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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 


i[TrsrTiucnav(«f^MiiKf' 


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 

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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 

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PRINTER  RIBBONS 

AND 

DUST  COVERS  AVAILABLE 


MJ-10 189.95 

MJ-22 254.95 

ZENITH 

2VM  122 74.95 

ZVM123 74.95 

AMDEK 

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300A 1Z7.00 

310A 145.00 

Color  300 175.95 

Color  600 289.95 

Color  700 469  00 

Color  710    539.00 

ATARI 

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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  & 
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14"  Color  Composite 


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MPPIOOOE 52.95 

MPP1200 199.95 

Volksl2 175.95 

Volks300 59.95 

Hayes  300 137.00 

Hayes  1200 385.00 

Team   Modem 199.00 

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Micro  Stutter 89.95 

U-Call 36.95 

CompuServe 17.95 


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Homepak 31.951 

Paperclip 36.95 

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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 

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Flight  Simulator  II 31.95 

Jet Call 

Night  Mission  Pinball 20.50 

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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 

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PaperClip  contains  over  30  printer  files  for  all  the  current  major  models.  The  documentation  is  excellent  and  the  disk  itself  un- 
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SP-1000UC  (C-64)  169 

SP-IOOOA  Centronics    185 


C.  ITOH 

Prownler  8510  spt  Call 

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TOSHIBA 

P1340    ■'69 

P351+     ll-O 

P341P  969 

P341S 999 


DIGITAL  DEVICES 

16K    BUFFER  75 

32K    BUFFER  89 

64K    BUFFER  125 


CORONA 

LP300  Laser   Pnnlet  :2686 

200361   Toner  Carlndge      89 


EPSON 

LXeO  2C9 

FX85  333 

JX80  C9II 

Homewriler  10  193 

DXIC  207 

DX20         297 

DX35      597 

AP-80 244 

HI-BO    355 

HS-80  298 

FX-286  (NEW)  489 

LQ-800  (NEW  529 

LQ-IOCO(NEW)  .  659 


JUKI 


CITIZEN 

MSP-IO  255 

MSP-15  355 

MSP-20  337 

MSP-25  495 


OKIDATA 

Okimale  10 

Okimale  20 

182 

192 

193 

B4P 

179 
CALL 
214 
348 
563 
645 

BROTHER 

HR-ISXL-P 

HR-15XL-S 

HR-35P 

HR.35S 

2024L-P 

M1009.P 

359 
359 
839 
839 
949 
189 

Juki    6'00 

344 

RS232  Serial  Board 

55 

119 

6100  Sheet  Feeder 

209 

Juki    6300 

757 

LEGEND 

880 

188 

1080 

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1380 

258 

1385 

289 

808 

148 

DIABLO 

D25 

549 

630  API 

1599 

630  ECS 

1759 

D80  IF 

2395 

P32CQ1 

P38 

1749 

C  150 

999 

DX-35INEW1 

CALL 

APSC 

CALL 

SG-10. 


$205 


PANASONIC 

109  228 

3131  (NEW) 264 

1092         325 

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 

ZENITH 

ULTIMA  II                             39  95 

Sundog 

29.95 

310  Ambet  IBM 

155 

ZVt^  122A    Amber 

75 

VIP  TECH 

Color  300  Audio 

234 

Zyw\  123G  Green 

75 

Color  500  Composite 

369 

ZVt^  124  Amber  IBM 

129 

VIP  Professional  520ST 

115 

Color  600 

397 

ZVM  131  Color 

275 

VIP  LITE  520S1 

65 

Color  700 

495 

ZVM  133   RGB 

389 

VIP  Professional  Amiga 

129 

Color  710       ... 

569 

ZVfwl  135  Composite 
ZVM  136  Hi  Res  Color  . 

ZVM  1220 

ZVM  1230 

ZVM  1240 

589 
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95 
149 

INFOCOM  (520ST) 

HABA 

TEKNIKA 

Wishbringer 28.95 

Zort(l..„_ 28.95 

Zortdl 31.95 

10  Megabyte 

Hippo  C  Compiler 

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MJ-22   RGB 

255 

Zort<  IK            .            .     31  95 

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 

Whistler's  Brother 

,     18,95 

Spelunker 

,     ,  18,95 

Stealth    

18,95 

Serpent's  Star  . 

,  24,95 

Mask  o(  the  Sun  , , . , 

,       24,95 

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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 
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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. 
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Editorial  submissions  should  include  program  listing 
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if  text  was  prepared  with  a  word  processor.  Media 
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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 


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MAGNIPRINT   11+  Only  $114.95 

COMPUTER  EYES/MAGNIPRINT  Camera  System 
A  complete  ready  to  run  system  for  chose  without  access  to 
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pnnc  II  + ,  a  high  quality  BA^V  video  camera,  and  a  10  ft  coaxial 
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combination:  COMPUTER  EYES 

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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 
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•  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, 

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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 
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in  theory  ant)  use. 


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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 


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Schematic  Designer  is  designed  to  help  you 
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Features  28  built-in  symbols  and  the 
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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 
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I  MAIL  TO   Alpha  SystemsM435  Maplepark  Rd./Stow,  OH  44224 
Send  check  or  money  order    Include  S2  00  shp   &  hdlg.  Ohio  | 
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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- 


ATARI  SPECIAL  PACKAGE 

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continued  on  page  21 


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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. 

IpdT^d -educe  c°-=^" 
.  Optl°"'      ,^rie  may  oe  ""P™„  „ertotm5 
eephole*"      o^pact. 
;,UGEMrout>nes 

N/D>.^'°^      .d  orograrn  editor 


TheSysten  ^^yn>x    sty 

/^^-"•^"'"faToEM  routines, 
support  of  a"  ^  ^ndudeS- 


•  f-U"  '-'  ^ — .^ 


Compile  -fime 

Benchmafl*^  -f,me  2.78 

Sieve          ,.„         63      .,.  ,eQister ^^nable^- 
■Heiio.^°;2o^cls.Sie^'e^^'>tl^^^^' 


Size 


5095 
4691 


lis 


Megamax,  Inc 


851521  •  Richardson,  TX  75085  •  (214)  987-4* 


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! 


ii'H?<     1.^ -- 


mi 

L 


Actual  screen  shows  graphic  versatihty  and  resolution  of  ACCV-DRAW. 


$114 


95 


GETS  YOU  THE  COMPLETE  SYSTEM: 


You  love  your  ATARI  and  you  like  the  idea  of  using  a 
mouse  in  a  computer  system,  like  some  of  the  more  ex- 
pensive systems. 

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 

'  ACCU-DRAIV,  the  easy-to-use  drawing  program  [used 
to  make  the  drawing  in  the  photo!](Vision  software, 
48K) 

'  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. 


SEND  check  or  M.O.  +  $3.00  shipping  to: 


Zo  B I A  N -Controls 

P.O.  Box  6406 
Wyomissing,  PA  19610 

(215)  374-5218 
10:00  AM  to  3:00  PM 


PA  residents  add  6%  sales  tax. 


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■  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 
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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 


SPECIALIZING  IN  BACKUP  HARDVWRE  &  SORVUARE 


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. 


(516)333-  5805, 5807,  5808 


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. 


""Our  competition  promises  tomorrow... 
^  We  Deliver  Today! 

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 


D 18-30 


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 


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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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!'rnii\iin  Sofiwarc.  Im 


COMPREHEND  tnteracliue  Novek  are 

or  will  be  available  for  Apple.  Macintosh. 

Atari  XL.  XE.  and  S'f  scries. 

Commodore  64  and  128.  Amiga. 

and  IBM  PC  and  compatibles. 

Apple  is  a  trademark  of  Apple  Computer.  Inc. 

and  Macintosh  is  a  trademark  licensed  to  Apple  Computer.  Inc. 

Commodore  is  a  trademark  of  Commodore  Business  Machines.  Inc:  Atari  is  a  trademark  of  Atari  Inc 

IBM  is  a  trademark  of  International  Busmess  Machines.  Corp.: 

Amiga  is  a  trademark  of  Commodore  Business  Machines.  Inc.:  The  Graphics  Magician  is  a  registered  trademark 

and  COMPREHEND.  Transijhiania.  The  Crimson  Crown.  Oo-Topos.  and  Polarware 

are  tt-ademarks  of  Polarware.'Penguin  Software.  Inc.:  Penguins  work  in  a  Polarwarehouse. 


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 


EASY-DRAW 
inATOOLNOTAM 


There  is  a  difference  between  paint 
and  draw  programs.  Paint  programs 
are  recreational  packages  that 
allow  freeform  painting  on  a  dot-by- 
dot  basis.  Witti  each  new  stroke  you 
obliterate  everything  you  cover.  And 
erasing  permanently  removes  everything 
you've  created. 

An  object-oriented  drawing  program  like 
Easy-  Draw  is  a  versatile,  powerful  tool  you  use  to 
create  business  graphics,  presentation 
materials,  line  drawings  complex 
illustrations  on  a  figure-by-figure 
basis,  it  lets  you:  lay  down 
solid  or  transparent 
figures  to  build 


composite  drawings  •  size,  move  and  manipulate 
objects  individually  and  collectively  •  use  a  grid 
system  for  controlled,  precise  scale  drawings 

•  produce  print-  outs  with  accuracy    ^ 
exceeding  your  screen  images 

•  create  custom  drawings  easily.   O^i/'Hoi  ffiy/t&Cf 
Ask  your  dealer  for  ...-^CT^V^ 
Easy-  Draw,  the  drawing       ^     \ 
program  for 
professionals. 


rawing       f\  n 


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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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DoNT  Take  As  Much  Explaining 

As  CompuServe. 


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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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56 


ANTIC,  Ttie  Atari  Resource 


HippoVision  Video  Digitizer $139.95 

Creates  digitized  Degas  and  NEOchrome-compatible  pic- 
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updates  the  ST's  screen  10  times  per  second,  while  the 
hardware  frame-grabber  snaps  pictures  in  1/60  of  a  second. 
Animation  mode  allows  automatic  sequential  frame 
digitization.  Black  and  white  high  contrast  mode  or  up  to 
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Routine  allows  direct  access  to  pixel  data.  NTSC,  PAL,  and 
SECAM  compatible.  Includes  hardware,  software,  demos, 
and  instructions. 


Hippo  ST  Sound  Digitizer $139-95 

Digitally  sample,  edit,  mix,  and  play  high-quality  sounds 
with  your  ST.  Mouse-based  editing  of  waveforms,  volumes, 
echos,  and  sound  sequences.  Real-time  oscilloscope.  Voice 
recognition  demo.  Four  polyphonic  sounds,  multi-track. 
Normal  sampUng  rate  of  22,000  samples  per  second  allows 
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be  stored  with  1  Meg  of  RAM.  High-speed  8  bit  analog-to- 
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Our  other  products: 

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HrppoSiinple   Powerful  database.  Sort,  merge,  ten  toiiimaml.s.  $49.95 

HippoSpell  Word  statistics  plus  a  .ill.OOO  word  dictionary.  $.-59.95 

HippoPixel  Create  new  fonts  or  animation  sequences.  $.^9.95 

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HippoDisk  I'tilitics  Edit  RAM,  track  &  sectors.  Recover  data.  $49.95 

HippoRAMdisk Turn  extra  RA.M  into  an  ultra  fast  disk  drive.  $34.95 

HippoBackgammon   Animated  color  or  B&W  graphics.  Robot  players.  $39.95 

Hippo  Computer  Almanac llnderstands  English,  .-iS.OOO  various  facts.  $34.95 

Hippo  Jokes  &  Quotes Thousands  of  jokes,  cpioles,  and  puns,  N'ot  for  children.  $34.95 

HippoAn      NEOcln-ome-compatible  art  files,  .Slide  sliow  program,  $39.95 

HippoClcan Disk  cleaning  kit  includes  disk.  Iluid.  and  instructions.  $29.95 

Hippo  EPROM  burner  Reads,  verihes,  edits,  and  burns  most  Hl'ROMS.  $139.95 

Hippo  X-10  Powerhouse Control  household  12()\'  devices  using  existing  wiring,  $139.95 

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Mastercard.  COD.  and  institutional  purchase  orders  accepted,  California  residents  add  local  sales 
tax.  Please  include  S,i  for  shipping,  I'rice,  availability,  and  specifications  subject  to  change  without 
notice. 


HIPPOPGflAMUS 


SOFTWARE. INC, 


985  University  Ave,,  Suite  12 

l.()S  Gatos,  CA  95030 

408/.395-,3l90   Telex:  650-284-0701 


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 


Q 


May  1986 


59 


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near- let ter-qual i ty  print. 

There  is  standard  data     S^VLE 
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SPECIFICATIONS 


italic   print 


f199 


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Size/Weight 

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Depth  13.4"  Weight  18.7  lbs. 

Internal  Char.  Coding 

ASCII  Plus  ISO 

Print  Buffer  Size 

120  CPS:  132  Bytes  (1  line) 

120/160  CPS  Plus  LQM:  2K 

No.  of  Char,  in  Char.  Set 

96  ASCII  Plus  International 

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Standard  60,  72,  120  DPI 

Horizontal  72  DPI  Vertical 

Pitch 

10,  12,  16.7,  5,  6,  8.3,  Proportional  Spacing 

Printing  Method 

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interfaces 

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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. 

PERSONAL  PASCAL 
Optimized  Systems  Software 
1221-B  Kentwood  Avenue 
San  Jose,  CA  95129 
(408)  446-3099 
$74.95 

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 


68 


ANTIC,  The  Atari  Resource 


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BOOKSHELF  MUSTS 

continued  from  page  68 

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 

Abacus  Software 

P.O.  Box  7211 

Grand  Rapids,  Ml  49510 

(616)241-5510 

$19.95  each 


TWO  NEW  LANGUAGES 

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- 
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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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74 


ANfIC,  the  Atari  Resource 


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Toad  SerriceB 


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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/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 


520ST  PACKAGE 


•  520  Computer  •  Mouse  •  SF  354 
Disk  Drive  •  Logo,  Basic,  1st.  Word, 
and  Neochrome  Sampler  •  B  &  W  or 
color. 

GALL  FOR  PRICE 


130XE  PACKAGE 

39995 

M0  Mm  M0  COMPLETE 
130  XE  Computer,  1050  Disk 
Drive,  1027  Letter  Quality 
Printer,  Atari  Writer  Plus. 


65  XE  PACKAGE 

COMPLETE 

65  XE  Computer,  1050  Disk 
Drive,  1027  Letter  Quality 
Printer,  Atari  Write  Plus. 


COMPUTERS      I 

520  Computer  with 
Modulator,  Mouse,  Logo, 
Basic,  1st  Word  and 
Neochrome 

Sampler CALL 

130XE 

Computer 1  29.95 

65XE 

Computer 99.95 

800XL 

Computer 69.95 

I     DISK  DRIVES     I 

Atari  1050 

Disl<  Drive  149.95 

SS/DD 

Atari  SF  354  360K 

Disk  Drive  CALL 

SS/DD 

Atari  SF  314  720K 

Disk  Drive  CALL 

DS/DD 

Indus  GT 199.95 

SS/DD 


I  MODEMS         i 

MPP  Supra 

1000E  69.95 

XM  301  CALL 

Volksmodem 

12 199.95 

Volksmodem  Cable 
520ST  to  Modem      1 2.95 
Volksmodem  Cable 
to  C-64  or  C-128  ..12.95 


Not  responsible  for  typographical 

errors.  We  reserve  the  right  to 

limit  quantities. 


[ 


PRINTERS 


star  Micronic  SG10,  Near 
Letter  Quality  ...  210.95 


Power  Type,  Daisy 


Wheel 

Gemini 
10X.... 


279.95 


179.95 


Atari  1027 

Printer 139.95 

i        MONITORS        i 

Atari  SC1224  12  "  RGB 
Color  Monitor  . . .  335.95 
Atari  SMI 24 

12"  Monitor 175.95 

Commodore  1802 
13"  Color  Composite 
Monitor 179.95 

13"  Color  Composite 

Monitor 139.95 

Thomson  14"  RGB,  Color, 
Composite  Monochrome 

Monitor CALL 

Thomson  12" 
Monochrome,  Green 
Screen  with 

Speakers  79.95 

12"  Amber  Goldstar 
Monitor 69.95 

I       DISKETTES       | 

Nashau 

SVa",  SS/DD 8.95 

Nashau 

5y4",  DS/DD 12.95 

Sony 

3y2",  SS/DD 27.95 

Sony 

SVs",  DS/DD 35.95 


Paper 

2700  Sheets 39.95 

Paper 

1000  Sheets 17.95 

Includes  Shipping 

Nil^ble  Notch 7.95 

Flip/File  10 4.95 

Flip/File  60 14.95 

Pro  5000 

Joystick 11.95 

Surge 

Protector 19.95 


PRINTER 
INTERFACES 


Ape  Face 49.95 

U-Print 64.95 


PRINTER 
RIBBONS 


SG10&SG10C 

Black 2.95 

Red  4.95 

Blue 4.95 

Green  4.95 

I    DUST  COVERS    | 

For  All  Models 
Call  For  Price 

And  AvailabUty 
Scotch  5V4"  Head 
Cleaning  Kit 7.95 

I       SOFTWARE       I 

Software  Titles  Too 

Numerous  To  List 

Please  CALL 

For  Information 

and_Prices 


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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 


9 


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Payment  enclosed  ft  check  D  money  onier  443-0100  ext.  133 

Bill  my  n  Mastercard  D  Visa  ^       ' 

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 


(T)  Tape,  (C)  Cartridge,  (D)  Disk. 


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 

A0559  MOON  PATROL  (C) $16  95 

A0560  FINAL  LEGACY  (C)   $16  95 

A0561   FOOTBALL  (C) $14.95 

A0562  TENNIS  (C) $14  95 

A0563  TRACK  S  FIELD  (C)   $29.95 

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A0568  SARGON  II  (D) $16  95 

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A0570  DONKEY  KONG  JR  (C)  $16  95 

A0571  POLE  POSITION  (D) $18.95 

Brodsrbund 

A0514  MASK  OF  THE  SUN  (D) $24.95 

A0515  OPERATION  WHIRLWIND  (D) $24.95 

A0516  SPELUNKER  (D) $t8  95 

A0517  LODE  RUNNER  (D)   $20  95 

A051 8  WHISTLERS  BROTHER  (D) $1 8.95 

A0502  STEALTH  (D) $18.95 

A0670  CHAMPIONSHIP  LODE  (iUNNER  (D) $26.95 

A0671  KARATEKA  (D) $23.95 

Activision 

A0597  PAST  FINDER  (D) $20  95 

A0598  SPACE  SHUTTLE  (D) $19  95 

A0599  GHOSTBUSTERS  (D) $18  95 

A0665  HACKER  (D) $19  95 

A0666  MIND  SHADOW  (D) $18  95 

A0667  MASTER  OF  THE  LAMPS  (0) $19  95 

A0668  GR  AMER  CROSS  CNTRY  RD  RACE  (D) $18.95 

Suncom 

AOl  90  PARTY  QUIZ  (D) $14  95 

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A0195  SPORTS  EDITION  (D)   $14  95 

AOl  96  EDUCATION  EDITION  (D) $14  95 

A0197  BIBLE  EDITION  (D) $1 4  95 

AOl  98  ENTERTAINMENT  EDITION  (D) $14.95 

Avaion  Hill 

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A0575  MIDWAY  CAMPAIGN  (T) $12  95 

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A0577  LEGIONNAIRE  (D) $20  95 

A0578  TAC  (D) $26  95 

A0579  MARKET  FORCES  (D) $14  95 

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A0604  FREE  TRADER  (D) $19  95 

A0605  EMPIRE  OF  THE  OVERMIND  (D) $26  95 

A0606  QUEST  OF  THE  SPACE  BEAGLE  (D) $22  95 

A0607  CLEAR  FOR  ACTION  (D) $26  95 

A0608  PARIS  IN  DANGER  (D) $26  95 

A0609  GULF  STRIKE  (D) $22  95 

A0504  GALAXY  (D) $16  95 

A0505  ANDROMEDA  CONQUEST  (D) $16  95 

A0506  COMPUTER  STOCKS  &  BONDS  (D) $18  95 


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BUSINESS 

A0201  ATARI  WRITER  (C> $39.95 

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A0208  MENU  WRITER  (D)  $19.95 

A0209  FAMILY  FINANCE  (D) $19  95 

A0210  HOME  INTEGRATOR  (D) $19.95 

A021 1  SMALL  BUS  INVENTORY  (D) $1 1 .95 

A0212  SALESMAN'S  EXPENSES  (D)   $11  95 

A0214  RETAIL  INVOICE  (D)  $11  95 

A0215  TIMEWISE  (D) $14  95 

A0216  PEACHTREE  G/L  (D)  $49.00 

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A0717  SYN  CALC  (D) $32.95 

A0718  SYN  CALC  TEMPLATES  (D) $14.95 

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Synapse 

A0534  ENCOUNTER  (D) $14  95 

A0535  BLUE  MAX  2001  (D) $18.95 

A0536  QUASIMODO/AIR  SUPf*ORT  (D) $16  95 

A0537  NEW  YORK  CITY/ELECTRICIAN  (D) $16  95 

A0538  RAINBOW  WALKER/COUNTDOWN  (D)  .  .  $16.95 

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A0540  BLUE  MAX  (D) $20  95 

A0715  MIND  WHEEL  (D) $25  95 

A0716  ESSEX  (D) $25.95 

Epyx 

A0520  JUMPMAN  (D) $15  95 

A0521  DRAGON  RIDERS  OF  PERN  (D) $18  95 

A0522  SUMMER  OLY  GAMES  (D) $24  95 

A0523  PITSTOP  II  (D) $24  95 

A0524  BALL  BLAZER  (D) $24  95 

A0525  RESCUE  ON  FRACTULUS  (D) $24  95 

A0693  KORONIS  RIFT  (D) $24  95 

A0692  THE  EIDOLON  (D) $24.95 

Strategic  Simulations.  Inc. 

A0601  SHOOTOUT  AT  OK  GALAXY  (D) $17  95 

A0602  DNIEPER  RIVER  LINE  (D) $24  95 

A0603  SPACE  COWBOY  (D) $18  95 

A0526  KNIGHTS  OF  THE  DESERT  (D) $24  95 

A0527  FIELD  OF  FIRE  (D) $24  95 

A0528  FORTRESS  (D)   $22  95 

A0529  COSMIC  BALANCE  (D) $24  95 

A0530  IMPERIUM  GALATUM  (D) $24  95 

A0531  RAILS  WEST  (D) $2495 

A0532  TIGERS  IN  THE  SNOW  (D) $24  95 

A0533  50  MISSION  CRUSH  (D) $24  95 

A0590  BROADSIDES  (D) $24  95 

A0591  COMPUTER  QUARTERBACK  (D) $24  95 

A0592  COMPUTER  AMBUSH  (D) $34  95 

A0593  COMPUTER  BASEBALL  (D) $24  95 

A0712  COLONIAL  CONQUEST  (D) $24  95 

A0713  COMBAT  LEADER  (D) $23  95 

A071 4  KAMPFGRUPPE  (D) $34  95 


Atari 

A0420  ATARI  MUSIC  I  (D)  $19.95 

A0421  ATARI  MUSIC  II  (D) $19.95 

A0422  INTRO  PROG  I  (T) $14.95 

A0423  INTRO  PROG  II  (T) $14.95 

A0424  INTRO  PROG  III  (T)  $14.95 

A0425  ATARI  LAB  STARTER  (C) $44.95 

A0426  ATARI  LAB  LIGHT  MOD  (C)  $33.95 

A0428  SKYWRITER  (C) $16.95 

A0429  CONVERSATIONAL  FRENCH  (T) $16.95 

A0430  CONVERSATIONAL  SPANISH  (T) $16.95 

A0431  MY  FIRST  ALPHABET  (D) $1 6.95 

A0432  SPEED  READING  (T) $19.95 

A0433  TYPO  ATTACK  (C) $16.95 

A0435  VERBAL  MODULE  SAT  (D) $29.95 

A0436  SAT  SAMPLE  PRETEST  (D) $17.95 

A0437  MATH  MODULE  SAT  (D) $29.95 

A0438  TOUCH  TYPING  (T) $14.95 

A0439  JUGGLES  RAINBOW  (D) $16.95 

A0440  JUGGLES  HOUSE  (D) $16.95 

A0442  TOUCH  TABLET/SOFTWARE $49.00 

A0443  PAINT  (D) $19.95 

A031 5  PILOT/TURTLE  GRAPHICS  (C) $29.95 

A0316  LOGO  (C) $39.95 

A0318  ASSEMBLER/EDITOR  (C) $19.95 

A0319  MACRO  ASSEMBLER  (C) $19.95 

Spinnaker 

A0444  LINKING  LOGIC  (C) $16.95 

A0445  DANCE  FANTASY  (C) $16.95 

A0446  MEMORY  MANOR  (C) $16.95 

A0447  LOGIC  LEVELS  (C) $16.95 

A0448  KINDERCOMP  (D) $16.95 

A0449  PACEMAKER  (D) $16.95 

A0450  KIDS  ON  KEYS  (D) $16.95 

A0451  GRANDMAS  HOUSE  (D) $16.95 

A0452  KIDWRITER  (D) $16.95 

A0453  FRACTION  FEVER  (D) $18.95 

A0454  IN  SEARCH  AMAZ  THING  (D) $22.95 

A0455  TRAINS  (D) $18  95 

A0456  ALPHABET  ZOO  (D) $16.95 

A0457  AEROBICS  (D)  $22  95 

A0710  DELTA  DRAWING  (C) $16  95 

A071 1  ADVENTURE  CREATOR  (C) $16.95 

American  Educational  Computer 

A0459  VOCABULARY  WORD  BLDR  (D) $16  95 

A0460  GRAMMAR  WRK  USE  SKILLS  (D) $16.95 

A0461  WORLD  GEOGRAPHY  FACTS  (D) $16.95 

A0462  SPANISH  VOCAB  SKILLS  (D) $16.95 

A0463  FRENCH  VOCAB  SKILLS  (D)  $16.95 

A0464  WORLD  HISTORY  FACTS  (D) $16.95 

A0465  US  HISTORY  FACTS  (D) $16  95 

A0466  US  GEOGRAPHY  FACTS  (D)   $16  95 

A0467  US  GOVERNMENT  FACTS  (D)  . . : ; $16.95 

A0468  A  PLUS  LEARN  TO  READ  (D)/, .  . : " $24.95 

A0470  A  PLUS  READING  COMPREHENSION  (D)  .  $24.95 

A0471  COMPUTER  LEARNING  PAD. .  .  .    $37.95 

A0418  BIOLOGY  FACTS  (D) $16  95 

A0493  ELEM  SCIENCE  3  8  4  (D)  $16  95 

A0494  ELEM  SCIENCE  5  S  6  (D)  $16.95 

A0495  ELEM  SCjENCE  7  S  8  (D)  $16.95 

DLM 

A0680  SPELLING  WIZ  (D) $19  95 

A0681  ALIEN  ADDITION  (D)  $19  95 

A0682  METEOR  MULTIPLICATION  (D)   $19  95 

A0683  ALLIGATOR  MIX  (D) $19.95 

Artvtforx 

A0738  LINKWORD  LANGUAGE-SPANISH  (D) .  $17  95 

A0739  LINKWORD  LANG-FRENCH  (D) $17  95 

A0740  LINKWORD  LANG-GERMAN  (D) $17.95 

A0741  LINKWORD  LANG-ITALIAN  (D) $17  95 

A0663  MONKEYMATH  (D) $15  95 

A0664  MONKEY  NEWS  (D) $1595 


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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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A  DRIVE... 


That  is  fast,  quiet,  reliable? 

That  has  a  built-in  printer  interface? 

That  holds  360  KBYTES  of  information? 

That  is  compatible  with  Atari®  400,  800,  600XL, 

800XL,1200XL  and  130XE  computers? 


THEN,  THIS  IS 
THE  VNE" 


Single  or  double  density  [software  selectable]. 
Single  or  double-sided  [software  selectable]. 
Direct  drive  motor. 
Printer  interface  built-in. 


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130XE  SUPPORT  WITH: 

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•  Special  90K  buffer  for  one  pass  disk  duplicatio 
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AUTO  RAM  DISK  INITIALIZATION  FOR 
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*Atari  is  a  reg.  trademark  of  Atari  Corporation, 


product  reviews  h— ^ 


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 


«l 


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DEVELOPMENT 

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D  Health  &  Safety MW031 

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n  Auto  Mechanics MW015 

a  Philosophy MW004 

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ing necessary  for  the  complexities  of  Physics. 

1 3  Electronics  1 MW050         D  Physics  1 MW006 

D  Electronics  2 MW008         Q  Physics  2 MW035 


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n  Reading 
n  Classics 
iJ  Classics 


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1 

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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 


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'         For  Intormalion,  Call  (503)  683-5361 
Prices  subject  to  change  without  notice. 


'ST  PROGRAMS^ 

VIP  PROFESSIONAL   . 

138.50 

HELP  CALC  ST 

.24,95 

ST CALC          

49  95 

OSS  PASCAL 

.67.50 

H&O FORTH    ,    .  . 

44  90 

PHILON  BASIC 

69.90 

HABA  C 

59.90 

CP/M  EMULATOR. 

39.90 

THE  FINAL  WD 

.109.50 

REGENT  SPELL 

...39.50 

DEGAS  

34  90 

EASY  DRAW 

129.50 

DB  MASTER 

39.90 

H&DBASE 

.79.90 

ZOOMRACKS 

.64.90 

ST  TALK 

17.95 

ST  BOOKS 

STMACH.LANG 19.95 

ST  INTERNALS 19.95 

STGUIDE 16.95 

PROG.  THE  68000 22.95 

ST  APPLICATIONS   5.00 

ST  LOGO 17.95 

BASIC  TO  C 16.95 

COMMON  C  FUNG 17.95 

ADV.  CTECH 19.95 

C  PROGRAMMING 29.95 


Only  29.95 


Beautifully  finished  stand  lo 
hold  your  ST  monitor,  2  disk 
drives,  a  modem,  etc .  .  . 


SHIPPING  INFO:  Minimum  S2  90  Ground  S4  75  Air  Actual 
Cost  depends  on  weight  Call  (503)  683-5361  (oi  inlormation 
WARRANTY  INFO:  Everything  Ihat  we  sell  is  warrantied  by 
the  manufacturer  It  any  item  purchased  from  us  tails  to  per- 
lorm  properly  when  you  receive  il  call  us  al  1503)  683-5361 
so  that  we  can  assist  you  No  returned  merchandise  accepted 
without  authorization  Defective  software  will  be  replaced 
With  another  copy  ol  the  same  program  otherwise  no  soft- 
ware IS  returnable 

•  2  Day  Air  Shipping  AVAILABLE  • 


ATARI  DISK  DRIVE  OWNERS . . . 
HAPPY  BLASTS  RETAIL  PRICE— ORDER  TOLL  FREE! 


49.«» 


THE  FAMOUS  HAPPY  ENHANCEMENT  NOW  ONLY  $149.95 
for  1050  order  number  HC1A,  for  810  order  number  HC8A 

Makes  your  disk  drive  read  and  write  faster,  and  allows  you  to  execute  the  HAPPY  WARP  SPEED  SOFTWARE. 
Available  only  for  ATARI  1 050  and  81 0  disk  drives.  1 050  version  allows  true  double  density  plus  the  original  single 
and  enhanced  density.  PRICE  INCLUDES  WARP  SPEED  SOFTWARE  BELOW,  installation  required. 

HAPPY  WARP  SPEED  SOFTWARE  REV  7  (not  sold  separately) 

Includes  the  famous  HAPPY  BACKUP  and  COMPACTOR  which  are  the  most  powerful  disk  backup  utilities 
available  for  your  ATARI  computer,  plus  MULTI  DRIVE  which  allows  high  speed  simultaneous  reading  and  writing 
with  up  to  4  HAPPY  ENHANCED  drives,  plus  SECTOR  COPIER  which  is  the  fastest  disk  copier  that  supports  the 
130XE  RAMDISK,  plus  the  WARP  SPEED  DOS  which  improves  ATARI  DOS  2.0s  to  allow  fastest  speed,  plus 
HAPPY'S  DIAGNOSTIC  which  allows  comprehensive  disk  drive  testing. 

HAPPY  1050  CONTROLLER  $64.95  order  number  HC2A 

For  use  with  HAPPY  ENHANCED  1050  disk  drives  only  Allows  easy  access  to  HAPPY  1 050  slow  and  fast  speeds 
and  ultimate  control  of  disk  drive  write  protect,  including  writing  to  disk  back  side  and  protecting  valuable  data 
disks.  Printed  circuit  board  has  switches  and  write  protect  indicator  LED,  installation  required. 

GET  YOUR  FAVORITE  HIGH  SPEED  DOUBLE  DENSITY  DOS 

Both  of  these  disk  operating  systems  support  the  fastest  speed  with  both  HAPPY  810*  and  1050,  and  with  HAPPY 
1050  you  get  true  double  density.  WARP  SPEED  DOS  XL  is  HAPPY's  own  version  of  OSS  DOS  XL,  and  includes, 
under  cartridge,  under  ROM  and  AXLON  RAM  disk  version,  and  is  order  number  HC4A  at  $29.95.  TOP  DOS 
version  1 .5  from  ECLIPSE  SOFTWARE  has  more  menu  driven  features,  operates  in  all  three  densities,  supports  the 
130XE  RAMDISK,  and  is  order  number  HC6A  at  $39.95.  *Note:  81  o  requires  upgrade  below. 

810  VERSION  7  UPGRADE  $49.95  order  number  HU3A  -XXXX 

Allows  older  810  HAPPIES  to  use  newer  software.  Includes  custom  plug  in  IC  and  rev  7  WARP  SPEED  SOFTWARE. 
Same  price  for  all  HAPPY  810s  registered  or  not.  When  ordering  replace  XXXX  in  part  number  with  the  serial 
number  of  your  HAPPY  COMPUTERS  manufactured  810  board,  or  with  a  2732  or  2532  which  corresponds  to  the 
EPROM  part  number  in  your  HAPPY  81 0  socket  A1 02  of  your  side  board  modified  HAPPY  (not  made  by  HAPPY 
COMPUTERS),  installation  required.  Upgrade  not  needed  for  new  810  HAPPY'S  and  serial  number  over  8000. 

SUPER  PACKAGE  SPECIALS 

Get  a  HAPPY  1050  ENHANCEMENT  and  CONTROLLER  and  WARP  SPEED  DOS  XL  for  just  $199.95  order 
number  HS5A,  or  get  the  same  with  TOP  DOS  1 .5  instead  of  DOS  XL  for  just  $214.95  order  number  HS7A.  If  you 
already  have  the  1 050  ENHANCEMENT  you  can  get  the  HAPPY  1 050  CONTROLLER  and  WARP  SPEED  DOS  XL 
for  $74.95  order  number  HXL9A,  or  get  the  HAPPY  1 050  CONTROLLER  and  TOP  DOS  1 .5  for  just  $84.95  order 
number  HTD9A.  For  other  specials  and  dealer  pricing  call  (408)  779-3830. 

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. 

HAPPY  COMPUTERS,   INC.     *     P.O.   Box   1268     *     Morgan    Hill,  CA  95037     *     (408)   779-3830 


compuTER  CREATinns 

YOUR  ATARI  520ST  SOFTWARE  SUPPORT  CENTER 


ACTIVISION 

Borrowed  Time 34 

Hacker 30 

ACADEMY 

Typing  Tutor 24 

Word  Invaders  Call 

PCA  Call 

Graphic  Artist Call 

ATARI 

DB  Master  39 

BATTERIES  INCLUDED 

Degas 28 

Portfolio Call 

Homepak  Call 

DRAGON  GROUP 

4X  Forth    84 

4X  Forth  Accelerator Call 

ELECTRIC  SOFTWARE 

GST  Compiler Call 

GST  Macro  Assembler  Call 

GST  Linker   Call 

GEM  Screen  Editor  Call 

ELECTRONIC  ARTS 

Marble  Madness Call 

Financial  Cooktx)ok Call 

HABBA 

Business  Letters  29 

Wills   29 

Hippo  XD' Compiler  51 

Checkminder  Call 

HABA  Writer Call 

Phone  Book  Call 

Habadisk(IOMeg) Call 

HIPPOPOTAMUS  SOFTWARE 
Hippo  Computer 

Almanac 25 

Hippo  Jokes  &  Quotes 25 

Hippo  ST  Disk  Utilities 37 

Hippo  ST  Ramdisk   25 

Hippospell  29 

Hipposimple    37 

Hippoart  I  29 

Hippobackgammon    29 

Hippo  Eprom  Burner  99 

Hippoword  29 

Hippoconcept 69 

Hippopixe!   29 

Hippoclean 23 


HOLMES  «  DUCKWORTH 

Toolbox Call 

Forth  Call 

H&D  Base 69 

INFOCOM 

ZorkI    28 

Zorkll 31 

Zorklll  31 

Cutthroats  28 

Deadline  34 

Enchanter 28 

Hitchhiker's  Guide   22 

Seastalker  28 

Sorcerer   31 

Suspect 31 

Witness  28 

WIshbringer 28 

InMel  31 

Mind  Forever 31 

Planettall 28 

Sorcerer   31 

Speilbreaker 34 

Starcross   31 

Suspended 34 

MARK  OF  THE  UNICORN 

Mince   Call 

PC  Intercom    84 

Final  Word   99 

Hex  28 

METACOMCO 
Macroassembler Call 

MICHTRON 

M-Disk  28 

Mudpies   28 

Soft  Spool 28 

Flip  Side   28 

Calendar 22 

Mi-Term   Call 

Gold  Runner Call 

Time  Bandit Call 

BBS 34 

MIGRAPH 
Easy  Draw  Call 

MIRAGE 

Express  Word  Proc 34 

OASIS 
Sundog  28 


Call 


OMNITREND 

Universe  II  

OSS 

Personal  Dibkit   Call 

Personal  Pascal 50 

Personal  Prolog Call 

OXXI 
Whiz  Word Call 

PENGUIN 
Transylvania    28 

PHILON 

Compiled  Basic Call 

Fortran   Call 

Pascal  Call 

PRYORITY 
Forbidden  Quest  28 

OMI 

STTalk 14 

QUEST 
Cash  Trader  Call 

OUICKVIEW  SYSTEMS 

Zoomracks 62 

REGENT 

Regent  Word  Call 

Regent  Spell Call 

Regent  Base Call 

SIERRA 

Kings  Quest  II 34 

Ultima  II 41 

Winnie  The  Pooh   Call 

SPINNAKER/TELLARIUM 
Homework  Helper 

Math  or  Writing  Call 

Farenheit  451  28 

Perry  Mason   28 

Treasure  Island   28 

SST  SYSTEMS 
Chat  17 

SUBLOGIC 

Flight  Simulator Call 

Jet Call 

TDI  SOFTWARE 

Module  ■  2/ST  Call 

Andra/ST  Call 

UCSD  Pascal  Call 

XLENT 

Typesetter  28 

Rubber  Stamp  Call 


CALL  FOR  PRICES  AND  AVAILABILITY 


ATARI  HARDWARE 
CALL  FOR  PRICES!! 

PACKAGE  #  1 

Atari  520  STM  Computer  &  SF  354  Disk  Drive 

PACKAGE  #2 

Atari  520  STM  Computer,  SF  314  (One  Meg) 
Disl<  Drive  &  SC  1 224  RGB  Color  Monitor 

PACKAGE  #3 

Atari  520  STM  Computer,  SF  314  (One  Meg) 
Disl<  Drive,  SC  1 24  Monoclirome  Monitor,  and 
10  Meg  Hard  Disl< 

Call  for  Package  Prices! 

Let  Us  Design  A  System  To  Fit  Your  Needs!! 

Hard  Disk  Drives 
Atari  - 
Haba  -     Call  for  Prices 

Supra  - 


BEST  BUY  ON 
SMALL  QUANTITIES 

COLORED  DISKS  AS  LOW  AS  69$  EA.  -  FLOPPY  DISKS  AS  LOW  AS  59$  EA. 

Fully  guaranteed.  Includes  sleeves  and  hub  rings.  DISKETTES  (2  box  minimum)  1 0  per  box 


S'A" 

Black  Generic  Bulk 

Colored  Generic  Bulk  | 

Bulk 

SS/DD 

DS/OD 

SS/DD 

DS/DD 

20-69 

.69  ea. 

.89  ea. 

.79  ea. 

.99  ea. 

70+ 

.59  ea. 

.79  ea. 

.69  ea. 

.89  ea. 

(Pl3<;tir  r.at;p  Inniiiftpri 

S'A" 

BIk  Generic 

Colored  Generic 

Bxs.  (10) 

SS/DD 

SS/DD 

2-6 

8.90 

10.90 

7+ 

7.40 

9.90 

31/2" 

Verbatim 

Sony 

Sony 

Bulk/Bx.  (5) 

SS/DD 

SS/DD 

DS/DD 

20-69/2-6 

1.79  ea. 

12.90  bx. 

18.90  bx. 

70-f/7-l- 

1.69  ea. 

11.90  bx. 

17.90  bx. 

To  order  call  TOLL  FREE 

1-800-824-7506 


ORDER  LINE  ONLY 


ii!»: 


for  MasterCard 
or  Visa 


COMPUTER  CREATIONS,  Inc. 

P.O.  BOX  493 -DAYTON,  OHIO  45459 

For  information,  order  inquiries,  or  for  Ohio  orders  (513)  435-6868 

Order  Lines  Open  9:00  a.m.  to  8:00  p.m.  Mon.-Fri.;  1 0  a.m.  to  4:00  p.m.  Sat.  (Eastern  Standard  Time).  Minimum  $15  per  order.  C.O.D.  (add  $3.00).  Please  specify  computer  system.  Call  toll 
free  numtjer  to  verify  prices  and  auailability  of  product.  Prices  and  availability  are  subject  to  change  wittiout  notice.  We  stiipC.O.D.  to  Continental  U.S.  addresses  onlyl  Please  include  4% 
shipping  on  all  Hardware  orders  (min.  $4.00).  Software  and  accessories  add  $3.00  shipping  and  handling  in  Continental  U.S.  Actual  freight  will  be  charged  outside  U.S.  to  include  Canada. 
Alaska.  Hawaii,  Puerto  Rico  and  APO.  Ohio  residents  add  6V2%  sales  tax.  Canadian  orders  add  5%  shipping,  (min.  $5.00).  All  other  foreign  orders,  please  add  1 5%  shipping,  (min.  $10).  For 
immediate  delivery  send  cashier's  checi<,  money  order  or  direct  bank  transfers.  Personal  and  company  checks  allow  3  weeks  to  clear.  School  purchase  orders  welcome.  Due  to  our  low 
prices,  all  sales  are  final.  NO  CREDITS.  All  defective  returns  must  have  a  return  authorization  number.  Please  call  (513)  435-6868  to  obtain  an  RA#  or  your  return  will  not  be  accepted  for 
replacement  or  repair.  FOR  YOUR  PROTECTION  WE  CHECK  FOR  CREDIT  CARD  FRAUD. 


ISSUE   1  UOLUNE  1 


DEMONSTRflTION  RND  HWERTI5EMENT  BV  XLent  SoFtMare 


NIHTER  EDITION  86 


CRERTILITY  PRINTWRRE 


± 


XLENT  PRESENTS   t    | 

RUBBER  STAMP  dbl 


RATIKS 


EXPflNO/SHRINK 

ROTRTE/NIRROR 

REFLECT-  FLIP 

MULTI-FILLS 

ELLIPSE /MX 

TRUE  CIRCLE 

ICONIZE  PIX 

16X16  FONTS 

48  TEXT  SIZES 

CRERTE  FONTS 

CONUERT  ICONS 

RNO  MUCH  MORE 


CRERTE  PIX,    TEXT,    lAKi  ICONS! 
USE  Other  Hare  pix.    Rdd  16x16 
HI-RES     PflOPORTIONHL  text. 
CONUERT  Other  Hare  icons 
into  TVPESETTER  icons. 


♦■LEFT: 
ICON 
HffiN 
PICTURE 
SHRDK 


TVPESETTI 

CREHTIUITV  &  RESOLUTION 

NHRT  CRN   TVF»E3ETTER  DO? 

THIS  NEMSLETTER  RD  IS  JUST  ONE  EXRMPLEM 
Create  ForHS,  labels,  signs,  letterhead,  cards, 
OR  HIGHLV  PETRILEO  GflflPHICS  FULL  POGE  HRROCOPV! 
48K  controls  over  489, eee  pixels.  DIFFERENT 
FROM  RLL  OTHER  RTRRI  SOFTNRREM 

More  resolution 
than  Host  8/16 
bit  coHputers! 


RIGHT:  •» 
HIGHEST 
RES.  PDC 
RND  TEXT 
TOGETHER 


Me  can't  list  all  oF  the 
Features  in  RUB8ER  STRNP  here. 
RU68ER  STRNP  is  both  a  Fast, 
Fun  graphics/text  prograH  RND 
a  coHprehensiue  prograH  to 
integrate  nith  TVPESETTER. 

RUBBER  5TRMP 

Hn3      IT     RLL ! i 


-■-:S;2.  00     SHXI»I>XMC 


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FOR  ALL  8-BIT 


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icNTEGRRTED    MRRE 

USE  RUBBER  STRNP  SCREENS 
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USE  NEGflFOMT  II*  TO  PRINT  __  ^ 
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CI  Hatch 

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CIA 
123  33r«i  St 
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130  XE  Version 

on  SaHe  Disk 

MORE  FERTURES! 

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FOR  RTRRI  8-6IT 
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HEGAFONT  1 [ + 


TEXT     FILE     RRINT 
IM     RNV     EONT 


EULL     PRCE,      MEDIUM     RE5 . 
DESIGN      «t     F»RIMT     RROGRRM 

"....a  pretta  niFts  package..."  CURRENT  NOTES 

DESIGN  Full-page  printouts  ON-SCREEN. 
COMBINE  text.  Borders,  A  pix  FroH  other  nare. 
EDIT  in  40  or  88  colunns.    Nix  40  coluHn  Fonts 
Gr^ics  Editor  puts  Final  touches  on  layout. 

PflGE  DESIGNER  alloMS  anyone  QUICK,  ERSV  layout 
For  RDS,   REPORTS,  NEM5LETTERS,   ETC. 
Tho  Graphics  8  screens  shon  you  EXflCTLV  hoH 
your  design  Hill  look  Mhen  printed. 

Not  the  resolution  oF  TVPESETTER,  but  PERFECT 
Hhen  his^iest  resolution  is  not  essential. 


*      $2. 00 
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SCREEN 
UF-      TO 


F»RINT      IM 

a-    SIZES 


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DEALER  DiqyiRIES 
HELCOJC 


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(703] 

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This  ad  Has  created  by  ira  BrickHan  using  TVPESETTER  &  Nhite  Lion  SoFtnare's  GRflPHICS  LIBRARIES 


P.O.    BOX  5228,   OEPT.    A 
Springfield,  VA  22150 


C.O.D. 
UR  RES 


Additional 
;  Rdd  4-/  tax 


Software  Discounters 

of    America  open  Saturday 


For  Orders  Only— 1-800-225-7638 
PA  Orders— 1-800-223-7784 
Customer  Service  412-361-5291 


Open  Saturday  "^ 

•  Free  shipping  on  orders  over  S100  in 
continental  USA 

•  No  surcharge  for  VISA/MasterCard 

•  Your  card  is  not  charged  until  we  shi 


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 

Mindshadow620ST  ,  .      $33 

Music  Studio    $33 

Space  Shultle(D)   $16 

AMERICAN  EDUCATIONAL 
COMPUTER 

Biology(D)    $16 

French  (D) $16 

Grammar  (D) $16 

Science:  Grades  3/4  (D)  $16 
Science;  Grades  6/6  (D)  .$16 
Science;  Grades  7/8(0)  .$16 

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 

Female  Data  Disk  1      .  .    $16 

Ivlale  Data  Disk  2 $16 

Female  Data  Disk  3  ....  $16 
AVALON  HILL 
CompulerTitle  Bout  (D).$19 
Jupiter  (Mission  1999  (D)  $33 

Panzer  Jagd(D) $19 

T  A.C.(D) $26 

BATTERIES  INCLUDED 

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 

Print  Shop  Graphics 

Library  »1  (D) $16 

Print  Shop  Graphics 

Library  #2(D)      .  $16 

Print  Shop  Graphics 

Library  #3  (D)  $16 

PS  Paper  Refill  $14 

Steallh(D)  $19 

CBS 

Addllion/Subl.(D)    $16 

Big  Birds  Spc 

Delivery  (B)       $7 

Dr  Seuss  Puzzler  (D)  ...  .$7 
Decimals;  Add/Subt  (D)  $16 
Decimals;  Mull/Div(D)  $16 
Ernie's  fv^agic  Shapes  (R)  .  .  $7 
Fractions;  Add/Subt  (D)  .  $16 
Fractions;  Mult/Div(D)    .$16 

Ivlath  Mileage(R) $7 

Mult/Div(D)  .      $16 

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 

Never  Ending  Story  (D)     $19 


TheGoonies $19 

2orro(D)   $19 

DAVIDSON 

Math  Blaster  (D) $33 

Spell  It  (D) $33 

Word  Attack  (D)    $33 

DESIGNWARE 

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 

Impossibility  (D) 
Seven  Cities  of  Gold  (D) 


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 

advertisaU Call 

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 

Kit(5hrs.) $14 

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 
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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":?  ••  ►       b»  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  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^  J°  "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; 


y» 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  E« (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  A« 

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! 


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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 

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ID 

MU 

OK 

JM 

FK 

BA 

UX 

UN 

MF 

sn 

XU 

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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 


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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. 


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BAYVIEW  SOFTWARE 109 

CONSUMER  COMPUTER  SOFTWARE 139 

FIREBIRD  SOFTWARE 15 

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MARTIN  CONSULTING 145 

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PENGUIN  SOFTWARE   Inside  ST  cover 

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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 

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Mardyne 1 39 

Martin  Consulting 145 

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Micromiser 144 

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Microtyme   140 

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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 

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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 


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as  you  practice  takeoffs,  landings,  and  aerobatics.  Complete  documentation  will  get  you  airborne  quickly  . 
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game.  Flight  Simulator  II  features  include  ■  animated  color  3D  graphics  ■  day,  dusk,  and  night  flying  modei 
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areas  available  ■  user-variable  weather,  from  clear  blue  skies  to  grey  cloudy  conditions  ■  complete  flight 
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