Annual Guide To User Groups— 256 listings!
COMPUTE!'^
May
1988
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COMPUTEI's
May 1988 Vol. 6, No. 5
features
All Together Now! Networking the Commodore 64 Tom Netsel 8 *
The Future of the 64 and 128: Industry Leaders' Forecasts Keilh Ferrelt 12 *
A Guide to Commodore User Groups, Part 1 Mickey McLean 22 *
reviews
Airborne Ranger Ervln Bobo 30 64
Sub Battle Simulator Tom Netsel 31 64
Chernobyl Ervin Bobo 38 64
Amnesia Jesse Cohn 42 64
games
Trap Eric Haines 26 64
Treasure Diver Brian Casey 28 64
programming
BASIC lor Beginners Larry Cotton 52 128/64/+4/16
Machine Language Programming: Formatting Text Jim Butterfield 56 128/64
Power BASIC: Fast Hi-Res Screen Dump Jotm L. Reno 5B 128/64/+4/16
Mob Matter Bruce Thompson 60 64
1541 Speed and Alignment Tester floss Ouwinga 63 64
128 Math Graphics C//Aon Karnes 67 128
Periscope: A Disk Editor for the 128 Robert Bixby 70 128
Finding Your Way Around Commodore Disks Dale McBane 70 *
64 Keyboard Enhancer Vivek Jhaveri 72 64
Relative Ease Jeffrey D. Partch 74 S4
Hi-Res Screen Show lor the 128 Rob Kennedy 78 128
departments
The Editor's Notes Lance Elko 4 *
Letters to the Editor 6 *
Feedback Editors and Readers 44 •
Computing for Families: Worlds of Wonder — WOW! Fred D'Ignazio 54 •
Horizons: Clocks and Cycles Todd Heimarck 55 128/64
The Geos Column: Skeet Roger M. Pingleton, Jr 57 128/64
Bug-Swatter: Modifications and Corrections 68 "
program listings
How to Type In COMPUTEI's Gazette Programs 98 *
The Automatic Proofreader 102 128/64/+4/16
MLX: Machine Language Entry Program for Commodore. 54 106 64
Advertisers Index 116 *
•=General, G4=Commodore 64, -f4=Plus/4, IS = Commodore 16. 128=Commodore 128
COMPOTErs GAZETTE (ISSN 07373718^5 oCOMPLTreipubNMIun. ana 15 puMi-JieclmonBiry' by ABC Consumer Magaiinos, Inc. ass Sovonlh Ave, New York, fJV 10019.a division of
ADC Pub^l5^l^g. (nc , d Cunllnl Cnas/AHC Inc . company o 19M ABC ConsuniBi MagniKics. Inc All ngiiiE reserved Edrlorul tilliqes are localeU SI SniIo 200, 32J Wosl WenOover Ave.,
GfLfriyxiro NCS710S OomeslcsuDsc'ilJIion? r2i5Suas,S!4 POSTMASTER Sonrl nOflress clTarK)OS to COMPUTE' ^; GA!ETT6. PO. Boi 10957. Dos Uunss. lA 50340 Second class
posEagtr paid ill Now >tjf'«. NY arxJ additional mailing oMices
Last month in this column, we thanked those readers who responded to
the "Gazette Readership Survey" in the December 1987 issue. The last
few returns have trickled in, and we've tabulated the results. We're pleas-
antly surprised by the number of respondents, nearly 1300. This month,
we'd like to share with you some of the more interesting results.
In machine ownership, 74 percent have 64s, 38 percent have 128s,
and 6 percent have Plus/4s or 16s. Quick addition shows that there are
several homes with more than one Commodore model. More than 70 per-
cent of the respondents have no plans to buy another computer in the
coming year. Of those who do, here's the breakdown: Commodore 128, 35
percent; Amiga, 33 percent; IBM PC/compatible, 19 percent; and the rest
are divided among Commodore 64, Apple II, Atari ST, and Radio Shack.
Adding the numbers for 128, 64, and Amiga reinforces what's been said
for years: Commodore owners have tremendous brand loyalty.
Nearly half of the respondents use GEOS, while, surprisingly, only 28
percent are members of a Commodore user group. In peripheral owner-
ship, 88 percent own dot-matrix printers, 23 percent own letter-quality
printers, 45 percent own modems, and 12 percent have memory expan-
sion. Word processors and games were the most common software pur-
chases in the past year. Nearly 9 out of 1 readers program their computer,
and the most preferred languages are clearly BASIC (72 percent) and ma-
chine language (20 percent). The Programming section of the magazine is
the most widely read, and, accordingly, "Hints & Tips," "Simple Answers
to Common Questions," and "Readers' Feedback" are the favorite col-
umns. More than 90 percent use the programs in GAZETTE.
There's a correlation between the survey results and our reader mail.
What they tell us is that the typical GAZETTE reader is not a passive user,
but one who is active and, in varying degrees, one who spends time
programming.
As active Commodore users and programmers ourselves, we often
wonder, as we're sure you do, about the future of the 64 and 128 in an
industry that seems to spin as wildly as a whirling dervish. Our features
editor, Keith Ferrell, asked Commodore's Rich Mclntyre, as well as some
software publishing leaders, about how these machines will measure up in
the hi-tech future. The results are in our cover story (p. 12). It's a must-
read.
Lance Elko
Senior Editor
COMPUTEI's
FOR COMMODORE PEPSONAL COMPUTER USERS
Editor
An Difeciof
Features EOi^ar
Tacftrncal Edflw
A&aratBnt Ectiors
Assistant Technical EiJikx
A^^i^tanl Tfljitures EdJicx
Assistant fdiQi,
EuDmiS5iOfi5 I f>^ ProOticls
Eaiofidi Assj^tani
PfOgrflrumkng Assistan]
ContnbuTing Edilots
iJihCD Elko
Janica H. Fary
Kflun FenelJ
Patrick PBiTlih
Rhett AndeitoA
Cllflon Karn«»
Onla McBana
Tom NataoT
Dflvkl Hafial«v
Mlck(^y McLaan
Troy TucXef
Todd Helmarck
J km Butterfleld
flwonto. Castas}
Fi»d D'igfTBZk)
(E. Lansing, Ml]
ART DEPARTMENT
A)»XtBtD An Direclof Lae Noel, Jr,
Mochonical ArEisls Scolty BilNi>gi
Robin Caia
KImPotU
PRODUCTION
DEPARTMENT
Production DireclDf Irma Swain
AssJstani Protlxsori M&iagw Ob Potter
Copy Editors Kuran Siapak
Lad Sonoslfl
TammLs Taylor
Karen Uhlarxlorr
Typcultir>g CaroJa Dunton
CDMPiJTET PUBLICATIONS
Group Vtco-Presdeni,
Putiflshef/EdlTorlal Cirector
Manflging EditcV
Senior Edtor
Edffcfial Operations Director
EflrtOf, COMPUTt! Books
EjcKUtrvo AssiSlanl
SenKX AdmimsfraUwfl
Asslstani
AdnnnistTBtiva SlaTI
William Tynan
Kathlaflft Martinak
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Tony Roberta
Stsphvfi Levy
Sybil Agea
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Ankta Armltnkl
lri» Broolift
ABC CONSUMER
UAQAZINES
Senior Vice- President Marc Raiach
Sentof Vica-PresrtJent,
Aj]vert^ng Richard J. Varlno
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Vice-Pmident. Cl»ratiDn« lMi*n A. ParzEala
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Oops!
In the review of the Commodore 1581 disk
drive (March issue), il was incorrectly
stated that there are no disk copy pro-
grams available that will copy the entire
contents of a 1541 or 1571 disk to a 1581
disk, or vice versa. Super 81 Utilities
from Free Spirit Software does just this,
and then some. We regret the oversight.
Details on Super 81 Utilities may be
found in Free Spirit's advertisement on
page 95 in this issue.
Fastest Yet
With "Final BASIC" (February) in-
stalled on my 128, the computer runs
much better. It now executes nothing
with blinding speed! Thank you.
Gilbert Canales
Salinas, CA
Yes, we enjoy this program very much,
too. In fact, each morning here at the
office, we load Final BASIC, type the
BEETHOVEN command, and pretend we're
listening to the Fifth Symphony through-
out the day.
No More Slip
Here's an idea that costs almost nothing
to try and makes your keyboard stay in
place on a slippery desktop. Cut a piece
of cardboard just a little larger than the
keyboard. On one side of the card-
board, glue four pieces of rubber band
(the half-inch variety found in most
kitchens) that have been cut once and
placed flat side down on the cardboard.
After the glue has dried, flip the card-
board over and place your keyboard on
it. Presto! Now it stays in one place,
R. G. Borkenhagen
Lynnwood, WA
Swilcheroo
In your January and February issues,
many of your advertisers offered attrac-
tive prices on the Commodore 2002
monitor. In your February issue, you
ran a review by Clifton Karnes, describ-
ing it as recently released. In mid-
December, ! phoned several of your
advertisers, attempting to order the
2002. and all told me that Commodore
had discontinued it. They had a much
more expensive monitor, which was
said to be a replacement for the 2002. 1
realize that magazines go to press long
before they are mailed. When is the
February issue actually printed?
Jean P. Nance
St. Joseph, IL
1 was a bit surprised by your review of
the Commodore 2002 monitor, I had
had one for about three months when it
went belly-up. The Commodore dealer
I bought it from said he could not get
parts for it and swapped il for a 1084
monitor. The 1084 is not as pretty, but 1
like it better — it seems much clearer
and brighter than the 2002,
Carol L Hazlett
Issaquah, V/A
Mr. Karnes responds: 1 was as surprised as
our readers to learn that the 2002 had
been replaced by the nearly identical
1084. We make every effort to be as up-to-
date as possible, but each issue is prepared
for publication about three months before
you see it. In late October, when the re-
view was written, the 2002 was unques-
tionably Cotnmodore's flagship monitor,
and there was no reason to expect this lo
change in the near future. Commodore of-
ficially discontinued the 2002 (but was
shipping them as late as January of this
year). As far as the quality of the 2002 is
concerned, we have several here at the of-
fice, and have experienced no problems.
Incidentally, at this writing, the price of
the 1084 from various dealers and whole-
salers is about the same or slightly higher
(S20--$30) than the fall price of the 2002.
Camping Computerists
Here's an answer lo the person who
wants to use a computer in his travel
trailer ("Simple Answers To Common
Questions," February). Use your porta-
ble generator or outside AC power
through a llO-to-12-volt converter to
charge the trailer's auxiliary battery,
and use a 12 voh-to-llD frequency-
controlled inverter with enough power
capacity for the computer, disk drive.
monitor, and printer. The reason for not
using the computer equipment directly
off the outside 110-volt AC is because
of the extreme voltage fluctuations that
are usually encountered at campgrounds.
Joseph Trappier
Vienna, VA
The real problem for traveling compu-
terists was not asked about or ad-
dressed by you, and that is protection of
media. I've had several files corrupted
on my disks as a result of placing them
near power wiring concealed in walls,
or leaving them near windows which
were shaded when we went out for sev-
eral hours, but were not when we came
back because of the position relative to
the sun. You might caution traveling
readers to be sure to store their disks or
tapes of any type (video or computer) in
a locker where heat, electric or magnetic
fields, and/or sunlight can't get them.
William P. Broion
Fallbrook, CA
Undocumented Feature
"Gradebook" (October 1985 and the
1988 Special Issue) claims that all
grades must be less than or equal to the
perfect mark for an assignment — that
is, extra credit cannot give a student a
better-than-perfect score. Such grades
are rejected as invalid. To get around
this, enter a perfect mark higher than
the best grade, enter grades, then
change the perfect mark to its real val-
ue. Better-than-perfect scores are still
indicated as errors when highlighted,
but are used as entered in computing
averages and grades.
Pat Cojmolly
Middleiown, Rl
6 COMPUTED Gazene May 1988
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All Together Now!
Networking The Commodore 64
Thomas Netsel, Assistant Features Editor
Networking is becoming big
business in schools. Com-
puter labs, or classrooms with
several computers, are reap-
ing benefits from linking the
computers together under the
control of the teacher's ma-
chine. The attractions of such
a system are obvious; reduced
file-loading time, enhanced
monitoring ability for the
teacher, increased security for
storing data.
The RTC Multi-Link
Networking System allows as
many as forty-eight 64s, 128s,
or PETs to be linked together
with the teacher's computer
serving as a central storage
device and file server.
Networking boards and ca-
bles plug into the computers'
cartridge ports. RTC Multi-
Link is unique in that it comes
with a 20-megabyte !CT Mini
Chief hard drive. Designed to
make the system especially
useful in computer labs,
Multi-Link lets each terminal
in the network access its hard
drive for loading or saving
files. Terminals can work to-
gether on the same program,
or they can operate indepen-
dently. This permits the
teacher to tailor the system to
fit his or her teaching require-
ments. While a majority of
students in a class will typical-
ly use the same program, stu-
dents with special needs can
work on other programs, if
the teacher wishes. RTC
Multi-Link handles all the
traffic am'ing the terminals,
the hard drive, and as many
a COMPUWs Gazollo May 1988
as four different printers at a
time,
Faster Loading
Terminals can load programs
from the hard drive or a flop-
py drive. Software can be
loaded into the Multi-Link,
and then sent to a specific ter-
minal or range of terminals.
This feature saves a substan-
tial amount of time in a class
where a number of computers
have to be booted from a lim-
ited number of disks.
"A typical problem with
the 64 is the time it takes to
load and operate," says
Charles Thompson, vice pres-
ident of sales and marketing
at RTC Multi-Link. "We've
incorporated a RECORD/
PLAY function that speeds up
the loading process. A teacher
can load ten 64s in the time it
takes to load one on a local
basis. This is achieved
through a memory transfer."
The RECORD function
treats the teacher's computer
somewhat like a tape record-
er. After the teacher loads a
program, the PLAY function
sends the program to the de-
sired terminals. This lets the
students' terminals load from
the teacher's, completely by-
passing the individual 64
drives.
"The result is that a pro-
gram that would normally
take about 90 seconds to load
from the 154! drive will now
load in about 12 seconds per
terminal computer," Thomp-
son savs.
■a-
%
a.
For years, businesses have realized the
advantages of linking PCs into a network. Offices
boost efficiency by sharing common files and
programs, and enjoy the convenience of being
able to send messages to other computers on the
system. Now schools that use Commodores in
their computer labs can have the features and
flexibility of a network, with files served from
a 20-megabyte hard drive.
Monitoring Commands
From the central unit, a teacher can
monitor and control any of the ter-
minals on the network. If a student
has a problem with a program, the
teacher can call up a student's
screen and offer input or assistance.
This can be done without the
teacher or students leaving their
desks, or even speaking out loud,
since the Multi-Link system sup-
ports bidirectional window messag-
ing. Messages can be sent from any
terminal on the network to any or
all of the other terminals. The
teacher's computer controls this
feature. When the teacher sets up
the program, he or she has the op-
tion of allowing messages to be sent
from terminal to terminal or from
terminals to the teacher. Messages
appear in a window on a terminal's
screen, remaining there until any
key is pressed.
When setting up the system,
the teacher has the option of imple-
menting other features or restric-
tions. It is conceivable that a
terminal can tie up the network for
several minutes with a series of
drive, printer, or message com-
mands. The teacher can prevent
this from happening, The teacher
can also determine the number of
times an individual terminal may
access the network bus before it is
automatically halted. The system
can also be configured to prevent
students from renaming or scratch-
ing files, or from formatting the disk.
Password Protection
The teacher establishes the amount
of security the system should have.
While any terminal can use a floppy
drive connected to it, passwords
can be used to restrict access to the
hard drive or printers. Once the
teacher types passwords, their use
becomes mandatory before any ter-
minal can access the system. Pass-
words must be on file in the central
unit's memory. A student may use
any terminal on the system, but any
attempt to log on without the prop-
er password results in a not allowed
error. Another password locks the
central keyboard if the teacher has
to leave the room unsupervised
while the network is active.
Extra Commands
In addition to BASIC 2.0, the RTC
Multi-Link Networking System
provides 21 extra commands. Most
commands are followed by a specif-
ic terminal number or range of con-
secutive terminals. Appending the
word ALL to the command sends
that command to every computer
on the network. The teacher can
easily determine which terminals
are online if a command is sent to a
terminal that is not on the network.
The ECHO command causes
anything typed on the teacher's key-
board to appear on the screens of se-
lected terminals. BREAK followed
by a number or range of numbers is
the equivalent of pressing the RUN/
STOP key on those terminals' key-
boards. BREAK returns the terminal
to the READY prompt. The HALT
command is similar, but it simply
freezes the terminal's screen and
prevents it from responding to its
keyboard until the teacher issues the
CONTINUE command.
Other commands include DIS-
ALLOW, which prevents specified
terminals from using the printer or
hard drive; QUERY, which prevents
terminals from executing either
printer or drive connmands until they
receive permission from the teacher;
and SCREEN, a command that du-
plicates students' screens, letting the
teacher monitor classwork.
Classroom Tested
The Canadian designers tried to in-
clude features to make the system
as nexible as possible, but they also
wanted the teacher to maintain
complete control of the network at
all times. According to Thompson,
when the system was 80-90 percent
complete, officials at Commodore-
Canada's educational department
suggested it be placed in a school
for testing. After using the network
in a classroom environment, the
computer teacher offered several
suggestions and improvements that
were incorporated into the system's
final design.
The software and hardware for
a ten-terminal system, including
the 20-megabyte hard drive, costs
S2640. Schools working with a
smaller budget can set up a similar
network without the hard disk
drive for $1640. Additional terminals
may be added at a cost of approxi-
mately $175 each, Thompson says.
Operating a computer lab on a
network may be a new experience
for some teachers, and RTC Muid-
Link is aware that schools may like
to know more about such a system
before buying it. "Since some
teachers are not fully comfortable
teaching in a network environ-
ment," Thompson says, "we are al-
lowing schools to try the system on
a 30-day basis. Basically, if it
doesn't live up to their expecta-
tions, or they don't like teaching in
a network environment, there's no
cost." For information, write RTC
Muld-Link, 110 Riviera Dr., Unit
10, Unionviile, Ontario, Canada L3R
5M1; or call 1-800-387-4221 in the
U.S. or 416-479-6220 in Canada, «
, f:-;>f.. ;
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for de^inv
The Future
Of The
64&128
Industry Leaders' Forecasts
Keith Ferrell, Features Editor
Five years after the introduction of the 64, Commodore's eight-bit superstar is still
going strong. The continued strength of the 64— and the 128— have caught more than
a few industry observers off guard, prompting repeated postponements of the machines'
obituary notices. Many other computer manufacturers would be delighted to have sales
figures for new machines that could match those of Commodore's long-lived duo.
Recently, Gazette talked with Rich Mclntyre, Commodore's Senior Vice President
in charge of Sales and Marketing. We wanted to know what Commodore sees as the
future of its two best-known machines. While Mclntyre is perhaps the world's
preeminent Commodore salesman, he's also a shrewd and canny observer of the
microcomputer industry, making points that are telling about the industry's tendency
to embrace advancement for the sake of advancement.
In addition, we gathered opinions from some software industry
leaders, getting their perspectives on the place the 64 and 128
will occupy in the next few years.
Gazette: Despite all the rumors and predictions, the 6i is still going
strong. Has that surprised people?
Mclntyre: The accounts of its death are greatly exagger-
ated, that's for sure. We'll sell over a miliion eight-bit
64 and 128 units this year.
Gazette: How many 64s and 128s have been sold
by now?
Mclntyre: Over seven million.
Gazette: Is that the largest installed base for
a single family of machines?
Mclntyre: 1 don't think anybody's passed
it yet — in units. In dollars, of course, it's
been passed. But in units, I think we rank
way up there.
13 COMPUTEI'S Ga/Olle May I9B8
«IORK
WmiUSONA
PROnSSMMAL
Some people really like work-
ing on their machines. And then
there are some who prefer to do
their tinkering under the hood. For
those of you who can't wait to get
your hands greasy, we proudly
introduce geoProgrammer. The
most sophisticated machine
language programming tool on
the market.
With geoProgrammer, you get
the same kind of technology we use
for developing our other products.
Which means you can write super-
charged software. Pump your own
programs. And assemble just about
any kind of application you can
imagine.
It reads and writes and
stomps on bugs.
The first three tools that
any serious programmer needs
are an assembler, a linker and
a debugger. So we've installed all
three, complete with sample GEOS
applications that teach you the latest
programming tricks in seconds.
geoAssembler not only reads
directly from geoWrite files, but
contains enough Pseudo Ops to
LEVEL
\titai]lk.t4fiittaa'faji lai Fji|t Jt^ -'l ^sv^m]
^
. n. .
ic/'B titiilb iKiirn^Btcn t-jnri^cinur lint ^'Hrngj !■ iiip . j q.
..-ID* SmiBt} ^sum
pie SwiUi
1 1 UilV *, MuiMiti
In [uMiK
ni
duMcoa:
-Alw aviiliblc (or 8U cuJ, Ct^H.
allow all kinds
of conditional assem-
blies. It has all the state-of-the-art
features you'd expect, including
some you probably never thought
possible. For example, integrating
graphics is as simple as cutting and
pasting the image from geoPaint
directly into your program.
geoLinker ties your program
modules together, supporting
GEOS SEQ and VLIR applications
and desk accessories. You can even
use geoAssembler and geoLinker to
create non-GEOS applications.
Berkeley
Softworks
The brightest minds are working at Berkeley.
•ita
^toa e44ttst lof pfo|
; [olii (t siii jininn
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geoDebugger allows your pro-
gram to be tested in memory with
full symbolic disassembly, along
with line assembly for patching
code in memory. It also allows
your code to be single-stepped or
top-stepped, with sub-routines fully
executed. It can stop a running pro-
gram with one key, or use up
to eight conditional break-
. points. When your program
hits the breakpoint, it promi-
nently displays the error in an
overlay window, leaving the
applications screen intact.
Pro enough for you yet? Well,
that's only a partial list of what
you're in for.
If you understood all that,
read on.
Chances are that we lost a lot
of readers by now. But if you're still
with us, hang in there. You have the
makings of a real GEOS pro. All you
need now are the right tools.
And all of them come in this
one handy box.
So if you're serious about pro-
gramming,consider geoProgrammer.
After all. you've got nothing to lose
— except your amateur status.
Toordervtttll'800-44:U)U)0exl.2:M
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(California residents add 1% sales tax.)
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GEOPROGRAMMER
^«^
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-'■J
Gazette: Oue of the keys to Commo-
dore's success is the terrific brand iden-
tification consumers have with the
company name as well as its products.
Mclntyre: This is a tremendous re-
source that Commodore has. Espe-
cially members of Commodore user
groups — they're just devout.
Gazette: Many of those users love the
machine's game capability. Since
gaming is one of the 64's strengths,
the renewed strength of the video-
game cartridge industry has put some
pressure on Commodore. One of the
keys to Nintendo's success seems to be
its aggressive TV marketing cam-
paign. Last winter you experimented
with renewed TV advertising for the
64. Your commercials positioned the
64 as a great game machine — and
much more. Did that pay off?
Mclntyre: Yes, it did. We targeted
the machine toward the potential
customer. The customer for that
product, we felt, was around 12
years old. We positioned the ma-
chine as, while a computer, also a
very dynamic and rich entertain-
ment system. The number of games
that are available for the 64 out-
number those for Nintendo and
Sega. There are still new games be-
ing released.
Gazette: For the parents of young-
sters in that target market, you touted
the advantages of giving the children
something more than just a game
machine.
Mclntyre: The print ads that we ran
in that December period targeted
toward the parents, ran directly
against the message we were trying
to get to the children. To the par-
ents we were saying that the 64
could do more than play games.
Recreation is certainly one of
the major reasons to buy a system.
Entertainment will always be a key
element in 64 and 128 strategy. But,
we asked the parents to consider
the value of the investment and the
fact that the computer can provide'
many, many more functions than
just recreadon.
it's an educational tool, a pro-
ductivity tool, as Vi^ll as a learning
device. We felt that the computer
versus the game machine had many
more advantages that would far
and away compensate for the price
difference between a 64 and a [car-
tridge] game machine.
14 COMPUTEIS Ga/Wfe May 1988
The Golden Age Of 64 Software
Robert Jacob of Cinemaware views the present as the beginning of a re-
naissance in 64 software design.
"The golden age of Commodore software got started just a few
months ago," Jacob states.
What's causing the renewed strength?
"Several factors. Part of it is directly attributable to Deluxe Paint on
the Amiga. All of our graphics are done on the Amiga and ported down
to the 64. It's more powerful than any drawing package available.
"Second, the inclusion of fast loaders by the major software pub-
lishers dramatically speeds up disk I/O on the 64. With a fast loader
such as V-Max, we can load as much as 20 times faster than normal
Commodore DOS," Jacob points out.
"We no longer rely on character sets," he says. "Bitmapped graph-
ics give you bigger, more powerful games.
"Music is also a factor. The English are ahead of us in terms of mu-
sic drivers. Few people have fully tapped the abilities of the SiD chip
yet."
All of which produces a renaissance.
"Yes. Much better sounding games, faster disk access, better
graphics — you can see why I'm so excited.
"1 am very bullish on the Commodore market."
Gazette: And that strategy paid off
far Commodore as well?
Mclntyre: Yes, it did. We included
a free software offer and received
tens of thousands of coupons, every
one of them representing a purchase.
Gazette: There are a variety of games
that we'll never see on a cartridge
machine.
Mclntyre: Exactly. The fact that the
game is on a disk gives you more
latitude as to the type of game you
can play.
Gazette: Hozv else do you go about
responding to Nintendo?
Mclntyre: Quite frankly, if some-
one came up to me and said, "I've
got a Nintendo and I'm playing X
on it," I'd say, "That's great, 1 can
play it on my 64. Can you do this?
Oh, sorry, you can't even type any-
thing in, can you? 1 can save my
scores on the disk drive. Can you
do that on a Nintendo cartridge? I
can play my games online, can you?"
The games that are being ported
to the Nintendo are, for the most
part. Commodore 64 games. They
are going right after the 64 titles.
Gazette: What about rumors of a 16-
bit Nintendo?
Mclntyre: Bring it on! A 16-bit
game machine, whether Nintendo,
SEGA, NEC, or whatever else, wUl
be a game machine that costs exact-
ly as much, if not more, than a 64.
My goodness, 1 can't wait.
Gazette: fs your primary outlet still
the general retailer?
Mclntyre: It is still the mass mer-
chant. The largest percentage of our
business goes through the Scars-,
the Toys "R" Us-type channel, be-
cause of the price point.
History Repeats Itself!
In 1977 Avalon Hill introtfuceti Wooden Ships & Iron Men to the table top gaming publif.
Eleven years Jifir, Av atoa«titU>{ittrinituc es. tor your plea
^V' 7^''' - .']\
twa^^Ynvlyr, ■ ,
The game brings tc life the tactical maneuvers and ship-to-ship combat from the days of ttie American '
Revoiution to liie Napoleonic Era. Play begins by selecting a pre-programmed scenario or you can create'
your own great naval engagements in ttiis highly-detailed and fealtstic simulation about the age of fighting
sail. In addition, WS&in/l comes with ttie "Dockyard" option, allowing you to design your own personal
flagships and sail into naval history. ^--^ ■ ^ ■, it f i /i
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willingness to accommodate ; ''■;:/{,......,
itself to YOU, WS&II« will make
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Partial list of features: y,.;.|
Thirteen ship types ^'^ ^' .,
Eighteen Nationalities s
Detailed Information on 200 stiips ,;
including number and type of sails, ,;.
hull thickness and crew quality :>^
Dockyard .^
Scenario Generator .m
$35.00. 1 to 2 plaverft T
Commodore 64/12
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la«pbi«iir>Lc|Q.<1tBaUrkin
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Fina: Fsiii- BaMO'LiVl S23.95
Fj;; Ccuni Basiitiai: . . .J2995
MICHOLEACUE
Wrasfling $2155
iMICRO PROSE
AirBoms Hanoari $21.95
F-15SMkBEaBlB $21.95
Gunsnip..,. $2295
Kenned/ Approach ....$17,55
NATO Comniandor $24 95
PitalBS _ .,.$24.65
S,lBni Servica __..._, .,.$34 95
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Slsalin Fighrar,. _... $29 95
MINDSCAI'E
GsuMiel _,„,- $29,95
IndanaJonH ...r~- $22,99
InOoor Sporti ....„,.,„, — „„.tZ£95
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PaperBo/ $2195
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Typing Tutor IV S29.96
SPECTRUM HOLOBYTE
Foloon.. .., 523.95
Inlrigug S33.95
PT 199 „ S37.95
SokoBan $17,95
SOFTWARE SINRILATIONS
Fooltjall $24.95
Pure Slai BuiDall $29.B5
Purs SialColisga BB $32,B6
SSI
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Sii;; LOGIC
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TIMEWORKS
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UNISON WORLD
PnramaBtar PlyB S39.B5.
G4C BUSINESS AND PRODUCTIVITY
r>4C DATABASES
Bank Slraat Filar $3195
DataMarrsgtr S19,95
Prcfila 64 J3«,!15
U-IC INTEORATED I'KGS
Homapah . ., $39.9S
Viiaslar 64 4K $39,85
64C SPREADSHEETS
SHificalc 64 Wsldewaya $19,95
SiSowsys.. 119,95
(MC WORD PROCESSORS
BankSlreol Wrilir S32.B5
Fo^l Master II S31.8S
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Papsrciip nJEPelpack .S4995
paDareiipili $3995
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WordPro 3>iB4 $14.95
WorOWrlnr64w/«p«D»r .,$3495
FINANCIAL & ACCT.
Tinuiwarka EiKii Chktiit SIB.SS
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MISC. HARDWARE
E5tB5 pwr supply for C-E4 $51.95
Navarone 3 Slot oipnnder ,,,,$2795
UTILITIES
Thinking Cap $32,95
Toy Shop $4295
Copy II 61/1 29 $2400
CSM 1541 »kgn,. $34.95
Fail Load .„ $21.95
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WORDPROCESSOR
F)»»l Syli»W 4 ;.. S5a.9S
Font hWtKir t36 $14.95
Papsrcio tl $54.95
Paparciip HI $39,95
GupBrSCnpl 129 .,.,,159,93
Term I'apur Wnlnr ..$34,95
Vitawilluire $CALL
WordPro 138 SSS,95
WonlHnlsr 13S w/sp«II.S34.SS
SPKEAD5HEETS
Sttlncalc12ain<inn~.$49,95
DATA IIASES
ContuBiinl $39,9!
Data M4n>g<r 126 .$34.9$
FWm Fl»r $20.95
P«rHaFII»f„., $4B.flS
Profllgi2S..... $59.99
Supertiaiie 128 $M.B5
MISC, I2g SOFTWARE
AccoumarH Iric „rs6g,gs
Bobs Tjim Pro 12S $47SS
CMSAcclPksll2a $I24J5
Dask Managar 12B $34.9$
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CnlE >Dr prica on Lrooki
■ nd sartwaro ritltEl
Certillcato Malier $33.95
Clip Art Vol 1 or 2 „,SCALL
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GEOPubl.Eh $44.95
Grapliici Liorary l,ll.oi III SlC.ffi
NawErpom .„., $34 SHj
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Pnni Siwp $i!S.H
PrMmailar Pkra -, $29,(9
%%l
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P.O.BOX 1006, STATE COLLEGE, PA 16804
< (> \l M (> l> n ij I
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^ v.- •WITH Mnii<;p
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GAL
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AMIGA SOFTWARE
PRODUCTIVITV i^H
Doiuis Music Con SI 5d1
.S7935
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siag.oo
too'il.i
:'30D
5llpDrUQ88 M . ..- .
„ S89 00
Detuio Wao 1 S
DrawPiKS
EflTERTAINMENT tm
WordPortflH.
sas.oo
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OBjaVu $29 95
Earl ADUver BBmball S3B.9S
Ferrari Formula Ons S39.9S
Fl^ni Simulalor II 539 95
Hall By PrDjBCI
Ho:-CoaJa«
Leisure SuflLany.,
Martiio Mannsii ...
Roclfr
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SlflrfW*!
Unvited
. S29 95
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..£14.95
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.,$29.95
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.$39 95
.$29 95
51 2K RAM Upgrade.. $159.00
1010 EXT DRIVE $219.00
1680 MODEM $139.00
SUPER GRAPHIXJR
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wypiinlar from Tussey SE^.gs
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w/Pflnlor from TuEsay S89,9S
RGB/COMPOSITE COLOR MONITORS FOR THE 128
COMUODOHE 1084
' OwPI.rO WoAl
$299.00
MAGNAVOX B762
$249.00
THOMSON 4120
« MOfMA t yt warririlr
S219.00
Ajr2rTvyiiiDrBinc1ud*ub:ealDCominodari 12S
Berkeley
Softworiks
MEW!!- GEO PUBLISH (64/128) $44.95
GE0S12B S44.95 GEOS
GeoCalCl2e S47.95 GeoCalc...
Geo File 128 S47.95 Geo File
Geo Programmer. .549.95 Geodex
Dcskpack 12S S4i1.95 Dcshps[:k..
Goo Wrlla 128 $44.95 Fonlpack...
Goo SpalL S24.95 Geo WniB..
..S39.95
.,S34.9S
..$34.95
..S27.95
..S22.S5
..$22.95
..$34,95
tCp SHIPS IT
Software orders over $100 & Ac-
cessories under 6 pounds will be
shipped FEDERAL EXPRESS (Yo.
ever al Ihoio price?) You only pay TCP's sandaid shipping
charge of S4 CO per order. ALL orders arnving before 3.0Q PM
□ur lirne vnll be shipped out same day. if pan of yojr order It
backordered the rerrainder will be shipped UPS Ground FREEI
SECURITY
■ Your Credit Card Is not rihargod until your
order is shipped,
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eslabiishod company,
CUSTOMER SUPPORT
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To ordtr by mtn- V/s jccapi money order, ceniiied cneck, pciaoniii cneck
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sotrwa'c jrnj iiccos^ipt' jiDOOror ppmerunacoior momicrs'SfloO'Q'
ai5" d'm-i anOoiiiiT moniioru Add 13 OOosr l»< snipped COO CaU lor
orner afiippingcrii^'nes AJdilional ahipp^ng roQuJiedon APO. FPO, AK, HI.
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Vop Pcnnsylvar^lresiderKjadd6%Ealeslai Pnces and terms guC^cT lo
change without nat^e.
.^
OKIDATAil
$229
■ Built In COMMODORE'
and EPSON'Iniorliici
■ 180 I^PS Print Speed
Call For Othir Okldila Pilnlere
CMS
ACCOUNTING SYSTEM
Pl>g Price fa all Modules-
Ciaavaralon (124.95
C64 version.. $119.95
EXCEL 2001
■ 1571 Compatible Drive
■ 1 Yf. Warranly
$199
OCEANIC
FSD-2
DISK DRIVE
t54lltCompatit>le
$149
OcoMMOoon
1764
256K RAM
EXPANSION
$119
1581
3i<i-0iSK DRIVE
$197
fj Digital
V Solutioni
'Zinc.
Pocket Wrilar 2 S42.B5
PockBI File' Z $39.95
Pockoi Planner 2. ,.$30.95
DlnltalSupcrpak...S74.95
Olciionary (12.95
DISKS ^H
BONUS DISKS ll-li
SS/OD (6,«
DSDO S6.95
TUSSEY DISK CkOSEOinsllI
S5.DD (4.49
DS/DD..., $499
en f« Prtfl* on VartMllm
and U.i.tl Oil kail
TELEX: 620 377B2 (TUSSEY UD) FAX: 81'i-237-445Q
RBgular Hrs: B:00AM-9:00PM Mon-Frl, 10:OOAM-6:OOPM Sat, 12:0QPM-8:00PM EST
CALL TOLL FREE 1-800-468-9044
INSIDE PA CALL 814-234-2236
Gazette: How does Commodore maintain a successful
mass-retailer presence when many larger computer com-
panies cannot?
Mclntyre: Product recognition is high, obviously. It's
been on the market for five years now. That channel is
very important to us.
The support that we're still receiving from third
parties allows that to be. There are still new titles being
written for the Commodore 64.
Gazette: Those developers are continuing to stretch the
limits of the machine.
"We cannot keep up with
demand on the 128/'
Mclntyre; Programmers are still learning about the 64,
still finding things they can take advantage of when
they're writing software.
As far as high quality, low-cost graphics machines,
the Commodore 64 was the first, and is still an excel-
lent device to be used in that area. It does have limita-
tions, in terms of memory and speed. But, for the price
performance, it's still the best deal.
Gazette: What about the 128-specific market? Are you
seeing any increases in 128-onl}/ software?
Mclntyre: In 128-specific software, really, in the pro-
ductivity aspects, all you're going to be seeing is 80-
column software. There's no recreational software per
se written for the 128.
In producdvity, though, there's GEOS128. Time-
works has a large 128 installed base.
Gazette: Docs the machine continue to sell?
Mclntyre: The 128 is a product that Commodore can't
keep in stock right now. That product is still selling
very weli. We cannot keep up with demand on the
128D.
Gazette: Will we see, then, this success broaden? Is there
going to be a Commodore 256?
Mclntyre: No. We have a RAM Expander, the 1764,
And of course we have the 1700 series, the 1700 and
the 1750 RAM Expanders for the 128. That's how we
will address memory expansion for these products.
We're the world's largest purchaser of DRAMs
[Dynamic RAMs], and we have been severely impacted
by the price increases. So to build an eight-bit machine
today with more resident on-board memory would in-
crease the cost of it,
For those who wish to utilize bank switching and
increased memory, they're available to them with the
1764 RAM Expander.
Gazette: What about a Commodore hard disk drive?
Mclntyre: You will not see it for the 64.
ia COMPUrErs Gazem May 1988
The 64 In A Squeeze:
The View From Activision
Bruce Davis, president of Activision, takes a differ-
ent view of the 64's future, a view somewhat less
sanguine than Rich Mclntyre's.
"The 64 is taking a lot of heat from Nintendo.
Tandy is doing a good job of lowering prices and up-
ping the performance of its MS-DOS machines. And
the 64 is getting squeezed," Davis says.
How does Commodore succeed in such a
market?
"First, they need to improve the price-value re-
lationship. The 64 has been selling at the same price
with the same basic features for quite a few years
now. Commodore needs to either lower the price or
add more features. Something's got to change, or
they'll continue to lose market share."
How does the 64 look from the software
perspective?
"Again, market share has gone down. We've
also seen some price degradation on 64 software —
the only format where price degradation has
occurred.
"This creates problems for the publishers. The
average selling price for a Nintendo cartridge is
higher than for a 64 — this is not a plus for us."
Doesn't Commodore's large base of machines
offset lower prices?
"A top-selling videogame title easily sells in six
figures," Davis notes. "It's rare for a 64 title to get six
figures. So the argument that a huge installed base
justifies lower margins is not true anymore."
How long, then, can you continue to support
the 64?
"Several more years. There are still decent prof-
it opportunities. Obviously there are some changes
in product strategy. Where the majority of revenues
two years ago came from the 64, it now accounts for
less than a third."
Gazette: Users can get hard drives from third-party man-
ufacturers such as Xetec.
Mclntyre: Yes, we don't have to reinvent the wheel. If
there is a specialized market for hard drives, and a third
party wants to take advantage of it, we encourage it.
Gazette: Doesn't the level of interest in hard drives and so
on indicate that there are 64s and 128s being used in in-
creasingly sophisticated ways?
Mclntyre: Look at Berkeley Softworks. They're run-
ning laser printers off of 64s, Berkeley has really shown
the world the productivity aspects of the machine. I
was here during the launch of this product. I am very
much a fan of it, and I am still not convinced that it has
reached its full potential.
Sometimes when people come into my office, I'll
take a letter off my desk and ask them whether the let-
ter was done on a Commodore 64 or not. How can you
tell? The quality of the output is directly related to the
quality of the output device. The processor is limited
only by the quality of the output device. If you run a
laser printer with a 64, you cannot tell the difference.
If you can put an eight-bit machine into an envi-
ronment and be satisfied with its performance, recog-
nizing that it does have certain limitations, and you're
willing to live with those limitations, you will have a
very powerful microcomputer.
"If someone launched a
machine today that was going
to sell a million units in the
next calendar year, would the
developers support it? There
would be a stampede/
//
Gazette: Let's talk about a couple of those etwiwuiuenls.
Commodore has rededicaled itself to the education market.
Wilt we be seeing more 64s and 128s in schools?
Mclntyre: The 64 is in front of more students, for a
smaller amount of money, than any other microcom-
puter. That's how we position it in the education
market.
After all, the purpose of the exercise is to get as
many students as possible exposed to microcomputer
technology. We're not trying to expose them to 386
technology; we're trying to expose them to computer
technology. With budgets as they are today in educa-
tion, the 64 represents a tremendous opportunity. You
can put more 64s in front of more students than any
other machine in your budget.
Gazette: Are you seeing a strong educational response to
your new marketing initiative?
Mclntyre: We have gone back into the field to estab-
lish educational dealers, and the response has been tre-
mendous. The 64 is still selling into the elementary
levels. It's not selling anywhere near the levels it once
did, but you have to put thai into perspective. There
are today a lot more microcomputer systems available
than there were when the 64 was launched.
The 64 still has about a 20-percent share in the
educational market, in terms of installed base. Accord-
ing to Market Data Retneval, there are [in 1985-87]
130,908 Commodore units installed in public schools.
That is a substantial piece of the business — as opposed
to 68,000 IBMs, about twice as many.
Gazette; Another environment is business. Are you still
finding Sis in that environment?
Mclntyre: Yes. For those who are aware enough of
computer technology to not feel that they need a mini-
computer to accomplish their purposes, there's the 64.
Cable stations still use 64s as character generators.
That's a cost savings! We're talking $20,000 for a char-
acter generator, as opposed to the cost of a 64.
Gazette: You're coming off a successful year with the 64.
How many more such years lie ahead? Hoiu long can the
machine continue to sell? Already, some publishers are
concerned about a declining share of the market for 64
software.
Mclntyre; Software base and third-party support are
the critical factors.
Sometimes I listen to software developers, and I
get a little angry. 1 want to ask them, "Why are you try-
ing to kill this product? Is there not a large enough in-
stalled base to support your efforts?"
The sales versus two years ago aren't as great. So?
If someone launched a machine today that was going
to sell a miUion units in the next calendar year, would
the developers support it? There would be a stampede.
Gazette: MS-DOS dominates the software market in
terms of percentage of sales, but the unit sales of 64 soft-
ware continue to increase. Are there still opportunities for
software developers in the 64/128 market?
-- -- ». I.n -
"i:™.7';;;:::?^MLV«^7»^«7.mrisssi7«y-r,(;«EjStf»/^
SERIES
COMPUTErs Gazene May 19B8 19
IT'S THE NEXT BEST THING
TO SKIING THERE.
Or figure skating. Or crosscountry skiing. Lean Into a 30-milfran-hour turn in Oval-
Or even luging. In sliort. The Games: Winter TVack Speed Skating. And tlien cross your
Edition is one game lliat can bring you the tlireshold of pain in the Cross-Country event,
thrills and glories of history-making athletic There are seven Herculean events in
competition. It was all. For one, two or up to eight players. With
designed with the help graphics so crisp and accurate you'll be
of former U.S. Olympic tempted to bundle up,
Tfeam athletes. Audit's Plus, thanks to (he game!s unique camera
the only computer fll^PfB^I ^"S'^' y°^ ^^ ^^^ ^'^'^'^ ™"^^' options. And opening and
game (o earn an official ■j|Sj|flBH the Downhill and the closing ceremonies modeled after those
ii(xnse from the 1988 U.S. Olympic Tern. 111^^10 ^^ ^^^^ ^''^^^ ^°"^
Find out what it's like to be a human shock ^^^I^^^H ^^^ first-person or
absorber in the Ski Jump. Double your blood j^^j^^^^B camera-angle points-
Birfio'd ifie Alia ofsfo'y
Nowii'aicfi emiL'hizzbw
you're looking over your ski tips, And tlie
nexl, you're watching your performance
from the sidelines.
Tfie Gomes:
Winter Edition.
Incredible graphics.
Network-style camera
angles. Excellent
Su 'Uih to the (aiih.'ia-angk potni-
of-i'Tw for a ntie penptclL-e
pressure shooting down the chute in the Luge. Z^"oTo.n^J:T::l7n' of-view One moment
at Calgary
Now you can get
the thrills without
the chills.
THE GAMES: WINTEREDinON
Cammiuh:e 64/ IK. Aoplr II 3 coiniMIMes. IBM&compulMa
AUTHORIZED PURSUANT TO 36 U B.C. ShXT}ON3S0
YUEPYX
Sir-Tech Sees The Future
Robert Sirotek, vice president of Sir- Tech software,
thinks Commodore and its eight-bit machine are up
to the challenges facing them.
"There's a heck of an installed base, so, from
the software level, its future continues to be very op-
timistic," Sirotek says, "That's why we're support-
ing the machines with many dtles."
What about the hardware itself? How long can
Commodore continue selling 64s and 128s?
"As far as the hardware side, Nintendo and
Sega are nipping at Commodore's heels. Commo-
dore has a real positioning problem, having to react
by updating the 64's hardware in some manner or
repositioning it to compete head-on with Nintendo."
Can it be done?
"I have complete confidence that Commodore
will pull it off. They won't go away."
Mclntyre: Berkeley Softworks. again, is a good ex-
ample. This is a company that started out two years ago
to support a product that at the time was three years
old. Brian Dougherty [Berkeley's founder] feels that wo
haven't exploited the 64's capabilities yet — and he
keeps showing us that.
Gazette: Ai the same time, Commodore has expanded its
presence with the Amiga and ii'illi your PC compalibie. Do
these ventures take energi/ away from the eight-bit products?
Mclntyre: We are not going to walk away from that
part of the business. The 64 and the 128 have been and
will continue to be an important part of Commodore
Business Machines, no matter what we do with Amiga
technology, with MS-DOS technology. None of it is.
done to the exclusion of our core business.
Now, we have a problem, too. As soon as some-
thing reaches its peak in this country or levels off a bit
or — worse than that — declines somewhat, we have a
tendency to walk away from it. That's crazy!
Gazette: But that's business.
Mclntyre: 1 have this discussion with merchants all the
time: "Well, sales aren't what they were this time last
year."
"How are your profits? How is the return on retail
space?"
If today we made a sales presentation on a product
that would return what the 64 returns, the merchant
would take it on. You have to keep things in their prop-
er perspective.
Gazette: In terms of marketing, what other advantages
has She 64 acquired over its history?
Mclntyre: The functionality of the machine has also
grown. QuantumLink is a good example. Here's an on-
line service available to the 64 user. For about $350 —
computer, disk drive, modem — you've got online
shopping, banking, airline reservations, information
services, and so on.
Gazette: Despite this, the machines sometimes get rapped
as being old-fashioned, obsolete.
Mclntyre: Today, if we positioned the 64 in the mar-
ketplace — forget RAM, bytes, bits — if we went out and
functionally described the Commodore 64, it would be
heralded as a fantastic advancement in personal micro-
computing.
The problem is that if you start to talk to people
who have been in this business since its inception, they
start to get jaded; "It's only eight-bit."
Who cares? You are buying this machine for a spe-
cific reason. If it satisfies that need, it is never obsolete.
Only your requirements become obsolete. If you no
longer require it, then you obviously would no longer
need hardware to satisfy the need. The need ceases to
exist — not the hardware. If the need continues to exist
until the year 2000, then that machine is still
satisfactory.
There is no such thing as hardware obsolescence.
That is a phrase that was coined by the naysayers in
this industry. That's baloney. a
CHU
Two supercool spies straight fmm
the Joke and Dagger Dep;irtment of
MAD" Magazine. It's a slippery.
sl< )sny race for time throuRh
bobbing icebet},'s juid chilly
lxH)l)y tr^ps. h)r only one
spy gets to sit in tlie single-
seat escape nicket. And
the other? I'liat's one
spy who won't be
coming in out of the cold.
Two-player option.
^^
ARGIC ANTICS
SPYVS SPY
SERIES
A Guide To
Commodore
User Groups
Part 1
Mickey McLean
This annual GAZETTE feature provides an up-to-date list of user groups
across the U.S., throughout Canada, and around the world. Part 1
includes states A through M (Alabama-Montana). Under each state
heading, groups are sorted in order according to zip code.
User groups from tht' remaining states (Nebraska-Wyoming) and
from outside the U.S (including APO addresses) will be listed in Part 2
next month.
ALABAMA
V;il]cy CnrnmodDri; UsciB Ccoup (VCUG), T.O.
Boi K.l?. Dri-.llijr, Al. ,15hl)2-()H35
ScoltabarD CammodDrc^ Users Cioup. Rt 5. Bo^
255. Scllshpro. AL JiTfiH
Sequoyah Users Group (SUGl, 702 Wiliiams Ai'e.
>J.. Ft. r.iyiif, AL 3S->h7-2hli
Montgomery Area Commodoie KompuLer Sociely
IMACKSI, P.O. Gns 2]0ilb. MonLgoinm', AI.
36121-(infi
EjiI AUbjma Users' Group, P.O. Bos 219.
iLitksciiinlli', AL ,1h2(>5
The Byle Hunch, F.O Ho\ 185, Evi'tgreen, AL
36401
Amigi/Commodore Club of Mobile. 38fiS-H
Rue ^.U\^.i^n, ,Mobile, AL .16608
Commodore Mobile Users Croup (CMUC), P.O,
Bo!, 9524, Mobile, AL 3hl.91-0524
The Lighthouse BBS User Croup, Kt, 3 Bin 196,
S.ilcm, AL 3bS7A
Smiths Alabama Commodore User Group. Rl. 2
Boi 105, Smilhs, AL36«77
ALASKA
Anchoragf Commodore Users, T.O.Box 104615,
AiichoM,;.', AK«9510 J6I5
Silka Commodore User's Croup, P.O. Bon 2204
Sitka, AK 99B35
First City Users Group, Box 6002, Ketchikan, AK
99901
AltlZONA
Commodore User Group of AriiOna, TO Box
21291, Pliui'nn, AZ H5n.l6
Arizona Commodore Users Croup, PO, Bos
27201, T-Mnpe, AZ SS2K2
Gila Hackers, HI, 1 But 34. Globe, AZ S5501
C64/12a Information Ejchinge Croup. IKJ S.
Kolb Rd "345. Tufsim, AZ S5710
Catalina Commodore Computer Club Inc. P.O.
Box 32548, Tucson, AZ S5751
ARKANSAS
The Southwest Arkansas Commodore Users
Croup 404 5 Greening Si,. Hopi-, AK 71801
Commodore User Group, Rl. 9 Box 354-A, Hoi
SptinKv AK 71913
Commodore Information Association (CIA), Rl,
1 Bov 103-1", Mayfloufi, AH 72106
River City Commodoie Club, P.O. Bui 4298, N,
Utile Rock, AR 72116
The Commodore Council, 1821 B reckon ridge Dr.,
Lillle Rock, AR 72207
The S,T.O.N.E. 64 Users Cioup, P.O, Box 301,
Heyno, AH 72462
£2 COMPUTEVa Gaielle May 1988
The Personal Touch Commodore User Group of
Hoxie and Walnut Ridge. 503 Kjylj'iin Dr..
VValnul Ridge, AR 72476
Harrison Users Group. Kt. 1 Boi 15, Hnrrisun, AR
72601
CALIFORNIA
Hollywood Users Group (HUC) for Commodore
Computer Owners, P.O. Bi» 38313 HoIIvivtoJ,
CA 9003S
South Bay Commodore Users Group ISHCUG)
(■suburban LA,). P.O. Bin 1 176, Redondo Bejch.
CA 902780176
C128 West Commodoie 138 User Group, 2917
Colorado Ave.. Santa. Mimica, CA 90404
Commodore 64 West Users Club (West LA. and
Santa Monica), P.O. Box 406, Santa Monica, CA
90406-0406
ilegabyles C64, 9802 S. C.ilmada Ave., Whiltier,
CA 90605
Wesl Orange County Commodore Users Croup,
P.O. Box 6441. Buena Park, CA 90622
Southern California Commodore Users Group,
llOlfl R. Riiienaans Ave., Suite 203, Norwalk,
CA 90 6 50
Commodore Helpers of Long Beach, 3736 Myrtle
Ave.. Loiig HtMch, CA 90S07
San Fernando Valley Commodore Users Group.
7017 Geysi-r Ave., Reseda, CA 91335
California Area Commodore Terminal User
Sociely (CACTUS), P.O. Box 1277, Alta Loma,
LA 91701
Roscmead Associated Members (RAMI. 2636
Willard Ave., Hosemead, CA 91770
South Bay Commodore Users Croup, I'.O, Box
1899, Chulj Visla, CA 920121899
Qceana-64 Commodore User Croup, 1004 Plover
Wa)', Oceanside, CA 92056
Back-Country Commodore Club, P.O. Box 776,
iiamona, CA 92065-0776
Armed Forces Commodore, 4631 Gainaid Way,
San Diffio, CA 92121
San Diego Commodore Users Group, P.O, Box
Kh53l,San Diego. CA 92138
Ccncrai Dynamics CRA Commodore Computer
Club, General Dynaniiti Electronics, MZ-
7234A, PO, Box B531U, S.in Diego, CA 92138-
5310
Hi Desert Commodore Users Croup, 62026 Sun-
burst Cr., io-Lhua Tree, CA 92252
Ciub-64ISan Bernardino), P.O. Box 514, Fatton,
CA 92369
Commodore Users Croup of Riverside (CUGR),
PO. Box WK. Riverside, CA 92515
Power Surge, c/o Orangewoiid Academy, 13732
Clinlon Ave . Garden Ciove, CA 92643
West Orange County Commodoie User Group,
20311 Ravenivood Ln., Huillington Beach, CA
92646.
South Orange Commodore Klub (SOCK), 25401
Champlain Rd., Laguna Hills, CA 92653
Southern Orange County Commodore
Kompuler Services Croup (SOCCKS). The
Wizards Exchange, 2421 2 Holiyoak Ln. Apt. D,
Laguna Hills. CA 92656
Commodore Technical User Group (CTUG), P.O,
Bin S342, Orange, CA 92664
Ventura Commodore Club 1306 Finch Ave..
\cnlurj, CA 93003
C1VIC64, P.O. Box 2442, Qxnarel, CA 93034-2442
A Baiters fie Id Area Commodore Users Sociely
(ABACUS), 3101 Oakridse Dr., Bakersfield, CA
93306
San Luis Obispo Commodore Computer Club,
P O. Box 3836, S,in Luis OW-po. CA 93403-3836
Simply Users o( Computers Combining
Experience for Strength and Success, 184
Santa Vnc/. Ave, Paso Robles, CA 93446
Central Coast Commodore Users Group, 4237
Plumeria Cl., Sanla Marii. CA 93455
Antelope Valley Commodore User Group
(AVCUG), P.O, Box 4436, Lancasler, CA 93539
Madera Users Group (MUG), P.O. Box 783,
Madera, CA 93639
Valley Commodore Users Croup, P.O, Box 3228,
Salinas, CA 93912
PLUG (Plus/4 Users' Group), Bo. 100!. Monterey.
CA 93942
Monterey Peninsula Commodore Group, P.O.
Box 2105, Seaside. CA 93955
Fl. Ord Commodore Users (FOCUS), P.O. Box
21S0, Seaside, CA 93955-2180
CWEST Bay Area Commodore Users, 850
Butnt'tl oil, San Francisco, CA 94131
PET-On-Thc-Alr, 525 Crestlake Dr., San Fran-
cis o, CA 94132
Diablo Valley Commodore User Group, P O. Box
27155, Concord, CA 94527
Marin Commodoie Computer Club, 665 I. as
CoUnda? Rd., San Rafael, CA 94903
64/Moie Commodore User Croup, Inc.. P.O, Bon
26811. San lose, CA 95159.6811
Stockton Commodore User's Cioup, P,0. Box
8354, SiDcklon, CA 95208
Lake County Computer Users Commodore SIC,
PO. Box 385, Cleilake, CA 95422
Amateurs and Arletians Computing, P.O. Box
682, c/o Alex KR6G, Cobb Mountain, CA 95426
Computer Users Croup of Ukiah (CUCU), c/u
Wood Enterpriser, 1107 S, State St., Ukiah. CA
95482
Auburn Commodore Computer Club, P.O. Box
4270, .Auburn. CA 95604
Fairfield Commodore User's Cioup, 366 Royal
O.iks Di„ Vacaville, CA 95688
Sacramento Commodore Computer Club, P,0.
Box 13393, Sacramento. CA 95813-3393
North Valley Commudore Users Croup
(NVCUC), I'.O. Box 7658, Chlco, CA 95937
Commodore Owners Users Group of Redding
ICOUGOR), 37 Rose Ln., Redding, 0\ 96003
COLORADO
Colorado Commodore Computer Club, 11B55
Adams St.. Nonhglenn, CO H0233
Ft. Collins C3, PO. Box 2051, F;, Collins, CO
80522
Front Range Commodore Club, P.O. Box 272,
Niivoi, CO 80544-0272
Commodore Club, P.O. Box 25851. Colorado
Springs, CO 80936
The Local Folks Computer Club, 1653-130 Rd..
CIcnwood Springs, CO 81601
CONNECTICUT
Capital Region Commodore Computer Club
(CRCCC), PO. Box 2372. Vvrnon, CT 06066
Hartford County Commodore Users Croup. Inc.,
P.O. Box 8553, Easl Hartfoid, Ci 06108
Eastern Conn Commodore Uaeis Group, 227
lagger Ln., Hebron, CV (16248 (DBS" 203-228-
1031)
Computer Users Group, 6 Saner Rd.,
Marlborough, CT 06447
Commodore Users Group of Stratford, P.O. Box
1213, Slialioid, CT 06497
The Naugaluck Valley Commodore Users
Group, P,0 Box 622, Waierburv, CT 06720
SoiHh Kent Vim Croup (SKUG), Bm 97, Soulh Kcnl, CT 06785
Fairfield Counly Commodore User Group {FCCUGt, I'.O, Box ;i2. Danbury,
CT 05B13
Slamford Area Commodore Sociely (SACS), P.O. Box 2122, Siamionl, CT
nh906-oi;2
DELAWARi;
Speciil Infciesl Croups NULL IS*1*G*NULL), 2iili Owvn Dr„ Wilmmclon, DE
Firsl Slate Commodore Club, I'.O, Box 1313, Dinvt. DE 19W3
Lower Delaware Commodore Computer Club (LDCCO. P.O, Boii 5314, Nas-
^JU, DE 19969
1 LOR I DA
Port Orange Commodore L'ser Group (FOCUG), 1244 Thomasina Dr., Port Or-
ange, FL32U19
Public Domain Users Croup, I'.O. Box 1442, Orarige Park, FL 32067
Welnka Commodore Users Group, P.O, Hox 1 104. Wi'Lika, KL 32093-1 104
Commodore Computer Club ul i.icksonviik', S43S l.viul.i Sue Ume VV„ Jackwn-
ulle, I'l. 32217
Bay Commodore Uiers Group (BCUGl, I'.O. 6o\ 3 1B7, P.inam.i Cilv, FL 33401
fort Walton BeJch Commodore Users Croup. PO. Bm 3, Shalimiit. FL 32579
Gainesville Commodore User Croup. P.O. Box 14716, Gainesville. FL 32604-
4716
Citru5 Commodore Compuler Club, P.O. 3o\ 703. Bi'verly Hills, FL 32665
Lake/Sumter Commodore Users Croup, P.O. Bin 416, liv^burg. FL 32749
Lake County Educational Users Commodore Club, P.O, Box 326, Tavarec, Fl
32778
Titusville Commodore Club, SW Alford Si.. Tllusvillp, KL 32796
Ccnlral Florida Commodore Uieri Club, P.O. Bo* 547326, Orlando, FL 32854-
7326
El Shift OH, P.O. Bos 36134H. Melbourne, FL 32936-l31«
Fellsmere's Club Compu-Matiia Inc., P.O. Box 629, Felsmeie. FL 329-18-0629
Miami Individuals with Commodore Equipment (MICE), II 110 Bird Rd., Mi-
ami, FL 33165
Miami 20W Commodore Users Group, 11531 S.W. 84 St., -Miami. Fl. 33173
Gold Coasl Commodore Croup, P.O. Box 375, Deerfield Beach, FL 33443
Slircom User's Croup of Martin Counly, P,0, Bin 1446, Pon Salerno, FL 33492
Charlotic Counly Commodore Club (CCCC), T.O, BoK 512103, Punta Corda,
FL 33951-2103
Bits and Bytes Compuler Club, 1859 Neptune Dr., EriKleivood, FL 34223
Commodore Brooksvillc User Group (C-BUG). P.O. Bo\ 1261, Brooksville, FL
34605
Clearwater Commodore Club Inc, P.O, Boi 11211, CloarM,'Jter, Fl. 34616
R.H.C.C. Users Croup 64/128. 8032 Banister Ln., Pon Richei'. FL 34668
Suncoasl Bytes Commodore Computet Club, P.O. Box 71\. Elfers, FL 34680
GRORGIA
Griffin Commodore Program Eichange ICCPE), 1820 Hallmnrk Dr, Crilfin,
GA .10223
Middle CA C-61 User Croup, 104 McKinlev Dr., Griffin, GA 30223
Slone Mountain Users Group (SMUG 64/l2BI, P.O, Bo> 1762, Ulbum, CA
30226
Athens Commodore Users Croup, One Beech H.iven, Athens, GA 30606
C-64 Friendly Users Group, 775 Kings Rd., Athens. GA 306O5
Commodore Club of Augusta, PO, Box 14337, Augusta, GA 30919
Savannah Commodore User Group, P.O. Box 1171. Sai'annati, GA 31402-1171
Albany Commodore Amateur Computerist. P.O ikjx 5461, Albanv, C.A31706-
5461
HAWAII
Makai Commodore User Croup (MCUG), PO, Bo* 6381, Honolulu, HI 96818
Commodore Haw.iii Users Croup (CHUG), P.O. Box 23260, Honolulu, HI
96872
IDAHO
I'otalello Commodore Users Group (PCUC), Rt, 2 Box 4HE, Potatello. ID 83202
PFP 64 Software Exchange, 742 E 19th, Jerome, ID 83338
Eagle Rock Commodore Computer Club, P.O. Box 3884, Idaho Falls, ID 83403-
3884
Banana Belt Commodore Users Group (BBCUGI. P.O. Box 1272. Lewiston. ID
83501
GE.M-M, Ken Rosecrans. '107 N. DeClark. Emmeii. ID 83617
Commodore Treasure Valley /Boise Users Group (TV/HUG), P.O. Box 6B53,
noise, ID 83707
ILLINOIS
PET VIC Commodore Users Croup, B92 Knollwood, Buflab Grove, IL 60089
Fox Valley PET (Commndoiel Users Croup, 833 Pi.isiiftl Ave., Eljpn, U. 60 1 20
Computers West, PO Wo, 3357, Glen Eilvn, IL 60138
NorthEastern Computer Rappers of Illinois 64-128 of America (NECRIA), 220
Connors, Lotkpm, tl, (■0'141
Southwest Regional Association of PTOgrammcrs/64 Users Croup
ISWRAP/64), PO Bm 342. Bedlcird Paik, II. 60499.0342
Chicago B-128 Users Croup ICBUC Inc.), 4102 ,\. Odell, Notridge, IL 60634
Knox Commodore Club. 675 Arnold St., Galesburg, II, 614Q1
Survivors of the Sixty-four Users Group fSOSUC). P.O, Box 6108, Macomb, IL
61455
Western Illinois Commodore Users Group (WICUC), 906 W. 6lh Ave, Mon-
mouth, IL 61462
Canton Area Commodore Users Group, 13 N. 17lh Ave., Canton, IL 61520
Meeting 64/12S Users Thru the Mail. R.R. I Bov 151. Si. Joseph, IL 61873
Champaign -Urbana Commodore User Croup (CUCUG), 803 N. Parke Sl,
Tu«-ob, II. 61935
East Side Computer Club. P.O. Bax 1347, Alum, IL 62002-1347
Gateway Computer Club. PO, Box 1839, Fairview Hcighls, IL 62203
Weslern Illinois PET User Group (WiPUCI, Rt. 5, Box 75, Quincy, IL 62301
Soulhetn Illinois Commodore-Amiga Club, 1707 F Main St., Obey, IL 62450
Decatur Commodore Computer Club (DC3I, 664 W. Grand, Di'cniur, IL 62522
Capital CilyCommodoreComputerClubtSCs), P.O, Box 2961, Springfield, II.
62708
SPUC Computer Club, P.O. Box 90.15, SptingField. IL 62791
Chess I'liyeis' Commodore User Croup, 723 Barton ^i. Mt \'emi)n. IL 62364
INDIANA
Indianapolis Compuler Club, Inc, P.O. Eos 11367, Indianapolis. IN 46201
Midwest C-64 Users Croup (MW64UCI. P.O. Bos 9311, Highland, IN 46322
Kosciusko Commodore User's Group, 312 E. Prairie, W.lrt.iiv IN 46580
Tort Wayne Area Commodore Club, PO. Bos I3I07. Port VVayiii', \>i 46B67
Logansporl Commodore Club, P.O, Box 1 161, I.ogansixirl, IN 46947
Commodore Small Town Users Croup (CSTUC), P.O, Box 161, Vevay, IN
47043
QSt Alliance, P.O, Box 1403. Neiv Albany, IN 47150
Fraternal Order of Police Computer Club (FOPCO. 2535 Anthonv Dr., Evans-
ville. IN 47711
Commodore Computer Club, P.O. Box 2332, Evansville, IN 47714
Western Indiana Commodore Users {WICUI, P.O. Box 1898, Terrc Hauie, IN
4780S
Commodore Owners of Lalaycltc (COOL), PO. Box 5763, Lil.iyrlle, IN 47M3
Commodore Users Group, Ames Region (COUGAR), PO. Box 2302, Ames, lA
5(U1I0 2302
Capitol Complex Commodore Computer Club, PO. Box 212, Des Moines, lA
50301
Commodore Computer User Croup of Iowa, P.O. Box 3140. Des Moines, lA
50316
Ft. Dodge Commodore Users Group. 1606 2nd Ave. N,. Ft Dodge, lA 50501
3C Users Group, R.R. 3, Box 20. CTarks City, lA 50616
Product Engineering Center Commodore Users Croup (PECCUG), 333 joy Dr.,
VVjteiloo, lA 50701
Tricomm Compuler Users Group, 310 S. Floyd Blvd. Sulle 309, Sioux City, lA
SIlUl
Syntax Errors Anonymous Commodore User Group, 216 6th St. S.W,, Spencer,
IA5I3U1
Crawford County Commodore Users Group, 519 N. 19th St., Denison, lA
51442
'Die nearby electni-cheiiiical plant is pumping out radii^ctive
repellenL If you're to save your world, you better ^et off your web
ani^ find the parts you need to become Spiderdroid, a deadly,
hyper-mobile fighting machine. But watch out for the stingers,
nick hoppers, and big lx)n'rs. What's wTDug? Isj
Uiing bugging TOU? CpiDEDpAT"
BY£0»r
i^.uii™iAmtw«.iw«:mf.MirK,ifWiUUBUttTi«MMnrnixPttoi«J«,M
, -. 4..-'. . ■ '■ c * * " V * ' ^ v^V • a
v.'..;V.: ^.r* "... " ^,'SJ^
■^^.J*.-*
Get ready for four of tlie most cfialleng-
ing, rugged, rump-bumping cross
Permanently. You will when you endure There are boulders, rivers, potholes,
the lorigest winter of your life in the ice, and mudbogs to contend with. What
sleet and slosh of The Michigan are mudbogs? You'll find out. (Just after
Fie'/lv al ttirtlli iiuu'iiuli'i-'I in/ H.''- f-lhi'.i'iS^'i'i'"dF iifn'itu' muti.
panked&non.skiii-mnti. and the f^rubbien rcrtain sourii ol ifif bof tiff
country road racing courses this earth
has to offer.
Fight the torturous terrain of Baja.
Rocks, boulders, skid-sand, even a few
spikey cactuses. And of course, heat
that's hot enough to fillet any forehead.
Ever had your hands stuck to the wheel?
Course. The Georgia Red Clay
Course has enough mud to keep
you a human fossil for 2,000 years.
And then there's Death Valley
Get it. D-E-A-T-H Valley
Start with pre-race strategy
Select and customize your personal
vehicle Your supplies. Your repair equip-
ment, Believe us. You'll need everything.
you find out there's a Demon 4x4 chas-
ing you all through the race. A Demon
hellbent on your destruction.)
If you win enough races, collect
enough points, only then will the
Victor's Cup be yours. It's
the least we can do. After
all, you did go through
hell to get there.
4x4 OFF-ROAD RACING
BY
Cominodlur S4/!2i. IBMScampunhln. Amifi
Iowa City Cummpulcr L'spm Group (ICCUG), P.O. [Wn 2412. Iowa Citv. lA
5Z2-H
Washinglon Area Commodorf Users Croup, P.O. Oo\ -145, Wjshinalon, lA
52353
KANSAS
Lawrence Commodore User's Croup. i'O Sim 220'1, Liwrcnti', KS h6(l-15
First Commodore Users Group, Mh I. ChipiH'iva. rida. KS fthII7l
TCCUG. Inc., ro Ik)y S43^, T.ipi'U KS 66W1H (BBS" ^13-862- 1604)
Newlon Are.i Commodore Club, 112 DriMikside, Noivlon, KS 67114
Parsons Commodore Computer Users Croup, 714 S. 35th Si., Parsons. KS
67357
Commodore User's Group of McPhcrson (CUGOM), 10D9 Sycamore PI.,
McPherson, KS 67461)
Salt Cily Commodore Club. TO. Box 2644, Hulchinson. KS 67504
Mid-Kansas Commodore Club, 1509 Hubbard, Creal Rend, KS 67530
KENTUCKY
Purchase C64 User's Group, Kl 1 Bov 2IWA. (..ilvcrt Cily KT 42029
GUs};uiv Commodore User's Croup, I'O [!ii. 154, GI,t.(>"w. KV 43141
Logan County Commodore Users Club, P.O. lk>\ 302, Lewisbur^;, KY 42256
Commodore Users Croup of Madison vlUe (CUCOM). I'O. Bo\ H49, MadistTr-
villf, KY 42431
LOUISIANA
New Orleans Commodore Klub, 3701 Division SI. Suiie 140, Melaine, LA
70002
SoulheasI Louisiana Commodore Users' Croup, P.O Boi 1138, Gray, LA 70359
Commodore Users Croup ol Slldell (CUGSl, 111 Marche Blvd.,' SI i Jell, I.A
7045H
Acadiani Commodore Computer Club (ACCO. P.O. Box 31412, Lafayelle, LA
70593
Halon Rouge Area Commodore Enlhuslasls (BRACEI. 3540 Olive Ave,.
Zachan: LA 70791
Ark-La-fen Compulct Club, P O. Bo< 6502, Shrevcporl, I.A 71 106-6502
PAGE U.C PO. Bm 7703, Alev.iTidna, I.A 71306-7703
MAINE
Your Users Croup (YUG), P.O. lioi 1924, N. Windham, ME 041162
Compumanla, HI Nurth St., Saco, MI! 04072
Southern Maine Commodore, I'O. Bo<416, StaiborouKh, .MC 04074-0116
Commodore Users Group of Coastal Maine, 103 Main Sl„ Topsham, Ml; 040B6
Commodore Users Society of Penobscot (CUSP), c/o 101 Crosby Hall, Univer-
sHV ul Maine al Or(ini>, Onimi, Ml; 04469
Islarid/Reach Computer Users Croup, P.O. Bin 73, Dkt lsk>, ME 04627
Southern Aroostook Commodore User's Croup (SACUG), P.O. Box 451,
Houlion, Mf 04730
Northern Maine Commodore User's Group, P.O. Bo< 493,, Luring AfB, ME
04751
MAHYLAND
Fcderallon of Commodore User SociclicB, Inc. (FOCUS DC/MD/VAI, l',0,
Bnx 153, Annapolis Jiintlion. MD 20701 <Nole: ("Jris is J frJcralhn amsKtmg of
15 uiiT ;;riiiijis in ihr VA/MD/DC a'ffl, iwl a dub cllfing indifiiiual
nh'ml'mliipf,.)
MUMPS Users' Group (MUG), 4321 Hanivick Rd. Suite 310. Callege Park, MD
20740
Rockvillc Commodore Users Group. P.O. Bos 8805, Riickville, MD 20856
National Bureau o( Standards Commodore Users Croup, 3 Cross R%e Ct.,
Cemianl0ii.TL. MD 20S74
Monlgomery County Commodore Computer Society. P.O. Bni 26B9, Silver
Spring MD 2(1902
VIC Apprecialors {VICAPI. 10260 Neiv Hampshire Ave,, Silver Sprinft MD
20903
Harford Counly Commodore Users Group (HCCUGI, P.O, Bon 109, Falhton,
MD 21047
CUM-BACC, 1427 York Rd. ai Semirari' Ave., Baltimnre, ,MD 21093-6014
BAYCUC, 110 Diinbur\' Hd., Reisilerslown, MD 21136
Ballimote Area Commodore Users Croup (Bay-CUG). 4605 VOGT Ave., Bal-
iimim'.MD 21206
Randallslown Commodore UserGroup, 3702 DurleyLn,, Baltimore, MD 21207
The Flrsl Sector Users Group (FSUC). 113 L, Moni);omm'Sl. Isl ll, B.iliimure.
MD 21230
The Annapolis Commodore Users Croup, PO. So\ .13.5S, Amiapoli-, MD
21403
Frederick Funrtioneers, PO. Boi 1913, Frederick, MD 21701-1010
Hagerstown User Group (HUG), 23 Covcntfy Ln., Hagcr^town, MD 21740
MASSACIIUSEITS
Pioneer Valley Commodore Clutj, 6 tjurpi Icrr., ^vesineja, ma 010B5
Eastern Mass Commodore User Croup. 6 FlaRK Rd., Marliioro, MA 01752
Fosboro Area Commodore Users Croup. P.O Ho< 322. FoiWiro, MA 02035
Commodore Users Croup of Cape Cod, PO. Bm 1490, Coiuit, MA 02635
MICHIGAN
Michigan Commodore Users Croup. Inc., P.O. tk>» 3j9, fcjsi uetroit, mi 4tiH2l
Washtenaw Commodore Users Group, P.O. Bo> 2050, Am Arbor, Ml 4S106-
2050
Soft-Type Users Croup. 20231 WeslmorL4and, Delroit, Ml 4S219
Northern Genesee County Commodore Users Group INGCCUG), P.O, Boi
250. Clio, MI4fi42H
Commodore Computer Club. 4106 EaFlman Rd., Midland, MI 48640
Lansing Area Commodore Qub, P.O, Box 1065. East Lansing, MI 48826-1065
Kalamazoo Valley Home Users Croup, P.O Ikn 30B5, Kalamazoo. MI 49003
Battle Creek Commodore and VIC Enthusiasts, 1299 S, 24lh, Battle Creek, Ml
49015
Edwardsburg Commodore Users' Croup (ECUG), P.O. Box 130, EdvHinisbutg,
Ml 49112
Columbia Commodore Computer Club (Crt), 133 Ernest, Bmiiklyn, Ml 492.30
MINNflSOTA
Commodore Owners Area Compuler Club (COACC), 2380 llh Ave. NW,
Oiv.itoniia. MN ,55060
Hlbblng Area Commodore Klub (H.A.C.K.), 2709 3id Ave 1:. Hibblng. MN
55746
Rochester Area Commodore User's Croup, 2526 6lh Ave. NW, Rochesler, MN
55901
Albert Lea Commodore Users Group, 2217 N Bridge, Albert Lea, MN 56007
Commodore Users Therapy Group, 1.109 N, Gorton Ave., Witlmar, MN 56201
Redwood falls Area Computer Exchange, 717 E. WvrmingSt., Redwood Falls,
M\ 562B3
Heartland Area Computer Cooperative, Dm 360, Albany. MN 56307
Commodore Bemidji User Group, lit. 3, Son 392, Bemitlji, MN 56601-S313
MlSSISSIl'I'I
Software Source, 4550 W. Beach Biv.t. U12 Kdgcwaler Village, Biloii, MS 39531
Coastline Commodore Compuler Club, P.O. Box 114, Diloxi, MS 39533 (BBS"
601-3r4-CLLB)
Columbus Commodore 64/ 12B Club, 504 N. 20ih Si. Hast, Ci)liiinbuii, MS 39702
MISSOURI
Commodori- Users Group of SI. Ijiuis, P.O. I!m 2B424, 5l l.iuils, MO 63146-
O'lf^l
Norlheast Missouri Commodore Uicn Croup (NEMOCUCI. P.O. Ooi 563,
.Ma.on, MO 63552
Hcarlland Users Group, PO B<n 1251, Cape Girardeau, MO 63702-1251
Joplin Commodore Compuler User Group, 422 S Florida Ave Joplm, MO
64B01
Mid-Missouri Commodore Club, P.O. Bov 7026, Columbia, MO 65205-7026
Southwest Missouri Commodore Users Croup. 1510 South Si . Aurora, MO
65605
Commodore User Croup of Springfield (CUGOS), Ikii 607 Jewit Station,
Spnngfield. MO 65 BOI
MONTANA
Cascade County Users Group Inc., P.O. Box 739, Great rails, M I 5940.1 [BBS"
406-761-326BI
Commodore Classic User Group, P.O. Box 3454, CriMi Falls, MT 59403
Commodore Programs Inc., 740 Ea^tside Rd„ Deer Lddge, MT 59722 Imall-in
gntup)
EAU
It's nuclear winter
all year round. As 'lal, tlie
futuristic warridf In the ye:ir
2500 A-D., yoiill need to collect
tlie ancient flying armor tliat will
iiake tile difference between life
anid liiilf-life. Watch out for the
,i;iant sloths, vicious subhumans
and mutant aliens. They've had
a hanl winter.
ijc^.ssjii/fittiMi'Ah^tf.st^m («■ i.jti i'^/j-kv i l'l^;l'^^-nl. ■^ft-riKMiK.ifii
SERIES
Ill this fast-paced action game for the 64. you enter a
strange new universe where your skill and cunning are put to
the test. To survive, you must trap a constantly moving sphere
before your time runs out — or you trap yourself A joystick is
required.
"Trap" takes you to another uni-
verse, another dimension. Trap's
world consists of an array of col-
ored blocks hanging in ink-black
space, set against a blanket of dis-
tant, sparkling stars.
Two beings inhabit this
strange place, each with a geometri-
cal form; a sphere, which continu-
ously bounces from block to block,
and a flat square, which lies atop
the blocks, blinking patiently. In
Trap, you're the blinking square,
and your objective is to trap the
bouncing sphere and use its kinetic
energy for your survival.
Getting Started
Since Trap is written in machine
language, you'll need to enter it
with the "MLX" machine language
entry program found elsewhere in
this issue. When you run MLX,
you'!! be asked for the starting ad-
dress and ending address of the
data you'll be entering. Here are the
values to use for Trap:
starting Address: 0801
Ending Address: 1360
Follow the MLX instructions
carefully, and be sure to save a copy
of the Trap data before you leave
MLX. To start Trap, simply load it
as you would any BASIC program,
and type RUN.
When you first run the pro-
26 COMPUTEI's Gazelle May 1988
gram, you'll see the title screen and
hear an ominous sound effect to
help set the mood. Press the fire but-
ton on the joystick to begin the game.
The game screen consists of a
4X4 matrix of colored blocks dis-
played in three-dimensional space.
At the top of the screen is your cur-
rent score, the number of lives you
have left, and your high score for
the session. At the bottom of the
screen is a bar which represents the
amount of time remaining. Use a
joystick {plugged into port 2) to
move the blinking square from
block to block.
Staying Alive
In this universe, all life depends on
motion. There are two life forms.
The lower life form is a small sphere
that must stay in constant motion in
order to survive. The sphere can
bounce in any direction, but it can't
leave the grid. You, as a higher form
of life, don't have to move, but you,
too, depend on motion. The sphere
is your prey, and you must trap it
and use its kinetic energy.
A quirk of your character is
that you spawn a trail of four dis-
colored blocks that follow you in a
snake-like manner. These special
blocks are the key to trapping the
sphere. The ball can't jump onto
them, so you can force the sphere
into a position where it can't move,
trapping it between the discolored
blocks and the void of space.
There is a special situation,
however. If the ball is already in
midbounce and you move into a
position where it must land on a
discolored block, it will do so. It
can't change direction in midair.
Also note that you can't move over
your own trail, so you must be care-
ful not to maneuver yourself into a
corner. If you do, you'll be helpless
until time runs out.
Slunnitig graphics campleme}it the
cxcdleiil playabitity of "Trap."
The time bar at the bottom of
the screen indicates the time you
have left. It continually decreases,
and when it's depleted, your sys-
tem goes into shock (shown on the
screen by a pulsing light). You can
survive two shocks, which will be
recorded as small representations
of your square at the lop of the
screen, but with the third shock,
you cease to exist. The screen
pulses and fades, and you're al-
lowed a brief period of mourning.
Trapping The Ball
When you trap the sphere, you'll
receive one point for every unit of
time remaining on the time bar.
Anything over 200 represents very
good play. After a successful trap,
you advance to the next level, and
the blocks change color.
You'll quickly discover tech-
niques for trapping the ball, but
since the ball speeds up every three
screens, the game becomes increas-
ingly more difficult, You don't have
corresponding acceleration, so as
the game progresses, planning be-
comes more important. Luckily, the
ball ceases to accelerate after it
reaches a certain speed.
If you need to pause the game,
press the RUN/STOP key. The
screen blanks, hou-ever. so that you
can't analyze your position. The
screen also changes to blue so you
won't worr}' that something is wrong
with your computer. To resume the
game, press RUN/STOP again.
Modifying The Game
One nice feature of Trap is that it can
be adjusted for your preferences. If
you find that the game's too fast,
you may want more time or a slower
pace. Or perhaps you've got super
reflexes and you'd like more of a
challenge. In either case, the follow-
ing POKE statements allow you to
customize Trap. Load Trap and type
any of the following in direct mode
before running the game.
To adjust the overall speed of the
game, type
POKE 2910, n
where n is a number between 1 and
255. A value of 1 gives the fastest
speed and 255, the slowest. The
normal speed is about 170,
To control the ball's speed, type
POKE 4211. n
where n is a value between and 9.
Using will result in the ball even-
tually becoming a gray blur. Using
9 will cause the ball to never accel-
erate. A normal value is 2,
If you want to change the rate at
which time decreases, type
POKE 3258, n
where n is a value between 1 and
255. A value of 1 will leave you
with something less than one sec-
ond to react. Using 255 will let you
trap the ball at your leisure. The
normal rate is 42.
See program listing on page 93. O
MAIL TO:
COMPUTEI'S GAZETTE
SUBSCRIBER SERVICE
P.O.Box 10958, □DsMoinos. tA 50340-0958
Changs ol Addrett: Please aQvise as early as
possible. Attach label wiih your old address and
wrilB in new address below.
New Subscriber; Fill in your name and address
below. Use separate sheet lorgift orders.
PLACE LABEL HERE
Renewal: Attach label.
..- One year SZ'I.OO Two years S45.00
(Foreign subscitjers please add S6.00 per year
lor poslage)
sintEt . , ,„
ClIV SIME ZS>
Please bill mo Paymeni enclosed
For olhor subscription questions or problems,
please write a note and send entire lorm lo the
above address, OR CALL TOLL-FREE
1 -(800) 727-6937
C-M-- ■ VIC-- • tXtf
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ROCK
Ul
Builii your own or choose
from 16 pi^-proi^rammeiJ
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BOULDER DASH""
CONSTRUCTION KIT "
SERIES
Treasure Diver
Brian Casey
What chance does a bubble stand in an ocean full of sharks?
Not much, but if he thinks fast, he may collect a lot of treasure
before he pops. An enjoyable, high-speed game for the Commo-
dore 64. foystick required.
If you like finding treasure — and
who doesn't? — you'll enjoy "Trea-
sure Diver," an adventurous under-
water game that's packed with
action.
In Treasure Diver, you are a
small bubble, floating at the top of
the ocean. At the ocean's bottom is
a treasure chest which drifts slowly
along in the current. All that you
have to do is hold your breath and
dive to get the treasure.
Of course if it were that easy, it
wouldn't be much fun. That's
where the sharks come in. A screen
full of blue sharks swimming in
hunting patterns, hoping to come
across a morsel of food. Stay clear
of them. Pay special attention to the
two black sharks (they're smarter
than the blue ones) because they'll
try to hunt you down.
At the top of the screen is your
air indicator. When you dive, the
indicator will move through the
safe green area, into the yellow
warning area, and finally into the
red danger area. Be sure to surface
for more air before you run out.
2B COMPUTEls GaMfffl May 1988
Brave the deep, shark-itifcsted sea to
bring back sunken treasure.
When a shark takes a bite out
of you, he does permanent dam-
age — you'll leak air faster. With
each bite, things get worse. In waters
this dangerous you won't last long,
so collect as much treasure as you
can as quickly as possible.
Typing It In
Treasure Diver is written entirely in
machine language. Type it in using
"MLX," the machine language en-
try program found elsewhere in this
issue. When MLX asks for starting
and ending addresses, respond
with the following values:
Starling address: COOO
Ending address: C8C7
After you've finished entering the
data, be sure to save it to tape or
disk before leaving MLX.
Plug a joystick into port 2. To
load Treasure Diver, use a state-
ment of the form LOAD"TREA-
5URE",8,1 (for disk) or
L0AD-TREASURE",1,1 (for tape).
If you saved Treasure Diver as
something other than TREASURE,
use the filename with which you
saved the program.
To start the program, type SYS
49152. You'll be asked to select the
game speed. Enter a number be-
tween 1 (fastest) and 4 (slowest).
For your first game, try speed 4.
When the game begins, ma-
neuver down between the sharks to
the treasure. To capture the trea-
sure, just touch it. It will disappear,
giving you 200 points. If you get
into a jam, hold the fire button
down as you move — you'll go fast-
er, but you'll also use up a lot of air.
Treasure Diver keeps the high
score on the screen. If you want to
pause the game, press SHIFT-
LOCK. Press it again to resume
play. To quit the game, press F7.
See program listing on page 91. O
\\\ll///
^•■^"''^
By now you've proOaDiy seen all Kie ads lor all the
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(DEA1.ER I NQUIFI I ES I NVJTED) .^T^
You're Gji'/GsA
Tiie last remaining play-
thing to survive a toy factory
talteover. You must stop a master
computer that's gone haywire.
A computer intent on building
hideous, deadly toys. What
should you do?
Spring into ac-
tion, what else?
COIL COP
c^iiiH.Tr/f«irjt*irrtftntt tnpf.iv\frfnTrjpfuif*atUMt>
SERIES
Airborne Ranger
Although on afterword in Airbprne
Ranger's dotumentaiion has the pro-
grammers and artisls at MicroProse
quaking at the thought of creating an
arcade game- — after building their repu-
tation on simulations — they have none-
theless done it with their usual flair.
At first glance, il may even seem
that they have simply produced their
own version of a popular coin-operated
game for the Commodore 64, A closer
look reveals that MicroProse has both
enlarged and rounded out the classic
scenario of a single warrior operating
behind enemy lines, making of il a
more complete adventure than the
game that may have inspired il.
Mission, Please
There are 12 missions in Ranger, and
two methods of play, You may assign a
practice ranger, whose score will not be
recorded; or use a veteran ranger, who
must be saved to a separate data disk.
Mission selection offers such tasks as
blowing up a munitions depot, captur-
ing an enemy officer, disabling a SAM
site, freeing hostages, and many more
in between.
Some missions may also combine
two or more major tasks; these are ex-
plained in the briefing message that fol-
lows your selection. Scoring is based on
whether or not you have accomplished
your prime objective, as well as upon
the number of enemy soldiers killed
and the number of enemy emplace-
ments destroyed. Besides the numerical
point scores, you may also win promo-
tions and/or medals.
Each session has a definite begin-
ning. In rounding out the game and
making of it a full-blown mission — as
opposed to a set of scenarios in which
you suddenly find yourself on a field of
combat with no past and little future—
Airborne Ranger begins each mission
with an airdrop. There is an overhead
view of the mission area, much like
what you'd see if you were looking at a
map, and skimming down from top
screen is an aircraft. The craft may be
controlled right or left by the joystick in
order to help you avoid obvious trouble
spots. And when you think you are
ready, you begin by dropping the three
30 COMPUTErs CH^atle May 19B8
supply packages — with luck, marked in
your memory so that you can find Ihem
later. Once you've used the weapons
you carry, you can replenish them only
by finding and recovering your supply
packages.
Your own drop comes after the
three supply chutes have deployed. Be-
cause you are using a paravane instead
of a parachute, you have n good
amount of maneuverability while still
in the air. This, again, is controlled by
joystick. The freedom to move will help
you avoid landing atop a gun emplace-
ment or a tank and can make it possible
for you to land in a place of conceal-
ment such as a trench.
Because the name of the game is
infiltration, it will not do to try to land
on your objective, the reason being ob-
vious: Anything worth destroying is
also worth defending. You won't want
to land in a hotbed of security and be
shot down on the spot.
An arcadc-slylc game from
MicroProse? Yes, and a darned
good one.
Throughout the game, control is
via joystick, with only minor access to
the keyboard required. In contrast to
the almost full keyboard use of previ-
ous MicroProse outings. Airborne Ranger
makes you wonder why a keyboard
overlay was included; Four function
keys select current weapon; the space
bar determines whether you walk or
crawl; a cursor key toggles between run-
ning and walking; three number keys
determine the fuse delay on time bombs;
and two other keys will either call for an
air pickup or get you first aid. It is this
welcomed simplicity of control which
makes the game easy to learn and which
goes a long way toward helping to clas-
sify it as arcade-style entertainment.
A New Perspective
Once your soldier is on the ground, the
viewpoint shifts from a long shot to a
medium shot. Your view is sfill from
above, but is now at an angle that
brings perspective and rounding to the
3-D landscape. Enemy soldiers, pillbox-
es, gun emplacements, and trenches are
all done with a wealth of detail that adds
both realism and urgency to your task.
Slightly ahead of your soldier is a
floating crosshairs pointer. This is used
to aim the weapon precisely as you turn
the soldier about. Depending upon the
target, your chosen weapon may be a
carbine, a hand grenade, a LAW rocket,
or a combat knife. You aim by turning
your soldier until the crosshairs is
pointed at the target, and fire by press-
ing the joystick button.
The enemy can be wounded or
killed. Wounded, he will fall to the
ground, but will rise again when your
back is turned. Dead, he will fall to the
ground and, a moment later, disappear.
Quite obviously, this particular type of
house cleaning comes under the head-
ing of conservation of sprites: Sweep
the dead ones a\vay to make way for
more live ones. Yet it also serves to re-
inforce another tenet in the afterword
of the documentation: One of the aims
of AirboTiic Ranger was to emulate
deadly combat without blood and guts,
in order to preserve the game quality.
Once a mission has been complet-
ed — or when the countdown mission
clock has reached 0— a rescue craft
hovers over the Pickup Point. It is up to
you to know where this is and to be
there on time. Other mission endings
involve your death at the hands of the
enemy. In either case you will then be
presented with a mission assessment in
which you are awarded points, promo-
tions, medals, or any combination of
these. Then, of course, it's time to vol-
unteer again.
Although not quite as thick as
some created by MicroProse for other
games, the manual for Airborne Ranger
is no less complete. Each mission is de-
tailed and tactical tips for each mission
are provided. In addition, there is a fas-
cinating short historical description of
Army Rangers that helps to put your
computer missions in perspective. The
3-D graphics are very good, as is the
sound, and the animation in the move-
ment of soldiers and in the explosions is
as good as most of what you've seen on
coin-operated arcade games.
No matter what protests Micro-
Prose may make, they have created an
arcade game, and a darned good one.
— Erviii Bobo
Airborne Ranger
MicTopTOse
120 Lakefroiit Dr.
Hum Valley, MD 21030
$24.95
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Sub Battle
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I never knew what hit me.
The first etplosion knocked out the
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deck gun and torpedo tubes. 1 had
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Remember all of ;
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LASVEOAS
HV 89109
the more difficult missions. Epyv in-
cludes a handy chart that explains the
numerous differences between the dif-
ferent levels.
The flip side of the card lists all the
keyboard functions you'll need to com-
mand your vessel. This reference is a
tremendous aid to game play, since
there are dozens of options available to
sub skippers, and it's easy for novices to
forget which key to press in the heat of
battle. The function keys alone provide
a periscope view, binocular view,
bridge view (good for spotting aircraft),
side view of submarine and surface ves-
sels (which show depth charges), sonar,
radar (if installed), five levels of maps,
and a chart showing the status of the
boat's equipment, food, oxygen, and es-
timated repair lime of damaged items.
At the start of each patrol you are
given specific orders. These may dis-
patch you and your boat to seek and de-
stroy enemy shipping, rendezvous with
shore units, or rescue downed air
crews. As you leave port, you can set
your own course and speed to your as-
signed station, or, at the lower levels,
let the computer handle the navigation
for you. It will suggest a course and
speed, toll you how many days it will
take to reach your destination, and the
amount of supplies you'll use,
I seldom have problems letting the
computer do my navigating, but my U-
boat crew and I starved to death several
times trying to reach Germany follow-
ing extended patrols off the North
American coast. The next time 1 sail that
mission, I'll handle the navigating and
see whether I can do better.
Realism
The designers have included a number
of realistic touches in this outstanding
simulation. If you get a radio message
from headquarters, the Morse code you
hear is accurate, even if the keying is a
little sloppy. Don't worry about deci-
phering the dots and dashes yourself:
The computer prints the message on
the screen as it comes across.
Simulations can be made too real-
istic, though. In real life, It could take
weeks to reach distant patrol areas.
Most computer skippers would mutiny
if they had to wait that long before be-
ing called to battle stations. Fortunate-
ly, Sub Battle lets you compress sailing
times to speed up play. As a result, a
single mission usually can be complet-
ed in less than an hour. When you come
in contact with the enemy, the time
compression drops automatically. It
also drops whenever you are sub-
merged, so you have to keep an eye on
your oxygen and the charge remaining
in your battery banks.
Your engines automatically change
from diesel power to battery when you
34 COMPUTEf's GazeUo May 198B
dive, but you have to give the order to
switch back when you surface. More
than once I've popped up and increased
speed to catch a fleeing convoy, only to
get a message a short time later inform-
ing me that my batteries were dead.
Don't forget to recharge them after
you've switched to diesel.
Time compression can also be a
problem when you're sailing near land.
I was taking a U-boat up a narrow bay
off the western coast of Ireland, curious
to see if I could see anything on shore,
(You can't.) 1 thought 1 had turned the
boat toward the open sea when I in-
CTeased speed and called up the maxi-
mum lime-compression mode. Actually,
1 was still sailing toward land. I imme-
diately got a We are aground message. 1
called up an overall chart of Ireland
only to see my sub's cursor sail right
across the island and emerge in the
Irish Sea — a remarkable feat for any
vessel. The same thing happened when
1 was commanding a U.S. sub off the
northern coast of Australia. I sailed in-
land for a few hundred miles, turned
right, and powered my way out some-
where west of Darwin, without even
scratching the paint.
In most cases, when you run
aground, you'll stop. I don't remember
seeing it mentioned in the manual, but
if you keep reducing speed, the boat
will go in reverse. That's a handy way
to get off a beach. Try not to run ashore
too often; it's hard on the torpedo tubes.
I noticed another minor flaw when
1 was trapped by enemy escorts. 1 was
forced to stay submerged until the elec-
tricity in my battery was depleted. My
boat still had oxygen, so 1 waited to see
what would happen. After a few mo-
ments, I was surprised to discover the
boat was still under weigh. Even with a
dead battery, 1 could maneuver and
change speed as if nothing were wrong.
It helped us survive, but I wouldn't ex-
pect that to happen on a real submarine.
The same thing proved true when
my sub's pressure hull was damaged by
enemy fire. 1 ordered a crash dive to es-
cape the murderous shelling, fully ex-
pecting either to sink or get a message
telling me that 1 couldn't dive. To my sur-
prise, the sub went down, survived a
depth-charge attack, and behaved nor-
mally. Maybe the damage wasn't as bad
as 1 thought, but 1 think we got off a httle
too easy for a simulation of this scope.
Frustrated U-boat Captain
The missions supposedly are based on
authentic historical data, although de-
tails are sketchy on many of the Ger-
man patrols due to the number of U-
boats lost at sea. 1 recall that the
Germans ivere very successful in sink-
ing Allied shipping during the early
years of the war. But whenever 1 as-
sume the role of a U-boat captain, I'm
lucky if 1 can spot smoke on the hori-
zon. I played for weeks before 1 even
saw a ship, much less got one centered
in my periscope.
As an American commander, I've
sent half the Japanese fleet to the bot-
tom. Once, when my periscope was
damaged, I even sank a destroyer with
a difficult bow shot using only sonar
bearings. My score to date as a U-boat
commander is one tanker and a PT
boat. Those victories came in my latest
game, and now I'm under attack by
three destroyers. I've tried to lose them
for several days. (You have the option
of saving single missions for later play.)
I've zigzagged. I've reversed
course. I've tried silent running. I've
dived so deep that rivets popped, and I
still can't shake them. Now my oxygen
is low, I'm out of torpedoes, and these
escort vessels are still stuck on me like
lint on Navy blues, 1 get the feeling that
all navies aren't created equal.
Never A Dull Moment
Sub Battle can be frustrating at times,
but it's never boring, I've been sunk by
my own mines. At other times I've sailed
through convoys without a scratch, bow
and aft torpedo tubes blazing, finishing
off damaged tankers with my deck gun,
and knocking out waves of enemy
fighters with my anti-aircraft weapons.
ft's an addictive game. After an un-
successful patrol, I'll sail into home wa-
ters, vowing to turn the computer off as
soon as 1 get to port. Then, like a losing
gambler who knows his luck is bound
to change, I'll say, "Just one more pa-
trol; just one more." Before I know
what I'm doing, I've packed my sea bag
and signed up for another mission.
Sub Battle Simulatiou is more se-
ductive than a silver-tongued recruiting
officer.
—Tom Netsel
Sub Battle Simulator
Epyx
600 Galveston Dr.
Redwood City, CA 94063
$39.95
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about 1200 baud and as a result, 2400 Baud modems run at either
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You will also notice afew very cheap 1200s on ihe market at "too
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IrulyHayesand/orCommodorelGTOcompatibletherelore not usable
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Why notgelamodemthat will satisfy your present ANDfuture needs
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WhatdcyougetforS39,95?Everything!Youdon'tneedloworry
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Simply order our Universal FtS-232 Interface (S5232) or the new
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6214 MINIMODEM-H (RS-232) 99.95
6216 MINIMODEM-AM (Amiga) 99,95
(Specify)
Modem sHipping-Conl JS S&oa UPS Blue. CAN, AK. HI, APO $1000
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OWLY S29.95 -H S&H
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UNIVERSAL BS-232 INTERFACE
wllh Commodon USER Port expansion. ONLY $39.95 +S&H
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Ihe port Is duplicated on the outside
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warranty Order #5232.
NEW! ■ COM-IVtODEIVl" ADAPTEFl — Use any Hayes ■
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□r "UNIVERSAL RS-232 INTERFACE" (#5232).
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snipping per eeeh abovt iltm: Com. US = S3. Can, PR. HI, AK, flPO, UP5 Blue = iG
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Chernobyi
As its subtitle states, Chernobyl is A
Nuclear Power Plant Simulation. Al-
though the simulated power plant is of
the same lype involved in the actual
Chernobyl disaster — with some Ameri-
can modifications — the simulation is of
day-to-day nuclear power plant opera-
lion, not of the accident that happened
in the LI.S.S.R.
So why is it called Chernobyl? Ob-
viously, the creator and the distributor
are capitalizing on a name that has be-
come a part of our language. This is not
a new practice and not even a deceptive
practice when viewed within the con-
text of marketing and advertising stan-
dards. You are much more likely to lake
a second look at a software package
called Cliernobyl than you are to notice
a package called something like "Nu-
clear Reactor,"
Simuiating Another Computer
Chernobyl is a simulation, but in this
case, your computer is simulating an-
other computer— the one that monitors
and controls the workings of a nuclear
power plant. As stated in the game's
prologue, the author's intention was to
show, in a simplified way, some of the
problems and hazards involved in run-
ning such a plant. I think the program
may succeed on a level rot even imag-
ined by the author.
As the computer operator, you
must sign in, give the time of day and
the password, and bring the plant on*
lino and into full operation. Your feed-
back takes the form of messages —
usually a single line that appears at the
top of the screen. You'll be given confir-
mation of some of the actions you've
initiated as \vell as constant status re-
ports on various parts of the plant.
Since Chernobyl is run strictly by
ki'vboard interface — in keeping with
the plan of simulating a computer — all
commands must be typed in. To open
valves, type open followed by the num-
bers pertaining to the valves you wish
to open; to engage the turbine, type
pon'cr on; to activate core draining, type
letdown. Core brings up a graphic repre-
sentation — one of several schematics
used here to show the layout and the
workings of such a power plant.
How Long Until Doomsday?
One of my first questions to the author
was, "How long do ! have to watch all
this stuff before things start going
wrong?"
"Sometimes quite a while," he said.
My second question a few weeks
later was, "How do ! blow the darned
thing up?"
!n essence, his reply was that it can
be done but you have to work at it. Sev-
38 COMPUTE'S Gazelle May 1988
eral people who work with atomic en-
ergy called him with essentially the
same question, leaving the author to
speculate that perhaps he'd done his
work too well.
That depends on what he was try-
ing to do. We'll come back to this point.
The printed documentation for
Chernobyl consists of a booklet that ex-
plains the operation of a nuclear power
plant. Even though it does not tell you
how to use Chernobyl, the documenta-
tion should be read for an understand-
ing of how the various elements of a
nuclear plant interact. The game's real
documentation is on the disk itself, ac-
cessible via the keyboard. I have mixed
feelings about this.
On the one hand, an on-disk man-
ual allows for last-minute updates.
Events automatically pause when the
manual is called up, which can be very
beneficial if things are going wrong.
The manual can be printed out if you
prefer to work with hardcopy.
Unfortunately, the printed docu-
mentation gives the wrong information
for accessing the manual. You have to
type manual in order to access the
game's documentation. Upon booting
the game, vou get about four screen
pages of history on the development of
and need for nuclear power plants. Al-
though the author refrains from being
"preachy" on the subject, there is no
way to circumvent the message— it is
there every time you boot up. Where
does Chernobyl succeed and who will
be interested?
Without being facetious, 1 think
Chernabul probably succeeds in simu-
lating the computer controlling a nucle-
ar power plant and definitely succeeds
in simulating the boredom of being sta-
tioned at such a computer. That's no
meant as a putdown.
Pulling The Graveyard Shift
The first time I tried the program was
late at night: The rest of the family had
gone to bed, and 1 was sitting before a
computer that kept flashing messages
telling me everything was nominal. Un-
der the circumstances, it was easy lo
imagine 1 was pulling the graveyard
shift at a real power plant.
It was even easier to imagine, con-
sidering the boredom level of the job in
simulation, that it would be possible for
a real operator to miss the first changes
in the series of messages that are sup-
posed to warn him or her when some-
thing's amiss. (There are audible
alarms, but by the time they go off,
you're in real trouble,) To me, this was
the most frightening thing about Cher-
nobyl: a simulation of the human frail-
ties that could preclude disaster.
As to interest, 1 don't think Cherno-
byl can be approached in the way we
approach most simulators. It is not
something 1 would consider booting up
because I wanted to have some fun or
excitement. ! do think it may have some
value as a teaching tool, perhaps in a
classroom situation — ^particularly with
the graphics screens that show the parts
and workings of a nuclear power plant.
It might also be well for a teacher to de-
liberately induce meltdown just to
show how a nuclear power plant can
shut itself down in times of danger.
As a diversion or entertainment,
Chernobyl fails. As a teaching tool, it
succeeds.
^, , , —Ervin Bobo
Chernobyl
Cosmi
415 N Figueroa Si.
Wilmington, CA 9Q7i4
$24.9S
ftw^ Can Your
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List of prizes
Grand Prize $1000 CASH (1 winner)
2rxJ Prize Choice of Abacus books and
software (2 awards) $500 value
3rd Prize Choice of Abacus books and
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4th Prize Choice of Abacus books and
software (2 awards) $300 value
5th Prize Our complete C-64 Library
Set-$227 value (100 swards)
I rain insisn rven
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Yuu con <MB)y Ovdnie Bid U4« Ihji1UI4
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2
BKkarBASlC givat you ov*r 270 comtiMnda
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Pullttown Manu ConatFUCtlon Sat
Abacus
1 \
Depl. M3 ■ 5370 52nd Street SE
Grand Rapids, Ml 49508
Tetex 709-101' FAX 616/698-0325
Phone 616/698-0330
25,000
m prizes
In our GEOS application contest
You already know GEOS. And if you know BASIC, then
you can write applications to run under GEOS using our
new and exciting BeckerBASIC for the C-64.
Now Abacus is sponsoring a contest to find the most
talented authors among you. We're looking for the best
GEOS applications written using our powerful
BeckerBASIC. With more than 270-1- new commands and
functions, BeckerBASIC makes writing GEOS
applications a snap. There's commands for hires graphics,
pulldown menus, dialog boxes and much more.
To learn more about BeckerBASIC or our contest write or
call Abacus. Or better yet, pick up a copy of BeckerBASIC
at one of our thousands of dealers and stan writing those
GEOS applications now.
Here's the contest rules:
1. Write your entries using BeckerBASIC to run under GEOS.
Entries must hs submitted on a diskette.
2. You can submit multiple entries provided that all entries fit on a
single diskette.
3. Entries must be accompanied by the official entry form you'll
find inside the BeckerBASIC package. Xerox or reproductions of
the entry form are not acceptable.
4 . You must make sure that your entry is received by Abacus no
later than August 31, 1988.
5. We'll announce the winning entries by October 31, 1988.
Complete rules are on the official entry f(xm inside the BeckerBASIC
package.
YESI I want id siatl wriUfiB applicabora tot GEOS. Please rush
trie Beckers A SIC at $49. 9S plus $4.X shlppJnQ atxl hatidltig
(hvBJQn SIZOO], Michigan tesktetils aOtl *% sales ta>.
Payment VISA MC AMEX Choi* MonayCWer
I
CatdNo.
. Exp. date .
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tne infortnabon aboul BeckarBASIC and your axiteaL
^4BtTte
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Please sood mtt a free caBfeg o( your BiBnsivo line ot soflware
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mi
CONVENIENCE-FAST SERVICE-RELIABILITY-SUPPORT
■.-.rr,l::-J„-n-.!.'.vJr=r/^:ii-ir- i
liana; On SoHwiire, Inc is now dislriDuHng ils own oroducls "Whal does Ihal mean lo me," you say' VJeii
lot one tiling, we have eip.maed our D'oduct line la Include games and itliMies tiom oiher puDiisnets
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salis(=c;ion— and jsre (I'epa-ed 10 prove il!
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C^ Commodore Authorized
Service by Russoil & Associates
Ripilri: ConmMare
C'B4 KeyUaril
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1541 Align . .
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GeupriiiE Came
Geeprcg rammer 64
Gen nrog rammer t?Q
Geupulilisn 64
GeoDuDiisn 1EB
Geospell
StMnai'i WMsiiop 64
Geo*nieri Wukincp 126
30 97
42.97
?4 97
42.97
Call
42.97
Call
18 97
30 9'
42 97
m ACCESS '
tcneion !J 97
LBSlO'jrn lE.ec 1 1297
Ult<]]2i 3097
TEnttiFiame Z4.97
World Class Leader Board 23.97
W^CL/BFam/Courlot? 1297
'^BrwteftwndSoftiuafE-
Carr^en Sfnditgo USA
Carmen Sano lege Wcrid
Cajidron 1 K 2
Uagneiron
Prints nop
PriniS nop Companion
p/SGiapnicsi ot2oi3
P/SHgiiaayarapnic)
SuperpikeCtulienge
24 97
21.9'
IB 97
17 IB
27 9'
219'
17 67
15 07
13 92
n itrrnnviCABTs-
□ ragon's Lair 1746
Eanri Oroit Slalion 22.06
Hunt For Ren DclDOet 12 ?B
Inslani Muiic 20.76
LegacyoliiieAncienls 20 76
MaibiE Madness . 20.76
blaster Ninja Call
Mavis Deacon lyuing Can
Monopoly 27 40
Dili rageous Pages 33 96
PaDerClip3 33 96
Paperciio PuDiisntr Can
Pejasus . 22 06
PegjsusSteneriot Call
Bockloid .20 80
Saniion 14. IB
EcruppiBS 24 10
SkattofDie .20 76
SVyloill ZO 76
SirikefiBtl 18.97
lAiliglils KansDni Call
WoridTourOOIl 20. 'B
AljCRp.PRpSE ©[U][blJOGlC
AirDcrne Ranger
F-15 Strike Eagle
Dunsnij
PiralBs
PfmeclSlealttiFigliler.
Red Slorm Rlimg . .
Si lent Service
Ace 01 Aces
ApmiolB
BuDDlG
Card Snaiiii
Fouritiaincnss
narooau
Hilled Until \>iia
Minigult
Plasma ticn
Power ai Sea
PiciGct SpaCB SUillori
to'jinritfe
ineTrain
18 97
IB 97
1897
18 97
18 9/
18 97
18 97
18 97
9 97
18 97
9.9'
18 97
18 9'
CAPCOM'
B^yx
Gnosis S Goni ns
SnJeArms
19J2
M
Break mm
Commando
KidNiki
Speed Buugy
IBS'
1397
IB 97
20.40
13.9:
20 40
IS 46
ACTIONSOFT
DATA SOFT
[minder crap per
Up Periscope
IB 97
18 97
.ipJ1lpl-,r,Mi.',' , ■ni\kl
Aliens
Gee Bee Air R4ll(
Ladyriitr^
Last t^inia
Vaoiac Maision
Uigiil B uagic
Ponsi
Bnan^tiai
2197
1B9'
18 97
21 97
21 97
24 97
24 97
18.97
Alternate Reality City
Allemale ReaMy Dungeifn
Road Wars
Tutjruk
Video rule Companion 1 or 2
Video line Sltup
w,tr
Dictionary Disk
Digital Superpak 2
Pociei Piiei 2
PocJiet Planner 2
Pccliel Writer 2
13 97
29 81
Call
Call
12 97
18.97
9,97
ED.97
36.97
36.97
36.9'
Calilornia Dames
Cnarco Wresilms
Create A Catena J r
Deatli Sword
Destroyer
Four X Four fiacing
lliBGamo! Winur Edition
DrapnlcsScrau 1 or 2 or 3
Home Video Producer
inipossipie Missicn It
L A Crackdown
Dmoicion t^^nspiiacy
Sporting Uens Basepaii
Soyvs Spy 3
Street Starts Ba:sei>aii
Street Sports Baskatnaii
Street Spens S«cer
Suti Battle Simu-ator
Summer Games 1 1
Winter Games
World Games
n' V 111
rtliceBlRd
24,97
.34.97
IB 87
Call
24 9'
Call
, Call
15,97
Call
Call
Call
24 97
Can
15 97
24 97
.24.97
Can
24 97
13 92
13,92
24,97
Bad Street Bravrie'
Boo i Rumple
Bop &<A resile
Crossword Wagic
DflfenderolthBCrtTrtn
DBjaVu
Gauntlet
Harrier Cent Pal Simulator ,
llEad Over Heels
Higit Roller
Impact
Indoor Spoils
indy Jonesflimpte ol Down
Inliliralor
intiiiralwli
Into tiKEJOies Nest
King Qi cnicago
Mutants
Paperboy
Road Runner
Superstar Ice Hockey
Superstar Misl Soccer
Superstar Soccer
taipiin
Iniee Stooges
Warp Speed 64712610730
Winter Cnaiionge
WiIUH
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ORIGIN
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MoePiue
Ogre
Ultima I
Ultima 3
Ultima 4
Ultimas
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Softworks
mA.
Desk Pak 1
Font Pak 1
Geos64
Geo? 123
GecCd'C 64
Geooatc 1 28
Geoaei 64
GEOCei i;b
109a
10 93
36 9'
42 9'
30 9'
42 9'
10 96
4; 97
El trrkoNic Ajif^-
AiienFites Can
Amnesia 27 36
Bard stale I ur 2 27 36
Battle Droids Call
ChEismaster 200O 24 97
Chuck Veage-'sAFS 24 06
Deatn lora Cfil
DeiiiPairoi 1416
OBnoii Stalker IB, 97
Guiia 01 Tnines
. . 24.97
KnigniOic
Revs *
15,97
15.97
I>Df PiSIOvd Sf
Star GlKler
24,97
Fleet Filer 64712B
Talking Tejcner
21 97
Fleet System 11 +
The Pawn
34,97
Fleet System III 128
I lie Sentry
24 97
Fleet System IV
Tracker ,
, 24,97
21,97
21 97
21,9?
24,97
24,97
24 97
31 97
Can
18 97
1B.97
30.97
21.97
21.97
,21.97
, Call
12,97
13,97
Call
18 97
Can
16 97
21 97
13 9'
Call
12 97
21 97
Call
21 97
Call
2197
12 97
21 97
30 97
12 97
12 97
1B.97
33 36
26 33
,20,40
26,38
26,88
39,34
Call
24 97
36 97
42,97
48 97
FIrgni Simulator II 33 97
fiigritSimSceneivi-S 14 I6ea
Fiicni Sim Scenery 7 .., ., 17,46
Jet 27,36
Steatl It Mission 33,96
T¥nEUIS(lS
Data Manager 2
Data Manager 12S
Deiiitop PuDlisner
Gerierai Ledger
Partner64
PaMnerl23
Swillcaic 7 Sideways 64
Swntc ale 7 Sideways 128
Eyi™PorlerP/pe4
Sylvia Po(1erF7P12S
Word Writer 3
WoldWritBrl2e
17 16
33.36
Call
33.36
33.36
39.84
,17.16
33 36
33 36
46 32
33,36
33 36
iill
,r4>i *OUJ rOBfBMt
Art Gallery 1 or 2
Art Gallery Americail Mist,
Alt Gallery Fantasy
Pnntm aster Plus , , , ,
.15,97
Call
15 54
2197
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21.97
1B,97
Certilicate Maker
Certiticate Maker Libr 1
Newsroom
N/RCiipaniprB
N/RCIipait2
P75 Grapnic tipanoer
26.66
20 40
33 36
20 40
.26 68
23.64
Basic 8
Basjc 8 Gu'de/ Begm ners
SCO's f^o Term 64
Bms('roTermi2S
8/ W Business Fonii Snop
CSM Drive A'ign Kit
CSM Pro red ion Manual 1
CSM Proteclion Manual II
Dark Castle (3-66)
Doodle
Font Master II
Font Master 128
HeiMon64(cani
Inside Commodore DOS
JK lesser Money Manager
Merlin Assem pier 64
MertinAsiemo(erl28
M'CioUwyer
Microieague WWF Wrestling
Personal r^ewsietter
Strioer's Classical Music—
All lOPisksinFiler
Strip Poker
Poker Data Disks
1 or ? or 3
SupB<oase64
SuperDass 128
SuperPase the Book
Super Sunday
Super scrip] 64
Superscript 128
29 95
19 95
30.97
42 97
34 97
30 12
32 65
26,15
21 97
24 97
30,97
33,97
9 95
19 95
46 32
.30 97
43 97
.36 97
24 95
Can
49 95
18.97
12 97
48,97
46,97
10,57
23,64
30 97
42 97
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Amnesia
You wake up in a strange hotel room in
New York Cily. You have no clothes,
and you can't remember your name or
any other details of your life. If thai isn't
trouble enough, there's a woman hero
who insists you are her husband-lo-be.
And yes, you also left home without
your American Express card.
Since you have no cash, you can't
stay at the hotel. Not only have you got
to find a place to stay but you also have
to find something to eat. To top off all
of your other problems, the state of
Texas is looking for someone who looks
just like you — someone who's wanted
for murder.
As the manual is quick to explain,
Amtiesia (the long-awaited 64 version is
now available) from Electronic Arts is,
indeed, a revolutionary concept^a
cross between a computer game and a
novel. It has been termed the first elec-
tronic novel because of its story-like
quality. The author, Thomas M. Disch,
a renowned poet and science-fiction
author, demonstrates the high caliber
of his craft in this absorbing story of one
man's race against time and incredible
odds to discover his identity. And he
must do it before he is executed for
crimes he did not commit.
AUTHORIZED
COMMODORE
REPAIR SINCE 1978
C-64 REPAIR
'«t Q Q95 Includes All
«P O 9 Parts & Labor
COMMODORE CHIPS
At Low Prices
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6526 9.95 325302 ,,., 1 2.95
6567 . 14,75 8721 12,50
6581 12.85 8520A 17.65
PUV82S100 .,12.50 901 ROMS... 10.95
AMIGA CHIPS AND MANY OTHERS
-.'/ Ask for Ouandlf Pncng -,'.-
Sond lor Catalog ol Pans i Chips
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way ID Tf« your O-GA/oetipt', oTC (ovof 6,000 50ld)
DreDahd^S7.95
PHINIHEUDS, R/WHeadsloi1S*1,BOI,ai,03jnd
OCf*' vary FkoFd [o alilaiFk ilaFn?
KASARA
MICROSYSTEMS, INC.
33 Murray Hill Drive
Spring Valley, NY 10977
— (914)356-3131^
^'-^ (800) 248-2983 ^
Intelligibility
One of Atimesia's exceptional features is
its parser. It not only accepts a larger
number of words than most adventure
games but also accepts a more diverse
combination of words. One example of
such a sentence is "Take the mugger's
gun and throw it in the garbage can and
yell, 'Your Mamma!' then run." This
unprecedented flexibility makes you
feel like a character in a book.
Other adventure games entertain,
but often are frustrating (the parser
won't accept your sentences), or arbi-
trary (there is only one solution to any
problem). Any experienced player of
adventure games will remember sitting
in front of the monitor for hours, trying
words such as opeu, push, unlock, pry,
unfold, pull, or move, only to find that
use is the only word the game accepts.
In Amnciia, there are alternative solu-
tions to most of the problems you en-
counter. This gives the player a sense
that anything can happen at any time.
No clothes, no name, no
memory — and you're wanted
for murder.
Other features of the game that I
enjoy are its realism and the large scope
of its setting. The game's two disks con-
tain close to 4,000 separate locations in
Manhattan, including most of the city's
subway system. The narrative provides
colorful descriptions of the scenery and
a large cast of characters. One of these is
the Wacky Wanderer, the host of a radio
show not unlike Allen Funi of Candid
Camera, who offers you 100 bucks if
you can produce an elephant.
There's also a man in a blue suit
who gives you a cryptic clue, and
there's a former acquaintance who de-
livers a note you wrote to yourself in
the earlier throes of your amnesia.
You'll also meet a host of other people
unimportant to the story but important
to the mood. These include Hari Krish-
nas. policemen, tourists, historians,
muggers, artists, cabbies, and more.
Many of these characters can help or
hurt you in your quest for knowledge.
In The Big Apple
Amnesia's computer model of Manhat-
tan also contains a fairly realistic model
of life in the Big Apple. If you stay out
on the streets at night, you run the risk
of being mugged. Begging for money
too often can get you arrested. If you try
to wash car windows at the Holland
Tunnel, some people will pay you, but
others will merely use rude language
and drive away. You are tossed out of
establishments if you don't have mon-
ey. If you don't eat regularly, you'll feel
hungry and tired. You must sleep every
night or run the risk of fainting in the
middle of a street.
Besides moving around the streets of
Manhattan, Amnesia takes your character
to many points of interest, such as the
New York Historical Society, the Muse-
um of Modem Art, St. John's Cathedral,
the Union Club, and Central Park. For
the stay-at-home tourist, this should be
fun. In fact, you may have the feeling of
being in tivo places at the same time: at
home in front of your monitor and on
Forty-Second Street in Manhattan.
Another notable feature of Amne-
sia is the speed of the game's disk oper-
ation. Many text adventure games tend
to have a slow data-retrieval process.
The process is annoyingly long, but not
long enough for you to run out for a
snack. But Amnesia's disk operations
rarely take more than a few seconds.
If you like role-playing games, text
adventures, or are new to the genre,
you'll like Amnesia. If you don't like
role-playing games or text adventures,
you'll still like Amnesia. If you are fa-
miliar with Manhattan, you'll like Am-
nesia. If you play the game and decide
you don't like it, just forget I told you
about it.
Read that again; you'll get it.
—Jesse Cohn
Amnesia
Electronic Arts
J 820 Galeiuay Dr.
San Mateo, CA 94404
$39.95 •
Moving?
For address
changes or
subscription
information,
call toll free
1-800-727-6937
Exciting & New!
Commodore 64/128 Books
from COMPUTE!
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POWER
BASIC
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G M PU TBI'* ^^^^^1
rnupirTF['q
THIRD BOOK
[)ic:ci\iMonnnKn4
GAMES
^^
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Get more power, education, and relaxation from your Commodore 64 or 128 with these
new books trom COMPUTE!. And, as always, the programs are thoroughly tested and easy
to enter using our special program entry system. (Disks are available, too.)
COMPUTEI-s Commodoro 64/128
Pow«r BASIC
Edited
Collected in this one volume are more
than two dozen short BASIC programs
from COMPUTEI's Gozeffe's popular
monthly column, "Power BASIC." In-
cluded are utilities that add an 8K RAM
disk, read and write to disk sectors:
make progroms read joysticks more
quickly; and automatically generate line
numbers. There ore also programs such
as "Stop and Go," which creates a
pause buflon to temporarily holt a pro-
gram, and "Time Clock," which puts a
digital clock on your screen, Tfiere is a
companion disk avallabie for $1295
which includes oil thQ programs from
the book. (WBBDSK)
SI4.95 ISBN 0-87455-099-B
COMPUTEI'i More Machlna Languags
Oam«t for th« Commodora 64
Edited
Seven ot the best machine language
games tor the 64 have been gathered
into one volume in this follow-up to the
popular COMPUTEI's Mochlne Language
Gomes for the Commodore W Selected
from recent issues of COMPUTEI and
COMPUTE!'! Gazette, the gomes range
from the franllc "Prisonball" to the
deligtitful "Biker Dave." This Is more than
just a collection of exciting fast-action
games, though, because complete and
commented source code tor eocti pro-
gram is included In the book. Machine
language ptogrammiers can see exactly
how eoch gome Is written ond what de-
sign techniques ore used. A disk is avail-
able for $12.95 which Includes all the
programs in the book. Including source
code <0d7BDSK).
$16.95 ISBN 0-87155-094-7
COMPUTEI'i Third Book ol Commodore
64 Oam«>
Edited
COfvlPUTE! Publications, the leading pub-
lisher of programs for the Commodore
64. has brought together another excit-
ing collection of nerve-tingling gomes
that will delight the whole (amily — from
preschoolers to teenage arcade fans to
those who enjoy games of logic. Clearly
written, with no n- technical Instructions,
this book contains hours of challenging
entertainment for beginning computer
tons as well as experienced pro-
grammers. There is a companion disk
available lor $1295 thai includes ail the
programs In the book. C955BDSK),
$15.95 ISBN 0-87dS5W5-5
These books ore now available at your local book or computer store.
You con also order directly (rom COIVIPUTEI by colling toll tree 800-346-6767
(in NY call 212-887-8525) or moiling your order to COMPUTE! Books, P.O. Box 5038,
F.D.R. Station. New York, NY 10150.
Customer Sen/ice hours are 10:00 a.m. -12:30 p.m. and 1:30 p.m.-3:00 p.m. EST Ivion.-Frl.
Please include S2.00 postage and handling per book or disk NO residents add 5 percent soles tax and NY residents
add 8.25 percent soles tax. Pleose allow 4-6 weeks for delivery.
COMPUTEI Publications Jnc ^
A Cacitfii CiNei/ABC. inc Company
COMPUTEI books ore available outside the United States
from subsidiaries of l^cGraw-HIII International Book Company
Editors and Readers
Do you have a question or a problem?
Have you discovered something that
could help other Conwiotlore users? We
want to hear from you. Write to Ga-
zette Feedback. COMl'UTErs Cazetie.
P.O. Box 5406, Greensboro, NC 27403.
We regret that, due to the volume of
mail received, ive cannot respond indi-
vidually to programming questions.
Deliberate And Accidental Errors
Now I am confused. A letter in the Janu-
ary "Feedback" column asked about
disk errors. Your answer said that some
copy programs reproduce most disk er-
rors. That's good. However, as you de-
scribed it, the copy program Mr. Devine
used duplicated the entire disk, includ-
ing errors. That's bad.
Software companies include errors
to prevent duplication, but some copy
programs duplicate the errors, making
the disk usable. And yet, some copy pro-
grams duplicate the errors and the cop-
ied disk becomes unusable.
Can you clarify?
Gene Majewski
Chicago, IL
As general ride, an error on a disk sector
makes the data on thai sector unreadable
and liiiusuhle. Commodore disk drives will
altempl to read a sector five times before
giving up and returning an error message.
The five tries cause the disk drive's
read/write head to knock and shudder.
Some software companies will delib-
erately damage one or more disk sectors
on a section of the disk that is otherwise
unused. When the program loads, it at-
tempts to read the damaged sector, but not
for any kind of data it contains. The pro-
gram just wants to receive the error report
from the drive. When the disk drive re-
ports that something is ivrong, the pro-
gram continues.
This is a form of copy-protection^ or-
dinary disk-backup programs won't copy
damaged disks. Hoivever, some copy pro-
grams are able to reproduce errors. When
you're making archival backups of copy-
protected software for your own use, you
want the errors to remain on the disk.
Ordinary noncommercial disks can
sometimes be damaged physically or mag-
netically. If something had happens to a
disk containing normal programs or data
Ai COMPUTEI's GaiBllB May 19B8
files, you may want to salvage whatever
files are still good. In this case, the files
(but not the errors) should be copied to a
new disk. You don't want the errors on the
backup.
Programs that reproduce errors are
good only when you want to copy deliber-
ate errors. They're not good when the
damage is accidental.
Preparing The Etandom
Number Generator
In a previous "Gazette Feedback" an-
swer, you have a program containing the
line 10 LIMIT = 44: NUMBERS = 6:
.\ = RND(-TI). Your explanation says,
"After seeding the random number gen-
erator in line 10 , , . ," and so on, What
does X=RND{-T1) have to do with the
program? The program works fine with-
out the statement. I'm not trying to be
rude, but I think this should be corrected.
Chris K linger
Thonolosassa, FL
Here's an experiment you may want to
try. Turn on your 64 or 118 (if you've pre-
viously used it for some other program,
turn it off then on). Type FOR X = I TO
4: PRINT RNDll): NEXT and write down
the four numbers. Turn the computer off
and then on. Enter the FOR-NEXT line
again. You'll see the same four numbers,
in fact, if you start with a freshly
powered-on computer, the sojuence of
RND(l) numbers is always the same.
Next, try PRINT RND(~5),
RND(-5), RND(-5). When you put a
negative number in parentheses, the RND
function always returns the same value.
Computers are loo predictable and
orderly to generate truly random num-
bers. Instead, they start with a "seed"
number and perform various mathemati-
cal operations to scramble it up. The re-
sult becomes the seed for the next random
number. Putting a negative number in pa-
rentheses gives the random number gen-
erator a brand new seed.
The example program you cited was
designed to pick six lottery numbers at
random. But since the RND function re-
turns the same series of numbers, the pro-
gram would always choose the same six
numbers, as long as it was the first pro-
gram to run after the computer was turned
on. The RNDI-Tl) line uses a negative
seed, so it forces a specific number into the
random number generator. But the re-
served variable Tl counts how many jiffies
have passed since you turned on the com-
puter. tA jiffy is 1/60 second.) If you ran
the program two seconds after turning on
the computer, you'd get different results
from those you'd get if you ran the pro-
gram three seconds after turning it on.
Hi-Res Color Blocks
When you use the BASIC 7,0 PAINT
command on the 128 with multicolors
close together, blocks of color some-
times appear on the boundary, overiap-
ping to the other side. Can you explain
why this happens?
George Smid
Upper Bumie. Australia
On both the 64 and 128, the hi-res and
multicolor hi-res screens have two com-
ponents: the bitmap and the color map.
Tiie bitmap takes up 8000 bytes (64.000
bits) of memory. Each bit corresponds ex-
actly to one of the pixels on the 320 X 200
screen (64,000-pixels).
A hi-res pi.\el can be displayed in the
foreground or the background color. In
multicolor hi res, the pixels are twice as
wide, but there are four colors instead of
two. Since the 64 and 128 have 16 differ-
ent colors, there are 256 possible combi-
nations of foreground and background
colors, which are numbered 0-255 and
stored in a byte. If the designers of the 64
gave every one of the 64,000 pixels its own
byte for controlling color, the color map
would need 64,000 bytes, which would
just barely fit into memory. Thus, the
color bytes are built to handle more than a
single pixel.
Each of the 1 000 bytes of hi-res color
memory controls the foreground and back-
ground colors of a 64-pixel area— an 8 X
8 chunk of the screen. Within the 8X8
area, you 're only allowed to have one fore-
ground and one background color. When
you use the 128's PAINT command, the
computer fills in the bitmap and the color
map. If you have some background pi.xeis
that are black and then you change the
background color within an 8 X 8 color
area to red. all background pixels are af-
fected. The previously black pi.xeis turn
red. There's no way to work around this
limitation of hi-res color memory, except
to be aware of the 64-pixel neighborhoods.
Using KoalaPad Pictures On A 64
I saw a 128 KoalaPad picture loader in
the feedback section of the November
1987 issue. I have a Commodore 64 and
would like to use KoalaPad files in my
own BASIC programs.
Mark McGee
Westwego, LA
Each picture file is W,OQO bytes long. The
first 8000 bytes are the actual picture. The
next 7 000 determine one color and the last
1000 are for colors 2 and 3. The fourth
color ill nuilticoior bitmap made is the
screen background. Vie program that fol-
lows sets up the bitmap at 8192 (S2000)
while keeping screen memory at 1024
(S0400) and color at 55296 (SD800).
Koala filenames have a prefix con-
sisting of CHRSIl) (CONTROl-A) as the
first character, followed by PIC and then a
letter This is why the OPEN in line 140
uses a question mark wildcard as the first
character in the filename. Exit the ex-
ample by pressing the space bar.
AS 100 REM RESERVE MEMORY AFTE
R 8)92
EK 110 POKE 52,32:POKE 51,0
AB 120 POKE 56,32iPOKE 55,0:CL
R
PS 1.30 REM BLOAD KOALA FILE AT
ai92
SO 140 OPEN 1,S,0,"7PIC C*"
PK 150 S=8192:Sl=S+8000:S2=S+9
HK 160 POKE 165,0:POKE 760,0
GH 170 POKE 781, S AND 255:POKE
782,5/256
QE 180 SYS 65493)CL0SE1
EM 190 BM=53265:POKE BM,PEEK(B
M)OR 32
JS 200 REM LOCATE BIT MAP AT S
192
KJ 210 LB=53272:POKE LB,PEEK(L
B)OR 8
BH 220 HC=5327a:POKE MC,PEEK(M
C)0R 16
JA 230 REM POKE SCREEN MEMORY
HJ 240 FOR 1-0 TO 999
MQ 250 POKE J024+I,PEEK(S1+I)
GB 260 NEXT
AB 270 REM COLOR MEMORY
HR 2B0 FOR 1=0 TO 999
AM 290 POKE 55296+1, PEEKIS2+I)
FD 300 NEXT
AK 310 REM DO THE REST OF YOUR
PROGRAM
PG 320 REM THIS ONE DISPLAYS A
SPRITE ON THE SCREEN
SD 330 V=53248
HX 340 POKE V+21,1:X=100:Y=100
RC 350 POKE 2040,13!FOR 1=832
ISPACEiTO 895:P0KE 1,25
SjNEXT
AS 360 DX-iRND(l)'8-4:DY=RND(l)
•8-4
EC 370 X=X+DXiY=Y+DY:POKEV,XiP
0KEV+1,Y
PM 380 IF X<20 THEN DX=RND(1)'
4+2
AP 390 IF X>250 THEN DX=RND(1)
*4-6
AB 400 IF Y<20 THEN DY=RHD(1)*
4+2
SF 410 IF Y>250 THEN DY=BND ( 1 )
•4-6
BF 420 GET ASiIF AS <> "' " THEN3
70
PP 430 REM RETURN TO TEXT MODE
WHEN A SPACE BAR IS PR
ESS ED
CB 440 POKE BM,PEEK(BM)AND 223
iPOKE MC,PEEK(MC)AND 23
9
Saving ML Files
I have a long BASIC loader program
that POKEs machine language (ML) data
into memory. I know the starting address
and would like to rfo a binary save of this
program to reduce its size and load time,
but I need to know its ending address
plus 1. Can you furnish lines to add to
the loader which will display the ending
address after the data has been entered?
Brian Vaughan
Alameda, CA
Determining the ending address of the ML
program from your BASIC loader should
be relatively easy. The loader should con-
tain a statement such as FOR I = 49152
TO 49499: READ A: POKEI,A: NEXT
wliich READS and POKEs the ML data
into memory. Here, the starting and end-
ing addresses of the ML program would be
49152 and 49499. respectively Anotlier
possibility is that the loop loould look like
this: FOR I - TO 347: READ A:
POKE 491S2-]-!, A: NEXT. In this case,
the starling and ending addresses would
be 49152 + and 49152+347, the same as
the first example.
Once you know these addresses, you
can carry out a binary save of the pro-
gram. The lines below demonstrate how to
save a portion of memory to disk.
DF 100 SA=49152:EA=495a0:FS-"E
XAMPLE"
CB 110 SH=INT [SA/256) :SL=SA-SH
•256:EH-INT(EA/256) :EL=
EA-EK'256
GE 120 0PEK1,B,1, "0;"+FS
RS 130 POKE780,253:POKE253,SL:
POKE254,SH!POKE781,EL:P
OKE782,EH
RH 140 SYS65496:CL0SE1
To be certain the ML program is in
memory before the save, place these lines
at the end of your loader
Line IQO defines the starting address
of your ML program as SA. its ending ad-
dress plus I us EA, and the filename for
the binary file as FS. Substitute the start-
ing and ending addresses of your ML pro-
gram in this line along with a suitable
filename. The filename you choose can be
as many as 16 characters in length. Make
sure you pick a filename that doesn't al-
ready exist on the disk.
After calculating tiie Imv and high
bytes of the starting and ending addresses
of the ML program, line 120 opens the file
F$ to drive for saving. If you have a sec-
ond disk drive and have changed your disk
drive number to 9, you'll need to change
the 8 in this line to a 9. Line 130 stores the
values required by the Kernal SME in the
A, X. and Y registers. Finally, line 140
SYSes to the Kernal SAVE routine at loca-
tion 65496 and closes the file.
On the 128. you can use the BASIC
command BS/WE to carry out a binary save
to disk. Vie format for this command is:
BSAVt,"filenmiie",Ddrive number, ^de-
vice iiHmber.Bluiitt numbcr.Vstarl
address TO Fending addre5s+ 1
Drive number is either or 1 (0 is the
normal value for single-drive systems).
Device number defaults to 8, the stand-
ard value for a single-drive system. Bank
number is a number between and 15
specifying which bank of memory holds
the data you're saving.
For example, to save binary data in
memory locations 4864-5499 in bank as
"TEST", you'd use the following:
BSAVE'TEST",B0,P4864 TO P5500
The Multi-Statement THEN Trap
According to the Commodore 64 man-
ual, you can use several statements sep-
arated by colons on one program line.
However, the following program
doesn't work;
10 Xl-25;X2-25
20 IF Xl-n THEN 100: X2-X2-HX1
30 PRINT X1;X2
40 STOP
When i run the program, both XI
and X2 are 25, but X2 should equal 50.
Can you please explain?
James E. Hammond
Denver, CO
Line 20 contains the bug. An IF-THEN
statement checks a condition for being
true or false. The condition tests XI =0 in
this example. If it's true, the command
after the THEN is executed, plus any oth-
er commands on that line. However, a
false condition causes the program to
jump to the next line.
The section of line 20 where you
make the assignment X2—X2+X1 can
never happen. Consider what occurs if XI
equals 0: The program jumps ahead to line
100, skipping over X2 = X2+X1, And if
XI doesn't equal 0. the IF-THEN drops
through to line 30, again skipping over the
assignment.
Thisfeature of IF-THEN can be very
useful when you want a single condition
to trigger multiple commands, fust re-
member that an IF-THEN controls every-
thing on the current line that follows it.
Supercolliders
1 am working on a program using
sprites, but 1 have run into a problem. I
know the command PEEK(53278) to
test whether two or more sprites col-
lide, but I wonder if you can tell which
COMPUTEi's GazBllo May 1988 45
sprites collided. It would be very helpful.
Jesse Coats
Ames, lA
iocalioji 53278 is a Iiardware register wilhiii Ihc Video hiier-
jace Controller (VIO chip's area of memory. Every time the
VIC cliip redraws the screen, it updates tlic sprile-lo-sprite
collisio'i register at 53278. The eij^hl sprites, numbered 0-7,
correspond to the eight bits, u/so mimlwred 0-7, in the num-
ber you PEEK from tliis register. The sprites correspond to the
follmuing values:
Sprite
Value
Number
FEEKed
I
I
2
2
4
3
8
4
76
5
32
6
64
7
128
// sprites 2 and 3 are currently involved in a collision
and no other sprites are colliding, when you PEEK(5i27S),
you'll get the number 12 (a 4 for sprite 2 plus an 3 for sprite 3).
If sprites and 6 are colliiiing, you'll receive a 65. A collision
only counts when the foreground colors of two sprites overlap.
If the foreground pixels of one sprite happen to intrude on the
background pixels of another sprite, it's not a collision.
Usually, the foreground color is the visible portion and the
background color is the same as the screen's background color.
You can set the foreground color to equal the background
color, which generally makes the sprite invisible, but the rules
for collision still apply. Also, when you're using mullicolor
sprites or mullicolor screen mode, two of the colors count as
foreground (collision) colors and two count as background
colors.
The only sprites that can collide are the ones currently
turned on. which are controlled by the register at 53269, //
two sprites are turned on and completely off the visible
screen, a collision will still count.
Programmers have always had problems with multiple
sprite collisions. Let's say that, at a given moment, sprites
and 1 were colliding and at the same time, somewhere else on
the screen, sprites 3 and 7 were colliding. Register 53278
would hold the number 139 (I + 2 + 8 + US), if you were
concerned about the status of sprite 0, you'd know that il was
colliding with atwther sprite. However, you wouldn't know
which one. It could be a collision of sprites and 1, and 3. or
and 7.
One solution would be to selectively turn off various
sprites. In the example above, turning off sprite 7 would elimi-
nate the collision between 7 and 3, which would leave only the
overlap between and I, One drawback of this method is that
turning off sprites makes them picker. Also, when you PEEK
53278, the nutnber there disappears until the screen is redrawn
in I /60th second. In machine language programs, you must in-
sert a delay loop before you read the collision register.
A second solution, when you can't decide wliich sprites
are overlapping, is to read the x- and y-positions from registers
53248-53264. If several sprites are colliding, you can assume
that the sprites near each other are involved in a collision. ■
Use the handy Reader Service
Card in the back of the magazine
to receive additional information
on our advertisers.
46 COMPUTE! s Gaiene May 1588
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ini
(for.
Larry Cotton
Last month we began writing a
complete four-function math drill
program. We left off with a GET
statement at the end of our math
menu. Let's finish the program:
160 «=lfl:Q=RND(-TI ) :REH SE
E AHTTCLE
The variable N controls prob-
lem difficulty (skill level). It is the
largest number added to or sub-
tracted from; the largest multiplica-
tion table; and the greatest answer
in a division problem.
Ten is an average difficulty lev-
el, which you can change — before
the program is run, of course — to
suit the user's ability.
Handling The Chores
With Subroutines
We need several subroutines for
presenting the four types of math
problems. You might recall that
ON-GOSUBs are an efficient way
to access them, so we need to con-
vert the four possible strings ("1",
"2", "3", or "4") from line 150 into
numeric values, say, X. Remember
that the VAL function does just that;
170 X=VAL(flS)
Our main program loop starts
at the next line, which is a problem
counter, P. It starts at each time
the program is run and is incre-
mented by 1 for each problem:
laa p=p+i
Values of X (line 1 70) are used
in a pair of ON-GOSUBs to send
control to the subroutines for gener-
ating and displaying ihe problems:
190 ONXGOSUB280,28a,22e,220
200 ONXGOSUB350,360,370,410
Note carefully that each of the
above lines is executed separately;
that is, a value of X = ] will access
52 compute: s Gmotrc May 1 BBS
first the subroutine at line 280, then
the subroutine at line 350. A value of
X = 3 will access, in sequence, the
subroutines at lines 220 and 370.
We then call another subroutine
to check the answer, and send con-
trol back to line 180 to begin creating
a new problem:
210 GOSUB'iaOiGOTOiaO
A Two-Entry-Point Subroutine
The subroutine called by line 190
runs from lines 220 to 340 and has
txvo eninj poinii. Only the last part of
the subroutine (beginning at lino
280) is used for addition and subtrac-
tion (X is 1 or 2); the entire subrou-
tine starting at line 220 is necessary
for multiplication and division (X is 3
or 4).
Let's begin ot the second entry
point since that's the order in which
they're called in line 190:
2B0 A = INT (N'RND(l) ) t-1
290 B=INT(N*RND[1) ) +1
These are our primary RND
function lines; they generate two
numbers from 1 to N, which was de-
fined in line 160 and discussed
above. Both numbers are used in ad-
dition and subtraction problems,
though only one is used in multipli-
cation and division problems.
Next, we should add a line to
handle a peculiarity of subtraction
problems. Since we want our an-
swers to be nonzero and positive, A
(the number subtracted from) must
be larger than B (the number to
subtract);
300 IF(X=2)RND (fl<=B)THEN2a0
We use an IF-THEN to check
whether we're .subtracting (X is 2)
ami whether A is less than or equal to
B. If both conditions are met, we
must generate more pairs of random
numbers until A is greater than B.
(This explains the occasional short
delay in generating subtraction
problems.)
Color-Coded Screens
The next lines set the stage for dis-
playing the problems on a blue
screen. Later we'll color-code the
screen for right (green) and wrong
(red) answers.
310 PRINT'MCLH) ":POKE532ai ,6:R
EM FOB C16 AND C*9 - USE CO
L0Rfl,7 INSTEAD OF POKE
320 F0RJ=lTO7: PRINT:SEXT
330 PHINTiPHINTAB (6) "PRESS ONI.
¥ RETURN FOR ANSWER"
340 PRIST;PBINTTAB(13); :RETURN
Now. write the lines for the sub-
routine's first entr)' point, that is, for
multiplication and division problems
(X is 3 or 4).
220 lFFLAG=lTHEN2Sa
Here we're checking to see
whether a signal flag has been
"raised." We'll raise that flag later in
the program (see line 530) by mak-
ing the variable FLAG (FI.) equal to
1, signifying that the program has
been run through at least once, and
that the user wants to continue.
If FL is 1. we don't need to ask
again which multiplication or divi-
sion table to use; the program will
skip lines 230-270. However, at the
first run, FL = and control will fall
through to line 230;
230 PRiNT:PRINTTAB [131 "TABLE";
240 INPUTTS
250 T=VAL(TS)
We use INPUT because the
user may need to type two digits. T
will become one of the numbers to
be multiplied in multiplication
problems or the number to divide
by in division problems.
Now we must check to see
whether the table value is greater
than the previously selected skill
level (line 160) or less than 1 (we
will not present problems with
numbers less than 1):
260 IFT>NTi!ENPRINT"(3 UPl":GOT
0230
270 IFT<1THENPKINT"(3 UP}":GOT
0230
This brings us to lines
280-340, which we've already
written. The sole RETURN in line
340 suffices to end the subroutine,
no matter whether the entry point
is at line 220 or 280.
Incidentally, if you were writ-
ing a program like this from scratch,
how would you know where the
subroutines would be? That is, how
would you know, when writing line
190, that the subroutine entry
points would be at 220 and 280?
You probably wouldn't. It's a
good idea to write the subroutine(s)
at distant, easy-to-remember line
numbers (for example, 500, 1000,
1500, and so on), then (mostly for
neatness) renumber the program
with a renumbering utility such as
"Renumber 64" in the November
1987 issue.
Displaying The Problems
Next, we write the subroutines for
actually displaying the problems.
These are called in line 200, which
is encountered upon RETURN from
line 340. First for addition:
350 PRINTA"+"B"
N
"i ;C=ft+B:RETUR
Then for subtraction:
360 PBINTA "-" D """; :C"A-B:RE
TURN
For multiplication, it would be
nice if the problem were displayed
with the chosen table value T dis-
played first sometimes, and second
ofhej times. That sounds like an-
other chance to use RND:
370 L = INT !2"RND(1))*1
380 r)N[.GOTO39fl,40a
These two lines cause the pro-
gram randomly to GOTO line 390
or 400, depending on whether L is 1
or 2.
390 PRINTT"X'"A"-"! :C = A*T:RETUR
N
iBB PRINTA"*"T"="! !C"A*T:RETUR
N
Note that we can print X on the
screen to signify multiplied by, even
though the computer's BASIC in-
terpreter recognizes only *. Last, for
division:
410 PRINTA*T"/"T"="; :C"fi:RETUB
N
We print / to the screen to
mean divided by, which is the same
sign the computer recognizes in its
computations. T — the multiplica-
tion or division table value — has
been gathered from the user in lines
240-250.
Calculating The Answers
In all four problem-generating
lines, the value C is calculated; it's
the right answer to the problem.
Calculating C in addition and sub-
traction problems is easy: A-I-B=C
(line 350) and A-B = C (line 360).
Multiplication is slightly more
difficult. We must employ the user's
table value T and only one of the
randomly generated numbers (A is
chosen arbitrarily) to create the an-
swer: C=A'T (lines 390 and 400).
Division is the trickiest. If the
user picks a table value T of 7, then 7
is used as the number to be divided
by.
Our difficulty level is 10, so our
two randomly generated num-
bers — A and B — will be in the range
1-10. What do we do with them?
The answer is to premultiply
one of them (say A) by T (in this
case, 7). That will create the num-
ber to be divided into. The answer
will then be the random number:
C = A (line 410). B isn't used.
Checking The Answers
Back at line 210 we called a subrou-
tine at 420 to check the answer.
Here's how it starts:
420 DS-"";I«PtJTDS
430 D = VAL.(DS)
D is now the user's answer. We
should compare it with the right an-
swer (C) and, if they are equal, send
control of the program to the right-
answer routine, which begins at
line 480;
440 IFC=DTHEN480
If the answer is wrong (C
doesn't equal D), control falls
through to line 450, which begins
the wrong-answer routine:
450 POKE53281, 2:REM FOR C16 AN
D Ct4 - USE COL.OR0,3 INSTEA
D OF POKE
460 PRINT:PRINTTAB [12)"'THE ANS
WER IS"C
4 70 GOTO 510
These three Hnes turn the
screen red (color code for wrong an-
swers), print the correct answer C,
and send control to line 510.
Line 440 says that if C = D,
control should go to the right-
answer routine, which begins at
line 480:
480 POKE53281,5:REM FOR C16 AN
D C+4 - USE COLOR0,6 INSTEA
D OF POKE
490 PRINT:PRIHTAa(l6) "GOODl"
500 K=K+1
510 PRrNT:PRINT"PRESS RETURN T
CONTINUE OR TO QUIT."
Line 480 turns the screen green
(color code for correct ansu-ers) and
line 490 prints a complimentary
message.
Line 500 is a counter for correct
answers. K begins at (as do all
variables when a program is first
run) and is incremented by 1 for
each correct answer.
Line 510 prints a message to
offer the option to continue (press
RETURN) or quit (press Q). Let's
GET the user's response:
520 GETBS!lF(BS<>CifRS(13))ANDl
BS<>"Q")THEN520
We'll cover the CHR$ function
later. This IF-THEN statement says
that if the user doesn't press either
RETURN or Q, the program will
just loop at line 520. The response if
the RETURN key is pressed:
530 IFBS=CHRSa3)THENFLAG = llRE
TURN
We referred to this line when
we explained line 220. Up to this
point FLAG (FL) has been 0. But
when the user signifies (by pressing
RETURN) that he or she wants to
continue, line 530 makes FLAG= 1.
We have literally raised a flag as a
signal, and it stays raised until the
program is run again.
Control falls through to line
540 if Q (to quit) is pressed. The
screen is cleared and colored blue;
540 PRINT'MCLRJ '■:POKE53281,6:F
OR C16 AND C*4 - USE COLOR0
,7 INSTEAD OF POKE
Keeping Score
Finally, we need to print out the
score. K is our correct-answer
counter and P is the number of
problems presented:
5 50 PRINT! PR INT" SCORE !"K"CORRE
CT OUT OF"P"PROB[.EMS
A complete listing is found in
the Program Listings section, Try
the program yourself at any skill
level (line 160) you wish, or you
can encourage a child to practice his
or her homework with it.
See program listing on page 90. V
COMPUTEIs Gazollo May 19BB 53
@0Tn][paa
(?(o)K
Worlds Of Wonder— WOW!
Fred D'Ignazio .
Contributing Editor
In this month's mailbag I received a
letter from Art Oswald of Goshen,
Indiana. Art was responding to my
article in the November COMPUTE!
magazine about computers of the
future. He wrote: "In the future, the
phrase '1 wonder' will become ob-
solete. 1 won't have to wonder what
would happen if, or wonder what
something was like, or wonder how
something might be. 1 would just
ask my computer, and it would sim-
ulate by means of holographic pro-
jection anything my imagination
could come up with."
Now, I ask you, Art, is this
something to look fonvard to or
something to dread?
I have a new science-fiction
book coming out which deals with
this subject — the effect of comput-
ers (and electronic media, in gener-
al) on the human imagination. The
book is Robot Odyssey 1: Escape from
Robotropolis (Tor Books, April
1988). Listen to two teenage boys
carrying on a conversation in the
year 2014: We thiuk pletily ushig
computers, but we don't imagine. We
don't have to imagine luhat the fourth
dimension is, or what will happen if
we combine two chemicals, or what
the dark side of the moon looks like.
The computer is there a step ahead of
our imagination with its fantastic
graphics, cartoons, and music. We no
longer imagine because the computer
can do our imagining for us.
"So why imagine?" Les said. "My
pop says most people's imaginations
are vague and fuzzy anyway. If the
computer imagines stuff for them, it'll
probably be a big improvement.
Les is right. If the computer
"imagines" something, it is usually
based on a database of facts, the vi-
sion of an artist, or a scientific mod-
el created by experts. How could
our puny imaginations compete
54 COMPUTEfs GazBllB May 19B8
with images that are this inspired,
detailed, and exact?
Frontiers Of Knowledge
Science-fiction writers think a lot
about new worlds of wonder. It is
the human desire to "go boldly
where no man has gone before"
that is among our more noble im-
pulses. It may even be the "engine"
that drives us to innovate, invent,
and take risks. Without this engine,
we might sink into a kind of emo-
tional and intellectual swamp. Life
could become extremely boring.
Every time we contemplated a deci-
sion, we would first ask our com-
puter, "What if?" and see what the
consequences might be. Knowing
too much might even paralyze us
and cool our risk-taking ardor.
Imagination Amplifiers
Art writes that the phrase / wonder
may be renderecJ obsolete by com-
puters, but I'm not certain that he's
right. Instead, 1 think that we could
use computers to stimulate our
imagination and make us wonder
about things even more.
Where does our imagination
come from? I picture the imagina-
tion as a LegoT" set of memory
blocks stuffed into the toy chest of
our mind. When we imagine some-
thing, we are quickly and intuitively
building a tiny picture inside our
heads out of those blocks. The
blocks are made up of images,
tastes, smells, touches, emotions,
and so onfall sorts of things that
we've experienced and then tucked
away in a corner of our minds. The
quality of what we imagine de-
pends on three things: how often
we imagine, the quantity and diver-
sity of blocks that we have to
choose from, and our ability to
combine the blocks in original —
and piercingly true- — ways.
Most of us have "pop" imagi-
nations created from images sup-
plied to us by pop culture. We read
popular books, see popular movies,
watch the same sitcoms and com-
mercials, and read the same news
stories in our newspapers. It's no
wonder that much of what we
imagine is made up of prefab struc-
tures derived, second hand, from
society's small group of master
"imagineers." Electronic media has
made it possible for these imagineers
to distribute their imaginations in
irresistible packages. If you have
any doubt, ask an elementary-
school teacher. Her students come
to school singing jingles from com-
mercials and write "original" com-
positions which really are thinly
disguised copies of toy ads, movies,
and Saturday morning cartoons.
Where does the computer fit
into this picture? It could be our
biggest defense against the imagi-
nation monopoly which the dis-
pensers of pop culture now have. If
we can tell the computer "1 won-
der" or ask it "What if?" it will
work with us to build compelling
images of what we imagine. If the
process is interactive, and we can
imagine in rough drafts, then we
can polish, ornament, and rework
our images as easily as a child
working with sand on a beach.
Then maybe the images inside our
heads will be from imagination ex-
periments that we do with our com-
puters and not stale, leftover
images pulled from the refrigerator
of pop culture.
What do you think, readers?
What have computers done to your
imagination? What might they do
in the future? Write:
Fred D'Ignazio
c/o COMPUTErs Cazdie
324 W. Wei\dover Avenue, Suite 200
Greensboro, NC 27408
Clocks and Cycles
Todd Heimarck
Contribuling Editor
Last month, we looked at some
strategies for speeding up BASIC
programs. Here's one more idea:
Throw BASIC out the window and
convert the program to machine
language (ML).
But what if you don't know ML
and have no plans lo start learning
it? No problem; just buy a BASIC
compiler. There are several good
compilers available for the 64 and
128. Let's look at what they do to
speed up BASIC.
ML: The Bottom Line
Ultimately, the only language your
computer understands is machine
language, the language of the ma-
chine. What we call BASIC is really
just another ML program. When
you turn on a 64 or a 128, the pro-
gram called BASIC automatically
runs. (On other computers, such as
the IBM PC, you start out in DOS
and if you want to use BASIC, you
must load it from a disk.)
Commodore BASIC is an inler-
prcteii language. When a program
runs, the computer starts at the be-
ginning and handles the individual
BASIC commands one by one. A
good illustrative example is the
PRINT command, which is very flex-
ible, It can print numeric variables,
string variables, calculations, literal
strings, or literal numbers — PRINT
A: PRINT A$: PRINT 3 + 5,TAN
(A • B): PRINT "PLEASE WAIT";
PRINT 5.
When the BASIC interpreter
sees a line that includes PRINT A$,
it looks up the PRINT command
and starts lo evaluate the parame-
ters following it, which might be
variable names, functions, calcula-
tions, or several other possibilities
Uke parentheses. After figuring out
that AS is a variable, the interpreter
goes off into variable memory to
find the string. It searches sequen-
tially through every currently de-
fined variable until it finds the right
one. Then it goes to the routine for
printing the string. A!! of this hap-
pens while the program is niiniing.
Compilers handle a lot of the
busywork in advance. A compiler
would assign the variable A$ to a
specific place in memory. Then,
when it's ready to PRINT A$, the
compiled program already knows
that it's a string (not a number) to
be printed, and it knows where the
string is located. In effect, a compil-
er translates BASIC commands into
their ML equivalents, taking care of
many details (like where variables
live) in advance.
Adjusting Clock Speed
One more speed-up trick is worth
mentioning. If you have a 128, you
can type FAST to instantly double
the speed of all BASIC and ML pro-
grams. It works great in 80-column
mode. In 40-column mode the screen
goes blank, although programs will
srill run without the visible screen.
The FAST command doubles the
speed of the internal clock. Note that
this clock is separate from the jiffy
clock and the two time-of-day clocks,
A Commodore 64 uses a 6510
processor and has only one clock-
speed: 1 MegaHertz (MHz), which
means the clock ticks a million
times a second. Each tick is called
one cycle. The 128's 8510 processor
can operate at two clockspeeds: 1
MHz or 2 MHz. When you double
the speed of the clock, every ma-
chine language instruction executes
twice as fast.
By way of comparison, the
original IBM PC had a clockspeed
of 4.77 MHz, which might lead you
to believe that the PC is four to five
times faster than a 64,
The IBM uses a different pro-
cessor, however, which complicates
the answer. Commodore's Jump to
SubRoutine (JSR) command, for ex-
ample, uses six clock cycles. Given
1 million cycles per second, you
could spend one second executing
about 167,000 JSRs. The equivalent
ML command on the IBM PC is
CALL, which takes either 19 cycles
or 28, depending on whether
you're staying within the current
64K address space. With a clock-
speed of 4.77 MHz and 19 cycles
per instruction, you could execute
about 251,000 CALLs, which is
faster than the 64, to be sure, but
only by a factor of about 50 percent,
fiot 500 percent.
IBM PC machine language
consistently uses more clock cycles
per instruction. Comparing a regis-
ter to an immediate value (CMP
#$13, for example) takes 2 clock cy-
cles on the 64, and 4 on the PC. The
64 decrements a number in memo-
ry in 6 cycles, versus the PC's 15.
Subtracting takes 2-6 cycles on the
64, 3-17 on the PC.
The IBM has a faster clock, bul
a slower machine language. When
you average it out, an ML program
for an IBM PC running at 4.77 MHz
is roughly twice as fast as the equiv-
alent program for a 1 MHz Com-
modore 64. And a 128 in FAST
mode runs ML programs at about
the same speed as an original IBM
PC. You can expand a 128 to 640K
(same as the original PC), although
you have to keep programs and
variables within 64K banks (also
the same as the original PC).
So if you've thought about
changing from a 128 to an inexpen-
sive 4,77 MHz PC clone, think
again: Is it really an upgrade? You
won't gain any speed. If you're set
on buying a speedier computer,
there are faster clones available (up
to 16 MHz), and there are some ex-
cellent (and extremely fast) 68000-
based computers (including the
Amiga, Macintosh, and Atari ST).
COMPUTErs Gazelle May 198B 55
Formatting Text
)im Butlerfield
Contributing Editor
Have you ever loaded a file {perhaps
from a bulletin board) into your word
processor, only to find that each and
every line has a return after it? Re-
moving the returns manually is a te-
dious job. How can we write a
program to perform this task?
Let's take a closer look at exact-
ly what we want to do. We don't
want to remove all the returns — that
would put all the text into one huge
block. Load a file into your favorite
word processor. What makes a para-
graph? There are two possibilities.
First, a paragraph is indicated
any time there are two return marks
in a row. (In your word processor,
carriage returns may be visible or
invisible. Some word processors let
you toggle carriage-return visibili-
ty.) Secondly, some people use the
system that a single return ends a
paragraph and the next line is in-
dented with several spaces (de-
pending on the writer).
Start With The Rules
Let's write a program that strips all
the extra carriage returns out of a
file. We'll ust; these rules;
1. Two consecutive returns will be
changed to a single return.
2. A return followed by a space is
left unchanged.
3. A return at the end of the file is
left unchanged.
4. Other returns are changed to
space characters.
There are many ways to write
any program, but here's my plan of
action. We'll use a flag to tell wheth-
er or not the previously read charac-
ter is a return character. If it is, we'll
look at the current character to see
what action we should take. This
procedure will make it easy to follow
the rules stated earlier.
To make things easier, we'll
open the input and output files
56 COMPUTEVs Qaieire Mny 19B8
from BASIC. When the machine
language program finishes execut-
ing, we'll use BASIC commands to
close the files.
If you just want to use the pro-
gram, type in the BASIC program
and save it to disk before running it.
When you're ready to see how the
code works, read the following
section.
In Machine Language
Since this is a rather small program,
we can fit it into memory at 8192
($2000 hex). This area is available
on both the 64 and the 128.
The first section of machine
language is a subroutine to output
to file 2. We must save the A regis-
ter (to the stack) when we call
CHKOUT ($FFC9),
$2000 PHA
LDX #S02
)SR $FFC9
PLA
JSR SFFD2
)SR SFFCC
RTS
Next comes the main entry
point. We'll jump here from BASIC.
First, we'll set the flag (at $FC) to 0:
S200E LDX #»0
STX SFC
Now we'll read a character
from the input ffle. The program
will loop back to here each time it
needs input.
$2012 LDX #$01
JSR $FFC6
JSR $FFE4
PHA
JSR $FFCC
PLA
We now copy the status to a
storage location {$FD) so that we can
later check for the end of the file.
SZOIF LDX $90
STX $FD
If the flag is not set, leap ahead
to $203C.
S2023 LDX SFC
BEQ S203C
The flag is set — we're looking
at a character following a return.
Using the X register to hold the first
character, we check for a space:
$2027 LDX #SOD
CMP #520
BEQ S2D33
If it's not a space, look for a
second return:
$202D LDX #S20
CMP #SOD
BEQ S2042
Now we output the characters
from the X and A registers. (Notice
how we changed the first character
to a space at the address $202D
above.)
$2033 PHA
TXA
JSR S2000
PLA
JMF S2042
The above jump to $2042 out-
puts the second character.
This code takes care of the situ-
ation when the code is not set. First,
check to see if the new character is a
return.
SZ03CLDX #S01
CMP #S0D
BEQ $2047
If we find a return, we skip the
following output section:
$2042 ]5R £2000
LDX #$00
STX $FC
Now check for end-of-file. If
it's not set, repeat the whole
procedure.
$2049 LDX $FD
BEQ $2012
If we're at the end of the file,
we check the fiag one more time. If
it's set, send a return.
$204DLDA #£0D
LDX $FC
BEQ 52056
JSR S2000
All done.
$2056 RTS
See program listing on page 85. •
m@^ ©©mmm
Skeet
Roger M, Pingleton, |r.
For a nice change of pace, take a
break from the productivity and
applications environment with this
arcade-style action game for one or
more players. This GEOS desk
accessory runs on either the 64 or
the 128 using GEOS or GEOS128.
"Skeet" is a fast-paced electronic
version of the shotgun-and-clay-
pigeon skeet shoot, running under
GEOS or GEOSl 28. In Skeet, you try
to shoot down flying clay pigeons
by quickly moving your mouse or
joystick's pointer over the target
and clicking or pressing the fire but-
ton. You can play Skeet by yourself
or with any number of friends.
Getting Started
Since Skeet is written in machine
language, you need to enter it with
"MLX," the machine language en-
try program printed elsewhere in
this issue. When you run MLX,
you're asked for the starting ad-
dress and ending address of the
data you'll be entering. Here are the
values to use for Skeet:
starting address: 0400
Ending address: lllF
Follow the MLX instructions
carefully. When you've finished en-
tering the Skeet data, save it to a
GEOS- formatted disk, and then run
the GEO-Converter program (Pro-
gram 2) to convert the file to GEOS
formal.
Now boot GEOS and go to the
GEOS menu. You should see Skeet
listed as one of the desk accessories.
You can click on Skeet in the GEOS
menu or double-click on the Skeet
icon to begin playing.
You'll see a box containing
Skeet's playing field and four icons
shaped like cartoon captions with
the word Pull in each one. To re-
lease a clay pigeon, click on any one
of the four pull icons.
When pulled, pigeons begin
their flight from the bottom of the
playing field, alternating between
left and right, with the first pigeon
beginning on the right side. Since
the pigeons alternate sides, you can
always predict from which side the
pigeon will be coming so you can
pull from an icon that gives you the
best shot.
Make It Count
Once a pull icon has been selected,
you have just one shot with which
to hit the clay pigeon. You shoot by
pressing the fire button on the joy-
stick or clicking the left mouse but-
ton. Holding the button down after
selecting the icon will waste your
one shot, so be sure to release the
button after you've pulled.
Pull! It's skeel liiintitig season in GEOS.
Use a joiislick or mouse to shoot down
as mani/ clay pigeons as you can.
Below the playing field is a box
containing your score and the num-
ber of pigeons pulled so far. Each
time you shoot, score flashes.
Above the playing field and to
its right is a box marked options.
Clicking this box lets you select the
number of pigeons to use for each
game (10-100, with 20 being the
default) and the speed at which the
pigeons fly (fast, medium, or slow,
with medium being the default),
These options can be changed
before, during, or after any game,
with one exception: If you select an
option to use fewer pigeons than
have already been pulled, your
change will be ignored.
When a game is over, your per-
centage of hits is displayed in the
middle of the playing field and your
pointer is placed on and restricted
to the reset box — the box with the R
in it. After you've clicked on the re-
set box, the game resets and you
can either play again or click on the
close icon in the lower left corner of
the playing field to return to GEOS.
Tips And Traps
Shooting from the icon closest to a
clay pigeon's launch site can be easy
if you fire at the pigeon's lowest
point. This strategy can be difficult,
however, if you decide to follow the
pigeon up and shoot at it later.
Different input devices can dra-
matically change the play of the
game. The proportional mouse helps
the pointer's mobility. Some shots
that are impossible with the joystick
are easy with the mouse or some oth-
er proportional input device.
If you're using a joystick, you'll
want to keep the pointer moving at
the maximum velocity. You can do
this by constantly moving the point-
er around the screen and selecting
the icons while in motion or only
stopping briefly to select them. Stop-
ping to look at the number of shots
fired (the OUT OF number on the
screen) can bring down the velocity
of the pointer or put you out of sync
with the speed of the pigeons.
You can change the minimum
and maximum velocities of the
pointer, as well as its acceleration,
with the GEOS Preference Manager,
providing a parent application
doesn't alter these values. Skeet
changes the shape of the pointer
from an arrow (the default) to a gun
sight when it enters the playing field.
If you make an amazing shot,
GREAT SHOT! is displayed on the
screen. This happens in two
circumstances:
• When you pull from an upper icon
and hit the pigeon when it is at its
largest
COMPUTBI's GazBlle May 198B 57
• When you puil from a lower icon
and hit the pigeon on its descent
It's difficult to hit the pigeon
while the pointer is in motion.
While neither of these shots adds
more than one hit to the player's
score, they make for a greater dis-
play of marksmanship.
Skeet can be played with sev-
eral variarions. For practice, try se-
lecting a goal of 100 pigeons. (An
asterisk in the options menu always
lets you know how many have been
chosen. Each player (in multiple-
player games) can choose an icon
from which to pull. If one player is
better than another, the weaker
player can be given a handicap by
being allowed to choose a slower
speed for the pigeon or more shots
in which to beat the percentage
score of the better player.
The positions of the icons
allow you to create your own game
variations. One variation, "Around
the World," can be played by
shooting five shots from each icon
and deciding the winner based on
the most pigeons hit out of 20. An-
other game,"Horse," can be played
by shooting from one icon at a set
speed. You can also tally the great-
est number of hits in a row from
any particular pull icon.
Program Notes
There are several noteworthy pro-
gramming techniques used in
Skeet. Since Skeet is a desk accesso-
ry, special menu handling is re-
quired in order to keep from
destroying any application data.
When Skeet is initialized, it saves
the portion of the background
screen under the area where the
menu will unfold. Then it imprints
that same area from the foreground
to the background. Thus, when the
menu is roiled up, the GEOS Kernal
can simply restore (he background
screen. Before leaving the game,
Skeet restores the background
screen to its original state.
Another technique is found in
Skeet's bush-drawing subroutine.
A bitmap pattern is defined for the
hushes at the bottom of the screen
using the GEOS compaction scheme.
This pattern repeats three times,
taking up one-third less room in
memory than conventional bit-
mapped data. Studying the screen
will show where it repeats.
See program listings a>i page 81. 9
58 COMPUTE'S Gazelle May 19BS
Fast Hi-Res
Screen Dump
lack Reno
This bi-res screen dump program is
the fastest and most versatile zve've
ever published. It works on the
Commodore 64, 128, Plus/ 4, and
16 with Commodore 1525, MPS-
801, MPS-803, MPS-1000, MPS-
1200, and compatible printers.
One of the strongest features of
Commodore computers is graphics.
Of course, the problem with com-
puter graphics is that the picture
disappears from the screen when
you turn the power off. If you have
a Commodore 1525 or compatible
printer, you can transfer your 128,
64, Plus/4 or 16 hi-res screens to
paper at lightning speed with "Fast
Hi-Res Screen Dump." [Ed. Note:
Our test results were a speedy 1 min-
ute. 25 seconds per screen dump.]
Typing It In
Hi-Res Dump is in the form of a
BASIC loader. If you plan to use the
program on a 128, be sure to use
128 mode when you type the pro-
gram in. This will ensure that all the
128-specific keywords are properly
tokenized.
Type in the program. Now you
must tell the program where your
hi-res screen is located. To do this,
adjust the value of the variable SL
in line 30. For the 128, Plus/4, or
16, use the value 8192. This is where
the hi-res screen is located when
you use BASIC'S GRAPHIC com-
mand. If you're using a 64, enter the
starting address of your hi-res
screen. Many hi-res drawing pro-
grams on the 64 use the area starting
at 24576 ($6000). If you have trou-
ble locating the bitmap, just remem-
ber that it starts at an address that is
an even multiple of 8192 ($2000).
Now save the program to disk.
When you're ready to print a pic-
ture on the 64 or 128, load and run
the program. (If you are using a
Plus/4 or 16, typo POKE 56,23:
POKE 5,0:CLR and then load and
run the program.) You'll be asked
where you would like the machine
language program to be POKEd
into memory. Depending on which
machine you're using, try one of
these values:
Commodore 64; 49152
Commodore 128; 307Z
niis/4or 16: 588B
After the machine language
program has been POKEd into
memory, type NEW and then load
the hi-res screen into memory. This
can usually be done with a state-
ment of the form LjOAD"SCR£EN"
,8,1. On the 128, use BLOAD-
"SCR£EN",B0,P8192. Replace
SCREEN with the filename you
used when you saved the picture.
To send the picture to the
printer, type SYS starting address,
where starting address is the value
you entered above. For example,
SYS 49152 would be the correct
statement to enter on the 64.
After your picture is printed,
your printer remains in graphics
mode. Turn it off and then back on
to reset it.
Sec program listing on page 80. 9
COMPUJE'.'s Gazette is looking
for utilities, games, applications,
educational programs, and tu-
torial articles. If you've created
a program that you think other
readers might enjoy or find use-
ful, send it, on tape or disk, to:
Submissions Reviewer
COMPUTE! Publications
P.O. Box 5406
Greensboro, NC 27403
Please enclose an SASE if you
wish to have the materials
returned. Articles are reviewed
within four weeks of submission.
So you can code circles around the pros,
eh? Well, here's your chance lo prove il. It's
the GEOS I'nigramming Contest. And all it
takes to win is a Commodore and juur skill
at programming under GEOS to win in any
four catCKorles and walk away with all kinds
o( prizes.
Includinti a check for $1,000.
Just send us the GEOS-based program
applicalions from llei keley Softworks
' Commodore peripherals: 1670 1200 Baud
Modem. 1351 Moust; and 1764 or 1750 RAM
Expansion Module
' Six month subscription to Q-Link. the tele-
communications service and Q-Link "s Pub-
lic Domain Software Library from
Quantum Computer Services
> 'Rvelve month subscription to Computel's
6JudninR will ho [H'lfiJiniud by llic staff of
• Ciimpulel's (iaicllt Majpzinc. The
dL-ci>iiiii» ol the iild)|i^E^ ^ri' riii,il ill iill [c^ctE, This
uichHlts (lotisirais rt|5irdinE trealivily, simllarily
amunK eiilrits ^nd tluncral suilabiiily.
7 Entries bcciimu lilt properly of Berkeley
• S<>llw(irks. which reserves the ri^l 10
ndapl. use or putilish all entncs retuivei], linlries may
twtome \)Atl o(.T '■hhari:w:irc'" libniry In be di^lributra
by Iltrki'ley Softuoika, L'oniputcl's Gaiellu and
CJuant urn Cumpulur Services, Aa pan of cadi
YOU Wnri THE PROGRAM,
WEUWRin THE CHECKS.
The GEOS Programming Contest.
you're most proud of — on
disk— by August 31, 1988.
Tliere are tour categories,
each with an Applications' and Desk Accesso-
ries-- winner. Which means that there are
eiKlil first prizes. EiKhl second prizes. And
eight thirds.
And each prize consists of lots more
prizes.
We may not be the only
ones writing checks.
And that's only where the bucks start.
Because if your program makes it into a
GEOS Shareware Ubrary, all kinds of satis-
fiu<l users may be wrilinj; you checks.
So boot up and gut down to pumping out
ynur most professional GEOS program.
Then send il in with the information required
below. Who knows? We could be sending a
check riKht back lo you.
1, Applications are identified by the GEOS
Application Kile 'lype, are entered from and
exit lo the desk'lbp and conform lo the
GEOS user interface.
2, Desk Accessories are defined as pro-
grams which are less complex than applica-
tions, are identified by the GEOS Desk
Accessory Kile Type, may be entered and
pop- up within any application and upon exit-
ing return the application to its prior state.
Categories
ENTERTAINMENT— Includes enter-
tairuneiU and gacTies. For example, a Chess
game (Applications Division) or a trivia
game (Desk Accessories Division).
EDUCATION — Primarily educational and
instructional. For example, a world geogra-
phy program (Applications Division) or a
flash card program (Desk Accessories
Division).
PRODUCTIVITY— Designs that improve
personal productivity Examples include an
"outline processor" (Applications Division)
or a scientific or financial calculator (Desk
Accessories Division).
OPEN PROGRAMMING— Open design
category that includes programs not covered
in other categories. Examples include disk
utilities, printer and input drivers and tele-
comnnmicationsprograms.
Over $25,000 in
cash and prizes!
Eight First Prizes!
• $1,000 cash
■ Announcement in Coniputel's Gazette
Magazine
• Complete library of CM or C128 GEOS
Gazette magazine
Eight Second Prizes!
• Announcement in Coniputel's Gazette
Magazine
• Complete library of CM or C128 GEOS
applications from Uerkeley Softworks
• Commodore peripherals: 1670 1200 Baud
Modem and your choice of a 1764 or 1750
RAM Expansion Module or 1351 Mouse
• Three month subscription to Q-Link. the
telecomnmnications service and tJ-Link's
Public Domain Software Library from
QuniUum Computer Services
• 'Iweke tuiinlh subscription to Compulel's
Gazette magazine
Eight Third I'rizes!
• AnnouTicenient in Computel's Gazette
Magazine
• Your choice of any five CM or C128 GEOS
applications frt>rli Berkeley Softworks
• Commodore peripherals: 1670 1200 Baud
Modem and your choice of a 176-1 or 1750
RAM Expansion Module or 1351 Mouse
• Three month subscription to ()-Link, the
telecommunications service and (J -Link's
Public Domain Software Library from
Quantum Computer Services
• Twelve month subscription to Computel's
Gazette magazine
Official Rules
1lini|>liiyci's "f Herktlcy Sodwurka, Qiianlum
• Corn put er Services, Liiser Direit, Cnmpulgl's
(iiiii'lle MiiK^'i"!', ''"-'ir nilveilising and proraoriunal
.iKcncies .ind Iheir immediate families are not eligible
to enter ibe con lest,
2i;aih entry musl be your original worii,
• previously unpuhll sited in ^iny fonii.
All Ihose projp-aEiis aivepled will be required to affirm
[his in wrtliit}j.
3Couiest:inlsni,iyenlt:nuulIipl[' ente^orieti, liut
• (luy only subi nil one entry perralcgory ptr
division (e.jj. one enliy in Ihc Knlerlainmcnt ealeRnry
A^^licalLons Ihvision. d/oicineentr^' ul Ihe
Knienaimiieiit [lesli Actcssones Division;.
Hejpidlc^s ol the number ol taleguries you enter, you
nili only be eliKible lo wui one priie.
IXMdline (or entries is AuKUSl 31, 193S. Mail
entries lo Compulel's tiaielle. P.O. Bos 54U6,
GreenslH)ro, NC, Z74(a
All It: (iKOS E'roKramminj! Cnnlesi,
SAccepi.inie ol an enliy iliall ni>l ctealt any
• implnalion lliiit Ihe entry ta^ tiecn received and
revieiveil hy Hirkeley Softworks ur has been used in
any way in prcduil development.
11 Berkeley
4.
aubmiaskin. conteaUnls should
indudL'in the proKrjm their name.
nddrosEi ar>d ji "[iwr feo" amouni for
siHisfiLtJ UH.TS tu send ;i iliscrt'iioiwty p.'i>inc[iL
8|\nln<'s nv.ij' be wrillun in any proji^ainminE
• Lin},:u.']i^e but musLbc;i(jK()Sba5<]dpri)^nun
biiiJiortiMK [Ih-tiMOS nio sintfiurc iind be ixL-cuiaWc
Wliichi'Vif l,Ul^:ll;^ne is dui^tn, tho omi.- nmsi bta
scU'SUiidiEiK proiincT] rh.nI i:aii bt run by someone
wht>dws™)i (m-niht: [iin^uyflt. We must bo able to
legally di^iribuU' ihe profjrnin wilhoul inclining
Lceniinj^fccSorany other abliga lions lu the maker of
The lan^>ua}i!e,
9Kn[rie? musl be submiu^iii on 5-25" floppy
* disks in ITi'l 1/1571 fomuit- 'I1te (ollnwing
shctLild be deiirly niLirked ml Ixith Llii' ptiiitouE jmd
the disk:
A. Conte^hint's nmne, ;iddri.'s:4 and phone number.
M. C;iteK<rry and divii^Lon for the enlty,
C. Intendi'd Uhc fnr the progrjmi.
Ill Knirits mujit be aecompanied by y
-JL w • descriiitjori wIikIi expbins hou' to use ibc
progr^nt ui\ii what il dcies.
nlliii eoiUest is viiid where prohibited by law.
■ All k'deml, ?;UIL' ;ind Ittal taiics iirt the sole
rosponsJbilLiy uf Ihc- winners-
General Conditions
■ IjLirif. wiMbc jiHli;<"d(mcrr-i[ivny, nni^niwlityn inltrrfacc
.jn-i^trriiV rtilh"lTn'rGt!OSpiugrjnis;mdtiT(T-frer
ijjj|l[y u| (lici"'>d«'-
> MakifSUTtyijurnuiler will pictlectyoui disk from
d^nuRCr Affix 5Li!5acni first cEass pitsiactf- M^iJ yriur
pnnioui. d[!>k :ind nlFcml rfniry bbnk id the above
^iddrtsiAEnlimcUireachCompulet's Gazette Magazine
(iL'fuiv Uit AuKu^[ :tl. ly»a, dt-adline-
■ Wmm:isunl] In- jTiimutKtL-dhy (litrfbtr, IDWS.
Sponsored by Berkeley Softworks
nnd Computel's Guzcttc.
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Softworks
The brightest minds are working with Berkeley.
SlfiU'iture .
Mob Maker
A Professional-Quality Sprite Editor
For The 64
Bruce Thompson
"Mob Maker" is the closest thing we've seen to a perfect sprite
editor. It offers many advanced features — and is a must for an-
imators and game designers. For the 64 with disk drive.
for starting and ending addresses,
respond with the following values:
Stnrling address: 0801
Ending address: IDIO
When you've finished entering the
program, be sure to save a copy to
disk before leaving MLX.
Although Mob Maker is writ-
ten in machine language, it can be
loaded and run just like a BASIC
program. When you're ready to use
Mob Maker, plug a joystick into
port 2, load the program, and type
RUN. You'll see the Mob Maker
editing screen (see photos).
Mob Maker does not clear out
the sprite definition area, so you
will probably see garbage on the
editing grid. Press SHIFT-CLR/
HOME to clear out the sprite.
Your First Sprite
At the top of tlie screen you'll see
eight sprites. When Mob Maker is
first run, all eight sprites use sprite
definition number 16, The first sprite
(sprite 0) is the active sprite. The ac-
tive sprite's definition number
blinks to show you that it is active.
You'll notice that each sprite is
in a different color. These are the
computer's default colors for its
eight sprites. We'll discuss color in
more detail below.
Now let's get to work. If you
haven't done so yet, press
Sprite editors for the 64 have been
around almost as long as the 64 it-
self. "Mob Maker." a sprite editor
that takes its name from an early
term for sprite (movable object
block), distills the best features of
the most popular sprite editors and
adds a few of its own,
[f you use "Sprite Magic" (GA-
ZETTE'S most popular sprite editor,
published in the August 1984 and
1987 issues), you'll find that many
of the commands have been re-
tained. You'll also be happy to dis-
cover that Mob Maker is file-
compatible with Sprite Magic.
But Mob Maker goes beyond
Sprite Magic. It lets you view eight
sprite definitions at a time — a great
boon to animators. The sprite defi-
nitions can be moved around to
help you design the combined
sprites that are often used in com-
mercial games. Mob Maker also
features advanced data-block con-
trol. For instance, you can easily
copy a group of sprite definitions
from one area to another.
This is one tool that game de-
signers won't want to be without.
Typing It In
Mob Maker is written in machine
language, so you'll need to enter it
with "MLX," the machine language
entry program located elsewhere in
this issue. When MLX prompts you
60 COMPUTEI's Gazone May 1988
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"Mmb Maker." is a sprite editor packed
with advanced features. Above, all eight
sprites show the same image, a basketball
A second sprite has been designed — litis
one zvith arms, legs, and a face.
SHIFT-CLR/HOME to clear the
grid. The drawing grid turns blue
and sprite definition block 16 is
cleared. The flashing square at the
top left corner of the grid is the cur-
sor. Use the joystick to move the
cursor around the grid. Note that
the cursor wraps around the edges
when you move off of the grid.
Press the fire button to plot a
point in the grid. You should see
the point appear in each of the eight
■sprites. You can draw continuous
lines by holding down the fire but-
ton while moving the joystick. In
order to erase a pixel or a line, press
the 1 key and draw. Turn the pen
back on by pressing 3.
Draw a shape (perhaps the first
letter of your name). You can use
this shape to test Mob Maker's
commands.
Mirroring And Moving
Press 5H1FT-F. This key mirrors the
sprite horizontally. The F key flips
the sprite upside down. Now try
pressing the left- and right-cursor
keys to scroll the sprite one pixel at
a time. The up- and down-cursor
keys scroll the image vertically.
Loading, Saving, And
DATA Statements
After you've drawn all the sprites
you need, save them by pressing
SHIFT-S. A window opens with a
prompt that asks for the starting
and ending page numbers for the
data you want to save. The joystick
or the cursor keys can be used to se-
lect numbers. Press the space bar to
enter a number. Next, you'll be
prompted for a filename. Be sure
not to use quotation marks in the
filename. If you decide not to save
your sprites, press RETURN to
leave the window.
Once you have saved your file,
you can load it again by pressing
SHIFT-L. You'll see the "NAME/
RETURN = EXIT" prompt. Type in
the filename (again, omitting the
quotation marks), and then press
RETURN. If you include the quota-
tion marks or type in the name of a
nonexistent file, the red busy light
on the drive will flash and the pro-
gram will return you to the screen
as it was before the attempted
LOAD. If you simply press the RE-
TURN key without typing any-
thing, the window disappears. If
you forget a filename or just want
to examine the files on the disk,
press SHIFT-4($) to see the directo-
ry. Press any key to scroti through
the directory; then press RETURN
to close the directory window.
In order to be compatible with
SPRITE MAGIC, all data will load
into the sprite editor starting at
page 16. Be sure to move or save
any shapes defined in this area.
BASIC DATA statements can
be created and saved to disk by
pressing SHIFT-D. The same num-
ber-entry system (using the cursor,
joystick, and space bar) is used in
the 5HIFT-D command. You'll
probably have to renumber your
DATA statements in order to merge
them with your BASIC program,
since they start at line 1 and incre-
ment by 1. An easy way to do this is
with "MetaBASlC,'" GAZETTE'S most
popular programming aid, published
in the April 1985 and Febn.iary 1987
(enhanced version) issues.
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"Mob Maker" lets i/ou move the sprites
atii/where on the screen. Here, livo
sprites are ovcriapfied to create a two
color hi-rcs human basketball (see third
sprite from right at lop of screen).
The Sprite Pointer
After you've loaded the newly creat-
ed and saved file, the eight displays
across the top of the screen should
all be pointing at sprite page number
16. To change the sprite definition of
the active sprite, use the + and —
keys. When you hold down the
SHIFT key, all eight sprite pointers
(not just the active ones) are incre-
mented or decremented.
Selecting Sprites
The active sprite can be changed at
any time with the function keys.
Press fl to select sprite 0, f2 for
sprite 1, and so on. When you work
on animated sprites, you'll probably
want to see how a sequence of
sprites look together. To do this, use
the function keys and the + and —
keys to change the pointers to a se-
quence. For instance, make sprite
point to definition 16, sprite 1 point
to 17, sprite 2 to 18, and so on.
Cursor Velocity
Press V to change the cursor speed
(velocity), A window will open and
ask for the new speed, which can
range from 1 to 9. The fastest speed
is 1, and the slowest is 9. The cursor
velocity affects the drawing speed
and also the speed at which the def-
initions change when you hold
down the + or — keys. This feature
lets you preview animation at vari-
ous speeds with the + and — keys.
To return to normal speed, change
the velocity to 5, the default.
Moving The Sprites
The sprites displayed across the top
of the screen can be moved. Begin
by pressing Z. Next, enter the num-
ber of the sprite you wish to move.
(As usual, pressing RETURN will
allow you to exit and close the win-
dow without changing anything). To
confirm your selection, press the
space bar or the fire button. Use the
joystick to move the sprite wherever
you like. Press the fire button to enter
the sprite's new position.
After you've worked with Mob
Maker a while, you'll find several
reasons for moving sprites, By mov-
ing one on top of another, you can
draw hi-res, two-color sprites. By
moving sprites next to or above each
other, you can create the giant sprites
used in many commercial games.
Expand Mode
Press X to expand the active sprite
horizontally. Press Y to expand it
vertically. Press the key again to re-
turn the sprite to its normal size. By
holding down the SHIFT key and
pressing either X or Y, you can
change the size of all the sprites.
Killing The Grid
At times, the drawing grid can be
distracting. Press SHIFT-W to
"wipe" the grid. Press W to bring it
back.
Using The Buffer
Working with animation effects
often requires designing a series of
frames, with each successive frame
changing the position of the image
slightly in order to create the illu-
sion of movement. To save a frame
to the buffer, press the I (Into Buffer)
key. The buffer holds one page of
sprite data. To pracdce using the
buffer, set one of the sprites to 16
with the -(-or — key. Then press I.
A window will flash open briefly
with the message CURRENT
DATA SAVED. Advance the point-
er to the next sprite pointer and
press O (Out of Buffer). This will re-
place the contents of the current
page number with the shape in the
buffer. This new image can be edited
COMPUTEVa Gazello May 19B8 61
to become the next frame in the ani-
mation sequence, and then be stored
in the buffer, with the process repeat-
ed to create the effect of movement.
Working With Color
There are two sprite modes: hi-res
and multicolor. Let's start with the
hi-res mode, the mode we have
been in up to this point. To change
the color of one of the sprites, press
the C (Color) key. A window opens
that reads:
CHANGE COLOR OF
I -BACKGROUND
3 -SPRITE COLOR
RETURN " EXIT
Press the 1 key, and you'll be
prompted to enter a color key. You
can select one of the 16 available
colors, entering the new color in the
usual way, by pressing either the
COMMODORE key or the CON-
TROL key together with one of
color keys at the top of the key-
board. Of course, if you happen to
select a background color that is the
same as the foreground color, the
image on the grid will disappear.
Press C again, this time selecting 3
at the prompt. Enter a new pen
color. If the screen color clashes
with some of your selections, you
can change it by pressing S (Screen
Color) until you get a pleasing color.
Press M to enter multicolor
mode. Then either load one of your
saved sprites or draw a new shape.
This shape will appear in multicol-
or. Pressing SHIFT -M will set all
eight sprites to multicolor. Notice
that in multicolor mode the pixels
along the x-axis expand to twice
their normal size. Multicolor mode
is a tradeoff; you trade half the res-
olution for four times as many col-
ors. Sprite Magic users will be
happy to note that Mob Maker per-
forms all operations correctly in
multicolor mode — even the hori-
zontal flip.
Press the C key to experiment
with changing colors. A window of-
fering the following choices will
open:
CHANGE COLOR OF
1-BACKGROUND
2-M.C.O. [01]
3-SPRlTE COLOR
4-M.C.l (Jl]
RETURN - EXIT
The background option works the
same way that it does in the hi-res
mode. Pressing 3, the sprite color
62 COMPUTEI'i Gazsna May 1968
Mob Maker Quick Reference
c
D
DEL
HOME
I
L
M
O
Q
R
S
U
F
fl-fB
V
W
X
Y
Z
+
SHIFT-CLR/HOME
SHIFT-F
SHIFT-R
SHIFT-H
SHIFT—
SHIFT-W
SHIFT-X
SHIFT-Y
SHIFT-M
SHIFT-L
SHIFT-S
SHIFT-D
SHIFT-INST
SHIFT-C
color assignmenl
shifts sprile down one pixel
deletes current sprile
moves cursor to upper right of design grid
stores current sprite in buffer (buffer holds one sprite)
shifts sprite one pixel to left
toggles multicolor
gets sprite from buffer
quit— exit to BASIC
shifts sprite one pixel to right
advances screen color
shifts sprite up one pixel
togglM mirroring (left/ right flip)
select sprites to 7
sets display and cursor movement velocity
brings back grid
toggles X expand
toggles y expand
allows sprite display (0 to 7) to be repositioned anywhere
on the screen
increments sprite pointer
decrements sprite pointer
disk directory
clears out current sprile
toggles vertical flip
reverses on and off bits
increments <ill sprite pointers
decrements all sprite pointers
wipes out grid for clear view of sprites
toggles Jf expand all
toggles y expand all
toggles all multicolor on
loads sprite data (does nothing if file not found)
saves sprite data in a binary file
makes DATA statements and saves them to disk
inserts blank data block at current sprite number
copies sprites to other locations
option, affects color changes for the
current sprite only. Make some
color changes using this option.
Notice that only the current sprite is
affected by the changes you made.
Now press C again and select op-
tion 2 or 4 when the window ap-
pears. Note that when you change
colors using these options the color
changes in all of the eight sprites.
Both options 2 and 4 work in this
manner. This means that in the
multicolor mode each sprite can
have four colors — one is unique,
one is the background color (trans-
parent), and the other two are
shared by all eight sprites.
Moving Data Blocks
You have already used the Clear
command (SHIFT-CLR/HOME).
The Delete command works some-
what differently. If you press the
DEL key, the current page of sprite
data is erased and the rest of the
sprite pages are renumbered to fill
the gap left by the deleted sprite.
This can be useful when you want
to remove a sprite from an anima-
tion sequence,
The Insert command (SHIFT-
INST) inserts a blank data block at
the current sprite number. The oth-
er sprites are renumbered and
move up by 1. (Sprite 255 is lost.)
The Copy command (SHIFT-
C) copies a range of sprites to other
locations. A window opens to
prompt you for the starting page
number, the ending page number,
and the number of the page to
which the data is moved. Numbers
can be entered with the cursor keys
or the joystick. The !eft-/right-
cursor key increments numbers by
10, while the up/ down key incre-
ments by 1 . Press the space bar to
enter the selected numbers.
Quitting The Editor
Pressing Q will allow you to quit
and exit to BASIC. You can reenter
Mob Maker from BASIC by typing
RUN again. However, if you have
loaded a BASIC program or a
DIRECTORY while in BASIC you
must reenter by typing SYS 2106.
See program listing on page 83.
1541 Speed
And Alignment Tester
Ross Ouwinga
Your disk drive is probably the most important peripheral you
own. Since it contains precision mechanical parts, it's also the
most likely to cause problems. "1541 Speed And Alignment
Tester" helps you track dozvn those problems. For the Commo-
dore 64 and 1541 drive.
For most computer users, a disk
drive is a critical component of the
system — it's the primary means for
loading and saving programs.
Without it, most types of comput-
ing would be impractical, if not
impossible.
When your 1541 disk drive
malfunctions, "1541 Speed And
Alignment Tester" can help you
discover just what the problem is,
1541 Tester analyzes the most
critical functions of the disk drive
and provides you with important
information via display on your
monitor. With just a glance, you'll
see how fast your drive is running,
how far off the alignment is, and
how well it reads each track of a
disk. It oven tells you how well it
reads between tracks. Once this
information is displayed in front of
you, you should have no trouble
deciding if a problem is serious and
requires a trip to the repair shop.
Knowing what's wrong with your
drive can save you a lot of time,
trouble, and money.
Common Problems
The 1541 is a relatively reliable disk
drive. Its mechanism is rugged and
can tolerate a considerable amount
of abuse. However, nothing is per-
fect, and there are times when
something in the 1541 fails. Typical
problems can be caused by a cor-
rupted disk, a broken or maladjusted
mechanism, or faulty electronics. All
of these can cause intermittent load
and save problems. In extreme cases,
the drive will not function at all.
If your drive does not operate
at all, turn the drive off and then
back on. Next, check the power
cord— both at the outlet and at the
back of the disk drive^to make
sure it's plugged in tightly. If this
fails, check for a blown fuse in the
back of the drive. Replace the fuse,
if necessary, with one of the very
same rating.
If none of these steps solves
your problem, something may be
wrong with the internal electronics
of the drive. If when the power is
turned on, the red light comes on
and stays on or begins flashing, it is
almost certain to be a serious elec-
tronics problem. Anytime the prob-
lem involves internal electronics,
you'll have to take it to a repair shop.
Distinguishing other problems
usually is not quite as easy. In most
situations, a problem results in the
familiar read error symptoms — the
red light flickers and the drive
makes a clattering noise. The pro-
gram may take longer than usual to
read or save, or the disk drive will
abort the procedure altogether and
start flashing the red light to indicate
an error has occurred. You can easily
find out what this error is by run-
ning the following short program:
10 OPEN 15,B,15;INPUT#15,A,BS,C,D:
CL0SE15;PRINT A,-BS;C;D:END
The error is convenient to know at
times, but generally it is not suffi-
cient to let you know the real source
of the problem. These types of er-
rors may occur if a disk is corrupted,
the drive is rotating the disk at the
wrong speed, the head isn't aligned
properly, or even if the drive is op-
erating in an electronically "noisy"
environment. Since these problems
all have nearly identical symptoms,
a program like 1541 Tester is neces-
sary for providing you with addi-
tional information to help pinpoint
the problem.
Typing It In
Since the program is written entire-
ly in machine language, type it in
with "MLX," the machine language
entry program found elsewhere in
this issue. After loading and run-
ning MLX, answer the prompts for
starting and ending addresses with
the following;
stalling Address: OBOl
Ending Address: 13D0
Type in Speed And Alignment
Tester and save it to disk. If you
have a tape drive, you should also
save a copy on tape. This allows
you to load the program if your disk
drive is not functioning well
enough to load it from disk.
To load the program from disk,
type LOAD" filename", 8. If you're
loading from tape, type lDAD"file-
COMPUTErs Gazello May 1986 63
itame". When you're ready to run
the program, type RUN,
The title screen appears, fol-
lowed by a short delay while a pro-
gram is being written to the disk
drive's RAM. When this is done,
the menu is displayed and you're
prompted to select either the speed
test or alignment test option.
Up To Speed
The speed test checks how fast the
disk is spinning when the disk drive
is reading and writing. The speed
can fluctuate somewhat without
causing any problems. However,
there are limits, and some pro-
grams^particularly those with
copy-protection — are more sensitive
to speed variation than are others.
Normally, a disk should rotate at
about 300 RPM (Rotations Per Min-
ute). This should not vary by much
more than one or two RPM. If it
does, a read or write error may result.
To check your drive's speed,
load and run the program. When
the main menu appears, press the 1
key. You'll be prompted to insert a
blank disk. This disk may be for-
matted or unformatted, but make
sure the write-protect notch is un-
covered. The speed test writes to
the disk, but it uses an area of the
disk that normally isn't used by the
1541. If you have data on the disk,
it won't be destroyed; however, to
be absolutely safe, use a disk that
has nothing important on it.
After inserting a disk, press
any key to continue. The speed data
screen appears. After some calcula-
tions are completed, the speed is
displayed along with the difference
between it and the ideal speed of
300 RPM. The difference also in-
cludes a plus ( + ) sign and a minus
( — ) sign. A plus indicates the disk is
spinning too fast and a minus indi-
cates it is spinning too slowly. If the
speed is within tolerance, it's dis-
played in green. If it's a little out of
tolerance, it's shown in yellow.
This indicates only a slight prob-
lem. If the speed is far enough out
of tolerance, it's shown in red.
If the speed is in the red, your
drive can still save and load pro-
grams without error, but you may
have difficulty reading disks for-
matted on another drive. For this
reason, it's recommended that you
have your disk drive adjusted if it
consistently runs in the red.
64 COMPUTEIs Gaielle May 1988
The speed is continuously re-
calculated and displayed, and it
isn't unusual for the speed to fluc-
tuate somewhat as the disk drive
runs. This is nothing to worry
about — some disk drives are better
than others, and even the disks
themselves cause some variance in
speed, depending on the amount of
friction they produce. If the disk
drive's speed is normally good, but
a certain disk causes the speed to
drop out of tolerance, that particular
disk should not be used. Also, the
speed may vary if the drive belt in-
side the disk drive is slipping. This is
not uncommon, especially on older
or well-used disk drives. If this is the
case, have the belt replaced.
To stop the speed test, press any
key. It may be necessary to press a
key more than once to stop the pro-
gram since the program communi-
cates constantly with the disk drive
and may miss some key presses.
The Line Up
To begin the alignment test, press
option 2 when the main menu is
displayed. You're prompted to in-
sert an alignment test disk, and then
a new menu of options is listed.
The disk used for an alignment
disk may be any formatted disk. For
accurate alignment testing, it's im-
portant that the disk be formatted
on a disk drive that has near-perfect
alignment. The closer the align-
ment disk is to true alignment, the
more accurate the test, A commer-
cially produced disk (such as COM-
PUTEI's Gazette Disk) is ideal. Do not
use a copy-protected disk; the
alignment test program does not
write to the disk, so it isn't likely
that any of the programs on the
disk will be altered. However, if
any of the programs on the disk are
important, make a backup of the
them before you use the disk with
the alignment test program.
After the alignment disk is in-
serted into the disk drive, the align-
ment test is started by pressing the
space bar. You should see a data
screen with two sets of four col-
umns. The columns are labeled
"Track Being Read," "Track Actu-
ally Read," "On Track Readabili-
ty," and ''Between Track
Readability." As the program runs,
the data appears under these head-
ings one track at a time.
The first column is labeled
Track Being Read. The data in this
column shows you the number of
the track that's being tested by the
program, it always begins with track
1 and ends with track 35. This is the
standard 1541 disk format and
doesn't change, regardless of what is
actually on the disk and whether or
not the disk drive is in alignment.
Before the data appears for
track 1, the program goes through a
rather involved procedure to deter-
mine the position of the read head.
It then moves the head down, past
track 1 and against the head stop. If
the program is successful in figur-
ing the position of the head, there
should be a light "click" sound
when the head hits the stop. If it's
unable to figure the head posidon, a
litde extra head banging may be
heard. This is a last resort for the
program and is very unusual, but it
may occur if the disk drive is severely
out of alignment or if you acci-
dentally used an unformatted disk.
The second column is labeled
Actual Track Read. This is the num-
ber of the track that is actually un-
der the read head. There is data on
each track of a formatted disk that
indicates which track is being read.
The alignment program tries to
read this data and displays the track
number in column 2, Track 1 is the
first track that should be read since
it's the track that should be under
the read head when it's against the
stop. For every track, the number
that appears in column 2 should be
the same as that in column 1. If the
numbers are the same, that number
appears on the screen in green, in-
dicating that the correct track was
read. If the track number read off
the disk is not the same as that in
column 1, the number is displayed
in red. Usually, the numbers in col-
umn 2 are all green or all red. It's
unlikely that both red and green
numbers will be scattered through-
out the column.
An incorrectly adjusted head
stop is usually the culprit when the
track numbers in column 1 do not
match those in column 2. The dif-
ference between the numbers in
columns 1 and 2 tells you how far
the stop is out of adju,stment. If the
difference is 1, the head stop is off
adjustment by one track. If the dif-
ference is 2, it's off by two tracks,
and so on. You can also tel! in
which direction the head stop is out
of adjustment. If the numbers in
column 2 are higher than those in
column 1, the head stop is too high
and the head cannot move down
far enough. In this case, you would
never be able to load programs that
are saved on the lower tracks. The
more common situation is when the
numbers in column 2 are less than
those in column 1. In this case, the
head is allowed to move down too
far. This is really no problem when
using disks that were properly for-
matted, because the disk drive is
able move the head into position to
read all the tracks. Even if the disks
are formatted on a disk drive with a
head stop adjustment problem,
there will be no problem reading all
tracks on the disk as long as the
disk is used with the same disk
drive. A problem arises when the
disk is used in a drive that does
have a properly adjusted head stop.
It will not be able to read the tracks
that were formatted too far down
on the disk.
Without an alignment tester, a
head stop adjustment problem is
not easy to recognize. It only shows
up when using disks on more than
one disk drive, or when the disk
starts to fill up with programs. No
errors are encountered if the disk
isn't very full — programs are saved
on the disk beginning at the middle
tracks and then they work their
way out to either end. Even when
the disk drive encounters an error
and bangs the head against the stop
in an effort to correct the error, as
long the head is able to align itself
with any track, the drive keeps
working. It's nice that the 1541 is
capable of adjusting itself, but it's
difficult to know that a head stop
adjustment has occurred unless
you're using a special test program
like this one. Once the problem is
known to exist, it's a good idea to
have it fixed to minimize the chance
of running into a serious problem in
the future.
The third column is labeled On
Track Rcadahiiiti/. The data dis-
played in this column is the most
important for determining whether
or not the disk drive has an align-
ment problem. Just as the heading
suggests, this is an indication of
how well the disk drive is able to
read data off the disk for each track.
The alignment program attempts to
read at least 17 header blocks of
data on the track. If it's able to read
each header correctly on the first at-
tempt, the readabilitv is 100 percent,
which is displayed in green. This is
the way it should be for every track if
the disk drive is properly aligned.
If it takes more than one at-
tempt to read any of the headers,
the number that appears in column
3 will be something less than 100
percent. If it's between the range of
94 and 99 percent, it's displayed in
yellow. This moans all the headers
were eventually read properly, but
there was some difficulty. If the
number is less than 94 percent, it's
shown in red. This indicates that
there was difficulty reading one or
more headers, and possibly, the
disk drive wasn't able to read some
headers at all. A well-aligned disk
drive should not have any trouble
reading all tracks at 100 percent. If
this is not the case, try another
alignment disk. If the results are
similar, there's probably an align-
ment problem with your disk drive.
Before having it realigned, however,
move it to a different location, as far
as possible from your TV set, moni-
tor, printer, computer, or any other
electronic device that might be near
by. Electronic interference is proba-
bly more common than true align-
ment problems, and it produces the
exact symptoms. If moving the
drive makes no difference, you'll
need to take your disk drive into the
shop for repair.
The fourth column is labeled
Between Track Rcadnbilih/. This is
very similar to the information giv-
en in ihc third column, except the
read head is actually positioned be-
tween the tracks. Ideally, the drive
shouldn't be able to read any data
and the readability should always
come up percent. In reality, some
of the data from the surrounding
tracks bleeds over to the area be-
tween ihe tracks. Even though the
disk drive is capable of reading
some data between tracks, it would
make sense that it would have the
most difficulty reading consistent
data when it is exactly midway be-
tween the two tracks. When it's
close to the middle, the numbers
should be low; when the head is
closer to either of the tracks, the
numbers should be higher. In prac-
tice, this is Irue enough to give
some useful information, but due to
tolerances In the entire mechanism
and in the disk itself, these numbers
cannot be considered absolute and
should be used for reference only.
In column 4, the numbers
change colors at different points
than they do in column 3. If the
number is percent, the number is
displayed in green. This is the ideal
condition when reading between
tracks. If the number is in the range
1-80 percent, it's displayed in yel-
low — numbers most commonly fall
within this range. If the number is
81 — 100 percent, the number is
made red. Red numbers are less fre-
quent than yellow numbers, but
they do appear even on disk drives
that work very well. The alignment
is best if there are at least a few
green numbers. There may be prob-
lems if a lot of numbers are red, but
don't be concerned if the numbers
in the third column are consistently
high (green).
You may also notice that some
or all of the numbers in the fourth
column are follou'ed by a plus or a
minus sign. The program counts
how many times it reads data from
the lower track and how many
hmes it reads data from the upper
track. It then displays a " — " or
" + " to indicate which track was
read more often, and it lets you
know which track it is closer to. If a
minus sign is displayed, the lower
track appears closer. If a plus sign is
displayed, the high track appears
closer. If the sign is consistant for all
the tracks, the head is likely to be
on the high or low side, depending
on which sign is most dominant. If
there is a somewhat equal spatter-
ing of plus signs and minus signs,
the head is probably pretty close to
being midway between the two
tracks. If there is no symbol, either
both tracks appeared equally close
or the program was unable to read
enough information off the disk to
make the calculation.
Even though the alignment
test provides a considerable
amount of information on the
screen, it isn't difficult to use, espe-
cially if you're using a color moni-
tor. If all the numbers in columns 2
and 3 are green, the alignment is
good. If you're using a black-and-
white monitor, columns 1 and 2
should be identical, and column 3
should be filled entirely with the
number 100 for proper alignment.
The disk drive requires repair if col-
COMPUTEIs Gaielle May 1988 65
umns 1 and 2 don't match, or if col-
umn 3 has any numbers below 94
percent. However, before sending
the disk drive to be fixed, make sure
you try more than one alignment
test disk to make sure the disk itself
has not become defective.
Operating The Program
It's possible to stop the alignment
program and get back to the menu
at any time by pressing any key. It
may be necessary to press it several
times since the computer is con-
stantly communicating with the
disk drive and will, at times, ignore
the keyboard.
The program stops testing
when it finishes testing track 35.
Press any key to cause the menu to
appear. It's possible to make the
testing run continuously by pressing
selection A when the menu appears.
With this option, the program auto-
matically clears the screen after it
reaches track 35 and begins again at
track 1, It's necessary to press a key
(possibly more than once) to get the
program to stop.
Option 1 of the menu causes
the read/write head to move to
where track 1 should be. The pro-
gram then reads the track number
off the disk, displays it, and stops.
This option is included for those
who may use this program to adjust
the head stop themselves. This ad-
justment requires disassembly of
the disk drive and includes a signif-
icant danger of electrical shock and
should not be attempted by anyone
not qualified to do so.
To return to the main menu
from the alignment test menu,
press the fl key. It's recommended
that you return to the main menu
and press the Q key to quit the pro-
gram. This resets and initializes the
disk drive to make sure it's ready
for the next program.
It's possible to test the align-
ment of a friend's disk drive with-
out actually having that person's
disk drive available. Have the
friend format a disk on his or her
drive, and then use that disk as the
alignment test disk. If the align-
ment checks out, it's likely the disk
drive is propedy aligned. If the disk
does poorly, it would he wise to run
the alignment test program directly
on the suspected disk drive before
making a decision to have it fixed.
Any disk can be tested for
proper formatting, using the align-
ment test. Just use the disk to be
tested in place of the alignment test
disk. The data displayed shows you
if all tracks are formatted and if
they're in the right order. It also
shows you. if certain tracks contain
errors, whether the readability (col-
umn 3) of that track is lower than it
should be.
There may be more applica-
tions than mentioned in this article.
It isn't guaranteed that the program
will operate appropriately for any
application you dream up, but it
does include a number of safe-
guards to avoid erratic behavior
from the disk drive. It's impossible
to damage the disk drive by run-
ning programs, but it is possible to
get it lost. If this is the case, turn the
disk drive off and then back on
again. Then, type in and run the
following short program;
10 OPEN15,8,15,"T0:":CLOSE!5:END
This initializes the disk drive and
repositions the read/write head to
its, home position.
See program listing on page 88. O
COMPUTErs Gazene May 1988
1 28 Math Graphics
Clifton Karnes
One of Ihc many graphics screens from
the demo program (Program 3J.
If you think math is boring, take a look at the beautiful, sym-
metrical shapes this program can create on your 128's screen.
Using polar geometry and an interesting collection of mathe-
matical functions, "128 Math Graphics" may convince you that
math can be fun. A disk drive is required and a color monitor
is suggested.
In October 1986, COMPUTE! pub-
lished "Amiga Math Graphics,"
and, about a year later, in August
1987, "Math Graphics For Atari
ST." The graphics demos were im-
pressive, but both versions were for
16-bit computers with super-high-
resolution video. Could math
graphics like these be created on an
eight-bit computer like the Com-
modore 128? The answer is yes.
The two programs accompany-
ing this article— "128 Math Graph-
ics Demo" (Program 1) and "128
Math Graphics Tool Kit" (Program
2)— show that the 128's graphics
capabilities have to be seen to be
believed. Program 1 demonstrates
seven math graphics, one after an-
other. Program 2 — the Tool Kit —
allows you to interactively create,
alter, load, and save Math Graphics.
Using The Demo
Since Math Graphics Demo (Pro-
gram 1} is written entirely in BASIC,
type it in, save a copy to disk, set
your 128 for 40 columns, and type
RUN. The Math Graphics Demo is
based on the Amiga and Atari Math
Graphics programs, but is custom-
ized for the 128. It displays a series
of seven graphics on the 128's high-
resolution (320 X 200) screen.
The first graphic shape you'll
see is a star. This design is followed
by a twisted band, a spiral cone, a
side spiral cone, spikes, a right oval,
and finally, a multilobe. Each graph-
ic uses a different foreground color.
T^ic Tool Kit (Program 2) is a powerful
graphics u/ilify that lets you alter, save,
and load custom Math Graphic images.
and two are multicolored. If you
■want to move on to the next graphic
before the current one finishes, sim-
ply press any key and the demo will
begin displaying the next one.
The graphics presented in the
demo are interesting and entertain-
ing to watch, but they're just a few
examples of what you can create
with the 128 Math Graphics Tool
Kit (Program 2). The Tool Kit allows
you to experiment with graphic de-
signs. You can change any Math
Graphics parameter, load Math
Graphics from disk, save your new
designs, view the directory, change
colors, and more.
Math Graphics Tool Kit
The Tool Kit is a BASIC program, so
type it in, save a copy to disk, set
your 128 for 40 columns, and type
RUN. You'll see a menu of choices
marked a-y. To give you an idea of
how the Tool Kit works and how to
experiment using the menu, the fol-
lowing examples show the way the
values are used, with each menu
item indicated in italics,
FOB Tl -PI*e TO Pl*f STEP Pl/g
FOR T2-ri*(i TO PI*t STEP PI/;
RR-a :TT=o-HPIA iGOSUB
FOLARX:xl = POLARX
RR = b ;TT = p + PI/' :GOSUB
POLARY;yl = POLARY
RR = e :TT°i( + Pl/m iGOSUB
FOLARX:x2-POLARX
RR=d:TT-r+PT/« iGOSUD
FOLARY ;y2-P0LARY
NEXT T2
NEXT Tl
POLARX POLARX»RR•COS(TT)^■X
CENTER
POLARY POLARY = RR*SlN(TT) + Y
CENTER
Let's discuss each menu option.
a-d determine the size and shape of
the graphic. You'll notice in the
demonstration program that these
numbers change very tittle from
one graphic to another. It can be in-
teresting, though, to alter these val-
ues and see how each one affects
the printed graphic,
e. The start of the first theta loop —
variable Tl in the example above —
this value is usually set to 0, and you
probably won't need to change it,
i. This is the end of the first theta
loop. If the number 2 is chosen, the
COMPUTEra Gaiene May 1988 67
graphic is drawn once. Increasing the
number causes the graphic to be re-
drawn, and decreasing it causes the
graphic to be incompletely drawn.
g determines the increment of the
loop. It's fun to experiment with
this value. The smaller the number,
the greater the distance between
each line in the graphic; the larger
the number, the smaller the distance.
h. The start of the second theta
loop — T2. A second theta loop is
needed for some graphics. If you
only need one loop, however, you
can set the starting and ending val-
ues of either this theta loop or theta
loop 1 to 0. Just be sure to place the
appropriate values in menu choices
o-r so that xl, yl, x2, and y2 use the
active theta loop.
i. The end of the second theta loop.
Like the first loop's end, this deter-
mines how much of the graphic is
drawn. A value of 2 is good to use
here, also.
j. The second theta loop's increment
can be changed with option /. This is
an interesting value to experiment
with. As with g above, the smaller
the number, the larger the distance
between lines in the graphic.
k-n are the offsets for xl, yl, x2,
and y2. Altering these values can
produce subUe results. If you don't
want an offset, any large value —
10,000, for example — will effec-
tively eliminate it.
o-r determine whether xl, yl, x2,
or y2 use theta 1 or theta 2 values.
Changing these values can make a
dramatic difference in the graphics.
If you're only using one loop, be
sure to set these values to that
loop's number.
s determines the foreground color
of the graphic. The background is
preset to black. The colors are Com-
modore's standard screen colors —
black = 1, white = 2, and so on.
An easy way to check these colors is
to look at the top row of your 128's
keyboard. On the front of each key,
the top color is the key's number;
the bottom color is the key's num-
ber plus 8. The Tool Kit reserves the
value for something special: multi-
color.
t. By pressing I, you can load any
math graphic you've saved with the
Math Graphics Tool Kit Save com-
mand. It's usually easier to load an
existing graphic and experiment by
altering its values than it is to de-
es COMPUreis Gazolto May 19Ba
sign a graphic from the beginning.
u saves the Math Graphic currently
on the screen. If you make an error
with this command, or with t (to
load a graphic), don't worry. The
program will notify you of your
error, and continue.
V views the disk's directory. To re-
turn to the menu, press any key.
w is the most important command
in the Math Graphics Tool Kit. You
press this key to view any graphic
whose values are on your menu.
While you're looking at the graphic,
you can press any key to return to
the menu and save, load, or contin-
ue to modify your design,
X returns to BASIC.
y redraws the menu. This command
can be useful if the menu accidently
scrolls, or becomes corrupted. Press-
ing y will give you a reformatted
screen without altering any of the
current graphic's values.
Changing A Graphic
To get an idea of how to use the
Math Graphics Tool Kit, load and
run it (Program 2). Now enter the
following values to create a circular
graphic;
a
—
115
b
=
85
c
—
40
d
—
45
c
—
f
—
1
g
—
3
h
=
i
=
2
J
—
20
k
—
lOOOO
1
=
lOOOO
m
—
10000
n
_
lOOOO
=
2
P
=
2
q
=
1
r
—
I
When you've entered these values
and have double-checked them, use
option ti to save this graphic with the
name circles, or something similar.
Now, choose the w option to
view this math graphic. If you want
to return to the menu before the
graphic has finished forming, press
any key.
Now we're going to alter two
values, and cause a dramatic change
in the graphic. Change ; from 20 to 3
and /from 1 to 2, Next press ii' to
view the new math graphic. Chang-
ing these two values has trans-
formed the circle into a star.
See program listings on page 85. 9
9)^^
• There is a small bug in "Condensed
Font" (January). As listed, the progritm
will print CHECK DATA LINES 230-
370 and stop. For all versions, add the
line 190 X — 0, and the program will
work correctly,
• "S/ifedScrip/Justified" (January) works
correctly — however, messages are print-
ed to the screen in the same color as the
background. To fix this problem, sim-
ply delete line 20. (This problem does
not occur when the program is loaded
from the Gazeite Disk menu,)
Special 1988 Issue Corrections
• Euchre: The line following 1255
should be 1260. not 160, The correct
checksum should be XQ,
• SolarPix: Line 1330 should read
BE 1330 FL=l! tFRIGHTS[K5,l)="R
"THEHFL=-1
• Math Dungeon: The line following
630 should be 640, not 60. The correct
checksum should be BH.
• Snapshot: In Program I, the line fol-
lowing 120 should be 130, not 10. The
correct checksum should be FX.
• Memo Diary: The line following 1310
should be 1320, not 120, The correct
checksum should be BQ.
• The Construction Set: The ending ad-
dress in the typing instructions for Pro-
grams 2, 3, and 4 is incorrect as listed. It
should be 77FF, not 7803.
• 128 Instant Keywords: The following
changes are necessary for programs 1
and 2 to work correctly.
Program 1:
fiE 100 PRINT"iCLRl''!S=DEC["130
0") :BflNK15:FORD=STOSH7
6:REflD AS: POKE D.DEC (AS
) :NEXT
Program 2:
IIS 30 BftNK15:B-PEEK(451H2 + PEE
K(^6)*2S6;PBINT"KEYHORD
{SPACE)VAt,UE(S) ■ ";
BD 4B H-PEEK(B) !PHI(JTRIGHTS|HE
XS(H),2);" '■;
• Printer Wedge and SpeedScript:
These two programs are compatible,
but disk users must install the wedge at
either location 854 or 679. Tape users
must install the wedge at location 679
only. Don't press RUN/STOP-RES-
TORE; it disables the wedge. Follow
these steps to use the programs togeth-
er; First, load and run Printer Wedge,
Then assign it a location in memory. Fi-
nally, load and run SpeedScript without
pressing RUN/STOP-RESTORE, •
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153-OM
Periscope
A Disk Editor For The 128
Robert Bixby
Want to get a close-up look at what's on your 128 disk? Need
to fix a file? Then try "Periscope," a short but powerful 128-
mode disk editor for the 1541, 1571, and 1581 disk drives.
Two weeks ago, my trusty 1541
disk drive bit the dust. It had been
through 2'/: years of daily service,
so I couldn't complain. 1 had never
needed to realign it. In fact, I never
even cleaned it. It had traveled hun-
dreds of miles and read hundreds of
disks— small wonder that I had be-
gun to think of it as indestructible.
When my 1541 passed away, I
got two new drives — a 1571 and a
1581. I also got an unexpected
headache.
The Problem
I use three programs almost exclu-
sively: GEOS, SpcedScript, and my
assembler. While GEOS performs
flawlessly on my new drives, and
SpeedScript is as powerful as al-
ways, my assembler constantly ar-
gues with the 1581. It scrambles
files, places weird entries in the di-
rectory, and just generally
misbehaves.
I still haven't figured out what
the problem is, but along the way I
wrote "Periscope," a simple sector
reader and editor for the 128 that
works with all three Commodore
disk drives.
The Solution
In 128 mode, type in and save a
copy of Periscope. Because you can
seriously damage the informaiion on
your disks if you enter the program
incorrectly, be sure to use the "Auto-
matic Proofreader" program, found
elsewhere in this issue, when you
type in the program. When you first
use the program, try it on a scratch
disk to be sure it's operating properly.
When you are ready to use
Periscope, be sure that you are in
40-column mode and then load and
run the program. You will be
prompted to enter the type of drive
you're using. Press A for a 1581, B
for a 1571, or C for a 1541.
Finding Your Way Around Commodore Disks
Dale McBane, Assistant Technical Editor
When you type LOAD" filename". S,
BASIC tells the disk drive that it
wants a file called filename and then
it sits back and waits for the data to
arrive. How does DOS (the disk op-
erating system) know where to look
for filename? To answer this ques-
tion, let's look at a little background
on how Commodore disks are
arranged.
Commodore disks can be di-
vided into three basic groups: 5V*-
inch single-sided disks, 5Vi-inch
double-sided disks, and SVz-inch
double-sided disks. Of these, the
5'/i-inch single-sided format is by
far the most common. Single-sided
Commodore disks, those formatted
on the 1541 or the 1571 in single-
sided mode, have 35 concentric
tracks numbered from 1 to 35.
Track 1 is near the outer edge of the
disk and track 35 is near the inner
hub. Because the outer tracks are
longer, they have more sectors than
the inner tracks. Tracks 1-17 have
21 sectors each. Tracks 18-24 have
19 sectors, tracks 25-30 have 18
sectors, and tracks 31-35 have 16
sectors. Sectors are numbered from
to n — 1 , where n is the number of
sectors in the track. Double-sided
disks, those formatted on the 1571
in native mode, are like single-
sided disks except that they have an
additional set of concentric tracks
on the flip side of the disk. Tracks
1-35 are on side and are nearly
identical to tracks 1-35 on a single-
sided disk. Tracks 36-70 are on side
1 with track 36 near the outer edge
and track 70 near the hub. The 3Vi-
inch format of the 1581 is physical-
ly very different from either of the
5V<-inch formats, but it's similar
logically. As far as the computer is
concerned, 3Vj-inch disks have 80
tracks with 40 sectors per track.
When the disk drive receives
the request for a file, it goes to the
directory to find out where the file
is located. On 5 V*-inch disks, the di-
rectory is on track 18. On 3Vi-inch
disks, it's on track 40.
The directory contains the
information that DOS needs to
manage the files on the disk. When
DOS needs information about the
disk currently in the drive, it goes
first to sector of the directory
track. The first two bytes of sector
point to the first sector of the direc-
tory, usually track 18, sector 1 for
5 'A -inch disks or track 40, sector 1
for 3V2-inch disks. Each directory
sector contains eight directory en-
tries and a pointer to the next direc-
tory sector. Each directory entry
contains a byte indicating the file
type, a pointer to the first sector of
the file, the filename, and the num-
ber of blocks in the file. For relative
files other information, such as a
pointer to the first side sector and
the record size, is also included. If
you use GEOS, then even more
informafion is squeezed into the di-
rectory entry.
To find a file, DOS goes to the
first directory sector and looks at
the filename in each entry to see if it
matches the one it's looking for. If
the filename matches, DOS follows
the pointer to the file itself and be-
gins sending the data to the com-
puter. If it doesn't find the file, DOS
follows the pointer to the next di-
rectory sector and looks at each en-
try there. If DOS searches all the
directory sectors and still doesn't
find the file, it returns a FILE NOT
FOUND error.
In order to trace a file, you'll
need a sector editor that can display
the character representations of the
70 COMPUTBrs GereUe May 1988
Next, you'll be prompted for
the device number of your drive. To
choose the default value of 8, press
RETURN. Otherwise, enter the cor-
rect device number and then press
RETURN.
You should see Periscope's
menu:
c — Con I in ue
e— Edit
n — New
b— Back
q— Quil
Since Periscope is best used to
trace programs or text files (which
are linked by the first two bytes in
the sector). Continue is a very useful
command. When you press C, Peri-
scope calls up the next sector in the
file. When you reach the file's final
sector. Continue will have no effect.
The New and Back commands
are also used to read sectors. Use
the Back command to trace back-
ward from the current sector. This
works only when you have used
the Continue command to progress
through at least two sectors. The
Back command is not able to take
you to the sector at which you start-
ed. The New command lets you
jump to any place on the disk. It will
ask for the track and sector number.
The only way to exit Periscope
is by choosing the Quit command.
This will reset the drive and your
computer to their default configura-
tions. Note that the RUN/STOP
key is disabled to keep you from
breaking out of the program.
Editing Your Disks
The most powerful {and dangerous)
of Periscope's commands is Edit.
You'll probably want to use this
command only with a copy of a
disk. With Edit, you can change
messages, alter directories, edit text
files, correct damaged sector links,
and do much more.
Edit displays the current sector
on the screen. Use the cursor keys
to move the cursor through the
data. You will notice that there are
two numbers displayed just below
the sector data itself. The first num-
ber is the value under the cursor,
The second number is a two-byte
value obtained from the byte under
the cursor and the byte immediate-
ly following it. As you move the
cursor around the screen, these val-
ues will change automatically. The
data can be changed simply by typ-
ing over it. Two keys end Edit
mode: RETURN saves the modified
data to disk, and ESC takes you out
of edit mode without saving the
changes you made.
While in edit mode, you can
move throughtout the sectors of a
file. To do this, move to the first
byte of data on the screen and press
Alt-C. You'll move to the next sec-
tor of the file. Press Alt-B to go
backward. If there is a track and
sector pointer within a sector (as is
the case with the sectors that hold
the directory), you may move the
cursor to the first byte of the pointer
and use Alt-C to move to that sector.
Periscope is a powerful pro-
gram. Be careful when you use it.
See program listhtg on page 91. m
data in a disk sector. If the editor
you are using can also follow sector
pointers or pointers under the cur-
sor, or if it can display the numeric
value of the data, so much the better,
Begin your trace by doing the
same things that DOS would do.
First go to the first directory sector.
For 5 'A-inch disks, this is almost al-
ways track 18, sector 1. For 3'/2-inch
disks, track 40, sector 1. You should
be able to see eight filenames scat-
tered throughout the displayed sec-
tor. If you are tracing a GEOS file,
you may have difficulty recogniz-
ing the filenames. That's because
GEOS uses standard ASCII instead
of Commodore ASCII. If the file
you want to trace isn't in the cur-
rent sector, follow the pointer in the
first two bytes of the sector to the
next directory sector. Keep search-
ing directory sectors until you find
the file. Next, look at the third byte
before the filename of your file.
This is the file type identifier byte.
The following table shows the char-
acter and numeric representation
for each of the different file types.
If the file you are tracing has been
scratched, you can easily "un-
scratch" it by changing the file type
identifier byte to a value other than
0. Be sure to change it to one of the
values in the table above or your
Character Numeric File Type
@
0(SOO}
a 129(881)
b 130(582)
c 131($S3)
d 132(S84)
e 133($85)
A 193(SC1)
B 194(SC2)
C 195{SC3)
D 1961SC4)
E I97($C5)
Scratched file
(pointers may
not be valid)
Sequential
Program
User
Relative
CBM(1581
only, partition
area)
Sequential
locked
Program locked
User locked
Relative locked
CBM locked
(15B1 only)
(The character representations (or locked
or unlocked sequential, program, user, rel-
ative, and CBM fdes will appear in reverse
video.)
disk drive may become confused.
The two bytes just before the
filename in a directory entry point
to the first sector of data for the file.
The first byte is the track, and the
second is the sector. Follow the
pointer to the file by either moving
the cursor over the first byte of the
pointer and executing the com-
mand to follow the link under the
cursor or by examining the bytes
yourself to find the track and sector
and manually moving to that sec-
tor. Either way you should be look-
ing at the first sector of the file.
As with most disk sectors, the
first two bytes of a data sector are a
pointer to the next sector of the file.
If the file you are looking at is a pro-
gram file, the second two bytes of
the first data sector are the LOAD
address of the file,, The remaining
bytes are the data of the file itself.
Of course, some of the more com-
plicated file types, such as random
files and relative files, have a some-
what different file structure, but
most Commodore files are ar-
ranged this way.
With this information under
your belt, you should be able to un-
scratch a file, change a file's type, or
even find the load address of a file.
For more information about Com-
modore disk drives, check the us-
er's guide that came with your
drive. Two very helpful books on
the subject are The ISil User's
Guide by Dr. Gerald Neufeld (pub-
lished by Brady), and Inside Com-
modore DOS by Dr. Richard Immers
and Dr, Gerald Neufeld (published
by Reston).
A disk sector editor can be a
wonderful tool for reconstructing
damaged disks, but if you're not
careful, you can use it to turn your
disk into a scrambled mess. Ex-
treme caution is essential. Always
workonacopi/if you're trying tore-
cover data from a damaged disk.
COMPureis GbzbIib May 1983 71
64 Keyboard Enhancer
Vivek Jhaveri
Add the power of the 128's editing functions to your 64 with
this dynamic program. A customizer program is also included
to let you tailor it io your needs.
The Commodore 64 has a good
screen editor, but the 128 has
shown us what a great screen editor
is like. While the 64's editor pro-
vides the essentials and little more,
the 128's editor has plenty of useful
features to make life much easier.
The ESC key, for example, adds 27
editing and screen control enhance-
ments when used in conjunction
with various keys. Also, the func-
tion keys can be easily redefined, so
typing frequently used keywords is
made simple.
"64 Keyboard Enhancer" and
"Keyboard Enhancer Customizer"
add 21 new features to the 64, in-
cluding the 128's 11 ESCape se-
quences, four redefinable function
keys, five keys to change colors,
and one key whose function can be
defined by the user,
Installation
Since Keyboard Enhancer (Program
1) is written in machine language,
you need to enter it with "MLX,"
the machine language entry pro-
gram found elsewhere in this issue.
When you run MLX, you're asked
for the starting address and ending
address of the data you'll be enter-
ing. Here are the values to use for
Keyboard Enhancer:
starling address: COOD
Ending address: C48F
Follow the MLX instructions
carefully, and be sure to save a copy
of the Keyboard Enhancer data
before you finish typing. Now, re-
set your computer by turning it off
and on; then load Program 1 using
72 COMPUTErs QaieUe May 1988
the syntax
LOAD "filename", S,l {for disk).
or
LOAD "filenami!'\l,l {for tape),
where filename is the name you used
when you saved the Keyboard En-
hancer data. When the program has
loaded, type NEW — to reset impor-
tant memory pointers — followed by
SYS 49152, to start the program.
The Commands
Keyboard Enhancer commands can
be used from direct mode or from
within a program. When used in di-
rect mode, all commands are pre-
ceded by a press and release of the
control icey. From inside a program,
the commands can be used by issu-
ing a SYS command followed by
the appropriate address. See the ta-
ble within this article for a cross ref-
erence of commands and SYS
addresses. Now let's take a look at
each command.
CTRL V and CTRL W scroll the
screen up or down by one line, re-
spectively. CTRL V is useful as an
alternative to the normal scroli up-
wards (by two lines). Both CTRL V
and CTRL W can be used in con-
junction with smooth scrolling.
(See the Commodore 64 Program-
mer's Reference Guide, page 128, for
more information on smooth scroll-
ing.) Note that text which scrolls off
the screen can't be recovered when
the screen is scrolled in the opposite
direction.
CTRL P erases everything from the
beginning of the current screen row
on which the cursor lies to the posi-
tion of the cursor. CTRL Q is the
mirror image of CTRL P. It erases
everything from the cursor position
to the end of the current screen row.
Unlike ESC P and ESC Q on the
Commodore 128, which operate on
program lines (sometimes call logical
lines), CTRL P and CTRL Q affect
screen lines (sometimes called
physical lines) only. To understand
the distinction, think of a program
line that occupies two rows on the
screen. The rows spanned by the
program line form two physical or
screen lines, but only one logical or
program line,
CTRL @ takes the idea of CTRL Q
one step further and erases every-
thing from the cursor position to the
bottom right comer of the screen.
CTRL D erases the current screen
line without changing the cursor
position. Like CTRL P and CTRL Q,
it affects screen lines only.
CTRL J and CTRL K make it easy
to move the cursor from one end of
the current screen line to the other.
CTRL J moves the cursor to the be-
ginning of the current line, and
CTRL K moves it to the end of the
current line.
CTRL M disables screen scrolling,
and CTRL L reenables screen
scrolling. CTRL M is useful when
you want to put something at the
bottom right comer of the screen
without scrolling the screen up.
Note, however, that CTRL M does
not affect the functions of CTRL V
and CTRL W. It only affects normal
scrolling, not those scrolling func-
tions added by this program.
CTRL O disables Quote and Insert
modes. This comes in handy if you
want to move the cursor inside a
Keyboard Enhancer Cross Reference Table
Sequence
SYS address
Function
CTRLV
49678
Scroll screen up one line
CTRLW
49500
Scroll screen down one line
CTRLP
<i')n7
Erase to start of line
CTRLQ
49985
Erase to end of line
CTRL@
50089
Erase to end of screen
CTRLD
50043
Erase current screen line
CTRL J
49919
Move cursor to start of line
CTRLK
49933
Move cursor to end of line
CTRLL
5003!
Enable scrolling
CTRLM
50037
Disable scrolling
CTRLO
49912
Cancel Quote and Insert modes
CTRL +
50081
Increment border color
CTRL -
50085
Decrement border color
CTRL-
50089
Increment screen color
CTRLt
50093
Decrement screen color
CTRLX
50180
Change colors to default colors
CTRLfl
50196
Print stored string #1
CTRLO
50226
Print stored string #2
CTRLfS
50256
Print stored string #3
CTRLf?
50286
Print stored string #4
CIKL U
50316
User-defined sequence (see text)
quotation without printing reversed
graphics characters, as would other-
wise happen.
CTRL + and CTRL - increase or
decrease the value for border color,
respectively. Suppose that the bor-
der color is white, which has a val-
ue of 1, Pressing CTRL — changes
the border color to black, which has
a value of 0,
CTRL * and CTRL T adjust screen
color. CTRL * and CTRL T increase
or decrease its value by 1,
respectively.
CTRL X sets the border, screen,
and cursor colors to their default
values. As written, the program de-
faults to a blue screen and border,
with a cyan cursor. These default
values can be changed, if you like,
using the Keyboard Enhancer Cus-
tomizer program (discussed below).
CTRL fl, CTRL B, CTRL f5, and
CTRL f7 all cause a stored string of
as many as ten characters to print
on the screen. As written, the pro-
gram has no stored strings, but you
can store your own strings for these
sequences using the Customizer
program.
CTRL U is a user-defined se-
quence. You can use your own ma-
chine language subroutine to
determine what will happen when
this sequence is pressed. Your sub-
routine must start at address 50316
and end with an RTS instruction.
Then, if CTRL U is pressed, your
own subroutine is automatically
executed.
To combine your machine lan-
guage for CTRL U with Keyboard
Enhancer, follow these steps:
• Load Keyboard Enhancer using
LOAD '■fileuame",8A (use ,1,1 for
tape); then type NEW.
• Load your own assembled subrou-
rine in the same way. The starting
address should be 50316. Don't for-
get to type NEW.
• Enter the line
POKE «,0:POKE 44,192:POKE 45,
A -aNTW/2S6)'2S6)rPOKE46,
INTM/256)
where A is the ending address of
your subroutine.
• Type SAVE "fUename",8 (,1 for
tape).
• Switch your 64 off and on to reset
it.
■ Load the program that you just
saved with LOAD"/i7eHflme",8,l
(again, use ,1,1 for tape). Type
NEW and enter SYS 49152 to start
the program.
Now try typing CTRL U. Your own
special subroutine should be
executed.
Note that if you type CTRL x,
where X is any letter that is part of a
sequence, and then press x again,
the letter won't be displayed. This
can be overcome by pressing any
other key between CTRL x and x.
For example, if you press CTRL P
followed by P, the P won't be dis-
played. However, any intervening
keypress allows the P to be dis-
played. This is not a program bug.
rather a required limitation includ-
ed for technical reasons. In most
cases, it will not present a problem.
Keyboard Enhancer can be dis-
abled by pressing the RUN/STOP-
RESTORE combination. It can be
reenabled with SYS 49152.
Using The Customizer
Keyboard Enhancer Customizer
(Program 2) is written entirely in
BASIC. To install it, type it in, save
a copy to disk, and type RUN. It al-
lows you to create your own strings
for the function-key sequences and
for CTRL X, the default colors.
Before you run the Customizer,
you need to load the Keyboard En-
hancer program itself as you nor-
mally would. Don't enable it yet,
though, and don't forget to type
NEW after you've loaded it.
Next, load and run Program 2.
It displays the current function-key
strings one by one and asks you for
a new string for each. If you don't
want to change the string, press RE-
TURN at the prompt.
If you do want to change the
string, enter the new string (up to
ten characters), using the DEL key
to correct mistyped characters. If
you want to use RETURN as part of
the string, enter a back arrow. The
program will interpret this as a RE-
TURN. Similarly, the apostrophe (')
will be interpreted as a double quo-
tation mark {"). This is useful if you
want to define a function key to ex-
ecute a command.
Once you've entered all four
definitions, the program asks for
your default border, screen, and
cursor colors. Ent^r a number be-
tween and 15 for each choice. For
a complete list of colors and their
corresponding numbers, refer to
the manual that came with your
computer.
Now, the program will end
with all your changes in their cor-
rect place in memory. To save your
customized version of Keyboard
Enhancer, type
POKE 43,0:POKE 41,192:POKE 45,A-
INTC4/256)'256:POKE 46,1 NT (/I / 256)
where /I is 50317 or, if you've writ-
ten a machine language subroutine
for CTRL U, the ending address of
your subroutine. Next, enter SAVE
"filename" ,8 (use ,1 for tape).
See program listings on page 90. ffl
COMPUTErs Gazette May 1983 73
Relative Ease
Jeffrey D. Partch
In spite of their power, speed, and flexibility, relative files
have always been difficult to prograi^i on the 64, and for this
reason, most 64 programmers have avoided them. "Relative
Ease" changes all that by making this powerful file type as
easy to use as sequential or program files. For the 64 with
1541, 1571, or 1581 disk drive.
Relative files offer far more speed
and efficiency tfian any other file
type available for data storage.
With almost random access, indi-
vidual entries in a relative file can
be read from, written to, added to,
or replaced at will. And since most
of the processing chores are han-
dled by the disk operating system
(DOS), relative files are less prone
to error than other types. In fact,
only a handful of computer-based
commands are even necessary to
manage this versatile file type.
BASIC 2.0, however, doesn't pro-
vide us vrith much help.
Relative file management
using only BASIC 2.0 DOS com-
mands is tedious and can be intimi-
dating for the inexperienced. Many
programmers have taken one look
at relative fOes and given them up
completely. This is unfortunate, be-
cause the relative file is perhaps the
most powerful and fascinating fea-
ture of Commodore DOS. Commo-
dore seems to have recognized the
problem, because all of its post-64
machines provide DOS commands
that greatly simplify using relative
files. "Relative Ease" offers these
enhancements to 64 programmers.
74 COMPUTE'.S Gaiei/e May 1388
Getting Started
Since Reladve Ease is written in
machine language, you'll need to
enter it with the "tvILX" machine
language entry program found else-
where in this issue. When you run
MLX, you're asked for the starting
address and ending address of the
data you'll be entering. Here are the
values to use for Relative Ease:
starling address: COOO
Ending address: C2AF
Follow the MLX instructions
carefully, and be sure to save a copy
of the Relative Ease data before you
finish typing. Load Relative Ease
with the command
LOAD'-RELATJVE EASE",8,1
When the READY prompt returns,
simply type SYS 49152 to activate
the utility and restore some impor-
tant BASIC pointers. If you want to
use Relative Ease from inside a
BASIC program, please remember
that the startup routine clears all
variables.
Relative Files
A relative file is nothing more than
an expandable allocation of unused
blocks or sectors on the disk. Each
block has 254 bytes available for
the storage of user-supplied data.
DOS assigns these blocks to the rel-
ative file as required, allowing the
file to grow with the demand.
Side sectors are special ancil-
lary blocks unique to relative files.
Each side sector has room for 120
two-byte block pointers that allow
DOS to locate quickly the various
blocks assigned to the file. As many
as six side sectors may be assigned
to a single relative file, so in theory,
a relative file could expand to include
as many as 720 (6 X 120 = 720) pri-
mary storage blocks plus six addi-
tional side sector blocks (726 blocks
total). However, 1541 users are limit-
ed to a maximum file size of 658 pri-
mary storage blocks, because single-
sided disks never contain more than
664 blocks (664 - 6 = 658).
Records And Lengths
Individual entries in a relative file
are called records, and a single rela-
tive file may expand to include as
many as 65,535 records. In most
cases, the actual number wUl prob-
ably be much smaller. The number
of records per file is determined by
the limitations of disk space and the
size of the record.
Record size — or more specifi-
cally, record length — is the maxi-
mum number of characters that can
possibly be contained in each re-
cord. You make the initial decision,
but the value is assigned to the file
by DOS when it's first created.
DOS allows record lengths to
be no less than 1 character and no
more than 254. Since one character
in every record must be used as an
imposed delimiter, this effectively
raises the lower limit to at least 2
characters per record. Every record
in the file is assigned the same
length by DOS,
It should be noted that there
are three length values that DOS
will not accept: 42, 58, and 63.
These lengths are rejected because
these numbers have ASCII repre-
sentations ("*," ":," and "?") with
special meaning to DOS. If you ac-
cidently use one of the values, you
simply get a syntax error.
Here is a short BASIC program
that calculates the maximum num-
ber of possible records for any giv-
en file. To use it, you need to supply
the number of free blocks on the
disk and the size of the record you
intend to use.
20 BF=664:PRINT"NUMBER OF BLOC
KS FREE ";BF;
3B P0KE211, 21 [INPUT BF:IF BF>6
64 THEH BF-664
40 INPUT"RECORD LENGTH";RL; IF
(SPACE)RL<1 OR RL>254THEN
te
50 SS-1NT( (HF/120)+.99) :BA=BF-
SE
6B RP=INT(BA«254/HL) :IF RP>655
36 THEN RPaeSSBS
70 PRINT'MRVS) there ARE";RP;"
(left} RECORDS POSSIBLE.
( S PACE ) "
fields And Format
In many cases, records can be sub-
divided into even smaller lengths
called fields. Fields can have either a
fixed or a variable length. Say, for
example, that the records in a mag-
azine index program contain tlie
following fields: (1) Issue no., (2)
Date, (3) Title, {4) Article, (5) Page,
and (6) Subject.
With variable-length fields,
each field is separated with a delim-
iter such as a comma or a carriage
return, but is allowed to seek its
own length. The only restriction is
that the total length of all fields, in-
cluding the delimiters, doesn't ex-
ceed the length of the record.
Using fixed-length fields, the
programmer can reserve a specific
number of bytes for each field. For
example, 5 bytes can be reserved
for the issue number, 6 bytes for the
date, 20 bytes for the title, and so
on. When you're using this method,
shorter entries have to be padded to
full length, and longer entries trun-
cated to make them fit. Again, each
field should be separated with a de-
limiter. The advantage of this meth-
od is that the location of each field
is always known. The date field al-
ways starts at position 6, the title
field at position 12, and the article
field at position 32.
Each method has its advan-
tages and disadvantages. The deci-
sion is up to you, but in most
instances, it's a good idea to design
your records so 1NPUT# can be
used to read the information.
GET# And INPUT*
Records and fields are retrieved
using either a GET# or an INPUT#
statement. GET# simply retrieves
characters one at a time and recog-
nizes no delimiters. Programs thai
use GET# need to assemble each
string manually and specifically
check for delimiters.
INPUT# is faster and easier to
use than GET#, because it retrieves
entire strings and recognizes the
usual delimiters (commas, colons,
and carriage returns) automatically.
The important thing to remember
about 1NPUT# is that string lengths
can never exceed 88 characters.
Three New Commands
Aii the commands supplied by Rel-
ative Ease can accept variable as
well as literal arguments in place of
their specific parameters. Variable
arguments must be of the type and
value expected by the command.
Optional parameters may be omit-
ted from the command syntax, but
all parameters which are included
should appear in the proper order.
The first command in Relative Ease
is DOPEN.
DOPEN is used to create rela-
tive files and to open them for pro-
cessing. Unlike other file types,
relative files are opened for simul-
taneous reading and writing. The
computer allows as many as ten
files to be open at any given time,
but DOS allows access to only one
relative file per disk drive.
Because sequential files, and
possibly even program files, are
often used in conjunction with rela-
tive files, the DOPEN command
provides a variety of optional pa-
rameters to support these file types.
The complete syntax looks like this:
DOPENttlfn,"fileiiamf,type",Lrecord-
iength,XSdtvicenumbeT,W
The I/tt parameter should be re-
placed with a specific logical file
number in the range 2-255. File-
name must be a valid string of up to
16 characters (control characters
and most punctuation marks
should be avoided). The type pa-
rameter signals DOS that a specific
file type (S for sequential, P for pro-
gram, R for relative) is intended.
Normally DOS is unconcerned v«th
file type when files are opened for
reading, but specifying the file type
forces the issue and triggers a disk
error if the comparison fails.
The recordlengih parameter
tells DOS how many characters will
be contained in each record of the
file. The allowable range is at least
1 with no more than 254 characters
per record (again, with the excep-
tions of 42, 53, and 68). The initial
decision is yours, but once the re-
cord length has been set by DOS, it
can't be changed without some
complex track and sector editing.
This parameter must be included to
create a new relative file.
The device number parameter al-
lows you to specify an alternate disk
drive. Values supplied must be in
the range 8-30. The DOPEN com-
mand defaults to device number 8 if
an output device is not specified.
The W parameter tells DOS
that a new file is to be opened for
writing (created). The default file
type is sequential, but program files
may be opened if specified by the
type parameter. This parameter is
not intended to be used with rela-
tive files (which are created using
the L parameter discussed above).
Records are accessed through
DOS by their record number using
the RECORD command.
VMCORDttlfn.recordnumber.character-
posit'wtt
The same logical file number
that was used to open the relative
file must replace the Ifn parameter
in this command. The second pa-
rameter, recordnumber, accepts any
value in the range 1-65,535. The
value depends on which record you
intend to process.
The third parameter, character-
position, allows you to position the
record pointer to a specific charac-
ter location within the record. To
use this parameter effectively, fixed-
length fields should be specified.
Since this is an optional facet of rela-
tive file management, this is an op-
COMPUTEn Gaietit May 1988 75
tional parameter. The default value is
1 — the first character in the record.
The final command, DCLOSE,
provides greater flexibility than the
normal CLOSE command. The fol-
lowing variations are possible;
DCLOSE
DCLOSE ON Vdevicenumber
DCLOSE#//;r
DCLOSE#//rt ON Vdevicenuiiiber
The first variation closes all
files currently open on disk drive
number 8. The second variation
performs the same function, but on
the drive specified by deviceiiumber.
The third variation closes the speci-
fied logical file number (Ifn), which
is open on device number 8, and
the fourth variation closes the file
number and allows the disk drive to
be specified, too.
Reading The Error Channel
Relative Ease takes advantage of
the little-used USR function to pro-
vide a simulation of the DS$ vari-
able found in higher-level versions
of Commodore BASIC. The follow-
ing variations are useful:
PRINT VSRidevicenuniber)
DSS- VSRldeviceiiumberi
IF VAL(USR(rfei.icenuH(6er)l-50 THEN ...
The function simply reads the
error channel on the disk drive
specified by deviceriumber and re-
turns the string for processing. Be-
cause the disk error condition is
cleared each time it's read, it's a
good idea to store the string in a
variable and process its contents
later. Note that the numeric equiva-
lent of the error message can be ob-
tained with the VAL function.
Three error conditions apply
specifically to relative files:
50, RECORD NOT PRESENT
51, OVERFLOW IN RECORD
52, FILE TOO LARGE
Error number 50 indicates that DOS
was unabie to locate the record re-
quested. If this error occurs while a
new file is being created, it may
simply be ignored. During a write
operation this error is valid only
when expansion is undesired; other-
wise this error is simply a confirma-
tion that expansion has occurred.
During a read operation this error
indicates that the record pointer has
been pushed past the end of the
file. This error is not, however, a re-
liable method of detecting the last
valid record.
Error number 51 indicates that
76 COMPUTE! s GaiellB May 1988
more data has been sent to the re-
cord than it was configured to hold
and that the information has been
truncated. To avoid this error, al-
ways check the length of output
strings before they are sent to the
disk drive. Also, be sure to include a
carriage return in your record length
estimates. PR!NT# sends a carriage
return at the end of each string.
Error number 52 indicates that
there is no more room left on the
disk. This error only occurs during
the creation of a new file or during
the expansion of an existing one.
One other error condition, 70, NO
CHANNEL ,00.00, occurs when
more than one relative file is
opened on a particular disk drive or
when you open a file with a record
length of 42, 58, or 63.
Creating A New File
Before a relative file can be created,
you should know your record
length and have a general idea of
the number of records you'll need.
Deciding on an approximate num-
ber of records is important for sev-
eral reasons. First, since it takes
additional time for DOS to create
new records, it saves time if an ap-
propriate number exists in advance.
Second, it ensures that there is an
adequate amount of space available
on the disk. Third and most.impor-
lant, a certain number of blocks
must be assigned to a file before it
will function properly.
The following program creates
a new relative file using Relative
Ease commands. Before running
this program, be sure Relative Ease
has been loaded.
10 PRINT"{CLH} (BVS} CREATE A N
EW RELATIVE FILE "
20 D0PENI2, "ERROR FILE" ,L22 , U8
30 RECORDI2,29,l
40 PRINTI2,CHRS (255)
50 DSS=USB [9) ;DS=VAL (DSS) : IF D
S>0 AND DSO50 THEN PRINT
DSS
60 DCLOSE
The file is created in lines 20-40.
Line 20 opens the file, line 30 ad-
vances the record pointer to the last
record, and line 40 writes the value
CHR$(255) to this final record.
CHR${255) is the value used by
DOS to initialize or mark the begin-
ning of new records. In this in-
stance, every record in the file is
initialized, and the necessary num-
ber of blocks is allocated to the file.
DOS never allocates less than a full
block to a relative file, and it always
creates as many records as the block
will contain.
For example, in the above pro-
gram line 30 instructs DOS to create
29 records of 22 characters each,
but in fact, 34 records are actually
created. Here's why: 22 charac-
ters X 29 records = 638 bytes.
Each block can contain 254 bytes,
so three blocks are allocated to the
file. Three blocks (or 762 bytes) / 22
characters = 34 complete records.
The number of extra records in-
creases as record size decreases and
vice versa. No additional records
are created for lengths greater than
127 characters, because only one
complete record can fit into any giv-
en block. This rule applies to the ex-
pansion of files as well.
Line 50 simply reads the error
channel and prints the message if
an error has occurred. Notice that
error number 50 is specifically ig-
nored, because in this case it's ex-
pected: We're writing to a record that
isn't present, because no records are
present in a new relative file.
Writing To A Relative File
Once a relative file has been prop-
erly created on the disk, it may be
opened with or without the record-
length parameter, L. As long as the
length specified matches the length
assigned to the file, no error occurs.
The RECORD command is used to
locate a particular record, and the
BASIC 2.0 PRINT* command is
used to write information to the file.
The following program reopens the
file we created earlier, and stores a
different BASIC error message into
the first 29 records.
10 PRINT"
LATI
20 DOPENI
30 S=4137
40 Y"Y*1:
50 EBRS-E
60 IF V<1
70 RECORD
B0 PRINT*
90 IF EB<
95 DCLOSE
500 DSS=U
501 IF DS
RN
502 PRINT
(CLRl {RVS) WRITE A RE
VE FILE "
2, "ERROR FILE",L22,UB
3: ERRS="":EH=ER*1
V=PEEK(S*Y)
RRS+CHHS [V AND 127)
28 THEN GOTO40
ll2,ER:G0SUa 500
2,ERR5:GOSUB 500
29 THEN GOTO 30
:END
SR (8) :DS=VAL[DS&)
-0 OR DS=50 THEN RETU
DE$:DCLOSE:END
Line 20 reopens the file. Line 30
clears the output string and updates
the record counter. Lines 40 and 50
assemble each error message into
the output string, and line 60
checks for the end of each message.
Line 70 positions the record pointer
and checks for disk errors. Line 80
sends the output string to the disk
drive and also checks for disk er-
rors. Line 90 reenters the loop until
all 29 records have been filed. Fi-
nally, line 95 closes the file when
we've finished.
Reading A Relative File
The following program randomly
reads various entries from our ex-
ample file. The 1NPUT# command is
used because no potential conflicts
exist in the simple record format.
(This program is used again in the
next section, so type it in carefully.)
ifl pbint"{Clr1 {rvs} read recor
DS BACK "
29 DOPENIZ, "ERROR flLE'-jUB
30 EN°0:ERRS=""
40 INPiJT"ENTER A RECORD KUMBER
";EM
5B ir EN°e THEN DCLOSE:EtlD
6B R£C0RDt2,EN,l
70 GOSUB 5aa:lF DS=50 THEN 90
ee INPLJTI2,ERRS:IF ERRS-CHRS[2
55] THEN 90
81 PRINT'MUP) ERROR NO."+STRS(E
H]i-" IS - ";CHRS(34|;ERRS
iCHBS(34)
89 GOTO 30
90 PBINT"lUP){BVSlERROR MESSAG
E";EN; "ICiEFTl IS NOT ON F
ILE "
91 GOTO 30
95 DCLOSElEND
500 DSS'USR (3) :DS=VAL(DSS)
501 IF DS=0 OR DS=50 THEN RETU
RN
502 PRINT DSS:DCLOSE:END
Line 20 reopens the file. Line 30
clears the record counter and the in-
put string. Line 40 inputs a record
value from the user and stores it in
the variable EN. Line 50 allows you
to quit the program by inputting a
or by just pressing the RETURN
key at the prompt. Line 60 positions
the record pointer, and line 70
checks for disk errors. Notice that
error number 50 causes special ac-
tion. In line 80 the record is re-
trieved and a special test is made for
unused records. Line 81 executes
when no disk errors have occurred
and a valid record was retrieved, in
this case, the record text is format-
ted and displayed on the screen.
Line 90 is executed when error
number 50 is encountered or an un-
used record is retrieved. In this
case, the message RECORD NOT
ON FILE is displayed. In either
case, the main loop is reentered.
Updates And Modifications
At this point, it seems as though the
true power of relative files has been
overlooked. First we opened the
file, wrote to the file, and closed the
file. Next we reopened the file, read
the file, and closed it again. The im-
portant thing is that we didn't really
have to close the file at all. Once a
relative file has been opened, it can
be written to and read from when-
ever the need dictates.
For a demonstration, add the
following lines to the previous
program.
10 print"(clrHrvs} modify rec
ORDS ■'
81 print"Mup}hodify REC0RD"+ST
rs (eh) +chrs (32) ;
82 cp=peek(211) : print"
{2 spaces)";errs; : poke 211,
CP
83 MODS = "'":IHPUT M0DS:1F HODS =
"" THEM HODS-CHBS (255)
64 IF LEN(MODS)<23 THEN 86
85 PRINT"{UP) {RVSlSTRING TOO L
OKG ERROR - 21 CHARS MAX
(DOWN)":GOTO 81
36 BEC0BDI2,EN,l:G0SUa 500
87 PBINTI2,M0DS:GOSUB 500
88 REC0RDt2,EN,l:G0SUB 500
90 PRINT'MUP! {BVSlERBOR MESSAG
E";EN;"([.EFTl IS NOT OH FIL
E "
91 PRIHT"ENTER MEW RECORD"; :G0
T0a3
Lines 81 and 82 format an input
statement with the current record
string on the right. Line 83 stores
the modified string into the variable
MODS and checks to see whether
the string was erased. In this case,
CHR$(255) is stored in the record to
indicate that it's now unused. Line
84 determines whether the new
length will fit the record. If not, an
error message is displayed and the
modification loop reentered. Line
86 is where the real action begins.
Line 86 sets the record pointer.
In line 87 the modified record is
stored back in the file, and in line
88, the record pointer is set again.
This is a very important step that's
harder to explain than it is to dc.
Remember always to position the
record pointer both before and after
updating (reading and then rewrit-
ing) a record. Line 91 allows new
records to be filed or created when
unused records or an error number
50 is encountered.
So far, we've discussed creat-
ing a file, writing records, reading
records, and changing records. The
record format may have been sim-
ple in the examples, but the me-
chanics will be the same no matter
how complex your records.
See program listing on page 92. B
Super Graphix
Includes:
Utility Disk
With
27 Fonts
And
Font
Creator
GRAPHICS and FONTS plus an eK BUFFER for tt)e ultimate In performance and
speed. The XETEC Super Grsphlx Interface for Commodore Computers now
otteis a new t)lgh In lectinology witti these features:
• BK Bulfei Standard • Capable o( Storing 2 Additional Fanls
• 10 Printing Modes • Correct Graphlca(Teii( Aspect Rado tor
• 3 Internal Screen Dumps al' Major Printers
• EnInnalvB Command Cnannel * ^ Active Switches with Cnanges
• RosBl Bullon lo Hall Printing Constantly Monitored
(rom BuHer * 'n'^'nal Fonts Support Super-script,
Sub-scrlpt, UndeMlnIng, Bold-lace and
Choice ol g Pitches
• Switch Settings on Label lor
Quick Releience
* Correspondence Quallt/ Font Built-in
Suggested list $99.95
Includes Lifetime Warranty
'I^Uf, Inc. / 2804 Arnold Rd. / Sallna, KS 67401 / gi3-a27-0e85
The demonstration programs included with
commands. Pictured above are Demos 1-3.
'Hi-Res Screen Show" dynamically show the power of the 128'$ BASIC 7.0 drawing
Hi-Res Screen Show
For The 1 28
Rob Kennedy
The fad that the Commodore 128 is one of the most powerful
and easij-to-use graphics machines available today is displai/ed
in these five dazzling demonstration programs. Each one gives
a different display every time it is run. A color monitor shows
them at their best.
The Commodore 64 is an incredible
graphics machine. When it first ap-
peared, its graphics and sound ca-
pabilities were years ahead of their
time. Unfortunately, the 64's sound
and graphics couldn't be pro-
grammed effectively without a
knowledge of machine language.
When the 128 arrived, it not
only had super graphics, but it
included a new, more powerful ver-
sion of BASIC that made program-
ming graphics easy. The five
demonstration programs included
in "Hi-Res Screen Show" illustrate
the power and flexibility of the
128's graphics commands. Graph-
ics that take hundreds of POKES on
a 64 require just a few commands
with the 128's BASIC 7.0. (For more
information on programming hi-res
graphics, see "Hi-Res Graphics on
the 128" in the June and July 1987
issues of COMPUTEI's Gazette.)
7B COMPUTEIS OaielCe May 19B8
Getting Started
Since all five demos are written in
BASIC, simply type each one in and
save it to disk. To display a demo,
load it and type RUN, or simply
type RUN followed by the file-
name. Here's a brief discussion of
each program.
Demo 1 creates an entertaining
hi-res display using just 18 lines of
BASIC. It draws a box, increments
its coordinates, then redraws the
box. If any part of the box touches
an edge of the screen, the box
bounces off and moves in the oppo-
site direction. Every 15 seconds the
screen clears to remove the jumble
of lines, and the drawing begins
again. To quit this demo, or any of
the others, press any key. If you
want to experiment with the pro-
gram, change the values stored in
line 60 and the lower limits in lines
110-140.
Demo 2 works its magic using
only the CIRCLE command. It
draws circles, one after another,
changing the angle for each one.
Each time it completes the inner
loop, the program changes the cir-
cle increment to a higher value, and
the circles are drawn more quickly.
The two circle parameters—
angle and iiit;— are responsible for
the designs in this program. The
value of angle determines the rota-
tion of the circle in degrees clock-
wise. Inc tells the number of
degrees of arc per line segment.
When you change this value, you
change the drawing's shape. For ex-
ample, a value of 180 for inc pro-
duces a line (360 divided by 180 is
2). If the value is 90, you get a four-
sided figure, while 120 produces a
triangle, and 45, an octagon.
Demo 3 draws a U on the
screen using the BOX command.
The first segment of the program
draws the left side of the V, and the
second segment, the right side.
First, the program draws a box and
fills it. Then it changes the color
source, and increments the X and Y
parameters and the angle (so the
Demos i and 5 Hse line drawing and fills to create artistic displays.
boxes appear to rotate). To experi-
ment with this program, change the
values in lines 80 and 140.
Demo 4 is one of the most en-
joyable to watch. It continually
draws lines, with each end moving
independently of the other. If one
end meets the edge of the screen, it
bounces off. As in the box demo,
the screen clears every 15 seconds.
Try experimenting with this pro-
gram by changing the values in
lines 50 and 60.
Demo 5 is somewhat difficult
to describe since no two displays
are ever the same. A continuous
line is drawn in 50 segments, and
25 random locations on the screen
are selected and filled in, A number
of impressive designs are possible
using this technique. If you'd like to
save one of your designs, type in
the following line:
BSAVE "filename".B0.P716a TO P16383
You can reload the picture with
BIOAD" filename", BO
See program listings on page 80. •
Down Time Got
You Down?
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VISA'
1
«9
COMPUTE'S Geime May 1988 79
Power BASIC: Fast
Hi-Res Screen Dump
ATticle on page 58.
HE 10 REM COPYRIGHT 1930 COMPU
TE! PUBLICATIONS, INC. -
ALL RIGHTS RESERVED
QP 20 HEM FOR COMMODORE GRAPHI
C MODE PRINTERS [1525, K
PS-aai, MPS-803, ETC.)
RO 30 SL=8192:REM HI-RES SCREE
N LOCATION
DK 40 PRINT"tCLR) (3 SPACES)COP
'BRIGHT 1938 COMPUTEI PUB
. , I NC . "
JB 50 PRINTTAB (11) "ALL RIGHTS
(SPftCE)RESERVED"
EH 60 IFPEEK(65530)=5THENBftNKl
5
FG 70 INPUT"{2 DOWNIENTER STAR
TING ADDRESS";S
EO 80 FORI-^ST0S + 237:READD:POKE
I,D!X-X*D:NEXT
PM 90 IFX034823THENPRINT"
(2 DOWN) ERROR IN DATA ST
ATEMENTS"
FE 100 SL=SL+767i;HH = INT (SL/25
6) :LB=SL-2S6*HB
KG lia POKES+57,LB:POKES+61,HB
:POKES'fG5,LB-l-8:P0KES+6 9
,HB
XR 120 PRINT" (2 DOWN)HIRES DUM
P INSTALLED.": PR I NT" S^S
"S"TO ACTIVATE."
RX 130 DATA 169,0,32,189,255,1
69,1,162
BS 140 DATA 4,160,0,32,186,255
,32,192
BS 150 DATA 255,169,0,32,189,2
55,169,21
OQ 160 DATA 162,4,160,21,32,18
6,255,32
DA 170 DATA 192,255,162,1,32,2
01,255,169
MF 130 DATA 8,32,210,255,169,0
,133,80
FE 190 DATA 133,82,133,83,169,
25,133,81
HE 208 DATA 169,247,133,250,16
9,61,133,2 51
JP 210 DATA 169,255,133,252,16
9,61,133,253
SQ 220 DATA 160,8,177,250,133,
254,177,252
CJ 230 DATA 133,255,166,80,240
,7,70,254
EK 240 DATA 102,255,202,208,24
9,162,8,102
BK 250 DATA 255,38,254,202,208
,249,165,83
PP 260 DATA 240,4,37,254,133,2
54,169,128
JP 270 DATA 5,254,32,210,255,1
36,208,210
RS 280 DATA 240,3,24,144,203,5
6,165,250
RP 290 DATA 233,64,133,250,165
,251,233,1
AF 300 DATA 133,251,56,165,252
,233,64,133
HX 310 DATA 252,165,253,233,1,
133,253,198
SB 320 DATA 81,208,173,169,25,
133,81,169
HQ 330 DATA 13,32,210,255,230,
80,165,80
BR 340 DATA 201,8,208,14,169,0
,133,80
KC 350 DATA 162,8,198,250,198,
252,202,208
FS 360 DATA 24 9,24,165,250,105
,72,133,250
PS 370 DATA 165,251,105,31,133
,251,24 ,165
FG 380 DATA 252,105,72,133,252
,165,253,105
JS 390 DATA 31,133,253,230,82,
165,82,201
QH 400 DATA 45,144,159,201,46,
240,6,169
HB 410 DATA 31,133,83,208,149,
32,204, 255
SS 420 DATA 16 9,1,32,195,255,9
6
128 Hi-Res Demos
Article ott page 78.
Demo 1
AJ 10 REM COPYRIGHT 19B8 COKPO
TEI PUBLICATIONS, INC.
(2 SPACES)ALL RIGHTS RES
ERVED
RH 20 PRINT"{CLR} (3 SPACES}COP
YRIGHT 1988 COMPUTEI PUB
., INC."
MJ 30 PRIHTTAB(ll) "ALL RIGHTS
{SPACE) RESERVED" :SLEEP2
XE 40 GRAPHIC3,1:COLOR0, 1:C0L0
R4,l:COLOHl,2:COLOR2,3:C
OLOR3,7
GJ 50 X1=5:Y1=5:X2=10:Y2=6
GF 60 X=4:Y»4:XT-5! YT-5!AN=5
MM 70 TIS="000000"
CX BO DO
AA 90 C=Ctl:IFC=4THENC=l
CH 100 B0XC,X1,Y1,X2,Y2,A
PR 110 IFX1>1540RKI<5THENX=X*-
1:AN = A!J'-1
MC 120 rFX2>1530RX2<6THENXT"XT
*-l:AH=AN'-l
KF 130 IFY1>1940RY1<STHENY=Y'-
l:AH = A[J*-l
OH 140 IFY2>1930RY2<6THENYT=YT
*-l:AN=AN"-l
EG 150 A=A+AN
SE 160 IFTIS="000015"THENTIS="
000000":SCNCLR
QE 170 X1=X1*X!X2=X2+XT:V1'Y1+
V:Y2-Y2tYT
KJ 180 IFA<lTHEHA-360
QJ 190 IFA>36aTHENA=l
RP 200 GETAS: IFAS<>""THENGRAPH
IC0:END
DP 210 LOOP
Demo 2
AJ 10
RH 20
MJ 30
XE 40
HF 50
AJ
60
MC
70
JC
30
SB
90
RD
10
REM COPYRIGHT 1938 COMPU
TEI PUBLICATIONS, INC.
(2 SPACESjALL RIGHTS RES
ERVED
PRIHT"{CLR}(3 SPACES)COP
YRIGHT 1938 COMPUTEI PUB
., INC."
PRINTTAB(ll) "ALL RIGHTS
(space) RESERVED" :SLEEP2
GRAPHICS, 1: COLOR 0,1: COLO
a4,l:COL0Hl,2:COLOR2,3:C
OLOR3,7
FORINC-2TO190STEP4:GRAPH
IC3,1
FOHANGLE'1TO180STEP15
C=C+1: IFC=4THEKC=1
CIRCLEC, 80,100,20, , , ,ANG
LE, INC
GETAS: lFAS<>""THENGfiAPHI
C0:END
NEXTANGLE.INCiGETKEYAS:
GRAPH ICfl
Demo 3
AJ 10 REM COPYRIGHT 1988 COMPU
TEI PUBLICATIONS, INC.
J2 SPACES)ALL RIGHTS RES
ERVED
RH 20 PRINT"ICLR}{3 SPACES}COP
YRIGHT 1988 COMPUTE! PUB
., INC."
MJ 30 PRINTTABdl) "ALL RIGHTS
{SPACE) RESERVED" :SLEEP2
RS 40 GRAPHIC3, 1:COLOR1,2:COLO
R2, 3:COLOR3,7:COLOH0,l!C
0L0R4,1
EA 50 Xl=l!X2=12.5
SD 60 Y1=1:Y2=12.5
KG 70 B0XC,X1,Y1,X2,Y2,R,1
AH 30 X1-X1+2.5:X2=X2+2.5:Y1"Y
1+5: Y2=Y2+5:R-R+5
AA 90 C-C+1: IFC-4THENC-1
RC 100 T=T+1: IFT<30TKEN70
HD 110 T=0
BP 120 B0XC,X1,Y1,X2,Y2,R, 1
RF 130 C=C + l! IFC = 4THENC = 1
HE 140 X1"X1*2.5:X2 = X2 + 2.5:Y1='
Yl-5:Y2-Y2-5:R»R+5
PB 150 T"T*lJlFT<3flTHEMl20
AR 160 GETKEYAS:GRAPHIC0
Demo 4
AJ 10 REM COPYRIGHT 1988 COMPU
TEI PUBLICATIONS, INC.
{2 SPACES)ALL RIGHTS RES
ERVED
RH 20 PRINT"(CLR){3 SPACBSlCOP
YRIGHT 1988 COMPUTEI PUB
., INC."
MJ 30 PRINTTAB(ll) "ALL RIGHTS
{SPACE) RESERVED" :SLEEP2
AD 40 GRAPHIC3,1:COLOR0,1:COLO
R4,1:COLOR1,2!COLOR2,3:C
OLOR3,l5
PJ 50 Xl=l:X2=20:Yl=l;Y2-5
HX 60 X=4:XT=5:Y=4:YT=5
as 70 TIS="000000":C-1
CX 80 DO
GX 90 DRAWC,X1,Y1T0X2,Y2
KH 100 C-C+1: IFC=4THENC-1
ED 110 X1=X1+X:X2=X2+XT: Y1-Y1+
Y:Y2-Y2+YT
XB 120 IFX1>1590RX1<2THENX=X*-
1
JC 130 IFX2>1590BX2<2THENXT=XT
■-1
AG 140 IFYl>1990RYi<2THENY=Y'-
1
XM 150 IFY2>1990RY2<2THENYT"YT
■-1
KF 160 IFTI>001500THENTIS="000
000":SCNCLR
MJ 170 GETAS:IFAS<>""THENGRAPH
IC0!END
CH 180 LOOP
Demo 5
AJ 10 REM COPYRIGHT 1988 COMPU
TEI PUBLICATIONS, INC.
{2 SPACES)ALL RIGHTS RES
ERVED
RH 20 PRIHT"{CLR) (3 SPACESjCOP
YRIGHT 1988 COMPUTEI PUB
., INC."
MJ 30 PRINTTAa{ll)"AI,L RIGHTS
[SPACE)RESERVED":SLEEP2
HX 40 GRAPH1C3, 1:WIDTH2:C0L0R1
,2:COLOR2,3:COLOR3,7:COL
OR0,l:COLOR4, I
CJ 50 DEFFNA(X)=iNT[RND(l)*160
)+l:DEFFNB(X)-INT(RND(l)
*200)+l
CC 60 FORT-1TO50
FR 70 X1"FNA(X):X2=FNA(X):Y1-F
HB(X) tY2'>FNB[X)
80 COMPUTEI's Gaiene May 1988
XB 80 C=C+1:IFC-4THENC=1
SR 90 □RfiWC,+0,*0TOX2,^Z
HF 100 GETftS: IFA3<>""THENGRftPH
IC3:END
FB IIB NEXTT
MX 120 FORT=lT025:Xl»FNfi(X):il
=FNB(X)
RF 130 C=C+1: IFC-4THENC-1
HX 140 PfiINTC,Xl,irl,l
CK 150 GETftS;IFAS<>""THENGRAPH
IC0:BND
AR 160 NEXTT:SLEEF2
CX 170 GOTO50
The CEOS Column
See instructions in article on page
5? before typing in.
Program 1: Skcet
0400
0408
0410
04ie
0420
0428
0430
0438
0440
0448
04BB
0458
04 60
0468
0470
0478
0480
0496
04 90
0498
04A0
04aB
04B0
04B8
04C0
04C8
04D0
04D8
04E0
04E8
04F0
04Fe
0500
0508
0510
051B
0520
52 8
0530
0538
0540
548
0550
0558
0560
0568
0570
0578
0580
0588
0590
5 98
05A0
5Ae
5B0
05B8
0SC0
5ca
05D0
05D8
05E0
05Ea
05F0
:BF FF
:7C 03
!84 00
:23 as
:00 23
!84 00
:03 80
!00 03
!a3 05
!04 53
:20 20
:3E 00
:00 00
:00 00
:00 00
:00 00
:00 00
:FF FF
:FF FF
:FF FF
:00 00
:00 00
:00 00
:00 00
:00 00
:00 00 00 00
:00 00 00 00
:00 00
:00 00
23
10
FF FE 8
81 93 03
43 84 10
00 23 9E
ea 10
43 82
7C 03
FF FF FF
09 FC 04
6B 65 65
20 20 20
00 00 00
00 00 00
00 00 00
00 00 00
00 00 00
00 00 00
FF FF FF
FF FF FF
FF FF 00
00 00 00
00 00 00
00 00 00
00 00 00
00 00 00
02
10
10
82
43 88
D6 F3
84 10
83 81
B0 10 03
3F FF
AA 12
100 00
:00 00
:00 00
:eA CI
:C1 05
lEB 00
:O0 01
:28 07
:C1 62
:79 72
: 39 38
:00 5A
!45 21
:63 61
!49 6E
:60 00
!69 67
: 73 65
:A9 FF
!CE 9D
!9D 09
:A8 CI
;03 FB
:05 00
!01 17
:03 01
:05 00
!00 9B
:01 D5
!01 37
:00 20
!l9 10 20
! 18 53
:00 20
00
00
00 00 00
00 00 00
00 00 00
00 00 00
00 00 20
A9 80 85
01 01 20
30 07 20
28 00 90
28 00 90
00 49 20
69 67 68
38 00 20
43 4F 4D
20 50 75
74 69 6F
63 2E 00
6B 41 6C
6B 74 73
72 76 65
8D 9C 09
09 D0 FB
CE 9C 09
05 01 01
00 20 07
01 37 00
07 37 00
01 7F 07
01 5B 00
07 58 00
00 0D 03
00 16 02
AB CI 88
20 AE CI
43 4F 52
AE CI 98
74 2
56 31
00 00
00 00
00 00
00 00
00 00
FF FF
FF FF
FF FF
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
00 00
El CI
2F 20
00 88
00 88
03 F0
00 20
43 6F
74 20
AE CI
50 55
62 6C
6E 73
20 AE
6C 20
20 72
64 2E
8D 9D
A9 FF
D0 Fl
30 00
30 00
Al 03
Al 05
37 00
SB 03
BS 05
FB 00
01 01
06 07
5C 00
45 3A
00 93
80 A0
83 3E
10 E9
SB C6
43 91
93 28
80 64
FF FD
FC 7
20 48
2E 61
00 7B
00 68
00
00
00 80
FF ea
FF 90
FF 98
00 A0
00 AS
00 B0
00 B8
00 C0
00 CB
00 D0
00 D8
00 E0
00 E8
00 F0
00 F8
20 2D
AB CE
03 79
5 IC
00 D 9
AE 78
70 9D
31 BD
4E 81
54 E8
69 BD
20 C5
CI 91
72 E3
65 BB
00 5C
09 95
8D 9B
20 D6
98 71
98 F 5
01 4E
09 E6
Al 4B
E0 F3
01 84
IB BC
16 BE
6F 56
93 7D
IB 68
18 FB
05F8
0600
0508
0610
0618
0620
062 8
0630
0638
0640
0648
0650
0658
06E0
0663
0670
0678
0680
0688
0690
0698
06A0
6A8
6B0
6B8
6C0
6Ce
6D0
6D8
06E0
06E8
06F0
06F8
0700
070B
0710
0718
0720
072B
0730
0738
0740
0748
0750
0758
0760
0768
0770
0778
0780
0788
0790
0798
07A0
7AB
O7B0
07Ba
07C0
07Ca
7D0
07DB
07E0
07G8
07F0
07F8
0800
0808
0810
0818
0820
0B28
0830
0838
0840
0848
0850
0858
0860
0868
0870
0878
0890
0898
:4F 55
:O0 A9
:09 aD
:A4 09
: BD A7
; 53 C2
;A9 63
; 9C 84
;A9 35
;D0 AD
;01 A9
:03 A9
185 02
tCl 60
i03 4C
i90 33
;03 4C
:B0 03
:E5 03
;00 00
:O0 00
;01 00
;00 80
;03 88
100 00
100 00
:00 E5
:94 00
:8B 10
;00 01
:00 5B
:E5 03
;29 65
:E6 C0
;01 E6
:DF EF
103 88
iCD 6B
;7F B3
;3B E5
:E9 EF
:88 BF
;BA 01
:FF 4A
100 00
:48 4B
:08 11
:08 28
:09 28
:09 28
:09 28
:09 09
:D4 07
:01 2E
: 07 B8
;00 7B
:66 61
;64 69
:5F 77
;6F 6E
r6F 6E
:2E 01
;FB 07
: 36 08
:30 00
: 30 00
IAD A6
:A7 08
rOA 8D
:A6 09
: 08 A9
:aD 9E
:09 C9
:A9 2fl
:9E 0A
!A9 2A
! 9E 0A
iBD 5D
:0E 4C
:2A 8D
:0A DO
iBD C4
:D0 0D
:CA 07
!BD CI
54 30
00 8D
62 06
80 A5
09 78
09 42
BD 9B
58 A5
85 01
IE DO
91 85
01 20
A9 07
00 A5
EE 08
4C EE
EE 08
4C EE
88 00
00 01
00 00
E5 03
00 00
00 00
01 00
00 C8
03 88
28 00
00 00
10 E5
5E 08
88 51
00 01
00 IE
E5 03
FE AA
D4 8E
01 D4
5F 5B
03 BB
7E 59
FF BD
BF ES
DF FF
00 00
9 ID
09 08
09 06
09 08
09 ID
09 ID
17 D9
80 9D
01 84
07 00
08 C6
73 74
75 6D
00 00
73 00
73 00
84 F7
00 IF
03 08
00 32
00 31
09 C9
A9 2A
9E 0A
C9 14
2A 8D
0A 4C
32 B0
8D 01
4C 5A
8D 06
20 90
07 20
02 05
BC 7
IC 20
07 A9
20 9B
fi9 2A
60 A 9
■JF 46 3A
A8 09 BD
BD AB 09
39 80 A6
20 09 0E
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10Ae:O0 00 00 00 00 00 00
1OB0: 02 00 00 04 00 00 10
10BB:00 00 30 00 20 00 03
10C0:00 00 01 00 00 00 33
13C8:00 00 00 00 00 00 00
1OD0:30 10 00 00 00 00 FO
1008:00 00 00 00 03 30 00
13E0:00 30 00 00 00 30 00
10Ee:OO 03 00 30 30 33 00
13F0:03 00 00 04 00 38 80
1OF8:30 01 00 00 00 00 00
1100:00 00 00 00 00 00 00
1108:00 00 33 00 00 00 20
1110:00 38 00 00 00 00 03
1118:00 FO 00 00 00 30 00
33 B8
38 C2
32 CA
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00 89
Program 2: Gco-Converter
HE 10 REM COPYRIGHT 1988 COMPU
TE! PUBLICATIONS, IKC, -
ALL RIGHTS RESERVED
PR 20 POKE 53280, 0:POKE 53281,
0:POKE 646,5:PHINTCHHS [1
42);CHR$(147)
SX 30 FORI=lTO10;PfiINT"{DOWH)"
:NEXT
JJ 40 PRINTTAB(5)"f4JUDl_ COPyR
IGHT 1988"
DJ 50 PRINTTAB(5) "GCH COMPUTEl
PUBLICATIONS INC."
FJ 60 PBINTTAB(5) "JFK ALL RICH
TS KESERVED{HOMEj"
XP 70 PRINT"(D0WNHBVS}f8JGE0C
ONVERTER 1 , 1 {OFF) i DOWN )
IGRN)"
FH 80 INPUT"FILE TO CONVERT'';G
FS
PS 90 PRINT"{D0WN)SEARCHIHG FO
R "GFS
HA 100 HDS = "'":FOR 1 = 1 TO 4 : REA
HE:HDS=HDS+CHRS [HE) :N
EXT
KK 113 FOR I=1T05:READIE:IDS"I
OS+CHRS (IE) :NEXT
MD 123 NLS="":TS-CHBS(1B) :SS=C
HR$ (1) lOPEN 15, 8, 15, "13
:":OPEN 2, 8,2, "I"
CR 133 GOSUB363:GET #2,NTS,NS5
FB 140 FOB E"0 TO 7
JX 150 DS=NLS:GETI2,BS:I=1:IFB
S'NLS THEN2ia
HR 160 IF ASC(BS)<>138 THEN210
PM 173 GET#2,HTS,HSS:I^3:IF HS
S""" THEN HSS=CHRS (0)
BG laa GETI2,BS: 1-1*1: IF B$=""
THEN BS-CHRS (3)
GH 190 IF ASC(8S)=160 THEH210
BR 230 DS=DS+BS:GOTO180
BK 210 FOR 1=1 TO 31:GETI2,BS:
NEXT
FK 220 IF OS=GFS THEN250
AA 230 NEXT E:IF NTS=NLS THEN2
53
GR 240 TS=NTS:SS=NSS:GOTO130
JS 250 IF DS-NLS TKENPRINT"
{DOWN) [RVSlFILE NOT FOU
NO{OFF)":GOTO350
GJ 260 PRINT" {DOWN}C0NVERTING
(SPACE) "GFS
JR 270 0TS=TS:0SS=SS:TS=HTS!SS
=HSS:GOSUB363
Sft 280 GET(2,MTS,MSS:IF MSS=""
THEN MSS-CHRS (3)
JM 298 FOR 1-0 TO eSlGET 12, BS
:NEXT
XA 303 GETt2,CTS,GTS:GOSUB36a:
PRINTI2,HOS;:GOSU8370:T
S=DTS:SS=DSS:GOSUB360
KP 313 FOR 1-0 TO 32*E+2:GETi2
,BS:NEXT
KO 323 PRINTI2,HTS;HSS; :FORI-0
TO 15:GETt2,8S:NEXT
82 COMPUTEIs Galello Ma/ 1988
MO 330 PRINTI2,KT5;HSS!CHRS{0)
;GTSr
OJ 340 PHINTt2,IDS; :GOSUB370:P
RINTiPRINTGFS" CONVEBTE
D"
AS 350 CL0SE2:CL0SE1S:END
QC 360 US="01":G0TO39a
KQ 370 US="U2"
QE 380 PRINTI15,U5;Z;0;ASC(TS+
"0") ;fiSC[SS+"a")
PX 3 90 RETURN
BP 40a DATA 0,255,3,21,87,10,1
,0,0
Mob Maker
See instruclions in article oti page
60 before typing in.
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0819:20
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0839:29
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0849:29
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0859:80
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0871:8D
0a79:A9
0681:01
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COMPUTEIi Gazsire May 1988 B3
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84 COMPUTEI'S Gazelle May 1988
1749:26
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6A
1D01:CA
BF B9 OF 55 0C IB 0C A9
1789:94
02
A0
00
BA
F0
10
4A
41
1A61:B1
FB
E6
01
53
60
AD
09
03
1009:29
OC IE 12 A2 15 00 00 29
1 7C 1 : ftA
90
08
B9
01
00
E5
02
IF
1A69: IC
0A
0A
0A
AB
ca
A2
00
BD
17C9:99
1701:85
01
02
D0
60
CB
C9
C8
09
D0
F0
ED
OB
68
C9
79
D7
1A71:CA
1A79!00
00
80
FD
0A
88
IC
D0
8D
FB
0B
60
IC
A9
20
5C
05
Machine language
17D9: 15
17E1:F0
17E9:04
D0
05
A5
4A
A5
03
A5
04
48
04
48
A5
48
A9
02
A9
FF
48
00
85
18
FE
20
46
1A81:CF
1AB9:FD
1A91:FE
19
85
60
20
FD
E6
08
A5
PD
19
FE
00
60
69
02
18
00
E6
65
85
FE
55
5B
75
Programming
17F1:AD
88
02
69
03
85
03
A9
CD
lA99:6a
18
65
FB
85
FB
A5
FC
04
Article on paf;e 56.
17F9:Fa
85
02
9S
48
A0
00
3A
IF
1AA1:69
00
85
FC
60
E6
FB
00
72
1801:F0
18
4A
AA
90
11
18
A5
42
1AA9:02
ee
FC
60
A9
14
AO
00
10
File Stripper
1809:04
leil: 04
□
68
06
48
68
71
48
02
PO
91
06
02
DO
C8
99
AO
1AB1:4C
1AB9: IC
ac
18
16
4C
BE
FO
22
FF
IC
20
8C
D8
23
19
98
E5
HF
100
DATA 72,162,2,32,201,25
5,104,32,21(3,255,32,204
,255,96
1819:00
E5
SB
6B
35
02
68
85
49
1AC1:A0
3F
20
5E
lA
99
A7
02
88
1821: 03
68
85
04
60
C9
0A
F0
OD
laC9:88
10
F7
60
20
F5
19
A2
F8
1829:04
C9
14
D0
39
A5
04
48
OE
1AO1:09
AH
04
20
B4
lA
20
49
CC
SD
110
DATA 162,0,134,252,162,
1831:A5
03
48
A5
02
48
18
AD
67
1AD9: 19
43
48
41
4E
47
45
20
C2
1, 32,198,255,32,228,255
1839: 8a
02
69
03
85
03
A9
FB
10
lAEl: 50
4F
53
49
54
49
4F
4E
C5
,72
1841:85
02
84
04
AH
00
8A
FB
90
1AE9: 53
00
20
4F
lA
20
49
19
BO
CH
120
DATA 32,204,255,104,166
1849: 10
4ft
AA
90
09
Dl
02
E5
66
1AF1:20
52
45
54
55
52
4E
20
69
,144,134,253,166,252
1851: 04
91
02
80
0C
03
C8
00
CF
1AF9: 54
4F
20
45
58
49
54
00
15
JO
130
DATA 240,21,162,13,201,
185 9: ED
68
85
02
68
B5
03
68
33
1B01:20
4F
lA
20
49
19
53
50
06
32,240,6,162,32,201,13
1861:35
04
AD
0C
03
60
C9
OB
04
1B09: 52
49
54
45
20
4E
4F
20
92
XJ
140
DATA 240,15,72,138,32,0
1869:D0
2B
AS
02
48
98
43
A0
77
IBll: 3E
20
00
A9
00
8D
IE
IC
97
,32,104,76,66,32,162,1
187l!FE
84
02
A0
00
8A
F0
18
B0
1B19:B0
IF
IC
A9
03
8D
20
IC
CE
KG
150
DATA 201,13,240,5,32,0,
ia79:4A
AA
90
0D
68
4B
99
00
F3
1B21:A9
0B
BD
58
13
20
56
13
FE
32,162,0,134,252
1881:00
AO
10
00
25
02
3D
10
F0
1B29:48
20
4F
lA
20
58
15
20
C3
EM
160
DATA 166,253,240,197,16
iaa9:D0
C8
C8
38
26
02
B0
E5
71
1B31:49
19
4D
4F
56
45
20
57
50
9,13,166,252,240,3,32,0
1891:68
6a
85
02
60
C9
0C
D0
F3
1B39: 49
54
48
20
4A
4F
59
53
C9
,32,96
1899: 2A
A5
02
48
98
43
AO
01
35
1B41:54
4B
00
20
4f
lA
20
49
E2
AJ
200
FOR J=ai92 TO BZ78
ieAl:84
02
BB
BA
FB
18
4A
AA
75
1B49: 19
20
20
20
50
52
45
53
C3
EJ
210
READ X:T-T+X
ISA 9: 90
00
68
48
99
00
D0
AO
13
1B51: 53
20
46
49
52
45
00
20
5E
BP
220
POKE J,X
iaBi:ia
D0
05
02
8D
10
OO
C8
F5
1B59: 4F
lA
20
49
19
20
20
20
FF
AE
230
NEXT J
18B9:CS
18
26
02
90
E5
68
68
8E
lB6l!57
48
45
4B
20
44
4F
4E
El
XB
240
IF T<>1062a THEN STOP
lacises
18C9:48
02
A0
60
00
C9
8A
OD
FB
bo
00
16
4A
93
AA
4E
E9
1B69:45
1B71: IC
2E
A9
00
01
AD
80
01
01
IC
IC
80
63
3B
AA
77
OD
DH
300
INPUT "HAME OF TEXT FIL
E";NS
OPEN 15,8,15
OPEN 1,8,3,NS
INPUTI15,e,ES,El,E2:IF
(SPACE)E<>0 THEN PRINT
{SPACEtESiGOTO 500
18D1: 90
05
6B
4S
99
01
DO
C8
58
1B79:F0
06
OE
01
IC
CA
D0
FA
24
AA
310
320
330
18D9!C8
D0
F0
68
60
C9
0E
00
5E
1B31:AD
00
DC
49
FF
29
IF
C9
6B
18E1:15
18E9:4A
18F1:D0
98
AA
C8
48
90
00
A0
05
Fl
00
68
6B
BA
48
60
F0
99
C9
0C
27
0F
ED
OB
5D
lB89:la
1B91:4C
1B99:4C
F0
A9
A9
20
IB
IB
6A
6A
SA
90
90
90
05
05
05
A9
A9
A9
08
07
06
44
55
5C
1BF9:D0
04
8C
25
00
60
C9
10
23
1HA1:4C
A9
IB
6A
90
DA
ft9
05
BA
1901:00
04
8C
26
00
60
C9
11
3D
1BA9:AE
01
IC
A0
01
20
8C
16
BC
EG
340
INPUT "NAME OF <HEW> Ft
XEO FILE";FS
1909:D0
04
AO
IE
00
60
C9
12
E9
1BQ1:A0
20
20
6F
lA
4C
81
IB
5B
1911:D0
04
AD
IF
00
60
C9
16
06
iaB9:A0
00
AD
01
IC
4A
FO
06
F7
DM
350
OPEN 2,a,4,FSt",S,W"
1919:00
2B
A9
00
80
15
DO
8D
A3
1BC1:C3
C9
C8
4A
DO
FA
BC
IE
F5
HD
360
ItIP[JTtl5,E,ES,El,E2:IF
1921: IC
00
80
ID
00
8D
17
D0
04
1BC9: IC
A9
13
AE
01
IC
A0
00
7P
(SPACE}E<>0 THEN PRIHT
{SPACElES:GOTO 500
1929:A0
10
99
00
00
B8
10
FA
A6
lBDl!20
8C
16
8D
21
IC
8E
22
8F
1931:A0
98
99
27
D0
33
10
FA
IF
1BD9: IC
8C
23
IC
AC
IE
IC
AD
2B
QJ
370
sys 8206
1939:80
25
00
80
26
D0
AD
IB
5C
IBEI: 21
IC
F0
02
A9
01
99
4F
CI
XB
3 80
INPUT(15,E,ES,E1,E2; IF
1941:00
AD
IF
DO
60
A9
FF
60
42
1BE9: IC
C8
AD
22
IC
99
4F
IC
3A
(space)e<>0 then print
1949:68
80
6A
19
AA
68
8D
6B
6F
lBFl!C8
AD
23
IC
99
4F
IC
AD
OE
(SPACE)ES!G0T0 500
1951:19
AB
EB
D0
01
C8
8A
20
C4
1BF9: 3B
IC
8D
01
IC
4C
Fl
08
94
HK
500
CLOSE 2
1959! IE
AB
38
93
60
6A
19
AA
08
1C01:00
00
00
08
00
00
00
00
60
AH
510
CLOSE 1
L96l:A9
00
60
SB
19
48
3A
48
14
lC09:a5
00
00
00
00
00
00
00
C3
EQ
520
CLOSE 15
1959:60
00
00
AO
00
AD
86
02
9B
1C11:00
7F
BF
DF
EF
F7
FB
FD
74
1971:99
00
D8
99
00
D9
99
00
BF
1C19:FE
3F
CF
F3
FC
00
00
00
CI
1 *"
\n
k 1-aK r-> 1. • _ _
1979:DA
99
00
OB
CB
D0
Fl
60
0B
lC21:0a
00
00
90
05
IC
9F
9C
d6
l^o fviam uraonics
1981:48
SD
21
IC
18
A2
03
AO
13
1C29:1E
IF
9E
31
95
96
97
93
F2
1
1989:04
20
F0
FF
4E
21
IC
B0
C3
1C31:99
9A
9a
01
01
00
00
83
EB
Ar icle an navp 67.
1991J0F
33
20
F0
FF
C8
C8
C8
E9
1C39:00
00
00
46
49
4C
45
4E
2A
r o' -' '
1999:C8
19A1:68
IS
AA
20
20
F0
AD
FF
lA
4C
AE
3D
0D
19
IC
AE
53
1C41: 41
1049:45
4D
52
45
45
20
50
49
2C
4E
57
20
00
48
38
24
5D
Program 1: Math Graphics Demo
19A9:F0
08
20
49
19
20
20
20
98
1C51:32
00
58
32
00
78
32
00
17
FS
1000
REM COPlfRIGHT 1988 COM
19B1:00
60
C9
64
B0
12
48
A9
33
1C59:98
32
00
Be
32
00
DB
32
6B
PUTGI PUBLICATIONS, IN
19B9: 30
20
D2
FF
68
C9
OA
B0
95
1C61:00
F8
32
01
13
32
00
38
EF
C. - ALL RIGHTS RESERV
19C1:07
48
A9
30
20
D2
FF
6B
76
1C69:32
00
5B
32
00
78
32
00
2F
ED
19C9:AA
A9
00
4C
CD
BD
A9
D8
12
1C71:93
32
00
S3
32
00
08
32
83
JS
1010
PRINT'MCLR) t3 SPACESiC
1901:85
FE
A9
AO
85
FD
60
AE
59
1C79:00
F8
32
01
18
32
93
13
0A
OPYRIGHT 19aa COMPUTE!
1909:01
IC
20
AD
lA
A2
06
35
5F
1CB1:2B
20
OB
DD
85
89
86
8A
DD
PUB., INC.":PRIKTTAB[
19E1:FB
A9
00
35
FC
06
FB
26
F2
1C89!87
8B
88
8C
58
59
4D
53
53
11) "ALL RIGHTS RESERVE
19E9:FC
CA
D0
F9
18
A9
80
65
04
1C91:31
32
33
34
52
4C
55
44
4B
D"
COMPUTED QazBllB May 1983 S5
BD 1020
FB 1930
JQ ia4B
PX 1050
CX 1060
DO 1070
CE 1080
BE 1090
GP 1100
KJ 1110
XP 1120
EF 1130
CJ 1140
KK 1150
JK 1160
EJ 1170
HF 1180
QJ 1190
HH 1200
CP 1210
BC 1220
FH 1230
BM 1240
PC 12 50
FP 1260
BJ 1270
RD 1280
fiE 12 90
SLEEP3
GOSUB 2890(2 SPftCES):R
EM INITIALIZE
GOSUB 2410{2 SPACESirR
EM STAR
GOSUB 1330(2 SPACES}:R
EM TWISTED BAND
GOSUB 203O{2 SPACES) :R
EM SPIRAL CONE
GOSUB 2230{2 SPACES) :R
EM SIDE SPIRAL CONE
GOSUB 1600{2 SPACES) :H
EM SPIKES
GOSUB 1170{2 SPACES):R
EH RIGHT OVAL
COSUB 1860{2 SPACES):R
EM MULTILOHE
GRAPHIC CLR
END
REM RIGHTOVAL
RD 1300
RG 1310
GC 1320
XJ 1330
OF 1340
GF 1350
RM 1360
AH 1370
OG 1380
BD 1390
JE 1400
RH 1410
MK 1420
PA 1430
CE 1440
HK 1450
AP 14 60
ME 1470
JJ 1480
GRAPHIC 1,1
Rl-150
R2"25
R3-25
R4-a5
IHC=X''64
TS="RIGHT OVAL"
{5 SPACES) :GOSUB 2770
{5 SPACES) :REH PRINT T
ITLE
COLOR 1,6
FOR THETA'0 TO 2*X STE
P INC
: (3 SPACES)RR"R1
(3 SPACES) :TT-THETA
{3 SPACES) :GOSUB 2670
(SPACE) !X1=P0LARX
: {3 SPACES)RH=R2
{3 SPACES] :TT=THETA
C3 SPACES) :GOSUB 2720
(SPACE) :^1=P0LARV
: (3 SPACES)RR = R3
(3 SPACES) :TT=THETA+X
isPACE}:GOSUB 2670 :)t2
=POLARX
: (3 SPACES)RR = R4
{3 SPACES) :TT=THEAT+J
{SPACE} :GOSUB 2720 :Y2
=POLARY
:(3 SPACES)DRAW 1,X1,V
1 TO X2,V2
: (3 SPACES)GET AS:IF A
SO"" THEN RETURN
NEXT THETA
GOSUB 2820(2 SPACES)
EM GET A KEYPRESS
RETURN
R
REM TWISTED BAND -
GRAPHIC 1,1
Rl"150
R2-35
R3'65
R4 = B5
INC=X/6*
0S=X/3
TS" TWISTED BAND"
{3 SPACES) SGOSUB 2770
(SPACE) :BEM PRINT TITL
E
COLOR 1,7
FOR THETA = TO 2'X ^'^^
P INC
: (3 SPACES)RR=R1
(3 SPACES) :TT'TKETA
(3 SPACES) iGOSUB 2670
(SPACE):X1=P0LARX
ES 1490
SF 1500
JH 1S10
AB 1520
DJ 1530
XD 154
FH 1550
KD 1560
RE 1570
OX 1580
HF 1590
DC 1600
KS 1610
FE 1620
PA 1630
PE 1640
XJ 1650
GR 1660
CB 1670
ER 1680
CH 1690
RA 1700
GS 1710
EJ 1720
RC 1730
DC 1740
KX 1750
RA 1760
EC 1770
QH 17 80
MB 1790
FB 1800
AH 1810
MD 1820
JE 1830
HR 1840
:(3 SPACES
(3 SPACES)
(3 SPACES)
{SPACE):Y1
!(3 SPACES
(3 SPACES)
(3 SPACES}
(SPACE} !X2
:(3 SPACES
(3 SPACES}
:GOSUB 272
: {3 SPACES
1 TO X2,Y2
:{3 SPACES
S<>"" THEN
NEXT THETA
GOSUB 2820
EM GET A K
RETURN
)fiR=R2
;TT=THETA
:GOSUB 2720
=POLARY
)RR=R3
:TT -THETA
iGOSUB 2670
■POLAfiX
)RR"R4
:TT=THETA+OS
:Y2=P0LAR¥
}DRAW 1,X1,Y
}GET AS:IF A
RETURN
(2 SPACES) :B
EYPRESS
HEM SPIKES
GRAPHIC 1,1
Rl=115
R2=85
R3 = 40
R4 = 4S
INCl-X/3
INC2-X/6
TS="SPrKES"(5 SPACES}:
gosub 2770 :rem print
{space)title
K = 2
FOR T1=0 TO 2*X STEP I
NCI
: [3 SPACES) FOR T2=0 TO
2*X STEP INC2
: (7 SPflCES)Rfi=Rl
(3 SPACES} :TT=T2
(2 SPACES):GOEUB 2670
(SPACE} :X1=P0LARX
; {7 SPACES)RR=R2
(3 SPACES) :TT=T1
(2 SPACES):GOSUB 2720
{SPACE} :Y1-P0LARY
: (7 SPACES) RR^RB
(3 SPACES) :TT=T1
[2 SPACES) iGOSUB 2670
(SPACE) :X2=P0LARX
: {7 SPACES)RR=R4
{3 SPACES] !TT=T2
(2 SPACES):GOSUB 2720
{SPACE] !Y2-P0LARy
: (7 SPACES)K = K + 1: IF K"
17 THEH K-2
: (7 SPACES) CO LOB 1,K
:{7 SPRCES)DRAW 1,X1,Y
1 TO X2,Y2
: (7 SPACES}GET AfilF A
SO"" THEN RETURN
: (3 SPftCES}NEXT T2
NEXT Tl
GOSUB 2820(2 SPACES);R
EM GET A KEYPRESS
RETURN
REM HULTILOBE
GF 18 50 :
GH 1B60 GRAPHIC 1,1
FQ 1870 Rl=100
FF 1880 INC-X/128
PF 1890 LOBES-4
CS 1900 TS="MULTILOBE"
{2 SPACES) IGOSUB 2770
{SPACE) iREH PRINT TITL
E
PG 1910 COLOR 1,8
SJ 1920 FOR THETA=0 TO 2'X STE
P INC
PO 1930 :{3 SPACBS)R2=R1*SIN(L
MX 1940
ER 1950
HD 1960
RP 1970
MQ 1980
DE 1990
PR 2000
PS 2010
XE 2020
BX 2030
t'R 2040
FG 20 50
OB 2060
CM 20 70
RM 2080
KS 2090
PF 2100
RB 2110
CQ 2120
AX 2130
JG 2140
CS 2150
SA 2160
FP 2170
JS 21B0
XP 2190
PM 2200
QD 2210
BP 2Z20
FK 2230
EE 2240
CP 2250
KJ 2260
HP 2270
DH 2280
PC 2290
BB 2300
HM 2310
BE 2320
AF 2330
KF 2340
MG 2350
PK 2360
AE 2370
CG 2380
OBES "THETA)
:{3 SPACES)
(3 SPACES}:
{ 3 S PAC ES ) ;
{SPACE) :X1=
!(3 SPACES]
(3 SPACES) !
{3 SPACES) :
{SPACE):Y1=
I (3 SPACES}
TER,YCENTER
:{3 SPACES)
SO"" THEN
NEXT THETA
GOSUB 2820(
EM GET A KE
RETURN
RR-R2
TT=THETA
GOBOB 2670
POLARX
RR''R2
TT-THETA
GOSUB 2720
POLARY
DRAW 1,XCEN
TO XI, Yl
GET ASilF A
RETURN
3 SPACES} :R
YPRESS
REM SPIRAL CONE -~
GRAPHIC 1,1
Rl=100
R2 = 85
INC=X/G2
INC=X/80
LOBES "3
TS="SPIRAL CONE"
(4 SPACES):GOS0B 2770
(SPACE) JREM PRINT TITL
E
COLOR 1,5
FOR THETA=0 TO 2*1 STE
P INC
: (3 SPACES)RR-R1
(3 SPACES} :TT=THETA*LO
BES :GOSUB 2670 :X1=P0
LAHX
: (3 SPACESjRR'-RZ
(3 SPACES] iTT^THETA
(7 SPACES] :GOSUB 2720
{SPACE) :Y1=P0LAHY
:{3 SPACES]DRAW 1,XCEN
TER,yCENTER TO XI, Yl
: (3 SPACES)GET AS:IF A
SO"" THEN RETURN
NEXT THETA
GOSOB 2820(2 SPACES)!R
EM GET A KEYPRESS
RETURN
HEM SIDE SPIRAL CO
HE
GRAPHIC 1,1
Rl=130
RZ = 80
INC=X/160
LOBE3=3
TS="SIDE SPIRAL CONE"
{3 SPACES):GOSUB 2770
(SPACE) :REM PRINT TITL
E
COLOR 1,15
FOR THETA-0 TO 2*X STE
P INC
! (3 SPACES)RR=R1
{3 SPACES]:TT=THETA
{7 SPACES) :GOSUB 2670
(SPACE) :X1=P0LARX
: (3 SPACES]RR = R2
(3 SPACES) :TT=THETA»LO
BES iGOSUB 2720 i Y1"P0
LARY
: (3 SPACES}DRAW l.XCEN
TEH,YCENTER TO XI, Yl
: (3 SPACES]GET AS:IF A
SO"" THEN RETURN
NEXT THETA
GOSUB 2B20(2 SPACES):R
EM GET A KEYPRESS
RETURN
ee COMPUTBs Gaieao May 19S8
SH 2390 REM — STAR
AG 2400
EE 2410
KD 2420
QG 2430
GF 2440
GK 2450
JK 2460
BB 2470
DK 2480
CB 2490
PH 2 500
CS 2510
KF 2520
BP 2530
QH 2540
Sft 2550
AJ 2560
QB 2570
DQ 2SB0
XE 2590
RA 2E00
ED 2610
HK 2620
RG 2630
BG 2640
RK 2650
PJ 2660
SE 2670
CJ 2680
AM 2690
GR 2700
GM 2710
SQ 2720
HM 2730
XR 274
PD 2750
BS 2760
QP 2770
ES 2700
RB 2790
BF 2800
XB 2 810
FC 2820
QG 2830
CA 2840
GC 2850
OF 2660
QF 2870
CG 2880
HB 2890
BJ 2900
J5 2910
GRAPBIC 1,1
Rl=115
R2 = B5
R3 = 40
R4 = 45
INCl=r/3
INC 2 =1/6
TS = ''STAR"(4 SPACES):G0
sub 2770 :rem phiht ti
TLE
K = 2
FOR Tl'0 TO 2*X STEP I
NCI
:{3 SPACES)FOR T2=0 TO
2"X STEP INC2
: (7 SPACES)RR"Rl
{3 SPftCES} :TT-T2+1:G0S
UB 2670 :X1"P0LARX
:{7 SPACES}HR=H2
(3 SPACES} :TT=T2+1:G0S
UB 2720 :Y1-P0LARY
: (7 SPACESlRR=R3
(3 SPACES) :TT-T1
{2 SPACES):GOSUB 2670
{SPACE} !X2"P0LARX
: {7 SPACES)RR=R4
(3 SPACES} !TT=T1
{2 SPACES}!GOSUB 2720
{SPACE} !Y2=P0LARy
: {7 SPACES}K=K+l:IF K=
17 THEN K'-2
: {7 SPACBS)COLOR 1,K
: (7 SPACESjOHftW 1,X1,V
1 TO X2,Y2
; {7 SPACESlGET A5:IF A
SO"" THEN RETURN
: {3 SPACESlNEXT T2
NEXT Tl
G03UB 2820(9 3PflCES}:R
EM GET A KEYPRESS
RETURN
REM POLARX
POCARX-RH'COB (TT)+XCEN
TER
RETURN
REM POLARY
POLARY-RR*SIN{TT)+YCEN
TEH
RETURN
HEM PRINT TITLE —
COLOR 1,13:CHAR 1,0,0,
TS
RETURN
REM GET A KEYPRESS
SLEEP 3
COLOR IflSiCHftR 1,7,24
."PRESS ANY KEY TO CON
TINUE"
GETKEY AS
RETURN
REM INITIALIZE
XCENTER=151
YCENTEB=93
COLOR 0,1{3 SPACES):RE
M BACKGROUND
FR 2920 COLOR 4,1{3 SPACES] :RE
M BORDER
CK 2930 RETURN
Program 2: Math Graphics Tool
Kit
FS 1000 REM COPYRIGHT 1998 COM
PUTEl PUBLICATIONS, IN
C. - ALL RIGHTS RESERV
ED
JS 1010 PHIHT"'{CLR) !3 SPACES}C
OPYRIGHT 1938 COMPUTEl
PUB., IfIC.":PRINTTAB(
11) "ALL RIGHTS RESERVE
D"
BD 1020 SLEEP3
FB 1030 :
GK 1040 GOSUB 1090
FK 1050 GOSUB 1440
GP 1060 GOSUB 1640
GC 1070 END
EF 10B0 :
EF 1090 REM INITIALIZE
GF 1100
FH 1110
PG 1120
RX 1130
KR 1140
QD 1150
JK 1160
JM 1170
BJ 11B0
KE 1190
KR 1200
RJ 1210
GX 1220
PC 1230
JR 1240
Pft 1250
BQ 1260
BJ 1270
SE 1280
PQ 1290
BS 1300
GC 1310
AG 1320
DIM R{19) :XCENTER-151:
YCENTER=93
DIM MS (25) ,X (25) ,Y(25)
FOR 1=1 TO 25
! {2 SPACESlREftD MS ( I ) ,
X(I) ,Y(I)
NEXT I
DATA "{rVS}a{0FF} HI =
",1,1,"{RVS}b{0FF) R2
{SPACEl=-",l,20
DATA "{RVS}C(OFF} R3 »
",2,1,"{BVS)D{0FF) R4
{SPACE)=",2,Z0
DATA "(RVE}E(0FF} THET
A I'S S^TART " PI •'"",4,
1
DATA "(RVS)f{OFF} THET
A I'S END[3 spaces!- P
1 '",5,1
DATA "{RVSlG(OFF} THET
A I'S INC(3 spaces!- P
I /"-6,1
DATA "{RVS}HlOFFj THET
A Z'S S^TAHT = PI ''",7,
1
DATA "{RVS)I{OFF} THET
A 2'S END{3 spaces!" P
I *",8,1
DATA "(RVS)jJOFF) THET
A 2'S ^NC{3 spaces!- P
I /"-9,1
DATA "{RVS)K{0FF) XI 'S
OFFSETtS SPACES)' PI
[SPACE}/", 10,1
DATA "(RVE}L(0FF} Vl'S
OFFSETiS SPACES]- PI
(SPACE]/", 11,1
DATA "(RVS}M(0FF) X2'S
0FFSET(5 SPACES}- PI
(SPACE]/", 12,1
DATA "{RVS]N[OFF} YZ'S
0FFSET(5 SPACES)" PI
{SPACE]/", 13,1
DATA "{RVSlO{OFF} XI U
SES THETA[2 SPACES)",!
4,1
DATA "{RVS)P{0FF} Y1 U
SES THETA(2 SPACES)", 1
5,1
DATA "(RVS)0{0FF) X2 U
SES THETA{2 SPACES]",!
6,1
DATA "{RVS}r(OFP} Y2 U
SES THETA(2 SPACES)", 1
7,1
RD 1330
MG 1340
SH 1350
QM 1360
GB 1370
AF 1380
EX 1390
SG 1400
JK 1410
KK 1420
DATA "(RVS}S
R(11 SPACES)
DATA "{BVS)T
HATHGRAPHIC
DATA "{RVS)U
HATHGRAPHIC
DATA "{RVS)V
CT0HY",21,1
DATA "(RVS)W
MATHGRAPHIC
DATA ^{RVS]X
",22,1
DATA "{HVS)Y
AW MENU", 22,
RETURN
REM PRINT MENU
(OFF)
COLO
= ",1B
,1
{off}
LOAD
",20,
L
{OFF}
SAVE
",20,
20
{OFF}
DIRE
{OFF}
VIEW
",21,
20
{OFF}
guiT
(OFF)
REDR
20
CM 1430 :
FJ 1440 GRAPHIC 0,1:COLOR 0,7:
COLOR 4,7:COLOR5,2
BK 1450 PRINT CHRS (14 )CHRS (11 )
AR 1460 PRINT"{A} "** i 128 MAT
HGBAPHIC TOOL KIT j •■*
^{S>"
XD 1470 FOR I-l TO 22
PK 1480 : (4 SPACES)PRINT"-
(37 SPACES]-"
BJ 1490 NEXT I
BS 1500 :
RB 1510 REM PRINT VALUES -
MA 1520 1
PF 1530 FOR 1=1 TO 25
FR 1540 :{2 SPACES)SYS DEC["CC
6A") ,,X[I) ,Y(I)
BJ 1550 :{2 SPACES}PR1NT MS ( I )
; : IF I<20 THEN PRINT"
{6 SPACES] (6 LEFT]";
HC 1560 ;{Z SPACES}IF I<=19 TH
EN PRINTR(I)
QJ 1570 :{2 SPACES}IF 1=3 OR I
■19 THEN PRINT"fQ? *'**
***********
SX 1580
HF 1590
BF 1600
FF 1610
ED 1620
XH 1630
DC 1640
MX 1650
CG 1660
EF 1670
SK 1680
SM 1690
RK 1700
JF 1710
BX 1720
PM 1730
AS 1740
SR 1750
fWJ";
NEXT I
RETURN
REM GET INPUT
GOSUB 1880
INPUT "SELECT ION =>";AS
:AS=LEFTS [AS,1)
IF AS<"A" OR AS>"Z" TH
EN GOTO 164
IF ftS<="S" THEN GOSUB
(SPACE)1770:GOTO 1540
IF AS="T" THEN GOSUB 2
480:GOSUB 1530:GOTO 16
40
IF AS'="U" THEN GOSUB 2
370:GOTO1640
IF AS="V" THEN GOSUB 2
290:GOSUB 1440!GOTO 16
40
IF AS="W" THEN GOSUB 1
950:GOSUB 1440:GOTO 16
40
IF AS="X" THEN GRAPHIC
CLR: PRINT" (CLR } "CHRS (
12); IRETURN
IF AS-"Y" THEN GOSUB 1
440:GOTO 1640
REM NEW VALUE
KA 1760 :
AR 1770 GOSUB 1880
CA 17B0 INPUT"NEW VALUE =>";KS
COMPUTE'S Gazane May 1938 87
:N-VAL (LEFTS (NS,5) )
GF 1790 A=ASC{AS)-64
ftH 1800 H(A)=N
BC 1810 SYS DEC{"CC6ft"l ,,X[A) ,
KQ 1B20 PRINT MS (A);: IF A<2a T
HEN PRINT"{6 SPACES}
{6 LEFT)";
HG 1530 PRINTR(A1 ;
AF 1640 RETURN
GF 1850 !
GP 1860 REM DRAW INPUT BOX
QH 1870 :
PE 1880 SYS DEC{"CC6A") ,,23,0:
PRINTCHRS (27)+"e";
OE 1690 PRIHT"fa} '"' l
{26 SPACEsT r**'** tX}";
MQ 1900 SYS DEC("CC6A") ,,23,7
BK 1910 RETURN
BK 1920 :
QM 1930 REM DRAW GRAPH
XP
1940
BX
1950
COLOR 0,1:COLOR 4,1;GR
APHIC 1,1
AA
19G0
IF R[19)-0 THEN K=l :E
LSE K-R(19)
JE
1970
COLOR 1,2:CHAR 1,0, 0,F
S
FOR Tl"r*H(51 TO l'?.(6
) STEP X/R(7)
CG
1980
GA
1990
: {3 SPACES)FOR T2=r"R[
S) TO r*R(9) STEP ■yR[
10)
EB
2000
: {7 SPftCES)FOR N = l TO
! SPACE) 4
BP
2010
: (11 SPACES)RR-R(N)
EC
2020
: {11 SPACES)IF H(14*N)
-1 THEN TT'^Tl + r/Rllfl+N
)!ELSE TT=T2*X/f (l^+'^l
00
2030
: {11 SPACES)ON N GOSUB
2170,2230,2170,2230
JG
2040
: {7 SPflCESjNEXT N
FO
2050
:{7 SPACES) IF R(19)=0
{SPACE)THEN K-K + l! IF K
>16 THEN K=2
RC
2060
: {7 SPftCES)COLOR 1,K
GA
20 70
: {7 SPACES)DRAW ,X1,Y1
TO X2,Y2
BB
2080
;{7 SPACESjGET AS:IF A
SO"" THEN GRAPHIC 0,1
:BETURN
JD
2090
: {3 SPACES)NEXT T2
FD
2100
NEXT Tl
)tK
2110
COLOR 1,2:CHAR 1,7,24,
"PRESS ANY KEY TO CONT
INUE"
FC
2120
GETKEY AS
BE
2130
RETURN
FG
2140
:
KK
2150
REM POLARX
DJ 2160 :
SE 2170 P0LARX=RR*COS (TT)+XCEN
TER
XR 2180 IF N"l THEN X1=P0LARX!
ELSE X2=P0LARX
XP 2190 RETURN
PH 2203 :
PR 2210 REM POLARY
BP 2220 :
BR 2230 POLARY=RR«SIN (TT)+YCEN
TER
AH 2240 IF N=2 THEN Yl-POLARY:
ELSE Y2=P0LARY
BO 2250 RETURN
FS 2260 :
RR 2270 REM DIRECTORY
EA 2280 ;
OC 2290 PRINT'MCLRj";
MK 2300
01
REC
TOR
Y
08E9:04
20
BS
04
20
B3
05
E6
22
PP 2310
PRINT
: PRINT
"<<PRESS
AN
08F1:22
A5
22
20
43
05
4C
48
Dl
Y
KEY
TO
CONTINUE>>
i
08F9:04
78
AD
00
IC
09
03
8D
32
RA 2320
GETKEY BS
0901:00
IC
60
7B
AD
00
IC
09
5C
QD 2330
RETURN
0909:0C
DO
F4
20
F2
04
A9
EE
DF
GD 2340
;
091l!8D
OC
IC
AO
00
20
D2
05
A5
HS 2350
REM -
'-
SAVE MG
0919:20
27
05
FO
lA
A9
08
B5
Cl
--
-
0921T4A
20
BA
05
C6
4A
DO
F9
03
JF 2360
:
929:20
27
05
FO
0A
20
B3
05
02
BQ 2370
GOSUB
2590!
IF
FSo""
TH
0931:20
27
05
FB
02
A9
2D
60
3E
EN
RETURN
0939:A2
03
20
43
05
BA
48
20
E8
JK 2 380
D0PEH#2,
(FS) ,W
0941: 5A
05
FO
08
6B
AA
CA
10
F3
XB 23 90
IF
OS
THEN
;SYS DECC'C
0949:F1
A9
20
60
6B
A9
00
60
13
C6A")
,,23,-
: PRINT DSS;
0951:A5
18
85
22
20
4B
F2
85
AB
:SLEEP 3
:GOTO
2430
0959:43
AD
00
IC
29
9F
ID
56
92
GC 2400
FOR I
"1
TO
19
0961:05
8D
00
IC
A9
00
60
00
29
HO 2 Ale
: {3 SPACESlPRINT#2,R [1
969:20
40
60
A9
FF
D0
02
A9
33
1
NE
0971:00
85
4B
A2
64
20
DB
05
DB
HD 2420
KT
T
0979:00
33
50
FE
BB
AD
01
IC
55
FE 2430
BJ 2440
BM 2450
DCL0SE#2
RETURN
0981:09
0989:50
0991:00
52
FE
ca
DO
BB
CO
2A
AD
08
99
01
DO
24
IC
F2
00
99
BA
C8
24
48
EF
45
IE
•
0999:20
97
F4
68
AA
A9
00
45
08
ED 2460
REM -
LOAD f
G
09A1:1G
09fl9:lA
45
FO
17
09
45
A9
18
27
45
60
19
CA
C5
D0
15
PQ 2470
El
:
09B1:C4
A9
20
60
A5
4B
D0
06
9C
CD 2460
GOSUB
2590!
IF
FS-""
TH
09B9:A5
40
C5
19
DO
F0
A9
00
09
EN
K&l UKH
9C1:60
20
B3
05
AE
00
IC
E8
69
BS 2490
DO PEN 12,
(F5) ,R
09C9:4C
Cl
05
20
BD
05
AE
00
74
EG 2500
IF
DS
THEN
:SYS DEC
"C
9D1:1C
CA
8A
29
03
35
44
AD
EC
C6A")
,,23,7
: PRINT DSS!
09D9:0O
IC
29
FC
05
44
SD
00
3C
:SLEEP 3
:GOTO
2540
9E1:1C
AO
06
A2
00
CA
DO
FD
DF
BF 2510
FOR I
-1
TO
19
09E9:B3
D0
FA
60
A9
D0
8D
05
8A
FP 2520
INPLIT»2,
Ril)
09F1:1B
2C
05
18
10
0D
2C
00
4A
CJ 2530
NEXT
I
9F9:1C
30
F6
AD
01
IC
BB
A0
6A
AR 2 54
DCt,OSE*Z
0A01:00
98
60
A9
21
60
A9
00
BF
BB 2550
RETURN
0A09:A0
13
99
E0
06
88
10
FA
E0
RC 2 5 60
:
0A11:60
20
F2
04
29
10
□
05
2C
HK 2570
REM -
—
GET
FILENAME -
0A19:A9
0A21:0C
OA29:0O
26
IC
4C
A9
91
03
06
BD
A9
E5
EE
06
8D
A0
70
SB
HD 2580
.
20
D2
05
CE
E5
06
DO
DA
CK 2590
GOSUB
1680:
PRINTCHRS(2
0A31:F6
20
F5
05
20
27
05
DO
50
7)
+ "Q
■I .
I
0A39:0S
A5
18
C9
24
90
02
35
47
KP 2600
INPUT
"FILENAME =>":PS:
0A41:22
AS
22
C9
24
B0
07
E6
89
FS
=LEFTS(FS
,16)
0A49: 22
20
B0
05
F0
F3
20
EB
50
HC 2610
RETURN
0A5l!04
A9
CE
8D
OC
IC
fl9
FF
AS
0AS9:8D
01
IC
BD
03
IC
a9
55
02
0Aei:A2
28
A0
00
BC
E4
06
50
39
1541
s
'P<
^e
d
And
0A69:FE
0A71:CA
BB
D0
8D
F4
01
a2
IC
05
38
A9
DO
FF
P7
50
89
07
Alignment
Tester
OA79:FE
0A81:5O
BB
FE
BD
B8
01
20
IC
00
CA
FE
DO
20
F7
A0
A2
73
OA89:06
D0
17
20
97
06
DO
12
42
See instructWJis
in
article
on
page
0A91:8E
E0
06
8C
El
06
20
97
AD
63 before
typing in
0A99:0G
00
07
8E
E2
06
BC
E3
DA
0AA1:06
60
BD
E4
06
4C
Q3
04
9D
0801:0D
OS
OA
00
9E
28
32
30
05
0AA9:A9
00
AA
AB
2C
00
IC
10
IC
0809:36
33
29
00
00
00
4C
Cl
80
0AB1:FB
2C
00
IC
10
OB
E8
DO
D3
0811: 0A
4C
IE
04
4C
CF
04
4C
33
0AB9:FB
C8
DH
r5
A9
21
BS
GO
99
0B19:D8
04
4C
9F
04
4C
fi3
04
B6
OAC1:20
44
E5
AD
21
DO
SD
F5
EB
0921:4C
3D
06
4C
00
06
4C
90
6D
0AC9: 13
AD
20
D0
BD
F6
13
A9
FB
0829:04
4C
B3
04
4C
CA
04
20
BA
SAD 1:90
BD
21
D0
8D
20
DO
A2
F3
8 31: FA
04
D0
0A
A5
18
C9
2E
C9
0AD9: 16
A0
00
20
8C
OF
A9
16
2D
0839:90
02
A9
ZC
69
01
85
22
86
0AE1:85
02
A9
12
85
FB
A9
00
FE
0841:A5
22
C9
01
F0
07
20
BA
94
0AE9:85
FD
A9
08
85
FC
A9
04
60
0849:05
C6
22
t>0
F3
A9
01
85
AC
0AFl:e5
FE
20
D9
OE
20
3A
0E
9D
0B51: 18
20
3F
05
A2
00
20
Cl
C4
0AF9:B1
FB
20
AB
FF
C8
CO
20
39
0859:05
A0
00
20
D2
05
A9
EE
03
OB01:90
F6
20
4C
0E
20
AE
FF
34
0661:80
OC
IC
20
F5
05
A0
00
CS
0B09:C6
02
DO
E6
20
44
E5
A2
0C
0869:84
4D
20
SE
05
FO
04
Aa
8F
OB 1 1 : 1 6
AO
00
20
BC
OF
A0
14
52
0971:00
D0
18
A5
IB
BD
Fl
06
F3
0B19:20
C6
13
A0
F3
20
C2
13
16
0879:fi4
22
CC
Fl
06
DO
03
EE
85
0321:20
E4
FF
C9
00
F0
F9
C9
9E
0381:F2
06
C8
CC
Fl
06
D0
03
BE
0B29:31
F0
4C
C9
32
00
03
4C
61
0S89:EE
F3
06
A4
4D
8a
99
EO
Cl
0B31:B0
0C
C9
51
DH
Efl
20
80
E3
0891:06
E6
40
A5
4D
C9
11
D0
E6
0B39:0F
A9
49
20
A8
FF
ft9
30
35
0999:DL
AD
00
IC
29
F7
4C
B8
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COMPUTEIS Gaimie May ISSS 89
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32
BASIC For
Beginners
Article on page 52.
Math Drill
BE 10 POKE5328a,l:POKE53281,6!
POKE646,l
SM 15 REM FOR C16 AND C+4 USE
[3 PACE] -COLOR 4, 2,7: COLOR
0,7,4:COLORL,2,7 INSTEAD
OF POKES
FX 20 PRINT'MCLH)"
KP 39 INPUT" WHAT'S iOUR FIRST
NAME";NS
EA 40 IFNS-""THEN20
EK 50 L = 19-[[LEN[HS)-H5)/21
GD 60 PRItJT"{CLR)"
SS 70 F0RT=1T04:PRINT:NEXT
AH 80 PRINTTAB(L) "{BVS}"NS"'S
!SPACE)MATH PRACTICE
{OFF)"
AP 90 PRINT
SA 100 PRINTTAB(13) "1. ADD
OF 110 PRINTTAB{13) "2. SUBTRAC
T
GM 120 PRINTTAB[13)"3. MULTIPL
Y
EC 130 PRINTTABU3) "4. DIVIDE
GP 140 PRINT:PRINTTftB(12) "WHIC
H NUMBER?
HR 150 GETAS:IFA$<>"1"THENIFAS
<>"2"'THENIFAS<>"3"THENI
FAS<>"4"THEN15a
JC 160 N-lOiO-RNDf-TI/iai) sREM
SEE ARTICLE
SS 170 X=VAL(AS)
OS ISO P=P*1
RS 190 ONXGOSUB280,2e0,220,220
QE 200 ONXGOSUB350, 360,370, 110
QD 210 GOSUB42a;GOT018a
DE 220 IFFLAG-1THEN280
HX 230 PRINT:PRINTTAB[13)"TABL
E";
QX 240 INPUTTS
JS 250 T=VAL(TS)
SK 260 IFT>NTHENPRINT"(3 UP}":
GOTO230
BH 270 IFT<1TKBNPRINT"{3 UP)":
GOTO 230
KS 280 A=INT[N*RND{1) )+l
KX 290 B=INT[N«HND{1) )+l
MG 300 IF(X=2)ANDiA<=B)THEN280
DC 310 PRINT"{CLRl":POKE53281,
6: REM FOR C16 AND C+4 -
USE COLOR0,7,4 INSTEAD
{SPACE)OF POKE
XK 320 FORJ"1T07:PRINT:NEXT
OS 330 PRINT: PRINTTAB(6) "PRESS
ONLY RETURN FOR ANSWER
AR 340 PRINT! PRINTTAB(13) ; :RET
URN
JX 350 PRINTA"t"B" = "; :C=A4-B:RE
TURN
KM 360 PR1NTA"-"B"="; :C=A-B!BE
TURN
MB 370 L'INT (2"RND(1) )+l
KP 380 ONLGOTO39a,4a0
XH 390 PRINTT"X"A"="; :C-A"T:RE
TURN
FG 400 PRINTA"X'"T" = "; :C=A*T;RE
TORN
XA 410 PRINTA'T"/'"T" = "; ;C=A!RE
TURN
QD 420 DS="":IMPUTDS
SR 430 D=VAL (DS)
FP 440 IFC=DTHEN4aa
BX 450 POKE532ai,2:REM FOR C16
AND C+4 - USE COLOR0,3
,5 INSTEAD OF POKE
JQ 460 PRINT:PRINTTAB(12) "THE
(SPACE)ANSWER IS"C
SB 470 GOTO510
AS 480 POKE5328;l,5:HEM FOR C16
AND C + 4 USE COi:,OR0,6,4
INSTEAD OF POKE
SA 490 PHINT;PRINTTAB(16) "GOOD
1
ES 500 K=K+1
KJ 510 PRINT: PRINT" PRESS RETU
RN TO CONTINUE OR Q TO
[SPACE)OUIT.
KX 520 GETBS: IF{BS<>CHRS [13) ) A
ND(BS<>"Q")THEN520
RC 530 IFBS=CHRS (13)THENFLAG=1
:RETUnN
MB 540 PRINT"JCLR)"!POKE53281,
6!REH FOR C16 AND C+4 -
USE COLORa,7,4 INSTEAD
OF POKE
CJ 550 PRINT:PHINT" SCOHE:"K"C
ORRECT OUT OF"P"PHOBLEM
S
64 Keyboard
Enhancer
See iitstructious in article on page
72 before typing in.
Program 1: Keyboard Enhancer
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90 COMPUTEIS Gaigtle May 1988
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Program 2: Keyboard Enhancer
Customizer
HE 10 REM COPYRIGHT 1938 COMPU
TEI PUBLICATIONS, INC, -
ALL RIGHTS RESERVED
CX 20 POKE532B0,6:POKE532B1,6:
POKE646,3
JG 30 PRINT'MCLR){3 SPACES)COP
iTRIGHT 1988 COMPUTEl PUB
., INC."
FB 40 PRINTTAB[11)"ALL RIGHTS
{SPACE)HESERVEO"
RD 50 PRINT"(2 D0WN){4 SPACES)
'KEYBOARD ENHANCER' CUST
OMIZER"
CP 60 PRINT"[2 DOWN} {RVS)FUNCT
ION KEY STRINGS"
BS 70 PRINT" (DOWN)CORRENT STRI
NGStDOWN)"
BJ B0 FORJ=1T07STEP2
QK 90 PHINT"F";J;"!"iCHRS(34);
:READA:ZZ=A:GOSUBZ60
QA 100 PRINT"NEW DEFINITION;?"
;:DS-""
HM 110 POKEZ04,0!GETSS:IFSS-""
THEmi0
BC 120 IFSS-CHRS (13)THEH160
OX 130 POKE212,l!PRINTSS; :DS'D
5+SS
OS 140 IFSS-CHBS[20)THENDS=LEF
TS(DS,LEN(DS)-2}
HM 150 GOTO110
MB 160 PRINT" ";
DR 170 PRINT: IFLEN(DS)>iaTHENl
00
DK 180 A=ZZiGOSUB320
FF 190 PRINT" "; :NEXTJ
GD 200 PBINftDOWN} [RVSJDEFAUL
T COLORS"
JC 210 F0RJ=1T03
MP 220 READLS:PRINT"CURRENT ";
LS;":";
SB 230 READB:PRtN7PEEK(B)
QX 240 INPUT"NEW VALUE: " ;X : IFX
<0OBX>255THEN240
HX 250 POKEB,X:NEXT:END
EH 260 IFPEEK(A)=0THEN310
GK 270 IFPEEK[A)=13THENFS="*":
GOTO300
PB 280 IFPEEK[A)''34THENFS-CHRS
[39) :GOTO300
MX 290 FS=CHRS (PEEK(A) )
EO 300 PBIHTFS; :A=A+l!GOTO260
MK 310 PRINTCHRS(34) :RETURN
RP 320 IFDS=""THENRETURN
FS 330 F0RT=1T0LEN(DS)
PJ 340 IFHIDS [DS.T, 1)»"':"THENF
S=CKRS (13) :GOTO370
EP 350 IFMIDS (DS,T,1)''CHRS (39)
THENFS=CHRS [34) :GOTO370
HR 360 FS=HIDS{DS,T,1)
JA 370 POKEA,ASC(FS) :A = A + 1
KR 380 HEXTT! POKER, a:BETURN
KC 390 DATA 50215,50245,50275,
50305
FM 400 DATA "BORDER" ,50131, "SC
REEN",501B6,"CURSOB",50
191.
Treasure Diver
See instructions in article on page
28 before typing in.
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00 2
Periscope
Article on page 70.
Kll
20
HH
30
ER
40
DF
50
RF
60
iiE 10 REM COPifHIGHT 19B8 COMPU
TEI PUBLICATIONS, INC. -
ALL RIGHTS RESERVED
GOSUD620
PRIHT "(HOME]DRIVE TYPE"
: PRINT"A 1581": PRINT"B 1
571"!PRINT"C 1541{DOWtJ}"
PHINT"{UPjPRESS A, B, OR
€"
GETKEYTVS! IFTYS<"A"ORTYS
>"€"THEN40
IHPUT "DEVICE NUMBER
{2 HIGHT)8(3 LEFTl";DR:l
F DB<8 OH DRJll THEN 60
DB 70 OPEN15,DR,15:OPEN5,DR,5,
" » " : 0PEN4 , OR , 4 , " < " : G0TO2
50
JF 80 IHPUT "TRACK AND SECTOR
(SPA€ElHUMBER"!TB,SE
QH 90 IFTYS = "A"AtID [TR<1ORTR>80
ORSE<0ORSE>39)THENRETURN
QX 100 IFTVS<>"B"THEN150
QJ 110 1F(TH<1ORTR>70ORSE<0ORS
E>20)THENRETURN
BC 120 IF[ (TR>17ANDTR<25)0R(TR
>5 2AHDTR<60) 1ANDSE>1STH
ENRETUHN
CH 130 1F( (TR>24ANDTH<31)OR (TR
>5 9ANDTR<66) )ANDEE>17TH
02 COMPUTEVs Galetle May 198B
ENRETURN
SE 140 IF( (TR>30fl[JDTR<36)OR (TR
>65ftNDTR<71) )ANDSE>16TH
EHRETURN
KX 150 IFTYS<>"C"THEN200
QS 160 IFTR<1ORTR>35ORSE<0ORSE
>20THEHRETURN
MK 170 IFTR>17ANDTR<25ANbSE>la
THENRETURN
RH 180 IFTR>24ANDTR<31ANDSE>17
THENRETURN
DP 190 lFTR>30ftNDSE>16THBHRETU
m
HP 2B0 PRINTI15,"01"; 5i0;TR;SB
FA 210 SYSil864
FG 220 BK(PO)=PEEK(la24) iBK(PO
+1)=PEEK [1025) :PO=P0+2:
IFPO>51THENPO=0
KG 230 IFPO>LITHENLI=PO
HF 240 RETURN
RX 250 GOSOeeaaiPRlNTMES: PRINT
"TRACK "TR;" SECTOR "SE
XJ 260 GET CS:IFCS=""THEH 260
BP 270 IFCS="C"THENGOSUBS90
XC 2B0 IFCS="E"TKENGOSUB330
ES 290 IFCS="N"THENGOSUBBa
EK 300 IFCS''"B"TKENGOSUB570
QC 310 IFCS-"Q"THEN600
CH 320 GOTO250
CG 330 WINDOW 0, , 3 9, 7 :CL-0
QX 340 GOSUB530:GETINS:IFINS""
"THEH340
KC 350 1N=ASC(INS) :IFIN=13THEN
550
CG 360 IFIN-27THENRETURN
ftR 370 IFIN»19THEN33a
KF 380 IFIN=67ANDPEEi((211)'eTH
EHTR-PEEK(Cl) !SE=PEEK(C
1*1) !GOSUB90tPOKE208,0:
GOTO 330
SK 390 IFm=66ANDPEEK(211)=8TH
ENGOSUB570:POKE20 8,0:GO
TO330
PX 400 IFIN-17ANDCL<215THENCL=
CL*40:GOTO470
EH 410 IFlN-29ANDCi:,<255THEN460
BF 420 IFIN-145ANDCL>39THENCL-
CL-40:GOTO470
BK 430 IFIN-157ANDCL>0THEtJC[,-C
L-1:GDTO470
HP 440 IFIN=18ORIN-146THEN470
EF 450 IFIN<320R (IN>127ANDIN<1
60)THEN340
EH 460 CL=CL + 1:IFC[,>256THEN330
DA 470 POKE7,{Cl-1024)/40
SE 490 C2-(Cl-lfl24)
XK 490 IFC2>39THENC2"C2-4a!GOT
0490
JJ 500 P0KEB,C2
JR 510 POKES, PEEK(5)ftND254!SYS
65520
BM 520 PRINTINS; :GOTO340
SG 530 C1''1024+CL:C2 = PEEK(C1) !
POKECl,XOR[C2,12e) !C3-P
EEK(C1+1) :C4"C2-k:3'256
SR 540 POKEC1,C2:POKE8,19:POKE
7,7:P0KE5,PEEK(5)AND254
:SyS65520
□R 545 PRINT"(C1:N)(2 LEFT)"C2"
(LEFT) (S"RIGHTS(HEXS(C2
) ,2)")"C4'MLEFT) [S"HEXS
[C4)"){5 SPACES} ":RETUH
N
RH 550 SYS48B3
RC 560 PRItJTI15,"O2"j4;0;TR;SE
; RETURN
HJ 570 PO=PO-4:IFPO<0THENPO=LI
FR 580 TR-BK (PO) :SE-BK (PO-H) :S
[,EEPI:GOTO90
FH 590 TR = PEEK (1024 I :SE = PEEK (1
025) :GOTO90
pf 600 input#15,a,bs,c,d: print
a;bS!C;D:CLOSE4:CLOSE5:
C[,OSEI5:PRINT"t2 HOME)
(CLRj":POKE248,0
eb 610 sys4944:ekd:rem enable
{spaceJstop key and run
/stop-restore
qd 620 po-0!dim bk [51 ) : printch
RS (14)CHRS [8) : POKE24B,l
92!TR=1:SE=0
AS 630 POKE532a0,0: POKE53281,0
:PRINT"(CLR] {CYNI
{3 SPACES ICOPYRIGHT 198
8 COMPUTE ! "pub. , ^NC."
KK 640 PRINTTAB(ll) "ALL RIGHTS
RESERVED"
RE 650 reS=ChrS [13) :mES="C con
TINUE"*RES-t"Q OUIT" + RES
*"E EDIT"+RE$*"N NEW"*R
ES+"B BACK"tRES+"(DOWN)
PRESS KEY"
JH 660 RESTORE:FORI-0TO114:REA
DA: P0KE4 864+I,A!B-B+A
GQ 670 NEXT: IFB012696THENPRIN
T"(2 HOME} (CLR)(RED)ERR
0R{2 EPACESlIN DATA STA
tements":end
bf gb0 window 0,16,39,24,1
gk 690 svs4919:return:rem disa
ble stop and RUN/STOP-R
ESTORE
XF 790 DATA162,0e5,032,198,255
BE 710 DATA160,00a, 032, 207,255
FB 720 DATA1.53,00a,004,200,20a
EE 730 DATA247, 075, 204, 255,162
GP 740 DATA004,032,201,255, 160
BB 750 DATA000,185,001,004,032
PJ 760 DATA2I0, 255,200, 192, 255
BK 770 DATA144,245,173,000,004
BS 780 DATA032, 210,255,076,204
KX 790 DATA255, 165,005, 041, 253
XQ 800 DftTA133, 005, 165, 145,096
BB 810 DATA120,169,051,141,024
DM 820 DATA003, 169, 255, 141,025
AQ B30 DATA003,169, 346,141, 040
KX 840 DATA003, 169,019,141,041
PF 850 DATA003,aeB,096,000,0O0
EK 860 DATA120, 169,064, 141,024
FJ 870 OATft003,169,250,14l,025
RH 880 DATA003, 169, 110, 141 ,040
DE 890 DATA003,169,246,141,041
DS 900 DATA003,088,096,082,079
XX 910 DATA066,069, 082,084, 032
HF 920 DArA06G, 073, 098,066,039
Trap
See instructions in article on page
26 before typing in.
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a
94 CXMPUTers GazBttB May 19B8
fv^c ^r^'^ =
Software Inc.
UTILITIES
ULTRA DOS UTILITIES
Module I
High Speed Hard Drive orduQl floppy drive backup utility lor the Amiga
500, 1000 or 3000. 513K Amiga roquifecJ, Compatible with any harddnve
thai lollDws conventional AmigaDOS piolocol Backup those valuable
files on your Hard Disktheeasy way tor only gCQ95|
OXFORD PASCAL 128
OXFORD PASCAL 128 is an implemenlalion of slandard Pascal
designed specifically lor the 0128. It oUsfS all the enhancements Of this
powerful language together with some useful enhancements for itie
C128.0nlyS2g95i
SUPER AIDE
All-purpose utiiiiy piogram tor ihe C54 provides:
• Bt'dlrectlonai scrolling
• Auio Line Deletion
• Trace function
• Disassembler
• Lo-Res Screen Dump
• Number conversion
(10, hsK, binary)
• Append (lies
• Format ~ stiod
new/complele new
• Menu-driven
• Change THIS TO THAT -
specified siring and replace
• And much, much moiel
Super Aide, Ihe complete programmer's tool kit. Only goQ QC|
Auto Line Numbering
• Renumber
• ML Monitor
• List all variables 10 screen
• Hi-Res Screen Dump
• Restore newed Basic
program
• Change Device number
• Packed Line Editor
■ Determine file load
address
search lor all instances ol
with second specified string
GAMES
MONSTER POWER
BIG WHEEL MONSTER arcade action for the C64! One 1o tour
players can compete in Tractor Pulls, Mud Bogs and Monster
Trucks.
Monster Power is only $1 4^^!
STRATEGIC PLAYGROUND FOOTBALL
Enjoy a nee game of football on the C64, Using playground
r\jles,oneorlwoplayerscan compete. Get alrealfromlhe icecream
Iruck af half lime.
Strategic Playground Football is only SQ^^I
"... exce(/en(, ellicient program thai can help you save both
money and doMniime.' '
1541 1571 Computers Qazette
ijiii'vc ALiOriiVicHT ^^'^- '^^^
1541/1571 Drive Alignment reports the alignment condition of Ihe disk
drive as you perform ad|ustmonts. On screen help is available while the
program is running. Includes features for speed adjustment. Complete
inslruclionmanualonaligningbotri 1541 and 1571 drives Even includes
instructions on how to load alignment program when nothing else will
loadlWorksonthe C64,sxea.ciJ8 ineither64or128mode, 1541, 1571
in either 1541 or 1571 mode! Autoboots to all modes. Second drive fully
supported. Program disk, calibration disk and instruction manual only
^^r^ $3495!
f SJ"! ) Super 81 Utilities Is a complete utilllles package for the
f^Z—-^ ^^^^ ^'^'* ^'^'^^ ^"^ ^^^^ computer. Among the many
^iLn\^ Super 81 Utilities features are;
• Copy whole disks from 1541 or 1571 format to 1581 partitions,
• Copy 1541 or 1571 files to 1581 disks
• Backup 1581 disks or files wilh 1 or 2 1581 s
• Supplied on both 3'/;" and 5Va " diskettes sothat it will load on either
the 1571 or 1581 drive.
• Perform many CPIM and MS-DOS utility functions
• Perform numerous DOS functions such as rename a disk, fonamoo
file, scratch or unscratch files, lockar unlock files, create auto-boot
and much morel
Super 81 Utilities usesan option window to display all choices available
at any given time A full fealureddisk utilities system lor the 1581 for only
RAMDOS is a complete RAM based
"Disk" Operating System lor the
Commodore 1700 and 1750 RAfi^ t- \ ^- ■
enpansion modules which turns all or > HAM-DISK
panoftheenpansion memorymto a lightning fast HAfvl-DISK.RAfilDOS
behaves similar to a much faster 1541 or 1571 floppy disk except that
the data is held m eipansion HAfifl and nol on disk. Under RAMDOS,
a 50K program can be loaded in V; second, Programs and files can be
transferred to and from disk with a single command, RAMDOS is
available for only SOQ9SI
SUPER BtKE
Action-packed, lun-lilled motor cycle arcade game
lor the C64. Race the clock in Molocross, Enduro,
Supercross or Trials. Fly through the airon spectacular
jumps. Bounce over woop-de-doos.
Avoid logs, trees, water holes, brickwails, other bikers, etc. as you vie
'lor the gold cup
Thrilling Super Bike action for only £4 ^95)
GALACTIC FRONTIER
Exciting space exploration game for the CS4, Search for life forms
among the 200 billion stars m our galaxy. Scientifically accurate.
Awesome graphics! Forthe serious student ol aslronomy or thecasual
explorer who warts to boldly go where no man has gone before.
Only 529951
Order with cfiack, money order, VISA, MasterCard, COD,
Free shipping & handling on US, Canadian, AP0,FPO
orders. COD & Foreign orders add 34.00
orderFrom; Free Spirit Software, Inc.
905 W, Hillgrove, Suite 6
LaGrange. IL 60525
(312) 352-7323
1-800-552-6777
For Technical Assistance call: (31 2)352-7335
SELECTED PRODUCTS AVAILABLE FROM FINANCIAL SYSTEMS SDFTV^AFIE LTD IN ENGLAND 0905B11.163
COMPUTER I
HI
BOO-S2T-777D
AMIGA S10D.0O
AMItU 1100 00
AMIGA S 100.00
v^
■> Commo(k»e
*^ 1541
46000-
■•'"■ !^ Compolet
Commodore
Prlm»f
.:^^y MPS Ml
MPS 803
^
MSD5DI,SD2
C8M 121
CBM IS7I
IJ
Commodore
UonilDr
1701
1701
S99.D0
j^<_. .^ PET S4
*
150.00
us 00
OKnpulen
^
Commodore
Pnn1«
MPS BOZ
aCommodoTB
y Compuitt
^»^ --^ 80S0
S 7 5.00
*
S4SO0
S7S.00
us 00
WE BUY ALIVE
64
1541 NEWT
1541 ALPS'
SX64
WSD .S03
1S71
1526/802
MPS801
SFD 1001
DEAD
64
1541 NEWT
1541 ALPS'
W5DSD2
SX64
60.00
75,00
60.00
150,00
100.00
85.00
45.00
35.00
85.00
40.00
60,00
40.00
75.00
100.00
c=
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SEND FOR OUR COMPLETE LIST OF PARTS AND SOFTWARE
AMATEUR COMPUTING ENTHUSIAST
IF: THENV
IF you enjoy writing programs Ouring
your spare marrents ana dream ol publishing someOay;
THEN why wait for someday, be an ACE prog ramEr today!
KUSE-)
.^ . ,, programs written In b programinq format
triat allo ws you to read thorn easier so you can
<LEARN) —
result;
how Dtner programers fiave acnieveD the
you see on the screen ann include them in yours .
^ ^ your programs to ACE in the oreferrefl
programing foritiat that you will receive and
money Cased on the numOer of menpers at time
of puDUcation plus year end bonuses for future use.
RSTaTUS new^
_. ,^,- . , We've only just begun'
For ACE to tnrive as a club we hunger for program
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r<MEMBEFlSHIP>-
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forms, prefered program format plus a 'Prwate Library"
program wnich no enthusiastic prngramer can do without
KTHIAL DFFER) -
^ . ^ Convince yourself!
Send 53g,95 now to receive the "ACE Member Starter
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all about, send the balance of the membership fee to
become an ACE programer . Use=Learn. Submit-Earn . . .
T <JOIN) -
SenO your Name. Address and type
of computer you use, plus check or money order fo-
type of membership_ (Full £63.95. Trjal $13,95) to.
P.O. Box F
MuKworago, Hi, 531^9
C= Commodore' 128 $229
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a nafmat^i^'l ■fdlYBlBBrtj »J,Of , IB Oi^nj* W'T™. I r
COUPUJErs Qazeaa Usf 1988 97
How To Type In
COMPUTErs Gazette Programs
Each month, COMPUTEI's Gazette
publishes programs for the Com-
modore 128, 64, Plus/4, and 16.
Each program is clearly marked by
title and version. Be sure to type in
the correct version for your ma-
chine. All 64 programs run on the
128 in 64 mode, Be sure to read the
instructions in the corresponding
article. This can save time and elim-
inate any questions v/hich might
arise after you begin typing.
We frequently publish two
programs designed to make typing
easier: The Automatic Proofreader,
and MLX, designed for entering
machine language programs,
When enlering a BASIC pro-
gram, be especially careful with
DATA statements as they are ex-
tremely sensitive to errors. A mis-
typed number in a DATA statement
can cause your machine to "lock
up" (you'll have no control over the
computer). If this happens, the only
recourse is to turn your computer
off then on, erasing what was in
memory. So be sure to save a pro-
grain before you run it. \i your com-
puter crashes, you can always
reload the program and look for the
error.
Special Characters
Most of the programs listed in each
issue contain special control charac-
ters. To facilitate typing in any pro-
grams from the GAZETTE, use the
following listing conventions.
The most common type of con-
trol characters in our listings appear
as words within braces: {DOWN}
means to press the cursor down
key; {5 SPACES) means to press
the space bar five times.
To indicate that a key should
be shifted (hold down the SHIFT
key while pressing another key),
the character is underlined. For ex-
ample, A means hold down the
SHIFT key and press A. You may
see strange characters on your
screen, but that's to be expected. If
you find a number followed by an
underlined key enclosed in braces
(for example, {8 A}), type the key
as many times as indicated (in our
example, enter eight SHIFTed A's).
If a key is enclosed in special
brackets, g |, hold down the
Commodore key (at the lower left
comer of the keyboard) and press
the indicated character.
Rarely, you'!3 see a single letter
of the alphabet enclosed in braces.
This can be entered on the Commo-
dore 64 by pressing the CTRL key
while typing the letter in braces, For
example, {A} means to press
CTRL-A.
The Quote Mode
Although you can move the cursor
around the screen with the CR5R
keys, often a programmer will want
to move the cursor under program
control. This is seen in examples
such as {LEFT}, and {HOME} in
the program listings. The only way
the computer can tell the difference
between direct and programmed
cursor control is the quote mode.
Once you press the quote key,
you're in quote mode. This mode
can be confusing if you mistype a
character and cursor left to change
it. You'll see a reverse video charac-
ter (a graphics symbol for cursor
left). In this case, you can use the
DELete key to back up and edit the
line. Type another quote and you're
out of quote mode. If things really
get confusing, you can exit quote
mode simply by pressing RETURN.
Then just cursor up to the mistyped
line and fix it.
When You Read:
fCLR)
{HOME}
I UP)
{DOWN}
{LEFT)
(RIGHT!
{RVS}
{OFF}
{BLK)
(WHT)
{RED}
{CYN}
Press:
Sec:
SHUT
CLRIHOME
Ct-R/HOME
SHOT
J CRSR 1
1 CHSR 1
SHIFT
•—CRSR—*
•—CRSR-
Hi
U
o
CTRl
CTRL
][
icna
CTRL 3
CTRI.
A
When You Read:
{PUR)
(CRN]
{BLU)
(VEL)
(«1
! K )
I F3 1
{R )
{ FS I
{ F6)
{17)
{FH }
Press
CTRL S
CTRl i
CTRl 7
CTRL a
a
SHIFT ft
1)
SHIFT (3
(S
SHIFT 1 IS
n
SHIFT n
See:
m
ea
when You Read:
T
Press:
See:
SHIFT
For Commoilore 64 Only
E'3
I CO MMODORE I j 1 ] Fl
(commodore j I i I K
[commodore I [3 1 n
I commodore! [ 'J I rri
[commodore I [ s i E
[commodore] [6j IHI
[commodore] [ 7 ] Q
[co mmodore I [IJ
9B COMPUrers Gaietts May 1980
Mon-Fri 9am-9pm CST
Sat11am-5ptn
IL
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wmr
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ONLY $1 69
Mon-Fri 9am-9pm CST
Sat11am-5pm
cronies
NX-1000
RAINBOW
NEW LOW COST
COLOR PRINTER
ONLY $239
C- Commodore «
AMIGA 500
CALL FOR
CURRENT PRICE
Panasonic.
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Panasonk:,
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im^ AVATEX1200EX
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vldeuM?gii Sl»
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■ t. ■!, or 13 ...lIliEa.
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CBS
Sucrrs* rt.AlRebri:
Binomial Mullipitiialidn
Ir Factoiinn ilS
FInl r>egrre & Advanced
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t.MS
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DATA FAST
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Dun^iitn Silt
Dark Loril SI4
III 8. Baker SI ill
Theairr Eoro(K SI*
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Video Title Shop 121
DAVIDSON
Alteblaiter ill
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Speed Relilfr 1 ill
Spell II ill
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DESIGN WARE
Body Trinspirenl in
Europeatt Nalioni . . . .119
Mi»lon AlgetaM ill
Spellicopler .119
Sllles S. Traill iI9
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PoikrI Planner 1. . ..ilj
FViclel Wriler 2 S13
■all 1 in 1 Soper Pack, 199
ELECTRONIC ARTS
Alien Ilrel Call
American Civil Wlr ..S2b
Amnelia S26
Arclic Foi ill
Bard's Tale 1 i;i 1 S16 Ei.
Banl's Talc 1 or I HinIsS? la.
Che«mailer lODO . ...ild
Chuck Yieeer's AFT. . .11)
Uemon SlalWr . . . ill
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Earth Orbil SlJtion III
Halls ul Monle^Lima - .lib
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Legacy o+ Ancient. - , .121
Marble Madnesi . 111
MonoEKlly ... - i2b
OotraKeous PiKCS . - . ,S13
Pallon vs. Rommel. . . .ill
PvBaiUS ill
Roiktord SI1
Scrabble ill
Scruples -11)
Skyfoi 1 Ill
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Sur Fleet I 126
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EPYX
Elouldrr Dash
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till loaillRI 124
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iplderbot sib
spy ss. Spy 1:
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ElKc 119
Guild o! Thieves ils
KnUhlOn SIS
Slarflldet US
The Pawn IIS
CA.MESTAR
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Chimp. Basketball. ...121
CfL Cti. RhUImII ill
Star Rank Boiing I . . .119
Top Fuel Elimlnalor . . .119
HAVDtN
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SAT Math S1>
SAT\trbll 114
INFOCOM
Beyond Zorli 12B 12*
Border Zone 123
Leather Goddesses ...113
Nord & Ben Couldn't Make
Head or Tail Dnt,..Sll
Sherlock: The Hlddlr of the
Crown jewels ..... .111
llatlimfall ...ill
The lurking hlorrar . . . il3
ZnrkTdloKY S19
INKWELL SYSTEMS
■ 170 Deluie L.P. 16*
• 1B4C liihl Pen 144
FIdidraw 3J ,.il3
Graphic) Gallerit:
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Borden A Sign. . . . ,S1b
Fuluri.tlt Encounters lib
Holiday Theme. ..ilb
Map. ol tbc Mtirld Sib
Graplllcs InUegialor 1 11*
INTRACOHH
Bumpei Slicker Maker 133
Business Card Matei . . 131
KONAMIfACTION CITY
Boot Camp ........ .Call
Contra S19
Jackal S19
Ruih 'n Allnk/Yii
Ai KunitFu SI*
MICROLEACUE
Baseball lis
Bai lloie Stat. . . .116
General MaiiiRer 119
19Bb Teim Dala Dlik .SI4
1*87 Team Data Oli^ .S14
WWF Wreslllns .119
MICHOPROSE
Acrojel. lib
AltbuiiK Riniter .... SI3
Conllicl in VIrlnim. .S2S
Cru.ade in Europe, . . .11^
f-K SIrike Eagle ... ,S2J
Gun.hip ill
Kennedy Approach . . . lib
Piraicl , SIS
Pfoiecl Steallh Fighter SIS
Red Slorm RIsioR . . . .Call
Silenl Service 113
Top Gunner lib
MINDSCAPf
Bop A WiTslle 11*
Color Me; The Computer
Coloring Kit 121
Dell W 131
Gaunllet 121
FHarrier Combal Sim, .119
Indoor Sports 119
InFillralur 1 or 1 .11* It.
Into the Eagle's Nesl .,119
living OayllRhtl ... .119
MI5L SiKCtt . ....Ill
Paperboy 113
Perfect Score SAI 144
Super SUr
Ice Floikey SJl
Super Star SiKcer 123
Uchi Mala ludo SI*
Wise
Bob's Term Pro 129
Bob's Term Pra lia. . .119
C.P. Copvl 121
Doodle ii;
linil CarliidKe 1 ...Call
Font Ma.ler 2 119
Fonl Ma.ler 11B .. li;
Super Snapshot (H) . . .147
Supcrbate b4, , , 11*
Superba.e 118 144
Superscript M 11*
Superscript 11B 11*
omciw
Auloduet 131
Moebiui lis
Ogre 119
Ultima 1 Dr3 12! Ei.
Ultima 4 S39
Ultima S ,,, SI*
PROFESSIONAL
Fleet System 3 Plui...il*
Flee! Syilem 4 118 .. S47
SIMON e. SCHUSTER
Chem, Lab 11!
|K La.ser Money Mgr.. Hi
Typln^t Tutor 4 ilS
SIR ILCH
Deep Space SIS
Wlrardry; Proving;
Ground. S1.1
SOf TWARE SIMLIIATIONS
Foolball 11*
Pure Stal Baieball , , . .131
Pure SEal College
Bi.kelball sin
'Dala Di.ks Avail... . .Call
SPRINGBOARD
Cerlifitlle Maker 115
CM, library Wl. 1 ...11*
Newsroom 133
N,R, Clip AM Vol, 1,,.ll*
N.R, Clip An Vol. 2 . .11;
N.R. Chp An vol, 3 119
P-S Graphics Expander ill
SSI
Blllle of Aniietam. ,. ill
Battle Cruiser 137
Battle Croup 117
814 113
Flemal DaKer . ...125
GellyUiurit -.137
Kamplgruppe 117
Paniei Strike! . . . .139
Phanta.ie I, J or 3 135 Fa.
President Eleil 1988 ,.SI6
Questran 1 115
Realm, ol Darkneii. . ,131
Hints ol 2i Kin 115
Road-var lUIKI iU
HuadAiy juropi 115
Shard of Spring . .ill
Shiloh: Giant'. Trial . SIS
Sons ol lltieny .113
War Game Const. Sel 119
War in S. Pacific. ...117
Warship 137
Wliard'. Crown SIS
SUBLOCIC
Flipihl SiiMilatoI 1 131
F,S, Scenery Disks ,,, .Call
|el S2b
51 eal I h Million 131
THREE SIKTY
Diri.Ci5lle ill
TIMEWOHKS
Accli. Payable ill
Accti Receivable S13
Data Manager 1 S14
Data Manager IIS , ,113
FsrlynMbod Reider ,114
General Leifrter 113
Panner b4 1R1 12S
Partner 118 iR) 131
Swillcalc/SidewayslDI.I19
Swlftcak/Sldewayt 128 Sll
Syfsia IVirter's PerMinal
Im, Planm'i bJ . .125
Svlsli Porter'. Perwnal
Fin, Planner IIS. ,,.113
VSOrd Wriler 1 125
Mird Writer 128 133
U.NICORN
Decimal Dungeon , . .119
Frailiun Action 119
Percentage Panic 119
Rate Car Rlthmelic 119
Ten llHleHobolt 119
UNISON WORLD
Art Calleiy 1 or l.llh Ea,
Art Cillery: Fanta.y , ,.S1b
Prim Master Plus . , . .123
WFEKEY REAPER
Slickvbear Series:
ABC. 116
Malh 1 or I lib El.
Numbers 116
Opposite. S16
Reading .. Sib
Reiding Climp 116
Shape. ..116
Spellirlbber 116
Tvpinfi S16
ACCESSORIES
Bonus S5. DD ..S4,*9 Bi.
Hi>nus DS. DO , . S5.99 Bi.
CompuServe Slarlcr Kit SI*
Contriver Mouse 119
DIUi (Caie IFInldt 7511638
DiOi Drive Cleaner .ibiS
L)o.v Innes Mew. Retrieval
Membership Kil .114
Ip>i 5D0 H) jnyltick . ,114
konlmllei . , , , ,114
Soncom lAC 2 J.S 19
Suncom TAC S I.S. , . .114
Wna an Handle 117
Wiio Boss S12
WIloErgo.lick j.S. 11*
Wico Ihree-Way , 119.93
UILC Super Graphll IS*
KETEC Super Graphli Ir.Sl*
"All program, on disk
unless Dlherivise noted!
P.O. BOX m327-DEPT. CG-BLAWNOX, PA 15238
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Sat, 10 AMJ PM EA5TEHN
lor oyorr inlormatlonl
The Automatic Proofreader
.
Philip I. Nelson
"The Automatic Proofreader" helps
you type in program listings for the
128, 64, Plus/4, and 16 and prevents
nearly every kind of typing mistake.
Type in the Proofreader exactly as
listed. Since the program can't check it-
self, type carefully to avoid mistakes.
Don't omit any lines, even if they con-
tain unfamiliar commands. After finish-
ing, save a copy or two on disk or tape
before running it. This is important be-
cause the Proofreader erases the BASIC
portion of itself wiien you run it, leav-
ing only the machine language portion
in memory.
Next, type RUN and press RE-
TURN. After announcing which com-
puter it's running on, the Proofreader
displays the message "Proofreader
Active". Now you're ready to type in a
BASIC program.
Every time you finish typing a line
and press RETURN, the Proofreader
displays a two-letter checksum in the
upper-left corner of the screen. Com-
pare this result with the two-letter
checksum printed to the left of the lire
in the program listing. If the letters
match, it's almost certain the line was
typed correctly. If the letters don't
match, check for your mistake and cor-
rect the Sine.
The Proofreader ignores spaces not
enclosed in quotes, so you can omit or
add spaces between keywords and still
see a matching checksum. However,
since spaces inside quotes are almost al-
ways significant, the Proofreader pays
attention to them. For example, 10
PRINT'THIS IS BASIC" will generate
a different checksum than 10
PRINT'THIS ISBA SIC".
A common typing error is transpo-
sition — typing two successive charac-
ters in the wrong order, like PIRNT
instead of PRINT or 64378 instead of
64738. The Proofreader is sensitive to
the posilion of each character within the
line and thus catches transposition
errors.
The Proofreader does not accept
keyword abbreviations (for example, ?
instead of PRINT). If you prefer to use
abbreviations, you can still check the
line by LISTing it after typing it in,
moving the cursor back to the line, and
pressing RETURN. LISTing the line
substitutes the full keyword for the ab-
breviation and allows the Proofreader
to work properly. The same technique
works for rechecking programs you've
already typed in.
If you're using the Proofreader on
the Commodore 128, PIus/4, or 16, do
»0t perform any GRAPHIC commands
while the ProofreadeT is active. When
you perform a command like GRAPH-
IC I, the computer moves everything at
the start of BASIC program space — in-
cluding the Proofreader — to another
memory area, causing the Proofreader
to crash. The same thing happens if you
rut! any program with a GRAPHIC
command- while the Proofreader is in
memory.
Though the Proofreader doesn't
interfere with other BASIC operations,
it's a good idea to disable it before run-
ning another program. However, the
Proofreaderis purposely difficult to dis-
lodge; It's not affected by tape or disk
operations, or by pressing RUN/
STOP- RESTORE. The simplest way to
disable it is to turn the computer off
then on. A gentler method is to SYS to
the computer's built-in reset routine
(SYS 65341 for the 128, 64738 for the
64, and 65526 for the Plus/4 and 16).
These reset routines erase any program
in memory, so be sure to save the pro-
gram you're typing in before entering
the SYS command.
If you own a Commodore 64, you
may already have wondered whether
the Proofreader works with other pro-
gramming utilities like "MetaDASIC."
The answer is generally yes, if you're
using a 64 and activate the Proofreader
after installing the other ulilily. For ex-
ample, first load and activate Meta-
BA51C, then load and run the
Proofreader.
When using the Proofreader with
another utility, you should disable both
programs before running a BASIC pro-
gram. While the Proofreader seems un-
affected by most utilities, there's no
way to promise that it will work with
any and every combination of utilities
you might want to use. The more utili-
ties activated, the more fragile the sys-
tem becomes.
The New Automatic Proofreader
10 VEC=PEEK(772)+256*PEEK{773)
:I.O=43:HI=44
20 PBIfft "AUTOMATIC PROOFREADE
R FOR "jilF VEC=42364 THEN
[SPACEjPRitJT "C-ii4°
30 IF VEC=5a556 THEN PRINT "VI
C-20 "
40 IF VEC=35158 THEN GHAPIIIC C
LR:PRI«T "PLUS/4 d 16"
50 IF VEC=17165 THEN L0=4S!HI«
46:GRAPIIIC CLH: PRIHT"128 "
G0 SA=(PEEK[LO)+256«PEEK{HI))+
6:ADR=EA
70 FOR J=0 TO 166!READ BYTsPOK
E ADR,BYT:ADR=ADR+liCllK=CHK
+BYT:NEXT
80 IF CHKO20570 TilKtJ PRINT "*
ERROR* CHECK TYPIWfi IN DATA
STATEMENTS":END
90 FOR J=l TO 5:READ RF,LF,HPi
RS=SA+RP!itB=INT[RS/236) jLB=
R3-(256*HB)
100 CHK=CHK+RF+LF+HF!POKE SA+L
F,I,a:POKE SA+HF,HB:NEXT
110 IF CHKO220S4 THEN PRINT "
•ERROR' RELOAD PROGRAM AND
ISPACEjCHECK FINAL LlNE"iEN
D
120 POKE SA+149,PEEK(772) :POKE
SA+i50,PEEK(773)
130 IF VEC=17165 THEN POKE SA+
14,22:P0KE SA+18,23!POKESA*
29 , 2 24 iPOKESA+139 , 224
140 PRINT CHRS(lfl7);CHR5(17);" ■■
PROOFREADER ACTIVE"iSYS SA
ISO POKE I!I,PEEK(HI)>1:P0KE (P
EEK[LO)+23&*PEEK(HI))-l,0iN
EW
160 DATA 120,169,73,141,4,3,16
9,3,141,5,3
170 DATA 86,96,165,20,133,167,
165,21,133,168,169
180 DATA 0,141,0,255,162,31,18
1,199,157,227,3
190 DATA 202,16,249,169,19,32,..!
210,255,169,18,32
200 DATA 210,255,160,0,132,180
,132,176,136,230,180
210 DATA 200,185,0,2,240,46,20
1 ,34,208,8,72
220 DATA 165,176,73,255,133,17 '
6,104,72,201 ,32,208
230 DATA 7,165,176,208,3,104,2 .■
08,226, 104, 166,180 '
240 DATA 24,165,167,121,0,2,13
3,167,165,168,105 v
250 DATA 0,133,168,202,208,239 '
,240,202,165,167,69
260 DATA 168,72,41,15,166,185, '
211,3,32,210,255
270 DATA 104,74,74,74,74,163,1
65,211,3,32,210
280 DATA 255,162,31,189,227.3,
149,199,202,16,248
290 DATA 169,146,32,210,255,76
,86,137,65,66,67
300 DATA 68,69,70,71,72,74,75,
77,80,81,82,83,88
310 DATA 13,2,7,167,31,33,151,
116,117,151,128,129,167,136"
,137
102 COMPUTE! s Gaielle May 1988
EVERYDAY LOWEST PRICES
IN NEW YORK STATE CALL
(212)594-7140
FOR CUSTOMER SERVICE
CALL MON-FRI/9 AM-4 PM
(718)965-8586
FAX NO. 21 25641497
TELEX NO. 4221 32HMOLLEn
FOR ORDERS AND INFORMATION CALL TOLL FREE
1-800-345-7058
1-800-345-7059
OPEN 7 DAYS A WEEK FOR ORDERS: MONDAY-
FRIDAY:gAM-7PM/SATURDAY&SUHDAY:g:30AM-6PM EDT
OR WRITE;
MONTGOMERY GRANT
MAIL ORDER DEPT.
P.O. BOX 58
BROOKLYN, N.Y., 11230
^ commodore ||appia PRINTERS
r^i^iVoftv ^y, Qej,5 Program!
$149.95
^^^C= 128= $21 9
NEW C-I2aDw)th Built ft>y|QQ
lnDiskDri«B iP'fZy
31 700 I :9K EXPANSION MODULE.. Mt.»i
SI7M EXPANSION MODULE ttlt.SS
XETECJR.INTEFIFACE „_ .....JM.SS
XCTECSH. IHTERFACE _ .154. 15
C-1IS POWER SUPPLY _ MB.S!
C64/C64.C POWER SUPBLV liB.SS
llSlMOUSE _ 139.35
IXETECU. KERNEL » MB HARD DRIVES FOH:
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commadore
DISK DRIVES
)Oi54i/c $149.95
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V"^ commodore
"'"".^ monitors
|!^S^t8^°" $169.95
l\ 1080COLOR iCoCQ QC
,:HGB M0NIT0RV^33.5»O
(THOMPSON RGB(500Q QC
, COLOR MONITORV^OS.aiJ
C Commodo™
AMIGA
500
■ OaOOO Piotrsfor
■ 512k Ram E.pjndiWt lo 9MD
'Gfiiphic? Pjoctaai
IN STOCK-CALL FOR LOW PRICE!
AMIGA 500 W/1 080 £769
AMIGA 500/WaO/IOIQ 1979
AMIGA 2000 IN STOCK
ALL AMIGA PERIPHERALS IN
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.COMMODORE PRINTERS
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w
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COMPUTER PACKAGES
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$639
PACKAGES '^-^
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5.25-Dflvo lS-MoFiltot All
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IBM PC/XT COMPATIBLE
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LOSOO. S329 95
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Package of 10 OlsKDltes
$499
SAME PACKAGE cTCSQ I
W/20 MB HARD DRIVE ' OS I
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lurcK^D* f o* civdT c*fd cFdora. Non-tertifitO thM^i miralw*'[ *-9 tvpflin clffarancB Money orderiaip non c^itif'ttf chflcki. N.V.
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64C SI 2995-
128 S18995-
128D 542995-
C64 . . . ,,u^.^ . . . *9995-
'packag* pricing
1802c S189B5
1084 SCALL
MAGNAVOX 8562 . . . $240
FSD-2 $149"
1 541 -II . .*»-."."Tr!^. SI 6995
1581 S179»'
SFD1001 [1 Meg] SCall
1571 $219"
RF500C S209»s
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IBM Compatible
^VM-}}r-f - .ji_
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• PaiM run
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• DDS 1 1
FREE
Sidekick
by Borland
$
499
95'
LIMITED QUANTITY
Cz. commodore
PC10-2
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^599
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•with any
monitor
purchase
SYSTEM INCLUDES:
• 640K
• Due! Drive
• Seriel Port
• Parallel Port
• CGA Card
• 2-Speed C.P.V.
DUAL DRIVE AVAIL.
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Seagate 3D MEG
$274.95
299.95
w/conlioller
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Peniiui
soon
Mj-Kf PJ1»
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Arnsicj i Cup
!30CI
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MM
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PjCHrCi>fllii
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3!0D
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3100
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NW
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MINDSCAPE
Giumwi
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t^DIl
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1300
'UISI Sm*
71 HI
fH'frw ol [Tif CrOi^
121 00
Supflr Sim Hcckiv
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1100
ACCOLADE
usm r.i 7100
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\^l ^^ Machine Language Entry Program
For Commodore 64
Ottis Cowper I
"MLX" is a labor-saving utility that
allows almost fail-safe entry of Com-
modore 64 machine language programs.
Type in and save some copies of MLX —
you 11 want to use it to enter fuhire ML
programs from COMPUTE!'* GAZETTE.
When you're ready to enter an ML pro-
gram, ioad and run MLX. It asks you for a
starting address and an ending address.
These addresses appear in the article ac-
companying the MLX- form at program
listing you're typing.
If you're unfamiliar with machine
language, the addresses (and all other
values you enter in MLX) may appear
strange. Instead of the usual decimal
numbers you're accustomed to, these
numbers are in hexadecimal — a base 16
numbering system commonJy used by
ML programmers. Hexadecimal — hex
for short — includes the numerals 0-9
and the letters A-F. But don't worry —
even if you know nothing about ML or
hex, you should have no trouble using
MLX.
After you enter the starting and
ending addresses, you'll be offered the
option of clearing the workspace,
Choose this option if you're starting to
enter a new listing, [f you're continuing
a listing that's partially typed from a pre-
vious session, don't choose this option.
A functions menu will appear. The
first option in the menu is ENTER
DATA. If you're just starting to type in
a program, pick this, Press the E key,
and type the first number in the first
line of the program listing. If you've al-
ready typed in part of a program, type
the line number where you left off typ-
ing at the end of the previous session
(be sure to load the partially completed
program before you resume entry), In
any case, make sure the address you en-
ter corresponds to the address of a line
in the listing you are entering. Other-
wise, you'll be unable to enter the data
correctly. If you pressed E by mistake,
you can return to the command menu
by pressing RETURN alone when
asked for the address. (You can get back
to the menu from most options by
pressing RETURN with no other input.)
Entering A Listing
Once you're in Enter mode, MLX prints
the address for each program line for
you. You then type in all nine numbers
on that line, beginning with the first
two-digit number after the colon (:).
Each line represents eight data bytes and
a checksum. Although an MLX-format
listing appears similar to the "hex
dump" listings from a machine lan-
guage monitor program, the extra
checksum number on the end allows
MLX to check your typing.
When you enter a line, MLX recal-
culates the checksum from the eight
bytes and the address and compares
this value to the number from the ninth
column. If the values match, you'll hear
a bell tone, the data will be added to the
workspace area, and the prompt for the
next line of data will appear. But if MLX
detects a typing error, you'll hear a low
buzz and sec an error message. The line
will then be redisplayed for editing.
Invalid Characters Banned
Only a few keys are active while you're
entering data, so you may have to un-
learn some habits. You do not type
spaces between the columns; MLX
automatically inserts these for you. You
do not press RETURN after typing the
last number in a line; MLX automatical-
ly enters and checks the line after you
type the last digit.
Only the numerals 0-9 and the let-
ters A-F can be typed in. If you press
any other key (with some exceptions
noted below), you'l! hear a warning
buzz. To simplify typing, the numeric
keypad modification from the March
1986 "Bug-Swatter" column is now in-
corporated in the listing. The keypad is
active only while entering data. Ad-
dresses must be entered with the nor-
mal letter and number keys. The figure
below shows the keypad configuration:
7
8
9
4
5
e
F
U
I
o
P
]
2
3
E
J
K
L
:
A
B
C
D
M
'
*
/
\
Space
MLX checks for transposed charac-
ters. If you're supposed to type in AO
and instead enter OA, MLX will catch
your mistake. There is one error that
can slip past MLX: Because of the
checksum formula used, MLX won't
notice if you accidentally type FF in
place of 00, and vice versa. And there's
a very slim chance that you could gar-
ble a line and still end up with a combi-
nation of characters that adds up to the
proper checksum. However, these mis-
takes should not occur if you take rea-
sonable care while entering data.
Editing Features
To correct typing mistakes before fin-
ishing a line, use the INST/DEL key to
delete the character to the left of the
cursor, {The cursor-left key also de-
letes.) If you mess up a line really badly,
press CLR/HOME to start the line over.
The RETURN key is also active, but
only before any data is typed on a line.
Pressing RETURN at this point returns
you to the command menu. After you
type a character of data, MLX disables
RETURN until the cursor returns to the
start of a line. Remember, you can press
CLR/HOME to quickly get to a line
number prompt.
More editing features are available
when correcting lines in which MLX
has detected an error. To make correc-
tions in a line that MLX has redisplayed
for editing, compare the line on the
screen with the one printed in the list-
ing, then move the cursor to the mis-
take and type the correct key. The
cursor left and right keys provide the
normal cursor controls. (The INST/
DEL key 'now works as an alternative
cursor-left key.) You cannot move left
beyond the first character in the line. If
you try to move beyond the rightmost
character, you'll reenter the line. Dur-
ing editing, RETURN is active; pressing
it tells MLX to recheck the line. You can
press the CLR/HOME key to clear the
entire tine if you want to start from
scratch, or if you want to get to a line
number prompt to use RETURN to get
back to the menu.
Display Data
The second menu choice, DISPLAY
DATA, exairtines memory and shows
the contents in the same format as the
program listing (including the check-
sum). When you press D, MLX asks you
for a starting address. Be sure that the
starting address you give corresponds
to a line number in the listing. Other-
wise, the checksum display will be
meaningless. MLX displays program
lines unbl it reaches the end of the pro-
gram, at which point the menu is redis-
106 COMPUTE! s Gazello May 1988
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ii 95 SFiiDpri^ EFiirgfi non rduntutit For mjkl EiiiTfri plrm cil Enlorr itntding
■n nvnft vdrr Nj ntiEiir crdtii vrl br eiEepred A'rhoul ordfii All (hicfi
ii£j«t la aFiv^cAilFviil mrice IJuinljlre£ nui l»limlfd iv> itmt ilrini PfFuiti^
rt.lHin l»iFn Clfl mlh aiiquiil pK^iging jnd unli'M IfUdi^nm card All duS^i
i^ircl ID Kceptlncr 4i>d rtiifiEal'On Pnui iiib|»c] [d r-vtirFaclurpi incrHu
iMj 4' GfCEVJlt Not flioailiblfl Icr ITIsgnpFiTEal Iirtlil Fdi <nlaimt4d DiVdK
(iBEiririxiifiitr»ci.p'<i»LillCiF*n<i 1? 30 pm € UD pni PriivQud iDr fniil
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CnimH irilin Una Mo. NDUI.
>X«AK«AiSV'M^
played. You can pause the display by
pressing the space bar. (MLX finishes
printing the current tine before halting.)
Press space again to restart the display.
To break out of the display and get back
to the menu before the ending address
is reached, press RETURN.
Other Menu Options
Two more menu selections let you save
programs and load them back into the
computer. These are SAVE FILE and
LOAD FILE; their operation is quite
straightforward. When you press S or L,
MLX asks you for the filename. You'll
then be asked to press either D or T to
select disk or tape.
You'll notice the disk drive starting
and stopping several times during a
load or save. Don't panic; this is normal
beha\'ior. MLX opens and reads from or
writes to the file instead of using the
usual LOAD and SAVE commands. Dbk
users shouid also rote that the drive
prefix 0: is automatically added to the
filename (line 750), so this should not
be included when entering the name.
This also precludes the use of @ for
Save-with- Replace, so remember to give
each version you save a different name.
Remember that MLX saves the en-
tire workspace area from the starting
address to the ending address, so the
save or load may take longer than you
might expect if you've entered only a
small amount of data from a long list-
ing. When saving a partially completed
listing, make sure to note the address
where you stopped typing so you'll
know where to resume entry when you
reload.
MLX reports the standard disk or
tape error messages if any problems are
detected during the save or load. (Tape
users shouid bear in mind that Commo-
dore computers are never able to detect
errors during a save to tape.) MLX also
has three special load error messages:
INCORRECT STARTING ADDRESS,
which means the file you're trying to
load does not have the starting address
you specified when you ran MLX;
LOAD ENDED AT address, which
means the file you're trying to load
ends before the ending address you
specified when you started MLX; and
TRUNCATED AT ENDING AD-
DRESS, which means the file you're
trying to load extends beyond the end-
ing address you specified when you
started MLX. If you see one of these
messages and fee! certain that you've
loaded the right file, exit and rerun
MLX, being careful to enter the conect
starting and ending addresses.
The QUIT menu option has the ob-
vious effect — it stops MLX and enters
BASIC. The RUN/STOP key is dis-
abled, so the Q option lets you exit the
program without turning off the com-
puter. (Of course, RUN/STOP-RE-
STORE also gets you out.) You'll be
asked for verification; press Y to exit to
BASIC, or any other key to return to the
menu. After quitting, you can type
RUN again and reenter MLX without
losing your data, as long as you don't
use the clear workspace option.
The Finished Product
When you've finished typing all the
data for an ML program and saved your
work, you're ready to see the results.
The instructions for loading and using
the finished product vary from program
to program. Some ML programs are de-
signed to be loaded and run like BASIC
programs, so all you need to type is
LOAD "filemme'\B for disk or LOAD
"filename" for tape, and then RUN.
Such programs will usually have a
starting address of 0801 for the 64. Oth-
er programs must be reloaded lo specif-
ic addresses with a command such as
LOAD "filename", 8.1 for disk or LOAD
"filename",!.! for tape, then started
with a SYS to a particular memory ad-
dress. On the Commodore 64, the most
common starting address for such pro-
grams is 49152, which corresponds to
MLX address COOO, In either case, you
should always refer to the article which
accompanies the ML listing for infor-
mation on loading and running the
program.
An Ounce Of Prevention
By the time you finish typing in the data
for a long ML program, you may have
several hours invested in the project,
Don't take chances — use our "Auto-
matic Proofreader" to type the new
MLX, and then test your copy thorough-
ly before first using it to enter any sig-
nificant amount of data. Make sure all
the menu options work as they should.
Enter fragments of the program starting
at several different addresses, then use
the Display option to verify that the
data has been entered correctly. And be
sure to test the Save and Load options
several times lo insure that you can re-
call your work from disk or tape. Don't
let a simple typing error in the new
MLX cost you several nights of hard
work.
MLX For Commodore 64
SS 10 REM VERSION ,'. . T ; LINES 6
30,950 MODIFIED, LINES 4
eS'-lST ADDED
EK .1.00 POKE S6,50;CLR:DIM INS,
I,J,A,B,AS,BS,A(7),NS
DM ).10 C4=48:C6=16:C7=7!Z2='2iZ
4=254 :Z5=255!Z6-256;Z7=
.127
CJ 120 FA=PEEK(45)+ZG'PEEK(46)
1 BS=PEEK { 55 ) +Z6 "PEEK ( 56
SB 130
CQ 140
FC 150
EJ 160
PR 170
JB 180
GF 190
KR 200
PG 210
DR 220
BD
230
JS
240
JH
250
HK
260
FD
270
EJ 268
EM
290
300
KF
310
PP
320
JA
330
GX
CH
340
350
RR
360
BE
370
PX
380
) i[I5-"01234567B9ABCDEF"
RS'iCHiiS ( 13 ) iLS"" ILEFT ) "
iSS=" "!D5=CHR5(20) tZ5-
CHR5(0).TS«"[13 RIGHTl"
SD=54272iFOR I=SD TO SD
+23iPOKE I,0iNEXTiPOKE
(SPACB)SD+24,1S:P0KE 78
8,52
PRINT "(CLR)"CHRS{ 142 )aC
RS(a}:POKE 53280, ISiPOK
E 532B1,.1S
PRINT TS" (RED] ( RVS f
12 SPACES lia @i
(2 SPACESJ"SPC{28)"
{2 SPACES H OFF 1 [BLUl ML
X II (REDJlRVSl
[2 SPACESt"SPC(28)"
112 SPACES] (BLU)"
PRINT"{3 DOWN]
13 SPACES JCOMPUTEl "S MA
CHINE lANGUAGE EDITOR
[3 DOWN)"
PRINT"{BLK)STARTING ADD
RESSg4|"; iGOSUB300iSA-A
DiGOSUB1040iIP F THEHia
PRIKT"(BLKl (2 SPACESjEN
DING ADDRESSg43"riGOSUB
300 iEA«.ADiGOSUB1030 i IF
( SPACE ]F THEN190
INPUT" [3 D0WN}IBLK]CLEA
R WORKSPACE [Y/N]Mi":A
5iIP LEFTS{A5,1)<>"'Y"TH
EN220
PRINT"(2 DOWNHBLUJWORK
INC.. ."mFORI-bs to as+
EA-SA+7iP0KE I,0iNEXTtP
RI NT "DONE"
PniNTTAB(l0)"[2 down!
IbLkKrVS] MLX COMMAND
JSPACElMENU (D0WN!E43"!
PRINT TS"[RVSlE[OFFlNTE
R DATA"
PRINT TS"|fiVSjD[OFF)lSP
LAY DATA":PHIHT TS"
[RVSjLlOFFjOAD FILE-
PRINT TS"[RVS]SjOFF)AVE
FILE". PRINT TS"lRVS]Q
I0FF|UIT[2 DOWHMBLK)"
GET AS:IF AS-NS THEH250
A=0:FOR 1=1 TO 5iIF AS"
MIDS("EDLSO",I,l)'raEN A
=IiI=5
N£XT:ON A GOTO420,610,e
90 , 700 , 280 : COSUB10e0 iGO
TO250
print"[rvs] quit ":1npu
t"(downIE43are you sure
[Y/N]-rASiIF LEFTSCAS,
1)<>"Y-THEN220
POKE SD+24,0!END
IN5=NS iAI>=fl 1 INPUTINS 1 1 F
LEN ( INS ) <> 4THEN RETURN
BS-INS iGOSUa320 lAD-At B5
°HIDS ( INS. 3 ) IGOSUB320 :A
D"AD* 25 6+A: RETURN
A-0IFOR Ji-1 TO 2iAS-MID
S(BS,J,l)iB-ASC(A5)-C4+
(A5>-e")*C7iA=A*C6+B
IF B<0 OR B>15 THEN AC-
0iA— liJ-2
NEXT: RETURN
B=INT(A/C6) jPRINT MIDS{
HS,a+l,l Ji iB-A-B*C6iPRI
NT MiD5(HS,B+l,ll; iRETU
RH
A-INT{AD/26) :GOSUB350iA
=»AD-A«Z6 :GOSUB350 iPRINT
"i";
CK=INT(AD/Z6) ICK-AD-Z4*
CK+ZS»(CK>Z7) ;GOTO390
CK-CK*Z2*ZS*(CK>Z7)+A
108 COMPUJErs Gazelle May 1963
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Excel 2001 Disk Drive
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Star NX-1 000
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1159.95
StarNX-IOOOC
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Pow'r Pak 64
139.85
Star NX-Bainbow Cokir Printer
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ssg.95
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SZ24.95
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Commodore 2002 Monitor
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SoikoshaSP-iaoVC
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1750 RAM Eipanslon-
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J^E' 390 CK»CK+Z5*(CK>25) iRETURN
EHPRlNT"(DOWN)(BLUl«« E
{RVSjERROR DURING LOAD'i
■'QS 400 PBINT"{DOWN)STARTItJG AT
ND OP DATA ••'1GOTO220
(DOWN)E43"iON F GOSUB98
■A.., t43";iGOSUB300!lF INSt>
KC
660
GET AS: IF AS"HS THEN GO
0,990,1000!GarO220
»!^ NS THEN GOSUB1030IIF F
2%^ {SPACE JTHEN400
3081080 SGCTO220
PP 980 PRINT-INCORRECT STARTIN
EQ
670
IF AS=S5 THEN F=F+llGOS
G ADDRESS { "; :GOSUB360 !
EX 4X0 RETURN
U81080
PBINT")"!RETURN
HD 420 PRINT"lRVSj ENTER DATA
AD
680
ONFGOTO630,660 ,630
GR 990 PRINT*LOAD ENDED AT "; i
fj^/. ( SPACE l"!GOSUB400i IP IN
CM
690
PRINT"ID0WN] iRVS) LOAD
AD=SA+ADiGOSUB360iPRlNT
W//ry S~N? THEN220
[SPACEjDATA "iOP=liGOTO
D5i RETURN
-■ &K' 430 OPENS, 3iPRINT
710
FD 1000 PRINT'TRUNCATED' AT END
'. SK 440 POKE1.9a,0jGOSUB360iIF F
PC
700
PRINT"lDOWN) (RVS) SAVE
ING ADDRESS "[RETURN
THEN PRINT INSsPRINT"
{spaceJfils "sOP-O
RX 1010 AH»INT{A/256) iAL"A-(AH
lUP] (5 RIGHT}"?
RX
710
IN5=N5 ! INPUT '■ ( DOWN ]F ILE
*a56)!POKE193,ALiP0KE}.
GC -450 FOR I=>0 TO 24 STEP 3; 6?
NAMEg4r';IKSiIF INS=NS
94, AH
=SS!FOR J=l TO 2:IP F T
1sPACE)THEN220
FF 1020 AH=IKT(B/256) tAL=B-(AH
HEN BS^MIDSdNSil+J,!)
PR
720
F=0 J PRINT " ( DOWN | i BLK )
•256):POKE174,AL!POKEl
HA 460 PRINT"{RVSj"gSI,S; iIP I<
(RVS)T[OFF]APE OR {RVS]
75, AH: RETURN
24THEN PRINT' [OFFf'f
d(ofp1iskj %A%':
FX 1030 IF AD-:SA OB AD>EA THEN
, HD 470 GET AS:IF RS=NS THEH'nB
FP
730
GET ASiIP A5""T"THEN PR
1050
■ FK 4B0 IF(AS>"/"ANDAS<"!')OR(A
IHT "T 1 DOWN 1 " iGOTO8a0
HA 1040 IF(AD>511 AND AD<4O960
S>"&"ANDAS<"G")THEHS40
HQ
740
IF AS<>"D"THEN730
)OR(AD>491Si AND ADt53
:■ 6S 465 A=-(A5="M-)-2*(AS = ",')-
HH
750
PRINT"D|D0WN]"!0PEN1S,6
24S)THEN GOSUB1080iF=0
',■ 3MA5=".")-4*(AS="/")-5
,15, "I0!"jB=EA-SA:INS="
! RETURN
■' •(AS«"J")-6*(AS="K-1
a!"+INS:IF OP THENSie
KC 1050 GOSoai060!PRINT"(RVSj
•: FX 496 A-A-7*(AS="L")-8«(A5="t
SO
760
OPEN l,8,e,INS+",P,W"ta
[SPACEjiNVALID ADDRESS
/ ")-9-{AS="U")-10*{AS-"l
OSUBS60rIP A THEN220
{D0WN)(BLK1"iF=\ iRETU
")-ll*(AS-"0'')-12*(A5a"
EJ
770
AH=IHT(SA/2S6)iAL=SA-(A
RN
P" )
H"256) :PRINT»l,CliRS(AL!
AR 1060 POKE SD+5,31iPOKE SD+6
„CM,4a7 A=-A-!.3*CA5 = S5)iIF A THE
W/J/ N AS-MID5("ABCDaa3E456F
W///j 0",A,1) (GOTO 540
;CHRS(AH):
,20BtPOKE SD,240iPOKE
PE
780
FOR 1=0 TO BiPRINT#.l ,Cli
{SPACEjSD+1 ,4:P0KE SD+
RS(PEEK{BS+I1 ),- !IF ST T
4,33
yVS 490 IF AS=RS AND((I=0)aND(J
HEN800
DX 1070 FOR S=l TO 100rHEXT!GO
=1)0R F)THEN PRINT BS ; !
FC
790
NEXT:CL0SE1:CL0SE15:G0T
TO1090
J=2iNEXT; 1-2410010550
0940
PF 1080 POKE SD+5,aiP0KE SD+6,
KC 500 IP AS="{HOMEi" THEN PRI
GS
800
GOSUB1060 : PRINT ■( DOWN 1
240:POKE SD,0iPOKE SD+
W/y/ry/Z/j^ BS:J=2;NEXT!l=2'ljNEX
K^^^Sfi^'T J F-0 !GOT044a
[BLK}ERROa DURING SAVE:
1,90:POKE SD+4,17
643":GOSUB860:GOTO!30
AC 1090 POR S=l TO 100tNEXTiPO
MX StB' IF(AS=-"1RIGHT1")ANDI' th
MA
810
OPEN l,a,8,IN5+",P,R":G
KE SD+4,0iPOKE SD,0iPO
ENPRINT BSL?; :GOro540
OSUBe60!lF A THEN220
KE SD+1,0!RETURH
yyCK. 520 IP A5<>L? AMD AS<>DS OR
WM/. ((i=0)ahd(j=i))then gos
^Z/.' UB1060!GOTO470
;.EJG 530 A$»LS+SS+L5:PRINT B5LS;
:J=2-J:IF J THEN PRINT
(SPACEJL?! .1=1-3
GE
820
GETI.'.,A?,BS!AD=ASC(AS+Z
■
RX
830
S)+256*ASC(BS+ZS) JIF AD
<iSA THEN F=l:GOTOa50
FOR 1=0 TO BiGET#l,ASiP
OKE BS+I,ASC(AS+2S) :IF{
COLOR RIBBONS & PAPER
I<>B)AND ST THEN F=2iAD
OS 540 PRINT ASirNEXT JiPRINT
=l!l=B
COLOR RED. BLUE. GREEN,
{spaceJsSj
PM 550 NEXT l!pRIHT:PRINT"(UP3
FA
FO
B40
850
NEXTsIF ST<>64 THEN F"3 '
CLOSEl ICL0SE15 jON ABS{F
RIBBONS BROWN, PURPLE, YELLOW,
Ribbon I Pticg Eoeh
Black
Color
He*l
W///////C\^ RIGHT)"; jINPUT#3,IN5
Y////////f '^^ INS=N? THEN CL0SE3 1
' GOTO220
SA
860
>0)+l GOTO960,970
INPUT#lS,A,A5iIF A THEN
CLOSEl tCL0SE15 SGOSCB10
Tranifer
Apple fmagewiiter \i\\
3.75
4 50
6.50
OC 560 FOR 1 = 1 TO 25 STEP3:B5''
f/JJijJJ// HID5(IN5,I)!GOSlia320:lF
OTM»K5K I<25 then GOSUB3B0iA(I
60:PRIMT" jRVSjERROR: "A
S
Crliien 120 C
Connnodoio MPS 801
5.00
4.15
6.00
4 75
7,95
5,75
GQ
870
RETURN
Commodors MPS 802
6.00
6 75
-
EJ
8B0
POKS183,PEEKlFA+2) JPOKE
Ccxnmodo'e MPS 803
4,95
5 95
7.00
PK 570 NEXTtIF A<>CK THEN GOSU
187, PEEK (FA+31 iPOKEiaS,
Commodoie MPS 1000
3,96
4.95
6,7S
B1060:PRINT"lBLK] [RVSj
PEEK(PA*4):IFOP=0THEN92
Commodoie MPS 1 ZOO
5.00
BOO
7.9S
ISPACElERRORi REENTER L
Commodore 1525
6,00
-
-
INE 64i"iF=l!GOTO440
UJ
890
Sys 63466:IF(PEEK(7a3)A
OkKlaia 82/92/93
1,75
2.25
4.50
; HJ 560 GOSUB10a0iB=B3+AD-SAiFO
NDIJTHEH GOSUB1060IPRIN
Okidaia lB2/t92
6.50
7.50
_
R l-O TO 7tP0KE B+I,A{1
T"[D0WNHrVS1 FILE NOT
Panasonic KX-P 1090
6.75
7,75
_
):NEXT
ISPACEjFOUND ":GOTO690
Seikosha SP 800/1000
5.25
5,50
7.95
QQ 590 ftD=AIM-B:IF AD> EA THEN C
CS
900
AD=PEEK C 829 ) +2 56* PEEK ( 8
Etai SG 10
1.75
2,25
4.50
L0SE3!PRINT"(D0WN1 [BLU]
30):IF ADOSA THEN F"! 1
Stai NXIO'NLIO
5.00
eoo
7,96
'* END OF ENTRY **(BLK1
GOTO970
[2 DOWNi"{GOTO700
SC
910
A-PEEK(e31)+256*PEEK(83
COLOR PAPER
GQ 600 F=0:GOTO440
2)-l:F-F-2*(A<EA)-3*(A>
BRIGHT PACK~200 Sheeis/GO BBcli color: Red,
QA.610 PRINT'MCLRHDOWN] (RVSJ
EA) iAD=A-ADiGOT093a
Blue. Green, Yellow, 9 1/2x11 - i10,90/pk.
i^// {SPACEjDISPLAY DATA "iG
m"/ OSU3400:IF IK5-KS THEN2
20
KM
920
A=SA!B=EA+l;GOSUB1010iP
PASTEL PACK-200 Sbest8/50 soch color Pink.
OKE7a0,3!SYS 63336
Yellow, Blue, Ivory. 9 1/2 X 11 - S10.90/dIi.
JF
930
A=BS : B=BS+ ( EA-SA ) +1 <GOS
HJ 620 print"IdownMblu)pressi
Y///?//}/' iRVSjSPACEiOPFj TO PAU
f/////////-&Z. [RVS}RETURN{OFFi TO
UB10ia:ON OP GOTO950iSy
S 63591
T'SHIRT RIB80NS (Hul Trinifai) - Call For Price.
COLOB OISKETTIS
AE
940
GOSUfll0aaiPRINT"l8LU)**
5 1/4" DS/DD Rainbow Pack. 10/pKk - )13.50
- BREAKE43IDOWNJ-
SAVE COMPLETED ""iGOT
K3 630 GOSUB360:B=aS+AD-SAiFOR
0220
For riDboni A papvr nol fined ebOVH. call '0* p^ici A
:-8TO B+7iA=PEEK{I) iGOS
UB3501GOSUB3801PRINT SS
XP
950
POKE147,0iSYS 63562iIF
{SPACE!ST>ia THEN970
avILJ. Prtco & tHC. luDjdCI ID ch*ng« w/D nolico. Mm,
order 125.00. MIn. S A H 13.50. Add 12. IB C.O.D.
lOd'l. IL rei. odd i.TVk Isi. MC A Vlii ■cCBplKl.
I
PR
960
GDSUB10e0:PRINT" [BLUl •*
CC 640 HEXTiPRINT'JRVSJ"; :R=CK
LOAD COMPLETED **"iGOT
f^£NCO COMPUTER PRINTER SUPPLIES
IG0SUB3 50 SPRINT
0220
P.O. Box 475, MBntono, IL 60950 U.S.A.
KH 650 F=liAD=AD+8!lF AD>EA TH
DP
970
GOSUB1060 :PR1NT " [ BLK }
1-800-522-6922 • (ILI 1800-356-9961
B15-46£
-aoBi
110 COMPUTSra OaiBlte May 1968
Cuslomer Service
305-538-1364
S & S Wholesalers, Inc
226 Lincoln Road • Miami Beach, Florida 33139
Dealer & Institutional Accts. 1-800-331-7054
SALES 1-800-233-6345
fs commodore
64C COMPUTER
129.™*
•WTM tH( PURCHASE Of SOCIAL SOFTWARE PACKAGE
STAR MICRONICS PRINTER
• flOCCXUMNPRINTEd
• FULL GDAPHtCS CAPSfllUTV
• 100* COMMODOfK COMPATIBLE
• 1 YEAR WAnnANTV
PANASONIC 10SI '
PANASONIC 1051 '
PANASONIC 3131
PANASONIC 152a
OKIMATE X
OKIDAIAIM
1169"'
!i19."'
S49"'
175 x-
OHIDATAIflO
STAP NK1C00
ESPOM 1*800
EPSON F>;2ai£
EPSON EKftOO
irw-10
Z2S '■■
185-^-
CALL
■WITH PURCHASE OF STARTER HIT
■■1670" CLONE
1200 BAUD MODEM
CHUECT CONNECT
WITH SOFTWARE
COMMODORE
300 BAUD
DIBECr COKNECI
MODEM
19.
90
5W" DSDD DISKEHES
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■MIN SOW/PUrfCHASEOFDISKFILE
WORD PROCESSING SYSTEM
629.90
Commodore 126-D Computer w/ bulIMn
360K double ilded disk drive
HI Reiolutlon SO column monitor
w/cable
80 Column High Speed Gioptflcs Printer
wllh Interface & cablei
Word Procojslng A Dotabaae Soltwore
1750 RAM EXPANDER 169.'"
6 OUTLET SURGE PROTECTOR IB.'"
CM POWER SUPPLY 28.'"
COLOR MONITOR
139.90.
"iMiii Puichais ol SKxe Guord
BERKLEY SOFTWOBKS
BRODERBUND
M90
J1."
A^•'
41 •'
Id"
14"
14."
CAU
19."
19."
20"
GEOS
GEOSIIS
GEO PUBLISH
GEOPOOGHAMMEP
DESK PAK - 1
FONT PAK - 1
GEO-DEX
DESK PAK H
GEOWHrE
GEOCALC
SEOHIE
ACCESS
ECHELON 26."
MACH 128 29"
MACH 5 20."
lEADEnBOAUD 23."
IBIPUPAK 11."
WOCLD CLASS
lEADEnBOARD 23 ■'
SUBIOGIC/ ACTION SOR
FLIGHT SIMULATOR II
THUOEIV CHOPPER
UD PERISCOPE
scEivEnyDiSKi-i2
JEI
DADAEAST
BREAK THROUGH
COMMAT^OO
IKARI WARITIOR
KUNG FU FASER
TAGTEAr«1WHESTLING
32"
17."
17."
BO. 14"
25"
PAINTSHOP
KARATE KA
WHEHEINTHEUSA
IS CARMEN SAN DIEGO
PBiNTSHOP COMPANION
BANK ST. WRITE P
IIMEWORKS
woftowniiERiifli
PARTNER 128
SWinCALC 128
□ATAMANAGERlia
DESKTOP PUBUShER
ACCOLADE
DAMBIBTERS
FIGHT NIGHT
4lh a INCHES
EFVUS5PV
KltLED UNTII. DEAD
TEST DRW
DIGITAL SOLUTIONS
POCKET DICTIOWW
POCKn WRITER II
POCI^ FILER II
POCKET PLANNER II
SUPERPACK II
2S."
17"
23"
23."
29"
24 -J
24"
24*
24"
CALL
17,"
17."
9."
17."
I?"
28'
28'
28,'
59°
SOFTWARE
EPVX
CALIFOR NIACAMES 23."
CHAMPIONSHIPWRESaiNG 23"
23"
17"
23"
23"
23"
'j(t()
i^iM^^^^;^^
CALL
C=
oamm
odore ■ PC
CALL
HI RESOLUTION
MONOCHROME MONITOR
<IO/sa Column Dliplay
89.
90
20."
20"
17,"
14."
17,"
GAMESTAR
CHAMPIONSHIP BASEBALL 20."
CHAMPIONSHIP FOOTBALL 20.'
STAR RANKBOKING 1 7 '
TOP FUEL ELIMINATOR 17'
FAST LOAD
RAD WARRKJR
STREET SPORTS
WNIER GAMES
WORLD GAMES
ELECTORrJIC ARTS
ADVENTURE CONST
AMNESIA
ARTIC FOK
BAROSTAL£ll
CHESSMASTER 2(XX}
DOASONSIAIR
HOME PAK
FINANCIAL COOKBOO"
INSTANT MUSIC
MULE
LEGAcv Of The ACIENTS
MARBLE MADNESS
ULTIMA 1/111/ IV
SKV FOX II
PAPERCLIP
PROGRESSIVE
BOBS TEAM PRO
SUPERSCRIPT
SUPERBASE M
SUPERBA5E 12fl
SUPERSCRIPT 12B
11 "
24."
24."
24"
24"
10."
14."
12"
20"
11 "
20"
19"
CAU
CAa
IB"
29"
29."
47"
32"
52"
MICROPROSE
AIRBORNE RANGER 20"
CONFLICT IN VIETNAM 23"
FIBSTRIKEEAGLE 20"
GUNSHIP 20"
PIRATES 23"
STEALTH FIGHTER 23"
SILENT SERVICE 23"
MINDSCAPE
BOPNWRESILE 17"
DEFENDER OF THE CROWN 20 "
GAUNTLET 20"
INDOOR5PORTS 20 "
KING OF CHICAGO 20"
PAPERBOV 20 "
SOI 20 ■■
CLOSEOUTS
WAS NOW
HOME ACCOUNTANT
74." 24."
PAPERCLIP II
79." 19."
EASV SCRIPT
49 » 12."
JANE 128
99." M."
LOGO
69." 29."
MS PAC MAN
29." 7,"
PACI^AN
29" 7."
ZORKII
39." 6."
ZORK III
49" 6."
DEAOUNE
59 « 6."
SUSPENDED
49"= 6"
FREEFREIGHTON OROEfiS OVER HOO." Air ^yicoitenecr
a i\ coin diicouril Add iX la crodii card purchaioi
COD OfQeri oaa M ^^ p^ DOK OrOouunCOf'lCO^QOftM"
ihlppino ai%d hanaling Ojanllliei on «>me ifomi may bo
Itmired Piices ore luDjocT lo chonga wiThnu! notice. APA.
FRO add ti% additional iMppiig Foreign oider? octijal
rrelghl charfled All saloi oro Hnal, Return of defecliva
merchandlw Tor rapiacamont only wlm outhorlzctlon.
Aulhorl/fidrerurnforaiLibjoclToaieslDckkngfee, Complala
Hiring of oil lales policies ovolloDIa upcn raque^r. FIokJo
rastdonfi add 6% toloi lar
COMPUTErs Gazotto May 1988 HI
THE
BASEBALL
DATABASE
LET YOUR COMPUTER
KEEP TRACK OF YOUR TEAM'S
BASEBALL STATS FOR YOUI
■ E*ST TO USf • Wenu ouvtn < clear s^rECJi uirecEjona
• aelalled uwr'i minual • my oaia entry • tasl suis
ralrifval
■ COMPflEHENSlUE ■ li playar and 2! pitcrhir)g slalB
■ Inning bo> scores • lolilj, cums, avarages. elc calculalaO
■ up 10 ao players ■ unlirniieQ gamss
■ DETAILED nmna reports • Pl^yai roslars • win/
loss racard^ • gjrr^e iumrnarma ■ playar, pitching tna \iiiP
cumi ■ piayai a no oilciw nuiories • anD a loi mora
W« (trior a l^-rlay rncney ucb guaran[e«. to Oon'] delay Can
u! mm ygur Visa/Masiercam aner a' stna ns me cou^un
berg* w\\n your Chech or MO- Prtjgratn tneca ana ijaia'is a<e
ayaiiano uwm riauisi, il you wouia iiVe more inlormairon.
_ BBOfl tor Commoaore 6il t?fl ® S39 95 i_
_ BBOa tot Appit iio/ric s M9 9^ l^
St^j|>j>ino & tianditi^ &
, uc ; cni/uo loui i_
?i]
,_ Visa
No _
TM. 1.
£•0 One ^
Ntrrw
ASrIrtii
Cily
. 5I.__ZIP__
JACOBSEN SOFTWARE DESIGNS
Aim, Order ■ CPG
ib9U E. A'iia Ave . Eugene. Oregon 971105
Pfione (5031 343-8030
COMMODORE SPECIAL
MW-350 PRINTER I^JTERFACE
2K BUFFER M9.95
lOK BUPFER S59.95
Si'ECIALSK BUFFER UPGRADE
I8..95
ROM UPGRADK FOR OLDER
MW.350 1.9 ROM
16,50
CBM 64/128
C64C $169.00
C1541C $175,00
1581 3.5 DRIVE $CALL
1351 MOUSE $35.00
C1660 MODEM $35.00
Clfi70 MODEM $SAVE
1764 RAM $115,00
1802C MONITOR $189,95
CI 28 $CALL
CI 280 $435,00
1571 DISK $215.00
17()0 RAM "128K" $105.00
1750 RAM "SUK" $CALL
CBM 64 POWER SUPPLIES
REPAIRABLE $39.95
NON-REPAIRABLE $2.9.95
MW-401 40/80 COLUMN
CABLE FOR THE CBM128 '"
S29.95
MW-232RS 232 INTERFACE
FOR 64/128 $29.95
MW-611 UNIVERSAL I/O BOARD
FORTHEC64/C128
16 ANALOG INPUTS
16 DISCRETE OUTPUTS
1 ANALOG OUTPUT
I EPROM SOCKET
PROTOTYPING AREA
64 SOFTWARE
CHAMPIONSHIP
BASEBALL S1-1..95
ALIENS S14,95
GHOSTBUSTERS S14,95
ROAD RACE 114,95
ELECTON.ARTS CALL
ALL OTHERS CALL
AMIGA
AMIGA 2000
BRIDGE BOARD
MEMORY
EXTRA DRIVES
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AMIGA 500
MONITOR
CALL
CALL
CALL
CALL
CALL
CALL
CALL
MICRO WORLD ELECTRONIX SALES 1-800-288-8088
SUPPORT 303-988-5907 ALL PRICES SUBJECT TO CHANGE
Sick Disk Drive?
Use Physical Exam to adjust alignment, speed & stop position.
\ti\ Phyilcat Einrn Sam pis a careen
inikpumwuy
AULBAq XOirtClM-lliriDUV*
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Cnxim iHia 4 (loHpnG
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" Power Supplies
•Ptiwcr Supply S19.95
'Rclurn old supplyS 3,00
Your Cost S16.95
S & H S 3.50
*R«turr;ed sup-
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Cardinal Software
14840 Build America Dr.
Woodbridge, VA 22191
Info: (703) 491-6494
llllustrated manual supplies complete in-
structions to guide you in mal<ing neces-
sary adjustments that are indicated by
the test disi<ette. No special scopes or
tools needed. Used by many repair
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drives. Easy to use.
Available for these Commodore Disk
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1001. $39.95 each
Commodore™
Authorized
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Available if you nei;cl
help
Write for catalog.
AIIComtiKxkjrB"' a Amiga '
produds
IBM is a ETadDmark of Inlerrialional
Busmosi Machinal, Corn mod 010 Ib
a lrad«marli ol Commodora
Eloctronici LTD, Amiga la a
Eradamark ol Commodoio Amloci ,
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LETTER QUALITY
PRINTER
$189.00?V"b!e
BROTHER
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WHOLLY KAO.
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Tfial's why Kao
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3.5" DISKETTES
SS Boxed $ .99-M,
DS Boxed $1.39 H.
HD Boxed $3.21 It.
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WE'VE GOT YOUR RIBBONS!
Aople Dot Malm, ImaQewrilerBTM? $3.75
Ap[ileDaisy"heel*H7g 13.15
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IBM PiODnnlct Modol «301 •H45 13.95
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Panasonic KXP-1D90<IT4J9 JS.95
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MINIMUM ORDER 125.00. SUM Conllnenlal USA, 14 00
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J
112 COMPUTErs Qazette May 1988
UNLEASH THE DATA ACQUISITION AND
CONTROL POWER OF YOUR COMMODORE C64 OR C128.
We have the answers to ail your control needs.
NtW! 80-LlNE SIMPLIFIED
DIGITAL I/O BOARD
Create yiiiir imn auliislarl dedicalcd
conlnillcr ivllliiiiil relylnu on ilifik drive.
> Socket frnMandard ROM c;inriil|ic.
■ 40 sqwriilc bufftrcd diKiliil oiilpijl iincs can
eai-h directly siiilch !0 lolls ul 500 mA,
■ *J«para(eilifuial input linn, (TTL).
■ I/O lines conlnjllcd iliroiigti simple memory
mapped pons each atce^xl via a singk
smlemeni in liaiie. No inicifacr could be easier
to use. Alolal often S-bi( pons,
' Included M,l.. driver program optionally called
as a subroutine for fast conicnicni accew to
individual I/O lines from Italic,
• I'Kifts into coiiipiiler's cypaiision pon. For both
CM & CI2.S. I/O connect ions aa' ihrouph a
pairof 50-pin prolcssional type 'il rip headers.
• Order Model SSIOO Plui. Only SllS! Shipping
paid USA. Includes extensile documentation
and program disk. Each additional board S 109.
io(l"^ire«ur^n,»(iii.hi*avail.lblc^f)>;ilTlldy tor
tvnmljuuion.CrcdllJfaiiislfirfl order.
SSIIXlI'luj.KO WlFJI&AlXlHIfi.SSll.
OUK ORIGINAL ULTIMATE
INTERFACE
• UniveriiUly applicable dual 6522 Vcralile
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• [iidiislrial control ajid monilorint;. Great Tot
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• InicllJBcntlyconirolalmoManySciia:.
• I'eiloml automated tcying.
■ Ea.sy (0 program yet extrctiiely powcrliil,
• Easily interfaced lo liigh-perfomance A/L} and
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• Four S-bit fully hidircciionaJ I/O pons i eight
handshake lines. Foul 16-bit timer/counters.
Full IRQ interrupt capability. Expandable to
four boarils.
Order Model MII'~22. SIW posliwid USA.
Includes extensive dociimcnlation and ptogratns
on disk. Each additional board S149, Quantity
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A/D CONVERSION MODULE
Fast. l(K:haniicl. 8-bi[. Hequi res above, liavesall
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Order Model 641F/AlXtBil6,OnlyS69.
SERtOUS ABOUT
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SVMBOI. MASTER MLI.TI-I'ASS SYM-
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C64 SOURCK CODE. Most complete
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PTI».(iSIO SYMBOLIC DEHUGGER fnr
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MAE64 version 5.0. Fully professiotial
6502/65C02 macro editor/assembler, 80-pagc
manual. S29.95 postpaid USA,
^ESN AOORESS*.
SCHNEDLER SYSTEMS
Dept G5, 25 Eastwood Road, P.O. Box 5964
Asheville, North Carolina 28813 Telephone (704) 274-4646
"^ADDRESS,
FOR COMMODORE C-64 & C-128
TCM 1200H / 300/1200 BAUD HAYES COMPATIBLE MODEM
• Easy To Install— Plugs Directly Into User
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• Two- Year Warranty
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• Manufactured in the USA
For more information or to order, call:
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pans corriiinc.
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EXPLODE ! V3.0
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TEXT flLES Tins INCLUDES ALL OfllOIHAL
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• SAVES ALL 6PBITE DATA BRESENT DuHlNQ
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" CONVERT AHTTTEXTSCREENINTOAHUBES
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■ HE [*PLDDEi V3 CARTRIDGE WrTM ALL THE
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THE EIPLOOEF Vl.O UTILITY DISK COFMCa WFIK
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■ A SUPER LIOHT ANO UUSFC PRO.
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. A DODDLE TYPE DHAWINO PRO.
• "SDOTLE" A FULL AUTD.BOOT HAKEFI
■ THE WOBLD'S FIRST INrELLIOBNI SLIDE-
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' A PULL to COLUMN FILE READER WPRINT
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« A BRANO NEW DISK EACH MONTH.
< ALL DtflKS COME WITH DISPLAT PROORAM
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• SUPEF1 FAST DISK FORMAT (S BECONOSI
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AVAILABLE APRIL T^ll^
EXPLODE' V3D AVAILABLE AT FINER SOFTWAHE DEALERS EVEHYWHEPEI
ALL PRODUCTS (EXCEPT DISKS! CARRY A M BAY WAHRANTYF
IFyOURFAVOniTEDEALEBISOuroFEXPLODEIVlO.TCUCANOnOEIl
DIBECTLV FBOM THE lOFIOROUP, CALL (3121 Bi 1.5067 OR WRITE 10
PO BOX >". MONTQOHEm, IL 60530
C 0D"1 ADD 13 Oi ALL OTHERS II 50 FOB S/H
■For OPTIONAL DISABLE SWITCH ADD IS.OO
■■Abo«e NEEDED In CAPTURE IJa/JOcDiLiinnscioentDnly
■•"C-eS OWNERS ONLVI Please lnvo your C-61'i Sirlal
Number read/ wl^en Druermg EiplDde' V3 Q. [NumDar \i
locales on bOTIDrn Ql C-641
AUTHORIZED ATARI ST/XL/XE
All KsrdwirB/SorivAra i Acctiiortti
BUY, SEIX OKTitiVDE!!!
COMMODORE/AMIGA DEALERS
BRAND NEW AMIGA500 Only $299 or
NEW C128D w/built-ln drive $179»iih
Irade-ln ol 640 Computar, 1541C DfIvd, 1902 Monllor, 1200 Modem.
USED PACKAGE DEALS:
Get a used C64 and a color monllor for only $235 OR
a uiad C12B and a 1571 Disk Drive tor only $369.
11!9
6AC CPU aiaEOS 1119
— MC —
13^1 Mouia (3^ l?€4 256K RAM
i;BDwrDuill-indip*a tA'9
-Clll-
irOO l-^&li RAM 1103 1750 5I2A RAM
IIS9
CIU4RGBB0Camn< tm
— HQHITOHl -
C1B02C IIL'SO coinis 1119 RGB lO'BOCOIumn
U't
-Dlllt DRIVEl —
IMIl-l/r □»» im NEWMS4I-1I Dim II6S EiuUialoi- FSD-I
— PHIHTini-
SUr NI-IOM, IMCpl. Alcpl NLO, IBM/EPSON CcnplliUlt
Full LIna ol STAR PRINTERSi Call tor PiicaiNI
t199
Micro R'D Ir^tarlaca M9
lelacsnimtitice IS9
-INTERFACES —
HicrolSEK Inliilaci 1109 ItlH JR Intttlici
XtIK COLD imei'ii:! till
13S
— POW£R 5UPPLIEB —
MJcro R'D CB4 Rf plateiranl, lepairtble povrei lupply only 139
C1?A repCKamaol Qolr (TS Amiga &0C' ripairabia laplacemem only IW
- UOOEMB -
Aitlai liOOE IIS SmarlLink KQOlic lig< Apiotak Irilarlici I3B
AvaEai ITOOtiG 390 A.aiiji ?l«inc S199 Cia'O 1900 coir paiib It t;0
Plui IBM CompAllblaa t Equlpminl
L
BRAND NEW AMIGA 2000 Only $1399
wllh iFidH-ln ol Amiga 1000.
BRAND NEW 01541-11 DRIVE or
NEW 01581 3-1/2" DRIVE $129
with Irads-ln of 1541 DItk Drlv*.
iKrn VBnniiTT ^flirfi 1—
S19
CWCPU
1» CUaCPU l>99 VtCZOCPU
1±41 Drii*
III? 1S71 Dii>« Its? leea^Kici Moatm
t;«
C64C CPU wyGEOS
tl3S 1670 1200 Modem |95 1600 300 Moacm
SZ5
ClBO? MoniiOi
)149 OkiniAlBl0calorw/PIPSl09 Geirnn* lOPnnipi
3>)»
Xtontlati Horn
S'9 MPS BOl Pnm«r 172 ViC 1S?5 Pr'niir
in
Oilatitlviia
1 1 9 Mund r td > Qt toll Ml '• ultcl lon« and (kmjI* i
PC COMPATIBLES
IQM XT COHPATIBLC — ColO' ICQAf/MOnO gmp^'Ct Cirfl. 4 77/10 MH^ Tu/Do flOftft.
Pnosnl- BIOS Mors intn 7k it Ftal » in* JOM XT. MOK HAM, 3£0K DfivB
Pn nitf /Uodim/Gime porn CrocV/CilernJir. Onlf W»S*
I B M AT COUP AT I Ql E ^ H E G VEG a;C G A/Uono Q r Af>nici zmO. S/I I MMt TgrH V>7BA .
PhHnl'BlOS iaiiif»tMEnftlBMXT.SlfKnAMO-Miil, 1 2MB drL*i.PrLnt»r'M^*m
porii, c^cKk/Cai«naar Onlyllitt'
'OpitDni. Manochrnma monJlor IBB. CGA color mo ml or I14>, EGA color mo ml or MIS
HirdDrlvei MmrscrlbB 30MB w/XT cont U4t ?OMB w/XT cori) tUI inililhtd
MBU XT la ■ '■q^iitiBcj iridamtfli ol |nttrniliDii<l Quiir^u Micriin«i
Wa piy CUTi lor rtaw , uted ir4 dtni^td Muipfnent
■id tccaiioritk* CALL lo' an initjrkl fj'jca Quota on
your DquipTQni OuAriE>li*> oT USED prtxlucriviry
PIcaaa call beicfr orD«fpna An uiod pruiiucEi irs
guaranin'J lo &t in gcwd noftiing condition
Pncat v\f\tn rtii«ci a 4% discount Id din
Asa 4% Tor trarjii card ourChAlal
Pr»C» triown iia mi»l ordgt p<iCa10"FV'
1 1 [am carTipaliDtltly ii r>ot gija<antaad )
WE CHECK FOU ITOLCN CREDIT CAnOB
2017 lamSLroot, Suite A
Boulder, CO 80302
Computer R£i>eat5, Inc* '
(303)939-3144
MAIL ORDER DIVISION
Via Accao\*^at\»! Cafil'VtSAlAmmticun£tpio9i mntS COD.
Wa *an| 10 i^ada 'or YOUn EQUIPMENTi M vou-
aquipmnnl ii nol mar>l4Dri«d. giv* una &■" All laTtf-
ancei lo ira6a-tni Biiurna aa^ipn^*'^! i° '>' *^ good
wDihino cundmon ShippirkQ/nindiing ii biiad ort
Id ual wffig ht □ I arde r ■ nd *i H Ua ad dad id i II p^ icot
Au(horl»d Detlvri Tor _
Cr COMMODORE/AMIGA Jk
■nd ATARI ST/KUKE ^'^
CompuUit ind AgcmioH*b.
Classified
SOFTWARE 1
ftiif C-BS flO column MoMsi Monofei^W
- Do'ODoif IcntoJofei ■ fu" Docitnten'crion - Hfl/iu Dfrvon
■ Usgoni ■ loOci! ■ Dor Grajjns ■■ On line neip
T8IK128SI9.M RflE
faihlsonirsi} te/ton o' o aossic ccaisi'e! PQWK
IjDme SO column jjraoi/C! 010 JOUM — ^fc~"
IW-lli CHICK OR MOMfV CWOffl K> ^^
(Ado S2 ooirage hanaiir>ol
PO. Box 80546. Son Olego, CA 92138-0546
FREE SOFTWARE for C-6A, C-12fl, IBM & CPM
send SASEi (or inio (specify compvilur) lo;
nUBl.lC DOMAIN USERS CROUP
PO Box \H2-M, Orange I'ark, HL 32067
FREE PUBLIC DOMAIN SOFTWARE - Rcquesl
Irw calalog or send S2 for sample disk iind
calalog (irlundable), C64-12B CALOKE IND.,
Dcpl. )K, Boi 18177, K.C, MO 6413J
More ihdn ZOO greal ML loullncs for b^ and
I2B, ready lo add lo your own progr.ims, in
COMPUTE! Books' MACHINE LANGUAGE
ROUTINES FOR THE COMMODORE 64/128.
GtplanationsH uses, commented source code. 335
ATTENTION COMMODORE 64 a 12S OWNERS
Quality sollivaie at affordable prices.
Send $1.00 for info to; Rising Sun S/VV
1219 Tedrow Hd., Lakeland. FL 33803
jages, S18.95. Check your local bookstore or call
(800) 346-6767.
THOUSANDS OF PD PROGRAMS TOR
C64/12B! We have Games, Ulilitips, Music and
C-iaS HOME BUYER'S INDICATOR.
Estimates qualifying ratios, closing
costs, atnottiialton, t more. Send $19,93
o: MZA inc., TO Bo> 1002, Ilockcssin, DE 19707
rnuch morel For informalion wrile; i-lyhtspeed
SodivaTe, POB 7037, Chesapfakc, VA 23323
RENT 64/128 SOFTWARE! 100 s o[ disks,
Low.nt prices. No deposit or fee. Fice
COMPLETE GOLF HANDICAPPING SYSTEM
-OR Commodore 64. Menu-driven, reports,
prints cards. S39.99. Handyscore. Boi AlOl,
Pindlay, OH -15839 (419) 424-1986.
caUlog. Cenlsible Soflware. PO Box 930,
Si. Joseph, Ml 49085 [616) 982-0327
FREE SOmVARE for C64. Send 1 stamp for
Calalog.Games-Educ-Homc-Business-Music
Utilities, RVH Publications, 4291 Holland
Road, i'562-C. Virginia Doach, VA 23432
COMMODORE: TRY BEFORE YOU BUY.
BesI selling games, utilities, educational
+ classics and new releases. 100 s of lltles,
Visa/MC Free brochure. RENT-A-DISC, Frederick
BIdg. "345, Hunl'Ti, WV 25701 (304) 529-3232
C64/128 FINEST PUBLIC DOMAIN PROGRAMS
Preteslcd quality programs " Mosl Sl,50 '
WordSWr*- V2.26 For C-12B $39.95 -1-J4.50
n/h. Public Domain SoHwara Copying Co.
33 Sold St.. Sle. L3, New Yorti, NY 10D3S
■'"MicroPro^ 800-221-7372
• On Disk ■ YOU pick Ihe programs thai YOU
MISCELLANEOUS
want!!! Free diikfull of programs wilh fir^l
order! For a list + Description send SASE to.
ILH Co. Dept. G. Boi 67021, Topcko, KS 66667
C64/ia8 EDUCATIONAL P.O. SOFTWARE
MAKE FAST EASY MONEY STUFFING
ENVELOPES. How many can you Till for $1 each'
Earn even more vvilh homo computer! Send SASE
o PAC Dat^. POB 9721. Richmond. VA 23228.
By grade level and subject, ie K-3 math.
K-3 EnKlish. 4-6 math, elc. Calalog 42
PSL Inc., Bo< 750 A, Old Bridge. N] 08857
COMMODORE PARTS AND nj\T RATE
REPAIRS; C-64/$4 5. 1541/$50 P/S New $19.95.
P/S Repairable $34.93, S,\-Trans 524.95, Call for
other parts £t repair prices,
DAVE TAYLCm ENTERPRISES. 915-694-9454
3325 W. Wadley »B-20, Midland, TX 79707
PUBLIC DOMAIN SOFTWARE FOR C64/128
100 programs only $10 or 260 programs
for $25 or J2 for catalog (refundable)
MERIT, Bo» 114 A. Spotswood, NI 09884
Now Commodore QuBlltlad Renairs!
C64/128 SOFTWARE, 1 MUST SELL MY
ENTIRE collecton of games, business & educal.
progtams, Cosl S3S ea. Sell for i7 ea.
Firsl $250 takes all 50. 713-660-8959
C64:S4S. 1541:$30, SX64;$65. C12H;I50, 157L$55.
Buy Sell Trade New/Used - Fast Service! 30
day wntyl Mom k Top's Computer Shop, RR2,
Boi 119, CainsviUe, MO 64632 (816) 872-6311
20 DS -SUPER STUFF' PUBLIC DOMAIN
DISKS. Only $22.00 postpaid. 40 sides full! FREE
BARGAIN CATALOG. VISA /MC/C HECK/
COD. MCH Software, Bon 645, Bayfield, Wl
CALL THIS BULLETIN BOARD SERVICE
'or thousands of dou'nloads ic great
adult boards. Call 718-377-4597.
300- 1200 baud.
54814. 715-779-3600
1987 Kavnei liKtoi tcr COMPUTEI's GsieHe
THE BUSINESS CARD DESIGNER FOR C128
Craphlc/Font Designer, Printers with
Ultra-high resolution. SASE for free
samples II info. $24.93-Business Cards,
P.O. Bon 681, Osburn, ID 83849
Find any article, tip, proKram, review
FAST! Send $7.95 (CA res + b% tan) or
write fo( more info; Haynes Puhllshlng.
9420 Reseda Bl, Sic, 422E. Northtidgt,
CA 91324. Sfllisfaclion Cuaranleed!
COMPUTEI's Qazatte ClassHled is a low-cost way to tell over 225.000
microcomputer owners about your product or service.
fiBtn: S?3 per lint, minimum ol four \inn Any or all of Iht FirM Imt wl m capLlj] Itiii-t^ ji no chjrge Add SIS
pvt lint lor holdfjct n'lrrdi, or 550 for Ihr entkrr fid ^1 in boldfAcr lany mimtwr oF linf* ) Inqxiirr atout displjy
rafrt.
Tsrmi: Pci^pjymenl n rniijimJ Chech, monry ordirr. Amfncjn Expms. Vlu, or MdtlfrCard n accrpEi'd Mjkc
^^hrclu piyjtl^ to C0^1|'UTE' E^uhlirHinon^
Form- Adi an' «ub|ect to publi*h>^r'» :ip[>riwa] and muii t* *nher typed ot leuil'lv prnileJ. On* hn* ei^iuli 40
ftflkTh and ^pacn bel^M^n woidi. rlcjw underline words lo be ^ei In twMtjce
Qtntnl Inlarmatkm: Advertisers usina post offli'c boi nun^bers in Iheir ads must lupply pprmanf nl address jnd
tf iFphunp numbert. Otilors will not Pc aEknowledjftd. Ad will appfdr in next avalfabi? Issue alter retcipl.
Cloving: 3tiJ u( Ihe (hitd month preL-cdln^ covit dale (e.g., June issue c[oses Mirch 3rd). Send order and ipmittanCE
lo. Kathleen Ingram, Classifie.) Mananer, COMPUTE!^ Gazelle, P.O. Boi 5J06, Clreensboro, ^C ;7*03. To plate
an ad by phone, call Kathleen Ingram it (^19} lyS.^PO^.
No1ic«: tOMPUTl:^ PubUcalianft cannot be respunsllile for oilers or claims of advrrli^er*. but will atiempl lo screen
t>ilt misleading or quesluinatile copy.
HARDWARE
COMMODORE REPAIRS...
COMMODORi! CHIPS.,,
COMMODORE/AMIGA CHIPS.,.
DIAGNOSTICS... See our display ad this issue.
THE AMAZING NEW
\iU I M A\TIT . j„ li,,,
...TUPNS ^^^^
YOUR COMPUTER
INTO A TALKINO
AND LISTENING
SERVANT . . .
.;^^"'
,«:r-
UI4 v*ll]i naw comrriandi oddKl 'o BASC
A rXrtK; Donul Wt yc-j -ntp ornj Ctun-
PDW b/ wnilllng Fha tunsi UrtlimirH UiAl
nvfm *cTiK:ark», m>:ikci:iiappkcDi>oni
CiWTWprDQrDmiirclutlMJ PrkcvW S^WMrdUiJngK'lwijiBOria
moTHfOL A ParAnrvd pnc»,'p*fTDiTnDnca braohfrvou^i
lo tjonn Df MAIL tvihjOt ^ th«v>3 A hondlino iU Corodo, i\7
A^oitoDW fo CM l38andAiafbiOO SOOd. lia>3 to-c^y*.**"
ctOani^ 30 iJoy rrtonr* ooc* C'iCBsrJft*, ana ysoi wonortty
OrrtK trttOFtcvi race i/OTnivruasavaiiaDvrc'CvnmDAn,
Amw, and \tM ccmpui vi
Coil or *ri)e ToOav ro FWE Product CorolOO
covox ihK:. <503) 342-1271
675 Conger St.i Eugene, Oeoon fl7402
7771?
T
LOTTO
WITH YOUK HOME COMPUTER!
Use your home computer and Sofl-
Byles amazing new "Lotto Program" to
get more winning tickets.
In jusi seconds this software analyzes
past winners and produces a powerlul
probability study on easy-to-read charts.
V/ith a single press ol a key, you'll see
trends, patterns, odds/evens, sum totals,
number Irequencies, and much more. It
also includes automatic number wheeling,
instant updating, and a built-in tutorial.
Ask your software dealer.
APP1.H. liiM, and Commcxlore 124.33
A:ari,RadioShdcl; , ...Wl.M
Maclnlosh (requires M/S basic) , . . , i!9,95
Back up Copies S3. DO
Add y.OO shipping and tiandling. Credil cdrd
orders approved by pliDiie and shipped sarae day.
Make checks payabls to SOFT-BYTE and mail lo.
P.O. Box 556 Forest Park
Dayton, Ohio 45405
513'
&of «. 2781110
Byte
COMPUTers Gazelle Way 1988 115
LANDMARK
THE COMPUTER
REFERENCE BIBLE
vl,2 for C64 or CI28 in 64 Mode
v2.0 for C128 and 1571 Drive
LANDMARK TCRB consist! of Iht iiUiri King
Jamti vtrsion, individual vent r^erenctr. Words of
CftnJtincohr,andaConcordaiicfof3300* ^^ords!
• CONDUCT SEARCHES of the Bible!
. MAKE TOPICAL FILES copying from Bible
leiiuul SetrchnsuUi ilioidding yourovm
commcnu! Youi LANDMARK Fila an iliobe
convefttd fur um wiih oiher prog rami like
Pipaclip mi CJIiOS (*ilh Wn'ir'i Workjhopl)
- KEEP YOLTt OWN PERSONAL BIBLE by
ojllining i£Xi in cdIqt, idding iiotea or corrunenli.
onie lUppttmoiLvy ttudy filn, evoi rd'scncfl
your own fUei or notes!
A GOOD Bible Prognm with your conpum cjn
OREAIXY ENl lANCE your nudy of ihe Diblel
Our Brochure cxpliini howf
LANDMARK TCRB is $164.95
CALL or WRITE for air FREE Brochurcl
P.A.V.Y. Software P.O. Box 1584
Ballwiti. MO 63022 (314) 527^505
DEALER INQUIRIES INVITED!
PMi*'f>1"* ■ 'f «1>'M If Iflt^Ji^ al bltorWI VtfUriHa C>m«»aw* >' 'tl
DUST COVERS
S^mF^CTION GUARANTEED
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COM^UInn
C'«4/Pliii i'C-6K
C-13g
AmLpa I COO -
.. g.oo
..1 3,00
S.OCl
13.00
(W/linita Hon tliiMI 7B.0O
larboard only . ..... 7.00
Alorl SOOXl, 130XE 10.0<1
Aio'l Sia ST .. . . 11.00
IBM PC' XT . 39.00
IBMHIil ClybaonJ 8.00
(DlFnanioni Biqulrt^
la IBM Clon.i)
□ISK OIIVII
c-ini, c-1171 e.oo
AnKBs IV,- o'Oiv eoo
*"1JB= i'-" D'Orv O.OO
lndi,ii OT, MSO bD-1 B.OO
MSD SD-; 10.00
tnhanmsooo a.oa
fso-1 ,„ e.oo
.,„.. B.OQ
SillioiKa SP.1OO0 13.00
CoFTFtK 2itt 13. OD
C'IPoh 8510 ... . 11.00
Juki JJIO ... 13.00
lnioo*wFl'»r ... 13.00
[pion JX BO 13.00
Epion FX 01/ IBS .. 13.00
OkJdofa 93 13.00
CItii.n MJ^ 10 13.00
C OPS 1101 16.00
0>nlni lO&Slai tO'l 13.00
Oaminl 1] i Jioi IS'i 1«.0a
Alo.l 1017
11.00
MONFTOJK
«'ari SC i;:j>Gt W.OO
01703, BMC CoIm 11.00
t-lTOI.Ar-loo 1500
Andlli 100700 1900
CM Ul {C.180!) 19.00
C.1»D7A'Mlign.. 40 19.00
SEC [Slolt Mtidlll 19.00
Mog^avD' SO BGQ IPDO
Prlnctlon {$!□■• MDffal 19.00
Ihomplon CM OAJ.AA 19,00
laion {STal« Morfal] 19.00
Sokalo SCIOO 19.00
Itnllh (SiDll Modtl) 19.00
VIDEO BECORDtIt It.OO
Slnli Mokl & Modal
Dlrn«ni>oni loqulrDd
inclvding rlwk fuT.oul
Alnii 10H
PaiNTEtS
CIJSS'MPS BOl 10.00
oijje MPseoi 13.00
C-MPS'fi03,C.tS30 .. B.OO
Panoionif I090'9I 13.00
Okidola 130/193 1300
Oklrrol. 10/30 B.OO
EploirMX FX RXSO 13. OO
Epion IXaO/C-lMO 13.00
t<to br lining UUi, MOMl tnf C«W WOia 11H y mm .In
llint«(Wlti(rJ«iiu5rMwi""l"iOwil iNspljij »id ktMIJu
Etiil R«, Wjjr i'- - iKd 1(1. iPO. ICfriim, Fwiiin JM'iidi
iPKIAL COVEU WIU BE WADE lO YOUI
DIMIHSIONI. lEND YOUI «iQUtMMINTl
F0« ou« LOW nicE ouons.
Crow/7 Custom Covers
34«I1 PAIOt CtaCLE DIPT. A
UOUNAHIUS. CA936S3
|7M) <73.&3A3
ADVERTISERS INDEX
flftOtr &9rvu:? hkrnrbvf/AdwUv
P*f
1DSiM3j5 39
103 *5a^irt . BC
1H P4:.E W
105 ack.^sq'i ... lec
lOiWrotok 35
107 Trw ^aBn liiH Qimfl ComoiPj .-i,. IE
lOB QanmiF- SoPri-nln 13
lOaSorMlm SoltMlkl . . U
Ca'fflflfll tiort*iwB ...,,,..... 112
lIDCt^nuSwvo ....,.-,"-.,■. ..kv ...I...--.,-..., 1
111 CompulAt)ili[y ..„, ^i' V H.v BO
I n ConnjW&Wy . ., , , S7
ItJCbrnpulAWT/ 3a
1 1* Co~iix(ei Direci , , 3G-37
I I a Compire< Reoenla Inc -,_ IH
Crcwn Cj^lom Covw« 118
118 Saw ComDuTHTi ... .. ..__,,.. Sl-SO
117 Beragrt ira .,..'. ...ITC
118 ^flOci^ic Ant ... ...,.,,,..,,, 10-11
iistpv< i(aia>JM7i>ai
iaa£Pv< ..,..,,. ,,,,.,... 20
1J1 EBIl 21
iza^Hftk AMux ......,.....,, .. a
m Fin Son Si>>».w>. nc ,,,. 99
inM«ai"t Eo'nym IT
114 jaccuwi Satan [«il^ ' n:
139 <nvA McmyUvn*. IK ...,.._,.... 42
12« LycD CoBBu". 1 48.41
127 WCS 10t-l»
laa WLBRO Ctxroany . ,......,. ,- 107
129 Woo ^-Krt Betjran" ......,...,.....,,,... 112
Wrrdscaw Inc. . ^, _,.,,..,__.._._._.. !
130 Monlgcmffy Gfinl
131 PAvy Sorr^wc
132PreDa)Dn OalaProucti
ISaO-L-ni-
134 Hpnco Ci^pular PFimtr BuFWUH
111 StS miMnaW! . ,
SCTrfBdlBF Svilwni .
138 Son Byll
140Solr Or^p . .
IIT Safw^ie &MOunMrs Q( AmfrtC*
SolrAa.-i> SunpCUl IJ'IDrnJVD'Vr
118 5u[]LXX^IC Corpcyatioi
138 5bDen« MpCTJ SvsEBnq
141 TC ElKPOK-
143 ^er^x CcirfMISf EuvHS
1431EVEX
144 Ttf^^ CC". knc
148 Trud Cinvulfft
148 iLAWf CcTcmv Prmclt
147 JIffAfrrIB
148UHAinUnHmH Ire
1«< Kmn:
.... ItO
..... 88
.... 119
. .. , !12
...,,. 7
.... 110
..,, Ill
.... 113
.... IIS
114
lOO-IEII
a
r. 40-41
. . .. s
... 38
»
. . 1IE
in
11
113
79
19-17
lie
»8J7
77
CLfisiFpea Ada . . .116
COMOUTE' Book! Cornnnotn SUBCOWW 41
CDWPI/IE* eooks UuK Sy»1pm lot mo Commcova
FACTORY AUTHORIZED
COMMODORE REPAIR CENTER
1-800-772-7289
(313) 879-2888 IL
C64 Repair r-ao~.n .42.95 Amiga Repair
CUa Repair ,Ki».|. 64,95
1541 Permanent
Alignment 29.95
1541 Repair 79.95
1571 Repair 79.95
™™., 99.95
Amiga Drive
Repair 149.95
Pflnten CALL
Monltori CALL
Other Equipment . . CALL
CALL BEFORE SHIPPING
PARTS AWD LABOR INCLUDED
FREE RETURfy SHIPPING
(APO. FPO, AIHADD IIO.OOj
24-48 HR. TURNAROUND
(SutajKI lo P*ili Avjillitillllyl
30 DAY M/ARRANTY ON ALL REPAIRS
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
COMMODORE PARTS
C-64 Power Supply 34.95
128 Power Supply 59.95
C-64 Over V/oltage Senior 1 9.95
Other Parts CALL
[PI Id 13.00 Shipping/ Handling I
All parts lor Commodore equipment usually In stock
For Parts Call (312) 879-2350
Dealer Discounts Available
TEKTONICS PLUS, INC.
150 HOUSTON STREET i^^
BATAVIA, IL 60510 Jg*;
CLIP AMD iAVE
rrt'*l
V4.0
ULTRABYTE
DISK
NIBBLER
POWERFUL NEW GCR NIB8LER
FOR COMMODORE 04 and 128 (in S4 mode)
Aulomatically copies mosi disks In 2 mlnules or less
including variable density and rapid locked proleclion
105 new parameters lo make unprotected copies ol
recent disks. Send stamped envelope lor list
Copies up to 40 tracks using 1 or 2 1541 or 1571
drives. Copies bolh sides on 1571
Copies Itself ( lor this reason, no refunds given )
SPECIAL - BUY A NIBBLER V4,0 AND GET
YOUR CHOICE OF A FREE 814.95 PROGRAM
S39.95 plus S400 shipping
1. Disk Surgeon V2.0--new disk ullllly 514.9S
2. Ultramall " mall list and labels i bolh lor
Handy-Capper — race handicapper J S14.95
3. McMurphy's Mansion — text adventure . . . -i bolh lor
Soluware -- solutions to 10 adventures,,./ S14.95
( Above may be ordered seporalely lor S14,S5 plus S4.0D
stilpplng. Foreign orders add $2.00 )
Maitcrcard, Visa, Chech or M.O., Calll, add 6.5% ($2.60) aalei lai.
Foreign ordcis/COD add S2.00. Paymcnl must be In U.S. funds
UPDATES- Return oiiginol Ultrobyto disk with S15.Q0 plus S4.00
intpplng. Foreign odd SZ.OO. No tree disk wllb update
To order, write or call 24 hr. order line. For Info, write.
ULTRABYTE (818) 796-0576
P.O. Box 789 LaCanada, CA 91011 USA
OEALERS & DISTRIBUTORS WANTED
Introducing ThunderChopper. the new standard of excellence in helicopter
simulation! ThunderChopper combines SubLOGIC graphics technology
with strategies and tactics by Colonel Jack Rosenow, USAF (Ret.). This
simulator truly was a labor of love for the Colonel:
"I'm a chopper pilot with over 9,000 hours of flight time. Let me put you at the
controls of an advanced Hughes 530MG Defender. No other helicopter
simulator is as responsive to your control input, or as satisfying to fly. Start
yourself out on the flight training grounds. My concise documentation will
have you flying in minutes.
"Once you've attained a level of flying proficiency, you're ready to train for
one of the most important duties a helicopter pilot can perform - the location
and rescue of downed pilots.
"After you've mastered flight and rescue techniques you're ready for
combat. Multiple scenarios let you test your skills under a variety of combat
conditions. Escort ground troops through enemy territory. Or rescue the
sun/ivors of a major sea battle. You'll have to become adept at selecting and
controlling your ordnance, and at using sophisticated electronic weapon/
defense systems to locate. Identify, and destroy enemy targets.
'ThunderChopper is the most realistic helicopter simulation you'll ever fly.
Try ThunderChopper - the excellence comes through."
Colonel John B. Rosenow, USAF (Ret.)
President, ActionSoft Corp.
'^€^<u
Rescue Mission!- scan for flares
Escort troops tlrough enemy
territory - searcl and destroy
enemy targets I
''"^"-\ :-^**fte^.:,,..,,/,ffiil
Colonel Jack pBvlded the
strategy and tallies for
ThunderChopp
See Your Dealer...
Or write or call for more information. ThunderChopper is available on disl<
for the Commodore 64/1 28 and Apple II computers. For direct orders please
indicale which computer version you want. Enclose S29,95 plus S2.00 for
shipping (outside U.S. $6.95) and specify UPS or first class mail daiivery.
Visa. tyiasterCard, American Express, and Diners Club charges accepted.
= 1 967 ActronSon Corjjoralior
30 graphics anfl special sFfoda ccunony SubLOGIC Corp
ComrrnMoto &i and Connrioaaio ^2S flru ro^iaiered IrademarhB of
CommodorD ElecErcnrCB L\a
Appla IS a rofliiioiM traMmarti al Appis Compuiai, Inc
-S29.95-
Better Engineering at a Belter
Price
ACTSNSo)
GE-JEnillONS iHESD IS SIBtlEG'' nC'lON SOI^TWinE
aOI WEST SPRINGFIELD AVENUE, SUITE 711
CHAMPAIGN, IL 618J0 |21 7) jya-Bjaa
/ u*r
Results
with proven software and books from Abacus.
^
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'-ii i^.u Cc JTiia.'dii"
Abacus
Super Pascal— Get Ihe taslest and
complete Pascal tor your computer.
Super Pascal is a lull implementation
of standard Pascal. Extensive editor
leatures search, replace, etc. Even add
machine language routines with the built-
in assembler. Fast graphics library, C-64
version has high-speed DOS for faster
access. (Vlore than just a compiler-
Super Pascal IS a complete system
that gives you programming results.
C-64 559.95 C-1 28 $59.95
Cadpak— The professional design tool.
Enter simple or intricate drawings with
the keyboard, lightpen or 1531 mouse.
With the flexible object editor you can
create libraries of lurnture. electronics,
etc. as intricate as screen resolution
permits. Zoom in to do detailed work.
Produce exact scaled output to most
printers in inches, feet, etc. Get design
results fast with Cadpak and your
Commodore" computer.
C-64 S39.95 C-12B S59.95
i
cl
Abacus
m
Nev/
Super C — You can now develop
software or just learn C on your
computer. Easy-to-use and takes full
advantage of this versatile language.
Produces 6502 mactiine code and is
many times faster than BASIC. Includes
full-screen editor (search, replace and
block operations), compiler, linker and
handbook. Libraries for graphics and
advanced malh are included. Whether
you want to learn C, or program in a
serious C environment for your
Commodore, Super C is the one to buy.
C-64 $59.95 C-128 $59.95
New!
^Am^gner/
BASIC Compiler— Now
anyone can make their BASIC
programs run faster' Easily
converts your programs into fast
machine language or speed
code. Even speed up programs
written in Simon's Basic, Video
Basic etc. If your program walks
or crawls, give it speed to RUN!
C64 $39.95 C128 S59.95
GEOS'" Tricks & Tips— A
new book with something for
everyone. Contains over 50
tricks and tips that you can use
everyday. Converts any word
processor file Into guoWrile
format: edit existing GEOS fonts
or create your own; Write in
machine language or explore the
internals of GEOS. $16.95
■■■■■'■' *'Sf-
"^
Please nolo oui now address andpliong numOe'S
Abacusiiii
Dept, Gl • 5370 52nd Street SE • Grand Rapids, Ml 49508
Phone 61 6/698-0330 -Telex 709-101 -Telefax 616/698-0325
Call or write today for your free catalog or the name of your nearest
dealer. Or you can order direct using your Visa, American Express or
MasterCard. Add $4,00 per order for shipping and handling. Foreign
orders add $12,00 per item, 30-day money back guarantee on
software. Dealer inquines welcome — over 2400 dealers nationwide.
'^ssotnPro Ami *'^-^^
Calf (6161 698 nqqn ^ ^^^-^^