of years ago. The content was 
limited and dated. 

I did like both viewpoints of the 
Toronto show that Kermit did (The 
International Amiga 98 show in the August 
98 issue). 

Keep up the good work, and don't 
change your editorial philosophy. 

Charles Meier 
Gateway Amiga Club 

Please Wrife to: 


c/o Amazing Computing/Amiga 

P.O. Box 9490 

Fall River, MA 02720 


Amazing Computing 






^ ^ -s 





^ l^SOO 

Sales: 800-747-2848 
FAX: 310-399-8262 


Customer Service: 
Service Center: 


Search: OR @ 1649 16'th Street, Santa Monica, CA 90404, USA 

Alien BoXeR Technical Information: 

♦ IVIotorola 68060 at 50-66-75IV1Hz 

♦ Power PC circuitry on the motherboard, 
(So you can add a PowerPC later!) 

♦ 4 X 72 pin SIIV1M socl<ets (upto 2GB RAM) 

♦ Floppy drive interface ( DF0:/DF1: ) 

♦ Dual IDE Hard disk interface. 

♦ 2MB CHIP RAM on board. (High-speed CHIP) 

♦ Flash ROM 2MB, 32 bit wide. 

♦ CD-ROM audio input connector and mixer. 

♦ Warranty- 1 year parts/labor 

♦ 100% Amiga compatible. "^ 

♦ Slots: 4xZorro 3, IxVideo, IxAV, > 

2x16 bit Active ISA slots "^ 

♦ Printer port- Full PC compatibility 

♦ Serial port- High Speed 

♦ Real Time Clock, using NiCad. 

♦ Joystick and mouse port. 

♦ Mid-size Tower 

♦ 235Watt Power Supply 

♦ Keyboard & Mouse 

♦ AmigaOS V3.1- Software & Manuals 

060 @ 66NiHZ 

16MB Ram 



High Density Floppy 

56K Internal Modem ^ 

Internet Software Kit 

CllcHBoom Game Bundle 

"Capital Punishment" 
& "IVIyst" or "Quaice" 

Our alien friends name Is Nella. She Is our contact with an advanced civilization. Nella has brought to us a great advancement In 

Amiga technology, the Allen BoXeR. The all new leading-edge design uses the AGA chip set for compatibility, but has completely 

redesigned logic to achieve the highest performance and most flexible design. The Allen BoXeR delivers a low cost home Internet 

solution or the basis of professional Multi-Media computing system based on the Amiga Chip Set and Operating System. The Allen 

BoXeR provides a low price with great expansion options, while delivering a performance In excess of the 040/O6O based A40ooiTj. 



2CB - 4GB IDE $45 

24X - 32X CD-ROM $25 


Neila 75MHZ SPEED $295 
Neila-POWERPC SCall 

Neila Full Size Tower$95 


<a\ ffi i<®- ? f t f I®. SB 5<S< ? T 

'Free CVP-M Spectrum 2MB Display Card! 

Hansol 701A Monitor: 17", 0.28mm Dot Pitch, 30-70KHz, 

5 year Warranty (3 year on the tube) 

Spectrum Card: 2MB Video Ram; Zorro-li/lll; Pass Through; 
Works with CyberCraphics, Plcasso96, and ECS. 

*Cet a free GVP-M 
Spectrum 2MB Card 
with the Purchase of 
a 17" Hansol 701A 
Monitor. Price 
Includes Federal 
Express Shipping. 
Limited Time Offer! 


Spectrum 2MB Display $145 
Picasso IV 4MB Display Card $375 
Hansol 701A Monitor $595 

W/Spectrum $550 

W/Picasso IV $775 




32MB single SIMM $45 
64MB single SIMM 
128MBsingle SIMM 

128MB w/4)i32MB SIMMl 

256MBsingle SIMM 
512MB single SIMM 







2.1GBSCSI-UW $195 

2.1 GB IDE $155 

4.3CB IDE $195 

4.5 CB 5CSI-3 $395 

9.1CB SCSI-3 $795 


24X SCSI/ IDE $125 
32X SCSI/IDE $145 
2X8 IDE $395 

4X8 SCSI $445 

4X12 SCSI $495 

When You Are Looking For Any Amiga Product just Call Us! 

Cr'Ji'rSloi™ MKlll SOMIU'060 
Cybcrilorm PPC 2i3MHi-';0^ 
Picasso IV 4MB Display Board 

Video Toaster 4000 

Video Toaster flyer 

Toaster & Tlyer Bundle 

CVP A4060 50MHZ-060 .... 
GVP ^jieclrum Display Boaid 

GVP I/O Extender 

GVP D55-S Audio Sampler 
QuickPaK 4000T 2SMHZ-040 
QuickPaK 4060T SOMHz-060 
QuickPaK 4060 PowerTower 

ImagefX Ver 3.0 

inlinitiv 1200 case upgrade 
infinitiv 1300 System 


SOMII, 010 

Village Tronic 



Nova Design 








$17 S 









Bridge Your Amiga & PC 

Siamese System 
V2.5 EtherNet $145 
V2.1 Serial $45 



Siamese V2.5 
w/Amiqanet Ethernet 
W/A1200 Ethernet 



The YCP-)ENNY Is the first superimposer with genlock designed 
for the Amiga A1200 or the A4000 series computer. With the 
addition of presentation or character generation software the 
YCP-|ENNY can convert any Amiga computer into a high quality 
broadcast grade character generator. 

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tem builders. Orders may be paid by Visa/Mastercard. All sales are final. No refunds. Defective exchanges are for same product only and must have a Return 
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Loading> all. the. products. you. need/via. the. internet/thank. you. for. your. order! 

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This Summer's AC's GUIDE is one of 
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Current Amazing Subscribers: 

Do you want to make sure you get the new AC's Guide with the new CD-ROiVI? it is easy, just 
iook at the numbers on the first line of your maii label. The small number after your subscription 
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A4000 Tower Shortage, 

National offers a PCMCIA 

solution, Randomize creates 

an Amiga-PC network, and 

AmigaZone is sale priced! 



And Other Neat Stuff 

Amiga 4000 Tower Shortage 

As this issue o( Amazing Computing/ 
Amiga is going to press, litigation is in 
process that has restricted shipments of 
A4000 Towers. Bernard Hembach, the 
trustee of the ESCOM liquidation has filed 
an injunction against QuikPak (the only 
current supplier of A4000 Towers) to not 
ship any product until a settlement can be 

The effect of this delay has been hard 
felt on Amiga dealers who require these 
units. Several dealers have complained of 
limited service parts and other problems. 
There has been some concern as to how 
long the actual problem has been in place. 
Informed sources state that product was 
available as late as July 6, while other 
dealers have been facing shortages since 
early June. No confirmation on this has yet 
been available. There is also concern from 
industry observers that the shortage could 
raise the price of any current A4000 stock 
as well as future units. 

All parties involved in the litigation 
have refrained from making any announce- 
ments at this time. Informed sources have 
told AC that several opportunities are 
possible to restart the A4000 line with 
limited delay, but that current negotiations 
must remain private. 

AC will maintain a watch on this 
story. Please consult next month's issue, as 
well as the editorial section of this issue, 
and our web site at for 
any further developments. 

Three New CDs 

Aminet CD 25 

Aminet CD 25 contains nearly 1 
gigabyte of (uncompressed) software in 
thousands of archives. Since the release of 

Aminet CD 24 over 500 MB new software 
has appeared. The current edition includes 
some classic games: Balls, PowerRoUer, 
Taxi, PipeMaster II and Missile. It retails for 
for 25 DM. 
Gateway! Volume 3 

With the release of NetBSD in the 
version 1.3.2 a milestone in the widened 
space of UNIX-alike operating systems has 
been set. Gateway! Volume 3 offers NetBSD 
1.3.2 in full featured release version: 
Installation files for all 16 supported 
platforms: Alpha, Amiga, Archimedes, 
Atari, HP300, 1386, Mac (68k), Motorola 
VME (68k), DEC 5000, Sparc, SUN3 (68k), 
and VAX; X-Window; all Sources in 
compressed form; Binary distributions for 
m68k and 1386 for many tools, editors, 
libraries, TeX, and games. The program is 
bootable from the CD-ROM and requires no 
complex installation, all is menu-driven. 
The CD is directed to the UNIX-Master and 
everybody who owns more than one 
computer platform, however it is also 

The press releases and news announcements in New Products are from Amiga vendors and 
others. While Amazing Computing maintains tite right to edit these articles, the statements, 
etc. made in these reports are those of the vendors and not Amazing Computing. 

intended to be useful to the intermediate 

user. It retails at DM 19,90. 

Geek Gadgets (May 98 Snapshot) 

Geek Gadgets™ contains the Amiga 
Developers Environment (ADE), a project 
organized by Cronus to produce and 
support Amiga ports of dozens of the most 
popular development tools and utilities 
from the Free Software Foundation, BSD, 
and other sources. The CD contains 
virtually all the tools you need to get 
started programming on the Amiga, 
including advanced C, C++, Fortran, and 
ADA compilers, assembler, linker, EMACS 
editor, "make", source code control systems 
(res & cvs), text and file utilities, GNU 
debugger, text formatters (groff & TeX), and 
more. Also included are beta test versions 
of ports in progress, such as a port of the X 
Window System (X11R6.1). The update 
contains approx. 400MB of compressed files 
including all sources and retails for DM 

All three sets are available through 
various mail order companies or directly 
through: Stefan Ossowskis Schaztruhe, 
Gesellschaft fur Software mbH, 
Veronikastrafie 33, D45131 Essen. 

September 1998 

Visit The Amiga Web Directory! 

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If you only have a few bookmarks in your web browser, make sure one 
of them is the Amiga Web Directory! Sponsored by the The 
Champaign-Urbana Computer Users Group, the "AWD" is the most 
complete resource to the Amiga on the World Wide Web. Make the 
Amiga Web Directory your starting to point to exploring the Amiga on 
the World Wide Web. Visit the AWD at; today! 

NIMIQ PCMCIA Ethernet Card 

NIMIQ: An Inuit word for any object 
or force that unites or binds them together. 
The NIMIQ card from National Amiga 
offers ethernet connectivity for the Amiga 
600 and 1200 using the PCMCIA card slot at 
a cheap price. The card has been fully tested 
to work with INet, Envoy and Miami, the 
most common networking packages 
available for the Amiga. It uses the 
standard cnet.device SANA2 device driver 
and later a specialized version will become 
available for registered users that will add 
more SANA2 functionality and speed. A 
complete installation manual is included 
that also covers basic networking to help 
answer many questions and get you up and 

Features include 10-base-T RI45, 10- 
base-2 BNC/Coax, FCC and CE approval, 
16K buffer for maximum data throughput, 
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- ISA Version also available - For PC, Miami 
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(Networking Software and Amiga Emulator 
for PC), 20' BNC Networking Cable including 
connectors and terminators, complete Setup 
Documentation, other useful related software 
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NT NFS Server, Amiga FTP Clients, etc.). 
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Amiga Forever lets you experience 
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AmigaZone price cut! 

AmigaZone, the online service for 
Amiga owners and users, has announced it 
has dropped its price to $12.95 per month. 
This new low price gets you full 24/7 access 
to all AmigaZone features including FIVE 
different ways to access the Zone! 

AmigaZone has dozens of message 
areas including their own local areas, 
Amiga Usenet newsgroup feeds, Amiga 
Fidonet "echo" feeds, and over a dozen 
Amiga-specific mailing lists fed into their 
own message bases, each holding weeks or 
months of postings and over 30,000 articles, 
online at all times. The file library contains 
over 40,000 files online all the time, and 
thousands more on their multiple CD 

AmigaZone has live, interactive chats 
seven nights a week, and the Sunday chat 
always features at least two prize contests, 
open to all members. 

You can log in from an5rwhere in the 
world. All you need is an account with any 
local Internet Service Provider (ISP), and 
any terminal program or telnet client, or 
any browser. You can also choose to bundle 
AmigaZone with a full CalWeb Internet 
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"AmigaZone Plus" package gets you the 
same AmigaZone account PLUS the 
CalWeb UNIX shell, including all the usual 
UNIX shell tools (news, mail, etc.) plus 10 
meg of free online storage and web hosting 
for your own personal web site. 
AmigaZone Plus is $19.95 per month. 

To sign up for AmigaZone or 
AmigaZone Plus, just visit http:// and enter their 
secure signup page (SSL required - works 
with all Amiga browsers). You'll have your 
account within one or two working days. 



Please send New Products 
Information to: Amazing 
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FAX: 508-675-6002, 
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Amazing Computing 


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ZAP! You're 
Carfooniz. d! 

A hideous name for 
on interesting effect. 

by Nick Cook 

"Cartoonize." Yep, that is how the 
Adobe Studio Essentials (see Image Club) 
catalog describes this Photoshop trick. The 
semantic stinker accurately characterizes a 
method to create a high-class "posterized" 
(these -izes are getting out of hand) image. 

To recreate this effect on the Amiga, 
ImageFX's "Softlight" compose option will 
be used. Softlight compares the main and 
swap images. If a color in the swap image 
is lighter than 50% grey, the image is 
lightened; otherwise, the image is dark- 

Step One: Load the image (Figure 1). Use 
the Buffer commands to make a copy 
of it for the Swap buffer. 

Step Two: Blur the image in the Main 
buffer. Select Gaussian Blur from the 
Convolve menu. Slide the Width 
requester to the desired level. Figure 2 
shows the effects of a 4.0 setting. 

Step Three: Go to the Composite panel, 
and select Softlight from the Opera- 
tion popup menu. Pick a Blend level 
(the example used a setting of 50%). 
Let 'er rip (Figure 3). 

The cartoonizing (that hurt just typing 
it) effect is fairly subtle. The photo looks 
more like a finely drawn illustration. The 
image's atmosphere hints at mystery. This 
technique demonstrates how even minor 
changes can affect an image's impact. 



Figure 1 (Top): Think there is enough moss here? 

Figure 2 (iVIiddle): You may wont to experiment 

with different leveis of blur. 
Figure 3 (Bottom): The resulting image appears 

more hand-done than a photo. 


Amazing Computing 

U^m h ^tq and AG's resident artist uses 
data manipulation witli your favorite Amigq 

sdtlwaie to cr^cite artistic representations 
qnd fligtits of fantasy for pure qrt and more. 

R. SiiiiJiiiiii, Morticr 

One of the most powerful capa- 
bilities of the computer is to link raw 
data without prejudice. What do I 
mean by this? Simply that the com- 
puter doesn't care, if we might use that 
word, about where the data is coming 
from, or where it is headed. The data is 
just the data. This allows computer 
artists and animators all manner of 
new creative pursuits, because that 
same data can serve in many different 
creative ways. 

For instance, there are several 
Amiga applications that use pictorial 
data to create soimd. The data is the 
data, so a color (hue) or grayscale 
intensity (brightness) at a certain point 
might be re-interpreted as a specific 
frequency and amplitude. This allows 
the computer to decipher a digitized 
version of the Mona Lisa as a series of 
amplitudes and frequencies, so the 
painting can be played as a musical 

With the right software bridge as 
a translation device, the same thing 
can be accomplished in reverse. A 
series of tones can generate colors and 
shapes, and directions in space that a 
paintbrush might head. Loudness of a 
one (amplitude) might be interpreted 
as the brightness of a color, while the 
frequency might indicate a specific 
hue. The length of the tone in time 
might influence the direction and 
shape, and/or the placement on a 2D 
or 3D canvas. 

Figure 1 . Transferring data from one format type to another can lead to interesting 
results. Here, a DEIVl with a 3D object is rendered by Natural Graphics 
Scenery Animator. The rendered image is saved to disk. 

Figure 2. The rendered image from Figure 1 is translated into a grayscale image in 
ImageFX, and saved again. 

September 1998 


Figure 3. The grayscale image from Figure 2 is imported bacic into Scenery Animator, 
and used as a topograplilcal map to generate tliis 3D landscape. 

The fact that a modern computer 
can act as a translation device that 
makes the transmutation of perception 
possible is the result of hundreds, if 
not thousands, of years of philosophi- 
cal musing. There has always been a 
suspicion that our senses are cross- 
pollinating, and that we humans have 
the ability under the right circum- 
stances to see what we are hearing, to 
taste what we are feeling, and to 
generally transfer our perceptions 
across the borders of their accepted 

Some people will tell you that the 
rich smells of Spring cause them to 
hear music, and that the taste of a 
favorite food causes visions. More 
recent and contemporary philoso- 
phers, like the German philosopher 
and mathematician Goethe, developed 
entire systems of thought around 
octaves of color and sound. The act of 
being able to translate one perceptual 
medium into another is known as 

What the Amiga brings that is 

The Amiga is able to quickly 
mathematically calculate what the data 
translations might look or sound like, a 
task too complex and time consuming 
for the human mind. With the recent 

interest (one might even say obsession) 
in computer graphics and animation, a 
series of new translation possibilities 
have entered the language, and are 
fueling creative pursuits. 

In 3D applications for instance, 
developers have invented a new and 
evocative realm of explorations that 
have vastly widened our ability to 
appreciate the raw data aspect of 
existence, and especially how the data 
can be used to bring heretofore 
unheard of tools into being, to shape 
what we see and how we manipulate a 
computer-based 3D scene. Many of 
these new approaches can be grouped 
under the term "mapping". 

Most Amiga graphics people are 
familiar with the term "texture 
mapping", a process that places 2D 
images on 3D surfaces. The textures 
fall into two types: digital bitmap 
images, and procedural textures. 

Procedural textures are math- 
ematical formulas translated into 
image data. For many users, texture 
mapping ends there, and is limited to 
just that. After all, isn't it enough to be 
able to see a blank sphere suddenly 
appear as if it were made of wood, 
metal, or some other more esoteric 
substance, all dependent upon the look 
of the assigned texture map? The fact 
that we can do this, and also assign 

different parameters for how the map 
is to be placed (parametricaly, 
sphericly, as a cubic surface, as a 
frontal or to projected plane, etc.), has 
in itself revolutionized the way we 
manipulate visual art and animation. 
But, to use a forgivable pun, we have 
only scratched the surface. 

Remember that data is data, and 
the only limitation on how it can be 
made to function as a translation 
device are the conceptual limitations of 
our own minds. The computer has no 
such limitations, and no final plan for 
how the data is to be used, or what it 
will produce. Data is data. 

For instance, no one has yet 
created an application that can 
translate a 2D color map into sound 
that can wrap itself on a 3D object, so 
that the object can be played as a 3D 
virtual instrument. That doesn't mean 
it is any less possible than wrapping a 
surface with color, it just means that 
nobody has created the necessary code 
yet because there doesn't seem to be a 
viable use for this end result. What 
many developers have done, however, 
is to figure out novel ways that the 2D 
image can address the 3D target, ways 
that bridge the gap between painting 
and sculpture. 

2D as 3D 

How does painting differ from 

sculpture? Every creative tool is made 
to answer a question. Learning what 
questions to ask is the first step in any 
creative enterprise. Painting, as we 
have come to know it, is a two 
dimensional experience. We may 
emulate 3D perception in a painting, 
by adding seductive shadows and 
perspectives, but that is where it ends. 
You cannot walk into nor move 
aroxmd in a 2D painting. 

Sculpture, on the other hand, has 
many more perceptual options than 
does a 2D painting. Every angle you 
view a piece of sculpture from (which 
also includes the sculpture of architec- 
ture) gives you a new presentation. 
Things that were hidden are revealed, 
and things that were clear become 
obscured as we circumnavigate a 3D 
object. This is part of the perceptual 
lure of 3D art, on the computer and in 


Amazing Computing 

the world. Add the dimension of time 
as well, and you have a basic percep- 
tual form for human experience. We 
live in an animated sculptural dimen- 
sion of experience. 

Sculpture and Painting 

What does sculpture possess that 
painting doesn't? Sculpture possesses 
one more spatial dimension than 
painting. Depending on the orientation 
you are referring to (how the 2D plane 
of the painting is positioned in space), 
you can call this extra dimension 
"depth" or "height". The question 
computer graphics programmers ask is 
"how can a 2D plane be made to serve 
the requirements of a 3D object"? 

A painting is a special type of 2D 
plane, since it has arranged material, 
elements of either chaotic or symmetri- 
cal color and intensity, on its surface. 
The question really becomes then, 
"how can the elements of a 2D 
painting serve as active variables in the 
construction of a 3D object"? Goethe 
might have asked the philosophical 
question "how can elements of color be 
used to stimulate specific emotions"? 
Having refined the question, we are 
ready to search out possible responses. 

What ingredients does color itself 
possess that can be used to generate 
3D parameters? Color does not have 
3D depth, so the question is refined 
again into one that asks how color as 
depth data can be "read". One answer 
might be to translate every hue into a 
specific depth dimension in an 
arbitrary manner. Red might stand for 
one inch, blue for two inches, yellow 
for three inches, and so on. Doing this 
would give us a specific sculptural 
object, but one based more upon 
chaotic accident than translation. The 
color portrait of a face, for example, 
would not be translated as the face in 
three dimensions, but rather as an 
unrecognizable 3D construct. 

What else might we investigate? 
Intensity comes to mind, meaning the 
degree of light or darkness. To really 
see intensity, a color object has to be 
translated into grayscale first, so the 
seductive hues are removed. The hue 
of the color, what we know as its 
"name", can interfere with how our 

Figure 4. A close-up of the 3D landscape shown in Figure 3, and texture mapped 
with a new bitmap file, changes the terrain into a unique world. 

eyes read its intensity (brightness and 
darkness). If, in the grayscale transla- 
tion of the image, we assign black a 
height of 0, and pure white a height of, 
let's say, 256, then all of the in-between 
intensities will fall between these two 
poles. This time, the translation of a 
portrait will indeed look like the 3D 
sculpture of that portrait when we 
make the transition from 2D to 3D, 
from surface to object, because the 
intensity ingredients are not arbitrary. 
By the way, the number 256 seems to 
be a perfect digital boundary for 
recognizing a colorless grayscale 
image, with just enough different 
levels of gray to make the image look 
smooth in the translation, and a perfect 
member of the binary number series. 

The Electronic Model Maker's 

The process that allows us to 
translate a 256 level grayscale image 
into height data for a 3D object is 
commonly known as "deformation 
modeling". It is closely related to 
another technology, a video layering 
process known as Alpha Channel 
Compositing. In Alpha Channel 
Compositing, the intensity of a 256 
level grayscale image is interpreted as 
transparency data. The more black the 
intensity, the more transparent. The 

more white the intensity of the image 
at any point, the more opaque. This 
allows video artists to composite 
transparent images and live video 
over/under other images. For the 3D 
artist and animator, the same data 
used for Alpha Channel Compositing 
is read as height or altitude data. 
Remember that for the computer, data 
is just data, with no singular or 
targeted final result. 

DEMs and More 

Software designed to emulate 
real-world or other-world terrain are 
known as scenery generators. The 
Amiga boasts a good collection of 
these applications, like Natural 
Graphics' Scenery Animator and 
VistaPro. A DEM file (Digital Elevation 
Model) is one data format that Scenery 
Animator uses to create 3D terrain, 
and a DEM file is a 256 level grayscale 
interpretation of real-world topogra- 
phy. A DEM is a grayscale 2D photo, 
and its grayscale levels are translated 
into height information by software 
formulas. Scenery Animator and 
VistaPro allow you to import and 
export any image data as a DEM file, 
allowing you the distinct possibility of 
creating and using your own grayscale 
art for generating 3D topography. 

September 1998 


Figure 5. A lens flare graphic, generated in Lightwave, can be translated Into a 3D object, as demonstrated by the mountain 
structures shown here. 

Cloud Castles 

We have had to cover a lot of 
preparatory ground to get to this 
point, the focus of this article, but we 
have almost arrived. There's just a bit 
more to say about texture mapping. 
DEMs and image files that translate 
grayscale levels into 3D topography 
can also be thought of as deformation 
maps, since they "deform" the object 
they are mapped onto. A DEM can be 
thought of as deforming a 2D plane. 
Scenery Animator's data, for instance, 
can also be ported to Aladdin 4D, the 

superlative Amiga 3D/4D application 
from Nova Design. A4D also allows 
you to apply a deformation map, a 
grayscale image file, on its own. In 
A4D, for example, you can apply 
waves as deformation maps, so that 
the actual surface of an object is 
deformed by the mapping process. 

Pictures or photos of clouds make 
great deformation maps when 
translated to grayscale, as do grayscale 
lens flare art. This is because clouds 
and lens flares offer very smooth 
transitions from one grayscale level to 

the next, so the result of the deforma- 
tion map is a series of 3D terrain 
structures. You can also use any 
smoothing operation in an application 
like Nova Design's ImageFX on any art 
to make an image that is cloud-like, 
and then use that as a deformation 
map in a 3D application to create 3D 
objects. A visual demonstration of all 
of this is chronicled in the figures that 
accompany this article. 

Enjoy! See you next time in 
ROMulan space. 







Figure 6. This Image of a sun surrounded by clouds created the 3D scene on the right. A single majestic tower remains standing, 
surrounded by the ruins of the once mighty cloud castle. 


Amazing Computing 




The Amiga Goes To School in Denver 

The Wheat Ridge Middle Schooi has adopted the 
Amiga for their art program and more. 

Figure 1: ImageFX is among the tools tlie students use in tlie WRMS art program. 

From left, Alex Martinez, Winston Delgado, Talon Jones, and Eril< Anderson. 

Figure 2: Erik Anderson (top left) and Alex Martinez (bottom left) exctiange ideas, 
wtiile Gabe Young is intent on tiis project. 

Special Report by Joe Obrin 

In an innovative program in 
Wheat Ridge, Colorado, students are 
exposed to the graphical power of the 
Amiga. What makes this program 
tmique is the fact that these are graphic 
arts students in middle school (grades 
7 and 8)! The Wheat PUdge Middle 
School is the only school in the Denver 
region (and the only school in this part 
of the country) which includes the 
Amiga as part of its graphic arts 
curriculum at the middle school level. 

Jeff Dodd, the teacher responsible 
for introducing the Amiga to Wheat 
Ridge's curriculum, has been teaching 
Amiga graphics to his kids since 1986. 
"Lon Seymore, our art coordinator, 
knew that I was looking at the IBM 
[PC] as another project to get kids 
interested," Jeff recalls. "1 had even 
taken some IBM classes. He suggested 
that I try the Amiga. That was an 
Amiga 500, that I still have by the way. 
I liked it really well, and we used it for 
a whole year. The kids liked it a lot, 
and we bought a couple of A2000s 
when they first came out. At the time 
there weren't any other computers in 
middle schools in Jefferson County. 
Even though the vendors in town 
came and went, we bought a few more 
machines each year for a while after 

The Amiga is integrated as part of 
a general art class offered to the 7th 
and 8th graders. Along with learning 
to work in traditional media, such as 
ink, paint, and clay, Jeff's art students 

September 1998 


Figure 3: Erik Anderson helps feilow student Taion Jones understand a fine 
point of image processing. 

Figure 4: Winston Delgcdo takes advantage of InnageFX's powerful 
features to realize tils artistic vision 

Figure 5: The machines in the space-themed lab are designated with 
character names from the Star Trek universe. 

learn to manipulate electronic pixels, 
using such tools as ImageFX, DPaint, and 
Pagestream. The school has a dozen 
Amiga 2000's, most of which are perma- 
nently set up in a small computer lab 
adjacent to the main art room. All of the 
machines have been accelerated. They 
each have the 3.1 operating system 
installed. In addition, Jeff just recently 
brought in a set of new Epson Stylus 800 
color printers. 

Pre AGA— Out of Date? 

Nonetheless, Jeff confesses that one 
of the biggest frustrations in using the 
Amiga has to do with a feeling that the 
technology he has access to has become 
out-of-date. After all, his machines are all 
pre- AGA. "With kids, you have to get all 
of the machines to work exactly the 
same," Jeff explains. But, the prospect of 
replacing a dozen machines at once has 
been too daunting. In fact, although Jeff 
has a 24-bit graphics card in his A2000 at 
home, buying (and installing) a dozen 
graphics boards for the Amigas in the lab 
has so far proven beyond the school's 

Unfortunately, as the kids become 
exposed to Macs and PCs in other classes 
and at home, the Amiga (at least those 
the kids get to see and use) suffer 
somewhat by comparison. "The kids are 
really starting to lose the enthusiasm that 
they used to have for the machines, 
because the other kinds of computers all 
have a newer look to them," Jeff confides. 

Jeff also admits to some difficulties 
with compatibility issues. "It seems like 
all of the new software that you get does 
not work together as well as they 
should," he said. "I'm still struggling 
getting my Epson and ImageFX to all line 
up together. I've finally got DPaint IV 
working, but they don't use the Studio 
Printer drivers. It works on some of the 
machines and others have banding in the 
printouts. I've finally got one of the 
printers set up perfectly, now I just have 
to copy it over to the others, if you know 
what I mean." 

Nonetheless, the stability of the 
Amiga OS, and the compatibility of tools 
for the machine across several genera- 
tions is endearing. "One thing that I'll say 
in its favor, is that the things I've been 


Amazing Computing 

doing on the Amiga you can't do on 
the Macs or IBMs, because you have to 
buy all new programs to work with 
their upgrades. The old stuff (on the 
Amiga) is still compatible." This has 
been a big advantage in the middle 
school environment, where resources 
for upgrades every six months are not 
necessarily available. 

The underlying power of the 
machine and its tools shows in the 
results that the kids have been able to 
achieve. "The kids have been able to 
produce some really nice artwork," 
Jeff states. "They have finally realized 
that the high resolution prints take a 
lot of time, because of the quality they 
are getting out of it. The yearbook kids 
really like it, because we've been 
creating the yearbook the last 4 years 
on these machines." 

Branching Out 

Jeff has even recently won a 
convert among his fellow faculty. 
Down the hall from the computer 
artwork lab, there is an Amiga doing 
video work. "[There is an] A2000 they 
are using to do animations for the 
school's TV station (KWRM channel 
10)," Jeff explains. He then goes on to 
tell about the teacher in charge of the 
lab selecting the Amiga for this task, 
since it could easily do real-time 
animations and output them to video 
tape, a task which is still considerably 
more difficult on the PC. 

"He saw the animations that I was 
able to directly output from the 
Amiga," Jeff relates. "He saw anims 
that the kids in my class had already 
done in the past. I had an extra 
machine, and Dan [the video teacher] 
had the money to put an accelerator 
and the 3.1 operating system in it." 

So, thanks to Jeff Dodd at the 
Wheat Ridge Middle School, there are 
students in Denver who are learning 
about graphic arts on the Amiga at an 
early age. If the Amiga really hopes to 
be "Back for the future", we would do 
well to realize that kids like this are 
the future of this machine. What has 
been done at Wheat Ridge Middle 
School should be recognized, com- 
mended, and perhaps even emulated. 


Figure 6: The Amigas at Wheat Ridge Middle School (WRMS) 
have a lab adjacent to the main art room. 

Figure 7: Jeff Dodd, who is responsible for Amigas at WRMS points out something on 
one of the machines. 

September 1998 


a| Editor Settings 


.i^pect Ratio: 

Match Range; | 10 | 

Groups Created: 

Polygons: | 4 | 

Points: I 2 I 

Ground Enabled: v^l ^|> 

Z Position: | t .000 | cm 

Wdth: I lo.OQQ| cm,, 

Segments: | 10 | WHi 

Unit of Measure: Q\ Centimeters (cm) | 
Cancel | 



Figure 1: Aladdin's Editor Settings 

In our last installment (Amazing 
Computing/Amiga July 98), I covered the 
preliminaries to creating a project in 
Aladdin 4D. Now it's time to (figura- 
tively speaking) get our hands dirty 
and start modeling. 

Before we start, take a few 
minutes to think about the coordinates 
measurement you want to use when 
modeling. Aladdin 4D allows you to 
use Units, Meters, Kilometers, Centi- 
meters, Feet and Inches. This is 
available under the Settings /Editor 
Settings... menu, in the Real World 
Coordinates Section, see Figure 1. 

Which you should use depends on 
what you are modeling. Try and build 
your models to scale, if possible. In 

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Figure 2: Tlie Mal<e Arc Panel 

other words, if you want to model 
something that is 10 cm long in the real 
world, use CM measurement and 
make it 10 CM long in Aladdin. This 
helps to make consistent models that 
are in proportion. If you are creating 
an abstract project, of course, use 
whichever is most comfortable. For 
this project, I'm going to use Centime- 

Extruding the Torcti Head 

Now, to start off, let's make the 
cutting torch head. This is a roughly 
conical shaped object, of a brass like 
metal. The base will be 2 CM, and the 
torch end is 1 CM. The cone has a 
cylindrical base to connect it to the 
oxyacetylene gas. Note, you can skip 
the gas part if you want to make a 
laser or other more futuristic type 
cutting torch. 

To make the cone shape torch 
head, we will use the tried and true 
method of extrusion. First we need the 
base form. Select the Z button in the 
gadget panel, and hit the space bar. 
This is "flat view in the Z", in other 
words, we are looking straight down. 
To make the base, select Make Arc 
from the Edit menu. Set the sweep 
angle to 360 degrees. For the segments, 
I'm using 24, but you can use more or 
less depending on how much RAM 


Amazing Computing 

you have, and how smooth you want 
the final object. Set the center x, y and 
z to 0.0 CM, the number of radii to 1 
(for a circle) and radii #1 to 2.0 CM. 
See Figure 2. 

Click on Okay. Once you have 
your circle, there is one more step 
before we can extrude it to form the 
cone. When extruding in Aladdin, you 
need to be watchful of where your 
"attach point" on the polygon is. Many 
operations in Aladdin use the attach 
point as a target. In our case, the 
extrusion will end up centered on the 
attach point. Since our circle is 
centered on 0,0,0, and we want a 
symmetrical extrude, we need to set 
the attach point to 0,0,0. To do this, 
deselect the circle by right-clicking 
anywhere in the editor view. Then 
Right Click in the Pan gadget. This will 
center the attach point to 0,0,0. See 
Figure 3. 

Now we can do the extrude. Select 
the circle, then immediately Right 
Click on the Extrude gadget, in the 
External tools window. The Extrude 
Settings window will pop up. Since we 
made our circle in the Flat Z view, we 
want to extrude down in the Z 
direction. So, for the Length, enter in 
the X, in the y length, and 6 in the Z 

We want a conical shape, so we 
need to reduce the diameter as we 
extrude, so for the Final Size, make the 
X and Y values 50%, and leave the Z at 
100%. The segments should be 1, the 
swell at far, and the swell Power at 0. 
The swell is used for making distorted 


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OPEN MON-FRI 11AM TO 7:30PM, SAT 11-7 

Circle 124 on Reader Service card. 

extrudes, and you might want to play 
with this, but for now, we just want a 
straight extrude. 

"Connect last segment" should be 
checked. This is used for solid objects. 
If this is set to "off", the last segment of 
the circle will not be connected, and 
you would end up with a kind of 
hollow c-shaped object. Poly to Poly 
and Single Group should not be 
checked. See Figure 4. 

Click on extrude to perform this 
action. If you are happy with it, "set" 
the circle by Right Clicking on the 
Editor View. This tells Aladdin to 
finalize the object. If you are not happy 
with the results, immediately click on 
the delete polygon gadget to delete the 
newly made polygons. You should end 
up with something similar to the 
truncated cone in Figure 5. 

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Figure 3: Centering tlie Attacli Point 

Figure 4: Extrude Settings 

September 1998 


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Figure 5: Our Extruded cone 

Figure 6: Multi-selection and Grouping 

Figure 7: Space Control Panel 

Group Therapy 

We are not quite done with the cone 
yet. We need to group the body of the 
cone with the ends, so we can deal with 
the cone as a single entity, instead of 
separate parts. Aladdin allows for 5 
polygon groups, as well as shading and 
shadow groups. You use groups for 
convenience in building models. For 
instance, a car model might have the main 
body in one group, the wheels in another, 
the interior in yet another, etc. To group 
the clone. Right Click on the Selection 
gadget, and click on Select all Polygons. 
Click on the group number gadget until 
number 2 appears. Now Click on the 
group gadget. The entire cone, the ends 
and the body, should select when you 
click on it now. See Figure 6. 

Space, the Final Frontier? 

While so far our model is very 
simple, with more complex scenes, the 
screen can become very cluttered, making 
it confusing and difficult to build complex 
models. While you can use the Hide and 
show gadgets to hide polygons tempo- 
rarily, Aladdin offers a better solution for 
keeping large projects on track. Similar to 
Lightwave's layers, Aladdin's spaces are 
separate screens that allow you to work 
on a model's various sub-components, 
while still keeping all the parts aligned 
and ready to be reintegrated. Objects and 
parts of objects can be moved between 
spaces via the Space Control window. See 
Figure 7. 

To Top It off. 

Now we will make the cylinder for 
the connector. Holding the Control key, 
select the circle at the top of the cone. The 
control key tells Aladdin to select one 
poly only, rather than the group. If the 
body selects instead, hide the body using 
the hide gadget, and then using the 
Control key again, select the circle. Right 
click on the clone gadget in the external 
tools window. Set all the offset gadgets to 
0.0, then click on Clone. Now right click 
on the Space up /down gadgets and click 
on New Space. When the requester asks if 
you wish to "Move selected poly(s) to 
new Space?" click on the Okay button. 

The circle should be in the new space, 
all by itself, and should still be selected. 
Right click on the Scale gadget in the 

22 Amazing Computing 

External Tools menu. We need to n\ake 
the cylinder just a bit larger in diameter 
then the cone, so set the Scale X and Y 
values to 105.0%. Leave Radial off. Scale 
From should be Center, and Scale 
deforms should be no. Click on Scale, and 
then set the poly. See Figure 8. 

Now we can extrude the circle into a 
Cylinder. Remember to set the attach 
point to 0,0,0, and then right click on 
extrude. Set the X and Y Length to 0.0, 
and the Z length to -3.0. Just for fun, let's 
use the swell option to make our cylinder 
funnel shaped. Set the Final X and Y size 
to 80%, the segments to 8, the Swell to 
Far, and the Swell power to 2.0. The Far 
option bulges inward, like a spool, and 
the near option bulges outward. See 
Figure 9. 

Once you have the object extruded to 
your satisfaction, group it, and move it 
back to the original space. You should 
end up with something like Figure 10. 
Figure 11 shows this object rendered, with 
no shading or surfacing. 

Well, I'm out of space and time for 
this article. Next time, we'll finish the 
Cutting torch head and add shading, 
surfacing and texturing. As always, you 
can write to me care of Amazing Comput- 
ing/Amiga or via email: 


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Figure 8: Scale Settings 

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■ 1 



Length X ooci | cfn 

V 0.00 

2: ~? 00 

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Sw*ll: Q\ F« 

Swell Power | s.ooc 

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Poly To Poly : 1 

Sngi? G'oup 1 

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LOS Cutter 


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Primitive- Quad 


ALT'Move.SHlFT'Muili Select, CTRUangleS^aecl |iDi'i80''OCW' 


Figure 9: Extruding with Swell set to Far 

Figure 10: The Cutting Torch Head Object 

September 1998 


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Circle 11 9 on Reader Service card. 

This Old Workbench Episode 21: 

Building tiie Perfect Worl<bencli, 

Part Four 

Staying up to dote on the latest 

versions can be tricky without VersionWB, 

choosing the best icons, improving the GUI and more. 

A Version of the Truth 

While installing all the latest 
goodies can be very helpful, it can also 
be challenging to keep everything up 
to date. An important bit of knowledge 
in this task is each file's version 
information. While the Amiga of 
course, has a version command, it has 
a few "issues" which make it less than 
ideal. Most important, is the inability 
to accurately report the version of a file 
on disk when that file is loaded into 
memory. For instance, if you run 
program foobar, which uses 
foobar. library, then run the version 
command on the new version of 
foobar. library which you've just 
downloaded, the version command 

By Dave Matthews 

^^^yug..>^yg,^ ^^^^^^^ Part i n 

File: St i letto:C-llser/VerslonUB 

Nane: UerslonMB 

Version: 2 . 9d 

Date: Uednesday April 1 1998 

Misc: ©Hdkan Parting 1998 


Figure 1 : VersionWB 

will report the old version, since it is in 
memory. Luckily, there is a solution, 
VersionWB, available on aminet: 
http : / /wuarchive . wustl . edu/pub/ 
aaiinet/utll/sys/VersionWB, Iha 

Figure 2: Magic Worlcbench 

This Gift- Ware program, by 
Hakan Parting, not only provides more 
complete and accurate info, but it can 
be run from the workbench or shell, 
and features a filename requester, 
packed file support via XFD, and can 
set filenote and filedate to match the 
version information. See Figure 1 for 
the VersionWB requester. 

Icon Redux 

(I know, I've covered most of this 
before, but I wanted to reiterate it in a 
little more detail, since this provides 
the foundation for later glory.) 

One of the fundamentals of the 
graphical interface is the venerable 
icon. Since the icon plays such a large 
role in using the Workbench, we will 
start our customization there. Aside 
from the original Amiga icons, there 
are basically two different icon camps. 
The Magic Workbench and the 
Newlcons camps feature different 
technologies, artistic sensibilities and 
even philosophies. I have covered 
these two contenders in past episodes, 
so I won't go into great depth on 


Amazing Computing 

4 ^ : ft5 pn 


Ry>iga Workbench 1.125.224 graphics wen 2.359.824 other new" 
USED I PrintFttesI Fornat | UUXtract | 

Figure 3: Newlcons 

either, but I will just make a few 

The Magic Workbench icons 
generally have a more subtle color 
palette, and a stamped semi-3D look. 
They are also usually wider than they 
are tall. They are rather distinct in look 
and feel from the Mac or Windows 
icons. To get the best, you need careful 
control of your Workbench palette, 
which is provided via a patch which 
locks certain colors. See Figure 2 for a 
screenshot with the Magic Workbench 

Newlcons on the other hand, uses 
a more sophisticated, perhaps more 
intrusive approach. Newlcons adds 
palette information to the icons, which 
allows the system to render the icon 
colors much more accurately, regard- 
less of the palette. The icons in the 
Newlcons package have a completely 
different look than the Magic Work- 
bench. They are generally more 
colorful, are taller than wide, and bear 
a certain resemblance to Windows 
icons. See Figure 3 for the Newlcons 


Paint Colorl Settings User Help 

riconia Load Palette 


Save Palette fts . . . 
Seperate Palettes? 




Neulcon (16> 

Ronlcon (16> 

JBCIcon <ie> 

Iconographlx <le> 
Magician («4> 

Undo liasiaaia i — .-- oi-au 


Figure 4: icon instaiier 


n-TToiivrfSs'rSElSBSS . 2 

1 EDIca 


New Inage Original Inage 



Xnstall - 




Destination icon 

1 Iconian_he Ip .guide | 


— ~ — i 

Figure 5: iconian icon Editor 

When people discuss Newlcons 
versus Magic Workbench, it's gener- 
ally taken as an either/or kind of 
thing. But in fact, you can use both 
together quite nicely. If you want the 
advantages of the Newlcons system. 

but like the Magic Workbench icons, it 
is perfectly possible to convert the 
Magic Workbench icons to Newlcons. 
It's a fair amount of work to be sure, 
but there are a couple of programs that 
will help. 

September 1998 


Directory Opus 1,513,4B8 graphics 5,996,664 other 





Figure 6: Pictlcon in action 

One such program is MWB2NI. 
This little freeware program will 
convert 8-color Magic Workbench 
icons into Newlcons: 
http : / /wuarchive . wustl . edu/ -aininet / 

Whatever Icons you prefer, I 
recommend Iconian as an icon editor. 
Originally programmed by Chad 
Randall, and now in the hands of 
Dominique Dutoit, Iconian has a 
wealth of features, including support 
of Newlcons. Iconian can be very help 
in creating your own Newlcons, and 
converting Magic Workbench or other 
icons to Newlcons. Iconian has all the 
usual drawing tools, including 
freehand, lines, boxes, fill, multiple 
undo, many color remapping options 
plus a raft of other options for dealing 
with all aspects of Icon creation. It 
does have a few bugs, but nothing else 
is as handy, particularly for 
Newlcons. See Figure 4 for a 

http : / /wuarchive .wustl . edu/pub/ 
aminet/gf x/edit / Iconian2_9 8t . Iha 

D| Shiva: Stuff, 3,6e7K fr I S I [gll I gJ I i^j 

If you want to change the look of 
your icons, without messing up their 
tooltypes or other settings, you might 
want to download Icon Installer. This 
handy program features a drag and 
drop interface, drag the original icon to 
the right window, the new icon to the 
left window, and click install. Icon 
Installer will support normal and 
Newlcon icons, and it is very helpful 
when changing your icon scheme. See 
Figure 5 for the Icon Installer window, 
http : / /wuarchive .wustl . edu/ -aininet / 
Iconlnstaller . Iha 

One final program in the icon 
department, again by Chad Randall. If 
you are not happy with Newlcons or 
Magic Workbench icons, or any of the 
other designs, perhaps you would like 
to have something completely differ- 
ent. How about making icons out of 
pictures? Pictlcon takes an image, and 
converts it to an Icon. It has lots of 
options to specify quality, dithering, 
size, etc., support Newlcons, and can 
give you a completely unique look. See 
Figure 6 for some samples. 
dirs/aininet/util/wb/Picticonl_4 . Iha 

Building on the Foundation 

Although many of you out there 
refuse to answer the call, if you want 
access to many of the programs on 
Aminet, you will need to download 
MUI. Like Class Act, MUI is a develop- 
ment tool for programmers to help in 
the making of interfaces. MUI is rather 
larger than Class Act, and can be a bit 
slow on lesser Amigas, but the 
registered user has access to nearly 
total customization of the interface, 
including fonts, backgrounds, gadgets, 




Another important addon is Class 
Act. This is a GUI development tool, 
and consists of various classes which 
aid programmers in making modern 
interfaces for their programs. You 
should download and install the latest 
classes (they're free), since many 
useful programs need them, such as 
the Newlcons preferences. You can get 
the latest classes at: 


Amazing Computing 

Typecast your Data 

Finally, lets have a look at 
datatypes. The Amiga's datatype 
system is very useful, but to really get 
the most from it requires heading to 
Aminet for some serious enhancing. 
There are dozens of datatypes for all 
sorts of purposes, including almost 
every exotic image format, animations 
and MPEGs, Mac and PC sound 
formats, and even datatypes for 
compression, binary and postscript 

For this episode, I'm going to 
cover just a few of the datatypes in the 
visual area. First of all, the main 
dataype library has an update on 
Aminet, written by Roland Mainze, 
with several bug fixes and enhance- 
ments. This is not an official upgrade, 
but appears to be required by several 
programs, including Nova Design's 

http : / /vniar chive . wust 1 . edu / -aminet / 

http ! / /wuar chive . wust 1 . edu/ -aminet / 
dtyp6slib453 . Iha 

Next we need to update the 
picture, data type. The original 
picture. datatype has some limitations, 
including the inability to accept 24-bit 
IFF pictures. Note, if you are using the 
CyberGrafx software, then you should 
be using Ralph Schmidt's 
Picture. datatype: 

http : / /wuarchive . wustl . edu/-aminet / 

If you're using the Picasso96 
software, then you already have the 
24-bit picture.datatype. For the rest of 
us, first download and unpack the 
Picasso96 archive. Do not attempt to 
install! Just copy the picture.datatype 
to your Classes/ Da taTypes drawer, 
http : / /wuarchive .wustl . edu/pub/ 
aminet/gfx/board/Picasso96 . Iha 

That takes care of the general 
upgrade. Now we need to look at 
specific datatypes for each picture 
format we would like. First of course, 
we should have a 24-bit capable 
ILBM/IFF datatype. Stephen 
Rupprecht has provide just such an 





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• Standard SANA-II device driver for use with Envoy, 
INet225, AmiTCP, and Miami 

• Great for cable modems and networking with PCs! 

• Dealer enquiries welcome! 

Eyetech CAD USD 

4-way IDE for Amiga 1200 $54 $36 

4-way IDE tor Amiga 4000 $39 $26 

External Scandoubler $169 $115 

Finale Development 

Voodoo Emailer $39 $26 

NewYork Newsreader $39 $26 

WebFTP Web Site Maintenance $39 $26 

Legacy Maker 

Catalyzer Volume 1 '"',^sen $35 j23 

^ , . , . ., Instruction ^„^ .„_ 

Catalyzer Volume 2 videos $35 $23 

PanCanvas $35 $23 

Haage & Partner 

Art Effect 2.5 
Tornado 3D 
StormC Professional 
ST Fax 
Storm Wizard 
X-DVE Video Effects 
Easy Writer 


$219 $159 

$359 $249 

$389 $274 

$79 $59 

$119 $84 

$254 $179 

$call $call 

Call or write for our full catalogue. 

Join our email update list for our bi-»/eekly 
listing of new and used hardware as well 
as inside information on the Amiga world 

and what goes on. Email asking to be 

put on the list! 

Phone: 519-858-8760 Fax: 519-858-8762 

Pricing and availability subject to change without notice. 
USD prices are approximate and subject to change with daily exchange rates. 

Circle 149 on Reader Service card. 

http : / /wuarchive .wustl . edu/ -aminet / 
dirs/aniinet/util/dt3^e/ilbmdt44 . Iha 

Note, for awhile, this datatype 
gave me fits. At some point in the 
development, the author disabled 
native Amiga support, which threw 
me for a loop when 1 could no longer 
view IFF pictures. Luckily, the latest 
version now works with native Amiga 
chipsets again. 

This brings up a good point. 
Always install and test one thing at a 
time, and make sure you back up your 
system regularly. It may be time 
consuming and inconvenient, but it 
will save you time in the long run 
when something goes wrong. You can 
trust me, something will eventually go 

Once you have the ILBM datatype 
installed and working, then move on 
to other formats like JPEG, PNG, etc. 
For image formats that support 24-bit, 
like JPEG, PNG, TARGA and TIFF, 
look for datatypes which support the 
v43 standard. Some 24-bit capable 
dirs/ajninet/util/dtype/akJFIF-dt . Iha 
http : / /wuarchive . wustl . edu/ -aminet / 
dirs/aminet/util/dtype/akPNG-dt . Iha 
http: //wuarchive. wustl. edu/ -aminet/ 
dirs /aminet /util/dtype/TIFFDT. Iha 
http : / /wuarchive . vnist 1 . edu/ -aminet / 
targadtype . Iha 

Well, that should do it for this 
episode. Next Episode, tools, tricks, 
and program launchers. As always, 
you can contact me via Amazing 
Computing/Amiga or by email: 

Also, as part of an effort to learn 
HTML and Web Design, 1 am starting 
an archive of This Old Workbench 
articles. There's (still) not much there 
yet, but you can see it at: 
HTTP :/ /www. geocities . com/ 
Or, reach me through AG's author link 
at: HTTP: //www. 


September 1998 


amiga telecommunications 

JavaScript: updating a previous script and 
learning lots of new tricks on the way. 

Of Forms and Buttons 

Up to now, all of our JavaScript examples have been 
stand- alone code. The script is run in our Browser, and the 
results displayed with no interaction from the user. This 
month we'll see how to use some standard HTML forms 
and buttons in combination with JavaScript. 

The vehicle for all of this and more, will be a script to 
replace the one we wrote in the June issue. That script 
calculated how many days remained until the Fourth of 
July. Because of the way the script was written, it is only 
good for the one date. Unless you change the script and 
upload the new version to your web site as that date passes, 
visitors are informed that there are a negative number of 
days remaining. The new version allows the visitor to enter 
dates they wish to check. 

How many days until...? 

Begin with the HTML tags to set up our page: 


<TITLE>How many days until. . .</TITLE> 

<SCRIPT LANGUAGE = "JavaScript"> 


// -> 

</SCRIPT> ' . '• ' ■ , ' ■ 


a 1 AWEB.1 - Hoy rnany daya unB:;: 


]^ rj _Jjai iJl_J JJ 

AnJTrK [ Cacne | Neva. ] Oock j HTW. MtKle | AWeWeva j 

Emer a daje to cliffi; acains 

[Deceaijer 23, iweff^^l 
C«ck to aUimll [ Be»e< | 

Figure 1 : Now our web visitors can enter any date they 
wish to checl<. 

This time we'll start with the body of the page, in 
between the tags. We print a line of text to the Browser, 
telling the user what format we want his date to be in: 

Enter a date to check against todays date 
in the formiJuly i, 1998 

Next, we'll add the HTML code to create a text input 
box, and two buttons. One of these will be a standard Reset 
button that will clear our text box for new input, and the 
other will send the text to our JavaScript. Add these lines 
under the text above: 


"when" > 

" future" > 

<INPUT TYPE = "BUTTON" VALUE = "Click to submit" 

onclick = "howLong()"> 

The first line in this fragment sets up the HTML form, 
and gives it a name we can refer to later. The second line 
creates the text input box, and names it. The third line inserts 
a blank line on our page between the text box and our 
buttons. The fourth line creates a button with the words 
"Click to submit" on it. Then we use the JavaScript onClick 

n I AWliB^^x-l88erMrfl1ea-i/ 

Igt l teb 

j x-iaaenerBtedi/ | \^| 


AjniTrK I Cache | ^fev^ | Clcclt | 

Only 163 days untillhe date you asked about, 

AWeWe-« I 

Figure 2: Print the answer in a new window, and don't 
ciutter the main window. 


Amazing Computing 

Get Connected ! '"=""'''2^ * '" 
1998 Midwest Amiga Exposition 

Get connected at the 1998 Midwest 
Amiga Expo! 

■ Top Amiga Developers 

■ Guest Spealcers 

■ ICOA Classes & 


■ Live Web Stations by 

Panthieon Systems 

■ UGN sponsored Live 

IRC & Webcams 

■ Games & Prizes 

and with more exhibitors than ever 


This year the Midwest Amiga Expo 

is the LARGEST Amiga event in 

North America! 

Sign up now! 

Don't wait, space is going 


The Largest 
Amiga Show in 
North America! 

Great Deals, 

Classes and 


The Hyatt Regency 

350 North High Street 

Columbus, Ohio 43215 

(614) 463-1234 

Mention you're going to the Midwest 

Amiga Expo and receive a discounted 

room rate! 

Classes & seminars start on the 2nd. The show floor 
will be open the 3rd and 4th. 

Show floor Tickets: $8 for one day 
$12 for both! 


Exhibitors contact: 

Dave Pearce - or Ronn Black ■ 

Visit our website the latest information 
and use our on-line form to sign up or call (614)751-0232 for more information 

event handler to detect the user clicking their mouse button. 
Because this is inside the HTML tag that creates the button, 
only a click on the button is detected. When this happens, 
our howLongO function will be run (more on this in a 
minute). Finally, a Reset button is created, and the form is 

The howLongO function mentioned above is one we'll 
write ourselves. Previously we have used JavaScripts built- 
in functions, but you can write your own to cover unusual 
situations. A function is a set of instructions that are 
enclosed by curly braces i |. These are given a collective 
name, so that you can invoke the function from elsewhere 
on your Web page. All functions begin the same way, by 
declaring that the following commands are a function, 
giving the function a name, and an opening curly brace. 
After the lines to set up and then hide the JavaScript section 
of our web page, add this: 

function howLongO { 

We've declared a function named howLongO is coming 
up. Everything between the opening curly brace and the 
closing one will be executed whenever we call the 
howLongO function. Now add these lines: 

var now = new Date ( ) ; 

var then = new Date(doouinent. when. future. value) ; 

var gap = then.getTimeO - now.getTimeO ; 

gap = Hath. round (gap / (1000*60*60*24)); 

The first line of this fragment is the same as in our June 
script. It creates a new Date object named "now". The next 
line is similar, but with a twist. The Date object created here 
(named "then") specifies where the date and time for the 
object is to come from. This is where naming our form and 
text input box pays off. We are asking for the date and time 
based on the "value" found in the "future" text box, in the 
"when" form, in the current "document". 

Next, we subtract the value (in milliseconds) of "now", 
from the value of "then", and store the result in the variable 
"gap". Then we convert the number of milliseconds into 
days, and put that number back into "gap". The one 
difference between this line and the same line in the Jxme 
script, is the rounding function used. 

In June, we used the .floor method of the Math object to 
round our fractional number of days to the next lower 
whole number. This time, I've chosen the .rotmd method to 
round any fractions to the nearest whole number. 

Finally, to display our answer, we could simply output 
to the browser window. However, a neater way to handle 
this is to open a new browser window, and print the answer 
there. Add these lines to those above: 

datewin = window. open ("", »", " width>300, 
height3250, scrollbars=yes") ; 

dateWin. document. write("Only "+gap+" days until 
the date you asked about, 
»+""+docuinent .when. future .value+" . " ) ; 

datewin. document. closeO ; 

September 1998 31 

R.O. BOX 30499 ORDEFIS: 9 1 5-563-4925 

MIDLAND, TX 79712 24-HR FAX: 91 5-563-431 5 -Visa-MC-COD 

Email Visit our site: 

Alien Breed 3-D AGA 12.95 TIMEKEEPERS 19.95 


UFO ECS/AGA 22.95 


Wing Commander 1 6.95 

Cannon Fodder 22.95 

Cannon Fodder II 27.95 
Chaos Engine II 29.95 

Deluxe Paint V 39.95 

DUNE ll'Battle' 14.95 

ELF 'Aroade Pislformer' 1 9.9 5 
EXILE A6A . . . 17.95 

F-117A Night Hawk 16.95 
F-19 Stealth Fighter 18.95 
Gloom Deluxe 020+ 1 8.95 
J. Madden FOOTBALL 1 8.95 
Pinball Mania ^Q^< 24.95 
Pinball Slam Tilt A6A 24.95 

Aminet Set 4,5 or 6 34.95 
Aminet21 rtiur26 16.95 
Deluxe Paint V 39.95 
EXILE CD . . 12.95 

Final Odyssey 34.95 
Genetic Species A6A 34.95 
Nemac 4 DIR CUT 29.95 
QUAKE A6A/Com 49.95 
Strangers A6A 34.95 
Ultimate Skidmorks 27.95 

'98 AGA 39.95 

•96 ECS/AGA 1 9.95 

Acid Mouse ... $ 17.95 
Amiga Tec Mouse 1 5.95 
Mega Mouse 21.95 
Wizard Mouse 22.95 
Ekiipse Mouse 18.95 
Gl Bruse Mouse 9.95 
Powerplayer J.S. 6.95 
Bug Joystick 1 7.95 

Jupiter Joystick 18.95 
Quickjoy Turbo 1 9.95 
Comp Pro J.S. 20.95 
ZipStick Joystick 20.95 
Cruiser Turtxj J.S. 19.95 
Speedking Analog JS 24.95 
Gravis Joystick 34.95 
CD-32Joypad 14.95 
Comp-Pro SamePad 27.95 
Joystick Y-Split 11.95 
Alpha TracBall 27.95 



C<flilHI & ClrnqH&ll^-) OlUin^ [Piriic^^S HB>®'(r<a>ir@> Voiui n&ujiy) 

Circle 127 on Reader Service card. 

The first line does the work. We've named our new 
window "dateWin", but that's not strictly necessary in this 
script. A named window gives you some control of the 
window from within your script. We use the .open method 
of the Window object, which can take three sets of param- 
eters in quotes. The first is for an Internet Uniform Resource 
Locator (URL), the second is for a name in the title bar, and 
the third defines the windows attributes. The URL (if 
supplied) determines the contents of your new window. 
You can supply either a URL or a filename, such as 
page.html. Since we want to display our answer, we'll leave 
this blank. 

I also left the name parameter blank, but feel free to title 
your output window. Next define the size of your window 
in pixels, and add any special properties you want your 
window to have. These can be a toolbar, a menubar, a status 
bar, scroolbars, and resizing gadget. Leaving any of these 
out of your attribute definition is equivalent to setting the 
attribute to "no". 

Next we do a document.write to the dateWin to display 
the answer, and remind our user of the date they asked 
about. Then we close the output to the new window. This 
last is required if you are writing to any window other than 
the current one. The last line of this fragment is the closing 
curly brace to mark the end of our function. 

The entire script is shown in listing one. When the page 
is displayed, the JaveScript is hidden by the comment tags 
(Figure 1). After the user types a date into the box and clicks 
the submit button, the function is called and executed, 
causing the number of days to be calculated, the new 
window opened, and the answer displayed (Figure 2). 

If you prefer not to type, this can be found on my web 
site by following the Amiga, and JSlOl links. 

Where To Find Me 
For U.S.Mail: 

Rob Hays 

P.O.Box 194 

Bloomington, IN 47402 
Please include a SASE if you need 
a personal reply. 

If you run an Amiga specific BBS, 
send me the information callers will 
need to access your system. Phone 
number(s), modem speeds, software 
settings, etc. As a service to the Amiga 
community I will include the informa- 
tion I receive in this column from time 
to time. 

If you come across any World 
Wide Web sites you feel would be of 
interest to the Amiga community, pass 
them along for inclusion in the HotList 
of the Month. Send the info to any of 
my addresses above. 

That's all for now. See you on line! 




<TITLE>How many days until. . .</TITLE> 

<!— From the September 1998 Amazing Computing — > 

<SCRIPT LANGUAGE = "JavaScript"> 


function howLong ( ) { 

var now = new Date ( ) ; 

var then = new Date(document.when. future. value) ; 

var gap = then.getTime( ) - now.getTimeO ; 

gap = Math, round (gap / (1000*60*60*24)); 

dateWin = window. open ("", "", " width=300, 

height=250, scrollbars=yes") ; 

dateWin. document. write("Only "+gap+" days until the 

date you asked about, 

'>+""+document. when. future. value+" .") ; 

dateWin. document. close ; 


// -> 



Enter a date to check against todays date in the 

form:July 4, 1998 

<FORM NAME = "when"> 

<INPUT TYPE = "TEXT" NAME = "future"> 

<INPUT TYPE = "BUTTON" VALUE = "Click to submit" 

onclick = "howLong()"> 




Amazing Computing 

Recent History! 
Did You IVIiss The July Issue? 

Volume 13 Number 7 July, 1998 

New Products & other neat stuff, Air Mail Pro v3.0, World News v1 .0, 

PanCanvas: Motion Control for ImageFX, and morel 

That Lived-in Look, Often, computer generated art just looks too cleani 

Lightwave 5 offers almost an infinite variety of ways to "dirt-up" your detailed 

computer generated imagery, by R. Shamms Mortier. 

Aladdin 4D: Cutting Torch Animation Project, Step 1 : Creating an animation 

first requires a detailed knowledge of what the animation will do, what it will need, 

and how it will be used, by Dave Matthews. 

Applying Textures to Fonts and Clip Art, Using textures to create just the look 

you want in your documents and art, by Nick Cook. 

On Line, Catch the news on the latest versions of World News for newsgroup 

reading and Air Mail Pro for e-mail, by Rob Hays. 
This Old Workbench: Episode 19 Building the Perfect Workbench Part 2, Real world perfection differs 
from user to user. Here are a few ideas on how you can maximize your Amiga to provide the perfection you 
want, by Dave Matthews. 

LInux/Amlga: Do You Have an Account with Us? Part One: Learning the Linux hierarchy, key phrases, 
and setting up your accounts. 

Unix on the Amiga Part 2, Installing the software, by Antonelio De Santis. 

Amiga Inc.'s Announcements, Amiga Inc. has an approved plan: Amiga Bridge, 4.0, Convergenceware, 
Amiga OS 5.0, and more! 

World of Amiga LONDON 98, The latest news and releases from the world's second largest Amiga show. 
Allan Havemose, Dr. Allan Havemose, Head of Development for Amiga Inc., is Amiga's next generation? 

"I don't get a single technical journal that covers as 
much important information as your February issue did, 
even in magazines 10 times as thick. There was news in 
there that had not been made stale by the plethora of 
news on the Web." 

Steve Shireman 

High Praise! 
Did You IVIiss An Issue of AC? 

Volume 13 Number 6 June, 1998 

New Products & other neat stuff, Video Toaster Flyer Systems Sale, Another 

User Group Deal, Amiga Soundtrack, and more! 

ImageFX 3.0, Nova Design has once again proven the Amiga's graphic might, 

by R. Shamms Mortier. 

The Legacy Catalyzer Videos and ImageFX Pluglns, Tools in a new era of 

ImageFX and Amiga graphics, by R. Shamms Mortier. 

Light ROM: version 4, 3,000 JPEG textures plus much more makes this a 

special addition to any Amiga artist's tool box, by R. Shamms Mortier. 

Me & My Shadow, Creative shadow effects, by Nick Cook. 

On Line, Updates to Miami and VoyagerNG plus, "count down days" with 

JavaScript, by Rob Hays. 

This Old Workbench: Episode 18, Building the Perfect Workbench Part 1, 
Learn what all the Amiga's directories do and how to further "Shock-Proof" your system, by Dave Matthews. 
AmigaOnLine.cow NOTES:, Safe Harbor is offering online stores to web sites, is 
delayed, and more. 

Interactive Image Viewing on the Internet with the Amiga, Medical Images, paintings, sketches, floor- 
plans, schematics, and more can be shared and revised online, by Michael Tobin, M.D., Ph.D. 
Wildfire — Animation Sequencer, Assemble an animation, combine animations and stills, generate special 
effects, create transitions, and even add frame synchronized sound effects, review by Dave Matthews. 
Unix on the Amiga, Turn your Amiga into a powerful Unix workstation. Preparing your system and 
gathering the software, by Antonelio De Santis. 

Which Boing Is Official? There are two Being Balls used as the official emblem of the Amiga. Which would 
you like to see as the Amiga's main symbol? 

Things can happen very quickly in the Amiga market and Amazing Computing/Amiga is your best 
vantage point. If you've missed an issue and want to back-start a subscription today, call us toll free 
in the US and Canada at: 


Or mail one of the enclosed cards with a check or money order to: PiM Publications Inc., P.O. 
Box 9490, Fall River, MA 02720. Or you may Fax your order to our secure FAX at 508 675 6002. 


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Unix on the 


Turn your 

Amiga into a 




Software to 

moke your Unix-based 

Amiga more efficient 

and productive. 

By Antonello De Santis 

Now that you have installed NetBSD 
on your hard drive and made it a bit 
more user friendly by installing the 
bash shell, we can start giving a more 
in depth explanation about Unix OSs. 

Unix Filesystem 

The filesystem is one of the most 
important parts of an operating system. 

h Fm £m vtow 

Jl ^ « ^ s^ 


'-. t"l^.y^'^:'y..^^. .f*?"? SMtOi GtM* Prtf* Stwitlly li_ 


Welcome to the Linux Docointntallon Project (LDP) Homqnq^ 

• Top - LDP homepage index, upcoming events and «- iinta. 

■ Coieial linux information - nenfwl anri intnvhirtniy T iniiv infnrmntint. 

• Unu« Donjmenatwn fttgcrt - Infomialion al>out tiie Linux I>>cunientation Project- Guidts, HOWTOs man pasei PAOi and 
tlie Linux Gazettes ^' ^' 

■ Un u x DptdaimimLEKiiKtr - Unux-rdalcddcvdopmentprojectif (iiardwarc ports, toftwatc. reaearcli areas, etc.). 

■ Comrogtia l Umx Pio duas - Uiiiixdistrilailions and CDROMs, txx)ki, software, liar<lware,con3UitinBand complete systems 

• i-mUX I inks - i nrs of links to all ^nrU »f I m.ivmfnrmarinnl 

■ Ppwered ty Ulm}d - Seewiiat Linuxcan do for you, tiy visiting sites that use Linux 

■ Lin ux Usenet Ncv /s^-roupt - Quick list of Linux ne«groups with descriptions. 

• UJEMineiJ-Sitesthatmirrorthesepages. 

• IDPSean-h - search the LDP WWW pages. 

Last modiflcd on April 11, 1398 

IMPORTAhfT: There are many LI3£lmtEQJ3. around the world, pleaseuseone near you. TJiispqge is t^jdarwfweeify.' If you are using 
a mirror site, and the date on this page is not within about a week of today's date, then please check the master page at 
bKP;^&un5ileiUK,c«faf/LDKfor a more ainent version and email ^ with the location of the old mirror site. 

Web ateAilnilni: You can mirror the LDPpages via FTP. Seelhemirmr tnstnirlioni ifyrai ai« interested. 

with comments and ideas. You can read all about the I .nPpayi (htsroTical anri 

This desktop is not very nice, but Mwm is really one of the best window 
managers available. 

you can try to optimize memory 
management or processor scheduling 
algorithms, but memory and processor 
are very fast by definition and the user 
can't notice if a memory access has 
taken 2 or 4 microseconds. Hard drives 
and floppy drives are much slower 
instead, in so far as accessing data 
requires a mechanic movement of the 

head(s), that can take seconds. Micro- 
seconds are not tangible, but seconds 
are. So an efficient OS must include a 
good filesystem. I won't talk about the 
technical implementation of NetBSD's 
filesystem for now, but I will focus 
mainly on the user's point of view of it. 

Unix filesystem allows users to 
define logical filesystems made up of 
several physical filesystems. What does 
it mean? Remember the Unix directo- 
ries' tree in the second article (Amazing 
Computing/Amiga July '98), that is a 
logical filesystem. 

Now suppose you create a 
directory "/Amiga" and mount an 
Amiga DOS partition on it, what's 
happened? You have added a physical 
filesystem to the logical one. When you 
access directory "/Amiga" you have 
changed to a different filesystem, 
partition or even physical hard drive! 
This all has happened in total transpar- 
ency. The user doesn't know whether 
he is working on a Unix, Amiga or MS- 
DOS filesystem. He goes on working 
on files, directories and subdirectories 
as if he is using a unique filesystem. 
That is the logical filesystem. Let's see 
now a bit more in depth how you can 
mount drives and partitions under 

Another Afterstep based desktop. Very nice and user friendly. 


Amazing Computing 

This is surely the most astounding loolcing window manager: Enlightment — only for fast processors and graphic cards. 

First of all, you need to know the 
name of the partition you want to 
mount. You can accomplish this by 
running the command "disklabel sdX" 
where x is the number of the physical 
hard drive where the partition is 
located. This command, you should 
remember, shows you all the partitions 
on the selected hard drive. Once you 
have located the partition's name you 
will need a mount-point, that is, a 
directory that "points" to the partition. 

Create a directory wherever you 
want and finally run the command 
"mount". The general syntax to mount 
a partition is: "mount -t filesystem -o 
options /dev/sdXX /mount-point". 
Suppose you want to mount the MS- 
DOS partition "sdle" on directory "/ 
usr/local/drives/dos"? You would 
run the command: "mount -t msdos -o 
rw /dev/sdle /usr/local/drives/ 
dos". Now if you cd to "/usr/local/ 

This is Afterstep window manager, do you notice the similarity with NeXT OS? 

September 1998 


drives/dos" and run the command "Is 
-la", you will see the contents of MS- 
DOS partition "sdle". 

There are many different 
filesystems supported by NetBSD, take 
a look at the manual pages of "mount" 
and "fstab" if you want to know all of 
them. You may wish to make all your 
Amiga or MS-DOS partitions perma- 
nently mounted under NetBSD. You 
can do this by just adding some lines to 
the "/etc/fstab" file. 

Our box in the July issue explained 
what the fstab is and the meaning of 
each field. If you want Amiga partition 
"sdOf" to be directly mounted on the 
directory "/work" at boot time, you 
have to add this line to fstab: "/dev/ 
sdOf /work ados ro 0". 

Remember that Amiga partitions 
can be mounted read-only. This is why 
you have to use the options "ro" in the 
third field. If "sdOf" was a MS-DOS 
partition and you wanted to mount it 
read-write you should have written 
"dev/sdOf /work msdos rw 0" 

For floppy drives, the mount 
procedure is similar. If you want to 
mount a MS-DOS floppy in drive dfO: 
on directory "/floppy", you should 
insert the diskette and then type in: 
"mount -t msdos -o rw /dev/fdOb / 
floppy". If it is an Amiga diskette you 

should type in: "mount -t ados -o ro / 
dev/fdOa /floppy". 

Mounting a floppy disk at boot 
time and modifying the fstab is not 
very useful since you should always 
keep a diskette inserted in the drive. I 
explained a procedure to mount 
floppies in a simpler way than always 
typing in that long command hne in 
my second article. For any MS-DOS 
floppy, you should add this line to 
fstab: "/dev/fdOb /floppy msdos 
rw,noauto 0". The option "noauto" 
tells the OS not to mount /dev/fdOb 
automatically at boot time, but 
"assigns" /dev/fdOb to directory / 
floppy so that, when you type in 
"mount /floppy", the OS already 
knows you want to mount a MS-DOS 
disk inserted in drive dfO: on directory 

REMEMBER! Every time you 
modify the file /etc/fstab you must 
check if you have made some mistakes, 
by running the command "mount -av". 
This conunand will try to mount all 
devices specified in /etc/fstab, if it 
returns some errors, then you have to 
check the file fstab and see what's 
wrong before rebooting. If you reboot 
and something in your fstab is wrong, 
you will run the risk of not being able 
to log into the system anymore. So be 
careful! Check the box "Tips & tricks" 

Tips & Tricks 

It is possible, when you try to modify some configuration 
files of NetBSD, if you commit some mistakes, at the next boot the 
system will not work properly. There is only one way to fix this 
situation — replacing the configuration files. 

My advice is to keep a copy of the essential configuration 
files of NetBSD on a floppy disk. You should keep at least: /etc/ 
fstab, /etc/rc and /etc/rc. local. These are the files that, if corrupted, 
may cause a dramatic crash of your system. If you find yourself in 
such a situation follow these steps: 

1) boot NetBSD in single user mode: "loadbsd -b 

2) when the system is loaded insert the floppy with 
the configuration files and mount it. 

3) mount -av 

4) copy the working configuration files from the 
floppy to the right location in the hard drive. 
Now your system should be fixed and run again 
at the next multiuser mode boot. 

to see what to do in case some of your 
configuration files have been damaged. 

First Steps in Unix. 

I suppose those of you who 
successfully installed NetBSD on your 
hard drive, have already started 
moving around your new system and 
should now be a bit familiar with it. 
Now, let's talk about some of the most 
important commands you need to 
know to use NetBSD more efficiently. 

Viewing Text File Commands. 

Every Unix OS comes with several 
commands to manipulate text fUes, the 
ones you will mainly use are: cat, more, 
tail and grep. "Cat" is used to view a 
text fUe. Its syntax is: "cat filename". It 
is not very convenient to use with very 
long files, since when a file is made up 
of more lines than your monitor can 
display, you'll be able to see only the 
very last lines, the other ones will scroll 
over the screen. Cat is mainly used to 
print text files, but I'll taUc about that 

The command you will mainly use 
to see text files is "more". It doesn't 
have the limitations of cat, in fact when 
a file is made up of more lines than 
your monitor can display, it will stop 
after the first N lines and it will show 
the next N lines only when you press 
the space bar. If you want to see the 
lines one by one, you simply have to 
press the carriage return or the arrow 
keys. The syntax of more is: "more 

More also allows you to search an 
expression within the file you are 
viewing. The option to search an 
expression is: "\expression". Then you 
can simply press "n" to search the next 
occurrence of the expression. If you 
need to see only the very last lines of a 
text file, it is very inefficient to use both 
cat or more, because, if the file is made 
up of thousands of lines, it will take 
forever to get through the whole file. 

The command "tail" is very 
helpful in this case. The general syntax 
of tail is: "tail filename". By default it 
shows the last ten lines of the file. You 
can use the option "-n" to select the 
number of lines to view. If you type in 
"tail -n +20 filename" you will see all 


Amazing Computing 

the lines from 21 to the last one. If you 
type in "tail -n -20 filename" instead, 
you will see the last 20 lines of the file. 

Let's now examine the "grep" 
command. Grep is used to find an 
expression within a file, it returns 
every line containing an occurrence of 
the searched expression. The general 
syntax of grep is: "grep expression 
filename". It is a shame to reduce the 
description of grep to only a few lines 
because grep is really a gem of a 
program! Just a few kbytes of code 
realizes something that can even be 
considered a language interpreter. The 
expression you want to search is not 
limited to a word like "dog", "mum" or 
similar, it can even be a so called 
"regular expression". 

What is a regular expression? It is 
an expression defined by well 
grounded grammar. I know that this 
definition doesn't mean anything to the 
majority of you. Speaking of grammars 
and regular expressions would require 
a whole article, maybe later I'll start 
explaining a bit of Perl programming. 
Check the manual pages concerning 
grep if you want to know how to 
search the lines of a file containing an 
occurrence of a given regular expres- 

Processes Control Commands. 

Even the most solid and efficient 
operating system can have program 
crashes or deadlocks. Often, one of the 
differences between "OS" and "os" 
resides in the way they behave in case 
of a program's crash. In some cases, a 
crash of a program blocks the whole 
operating system. In other cases, the 
program that crashed remains in 
memory but doesn't affect the execu- 
tion of other tasks. 

Unix-like operating systems give 
you TOTAL control of every job being 
accomplished at any given time. You 
can stop every program in every 
moment and the memory allocated is 
freed — and without losing a byte 
either. I will use the words process and 
program as if they were synonymous, 
there is a difference between them, but, 
at this level, we can use both words as 
if they had the same meaning. 

In every Unix-like OS, a PID 
(Process IDentification) is assigned to 
every program going to execution. This 
PID is a number that identifies every 
process. In a multitasking system, it is 
strictly necessary for each process to 
have its own PID, else it would be 
impossible for the operating system to 
decide when to load a process into 
memory or when telling a process 
waiting for a resource (i.e.: access to 
printer), that the resource it requested 
is now available. This httle introduc- 
tion helps to explain the processes 
control commands "ps" and "kill". 

The command "ps" shows you all 
active processes, their PID, state of 
execution, CPU time and controlling 
terminal. The syntax is very simple, 
you only have to write in "ps" and 
press the carriage reti.irn. The "kill" 
command is used to stop a process in 
execution and free all memory allo- 
cated to it. The general syntax is "kill -9 
PID". If a program crashes or if you 
simply want to quit it for some reasons, 
you have to follow these steps: 

1) ps 

2) check the PID of the program you 
want to kill 

3) kill -9 PID 

Links to files and directories. 

NetBSD, as well as every Unix OS, 
gives you the possibility to create a 
symbolic link to a file or directory. 
Let's see in practice what a link is. 
Suppose you unpack a new program in 
directory "/usr/local/program/" and 
the executable is "prog.exe". The 
directory "/usr/local/program" is not 
in the system path, so, if you want to 
run "prog.exe", you have to cd to its 
directory and then launch it. This can 
be very annoying at times and a link is 
very useful in this situation. 

You know that "/usr/local/bin/" 
is in system's path and every execut- 
able file in system's path can be run 
just by typing in its name in spite of 
what directory you are in. If you run 
the command "In -s /usr/local/ 
program/prog. exe /usr/local/bin/ 
prog.exe", you will link "/usr/local/ 
bin/prog.exe" to "/usr/local/ 
program/prog.exe". From now on 
"prog.exe" will be virtually in "/usr/ 

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local/bin/", but physically in "/usr/ 
local/program". Note that "prog.exe" 
in "/usr/local/bki/" is not a physical 
copy of that in "/usr/local/program", 
it is just a link and doesn't steal room 
from the hard drive. 

You can create links to directories 
as well. If you installed Xll, you have 
noticed the long path of some configu- 
ration files is hard to type in and it's 
also easy to get confused and lose your 
way in the directories' tree. A link to a 
directory is very helpful in this 
situation too. If you run the command 
"In -s /usr/local/XllR6.1/lib/Xll/ 
xinit/ /x", all you'll have to do to 
access the files in "/usr/local/ 
XllR6.1/lib/Xll/xiiut/" is type in "cd 
/x". The link will automatically bring 
you to the real directory. The general 
syntax to create a symbolic link is "In -s 
/source /destination". 

XI 1 Window IVIanagers 

This month I have included 
pictures (see pages 34-36) of some nice 
window managers available for Xll — 
great stuff isn't it? The pictures are 
grabbed from the Intel version of Linux 
and Xll because there are no programs 
to grab screens under NetBSD yet. 
Don't worry though, on a NetBSD 
Amiga+graphic card you would get the 
same appearance! That's all for this 
month fellow Amigans! See you next 


September 1998 


DPaint Cut- Paper Portraits 

Use HI-LIGHT Fill and other commands in DPaint to 
create your own caricatures for DTP and web use. 

DPaint marches on 

Just like the Amiga, DPaint keeps 
going and going. Although Electronic 
Arts abandoned DPaint upgrades a 
long time ago, you can still find 
buckets of new ways to do things with 
this old war horse. In fact, DPaint on 
the Amiga, as a video painting and 
editing application, was at a place 
years ago that Mac and Windows 
painting software is still hard pressed 
to keep up with today. Many DPaint 
tools still have no equivalent in any 
non-Amiga paint programs. Plus, 
DPaint is probably owned by more 
people than any other Amiga software. 
Even at this stage of the game, many of 
you keep writing and sending e-mail, 
asking for more DPaint tutorials. 

by R. Shamms Mortier 
Say "Hi" 

In this session, we will focus on a 
special tool in DPaint (version IV and 
up), accessed by clicking on the "Hi" 
(for "Hi-light") button in the Fill 
requester (that's the requester accessed 
by pressing a right mouse button over 
the paint can icon in the toolbox). The 
operations in this requester are similar 
in that they target a selected area on 
the screen for a gradient fill, but the 
options offer you ways to control both 
the direction and flow of the fill in a 
shape. As we'll see, that can be a first 
step in creating new painting looks for 
your projects. 

The options in this requester cover 
the five ways to fill an area with a 
gradient: LINE Fill, SHAPE Fill, 
HI-LIGHT Fill. Explore each of the 
five. Notice the differences in the 
gradation of tones, and how each 
curves inside the shape it addresses. A 
"HI-LIGHT" is the area of a surface 

The five "HI" fills: LINE Fill (A), SHAPE Fill (B), CIRCULAR Fill 
(C), CONTOUR Fill (D), and HI-LIGHT Fill (E). 

that catches the maximum intensity of 
the light that is directed its way. These 
bright spots add a bit more reality and 
interest to any surface. If you're 
working in a register color mode (2, 4, 
8, 16, 32, 64, 128, or 256 colors), you'll 
notice that the gradients have visible 
boundaries or striations. Instead of 
pretending this isn't so, and trying to 
hide them by dithering, we will use 
this artifact as part of a media look. 

The first preparation to take in 
this tutorial is to go to the palette 
requester (keyboard "p") and set a 
smooth range of shades in any color. 
This is done by selecting a light or dark 
shade at the first paint pot, and then its 
opposite value at the opposite end. 
Then set a "Spread" of colors from one 
to the other, which gives you a nice 
range of in-between values (use the 
RGB setting). Work in Hi-Res when- 
ever possible, with any number of 
colors from 16 to 256 (AGA). 

If you use HAM modes, you will 
notice a much smoother look to your 
work. I prefer the look of non-HAM 
Hi-Res, because I think the "banding" 
that takes place is useful to the effect 
that I am trying to achieve. You might 
not like it, and may opt for HAM 
instead, but at least explore the Hi-Res 
option first. 256 color Hi-Res offers a 
better smoothing around the edges of 
figures due to the presence of more 
pixels on the screen, and HAM offers 
better dithering (smoothing between 
colors) because it has more colors to 


Amazing Computing 

Left: The development of a cut-paper 
chiaracter, using ttie gradient fills as 
a step in ttie process. 

choose from (4096 in the entire palette, 
with 256 on screen at once in DPaint 
rV). Hi-Res provides a "cut paper" 
look, while HAM gives a more metallic 
feel. HAM Hi-light fills also have a 
star-burst effect in the quality of their 
appearance, which is OK as long as it 
matches the look you want to achieve. 
My desire was to create a series of 
caricatures, portraits with exaggerated 
features, that mimicked some of the 
styles 1 prefer and have seen used in 
newspaper political cartoons. 

I am always finding new ways to 
alter both my style and the steps 1 use 
in the process, so 1 never really use the 
same procedure twice in the same 
way. The picture at the top of the 
previous page gives you an idea of 
how one might build a paper-cut 
caricature in an orderly process. My 
main tool for these figures is always 
the free-fill tool that is accessed by 
clicking on the lower right of the free- 
draw icon in the DPaint IV toolbox. 

One thing to remember about the 
Highlight option is that after an area is 
drawn that will be filled, a line 
attaches itself to your pointer. The 
direction of the line indicates where 
the "light" will come from. The 
distance from the area to where you 
click on the end of that line on the 
screen indicates the presence or 
absence of the first colors in your 
palette. Clicking on the center of a 
filled area will create an area that has 
your first shade or color in the center, 
and then a spread of the remaining 
shades. Like any artist's tool, it's 
always best to give yourself some 
discovery time before attempting to 
create your final work. 

Facial Hair 

You can create a "beard" on the 
face of your caricatures in the follow- 
ing manner: First, paint a small sphere 
(hi-light tool still on), and pick it up as 
a brush. Then, using the airbrush tool, 
paint the beard on the face. The actual 
"hi-light" on the small sphere was 
placed in its center, making it very 
much a 3D-like object. When you 

become immersed in your work, 
discoveries lead to further experimen- 
tation, all of which expands your 
artistic behavior and adds to your 
playfulness. You can also make the 
airbrushed spheres very small, which 
is great for eyebrows and other facial 
features. To create the look of curls, 
use a larger sphere and airbrush it in 
curved directional lines. 

Where to use art created with this 


1. Use this media in your DTP work, 
especially for political cartoons. 
It's fairly easy to develop any 
person in the news into a cut- 
paper character. 

A selection of finisfied cut-paper ctiaracters. 

2. Create a children's book. This 
technique makes great fairytale 
characters, yet maintains the 
simplified line structure that 
children relate to. 

3. Web graphics. Because these 
graphics are based on 256 colors 
(or less), they translate very well 
to the Web, and download 

The caricature varieties that you 
can create with this and related 
techniques are endless. If this tutorial 
has helped you develop your own 
version of a cut-paper character, send 
it to Amazing so others can see your 
endeavors as well. Have fun. 


September 1998 


Amazing Advertisers 

To contact these Amazing Advertisers, use the information below or go to and linl< to them directly. 

Please remind them that you saw them in 

Amazing Computing/Amiga. 

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Peer to peer local area network 
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Use to add one more Amiga to 
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Amiga Hardware Project: 

Alternative Joy 
On The Anniga 

Replace that old Joystick 

with one of those fancy new 


by George M. McDonald 

Remember that your 
contacts are reversed 
on the plug 

Are you tired of playing your best 
games witli tliat preliistoric joystick? Lets 
face it tliat old stick is no joy. Ever 
wanted to use a SEGA or Nintendo pad 
on your Amiga? Well then this article is 
for you. Even if you can't tell the 
difference between a diode and a 
doorstop, all you need is a little patience 
some perseverance and the following- 


Soldering iron 

To melt the solder 

Holds the wires in 

Wire cutters Cuts the wire =') 

Longnose pliers Holds hot parts 
Wire Carries electrical 

Multimeter For peace of mind 

Cable (optional) Nine wire cable with 

a DB9 female end 
Phillips screwdriver SmalI-#0 

Non- Amiga digital controller 
SEGA Genesis, NES, SNES, 

(Note that the original SEGA pad, 
the rectangular one with two buttons, is 
plug & play.) 

The main difference between these 
controllers are the number of fire 
buttons. The SEGA Genesis has three 
buttons, NES two, SNES six, and the 
Playstation has eight. The next thing we 
have to look at is the cable. Sega has a 
nine wire cable with a DB9 female end — 
just what we need. The other controllers 
require an extra cable — a nine wire DB9 
cable. So we are going to focus on the 
SEGA pad, but the concept is the same 
for all of the controllers. This project is 
real easy to do and will ready you for 
more advanced projects (mouse control- 
ler, midi. Audio-sampler, I.R. Keyboard). 

How It Works 

Each action on the control pad 
closes a circuit (loop) between the 
ground (pin-8) and the control lines (pins 
1,2,3,4,5,6,9) —WARNING PIN 7 IS -i-5 



5 FiieE 

Pin 4 RiSlit 

Pin 3 Lsft 

Pin2 Down 

Pinl UP 




h i 



Pin 1 UP 

Pin 2 Down 

Pin 3 L«ft 

Pin 4 Ri3tit 


Pin5 ThiB 


PimSPire A 



Pin 7 +5 Power 

PinS Ground 

Pin9 FiieC 

"TPinP FireC 

PinS Ground 

Pin? +5 Power 

Pin 6 Fire A 

Facang tht rear of the AMGA 
and the rear of the phg . 

CHIP OR WORSE. So when you press 
up you are actually closing a switch that 
draws pin 1 to ground, the I/O chips 
read this and the rest is Amiga magic. 
There is another type of controller called 
an analog controller that works with 
potentiometers like the controller of a 
radio controlled car. The Amiga can use 
these but they require an adapter. 

The Process 

Step 1: Open the case by removing the 
six screws in the back of the control. 
Lift off the back, then lift out the 
P.C. Board and wire. Set all other 
parts aside — don't lose anything! 

Step 2: Next, determine if you have a 
board-mount or surface-mount type 
board in the controller. The 
components go though the board in 
a Board-mount configuration. 
Surface-mount components lay on 
and are bonded to the surface. While 
board-mount is simple to do 
surface-mount is a bit of a challenge 
because of its small size and delicate 

Step 3; Unsolder and remove all the 
components (except for the cable 
coming in) by holding the part with 
the long nosed pliers and melting 

Nether Amazing Computing/ 
Amiga nor the author can be 
held responsible for any 
damage caused directly or 
indirectly from the information 
contained herein. As with all 
projects, please proceed at your 
own risk. 


Amazing Computing 







Figure 2a: Board-mount assembly 

Figure 2b: Surface-mount assembly 

the solder. (Caution parts get REALLY hot) Be VERY 
CAREFUL removing surface mount parts. If you put 
too much pressure on the parts, the solder points 
will pull up. If this happens, while you are removing 
the chip, look for another solder point. If you find 
one, cut the old point off with a razor blade and find 
another place to solder to (don't worry there are 
several solder points left after removing the 
resistors). If you are curious, the chip is used for the 
pause button and the resistors change the voltage. 
We don't need them so out they go. 

Step 4: Jumper the wires between the holes left from 
removing the chip to complete each circuit. Up and 
down are already connected as they don't go 
through the chip. Find the switch for left movement 
and follow the trace to where it entered the chip, cut 
about 1/8 inch of the plastic insulation off of the 
wire, and push it through the back of the board (so 
that the wire comes out on the green side). Solder 
the wire to the solder point. See Figure 3 for the 
correct way to solder. Next find pin 3 (the pin for left 
movement). Remember that the contacts are 
reversed on the plug. 

Step 5: Using the multitester find where the line is 
soldered to the board and follow it to where it 
entered the chip. Cut the wire about 1/4 to 1/2 inch 
longer than needed with the diagonal cutters. Then 
strip off enough insulation to make the wire lay flat 
on the bottom of the board. Solder and clip off the 
loose end. Now, if you are doing a surface mount, 
you have to use a single strand of wire. Cut a piece 
of wire 1/2 inch longer than you need. Pull the 
insulation off by grabbing the wire with the 
longnose pliers and pulling the insulation with your 
hand. Save the insulation and pull off a single strand 
of wire. Lay one end on a solder point (shiny squares 
on the surface of the board). Cut a piece of insulation 
to fit between the two points and slide the insulation 
back over the wire. Then solder the second point and 
trim the loose end. Repeat for the remaining 

Step 6; Testing the pad. This is a very important step - 
DON'T SKIP IT. Using the multimeter on the ohm 
setting, test each line from the plug to the contact on 
the board. When the circuit is closed, the needle will 
move across the meter. You can test this by touching 
the probes together. Each line should only register 
one action (example: pin 8 ground, pin 1 forward, 

Tool List 




radio shack 
part number 



15-watt soldering iron 








diagonal cutter 








longnose pliers 


Hopefully the price of these tools will be spread over several 

Figure 3: The correct way to solder a connection. 

etc.) except pin 7 which is power and should be isolated (no 
connection other than where it enters the board). In order to 
reach the contact inside the plug, you have to put a small piece 
of bare wire in the hole that is being tested. If you find more 
than one contact per line, you have to look carefully at the 
board. There will be a solder bridge (a small piece of solder 
across two or more points). Remove it with the soldering iron. 
Step 7: Put it back together and retest. For this final test connect 
the multimeter between contact 8 and each of the other contacts 
in the plug. (Example: pin 8 and pin 1 the meter needle should 
only move when you press up.) This is best done by putting a 
small piece of wire in the hole and then putting an alligator lead 
between the wire and the probe (so you can use your hands to 
operate the pad). 

September 1998 


Special Note: 

The start button on the sega 
controller makes a good fire button for 
kids. Just add it to the circuit at FIRE A 

This modification has not been 
tested on either CDTV or CD32 configu- 
rations. Please be careful in this and all 
projects. Remember — proceed at your 
own risk. 

After Ttiis 

After you do this project you should 
have the understanding of how the 
Amiga controllers work. This provides a 
good background to later modify any 
digital controller to your needs. Good 
luck and happy computing. 


You can purchase a modified SEGA 
pad as described for $25 US. Price 
includes shipping & handling (US only 
out of US send letter or e-mail). All 
products carry a 90 day warranty, PD 
and hardware catalog-$2 US 


2208 Oakmound DR 

Clarksburg WV 26301 

To register for an on-line mailing list 
send an e-mail to: 

If you have a .gif converter or .wav 
converter. Feel free to FTP amiga 
screenshots, images, artwork, sounds, 
music, just about anything. BUT PLEASE 
NO ADULT ONLY!!! Must be an Amiga 
project in .gif or .wav format. We have 
the best computers and users in the 
world. Lets show them off. To:, username=ice43, 

My main page is at: http:// 
8315. Please fill out page comments on 
any page and leave a link. Or e-mail 
about my page with such as Amiga 
model, modem, and load time to 

Questions, comments, or project 
suggestions can be sent to: 

George McDonald 

C/O Amazing Computing 

P.O. Box 9490 

Fall River, MA 02720 

Or via e-mail 


Genetic Species certainly has its 
work cut out for itself. Let's face it, with 
the game appearing in the wake of one of 
the biggest PC conversions the Amiga 
has ever seen, the comparisons to Quake 
are inevitable. However, I felt it unjust to 
judge a game with the mentality that the 
development of this genre should be a 
competition to simply achieve a more 
complex 3D engine. Sure, it may add to 
the gameplay in some ways, but there are 
so many other elements that contribute to 
a satisfyhig gaming experience. With this 
in mind I attempted to clear my head of 
all thoughts of 3D monsters and high-rise 
ambushes and sat down to play Genetic 

The scene is set with a 200MB 
rendered intro that is actually quite dull, 
but bearable because of the high graphi- 
cal quality. The game takes place in the 
23rd century with you assuming the role 
of a "bioshifter" ordered to retrieve 
information about a dangerous situation 
arising in a space complex orbiting the 
moon. Well, actually you assume many 
roles throughout the game. 

These "bioshifters" are mobile 
devices capable of taking control of 
almost any entity they encounter. This is 
much more than just a gimmick, there are 
many sections of the game that require 
you to take over commanders, scientists, 
or security officers in order to perform 
certain tasks. That's right, there is more to 
this game than flipping switches and 

blasting people. Each level also contains 
a mission that must be completed. To 
accomplish this, there are various sub- 
missions that combine to allow you to 
progress to the next level. 

This is not to say that there isn't an 
adequate amount of death and destruc- 
tion. A vast number of weapons are at 
your disposal, all varying in speed and 
power. However, only three objects can 
be carried at one time. This can be 
frustrating and a tad confusing since 
much of your time can be spent relocat- 
ing things you wanted but couldn't 
carry. It probably would have been more 
convenient to separate the weapons from 
objects. There's nothing worse than 
confronting an enemy, prepared to blast 
them with your rocket launcher, and 
pulling out a key. Maybe if you could 
stab them with it this wouldn't be such a 

One of the best elements of the game 
is the level of artificial intelligence the 
various inhabitants of the space station 
possess. There is still a sufficient amount 
of development to be done before the 
skill of a human player can be incorpo- 
rated, but Genetic Species has definitely 
brought the enemies' thought process to 
a level above most of the games of this 
type. For starters, enemies can open 
doors, and won't hesitate to chase you if 
they feel it is necessary. They often hide 
beside doorways and ambush you as you 
approach, though you can usually see 


Amazing Computing 

their guns sticking out and prepare 
yourself. Also it's nice to track down a 
wounded, fleeing enemy for once, 
instead of vise versa. Just be careful if 
you corner them, as some tend to get 
slightly nasty in such a situation. 

Visually the game is generally 
excellent. Some of the human enemies 
are a little odd looking in places, but this 
is more a limitation of rendering them 
rather than drawing or digitizing. The 
game moves at an exceptional frame rate 
and there are many options to modify it 
to your computer's specs. It seems to 
adapt itself to your system in some ways 
by adjusting the lighting and sound 
according to your memory and speed. 

The sound just about matches the 
graphics in quality with all the usual gun 
shots and explosions, along with a nice 
sprinkling of speech and enemy effects. It 
is wise to listen carefully for the sound of 
face buggers scurrying around before 
you decide to blow a hole in that door 
and flood the corridor with them. Clues 
like this can greatly reduce health loss 
and frustration. There are also eight CD 
tracks accompanying the game. Though 
they don't always seem to fit with the 
action, they still add to the atmosphere 
which can be quite eerie in spots. 

AH of these factors contribute to a 
fine game that is polished and highly 
playable. It may not appeal to those who 
are just looking for a quick few minutes 
of annihilation, though. The mission- 

based levels and the fact that you have to 
find one of the few save spots scattered 
about the area if you want to continue 
your progress later may hinder some 
action fans. Besides, the way the enemies 
simply fall over when they die is not 
nearly as fulfilling as the exploding, 
bloody mess that some other anonymous 
games offer. 

However, if you are looking for a 
game that will keep you intrigued for 
hours and present a unique challenge 
from level to level. Genetic Species will 
undoubtedly leave you satisfied. If 
companies such as Vulcan continue to 
release software of this caliber, the 
Amiga games market is assured a 
smooth ride into the next century. 


Space Pilot 



Storm Trooper 

Gel Man 

Face Hugger Mantis 





Security Officer 

Battle Cyborg 

Cyber Scout Security Soldier 







I Wolf Head 





.^ Scientist Zombie 


Murders Row: The Rogues Gallery of Genetic Species Antagonists. 

September 1998 45 

Reprints Reprints Reprints 







(800) 259-0470 

Reprints Reprints Reprints 

Holger Kruse 

Holger Kruse was on hand with Miami 3.0 and Miami 
Deluxe. Miami 3.0 is an advanced internet access software for 
the Amiga. Features include a simple configuration compatible 
with other protocol stacks, built in modules, support for SSL 
(for safe transmission of sensitive data), and a whole lot more. 

Miami Deluxe will be available soon. Miami Deluxe has all 
the features of Miami plus support for multiple interfaces, 
routing between interfaces, dial-on-demand, and much more. 
Contact Holger at or see 


Paul Nolan was on hand with PhotogenicsNG offering live 
seminars and on-floor demonstrations. The product is still not 
available for release (or review), but it appears to offer a variety 
of tools and options that most Amiga artists want to see as soon 
as possible. See his page at 


Harv Laser, of Amiga Zone fame, was on hand to sell 
memberships at a new reduced price of $12.95 per month. For 
more details, look at the write-up on page 10 of this issue. Harv 
can be reached at: 

User Groups 

Of course the host user group of AmiWest, the Sacramento 
Amiga Computer Club was on hand to sell memberships and 
other goodies. They were joined by several other groups. The 

46 Amazing Computing 

Northwest Amiga Group was selling internet 
services, memberships and more. The Gateway 
Computer Club from St. Louis was also well repre- 
sented. There was even a group from Surrey, B.C. 
Canada, PaNorAma Amiga Club, who had set up a 
small table. 

The National Amiga user groups were also 
well represented with people from the User Group • 
Network, Team Amiga, and the Jay Miner Society. 
Two groups set up IRC channels for live coverage 
throughout the event. 

The Banquet 

It appears that every event now must be accompa- 
nied by a major speech and social event. AmiWest 
held a banquet Saturday evening which was catered 
by the hotel. Fortunately for AmiWest, they were able 
to get both Carl Sassenrath and Bill McEwen to speak. 
Carl Sassenrath initially said he would cover about 
ten minutes with his presentation and although he 
spoke for nearly an hour, no one noticed the time. Carl talked 
about the early days of the Amiga. He had brought a set of 
slides showing R.J. Mical, Jay Miner, and others working on 
the first Amiga development system. The slides were ex- 
tremely informative and it helped set up the next speaker. Bill 
McEwen who spoke on the future direction of the Amiga. 

Bill McEwen and Darreck Lisle were the only Amiga Inc. 
people at the event. Bill began his speech by reading a special 
letter from Petro Tyschtschenko who had been originally 
scheduled to speak at the event. Unfortunately, Petro was 
forced to remain in Germany to attend to Amiga International 
sales. The letter apologized for his absence and reminded 
everyone of the need to keep the Amiga going forward. 

Bill followed the reading with an hour presentation (much 
of which was from the original London presentation by Jeff 
Schindler) of the new Amiga OS program. Bill insisted that, 
even though the announcement of a partner for the OS still has 
not been made, the project is still on schedule and the Amiga 
Bridge system 4.0 will be available for developers in November 
of this year, The Amiga 5.0 system has also remained on 
schedule and will be released at the end of 1999. 

Bill noted that Amiga Inc. would not be taking on the 
world of Windows and Microsoft. Amiga Inc. could not win 
such a fight and he stated that they were not interested in 
attempting it — yet. Amiga Inc.'s main goal will be to satisfy the 
niche markets that can utilize the technology and the advan- 
tages the Amiga OS will bring to the market. This, coupled 
with the still undisclosed new chip design, will make the 

Amiga a very satisfactory solution to a great deal of the 
industries needs in the next decade. 


AmiWest should be commended on the work they did for 
this event. They were able to attract both speakers and attend- 
ees to provide an active exchange of ideas. 

AmiWest was under a lot of pressure to produce a bang up 
show for their first effort. Every one of the members of the 
Sacramento Amiga Computer Club deserves credit for the work 
they did. While it would have been nice to see more exhibitors, 
the fault did not lie with lack of trying. The SACC gave its all 
and when all is said and done, they did an admirable job. If 
they decide to do this again next year, it will be interesting to 
see what they can do. 'AC* 

September 1998 


The first 
three days of 
seminars, speeches, 
prizes and more! 

AmiWest, July 10-12 in Sacramento, 
CA, began with a series of seminars and 
speeches. Kermit Woodall of Nova 
Design, Carl Sasservrath of REBol, Bill 
McEwen of Amiga Inc., Paul Nolan of 
PhotogenicsNG, Holger Kruse of Miami 
fame, Wayne Hunt of The User Group 
Network, and more offered attendees 
informative and interesting insights into 
the inner workings of the Amiga and 
specialized programs as well as some 
insights into the Amiga market. Some of 
the seminars required a modest fee ($20) 
to help defray the expenses of the 
speakers, however, most of the meetings 
were free. 

The first day. Bill McEwen, Head of 
Marketing and Software Evangelism for 
Amiga Inc., gave an hour speech on his 
background and the future direction of 
the Amiga. His main point, in this first 
session was the hope that people would 
ask instead of making assumptions or 
believing rumors. Mr. McEwen's email 
address is and he 
encouraged anyone with questions to 
write him and, hopefully, he can get the 
right answers. 


Although it had been fova years 
since the last Amiga show on the West 
coast, the exhibitor list for AmiWest 98 
was small. However, the spirit was high 
and the exhibitors that were there for the 
Saturday and Sunday exhibition were 
treated to an exuberant crowd. Atten- 
dance figures were not available at press 
time, however, over 500 tickets were 
sold by Saturday afternoon and 
additional tickets had to be printed. 

Brain Technologies Co. 

Brain Technologies Co., is a local 
Sacramento software developer for the 













Amiga. Brain's president, Branko M. 
Carija was on hand to demonstrate their 
educational software package "Mr. 
Robot's Speak 'n Spell". With over 1000 
pictures, the program uses your choice of 
a male or female robot tutor to help 
children 6 and up expand their vocabu- 
lary. Through the use of animation, 
sound, and music, the student travels 
through 200 levels of play. 
Brain Technologies Co., P.O. Box 215147, 
Sacramento, CA 95821. Tel:916-482-9457. 

Finale Development, Inc. 

Finale Development, Inc. was ' ' 
showing three of their products at the 
show. The first is a product called 
Voodoo, a multimedia E-mail manager 
for the Amiga. Features include: Drag 
and Drop, Internal MIME display, 
header scrolling, the original PGP E- 
mailer, better client compatibility and 
more. Voodoo requires an Amiga OS 3.0, 
a hard drive, OS3.1 and 3MB RAM is 

Amiga Pioneer: Carl Sassenrath of REBol. 

recommended. The second is titled New 
York which is an online news client for 
the Amiga. New York boasts trouble free 
access to Usenet newsgroups. New York 
can put the user in command of their 
newsgroups by representing them with a 
graphical, hierarchical tree that the user 
can manipulate to join and un-join 
groups. It also requires an Amiga OS3.X. 
A hard drive with 4 MB RAM is recom- 
mended. Thirdly was a product entitled 
DigitalQuill, a text editor for the Amiga. 
DigitalQuill requires an Amiga OS 2.1 or 
later. A hard drive and 2 MB RAM are 
recommended. The above products have 
an SRP of $39.95 each. 
Finale Development, Inc. P O Box 6905, 
West Palm Beach PL, 33405, Tel: 203-235- 
7518, Website: 

Nova Design, Inc. 

Nova Design, Inc. was busy 
showing their Wildfire title. Wildfire is a 
new animation sequencing, 3D effects, 
transitions and animation package. It can 
be compared to SGI Flint or Flame 
systems and is capable of amazing 3D 
effects by mapping video sequences into . 
Wildfire's storyboard animation 
sequencing system. Wildfire is an open 
development platform with complete 
plug-in development information and a 
full ARexx interface (with over 400 
commands). The SRP for a standard 
Amiga 68k series with a 68020 or better is 
$149.95 and for the PowerPC is only 
$199.95. Nova was also showing their 
ImageFX 3.0. ImageFX combines 
painting, image file format conversion, 
image processing, and special effects. 
Aladdin 4D was also shown. Aladdin 4D 
is the premiere product for animation, 
modeling, and rendering. It carries an 
SRP of $349.95. 

(continued on page 46) 


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Upgrade your A3C'00-16MHz PCB to 25 MHz (plus UPS).S89.95 

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High Dens. External floppy for all Amigas $1 19.95 

High Density Internal Floppy Drives CALL 

A500 Internal 880k $34.50 

A600/1 200 Internal $37.50 

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CD32 Replacement CD mechanism S39.95 


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A2000/A3000/A4000 $49.95 

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ADD ON BOARDS {Factory New) 

68040 PROCESSOR BOARD (A3640) $238.50 

Daughter Board (A3000) $89.95 

2091 SCSI RAM card S59.95 

2320 Flicker Free Display Enhancer $79.00 

A2058 (OK (A2000) Expansion board 8k S34.50 

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A3000 Tower 

$169.00 plus parts 


$95.00 plus parts 


$65.00 plus parts 

A3000 upgrade 16MHz to 25 MHz— $79.95 

A2000,3,4 Keyboard 

$35.00 flat rate 

(Other Amiga Items — Call for Pricing) 



CYBERVISION PPC .:!^.?.*: $266.00 

Blizzard SCSI Kit IV $1 19.00 

Cyberstorm MKIII w/50MHz 68060 w/MMU & FPU $695.00 


PowerUP Accelerator boards for Amiga 30flO(T)/4000(T) without 68 k-Companion 

CYBERSTORM PPC w/1 80 MHz PowerPC 604e. w/0 68k Companion CPU $660.00 
CYBERSTORM PPC w/200 MHz PowerPC 604e, w/0 68k Companion CPU $765.60 
CYBERSTORM PPC w/233 MHz PowerPC 604e. w/0 68k Companion CPU $858.00 
(68060/50 CPU $199.00 68040/25 CPU S29.00) 

Check out our Web Page for latest pricing on Phase 5 

PowerUP Accelerator boards for Amiga 1200(T) witli 681t Companion CPU 

BLIZZARD 603ePPC w/1 60MHz with 68040/25 CPU with SCSI $464.50 

BLIZZARD 603ePPC w/200MHz with 68040/25 CPU with SCSI $541.00 

BLIZZARD 603cPPC w/240MHz with 68040/25 CPU with SCSI $627.00 

BLIZZARD 60.3cPPC w/160MHz with 68060/50 CPU wilh SCSI $869.00 

BLIZZARD 603cPPC w/200MHz with 68060/50 CPU with SCSI $890.00 

BLIZZARD 503ePPC w/240MHz wilh 68060/50 CPU wilh SCSI $962.00 

NOTE: Price on anv of the above Blizzard PPCs wilhoul SCSI deduct $70.00 

AMIFAST -3000 

Zip to Simm adapter (For the A3000) holds up to 16 megs - $69.95 

SPECIAL - Amiga A 1200 Accelerator 
The Jetfire 68030/40 FPU NOW with 16 megs. New low price - $156.95 

Memory for the Amiga and other Computers - we just reduced our prices, they are the lowest in the country. 

4 meg memory for Jet Fire Series 6()ns (Standard 72 pin (PS/2 SIIVIM) $12.50 

8 meg memory for Jet Fire Series 70ns (Standard 72 pin (PS/2SIMM) $17.85 

16 meg memory for Jel Fire Series (Standard 72 pin (PS/2 SIMM) .$23.50 

32 meg memory for Jel Fire Series (Standard 72 pin (PS/2 SIMM) ,$36.50 

AI200 1/2 meg memory/surface mourned (424260-80) 2 megs-standard $6.25 

CD 32 motherboard 1/2 meg/surlace mounted 2 megs-standard $6.15 

1 X 1 DIP $2.00 

1 X l-70ns Page Dip $2.30 

1 X 4-70 ns Static Column Zip (A3000 Fast RAM) $4.50 

1 X 4-70ns Page Zip (A300() Fasl RAM/ Bridge Board RAM) For 

Rillner Board. Bridge Board, Octagon Board, Supra 500 RX, Alpha Ram 500 S5,85 

1 X 4-80ns Page DIP S6.75 

256x4- 100ns DIP S2.50 

256 X 4-80ns Page DIP (A3000DT Chip RAM) S3..S0 

246 X 4-70ns Page DIP ,$2.75 

256 X 4-80ns Page ZIP (A.3()00T Chip RAM) .$3,75 

1 X 32-60ns SIm'm. 4 Meg S10.65 

2 X 32-60 ns SIMM, 8 Meg S 19.60 

4 X 32-60ns SIMM - 16 meg $29.95 

8 X 32-60ns SIMM -32 meg $49.95 

16 X 32-6()ns SIMM - 64 meg $199.00 

I x8-7()nsSIMM .$9.50 

1 x9-7()nsSIMM .$9,75 

4 X 8-6()ns SIMM $19,95 

4x8-70nsSIMM $18,80 

4x9-70nsSIMM $19,95 

GVP32-bil 4 meg SIMM A53() Turbo 

Use Willi 68030 accelerators, including 

G-Force 040 A2000 and G-Force 040 A4000 ,$44,50 

GVP 32-bil 1 6 meg SIMM A530 Turbo 

Use wilh 68030 and 68040 accelerators, including 

G-Force 040 A2000 and G-Force 040 A4000 $108,50 

2 meg SIMM for ,M0()0 - Chip RAM $23,75 

16 meg for Warp Engine $27,50 

WD-SCSI-(SA) SCSI Upgrade S2I,95 

Crystal Oscillators (various Speeds) S9,50 


914-578-6522 •; 
Hours: 9-5 pm ET Mon.-Fri. • A 

E-mail for orders & correspondence: We 

dealer catalog, fax us yo 

Circle 123 on Reader Service card. 

Been a while since you 


jifeFXSO no Dec 97) 1992 1997 No aDesg I c mJ \^ 

J .oSfi—J -t^fc3-^ J- 

J ■«mj*i„J„flim-J — Hssii — J _ 

Jzz^/f look at all the keen new features in InmgeFX 3. 0! 

h ^m 

The all-new ImageFX 3.0 is here and it's everything you need! Showcasing the fastest image 
editing interface available, fantastic Toaster/Flyer support, multiple image editing windows, 
actual multiple image layers, large effects previews, hundreds of special effects and image 
processing functions and other things you never dreamed of or believed possible! 

ImageFX is an Amiga owner's dream and also just happens to be the highest-rated image 
editing and special effects package on the market today! ImageFX lets you scan, paint, 
convert image formats, image process, create wild special effects and so much more! 
Call I-800-IMAGE-69 (or 804-282-1 157) to upgrade or ask for a 
new ImageFX at your local dealer or mail order firm. 

Circle 106 on Reader Service card. 

Aladdin 4D and ImageFX are trademarks of Nova Design, Inc., 1910 Byrd Ave, Suite 204, Richmond, VA 23230 Sales/Information: (804) 282-5868, Fax: (804) 282-3768, Web: http://www.novadesign.con