U.S.A. $3.50 CANADA $4.50

The ATARI" Resource

ANNIVERSARY ISSUE

Graphics on your ^^

daisy wheel printer ^

Garden Planner

Chemistry Calculator ~

Joystick Programmins Gallery

ST reviews- Personal Pascal Modula-2, VIP Spreadsheet

Atairmchievement

"74470"12728"

05

ide: 11 Type-In Progra

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HOUSE SPECIALS

Prinisnop lirapnics LiDrartes

1.114111 73 91

I Home Accountanl-Tax Advantage

•Book 64 95

I Disk Notchers 3 99

Allsop Disk Banks

V," . ... 10.95

Raba Wills 24 9!

I Haba Writer 32 95

Hippo-C 36.95

I PC Intercom 74.95

Chat W95

I VIP Prolossional 121.95

1 Inlocom Games 29.95

Hex 29 95

[Express 29.95

I Degas 25.95

IsunDog 27 95

I Hippopatamus Software Call

WHITE 20 LB

2500 Shts Laz Edge 26 95

1000 Slits. Laz Edge 16 95

500 Sills. Laz. Edge 11 95

ASSORTED PASTELS

2500 Shts. Laz. Edge 44.95

100 Shts. Laz. Edge 26.95

500 Shis. Laz. Edge 16.95

Making Labels 1000 QTY 9.95

'BONUS 5'A

SS/DD $9.50 -

OS/DD 13.50 -

PRECISION

SS/DO $8.75 -

DS/DD 11.75 -

MAXELL

MD1 $15.95 32.95

MD2 19.95 38.95

MEMOREX

SS/DD $12.50 29.95

DS/DD 16.50 34.95

FF30/20SS/DD. - 59.95 FF50/20SS/OD. 36.95 - FF50/20DS/DD. 42.95 AH Drskettes Carry a Ltletime Warranty

STAR MICRONICS

SG-10 210 95

SG-15 369.00

SD-10 321.95

SD-15 441.00

SR-10 469.00

Sn'15 582.00

SB-10 565.00

Powertype 299.95

LEGEND

808 154.95

1080 205.95

1380 259.95

1385 295.00

OKIDATA

Okimate ID 170.95

Okimate 20 210.00

182 219.95

192 349.95

PANASONIC

KX-P1080 209.00

KX-P1091 231.95

KX-P1092 369.00

KX-P1592 Call

KX-P1595 Call

KX-P3131 259.95

KX-P3151 425.00

CITIZEN

MSPIO 259.00

MSP15 439.00

MSP20 439.00

MSP25 549.00

SEIKOSHA

SP-IOOO 179.95

EPSON

Call for current pricing on all Epson models.

PRINTER RIBBONS

AND

DUST COVERS AVAILABLE

MJ-10 189.95

MJ-22 254.95

ZENITH

2VM 122 74.95

ZVM123 74.95

AMDEK

JDOG 117.00

300A 1Z7.00

310A 145.00

Color 300 175.95

Color 600 289.95

Color 700 469 00

Color 710 539.00

ATARI

SM124 174.95

SC1224 335-95

NEC

1201 139.00

1205 139.00

1260 79.95

SAKATA

SC1QQ 159.00

THOMPSON

CM365 289.95

14" RGB Color Composite Amber & Green Switch

CM366 189.95

14" Color Composite

mm

XMKI301 39.95

MPPIOOOE 52.95

MPP1200 199.95

Volksl2 175.95

Volks300 59.95

Hayes 300 137.00

Hayes 1200 385.00

Team Modem 199.00

(100% Hayes Compatible)

Micro Stutter 89.95

U-Call 36.95

CompuServe 17.95

lAi icnico irauLUUc

Homepak 31.951

Paperclip 36.95

BRODERBUND

Bank street Writer 32.95

Karateka 1B.95

Loite Runner 18.95

Print Shop 27.95

Print Shop Companion Call

Graphics Libraries I, II, & III ea.16.95

CONTINENTAL

Tax Advantage 34.95

Home Accountant 32.95

MICROPROSE

F-15 Strike Eagle 20.50

Silent Service 20.50

Kennedy Approach 20.50

OSS

MAC 65 48.95

Action 48.95

Basic XL 38.95

Basic XE 48.95

Tool Kits 18.95

SUBLOGIC

Flight Simulator II 31.95

Jet Call

Night Mission Pinball 20.50

SYNAPSE

Synfile 31.95

Syncalc 31.95

1050 149.95

Happy 1050 299.95

Happy Enhancer 139.95

U.S. Doubters 54.95

DT Duplicator 149.95

DT Doubter 54.95

Indus GT 198.00

SF314 215.95

SF354 169.95

Haba 10 Meg Hard Call

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"^ Premier Word Processing

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"PaperClip is easy to use, yet offers the advanced features of programs designed for the IBM PC. These include: block move,

copy, delete, macros, automatic page numbering, headers, footers, underlining, boldface, super and subscripts, variable

character pitch, and custom character sets. The editing screen can be set up to 130 columns wide, & text can be scrolled in any

direction. A preview mode displays formatted text exactly as it will appear on the printed page. You may further define your

own formatting parameters, including margins, line lengths, page length and spacing. PaperClip contains over 30 printer files for all the current major models. The documentation is excellent and the disk itself un- protected, though keyed through a joystick port. This means you can make as many back-up copies as you like, but can use the

program only when the key is inserted."-CR£Ar/\/£ COMPUTING

"PaperClip is one of the easiest of t/ie professional word processors to use, with a sensible n^anual and plenty of

aids for the accident-prone."-COMPUTlNG NOW

"a "must have" in an ideal software library"-ELECTRONlC LEARNING

"PaperClip is the Cadillac of word processors" OMNI " ..best professional word processor available"- RUN

"an excellent full-featured word processor"-THE BOOK OF COMMODORE SOFTWARE "hard to beat"- ACE

"So clearly superior, . ..State-of-the-art word processing"-ANTlC ". . . most powerful of packages"-COMMODORE MAGAZINE

"So far as we are concerned, PaperClip is the top word processor running on a micro computer."

-HOME APPLICATIONS FOR THE C-64

"exceptional word processing"- INPUT "many features. . .easy to use"-ATARl EXPLORER

"You'll find yourself growing spoiled. "-FAMILY COMPUTING "PaperClip is a logical evolutionary step forward."- AHOY

"A superb word processor,... the most sophisticated to date! "-COMPUTE "the ultimate word processor. . ."-ANALOG

". . .does exactly what it was intended to do. . .and more"-COMMODORE MAGAZINE

"An excellent word processor, . ..well designed. ..many advanced features!"-lNFOWORLD

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"You will not find a word processing pacl<age superior to this one! "-creative computing

FciperClip"

The §1 Best Selling Word Processing Package"*

BILLBOARD'S COMPUTER SOFTWARE CHARTS! Available for Commodore 64, Pet, all Atari home computers, and new enhanced 1 28K versions for Apple ll/e/c. Atari 130XE and Commodore 128. New in 1986: Paperclip Elite for IBM MS DOS. Amiga and Atari SI

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16K BUFFER 75

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HI-BO 355

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FX-286 (NEW) 489

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MSP-IO 255

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109 228

3131 (NEW) 264

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3151 409

1080 (NEW) 209

1592 (NEW) 439

SILVER REED

EXP400 249

EXP500 295

EXP550 .399

EXP770 749

STAR MICRONICS

SG-1C 205

SG-10C 219

SG-15 367

SD-10 319

SD,15 438

SR-10 469

SR-15 578

SB-10 589

Powertype 297

MONITORS

520 ST SOFTWARE

AMDEK

SIERRA

FTL GAMES |

300 Green 300 Amber

118 128

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ULTIMA II 39 95

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29.95

310 Ambet IBM

155

ZVt^ 122A Amber

75

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Color 300 Audio

234

Zyw\ 123G Green

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Color 500 Composite

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129

VIP Professional 520ST

115

Color 600

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ZVM 131 Color

275

VIP LITE 520S1

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Color 700

495

ZVM 133 RGB

389

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Color 710 ...

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ZVM 1220

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589 .95 95 149

INFOCOM (520ST)

HABA

TEKNIKA

Wishbringer 28.95

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10 Megabyte

Hippo C Compiler

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255

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Business Letters

Wills

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Deadline 33.95

MODEMS

HAYES

Smanmodem 300 Smartmcdem 1200. Smanmodem 1200B Smanmodem 2400 Micromodem HE , .

133 377 347 ,598 135

ANCHOR

Volksmodem Volksmodem 12

55 186

DRIVES

INDUS Atari

$195

DISK NOTCHERS . . $7.95!!

INTERFACING DISKETTES

ACTIVISION (ATARI)

Hacker 15.75

MindShadow 15.75

Ghoslbuslers 15,75

Great Am. Race 15.75

ACTIVISION (520ST)

Borrowed Time 29.75

Hacker 26.75

IVIICROPROSE (Atari)

Kennedy Approach.,' 21.75

Crusade in Europe 24.75

Decision in Desert 24.75

Solo Flight 20.75

Nato Comnnander 2(D,75

Spitfire Ace 18.75

F-15 Strike Eagle 20.75

SUB LOGIC (Atari)

Flight Simulator II. ...32.75

NigTit Mission Pinball 20.75

DENNISON

ELEPHANT SVj" SSSD 1 1 99 ELEPHANT 5',i- SSDD .1299 ELEPHANT 5Vj" DSDD .14.99

PREMIUM 5'A" SSDD 13.99

PREMIUM 5Vj- DSDD 15.9S)

VERBATIM

i'A" SSDD 1399

5V." DSDD 19,99

BONUS

5V<" SSDD 8,99

5V«" DSDD 12.99

ATARI

130XE CALL

65XE CALL

800XL CALL

520ST CALL

1050 Drive 145

1027 Printer 145

850 Interface 109

SF314 Drive 229

SI354 Drive 1 79

Sm804 Prmter 199

Atari Writer ROM 33

Atari Writer PLUS 36

GLENTOP

ST Logo Book 15.95

MARK of UNICORN (520ST)

HEX 2995

MINCE 12995

PC/lnlerComm 99,95

SOFTECHNICS

Timelink 75,00

Rhythm 39.95

BRODERBUND (Atari)

The Print Shop

28 95

Graphics Library

18,95

Graphics Library II

19,50

Graphics Library III

19 50

Bank St. Writer

42,75

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, 18,95

Spelunker

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CALL TOLL FREE 1 -800-233-8760

In PA 717-494-1030 Customer Service71 7-494-1 670

or send order to

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Jersey Shore, PA

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RISK FREE POLICY

In-stock 'lems shipped within 24 hours of order, No deposi! on CO.D. orders. Free shipping on prepaid cash orders within Ihe continental U.S. Volume discounts available. PA residents add sales lax. APO. FRO, and international orders add $5.00 plus 3% tor priority mail service. Advertised prices show 4% discount for cash, add 4% (or MasterCard or Visa, Personal checks require 4 weeks' clearance before shipping. Ask ab9Ut UPS Blue and Red label shipping. All merchandise carried under manufacturer's warranty. Free catalog with order. All items subject to changi without notice.

JoySTick 52

Anfle

^^ ^^xu„ ATABI'n -

^^x

'i^

The ATARI Resource may 1986, volume 5, number 1

FEATURES

FIRST ANTIC AWARDS by Nat Friedland Honoring outstanding contributions to the Atari community

9

ANTIC: THEN AND NOW by Gigi Bisson

How the Atari community and this magazine grew up together

16

DE RE JOYSTICK

Programming and repairing the first "user friendly" computer interface

TYPE-IN SOFTWARE

25

POSTER MAKER by Michael Krueger

Giant graphics— even on daisy wheel printers TYPE-IN software

36

DIGITAL GARDENER by Charles Bartish

Database for bacl<yard vegetable growers TYPE-IN software

39

MOLECULAR WEIGHT CALCULATOR by James Pierson Perry Chemists' anti-drudgery tool type-in software

42

ATARI CAFE by Gigi Bisson Roadside restaurant of the future

47

SOFT WA RE L B R A R Y

TYPE-IN LISTINGS SECTION

115

ST RESOURCE volume i, number 10

jOySTick by Patrick Bass 52 Programming those two DB-9 ports type-in software

YIP PROFESSIONAL by Gil Merciez 1-2-3 for the ST?

58

TWO MAJOR NEW ST PROGRAMMING LANGUAGES

Modula-2 ST and Personal Pascal type-in software

64

TWO USEFUL ST BOOKS by Patrick Bass A must for your reference shelf

68

68000 EXCEPTIONS AND INTERRUPTS by David and Sandy Small De-fusing the ST error bombs; Part 1 type-in software

72

ST BASIC DISK I/O by David Stambaugh

Random access file control type-in software

78

ST PRODUCT NEWS

81

ST BASIC YDI CALLS by James Luczak Part II: Text and graphics calls

88

DEPARTMENTS

GAME OF THE MONTH

ROCKSLIDE by James Hague

you'll need more than rocks for brains to win type-in software

97

STARTING OUT

NEW OWNERS COLUMN by David Plotkin

Lesson III: Variables, IF/THEN type-in software

107

I/O BOARD. HELP

ANTIC ONLINE.

6 PRODUCT REVIEWS_ 8 SHOPPERS MARKET. 8 ADVERTISERS LIST

100 144 146

ST Product News 81

TMe ATARrRe^ou'C

Publisher James Capparell Editorial Nat Friedland, Editor; Jack Powell, Associate Editor; Charles Jackson, Program Editor; Patrick Bass, ST Program Editor; Gigi Bisson, Assistant Editor; Anne Jenkel, Editorial Assis- tant; Ron Liiks, Online Editor.

Contributing Editors Ian Chadwick, Carl Evans, Ken Harms, Suzi Subcck, Anita Malnig.

Art Marni Tapscott, Art Director; Diane Lindley, Assistant Art Director; Julianne Ososke, Deborah Onodera, Gregory Silva, Production Assistants.

Cover Design: Jaciow Designs Photography: Mark Gottlieb

Circulation Les Torok, Manager; Cathy Sulak, Subscrip- tion Coordinator; Eve Gowdeyi Daniel Barrett and Steve Kulin, Dealer Sales.

Administration Clay Selland, Controller; Christina Reinke, Accounting Manager; Lorene Kaatz, Credit & Collections; Juanita Melrose, Personnel; Brenda Oliver, Accounts Receivable; Maria Chavez, Order Processing; Fidez Bituin, Cash Receipts; Mary Jane Tayo, Accounts Payable; Diane Comen, Administrative Assistant; Dixie Nicholas, Receptionist.

Marketing Gar>' Yost, Director; Lisa Wehrer, Product Dis- tribution Manager; Sherrill Spurgeon, Retail Sales Manager; Charles Cherry, Product Manager; Rebecca Hale, Customer Relations. Advertising Sales John Taggart, Director Northwest Harvey Bernstein, (4I5) 957-0886 Southwest (Charles Durham & Associates) Charles Durham (714) 756-1984 East (Garland & Associates) Peter Hardy (617) 749-5852 Midwest The Paltis Group (312)679-1100 General Offices & Catalog Customer Service (415)957-0886 Subscription Customer Service (614)383-3141 Antic, P.O. Box 1919, Marion, OH 43306 Credit Card Subscriptions & Catalog Orders (800) 443-0100 ext. 133 (Continental U.S. & Haivaii) M:iy 1986. Volume 5, Number 1 Antic— The Atari Resource is published twelve times per year by Antic Publishing. Editorial offices are lo- cated at 524 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, P.O. Box 1919, Marion, OH 43306. Editorial submissions should include program listing on disk or cassette, and text file on media and paper if text was prepared with a word processor. Media will be returned if self-addressed stamped mailer is supplied. Antic assumes no responsibility for un- solicited 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 an independent periodical not affiliated in any way with Atari Corp. ATARI is a trademark of Atari Corp. All references to Atari products are trademarked and should be so noted.

Antic is a registered trademark

of Antic Publishing, Inc.

Copyright ©1986 by Antic Publishing.

All Rights Rcser\Td. Printed in USA.

\ i/o board I

HOLD ON TO THE DREAM

Ever since I purchased my first Atari com- puter, I've been fascinated with the idea of a computer that could interact with my lifestyle, (liumble though it may be). In this way, Atari computers have provided a tremendous amount of enjoyment and satisfaction. So has Antic, by supplying a generous helping of pride of ownership that the old Atari company failed to gener- ate, especially during 1984.

I know you have endured some tough times. I know, if it were not for Antic's perseverance, my hopes and dreams for my Atari computers would have faltered. With the emergence of the 520ST, I can sense a new aura of excitement that I'm sure you share. But still, I feel that the true potential market for a home computer has been overlooked.

For example, imagine a computer with a CD ROM that interfaced with a real-time clock/calendar and reminded people when and how to fertilize their fruit trees or change the oil in their cars, communi- cated with a database showing what's on TV tonight and monitored the home en- trances while people were asleep or at work. Now in addition to the pleasure of owning an Atiiri 520ST, I can look forward to the next generation of Atari computers that will (hopefully) someday fulfill my wish.

Arthur Cofresi Vacaville, CA

PARALLEL REFERENCE

The technical reference notes for the Atari 800, unfortunately, do not reference the parallel I/O port on the back of the 800XL. Where and at what price may I obtain the electrical and memory characteristics of this port?

Jon Stevens Madison, WI Where? In the four-part series Parallel Bus Revealed in the January) through April 1985 issues of Antic. The price? Free, if you already own these issues, $5 an is- sue from the Antic Catalog if you don't. -AHJ\C ED

PERCOM REPAIRS

Percom Data Corj?, has turned over their nationwide repair contract to STS Com- puters, 1073 W. Broad Street, Falls Church, VA 22046. (703) 237-0558. STS advises you to call first before sending your drive.

ATARI WRITERS

1 have had Atari computers for a couple of years, but 1 just played around. Now I'm trying to set up a complete word process- ing system. I saw your printer reviews in the February issue and, as a result, selected the printer I'm going to buy. Now that I've got AtariWriter what do I do about a spelling checker?

Alan Parsons Del City, OK Spell Magic by Blue Collar Softivare (Antic Catalog AP144, $19-95) is compat- ible with Atari Writer files.The hard-to- find DataSoft Spell Wizard spell checker is also compatible. DataSoft Inc. , which recetttly changed its name to HP Soft- ware, informs us that the product is now only available on the flip side of their Text Wizard ivord processor— AHVC ED

THE LIGHTS CAME ON!

Like most Atari owners who started with DOS 3 and later changed to DOS 2.5,1 had a pile of utility programs that could not be cotwerted. I sat there, bewildered, with all my issues of Antic open and ready to retype every single line. Then, in the corner of the desk, I spotted it our long- ago retired 1010 recorder! Suddenly the lights came on. I booted the DOS 3 utili- ties and saved them to the recorder, then booted a DOS 2.5 disk, CLOADED the programs from the 1010 and saved them to the disk. The 1010 is no speed demon, but it sure was faster than all the typing I faced.

Donna Deuser Carmel, Indiana

continued on pase 8

ANTIC, The Atari Resource

COMPUTER EYES, capture software and MAGNIPRINT 11+ Only $114.95

COMPUTER EYES/MAGNIPRINT Camera System A complete ready to run system for chose without access to video equipment. This system includes Computer Eyes, Magni- pnnc II + , a high quality BA^V video camera, and a 10 ft coaxial cable with appropriate conneaors. Only S299.95 COMPUTER EYES alone (with capture and display software onlyl S99.95

Computer Eyes Gr.9 Acquisition Software, r.lt

Digitize your picture with

the perfect hardware/software

combination: COMPUTER EYES

and MAGNIPRINT 11.^

Digitize your voice with Parrot.

Computer Eyes lets you take any form of video input and I saves It as a high-resolution graphics screen. You can use I a video camera, VCR, TV output, video disk, other com- [ puters, etc. Now you can capture your piaure. your | friends or any video image and show it on an Atari computer. Computer Eyes is an innovative slow scan I device that connects between any standard video source I ! and your Atari computer (see the review in A.N.A.L.O.G. magazine)-

Do a complete Hi-Res scan in under 6 seconds

Unique multi-scan mode provides realistic grey scale I images in 24 seconds, and up for more detail scans,

Full one-year warranty on parts and labor

Plugs into your Atari joystick ports and uses a standard video phono plug

Now anyone can create the kind of graphics seen in this I

ad. When Computer Eyes is combined with Magniprint j

I II + , you gel unique capabilities that no other system can |

I offer.

» Print your piaures in up to 1 9 different sizes, including I

poster sizes several feet across » Print piaures with full shading for a level of realism I even better than your TV screen

Take your Computer Eyes images and modify them I with your Koala Pad, Atari Touch Tablet, Micro I Illustrator program, or Magniprint's special touch-up | feature

Works with Epson. Gemini. Panasonic, NEC, Citoh, I and other compatible dot-matnx printers 1850 interlace | or equivalent required)

Supports all Magniprint 11+ features

"Magniprint II is a versatile and powerful program which will meet most, if not all your print out needy" ^^^^OG MAGAZINE

Print your Atari" graphics like you've never seen before!

The plus js in the shading now Magnipnni lets you print the highest quality reproductions of your screens available anywhere. It lets you choose the shading you want for the different colors and shades on the screen. It allows you to adjust the shades while your piaure is displayed on the screen, so what you see is what you get. Magniprint prints the shades on your standard printer and paper by using specially designed dot panerns. yielding better looking output than you get on your screen.

This new feature is perfert for printing piaures from Koala Pad. Touch Tablet, Micro Illustrator, and others. It will amaze you when you print piaures frojn Computer Eyes or Strip Poker

Now get your pictures shaded the way you want them

Magniprinl 11 isihe mosi porter f ui pnnl utilily available lor your compuler! 11 (s IhG only software Ihal can accu'alely print GTIA modes with 16 shades pictures Irom PHINTSHOP' Prints 19 ditterent sizes from '/b page togiani wall sized posters Pnnls across or down the paqe. regular or inverse, with a centerinn ootion Works with printers compatible wilh fM EC. CITOH, EPSON. & Gemmi {850 inlerlace or oquivalenl required) Accepts your own graphics crealions or those created with Graphics Master". Miciopainter-. Fun With Art ". SYN Grapti ', Alan Graphics Light Pen", B/Graph", Koala Pad". Alan Touch Tablet'. Painr. Strip Poker'. Graphics Magician", and olhers Ir'Cludes many beautiful sample pictures Does amazing graphics wilh your standard printer and paper Special fealure lots you modity pictures with your joysiick Add text to your pictures Can convert agraphias mode 9 picture to a graph. cs mode 8 one (and vice versa) Allows you to print the whole screen or any selected portion o1 Iho screen in multiple sizes Includes HELP screen for easy use Pnnls GTIA modes 9, 10. and 11 with 16 different shades Posters print along continuous sheets of paper t=^^t^^ CO/I OE

which aro attached together when done ^0% Faster ONLY$^4.yb

NOW prints text modes 0,1 . 2 with full P/lagniprint capabilities,

I FREE With every Magnipn

appear i

d print. This alone

.riy prif

ir get_*PRINlALL" FREE. PBINTALL prints your progra ^^—^^~~ an ii^g Atari graphics ci

DIGITIZE YOUR VOICE

PAKRUi . . .So yood. Ic is being used b; professional muaic in a band !

All new sound digitalizer and synthesizer for your Atari Tired o( low-quality mechanical sounding voice output? Now you can make any Aran speak in your own voice hied of (ouf rone sound? Now any Atari can play a whole orchestra complecp wi[h a singing choir 'The Parrot" digital sound synthesizer system lets you do dll this and much more

How i[ works "The Parrot" system plugs into your joystick port and lets you record pure digital sound from your stereo. TV. microphone, or any other sound source The special Parrot software lets you play back this high quality sound on any Alan system with no special hardware needed It even lets you put this unCwIievable sound right into your own programs, that witl run on anyone's Atari (t also includes digital sequencer sofrware that lets you turn your Atari into a synthesizer I comparable to those costing thousands of dollars Turn any natural sound into a musiol instrument, or design your own custom sounds | Imagine playing a song with the sounds of a dogs bark, a Chinese gong, j a cars honk, your own voice, or anything your imagination can come up with It tiirns your keyboard into an organ and lets you instantly switch between up to nine different digital sounds, each with three full octaves ol notes Recording time vanes depending on available memory and quality level desired 'touve got to near it to believe itllll

THF PARROT digital input hardware and playback/synthesizer soft warp with sample sounds and demos

All For Only $39.95

^j^^^f^T^'^:^^-

s«*,

"^Jloiw

■'*''";« nw M*'

;w"!„

f/f

li\W<N

Complete with instructions

in theory ant) use.

^ERSONAT^

CARTRIDGE TO DISK COPY SVSTEM

CARTRIDGE TO DISK COPY SYSTEM Yes, for only S 29.95, you can make working copies of all your Atari computer car- tridges (I6K or less). Our .special package will let you save your cartridges to ordinary disk files. They will run exactly like the originals when used with the Impersonator Each disk holds up to 12 cartridge programs. Now you can put all your real cartridges away for safe keeping and use the Impersonator for everything. YES, IT REALLY WORKS. The Impersonator does everything the high-priced cartridge back-up systems do... and more. ONLY $29.95

T:>i

TEMBl

Schematic Designer is designed to help you create the electronic gadget of your dreams. Features 28 built-in symbols and the possibility of hundreds more, in high resolution graphics. You can add titles, zoom in and print out your schematics. SCHEMATIC DESIGNER includes many sample schematics which can be used to build many projects, including a working light pen.

SCHEMATIC DESIGNER ON A DISK . . . Only $24.95

I MAIL TO Alpha SystemsM435 Maplepark Rd./Stow, OH 44224 Send check or money order Include S2 00 shp & hdlg. Ohio | residenis add 5V;% sales lax

I CALL 216-374-7469 lo charge to MasterCard or VISA

I BONUS- Order any 3 programs and get FREE your choice n Deluxe Space Games G Disk Pak 1 000

(3 games on a disk) (Utility Package)

RTRfit

SOFTWARE

PROTeCTlOH

TeCHHioues

^^ ^jT \r "IT" \.r ^ c~"\ f "i '~ \T^ ':

BOOK I + DISK: (The Original) Thoroughly explains the techniques ] used by advanced softw/are pirates, and the copy proteaion methods I used to stop them. It offers clear and understandable explanations i sophisticated enough for software writers of any scale yet easy enough for a beginner just wanting to learn more about Atari* com puters. A MUST READ FOR ALL ATARr* OWNERS. BOOK INCLUDES: Duplicate seCTorii ig Custom disk formatting Creating "BAD" sectors Hardware data keys Legal proteaion like copyrights, trade secrets, patents Proteaing BASIC programs Self modifying Code ROf^/l + EPSOM cartridges Hidden serial numbers i

Self-destructing programs Freeware Misassigned seaoring Much, much more,

DISK INCLUDES: Directory mover VTOC scanner Duplicate j seaor finder Sector mover Bad sector writer Seaor data displayer '

Autorun builder Other useful programs. This comprehensive book and disk package should not be confused with low quality imitations offered elsewhere. BOOK l( + DISK 11: Advanced Software Proteaion. This all new sequel starts where the highly acclaimed Book I leaves off. Book II is the most up-tCKJate resource available for the Atari* owner Includes reviews and explanations of produas such as: The Happy Enhancement.* The Impossible.' The Scana'yzer.' The Chip.' The Pill* and Super Pill* & many others.

Book II: Tells you specifically what they copy, what they won't, how they are used, and the details of how they work. Book II also includes such topics as: " Transmitting proteaed programs Copying disks with more than 19 seaors/track. Includes the newest proteaion methods by companies like Synapse* AND Elearohic Arts* Data encryption Phreaking methods Program worms Logic tombs Bank selea cartridges Random access codes New trends in software (aw Sample BASIC + Assembler programs On-line security And much more.

DISK II INCLUDES: Automatic program proteaor Custom format i deteaor Newest proteaion demos Forced password appender | Data erKrypter And much more.

Book + Disk Packages only S 24.95 each or Special Offer both for only $ 39.95

. 1 All for your Atari Computers. Disk drive and , . * < .a

»l 48K required. Atari" is a registered ALL PRODUCTS WORK WITH ALL ATARI 8 BIT COMPUTER SYSTEMS

trademark of Atari Corporation. , -.'.^^^

■Denotes producli not related lo Alpha Systems ,

^

m/^% ^^^^SkwCt ^^^^^^^B ^^M ll^SliSS ^Sl

continued from page 6

COVERED

Mmmmmininarvelous February cover! Fi- nally a computer mag that looks like a computer mag. Thanks for growing up, Antic!

Anonymous CompuServe PPN# 74226,2404

OPEN THE AIRWAVES

Recently I sent a petition to the Federal Communication Commission requesting that they create a new radio communica- tion service for owners of personal com- puters. It's my contention that owners of PC's should have access to the radio spec- trum without having to learn morse code or pass a ham radio license examination. Presently, computer-to-computer com- munication is confined to the telephone network. Millions of computer owners find that it is increasingly expensive to uti-

lize this network to satisfy their commu- nication needs.

1 am advocating the establishment of a Public Digital Radio Service, permitting computer owners to communicate by ra- dio. An infinite number of local area ra- dio networks would be interconnected into a national packet radio network. This would allow computer owners to ex- change messages, bulletins and other in- formation by radio at no cost.

The FCC feels the petition might have merit, but if they do not receive a signifi- cant response from computer owners, they will conclude that the public isn't in- terested in this service. If you feel that computer owners should have a com- municatons alternative, please show your support by writing to the Federal Com- munications Commission, Washington, D.C. 20554.

Don Stoner, W6TNS 6014 E. Mercer Way Mercer Island, WA 98040

For more information on computer/ra- dio communications, see the November, 1985 issue of Antic. -Mil\Z ED

^

antic online

ANTIC ONLINE COVERS THE FAIRE

Type GO ANTIC when yoii log onto CompuServe in April. This month on ANTIC ONLINE you'll find in-depth coverage of Atari news from the West Coast Computer Faire. And every month ANTIC ONLINE brings you the fastest and most detailed report- ing of significant events in the Atari community.

SIGNING UP

If you're not a CompuServe subscriber yet, see your local computer dealer or

IVorldwidei"

(/sers

/Vetwork

phone (800) 848-8199 for informa- tion about signing up. Ohio residents phone (614) 457-0802. There is no extra charge for accessing ANTIC ONLINE. n

HIPPOSOUNP REVERSE

In the March 1986 ST Listings section, the two listings for HippoSound should be reversed. Listing I should be Listing 2 and

vice-versa.

WIREBALL SMUDGE

The 23rd character in line 2360 of Listing 1 in Wireball Qanuary 1986) got a bit smudged on the printing press. It's sup- posed to be an inverse, capital K.

TYPO II DOUBLE FEATURE

If you've had trouble typing in line 32025 from Listing I of the TYPO II Double Fea- ture (November 1985, p. 58), tear not. List- ing 2 of TURBO TYPO II (lune 1985, p. 75) is a short program which will create that exact line for you.

ST-IBM HOOKUP

In reference to the November 1986 arti- cle by David Small about how to hook up 5 1/4-inch drives to the ST

The track seek-time for the 3 1/2-inch drives is too fast for most 5 1/4-inch drives. A simple patch can fix this.

If you have TOS on disk, the drive A seek rate is controlled by location S06CB, and drive B seek rate by location S06CF. For TOS-in-ROM, drive A is at S0A09 and drive B at $OAOB. The default value for these locations is S03, which represents three milliseconds. If you're hooking up a 5 1/4-inch drive, change the value to zero for 6 milliseconds.

Boot with the 5 1/4-inch drive active, then change the appropriate location for your configuration with SID, or some other memory utility such as Holmes & Duckworth Toolbox. Seek rate values are: 00 = 6ms, 01 = 12ms, 02 = 2ms, and 03 = 3ms.

Antic would like to thank James H. Trageser, PPN #72407.3256 for uploading this information onto CompuSer\'e. If you want more details, we recommend you download Mr Trageser's full article, DSEEKR.TXT, which may be found in Data Library 0 of the 16-bit section on SIC "Atari. Q

ANTIC, The Atari Resource

^■^^fi^

by NAT FRIEDLAND, Antic Editor

<^ I tari computers first came on the market in 1980, so it almost seems strange that until now, nobody has ever presented awards for outstanding contributions to the Atari user community.

We had been thinking about doing this for quite a while. And when we were trying to figure out something special for this anniversary issue celebrating the start of Antic's fifth year of publication— we took a deep breath and said, "Now is the time."

Actually, this is a very fitting time to unveil the Antic Awards. The Atari Corp., the Atari user community and Antic itself are all stronger than ever— after coming through a dramatic com- puter industry shake-out that saw many once-powerful com- panies shutting their doors.

The 1986 Antic Awards For Atari Achievement provide a wel- come chance to thank some of the key people who helped bring the Atari user community through the shake-out of 1984-85— with an outlook and products that are more sophisticated and exciting than ever!

CTjicLxicLn or tns \j£,(xi

JACKTRAMIEL

For the Antic equivalent of the "Best Picture" Oscar, who else but the Chairman of the new Atari Corpo- ration?

Jack Tramiel spearheaded the drive that made the Commodore 64 the best-selling computer in history. And since he switched to Atari on July 2, 1984, he has shown no sign of losing his victorious ways.

Delivering on the corporate slogan of "Power Without the Price," Tramiel's aggressive new Atari team swiftly created and brought to mar-

ket the most powerful 8-bit Atari com- puter, the 130XE. And then Tramiel's Atari opened up a whole new era of personal computing with the 520ST a programmers' dream machine with unprecedented power at an af- fordable price.

Feisty and controversial, yet capa- ble of inspiring great loyalty from longtime associates. Jack Tramiel has made a career of achieving spectacu- lar results by living up to his famed credo, "Business is War." We're glad he enlisted on Atari's side now!

J^ijEiims, C^onixiuution ctjujclxoL

OPTIMIZED SYSTEMS SOFTWARE

When it came to honoring someone for consistent major contributions to Atari users over the years, BiU Wilkin- son and his Optimized Systems Soft- ware Company were the first choice of everybody at Antic.

Wilkinson programmed Atari's ex- cellent fii-st Disk Operating System and BASIC, after designing the early DOS for Apple computers. Wilkinson Atari DOS versions are still the best, as seen in his most recent DOS 2.5.

Meanwhile, Wilkinson's OSS com- pany has produced an unprecen- dented line of outstanding software tools for the serious Atari program-

mer. These tools include: MAC/65, the indispensible machine language assembler; BASIC XE, the im- peccable successor to BASIC XL; and ACTION!, one of the most satisfj'ing programming languages ever created for the Atari. Personal Pascal, the latest hit from OSS, is reviewed in this issue.

Wilkinson and OSS have been in the forefront of providing helpful cus- tomer service, and Wilkinson's long- running column in Compute Maga- zine has helped thousands of Atari programmers learn the machine.

10

ANTIC, The Atari Resource

BATTERIES INCLUDED

At a time when many other major software publishers were deserting the Atari, Batteries Included brought out a series of deservedly successful breakthrough products for Atari Com- puters.

First came HomePak, the low- priced integrated software package featuring the widely used HomeTerm telecomputing program. Next was the Paperclip word processor, crammed

with sophisticated features and in fact the software with which this ar- ticle is being written. Now there's DEGAS, the brilliant paint program that showcases the full graphics power of the 52()ST.

Batteries hicluded has been a good friend to the community of Atari users, providing a line of innovative, imaginative software at fair prices.

(Dut±tcinciLng C^ontiibutLon, ctJujclxcL

DIGITAL RESEARCH, INC.

The Atari 520ST coinputer would have created much less excitement at its release if it didn't have the state- of-the-art multiple window environ- ment of Digital Research's GEM interface.

GEM's mouse-controlled icon desk- top simulation is a visual operating

tool designed to work on a wide va- riety of computers. Because of this, the comparative ease of rewriting suc- cessful programs to run on the STs brings great hopes for achievement of a large base of ambitious ST software in the near future.

cZnqinss*iinq czyuju*icL

SHIRAZ SHIYJI

As Atari's Vice President of Research & Development, Shiraz Shivji led the team of six engineers who success- fully designed the 520ST computer in an unprecedentedly short time of five months.

Among the many technological breakthroughs of Shivji's 520ST team was lowering the cost of producing

high band-width video monitor teclv nology down to far less than what it had previously been.

Shiraz Shivji and the rest of the Atari Corp. engineers succeeded at a heroic task in creating the prototype 130XE and the 520ST during the hectic sum- mer and autumn of 1984.

May 1986

11

EUGENE ACE

This was a tough call, because so many outstanding Atiiri users groups are active today. To name just a few around the U.S.— WAACE, SLCC, MACE, JACG, BAAUG, MILATARl, DAUG, DAL-ACE and ABACUS are some of the best.

Up in Oregon, the Eugene Atari Computer Enthusiasts arc one of the strongest users groups around and they have been in the forefront longer than just about any other group.

The highly regarded Eugene ACE newsletter earned an international reputation by premiering many out-

standing public domain programs over the years. One example that comes to mind would be the action games of Stan Ockers whose pro- grams are published by this Oregon club even though he lives in Illinois. The Antic Award for Outstanding Users Group goes to Eugene ACE as fitting representatives of the spirit of free information sharing, enthusiasm and good fellowship typical of the best of the Atari users group movement.

MATTHEW RATCLIFF

Another tough pick. In four years of publication, Antic Magazine has printed the writing of many outstiind- ing Atari programmers. Some of our most reliable high-level contributors include David Plotkin, Paul Chabot, Karl Wiegcrs, Chris Chabris, Patrick DeirEra,j.D. Casten, David and Sandy Small, Carl Evans, Jerry White, Ken Harms, Suzi Subeck and many more. . .

But in 1985, Missouri programmer Matthew Ratcliff was realh' on a roll publishing four major Antic programs on a remarkable variety of subjects. In March, he delivered the

powerful printing utility Custom Print. Following in August was Atari 'Toons, an ambitious animation pro- gram that we featured in a popular contest. In September, it was the in- novative Revision C Converter that debugged a longstanding problem for many users of Atari BASIC Revision B. Then in December, BBS Crashbuster was a valuable safeguard for bulletin board sysops needing protection against destructive system-crashers. In 1986 Antic readers can expect more from Mat * Rat (his online ID) and from many of this magazine's other valuable contributors.

12

ANTIC, The Atari Resource

^

(Dui^iancLing 1/ zocLuci c:rfujcircL

COMPUTEREYES

Digital Vision, Inc. wins an Antic Out- stiinding Product Award for Inno- vation.

The company's Computereyes video digitizing hardwarc-scjftware (S129.95) provided a jolt of excite- ment for the Atari community when it appeared last autumn. Online and at users groups meetings, Atari owners couldn't stop talking about the spec-

tiicular screen images created by Com- putereyes. The Antic technical staff was virtually incommunicado for the first week after Computereyes arrived as they created digitized por- traits of everybody in sight.

Computereyes exemplifies the ex- citement that comes when a unicjue, inventive product appeare at the right time.

K^ut±tcincLinq if xocLuat <:::rfujcLZcL

STAR SG-10 PRINTER

The SG-10 dot matrix printer from Star Micronics wins an Antic Out- standing Product Award for 'Value.

Available in the stores for not much over S200, the easy-to-use SG-10 is packed with features rarely found at this price range including a near let- ter quality mode that is hard to tell

apart from daisy wheel printing. The Antic staff works with many printei-s and the solid, dependable SG-10 is just about everybody's favorite around here. Atari owners also ranked the SG- 10 very high in our February, 1986 printer survey.

(Dut^icmdinq U zocLuct ciTjujcixci

INFOCOM

Infocom, the pre-eminent publisher of all-text adventure software, wins an Antic Outstimding Product Award for Consistency of a high-quality product line.

We never met an Infocom adven- ture game we didn't like! When you purchase a Infocom text adventure in its elaborate packaging, you know just what to expect. You'll get many hours of thought-provoking enjoyment from a challenging (to say the least) series of puzzles within an intriguing

and often humorous interactive story- line. And the "parser" software that interprets your English commands for the computer will be state-of-the-art. Infocom adventures are written in a proprietary programming language designed for fast adaptation to any brand of microcomputer (Absence of graphics helps here too.) Therefore, Infocom became the first major soft- ware publisher to release completed products for the 52()ST.

May 1986

13

1/ Lonasz ^acknoLogu cTyujaz

ACTIYENTURE

cL

Tbe Antic Outstanding Product Award for Pioneer Technology goes to Ac- tiventure for their brealcthrough 540 megabyte CD ROM system. Activen- ture put an encyclopedia on a com- pact laser disk that the Atari 52()ST could access for any entry in just about three seconds.

Although Activenture's CD ROM technology has been fully operational

since the June, 1985 Consumer Elec- tronics Show, Atari decided to hold back on releasing the product until the price of CD ROM players gets lower But when the ST hookup to CD ROM reaches the market, it is likely to revolutionize the way that personal computer owners can make use of vast information libraries.

(ZTjonox <::j\oLl oj <^\ztaiLax±

We had every intention of giving an Antic Award for Outstiuiding Atari Retailing. But when we looked back through four years of magazines, it seemed impossible to choose just one or two of the dozens of dedicated dealers who have sold Atari hardware

and software through the years.

Instead, Antic made 50 posters of this issue's cover and will present them to outstanding Atari retailers around the U.S.— in gratitude for their services to the Atari users community.

MICROPROSE

Throughout a period when few soft- ware publishers were creating new AtJiri products, MicroProse provided an ongoing succession of high-quality releases in their specialties. Operated by aviators turned Atari buffs, Micro- prose first earned success for flight simulations such as Solo Flight and F-15 Strike Eagle.

However, the company continues to successfully explore new areas with ambitious simulations like the sub- marine warfare of Silent Service and the air traffic control center of Kennedy Approach. And Micro- Prose's fast-moving strategy games such as Conflict In Vietnam have won strong praise too.

14

ANTIC, The Atari Resource

This illustrated adventure is destined to rival all the classics. Stunning graphics are the icing on the cake - but underneath lies the most advanced text operating system yet developed.

The story is absorbing, humorous, lively full of intrigue and puzzle, yet subtle enough to appeal to the beginner and the hardened adventurer alike.

The Pawn' understands plain English, it knows the size, volume and weight of the game objects, their texture, and their magical properties (in fact the program stores 135 pieces of information for each object).

The game is truly interactive, each character in the plot has a personality (even the animals!) and will respond intelligently to conversation . . .

The Pawn' and further adventures will be available for all leading personal computers.

Guaranteed to make a major impact on the market.

FIREBIRD HOTLINE S 201 934 7373

HOW THE ATARI COMMUNITY & THIS MAGAZINE GREW UP TOGETHER

by GIGI BISSON, Antic Assistant Editor

Antic publisher Jim Capparefl: "The fact that Atari users were always underdogs helped unify us."

Photography by Lorraine Capparell

t's 1972 in a garage somewhere in Sunnyvale, California. Nolan Bushnell's fledgling Atari Co. builds a video game machine called Pong, and installs it in Andy Capp's, a nearby Silicon Valley bar. The only instructions: "Avoid missing ball for high score."

"As ;i matter of fact, I saw that firet Pong game," James Capparell recalls. "I dropped in there one Friday afternoon with a bunch of other programmers. When we saw the Pong game, the only thing anyone said was. Could yoii do that?' We discussed it from the pro- grammers' side and the engineers' side. But none of us said, 'Boy, there's a real business in that.' Nobody saw the potential. But Nolan saw it. Nolan was the believer."

The computer industry belongs to believers. How could anyone ha\'e imagined that some- day a Pong machine would lead to a cartridge game machine installed in 17% of the homes

in the United States and then, in 19<S(), to the Atari 800 the most advanced home com- puter of its day?

Jim Capparell, now the publisher of Antic Magazine, tells me this story as we sil around his big desk at Antic. The office is cluttered with high-tech gadgets, books, magazines and an Atari 520ST computer. Jim talks excitedly, his face animated. He often tilts his chair back towards the tall window opening onto the fire escape.

I

t's 1 980 and the choice of home computers is slim. An Altos 8000-2 costs $2,895. A Zenith Z-89 is $2,149. An Apple II with 16K and a disk drive is $2,020. A TRS-80 Model I is $1,500. A Commodore Pet system is over $4,000.

The Apple II was designed by Steve Woz- niak in a garage, but Atari spent millions de- veloping its first computers. And when the Atari 800 was released, it was clearly superior to anything else on the market. "The Atari had more silicon chips than any other computer at the time and more silicon translated into more power," Jim says.

Better yet. Atari had Star Raiders. Burned into 8K of imperishable ROM cartridge, it was the first program that showed all of the Atari computer's audio and visual capabilities. It was just a game, yes, but it revolutionized the idea of what a personal computer could be made to do.

16

ANTIC, The Atari Resource

In those da}'s, power had a price. An Atari 400 with 8K of memor)', a flat membrane key- board and a 410 cassette recorder cost S458. The Atari 800, with a real keyboard, 16K of memory and an 810 disk drive cost S 1679.95. jim Capparell wanted one.

As a NASA programmer doing experimen- tal biofeedback research, Jim wrote to Peter Rosenthal at Atari, asking about the possibil- it\- of getting a research grant. "1 proposed to use the Atari for real-time ph\'siolog)' displays in adjunct with the DIiC FDP-11 computer 1 used at work," hesa)'S. Atari, Inc. offered him an Atari 800 for research purposes.

His interest in the Atari grew rapidly and he founded ABACUS, one of the first Atari users groups, in Marin County, California. The idea for starting a magazine devoted to Atari com- puters was already forming in his mind. As Jim tells the story, he left NASA on Januar)' 15, 1982 and started Antic that same day. Why- start a magazine? "It's hard to explain, but there was no doubt in my mind that it was possi- ble," he says. "It made sense. We were part of the audience that we ser\ed."

THE ATARr RESOURCE

For Antic, it started here. Picture the heavy, clunk)', handmade, wcxxlcn kitchen tabic in Jim's tum-of-the-century apartment on Potrcro Hill, high above the cit\-. From the street, you could see the fog curling over San Francisco's old industrial area, now gentrif\'ing as the tkwntown financial district pushes South.

"When Jim said, 'Let's start a magazine,' I said, Sure, why not? Then 1 got second thoughts I had less than a year of produc- tion experience. In a way, I was terrified,"

recalls Marni Tapscott, the slim, soft-spoken co-founder and art director of Antic Publish- ing. "I would never have imagined then that toda}-, four years later, I would be sitting in this office and making a real salary and producing t\\'o magazines," she says. "But we did it."

Jim says, "We were sitting down to break- fast one day and having blueberry pancakes and Marni said. What about a computer name? M)u know, like BYTK." And so that got me thinking about computer stuff and out popped ANTIC short for Alpha Numeric Tcle\ision Integrated Circuit, which is one of the 8-bit Atari special chips." Marni said, "Let's make the letters sort of like they're dancing across the top of the page." And within minutes she had the cockeyed Antic logo.

At the next ABACUS meeting, Jim an- nounced he would be starting a magazine and asked for volunteers. Robert DeWitt stood up.

DcWitt, who had a journalism background, was fresh out of Control Data Computer Insti- tute and looking for a programming job. "Jim said he was starting a magazine, I said I'd help for free which was a good thing, because he didn't have any money to pa)' me," he says. DeWitt is a complement to Jim. Where Jim is energetic and intense, DeWitt is methodical and mellow. But the)' had one thing in common Atari. "Jim had never been in busi- ness before. I was new to business, too. But not knowing any better, you'll do things that nobod) would ever try. People said it would take a c|uarter of a million dollars to start a magazine. Well, Jim didn't even ha\'e his rent mone)' that month."

"I called achertisers cold." Jim says. "I told them, I have a magazine, would you like to bu)' ads.' Out of the blue. They had no idea who 1 was. But my uncle, an attorney with computer industry' contacts, said, Hnthu- siasm and I hear it in your voice makes up for everything.'" Jim sold over S5,00() worth of ads for a non-existent magazine.

"One advertiser I called asked, 'Ha\'e you

ANTIC

THENONOW

6i

Four years later, the founding staff members are still here: (left) Lbs Torok working In Jim's aportment. (Top) Linda and Marni Tapscott. (Above) Robert DeWitt: From enthu- siast to editor.

May 1986

17

ANTIC

THENPNOW

Issue number one (top) "Some of us ore computer professionals," Jim Capparell wrote in his first editorial, "And some of us ore whot I've come to coll Atari pro- fessionals—very motivated users." By issue seven, (above) it was a full-color monthly. (Below) Atari ad- vertisement circa 1982: Pmwer hod 0 price.

ever dealt with advertisere before?' I said 'No.' 'Do you know what adxertising copy looks like?' 'No.' 'Do you ha\'e distribution?" And I said, 'No.' He said, 'Give me a full page." He had to pa)' in advance, too." Of course, that sa)'s a lot about the optimism and buo\ancy of the industry at that time.

Man\' of those first advertisers al.so began life as kitchen table operations. Broderbund, Op- timized S\'stems Software, Adventure Interna- tional, DataSoft and particularl)- Synapse, played an important role in Antic's success as the\' grew.

Another early supporter was Sierra On-line, a rapidly growing company then known as On-Line Systems and running out of program- mer Ken William's house in the Sierra foothills. John Williams, Ken's younger brother and no\\' vice president of the compam' recalls, "I remember what Jim said when he was suirt- ing Antic. 'The Atiiri is the real home com- puter We're tired of just hearing about the winners we" re going to write about the little guys too."' Online Systems bought the back page of the first issue. "To a certiiin extent, the Atari enthusiasts were renegades," Williams says.

At the end of March, 1982, the first issue of Antic debuted at the West Coast Computer Faire in San Francisco. Jim and DeWitt crammed 1,500 copies of the new magazine into Jim's Subaru and lugged them through driving rain down the long ramp into Brooks Hall where about 300 copies got sold. "It wasn't the great success we had hoped for," DeWitt says.

"I don't know what 1 thought would hap- pen," Jim says. "But there we were, stuck with 12,700 of the 13,000 magazines I had printed."

THE WALL

'When I \^'alked intojim's apartment I saw 120 boxes of magazines stacked to the ceiling in the little living room," says Les Torok, Antic employee #4 . "We never thought we'd see the end of that first issue." A musician, a film and writing student, Les became Circulation Director

liventuail}' that stack of magazines became known as "The WaU of Torok." But as the st;ick grew smaller, it became a \'isiral representation of sales. 'When Jim or I got an order we'd \ell, 'All right! I'xe got 10!' or Txe got 15!" across the room," lx;s says. By the fourth issue, 580 checks arri\ed in one day. Within six months, the first issue sold out and became a collec- tors item.

For the first month. Less office was a cor- ner of the room where he worked on a large pillow with his legs crossed, filling out order slips. "It was like an MBA education in 30 se- conds," he sa)s. There were no names. No lists. He got the yellow pages for every computer store listing in the nation and copied tliem down. "Then I spent the next 1 '/2 years on the phone." He called dealers and begged them to sell just 10 magazines a month. "We were totally naive, but we learned fast."

The first bi-monthly issue was 30 pages. By issue number fi\c, it grew to 112 pages. For the first Christmas co\'er. Antic contracted artist Tim Boxell, who did the S\napsc package il- lustrations. Ihere was a small problem with that issue they forgot to put on the price.

THE MOGUE

For the first year, everybody called Jim "the Mogue," for mt)gul. It was a joke, of coui-se. "We weren't a big power in the Atari field," DeWitt says. "Atiiri didn't take us seriously." But Ste\'e Ross, chairman of Atari's parent com-

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continued on page 21

ANTIC, The Atari Resource

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^

pany, Warner Communications, did. He sent a note with a personal check for a subscription.

"Atari hardly noticed us at first. They were business people we were enthusiasts. We were like the poor cousin who didn't get in- vited to the wedding," Jim says.

Atari, Inc. was now the fastest-growing com- pany in U.S. history, with sales peaking at S2 billion. 1982 was the year of the Pac Man, and people were dropping S5 billion worth of quarters into arcade machines worldwide. With Ray "The Czar" Kassar at the helm, more than 15 million 2600 game machines had been sold.

Atari was synonymous with videogames, and by comparison the 400/800 personal com- puters went almost unnoticed. The computers were never a big moneymaker for Atari some say they never made any money at all. But eventually. Atari quietly sold more than 1.5 mil- lion 8-bit computers.

VOLUME 2, NUMBER 1

In January, 1983 Antic moved a few blocks down the street to an office above a sleazy bar across from the port in San Francisco's China Basin area. Phil the bartender often had fights with the patrons. The cops hung out. "Some pretty ripe language floated up into our office." DeWitt says. "Accounting was still so bad we didn't know if we were making it or not."

A former San Francisco Boat Works em- ployee was brought in as Senior Editor He ar- rived with a truckful of furniture, including fancy paintings of yachts. "On his first day we had a staff meeting and he ordered an iced tub of beer brought up from the bar" DeWitt says. "Then he pulled a baseball out of his pocket and said, "We're playing hardball now." He didn't last very long.

1983 is another good year for Antic, software companies and dealers. But trouble is beginning to brew at Atari as corporate spending still runs wild, and the videogame craze cools. Stock in Warner Communi- cations, Atari's parent company, falls from $54 a share to below $30 in seven days. By March 1 983, Atari has its first wave of layoffs— 1 ,700 employ- ees get the axe. Feeling the heat from the Commodore 64, Atari releases the 1200XL, a computer with software compatibility problems that killed it in less than a year. Then Atari announces a new computer, the 1450XLD, with a built-in double sided drive, modem and voice synthesizer— but never releases it.

Gary Yost was a hardware enthusiast. He'd earned a sound engineering certificate and he had worked the mixing board on a major rock tour Knowing that he was about to enter the hospital for experimental surgery on an ex- tended and possibly fatal illness, he wrote a letter to Atari president Ray Kassar He offered to donate his time for the entire year that he expected to be bedridden. He ended the let- ter: "Is there still a Santa Claus?" Atari's public reputation was far from altruistic, so it was all the more shocking when Santa Claus made a delivery.

An enormous 6x4 foot box arrived. Liter- ally, everything was inside an Atari computer,

software. As an Atari Foundation Fellow in educational research, Gary was put to work doing testing and market evaluation of the Plato Learning Phone system. "I was blown away by the Atari technology, but I didn't know what to do with it," Gary says. Atari referred him to Jim Capparell. During his time in the hospital, Gary and Jim developed a telephone friendship without meeting each other in per- son. Gary, who is married and has a daughter, joined the Antic staff in April, 1983.

continued on next page

ANTIC

iNONO

THEN O NOW

1982 was the year of the Pot Man and spectacular Atari profits OS the world gobbled over 15 million game ma- chines. (Above) Antic Market- ing Director Gary Yost.

May 1986

21

ANTIC

THENpNOW

n July 1983, Ray Kassar resigns, and James Morgan is brought in as presi- dent. Tlie price of tlie Atari 800 drops to $165. At the June Consumer Electronics Show, Atari announces the 600XL and 800XL computers and signs television star Alan Alda to promote the new models with the slogan, "We made them smart enough to know you're only human." How- ever, Atari continues to lay off employees and loses $450 million that year.

Christmas, 1983 was Antic's largest issue 148 glossy pages. Early in 1984, the magazine moved several blocks closer to downtown to the current offices, in a bright, spacious, reno- vated loft building that formerly housed a dress manufacturer The kitchen table was retired to the apartment of Linda Tapscott, Marni's youn- ger sister who had joined the art department as Antic employee #5.

Then DeWitt burned out from editing Antic. He bought a mobile home and went to Baja. "It really freaked us out." Jim says. "DeWitt was always the stable and organized editorial gen- ius. I needed someone who can follow up." He brought in Nat Friedland, a former Bill- board music journalist.

(Top) The 2600: Atari was plagued with a game machine image. (Middle) Desperate to compete with the Commodore 64 and Apple II, Atari re- leases the XL computers and signs on M*A*S*H star Alan Alda to promote them. (Above) Before the advent of slick boxes replete with pos- ters and space fluff, most software, like this early Microprose release, was sim- ply packaged in Zip toe bags.

n February, 1984, Jack Tramiel, who built Commodore Business Machines from a typewriter shop into a $1 billion industry, resigns from Commo- dore and mysteriously disappears for four months. In July, 1984, Tramiel resurfaces in Sunnyvale, buys Atari, Inc. for $240 million, changes the name to Atari Corp. and rocks the industry.

It was a new chapter for the industry. Chap- ter 11. Bankruptcy. "Advertisers were going out of business our ad sales dropped 50 percent in 90 days. Advertisers didn't pay us. But we never had to lay off a single employee." Jim Capparell is proud of that. "We just had to learn how to do better business."

Nobody knew what was going to happen next. "So what," Jim says, "without en- thusiasm, having lots of money to throw at a project can just be a detriment, because you stop thinking creatively and just start think- ing more money will help." Enthusiasm was put to a brutal test.

In order to get through the lean period, Jim and the Antic staff came up with a number of unusual magazine business innovations. They started the Antic Action Edition, the magazine packaged with a disk containing all

the programs from the issue. Then came ANTIC ONLINE, an electronic magazine on CompuServe that covers Atari news much faster than a monthly publication could. Antic kicked off the Worldwide Users Network (WUN), an alliance of Atiiri users groups.

The magazine's series of public domain disks expanded into today's 40-page Antic Catalog under Marketing Director Gary Yost. "The catalog started as an experiment," Jim says." But it kept the magazine afloat through the lean year and has now grown to more than 250 products.

22

ANTIC, The Atari Resource

At the January, 1985 Consumer Electronics Show, like a phoenix rising from the ashes of charred silicon chips and faded dreams, the Atari 520ST computer is born. If the Atari 800 was the Apple II reincarni- nated and improved, the ST was the Apple Macintosh done one better. The Industry promptly calls it the "Jackintosh." The users start calling Tramiel "Uncle Jack."

ANTIC

THENONOW

Unbelievably, the price of this 520K high- resolution super-Mac was less than the origi- nal Atari 800 with l6K memory. Suddenly the spirit of computing's early days returned, with a host of new believers and entrepreneurs. Antic Associate Editor Jack Powell was as- signed to start the ST Resource, a magazine witliin a magazine.

In 1983, over 450 different computer maga- zines clogged the shelves. After the 1985 shakeout, only a fraction remained. It was a crazy time to start a new magazine. But in April, 1985, Jim coaxed DeWitt back to start II Computing, a new magazine for Apple II users. With another magazine under the roof, the stiiff mushroomed. Pinstripes began to en- croach upon Antic's casual bluejean style as financial and accounting professionals moved in. At one point, new staffers were forced to put their desks in the front lobby.

Four years. It's an eternity in Antic time. As we celebrate our fourth anniversary, 3-5 mil- lion copies later, the office is still a cacaphony of computer game blips and crashes, screech- ing printers, crying babies and incessantly ring- ing phones with readers on the line asking questions. Computer executives often visit the office, as well as gangly, nervous 17-year-old programmers demonstrating their newest soft- ware. Hundreds of letters pour in weekly. Some are new products and software that will be opened like special Christmas presents, others are pleas from confused Atari users for help and guidance.

Over the years. Antic contributors included well-known Atari programmers such as Chris Crawford, Bill Wilkinson, Russ Wetmore, Stan Ockers, Jerry White, Tim Oren, Ron Luks, David Plotkin, Ken Harms, Matt Ratcliff, Karl Wiegers, Paul Chabot, Chris Chabris, J.D. Casten, Len Dorfman and too many others to name them all. But many contributors have simply been regular Antic readers with good

Photography by Lorraine Capparell

ideas. If there is any single thing that made the magazine a success, it was the enthusiasm of those readers.

"In a way, the fact that Atari and its audience were always underdogs helped to unify us," Jim says. "Everybody said it was just a game machine. Well, we got sick of hearing that. We all knew the Atari was a great computer in spite of what the press and anyone else said. It's still the case now. There's tremendous loyalty in the Atari market and among our readers."

On the wall of Jim's office are photographs of Robert DeWitt, Les Torok, Marni and Linda Tapscott. If you didn't know these people were the founders of Antic, you might think they were family. And in a way, they are a family now grown to more than 40 employees and some 100,000 readers spanning the world.

The Antic staff: 48 employees at last count, and still growing.

May 1986

23

file ready <or im^ assembler.

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DE RE JOYSTICK

PROGRAMMING & REPAIRING THE FIRST USER FRIENDLY COMPUTER INTERFACE

by ADELBERT FERNANDEZ

Everything you ever wanted to know about the classic Atari joystick. How to program it. how to take it apart, how to repair it and where to find one. Also, a BASIC program to control the cursor with your joystick. The progratn works on all 8-bit Atari computers of any mem- ory! size, ivith disk or cassette. Our title. De Re Joystick, evolved from De Re Atari, a classic Atari reference 7nan- ual that's unfortunately no longer in print. It described an array of arcane programming procediires^from Player/Missiles to fine scrolling. The strange title liter- ally means "All About Atari." Keep in mind that certain details differ between joysticks such as the color of the wires and the layout of the circuit board. The princi- ples, however, remain the same, —antic ed.

ontrary to the belief of some BASIC programmers,

there really is logic to the way the values of joysticks ^ for the Atari are set up. The answer lies in the un- ^■i usual world of binary numbers.

But first, some foundation. Joystick port 1 is assigned to memory location 632 (S278), which means the st:uus of port one may be found at that location. The full port assignments are as follows:

Port # Memory Location

1 632 (S278)

2 633 (S279)

3 634 (S27A)

4 635 (S27B)

(Ports 3 and 4 apply only to the older 400/800 Atari models.)

To find out the status of a joystick port in Atari BASIC, you use the function STICK(n), where n is the port num-

May 1986

ber. Confusingly STICK(O) applies to port 1, STICK(l) to port 2, STICK(2) to port 4, and STICK(3) to port 3. Try

this:

10 PRINT STICK(0):GOTO 10

If no one is touching the joystick when you RUN this mini-program, the number 15 should run down the side of the screen. Experimenting with the joystick should give )'ou the results in Figure I. Try changing the line above to STICK(l). You should now be able to read port num- ber two.

Fisure 1

10 14

11

11

14

-0-

9 I 5

^ 13

But we don't need to use the STICK( ) function. We can go directly to the port location. The above program line can be duplicated like this:

10 PRINT PEEK(632):GOTO 10

So, why did Atari use such strange numbers as 15, 5, 7, 11? To answer, we must dig deeper and comprehend the joystick works. We'll also need to take a closer look at binary numbers.

But don't panic yet! Stick with us. (Sorry about the pun. It just snuck in.)

JOYSTICK TAKE-APART

The more adventurous programmers have, at one time or another, taken their joystick apart. That mysterious black box with the protruding stick can save or destroy millions

continued on next page

25

of beings. (Only in games, of course.)

If you haven't stolen a peek inside your joystick, don't get your hopes up. There isn't much to see. They look a little like Figure 2. If and when you do remove those four Phillips-head screws on the bottom, be careful not to lose anything such as that itty-bitty spring that I lost my first time in. I replaced it with a ball-point pen spring. Just cut off about a third and it works pretty well.

Fisure 2

Fisure 4

.^

Black Outer Covering

Red Fire Button Spring

-£2

IF-

i

White Inner Handle

Circuit Board Wires

Blacl< Base

\

The part we are interested in is the circuit board the square fiberboard with the wires attached. (See Figure 3). Notice that the copper lines running across the board eventually end up at the six wires. Five silver buttons ac- cent where the lines meet. Each of these buttons is a switch. When depressed, they complete (close) a circuit.

Figure 3

The black wire is ground. The buttons, in turn, are con- nected to the other wires, one wire per button and each wire containing -i-5 volts. So, in theory, the joystick is wired as in Figure 4.

Each switch in this diagram represents a button, and all the buttons are connected to the black wire. When any switch is pressed (closed), the corresponding port pin is grounded (brought "low"), which causes a zero to show

Black

Brown

White

Blue

Green

Orange

up on that pin. The computer senses the voltage loss and puts the appropriate number in the correct memory lo- cation.

This process is the same for each button. The orange wire means the fire button has been pressed. The white wire means the top button, the brown is right, the blue down, and the green left. Therefore, when )'ou push up on the joystick, you are actually pushing the top button down, grounding the white wire. Pushing diagonally up and right results in two buttons being pressed, which will ground both the white and brown wires. The computer, sensing this, will place a decimal 10 in the correct mem- ory location. Fire buttons have their own locations.

BINARY STICK

Okay, here it comes. We have to take a peek at some bi- nary number theory here. But we promise not to go very deep. Every memory location (or address) in your Atari contains one byte. Each byte may be a number ranging from 0 to 255, and may be expressed as a decimal, hexa- decimal, or binary number No matter how you and I ex- press it, your computer sees each byte as a binary number. Binary numbers are expressed solely by means of the digits zero and one. And these digits are called bits. There are eight bits in one byte, and each bit represents a value depending upon its position. These values (read from right to left) range from I to 128. See below:

128 64 32 16 8 4 2 1 value 0 0 0 00000 number

The binary byte value 00000001 represents decimal 1. By placing another I in the second bit position (remem- ber, reading right to left) and adding the column values in the diagram above, we end up with decimal 3. Binary 00000101 is 5. . .and so on.

Because binary numbers only use two symbols, 0 or 1, these can also be referred to as Off or On. (In computer parlance, when we "set" a bit we turn it On.) Since a com- puter is nothing more than a complicated series of switches which only understand Off and On, we now see why computers understand binary numbers.

26

ANTIC, The Atari Resource

BACK TO JOYSTICK

Now that we've got that out of the way (still there?) we can examine how the Atari reads the joystick. Since, as mentioned, the computer sees everything as On or Off, we can translate this to 1 or 0.

Your Atari sees the joystick as a series of wires, one for each direction, and one for the fire button. If the fire but- ton is not being pushed, the computer sees it as "not grounded" and puts a 1 in memory location 644. When the fire button IS pushed, the computer sees it as "grounded" and puts a 0 in 644. And when I say "put", I mean replace. The numbers are replaced when there is a change in condition, not added.

There are four directional wires: Right (brown), Left (green), Down (blue). Up (white) If none of the buttons are pushed, the computer sees: 1111 If the joystick is pushed right: 0 111

Left:

10 11

Remember, diagonals are merely two buttons depressed simultaneously. Stick up and left:

1

0

0

1 0

Up and right: Oil

Down and left: 1001

Down and right: 0101

Beginning to look familiar?. Take a look at Figure 5. As mentioned, joystick port 1 is location 632. Although this location holds a byte (8 bits) only the first four bits

are used to read the joystick. The other four are unused. (By the way, these four bits, or half-bytes, are referred to as nibbles.)

Figure 5

1110 1010 I 0110

To sum up, you push your joystick up and to the right, two switches close and ground their corresponding port pins. This places a pair of zeros in the appropriate loca- tions creating the binary number: 0110, which is stored in location 632 as 00000110. When you PEEK at this lo- cation, BASIC coverts the binary number to decimal and prints out a six.

Now that you have the knowledge, use your imagina- tion for the applications. You might design a left-handed joystick, or add pizazz to your programs, or make your games more arcade-style. Finally, these ports can be used as real-world sensors.

Aclelbert Fernandez is a high school junior frorn Prince- ton, West Virginia. He collects Atari computer equipment and back issues of Antic.

JOYSTICK

CURSOR

by TED STOCKWELL

KEYJOY is a short routine that lets you use the joystick to move your onscreen cursor Or, you can hook up a trackball and pretend you have an upside-down mouse. Type in Listing 1, KEYJOY.BAS, check it with TYPO II and SAVE a copy before you RUN it. Listing 2 is the as- sembly language source code for the routine. It is presented for your information and you do not need to type it in. KEYJOY is a BASIC program that works on all 8-bit Atari computers of any memory size, with disk or cassette.

To use KEYJOY from BASIC, just RUN the program be- fore you begin working with your main program. The joystick wiU now move the cursor like the arrow keys do. Normal operations are not affected by this routine and you can include it in any of your BASIC programs.

You may change the cursor speed by POKEing loca- tion 0 with any value from 0 to 255. The larger the value is, the slower the cursor will move when the joystick is used.

ODDS AND ENDS

You don't have to understand the program to use it. But knowledge is power So. . .

An understiuiding of KEYJOY requires an understand- ing of assembly language. The routine is designed to be as short as possible, and it has been placed in the lower part of the 6502 stack area. (Antic altered the program slightly and placed it in the stack to free Page Six. Don't panic. Through experience, we have found that the stack will rarely grow large enough to endanger this area. ANTIC ED) continued on page 30

May 1986

27

ATTENTION 800, XL, 400 and XE OWNERS: THE RAT* GIVES YOUR ATARI A GREAT FUTURE!

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The RAT SYSTEM has software that gives you fast and easy control of the cursor during programming. And we are now developing some exciting new waves of software that will set a new standard for the Atari 8-bit computers. And at good prices!

WE'RE GROWING. GROW WITH US.

' The RAT, the hi-res mouse

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' CONTROL, the program that gives the RAT cursor- control during programming!

' "Q^^ , the booklet that helps you use your RAT SYSTEM , (and shows you how to use your RAT in your programs, too!)

' ATARI-ARTIST _ a very comprehensive drawing program, and a new addition to the RAT SYSTEM!

*RAT is a registered trademark for Zobian Control's mouse device. Patent Pending.

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OMEGA TERMINAL SOFTWARE

CONNECTS TO ST MODEM PORT

HARD DISK DRIVE

iiii'i"!

$799.00

WORKS ON ATARI 800XL & 130XE COMPUTERS

10 IVIB STORAGE

CONNECTS TO PARALLEL BUSS

HIGH-SPEED DATA TRANSFER INCLUDES:

10 MB HARD DISK DISK CONTROLLER ATARI INTERFACE HARD DISK DOS ATTRACTIVE CASE CABLES & POWER SUPPLY

READY TO USE

The Supra Hard Disk Is a 10MB hard disk system for Atari SOOXLand 130XE' computers and connects to the computer's parallel buss, allowing high-speed data transfer rates of 8-10,000 bytes per second (approx. 10-15 times faster than normal Atari drives). The hard disk drive stores the equivalent of 100 single density Atari diskettes and can access any Information within milliseconds. All of this adds up to an extremely efficient system for the serious Atari owner.

* SPECIAL NOTE ~ Atari 130XE owners must also purchase the Supra XE-XL Buss adapter. This adapter makes the XE parallel buss compatible to the XL Buss to allow use of the hard disk. Only $1 S when purchased with Supra Hard Disk.

Supra Corporation

1133 Commercial Way / Albany, OR 97321 / (503)967-9075

Atari; CompuServe DemoPak; and Delphi are trademarks of Atari Corp.; CompuServe; and General Videotex Corp., respectively.

DE RE JOYSTICK

continued from page 27

KEYJOY has two parts. The first, INSTALL, sets up the Vertical Blank Interrupt (VBI) for MAIN, and only needs to be called once to initialize the interrupt vector After it has been installed, it will run in the background and can be be ignored. However, pressing the [RESET] key will knock it out.

There is nothing special about why the immediate VBI

was used. You may change it to a deferred VBI if you wish. In either case, KEYJOY should remain transparent to your BASIC programs even if they contain their own VBIs. Of course, if the program is used outside BASIC, the PLA in line 420 of Listing 2 may not be necessary.

Ted Stockwell of Bumsville, Minnesota programs the Atari in assembly language, ACTION! and BASIC.

Listing on page 119

REPAIR

YOUR JOYSTICK

by THOMAS SIMMONS

Antic received the following for our I/O board, but felt it was unique enough to publish as part of this feature.

ANTIC ED

Thousands of computers are sitting idle because of improper joystick response. Users are frustrated when the cursor doesn't react to the direction of the joystick particularly while playing a game. Be- fore you put your computer on a shelf, check for the fol- lowing on your joystick:

1. Bent or broken pins in computer port.

2. Broken wires in attachment plug, caused by jerking cord out of port.

3. Broken wires in joystick cord.

4 . Fractured plastic pressure ring within the joystick. (Sim- mons Fracture.)

Look at the port pins. Are they nice and straight? Then check the joystick cord wiring with a continuity tester If the wires are intact, you may have a joystick with the dreaded Simmons Fracture.

Remove the four small screws on the bottom of the joystick and tiike it apart. Oops! keep an eye on that spring. Now, examine the white plastic ring at the base of your stick. It should look like Figure 6.

Don't put tape around the fracture or tr>' to glue it back. This won't work. Let me show you a better way.

Get a plastic cola bottle. Cut a piece from it and punch a hole in it with a paper-punch. Now, wrap the plastic around the fractured piece and tape the out-flaps, as shown in Figure 7.

The plastic pressure ring is easily broken or fractured if the joystick gets too much pressure over a period of time. Treat it gently and get those computers operating!

Thomas Simmons, discoverer of the Simmons joystick fracture, is from Sarasota, Florida.

Figure 6

Simmons Fracture

Figure 7

Plastic Cola Bottle '

Wrap plastic with punched hole around Simmons Fracture:

(

IIO'

h

///■//

IM

f

# ^

_ Before you secure with tape, add a spot of glue

Use tape to secure flaps

30

ANTIC, The Atari Resource

FOR SALE:

ATARI JOYSTICKS

by GIGI BISSON, Antic Assistant Editor

The genuine, original, official Auiri CX40 may be the only joystick that you wouldn't be embarassed to have sitting on top of your desk. Its minimalistic all-black plastic design is elegantly functional that short, slim, flexible stick mounted in a compact base adorned only by a single red button. No suction cups, no massive gear-shifter shaft, no weighted 10-pound base not even an Atari logo or model number. Sigmund Freud would not be able to have a field day with this joystick. But talk to any veteran gamer about the "real" Atari joystick and you'll hear genuine admiration. "It's easy to use, easy to handle people discovered that those big clunky joysticks are not really that great," says a sales rep for American T'V, an Atari mail-order retailer Sturdy too. An Antic writer told us the story of a friend who lost his official Atari joystick. He found it, with cord cut off, in the backyard. His mother was ramming it into the ground, stick first. The Atari joystick apparently makes holes just deep and wide enough for planting vegetables seeds in the garden.

During the peak of the video game craze, this joystick was in one out of seven American homes. Toda)', it's hard to find and many dealers have exhausted their supplies. Some dealers say they can only obtain them by ordering two controllers packaged with Pac Man and QLx cartridges for S19.95 in an Atari "Entertainer," "Arcade Champ," or "Recreational Computer" kit.

However, the following dealers still have the CX4() in stock. But check Antic ads first. Some mail-order retiiilers may require S20 minimum purchases or shipping charges that exceed the cost of the joystick itself.

DEALERS

Abby's Discount Software 37 S. Broad Street Fairborn, OH 45324 (800) 282-0333 $14 a pair

American TV

15338 Inverness Street

San Leandro, CA 94579

(415)352-3787

A handful left.

$5 each

$2 for joystick repair kits with cord and firebutton.

B & C ComputerVisions

3400 El Camino Real

Santa Clara, CA 95051

(408)749-1003

40 in stock.

$6 each, new

$5 each, reconditioned

Computer Creations P.O Box 493 Dayton, OH 45459 (800) 824-7506 Has "tons of 'em." $16 a pair

Computer Palace 2160 W. 11th Eugene, OR 97402 (800)452-8013 Plentiful here. $9.30 each

MicroTyme P.O. Box 368 Kettering, OH 45409 (800) 255-5835 $6 each

San Jose Computer

1844 Almaden Road, Unit E

San Jose, CA 95125

(408) 723-2025

Last 50 at bargain price.

$3.50 each

May 1986

31

Expert Back-up for

Atari Users.

THE ST DUPLICATOR™

Our famous 1050 DUPLICATOR has been converted to service the ATARI 520 ST. It is a software only disc copy system.

You can now back up heavily copy- guarded and protected discs. Pres- ently, we can't find anything the ST DUPLICATOR will not copy. And if new forms of software protection should appear on the market, we will provide software upgrades.

ST DUPLICATOR'

INCLUDES USER FRIENDLY SOFTWARE AND INSTRUCTIONS

Plus '-3 .50 Shipping Add 7% Outside USA

$5995

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THE HACKER'S TREASURE CHEST On Disk

18 Utility Programs on disk. Each pro- gram is specifically designed to aid you in baoking-up your software collection. You will be able to duplicate disks, cartridges and cassettes. Any one pro- gram is wortfi the price of all 18. It fias taken us over one year to put togetfier tfiis fine collection on ttie IHaci(er's Treasure Ctiest disk. Some of the programs you will receive are: Cartridge Copy, Bootape iMaker, Tape to Disk, SectorCopy, Tlie Un-

protector, Sector Disassembler, Bad Sector Finder, Modem Program. ..plus

more. All of these programs plus 10 more on this disk. You will also receive a menu that will run basic and binary files just by typing the number of the program. Any file on any disk will load automatically from this menu. ALL FOR ONLY

$3495

Plus '3.50 Shipping Add 7% oulslde USA

835, 1030 & XM 301 MODEM BULLETIN BOARD

This BBS Bulletin Board System will run on any ATARI Home Computer includ- ing the XE No costly interface needed. All you will need is an 835 or 1030 Modem and any disk drive (printer optional). Auto Answer feature will allow you to leave the BBS running unafr tended. This BBS has over 25 functions including: XIvlODEIvl Upioad/Down- loading. User Passwords, Full

Function Ivlessage Base plus many

more features.

This package comes on a double sided

disk, full documentation included plus a

fully assembled and tested ring

detector. Nothing

else will be needed.

BBS software and

ring detector.

$7495

Plus '3.50 Shipping Add 7% oulside US A

DENSITY "DOUBLER "

1050

DOUBLE THE POWER...

TRIPLE THE SPEED...

Get TRUE double density, full compati- bility with any DOS. Now store twice as much data on each disk. Read and write up to 3X faster in single or double density (Whole Track Buffering). Includes ultra-speed software, simple p I u g - i n P.O. board. No solder- ing or cutting required.

For more info on the densily Plus '3.50 Shipping

doubter refer lo Ihe 1 050 Add 7% oulside US. A

Duplicator ad on opposite page

$5995

CART CLONE™

COPY ANY ATARI'" CARTRIDGE

A MUST FOR ALL ATARI™ USERS CART CLONE will backup and transfer any 8 or 1 6k cartridge to disk or tape. The contents of the cartridge will become a file which you can transfer, rename or delete. They will execute from DOS. No need to run a special menu or program to run these files. It goes in the left cartridge slot enabling it

to work in all ATARI

Including the XL series. You can get CART CLONE" with software for

Home Computers.

$5995

Plus ^3.50 Shipping Add 7% oulside US A

WRITE-RIGHT

This device will allow you to write to side 2 of any disk. Install this box to your ATARI'" 1050 or Indus GT Disk Drives in 5 minutes. Just plug in one cable - no cutting or soldering required Push a button and a LED will light, allowing you lo write to a disk without notching out a hole in the disk. Easy plug-in installa- tion. Instructions included. Fully tested and assembled.

2995

Plus ^3.50 Shipping Add 7% outside US.A.

"Our competition promises tomorrow...

DUPLICATING TECHNOLOGIES inc

TELEGUARD

Technical Breai<througii

Truly a technological breakthrough! Now you can send any copy-guarded disk over the telephone lines by Modem. Of course, you must have our DUPLICATOR 1 050 to send and receive. Teleguard will be available for delivery by April 1st

$4995

Plus '3 50 Shipping Add 7% oulside US A

We Deliver Todayl

Formerly Gardner Compufing

99 Jericho Tpke., Suite 302A Jericho, N.Y. 1 1 753

Oder Business Hrs.

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and Wml^ends (516) 333-5950 l"

TERMS; We occeprAmerjcon fxpress. VrsQ. MosferCorc* oner COD orders f-oreign orders must be in U S dollars Alt personal checks allow U days to clew Most iten^s shippoa within 2d hours

The 1050

HERE...

/ INCLUDES NEW /^//TPA-SPEED SOFTWARE. RE^i WRITE 3X FASTER

IN SINGLE AND DOUBLE DENSITY!

T.M.

THE 1050 DUPLICATOR: The most powerful diskdrive copy system ever developed for ttie ATARI.

The only Copy System You will ever need!

What will it do?

The main purpose of tha Duplicator Is to

copy disksl You will be able to copy just about

any disk! The copies you malce wilt run on any

Atari drive. Tt^e Duplicator need not be

present to run your backup copies. Ttie

Duplicator is fully automatic. You need

only Insert source and destination ■,

disks. Custom formats will be read .•:;

and in turn reproduced on the

backup copy disk. Our device

will reproduce any custom

format or heavily copy

guarded scheme, bad

sectors, double sectors.

19 through 24 sector

format will present no

problem to the

Duplicator.

*-You will still hava singia density, density and one tialf, and double density. When you have a Duplicator installed In a 1050 drive that drive will be turned into true double density. You will have twice the disk storage. Your drive will be compatible with other double density drives such as The Rana Indus. Percom, etc.

HARDWARE POWER

High speed read & write. Your disk drive will read and load ail of your software, saving wear and tear on your drive. The 1050 drive now reads one sector at a time. This is slow and ineffi- cient. With the duplicator installed you will be able to read eighteen sectors in the time It takes standard, unenhanc- ed drives to read one.

^ Included witti every

Duplicator will be user

friendly disk software. A

simple, menu driven program will allow you to copy all of your software. A Duplicator enhanced drive will be a S^/IART drive. We plan to write many new and exciting pro- grams that can only be run on an enhanced drive, eg. sending a copy- guarded diskoverthephone. Since thedrlve is now fully programmable, future upgrades can be made available to you on disks, should the need arise. No further hardware changes will ever be needed. The Duplicator comes with a full hardware and software guarantee.

Plus $360 for shipping and handling. Add 7% outside U.SA N.Y. State liesiaents ada 7'i% Soles Tax Deo/er inquires are welcome call for quantity price quote.

520 ST

Duplicator

^ow available.

EASY 5 MINUTE INSTAUATION

NO HARM TO YOUR DRIVE OR INCOMPATIBILITY PROBLEMS CAN EVER ARISE AS A RESULT OF THE INSTALLATION OF OUR DUPLICATOR,

Only a hardware device like the DUPLICATOR can backup heavily copy- guarded disks. Don't be fooled by software programs that claim to do this.

Fully Compatible with tine XL & New XE Series.

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DUPLICATING TECHNOLOGIES inc ^

Formerly Gardner Computing ~

/'

99 Jericho Tpke.. Suite 302A Jericho, N.Y. 11753 g:re„Hr..(516) 333-5805, 5807,5fl08?„^';lSl„d.(516) 333-5950

liKUS: Wa accept American txprett. Vita, MatterCard and C.O.O. orders. Foreign orders muif be In U.S. dollan. All perianal checks allow U days lo clear. Molt llemt shipped within 24 houri.

L* ^"^^ .^

^

Here'is how to order

Offer good until May 31, 1986.

It takes 2 of their's (Atari) to make 1 of ours.

^29995

29995

^ I

- -T /- /'' . /'■ r' _ jT / / r" /^

I i f I i I i I I r i i I I 1 1

f i I J I r ) I I I I ) t j I I I

t lit I . I I I I I I t I i 1 5

1 4 i I t t t i t I i I

Why pay more FORLESS!

Why buy 2 Atari 1 Mb. Drives, separately pacl<ed, encased in large plastic housings for $599.90, when you can purchase the SD-2000 Drive System for $399.95. The SHANNER SD-2000 is comprised of two 3.5", 1 Mb. double sided, double density drives packaged in an attractive, coordi- nating grey METAL housing and is fully compatible with the Atari ST.*

You can pay Atari or you can SAVE $200.00.

THE SHANNER SD-2000

Available Now!

You be the judge.

$39995

"Atari and Atari ST are trademarl<s of Atari Corporation.

GUMBALL EXPRESS ORDER FORM . For FAST delivery use this order form or call TOLL FREE 800/423-9442

~~~~~~~ D INTERBANK (MasterCard only)

Product Description Price P&L TOTAL

Shanner SD-2000 $399.95 $7.50 $407.45

If you currently own either an Atari SF354 or SF31 4, you can use your existing power supply. If not, please order Model No. SD-2000PS for $14.95.

D Check here and add $14.95 to $399.95

All products will be shipped prepaid UPS ground.

D Check enclosed. (NOTE— order will be shipped when check clears].

Make check payable to: Gumball Express

707 S.W. Washington Street Suite 200 Portland, Oregon 97205

D VISA n MASTERCARD

Name on card

Account #

Expiration Date

Signature

SHIP TO:

Name

Address

City

State

Zip

C.O.D.'s and purchase orders will not be accepted by Gumball Express. Outside the USA add $1 0. and make payment by bank draft, payable in U.S. dollars drawn on a U.S. bank.

POSTER MAKER

GRAPHICS DUMP FOR NON-GRAPHICS PRINTERS

by MICHAEL KRUEGER

If you have a so-called "non- graphics "printer, this is the program for you. Poster Maker creates huge, poster-sized ASCII printouts from any picture in Micro Illustrator for- mat. And it will work with almost any printer including letter-quality daisy wheel printers! This BASIC pro- gram tvill run on any Atari 8-hit Atari computer with 32Kanda disk drive.

f you own an "impact" (daisy wheel) printer, you probably en- joy professional looking, letter- quality printouts. But you also may have wanted just once or twice to be able to do a screen dump, like those dot-matrix printers. And there are probably a few readers out there with dot-matrix printers incapable of handling graphics such as the Atari 1027 or the Epson HomeWriter.

Surely, all of you are aware that none of these printers are capable of graphics. Obviously none could print a 160 X 192 pixel four-color Micro Il- lustrator screen, right? Wrong. With

Poster Maker, it is possible to print any screen drawn with Micro Illustrator on most non-graphic printers.

If you can think back as far as the late '50s or early '60s you ma)' recall "typewriter" pictures of subjects like Abraham Lincoln, meticulously made up of X's and O's on someone's type- writer

Poster Maker does the same thing, only the computer does all the hard work. The program converts screen pixel values to ASCII characters. Of course, these screen dumps are not quite the same as graphics dumps.

For one thing. Poster Maker creates BKi pictures. Depending on your printer, your final picture may meas- ure o\'er 2 feet wide and 1 '/2 feet high. Also, since the picture is made up of ASCII characters, you might want to stand back a bit so that you can identif}' the subject matter.

If you're wondering how a two- foot poster can come out of a printer with an 81/2 inch carriage, the an- swer is simple: You're going to have to do a little cutting and pasting.

But don't let that scare )'ou. The re- sult is well worth the effort.

TYPING POSTER MAKER

Begin by typing in Listing 1,

POSTRMKR.BAS. Of course, check it with TYPO II and SAVE a c()p>- before you RUN it. If you don't wish to type the machine language strings in lines MO and 470-530, simply leave those lines out. SAVE the incomplete pro- gram, type NEW— then t\'pe and SAVE Listing 2.

When you RUN Listing 2, POSTR2. BAS, it will create a disk file called STRINGS.LST containing the special lines. To merge these lines with the incomplete program, LOAD Listing 1 and type ENTER "D:STR1NGS.LST" [RETURN]. Be sure to SAVE the com- pleted program before you RUN it.

RUNNING POSTER MAKER

Poster Maker can onl}' print picture files created with Micro Illustrator- style software, such as tiie software supplied with Atari Touch Tablet and Light Pen, KoalaPad, Tech-Sketch, Chalk Board, etc. If )'ou ha\'e other graphics software, see Charles Jack- son's Rapid Graphics Converter in Antic, November 1985.

When you RUN Poster Maker, you will see a directory of all files on disk drive 1 with ".PIC" extenders. So make sure your picture files contain this extender.

36

ANTIC, The Atari Resource

You will need nine or ten sheets of tractor feed paper It doesn't matter if \()iir printer accepts tractor feed, as long as all nine sheets are attiiched and can run through jour printer without skewing out of line. Poster Maker will not wait for each sheet.

Line up the edge of the paper, turn the printer on, and type the name of the file you wish to print. (Don't type in the "D:" or the ".PIC" extender.) Brief instructions will appear on the screen. Press any key to load the pic- ture file from the disk.

You will now see the picture on the screen. The background ^\'ill be white, and three other colors will be shades of gray. If your picture looks fine now, press [*] to begin printing.

If you don't like the shades, )'ou can alter them. Press [1 ] to alter the shade of Color 1, [2] for Color 2, [3] for Color 3, or [O] for the background. When the shades are set to >'our lik- ing, press [*].

The screen will blank and the print- ing should begin. You may want to turn off the monitor and disk drive

and relax. The printing will take a while. If the printer runs out of pa- per or is switched off, the program will start over.

CUT AND PASTE

When the printing is complete, re- move the strip of paper and take a look at the printout. You should see three long groups of printed charac- ters. Each group or section will be approximateh' three pages in length.

The fii-st section printed by Poster Maker, when \'iewed horizontall)', will correspond with the bottom third of your screen picture. The next section is the middle, and the third section is the top.

Okay, get out your scissors and tape and go to it. {Antic takes no respon- sihi lily for those programmers una- ble to put together a three-piece jig- saw puzzle. Please, do not call or irrite.-AUVC ED)

SUBROUTINES

I borrowed the subroutine that loads Micro Illustrator files from the Antic

Rapid Graphics Converter program mentioned above.

I modified the original routine onh' slightly. In my version the data is printed to the screen instead of being stored in a string. This subroutine (lines 420-560) can easily be used in your own programs. Your i^rogram must first DIM MAIN«(342) and FN$(l6), then place the name of your picture file in FNS.

Before calling the routine, your program must also be in ANTIC mode E— or on XE/XL computers, GRAPH- ICS 15 + 16. For the sake of 400/800 Atari models, we've added line 310 to accomplish this.

Michael Krueger, 16, is a high school sophomore from Vermillion, South Dakota. He debuted in the March, 1986Ax\tic with Build Your Own Lie Detector and seems to be some sort of Atari hardware adaptation whiz.

Listing on page 118

Continental Software

Home Accountant ^27.95

Tax Advantage 27.95

GET BOTH FOR $49.95

Thanks for making our first year a big

success. . . looking forward to serving you

in the future. - White House Computer

SOFTWARE

520 ST SOFTWARE

Haba Wills $24.95

Haba Checkmlnder 46.95

Haba Writer 36.95

Hippo-C 36.95

Haba 10 meg HardDrive 579.00

Express 29.95

Hex 29.95

Infocom (AIIST Games) 29.95

V.I. P. Professional(Lotus123) 79.95

Print Shop, Graphics Library I. II, & III 81.95

Team Modem(Hayes compatible) 210.00

Print Shop, Graphics Library I & II 56.95

PRINTERS

LEGEND 808

lOOCPSwithNLQ

Friction and Tractor $149.95

i20CPSwithNLQ PANASONIC 1091

Friction and Tractor 228.95 ^

1 Year Warranty on Both Printers

'Where Prices are Born, Not Raised.'

HITE HOUSE COMPUTER

P.O. Box 4025, Williamsport, PA 17701

4% VISA

AMERICAN EXPRESS 5%

No deposit on C O.D. orders, free Ireight on all prepaid casH orders over $300 in lire Continental U.S.A. APO and FPO orders add $5.00 per hundred. For Priority Mail add $1000 per hundred. Free shipping lor PA residenls, PA residents add 6% sales lax. All deleclive products must have a prior RA. number.

CALLTOLL FRE 1-800-351-3442

IN PA CALL 1-717-32Z-77II0

Hours Monday Thru Friday 9am Bpm

May 1986

37

Graphic Arts

The Next Step in the €volution of SoFtuuare

Imagine combining the functions of Computer Aided Design (CRD), Bus- iness Graphics, free-liond draujing, and typesetting programs into a package. Include functions or^a simple spreadsheet for data mqi^^^^t,- ipulatlon. Rdd abilities of a simple ujord processor for text annotation' in various fonts, sizes, and rota- tions. Mix all these features into a single package instead of "inte- grating" separate packages. The result is a neuj breed of softuu Graphic Arts. The only graphic arts program available: The Graphic Rrtist.

The Graphic firtisl is menu, macro, command, and language driven. Vou read correctly. Menus for begin ners, commands and macros fof experts, find on optional language interpreter for creating custom applications.

Support for dot matrix printers, color plotters, and laser printers is standard, of course.

Impressed? UUait until you see a demo at a dealer near you I

/A

The Grophic ArlisI

Graphic Rrts has finaJiy arrived.

^4HyH|LflB PROGRESSIVE

I J I COMPUTER LrLJjLjLr APPLICATIONS

2002 McflulifFe Drive Rockvllle, Marvland 20851

(301)340-8398

*LQnguoge $245 odclltlonol

The Graphic Rrtist is a trademark of Progressive Computer Applications, Inc. 520ST is a trademark of Atari Corp.

DIGITAL GARDENER

DATABASE FOR BACKYARD VEGETABLE GROWERS

by CHARLES BARTISH

Digital Gardener plans the layout of your vegetable garden and main- tains a record of your plantings from year to year but you 'II still have to plant it yourself, fust enter the size of your parcel of land and choose your vegetables (among 30 given varieties frcnn asparagus to water- melon). Digital Gardener tells you how many plants per vegetable row to plant, and how far apart your rows will need to be. You can SAVE your plan for use next year, and print out a report to carry to the backyard. This BASIC program works on 8-bit Atari computers ivith 32K memory and disk drive.

r

very spring a young mans ■■ fancy turns to baseball, love

and gardening! But garden- ■■1 ing is no hasty pleasure sport.

You need to plan before the earth is turned and seed is sown. Do you like radishes? Plant as many as you'd like. Hate spinach? Leave it out. With Dig- ital Gardener, you simply tell the corn- May 1986

puter which vegetables you want to plant and the size of your plot of land. Your Atari will determine row spac- ings and planting distances, tell you which vegetables are most compati- ble when planted next to each other, and draw a colored map of your gar- den with all the rows labeled. You can then store your garden layouts on disk to review and modify next year.

With this type-in listing and your 8-bit Atiiri computer with disk drive, this spring you'll avoid the inevitable frustration that sets in when you remember that you've been through it all before, but you can't find the scrap of paper that recorded the plan for last year's delicious harvest.

yOUR PLANTING PLAN

T\pe in Listing 1, MYGARDEN.BAS, check it with TYPO II and SAVE a copy before you RUN it. From the main menu, simply follow the prompts.

First, decide whether you are preparing a new garden or recalling an old one for review. The program stores completed gardens with the fUe extender .GAR and shows you the stored list if you select the RECALL

option. (Antic Disk subscribers will find two sample gardens listed under JOES1984.GAR and DADSI984.GAR).

To plan a new garden choose the MAKE option. Give the garden a name and type in the desired num- ber of feet for length and width. The program will recommend a length, but you need to specify the width, or just go ahead with the suggested gar- den size of 15x30 feet.

Lines 4000-4290 store the data for each of the 30 vegetables in the list. This data provides the name, row spacing, plant spacing, number of plants to feed a typical family of four, and height requirement for each vegetable. (This information came from Groiv Your Own Vegetables b)' Robert Fletcher, Reference Circular 559 from Pennsylvania State Univer- sity Publications, 1974).

The program places the tallest plants closest to the north border. (You may want to adjust the location of your plot according to the sunlight exposure so that lower vegetables, such as lettuce, are not shaded by the corn). Plants are ranked by height tall pole beans and corn are assigned

continued on next page 39

height values of 1 and 2, respectively. Low-growing radishes get a height value of 28. You may set up combi- nations of vegetables if you know you will use space in the same row for dif- ferent members of the same family. For example, my CBl (combination one) is a mixed row of Brussels sprouts, broccoli, and cauliflower

The program will recommend the number of rows or plants you should grow to satisfy the needs of a typical family of four. You can change these values anytime you run the program, or you can insert new values in the DATA statements to suit your own per- sonal needs.

PLOTTING THE PLOT

Now that you've selected the key gar- den parameters, store the data to disk. The program will add the suffix .GAR to your garden data file name. Press- ing [START] will allow the program to calculate the arrangement, row spacing and plant spacing for the garden.

Onscreen you'll find each vegeta-

ble's name and the following informa- tion: DISP is the distance between plants in inches. ROWS is the num- ber of rows of that particular vegeta- ble. DISR is the distance between rows in inches. And SUM is the distance, in feet, of the last row of a given vegeta- ble from the north end of the garden.

The first row of the first vegetable is always planted six inches inside the border. Digital Gardener will calculate the length required for the garden. If the recommended length exceeds the specified length by more than 10%, a warning message and options for proceeding will appear. One option, of course, is to accept the recom- mended new length and break out the rototiller, fertilizer and mulch and get stiirted!

When you and your Atari are satis- fied with the plot, press [START] for a colored drawing of the garden. Each group of rows will be identified by the first three initials of the vegetable's name, and the number of rows of each vegetable will appear. Press [START] again to return to the Garden

Summary. To get a printout of this summary, press [SELECT].

PLOTTING YOUR OWN

The resolution of Graphics 7, used for showing the garden plot, limits the number of rows on the screen to about 70. However, the program will calculate much larger gardens. The variable ROWGAR is dimensioned for 70 rows and must be increased to ac- commodate larger gardens. You don't like traditional rectangular garden plots? Create your own complex gar- den designs with this program by breaking the larger garden graphically into smaller ones.

Charles Bartish, PhD, is a chemical research manager in Allentoivn, Pennsylvania. He uses Digital Gar- dener himself to successfully plot vegetable gardens frotn a 3^-5 foot postage stamp, to a monster 25 x 50 foot family plot that yielded an enor- mous crop.

Listing on page 120

Software for the Atari 520ST

olmcs^^

micfOnO

H & D Base

Relationed Database Management System

H & DBase is a Relational Database Management System developed by Chester Holmes and Oliver Duckworth for the Atari 520ST computer. As a tool, it allows novice and expert users alike to easily manipulate data through the use of straight-forward, English-like commands.

Straight-forward, English-like Commands

Easily Add, Delete, Edit, Display and Print Data

Generate Reports from One or More Databases

dBASE II Command File Compatible!

Access to GEM Interface (Atari Development System Required)

Developed for Mirage by Chester Holmes and Oliver Duckworth

Suggested List: $99.95

' TV-ddemark of Atari Corporation

concEPe^

Fresno, CA 93711

40.55 W. Shaw, #108

For Information:

(800) 641-1441

In California, call:

(800) 641-1442

Toolbox Volume One

Five Invaluable Utilities

Disk File/Sector Editor Memory Editor

Fast Format and Copy Deleted File Recovery

Directory Print Suggested List: $39.95

H&DForth

A Friendly, Fast & Powerful Programming Language

Based on Most Current Forth (Forth 83) Allows Access to All Atari ST Memory

Allows Access to All Atari ST GEM Commands

Includes Graphics, Midi, and Printer Commands

All Code Fully Relocatable

Run-time System for Developers:

No Charge

Suggested List: $49.95

iiitiiitie^iimisiiaiMSimiiiiiuiia&ii^

40

ANTIC, The Atari Resource

Free The Giant In You

Introducing PROTRAIN '^'^

Starting where you are— self-taught programmer or bewil- dered beginner— the PROTRAIN course in programming will show you a new world of advanced capability. Your capability.

Whether your programming will be for the sheer joy of it, or to satisfy career requirements, why not discover and use the techniques of the finest professionals in the field?

A Voyage of Discovery

PROTRAIN guides you from the very start to enjoy learning, with readings, exercises, games, puzzles, challenges- developing your hidden logical and analytical abilities. You'll be pleasant- ly surprised to find no memorizing is required, or encouraged. It is through understanding and doing that you learn. Beginning with Level 0, PROTRAIN escorts you through Levels 1 to 10 in a voy- age which may occupy 4 to 10 months, depend- ing on how much spare time you can devote to it each week With easy-to-use instructions. In your own home. On your own computer. At your own speed. At whatever hour you choose. Alone together with your family.

Thorough and Comprehensive

You will learn more, much more, than how to code a pro- gram in BASIC. With PROTRAIN you will learn how to evaluate program feasibility. How to plan a program to prevent false starts and costly blunders. How to map out the logic flow. How to structure a program from the top down, in such a way that no programmable task need ever be too complex for you to understand. How to document your programs the easy way— as you program— to facilitate pro- gram maintenance. How to test and debug systematically, quickly, successfully.

Your language training is in Microsoft BASIC, so you can easily move on to IBM, Apple, or virtually any major brand of computer. Your logic training is in modular struc- tures, so you can easily graduate to ACTION!, FORTH, C, PASCAL, or any other advanced language.

A Launchpad for Accomplishment PROTRAIN teaches even more: it imparts scientific meth- odology for hands-on exploration. It will teach you how to learn. It will prepare you to proceed ftirther, on your own, without classes or courses. New languages? New comput-

ers? New techniques? Much more easily mastered, after PROTRAIN. And you'll discover new capabilities within yourself as you learn to take charge of your creafivity.

Free TVial

We're willing to send you Level 0 to examine and use for 30 days in your home. Look the materials over. U.se them. Evaluate them. Then decide. If PROTRAIN is not for you, return the materials and you'll owe nothing. If you find PROTRAIN is exactly what you want, send $49.75 (plus $6.00 for shipping and handling) for Level 0— and make your selection from avail- able options for receiving Levels 1 to 10.

Whatever plan you select may be changed or cancelled at any time. SENECOM has remov- ed the risk, the drudgery, and the pressure; now you can begin your exciting journey into profes- sional programming without even stepping away from your home. Contact your local ISR (Independent SENECOM Rep- resentative) or SENECOM PCC (Personal Computer Consultant). Or send the coupon directly to SENECOM, Dept. 50, 13 White St., Seneca Falls, NY 13148. Either way, you're not obligated to keep the Level 0 materials; you may return them and pay nothing if that is your decision.

PROTRAIN requires this minimum syslem: 48K Akiri with a siiif^le density tlisk drive.

r

SENECOM '' Dept. 50

13 White St. Gentlemen: Seneca Falls, NY 13148

It's certainly a I'air deal; I'll try it. Please send PROTRAIN Level 0. I'll look it over and decide whether this is for me. Within 30 days, I'll either send it all back or submit payment for it. If 1 return it, I will owe you absolutely nothing.

My name is

Address

n

(Plea.se Prim)

City, State _ I My age is:

Zip:

D Under 18

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a3I-50

DOver 50

u

Alari is a icpistereii trademark of Atari Corporation; ACTION! is a registered trademark of Optimized .Systems Software. Inc.; Mierosoft is a registered trademark of Microsoft C^irporation; IBM is a registered tradem:irk of IBM Corporation; Apple is a registered trademark of Apple Computer Company. Inc.; PROTRAIN and SENECC^M are registcied trademarks of Seneca Computer Coitipany, Inc.

MOLECULAR WEIGHT

CALCULATOR

CHEMISTS' ANTI DRUDGERY TOOL

by JIM PIERSON-PERRY

Chemistry students exult! MW-CALC will calculate the molecular weight of virtually any chemical formula. This BASIC program works on all Atari 8-bit computers of any mem- ory size, with disk or cassette.

Anyone taking a chemistr}' class quickly finds out thiat deter- mining the molecular weight of a chemical formula is a rep- etitive and boring task. In addition, it seems as if all calculations in chemistry are based on molecular weight. I have faithfully done this for years, but no longer! Now my Atari computer has taken over this chore with MW-CALC.

This program accepts a chemical formula as input, checks it for errors and then displays the molecular weight and an elemental composition table (percentage of each element in the total molecular weight). Note that chemical element symbols use both upper and lower case letters, so be sure that the lower case keys are tog-

gled on, or you will be flagged for errors.

My previous BASIC programming approach had been to quickly ham- mer out code and hope that any needed corrections could be done later by patching. This worked, but it yielded a messy program which was difficult to follow during the debug- ging phase.

With MW-CALC, I changed to a structured pn^gramming approach plan the overall task, break it into smaller tasks, code the small pieces and logically assemble them follow- ing the overall plan. I found that this method greatly speeded up my soft- ware writing. And by having an or- ganized program structure, debugging time was a bare minimum (an ounce of prevention . . . ).

BACKGROUND BUZZWORDS

To use MW-CALC and understand its structure, you need some simple knowledge of a few chemistry terms. (Chemistry students go directly to US- ING THE PROGRAM and do not col- lect S200).

All subst;inces are made up of com- binations of "building blocks" called

elements. For example, table salt is made up of the elements sodium (Na) and chlorine (CI). Each elements has its own atomic weight. When ele- ments join together to make a sub- stance, the result is called a molecule (such as NaCl salt) and its molecu- lar weight is the sum of all the atomic weights of the elements in it.

To complicate things, sometimes small groups of elements combine to make a unit called a radical which acts just as if it were an element. An ex- ample is NH4 which is part of the molecule (NH4)2SO.i (ammonium sulfate, a fertilizer).

Radicals are enclosed within paren- theses and may have a subscript like a regular element. Nested radicals are not allowed. Finally, a molecule may have some number of a smaller mol- cule associated with it. This is called (at least by me) a hydration complex. An example of this is Na^B^O-, *9H20 (borax). Only one hydration complex (if any) can be in a formula.

Another useful piece of informa- tion about a molecule is its elemental composition. This is a table showing what percentage of the total molecu- lar weight comes from each element

42

ANTIC, The Atari Resource

in the molecular formula. For this cal- culation, all occurrences of an ele- ment within the formula are lumped together

In the borax formula above there are 16 occurrences of the element oxygen (O), seven in the main mole- cule and nine in the hydration complex.

USING THE PROGRAM

MW-CALC is a BASIC program that will accept a chemical formula and display its molecular weight and elemental composition. It is error trapped to prevent use of invalid ele- ment symbols or expressions and will flag them in the input string (if pres- ent) for easy correction.

The input formula is limited to no more than 39 characters and no more than 12 different elements. This should not be a problem, since the largest formula 1 know of is only 23 characters long and the largest num- ber of elements in a formula that I could find was eight. If more elements are present, the molecular weight will be calculated but the elemental com- position will not be displayed (to pre- vent messing up the display screen).

Type in Listing 1, MWCALC.BAS. Check it with TYPO II and SAVE a copy before you RUN it.

When you RUN the program, it will first display an introductory screen, then take a few seconds to initialize variables and arrays. An input screen will then appear and wait for you to type in the chemical formula.

Again, be sure to use correct up- per/lower case letters for the element symbols or you will be flagged for in- valid elements. If any errors are de- tected, the buzzer will sound and an error message will be printed along with arrows pointing to the offend- ing character(s). Press any key to re- enter the corrected formula.

After a few seconds, the display screen will appear with the results and an option to enter another for- mula. Answering "No" to the option will terminate the program.

PROGRAM TAKE-APART

Here is an overview of the program structure. I put the often used subrou-

tines at the front of the code to speed

up execution time.

2900-3900 Subroutine to get subscripts.

4200-5200 Subroutine to get

element symbol and test for validity.

56OO-6OOO Subroutine to signal

start of radical. 65OO-73OO Subroutine to signal

end of radical.

7800-8400 Subroutine to signal start of hydration complex.

8700-9900 Start of main pro- gram/initialization.

10000-11700 Formula input.

11900-15000 Main loop to evalu- ate formula and build element com- position table.

156OO-I69OO Complete element composition table and merge redun- dant element entries.

17100-19200 Display results.

19800-21000 Error handling routine.

21400-22100 Element atomic weight data.

After initialization, the program dis- plays the input prompt screen and waits for the string input (FS). The string is tested to be sure it is not null or exceeds 39 characters, then the main evaluation loop begins.

A pointer (PI) is set to the first char- acter in the string. Only the follow- ing characters are allowed: ( or [ Start of a radical

) or ] End of a radical

* or . Start of a hydration

complex Capital letter Start of an element symbol

If the character is a capital letter, the next character is also tested to see if it is a lower case letter (If not, the sec- ond character is assumed to be a null.) Chemical symbols are either a capital letter, or a capital followed by a lower case letter

This test symbol (E$) is then com- pared with an array of valid element symbols (SYMS) and gives an index number (ATNUM) into the atomic

weights array (WT). The pointer is moved to the next character after the test symbol and a subscript is obtained (if present, else default value =1).

The atomic weight is then multi- plied by the subscript and added into the running molecular weight sum (MW). The main loop is then contin- ued until the pointer exceeds the for- mula string length.

If a radical is detected, a flag (RFLAG) is set and the elements within the radical are added into a temporary radical sum (RTEMP). At the end of the radical a subscript (RSUB) is obtained, the flag is reset and the radical weight is multiplied by the subscript and added to the overall molecular weight. A hydration complex is handled like a radical ex- cept that the subscript comes first.

While debugging, 1 ran into the Atari BASIC bug of computing a nega- tive zero value (A = 0: PRINT -A). Al- though this bug has been documented elsewhere (e.g. The Atari BASIC Source Book), it was my first encoun- ter with it. The problem came in line 13900 and I got around it by using the equivalent expression 0-A instead of -A. The bug does not occur with BASIC XL.

Jim Pierson-Perry is a research chem- ist with DuPont. Although Jim has programmed a variety of computers over a 10-year period, he became an Atari evangelist when his daughter 's school began using them in 1982.

Listing on page 137

May 1986

43

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ATAR CAFE

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Photography by Erik Weber

It's the last place you'd expect to find innovative technology. Cedar Ridge, California, pop. 201, high in the former gold- mining country of the Sierra foothills, 200 miles from the smog and neon lights of San Francisco, seven miles off the main highway leading to the casinos of Reno, Nevada. Out in the middle of nowhere.

Route 174 is a narrow strip of as- phalt that twists past cow pastures and winter-bare branches of almond orchards in the rolling foothills of the

Sierra mountains. It veers sharply to the right, taking you on a winding tour of the business district of Cedar Ridge. Like most towns in the Mother Lode, the elevation far exceeds the population.

The sign on the roof of the Roundup Coffee Shop is bound to at- tract passers-by. (And why not, it's the only coffee shop in town.)

Free coffee every day

Free movies every night

Free video games for the kids

But this isn't "Chuck E. Cheese's Pizza Time Theater Goes to the Woods." The entrance beckons with a poster of a menacing skuU and cross- bones done in that unmistakably folksy mechanical dot-matrix style of Broderbund's Print Shop software:

"Warning: During closed hours the computers call police if building en- tered. Armed owner on premises." The skull is surrounded by a border of computer-generated hearts.

Never mind the boarded-up gas pumps outside, the wall clock shaped like a stagecoach, quaint red-and- white checked tablecloths and cur-

May 1986

47

tains. The Roundup Coffee Shop is the roadside restaurant of the future.

Owner Monty Carlton doesn't miss his waitress. "These are the first waitresses that I've ever had that write orders I can always read. I got tired of squinting at the hieroglyphics." He now has a crew of 13 black-and-white mechanical servants who cast a dull purple glow over the dining room of his cafe. They never get sick, they don't talk back to the customers, they'll never ask for a raise, and best of all they can add and subtract without making mistakes. They're Atari computers.

NO TIPPING

The lunchtime rush is eerily silent, punctured by an occasional explo- sion, the gobbling noises of "Pac Man," or the whine of the dot-matrix printer. Outside, the sun is shining on gnarled oak trees against the bluest of blue skies. But inside it's curiously gloomy the lights must stay dim to keep the glare off the wall-mounted television sets. The knotty pine ceil- ing is a spiderweb of wires, the floor a maze of power strips. Joysticks dan- gle from the ceiling on black wires. A banner scrolls by on the television screens: "No tipping the computer. If it has money, it may quit."

The tabletops are a still life that could be entitled: "What's wrong with this picture?" Ketchup, mustard, chrome-plated napkin dispenser. Salt and pepper shakers . . . joystick. Com- puterized messages flash by. "Today's

Special: Homemade Chili." "Your Ad Could Appear Here for S8 a month."

It may be the last place in America where you can buy a steak dinner for $3.95. But that's not the Roundup Coffee Shop's claim to fame. Ever since Carlton replaced his waitress with a computer system, a steady stream of newspaper reporters and television cameras have made the pil- gramage to what he calls "The world's first computerized coffee shop. It definitely brings in the customers and the free publicity," he says with a laugh.

An Atari computer enthusiast who has worked in the restaurant business for most of his life, Carlton escaped from Los Angeles and moved his fam- ily to this town a year ago. When he bought the business, the restaurant had a western theme and business was slow. Now, the crew of Ataris saves him $20, 000 a year and Carlton is the only human employee. He fries up the orders in the kitchen, answers ques- tions about the computers, brings the food to the customers and buses the tables.

BBS BURGERS

Monty's computer-printed menu fea- tures food from the heart of America. There's the "BASIC Special" (Home- made Biscuits and Gravy), the "Disk Drive" (Four Griddle Cakes and two eggs for $2.25) "Lap Top Portables" (Beverages) and "Bits and Bytes" (side orders).

The coffee shop seats 52 customers, with a joystick and an Atari computer

at each of the 13 tables. Blocky, computer-generated banners advertis- ing "Home-Made French Fries" and "Country Biscuits and Gravy" span the knotty-pine paneled walls. The ac- counting for the business is done with his own software on the Atari. Even the security for a restaurant full of tempting electronic ecjuipment is taken care of by Ataris hooked up to an alarm system.

Carlton even claims he's discovered the first truly practical application for the Supra Micronet, a local network designed primarily for schools that al- lows eight computers to share the same disk dri\'e and printer. The Roundup has two Micronets linking 13 Atari computers to two disk drives and two printers.

NO WAITING

This isn't just another roadside attrac- tion. Carlton talks about his Atari cafe with all the seriousness of a Wall Street accountant.

"The number one reason why restiiurants go broke is employees," he says. The system, based on inexpen- sive 800XL computers and black-and- white TV sets, cost less than S400 per tiible. Carlton claims that it has already paid for itself.

"Look," he says as he bustles around cooking the orders and answering pa- trons' technical questions, "In the res- taurant business you have three main expenses food, rent and labor. Food and rent are fixed expenses. Labor is the only place you can cut, and I've reduced my labor expenses to zero."

"The closest you can get to this is

48

ANTIC, The Atari Resource

the automated teller machines at banks," Carlton says. "Once people got used to using ATMs, they got im- patient with waiting for real tellers." He's taken the "wait" out of "wait- ress." "If a customer comes in and knows what they want, they can or- der from the computer and get the or- der to the cook immediately," he says. "How many waitresses ask you how you want the bacon cooked? It's al- ways burned or cold. The computer can ask you questions and give you answers a waitress would never think of."

And the service is fast. It took less than three minutes for Carlton to fry up the specialty of the house a BBS (Bulletin Board System) Burger and deliver it to the table.

As a deterrent to non-computer orders, a message flashes onscreen, "Order from the computer and have one chance in 40 that the computer may buy your lunch." Another ban- ner flips by: "Today's special: Fresh Apple Pie. Chili and Beans." Press the joystick trigger and the menu appears on your tableside TV. Carlton wrote software that leads the customers through CompuServe-style displays where they make choices by pulling back on the joystick.

When an order is completed, they enter it by pressing the joystick trig- gen The check is tabulated and printed out in the kitchen as the ob- noxious screech of the printer drifts into the dining room. While waiting for Monty to fry up lunch, customers can pop in an Atari game cartridge and play Pac Man or Pole Position.

THIS IS WEIRD"

A family of four walks in off the road. They crane their necks and gawk at the black-and-white TV sets and the computer-generated banners. The kids tug Dad's shirt tails and say with wide eyes, "Daddy, this place is weird!" But as soon as the kids dis- cover the joysticks and the free com- puter games, they love it. Mom strug- gles to figure out how to use the menu while Dad asks Monty, "Don't you end up doing more work this way?" "No, you just have to train the ne- ophytes," Carlton says, "If we all took

to computers like the kids, this would be easy."

The Roundup isn't the first techno- logical encroachment in the Sierra foothills. Ironically, it's on the main route leading to the town of Grass Val- ley where, during the glory days of videogames, Atari, Inc. had their own Camp David. At this think tank retreat started by Nolan Bushnell, several Atari innovations including the X-Y monitor and the VCS game machine were born.

SILICON FOOTHILLS

You would think that the locals of this county of sawmills and orchards would be bitter about computers replacing a job opportunitity. But Carlton says it's not an issue.

"The customers love the com- puters," he says, "People who would never even touch 'em little old ladies 70 years old they're delighted." Thirty regular customers already have their own private menus built into the system, recallable with a push of a joystick trigger

The locals like the excitement that the Atari Cafe has brought to town. "This ain't a town," a woman in the next booth corrects me, "It's a dot." "The Sacramento TV cameras inter- viewed me last week," she says. But the local residents seem to like the 1- in-40 chance of winning lunch on the house more than the TV cameras, Atari computers and free video games.

"We came in a little low on cash one day, and we ordered the cheapest thing on the menu and, darnit, we won," she says. "The odds are better than the California Lottery. We call it eating to win."

The veins of gold have long since dried up. But for hometown entre- preneurs like Carlton, one frontier remains computer technology. He plans to package Atari computers along with his software and market it as a dedicated restaurant system.

"If you installed this system in a Denny's or a Bob's Big Boy, think of the money you'd save. You're talking hundreds of thousands of dollars a year," he says. __

May 1986

49

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or will be available for Apple. Macintosh.

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and IBM PC and compatibles.

Apple is a trademark of Apple Computer. Inc.

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Publisher

James Capparell

Editorial

Jack Powell, ST Editor Patrick Bass, ST Programmer

Art

Diane Lindley, Assistant Art Director

Production Assistants, Deborah Onodera and

Gregory Silva

Cover Art

Diane Lindley

May 1986. Volume 5. N'umbcr 1 Antic— The Atari Resource is published twelve limes per year by Antic Publishing. I-ditorial offices are located at 524 Second Street, San Francisco. CA 94107. ISSN 0745-2S27, Second Class Postage paid at San Fninci.sco. California and addi- tional mailing offices. POSTMASTER: Send address change to Antic. P.O. Box 1919, Marion. Oil 4.^.^06.

Editorial submissions should include program listing on disk or ca.ssette, and text file on media and paper if text was prepared witli a u'ord processor. Media will be returned if self-addressed stamped mailer is supplied. Antic assumes no responsi- bility for unsolicited editorial material.

No part of this publication may be reproduced, stored in a retrieval system, or trans- mitted, in any form or by any means, electronic, mechanical, photocopying, record- ing, or otherwise, without the prior written permission of the publisher. Antic is an independent periodical not affiliated in any way with .Atari Corp. ATARI i.s a inidemark of Atari Ciir\x All references to .Atari products are tnidemarked and should be so noted.

Antic is a registered trademark

of Antic Publishing, Inc.

Copyright ©1986 by Antic Publishing.

All Rights Reserved, Printed in TSA.

CONTENTS

VOLUME 1

NUMBER 10

JOYSTICK ST 52

Type-in software on page 128

VIP PROFESSIONAL 58

PASCAL AND MODULA-2 FOR THE ST .... 64

TWO ST BOOKSHELF MUSTS .. 68

Type-in software on page 126

68000 EXCEPTIONS & INTERRUPTS 72

ST BASIC DISK I/O 78

Type-in software on page 136

ST PRODUCT NEWS 81

ST BASIC VDI CALLS 88

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May 1986

51

Progranfx those D6-9 ports

By Patrick Bass, Antic ST Program Editor

Let's face it. Some programs work better with joysticks tiian with the keyboard or a mouse. People are comforta- ble with a joystick now. Some children have even grown up from infancy with a joystick in one hand. The Atari 52OST can access joysticks also, and this article will familiarize you with the methods needed to initialize and get readings from the joystick ports from C language. (Right at the start, we should tell you that we have not yet discovered how to do this from ST BASIC or LOGO.)

PHYSICAL REALITIES

The Atari 520ST has two DB-9 joystick comiectors located on the right side of the cabinet, towards the rear: JoyO in front, and Joyl in back. Standard Atari compatible switch-type joysticks plug into these ports. The front port, JoyO, can also support a mouse. Unlike the Atari 8-bit com- puters, the DB-9 ports on the 520ST will not support pad- dle controllers.

The two ports are each four bits of an eight-bit I/O port located directly on the 6301 Microprocessor that controls the keyboard. NX'Tiile these are normally input potts, they may also be set as output. HOW to set them as output is beyond the scope of this article. (Which gives you some- thing to do, eh?)

The 6301 Keyboard Controller has the responsibility of keeping track of which key is pressed, where the mouse is, what state, (if any), the joysticks are in and then com- municating this information to the main 68000 proces- sor. To know what to do, the keyboard is able to receive commands as well as report events. Sure enough, in the

Atari Developers Kit documentation you can find at least two different ways of sending commands to the keyboard.

WHAT GOES ON?

In a nutshell, if we just wanted a joystick reading the proc- ess would go something like this: Send a joystick interro- gation command to the keyboard, then wait in a loop un- til your joystick interrupt routine signals a "joystick packet" has been received from the keyboard. Now read the desired bytes out of the joystick packet. Sounds easy, right? Read on. . .

JOYSTICK ALA MODE

The joystick handler for the 520ST will operate in one of five modes: Disabled, Monitoring, Keycode, Event Reporting and Interrogation. While this is more complex than an Atari 8-bit joystick, with complexity comes power. Let's closely examine each of the available modes.

DISABLED— This is the mode TOS powers up in. Nei- ther one of the ports are scanned or monitored for joystick information. To read information, the keyboard must be told which type of joystick scan to perform. To disable joystick reporting:

C Source code

#define IKBD 4

Bconout(IKBD,Oxla)

68000 Assembly

move.w #$la,-(sp) move.w #$4,-(sp) move.w #S3,-(sp) trap #13 addq.w #6,sp

52

ANTIC, The Atari Resource

MONITORING Here we can instruct the keyboard to scan the joysticks every A'^ hundredths of a second. Be- cause this mode is incompatible with the default IKBD (Intelligent Keyboard) handler, users are encouraged to use another type of report, (keycode, event, or interrogation) or write their own IKBD handler. Monitoring mode is used mainly in game programming rather than general purpose programming.

KEYCODE^This mode allows the joysticks to return standard cursor key make/break control codes. The stick directions will emulate the cursor arrow keys and the joystick fire buttons will return S74/SF4 for JoyO and S75/SF5 for Joyl.

EVENT REPORTING— This mode causes the joysticks' status to be reported every time a Joystick Event is detected. A Joystick Event is the closure or release of a joystick but- ton or the physical movement of the joystick itself. This mode is supported by the default IKBD handler, but as the joysticks are initially disabled, the event reporting mode command ($14) must be sent to the keyboard first before any joystick information will be reported. Sample code to enable event reporting looks like:

C Source code 68000 Assembly

#define IKBD 4 move.w #Sl4,-(sp)

: move.w #84,-(sp)

: move.w #S3,-(sp)

: trap #13

Bconout(IKBD,0xl4) addq.w #6,sp

INTERROGATION— This mode causes the joystick sta- tus to be reported every time an interrogation command (Sl6) is sent to the keyboard. This mode is also supported by the IKB^ handler. But because the joysticks are ini- tially disabled, you must first send an interrogation mode enable command (S15) to the keyboard. Sample code to enable interrogation mode is as follows:

C Source Code

#define IKBD 4

Bconout(IKBD,0xl5);

68000 Assembly

move.w #$15,-(sp) move.w #$4,-(sp) move.w #S3,-(sp) trap #13 addq.w #6,sp

To actually interrogate the joysticks, command #Sl6 is used, as in the following example:

C Source Code 68000 Assembly

#define IKBD 4 move.w #Sl6,-(sp)

: move.w #S4,-(sp)

: move.w #S3,-(sp)

: trap #13

Bconout(IKBD,0xl6); addq.w #6, sp

INITIALIZATION

There is a row of nine addresses in memory called the Intelligent Keyboard Vector Base Table (IKBDVBASE). These addresses (numbered 0 to 8) are vectors which point to the different subroutines that will be performed when-

ever their associated keyboard interrupt is generated. Vec- tor #6 is the pointer to a routine that handles the joystick interrupt.

To find vector #6 and activate the joysticks, we must first locate the beginning of the vector table. This is ac- complished with BIOS #34, Kbdvbase(), which returns a LONG pointer to the start of the table. We now need to place the address of our own joystick interrupt routine in vector #6, so we take the LONG pointer returned from Kbdvbase(), add 24 to it to account for six entries of four bytes each and the result is where we place the LONG address of our own joystick interrupt handler.

To read the joystick, using Interrogate Mode, send an "interrogate joystick" (Sl6) command to the keyboard. Now sit in a loop for a short time while the keyboard com- puter reads the joystick ports and assembles the joystick packet.

BACK PACKET

This packet is nothing more than a collection of data the keyboard sends back about the state of the joystick. It comes in two forms each two bytes long.

For Event Reporting Mode, the first byte in the packet is an identifier byte that describes which joystick the in- formation comes from. JoyO is identified by SFE and Joyl is SEE The second byte describes the bit pattern of the joystick press. Using the form: bxxxRLBF, bit 7 (b) denotes when the fire button is pressed. Bits 3, 2, 1 and 0 (R, L, B, F) are set whenever the joystick is pressed Right, Left, Back, or Front. Bits A-6 are unused.

In Interrogation Mode, every time an interrogation com- mand is sent, both joystick states are returned. The first byte in the packet is the bit-pattern from JoyO, and the second byte comes from Joyl, using the same bit-format as in Event Reporting Mode.

HANDLING PACKETS

When the 520ST has assembled the joystick packet, it loads the address of the packet into aO (and the stack) and then jumps through the (new) joystick interrupt vector. The joystick interrupt handler code should (at least) first save to the stiick all registers used, then set a flag to show that a new joystick packet has been received.

Be sure and transfer the packet to your own buffer quickly, before a new packet is generated and overwrites the old packet. Then unstack and restore any registers used before returning through a RTS. Don't take more than 1 millisecond to do your interrupt work. And keep in mind this interrupt routine is performed within supervisor mode.

SAMPLE PROGRAM TAKE-APART

Examine Listing 1. This is a demonstration of joystick ac- cess using Interrogate Mode. It is written in Developers Alcyon C. At the top we have the typical #includes and #defines. CON stands for Consol— or video display IKBD for Intelligent Keyboard and CR and LF for Car- riage Return and Line Feed.

continued on page 56

May 1986

53

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Right under the integer declarations we have built two structs, or structures. These are arrays of information that can be manipulated easily from C. We build the first struc- ture, called ikbdvbase, out of nine long words which each point to a different routine in the keyboard vector table. The next structure, savesys, is an image of the first, so we don't need to declare it. It will later be used to re- store our original vectors.

MAINO

hi our Main( ) routine, we initialize( ) this application, do print out the values for stick(()) and stick(l) until [CON- TROL] [C] is pressed, and then terniinate( ) the appli- cation.

INITIALIZEO

To initialize the application, we first make our standard v_opnvwk( ) call and set a flag which will be used later Next, we find the stiirting address of the keyboard inter- rupt structure from Kbdvbase( ) and place it into a LONG variable called kbdvbase.

Using this value, the next nine lines will transfer the current vectors in the keyboard structure into our savesys structure we set earlier. Next, point just the joyvec vec- tor (the jo)'stick interrupt handler \'ector) to our routine with kbdvbase->joy vec = &joystick which means, "The kbdvbase structure entry joyvec gets replaced with the address of joystick()." And now we send an enable joystick scan instruction to the keyboard with Bconout( IKBD, 0x15 ).

TERMINATEO

To exit the program, we first stop joystick scan with the Bconout( IKBD,0 x la ) command, then replace the used joystick interrupt vector, and re-initialize the mouse con- trol for relative positioning. Finally, we close the work- station and exit the application.

STICK IT TO ME

The stick( ) routine sends the interrogation command to the keyboard computer, then waits while the keyboard reads the joysticks and assembles a packet. It waits inside the do statement which says, "Do nothing while flag is not set." When the joystick interrupt handler below receives a joystick packet, it will set flag, and stick( ) will continue. It resets the flag, picks up either packet[0] or packet[l], depending on which stick was chosen, then returns the joystick state.

INTERRUPT ROUTINE

This is the routine that receives the joystick packet from the keyboard handler. It is performed during an interrupt, and under supervisor mode. (By the way, any attempt to perform I/O from here will result in disaster Do your work as quickly as possible and leave.) We are passed a pointer to the packet in register aO and also on the stack. This means we can access this value from C by declaring it as we enter the C routine. We do this at char buffer[3], which will assign the value on the stack (our address) to

the array called buffer[]. This routine does nothing but transfer two bytes from buffer[] to packet[] , and sets the flag to show reception of a packet.

HEX OUT NOW

The next routine, Pbyte( ), works with the following rou- tine Pdigit( ) to print out values as hexadecimal numbers. These numbers allow the bit-patterns of the joystick ports to be more easily deciphered.

WRAP-UP

That concludes this short discussion of joystick access on the Atari 520ST. To give you a further example, we have included Listing 2, a bare-bones demonstration program featuring a bit of "Pong" and a taste of "Breakout".

As written, neither of these games are particularly challenging or bug-free. But they will run on all resolu- tions and should provide a practical demonstration of ST joystick programming. Take them apart, put them together, and create your own version of "Galaxian Swamp Beetles."

ST Resource would like to thank Richard Frick of Atari, and Dave Getreau, Senior Programmer at Atari, for his invaluable assistance and expertise on the subject of ST joystick control and the intelligent keyboard. —ST RESOURCE

Listing on page 128

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ANTIC, Ttie Atari Resource

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1-2-3 for tKe /T?

Reviewed by GIL MERCIEZ

My mouth had been watering ever since the first ads for VIP Profes- sional, a Lotus 1-2-3 clone with the GEM interface, began appearing last July.

Finally, after months of missed shipping dates (all too common in the computer industry), VIP Professional arrived on dealer shelves in mid- December. The price had now jumped from the introductory S99 to $179.

The impressive, shrink-wrapped packiige featured screen shots of drop- down menus and windows on a desk- top spreadsheet. Onl)' after opening the package and scanning the "Read Me First" pamphlet did I discover that the VIP I had just purchased was a "text version" minus the GEM in- terface.

Tlie GEM version, explained the pamphlet, was too large to fit into the mcmor)' of the ST with TOS still disk- based. As soon as TOS ROMs were available, I would be able to get the GEM ^'ersion I assumed I had already bought for an additional S19.95.

T{3 add insult to injury, tlie initial release of Professional was so full of

bugs as to be totally unusable. And the customer service representatives re- fused to talk to customers until VIP received their registration cards. I was shuttled from VIP Technologies to Shanner International— the firm mar- keting VIP Professional. Both claimed the other had responsibility for the product.

Rarely have I seen such a debacle with a new software release.

After VIP received my registration card, however, things slowly began to change. The mute customer service at VIP changed to curt exchanges and finally to helpful responses. Updated versions of Professional, which fixed many of the early bugs, were sent to dealers to be distributed to previous purchasers. An even more solid text version was finished in mid-January. The SI9.95 GEM upgrade charge was eliminated with the promise that all registered owners would be sent the GEM version as soon as it was available.

At last I could smile about my purchase.

(As ST Resource goes to press, VIP Professional and Shanner Interna-

tional are embroiled in litigation over control of this product. VIP claims Shanner no longer has a right to sell it, and Shanner claims it still does However, both companies agree that VIP is responsible for customer support and that registered oivners will get a free upgrade to the GEM version. But Shanner still has some VIP software packages in stock and VIP seems uncertain whether or not it will provide customer support for owners of VIP Professional packages sold by Shanner after litigation be- gan. These questionable packages are identified by serial number ST Resource recommends that anyone purchasing this product first call and give the the serial number to VIP for the latest status —ST resource)

VIP Professional is an integrated package that combines the functions of spreadsheet, database, and presen- tation graphics into one program. Designed as a Lotus 1-2-3 Release 2 clone, VIP Professional represents the fii-st serious business application avail- able for the ST.

Those with a working knowledge of Lotus will feel right at home with

58

ANTIC, The Atari Resource

Professional. The command structure is identical. Spreadsheets and tem- plates can be transported from Lotus to Professional and vice versa. A vir- tually unlimited number of applica- tions are available.

One note of caution. Lotus 1-2-3 Release 2, which appeared last Sep- tember, has a few compatibility prob- lems with the more established Re- lease lA particularly in the way labels are treated in fonnulas. You may also run into these same problems with Professional.

Professional is first and foremost a spreadsheet. A spreadsheet is nothing more than a grid arranged from columns and rows of cells in which labels, formulas, and values can be en- tered and manipulated. The idea is rather simple, but applications can range from very basic to extremely complex. Professional provides 8192 rows by 256 columns. More than 2 million cells!

The database section of Profes- sional uses the same cell format and functions in combination with several powerful datii commands. Combining sprcadsheeting and datiibase func- tions allows for powerful applications ranging from complicated home budgeting and tax preparation to in- ventory control in large corporations. Financial planning and forecasting can be handled with ease.

The graphics portion of Profes- sional allows you to construct color displays of bar graphs, stacked bar graphs, pie charts, line graphs and xy graphs. The speed of display is im- pressive as are the results. Graphs can be saved to disk and printed with a utility program provided on the mas- ter disk. Further enhancements such as font styles and borders will be ad- ded with this utility.

Novices to sprcadsheeting will find the multitude of commands and func- tions bewildering. You will not mas- ter Professional o\'ernight.

The 250 page spiral-bound manual does an excellent job of explaining the essentials of spreadsheet manipula- tion and lays a foundation for more advanced concepts. The manual is divided into a tutorial and a reference section. While not all commands are

covered in the depth that 1 would have liked, a bibliography is provided for further reference. Any of the man)' Lotus books crowding bookstore shelves will apph' to Professional.

Also included is a handy fold-out reference card with a summary of commands. An online help feature can be called at anytime from within Professional, provided that the help files are on your disk. Page references to the manual are provided from the help screens.

In m}' job, I am constantly filling out financial statements in computer- coded forms, adding and manipulat- ing them, and calculating various financial ratios from them. With Professional, I was able to design a spreadsheet that took all the drudg- ery out of this chore.

I had tried this project a couple of years ago using VisiCalc and my 8-bit Atari, but abandoned it after a few weeks. It took more time than cal- culating the figures manually, VisiCalc had too many limitations, and disk ac- cess was too slow.

With Professional I can vary in- dividual column widths, use labels that spill over to the next cell, and in- corporate macro commands into my spreadsheet.

Macro commands take much of the tedium out of entering data onto a spreadsheet. Using the /() macro, which autoruns as soon as a file is loaded, I virtually eliminated manual cursoring. 1 was able to construct cus- tomized menus in which one keys- troke eliminated more than 25 strokes for printing a portion of the spread- sheet. Ranges of cells can be named allowing the macro to address the name rather than having to remem- ber its specific range. It's a mini lan- guage in itself and one of my favorite features.

Currently, Professional only sup- ports Epson-compatible printers but will support more as device drivers for TOS become available. The text version of Professional is huge, taking up more than 280,000 bytes of a disk. The master disk cont:iins an AUTO folder which will allow Professional to autorun when you have the TOS ROMs. If a template or spreadsheet is

renamed to AUTOVIP it will automat- ically load on bootup if that file is in one of the online drives.

Hard disk support, essential to busi- ness applications, is mentioned in the package. But I was unable to \'crif)' this at this time. Hopefully, hard disks should be available for the ST by the time you read this.

After a rocky start, VIP Technolo- gies appears to have gotten back on track. My only complaint on the latest text version is the somewhat slow screen scrolling which i:: attributed to having to update i/K of screen mem- ory as opposed ii IK on an IBM PC. Tom Nelson, mniKeting director for VIP, said that code optimization on the GEM version is underway which should solve that particular annoy- ance. He also emphasized the impor- tance of sending in the registration card in order to be eligible for the GEM upgrade.

I am anxiously awaiting the GEM version of Professional \\'hich should be available by the time you read this. VIP is an important product in estab- lishing the ST line as a credible pro- ductivity tool both at home and in business appUcations. (Gil Merciez will follow up this re- view with a look at the GEM version of VIP Professional as soon as it be- comes available. Watch for it soon in the ST Resource. -ST RESOURCE)

VIP PROFESSIONAL VIP Technologies Corp. 132 Aero Camino Santa Barbara, CA 93117 (805) 968-4045 $179.95

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May 1986

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Persorval Pascal

Reviewed by CHRISTOPHER CHABRIS

From here, choose "Edit" from the

file menu to summon the text editor.

I reviewed version 1.0 of Personal

Pascal, which included a traditional

Optimized Systems Software, the people who wrote DOS, BASIC, MAC/65 and ACTION! for the 8-bit Atari Computers, have entered the growing market for ST development tools with Personal Pascal. As might be expected by those familiar with the OSS reputation, this comprehensive and well-documented package firmly establishes Bill Wilkinson's company as a top supplier of high-quality ST systems software.

With Personal Pascal, OSS has at- tempted to provide a complete lan- guage system for ST users who want to develop professional-quality appli- cations. The software comes on one single-sided disk and consists of edi- tor, compiler, include files, linker, libraries, and demonstration pro- grams. There is also a desktop-style "Manager" program that ties every- thing together by providing an in- tegrated development environment much more straightforward and friendly than the standard C command-driven system.

To begin a programming session, double-click on the PASCAL. PRG icon to run the Personal Pascal Manager

keyboard-based screen editor reminis- cent of the editor in the 8-bit AC- TION! cartridge. Even the totally mouse-bound should have no prob- lem here. It uses the top screen line for status information, leaving the other 24 for text. The entire key- board, including the function keys, is used for cursor control and command entry, and all operations are mnemonic. Also, if you're a veteran of WordStar, you may use the same control-key commands.

The editor can be told to automati- cally backup your files, and it offers two special features: autoindent and chaining to compilation. When au- toindent mode is on, pressing [RE- TURN] will indent the cursor on the next line to the same character posi- tion as the beginning of the line above it. This makes it easier to produce readable code. When you are through with an editing session, pressing [F9] will save your file, then automatically compile and link it, returning you to

the normal Manager screen upon completion.

DEMO LISTING

Before we discuss the compiler itself, look at Listing 1 in the Software Li- brary section. This is a sample Per- sonal Pascal application that I wrote in a couple of hours after a quick read- ing of the manual. It will present the GEM Item Selector dialog, allowing the user to select a file, then count the number of lines of text in the file. The result is reported in an alert box, and the process continues until the user clicks the Cancel button in the Item Selector

The source code for this program is 1740 bytes, and the executable file produced by compiling with de- fault options is 8939 bytes. From the editor, the entire compile-and-link takes less than two minutes on a single-sided, one-drive system. With all the necessary programs and files on the disk, there is still about 6OK available as disk workspace. Personal Pascal is compatible with both RAM- disks and hard disk drives for even faster program development.

64

ANTIC, The Atari Resource

Personal Pascal adheres to the Level Zero 1982 ISO Pascal Standard, with several conimon extensions and many ST-specific library subprograms and language directives. It is an excellent language for use with both introduc- tory university computer science courses and the Advanced Placement Computer Science curriculum in high schools.

Personal Pascal provides a full im- plementation of the standard lan- guage. The only significant omission is the conformant-array parameter found only in the Level One 1982 ISO Standard. (Conformant-array

parameters allow procedures to re- ceive array arguments without know- ing their exact dimensions. For exiim- ple, you could create a library of generic matrix manipulation procedures.)

Useful extensions for structured programming include the LOOP EXIT-IF END construction, which makes its test in the middle of the loop in contrast to WHILE and REPEAT-UNTIL, which test at the be- ginning and end, respectively. Other extensions include predeclared sub- programs for string manipulation, bit- shifting, file management, clock ac- cess, program chaining, and com- mand line argument retrieval. Five ST- specific language directives are provided:

EXTERNAL allows Pascal pro- grams to call subprograms written in assembly language. The documenta- tion gives some information on the internal format of the various data types and the protocol for parameter passing, but it could be more complete.

C does the same for sub- programs written in compiled C. To be used by a Pascal program, external and C subprograms must be in object code format and linked to the com- piled Pascal program.

BIOS, XBIOS, and GEMDOS are directives that each take an integer constant as argument and execute the corresponding BIOS, extended BIOS, or GEMDOS function. The manual is very sketchy on the use of these direc- tives, but one of the demonstration programs provides an example.

The Personal Pascal compiler

produces .O object files directly with- out an intervening assembly step. These files can be linked either with the supplied linker (called from the Manager) or with the linker supplied in Atari's Development Package. Files intended for either linker are compat- ible with the other.

Native-code compilation has the advantage of speed which 1 personally feel outweighs the benefit of having assembly language source code out- put to modify before assembling \()urself. My experience makes mc confident that the Personal Pascal compiler generates efficient code for my applications.

GEM SUPPORT

The area where Personal Pascal really shines is GEM support. OSS has provided a library of procedures and (unctions, called PASGEM, that greatl}' simplify the task of programming for (iEM \T>I and AES routines. With Per- sonal Pascal, it is easy to start pro- gramming with windows, menus, and dialog boxes without having ever seen Atari's monstrous development package.

gem's basic services are divided into the following categories: Initializ- ing and Exiting, Alert Boxes, Dialog Ho.xes, The Menu Bar, Window Man- agement, Window Text and Graphics, Mouse Control, Event Management, and Miscellaneous Routines. For each of these areas. Personal Pascal pro- vides one or more subprograms to control the GEM features.

In designing this interface to GEM, OSS chose to disregard the bindings and standard calls used in the ST De- xelopment Kit software (C and assem- bly language). The Pascal routines have many similarities with those dis- cussed in the GEM VDI and AES manuals, but they are essentially a re- working of the system. Of course, they themselves make calls on the ROM GEM routines at the machine language level, but to the Pascal pro- grammer they are a different set of routines.

As far as 1 am concerned, OSS has made the right choice in reworking the GEM calls in this fashion, and has done it well. I found it cjuite simple to write the CountLines program (List-

ing 1) using a few common GEM fa- cilities, within minutes of first running Personal Pascal. In my experience the supplied routines work perfectly. It is true that not every single GEM call is supported by Personal Pascal, but all the essentials are there. Assembly lan- guage or C programmers can add whatever functions the>' need and link them to compiled Pascal j| programs.

283-PAGE MANUAL

However, the most important aspect of Personal Pascal's GEM interface is its accessibility. The manual devotes nearly half of its 283 pages to the GEM/Pascal Library, carefully explain- ing each sub-program and discussing global issues like event management and user-interface philosophy. This documentation can never fully re- place Atari's own, but it does a better job of teaching GEM programming and giving programmers a quick start in producing applications.

The manual also adequately docu- ments the Manager program, editor, compiler, and linker Strangely though, the documentation leaves its reader wanting more. This is not be- cause the documentiition is incom- plete. It is because the reader wishes OSS could have answered all the other cjuestions about the ST. 138 pages are just not enough to provide all the in- formation necessary to produce a professional ST program. What about BIOS, XBIOS, and GEMDOS func- tions? "What about the Line-A graphics routines that include bit-block trans- fer and seed-fill operations? What about controlling peripherals?

If you have Atari's S300 Develop- ment Package, you can answer some of these questions within Personal Pascal. For example, to write a sub- program to control the ST sound chip you need to determine from the BIOS Technical Reference Manual what parameters need to be passed to which XBIOS function number- information that is stamped "Con- fidential" and not generally available.

OSS is currently working to address all of these areas. But even without complete documentation on all

continued on next page

May 1986

65

aspects of ST programming. Personal Pascal will be more than adequate for most user projects.

There is little to dislike about Per- sonal Pascal. A few minor bugs in the first release were quickly fixed. By the time this review is published, a new version should be available. Accord- ing to OSS, it will feature a GEM-based program editor capable of handling multiple files simultaneously in sepa- rate windows, more GEM support and documentation, more Pascal exten- sions, and improved code generation. Conformant-array support is under

consideration. Additionally, a BIOS/ XBIOS/GEMDOS support library with fiill documentation was to be available in March. Finally, if you want to dis- tribute your Personal Pascal software commercially, OSS only requires that you visibly acknowledge the role of their product in developing yours. No royalties.

Anyone who is considering pro- gramming the ST, with or without the GEM interface, either commercially or as a hobby, should also consider pur- chasing Personal Pascal. OSS has al- ways followed up on its quality prod-

ucts with free newsletter, voice telephone and BBS support (you have to pay the long-distance company, not OSS). Like the TV commercial says, when you buy Personal Pascal, you buy a company. This is the best fea- ture a software package can have.

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Listing on page 126

Modula-2 /T

Reviewed by TIM OREN

Modula-2 is a relatively new computer language developed by Professor Nik- laus Wirth, the inventor of Pascal. Like Pascal and C, Modula is a block- structured, compiled language. If you are used to interpreted BASIC, this means that any Modula code which you enter must be run through a pro- gram called a compiler, which con- verts Modula into machine code, which in turn is loaded into the ST and run. Block structuring means that rather than assigning statement num- bers to lines, they are grouped in blocks by surrounding keywords. The blocks may then be used as one state- ment in IF or loop statements.

Like Pascal, Modula is a strongly "typed" language. This means you must declare all variables and routines before you use them. When they are declared they are given a type, such as INTEGER or CARDINAL. The com- piler requires that you always perform operations on variables of like type. For instance, you would not be al- lowed to directly add a REAL and an INTEGER. However, there are type conversion functions to allow this. The purpose of this restriction is to prevent inconsistencies in the use of a variable from creeping into the code and causing errors.

Most of Modula's syntax is derived directly from Pascal. However, two

important features have been added. The first is the concept of modules (hence the name). A module is a col- lection of routines which perform related functions. For instance, the routines to insert, retrieve, and delete information in a data structure might be combined into a module. The pur- pose of modularity is to divide a pro- gram into smaller, easier to under- stand pieces.

Communication between modules is by means of IMPORT and EXPORT lists, which define exactly what each module is allowed to know about the others. This gives you freedom to make any changes you want within a module, so long as the exported variables and routines still behave the same. Since the function of each mod- ule is well understood, you can reuse them in other programs and build up a library of code to speed your work.

The second addition in Modula is support for concurrent processes and co-routines. The language provides the ability to send messages and flags between modules which appear to execute simultaneously. The run-time library provided with Modula handles the switching between tasks. While many users may never require this fa- cility, it allows Modula to be used for some projects which have required as- sembly coding up to now.

TDI MODULA-2

TDI Software of Bristol, England has acquired the rights to commercially distribute the Modula compiler and related software developed by Dr. Wirth. Modula-2/ST is their im- plementation for the Atari 520 ST. It is supplied on two single-sided disks, and includes the Modula compiler and linker, as well as a GEM-based program editor. The package has ex- tensive library modules which pro- vide the Modula run-ttme services and complete access to the ST's BIOS and DOS, and the GEM VDI and AES. I tested TDI Modula on a 520ST with two single-sided drives and RAM-based GEM. Since I am fluent in C and have some knowledge of Pas- cal, I skimmed over a copy of Wirth's primer on Modula-2 to prepare and then worked my way through the ex- amples given in TDI's manual. Finally, I modified the example programs both to experiment with the editor, and to create some error cases to test the compiler and the tools supplied.

PERFORMANCE

I found the compiler itself to be very robust and reasonably fast, even on a floppy-based system. While testing, I deliberately made coding errors which are apt to crash compilers, such as misarranging the block structure of

66

ANTIC, The Atari Resource

the program. In every case, TDI Mod- ula correctly diagnosed the problem.

The compiler itself consists of a main program and a set of overlay files, which are loaded into memory one after another to perform the var- ious phases of the compile. This makes for a good deal of disk I/O, but the Atari drives were up to it and the delays were not annoying.

The editor supplied with Modula is a straight-forward programmer's tool. Again, I found no bugs here. The linker which must be run after the compile to prepare the PRG file is quite fast, especially to anyone who has used the LINK68 program in the Atari developer's kit.

There is one major deficienc-y in the Modula-2 package: a debugger Everyone makes errors, and the use of a breakpoint debugger is probably the best way to find the mistakes. The Modula linker does not produce a symbol file, so there is no way to sub- stitute another program, such as the SID provided to Atari developers. The programmer must resort to inserting print statements within the program to get test output. This an important shortage in a language as sophisticated as Modula.

The only bug I encountered while using the package is actually a prob- lem in GEMDOS (TOS). It seems that under some conditions the DOS does not free the memory allocated to a fQe when it is closed. Alter a while, it runs out of memory and just stops open- ing new files. This produces interest- ing effects such as Desktop windows which are empty, or compiler runs with no output! Given the amount of file accessing performed by Modula, I was forced to reboot after every three runs to avoid the problem.

ERROR HANDLING

TDI has come up with a clever way to handle compile errors. Instead of being written directly to the screen and then scrolling off the top, they are written out to an error file. When the editor next loads up the program's source code, the error file is also read, and the offending locations are marked. Positioning the edit cursor at the mark causes the error niunber and

description to be printed at the bot- tom of the editing window. After fix- ing the error, you may delete the er- ror marker or the editor will do this automatically when it writes the file out.

My only criticism of this scheme is that the error messages seem to be stored on disk, and the editor pauses to access them whenever the cursor hits an error mark. This can often be annoying when moving rapidly through the text. TDI could improve this feature by waiting for the cursor to stay in one place for a while before writing out the error

Assembler and C programs which commit run-time errors on the ST are prone to disappear in a barrage of bombs, never to be seen again. So, it was a relief to see a friendly alert box appear on the screen when I deliber- ately caused a divide by zero error This service is provided by the Mod- ula run-time librar}' which traps error conditions before they get to the ST's bomb code.

DOCUMENTATION

TDI Modula is provided with a sin- gle, wire-bound user's manual. This does not purport to teach you Mod- ula. For that you are expected to buy one of the tutorial books available on the language. 1 chose Programming in Modula-2 by Wirth himself, and found it adequate for an experienced programmer but probably heavy go- ing for a beginner

Over half of the TDI manual con- sists of listings and catalogs of library functions. The remainder is a short tutorial on using the package, and slightly longer descriptions of the compiler, linker, and editor I found the tutorial itself poorly organized and probably confusing to the begin- ner No reference is made to where the various files may be found. You are expected to work it out yourself. While you must use the editor to en- ter the sample program in Chapter Two, the editor itself is not described until Chapter Four, and the keys which make it work are defined in Appendix B.

While TDI Modula includes a com- plete set of bindings (subroutine calls)

for the BIOS and DOS, VDI and AES, they are documented only with one or two line entries showing their call- ing parameters. For more informa- tion, one is referred to the documen- tation supplied with the GEM manuals supplied with the Atari De- veloper's Kit. Since this kit costs S300 and includes an entire C compiler it- self, this seems a rather questionable approach to the problem.

GEM ENVIRONMENT

When a generic piece of code, such as Wirth's Modula compiler, is moved from machine to machine you can ex- pect to see some traces of the proc- ess. Although all of its components use the GEM windowing services, Modula-2/ST shows its non-ST origins clearly. Two examples will suffice.

The first problem is in the edit- compile-link-test cycle. The editor, compiler, and linker each bring up a file selector when they are run. You must then select the appropriate file, and edit the path if your file is on a different drive. This process can get quite annoying after awhile. It seems reasonable that TDI could overcome this difficulty, and make the whole system easier to use, by creating a su- pervisor program to move you be- tween the various programs in the sys- tem without dropping back to the Desktop each time.

The editor is also minimally adapted from a text-only version. For instance, drag-selection of text is not possible. You must mark text blocks by positioning the cursor and select- ing a menu item for both the begin- ning and end.

While the ST's cursor keys are used, augmented functions such as word left or end of line are clumsily placed on the function keys. Due to the ST's layout, touch typists must take their fingers off the home row to hit the function keys, which slows things down. Menu alternatives are provided, but this involves taking the hand entirely off the keyboard and performing two mouse actions. A fre- quent user will probably find the edi- tor to be slow and a bit frustrating.

continued on page 70

May 1986

67

Reviewed by Patrick Bass, Antic ST Program Editor

ATARI ST INTERNALS

I have a lot of books already, but this volume easily found a place on my reference library shelf. With the ex- ception of VDI and AES information, Abacus has placed, in one package, nearly everything needed for you to start programming the ST. Atari ST Internals has 448 pages packed with information for the user who needs to get work done now.

Abacus has covered nearly every as- pect of the 520ST, There are chapters covering all the "off-the-shelf" chips inside the computer. The 68000 processor, 68901 MFP, AY-3-8910 sound chip, WD 177 2 Disk controller and the 6850 ACIA are thoroughly described, complete with chip pinouts and programming models. But even more important, the book provides detailed examinations of the four custom chips MMU, DMA, GLUE and SHIFTER.

MMU is the Memory Management chip that controls how the 68000 ac- cesses RAM/ROM memory. DMA is the Direct Memory Access chip which transfers memory from here to there, very quickly. GLUE does just that.

replacing many separate ICs with a single package for controlling basic system timing. It literally GLUES the other chips together electrically. SHIFTER is a very fast video-bit shifter that transfers the video information from memory to the display screen.

There are excellent chapters on the different interfaces to the 520ST, in- cluding descriptions of the keyboard, mouse systems, video, Centronics parallel port, RS-232 port, the MIDI connection, the cartridge slot, the hard/floppy disk and the DMA inter- face, along with programming exam- ples for each.

An entire section is devoted to the ST Operating System, and goes into great detail on each BIOS and XBIOS call available. Abacus has even in- cluded a section on how to use the "back-door" into the 520ST— the Line-A interface along with sample programs.

Exception processing is covered in the section that describes the inter- rupt structure of the 520ST, and gives examples of how to access the Verti- cal and Horizontal Blank routines al- ready set into the 520ST. The in- cluded VT-52 emulator is covered.

Also covered are the known "cast in concrete" system variables down on Page 4. True, Antic introduced these in the September, 1985 issue. But the Abacus book adds sample values and explains what these values mean to the 520ST. Very nice.

Finally, after a short discussion about the 68000 in general, the last third of the book has a printed, com- mented listing of the Operating Sys- tem, TOS. I spend most of my time here. Right here in one spot are hundreds and hundreds of program- ming examples for access into GEM and TOS, written by the same people who brought out the 520ST. (The horse's mouth!)

Them's the picks, now come the nits. Who proofread this book? Zippy the Pinhead? There are so many typo- graphical errors that I stopped count- ing. The project was obviously rushed to print. Also, the programming ex- amples included in Atari ST Internals are in 68000 assembly language, which tells me they assume the reader is familiar with the 68000. Not every- one is yet. And hey, folks, get this:

continued on page 70

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ANTIC, The Atari Resource

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448 information-packed pages and NO INDEX in tlie baclc of the book. What is this about computer books without indexes? Have we no data- bases? Nevertheless, this is an impor- tant indexless book to have.

ATARI ST MACHINE LANGUAGE

If you have a 520ST and feel you need to begin learning 68000 Machine lan- guage (if only to understand the ex- amples in the book reviewed above), you might try ST Machine Lan- guage from Abacus.

While other books on 68000 pro- gramming are more comprehensive, ST Machine Language not only ex- plains the workings of the 68000, it also gives examples of program code written for, and on, a 520ST. To use the examples in the book you will need a 520ST and practically any 68000 assembler. The assembler in the Atari ST Developers Package or the Haba Hippo-C assembler will work fine.

This book assumes the reader is al- ready programming in a higher-level language (like BASIC or C) and wants to learn 68000 assembly language. It was written, however, so that anyone interested in computers can glean in- formation from it.

I admit that my first impression of this book left me lukewarm. But a closer examination, along with the weight of sample programs included, swayed the benefit of doubt over to Abacus' side.

Caveats here include as many typo- graphical errore as in the other two volumes Abacus released for the 520ST. (Presenting the Atari ST was reviewed in Antic, October 1985.) And don't look for an index in this 277-page book either.

ATARI ST INTERNALS

ATARI ST MACHINE LANGUAGE

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continued from page 67

OVERALL

Because of the merits of the language itself and the quality of the compiler, TDI Modula-2 has the potential to be a great product. However, insufficient attention has been paid to adapting it to the ST. In addition, TDI seems to be confused over who might buy this package.

For the amateur programmer in- terested in trying something beyond BASIC, the $149 price tag is rather steep. A Modula textbook will have to be purchased in addition to the man- ual. The TDI manual itself requires some puzzling to get started with the package.

For the professional, the level of operating system and graphics sup- port provided is inadequate. Anyone expecting to do serious work wiU also have to purchase the $300 developer's kit from Atari. The lack of a debug- ger will be especially felt in an)' large project.

This reviewer would like to see TDI either upgrade this product, or release a second version of Modula tor the ST. The compiler itself is good enough that an adequate set of support tools could make this into a trul}' excellent language for the Atari ST.

MODULA-2/ST TDI Software Ltd. 1040 Markison Road Dallas, TX 75238 (214) 340-4942 $149

Tim Oren needs little introduction to members of the ST developers com- munity. Currently user interface designer with Activenture the firm which designed the CD-ROM soft- ware for the ST— Tim was previously involved with Digital Research in designing GEM. He is also the author of DR LOGO and the Resource Con- struction Set. ST Resource readers who waitt to get to know Tim better shoidd take a look at his highly in- formative Professional GEM columns in the ST SECTION of ANTIC-On Line on CompuServe

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ANTIC, The Atari Resource

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by DAVID and SANDY SMALL

The February 1986 issue of ST Resource published ST Crash Clues, a brief introduction to 68000 exceptions. In the next three months, David and Sandy Small will give us a much closer look at the same subject.

—ST RESOURCE

The following is the first in a series of articles discussing 68000 (and 6502) interrupts and exceptions in detail. Along the way, many important concepts underlying the ST's 68000 architecture will be discussed. This series is aimed primarily at the intermediate to expert program- mer. But it has information of interest to nearly anyone namely, "What are those bombs doing on my screen?"

Because many ST Resource readers as well as most newcomers to the 68000 are more familiar with the 6502 processor used in 8-bit Ataris, (as well as Apple lis and Commodore 64s), we'll begin with the 6502 and use it as a base of knowledge to understand the 68000 's in- terrupts and exceptions. In fact, some of the starting con- cepts of this topic are pretty much the same on both microchips.

Before we roll up our sleeves, I should mention that throughout these articles I've sprinkled something I call: <Hacker Notes>. To some, the term "hacker" has nega- tive connotations. It implies a WarGames sort of destruc- tive mentality. To me, this is totally inaccurate. "Hacker" used to be a very proud term signifying: 1. Freedom of information exchange and 2. Freedom of creativity. We "hackers" knew what the term really meant long before the national press picked it up as an instant buzzword for

the relatively few who abuse computing. {See Hackers For- ever in the September, 1985 Antic for more on this. —SI RESOURCE)

I write articles like these because 1 believe in freedom of information exchange. Much of this information was dearly won, but with it you can create much more easily (the second ethic) and not have to cover the same ground. I always found that when I give information away for free, it has a way of returning manyfold via the informal and incredibly effective hacker's network.

So if the Hacker's Ethic appeals to you, take the infor- mation here and use it to create something! And if you're in the mood, let me know what you created. One good way: my CompuServe ID is 76606,666. And in ANTIC ONLINE, and the SIG * Atari developer and l6-bit sections on CompuServe, there are a great information exchanges filled with hackers willing to share information, program code and the like.

INTERRUPTS: OVERVIEW

What's an interrupt? It's a request for the CPU (central processor unit) to suspend whatever it is doing, and go do something else. When the CPU is finished handling the interrupt, the processor goes back to what it was do- ing in the first place.

Some fast definitions;

Interrupts are serviced (handled) by an "interrupt serv- ice routine." This routine is a specialized piece of code that deals with the interrupt and then exits back to the "main routine'^— which is the code that the CPU was ex-

72

ANTIC, The Atari Resource

ecuting when it was interrupted.

Why interrupts at all? Because they are quite handy. An analogy will illustrate this: Consider the problem of an- swering your front door when someone shows up. A good example of an interrupt in real life is a doorbell. When the doorbell rings, you drop whatever you are doing and go answer it.

But if you have no doorbell, your alternative is to look out the front door every 30 seconds or so and see if some- one is there. Most of the time someone is not there (at least in my neighborhood) and you end up wasting a lot of time. Computer people call this "polling".

So having a doorbell to interrupt you is much more ef- ficient. You only spend time answering the door when someone is there.

Computers are the same way. If the computer has a great deal of time to waste, it can poll (look out the door) for things going on, without doing any harm. But if the com- puter is busy (which the ST and 8-bit machines definitely are) it hasn't got time to waste. Interrupts are the answer here.

What does an interrupt do, exactly? There are some common aspects to all interrupts:

1. Something happens that causes an interrupt. There is now an "interrupt pending." The CPU is notified that it needs to interrupt. It takes the location where it is cur- rently executing at the program counter (PC) and saves it usually on the stack. It also generally saves the cur- rent flags.

2 . The CPU begins executing an interrupt service rou- tine, which it finds in a specifically defined place.

3. The CPU does whatever the interrupt needs it to do. For instance, in a modem program it might receive a character that was just input and store it away for later processing.

4. The CPU clears the source of the interrupt, so there is no more interrupt pending. In other words, the cur- rent cause of this interrupt is satisfied and the CPU won't interrupt again because of it. In a modem program, this would prevent us fetching the same character multiple times.

5. The CPU restores its program counter and the flags from the stack, and thus begins executing the main rou- tine where it left off.

All of the above is common to both the 6502 and 68000 processors. However, the low-level details are not the same between the two processors. I want to begin with a gener- alized overview to keep things in perspective. Since most readers approaching the 68000 for the first time are ac- quainted with the 6502, let's talk about that processor first.

There has already been a lot of information printed on the 6502 interrupt scheme. Since the main intent of this series is to educate about the 68000, I'll avoid the intrica- cies of the 6502 not also applicable to the 68000. The remainder of this first article in the series will concen-

trate on the features in the 6502 which are similar to the 68000.

6502 INTERRUPTS

In the Atari 8-bit machines, there are two types of inter- rupts. One is "maskable", the other "non-maskable". These terms define whether or not you can shut off that partic- ular interrupt. For instance, if I'm executing a piece of CPU code that absolutely must nothe. interrupted, I can "mask off a maskable interrupt. Think of masking tape keeping paint from where you don't want it and you'll have the idea.

A maskable interrupt is often called an IRQ, which stands for "Interrupt Request".

Non Maskable Interrupts (NMI) are a different breed. They happen whether you want them or not. They are reserved for things that absolutely must interrupt you regardless of the consequences to your program. In the computer world, they are like being pulled over by a traf- fic cop. Note the lack of the word "request" in NMI. It's not a request, it's an order!

On the 8-bit Atari, Maskable Interrupts are:

Serial Bus stuff. . . talking with external devices (disk drives, modems, and so on).

POKEY timers (generally, sound generation).

Keyboard . . . someone pressed a key.

[BREAK] key

As you can see, these are all high priority sorts of things (sound, for instance, just can't wait). But also they are things that a program might want to shut off, such as a program that doesn't want sound.

As I mentioned before, you can choose to shut off these interrupts. One way is with the 6502 SEI instruction, which turns them all off, regardless. (6502 CLI turns them back on). If you need just some of them, then you must write to a hardware register, IRQEN (Interrupt Request En- able), specifying just which of these interrupts you want to work and which you don't.

The 6502 Non-Maskable Interrupts are:

System Reset key (Wouldn't want to ignore that!)

Vertical Blank: This is critical to the video display, and the video just can't wait.

Display List Interrupt: Again, this is critical to the video display.

The first. System Reset, is something you would never want ignored. The second two are made non-maskable because the video must constantly receive information from the Atari to keep its image onscreen. Remember, the video must "refresh" (be told) all its display information each l/60th of a second. So vertical blank and display list interrupts cannot be delayed.

<Hacker Note: The newer Atari 8-bit models make Sys- tem Reset a true reset, a special sort of interrupt I'm not going to discuss here. The intent was to fix a bug in the old computers. If the 6502 executes some particular ille- gal opcodes, it will lock up so completely that even an

I

I

May 1986

73

NMI will be ignored. The only way to get it restarted is with S)'Stem Reset. It represents a "Get Out Of jail Free" card. I mention this to help avoid confusion. >

<Hacker Note: There is a memory location that alkn\s you to close down Non Maskable Interrupts if \-ou ha\e a Good Reason to do so. It's called NMIEN (Non Maska- ble Interrupt Enable) and it allows you to shut off the Ver- tical Blank and Display List Interrupts. (Normally, DLLs are off an\'way). However, you'd better have a darn good reason to shut off the Vertical Blank; it is not something ordinarily done. A small bit of trivia is that you can't shut off the System Reset key. But it had better not be i:)ressed when )'ou power up the machine. Atari VCS (2600) game machine owners found that pressing the reset button while powering up had strange effects on games. . . like man\' extra players, invulnerabilit)' to missiles, etc. Now >()u know why.>

How does the 6502 handle interrupts at the assembler and machine level? Three ways:

Non-Maskable Interrupt (NMI): Go to wherever SFFFA points to.

System Reset: Go to wheree\'er SFFFC points to. In other words, if the 16-bit address at SFFFC is "$1234", jump to S1234 and start executing. The importiint thing here is that this is a POINTER, not actual machine code. We'll be seeing lots more of pointers in the 68000, so I am point- ing this out early. (Sorry about the pun.)

Maskable Interrupt (IRQ): Go to wherever SFFFE points to.

At the hardware level, there are two pins to the 6502 which are triggered to cause an interrupt. As you may have guessed, one is IRQ (Maskable Interrupt), and the other NMI (Non Maskable Interrupt). And, of course, there's al- ways Reset.

Now, all these locations, SFFFA-SFFFE, are in system ROM, so you're stuck with whatever the system designers make interrupts do. Fortunately, the Atari designers gave an unprecedented amount of freedom to the user, so the interrupts are "vectored," or directed, to go through a RAM location which you can alter if you wish to process the interrupts. So, if you choose, you can redirect the in- terrupts to your own service routines rather than using Atari's default service routines.

In computerspeak, we are "revectorlng the interrupt service routine."

An example? Okay: The serial bus. "When the disk drive starts sending data to the Atari, the Atari must be listening in a certain way. This is because the data is coming from the disk drive at a fixed rate. And if the 6502 takes its at- tention from the drive, it'll lose some of that data. So in- coming disk "serial " data generates an interrupt which quickly sends the 6502 off to listen to the serial bus and gather in the data.

<Hacker Note: You can't use the disk drive while the 850 interface is running in its concurrent mode for just this reason: The Atari is listening so hard for incoming characters it can't listen to the drive.>

I here have been several disk speed-up programs that make the serial bus run even faster (which is no trivial

task). Some examples are Warp DOS from Happy Com- puting or SynchroMesh from Indus. In these, the data is coming very, very fast from the dri\e too fast for the Atari routines. So these programs redirect the Atari inter- rupts to a specially coded, ultra-high-speed handler that can handle these fast data recjuests.

<Hacker Term: Redirecting an interrupt is called "steal- ing the interrupt." The term is used so often that I thought I would define it for you.>

This pretty much finishes up our discussion of the 6502. Next month, I'll begin discussing the 68000 the reason most of you began reading this series in the first place. But now that we've laid the groundwork, we're read)- to lake off. The 68000, after all, is a close cousin of the 6502. It builds on the original like a good sequel to a hit movie.

David and Sandy Small are professional programmers and longtime contributors to Antic Magazine. David's SI Uses IBM Disk Files appeared in our Sovendyer. 1985 issue. David and Sandy are co-authors cyGuidebook For Winning Adventurers, which was reviewed in the Septem- ber 1985 Antic. __

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Rarvdom access file corvtrol

by DAVID STAMBAUGH

The Atari 520ST computer breaks new ground for personal computer owners in the area of power per buck and graphics capabilities. But for those who bought an ST expecting to transfer their 8-bit Atari BASIC pro- gramming skills unchanged hefty surprises are in store. One of the big- gest changes is in the area of random disk file handling. And in this article I will give you a sample of how the ST handles random files.

RANDOM ACCESS

Basically, there are two different types of files sequential and random. Se- quential files are like a spool of recording tape. If you want to see what's at the end, you need to unwind the whole tape. That takes time.

However, random access files are like LP Records. To see what's at the end, just skip over everything else and start reading (or writing) wherever you need. This saves time because now you don't need to read 349 items to get to the 350th, you just move right to the 350th item and start reading.

PROGRAM BREAK-DOWN

Examine Listing 1. This ST BASIC pro- gram demonstrates how a random ac- cess file is created, written to and read from.

First, you establish some constants in lines I5O-I6O, then clear and erase the output window. The OPEN com- mand in line 190 is somewhat like the OPEN in 8-bit Atari BASIC. You assign the file number, the access type and the filename, but here you also tell it the length of the record. This is be- cause ST random access files use fixed-length records.

OPEN SESAME

The command structure is: OPEN <mode>, <file number>, <filename>, <record iength>. The mode can be O for sequential file output, I for se- quential input, or R for random file access. The file number can be any number between 1 and 15, preceeded by the # sign. And, as far as I have been able to figure out, there are no pre-assigned codes such as the 6 was for 8-bit BASIC.

The filename is enclosed in double quotes and consists of a drive speci- fier (A: or B:), a filename with the fa- miliar up-to-eight-letter-name period and up-to-three-letter-extender.

At the end of all this is the record length. This is optional and defaults to 128 bytes, but should be set at the length of your individual record. Ran- dom access files require that all of your records occupy the same

amount of space regardless of their actual length.

RANDOM FIELDS FOREVER

The FIELD command, in line 200, sets aside space to be used as a buffer for the random file access. You don't directly move data from a string to the disk. Instead you move it to the buffer (described shortly) and then use the PUT statement to write the record to the disk, or the GET statement to read the entire record.

The format of this statement is FIELD <file number>, <field width> AS <string variable>, etc. For exam- ple: FIELD #1, 10 AS PHONES, 25 AS PERSONALS. This is a bit strange- looking if you are used to Atari 8-bit BASIC, so let's examine it more closely.

The file number is just like the OPEN command and can be from 1 to 15- Using the above example, the field width instructs the computer to use the first 10 characters as PHONES, and the next 25 as PERSONALS. One important thing to keep in mind is that the sum total of the field widths in the FIELD command should be ex- actly the same as the length specified in the OPEN command.

RSET & LSET

The RSET and LSET commands (line

78

ANTIC, The Atari Resource

290) move the data from the string variables you are using (A$ and BS in the example program) to the buffer area for the random files (PHONED and PERSONALS in the example pro- gram). Do not try to re-assign the buffer string set aside to a variable value using a LET st;itement (LET PERSONALS = AS or PERSONALS = AS). Doing this will simply move the variable pointer away from the buffer area and defeat what you're trying to do. RSET will right-justify the data as needed and either truncate or pad with blanks if needed. LSET does the same except that it switches to left- justification.

USING GET

The GET command (line 550) has the format of GET <file number>, <record number>, with the record number being an integer variable within the range of 1 to 32767. This command will read the next <record length from the OPEN command> number of characters from the file ac- cessed through file <file number>.

The data is placed into the random access data buffer as outlined in the FIELD command. Your program then needs to move the data to the varia- bles involved, using either the LSET or RSET command. It is possible to tr>' and access data beyound the range of the actual file scope, so your pro- gram needs to somehow handle this potential problem.

PURSUING PUT

The PUT command (line 310) has the format of PUT <file number>, <record number> with the record number being an integer variable within the range 1 to 32767. This command will tiike the data in the random access buffer defined by the FIELD command and write it to disk in the <record number> position within the file.

When writing to the file for the first time, you must write the file in se- quential order. Note that you must use the LSET or RSET command to move the data to the random access buffer before issuing the PUT command.

CLOSING IT UP

The CLOSE command (line 460) takes the form CLOSE #<file number>, #<file number>, etc. This will close the specified open file(s), flushing the data buffers to the disk if necessary. The file number is optional and issu- ing the CLOSE command without a file number will close all open files.

RANDOMLY ENDING

This brief introduction does not even begin to explain how to use numeric variables with random access files. (HINT: Look up the MKDS, MKIS and the MKSS commands.) Experiment with this feature, and see how fast you can access data.

Dave Stamhaugh programs DEC PDP-11 computers for the Caterpil- lar Tractor Company in East Peoria, IL. Since 1982, he has owned every Atari computer model except the 600XL. He is a past president of the 400-member Peoria Atari Computer Enthusiasts.

Listins on page 136 u2

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10K Rev. "B"O.S. Upgrade

for older 800/400's End printer/disk drive timeouts ahd OTHER ERRORS. Many new programs require Rev. B. Type the following peek in Basic to see if you have Rev. B. PfflNT KEK(5B383). II the result equals 56 you have the okl OS. ThrM CMp ROM ut artlli In-

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/T reviews

TREASURE ISLAND

Windham Classics (Spinnal<er Software) One Kendall Square Cambridge, MA 02139 (617)494-1200 $39.95, ages 8-15

Reviewed by Sol Guber

"Shiver me timbers matey. Yo ho ho and a bottle of rum." Ah, yes sailing on the Hispaniola and no land in sight. Hiding in the apple barrel and listening to the mutinous whisperings of the man with the black patch.

Based on the classic Robert Louis Stevenson novel, Treasure Island is a graphic adventure game that brings to life all the major characters of the book. It is designed for the young ad- venturer, about 8-15 years old.

There are two ways to look at this adventure game either from the viewpoint of a young child who is trying to learn to read better and have an adventure, or as a sophisticated adult who has played many adventure games and expects a great deal from the package.

Although the package describes the age range for this game as 10 to adult, this does not have any of the trade- marks of an adult game. The puzzles

are not difficult. There does not seem to be any humor in the game. The lan- guage parser is average. There are no clever tricks or puzzles needing to be figured out. This is my adult view of the game.

On the other hand, my 8-year-old daughter Rebecca likes this adventure game. The graphics are not great, but she says it would distract her if the pictures were bigger and there was less writing on the screen. (The graphics and text use the l6-color, 40- column mode of the ST). She likes the idea of having a scene and a picture of the person to whom she is talking.

Rebecca also likes the list of vocabulary words supplied in the package. And there is a command called WORDS that lists all appro- priate words for each individual scene. To her, this is a big help. (I did

not bother to tell her that it also helps me.)

Finally, there is a large amount of help built into the first few actions. It is very easy to respond correctly when the computer prompts you, for example, that Bones is getting thirsty and wants something to drink.

Rebecca also appreciates the idea that there is no scoring in this game. And when you're near an object that is really needed later in the game, you cannot leave the vicinity of that ob- ject without picking it up. (This would have helped in Hitchhiker's Guide if you never thought of pick- ing up the fluff.)

And Rebecca especially likes the SAVE feature. You can save at any of 10 positions. When you specify the position, you can also specify a 30- letter message to remind you next time of what is being saved there.

The big question is whether the game is playable by children, and w^iU they want to play it. Rebecca took about 45 minutes to leave the tavern and get onto the ship. She was only killed once during the first chapter of the book and it was her own fault, be- cause the computer told her that there were loud noises coming from the continued on next page

May 1986

81

parlor and she went to investigate.

In retrospect, each piece of the puz- zle was logical and seemed fair. She got lost on the path to Bristol, but the computer helped her find her way. She thought the music being played was good and appropriate. It also quieted down to let her read the text.

The next day, she wanted to play some more and spent another hour aboard the Hispaniola. The lack of really good graphics was more bothersome now and she complained that the game seemed harder There were fewer prompts and she care- lessly fell overboard. However, she is continuing to play the game and thinks it is a good value. Having read the book, she knows what to expect, but this is not a real advantage.

I would give Treasure Island a B for effort and execution. The adventure is interesting and playable. The "Word Window" vocabulary feature is very helpful for getting through the puz- zles and finding the treasure.

But I don't think the game uses many of the strengths of the ST. There is much disk information being trans- ferred, even though the pictures are not full-screen. The pictures could be done in much more detail and the sound capabilities utilized more. Still it is a good first ST effort from Spin- naker and young adventurers will en- joy it.

KING'S QUEST II

Sierra On-Line, Inc. P.O. Box 485 Coarsegold, CA 93614 (209) 683-6858 $49.95

Reviewed by Brad Kershaw

I used to be a member of the I-Hate- Adventure-Games Club until I met King's Quest II, Romancing the Throne. This program is a break- through in game adventures. I say "game adventures" instead of adven- ture games because King's Quest II is mostly animation with a little typing thrown in.

The fii-st thing I said when 1 saw this game was "WOW." And I didn't stop being amazed. You never know

what you might encounter just around the next bend. It might be a beautiful beach or it might be an enemy stalking you.

You play the role of King Graham who must find three keys and free his loved one, so that he may regain his rule over the land. Sounds easy? It isn't.

Your royal alter ego is a little ani- mated figure controlled by either key- board or joystick. You begin your journey on the beach with waves crashing against the rocks in the back- ground. Move King Graham to any

edge of the screen and, seconds later, the next picture screen loads in.

I still can't get over the graphics. The trees, buildings, lakes and ocean are all dimensionally correct. In other words, you can walk into a tree head- on, or from the sides, the back, or just walk around it. If you see a tree with a long branch that extends off onto the right side of the monitor, you will see the rest of the branch when you get to the next screen.

Each screen is colorful and detailed with a good feeling of atmosphere. I thought there could be only a few screens on one 3 •/2-inch disk, but was I wrong! 1 counted at least 35 screens on the first disk alone. And there are two disks to the game.

As you travel about this strange land you may encounter other animated characters each with his, her, or its own personality. You might recognize some of the characters from fairy tales and legends. And you will soon find out if they are there to help or hinder you.

Wandering through the vast king- dom, you find treasures to offer your betrothed if you can locate her You can search anything you see on any screen, from grass to rocks. You may

find items to trade with other charac- ters, or items useful for self-defense.

And when 1 say self-defense, I don't mean you use these items to fight other characters. King's Quest II is probably the least violent adventure game I have seen. I would rate it "G" for general players (families with younger children).

The story itself is very well laid out. It's obvious that a lot of thought was given to how the screens would fit to- gether and how the characters would interact. The characters you will meet are delightful. Each one has a differ- ent facial expression and can move about as freely as you. And you will find yourself freely running from a few of them.

If all adventures could be this en- joyable and visually stimulating, I would have been an adventure game freak long ago. I found myself up un- til the wee morning hours, with just the monitor lighting the room, laugh- ing and smiling at a new sequence I had discovered. Then 1 realized I was afraid 1 would complete my quest, and 1 didn't want it to end.

I read somewhere that Sierra On- Line is working with Walt Disney Stu- dios on a Black Cauldron game. 1 guarantee that when it becomes avail- able for the ST, I the guy who hated adventures will be first in line, checkbook in hand.

FAHRENHEIT 451

Telarium Software (Spinnaker) One Kendall Square Cambridge, MA 02139 (617)494-1200 $49.95

Reviewed by Gil Merciez

The time is the mid-2 1st century. A devastating war in America has re- cently ended. Books are illegal The ideas within their covers are deemed dangerous by the political powers.

You are Guy Montag, a former fire- man. But the job of fireman has mu- tated over the years and now you are supposed to burn instead of extin- guish— to set afire written pages and punish those who would protect out- lawed books.

As Montag, you discovered the

82

ANTIC, The Atari Resource

beauty in books and have turned to help The Underground. Each mem- ber of The Underground has commit- ted a complete book to memory and is the sole repository for that particu- lar work.

This is the setting for Fahrenheit 451, a graphic/text adventure from Telarium which spans two disks. "Your objective is to link up with Clarisse, the girl who introduced you to The Underground, and put a stop to the extinction of books. This adventure represents a sequel to Ray Bradbury's famed early '50s science-fiction novel.

The setting for Fahrenheit 451 is primarily the buildings along Fifth Av- enue in New York City. Members of The Underground are everywhere. You communicate to them with your lighter and various literary quotes. In return they pass along information to aid in your quest. As the game lacks a scripting feature, note-taking is es- sential for recording the quotes you hear

Beware of the firemen and their mechanical hounds. Check your ID and don't lose track of time. Don't overlook the phone booths and the subway.

Three graphics areas use the upper third of the screen with the rest devoted to text. These three areas are sometimes combined to form larger pictures. While colorful and cartoon- like, they generally lack definition due to the small screen area being used. Having seen them a few times, I found game play was speeded considerably by switching to an all-text mode.

There is a lot of disk access in this adventure and the program supports two disk drives to reduce disk swap- ping. Up to 10 positions can be saved on a separate disk. Music and sound effects are sprinkled throughout the game, but the program uses none of the special features of the ST and ap- pears to be a straight port from 8-bit systems.

The parser, while adequate, is far from state-of-the-art. A word list is in- cluded in the excellent documenta- tion along with 25 coded hints, but some of the stock responses seemed out of place for particular requests. 1 certainly didn't expect a "Nothing

happened" response when examining objects. Also, every time you die, you are told this fact twice.

The text and storyline are the strong features of Fahrenheit 451. Gripping prose combined with the unique approach of obtaining and us- ing literary quotations save this adven- ture from mediocrity. As opposed to many graphic adventures, descrip- tions in Fahrenheit 451 are rich in both style and content. I found my- self drawn into the story, trying to fit all of the pieces together

Thanks to liberal hints and sugges- tions from The Underground, I never reached a point of total frustration.

Despite a few drawbacks, primar- ily in ST implementation, Fahrenheit 451 is an absorbing addition to an ad- venturer's collection.

PERRY MASON

Telarium Corp. (Spinnaker Software) One Kendall Square Cambridge, MA 02139 (617)494-1224 $49.95

Reviewed by Brad Kershaw

)u are in the foyer of Victor Ka ^nthouse. The polished hardwood tds in a snail flight of steips leaf »wn into a spacious nodern living i >oking around, you see the den, a ithroon. and a dog pen. A closet oi f of the right foyer wall. Across ving roon^ you see a dining roon tchen^ which have been cordoned o e police. Sergeant Kolconb watche ^oiciously fron the living rooi

Perry Mason: The Case of the Mandarin Murder is the first text/graphics mystery game to use Erie Stanley Gardner's famed fictional criminal lawyer. It is also a major breakthrough in interactive fiction the cooperation of the characters, wit- nesses and jury changes as a direct re- sult of your interactions with them. Naturally, the program casts you in the role of Perry Mason. As in the long-running TV series, you must be able to analyze the evidence and put on a "performance" to extract infor- mation and confessions from wit-

nesses or persuade the jury. But, Perry Mason caimot be expected to do the job alone, so Delia Street and Paul Drake are there to help. Delia summa- rizes testimony and feeds you help- ful questions for cross-examination. Paul will investigate anything you wish.

You begin with a beautiful (of course) young woman entering your office late one night, saying her hus- band wants a divorce. Twelve hours later the husband is found dead and she is in jail as the prime suspect. You must dig into the private lives of the victim's friends and enemies, trying to find the real murderer. Was it the business partner who hated him, the mistress who was going to be dumped, or the magazine critic who lost his job. They all had motives. And being the great Perry Mason, you don't just want to get your client acquitted you want to make the real murderer confess in the witness stand.

First you visit the scene of the crime and try to find evidence. Then you're off to the courtroom and the trial be- gins. There is extensive strategy for a successful defense. DA Hamilton Burger tends to push witnesses, so you must learn to object effectively.

The documentation which accom- panies this game is very good, almost a complete tutorial for the novice law- yer. It explains fully the various types of objections you can use, and then gives you a mock bar exam to test your knowledge.

Learning to cross-examine a witness is very important for solving the case, and very tricky. You want the truth, but only that part which will not hurt your case. The documentation is full of hints for a successful trial.

The key part of this progi-am is the ability to talk to each character. What you say and how you say it effects how the witness will respond to a question most people have some- thing to hide. The program also allows for some courtroom theatrics. When asking an important question, you could sneer first, or change your fa- cial expression. This can also score points with the jury and frustrate the District Attorney.

continued on page 85

May 1986

83

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The Perry Mason game does not make use of the full capabilities of the 520ST. The graphics screens of the courtroom, office and characters con- sist of flat pictures. There are no drop- down menus or windowed instruc- tions. All commands are relayed to the computer via the keyboard, instead of the mouse. At least the program does make use of the sound capabilites of the ST— it opens with the theme from the TV series, using all 3 voices.

Vocabulary is the major problem with the program. Questions that the TV Perry Mason would ask are some- times not accepted. The witness does not understand some key points. The program comes with a "menu" of ap- proximately 500 acceptable words, but they must be phrased in context exactly right or the question is not un- derstood. This can become quite an- noying.

Because of the vocabulary prob- lems, the games tends to drag a little. But even when things are slow, you can use the time to ponder evidence or to send Paul Drake on an investi- gation. If you are a big Perry Mason fan like me, this is your chance to solve a major whodunit.

ELECTRO CALENDAR

$39.95

ELECTRO SOLITAIRE & 21

$19.95

Softlosik Corp. 4129 Old Baumgartner St. Louis, MO 63129

Reviewed by Sol Guber

To show off the power and graphics of the Atari 520ST, good solid pro- grams are needed. These two entries from a software company in St. Louis show a great deal of promise, but the final efforts leave much to be desired. I would give them a B+ for execu- tion, B-i- for design, and C- for concept.

Electro Calendar is an organiza- tional tool to remind you of impor- tant dates and things to do. You enter a message into a date on a calendar and see the message anytime. For an- niversaries or birthdays, you can add the message so that it gets repeated automatically each year

You can scan the calendar for mes- sages by day, month or year and you can print out either the calendar or the message. Messages may be edited and exported to other programs. You can also print out the monthly calendar.

Although this version of Electro Calender is a straight .PRO file, you may exchange it for a desk accessory version when it becomes avail- able— by sending in your registration card. This future enhancement will enable the calendar to reside in mem- ory while another program is operat- ing, but only if both programs use the GEM desktop.

Electro Solitaire and Blackjack are computer versions of the familiar card games. Both games are com- pletely mouse-controlled. In black- jack, you play against the computer using Las Vegas rules. The solitaire is the classic "Klondike" and it has a bug. When you have an empty col- umn in the field, the only card that can be transferred to that column according to the rules should be a king. This version allows any card to be put in that spot.

For me, these programs have a fun- damental flaw. I don't think card games translate well into computer simulation. First of all, there is no real guarantee that the software will not cheat. It takes the same kind of trust to play blackjack against a computer as it does to listen to a ventriloquist on the radio. Also the computer can- not provide me with the tactUe pleas- ure of handling the cards, although mouse-controlled cards are certainly superior to joystick or keyboard card games such as those which appeared for the 8-bit Atari models.

However, the graphics are clean and crisp and the speed is adequate. In fact, there is nothing really wrong with either of these card games but there is also not much really right. Es- sentially, they make good demonstra- tions that will probably seldom be played after the novelty quickly wears off

And this brings us back to the Elec- tro Calendar. It also is a well executed program. The graphics are good and the program is user friendly. Ulti- mately, however, I do not feel this pro-

gram will really be used. It is just as easy if not easier to write down notes on a calendar as to boot your computer and enter the information in Electro Calendar

Electro Calendar is, no doubt, sup- posed to be similar to Sidekick for the IBM, but I don't feel any of its features are really worth the money. The pro- gram is more trouble than it is worth, since you need to load it each time you want to check out what is on your calendar And with the present TOS, you have to set the date every time you start up the system. A real- time clock is needed to make this pro- gram practical and convenient. Over- all, I feel Electro Calendar is a poor idea that was well executed.

Softlogik shows much promise. They obviously have learned all the fundamentals of programming under the GEM system. Those who like computer card games will, no doubt, enjoy these mouse-driven versions. And the calendar is a nicely written utility, but I think it is of limited prac- tical value.

TYPESETTER ST

XLent Software P.O. Box 5228, Dept. A Springfield, VA 22150 (703) 644-8881 $39.95

Reviewed by Sue Bergstrand

Typesetter ST from XLent Software is an interesting printer utility that lets you design and print a full-page image of mixed graphics and text in assorted sizes and fonts.

The current release works with Epson-compatible or Prowriter- compatible printers. Its authors, Len Dorfman and Dennis Young, got their start in printer utilities with the Page Designer, Typesetter, and Rubber Stamp programs that run on the 8-bit Atari computers. But this Typesetter bears little resemblance to its 8-bit older brother

The 8-bit Typesetter program is based on a text-character mode, in which you scroll around the full Type- setter page, with a little sketchpad window for adding pieces of graphics continued on next pase

May 1986

85

or touching up characters. The ST ver- sion, on the other liand, is based on a graphics mode with an option to switch to the text editor mode. Also, instead of scrolling, the program flips through a set of stationary overlap- ping cells.

This graphics mode dominance feels strange, because Typesetter ST is very limited as a drawing tool. "Klunky" would be a reasonable description of its graphics mode. And in fact, the Typesetter ST documen- tation recommends that you buy Tom Hudson's DEGAS program from Bat- teries Included to draw the graphics for loading into your Typesetter page. I certainly agree. I liked Typesetter ST much better after I stopped trying to draw with it.

Of course, both DEGAS and Neo- chrome allow you to add text to pic- tures and dump your pictures to the printer, but Typesetter ST will give you more flexibility in this area.

"tou can have only one full graphics screen in the Typesetter page, but de- pending on the cell into which you load it, you may add text in borders outside the picture at top and bottom, (medium or high resolution) and be- yond the sides (high resolution only).

Typesetter ST can also save and load 8K "icon" segments of the page for more flexibility in placement and size of graphics. Like its older brother. Typesetter ST can print graphics fonts sideways and upside-down, as well as in a wide range of heights and widths. It can also use the ST's built-in font variations (thickness, outline, skewed, and underlined). But these work only on the ST's normal font, which does not offer the si2e variations.

One possible business or academic use of the larger sizes in the graphics fonts is for preparing copy for over- head transparencies. These large let- ters are much easier to read than the laige typewriter fonts often used, and, of course, the ability to add graphics is there as well.

There are actually two Typesetter ST programs, one for the mono- chrome monitor and one for medium resolution on the color monitor. I have both monitors, but found I pre- ferred working with the mono- chrome version, because the final.

hardcopy output of the program is, af- ter all, limited to black and white. Also, the higher-resolution monitor produces a higher-resolution printout.

The color version lets you draw in four colors. But for developing printer art, working with only the black and white is probably best. If you are ad- ding some special Typesetter text to a picture done with a graphics pack- age, and you plan to save the picture back to a 32K file for use with a slide show program, then being able to use the other two colors is an asset. The disk also includes utility programs to convert pictures between modes.

Be forewarned: Typesetter ST reserves about 150K for buffers. Un- less you have already installed the TOS ROM chips or have a megabyte of memory, you will have to boot from a TOS disk with desk accessories removed or you won't be able to load the program at all.

Also, check the disk for an update file called READ.ME. The documen- tation on my version of Typesetter was printed before the Disk I/O menu was rewritten. It mentions a font file called DEFAULT. FNT being loaded with the program. Actually, you can select "Load external font" from the revamped Disk I/O function key menu in the text editor.

A companion package to Typeset- ter ST, Rubber Stamp ST, is expected to be available by the time your read this. It will allow you to move icons around the screen in smaller incre- ments than with the current product. \bu should also be able to shrink full- screen pictures to the "icon" size so that several complete pictures can be put on a page.

In all, if you have an interest in designing with text, with or without previously prepared graphics, you'll find Typesetter ST a useful package.

New Products

At this writing, Antic just returned from the Consumer Electronics Show in Las Vegas where Atari's focus was primarily on the mass market and the 8-bit machine. Most ST products had already been premiered at COMDEX, six weeks earlier But there were some significant ST newcomers.

Two show-stealers illustrated the broad spectrum of ST software that is beginning to appear One was a vertical-market-oriented PC board designer and the other was a spectacu- lar graphics/adventure game called The Pawn.

The Pawn demonstrated the most advanced parser yet seen on a personal computer Created by Magnetic Scrolls and distributed by Firebird, Inc., the program includes such advanced fea- tures as a 512-color tide screen and a l6-coIor, low resolution screen, plus smooth scrolling over an 80-coiumn, medium resolution screen. Watch fu- ture issues of ST Resource for more on this fantastic program.

Firebird, Inc., P.O. Box 49, Ramsey, NJ 07446. (201) 934-7373. DEMO.

Abacus Software, publishers of the recent line of ST books (see review in this issue) demonstrated an as yet un- titled German program that will auto- matically design PC boards. Abacus ex- pects to target the PC board designer at an industrial market and was show- ing it at consumer-oriented CES primarily because they had just received it and wanted to show it off Nevertheless, within two days they received three dozen orders.

Abacus Software, P.O. Box 7211, Grand Rapids, Ml 49510. (616) 241- 5510. DEMO.

Activision demonstrated, from a lux- urious hotel suite, the remarkable Mu- sic Studio by Audio Light, Inc. This is sure to generate a lot of interest. The program will drive the ST sound chip, but it really takes off when a syn- thesizer is hooked up to your ST through the MIDI port. Last Christmas, Antic was treated to a demonstration of this product. We then uploaded fif- teen demo files to DL6 of the 16-bit li-

86

ANTIC, The Atari Resource

brary of CompuServe's SIG 'Atari, (The)' should still be there, along with in- structions.) Music Studio is expected to be available by the time you read this. No price had been set at press time. Also, Borrowed Time (844.95), which we had not received last month, is now in our hands. Expect a review soon.

Activision, Inc. 2350 Bayshore Front- age Road, Mountain View, CA 94043. (415)960-0410. BETA/FINAL

From Sierra On-Line, we can look forward to The Black Cauldron ($24.95), which was demonstrated at CES along with Donald Duck's Vaca- tion (S24.95). The Black Cauldron, based on the Disney film, is similar in style to King's Quest II. In a more practical vein. Sierra will be releasing an accounting series beginning with ST OneWrite ($149.95), due in April.

Sierra On-Llne, Coarsegold, CA 93614. (209) 683-6858. DEMO/PRESS/PRESS.

Alternate Realities is being devel- oped for the ST by Datasoft. The pro- grammers have been working on it since November and hope to have the finished product on the shelves by next Christmas. Philip Price, the game's original author, is serving as Creative Consultant, but will not be actively in- volved in the programming. No price has yet been set.

Datasoft, 19808 Nordhoff Place, Chat- sworth, CA 91311. (818) 701-5161. PRESS.

Compute! Publications has released its first book for the ST, The ST Pro- grammer's Guide ($16.95). Designed primarily for BASIC and LOGO pro- grammers, the 365-page book includes introductions to ST BASIC and an ex- planation of the ST BASIC keywords. There is also a helpful section on LOGO primitives and concepts.

Compute! Publications, P.O. Box 5406, Greensboro, NC 27403. (919) 275- 9809. FINAL.

Microprose will be releasing Silent Service (No price at press time). The ST version is being programmed by Silas Warner, who created Castle Wol- fenstein on the 8-bit machines.

Microprose Software, 120 Lakefront Drive, Hunt Valley, MD 21030. (301) 667-1151. DEMO.

At the CES Casio exhibit, a company called Q.R.S. was demonstrating a novel MIDI product for the ST called Q.R.S. Music Rolls ($19. 95). Each disk contains MIDI files of songs which have been directly translated from old player piano rolls. You can actually have George Gershwin play Rhapsody in Blue through your syn- thesizer. Nice idea.

Micro-W Distributing, 1342B Route 23, Butler, NJ 07405. (201) 838-9027. FINAL.

Also, for the MIDI, Hybrid Arts creators of MIDITRACK II for the 8-bit Atari will be releasing DX-Droid and MIDI Track ST (price not jet avail- able). DX-Droid is a sophisticated patch librarian/editor for a Yamaha DX- 7 synthesizer MIDITRACK ST is the ST version of their 8-bit product. It will be available in both "professional" and "consumer" versions.

Hybrid Arts, Inc., 11920 W. Olympic Boulevard, Los Angeles, CA 90064. (213) 826-3777. PRESS.

Leaving CES and returning to the ST Resource offices, we have recently received DevPacST ($79.95), an as- sembler/editor/debugger, from a British software firm called Hisoft. At this time, no U.S. distributor has been an- nounced. Contact the company direcdy at the below address.

Hisoft, 180 High Street North, Dunsta- ble, Beds, England LU6 1AT. (0582) 696421. FINAL.

Zoomracks ($79. 95) is a database system based on an entirely new com- puter interface metaphor If you are fa- miliar with the kind of \iew racks that are used for time cards, then you should have no problem adapting to Zoomracks. More than a datiibase, reall)', the system is more of an or- ganizer with integrated database and word processing abilities. This looks to be an interesting product. Watch for a review in the ST Resource soon.

QuickView Systems, 146 Main Street, Suite 404, Los Altos, California 94022. (415)965-0327. FINAL.

Another unusual product is Rhythm (839. 95). This is one of the first third- party desk accessories for the ST.

Rhythm is a multiple calculator in the form of a mini-spreadsheet. Developed in England by Softechnics, it is being distributed in this country by Apex Resources.

Apex Resources, 17 St. Mary's Court, Brookline, MA 12146. (617) 232-9686. FINAL.

Artworx has announced their com- mitment to the ST by adapting Bridge 4.0 ($29.95) to the new machine. The ST version of Bridge 4.0 will be com- pletely mouse-controlled. According to Artworx, "the user never has to touch the keyboard." The company also plans to release CompuBridge ($29.95), a tutorial program. Com- puBridge will be written entirely in ST BASIC and the source code will be available to the user for programming examples.

Artworx, 150 North Main Street, Fair- port, NY 14450. (716) 425-2833. PRESS.

And speaking of 8-bit translations, Epyx will be adapting the classic Ap- shai Trilogy to the ST, along with ■Winter Games. Both products are ex- pected to be available by the time you read this. At press time, the retail price had not been set. Says Epyx vice presi- dent for marketing, Robert Botch, "We want owners of these new systems to be able to enjoy the same challenging Epyx games owners of other popular computers do."

Epyx, Inc., 1043 Kiel Court, Sunnyvale, CA 94089. (408) 745-0700. PRESS.

And. . Oh, yes, did we mention that Atari was demonstrating Star Raiders for the ST at CES? No? Well, they were. The program is about one- third completed and it looked pretty good. There was a highly detailed con- trol panel and solid-model rather than wire-frame ships.

New ST product notices are compiled from information provided bv the products' manufacturers. Antic as- sumes no responsibility for the ac- curacy! of these notices or the perfor- mance of the product. Each mention is followed by a code word indicating that, at press time. Antic had seen a FINAL marketable version, near-final BETA, earlier ALPHA, incomplete __ DEMO, or PRESS release. Q

May 1986

87

Part II: Text & Graphics

by JAMES LUCZAK

In this issue, we provide the concluding 520ST Text and Graphics VDI calls which were left out last month due to lack of space.

Control GEM With ST BASIC, in the April, 1986 ST Re- source, explained how to access VDI (Virtual Device Interface) calls from ST BASIC. An included demonstra- tion program showed how some of these VDI routines serve as building blocks for the GEM desktop functions. We also published the ST BASIC code for two groups of VDI functions Polymarkers and Polylines.

This month we complete this feature with the ST BASIC access codes for VDI functions in the Text and Graphics groups.

At this writing. Abacus Software has just released its GEM Programmers' Reference Guide ($19-95) which lists and explains all AES as well as VDI functions. (See review of two other Abacus ST reference books in this issue.) Al- though the book is aimed at C and assembly language pro- grammers, you can combine its value tables with the con- cepts from these ST Resource articles to access the GEM AES routines.

TEXT

INQUIRE TEXT ATTRIBUTES BASIC CODE

1 poke contrl,38

2 poke contrl+2,0

3 poke contrl+6,0

4 vdisys(l)

5 a=peek(intout)

6 b=peek(intout+2)

7 c=peek(intout+4)

8 d=peek(inout+6)

9 e=peek(intout+8)

10 f=peek(intout+10)

11 g=peek(ptsout)

12 h=peek(ptsout+2)

13 i=peek(ptsout+4)

14 j=peek(ptsout+6)

15 vdisys(l)

NOTE: You need only

DESCRIPTION

OPCODE

Text Face

Text Color Index (SEE COLOR INDEX)

Angle of rotation of baseline

Horizontal Alignment

Vertical Alignment

Writing Mode

Character Width

Character Height

Character Cell Width

Character Cell Height

PEEK at the attributes that are of interest to you.

COLOR INDEX

COLOR

PIXEL

INDEX

COLOR

VALUE

0

White

0

1

Black

15

2

Red

1

3

Green

2

4

Blue

4

5

Cyan

6

6

Yellow

3

7

Magenta

5

8

Low White

7

9

Grey

8

10

Light Red

9

11

Light Green

10

12

Light Blue

12

13

Light Cyan

14

14

Light Yellow

11

15

Light Magenta

13

ANTIC, The Atari Resource

SET TEXT ALIGNMENT BASIC CODE

1 poke contrl,39

2 poke contrl+2,0

3 poke contrl+6,2

4 poke intin,x

5 poke intin+2,x

DESCRIPTION

OPCODE

HORIZONTAL ALIGNMENT 0=Left Justified (DEFAULT) 1=Center Justified 2=Ri3ht Justified VERTICAL ALIGNMENT 0=Baseline (DEFAULT) 1=Half Line 2=Ascent Line 3=Bottom 4= Descent 5=Top

6 vdisys(l)

NOTE: Text alisnment affects the text within the CHARACTER CELL.

SET TEXT COLOR INDEX BASIC CODE

1 poke contrl,22

2 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,x

5 vdisys(l)

DESCRIPTION

OPCODE

X=Color Index (SEE COLOR INDEX)

SET TEXT SPECIAL EFFECTS

BASIC CODE

1 poke contrl,106

2 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,x

5 vdisys(1)

The SPECIAL EFFECTS WORD is a 6 bit word BIT FUNCTION BIT=0

DESCRIPTION

OPCODE

X=Special Effects word

Below is the word breakdown. BIT=1

BINARY VALUE

0

THICKENED

Not Thickened

Thickened

1

INTENSITY

Normal

Light

2

SKEWED

Not Skewed

Skewed

3

UNDERLINED

Not Underlined

Underlined

4

OUTLINED

Not Outlined

Outlined

5

SHADOW

Not Shadowed

Shadowed

1

2

4 8

16 32

EXAMPLE: To have THICKENED text give X in LINE 4 a value of 1. To have UNDERLINED and SKEWED text give X a value of 12.

SET CHARACTER HEIGHT ABSOLUTE MODE BASIC CODE DESCRIPTION

1 poke contrl,12 OPCODE

2 poke contrl+2,1

3 poke contrl+6,0

4 poke pts;n,0

5 poke ptsin+2,x

6 vdisys(l)

NOTE: In the ABSOLUTE mode, the text HEIGHT is the distance from the BASELINE to the top of the CHARACTER CELL. (SEE POINTS MODE).

SET CHARACTER HEIGHT POINTS MODE

BASIC CODE DESCRIPTION

1 poke contrl,107 OPCODE

1 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,x X= Character Cell Height in vertical units

5 vdisys(l)

NOTE: In the POINTS mode, the character cell HEIGHT is the distance between the BASELINE of one line of text and the BASELINE of the next line of text, which is the character cell height.

X=Character Height in vertical units.

May 1986

89

SET CHARACTER BASELINE VECTOR

BASIC CODE DESCRIPTION

1 poke contrl,13

OPCODE

2 poke contrl+2,0

3 poke contr|+6,1

4 poke intin,x

X=An3le

5 vdisys(1)

ANGLE OF BASELINE

DESCRIF

0

Text will

900

Text will

1800

Text will

2700

Text will

start on LEFT of screen and go to the RIGHT.

start at the BOTTOM of the screen and go to the TOP.

start at the RIGHT of the screen and go to the LEFT (UPSIDE DOWN)

start at the TOP of the screen and go to the BOTTOM.

NOTE: The ANGLE OF BASELINE is expressed in tenths of a degree. Examples of valid values are listed below.

SET WRITING MODE

BASIC CODE

1 poke contrl,32

2 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,x

5 vdisys(l)

DESCRIPTION

OPCODE

X=Writing Mode

1=Replace

2=Transparent

3=Xor

4=Reverse Transparent

GRAPHICS

ARC

BASIC CODE

DESCRIPTION

1 poke contrl,11

OPCODE

2 poke contrl+2,4

3 poke contrl+6,2

4 poke contrl+10,2

PRIMITIVE ID

5 poke intin,x

X=Start Angle

6 poke intin+2,y

y=End Angle

7 poke ptsin,x

X=Coordinate of center point of ARC

8 poke ptsin+2,y

y=Coordinate of center point of ARC

9 poke ptsin+4,0

10 poke ptsin+6,0

11 poke ptsin+8,0

12 poke ptsin+10,0

13 poke ptsin+12,x

X=Radius in horizontal units

14 poke ptsin+14,0

15 vdisys{1)

ATTRIBUTES:

Color

Line Type

Line Width

Writing Mode

End Style

NOTE: Angles are expressed

in TENTHS OF DEGREES. (0-3600)

BAR

BASIC CODE

DESCRIPTION

1 poke contrl,11

OPCODE

2 poke contrl+2,2

3 poke contrlH-6,0

4 poke contrl+10,1

PRIMITIVE ID

5 poke ptsin,x

X=Coordinate of corner of BAR

6 poke ptsin+2,y

y=Coordinate of corner of BAR

7 poke ptsin+4,x1

XI ^Coordinate of corner diagonally c

8 poke ptsin+6,y1

yi=Coordinate of corner diagonally o

9 vdisys(l)

90

ANTIC, The Atari Resource

ATTRIBUTES:

Interior Style Style Index Writing Mode Fill Color Perimeter Style

CIRCLE

BASIC CODE

1 2 3 4 5 6 7

poke contrl,11 poke contrl+2,3 poke contrl+6,0 poke contrl+10,4 poke ptsin,x poke ptsin+2,y poke ptsin+4,0

8 poke ptsin+6,0

9 poke ptsin+8,r

10 poke ptsin+10,0

11 vdisys(l)

ATTRIBUTES:

Interior Style Style Index Writing Mode Fill Color Perimeter Style

CONTOUR FILL BASIC CODE

DESCRIPTION

OPCODE

PRIMITIVE ID

X=Coordinate of center point of CIRCLE

y=Coordinate of center point of CIRCLE

R=Radlus In horizontal units

DESCRIPTION

OPCODE

1 poke contrl,103

2 poke contrl+2,1 poke contrl+6,1 poke intin,c poke ptsin,x poke ptsin+2,y vdisys(1)

CONTOUR FILL fills an area until it finds the edges of the display or the color index given in LINE 4. If the index given in LINE 4 is negative, the function searches for any color other then the color of the seed point. CONTOUR FILL is some- times refered to as a FLOOD FILL or SEED FILL.

C=Color Index that defines the contour X=Coordinate of starting point y=Coordinate of starting point

ATTRIBUTES:

Interior Style

Style Index

Writing Mode

Fill Color

ELLIPTICAL ARC AND ELLIPTICAL PIE SLICE

BASIC CODE

DESCRIPTION

1 poke contrl,11

OPCODE

2 poke contrl+2,2

3 poke contrl+6,2

4 poke contrl+10,i

PRIMITIVE ID

6=Elliptical ARC

7=Elliptical PIE SLICE

5 poke intin^a

A=Start Angle

6 poke intin+2,a1

A1=End Angle

7 poke ptsin,x

X=Coordinate of center point

8 poke ptsin-i-2,y

y=Coordinate of center point

9 poke ptsin+4,xr

XR=Radius of X-AXIS

10 poke ptsin+6,yr

yR=Radius of y-AXIS

11 vdisys(l)

ATTRIBUTES: Elliptical Arc

Elliptical Pie Slice

Color

Color

Line Type

Interior Style

Line Width

Style Index

Writing Mode

Writing Mode

End Style

Perimeter Style

NOTE: Angles are expressed in TENTHS OF DEGREES (0-3600). WISE DIRECTION.

Start angle to end angle is expressed in a COUNTERCLOCK-

May 1986

91

I

ELLIPSE BASIC CODE

1 poke contrl,11

2 poke contrl+2,2

3 poke contrl+6,0

4 poke contrl+10,5

5 poke ptsin,x

6 poke ptsin+2,y

7 poke ptsin+4,xr

8 poke ptsin+6,yr

ATTRIBUTES:

Color

Interior Style Style Index Writins Mode Perimeter Style

FILL AREA

BASrC CODE

1 2 3 4 5 6 7

DESCRIPTION

OPCODE

PRIMITIVE ID

X=Coordinate of center poirit of ELLIPSE

y=Coordlnate of center point of ELLIPSE

XR=Radius of X-AXIS

yR=Radius of Y-AXIS

DESCRIPTION

OPCODE

NUM=Number of X & Y pairs in the polygon.

poke contrl,9

poke contrl+2,num

poke contrl+6,0

poke ptsin,x X=Coordinate of first point of polygon.

poke ptsin+2,y y=Coordinate of first point of polygon.

poke ptsin+4,x1 X1=Coordinate of second point of polygon.

poke ptsin+6,y1 yi=Coordinate of second point of polygon.

8 vdisys(l)

Tine FILL AREA function will fill a complex polygon. The polygon to be filled Is specified in LINES 4 thru 7. This function is the same as the POLYLINE function, except that it will fill the specified polygon. (See POLYLINE)

ATTRIBUTES:

Color

Interior Style Style Index Writing Mode

NOTE; See EXTENDED INQUIRE for maximum number of lines in POLYGON.

GET PIXEL VALUE

BASIC CODE DESCRIPTION

1 poke contrl,105 OPCODE

2 poke contrl+2,1

3 poke contrl+6,0

4 poke ptsin,x

5 poke ptsin+2,y

6 vdisys(l)

7 a=peek{intout)

8 b=peek(intout+2)

9 vdisys(l)

NOTE: See COLOR INDEX for Pixel Value, and Color Index information.

X=Coordinate of PIXEL Y=Coordinate of PIXEL

Pixel Value Color Index

ROUNDED RECTANGLE AND FILLED ROUNDED RECTANGLE

BASIC CODE

1 poke contrl,11

2 poke contrl+2,2

3 poke contrl+6,0

4 poke contrl+10,x

5 poke ptsin,x

6 poke ptsin+2,y

7 poke ptsin+4,x1

8 poke ptsin+6,y1

9 vdisys(l)

DESCRIPTION

OPCODE

PRIMITIVE ID

8=Rounded Rectangle

9=Filled Rounded Rectangle

X=Coordinate of lower left corner of RECTANGLE

Y=Coordinate of lower left corner of RECTANGLE

X1=CoQrdinate of upper right corner of RECTANGLE

Y1=Coordlnate of upper right corner of RECTANGLE

continued on page 94

92

ANTIC, The Atari Resource

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California residents add 6'/j% sales tax.

Add shipping charges of 82.75 per modem.

Canadian reai<lents please send U.S. dollars. Alhtw 2-4 weeks for delivery. Prices subject to cliange without notice. Delivery subject to availability.

\m

Expires

VDI CALLS

continued from pase 92

ATTRIBUTES: Rounded Rectangle Color Line Type Line Width Writing Mode

Filled Rounded Rectangle

Color

Interior Style Style Index Writing Mode Perimeter Style Line Width

INQUIRE COLOR REPRESENTATION

BASIC CODE

1 poke contrl,26

2 poke contrl+2,0

3 poke contrl+6,2

4 poke intin,x

5 poke intin+2,1

6 vdisys(l)

7 a=peek{intout)

8 b=peek(intout+2)

9 c=peek(intout+4)

10 d=peek(intout+6)

11 vdisys(l)

NOTE; Intensities are expressed

DESCRIPTION

OPCODE

X=Requested Color Index 0-15 Low 0-3 Medium

Color Index RED Intensity GREEN Intensity BLUE Intensity

in TENTHS OF PERCENT (0-1000).

INQUIRE CURRENT FILL AREA ATTRIBUTES

BASIC CODE

1 poke contrl,37

2 poke contrl-H2,0

3 poke contrl+6,0

4 vdisys(l)

5 a=peek(intout)

6 b=peek(intout-)-2)

7 c=peek(intout-(-4)

8 d=peek(intout-i-6)

9 e=peek(intout-H8) 10 vdisys(l)

FILL RECTANGLE

BASIC CODE

1 2 3 4 5 6 7

poke contrl,114 poke contrl-t-2,2 poke contrl+6,0 poke ptsin,x poke ptsin+2,y poke ptsin+4,x1 poke ptsin+6,y1 8 vdisys(l)

ATTRIBUTES:

Color

Interior Style Style Index Writing Mode

DESCRIPTION

OPCODE

Interior Style Color Index Style Index Writing Mode Perimeter Status

DESCRIPTION

OPCODE

X=Coordinate of corner of RECTANGLE

y=Coordinate of corner of RECTANGLE

X1=Coordinate of corner diagonally opposite coordinate X

yi=Coordinate of corner diagonally opposite coordinate Y

SET COLOR REPRESENTATION BASIC CODE

1 poke contrl,14

poke contrl+2,0 poke contrl+6,4 poke intin,x poke intin+2,r poke intin+4,g poke intin+6,b

DESCRIPTION

OPCODE

X=Color Index R=RED Intensity G=GREEN Intensity B=BLUE Intensity

8 vdisys(l)

NOTE: Intensities are expressed in TENTHS OF PERCENT (0-1000).

94

ANTIC, The Atari Resource

SET FILL COLOR INDEX BASIC CODE

1 poke contrl,25

2 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,x

5 vdisys(l)

SET FILL PERIMETER VISIBILITY

DESCRIPTION

OPCODE

X=Color Index (See COLOR INDEX)

BASIC CODE

1 poke contrl,104

2 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,x

DESCRIPTION

OPCODE

X=Vlsibillty Flag 0=lnvisible NON-ZERO=Visible 5 vdlsys(1)

This function allows you to turn the outline of a filled area on or off. The border of a fill area is drawn with a solid line with the current fill area color. When Visibility is OFF no border is drawn. DEFAULT is Visibility ON.

SET FILL INTERIOR STYLE

BASIC CODE

1 poke contrl,23

2 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,x

DESCRIPTION

OPCODE

X=Fill Interior Style

0=Hollow

1=Solid

2=Pattern

3=Hatch

4=User defined

5 vdisys(l)

SET FILL STYLE INDEX

BASICCODE

1 poke contrl,24

2 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,x

5 vdisys(l)

NOTE: There are 24 Styles for Pattern and 12 Styles for Hatch. See ST BASIC SOURCEBOOK for descriptions.

DESCRIPTION

OPCODE

X=Fill Style Index for Pattern or Hatch Interior

EXTENDED INQUIRE

BASIC CODE DESCRIPTION

1 poke contrl,102 OPCODE

2 poke contrl+2,0

3 poke contrl+6,1

4 poke intin,1

5 vdisys(l)

6 a=peek(lntout+2)

7 b=peek(intout+4)

8 c=peek(intout+14)

9 d=peek(intout+16)

10 e=peek(intout+18)

11 f=peek(intout+22)

12 g=peek(intout+28)

13 vdisys(l)

NOTE: You need only PEEK at the

Extended Inquire Values

A=Number of Background colors in color palette

B=Text Effects Supported

C=Contour Fill Capability

D=Character Rotation Ability

0=None

1=90 Degree increments only

2=Arbitrary angles

E=Number of writing modes available

F=Text alignment capability

0=No

1=yes

G=Maximum number of polylines,polymarkers.

attributes that are of interest to you.

n

May 1986

95

DRAPER PASCAL

For the Atari 400, 800, XL or XE Series Computers

Many features from both UCSD and ISO standard Pascals plus many extensions such as sound and graphics, to make use

of the versatile Atari hardware.

Character, String, Integer, Real, Boolean, and File data types supported.

Single dimension arrays for all data types other than File.

Only one disk drive (and 48K ilAM) are required.

Includes Editor program (Pascal source included).

Includes Main Menu program (Pascal source included). Main Menu program may be replaced with a user written program to create a turnkey operation.

Easy to use. No linking required. Compile and execute immediately.

Comprehensive user manual included. Complete examples and BASIC equivalents given for each reserved word.

Machine language subroutines may be loaded and called.

No limit on source program size. "Include" files supported. Program chaining Is supported.

Royalty free license included.

Buos fixed free, if encountered.

Supports 130XE "Ramdisk".

memoes sample programs.

Satisfaction guaranteed. Return within 30 days if not satisfied.

Price: $44.95 NEW LOW PRICE

To Order Visa Mastercard check money order and COO accepted If charge please include expiration date ol card Add $2 00 lor shipping and handling Add $1 90 lor COD orders Mail and phone orders accepted Phone answered 2A hours Monday through Saturday Same or next business day shipping on most orders Immediate shipping on check orders No wait for check clearance reguired

Dealer Inquiries Invited

DRAPER SOFTWARE

307 Forest Grove, Richardson, Texas 75080 (214) 699-9743

Atari is a trademark of Atari Corp.

Now you ^^^^0/20

^ ^O^^ with the new Magna 256K RAM-Board

Enhanced memory capabilities

Simple plug-in installation

100% Axlon® compatibility

288K available with Synfile + ^/Syncalc^"

Up to 1 million bytes on a single board

Up to 8000 sectors available as a Ramdisk

Perfect for B.B.S.'s

MYDOS™ Ramdisk softw/are included

RAMCHARGER 256K $149.95

RAMCHARGER 512 K $199.95

RAMCHARGER IMEG $299.95

Magna Systems

"We build power."

Terms: Check. Money Order, COD

Add W.50 shipping S hondling.

New York Residents add 8'/. % sales lax.

MAIL TO:

MAGNA SYSTEMS

147-05 Sondford Ave. Suite 4E

Fluxhing, N.Y. 113S9

Phone: 718-939-0084

Productivity Software For Your Atari Eight-Bit Computer Because Your Computer Is Good For l\/lore Than Just Games

The Computer Gourmet 29.95

No inore soiled recipe bool<s, ingredient juggling, or endless searches for the right recipe. With The Computer Gourmet you can:

Save and later find your recipes in seconds.

Change or remove your recipes after you have saved them.

Print a copy of your recipe, or of just the ingredients (for your shopping trips).

Automatically adjust your recipe for a different serving size.

The Computer Gourmet even comes with a complete set of recipes - a whole disk full. Organize your kitchen today!

Requires:

Atari 400/800/XL7XE with at least 48K of memory

Disk drive

Printer recommended

Genie 29.95

Now, while you are in the middle of using your favorite program, you can instantly have:

A Notepad to let you jot down your sudden inspirations (you can save and print them too).

A five function decimal/hex Calculator with memory.

A table of Atari keyboard codes.

A mini DOS menu that lets you see a list of files, examine a file's contents, lock, unlock, rename, and delete files, and format disks.

And when you are through, you can return to exactly where you left off! Once loaded, Genie is completely invisible to most programs, and does not appear until you summon it. Every XL and XE computer needs a Genie!

Requires:

Atari 800XL or 1 30XE computer only

Disk drive

Printer recommended

To order, write or call us at:

New Horizons Software

PO Box 180253

Austin, TX 78718

(512) 280-0319

Visa and MasterCard accepted. Please include $2.00 for shipping. Texas residents include sales tax.

Dealer inquiries invited. Atari is a registered trademark of Atari Corp.

New Horizons

w

same of the month

Superior sound, speed and strategy set apart this joystick-controlled stra- tegic arcade game for one or two players The BASIC listing works on all 8-bit Atari computers ivith 16K cassette or 24K disk.

Quick! Fire at that banana! Watch out for that flying fire hydrant! Rats! You just got rammed by a salami!

Sound familiar? Yes, another one of those games that require the mental- ity of an ice cube. "Isn't there an arcade-style game for someone who has more than rocks upstairs?" you ask. Yes, there is Rockslide by James Hague. This strategic Pongo-type ar- cade experience requires both speed and smarts. And it's only available through this amazing offer! Just type in Listing 1, ROCKSLDE.BAS, check it with TYPO II and SAVE a copy be- fore you RUN it.

ROCKBUSTERS

When you RUN the program, the words 'ANTIC PRESENTS" will ap- pear as the game loads. This is a good time to plug one or two joysticks into the Atari joystick ports. When the flashing purple, pink, orange and green title screen appears, press [SE- LECT] to choose either one or two players, press [OPTION] to choose be- tween game boards one, two or three.

and press [START] to get going. Each of the three boards requires its own style of play to complete. The first is large and roomy, the second is a stan- dard maze, and the third is a rock crusher's delight.

You'll enter a land of blue or green rocky mazes and solid rock walls. Three rocks are flashing. These are valuable diamonds that you must line up so they touch each other in a horizontal or vertical row.

A sliding rock gathers no moss. Remember this. You gotta be smart to size up the most strategic path through the maze of boulders with- out getting jammed in a comer (Once you're jammed, you're stuck for good.) You gotta be strong to bust any boulder that gets in your way. And you gott;i move fast to get those three diamonds lined up right next to each other in a horizontal or vertical row. So size up your options, warm up your brain cells, push the joystick button and get ready for a rocky race.

Player one's screen will come into view. Like it or not, you're a Rock- buster, that noisy orange creature lost in the middle of a blue or green rocky maze. To run the Rockbuster around the board, push the joystick. (You can't move diagonally.) Any rock or diamond can slide around the play- ing field. To accomplish this feat, po-

sition yourself alongside a rock, press the button first, then push the joystick in the desired direction. The rock will slide unless it is blocked b)' a rock be- hind it.

You can bust up a rock that won't slide by pressing the joystick button as you push against the rock. If >'()u tr}' to crush a diamond, however, }'our computer will razz you rudely. Some- times you'll get stuck in a corner If this happens, \'ou ha\'e no choice but to press [START] to abort your turn and forefeit the game to your op- ponent.

When you finish, you'll hear an ex- plosion and a status screen will appear comparing your score to your oppo- nent's, or to your own best previous time. (By the way, my own fastest score is 8.11 seconds on board one.)

But hurry. Your opponent (if \()u have one) will plug a joystick into port 2 and press the button to start. And your (jpponent may be faster than you. Or smarter. When pku'er two is done, you'll see another status screen and the computer will compare scores to determine a winner

James Hague is a Texan from out Richardson way and this is his first appearance in Antic.

Listing on page 124

May 1986

97

CALL ATARI CALL

312-382-5050 ^^^ 312-382-5050

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Electronic Arts

A0684 DR. J & LARRY BIRD GO 1 ON 1 (D) $24.95

A0685 MOVIE MAKER (D) $23.95

A0686 SEVEN CITIES OF GOLD (D) $23.95

A0687 PINBALL CONSTRUCTION SET (D) $16.95

A0688 MUSIC CONSTRUCTION SET (D) $16.95

A0689 FINANCIAL COOKBOOK (D) $27.95

A0690 M.U.L.E. (D) $16.95

A0691 MURDER ON THE ZINDERNUEF(D) $16.95

Atari

A0544 STAR RAIDERS (C) $1 4.95

A0545 MISSILE COMMAND (C) $1 4.95

A0546 GALAXIAN (C) $14.95

A0547 DEFENDER (C) $14.95

A0548 DIG DUG (C) $16.95

A0549 DONKEY KONG (C) $16.95

A0555 PENGO (C) $16.95

A0556 MILLIPEDE (C) $16 95

A0557 JUNGLE HUNT (C) $16.95

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Brodsrbund

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Activision

A0597 PAST FINDER (D) $20 95

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AOl 90 PARTY QUIZ (D) $14 95

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Add S3 00 tor shipping handling and insurance. IMinais residents please add 6'", lax. Add $6,00 for CANADA, PUERTO RICO HAWAII ALASKA, APO-FPO orders, Conadian orders must be in U S dollars WE DO NOT EXPORT TO OTHER COUNTRIES, EXCEPT CANADA, Enclose Cashiers Check, Money Order or Personal Check. Allow U days lor delivery 2 to 7 days (or phone orders, I day express mail i

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Xerox

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BUSINESS

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Strategic Simulations. Inc.

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Artvtforx

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312/382-5050 to orcl<

■I 152K Lowest Price In The USA! i52k

ATARi^ Computer System Sale

* Students Word Processing Home Business

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SYSTEM PRICE

LOOK AT ALL YOU GET FOR ONLY

LIMITED QUANTITIES

©Atari 130XE 152K Computer

©Atari 1050 127K Disk Drive

©Atari 1 027 Letter Quality 20 CPS Printer

Atari Writer Plus Word Processer with Spell Checker

Atari BASIC Tutorial Manual

LIST PRICE

$249.00

299.00

299.00

59.95

16.95

INDIVIDUAL

SALE PRICE

$134"

159'=*

159"

49"

12"

All connecting cables S T.V. interface included ij Monitors sold separetly.

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Other Accessories >^<st Sale

^ 12" Hi Resolution Green Screen Monitor $199.00 $79.95

lir 13" Hi Resolution Color Monitor $399.00 $159.95

Add $9.95 for Connection Cables

Add $10 for UPS

15 DAY FREE TRIAL. We give you 15 days to try out this ATARI COMPUTER SYSTEM! ! If it doesn't meet your expectations, just send it bock to us prepaid and we will refund your purchase price! ! 90 DAY IMMEDIATE REPLACEMENT WARRANTY. If any of the ATARI COMPUTER SYSTEM equipment or programs tail due to faulty workmanship or material within 90 days of purchase we will replace it IMMEDIATELY with no service charge! !

Best Prices * Over 1000 Programs and 500 Accessories Available Best Service * One Day Express Mail * Programming Knowledge * Technical Support

L

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product reviews

ZORRO

Datasoft/H.P. Software 19808 Nordhoff Place Chatsworth, CA 91311 (818) 886-5922 $29.95, 48K disk

Reviewed by David Plotkin

Zorro is a graphic arcade/adventure featuring multiple screens, puzzle solving and arcade action. It is well implemented, but there's very little to distinguish it from other games of this type. Still, if your collection doesn't include a game like this, you may want to consider getting Zorro.

The familiar storyline has the beau- tiful senorita kidnapped by evil Sar- geant Garcia, Zorro's traditional nem- esis. Zorro must travel through 20 different screens to rescue her In the course of his travels, the black-clad fighter for justice will have to use his trusty sword to defend himself against roving guards. Actually, Zorro seems to fight automatically. All you have to do is move the joystick back and forth and press the fire button at the right time to defeat the enemy.

The adventure portion of the game is better Many parts of each screen are inaccessible unless you exit and reenter from another screen. You will also have to pick up keys to unlock doors, and recover items such as whiskey, money and a branding iron. You must figure out where and when to use these items to solve the screens. Some cleverly designed trampolines must be used to get to certain levels

of each screen which cannot be reached any other way. The multiple- level screens contain ladders, trees you can climb on and chasms to leap across.

Zorro has its frustrations. The im- precise joystick control can cause you to miss jumps. You may have to trav- erse several screens before you can try the jump again. Missing a jump in one of the underground caverns is fatal and these screens are very unfor- giving.

The graphics are reminiscent of an- other Datasoft game, Bruce Lee. In fact, the main problem with this game is that it is similar to so many others, but not as much fun to play. The ar- cade action is not very challenging and the screen puzzles will challenge only the novice.

TRAIN DISPATCHER

Signal Computer Consultants P.O. Box 18222, Dept. 25 Pittsburgh, PA 15236

(412) 655-7727

$25, 16K disk or cassette

Reviewed by Jack Mindy

Looking for an arcade-style game, with heavy-duty graphics and plenty of shoot^m-up action? This isn't it.

Looking for a game that keeps you hopping for half an hour and leaves you tired but happy? This is it.

Train Dispatcher has no "lives " for you to lose, no enemy except time, no collisions, explosions or other dis- asters. Just a bunch of trains that you dispatch along a 150-mile portion of a major railroad. In the course of your eight-hour shift, which takes about a half-hour of real time, you might have as many as a dozen trains pass througli your territory.

All you have to do is set the main- line track switches and set the signal lights which give the engineer permis-

sion to proceed. Sounds easy, huh?

However, you'll also have to check the official schedule and make sure a train isn't blocking the single-track mainline when it stops for 30 minutes to change crews. And you'd better make sure you don't have a train in a section that has to be closed down by the maintenance-of-way boys. Hmmm, this isn't as easy as it looked. All the information is displayed on two schedule screens that can be called up at any time, but . . .

I'll admit that I'm a real train buff Model railroading was my big hobby until I bought my Atari 800 four years ago. Since then, the L-shaped 20 x 20- foot model railroad I was building in the basement has become home to some insects, who haven't needed to worry about being run over by an HO scale locomotive. Nothing's run since the Atari moved in. So Train Dis- patcher sounded like a good way for me to do some railroading without having to leave my computer desk.

The "game" itself is really no game, it's a simulation of just what a railroad dispatcher does for a living. He's a sort of landlocked air traffic controller During the course of your half-hour shift there are very few moments when you can stop and catch your breath. And that's in the Visitor game. One can only imagine what the top level, Trainmaster, must be like. There's nothing like guiding a train from a double-track main into a single-track section, and finding the you've got another train headed onto the same track.

But Train Dispatcher is definitely not a game for someone who de- mands bells and whistles and graphics that make full use of the Atiiri's poten- tial. The graphics are strictly business- like. But even though everything has a bare-bones feel, it really doesn't take anything away from the game. After all, this is like a simulation used to train railroad dispatchers. The main overview screen is patterned after a

100

ANTIC, The Atari Resource

product reviews

real railroad's CTC (Central Traffic Control) panel. Just a line indicates each section of track. Sorry, there is no choo-choo running around the screen.

The one incongruity among all this serious professionalism is the chorus of "I've Been Working On The Rail- road" which greets the would-be dis- patcher after you type RUN "D: DIS- PATCHER." For some reason, the disk does not autoload. And, yes, the in- structions tell the user to type the full word DISPATCHER, even though it's over the 8-character limit for a file- name. The computer just ignores the two excess characters.

Train Dispatcher comes with a nicely-printed booklet to get you familiarized with operating proce- dures. The middle pages of the book- let list the loading instructions and keystroke commands for the brand of computer you're using. Also included is a template to place on your key- board. This is a great help for the first few times you play.

Some computer games are very complicated but don't hold your interest for long. Others like Train Dis- patcher look simple and almost dull, but keep you coming back for more. It takes a clear mind to keep the rail- road running smoothly. Yet a young- ster can play and feel the satisfaction of a measure of success without the negativity of being shot, exploded, or gobbled up.

According to the brochure included with Train Dispatcher, Signal Com- puter Consultants will be releasing a Super Dispatcher simulation, a North- east Corridor simulation with Metro- liners and all, a Locomotive Switcher simulation with high-resolution graphics and their only non-railroad offering, an underwater Sonar Search simulation. All these forthcoming programs are scheduled for 1986 re- lease on Apple, IBM and Commodore, but NOT for Atari. Is it time for Antic readers to start writing letters again?

VOICE MASTER ■■

Covox, Inc. 675-D Conger Street Eugene, OR 97402 (503) 342-1271 S89.95, 48K disk

Reviewed by Charles Cherry

The Voice Master is to sound what ComputerEyes is to pictures. It is a sound digitizer. The Voice Master grabs sounds and converts them into digital code which is stored in mem- ory. Once in memory, the sounds can be manipulated in various interesting ways. Voice Master includes software for a unique music composer and sur- prisingly good speech recognition.

Demo programs include a talking alarm clock, a voice-recognizing cal- culator, and a blackjack game that talks and listens. These are fun, but their real value is in demonstrating the use of Voice Master in BASIC pro- grams. It is very easy. The Voice Mas- ter gives you new BASIC keywords to access its features. This is great for Atari BASIC programiners, but it locks out those who use other languages, even BASIC XL/XE. I hope Covox will make another version of the software without the BASIC hooks.

Sound digitizing takes vast quanti- ties of memory. Covox includes three different versions of the software to get the maximum out of 800, 800XL, and 13OXE Atari models. They also provide three digitizing speeds so you can trade sound length for sound quality. At the medium speed (about 7,800 samples per second) the 130XE records around 9 seconds of sound and uses 64K.

The Voice Master is both software and hardware. There is a small box to plug into either joystick port 1 or 2 and a nice headset/microphone which allows hands-free talking to your computer The package also in- cludes the Voice Harp Composer, an interesting music program. Its features put it near most of the other commer-

cial music software, but you can en- ter the music just by humming or whistling.

The Voice Master is not the first sound digitizer for the Atari, but it is the best I've seen. The record- playback quality is very decent, al- though not completely noise-free. The voice recognition routine (which is a first on the Atari) works very well. The Voice Master is a welcome addi- tion to the Atari world. It has lots of possibilities.

CONFLICT IN VIETNAM

MicroProse Software 120 Lakefront Drive Hunt Valley, MD 21030 (307) 667-1151 $39.95, 48K disk

Reviewed by Dr. John Stanoch

Ten years later, the war in Vietnam still stirs up mixed emotions in many Americans. Conflict In Vietnam, the newest wargame simulation in MicroProse's Command Series, is likely to stir up those intense emo- tions more turbulently. But by bridg- ing the gap between a computer game and an efficient learning tool, the carefully researched Conflict in Viet- nam marks a rare standard for enter- tainment software.

Because of the hidden guerilla- warfare capability of the Viet Cong forces, and the political-military iin- plications contained in this historic conflict, this game demands strategy and tactics totally different from any other computer wargame you have ever played. Players are given the op- portunity to analyze five important military actions which occurred in Vietnam from 1954 through 1972. These include the battle of Dien Bien

continued on pase 103

May 1986

101

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Phu, la Drang, Khe Sanh, Fish Hook (the Cambodia incursion) and finally, Quang Tri (the communist Easter Offensive in 1972).

This 0, 1 or 2 player game utilizes the highly playable "realtime" system seen in Microprose's Crusade In Eu- rope and Decision In The Desert. Victory in each of the five scenarios depends upon the number of points each player receives for "casualties in- flicted" and "geographic objectives captured." Each player has the option of controlling either the Free World or Communist forces. The Free World includes the French in Dien Bien Phu or the US and ARVN (South Vietnam) forces in the later scenarios. Com- munist forces include the Viet Minh in Dien Bien Phu and the NVA (North Vietnamese) and Viet Cong in the re- maining scenarios. As in other Com- mand Series games, balance of the forces can be adjusted prior to play and the game speed can be changed anytime.

Excellent graphics make it easy for players to identify the type of unit to which they are currently issuing orders. Well-executed icons portray communist infantry, mortar and ar- tillery placement in all scenarios. In the Quang Tri scenario. Communist tank units are depicted as detailed ren- derings of T-55 tanks. The Free World forces are shown as infantry, armored cavalry, artillery, fighter and bomber aircraft. Three types of helicopters in- clude attack, recon and air mobile choppers. Each scenario is played on a scrolling map ranging in size from 1 1/2 by 1 screen, to 2 1/2 by 2 screens.

Since the game utilizes a realtime action system, unit responses occur continuously and almost simultane- ously throughout the game. This speed helps in accurately simulating the kind of warfare waged in Viet- nam, especially while playing the side of the US/ARVN. For example, during a game, I would locate a hidden Viet Cong unit with my recon helicopter

May 1986

and immediately order an intensive airstrike against it. However, many times the Viet Cong would slip away before the strike could be carried out. Although frustrating, it is historically correct.

I recommend this game to both wargamers and political history en- thusiasts alike. With carefully researched documentation and histor- ical notes, MicroProse's Sid Bever uses a computer wargame as a guided walk-through tour of history. Through "programmed text" documentation, the player chronologically develops a deeper understanding of the events during the 18 years of war covered by this game. After playing Conflict In Vietnam a number of times, I have a better understanding of what was really going on in Vietnam.

MOVIE MAKER HV

Electronic Arts 2755 Campus Drive San Mateo, CA 94403 (415) 371-7171 $32.95, 48K disk

Reviewed by Michael Lasky

There's no denying that Movie Maker is one of the most powerful programs ever devised for the Atari. There is also no denying that MM is one of the trickiest to master Once you have, though, this animation soft- ware is quite satisfying.

The program is ostensibly designed to walk you though the entire movie- making process. What you need is a joystick, 48K, two drives preferably (you can squeak by with one) and lots of patience for the detailed work to follow.

Previously published by Reston, the Electronic Arts version of Movie Maker has been somewhat re-edited. It now contains over 100 more clip- art pictures plus three demonstration movies by big-name cartoonist Gahan

Wilson. Because there are so many logistics which must be compre- hended, you, the director, must rely on the instruction book to lead the way. Although the documentation has been improved, it is still not always clear and demands multiple meticu- lous readings. But, remember, this is moviemaking and few films get their scenes perfect in one take.

The single overiding obstacle is coordination. MM comes with a disk's worth of predesigned actors, back- ground sets, sounds and shapes for the user to manipulate. And while you can get as many as six actors on the screen at once, each one's movements must be recorded individually. The actors everything from a dog and a dragon to a human family have their own built-in movements which you control from the keyboard. Cross screen movement, however, is oper- ated by the joystick. I thought I had a defective program or a broken joystick for the first three hours until I discovered that pressing the [RE- TURN] key toggles the joystick direc- tions for lefties and righties.

In the four menu-selected sections of MM, you use single and occasion- ally multiple keys for different effects. But sometimes the same letters have different purposes. For example, in the Compose sequence, pressing [A] means [A]ction for previewing a se- quence. In the Record sequence, how- ever, it stands for [A]ctor and must be used with a number from one to six.

This often proved confusing, espe- cially in the beginning. The program is so crammed with functions that I am still finding new ones I didn't know existed like typing [S]ave dur- ing the final play of a movie. This will save a frame from your production for later printing on a color or b/w printer

Up to 300 frames of animation can be created and edited at one time. You

continued on next page

103

product reviews

can string a series of these "shots" on one disk for continued play and you can videotape them for continuous flow. There are 128 colors with four recordable color tracks and four tracks for sound effects. The sounds provided on the disk are limited and the ones on the original version are better than what Electronic Arts offers here. There is no capability for creat- ing your own.

You can zoom at three different levels, fast forward, rewind, freeze frame and control the frame or flut- ter rate. Through trial and error you will find dozens of special effect com- binations you can create with color and text. A special section gives you two complete screens for custom ti- tles and credits which scroll hand- somely on the screen before and af- ter your masterpiece.

A help line located at the bottom of the screen is unfortunately so flush with the edge that if your TV or mon- itor suffers from overscanning, you will lose the line completely.

Another drawback is that with only one disk drive, you will be constantly juggling three disks the program, the data, and your production. As I said, moviemaking requires patience and perseverance.

MM will not train you to be the next Walt Disney, but it can give you a taste of what making animated films is like. It is definitely time-consuming hard work, but when you see those credits flash across your screen it is worth it.

STAR FLEET I

Cygnus Software P.O. Box 57825 Webster, TX 77598 (713) 486-4163 $49.95, 48K disk

Reviewed by Harvey Bernstein

Question: What combines the chal- lenge of Star Raiders, the options of

the best strategy games and the real- life progression of a fantasy role- playing game? Answer: Star Fleet I from Cygnus, a small software house in Texas.

Up to now, I was convinced that the best new games would be for the ST series only, and we XL/XE stal- warts would have to make do with periodic releases from Infocom. Star Fleet I is the best strategy/role playing game in a long time and should par- ticularly appeal to fans of the old BASIC Star Trek games.

For those unfamiliar with the genre, I'll explain. The basic plot has you commanding a starship in one section of the galaxy, usually made up of sectors in a 3-D grid. On patrol against enemy ships, you warp back and forth, using phasers and torpedos to wipe out opponents, docking at star bases for necessary repairs and fuel. This is also the core of Star Fleet 1 but with so many other options that I can just touch on a few.

Tactics Not only can you destroy enemy ships, you can also do just enough damage to disable them. You can then grab them with your tractor beam for delivery to the nearest Star Base, which may add a commenda- tion to your service record. Or you can beam a party of marines aboard a disabled ship and transfer all its energy to your reserves, along with enemy prisoners.

Surprises^Of course, enemy prisoners may escape. Or a spy may beam aboard during refueling. In that case, you have a whole system of In- ternal security to access in order to prevent sabotage. There's nothing worse than having your phasers sud- denly go out while battling four enemy ships. Just as in Star Raiders, rescuing bases becomes imperative at the higher levels. Put all this together with two enemy technologies one of which uses invisible ships— and you have a great game.

Documentation— Normally I don't

think about it, but the documentation for Star Fleet I sets a new standard for games of this type. The box comes with a 98-page Officer's Manual that walks you through all the commands and background. Registered owners can send for a free Star Fleet Training Manual which provides further in- struction on battle tactics, effective maneuvering, and the like. My only complaint is that since most people will find both books invaluable, and the second is free anyway, Cygnus may as well package it with the game.

One more thing the role-playing aspect. Each game starts you as a cadet in training. As you successfully com- plete more complex missions, you ad- vance in rank and earn commenda- tions— all of which are saved to disk. Therefore, you can't play at a level you have not been adequately prepared for 2i nice touch!

As is typical with a game like this, the graphics are not outstanding. But they are functional with a minimum of animation. Yet Star Fleet 1 is so rich in and of itself that flashy graphics be- come almost superfluous. Star Fleet I is subtitled "The War Begins," which implies a sequel or sequels. Like many sequels, it will have a lot to live up to.

104

ANTIC, The Atari Resource

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startins out

NEW OWNERS COLUMN

Lesson 3: Variables, IF/THEN

by DAVID PLOTKIN

In the past two issues of Antic, we introduced program- ming on your 8-bit Atari computer in BASIC and covered some simple instructions to get you going. This month we'll start doing useful work and learn some important new programming commands, culminating in a type-in, computerized "Hangman" game.

VARIABLES

Before proceeding, it is important to understand the con- cept of a variable. Variables can be assigned different values during the running of a program. For example, you may see a statement like the following:

10 LET XXX =10.5

This statement assigns the value of 10.5 to the vari- able mmed XXX. LET is a BASIC command for assigning values to variables. It is optional, however, and may be left out as shown below:

10XXX=10.5

This second version is also fine. XXX may very well be assigned a different value elsewhere in the program, and after this happens, it will not continue to be equal to 10.5. Instead, it will now equal whatever new value has been assigned to it. As an example, try the following short program:

10 XXX = 0:REM set variable XXX equal to the value of 0.

20 XXX = XXX-i-l:PRlNT XXX:REM change the value assigned to XXX.

30 IF XXX<10 THEN GOTO 20 Look at line 20. Some- thing new is going on here. Line 20 is saying "variable XXX is being assigned the value equal to the current value of XXX plus 1." Thus, XXX will be equal to 1, then 2, then 3 and so forth. This illustrates two important princi-

May 1986

pies about variables. The first is that a variable may be assigned a value which is calculated by the arithmetic operators. (These operators wLU be discussed in a future column.) Line 20 is quite simple, but the calculation can be as complex as you'd like:

20 XXX = 4 * (PP-2)/3 * 24

The above example is perfectly valid. A second princi- ple is that other variables can be included in the equa- tion, including the variable whose value is being reas- signed. In BASIC, references to the variable which appear to the right of the equal sign refer to the old value of the variable. As an example:

10 XXX = 5 :XXX = XXX + XXX:REM now XXX is equal to 10, 5 + 5.

20 XXX = XXX + XXX:REM now XXX is equal to 20, 10 + 10.

Variable NAMES, like XXX in the above example, may be as long and descriptive as you desire. However, you'll want to use a variable name that gives a hint of the vari- ables's purpose. For example, in the listing accompany- ing this column, you'll see variables such as incorrect ^.nd correct. It isn't too hard to figure out which one records the number of correct letters in your word!

You should not use BASIC commands for variable names (RUN, for example, is not a good variable name). Nor can you use variable names whose first letters corre- spond to a BASIC command. This is not as hard to do as you might think variable names such as FORM- LENGTH won't work because the first three letters are FOR, a BASIC command. Variable names must also start with a capital letter, and contain only letters and num-

continued on next page

107

startins out

bers. Except for these restrictions, however, variable names may be just about anything you like.

IF/THEN DECISIONS

During the course of a program you will frequently need to execute certain commands based on the specific con- ditions existing during that particular time. For example, you might want to execute one set of lines if a variable is equal to one value, but execute a different set of lines if the variable equals something else.

Atari BASIC has a powerful pair of commands which test for certain conditions and then execute the appro- priate program statements based on the results of these tests. The two commands, IF and THEN, must be used together This month's listing contains several examples using IF and THEN.

The IF/THEN command consists of two parts. The first part is called the test and the second part is called the decision. The test occurs right after the IF statement. The decision occurs right after the THEN statement:

10 IF (Test) THEN (Decision)

The test, logically enough, determines whether certain conditions have been met. The test can be as simple as whether two variables are equal:

IFXXX=YYYTHEN. . .

The test can also be quite complex and involve calcu- lations:

IF (XXX*2 + 3/4)=YYY/44 THEN. . .

Note that the * is the symbol for multiplication. All arithmetic and algebraic notation will be discussed in a future column.

The test can also determine whether several different conditions have been met. The keywords AND and OR will be discussed in a future column, but their use should be fairly intuitive. To test whether several different con- ditions are all true, use AND:

IF (XXX = 4) AND (YYY=8) AND (2Z2=2*YYY) THEN . . .

To test whether one of several conditions is true, use OR:

IF (XXX = 4) OR (YYY=8) THEN. . .

You may also combine them:

IF (XXX = 4 AND YYY=8) OR (ZZZ = 10) THEN. . . This statement will evaluate as true if both XXX = 4 and YYY=8, or if ZZZ = 10. If all three conditions are true, then the statement will also evaluate as true.

Once you have determined whether a condition is true, you must tell the program what to do about it. This is the decision. In the following example, the program will print "TRUE" if XXX = 4:

IF XXX = 4 THEN PRINT "TRUE" In fact, a whole series of statements can be executed after the THEN command:

10 IF XXX = 4 THEN PRINT "TRUE":PRINT "XXX = 4": GOTO 100

It is important to remember that none of the statements following THEN will be executed if the test is false. New programmers often will forget this, sometimes with un- anticipated results. If the test is false, the program ignores everything after THEN and drops down to the next line.

If the test is true, the program executes everything after THEN and then proceeds to the next line. One of the limi- tations is that if the statement is true, everything you want to do might not fit on one line. You will see an example of this in this month's listing. To avoid this problem, you will need to change your test, and use the decision to jump around the statements you want executed:

10 IF XXOl THEN GOTO 40:REM you want to exe- cute lines 20 and 30 only if XX = 1 (<> means unequal)

20 PRINT "Hello there, reader of New Owner's Column"

30 PRINT "You got here because XX = 1!"

40 REM pick up here regardless of the value of XX.

You will get used to these programming methods as you practice your new skills.

FOR/NEXT/STEP

Often, in a BASIC program, you will want to execute a set of statements many times. For example, you may want to PRINT "Oh, hello there" on the screen 50 times. You could wear out your fingers punching in 50 lines, but there is a much better way!

The answer? Use the FOR/NEXT/STEP commands to do it for you. These commands will allow you to specify which statements are to be part of the loop, and how many times you want the loop executed. Since there are three commands, we will discuss this construct in three parts.

The FOR command defines the start of the loop and also sets the number of times the loop will be executed. A variable is then used to keep track of how many times the loop executed. To execute a loop 10 times, you might code the following:

10 FOR LOOP = l TO 10

The first time through the loop, the variable LOOP is equal to 1. The next time it will be equal to 2, and so on, until it reaches 10. When the variable moves outside the range specified (1 to 10 in this example), then the loop ends and program continues by executing the statement following the NEXT command. (More on this in a moment).

In our example, LOOP will reach 11 and then the loop will terminate. You can use the value of LOOP in the ex- ecuted statements as part of the loop:

10 GRAPHICS 7:COLOR 1

108

ANTIC, The Atari Resource

■■I

startins out

20 COLOR l:FOR LOOP=10 TO 75:PLOT LOOP/2, LOOP:NEXT LOOP

Notice that the variable (LOOP in this case) does not need to start at L hi fact, the variable does not even need to be an integer— FOR LOOP=.236 TO 10.11 will work just fine.

The end of the loop is denoted by the NEXT statement, as in line 20 above. The name of the loop variable from the FOR statement must also appear in the NEXT state- ment, again as it does in line 20: NEXT LOOP. Everything between the FOR statement and the NEXT statement will be executed as part of the loop. When the loop is finished, execution of the BASIC program will continue with the command following the NEXT statement:

10 REM a short example

20 FOR ROUNDNROUND = 10 to 100:REM loop vari- able can have any valid name.

30 PRINT "Variable is now ";ROUNDNROUND

40 NEXT ROUNDNROUND: PRINT "Loop finished": PRINT "Variable is now ';ROUNDROUND

Note that the final value of the variable ROUNDN- ROUND is 101. As this is outside the range of 10 to 100, the loop ended. Also note that execution of the program continued with the PRINT statement following NEXT ROUNDNROUND, even though the PRINT statement is on the same line as the NEXT statement.

You are not limited to changing your loop variable by 1 each time. The STEP command will let you change your loop variable by any increment you want. If you leave out the STEP command, as we have in all the examples so far, then the default value of STEP 1 will be used by BASIC. Any other value of STEP must be specified. Decimal frac- tions can be used:

10 FOR XXX = 1 TO 10 STEP .1

This example will execute 100 times as XXX becomes 1.1, 1.2, etc. until the loop ends when XXX = 10.1.

STEP can also be negative: 10 FOR XXX = 10 TO 1 STEP -1:REM Blastoff

This line counts down from 10, ending the loop when XXX = 0, which is outside the range of 10 to 1. STEP can be another variable or even be calculated: 10 FOR XXX = 1 TO 100 STEP (YYY-Hl.2)

Finally, if you use a STEP value of 0, then the loop will never be terminated, since the variable will never change!

HANGMAN

This month's listing is a game that plays just like the old paper-and-pencil standby, Hangman. The computer chooses a word, and prints the number of spaces that cor- respond to the number of letters in the word. You must try to figure out the correct word by guessing letters. If you guess a letter which is in the word, that letter

is placed in the appropriate blank space in the word. If the letter you guess is not in the word, then a piece of the poor fellow is drawn on the gallows. The letters you have guessed are printed across the bottom of the screen in case you forget. This goes on until you either guess all the letters in the word or you run out of chances.

The game illustrates how to use the IF/THEN and FOR/ NEXT statements as part of a complete, functioning pro- gram. It also tests your knowledge of the terms impor- tant to your Atari. To add your own words, simply add more lines to the end of the program in the following format:

linenumber DATA word

Linenumber refers to a line number greater than the last line number in the program, DATA should be typed in just as shown, and word represents whatever you choose as your new word. Always make sure that the last line of this program contains the word END after the word DATA. This tells the program that all the words have been used. The program also keeps track of how many letters you needed to guess the word, and the percentage of correct

^O'"'*^- Listing on page 123 H

WORD FOR WORD

A crossword game for the ATARI ST!

You can play WORD FOR WORD on a game board that looks like this, or you can create your own! Drop-down menus make it easy to design the shape, size, and layout of the game board. Other features let you assign letter values, select a skill level, and challenge words.

When the game board is the way you want it, invite up to three friends to play. And you can include Alphie (your computer) in the game. He has a 20,000 word vocabulary that is sure to chal- lenge and improve your skills. The choice is yours and the options are almost endless!

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To Order

Contact your Atari ST dealer, or send $39.95 plus $3.50 for shipping and handling. ($43.45) California residents add $2.40 sales lax. ($45.85)

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WORD FOR WORD is a trademark ol Bay View Soltware

May 1986

109

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All prices include UPS shipping in USA, add $ 1 0.00 lor shipment outside USA. Californid residents add sales tax. No extra charge for credit cards cjr CXJD, VISA or MASTERCARD accepted. Our toll frc^e numter is an order taking ser^ce, not our line. To ORDER ONLY call (800) 5.38-81 57 outside California, or (800) 672-:i470 inside California, ask for extension 817 and have your credit card, part numter and quantities ready. Toll free hours 6 am to 1 2 pm Mon.-Fri., 8 am to 8 pm Sal. & Sun., Pacific Time. For answers to questions tall HAPPY COMPUTERS at our numlx'r l^elow. Oft'ice hours 9-5 Mon.-Fri. Pacific Time.

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ACCESS

Beach Head (D) $21

ACADEMY

Typing Tutor 520ST , , . $23

ACTIVISION

Borrowed Time 620ST , $33 Great American Cross Country Road Race (D) . $16

Hacl<er(D) $16

Hactier520ST $29

Master of the Lamps(D) $16

Mindshadow(D) $16

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Music Studio $33

Space Shultle(D) $16

AMERICAN EDUCATIONAL COMPUTER

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French (D) $16

Grammar (D) $16

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Spanish (D) $16

U.S. Geography (D) $16

U.S. History (D) $16

World Geography (D) . . .$16 ARTWORX

Bridge 4.0(D) $16

Bridge 520ST $19

Compubridge520ST ...$19

Hotel Alien (D) $9

Strip Poller (D) $21

Strip Poker 520ST Call

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Ivlale Data Disk 2 $16

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Panzer Jagd(D) $19

T A.C.(D) $26

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B-Graph(D) $25

Degas 520ST $26

Home Pak(D) $33

Paperclip (D) $39

Paperclip Elite ST . . Call

BRODERBUND

Bank St. Writer (D) . . .$33

Championship

Loderunner (D) . $19

Karateka(D) $19

Print Shop (D) $26

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CBS

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Timebound(R) $7

Webster Word Game (D) $7 CONTINENTAL/ARRAYS Home Accountant (D) ..$44 Book of Adventure

Games II $16

DATASOFT

Alternate Reality (D) . $25

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TheGoonies $19

2orro(D) $19

DAVIDSON

Math Blaster (D) $33

Spell It (D) $33

Word Attack (D) $33

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All Titles Available . . . Call

ELECTRONIC ARTS

Archon (D) Archon II (D)

Financial Cookbook 520ST Hard Hat Mack (D) Movie fvlaker (D) Murder Zinderneuf (D) Music Const. Set (D) One-on-One (Dl Pinball Const. Set (D) Racing Destruction Set (D) Realm of

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HBJ

Computer SAT (D) $49

HIPPOPOTAUMUS

Backgammon 520ST ...$25 Computer Alamanac 520ST$23 ICD

P.R. Connection Call

US Doubter $49

INFOCOM

Ballyhoo (D) $25

Cutthroats (D) $23

Deadline (D) $29

Enchanter (D) $23

Hitchhiker's Guide

to the Galaxy (D) $23

Inlidel(D) $26

Planellall(D) $23

Seastalker(D) $23

Sorcerer (D) $25

Spellbreaker(D) $29

Slarcross(D) $29

Suspect (D) $25

Suspended (D) $29

MICROLEAGUE

Baseball (D) $25

General Manager (D) ...$25

1985 Team Data Disk (D) $16

MICROPROSE

F15 Strike Eagle (D) . . . .$23

Kennedy Approach (D) . . $23

Silent Service (D) $23

MINDSCAPE

Bank St. Music Writer (D) $26

Brataccus520ST $33

Crossword Magic(D) . . $33 Halley Project

A fvtission in Our

Solar System (D) $26

Tinka's Mazes (D) $9

Tink's Adventure (D) $9

Tink sSubt. Fair(D) . . .$19 Tonk in the Land of

Buddy-Bots (D) $9

MIRAGE CONCEPTS Atari ST Tool

Box Vol. 1 $23

Ultima 4(D) $39

PEACHTREE

Acct. Payables (D) $44

Acct. Receivables (D) ... $44

General Ledger (D) $44

PENGUINfPOLARWARE Crimson Crown 520ST . . $25 Graphics Magician

Painter (D) $23

Oo-Topos 520ST $25

Sword of Kadash 520ST . $25 The Coveted Mirror 520ST $25 Transylvania 520ST ... $25 PRECISION

Superscript XL/XE $49

PROFESSIONAL

SOFTWARE

Fleet System 2 WP w/70,(XXI

Word Spell Checker (D) $39 PRYORITY

Forbidden Quest 520ST . $25 QUICKVIEW Zoom Racks 520ST .... $49

Sa^ati

.we promise performance

SC-100

' monitor cables atailable tor '7.

The SC-100 is designecl to work with Apple, Atari, CommoiJore, IBM- PCjr and other personal computers. Includes audio speaker and standard earphone jack; provides the most vibrant brilliant colors; tested, proven, and rated as the best color monitor available.

List ^299^5 Madness Price M49°°

Sold to the first 85 customers

Super Boulder Dash (D) Prices too low to

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EPYX

Ballblazer(D) $25

Jumpman Jr. (R) $9

KoronisRift(D) $25

Pitslop 11(D) - $25

Rescue on Fractalus(D) $25 Temple of Apshai

Trilogy (D) $25

The Eidolon (D| $25

FIREBIRD

The Pawn 520ST . $29

FIRST STAR

Spy vs. Spy (D) $19

Spy vs. Spy 2(D) $19

FTL/SOFTWARE HEAVEN Sundog520ST $25

GAMESTAR

Baseball (D) $16

Football ID) $16

On Track Racing (D) $16

HABA SYSTEMS

Check lvlinder520ST . Call

Hippo C Compiler 520ST $47

Phone Book 620ST $39

HAYDEN

Sargon lll(D| $33

WishbringerlD) . $23

Witness (D) $23

2ork I ID) $23

ZDrk2or 3(D) $25

* All titles in stock for

520 ST Call lor prices

KOALA

Light Pen w/Painler(D) $35

LJK

Dala Perfect (D) $33

Letter Perfect (D) $33

Spell Perfect (D) $29

LEARNING COMPANY Bumble Games (D) $25

Colorasaurus (D) $19

Magic SpGl!s(D) $23

Reader Rabbit (D) $23

Word Spinner (D) . $23

MARK OF THE UNICORN

Hex520ST $25

PCIntercomm520ST $79

The Final Word 520ST $95

MICHTRON

Flip Side 520ST . $25

Gold Runner ST . $25

lvl-Disk520ST $25

IVIudpies520ST $25

Soft Spool 520ST . $25

Time Bandit 520ST . $33

Forth 520ST

$33

H & D Base

$65

MISC.

Abacus Books 520ST

Call

Dragonriders of Pern (D)

$9

$7

Hard Hal Mack (D) . .

$9

Miner 2049'er(R) . .

..$7

Omnitrend Universe. .

$59

Omnitrend Universe 2 ST

$49

Popeye(R)

$9

ST Talk

$12

Wizard of Wor(D|

$7

OSS

Action (R)

$49

Achon Tool Kit (D)

$19

Basic XE(R)

$49

Basic XL(R)

$39

Basic XL Tool Kit(D) . .

$19

DOS XL (D)

$19

IVIAC65(R)

$49

MAC 65 Tool Kit (D)

$19

Personal Disk

Kit520ST

$25

Personal Pascal 520ST

$49

Writer's Tool w/

Spell Checker (R) .

$44

ORIGIN

Ultima3(D)

$34

REGENT

Regent Word 520ST .

$33

Regent Spell 520ST . .

$33

SCARBOROUGH

Mastertype(D)

$23

Net Worth (D) . . .

$44

SIERRA ON LINE

Black Cauldron 520ST

$25

KingsOuesl2 520ST

$33

Ultima 1 (D)

$23

Ullima2(D)

$37

Ultima2 520ST

$39

Winnie the Pooh 520ST

$19

SIMON & SCHUSTER

NY. Times Crossword

Puzzles Vol. 1 or 2(D)

$16

Spy Hunter (R)

$29

SPINNAKER

Adventure Creator (R) .

$9

Alphabet Zoo (R)

$9

Cosmic Combat (R) . .

$9

Delta Drawing (R)

$9

Pacemaker (R)

$9

Fraction Fever (R). . . .

$9

Homework Helper 520ST

$33

Kung Fu-Exploding

Fist520ST

$33

Letter Scrambler (R). . .

$9

Story Machine (R)

$9

SSI

Battalion Commander (D) . $25 Battle of Antietam(D) . .$33 Breakthrough in the

Ardennes (D) $37

Broadsides (D) $25

Carrier Force (D) $37

Colonial Conquest(D) ..$25

Combat Leader (D) $25

Computer Ambush (D) . . $37 Computer Baseball(D) . $25

Computer QB(D) $25

Field of Fire (D) $25

Gemstone Warrior (D) ..$23 ImperiumGalactum(D) .$25

Kampfgruppe(D) $37

Queslron(D) $33

NAM(D) $25

Panzer Grenadier (D) . $25

Rails West (D) $25

Reforger '88(D) $37

SixGun Shootout (D) . . $25

U.S.A.A.F.(D) $37

War In Russia (D) $49

SUBLOGIC

Flight Simulator 2(D). . $32

SYNAPSE

Essex (D) $25

Lode Runner's

Rescue (D) $19

Mindwheel(D) $25

SynCalc(D) $33

Syn-File(D) $33

TELLARIUM

Amazon 520ST $33

Fahrenheit 451 520ST . $33 Nine P.-inces in

Amber 520ST $33

Perry Mason; Case of

the Mandarin

Murder o20ST $33

TRONIX

S.A.M.(D) $39

UNISON WORLD Print Master 520ST. $26 VIP TECHNOLOGIES VIP Professional 520ST Call WEEKLY READER Stickybear ABC's (D) . $19 Stickybear Numbers (D) . $19 Stickybear Opposites (D)$19

WINOHAM CLASSICS

Treasure Island 520ST .$25 Wizard of Oz 520ST ... $25 XLENT

Megafont(D) $16

Page Designer (D) $19

Rubber Stamp (D) $19

Typesetter (D) $23

Typesetter 520ST $26

ACCESSORIES Ape Face Printer

Interface $44

Astra Disk Drives Call

Bonus SS. DD $6.99Bx

Bonus DS. DD $7.99Bx

Bulk Disks SS.DD. .$59.;iIXI CompuServe Starter Kit .$19

D. D. UPrint A $54

Disk Case (Holds 50) . . $9 Dows Jones News Retrieval Membership

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Kraft Joysticks Call

MPP300ST Modem $79

MPPIOOOE Modem . Chaap MPP1150 Printer Int. . . $47 MPP1200ST Modem . Call Microprint Printer Int. ..$37

WicoBoss $12

WicoBat Handle $17

P.O. BOX 111327— DEPT. AT— BLAWNOX, PA 15238

'Ordering and Terms: Orders with cashier check or money order shipped immediately. Personal/company checks, allow 3 weeks clearance. No C.O.D.s. Shipping: Contlnantal U.S.A.— Orders under $100 add $3; free shipping on orders over $100. PA residents add 6% sales lax. AK, HI, FPO-APO— add $5 on all orders. Sorry no International orders. Defec- live merchandise will be replaced with same merchandise Other returns sub)ecl to a 15% restocking charge NO CREDITS! Return must have authorization numt)er (4 12) 361-5291 Prices subiecl to change without notice MODEM OWNERS: Type Go SDA on Compusemes Electronic Mall to see our On-Llne Catalog o( over 700 software titles lor Atan, Commodore & Apple. Plus our new Bargain Basement Shoppe with great Software values under $10 Go SDA Now!

SOFTWARE

^IPOC type-in listing section includes every full-length program from this issue.

GIANT GRAPHICS— EVEN ON DAISY WHEEL PRINTER

POSTER MAKER 118

**BE RE JOYSTICK*' PROGRAM

JOYSTICK CURSOR 119

DATARASEFOR BACKYARD VEGETABLE GROWERS

DIGITAL GARDENER 120

STARTING OUT:

NEW OWNERS COLUMN III 123

GAME OF THE MONTH:

ROCKSLIDE 124

ST RESOURCE:

PERSONAL PASCAL 126

ST RESOURCE:

joySTick 128

ST RESOURCE:

ST BASIC DISK I/O 136

CHEMISTS* ANTI-DRUDGERY TOOL

MOLECULAR WEIGHT CALCULATOR 137

BONUS PROGRAM!

HEX CONVERTER 138

TYPING SPECIAL ATARI CHARACTERS 116

HOW TO USE TYPO II 117 ERROR FILE 117

DISK SUBSCRIBERS: Programs for 8-bit Atari computers can be used immediately.

Just follow instructions in the accompanying magazine articles. ST Owners: See monthly

disk's ST Help File for instructions on how to transfer programs to 3-1/2 inch disk.

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 program listings are typeset on the Star SB-10 printer firom Star Micronics, Inc., 200 Park Avenue, New York, NY 10166.

MAY 1986 ANTIC SOFTWARE LIBRARY 115

TYPING SPECIAL ATARI CHARACTERS

Antic printed program listings leave a small space between each Atari Special Character for easier reading. Im- mediately below you will see the way Antic prints all the standard Atari letters and numbers, in upper and lower case, in normal and Inverse video.

ABCDEFGHIJKLnNOPQRSTUUUXVZ

mcQfflmnaimmaEiiaiBiiimmaimmiiamiBisDQB

abcdefshi JKinnopqrstuuwxwz

nmnmtflaBmaiiiantsmmiimiBBomigcsEaciB

0123456789 mDBBClBSaBmtQ

The Atari Special Characters and the keys you must type in order to get them are shown in the two boxes below.

NORMAL VIDEO |

FOR TYPE

FOR TVPI

THIS THIS

THIS THIS

CTRL

9

CTRL T

(B CTRL

A

B CTRL U

CTRL

B

D CTRL V

ffl CTRL

C

m CTRL W

ai CTRL

D

ffl CTRL X

51 CTRL

E

n CTRL Y

a CTRL

F

ffl CTRL Z

S CTRL

G

« ESC ESC

a CTRL

H

ESC CTRL -

a CTRL

I

ESC CTRL =

B CTRL

J

<■ ESC CTRL +

a CTRL

K

4 ESC CTRL *

EI CTRL

L

CTRL .

n CTRL

M

CTRL ;

a CTRL

N

m SHIFT =

0 CTRL

0

n ESC

CTRL

P

SHIFT

ffl CTRL

Q

CLEAR

e CTRL

R

i ESC DELETE

S CTRL

S

ESC TAB

INVERSE VIDEO 1

FOR TYPE

FOR

TYPE

THIS THIS

THIS

THIS

A CTRL

»

a

ACTRL Y

0 A CTRL

A

B

ACTRL Z

■1 A CTRL

B

a

ESC

a ACTRL

C

SHIFT

0 ACTRL

D

DELETE

0 ACTRL

E

a

ESC

a ACTRL

F

SHIFT

B ACTRL

G

INSERT

B ACTRL

H

ESC

B ACTRL

I

CTRL

a ACTRL

J

TAB

B ACTRL

K

0

ESC

a ACTRL

L

SHIFT

B ACTRL

M

TAB

B ACTRL

N

ACTRL .

a ACTRL

0

ACTRL ;

B ACTRL

P

a

A SHI FT =

B ACTRL

Q

ca

ESC CTRL 2

G ACTRL

R

ESC

a ACTRL

S

CTRL

n ACTRL

T

DELETE

O ACTRL

U

D

ESC

n ACTRL

V

CTRL

O ACTRL B ACTRL

W

INSERT

X

Whenever the CONTROL key (CTRL on the 400/800) or SHIFT key is used, hold it down while you press the next key. Whenever the ESC key is pressed, release it before you type the next key.

Tlirn on inverse video by pressing the Reverse Video Mode Key [^ . lUrn it off by pressing it a second time. (On the 400/800, use the Atari Logo Key^instead.)

Among the most common program typing mistakes are switching certain capital letters with their lower-case counterparts— you need to look especially carefully at P, X, O and 0 (zero).

Some of Atari Special Characters are not easy to tell apart from standard alpha-numeric characters. Usually the Special Characters will be boxed. Compare the two sets of characters below;

SPECIAL

STANDARD

z

Q CTRLF

/

B /

s

B CTRLG

>

B SHIFT +

n

B CTRLN

_

SHIFT -

B

a CTRLR

-

B -

e

Q CTRLS

••■

B +

116 * ANTIC SOFTWARE LIBRARY

MAY 1986

HOW TO USE TYPO II

TYPO II is the improved automatic proofreading program for Antic's type-in BASIC listings. It finds the exact line where you made a program typing mistake.

Type in TYPO II and SAVE a copy to disk or cassette. Now type GOTO 32000. When you see the instruction on the screen, type in a single program line without the two-letter TYPO II code at left of the line number Press [RETURN].

Your line will reappear at the bottom of the screen with a two-letter TYPO II code on the left. If this code is not exactly the same as the line code printed in the magazine, you mistyped something in that line.

To call back any line previously typed, type an asterisk [*] followed (without in-between spaces) by the line number, then press [RETURN]. When the complete line appears at the top of the screen, press [RETURN] again. This is also the way you use TYPO II to proofread 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 [RETURN] (Cassette owners LIST "C:). Type NEW, then ENTER "D:FILENAME" [RETURN] (Cassette— ENTER "C:). Your program is now in memory without TYPO II and you can SAVE or LIST it to disk or cassette.

Owners of the BASIC XL cartridge from O.S.S. type SET 5,0 and SET 12,0 before using TYPO II.

lon't type the ypo 1! Codes!

0>

Don't type the, lyPO II Codes!

t^

MB 32eee rem tvpo ii bv andv barton et 32

Vn 32810 REM UER. l.Q FOR ANTIC MAGAZINE " =

HS 32628 CLR = DIM LINES C128> s CLOSE «2!CL0 CE 32

SE <t3 OR 32 BN 32838 OPEN »2 , 4 . 8 , "E" : OPEN «3,S.8,"E" LI yc 32848 ? •■«■■: POSITION 11.1:7 ■■DHaUJlDriB" OT

UU 32

EM 32858 TRAP 32848 = POSITION 2.3!? "TUPe AN

in a prosran line" WJ 32

HS 32868 POSITION 1,4:? INPUT »»2;LINE JU 32

S:IF LINES="" THEN POSITION 2.4:LI5T B EH 32

:GOTO 32868 BH 32

XH 32878 IF LINES cl , 1> =••»•• THEN B = UALtLIN HB 32

ESC2,LENCLINESJ>J :POSITION 2.4:LIST B: IE 32

GOTO 32868 (L

TH 32888 POSITION 2,18:? "CONT" UG 32

MF 32898 B=UAL cLINESj : POSITION 1.3:? " "J t

NV 32188 POKE 842,13:ST0P bo

CN 32118 POKE 842,12

128

POSI

138

148

NES =

0 32

158

S+CC

168

178

188

198

288

218

CODE

228

natc

ue . "

7 TIO

c=e

POS

858

FOR

»A5

COD

COD

HCO

LCO

HCO

POS

>

POS

h P

:Ga

K": POSITION 11,1:? ••■aaBitilMUUI

N 2,15:LIST B

: ANS=C

ITION 2,16:INPUT »3;LINES:IF

THEN ? "LINE ";B;" DELETED":G

0=1 TO LENCLINES> !C=C+l:ftNS= CCLINEStD.DJJ J :NEXT D E=INTcANS/676> E = ANS- CC0DE»»676> OE = INT CC0DE^25> DE = CODE- tHC0DE»26>+66 DE=HC0DE+65 ITION 8,16:? CHRS CHCODEl ; CHRS

ITION 2.13:? TO 32858

'If CODE does no and edit line a

y ERROR FILE V

ATARI TOONS

August 1985

The 22nd character in line 1090 of listing 2 is an A. Also, to load non- standard character sets, change NUMBER = 1024 in line 1140 to: NUMBER =2050, and change line 1150 to: 1150 GOTO 1170.

GUESS THAT SONG

July 1985

The September, 1985 HELP! section contains an easier-reading listing of some of the tougher data lines in Guess That Song.

STAR VENTURE

July 1985

Change line 380 to:

380 IF PEEKt53279 )=6 THEN SOUND 8,

e,e,e:GOTO se MUSICIAN

June 1985 Change line 790 to:

798 IF ft=54 THEN POSITION 4,22:? «» 6;"son3 Cleared": GOTO 810

And if you're having tempo problems, remove line 1720 and add the following:

1715 XF ft=14 THEN TEMPO=-0 . 25 : GOTO 1788

1728 REM REMOVE T

HIS LINE

MANEUVER

AprU 1985

If you get hearts on the title screen, LIST the program to disk or cas- sette, type NEW, then ENTER and SAVE it.

FONT MAKER FOR SG-10

March 1985

The July 1985 issue of ANTIC contains a listing which, when merged with FONT MAKER,

makes that program work on the Star SG-10. See the HELP section of that issue for instructions.

CUSTOM PRINT

March 1985

Custom Print has prob- lems printing certain characters using re- defined characters. Change line 5 to:

5 CS=PEEKC186J-8: POKE 186,CS-1:GRA PHICS e:DXM CSTSC 28J :CSTS=""

MAY 1986

ANTIC SOFTWARE LIBRARY -k 117

Sraphics dump for non-graphics printers

POSTERMAKER

Article on page 36

LISTING 1

Don't type the, TYPO II Codes!

<^

SF le REM POSTER MAKER

HQ 28 REM BV MICHREL KRUEGER

FU 38 REM cc> 1985. ANTIC PUBLISHING

BZ 78 GOSUB 168 : fl = 131 : B = 8 : IF Ccei<>32 THE

N 138 UT 88 FOR fl=191 TO 8 STEP -64 : 8=0-63 > POKE

77.8 HO 85 FOR X=8 TO 319 STEP 2:5=B!F0R Y=n T

0 B STEP -liLOCftTE X,Y,P:LOCfiTE X+l.Y.

PI LY 86 P=P«2+Pl:IF P=8 THEN S=5+l:G0T0 118

UX 98 IF S>8 THEN FOR 1=1 TO S : PUT »3.32!

NEXT 1:5=8 RN 188 PUT tt3.Ccp» nu 118 NEXT Yi? M3:NEXT X:F0R 1=1 TO 15:?

«3:NEXT I:? «»3:NEXT A NU 128 END OR 138 FOR n=191 TO 8 STEP -64 : B=fl-63 > POK

E 77.8 UX 135 FOR X=8 TO 319 STEP 2:S=8:F0R V=ft

TO B STEP -1 az 136 LOCATE X.Y.PsLOCATE X+1 . Y . PI : P=P«2

+ Pl:PUT <*3.CCP) :NEXT Yi? tt3:NEXT X CE 148 FOR 1 = 1 TO 15:? «*3:NEXT H? tt3:NEX

T n OA 158 END RU 160 DIM FN$<14> .A$ci0i .MAIN$c342} ,LC41

.CC4>:0PEN «2.4.0."K!" OL 178 GRAPHICS 6 : POKE 82 . 2 : SETCOLOR 4.9.

4:SETC0L0R 2 . 8 . 12 : SETCOLOR l.e.4!P0KE

752.1 UU 188 7 "•«► ►POSTER MAKER":? •• Mi

chaei Krueger-:? "*Prints Micro Iiiust

rator -PIC Files":? OK 198 POKE 82.8:FN$="DIRECT0RY":TRAP 258

:0PEN «1.6,8."D:»*.PIC" RJ 280 INPUT «1.A$:IF ASc2,2»=" " THEN ?

AS«3> ;•• •■; :GOTO 200 OU 210 POKE 82.2:CL0SE «1 OS 220 POKE 752,0:POSITION 2.14:? "Pictur

e to print"; :INPUT A$:POKE 752.1:? YM 221 IF LENcftSj<2 THEN 180 FY 222 IF ASci,i>="D" AND cASc2.2>=":" OR

ASC3.3»=":"> THEN FNS=AS:GOTO 240 FR 230 FNS = "D: •• : FNS C3J=AS : FNS CLENCFNSJ+1>

=".PIC" RK 240 TRAP 250:aPEN «1 , 4 . 0 . FNS : CLOSE «1 :

GOTO 260 JN 250 POKE 82.2:CL0SE «1:P0SITI0N 2.16:? "CAN'T OPEN ";FNS;"Q":? "♦Press anil k

ew.":GET «2,K!? "♦□♦♦Q++Q" ; : GOTO 220 CK 260 TRAP 270 : OPEN W3 , 8 . 0 . "P : " : GOTO 280

RU 270 CLOSE ««3 : ? "PRINTER DOESN'T RE5P0N D":? "♦Press anu keu.":GET «2 . K : ? "♦D* ♦Q"; :GOTO 260 UO 280 ? "The next screen shows how the p rinted"!? "copu will look. Use the fl. K4. n, and" IT 290 ? "(!] keus to alter the shades- To print":? "the picture, press □■ To a bort the" JC 300 ? "duHP. press IslWW . " : ? "♦Press anw

key to see "; AS ;•■.";: GET «2 . K EG 310 GRAPHICS 8 + 16 : JNK = USR cftDR t"hH0[ja»O

i;m[i4BmfivE2>kifiikii;j)iipjnr;vnQDm[iiQx^i!HavQV i ^-oxb ?:i!»!iiaLin+n»"j J

ZL 312 TRAP 320:G0SUB 420:GOTO 338 00 328 POKE 559.34:RUN

NB 338 SETCOLOR 8 . 0 . 2 : SETCOLOR l.B.eiSETC OLOR 2.0.10:SETCOLOR 4.0.14

MJ 348 GET »t2.K:IF K=42 THEN 390

FE 350 IF K=27 THEN RUN

IX 360 IF K<48 OR K>51 THEN 348

GC 370 IF K=48 THEN K=53

LF 380 R=K+659 :P=PEEKCR> :P= tP+2>«CP<14»+2

:POKE R.P:GOTO 348 PA 390 FOR 1=0 TO 4:RESTaRE 410:F0R J=8 T

0 cPEEKc7e8+I>-2i^4:REnD A$:NEXT J:Ccc

l+l»»cl<4» J=ASCcASJ :NEXT I ZA 488 RETURN PY 410 DATA e.O./. . * W 420 RESTORE 460 OU 430 FOR A=1536 TO 1556 DC 448 READ B:POKE A.B DC 458 NEXT A HB 468 DATA 162.16.169.1.157.72,3.169.8.1

57. 73. 3. 32. 86. 228. 48. 1.96. 184. 104, 96

OU 470 MAiNs="ha+a\DBaa[9DDsa«QE?]ai£aH(^a«ai SDvflia «0B9Dossnnn[i]-i-n9(a<aDSBB"

FR 480 MAINS CSS >="BraaBSBQaiaB[!]i:]nD vBiiEaraBaijo veianiHaiciiiD veiQmBcaanD vzearaaQicisBigavaQa"

EO 490 MAINS (ii5>="aQxaaaEiBYaiiias vzBBm^av

EI 588 MAINS cl 75) ="0QliaaiLlSB^(lI3aD[i[!](]][!1[iaElOaa

tacioa vKBuiaiieBsaiiiaaamiJimBaaanBQioa] '

UK 518 MAIN$c228>=CHR$flSSi

TO 520 MAINS C229i="«a[]ilB[aRfs]DeaBHvRQSaPenaa

□veEiasiDDa«iBO[ii<'a(£aD[aeeasemcimaQa«aaaaeBs

01 530 MAINS (2911 ="E]SBennsaceB]aDa«aneBa^B

caoraQHEaDBvcDsaisenaDavemaiiiiEiraiiiBQca"

YU 540 OPEN ttl.4.0.FNS NX 550 R=USRCADR(HAINS)> HN 568 CLOSE «tl: RETURN

LISTING 2

MA 18 REM P HO 28 REM B FU 38 REM BL 35 REM CO 40 REM

( c c

OTHER BA IS 4S REM C MG 58 DIM F HO 68 DPL=P YX 78 FN$=" NAME OF YS 88 GRAPH

BASIC LO CD 98 7 ."B PU 188 POKE PO 110 ? :?

se stand LB 128 REST

C = l BK 130 ARS= XU 140 FOR

2,255

158 LM=L

wn . . . T-" UV 160 RScC

l:NEXT X MZ 170 IF P

MANY DAT

E!":END

OSTE

Y MI c> 1 CREA LINE SIC HANG NSC2 EEKC D:ST

THE IC5 ADER

Y CH 105 :? bW.

ORE

R MAKER, LISTING 2 CHAEL KRUEGER 985, ANTIC PUBLISHING TES LINES 318, 470-530J S 10-220 MAY BE USED UITH LOADERS IN THIS ISSUE. E LINE 70 AS NECESSARY.! 0J , TEMPS C2 0> , ARSC93> 10592»:POKE 10592,255 RINGS.LST":REM THIS IS THE

DISK FILE TO BE CREATED 0:? " ANTIC'S GENERIC

ARLES JACKSON" 92,DPL:TRAP 170 "Creating ";FNSi?

Plea

READ LN:LM=LN:DIM AS cLN>

DG

READ ARS

X=l TO LENCARSi STEP 3 : POKE 75

M-l:POSITION 10,10:? "CCountdO

;INTcLM^10J ;">

,Ci=CHR$ (UAL CARS (X,X + 2i>> :C = C +

:GOTO 130

EEK(195>=5 THEN 7 :? :? "HTOO

A LINES!":? "CANNOT CREATE FIL

118 * ANTIC SOFTWARE LIBRARY

MAY 1986

CZ 180 IF C<LN + 1 THEN ? :? "13100 FEU DflTft

LINES!-:? "CflNNOT CREATE FILE!"!END flL 266 OPEN »1.8,e.FN$

PP 210 POKE 766,1:? «l;flS;:POKE 766.0 OF 220 CLOSE ni : GRAPHICS 6:? ■■■HmmaLir^aCirW

LK 1660 DATA

SN 1610 DATA 730670830 085083082

BR 1020 DATA 336011601 202138145

UF 1836 DATA 656361336 248096634

HE 1640 DATA 626161698 686157669

RA 1650 DATA 326068861 261026248

UZ 1860 DATA 780366460 144244165

IH 1070 DATA 240320000 006165232

CB 1080 DATA 961696861

558

05104904803267 320560430490540 040065068082040

10417304800213 991770001700410 000136192255268

16568882418566 811686631778681 041041155052655

03207706507387 671578666031692 883169801157072

16986615767366 652242818672488 668238224624144

63415505205604 530530416610341 232141196062236

03200000616523 061652321411980 141199002230224

00000616523214 332361330341550

10820650800720

58074078075061

034

30001730490021

15261615288864

238

1133

5319

848

8836

3215

003

3169

1328

234

8832

6523

224

2141

8223

032

1206

5265

6861658891 6882136816

8616341841 7868863169

8861332248 1613248616

6778658738 2133234624

1976622382 8224632888

6026241441 7048032077

665673878036 646849649853841 UJ 1696 DATA 0618342381650881332241332281

65889133225133229032800006192136240094

16900013322716523204112813 3 AN 1100 DATA 2351652320411271332262688148

326868661652321332270320 00006165232133

22619822616 5235208028032000 AM 1118 DATA 0341550530480480320776658738

7883664684 9655653841861834006165232133

23362414404 719822616 9255197 CT 1126 DATA 2262082451982271692551972272

0823 724618 3832 0000 06165232133233624144

819198226169255197226208238 PM 1130 DATA 1982271692551972272082362486

34155053 04904 8032077065073078636648858

658056 041061067072082036 04 0 DO 1140 DATA 0490530530411550530500480320

77065073078036040050050057041061634696

16 900219723424 0 08224 0201165 UP 1150 DATA 2331606001452240241690801612

2413 3224169 000101225133225230230169696

19723020804 7169001197236208 TR 1160 DATA 0246241698011012281332281332

2416900013323613323010122913 3229133034

1550530 5104 80 320770650 73078 DU 1170 DATA 0360400500570490410610342250

2414401723023602416904 010122813 3224169

000133230101229133225165235 RC 1180 DATA 2401762081491652331600881452

24824169861181224133224169680181225133

22516523524 8151268229634155

de re joystick

JOYSTICK CURSOR

Article on pase 27.

LISTING 1

MY 16 REM JOYSTICK CURSOR

UG 26 REM BY TED STOCKUELL

GL 38 REM ccl 1986. ANTIC PUBLISHING

LF 48 FOR L0CATI0N=272 TO 272+47

UV 58 READ BYTE

IM 68 POKE LOCATION, BYTE

NM 76 NEXT LOCATION

XZ 80 RE5ULT:=USRC272J

HN 90 POKE 0,2

MT 168 DATA 104,168,27.162.1.169.6.32

BY 118 DATA 92.228.96.286.63.1.208.24

UE 128 DATA 165,6.141.63.1.173.120,2

EO 130 DATA 73.15.240.12.162.255,232.74

MS 140 DATA 144,252.189,59.1.141.252.2

HG 150 DATA 76.95.228.142,143,134,135,5

LISTING 2

8186 .KEYJOV.neS

one ;BY TED STOCKUELL

6128 ;nODIFIED BY PATRICK BASS

8130 ; cc> 1986, ANTIC PUBLISHING

8148 : U. 818786

8158 .SET 1,28

8168 .TAB 8,12,38

0178 TOTALCODE = ENDCODE - STARTCODE

8188 .DPT NO LIST

8198 J

8208 ;

8218 STARTCODE = S8110

0220 SETUBU = SE45C ;Se1: Uector.

MAY 1986

0230 8240 8250 8260 8270 0280 8290 8300 0310 0320 8330 0340 0350 0360

0370 0380 0390 0400 6410 0420 8430 8440 0450 0460

0470 0480 0490

0500 0610

SY5UBU = SE45F UBSETCODE = 6 STICK0 = S0278 SPEED = S00 CH = S02FC CUR. UP = 142 CUR.DOMN = 143 CUR. LEFT = 134 CUR. RIGHT = 135

;Do UBianK.

;SticK shadow- ;Repeat Speed-

;Cursor UaiueS'

**= STARTCODE

9

;To activate, point the UBianK vector to our routine.

INSTALL FLA LDV LDX LDA JSR RT5

tt <I1AIN t* >nAIN ttUBSETCODE SETUBU

;Now everu vertical blank sends us here first. MAIN

COUNT

DONE

DEC BNE

LDA STA

SPEED COUNT

;Bunp down. ;Branch out if

t iner still on ; E 1 se refresh ;deias« counter.

continued on next page ANTIC SOFTWARE LIBRARY * 119

8528 8538 8548 8558 8568 8578

LDA STICKS EOR USQF BEQ DONE

LOX ««FF

8588 riLOOP 8598 INX

8688 LSR A

8618 BCC MLOOP

8628 LDA KEYS.X

8638 STA CH

;Get stick vai

; Inuert it

; If 8> no press

;Otherwise reset Key selector.

;point to next ; Key selection iCheck for bit- ;Branch if no

bit avai labie ;Eise grab Key ;Store in shadow

8648 8658

8668 8678 8688 8698 8788 8718 8728 8738 8748 8758 8768

DONE

jnP SYSUBU ;Do rest of

Uerticai Blank-

KEYS

BYTE CUR.UP,CUR.DOUN BYTE CUR. LEFT, CUR. RIGHT

COUNT

.BYTE 5

ENDCODE .END

database for backyard vegetable growers

DIGITAL GARDENER

Article on page 39

LISTING 1

Don't type the TYPO II Codes!

<^

KC 1090 PRINT »6;

LP 1100 PRINT u&.

MI 1110 PRINT «6j

UL 1120 PRINT »«6i

Un 1130 PRINT «6i

UB 1000 REtl GARDEN LflVOUT PROGRAM OE 1818 REM BV CHARLES BflRTISH NR 1015 REM cci 1985. ANTIC PUBLISHING MQ 1028 DIM R$c20i .UEG$c6O0i ,TEMPS(e0O> ,D I5ROMC30J.DISPLTC30J , PLTF4 c30> ,HTSEQC3 0) .ROUS (151 .R0UZ(15> .R0MGARc7e> IS 1030 DIM BLSc2e> ,GARDEN$cl4) . J$(21> : J$

="HiT Horaan to continue- j poke 82.2

KN 1040 GRAPHICS 18:SETC0L0R 3,4.8

ZH 1050 POSITION 8.4:PRINT «6 ; -ran"

XL 1060 POSITION 6,6:PRINT «6 ; •■PlBHElBlil"

OP 1070 FOR N=l TO 2OO0:NEXT N:PRINT nS ; C

HRSC125> 'PRINT «6 MX 1080 PRINT «6;" THIS PROGRAM UILL"

ASSIST YOU IN" ■■HHrfllffiiilJIlH YOUR SPRING" " GARDEN. BUT YOU'LL" " HAUE TO laBBliJJH IT" YOURSELF!"

LS 1140 GOSUB 3380:REM INITIALIZE UEGETAB LE CHOICES AND USE DELAY AS DISPLAY TI MER YZ 1150 LONG=30:MIDE=15!l=l:REM DEFAULT D

IMENSIONS IN FEET NA 1160 GOTO 23aO:REM MENU PS 1170 GOSUB 3200iREM DRAU PLOT UI 1180 1=2 PQ 1190 GRAPHICS 0:POKE 82.1

JN 1200 PRINT " (■iiinr.if>inBn[!i[»i>iMNi>(wiiMnriuiiit(

■[fl&lCHIOWfill" : ? ! 00 1210 PRINT

PROPER SIZE<

KI 1220 PRINT

FOR UIDTH.-

YK 1230 PRINT

OM YOU NEED US 1240 TRAP 1240:PRINT

ET IS?":INPUT R$ UL 1250 LONG = UALcRS:i QT 1260 TRAP 1260:PRINT

T IS?":INPUT RS LF 1270 UIDE=UALtRS> :IF UIDE>LONG THEN N=

LONG:LONG=UIDE:UIDE=N QU 1280 FACT = LONGMUIDE''450 PA 1290 TRAP 40000 YN 1300 GOSUB 3200

XK 1310 REM PRINT VEGETABLE CHOICES UD 1320 GRAPHICS 0:POKE 752.1:P0KE 82.2 OF 1330 PRINT " amUJ[a(i1[|IHIll[H[gii]HU(iJI||l.1lainrj[i[H

rilir:lUJ[l[llgH": PRINT PJ 1340 M=0:F0R N=1 TO 15:M=N+15 HE 1350 PRINT UEG$ cNm20-19 . Nw2e-2i ; UEGS CM

•IF YOU'RE NOT SURE OF THE

■ENTER 30 FOR LENGTH AND 15

•UE'LL TELL YOU HOU MUCH RO PRINT SPRINT :PRINT

'THE LENGTH IN FE

•THE UIDTH IN FEE

«28-19.M«»20-5J HQ 1360 NEXT N FE 1370 PRINT :PRINT

HE UEGETABLES UE AI 1380 IF PEEKC5327 XN 1390 GRAPHICS OsP PT 1480 PRINT "EACH ONTO THE'^:PRINT " TO PLANT THAT" AU 1410 PRINT •UEGET FOR YE5.":PRINT " TED. JUST HIT- NO 1420 PRINT 'TtllMiMit FI 1430 PRINT JS UI 1440 IF PEEKC5327 CE 1450 GRAPHICS 0:P

rijiuacir-iu'iuHBBB"

UA 1460 1=1

HA 1470 FOR N=l TO 3

KZ 1480 POSITION 2.3

«20J : INPUT R$ SO 1490 IF RS<>"Y- T KX 1500 UEGSCIM20-19

♦♦20> EU 1510 DISROUcl>=DI

PLTcNJ :PLTF4<IJ=I

Eaci>=HTSEQcN> KT 1520 1=1+1 AY 1530 PRINT -♦♦DQ" MP 1540 M=I-1 BS 1550 GRAPHICS 0 CF 1560 PRINT "

BHBHH-*: PRINT : PRI

XT D

au 1S70 FOR N=l TO M VJ 1580 PRINT UEGSCN ID 1590 NEXT N PE 1600 PRINT :PRINT

TION IS CORRECT. -

THERUISE. TYPE 1- UZ 1610 POKE 764.255 TR 1620 IF RS='i" TH

•'•:RESTORE 4000

:PRINT "LET'S PICK T UANT.": PRINT JS 9J06 THEN 1380 RINT •• PRINT UEGETABLE UILL FLASH SCREEN. IF YOU UANT

ABLE. RESPOND UITH Y IF AN ITEM IS NOT UAN

lil." SPRINT : PRINT

9»<>6 THEN 1440

RINT - mmsi

0

:PRINT UEGS(N»20-19.N

HEN 1530 .I»»20J=UEGSCN»«20-19.N

5R0U(N> :D15PLTCIJ=DIS NTCPLTF4 CN>»FACT> :HTS

:NEXT N

n[J][lJBr!l[!lir|[iBti1(il«ril[iillli|[gH NT 'FOR 0=1 TO 20O:NE

*«20-19.N»20» SPRINT "IF THE SELEC

SPRINT "HIT laaiiniuiiji . 0

sINPUT RS

EN PRINT SPRINT "UAIT

sGOSUB 33Be>G0T0 1320

JU 1630 GOSUB 3880:REn DISK STORAGE

LK 1640 GRAPHICS 0:POKE 201.7

XE 1650 PRINT " DDQimaOEIIliaiaBllimQJIBmBnD

[DID" SPRINT ID 1660 PRINT "UEGETABLE";" -j"

ROUS". "PLANTS"

HG 1670 PRINT "nonnonnnn" ; •• ••;"

nnnn" . "nnnnnn"

120 * ANTIC SOFTWARE LIBRARY

MAY 1986

UI 1688 J=8

RE 1696 FOR N=l TO M

QQ 1788 ROUS cNl= CPLTF4 CN>wDISPLT(N>> ^ <12M

CUI0E-1>> FH 1718 R0UScN>=INTcR0MS(N>+8.6> HF ROUS c

NXI THEN R0US(N>=1 LF 1728 PRINT UEG« cN«28-19 . N«>28> < ROUS (N> .

1NT<PLTF4<N> J XC 1738 J=J+ROUScN) H5 1748 NEXT N

UE 1788 PRINT " Total Rows ";J Vn 1768 PRINT "PRINT s PRINT J* OY 1778 IF PEEKt53279»<>6 THEN 1778 SN 1788 PRINT "tfipRiNT " •CHANGE ROUS^P

LANT NUMBERS' UBCUIinnEei" : 1 = 1 UB 1798 PRINT " •LOOK AT PLANT LIST AGAIN

DT 1880 PRINT " •CONTINUE -- JUST PRESSi

muMuwumm"

SV 1818 INPUT R«iIF R«="l" THEN G05UB 347

BiGOSUB 3888 UH 1828 IF R«="2" THEN 1648 DL 1838 IF I>1 THEN 1648 VR 1848 REfl PLANT THE GARDEN- SEARCH FOR

TALLEST PLANT JH 1858 POKE 82,e>I=8>II=8:LGARD=8>GRAPHI

C5 B:POKE 752,l!PRINT " IHbl

(tll'IaKi'lBt-ililliJUirillDn- Uti 1B6B POSITION C4B-LEN CGARDEN«> +6a ^2 . 1 >

PRINT GARDENS (3. LEN (GARDEN*) -41 'PRINT CX 1870 PRINT "UEGETABLE DISP R

OUS DISR SUM"

NX 1880 PRINT ••nrnnnnnn'- nnnn n nnn nnnn nnn-

ON 1890 PRINT '■ inches **

inches feefiPRiNT CO 1988 POKE 281,6!Rn=8 OV 1918 FOR J=l TO M LG 1920 HTSEQ=3e>G0SUB 3708 > HTSEO di =HTSE

0(1)^38 TH 1938 FOR K = l TO ROUSdl TG 1940 11=11+1

OU 1950 IF II>7e THEN GOSUB 3968:EN0 EO 1968 IF K=l AND RI1>DISR0U cl> THEN ROUG

AR(II*=LGARD+Rn>GOTO 1988 CK 1978 ROUGAR(II>=LGARD+DISROU(I» VZ 1988 R0UGAR(1>=6 Un 1990 LGAR0=R0UGAR(II> FM 2888 NEXT K VZ 2810 Rn=DISROU(I> ,00 2828 TEMP* C3»»J-2.3«»J»=UEG« cl»28-19. I«2 I e-17> ■R0UZ(J>=R0US(I> <REH STORE DATA F ' OR PLOTTING UR 2826 LTOT = INT tl0»»LGARD^12>/18 "IF LTOT>

99.9 THEN LTOT=INT cLTOTI JG 2830 PRINT UEG* cl»28-19 , I»28-2» ; DISPLT

tl> -ROHSCIJ ,DISROU(I> ,LTOT FN 2840 NEXT J HM 2850 FOR J=l TO M' HTSEQ ( J> =HTSEa < J* -38

■NEXT J FT 2860 LGARD=LGARD/12+8.6'LGARD=INTCLGAR

0*8. 51 BP 2878 PRINT 'PRINT "owmTHE GARDEN LENGT

H IS -MLGARD;" feefj "«»•»•" UD 2880 PRINT "mmmtHE GARDEN UIDTH IS ";

UIDE;" feet" J "•»«•»•' ML 2890 IF LGARDM15WL0NG THEN 3828 01 2188 PRINT 'PRINT " mtimU TO PLOT THE

GARDEN." OT 2118 PRINT " HttElfflM AFTER PLOT TO GET T

HIS PAGE" XJ 2111 PRINT " (iifiiBINWH FOR PRINTOUT." ML 2115 PRINT " UirflOllMtll TO RERUN PROGRAM."

KJ 2120 IF PEEK<63279>=3 THEN 7 '? "PLEAS I E UAIT. . ."'RESTORE 48ee<G0SUB 3388>G0T f 0 1158

VA 2126 IF PEEKt53279>=6 THEN 2138

UA 2126 IF PEEKC53279>=5 THEN 5888

PU 2127 GOTO 2128

CG 2130 GRAPHICS 7'POKE 789 , 198 ' COLOR 2>R EM COLOR 2 GREEN

HB 2140 J=142

UL 2150 K=JHUIDE''LGnRD

QD 2160 IF K>8e THEN J=8 . 96»J ' GOTO 2158

NR 2178 POKE 7ie.eiREM COLOR 3 BLACK

EA 2180 PLOT 158,79

JE 2198 DRAUTO 150 . 79-K ' DRAUTO 168-J.79-K 'POSITION 158-J.79

RC 2280 POKE 765,2

MAY 1986

LE 2218 XIO 18,tt6,e.e,"S'"

UX 2228 II=e:KOLOR=l

FC 2238 POKE 7eB,14'REM COLOR 1 UHITE

01 2248 FOR N=l TO M

YB 2258 IF K0L0R>3 THEN K0LDR=1

FE 2268 COLOR KOLOR

CC 2278 FOR 1=1 TO ROUZ (Ni

TF 2288 11=11+1

MN 2298 IF 1=1 THEN GOSUB 3748

CU 2388 PLOT 158- J+ (R0U6AR (II> /12i »J/LGAR

D,76 NT 2318 DRAUTO 158- J+ (ROUGAR cll> xi2>«J/LG

ARD,88-K+2 FC 2320 NEXT I DT 2338 K0L0R=K0L0R+2 HL 2348 NEXT N UN 2358 POKE 77,8'IF PEEK c53279> <>6 THEN

2358 RU 2368 POKE 82,2'GOTO 1868 PQ 2378 REM END OF MAIN PROGRAM. SUBROUTI

NES FOLLOU BL 2388 REM MENU

PA 2398 GRAPHICS 8'SETCOLOR 2,9.2 RN 2488 TRAP 2398 UK 2418 PRINT " WmmHMttlR)" ' P

RINT iPRINT FP 2428 PRINT " MAKE NEU GARDEN

1" HQ 2438 PRINT " RECALL PREVIOUS GARDEN

2" DK 2448 PRINT 'PRINT 'PRINT " TYPE NUMBE

R OF CHOICE, RETURN"; AO 2468 INPUT R$:I=UAL(R*> GH 2468 IF I>2 THEN 2398 OZ 2478 TRAP 48888 JL 2488 ON I GOTO 2498,2578 CT 2498 GOSUB 2818 RS 2588 PRINT 'PRINT "GIUE THE GARDEN A N

A ME, e.g.. mmamm."

KN 2518 PRINT "I'LL ADD THE SUFFIX marflUI T

0 THE NAME."

KX 2528 INPUT R*

SF 2538 GARDEN«="D:"

HO 2548 GARDENS(3l=R$

TC 2558 GARDEN*(LENCGARDENS>+1>=".GAR

RQ 2568 GOTO 1178

CP 2678 GOSUB 2818

HD 2588 PRINT 'PRINT "UHICH GARDEN DO VOU

UANT TO RECALL"

UJ 2590 INPUT R«!IF R* tLEN cR«» -3» =" . GAR"

THEN R6=R*(l,LENtRS> -4>

RY 2608 GARDEN«="D'"

HH 2618 GARDEN«(3i=R*

SU 2620 GARDEN* (LENCGARDEN*>+1>=". GAR"

OS 2638 REM OPEN DISK FILE TO INPUT STORE

D DATA

UI 2648 OPEN ttl , 4 , 8 . GARDEN*

HG 2658 INPUT ttl;UIOE

CJ 2668 INPUT •*1;FACT

UO 2678 INPUT ttl)M

YC 2688 INPUT ttl j TEMP* > UEG* (1 , 288* =TEMP*

XF 2698 INPUT «1 j TEMP* ' UEG* c281 , 480* =TEMP

*

AO 2788 INPUT Ml j TEMP* > UEG* (481 , 688> =TEMP

*

OL 2718 FOR 1=1 TO M

DS 2728 INPUT ttl J TMP ' ROUS (H =TMP

UM 2738 INPUT i«l ; TMP ' HTSEO (I> =TMP

OH 2748 INPUT 1*1 ; TMP ' DISROU (I* =TMP

HH 2768 INPUT «»1 ; TMP ' DISPLT (I> =TMP

YN 2768 INPUT ttl ; TMP ' PLTF4 (I) =TMP

FZ 2778 NEXT I

NU 2788 CLOSE Ml

DI 2798 GOTO 164e'REM RETURN TO MAIN PROG

RAM TO PLOT RECALLED DATA

BQ 2888 REM SUBROUTINE TO PRINT DISK DIRE

CTORY

LG 2818 SETCOLOR 2,12.2'PRINT "X

[gnmiiMuramia" ' print

OF 2828 R*="D'».GAR"

RG 2838 OPEN M1,6,8.R*

UC 2848 TRAP 2888

LL 2858 INPUT M1,R*

JS 2868 PRINT R*

UQ 2878 GOTO 2858

5Z 2888 CLOSE mdTRAP 4e888'PRINT

BR 2fi9B RETURN

KE 2988 REM OPEN DISK FILE TO PRINT STORE D DATA

continued on next page A\TIC SOFTWARE LIBRARY 121

YJ 29ie OPEN Ml, 8. 8, FG 2920 PRINT mDHID nj 2938 PRINT ttUFRC SO 2948 PRINT nljM CH 2960 TEriP* = UEG«cl KO 2960 TEnP«=UEG*(2

NP 2970 TEnP*=UEG«c4

PK 2980 FOR 1=1 TO n ZJ 2990 TNP=RaU5cl> : SO 3088 TnP=HTSEacI> DC 3010 TnP=DISROHcI VU 3020 TMP=DISPLTCI DN 3030 Tt1P = PLTF4cl> FO 3040 NEXT I NO 3050 CLOSE ttl NU 3060 PRINT "DISK

1 TO 20e:NEXT I RU 3070 RETURN LS 3080 REM DISK STO OU 3890 GRAPHICS 8>S UE 3100 PRINT "

"i PRINT KG 3110 PRINT "DO VO

GARDEN?"! PRINT "I

nnmisis "

GD 3120 PRINT iPRINT

IS ";GARDEN*c3> RA 3130 INPUT Rt'IF AM 3140 PRINT 'PRINT RENT NAME?" I PRINT

D (oaaanaiii . "

KL 3160 INPUT RtilF

lO'GOTO 3180 FB 3160 PRINT "TYPE

THE .GAR" AM 3170 INPUT R«iGAR

NcGARDEN«>^l>=".G

UB 2910 BB 3188 RETURN EG 3190 REM LENGTH A OH 3200 GRAPHICS 0<P ZU 3210 IF 1=1 THEN XK 3220 IF 1=2 THEN

,204 EX 3230 POSITION 19, 36,12:PRINT UIOE GR 3240 FOR N=l TO 1

ITION 6.4+N>NEXT DZ 3260 FOR N=l TO 3

NT CHR«ci8> >NEXT

T CHR«€3> Zn 3260 FOR N=l TO 1

INT CHR«C1241 >NEX

NT CHR«C61 GE 3270 FOR N=l TO 3

NT CHRSCISI iPOSIT

NT CHR»C17> YR 3280 IF 1=1 THEN

HAT SIZE GARDEN D BU 3290 IF 1=1 THEN

US" BA 3300 IF 1=2 THEN

YOU" RC 3310 POSITION 6,9

ONG;" PLOT GIOES" TC 3320 POSITION 6.1

RE5H UEGETABLES," CJ 3330 POSITION 6,ll:PRINT

A FULLTIME CHORE" UL 3340 POSITION 6,12iPRINT

GARDEN* E

T

,200* SPRINT MllTEMP* 01,400} 'PRINT **l;TEnP

01,6001 'PRINT »l;TEnP

PRINT «1)TMP 'PRINT «1jTMP

> 'PRINT MUTMP

> 'PRINT »»1;TI1P 'PRINT itliTMP

SAME COMPLETE" I FOR 1 =

RAGE SUBROUTINE ETCOLOR 2,9.2

oiaeiQaHaaiajQifflai

U MISH TO STORE THIS F YOU DO, HIT D AND DB

"CURRENT GARDEN NAME

R*<>"Y" THEN 3180 "DO YOU UANT A DIFFE "IF YOU DO, HIT a AN

R«<>"Y" THEN GOSUB 29

IN NEM NAME. I'LL ADD

DEN«<3l=R»' GARDEN* CLE AR"iPRINT GARDEN«'GOS

ND UIOTH PLOT

OKE 752,1

POKE 710.0

POKE 710.196'POKE 709

3IPRINT LONG'POSITION 'POSITION 6,4 6'PRINT CHR«C124» 'POS N'PRINT CHR$c26> O'POSITION 6+N,19iPRI N'POSITION 35,19'PRIN

8>P0SITI0N 35,19-NsPR T N'POSITION 36,4'PRI

O'POSITION 36-N,4>PRI ION 35-N,4>NEXT N'PRI

POSITION 6,7'PRINT "H

0 YOU HANT7"

eL*=" MY "iTEMP«="

BL»=" YOUR "!TEMP«="

■PRINT BL«iUIDE;"x";L

;TEMP«

O'PRINT " PLENTY OF F

AND IS NOT TO MAINTAIN

LB 3360 POSITION 6,lBiPRINT J*

AA 3360 IF PEEKC53279106 THEN 3360

BC 3370 RETURN

UY 3380 8L«=" " > BL* c20i =BL« < BL« c2i =BL«

HG 3390 FOR N=l TO 30

NE 3400 READ TEMP* , I , J, K, L ' DISROUcNi =1 ' DI

SPLT(N1=J>PLTF4CN>=K'HTSE0CN>=L

GN 3410 FOR P=l TO 20

CE 3420 TL=LENCTEMPS> 'IF TL<2e THEN TEMP*

CTL*1>=BL»

IH 3430 NEXT P

XO 3440 UEG«cNw20-19,Nw20i=TEnP*

HR 3460 NEXT N

BB 3460 RETURN

UN 3470 I=I+1'F0R N=l TO M'GRAPHICS 0

CU 3480 PRINT " BBlCOGSOBDiei"

YD 3490 PRINT 'PRINT 'PRINT "TO CHANGE NU

MOER OF ROUS, TYPE R. "'PRINT "TO CHA NGE NUMOER OF PLANTS. TYPE P."

ZU 3600 PRINT "OTHERUISE, HIT ISI10IIJCi![!l " ' P R INT

MO 3618 PRINT "»»»n»»t«»«»«i..»i.«.«»«.n.«»»n«»»««»i»im

LZ 3620 PRINT 'PRINT 'PRINT 'PRINT "VEGET ABLE "i"ROHS", "PLANTS"

PI 3630 PRINT "i-innnnnnnn ";"n!-;n

n","nnnnnn"

UF 3640 PRINT UEG* cNw20-19 , Nw20> ; ROUS cNt ,

PLTF4CN> LH

THEN GOSUD 3600 THEN GOSUB 3660

BO

3660 INPUT R* MP 3668 IF R»="R' RH 3670 IF R*="P' IC 3680 NEXT N BM 3690 RETURN OG 3600 PRINT 'PRINT "ENTER THE NEU NUMBE

R OF ROUS" KX 3610 INPUT R* UH 3620 R0USCN>=UALCR*> OJ 3630 PLTF4cN> = CR0USCN>»12MCUIDE-li>''DI

SPLTtNJ AZ 3640 RETURN MK 3660 PRINT 'PRINT "ENTER THE NEU NUMBE

R OF PLANTS" LM 3660 INPUT R* JA 3670 PLTF4CN1=UALCR*> RO 3680 R0USCN1=CPLTF4CN><*0ISPLTCN>>/(12M

CUIDE-IJJ

3690 RETURN QH 3700 FOR N=l TO M CS 3710 IF HTSEOCNXHTSED THEN HTSEa = HTSE

OtNi <I=N HO 3726 NEXT N AY 3730 RETURN NL 3740 JJ=cj/142i«38>KK=INTc(R0UGARCII>/

12i«cjj-2>/LGARD> PC 3760 FOR JJJ=0 TO 3 GV 3760 POKE 762.1'POKE 686,JJJiP0KE 667.

40-JJ+KK LE 3778 IF JJJ = 3 THEN PRINT ROUZ CN> ; "4^" G

OTO 3798 FU 3780 PRINT TEMP* c3"N-2* J J J. 3t«N-2* J J ZU 3790 NEXT JJJ AR 3806 RETURN

JO 3810 REM ERROR SUBROUTINES EJ 3820 GRAPHICS 01? '? "THE LENGTH IS GR

EATER THAN YOUR LIMIT."'? " PICKED". ACTUAL", LGARD 'PRINT 'PRINT " HER

LONG'? PE 3830 PRINT

E ARE YOUR OPTIONS' FZ 3840 PRINT 'PRINT "OPTION KEY"

IT 3860 PRINT "nnnnnn nnn"ipRiNT

OK 3860 PRINT "ACCEPT NEU LENGTH- -CONTINU

NF 3870 PRINT 2'

•REDUCE SPACING OF ALL BY 1 Of. SM 3800 PRINT

TS 3" UR 3890 PRINT

4" RT 3900 TRAP 3820'PRINT 'INPUT R*

3910 ON UALCR*} GOTO 3920,3930,1640,39

•CHANGE NUMBER OF ROUS/PLAN 'CHANGE DATA OF CERTAIN UEG

HV AH

40

7 RO

OR REDUCE THE S

3920 TRAP 40O8O:LONG=L6ARD'GOTO 1860 AZ 3930 TRAP 40000'FOR J=l TO M'DISROUcJi

=INT(e.9wDISR0UCJll 'NEXT J'GOTO 1860 SS 3940 TRAP 40000 ' GRAPHICS 0'LIST 4000,4

290 I END QK 3960 PRINT 'PRINT "YOU HAUE EXCEEDED

0 ROUS. "'PRINT "EITHER REDIMENSION

UGAR- IN" DB 3960 PRINT "LINE 1820.

IZE OF YOUR"iPRINT "GARDEN! 10 3970 PRINT "THE GRAPHIC RESOLUTION UIL

L BE POORI" BR 3980 RETURN FT 3990 REM DATA L)JlirHllllirt1liillliilBrtHi1l»[gtll>1lirt1lk<lliiriHI

iuiMrar^uHiHJMin[)ai!i[§riiii(.iki[!iiiii>j[!i[:i['»i!i[U[iJ[iiifi[niiuniumra

JI 4000 DATA ASPARAGUS,42,18,10,3

GP 4010 DATA BEANS--SNAP BUSH. 18 , 4 , 172 , IB

PU 4020 DATA BERNS--SNAP POLE, 36, 6, 68. 1

UA 4030 DATA BEANS- -LIMA, 24, 3, 228, 8

JO 4040 DATA OEETS, 20, 2, 85. 12

MI 4060 DATA DROCCOLI. 24, 18, 6, 9

122 * ANTIC SOFTWARE LIBRARY

MAY 1986

MB 4060 TV 4876 ND 4888 lY 4898 SZ 4188 HL 4118 PL 4128 CR 4138 ZB 4148 PG 4158 KP 4168 JL 4178 in 4188 OU 4198 00 4288 FH 4218 AG 4228 DZ 4238 OH 4248 UQ 4258 JE 4268 BR 4278 TU 4288 VG 4298 ZL 5888

SUMHA HX 6818 >PRIN 5828 ROUS LB 5838

UO

DATA BRUSSEL DATA CABBAGE DATA CANTELO DATA CARROTS DATA CAULIFL DATA CELERV DATA CBl-BRU DATA CB2-CAR DATA CORN, 12 DATA CUCUnBE DATA EGGPLAN DATA LETTUCE DATA LETTUCE DATA ONIONS. DATA PEAS/24 DATA PEPPERS DATA POTATOE DATA PUnPKIN DATA RADISHE DATA SPINACH DATA SQUnSH. DATA TOriATOE DATA TURNIPS DATA UATERME I=8<II=BiLGA

Ry

LPRINT ,GARD

T

LPRINT "UEGE

DisR sun-

LPRINT

S SPROU .24.18. UPE.68. .12,2.8 0UER.24 24.6.29 S/BRO^C RT'^RADS .12.45. RS.36.1 T.24.18 --HEAD, --LEAF. 12.4.12 .3.228. .24.18. S.38.12 5.68.24 S.12.1, .18.3.5 48,18.1 S.36.36 .18.2.8 L0N.72. R0=8>LP

EN«C3.L

TABLE

BA 5848 LPRINT

TS, 24. 18, 6. 18

18.19

24.8,28

6,26

,18.6.11

.13

RU. 24. 18. 6. 9

H. 12. 2, 85, 26

2

8.18,6

.18.6

18.12.15.16

18.3.67.25

9.24

7

18,17

.46.14

.8.22

85.28

7.27

8.21

.15.4

5.15

36.5.23

RINT ."GARDEN

EN(6ARDEN«>-4>

DISP

Inches

CP OZ LH

TI TH NT IB

BJ XV TL GG ZT HK

UU

PE

FI HH

FO

RZ

FJ

MG TT

tt i

5858

5868

5878

Odl

5888

6898

5188

5118

ARCI

5128

5138

5148

5158

5168

5178

8-17

OR P

5188

99.9

5198

Tcl>

5288

5218

iNEX

5228

D + 8.

6238

GTH

5248

lUID

5258

5268

nches f POKE 2 FOR J = HT5Ea=

+ 38 FOR K = II=II* IF II> IF K=l

I>=L6nR ROUGAR ROUGRR LGARD= NEXT K Rn=DIS TEHPfc

1 >ROUZc

LOTTING LTOT=I THEN L LPRINT

.RDUSCI NEXT J FOR J =

T J LGARO=

51 LPRINT

IS "iLG LPRINT

E;" fee IF L6R GOTO 1

eef'iLPRINT

81.5>Rt1=8

1 TO n

38<G0SUB 37eeiHTSEacIl=HTSE

1 TO ROUSclJ 1

78 THEN GOSUB 3 AND RI1>0ISR0UC D+RKiGOTO 6130 cIIl=LGARD*DISROUcIl fl>=6 ROUGRRdl*

95e>END

I> THEN ROUG

ROH(I>

3»»J-2,3«»J1=UEG« J>=ROUS(I> iREM

NTci8<tLGARD^12s TOT=INTtLTOT»

UEC*tI»»28-19.I > .DISROUcli.LTO

1 TO niHTSEBcjl

LGARD''12 + 8.6iLG

LPRINT "*»»«TH ARD;" feef'j"«» ••MMMTHE GARDEN

All* l*K4(^t(

RD>1.15ML0NG TH 858

«I*«28-19.I»2 STORE DATA F

/181IF LTOT>

••28-2» ;DISPL

T

=HTSEB<J>-38 ARD=INTCLGAR E GARDEN LEN

I

MIDTH IS •• EN 3828

Starting out

NEW OWNERS COLUMN

Article on pe^e 107

LISTING 1

RO

zs

PR FX DE FA MA

TO FZ

IN

01 RI

KC

ZL

18 28 38 40 58 55 68

DO

115

IG

119

XH

128

T "1

R*

NO

138

YC

148

FOR

MZ

158

MAY

1986

REH THE NEM OMNERS COLUMN REM THE HANGnAN GflnE REn BY DAUID PLOTKIN REM cc) 19BS, ANTIC PUBLISHIN DIM RNSMERS(4e> ,LTR« ell .HOLDC NUnCORRECT=eiTDTAL=e GRAPHICS 7'CTR=8i YES=0>COHREC C0RRECT = 8i5ETCOLOR 8 . 2 . 4 ' SETCOLO

.ie>GOSUB eieiREM dram galloms

65 FOR LP = 1 to 4eiH0LDcLP»=:^eiNEX

78 READ ANSMERSiREn GET THE MORO

AY MITH FROM THE DATA STATEMENTS

88 IF AN5MER«="END" THEN GOTO 66

TEST FOR ALL DATA USED.. -GO TO E

THE GAME IF IT IS.

85 TOTAL^TOTAL+l

98 FOR LP=1 TO LEN ( ANSMER«> < REM

0 THE LENGTH OF THE MORD

188 POKE 656,8>P0KE 657,LP»2!PRI

iiREM PRINT THE UNDERLINE BLANKS

HE MORD

lie NEXT LPiPOKE 666.2iP0KE 657,

NT " •■;

POKE 656,2>P0KE 667,25>PRINT

REM * =

LTR* = POKE 666.2IP0KE 667.

ii[iiriiiinw«kiiiiwinia(iMnrMiii(ifH[iiiKiiiiii") < in

IF LTR»="" THEN GOTO 115 CTR=CTR+liREM UPDATE THE COU A SUCCESSFUL LETTER CHOICE. POKE 656.3IP0KE 657.CTRIPRIN

Don't type the^^s^

TVPO II Cod«j!*\^

^

NI

160

e.z

SOM

G

KM

178

481

. .

YL

176

T=8iIN

1=8

R 1,12

ECT

LN

188

T LP

56,

TO PL

HX

198 P = 6

8>REM

EXT

ND OF

FF

288 58

MP

218

LOOP T

LM

228 EXT

NT "-"

YF

238

FOR T

.87

KS

248

24'PRI

BB

258 518

" •';

OM

268

YT

488

8>PRIN

MH

418

IPUT LT

PLO 25*

UE

428

INTER

88 PP.

IT LTR»

DC

438

FOR ziP=2eo

:P.10.4"NEXT [ SOUND FOR LP=1 TO

TO 180 STEP ZIPiSOUND 8

-10ISOUNO 8.8,8>REM

LEN(ANSMER«> <REM LOOP

IF ANSMER«CLP.LP>=LTR« AND HOLDcLP

THEN HOLD CLP>=1> YES =liCaRRECT=CORR 1

IF ANSMER«tLP.LPl=LTR« THEN POKE 6 8>P0KE 667.LP»2iPRINT LTR»

IF ANSMER«cLP,LP)=LTR* THEN FOR ZI 8 TO 168 STEP 18>S0UND 8.ZIP,12,4iN

ZIPiSOUND 8,8,8.8

NEXT LPHF YES = 1 THEN YE5 = 8i00T0 2

INCORRECT:: INCORRECT «1 FOR ZIP=ie TO 68>S0UND 8.ZIP,a,4>N ZIPiSOUND 0.8,8,8

ON INCORRECT GOSUB 718,758,798,838 8,918,968,998 IF INC0RRECT=8 THEN GOTO 410 IF CORRECT=LENcRNSMER«> THEN GOTO

GOTO 115

REM OH.OH...YOU ARE HUNG!

COLOR 3>PL0T 123 , 13 > DRAMTO 123, 19> T 12e,3eiDRAMT0 126,38iPRINT CHRXl iPOKE 656,1>P0KE 657,16

PRINT "»»««»(Illl||JIW»««»t»'MFOR PP = 188 TO 2 STEP 2IS0UND 8 , PP , 18 . 4 > SOUND 1,258- 18.4INEXT PP

SOUND e.e.B.BiSOUND 1.8.8.8IP0KE 6

continued on next pase ANTIC SOFTWARE LIBRARY 125

56.3!P0KE 657,3)PRINT "PRESS Illl4ll(lll:l[;i TO T 118 . PP i DRAHTO 13e,PP!C0L0R 3:PL0T 11

CONINUE. •'■; sINPUT LTR$ 8 . PP + 1 : ORAUTO 130 , PP + 1 : NEXT PP

RL 448 GOTO 68 ZG 810 RETURN

FT 508 REM GOT THE CORRECT flNSHER UR 820 REM DRAM THE LEFT ARM

EV 510 FOR PP=50 TO 168:S0UND 0.PP,10.4:S UU 838 FOR PP=32 TO 36 STEP 2sC0L0R 2sPL0

OUNO l<PP+ie.ie,4:P0KE 712.PPSNEXT PP s T 115 , PP : DRAMTO 11?,PP:C0L0R S'PLOT 11

SOUND 0,8, 8,0: SOUND 1,8.0,8 6 , PP+1 : DRAMTO 117 . PP*1 s NE XT PP

EC 520 POKE 712.0:NUnC0RRECT=NUnC0RRECT+l GI 840 FOR PP=32 TO 42 STEP 2>C0L0R 2iPL0

T 110,PP>DRAUT0 114,PP:C0L0R SsPLOT 11

RK 538 GOTO 68 0 . PP+1 i DRAHTO 114 . PP+1 s NEXT PP

VI 600 REM DRAM THE CALLOUS ZO 850 RETURN

TI 610 COLOR 2:F0R PP=70 TO 7B!PL0T 108, P MB 860 REM DRAU THE RIGHT ARM

PsDRAUTO 140.PP!NEXT PP CC 870 FOR PP=32 TO 36 STEP 2:C0L0R 2:PL0

UE 620 COLOR 1 : FOR PP=10 TO 69!PL0T 102, P T 131 . PP : DRAUTO 133 , PP : COLOR 3 s PLOT 13

P'DRAUTO 106,PP!NEXT PP 1 , PP+1 < DRAMTO 133 , PP+1 s NEXT PP

BE 630 FOR PP=6 TO JsPLOT 102 , PP = DRAMTO 1 00 880 FOR PP=32 TO 42 STEP 2:C0L0R 2SPL0

25,PPiNEXT PP:FOR PP=10 TO 12iPL0T 121 T 134 . PP : DRAMTO 13e,PP!C0L0R 3<PL0T 13

,PP:DRAUTO 125,PP!NEXT PP 4 , PP+1 : DRAMTO 138 . PP+1 : NEXT PP

ZK 648 RETURN ZM 890 RETURN

DN 658 REn ALL DATA USED... HF 900 REH DRAM LEFT LEG

BK 660 PRINT CHR$ C125i s POKE 656.l!pOKE 65 MB 910 FOR PP=52 TO 60 STEP 2:C0L0R 2:PL0

7.3tPRINT "ALL THE DATA USED"!POKE 666 T 118 , PP : DRAMTO 122,PPsC0L0R 3!PL0T 11

.2iP0KE 657.3 8 , PP+1 s DRAMTO 122 , PP+1 i NEXT PP

SB 670 PRINT "PERCENT CORRECT >"; NUMCORREC X5 928 COLOR 1:F0R PP=61 TO e4:PL0T 116. P

T/TOTAL««180;"!'."; SPOKE 656.3:P0KE 657.3 P'DRAMTO 122.PP:NEXT PP

!LTR»="" 2L 938 RETURN

KK 688 PRINT "PLAY AGAIN cV^N* ";: INPUT LT NP 948 REM DRAM THE RIGHT LEG

R«:IF LTR« = "V" THEN RESTORE "GOTO 55 BU 958 FOR PP = 52 TO 68 STEP 2 : COLOR 2SPL0

JD 698 GRAPHICS BsPRINT "GOOD BVE TILL NE T 126. PP : DRAMTO 138,PP:C0L0R 3.-PL0T 12

XT TIME"'END 6 . PP+1 : DRAMTO 130 . PP+1 s NEXT PP

AB 700 REM DRAM THE HEAD ^^ P?DRaStS"i32''pp Eext^ "rPLOT 126. P

UX 710 COLOR liFOR PP=20 TO 28!PL0T 120, P 2T 97B BF^Sni

P:DRAMT0 128,PP!NEXT PP:C0L0R 2'PLOT 1 fk Hi bIm HUNG

22,23!PL0T 126.23IPL0T 124.25 bS IgS SlVlinM

OA 720 PLOT 123,27!DRAMT0 125.27iC0L0R 0> fi Toon nJS noTft pod tmp r-Mc

PLOT 12e,20:PLaT 12a.2a:PiaT 17B 7B'Pl "-" ^""0 "EM DATA FOR THE GAME

OT 128728 1Z8.ZBPLDT 120,28.PL „„ ^^^^ p^^^ ATARI . COMPUTER. DISK

ZJ 730 RETURN JL 1828 DATA ANTIC. PROGRAH. CARTRIDGE

MH 748 REM DRAM THE NECK DX 1038 DATA SCREEN, MEnORy . COUNTER

YC 750 COLOR 1:F0R PP=29 TO SlsPLOT 123, P EO 1040 DATA nODEM, BASIC. PRINTER

P'DRAUTO 125.PPiNEXT PP VM 1050 DATA DEBUG . KEYBOARD . MANUAL

ZR 770 RETURN TU 1060 DATA JOYSTICK, PADDLE , GRAPHICS

XR 788 REM DRAU THE BODY YT 1070 DATA SOUND. COLOR

FD 790 FOR PP = 32 TO 50 STEP 2 < COLOR 2iPL0 1^0 1080 DATA END

I same of thg month

ROCKSLIDE

Article on page 97

LISTING 1 Tr:rs^i<:^

EY

18

UO

28

GL

38

JK

48

SET

AZ

45

JE

50

6j"

AP

100

EY

lie

FO

120

YY

140

UJ

150

DC

160

LI

165

TN

170

liGI

PM

175

OH

180

ZC

190

YX

195

OE

208

XY

210

Sin 2S'^'^«l;i2^.,«,....r 220 COLOR 32:PL0T PX . PY = PX = TX s PY = TY

REM BY JAMES HAGUE AF 230 COLOR 34!PL0T PX.PY

REM cc» 1986. ANTIC PUBLISHING MJ 240 SOUND CO , 40 , C2 , C8 : FOR A=C1 TO C10i

POKE ie6,PEEKc748>-5tGRPPHICS 18.CH NEXT A'SOUND Ce,C8,C8,C8

=CPEEKC186>+1>»256>P0KE 752,1 AO 250 POKE 77,C0<GOTa 170

POKE 712.66>P0KE 708,152 IH 255 REM HANDLE TRIGGER PRESS

' **^ll^**%'^ **^'" ANTIC"!? *»6:7 « 00 260 OX = PX + XDIR CS> : aY = PY + YDIR cS> < LOCATE

PRESENTS. . ." OX,OY,A

GOSUB 150e0>REM REDEFINE C-SET LD 270 IF AOC3 AND A0166 THEN 178

GOSUB 188e8>REM INITS. ZS 288 LOCATE OX+XDIR cSl , 0 Y+YDIR CS> , B

GOSUB 7B00!REM TITLE SCREEN DZ 290 IF B032 THEN 580

P!: = C0 GI 295 REM SLIDE ROUTINE

GOSUB 5000IREM SET-UP LEUEL KJ 300 IF A=C3 THEN C=C3>60T0 330

KSK^-i?.''^®"'*"^^ 19.C0:POKE 20, C0 YO 310 FOR A = C0 TO C2iIF XB0X<A»=0X AND Y

?l"oD2i'^.-t°'"' B0XCA»=0Y THEN BOX = A

IF PEEKC53279*=C6 THEN TIME«PL»=-C XO 320 NEXT AiC=166

"12..^*^^ FK 338 B = 5

POKE 16,112>P0KE 63774,112 ZK 340 SOUND CO, B^S , C10 , C8 > B=B+1

?c^^?.S!^*£i:iiJ''„? = ^S THEN 170 CL 358 TX = OX + XDIR <S» < TY = OY + YDIR c5>

REM PROCESs'moSe* ^"^^ "^ It? l%l "-""TE TX,TY,A.IF A<>32 THEN 408

TX-PX+XDTBcs5rTTV-BV*vnTD,s, ^^ ^^^ COLOR 32 s PLOT OX . OV : 0X=TX < OY=TY

I ftFS?P yJ^rS «TTc'^XtT5J''^Si.. .,„ "JN 380 COLOR CPLOT OX.OY

LOCATE TX,TY,AiIF A032 tHEN 178 124 * ASTIC SOFTWARE LIBRARY

MAY 1986

on

BY CE LG DO

VN

UP

OZ

YI

RN

PF

PA OR PX IT

nn

CI

XX DR

pn

IK

zz

LI SB UJ CH NK G5 YG DG ZK GF JN ID DY CK

DB

FT

DN

HR

zn

ZF

xn

DH SK

B=YBOX(Ce> -YBO

396 GOTO 348

488 SOUND ce.ce.ce.ce

418 IF C0166 THEN 178

428 XBOX cBOX)=OX : YBOX (BOX) =0V

425 REH CHECK BOXES

438 IF XBOX CC8> OXBOX tClJ OR XBOX «C8><

>XB0X(C2> THEN 468

448 n=VBOXcC0>-YBOXtCl>

XCC2J iC = 0B5cftJ :D = flaScBi

458 IF C(C=1 AND D=l> OR fl+B=3 OR A+B=

-31 AND (C<3 AND D<3i THEN 1888

468 IF YBOX cce> OYBOX (Cli OR YBOX cCBi <

>YB0X(C2> THEN 170

478 A=XBOXtce>-XBOXcCl> :B=XB0XcC8>-XB0

XCC2J !C = AB5CAJ :D:^AB5cB>

488 IF ((C=l AND D=li OR A+B=3 OR A+B=

-3> AND cc<3 AND D<3> THEN 1808

498 GOTO 178

495 REM CRUSH ROUTINE

508 IF A=C3 THEN 528

518 SOUND C0, 1S0.C18,C8 : FOR A=C1 TO 25

:NEXT A:SOUND C8. C8 . C0 . C0 : GOTO 170

520 SOUND Ce,58.C2.C8:C0L0R C4 : PLOT OX

TO 25:NEXT A

70.C2.C8:COLOR CSJPLOT OX

TO 25:NEXT A

PLOT OX.OY

C8.C8,C8:G0T0 170 DONE SCREEN

FOR A=C1 SOUND C8. FOR A=C1 COLOR 32' SOUND C0. REM BOARD

OV 538 ,0Y 548 558 997 999 1808 1805 1010 1828 1038 1848 1050 1868 1899 1188 1110 1128 1138 1148 1158

1188 1160 POSITION [Q-sBESTcBOARD 1178 FOR A=50 :NEXT A!SOUND 1180 POSITION N"

1190 1208 1218

END EFFECTS PEEKfl9»»»256 + PEEKC20» CI

REM BOARD TIMECPLJ

FOR A=C8 TO C0 STEP FOR B^CIS TO C8 STEP SOUND C0. BW5.C8. A+C2 SETCOLOR C4,B.A NEXT B:NEXT A SETCOLOR C4.C0,C0 SOUND C0,C0.CO>C0 REH BOARD END SCREEN GOSUB 2508 POSITION C3,C4!? B = TIHEtPLJ iGOSUB POSITION C3.C5i? B = BEST cBOARD-Cl> IF TinEcPLJ>B OH

-CI

«C6;"tiMe: ' 2000

t*ce;"best: ' GOSUB 2088 TIMECPL>=-1

THEN

C4,C8:? «»C6;' CU=TIMECPL> TO 158:S0UND C0.C0.C0, CO C4, 11 ! 7 «C6j '

[iWUIlatUIHCJriltHtam C0, A,C10.CB 'PRESSHBUTTO

THEN 1190

IF STRIGtPLJ

GOSUB 2500

IF PLAYERS=C2 l:GOTO ISO

1220 IF PLAYER5=C1 THEN 1230 REM FINAL SCREEN 1248 POSITION C5,C0!7 «C6;

AND PL=C8 THEN PL=C

GOTO 128

•GAMEWtoOUER'

RP 1250 POSITION C3.C3!?

on 1268 B=TinEcC0> :G05UB

TT 1270 POSITION C3,C4:7

PG 1280 B=TinE (Cll :GOSUB

RU 1298 POSITION C3.C5:?

DQ 1308 B=BEST CB0ARD-C1>

01 1318 POSITION C1-C8

US 1320 IF TIMECC0>=-1 AND

EN 7 ttCe;- lOWJIUlll^Wdliimiai

GU 1338 IF TIMECC8>=TIMECC

Mmyt-iariiaiiMiii" : g o t o 14

RR 1348 IF tTIMEtCOXTIMEc JO-IJ OR TIMEtCl>=-l T r!inii|li!Bnai!i:0&iH-' :G0T0 1368 KG 1350 7 nce;" mmr;ini«:«N XE 1360 POSITION C5,C18 FL 1370 IF TIMECC0»=-1 OR N POSITION C5.C9:7 «6; ZD 1400 IF STRIG(C0> AND S

400 OB 1418 GOTO 120 XS 1997 REM ASSORTED ROUTI BE 1999 REM TIME CONUERTER «R 2880 IF B=-C1 THEN ? ««C

URN OK 2818 MIN=INTcB'36e0» TU 2028 SEC = INTccB-3608»»MI CU 2838 TEN=INT < «B- CMIN»36 J

nC 6; "ran. Ms

i

2000

«C6;"ran.W!

" i

2080

«c6;"ra[gHn:

":

GOSUB 2000

TIME<C1>=-1 TH 1»IIJ--:G0T0 1488 1> THEN 7 »C6;" 08

Cl» AND TIMEtCO HEN 7 «C6;" l^li

l!IMO!l(>iH"

TIMEtCl»=-l THE

|:inWil!i|lLll«|stlllli" TRIGCCIJ THEN 1

NES

(B> 6;"AB0RTED":HET

N> ^60>

00 + SEC»«68>> .'0 . 6

NU 2848 LS 2050 JX 2868 YY 2070 PD 2080 JU 2090 AC 2100 AE 2499 KO 2508 RX 2518 KU 2528 NS 2530 AU 2540 SU 4998 HT 5000 FL 5010

28 RI 5020

:PLO EK 5038

8:PL FA 5848

OT 1

0!PL

RC 5850

,590 SY 5868 BU 5870

»*C8

0 LR 5080 NL 5090

>»C8

8 MB 5188 XR 5118

>»»C8

0 NN 5120 XG 5121

XCA> FI 5130

1 LE 5135 KJ 5140 LT 5158 BU 5160

= 1 T

:NEX CY 5178 DN 5188

A) !F

8, CI ZZ 5198

IF MIN<C10 THEN ? «C6;"0";

7 «C6;MIN; ;

IF SEC<C10 THEN ? «C6;"0'-;

7 **C6 # SEC ;•'••' /

IF TEN<C18 THEN ? «C6;"0";

7 >*Ce:TEN

RETURN

REM SCREEN CLEARER

FOR A=C3 TO CO STEP -C3

FOR B=C1 TO C10

COLOR A:PLOT Cl.BsDRAUTO 18,8

NEXT B:NEXT A

RETURN

REM LEUEL INITIALIZATION

GRAPHICS 18SP0KE 756 , CHSET''256

POKE 708,56:P0KE 7e9,C0:POKE 711,

COLOR 141SPL0T Cl,Ce:DRAUTO 18, CO T Cl,ll:DRAUTO 18,11

COLOR 136:PL0T Ce,Cl:DRAMTO C0,C1 OT 19,Cl:DRAUT0 19, CIO

COLOR 137SPL0T C0,C0!COLOR 138!PL 9,C8:C0L0R 139iPL0T C0,11!COLOR 14 OT 19,11

COLOR C3:0N BOARD GOSUB 5780,5888 0

IF PL THEN 5121

A = INT cRNDcC8>«C5 + C2J =8 = INT cRNDcCB +C2J!L0CATE A,B,C!lF C=32 THEN 587

XBOcC0>=A! YB0CC8J=B

A = INT«RNDCC0J«C5 + C8J = B = INT tRND tC0 +C2>:L0CATE A,B,C:IF C=32 THEN 589

XB0CC1J=A: YBO tCl>=B

A = INT(RND (C0»*»C4 + 141 :B-INTcRNDCC0 +C2>:L0CATE A,B,CiIF C=32 THEN 511

XB0CC2>=A! YB0<C2>=B

FOR A = C0 TO C2 :XBOX cA>:^XBOtA> : YBO =YBO(A> :NEXT A POSITION C6,C0!7 »6 ; "PL AYERW" ; PL*

FOR A=l TO 100:NEXT A

IF NOT PL THEN 0=7=6010 5160

C = 12

FOR n=0 TO BiSETCOLOR 1,C,A:F0R B 0 10:NEXT BsNEXT A : FOR B=C1 TO 100 T B

COLOR 166

FOR A=C0 TO C2SPL0T XBOX t A> , YBOX c OR B=C15 TO CO STEP -C1:S0UND C0,5 0,BiNEXT B:C=C^C1!NEXT A

POSITION C4,ll!7 »»6;"PRE5S«BUTT0N

CN 5200 IF STRIGCPLJ THEN 5200

MH 5202 COLOR 141sPL0T Cl,ll:DRAUTO 18.11

DO 521 MC 523

BiS

XT AT 524 PK 524 TG 525

2,4 DA 569 HM 570

.C7 TD 571

,C9 HY 572

,C9 PX 573

,C5

C6 DK 574

PLO DG 575 DS 579 KC 588

DRA

:DR IR 581

C4!

5:D SE 582

,C7

8 PX = C9 : PY = C6 :COLOR 34!PL0T PX,PY 0 RESTORE 525e:F0R A=C0 TO 18:READ OUND C8,B,Cie,C15:F0R B=CO TO C5:NE e:NEXT A 0 RETURN

5 REM MUSIC DATA

0 DATA 85,0,64.0,50,0,42,0,0,50,8,4 2,42,42.42,42,42,0

9 REM BOARD 1

0 PLOT C8,C4:DRAMT0 11,C4:DRAUT0 11 :DRAUTO C8,C7:DRAUT0 C8,C4 0 PLOT C8,C2sDRAUT0 C2,C2sDRAUT0 C2 :DRAUT0 C8.C9

0 PLOT 11,C2!DRAUT0 17,C2:DRAUT0 17 :DRAUT0 11, C9

0 PLOT C5,C8:DRAUT0 C5,C5:DRAUT0 C7 iPLOT 14,C3:DRAUT0 14,C6:DRAUT0 12,

,C8 :

8 PLOT C3,C3:PL0T 16,C8!PL0T CI T 1B,C3

8 RETURN

9 REM BOARD 2

0 PLOT C4.C1!PL0T C5,C3:PL0T C5,C2:

UTO C2,C2:DRAUT0 C2,C9:DRAUT0 C4,C9

AUTO C4,C6:DRAUT0 CB,C6

0 PLOT C10,C6:PLOT 11,C6:DRAUT0 11,

DRAUTO 14.C4:DRAUT0 14.C2!PL0T 13. C

RAUTO C15.C5.DRAUT0 C15.C10

0 DRAUTO C6.C10iPLOT C10.C9!PLOT 13

:PLOT 13.CB:DRAUT0 C6.C8!PL0T 16, C7

MAY 1986

continued on next pase ANTIC SOFTWARE LIBRARY * 125

EX

KC

BI EK EL

V5

PU JT PB

LH RO DU CR

OF 5

OM

JM

BK CP HF lU FG VR XN flE

e YC 7 LD 7

PLOT 836

PLO 848 C3:D 858 899

9ee

8.fl: 910

cie:

920

C5

930

0,C9

940

LOT

950

998

000

010

020

038

040

050

s"

060

070

ese

86"

090

PLOT

100

PLOT

105

T 18

:PLO

110

oard

120

lawe

130

si n"

140

17. C7: PLOT 12 T C9,C4 DRRUTO RAUTO 1 RETURN REh Bon FOR ft=C NEXT ft: PLOT CI DRAUTO PLOT C9

DRAUTO 17 ,C1!PL0T :DRAUTO C 16.C1 : DRA 7,C5

.C9!PL0T C9,C3 12.C2!DRAMT0 C7.C 3.C4iPL0T 18. CI UTO 16.C3:PL0T 17

RD 3

1 TO C10!PLOT Cl,ft:DRftHTO

COLOR 32

,Cl:DRnUT

C1.C10 :DR

.C2:DRAMT

0 18.Cl:DRflUT0 18

AUTO CI. CI

0 C9.C5:DRAUT0 17

PLOT C2,ce:DRAUT0 C10 . C6 : DRAUTO C 17.C2SPL0T C2.C9:

PLOT C2.C2:PL0T

17, C9

RETURN

REM TITLE SCREEN

GRAPHICS 17:P0KE

DL=PEEKC560>+PEE

POKE DL+C9.C7:P0

POKE 708.40:POKE

POKE 711.202

POSITION C3,C3!?

FOR A=C1 TO 100: POSITION C5.C4!? POSITION C3.C5!?

COLOR 141:PL0T C Cl>C6iDRAUT0 18

COLOR 136:PL0T C 18.C3:DRAUT0 18

COLOR 137iPL0T C

.C2:C0L0R 139iPL

T 18. C6

POSITION CI. 13=?

. ETC.

756.CHSET''256 Kc561i«25e KE DL+28.C0

709.88

**C6;"Janes haau

NEXT A

ttC6;'-l()[i|[>)[aii1llM(qiill" «C6;"C0PVRIGHT 1

l.C2:DRAUT0 18. C2

.C6

l.C3:DRAUT0 C1.C5

.C5

l.C2:C0L0R 138:PL

OT C1.C6:C0L0R 14

«C6 ; "opt i on for »C6;"seiect for ? «C 6. •"start to b POSITION C5.17:? «C6 ; "raraPjOBOntTiraH"

POSITION C2,14:7

rs"

POSITION C3.C15:

00 7150 FOR A=C0 TO C2 : POSITION Cl,18+ft!?

««C6; ">ramEiraim ";A + C1;"! "; UU 7160 B=BE5TCA> iGOSUB 2000:NEXT A ZU 7170 POSITION C5.C10:? »C6 ; "PL A VERS : "

;PLftVERS NC 7180 POSITION C5.C9!? «C6;"B0ARD ";

BOARD AJ 7185 FOR A=C1 TO 25!NEXT A XJ 7190 IF PEEKc53279j=C6 OR NOT STRIG c0

> THEN RETURN ZT 7200 IF PEEKc53279> <>C5 THEN 7228 ZN 7210 PLAVERS=PLAYERS+Cl:lF PLAYER5=C3

THEN PLAYERS=C1

AR

RE

TX

LE

UJ

JU

AD

RD

SL

KR

DU

EH

OD

QL

RF

RU

UU

RR

IK

UA

LI

AE

LZ

RO

OL

FY

OR

CU

OF

SO

5M

GB

HY

MP

UE

XM

DR

YD

XU

FC

7220

7238

OARD =

7240

9998

10000

0XC2>

10010

4.C5.

10020

0:BES

10030

'NEXT

10040

'NEXT

10050

♦A. B

10060

10100

10110

10120

18130

0,0

18140

1,0

10150

18160

10170

14998

15800

iPOKE

15018

15820

m»"

15048

15058

15060

15070

»»8 + Z,

15080

15100

6,231

15110

, 124

15120

15130

15140

56

15150

15160

15170

15180

60

15190

15200

.0

15210

IF PEEKC53279> <>C3 THEN 7240

B0ARD = B0ARD4^C1:IF B0ARD = C4 THEN B

CI

GOTO 7170

REM MAIM INITIALIZATION

DIM XDIRci5> , YDIRtl5> ,XBOX C2> . VB .TIMECIJ .BESTt2J,XB0c2>,YB0t2>

RESTORE lOllOsREAD C0 , CI , C2 . C3 , C C6,C7,C8,C9,C10,C15

PLAYER5=C2:BOARD=Cl:BESTtC0>=360 T ecu =3680: BEST CC2>=: 3600

FOR A=C1 TO C15:REftD B:XDIR(A1=B

A

FOR A=C1 TO C15:REnD B:VDIRcA>=B

A

FOR ft=:C0 TO C15:READ B:POKE 1664 NEXT ft!ft=:U5Rci664>

RETURN

REM CONSTANTS

DATA 0.1.2.3.4.5.6.7,8.9,10.15

REM X « Y OFFSETS

DATA 0.0.0.0.0.0.1.0.0.0.-1.0.8,

DATA 8.8.8.6.0.0.0.0.0.0.0.0,1,-

REM UBI FLASH ROUTINE

DATA 104,162.6,160,138.169,7,76

DATA 92,228,238.198.2,76,98,228

REM REDEFINE CHARACTERS

CHI=CH5ET^256:CLO=0:POKE 203, CLO

284, CHI

DIM XFRSt28>

X F R $ = " havciiiiDaanii'iMiiinfaiiiidEnnivnii'iQiJiMrriiJ

XFR^^USRCADRCXFRSJJ RESTORE 15090

READ ft!lF A=-l THEN RETURN FOR Z=0 TO 7:READ J:POKE CH5ET+A J:NEXT Z GOTO 15068 DATA 2,60.126.219.219.255,102,12

DATA 3.0.124,254.254.254.254.254

DATA 4.0.8.56.124.124.124.56,0

DATA 5.0.0.8,56,56.56.8.8

DATA 6.8.56.124.238.198.238.124-

DATA 13.0.0,255,255,255.255.8,6 DATA 8,60.60.60.60.66.60.60.68 DATA 9.8,0,31,63,63.63.62.60 DATA 10.0.0.248.252,252.252.124,

DATA 11.60.62.63,63.63.31.0,0 DATA 12.60.124.252.252.252.248,0

DATA -1

/T RESOURCE

PERSONAL PASCAL

Article on page 64

LISTING 1

PROGRAM CounXLines;

<SaMpie personal pascal application to count the nunber of lines in>

< a text *iie chosen by the user with the GEM Iten selector dialos.>

< BW Christopher F. Chabris for ANTIC Magazine. 26-27 January 1986. >

CONST <SI GEMCONST.PAS>

126 ANTIC SOFTWARE LIBRARY

MAY 1986

TYPE <SI GEHTYPE.PflS> -Cf-twpe = FILE o* TEKT;

VAR pathnane, f iienane : pat:h_Nane; selection boolean;

<9I GEMSUBS.PAS>

PROCEDURE ItoS Cint integer; VAR inttext string) ;

<Generic procedure to convert integers to strings, packs front with zeros . >

VAR place, digit integer;

BEGIN FOR pi ace: =4 DOUNTO 8 DO BEGIN di9it:=int DIV Round CPwrOf Ten CPlace) ) ; inttext [5-P lace] : =Chr Cdigit+Ord C *e '1 ) ; int:=int MOD Round CPwrOf Ten CP lace) } ; END; END; <ItoS>

PROCEDURE count Cfilenane : path_Nane) ;

{Count lines in file bu reading lines until end-of-fmie condition. Heport>

< the total in alert box. CChange nouse to bee while I/O is in progress!) >

VAR textfile : tftype;

1 i nee ount, index. dunny integer; icstring,alerttext : string;

BEGIN Set_Mouse (M_Bee) ; resetttextfiie, filename) ; 1 inecount :=e;

UHILE Cnot eof Ctext f i le) ) DO BEGIN readlnctextf ile) ; 1 inecount : =1 inecount+l;

END; closectextf ile) ; ItoSCi inecount, icstring) ;

alerttext : = » tU IFiie contains:! I lines of text.ic OK 3»;

FOR index: =1 TO 5 DO

alerttext Cindex+233 : =lcstring [index! ; Set_Mouse (K_Arrow) ; dui<iM«:=Do_fliert Calerttext,!) ; end; <Count>

BEGIN -CHain Module> IF lnit_GeM>=8 THEN BEGIN pathname : = » A : . *• » ; selection :=true; REPEAT select! on :=Get_in_Fi le Cpathname, filename) ; IF selection THEN Count Cfi lename) ; UNTIL selection=f alse; Exit_Gen; end; END. ■CCountLines>

MAY 1986 ANTIC SOFTWARE LIBRARY * 127

/T RESOURCE

JOYSTICK /T

Article on page 52

LISTING 1

» joystick DetMiiis-tra-tion progran;

M ccj 1986 Antic publishing

** Mer. 813086

w Uritten BSI Patrick Bass

** The purpose o* this progran is to demonstrate •* accessing the joystick port on the 528ST .

ttinciude "osbind.h"

Mdefine CSN 2

••define IKBD 4

••define CR ex8d

••define LF exea

•Mlefine TRUE C13

••define FALSE C8]

••define not >

••define nothing

char joyrec c 3 1- stickO, sticki; static Char nousedataci =< 8,8,1,1 >;

int contric 12 3 ,

intinc 128 ], ptsint 128 J,

intoutC 128 3, PtsoutC 128 1.

work_int]=< 1,1,1,1,1,1,1,1,1,1,2 >, work_out[ 57 J

handle, i, j, k, i,

flagged, active;

int joystickO;

struct

ikbdvbase

<

long

nidivec ;

long

wkbderr;

long

vniderr;

long

statwec;

long

nousewec ;

long

ciockvec;

long

joyvec;

long

nidisys;

long

ikbdsys;

>;

struct ikbdwbase

savesys, wkbasej

-»*^

/»*

nainC3 <

initialized ;

do<

sticke=stickc 8 );

stickl=stick( 1 J;

Cconwsc " Stick ^cro is: ■• j; Pbytec stick8 3;

Cconwsc ■■ '■ 3 ;

128 * ANTIC SOFTWARE LIBRARY ^^^^ j_gg

Ccon%fSC ■• S^ick One is: •• j ; pbvtec stickl 3; BconoutC CON, CR J;

>%ihiiec active );

TerninateC);

X** *V

initialize C3 <

appl_ini-tC3;

handxe=9ra4:_han<llec «i « AJ, Ak, «l ];

u_opnvwkC %Mtrk_in, Jlhandle, tM>rk_out );

kbasesKbdubaseC) ;

savesy s .nidi vec =:kbase-> ni d i vec ; savesys . vkbderr =kbase-> vkbderr ; sauesws . vniderr=kbase->vniderr; savesvs . s-tatuec=kbase-> Stat wee ; savesvs . nousewec=:kbase->nousevec ; savesys .c lockvec=kbase->c lockvec j savesys . joyvec=kbase-> joyvec ; savesys . ni d i sys=:kbase-> ni d i sys ; savesys . ikbdsys=kbase-> ikbdsys;

kbase-> joy vec = Jijoy s t i c k ; BconoutC IKBD, 8x15 3;

>

active=TRUE; fla99ed=FALSE;

/"*» »t<

terninateC3 <

BconoutC IKBD, Bxia 3;

kbase-> joyvec=savesys . joy vec ;

initnousc 1, «nousedata, kbase->nousevec 3;

w_c isvwkChandies ; appl_exitC3 ;

/-** »<^

stlckC Which 3 int whichj <

Char state:

BconoutC IKBD, 0x16 3;

do< nothins; >%fhilec not flagged 3;

«la99ed=FALSE;

ifC joyrecc 13* OxBB 3 active=FALSEj

states: joyrec [ which ] return c state 3;

tty

joystlckC buffer 3 char bufferc 3 3; <

ifC not flagged 3<

for c i=e; i<2; i.*-*- 3 joyrec [ i 3=buffer[ i ]; flaggedsTRUE; > >

^tt «•/' continued on next page

MAY 1986 Am-IC SOFTWARE LIBRARY * 129

Pbwtec uaiue ) char value; <

Pdisi-tc uaiue>>4 3;

PdigiTC value }; >

^^

Pdisitc waiue ) char value; <

vaiue=vaiueAexef ;

ifC value >= 0xea ] value=vaiue-i-ex07;

value=vaiue-i-0x3e;

Bconoutc CON« value ];

LISTING 2

m A^ari 52eST PONG

«» CC3 1986 An-tic Publishing

•t ver. 012786/10: eea

«• urixien bu Patrick Bass

M

The purpose o«= this progran is to give

«• a practical denonstration of jowstick access.

ttinciude

iicyon include F "osbind.h'

ttdef ine

CON

2

Mdef ine

IKBD

4

ttdef ine

CR

0X0d

ttdef ine

LF

0x0a

ttdef ine

not

1

*tdef ine

e<iuais

=~

Mdef ine

begin

<

Mdef ine

end

>

•(define

endif

>

Mdef ine

next

>

••define

BREAKOUT

2

stdef ine

AND

««

••define

TRUE

1

••define

FALSE

0

••define

UHITE

0

••define

BLACK

1

-*•/'

Char packetc 3 1. sticko, sticki,

welcone[]='>Cl] C AnticPong I tcj 1986 Antic Publishing J I Go 1". taiert C]="t3a t Desired tvpe of gane? jc Handball i Breakout J", Mdata[]=:< 0,0,1,1 >;

int contric 12 I ,

intinc 128 J, ptsint 128 ],

intoutC 128 1, ptsoutt 128 3,

4#ork-.inC3=< 1-1.1,1,1,1,1,1,1.1,2 >. work_outl 57 1,

handle, i. j, k, 1, flag, button, finished,

resolution, di, jowpress, pel, tupe_gane,

ox, ow. nx. nu. ganego. port_state,

opx, opy, px, p«, p*i, ph, pvei,

zw, 2h, naxrow, Maxcoi,

ball,

oballx, obailu,

baiix, ballw, baiiw, baiih,

baiixvei, baliyvei,

xres, wres, Maxcoior,

pxyarrawc 10 3,

blkrowc 15«*32 3, blkcol [ 15*»32 3,

benablec 15«*32 3 ;

int joystick C3;

HO * ANTIC SOFTWARE LIBRARY MAY 1986

struct

ikbdvbase

<

long

ions

ions ions ions ion9 ions ions ions >;

nidi wee;

ukbderr;

MHiderr;

statuec;

nousewec

ciockuec

jovwec ;

nldisvs;

ikbdsys;

struct

IkbdMbase sawesvs, «»kbdwb«s«;

Miincj begin

initializeCJ ;

do< PonsCJ; >kMiftle t not finished 3;

terninatec] ; end

-«•/'

«k, «i 3: work_out

/w

initialiaec} begin

ai»pi_initC3;

handie=9raf_handlec $ki, AJ,

u_oi>nM«ikC work_in, «bandle,

xresstMirk^out [ 0 3;

vres=:work_out [13;

naiccoior=:tM>rk_out c 13 3 ;

fori*_al«frt: t 1, we i cone j;

fort i=e; Kiaeee; i^* j;

ttfpe_gane=for»'i_aier-tC 1. taiert

v-.hide-.cC handle );

kbdUbase=KbdwbaseO :

sawesys . nidi wee =kbdwbase-> nidi uec ; sawesys . Mkbderr=kbdwbase-> wkbderr ; savesus . wniderr=:kbdwbase-> wniderr ; sawesys . statuec =kbdwbase->s-tatwec ; sawesys . nousewec=kbdybase~>nousewec ; sauesys . c iockvec=kbdybase->c lockwec : sawesys . joyvec=kbdubase-> joywec ; sauesys. nidisys=kbdwbase->nidisys; sauesys . ikbdsys=kbdwbase-> ikbdsys;

kbdubase-> joywec= ajoystick; Bconoutt IKBD< BiclS 3;

resolut ion=Getrez c) ;

button:=TRUE;

f inished=FALSE;

fla9=:TiIUE;

opx=px= cvres/aJ ; opy=py= tyres- Cyres/iei J ; p»#= txres/2e3 ; Ph= Ctf res/'Sa] ; pwei=4;

obal lx=ballx=Cxres/23 ; obaiiy=bally= tyres/2) ; 2%f= Cxres/2a3 ; 2h= Cvres/6a3 ;

MAY 1986

continued on next page ANTIC SOFTWARE LIBRARY 73/

ifC resolution equals e ) begin

iiMxro%#=7; naxcoi=:il;

toallw=2; ballh=2;

ballxvel=2; bal l vvel=C-13 ; end if

iff resoiuTion equals i 3 begin

naxrow=7; naxcol=15;

ballw=2; ballh=2;

ballxvel=2; ballwvel=C-13 ; enaif

ifC resolution equals 2 1 begin

Maxrow=7; naxcol=i5;

ballw=3; ballh=:3;

balixvel=:3; baliyvei=:C-23 ; end if

forc i=0; i<ClS«»323; benabiei: i.** ]=FALSE );

end

-«••

terminate C3 begin

BconoutC IKBD^ 8xla 3;

kbdvbase-> jovvec=:sauesys . joiiuec ;

initnousc ±. Andata, i<bdubase-> Mouse vec 3;

v_showL_c C handle, 8 3; V— clsvwlcC handle 3; appi-exitC3 ;

end

-«*/"

/'••

PongC3 begin

dra%#_board C3 ;

tft type_gane equals BREAKOUT 3 drai*-f ieldC3 ;

fore ball=:i; ball<6; 3 begin

nove_paddleC3 ;

dra%f_paddieC3 ;

check_for_blockC3 ;

nove_ball C3 ;

dratc—ball C3 ; next

finishedsTRUE;

end

/^

dra%i_board C3 begin

int boxE4];

--*•/'

F

boxc ]=•; box[ l J=9i boxi: 2 ]=xres; boxC 3 ]=vresj vsf— interior C handle, 2 3; vsf_styiec handle, 8 3; vsf_coiorC handle, MHITE 3; w— bare handle, box 3;

boxc 8 3=18; boxc 1 3=18; boxc 2 3=xres-l8; boxc 3 3=vres; wsf— colore handle, BLACK 3; u_barc handle, box 3; end

132 ANTIC SOFTWARE LIBRARY

MAY 1986

^/V» my

nove—patid l e O begin

jovpress=s-tickC 1 );

ifC Joypre3Sj»xe± 3 py=py-pwei;

i-ft Joypress«»sf«l2 3 py=py+pwel;

ifC joypressASxe'f ) px=:px-pvei;

ifC Joypressa0x88 ) px=px-i-pvel ;

if C PX<=18 3 px=:10;

i*C px>=cxres-ie-PWJ3 px= Cxres-ie-pw3 i<=C py<=tyresx'2) J py= Cyres/'23 ; i*C py>=C yres-ph 3 3 py=: c yres-ph 3; end

ym my

dratiL-paddie C3 besin

int boxC43 ;

box[ m ]=opx; boxc ± 3=opy; boxc 2 ]=opX'«-pw; box [ 3 3=opy-*-pt«; vsf—interiorc handle, 2 3; vsf_st:ylec handle, 8 3; vsf_coiorC handle, BLACK 3; u—bar c handle, box 3;

boxf 8 3=px; box C 1 3=py;

boxt 2 3=px+pw; boxc 3 ]=py+Ph;

MS f_co lore handle, UHITE 3; u_bar C handle, box };

opx=px; opy=py;

end

»/

noue_bai i ci begin

bal ix=bal ix+bal ixvel ;

bai lu=bal lif-t-bal 1 ywei ;

i*C tballx>=pxj AND Cbal Ix <= CPX+pwJ ) J begin

ift tbally>=py3 AND t bal ly <= Cpy+Ph] J J begin beepC 3 3 ;

ballywel=(-ballyuei} ; endi f endi f

ifC baiix<=ie 3 begin

ballx=ie;

ballxMei= c-ballxuel3 ;

beepc 13; endif^

ifC ballx>=cxres-bailw-1033 begin

baiix= txres-baliw-103 ;

ballxuei= t-bal ixuelj ;

beept 13; endif

ifC bally<=18 3 begin baiiy=i8; baiiyvei=c-baiiyuei] ;

beepc 2 3; endi f

ifC baily>=yres 3 begin bail=bail-i-l;

baiix=txres/23 ; bal iy= tyres/'ZS ; fort i=e; i<25; i** 3 begin

beepC i/2 3 ; next

endi f

p^^ continued on next pase

M^Y 1986 ANTIC SOFTWARE LIBRARY * Ti3

/"* ^y

draw—ball C) begin

xnx box [43 ;

box[ e J=obaiix: boxc l l=obaiiw;

box C 2 ] =obalix-i-bal iw; box[ 3 ] =:obai 1 w+bai ih;

wsf—interior C handle, 2 3;

us-F—styiec handle, 8 1;

usf_colorc handle, BLACK 3:

w_bar ( handle, box 3;

boxC e 3=ballx: boxc 1 3=bally;

boxc 2 3=ballx + ballw; box [ 3 3 =bal ly^^bal Ih;

usf_colorc handle, UHITE 3;

u_barc handle, box 3;

obal lx=bal ix; obai ly=bai ly ;

>nd

:^y

draw_f ieldC3 besin

int row, col, color;

fore row=e; row<i<iaxrow; row+-t- } begin

fore col=e; coKridXcoi; col-t--^ 3 begin color=row; if CCresolution equals 03 AND Ccolor equals ±33 color=5;

ifC resolution e<iuals 1 3 begin

color=:rowft3;

ifC color e<iuals l 3 color=2; endi f

ifC resolution e<iuals 2 3 coior=0;

blkrowC crowMnaxcols +C01 3 =rowM'Czh-»53 +20; blkcoic crowwnaxcoi3 +C01 ] =co1mczw-i-183 -^18; benablec Crowwnaxcol3 +coi ]=TRIIE;

(ira%f_blockC col»Czw<-ie3 +18, ro%#i*czh+53 +28, color 3; next next end

z'* »/

draw_blockC zx, zy, zc 3

int zx, zy, zc ;

begin

int box [43 ;

boxc 8 ]=zx; boxC 1 ]=zg; boxc 2 3=zx+zwj boxc 3 l=zy+zh; vsf_interiorC handle, 2 3; vsf_styiec handle, 8 3; vsf_colorc handle, zc 3 ; v_barc handle, box 3; end

check_for_blockC3 besin

int row, col, zx, zy;

fore row=e; row<naxrow; row-t-t- ] besin

fort col=a; coi<naxcoi; coi++ 3 begin

zy=bikrowC (row»»rtaxcoi 3 +coi ]; zx=blkcol[ (row»naxcoi3 +COI 3;

ifC tballx>=zx3 AND Cbal lx<= Czx+zw3 3 3 begin

ifC Cbally>=zy3 AND t bally <= tzy+zh3 3 3 begin

ift benablec (ro%#wnaxc 013 +C01 3 eguais TRUE3 begin bal lywei= t~bal lywei3 ; draw—biockC zx, zy, 13;

134 * ANTIC SOFTWARE LIBRARY jyj^Y 1986

benablec CrowM-naxcol ) hhcoI 1=FftL.SE; beepc 4 J ; block—replace C3 ; endi f end if endif next next end

ytt ny

block_replace tl begin

int row, col, found;

found=FAI.SE;

fore row=0; row<naxrow; row** } begin

fore col=e; col <naxcol ; coi-i--i- } begin

ifC benablec CrovHc-naxcol) -(-col] eguais TRUE} found=TRUE;

next next

ifC not found ] draw_fieldci;

end

/^ **/

Stickt Which 1 int Which; begin

char press;

Bconoutc IKBD, 0X16 }; do< ;>while C flag };

f lag=:TRUE;

press=packetc which ]; return! press 3; end

■»*/

beepC note ]

char note; begin

int delaw;

Giaccessc 15, 8+128 1; GiaccessC 8, 8+128 1;

port_state=Giaccess C port_state, 7 3; Giaccessc 68. 7+128 3;

Giaccessc note, 1+128 i;

fore delay=:8; deiay<48ee; deiaw++ );

Giaccessc 8, 1+128 3;

Giaccessc port_state, 7+128 3; Giaccessc 8, 8+128 3; end

y^ »/'

joystickC buffer 3 Char buf fer C 3 1; begin

ifC flag 3 begin

fore i=8; i<3; i++ 3 packet! i 3=buffer[ i 3; f iag=FALSE; endi f end

MAY 1986 ANTIC SOFTWARE LIBRARY * I.i5

/T RESOURCE

/T BASIC DISK I/O

Article on pase 78

lee >Randon I/O Files in ST BASIC

lie »wer. 811386

128 »Mrxt-ten by David stanbaush

138 »CC31986 Antiic publishing

148

158 DISK=i: 0UTPUT=2

168 THUE=C-1): FflLSE=8

178 clearw OUTPUT: fuilw OUTPUT

188

198 open "H",««DISK,"a :\TEST . DAT", 35

288 field stDISK, 18 AS PHONES, 25 AS PERSONALS

218 print isotoxy 8,5

228 input ■■How nany records to store > ■■;cOUNTk

238

248 for REC0RD=1 to COUNT>:

258 Clearw OUTPUT: sotoxy 18,8

268 print "Input For Record Nunber ■■: RECORD;" of ":COUNTx

278 gotoxy 8,5: input ■•HAME:",BS

288 gotoxy 8,18: input "PHONE:", AS

298 iset PHONES=AS: iset PERSONALS=BS

388 gotoxy 18,15:print ■■Please Mait. uniting data to file.^^

318 put ttDISK, RECORD

328 next RECORD

338 Close ttDISK

348 »-----_-_____________

358 ATTEMPT=TRUE

368 open •■R",ttDISK, ■'a :VTEST - DAT", 35

378

388 While ATTEMPT=TRUE

398 AS='^ •■: »Ten SPaces

488 BS=" ": »Twenty-Fiue spaces

418 clearw OUTPUT: gotoxy 8,8

428 CH01CE5'.=FALSE: input ■■ c 8=end 3 Look at file nunber ■'; CHOICER

438 if CHOICE^: then gosub READRECORD else ATTEMPT=FALSE

448 wend

458 »

468 Close ttDISK

478 Clearw OUTPUT

488 »

498 end

588

518 *

528 READRECORD:

538 if CHOICEx>COUNT>: then return

548 field ttDISK, 18 AS PHONES, 25 AS PERSONALS

558 get ttDISK, CHOICER

568 iset AS=PHONES: Iset BS=PERSONALS

578 gotoxy 8,4: print ■•Nane > ";BS

588 gotoxy 8,8: print ■■Phone > ■■;AS

598 for delayed to 2888: next delay

688 return

736 ANTIC SOFTWARE LIBRARY MAY 1986

chemists' anti-drudgery tool

MOLECULAR WEIGHT

CALCULATOR

Article on pase 42

LISTING 1

Don't type the, TYPO II Codes!

t&

OF

lY FU TE BN OT TK

00 KG SO

OU PH AT 01 AT IP ZQ

BI FT MR JV

HY

NI BO lU 01 YC W\ AE TI NA CB EQ RO

EU ON

CU AL OR 00 PU NX BT JY AO AC

UU

SG

RB

zx

II

le REM rtHCALC

20 REM BY Jin PIERSON-PERRY

38 REM CO 1985. ANTIC PUBLISHING

2580 GOTO 8700

2980 SUB=CliP2=Pl

3080 IF P1>N THEN RETURN

3100 IF A5C<F«CP1,P1»J<48 OR ftSCcF««Pl

.Pl>i>57 THEN RETURN

3280 P2=P2+C1

3380 IF P2>N THEN 3600

3480 IF ASCcF*cP2.P2»»<48 OR ASC€F«CP2

.P2>»>57 THEN 3600

3580 GOTO 3200

3680 P2=P2-C1

3700 SUB=UALfF$cPl.P2>>

3800 P1=P2+C1

3900 RETURN

4200 IF P1=N THEN 4400

4388 If' A5CCF«CP1 + C1.P1 + C1»»>96 AND AS

CtF«cPl+Cl.Pl+ClJ»<123 THEN P2=P1+C1

4488 ES=F«<P1,P2>

4580 IF P2=P1 THEN (2 > 2> =NULL1«

4680 FOR ATNUn=Cl TO 205 STEP C2

4700 IF E««Cl.Cl><>Syi1»CATNUM/ATNUf1» T

HEN 5008

4988 IF ES«C2,C2>=5Yn«CATNUM*Cl, ATNUM*

Cl> THEN POP :ATNUM=cATNUM+l>^C2iRETUR

N

NEXT ATNUn

ERR=C2:RETURN

IF RFLAG THEN ERR=C3 > RETURN

P1=P2+C1

IF P1>N-C3 THEN ERR=C3 : RETURN

RFLAG=C1!RTEMP=C0

RETURN

IF NOT RFLAG THEN

RFLAG=C0!P1=P2+C1

G0SU8 2900

FOR 1=1 TO LASTSYM

IF EC0MP<I.C3>=-C1 3>=SUB 7000 NEXT I 7100 IF HFLAG HPiRETURN 7208 nU=nM+SUBwRTEnP

RETURN

IF HFLAG THEN ERR=C1 : RETURN

P1=P2+C1

IF P1>N THEN ERR=Cl:RETURN

HFLAG = Cl!HTEriP = C0

GOSUB 2900

HSUB=SUB

RETURN

DIM F«<40> .ESC2» ,5YMSC206> , A* Cl» , NULLl»cli ,UTcie3).ECOnPc40.4> 6800 SYn$(1.51>="H HeLiBeB C N 0 F NeN aMsAlSiP S CjArK CaScTiU CrMnF" 8840 5Yn«c52.102>="eCoNiCuZnGaGeAsSeBr KrRbSrY ZrNbt1oTcRuRhPdA9CdInSnSb" 8860 SYn«ci03,153>="TeI XeCsBaLaCePrNd PMSnEuGdTbOuHoErTMYbLuHfTaU ReOsI" 9088 5YriScl54,286»="rPtAuH9TlPbBiPoAtR nFrRaAcThPaU NpPuAHCMBkCf EsFMlldNoLW 9100 CO=0iCl=liC2=2!C3=3iNULLl«cCl»="

5888 5288 5688 5780 5808 5988 6000 6500 6680 6700 6800 6988

7300 7800 7900 8000 8100 8200 8300 8400 8700

ERR=C3'RETURN

THEN ECOHPCI.C

THEN HTEI1P=HTEnP + SUB*RTE

TU 9280 PRINT •"!" ! SETCOLOR C2 . 13. C2 : SETCO

LOR C1.13.12iP0KE 752. CI ZG 9300 POSITION 16. 5: PRINT ■•■rilUmrsllHHB" LO 9488 POSITION 6.7:PRINT "Molecular Uel

CN

FO

YA

ID

LC

FK BI

GO

LM

lY

UY XZ C5

KU UK XI QA

KK UC

UM UP

zs

OU GN

XR

AE

FA

OF

CN

UZ HO MH XR FK FB KF

OG

YG UA

AZ OL

9ht Calculation" 9500 POSITION 19 N 11.12-.PRINT 9600 POSITION sNEXT I

9700 POSITION C3.20:PRINT Please Stand Bw . " FOR I=C1 TO 103SREA0

lO'PRINT "b»"iPOSITIO "JiM P i erson-Perrw" 13.14:? :FOR I=C1 TO 300

"■MfnnnnmnnRn

X:UTCI>=X!NE

J=l TO 4:EC0MPC

■■ii:iii[W!4iHiiiiW!ii:« "TMPe in ch 'Be sure to

9800

XT I

9900 FOR 1=1 TO 40!F0R

I.J>=0!NEXT JiNEXT I

10000 PRINT "«?"

10100 POSITION S.CfliPRINT

lllfinreiilUHmillWHIIilWilNMlillllB"

18200 POSITION C0.C3iPRINT

enicai fornuia then RETURN.

10300 POSITION C0.4SPRINT

use correct upper^'iower case"

10400 POSITION C2,5!PRINT "letters as

needed for eienent suMbuis-"

10500 POKE 752.1

10600 F6=""!ERR-0

10700 POSITION CO,

ula!"iPOKE 752.0

10800 INPUT FS

10900 POKE 752.1

11000 N=LENCF$>

11200 IF N<C1 THEN

T "TRY AGAIN. "sFOR

GOTO 10000

11400 IF N<40 THEN

11500 POSITION C0.15:PRINT

0 LONG. TRY AGAIN ." s PRINT

39 CHARACTERS*" 11600 FOR I=:C1 TO 5e0:NEXT 0

11700 Pl=Cl!P2=PlsMU=C0iRTEMP=C0!HTEMP =C0!HSUB=C0iRFLAG=C0!HFLAG=C0iLASTSVM= 0

IF P1>N THEN 15200

P2 = P1

S1=ASC<F«CP1.P1>»

10:PRINT "Enter ForM

POSITION C0.15:PRIN I=C1 TO 300iNEXT X-

11700

"FORMULA TO "CMAXIMUM =

liGOTO 1000

11900 12000 12100 12300 IF Sl=40 OiGOTO 14900 12500 IF Sl=41 0:GOTO 14900 12700 IF 51=42 OsGOTO 14900 13000 IF SK65 SUB 19800:GOTO 13200 GOSUB 19800:GOTO

OR Sl=91 THEN GOSUB 560 OR Sl=93 THEN GOSUB 650 OR Sl=46 THEN GOSUB 780

OR

Sl>90 10000 420O:IF ERROCO 10000

THEN ERR=Cl:GO

THEN GOSUB

13400 Pl=P2+l!G05UB 2900

13600 LAST5YM=LA5T5YM*C1

13700 EC0MPCLAST5VM.C1»=ATNUM

13800 EC0MP<LASTSVM.C2J=SUB

13900 ECOMPcLflST5YM.C3»=C0 -RFLAG

14100 EC0MPCLA5TSYM.4>=HSUB

14400 IF RFLAG THEN RTEMP=RTEnP+SUB«HT

cATNUMi -GOTO 11900

14700 IF HFLAG THEN HTEMP=HTEnP* SUO»UT

CRTNUM* sGOTO 11900

14800 MU = MU + SUB»»UTCATNUM>

14900 IF ERROCO THEN GOSUB 19800!GOTO

10000 15000 GOTO 11900

15200 IF RFLAG THEN ERR=C3!G0SUB 19800 iGOTO 10000

MAY 1986

continued on next pase ANTIC SOFTWARE LIBRARY * 137

CL YF VG

lU

BL

OR

FY JP JC XL BT

AR TP

BT HI GB BZ

BM

DZ

EL

TA

FK

PZ VC DS IN QP

TU CB EZ CZ

PK GH KK

PT

1S300 IF HFLftG THEN I1U = HM+H5UB"HT EMP

15600 FOR I=C1 TO LflSTSYM

15700 IF ECOnP(I,4>=C0 AND EC0nPcl,C3>

=C0 THEN 16100

15B08 IF ECOnP(I>4>=C0 THEN EC0nPcI,C2

»=EC0MPiI,C2>»«ECDMP<I.C3» iGOTO 16100

15900 IF ECOHPcI,C3>-C0 THEN ECOMPtl.C

2»=EC0HPcl.C2»t*EC0riPcl.4> sGOTO 16100

1600 0 EC0f1Pcl,C2»==EC0MPcl.C2>»»EC0nPtI.

C3i»EC0MPcl,4»

16100 NEXT I

FOR J=C1 TO LASTSYM-Cl

IF ECOnP«J,Cl»=C0 THEN 16900

FDR I=J+C1 TO LASTSYM

IF Econp(i.ci> <>EconP(j>ci> then

16200 16300 16400 16500

16800 16600 ECOnPCl,Cl> 16700 EC0nPcJ,C2i: C2> 16800 16900 17100 17208

niiiKieiutii

. t* a

:EC0nPcj.C2>+EC0nPcI,

NEXT I

NEXT J

PRINT **Mi*'

POSITION 5,C0iPRINT

ra[!iii[Hiiimr!iitiU[)¥£i

17300 J=INT t0.5*LENtFSJ/2» !P

-J,C2'PRINT F*

17400 POSITION 6,4'PRINT "MD

IGHT = ";MUiIF LASTSYri=l THE

17900 K=0iFOH I=C1 TO LAST5Y

tl.CUOO THEN K=K+liNEXT H

EN GOSUB 21000IGOTO 19300

18000 POSITION 9.6:PRINT -ELEMENT

OnPOSITION"

18100 POSITION 9,7'PHINT •• = =: = = = = =

iiiirnraniiHniiirnim

OSITION 20

LECULAR ME N 19300 «!IF ECOMP IF K>12 TH

y.c

18200 K=7

18300 FDR I=C1 TO LASTSYM

18400 IF ECOMPtI,Cl»=^C0 THEN 19200

1 R E D (1 K^K+l.

18600 PCT--100«ECOnP(I.C2>MUTcECOMP(I>C

1>> /MU

18700 PCT-INT cl0B0*«PCT»/1000

18800 J = 2«»EC0MP<I-CH -1

18900 POSITION ll.KtPRINT 5YM*CJ.J+1»

19000 IF PCT<10 THEN POSITION 23,K!PRI

NT PCTiGOTO 19200

19100 POSITION 22,K>PRINT PCT

19200 NEXT I

19300 POSITION 6.22!PRINT "Another For

liuia CY^N»"J UNPUT

19400 IF A«CC1.C1>="Y" OR A«tCl.CU="W

•• THEN 10000 NC 19600 POKE 752, C0 YO 19680 END

LJ

SA 10

7X

51

BJ

CC

OH UP NH QQ DZ YZ

SM AU GN 00

AY

TO

IN

ZJ

RI

LX

SO

CO

IT

DA

AR

GT

ZL

ZK

19800 PRINT "HQ-i POSITION C0.17iPRINT

•■H4lt)liUill:« - ■■;

19900 ON ERR GOTO 20000

20000 PRINT "Illegal Ch

0308

20100 PRINT "Invalid El

OTO 20300

20280 PRINT "Inuaiid Ra

.20100,20280 aracter"! GOTO 2

n"

20300 P2>P1 20400 KeM to

POSITION PI THEN PRINT POSITION C0 re-enter f

+2,12'

,20<PR ornuia

."Ki"

enent S»Hboi"iG

dicai Expressio

PRINT "t+"; iIF

INT "Press any

20500 CLOSE «tl 20600 OPEN «<1,4,0 20700 GET ««1,R 20800 CLOSE ni 20900 RETURN 21080 POSITION C0,8>PRI FFERENT ELEMENTS TO PRI L COMPOSITION cnAXIMUM 21100 REM ELEMENT ATOMI 21200 REM FOR ARRAY MT . 21300 REM MERCK INDEX C 21400 DATA 1.808,4-003, 810, 12. 011, 14. 807, 15. 99 21405 DATA 18.998,20.17 ,26.982,28.086,38.974 21500 DATA 32.060,35.45 ,40. 080, 44. 956, 47. 900 21585 DATA 58.941,51.99 ,58.933,58.70,63.54 6,65 21600 DATA 69.720,72.59 .79.904,83.800.85.468 21605 DATA 87.620,88.90 ,95.94 8,9 7.000,101 .0 70 21780 DATA 102.906.106 .400.114 .820.118.690 21705 DATA 121.750.127. .300, 132. 905. 137. 34, 138 21880 DATA 140.128,148. ■800,150.4 00,151.960,15 21885 DATA 156.925,162. .268.168.934,173.84 21980 DATA 174.970,178. .850,186.207,190.200,19 21905 DATA 195.098.196. ■378.207.200,208.98 22080 DATA 209.000.210. .008,22 6.025,227.000.23 22006 DATA 231.036.238. .000,243.000,247.00 22100 DATA 247.000.251. ■080.258. 000. 255 .00 0.26

NT "TOO MANY DI NT THE ELEMENTA = 12J">RETURN C UEIGHT DATA

SOURCE IS 9TH EDITION! . 6. 941, 9. 012. 10. 9 9.22.990,24 .305

3, 39. 948, 39. 098

6.54.938.56.847

.36

0.74.922.78.968

6.91 .228.92.986

480.107.668,112

688,126.985,131

.906

988,144.248.145

7.258

500,164.930,167

498,188.948.183

2.228

967,200.590,204

080,222.000.223

2.838

029,237.048,244

008,254.880.257 0.088

instant hexadecimal/dedmai translation

HEX CONVERTER

by BRUCE BRIGDEN

Here's a short BASIC program that quickly converts deci- mal numbers to hexadecimal and vice versa. Hex Con- verter works on all 8-bit computers of any memory size, with disk or cassette.

type it in, check it with TYPO U, and SAVE a copy. When you RUN the program, a colorful screen appears prompting you to choose a conversion from hex to deci- mal, or decimal to hex. Press [H] or [D], then type in your

number (without $ for hex) and press [RETURN] for an instant conversion. Press [ESC] at any time to switch con- version direction.

Hex Converter can handle very large numbers up to 20 characters in hex and 4.3 billion for decimal. That should be high enough for addresses even in the mega- byte Ataris on the horizon!

138 * ANTtC SOFTWARE LIBRARY

MAY 1986

LISTING 1

Don't type the TYPO il Codes!

t^

FB 6 REn HEXCON

nE 6 REM BY BRUCE BRIGDEN

FU 7 REM cc» 1986, ANTIC PUBLISHING

sn le GOTO 30

UZ 28 GRAPHICS lOiPOKE 712.ie:P0KE 711,19 6:P0KE 7ie,22iP0KE 7e9,68!P0KE 708.132 'RETURN

IT 30 CLOSE niiOPEN »! , 4 . 8 . "K" > DIH H«ci6» ,N«cie> ,HEX«c2ei , ANSc2e>

CT 48 GOSUB 2eiP0SITI0N 4,1:? M6 ; "hexBtniSn

SN SO POSITION 8,3>7 M6 ; "CONUERSION PROGR AM5"

YR 68 POSITION 2,5>7 »6;'-hex tidi m[ann(;:iRin7

miatannnmn uw hex ?••

KO 78 POSITION 2,9i? »6 i " c[HI!llilliM4 h [•lll«m> "

FU 88 GET wi.K'IF K< MB 98 IF K=72 THEN 4 AY 188 GOSUB 28!H$=" JX 118 POSITION 8,11

HAL NUMBERS T RJ 138 POSITION 4,5>

« = HEX« = AN« =

71? «6;"mrami"; UH 148 GET «*1,X!TRAP

TO 288 IB 158 IF X=126 THEN

? «6;" "1

UB 168 IF X=27 THEN XH 178 IF X<48 OR X> AC 188 NS(LEN(N$>+1> ML 198 POSITION 18.7 OF 196 GOTO 148 HZ 288 N=429496729ei

4,9i ? «6; "hexfip YX 218 FOR X=8 TO 1 ON 228 N = N''16 LY 238 R = INTCDEC<'N> LB 248 IF R>=1 THEN OG 258 HEX«=H«cR+l,R

EXtiNEXT X GL 268 FOR 1=1 TO LE

68 OR K>72 THEN 78

18

8123456789ABCDEF"

7 ««6;" CONVERTS rmmx

0 hex"

7 t*6 > "niillllt«l!l[lllilll|IW:l? " I N ••••iTEST = 8iP0SITI0N 4.

618:IF X=165 THEN GO

N6=""iP0SITI0N 18.71 GOTO 138 GOTO 418 57 THEN 140 =CHR«CX> ■7 »6;N$

DEC=UALCN<* 'POSITION OSITION 18,9 STEP -1

DEC=DEC- cR«N>

*1» IANS(LENCAN$1+1^=H

NCAN*> !TEST=TEST*ASCC

PO

oz

GG

RA

NG

RM

TC

KY

CO

SP

GM

IP

PG

EL

ID

MU

OK

JM

FK

BA

UX

UN

MF

sn

XU

OL

GC

cz

UD

UO

MM

AN*CI,I>>(IF TEST>I»48 THEN GOTO 265

264 GOTO 278

265 7 n6;AN»cl.I>; 278 NEXT I

288 GET ttl.F'POSITION 18, 7'? «»6 ; "

"'POSITION 18.9!7 «6;

I It

298 GOTO 138

400 REn HEX TO DECIMAL CONUERSION

418 GOSUB 28

428 POSITION 2.1'7 «f6;" CONUERTS hex

NUMBERS TO Wm^"

425 POSITION 4,717 •»6;"hex!"

438 POSITION 4,5 '7 »6 ; "niiimi!Wlk'lll|lilliJll«l:l7" ' H EX»=""

448 GET ttl,X>TRAP 618'IF X=155 THEN 53 8

458 IF X=126 THEN POSITION 10.7'? «6 ; "

"iHEX* = GOTO 430

468 IF X=27 THEN HEX8=""iG0T0 188

478 IF X<48 OR X>70 THEN GOTO 448

588 HEX«cLENcHEX$i+l>=CHR$cX>

610 POSITION 18,7:PRINT tt6;HEX«

520 GOTO 448

538 POSITION 4,9'? ««6j"mH™i"

548 DC=8:HX=8

558 FOR X=l TO LENCHEXS*

568 HX=ASCCHEXSCX, X>> -48

678 DC=16»DC+HX-7«cHX>9>

588 NEXT X

598 POSITION 18.9:7 ts6!DC

688 GET ttl.FiPOSITION 18, 7'? «6 ; "

"'POSITION 10,9'7 «6<"

It

605 GOTO 438

618 REM ERROR TRAP ROUTINE

628 GRAPHICS 817 CHR» (125> ' POSITION 2,

10

638 7 "SORRVI THIS PROGRAM LIMITS YOU

TO A"

648 7 "DECIMAL INPUT OF 4-2 BILLION OR

A HEX INPUT OF 28 CHARACTERS!" 658 7 " CHIT ANY KEY TO RESTABT!> ")GET ttl.RjRUN

IHIIIIIDiaiTlPIL \7IMOnilllllll|

TM

COMPUTEREYES

VIDEO IMAGES ON YOUR COMPUTERI

Finally— an inexpensive way to capture real-world images on your computer's graphics displayl COMPUTEREYES"' is sn innovative slow-scan device that con- neas between any standard video source (video tape recorder, video camera. videodlsk, etc.) and your computer. Under simple software control, a b/w image is acquired in less than six seconds. Unique multi-scan modes also provide realistic grey-Kale images. Hundreds of applications!

Package includes Interface module, com- plete easy-to-use software support on disk, owner's manual, and one year warranty all for S 129,95 plus S4.00 S&H

(USA),

Also available as a complete package including;

COMPUTEREYES"

Quality b/w video camera

Connecting cable for only S399.95 plus S9,00 S&H,

Demo disk available for S lO.CX) postpaid (refundable).

See your dealer or order direa, Mass. residents add 5% sales tax. Mastercard, Visa accepted. To order, or for more

information, write or call:

ONLY

$129.95

Available for.

Apple II series

Commodore 64/128

Atari 800/800XL/65XE/I30XE

DIGITAL VISION, INC.

14 Oak Street Suite 2

NMdham, MA 02192

1617)444-9040,449-7160

THE EPSON LIBRARY FROM MERDYNE PUBLISHERS V^A^ EPSON

S NEW'> CONNECTION:

ATARI

It's time to use your ATARI 800XL for more than playing games. Manage your household, succeed In school, do reports for worl<. This book shows you how. (L.E.Zeltz. .$16.95)

ALSO NEW

EPSON Printers: Tips & Secrets (Darnall & Corner $16.95)

EPSON Guide to PC Communications (Banse $16.95)

LOOK FOR THE EPSON LIBRARY AT YOUR EPSON DEALER, LOCAL BOOKSTORE OR YOU CAN ORDER FROM

III Merdyne Publishers, Inc.

I I 184 Fifth Ave., New York, NY 10010 212/255-8448, TELEX MERDYN

CCS.

DISCOUNT PRICES

187 Crosby Ave, Kenmore, N.Y. 14217

ATARI 520 ST monochrome color - $679.95

ATARI 520 ST color - $859.95

call lor 1040 ST

ATARI 130 XE - $139.95 /-

1050 Drive- $149.95

HAPPY 1050 Enhancemenl - $139.00

FREE SHIPPINQ ON ABOVE

PRINTERS

Legenrl 808 - $159.95 Gemini SGIO - $214.95 Volks 12 modem - $199.95 call lor 800 XL, 130 XE sollware Panasonic 1091 - $246.95

PERSONALIZED MAIL ORDER SERVICE

716-873-4349

NASHUA 3'/, disk - $22.95 NASHUA 5V, disk - $9.90

Itr boxol 10 NASHUA Bulk $65.00

In iiiiiiillllii el 100

ST SOFTWARE Final Word - $99.95 DEGAS. - $30.95 VIP - $149.95

Borrow Time - $39,95 Flight Simulalor II - $39,95

Write or call for price list on our fine products from ST and XE, XL series, EPSON, MPP. modems and interface. Shipping: Add $2.50 for software, $5 each tor hardware (or actual charges if less). International orders pay actual charges. Termi: COD orders accepted. All orders will be sfiipped UPS or best way. Sorry ~ no refunds or exchanges

New 520ST & 1040ST

Database Management System

7=m

TM

■_ M^ ^^ Database Management ||^J I I ^^^ System, brings modem database

technology to your fingertips. dbOne™ is fast, efficient, easy to use, and gets down to business right away. And there's no programming!

dbOne's quick response lets you power through mailing lists, invoices, payrolls, sales orders, or inventory. Change your mind in the middle of a project, and dbOne will revise the entire file structure without losing data.

dbOne indexes your files by any field, and searches out just the records you want to see. And all indexes are automatically updated whenever you add or change data.

dbOne builds data input screens automatically! Custom reports come together in no time. What you see is always what you get!

dbOne automatically generates mailing labels, and mail merges with form letters to give your correspondence a thoroughly professional look.

dBASE files are 100% compatible

dbOne reads and writes dBASE II files immediately; there's no need for messy data conversion!

dbOne comes with 6 ready-made data files including screens and reports. Put them to work just as they are, or modify them to suit your exact needs.

Inventory Control Checkbook Manager

Credit Card Record Mail Merge Buil(ter

Address Book Mailing Label Generator

dbOne's powerful report writer produces clear and professionally formatted reports complete with headings, columns, sub-totals, totals, and page breaks.

dbOne's documentation is second to none. It's like a short course in database management, with clear explanations and hands-on examples. And experienced power users can jump to the quick reference section to get right to work.

C

5

Only OXZo brings you modem databas?

technology for just $99. 00!

See your Atari dealer or call now to order: Toll Free (800) 321-2600 (24 hours) For more Information: (213) 427-2080

c

(8:30 - 5:00 PST)

OXXl Inc.

3428 Falcon Avenue Long Beach, CA 90807

dbOm li itndnnvk 0/ AJS Put}U*lna, Inc.

dBA5B Obi ndunKl tntkmuk trf Aihion-TMi.

Aliri S30 9T tnd 1O40 ST ur tmleinarlu of Alvi Inc

)

micrOtyme

A DIVISION OF MICRO PERIPHERALS, INC. P.O. BOX 3B8

A.

.■p. «;® KETTERINO, OHIO 4B409 ' - -3,

ATARI ATARI

ATARI

BJOST'I C'mon Now, Do II! CALL

SF 314 Double Sided Drive CALL

SF 354 Single Sided Drive CALL

SH 327 20 Meoabyle Hard Disk CALL

SC 1224 RGB Color Monitor CALL

130XE ,.{e-bil Wonder ol the World!) .139

800 XL 69

1050 Disk Drive 149

1020 Color Printer/Ploller 33

NEW "X" and "S" series Prlnlers CALL

Power Supply 400/800/810 1050/850 15

Power Supply 600/800 XL 19

INDUSGT 219

NEW Power Supply lor Indus GT 19

PANASONIC PRINTERS

KX-P1080 5 NLQ MODES! NEW 219

KX-P1091 , , , , Raled the No. 1 Printer! .249

KX-P1092 80 col. True 180 cps 339

KX-P1592 136C0I. True 180 cps 549

KX-P3131 L.Q.Daisy, 80 col 279

KX-P3151L.Q. Daisy, 136 col 429

KX-P1 10 Ribbon, BIk (lor 1080/1091/1092) . .9 COLOR RIBBONS for 1080/1091/1092 11

EPSON

LX-80(80coi) 239

FX-85(80coi) 379

FX-286 200cps(135coi) 539

JX-80 COLOR (80 col) 389

STAR MICRONICS

SG-10(80col) 229

SG-15(135coi) 429

POWERTYPE 369

STAR SG- 10 Ribbons 4

MODEMS

ATAR1 1030 49

XH-301 Direct Conned 38

HAVES 300 Smarlmodem 139

HAYES 1200 Smarlmodem 399

HAYES 2400 Smarlmodem 629

US ROBOTICS COURIER 2400-100% Hayes! 429 PRENTIS P212ST-1200 bps. 100% Hayes! 239 SIGNALMAN Express (1200bps, Smart) . . .279

VOLKSMODEM 1200 199

AVATEX Smart 1200 bps 179

INTERFACES/BUFFERS

ATARI 850 In Stock! 124

P:fl: CONNECTION (100% 850 compatible) . , 66

CABLES - We've Got 'Em CALL

UCALKFor Hayes, etc.) 39

UPRINTA 59

U PRINT A-64 wllh 64K Buller 99

APEFACEXLP 59

Supra/ MPP MICROPRINT 39

Supra/ MPPMICR0STUFFER(64K Buller) .109 Supra/MPP1150 64

SOFTWARE and BOOKS

ST SOFTWARE ... TOO MUCH TO LIST . . CULL ALL titles from: Haba. VIP, Broderbund, Mark ol the Unicorn, Hippopotamus. Dragon Group. Inlocom, Accolade, MIchtron, SST Systems, Mirage Concepts, Martin, etc. We will hivi everything WORTH hiving! "THE C PROGRAMMING LANGUAGE" by B.W.

Kernighan and DM. Ritchie 19

e BIT SOFTWARE FOR THE LATEST, CALL

PAPERCLIP 39

PRINTSHOP 29

GRAPHICS LIBRARY »\ . 02. or « (each) .... 16

OSS. BASIC XE 46

O.S.S. BASIC XL 36

MONITORS

TEKNIKA MJ-10 Composite Color 189

THOMPSON Green W/ Audio 85

THOMPSON Amber W/Audio 90

THOMPSON Composite Color 159

THOMPSON RGB/Composite 319

ACCESSORIES

ST- COVERS, Heavy Grade Vinyl 8

ST- MOUSE MAT, Matching ST Color 10

ST- 6' Printer Cable 19

ST- Modem Cable (to Hayes, etc.) 17

ST- Monitor Stand, Swivel & Tilt 15

Disk File lor 3.5" disks (holds 40) 9

Flip N File DATA CASE (holds 50) 8

Disk File, wllh Lock (holds 100!) 13

Rotary Disk File (holds 72) 15

Power Strip, 6 outlet, (15 amp Surge) 15

Printer Stand, Heavy Duty, Sloping 13

ATARI Deluxe Joystick. CX-43 9

ATARI "Standard" Joystick 6

6' Atari Serial I/O Cable 6

CompuServe Starter Kit (5 Hours) 21

U.S. OOUBLER (Dbl. Density lor 1050) 52

PRINTER SUPPLIES

MAILING UBELS. White. 500 pack 3

per 1000 4

Blu, Pnk. Gn, Yel, 800 pack (200 ea) 8

perSOO. any 1 color 4

per 1000. any 1 color 6

Big Labels. 1-7/ 16x4". White, per 500 4

PRINTER PAPER. Micro-Fine perts. 20 lb,

500 sheets. Pure While Bond 7

1000 sheets, same as above 12

Carton (2600 sheets), as above 26

PRINTSHOP "Rainbow" Color Pipir Pickl

Pastels (5 colors), 50 sheets olea 12

Matching Envelopes, 20 ol each 6

Brights (8 colors). 50 sheets ol ea 29

Matching Envelopes. 20 ol each 10

ALL 13 colors, 50 sheets ol each 39

Matching Envelopes. 20 ol each 14

(Deduct 10K lor 100/coior paper packs)

Prices Are Per Box of 10

DISKETl

ES Minimum Order of 2 Boxes

No, ol Boxes

GENERIC

BONUS

WABASH

3.5" MICRO-FLOPPIES |

SONY

MAXELL

VERBATIM

SS/DD

DS/DD

SS/OD

DS/DD

SS/DD

SS/DD

SS/QD

SS/DD

2-5

8.50

10.60

10.50

13.50

10.50

23.50

21.50

18.50

6-10

7.50

9.50

9.50

12.50

9.50

21.50

19.50

17.50

ei9uoxxi,iK^

Rainbow Colored Centecli Disks (2 ea of 10 colors per pkg) 17

"Silver" Centech Disks (20 Pack) 17

TO ORDER, CALL TOLL FREE

1-800-S55-5835

M-F 9 am-9 pm SAT 10 am<4 pm EST Ohio Residents Call (513) 294-6236

TERMS AND CONDITIONS

24 HR Shippmo on m (lock Hems NO EXTRA CHARGES FOR CREDIT CARDS! Minimum oiaei 120 C O.D. lo contmonlal U-S- orilf. idd 13 Ohio residents add 6% sales lax Please allow 3 weaks for personal or corripany checks lo clear Shipping: Hardware. S4 minimum; Software, and moBl accesaofias. 13 minimum » We slip lo con- jinanial US.. Aiaika, Hawaii. Puerto Rico. APO. and FPO Canadian o'de's, actual shippmQ plus S%. minimum 15 All defective products raquiie a reiu'n authoniation number to be accepted loi iepa>r or replacement No troe trials or ciadit Due to cnangmQ marhel conditions, cad toll liee loi latest price and avaitability ol product.

THE AMAZING VOICE MASTER®

Speech and Music Processor

^ Your computer can talk in your own voice. Not a synthesizer but a true digitizer that records your natural voice quality— and in any language or accent. Words and phrases can be expanded without limit from disk.

^ And it will understand what you say. a

^^ real word recognizer for groups of 32 words or phrases with unlimited expansion from disk memory. Now you can have a two way conver- sation with your computer!

^ Easy for the beginning programmer

with new BASIC commands. Machine language programs and memory locations for the more experienced software author.

^ Exciting iVIusic Bonus lets you hum or ^^ whistle to write and perform. Notes literally scroll by as you hum! Your composition can be edited, saved, and printed out. You don't have to know one note from another in order to write and compose!

Based upon new technologies invented by COVOX. One low price buys you the complete system— even a voice controlled black-jack game! in addition, you will receive a subscription to COVOX NEWS, a periodic newsletter about speech technology, applications, new products, up-dates, and user contributions. You will nsvsr find a bsttar value for your computer.

ONLY $09>90 includes all hardware and software. For telephone demonstration or additional information, call (503) 342-1271. FREE audio demo tape and brochure available. Available from your dealer or by mail. When ordering by mail add $4.00 shipping and handling ($10.00 for foreign, $6.00 Canada).

Th« Vole* Master Is available lor the C64, 0128, all Apple ll's, and Atari 800, 800XL and 130XE. Specify model when ordering.

I For Faster Service on Credit Card Orders only:

ORDER TOLL FREE 1-800-523-9230

COVOX iNC. <«'3) 342-1271

675-D Conger Street, Eugene, OR 97402

Telex 706017 (AV ALARM UD)

Business

Educational

Graphics

^^ the

^ attention

you deserve

A Receive our disk based catalog and priceboolc.

A Buy from people wlio specialize In ATARI

exclusively. Jk Receive our 8 pg. newspapers 9 times a

year filled with critiques, special tips, and

classified ads.

A Get at least 25% off all titles (and often morel).

A Receive consistant low prices and prompt,

knowledgeable service. A Choose from over 1,500 software items.

JOIN

800-MY-ATARI

To join by phone

call toll free

in Mass call 617-879-5232

Please have credit card number ready!

Or return this coupon with $5 00*

TM

I re

I Gil

YES, I want to be a preferred customer of

CompuClub' Rush me my catalog and price

book. Enclosed please find mv$5. 00 registration

fee.

Please make check payable ro compuclub"

Payment enclosed ' icheck nmonev order

Bill my nwastercard nyisa Expires

IDs

Signature

Name

Address

City

n

.State.

-Zip.

Atari Model .

Hours: Mon. Fn iiooam 7 oo PM Eastern time Answering services after hours compuclub'. P.O. Box 552, Natick ma01760

'Overseas memberahip $25.00 per year J^ Atari - Trademark of Atari Corporation

J

new products

New Products notices are compiled by the Antic staff from infonnation provided by the products' manufacturers. Antic wel- comes such submissions, but assumes no responsibility for the accuracy of these notices or the performance of the products listed.

TECHNICOLOR DREAM

(graphics software)

Red Rat Software Ltd.

11 Fennel Street

Manchester M4 3DU

England

061-835 1055

$26 (approx.), 48K disk

A screen for a canvas, an elearonic brush, and all of the colors Van Gogh ever wanted an 8-bit palette of 256 colors at the same time. 128 filters can be used to mix "new" colors to give over 8 million variations and extend the Atari's graphics to new horizons. Dumps to Epson-compatible printers. Available on disk or cassette. Contact manufacturer for latest SUS price.

SUPER 3-D PLOTTER,

CIRCUIT DATABASE II ■■■■

(design software) Elfin Magic Co. 23 Brook Place East Islip, NY 11730

(516) 581-7657 48K disk

Super 3-D Plotter (839.95) is a color display package that draws and ani- mates full-screen, high-resolution color "wire frame" three-dimensional objects in real time at a rate of three to six screens per second. Through a set of natural algorithms, the need for con- ventional math (sines, cosines, etc.) is eliminated fn)m the 3-D process. Dumps 640x324 resolution graphics to any dot matrix graphics printer. Cir- cuit Database II (812.95) is a joystick-operated, electronic schematic drawing program that allows easy de- sign, editing and disk storage of circuit diagrams using re-deflned characters for circuit elements. Prints out on dot- matrix vertical printhead printers.

C. ITOH D10-40

(daisywheel printer) C.Itoh Digital Products 19750 S. Vermont, Suite 220 Torrance, CA 90502 (800) 423-0300 $949

This 136-column, Diablo 630- compatible daifsywheel printer with a speed of 40 chracters per second is claimed to be substantially quieter than previous models. Atari-compatible 8-bit parallel and RS-232 serial interfaces, 8K data buffer

BALLYHOO

Infocom

(interactive fiction)

125 Cambridge Park Drive

Cambridge, MA 02140

(617) 492-6000

839.95, 48K disk

If you want to hang around the circus, you've got to learn how to play the game. Get behind the glittery facade of the circus tent to find a mysterious un- derworld where corruption takes cen- ter stage in the latest all-text interactive mystery adventure game from ever- dependable Infocom.

MONDAY MORNING MANAGER I

(game)

TK Computer Products

P.O. Box 9617

Downer's Grove, IL 60515 (800) 422-4912 $39.95, 48K disk

Revised version of this statistical base- ball game includes 64 major league teams with full 25-man rosters. Ovk-ners of the old version may send in their old disk and 8 15 for an update. Joystick is recommended.

VIDEO TITLE EDITOR I

(software)

Softech Group, Inc.

RO. Box 582

Kcego Harbor, Michigan 48033

(313) 851-4925

$29.95, 24K disk

Create titles, credits, birthday messages, colored screens and leaders on your video tapes with your VCR, Atari and this program. No camera or character generator is necessary.

SCRABBIT I

(educational game)

Royer Associates

206 Santa Margarita Avenue

Menlo Park, CA 94025

(415) 326-8079

$21.95, 48K disk

Everybody chooses their own level of difficulty so Mom or Dad can play with the kids and still find this educa- tional word game challenging. Your joystick controls a hopping rabbit that assembles words from letters placed randomly around the screen.

Return the favor. When you call a manufacturer or supplier about a product you 've seen advertised or other- wise mentioned in ANTIC, please tell them so. This will help us to continue to bring )>ou the latest information about products that will make your Atari com- puter an even more valuable investment in the future —ANTIC ED P^

142

ANTIC, The Atari Resource

SOFTWARE'S NEW LINE-UP!! Pascal Products for the Atari Family .....

kyan pascal for the Atari $69.95

kyan pascal is a DOS 2.5 based compiler for the Atari 800/1200XL and 130XE. It's a full Jensen-Wirth and designed

for both beginning and advanced programmers. It's easy to use, lightning fast, and loaded with features like:

Optimized 6502 machine code compiler Full screen text editor String handling and Atari graphic support,

Source code linking, chaining, and random files, Built-in assembler for inline or

included assembly source code, and Complete tutorial/reference manual.

kyan pascal comes on a non copy-protected, single density disk and requires only 64K of memory

kyan pascals'

Programming Utility Toolkit $49.95

Makes pascal program development faster and easier This toolkit includes utilities to generate random numbers, load binary files, sort lists, control screen and cursor functions, and more. It also includes utilities for disk directories, cata- logues, and other file management functions. (Available 2/1/86)

New Line-Up!

Advanced Graphics Toolkit $49.95

Adds stunning graphics to your kyan pascal programs! The graphics primatives in this toolkit let you develop your own custom graphics. Or, you can use the library routines to en- hance your programs with windows and clipping, shading, curves, and 2 and 3 dimensional transformations (with scal- ing, rotation, and projections). (Available 2/1/86)

To Order Call: (415) 626-2080

Send Check/ kyan software, Dept. W

Money Order: 1850 Union Street, #183

San Francisco, CA 94123

Please include $4.50/order for shipping/ handling; $12 outside North America. CA residents add 6.5% sates tax. Purchase orders accepted. Sorry, no COD's.

15 DAY TRIAL

We Guarantee Your Satisfaction!

Try any kyan product for 15 days.

If not completely satisfied,

return it for a refund.

Visa/MC Accepted

ATARI 810 DISK DRIVE LESS CASE $120.00

16K RAM

New Spare Parts For Atari 800/400/810

800 PCB Sets Main, CPU, 10K OS, Power & RAM $40 Less RAM chips $30

TANDON B&C 810 t140.00 (t120.|

POWER

IS) Prices In parenthesis ($|

are less I/O Cable and Power

Pak. Add $10.00 each.

MPI B«C 810 S140.00 It120.|

B&C 810

w/Happy

$220.00

($200.)

New Replacement Printed Circuit Boards (PCB) w/parts

800 Main $10 16K RAM $10 SlOside w/DS...$40

800 Power $5 10K OS $10 810 Analog $10

CPU w/GTIA. $10 810 Power $15

800 XL $50 1200 XL $35

Power Paks 800/810 $15 ea SOOXLPower $25 ea

Limited quantity used 800 cases & cast shields $30 ea

Hard to find Integrated Circuits IC $5. ea GTIA, 800 ANTIC, 800 CPU, XL CPU, POKEY, 6520 PIA, 6507, 444, 6532, 6810, 810 ROM C

IC $10. ea XL ANTIC, MMU, XL/XE OS, BASIC C, 850 ROM B. 1050 ROM, 1771

De Re Atari $10

^^9»iTpiitiervisions

(408) 749-1003

Complete working 810 Less case $120.00 ($100.)

With B&C Black Anodized Case $140.00 ($120.)

With Case and Happy Upgrade $220.00 ($200.)

810 PCB Set w/side, DS, Power, Analog $60

810 Drive Mechanisms Tandon or MPI $60

Field Service Manuals 800/400, 800XL or 810 $25. ea

For 1050 or 1200XL $20 ea 1025, 1027, 825, 850

Diagnostic Cartridges Computer or Disk $25. ea

520ST, 130XE, 800, 800XL, 810, 1050, 1030 $CALL

OSS BASIC XE For 130XE $70

Aventure International Gold Series $40

Pilot, Basic, Manuals $5. ea. LOGO ref. manual $10

Special* Happy Upgrades 810 or 1050 $150 ea

3283 Kiler Rd., Santa Clara, CA 95051

Hours: Tuesday-Friday 10am-6pm/Sat. 10anfi-5pm

Terms: Calif Res add 7% sales tax. No orders under $20

We ship UPS COD, Prepaid or MC/Visa. Add shipping (minimum $5 )

SS'.

$W

W

#-

I095

ONLY' 1^ EACH

5T Printer Coble H SVP,S232 Modem Coble Surge Dor with 6 outlets 5T Disc Drive Coble 6 foot 1200/300 Auto Modem (Hyes Type) only S179.95 Citizen Printer modeM20D. . super buy $199.95 1040 ST Color System and (tee softwote 51149.95

Free shipping with any order We service whot we sell since 1963

COMPUTER OUTLET (619) 262-6200

5661 Mission Gorge Rd. /Son Diego. CA 92120 15 DAYTRIAL/MONEY BACK WARRANTY

Call or write tot our monthly Hot Sheet

Complete "No-Nonsense" New Business Program

MICROMOD 2.4

SIMPLICITY Intelligent, fully automatic ac(X)unt set-up/field definition as you enter records. Intelligent interlace uses English menus/entries - no computerese.

CAPACITY 8000+ records/disk. Up to 500 accounts. tJp to 5 levels of auto account organization. Unlimited spread sheet.

SPEED Condensed files, block I/O for fast disk I/O. ASSEMBLER speed, smart interface requires fewer time-consuming entries.

FLEXIBILITY User directory categories, any labels, mail, auto color dot/line/bar graphs. User spread sheet/calendar/statement formats for all forms, schedules, memos. Time window. Any printer. 100 + "customized" optional integrated business modules for INV, A/P, point-of-sale, statistics at mail-order prices. Integrated ASSEMBLER chapter-length word processor pkg. with coding/decoding for ultimate privacy. Free set- up help, problem solving, converting existing files from most other programs, hot-line.

SOO/XUXE. One 1050 or better drive, or any drives if 2 or more. List hardware. Uses XE RAMDISK. Baretiones operational demo version, $5 (refundable). Full program $19.95. With word processor pkg, $39.95. Send order to: MIcroMiser Inc., 1635-A Holden Ave., Orlando, FL 32809. Tel. (305) 857-6014 12-9 PM EST.

800XL Memory upgrade (Ram Disk)

512 K 159$

Compatible with the 130XE, easy to install

Int. Honey Order

Add. 5$ Shipping

10$ Air Mail

Mail to; Irata Hermannstr. 9 1000 Berlin 44 West - Germany

PowerEdit

for the 520ST

FEATURES:

* Edit up to 8 files concurrently

* Copy or move data between files

* Full mouse functions

' Line prefix command processor

Not limited to 80 character records

Full documentation on disk

Powerful, flexible and easy to use

Send $44.95 check or l\/l:0., or call (206) 885-7949 for VISA/MC orders. WA. State Res. add appl. sales tax

If you have no printer, add $5.00 and we will include hardcopy documentation.

■OWER^

%i^ys

43328 3. E. 176th

North Bend, WA 98045

(206) 888-2828

810 ON A PLATE DISK DRIVE $100.

Printed Circuit Boarils (PCB| w/parts

eOOMaIn .... $10 16KRAM ... $10 810 Analog ... $10

aOOPower ....$5 10K0S $10 810 Power .... $15

CPU w/GTIA . . $10 810 side w/DS$40 1200 XL .... $35

800XL $50

IC $5. ea GTIA 800 ANTIC, 800 CPU, XL CPU, POKEY. 8520 PIA, 6507, 444, 6532. 6810, 810 ROM C IC $10 ea XL ANTIC, MMU, XL/XE OS, BASIC C, 850 ROM B, 1050 ROM, 1771

Complete working 810 Less case $120.00 ($100.|

Willi m Black Anodized Case $14a00 ($120.)

With Case and Happy Upgrade $220.00 1$200.|

Field Service Manuals 800/400,800X1 or 810 .... $25. ea

for 1050, 1025, 1027, 825, 850 or 1200XL $20 ea

Diagnostic Cartridges Computer or Disk Q5. ea

($) Prices in parenthesis do not include I/O Cable or Power Pak

^^tonputervfeions 749-1003 3283 Kifer Rd.. Santa Clara. CA 95051

PROGRAMMERS

Have you written a program for th« ATARI 8>bit computor? Are you interested in marlteting your pro- gram? If you answered "YES" to botti questions, send your program to PROGRAMMERS CO-OP for eval- uation. Your program will be given strict confidential treatment during evaluation. If your program is one of the many chosen by PROGRAM- MERS CO-OP, you will have the opportunity to be in our catalog. The catalog will be distributed to Atari owners. PROGRAMMERS CO-OP will pay you a generous royalty for each copy of your program sold,

PROGRAMMERS CO-OP

1506 Via Christina. Evaluation Dept. A Vista. California 92084 Phone: (619) 724-8832

Now your 8-bit ATARI

can liave real windows

when you use SCREENS.

SCREENS is an easy to learn, easy to use, all mactiine language utility designed to make windowing on ttie ATARI fast and fun

Open and use windows in any graptiics mode using standard BASIC commands. Nine independent win- dows can be created Eacti window scrolls and clears wittiout effecting ttie display outside its borders. For eacti window use default characteristics or set

window position and size witti pixel resolution,

text position and size witti pixel resolution,

user-definedfont{8x8 and 16x1 6 grids supported),

text color and display logic for special effects,

... and more I

Windows can be stored away in RAIi/l or on disk in a standard or compressed formal They can be retrieved and when redisplayed are automatically sized to fit the current window.

The SCREENS diskette and detailed manual are only $19.95. NY state residents must add 7% sales tax. To order, please send your check or money order to

The Soft Cellar P.O. Box 1 6393 Rochester, NY 14616-0393

yOUR AD

COULD

APPEAR

HERE

144

ANTIC, The Atari Resource

ATARI ST USERSI 2 BIG COLLECTIONS OF EXCELLENT PROGRAMS ONLY $34.95 EACH! BASIC REQUIRED.

LIFE ORGANIZER

PERSONAL SPREADSHEET - All ihe power most psople will ever need. 64 col- umns; 192 rows; variable column width; copy; replicate; delete; Insert; save; load; print; calculator: search.

PREPFJOGRAMMED SPREADSHEET AP- PLICATIONS — Budget; car eKpenses; rental management, financial statement; team records; reunion records; vacation planner; stock portfolio; home inventory and values; net worth; collector's values; check register; home heating costs; insur- ance requirements; event scheduler; grade- book; comparisons of investments; party planner, rent vs. buy decision; meeting planner; project organizer. OUTLINE PROCESSOR - Organize your Ideas; plan and write a term paper or arti- cle; plan a project; print out your final prod- uct, Edit and reorganize until it's right. FLEXIBLE FILER Database for address lists, membership records, inventories etc. Vou define the categories. Edit; search; sort.

LABELS Format and print labels from Flexible Filer

DECISION MAKER - Sophisticated weigh- ing of alternatives for any difficult decision

TYPEfl Complete touch typing course with a video game for practice METRIC CONVERTER - Over 20 con- versions

INTEREST PROJECTIONS - Compare loans and savings plans.

each collection (dtsii end manual) ONLY $34. 9S (•43.96 Canadian); MO. VISA MASTERCARD (includa expiry); 10% dis- count If you order both at once.

ENTERTAINMENT JACKPOT

CHECKERS -A classic, OTHELLO Beat the computer. CRIBBAGE The popular card game BACKGAMMON - The ST is aggressive, THE VISITOR - Text adventure with graphics. Your smart but odd companion must rendezvous with its mother ship. BOMBSQUAD Text adventure with graphics. Find the terrorists' bombs in time,

ADVENTURE CREATOR - Write your own adventure games. Extensive tutorial; "framework program"; fast machine lan- guage parser routine; graphics sub- routines

THERAPIST Talk to your ST Smarter than Eliza.

MANSION Text adventure Find the second Mona Lisa.

CASINO Lose your money at home. One armed bandil, roulette, craps; faro. black|ack, keno; baccarat; draw poker; wheel of chance great graphics 3-0 TIC TAC TOE - Challenging com- plexity,

THE WRITER - Watch your ST write poetry and prose Personalize the vocabu- lary and subjects

MENTAL A great "psychic" illusion ANALYSIS Convincing "personality analyses" just for fun

CHARGE CARD ORDERS ONLY Ph. 800-628-2828 Ext. 635

MARTIN CONSULTtNQ 94 Macalaiter Bay Winnipeg, Minitoba Canada R3T2X5 (204) 269-3234

Regent Base

A Full Function Relational Database!

Regent Base's procedural language make it a natural for handling any of your small

business needs. l»»/lodules are available for

Invoicing, Accts. Receivable, Checkbook

Balancing, General Ledger, etc.

Regent Base is a relational database written

specifically for the Atari ST. Don't settle for

simple clones of IBM products. Regent Base

is easy to use and state-of-the-art I

7131 Owensmouth, Suite 45A

Canoga Park, CA 91303

(818) 883-0951

C 0 M P U

r c fl s

WE /

GUARANTEE/

TO BEAT ANY /

ADVERTISED /

PRICE /

/ HARD

SOFT

#ST COMPUTERS # $ CALL

DEGAS $25

# 130 XE M $ CALL

H & D 4th $65

# HABA10MGBYTE M $575

ZORKI $25

M HAYES 1200 MODEM M $379

CHECKMINDER $39

m CITIZEN MSP10 M PRINTER M $265

HIPPO C $39

P/C INTERCOM $75

CALL TO ORDER ALL SOFTWARES HARDWARE AVAILABLE.

WRITE TO BE PLACED ON MAILING LIST

FOR NEW PRODUCT INFO AND

MEMBERSHIP

P.O. BOX 3025

NORTHRIDGE, CA 91323

NATL 1(800)423-3444 CALIF 1(800)424-3444 LOCAL (818)886-5486

YOUR . ,»i

'ron^'"-'

'J.u '//,'

ALSO FEATURING ELECTRONIC MUSIC FOR YOUR ATARI

All systems include all hardware, interface, cables, & user's manual with applications guide,

^IDITRACK

MIDITRACKII (48K REQUIRED) $349,74

MIDITRACKIII (130 XE) 374.74

MIDITRACK ST (520 ST) 574.74

SESSIONS PLAYER PROGRAM INCLUDED FREEI

CASIO CZ101 MIDI SYNTHESIZER CALL

CALL FOR BUNDLED PRICES AND INFO.

May 1986

145

A REVOLUTION IN FLYING

THE .^HoTom^ JOYSTICK

A unique product designed for use with FLIGHT S1MI!LAR)R 11 to gi\e you accurate and proportional control. Includes instant control Yoke. Throttle, Flaps, Brakes, Gun and Elevator trim. OTHER FEATURES;

Software program drivers for other Flight programs available soon

Use with User generated BASIC programs

Use with User generated assembly language programs

MICROCUBE CORPORATION (703)777-7157

P.O. BOX 488

LEESBURG, VA 22075 PRICE 159.95

l-li(iht Sinnilanjr II is a inidt-mark til Sublonic (:«)rp.

ST ADVERTISERS

ABACUS SOFTWARE 62

BAYVIEW SOFTWARE 109

CONSUMER COMPUTER SOFTWARE 139

FIREBIRD SOFTWARE 15

GUMBALL EXPRESS 93

HIPPOPOTAMUS SOFTWARE 57

MARTIN CONSULTING 145

MEGAMAX 24

MICROPROSE 46

MIGRAPH 51

MILLER COMPUTERS 69

MIRAGE CONCEPTS 40

O.S.S 76

OXXI 145

PENGUIN SOFTWARE Inside ST cover

XANTH 69

Advertisers List

This list Is provided as a convenience and as a courtesy to adver- tisers. ANTIC does not suarantee accuracy or comprehensiveness.

Abacus Software 62

Add-On Systems 71

Alpha Systems 7

American TV 79

Antic Catalog 63

Arrays/Haba Systems 20

Astra Systems 102

B & C Computervlsions 144

Batteries Included 3

Bayview Softvt/are 1 09

Black Patch Systems 77

Coast to Coast 140

CompuClub 141

CompuServe 54,55

Computer Creations 144

Computer Mail Order 106

Computer Outlet 144

Computer Palace 110

Computer Toolbox 50

Consumer Computer Software 139

Covox 141

Datamost 105

Digital Vision 139

Draper 96

Duplication Technology 32,33

Electronic One 44,45

Firebird Software 15

Gumball Express 93

Happy Computing 114

Hippopotamus Software 57

Kyan Software 143

Lyco Computers 4

Magna Systems 96

Mardyne 1 39

Martin Consulting 145

Megamax 24

MIcrocube 146

Micromiser 144

Microprose 46

Microtyme 140

Migraph 51

Miller Computer Products 69

Mirage Concepts 40

New Horizons 96

O.S.S 76

Origin Systems 148

Oxxi 96

PCA 38

Penguin Software ST Insert

Power Systems 144

Programmers Co-Op 1 44

Protecto Enterprizes 60,61 ,98,99

Regent Software 1 45

Ribbonland 56

Senecom 41

Shannar International 75

Sierra 75

Signal Computers 74

Soft Cellar 144

Software Discounters Ill

SubLogic 147

Supra Co 29

Tevex 80

Volker Modrach 1 44

White House Computers 2,37

World Trade 84

Xanth 69

Xlent Software 113

Zobian Controls 28

We encourase you to patronize our advertisers— all of whom sup- port the ATARI computer. We will appreciate your mentioning ANTIC when you contact these firms.

146

ANTIC, The Atari Resource

Simulator n

CL Q.

*Ar

•v«

%%

fWifs^j

, ourself in the pilot^l«eRI«nPn|ier 181 Cherokee Archer fi^ an awe-inspiring f I pilOTSP-eallstIc scene ^om New Yoric to Los Angeles. High speed color-filled 3D graphics will give you a beautiful panoramic vie as you practice takeoffs, landings, and aerobatics. Complete documentation will get you airborne quickly . even if you've never flown before. When you think you're ready, you can play the World War I Ace aerial battle} game. Flight Simulator II features include animated color 3D graphics day, dusk, and night flying modei over 80 airports in four scenery areas: New York, Chicago, Los Angeles, Seattle, with additional scenery areas available user-variable weather, from clear blue skies to grey cloudy conditions complete flight instrumentation VOR, ILS, ADF, and DIME radio equipped navigation facilities and course plotting World War I Ace aerial battle game complete information manual and flight handbook. ^

seeyoufaeafer

or write or call for more information. For direct orders please add $1 .50 for shipping and specify UPS or first class mail delivery. American Express, Diner's Club, MasterCard, and Visa accepted.

Order Line: 800/637-4983

[i|][o)LOGIC

Oor|3oration

713 Edgebrook Drive Champaign IL 61820

(217) 359-8482 Telex; 206995

From Origin comes the long-awaited sequel

- to the award-winning

, Ultima™ in

Quest of the /watar

A state-of-the-art fantasy role- playing game of unprecedented magnitude by Lord British™.

repare yourself for a grand adventure: Ultima™ IV, sixteen times larger than t Ultima III, is a milestone in computergaming— one that challenges r- ^ your physical and mental skills while ^^'i

testing the true fabric of your character. *

Enter Britannia, kingdom of Lord ~

British. Journey through terrain of infinite proportions, conversing with characters % on hundreds of topics. Unravel the mysteries of a superior magic system. At each turn beware of daemons, dragons and long-dead wizards haunting the most tranquil of places. Encounters with parties of mixed enemy types test your strategic abilities. Shrewd use of terrain can lead to victory against seemingly impossible odds.

Survive this multi-quest fantasy, then begin the final conflict, your quest of the Avatar. The ultimate challenge— the self— awaits....

isysTE/vs //vc. . 340 HARVEY ROAD, MANCHESTER, NH 03103 (603) 644-3360

ULTIMA™ III sends you on an incredible fantasy role- playing journey through monster-plagued Sosaria in search of the elusive Exodus.

MOEBIUS"' takes you through the elemental planes of a colorful Orien- tal world of fantasy and adventure in search of the Orb of Celestial Harmony.

AUTODUEl/'^ is a futuristic, OGRE is a strategy game

fast-paced strategy role- playing game where the right of way goes to the biggest guns.

fought on the nuclear bat- tlefield of tomorrow as an inhuman juggernaut Cyber- tank battles conventional forces.

IJllima and Lord Brilisli are trademarks of Ricliard Garriott/Moebius is a trademark of Greg Malone/AiitoDuel and Ogre are trademarks

of Sieve Jackson /Apple is a trademark of Apple Computer Inc Previous Ultimas are not needed lo enjoy Ultima IV Authors wanted. Call us today.