N L Y RESOURCE
DF.CFMBHR 1989/IANlIARY 1990 VOLUMHS, NllMBl'Uy
U.S.A. ,$9.95
The AmRrResource
I
)
with Antic Sinewave Mak
ATARIWRITER 80 arrives at last!
4 Easy-To-Type Programs I
A
COMPUTER SOFTWARE SERVICES
P.O. BOX 17660, ROCHESTER, N.Y. 14617 y^j^pi PHONE (716)586-5545
DEALER/DISTRIBUTOR/USER GROUP Discount available call for info, PHONE orders • MASTER CARD, VISA MAIL • Money Orders, Checks
A
BRAND NEW ITEMS
$19995 The "BLACK BOX"!© $19996
The Black Box is a device for your XL or 130XE computef that adds tremendous power to your 8-bit Atari It has two buttons, two switches, and o set of dip switches visible from the outside. It plugs directly into the back of the 600XL, 800XL, and 130XE computers. Custom cases may be on optional expense. The Black Box performs three main tasks: interface to a SASl/SCSI bus device (hard disks). Parallel printer port, and a f?S232 port. A fourth option, available soon, will be a floppy disk porl, especially useful to XF-551 owners. The SASl/SCSI port provides the necessary signals for hooking up most common hard disks. You may partition your hard disk into as many drives as you wish; up to 9 can be accessed at at time. By pressing one of the buttons on the Black Box, you will enter the configuration menu, where you can re-assign drtve numbers, etc. When you exit, you will be right back in the program you were running when the switch was pressed Each hord disk can be write-protected. The Parallel Printer port will allow you to hook up any printer that uses the standard Centronics interface As an option, you can use the computers extra memory as a printer buffer, or order the Block Box with 64K of on-board RAM. You may assign printer number and line-feed options within the menu (for use with multiple printers). Another omazing feature of the Black Box is the built-in screen dump By pressing a button (on the box), fhe contents of your screen will be dumped to your printer (you can define text or graphics modes with a switch)! The RS232 port supplies the full RS232 spec signals tor connection to a modem, or another machine (for null-modeming). The handler for the Black Box' s modem port is built in ar^d takes up NO memory! The port handles rates up to TRUE 19.2K BAUD! A future upgrade for the Block Box IS a floppy disk interface board. This will oilow the addition of up to four 5,25" or 5.5" mixtures of floppy drives to be used with the system. The drives will act like standard single/enhonced/double density disk drives, but fvlUCH faster! All drives will be Super Archiver compatible, and support up to 2 sides of 80 tracks. Along with this hardware upgrade will come software capable of reading, writing, and formatting disks in IBM's MS-DOS format and the Atari ST format, and allow you to transfer files between those disk formats and the Atari s format In addition . a machine language monitor has been added to allow memory disassembly, memory/register changes, and more The Price of the Block Box is S 199.95 for the basic unit and S2'19.95 with 64K of RAM (for printer spooler) plus S8 for S/H/l, An optiona' custom BLACK BOX case is available for S39,95 extra,
$19995 The "MULTIPLEXER"!© $19995
This device brings the power and flexibility of larger systems to your 8-bit. The Multiplexer is a device (actually a collection of modules) that allow up to 8 Atans to read and write to the same drive (typically a hard disk), printer, and talk to each other One
master' computer (any 8-bit) is eguipped with fhe mosler Multiplexer interface Then up to 8 slave computers can hook up to the master, each having their own slave interface The
common' peripherals (things that are to be shared) are connected to the master computer. On each slave, all disk and printer I/O is routed through the master, so no drives ore needed on them. The master computer can be configured in any manner you wish ■ you can for example have certain peripherals local' to the slave, or routed to a different number on the master Under development is a BBS system that will moke full use of this device, allow ing up to 8 lines/users to be using the system at the some time! A mutiuser chat mode is a feature of this program, however, you do not NEED this program to run a BBS with the Multiplexer (but be warned thai not all BBS programs will run concurrently) All slaves are independent, and do not need to have the same program running on them, This system is excellent for BBS SysOps, because you con be' using your hiard disk(s) while still running your BBS uninterrupted! Another example is in a classroom situation, or anywhere o disk needs to be shared by different people. This is on EXCELLENT programming/debugging tool as well! The Multiplexer price is S 199.95 tor a master and two slave units (plus 55 S/H/l). Additional slave units are S69,95 each.
$2995 "XPSSl ENHANCER!"© $29^5
The XF55I Atari drive is a fine product with one major Haw,, .It writes to side TWO of your floppy disks BACKWARDS. This causes read/write incompatibility problems with all other single sides drives mode for Atari such as Indus, Trok. Rona, Percom, Astro, Atari 1050, Atari 810. etc. Add the XF551 ENHANCER to the new XF551 drive and your problems are over! This device will restore 100% compatibility while retaining original design qualities of Ataris super new drive. The XF55] ENHANCER is a MUST for all XE551 Owners, Installation is simple. Only S29,95 plus S4 S/H/I
$9995 The "POWER PLUS"!© u^pS'e $99^5
(for800XLS and UOXEsonly) C S,S. has made the "Power Plus"! memory upgrades available on an "unodvertised" basis to our regular patrons, these upgrades have become so popular we ore now making thern avoilable to everyone! For those of you unfamiliar withPower Plus"! upgrade, il is the most COMPATA8LE upgrade available for the 800XL or 130 XE, All other upgrade kits have some degree of INCOtvlPATABILiTY with certain software programs, C.S.S, studied this problem and developed the POWER PLUS upgrade which, to the best of our knowledge, appears to be 100% compatible. To upgrade a 130XE to 320K is only S99 95 To upgrade on SOOXL to 32aK is only 5149,95 (circuitry from a 130XE is actually transplanted into the 800XL). Add S5 tor S/H/l, CS.S. will install these upgrades for only S20 if you wish.
9 am ■ 5pfTi (EST) WEEKDAYS
$3995 The SIO "POWER BOOSTER"!® $3995
Weak data signals are often the problem ol errors in data transmissions, especially when working in High or Ultra Speed modes! Long cables, modems, interfaces, ond other devices that draw their power from the computer rather than having their own power supply often degrade the waveform of the signals between your computer and other peripherals, sometimes resulting in errors. The SIO Power Booster Coble! will amplify the signal to and from your computer 20 to 100 times providing perfect square-wove data transmissions regardless of peripherals used , The SIO Power Booster" Coble! looks like a standard SIO cable and simply plugs into your computer! Only S39,95 plus S5 S/H/l.
■SHIPPING! Add S5 for Shipping/Handling/lnsurance within rhe U.S.A.
UPS BLUE LABLE (2nd DAY AIR) available for $3 extra per shipment
CALL TODAY! (716) 586-5545 COMPUTER SOFTWARE SERVICES ATARI
P.O. Box 17660 Rochesler. N.Y, 14617
BEST SELLERS
$6995
The "SUPER ARCHIVER"
(for ATARI 1050 drives)
$6995
Ttie new SUPER ARCHIVER. obsoletes all copying devices currently available tor the ATARI 1050! It eliminates tlie need for Patcties, PDB files, Computer Hardware, etc. Copies are exact duplicates ol originals and will run on any drive; without exaggernlion, the SUPER ARCHIVER IS the most powerful PROGRAMMING/COPYING device available for the 1050' Installation consists of a plug-in chip and 6 simple solder connections. Software included. Features are:
■ ARCHIVER/HAPPY ARCHIVER
■ COMPATIBLE
■ BUILT-IN EDITOR reads, writes.
• TRUE DOUBLE DENSITY
• ULTRA-SPEED roadwnlH
■ FULLY AUTOMATIC COPYING
■ SUPPORTS EXTRA MEMORY
• SCREEN DUMP 10 pfinti?r
• TOGGLE HEX/DEC DISPLAY
• SECTOR or TRACK TRACING
■ AUTOMATIC DIAGNOSTICS
• DISPLAYS HIDDEN PROTECTION
• ADJUSTABLECUSTOM SKEWING
• AUTOMATIC SPEED COMPENSATION
■ AUTOMATIC/PROGRAMMABLE
• PHANTOM SECTOR MAKER
The SUPER ARCHIVER is so POWERFUL that only programs we know that can t becopied are the newer ELECTRONIC ARTS and SYNFILE/SYNCALC (34 FULLseclors/track). If you want it ALL,, buy the "BIT-WRITER"' also.,, then you'll be able to copy even these programs! Only $69.95 plus $5 S'H,'I
■ '^UILT-JN DISASSEMBLER ■BUILT-IN MAPPER up to 42 Sficlors track
• DISPLAYS COPIES Double Densily HEADERS
• AUTOMATIC FORMAT LENGTH CORRECTION
• SIMPLE INSTALLATION
$9995
JUST RELEASED $9995 The "SUPER ARCHIVER II "I©
(for ATARI 1050 drives)
NOWi COPIES .111 ENHANCED DENSITY programs plus relains all o! the lealures ol our World Famous SUPER ARCHIVER! (see above)- Allows you lo COPY or CREATE single or ENHANCED rJensily prelection scliemes (including PHANTOM SECTORSi) Completely automatic, compatible witti the BIT-WRITER I. the ULTIMATE BACKUP/PROGRAMMING deuicei Only $99 95 plus $4 S;H;I NOTICE' ll you already own a SUPER ARCHIVERi, you can upgrade to a SUPER ARCHIVER II lor only $29 95 plus $5 SHI (disk only-no additional hardware required)
$69'5 The "ULTRA SPEED PLUS""!© $6995
Imagine a universal XL/XE Operating Syslem so easy to use llial anyone can operate it instantly, yet so versatile and powerful that every Hacker. Programmer and Ramdisk owner wtl! wonder how they ever got along wilhoul if Ultra Speed Plus puts unbelievable speed and convenience at your fingertips Use ANY DOS to place an ULTRA SPEED format on your disks boot any drive (1-9) upon power-up, format your RAMDISK in Double Density, activate a built- in 400/800 OS lor sottware compatibility, plus dozens of other features too numerous to mention' Below are just a FEW features you II find in the amazing OS"
• ULTRA SPEED SIO tor niosl modilit'd dnves
• ULTRA SPEED is loggleable
■ Boot directly Irom RAMDISK
• Special timer circuits not required lor ) or 2 Meg upgrades
• Background colors ad|uslabl£>
■ Reverse uso ol OPTION key
• Cold- Stan withoui meniory loss
• Built-in ttoppy'disk configuration cdiloi (1-9)
$3995 The "RICHMANS"!© $3995
80 Colum Word Processor
Easy lo use, very powerful, and NO ADDITIONAL HARDWARE required' Works with TV or Monitor' This "DISK ONLY' 80 Column Word- Processor is simple lo use while offering numerous features such as:
Built in RAMDISK conhguration t;dilor(!-9 RAMDISK exactly duplicates floppy drive so sector copying and sector editing are now possible
Built-in MINI Sector Copier
Toggle SCREEN OFF lor up to 40% increase ol processing speed Toggle internal BASIC Ram resident disk loader proqratii (MACHIOmenu)
DOUBLE DENSITY
RAMDISK capable Entire MEMORY test ttiat pinpoints detective RAM chip Boot any drive [l 9) upon power up or cold- Start
MEGABYTES
THREE Operating Systems in one (XL'XE. 400/800, ULTRA SPEED PLUS)
• CoiTiplelely Menu driven
• Self contained DOS
• Complete Text formatting ■ Bulll-in Printer Drivers
• Page numbering
• Justify and Endfill - High speed Cursor
• Spell Checker •8C COLUMNS ON THE
SCREEN'
One expert has compared 40 domestic and foreign word- processors and concluded that the RICHMANS 80 Column Word-Processor is the best' Only $39.95 plus $5 S/H.'l, (64K required).
■ Insert and Delete
• Search Mode
- View only mode
■ Memory Statistics
■ Allernale Output
• Change screen Colors, borders, luminesce
• Mouse compatible
• XEP 80 Compatible
$7995 The "BIT-WRITER"!©
The Super Archiver "BIT-WRITER"! is capable ol duplicating even Ihe ■"uncopyable' EA and SYN series which employ 34 FULL sectors track. The BIT-WRITER"! is capable of reproducing these and FUTURE protection schemes of non-physically damaged disks- Simple installation... PLUG-IN circuit board and 4 simple solder connections. The "'SUPER ARCHIVER" with the "BIT-WRITER'! is the ultimate PROGRAMMING/COPYING device for Atari 1050*$. EXACT DUPLICATES ol originals are made' Copies run an ANY drive. Must be used with Super Archiver. Only S79-95 plus $5 SH I.
$3995 The "'QUINTOPUS""!® $3995
The QUINTOPUS'i is an inexpensive device mat provides a tremendous amount of convenience while eliminating the problems associated with the endless "'daisy-chaining" of peripherals (eg: drives, interfaces, printers, modems, cassettes, etc.). The "QUINTOPUS'"' is an I/O port expander that converts a single I'O outputinput into five additional oulpuls inputs. Instead of datsy-chaining all your peripherals {which often times results in passing a signal through 30 feet or more of cable!), the "QUINTOPUS"' allows each device to be connected directly to Ihe computers through only three or four feel ol cable. This is particularly useful when attempting to use ULTRASPEED or WARPSPEED data transfer rates. The QUINTOPUS ' also provides the 'extra' 1,0 ports olten needed to connect devices not having daisy- chaining capabililies. Cable resistance and compacitance are greally reduced thereby significantly improving the opportunity of accurate data transfers! Only $39.95 plus $5 S H i SIO cable is $5 extra it needed.
$5995 The "QUINTOPUS"!® $5995
(with SWITCHABLE PORTS!)
This Deluxe version of the QUINTOPUS! has all ol the above features with the additional benefits ol two SWITCHABLE PORTS! This means you can connect two computers to one printer or two printers lo one computer: you can switch in a computer/printer combination and while you're printing out a long document, switch in a second computer lo access a modem, disk drive, cassette deck, etc' Switch multiple combinations of peripherals or computers without the hassle or re- arranging I/O cables. ..simply flip a switch' Only $59.95 plus $5 SH.I SIO cable is $5 extra il needed-
HARD DRIVE SPECIALS
COMPLETE Hard Drive Systems from C-S.S include the BLACK BOX. power supply, logic board, controller. DOS, cables and assorted soltware! All systems are wired, prelormatted and have sample programs on them. Simply take it out of the box, plug it in and BOOT,, --no hasslesi We currently stock 5 MEG to 80 MEG systems ranging from $495 lo $895. Sizes range from 3 1 "2 inch. 5 1 4 inch, to 8 inch industrial quality- Call'
Controllers available separately from Xebec. Adaptec, Seagate. Konan, and Western Digital, Call for pricing.
SPECIAL-SPECIAL! 5 MEG REMOVABLE disk Hard Drive — BRAND NEW — only $495 complete' Hard Drive sold separately in limited quantities for only $99,95. Excellent for backing up larger HD systems! (Original drive cost was $1 1 00')
LIMITED SPECIALS
These specials are available on o first come first served basis Pre owned items are in exceptionallv clean condition and aie ir perfect operating order All items ore worrantied Sorry nc rainchecks Order 5 or more items and we ill pay the freighl These SPECIALS ore for CSS, customers only - NO DEALER DISCOUNTSI Add S5 to order for S/H/l
I 130XE with 320K POWER PLUS
upgrade and Ultra Speed Plus installed (with power supply and cdble)
? 1050 DISK DRIVES with SUPER ARCHIVER II and SILENCER installed (with power supply and coble)
3 SUPER PILL (wilhoul case)
A ULTRA tulENU/OOS
5 DISKCRACKER (Newest version)
6 ELECTRONIC PHANTOM SECTOR IvIAKER DELUXE
/, ItvlPOSSIBLE for 800 or 800XL
8 KLONE II (Generic HAPPY Backup)
9 SILENCER
0 BLACK PATCH (MASTER)
NOBMALLV
LIMItED SPECIAL
$ 250
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REPAIRS
For 2A-A6 hour repair service on Atari computers or drives, coll our repair department at (716) 586-5545 day or night All work is guaranteed. NO minimum estimate fees, if you hove two or more items for repair and don t want to spend any money send them to us and we II use the pads from both defective items to make one good working unit at NO CHARGE - well keep the other defective item for ports!
The ATARI' Resource
FEATURES
DECEMBER 1989/ JANUARY 1990, VOLUME 8, NUMBER 7
Antic Sound Creator page 9
r
1^%
,^\^'"
S^^*i^
^^■^■^isi^*
^'V.J
9 ANTIC SOUND CREATOR by Jeffery Summers, MD
You'll see why a violin sounds different from a clarinet, "type-in Software 42 \
14 ULTIMATE CHAOS by Roger Pruitt
New fun with fractals type-in Software 38 |
17 MAPPING THE ATARI SERIALIZATION by Ian Chadwick Part 4 of the classic Atari 8-bit reference book.
23 ATARIWRITER 80 REVIEW by Matthew Rotcliff Ultimate 80-column word processing for the 8-bit.
30 BROADCAST AUTOMATING ATARI by Mark Gierhart Programming Radio WIMA with a 130XE.
35 SHOWBIZ 8-BlT by Jcpji Singh Khalsc Pro teleprompting with his Ataris.
fei-^'
DEPARTMENTS
GAME OF THE MONTH 21 THE NERVE GAME by Jason Strautman
Countdown on your crossword skills type-in Software 40 \
^■
■m
;^
.l>^
"^.^i-..
!'V.v5'
FEATURE APPLICATION 25 PC PRINT by John West
Clean printouts from IBM downloads type-in Software 39 \
SUPER DISK BONUS
f>.-
Ultimate Chaos page 14
YOU posMss f ceop*r«tiv« spirit, van <r« hjshlK «yStpath*tlc and have a goodwill. Vou profor to 'go Hith tho flew* . It t« oasw for uou to
bo in unfanilla'* 'urr —
noot now paopl
of tho poac* Mahor. on the nogativ*
sido, wou can bo con
ignorant, veu often giva tho
inproasion that gov aro hypocritical.
1^^^^"^ SriS: diplomat that vou
NAVAL BATTLE by John Hutchinson and David Rajala SUck, flashy version of an old favorite.
DOUBLE DISK BONUS
32 ANTIC NUMEROLOGIST by Clifton Oyamot See how your name and dates add up.
TRIPLE DISK BONUS
33 ANTIC CHEMISTRY TUTOR by John Kennedy Learn your ions, stoichiometry and balanced equations.
SOFTWARE LIBRARY 4 Easy-To-Type 8-Bit Listings
37 TYPO II, SPECIAL ATARI CHARACTERS
Antic Numerologist page 32
7 I/O BOARD
8 NEW PRODUCTS
44 CLASSIFIED ADS 44 ADVERTISERS INDEX
Antic— The Atari Resource (ISSN 0745-2527) is published monthly by Antic Publishing. Editorial offices arc located at 544 Second Street, San Francisco, CA 94107. ISSN 0745-2527. Second Class Postage paid at San Francisco, California and additional mailing offices. POSTMASTER: Send address change to Antic, The Atari Resource, P.O. Box 3805, Escondido, CA 92025. Subscriptions: One year (6 issues) S28. All foreign add S12. (California residents add 6'/2% sales tax.) Editorial submissions should include text and program listings an disk and paper. Submissions will be returned if stamped, self- addressed mailer is supplied. Antic assumes no responsibility for unsolicited editorial material. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. Antic is a registered trademark of Antic Publishing, Inc. An Information Technology Company Copyright ©1990 by Antic Publishing. All Rights Reserved. Printed in USA.
<ComputerVisions
3257 KIFER ROAD
SANTA CLARA, CA 95051
(408)749-1003
(408) 749-9389 FAX
A
STORE HOURS TUB - FRI 10am - 6pm
SAT - 10am - 5pm CLOSED SUN - MON
8- BIT INTEGRATED CIRCUITS
$3.50 EACH:
ASSEM REV. A BASIC REV. A MPU 6507 PIA 6532
$4.50 EACH: 1771 FDC 1050 ROM
$12.00 EACH: ASSEM REV.B VCS TIA 444 FREDDIE
800 CPU 6502 RAM 6810
81 0 ROM C POKEY
800 ANTIC PIA 6502 OS ROMS (499B-599B)
XL CPU 14806 GTIA
XL/XE MM0 XL DELAY
XE GATE ARRAY XL ANTIC
BASIC REV C 8 50 ROM B XL/XE OS
NEW PRINTED CIRCUIT BOARDS WITH PARTS
800 MAIN/CHIPS ... 10.00 800 lOK 0/S .. 10.00
800 16K RAM 10.00 800 POWER .... 5.00
810 SIDE WITH D/S 15.00 800 CPU W/GTIA 10.00
8J0 ANALOG 10.00 810 POWER .... 15.00
JOYSTICKS
ATARI STANDARD(2) 12.00
RPYX 200 XJ 16.95
EPYX 500XJ 19. 95
SLICK STICK 9.95
TAC-2 12.99
TAC-3 14 .95
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WICO 3 -WAY . |
. 14 |
.95 |
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WICO BAT HNDL |
22 |
00 |
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POWER PLAYER |
29 |
95 |
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ERGOSTICK . . . |
24 |
95 |
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STARMASTER . . |
14 |
95 |
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TAC-5 |
19 |
9 5 |
RUN MAC SOFTWARE ON YOUR ST!!
MAGIC SAC 59.95 64K MAC ROMS , 9.95
SPECTRE 179.95 128K MAC ROMS 159.95
TRANSLATOR ONE .. 279.95 MAC FINDER .. 44.95
DISCOVERY OPT.O 188.00 DISC. OPT. 2 ...266.00
8- BIT DISK DRIVES
ATARI 810
ATARI 810 WITH NO CASE
ATARI XF551
B&C 810
1050 WITH SUPER ARCHIVER
1050 WITH HAPPY ENHANCEMENT
1050 WITH US DOUBLER INSTALLED . . .
1050 RECONDITIONED
INDUS GT
ASTRA 1001 WITH PRINTER INTERFACE
130.00 85.00 199.95 130.00 250.00 275.00 225.00 175.00 175.00 175.00
POWER PACKS
65XE 12. 00
800/810/1050 ... 10. 00
800XL/130XE .... 20. 00
830/835 10. 00
1030 10 . 00
2600 5.00
1027 29.95
520 EXTERNAL ... 50 . 00
520/1040 INTRNL 75.00
ST DISK DRIVE . . 35. 00
HAPPY ENHANCEMENT 810 OR 1050 $99.95 1050 SUPER ARCHIVER CHIP $69.95
DE KE ATARI $10.00
ST INTEGRATED CIRCUITS
DISK CONTROLLER WD1772 PHOTO COUPLER PC900 . . .
YAMAHA SOUND CHIP
6850 ACIA
68000-8 CPU
KEYBOARD CHIP . .
DMA CONTROLLER
MMU
VIDEO SHIFTER
GLUE CHIP
SLITTER
25.
2. 10 ,
3, 27, 15 26 28 26 28 39
00 95 00 95 00 00 00 00 00 0 0 95
jS.Tj^.Mi^IS2 0/104 0/]y^ECJjS. ST S OFT W JS. R. E
ENTERTAINMENT
lOTH FRAME BOWLING . 22.50
A DAY AT HE RACES .. 35. 9S
ADULT POKER 17.95
ALF'S FIRST ADVENTURE 13.50
ARTURA 35.95
AFTERBURNER 35.95
ALIEN SYNDROME 35.95
AXE OF RAGE 44.95
PACKGAHHON 31 . 50
BAL. OF POWER 1990 . 44.95
BARD'S TALE 17.95
BATMAN 35.95
BATTLE CHESS 44.95
BATTLEHAWKS 1942 ... 44.95
BISMARK 35.95
BLOCKBUSTER 44.96
BORODINO 5 3.95
CAPTAIN BLOOD 44.95
CARRIER COMMAND .... 14.95
CENTERFOLD SQUARES . 26.95
COLOSSUS CHESS 44.95
DEJAVD 44.95
DEJAVU II 44.95
BATTLE TECH 44.95
DEATH BRINGER 35.95
DEAMON'S WINTER .... 35.95
DOUBLE DRAGON 3 5.95
DRAGONNINJA 35.95
DITNGEON MASTER 35.95
EMPIRE 44.95
F IG COMBAT PILOT .. 44.95
FAI.CON 44 .95
FALCON MISSION 1 ... 35.95
FIREZONE 31.50
GAUNTLET 44.95
GAUNTLET II 44.95
GOLDEN PATH 4.95
GUILD OF THIEVES ... 9.95
HEROES OF THE LANCE. 35.95
HOSTAGE RESCUE MISS. 40.50
HOLE-IN-ONE MIN.GOLF 26.95
HUNT FOR RED OCTOBER 44.95
IKARI WARRIORS 35.95
IMPOSSIBLE MISSION 2 17.95
INTERNATIONAL SOCCER 3 5.95
INTO THE EAGLES NEXT 35.95
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OPERATION WOLF |
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OUTRUN |
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POPULOUS |
44 |
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PREDATOR |
35 |
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PSYCHO |
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ROBOCOP |
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RUNNING MAN |
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SCRABBLE |
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SENTRY |
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SHADOWGATE |
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SPACE QUEST III .... |
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STARGLIDER |
14 |
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STRIP POKER II |
35 |
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SUPER HANG -ON |
35 |
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TANGLEWOOD |
15 |
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TECHNOCOP |
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TEST DRIVE |
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14 31 |
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WESTERN GAMES |
26 |
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WINTER GAMES |
35 |
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WAR IN MIDDLE EARTH |
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35 40 |
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35 44 |
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AWSOME ARCADE ACTION |
44 |
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COMPUTER HITS |
53 |
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COMPUTER HITS II ... |
35 |
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FIVE STAR GAME PACK |
44 |
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MEGA PACK »] |
35 |
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MEGA PACK H2 |
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HISOFT BASIC |
71 |
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HISOFT C INTERPRETER |
89 |
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LASER C |
179 62 |
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161 |
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UTILITY
BACKUP 35.95
CODEHEAD UTILITIES . 26.95
Gt PLUS 31.50
GOGO ST 3 1 . 50
HOTWIRE 35.95
IB DISK UTILITIES .. 31.50
MULTIDESK 26.95
NEO DESK 2.0 44.95
PROCOPV 11.50
R.A.I.D 44.95
REVOLVER 44.95
TURBO ST 44.95
WERKS 40.50
PRODUCTIVITY
1ST WORD PLUS 89 . 95
ART >, FILM DIRECTOR 71.95
AWARD MAKER PLUS ... 35.95
BASE TWO 53.95
CAD 3D 2.0 80.95
CALAMUS 269.95
CALAMUS FONT EDITOR. 89.95
CERTIFICATE MAKER .. 26.95
COMPUTE YOUR ROOTS . 35.95
CYBER CONTROL 53.95
CYBER PAINT 71.95
CYBER TEXTURE 44.95
DATAMAKAGER ST 71.95
D.E.G.A.S. ELITE ... 53.95
EASYDRAW/SUPERCHARG 134.95
EASY TOOLS 44.95
EZ-SCORE PLUS 134.95
EZ-TRACK 58.50
EDIT TRACK 179.95
FLASH 26.95
HABACONM 9.95
HABAVIEW 19.95
HI-TECH MAIL PRO ... 53.95
HI-TECH ACCTS PAYBLE 62.95
HI-TECB GEN. LEDGER 62.95
INTERLINK 35.95
INVENTORY MASTER ... 89.95
KEY MARK 13.40
LABEL MASTER ELITE , 40.50
LDW POWER 134.50
LOTTO-FILE 17.95
LOTTO LUCK 26.95
LUDWIG 134 .95
LOGISTIX JR. VERS .. 89.95
MICROSOFT WRITE .... 49.95
MIDISOFT STUDIO .... 89.95
MUSIC STUDIO 88 .... 53.95
NEOCHROME 35.95
OCP ART STUDIO 9.95
PAGE STREAM 179.95
PARTNER ST 44 . 50
PHASAR 80.95
PRINTMASTER PLUS ... 35.95
PUBLISHER ST 116 . 95
SHADOW 26.95
STOS 53.95
STOS COMPILER 31.50
STOS SPRITES COO ... 26.95
STOS MAESTRO 44.95
SUPERBASE PERSONAL . 134.95
SWIFTCALC 71.95
TOUCUOP 161.95
WORDDP 71.95
WORD WRITER ST 71.95
WORD PERFECT 195.00
EDUCATION
FIRST SHAPES 44.95
FIRST LETTERS/WORDS 44.95
SPELLING BEE 26.95
HATH TALK 44.95
MATH BLASTER PLUS .. 3 5.95
MAVIS BEACON TYPING 44.95
SKYPLOT 89 . 95
TBI PRE-CALCULUS ... 44.95
TBI CALCULUS 44.95
TBI ALGEBRA I 44.95
UNICORN:
AESOP'S FABLES ... 44.95
ALL ABOUT AMERICA. 5 3.95
ANIMAL KINGDOM ... 35.95
AHIBIAN NIGHTS ... 44.95
DECIMAL DUNGEON .. 35.95
FRACTION ACTION .. 35.95
MAGICAL MYTHS .... 44.95
READ t RHYME 3 5.95
READARAMA 44.95
WORD MASTER 44.95
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STAR RAIDERS II 17.95
STOCKMARKET 22 . 50
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SUMMER GAMES 17.95
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TEMPLE OF APSHAl 9.95
THE HULK 5.35
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ZAXXON (400/8001 13.50
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DOS 2.5 7.95
DOS XE. 10. 00
DISK I/O 26.95
KYAN PASCAL 62 . 95
risaiSPEED C 35.95
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7.95 9.95 9.95 7.95 22.50 22.50
LINKWORD: ITALIAN .... ii .
MASTER TYPE 14.
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SNOOPER TROOPS CASE HI 9.
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ANIMATION STATION .... 79.95
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COMPUTE YOUR ROOTS ... 35.95
DATAHANAGER 8.95
ELECTRONIC CHECKBOOK . 8.95
FAMILY FINANCE 6.95
FORME GENERATOR 21.50
HOME ACCOUNTANT 19.95
HOME FILING MANAGER. . 6.95
HOMEPAK 24.95
INVENTORY MASTER 80.95
LETTER WIZARD 29.95
HONEY MANAGER 8.95
MUSIC CONSTRUCTION SET 13.50
NEWSROOM (1050 - 64K). 13.50
NEWS STATION 26.95
NEWS STA. COMPANION. . 26.95
PAGE DESIGNER 26.95
PAINT 12.95
PRINT POWER (1050).... 13.50
PRINTKIT (1050) 13.50
PRINTSHOP 34.95
P.S. COMPANION (64K) . 24.95
P.S.GRAPHICS LIBRARY 1 17.95
P.S. GRAPHICS LIBRARY 2 17.95
P.S.GRAPHICS LIBRARY 3 17.95
PR(X)F READER 17.95
PUBLISHING PRO 35.95
RUBBER STAMP 26.95
SYNTREND 14.95
SUPER MAILER 35.95
THE LOTTO PROGRAM .... 17.95
TIHEWISE 6.95
TURBOWORD 80 "44.95
TURBOFILE 80 '44.95
• REQUIRES XEP80
VIDEO TITLESHOP (64K). 26.95
VIRTUOSO 29.95
VISICALC 24.95
EDUCATION
BUZZWORD 22 . 50
FRACTIONS HULTPLY/DIV GRANDMA'S HOUSE (10) HEY DIDDLE (AGE 310) . LINEAR EQUATIONS
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AHE&ICAV EDUCATIOH;
A+ BIOLOGY GI0+ .... 17.95
A+ GERMAN 17 . 95
A+ GRAMMER G4+ .... 17.95
A+ READING COMP Gl-8 17.95
A+ SCIENCE C3 -4 .... 17.95
A+ SCIENCE G5-6 .... 17.95
A+ SCIENCE G7-8 .... 17.95
A+ SPANISH 17.95
At SPELLING G2-8 ... 35.95
A+ U.S. GOV. G10+ .. 17.95
A+ U.S. HIST. G5t . . 17.95
A* VOCABULARY G4* . . . 17.95
A+ WORLD GEOG. G8t . 17.95
A+ WORLD HIST. G0+ . 17.95 (G - GRADE LEVEL)
AIAXI :
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ERNIE'S MAGIC SHAPE. 8.95
DESIGSWA2E;
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SPELLICOPTER (611). 26.95
TIHK TOBi: (AGE 4 6);
ABC'S 8.95
COUNT AND ADD 8.95
SMART THINKER 8.95
SPELLING 8. 95
SUBTRACTION 8.95
THINKING SKILLS .... 8.95
ALL 6 TINK TONKS . . 39.95
UVICOEH:
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(PRESCHOOL) 26.95
FUN BUNCH (6-ADULT) 26.95 RACECAR RITHMETIC
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STICKY BEAR SHAPES . 26.95
STICKY BEAR NUMBERS. 26.95
STICKY BEAR ABC'S .. 26.96
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ARCHON 14.95
ASTEROIDS 15.95
ASTRO CHASE 14 . 95
ATARI TENNIS 9.95
ATLANTIS 14 .95
BALL BLAZER 14.95
BARNYARD BLASTER .... 24.95"
BASKETBALL 14.95
BATTLEZONE 10 . 95
BLUE MAX 19.95
BOULDERS & BOMBS .... 14.95
CAVERNS OF MARS 14.95
CENTIPEDE 14.95
CHICKEN 7.00
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CLAIM .JUMPER (400/800) 9.95
CLOUDBURST 9.95
CHIME BUSTER 24.95«
CROSSBOW 24.95"
CROSSFIRE 9.95
CRYSTAL CASTLES(XL/XE) 19.95
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DAVIDS MIDNIGHT' MAGIC 19.95
DEFENDER 9.95
DESERT FALCON 14.95
DIG DUG 19.95
DONKEY KONG 10.00
CART ONLY 5 . 00
DONKEY KONG JR 19.95
EASTERN FRONT (1941). 19.95
E.T. PHONE HOME 9.95
FIGHT NIGHT 19.95
FINAL LEGACY 19.95
FOOD FIGHT (XL/XE)... 19.95
FOOTBALL 14 . 95
FROGGER 14.95
GAI.AXIAN 9,95
GATO 24. 95
GORF (400/800) 9.95
HARDBALL ; 19 . 95
INTO EAGLES NEST(XL/XE) 19 . 95
JOUST 19.05
JUNGLE HUNT 12 . 95
KABOOM) 14 .95
KARATEKA 10.95
KRAZY ANTICS 14.95
LODE RUNNER 24.95
MARIO BROS (XL/XE)... 19.95
MEGAMANIA 9. 95
MILLIPEDE 9.95
MISSILE COMMAND 10.00
MOON PATROL 19 . 95
MR. COOL 9.05
MS. PAC HAN 19.95
NECROMANCER 10 . 95
ONE ON ONE (XL/XE)... 19.95
PAC HAN (CART ONLY).. 5.00
PENGO 19 .95
PLATTERMANIA 9.95
POLE POSITION 10.95
POPEYE 14.95
Q BERT 14.95
QIX 0.95
RESCUE ON FRACTALAS . 10.95
RETURN OF TUE JEDl .. 14.95
ROBOTRON;2084 14.95
SLIME (400/800) 7.00
SPRINGER 7.95
SPACE INVADERS 14.95
STAR HAIDERS 5.00
STAR RAIDERS 11 19.95
SUBMARINEE COMMANDER 14.95
SUMMER GAMES (XL/XE). 24.95
SUPER PREAKOtIT 9.05
SUPER COBRA 14.95
THUNDERFOX 19.95
TURMOIL 9.95
PROGRAMMING
ACTION) 71.95 ,
ACTTONI TOOLKTT-DISK . 26.95
BASIC XL 53.95
BASIC XL TOOLKIT-DISK. 26.95
BASIC XE 71.95
DIAMOND (GEM O/S ) .... 69.95
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MAC/65 71.95
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EDITORIAL
In case you haven't already heard the news, Antic is now the last U.S. magazine covering Atari XE/XL/800 computers exclusively.
In order to continue bringing you useful and entertain- ing new disk software, informative teaching articles, detailed reviews and the latest news about the best 8-bit personal computers ever made. Antic Publishing was forced to make a tough decision. . .
Starting with the previous issue. Antic Magazine became a bi-monthly publication. It will now be published six times yearly, every other month.
Of course, Antic subscribers will continue receiving every issue they paid for The only difference is that now Antic comes out every second month. At just $28 for a one-year subscription of six exclusive magazines-plus-disk. Antic remains one of the greatest bargains still available for 8-bit Atari users. We regret that it was impossible to announce Antic's switch to bi-monthly publication in the previous issue, when it actually happened. The schedule changeover had to be decided quickly, while the October 1989 issue was al- ready at the printer There was only enough time to change the date to Oc- tober/November 1989 on the front cover.
We have been very heartened by the support that Antic continues to receive from thousands of committed 8-bit Atari users like you (and a few dedicated advertisers too). Admittedly, lean times have fallen on the 8-bit Atari today — as well as on all other 64K-128K personal computers. Still, there's a core group of Atari enthusiasts who keep spending their money to continue getting the useful information and high-quality original software that Antic has provided for Atarians non-stop since 1982.
At this point. Antic has become a reader-supported magazine. (We're cer- tainly not supported by advertising, backed by a big publishing conglomerate, or subsidized by Atari.) We actually consider ourselves to be in a partnership with our readers. Like us, your goal is to keep your Atari 8-bit as a workable computing tool for many more years. Together, Antic and you c;in do it.
Nat Friedland Editor, Antic
A^iiC
Jomes Capparell Publisher
John Taggort Associate Publisher
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ANTIC, THE ATARI RESOURCE
I/O BOARD
EDUCATION SOFTWARE HERE
Back in 1977, Nolan Bushnell of Atari put Dorsett Educational Systems, Inc. under contract to produce at least 256 "half- hour" interactive audiovisual programs. We eventually produced 832 program ti- tles. At one point, our "Talk and Teach" programs were offered through dealers and in the J.C. Penney catalog. Atari sold the rights back to Dorsett in 1981, and we have been selling them and newer titles ever since.
The programs come in series of 16, two to a cassette. These programs require the use of a cassette recorder, but we find that the Atari 410 and 1010 recorders are avail- able through Antic mail-order advertisers. Dorsett 's S25 Educational System Master Cartridge is also required. Each 16- program course is 85990.
Programs still available include 254 half- hour reading comprehension and de- velopment programs, U.S. and World His- tory and Government, 160 math programs (including our best-selling Algebra course), Physics, Statistics, Electronics, 96 voca- tional programs, and even Arniy Skills and Philosophy. Free catalogs will be sent to the first 200 requests.
Lloyd Dorsett, President Dorsett Educational Systems, Inc. P.O. Box 1226 Norman, OK 73070 (800) 654-3871
BIKER DAVE BUMMER
Biker Dave Atari, the Super Disk Bonus in the September 1989 Antic under Erik Lowell's byline, actually was written by David Schwener and published in the November 1986 issue of COMPUTE! magazine. The two listings match exactly, except for authorship and magazine credits.
Perhaps Erik Lowell figured no one would remember or know where the pro- gram was originally published, since three years have elapsed since publication. Your
article said that Lowell is a 14-year-old from Massachusetts "who is very in- terested in becoming a professional soft- ware developer" It saddens me to think that a young person would choose to ob- tain his first professional programming credit in such a callous way. I imagine his career will be very short if this trend con- tinues.
Also, when Biker Dave was published in COMPUTE! it would not run on my 800. The display would jump and roll as soon as the play screen came up. The same problem occurs with the program on the Antic Monthly Disk. The fix is simple. Just make the following change;
2910 NEXT LPOKEDL 4-22,65
Darryl Howerton Jonesboro, AR
Even the Display List error from the original Biker Dave is in your Super Disk Bonus. 1 fixed this problem for my own system back in 1986 by adding these lines:
2912 POKE DL + 22,65
2913 POKE DL + 23,32
2914 POKE DL + 24,152
The game will run as is on some moni- tors or TV sets if you adjust the line fre- quency, but I had to correct the program for my monitor
Doug Scott Santa Clara, CA
Another note about the original Biker Dave is that the program will not work if you [BREAK] out of it and try to RUN it again. You should reboot your system and RUN the program again. Mark Miller Boulder, CO
Many alert readers wrote or called right away to let us know about the prob- lem of Biker Dave authorship — including longtime Antic contributor David Plotkin.
Antic sincerely apologizes to COM- PUTE! Magazine and to the rightful au- thor of Biker Ovkc for having mistakenly reprinted their program. We would like to locate David Schwener so we can pay him the fee that Lowell was supposed to get.
Lowell has written to Antic that he pro- grammed his otvn unique adaptation of- Biker Dave. I-!e enclosed an unreadable disk which was supposed to contain this new version. Lowell claims he just made a 'clerical error' by mistakenly submit- ting a disk file of Schwener 's original game. However, Lx>well's submission to Antic also included a printout of Schwener 's program — with Lowell named as author
We are grateful to all the Antic readers who spotted this unfortunate situation, including at deadline: fohn Andrews, Keith Brock, Fred Dormagen, Rodolfo Pong, Bruce LLathaway, Sylvia fumaga, fohn Kelts, fohn Lcmgham, Phyllis Mar- garitas, Bruce Smith and Robert von Frisch.
The screen Flipping problem men- tioned by sevei'al readers doesn 't seem to happen on the monitors Antic uses, so we are passing along their suggested fixes without being able to check them fully.— ANTIC ED
ATARIWRITER HELP
In your July, 1989 I/O column, you told a reader to try using the Printer Driver Construction Set to solve his problems with AtariWriter subscripts on his Epson LX-80 printer Unfortunately, the Printer Driver Construction Set was written be- fore the LX-80 came out, and probably wouldn't solve the problem.
The best answer to this problem is to type:
[CONTROL-O]27S0o[CONTROL- 0]27T
The [CONTROL-O] signifies one char- acter made by pressing the [CONTROL] and [O] keys simultaneously. This charac- ter gives control from AtariWriter to the printer. 27 is the ESCAPE decimal code for the LX-80 printer, SO turns on the super- script (SI turns on subscript). The "o" was my superscript degree character — you would put your own superscript or sub- script character here. Then the [CONTROL-O] accesses the printer again, and the 27T tells the printer to return to regular line spacing.
DECEMBER 1989 /JANUARY 1990
I/O BOARD
Of course, another solution would be to buy AtariWriter Plus, which has a Cus- tom Printer Driver, and a lot more. Com- bined with the Epson manual, and a bit of trial :ind error, this will help much more than an outdated printer driver program. Martha Guastella Brookline, MA
AMPLE CONFUSION
Back in your June 1989 issue, you talk about Antic Music Processor "Scott Joplin" music. Did I miss it, or didn't you put it on the disk?
Fred Portelli
Ocala, FL
On the June, 1989 disk, the AMP files are: CASCADES, AUGUST, PRE20.JSB, SPRING, RHAP4, ROUND3, DYER- MAKE, FIRST2, PICTURES4, MAJOR- GEN, CHEERS.AMP FELON. On subse- quent disks we made song files easier to identify by ending them all with .AMP. ' Rather than use the over-familiar En- tertainer, we put two lesser-known Joplin tunes on the disk, the Augustan Club Waltz (AUGUST) and The Cascades. An- other Joplin tune. Easy Winners (EASY.AMP) made it onto thejtdy 1989 disk, along with a rag a boogie, and two other tunes. The August 1989 disk in- cludes a minor upgrade to AMP (version 2. 1) and three contemporary songs. -ANTIC ED
Antic welcotnes your feedback, but we regret that the large volume of mail makes it impossible for the Editors to reply to everyone. Although ive do respond to as much reader correspori- dence as time permits, our highest pri- ority must be to publish I/O answers to questions that are meaningful to a substantial number of readers.
Send letters to: Antic I/O Board, 544 Second Street, San Francisco, CA 94107.
NEW PRODUCTS
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$49, XEP80 required
Want a simple 80-column database file manager with high capacity and speed, but without the complexity (and expense) of a full-fledged business database? TbrboFile is MicroMiser's solution, using the Atari XEP80 con- troller A companion program to MicroMiser's Turboword + , TurboFile can exchange files and information with the word processor for data input and mail merging. Reports can be for- matted with columns and labels — and report formats can be saved.
Even more, TurboFile can import and convert DIF files (such as SynFile-i- files) — and allows three times more storage per disk than SynFile. The database can be used with Atiiri DOS 2.5, SpartaDOS (with automatic subdirectories), MYDOS or DOS XL. The extensive manual provides plenty of documentation to go with the Quick Course instruction disk.
RAMPACK ^^^H^^H
(utilities) Helpways PO. Box H Rochester, NY 14623 (716) 334-2928 »19.95
The RAMPACK System provides 12 different utilities on an autoboot disk, along with a special Help screen placed automatically into your RAMdisk. The utilities include an automatic MENU of disk directories, the RAMMAP display of your current memory limits, a DELETER for removing blocks of pro- gram lines, and FILECOPY. HEXDEC converts decimal numbers to hex and vice versa. COUNTBYT counts the bytes in any disk file, and SECTREAD shows
you the contents of any disk sector. TYPERITE turns your keyboard and printer into an electronic typewriter, and PRNTFILE prints LISTed files directly from disk. DISKRITE writes to or ap- pends from keyboard to disk files. READRITE offers speedy machine lan- guage/CIO read/write routines, ready to plug into your own programs.
You don't need a 130XE or DOS 2.5 to use RAMPACK. It runs on any 8-bit Atari with enough added memory to support a 24K RAMdisk, and works with just about any DOS compatible with DOS 2.0 or 2.5. If you don't have a RAMdisk, you can order RAMPACK Jr. ($16.95), the same uni- fied system of 12 utilities, with the Help screen and manual on a separate disk.
ALDS
(programming language) Omicron Microsystems PO. Box 8553
Saskatoon, Sask., Canada S7K 6K6 (306) 955-7331
$22.45 U.S., $27.95 Canada, 48K disk The Assembly Language Develop- ment System (ALDS) from Omicron Microsystems has an assembler featur- ing label-based assembly and will ac- cept lowercase text and binary num- bers, as well as decimal and hex. The translator converts source code files between different assembler formats, even adding or stripping line numbers where needed. The disassembler will disassemble object code from memory, disk files, or disk sectors in single or double density, with or without the three link bytes at the end of each sec- tor Sample files include the source code for the translator
New Products notices are compiled by the Antic staff from information provided by the products' manufac- turers. Antic welcomes such submis- sions, but assutnes no responsibility for the accuracy of these notices or the performance of the products listed.
ANTIC, run ATARI RF.,SOURCE
Antic
SOU
n,d
'l}'pe-/ii So/Ill (ire I
\,^ You'll
ato^
By Jeffrey Summers, MD
see why a violin sounds different from a clarinet.
Sound waves move in strange and mys- terious ways. If you ever ^wondered what makes a violin sound different from a clarinet, Antic Sound Creator ^will help you explore the wonders of harmonics. This simple, easy-to-use BA- SIC program works on 8-bit Atari com- puters with at least 48K memory and disk drive.
Sitting pn a park lawn listen- ing to a band playing a free concert on a warm spring- time day, I started thinking about what makes different instru- ments sound different. A trumpet and a flute, for example, may play the same note, yet they sound different. The differences in sound character that distinguish one instrument from
DECEMBER 1989/JANlIARY 1990
another are due to the presence of "harmonics" or overtones. To under- stand what these are and why they are important, think of a jumprope. It is easy to make a jumprope move up and down along its entire length. This we will call the primary wave.
With a little more energy and a flick of the wrist, it is possible for you to get the rope to vibrate in two
halves — when one half of the rope is up, the other half is down, and vice versa. The center of the rope doesn't move in this situation. This we will call the secondary wave. If you are Hulk Hogan you can probably get the rope to further split into thirds or quarters, but it gets a lot more dif- ficult.
Anyway, if you think of the primary wave as your first harmonic, then the secondary wave as the second har- monic and so on, you get the idea of what a harmonic is. When a violin string vibrates, the primary wave is produced by the entire length of string vibrating.
However, to a lesser extent the string also vibrates in halves, thirds, quarters, and so on. If you look closely at a vibrating violin string you can actually see points on the string where the vibrations decrease. (The harmonic point in the center of the string is usually the easiest to spot.) It is the relative contribution of these overtones that make the violin sound like a violin. A flute, playing the same note, will have different relative
amounts of the overtones or har- monics and therefore it sounds differ- ent from the violin.
GEniNG STARTED
To demonstrate this concept I wrote the Antic Sound Creator. This program allows you to create a sound wave either by drawing the wave free- hand, or by adding overtones to- gether, or by combining both methods. To use the program, type in Listing 1, check it with Typo II and be sure to SAVE a copy before you RUN it.
When the program starts, an x-axis and a y-axis are drawn in orange. Then a flat wave is drawn in green. The wave is flat because we haven't designed anything yet. A menu ap- pears at the bottom of the screen. The options are to Add a Harmonic, Load and Save waves, Clear the wave. Quantize, Play, Draw, and Exit.
MAKING WAVES
Adding a harmonic will add a sine wave to the current wave. You are first asked which harmonic you wish ad- ded. A pure sine wave whose length would fill the pattern would be har- monic number 1. A sine wave that would repeat once across the screen (two sine waves) would be 2, and so on. For our example, enter 1.
You are next asked for a scaling fac- tor. This will govern the amplitude (loudness) of the wave being added. The value of the scaling factor can range from zero to a maximum of 1. Values above 1 will be cut off. It is dif- ficult to add large-scaled harmonics together without such "clipping" (more on this later). For our example, enter .3.
The new wave is now drawn on the screen. To hear what this pure sine wave sounds like, press [P] to play the wave. You are then asked for a delay factor from 1 to 10. The number you enter will regulate the pitch of the tone. The values from 1 to 10 and their approximate pitches (very ap- proximate in some cases) are shown
in Figure 1. For Our example, enter 3 for the delay. After a moment, the screen clears and you will hear the sound through your speaker.
Press any key to stop the sound and return to your screen. Next let's add an overtone. Type [A] to add another harmonic, and when you are asked which harmonic you wish to add.
Antic Sound Creator
type 2. For the scale, enter .3 again. The second wave is added to the first mathematically, and the resulting combined wave will be drawn. Press [P] to hear the new wave. See and hear the difference? Not much, with only one harmonic added, but you'll see more changes later,
FIGURE 1
Delay Value Note
1 E above high C
2 B above middle C
3 A flat above middle C
4 F above middle C
5 E flat above middle C
6 C sharp (middle C)
7 B below middle C
8 A below middle C
9 G below middle C
10 F sharp below middle C
DRAWING WAVES
Now let's draw in a few changes to our wave. When you press [D], a cur- sor appears toward the bottom of the screen. The cursor is under the column you are working on. You may use the joystick or the [ARROW KEYS] (holding the [CONTROL] key is not necessary) to move the cursor side- ways from column to column and up/down to change values. To exit the
Draw mode, simply move the cursor all the way to the right, off the wave.
Using Draw mode, you can change the shape of the wave as you wish and hear the results. You can draw waves that would be nearly impossible to create from the addition of overtones, such as square waves and sawtooth patterns. To exit the draw mode sim- ply move the cursor off the wave to the right.
The POKEY chip, which actuaUy produces the sound we hear, only al- lows sixteen different values on the vertical y-axis of our graph. To get the most accuracy possible, the values for the wave are stored in the usual Atari floating point format. But when PO- KEY actually plays the wave it must be scaled to the range 0-15. Thus, if you make a very minor change to the wave on the screen, it may make no change at all to what you hear due to the limitations imposed by POKEY.
To see exactly what POKEY will play, you may press [Q] to quantize the wave. This converts the current wave into the actual wave POKEY will play. It usually isn't as pretty, and you can't un-quantize back to your origi- nal wave. So make sure you save your wave before you quantize, if you think you want to keep it and later modify it.
Pressing [S] allows you to save the wave you have been working on. You are prompted for a filename. If you don't enter a device, D: is assumed. The program will then save your data. Later, you may re-enter your data by using the [L] command and entering the same filename. | '
For the technicaUy-minded who wish to create sounds not easily created by the addition on harmonics nor by freehand drawing, it would be easy to create a file compatible with this program. The files simply consist of a list of 100 numbers ranging from zero to sixteen, separated by [RETURN]s.
Thus, you can write a quick pro- gram to generate the file so you can graph and play such waves as
10
ANTIC. THE ATARI RESOURCE
sin(x)(sin(4x)).
CLIPPING PENALTIES
What happens when you add too many harmonics together and exceed the legal range of values of the program?
To see, use [C] to clear the current wave. Now press [A] to add a har- monic, enter a 1 for the harmonic, then enter .4. Play this with a delay of 5 . The sound should be a nice pure sine wave.
Clear again and create a first har- monic wave with a scale of .8. Play this and aside from an increase in loudness the sound should be the same. Clear again and create a first harmonic wave with a scale of 1.5- Look at the wave on the screen. See how it looks clipped off on the top and bottom?
Now play this also with a delay of 5. The difference you hear is due to "clipping". Now when you buy ste-
reo equipment you will know what the salesman means when he talks about speakers clipping when a cer- tain volume is reached. Pressing [E] clears the screen and exits the program.
You can change the shape of the
^vave as you
wish and hear
the results.
INSTRUMENTAL MIMICRY
Now that you know how the pro- gram works, let's try some different
sounds. If you have a wave on the screen, press [C] to clear it. Press [A] to add a harmonic, and use the first harmonic with a scaling of .3- Next add harmonic number 2 with the same scaling of .3. Continue adding harmonics with values of 4, 8, and 16, all with scalings of .3-
Now play the wave. It sounds to me like an organ. Save this if you like, then use [C] to clear the wave. Now, add harmonics with values of 1, 3, 5, 7, and 9 all with scaling values of .3.
Play this, also with a delay of 5 ■ It may not be Benny Goodman, but to me it sounds like a clarinet. A
A plyysician from Rochester, NY, Jeffrey Summers is a frequent contributor to Antic and an 8-bit MIDI musician. His review of MIDIMAX appeared in the May 1989 Antic. His handy text-locating pro- gram Super Locator ran in the June 1989 issue.
Listing on page 42
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Ad produced on an ATARI ST using CALAMUS and printed on an ATARI SLM804 PostScr^it compatible laser printei:
Ttfe-lii Software
Ultimate
New fun with fractals. By Roger Pruitt
Experiment with the new mathematics of chaos with this program that creates the Sierpinslti gasliet — and lets you add your o^gi «%a^rs to generate some highly unusual fractal patterns. This BA- SIC program works on 8-bit Atari com- puters with at|^ast 48K memory and disk drive. An Epson-compatible printer is optional.
In physics and other sciences, the term "chaos" has come to mean the study of determinis- tic disorder This is a relatively new field that integrates many sub- disciplines of mathematics and the sciences. Chaos covers the study of fragmented and irregular fractal
shapes such as clouds, mountains, coastlines, and tree bark, which all ex- hibit increasing detail when mag- nified.
In addition, chaos involves the study of non-linear dynamic systems exhibiting unpredictable and random behavior. Studies of biological popu-
lations, climate processes, economic fluctuations and the dynamics of Jupiter's Great Red Spot are all co- vered in the same discipline as studies of fractal shapes.
The word fractal was coined in 1975 by the mathematician Benoit Mandelbrot to describe his shapes, dimensions and geometry. The word itself is a contraction of "fractional dimensions," but most people think of fractals simply as shapes that are self-similar
A coastline, for example, has a highly irregular fractal shape. As its structure is magnified, more of its ir- regularity is revealed, but the sort of shapes formed by the coastline re- main the same, whether you are look- ing close up at a small inlet or from a satellite at a major bay.
In studying fractal shapes, a num- ber of patterns have been identified. The Mandelbrot set, Koch curves and Sierpinski gaskets are some well- known examples of fractal shapes. (See Charles Jackson's excellent arti-
14
ANTIC, THE ATARI RESOURCE
cle in the April 1986 Antic for more on fractals and the Mandelbrot set, also known as the Julia curve.) All these shapes result from determinis- tic processes.
To make a Koch snowflake curve, begin with an equilateral triangle. At the middle of each side, add a smaller triangle one-third the size of tfie origi- nal triangle. This results in a six- pointed figure. At the middle of each side of this figure add still smaller tri- angles, and so on.
To make a Sierpinski gasket, start with another equilateral triangle. Di- vide the triangle into four smaller tri- angles by drawing lines from the mid- dle of each side to the other two sides. Remove the central triangle. Repeat the process with the remaining three triangles and remove the central tri- angle from each of them. Nine stiU smaller triangles remain. The process continues infinitely in the fractal, even if it becomes impossible to actually draw the ever smaller triangles with ordinary pencil and paper — or com- puter screen.
Rather than generate fractal shapes from such deterministic processes as just described, Michael Bamesley of the Georgia Institute of Technology takes a different approach. He con- structs fractals through a random process he calls the Chaos Game.
GEHING STARTED
Listing 1, GASKET. BAS, is a short demonstration program. Type it in, check it with TYPO II and SAVE a copy to disk. Now type in Listing 2, CHAOS.BAS, check it with TYPO II, and SAVE a copy to disk. Antic Disk users will find both of these programs on this issue's disk.
If you have trouble typing Listing 2 because of the special characters in lines 28360, 28370, 28400 and 28410, don't type them in. Listing 3 will create these hard-to-type lines for you. Type in Listing 3, check it with TYPO II, and SAVE a copy
When you RUN Listing 3 it will create a file containing these hard-to-
type lines calleid UNOESlISI: piate sure you don't aikeadf Imc a file twf that name on your dfelk.) 9ieigc dns file into Listing 2 bp- tfpnig liMD "D:CHAOS.BAS'^'' and dm EVTER "D: LINES. LST". Be saut m SfflflE die final version of die Lltwiiatr Osaos file.
SIERPINSKI GASKET
When you RUN dse shcMrBes-donoBir stration program GASKETJ^kS |Iist- ing 1) by itself, it genentes a Sieqiin- ski gasket according to HarnrsJry's method. "Vbu'll see die dBstinctire tri- angular patterns geneiatni^ in about
Polygon gemmlBd with Ultimate Qiaai
five or 10 minutes. In the program, the vertices (points) of a triai^le arc located at the screen coordinates (0,0), (318,0) and (159,191). These ver- tices are respectively designated as 1, 2 and 3.
First the computer randondy picks a poiru anywhere on the screen. Nesa, one of the vertices is rantkMnly cho- sen. A point is then plotted (dnmii) halfway between the initial poim and this vertex. From this point a second pKjint is plotted halfway to the next randomly chosen vertex. The pnxxss is repe^ed over and oven
At first, the process appears to ran- domly place dots all over the scteen. However; after a short period of time the pattern of the Sierpinski gasket be- gins to emerge. It is fascinating to watch order appear from chaos. ;
Instead of dividing the distanclfi from the last {^tted point to a ran- domly chosen vatex by two, I ■wanted to see what would happen if the dis- tance woe divided by three, or some-
dnng dsc Ttacn I wcmdeired what kind of fioKlal pattrms wtx^d be gpnooinl fcr po^gpns of nmc tban doiee sMe». After a little thinfcing I
ieai'£2ie«i I cuuld 'wntc a gfnfnl pa>- gCBU that iKOoid kt me study an the vanjtianK. llie nsnhing program is intimate OaasL.
When pm lOIiX Ukimaile Otaoe^. ]nm wffl see two Mcnn items on the soeen. NUdi option ]„ Gceale Cbaoss you can generate fiactal pattetns. &tr polfgpns wirii iqp to lOsides^ usmg dilfacMt scale farwurv to detemnnc irheie pcnnls wiB be plotted. Kist, y«iD wiD be asked to enter a nmoe for ^foorpictnRv-tobciBcdasafifeaamc if you elM>ose to save yttur firactal iBH- :^je later Enter a name with op to d^ cliaraaers Mtd press [RETURN]. Tfaeptogtam wQI autcnoaticalty sap- pljr J*KI as the file name extensioa when you are leady to sanne the pic- tine todis^
'Km wjll next be a^ed to iiqpnt the nnniier of sidles yoor potj^Son dioidd have. ')S)u can enter any nundber firom 1 tliioiigjh 10, inrinding fiactioos (in decimal fiorm). A triai^e is a three- sided polygon. If yoa enter 3 for the number of sides^ then at the next pcon^ enter a scsOe of 0.5 (one half). With th^ scale the d^tance between the last plotted point and a randomly chosen vertex is halved and a new point is j*)tled on il« screen. The re- sult should be a Skrpinski gasket very amiiar to the oiks produced with GAaCEXBAS.
Other scale fictors cause new points to be plotted closer or further fiom the vertices — the smaller the scale factor; the closer the points will be to the vertices- A scale of . 3 3 3 (one third) results in sanaller triangles clustered at each vertex. With scales o\'er .5, points begin to overlap, gradually filling in some polj'gons. A ,;scale of 1 will result in all new points (."^beiag plotted precisely on top of the old one
For a truly odd shape, a scale of 99 produces a crawling line that e\'entu- ally reaches the center of the poly-gon
DECEMBER 1989/JANUARY 1990
15
and sc^ tfaax; monk^d^dlf bock and foitfa between dae ondoanlv^
Fwpf« iim-iM .Minn iiTiM ■dma' llaHfif-
fenent scale £ajCfi)cs woik batter wiili diflieicatixili'^ans.. A scale tractor of 0.4 ««tk« wefl for a fii^-^ded penita- guiL wink' smalkr sxakr £ac90(<»< psu-
aides.. Fm^bcciataKusiisi^pasisxiism- mk (vaaa iAutasai^ a nosi-intiqger laiuc vilioi die pfompt a^cs for die mnnbcrof £adc»i for die desiied poly- gcHL forejcanq^ ^vKi m^tt m a 2.5 aidsti ptAy^am with a scale fuscbor of «.3-
SAVE & P«NT
OiK3e vou base a fiadal pattcan ;iou like; i^wu can sawc it sin^y bj' prcss- ii^ fSELECT]. ^fou wiU need lo ha^ie |4enty of (pee space on yow disk, as eacb |Mctine is saved in Micio-Painier fonnat lequirii^ 62 soaars. (Mioo-
images may be convened to MicH) ninaiaucH' ifiaixnat with Rapid GaptacsCmuvriier&otn the Novem- ber 1985 Antic.^
It is fascinating to watch order
appear from
^ chaos.
If yoa"bawe an Epson-compatible printec, 50U can also print your pic- ture by pfessing fOPTION] . To return to the main menu, hold down [START] and then press [OPTION].
■ton can load your pictures back imo the Chaos Game by using option
2 on the main menu, Load Picture. Make sure you know the name of the picture you want before you choose this option. The program will add the extender .PIC to the filename for you, and load the picture from the disk in drive one.
For more information on fractal ge- ometry and the Chaos Game, "Chaos: Making a New Science" by James Gleick (Viking, 1987, ISBN 0-670- 81178-5) is an excellent introduction to chaotic phenomena, even for non- mathematicians. A
Roger Pniitt is a Professor of Physics at Fort Hays State University in Hays, KS. His physics department has eight Atari 8- bit computers for student use, six of them networked ivith a Supra MicroNet and MicroStuffer, and interfaced with vari- ous laboratory detectors for data collec- tion and reduction.
Listing on page 38
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Mapping the
Atari
Exclusive!
Classic 8-bit reference book returns.
By Ian Chadwick
Antic continues the exclusive serializa- tion of key excerpts from the revised second edition of Ian Chadwick's "Map- ping the Atari." Virtually impossible to obtain today, this book has been one of the key reference sources for intermedi- ate and advanced Atari 8-bit program- mers since 1983.
This exclusive Antic serialization be- gan in the August 1989 issue, with an explanation of how to use the memory map locations presented in each succes- sive issue.
Locations 512 to 1151 (S200 to $47F) are used by the OS for work- ing variables, tables and data buffers. In this area, locations 512 to 553 (S200 to S229) are used for interrupt vectors, and locations 554 to 623 (S22A to Jf26F) are for miscellaneous
DECEMBER 1989/JANUARY 1990
use. Much of pages two through five cannot be used except by the OS un- less specifically noted. A number of bytes are marked as 'spare', i.e., not in use currently. The status of these bytes may change with an Atari upgrade, so their use is not recommended.
There are two types of interrupts: Non-Maskable Interrupts (NMI) processed by the ANTIC chip and In- terrupt Requests (IRQ) processed by the POKEY and the PIA chips. NMI's are for the VBLANK interrupts (VBI's; 546 to 549, S222 to S225), display list interrupts (DLI) and RESET key inter- rupts. They initiate the stage one and stage two VBLANK procedures; usually vectored through an OS serv- ice routine, they can be vectored to point to a user routine. IRQ's are for the timer interrupts, peripheral and serial bus interrupts, BREAK and other key interrupts, and 6502 BRK instruction interrupts. They can usually be used to vector to user rou- tines. See NMIST 54287 (SD40F) and IRQEN 53774 ($D20E) for more in- formation. NMI interrupt vectors are marked NMI; IRQ interrupt vectors are marked IRQ.
512,513
200,201
VDSLST
The vector for NMI Display List In- terrupts (DLI): containing the address of the instructions to be executed dur- ing a DLI (DLI's are used to interrupt the processor flow for a few microse- conds at the particular screen display line where the bit was set, allowing you to do another short routine such
17
as music, changing graphics modes, etc.). The OS doesn't use DLI's; they must be user-enabled, written and vectored through here. The NMI sta- tus register at 54287 ($D40F) firet tests to see if an interrupt was caused by a DLI and, if so, jumps through VDSLST to the routine written by the user DLI's are disabled on powerup, but VBI's are enabled (see 546 to 549; $222 to S225).
VDSLST is initialized to point to 59315 (SE7B3), which is merely an RTI instruction. To enable DLI's, you must first POKE 54286 ($D40E) with 192 (SCO); otherwise, ANTIC will ig- nore your request. You then POKE 512 and 513 with the address (LSB/MSB) of the first assembly lan- guage routine to execute during the DLI. You must then set BIT 7 of the Display List instruction(s) where the DLI is to occur. You have only be- tween 14 and 6l machine cycles avail- able for your DLI, depending on your GRAPHICS mode. You must first push any 6502 registers onto the stack, and you must end your DLI with an RTI instruction. Because you are dealing with machine language for your DLI, you can POKE directly into the hard- ware registers you plan to change.
514,515
202,203
Serial (peripheral) proceed line vec- tor, initialized to 59314 ($E7B2), which is merely a PLA, RTI instruc- tion sequence. It is used when an IRQ interrupt occurs due to the serial I/O bus proceed line which is available for peripheral use.
516,517
204,205
VINTER
Serial (peripheral) interrupt vector, initialized to 59314 ($E7B2). Used for the IRQ interrupt due to a serial bus I/O interrupt.
518,519
206,207 VBREAK
(not the BREAK key, which is at loca- tion 17; Sll), initialized to 59314 (SE7B2). This vector is normally used for setting break points in an assem- bly language debug operation. IRQ.
520,521
208,209 VKEYBD
POKEY keyboard interrupt vector, used for an interrupt generated when any keyboard key is pressed other than BREAK or the console buttons. Console buttons never generate an in- terrupt unless one is specifically user- written. VKEYBD can be used to process the key code before it under- goes conversion to AT\SCI1 form. In- itialized to 65470 (SFFBE), which is the OS keyboard IRQ routine.
522,523 20A,20B VSERIN
POKEY serial I/O bus receive data ready interrupt vector, initialized to 60177 ($EB11), which is the OS code to place a byte from the serial input port into a buffer CaUed INTRVEC by DOS, it is used as an interrupt vector location for an SIO patch, DOS changes this vector to 6691 (S1A23), the start of the DOS interrupt ready service routine. IRQ.
VPRCED 524,525 20C,20D VSEROR
Software break instruction vector for the 6502 BRK (100) command
POKEY serial I/O transmit ready interrupt vector, initialized to 60048 (EA90), which is the OS code to pro- vide the next byte in a buffer to the serial output port. DOS changes this vector to 6630 (S19E6), the start of the DOS output needed interrupt routine. IRQ.
526,527 20E,20F VSEROC
POKEY serial bus transmit com- plete interrupt vector, initialized to 60113 (SEADl), which sets a transmis- sion done flag after the checksum byte is sent. IRQ.
528,529 210,211 VTIMRl
POKEY timer one interrupt vector.
initialized to 59314 ($E7B2), which is a PLA, RTI instruction sequence. Timer interrupts are established when the POKEY timer AUDFl (53760; !SD200) counts down to zero. Values in the AUDF registers are loaded into STIMER at 53769 (SD209). IRQ.
530,531
212,213 VTIMR2
POKEY timer two vector for AUDF2 (53762, $D202), initialized to 59314 (»E7B2). IRQ.
532,533 214,215 VTIMR4
POKEY timer four vector for AUDF4 (53766, SD206), initialized to 59314 (SE7B2). This IRQ is only vec- tored in the 'B' version of the OS ROMs.
534,535 216,217 VIMIRQ
The IRQ immediate vector (general). Initialized to 59126 ($E6F6). JMP through here to determine cause of the IRQ interrupt. Note that with the new ('B') OS ROMs, there is a BREAK key interrupt vector at loca- tions 566,567 ($236, S237).
The locations from 536 to 558 ($218 to $22E) are used for the sys- tem software timers. Hardware timers are located in the POKEY chip and use the AUDF registers. These timers count backwards every 1 /60 second (stage one VBLANK) or 1 / 30 second (stage two VBLANK) interval until they reach zero. If the VBLANK proc- ess is disabled or intercepted, the timers will not be updated. These lo- cations are user-accessible and can be made to count time for music dura- tion, game I/O, game clock and other functions.
Software timers are used for dura- tions grater than one VBLANK inter- val (I/60 second). For periods of shorter duration, use the hardware registers.
536,537
218,219
CDTMVl
18
ANTIC, THE ATARI RESOURCE
System timer one value. Counts backwards from 255- This SIO timer is decremented every stage one VBLANK. When it reaches zero, it sets a flag to jump QSR) through the ad- dress stored in locations 550,551 ($226, S227). Only the realtime clock (locations 18-20; S 12-14), timer one, and the attract mode register (77; $4D) are updated when the VBLANK routine is cut short because time- critical code (location 66; $42 set to non-zero for critical code) is executed by the OS.
538,539
21A,21B CDTMV2
System timer two. Decremented at the stage two VBLANK. Can be decremented every stage one VBLANK, subject to critical section test as defined by setting of CRITIC flag (location 66; $42). This timer may miss (skip) a count when time-critical code (CRITIC equals non-zero) is be- ing executed. It performs a JSR through location 552, 553 ($228, $229) when the value counts down to zero.
540,541 21C,21D CDTMV3
System timer three. Same as 538. Timers three, four, and five are stopped when the OS sets the CRITIC flag to non-zero as well. The OS uses timer three to OPEN the cassette recorder and to set the length of time to read and write tape headers.
542,543
21E,21F
CDTMV4
System timer four Same as 538
($21A).
544,545
220,221 CDTMV5
System timer five. Same as 538 ($21A). Timers three, four, and five all set flags at 554, 556 and 558 ($22A, S22C, S22E), respectively, when they decrement to zero.
VBLANK immediate register Nor- mally jumps to the stage one VBLANK vector NMI interrupt processor at lo- cation 59345 ($E7D1); in the new OS 'B' ROMs; 59310, $E7AE). The NMI status register tests to see if the inter- rupt was due to a VBl (after testing for a DLI) and, if so, vectors through here to the VBI routine, which may be user-written.
548,549
224,225 VBLANK
VBLANK deferred register; system return from interrupt, initialized to 59710 (SE93E, in the new OS 'B' ROMs; 59653; $E905), the exit for the VBLANK routine. NMI.
550,551
226,227
CDTMAl
System timer one jump address, in- itialized to 60400 ($EBFO). When lo- cations 536, 537 ($218, $219) reach (count down to) zero, the OS vectors through here (jumps to the location specified by these two addresses). You can set your machine code routine ad- dress here for execution when timer one reaches (counts down to) zero. Your code should end with the RTS instruction.
552,553 228,229 CDTMA2
System timer two jump address. Not used by the OS, available to user to enter the address of his or her own routine to JMP to when the timer two (538, 539; $21A, $21B) count reaches zero. Initialized to zero; the address must be user specified. NMI.
554
22A
CDTMF3
System timer three flag, set when location 540,541 (S21C, $21D) reaches zero. This register is also used by DOS as a timeout flag.
555
22B
SRTIMR
546,547
222,223
WBLKI
Software repeat timer, controlled by the IRQ device routine. It estab-
lishes the initial 1 12 second delay be- fore a key will repeat. Stage two VBLANK establishes the 1 / 10 second repeat rate, decrements the timer and implements the auto repeat logic.
556
22C
CDTMF4
System timer four flag. Set when lo- cation 542, 543 ($2IE, $21F) counts down to zero.
557
22D
INTEMP
Temporary register used by the SETVBL routine at 58460 ($E45C).
558
22E
CDTMF5
System timer five flag. Set when lo- cation 558, 559 ($22E, $22F) counts down to zero.
559
22F
SDMCTL
Direct Memory Access (DMA) ena- ble. POKEing with zero allows you to turn off ANTIC and speed up process- ing by 30 % . Of course, it also means the screen goes blank when ANTIC is turned off! This is useful to speed things up when you are doing a cal- culation that would take a long time. It is also hat^dy to turn off the screen when loading a drawing, then turn- ing it on when the screen is loaded so that it appears instantly, complete on the screen. To use it you must first PEEK (559) and save the result in or- der to return your screen to you. Then POKE 559,0 to turn off ANTIC. When you are ready to bring the screen back to life, POKE 559 with the number saved earlier
560,561
230,231
SDLSTL
Starting address of the display list. The display List is an instruction set to tell ANTIC where the screen data is and how to display it. These loca- tions are the shadow for 54274 and 54275 ($D402, $D403).
DECRMBER I989;JANU\RY 199H
19
562 232 SSKCTL
Serial port control register, shadow for 53775 (SD20F).
564
234
LPENH
Light pen horizontal value: shadow for 54284 ($D40C). Values range from zero to 227.
565
235
LPENV
Light pen vertical value: shadow for 54285 (SD40D).
566,567 236,237 BRKKY
, BREAK key interrupt vector You can use this vector to write your own BREAK key interrupt routine. Initial- ized to 59220 (»E754).
570
23A
CDEVIC
Four-byte command frame buffer (CFB) address for a device - used by SIO while performing serial I/O, not for user access. CDEVIC is used for the SIO bus ID number. The other three CFB bytes are:
571 23B CCOMND The SIO bus command code.
572 23c CAUXl
Command auxiliary byte one, loaded from location 778 ($30A) by SIO.
573
23D
CAUX2
Command auxiliary byte two, loaded from location 779 (S30B) by SIO.
574 23E TEMP Temporary RAM register for SIO.
575 23F ERRFLG SIO error flag; any device error ex-
20
cept the timeout error (time equals zero).
576
240
DFLAGS
Disk flags read from the first byte of the boot file (sector one) of the disk.
577
241
DBSECT
The number of disk boot sectors read from the first disk record.
578,579 242,243 BOOTAD
The address for where the disk boot loader will be put. The record just read will be moved to the address specified here, followed by the re- maining records to be read. Normally, with DOS, this address is 1792 (S700), the value also stored temporarily in RAMLO at 4,5. Address 62189 ($F2ED) is the OS disk boot routine entry point (DOBOOT).
580
244 COLDST
Coldstart flag. Zero is normal; if zero, then pressing RESET will not re- sult in reboot. If POKEd with on (powerup in progress flag), the com- puter will reboot whenever the RESET key is pressed.
582
246
DSKTIM
Disk time-out register (the address of the OS worst case disk time-out). It is said by many sources to be set to 160 at initialization, which represents a 171 second time-out, but my system shows a value of 224 on initialization. Timer values are 64 seconds for each 60 units of measurement expressed.
583-622 247-26E LINBUF
Forty-byte character line buffer, used to temporarily buffer one phys- ical line of text when the screen edi- tor is moving screen data. The pointer to this buffer is stored in 100,101
(S64,S65) during the routine.
623 26F GPRIOR
Priority selection register, shadow for 53275 (SDOIB). Priority options select which screen objects will be 'in front' of others. It also enables you to use all four missiles as a fifth player and allows certain overlapping players to have different colors in the areas of overlap. You add your options up as in location 559, prior to POKEing the total into 623.
Locations 624 to 647 ($270 to $287) are used for game controllers: paddle, joystick and lightpen values.
624
270
PADDLO
The value of paddle 0 (paddles are also called pots, short for potentiom- eter); PEEK 624 returns a number be- tween zero and 228 ($E4), increasing as the knob is turned counter- clockwise.
625
271
PADDLl
This and the next six bytes are the same as 624, but for the other paddles.
632
278
STICKO
The value of joystick 0. STICK registers are shadow locations for PIA locations 54016 and 34017 ($D300,$D301). There are nine pos- sible decimal values (representing 45 degree increments) read by each joystick register (using the STICKn command). ^
Copyright 1983 and 1985, COMPUTEi
Publications, Inc.
MAPPING THE ATARI
$16.95, COMPUTEi Books, PC. Box
5406, Greensboro, NC 27 AO^. \9\9\
275-9809.
Ian Chadwick is a Toronto-based free- lance writer. •
ANTIC. THE AT,\RI RESOURCE
GAME OF THE HOMTH
l^ipp^i .*i0Kmnrl
The Nerve Game
Countdown on ^our dosswofd sldn&. By Jason Sttantfnan
The object of the Nerve Game is deceptively sim- ple. You must complete eight different word-puzde cards by placing letters on them to spell words — and do so in the fewest turns. Each player rolls 12 dice, each with one letter per side. Then you place the letters on the cards, com- pleting words in a crossword fashion. Each player plays the same eight cards in a different order. Spaces that must be filled are represented by a large dot. Spaces that arc part of the same word are either touching or con- nected by a line.
Now for the nerve part of the game: after you complete a card, you have two choices. First, you can just stop your turn. \bu will be credited with all the cards you finished and you won't have to do those cards over lagain, no matter what. However, go- ing on means that you risk all the cards you have finished.
If your time runs out before you finish the card you're on, you must re-do all the cards that you completed during that round. But since you're playing to see who can finish the cards in the fewest turns, sometimes it's worth the risk.
GETTING STARTED
Type in Listing One, NERVE.BAS, check it with TYPO II, and SAVE a
Challenge your hcuniwithlhis trkky BASIC i¥ord ^une requliiag speed, spellli^ sldllSy and a hit of Nerve. IChis BASIC progcamivorks on 84Ht AJaari ccm^iilers ^ridi at least 48K iaieni<»y and
co]p3r to dSsk befocE- jou tSM it.
When fna ranx Tbr BteTvc Game yocE wiQ be a^dtExI fiir the imndier erf' pla'jfeisu As Sew as one pasan or as majayasc|^iiBy|iijy. Unifaawfll be adocd fin- die pIsQKi^ names and the uuudbu (rfsoooods thcyiraHlKnc p>er tiKn. Eadi frianpcr can hacc dieir o^^vm time fimit— between 15 and 99
secnndsL TUb gives f and btMl tfpBis) a i
Tbc iriUyiuB soccn afaows the lAqKx^snanKacdictofi^aswdlasilie number oif cands die pl^cr had fin- ■died at the end of the last tnm. On die fine bdoHrldiat an; die : JLHuspumdirdire); maMiiing IniliecenBeraf tbesoeen
DECEMBER 1989/JANUARY 1990
21
isdiccanL
aniliccsid Ithas
; to do widi how manp cauls die pfaQicr las fimsfacsL Tbcn at dK botnom of dhc scxccn anc the
A2b "^piaBalctier wSpiacE it on llicsqnRwiKicdiccncsar i^ as tat^ as dnc sqmic cnncniip liK a dot and dot kncr is asaUUc fitom dK (Bdc
[naJET^ This idiioscs die loner mdtr die onsor and piacES it ImJE m die dJDc srriinn
.^wnTFmK- tIms R-floBs die dnc anddeaisaftdiocfiHMndiccaid. lin aic afloncd ID R-ndl as aficn as fin
[AEB0W KEVSJ widnut |CO?«^ TMH.]: Hksc move die ansor amnd die <3nd in die appmpiianc dnxlion.
[ffllFI] ICIEA^: GtedKla^oaai- faimtion ID SD ■> die next canl widi- 'Inm- Thcptu^jum
dhcdsdiccaidaosocif It is complete and dicn pnoccds on ito the next canl, tf thcncisane.
[ESOkF!^ or [KETOKM] : The card is * Im'11 lunti ff it is conaplete, the piqicr's mm wM be ended and the ; if dKse are any •o die wonls because of mts^peflaog^ or odior avois.
UNAOXPIABUE WORDS
Ibc oampoKr ani|' dtecks that cadh caad is cwmplnf, noc that the wioidsancadhcarilaRaooeptable. At die end of cadi mm (idien players |ESO^ or [REIHIRN]) the dicn asfcs if dxxe are any It is op to die pilayers to dhodk cadh odicrls wndsL A wobA is iMMrriiuIile if it is , apmpor noun vcquiring r is not an English irand. VannpiKaniisnat'caltd, type Yand due pianpcrwil not be credited
with any cards for that turn, and will have to do them all over Be careful — even if the other player disagrees with your challenge, there's no way to undo a challenge. Once you press Y the turn is lost and the cards have to be redone. If all the words are valid, press any other key to continue.
At the end of each turn, the timer is reset and the same player continues until all eight cards have been filled. Only then does the next player begin. This continues untU all of the players have finished.
At the end of the game the scores will be printed (with the place in parentheses). The person who took the least number of turns to finish wins. A
Jason Strautman lives in San Antonio, Texas. His program AUTORUN Seleaor appeared in the June 1989 Antia
Listing on page 40
BUY
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SWAP
Antic Classifieds
"^iHt *tu.»n!uli **«iiinacll, "San ffiamohitatj. C* "9«egp
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•Vildrc^ |
Hhunc |
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iCitTAl^taitci'Zip |
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ITOiKtcfflQixdi^iKu IVimihtrr |
Expimtion Dutc |
l>suc(s) Ad U) -Appear
WBBfeM.nfflireK'WOttB)— OTBcnits- (20) word minimum.
■Win JlggillS7.'aBporlBaefaii-lt>oldface word.s or add $40.00 for the entire ad set
•ia ^iM^sac li^ms smmlaa«£fitaBi\.
snK:Jdifg«^.%li«'«omcO)Bneia)ir.six(6)stais ****** at top of ad.
TBBffi: IFtRSUKlMaKiKHiiBiiiedLaiicck, Mone\- Order, Visa or MasterCard i.s
jicoqpicd.MMactlBitfclMMMr Ha Antic Publishing.
raOK: &iis istc adbgoci m gmiliStdBar's approval and MUST BE TYPED. Please underline
m^C'iKdls tcoj 9k -sot iim biAffiujc.
4CEMHH. nmBHDHfi: JgDwauiisoK i using Post Office Box numbers in their ads must
•stiiq^ilhp- pcHUBBmnim aiilliftwas aiiiiB ndtephone numbers. Ad will appear in the next avail-
.Hhilc j^-uir^diiariK]ad|mnDlles£adliEii«viise specified.
lElBU«E:<9ltd^gBiikgraaiiciaKiards«e (e.g.. December 1988 closes September I.
IfSiSS— ItoacairtKCTiiaaitci'iinsiikrStostciriber 1. 1988).
OV Mii o^aa, muA m IjftjiiJdHui copy and send with remittance to address on
*rfefL
HnEHCOFY WOL NOT BE ACGEPTEO
AN AD IN ANTIC REACHES MORE THAN 100,000 SERIOUS ATARI USERS
22
ANTIC THE ATARI RESOURCE
FEATURE REVIEW
AtariWriter 80
Ultimate 80-column word processing for 8-bit Review by Matthew Ratcliff
At long last AtariWriter 80 is here. Users of the origi- nal AtariWriter or Atari - Writer Plus will be in- stantly familiar with AtariWriter 80. This is the first 80-column word processor direct from Atari for their 8-bit home computers.
AtariWriter 80 costs only S49.95, but that's just the beginning of your start-up investment. You need Atari's $79.95 XEP80 box and a good 80- column composite video monitor — monochrome is preferred and costs about $100. Therefore, adding 80- column word processing to your Atari computer can easily cost more than $200.
FIRST IMPRESSIONS
The AtariWriter 80 program disk is a flippy. The 48K version is on Side 1, and the 130XE (128K) version is on Side 2. The 130XE version of AtariWriter 80 provides three mem- ory banks of 15872 bytes each, for a total edit buffer size of about 47K. You manage these banks by entering text into one buffer until it is full, or nearly so, and then pressing [START] [B] to select the next bank.
When loading a very large docu- ment, AtariWriter 80 splits it evenly among the three banks, leaving room in each buffer for the document to grow. The [OPTION] [F] command tells AtariWriter 80 to activate its free
memory clean-up sequence, which redistributes the file evenly among the 3 buffers. This isn't as elegant as it could be, but is quite workable. Un- fortunately, AtariWriter 80 does not use the extra memory of popular third-party 800XL expansions such as the 256K RAMbo XL.
The 98-page manual is well-written and has a complete index. AtariWriter 80 also includes a glossy quick- reference card that is very helpful. It's all that most AtariWriter veterans will need to navigate AtariWriter 80 com- fortably.
The usual create, edit, print, and other file support functions are avail- able from AtariWriter 80's main menu. You can also start the spell checker or mail merge utility from this menu. The program disk cannot be write- protected, because it is required for temporary storage in loading the Proofreader or Mail Merge programs.
When editing, the [BREAK] key forces a screen redraw, at which time AtariWriter 80 reformats the screen nicely. But while inserting text, the display is not always updated cor- rectly.
PROOFREADER
After creating a file, you can verify spelling by selecting the proofreader option from the AtariWriter 80 menu. You are prompted to insert the pro- gram disk into drive 1. AtariWriter 80
first writes the document to a tem- porary file on the program disk, and then loads the Proofreader
Generally it is unwise to write to your main program disk. However, AtariWriter 80 is not copy-protected. And with a sector copy utility, I had no problems making a backup copy of the master program and dictionary disks. The manual does not mention this, however
From the Proofreader menu you can chose to correct errors interac- tively, highlight errors while review- ing the file, or send a list of spelling errors to the printer. Proofreader is capable of adding and saving a user defined personal dictionary. The menu provides options for listing the directory of drive 1 or 2, as well as loading or saving AtariWriter 80 docu- ments for additional spell checking work. When all corrections have been made, control returns to AtariWriter 80 for continued editing of the origi- nal document, with spelling changes in place.
MAIL MERGE
Mail Merge is a nice database facil- ity, geared toward the creation and management of "address books," but easily modified to your individual tastes. Mail Merge presents a menu from which you can choose to cre- ate, edit, and manage mailing lists. Multiple mailing list files are simple
DECEMBER 1989/JANUARY 1990
23
to define, each with different field names and sizes.
This miniature database supports a maximum of 15 fields. The field names can have as many as 12 charac- ters, with data fields of 20 characters or less. A total of 255 records fit in one address file.
Mail Merge presents a default rec- ord format, quite suitable for almost any address book. Address files are easily updated, cataloged and printed. After creating a satisfactory template, you enter data to fill the records. Save the address book to disk, and it can be merged with AtariWriter 80 docu- ments later
A Mail Merge file is easily tied into an AtariWriter 80 document to create fonn letters, or generate customer bill- ing. While you edit, pressing [OP- TION] [M] tells AtariWriter 80 to insert one of the fields from an address file. This keypress is immediately followed by the desired field number to print in the document.
When printing, AtariWriter 80 prompts for the name of the Mail Merge file from which to import the fields. If the Mail Merge file contains six records the document will be printed six times, using the proper fields from each record for each copy.
PRINTING
AtariWriter 80 prints documents through the XEP80's printer interface or through a standard Atari printer adapter, such as Atari's 850 interface or ICD's P:R: Connection. When the print command is selected, you specify whether to use the XEP80 or other printer port. No print problems were experienced while printing through the XEPSO's interface port. It also works fine with the printer in- terface of ICD's MIO board.
AtariWriter 80 supports all Atari printers, as well as the Epson FX-80, IDS Microprism 480, and Juki 6100. Pressing [SELECT] while booting AtariWriter 80 brings up the Custom Printer Editor, which lets you create a custom printer driver if your printer
has a readable manual.
Out of the box, AtariWriter 80 sup- ports condensed, proportional, and elite type fonts. Up to nine fonts are supported. Some of the additional font selection commands can be used to enable different color printing on an NXIOOO Rainbow printer The Cus- tom Printer Editor does not allow you to load and modify a predefined driver So, creating an Epson printer driver with the addition of NLQ, italics, and other fonts requires build- ing everything from the ground up. AtariWriter 80 is capable of loading AtariWriter and AtariWriter Plus files with no problems. AtariWriter 80 em- ploys a separate global format menu, just like AtariWriter Plus. After load- ing an AtariWriter file, the top line of control codes used for global format- ting needs to be deleted. No other compatibility problems should occur
AtariWriter 80 provides an elegant set of block operations. After mark- ing the top of a block of text, the writer moves to the end of the block and selects an option. Commands supported are alphabetize, count words, delete, duplicate, move, or save the block of memory to a file. A block of memory cannot cross a memory bank boundary in the 130XE version. However, AtariWriter 80 will copy or move blocks between different banks of memory.
NEAR WYSIWYG PREVIEWS
AtariWriter 80 's print preview is very nearly a true "what you see is what you get" (WYSIWYG) display If the document has a second set of margins defined, the XEP80's preview screen indeed shows dual columns simultaneously. If the total page width is 80 columns or less, the document preview will be displayed completely on the XEPSO's screen. For wider documents, you must scroll horizon- tally to view complete lines, as in older versions of AtariWriter
SUMMING UP
AtariWriter 80 seems to be a pretty
solid product. The only noticeable glitch of AtariWriter 80 is that often, while pressing [CONTROL] [DOWN ARROW] to scroll the display down one line at a time, the display jumps to the end of the document, as if [SE- LECT] [B] were pressed. This is best avoided by employing the [OPTION] [DOWN ARROW] to move down a page at a time, a reliable function.
While composing this article, I be- gan deleting some characters with [CONTROL] [DELETE]. Garbage started appearing at the bottom of the display, and soon the lower half of the screen was a mess. However, all my display problems cleared up when I shut off the 1040ST system nearby. I suspect the ST was creating some in- terference with communications be- tween the 800XL and XEP80.
Maybe because I don't do much word processing on the 8-bit any more, it seemed to me that AtariWriter 80 misses keys occasionally. When typing rapidly, a blank space may show up instead of the letter pressed, or letters are missing entirely. The keys on my 800XL are much stiffer than on my PC AT compatible, so the cause could be my lack of regular practice on the 800XL. I also experienced similar problems with Turboword from Micromiser
AtariWriter 80 is the best 80 column word processor for the 8-bit Atari. Turboword is good, but AtariWriter 80 comes from a rich tra- dition of superb word processors. It just feels like a solid, tightly integrated product. If you have an XEP80 lan- guishing in the linen closet, get it out, purchase AtariWriter 80, and put it to work. Once you start word process- ing in 80 columns, you will never want to work with 40 columns again. a
ATARIWRITER 80, $49.95. Atari Corp.
1196 Borregas Avenue Sunnyvale, CA 94086 (408) 745-2000
24
DECEMBER 1989/JAi\UARY 1990
FEATURE APPLICATION
fj'pe-lii Sojhiarc
PC Print
Clean printouts from your IBM downloads. By John West
Print downloaded IBM format text files easily — without the extra spaces and RETURNS found in standard ASCII files. PC Print replaces the most troublesome control characters even as the file prints. This BASIC program works on all 8-bit Atari computers of any mem- ory size, with disk drive and printer.
If you use a modem, as I do, then you've probably had to cope with IBM text files at some point. Even some text files for the 8-bit Atari are converted to this standard ASCII format when posted on telecommunications serv- ices such as CompuServe and GEnie. You can download files from other computers (from non-Atari bulletin boards) and use them. But, most text files you download have been writ- ten on IBMs, which use CTRL-M and CTRL-J to do the same thing Atari does with a 155.
I've spent many an hour taking out
CTRL-M and CTRL-J characters from IBM text files after loading them into a word processor. It seems that almost none of the Atari word processors al- low you to globally replace a [RE- TURN]. {The First XLEnt Word Processor is one we know of that will replace RETURNS. We always keep a copy handy for just that purpose.— ANTIC ED)
One time I wrote my own program to simultaneously strip out the CTRL- M's and J's, insert a CHR«(155) and save the file. This takes a lot of time and extra disk space, however Since all I usually want to do is print the file,
I finally created PC Print, a program that replaces the troublesome charac- ters while the file is being sent to the printer.
GEHING STARTED
Type in Listing 1, PCPRINTBAS, check it with TYPO II, and SAVE a copy to disk. When you RUN this BA- SIC program it will create a file named PCPRINT.COM and write it to the disk in drive 1.
Rename this fUe to AUTORUN.SYS, using Atari DOS selection E. Then when you reboot, PC Print will load and run automatically. (You can also use DOS option L to load PCPRINT.COM, without renaming it.)
If you have an Assembler cartridge, such as MAC/65, you may type in the source code shown in Listing 2 and assemble it. Listing 2 is included primarily for MAC/65 programmers. You do not need to type in Listing 2 to use PC Print.
Then, copy any IBM text file to the printer and it will be converted "on the fly." From DOS, use selection C, and when specifying the destination device use P: to send the file to the printer. For example, type:
D:IBMTEXTDOC,P: [RETURN].
Press [RESET] to disable this special handler.
ANTIC, THE ATARI RESOURCE
25
HOW IT WORKS
PC Print takes each byte sent to the printer, checks it and transforms any CTRL-M (13) into a 0, which the printer ignores. Any CTRL-J (10) characters are transformed into an Atari carriage return character (155). Now you can simply copy those IBM ASCII files directly to the printer, without all that annoying double spacing caused by the CTRL-M, CTRL-
Copy a text
file to
the printer
and it will be
converted
"on the fly."
J sequences.
This is done by redirecting the printer handler vector in Atari's low memory to our own routine in Page 6. All characters other than the CTRL- M and CTRL-J sequences are passed on to the operating system, which handles the actual printing.
If you don't have a modem, I sug- gest you get one. It will open a fas- cinating new world of computing, af- fording the opportunity to share information with many other Atari and non-Atari computer users. Many popular bulletin board systems, often run by Atari computer clubs, are found all across the US, running on Atari 8-bit machines. A
John West is a Senior at Perquimans County High School, North Carolina. He taught himself BASIC and Assembly, and then learned LOGO, PASCAL, andXLISP by attending summer college programs. This is his first appearance in Antic. Listing on page 39
SUPER DISK BONUS
Naval Battle
Slick, flashy version of an old favorite. By John Hutchinson and David Rajala
Naval Battle
This issue's super-duper third Disk Bonus is Naval Battle, a flashy, colorful version of the classic Bat- tleship game. This BASIC game works on 8-bit Atari computers with at least 48K memory and disk drive. A joystick is required, or two joysticks are optional.
Remember that game you used to play with pencil and paper where you hid a battleship and other sea- going craft on a grid? You and your opponent would take turns firing salvos by calling out coordinates like ' A-1" or "G-9," trying intendy to find and sink each other's ships. It was fun, but drawing up the grids was often just as difficult as finding someone to play with.
Well, now all you frustrated would-be admirals can experience the thrills of combat on the high seas with Naval Battle. This extra-slick Atari 8-bit version boasts sharp graphics and sounds, complete with the boom of naval artillery and the splash of a watery miss.
The authors of this impressive ef- fort have plenty of military back- ground to draw from. David Rajala is a retired military officer, currently working as a defense analyst in Washington, D.C. Major John Hutch- inson is an Operations Research- Systems Analyst for the Army.
GEHING STARTED
The entire back side of the Antic Monthly Disk has been used for Na- val Battle, which will boot automat- ically, Just put the Antic Disk in drive one with side B up (label side down). Turn the computer off and then on again with BASIC (XL/XE owners don't hold down [OPTION]) and the game loads and runs auto- matically.
You can try your skill against a computer opponent, compete with another human player, or just sit back and watch the computer play both roles all by itself. There is even a choice of difficulty levels for hand- icapping young or inexperienced players.
Use your joystick to select from the game options. Press the [SPACE- BAR] to pause the game or then re- sume. Press [ESCAPE] or [RESET] to end the game in progress.
PLAY OPTIONS
DEMO MODE pits the computer against itself. To join in the action yourself, choose 1 PLAYER mode to compete against the computer, or 2
26
ANTIC, THE ATARI RESOURCE
PLAYER to play against another human.
In two-player mode you have the further option of using two joysticks, or sharing a single stick. The computer hides the ships for both players, so you don't have to worry about accidentally seeing the other player's layout. Players also get to choose different difficulty levels.
The three difficulty levels range from ENSIGN, the easiest, to CAP- TMN and ADMIRAL. As the level in- creases, the human player is allowed less time to place shots — and the computer uses more artificial logic in planning its shots. If you beat the computer consistendy at ADMIRAL level you should join the Navy. Ifour country needs you!
Other options let you choose be- tween playing with sound effects or without. If you would rather fight your batde in relative silence you will considerably speed up the proc- ess as well.
SHIP PLACEMENT
In single player mode you can place your ships yourself, using the joystick, or let the computer do it. Your fleet consists of five ships of varying lengths — an Aircraft Carrier (5 squares), a Battleship (4 squares), a Destroyer (3 squares), a Submarine (3 squares) and a PT Boat (2 squares). These shif>s are all drawn in detail — you can even see the tiny planes on the deck of the carrien
You can place each ship either horizontally or vertically by posi- tioning a flashing cursor on the game grid and pressing the joystick trigger. Once all your ships are posi- tioned, the computer asks if the placement is okay, giving you a chance to rc-position your ships.
PLAYING NAVAL BAHLE
Player number one (or the human player in a one-player game) always goes fust. Using your joystick, move
the flashing cursor across your op- ponent's green game grid. Select a position where you think he might have hidden a ship and press the joystick button. You'll hear the sound of a naval gun being fired, fol- lowed by either a splash if you missed or explosion if you scored a hit. The game grid will display a white square for a miss. A red square indicates a hit.
gies is to first go after your oppo- nent's largest remaining ship, select- ing grid squares where the ship could fit both vertically and horizontally. "Vbu can also stagger your shots in a checkerboard pat- tern. Try to avoid placing two shots side-by-side. This way you can logi- cally eliminate squares where your opponent's ships cannot possibly fit, without having to actually waste a
Experience combat complete with
the boom of artillery and the splash
of a watery miss.
If you hit a ship, one segment of the appropriate ship on the Hit In- dicator will also turn red. The Hit Indicator shows you how many sec- tions of the ship have been hit, but not which ones. "Vbu'U have to fig- ure that out by trial and error.
Then your opponent takes his turn. If you are playing against the computer; your ships will remain visible on the blue game grid. If you are playing a two player game, both opponent's ships will remain hidden from view. You and your opponent will continue to take turns until the game ends.
The first player to sink all of his opponent's ships is the winner The computer will then briefly display the winner's ship placement so the loser can see how close his shots were. You can then either change your game options, or start another exciting naval encounter with the same settings.
STRATEGY TIPS
When playing Naval Battle you want to maximize the effectiveness of your shots. One of the best strate-
shot on them.
\bur computer opponent uses this strategy to find the most logical hiding spots for your ships. A series of "artificial logic" routines help simulate the human decision mak- ing process.
The computer will vary its ship placement each game and may even place its ships side-by-side in an at- tempt to fool you. The computer should prove a worthy opponent, but it is certainly not infellible. Fol- low its lead and use logic in placing your shots, and you should be able to beat it.
Your Antic Disk — featuring Naval Batde plus two additional Super Disk Bonuses as well as every type- in program from this issue — will be shipped to you within 24 hours af- ter receiving your order Just phone Toll-Free to the Antic Disk Desk at (800) 234-7001. The monthly disk is only $5.95 (plus $2 for shipping and handling) on your Visa or MasterCard. Or mail a $595 check (plus $2 shipping and handling) to Antic Disk Desk, 544 Second Street, San Francisco, CA 94107. A
DECEMBER 1989/JANlIARY 1990
27
ANTIC SOFTWARE PRESENTS.
THE GRAB-BAG
8 BIT SOFTWARE
ENTERTAINMENT
ASTROLOGY - Create beautiful charts for your family and friends. Imaginative gifts, always popular. (AP0167) S15.95
ATARIORACLE - The computer OUJl board. Predicts the future, answers all questions^ picks LOTTO numbers. (AP0138) $15.95
BLUE TEAM BRIDGE - Tournament level. Play at any time, improves your bidding-or learn to play. Great graphics (AP0178) 535.95
CRIBBAGE and SEVEN CARD STUD - Two great card games. The poker players don't cheat, but they bluff., (AP0173) S25.95
KLONDIKE SOLITAIRE and SEVENS (FAN TAN) - Two
classic strategy card games. Hours of recreation. (AP0174) S15.95
COLOSSUS CHESS 3.0 - The best Atari chess game for the serious player, beginner or Grand-Master. (AP0161) S15.95
OMAR - I or 2 player strategy board game. Similar to Chess, Checkers, or Go, but completely different. (APO140) SI2.95
PUZZLER - Infinite jigsaw puzzles, use your own pictures. Set difficulty level for any age group. (APO150) $12.95
SNARK HUNT - A classic logic-strategy board game. Up to 8 players, challenging family entertainment. (APO105) S12.95
DRAGON'S QUEST - A wonderful illustrated adventure game for your entire family. Fast and fantastical. (AP0139) S35.95
GALAHAD AND THE HOLY GRAIL - An Atari action ad- venture classic by one of Lucasfilm's top game designers. (APOllO) S35.95'
KING TUT'S TOMB and CONSTRUCTION SET - 48 dan- gerous, multi-screen tombs^ or construct your own. (AP0149) $15.95
LORD OF THE ORB - Intense arcade action as you search the huge scrolling castle for the stolen Orb. (APO103) $15.95
or Choose any 10 for $49-91
CHOP SUEY - Joystick-busting, action-packed, martial arts e.xcitment. One of our all-time best sellers. (AP0162) $15.95
MARS MISSION II - Streak through the skies and the caverns of Mars. Furious action is everywhere. (APO120) $15.95
SPACE WAR - Galactic shoot-out for 1 or 2 players. A white-knuckle space-age duel. (APOlOl) $12.95
WEAKON - Battle in innerspace, the thrilling, dangerous world of speeding sub-atomic particles. (AP0122) $15.95
XTAL (CRYSTAL) - Command a star cruiser! Detailed effects are everywhere. More than a game: an epic. (AP0158) $15.95
PRODUCTIVITY
CREATIVE PROCESS 1.8 - An indispensable outline proces- sor. (AP0151).. $19.95
DEEP BLUE C COMPLIER AND MATHLIB - The all
purpose language and math library. (AP0188).. $19. 95
FLOATING POINT PACKAGE AND EXTENDED D.D.T. (EXDDT) - A powerful combo for assembly language. (AP0189).. $19.95
INTERLISP/65 2.5 A subset of the standard "INTERLISP" dialect of LISP. (AP0191).. $19.95
RAMBRANDT - The ultimate paint software on two disks. (AP0157).. $19.95
SPELL MAGIC - Check documents generated by other word processing programs, and in context with the document display feature. (AP0144)..$19.95
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TELECOMMUNICATIONS
BACKTALK1.2 - The Atari becomes a communications droid with the macro command feature. (AP0154)..$19.95
CHAMELEON CRT TERMINAL EMULATOR 4.03 - One
terminal becomes five in a matter of minutes. Requires 48K-RAM. (AP0113).. $19. 95
UTILITY
BASIC VIEW - A must for all programmers. (AP0192)..$19.95
DISK SCANNER - A complete disk editor for single and double density drives. (AP0145)..$5.95
ENHANCED POKEY PLAYER -Input and edit music. Tutorial included. Requires Atari Basic. (AP0147)..$i5.95
THE ENHANCEMENT DISKS - B/Graph's utilities. Re- quires Atari Basic. (APO190)..$19.95
ENVISION - Create stand-alone pictures or produce Basic and Assembler Source Codes. Requires Atari Basic, MAC/ 65, SynAssembler, Epson-compatible printer. (AP0185)..$$19.95
PICTURE PLUS 3.0 AND LISTER PLUS 1.5 - The complete graphic utility set. Requires 48K RAM and Atari Basic. (AP0179)..S19.95
PRINTER DRIVER CONSTRUCTION SET - Make Atari Writer compatible with every printer. Requires Atari- Writer. (AP0131)..$I9.95
SCREEN PLOT - Print color micro-screens on most plotters. (AP0135)..$5.95
SHERLOCK 1050 - Restore crashed disks with the trace option feature. (AP0155)..$39.95
SOLID OBJECT MODULE - Create 3D objects easily. Requires 48K RAM and RAMbrandt. (AP0182).. $15. 95
PUBLIC DOMAIN
PHOTO GRAPHICS - deal digitized pictures (PD0017). .510. 00
THE FIX XL - Run older programs on XL/XE computers (PD0026).. $10. 00
CROCKFORD'S WHIMSY - Magical disk for all ages (PD0033).. $10. 00
CUES EDPACK #1 - Educational programs (PD0044).. $10. 00
CUES EDPACK #2 - More Educational programs (PD0045)
HEAVY METAL ART - Spectacular pictures, 100s of colors (PD0060).. $10. 00
RAMBRANDT COLLECTION - The best RAMbrandt art (PD0073).. $10. 00
STEVE DONG'S GALLERY - Incl. famous Challenger memorial (PD0074).. $10.00
850 EXPRESS - Superb program for Hayes comp. modems (PD0082).. $10. 00
1030 EXPRESS - Superb program for 830, 1030, XM301 modems (PD0081).. $10.00
MPP EXPRESS - Superb program for MPP 1000 modems (PD0087).. $10. 00
VTIOO TERMINAL EMULATOR - Access mainframe computers (PD0037).. $10. 00
TEKTRONICS 4010 TERMINAL EMULATOR - Access graphic mainframes (PD0083).. $10. 00
EDUCATION
EARTH VIEWS - An electronic glove with a variety of map formats and views. (AP0141).. $19.95
MAPWARE - Add maps to your programs. 9000 pairs of coordinates available. Rcqiiin'S Atari Basic (AP0134)..$I9.95
MEMOREASE+ - Learn to memorize efficiently and quickly. (AP0163).. $19. 95
SPACE BASE - A must for telescope owners. Requires 48K RAM. (AP0142).. $19.95
SPEEDREAD-i- - Learn to read faster with less effort. Requires 48K RAM. (AP0164).. $19.95
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Broadcast Automating Atari
Programming WIMA with a 130XE. By Mark Gierhart
As a result of network pro- gramming changes, man- agement at radio station WIMA in Lima, Ohio pre- sented our engineering department with a real challenge. We needed to resurrect our old automation system so it could handle local programming for six hours every night. And it had to be on-line in two to three months! The engineering department consists of only two full-time engineers, Dick Knowles and myself, which meant we had our work cut out for us.
As the first step, we examined our options. We could repair the outdated system which had last been in use several years ago, or we could design and construct our own system using the salvageable parts from the old au- tomation unit. Either way, the time constraints would make it a difficult job.
After analyzing the existing system we determined that many of the con- trol parts which needed repair were either no longer available or difficult to come by at best, and the time re- quired to get the parts available would put us over our deadline. This left us only one option, designing a new system.
With the choice made clear, our task was still no easier than before. We needed to find a "brain" or controller for our system, and it had to meet several criteria. It had to be easy to
30
Mark Gierhart with his Automate manual in front of the audio and switching circuitry at WIMA radio.
use, reliable, and most important, cost-effective. This brain had to con- trol several music tape decks, com- mercial carousel decks, voice tape decks and satellite network news feeds, all with little or no outside operator assistance.
The system would require some type of microprocessor controller to allow storage of program events and time schedules. Having had previous experience with the Atari 8-bit com- puter's capabilities, we elected to go with an Atari 130XE computer as the
main brain of our automation system.
T30XE BRAIN
The Atari 130XE had all the features we needed for the project, including the low price tag. To complete the sys- tem, a disk drive, printer and several cartridges were included in our purchase.
At this point we were ready to start working towards our goal, building our broadcast automation system us- ing our 8-bit computer My task was to write the software and design the
ANTIC, THE ATARI RESOURCE
computer interfacing to accommo- date Dick's audio and switching designs.
Having done some programming in BASIC XE from ICD/OSS, I decided that would be the language to use for my automation program. BASIC XE gave me several powerful features I wanted, including the EXTEND com- mand (which uses the 130's extra RAM), the FAST command (which speeds up the BASIC), and several variable functions which standard Atari BASIC doesn't allow.
I also needed the ability to access the clock output functions of the Atari I3OXE, giving the program accurate time and date commands. I decided to try ICD's R-Time 8 module. With ICD SpartaDOS I now had access to both the time and date either format- ted or unformatted.
I now started on the programming. First I had to find a way to get com- plete control over each of the audio sources needed for the system. Being in a somewhat high-noise, high-RF environment, I decided to use the Atari's built-in sound generator, using small, cheaply-constructed tone decoder interfaces.
Using a series of Atari POKE com- mands, I could produce just about any tone from lOOhz to well over lOkhz. The computer sends out the given tone, which turns on the tone decoder, closing its relay contacts to start, stop, or perform any other specified function on the tape machines. Thanks to the Atari's fine four-channel audio sound system, I was now able to control any outside source.
Now I needed a reliable means of interfacing the Atari with the outside world. I elected to use the Atari's pad- dle (joystick) ports. These ports have an internal voltage divider circuit which gives the computer a number values that vary with any change in voltage into the port. By placing a dif- ferent resistance in each line of the in- terface, and using the PADDLE(x) command, I was able to distinguish
DECEMBER 1989/JANUARY 1990
each individual signal coming from the tape machines.
SOFTWARE
Once the interfacing was complete it was time to sit down and write the program. The program, which I call AUTOMATE, is completely menu- driven. Some of the special features of the program include an auto start/ stop mode, print to screen/printer mode, and an enlarged print mode. Also, all of the Atari's special function keys were incorporated into the pro- gram for ease of operation.
The R-Time 8 module functions were used constantly throughout the program. The Atari 130XE with this module is responsible for airing a net- work satellite news feed at the top of each hour Also, this module makes automatic starting and stopping of the system at any given time a reality.
Another special feature of the pro- gram was the enlarged print mode. By pressing a single key while in the menu, the operator could bring up a Graphics 17 screen, enlarging all the menu text. I included this option in the software to aid a vision-impaired person working here at the station.
After about a month and a half of "late night"programmingI was ready to hook AUTOMATE into the rest of the automation system. Dick had a well-designed audio/switching system ready and waiting for the program's completion.
Within a week, we had both the Atari 130XE and the audio/switching system up and running. To actually see the computer stepping through and playing each programmed event was a dream come true. The hard work and many long hours had paid off.
Future plans under consideration include interfacing the automation system with our accounting and bill- ing department. This will allow direct billing and monitoring of the station's commercial inventory. The station al- ready uses an Atari for inventory, word processing and scheduling. A
f Don't forget m!
ANTIC, P.O. BOX 3805 ESCONDIDO, CA 92025
D / am also a start subscriber.
New Address
Address
City
\'^>!n
DOUBLE DISK BONUS
Antic Numerologist
See how your name and dates add up. By Clifton Oyamot
Once again ancient mys- ticism meets modern science, this time in tlie form of your Atari Numerologist, this issue's second Su- per Disk Bonus. This extra-long BA- SIC program can be found on your monthly Antic Disk, ready to RUN. Programmer Clifton Oyamot is a 17- year-old senior at Rancho High School in Las Vegas, Nevada. This is his first appearance in Antic.
Numerology, in its present form, can trace its origins to the 6th cen- tury B.C. and to the great mathema- tician Pythagoras. Numerologists contend that all things can be reduced to numbers, and under- stood from there. This applies par- ticularly well to names and dates. By analyzing the numbers in your name and birthdate, a supposedly accurate personal portrait can painted.
Numerology can be seen as a sort of mathematical astrology. If you be- lieve astrology is a waste of time, you won't feel much differently about Antic Numerologist. We are present- ing this program strictly for its en- tertainment value. However, it occa- sionally does seem to come up with some interesting insights. (See box.)
When you run Antic Numerolo- gist, you are presented with two choices. Name and Date. Name gives you an analysis of your character.
The prompts ask for your first, mid- dle, and last names. Omit titles and such like Jr. or III, spaces, and other non-letter characters which may oc- cur. Combine separate names into one word (e.g. Maryann). If you lack a middle name, just enter a space. You are then asked for your birth- date. Enter your birth month in nu- merical form 0anuary = 1, etc.).
Also, enter the full year, not the two- digit abbreviation.
After all the information has been entered, your Atari wDl make the necessary calculations, which can become tedious and involved when done by hand. Finally, the Atari in- terprets the results for you, display- ing the interpretation on screen. If you like, you can then print the re-
Gems from the Antic Numerologist
Richard Milhous Nixon, 1/9/1913
When denied your wishes, you may scheme to get your ways. Despite this, your natural inclination is to help people. . . .If not careful, however, you can lead a life of disappoint- ments and depression.
George Washington, 2/22/1732
You are the pioneer, the leader, the captain. You are highly original and creative and you possess the drive to put your ideas into practice. You are highly ambitious.
Ronald Wilson Reagan, 2/6/1911
You are naturally friendly and sociable. You also have a need to fix things when they are not quite perfect. Peace and quiet are what you yearn for. . . .You try to maintain harmony. Without being aggressive, you are still able to gather all that you need, including many friends.
32
ANTIC, THE ATARI lU;.SOURCE
suits on an Epson-compatible printer.
YOUR ANALYSIS
The analysis is broken into four areas. The Soul Urge describes the motives that underlay your actions in life. The Quiescent Self is what you do or think about when alone. Your Expression is how you appear to the outside world and, quite ap- propriately, how you express your- self. Finally, your Life Path tells of your purpose in life. If you wish to have a hard copy of the results, press [p] at the prompt.
The second, and more pedestrian, option. Date, is more like a horo- scope. Antic Numerologist will ask for your birthdate and for the pres- ent date. From there, it will give you a forecast for the year, month, or day, whichever you choose. The message divined should be inter- preted according to the particular time frame, whether long-term or short-term.
The Atari Numerologist is by no means omnipotent, but coupled with its calculation power and the cleverly general and flattering responses, you sometimes might find yourself amazed by the pro- gram's accuracy. Have fun delving into the psyche of friends and fam- ily and perhaps even gain a few valu- able insights into those around you.
Your Antic Disk — featuring Antic Numerologist plus two additional Disk Bonuses as well as every type- in program from this issue — will be shipped to you within 24 hours af- ter receiving your order. Just phone Toil-Free to the Antic Disk Desk at (800) 234-7001. The monthly disk is only 85- 95 (plus S2 for shipping and handling) on your Visa or MasterCard. Or mail a S5.95 check (plus 82 shipping and handling) to Antic Disk Desk, 544 Second Street, San Francisco, CA 94107. A
TRIPLE DISK BONUS
Chemistry Tutor
Learn your ions, stoichiometry and balanced equations. By John Kennedy
In the April, 1989 issue of Antic we printed Periodic Madness, which drilled stu- dents about chemical ele- ments, their symbols and atomic masses as shown on the Periodic Ta- ble of the Elements. Now, John Kennedy's Chemistry Tutor takes smdents several steps further, into the realm of ions, stoichiometry and balanced equations.
Chemistry Tutor is a BASIC pro- gram, but far too long for a type-in. The program can easily be RUN straight from the Antic Monthly Disk — just press the number to the right of CHEMTUTR.BAS on the menu, and press [RETURN]. Your tutor will LOAD and RUN right away.
However, actually using the tutor won't be so easy, unless you already have a basic understanding of begin- ning chemistry and stoichiometry (proportional weights and measures involved in chemical activity,) and hence the science of balancing equations.
Author John Kennedy teaches Chemistry', Physics and Computer Programming at Northwestern High School near Springfield, Ohio. He developed the Chemistry Tutor to help his beginning chemistry stu- dents who had trouble writing and balancing equations and solving mass-mass problems. He says, "I wanted the program to provide a va- riety of questions and respond to in-
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Bahndng an equation
correct answers with helpful su^es- tions. The program also had to be easy to use, even by students with little experience with computers." Thanks to the 8-bit Atari's graphics, the resulting program was both educational and colorful.
USING THE PROGRAM
After the title screen, a menu dis- plays the following choices: Name Ions, Write Symbols and Charges tor Ions, Write Chemical Formulas, Write Chemical Equations, Stoichio- metric Calculations, and End Pro- gram. Pressing the [OPTION] key cy- cles through the choices. When the pointer is at the desired choice, press the [SELECT] key
The first three choices each give a sequence of 10 questions, display- ing a running total of right and wrong answers. Name Ions gives the ion's symbol and charge, and the user must name the ion. For exam- ple, the symbol CIO3 (charge -I) must be identified as CHLORATE.
DECEMBER 1989 /JANUARY 1990
33
The program uses the Stock sys- tem, in which elements with more than one positive oxidation state are identified by Roman numerals. For example, iron with a + 2 oxidation number would be designated as Iron (II). Leave a space between the name and the parenthesis. If an incorrect answer is entered when naming or writing symbols for ions, the correct answer is displayed in the error win- dow and your score is shown.
In Write Symbols and Charges for Ions, the program gives the name of an ion, and the user must enter the symbol and then the charge of that ion. Both must be correct to receive credit. If the symbol for CAR- BONATE is correctly entered as CO3, the user will then be asked for the charge — in this case, -2.
Use a minus sign to designate negative charges. A plus sign for positive charges is optional. For this section, all numbers typed will ap- pear as subscripts. Letters will be in lower case, with the [SHIFT] key used to produce capitals — the ab- breviations of the elements must be correctly capitalized.
FORMULAS & EQUATIONS
The three options on balancing equations and stoichiometry give one question at a time. Once a ques- tion has been completed, the pro- gram asks if you want to do another.
When the Write Chemical For- mulas or the Write Chemical Equa- tions options are selected, you will be asked to write the formulas for chemical compounds such as UTHIUM CYANATE (LiOCN)— or to give the name from the formula.
Names for compounds are gener- ated randomly from positive and negative ions. No spaces should be used when writing formulas. When an incorrect formula is entered, a hint will be displayed in the error window. After three unsuccessful at- tempts, the correct answer is dis-
played.
If you are writing equations, you will enter the formulas for two reac- tants and two products. When the complete equation is in the display window, a cursor will appear in front of the first compound. Typing numbers will produce standard numerals as coefficients. Use the [ARROW KEYS] to move from one compound to another until the equation is balanced. If you leave a blank space in front of any com- pound, it will be interpreted as a number 1.
If the equation is not balanced, a help screen will be shown in the in- formation window. This screen dis- plays the number of each ion as a reactant and as a product and if the two are in balance. Each time a coefficient is changed the display is updated. When the display shows a YES for each product and reactant, the equation is balanced. The coeffi- cients must be reduced to their least possible values (like fractions) to be correct.
Stoichiometric Calculadons first requires that an equation be written and balanced. A mass for one com- poimd is given and you are asked for the required or produced mass of another Entering an incorrect an- swer will begin a tutorial w^hich leads step by step to the correct answer.
PROGRAM TAKE-APART
Information about positive and negative ions is stored in DAIA state- ments in lines 100-910. Each state- ment consists of the ion name, sym- bol, oxidation number, a one (1) for a polyatomic ion or a zero (0) for a monatomic ion, and the atomic weight.
The variables NN and NP are in- itialized in line 45 to the number of negative and positive ions. By alter- ing these numbers, the user may se- lect only a part of the ion list.
Display list interrupts, initialized in lines 10000-11100, are used to pro- duce a multicolored Graphics 0 screen divided into four windows: green for information, yellow for display, red for error messages, and green for input. Players are used throughout the program to add color by overlaying tides. Players are also used as cursors. Two important machine language routines are MOVES and ZEROS in lines 50 and 60. These are used to position players by moving and erasing blocks of memory.
A special character set is used to display subscripts. In this character set, the nimierals 0-9 are redefined as subscripts and the control charac- ters having AIASCn values 0-9 are the standard numerals. Lines 75 and 80 first move the character set from ROM and then make these changes.
HELPFUL TUTOR
Although the author has used this Chemistry Tutor for classroom in- struction, he finds it is most valua- ble as a "tutor," working with in- dividual students.
This issue's Antic Disk — featuring Antic Chemistry Tutor plus two ex- tra Super Disk Bonuses as well as ev- ery type-in program from this issue — ^will be shipped to you within 24 hours after receiving your order Just phone Toil-Free to the Antic Disk Desk at (800) 234-7001. The monthly disk is only $5-95 (plus 82 for shipping and handling) on your Visa or MasterCard. Ormaila $595 check (plus $2 shipping and han- dling) to Antic Disk Desk, 544 Sec- ond Street, San Francisco, CA 94107.
Programmers: Antic wants to see your most ambitious prt^rams, even those too lage or complex for print- ing as a type-in listing. High-quality programs in any language that has a runtime version are now eligible for consideration as a Super Disk Bonus. A
34
ANTIC, THE XCUU RESOURCE
5«a^4i' (&
Showbiz
Pro teleprompting with his Ataris. By Japji Singh Khalsa.
r-«n
One day on the video set. . . "Hold it! Cut!. . .That just isn't going to work!" the director says with an edge of irritation.
I sense a change coining.
"We can't use 'Good Evening^— they may be seeing this video in the morning."
Rough start. I go into edit mode.
"Okay let's say 'Good day'. . . no. . . 'Hello'. . . no that's too for- mal. . . Nancy, what do you think?"
The scriptwriter thoughtfully chews on her pencil for a moment, "How about 'Hi'?"
I liked 'Hi' so I make the change, trying to stay one step ahead of the game.
DECEMBER 1989/JANUARY 1990
The director thinks out loud, "Hi?. . .hmmm. . . yes, yes, that has some potential. Okay . . PROMPTER! we want to change. . ."
I cut him off, 'Already done."
"Great!" he says. I'm sure he must be thinking "Boy, is this guy good"
Good? Yes. But that's mostly thanks to the "sute of the art" teleprompter that I'm using. And at the heart of this system is an Atari 130XE 8-bit computer.
But let me backtrack just a moment because some people don't even know what a teleprompter is. A prompter is a system by which the actor — or in official filmA'ideo lingo, the "talent" — can actually read his script while pretending to have memorized it, looking straight at the
camera.
The oldest form of a prompter, to my limited knowledge, was a big piece of white cardboard called a cue card. It was cumbersome and clunky and it was difficult to make changes. Also, most often you'd be able to see that the talent was looking off to the side of the camera reading cue cards.
Eventually someone invented a sys- tem with a one-way mirror, where a piece of optical-quality glass with a special mirror-Uke coating is mounted at a 4 5 -degree angle in front of the camera lens. Mounted underneath the mirror would be either an acetate scroll with the script written on it, or a video monitor displaying the script text.
The talent looks at the glass (into
35
the lens of the camera) and sees the reflected script as it scrolls by. At the same time, the special mirror coating and the angle of the glass lets the cam- era look through it without seeing the script.
The current state-of-the-art system feeds a digital image of the script to the monitor mounted under the mir- ror. The digital revolution in prompt- ing started in 1983- A company in Wisconsin wrote a program (for an Apple computer) that was primarily designed for newsroom prompting. The computer displayed the script in large, digital letters on the monitor under the two-way mirror.
The computer offered several ad- vantages over the old systems. It was absolutely silent, the letters were large and legible, and changes could be made with a couple of keystrokes. However, this Apple pro- gram never really caught on. A pro- gram written
gramming and most likely would have required expensive hardware changes.
My San Francisco company. Magic Teleprompting, currently has three of these Atari-based teleprompters. Each unit consists of a 130XE, a 1050 disk drive, a color video monitor and a special hand controller that connects to the joystick port. The prompter software itself is a proprietary pro- gram sold by Lynn Greenberg of Elec- tronic Teleprompting in Newhall, Cal- ifornia. One of ray systems includes an Epson printer connected through an 850 interface.
We send prompters up and down the West Coast, each system packaged
taking out any strange characters, and then transfer it to the Atari.
I do the transfer with a null modem adaptor connected from the Mac to an 850 interface. On the Mac I use Red Ryder 10.3 and on the Atari I use Backtalk 1.2 from the Antic Arcade Catalog. By utilizing the XMODEM transfer protocol, 1 can make error- less 2400 baud transfers.
The Atari system has proven to be quite dependable. Shipped by air freight all along the West Coast, these computers have been through rain, sleet and snow — and they've been dropped, dragged, or bounced onto the film set. I had to have a disk drive aligned once, so I sent it to the Com- puter Support company in South San Francisco. It's worked fine ever since.
Many corporate executives, actors,
for the Atari was the first computer prompter system that made big in- roads into the film and video industry.
An Atari 800 with a customized lan- guage cartridge was the first highly successful computer prompter The Atari offered many advantages over other systems. Its built-in graphics abilities made it easier to get color, dif- ferent font sizes, and most ixnportant, a smooth scroll — allowing the letters of the script to flow smoothly up and down the screen without any jerking or jumping.
The Atari also had a built-in NTSC video port, so it could feed the im- age to the video monitor without ad- ding expensive video cards or other interfaces. Using a different computer would have required complex pro-
tightly in shipping-quality, profes- sional cases. Open the case, plug it in, boot up, and it's ready to prompt.
I also have a system set up in my office for entering scripts that are de- livered to me before the shoot day. I can either type the script directly into the Atari, or, more and more fre- quently, the client delivers me a disk with the script on it. The disk is usually in either IBM or Macintosh format. In these cases, I read the file into my Macintosh SE, massage it by
tresses and politicians unknowingly ..ave the Atari I30XE to thank for making their lines and speeches eas- ier and more comfortable to present.
And we at Magic Teleprompting have the 130XE to thank for making us the biggest and most successful prompter service in Northern Cali- fornia.
Japji Singh Khalsa has been working in the film/video business for over J 3 years and is owner of Magic Teleprompting in San Francisco. When not on the film set, he likes to golf, play with his new son, or play fantasy role-playing games.
36
DECEMBER 1989/JA.NUARY 1990
SOFTWARE LIBRARY
TYPING SPECIAL ATARI CHARACTERS
The Atari Special Characters and the keys you must type in order to get them are shown below:
For [CONTROL] key combina- tion, hold doivn [CONTROL] while pressing the next key. For inverse [CONTROL] [A] through [CONTROL] [Z], press the [3] key— or [^k ] on the 400/800— then release it before pressing the next key. (Press [ HI ] or [ yk ] again to turn off inverse.) For [ESC] key combina- tions, press [ESC] and then release it before pressing the next key.
Carefully study the chart above and pay close attention to differ- ences between lookalike characters such as the slash key's [/] and the [CONTROL] [F] symbol [0].
|
NORMAL VIDEO |
INVERSE VIDEO |
||
|
FOR TYPE |
FOR TYPE |
FOR TYPE |
|
|
THIS THIS |
THIS THIS |
THIS THIS |
|
|
SCTRL , |
9B CTRL S |
□ ESC |
|
|
[BCTRL A |
m CTRL T |
SHIFT |
|
|
□ CTRL B |
B CTRL U |
DELETE |
|
|
ffl CTRL C |
D CTRL V |
n ESC |
|
|
91 CTRL D |
ffl CTRL W |
SHIFT INSERT D ESC CTRL |
|
|
ffl CTRL E 85 CTRL F |
B CTRL X B CTRL Y |
||
|
S CTRL G |
ffl CTRL Z |
TAB |
|
|
a CTRL H |
H ESC ESC |
□ ESC |
|
|
CS CTRL I |
BB ESC CTRL - |
SHIFT |
|
|
B CTRL J |
ffi ESC CTRL - |
TAB |
|
|
3 CTRL K |
ffl ESC CTRL + |
n A CTRL . |
|
|
B CTRL L |
ffl ESC CTRL ■ |
Q A CTRL ; |
|
|
□ CTRL M |
m CTRL . |
0 A SHI FT = |
|
|
□ CTRL N |
ffi CTRL ; |
Q ESC CTRL 2 |
|
|
B CTRL 0 |
[E SHIFT = |
□ ESC |
|
|
m CTRL P |
H ESC SHIFT |
CTRL |
|
|
ffl CTRL Q e CTRL R |
CLEAR 3] ESC DELETE [B ESC TAB |
DELETE □ ESC CTRL INSERT |
TYPO II AUTOMATIC PROOFREADER
TYPO II automatically proofreads Antic's type-in BASIC listings. Type in the listing below and SAVE a copy to disk or cassette. Now type GOTO 32000. At the prompt, type in a single program line without the two-letter TYPO II code at the beginning. Then press [RETURN].
Your line will reappear at the bottom of the screen. If the TYPO II code does not match the code in the magazine, then you've mistyped your line.
To call back a previously typed line, type [*], then the line number, then [RETURN]. When the completed line ap- pears, press [RETURN] again. This is how TYPO II proofreads itself.
To LIST your program, press [BREAK] and type LIST. To return to TYPO II, type GOTO 32000. To remove TYPO II from your program, type LIST "D:FILENAME",0,31999, then [RETURN], then NEW, then ENTER "D:FILENAME", then [RETURN]. Now you can SAVE or LIST your program to disk or cassette.
^
Don't type the TYPO II Codes!
UB UM H5
BN VC
EM
H5
XH
TH MF
32600 REM TYPO II BV fiNDY BflRTON
32010 REM UER. 1.0 FOR ONTIC MflGfiHINE
32020 CLR -DIM LINES t 120 J : CLOSE «2:CL0 SE «3
32030 OPEN »»2,4, 0, "E" : OPEN O3,5,0,"E"
32040 ? "S"! POSITION 11,1:? "nOrLlfMHriB-
32050 TRfiP 32040 : POSITION 2,3:? "Type
in a prograM line"
32060 POSITION 1,4:? " ■•:INPUT »2;LINE
S:IF LINES="" THEN POSITION 2,4:LI5T B
:GOTO 32060
32070 IF LINES tl, 1J="»«" THEN B = UflLlLIN
ES (2, LEN CLINESJ J J : POSITION 2,4:LIST B:
GOTO 32060
32080 POSITION 2,10:? "CONT"
32090 B = UflLcLINES> : POSITION 1,3:? •• •■ ;
NY CN ET
CE OR
UU
HJ JU EH BH MB IE
UG
3210
3211
3212
•■ : PO
3213
3214
LINE
OTO
3215
ONS +
3216
3217
3218
3219
3220
3221
tLCO
3222
t na
boue
0 POKE 0 POKE 0 ? ■•« SITION 0 C = 0: 0 POST S = "" T 32050 0 FOR CC»05C 0 CODE 0 CODE 0 HCOD 0 LCOD 0 HCOD 0 POST DEI
0 P05I tc h pr . ••: GOT
842, 13 : STOP 842,12
■■: POSITION 11,1:? •■■tinraiiaiiiiB
2,15: LIST B flNS = C
TION 2,16:INPUT «»3;LINES:IF HEN ? "LINE ";B;" DELETED":G
D=l TO LEN tLINE6> : C=C+1 : nNS=
CLINES CD, DJ J> :NEXT D
= INT tfiN5-'676>
=0N5- tC0DE»6763
E = INT tC0DE^26J
E=CODE- CHC0DE»26>+65
E=HC0DE+65
TION 0,16:? CHRS CHCODEI ; CHRS
TION 2,13:?
ess wiir^iiiniiiii;!!
0 32050
■If CODE does no and edit line a
ANTIC SOFTWARI- MRHARY
37
ULTIMATE CHAOS
NEW FUN WITH FRAaALS
Article on page 14
LISTING I
Don't type the
TYPO II Codes!'
|
TF |
1 |
|
NU |
2 |
|
CJ |
3 |
|
ZX |
10 |
|
R |
|
|
UN |
11 |
|
B) |
|
|
OG |
12 |
|
EM |
13 |
|
UK |
14 |
|
RR |
IS |
|
V0 |
|
|
OD |
16 |
|
no |
17 |
REM CHAOS GAME DEMONSTRATION
REM BV ROGER A. PRUITT
REM cc> 1989 ANTIC PUBLISHING. INC
e GRAPHICS 24:SETC0L0R 2, 8, e : SETCOLO
l.e,18:C0LaR 1
e X8=INTc25eMRND(8i> : V8=INT c158mRND c
J
8 I=INTc3»HNDc8>+1J
8 IF 1 = 1 THEN X1 = X8^2: Yl = Y8-'2
8 IF 1 = 2 THEN Xl= c318 + X8> ''2 : Y1 = Y8^2
8 IF 1=3 THEN Xl= C159+X8 J ^2 i Yl= C191+
»^2
0 PLOT XI, YliX8=Xl! Ve=Yl
8 GOTO 128
LISTING 2
|
BN |
1888 |
|
YM |
1881 |
|
TY |
1882 |
|
UY |
1818 |
|
BH |
1838 |
|
OR 1 |
|
|
HA |
1848 |
|
68^P |
|
|
HP |
18S8 |
|
»SIN |
|
|
UL |
1868 |
|
OH |
1878 |
|
SO |
18B8 |
|
c8>> |
|
|
XH |
1898 |
|
EK |
lies |
|
An |
1118 |
|
UK |
1128 |
|
2Y |
1138 |
|
EH |
1148 |
|
RU |
1168 |
|
NZ |
3888 |
|
!"I7 |
|
|
PG |
3818 |
|
};CH |
|
|
CHRS |
|
|
ED |
3828 |
|
YY |
3838 |
|
UD |
3188 |
|
GX |
3118 |
|
A$ |
|
|
5P |
3128 |
|
«1; |
|
|
;A«> |
|
|
GE |
3138 |
|
AP |
3148 |
|
AT |
4888 |
|
GOTO |
|
|
OB |
4818 |
|
DP |
5888 |
|
»LEN |
|
|
KI |
5816 |
|
PE |
5828 |
|
$ |
|
|
BU |
5838 |
|
CLOS |
|
|
UA |
5840 |
|
TR |
5858 |
|
:FOR |
|
|
LN |
6888 |
|
OR 1 |
|
|
YN |
6818 |
REM THE ULTiriATE CHAOS GAME! REM BY ROGER A. PRUITT REM cci ANTIC PUBLISHING, INC GOSUB 28350:GOTa 10888 GRAPHICS 24!SETC0L0R 2.8,e:SETC0L ,8,18:C0L0R 1 CX = 318''2iCY = 198'2:DEG !l = l!SIZE = 3
FOR TH=8 TO 368 STEP SIZEsX=CX+CY CTH» 'Y = CY-CY«»C0SCTH> X tU=-X + X^S> YcI>=-Y + Y^S I=I+liNEXT TH X8 = INT C328MRND CBi > : Y8 = INT cl92wRND
I=INTcP«RNDce»+l»
Xl=cX<I>+X8>»»Si Yl=cYcl>+Y8>»S
PLOT XI, Yl!Xe=Xl! Y8=Y1
IF PEEKC53279>=2 THEN 18888
IF PEEKc53279>=3 THEN GOSUB 3888
IF PEEKt53279>=5 THEN GOSUB 5880
GOTO 1898
TRAP 4888!CL0SE ttliOPEN «tl,8,8,"P
*tl;CHRSc27i ; "C" ; CHR* c8 J ;CHR$cll> ;
7 **1;CHRSC273 ; "D"; CHRS c8> ;CHR$cl6 R«c24) ;CHRSc32>;CHR$c40i;CHRSC48i; c56> ;CHR$ c64i ; CHR$ c72> ; CHR$ (Oi DM=PEEKC88»+PEEKC89J*256 PRINT ttl;CHR«c27> ;"A";CHR$c8> FOR 1 = 0 TO 23iXX = Dri + 320»»I A$ = CHR$C81 : A«C328>=CHR$cei : R$ (2> =
U=USRCADRCRSD$> ,XX,ADRtAS>i : PRINT ••BB";CHRSC27» ; "K"; CHRS c64> iCHRScii NEXT I!? «»l;CHR*c27J ;"e"
POKE 764,255
RETURN
IF PEEKC53279>=3 THEN TRAP 40008:
3888
GOTO 4888
B$cl>="D:":BScLENcB$i+li=NAnE$:B$ tB*>+l>=".PIC"
5CREEN = PEEKC88»+256»»PEEKC89>
TRAP 5040:CLOSE «*2iOPEN «*2,IO,0,B
U = USRcADRcDUnny$> ,2, SCREEN, 7680> >
E tt2: RETURN CLOSE tt2:TRAP 40000:POP 7 :POSITION 14.12:? "DISK ERROR." X=l TO 400:NEXT X : GOTO 10000 GRAPHICS 24:SETC0L0R 2,8,e:SETC0L
,0,10 GOSUB 5080
UN AB 01 XE GA
CR
MR JJ MM VU UE
JU
SR
til
AJ SZ
5F
OF
VB
UX RK
ZR
KU
ZT
OU US ER
lU
YF YU An
LL
En
6020 IF PEEKC53279J=2 THEN 10088
6830 IF PEEKc53279i=3 THEN GOSUB 3000 6040 GOTO 6020
18008 GRAPHICS 0 : POKE 752,1
10810 POSITION 7.2! 7 "HeeBeaeeeBHeBeee Beeeeeeees"
10020 POSITION 7,3:?
AOS GAME ill": POSITION 7,4:?
er A. Pruitt U"
18038 POSITION 7,5:?
BBBBBBBBBffl"
10040 POSITION 12,8:?
tBTHE ULTIHATE CH X bw Ro9
" SBBBBBBBBBBBBBBB
"1. Create Chaos
10050 POSITION 12,10:7
e . "
10060 POSITION 3,13:? •
y pressing 1 or 2.";
10070 POKE 764.255:P0KE
,64:GET «*3,K:IF K<49 OR
0
10080 FOR 1=8 TO
'NEXT I
18898 POSITION 2.
He"; : INPUT NAMES
18100 IF K=5e THEN
TO 6000
DUnnY«=SUR«
1814e:P0SITI0N 2.18:? "Give
sides of poiyson":INPUT P:I
P = l P>18 THEN POSITION 3.11:? " 18148
"2. Load Pictur
'Select option b
694.e:P0KE 782 K>58 THEN 1887
15:P0SITI0N 2.8:? "D" .8:? "Input Picture na
I0=4:DUnnY*=LDR$sGa
18110 10=8! 10148 TRAP nuNber of F P<1 THEN 18145 IF ":G0T0
10150 TRAP 10150:POSITION 2.13:? "Give scale factor c >8 TO 1 i":INPUT S
10155 IF CS<=0) OR cs>li THEN POSITION 3.14=? " ":GOTO 10150
10156 TRAP 40080
10160 POKE 752.l:P0SITI0N 6,18:? "To p
Tint pressdffliaoaaiBQDkey ■ "
10170 POSITION 3.19:? "To save to disk
pressaSSaSSaDkeu . " 18188 POSITION 2.20:? "To quit holdUgQ EKSDCland PressdOllJnOIIIBEI. " 18198 POSITION 4,23:? "To create CHAOS
pressCtBOaxaOClkey . "; 18208 IF PEEKC53279>=6 THEN GOTO 1838 18218 GOTO 18288
28358 Din RSD«(183> , A$c648>,NAME$c8>,B «C14> .SUR«c39i .LDR$C39> .DUnnY$c39) . X cl H .YC11>
28368 RSD$ci>="hha[Da[DhaQKiahaa]hamBinii[i]ii]n ■nDaacDSBDi caoHciamnQaBiBHigiiinnQjniiiMnfsiiinaBQ (scaoiaBieQQa i ^nemBaam&sxji i [KKSciEiHUBm ■ ■
28378 RSDSf91>="EaaKia]n[i]BliJDc[sia«"
28380 CLOSE <*3 : OPEN tt3,4.0."K:"
28400 LDRS = "hh hBBBBEaaSDBahaEShQOfflhaiSh
□Hs ucaaDBnainaH"
28410 SUR« = "hhhBK]BBDaC9C]BShDEShDDBhOISh
DHffi umoEiBaams"
28430 RETURN
LISTING 3
KI AC GD EU
IJ PR
10 REM LISTING 2 FOR CHAOS. BAS 20 REM BY ROGER PRUITT
30 REM cci 1985.1988 ANTIC PUBLISHING 40 REM CLINES 10-250 nAY BE USED UITH OTHER BASIC LOADERS IN THIS ISSUE. 58 REM CHANGE LINE 70 AS NECESSARY.! 60 DIM FN$C20> .TEnP«(20l.AR$c93l :DPL=P EEKC18592> :POKE 18592.255
38
DECEMBER 1989/IANl v\R> 1990
uo
RD
PV
TH UB
MY KB PU
LU
BB YC
DM
BK
nn
CM UO
78 FM*="0!LINES.LST"»REn THIS I
AME OF THE DISK FILE TO BE CREfl
88 7 "BOJisK or Sassette?"; : POKE
5
98 IF NOT CPEEKC7641=18 OR PEE
581 THEN 98
188 IF PEEKc764i=18 THEN FN«="C
lie POKE 764,255:GRflPHICS Bi? "
TIC'S GENERIC BASIC LOADER"
128 ? ,"BY CHARLES JACKSON"
138 POKE ie592>DPL>TRAP 288
148 ? !? !? "Creating ";FN»i7 "
se stand bw."
158 RESTORE > READ LN > Ln=LN < DIM
C = l
168 AR« = READ AR«
178 FOR X=l TO LENcflR*) STEP 3> 2.255
188 Lt1=Ln-l< POSITION ie.ie>7 "C wn. . . T-";INTcLM''18> i"> 198 A$cC.C>=CHRScUALcnR«cX.X+2> l:NEXT X:GOTO 168
288 IF PEEKC195>=5 THEN 7 :7 >7 MANY DATA LINESi":7 "CANNOT CRE E!":END
218 IF C<LN+1 THEN 7 :? "HTOO F LINES!":? "CANNOT CREATE FILE! 228 IF FNS="C!" THEN 7 s? " Pre ssette. press cRETURNi"
|
S THE N TED 764.25 |
AR PU AL |
|
KC764>= |
HR AT |
|
AN |
KE |
|
• • • Plea |
GO |
|
AScLNs < |
RP |
|
POKE 75 Countdo |
YY |
|
»> ! C=C+ |
CO |
|
"QTOO ATE FIL |
LP |
|
EU DATA "SEND pare ca |
EA |
238 OPEN «*1.8.e.FN$
248 POKE 766. Ii7 <*1;A«;<P0KE 766.8
258 CLOSE *»i: GRAPHICS e>7 "■SOSIlllHiaaOia
1888 DATA 244
1818 DATA 8588568518548488328828638688
36048649841861834184184133289133213184
133288133212184133287184133
1828 DATA 2861698881332851628881688881
77212149214824165212185848133212144 882
238213232224888288234168888
1838 DATA 1628888222141772868421452862
32224888288244288192068288237824165286
185868133286144682238287824
1846 DATA 1652681856611332881332121448
82236269834155658856651855648832882683
668636646657649641661834165
1856 DATA 2691332132382651652852818482
88175696834155856656652848848832876868
682636661634184164184818618
1666 DATA 6168161761698871578668831641
57669663164157868663164157873683184157
672683632686228132212168888
1876 DATA 1322138968341558588568528498
48632683686682636861634184184164618818
616618178169611157666863184
1686 DATA 1576696631841576686831841576
73663164157872883632886228132212168886
132213696634155
PC PRINT
CLEAN PRINTOUTS FROM IBM DOWNLOADS
Article on page 25
LISTING 1
Don't type the, TyPO II Codes!
<^
GU
au
PR JF HC BU UV RA JZ
BY
UX
LU UG PA AH MR UK
AF LT AJ TJ PJ HS CU UX LH JD n\A BO IK LF UB
HU
GO
188 REM WW«WWMMHMWMMMMMWW«M
lia REM » PC PRINT « 128 REM w BY JOHN MEST w 138 REM » 5-24-89 »
14 8 REM WWWMWMNWMMMWMMMMWWM
158 REM
160 REM CCI1989 ANTIC PUBLISHING INC
170 REM
180 GRAPHICS 8:SETC0L0R 2 . 8 . 15 > SETCOLO
R 1.8.8SP0KE 82,8
198 7 !7 !7 17 i7 :? :7 •■"? i7 --l "
288 7
BY ■BOiaMMSaSIlB" > 7
CO Pntir P'lULISH.TN'n TNC
285 POKE 82.8
218 7 !7 "J»LEA5E INSERT THE DISK"
228 7 "YOU UISH TO PLACE"
230 7 "PCPRINT.COM ONTO AND"
240 7 "PRESS ANY KEY..."
250 OPEN ttl.4.0."K)"<GET ttl.K'CLOSE «»1
268 OPEN ttl.8.8,"D:PCPRINT.COI1"
278 TRAP 588
288 FOR A=l TO 116
298 READ B
388 TOTAL=TOTAL+B
318 PUT ttl.B
328 NEXT A
338 IF T0TALO18966 THEN 566
340 CLOSE *<1
345 POKE 82.2
350 7 "SUCCESSFUL!"iEND
580 7 "ERROR IN DATA!"
518 POKE 82.2
528 CLOSE **1
leie DATA 255.255.8.6.183.6.162.6.189.
26.3.281.88.248.5.232.232.232.268.244.
189.27.3.133.283.189.28
1828 DATA 3.133.284.169.64.157.27.3.16
9. 6. 157. 28. 3. 168. 15. 177, 283. 153. 64. 6.1
36
1838 DATA 192,255,288,246.168.6,169,88
.56.233,1,153,64.6.169.6,233.8.153.65.
6
EU MS
DY
1646 DATA 96.6.6.6.6.6.6.6.6.8.8.8.6.6
,6.6,6.261.13,288.5
1658 DATA 169.8.76.181.6.281.18.248.3.
76.161.6,169,155.76,181,6,76,283,254,2
24
1866 DATA 2,225,2,6.6
LISTING 2
0108 0110 0120 0130 0148 0150 0160 0178 0188 0190 0200 0210 0220 0230 0240 0250 0260 0270 0280 0290 0308 0310 0320 0330 0348 8350 0360 0370 0380 0390 0480
"PCPRINT" BY: JOHN UEST 5-24-89 (c> 1989, ANTIC PUBLISHING
ASM. .»D:PCPRINT.COM
SAUE««D:PRINTIBM.M65
CHANGE CTRL-M.CTRL-J INTO 155
.OPT NO LIST
;START OF HNDLER TABLE
ZPAGE = 203 HATABS =" 794
'»- 1536
INITIALSTART
LDX t»0
FINDP
LDA HATABS. X ; FIND THE
CMP tt'P ;PRINT HANDLER
BEQ CHANGEPUT ;TOBLE BY
INX ;LOOKING FOR
INX ;THE LETTER 'P-
INX
BNE FINDP
ANTIC .SOFIWARR LIBRARY
39
|
8418 |
CHANGEPUT |
86B8 |
; |
||
|
8420 |
LDfl |
HATABS+1,X ;KEEP THE OLD |
8698 |
NEUTABLE |
|
|
0438 |
STfi |
ZPAGE ;TflBLE ADDRESS |
8788 |
.UDRD 0,0.0 |
|
|
0440 |
LDR |
HnTflB5+2,X ;INTO PAGE |
8718 |
PUTBYTE |
|
|
0458 |
STfl |
ZPAGE+l ;ZERO AND |
8728 |
.UDRD 0.0.0,8,8 |
|
|
8460 |
Lon |
« <NEUTABLE ;PUT MY |
8738 |
; |
|
|
0470 |
5TH |
HATABS+l.X ;TABLE ADDRSS |
8748 |
s |
|
|
0480 |
LDO |
*t >NEUTABLE ; INTO THE |
8758 |
NEMPUT |
|
|
0490 |
srn |
HATABS+2.X ;HNDLER TABLE |
8768 |
CMP |
W13 jCHEK for CTRL-M |
|
0508 |
LDV |
«15 |
8778 |
BNE |
N0T13 JIF NOT. CONT |
|
8518 |
; |
8788 |
LDA |
no ;IF SO. CHANGE |
|
|
8528 |
nOUELOOP |
8798 |
JMP |
REALPRINT ; TO 8 AND DONE |
|
|
0530 |
LDf) |
CZPAGEI.Y ;COPY ALL THE |
8800 |
N0T13 |
|
|
8548 |
STO |
NEUTABLE.Y ;OTHER HNDLER |
0810 |
CMP |
«*18 iCHEK FOR CTRL-J |
|
8558 |
DEV |
;ADDRESSE5 INTO |
0820 |
BEO |
SKIPJMP ;IF SO. NOT DONE |
|
8568 |
CPY |
«*255 ;nY TABLE. AND |
8838 |
JMP |
REALPRINT ; IF NOT. DONE |
|
8570 |
BNE |
nOUELOOP |
8848 |
SKIPJMP |
|
|
0588 |
LDV |
t<6 |
8858 |
LDA |
M155 ;CHANGE CTRL-J |
|
8598 |
LDO |
« <NEMPUT ;THEN PUT MY |
8868 |
JMP |
REALPRINT ;INTO 155 |
|
8600 |
SEC |
;PUT-BYTE |
8878 |
; |
|
|
0618 |
SBC |
ttl ; ADDRESS IN |
8888 |
REALPRINT ; REGULAR ADDRESS |
|
|
0620 |
STfi |
NEHTABLE.Y ; IT |
8898 |
JMP |
65227 ;0F PUT-BYTE |
|
0630 |
LDfl |
1* >NEUPUT |
8900 |
||
|
0648 |
SBC |
»8 |
0910 |
;CAUSE PROGRAM TO START |
|
|
8658 |
STfl |
NEUTABLE+1,Y |
0920 |
;UHEN IT IS LOADED |
|
|
8668 |
RT5 |
8938 |
M = |
736 |
|
|
8678 |
; |
8940 |
•HORD INITIALSTART |
THE NERVE GAME
COUNTDOWN ON YOUR CROSSWORD SKILLS
Article on page 21
LISTING 1
Don't type the TYPO II Codes!
'ts.
UA 1 REM THE NERUE GAME UU
DH 2 REM BY JASON STRRUTMAN EC
SU 3 REM C01989. ANTIC PUBLISHING. INC Kfl 18 Ce=8i Cl=liC2=2i Ca=B! C9=9sC18=18: C12
=12:C13=13iC15=15!C16=16!C17=17!C19=19 YU
;C2e=2e'C258=2S8iC25S=255 „___
MC 48 REM ■—■ illiW IHIIBMIIIIIIIIIBIl IIHIHI ■— ■ BM
TZ 58 GOSUB 132BJ^PLAVER = CH605UB 1500
ZU 70 CARDNUM=C1 UY
CS 60 GOSUB ie2B'60SUB 1290 ^^
014 180 TURNCPLAYER>=TURNCPLAYER1+C1 KM
GT
180 TURNCPLAYER>=TURNCPLAYER1+C1
118 7 "H-'tposiTION C13.C0:7 "The Nerve
6aHe">? "Piauer up : ";NAME« cPLAYER«C18 TU
-C9.PLAVER»Cie> YU CF 120 POSITION 23.C1>? "Finished ".ONCAR
DCPLAYERJ -CI;" cards" MP
KS 130 POSITION C2.C17!? "8(800813 - Re-Roll IM
Dice":? "[ieH - Stop A End -the Round" BU RZ 140 7 "BOMiGIB - Draw Next Card") 7 "QXiaa
DS - Put Back Letter" TP
00 150 7 "imirailISS - Move" 17 "[SB - Place a ZI
Letter" HA
UH 160 GOSUB 670 OB
TH 170 CARDNUM=0NCARDCPLAYER> : GOSUB 940>P
OKE C2e.C0iP0KE C19.Ce ZO
BC 180 FOR L00P=C1 TO C2 STEP CO UU
YI 190 KEY=Ce:GOSUB 320 HK
OY 200 IF PEEKc?e4i OC255 THEN GET nCl.KE 00
Y!KEY=KEY-128»CKEY>128> ! IF KEY>96 AND XL
KEY<123 THEN KEY=KEY-32 FE
MM 210 POKE 764.C255 HA
KD 220 IF KEY>64 AND KEY<91 THEN GOSUB 39 ZJ
0 00
SA 230 IF CKEY>41 AND KEY<46> OR KEY=61 T FO
HEN GOSUB 490 OU
ZA 240 IF KEY=27 THEN 758 PY
ZR 250 IF KEY=32 THEN GOSUB 678 GO IF 260 IF KEY=125 THEN GOSUB 828
KA 278 IF KEY=126 THEN GOSUB 568 flV
NJ 288 NEXT LOOP ZE
TY 290 PLAYEH=PLAYER+C1 :IF PLAVER>PLAY TH KZ
EN 1190 DE
RM 300 GOTO 70 YG
318 RE 320 TI > /-eOJ : ND C0. 330 LE • 101 : L OKE 5C 340 IF 350 ? ? "QTI Starti 360 ? T^256J R PAUS 370 GO OTO 10 388 RE 398 LO RETURN 400 MI 410 FO 420 IF
458 438 NE 440 RE 450 PO 460 DI X. Y!? 470 RE 488 RE 490 IF 500 IF 510 IF 528 IF 538 PO 548 RE 550 RE 568 LO 570 IF 580 FO 590 IF 20
600 NE 618 RE 620 DI 638 PO 640 PO
M
ME = IF 100 FT = 0 = L RME TI "B" ME n9 ONC iPO E = C SUB 0
M ■ CAT
Tiner Routine
INTc CPEEKCC19>*C255 + PEEKCC28J TIMEOOLDT THEN OLDT = TIHE : SOU . CIO. C15 : SOUND C0.C8.C8.C0 TIME tPLflYER» -TIME :HI=INT CLEFT EFT-HI*10iPOKE SCRMEM,16+HI!P M+1. 16+LO
ME<TIME tPLAYERJ THEN RETURN :POKE ENO.C0:POSITION C13.ll: IS UP! ! ! "iPOSITION C8.C12:? " back at card **"; ARDCPLAYER> :POKE 561.INTCDLIS KE 560.DLI5T-PEEKt561»»»256:FO 1 TO C250:NEXT PAUSE 1290:P0KE 56e.e:P0KE 561. 6:G
■■■■(i»lE]a{3H[ilBIIISaBI3l3BHHnMIHB E X,Y.CHAR:IF CHAR0148 THEN
SCS=CHR«cKEY> R LETTER=C1 TO C12 MISCS=DICE«cLETTER.LETTER>
THEN
XT L
TURN
SITI
CESC
MISC
TURN
M ■■
KEY
KEY
KEY
KEY
SITI
TURN
M
CATE
CHA
R RE
Die
ETTER
ON C2«LETTER.C2:7 LETTER. LETTER>=" • S;"ffl";
POSITION
■■■■■GDmmsBaGaiiiHiaiiiBsriitaBHBnii
=45 AND V>C9 THEN V=Y-C1 =61 AND Y<C12 THEN Y=Y+C1 =43 AND X>C17 THEN X=X-C2 =42 AND X<21 THEN X=X+C2 ON X.Y:7 "fflS";
RBMOyp p Letter
X.Y.CHAR:CHAR=CHAR-128 R<65 THEN RETURN TURN=C1 TO C12 ESCRETURN.RETURN>=" " THEN 6
XT RETURN
TURN
CE$cRETURN. RETURN! =CHR$cCHflR>
SITION C2MRETURN.C2:? CHR$ cCHARl
SITION X.Y:7 "BB" ;
40
DECEMBER igSS/JANrAR"!' 1990
Roi 1 The Dicie
658 RETURN
668 REM
678 FOR R0LL=C1 TO C12
688 NUn=INT(RNDcce>M98+Cl^
698 DICE$cR0LL>=P0S5ScNUn.NUIl3
788 POSITION C2»R0LL,C2:? DICE$ cROLLi
718 NEXT ROLL
728 GOTO 948
738 RE T URN
748 REM HMansmisBainBaiamBQiiimsimHHBBnH
758 GOSUB eieiPOKE ENA.Ce:POKE 561, INT tDLIST''256> :POKE 568 , DLIST-PEEKc561i ^2 56
768 7 "S-: POSITION C12,C9:? "finy chaii
enaes?"; :GET nl.KEYtON KEY=89 OR KEY-3
2=89 GOTO lees? "N"
778 POSITION C18,C13s? "These cards ar
e okaw-"
788 FOR PAUSE=C1 TO C258:NEXT PAUSE
798 LET ONCARDcPLAYER>=CflRDNUnsPOKE 56
8,e:P0KE 561,6
888 GOTO 188
818 REM ■■■■■■■EBEmBBBlBBmBBEiaBl— ■■««
828 POSITION C2,C15:? "Checking card--
I*
838 FOR X=C17 TO 21 STEP C2
848 FOR Y=C8 TO C12
858 LOCATE X,Y,CHAR
868 IF CHAR=ASC<"S"i THEN POSITION C2.
CIS:? " ":POSITION X,Y:
? "mm-; :GOTO 188
878 NEXT Y
888 NEXT X
898 POSITION C2,C15s7 "
":CARDNUn=CARDNUn+Cl 988 IF CARDNUn=C9 THEN 1128 918 GOTO 678:G0T0 948 928 RETURN
938 REM HQinEIIIISBSHaEIIHmBmGHniBSHSiaaiSiamHH 948 CURR = CAR0P(PLAYER,CARDNUt1> sRESTORE
1995e + CURR»»5e 958 POSITION C16,6:? "BBHeHHSl" s POKE 85 .C16i? "U ";CURR;" [I1":P0KE B5,C16 955 ? "IBeeeHeai": POSITION C16,C13:? "SS
Beeeffl"
968 FOR DRRU=C1 TO 4
978 READ niSC$ : POSITION C16, C8+DRAU : ?
nisc$
988 NEXT DRAU 998 X=C17! Y=C9:P0KE ENA. :? "fflffi"; 1888 RETURN 1818 REM 1828 FOR 50RT=C1 TO C8 1838 NUM=INT tRND CC8J«C8+C1> 1848 IF SDRT=C1 THEN 1888 1858 FOR CHECK=C1 TO SORT 1868 IF NUn=CARDPcPLAYER, CHECK! THEN 1 838
1878 NEXT CHECK 1888 CAROPcPLAYER,SORTi=NUn 1898 NEXT SORT 1188 RETURN 1118 REM
1128 POKE ENA,C8!? "H"!POKE 561.INTC0L I5T/'256J :POKE 568 , DLIST - PEEK c561> »»256 1138 POSITION C12,C9!7 "An» challenges ?";!GET «1,KEV!IF KEY=89 OR KEY=122 TH EN CARDNUn=ONCARDcPLAYER> <GOTO 188 1140 ? "N"iPOSITION 6.C13!? "All »our cards are gone!!!"
1150 FOR PAU5E=C1 TO C25e:NEXT PAUSE 1168 GOSUB 1298
1178 POKE 568>8:P0KE 561.6:G0T0 298 1188 REM BBBBSimBBBtBaBamtgMiDOBfflBimnB— BB 1198 GRAPHICS 0:POKE 718,2:7 "Here are the scoreS!":FOR I=C1 TO PLAY:LET ONC ARDclJ=Cl»FOR J=C1 TO PLAY 1288 IF TURNtI>>TURNCJ> THEN LET ONCAR Dcl>=ONCARDcl>+Cl 1218 NEXT J:NEXT I 1228 FOR I=C1 TO C8 1238 FOR J=C1 TO PLAY
1248 IF ONCARDcJl=I THEN 7 NAME* « J»C10 -C9, J»*Cie> J" C";0NCARDCJ> ;"> ";TURNcJ> ;" turns"
J
I
3:P0SITI0N X,Y
Shuffle The Card!
Out of HcJi-d;
1258 NEXT
1268 NEXT
1278 END
1288 REM
1298 POKE C2e.C8:P0KE C19,C8
ANTIC SOFTWAUi; l.IBRAliY
AF UY OP
NY PU PZ
KJ
nv
OU AE
DR EE UV
IX
UO
KD
ND FS OF ZG LU ZO
IN KG PP
xn
OR XY
IB
KS RH
KM
GP
RH SG FO BS FU GA OL CI NK
ca
NS RU YT YX ZB CD RU CL ZR CT NU TH SG MU SO SS TH Hn HB ZY DA
1300 1318 1328
J ,riis
URNcc 1330
RiiEn=
1348
URNtI
1350
EEEFF
OOOPP
1368
.C2
1378
e GaH
autNB
1388
1398
ny PI
PLAY
1488
1418
1428 .... 5
1438 How LOT 1448 :TiriE 1458
nisc«
1468 1478 1480 1498 1588 1518
RETURN REM BH
Din Die
CScC18> 8> , TIME OPEN MC PEEKC88 FOR I=C J=C8:NE P05SS=" GGGHHII QRRRRRR POKE 71
■BBOIBHI E$cC12> ,POSS ,CARDPCC8.C8 CC8>
1,4,C8,"K:": >+PEEKc89>«2 1 TO C8:LET XT I
AAAAAARAABBC IIIIIIIJKLLL SSSSTTTTTTUU 8,146:P0KE 7
$C98> ,NAnE$c88 1 .0NCARD(C8>,T
GRAPHICS C8:SC
56+117
0NCARDCIS=C1:T
CDDDDEEEEEEEEE LMMNNNNNNOOOOO UUUUUUXYYZ" B9,C12:P0KE 82
7 "H"
e" : PO
n"
REM
TRAP
ayers
INTcp
IF PL
FOR I
POSIT
nane
TRAP
Hany
:POSITION C13,C8<7 "The Neru SITION ll.Cl:7 "By Jason Str
1398<P0SITI0N C2,4:? "How na for this gane"; 'INPUT PLAY: LAY!
AY<Ce OR PLAY>C8 THEN 1398 =C1 TO PLAY
ION C2,5+C2»*I:7 "Player «" ; I -->";:INPUT MC16.niSC$ 1438:P0SITI0N C2.6 + C2»»I:? " seconds per round"; : INPUT AL
ON ALL0T<15 OR ALL0T>99 GOTO 1438
cl>=ALL0T
IF LENcniSC«><C18 THEN FOR J=LENc
J+Cl TO C10:niSC»Cj>=" "iNEXT J
NAnE«clwC18-C9>=niSC«
NEXT I
RETURN ^
T0P=PEEKcie6>-C8>P0KE 54279, TOP ENA=53277iP0KE 559,46iP0KE ENA,C8
1528 1538 1548 1558 8:P0 1568 1578 + 78 1588 J
1598 1688 1 = 8 EXT 1618 DLST .C2: 1628 34, P 1999 1999 2888 2881 2882 2883 2884 2885 2886 2887 2888 2889 2818 2811 2812 2813 2814 2815 2016 2817 2818 2819 2828 2821 2822 2823 2824 2825 2826 2827 2828
POKE 53248, 114:PLAVe=512 BASE=256MT0P:P0KE 53256, CI POKE 53249, 138IP0KE 785,88 FOR I=BASE+PLAV8 TO BASE+PLAV8+12 KE I,C8>NEXT I POKE 784,a8>REST0RE 1688 FOR J=BASE+PLAYe+41 TO BRSE+PLAVB
POKE J,C255iP0KE J+128, C255 > NEXT
REM
DLIST
TO 38 I: POKE
POKE +9,C8: POKE D
POKE EEKC56
8 REM
9 REM 8 DATA 8 DATA 8 DATA
8 DATA
9 REM 8 DATA 8 DATA 8 DATA
8 DATA
9 REM 8 DATA 8 DATA 8 DATA 8 DATA
REM 8 DATA 0 DATA 8 DATA
8 DATA
9 REM 8 DATA 8 DATA 8 DATA
8 DATA
9 REM 8 DATA 8 DATA 8 DATA 8 DATA
=PEEKC56B>+PEEKC5613M256:F0R :P0KE 1536+1. PEEKCDLIST+I> >N
56e,8:P0KE 561 , 6 > DLST=1536 DLST,88>PaKE DLST+7 , C8 : POKE POKE DLST+24,C8:P0KE DLST+38 LST+31,C2:P0KE DL5T+32,65 DLST+33,PEEKC568> 'POKE DL5T+ 1>:P0KE DLST+29,2 :RETURN
D.ditai f Oil-' the 'C'arlfH:
CARD »1
xaissBSiii]
X ii X [CSX CARD *t2
X X
XSBSBSX X X
CARD tt3
mm nx mm mm xn mm
XSBiiBSX CARD »4
XSIBSBSX
mm sx
XSBSBSX X X CARD **5
XSBS X X X XSBS X XSBH X CARD «*6 XS X
xn X xn nx xnBnsnx
I fit :T!h:e Tincr'
41
us
YZ ZD ZH ZL
28299 REM CARD t*7
28366 DATA XH HX
28316 DATA mm mm
28326 DATA XS SX
28338 DATA XS HX
US GR CU GZ OB
28349 REM CARD uS
26358 DATA X 18 X
26368 DATA XnBSBiiX
26378 DATA X ffi X
26386 DATA X X
ANTIC SOUND CREATOR
YOU'LL SEE WHY A VIOLIN SOUNDS DIFFERENT FROM A CLARINET
Article otj page 9
LISTING 1
Don't type the TYPO II Codes!
O
18 REM SOUND CREATOR
26 REM BY JEFFREY SUMnERS
36 REn (C> 1989 ANTIC PUBLISHING
99 GOTO 16866
166 COLOR l:PLOT 18>38:DRAUT0 lll,3e>C
OLOH 2:F0R 1 = 1 TO 188 : PLOT 18 + I.62-4»»M
AUECI>:NEXT I:RETURN
1668 GRAPHICS 7:SETCaL0R 4<8,13:C0L0R
1
1616 PLOT 18>6:DRAUT0 16>68:PL0T 16,38
:DRAUTO 116,38
1615 GOSUB 186
1626 PRINT -radd HarHonic
raw wave"
1625 PRINT "Saue wave Iload wave Sle
ar wave" SPRINT "Eluantize Hxit"
1838 OPEN *t5,4.6,"K:"!GET ttS.XsCLOSE «*
5
1648 IF X=65 THEN 2666
1658 IF X=86 THEN 3888
1866 IF X=68 THEN 4868
1676 IF X=83 THEN 5868
X=76 THEN 6686
X=67 THEN 7888
X=81 THEN 8888
X=69 THEN GRAPHICS BiGOTO 1288
oaiay wave Q]
'Harnonic nuitipi
1686 IF
1685 IF
1686 IF
1687 IF 6
1696 GOTO 1826 2668 TRAP 2888 : PRINT e: "; :INPUT ttl^HULT 2616 TRAP 2618!PRINT "Scale factors ••; sINPUT ttl.SCALEsTRAP 48868
2828 FOR 1=1 TO leSsCOLOR 6>PL0T 18+1. 62-4«UAUEci> sUAUEcl>=UAUEcl>+SCALE<<cSI Nc3.6»«nULT»I>«7>
2625 IF UAUECI1M5 THEN UAUEcli=15
2626 IF UAUECIX8 THEN MAUEcli=6
2636 COLOR 1 s PLOT 16+1,