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 The new version 2.4 Software is compatible with Amiga "Fast File System" and future releases. To place orders or request additional information contact: Epic Sales Inc., Garland, Texas, (214) 272-5724 Intercomputlng, Inc., Grand Prairie, Texas, (214) 988-3500 6 Amazing Computing V2.J1 1987 C who's winning the race. Lattice C for Amiga. Lattice Chas long been recognized as the best C compiler. And now our new version -1.0 for Amigu" increases our lead past the competition even further. Ready, set, go. The new Lattice AmigaOOS C Compilcr gives you faster, more efficient code generation and support for 16 or 32-bit integers. There's direct, in-line interface co all Amiga l{Oi functions with parameters passed in registers. \.hat"s more. the assembler is fully compatible with Amiga assembler SHltax. More great strides. The linker. Blink. has been significantly enhanced and provides true overlay support and interactive rccovcrv from undefined svmbols. And vou 11 have afaster cornplle and link cycle with support for pre-linking. There's no contest. Standard benchmark studies show Lattice to he the superior C language development environment. \X'ith stats like these. it's no wonder that CommodoreAmiga has selected Lattice C as the official Amiga development language.

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Document sans nom AMIGA Numbers Summed Up!
“Open the pod bay doors, HAL...” Programmers cast their vote!
Right now, leading software developers are hard at work on the next generation of Amiga® products. To add the spectacular sound effects we've all come to expect from Amiga software, they are overwhelmingly choosing one sound recording package... FutureSound. As one developer put it, "FutureSound should be standard equipment for the Amiga.11 FutureSound the dear winner... Why has FutureSound become the clear choice for digital sound sampling on the Amiga? The reason is obvious: a hardware design that has left nothing out. FutureSound includes two input sources, each with its own amplifier, one
for a microphone and one for direct recording; input volume control; high speed 8-bit parallel interface, complete with an additional printer port; extra filters that take care of everything from background hiss to interference from VISIONS '-J Applied Visions, Inc., Suite 2200, One Kendall Square Cambridge, MA 02139 (617) 494-5417 Amiga s a registered trademark of Commodore-Amiga, Ire.
Deluxe Video Construction Set is a trademark ot Electronic Arts, Inc. the monitor; and of course, a microphone so that you can begin recording immediately.
What about software?
FutureSound transforms your Amiga into a powerful, multi-track recording studio. Of course, this innovative software package provides you with all the basic recording features you expect.
But with FutureSound, this is just the beginning. A forty-page manual will guide you through such features as variable sampling rates, visual editing, mixing, special effects generation, and more. A major software publisher is soon to release a simulation with an engine roar that will rattle your teeth.
This incredible reverberation effect was designed with FutureSound’s software.
Question: What can a 300 pound space creature do with these sounds?
Answer: Anything he wants.
Since FutureSound is IFF compatible (actually three separate formats are supported) your sounds can be used by most Amiga sound applications. With FutureSound and Deluxe Video Construction Set from Electronic Arts, your video creations can use the voice of Mr. Spock, your mother-in-law, or a disturbed super computer.
Programming support is also provided.
Whether you're a "C" programming wiz or a Sunday afternoon BASIC hacker, all the routines you need are on the non-copy protected diskette.
Your Amiga dealer should have FutureSound in stock. If not, just give us a call and for $ 175 (VISA, MasterCard or COD) we'll send one right out to you. Ahead warp factor one!
CAN DO ALL THIS Computer of the Year [jOficKolor OunCo_0 Again Mai OcopyColor Oclear i ¦ .
Wm?m Get the maximum graphics power from your Amiga. Create stunning, lifelike computer artwork with Digi-Paint, the first full-featured 4096 color (Hold and ' Modify) paint program. Break the “32 color barrier” and finally realize the potential of your Amiga with Digi-Paint s advanced features: O
• 4096 colors on screen simultaneously
• NewTek’s exclusive enhanced HAM mode
• Dithered HAM gradient fill
• Full screen effects including double half size, mirror reverse
and more
• Full IFF and Digi-View compatibility
• Use 320x200 or HAM hi res 320x400 resolutions
• Fat bits Magnify mode
• Rectangle, oval, line and other drawing tools
• 12 different paint modes including blending, tinting and smooth
shading
• Full lasso cut and paste with automatic edge blending
• Programmed completely in assembly language for fast, smooth
response Find out why Byte Magazine called Digi-Paint
“Remarkable”. Available now at your local Amiga dealer or call:
1-800-843-8934.
ONLY $ 59.95 NewTek INCORPORATED Amazing JL JL computing'C7 Volume 2, Number 11 CONTENTS Amazing Reviews Amazing Features Word Processors Rundown by Geoff Gamble 19 ProWrite, Scribble! And WordPerfect face off on a writer’s desk.
LPD Writer Review by Marion Delnnd 23 An Amiga word processor "you can just sit down and use.” VizaWrite Review by Harv Laser 29 A powerful, easy to use word processor with great Amiga font output.
Acdit Review by Warren Block 36 Put your text-editing frustrations to rest with this reliable, full-featured editor.
WordPerfect Preview by Hnrv Laser 41 The top selling IBM PC word processor makes a successful transition to the Amiga.
Jez San Interview by Ed Berovitz 44 Candid comments from the StarGlider author on his background, current projects and the Amiga in Europe.
Do-it-yourself Improvements to the Amiga Genlock by John Foust 88 Digi-Paint Review by Harv Laser 8 "A new generation paint program that operates in the 4096 color HAM mode ..." Sculpt 3D Review by Steve Pietrowicz 14 Now you can design realistic 3-D images on your Amiga.
Shadowgate Review by Linda Kaplan Adventure is abounding in this game of stunning special effects and graphics.
49 TeleGames Review by Michael T. Cabral 71 Amiga gaming steps into another dimension . .. strategy via modem.
Reason Preview 63 A preview of a multi-faceted proof-reading package from The Other Guys.
As I See It by Eddie Churchill 43 Our newest column takes a peek at WordPerfect, Gizmoz V2.0 and Zing! Keys Amazing Programming C Animation Part II by Mike Swinger 56 The "Animation for C Rookies" series continues with a look at Animation Objects.
BASIC Text by Bryan Catlcy 66 Tips for positioning text to specific pixel locations that don't match row column locations, Soundscape Part III by Todor Fay 75 The Soundscape author helps you create a module not displayed in the Patch Panel... aVU Meter.
Fun With Amiga Numbers by Alan Barnett 83 " Uncover the secrets of floating point arithmetic within your Amiga."
Amazing Columns 55 Bug Bytes by John Steiner Keep up with all the latest bugs and upgrades.
AmigaNotcs byRickRae 60 A look inside four electronic music books.
Modula-2 Programming by Steve Faiwiszewski 103 The series rolls along with devices, I O andthe serial port.
10] Roomers by the Bandito The rumor mill continues to spill over.
68000 Assembly Language by Chris Martin 111 Tune in as Chris walks us through the display routines.
Amazing Departments Amazing Mail Index of Advertisers PDS Software Catalog 35mm SLIDES FROM YOUR ARTWORK' Announcing The Complete Solution from Schematic to PCB TRLb IfTlflGE I Prolific PRO-BOARD PRO-NET For AMIGA™ only $ 475.00 $ 475.00 POWER+SIMPLICITY= PRODUCTIVITY Frcfessianal 35mm Slides s Now you can have reproduction and presentation quality slides of your work £ Dlstortion ffcc Hits in raster lines crisp bright colors, converts all IFF files Wow _- - CustoH graphic ani and illustration.
S 1 O each For your 1st to Rth slides.
5 to 9 slides 5G,50 Over to. Slides SB.00 Add 62.00 for shipping.
New York residents add sales tax.
Call (212) 777-7609 FOR DETAILS Ask for llene or write TRU-1MAGE
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• Move, Rubber and lots more See our SIMPLICITY. . .
Intelligent Function Keys make our programs extremely user Inendly, provide maximum screen area, always display all relevant commands, avoids excessive cursor movement and screen flashing between menu & drawing, guides user through operation, minimizes training time.
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* Copy, Repeat and lots more Publisher: Circulation Manager:
Asst, to the Publisher: Co porote Trainer: Traffic Manager:
Managing Editor: Submissions Editor: Hardware Editor: Music &
Sound Editor: Art Director: Advertising Manager; Copy Editor:
Amicus & PDS Editor: Production Manager: Assistant PM: Joyce
Hicks Doris Gamble Robert James Hicks Virginia Terry Hicks
Robert Gamble Don Hicks Ernest P. Viveiros Jr.
Ernest P. Viveiros Sr.
Richard Rae Keith M. Conforti John D. Fasiino Michael T. Cabrai John Foust Mark Thibault Keven P. Desmarais Feel our POWER
* Includes multi-pass Assembler, Linker, and Serial Down Load ¦
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Tele*: 5106016526 PROLIFIC CALIF Western Union Easy Link Mail
Box 62935949 Also from Prolific inc., full feature AMIGA™
Macro Cross Assemblers for Z80, 6809, 8085 & 8051.
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AMIGAW trade mark of Commodore Inc. Special thanks to: Lynn Hathaway Donna Peladeau Traci Desmarais Pilar Medeiros Donna Thibault Kristen Simbro Betsy Piper at Tech Plus.
& Paul Boden at Software Supermarket Amazing Computing™ (ISSN 0886-9 180) is published by PiM Publications, Inc..
P. O. Box 869. Fail River. MA 02722.
Subscriptions: in the U.S. 12 issues for $ 24.00; In Canada & Mexico, $ 30.00; Overseas: $ 35.00. Printed in the U.S.A. Copyright© 1987 by PiM Publications. Inc. All rights reserved.
First Class or Air Mail rates available upon request.
PiM Publications. Inc. maintains the right to refuse any advertising.
PiM Publications, Inc. Is not obligated to return unsolicited materials. All materials requesting return must be received with a Self Addressed Stamped Mailer.
Advertising Sales & Editorial 1-617-678M200 Amazing Mail: Dear Amazing, I just received Voi 2.9 (another excellent production, by the way) only to find extremely disconcerting news in the editorial. I can't believe that anyone would feel the need to pull such a low level stunt as to remove the copyright text from a program and post it as PD.
Not only is Inovatronics harmed (their products are quite good), but if this incident leads to even more elaborate copy protection industry wide, then we all lose. This comes at a time when it seems that many software houses were just beginning to warm up to the idea of non-disk based copy protection.
I can only hope that Fred Fish is not held liable for legal action. Not only would this be an injustice to an extremely reputable man, but it would in no way discourage software piracy.
Please keep us informed about any legal action thay may come about as a result of this. Pm quite sure that a vigorous write in campaign could be staged for the benefit of Mr, Fish, if needed.
Thank you, Charlie Mattax Miami Lakes, FL Dear Amazing, I support Fred Fish's effort to provide a public domain software library that is good, I hope the company who had its software pirated recognizes Fred's effort to honestly promote the Amiga and will support Fred by not bringing any legal action against him. Keep up the good work Fred!!
Pauls S Lubertowicz Mansfield, PA Dear Gentlepeople, Your editorial on pirating software is on the mark. Pirates steal from all of us by making software more expensive and having to cope with the copy protection that folks like Electronic Arts seem to think necessary.
Even worse, pirates limit what will be on the market. By stealing a part of a product's sales, they lessen the developer's profit livelihood and incentive to develop additional marketable programs.
An example of this was related to our user group by a developer. In answer to an inquiry about the potential market for Amiga software in Germany, a distributor told him a "Hit" sold about 50 copies - 50 copies for about 50,000 Amigas. That Germans write their own programs is not the likely reason, because Germany is not a hotbed of Amiga software. And why - because the pirates have destroyed the incentive.
So much for the soapboxing and now for THE NEWS. The Amiga Group, a College Park (U MD) user group has completed their expansion box project and are offering it as a kit to local user group members. The box has 5 expansion slots and a 200 watt power supply and should cost less than $ 300.00, depending on how many AMIGAs join in on the project. The first, and probably only production run will be in October, then TAG will leave the field open to folks like ASDG and their 2000 and 1 box. Joe Kaisler has honcho'd the project; he can be reached at: 12034 Beltsville Dr; Be!tsvillo,MD 20790; or the
TAG BBS (301) 572-2471.
Amazed Carl S. Custer Bethesda,MD 20817 Dear Mr. Hicks, We received V2.9 of Amazing Computing last week and we read your editorial on "Piracy and Undue Harm,'' We would like to take this opportunity to clear up a couple of things.
Fred Fish is not "awaiting notification of possible criminal charges" because no such threat was ever made. At the time, wo considered CIVIL litigation, but criminal proceedings were never mentioned. Since we have decided against litigation, we won't be taking any action at all against Mr. Fish. Upon reading the editorial (and the sidebar on page 94), we sent Mr. Fish a letter confirming the fact that we were not taking any kind of action against him and were officially closing the matter.
The reasons why we considered legal action against Fred should be obvious.
The four-program package "M," developed in-house and still copyrighted by Inovatronics, retails (retailed, I should say now) for $ 59.95. Fred distributed it widely, if unintentionally, into the public domain. The package is not particularly impressive by today's Amiga software standards (M was released circa Feb. 86), and was not selling very well at the time Fred released it. Loss of commercial value is not the real issue in this one case.
Our number one product, PowerWin- dows, has turned up on several "pirate" BBSs. We arc in no way likening Fred Fish to these real pirates. However, we really do not want to establish a precedent of simply allowing the free distribution of our proprietary software, or anyone else's for that matter. We develop and sell software for a living.
We must retain our right of ownership in order to survive and, by writing software, help the Amiga do the same.
Fred Fish is, of course, invaluable to the Amiga and Amiga owners. We would like very much to see the non-copy- righted programs on Fish disks 80 and 88 reappear in the collection. We don't want to be thought of as the company that caused the "holes" in his fine library.
We hear that Fred is thinking about requiring cither source code or proof of authorship for future programs going into his collection. We fee! This will help avoid misunderstandings like the one in which we became involved.
We all want a bright future for the Amiga.
Sincerely, Tom Hardison Promotions Director Inovatronics, Inc. Thanks to everyone who responded to our editorial. Is Mr. Hardison stated, Inova- tronics has dropped all pretense of seeking restoration through Mr. Fish.
However, this does not end the problem.
Software piracy has kept many good developers from producing material on piracy Infested machines. This is why there is so little support for these machines. The Amiga has a good reputation. This one black mark should not turn away prospective developers, but it should caution all Amiga owners to safegaurd the Amiga's reputation.
Dear AC, Having recently acquired several disks full of public domain software, I decided to use the Disk Librarian program that appeared in Amazing Computing™ Vol 2.2 to generate a program listing. The progTam worked well with most disks, however about 10% of the disks would cause the program to bomb. I traced the problem to FILENOTEs, which had been attached to some of the files on each of the disks.
To prevent the program from reading FILENOTEs, the following change seems to work well: In the "adddisk" subroutine, change the following line from: IF (]NSTR(tempS,".info")=0= THEN to: IF ((INSTR(tcmpS,".info)=0) AND (LEFTS(tempS,l)oCHR$ (58))) THEN FILENOTEs are prefaced with a colon.
This addition will check for the colon and bypass the line if it finds one. Using the INSTR command does not work because the program finds the colons associated with the time stamp on each file, causing it to ignore every file, Also, using instead of CHRS(58) generates a "WHILE without END" error, but 1 have been unable to determine why this occurs.
This change should not affect the program's ability to locate legitimate files because the operating system does not accept the use of a colon within a filename.
Regards John W Quartcrman Plano,TX As always, thanks for the help.
Dear Amazing Computing™: in a recent publication of Amazing Computing™, credit was given to Chris Crawford as the designer of THE BARD'S TALE. This is incorrect. The designer is Mr. Brian Fargo. We appreciate the correction being made.
Sincerely, David Dempsey Public Relations Coordinator Electronic Arts Correction noted, thanks. Our apologies to Mr. Fargo. His work is very much appreciated..
• AC- The All New SS-20 Fixed Drive System for Amiga 500, 1000
and 2000 Computers The Model SS-20 is fully compatible with all
three AMIGA Computers: Model 500, 1000, and 2000. It is a
3. 5 inch MiniScribe winchester drive with SCSI interface housed
in a small enclosure. The SS-20 comes complete and ready for
use: no additional hardware or software is necessary for
operation. The back of the SS- 20 chassis is fitted with a
SCSI port connector so that as many as she additional SCSI
devices may be "daisy- chained" to the SS-20. The Amiga’s
parallel port provides the interface to the SS-20. An
extension of the parallel port is brought out to the rear of
the SS-20 chassis for simultaneous use by other peripherals.
The new SS-20 runs under Amiga Dos 1.2 or later. Easy to use startup utility to install the drive as a DOS device. Diagnostic utilities Included to verify and test for correct operation of the unit. The driver installs during startup sequence of Workbench to appear as a drive icon. The new version 2.4 Software is compatible with Amiga "Fast File System’’ and future releases.
To place orders or request additional information contact: Epic Sales Inc., Garland, Texas, (214) 272-5724 Intercomputing, Inc., Grand Prairie, Texas, (214) 988-3500
* The software is licensed from Micro Bolics Inc. DEALER
INQUIRIES INVITED Suftw*re I Kti itoJ ft* mh;a Lattice G
Compiler lattice C has long been recognized as the best C com
piler. And now our new version 4,0 for Amiga” increases our
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Ready, set, go. The new Lattice AmigaDOS C Compiler gives you faster, more efficient code generation and support for 16 or 32-bit integers. There’s direct, in-line interface to all Amiga ROM functions with parameters passed in registers. What’s more, the assembler is fully compatible with Amiga assembler syntax.
More great strides. The linker. Blink, has been significantly enhanced and provides true overlay support and interactive Lattice® Version 4,0 Manx® Version 3.40 Dhrystone Float Savage (IEEE) 12V-i Dhrysiones second
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And you’ll have a faster compile and link cycle with support
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There’s no contest.
Standard benchmark studies show Lattice to be the superior C language development environment.
With stats like these, it 's no wonder that Commodore- Amiga has selected Lattice C as the official Amiga development language.
Lattice in i registered trademark of Unite liuoiporaicil Amiga * Manx a registered trademark uf Manx Software Svxtcmv Inc a trademark of Commodore Amiga IrvC Going the distance. You’ll experience unsurpassed power and flexibility when you choose from several cost-effective development packages. There is even a full range of supporting products, including a symbolic debugger, resource editor, utilities and specialized libraries.
You’ll discover that your software purchase is backed by an excellent warranty and skilled technical support staff. You’ll appreciate having access to LBBS one of the world’s first 9600 baud, 2-t-hour bulletin board services. And you’ll be able to conference with other Lattice users through the Byte Information Exchange (BIX) network.
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Order your copy of the Lattice AmigaDOS C Compiler today. We’ll supply the speed. You bring the running shoes.
Bit I ice. Incorporated 2500 s. Highland Avenue [jombard, It.60148 Phone: 800 533-3577 in Illinois: 312 916-160(1 Lattice Stih.sidiarv of SA8 Institute inc. AMAZ7ATG REVJEWS Digi-Paint New Tek's 4096 color HAM painting program Digi-Paint has been a long time coming and it has been worth the wait. Advertisements for New Tek's 4096 color HAM painting program first appeared in late 1986, but the program did not appear on dealer's shelves until July 1987. Digi-Paint is capable of working in Amiga's exclusive "Hold and Modify" 4096 color mode.
Digi-Paint comes on a bootable Workbench disk with a well-written and easy to understand 56 page manual that lays flat. My copy also came with a loose piece of paper labelled "Digi- Paint Manual Addendum and Additional Information" which expands on and corrects some of the documentation. Do not lose this sheet. You will miss out on some important features of Digi-Paint if you do. Be sure to fill out and mail your warranty card too, as it will entitle you to a subscription to 'The New Tek Times", a newsletter for registered owners of New Tek's products.
Kudos to New Tek for Digi-Paint's packaging. The slick videotape-sized plastic box is durable, easy to store and find on your shelf and protects its contents well. A minor touch but a thoughtful one.
Politely protected Digi-Paint is copy protected - not the disk, just the program. The disk can be backed up. Each time Digi-Paint by Harv Laser loads, you arc asked to type in a word from the manual before the program will run. This is probably the least obnoxious form of copy protection. It is understandable that New Tek wishes to sell their program and reap profit from their efforts. Legitimate buyers of Digi-Paint should not have any quarrels with this protection.
“...exciting and unique features you simply will not find anywhere else.” The only drawback is that you must have your manual handy when you want to use Digi-Paint, but this also encourages you to read the manual and discover the program's capabilities. (At a user group meeting Tim Jenison, president of New Tek, demonstrated Digi-Paint and explained that only the first three letters of the word are needed. This is not mentioned anywhere in the documentation.)
Digi-Paint operates in two modes: Low Resolution HAM (320x200 pixels) or Low Resolution Interlace HAM (320x400 pixels) and all of Digi-Paint's features work in either mode, but the Interlace mode uses quite a bit more memory. If you only have 512K you might even have to close your Workbench screen to use some of the Interlace mode's features. Digi-Paint has a tool for doing just that.
Once running, Digi-Paint will multitask providing you have sufficient memory in your Amiga, Even with
2. 5 megabytes of RAM in my computer, 1 could not get
Digi-Paint and Deluxe Paint II to run at the same time. They
would both load, but touching Digi-Paint's screen with my
mouse pointer would completely lock up my Amiga forcing me to
reboot. I was able to run Digi-Paint, Scribble!, and a
terminal program simultaneously and flip between the three
screens working on projects in each, however Digi-Paint uses
gobs of CHIP memory, especially if you've loaded two interlace
pictures into it, so multitasking with Digi-Paint on a 512K
Amiga might prove to be difficult.
You can start Digi-Paint in either mode, from both the Workbench, by clicking on the appropriate icon, and from CLI, by typing the program's name. To multitask Digi-Paint from the CLI, you simply type "RUN DiGlPAlNT" to start the program as a background task, or "RUN DIGIPA1NT
- 400" to start it in the Interlace mode.
Either method will ask you for the word from your manual, but once running, you cannot switch modes on the fly; you need to quit the program and re-run it to use the other mode, again typing in a keyword.
Rather than go into intimate detail about Amiga's different modes of resolution, or bore you with technical jargon as to how the HAM mode works, road the article entitled "Is IFF Really a Standard?" In Amazing Computing Volume 2, Number 7, which has solid information for anyone unfamiliar with the various Amiga graphics modes. Digi-Paint's manual also briefly explains the HAM mode.
Digi-Paint incorporates some advanced dithering techniques that avoid color "shearing" or artifacting.
New Tek is also quick to point out that Digi-Paint is written in 100 percent assembly language for speed.
Tools galore Once loaded, Digi-Paint presents you with a working environment unlike any other Amiga painting program. The main screen is totally black, and the bottom third of the screen is the menu bar, which you might have expected to be along the top or down the right hand side. The menu is actually another screen that sits on top of the painting screen, like an upside-down window shade, and it can be grabbed with your mouse and dragged up and down, or pushed behind your painting screen to get it out of your way.
Bringing the menu back is as simple as clicking your right mouse button at any time.
The menu displays your initial set of drawing tools and the color palette.
Many of the tools will appear familiar but some of them will take studying to appreciate. On the left is a 16 color palette. Each of these colors may be clicked on and used to paint with immediately, and a large rectangle to the right of the 16 color palette indicates which color you are currently using. These colors may be changed with a "copy color" gadget to any of the 4096 available colors in the HAM "menu" located to the right. Your mouse pointer also changes to the currently selected color when you begin drawing, and crosshairs appear around the pointer.
The HAM color menu represents portions of the total of 4096 colors you may use. It is three postage-stampsized sections representing red, green, and blue, from left to right. By moving your mouse over one of these three sections, you will activate a color mixing function that will display all possible color combinations as related to the currently selected color. Suppose you are working on the red menu; the amount of red will remain constant, while the amounts of blue and green will change depending on where you move your pointer. Likewise, the blue and green menus.
To the right of these menus are the RGB sliders which allow for yet another method of color selection, or fine tuning the color you have chosen.
This is all described on the "addendum" sheet. It took me a while, playing with the color menus, to understand this concept. This is one of the beauties of the HAM mode - the ability to work with 4096 separate colors on the screen simultaneously, and to choose any one of those colors.
If you've used non-HAM paint programs which limit you to a maximum of 32 colors at once, you'll really appreciate the enormous amount of color flexibility provided in Digi- Paint once you get the hang of using these palettes.
Continuing to the right side of the main menu you'll find the brushes and tools. Some of these will look familiar to you. Different sized and shaped drawing brushes, a line tool, an oval tool (for ovals and circles), and a rectangle tool (for rectangles and squares). These tools can create cither outlines or color-filled shapes.
The Magnifying glass gets you into the "fat bits" mode where you can do highly detailed single-pixel work on a portion of your picture. The arrow keys will scroll you around to different areas while your picture is magnified, but there is only one level of magnification and unfortunately, some of the shape tools do not work when in the magnify mode. I found this a drawback when trying to do some very detailed work. I wanted to use the rectangle tool in the magnify mode, but Digi-Paint just wouldn't let me.
Lastly, there is a little pair of scissors.
This is easily the best "lasso brush shape grabbing" tool I have ever used.
Click on scissors and whip it around the screen in any normal or goofy outline you like. Let go of the mouse button and that shape lifts off your picture and becomes a brush. If you do not finish drawing your outline, Digi-Paint will complete it for you with a straight line between the beginning and ending points. Use that odd shaped custom brush as a rubber stamp, or in combination with any of the special painting effects described below.
Back across the top of the menu are more gadgets. Undo undoes whatever you just did, in any mode. Even if you accidentally erase your entire picture, as long as you have done no other action in the meantime, Undo will bring it back intact. Undo is only one level deep, only undoing your last action.
'Again' will repeat your last drawing action. This is a wonderful tool. If you're playing with shading, or tinting areas of your picture, Again will place the same colors or effects in exactly the same place on the screen as your first action. If you have just halved your screen into a miniature of itself, clicking on the scissors tool and Again will clip out your miniature picture and turn it into a brush. By using Undo and Again in tandem, you can experiment without any danger of permanent damage to your picture until you are happy with the effect.
The Again feature is unique to Digi- Paint.
So far, the toolbox of Digi-Paint looks very complete. Whoops, not quite.
Something is missing here.... there's no tool for using text or fonts. Sad but true. Digi-Paint has absolutely no method for you to enter text. Theres not even a 'fonts' directory on the Digi-Paint disk. This is probably my biggest disappointment with Digi- Paint. If you want text, you're going to have to use another Amiga paint program that allows text and font input, and save your text as brushes to be imported into Digi-Paint. 1 hope New Tek includes text in the upgrade to Digi-Paint. Deluxe Paint, Images, even GraphiCraft have it.
More menus, more effects Activating your right mouse button on the menu bar reveals another set of menus. While holding down your right mouse button, and sweeping from left to right, you will find Digi- Paint's picture loading and saving options, swap screen feature, and printing option. Digi-Paint has a terrific file and directory requestor and it's very fast. Filenames are displayed in one color, and directories in another. To load a picture, you can type in its name, or double-click on its name. If the disk file has an attached "filcnote" it will be displayed in a little window. This makes
it easy to annotate your pictures to remember what each is without having to load them. When you are working on many different versions of the same picture, this is a timesaver and a nice extra feature.
"But wait! There's more!" When you save your work, Digi-Paint creates a little Workbench icon which is miniature representation of the picture you just saved. Save a bunch of pictures on disk, and your Workbench window becomes an instant graphic database of the pictures on your disk.
By loading in two different pictures, one on the swap screen, many new features come into play and in this mode, Digi-Paint really shines. More on that shortly.
Moving along the menus, brushes may also be loaded or saved. Then we come to the Effects menu. These effects act on the entire active screen, offering you the ability to double the size of your picture either horizontally, vertically, or both (working from the upper left hand corner only), or halving your picture in the same three ways.
You can soften your picture which copies the whole screen and then shifts the entire screen one pixel and averages each colored pixel to the one next to it. (If you colorize black and white Macintosh pictures after converting them to Amiga IFF format with Scott Evernden's great shareware program, MacView, you might find they flicker wildly. The softening feature will remove all the flicker).
Mirror Flip flips the entire screen horizontally or vertically. Switch Half Screen splits the screen in the middle, either vertically or horizontally, and then switches the halves. Selecting the command again reverses this effect.
Next we come to a menu called "Mode" and this is where Digi-Paint "blows the doors off" all other paint programs. These special Modes work in combination with all of the other tools, and also come into play when you have a second picture in your swap screen.
The Modes are Solid, Blend, Tint, Light Tint, Minimum, Maximum, Add, Subtract, Xor, And, Or, and Shading.
When you choose a mode, its name pops onto your menu bar so you don't have to guess which mode you're using. The manual says 'The best way to grasp how each of these Mode Menu features works is to experiment with them on a picture" and then goes on to give a brief description of each.
An entire book could be written just to explain applications for all of these special modes.
My favorite is the Shading mode. It is probably the one that you will use most often. When you select Shading, you sec another new set of gadgets on the menu bar, the Dithering gadgets and Shading control. Dithering means mixing of different colors and depending on how you set the gadgets, you can create objects which smoothly blend into each other, or their background. Shading controls where the dithering takes effect.
With two pictures loaded, you can create brushes to rub through portions of the top picture to reveal the one below it, dither the two together, crossfade parts of one picture into another... the possibilities are endless.
You witl play with Shading for hours, discovering new uses for it.
The "Add" mode can be used to tint a black and white picture of a person with realistic fleshtones, and will not continued on page 12 AVAILABLE NOW!
StarBoard2 If you've owned your Amiga® for a while now, you know you definitely need more than 512k of memory.
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It's small, but it's BIG- Sincc most of you want to expand your Amiga's memory without having to also expand your computer table, we designed StarBoard2 and its two optional "daughterboards" to fit into a sleek, unobtrusive Amiga-styled case that snugly fastens to your computer with two precision- machined jackscrews.
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The basic StarBoard2 starts out as a one megabyte memory space with Ok. 512k, or one megabyte installed. If you add in an optional Upper Deck (which plugs onto the Main Board inside the case) you bring StarBoard2 up to its full two megabyte potential. You can buy your StarBoard2 with the Upper Deck (populated or unpopulated) or buy the Upper Deck later as your need for memory grows.
And you can add other functions to StarBoard2 by plugging in its second optional deck -the Multifunction Module!
St arBoard2: funct ions f ive!
If we count Fast Memory as one function, the addition of the MultiFunction Module brings the total up to five!
THE CLOCK FUNCTION: Whenever you boot your Amiga you have to tell it what time it is! Add a MultiFunction Module to your StarBoard2 and you can hand that tedious task to the battery-backed.
MicroBotics, Inc. 811 Alpha Drive, Suite 335, Richardson, Texas 75081 (214) 437-5330 Auto-Configuring Fast RAM Zero Wait States User Expandable from 512k to 2 Megabytes Bus Pass- Through MultiFunction Option: battery clock, FPU, parity, Sticky-Disk real-time clock calendar. A small piece of MicroBotics software in your WorkBench Startup-Sequence reads the clock and automatically sets the time and date in your Amiga. And the batter)' is included (we designed it to use an inexpensive, standard AAA battery which will last at least two years before needing replacement).
THE FLOATING POINT FUNCTION: If any one aspect most characterizes the Amiga it’s fas! Graphics! Most graphic routines make heavy use of the Amiga Floating Point Library. Replacing this library with the one we give you with your MultiFunction Module and installing a separately purchased Motorola 68881 FPU chip in the socket provided by the Module will speed up these math operations from 5 to 40 times! And if you write your own software, you can directly address this chip for increased speed in integer arithmetic operations in addition to floating point math.
THE PARITY CHECKING FUNCTION: If you install an additional ninth RAM chip for every eight in your StarBoard2, then you can enable parity checking. Parity checking will alert you (with a bus-error message) in the event of any data corruption in StarBoard2's memory space. So what good is it to know that your data's messed up if the hardware can't fix it for you? It will warn you against saving that data to disk and possibly destroying your database or your massive spreadsheet. The more memory you have in your system the more likely it is, statistically, that random errors will occur.
Parity checking gives you some protection from this threat to your data residing in Fast RAM. Note that the Amiga's "chip" RAM cannot be parity checked.
THE IMMORTAL MEMORY DISK FUNCTION (STICKY-DISK): When you’ve got a lot of RAM, you can make nice big RAM-Disks and speed up your Amiga's operations a lot! But ibere's one bad thing about RAM-Disks: they go away when you re-boot your machine. Siicky-Disk solves that problem for you. It turns ail of the memory space inside a single StarBoard2 AMIGA is a registered trademark of Commodore-Amiga into a Memory Disk that will survive a warm-reboot! When your Amiga attempts to grab a StarBoard2 in Sticky-Disk mode, a hardware signal prevents the system from acquiring the StarBoard2 as FastRAM (and
thereby erasing your files) -instead it is re- recognized as a Memory Disk and its contents are preserved intact. If you want to work rapidly with large files of data that are being constantly updated (such as when developing software) you can appreciate the Sticky-Disk!
Fast RAM -no waiting!
StarBoard2 is a totally engineered product. It is a ZERO WAIT-STATE design, auto-configuring under AmigaDOS 1.2 as Fast RAM, Since AmigaDOS 1.1 doesn't support autoconfiguration, we also give you the software to configure memory in 1.1. Any applications software which "looks" for Fast RAM will "find" S(arBoard2, And you'll find that your applications run more efficiently due to StarBoard2 on the bus.
A passing bus? Indeed!
What good is an Expansion Bus if it hits a dead end, as with some inemury cards? Not much, we think -that’s why we carefully and compatibly passed through the bus so you could attach other devices onto your Amiga (including another StarBoard2, of course!).
The sum of the parts... A really nice feature of the StarBoard2 system is that you can buy exactly what you need now without closing off your options for future exapansion. You can even buy a Ok SlarBoard2 (with a one megabyte capacity) and populate it with your own RAM (commonly available 256k by 1 by 150ns memory chips). When you add StarBoard2 to your Amiga you have a powerful hardware combination, superior to any single-user micro on the market. See your Authorized Amiga Dealer today and ask for StarBoard2 SUGGESTED RETAIL PRICING: StarBoard2. Ok (1 meg space): $ 349 Star0oard2, Ok (2 meg
space): $ 395 SlarBoard2, 512k (1 meg space): $ 495 StarBoard2. 1 meg (t meg space) $ 595 StarBoard2, 2 megs installed: $ 879 StarBoard2, 2 megs & MultiFunction: $ 959 Upper Deck, Ok (1 meg space) $ 99 MultiFunction Module: $ 99 also available: Standard 256k memory card: $ 129 MAS-Drive20, 20 meg harddisk: $ 1495 MouseTime, mouseport clock: $ 50 continued from page 10 disturb the underlying features. A tutorial in Digi-Paint's manual describes how to do this and a sample black and white portrait is provided for practicing. No other Amiga paint program has anything like these special modes.
The last menu is called Preferences.
Clicking on "Close Workbench" permits you to recover the precious CHIP RAM memory your Workbench screen was eating. This is useful if you have limited ram in your system.
With 512K, this can make the difference between being able to use the swap screen features of Digi-Paint or not. "No Transparency" makes the black part of your custom brush opaque instead of see-through. "Brush Color Mode" changes a custom brush into your chosen solid color.
With the combination of all of these incredibly powerful features, Digi- Paint becomes your own personal picture manipulating studio. It's uses are limited only by your own imagination, and that is not rhetoric.
1 have already mentioned a couple examples, such as converting Macintosh black and white pictures to IFF and then colorizing them. One of Digi-Paint's strong points are its tools provided for colorization, or altering colors on existing pictures.
Digi-Paint is a natural companion to the New Tek Digi-View hardware and software. Digitized pictures are photographic in quality, and Digi-Paint lets you manipulate these photographs in more ways than you can imagine, Instant surrealism is yours. How about creating your own car by cutting, and blending together parts of digitized photos of other cars. Digitize your friends, and combine their pictures with Digi-Paint - switch their heads around, or put your own face on a digitized picture of your favorite movie star's body, or up on Mt. Rushmore. You can really go wild and create all kinds of
fantasy pictures, and Digi-Paint's special features make it easy to merge and blend pieces of pictures together seamlessly.
You can load in youT favorite 32-color IFF pictures and add subtle shading or variations that you simply cannot do with a 32-color paint program. Load in many separate 32-color pictures and they will all happily coexist on the same Digi-Paint screen, even if each picture has its own color palette. By now, you are probably thinking of your own uses, and Digi-Paint makes it all possible.
Digi-Paint does have its limitations.
Although it can import a picture of any resolution or containing any color palette, it saves pictures in the IFF HAM mode. You cannot load a Digi- Paint picture into Deluxe Paint, because Deluxe Paint does not understand HAM. If you do, a Digi-Paint picture will be displayed with "garbage" colors. If you want to manipulate a Digi-Paint-creatcd picture with Deluxe Paint, such as adding text, using 3-D perspective effects, and so on, you will need an intermediate processing program to convert the IFF HAM picture into something Deluxe Paint will understand. Programs such as 'The Butcher" or
New Tek's own "DigiView 2.0" software will do these conversions. Going the other way from Deluxe Paint into Digi-Paint is easy.
Future software Let's face it - the Amiga can do anything you need a microcomputer to do, and given the right software, can do it more quickly, and elegantly than any other personal computer on the market. But above all, the Amiga is a graphics workhorse, and it is in the field of graphics that this machine really leaves all other Pcs behind.
Digi-Paint is a new generation paint program that operates in the 4096 color HAM mode, and is bulging with exciting and unique features you simply will not find anywhere else.
At its price, it is a steal. It is not an "everything" program, however, and it does have some faults and limitations.
You cannot directly enter text or use fonts. There is no "Abort" gadget for the printing function, if you want to stop a printout, you have to take your printer off-line and wait for the "printer trouble" requester to pop up and select "Cancel." This is a real nusiance and I hope it is fixed.
Although the mouse pointer crosshairs serve their purpose, I would like to be able to turn them off completely and paint with a single pixel brush, i could not find any way to do this.
Occasionally, the part of the menu containing the palettes and gadgets went black - entirely black. I consider this a bug which needs squashing.
Clicking a mouse button usually brought the full menu back. It would be nice to be able to switch resolution modes (like Deluxe Paint II) without having to quit the program and reload it. All of the tools should work in the magnify mode, (again, like Deluxe Paint II) not just some of them. If possible, multiple levels of Undo would be nice. Every painting mode generates a "wait" prompt as the screen is refreshed, and your paint is applied. These waits can get quite long sometimes.
Someday, perhaps, someone will create a painting program that does everything. But just as you always add one more number to the biggest number in the universe, you can always think of just one more feature to add to a paint program. I would not hesitate to recommend Digi-Paint as an extremely powerful tool to add to any Amiga artist's arsenal.
• AC* Digi-Paint $ 59.95 New Tek Inc. 115 West Crane Street
Topeka, KS 66603 Requires 512K memory.
THIS MODEM WORKS WITH ANY AMIGA.
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MEGaTRONICS, INC.. P.O.BOX3660. LOGAN.UTAH64021 AMAZING REVIEWS ScuCpt "Sculpt 3D can render very realistic three-dimensional images on your Amiga, images that you design."
By Stephen R. Pietrowicz People Link CBM'STEVE Eric Graham, author of the famed Juggler demo, has done it again! This time it's a program called Sculpt 3D.
Sculpt 3D can render very realistic three-dimensional images on your Amiga, images that you design.
Almost anything you can think of can be modeled; you're limited only by the amount of memory in your Amiga.
The documentation for Sculpt 3D is spiral-bound to lay flat on the desk.
The tutorial in the manual gives you step-by-step instructions for each program feature and explains what you should expect from the examples.
The tutorial is extremely well done.
Creating objects The modeling screen for Sculpt 3D has three windows, DOWN, NORTH and WEST. Each window shows how the object you are creating appears if you are looking at it from that particular direction. At first, this viewpoint is a bit confusing, especially if you aren't familiar with 3D rendering packages.
With practice, though, it becomes much easier to understand how objects are created and arranged within the scene.
All objects in Sculpt 3D are made up of triangles. This triangular arrangement might sound as though it limits the type of objects you can make, but it really doesn't, as we will see later.
To create an object, you use either a script file, explaining where each vertex and edge is in the picture, or use the mouse to put vertices and edges in each window. How you use the mouse to draw objects is a bit unconventional, but works very well.
In normal input mode, not pressing any mouse button keeps the normal mouse sprite on the screen. If the left mouse key is pressed and held down, the mouse sprite becomes a cross hair.
By pressing the right mouse key with the left key still held down, you can place a vertex in the scene. By keeping the left key down and pressing the right key repeatedly, you can draw a scene rather easily.
Once vertices arc placed in the scene, they are active and shown in yellow.
Inactive vertices are shown in purple.
Vertices can be connected in several ways. The first method involves placing vertices on the screen three at a time and connecting those vertices by pressing the edge builder gadget in the border of the window. This gadget isn't very easy to use, but it comes in handy for detailed work.
Another method (the method that 1 prefer to use when making objects), uses one of the drawing tools available under the TOOLS menu. The curve tool lets you draw a series of connected edges within a scene and form those edges into a dosed polygon.
Once the polygon is dosed, you use the "Fill" command to split the polygon into triangles. Fill allows you to draw the shape you want without constructing that object with a series of triangles. Fill takes much hassle out of making objects.
The "magnet" tool works like an actual magnet on the selected vertices in a scene. It can either attract or repel the vertices, depending on the option you select. Vertices closer to the magnet are attracted (or repelled) with greater force. This tool is useful if you have an object you want to make convex or concave, or if you just want to warp the object. I've created labels for cylinders and used the magnet tool to "wrap" those labels around bottles.
The "select" and "deselect" commands allow you to choose series of connected edges by specifying only one point. For example, in a complex scene you might want to extract one object from the middle of the scene and use it. You can select all the vertices in the object by pointing the cursor at each vertex and clicking the left mouse button twice (That's the method you use to toggle a vertex between it's "selected" and "not selected" state).
Using "select," you need only specify one vertex. Sculpt 3D can select the rest of the vertices that are connected with edges to the selected vertex.
"Deselect" works in a similar fashion, but is used to deselect the connected edges of the indicated vertex. "Select" and "deselect" can also be used to activate or deactivate every vertex in the scene. The "select" and "deselect" commands are also available in the TOOLS menu, so you can select or deselect multiple vertices at one time just by moving a small box over the vertices you choose.
You can also grab part of an object and pull it in any direction you wish. For example, you can take the top-most vertex on a sphere and pull it outwards.
By activating all vertices on an object, you can change the location of the object within the scene just by grabbing it and moving it wherever you wish. If you construct a scale model of all your furniture, you can rearrange the rooms and see how things will look!
Numerous other commands let you do just about anything with your objects.
Objects parallel to each other can be connected using the "unslice" command. The "reflect" command produces a mirror image of the vertices you have selected. You can spin objects around an axis or create exact duplicates of already modeled objects.
Among the gadgets on the borders of the windows are two gadgets allowing you to rotate objects in three dimensions. Only the active vertices are rotated, so you have control over which objects change.
Some objects are built into the program. They often provide a good place to start making your own objects. The built-in objects are spheres, hemispheres, cubes, prisms, disks, circles, cylinders, tubes and cones. I often take built-in objects to start with an idea for a scene. 1 then change or build on it. By saving objects that you've modeled for later use, you can build your own library of objects to model more complex scenes.
A color palette that allows colors to be chosen by either RGB (red green, blue) or HSI (hue, saturation, and intensity) is provided so you can choose the colors of your objects. You can also choose the number of bit planes you wish the program to use. Sculpt 3D even has the ability to calculate images with 24 bit planes. While your Amiga can't display images with that many colors (over 16 million) without additional hardware, Sculpt 3D can make those calculations and write them out to a special RCB file.
Continued.,. After you've created your object and chosen its color(s), you can choose a texture. Available textures are DULL, SHINY, MIRROR, LUMINOUS and GLASS. Others, such as a brick, snowy or watery textures would make nice additions to this collection, but you can make quite striking scenes using the provided textures.
When using a mirror texture on a flat surface, 1 like to draw a solid border around the mirror, making it much easier to see the mirror in the scene.
Without a border, it's sometimes hard to tell where the surface of the mirror starts and ends.
You can request that some objects be "smoothed." Selecting the smoothing option blends shades of colors together and softens differences in the surface. Images look less blocky, but they have a tendency to sometimes have a "spray paint" effect. Little dots of color seem to be sprayed across the surface.
The "ground" and "sky" in your scene are under your control as well. You can select the ground to be solid, checkered or not there at all. The sky can be solid, graduated (blended from one color to another) or non-existent. You can choose any colors you wish for the ground and sky.
Viewing Objects To view the scene you've modeled in the three windows, you must choose where you want to view the scene from and what part of the scene you want to focus on. As the manual states, it's almost like pointing a camera and taking a picture. You decide where to center the camera on your picture and where the observer stands to view the scene.
Next, you must choose how you want the lighting (lamps) in the scene to bo arranged. Placing lamps in the scene determines how objects stand out and how shadows fall. Bringing the lamp too close to an object washes out the details and the color becomes bright white.
Once Sculpt 3D scenes have been created, they can be viewed with one of four different imaging modes; Painting, Wire Frame, Snapshot or Photo. Painting mode paints the objects (with adjustments for lighting) one color and very quickly reveals how the scene will look very quickly reveals (Normally less than 10-30 seconds, depending on the complexity of the scene). Wire frame mode models the scene with wires and doesn't model any solid surfaces.
Snapshot mode performs ray-tracing techniques on the scene. Photo mode also does ray-tracing and shows how the shadows in the scene fall.
Ray-tracing is a method used in graphics to add realism to an object or scene. Rays of light arc traced from the observer back to where they originated. If a reflective surface appears in the scene, that is also taken into account. Ray-traced images take longer to compute, but the resulting pictures are quite striking!
Sculpt 3D can compute 5 different sized screens: Tiny, Small, Medium, Full and jumbo. Tiny images are 1 8 the size of Full, Small images are 1 4, Medium are 1 2 and Jumbo are slightly larger than Full screen images.
The smaller the image size, the more quickly it is computed and the less detail is displayed.
PRO VIDEO CGI by JDK Images PROFESSIONAL CHARACTER GENERATOR SOFTWARE FOR THE COMMODORE AMIGA 100 Pages Text Memory * 640 X 400 Resolution 3 Font Styles ’ 3 Sizes ’ Alternate Fonts Available 8 Colors Per Page * 4096 Color Palette 5 Background Grids * 16 Sizes * 15 Transitions Variable Speed & Dwell ’ Flash * Underline On Screen Editing * AND MORE ... Other factors besides ray-tracing and screen size must be taken into account when you try to determine how long an image will take to compute. In particular, glass images sometimes require a very, very long time to compute . . . Sometimes several
days.
A rough estimate of the time an image will take to produce is available and can be shown in the menu bar. It helps to know how much longer you must wait.
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all rights reserved AMIGA is a trademark of Commodore
-Amiga, Inc, The best way to display most of your objects
while rendering images is to use the "painting" mode.
You'll be able to place your objects in the scene exactly
as you want them and get results quickly. Once you've done
that, you can move on and experiment with the other imaging
modes.
It's best to use smaller screen sizes to get some idea how things look before you try compute the image using a larger screen. Large screens require that more pixels be computed. It's no fun to sit around for a long time just to find out that the image you thought you were going to get didn't turn out the way you wanted. One scene 1 created with a glass dome on top of a glass cylinder and three floating cubes took two days to render. The program contains those extra screen sizes for a reason. They'll save you time.
ASCII script files can be created for input to Sculpt 3D if you have data that you want to import. Public domain databases are available in ASCII format that you can convert over to the script language. If you had a set of blueprints of a floorplan, you could use that information to make script files.
Continued on page IS Special IntrodLiclry Price Complete Communications Package 300 1200 1 Year warranty 300 1200 Fully Hayes compatable Modem -2 Year warranty $ 129.00 (Modem, Cable & Software) 300 1200 2400 Fully Hayes compatible modem CC1TT - 2 Year warranty $ 249.00 (Modem, Cable & Software) Call or write for information about our other great products The REASON system Is a series of programs designed to aid writers and editors in editing documents.
Tor the Amiga orour Demc disk$ 5.00 REASON programs do throe things: 'proofread input text 'analyze the style of input text 'provide help about English usage Many options give editorial comments and suggestions.
The REASON system finds potential errors, then you decide which potential errors need correcting. Thoughtful use of the REASON system can help both the experienced and inexperienced writer.
With the REASON system, there ere six main options: 1, Prose describes the writing style of a document, namely, readability and sentence characteristics, and suggests improvements.
Prose compares a document with standards for one of several document types. INSTRUCTIONAL TEXT will compare input text with good training documents. TECHNICAL MEMORANDA will compare input text with good technical memoranda. And USE CUSTOM STANDARDS will compare input text with any user created standard.
2 Style finds sentences that contain passive verbs, expletives, noun nominalizations, and multiple nominalizations- Also, Style will give a readability level for each sentence in the input text or find sentences that are equal to or greater than a specifically defined roadability love! Another function performed by style is to find sentences that have a specifically defined length (number of words contained in a sentence).
3 Word Analysis will check the input text (or general diction, sexist terms, sentences that contain forms of the verb "to be", acronyms and abstract words.
4 General Structure checks input text for genera! Organization, genera! Topics, sentence breakdown (parts of speech) and syllable breakdown (syllable count of each word) 5 Proofread Document checks for possible spelling errors, doublewords, possible punctuation errors, diction and split infinitives.
6. Extra allows access to AMIGA Preferences and Build Custom
Prose Standard, Requires an AMIGA computer with 512K AMIGA is
a Registered Trade mark of Commodore Amiga $ 395.00 COPYRIGHT©
1982 by AT&T Information Systems and © 1985 THE OTHER GUYS THE
OTHER GUYS 55 North Main Street ¦ ¦ Suite 301-D PO Box H Logan
Utah 84321 C801) 753-7820 (GOO) 94S-94QS ¦ NEW; .ANSI C
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Urn 1207 Hogarth Lane * Collegeville, PA 19426 215) 584-4261 con tinned from page 16 Batch files for computing and saving images are also supported by the program. This feature can be useful if you have a number of images that you want to model. You don't have to be there with the program to save the image and bring in the new image and start it going Sculpt 3D does that for you.
¦ Indirect files automate testing.
- Use it to check existing programs, novice programs, programs
about to be exported or imported, as a preliminary to
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- All one pass with an integrated pre-processor so it’s very
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- Has numerous options and informational messages.
- It will use all the memory available.
¦ PRICE: $ 98.00 MC, VISA, COD (Includes shipping and handling within US) PA residents add 6% sales tax. Outside USA add $ 15.00. Educational and quantity discounts available.
- Trademarks: Amiga(Commodorc) Overview Sculpt 3D takes some
getting used to, simply because most people aren't used to
working in three dimensions when designing on a computer. You
don't have to be a mathematical whiz to be able to use Sculpt
3D.
You aren't bombarded with concepts like "3D clipping," what the "painter's algorithm" is or the details of how ray-tracing actually works. In this way, Sculpt 3D doesn't scare you away with it's complexity and is easier to adjust to.
Sculpt 3D is NOT an animation program. Byte by Byte plans to release a program called Animate 3D that will use Sculpt 3D images in animations.
Right now, you can only model static frames.
Sculpt 3D multitasks and is not copyprotected. I'm certainly happy that the program doesn't lock up the machine like some programs do.
Do you know where your bugs are ?
Some ray-tracing scenes I have tried have taken a couple of days to do (Not a very nice thought, especially if you use your Amiga a lot).
This C programmer is finding his bugs the hard way ...one at a time.
That's why it's taking so long. But there's an easier way. Use Lint for the Amiga 2.00 Lint for the Amiga analyzes your C programs (one or many modules) and uncovers glitches, bugs, quirks, and inconsistencies. It will catch subtle errors before they catch you. By examining multiple modules, Lint enjoys a perspective your compiler does not have.
Sculpt 3D sometimes gets confused if you pull down a menu while the images in the windows are being redrawn. Parts of the windows don't get refreshed correctly and chunks of the borders are sometimes missing.
This problem doesn't occur if you take your time and wait for everything to be redrawn.
If you make a complex scene with many polygons, BE SURE you have enough memory. 1 have a number of scenes that I can display only in wire frame mode because, otherwise, they Guru the machine. The manual warns against trying to render complex scenes and the program does provide a gauge of the amount of memory left.
Despite some of the problems I've mentioned , Sculpt 3D is one of the best programs I have seen for the Amiga. I've spent hours and hours working with the program and I know I'm going to spend a lot of time with it in the future.
• AC- Sculpt 3D $ 99.95 Byte by Byte 9442 Capital of Texas Highway
North Suite 150 Austin, TX 78759
(512) 343-4357 What a difference a year makes , , .
Especially when your interest is word processing software for the Amiga.
While writing for AC last year, I lamented the lack of word processing software that would support various fonts for my professional work. Less than a year later, many excellent software packages are available, some of which do allow for font importation (both for screen display and printing).
AMAZING REVIEWS NOT THREE OF A KIND A brief comparison of Scribble!, ProWrite and WordPerfect.
I had hoped to do a comparison of all available Amiga word text publishing packages, but there are just too many to cover effectively in a single review. This review compares many of the features of three such packages: Scribble!, ProWrite and WordPerfect. The review is based upon my own use of each piece of software in my professional writing for at least three weeks. Accordingly, the review tends to focus on the features 1 use most in my writing.
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Ur TEXT MANAGEMENT All three products handle the basic text features you expect of a good word processor and the basic style features (bold, italic and underlining) are represented on the screen.
ProWrite is a true WYSIWYG processor what you see on the screen is what will be printed, including superscripts and subscripts. WordPerfect and Scribble! Use codes to tell the printer what format is needed, so by Geoff Gamble superscripts and subscripts are not shown on the screen, but they are printed correctly. The format codes in Scribble! Appear on the screen, but a special preview mode lets you see what the document will look like when printed. In WordPerfect, format codes are hidden, but can be revealed if necessary.
JlaJ Hw* I itvvHllt.x. |W- '1 •- • *.....‘I Sample ProWrite Screen Both Scribble! And WordPerfect are document oriented, while ProWrite is paragraph oriented. Each paragraph in ProWrite has its own format specification. In Scribble! And WordPerfect, formatting effects all document that follows the codes.
If you wish to change margins and spacing for a particular part of your text in Scribble! Or WordPerfect, enter the new margin and spacing codes, type the text and then reccnter the original format codes to return to your document format. Table 1 outlines a comparison of many text management features of the three word processors.
Movement through text is similar in Scribble!, ProWrite and WordPerfect.
All three use the Amiga's mouse screen environment, horizontal and vertical scroll bars and arrows.
Shortcut codes (key strokes) to move from the top to the bottom of a manuscript, to the beginning and end of lines and most other movements through words, lines, paragraphs and pages are also included.
None of the three packages use particularly fast screen writing routines. If you are working with a particularly large document, the time taken to go from the top to the bottom of the manuscript can be frustrating. Commercial and public domain screen speed up programs can help alleviate this problem.
For writing operations, such as cutting, copying, styling and deleting, you must quickly select a section of text.
All three processors allow you to define blocks of text with the mouse, the cursor or with a combination of movement key strokes.
Continued... When using the "Cut" function, the text is held in a buffer and may be "Pasted" back into the document.
This feature allows a small measure of security. If you accidentally take out a portion of text, you can recover it by pasting. WordPerfect takes the undelete process even further, by saving up to three deletions in buffers. An "UnDelete" requestor on the Edit Menu allows you to display the last three deleted texts and restore one or more of them in your document.
Much of my professional work involves the use of special characters namely, a phonetic alphabet. For me a word processor must be able to deal with the many unique fonts, both on screen and in the printer.
ProWritc is ideal, since the standard printing mode is graphics. Although this mode slows down the print speed considerably, whatever you see on the screen is exactly what is printed. With ProWritc, modifying the screen font (1 modify the TopazcS), so that the international characters (made by pressing the Alt-C key, plus a letter key) display the phonetic alphabet does the trick. The modified font is saved to the Font: directory of the program disk. ProWritc allows the new font to be called up for use.
Scribble! Is more difficult to work with when using exotic fonts. Since Scribble!
Has many key commands using ALT s- kcy (e.g. cursor movement, toggling Insert mode, certain deletions, etc), the International character set is not available. This arrangement means that 1 am unable to display both the Table 1 Table 2 Features Price Code Mouse Cut Paste Copy Delete Erase Tab-Set Clear Insert Overstrike Special Characters Headers Footers Auto Footnotes Auto Endnotes Search Replace Load Save Delete Scribble!
$ 99.95 Both Y Y Y Y Y Y Both Y Y N N Y Y Y Y ProWrite $ 124.95 Both Y Y Y Y Y Y Insert Y Y N N Y Y Y N WordPerfect $ 395.00 Both Y Y Y Y Y Y Insert Y Y Y Y Y Y Y Y complete set of regular and a set of phonetic characters on the screen at the same time.
Scribble! Docs allow for special characters to be sent to the printer. Accordingly, 1 can access the down loaded printer characters by sandwiching the text to be printed with phonetic characters between codes to start and stop the special fonts. This solution obviously clutters the screen and makes editing more tedious, but it works.
Increased speed is the benefit of using down loaded fonts with Scribble! Over the graphics printing of ProWrite. The down loaded fonts are considerably faster and, for large documents like dictionaries, time becomes very important (particularly when the printing operation ties up the document for further editing).
WordPerfect offers several features that work well for my kind of work.
The international character set can be used, so the phonetic characters are displayed on the screen. WordPerfect does not directly support the use of new fonts (unlike ProWrite), but you can assign either the special font to be used at startup or use a commercial font program (like FastFonts) to run in the background and change fonts when needed.
WordPerfect also allows down loading of fonts to the printer from within the word processor. In this way, 1 can down load any needed phonetic fonts at any time. Since codes are hidden from view in WordPerfect, the screen is not cluttered with additional characters. This makes reading and editing the phonetic text quite straightforward.
FILE MANAGEMENT Management of files is an important part of any word processor. The standard and extra features of the reviewed software packages are summarized in Table 2.
Several extra file management functions (search files, copy files, print files, etc.) are present in WordPerfect, but not in the other two packages.
Tnese extras give WordPerfect a "professional" look, but are not crucial in handling text files. I find the rename function particularly useful because 1 tend to change my mind a lot about what I want to call a particular file.
Although all three packages support ways of changing directories, Scribble!
Is the easiest. Scribble! Allows you to change to other devices and directories, even as one is loading.
With ProWrite and WordPerfect, you must wait until a particular directory is loaded before changing. If you have large directories or are using only one disk drive, you will have to wait it out.
The problem is even more difficult with ProWritc, since you change disks through a Disk gadget in a Documents requester. If you are using several devices (e.g. DFO:, Dfl:, HDO:, and VDO:), and wish to change from your initial device to another, you may be forced to go through a root directory load for each device to reach your choice.
I found WordPerfect's Read File function to be very handy. This functions lets you read the contents of a text file without loading it into the word processor. This feature is pretty nice when you can't remember the contents of a text file.
I put question marks for Scribble! And ProWritc in the File Import row because not all files can be brought into these word processors. If you have a targe collection of text files, from many different word processors and perhaps many different machines (that's my situation), it's nice to be able to load files into your current word processor even if the format codes, etc. need to be redone.
PRINT MANAGEMENT Printing is of central importance in any word processing package and, unfortunately, is a major weakness of many otherwise good pieces of software. The three packages reviewed here handle their printing chores in different ways.
Both Scribble! And ProWrite use printer drivers from the Preferences utility of your Amiga Workbench.
You must configure your Preferences file before you use the printing functions of the processor. Since the choices you make concerning the type of printer, paper, etc. will be saved to the disk, you need only go through this procedure once.
Continued... Table 3 Table 4 Rename List Change Directory Read Import Drivers Graphics Preview Partial Print Prinler | Multi-Task Commands Print to File Print Quality Speller User Dictionary Thesaurus Help Files Widow Tools N Y Y N ?
Prels.
N Y N Y | N Y Codes 40,000+ Y N Code Lists Y - j N Y Y N 7 Prefs.
Y NA Y N | N N Requestor N N N NA Y Y Y Y Y Y Special N N Y Y Y Y Codes 110,000+ Y Y Y N Since ProWrite is primarily graphics- oriented, the graphics options of the Preferences Utility is very important and should be used carefully. Make sure you read the printer set-up section of the ProWrite manual carefully before beginning any printing! Printing weaknesses of Scribble!
Or ProWrite can be attributed primarily to the printer drivers supplied with Amiga workbench. A few of the print features are compared in Table 3.
Unlike Scribble! And ProWrite, WordPerfect uses a set of printer drivers found on its Print disk. In addition, a menu driven printer program allows you to change the configuration of your printer driver in detailed ways. An on-disk Manual explains how the program works, but you also need the printer manual and some patience to make any major changes.
WordPerfect accepts up to six different printer drivers, giving you freedom to change from printer to printer without leaving the word processing program.
1 have a Citoh Prowriter and a Diablo 630 connected to my A1000 and can switch quickly and easily between the dot-matrix and the daisy wheel.
WordPerfect's true multi-tasking Print function not only shows off the power of the Amiga, but also helps productivity. Printing tasks are handled by a separate program that can run in the background as you continue word processing. This function is handled by print spooling in the PC version of WordPerfect, but with the Amiga version, it is truly multi-tasking.
GRAPHICS Graphics are the special domain of ProWrite it's exciting stuff, ProWrite is not only a reasonable word processing program, but it also does a good job of handling graphics produced with any of the Paint Graphics programs. Bringing a picture into ProWrite from Deluxe Paint is as easy as opening a new window in ProWrite and loading the file from disk. The graphics can then be cut from one window and pasted into another with text.
This past summer, I helped construct a cross-country course for a three day horse event. Using ProWrite and Deluxe Paint IT, I was able to write a description of the course with appropriate sketches of the new jumps.
Although not mentioned in the ProWrite manual, you should complete all editing on text before adding any graphics when mixing text and graphics. The program does not keep track of the relative position of graphics in relation to text. As you add or delete text material, the text moves, but the graphics do not move with it. Gaps are left where the graphics should be and overlapped text and graphics occur.
DOCUMENTATION The length of the documentation supplied with each program reflects the complexity of the program.
ProWrite is on the easy end of the scale, with a 68 page manual.
Scribble! With its WordStar-like dot commands, a speller and mail merge functions, has a 169 page manual.
WordPerfect, with its myriad of special features, a large speller and thesaurus, has a three-ring bound 630 page manual (plus a 30 page printer manual on disk).
In all cases, a tutorial section gets even the novice user acquainted with the program. Good reference sections and indices help you find instructions for the things you keep forgetting. All the documentation is good and very appropriate for each program.
EXTRAS Given the complexity of each program, it isn't feasible to catalog all of the features that each brings to the Amiga.
Several of the extras have been important enough in my own work so that I have listed them in Table 4, PROBLEMS Each program has its own quirks, some of which are simply annoying and others which are disruptive to use of the software. I found very few disruptive problems with these three software packages.
Perhaps the most important problem with all three is memory limitation.
While all three work on a 512K system, the size of the document is restricted. At least 1 Meg gives better performance and 2 Meg is ideal, particularly if you want the program, supporting tools and the file in memory at the same time.
For instance, the spelling programs for both Scribble! And WordPerfect are disk intensive and take time to check the spelling of even a modest document. Putting the dictionary in memory (or on hard disk) keeps disk access to a minimum and speeds up spell checking considerably. The time taken to check the spelling and make a few changes up to this point in the review was 8.5 minutes with the WordPerfect dictionary on the drive.
The time was cut to 2.25 minutes with the WordPerfect dictionary in memory.
A few quirks are worth mentioning.
The Speller in WordPerfect uses windows for its word lists and control menu. While the program checks the spelling, a considerable amount of flickering occurs, as the program switches between the document window and the spell Menu window a bit annoying.
ProWrite also has its quirks. The dead key accents (available with WorkBcnch
1. 2 and listed in the ProWrite manual) are mismapped. ALT-K
gives an umlaut, ALT-j produces a tilde and ALT-N is not
functional. The Tab, Margin and Indent markers on the Ruler
are very difficult to dick on when you want to move them. The
hot tip of the pointer must be at the left edge and no more
than three pixels to the left in order to get these markers
moving. 1 usually end up with a bunch of unwanted tab markers
all over the ruler.
At 512K, memory is too limited to send a full screen of data to the printer at one time. Consequently, the printer driver sends a reset command to the printer which can leave thin white lines on the printed page. With some particularly troublesome Preference printer drivers, such as Epson, the white bands seem to alternate with partially printed bands. The driver for Okimate 20 worked flawlessly in this respect.
Scribble! Has fewer quirks, maybe because the software has been around longer and all the bugs have been worked out. Printer support is limited to those printers listed in Preferences and suffers whatever problems those drivers have.
The major problem I found with Scribble! Is the file size limitation when run on a 512K machine. I usually set the window character limit as high as possible (about 70-73K), and still keep everything working correctly. If you set the size too high, you start losing functions. For example, when I had a document set at 74K, and I had several disk buffers in operation, I was unable to access the archive menu.
CONCLUSIONS 1 was very pleased with all three word processing packages. Each effectively handles my text chores, including the special font character needs of working with non-English languages.
Although they arc all "word processors" (as opposed to page publishers or text editors), they are very different products.
ProWrite is unique because of its graphics capabilities and its true WYSIWYG capability. If you need to do graphics and text material, this program is ideal. It is easy to learn and fun to use. Its text handling functions are more than adequate for most users, and its color capability is very exciting (particularly if you have a color printer).
Scribble! Was one of the two original Amiga word processors and really set the standard. In updated version, Scribble! Is an excellent word processing package with mail merge and spelling capabilities. The use of "dot" commands ( 3 la WordStar) seems natural and easy to all of us who have worked on other PC's, If you need a good, solid word processor without all the frills, Scribble! Would be my choice.
WordPerfect is clearly the high end of the Amiga word processing line. Most every function you might want in a text package can be found here . . .
And maybe a few more. The price is high, unless you can get a copy under one of the special programs offered by the WordPerfect Corporation. With WordPerfect, you get value for your dollar. If you need the processing power, you can get it here.
• AC- I AMAZING REVIEWS LPD Writer A friendly, easy-to-use word
processor by Marion Deland I bought my Amiga for the graphics.
I already had a "productivity" computer, but I liked using
the Amiga and 1 began to think I'd like a word processor for it
especially if 1 could find one that's friendly, easy to use,
full-featured and reasonably priced.
If you have thought along these same lines, look no further LPD Writer is finally on the shelves. It's the first in the long-promised LPD scries from Digital Solutions, makers of the very popular Pocket series (formerly Paperback) for the Commodore 64 and 128. LPD Planner and LPD Filer arc some distance behind don't look for them for a while.
If you are familiar with Pocket Writer, you may expect LPD Writer to be an Amiga version of the same program.
Surprisingly, LPD Writer only slightly resembles Pocket Writer. Like Pocket Writer, it is very friendly, in both use and documentation. Format changes are "attached" to paragraphs a concept that, once you catch on, is very easy to work with. Style commands (underline, italic and bold) arc the same as Pocket Writer. Otherwise, LPD Writer stands on its own.
LPD Writer is a "normal" word processor, not the bit-mapped, desktop- publishing type. You have only one font on the screen standard Topaz with all the usual styles, plus superscript and subscript. LPD Writer supports text only, no graphics.
HI) LPD Writer allows you to open windows on one or more documents at the same time This word processor is one you can just sit down and use. You don't need word processing experience or even Amiga experience. You don't even really need the manual, though it's a breeze to read. Its chief shortcoming, the lack of an index, is largely made up for by a detailed table of contents and organized structure. The manual was written by Karl Hildon, Editor-in- Chief of Transactor Magazine The program itself has a mild identity problem. It calls itself a "professional" word processor, suggesting business
use. LPD Writer is clearly designed for the home user. Little technical information is provided (more about that later, under "Using your own Workbench") and features like column arithmetic and "soft" hyphens and macros, available from most professional word processors used in business, are lacking here. Of course, those programs also cost much more than LPD Writer. The word "professional" is used here as a marketing gimmick, suggesting a product originally designed for use by experts and now available for the rest of us unnecessary, considering the overall high quality of the
product.
LPD Writer does include a spell checker, the ability to work on several documents at once, mail merge, global files, ASCII files, headers footers and automatic page numbering everything most of us ever need.
LPD Writer is WYSIWYG ("what you see is what you get"). Everything, even headers and footers, is on the screen. A "Display Format" mode also reveals the spaces, tabs and returns that LPD Writer inserts for you. Some experimentation in this mode is an excellent way to get to know the program and how it behaves.
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Now. "WBExtras" is hereand is specifically designed to enhance operation of the Amiga by the 'New User " as well as the "Seasoned Programmer ".
For the Amiga User . . .
Use of New Workbench Menus. " RAM Disk” and "‘WBExtras" provide access to ANY Workbench Tool from the Workbench Menu and allow "Multiple Icon Selection " without the use of the "SHIFT Key". Also. "New Execution Modes" permit a Single Loading" of Workbench Tools for Multiple Task Execution This results in ¦'Optomized Memory Allocation " and "Reduced Disk Thrashing".
For FULL System Memory. WBExtras will "Politely Retire " and RELEASE ALLOCATED MEMORY WITHOUT RE-BOOT As a BONUS, several New Workbench Tools are included (See Menu) For the Amiga Programmer . . .
WBExtras includes SOURCE CODE in "C" and "AmigaBASIC lor Workbench Tools using a NEW Programming Technique which provides "Optomized Memory Utilization" . "Inter-Program Communication", and "Disk Access Queing".
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loadPicture iinlcadPictupe Starting out The program loads with
a document "Untitled 1" already open and occupying the full
screen. A row of function key labels line the bottom of the
screen (You can change all these options by altering the
configuration file).
Indicators in the status window fill you in on the name of the current document, position of the cursor, font style, remaining memory and whether the document has been modified since being loaded. A needed piece of info not included is the number of documents you have open.
The function key graphics at the bottom of the screen look a lot like "click" buttons, like the "VCR controls" on the Superbase screen. In fact, 1 had to overcome a tendency to click in them to perform operations.
Nothing terrible happens, but you will have clicked out of your current document, so you must dick back in.
Until you return, the current document information (file name, page, line and column) will not appear in the status window. Anything you type also will not appear on the screen.
You have three interchangeable ways of operating LPD Writer: the mouse, function keys and a series of control sequences using the CTRL and ESC keys. All three give you access to the same nine menus (PROJECT, MOVE, EDIT, RANGE, FORMAT, SEARCH, STYLE, WINDOW and OTHER) with up to nine options in each.
Each interface has its advantages. Use those you like best.
• The manual recommends the mouse and menus as the best way to
learn what LPD Writer can do. They both provide the quickest
and easiest way Working with windows Few commercial programs
take advantage of the Amiga's multi-tasking and windowing
abilities. LPD Writer fits into this group. You can open as
many documents and windows as you have memory for and you can
multitask with ease (A warning is included: Although LPD
Writer obeys the rules for multi-tasking, other programs may
not, so "Save everything ... or multitask at your own
risk."). The program defaults to ZOOM mode, causing the
document to occupy the entire screen. A small window is the
UNZOOM alternative. ADD WINDOW opens another window on the
current document. 1 WINDOW ONLY eliminates all but one window
for the current document.
I found the multiple documents and windows took some getting used to because few commercial programs make much use of this wonderful Amiga feature. The average user has had much less practice juggling windows than has the "techie." Once you get the hang of it, however, it's great!
A quirk of LPD Writer is that a cursor remains visible in each window, whether current or not this can be to get results. Switching back and forth to the mouse can be a nuisance, however, when you've got a lot of typing to do.
• I use the function keys a lot. LPD Writer is one of the few
commercial Amiga programs that really makes use of the function
keys. Even better, you don't have to memorize a set of
F-commands for each menu onscreen graphics give you the
current menu's commands.
* The control sequences do have to be memorized to be used
effectively, but, in the long run, they are probably fastest
and most convenient.
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City. Tcwin | C"y To»n---- S|1,e- 14Q92 confusing. The good news is that the cursor marks your place (Just for fun, try opening two windows to the same place in your document. You can type in both windows at once. Cute!).
My habit of using the cursor to tell me which window I'm in got me in trouble. Even now, i occasionally type in a hidden document because I assume the visible window, cursor and all, to be the current document.
Worse, I've accidentally closed the wrong file without saving the latest changes (My fault I wasn't paying close enough attention. If you've modified the file, LPD Writer asks if you want to save it first.)!
SUSPEND, listed under the PROJECT menu, is a related feature. I love this feature! It lets you save everything as is, windows and all, to be RESUMEd later, directly from the Workbench.
SUSPEND saves the individual documents, asking you to name those that are untitled. It then saves the positions of window's, etc. in a RESUME file.
When you click on the RESUME file icon, LPD Writer loads itself and the documents and puts everything back in place (except ranges and the contents of the paste buffer) . . . And you're ready to go.
Moving Around There are several w’ays to get around in LPD Writer. You can use the mouse or the cursor keys to move around the document. You can move character by character, line by line or w’indow by window. You can also move to the top or bottom of the document. Surprisingly, however, there is no top bottom of screen command.
The ALT key moves the cursor word by word or sentence by sentence, (ALT DEL deletes a word great for a writer!). A GO TO command moves you to any specific page in the document.
You may be surprised to see how the cursor moves up and down the page.
On a line of typo, the cursor will not go beyond the last typed character.
For example, if you position the cursor at the top right of a screen of left- aligned type and then move down, the cursor will zig-zag down the ends of the lines. Also, if you move the cursor beyond the end of your last line, you suddenly find yourself on an empty page the "end of document." Just move back one space and you'll be back where you came from. Combining the cursor commands with windows to access different parts of the document offers a great deal of flexibility and speed.
Using Tabs With some word processors (including Digital's own Pocket Writer), the TAB key simply moves your cursor horizontally across the page. With LPD Writer, the TAB key pushes text across The 64 Emulator broadens the horizons ol your Amiga with access to Ihousands of programs written (or the Commodore 64. Yes, the proven word processor, databases spreadsheets and exciting games can now be run on your Amiga.
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• Monochrome mode turns otf to the next tab stop. When you hit
the TAB key, an actual character is inserted in the text (you
can see it in "Display format" mode). This feature gives you
the advantage of being able to re-size columns after you've
finished typing. ! Like it. Both TABs and RETURNs can be erased
with a simple BACKSPACE and the text jumps back to follow.
A default series of tabs is set with the "config" file and can be changed to suit your needs. Tabs can also bo toggled (individually and together) from within the file. Tabs apply to the entire document and are saved with the document, whether LPD Writer or ASCII format.
Getting It Right The big advantage of a word processor over a typewriter is that you don't have to get everything right the first time. You can just type in the words continued... the color for increased speed.
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As they come to you, then go back and polish it up. LPD Writer includes the standard editing and formatting tools: The RANGE menu allows you to cut, paste and change the font style in blocks of text.
The FORMAT menu commands (margins, justification, spacing, etc.) work paragraph-by-paragraph.
Changes apply to the paragraph you're working in and all others that follow, until you make another change. Easy, once you get the hang of it.
The EDIT menu deals with document- wide features, such as spell checking and tab set ting clearing. EDIT also covers headers, footers, page breaks and page numbering. About headers and footers LPD Writer sets a default header and footer of three lines each. When you open a new header or footer window (even an empty one), the default is replaced.
The SEARCH menu allows you to search for a string of characters from the current cursor position. You can search forward or backward, word by word or sentence by sentence.
Extensive pattern-matching allows you to search for and or replace combinations of words, letters and the "invisible" format characters that LPD Writer inserts.
Checking Spelling The LPD Writer spell checker consists of a dictionary (a compressed indexed file that cannot be edited) and a User dictionary that you build yourself.
You will need to do a lot of building.
The first few times you run the Spell Checker, it queries a word every couple of lines, asking if you want to "skip, add or replace." It saves up the "adds" and enters them in the dictionary when you finish the spell check.
There are some unlikely choices in the LPD Dictionary and some even more surprising misses. For instance, the word "nothing" is included, but "everything" is left out. "Business," "included" and "available" common words for a word processor are also left out.
The inconvenience of having to create part of the dictionary yourself is partly made up for by flexibility. The LPD Dictionary is a file, rather than an entire disk (a larger dictionary would need an entire disk), so, you can have a copy on each data disk, together with a specialized dictionary. No need to swap disks.
Invites you to. . .
Put Your Images on Disks!
Color or black and white images (photographs, pictures', 35mm slides) can be digitized in IFF format for use in any IFF program in any of the Amiga's'" screen resolutions, Low resolution (320x200) and interlace (320x400) also available in F1AM format (4096 colors). Use disk images to build databases for real estate, personnel files, or use for artwork creative effects, custom icons, with Deluxe Video' and more.
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When ordering state FOKMAT (IFF nr HAM) and KF.SOLUTlCiri. Unless otherwise requested all images will be digitized at the.
Maximum number of colors for that resolution in full dimension, Images may be cropped to fill screen unless Tull frame is specified. Ail images will be retnrncd with your order.
Saving and Printing Your Document LPD Writer saves each file with a Workbench icon. This method has two advantages. First, you can load LPD Writer with a particular file open and ready to go, simply by clicking on the file's icon. Second, you can delete files from the Workbench by putting them in the Trashcan and emptying.
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assumes you will do so. Workbench functions like DELETE and
INITIALIZE are not included and the reference manual tells you
how to multi-task with the Workbench.
When you're ready to print your document, you'll find that LPD Writer takes advantage of multi-tasking there, too. The program prints your document in the background, letting you work on something else at the same time. Nice touch! You can also print just a piece of the document. This feature is great if you find a mistake on the last page of a ten-page document. You can correct your error and print only that page again.
Global printing (printing several files in succession) and mail merge are both available. Mail merge involves printing the same document several times with variations, as may be the case with sending the same letter to several different people. LPD Writer uses merge data files in regular ASCII format, including those output by database programs like Superbase.
Something that seems to be missing in LPD Writer's print function is a filename date time option. If you use the program only for personal letters, etc., this omission probably wouldn't matter. For a small business, however, or anyone who does successive versions of the same document (like a writer), the deficiency is noticeable.
AG FORTRAN™ Mainframe quality, full feature ANSI FORTRAN 77 compiler includes: Debugger, Linker, Library Manager, Runtime Library, IEEE math, and C interface. Supports Complex numbers, Virtual arrays, Overlays and Linking.
Not copy protected. $ 295.
Version for CSA 98020 68881 Turbo board also available $ 495.
You can insert this information manually in the header, of course, changing it for each version . . . But a word processor is supposed to save you the trouble.
From the authors of Microsoft BASIC compiler for Macintosh, comes AC BASIC for the Amiga.
Compatable with the Amiga BASIC interpreter: has more features and includes BLOCK IF, CASE statement, and STATIC keyword extensions and executes up to 50x faster. AC BASIC is the new BASIC reference for MC68000 based personal computers. Not copy protected. $ 195.
Using your own Workbench LPD Writer has its own Workbench, including an Epson printer driver.
Many of us, however, prefer our own Workbench disks, complete with updated printer drivers, etc., rather than being forced to warm boot a program with its own Workbench.
1 | Scientific Engineering Software Telephone orders 2781 Bond Street, Auburn Hills, MI 48057 (313) 853-0050 Amiga trademark of Commodore Amiga. Microsoft trademark of Microsoft Corp. vka LPD Writer comes with lots of warnings to write-protect the disk at all times, so it's probably not a good idea to copy your own printer-drivers to the "Writer" disk.
The manual does tell you that LPD Writer will load from your own Workbench. It doesn't mention the plaintive requests for "lpd.library" and a "missing font." The requestors tell you to install the missing files on your Workbench disk. If your Workbench disk is as full as mine is, you may prefer this method. From the Workbench, open a CLI and type: ASSIGN Ipd.library: Writeriibs lpd.library ASSIGN fonts: Writer:fonts With LPD Writer in dfO:, load the program. It will look for these files its own disk, instead of on the Workbench disk, and all will be well.
There's one more thing you should know about using your own Workbench. LPD Writer provides a configuration file which can be changed to suit your needs. Certain configuration options, however, including interlace, will be overruled by the Preferences on your Workbench. To work around this difficulty, copy the "LPDwriter.config" file to the "s" directory of your Workbench disk and type: ASSIGN LPDwriter.config: (Workbench disk name): s LPDwriter.config Now the program will get its configuration instructions and corresponding Preferences from your Workbench disk.
In Conclusion LPD Writer is heavily copy-protected, as you might expect from the company that brought us the Pocket series, which has confounded Commodore 64 128 pirates for years. Unfortunately, the disk-based copy-protection makes the program fragile. We are A welcome warned to keep the disk write- protected at all times, except when changing Preferences or the configuration file.
Digital Solutions will provide a backup, recopy your disk or even provide an extra manual at a fee of $ 18.00 U.S., $ 23.00 Cdn reasonable considering the already-Iow price of the program. If the disk fails within 90 days, they will recopy it free.
LPD Writer does have some areas which need improvement. On the whole, however, LPD Writer is, as the package says, "powerful software that's easy to use."
• AC* LPD Writer $ 119.95 Digital Solutions, Inc. 2-30 Wertheim
Court.
Richmond Hill, Ontario Canada L4B 1B9
(416) 731-8790 j Don’t miss the boat... with Amiga expansion
products that limit expansion A2000 A1000 DIRECT MEMORY
ACCESS (DMA) SCSI INTERFACE. Jusl because you have an Amiga
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Using the SubSystem with our A2000 card gives you what others only offer to A2000 owners. No matter what | Amiga you own, Pacific Peripherals makes a SCSI for you. Our SCSI offers you compatibility with proven Apple Macintosh external storage devices. As a matter of fact, all of our drives are Macintosh compatible. If you use the SCSI in your A2000 you have an additional | bonus. ..the ability to add a hard drive inside your Amiga and still use external devices. In addition to 30 megabyte and 50 megabyte (and larger) drives, Pacific Peripherals offers the Infinity removable media drive. Once
you have purchased the Infinity, you have unlimited capacity. Each 10 megabyles of memory costs a whopping S18. (Does 100 megabytes for $ 180 sound more impressive?) With all this capacity you still get 75ms access time.
* I 4 1- 7 .
Cage SCSI card $ 249 SCSI card w external drives: 30 Megabyte $ 895 50 Megabyte 1295 Infinity 1295 Policy: Add 3% lor VISA or Mastercard. Allow 3 weeks lor checks to clear Send cashiers checks or money orders lor laster shipment California residents add 7% for sales tax. No charge for UPS ground delivery. Next day and 2nd day delivery available. Prices subject to change.
Infinity is a trademark ol Peripheral Land Macintosh is a trademark of Apple Computer Inc. Amiga is a trademark of Commodore Business Machines Cage If, the Advantage. Subsystem are trademarks of Pacific Peripherals Use cards designed for the A2000 with your A500, not out-of-date A1000 ¦ card s. The S u b System } A gives you two expansion slots for A2000 cards and a space for an optional second floppy drive.The Subsystem fits r under your 500, completely out of the way. Only 1,5 inches tall, the Subsystem raises the keyboard to the height of an average typewriter and actually makes it easier
to use. A UL CSA approved power supply is inctuded that guarantees additional cards will not overtax the A500.The optional floppy drive is state-of-the-art CMOS design with extremely low power requirements. Cards and disk drive can be easily installed at a later date.
A500 A1000 S249 Two-slot expansion box for the Amiga 1000. Uses "zorro" standard cards AND passes thru the 86-pin bus for use with nonstandard applications Power supply included.
SI 49
(415) 651-1905 Dealer Inquiries Welcome Pacific Peripherals
M. RO. Box 14575 Fremont, CA 94539 AMAZING REVIEWS Desktop
VizaWrite "...not just a word processor, but also a
rudimentary desktop publishing system."
Desktop VizaWrite, a new word processing program for the Amiga, offers extreme ease of use in a "What you see is what you get" working environment. VizaWrite offers some powerful new features and, probably, the best Amiga font printout on a dotmatrix printer that I've ever seen.
Desktop VizaWrite (which I'll refer to simply as VizaWrite for the rest of this article) is the most recent release in a long line of software written by British developer Kelvin Lacy. Lacy's previous credits included VizaWrite64, OmniWriter 64, VizaWrite Classic for the Commodore 128 and VizaStar, an integrated spreadsheet and database program for the 64 and 128 computers.
VizaWrite is Lacy's first major project for the Amiga and an impressive descendant of his earlier works.
VizaWrite comes in a large plastic case, on one distribution disk with a 130 page spiral-bound manual, sized just right for placement on your desk next to your keyboard. The VizaWrite disk is not copy-protected, so you can easily duplicate it for your personal use, while storing the original disk safely away. VizaWrite should mount easily on a hard drive. Minimum suggested hardware requirements are any model Amiga, with one disk drive and 256K of RAM. The manual cautions, however, that VizaWrite "has a sizeable memory requirement," so extra RAM (above 256K) on your Amiga is recommended.
By Harv Laser People Link: CBM*HARV VizaWrite is not just a word processor, but also a rudimentary desktop publishing system. It can use and print any Amiga font and also allows the importation of graphics. Graphics can then be manipulated to create very impressive printouts.
VizaWrite can be loaded in many ways. Using a standard Workbench icon or typing "VizaWrite" from the CL1 does the trick. Since VizaWrite saves each document with its own icon, clicking on a document's icon loads VizaWrite and immediately loads that document, ready for further typing or editing. VizaWrite can also be loaded in "interlace" mode, which gives you twice as many lines of text on the screen at once. All the usual warnings about interlace apply here, though. You must find a good combination of text and background colors, or else you will be forced put up with a wildly flickering
display (With typical British reserve, the manual suggests you to select "a gentle choice of colours," when using interlace mode).
When first loaded, VizaWrite looks at the current directory for a file called "VW.configure," for certain default parameters. A sample VW.configure file (which is regular ASCII text and may be edited within VizaWrite itself, or even in AmigaDos' ED text editor) might look like this: Documentsize=40K Diskdrlve=DFl * Printerport=PAR Starffont=(topaz,8) With this file, you can customize VizaWrite to boot up with certain important parameters already set to your liking. VizaWrite automatically looks for VW.configure when loading.
You cannot load a different configuration file after the program has already started running, but all the parameters controlled by this file can be set manually from inside VizaWrite.
By default, VizaWrite will use your systcm-configuration file (found in your DEVS directory on your SYS: disk) for its screen colors and mouse pointer design. The pointer can be customized to your personal taste by fiddling with the Workbench Preferences program.
Upon running VizaWrite, you are faced with a gadget laden screen, with an array of pull down menu choices.
Vizawrite runs on its own custom screen, rather than using a standard Workbench window. Users familiar with Amiga's multitasking will immediately recognize the familiar "push pull" gadgets in the upper right hand corner. These gadgets allow you to push VizaWrite's screen to the rear and bring forward screens and windows containing other tasks on which you might be working. The ability to multitask VizaWrite in a useful way depends greatly how much memory you have the rule of thumb being, "the more the better."
Once you have VizaWrite loaded and running, just start typing. It's really as simple as that. Everything else continued... becomes an option to let you customize your document and how it will look when printed.
You may notice that VizaWrite uses some unorthodox gadgets on its working screen. The horizontal and vertical scrolling gadgets (which when grabbed with your mouse allow you to move quickly to different places in your document) are diagonally cross- hatched boxes, rather than the usual solid slider "bars." The mouse pointer's "wait" state becomes a red bulls-eye target. The disk and file requesters are also a bit different, but quickly adaptable.
They don't really pose any major problems. All the requesters are quite fast and operate logically once you adjust to them.
IB A Requesters that act on displayed text can be moved around on screen, so they don't hide text beneath them. Other requesters (such as the one which displays your font choices) don't need to be scrolled around the screen; they're fixed in place.
SOFTWAR] VizaWrite handles FONTS as graphics as well as having MM K-atiiRes Pise i ?
VizaWrite wants to load and save files from a directory called "documents."
This preference can be a minor nuisance if you don't already have such a directory created. The word "documents" can be changed and any other root or subdirectory name can be substituted, so you are not locked into loading and saving into specially- named directories.
Your first document window opens with a ruler at the top. This ruler (which actually Looks like a ruler) controls and displays margins, tab stops, line spacing and line justification (left or right ragged, centered or right justified). The markings on the ruler indicate the actual width of paper (in inches) your printout will occupy.
Oddly, the default right margin width is set to five inches, but paper is normally eight inches wide, if left you keep the default setting, the printout will be pushed to the left side of the page. It is easy enough to just grab that margin and move it to a more normal seven inch setting, where the default should really be.
VizaWrite displays text in a slightly magnified mode. Five inches on the ruler is the full width of Vizawrite's VYZfi Multiple docwent windows i default window. This set-up can takes some getting used to. You must remember that standard computer paper is eight inches wide between perforations. As you type, (depending on how fast you type) the speed at which text is written to your screen may be annoyingly slow. This facet of VizaWrite needs improvement, but I'll address upgrades and planned improvements later, At any point in your text, you can drop in another ruler to alter tab stops,
margins and justification. Just grab tabs and margins with the mouse and move them to new positions.
Tabs can be removed entirely or more tabs can be added. These new settings will be in effect until you drop in another ruler and reset them.
Rulers can be shown on screen or made invisible. The rulers scroll off the top of the screen as text is entered, so if you forget your current settings, scroll back and check your last ruler.
Any ruler can be deleted, except for the initial default ruler. The rulers do not occupy space in your printout and simply provide a visual means of setting parameters.
VizaWrite operates only in the "insert" mode no "overwrite" mode toggle is available. The delete key deletes the first character to the right of the cursor. The backspace key deletes the first character to the left. The cursor can be dropped into the text at any point and letters, words, lines, parts of lines or whole paragraphs can be cut out, copied or pasted down to other parts of the document using the choices on the top EDIT menu. This menu also controls ruler placement, manually-selected page breaks and the optional header and footer windows.
Headers and footers, which appear on each page of a printout, are entered into their own windows and can include page numbering. All the normal menu functions are available when editing headers or footers.
Versatile "search" or "search and replace" features help you locate words or phrases in your text and either jump to them, or replace them with other words or phrases. While writing this article, each time I needed to use the name of the program I simply typed "xxx." When I finished writing, I told VizaWrite to replace every "xxx" with "VizaWrite." This feature saved a lot of typing.
Text styles (bold, underline, italics, superscript and subscript) can be selected individually, or in any combi- nation. Text can be highlighted and its style changed at will. Keyboard shortcuts may be be substituted for the style menu selections and many other frequently used commands in VizaWrite. Speed typists need not constantly reach for the mouse to invoke different text styles.
Shifted tabs can be used to indent paragraphs. Tabs can be controlled by placement on rulers, as explained earlier. Tabs may be aligned by clicking on a desired tab in a ruler, in combination with a keystroke. This feature is useful if you want to enter a column of numbers into your text, aligned on their decimal points, such as: SI25.36 1.95 1995.95 310.79 If you want to enter a column of prices for items in your product line within a letter you are sending to a customer, this method is ideal.
VizaWrite has an extremely versatile font selector. Upon demand, a font requester pops up with all fonts in the assigned font directory sorted alphabetically with the point sizes listed alongside. The fonts' names and point sizes both have their own scrollbars. A newly selected font begins to appear at the current cursor position when new text is entered.
Fonts can even be mixed on the same line of text. VizaWrite recalculates tab positions and line lengths, and then realigns the text onscreen to accommodate different sized fonts. I found no limit to the number of fonts allowed in the assigned fonts directory.
VizaWrite easily handled extremely long directories of fonts.
VizaWrite can handle fonts up to 255 pixels high, by 255 pixels wide. Vast selections of fonts arc available in the public domain and from commercial sources. Varied fonts can add interest and visual appeal to your printouts.
VizaWrite's ability to use and manipulate Amiga fonts is one of its strong points.
Printing Amiga fonts requires a dotmatrix printer (since fonts are bitmapped you cannot print them on a daisy-wheel printer). While VizaWrite allows you to print in regular draft mode or NLQ (near letter quality) mode (if your printer supports it), its optimized font output is its shining glory. More on that shortly.
VizaWrite can import graphics into your documents. A menu selection governing "images" lets you load previously created graphics from the disk or directory you choose. Since VizaWrite has no facility for creating graphics, they must be created using another program such as Deluxe Paint.
VizaWrite works only in black and white, so images should be created and saved using one color ink against one color "paper."
An image brought into VizaWrite is treated tike text. It can be cut, copied, pasted elsewhere or removed entirely.
Graphics can be sized and shaped by clicking on the image to invoke a frame around it. Pnis frame contains its own sizing, shaping and moving gadgets.
When a graphic image is brought into a document, text is moved to accommodate the image. Text may not be overwritten or "wrapped around" an image. If you want an image to contain text, incorporate the text with the image inside of your paint program before saving.
A few sample images are included on the VizaWrite disk. For the price, it would have been nice to have a disk full of images of clip art or, at least, more than are supplied . . . But making your own images is easy.
Multiple document windows can be opened and pieces of documents can be easily cut and pasted. Whole documents can be appended to others and then re-saved as new documents. The ability to keep many documents open at once, each in its own sizeable and stackable window, is a tied to the amount of memory in your Amiga and the way the VW.configure file is set up.
Saving a document calls up another requester. A warning appears if you try to save a document under the same name as an existing one. A document may be saved in VizaWrite's proprietary format, which will save all special ruler settings, page breaks, fonts, styles, and so on, or may be saved as straight ASCII text. Unlike some other word processors, saving ASCII text from VizaWrite leaves you a very clean file with absolutely NO imbedded commands, page breaks, vast areas of white space, or any other intrusions. Such files will load right into the AmigaDos ED text editor, which most Amigans know
balks at loading a file with any binary in it at all. VizaWrite thus becomes a handy tool for preparing text to be ASCII uploaded to an information service or BBS, or for import into any other Amiga software that can read straight ASCII text files.
When a document is saved in document format, it contains information which can be viewed in a special "History" requester. Some of the information is controlled by VizaWrite, other information by the user. The file is time stamped and the last time saved (as set by your Amiga's internal clock) and "version number" (how many times you have saved that document with any changes to it) are displayed. "History" also gives statistics about the document showing a word, sentence and paragraph count and the memory remaining for the document.
Documents may also be stamped with the user's name, as well as being password protected. This may seem like an unneeded feature if you are the only person using your computer. In a multiple user situation or even if continued... multiple Amigas are networked together in an office situation (perhaps sharing a common hard drive, file security) VizaWrite is equipped to deal with the situation by allowing documents to be password protected, and by indicating who last saved a document or amended it, and when.
Vizawrite also has mail merge capability. This feature is useful when you wish to send the same document or letter to many different addresses and want each to be an original printout.
By creating a data file with names and addresses, and preparing your document to accept these "variables" by marking it with special characters as specified in VizaWrite's manual, invoking the "Print Merge" command will then cause the data file to be read and merged with your main document. Each document to printout until the data file end is reached.
When using any word processor, you may often need to repeat the same words, sequence of words or sections Printer Drivers: Workbench vs. VizaWrite Notice how VizaWrite optimizes Amiga font output, smoothing the jaggies fora very pleasing appearance.
By contrast, Notepad's output is jagged and blocky looking, not at all professional in appearance. When sized down to "medium" some fonts printed with Notepad start to fall apart, losing legibility. VizaWrite font output remains extremely legible even on very light fonts such as Opal, VizaWrite does not use the standard Workbench printer drivers, but has its own drivers built in which make this optimization of font output possible.
“Printer used: Epson JX-80 (9 pin dot matrix) and brand new black ribbon.
Of documents. VizaWrite has a "Glossary" feature which enables the user to build a collection of such oft- repeated text for quick inclusion into any document. An example glossary entry might be your own name, address and phone number, which you certainly type a lot if you print letters on plain paper, rather than letterhead.
Multiple glossaries can exist in a "glossary" directory on your disk, enabling you to keep different glossaries at hand for different purposes.
You create entries for a glossary by cutting text into VizaWrite's clipboard from a standard document window, and then pasting it into a glossary.
This process is neatly handled with requesters and gadgets, as are all of VizaWrite's other powerful functions.
Glossary entries can include images and text.
As we've seen so far, VizaWrite has many features. Some of these features overlap with other commercial word processors, while some are unique to Topaz B - ABCDEr6HIJKLMN0PQRSTUVW Ruby $ - ABCDEFGHIJKLMNOFt Ruby 12 - ABCDEFGHIJKLMNOI Ruby 15 - ABCDEFGHI JKL .Saji tiur? 14 - cmeF.aZd 17 - ( 6c6ep§h Diamond 12 - R8C0EFGHIJKLMN0PQRT Diamond 20 - RBCDEFGH Open ? - 21 BCD CFGHUKUTt N C'PGRSTU V VizaWrite font using built in Epson FX-80 driver and standard Workbench fonts.
Tupss c - flBCPEFOSl JKLHH»rOKSl WJSffiaVscAt ft Ruby 8 - ABCDEFGHIJICLM.VOPQRSobvdi Ruby 12 - ABCDiFGHIJKLMNOPQabcdel Ruby 15 - ABCDEFGHI JKLMabcd* VizaWrite. VizaWrite's piece de resistance, however, is the way in which it delivers the final product to a printer. . . Which, after all, is what a word processor is for.
VizaWrite differs from most other Amiga word processors in that it does not use the Workbench printer drivers, but instead, has its own built in drivers. These drivers cover a limited range of printers which have been optimized to produce clean, tight, professional looking output of fonts and graphics.
The printers currently supported by VizaWrite are: Commodore MPS1000 and MPS2000, Diablo 630, Epson FX-80 and FX-85, HP Laserjet, and the Juki
6000. Progressive Peripherals says that more drivers will soon be
added in an upgrade. It would be highly preferable to own
one of these printer models, or one that perfectly emulates
those on the list, but good results should be obtainable
with many other continued on page 34 Topaz 8 - flOEFGHIJK
Ruby 5 - ABCDEFG Ruby 12 - ABCDEFC y Ruby 15 - ABCD Diamond
12 - ABCDEFG Workbench Notepad font using Epson JX80
driver, sized as ’medium' from Notepad.
Workbench Notepad font output using Epson JX80 driver, sized as “auto-size’ from Notepad.
Timei 8 ABCDEFGHI JKLMN 0PQR5TU VWXYZ abcdef jh i jklmn opqriluv wxyi 01Z3456789!S8$ %Ad*O-+|'=V»;,:",. ?
Toto 12 abcdef ghijklmnop abcdgfghijKlmnopc O123Q5G78S!0 abcdefghpmnopqr OBMrW lam 71 Rpple 16 RBCDEFGHIJKinNOPQR cibcdefghi jklmnopqr 0123456789 Sample font output using VizaWrite and a 24pin printer.
Amazing Computing V2.1J ©1987 33 Alexandra IB RBCDeFGHIJKLMNC Swiss 36 obcdefghijklmnopq 0125456789!® $ °, fishiuell 34 (below) Symbol 8 Cyber lu nnonrrrin ii i uwnnnnr HdkjULr un k JtSLnnuryni: abcdefghijkLnno pqrs DI234567B3|B«SZm Diamond 12 flBCDEFGHIJKLMNOPQRSTUVUJKVZ abcdefghi klmnopqrstuvumyz 8l2345M8P$ n )jf-=Y7 emc aid 17 6c6ep5hi]kLmNOpqRs!
A6cdefthijkitnnopqp.sU oi2 6 89 ttt «5iAec*()_ Plou 8 ft8CD£PGHIJKLI1N0P8RSTUUUXVZ abcdef 9h i jk I mpqpstuww 8123456mI-=V FRANKFURTER IS ABCDEFGK ABCDEFGf IJKLKNOPOR!
IJKLNNDPDR 0123456789!Gf$ Kt&*' Cornet 9 MCDer&MIJXLMXOPO'RSI a Ci cd ef gh 1 j kfmnopcjKstuvw xyx oi234567S9!@ $ %A&«0„+I-= *" gothic 8 abcdefghi jklranopeirstuvwxyz 0123456789! ()_+ l-=V Y : V 0, Granite 15 ABCDEFGHIJKLflNOPQRSTUVWXVZ 8bcdefglii]klmnopqrstLivwxyz printers. All of my testing was done on my Epson JX-80 printer, which is no longer being manufactured, but was purchased by many early Amiga buyers as a good companion printer.
The JX-80 is, basically, an FX-80 with the capability to use four-color ribbons for color text and graphics printout.
Although VizaWrite has no provision for color printing, installing a standard Epson type black ribbon in the JX-80, for all intents and purposes, turns it into an FX-80. Thus it functions perfectly with VizaWrite's FX-80 printer driver selection. Sample printouts accompanying this article will give you an indication of just how good VizaWrite's font reproduction is, compared to the "Notepad" program that comes with your Amiga system software.
Fonts are reproduced cleanly, with very little presence of "the jaggies" on curves and diagonals. In contrast, look at the output of the Workbench "Notepad" program, which can also print fonts, Notepad's output looks blocky and crude next to VizaWrite's output. When sized to match VizaWrite's printout, Notepad's font reproduction falls apart. Fonts become illegible and very unprofessional looking.
VizaWrite supports proportional, as well as fixed-width fonts, again to provide the cleanest possible output.
VizaWrite's print requester displays many options for printing documents, including printer driver selection, pitch size, print quality (allowing you to print the bit-mapped Amiga fonts, or use your own printer's near letter quality or draft modes, if you choose not to print using fonts), page range, number of copies, and a choice of continuous feed paper or single sheets, i could find no way, nor did the documentation mention a way, of saving a group of printing parameters to disk so that upon next running VizaWrite, one could avoid having to make all these selections over again.
With the VW.configure file, VizaWrite should be fixed so that printer preferences are loaded automatically each time the program is run.
VizaWrite DOES have a printer-abort function that works immediately.
Once aborted, a printout may be restarted or cancelled.
VizaWrite recognizes that Amiga owners exist outside of the USA, so it supports the PAL video standard, as well as NTSC, and also will work with international keymapping, such as special and accented characters.
UPGRADES AND SUPPORT VizaWrite is a program which is targeted at Amiga owners who want a full-featured word processor that can output Amiga fonts and monochrome graphics in a very professional looking manner. If you have used Workbench Notepad and have been frustrated by its limitations, especially in the way it delivers fonts to your printer, VizaWrite could be just the program you've been looking for. Many other Amiga word processors don't use fonts at all, hinting of their IBM world heritage.
I wrote this article based on using VizaWrite version 1.02. It's possible that earlier versions are still on dealeris shelves, so if you purchase VizaWrite, be sure to register it to get the latest upgraded version. New features have been incorporated into the latest version and you should have the most current for your purchase price. VizaWrite 1.02 can now use user-defined keymapping for function keys.
Workbench icons are not saved with documents if VizaWrite is invoked from the CLI. Printouts incorporating fonts and graphics are now MUCH faster than with the first version (1.00). Quite a few bugs found in the first release have been completely fixed or eliminated. More features and upgrades are planned.
VizaWrite does not have abuilt-in spelling checker. Other spell-checking programs such as "Gold Spell" or "Lex Checker" can be used to spell-check VizaWrite documents if they are saved in ASCII format. A VizaWrite document saved in its proprietary "document" format contains all the formatting information in the first 512 bytes of the file so that the makers of spell checking software should be able to update their products to read VizaWrite's document format directly if they desire. In the meantime, if you own one of these spelling checkers, simply save a document from VizaWrite as ASCII
text, spell check it, then re-load it into VizaWrite.
More printers will be supported in future upgrades, the first of which will be the Okidata line of dot matrix printers. A "VizaWrite printer driver builder" is planned for an upgraded release which will allow the user to construct his own VizaWrite drivers, i was also told that the next version of VizaWrite will feature a considerable increase in the speed with which text is printed to the screen as it is entered from the keyboard.
Telephone support-after-sale is available directly from Progressive Peripherals & Software in Denver, CO., and is free to registered owners.
If you want the cleanest, sharpest looking font output currently available with many thoughtful and professional word processing features, and you already own one of the supported printers (or one that closely emulates them), VizaWrite is the program for you.
• AC- Desktop VizaWrite $ 149.95 Progressive Peripherals &
Software 464 Kalamath Street Denver, CO. 80204
(303) 825-4144 a m O to 60 in 3 Seconds Actually, we're being
conservative. The ANIM feature in VideoScape 3-D can play
up to sixty frames in one second.
Real time. Perfect for desktop video production. Perfect for desktop presentation. The ultimate 3-D animation system for the Amiga.
VideoScape 3-D has been designed to work with any Amiga computer using a minimum of 512K RAM. It features solid object generation with hidden surface removal, diffuse reflection from a light source, specular reflection, and a wire frame mode.
VideoScape s Easy Geometry Generator lets you create simple geometric shapes like cubes, spheres, boxes, and cones. You can also use Designer 3-D's visual interface to create unusual shapes. VideoScape 3-D includes a series of objects created by Allen Hastings, as well as IFF foregrounds and backgrounds painted by Jim Sachs and Richard LaBarre. You can generate frames and automatically play them back from scripts, step through each frame one at a time, and use manual or automatic camera motions. VideoScape 3-D will work in multiple resolutions up to 704 x 440 including overscan and
interlace.
Combined with other software products, including Aegis VideoTitler, Aegis Animator, Images, Deluxe Paint II, or Aegis Animation Workshop, your animations will shift into high gear. Aegis puts you in the winner's circle! Join the team today!
AECIS For more information or your nearest dealer:
(213) 392-9972 To order direct: 1-800-345-9871 DEVELOPMENT 2210
Wifshire Blvd., 277 Santa Monica. CA 90403 VideoScape 3-D.
Aegis Animator Aegis VideoTitler. Easy Geometry Generator
Designer 3-D, Aegis Animation Workshop are trademarks of
Aegis Development. Inc. Deluxe Paint II is a trademark of
Electronic Arts, Inc. Amiga is a trademark of
Commodore-Amiga Corp. An Absolutely Addictive Amiga
Accouterment Aedit by Warren Block If you've read previous
reviews I've written, you may have noticed that I like to
put my opinions of a product at the very end of the
article, I hope to keep readers in suspense or allow them
to reach their own conclusions before they discover my own.
Well, that isn't going to be the case with this review, as
you may have already noticed by the title. There are so
many good things about this program that it would be
pointless to try to disguise my approval. Read on anyway
and see if you agree.
Why do you need an add-on text editor, anyway? What's wrong with ED, the editor that comes with the system for FREE? A lot. ED ignores the mouse (and Intuition in general), is clumsy and slow, and uses freakish commands that are needlessly complex. If you can't remember which key commands do what, dig out your AmigaDOS manual. There aren't any menus to help. ED is worth just about what you pay for it.
Some Amiga owners still struggle along with ED, though, refusing to buy a replacement editor because ED was FREE. 1 used to be one of those people, until one day Aedit came into my life and changed my outlook on Amiga text editors forever.
A Few Features All exaggeration aside, here are a few reasons for my affection for Aedit. 1 describe just a few because this program completely could, and does, fill up a moderately large book.
Aedit comes in two versions: a 57K "complete" version and a 40K version that has a subset of the full version's features. Both are written completely in 68000 assembler, maximizing speed and efficiency. The smaller version has no menus and instead, uses the function-, Amiga-, and ESC keys for command entry. This version is meant strictly for use with the CLI. Since my Amiga has grown to 2.5 megabytes of memory, I rarely use this version. The following description and comments apply only to the full version.
The editing window is a standard Workbench-type window, complete with gadgets for controlling several options in its borders (Power users take note: the window opens to the full dimensions of the Workbench screen, not just a fixed 640 by 200.
With the public domain program Morcrows, you can gain extra columns and rows of text; Aedit lets you use this space. The program also supports extra memory. With a megabyte or more, you can edit truly elephantine files).
On the right-hand side of the window is a scroll bar, used for scrolling through the text. Since it is difficult to position the cursor accurately with the scroll bar, it is of little use. Aedit has an unusual feature that regains the wasted space the scroll bar occupies.
A command-line option disables the scroll bar, adding another column to the displayed text. It's a shame that more programs don't provide this sort of obvious flexibility.
Entering Text Aedit defaults to overstrike mode when first executed. Switching to insert mode is as easy as clicking on a gadget or pressing a function key.
The Return key merely moves the cursor to the start of the next line down. This can be changed to insert a line (as ED does) with one of the gadgets or function keys.
Some obvious cursor controls are available at this point. The arrow keys, in combination with Alt, Shift, and Ctrl, move the cursor varying distances. As the manual explains, since the Alt key is the lowest on the keyboard, it is the least powerful, moving the cursor only a word at a time horizontally, or five lines vertically. Conversely, the Ctrl key (highest on the keyboard) is the most powerful and moves the cursor to the beginning or end of the line or file (The command structure is loaded with these mnemonic (as in "memory- aiding") devices. For example, the F9 key accomplishes undo
changes; the manual says, "A cat has nine lives the F9 key gives your text nine lives as well." But, I'm getting ahead of myself.). Cursor movement isn't limited to only these controls, though. By combining Alt, Shift or Ctrl with the Return key, you can move the cursor down a line and to the first non-space character on that line, to the left margin on the current line or up a line. The Tab key is consistent with most Amiga programs, moving forward to the next tab stop. Shift-Tab acts as a back tab, 36 Amazing Computing V2.11 ©1987 continued on page 38 MB AT LAST!
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Of course, you can use the mouse to position the cursor or highlight areas of text for block cut-and-paste. After such a mouse operation, the pointer disappears out of your way. For "mouseophobics," this means that a click of the menu button eradicates the pointer; to get it back, just move the mouse.
Editing Once all your precious text has been entered, lots of options are available for changing it. Block cut and paste is available. You can select the text with the mouse, arrow keys or by line number ranges.
If some text is mistakenly deleted, Aedit's Undo command restores it.
Since Undo is incremental, you can Undo changes all the way back to a blank screen. This feature can be a real iifesaver. If you accidentally delete something, just press F9 or select Undo from the menu. You can press F6 to clear the Undo buffer and start fresh from the current text, too.
Editing two files (or more) at one time can be very handy. Just having a reference available to look at while programming can be helpful. Aedit has nine different buffers, with the total amount of text limited only by available memory. When you switch to a new buffer (with a keystroke or menu selection), it is just like running another copy of Aedit but it doesn't require another 57K of memory, as would a "real" copy of the program.
Moving text between buffers is as simple as cutting a section of text, switching buffers, and pasting the text back in.
A "case-folding" option is available to create program source code that is in the correct combination of upper- and lowercase for the specific language you are using. If that language is 68000 assembler, the upper- and lowercase keywords are already built into the program. For other languages, you must create and specify a file that contains the keywords in the correct case. This process can make programming in case-sensitive languages easier. It allows you to standardize capitalization in languages that aren't case-sensitive.
Command Performance You can give Aedit commands four different ways: keypress, menu selection, gadget selection or an extended command. Extended commands are entered by pressing the ESC key, which displays a command line at the bottom of the screen. You then type your command and press the return key. Most of these commands have names that are easy to remember and make sense at this point, the full power of Aedit begins to show. Only the first few letters of a command are necessary, helping to cut down on typing. How many letters?
Well, it varies from command to command. The quick reference card and the reference manual both show the appropriate abbreviations and you can always type the whole command if neither are handy.
Commands may be repeated over a range of lines or a "conditional repeat" command that is based on search strings can be used (for example, to send every line that contains the word "printf" to the printer).
The command line has other uses, too.
AmigaDOS commands can be sent out by prefixing them with the "!" Character. If you enter a the last command is redisplayed and can be edited.
Typing a number specifies the line with that number. The cursor will then be positioned at that line. Some simple additions are also made: a period specifies the current line; an addition sign the next line; and (not surprisingly) a subtraction sign signifies the previous line.
The command line is also where you type in search phrases. Prefixed with a slash (" ") or backslash (" "), these phrases allow you to use Aedit's search and replace functions and we aren't talking just plain "search for this and replace it with this" here, either.
Like other Aedit commands, the very concept of "search and replace" is expanded and reworked. For instance, the slash character works as you might expect a search to perform, but the backslash is equivalent to a "not" search. In other words, "find everything that is not this." A Boolean "OR" operator allows the combination of search patterns and several types of patterns are pre-defined. For example, the character (tilde, under the ESC key) is defined as any non-alphanu- meric character. The "A" character matches only at the beginning of a line and S signifies the end of a line.
Searching for "AaS" would find lines that contain only the letter "a", while searching for "dup~" would find "dup=2" but not "duplicate." Additionally, recurring patterns of characters may be specified the symbol signifies zero or more occurrences of the following character (identical to its use as an AmigaDOS wildcard character). The means one or more of the following character.
Patterns can be combined to great complexity using brackets. All this power may seem too elaborate and unnecessary, but it's a lot like using pattern matching in filenames once you've used it, it's impossible to live without.
The line number system comes into play here, too. Typing " honk" on the command line will only find the first occurrence of "honk." How do continued on page 40 Other Products From The Other Guys Reason $ 395.00 Omega File $ 79.99 Promise $ 49.99 KEEP-Trak GL $ 49.99 AMT (Amortization Program) $ 39.99 Match-lt $ 39.99 Math-A-Magician $ 39.99 Talking Story Book (Christmas Stories) $ 39.99 Musicial Slide Show Demo $ 5.00 Call or write for more information.
SYNTH I A High Performance Digital Synthesizer A state of the an music tool which will: Create digital IFF instruments' for use with nearly all music programs!
Modifying existing IFF' Instruments. Use SYNT1IIA on digitized samples to add reverb, wow, and other enhancements.
SOMETHING FOR EVERYONE: Additive Synthesis - a traditional method which can create almost any type of instrument Plucked String Synthesis - simulates plucked strings , . . Right down to the pluck1.
I-JJ6 Interpolative Synthesis - a method which introduces the natural imperfections found in instruments, (Instruments such as brass, woodwinds, pianos, etc.) Percussion - build your own drum set . . . Create any drum you desire.
Subtractive Synthesis - a simple method of creating instruments.
Special Effects - includes filtering, amplification, phasing, wavcshaping, amplitude modulation, real reverb, and . . , IFF Music Player - powerful and compact. Now you can enjoy those songs that needed a memory expansion beforcl Up to 32 tracks and 32 IFF Instruments! Supports chords, lies, etc. IS IT LIVE ... OR IS rr SYXTHIA ?
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Why buy digitized instruments when you can SYNTIIlAsize them?
$ 99.99 Requires AMIGA 512K Copynght©1987, THF, OT1I1-R GUYS Software • AMIGA is a registered trademark of Commodore Amiga THE OTHER GUYS 55 North Main Street Suite 301-D PO Box H Logan Utah 84321 (BOD 753-762D CSOOJ 942-9402 you get to the rest? Remember how the addition and subtraction signs are used? They can be used here, too: "+ honk~" tells Aedit to find the first occurrence of the word "honk," starting with the next line. The minus sign works, too: "- honk-" will search backwards, starting with the previous line. To make things easier, the unshifted F10 key finds the next occurrence of
the search string, in whatever direction you were last using.
Printing It Out There are few limits on printed output.
The current buffer can be printed to the PRT:, PAR:, or SER: device. If that selection isn't good enough, you can enter your own device name, which may include a file name. You can now "print" to a disk file or RAM: or ... just about anything.
Since Aedit is a general-purpose editor, you can use it to create Startup- Sequence or other script files, or even for word processing. Margins and wordwrap are supported in the word processing mode which is enabled with one of the window's gadgets.
Other word processing functions are provided, including reformatting of paragraphs to fit within the current margins. What Aedit doesn't do (gasp!) Is format text for output, but this difficulty has been taken care of, though, by two text formatting programs on the disk (actually, different versions of the same program). Text is written with embedded formatting commands and then fed to one of these programs. Any of the public domain text formatters will work, too.
Documentation A 76-page reference manual, a doublesided 8-1 2 by 11-inch quick-reference card, and a six-page "Very Basic Instructions" flyer are included in the package. Latest updates to the printed matter are included on the disk, along with long and detailed tutorial files.
The reference manual is a "no-frills" affair. It looks like one of those collections of incomprehensible scribblings stolen from the desks of the programmers while they weren't looking but it isn't. Rather, the manual is a thorough and complete book, including a four-page index and special sections on the "subset" version of Aedit, error messages, and search patterns. Information is presented clearly and thoroughly. Many of the commands are described with the mnemonic techniques mentioned earlier. The manual is not the place to learn the use of Aedit, though you are best off actually
using the program, paging through the tutorial files on the disk and trying the things they suggest.
The quick-reference card is somewhat helpful, although a function key template to fit in the keyboard cutout would be nice. The "Very Basic Instructions" make few assumptions about your level of expertise. Novices would be well-advised to look here first.
In total, Aedit's documentation is complete, readable and thorough.
But That’s Not All!
Aedit exists peacefully in either the Workbench or CLI environments. If you start from the Workbench, it will create icons for your files.
In AmigaTrix II, 1 described a method of modifying binary files, specifically printer drivers, by loading them into AmigaBASIC strings, modifying the strings and then writing them back out as files. With Aedit, this process becomes easy. By using the built-in functions to read and write binary files, you can use ail the other features of Aedit, too. These options really convert binary files into text when reading them. The text is then converted back to binary for writing.
Binary data is displayed in a dump format, like what you get when using the Type command's "opt h" option.
Like all high-quality programs, Aedit is not copy-protected in any form.
Problems I do have a few quibbles with the program. After all, nothing is perfect.
First off, there is only one window and up to nine buffers containing text.
The ability to see more than one at a time, in separate windows, would be quite useful.
The current version of Aedit was written to work with Version 1.1 of the Amiga operating system. It works well with 1.2, but leaves out a few features specifically, auto-enabled string requesters. It's a drag to have to click inside string gadgets before typing text; the 1.2 release allows them to be automatically enabled.
Once in a while, the screen display of one or two lines doesn't match the actual text in a buffer. If you scroll the screen, then come back, the lines of text are shown correctly. This problem may be Kickstart 1.1 1.2 related or it may be an actual bug (there must be one in there somewhere!). In any case, its occurrence is extremely rare.
Conclusion How can 1 give my conclusions on this program? I've only scratched the surface of its powerful commands, the consistent method in which they are used, its reliable performance or the sheer amount of thought and effort which its author, Joe Bostic, put into this program? Easy. If you own an Amiga, buy Aedit.
• AO Aedit $ 40.00 suggested retail DRM Programs 1329 Arthur
Avenue las Vegas, NV 89101
(702) 457-9489 WordPerfect for the Amiga After much anticipation
and a long wait, WordPerfect for the Amiga has arrived. The
number one selling word processor for IBM personal
computers and compatibles has made the transition to the
Amiga with all of its features and functions intact, [f you
have used WordPerfect on a PC you will feel totally at home
with WordPerfect for the Amiga.
WordPerfect is one of the hot topics on the dial-up networks and Amiga Bulletin Boards these days, and with good reason. The release of this program brings, in the eyes of many Amiga-watchers, a new kind of legitimacy to the Amiga.
WordPerfect Corporation has long been one of the premier names in productivity software for the business world, and to see them so wholeheartedly support the Amiga, not with a "junior" version of their word processor but with a product that stands cye- to-eye with the best PC business software leads many Amigans to believe that other prestigious IBM business software publishers will follow suit.
Borland International long ago announced an Amiga version of its much-hcarlded language Turbo Pascal, but never released it. Rumors have also spread that Lotus Development, Ashton Tate, and others had Amiga versions of their popular and powerful software packages in the works or ready to go but were taking a wait- and-see attitude concerning the Amiga's sales numbers and its acccp- by Harv Laser People Link; CBM*HARV tance by the computer-buying public.
Perhaps now that WordPerfect Corporation has taken the plunge and spent much time and money developing its Amiga word processor, with more Amiga products to follow, its brethern in the world of business- oriented software will realize that it is time to stop ignoring the Amiga and recognize the machine for its true capabilities. As this is written, the Amiga 2000 has just hit the stores across the country and is selling very well. It should be evident to all major software publishers that the Amiga is here to stay.
WordPerfect for the Amiga is an "industrial strength" software package.
Programmed entirely in fast Assembly language, WordPerfect for the Amiga comes with a boxed 3-ring binder containing its four distribution diskettes, over 600 pages of documentation, function key overlays to fit all Amiga models, transparent keytop stickers to help remind the user of special functions similar to the IBM version, and a quick reference card.
The manual contains step-by-step illustrated lessons for the beginner, an installation guide to assist setting up working disks for the first time, a thorough reference section detailing all of the program's hundreds of functions, and complete appendix, glossary, and index sections for further training and reference. WordPerfect can be mounted on and used from a hard drive. Do not let the fact that the program comes on four disks scare you. One disk contains texts for the manual's lessons, another holds printer driver definitions and is rarely needed except during the intial installation.
The third and fourth disks contain the main program and the spell checker thesaurus dictionary, and these last two can even be combined onto one disk, although in doing so you would have to sacrifice some flexibility of using multiple drives.
WordPerfect has been "Amiga-tized."
Those used to the PC version can operate it with very little need to ever touch the mouse. Those who prefer the Amiga's Intuition user interface can work with the program using the mouse, pull down menus, and gadgets. The Amiga's ten function keys each carry four different functions, in combination with the CTRL, ALT and SHIFT keys. The HELP key has not been ignored. WordPerfect's help screens are vast and multilayered with virtually every important function explained with just a couple of keystrokes, Over 200 printers are supported through the use of built in printer drivers. Existing
drivers can be modified or new ones created. Multiple documents can be stacked into a job queue and printed in batches while other documents are edited in up to 32 separate windows at once.
Any combination of keystrokes and functions can be recorded as Macros and saved to disk or played back at any time to avoid much repetitive typing. Macros may even be chained together or contain conditional branching.
Continued... Text columns may be defined, similar to a newspaper, up to five across, and displayed on screen and printed. Full indexes and tables of contents for documents arc supported, as are footnotes, endnotes, math columns, outlining, and many dozens of other features.
WordPerfect for the Amiga features a spelling checker with a dictionary of 115,000 words including phonetic and word-template look-up, and a Thesaurus for synonym and antonym checking and display. You may create custom dictionaries and even import dictionaries from your IBM since WordPerfect for the Amiga is file compatible with version 4.1 of the IBM program.
With all of these features, what doesn't WordPerfect have? Well it doesn't use Amiga's Fonts, and it has no facility to import and print Amiga graphics.
Those capabilities are available in other word processors such as VizaWrite and ProWrite, This is not to say that fonts and graphics arc frivilous features. They certainly aren't, but WordPerfect for the Amiga is a very serious piece of software with just about every tool imaginable to suit the needs of those who require a word processor of its power. It can be used on an elementary level as a simple text editor for casual writing chores, or taken to great heights and used to write an entire novel or textbook with all of the flourishes those kinds of jobs require.
If you purchase WordPerfect do not hesitate in sending in your registration cards. The program has already gone through some upgrades since its initial release and is still being tweaked and fine tuned. Registered owners are entitled to be upgraded to the latest release version and should not hesitate to do so.
If you are a student or an educator and can prove it, WordPerfect offers a special pricing plan for you. Consult with your dealer or contact WordPerfect directly for the details.
A full length review of WordPerfect for the Amiga will bo appearing soon in these pages.
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(206) 256-8567 This scene is played too often. The willingness to
express ideas is hampered by the necessity to speak and
write clearly.
AT&T faced this same difficulty several years ago.
Concerned with the writing ability of their executives, AT&T enlisted the aid of several universities to develop a computerized proof reading program to check text for usage, spelling, diction, and readability. Basing algorithms on popular academic standards, the end result was Writer's Workbench™.
¦LTOrftFfriirTfi]
* 1 initiate!* that the subject is the receiver of the than the
doer, action, Ntrnber of matched phrases found: 2 Su estions
for Alternate Words Phrases: give an indication of; indicate
indicate: show, suggest
- :-- Fist M The Reason™ output screen Writer's Workbench™ was so
successful, AT&T decided to market the product to Unix and
mainframe users in 1984. Universities quickly added the program
to their computer systems and incorporated it into their
curriculum, all for the reasonable price of approximately SI
500.00 Reason Reason, a S395 two disk software product from The
Other Guys, is a fully licensed functional equivalent to
AT&T's Writer's Workbench. According to Joseph Nielsen of The
Other Guys, this is the first time the program has been
available on any micro system. The Amiga™, with its
multi-tasking capability, is currently the best choice for
Reason.
Reason is a style program made up of 14 other programs running simultaneously in the background. By selecting a text document for proofing, the user has access to over 28 options and the ability to define custom Prose standards and dictionaries.
Continued on page 115 The author of StarGlider talks about his background, his work and computing in Europe.
Jez San by Ed Bercovitz It's a "typically British" late winter day in London cool, damp and slightly foggy. Along famous Oxford Street, the crowds of summer tourists are long gone. At the east end of Oxford, where it crosses Tottenham Court Road, is the centre of London's shopping district for camera and stereo shops, electronics stores and computer dealers. Just a couple of blocks from this intersection is a rather ordinary office buiiding the corporate headquarters for Rainbird and Firebird Software companies.
JS: I've always been interested in them, since day one. I managed to get a cheap Tandy computer when I was
13. I realty didn't start programming until i was 15, and even
then, it was only little things patches to other programs
and things like that. Then, I bought a BBC computer, which is
very popular in Europe, and I did a disassembler and other
programs, such as software protection for various companies.
Finally, I got a Commodore 64 and started writing various
games. I had some unsuccessful products very good, I might
add, Rainbird and Firebird are two of Britain's major
software houses.
They are both subsidiaries of the government-owned British Telecommunications.
Their product line has, until recently, consisted of games for the very large 8-bit computer market in England. In 1986, they brought out their first game for the Amiga, "The Pawn," and followed up this spring with the release of "StarGlider."
Ty S s’ S if Amazing Computing ™ talked with the author of StaiGlider, Jez San, about his background and work, computing in Britain and Europe, and the future of the Amiga in the European market.
But they flopped. So, I helped on a product called Elite, which was Firebird's first major game and that did exceptionally well. It was one of their best sellers of all time. Unfortunately, I was only a consultant on that, so I wasn't in on a piece of the action.
AC: So, how did you get into computers and, more specifically, the Amiga?
They seemed to like my work and they asked me to come up with a game of my own which became StarGlider. [StarGlider] was originally done for Firebird, but when Rainbird split from Firebird, they decided to make Rainbird the "quality" 16 bit- colour software and Firebird the mass market stuff. So, StarGlider got taken into Rainbird. It was their first arcade game and it is still really their only one. They mainly do adventures, like the Pawn and Knight Ore and some which will never get released in America because they are [in] a very "niche" market in England. So, I haven't been in games for
very long, but 1 have been in the business for seven years.
AC: You started working first on StarGlider for the ST, didn't you?
JS: My-16 bit life started when I got a Mac for a couple of months and started programming. As soon as the ST came out, I got one of the first development machines and restarted my work on that, after having got rid of the Mac. I then got the Amiga, but unfortunately the ST work was then so far ahead, that I couldn't suddenly switch to the Amiga. Commodore had promised me a machine a year earlier as part of their original developer program, but they didn't come through.
It was just logistics, [the reason] that StarGlidcr had to be done on the machine I got first, even though during development the Amiga arrived. But, now I've gotten to do the Amiga version. It was designed with porting in mind. I was conscious of what the Amiga could do, even though I was working on the ST. So, it actually wasn't a very difficult port and the Amiga is actually slightly faster than the ST version, even though the processor is slower.
AC: And now there is a 64 version, isn't there?
JS: Yes and a Sinclair Spectrum, Amstrad, IBM PC version and various other versions. I did the 68000 ones, but it was my game design for the other versions. The other developers made their own little tweaks for their versions, so people with more than one version might be happy. The Amiga [version] is the last one to come out, unless some other mass market machine comes out.
AC: How do you find working on the Amiga as compared to the ST?
JS: Well, I had a hard system on the ST and I've got a PAL on the Amiga, which is a very nice and fast hard disk. I prefer the Amiga environment because there are more utilities for you to use. And, of course, being able to edit, assemble and so on makes it a very nice environment. It could do with a bit more refinement, but it's still much better than the ST. AC: Do you work in assembler?
JS: Yes, myself and all my team work in assembly. We don't believe you can write performance software in C. You can for little sprite games like Marble Madness, where you just have to move the ball around and scroll the screen but, for 3-D with hidden line movement, it just can't be written in
C. Actually, we could, but it would run 4 times slower.
AC: How does this affect your development time?
JS: It does slow down the development a lot because everything has to be absolutely perfect, and when you have a bug, it really shows. Whereas in C, you might be able to get away with a few slight bugs. It also means porting is a lot harder. But, I feel the end result is what counts, and we believe it is worth the time and trouble to program in assembly. This is true of all Rainbird products at the moment, and that's why they have such a good reputation.
One of the unforgivable things I find about the 68000 is that all these 8-bit programmers will write in machine continued... code, and they run very nicely on a 6502 or a Z80. Then, you give them a more powerful processor and, rather than write their stuff in machine code, so it runs faster, they write it in C and let the machine take up the slack. So, the program runs the same speed as it did on an 8-bit machine, where it could have been several times better a bit faster and a lot smaller. I don't really understand why people write in C. AC: Do you envision doing things which are more
machine specific?
JS: It would be silly to write a game which could only run on one machine. But, having said that, it would also be silly not to take advantage of every facility a machine has. So, as with StarGlider, every individual version is the best that could be done on that machine. On my ST version, everything has to be done in software, like the line drawing, etc. On the Amiga, I, of course, took advantage of the Blitter. So, the Blitter draws my lines and clears areas when I need them, and, in the meantime, the processor can be doing the 3-D rotations.
AC: Do you find it difficult getting programmers for the Amiga?
JS: Yes. 68000 programmers here are very rare, and the ones you find are usually too expensive. Besides which, they know they are good and want to free-lance and don't want to go and work for someone. I try to make my salaries as fair as possible with bonuses and profit sharing, but even then, the company has to survive which means we have to make more than we pay the programmers.
AC: You were saying that programmers here are "over the hill" by the time they are 25?
JS; Comparing the same type of computer related jobs in England and America, the people are a lot younger here. In America, it's quite normal to have 30 year old programmers, while here it is quite normal to have 16 or 17 year old programmers and very few 30 year old programmers. I'm not sure why. Possibly it is because our schools are very pro computers and they turn up a lot of "hackers" at an early age. Also, kids really go for computers here and they try and get into more senior positions as soon as they possibly can.
AC: So, most of the programmers at Rainbird are in the 16 to 22 year old age group?
JS: Most of them are certainly under
25. As for the rest of the Rainbird staff, no one (I think) is
over 30. The average age can't be more than 22, since there
are a lot of 18 and 19 year olds there.
AC: I've heard the comment that computers here are not very well received in business in England quite the opposite of North America.
JS: Yes, it's much harder here to introduce computers to people who aren't computer literate. We're very polarized here. You're either very pro-computers or very much against them, and there's no in between, The new generation is very much "pro" and hopefully, in a generations time, we won't have this problem. We also have a lot of computers here. We have one of the highest ratios of machines per person of any country.
This was because of the "cheap" home computers, like the ZX-81 and products like that. Every school kid has a computer and every school has lots of computers. This is due partially to government funding.
AC: The market here is very different from that in America or Canada. You have machines that we don't see at all in North America, and yet in North America, there's been this great move to IBM Pcs and clones for home use.
JS: People here have only just started buying PC compatibles for home use with the Amstrads, because we really didn't have any reliable compatibles here for a long while. And also, no one could afford a real IBM for home.
We don't have rich yuppies like in America. So, here a home computer is a 64. Even an Apple is stretching the budget.
AC: What do you see as the future of home computing in the UK.
JS: I'd love to believe Amigas, but, as I said, I don't think they will get their price right. I suspect Amstrad will hold the fort.
AC: With their Amstrad MS-Dos compatibles?
JS: I'm sure that will help them a lot, but they also have their Z80 range which is very cost effective, since it comes with a monitor and disk drive and pretty decent colour and sound.
[TheZ80] will still sell for a while to come . . . And no doubt Amstrad [will] have something else up their sleeve for the future maybe an Amiga look-alike for half the price.
AC: Commodore has been saying that the Amiga is really doing well in Europe. What's your view on this?
JS: At the the November 1986 developers conference, [Commodore] gave sales figures of 56,000 Amigas in Europe, which I found very hard to believe then. Commodore UK told me at that time that they had sold only 2,500 Amigas, and we must be the second largest market in Europe after Germany. That's because the German price was set and we all had to be in line with them, which, unfortunately, made [the Amiga] too expensive for most other countries. So, assuming, at best, 3,000 have been sold in England, and perhaps 10 to 20,000 in Germany, that doesn't add up to 56,000. Countries like Sweden
can't have more than a few hundred. Quite frankly, I was amazed. If they have sold that many, good luck to them . . . But I don't think they have [made the sales], AC: What is the view of the Amiga here?
JS: There, is one problem, especially in England, in that the Amiga is so expensive. Everyone spends their time knocking it, saying it's lovely, but who can afford one? [The Amiga is knocked] because we have a lot of cheap computers here which are still quite good, like the Amstrad. So, until Commodore lowers their price and offers a decent alternative, it's going to get knocked in England. . . As it will in other places.
AC: Is the market here for Amiga games?
JS: No, the game players here can't afford them. They buy Commodore 64s, Amstrads and Spectrums, but the new inexpensive Amiga will help.
People are just itching to get Amigas, but they just can't afford them.
AC: So, who is buying Amigas?
JS: Rich hobbyists, programmers (as toys) and people who just have to have state of the art. And, of course, there are the few people who actually need an Amiga the advertising people for presentations and middle management who have a technical bent, so they can use the machine.
AC: So, as a developer, you must be producing a game which is very much oriented towards the North American market?
JS: Yes, our main sales are coming from America and Germany. But, luckily with an arcade game, there isn't that much country variance.
Even in Germany, I believe Rainbird translated the novella into German, but they didn't translate the instructions. The game is still played in English, since there is very little text it is a pure action game. So, we've quite lucky in that way.
INTRODUCING.
AC: You think an inexpensive Amiga 500 will make a difference in the British market?
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F E A T U R I N G JS: Yes, if they price it right . . . But Commodore UK has a habit of pricing things wrong. So, I'd love to believe they are going to get it right this time, but I'm not sure they will. If it came out at 400 pounds, it would be competitive. That would be a nice price and it would sell. Hopefully, it would go down to 300 pounds, if they have competition but, I'm sure it will be 500 to 600 . . . And people will still need a monitor, since no one will be able to use that type of computer on a TV. There just isn't enough resolution, NOW SHIPPING!
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Amiga is a trademark of Commodore-Amiga, Inc. AC: It makes you wonder why there is the great difference in prices between the US and the UK.
JS: It's quite simply that for the last couple of years, Commodore USA has always wanted to make a profit from its other foreign subsidiaries. So, at one point, I could buy a machine in the US for a cheaper price than Commodore UK bought their machines for which is ridiculous. That explains why we have such a high price hero. The price here before was 1500 pounds, which was the equivalent of $ 2300 US. Now, luckily, it's gone down to 1000 pounds, which is still pricey, but it is more acceptable.
AC: As a developer, how do you find working with Commodore UK?
JS: Commodore UK is purely a marketing company. They have only [one] or two technical people left and they are not that technical. So, I find myself phoning America when I have a technical problem and I find that American Commodore and Amiga are very helpful.
AC: Do you perceive any change in Commodore's US attitude towards the Amiga?
JS: I think it will now change because one of the best Commodore people in England has now moved to America.
That was Gail Wellington. She's now in the NY office, or perhaps Westchester, coordinating European marketing strategy. She is one very tough cookie and a good person. If she has something to do with the Amiga in Europe, it will do well. Unfortunately, she wasn't given the power she needed last year in Europe.
Continued... An Evolution in Disk Utilities for Amiga™ Personal Computers!
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Dealer Inquiries Invited AC: There was much talk last year
that Commodore wasn't "getting their act together. " As a
developer, what's your view on this statement?
JS: Well, I still feel that [is the case) quite a lot, but it's nice to know they have the new machines and are thinking on the right lines because I think they have targeted [the new machines] properly.
AC: So, do you think the 2000 will break into the business market here?
JS: I think it has a chance because Amiga software is stabilizing now and we are actually getting decent packages so I'd like to believe it. I'd certainly buy a few 2000s. I've got a couple of 1000s and I've been holding up buying anymore until the 2000 is out.
AC: Their strategy seems to be the 500 for the mass market and the 2000 for the business market.
JS: I agree with that and I think that w'as the right way to go, but I think there might be too much of a price difference between the two. When you think that the 500 to the 2000, with only the addition of a few slots, a better power supply and another 512 k of ram which they say is only another S150 ... if it's that easy to upgrade, where docs the almost SI 000 difference in price come in? It's a lot to pay for just a better looking box.
AC: What do you see as the future of the 1000?
JS: There is no future; it always was an obsolete machine. It was touted wrong, too expensive for the games players and too cheap and [with] not enough features for the business users.
So, I think the 2000 and the 500 are ideal machines, so long as they are priced right.
AC: You've become quite well known in the US through your participation on various networks like People Link, CompuServe and Bix. Would you like to comment on that?
JS: Well, I've always been into communications, but it's only recently [that] I've been able to keep in contact with America because it is quite expensive. Our English services are mostly free after hours, so it's very cheap to "online" here. . . But to have to cross the Atlantic via networks and to pay the connect time for the services is quite expensive. I use People Link for downloading software (because it is the cheapest system and it has the fastest downloading with Windowed X-Modem) and, of course, for the fun of it. 1 get on CompuServe just to keep in contact and I use Bix for
information of a technical nature.
So, ! Spread my usage a lot.
AC: I have heard that you are incorporating yourself.
JS: Actually, I already have a company called Argonaut Software. That [company] has been around for 5 years, even before I was serious.
StarGIider was done under Argonaut Software. Before it was just my father and myself in Argonaut, but now we actually have a team and an office.
AC: There is a lot of talk about the 68020 option for the 2000 or future 68020-based Amigas. As a developer, would you write programs for such a machine or for the standard Amigas?
JS: In my market, it's different from most, in that being in the games market, you have to aim at the lowest machine. So, we can't take advantage of any facilities which aren't present on the lowest machine. But, with a bit of nice programming, you could check which features are available to the program and accommodate them.
With StarGIider, it would probably just make it run faster. There might be times in the future (with my next program) for example, where if it detected that [the game) had a lot more available to it, it might start shading the graphics, rather than just drawing them flat out. But business programmers can [use the extra capability I. They can make their program run only with 9 megabytes of RAM, or some other feature like that.
AC: Do you have another project in the works?
JS: Actually, I have about 3 projects in the works. Depending on how many people 1 can find for my time, [the projects] will either get done in parallel or in sequence. Rainbird definitely wants a StarGIider 11 and, although it won't be called that, it will be a follow-up. There will also be some projects that will [be] marketed by Electronic Arts. I'm not sure which one will get done first. As I said, it depends on the people I can get. I've got 2 programmers starting, but I really need about 5.
AC: I've heard that your next projects won't be wire frame, but rather solid graphics programs?
JS: Yes, I have some solid graphics routines that I've been working on, but I haven't really had time to develop them, with finishing StarGIider for various machines. Now, I will finally get a chance to develop them. I am quite sure they will be faster than anything that has been seen so far.
They are a lot more mathematically- based, but the end result should be a lot faster. This will probably be seen in StarGIider II and the things I'm doing for Electronic Arts. The games themselves will be totally different.
There's no point in doing the same things for 2 companies, but the graphic technique and technology will be [the] same in all of them.
AC: Will you be continuing to work on arcadc-style games?
JS: Yes. The three things I currently have under development will be more strategic than StarGIider. StarGIider was a kind of "shoot-em-up" with a bit of strategy. These new things will be a lot more thought-provoking, but still no loss of action. Really, with StarGIider, it more evolved than was designed. It was a case of finding out what the machine could do and keep programming it until it was good.
Now, we know what the machines can do, so we will take advantage of it.
AC: Finally, what do you see as your future?
JS: I'm 22 now and I think 1 will be over the hill in about 2 years time. At the moment, 1 like the games I'm programming, but I can't see doing this for a lot longer. So, now's the time to get into managing, so that I won't have to be programming to make a living.
AC: Until then, we'll look forward to seeing your programs. Thank you for sharing your views and insights with us.
• AC- You enter the garden. Before you can stop to smell the
roses, a ferocious rat races across your feet. The cat is
howling not far behind. You examine your environs carefully,
experiencing every aspect of the rich graphic display. The
flute, apparently unobtainable, is held aloft by the acid,
flowing stream of a magnificent fountain. You grasp the flute
with just the right preparation and discover it has nested
instantaneously in the grip of your magical glove. Joy!
AMAZING REVIEWS SHAD OWGATE Perhaps the most sensory interactive audio-visual Amiga game yet released.
You can play the flute.
And you do. Even the least musical of us may carry this treasure around for auditory amusement long after it has served its special purpose. You have rescued the instrument from its elusive perch and have inched your way through the multitude of tests set before you on your mission to save mankind.
You have entered a fairly larse poon within one of the castle s turrets. Stars stare silently at you through three windows.
You have entered the world of Shadowgate, perhaps the most sensory interactive audio-visual Amiga game yet released.
Shadowgate, written by 1COM Simulations and published by Mindscape, is a game of awesome special effects.
This honorable successor to the interface offered in Deja Vu and Uninvited is bigger and better than its ancestors. The most important element of Shadowgate is the gratify- by Linda Kaplan ing interface, which in its action orientation attains many of the qualities of real life. It is possible to complete Shadowgate without having used your keyboard to type even a single four-letter word. Attending to hell-bent adventures such as these does not leave us much time for typing.
OPERATING SHADOWGATE The Shadowgate interface consists of six open windows which can be moved on the desktop, some of which scroll and grow. A window representing "Thyself" contains your inventory and, presumably, your soul. An "Exits" window depicts all currently available exits. The "inventor) ' window, which can be enlarged and can scroll, contains the graphic images of the possessions you are carrying.
The text window provides all the supplementary information, such as descriptions of objects to be examined.
The largest open window on screen provides a lush, 16 color, visual representation of your current location.
In lieu of typed commands, you have a limited number of verbs at hand (at mouse, actually). Through the Shad- owgatc menu, you can go, consume, operate, open, close, examine and hit.
The most versatile of these activities is "operate."
When you don't know what to do, the answer is almost always to "operate." We overlook it because the proper use of this command is initially awkward. However, like learning to use the mouse, it can become preferred.
How does it work? "Operating" causes a wide range of events, and all things "do their thing" when operated.
In principle, operating anything will cause it to function in its own unique way. In practice, the functioning of this command isn't always entirely consistent with this theory, but it is close enough to be safely taken as a genera! Modus Operandi.
You must always operate one thing on another thing. Be sure to keep in mind that you can operate something continued... As an alternative to using the menu, you can examine objects by simply clicking on them. You can also drag objects to your inventory. What you carry in your inventory and what you can touch with your mouse make up what is available to you at any moment during play.
One element of the interface may be awkward to adapt to. At first glance, the entrances (as they are represented in the Exits window) seem to bo placed incorrectly in regard to travelling forward and backward. They aren't improperly placed, but going through the wrong exit can be a deadly mistake. With practice or a bit of thought, you'll develop some comfort with your orientation in this window. However, with the rare exception of hidden exits, you can generally avoid using the Exits window by double-clicking on the place to which you want to proceed.
This method of "going" is both more satisfying and less dangerous than using the Exits window.
Not only on yourself, but also operate the object on itself. After "examining" a book in order to read its title, you can read the contents of a book, either by "operating" the book upon itself or by "operating" yourself upon the book. It is crucial to get the object and subject right.
If you operate the book on inconsistency here. Operating the coat on yourself works. Operating a book on yourself does not (Unless it is a magic book, of course, but that probably isn't what you want to do).
Yourself, rather than vice versa, you won't manage to perform this apparently simple act. In addition, in this particular case, there is a third and simpler way to read a book just "open" it.
The srlobe is now closed.
Congratulations* You have achieved sonethinff that nankind has been trying to achieve for centuries: total global unity. The "open" command in the menu is much less complex, but not always obvious. In addition to the menu choice, when you wish to open either an object or a door, you may simply double-click on that object or door.
When objects are opened, their Although this typo of shortcut to operating isn't always an option, it usually is worthwhile to experiment with alternatives to operating. Often one can drag one object to another and this action alone will operate it. These moments can be especially delightful.
Dragging an object to just the right place can trigger a sequence of thrilling animated events. It may lock satisfyingly into place, initiating eerie sounds which herald the appearance of such things as shimmering crystal balls, suddenly moving walls (revealing mysterious interiors), and hands, which when relieved of gifts, silently sink into the earth.
THE OBJECTS You can place all moveable objects anywhere on the screen or into your inventory by dragging them with your mouse (A clue: items which highlight when clicked can often be utilized).
You can collect more than one Some forms of "operate" are obvious.
To spear a gnome, for example, just operate the spear on the gnome. To load a sling, you can either open the sling and insert the missile or operate the missile on the sling. Some forms of operating arc less obvious. You must examine an open scroll in order to read it. Operating it on something will cause it to perform some magic.
To wear a coat, you can operate it on yourself. You may wonder about an item at a time, using a selection rectangle in the inventory and object windows, but not in the display window.
Nevertheless, manipulation of the objects on the screen is exciting.
Contents always appear in their own window. When doors are open, you can enter them.
Where you place an object is precisely where it will stay . . . Unless you continued, on page 52 Programs designed for graphic artists are difficult to learn, hard to use, tie up lots of memory, cost too much, and do not handle text very well. Graphics printing on a dot matrix or daisy wheel printer is very slow, Introducing PRECISELY, The word processor optimized for people who work with words not pictures! Everything you expect in a word processor, such as:
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CAUTIDN - This conversion service can only process 1541 1571 disks which are formatted in the slandard 35-track 256-byte sector format. Disks which are copyprotected. Marked with a copyright notice, or formatted with non-standard lormats cannot be converted to Amiga formal ? $ 15 service tee is waived when you purchase 0isk-2-0isk with your order TRANSFER FILES DISK-2-DISK reads your PaperClip. SpeedScript and Pocket Writer documents or other files on floppy disk directly into your Amiga. Transfers all file types. Use these transferred files with your favorite Amiga programs.
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Central Coast Software 286 Bowie Drive, Los Osos, California 93402 • (805) 528-4906 continued from page 50 operate it in a way that triggers some of the spectacular animated audiovisual special effects of the game.
There is a sense of power about the animated graphic concretization of all we do in Shadowgate; a giant step beyond static illustration which cannot be experienced in a text-only game.
RED HERRINGS Shadowgate provides scores of elaborate red herrings which introduce a dose of frustration, as well as entertainment. An entire room be a red herring. Crucial items carried faithfully through the game may never be used. One drawback is the fact that the red herrings cannot be identified logically.
“SAVE-AS”ING YOUR LIFE It can be helpful to "Save-as" the game after making alternate selections, so that you need not return to the beginning each time. Before taking a chance or making a choice of any kind, save-as your game. When you die (as you often will), you can always start from a saved game. It can also be fun to use saved games to review some particularly exciting moments of play.
HINT BOOK Mindscape provides attractive documentation and, for S5.00 by mail order only, a Shadowgate hint book is also available. The hint book is well- organized and staggeringly comprehensive, offering coded hints to each of hundreds of the problems on three levels. You can select a level of help which preserves much of the game's mystery, a more direct hint, or the actual solution to each problem. The game has its difficult moments and no one should be ashamed of needing some help. I've already responded to more than two hundred requests for help on the telecommunications services.
ENTERTAIN YOURSELF The final scene includes some of the game's best effects. When the going gets rough and you dread reaching that final scene, you might entertain yourself by playing any of your musical instruments they all can be played. Try it when it seems there is nothing else to do . . . Or, just for the fun of it.
Any game must have something special to make us want to maintain play. In Shadowgate, the staggering quality of special effects and the realism evoked by the graphics and the interface are the keys. The Castle Shadowgate is just as real as any totally fantastic universe can be. In your inventory, heavy objects count more than light ones. Some of your adversaries have a wide variety of continued on page 54 THE TROUBLE WITH TORCHES When you begin, you have only a single lit torch with a limited lifetime. When your torch has expired, the screen becomes black, leaving you, literally, in the dark.
You then realize that you must find a way to maintain your light source. The odds favor that you will break your neck if you wander around sightless for too long. In addition, you cannot see to play the game. This problem is one of the first you face upon entering the Castle Shadowgate. After you die, having broken your neck in the dark, you begin again.
You evcntuallynoticc that before your torch is spent, you receive a warning that it is flickering. You have a specific number of turns in which to locate and light another torch. Remember the "operate" command! If you had a lit torch or any other source of fire in real life and wanted to light another, what would you do? See, that part wasn't all that hard. However, you must be on the alert for traps which are triggered by removing a weight.
CARRYING THE TORCH Within your environs, you discover fresh torches and even a few eternal light sources, You can carry fresh torches to be used as needed. How many should you carry? There arc hundreds of objects in the game and you can tote only a limited number along.
An integral element of Shadowgate is the constant conflict of decisions.
You can never be sure if an object once used will be needed again. You'll find a definitive answer to this question in just a few cases, when the objects or their text disappear after use, You carry around many of the over 660 unlikely objects and hope you will need them.
As a result, you cannot bring all the torches you will need to explore the 50 locations in Shadowgate. Only experience will give you knowledge of how to pace torch consumption.
Everything you do (except scrolling our windows) uses a turn, thereby advancing the clock. As a result, exploration of each of the settings consumes much torchlight. Because you cannot see the screen in the dark, position extra torches in easy to find locations in as many rooms as possible (until you are well seasoned). 1 used the lower right corner of the screen. Should the lights go out, you have a significantly better chance of successfully grabbing a torch and wending your way to one of the sources of eternal fire to light it. No matter how good your visual memory, it is much more
difficult to grasp a torch from the middle of the room in the dark.
A-Squared.
These Companies Joined Us in New York... Activision, Inc. Aegis Development Amazing Computing AmiNET AmigaWorld Magazine AM use, Inc. ASDG, Inc. Associated Computer Services Boston Computer Society Brown-Wagh Publishing Byte by Byte Computer Living Computer System Associates Crystal Innovations Designlab, Inc. Discovery Software Electronic Arts Firebird Licensees, Inc. Fuller Computer Systems Gold Disk Software, Inc. Haitex Resources Hugh's Software Ranch Impulse, Inc. Infinity Software, Inc. Jumpdisk, Inc. Lattice, Inc. LICA-Amiga Magnetic Music, Inc. Manx Software Systems MCP Associates,
Inc. Meridian Software, Inc. Microillusions Micromagic, Inc. MicroSearch, Inc. Microsmiths Mime tics Mission Graphics Support NewTek, Inc. New Horizons Software New Wave Software Pcomputer Solutions PiM Publications, Inc. Psygnosis Limited R & DL Productions ReadySoft, Inc. Sedona Software Software-of-the-Month Club Software Insights Software Visions Sound Quest, Inc. Spencer Organization Spirit Technologies SubLogic Corporation Sun Rize Industries Supra Corporation Vertex Associates TeleGames Very Vivid, Ltd.
WordPerfect Corporation The Amiga Event!
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Targa continued from page 52 responses. The rooms dim when
the torch flickers and brighten when a new one is lit. The
screen goes black when our torch has been extinguished or
if you close your inventory while carrying the only source
of light.
(Another hint: If you can still sec after your torch is out, there is another light source in the environs.
Light is one of the most exciting elements of the game. There are some awesome pyrotechnics. Once achieved, the deaths of the wraith, the wyvern and the hellhound are sights to behold. Take a look at the dragon's flame in the dark!
In addition to the things that move and the impressive use of light, you may also be entertained by the excellent implementation of sound effects. Some flashes of light are accompanied by thunder claps.
Rooms shake convincingly, objects appear, disappear and take wing, and all effects are enhanced by appropriate auditory emphasis. You are pursued throughout the game by a menacing pair of eyes, coupled with merciless mocking laughter. Doors ominously creak, all the instruments can be played, all the weapons can be used and adversaries snarl convincingly.
Close to 20 unique sounds are used in 50 different settings.
The game is polished. Wherever the glove lies in your inventory, therein will be placed the flute. Such touches are gratifying.
Humor is an integral element of the general atmosphere of Shadowgate. A favorite comment: "You see the globe open before your very eyes! What an earth-shattering experience!" The game is all in good fun. The humor enriches an already rich experience, consisting of multiple levels of sensory gratification superior graphics and awe-inspiring special effects.
Shadowgate is not an entirely linear game. There arc countless places to explore, objects to discover, problems to solve and many of them arc independent of sequence. Of course, once you have mastered the game, you learn that there are more expeditious routes to travel than others. Nevertheless, to some extent, each player experiences his own game.
Unfortunately, Shadowgate is copyprotected. The Amiga was designed for Shadowgatc's kind of visual, interactive and auditory fun. Copyprotection is an irritant, even without a hard drive. It is impossible to back up the original disk. If your disk becomes damaged, you must interrupt your devotion to the enterprise to await a replacement. Software publishers underestimate how annoying this situation can be to a player who is enmeshed in the puzzles of a game. To be forced to return to a game, cold, several days later because of the need for a replacement disk can really spoil the game.
Another drawback of this type of game is that it will usually be played only once. You can still enjoy some of the special effects from time to time, after the problems have been solved and the exploration is complete.
A final limitation of Shadowgate is that it is all surface. There is no integrated plot and none of the characters have depth. The task is to "defeat the Warlock Lord and his Behemoth before they darken the world forever." We move from one challenge to another in order to achieve this end. The glitter and display of the surface is more than sufficiently entertaining to compensate for the limitations. In my opinion, the achievement of more continuity and depth, both of plot and of characters, should be the next area for this outstanding team to develop in future games.
• AC- Only a couple of weeks have passed since I received my copy
of Word Perfect. I have fallen in love with it already. In that
short period of time, I have run across several bugs, includ
ing problems with the spelling checker and supplemental
dictionary. Another bug that bit me several times is in the
NcwCLI command that is built into Word Perfect. When using a
CLI generated from within Word Perfect's NcwCLI command,
pressing the right mouse button caused an instant lockup of
the Amiga nearly every time.
The Bugs & Upgrades Column by John Steiner Authorized Word Perfect dealers have received updated program disks which, according to Lynn LcBaron of Word Perfect's Amiga Development staff, include the following bug fixes.
Adding words to the Supplemental Dictionary now works correctly. The Spell program has been fixed. The Copy function in the List files menu works correctly. Miscellaneous bugs in the Print program, especially error handling problems have been corrected .
The NcwCLI problem I noticed in the first release version seems to have been corrected, as well. There is a title in the new version CLI window, and it seems to perform flawlessly.
As a software user, I appreciate Word Perfect Corp's upgrade policy. The lack of copy protection makes upgrades easy and convenient for the end user. I trust their faith in the Amiga user community is deserved, and they will not be sorry they did not copy protect their software. To receive an update, visit your Word Perfect Dealer, who can make corrected copies for you, (be sure to bring in your master disks), or contact Word Perfect and report the existence of a bug. Updates to repair bugs are not charged for.
* SubLogic has announced an update to Flight Simulator II, which
contains bug fixes, and a few additions. Flight Simulator can
now be run from the Workbench, and the copy protection seems to
be gone. The single page of information that comes with the new
disk notes that now you can run Flight Simulator II from a hard
disk or from ram:.
Other enhancements include: Choice of either an analog or digital joystick. The multi-player mode has new features; Setting ADF to '000' makes the needle point in direction of other aircraft, and there is now an autopilot lockon to the other plane. If you replaced your 68000 with a 68010, the program will operate properly. Map zooming allows viewing of a much larger area. The 5 San Francisco 1LS approaches now work properly. There is a new procedure for loading the scenery disk. The 'E' and 'W' keys toggle between original scenery and Scenery Disk.
To receive an updated version, return your original disk, and enclose a note requesting the update to the Amiga version of Right Simulator II to: SubLogic Corporation Attn: Amiga FSII Update 713 Edgebrook Dr Champaign, IL 61820
(217) 359-8482
* Owners of ASDG Incorporated's Face Floppy Disk Accelerator are
invited to send their original disk plus a stamped self
addressed envelope in to ASDG for upgrading to Faccll. Faccli
is a major upgrade, containing many improvements over the
original Face.
Return your original disk for upgrading since this is your proof of purchase. Enclose a stamped, selfaddressed envelope with the disk. First class postage for a disk with a floppy mailer is no more than 56 cents.
Canadian owners, can send S2.50 is US funds and ASDG will provide a mailer and postage to Canada. If you live in Europe or Australia, enclose $ 5.00 in US funds for postage and handling.
ASDG Incorporated 280 River Rd Suite 54A Fiscataway, NJ. 08854
* Pagesetter, the premier desktop publishing entry for the Amiga
from Gold Disk, has an upgrade available.
New features include the ability to load, save and delete individual pages, use the entire Amiga extended character set, and allow printout scaling to match printers with a nonstandard height width ratio in graphics modes. The upgrade also contains some minor bug fixes. Cost of the upgrade for version l.le is S10.00. The spokesperson for Gold Disk also commented that there has been some confusion about this upgrade due to the imminent release of Pagesetter Professional, a powerful new professional level publishing software.
There will be an upgrade path for those who wish to convert from Pagesetter to Pagesetter Professional, however delivery of the new program is not scheduled until fourth quarter of
1987. Once the software begins shipping, you may call Gold Disk
and ask about upgrading to the professional version.
Their address is: Gold Disk, Inc. c o Customer Support Box 789 Streetsville Mississauga, ON Canada L5M 2C2
• AC- In the first article we discussed a simple method of
creating and displaying a bob. Although the program itself was
elementary, a simple bob has the potential to create quite
sophisticated animation: you can make a bob be any size with as
many colors and as much resolution as the screen in which it is
displayed; you can move it readily by changing the X and Y
coordinates in its associated Vsprite structures; you can
adjust its display priorities through the Before and After
flags in the Bob structures; you can extend its definition
through the BuserStuff and BuserExt pointers, and you can
create your own cel animation by simply swapping alternate bob
images in and out.
Animation for C Rookies Part II - Animation Objects by Michael Swinger Bobs arc flexible and powerful, but remember that they are only an intermediate step in the Amiga's animation system, fust as the bob is an extension of a virtual sprite, a bob can be a component of a more complex Animation Component ("AnimComp"), which is in turn part of an Animation Object "AnimOb"), and by creating a master AnimOb you can have full access to the system animation routines. This linked list of Vsprites, Bobs, AnimComps, and AnimObs (which can be daunting at first, but certainly no more so than what you
have to go through to create Menus) will allow you to specify the motion and sequence of all of your bobs in advance, and a simple call to Animate will turn everything over to the Amiga's animation system. Of course, you can extend or alter even these elaborate instructions by using the variables in the AnimComp and AnimOb structures to point to your own routines.
I'm afraid we'll have to indulge in a little more RKM bashing at this point.
The Rom Kernal Manual does discuss the animation structures at some length, but manages to omit the most crucial information. Certainly a sample program would have helped to explain something as complex as these routines, but there is none in the RKM! (There is an old PD program from Commodore called "Fish", but this muddies the waters even more.)
Of all the Amiga literature I have seen, only Eugene Mortimer's Amiga Programmer's Handbook mentions the routines, but the author evidently has never worked with them and omits the same information as the RKM. It was not until an article by Roy Thompson appeared in Ami Project (Vol 1, 7, April May 1987) that I discovered why my animation programs didn't seem to work correctly.
I encourage you to read this article for a full explanation of the animation structures.
What the RKM doesn't mention, and what Mr. Thompson has unearthed, is that the screen coordinates for the AnimComp and AnimOb structures are specified not as decimal or hex integers, as you might expect, but as 16 bit, fixed point, binary fractions!
The RKM does mention this in connection with velocity and acceleration, where a fraction does provide very fine and exact motion control, but to assume that the reader would also know to specify screen coordinates as binary fractions is ludicrous!
In brief, the fraction that you are expected to know about intuitively is a string of 16 0's, with the decimal point fixed at the sixth position from the right: 00 00 00 00 00. 00 00 00 . To indicate a one, it would bo written as
1. 000000, which is actually decimal 64 to us mortals. Think of
the number as being shifted left 6 bits (which is how the
machine sees it) and you will see that the actual numbers that
you specify are multiples of 64. So, to specify a 1, you enter
64; a 2 is actually 128, etc. It is simpler to enter the
numbers as actual screen coordinates and multiply them by
64 130 * 64 would place something at coordinate 130, for
example.
The AnimOb structure requires this kind of fraction in the AnY and AnX variables (the actual screen coordinates of the AnimOb which override the coordinates in the Vsprite structure), the Yvcl, Xvel, and Yaccel Xaccel variables (the velocity and acceleration of the AnimOb), and the RingYTrans and RingXTrans variables (which specify the values by which the registration point changes when you set the R1NGTRIGGER flag in an AnimComp). The AnimComp structure uses a fraction in the Ytrans and Xtrans variables these arc the actual pixel offsets from the AnY and AnX coordinates you have specified
in the controlling AnimOb. Got it?
The sample program below simplv places two bobs (which have become 2 AnimComps of a single AnimOb) on screen and then moves them and continued on page 58 SOURCE LEVEL DEBUGGER Announcing the Manx Aztec C Source Level Debugger for the Amiga!
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Alternates them as part of a defined sequence. If you are typing in these programs, notice that some of the structure definitions have changed from the first program. Because of the complex linking of the animation structures, and because of the lack of forward referencing in the available C compilers for the Amiga, it is a real challenge to find an easy way to initialize all these structures without creating a tangle. There are other ways to do it, but you can at least see clearly how the variables in the structures are declared.
Program Two-sequenced animation.
The notes precede the relevant statements and are explained after the program listing for Manx only *
• Include intuit ton intuit lor.. h
• include graphics gels.h struct IntuiticnESase * I r.t u i t i
o p.Ba se; Struct GfxBase *GfxBase; srruct Screen *Screenl;
struct window 'Windcwl; struct Viewport *WVP1; *** NOTE 1 ¦¦•
struct AnimOb Objl, *animKey; struct AnlmCorr.p compl, comp2;
struct Bob bl,b2; struct vsprite si,s2; struct Gelslnfo
gelsinfo; struct collTabie Ctable;
• define RP1 Windowl- Rl ort VOID DrawitO; KORD Image data!
¦ Width: Hei ght: Depth: 0x0000,0x0000, 0x0000,0x0080, 0x0080,0x0000, 0x0000,0x0080, 0x0000,0x0000, 0x0000,Oxffff, Oxfclf, 0x0000, 0x8000,Oxfclf, Oxfclf,0x9000, 0x8000, Oxffff, Oxffff,0x8000, 0x0000,OxOSeO, 0x03e0,0x0000, 0x0000,0x03eC, 0x03e0,0x0000, 0x0000,0x0000, 0x0000,0x0000, 0x0000,0x0360, 0x0360,0x0000, 0x0000,0x0360, 0x0000,0x0000, 0x0000,0x0000, 0x0000,0x0000,
• include sfunctions,h [130] - I 18 (pixels) 13 (pixels) 5
(planes) 0x0000,0x0000, 0x0000,0x0080, 0x0000,0x0000,
0x0000,0x0080, 0x0000,0x0000, OxBOOC,Oxffff, Oxfclf,0x8000,
0x8000,Oxfclf, Oxfclf,0x8000, 0x6000,Oxtfff, 0x0000,0x0000,
0x0000,Cx03e0, OxC3eO,0x0000, 0x0000,CxOjeO, 0x0000,0x0000,
0x0000,0x0000, 0x0360,0x0000, 0x0000,0x0360, 0x0360,0x0000,
0x0000,0x0000, 0x0000,0x0000, 0x0000,0x0000, 0x0000,0x0000,
0x0080, 0x0000, 0x0080, 0x0000, 0x0000, 0x8000, Oxfclf, 0x0000,
Oxfclf, DxSOOO, 0x0000, 0x0000, OxOBeO, 0x0000, 0x0000, 0x0000,
0x0360, 0x0000, 0x0360, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
0X000D,0x0000,0x0000,0x0000,
0x0000,0x0000,0x0000,0x0000,0x0000,
0x0000,0x0000,0x0000,0x0000,0x0000 1; WORD Image data2[130] ¦
* Width: 18 Height: 13 Depth: 5 * 0x0000,0x0000, 0x0000,
2x0000,0x0000, 0x0000, 0x0300,0x0000,0x0000,
0x0200,0x2000,0x0000, 0x0200,0x0000,Oxffff,
0x8000,Oxtfff,0x8000, Oxfbbf, 0x8000, 0xf7df, 0x8000, OxfHf,
0x8000, Oxfdff,0x6000,Oxfbff, 0x8000,Oxffff, 0x8000,
Oxffff,0x8000, 0x0000, 0x0000,0x0000,0x0000, 0x0000,0x0000,
0x0000, 0x0000,OxOOOD, 0x0000, 0x0000,0x0000, 0x0000,
0x8000,Oxffff,0x8000, 0x0380,0x0000,0x0440,
0x0000,0x0040,0x0000, 0x0100,0x0000,0x0200,
0x0000,CxOffO,0x0000, Oxffff,OxBOOO, Oxffff,
0x0000,0x0000,0x0000, 0x0000,0x0000,OxOODO,
0x0200,0x0000,0x0000, 0x0000,0x0000,0x2000,
0x0000,Oxffff,OxBOOO, UshiORT colormap[32] - OxOccd, 0x0585,
0xCf79, OxOf90,OxOfc3, 0xCfc9, OxOccc,OxOaaa, CxCfdc,
0x0ea9,0x0e93,0xCd90, 0x0c75,0x0f67,0x0555,
OxOfed,OxOlcl,0x05a0, OxOfff,0x0000 1; I 0x0000, 0x0000,
0x0000, 0x0000, 0x8000, Oxfc7f, 0X8000, Oxfeff, 0x8000, Oxffff,
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, OxOODO, 0x0000, 0x0080,
0x0000, 0x0000, 0x8000, 0x0000, 0x0000, 0x0000, 0x0000, Oxffff,
I OxOf30, OxOeef, 0x0feb, 0x0c87, 0x0069, 0x0270, 0x0000,
0x0000, 0x0000, 0x0000, Oxffff, 0x8000, Oxffbf, 0x8000, OxfOOf,
0x8000, 0x0000, 0x0000, 0x0000, 0x0000, Oxffff, 0x0000, 0x0820,
0x0000, 0X0400, 0x0000, 0x0000, OxOOOO, OxOOOO, 0x0000, 0x0000,
0x6000 0x0f9b, OxOddd, OxOfba, OxOaS4, 0x09el, GxCfdd, WORD
Sbufferl(2 WORD Cmaskl[2 * WORD Blind [2 J; 13* 13] WORD
Sbuffer2 [2 * 13 WORD Cmask2 [2 * 13J; WORD Bline2 |2]; struct
NewScreen NewScreenl =( 0,0,320,200,5,1,0, NULL,CUSTOMSCREEN,
NULL, NULL, NULL, NULL |; struct NewWlndow NewWindowl -I
0,0,320, 200,1,0,CLOSEWINDOW, SMART_REFRESH ! ACTIVATE I
BORDERLESS | WINDOWCLOSE, NULL, NULL, NULL, NULL, NULL, 0, 0,0,
0,CUSTOMSCREEN ]; struct Vsprite vl =1 NULL, NULL, NULL,NULL,
NULL, NULL, OVERLAY I SAVEBACK, 0,0,13,2,5,0,0,6Inage_dat
a1[0], S3iinel[0],tCmaskl(01,NULL, 6bl, OxOlf, 0, NULL struct
Vsprtte v2 =( NULL, NULL, NULL, NULL, NULL, NULL, OVERLAY I
SAVEBACK, 0,0,13,2,5,0,0,6Image_data2[0],
431ine2[0],sCmask2[0],NULL, Sb2, 0x01f,0,NULL ]: main () I
Open_Libraries () ; Open_Screens () ,* Init_Bobs ); Drawlt ();
Cleanup I); ) *** end main “' Open_Librarles 0 [
IntuitionBase = (struct IntuitionBase *) Oper.Library
("intuition, library", 0); GfxBase - (struct GfxBase *1
OpenLlbrary "graphics, library", 0) ; return (); I
Oper._Screens (1 I Screenl-OpenScreen(fiNewScreenl);
NewWindowl.Screen-Screenl; Windowl-OpenWi ndow UnewWindowI);
WVP1 - (struct Viewport*) ViewportAddress(Windowl) ; LoadRGBl
(WVPl,Scolormap,32); return 0; Inlt Bobs() I *** NOTE 2 ***
bl.Flags-BOBISCCMP; bl.SaveBuffcr SSbufferl[0|;
bl.ImageShadow-sCmaskl [01; bl.BobVSprite=&vl;
bl.BobComp-scompl; bl.DBuffer=NULL; b2.Flags=B03I3CCM?;
b2.SaveBuffer=SSbuffer2[0j ; b2.lir,ageShadowSCmask2 [0];
b2.BobVSprite-sv2; b2.BobComp-s comp2; b2.D3uffer=NULL; ***
NOTE 3 ••* Obj1,NextOb-NULL; Ob j1.P revOb=NULL; Objl,AnY=64*
20; Objl.AnX-64*10,- Objl.YVel"0; Objl.XVel=0; Objl.YAcceL=C;
Objl,XAccel=0; Objl.RinqYTrans=64 * 1; Obj1.Ri ngXTra ns-64 *
2; Objl,HeadComp=scompl; *** NOTE 4 ***
compl,Flags=RINGTRIGGER; ccr-pl .Tlmer-=30; compl.T i meSet-3
0; compl.NextCcmp"NULL; compl, PrevComp NUI.L; compl.Next
Seq-Scomp2; compl,PrevSeq=£comp2; compl,AnimCRoutine=NULL;
compl. Ytrans-0; corcpl,XTrans=G; compl.Head0b=S0bjl; compl.
Anin3ob=&bl; Cdmp2.Flags=RINGTRIGGER; colTp2.Iinier-’50;
comp2.TimeSet.-50; comp?.NextComp“NULL; comp2 ,PrevComp=NULL;
Oomp2. NextSeq=£ compl ; comp2.?revSeq-£compl; comp2.
AniniCRoutine=NULI,; comp2.YTrans-0; comp2.XTrans»0;
comp2.HeadOb=sobjl; comp2.Anlm3ob=sb2; gelsinfo.nextLine =
NULL; gelsinfo.lastColor - NULL; gelslnfo.collHandler -NULL;
Rpl- GelsInfo figelsinfo; InitGels (ssl, Ss2, sgeisinfo); "*
NOTE 5 *** GetGBuffcrs(sObjl,RP1,NULL); InitCMasks (iObjl) ;
IniLAnimate(SanimKey); AddAnimOb(iObjl,SanimKey,R?l); return
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(x=0; x -=*700; x++) I Animate UarsimKey, RP1);
SortGLlst(RP1); WaitTOFI) ; DrawGList |RP1,WVP1); ) I Cleanup
() I Wait (l«WIndowi- UserPort- mp_SLgUit[;
FreeGBuffers(sObjl,RPl.NULL); CioseWir.dow(Windowl)
CsoseScrecn(Screenl); CloseLlbrary(CfxBase);
CloseLibrary(IntuitionBase); return () ; ) NOTE 1 These next 4
structures arc the major additions and changes from the first
program. If you arc typing these programs in by hand, the
first bob definition is unchanged from the first program, but
we've added a different second bob and Vsprite.
NOTE 2 In the bob definition we change two parameters to show that they arc now part of an Animation Component, and to link them with their respective AnimComps.
NOTE 3 The first two flags are manipulated by the system. Alter these only if you want to unlink an AnimOb from the animation list. All of the numeric data in this structure is supposed to be a binary fraction.
NOTE 4 The R1NCTR1CCER flag is set in both AnimComps since our sequence has only 2 views. If your sequence had more you would set the RINGTRIG- CER flag only in the last view and the rest would be NULL. This flag signals the controlling AnimOb to change the registration point of the whole sequence by the amount you have specified in the RingXtrans and RingYTrans variables. The rest of the parameters arc explained in the RKM; play with those if you wish.
NOTE 5 The first two statements allocate the buffers and masks for the bobs; they are different from the statements for simple bobs. Notice there is a mirror statement (FrecGBuffcrs) to deallocate the buffers. The next two statements initialize the animation system and add your AnimOb to the system list.
If you were going to create a second AnimOb you would add a statement like AddAnimOb(&Obj2, &Objl, RP1).
We can't put off discussing double buffering any longer, so the next installment will tackle this issue, and we will create the ultimate animation example double buffered sequence and motion animation. It really isn't hard, especially after someone has shown you how to do it, but it is cumbersome. It also uses precious memory, since it involves creating 2 bitmaps for each screen and another save buffer for each bob. I hope the 2 Meg graphics chip did not get buried at Los Gatos, as the current 512K limit for graphics and sound data is a major weakness of the Amiga.
• AC- AmigaNotes Rick Reviews Four Digital Music Reference Books
by Rick Rae CIS (76703,4253) Boy, time flies when you're having
fun with new toys. I've been playing with three new audio
oriented packages, and it seems as if I just sent in a column
last week. Two of the packages are pre-release with hand
written disk labels, and the manual for the third is clearly
stamped "Beta", so I can't do more than hint about them at the
moment. But trust me: interesting stuff is coming down the
pike!
Ah well, the new toys will just have to go on the back burner for a while, because I want to talk resources for a bit. I've gotten lots of inquiries about reference books from other AmigaFo- rum members on CompuServe, so I expect there are a few Amazing readers with the same sort of questions. Anyone who is seriously interested in programming the Amiga knows about the ROM Kernel Manuals and other materials; what I'll be talking about are instead aimed squarely at audio and synthetic sounds.
DIGITAL AUDIO SIGNAL PROCESSING: AN ANTHOLOGY John Strawn, Editor S34.95 William Kaufmann, Inc. This book is one of several currently available in the Computer Music and Digital Audio series. The intent, says the publisher, is to provide a central source for books which deal with computer music, digital audio, and related subjects.
To delve into digital signal processing, you need a good grasp of mathematics. Some things can be presented without the "higher levels" of mathematics such as calculus, but a basic understanding of algebra, trigonometry, and the like is an absolute necessity. Keeping this in mind, Strawn has selected an excellent first chapter: An Introduction to the Mathematics of Digital Signal Processing, by F. Richard Moore.
Moore acknowledges that it has been quite a while since high school or college for some of us, and presents a tutorial on the math skills needed to comprehend the rest of the book. The chapter begins with an introduction to algebra by explaining the meaning of "y=x+I" (you can't get much simpler than that) and proceeds through trigonometry, sampling, transforms, and digital filtering. At the end of each section the author has provided a set of problems to test the reader's understanding; the only "gotcha" here is that no answers are included.
The second chapter is An Introduction to Digital Filter Theory, by Julius O. Smith. This section begins with a brief overview and shows how a digital filter can be represented by the statement "y[n]=x[n]+x[n-l ]" within a programmed loop. From here, Smith delves into deeper topics, such as theoretical foundations and special cases. As before, problems (but no solutions) are provided.
"Spiral formations are known to occur in the structure of proteins and in the great arms of the Andromeda nebula.
Spirals twist their way through an amazing variety of things, including scashells, plants, and DNA. Because of the structure of their eyes, even certain insects follow the path of a logarithmic spiral as they make their way into the candle flame..." With this intriguing opener, Tracy Lind Petersen begins the third chapter on Spiral Synthesis, a relatively new way of looking at synthesis. Although the shortest article in the book, its 11 pages are packed with intriguing information about this technique, including a two page demonstration program in C. The fourth chapter, by James A. Moorer, is
titled Signal Processing Aspects of Computer Music: A Survey. Newcomers to music synthesis may well find this the most valuable section of the book, and I wrouId urge you to read it immediately after the first chapter, if not before.
Mr. Moorer does an excellent job of laying the groundwork of additive, subtractive, and nonlinear synthesis.
The mathematics used are minimal, and if you understand high school math you should have little difficulty.
After covering basic synthesis approaches, Mr. Moorer goes on to discuss simulation of room acoustics and instrument placement and, briefly, the concepts behind the all-digital recording studio.
The final chapter, An Introduction to the Phase Vocoder by John W. Gordon and John Strawn, is a bit specialized but interesting nonetheless.
The vocoder (VOice CODER) was originally a research effort aimed at reducing the bandwidth needed to send speech over phone lines. Although the vocoder was not successful in its intended area, someone tinkering with it recognized the musical potential, and the research took a sudden left turn.
Stated briefly, a vocoder slices the audio frequency spectrum into numerous bands of parametric information, then builds a new signal based on the composite of all the input data. If no changes are made during the reassembly, you get out what you put in. By substituting new signals for the reassembly, almost anything is possible.
Gordon and Strawn provide sample vocoder routines written in, unfortunately, SAIL (a superset of ALGOL).
Happily, the code is well commented, and SAIL is straightforward enough that an interested programmer should have little difficulty converting to whatever language might be handy.
DIGITAL AUDIO ENGINEERING: AN ANTHOLOGY - John Strawn, Editor $ 29.95 William Kaufmann, Inc. The first chapter is An Introduction to Digital Recording and Reproduction by James F. McGill. After a brief historical overview, McGill explains the concepts behind digital recording, including the limitations of quantization and the Nyquist theorem. From here, he departs from all the other references I normally use. Rather than going on about digital systems in general, he provides a brief but excellent treatment of Pulse Code Modulation (PCM) as applied to digital recording, supported by sections
on input and output conditioning. If you've ever wanted to know what goes on inside your CD player or a digital mixing console, this chapter will give you a good idea.
Limitations on the Dynamic Range of Digitized Audio, by Robert Talambi- ras, desperately needs to be read by some Amiga programmers. Some of us have heard promises of 90 db 5 N ratios with 8 bit samples; those of us who have listened to samples from the Amiga know better. This chapter explains, in reasonable detail, the difference between 84 db of dynamic range (which we can achieve) and the Amiga's 48 db S N ratio, and why both limitations exist.
The third chapter is Architectural Issues in the Design of the System Concepts Digital Synthesizer, by Peter
R. Sampson. This is an intriguing discussion of one of the
first large digital synthesizers, installed at Stanford
University. Owners of the DX7 (which has six "oscillators" per
voice and sixteen voices) will have a good feel for the size
of this system, which include 256 digital oscillators and is
built up from approximately 2500 integrated circuits! To any
reader who is surprised by the size of the system (I was), 1
will offer this teaser from Mr. Samson: 'The question is often
asked why this synthesizer is so big.
A better question would be why it is so small."
The FRMbox - a Modular Digital Music Synthesizer, by F. Richard Moore, is a brief discussion of a much smaller experimental system. Designed to be a flexible "workbench" for digital audio experiments, the FRMbox might be a worthwhile case study for programmers toying with digital synthesis on the Amiga.
With the Amiga getting into video and audio throughout the television, radio, and film industries, more and more home computer enthusiasts are becoming interested in what the "big boys" do, and how they do it. Chapter five, by James A. Moorer, is entitled The Lucasfilm Digital Audio Facility, and is a sort of "guided tour" through the requirements and design of that system. Although special hardware was required for the digital signal processing (phrases like "64 channels of 50 khz digital audio" float through the article), it's interesting to note that the control and console computers were
based on Motorola 68000s. The control computer, in fact, is built around a modified SUN Systems CPU.
THE FFT: FUNDAMENTALS AND CONCEPTS by Robert W. Ramirez Prentice-Hall, Inc. Fourier theory has been developing in spurts ever since the concept was first put to paper in the early 1800s. The 1960s brought us the Fast Fourier Transform, a new approach which substantially reduced calculation overhead. The same principles applied to sampled data produce the Discrete Fourier Transform. Recently, the Hartley Transform, hinting at a 50% reduction in calculation time, has been receiving press. Ramirez's book focuses on the FFT and DFT.
The Fourier theory allows us to move freely between the time and frequency domains. In other words, wc can analyze the waveform of an instrument and determine its harmonic spectrum, or combine a set of frequencies to produce a corresponding waveform. The FFT is a cornerstone of many synthesis techniques, yet it is often used without a real understanding of how it works. This book does a remarkable job of clarifying the theories behind the FFT; I will go so far as to say it is the best explanation I've read, and the one to which I turn when things get a bit fuzzy.
Ramirez's effort is divided into three sections, The first is an introduction to Fourier theory, and an explanation of the Fourier Integral and Scries. The tutorial is well illustrated and complicated math is kept to a minimum. If you understand trigonometry and the simplest fundamentals of integration and summation, the discussion will be understandable.
The second section deals less with theory and more with actual application of the FFT and DFT. After explaining the mechanics of the transform, the discussion moves on to continued,,, potential problems of a digital system: timing jitter, quantization error, leakage, periodicity problems, and aliasing.
The final section includes a description of the Sande-Tukey DFT algorithm, as well as an MBAS1C implementation of the FFT. The author does a good job of explaining the operation of the program and pointing out potential problem spots for those interested in converting this sample code to other varieties of BASIC. Other practical concerns, such as interpreting and improving the results of a transform, are also covered.
MUSICAL APPLICATIONS OF MICROPROCESSORS by Hal Chamberlin S39.95 Howard W. Sams Company This work is, without question, the "hardware hacker's bible" when it comes to electronic music synthesis, and rightly so: Hal Chamberlin has been involved with musical micros just about as long as there have been micros.
If memory serves, E first met Hal Chamberlin in Gathersburg, Maryland at a amateur radio festival, or "ham- fast". He was demonstrating a homebrew 8008 tied to a paper tape reader, printer, and a surplus vector driven radar display (all "state of the art" at the time!). Even at that point, more than ten years ago, he was working with programs which allowed him to design sounds using additive synthesis, draw the resulting waveform on the radar display, and simultaneously play the tone.
Since that time I've run into Hal on a regular basis at the larger Eastern computer shows and hamfcsts. At one of the major shows in Philadelphia he demonstrated his non-rcaltime synthesis system by playing back, from 8" floppies, his rendition of Bach's Toccata and Fugue in D Minor; the synthetic timbre was hauntingly close to that of a huge pipe organ. A few years later, at the Trenton Computer Festival, he was demonstrating realtime sampling to floppy by recording and playing back selections from an LP.
It's highly unlikely that Hal Chamberlin would remember me, as 1 wras just a persistent face in the crowd. But Hal, and his achievements, are hard to forget. He was one of the first people to demonstrate what could be done in the audio field with a simple 8 bit CPU, and his book is somewhat of a compendium of his knowledge in the field.
This large book is divided into four sections. The first section is packed with background information on music synthesis, tape manipulation, voltage controlled analog synthesizers, and microprocessors. This section serves as an excellent introduction for those readers who have never had the opportunity to deal with the older machines.
The second section deals with a hybrid approach to synthesis: using a microprocessor to control dedicated analog hardware. Covered here are the basics of A D and D A conversion, methods of computer control, and an introduction to display systems.
The third section launches into pure digital approaches, and it is possibly here an Amiga owner would spend the most time. Hal explains how to increase the dynamic range and reduce the distortion of A D A systems, then begins a discussion of various approaches to digital sound synthesis.
One of the methods described the table lookup approach is very similar to the way the Amiga's custom hardware generates sound. This section also covers digital filters, reverberation, chorusing, percussive sounds, spectral analysis, FFTs, and a number of digital synthesis systems.
The final section is an overview of the current "state of the art" in commercial synthesizers. Or, rather, state of the art at the time the book was printed: electronic music hardware is changing so rapidly only a magazine can truly keep up with the cutting edge. Nevertheless, the book takes a look at such machines as the Syn- clavier, Kurzweil, and Fairlight.
Hal closes the book with some predictions. How close has he come so far?
Remembering that electronic music is a highly volatile and changeable field, Hal obviously has either a firm understanding of where we've been and where we're going, or has a reasonably accurate crystal ball: "... 8-bit [CPUs] will descend to the status of current 4-bit devices... 16- bit microprocessors... will be used in... low-end computers, while the 32- bitters will be... for business-oriented personal computers... look for portable synthesizers using digital playback of recorded sounds as their 'synthesis' technique to become available for under SI,000... even cheap toy instruments
(under S100) will have outstanding sonic capability... but with cheap keyboards and cases... the typical home personal computer will have at least an eight-voice synthesizer as standard equipment, again using prerecorded sounds..." The only thing which keeps me from recommending this book to anyone interested in making electronic music is the wide ground it covers. If you are interested primarily in using the Amiga's hardware, or building an analog synthesizer, or writing some analysis programs, much of this book will be a waste. If, however, you want a reference book which covers the
majority of the field, this book should most definitely be on your shelves.
Nybbles, Rick
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o Q Basic Text What if you want to position your text to a
specific pixel location which doesn't correspond to a
row column location? EASY!!!
By Bryan T J_he first Basic command we learn is almost always PRINT . . .and with good reason. With this one command (and a couple of others), a great many simple programs can be created! However, before long this knowledge is expanded to include the appropriate method of positioning the printed text at any desired location on the screen. With the Amiga, this is the "LOCATE row,column" command.
This command allows you to position text at any row column location on the screen. Note that the number of rows is always 24 or 48, but the number of columns may vary from 30 to 80, both depending upon the Preferences settings and the current screen definition. The main point of all this is that you are restricted to specific row and column locations. What if you want to position your text to a specific pixel location which doesn't correspond to a row column location? Well, the Amiga is one of the few computers which provides you with this capability!
Horizontal Positioning by Pixel You are probably already familiar with TAB(n). Regardless of the current column, the next item will be printed "n" columns from the left side of the screen, even if it overlays some of the text previously printed in that row.
Well, PTAB(n) functions in exactly the same way as TAB n), except it works with pixels, rather than with columns. Try the following program: FOR n=0 TO 12 LOCATE 5+n.l PRINT PTAB(10+n);‘See where we are!'
NEXT As you can see, positioning text horizontally by pixel is really very simple! Vertical positioning by pixel is, however, a little more involved. Unfortunately, there is no AmigaBa- sic command which allows you to vertically position text by pixel. You must use the Movc& operating system routine.
However, it really isn't that difficult, and it has the added advantage of also allowing you to horizontally position text by pixel at the same time! What this boils down to is that if you use Move&, you no longer have to use LOCATE or PTAB(n); although you may if you wish.
Catley Move& sets the next print position to the given pixel x y position. For example: CALL Move&(WINDOW(8),30,50) will cause the next PRINTcd items to be located 30 pixels from the left, and 50 pixels down from the top of the current window'. Which piece of the first character is placed at the given x y position, though? If you guessed the upper left hand corner, you're wrong! How about the lower left hand corner? Wrong again! One of the right hand corners?
Still wrong!
To understand the correct answer, you must first understand that each character printed on the screen occupies a space of eight pixels by eight pixels, with the eighth, or bottom row of pixels, being blank. However, the "tails" of certain letters, such as "g" and "y", do extend into this row. The point of all this is that the seventh pixel down is the lower level of most letters. This point, known as the "baseline," provides the answer to the original question! Move& specifies the left side of the baseline for the next character to be printed!
Now, before we can see an example, there is one more thing to understand. Whenever we use an operating system routine, we must also specify which library it belongs to. In the case of Move&, it's the graphics library and it must be specified as LIBRARY "graphics.library" at some point before the first Movc& is executed (Why the graphics library? Unlike many computers, the Amiga has no separate text mode. In fact, it treats text as just another form of graphics!).
But wait, there is still one more thing you must be aware of.
In addition to specifying the library, it is also your responsibility to make sure there is a matching bmap file in the current directory! This means that if we specify "graphics.library," there must also be a "graphics.bmap" file directly available to Basic. Now, not all .bmap files are readily available, but there is a "graphics.bmap" file in the BasicDcmos draw of your AmigaBasic disk. The trouble is, the BasicDcmos draw will almost certainly not be the current directory, so you will have to change the directory as well! This is easy, so let's see an example of using Move& to position
text both vertically and horizontally.
' Set correct directory path CHDIR vBasicDemos' LIBRARY ‘graphics.library' ' Reset directory CHDIR m&=35 FOR n&=20 TO 80 STEP 6 CALL Move&(WINDOW(8),n&.m&) PRINT 'Hello!'
M&=m&+l NEXT Great! Now you know how to position text at ANY location on the screen. One of the great things about including a LIBRARY "graphics.library" statement in the program is that we now have access to every routine in the graphics library without worrying about defining the library again! This feature is very good as far as text is concerned because there are a number of routines we will find very useful.
Different Text Styles Once you have the power of the graphics library routines at your fingertips, one of the first things you'll want to do is to change the style of your text output. By using the operating system routine SetSoftStyle&, you canchange the output text style from the "normal" style to italics, bold, or underlined.
Besides the four basic styles, you may also combine them to produce combinations such as bold italics; underlined, bold "normal" text, etc. This task may be accomplished with the statement: CALL SetSoftStyle& (WINDOW®,Stylc%,255).
WINDOW®, in case you hadn't realized it, provides Basic with a pointer to information about the current output window. The value assigned to Stylc% indicates the desired style. The 255 indicates that all styles are valid with the current font (This is not necessarily true if you use various disk based fonts, but for the purposes of this article, we will consider it to always be true).
Style% may assume any of the following values: 0 -plain (or 'normal') text 1 -underlined text 2 -bold text 3 -underlined, and bold text 4 -italics text 5 -underlined Italics 6 -bold italics 7 -underlined, and bold Italics This is great to be able to just set a new text style, but what if we want to turn the various text styies on and off as instructed by the program user (for example)? If we assume the variable Style% contains the current text style, then we may turn the various styles on and off with the following statements: Turn on plain text: Styte%=Style% AND 3 Turn on underline:
Style%=Sty1e% OR 1 Turn off underline: StYle%=Styie% AND 6 Turn on Bold: Style%=StYle% OR 2 Turn off bold: Style%=Style% AND 5 Turn on italics: Styl©%=Style% OR 4 If you don't understand the Ors and ANDs, don't worry.
Just be aware that selecting italics automatically turns off plain, and selecting plain automatically turns off italics.
Underlined and bold may be turned on and off at will, regardless of whether plain or italics has been set.
Now is a good time to see the result of using the PRINT statement with a text style other than "normal." Enter and run the following short program. Forget the comment lines if you like: CHDIR':BasicDemos' LIBRARY 'graphics.library' CHDIR':' PRINT "This is normal text.'
’ Set italics text style CALL SetSoftStyle&(WINDOW(8).4,255) PRINT 'This is Italicized text," ' Reset to normal text before qulting CALL SetSoftStyle&(WINDOW(8) .0,255) END What is the result? The italicized text is almost unreadable.
You have just discovered a severe limitation of the PRINT statement!
We've already discussed how each character printed on the screen occupies an eight by eight pixel area. So, keeping this in mind, let's look a little closer at what happened when we "PRINTcd" some italics.
Italics are formed by leaning each character to the right, but, to do this, each character must lean into the area occupied by the character to its immediate right. So, how can each italics character fit into an eight by eight pixel area? It cannot! That's why the "PRINTcd" italics are unreadable.
The fact of the matter is that the PRINT statement prints each character individually. This means that each time a character extends into the next character's area, it gets chopped off at the edge of the eight by eight area! In turn, the italics arc unreadable italics. Further, this approach to printing also chops bold text, but it is nowhere near as obvious.
Fortunately, the answer to this dilemma is very simple. The graphics library provides us with a Tcxt& function which formats and prints (or, more correctly, draws) a given string of text. By working with a string of characters, rather than individual characters, this function is able to display the text exactly in the desired format.
Continued... ATTENTION!
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you may include statements such as: Display 'This is
italicized text,' Display Headings in any of your programs.
They will now be correctly formatted and displayed,
regardless of the selected style.
Before wo look at a more complete example, there are a couple of things about Tcxt& of which you should be aware:
• Text may be displayed at any selected location via the Basic
LOCATE statement or the operating system routine Movc&.
* Text& never forces a new line following the text display.
This means you must always use LOCATE or Move& prior to each use of the text (Or you could follow each Text& cat!
With a Basic PRINT statement such as: Display StringS:PRINT" ", But remember, when using bold or italics, that final space will chop the last character "Displayed").
Let's look at an example which pulls all of this together.
Enter Listing 1, SAVE it, and then RUN it. This little program shows you an example of each of the seven text display styles using both the PRINT statement and the Tcxt& function.
The format of the Text& function is: CALL Text&(W!NDOW 8),SADD('strlng').string-length). Try replacing the second print statement in the above program example with the following statement: CALL Text&(WINDOW(8),SADD(‘This is italicized text.').24) If you make this change, the italics will print perfectly! This is great, but there are two obvious drawbacks. First, it's a very cumbersome statement to use each time you want to print a piece of text. Second, its format is not very flexible.
Well, these two drawbacks may be easily resolved by creating a simple three line sub-program which may be included in any program which requires the Text& function.
You may call the sub-program by any name you wish; but for our purposes, we'll use "Display." The sub-program might look like: SUB Display CMS) STATIC CALL Text&(WlNDOW(8),SADD(TxtS),LEN(TxtS)) END SUB Now to look at something a little different. Different Text Modes? Yes, there arc two different text display modes you may choose from, along with two optional modifiers! The two modes are named JAM1 and JAM2 and the modifiers are COMPLEMENT and 1NVERSV1D.
The standard drawing mode (which you've been using all along) is called JAM2. This rather strange name indicates that two colors are "jammed" into each of the eight by eight by eight pixel squares which are used to represent the drawn characters. The two colors arc, you guessed it, the background and foreground colors! This may not be quite as obvious as it seems because most of the time, the background color of the screen is the same as the text background color. To get a bettor picture of what is really happening, enter the immediate command "COLOR 3,2" and then type something. If you
are using the standard Workbench colors, this action will result in orange text on a black ground, while the screen color remains blue. Thus, both colors are "jammed" into place! (The immediate command COLOR 1,0 will return things to normal).
JAM1, as you have probably guessed, results in only one color being "jammed" into place; the foreground color. (The I D - Five Associates ] $ 19.95 | S34.95*| Commodore PC-10 c= In practice, modes 3 and 7 are rarely, if ever, used. We'll see why a little later.
Before we discuss the two modifiers, it is necessary to understand the Amiga's method of defining complementary colors. Every time you select a menu item, it changes color.
Each time you click on an icon, it changes cotor. What determines what these new colors are to be? Well, each color (or palette) complementary color (or palette). This complementary color is used to show selected menu items and icons.
The determination of a complementary color is really quite simple. Just subtract the color (palette) number from the maximum color (palette) wrhich is available on the current screen. The result is its complementary color. For example, on a 32 color screen, color Q's complementary color is 31; T's is 30; 2's is 29; etc. On the four color Workbench screen, color 0's complement is 3; color l's is 2; color 2's is 1; and color 3's is 0.
Keeping this in mind, we can now discuss the two modifiers!
Strange as it may seem, when COMPLEMENT is selected (Modc&=2, 3, or 7), neither the selected foreground or background color is used! Rather, the COMPLEMENTary color of the pixels which will be overwritten is used! For this reason, COMPLEMENT is not very useful with JAM2. Both foreground and background colors are "jammed" into the display area. This causes ALL the pixels in the character area to be complemented, resulting in a solid color display area! Thus, modes 3 and 7 arc rarely, if ever, used.
INVERSVID is a little more simple, and as its name implies, it simply reverses the role of the foreground and background colors. However, one interesting aspect of all this is background color is effectively ignored while JAM1 is being used). This drawing mode is very useful when you want to draw' text over a graphics display, without disturbing ANY of the graphics.
To use JAM1, (and to later switch back to JAM2 and or use the two modifiers), the SetDrModc& operating system routine is used as follows: CALL SetDrMode&(WlNDOW(8).Mode&) Where Mode& assumes one of the following values: 0 Use JAM1 drawing mode 1 Use JAM2 drawing mode 2 Use JAM1 with COMPLEMENT modifier 3 Use JAM2 with COMPLEMENT modifier 4 Use JAM1 with INVERSVID modifier 5 Use JAM2 with INVERSVID modifier 6 Use JAM1 with COMPLEMENT and INVERSVID modifiers 7 Use JAM2 with COMPLEMENT and INVERSVID modifiers that when used with JAM1, the background area surrounding the actual text is filled
with the specified foreground color. The text itself is left untouched, allowing the original background color to show through!
All this may very well seem strange and somewhat difficult to understand. The best thing is to look at an example of each of the eight display modes. Enter Listing 2, save it, then execute it. If entered correctly, you will see a large circle filled with a random white-on-blue pattern on a gray background. Over this, eight lines of text are printed, one for each of the eight available modes. Yes, it really docs looks strange! The first time I saw it 1 did a real double- take, but it is all correct, and the way it is supposed to be.
Let's take a closer look at each of the eight lines. Keep a copy of the program listing handy so you may easily determine color complements.
Line 1: JAM1.
The text is written in the foreground color (green), with no background color being "jammed" into the display area.
Line 2: JAM2.
The text is written in the specified foreground and background colors (green on red), which is the "normal" mode.
Line 3: JAM 1 COMPLEMENT.
The text is written in the complementary colors of the display area it covers. Thus, it appears as white on the gray portion of the screen and as yellow and gray on the patterned area (Note the pattern is the same, just in its complementary colors!).
Line 4: JAM2 COMPLEMENT.
Asfar as the single color background is concerned, notice how all the over-written pixels are complemented, resulting in a single colored band (Remember, this mode causes the color of all over-written pixels to be complemented. When continued.,. 19 Crosby Drive Bedford, MA 01730-0523
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* DSM accurately disassembles both instruction and data
coBponentE of a prograa, and navar confuses data with
initructloni. Other dlsausuablere don't.
DSH produces output which ie completely compatible with the Amiga asseabler, Assert. Other diaassosblers don’t.
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representations of data.
Other disassemblers don’t.
Statements in each of the example programs (If you wish to obtain a full set of .bmap files, they may be found on Amicus disk 8. I am sure they are also available through any source of public domain software for the Amiga).
You may do many things with "plain, old, ordinary text" on the Amiga! Use the readily available facilities to your advantage.
Tkk DISASSEMBLER FOR THE AMIGA If you need a fast, reliable 66000 disas&eablor, you need DSH.
Other dieasseiUjlerE for the Xsig*. You'll find that: Coepare DSM to To get your copy of DSH. Send check or aoney order (mado payable to OTG Software) to: Listing *1 Example3 of the Eight Different Print Styles Using both PRINT and Texti Bryan D. Catley June 1937 OTG Software 200 West 7th Street Suite 616 Fort Worth. TX 76102 SPECIAL INTRODUCTORY PRICE GOOD THROUGH DECEM3EH 1537 $ 30.00 REGULAR PRICE $ 47.50 (TX residents add it sales tax) they're all the same color, we end up with a single colored band). Notice also how the pattern area has been complemented. What was white is now gray, and
what was blue is now yellow.
Line 5: JAM1 INVERSVID.
The specified foreground color (green) is jammed into the background area of each character, while the character itself is left untouched, resulting in a "see through" effect!
Line 6: JAM2 INVERSVID.
As you might expect, the specified foreground and background colors (green on red) have been reversed.
Line 7: JAM1 COMPLEMENT INVERSVID.
Of the eight lines, this is probably the most interesting one.
We have an inverted version of line 3, which makes for an interesting effect! Things start out the same as in line 3, but then everything is inversed. This results in gray-on-white text in the solid portion of the screen, and blue and white text on a yellow and black background in the patterned area!
Line 8: JAM2 COMPLEMENT INVERSV1D.
The result is similar to that from line 4. We end up with a single coior band!
The program may be terminated by clicking the left mouse button.
Now, should you simply have a requirement for reversed colors (and nothing else), all you need is the AmigaBasic COLOR statement! Consider the following code fragment which flips colors one way, then flips them back: PRINT'Normal JAM2 text.'; COLOR 0,1 PRINT' Inversed text.
COLOR ID:PRINT'Back to normal.'
As a final note, if you have moved "graphics.bmap" out of the BasicDemos drawer, you will need to modify the CHD1R CHDIR " :3a sicDenos" ' Set correct directory ' Set desired Library Print column headings ' Loop for each style LIBRARY"graphics.library" LOCATE 1, 1:PRINT"PRINTed " LOCATE i,40:PRINT"7extied " FOR Stylel-0 TO 7 CALL SetSoftStyle(WINDOW(6)r Stylet,255) Style$ -STR$ Styiel) TxtStr$ -"This is display style ’*+Style$ +"."
LOCATE 3+ (Stylei*2),1 :PRINT TxtStr$ LOCATE 3+(Stylel*2),40:Display TxtStrS NEXT SetSoftStyle WINDOW(0),0,25S 1 Reset To Normal Style LOCATE 22,32 :PRlNT"Click to quit" ' Tell how to quit WHILE MOUSE (0)-0: WEND 1 Walt for mouse click LIBRARY CLOSE v Close the Library CHDIR 1 Reset directory END 1 Sub-program for use of Texts Function SUB Display (TxtS) STATIC CALL Texts(WINDOW(8), SADD Txt$ ),LEN(TxtS)) END SUB 1 Listing *2 1 Examples of the Eight Different Display .Modes 1 Bryan D. Catley 1 June 198 7 « SCREEN 1,320,200,3, 1 ’ Lo-Res, 8 Color Screen WINDOW 2,,,0,1 ' Full Size Window, No
Gadgets PALETTE 0f.3,,3,.3 ' Gray, complement is 7 (White) PALETTE 1,1,0,0 * Red, complement is 6 (Not Used) PALETTE 2,0,1,0 ' Green, complement is 5 (Not Used) PALETTE 3,0,0,0 ' Black, complement is 4 (Yellow) PALETTE 4,1,1,0 ' Yellow, complement is 3 (Black) PALETTE 7,1,1,1 ' White, complement is 0 (Gray) ' N.B. A Palette's complement palette is the highest available ' palette number, less the number of the palette In question.
COLOR ,0:CLS * Clear Screen to Black Background DIM Txt$ (7),pat%(7) ' Dimension Two Arrays TxtS (0)-"Standard JAM1 mode ” TxtS (1) -"Standard JAM? Mode " TxtS (2)-"JAMl in COMPLEMENT " TxtS (3)-"JAM2 in COMPLEMENT " TxtS (4)-"JAM! In INVERSVID ." TxtS (5) -"JAM2 in INVERSVID ." TX15 6) JAH1 COMP LEMENT 1NVERSVID" Txt5(7)-"JAM2 CCM?LEMENT INVERSVID“ RANDOMIZE TIMER ’ Initialize Random Numbers FOR n-0 TO 7 ' Create Random Pattern ?at%(n}-INT(RND*32000) NEXT PATTERN , Patl ' F.stablish Pattern COLOR 7,3 ' White on Blue CIRCLE 160,1D0), 88 4 Draw circle
PAINT(160,100) 1 Fill with random pattern CHDIR **:BasicDemos" ' Set Correct Directory LIBRARY''graphics. Library" 1 Set up Correct Library COLOR 1,2 ' Rod on Groen FOR n-0 TO 7 ' Show All 8 Examples FOR x-1 TO 2500:NEXT 1 Delay Between Lines LOCATE 6+(n*2),2 v Point to Print Location Mode4-n 1 Get Modei value CALL SetDrMd*(WINDOW(8),Mode*) 'Set Drawing Mode ?RINT"Example of: * -TxtS n) 'Print Sample NEXT WHILE MOUSE (0)-0: WEND ' Wait for Click LIBRARY CLOSE ' Close Library CHDIR 1 Reset Directory WINDOW CLOSE 2 1 Close Window SCREEN CLOSE I ' Close Screen END ¦AC- TeleGames "The ability to
hook up with an opponent thousands of miles away puts TeleGames in a class of its own" by Michael T. Cabral TeleGames* Tun Players Dnr Phone fr fit Hone Chess Ur Btf Scott Lnb Your mind aches for a test of sharpness, strategy and saavy. A game, perhaps? Chess would certainly do nicely ... or backgammon ... or even checkers.
You're out of luck, though. There's not an opponent to be found for miles around. Your favorite chess and backgammon foes are out doing "mindless" things. Your little brother, a tolerable checkers opponent, is glued to the tube, a slave to ALF.
Well, just as in Spielberg's Poltergeist, the answer comes from the phone. Tele- Games, developed by Scott Lamb and distributed by Software Terminal, allows you to wrangle with any opponent on any corner of the globe via modem!
TelcCames springs great new possibilities for Amiga gamcplayers and telecommunications enthusiasts.
For "tclecommies" (not to be confused with Marxist, Lily Tomlin- like telephone operators), TeleGames bursts into a field which has been explored only sparingly.
For game junkies, TeleGames links you to any opponent, anywhere, anytime.
You can also keep your games right at home, simply by leaving the telecommunications option deactivated and taking on a local enemy.
Amigas. Not bad for a title screen a clue to the fine attention to detail and impressive graphics yet to come.
A click in the title screen prompts a "validation character'' requester. A quick reference to the TelcCames manual for the proper letter frees the program. Otherwise, TeleGames is not copy-protected, so you can make as many copies as you need. The manual itself is printed in a very light type, similar to non-photographic blue, to protect against free-for-all distribution.
TeleGames . . . Starting up TeleGames boots in normal fashion, with a Kickstart 1.2 level of ROM followed by the TeleGames disk.
Pictured on the title screen arc two tiny Amigas, complete with shadows, encircled by connected telephone receivers. This image is also depicted, in mini, on the screens of the shrunken TeleGames . . . Up and running After validation, TeleGames unmasks its graphic power. The screen becomes a three-dimensional chess board, complete with 3-D playing pieces. Message boxes at upper left and upper right let you know this is "a new game" and you are "ready to begin." A click and hold on the right mouse button cues all available menus.
The first menu, titled 'TeleGames," presents your game choices; TeleChcss, TelcCheckers, TeleBackgammon or Exit TeleGames. Clicking any of the games places a convenient requester box at center screen that is, essentially, a safety valve.
You are asked if you would like to "continue with this action," so you can escape any error you may have made. Certainly a nice, sanity-saving feature.
If you confirm your choice, you are whisked off to your selected game.
Once you reach your game, the second menu allows you to start a game, end a game or choose which color pieces you will control. You will want to bypass the last two options until after you've chosen your "Board View" options from the third menu.
Continued,,.
According to the "Board View" menu, you can view the board in either two or three dimensions. The 3-D images hold true to the title and are quite impressive. The images are crisp, well-shaded and really do give the game a realistic three-dimensional look.
The 2-D viewpoint is, basically, an overhead shot.
Again, the graphics themselves are good, but 1 really cannot see why anyone would refuse the 3-D angle. The game pieces, especially the chess pawns, are much smaller and further from the real thing in 2-D. The 2-D is there if you prefer, but the true strength of the graphics shines best in 3-D.
In addition to the choice of dimensions, you are also free to choose your "board view angle," your point of view in relation to the gameboard.
This feature actually lets you "sit" wherever you wish. "Red's view" and White's view'" position you closest to your own pieces, as if you are sitting at a table and these pieces are right in front of you.
If you are playing TeleChess, you can also opt for "King's View'" or "Queen's View." You can now be seated alongside the board, so you have a lateral view of the entire layout. Such choices of viewpoint add another very nice feature to Tele- Gamcs. You and your opponent can each check out your moves from the point of view from w'hich you feel most comfortable.
The next two menus, "Telecomm" and "TeleFiles," deal with TcleGames' primary focus games by modem.
We will come back to these later when we talk specifically about the telecommunications connection.
The "Game Files" menu lets you save a game in progress and resume at a later time. This easy-to-use feature is very helpful, especially when playing chess. As you chess vets out there know, chess can be a looonnnng and involved game. It is great to be able to halt a game mid-stream and return refreshed and ready for intense strategy. Chess, backgammon and checkers games in progress are saved separately in neatly organized individual file "folders." A click on the "Game Directory" option smoothly slides the listing over the current screen and you are free to resume any previously saved
contest.
Game sounds can be switched on and off with a final menu. TelcGaines audio is limited, but pleasingly unobtrusive. Digitized chimes signal important game choices and clicks mark movements of game pieces.
When playing thoughtful, strategy- oriented games, too much sound can be a real irritation. TcleGames incorporates just enough sound to keep the players sufficiently informed.
TcleGames . . . Gameplay Once you have chosen your game, dimension view and board view, you arc ready for action. A click on "start new game" under the second menu sets things in motion.
Movement of the game pieces is handled smoothly by the mouse. The keyboard comes into play only for copyright verification at the outset, and sending messages once a teleconnection has been established, The mouse is simply a natural extension of your hand.
Moving the pointer to the top of a piece, backed by a dick and hold on the left button, activates the piece. That piece can then be moved wherever you wish (within the rules of the game), and will not be released until you let up on the mouse button.
It is very easy to forget you are not actually using your own hand. Control with the mouse is effortless and nearly flawless. It is nice to not have to worry that your piece may land on the wrong spot. Slick mouse control ensures that all "bonehead" plays rest squarely on your own shoulders.
Messages boxes at the upper left and upper right of all games act as electronic referees, keeping a close watch on all action. When an attempted font is disallowed, it's nice to know why. The boxes do a great job of keeping you informed.
In TeleChess and TcleCheckers, the left box keeps track of who must make the next move. The right box checks the legality of all moves. If you try to sneak a shady move by the ref, your piece will be returned to its original spot. The right box also monitors all special game situations. In checkers, for instance, if a jump must be made, the box lets you know. If you arc in check in a chess match, the right box fills you in.
In TeleBackgammon, the message box arrangement is slightly different. Turns and game moves are both handled by the left box.
The right box, in turn, acts as a scoreboard (cued with the left mouse button) and in gameplay, as the "doubling die" indicator. The Tclc- Backgammon display also includes a "dice roll" gadget.
According to the TeleGamcs manual, TeleChess, TeleCheckers and TelcBack- gammon follow the "official rules of the games. Although the purpose of this review was not really to pick apart the individual games, all three do appear to run true to form. I did not run across any discrepancies in gameplay or rule interpretation.
Under the realm of "official rules," TeleGames supports many options.
TeleChess includes castling and la passant. Promoting pawns is handled nicely by a series of concise, self- explanatory requesters. Check and checkmate are indicated in the right message box.
TeleCheckers allows all standard "jumps," including multiples. The multiple capture procedure is somewhat different from hopping around on your kitchen table TeleCheckers accomplishes multiple jumps as a series of single jumps. Normally, your turn would end after a single move, but TeleGames recognizes the multiple possibility, and lets you continue until no other jumps can be made. Crowning of pieces is taken care of in standard form, with typical freedom of movement.
TeleBackgammon follows all standard rules, including the "Doubling Die."
At any point, the player in control of the doubling die can offer it to his opponent, simply by clicking on it. A requester makes sure you want to offer the option.
TeleGames . . . Teleconnection The ability to hook up with an opponent thousands of miles away puts TeleGames in a class of its own.
No other game can offer the versatility and opportunity for expansion explored by TeleGames. You might think such a unique feature is a hassle to hook up. Think again. The tcleconnection is a breeze with TeleGames.
After both you and your opponent boot TeleGames, you must establish the ability to communicate with your own modem and your opponent's modem. This task is taken care of easily enough, under the "TeleFiles" menu, where you must first sot your own modem parameters, A click on the "Modem Parameters" option slides the necessary settings Baud Rate, Dial Command and Answer Command onto the screen. The positive feature here is that you need set your parameters only once from then on, your settings will be saved and loaded automatically.
Baud rates of 300, 1200, 2400 and 9600 are supported and can be selected with a simple click.
For dial and answer commands, TeleGames adheres to the "AT" command set.
Blank boxes arc provided for your own dialing and answering commands or additional modem commands.
Just as you need set your own parameters only once, the "Opponent Parameters" option also saves you some trouble by allowing you to load previously saved opponent files.
Entering and saving your foe's telephone number and the baud rate at which you will compete is all it takes.
That opponents file will now be in memory and available for quick, easy access.
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Funky SoundScape Programming Intercepting MIDI events Dig a bit deeper into the innards of the SoundScape system and write a module that is not displayed on the Patch Panel at all ...a VU Meter by Todor Fay - author of SoundScape Introduction A flashy and somewhat useful module for SoundScape would be a VU meter. We could implement the VU meter as a typical module that sits on the right side of the Patch Panel and displays flashing lights whenever modules patched to it on the left send note events . . . But that would be too mundane. Instead, we'll dig a bit deeper into the innards of the
SoundScape system and write a module that is not displayed on the Patch Panel at all. Rather, it works by intercepting all events sent to the Sampler, processing them and then passing them on.
This approach involves a little more knowledge of MIDI message passing, some new data structures and rules for installing intercept code. Let's start with these points and work up to the VU meter module.
If you haven't read the first article on SoundScape programming, it will help explain much of what is to come. You'll find that article in Volume 2, Number 5 of Amazing Computing.
Four more SoundScape library routines Before we dive in, I'd like to introduce four SoundScape library calls, two of which will be used in the VU Meter module.
OpenMidiPort(portJd,direction) Rather than allowing the user to activate a port, you can do it directly by making this call. 'Port id' is the ID number of that port (between 1 and 255). 'Direction' is set to 1 to open on the left side of the Patch Panel, and is also cleared to open on the right side. In addition to actually calling the opencode that the port provided to SoundScape, this setting keeps track of the fact that the port is now opened.
If the port opens successfully, TRUE is returned, else FALSE.
If the port is already open, only TRUE is returned.
Continued,,.
CioseMldiPortCporfJd, direction) As the inverse of OpenMidiPort, CloscMidiPort deactivates the port in the specified direction, instead of activating it.
This command calls the port's closecode, if the port was not already closed.
TRUE is returned if the port is successfully closed, FALSE if not.
EditMdlPort(port_id .direction .command 3tate_structijre) This call opens the port in the specified direction, then calls the port's edit routine. 'Command' and 'state_structure' deal with the nature of the edit routine. These are documented in the first Soundscape article; refer to that article for a detailed review.
OutMidiPorf(port_ld ,note_event) This command sends 'note event' to the specified port.
Normally, you use the Send command to send events.
However, the Send command passes copies of the event to all receivers set by the Patch Panel to receive from your port. You may wish to send an event to one specific receiver. Use this command to do so.
The Port Structure When a module first installs itself as a port in the Patch Panel, it does so by calling AddMidiPortO, passing two icons to it to display a name and ID number, and passing pointers to four routines. As it turns out, nearly all this information is stored in one data structure, the Port structure. You can access the Port structure of every module installed in SoundScape.
First, wc have a small structure used to keep track of all ports a particular port is sending to. These ports are maintained as a linked list. Each node in this list has the standard SoundScape link structure and the id of the port to send to: struct Ports struct Link link; * Link Information. 7 unsigned char port; * Port to send to. 7 This linked list of port ids is graphically represented in the Patch Panel (as all the lines connecting from a port on the left to the ports on the right being sent to). It is a linked list because the number of ports it sends to can fall between none and
all of the ports.
Then, we have the Port structure: struct Port struct Ports 'portsout; char ‘name; long ('outcode)O: long (*editcode)0; long ('ctosecode)O: long (*opencode)(); char countin; char doin; char doout; unsigned char show; 1; 1“ Ports to send to. 7 ¦ Each has a name. 7 ' Output routine. 7 !' Edit routine. 7 * Close routine. 7 * Open routine. 7 ' How many sending here. 7 I" Sending active flag, 7 * Receiving active flag. 7 !' ID of thief. 7 SoundScape maintains an array of 255 pointers to Port structures. Initially, all these slots are empty.
When a port is created by the AddMidiPort command, a Port structure is created and stuffed with the four routines and the name. This structure is then placed in the array, at the index corresponding with the port ID.
An array is used because it provides for very fast accessing
- it provides a table look-up to get at the Port structure,
rather than searching a linked list. This speed is very
important because the MIDI message passing operations must be
fast.
The 'portsouf field is a pointer to the linked list of Ports structures defining the port to be sent to.
The 'name' field points to the string given by the AddMidiPort call. This process takes place so all ports can be identified by names, as well as Ids. This arrangement is useful because ports need not be bound to particular id numbers.
We then have four pointers to the four routines that a port must provide. A brief summary of these routines: 'Outcode' is a routine called to process a MIDI note event sent to this particular port. 'Editcode' provides the user interface and code to handle data sharing with other modules. 'Closecode' is a routine called when another module, or the system itself, wishes to deactivate the chosen port. 'Opencode' is called to activate this port.
Since you can access the Port structure for any port, accord- ingly, you can call any of the four routines yourself, rather than going through one of the four SoundScape library calls outlined above. However, those calls do a fair amount of extra work for you. Unless you have some strange and compelling reason, it's best to do these calls in the proper manner.
'Countin' simply keeps track of how many ports are sending to this specific port. If a port has a countin of three, there must be three ports on the left with patchcords connecting to this port on the right.
T oin' is a flag set only if the selected port is activated for sending MIDI events. This flag indicates that the open routine was called, requesting to open this port on the left hand side of the Patch Panel . . . And it was successful.
'Doout' is a flag that is set only if the port is activated for receiving MIDI events. If set, the open routine was called to open this port on the right side of the Patch Panel . . . And it also was successful.
The terminology of 'input' and 'output' can be confusing at times. It may seem odd to refer to something that sends events as input, while something that receives them as output. From the point of view of the message passing system, though, ports that send events are, indeed, inputs, while those that receive are outputs.
How a Message is Sent We've talked previously about how to allocate and send MIDI events. Now, let's see what goes on once the Send command is issued.
SendCportJd ,note_event); Send stamps 'note_event' with 'port id', the port ID of the sender. 'Note_event' is then placed in a queue of events waiting to be sent.
This queue is processed by a task running at a priority of
15. This task is called the event router. When the queue is
empty, the event router waits. When an event is placed in the
queue, it is alerted with an Exec SignalO command.
The event router reads the id of the sender from each event.
It can instantly get the Port structure from the array of Ports with a quick table look-up. From the Port structure, the event router gets the linked list of ports to be sent to. For each of these ports, once again, a port ID is used to access continued on page 78 Rediscover Sound Sit Down at your Amiga with Studio Magic and discover a new way a better way to create sound... Because you'll be working with software modeled after professional digital sound studios.
The Studio Magic tool menu is packed with over a dozen different digital tools. These special effects let you do anything from creating echos, flanges, and delays to enhancing frequency components or performing Fast Fourier Transforms. The Studio Magic tool box puts the power of a digital sound studio at your finger tips. Imagine the possibilities! You can take a voice and make it sound oid or young, like Darth Vader, or like an alien from mars. Effects like M-M Max Headroom become childs play. Your video sound tracks will never be the same!
Studio Magic's midi support includes a sequencer with ouerdub and external sync.
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Suggested retail price 699.95. SunRize Industries ¦ 3801 Old College Road Bryan, Texas 77801 ™ (409) 846-1311 continued from page 76 the Fort structure of each port to be sent to. To send an event, the event router makes a copy of the event it is holding, and then makes a subroutine call to the 'outcode' routine provided in the destination's Port structure. The copied event is passed as a parameter.
The MIDI event is now in the hands of the receiver. The receiver does what ever it wants with the event, then returns control back to the event router, which, in turn, continues sending the remaining events.
That's SoundScape's MIDI message passing mechanism.
Infercepiing MIDI events To intercept the events being sent to a particular port, all a module must do is install its own output routine in the Port structure of the port and maintain the previous output routine for itself. The event router passes the event directly to the routine, and it can do what it wants before passing the event on to that port.
There is one potential problem. It is possible for several modules to install intercept routines in the same Port. Each installs its code and we end up with the event being passed down a chain of routines, each doing its own thing. All is fine and dandy, until one of these tries to close down. It will incorrectly place the pointer to the following routine back in the Port structure, leapfrogging all those routines that precede it. Worse, after that, when the routine that preceded it removes itself, it will reinstall the latter's routine back in the Port structure. The latter's segments may
have already been removed by AmigaDos, so when the next event comes along . . . CuruLand.
There must some way of regulating this action. There is one last field in the Port structure, called 'show," that I haven't mentioned. Normally, it is cleared, but if some other module has inserted itself in this port, the port id for that module's port is stored here. This storage lets other people know they shouldn't mess with this port somebody else already has. However, since they know which port has it, they can coordinate with the field ... or they can ask that port to leave by closing it with a call to CloseMidiPort.
By the way, don't ask where the name 'show' comes from.
Here are the steps for creating your intercept routine: Provide a variable to store the address of the port's output routine.
Write your intercept routine. It should call the port's original output routine when finished.
Create your own port. The four routines for it should be: OutCode - does nothing.
EditCode - does nothing.
OpenCode - Installs your intercept routine in the intended port. If someone else has this port (look at port- show), follow one of two options: either don't do anything and return(O) for unsuccessful open, or call CloseMidiPortfport- show), which instructs that other port to deactivate and remove itself from the Port. You can then safely install your intercept routine.
CbseCode - Removes your intercept routine.
Here's an example intercept output code that does nothing; it just passes the event on to the port. The port's outcode routine is pointed to by the variable 'portoutcode.' Note that this variable is used to pass the event on, rather than using the OutMidiPort command. That command would simply route the event back to this routine, since the Port structure points here.
Void (‘portoutcode) 0: interceptcode(nofe_event) struct Note 'note_event; I (‘portoutcode) (note_0vent); } Installing this intercept code is simple. Access the Port structure for the port by calling MidiPort (FindMidiPort (portname)). FindMidiPort, given a port's name, returns the ID of the port. MidiPort, given a port's ID, returns a pointer to its Port structure. If there is no such port, NULL is returned. Check the 'show' field of the Port structure. If it is non-zero, this response means some other port has already monkeyed with this field. If so, we to close it down with a CloseMidiPort
command. If successful, wc proceed.
Opencode(direction) chor direction; struct Port ‘port; if (idirection) ( port = MidiPorf(FindMldiPortCport name')); if (port) if (port- show) CloseMidiPort(port- show.O); ) if (port- show) return(O); portoutcode = port- outcode; port- outcode = Interceptcode; port- show = thisport; return(l); I ) return(O).
I Closing the port is simple. Just reshuffle the pointers, so the port has its own outcode back in place. Clear port- show, so other modules can get at this port.
Close code(direction) char direction; ( struct Port ‘port; If (idirection) port = MldiPorf(FlndM!diPort('port name")); if (port) port- outcode = portoutcode; port- show = 0; return(l); ) ) return(O); 1 Now that we have a method for intercepting MIDI events down pat, let's write that module.
A VU Meier We'll read the MIDI velocity of notes going to the Sampler and use that value to calculate an overall volume. When notes are turned off, their initial velocity is subtracted from the volume. The total volume is displayed as a row of lit LEDs.
Of course, just reading the note velocity can be misleading, since some sounds may be quieter than others, and we are ignoring their amplitude envelopes. As you'll see, though, when you get the thing running, the effect is quite acceptable.
To keep track of the total volume, we can't simply keep one variable around and add velocities to it when notes are turned on. We also need to subtract the original note on velocity from the total when the note is turned off . . . But the note off event doesn't carry that information. So, we must keep the original velocity on hand. We use an array of note on velocities to accomplish this task. Whenever a note is turned on, its velocity is stored in this array, indexed by the note value. When the note turns off, we index by the note value and retrieve the velocity, which we subtract from the
total.
The VU meter is displayed as a line of simulated red LEDs.
The number of LEDs to light up is calculated from the total volume. It is not a simple linear relationship. Rather, it makes more sense to illuminate one more LED for every doubling of volume. This figure corresponds to a six dB increase. The number of LEDs to be displayed is calculated by finding what power of two the total volume equals. This calculation can be done with a scries of shift instructions, since a shift left, in binary doubles the value.
Displaying the LEDs is very simple. There are two Intuition Images; one is a blank rectangle, indicating an off LED, and the other is a red rectangle, indicating an on LED. Instead of redrawing the entire display for every change in volume, only the LEDs that constitute the change arc updated. For example, when the volume decreases by two LEDs, the top two LEDs are cleared by drawing with the blank image.
Installing the VU Meter Since this SoundScape module does not have an icon in the Patch Panel, there is no way for the user to invoke it by simply clicking on that icon.
There are two solutions to this problem.
You can put an icon in the Patch Panel that does nothing other than provide a means for opening the VU Meter.
You may also have the VU Meter open automatically when it is loaded as a module. Immediately after it installs itself in SoundScape with an AddMidiPort call, it opens itself with a call to OpenMidiPort.
1 chose the latter solution to avoid cluttering the Patch Panel with the extra icon.
(see listing for vu.c) Here's the .with file to link this feature; FROM ‘ LibiAstartup.obj.* vu.o,* ssllnk.o,* morelib.o TO ‘ VU LIBRARY ' Lib:amiga.iib,* Llb:!c.llb NODEBUG I use Blink. If you have Alink, remove the NODEBUG statement.
Compile and link this program. Get SoundScape running and run VU from the CLI (or click on it, if you've made a WorkBench icon.). The VU Meter should pop up in the top left hand corner. Connect the Console Keyboard to the Sampler. Play notes. Although no sounds may be loaded into the Sampler yet, the LEDs will flash . . . Filthy liars.
Run VU a second time. The VU Meter window should close down, then reopen. This occurrence comes up because the second VU Meter closed down the first, in order to steal the Sampler.
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Intercepting MIDI events has many uses. Here are a few ideas:
• A module that intercepts CLOCK events going to the Tape Deck
and displays the time in beats and measures.
• A diagnostic module for debugging that filters events going to
a user specified port.
• An insidious module that sometimes adds strange trans
positions to events being sent to the Sampler or out the MIDI
connector. It could also randomly reroute events destined for
the Sampler to the Player Piano and Mixer.
• This program and all necessary link files will are available on
an Amicus disk, as well as on PeopleLink. There are versions
for both Lattice and Aztec C. * VU.C VU Meter for the Sampler
(c) 1987 Todor Fay LATTICE C version; lcl vu ic2 -v vu atom vu.o
ram:too -cd copy ram:foo vu.o blink with vu,with * ?include
“exec exec.h" ?include "exec types.h” ?include "soundscape,h"
? Include "intuition intuit ion.h" * Images for the LEDs. A
red LED for lighting, a blue LED for turning it back off (the
background color.)
• UWCRD redleddata[] = * 16 x 3 * 65535, 65535, 65535,
65535, 65535, 65535, I; struct Image redledlmage = (
0,0,16,3,2,redleddata,3,0,0 ); DWORD blueleddata[] - i * 16 x
3 * 0, 0, 0, 0, 0, 0, struct Image biueledimage = (
0,0,16,3,2,blueleddata,3,0,0 }; • We don't need any Intuition
Gadgets, just a window to display the LEDs in.
This was designed with Power Windows.
' struct NewWindow NewWindowStructure - ( 0,0, 25C, 20, 0,1, NULL, WINDOWDRAG+WINDOWDEPTH, NULL, NULL, "VU Meter", NULL, NULL, 5,5, 0,0, WBENCHSCREEN }; short thisport; * This port's id. * long SoundScapeBase; * SoundScape library. * long IntuitionBase; * We need a place to store the Sampler's output routine address, since we are replacing che code pointer in its port structure with our own.
* void (-sampleroutcode) (),* struct Window *vuwlndow; *
Display window, * n Ke need an array of velocity values for
each note that is being played. These are zeroed for no note.
If you add up all the velocities in this array, you should get totalvolume, which is used to determine the number of LEDs to light.
* unsigned char velocitytl28]; unsigned short totalvolume;
insertoutcode(note) * This output routine is not given to the
Patch Panel in the AddMidiPort call. Instead, this routine
replaces the Sampler output code, and then calls it. So, this
is Inserted there by the open routine.
Check the note status. If it is NOTEON or NQTEOFF, we want to use it for the display.
Start by decrementing the totalvolume by velocity[note- value]. If this is a NQTEOFF event, this reduces totalvolume appropriately.
If this is a NOTEON event, this clears any previous NOTEON that was stored. This is neccessary because we aren't supporting multiple playing of the same note (for simplicity.)
If this is a NOTEON event, increment totalvolume by the velocity of this note. Store this velocity in the velocity array.
Else, for a NOTEOFF event, simply put zero in the velocity array - there is no note being played.
Compute how many LEDs should be on from totalvolume. Each additional LED represents a doubling in volume, so figure what the most significant bit of totalvolume is.
If the new top LED position (newvupos) is greater than the currently displayed one (vupos), draw in the extra LEDs. Else, if newvupos is less than vupos, erase LEDs down to newvupos.
Finally, forward the note event to the Sampler by calling its output routine.
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status » note- status s OxFO; static short vupos = 0; short
newvupos, index; if (sampleroutcode) ( if ((status == NOTEON)
|| (status -= NOTEOFF)) totalvolume -=
velocity[note- value]; if ( (status • NOTEON) &&
note- velocity) ( totalvolume += note- velocity;
velocity[note- value] « note- velocity; I else
velocity[note- value] = 0; newvupos =0; index =4; for (;index
totalvolume; index = index « 1) newvupos++; if (newvupos
vupos) for (;vupos newvupos; vupos )
Drawlmage(vuwindow- RPort, &blueledimage, -10 + vupos *
20,13); 1 else if (newvupos vupos) vupos++; for (;vupos =
newvupos; vupos++) Drawlmage(vuwindow- RPort,
firedledimage,-10 + vupos * 20,13); ) vupos * newvupos; )
(*sampleroutcode) (note); } else FreeNode(note); )
outcode(note) * This, the outcode for this module, does
nothing.
Continued... V struct Note *note; FreeNode(note); I opencode(direction) * This installs the VU meter.
If this is to install the output routine: Get the Port structure for the Sampler.
If the Sampler already has its output code stolen, (samplerport- show has somebody's port id) do nothing. Else, open the window, give samplerport- outcode insertoutcode and put the Sampler's output code in samplercode. Set samplerport- show to this port's id, so no other module will monkey with it.
* char direction; short i; struct Port *samplerport; if
( direction) ( samplerport = (struct Port *) MidiPort
(FindMidiPort ('‘sampler")) ; if (samplerport) if
(samplerport- show) CloseMidiPort samplerport- show,0) ; if
(! Sampterport-sshaw) ( vuwindow ¦ (scruct. Window *)
Oper.Wir.dow (SNewWindowStructure) ; if (vuwindowI Lata
lvolume = 0; for (1-0; i 126; 1 + + ) vclocltyflj - 0;
samplcroutcode - sanplerport- outcode; samsllerporr- outcode =
i nsert out code; samplorport- show - thlsport; return 1}; ) !
( ret urn(0); I closecode (direction) ’ This deactivates the VU Meter.
Simply return the Sampler's output routine to Its Port structure and clear samplerport- show. Close the display window.
I struct Port 'samplerport; if ((direction) ( samplerport - (struct Port *) MidiPort(FindMidiPort("sampler")); if (samplerport is sampieroutcode) ( samplerport-Poutcode - aampleroutcode; samplerport- show = 0; ) if (vuwindow) CloseWindow(vuwindow) ; vuwindow - 0; ) return (1) ; 1 * The main program is standard with one addition: After installing this port, call OpenMidiPort to activate it. This is needed because there is no icon for the user to click on. We could have added that icon, but it would be one more item on the Patch Panel, cluttering it and causing some confusion since nothing can
be sent directly to it.
There is a chance OpenMidiPort will fail. This is because the Sampler's output routine was already stolen. If so, there is no need to stick arcund, so call RemoveMidiPort and leave, normally, RemoveMidiPort is done by SoundScape when it closes down, but this time we'll do it ourselves to get our. Early.
Mair.O I IntultlonBase - OpenLlbrary("Intuitlon.library", 0); SoundScapeBase = OpenLlbrary("soundscape.library",0); if (SoundScapeBase) ( CloseLibrary SoundScapeBase}; thlsport - AddMldiPort(opencode,closecode,0, outcodo,0,0,-1,"vu meter"); if (OpenMidiPort (thisport, 0)) f SetTaskPri(FindTask(0),-20); while (MidiPort(thisport)) Delay(100); i else RemoveMidiPort (thisport); : CloseLibrary(IntultlonBase);
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TO ORDER OR FOR ADDITIONAL INFORMATION CALL (703) 356-7029 or (703) 847-1743 OR WRITE Peacock Systems, Inc., 2108-C Gallows Road, Vienna, VA 22180 Fun with Amiga Numbers Uncover the secrets of floating point arithmetic buried within the Amiga.
By Allen Barnett The Amiga's speed in dealing with floating point numbers intrigues me. After a few* tests with empty loops and multiplies in BASIC and C, though, I began to realize my curiosity would never be satisfied with anything less than full blown assembly language code. This article discusses my attempts to uncover the secrets of floating point arithmetic buried within the Amiga, AMIGA NUMBERS Before looking into the math, let's consider how floating point numbers are stored in the Amiga. Unfortunately, there are two different formats available. While the differences between
formats are small, they are sufficient to render incompatibility. The two formats are: the Motorola Fast Boating Point (FFP) and the Institute of Electrical and Electronic Engineers (IEEE) standard. A good explanation of the FFP form is given in Part 4, Chapter 1 of the ROM Kernel Manual. The IEEE standard single precision format is discussed in Appendix D of the AmigaBASIC manual.
The major difference between the representations is that an FFP's exponent is stored in the least significant bits, while an IEEE number stores the exponent in the most significant bits. A more subtle difference is that FFP exponents are stored in excess-64 notation, while IEEE exponents go with excess-63. Again, I can offer no explanation. The last difference is the most interesting and merits some discussion.
In both FFP and IEEE formats, the mantissa is stored as a normalized binary fraction. This storage means the leading bit is always one. The IEEE format takes advantage of this situation by using this bit to store something else, namely an extra bit of exponent. So, while the FFP can store only 7 bits of exponent, an IEEE manages 8 bits. This difference, of course, gives IEEE numbers greater range in magnitude by a factor of two. Thus, while an FFP may range from approximately IE-20 to 1E+18, an IEEE number can go from about IE-38 to 1E+38 (note that the greater symmetry of the IEEE format is
due to excess-63 notation). The accuracy of the mantissa of each representation is still the same - - both use 24 bits - - only the magnitude is different.
The Amiga provides basic math support (addition, subtraction, multiplication and division) for both of our formats. It also allows comparison, testing (comparison to zero), negation, absolute value and conversion from and to integers (floating and fixing). The Amiga also provides a disk-based library of transcendental functions, such as sine, cosine, square root and a variety of logarithms. These functions, however, only work on FFP numbers. Fortunately, this library also offers IEEE format conversion, so we are free to choose the form. I recommend using the IEEE format whenever possible,
since it offers a greater range of representation (Avogadro's number is 6.023E+23) and it is a standard. Further, your numbers will be compatible with BASIC and C, at least on the Amiga.
Code conversion Having filled in the basics, I now report that the program I finally wrote uses the FFP format. I used FFP for two reasons. First, the point of the exercise was to 'make the boat go fast.' Second, we are provided with routines which convert ASCII strings directly to FFPs and back again. To access these routines, though, we must delve into the arcane innards of the machine (You might want to read the first paragraph of Part 4, Section 1.5 of the ROM Kemal Manual, Then, you see what we are up against,).
No interface is provided for assembly programs to the requisite routines. Further, I could find no trace of a mathlinkjib.lib. It turns out, though, that this library is actually part of the link library, amiga.lib, included on both the assembler and the C compiler disk. I probably would have stopped at this point were it not for Gerry Hull's article in Volume 1, Number 7 of Amazing Computing on linking assembly language to C programs. Armed with his knowledge, I then set out to defeat the 'C interface.'
Of course, I failed miserably. I could not get my assembly code to work. Even C programs calling the conversion routines GURUed. Finally, 68000 manual in hand, I proceeded to disassemble the conversion routines in amiga.lib and, eventually, an error revealed itself. At least I think it is an error I am not certain. Here is my discovery.
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Move.l StrlngBuffer,-(SP) move.l DUMMY,-(SP) move.! FFP.-(SP) jsr _fpa lea 12(SP),SP StringBuffer will now contain a string 14 characters long of the form:
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routine that failed was _fpa, the conversion from a floating
point number to an ASCII string. You may recall from Hull's
article that arguments for C subroutine calls are pushed onto
the stack before the routine is called. The subroutine then
LINKs its own variable space below the bottom of the stack. The
arguments are available at positive offsets from the top of
this space.
The routine _fpa takes two arguments - - the FFP to be converted and the address of a place to store the resulting string. Nominally, this should amount to two long words.
The 'C interface' to the actual conversion routine ended up going back one long word too far to retrieve the address of the string buffer. Apparently, it expected the FFP to be two long words long. Yet again, I must admit bafflement. At any rate, if you push a long word between the address and the FFP, it all works fine. The other routine I used to convert a string to an FFP, _afp, works without problems.
The specific methods for accessing these routines are shown below. Consider this code the 'assembly language interface.'
To convert an ASCII string to an FFP: move.l NumString,-(SP) Jsr _afp lea 4($ P),SP move.l dO.FFPSave Amiga math Part 4, Section 1.3 of the RKM explains how to access the floating point routines in the mathffp.library. Like dos.library or graphics.library, this library must be opened before it can be used. The OpenLibrary routine in the exec library accomplishes the opening. A typical code fragment is shown below: move.! _AbsExecBase,a6 move.l Math_Name,al Jsr _LVOOpenUbrary(a6) move.l dO,_MathBase The OpenLibrary routine returns the memory location of the jump table for the math library in
register dO. A typical call to an FFP routine is done as shown below: move.l _MathBase,a6 move.l FFPLdO move.l FFP2,dl Jsr _LVOSPAdd(a6) move.l dO.Sum The above code adds the FFP number in dl to the FFP number in dO. In general, the mathffp routines also sot flags indicative of the results. For example, the zero flag is set if the result in dO is zero. This sequence makes using floating point numbers very easy.
Bear a few warnings in mind. First, division by zero is not handled very gracefully by SPDiv. In fact, it results in a GURU visit (I suppose the division routine must use the 68000 D1VU instruction. If this detects a division by zero, it generates an interrupt which sends us to the Exception Vector Table, and from there to the old Dead End Alert.). To avoid this end, check the divisor before you call SPDiv.
This process leads us to another point of confusion. Division is not a commutative operator - - 1 2 does not equal 2 1. The RKM indicates that the result of SPDiv divides dl by dO when, in fact, the routine does just the opposite. It also confuses the subtraction routine, SPSub. The result of SPSub subtracts dl from dO. Finally, the arguments of SPMuI are taken from dO and dl, NOT dl and d2, as stated (This point is correct in App. A.). Having found all this useful information, I wanted to write a program that would interact with the user. Accordingly, I had to find out about machine
language I O. The routines for application I O are all detailed in the AmigaE OS Developer's Manual, but I must confess that I couldn't make anything of them. At yet another dead end, I stumbled across the Amiga Programmer's Guide, by COMPUTE!
Publications, Inc. This extremely useful work contains a chapter on Machine Language by Tim Victor, describing, among many things, how to do console I O from assembler.
Just what 1 needed.
Pulling all these ideas together resulted in Solve, the program listed at the end of this article. It is designed to show how to do some useful things with floating point numbers. The program is also useful in its own right, as a very elementary solver of simultaneous equations (no partial pivoting here), using Gauss-Jordon reduction. Except for division by zero, there is no error checking, so, be careful.
Hero are the commands needed to compile and link the code, assuming you have the assembler in the external drive and have entered Solve.asm in the ram disk: cd ram: dfl:c assem Solve.asm -o Solve.o dfl:c alink Solve.o lib dfl :lib amiga.l!b to Solve Oddly, the version of amiga.lib accompanying my C compiler is different from the version on the Assembler disk. My C version (3.02) gives an unresolved reference to _MathBase, unless this variable is declared and visible to the linker. You can declare MathBase with XDEF in the code, but neither _afp or _fpa uses it. Perhaps some of the other
conversion routines discussed in Part 4, Sec. 1.5 use _Math- Basc. The newer (?) Version of amiga.lib does not even require it. You can run the program simply by typing: Solve.
When the program runs, it prompts for the Tank (the number of unknowns) of your matrix. Enter a number between 2 and 9, inclusive, without leading blanks. The same holds true for input of the coefficients and solution vector values - - don't use leading blanks. The routine _afp is somewhat forgiving concerning the form of your entry.
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Conclusions I coded this same algorithm in BASIC just to see how it fared. A perceptible delay between the entry of the last value and the printing of the solution for a 9 x 9 matrix occurred. The machine code version has no such delay. 1 found this point very pleasing. Perhaps quantitative timings would be more scientific, but instant solutions are fast enough for me.
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(714) 960-3984 PO Box 7437 • Listing One Solve.asm move.l 2,d2
move.l 3,d3 jar _LVORead(a6) EX DM .‘Buffer Address
.•Buffer Length DOSBaae better be in a6| Open the Dos
library raove.l _AbsExecBase,a6 move.l DOS_Name,al
OpenLib in exec library .•load ptr to dos lib name ;will
accept any version ;open the library .-base address
returned in dO ;no return add., skip this clr.l dO jar
__LVOOpenLibrary (a 6) move.l dO,_CQSBase beq NoDOS Open
the Math library move.l ?Mathffp_Name,al ;ioad ptr to math
lib name clr.l dO jar _LVOOpenLibrary(a6) move.l
dO,_MathBase beq NoMath .-again, not there, can't run this
* Get the input file handle (The console is the default device)
move.l _DOS3ase,a6 ;Input function in dos lib jar _LVOInput(a6)
the console is already open when the loader invokes a program
move.l dO,inHand save the handle
* Get output file handle (Console also the default output device)
jar _LVOOutput(afi) again, console is open upon loading
raove.l dO,OutHand .-save this handle, too Prompt the user to
enter the rank of matrix WriteCon OutHand, fMsgl, Msgi_Len
Read in the rank of the matrix ReadCon InHand, RBuf, RBuf_Len
clr.l dO move.b Rbuf,dO andi.b ?$ QF,dO move.1 dO,Rank move.1
dO, d4 subq.1 ? L,d4 move.1 d4,Rank 1 lsl.l ? 2,dQ move.1
dO,RcwWidth convert input nun to int get first byte of buffer
strip off ASCII part save the result in memory and in d4
fix ? Entries so DBRA works and 3ave it multiply rank x
4:gives the ? Bytes in ca.row, save it Prompt to enter
coefficients WriteCon OutHand, Msg2, Msg2_Len Read each
coefficient Program to solve a linear system using FFP numbers
Copyright ) 1586 by Allen Barnett RdCoefl RdCoef2 Troy, MY
Declare externals so the linker can find them WriteCon XREF
AbsExecBase base address for exec lib jump table XREF
_LVOOpenLibrary open a library (exec) XREF _LVOCloaeLibrary
.-close an open lib (exec) XREF _LVOInput get input file
handle (dos) XREF _LVOOutput output file handle (dos) XREF
LVORead input from open file (dos) XREF _LVOWrite print to an
open file (dos) XREF _LVOSPDlv divide dO by di (math) XREF
“lvqspmui multiply dO by dl (math) XREF LVOSPSUb subtract dl
from dO (math) XREF _afp convert ASCII string to FFP XREF _fpa
go the other way Define macros for console I O MACRO File
Handle, Output string String Length move.1 l,dl File Handle
here move.l 2,d2 String Address here move.1 3,d3 Length of
the String here jsr ENDK _LVOWrite(a6) Assumes _DOSBase in a6U
MACRO File Handle, Input Buffer Buffer Length move.l U,dl
File Handle move.1 ?Matrix,a2 load ptr to matrix storage
move.1 Rank_l,d4 move.1 Rank_lrd5 read rank x rank ?of cocf
move.1 Rank,dO recover rank value move.1 ?P3uf,a3 recover
print buffer start sub.b d4,d0 calculate row value ori.b
?'0*,dQ convert to character move.b dO,(a3) + put in print
buffer move.b ?',' f (a3) + ;a comma to separate indices move.1
Rank,dO same idea sub. B d5,d0 calculate column value ori.b
* '0',d0 convert to a character move.b dO, (a3) + put in the
print buffer move.b ? ' (a3) make it look neat WriteCon
OutHand, *P3uf, ? 4 print the prompt ReadCon IrtHand, ?RBuf,
?RBuf_Len read in the coefficient move.l ?RBuf, - (SP) push
input add. To stack jsr _afp call c fnc to convert the
,-string into an FFP lea 4 (SP) ,SP .-clean up the stack move.l
dO, (a2) + ; save FFP into matrix dbra d5,RdCoef2 ;get the next
coefficient dbra d4, RdCoefl ;cont until matrix is full move.1
a2,MatTop .-save the end of the matrix 1 in the values in the
solution vector WriteCon OutHand, Msg3, ?Msg3_Len print prompt
for sol.
Move.1 ?Solution,a2 load ptr to the solution vector storage area move.1 Rank_l,d4 get this many values move.l Rank,dO recover rank value sub. B d4, dO .-calculate position orl.b '0'fd0 move.b dQ,PBuf move.b ';r,PBuf+l WriteCon OutHand, fPBuf, 2 ;make it a character ; copy char to print buffer ;neaten the output ;print the value only $ 99 each!
ReadCon InHand, RBuf, R3uf_Len .-read solution value push strinq add. Onto 9tack call the C function clean up the stack save FFP in storage area ;cont until all sol's read ; save ptr to sol vec. Top move.1 jsr lea move.l dbra move.1 RBuf,-(5P _afp 4 (SP),SP do,Ja2)+ d4,RdSol a2,SolTop PAYROLL A comprehensive system allowing pay rates for standard hours, overtime, and salary. Hourly and salary employees may be paid weekly, biweekly, semimonthly, and monthly. Commissions loans or dues deductions, and vacation accrual use are accommodated easily Year to-date, quarterly, monthly, and current
totals arc maintained. Federal reporting and state computations arc Included Solve the simultaneous 3y3tem ; gonna do math for a while .-recover ptr to matrix end .•recover ptr to solution end do for each row i the next few instct calc offset from END of a row to the diagonal element (4* (rank - row_counter)) 3ave this factor for later diagonal element of row i if zero, that's all we do ;for each element of row i ;save the row end for later ;get the next element .•divide by the diag. (In dl) .•store it back in the array ;cont until row i normalized .-Note: a2 ptring to END of the ; row i-i
;get solution vector element ;corresponding to row i ;div by same diag element .-save it back in the vector move.1 move.1 move.1 move.1 move.1 sub. B 1*1.1 neg. 1 move.1 move.1 beq move.l move.1 move.1 jsr move.l dbra _MathBase,a6 MatTop,a2 SolTopral Rank_l,d3 Rank, do d3, dO 2, dO dO dQ,d2 0(a2,dO),dl DivByO Rank_l,d4 a2,a5
- (a2),dO _LVOSPDiv(a6) dO, (a2) d4, Normal BigLoop INVENTORY
CONTROL Stores cost and quantity information, updates it
immediately, and offers key management reports. Four costs,
(our locations, sales history, and vendor Information is kept
for each Item.
(619) 436-3512 CCOMPUTERWARE' Normal move.l -(al),dQ jsr
_LVOSPDiv a61 move.l dO, al) ElimCoi FixRow NextRow ReLoop
SolLp2 DivByO SolTop,aO MatTop,a4 Rank__l, d4 ;the ops
below will leave ;the prob sol in sol vec ;zero elements in
ea. Row ;above below diag. Of row i bv collecting
vcnrloranr! Invoice Jnfor* move.1 move.1 move.1 maliim and
Ireporting (lie busi- ~ lzq a ness cashcommitmentsmid
pavmciil DOX Oou’A liismiy. Encinitas, CA 92024 cmp.l beq
d4,d3 ;skip this if j-i NextRow move.1 a5, a3 ;recover ptr
to the end of ; row i move.1 0(a4,d2),d6 ;get diag. Ele. Of
row j CloseShop move.l _AbsExec3ase,a6 ;CloseLib in exec
library move.1 Rank_l,d5 ,-do for ea,element of row j
move.l _MathBase,al .-close the Math library move.1
- (a3),dO .-get element of row i to be jsr _LVOCloseLibraryIa6)
.-close it move.1 d6,dl ;Kult by diag. Ele. Of j j3r
_LVOSPMul(a6) .-multiply them NoMath move.l _AbsExec3ase, a6
move.1 dO.dl ;switch around the result move.l _DOSBase,al
.-close the dos library move.1
- U4) ,*10 .-get affected element row j jsr _LVOCloseLlbrary(a 6)
jar _LVOSPSub(a6) .-subtract our product move.1 dO, (a4) .-save
result in the matrix NoDOS clr.l dO .-things went well, bye.
Dbra d5,FixRow ;cont for elements of row j rts move.1 d6, dl ,-do the 3ame mult, and sub.
Move.1 (al),d0 ;on the solution vector ele.
SECTION data,DATA jsr LVOSPMul(a6) DOS_Name
dc. b 'dos.library' ,0 move.1 dO,dl Mathffp Name: move.1
- laOl ,d0
dc. b 'mathffp,library',0 jsr _LVOSPSub(a6) Msgl
dc. b 'Enter rank of the coefficient matrix', 13,10 move.1 dO,
taO) Msgl_ Len EQU *-Msgl bra ReLoop ;skip the rest Msg2
dc. b 'Enter the coefficients (row,col)',13,10 suba. 1
RowWidth,a4 ;if j-i then advance row j Msg2_ Len EQU *-Msg2
subq.1 4 ,a0 ;ptr to the next row, j-1 Msg3
dc. b 'Enter the solution vector (row)',13,10 dbra d4,ElimCol
Msg3_ Len EQU *-Msg3 dbra d3,BigLoop ;That's all for now Msg4
Msg4_ Len
dc. b 'Oops. Division by zero!',13,10 EQU *-Msg4 done so print
the answers Msg5
dc. b 'The unknowns are:',13,10 Msg5_ Len EQU "-MsgS move.1
_DOSBase,a6 .-back to writing If
dc. w $ ODOA WriteCon OutHand, Msg5,4Hsg5 Len
• •print a line to this effect SECTION mem.BSS move.1
?Solution,a2 .•get start of the sol. Vec.
* variables move.1 Rank_l,d5 .¦print correct of entries DOSBase
ds.l 1 move.1 PBuf,-(SP) .•push the buffer address MathBase
ds.l 1 move.1 dQ,-(SP) ;This does nothing, but is InHand ds.l 1
; essential for op of Cpa OutHand ds.l 1 move.1 (a2)+,-(5P)
.-push FFP -convert to string Rank da.l 1
j. r _fpa ,-call routine to convert it Rank_ 1 ds.l 1 lea 12
(SP),SP .-clean up the stack RowWidth ds.l 1 move.w If,
Pbuf+14 ,-add a If to the buffer MatTop ds.l 1 WriteCon
OutHand, PBuf, 16 print it out SolTop ds. 1 1 dbra d5,SolLp2
.-continue until all printed
* buffers bra CloseShop .-go to the end Rbuf ds.b 80 Rbuf_ Len
EQU *-RBuf move.1 DOSBase,a6 ;Uh Oh! Gotta stop Pbuf” ds.b 80
WriteCon OutHand, Msg4, Msg4 ben .-print the bad news Pbuf _
Len EQU '-PBuf Matrix ds.l 81 Solution ds.l 9 END
• AC GENERAL LEDGER A comprehensive double-miry accounting system
with complete audit nails, closing procedures and full
reporting CHECK LEDGER A single-entry bookkeeping system with a
usrrdcHncd chart of income and expense accounts, year-to-date
totals, subaccounts, and complete checking account history.
ACCTS RECEIVABLE Know current customer status, which accounts are past due, forecast how much money to expect to receive for cash (low planning, and keep on top of your customers’ credit positions.
ACCTS PAYABLE Helps manage and track cash liabilities Rusinesi r s Check out our new price and features for Multi-Forth™ 7be La.'Kfcu.a.fct c - f'h. cva-tx.C'K Version 1.2 Multi-Forth increases the power, speed and flexibility of this already successful programming language and development tool. Some of the new features include;
• Local Multi-Tasking
• Sound Drivers
• Complete Set of Include Files
• New AmigaDos 1.2 Calls
• Enhanced Kernel If you haven't tried Multi-Forth you may not
have yet unleashed the full power of your Amiga.
Call our toll free number for a technical data sheet or check out our online services on CompuServe at GO FORTH.
Now only $ 89.00 4701 Randolph Rd, Suite 12 Rockville, MD 20852 301-984-0262 in MD l-SOO-FORTH-OK (367-8465) Moving?
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P. O. Box 869 Fall River, MA 02722 Please remember, we can not
get your magazine to you if we do not know where you are.
Allow 4 to 6 weeks for processing__ Do-lt-yourself Improvements to the Amiga Genlock by John Foust If your Genlock has trouble synching with an external video signal, or if the video appears to tear away at the top edges, there is a simple fix is available.
By removing a single resistor from the circuit board, you can increase the quality of the genlock output. This change docs violate the warranty of the genlock, so you must perform this fix at your own risk.
To make the alteration, you will need a small pair of pliers, a fine-nosed tvire clipper and a screwdriver to remove the case of the genlock. First, unscrew the plastic case and remove the lid. Inside the genlock is a metal shield that protects the circuitry from interference. The metal shield is affixed by metal tabs. Crabbing these tabs with the pliers and twisting them back to a straightened position allows the shield to be removed from the case.
This handiwork exposes the circuit board. Each component on the circuit board is labelled on the surface of the board.
An integrated circuit chip looks like a grey box about the width of a pencil. Find an integrated circuit labelled "Ull"; it should have sixteen pins.
Now, you must locate a particular resistor. A resistor looks like a thin rod with colored stripes and wires jutting out of both ends. Our resistor is labelled "R55," but this note may be covered by the resistor itself. There is another way to find it. Near one end of integrated circuit Ull is a resistor with three colored bands yellow violet and red. Search no more.
This resistor should be removed from the circuit board.
Remove it - very carefully - using the fine-nosed wire clipper to dip one of the two wires at the end of the resistor. With the pliers, bend the resistor away from the circuit board and expose the wire at the other end. Clip this wire and the resistor should come free of the circuit board.
Be sure that no scraps of wire are left on the board. Replace the metal shield, twist the tabs back into position and screw the case back together.
• Thanks to CompuServe's Margaret Morrell, Roy Laufer, Louis
Markoya and Ralph Landry for their comments,
• AC* As I S©@ It WordPerfect, Gizmoz V2.0, and ZinglKeys This
article is not a review. It is also not the price index for the
New York Stock Exchange. The opinions expressed within it are
not those of PiM Publications, my parents (or anyone they
know), or anyone 1 know for that matter. They are solely and
completely my own. If they are your opinions as well, I'm
very sorry but I had them first!
There are three new products that i've acquired this month that 1 want to talk about especially, because even if a review is done, it probably won't do them justice. And hey, a LITTLE repetition is good for the soul. But if 1 don't get organized, I'll lose track of where I am and not cover one, so excuse the outline mode at times.
WordPerfect It came in this week; the industry standard word processor of the IBM world, now available for the Amiga.
No longer will people look down their noses at I'm and say, "Yeah, its got swell graphics. When is there going to be some serious BUSINESS SOFTWARE for it, though?" (You've heard this tone of voice before, Its the one used by people who are politely looking at your favorite machine, but they're only doing it as a favor to you, because their minds are already made up.)
Of course, we've known all along that the software we had was quite adequate for business, thank you. But you can't tell anyone else that. So, we've waited. And look what shows up, and just in time for the 2000 too.
(What a coincidence, huh?) WordPerfect for the Amiga. Four disks crammed full of everything that has by Eddie Churchill made it one of the best selling word processors in a market that is FULL of competition. (Take a look at how many text editors word processors there are for the IBM sometime. It will astound and amaze you. Why so many? How are they all different?
Which one's best? How can the market support so many?)
And make no mistake about it, WordPerfect is a heavy contender in the IBM market. And there's good reason, too. Its loaded with features that are the type that you say "Wow!
How did i live without this?" Once you've tried it. (Those of you who have moved up from the IBM world know this feeling. Its the one you got after trying SideKick(tm) for the first time. We have a similar program. Its called Gizmoz(tm), and if you don't have it, you're crippling your productivity. It's THAT good.)
So, needless to say, WordPerfect was up and running before youcould say "WorkBench", Or, at least, it started to be. Perhaps 1 should say we started trying to get it up and running. The primary machine around here is a first run 1000 that's never given me a lick of trouble. Ken took it submarining with him one patrol about a year ago!
Anyway, it only has 512K of memory.
Only! Incredible, isn't it? A few years ago, 512K would have seemed like a MAINFRAME! Why, it took weeks just to fill a 170K floppy. How things change in the computer industry.
Guess that's why ! Like it so much. Its so dynamic! Anywho, 512K is the BARE MINIMUM for WordPerfect.
And you'd better have a T: assigned to something other than ram:, because there's not enough ram: there to help WP out at all. Better to have a T: directory on your second drive, where you'll be doing all your writing. That way there's enough room for all of WP's scratch files. You might think this was strange, since a cursory examination of the disk shows the program wp to be a measly 99,660 bytes long. That's not all that big. But, look in the Libs: directory! There's 106,584 bytes of overlay modules hiding in there, waiting to be called in to gobble up your 512K. So, the bottom line is, if
you're using a 512K machine, reassign the T: directory to a disk with some room on it, so WordPerfect has some place to put its temporary files.
Continued... And you want those temporary files, believe me. They're your Undo buffer (replaces that last accidental deletion), your printer utility's spooler, and all your wonderful macros that are saving you SO much time. For those of you who haven't experienced the joys of macros, imagine being able to define the Amiga-A key to carry out about a dozen keystrokes that you repeat often. But what really makes macros great is redefining a three key sequence into one. THAT'S where you save the most time, I think. After all, those big complicated procedures are only done a couple of times a
session.
But the common, everyday things (like saving a document, cutting a section of text out, and so forth) usually require two or three keystrokes or mouse- events. There's the initial selection, then the requester for the name (same as what you loaded, so just hit return) then the requester asking if you want to replace the file that already exists with that name. Drag click, click, click.
Just to save the file you're working on.
And you're trying to be conscientious and save your work often so that power glitch won't wipe out half an hour's work. It can get pretty irritating. That's when you arc really glad for macros!
So, although you can run WordPerfect in a 512K machine with 2 drives, a Megabyte of memory or a hard drive is ALMOST a necessity. It screams right along on the 1 Meg A500 that came home with me a few days ago. (i wonder how long its going to be before a 1 Meg machine is considered the minimum system? The A500 certainly makes it feasible. With the 512K memory expansion for under S200, you just can't go wrong.) Still, I like my separate keyboard. I think there's plenty of room in the world for both machines (all three counting the A2000 tool), and the Amiga market can't help but improve with
their becoming more and more popular.
But back to WordPerfect.
What's so great about it?, you ask.
Well, how about automatic outlining within a document? Yes, a normal text file, but right in the middle have an outline that is numbered (and renumbered when you add or delete an entry) automatically as you type.
Looks professional, and sure makes those outlines more legible. How about a 110,000 word spelling checker, with a Thesaurus (I could never have spelled that without the checker!) Available at a keystroke?
User defined supplemental dictionary, of course, (although 110,000 is a lot of words?
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• Color Coordinated to Amiga Computers ONLY $ 395-00 20 Meg Hard
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Outside NY State (800) 356-9997 “Meeting the Needs of People in
the Electronic Age" Who typed in all them suckers? I hope they
got a nice vacation after all that. Can you imagine doing that?
Paving, pavior, pavis, Pavlov... And don't you dare make a typo! Arghh!)
Another great thing about WordPerfect is that there is AT LEAST two ways to do EVERYTHING! There is a keystroke (sometimes several to get to the exact thing you want) for every feature and aspect, This is a real godsend for those of you who aren't all that fond of mice while doing word processing.
I can see their point. If you're a fast typist, it probably would be a nuisance to take your hands off the keyboard to do your editing. With WP, that's not a problem. Not only do the mouse gadgets work on the requesters, but the first letter in whatever they say works, as well as return (for the default, which is always rendered so that you can tell which choice it is.
Usually the gadget is thicker.) So there's usually three ways to tell a requester what you want to do. Pretty slick. We probably have the IBM world to thank for this, since the program was developed and went through 4 revisions there before it came to us. And the mouse is still not a very common creature attached to a PC. So, all those Alts and Ctrls have to be defined. And some people like that. Me? I'm just glad for the macros. And the spelling checker.
And the repeat key. That's what the Esc key does for you. Hitting it brings up a requester for how many times you want the next command done.
Then hit a command key or a macro!
Now that's what I call productivity.
Hey! Here's good news for all of you who have used WordPerfect on an IBM or clone. The format is the same in both the IBM and Amiga versions.
So, using DOS-2-DOS, you can bring any text files you did on a PC or clone right on over into WordPerfect on your Amiga, and all the formatting codes will still be right there, making your text look pretty. I know of a couple of folks who are glad for this, as it will make their transition from one machine to another LOADS easier.
Especially people who travel, and need a computer with them. Until Commodore makes a Laptop, MS-DOS is the only game in town. And guess what runs on all those nifty little flat- scrcencd wonders? Word Perfect Executive, that's what. So type away on that airplane, you'll be able to print it out on your Amiga when you get home.
Another nice feature is that there are a lot of defaults that the program assumes that you can change. All you have to do is boot the program from CL! Typing "WP -s". This brings you into a set-up menu otherwise unavailable when the program is running. Here you can set how long between auto saves, (didn't I mention this? Oh, its great! Every 30 minutes the program saves my work todisk, whether I remember to or not.) How your lines and pages are formatted and numbered (if at all), where the program is to look for the spelling checker (hard drive owners rejoice over this one, as well as people
with more than 2 drives) and several other things i just can't think of right now.
Even the default value in the repeat requester, just great.
Gizmoz V2.0 From ihe makers of CALLIGRAPHER© INTRODUCING the Newsletter and Studio Font Packs.
Each volume Is hand crafted by an Amiga artist. Full documentation and utility software 1$ Included, Gizmoz was one of the first programs in the Desktop Accessories category to come out for the Amiga. It was great the second it hit the streets. It made up for some of the shortcomings of Workbench, filling in the holes that the gang at Los Gatos didn't have time to.
The price was right and it wasn't copy protected. (I'm not sure, but it may very well have been the first piece of Amiga software not to have been.)
Everything was available via icons for those who hadn't gotten the hang of CLI yet. In short, it was a super set of utilities that found its was into our hearts (and our disks) in a hurry.
More fonts available soon.
Available from your local Amiga dealer InterActive So ft works, 57 Post Street, Suite 811 San Francisco, CA 94104 (415) 986-1889 InterActive SoftworUs Is in no way associated with Amazing Computing™ or Pim Publications Well, the best just got better! Gizmoz version 2.0 is out, and I love it more than I did the old one. Its not just that all the programs are smaller. Its not just that they've added several new utilities that are really great (I'll talk more about them in a little while).
I think the thing that sold me on 2.0 was how POLISHED everything looked. This is obviously the work of people who are proud of their work, and who love the Amiga. It shows in every single program.
Take one of the calculators (there are three), it doesn't matter which one.
They all worked fine in the old version. But now, not only are they smaller (code size wise), but when you press a number key on the keypad of your keyboard, the corresponding key on the screen is depressed, It looks so slick! Sort of like a player calculator.
Its little touches like that I'm really impressed with. Just about anyone who calls himself a programmer (and even some who don't) can create a software calculator on the Amiga. It takes talent and taste to make one as neat as Digital Creations has.
And the calculators aren't the only nifty improvement in Gizmoz 2.0. NTS!
STUDIO FONTS Designed for graphic and video artists, Included are big fonts (over 50 pixels) for use in high resolution mode.
Styies are Included with 2, 4,8 and 16 colors, Vol.l by Marlin Greene Includes the following Styles; AmiMax, Brush, Optimist, Diva, Tempo, Graphics, Mr, Write, Reprise Sherbert, $ 35 Vol. 2 by Gene Krauss Includes Betty Lou In 62, Curslo, Deco, Elementa, HeadStyieand Superscript. $ 35 Blackbook, the printer utility (still the only file printer that both listens to preferences for size of pitch and such AND correctly handles page breaks at that style) is even better than before.
Now you don't even have to type in the name of the text file you want to print. Just click on the name field of the window, and a nice requestor with all the devices, directories, and files you have are only a couple of clicks away.
They even made it so that it automatically open the file for printing if you pass it the filename from CLI. Really professional, guys.
I guess what I'm trying to get across is that Gizmoz is the SideKick(tm) of the Amiga. The programs are small, easily moved (thanks to the icons, which are always nicely done), and useful. Once you have this package, you never want to be without it again.
There may be a Workbench disk around here that doesn't have at least one of the OVER 20 utilities from Gizmoz on it, but I can't find one right now. Heartily recommended.
ZinglKeys Just when you thought that the macros in WordPerfect had improved your life to the utmost, along comes ZinglKeys NEWSLETTER FONTS Designed for use with word processing and desktop publishing software. Looks great on the color monitor and dot-matrix printers.
Vol. 1 by Andre Page Over 100 Fontsl Each Font style has aboutl 5 sizes, from 8 pixels to 32 pixels tall, Font styles Include; Roman, Hevet- Ish, Miami, Bullock and Headlines, $ 30 Vol. 2 by Lion Kuntz Styles include City Light and City Boulevard that use a square cut to eliminate joggles. Typewriter gives the look of an old typewriter.$ 30 and improves it again. This is another of those "can't live without once you get it" type packages. It is to Gizmoz what SuperKey(tm) was to SideKick(tm). ZinglKeys even makes working in CLI easier. If you can't (or just don't want to) cough up the big
bucks for WordPerfect, ZinglKeys can breath new life into whatever word processor you are using.
And these are not your ordinary macros either. Not only can you record keystrokes, but mouse events (eventhe position of your mouse at any given time!) And Intuition events.
Meridian Software has included a means to access certain Intuition functions (like the system time and date) And macros are only a part of what makes ZinglKeys so exciting. They have included a screen saver and printer, both just a key press away.
You can define Hot Keys (keys that continued... The Next Step in Amigar Telecommunications Supports All Standard Protocols and Terminal Types Very Fast, a Must for a MultiTasking Computer Watch Me ProtoCall Will Watch Your Every Command and Write a Script For You, NO PROGRAMMING!
Quick Access Phone Book and Menus Multichannel Transfers Supported Interactive Help Specifically Designed for the Amiga Computer Only 49.95!
Proto Call, The Rest Are History.
Amga is a Trademark oI Commodo»-Amiga, Inc. when pressed, start up other programs) to your heart's content.
PopDPaint is my favorite. With just the press of Ctrl Alt D, Deluxe Paint )[ comes up and is running, no matter where I was or what 1 was doing before. (Needless to say, this is only happening on the A500. The 1000 with its measly 512K can barely keep Scribble! Up and running with ZinglKeys loaded.)
And here we come to ZinglKey's only serious failing. Its the same complaint I had have against Zing! Itself (which is a real nice Alternate User Interface, by the way. More on that some other time.), and that is they take up too much room. Zing! Takes up over 230K of space on your Workbench disk. I don't know about you, but I have a hard time getting 230K of free space on a Workbench disk now adays.
Maybe someday when I get a hard- drive. ZingiKeys is, alas, no better.
Loading ZinglKeys will eat up 74,000 bytes in a flash. Not all that much, you say. But by the time you load workbench, a text editor (certainly not Wordpcrfect!) And a tcxtfile, most 512K users will find that they are starting to scrape the bottom of the ole RAM barrel.
Oh, yes, one funny thing I noticed while installing ZinglKeys on a work disk for its trial run. Don't Runback it. (For those of you who don't know what it is; Runback is a Public Domain program that runs a program from CLI, but returns that CLI to you instead of just spawning a newcli to run the program in. Its a great little utility if you have lots of stuff in your startup-scqucnce, and hate seeing your CLI numbered 7 when you finally finish booting.) For some unknown reason, if you have "runback ZinglKeys" in your startup-sequence, when your CLI window disappears.
You getto see the disk icons for about 2 seconds before they just blink out of existence. It looks funny, until you realize that you don't have a user interface anymore. Ack! Help! So be forewarned and don't do that. ("Doc, it hurts when I do this." 'Then don't do that!") With those slight caveats aside, however, ZinglKeys really is a great program. I'm hopelessly addicted to it.
Its really neat to watch a macro you set up that actually moves the pointer.
1 have one that automatically clicks in the continue gadget in, say, the requester that comes up at the start of a diskcopy. Automation at its best.
Guess that about wraps it up for this month. Until new month, keep your keyboard clean, and remember "Piracy
- Just say *NO!*"
• AC- An AmigaBASIC™ File Browser A full-featured browsing
program offering vertical and horizontal scrolling via scroll
bars and line or character-at-a-time gadgets, and MUCH MORE!
By Bryan Catley Actually, not so basic at all, just written in BASIC! "The File Browsing Program" is a full-featured browsing program offering vertical and horizontal scrolling via scroll bars and line or character-at-a-time gadgets. A horizontal scale, general information about the file and three character string search modes: Top to bottom, current location to bottom, and wrap around (current location to current location) are also included.
The program is entirely menu driven, while also offering the option of using single key strokes in place of menu item selection. Since the file to be browsed is loaded into memory, the amount of free memory controls the maximum size file that may be browsed.
On a 512K Amiga with no other tasks running, and no additional routines loaded in memory (such as speech, cut and paste, etc), the maximum file that can be handled exceeds 150,000 bytes in length (although you will have to modify the CLEAR statement first); more than adequate for most files you will want to browse. Without modifying the CLEAR statement, you should be able to browse files up to about 50,000 bytes in length (Although, depending on the number of records in the file, you may have to use the File Size menu item to adjust the maximum number of records that can be handled).
Entering the Program Entering the program is pretty straightforward. Just type it in, remembering to save a copy occasionally. Saving is especially important before you "Run" it for the first time.
You never know what those typos may end up causing!
As shown, the program contains a number of comments which briefly describe the function of the piece of code that follows. Since these comments use memory, and since saving memory is important (especially with this program), you may choose to remove them once the program is working correctly. Be careful, though, because they do help you find your way around the program when you need to check something out.
Using the Program When you "Run" the program, you will be presented with a title screen and instruction to use the menus to select the desired program function. There are three distinct menus, but only the first two may be selected at this time. The third menu is used exclusively when actually browsing a file. You will also notice that most menu items have a single letter (in parentheses) to their right. You may also select this menu item by pressing the indicated key. For example, you may "Quit" the program by selecting the "Quit" menu item or by pressing the "Q" key.
Since the program is menu driven, let's look at the three menus, and what the selection of each each item within them will result in.
First the Project menu: Quit (Q) - Selection of Quit causes the program to terminate with control being passed back to Basic. This item may only be selected while the title screen is displayed.
Second, the Initialize menu: File Size (S) This menu item allows you to modify the size of the array which will contain the file to be browsed.
When selected, you will be presented with a Requester which shows the existing value. Note: the value shown represents the maximum number of records that may presently be stored, NOT the maximum number of bytes.
This occurs because the array must be DIMensioned to a number of records, rather than a number of bytes. Remember that the memory required by the array comes from the same area of memory which holds the program. Therefore, if you increase this value too much, you will also need to modify the CLEAR statement at the beginning of the program to provide additional memory. See the discussion on error conditions a little later for more information. This item may only be selected while the title screen is being displayed.
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Kenmore, N.Y. 14217 Till 716)873-5321 File Name (N) - Select this item to specify the name of the file you wish to browse. You will be presented with a requester which requires up to three pieces of information: The disk drive (click in the appropriate box) - if omitted the current disk drive will be used. The path name (click in the box) if omitted the current path is used. The file name (click in the box) - this piece of information is required.
At any time while entering information in this requester, you may click in any of the three gadgets across the bottom of the requester: Browse terminates the requester and starts the browse operation; Clear clears the requester, allowing you to start over; Quit returns you to the title screen. Also note that to clear the text box presently being used, just press the ESC key. This item may only be selected while the title screen is being displayed.
Third, and lastly, the Browse menu; This menu only becomes available when the file to be browsed has been loaded into memory and is being displayed in the browse window.(See the next section for a discussion about the contents of the browse window).
Top 0) The file is positioned so the first record is at the top of the display (Horizontal positioning is not affected).
Bottom (B) The file is positioned so the last 18 records in the file are displayed (Horizontal positioning is not affected).
Look For (L) Use this selection when it is necessary to initiate a search of the file for a specified character string. Once this option is selected, you will be presented with a requester, asking for the character string to be searched for. The string may consist of up to any 30 characters, including blanks. There are also two gadgets which you may dick in at any time: OK starts the search using the selected search mode, while Cancel cancels the requester and returns you to the browse window.
When the string is found (using the current search mode), the requester is removed from the screen and the display changes so that the found string is placed in the upper left hand corner of the display. Should the string not be found, a message is presented in the requester, giving you a chance to either modify the string or cancel the request.
Repeat (R) The previously specified character string is searched for again using the currently selected search mode (selected from the next three menu items).
Top to Bottom When selected (indicated by a check mark) all character string searching will take place from the first record in the file to the last one, regardless of the current position within the file.
Current to End When this item is selected (indicated by a check mark), all character string searching will take place from the current position within the file to the end of the file.
Wrap Around When this item is selected (indicated by a check mark), all character string searching will take place from the current position within the file to its end. The search will then go back up to the start and back down to the current position.
Finished (F) Browsing of the current file is terminated and you are returned to the title screen.
The Browse Window Once the file to be browsed has been loaded into memory, you are presented with a screen which contains some basic information about the file, along with a display of the first 18 records in the file. The basic information consists of the name of the file (as you entered it), the number of records in the file, the length of the longest record and the record number at the top of the display. A horizontal scale (1 to the maximum record length) and horizontal and vertical scroll bars are also available.
These scroll bars represent the maximum width and length of the file, while the white bar within them represents the current position of the window you see on the screen within the file.
To better understand this idea, imagine the file spread out flat upon the ground, with the window you see on the screen covering the upper left-hand corner of the file. Now, further imagine you can move this window from its present position, in a vertical direction, to a position which will place the last record in the file at the top of the display window. Further still, imagine you can also move the window horizontally to a position which places the last character in the longest record at the left edge of the display window.
You now understand the constraints of the scroll bars in the display window!
To move around in the file display, just click in either scroll bar, and the display will change to reflect this new location.
If you wish to "fine tune" the position of the display window within the file, just click in the arrow heads at either end of either scroll bar. This adjustment will cause the display to change either by a line at a time (vertically), or a character at a time (horizontally). Note the horizontal scale also automatically changes to reflect the new horizontal position.
One further thing which should be noted is that when the file is read into memory, an "End of File" record is added.
Besides providing an obvious indication of the end of file position within the display, it also serves to show how many blank records are at the end of the file!
Error Conditions As with most programs, you will run into a few error conditions. There is nothing wrong with error conditions, they are a fact of life. It is just necessary to know how to handle them! In fact, programs should be designed to handle as many error conditions as the programmer can anticipate occurring!
In the case of 'The File Browsing Program," there arc one or two situations you should know about.
First and foremost, you will be informed if you do not provide a file name, or if the name you provide cannot be found. In either case, you must supply a correct name or "Quit." Once the file name has been accepted, there are a couple of other hurdles to overcome.
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First, if the size of the file wiil not fit in the available Basic memory, you will be informed. The only solution to this is to increase the memory specified in the CLEAR statement at the beginning of the program (You could modify the program to do this automatically, but then you risk an "Out of Memory" GURU visit, unless you get pretty fancy about the whole thing!)
Second, the array which holds the file may be DIMensioned at too small of a value. This means the array is simply not big enough to hold every record in the file. You can correct this situation by selecting "File Size (S)" from the Initialize Menu, and specifying a larger value.
If you get beyond this point, you should be OK! Go ahead and browse!
Programming Notes Most of the programming in "The File Browsing Program" is pretty straightforward. If you've done any Amiga Basic programming at all, you shouldn't have too much trouble understanding how this program works. Just follow the logic carefully! The following comments may be of interest, however.
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This limitation irked me a little bit because I like programs to be colorful! However, by changing the colors used in each new display, we are able to stick with four colors, remain colorful, and give the impression of using more than four! (Don't get carried away though).
Memory Conservation This point sort of goes hand in hand with the last point. As indicated, wre stick with the Workbench screen (and four colors) and we use non-smart-refresh windows (i.e. we redraw them after drawing something else over them). We use the same window for multiple displays, (the title screen and the browse window are the same Intuition window), and we draw our own message windows, over any existing window, rather than opening another Intuition Window.
Menu Selection or Keyboard Selection The ability to select the next action via a menu selection OR a keyboard stroke is probably the most interesting thing about "File Browser" from a programming point-of-view.
Many non-Basic programs offer this option, but it is very rarely seen in Basic programs. Sure, there is no easy way to use (and show) the Amiga-key other-key combination which is typically used, but that does not mean that Basic programs must give up on this capability. However, they may have to settle for a slightly more mundane type of keyboard selection. Keeping this in mind, there are many programs that show examples of menu polling (WHILE mlD=Q:mID=MENU(0):WEND) and other programs that show examples of keyboard polling (WHILE keyS=""; keyS=INKEY$ : WEND), so why not combine them? Con
sider the following fragment of code: mlD=0:keyS=" WHILE mlD=0 AND key$ =":mld=MENU(0):key$ =INKEYS:WEND The biggest problem here is determining which of the two conditions was satisfied in order to leave the WHILE WEND loop. That's really no problem at all! Just check mID for 0 or key$ for and if the the result is true, the other item was chosen by the user. Simple!
The next problem involves converting the selection to something which is common to both. The easiest thing is probably to convert the keyboard selection (if that is what was made) to a menu selection, and then to handle things just as if a menu selection had been made originally. As we'll see, this is another easy task!
If a menu selection is made, we just return the menu-id and mcnu-item as normal However, if a keyboard selection is made, we must first ensure that it is a valid selection, and then convert it to a menu-id and item. To accomplish this, we set up an array with as many entries as there are menus, plus one. Then, just before waiting for the user to select something, we complete the array with the appropriate keys for each menu. Thus, entry one contains the valid keys for menu one, entry two for menu two, etc. We also store the number of menus involved in entry zero.
Now, if we ensure that the key values are stored in the same sequence as the menu items appear in the menu, it becomes a simple matter to convert a key stroke to a menu- id and item! The entry in the array represents the menu-id, while the position of each key within the entry represents the menu item.
There are, however, two things to watch out for. First, every valid keystroke must be unique. Second, we must be able to represent menu items which do not have associated key strokes. The easiest way of handling this requirement is to represent these keys with some character which is not likely to be entered by mistake. Almost any special character will do, in this case we use a S. The sub-program GctNext, at the very end of the program, performs all these chores for "The File Browsing Program."
It also does one other thing. Besides waiting on the menu and keyboard, it also waits for a mouse click, indicated by the shared variable Mouselrtd becoming non-zero. In this event, it just exits without doing anything. This is necessary because while the user is actually browsing a file, he has three options: select a menu item, press a key or click in one of the scroll bars. We must be able to handle all three! Note how the subprogram uses the number of menus in entry zero to control its number of search loops. This feature ensures that GetNext may be used anywhere in any program to
provide the user with this option.
I haven't even mentioned the three Gadgets and the Getlp subprograms because they have been fully described in earlier issues of Amazing Computing. If you are interested in reading more about these subprograms, you should check out the previous issues.
Well, I hope you will find "The File Browsing Program" both useful and a source of ideas for your own programs.
The File Browsing Program, Version 1.0 ' 3ryan D, Catley 1 April 1987 1 Increase the CLEAR ,700004 as instructed by the program.
CLEAR ,25Q0G:CL£AR ,700004 nurabx-17:DispLen-76:MaxDi sp-18:FileSize-500:Srch-l type-0:ErrSw-0:MouseInd-0:NumRecs-0:MaxLen-Q:Xposn-0: Yposn-0 EndRec-0:TxtCol-0:NeuCur-0:n-0:x-Q:m-0:mID-0:mItem-0:LkSt-0:Last-0 A% 0:B%-0;horP%-0:VrtP%-0:LenHBar%-0:LenVBar%-0 toffset*-0 offsetpl-0:MouseX%-0;MouseY%-Q:TextLen%-0 Path$ -"" ;File$ -'"':FullName$ -"“ :Dev?-"":Scale?-"":ErrMsg$ -"" Text$ -"":TexTyp?-"":SrchString?-"":Prompt?-"" DIM bx(numbx-l,6), bxtxtS(numbx-1),MKeys$ (3) BldCadgets numbx,bx ),bxtxtS() ' File Information Gadgets (0-8) DATA 86, 70,332, 12,1,3,-1,"" DATA 86, 86, 172, 12, 1, 3,-1, "" DATA 46,
22, 12, 12,3, 1, 2, "" DATA 152, 22, 12, 12,3,1, 2,"“ DATA 46, 38, 12, 12,3, 1, 2,'”' DATA 152, 38, 12, 12,3, 1, 2,"" DATA 120, 100, 66, 16,3, 1, 0, "Browse" DATA 188, 108, 62, 16, 3, 1, 0," Clear" DATA 252, 108, 56, 16, 3, 1, 0," Quit" FIAl-0:FIB%-1:FIC%-2:FID%-8 ' File Display Gadgets (9-14) DATA 4, 24, 20, 7, 0, 0,-2,"" DATA 24, 24,560, 7,1,2,-2,"" DATA 592, 24, 20, 7, 0, 0,-2,"" DATA 612, 40, 12, 8, 0,0,-2,"" DATA 612, 48, 12,128,1,2,-2,"" DATA 612,176, 12, 8, 0,0,-2,"" DIAl-9:DIB%-14 ' Requester Gadgets (15-16) DATA 228, 124. 56, 16,3,0, 0," OK" DATA 354,124, 56, 16,3.0, 0,"Cancel"
RQA4-15:RQ3%-16 HorStX%-bx(10,0):HorStY%-bx(lO,1):HorLenl-bx(10,2) VrtStX%-bx(13,Q):VrtStY%-bx(13,1):VrtLen*-bx(13,3) ON MOUSE GOSUB GetMouse MENU 1,0,1,"Project" MENU 1,1,1," Quit (Q)" MENU 2,0,1,"Initialize" MENU 2,1,1," File Size (S)" MENU 2,2,1," File Name (N)" MENU 3,0,0,"Browse" MENU 3,1,1," Top (T) " MENU 3,2,1," 3ottom B " MENU 3,3,1," Look For (L)" MENU 3,4,0," Repeat (R) " MENU 3,5,2," Top to Bottom ** MENU 3,6,1," Current to End" menu 3,7,1," wrap Around MENU 3,8,1," Finished (F»M MENU 4,0, 0, "" WINDOW 2,,,0,-1 Main: DoTltle MENU 1,0,1rMENU 2,0,1:MENU 3,0,0 Prospect Software
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for CDC Plato Systems. . .$ 30 COLOR Mag,Blk LOCATE
10,38:PRINT”TKE" LOCATE 12,36:PRINT"F I L E" LOCATE
14,32;PRINT"B R O W S I N G" LOCATE 16,36:?RINT"PROGRAM" COLOR
Yel,Blk:LOCATE 21,23 PRINT"Use Menus to select program
function" MkeysS(0)-"2":MKeysS(1)-"Q":MKeys5(2)-"SN" GetNext
Hkcys?() raID,mltem ON mID GOTO ProjMenu,InitMenu 1 Mouse
Event Routine GetMouse: GetGadget At, B%, bx
(),bxtxtS ),type:RETURN ' File Open Error Routine OpenError:
WINDOW 2:DoTltle WINDOW 3:GOSUB SetWlnd3 DrawGadgets
FIA%,FIB%,bx(),bxtxtS() COLOR Blk.Cyn;LOCATE 8,I8:?RINT
LEFTS(Dev$ ,3):COLOR 3lk,3lu LOCATE 10,12:PRINT PathS LOCATE
12,12:PRINT File?
IF ERR-53 THEN ErrM3g$ -"File Not Found" ELSE ErrMsgS-"Open Error:"+STR$ (ERR) END IF ErrSw-1:RESUME AfterOpen 1 Title Screen Active Menus ProjMenu:ON mltem GOTO Quit InitMenu:ON mltem GOTO SetSize,FileInto 1 Change Maximum Size of File SetSize: Prompts-"Enter New File Size:" Text$ -STR$ (FileSize):TextS-RIGHTS(Text?,LEN(TextS)-1) TexTyp$ -"INT":TextLen%-4: GOSUB Ask ON type GOTO NewSize.Main NewSize: continued.. r COMMODORE I g B 1 BOQSQQQQQaQ 0333 03330333333 Q333 iLiiiJiLitJtiiauiauLM 3000 QQQBidoaaaaa 0333 03333333 3 3333 n==i jy,Tr=Z "I I COMMODORE COMPUTERS LINE(224, 8)-STEP(160, 24),Blu, B
COLOR Blu,Wht:LOCATE 3,33:PRlNT"No File Name* MOUSE ON:GOTO Flwait END IF FullName$ -Dev5+Path$ +FileS ON ERROR GOTO OpenError OPEN FullNameS FOR INPUT AS 1 AfterOpen: ON ERROR GOTO 0 IF ErrSw-1 THEN ErrSw-0:BEEP LINE (222, 6) -STEP (164, 2B) ,Wht,bf LINE(222,6)-STEP(164,28),Blu,B LINE (224, 8)-STEP(160, 24),Blu,B COLOR Blu,Wht:LOCATE 3,32:PRINT ErrMsgS MOUSE ON:GOTO Flwait END IF WINDOW CLOSE 3:WINDOW 2 1 Lead File into Memory £ Calculate Various Values 617-237-5BH6 The Memory Location 33B Washington 5t.
Wellesley, MR 02181 Commodore Specialists FileSize-VAL(TextSI:GQT0 Main Get Information About File to Browse Filelnfo: WINDOW 3,"Browse Information[100,20)-(540,I5S), 0,-1 MENU 1,0, 0: MENU 2,0,0:MENU 3,0,0:GOS'JB SetWind3 FI text: DrawGadgets FIAI,FIB», bx () , bxtxtS ) : COLOR Blk,31u LOCATE 10,12:PRINT PathS LOCATE 12,12 rPRINT FileS LINE (216,2) -STEP (17 6, 36),Cyn,bf ?xtCol«31k:A%-FIA%:3%-FID% :MOUSE ON Fiwait: type-0 :WHILE type-0 :SLEEP: WEND Figo: ON type GOTO Fipath,FIname,dfO,df2,dfl,dhl,FIstart,FIclear,FIquit Flpath: COLOR 31k,Wht:LOCATE 10,12::Get Ip PathS,"CHAR",40 IF Path$ ""
AND RIGHTS (PathS, 1)0" " THEN Path$ «?ath$ +" " IF Mouseind-0 THEN Flwait ELSE Figo Flnante: COLOR Blk,Wht:LOCATE 12,l2:GetIp FileS,"CHAR",20 IF Mou3elnd-0 THEN Flwait ELSE Figo dfO:Dev$ -"DF0:":GOTO PrtDev df1:DevS-"DFl:":GOTO PrtDev dhl:Dev$ -"DHl:":GOTO PrtDev df2:Dev$ -"DF2:GOTO PrtDev PrtDev; COLOR Bik,Cyn:LOCATE 8,18:?RINT LEFTS(DevS,3):COLOR Blk,Blu GOTO Flwait Flclear: PathS-""zFileS-"":GOTO Fitext Figuit: MOUSE OFF:WIND0W CLOSE 3:GOTO Main ' Check Out the Specified File Fistart: MOUSE OFF IF FileS-"" THEN BEEP LINE(222, 6J-STE?(164, 28),Wht,bf LINE(222,6)-STEP(164, 28),Blu,B PALETTE
0,0,0,0:Blk-0 PALETTE 1,1,0, 1 :Mag-l PALETTE 2,.8,.8,.8:Gra-2 PALETTE 3,1,.8,0:Yel-3 COLOR Mag,Blk:CLS LOCATE 2,1 :PRINT"File; **; COLOR Yel,Blk:PRINT FullNameS LOCATE 24,23 :PRINT" The File Browsing Program c DrawGadgets DIA%,DIB%,bx(),bxtxt$ ():COLOR Gra AREA(4,28):AREA STEP(22,-4):AREA STEP(0,7):AREAFTLL AREA(584,24):AREA STEP(22,4):AREA STEP(-22,3):AREAFILL AREA(612,48):AREA STEP(6,-8):AREA STEP(6,8):AREAFILL AREA(612,176):AREA STEP(12,0):AREA STEP(-6,8):AREAFILL LINE(0,40)-STEP(608,143),Gra,bf IF (LOF(1)+1000) FRE(0) THEN NoMera COLOR Mag,Gra:LOCATE 8,33:PRlNT"Loading File" DIM
RecordsS(FileSize) NumRecs-0:HaxLen-0 WHILE NOT EOF(1) AND NumRecs FileSize LINE INPUT 1, RecordsS (NumRecs) IF LEN(RecordsS(NumRecs)) MaxLen THEN MaxLen-LEN(RecordsS(NumRecs)) NunRecs-NunRecs+1 WEND CLOSE 1 IF NumRecs-FileSize THEN TooBig RecordsS(NumRecs)* * End of File * * *":NumRecs-NumRecs4l FOR n-1 TO (NumRecs 10)+1 IF n 10 THEN x-8 ELSE x-7 ScaleS-ScaleS+LEFTS (* +-",x) ScaleS-ScaleS+RIGHTS(STRS(n*10),LEN(STR$ (n*10))-l NEXT IF MaxLen LEN(ScaleS) THEN ScaleS-MID$ (Scales,l,MaxLen) HorP%-ClNT((DispLen (MaxLen+DlspLen))* 100) LenH3ar%-(HorLenl 100)*HorP%
VrtP%-CINT((MaxDlsp (NumRecs+MaxDisp))*100) LenVBar%-(VrtLeni 100)*VrtP% LOCATE 8,33:PRINT SPACES(12) MENU 1,0,0 :MENU 2,0,0:MENU 3,0,1 1 Display File COLOR Mag,Blk LOCATE 3,1:PRINT USING*Number of Records in Filer * 4";NumRecs-l; PRINT USING"; Longest is: *?";MaxLen;:PRINT"; Record at Top is: " Xposn-1:Yposn-l GOSUB DoHorlnfo:GOSUB DoVrtlnfo DispRecs: LINE(0,40)-STEP(608,143),Gra,bI COLOR Blk, Gra : LOCATE 6,1 FOR n-Yposn-1 TO EndRec-1 PRINT MIDS(RecordsS(n),Xposn,DispLen) NEXT DispWait: MkeysS(0)-"2M:MKeysS(1)-"0":MKeysS(2)-"TBLRS$ SF* AI-DIA4:3l-DIB4:type-0 MOUSE ON:GetNext
MkeysS(),mlD,mltera:MOUSE OFF IF MouselndOG THEN ON type GOTO Leftl,HKove,Rightl,Upl,VMove,Downl ELSE ON ralD GOTO ProjMenu,BrowseMenu,BrowseMenu END IF Leftl: IF Xposn-1 THEN DispWait Xposn-Xposn-l:GOTO HdispRecs Hmove: offsetl-MouseXI-(HorStX%-l):offsetp%-ciNT((offset% HorLen%) *100) Xposn-INT((MaxLen 100)*off3etpl) IF Xposn l THEN Xposn-1 GOTO HdispRecs Rightl: IF Xpoan-MaxLen THEN DispWait Xposn-Xposn+l:GOTO HdispRecs Upl: IF Yposn-1 THEN DispWaLt Yposn-Yposn-1:GOTO VdlspRecs Vmove: offset4-MouseY%-(VrtStY%-l :of£setp%-CINT((of fset% VrtLen%)"100) Yposn-INT ((NumRecs lOQ) *offsetp%) IF
Yposn l THEN Yposn-l GOTO VdispRecs Downl: IF Yposn-NumRecs THEN DispWait Yposn-Yposn+l:GOTO VdispRecs HdlspRecs: GOSUB DoHorlnfo:GOTO DispRecs VdispRecs: GOSUB DoVrtlnfo: GOTO DispRecs ' Display Horizontal Information DoHorlnfo: COLOR Mag,Blk:LOCATE 5,1:PRINT SPACES(DispLen) LOCATE 5,1:PRINT MIDS(Scale?,Xposn,DispLen); offsetpl-CINT (Xposn MaxLen)*100) offset%-CINT(((HorLen%-LenHBar%) 10 0)*offsetp%) LINE(HorStX%+l,HorStY*+l)-STEF(HorLenl-1,5),Mag,bf LINE(HorStX% + of fsetl-2, HorStY%-+2)-STEP(LenHBar*,3),Gra,bf RETURN
* Display Vertical Information DoVrtlnfo: COLOR Mag,Blk:LOCATE
3,68:pRINT USING Yposn; IF NumAecs Ma?Oisp THEN EndRec-NumRecs
ELSE EndRec-Yposn+MaxDisp-l IF EndRec NumRecs THEN
EndRec-NumRecs offsetp%-CINT ((Yposn NumRecs) *100)
offset%-CINTI ((VrtLen%-LenV3ar%) 100) *offsetpl)
LINE(VrtStX%+2,VrtStY%+l)-STEP(7,VrtLen%-2),Mag,bf
LINE(VrtStX%+3,VrtStY%+offsetl)-STEP(6,LcnVBarl),Gra,bf RETURN
' Browse Menu Item9 BrowseMenu: ErrMsgS-"" ON mltera GOTO
GoToTop,GoToBot,LookFor,Repeat,Lookl,Look2,Look3, Done ' Move
to Top or Bottom of File GoToTop: IF Yposn-l THEN DispWait
Yposn-l:GOTO VdispRecs GoTo3ot: IF NumRecsc-MaxDisp THEN
DispWait Yposn-NumRecs-MaxDisp+1:GOTO VdispRecs 1 Determine
what to Look For LookFor: Prompt$ -"Look
For:":Text$ -SrchString$ :TexTyp$ -"CHAR'':TextLen%-30 MENU
3,2,0:GOSUB Ask ON type GOTO DoLook,DispRecs DoLook:
SrchStringS-TextS:COLOR Mag,Yel:LOCATE 15,32:PRINT SPACES(16)
LOCATE 15, 37: PR I NT" Looking"-.MENU 3,2,1 Repeat: IF Srch-1
THEN LkSt-Q ELSE LkSt-Yposn Last-NumRecs-l:x“0:GOSUB Search IF
x-0 AND Srch-3 THEN LkSt-Q:Last-Yposn-1:GOSUB Search IF XO0
THEN Yposn-n+1:Xposn-x GOSUB DoHorlnfo:GOSUB DoVrtlnfo GOTO
DispRecs ELSE ErrMsg5-"Strlng not found" GOTO LookFor END IF
Search: FOR m-LkSt TO Last x-INSTR(RecordsS (m), SrchString$ ) :
IF x 0 THEN n-m:m-Last NEXT RETURN ' Set Up Type of Search
Look1:MENU 3,3,2:M£NU 3,4,1:MENU 3,5,1:Srch-1:GOTO DispWait
Look2:MENU 3,3,1:M£NU 3,4,2:MENU 3, 5,1:Srch-2:GOTO DispWait
Look3:MENU 3,3,1:MENU 3,4,1:MENU 3,5,2:Srch-3:GOTO DispWait '
File is too Big for Array as Dimensioned TooBig:
LINE(214,70)-STEP(180,68),Mag,B:LINE(216,72)-STEP(176,
64),Mag,bf COLOR Blk,Mag:LOCATE ll,32:PRINT"File too large."
LOCATE 13,31:PRINT"Adjust File Size" LOCATE 14,33:PRINT"S try again."
LOCATE 16,30:PRINT"Click to continue" WHILE MOUSE 0)-0:WEND:GOTO Done 1 Not enough Memory NoMem: INSIOER RAM BOARD & CLOCK The INSIDER is the "original'' plug In, no solder, internal memory expansion board. It gives you an additional One tull Meg of Memory to your Amiga 1000. The INSIDER features a Real Time Clock Calendar, true FAST Memory, works with Sidecar and auto config’s under 1.2. One Year Warranty! ONLY 5349,95 KWIKSTART PLUS for Amiga 1000 KWIKSTART puts the new Amiga 1.2 Kickstart in ROM, this allows faster startup time, but it doesn’t lock you into 1.2. Switchable feature lets you
still use Disk Based Kickstart. Plugs into the 68000 processor and requires one PAL change on Daughter Board.
The PLUS gives you an additional 256K to use when running under the 1.2 system. More features and less work than other 1.2 kits and it’s compatible with the INSIDER. ONLY 5169,95 MULT I-START for Amiga 500 & 2000 Compatibility Enhancer for the A500 and A2000, MULTI-START lets you run ail the old Amiga programs like the Transformer, Archon, Skyfox, Public Domain Software and many more, MULTI-START puts the Amiga 1.1 operating system In ROM, now you can enjoy the same Software compatibility as all A1000 owners. It’s user Installable, no soldering or trace cutting. Switch from 1.2 to
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LINE(214,70)-STEP(180,68),Mag,B:LINE(216,72)-STEP(176,64),Mag,bf COLOR Blk,Mag:LOCATE 11.,30:PRINT"Not enough memory.” n-LOFI1)-FRE(0)+1000 LOCATE 12,30:PRINT U$ ING"Add :PRINT" to CLEAR" LOCATE 13,30:?RINT"at program start."
LOCATE 16,30:PRINT"Cllck to continue" WHILE MOUSE(0)-0:WEND:GOTO Hain 1 Finished Browsing this File Done: ERASE RecordsS:GOTO Main ' Time to Quit and Return to Basic Qui t: WINDOW CLOSE 2:MENU RESET PALETTE 0,0, .3, .6: PALETTE 1, 1,1,1 PALETTE 2,0,0, .1:PALETTE 3,1 ,.5,0 CLEAR ,25000:END ' Draw window 3 SetWind3: PALETTE 0,0,0,0 :Blk-0 PALETTE 1,0,0,1 :Blu-l PALETTE 2,0,1,1 :Cyn-2 PALETTE 3,1,1,1 :Wht-3 COLOR Blk,Cyn:CLS LOCATE 2,2:?RINT"Select Disk Drive:" LOCATE 4,2:?RINT"DFQ; DF2:" LOCATE 6,2:?RINT"DF1: DH1:" LOCATE 8,2:?RINT"Drive Selected:" LOCATE 10,2:PRINT"Pathnarae:" LOCATE
12,2:PRINT"Filename:" COLOR Blu,Cyn:LOCATE 6,29:PRINT"Click in Desired Box" COLOR Blk,Blu:DrawGadgets FIC1,FIDI,bx(),bxtxt$ () RETURN 4 Set Up a Requester in the Current Window Ask: LINE(186,701-STEP(268,76),Yel,B LINE(188,72|-STEP(264,72),Yel,bf LINE (196, 941-STEP (252,10) , Blk, B continued... COLOR Blk,Yel:LOCATE 11,26 PRINT Prompts DrawGadgets RQAI,RQ3l,bx(),bxtxt5() COLOR Mag,Yel:LOCATE 15,32 PRINT ErrMsgS HOUSE ON Getlt; AI-RQAI:BI-RQBI:type-0:TxtCol-Hig LOCATE 13,26 Getlp Text5,TexTyp5,TextLenl IF Text$ -““ THEN BEEP;GOTO Get It IF Mouselnd-Q THEN type-1 HOUSE OFF RETURN 4 Various
Subprograms SUB DoTitle STATIC SHARED 31k,Blu,Mag,Yel PALETTE 0,0, 0, 0 :Blk-0 PALETTE 1,1, 0, 0 :Red-l PALETTE 2, 1,0,1 ;Mag-2 PALETTE 3,1,.8,0;Yel-3 COLOR ,Blk:CLS AREA(376,8):AREA STEP(64,0):AREA STEP(-20,16) AREA STEP(0,24):AREA STEP(-24,0 ;AREA STEP(0,-24) COLOR Yel:AREAFILL AREA (360, 8) : AREA STEP (32,0) : AREA STEP(0, 12) AREA STEP(-16,0):AREA ST£P 0,4):AREA STEP(8,0):AREA STEP(0,8) AREA STEP (-8, 0) : AREA STEP (0, 4) : AREA STEP (24, 0): AREA STEP(0,12) AREA STEP (-40, 0) COLOR Mag AREAFILL AREA(328, 8) AREA STEP (24 , 0) : AREA STEP(0,2B) AREA STEP(24,0) AREA STEP(0,12) AREA
STEPI-48,0) COLOR Red AREAFILL AREA(272, 8) AREA STEP(64,0):AREA STEP(0,12) AREA STEP (-20, 0) AREA STEP (0, 28 ) AREA STEP (-24, 0 ) AREA STEP(0,-28) AREA STEP (-20, 0) COLOR Yel AREAFILL AREA (264, 8) AREA STEP (16, 0) AREA STEP(24,40) AREA STEP (-16,0) AREA STEP (-8,-12) AREA STEP (-1 6, 0) AREA STEP(-B,12) AREA STEP (-16, 0) COLOR Mag AREAFILL AREA (200, 8) AREA STEP (56,0) AREA STEP (0,16) AREA STEP (-24,0) AREA STEP (0,-4 ) AREA STEP (-8, 0) AREA STEP(0,16) AREA STEP (8, 0) AREA STEP (0,-4) AREA STEP (24,0) AREA STEP(0,16) AREA STEP (-56, 0) COLOR RedzAREAFILL COLOR
Red,Blk:LOCATE 24,7 PRIN7-3ryan D. Catley 2221 Glasgow Road Alexandria Virginia 22307- 1819"; END SUB SUB BldGadgets (Num,tl(),t2$ ()) STATIC FOR n-0 TO Num-1 FOR m-0 TO 6 READ tl (n,m) NEXT m READ t2$ (n) NEXT n END SUB SUB DrawGadgets (Gal,Gb%,tl(), t2S() STATIC FOR n-Gal TO Gbl xl-tl(n,0):yl-tl(n,1):x2-xl+tl(n. 2):y2-yl+ti(n,3) bg-tl(n,4):fg-tl(n,5):bo-tl(n,6) LINE(xl,yl)-(x2,y2),bg.br:LINE(xl,yl)-(x2,y2 ,fg,B IF bo -l THEN LINE(xl + 2,yl+2)-(x2-2, y2-2),fg, B LINE(x2+l,yl + l)-(x2+l,y2+l) ,bo LINE(x2+l,y2 + l)-(xl + l,y2 + l) ,bo COLOR fg,bg:rowV-INI(y1 8+2):coll-IN7(xl 8 2) LOCATE
row!,coll PRINT t2S(n) END IF NEXT n END SUB SUB Getcadget (Gal, Gbl, tl (), t2$ (), type) STATIC SHARED MouseXl,MoUseYI,MouseInd WHILE MOUSE(0)-0 WEND rl-CSRLIN:cl-POS(0) mx-MOUS E(1) my-MCUSE(2) MouscXI-mx:HouseY%-ray Mouselnd-O FOR n-Gal TO Gbl IF mx t1(n,0) AND mx tl n,0)+tl(n,2) THEN IF my tl (n, 1) AND ray tl (n, 1) +tl (n, 3) THEN bg-tl(n,4):fg-tl(n,5):bo-tl(n,6) IF bo -l THEN xl-tl(n,0)+2:yl-tl(n, 1)*2 x2-xl+tl(n,2)-4:y2-yl+tlln,3)-4 LINE (xl, yl) - (x2, y2), fg, bf COLOR bg,fg:rowl-INT(yl B+2):coll-INT(xl B+2) LOCATE rcwl,coll PRINT t25(n) ELSE IF bo 1 THEN xl-tl (r., 0) :yl-tl(n,l)
:x2-xl+tl(n, 2) :y2-yl+tl (n,3) LINE (xl,yl) - (x2, y2), f g, bf: LINE (xl,yl) - (x2, y2) ,bg, B END IF END IF type-n-Gal+lzn-GblzMouselnd-l IF bo -l THEN nl-type+Cal-1 END IF END IF NEXT n WHILE MOUSE (0)00 WEND IF typeoo AND bo -l THEN DrawGadgets nl,n%, tlO ,t25 0 LOCATE rl,c* END SUB SUB Get Ip (TextS,DataTypeS,MaxLenl) STATIC SHARED Txtcol, NevCur, Mousclnd start-POS(O):Cur-0;COLOR TxtCol xpix-(Start-1)*8 ypix-(CSRLIH-1)*8 IF FirstTine-0 THEN FlrstTime-l NewCur-1 DIM Ipcursorl(46) IF NewCur-1 THEN NewCur-0 CurCol-TxtCol-1: IF CurCoKQ THEN CurCol-TxtCol+1
LINE(xpix,ypix)-STEP(7,7),CurCol,b£ GET(xpix,ypix)“STEP(7,7),IPcursorl END IF ShoText: GOSUB DisplayText NxtChar: xS-"" Mouselnd-Q LeftPartS---:RightPartS-'"’ WHILE xS-'”' AND Mouselnd-O :x$ -INKEYS WEND IF MouselndoO THEN GetDone 4 Mouse was clicked IF X$ -CHRS(30) THEN CurRight 1 Right-cursor IF x$ -CHRS(31) THEN CurLert 1 Left-cursor IF xS-CHRS(8) THEN DelLeft 4 Back-space key IF xS-CHRS(127) THEN DelRlght 4 Delete key IF xS-CHRS(27) THEN ClrText 4 Escape key IF xS-CHRS(13) THEN GetDone 4 Return key IF DataTypeS-"CHAR“ THEN IF X$ CHRS(32) OR XS CHR5(12?) THEN BEEP GOTO NxtChar END IF ELSEIF
DataType3-"REAL- THEN IF (XS CHRS(48) OR xS CHR$ (57)J AND (x$ -.-) THEN BEEP:GOTO NxtChar END IF ELSEIF DataTypeS-"INTw THEN IF XS CKRS (4 8) OR xS CHRS(57) THEN BEE? GOTO NxtChar END IF END IF InsertChar: IF LEN(TextS)-MaxLenl THEN BEEP GOTO NxtChar IF Cur 0 THEN LeftPartS-MlDS(TextS,1,Cur) IF LEN(TextS) 0 THEN RightPartS-MIDS(Text$ ,Cur+1,LEN(TextS)- LEN(LeftPartS) ) TextS-LeftPartS+xS+RightPart$ :Cur-Cur+1 GOTO ShoText CurRight: IF Cur-LEN(TextS) THEN NxtChar Cur-Cur+1 GOTO ShoText CurLeft: IF Cur-0 THEN NxtChar Cur-Cur-1 GOTO ShoText DelLeft: IF LEN(Text$ )-0 OR Cur-0 THEN BEEP GOTO NxtChar
IF Cur l THEN Le£tPartS-MIDS(Texts, 1,Cur-1) IF LEN(TextS) Cur THEN RightPartS-MIDS(TextS,Cur+1,LEN(TextS)-Cur) Text5-LeftpartS+RlghtPartS Cur-Cur-1:GOTO ShoText DelRlght: IF LEN(Text$ )-0 OR Cur-LEN(TextS) THEN BEEP GOTO NxtChar IF Cur 0 THEN LeftPartS-MIDS(Text5,1,Cur) IF Cur+1 LEN(TextS) THEN RightPartS-MIDS(TextS, Cur+2.LEN(TextS)-Cur+1) TextS-LeftPartS+RightPartS GOTO ShoText ClrText: PRINT SPACE5(MaxLenl* 1);:LOCATE ,start Cur-0:TextS--- GOTO ShoText DisplayText: PRINT TextSfSPACES(MaxLenl+l-LEN(TextS)); LOCATE .start xpix-(start+Cur-l)‘8 PUT(xpix,ypix),IPcursorl RETURN GetDone:
PUT(xpix,ypix),IPcursorl END SUB SUB GetNext (MKeysS(),mID,mItem) STATIC SHARED Mouselnd KeyS--- mlD-O raltem-O Motiaolnd-O: n-0 :m-Q NumHenus-VAL(MKeysS(0)) WHILE Keys-''- AND mID-0 AND Mouselnd-O KeyS-INKEYS:mlD-MENU(0) IF KeySO-- THEN FOR n-1 TO NumMenus m-INSTR(MKeysS(n),UCASES(KeyS)) IF m 0 THEN raID-n:mltem-ro:n-NumMenu3 NEXT Key$ --- ELSE TF mIDOQ THEN nltera-MENU (1) END IF WEND END SUB
• AC- Pssssst! Did ya' hear about.... by the Bandito The Amiga
2000 is now shipping to dealers, and users are exploring the
new hardware and software. The Commodore hard disk controller
performs very well in early benchmarks, surpassing even the
PAL Jr.
Hard disk. Commodore is very excited about networking the Amiga 2000, and has bought dozens of network cards from Amcristar.
The new Amiga 500 and 2000 technical manuals drop a few hints about improved graphics chips, and warn developers about pitfalls to avoid when developing new hardware for these machines. The hints indicate more graphics CHIP memory, as well as more colors available on the screen at once.
One meg in beta A late-breaking rumor claims the one- megabyte Fatter Agnes graphics chip has entered beta testing at select Amiga software developers. The chip is expected to be a direct replacement for the current Fat Agnes chip.
Rumors persist about high-end graphics cards in development in West Chester, including a monochrome high-resolution board aimed at CAD applications, and another board with more colors. Commodore is also reportedly working on a de-interlacing board for the 2000 video slot that works with NEC Multisync monitors.
Sources within Commodore say the New York Institute of Technology frame grabber and genlock are still months away from completion.
Problems in hardware, software and production arc the cause of the delay.
This board is made for the Amiga 2000 only.
Amiga 2000 laser printer Another great rumor is a low-cost laser printer for the Amiga 2000. It will have some memory and smarts on a expansion card, and uses a cheap laser engine as the printer. According to one source, it will be bundled with an Amiga 2000 in a special promotion this fall. Laser printers have appeared in the Commodore booths at shows for the last Faster printing Work continues on AmigaDOS 1.3. Work is being done to improve the printer driver system, The "printcr.device" is being made faster, and more printer drivers are being created. Programmers are discussing improvements
to the rendering of color images, too. No word yet on how these improvements will reach consumers.
It's obvious Commodore wants to sell a lot of machines before the end of the year - they even plan to advertise!
They went as far as sending dealers a list of scheduled television, radio and magazine ads. Keep an eye peeled this fall. Commodore's ad agency was working on an animated commercial for the Amiga 500. It reportedly has Amiga 500s on pedestals breaking out of the ground, each running different software, such as the rotating head of Zeus, the juggler, and animations from VideoScape and Animator: Apprentice.
Video news The first run of Amiga Live! Has come off the production line, for a total of 500 units, According to current gossip, they are still waiting for the plastic cases to come in from Japan.
The Bandito predicts that the absence of real-time video digitizers will end in the next six months, arid that there will be not one but as many as eight contenders in the video digitizer and frame buffer market.
Here's your chance to play Bandito: There are at least three obvious contenders in the video hardware market, companies with existing or announced products. At least three other companies have leaked plans for video hardware in public places. And two remain hidden, so far. All hope to ship in the next few months. At least one will premiere at the AmiExpo show in New York in October.
The Amiga 500 software bundling plan has moved a lot of software for a few select companies. Developers not included in the plan aren't so happy.
After all, if someone buys Word Perfect for next to nothing, will they buy another normally less-expensive word processor?
Developers who were included in the plan aren't so happy, either. Rumors say that Commodore only paid developers six percent over their cost of the software packaging. Both groups have referred to the plan as the "Screw the developers policy."
Continued... There has been hot traffic in the coupons for the software bundling, too. Commodore 64 owners were sent a coupon to get an Amiga 500 for a reduced price, bundled with about S1000 worth of software. Adcrtise- mcnts appeared in the newspapers of some cities. Dealers had placed the ads to buy coupons for a small amount from Commodore 64 owners, which they then gave to prospective buyers of the Amiga 500 who entered their store.
Grey market Rumors continue to flow about the existence of a grey market for Amiga 1000 computers. Dealers want to buy the serial numbers of Amiga 1000 machines so they can sell Amiga 2000s at a reduced price by selling someone an Amiga 1000, never letting them take it from the store, then immediately letting the customer trade it in for an Amiga 2000. The customer gets a lower price, the dealer gets a merchandise credit from Commodore.
Los Gatos lives Former Commodore-Amiga programmer Dale Luck was signed another 3- month contract to continue work on AmigaDOS in the tiny West Coast offices. Bob "Kodiak" Burns has signed a part-time contract, working with Luck on Amiga software.
New developer conference The next Amiga developer conference may be held later this year in Philadelphia, close to the West Chester offices.
Reportedly, Commodore managers want West Chester technicians to be able to drive home at night, to reduce travel and lodging expenses. Also, most Amiga events have been held on the West Coast, and East Coast developers want one closer to home.
Commodore technical support has cracked down on developers who haven't officially registered. The full developer registration cost is $ 450. If Commodore has 1000 developers, they made a half-million from fees alone.
Some well-known Amiga companies haven't ever bothered to register.
Some were told they could not appear in the Commodore booth at the next show unless they paid their $ 450.
Amiga in media A spy within the CBS record offices in New York reports that the synthesizers on the upcoming 'Tunnel of Love" album by Bruce Springsteen were controlled by an Amiga 500. Look for Amiga graphics on a new syndicated game show called Lingo, The host of the show is Michael Reagan, the President's son. Amiga graphics from VideoScape 3D will be used in a Campbell's soup commercial shown during the World Series.
• AC- TOUR AMIGA CAN NOW GRADUATE TO A PHD!
Make the educated decision on a hard drive. The Phoenix PHD hard drives are here. Available in 20 MB and 40 MB models (higher capacities can be special ordered). The PHD hard drives come completely formatted and ready to use: simply plug into the expansion port on your Amiga and go! True SCSI interface with pass-through expansion capabilities of course. Phoenix Engineering hard drives are available for both the Amiga 500 and 1000 series computers. (1000 series is fan cooled) PHD hard drives are bundled with assorted public domian software. Full one-year parts and labor warranty, and our
technical support team is always ready to assist with questions you may have. Get Smart, Get a PHD hard drive.
20MB $ 949 40 MB- $ 1389 The Hioenix Electronics 1969 40 MU- $ 1429 In Stock, Call 1-913-632-2150 Benchmark Test Available VISA and Mastercard Accepted Dealer Inquires Welcome Modula-2 Programming on the Amiga™ Devices, I O, and the Serial Port by Steve Faiwiszewski In this installment, I would like to discuss devices and I O, and focus on the Serial Device, i would also present a module of general purpose serial port routines. But first, here is a crash course on strange and magical items known as Exec, messages and ports.
Exec The heart (or rather the brain) of the Amiga's multitasking ability is something called the Exec (for multitasking executive). This part of the ROM Kernel routines is responsible for managing tasks, interrupts, intcr-task communication, 1 O and a few other things.
Exec Messages and Ports Communication between tasks is accomplished through Exec objects called "messages" and "ports". A message is a block of memory that is used to send data from one task to another. The block of memory, containing a "message" data structure, belongs to the sending task. A message data structure is declared in the TDI package as: Message = RECORD mnNode : Node; mnRepiyPort : MsgPorlPtr; mnLength : CARDINAL; END: The mnNode field is used by Exec to manipulate messages.
The mnLength field specifies the size of the massage in bytes. The mnRepiyPort field can be set up by the message's sender, if the sender wants to receive a reply (more about this in a while).
The sending task can pass ownership of that message (and, thereby, effectively send it) to the receiving task by calling the Exec procedure PutMsg. The receiving task can obtain the message by calling GetMsg. These calls are declared as: continued... PROCEDURE PufMsg(port : MsgPortPtr; message : MessagePfr); (* 'message' is a pointer to the message to be sent, *) C 'port' fs a pointer to the destination port. *) PROCEDURE GetMsg(port : MsgPortPtr): MessagePfr; (* 'port' points to the port from which to get the message. *) (* GetMsg returns the address of the gotten message. ') A "port" is the
mailbox into which messages are deposited.
It really is a data structure that has a name by which it is known to the sending task. As you can see in the PutMsg call, you must specify which port to put the message into, PutMsg appends the sent message to the end of the list of existing messages for that port. GetMsg removes a message from the head of that list. A port can be created using the CreatePort call, and it can be found through its name by using the FindPort call. These procedures arc defined as: PROCEDURE CreatePort(VAR name : ARRAY OF CHAR; pri : INTEGER): MsgPortPtr: (* 'name' - a null-termated string *) (’ ’pri' - priority
to be assigned to the port (-127 to + 127) *) C CreatePort returns a pointer to the new port ‘) PROCEDURE FindPort (VAR name : ARRAY OF CHAR): MsgPortPtr, (* ’name' is the name of the port to find, *) (‘ FindPort returns the address of the port *) Any task that needs to receive messages must have a port defined. A common practice is for the receiver to return the message to its rightful owner once it's done with it; after all, the message is a block of memory, and it isn't nice to steal someone else's memory. The receiving task can return the message by calling the RcplyMsg Exec routine, which
is defined as: PROCEDURE ReplyMsg(message : MessagePfr); Notice that no port is specified in RcpiyMsg. RcplyMsg will return the message to the port which is pointed to by the mnReplyPort field in the message. Therefore, any sending task that wants to have its message returned to it must have its own port, and must set the message's mnReplyPort field to point to the port.
Message passing is a very important aspect of the Amiga system, and is used extensively in the initiation of I O activity and communication with devices.
Devices and I O Requests The ROM Kernel Manual defines a device as follows: "A device in its purest sense is an abstraction that represents a set of well defined interactions with some form of physical media."
To put it another way, a device is a data structure which allows you to interface with some Input Output unit (such as the serial port, the parallel port, the disk drive, or the console).
A device "unit" is an instance of the device, and while it shares the same data structure with all other units of the same device it operates independently of the other units.
For example, each floppy drive in a two-drive system is a unit of the same device.
Each device on the Amiga has a name (a nuil-terminated string) which is used to identify it. For example, the serial device's name is simply "serial.device". A device is accessed by a user task through the OpenDcvice call. Once a task is done using the device it should call CloseDevice. For every call to OpenDevice, there must be a matching call to CloseDevice. These calls are defined as: PROCEDURE OpenDevice (VAR devName : ARRAY OF CHAR; unitNum : LONGCARD: ioRequest : ADDRESS; flags : LONGCARD): LONGCARD; C 'devName' Is the name of the device *) (* 'unitNum' is the number of the unit to be
used. *) C 'ioRequest' is the address of the IO Request block used *) (* to communicate with this device. ') PROCEDURE CloseDevice(ioRequest: ADDRESS), A device receives I O request through messages that contain various requests. These messages are actually instances of some data structure that contain - at the very least - the lORequest record, which is defined as follows: lORequest = RECORD loMessage : Message; loDevice : DevicePtr; loUnit : UnitPtr; loCommand : CARDINAL; loFiags : ioFlagSet; loError : BYTE: END; The ioDevicc and ioUnit fields are set up by the device itself when a call is
made to OpenDevice. The ioCommand is the field used to specify the actual IO command requested, while ioFlags is used to specify special options. Any errors that may occur are returned in the ioError field, upon completion of the request. The ioMessage field is used by the device to return the I O request upon completion to the originating task. Therefore, it is up to the originating task to set ioMessage properly before the I O request is done
(i. e. the mnReplyPort must be set to point to the task's reply
port).
An I O request block might contain more than an lORequest, though, all depending on the nature of the request.
Standard I O requests use a slightly augmented lORequest record which is called lOStdReq, and it looks like this: lOStdReq = RECORD loReq : lORequest; loActuol : LONGCARD; loLength : LONGCARD, loData : ADDRESS; loOffset : LONGCARD: END; The ioLength field specifies how many bytes of data arc to be transferred in the t O request. The number of actual bytes transferred is returned in ioActual. If ioActual differs from ioLength, then an error must have occurred, and ioReq.ioError can bo examined to determine the specific error. The ioData field points to the data itself.
The various devices may use different I O request blocks, all of which consist of an lOStdReq record and some additional fields. The serial device, for example, requires a data structure called lOExtSer which is defined in the TDI package as: lOExtSer = RECORD loSer : tOStdReq, loCtlCnar : ARRAY (0..3) OF CHAR; loRBufLen : LONGCARD; loWBuflen ; LONGCARD; (“ is an error in the TDI *) MODULA-2 the successor to Pascal (* release. It should be ioExtFlags ') loBaud ; LONGCARD; loBrkTime ; LONGCARD; loTermArray : lOTArray; loReadLen : BYTE; loWriteLen : BYTE; loStopBits : BYTE; loSerFlags :
SerFIagSet; loStatus ; SerStatusSet; END; ¦ FULL interface to ROM Kernel Intuition Workbench and AmigaDos ¦ Smart linker for greatly reduced code size ¦ True native code implementation (Not UCSD p-Code or M-code) » Sophisticated multi-pass compiler allows forward references and code optimization ¦ ReailnOut. LonglnOut. InOut.
Strings. Storage Terminal ¦ Streams MalhLibO and all standard modules ¦ Works with single floppy 512K RAM ¦ Supports real numbers and transcendental functions ie sin. Cos.
Tan. Arctan. Exp. In, log. Power, sqrt ¦ 3d graphics and multi-tasking demos ¦ CODE statement lor assembly code
• Error lister will locate and identify all errors in source code
¦ S ngle cnaracter I 0 Supported
* No royalties or copy protection ¦ Pnone and network customer
support provided ¦ 350-page manual Pascal and Modula-2 source
code are nearly identical Modula-2 should be thought ol as an
enhanced superset o Pascal Professor Niklaus Wifth ithe
creator of Pascal) designed Modula-2 to replace Pascal More on
the IOExtScr record and the serial device later on.
Added features ol Modula-2 not found in Pascal Communicating with Devices Exec provides four functions for interfacing with devices.
These general functions are independent of the actual device or the command requested. Rather, they deal with the I O request block as a whole.
DoIO The most commonly used I O function. It sends an 10 request to the device, and waits for the request to complete.
This is called "synchronous" I O, as the calling task is suspended until the I O is complete. DoIO sends the IO request block to the device (through an implicit PutMsg to the devices port) and suspends the calling task until the device returns the IO request block to the task's reply port
(i. e. does a RcplyMsg). DoIO docs an implicit CetMsg, removing
the 10 request block from the calling task's reply port.
SendIO This function sends an IO request to the device but docs not wait for the request to complete. Rather, it returns immediately to the calling task, which is then free to do other things. This is called "asynchronous" I O. It is up to the calling task to check for the completion of the 1 0. Care must be taken not to modify the the 10 request block while the device has ownership of it.
WaitIO This function waits for the completion of a previously initiated asynchronous I O request. The calling task is suspended until the I O is complete. WaitIO performs an implicit GetMsg, removing the IO request block from the calling task's reply port.
I CASE has an ELSE and may conlam subranges i Programs may be broken up into Modules lor separate compilation i Macnme tevei interface Bit-wise operators Direct port and Memory access Absolute addressing Irterrupt Structure ¦ Dynamic strings that may be any size ¦ Multi-tasking is supported ¦ Procedure variables ¦ Module version control ¦ P'ogrammer definable scope of objects
• Open array parameters WAR r ARRAY OF REALS.)
¦ E egant type transfer functions Ramdisk Benchmarks (secs) Compile Link Execute Optomized Size Sieve of Eratosthenes 6 1 49 42 1257 bytes Float 67 72 85 3944 bytes Calc 5 7 46
3. 6 1(36 bytes Null program 4 8 4 7 nOO bytes MODULE Sieve.
MODULE Float CONST Size 8190.
FROM MathLibO IMPORT sin. In e*p TYPE FlagRange (0 Size|.
Sqd arctan FlagSet SET OF FlagRange.
VAR *,y REAL, i CARDINAL VAR Flags FlagSet.
BEGIN »‘$ T-.$ A-$ S-‘| i FlagRange.
X - 1.0. Prime, k Count. Iter CARDINAL FOR i- 1 TO 1000 DO BEGIN CSS* SR-.SA’ *) y - Sih (x|, y - 10 (x) y e*p IX) FOR !te 1 TO 10 DO y sqrt (xj y arctan ix), Conn 0
- - x - 0 01.
Flags FiagSeto f empty set ‘1 END.
FOR 0 TO Size DO END float IF t IN Flags) THEN Pnme (i ’ 2j • 3 k ¦ Prune WHILE k - Size DO MODULE caJc.
INCL (Flags *| VAR a.b.c; REAL n. i CARDINAL k - k•Pnme BEGIN C$ T- $ A-.SS-"j END n - 5000.
Couni Count * i a 2 7182B b 3 14159 c i 0 END FOR i 1 TO n DO END c c’a. C c’b c c a c c b END END END Steve END calc Product History The TDI Modula-2 compiler has been running on the Pinnacle supermicro (Aug
84) . Atari ST (Aug 85) and will soon appear on the Macintosh and
UNIX m the 4th 01 r 66 Regular Version S89.95 Developer s
Version $ 149.95 Commercial Version S299.95 The regular
version contains all |he features listed above The developers
version contains additional Amiga modules macros and
demonstration programs - a symbol lite decoder - link and
load file disassemblers - a source file cross referencer
- The kermit file transfer utility - a Modula-2 CL! - modules for
IFF and ILBM The commercial version contains all of the Amiga
module source files Other Modula-2 Products Kermit - Contains
full source plus 515 connect lime to CompuServe $ 2995 Examples
- Many ol Ihe C programs from ROM Kernel and Intuition
translated into Modula-2 $ 24 95 GRID - Sophisticated multi-key
file access method with over 30 procedures to access variable
length records S49 95 TDI SOFTWARE, INC. 10410 Markison Road
Telex: 888442 Dallas. Texas 75238 ¦ 2i4 340-4942 Compusefve
NumOer. 75026.1331 con tinued... DYNAMIC DRUMS The program rhat
transforms your Amiga1' inro a professional drum machine.
• Incredibly realistic sound
• Create your own studio-quality drum tracks
• Real or step time programming
• Graphic Editing
• Over 100 percussion samples included or use your own IFF
samples
• Fully adjustable volume and tuning levels
• Randomizing options for a dynamic, human feel
• MIDI compatible Rc,.j;rt5 si2K Am,ga™ dealer inquiries invited
MI, FL, t CA add sales lax Send Check or Money Order for $ 79.95
(effective 9 1 87) to:
P. O. Box 430, St. Clam Shores. Michigan 48080 £31 33 771 -4465
Amiga is a iradcmark of Cuinnjodorc-Amiga Inc. ChecklO A
function to test whether an asynchronous I O has completed.
Upon completion of the IO, the lO request block will be placed
in the task's reply port.
Standard 10 Commands There are eight standard commands to which all devices are supposed to respond. If a device does not support a specific command, it should return an error indicating that the command isn't supported.
CmdReset - resets the device unit, returning it to its default configuration and aborting all pending I O. Any related hardware is reset too, and any internal data buffers associated with the device unit get cleared.
CmdRead - reads a specified number of bytes from a device unit into a data buffer pointed to by the ioData field.
The number of bytes to be read is specified in the ioLength field, and the number of bytes actually read is returned in the ioActual field. If ioActual does not equal ioLength, an error must have been encountered, and ioError should contain the related error code.
CmdWrit© - writes a specified number of bytes to a device, from a data buffer. The ioData field points to the area in memory into which the bytes are placed. The ioActual, ioLength and ioError fields arc used in the same manner as with the CmdRead command.
CrndUpdate - forces all internal data buffers out to the physical device. Usually the device performs this operation implicitly, but this command causes the device to do so explicitly, CmdClear - clears all internal data buffers without forcing the data to the physical device. The data is lost, CmdSfop - halts the device unit. Further I O requests can still be queued, but the device won't service them.
CmdStart - restarts a stopped device unit.
CrndFlush - aborts all i O requests. All requests are returned with an error indicating that they were aborted.
There arc other commands which arc device specific, and won't be covered here.
The Serial Device The serial port can be opened in either exclusive access mode (meaning only on task can use it) or in shared more (allowing multiple tasks to do serial I O), and it can be set to operate at different baud rates. Handshaking can also be specified. Handshaking means that the serial port has control of the flow of incoming data; it can tell the sender of the data (whoever is on the other side of the serial connection) to stop or resume transmitting it.
Handshaking and access mode must be specified before the device is opened (i.e. before the call to OpenDevice is made). Other parameters can be set afterwards using the SDCmdSetParams serial I O command. Note, however, that a parameter change cannot occur while an i O request is being processed.
Opening the Serial Device The typical way of opening the serial device is as follows.
First, create a reply port to which the serial device can return the iO request block. It can be quite convenient to have to ports, one for writing requests and one for reading.
This way, both writing to the serial port and reading from it can be done simultaneously. An IO request block has to be allocated (again, it's quite handy to have on IO request block for reads and one for writes). There is a function called CreateExtIO which allocates extended 10 requests and sets them up to point to the given port. It is declared as: PROCEDURE CreateExtiO(port : MsgPortPtr.
Size : LONGCARD): lORequestPtr; (* 'size' specifies the size of the extended IO request ’) (* block to be allocated. *) (’ CreateExtIO returns the address of the newly allocated *) (’ IO request block. ¦) For example: VAR Buffer : ARRAY (0..99) OF CHAR.
ReadPort : MsgPortPtr; ReadRequest: lOExtSerPtr; Result ; LONGINT; BEGIN C Create the read port and call it ‘ReadMySeriar ') ReadPort := CreatePortCReadMySerial'.O); (' create an lOExtSer structure by calling CreateExtIO *) ReadRequest := CreateExtiO(ReadPort,TSIZE(IOExtSer)); Prepare to open the device In shared mode without handshaking ‘) ReadRequesfA.ioSerFlags := SerFlagSetfSerShared.SerDisabled}; IF OpenDevice(SerialName,0,ReaqRequest,0) 0 THEN (* Oops! We got a problem! Couldn't open device! *) END; When the serial device is finally opened by a call to Open- Device, it allocates an
input buffer of the size last used (512 bytes is the minimum and the default). As with any of the other serial port parameters, the size of the input buffer can be changed by using the SDCmdSctParams command. The OpcnDevice call initializes all the parameter fields of the IO request to the values last used.
Reading and Writing Reading from the serial port is pretty simple. Set the ioData field to point to the address in memory into which you want to place the data. Set the ioLength field to the number of bytes you want to read, and set ioCommand to CmdRead. To continue the above example: WITH ReadRequest DO ioSer.ioReq ioCommand := CmdRead: ioSer ioData := ADR(Buffer); ioSer.lolength := 100; 0 read 100 bytes ’) END.
Result := DolO(ReadRequestA,ioSer.ioReq). IF Result 0 THEN (' Oops! We have an error! *) END; AMIGA HARD DISK BACKUP HARDHAT Full lncremental Directory Single File backup to microdisks.
Option list allows skipping of files by name with wildcards.
Catalog file provides display of backed up files by name with size, location and datestamp. Double data compression reduced disk space. Printer interface. Uses CLI or Workbench.
Multitasking provides background operation. $ 69.95 AMIGA DISK FILE ORGANIZER ADFO Having trouble finding that file somewhere in your stack of floppys? Can't find all the copies of a particular file? ADFO maintains a database of directories and filenames from your collection of disks. Fast response inquiries return location and last update information. Printer interface. Uses CLI or Workbench. 512K ram and 2 drives recommended S59.95. AMIGA SPELLING CHECKER SPEL-IT Uses 40,000 word primary dictionary and optional second dictionary. Add Delete words to both dictionaries. Includes
plurals. Text wordcount totals. Uses CLI or Workbench, Mouse or keyboard. $ 49.95 Include S3.50 S&H Mastercard Visa Accepted Calif. Residents Add 61 z° o Sales Tax Tvedttam. R)adu4t ice4' 3386 Floyd Los Angeles, CA 90068 (213) 851-4868 Order phone 1 800 621-0849 Ext. 494 If you use the above code (using DoIO), your task will be suspended (put to sleep) until the I O is completed. Alternatively, you could use SendIO, and in this case, your task will continue running and therefore it could do other things while the I O request is being processed. You can occasionally call ChecklO to see if
the I O has completed. A call to WaitlO will suspend your task until the asynchronous request completes.
Writing to the serial device is very much like reading from it. Set ioData to point to the data to be sent through the serial port. Set IoLength to the number of characters to be sent. Set ioCommand to CmdWritc, and you're all set!
Now all you have to do is call DoIO or SendIO, depending on the type of I O you want to do.
Serial Parameters As mentioned before, all the serial parameters are initialized during the call to OpcnDevice. You can modify them using the SDCmdSctParams command. These parameters are actually fields in the IOExtSer record (which was described earlier).
Continued.., ioCtlChar - Control characters to use for XON, XOFF, INQ, ACK in handshaking. Currently only XON and XOFF are supported.
IoRBufLen - Size of the buffer that the serial device should allocate for incoming data. Minimum size is 512 bytes.
LoExtFlags - Reserved for future use. Incorrectly labeled in the TDI release as ioWBufLen.
IoBaud - The actual baud rate. Anywhere from 110 to 292000.
IoBrkTime - Specifies how long a break signal lasts (in microseconds).
IoTermArray - An array of eight bytes, specifying which characters will cause a read to terminate. You can read more about that in the RKM.
IoReadLen - Specifies how many bits per read characters. Usually 7 or 8.
LoWriteLen - Specifies how many bits per write characters. Usually 7 or 8. IoStopBits - Specifies how many stop bits to use. Usually 1 or 2.
IoSerFlags - Allows you to specify such things as handshaking, access mode, parity, and more.
Further Reading This article covered the topics of I O and devices only in a broad fashion. More detailed information can be found in the ROM Kernel Manual (Volume 1). Also recommended, is the book "Programmer's Guide to the Amiga" by Robert Peck (Sybex).
DEFINITION MODULE Serial; .
* * * General Serial Port Support Module, *) (* (c) Copyright 1986 by Steve Faiwiszew3fcl. *) f *) (• This program may be freely distributed •) (• for non-commercial use only. It may not •) (• be sold, •) ¦ M (• Please leave this notice intact. ¦) C
I. .... FROM SYSTEM IMPORT 3YTS; PROCEDURE
OpenSer(BaudRate : LONGCARD; StopBits, Blength : BYTE; XON,
XOFF, IND, ACK : CHAR); PROCEDURE CloseSer; PROCEDURE
SerWrite(VAR Buffer : ARRAY OF BYTE; Length: LONGCARD);
PROCEDURE SerRead(VAR Buffer : ARRAY CF BYTE; Length :
LONGCARD); PROCEDURE QueucSerRead (VAR Buffer: ARRAY CF BYTE);
(¦ Do a Read for 1 character asynchrcusly. That is, do a
BeglnlO ¦) * instead of a DoIO *) PROCEDURE
Proce3sSerMessage(VAR Buffer : ARRAY OF BYTE; Length :
LONGCARD); Wait for a BeginlO to finish *) PROCEDURE
QuerySer() : LONGCARD; ioSfatus - Returns the status of the
serial port. C Find out sow many characters are waiting to be
read ) END Serial.
About the program The accompanying listings contain two modules: Serial and ModemDcmo. 1 developed module Serial as a general serial port support module while working on a program to interface to a BSR X-10 PowcrHouse Computer Interface unit. The ModemDcmo module is a very simple (stress on simple) communication program. It was written just to demonstrate how easy it is to use the Serial module.
ModemDemo also uses the MyRawInOut module that I presented in a previous article. There is one thing wrong with this program: it contains a "busy loop", that is it runs continuously even if there is no I O from the serial device or the console. This is a no-no on a multitasking operating system, as it just wastes CPU resource. In a future article I'll show how to modify the code to turn this program into a "well-behaved" one.
IMPLEMENTATION MODULE Serial;
I. ..* 'I (• M (• General Serial Port Support
Module. *) (¦ (c) Copyright 1986 by Steve Faivriszevslci. ¦)
(¦ • J * This program may be freely distributed •) (* for
nan-cortLxercial U3e only. It nay not *) (* be sold. *) • •)
Please leave this notice intact. *) • ’) r ¦ * ¦ * *
*.....*..... * * 1 *j FROM SerlalDevice IMPORT SerialName,
SOCndSetParams, SDCndQuery, IOExtSer, SerFlagSet, SorShared,
SerDisablod; IMPORT MsgPortPtr; IMPORT CreatoPort, DeletePort,
CreateExtIO, IMPORT IQRequestPtr,BoIO, SendIO, WaitlO.
CndRead; IMPORT OpenDevice, CloseDevice; IMPORT WriteString, WriteLn; IMPORT BYTE, NULL, ADR, TSIZE; FROM Ports FROM PortUtils DeleteExtIO; FROM IO CmdWrite, FROM Devices FROM InOut FROM SYSTEM TYPE IQExtSerPtr - POINTER TO IOExtSer; VAR ReadPort, WritePort : XsgPortPtr; ReadRequest, WriteRequest : IQExtSerPtr; PROCEDURE Cleanup(n: CARDINAL); BEGIN IF n - 5 THEN Delete£xtIO(IORequestPtr(WriteRequest),TSIZEfIOExtSer)); END; IF n - 4 THEN DeletePort(WritePort) END; IF n - 3 THEN Cio3eDevice(ReadRequest) END; IF n - 2 THEN DeleteExtIO(IORequestPtr (ReadRequest), TSIZE (IOExtSer) ) END; IF n
- 1 THEN DeletePort(ReadPort) END; END Cleanup; PROCEDURE Abort(VAR msg : ARRAY OF CHAR; n : CARDINAL); BEGIN WriteLn; WriteString(msg); WriteLn; IF n 0 THEN Cleanup(n) END; HALT END Abort; PROCEDURE OpenSerfBaudRate : LONGCARD; StopBit3, Blength : BYTE; XON, XOFF, IND, ACK ; CHAR); VAR Result ; LONGINT; BEGIN (* Create the read pert and call it 'ReadMySerial' ) ReadPort CreatePort("ReadKySerial", 0); IF ReadPort - NULL THEN Abort('Could not create ReadPort!',0) END; ReadRequest CreateExtIO(ReadPort,TSlZE(IOExtSer)); IF ReadRequest - NULL THEN Abort('Could not create ReadRequest1', 1) END;
ReadRequest'1. IoSerFlags SerFiagSet (Ser5hared,SerDisabled) ; IF OpcnDevice (SerialNarae, 0, ReadRequest, C) 0 THEN Abort(‘Could not open Serial device for read!',2) END; WritePort CreatePort("WriteHySerial",0); IF WritePort - NULL THEN Abort('Could not create WritePort!',3} END; WriteRcquest CreateExtIO(WritePort,TSIZE(IOExtSer)); IF WriteRequest - NULL THEN Abort('Could not create WriteRequest*',4) END; (* now, since ReadRequest is all set up, but WriteRequest isn't, * (• 3imply copy WriteRequest from ReadRequest, but point * (• WriteRequest's reply port to its own port.
') WriteRequest'1 ReadRequest*; WriteRequest*.ioSer.ioReq.ioMessage.mnReplyPort WritePort; WITH ReadRequest- DO ioSerFlags SerFlag3et(SerShared,SerDisabied); ioBaud BaudRate: ioStopBits StopBlts; ioReadLen Blength; ioWriteLen Blength; ioCtlChar(01 XON; loCtlChar[1J XOFF; ioCtlChar[2] IND; IoCtlChar(3] ACK; ioSer.ioReq.ioCorrjr.and SDCm.d5etParams; END: Result DoIO(ReadRequest*.ioSer.ioReq)j IF Result O 0 THEN Abort!"* Error during QpenSer: Could not change parameters
* *', 6) END; END OpenSer; PROCEDURE CloseSer; BEGIN Cleanup(99);
END CloseSer; PROCEDURE SerWrite(VAR Buffer : ARRAY OF 3YTE;
Length; LONGCARD); (* Write 'Length' number of oytes from
'Buffer' to the serial port *) VAR Result : LONGINT; BEGIN WITH
WriteRequest* DO ioSer.ioReq.ioCommand CrodWrite; ioSer.ioData
ADR(Buffer); ioSer.ioLength Length; END; (' Result
DoIO(IORequestPtr(WriteRequest)); •) Result
DoIO(WriteRequest*.ioSer.ioReq); IF Result 0 THEN
WrlteString("* Error during SerWrite **'); WriteLn END; END
SerWrite; PROCEDURE SerReadtVAR Buffer : ARRAY OF BYTE; Length
: LONGCARD); (* Read 'Length' number of bytes from. 'Buffer'
from the serial port *) VAR Result ; LONGINT; BEGIN WITH
ReadRequest* DO ioSer,ioReq.ioCommand CmdRead; ioSer.ioData ;»
ADR(3uffer); ioSer.ioLength Length; END; Result
DolO(ReadRequest*.ioSer.ioReq); IF Result 0 THEN
WriteString '¦• Error during SerRead **'); WriteLn END; END
SerRead; PROCEDURE QueueSerRead(VAR 3uffer: ARRAY OF BYTE); (*
Queue up (asynchrously) a request to read one byte into
'Buffer' *) BEGIN WITH ReadRequest* DO ioSer.ioReq.ioCommand
CmdRead; IoSer.ioData ADR(3uffer); ioSer.ioLength 1; END;
SendIO(ReadRequest*.ioSer.ioReq); END QueueserRead; PROCEDURE
ProcessSerMessage(VAR Buffer : ARRAY OF BYTE; Length :
LONGCARD); (• Wait for the asynchronous read request to
complete, and read 'Length' *) (* bytes into 'Buffer' •) VAR
Result ; LONGINT; BEGIN Result WaitIO(ReadRequest*.ioSer.ioReq)
; IF Result - 0 THEN SerRead(Buf fer. Length) ELSE
WriteString("* Error during WaitlO in ProcessSerMessage **');
WriteLn END; END ProcessSernessage; PROCEDURE QuerySerO :
LONGCARD; (• Returns the number of characters that are waiting
to be read from the *) (* serial port.
* ) VAR Result ; LONGINT; BEGIN WITH ReadRequest* DO
ioSer.ioReq.ioCommand SDCmdQuery; Result
DoIO(ReadRequest*,ioSer.ioReq): IF Result 0 THEN
WriteString!"* Error during SerRead **'); WriteLn END;
RETURN(ioSer.ioActuai) END; END QuerySer; END Serial.
• AC- You may follow the telecommunications instructions "to
a I" and still find yourself all alone and unconnected.
Before re-packing your game for return, though, consult the
manual under the "Null Modem Connect." If your modem is not
"AT" standard, you may find a solution through some outside
telecommunications software. The manual outlines use of such
software with the "Null" option.
TeleGames . . . Documentation People Meter continued from page 73 Once you've finished fooling with parameters, the connection prep is nearly complete. Now you need only establish whether you will be calling or receiving. The TeleGames manual suggests a vocal connection to get things settled. You can set your status via the "Telecommunications Mode" option under the 'Telecomm" menu.
The final step on behalf of the "sender" is to activate the "Dial Telephone Number" option under the "Telecomm" menu to accomplish the obvious, Once the receiving computer answers, the tcleconncction is established and players can type messages back and forth and start a new game or resume a saved game. Message lines along the bottom of the game screen give you plenty of "talking" room. The "Telecomm" menu allows you to 'Transmit Game and Play" or "Disconnect" (if your opponent is already getting on your nerves!).
The forty page TeleGames manual provides a concise overview of program use and some nice "extras."
The manual is, for the most part, clearly written and free of unnecessary jargon.
Some of the "extras" come in the form of useful appendices. Appendices A and B outline use of TeleGames from the RamDisk or a Hard Disk. Appendix C talks about the programs' two main directories and how they can be used to your advantage. The final appendix is extremely helpful and would make a great addition to many manuals - a trouble shooting guide.
A list of possible solutions are given for five all-too-rcalistic "boo-boos" you just might make.
If you are still puzzled about something, even after reading the manual, TeleGames provides a bulletin board service. Posting your problem here will get you an answer "within 24 hours," according to the manual.
Mailing in the registration card entitles you to BBS access, as well as free updates and revisions. One of the keys to a successful product is conscientious support. TeleGames has this area well covered.
TeleGames . . . TeleGripes Overall, t would give TeleGames high marks, but I do have a few minor grumbles.
The first deals with the verification process. ! Support such protection wholeheartedly, but I would also like to have more than one chance before the program defaults all the wray back to the Workbench. It is just too easy to hit the wTong key or look up the wrong word. A second chance at verification would allow' for human error while maintaining the desired protection.
My second gripe comes from personal experience. What do you do if there are no opponents available, either at home or by modem? Play against the computer, right? Wrong. TeleGames does not provide play versus the computer. A computer opponent would make a nice addition for those lonely times.
My final problem with TeleGames is one that is a little hard to see . . .
Literally. The light type in the manual, despite its copyright purpose, is difficult to read. This problem is a minor one, though, and can be alleviated with a bright bulb.
TeleGames . , . Overview TclcCamcs deserves all the praise given to it, here and elsewhere. The few problems mentioned above are only minor nuisances. The concept is revolutionary, the graphics are great and gameplay is consistent. The teleconnection process is as simple as you could ever hope for. If you have an interest in telecommunications, or if vour fiercest competitor is a long distance call away, TeleGames is a program you should not pass up.
• AC* 68000 Assembly Language Programming Display Routines by
Chris Martin Last month I presented a program (that you typed
and compiled, I hope) which opened a simple Intuition graphics
screen. This month and next month, I'll discuss the graphics
process in as much depth as possible. Remember that the
internal graphics routines can be divided into two separate
types: drawing routines and display routines. Here we will
discuss the display routines (I know, you can't wait to draw
pictures in assembly language, but we must take this one step
at a time!)
Raster Displays There are two main types of computer display: vector display and raster display. A vector display is completely made with lines, as in arcade games such as Star Wars and Asteroids. Some sophisticated graphics terminals have this type of display because of it's high resolution - the graphics "jaggies" are nonexistent in vector displays. Most home computers, including the Amiga, have a raster display. A raster display is made by a beam of electrons, called a raster beam, that sweeps across all rows of the display screen, drawing dots as it goes.
The Amiga can have a resolution of 320 columns by 200 rows. Thus, in this display mode the raster beam sweeps across 200 rows, ail done in under 1 60 of a second. The Amiga can have other resolutions with 400 rows, for example 640 by 400. In this mode the display acts a little bit differently than described above. Instead of sweeping across all 400 rows one after another, the raster beam is instructed by the computer to draw only the odd rows (1,3,5, ... 399) in 1 60 of a second, then go back to the top of the screen and draw even rows (2,4,6, ... 400) in the next 1 60 of a second. This mode
is called interlace mode, and because the computer must draw the screen twice, there is a noticable amount of flicker with certain color combinations, and because of the time needed to redraw the entire screen (2 60 of a second) the speed of the computer is somewhat slower.
Colors Everything would be much easier to explain if we could only work in two colors, but because colors are nice to have around, ! Think I'll explain how they tie into the display!
The Amiga graphics system has 32 color registers, each having a number 0 to 31 and having a description of the red, green, and blue content of the color. When describing he attributes of a display screen, one must also tell the system how many "bit planes" arc to be used. Each bit plane is the size of your screen, and they are in effect overlapped and combined to create colors. The number of colors relates to the number of bit planes used (remember, the more bit planes, the more memory needed). For example in a one bit plane display, there is only one drawing color available and one background
color. Thus, if a bit is 1, color register one would be accessed to display a dot in that color. On the other hand if the bit read 0 the background color register zero would be displayed.
!f more than one bit plane are used, the bits are combined to come up with a number corresponding to a color register.
Because the Amiga can only display 32 colors at a time (except in "hold and modify" mode, which will be explained at a iater date), a maximum of 5 bit planes may be used.
Number of bit planes (NUM3ER OF BIT COMBINATIONS = 2) = NUMBER OF COLORS In a 5 bit plane display, the number of colors would be 5
(2) =32.
Here is an example of the bit combination process in the color selection process with five bit planes: Bit 1 or 0 Combination Color Plane 1
- -- 1 Plane 2--
- -- 0 1 Plane 3---
- -- 1 l- 1 0 1 1 0 = 2+4+16 = 22 Plane A-----
- -- 1 1 Plane 5-------
- --= 0 ( 16,4.2 ) Graphics Structures Here 1 will discuss and
define the various graphics structures that you use to create
a display. Please note that this information is very 'Tow
level" and many Inutition functions do most of this parameter
definition for you. The entire display is produced from the
paramenters in the VIEW continued... Display Modes: V_DUALPF
V. HIRES V_LACE V_HAM V SPRITES Structure: RASINFO Components:
APTR (pointer) LONG WORD ri_Next ri_BitMap ri RxOffset
Structure: VIEW A-Squared Distributions 37 Michigan Software
99 Absoft 27 Microbolics 11 Aegis Development 35
Microillusions cm Ami Expo 53 Mystic Plain Software 81
Aminetics 110 NewTek 1 Applied Visions CM Newwave Software 106
BCD 59 GTG Software 70 Byte by Byte CIV Pacific Peripherals 2B
Central Coast Software 51 Peacock Systems 82 Comp-U-Save 90
Pheonix Electronics 102 Computer Visual Services 26 PiM
Publications 120, 121 Computerware 87 Proloific Inc. 122, 128
Creative Solutions 88 3 D-FIve Associates 69 Prospect Software
97 Data Solutions 92 PVS Publishing 16 Discovery Software
64,65 ReadySolt Inc. 25 Eagle Tree Software 85 Rittinghouse
Software Fuller Computer Systems 47 Development Co.
68 Gimpel Software 18 Second Source Systems 6 Hash Enterprises 42 Software Supermarket 94 Hilton Android 86 Software Terminal 113 Interactive Microsystems 115 Speech Systems 74 InterActive Softworks 91 SunRi2e Industries 77 Kent Engineering & Design 96 Syndesis 95 Kline-Tronics 84
T. S.R. Hutchinson Co.
80 Lattice 7 TDI Software 105 Lightning Publishing 54 The Memory Location 98 Lynn's Luna C 24 The Other Guys 17,39 Manx C Software 57 The Right Answers Group 63 Megarronics 13 TRU-IMAGE 3 Westcom Industries 107 structure. A VIEW consists of one or more VIEWPORTS.
VIEWPORTS define sections of the VIEW and may have different resolutions and color sets. When an Intuition screen is created, the system sets up a screen with a VIEW structure of its own. When you drag the screen down using the menu bar, you arc moving the VIEW structure down to reveal the VIEW underneath. The VIEW structure has three major parameters: Viewport, DxOffset, and DyOffset.
ViewPort points to the first VIEWPORT structure in a linked list. If more than one VIEWPORT is to be used, the first VIEWPORT structure will point to the second, the second to the third, and so on. The parameters DxOffset and DyOffset control the position of the VIEW on the display. These indicate the coordinated of the upper left corner of the VIEW.
Index of Advertisers Include File; Graphlcs Vlew.l Structure: VIEWPORT Include File: Graphlcs Vlew.l Components: LONG vp_Next Next ViewPort in a linked list LONG vp_Co!orMap Points to o ColorMap structure LONG vp.Dsplns These four are for internal use LONG vp_Sprlns LONG vp_Clrlrts LONG vpJJCoplns WORD vp_DWidth Width of this ViewPort WORD vp_DHeight Height of this Viewport WORD vp_DxOffset The X & Y coordinates for screen location WORD Vp_DyOffsef WORD vpJModes Display modes for this indvidual Viewport (see above) LONG vp_Raslnfo Pointer to Raslnfo structure The VIEWPORT structure is the
heart of the Amiga display system. Each VIEWPORT can have its own colors, resolutions, and display memory. ViewPorts must be separated by one or more rows, and may not overlap. The vp_Modes parameter works in the same way that the View v Modes parameter works, except it only affects the portion of the display defined by the ViewPort structure.
The Raslnfo structure relates to the position of the graphics to be displayed the ViewPort. In the structure is a pointer to the graphics, stored in a BitMap. Also there arc parameters that define the coordinate position of the upper left of the bitmap in relation to the upper left of the ViewPort.
NOTE: The display modes con be combined by separating the parameters by a "!' Character.
E. G. V_HIRES!V_LACE creates 640x400 screen.
Duel Playfield Mode 640 columns across screen Interlace mode, 400 rows Hold and Modify Mode Include sprites on screen Include File: Graphlcs Vlew.l Pointer to the next Raslnfo Pointer to a BitMcp structure X & Y coordinates of the BitMap to be displayed in the upper left of the corresponding ViewPort.
Ri„RyOffset WORD v_ViewPort v_LOFCprList v_SHFCprList v_DxOffset v_Dy Offset Components: LONG LONG LONG WORD WORD WORD Pointer to the first ViewPort, Display Lists (internally controlled).
X & Y coordinate offsets for View.
V„Modes Display modes for entire View (see below).
The BitMap strcture points to the actual graphic bit planes, and holds the size and depth of your graphic image.
Continued on page 113 TeleGames is what you’ve waited for.
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Published by Software Terminal 3014 Alta Mere. Fort Worth. TX 76116 817-244-4150 Modem: 817-244-4151 Dealer Inquiries Invited continued from page 312 Structure: BITMAP Include File: Graphlct Gfx.l Components: WORD bm_Byte$ PerRow The of dots across divided by 8.
WORD bm_Rows The number of rows in the bitmap BYTE bm_Flcgs Internal use flags BYTE bm_Depth The number of bit planes (colors).
WORD bm_Pad Extra WORD of space used for 'padding'.
WORD bm_Planes,l Actual bit plane pointers.
WORD bm_Pianes,2 Notice there is room for up to 8 bit WORD bm,Planes,3 planes, although there Is a maximum of six per screen).
WORD bm_Planes,8 Before creating a display, one must define the elements of these structures, then pass these structures to the ROM Kernal routines that builds the graphic picture.
Defining Structures First of all, the computer must know where the skeleton of each structure is on the disk. You will notice that after each structure name I have listed the name of the include file and its directory on your assembly workdisk. At the very beginning of your program, you must INCLUDE these files as in the below example: (3 tabs) (3 tabs) INCLUDE 'graphics gfx.r For the first include files always include the following: INCLUDE ' exec types, r INCLUDE ‘exec funcdef.r The file "types.!" Defines the length of the WORD, LONG, and BYTE identifiers. "Funcdef.i" creates macros (one
command performs many) for calling ROM Kernal functions and passing parameters.
After the computer knows what the structure looks like, you need to fill in the elements. This is not a direct process, and may seem a bit confusing at first, but it all fits together.
You must define two SECTIONS towards the end of your program. The first section will contain the names of your structures, the second will be the reserved space for the elements of the stuctures.
A SECTION can be defined in your source code in the following manner. First, give the SECTION a label. Next describe the attributes of the SECTIONS. For example, LABEL NAME. TYPE Uninitdafo section vors.bss stcrtbss . (data) endbss This section's name is "vars" under the label of "Uninitdata" of type "bss". Overall, there are three types: CODE, DATA, and BSS. CODE, the default type defines a section of relocatable code. The assembler is automatically put into the CODE format from the start of your program. The type DATA consists of "initialized data", that is, cleared data space that is to be
used by structure parameters. The final type, BSS, is uninitialized data space, used for pointers and miscellaneous data storage not grouped in any particular order. You define the start and end of the SECTION by using STARTtype e.g, startbss and ENDtype e.g, enddata.
First, define a SECTION of BSS type containing LONG wmrd (32 bits) space for w'hat will be the pointers to your structures. For example: Uninltdota section names.bss startbss myview ds.l 1 ‘ reserve space for 1 LONG (32 bits) mybitmap ds.l 1 endbss Next, define the values of the elements of the structures to be used in a DATA type SECTION. The length of the space needed for each element is listed to the left of its name in my listing of the structures. For example: faitdata section structures,data startdata viewport
dc. l a ’ no next VlewPort
dc. l ?
’ no ColorMap structure
dc. l 0 ' Dsplrvs
dc. l 0 ' Sprlns del 0 1 Clrlns
dc. l 0
* Ucoplns
dc. w 320 ' ViewPort width
dc. w too ’ ViewPort height
dc. w 1 ' DxOffset
dc. w 20
* DyOffset
dc. w HIRES
* Modes - 640 across, 200 down
dc. l 0
* No Raslnfo structure enddata Instead of using "ds", here wc use
"dc"; wre are defining a constant, not space. Now that the
structures are defined and their elements arc filled, the
structures can be passed to the routines that manipulate them.
Next month wre'H use these structures and create our own non-intuition display, and I'll begin on a discussion of the drawing routines.
• AC- Continued from page 43 To Reason Starting Reason Version
2.02 requires the user to preform a warm boot (Ctrl Amiga™),
since the entire 512K on a "standard" Amiga™ is neccessary to
run the program. Mr. Nieisen has reported that an upgrade will
be available by mid-November which will allow Reason to run in
a standard Amiga enviornment on machines of 1 meg or more.
Reason's startup screen is the highest level menu in a completely menu driven program. From this point, the user can select the document and all options for proofreading. As each main selection is clicked, a smaller submenu is produced to access the desired criteria.
Since there is no access through the normal CLI or intuition VvorkBcnch, Reason has an option menu for selecting your input document by disk, directory and file.
One problem is, the document must have been saved in an ASCII or text format. Any special layout structure, characters, or typefaces would not be carried through, and the user is forced to make the required changes by hand in the original document under the original word processor program.
Output Mode File is available through the next menu. Output may be directed to screen, disk, or printer.
The "Critique Document For Prose" selection allows the user to critique their text structure to Instructional Text, Technical Memoranda, or to Use Custom Standards. Instructional Text compares the document to Bell Labs training documents. Technical Memoranda compares the document to Bell Labs Technical Memoranda "judged good by document heads in the research area," per Reason's manual. Custom Standards allow the user to compare the prose to a standard established earlier under the Extra menu.
IVU i mil'll i I I..'1'1 I’j t-; sk Lo p And i o V ideo Sy s tern EDITING DATABASE AUTOMATIC PLAYBACK TRAINING ?
1 LLLLLLCD n~SQNY J Interactive Microsystems, Landmark 20. P.O.Box 1446, Haverhill, MA 01831, USA Tel. 617 372-0400 The user's next choice is Criticjue Document for Style. This menu accesses a variety of options to print sentences containing Passive Verbs, begining with an Expletive, and containing Noun Nominalizations and All (which shows the length and ARI; Automated Readability Index). There arc also options for printing sentences longer or shorter than a certain number of words, with ARI greater or equal to a selected number of years schooling, or print statistics only.
Summation Reason™ is a vast and intense program which allows the micro computer user options never before available in proofreading a document.
This preview in AC's word processing issue is included to introduce the user to the power that appears available through this software. However, this is only a preview. AC™ retains the right to exercise this program more completely. A more intense and complete review will be available in a future issue of Amazing Computing™.
• AC* Under the Proofread Document selection, the user can check
for all or any of the following: spelling, double words,
punctuation, diction, split infinitives. While in the Word
Analysis selection, the user may choose only one available
option: general diction, sexist terms, forms of "to be,"
acronyms, abstract words (detailed or summary) or a custom
dictionary scan.
The General Structure menu allows the user to analyze and report on the general organization, general topics, sentence breakdown or syllabic breakdown of the document. The Extra menu accesses the preferences screen and the input area where a custom prose standard file is built.
The AMICUS Network™ Desktop publishing by John Foust The Seybold Desktop Publishing Conference was held in Santa Clara California in mid-September. As you might imagine, the event was dominated by the Macintosh, followed closely by the IBM personal computer.
Still, Commodore had a booth at the conference. With the latest desktop publishing programs, the colorful Amiga can offer an alternative to the grey world of the Mac and IBM.
At this show, I decided to be evangelical about the Amiga, i approached people from the aisles around the booth and asked them their impressions of what they saw. HAM pictures and paint programs astounded them. When I told them the price of a complete Amiga system with a monitor, extra disk drive and memory, they were taken aback - after all, a system that can do this should cost so much more - or so it seemed to them.
One side of the booth was devoted to a network of Amiga 2000s. At the end of the booth stood two expensive and high-quality laser printers. Next to this was Cold Disk, who used the printers to demonstrate features of their new desktop publishing program, Professional Page.
Also on the network was Word Perfect, demonstrating the Amiga version of their popular word processor. As you could imagine, this side of the booth demonstrated the way Amiga programs work together. At the opposite corner of the booth was New Tek, demonstrating their Digi- View digitizer. Professional Page integrated Digi-View digitized photographs and Word Perfect text into documents that were output to the high-end laser printers.
On the other side of the booth, Brown- Wagh showed Publisher 1000 and Microsearch showed City Desk. At least at Commodore's show appearances, the triumvirate of Amiga desktop software is Publisher, City Desk and Professional Page. Unfortunately, Professional Page has not yet shipped. Publisher 1000 and City Desk have been shipping for quite some time. Gold Disk was the first company with publishing software, when they shipped PageSetter last January.
Professional Page is their latest entry in the leapfrogging battle of features and options in desktop programs.
There is an interesting trend taking place in Amiga page composition software. The low-end word processors are adding the ability to integrate graphics and color in documents, narrowing the gap between the low- end desktop software and the high- end word processor. New Horizons has ProWrite 2.0 with similar features and Progressive Peripherals has VizaWrite. At the show. Infinity Software demonstrated an early version of Shakespeare, another word processor with graphics and color.
Laser concepts 1 encountered a common question from attendees. They wanted to know the Amiga screen image could be printed. After answering this question several times, I realized these people weren't asking the right question.
They wanted to know if they could use these images in laser-printed documents. The answer is a qualified "yes." The answer touches on several concepts relevant to anyone who docs graphic output on the Amiga.
The misunderstanding has to do with resolution. Any Amiga screen as a certain resolution, the number of separately discernablc dots across the screen. Low resolution has 320 by 200 pixels (dots), high resolution has 640 by 400 dots. An Amiga video digitizer creates images that have the resolution of the screen.
In itself, video digitizer technology was unfamiliar to these Mac and IBM users. They are more familiar with page scanners. While the concepts are similar, the implementation and results are not the same, and this confused many observers.
A page scanner digitizes a printed page at very high resolutions. Ideally, a scanner system digitizes images at the same resolution at which images are output, in effect, a copying machine is a good page scanner.
Many new copying machines are little more than scanners combined with laser printer engines.
Desktop publishers need a much higher resolution than the Amiga screen. They are most concerned with creating fine, sharp tines on a laser printer. Most laser printers control 300 dots per inch (DPI) to make images.
The dots are a fixed size and darkness.
There is no way to print a grey dot.
On a laser-printed page, the entire image is composed of dots that are either printed or not printed. To get shades of grey, alternate dots are used.
The resolution of output devices has always been much higher than the resolution of display screens. The resolution of a dot-matrix printer is about 72 DPI. Some 24-pin printers have about about 200 DPI, nearing the resolution of laser printers.
How would a laser printer print an Amiga screen? Each pixel on the screen is assigned a shade of grey.
Because the number of dots per inch is much higher on the laser printer, each Amiga screen dot must be printed as a scries of laser printer dots. This works out well for printing the shades of grey, because a certain number of dots are needed to represent different shades of grey. Because the dots are so small, the eye blends the dots and the lack of dots into a shade of grey.
So each Amiga pixel is printed as a block of laser printer dots. A grey Amiga screen pixel prints as a very small box filled with a pattern of laser printer dots to make that shade of grey. This same principle is used to print Amiga screens on dot-matrix printers.
If the Amiga screen is high resolution, it has 640 pixels across and 400 pixels high. If the box is only four laser dots square, for a total of sixteen dots, then this image would print about 8 1 2 inches wide, the width of a regular sheet of paper, and about 5 1 3 inches tall. Sixteen shades of grey arc possible in each box.
How can a black-and-white laser printer make color output? By modeling the process used in printing ordinary color photographs. In conventional color printing processes, a color image is separated into its component colors. This is done by photographing the image with different color filters. Then the image is printed four times, once each with black, cyan (blue), yellow and magenta inks. The computer can perforin the same separation of colors, producing four images that can be printed separately on the laser printer.
Accompanying this column are examples of a four-color color separation from Professional Page. This was a 320 by 400 pixel HAM image digitized with Digi-View. It was printed on a 1200 DPI Linotronic Imagsctter. This color separation feature is quite rare in microcomputer desktop publishing software, it made the Amiga stand out at the Scybold conference.
What is the answer to the question "How can the Amiga screen be printed?" The answer is, any way you want - on a black-and-white or color dot-matrix printer, on an ink-jet printer, or on a laser printer. No matter the output medium, a screen dump is just a screen dump. It will always look coarse because the screen is much lower resolution than the printer.
This can change. The Amiga can create graphics without the coarseness of the screen resolution. If the program uses a structured graphics standard such as the PostScript laser printer standard, it can make graphics as smooth as the output device can handle. Very few Amiga programs use this approach to graphics.
Amiga presence 1 am sure many people were surprised to see Commodore at a show such as the Seybold Show. As 1 said, the show was dominated by the Macintosh and IBM. If the show exhibits were broken down by percentages, about ninety percent was devoted to the Macintosh and nine percent for the IBM AT clones. Commodore fit into the remaining one percent. I did see one or two Atari Sts at the show, tucked into a small booth on the other side of the show.
The Macintosh software for manipulating laser-printed images is astounding.
They have the standard PostScript language for creating graphics on laser printers. There are entire classes of software available for the Macintosh that do not exist on the Amiga, such as structured drawing programs like Adobe Illustrator.
The Commodore booth was popular among attendees, though. The flash and the graphics of the Amiga drew crowds and held them momentarily.
Anyone at the Seybold conference was there for desktop publishing, and the Amiga couldn't hold their attention strictly on that criteria. You could use one hand to count the programs that might come close to what a Macintosh can do with a laser printer. The demonstrations may have been attractive, but because the Amiga wasn't Macintosh compatible, most people viewed it as a curiousity.
Commodore spent a lot of money to come to this show. It is nice to see that they are pinpointing specific market segments such as desktop publishing, but their efforts may be misdirected. In this case, it is hard to justify an entire booth to showcase less than six products that have any remote connection to desktop publishing.
I remember the moment at the first developer conference when Commodore announced that the Amiga was going to be a desktop publishing machine. At the time, there was no desktop publishing software available.
People asked, "Why desktop publishing?" It seemed an empty pronouncement, made with little awareness of the developing Amiga software market. A year later, the market is not swamped with desktop publishing tools, but video tools have grown in prominence, as many developers predicted.
Commodore will not lose face by admitting that the Macintosh has dominated the desktop publishing continued... scene, and that the Amiga is not quite ready to compete with it head-to-head.
Without more Postscript support, and much more software, the Amiga will always be a "wanna-be" when it comes to desktop publishing. It would make more sense if Commodore had large booths at video enthusiast shows as weil as shows like Seybold.
Palo Alfo show After the Seybold conference, I traveled to Palo Alto for a small show hosted by the local Amiga dealer, Computer Attic. For a small show, it was well-populated with Amiga developers. Mimetics showed their frame buffer and genlock. Neither is shipping now, but they said they hope to have them out in the next few weeks.
Microbotics showed the multifunction daughter board for their Starboard memory expansion. The daughter board fits inside the Starboard case. It has a battery-backed clock and a socket for a 68881 numeric coprocessor. I hope to review this in the next issue. The coprocessor can significantly increase the speed of floating point number calculations.
The Amiga operating system has some support for this device, but few existing programs are able to see the speedup offered by this board. This is expected to change as the 68881 coprocessor becomes more popular as an Amiga peripheral.
Microbotics also showed an adapter that lets you mount a Starboard in the Amiga 2000. By removing the Starboard from its plastic case, and mating it with an adapter board, it will fit in the Amiga 2000 box. By fortunate design, Microbotics has peripherals for the entire Amiga line. Their MAS-20 hard disk connects on the parallel port, so it works on the Amiga 500 and 2000 as well as the 1000. They are considering an adapter that fits the Starboard to the Amiga 500.
Projected sales The latest issue of Amiga Mail had some interesting statistics. Amiga Mail is the newsletter sent to every registered Amiga developer. According to Amiga Mail, about 150,000 Amiga 1000s have been sold worldwide. This number agrees with the best information I've been able to gather from other sources. As of mid-September, as I write this, my best estimates show about eight to ten thousand Amiga 500s sold.
Amiga Mail predicts 300,000 Amiga 500s sold worldwide by the end of the year, and about 70,000 Amiga 200Qs in the same time. I think this is a little high. Another source that I consider reliable agrees on the projections for the Amiga 2000, but claims only 150,000 Amiga 500s will be sold by yearis end. The emphasis in Amiga Mail is obvious. Commodore wants developers to get excited about the Amiga 500. If only the low sales estimates are true, then the installed base of Amiga machines will double worldwide in the next six months.
The Amiga Mail emphasized the "worldwide" part, too. This issue was chock full of information about making programs compatible with the PAL video standard used outside the United States. A large proportion of those worldwide sales will be to Europe, particularly West Germany.
If you would like to see Amiga Mail, it is available to non-developers for S20 a year. Send your request to Lauren Brown at Commodore, 1200 Wilson Drive, West Chester Pennsylvania 19380. If you register as a developer, the newsletter is included in your fee.
Amiga 2000 ships The Amiga 2000 has finally shipped.
The first 800 units had some trouble in the video circuitry that made the display look fuzzy. Commodore quickly diagnosed the trouble and sent a memo to all authorized service centers. More than 800 machines have been sent out, so the new machines do not have this problem. Onlv the first 800 were affected, those with serial numbers less than 1006679.
Changes You may have noticed a change in the masthead of Amazing Computing. I am no longer serving as technical editor. I decided to step down because of my increased financial involvement with Amiga companies.
To set the record straight, in recent weeks I served as a paid consultant for Gold Disk and New Tek, and may do work for other companies in the future.
To prevent any charges of conflict of interest, I will avoid writing reviews of their products, or the products of their competitors. Any future comments or criticism (in the pure sense) about these products will include this disclaimer. 1 believe I can remain objective in my comments about the Amiga marketplace. After all, these companies want to hire an independent mind, not a parrot of their own perceptions.
On top of all this, I have started my own software company, called Syndesis. 1 won't pull a Pournellc and plug my own product in my column.
You'll have to find the Syndesis advertisements on your own.
I will continue to write this column and bring you reports from Amiga shows. Next month's coverage will include three shows: the Home Computing Show in San Bruno California, the Commodore Show in Anaheim California, and the first Amiga-specific show, the AmiExpo in New York. Needless to say, I won't be getting much sleep.
¦AC* 100% 100% Cyan 100% Black These images are examples of a four-color separation from Professional Page. It is a 320 by 400 pixel HAM image digitized with Digi-View. It was printed on a 1200 DPI Linotronic Imagesetter.
The Linotronic L100 Laser Imagesetter Expanding Reference nmazing® Computing imazing Computing" The Excitement ConlInueS .•NimhiPT* SuperTerm J' if eeae cuta uw owne* Volume 1 Number 1 Premiere 1936 Super Sphtraa ByKeiy Kauffman Ar, Abas*:Grapficf prog.
DttoVlrui ByJFoust Artseasemayatackyoif Amiga I EZ-Term fry Kely Kauffman An AbasjcTenrma' program Mgi Mania ty P. Kwloutz Programming IxesS r»»j»cam Inride CLI byG.M»tsetagukJedin»$ F:tiriBtieA.TgaD»rv CUSummary by 6 W.jsm Jr. At£ uf CLI rar-itu AmlgaForum byB. Lubkn V*1 CoTpuser** A.Tg*SG Commodora Amiga Development Program fryD Hew Amiga Producti A stng of peaent trti ececto; poouca Volume 1 Number 2 March 19B6 Eeetroflic Arta Cornea Through A review a4 software Iron EA Intlda CLI: part two G Mus»f kwestgales CLI S ED A Summary of ED Command!
Uva* by Reft Miner A feme** o4 he Beta ve-'kon of Uvd Onlntind the CT5 Fabfte JA24 ADH Modem by J Fouil Supenarrr ¥ 1J By K Kwffmrt A fcrm. Prog .n Ang* Base A Workbench "Mori’ Program by RdiWid Amiga BBS numbers Volume 1 Number3 April 1986 Analyze! A •evcw ty Ernest tAwnos Reviews ofRactar, Bin ticca* and Mndriiidow Forth! The Irst of Our ongang Ltorial Deluxe Driwll fry R. Wrch Vi Amga Bt*c r! P»ogr*n Amiga But. A beg reri tutorial inride CU: part 3 fry Qtage Musser Geoge gvee us PFE Volume 1 Number 4 May 1986 Sky Fox and Artictca Reviewed Build your own 5 1 4 Drive Connector By Ernest
Vivwos Amiga Bulc Tlpe byRchWxh Scrlmper Part One by P. Ktvokhritz prog to print Arga sc-wr Microeoft CO ROM Confirmc* byJmOXeane Amiga BBS Numberi Rmazing Computing User Group Issue Volume 1 Number 5 1986 The HSI to RGB Conversion Tool Qy S. Pemwcz Color nan piston in BASIC AmlgeMoteabyftickRfls The fret ct the An ga muse column* 9decar A Firal Lock by John Foust A trst iw M hood* John Fouet Tafica with R. J. Weil it COMDEX™ How does Si dec it affect the Tnnalormr an rtovmswrti Douglas Wynn of Smd Thi Commodore Layoffs by J. Foust A loo* Co nr-"cuts’ Scrlmper Part Two by Perry Krtlowtz
Maraudw reviewed by Re* Wrtfi Building Toeie by Dan* K*ry Volume 1 Number 6 1986 Temple of Apehel Trldogy rev-ewd bySteohen ftetma The Hailey Project: A Marion in our Solar Syatam reviewed oy Stephen Aercwta Row: revmved by Erv Bobo TerteriR Pue ¦ Flrit Look by Joe Lowe'y Hew to etir! Your rm Am-gt User Croup byWfliam Smpeon Amiga User Croupe Marling Llat by Kaiiy Kauffman a Disc 1st program Pointer Image Editor t*f S*phe Perowcz Scrlmper: part mrct fry Fmry Kvoowtz Fun With tia Am Iga 0 ek Controller by Thom String Opflmlza Your Amiga Baal c Program* for Spud sy Pretowcz Volume 1 Number
71986 Aegia Draw: CAD comee to the Amiga by Ke y Adams Try 3D ty Jim Meadows an inrodueaon to 3D grapnea Aagle knag a ¦ Animator: a review by Erv Bobo Deluxe Video Con struct on Sat renewed by Joe Lawery Window raqueetara In Amiga Basic by Sieve Muhri ROT by Cfr n French a50g apFcaedtar 1C What I Think" RonFVvscnwoaiewCgraohcpragi Your Menu 3d I by Bcebey program Arga Bsicr enuea IFF Bruah to AmlgaBiric 'BOB' Bas.c edtar by M &winger Linking C Programs with Auembltr Routine* on tha Amiga byGerekJHul Volume 1 Numbers 1986 The Uniwrity Amiga ByG.GaT.be Amiga* inroad* atWaahirgton S»b Lhirtraty
Micro Ed a look at a one man army for tie Ar.ga WcroEd, The Lewie and Clwk Expedition revewed Fnpe 'e Scrlbde Virrion 20 are*e* Compytar* In the Clueroom by Robert F'ffrie Two for Study fry F jee Dacovery A TheTamng CoO'ng Bco* Tnii Baric wrewed by Brad Grer Uring your printr with the Amiga Marble Madneea reveweo by Sapren Petrswtcr Uring Font* kom AmlgiBulc by Tim Janet Screen SeVer by P. Kivolomtz A monitor prjieoon prog. :nC LiTtJca MAKE Utility wvimed by Scot P. Ewrnden A Tall of Thru EMACS by Store Pafirg Jrnap File Ruder In Amiga Baric by T Jones Volume 1 Number 9 1986 In i ant Ml.'tic
Revev-w by Steve Percwcz Mndwaticr Reviewed ty ftchara Kneppar The Altj-i Memory Board Revetted by flch Wfcfl TjiEd Retewed ty Jan and Ciff Kant Amating Directory AgjcetoUwtQjrcosand rmozoei Amiga Developer* At ring of Suppers and Developers Public Domain Catalog A lisang of Am lout ana Fred Fish POS Dot 2 Doe rmrew R. Kneppef Transfer lies tom PCWS-OOS and AmigaBasc MariMan review by R-mard Knepper The Amga Spreadsheet Glxmoi ty *vev«d ty Pew Wayner A-nga cartas!
The Loan hformttion Program CyBranCatey base prog, a far you- ffranaai epsa a Startpg Your Own Amiga Ralatod Bualneaa by W. S-pson Keep Track of Your Butin tea Ueags for Tax** by J. Kunmer Dii Afltoft Amiga Fortran Compiler rev,«wd by fl A Reke llainj Font* from Amigiflaaic, Part Two by Tin Jones 63X3 Macros on the Amiga by G Hul Ad voice you? At ty.
TDI Modla-2 Amiga Can pilar renew by S Fawisa Volume 2 Number 1 1987 WhatOtghVIrw la.. Or.Whst Genlock Should Btf byJ. Foust AmigaBatfc Default Colon by Bryir Cebey AmigiSatfc TIC a* by Bryan Gatey A Public Domain Modula-2 System renewed by Wanen Block One DrN* Complt by Douglas Lovell Dang Lartco C wth a single drive system A Megabyte Without Megabuck* by Chnt tvrg An Hwnal Meg a by* upgrade Dfg!-Ylew revested by Ed Jakober Defender of the Crown reviewed ty K&fi Confort Leader Board revetted by Chucx RbuOots Rour.dhlll Computer Syatam'a PANEL rwwwed by Ray Lance Ogl-Piint by New Tek crevreweo
by John Foust Da ure Pain! H-.from Electronic Art* arevewea by J Foust Volume 2 Number 2 1987 Tha Modem by Jospr L Rotsran aborts o' a BBS Sysop MseroModam revested ty Sssphen R. Petcwcz GEMINI or ft tikae two toTango" tyJn Meadows Gaming beVveen machine* BBS-PCI 'evened by Sbjphen R. Petrowici The Trouble wflh Xmodem by Joseph L RofJvman Tha ACC Project-Graphic Teleconferencing on the Amiga by S. R. Pie?cwicz Right Slmulilor IL A Croa Country Tutorial ty John Reherty A Olak UbnHin In AmigtBASIC by John Kennan Creating and Uling Amiga Workbench leone by C. Hansel AmlgiDOS varaiorv 1.2 ay Cfofl
Ken; Tha Amaflng MIDI Interface buld your own ty Fkhwc R* AmlgiDOS Operating Syitam Celia and Dak File Managemant byD Hty-te Working with the Workbench oy Lours A Manakos P'og in C Volume 2 Number 3 The Amlgi 2XC™ ty J Foust A Frst look r the new, high end Ar. a™ Tha Amiga 5W™by JohnFouat A look a! New, low priced Am ga An Analyii* of the New Amiga Pcs ty J. Foust Spoculaton on the Nwr Amges Gemini Part BtyJ m Meadow* The conducing arbde on Vro-piayar games Subscripts and Superscript* in AmigtBASIC by Nan C. Smith Thl Winter Coniumsr Electronics Show by John Foust AmlgiTriiby W.
BockAmigs ihorfcu* Intuition Gadgsta by Hst« Maybeck Toly A journey through, gaoget-and, us.ng C Shanghai rsvliwad byKeti M Con fort Chssemastsr SOW t Chsssmats r*vew*dby Edvtn V. Aow, Jt.
Bngl from Uaridlm Sofwsre -w-evwc by Ed Barcoviz Forti! By Jon Bryan Get ae*o *ound int yoix Forti program* Aiaembiy Languiga on tie Amiga™by Cm* Marti Roomtrt by tieSandita Genlocks are finajy shipping, & MORE l AmlgiNotea by R Rae Hum BusWrs.. *No stereo? Ynot?.. Ths AMICUS Network by J, Foust CES. User group issues and Amga Expo* Volume 2 Number 4 1987 Amufng intervfewa Jim Sacha by S. Hull Amiga Artst Tha Mouse That Got Restored ty Jerry Kill and Bob Rhode Suithlng Public Domain Daks with CLI by John Foutt Highlights from tha 9in Frinoeco Commodore Show tySHul Speaker Seaaions: San
FrandicoCommodora Show H Toly The Houiahold Inventory Syitam In AmigtBASIC™ ty Bcetey Secret* of Screen tXampe Dy Naijn Okun Uatng Function Keya wfhi MicroEm ice ty Qeg Dougies Amigatrls II by Warren Bocx More Ar gn tro'tuti Btec Gadgeti by fir an Cetey Crea* gadget Lnrtorvs Gridiron w ww by K. Ccn*crt Rea fpotoai; for Tie Atga Stir FI sat 1 Version 2.1 rev*w*d by J. Trocy Amgen S»ce Tha TIC revtwed by J. Foust Battery pcwed Coc* Ca«ndar Metsscope review by H. Tody An easy to use debugger Volume 2 Number 5 1987 The Perfect Sound Digltlzar revwvby R, Bale The Future Sound Digitizer ty W. Block
Applied Vwon's SO Forth! By J Bryancomparng Jforti amo Mil Forth.
Beeic Input by B Cetley AmgaBASJC input rcuine for use in »l your programs.
WrhJng a SoundScape Module in CtyT. Fey Programming Mb MO. Amiga and SoundScape ty SouncScape eutior.
Programming In 68X0 Assembly Language ty C. Marcn Contry ng wrti CwiUm & Abdressng Mooee.
Using FirtureSound with AmlgsflASIC byl Meadows AngaBASC Programing utiltywti reel, Cgrtied STEREO AmlgiNotea by R Ran A revew o'Ureies SoundScape Sound Sampler.
More AmlgiNotea ty R R» A I-jtm rmrww of Survize’s Perlea Sound.
Waveform Worxihop In AmlgiBASC ty J. Shebs edit & save waveform fer use r other AmgaBASJC programs, Tha Mme(ceProMIDf Studio ty SDIvan, Je1«7 A revow of Mmetcs'muec edtor plsjm'.
Intuition Gadget! Part II by H. MaytwckTo-iy Boolean gadgea pravbe tie user wtn a.n orVoff uabrimarface.
Volume 2 Number 6 1987 Forti! By J. Bryan Access resource* in he ROM Kemg, The Ameflng Computing Herd Disk Review by J Fsutt&S.
Leemon h-Oepfh looks at the C Ltd. Hard Drive, M oobotcY MAS-t ive20, Byte by Byte's PAL Jr.. Supm’s A*A Hsrd Dnuw» end Xebec's 9720H Haro Oi». Aso. A look at Oik driver w'tware cjrenty tnder devlcpmant Modula-2 Am!g«DOS™UtilitleetjyS Fa wsewix A Ce s AmgaDOS and the ROM kerrk.
Amiga Expansion Peripheral by J. Fous: Eiptaratio" of V'gaerpersar’ pe pnei t Amiga Techntcif Support ty J. Foutt how and wne*e a get At gi tech hawr* GoodbysLoaGstotbyJ. Foust Ooang LosGaaa The Amicus Network ty J. Foust West Coast Compu»r Fere.
Matacomco Shell and Toolkit by J. Foust A rovw* The Magic Sac ty J. Foust Run Mac programs on your Amiga.
What You Should Know Before Chooehg an Amlgi 10X Expansion Device by S. Grant 7 Assemblers tor the Amiga by G. Hufl Chooseyouf asseirber High Level Shskeupflepiices Top Management it Commodore tyS, Hull Peter J. Bsc«r*by S. HuS Manage' at CQM gves in i.nuda look Logftlx A revew by Fvchard Kneppar Organlz* ty A rev«v Rchnt Krepper database 68CX Aeaembfy Lang wig* Programming on tie Amiga by Qins Martin So part) ait Perscr.il Relational Datshus by Ray McCabe AnlgaNotos by Roe, Rcharti A Ixk at FuL'eSound Commodora Shews tha Amiga 2CX and 5M at t.e Boston Computar Society by H Maybeck Toly Volume
2, Number? 1987 New Breed of Vldao Pfoduct* ty John Foust.. Very Vfvfd! Ty Ttm Grentham Yldeo snd Your Amiga by Oran Sand* II AMIGAa 1 Weathar Forecasting by Brendan Larson Asquired and ths LI vs I Video DfQltirer by John Foust Aegis Animator Scripts and Cel Animation by John Foust Quality Video from a Quality Computer ty Oran Sanaa kill IFF Really l Stiodird? !y John Foust.
Amazing Storiee and tie Amiga™ by John Foust All about Print* Driver* by Rchort Beax Intuition Gadgsta by Hamet Uaytwk Taey Deluxe Video Uty Bob Ewr Pto Vld ao CG1 by Oran Sands III QgLVlew LO DigrtzefflofTwir* by JanmV M. Jank Priam HAM Editor hwn Hi pule* ty Jem kef M Jank Eaayl drawing titistby John Foutt.
CSA-eTurtx Amlgi Tower by Ahed Abu no 6 SOX A as sr. By Language by Chnt Marta Your Resource to the Commodore Amiga™ The above phrase is much more than empty words. The pages of Amazing Computing™ are filled with articles on technical operations and procedures, basic use, and just-plain-fun. The growing library of Amazing Back Issues contains articles ranging from building your own IBM Disk controller, to setting up your own startup sequence.
Amazing Computing™ has repeatedly been the first magazine to offer users solid, in-depth reviews and hands-on articles for their Amigas.
Amazing Computing™ was the first magazine to document CLI.
Amazing Computing™ was the first to show Sidecar™ from COMDEX™ in full detail.
Amazing Computing™ was the first to document a 5 1 4 drive connector.
Amazing Computing™ was the first with a 1 Meg Amiga upgrade hardware project!
Amazing Computing™ was the first magazine to offer serious programming examples and help.
Amazing Computing™ was the first magazine to offer Public Domain Software at reasonable prices.
Amazing Computing™ was the first magazine with the user in mind!
From the Beginning Since February 1986, Amazing Computing™ has been providing users with complcLe information for their Amigas.
This vast collection of programs and information is still available through our back issues. From the Premiere issue to the present, AC has been packed with Amiga insights that any user will find informative.
SOI. Earl Wet r Baseball, Por*;, The Surges*, US* Conpu*' F*om. Snoafl. SttfGoef King's Ou*sT 1,11 and III, Faery Tia Adventure, LtSm* Ilf Facets s' Ac«?rt,m, V *o Vagm; Bard’s Tike.
Ptu* Amtfinj monthly column*.. Am g* Nods, Room*'*, Moduli 2. 68000 As*arrb.y Language arx) The Arcus Network.
Diik-2-Oiili by Matr«w Leeds The ColorFonti Stndtfd by John Foust Sunny C Progrimi by Rcow! Rererya, Jr Hidfl*.nM**uge*l- Yxrfc-gi™oyJorn Feus: Tht Consumer Electronics Show 1n*j ComdsibyJ fouK Volume 2 Number 9 1967 Arn*yf* 2.8 w«ued by Kn Scr rtr Impact Bus(n**e Grippes mvewby Qxot Rijdor* MicroVKe Fh*r 'We* by H*v Liser Psjeee ar revwi by Ret Wren Oumw Productvdy Sit 2.0 w** by Bob Eler Klckwork r«vrrw by Ha'v Laser DlgiTelecommimlcitlon»Pidt»flirev«yr SweHufl Uouti Time end Tlmettiw r*v«wby Jonn Foust bidder Memory Espirdon rewew by James Oveaoe Wcrobolca 9tirt o*rd-2 mv*w by S FirwsiBww,
Lee Tier Goaoeeee of Phofto* revawed by Herrw! UaybeckTd-y Letbce C Compiler Verdon l.IC-e avwc ey Gary SarJ Mvu 3-4* Updste ¦«*. T?**c by Jonn Fc.s: AC-BASIC by &*aan Leer or AC-BASIC Compl I ir ** BWMWecor otrsx by B CeMy Modula-2 Programming Sfiwaewm R*e Conpsle Dtwob Ever* D*icl3ryLiHrg*Und* AmlgiDOSby DrrthajTB AmigiBASlC Petlerna by Bnen Catey Progremmlng ,dth Soundecepe Tody FiyrrerpLAiM sarpw* Bll Vdi, Vice-Prendent Aegis Devtlopmirl, nfcfwewod by Stew Hul Jim Coodncw, De-rekoper tjl M*ri ‘C ntev«MrbyHa'ne! M Tolly Limited Supply Unfortunately, nothing lasts forever. The availabilly of
some of our Back Issues is definitely limited. Please complete your Amazing Computing™ library today, while these issues arc still available. Please complete the order form in the rear of this issue and mail with check or money order to: Back Issues PiM Publications, Inc.
P. O. Box 869 Fall River, MA 02722 $ 4.00 each!
Our Back Issue price is still $ 4.00 per issue!
(Foreign orders, please add SI.00 per issue for Postage & Handling. All payments must be made by check or money order in U.S. funds drawn on a U.S. Bank.)
(Please allow 4 to 6 weeks for delivery) TsSiCorfroiid . .
The AMICUS & Fred Fish Public Domain Software Library This software is collected from user groups and electronic bulletin boards around the nation. Each Amicus disk is nearly full, and is fully accessible from the Workbench. If source code is provided for any program, then the executable version is also present. This means that you don't need the C compiler to run these programs. An exception is granted for those programs only of use to people who own a C compiler.
The Fred Fish disk are collected by Mr. Fred Fish, a good and active friend of the Amiga.
Note: Each description line below may include something like 'S-Q-E-D', which stands tor 'source, object tile, executable and documentation'. Any combination ol these letters indicates what forms ol the program are present. Basic programs are presented entirely in source code format.
AUCU9 Di*k 1 AMICUS Diak 2 se '.tost c teste aer- al port comm anas Amiga Bwlc Programa: Abnlc programs: Graphic* C program*: Kisarp.c exampe of serial port use (Note: Many oltoese prop an s are present on AM CUS 3DSc!-as 3d sol kls modei.ng orog. W,Sam pie i b AmgoDOSo ectibraryr-a?.ager.S E prhintjc »m pie printer interface code Dak 1. Of toese WO'IJ corverted b Am a Base, datafiles a1 toxt ft a’cnve prog'&m. S-E prftasc.h primer devce defrxwns and are included hare) Backs &mu% blocks hoo; iuta-crops execu'SM le* regmatc regon testpog'am AodrassBook a B pie oc dross bookdrmbase CupM raws
cures Shell airpe CLI shell, S-E seUcec soycetomter'aceoyoffprog'am Btt draws a bal Djv
c. 'aws pebres in ne eye of Duwr 9q. Usq fa co*narei«n progri-n*.
S-E set) a-a efc set toe ator Pules of totepara'ef pyt Ctead
progran to co-vert Cor puaenra hex Fscape draws fractol
landscape!
YacriC afan-largame.S-e Se enalc aetre i &utes (py 7. Caarxccjt toe lei to bnary. S-0 Hdoen 30 d'Swng program, W hooflfi in Ua e a smpe 'make' programming -tl.ty, S-E sngaiay c *n.ye parted exampe Ctee toe game, Intuitonor.ven removal Emacs anee'iyi«'SJonofrieA‘nga»itedtoris-E-0 soeemtiy c soyce to narrate'and pnanetcs demo CoiwArt arcrawng program Jptc s-mae pen: program Assembier program*: Smeoeiy.c srrpetrer pemo DeuxeDaw toe drawng program in toe 3rd AC, S-D Op teal Craw several optcal ifusions bsea-ch.asrT onarysea.’c.ncoce tme’.c exec Slppohttmerfurcons Elza ©nversatonaj computer
psychaogst PaiTiBai simple pan; program qsortasm Unxramps:Oeq»rTj)funcion. Ao ce Imrstotc maa axee aupport trrer funciona Otoeiio toe game, as known as ’go' Snuttfl Crirws the SfuSe in 3d wrefrarro ana C »st program WhdiFontc loada and displays al available system lyifa RrtAue 30 ratmaa game SMCOArt graphics demo set np um ae mp(}code for Uttce 3.02 processi and prtooi* i atsmeb'er rvdude lies: ROR boggl ng graph cs demo Speaker speech utiity Svpnntf Uh,i sysdm Vcompatbe pwnPt) autotestobl warnings of dead'ocks wto aytereduesto*s Shutoe draws 30 pcture* oftoeswee tfiutbe Safe's Craws tees o Ih
i corpatbe t«e(J f icton. O-D consoalO ttt copy of toe RKM co-soe 10 tf'apw' Spel-ng ¦mo* ipe-ng pragram Sp'B Crows color spxas (Thsc sm formerly had IFF tpeafcalon ‘et and axim.pai, Snce doifyittxt war.ng old sitont load ng bug Y0Y0 iverd zera-griwty yo b demo, tracks T-ireeDw 3d fxcson pots h i spec is co~sUrty updated, the FF spec f-es have been til.tonppil iJstof*defres.mBCtos tryjons yo-yo ta ne mauae Topografry anfcaf wpog'aphy moved to r«f wm osk in the AMICUS colec: or.)
Rputoevtxt preim nary cooy s4 toe vixf c rce chap*' Erecutebi a programa: Wheels Craw crce graphics John Draper Amiga Tutorial!: L e-nse informaton an Wantbenchdistrteuton icense 30cuM Mod Ji-2 demo of a rotatng cubs Xxoa craws fracff pane; landscapes Ann-a* oescr.bes ar maton agoryims prrte yer eaaa copy of toe chapter on printer drivers, from Alton »te a second con -mage, assayed Abnlc prograni:Todl Gadgets Won ai o-gaogeto RXM t.1 v11td.txt toiff of .to l:echsng«frgn version 1,0 b 1,1 ¦toen toe con «s co.ec AxressBook amp* dateoase program tv adorasws Menus team aboutIntuion menu* v2&r1 Off
Idiff of induoete changes from wr*on 20 to 1.0 AmgaSp«l a slow but sm pie spei cheoer, E-D CardFle simple card He database program AWCUSblk3 AMICUS Dak S Flat from tha Amiga Unit arc toe ARC fra com press on pragra Demo miXbwndowdemo C programa: Amiga teformation Network must-have fv inecom.E-D Key Codes mows keycodos to? A key ya j prass Xref a C cross-re'e,erx» gen., S-E Koto that soma of to w f.'es are old, and reter to older ve» ion* of Bertrand graphcs demo Menu run many Abasc programs from a menu 6dtoofor ex7i-‘,el4 brightchp gttoemo, S-E toeope'atngsysiyr. Thwefi'esarefrprn
AmigaLirilc. Fy atme, d'Sk salvage prog, to rescue tasked disks, E-D MoroColors way to get more co on on the screen Chop ffuncaie (chop) t« flown »»;». S-E CommodyfisuopoitedA-ngaLnk. AkaAiN,fy onlneoeveoper KwnCopy ¦ q-itt but nasty disk caay at crce, utng ttiasng Oeanup removes strange character* from text 1« tecrmca aupport fl wa s only u p and running tor several m«u program: gnores errors, E-0 snipe s s**p* act shape desyer Spdakh CR2LF conve'tscarr.age retofhs to Ine h»cs n Tne» HesdonetctT7 iwafan r, and are toredjcstonal purLbOr Iste fvnks m an ocx-ect f« E-D speech and wrasor demo
Amgafies. S-E poses cry Ofcourse.toafsnatt say toey don't work.
Save IBM saws ary screen as FF pc.E-D T!
Absilc program*: Game* Error addscompJeerronto sCfho. S A demo of Intuition manui caTtd 'mtnueamo', in C aourca Scree nD rp r a-eware screendxra prog. E ony BncWXl c’assccorpute'O'ckwal game Hefo wnoawex. From TieRHJ.S wnereac Ind 1 Ste *ychng a sutxSrector ea Ste’Temn Wtian 2.3. *mr program, XmooemE-0 Or*: a a so known as'go' Kfirrlit genetc Kermtimp'emantajon. Fluey.
Boo teste BC6 programming exampe Tara: Sa.ce' ample shoot-em vp game no termral mode, S-E sweep c aojnd syritoeus example Litton Wan Ipt on ling _rn*mc in Latico S»:.ig smp* a kng spedrg game Scaes sound cemo pays scales. S-E Auembfv 11m: GdtxDvb mak yourowti51 4 drive Toy Box se-ecab.fi graph** demo SkewB Ru&k cube demo rifv col on. S-E mydev.aam tamp* oemce &*' GufuAtod ex par. A toe Guru numbers Abaile progrtmt: Sounds AmlgaBnfcProgi(dir) my.oasm aampa Ibra exampe Lat3.03bugs bug l«t ollattioe C version 3.03 Entertainer pfoys fat tune Automata cei't ar automata smulaton myfto.i Mfygeflev
user's view of toe MaoFprge HD HAL9CQQ pretends Its a real com putor Cruy£gh5 card game rjCev.i PnnSoooter EXECUTE-bosed pnnt spool prog Po® sm pie pefcee sfen sound Graph function graphing programs a&msupp.i JMAPfllei: SjjarPjTl p ays Tne Dance of toe Suga'pi n WthngHour a game macmti tssembterinpudefiies These ara ne necessary links between Amga Base and ton Far*** AbaifC program a: Te*1i: system i.orane*. Totiknadva'nageoftoe Amga'scap»«it*i C progrtmt: Caano games of poxe*. B ac xcx, pee. And c apa r-garcks ips on CLI commands n Base, you need tone ftea BMAPsare ncfudedbr Id sf, Ate-ir
smp* terminal program, S-E Go m oku a to tonowh at ’of* o' exr w extenal C» spec Seaton 'consPfl', tosdo't*. 'exec', 'con', inteilon', layers', friatof *.
A ad to camping wn Lahce C Seboage sortof an tetventora game gamepyt gareportspoc matoeeedoubaa'. Ratoeeetrgoas'. 'rratotrar*'. 'pctgo'.
Otcvn: opposite of CONVERT tv crass Eiecutablf prognma: parafe! Para i* pod toec Tmer* and Vana ator'.
Deveicpe's Dsassem a 68230 oisassam. Per. E-0 Sfinal sen al port spec Wkiafii«y Dony source code to the dotty window demo DpS® s-howsagnwn setof Ffpctj'es, E-D
vl. iupoate f*tafnewfeBtdiasrn versan 1.1 Amiga Baalc Programa:
echo* unu-styfe filename expansion, petal S.QD Arrange a toil
formatting program, E-0
vl. 1h.td UiT of include He cha esttrftrtrfcon F'ightSm ¦mp«
light ai mill ator program f&sterfp erpims use ol
fail-floating paint matt A* aemdar program*: Files tor build
ng your own pr.nter drivers.infludng dospeoai.c, HuePaette
expans Hue, Sateration, S htensi FsDate fiies tjurecaies on
allies on adsk.S-6 A go term terminal program wto speech end
Xmodem.
Epsandsta.c, ntasm. Pnnter.c. prmter,lnA prinb'teg.asm, Recuessr ex. Of raqu«»s from Amga Base free® aw Simple Wo'loentfi d'swmg prog ,S-£ &E rancte.c and watDsm. Tha dskdoes coma n a rvmber of has Sc oi'Demo oerT.onsotM acrofng caoab ties G'iMer g-apic memory usage md-eatar, 5-E AMICUS Disk 4 Futilrom thaorlofrul Amioa oescrohg ne IFF soect-calom These are n« toe latest and SyntoesjB' ¦ound progrem Grep searcres tor a gven sr-ng r a *ia w n Technical BBS grMist: fSet. But ram an he' tor h-concai pj'fwiei They Wo'dUap draws l rrtp 0! Toe world dxi nan shows o*1 toa hod-and-modify Note same of
r«e 1 es a*epd. And ¦e’er to otoer w’vons sf ndude text 1 es and C source euroes The latest FF tpec 1 Exccutabli program*: method of color generatan toe operatng sys»m. Tneae itescamehom neSun system nr 0sem iere in ton Lbra.7. Bong1 ¦test Bo ngifleno.wto se ectabe speed,E BMSArga fas; paraiefcabe transfer sbebwer aenredas Amga teCTjvai supcar.HQfiy rr.oaof 19BS Tr.ese AWCU3 Dak 6 IFF Picture!
BrjSi2C corwt* an FF tru i to Cdata an 1 and an Am.ga ites do not carry a warranty, and are for educasonai pi pose* Ths C A ncuoes toe DPSioa program, whci can vew a 9 van r*s?urtcrs, Ttaixaion cade, E Mandat Manofibrot «t program, S€ only. Of course, thats not to say 7*y donlwrit ser-as of FF pctures, srd toe 's owoc* program, when can vew Brutft2teon convert! FF brusn to an icon, £ rroif* pawnee graphic demo. S-E eacnheatneciotofanjcon. The pictures refute a screen from Dazze gr aprxcs demo, Bracks Mm ou». E o Si maxes Uttce C objected symbols Complete and nevly up-to-date C source to
'rnageed', an early ArtcFox, a Degas cancer, toe guys at EieCTPrvc Am, a gorffa.
OacGEL aosemSer program for stappng vrabe to Wsck, S-E ve-non of fho toon Editor. Thus a litle laky, butcompes and horses, King Tut, aightoause. A screen from Martfe Madness, toe 68010 errori. S-E-D quwk qi ck sort storgs rout no runs.
Bugs Bunny Martan. A ttii from in pd mevra. Toe Ore Strut* Kkx* menu-oardxk and da* display, E example sample wndow lO moving compny, ¦ scrwn from Pnball Confrucfion Set 0 TV life toe game 0! Life, E Ietace turns on Interlace mooe, S-E An totutandamo,'nfuilCsoutoe, including tte«: dtmomany.c, ntewcsster. Toe PurCtT. A wyd nap. A Pyache, a »hu»e TrreSet toUBcn-basedwiy to settoetme & cate WtiHt q i-type graphe demo. S-£ oeT.omenj2.c, demoreq.c. getoscuc, ®msgude.
Rmssnn pach. A yrarmoiiijrui rax, a planet vew. A VISA card.
EUEmacs are re- Erecs, mora oriented to Cthrr executable programs: tde.mo.ra«e, Kfemoai'A nodose and twnitec and a ten-sased.
Word pracetsng, S€-D SpeecnToy soaecn derc an sra:on acpm*m,.c ec-: edema; rvem 07 to re sy»m A lgUS Dm7 DjiVipw HAM esmo pcL-ra ciak MyCLI a CLI shef. Wj-ks wtoout toe WfrjcfrFo r*
o soiays a£: eva:ad « fans bobtestc exa-.pe o* BOB use Tns dsk
r.as prices from toe Dg Vew note-rtf-modify v«o WorKbe'xr, S€-D
Tula: consoeOc cansseOeiampe dgitaer. Feihd uses re! * es w to
pene s and toipops, toe young Tuts: sac 20 Cescrpes 6®23
speedup board from CSA ceaportc ceate and deete sorts gprt, toe
bu'dozar, toe horse and buggy, toe Bfte cauar. Toe FnctoKeys
wad functon keys from Amga Base Aasc'5 explains uses of the
ASSIGN com mind crwsto c create standanj K) 'eq sts Pct onary
page, to* robot and Robert Ths indiXJes a program to HacxerSln
eipans how town toe game VxkBr' Bugs known dug let in Lattoe
C1B2 om'juc cranng ask oxar&n v ow each pciye seoyatey, and
aUtogetoer as sap irate, sWab1* !s*33!0 gude to instiling a
6&31Q myoi An.ga CllCiid retorence card for Am gaDOS CLI
dskib.c ex am pie of track read 1 nd wnla screens The ‘see 1
On'program, totrm ny screen r*j in FF Bang teteS* Boingl
demo.wto seloctabfitpeed, E CLICcmmnnds guide to using re Cli
ootty c sou’ce to too‘dotty wndwi'oemo pctura Brusn2C comrtKt*
an FF brujn to C data Commands IhadBr gu-Pa to AmgaDOS Ousptey
c OuA paye-i example AMICUS Dfik!
Rsf jctc's, n,-. All at cm code, E CU commends lood.e toad N. exampe C programa: Biusr2lcon convert FF brjtfi to an eon, E EdCommsnls gxfetoneEDedtar Jeem.apc bd vers-on of 'iwmap' Browse wewtef.freson ac*k, using nenm S-E-D Dazz* g-aphics oemo, wcks ta mouse, E Renames AmgaDOS fierKrewr-ocard gerDois.c tools tor Vsorte sand BOB® Crynefi removes commerte and white space Dec-GEl assembler pra an tor stpcxng canvenlora gfimem,.c graphc memyy usage r cs» from C ftes, SE 68C!0errys. S-E-D Hel&ght eipiens rare graphcs enps rut can do hfrio c wroow eiarpe horn ftKM tonExac EXECUTE 1 seres o*
commands Koa rnenu-barCock and caad solay, E more coiora mputdev c addrg in input he.nee' 10 re -nout ceam frcm Wykberato S-E iite toe game of He, E UodemPrta desertplon cf the aerial pod prout joyspitc ratdng toe;oys1ck POScMn DumpOumpa Rasson of highest acraen ta printer Tr.fSet hii.to-vCuao way to aet toe t.me date, RAWdlkS tps on secng upyouf RAM: dsk heytxsc orectkajtooats reading SetAtemste ae's a second mage far an con, EMEmacs anotoer Emacs, mow or*r»ad to POWWbcx tps on usrg ROMWack Iiyertesc layers eiampte* when cickad one* S-E
w) rt prwesang, S-E-D Sound i explinition of Instrument demo
swnfl mouspor!.e test mouse port SetWnoow makes wndowsfy a CL!
Program MyCLI ¦ CLI shel, works wrout toe file format
ownlip.c, b run under Workbench S-E Workbenrto, S-E-D Speed
ratotabort of Am ga's CPU Md custom ch p speed ownlib asm
aiampe ol m akmg your oivi horftry wto. Lazce SmalOoa a small
rtjtai cfoekfl a wndow menu bar WackCmfli tips on usrg Wack
pa'Bter.c tests parsiei port commands Scr.mper toe screen
pn.nter m toe fourth AC S-E Ttrta: ooanvantaton and C and
atser oer source far wtcng your own FncrKeys explains how fo
read fjncton keys Ifiranef.andinterfacingCtoesjem&ermllyaries,
Wrf example Ths disk also contains several fkes of eceraros
for Amga Right from Amiga Bas-c sound.
Simulator II. By putlog one of fe» sewn files on a Wank ftsk, Hscke'Sn explains howtswnfe game hacker' and inserTng itm fe dr.w afoor perfamvng a spoc aJ command n isteacio guide to inrurlng a 66C10 n you Amga Exocutafra programs fit game, a number of inieresong locasons ae preset :nta fe PfinterTp serdng escape sequences to your prn®r gravity So Amer Jan 35 g'evtatcn graonsc RjghtSmvtafor program. For examft*, one BCMano pacesyox StamjsTip Tps on aatng up yojr stanup«q j»rca Cte uv iJat on, S-E-D pare on Acafaz, vn I* arofer pus yey r Central Park XfrmrRevew list of Tnrsfo'rer program that
work Ters Printer Driver*: MO make your own MIDI instrument mter'ace. Wf T»com.r:x.c*‘.ora d . Wiucfi »nt»nt u nirm program t Printers'; versfo fa Canon PJ-t C30 A f*C ffih Prownte'. An docurnemaion and a hi-re* ¦female pcv*
• Comm* V1 33 term prog, wrf Xim,odem. WX.~extern. improved Epson
ir«*r rat a mrnate* steakng. Fa E:son HKUSVVlt 'ATemn* V72 term
prog, rcudes Su»r Krmrt LQ-6C3, fe Gem.fi StoM0. Fe NEC 3C2SA
fa Outes ML- Severa programs from Amai-.ng Cor put ng stauet
’VT-10CV2.B Dfl Wecrahi VT-i DO err-uiar wf B2. Re Panasonc
KX-PtCa termy, rn fa Snun-Corona Tofts Jtmodam.KerfL and
«snptng D333, wh a document descn! ,ng fa mtatliewn prices.
Dan Kays C stud e noex program, S-E-D 'Am ga KernirT WD(06C) port of fe Uu C-Kerrwt AMICUS Disk 18 fostrument sound demo* AmgaBaBCprogrims:
* VTek* V2.11 TeOS'x grapnesterr nal enu a»r Tri* ii an ran-dtven
oeno, cradiled to many oea-era (t BMAP Reader by Tim Jon«
fcesed on fe VT-100 prog V2.3 and contain* indudes fe sounds of
an aeousbc guitar, an alarm, a banc, & FFBrosh2S09 by Mke
Swnger latest 'arc' tie compression boss gutar. A boink. A
calliope. A car horn, ctoves. Water dr .p. AuaReqjMW ex am pie
‘Amga Ho st* VU 9 fo’ CompuServe hCudes RLE etacfcguitar, a
flute, a harp »peg«, a kckcrorn, a marnbe.
DOSReprv Windowed help system for CLI graphtceebhdiec S CiS-B file ftantfor protocol.
A organ minor chord, poooo tafking. P-gs, a ppe organ, a commands, S-EO TixHunk' expansion meirory necessify Rnooos pans. A saxophone, a sir, a snare drum, a Bee-' PETrens tran*J*tet PET ASCII1Slet to ASCII
* RxObj* removes garbage characters from dvr, be s. a vibraphone,
a von, a we-'rg gjitar, a horse he*. S-E D modem receved f»e»
whinny, andawhsle, Csquarod Graphics program from Soentk Tif
ttera text ies Tom ofe' systems AWCUS Diik 11 Am.anean, Sep!
66. SED to be te*d by fe Amga FC C programs crH aocs or remows
carnage f«v.rna from kles.
‘aocr+n’ executea&e ve-ron for use wfi mem crirtl Irt-ftsrvbesed.CLIrepBoerent naryge* SED expansion ar.oe in AC v2 J S-E dDdecooe decrypB De uxe Pent, remo ¦*v Fedocumenteton and s oa*c Sutonei cpn shows and id juste prior.y of CLI vescopy protedon, E-D on un'arc’ng fies processes. S-E ftjeryWB
* fkt YetCrNotomfe y**r r t n*ex(t
* arcre' formakeing 'arc'files E C ps shows nfo on CLI processes,
S € code, SE AMCUSDHkll v fza d splays CompuServe RLE pc», S-E
VC Vs.G c type spreadcneel. No mouaa control, Logs Amga veteon
of ne popclaampuw Am caBasc programs E-D language, wf ex amp*
programs. E-D pointered pointer anc spnte ed tor program wrt
vews text lies wf wndow and TvText Demo verson of fe TVTert
optmta optmijabonex ample from Acartide ftder gadget, E-D
tfiaracter generator caJenoar large, animated calendar, ft try
aid Ong, Sprang. YaBong. Zoing are sprite-based PegeSetter
Reefy distributable verson* off* updated date book program
Bang1 ryie oemos. SED PagePhntand PogeFF prog-ams forfe
aiTiortae loan amomutons CLCfocx,
sOodx.wCocxarowncow&orde'docks, S-cD Pegs Setter ftetktop
puft'teing package.
TyjsntaBOB converte snail ff crushes to AmgaEasc Tin FjIWndtei Resze* any CU wrfiwr yang only BOB OBJECTS An arbcieoniong-perBSSncepnoiporrranitori.tpaahmaiting CLI comm and*. ED grds d'arv and pay wavrffarm s brufihtt of odo shapes in De-mePa'-m, and recommendaaanson Lfo3 J 30 verson of Conwey1! Lf E hibert H be**.curves «on n-ariacea Tom Com too are-At. Ga.
Program. ED matf b mad 'ibroyge am AHCUS13 De dsk CLIully fi te-assgr. Anew ma-Wt aifong raL-ng lift program The C pregr am s Induda: Workbench ftsk, S-ED meacowsSO 30 graph $ progra-T., from A C1* artce y afe pr:.n;ng jtAty. Vr.icr can print tie a in fa Cftenoar.WKS Lofiscompatbe wofivw:fat makes mojsetrack rr ou »tacAng eumpie in hues mode backgroind, and wti in* numbers ana conrft catendafs slot slot maftire game Character fttenng.
SetKey Dema of keyboaro key te- tcacae thagama Tm‘ ft spays a char, of the bocks atocated programmer, wth FF pcfire to Ewtfl pachno-ixegarro on a ftsk.
Make functor key !ab*s. ED vwrd maxes Rraxe aounda 'Atk' questions an 'execute' tie, return* an VFG Video patoern generator for Execuabe progams error cod* fi control te executon m aligning mon.fors.ED cp urix ka copy oommand, £ fat batch fie HP-1CC HeWem-Pickard-like catafiitor. ED ts sceen dear. S-E Staf ip enhanced WTOon o! ArgaDOS SetPwls Change fe P’ e'encws aetong* dtff unix-fike cream «c fir. »s y.ff 'statuj'command.
On fe fy. N C, S-ED output telxiiec Ditsove ranoom-dotfts lw cemoa sftays FF pcLre SiarProoe Program slides s*4ir twLr.on. »n Chari recorder performances irdcafor srowy. Dot by cot. Sn a ra-teon fashon.
C w ce incfooed for Am g a and Assemper programs PopCIC' rvokenewCUwinCowitfe presaof MS-DOS. SED tit sew omr and CU arguments axempe a key ROT C verson of Cten French's Modula-2 Tha ajacutifolo program* indodK Ar-gafiase ROT program from bails moving wornn graftKioemo Form* fie termatb-ng program frough fe A-arng Corpjtng. ROT ecti ceseconvert converts Modula-2 keywords fi uppercese printer Ctver to seiec! Prmt styles andftspaytpftygona fi create Forth Breahehan orfte agorfn exampe DskCaf cate'og* dite*. Martena. *orts.me'go* free dimensonat otyecta Up to Am y a 12 tern pass tor re
iproootheet Analyze intsofCftkfifo* 24 frames of arvmston can be Thero arpfaur programs here fa: read Commodore 64 Psound’ SunfiijelndusftieFsarrpM sound ewtedandftspeyed. ED pcwefiles. They can translate Koa'a Pad. Doode. Ftirt editor & recorder Scat Lke fog, wndow* on screen run Shop arid News Room graphics to IFF format. Genng fa Tconmaxer1 makes icons for m wt orograms array‘rom fe mouse, ED ftes'rom your C-€ txoyour Amgaisthe hard pan Fractals' draws groat'racal seascapes and mountar DK Decays' foe CLI wtxtow into dust.
Amcusd:»1(12 scapea m Moftula 2 S-E-D Executebe programs 0 Breakout' 30 gasses, create orearvou; n a new ftmenfion l opShadcw2 Adds iiyerod shadows to Mnk ' nk' co-"patbe linker, but ‘aster. E-D 'A-giHcrfof ftsoays lifte of open f«, Workbench endow* E D dean fpni fa ftskfor dskceaners.E-O mem ory use.
Las a, dev css and ports m use AMCWS 11 apsonse!
Sencs Epaon sattengs to Paft from menu E-D Cosm.orodF varaon of 'asterodl'fo' fe Amga Tn * 6 » ca.-n* s sevw u pr ogram t fro m An u rg Com put ng. The 5-owhg h-ms pcf n ldw *t tupe'btmap, ED Sidero' hgn reaftulon graph cs demo wrtter FF pctutes on f ft ftsk-nftude fe Atga Wa part T-srtrt logo, speaAtrre
* 1 felme. E-0 mMoouaZ a sjteen-ca or h-re* image of Andy Gnftflv
end Se Amga Lve bmoaete uraeeteaaJe, E-D Tana: pcfotes from fe
Amaing Stores epiooe fa! Teau’K) fe enrapktun converte Appe}'
low. Medi jm and '•nstttf exp* fts escape secuences re CDN:
Amga.
High res ocvb fi FF. £-0 device respondsto.
Sove Lnear equaton wW r asse-by neivec menu Mifir produces C cade for Fkey* tncl-udw tempafi fornakrg paper fi 'rigjage. S-ED menus. ED art in fe tray c fe top of fe Amga Gadgets Byai Cobeys AngaE3etc3£)nai.
Quick quck difk-todek mbfte coper. ED keyboard.
House hold Bryan C-aftey'a AngaB«$ -c quckEA ccp« Eleczonc A adiiks, removei ’Spawn' program mar's document from Commodore household inwntory program, S-D protection. E-D Amiga, d«ob*w«ystou» tie Amga'imulttesk-ng capabitM Waveform Am Shield s‘Waveform WoAn4yyfieae, S-D wd 1,3 demo of text editor tom Uoosmfsf-D rnyorf own. Programs.
D»Lb John Ken nan's AngaBoficftsk C programs Am IgtBaec program a: iforaran program, SD spr3 rotatng bfocks g'tpivc* demo, S-ED tvute’ draw sound waveforms, and hear fern p ayed Suosc ots foa.n Srr f's Arr glBa&c subccrpt popdi start a new CLI at the press of a
T. $ hf a verson of fe Tron ightcyri* vxJeo gam*.
Ei»npe. S-D button, like Soeuck, S-ED UgaSo' a game of so rare.
Sfng Be seen C program* and execufiftet for v rte Vsprte euTpa code from Stas’ orogrtr to cftcuate oafing a erages Hare Mayfteck Talyl* fofifoon Commodore. S-E-D Wo nay*
* fty to grab ail fe decs of money fat you car.* to tan ¦ s. SED
AmgaSSS Amga Baec W«n board yog SD AmfCUS
l5a.»inciud«teicbe8uz:fVlFFpictj,es.offe*ne!ny Scnrry C Bob
R mer iat exam-be for Aaaamblar program a wa'xersfram tie ce
p aor, n Sar Wart, and a pcwro a! Acneetan rraAing an ail C
program*, S-ED star 10 m akes star leids 1 ke Star Trek AMCU518
COUALh U*e C look like COMAL tSfler file.
InTo,S-E-D IW*' demo tyEreGrthem.»robot |uggl*r bouxrg EmacsKey Mwes Emaca fixdon xey Pctjres tiree mrrarad bate, wti sound effoca. Twenty-four tame* of daln.tons by Greg Doug as. S-D Mount Mandeforot 30vewpf Mandelbrot aat HAM anmattmaro lipped quody to p'Oducetfrt mage. You Amoal.1 Snoop on system resource use, ED Star 0es7oye' hi-res Star Waro strshp control fa speed ol the jugging. The autiory documentebon BTE Baro's Tftecha.racter editor, ED Robot robot arm grobfrng acylhder fons that fs program m.ght someday be av»iable as aprocfoct S Js CU program shows fe we of a Tex's FF picture* gven
set of foei E-0 venders Ar ga vendors, names, addresses paroftii of fe covers of Amiga World and Amazing Compuirg WrSze CLI wncow utlity feeze* e rant caroco f- xes to early Ci'dco mem try boards magazine*.
Wnd i, SED cncLde cross-raforence » C ndud* flea Cprogrtmt: Dak 20 n dv*alsef duesfo play "g fe game wei IrovTifKMr' exBTpe almanng an input handier.
Compactor. Decoder Steve Mche: AmgaBas-c toss, S-0 toei-ow m ake your own tk)«nc*n from fe FueZafty bniry fi* Od trig program BooEd 006 and so-te efttar w.ten n C.S-ED Kaefioscjpe Oik SiowPrrt' ftsftays FF pcrre, ana pr.nts n. SorteUasterll Sd"»eftty and arimiar by Bras Kefor, E-D AMCUSDlak 13 txen’ progrrn indexes Srxl re?ev« C Slab 8 aercfop exp or a: on C prog-am Amga Ba&c programs srxv« end vr apes oeroi’ed m by Toma* Roroftu, S-ED Rxnes from Carayn Scnepprw ol CBM Tech Support, a fe Amga ndude fe system.
Fpc T-agepocessmg proyam by Boo BuSh toads read and Pspsy IFF pdiros from Amga Base. Wf dacu- Execute!)!* Prog rim*: and *eves FF images, changa* ram wtn nentaion Am rcfoded it t program fo do sceen prrts in
F. xHunk?
Reoa'sanexeatEbeprogrsm lieforvxpancoo several fichrsque*. E-D Anga Basic, and fe nwes; BMAP fd« s. wf a corrected Con- memory Benkn Complete home banking prog'am.
VerFD program. Wf exam.pte octuroi and Tie Save IBM na2fmui‘ converts Muse Studio *fes to FF ttnndird balance your checkbookl E-D screen cspt e program.
‘SMUS’formaL lhawheafotnaprogrammght con* Consol devce demo pogram wf supporong have a few bugs, espeaa’y r rogrca to very macro roulnes.
Routnes t» load and pay FtireSocnd and IFF sound fi:es long songs, but it iwks m most cues teenap Omw a vsual ft ogam of free memory tom Amga Base, by John Foust for Appied Vs.on Vmf Use* Anga verson of fe ‘Usfite Comrrarvf npuLOtv
* ar.pe npuiharyJer, fr*p* key or vfieogame.
Mouse evens fied.fimiM.14; PROM progrsmmer. ByEricBack.
DikMapper D splays sector alocalon of foppy disks arr-gahd update of 112. Ixtudes C aou'ce to a Oaermit Port ef he Kermrtfile btrster MenVerw View memory n reaf 6me, move wrth fd twoen sjrface remove and 3D gripftct program and stryv.
PtftVX beep So oefor afuncaonhatgeTeTitea Ps Dsp syand setpTcessprortoes Ong Bou*r;ng bat's demo beep scjnd Arm Yet anotw program for ixnd rg up Sprwng Ong, wh sound etfecs.
Oe* axracts eft from. Wr«n C source flea teit fie* and fn*:mg or posing hem SaeeriXmp Dur pa highest sceen ar wmdow a he dntensrons derronstrafcs N dimanfiona.1 graphjcs as a snge fie unit pnnter.
Lezsp updata tjrpsk 10. I he path us;iy Fred FlfN D4Bfc 77 Sdb Snpe dataMse program from a g xmem updato of out l. gmphc memory usage Abcemos Angi Bose Com.o» from Csro’y So'eppner DECUStape.
Indicator NewConverFD c-eatet .bmipa from *d Mes.
Stors Star led demo, ke Star Trek.
9 converts IFF brush ttos to knags struct, In BP.anee
I. nds addresses of and wntes to TermRui Termnaf
progranwhcapture.
Ctoxt biplanes of he screen'sbtmap.
Ibrary, ftmon keyA Xmodem.
POto'm ssnpe ANSI VT103 wirnnal emulator, Abouflmap* A tutorial on peatsn and use of bmape.
CtS-B protocols in 63 a 25 ac-eer LoadHBM loaes and dsoliys IFF IBM pcs.
VtlOC Verson 2,01 Deve Wecker* VT-100 sneii aarpie Uma tsn‘ cy'e sn*'- LoadACBM loaos and 6 Kr'ays AC EM pcs.
Emulator. Wti axato & functx tormcap mosry Unix com,pcae ‘*,mcap Screen Prnt aeates a demo screen and dumps it to a Fred Flah Disk to implementator graphc prntef.
Aint Support lies tor Grp*"s inf Fred FlfciDlsklS; Dsassem Sr.pe 66000 Cis«*embier- Reacs
* f“JB (TfC-JP Bobs g acr es dam 0 ixeUn x V«rms' standard Ar ga
obect1** and Sink Pdtemk'cam p*b* Irke'.toster.oew. Cocx
srpiedgtal dock proyam for he tse ba dsasser-aes he
cooesectcna Date Browser Updated lo F 16 torswrser*. Rn Dozre
An egpt-fod syrmBty daze tor program aectcns ate dumped in hex
The idual Marx, wr scroi bars, bug fixn.
Fieaiy prettyl dsaksotrber roubnes ire set up to bo Brae b-ree data shuctore exam pea Psh double bv fcea seouence cycle ca'labe from a user program so nsturtona Bree2 Anohervwaonof toree' am m a ion of a fish in memory can bed sassem.bed dynsmicafy.
Calendar Appoinrienl calendar wrfi alarm.
Monopoly A reaiy nee monopoly game witton in By B-i Rogers.
Less Frle vewer, searching, posiion by AbesC Dvo-nkKeynop Examb«e 0! A keyrrap sbuct e for he percent line number.
OkdataDump Ok data ML92drver and WorkBench Dvorak keyboard layout Untested but NewFxa Set o4 28 new An g a fonts from screen d ip prog'am.
Mckkted because a ssembly examples am ELI Fscner Poyd'iw A ortwng prog*am ivitton in AaasC few and fr betiwr. By Robed Bums of CA Pr Background prntutiiTf. Stye Poytrscu* A fractat prog'am nmberi in AbaaC Hyoocyd dS Spfograph, horn Fetx W Byte.
Opcans, tMidcami Fied FifciDiikU: UwsOemo Exam e of propotonei gadgets to Req Jitter Os'jk Pant-type fa requester, Aampewcopy of heiiBstdeve-»er Ffdsx acral a Sup*S-tMa?
Wif sar pe Fred F ih Disk 17; MemExpanaor ScTenatca and dreebxs for buking FffdHifcFfrtFiitiftriiH The IkewTex E g -View video dgtzer HAM demo disk yout own homebrew 1 Mb memory Asend Packet C example of makng as hrxous IO fredFjfiDfikll: expers.x. by Ucree-: Fefiinger.
Ciisto aDOShantfef, wrcartbyG-A AmgaDspay dumb »rmra program wrh bdl, SeteMasoc Progrim to debug hai'oc )'cal.ls CxsoeVvndow CexarrpieofgettnghelntJilan selectable tonts ScenceOemos CcnvsrtJiiian to taiar end eoereal porter a CON: or RAW: window, hr Atn Prerelease C ShetHrke Fwil program, Ire, Etei'ar postans and radial UbyC-A fistory, toope.ee vte-occy epoch caicuatons and Gaiex DrUtl Wax he directory bee, do CLI Browse' wandft't a 1-e fee. C:tpa)t t«. A:i sa».te plotter. By Dawd Eagle.
Ope**tixi from menus w*h he r,x» FrMFIHftlhZl DrtJti2 Another variant of DpjsI.
MC48313 docs on upgrad ng your Angatouses Abasc games by Oevd Addaon: Backgammon, Cnbbage, FreReq eete' Lamco C Fa requester moduie, wh UCB310 M esto.ne. and Oh* to oemo driver, Vom Charlie He ah.
MJWrn rotraa* Nairrdnsana:CiOe wci a joyslcK CCP D6CUS 'cpp'C pteprocessy, and a rroofed UacV-ew Vewt MacPart pctores in Amga tow Pglscn SAY command rcavksinPgLKn Yd rat knows about he Yptf. For Manx C or ngr res wh sample pctoreA Of Scrimper Screen image prntor $ r&t Unx-carpaibie arctove*. Far ScottEvemdea Kspt.S source. Coo, end executao br a Lip packing f: * for travel.
Plop Smpe FF reader program interpreter.
Super filMxp Exemptedf usjng a ScroXeyer, ayncng Popai S»dekc*-«tyte pogram i» o (es a new ClKflKLUlllV LI; Sope-G Maps 1v prrsng, and ctettrg Cuwh autjmalc soeen banking.
BackJadt tmt-o mooted tfedqack game aumrryRastf ns.
Q d(Cd y Devonpor.disk copers duplicate copyJayWrorS dcs Sees by Jay Wrer, Angi gaphc* chip FredffehOiika protected disks.
Deegner, sfiowmg f owdiirl of he Amiga Aeg jO'ew Demo Demj prog'tm without sav* ard no doc*.
SaoIR DuaJ p'cyle'c example, from DA internals, in SiC * 433 Animator Demo Ray* for he Aegs Artmator lies shews 400 * 300 x 2 01 plane KeymapTest test program to test he key mappng roulnes Cc Una-ike front-end for Manx C peyfie'd x 1320 x 200 x 2 pane owe LockMon Fnd ircosed fie bon, for programs Enough Teotorex ranee of system piyfiekJ.
HitdonTOM.'H-pL teio j-ces. Files, and cevces Sercfx'Ct Genera wpose sutrouine to sxc FniTifciCiik.25; Rubtk Annited Rutxx'scube program Amga Dji pa?* s. ArgaToAan cynwra A.m a spec cooe s Aan format ShngLto SprteMa «r Sprite editor, can true work as C data DnSdV poqrtn to recow 4*» from a trashed VtlOO VT-100 term nai emulator vwh Kemvi ard structure & rewore by Ray Laraoru At g uDOS dsn.
Xmodem protocols Tradcer Cxve 3 xy dsk into fifes, hr Hasn exarr.p* of he AmgaOOS dsk h wftng FredFlahplikSQ
• feewve tjxtnrtaen PresorvM funcfian Several sha-ewau programs
The authors request a donabon antra fife struclire. Shareware
by Hd Hex dump usity a'a Computer rf you find her p ogrsm
useful, so hey can w.te more Bred Wilson.
Language magazine, AprrISS sctovare.
TnCtopa 3-0 space investor* g sme. Hfrnorly MandeBroa Mandelbrot contest wnners BBS x Amga Be be BBS by Ewan Grantham commwdi. Nowputolcdop.air’.. From MjtTaiKng Tutsrie and examples for Exec tarel FneArt Argiart Geodesc Pubcatxe mu tasAng FontEdtor
* 01 hr to. Ty Tim Robinson Tsze Pwt total tea of at! F fee in
Paw at ps whtesoec* horn C so ce UeruEdtor Create menus, save
hem at C uxree, aLbdrectores PorPUndker tarrpw Por.-HandBf
progte-m Ml ty Drvd Pehrson Unltoef C peptooestar to rerrav*
gvar peHotms Sh.owa BCPL envronmera dues SarTermlO Very -yea
teecommuncatons DyJ Hancino iktefid wax* 0! A file, 'wavng he
Random Random nun bar generator in waem.oy, tor [Fred Fith Dskl
jC * tee if requested wften ordered mTI at lit bone, By Dave
Yost C or anemtHar ieastthreeaherdiSAsfrom heco ector.J VtBC
VT-100 emulator* test program.
SeWouse2 sets the mouse port to right or teft Fr«JFllhft|H3!
RequresaUna system,.
SpeecrTerm terminal Emulator wti speean Lie Lie gene, uses bitter to do 18.6 generatoris Fred Fah Disk 36 capabiit»A Xmodem.
Atecond.
Acp Lktx-like tp'copy pragran TxEd Demoedtor from M fotmih-* Chnrle He ah Manofebrot Vers on 3.0 of Robert French* program, Ctocx Updated verax of bock on dsk 16 Fr«lEMiDiik2l MxExampie Mutual neuter gadget example.
Ctfi Manx tshMike CLL hstory, v*iabfeA ate Tha is a copy ol Than u Wkox's Ma.nde yet Set Lxparer Ran Speed Measure ’estvt RAM speed, (hip and fast DetAvd Del barring me ofganzesiteopes dsk. Very good' Set fiepacenxtfor he Manx ‘set* cafe ret Fred Firft Dili 22 command lar erv.ronment vanabes.wh Etna hiproved tocho* command wto color, Th dikcontarstwo new ’spb-s* of mcrjeracs rTprcwm,xts.
CUTSOr Bdd’Ptfeng Lem act veraon 36by Darxe'Lawrence Fa Tree Oaws a reo sve ree. G*wn ei*y type.
Farturte Fjo program* a let hem rx in Unix V7, BSD 12. Am-ga.U COS, notfijta extern* memory.
VMS. UsasAnga «toon keys, Tifd Cnppfed demo w-son ol MxposrtiJTt* Fm Map j he sectors a Heuses on toedfex.
Itetos line, execute startofr ties, not text ed tor, TxEd.
KckBerxh Doca progrsm to mike a srgie disk Pamaca By Andy Pogg 0. New features include Vdraw FuE-feetoradd'AMng program by fiat works like a Kickstart and Workbench.
ALT keys as Meta keys, mouse Steohen Vermeufea.
Lw Computes Fog, Fesh. And KncakJ support, higher profit , becktto files.
Xcan tovokesCL! Icrpafrom icon read a&4i of text files word wrap, furctcn keys.
Tart DapJeyt text flea from an Ktort TuinelViBX Duvd Add son Asasc 3D maze FrRlFl*Biik.23 F flUlRrtS perspoctw game.
Djk of WLTOB tor tocroEmwcs. Several versions for most Address Extended acSd'essDookwritBnin,ATigaBfts*c Vc Vscsc-i «* spreaosneetcalcJator papular opening systems on rcss and marlrames For Cae-der Catend .toay program wntten m Anga&afcc program.
Psoo'ewhowarttoponMcroEmacs to herfavo'*nacnne DosFluSl Fir si volume 0! CU oner ted to bs far vnw Vorsfen 22 of Dave Wwer* tefecom Fred Ri t Dlis 24: OtVSXWI pogrim Cencuet mteftteflar acs«ntue trtjalon game Do*ftus2 Second volume of CLI oriented too e YaBbng Ong 1 s e gam* program snow* Ceh update to snei on D* U.whtMttm tor deveo pert.
Sonteco."«onoetecs commands iamed va .ao« FubsOVMn.
ExKutebtei only: FfrtRltiartlT MacVew Vews MacPant pctues n Amigs low or hgh Tbs disk is a port of Tm ohy Bubd's Lttte Smalak system, ModtAa-2 A pre-mease verson of the sngte pats res no sample pctureA by Scott Ewmdea done by Bin Krnerfcey k Wathmgtx State Unversty.
Mod Ja-2 compier orgmi ty devaicped tor Mactotosn it Puzzle Simula ton of putte wrh moving squtve ties.
Fred FlihDlakM ETHZ. Th* cooo w» tansmiaed to ha AulGA and ta ShowHAM Wew HAM p-ctuw tom at C Squared Sep 66 So Amarcea Crrde Squared ejecutodontoeAMGAuinga soeta! Bauer. B-nary only.
So-ntoi'O Aflas C games of CanSekf and iig&nhm Frea RrtDlikH Mondxe, from Dave Aocson.
FaOB Strpi ga'bege off Xmodem ?arstored Grspr cHao A grapnc verson of he game on d wt Si n3 Gripbcsdemb ofspmnng cubes, otoectfies 7 end B The 5 heg'aprcs-a'cnted Hacx do-utke-buffer«d e*am .
Harder AmigaDOS handler (owes) exsmtw game by John Toeoes. Cmy he Swora Swo'd of Fa’«n Angw text advento’te Forr. C-A j present game wnaan m Amga Bate.
Hp-:0c Mt 3 a hP-10Ccata. Aar, written in FrrtFl iftikM Trait leaves a tnJ bahrd mouse, r lJodu'e-2 MoOU 2 UnHunk Ff oceaes he Amga huvk* loecrtteS- FrfdFUhCM.B FFEnede Serves he sceen as an FF fife Colect cooe, flra, end bis funns togeher, alow* mdwduai Sdstars 3d vertex Of he 's rs' pragram b* ow.
Mjunp Dumps mb about an FF fie spectcatio of code, data, and bes ongns, arc generm Bgmap Low-evb grspbes example scroll Jx BOSC-iikeCLIshet bnary Fte nett tormal reminiscent of Unix ‘aouT lormat The btimap wh ScrblVPort NewStflt STATUS-ike program, snows ouput f e can be easly processed by a separata pr07am to Coutgfes Do jbie-buffered ximaion example prardy, processes produce Motorola *S records* sutate for downloading to tor BOBs and Vspntes.
Revers Gama of Revert;, verson 6.1 joytick Snow* Njw to aet jp fe g amepo rt derce a s ajoystxx keyboard dem on strafes di rcc com rr un ica ¦ tens wf re keyboard layers Shews us* of tna layer* iprary mandflibrot FF Mardeibrotprogram mouse hooks up mouse n rght joyvxk Don on* window oonaotawndowoemo parse Dernxsbstes Kceato fa pa’fte* pen.
Prr-ter openng widueng feprrter. Wes a kj**'’ dump, notwyfi.ng pnntaupporf Fanter support routnes, wl work ng proctest sempe process c-eejon code, not wo ng region dam os aDtlOtewrig ragiana sampefonf sa-pe font wf info on cwtng your owi senal Dam os fe sera’ pari tingiePayfteld Oeates 320 1 2DQ payfiftd speechtoy latest verson of cu» speaf demo Speech demo empifed version of speochfoy, wf D roquesto text demo ditoft ysovefobie fonts truer dercstme'.eevce use Tacxdisk dam. Oe taucd » ariver AMCUS 21 Targe: Manes eetf rxas ock sound Ike a girsnoL S-ED Sard Smpe game of sand f at follows fe
mous* pouter, ED PropGadget Harriet Mrybeck Tcfyfo poporoon* gadgst example. SD EHB Checxs to see if you have extro-hah-brignt grapfoca, SD-D Piano Smpe para sound program CelScrpts Makes csi arimaton scrpts fo Aegs Annafo, in AmgaBasc Ttiadiskhaaaiectnjniccafiiogsfr AMICUSfttks 1 to 2C ano Fitei ft tea 1 to 80. Tbeyrewewed wf neDtkGai program, induded hero.
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C«ry Source B fe'doty wndow*demo on fi Workbench dw.
Heedrow AmaU'painf tyw program wfines, boxes, ere.
Gad John Oido's Gadget Worift program gtimem Graphbical Tnarrory usage dspay prog,
h. afor.te demonstrates ,Exra-Ha!‘-6':te'node.
H you h* vet halo erpis wrcowoemo i«5p accet*rg feUotoro a Fast Floaty Ffort library from G paebe Sarrpeprog-toftiBgneoorpaettei trackc tk Demonsfatesu'seoffthetrecito.tedrwtf, req jestero John Ospe-'s ¦eq.es*' t tanaf arc example pogrom, speech Sample ipeedi demo program.
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Apeecntoy Anore' ipeech oerr.o program.
EmLSULflifc-t at ib Object module librarian, cc Unx4tto frorrtend ‘orUncaC eompfo, dbug Man based Cceouggrg pacxoge Machine roeoercent n«a Subset of Unix make command, make? Anofer nix* suswt command, mcfoanaca Srrtiwaonsfa-iaciM.Br.aafi macros, no exsar.Bon* pert* Pcrtioie So a'tf ve*.
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Mydl Rao-acenert CLI fo fe Amiga. V 1.0 mandal A Mandebret set program, by Robert Frervcn rtfRJ Mca fruLEWUkfcJ coni Cornel* flevica demo program wf support ng macro 'OuStcs.
Fraamap Oeans a *fcai digram of free rnamary For PDS orders, Please use form on page 128 inpirtdev lam pie input hand , traps key or mouse ewrrts joyilcx S ows how to sal up ho gameport dev a ss a jayndc.
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'eyers Snows u* of he syers library mandbbrot FFMandfeErotpr&yam mo a hooksup mousa to rghl joystick port one.wndow consoto wnoowdemo petaife Demonstrates acceta to re pa-alel port printer openftg and using the printer, does a screen dump, no 1 working printsupport Prinw support wanes. Networking.
ProcBsi sample procetscreeoncooe, noi workrg regon demos spStCrsimgreg on s samplehnt sample font wh into on crating your own ter a Demos he ao'ial port sngleftayffed Oates 323 * 233 0 *0 soeecmay latest verson o' cute speech oemo speech, dam o tmpifed vers.cn of speecffioy, wti D requests tectdeno d splays svaiabe fonts tjmor dam os timer.dence u se trackd.&k demos takcdisk dnver Enc-EUiIMfc compress like Unit corrpraa. A 1e squeezer dado analog dockimpersonator micmemac* upgraded verwn of mcroenac* from dm 2 mutt removes mjppie occur,nj Inas in i« scales demos us J sound and aodotactOflS
setpa.'ftd Atews caring pa's1*-, port wraw several Afcws binging sera.1 port par amem.
Sort q jcksort based sort program, in C ttipc Strpscomrnemsand wfe whitespace tom C source EalfliLBiULL
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FORTH from fantasia System a. proff a mao powerfij text lormatSng program set!ace Program to toggle interlace mode on end oft skevto a rube's obe type demo sparks moving snake G'aphcs demo EmtfliLBULtf; co'kuert An lrterstftlar adventure tom-Jalon game dehat convert abac Seta binary fitoiap Psxn program tor any type of fife.
FiiaEj Strpga'Dage ol Xmodem bar stored fies rff Rxipnesto read and write iff forma: lea.
Id S-rrpte directory prog ram ll MnimaJ UN K Is, wf* Unu-atyo wWcarprng, in C sq,usq fra squeeze and un squeeze trek73 Star Trek game yacht Oco game.
EmLF.ihftfcv.11; apsioe A * snow program tordspfayng FF images wtt m*ce!an« us p*cture« Frttf Fih Disk 13: arga3d Shows arstatrg3dmerti0re sold
* Amiga sgn‘.
A goTrm a terrr,i.n*J emJitor program, wnawi in assembler arrok 3d Shows aratatrg30monsjorb we frame arrow.
KP4 directory istng program fcongtec SeAVindow two progs far tending progs from Workbench. Presanty orty works under CU SetAnernete Maxes an con shew a second mage when ekked *v* SterTerm tefmraienJsSf, wrh ASCII Xmodem, dialer, more.
FrtdflihHik 13; A Bunde of Base prog rats. Mdu&ng; Jpad toytoox ezspeak mendfebrot xmodem 3otoiid* eddpook algebra tv amgseql erg*-copy band bounce box bnckout canras caret crcto edorbrdea Copy cuoesl cutperto era dogsar dragon draw a-change Eul enem filibuster franai tscaw gomoky dan haku haiiCM halfey hauntdM hidden Jbn I02 mandef menu nwpa.nl mouse Othello path pena pawnee! Gbox randon-crdes Readme rgb rgotes: fiord sabotage seestax shades sbaoes sfsdSe skeihpao spaces n ipe3xspeacr speecheasy spet sphere t? ’« sir per super pad tupnhr tax teminal torrnta tom topography triangle wheels
xenos tmostnper (note: tome programs am Abase, most are Amgabasc, and some programs are ptsentod in boh languages) Uudecooo Trau. A» bnarytie* to text. Lha- Dskperf DskDenctvrarkprogram tarUrix and Amiga Lav Dsptay* n jnber o' asks in run Queue.
LAcroEmacs Conroy Mc'oEm acs V3 8o, newer like programs Du CoTi&utesdw sto'ageofaileor dreet&ry ffreraged over last 1,5, and 15 minute toanditk 22. SE-0 Vd-rw D'awng program, verton 1.14 Mem. Watch Prog*am to watch tor program* that trash law penocs. By Wit aim Ftackiidge PeartFont Like Tcpai, but rounded edges Vo«Fi*r DX WlOl syntoeszer voce fiter memory. A attempts to repair toe damage.
MdfToois F*ograms to pay record through the Terran Gene-ates fractal scenery S€-D program and puts up a recues»r to nfom you of toe MIDI If. By FreoCassrer V Sprites Mar.es 29 Vsprtss. Tom PfcEdJak WrtaOW Exanpft to erasing a D OS vrndow on a damage. From toe Sofware Dasiiey.
Mveflows Program to make toe Work Bencn Screen Fnd FuJiK R Custom st'een Prof A ree tme executen proHer for Manx larger than normal by Nel KaSn and This i* a pod of toe Unxgame Hack’, by toe SotavM Fcrd Qiik 39 C prcgrina Hcudes C source.
Ma&raz Dsclley. Version 1 0 30 AisEtfio tee*’, luch', l-sf, ts’*nr»n m auember Ffld Rl!l Kill 41 Tilt Prog-im to make your Amga look Ike FaAfUhAKLfil Dsptay Dspiays HAM 'mages from a ray- Cydods Update of electronic «to,og,aph from dsk 27 itdcnT pass verabon testng Ttas is a pot o* toe Lnxgam* Urn', toe Ssftertre Dstle'y, 7scrg program. Wto arepctte* DrUd Enhanced version of DvUtf Vom dst 35 by Leo' Bos Ewhac" Scmnifi vertor 122B.
Driver Eiimpecavce or ver toj’ca, acts UutDe* Sc s a set o' obectnodues and Carres IriaRtlDH.K IkeRAMc-sk searchng for n Jdpiy denned eynbbs C T V2.05o! MattD V's car i e tnel (Mad led Thi n an a cai FF species:x osk Fo-t Commodjra, an XL SO 1.7. exacutode orVy MyUsdate Dw update utliywto oplons tar tar Manx C). By Matt Dflon.
UpoatetadisA 18.
Srippng com mants Vor C header fies, and Mx.fee by Steve Dew Fred Fiih ftp IS Ahost Terminal em-iasr wrr, Xmodem, Kerr,t mteftctve verfcalon of the updetng process New Startups New C Startup nodJes: Bw Lhx ted processor.! *e Doetn'.wo'k. and CS B p’otoco s. function keys, scripts.
Rot Computes and dspiys 3 tf-mensonal Asti'top atm wto 1 21 ui* ax oetoar xo» nartf.ng. Cut souxe is inc uded. S-E-O.
RLE g*aprics and ccitei?xe mooe.
Firctonsinhres TWStartup asm opens a ss*o wnpow, usng u»» specs, by UWB Examp* of te'out-vg Workbench widow Am £ aM an tar DynAMIGAlly d spays toe machine state Poygon Mo re type pattern generato r wtto color eye ng Commodate, open calls to axtoer custom icreer.. sucn as open lies, actve tasks, respyces Omouse Querieswheltef amoutebutton s pressed.
Posted a BIX by Carolyn Sciepper V»sion 1.31, S-E-D dmrca states. Interrupt*. Librar**, ports. Etc Th a can grve a return code toatcan Pa«» Oange arvjlher program's saeen colors.
CtawWD Exampe tar dosing a custom Arc Popular fie compression system, me customue a startup-sequence based on by Caroyn Saioppo» Workbench screen, S£-0 standard far transiting ties whether a mouse button wet pressed RpeDevce Alows ne stanQ a to xput e* one p'ooess to Cook* Ger*r«es one-l ne tatajne Mk* A-oaCooo Program that decooes rea codes Touch Example of aenrg no data stamp on a hie, be fed to toe standard input of extoer.
Aphxsms S-E-0 iira stats and locaJty.
Using a techegue Vem Comm adore •Am’ga by Man Dion Jtime Buta-yx r-owt mouse port dock.
Bf:nk ¦fclo'e* replacement linker, wuon 6.5 Trees Mote extensve wrson of the fees Screen Save Save a nomai or HafJ mode screen as Menu Bu d*' Creates C so- rca ties taf m* j* Cosmo An 'astericCs* dare.
Program on Dsx 31 an FF fie. By Car by*1 Semester based en textcescrptons. S-E-0 D52!0 Data Gene*ai D-210 Termnil tmjaor FrrinUlPilKSQ &r4ngreDeTO Damo of toe tav*on game Srangn*.
N irf’xkea C8M tutorial on -aw pxiati and Drift!
Wndowed DOS interface program. V 1,4 Asm Verson 1.1 olesna66333 mtcjo SouncExampe A w Jote bute'ed sxnd exar p* tar sto-cLteS ti Am gaDo s 1 2 DOSHe'oer Wrxtowec Am aOOS CLI nopprogrt-1 latenpier, compete* wr ne Metacomco Un C by Jm GoXrow Pasct'ToC Pascal to C Taisia tor, r« to yea: S-E-0 PagePfint Pr.ns Bt: fies wn header*. Page assemD*r Th.t inctooeianeiam&esartop Vs)"ies AworV."g vsa teexarp*. TyExCcrjn Prep Vatbr'-lk*FORTRAN pteprocessor SET) breaks, Sneftutiber* msdu* and more Matora'a rneuman.es. ft1C3 V2 6 of Dave's VtlCO temrni1 em.Jrjr veto R Beck Starts pograms trom CLI e owrg CLI
PtpCLI Starts a new CLI wfh a Sngle BrevOut A bnck txeakout game, uses 3-D g assos krmri ard imooem. By Da Wee**' wrvjovrtocose. E-0 keysroke. From any program. With a DsuZap Verson 1.1 efaprog'tm a edtcaxa Fred Fish 5?
S-rUo.se Ths program ajtbrratjceiy c!c*t m screen-saver feature, Va&jc . Wtn and binary ies CipBoa-d C'DbOata oevoe "te ace rxtnes, to p'ovoe wxoes when toe mouse s roved Sprite Ed Sprite Editor ed-ta two sprites at a tome FrstS'-con A smart CLI repecemert wth VI a saxara I'tedace. By ArdyFmfcte cvertoem. Var*on 1.0, E-D X-Spe SpeL no crecker a!bws edt* to Ales editngandrecal of pre out comm mos Con Packets Demos toe u« of DOS Pxkes, Frtfl.Fiihi21iilH FrfdFilhDlik.41 Mss* A Missie Command type game, wifi ConUnL etc. by Carolyn Scheooer ArnSco Pre rira'y pans for a SCSIdisk Am g a Venture
Create yourewn text adventure sound, m asserr.aer GetDsks Program to fnd a 1 avaiabe d sk dav.ee orTtteltar board programs in AngsBos-c PerfecScjnd Sound eotor tar a taw-oost sajnc dgiUor nirr** and return them at an eioc list by Aar66k Macro assemble', vaison 1.0.1. E-D Cth Verson 2. S3 of Dion's C sh*like shell.
&nl«rs Gra&hcs deros Phl.p Lmdsay Assgnad Exampe tar avoiding DOS tiaert- Eiec.tnbe criy UlxArc Verson of 'arc1 tar Unit System V mach nes, GetVoiun* Prog'am togetvotamenemeof the Usk requester, by seaming toa 1st Ooijq Macro based C ctebj g-gnxteuSg'fT 2 mC volume tor. A gven f*rWqeson.
Of‘sssgn’ed namea S-E-0 exaTjtre tom C0M. Update to krtuibort Worn be!
Verjon 3.01 of Deve Wark* a by Chixk McMahs Ok Protends o eat sway at CL 1 minute terminal erJitor fcx2C Rexsact cor I e and w'tes cut a window. S-E-D Gef.te HeariAe’ecjester. Wr so ce Fred Fish Disk 51 txgmern of C code veto toe eon data F»p R«pe whole screen as a jok*. S€0 LatX-e' Cross •etarer'ca of Lance 11Q header f.ias B«n GNU tar Urvx yocc', working update to structures Carsfym Scteoper Foogql Foogoi a osson p te' gener s»s Lmes Line d rawmg oem a proy am d» 4 verso-.
Merge Mem ogrim ta merge toe MemLP erj*s of VAXassemaycooe. SE-0 Safari Changes tarn used m a dl wnoow Compress Update to the ** compression veguentily exited RAM scares.
Ftee Prnte amount of free space on ¦ (tavei VI10C Verson 23 of toe VT-100 wmrnai pnogr am.
Program on Dsk 6 by Carolyn Sctepper S-E-D Fred Ftah E »K 42 Cos Veei ofFortune'-typegamem AmgaBasc mCAD An object or*nu j drawng program, UalxTec mtilocfcea rnerr orywtt program.
Thadtk co*tau m Amga version of McroGNlJE~*cj, DfSud Lhix-lke U f and Xse-f for ‘rxJrg the
VI. 1 by Tim Mooney SE-D Fred Rah Di k 43 di*ferencet between Wo
f tat, and Fred Fish 57 Melt Pretencs ta met toe sceei SE-D
BaficBong AmgaBasc program demos page tippng ol toon
recreating toe otoer, gwn one Red seed by FF97Dueto Copyright
probtems Hart Graphicffying srrgoemo. SE-0 a 3D cube file,
and toe lit: of dttorencei Fred Ftah M Purty Easy way to set
printer attribute* Bom Demo capy o! B£.SJ. Busness Sq.Usq
Ftartabeversiona o'toeCPiTJ ASOG*rrd Exf emery useful
shareware from.Workbench. E-D Management System.
Squeeze a no it squeeze tecaveradl* ram disk, by Perry KvotamtZ RayTracer Smb raytraeng program. E-0 Bdi-st A list of Amga B etn Board Systems Eati Flifi Diih 51 BgVew Diplays any FF pclute, independent SerxPacketi Updated CBM exam of peoet Cc C compter fronterds tar Manx and Lattce C Assgn RoplacBment for Am gaDOS 'assgn' of toe pnyscte dspry sze. Usrg rout nes on Qsk 35.5E-D Cop0* A Hardware copper iistcf tusembier rommand in C hatawate tcroil. By )hn Hodgson SnapShof Memory res den*, soeendianp, E-0 ii»dfF Conw'ts Irstumemsoemo eoind* to FF F'acta Man at 'BnO on *r*cts M"tor« Eoapv RoXspan
o'xardyvauefrom al st Teg BBS ShareMa-e 60S system, verscn 1.32 samp d sounds Poy. HAMPdy Workbench-typedarosfor matang of l-es md d'aws a tarn- st«d grassa EnULBiiLCUfcJZ PopCb'oun AdJjstfiGB caiors of any saeen polygon* in lyes and HAM by Uurerece Turner AmCai Sha 'Bware a sk catacgmg frtlg 5prteQock Sr pe dock s o spayed on a sono MxGac* Exampe olrutue! Esc use- guges Hyper Base Surewredate msnegemert sfffen, V1.5 Anga Soet Ste'eeare Intjton spe'lrg a dc ve a: screens w to GadgetText MemCw Waks Trough toe *ree memory lists, arcing cnecke-. '72 '. E-0 ST Em jaw Non-serojs Atan ST emu at»
TekiCtC Tettnx 43" 3 terminal emjator Fee memory atang toe way.
Bouncer SO bo cng ba i wtten in u Jtf orto. SE-D W&un Lea WoTkoanci programs be run from Vdaw Versana 1.16 a-w 11B of a Detie by John Hodgson Comm Terminal prog»an veraon 1.33, E ne CLI Pajnt-kxedrawng program New ZAP A toxrd-gentra on ruopurpose 5* Dux 5 Anor*'vertan of DrltaL SE-0 WltJ Two U-n $ neS sye w J card nattfirg FrriFlfiDisXSS
• ectorebbnguH ly. V3 3 by John Hoogesx HexCata Hex, octet, 6
deomai calculator. E 0 rn tnet Animators Demo amrratona wti
pay*' prtogran tor Ra-Bow A Mair aude'-Sty* r*nbow generator.
Fctms Various b«j and atemate image don* FridfiitlKtiL44 Aegs Arvmator by John Hodgson MaXola Mardala gruyvci and sound. E tons UweUnecjsicons JWC'* Creates rename scr.pt* tar files wto SMUSRiyers Two SMUS pays, to pay SMUS FF Pe'sMa!
Demo ciarewaru persona lie manager.
MewlFF Hew IFF material from GBM tar long -amea k hey can be oauy m-uiic formatted Mai by Ra&ock Menu bar deck versron 13, E-D samp-ed voce and muse ties "are'ed and un'arc'ed John Hodgson RTCubes Graohicsoemocf30cubes E-D RayTroceP-cs The famous ray-Tacng pores, ARP Preinnary AmgiDOS repooemente Vow A tny ILBM vewer by John Hodgson Whee;
• Wheel of Fcare'-fype game, * AmgaBasc from FFF39, now converted
to FF HAM for breax', ’cd', ‘crnotf, tatfio*.
Wbdixnp JX6Q optimized wcfkbencrt prr» FradFiahOak 59 format tor ‘much’ faster viewing fiten ote‘ and 'n aked'1 toat does not use Dur effort by TM sversqnMG tboftoe MaoGMJEmacs Souce and VewtSM Dspiays normal and HAM ILBM f.«$ Ccnp'er Noffuly ponod to toe Amge. Thsna 6333 0 0 John Hodgtx executed* tremduded, atwei. As scu-co 'or other csmputeri FcidRib DuaJJ compter, t wi produce impte asaerrby FdF;ihDliKi!
Bestaes toe Amiga, Cue CtaeboanJ game anguage outpu but Browser Update to browser program an d *ks 'H L'SiEmti Ua*e Ana For Vreke'. Wh more feal es nMdsatatofworn and 34. S-E A srr 66* Macnj asaem.&te’. v 1.0.3, E-D Revet Mice oneo-s Dc*_.*es See ad sheet Ibdate wto. Soi ce of the W Browser 2 An.atoaf diflete . Browser pogran. E Bilab Stter exdorrigprogram,mC, SE-D Upcae l pdJttea an 0 te'darum newer i«s tom sawdaneet on 36 Cock Cock ptegtem «wto tants, ceor*. E Car. Man Reo acaoert con* * «v » nancjir aocs ancOor osc TarSpft Port of program to ip t Uni 'a.'’ arcr «s Dme Dltan tex! EPtor VI.22
taf prog'ammers. E-D edttng a-ta *5 7 to any top cat on re Whtvefs Searches&c ax for f,ies o'c «n name Uuercade Uf it 5 to encode and decode txna y fles far DopCoto Rj3 a pattern on toe Workbench backdrop uses CON, vO.3, E-0 F:tdFiifiDiii4fi ASCII fsrsrr.itsot. expend,nq them ty 35 £-0 Con to* Reoaoer-entconsai* ro.tr**, m C, S-E-D Asm Sha-ewa-e BSC 13 maoo aseen'ber. ROM pexentPant-likedrwrng progrm DopShadow Ftats Enaccwrs on Workbench, widows E-D Ok Oeciys the tcreen Qt by bl update to KernaJ Manual compait** Fred Rah Dlik 53 FxWB Smilar to Dxdoto. But doesnT work yet d» 66, m Modu s-2
S-E-D CheckModem Execute’tie program detects A-rrators Demo nmaboni wn p'ay*f prog'am for 5-0 Frags Dsplays memory Fagmentatby Istmg presence of modem Aegi* AnmBity mCAD Object-or*nted d'awng program, wsor- toe size of froe rremoty blocks, r C, SE-D Egad Gadget ed.tor from the Programmers ARC'0 Create* rename scr.p's tar files wlh tang 1,22 Much improved Over dSk 56 fconType Change toe type of an con, in C, SEO Network names, so toey can Da eas y "tec’ed and Robobod Demo of animated pointer* on Workbench.
Make teiake' n Mteix C. SE-D Ava Trinsforms a ile from EnglisJi te A ve.
Un’are'ed.
S-E-D ManPrx Mot t?s cxoceste* tar packet aavity, in WyJb A pnary ony copy of Ma tfs a'temate ARP Preimna y AmgaDOS repBoemenS tar Supermart Ger*n! Compoundng amortzaion loan
C. SED rirl.T* t&nry. Ayjior; MaaDfon btesH’. Tad1, tahr od".
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pointer i.ito a cgtai dodgn Pra'Macros Suoset Berke ey ‘ms1
and Inm1 m aero s for matesc'‘ FiKlflitiEiiB
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Var out iharewa* and heeware programs So Sro,v5*s system
structares, from Va: Speak Transforms a I* from English to
Valey carpief. F!wiprod'uc**mp«ftssem9y Btz Memory
res.de'-.iievawe' Vcj ‘ut E-D Trrsacor magezme. VVO,« C, SE-0
Soeata language outout. Put needs a lot o* won.
BtzFoms Manes »itouriut filter. EO Scew Gens'ras 'Naloral Enqj'er’-rype Frpd F*h Dik4T 5o*eacreet Uccste wr source o* toe «¦ HancShaia Term.ra am JtoJ* wto VT52rVTl03 heed net from r Jet Ne. Fri C.SE-0 30-A'm 5m Jason of a roDctc ¦ rn. Very good spreecs-eet on pt* 36 Vtt:2 xpor* E D Spool Three peog'tms ta oemonstate graprcs, teecr.ng tool. »nd jding C eo ’ce TarSpt Port of program to *p-t Urn 'ta-'arch s Med Mxj*Orv*ntextedtor«'s,x 21. £*D miutataskrg and spooling m a prnte'
• tags* Ere Graham Slrnng HAM anmaion of a Uuencooe Utiles to
encooe arc decode p-ay fies tar PrtWGen Generates prrterd-vers.
Verfcon 1,1. So-'ca ooc*r In C, vt2, S€-0 roootpggdr ASCII
tarsm tscr, esptXAj toern £y 35 av*:ab* from autoor. E-D Wc
Coutas word* tie Unx W;’, but filter, in VT-tOO Verson leaf
DaveWebter'i termnal percent Show Sde ow-J ke FF viewer, V2.1.
E-D C -ED emulator, wlh Xmodem and Kermrt I* Fred Fish Disk 54
Uadft Customaabe text editor V20. E-D Fnifli171 transfer
protocols Hanoi Solves Towers of Hanoi Problem in rt Uetatao
Example Ueddseup macros S-E-D Tbs is a disk of gh&rewo'B
program* FredBifaJMlI own Workbench wmoo* by A 0?ar Fftd
FilhElkfil AmgaMxitor Expbras state of toe tyrem, vl.13 Bru
Apha wrson of a hard dklk tte archrrer Soefl Port of a Unx
screen onented, nteraclve ATPatch Patohes Transformerta work
under Arc Staidad lie com pressor andi librarian, Comm Verson
1.30 of ¦ terminal emulator spelmg cnao*'. (Expintcn RAM
requi'ed) ArugaDOS 1.2 S-6 0 v« 23, a port of MS005 vSO. E-0
vrtt phone director** by Pace Wi'iison Fi:Oak Writes z»r»s to
taw bocks on a Back Bo ok Ftoor* book prog'im.
Cth Verson 204 of Mas Dion's Una tatft'-ike Hg A Saeen of lots of bouncy1 Ho d Ik for wur,ty. S-E-D DoTf totibon-amrtr 41a manpulaar program, v20 CLI rep;seaman; indudng windows by Leo Has Ewhac' Schwab Lpafch Patoh tar program* thatador Gra Wlrs Game plsrets, stops and bieckhoes.vl 03 Lattce and Manx C source wen loadrg wttder AmgiDOS 1.2 S-E-D JMS Ater-aB user r.terf*ce to CLI at3 WB. *21.
For PDS orders, Please use form on page 128 Lon* Magn let area wound mouse.
Show* rt m a wndow, vl.O. Lte-Sd 3Dwt-oooI tedas&c »: Jar-
• utomatorgeme. 'A 2.
Logs Logo i angu ago interpreter SeTiey Demo keymap editor, vl.O Vpg Makeidafjaystjralgnig vd« monitors,
vl. O. frri.Fjfi.Zl ArFol U«i48arfoJai«rig tteJoukcwtto
ttiflvmiton. R C. S-E-D Amiga 3asc Uteelaneojt programs
ncAdng 30 pie!
Program, a •.aacoscop*. C-A logo draw-ng program. File eanaarsan uarty strug waron program. S-E-D Blocks Avanaton of Wi’.butwto variable color bocks, E -D Comm Great term rial program. Vl.34, E-0 DtAX Lftirty fc ratal yrg ileayttem.E-O Fpc SmpM image pn ceaingprogri.Ti tut ooerstes on IFF p*c «, wT severs J liar a. meging mages, E-0 tsrMX Makftt tans to'fles, v1.2a.E-D bars New ita rj Nevrftorts Two nwr tents; VmH 10', an electronic cwti elementfort, and IbmP, a PC-fibo tort.
PetCLI An AmgaBASIC CLI she-l program, FY Oera Demo ol the cowneroiai product PonteAYnctotw.vl.Z, fcatescwlon o4 custom wndow* men.*, ax gadgets, pvmg Cor assemby source. E-0 Rot Creates and ammties 3-D oaacts.vC S.E- D TimeSet Sea tme from Workbench. E-D Fred Fah 72 ThaisadskofFF octu-e* Frad Fiah 73 Acd CuS0T »s«s:ng program menus wSt Angi-key shortcut*, Also indudes Vftl*.
Which wats ma a gven window is created Shareware, in C, S-E-D.
AutelconOpen Fobs Wbtntotomdng mouse has OojBle-dc**f cons. To C.S-E-D Do Genex E*ec aevce ntertoce code for opening Ibra-e* ggtsng T.Jttte IO Chame* ts rvrronouicperaiors.et In
C. S-E-D Dssave SoWydsplays Fffie* iaNovB6D* Dodo's program to
C.S-E-D Dtarm Ramble. Reprogrammable seminal pogram vMO, E-D
Expose Re-oranges ivadowsso nr a: tout one pie pi menu bsr
gadgets are etposed. To
C. S-E-D.
Dt Scans a text fte, camera to C-r e printable stongs C.vZO, S-E-D Lmv Tang Mave', program wews series of IFF pets in puck suocesson. Upto IB fps.
Shareware, E-D MouwO*f Mo use ppmerisappearsattor ton seconds of non-use to C, S-E-D PirOjt Eid-rpe? Pf corttol'ing paratei port wto resources mstosd :f re PARoevceto
C. S-E-D FVPaiFort ChidAce font RunBackGraund Snlar to Run Back
on disk 66. Runs program from tw Cll alowng be CLI widow to
dose. In C.S-E-D SnspSirt Screendumpu5tty,ijpci»FF66E-D
TypeAndTeil Ejampeinsalsioevdeh.auerbe'ore hixSon, and too ms
each key as rt it pressed toCendaswrr&'er.S-ED Xptor ft-nt»
in o about system lists, in flssenbier.S-E-D frri Firt.Bli1.Z3
Oed Edits and recalls dl commends, v 1.3, E-0 Control
toterceos graphic pr.rrterdump calls a-to accesttos color rap.
Wdrtand scree- reeoiulon. C.S-E-D Dn Smp4 WYSfWYG toot edtor
far programmers.vl.25 Update o!FF 59.E D OooShadow Workbench
oropsbadows, v20.
Update to dsk 59. E-D Funds AmgaBASIC program tracks mutual or stock p-D Le» Text vewng program, like Unix ’more*, vt.I. uocate r cSsx 34. S-EO Ma*e-aka Scan iC source f-es and consrjctt a vanlla VnakelH'in 94 currertorectory S-6-0 mCAD Ooect-orentod drawrg prog. Vl2A update to FF 59 Sharawara, E-D Random Simple »arvtom numbergeneratorinC. S- E-0 Tdetrug latoitorsdevces by nterc&pcng Exec SenJCO end DoIO(J vectors n C.vVC, S-E-D Ltora Corwts measurements m dftoram unt* incLdos ‘chart* opSon. In C. S-E-D Xcopty RepiQCOTion! For Am gaDOS 'cop , doesn't change too date, uses Una wkfcards. E-0
Frri Firi Diiii 75 Be«r Peywri Beze'cuvespdinaand granularty, Sf-0 Bspmes Ptywbb pfnes, asaosve, S-E-0 Comm C soutoe tor Comm termmel program vl.3i. S-E-D Copy Replacement ‘cop command vl.O, preserves date, mC.S-E-D Dff Smpie ’dtTinC. S-E-D DuU2 Another Difti n Uodul-2. V!5. S€-0 E«M Fast *dr‘ program n C. S-E-D Fd Faster‘eiejs’nC, S-E-D Ha-C Co by Sends etar.«b|)t of a CLI season to live. n
C. SE-0 MouseOh UpdXto todsk 73. Tumief nous* oo.mer. S-E-0
SeFont Changes be tort m a Workbench saeen.
VZO. S-E-D SpeecDr Anotner last ‘dr j n assembler, S-E-0 frrtflrtpFk 761.77 Tiew are disks 1 ax 2 of Cnna Gra t Draco dstibutoi t«v heAmga Deco it a comped, structured language (emrftwent of bob C and PucaL At -te'face to A“gaOOS and bajton a suopsed Besu-atagetbcbosKTEtx 77.
Frri fijh P*ik 71 Cydea Cyde game like Tfon', vl.O. E-D ECMS Expems Ony Mer cere Sm jlator game. E-D MaidelVroom Maxelbrotgerwatoi' wbe-h.anced pe ers conTtfs. Fiieo'foatng port, presets, vl .50, in Mam C. S-E-D FtMFINiDjt?)
AxmTooii CLItoas - auemper ecto. Load;, m jiiac.
Set ace. Why, S-E-D Assg-Ctev Gveoevce* rnuftpe n«iea m C, S-E-D AitHander Exar.peo!adesh*X4f ba; slows use of a CLI va be ser ai port, ht'udes source.
Aubor: Steve Dew Cmd Red'ectspr ntofouttoutbaS*, «nQ S-E-D bto At gaDOS ‘irto’ raoacenem. R C and assemper.S-ED KH Rem,oi4i a’Ji* ax rts raso cek. M C. S-E-0 M2£rfar Dspayierron from TDI Modula-2comp*e* S-E-0 MonProc Update to process packet program from Oik 69,inC, SEO Mourted Program *y toxtng if ¦ drve i present in a scrp: b C. S-E-0 Nro Amjtner o1f'-K etoxtto-iaaer. R C.S-E-D Pa'Tasx Fries pa-ert task, n C, S-E-D CX eryAiy For senpts, tRi a q jetton, accepts Y N, gves rebmcode In aiserbier.SED ScnSuer Resets proterarcBs settrgs for screen im, in
C. S-E-D SharedUo Exampteofashe'eol brgxy. RnC and
• sserr.bter, S-ED Task Smple DaatoTasi l ex r.p4 r C, S-E-0 LM
UrvxWXowsdtertvrC.klC.S-ED Who Lists toxks oi reedy and wert
queues, in C, S-E-0 Fred RahDlikBO (see Fred Fsh 90) Fred Fith
80 has been wtidrewn due to copygfii probtomi.
F rri Rah frik H Asm 68k V1.1.0 of ¦ macro twemOfer A toFacc SvinU reFACCwXawaXmoyeartto re back Brusnes 53cjsan Ffdrutfi«ofeiecroiicsymbo!i OecklFF Checks Ktudire of an FF fa OedVt .4 updau to osk 74 of a smptecommix ine editor Cdnman Replacesconsolo hanater to sod ed'O'ig aid hjst 7 to many program* Fort* M seel mexi hrx ton VSCtrfTtofconprogranTTvnglarg-age KeyLocx Freezes 74 keyword ard mouse urs* pass wo'dertefad ScotDipoy hackcreateo torn‘teg* SmuBl Smushesan Fffiie.
Ta-get Each, moose d kc becomes a gunshot frri.Flri.Diim AdvertureA port of toe ciOJtoC Ctowtner and Woods Advert e game AncTem V5.50 ol a BiecoT.muncaiompreg'tm.wto sc-Dts, reda, oeeox av-aiced B4 requestor D2DDano Demo verwn of0sk-20ok from Cenral Coast Software DX-SynTi Vaiaefiier jprog-am for Yamaha DX sews syntoesaers. Update to disk 58 Ds»Moi V1.0 of anotoer DrtJti prograr bo "3 Uscefmeojuew ons PaH Unrvtersor M£H path perto. V11 Rocxet Arctoer Vtorkbentfi heck, pays Lunar Larxto- Sand Game of sand* foTcwng pj po rnor frtd fufi DilK 13 Th sdikcantifisademo verson of TeX from Nsquawl fe
is limited to sma! Stea and toe prwa«r c*n onrydsp'ay ten pegestv '-ess, and only b simal nLrmoer of torts ate prov-dea frrifrriJJiiiM AuCJoToolsProgram.ifram Roo Reoi's Jjyf August Am ga World arlcto B toP B.ttoreiper rentatonprog-am. V12.
Update to disk 69 Ed Smple editor, similar to Unx ‘od‘. Based on toe eotor in So*wa o Tooi.
Grav tyWa's Game of p'anets. Tf' ps and aact ho4k v1.C4, update to d » 73 HwrxPad AcdS ega' paddng to executaPes tor Xmodem birsT'ss-ri.
PpeHand'er An Amg*OOSppeoevc«4n huippof3 named ppet and tape. VI 2 PopCLI V3 Oof a hot-key to irvoke a CLI widow, wtn screen banker, update to disk 40 Requwte' Update to flu 34 o' t fla requester urm'er to Dpirt Sco wce V33.1 qfe'mxrt'aelB McroForge SCSI or.ver. Viacom A-orterScrwabhac makes TV- i« sate on screen EamtMM Csh V2.06 of Dion's ‘cirt'-l'keshell FiieReq Source to wKJctedf 4 req jester rtfle H4« expanton memory from pragftms biogeTocs Srareworetcoiston-aipufoSanFF-magei LcwMem SernrS-atedbreryaadiniwrmer.o Btoasons Rotfi A Stir plotlng prog an Wto source.
RswD Example of aettngrew mode on standard mp-".
Rochet Uni7 Lanoe- to' Workoeno. Wto txree Vujte Ynore,- 'ketex*.vewngu1,i7. vtJJwtl source.
Views Smple Unx news reeder.
Frri.flriDHA.tt AutoPon'Aita-selecfswndow un&w toe mouae pointer, wto
• erwfltaver.
OckToFfonj Do te-dous n wmoow ty.ngi -ta f-on; v1.1, S-E-0 Cmd V3.0 of a tool to red tec! Pr;ntef outputto a (* FiellSG-Demo Demo of Softwood F;!e llsg, a dateoase manager wto sound and graoftct Fred Flih D»«k K1 AdvSys Adverrt e system Yon Byte May 1987, vtiE-D ArtatonOpen Foo's Wo-kbendi to opend*k cori, V12 upditotodi*73. S-E-D Oaz Cowerts FF t4s a PostSc pt. V2 0, S€-0 Commod: leiMacvaz'l Commodbes Exchange, an exec ibra to manage toe nputhtndler. V0.4 Drt Update to Osk 75 of Urn-Mw ¦oir. S-E-0 Ore Vli7 ofONon's text eutor. Updffletodsk 74 .E-D DopShadow V2 0 of prog'am. Tiat puts shadows
on Workflencn, S-E-D E d Scared ibrt exvnpe m Manx C. D-Hander Art Amiga DOS oevce hanater not generitM in jue ident fete. VVO. S-E-D heal Atemite An-jgaOOS'inata'I’program a S-E-0 MemWaich Wsts lor low memo taahmg. V2.0, S-E-D MovePw-rter Moves pcin»r» gven locatoa S-E-D MoveWndow Move wnoow to gven bcatan, S-E-D MunchingSq Munching Sdu-ares heck, S-E-D PaTest Exanp4 5howste«lto see fftjijj PAL, machine. S-E-D Sc Generate* random acerwry, S-E O Te*4695 Teik695 printer drver WBOuaPF Example o4 duai payf4d icreen update to dsk41, S-E-D WroText Fast text renoer-ng rwtnes.S O Yaff rEumpte FF
reader, S-E-D Zoo A 9e arcrvBf 9b ‘aac', vl 42A E-D frriFiriPik M (see Fred F*h 89) Fred Fiih D» 38 has been removed due to copyright prooems Fred FlthDuk 19 (tepacssFred F*n60) DrMaster Dw catalogue prog*am, Vl.Oo, E-D Fund ey Shareware function key edtor, Vt.OI.E-D MFF-Oemo Demo of M roF heF(er database program ScreenSnft Acjjtt screen poeton like Prakerencs*.
S -0 Snake Bcuncng sqjggly Ires ctemo. S-E-0 AltaEigurer kreen ccnraption roouester improvement SE-D OemoLrtion Dso4y HackSE-D frriflriPlliW (’ep-aces Fred Fah 83} AmGixer Ngn: sky v-ewer of 1573 rars, aetda®.
Tme, cay. E-0 CerdPte Am.gaBasc cord 54 itocy teti E-D Carman Conso'e hander mptaotmentgvexhrte eaong and history a mast progs;, vO.90JE-O ManoeiVraom Sgrtupdatetodok 78 Mandelbrot progfam, E-D NewDemos Replacements for lues and boxes demos toat take 4ss CPU ime. E-D Ore 13 GametYOTte io, E-0 RfiTed Doey* text teswrn gadgets, speecn. FF Ou«y. Vt 2. E D PrOrvGen A tomiW pen»r driver generator. V2.20, E-0 RanBench Cjc4s colors of Wortbencn Deckdrop or text E-D ShorCut Monies Snge-sey sho't-ts tor enter.ng commonly typed Cl loo mm and*, oswei ax custom mecroa E-0 ShowPr.nf Dw'ays and pms FF pcves
of a ties.
And conwit pnniar ouqaut otye*. V2.0 E-D Sillers Grapr.cs demos, vl.7.0. EO Timer Sral Workbench tmer aounts tme and S miroB, E-D Tool* bovabonlcs tools: a mema editor, memorydiMssemWer, ASClfchaT and ca'cxato'. E Frad Fiah Oik 1 Aaert e Dafnton Lan u e (ADL) a overset of n oce' language ca!« DDLoy kicraai Uroan. Cn- i Kosurxk.
Mcnae1 S* n. Bruce A3 e*. Aid Warren Ueji. ADL enhancements by Roa Cumrff. Included are sources to tie ADL compler. Rterprrter, and debugger. Granes combined by Rots wto Lltooe 3.03. Cuerviornmert orJy Documentaton s avaiabte tom fie autho't Fred Fiah Dak 92 As£5C2 portatoe 6502 tsaemoter. Indudog C source, by J. Vn Orrtom; Amiga port by Joel Swank Bwr* Texlprocessor uDdete from FF65 hsorod by UNIX ewk BwA sevchea l« br pattern. Perform» ictons based tr patter t By Bob Brodt, Am ga pert Johan Ws»- HLTnPed uodsteofFFBk verson, by J.hlaniton, pacsan obectStea imu-ftpiecf 128 bytes fcr better
xnodam bant*er. S E Less Ike Urn ‘more*, better, verson 1.2 Lodate olFF74. Scro!is BeckarxJf orward. S E by Mark Nuoeimri. Ar-ga port byBooLtevon NJ' Lbr*ry3iatmpemente?te4BSDuha dr access rxrtnes by MweMeyer. S Parse Rec sve descent express*n parce*.
Compute*, and pnnt* expressona uic jdes ta'soandertal tonclon support c Source mduOed.
ByJshrtOi»n Snar Two progr ams to panend unpack sne* arenves (traditonai Usenet bund! Mg ol muhCpie text files for poisng o electoic mail), Indudes C source, by Faooan G.Outoe SmallLb Bt-essnaw Amgai b,ec 4cari*rtl Ony ory by Bryce Nesbt: Uuancodo Encod*‘oecodebnaryflestoremAIer texterty meeiods Update oIFF53, ¦ndudes cftecksum tecripue, conpelbe wto older versicins, plus trorspa'antto Oder verson* options.
By Mark Horton, modified by A an Roienha and Bryoe Ne*t tt Fred Fiah Dftei n Dne Verson 127 WYSIWYG proyammr edtor, Not awydprooesio'. Hduoes key mippng. Test »ol ng. Ssehi.ne ntncs, mu:tp4 widow* atxlryto iconify wmdows. Update of FFB7,1 ndudes®urcecooe. ByMattDHon UcroEmecs Verson3&. Upcateto F6f rouoes souroe. Dave Conroy rrutpa
- 00*3ton* by Dir« Lawence Frad Rlh Dak 94 AudeToali Dems
progte-TsYom Rob Pock's July August 55ue of AmgaWord on
accessng me audio oevce. Version 2.
Update of FF&4. Kndudes sgjree, by RooPeck CkrkUpFrort Sjmli'iflftmcianto CdkToFron: proyam f FIBS), bffg widows to toe front by c*c*ng on any pan of toem.
Vl.O, byDevoeCervpneSt HeosMoute Autyrnxaty actvTteawndowsrnpy by moving toe mot» pointer into toe window. V 1.0. Inckjdes sou roe. By Qevde Cervoie FF2Ps Conuenary IFFftea porscrptfor pnniig o' v*wng on a posaenpt comoatbe oevce. Version 1.2, by Witiam Mason and San Poc1000 E MaouaTooi Various Modua 2 progrinm.ng routines, by Jerry Mack Terran3d RaBido-randcm 3d reef scenery gtc.entoi. upooie of 'ac', FF87, by Chns Gay, 3d by Howard Hull Frad Rah Oak W Cmd redroctotoeser al devfle orpaiiiel.
Oevce outsut to 1 Se. Uset 1 for captnng pint jab* to ceougg-ig or 'ofkLne*pr:ntng.V4 8y C Scteppner 5E CygusEdtemo Demo of CjgnusSoft1* CygnusEd editor, a mUbpieNe, milSple leave editor, tin rcudes demo 3.0 of MondFXP by CygnusSoft Software E Gonf ‘GetOuta My Face* makes toe Gju go 1 rw y anc al ows toe user to deen u p and tftufrJom morecteanfy. V 1,0, tff Chnrlan John sen E Journal recrCs secuence of mouse and keyboard everts, stores toem in 154 for futuro playback. Good tor demos or documilertng bug* E. by D Ce'von UergeMan i3enco merpng of MemLst e-res cf seouert*Ycorfgured ram board*
W4n biccesstos i ows ilocatng a aectoi of mem07 » wun tpansbcto boaro* V 2. Update of FF56 by Carols Scnepprer SE Pr.nterSteeter Asmiar to ’Cmd'. Aiowsdverson of ouqwl Oestned ter prn»r t» q fle.
Beery orty. So, roe ava'abe 5om autoor* by Aex Livshits and J-M Fo'gees Record Fmpay s rmia' to ‘Jouma', records ard plays back mouse and kerycord evert* bma7 orvy. Souroe avalabe Yam author* Aex Lvthits and J-M Fo’geas Fred Fish Ol*k BC AmmPlayer Anmaton reader and d »4yer by tfte con Qned ifors 3! Vdec scape, Sc.p50. Sver. Forma-to-Fig h* trd Anmator Apptebcety Mann Hashaai.
Cnesa Usenet potted Amga part, nan-Amiga interface. Hgi payabli V 1.0, Si by
J. Stanba&c. An ga port by B Levan Hackoendi provoes source to'
WoinBenchlika program, torexpenmentatan and vaidabor of new
interface dee* Not 1 WberxtoropisceTiert t BuKrne ey Labe Pant
acos wto roTaytett V 1.3, SE an «se from autoy. M Hr sen
LineDrswer Produces i'neo'awi gs based on drawing commands
stored m a text Ht.
Hdudes demo toat draws an ourtm map at toe USA and state bydera V5C.SE. byJahnOaen PopUpMenu Exa-npwcode 'mpiemrrtng pep p menus, reasonably corn pal bte wto huilan me-to*SE. IvOorekZann TeW695 Twronx 4 54616 prner ry’tc*. SE.
By PnrpSaJj frrefiflm Fast and Chip ram test program. E by Bruce Taka'-'ash WarpToxl Fasttotrende'ingiou5rte* toOaimW erto apptoon prcgrams.Textdte .,ey ‘as tost or taster toan tel tz* Vrwn Z8 update of FFB7. S by B« Kely Amaze Me Please use this order form when subscribing to Amazing Computing™, ordering Back issues, or ordering Amiga™ Public Domain Software Fred FI oh Di ik 7 Re paces FF57 for Ccpfwhte probem.s Cu*AnQPi«r ImpfWMfllMni Of Una cut andpes* cornninCi by John Wood Grapr.h Progran to plat ample Lncsons in 2 or Sdnnsnfcors by Flynn Rahman Jugge* VI2 Of robot juggle* •nmitorv Uses
HW mode and fly taong, by End Graham Moo-wfieade' Shareware prog-am tj road »it Le* me vew SFF ft'e* u irg only he maun, by Wt an Betz &of« Program to demenaflilicurve fntng and re'xwnrg fccfrvcjuei tjyHsene(U»*! Tar in Shm snpiegrapncsder.s.approxrraiey smufaieshamatonottiw rtaraetng pero j'jt.i heuoos So jo& by Chr-s Ed ss Fred Flih Dirt SB Access f$ «'er»T,.ra progrn based on Comm V1,3A hckdejUacrawnoow.cLCom gac99-5.ee O'1 zed r oov eX V, BetaC IB by Kern Young ,conm by O J JaTes. £ Bai*up WrnesA-ngaDot outline oack a destnam recover fl« Yarn he backup ctst. Retj -es manual mesons on bisk
aructur . By Alan Kart SE DCCerno DanCat 2.3, a csx catalog program, ders im 'ec to caa'aging i K lies at a we.
By Ed Afyd. UcroAce Softer HdCkver WD-fKE-CSnrddBicanttierc'ver Card capa&tcf mirtaiPing 3 nanJ d.»s anc 41003*15, ha drv» « capo99 of only ooa hard cat by A an KantSED Qbase Quc Base, a ‘Ma'Base Management yttrry*.deftno and maintain a masmuffi of 2CS recrcs pe' Ye. By Kwtn Ham* E Th» Tha languagepjizsrogram.SoeMo'type ar-gf-S'TT na- se' rces from tutped tie.
A: an Kart SE Fred Fah Diak IS A-Rondo* Vervon 3* Rjy. Tramg Constructs So! Tor the Am-ga Compuar by Bnan Reec ED Fred Flah Diak 100 Berserk Must see animator, from Sept87FAUG mwtng. Lee Schwab Conman Ccnsoe rantfe- rapiHemam. P-’svdes Ire edrng and cam and toe h stores nrsparont to ry apo cator program the!
Uses CON: wnoows Srerowaro VI.0 by Wi-am Hiwea E. WBLanoer Wo-nbenei P spay met game, upgrade of 'Rocket1 on FF&5, now wth sound effect!
By Refer da &lva. E H Cue; ar & a- e gener afar far VdesScapo 3D Genesis? A dockwie croUar polygon wji r» spoofed njnbof of «rpbes. Vt.Cty T ad Foryin $ E Charge W or liberal Icons wh FF-srjsh ffot by Stefan bndahf E Standalone spot ng checker scans e*t ties anc reports orro'* 1000 common word let
43. CC Owoti mamdicsoneryioshriJSple user (Set entry aypport
Interfaces «ih JacroBAACS 3.9 wh an o-ks macro r s»p hrOugh
he souroo ftie, taping at susoect woTOs and aiawng re -user
to option. Vt.C by Da-no1 Lawronce, S£D md Ifarary and uHty
so*, bysjdes bid morvtey, rowing jtlrly, mtut vllity, and
more by & l Bfl'tofl SED Postsa pt hterpder rondo and prerews
pocscnpt 1 lea on re screen by Grog Leo S(£Siy Three C
startup4’- repeceTierts for sanc»o Ar&5jp.bc and
Lstartpoo;.
Optons indude (1) Bo?iStarbp.obj, for tne WorkBoncn programa Of CLI prog'aTiswbt or *wnoutcommand I no parameBra (2) WBSatjp ebj. Hr WorxEtenth prog-arr s or CLI progrnm* that hk, jro no command kn« pe'amote't (OJCLtSta-tup obi’orCLI progrars hat req - o com-ranc ine peramoBro butco no*. R*« a oe W?r*Bercn r -nablo. By 6700 Nesbtt SE Name_ Street.
City_ ,ZiP.
St. Amount Enclosed Renewal Please circle the appropriate item: New Subscription Please start my subscription to Amazing Computing™ with the next available issue or renew my current subscription. 1 have enclosed $ 24.00 for 12 issues in the U.S. ($ 30.00 Canada and Mexico, $ 35.00 overseas). All funds must be in U.S. Currency on a U.S. Bank Back Issues: $ 4.00 each foreign orders add $ 1.00 each for Postage and Handling) Please circle your Back issue choices below: V0I1.1 Volt.2 V011.3 von.4 V011.5 Voii.e voii.7 von.8 V011.9 Vol2.1 Vol2.2 V0I2.3 V0I2.4 V012.5 V0I2.6 V0I2.7 V0I2.8 V0I2.9 Vol2.10
Fred FlihDiikIM Public Domain Software: $ 6.00 each lor subscribers (yes, even the new ones!)
$ 7.00 each lor non subscribers Maospa; Please circle your Public Domain Software choices below: Amicus: Frod Frii Diak 102 Dbug Macnno nooperoent maco sasec C oeougg ng pockcgo. Update of FF41.
By Fred F«h pro hi ng »jppor!
By Brayak Bnorjoe SE Heavy doty seat pottern ritth.ng sifl.
• ncloos aT9 r*kr Brt ropacomem capobl v By Pob Ccodevo ftec3»Bf
'Os! Or Ca-1 aged data from loppy or hard ds s ar ripar a
camagoc voluro.
Oy DswdJoner E Smart input! No mB'preter wn wncow for fiileritirig. Upgrade ofFFSO byPmo Goooovo. E Use «ro*s s cal up sc'P5 containing CLI commanct V2.0 upgrado of FF3i.
By Psfe Goadove E A1 A2 A3 A4 A5 A6 A7 A8 A9 A10 All All A12 A13 A14 A15 A16 A17 A18 A19 A20 A21 A22 Fred FF1 Fish: FF2 FF3 FF4 FF5 FF6 FF7 FF8 FF9 FF10 FF11 FF12 FF13 FF14 FF15 FF16 FF17 FF18 FF19 FF20 FF21 FF22 FF23 FF24 FF25 FF26 FF27 FF28 FF29 FF30 FF31 FF32 FF33 FF34 FF35 FF36 FF37 FF38 FF39 FF40 FF41 FF42 FF43 FF44 FF45 FF46 FF47 FF48 FF4 9 FF50 FF51 FF52 FF53 FF54 FF55 FF56 FfNA FF58 FF59 FF60 FF61 FF62 FFG3 FF64 FF65 FF66 FF67 FF68 FF69 FF70 FF71 FF72 FF73 FF74 FF75 FF76 FF77 FF78 FF79 F’FNA FF81 FF82 FF83 FF84 FF85 FF86 FF87 FFNA FF89 FF90 FF91 FF92 FF93 FF94 FF95 FF96 FF97 FF98 FF99
FF100 FF101 FF102 (NA denotes disks removed from the collection) Please complete this form and mail with check or money order to: To Be Cortnueo.... lo flodjjigi To ho beat 0! 01 knoirtedge, he materia,* Jnths Ibrary are heeiydisPLjutabe. The means hey we roe the* pubkfy posted and paced n he Pubic Doman by her Aufor, or ney have foaT oon« pubvahed in hevfiBs to trfnen we have adhered, i* yay become awaro of any vftascn o' he author's wanes.
Posh contact us by mai- PiM Publications, Inc.
P. O.Box 869 Fall River, MA 02722 Please allow 4 to 6 weeks for
delivery tlttV'vttWUt ||MMb ROME WASN’T BUILT IN A DAY, UNTIL
NOW... Create your own universe with SCULPT 3-DrM SCULPT 3-D
brings the power of 3 dimensional solid modeling and ray
tracing to the Amiga. Imagine an image: choose a color, a
shape, a texture. Spin it rotate it extrude it into the third
dimension. Pick a camera lens, set your lights, and let SCULPT
3- D create a three dimensional picture complete with shadows,
reflections, and smooth shading. All in 4096 colors with true
edge to edge overscan video. Easifvf Ay tornaticaSlyf Change
your mind? Change the colors, textures, camera or lights in
seconds and create a new image. The only limits are the
boundaries of your imagination.
"I haven't had this much fun with a program since Deluxe Paint !i." John Foust of Amazing Computing, "Performance previously only available on mini and mainframe computers." Info Magazine.
Now animate your universe with ANIMATE 3-D„ Enter the fourth dimension, time. Choreograph the free flowing and simultaneous movement of objects, lights and camera through space and time. Details of object rotation, camera movements, timing and action are controlled in an easy to use graphical interface or through a simple scripr language.
Individual objects can be linked to orchestrate complex hier- archial movements thal simulate live action. Quick check wireframe playback preview's your final pioducnon: storable as a compressed animation file payable from RAM. Or recorded on videotape. Additional output options include single frame VCR control or image rendering to a frame buffer card. Animations can incorporate either solid modeling or ray tracing. ANIMATE 3-D is quite simply the most powerfuf and easy to use animation program available for the Amiga.
Expand your universe with the BYTE BOXTM Your Amiga 500 deserves the best you can give it. More memory for more powerful applications, faster performance, better graphics, and RAM disk storage. It deserves a memory expansion system that ters you add additional memory as you need it. In easy to install and easy to afford increments. The included memory verify software provides a visual check whenever you add additional RAM. The BYTE BOX is available in a variety of configurations from OMBytes to 2MBytes of RAM.
* Fully tested and ready to use
* Easy to install
* Fully Auto-Configure
* Fast memory that's ruly fast
* Has its own power supply
* Zero wait state design
* Low-profile case
* Memory check software e BYTE bu cotniaAiio.
Aboretum Plaza II 9442 Capital of Texas Highway North Suite 150 Austin, TX 78759 (512) 343-4357 SCULPT 3-0, ANIMATE 3 D, and BYTE BOX are trademarks ot Byte by Byte Corporation.
Amiga is e trademark of Commodcre-Amiga, Inc. Deluxe Paint II is a trademark of Electronic Arts.

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