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 the Amiga? PK: Yes. After returning from Wisconsin, I was getting real "antsy." I was about to buy a Macintosh because I was saying, "I'm getting into business for myself. I hate working for other people. I'm going to start writing software. I can do this just as well as anybody else." Then I got a call from a friend (Rick Sperenbauer who later designed the Ameristar Ethernet board) who said, "Did you ever hear about an Amiga?" So I started getting magazines and became the enemy of everybody I knew for a few weeks because every time I saw somebody with a magazine that had something to do with the Amiga, I would make it disappear. needed the information. I was frenzied. I got my Amiga in October 1985 on the first day they were available. I drove from New Jersey to the Eastern tip of Long Island and paid full list price (and to find out there was another store selling them the same day not more than 2 miles from my house). I got half a meg of RAM, one disk drive, but I had to use my TV, instead of a monitor. I had to sit with the whole Amiga in my lap because my TV was one of these big jobs and I had no desk at home. All we had was Boing, Kaleidoscope, and Robocity to watch. You would be surprised [for) how many hours we were happy watching those. At that time, I was always on Usenet as a Unix hacker, and, at that time, I put out the first public domain program for the Amiga on a major public network. This was the first program I wrote for the Amiga.

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• True Color: just as it comes from your video source: camera,
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To order call toll-free anytime: Nationwide: 800-452-4445, ext. 1156 California: 800-626-9541, ext. 1156 For more information, contact: A-Squared Distributions Inc. 6114 La Salle Avenue, Suite 326 Oakland, California 94611 415-339-0339 Volume 3, Number 3 CONTENTS Amazing Features Take Five! By Sieve Hull 8 Blast your frustrations in these five new Amiga games.
Desktop Video, Part IV by Larry While 31 Put all the pieces together the desktop video commercial.
The Hidden Power of CLI Batch File Processing by Joe Rothman 35 Make your Amiga easier to use with CLI Batch files.
A Conference with Eric Craham edited by John Foust 38 The mastermind behind Sculpt 3D and Animate 3D.
Perry Kivolowitz Interview by Ed Bercovitz 41 j Amiga insights from a major developer and personality.
Jean "Moebius" Giraud Interview by Edward L. Fadigan 55 Avant-garde art comes to the Amiga in dazzling form.
PAL Help by Perry Kivolowitz 58 All the help you need for A1000 expansion reliability, Boolean Function Minimization by Stephen M, Hart A useful digital design tool in AmigaBASIC.
60 Amiga Serial Port and Midi Compatibility for Your A2000!
By Lynn Ritter and Gary Rentz 68 Add an AlOOO-style serial port to your A20OO!
Electric Network Solutions the Matrix Way by Robert Ellis 70 Engineers! Practical routines for using matrix algebra.
In Tire Public Domain by C.W. Flatte 97 Hot flashes and highlights from the latest Fred Fish disks.
Tire A.M.U.G. BBS List compiled by Joe Rothman, Chet Solace, and Dorothy Dean 100 514 BBS phone numbers in the U.S. and Canada.
V, Amazing Reviews FACC II by Graham Kinsey 16 Put a firecracker under your floppy drives.
Uninvited by Kenneth E. Schaefer 20 When was the last time a game scared you to death?
Flow by Pamela Rothman 25 Turn your brainstorms into mental works of art.
Benchmark Modula-2 Compiler by Richie Bielak 81 Program development that beats Pascal to the punch.
R Amazing Columns Bug Bytes by John Steiner 29 Stay abreast of today's bugs and tomorrow's upgrades.
Modula-2 Programming by Steve Faiwiszewski 50 The gameport device and simple sprites in action.
AmigaNotes by Richard Rae 63 A1000! Create a software-switchablo output filter.
Roomers by The Bandito 87 Inside AmiExpo ... Kickstart 1.4 ... Commodores 'R' Us? J r Amazing Departments Amazing Mail Index of Advertisers Public Domain Software Catalog 35mm SLIDES FROM YOUR ARTWORK* Available Now!
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Richard Rae John Foust Julie Landry Michael Croeden Intelligent Function Keys make our programs extremely user friendly, provide maximum screen area, always display all relevant commands, avoids excessive cursor movemeni and screen flashing between menu & drawing, guides user through operation, minimizes training time, ORDER OR CALL FOR DETAILS 1808 W. Southgate Ave., Fullerton, CA 92633 Tel: (714) 447-8792 Telex: 5106016526 PROLIFIC CALIF Western Union Easy Link Mail Box 62935949 PRODUCTION Art Director: Keith Conforti Illustrator: Brian Fox Production Manager: Mark Thibault Associate Prod.
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Inc. dealer inquiry INVITED j • 71 yf *7 Special: All letters
with special tips and suggestions which appear with a start*)
will receive a coupon for five jTI ifltiXilllfy lVJ.LllLt free
PD5 disks as a special thank you. If you have a speda] tip,
please send your idea today.
Dear Amazing Computing, * I have an Amiga 500 and an Okimate 20 color printer with an Amiga 1000 Plug 'n Print module. I have found that this cable will not work in the A500. Here is a cable that works fine for me; [data Amiga 500 call or jhenol 36 DB 25 function I 1 strobe 2 2 DO (LSB) [DATA] 3 3 D1 4 4 D2 3 5 D3 6 6 D4 7 7 D5 8 8 D6 9 9 D7 10 10 acknowledge 11 11 busy 12 12 paper out 13 13 select 14 17 ground 31 14 +5 ( I PRIME) Perhaps this simple cable will save someone a lot of frustration.
Thank you, Cary B. Lee New York Thank you for the tip, Dear Amazing Computing, * After receiving your latest issue V3.1, I typed in the "BSpread" program, and made some considerable improvements to it.
1 added a "raise to the power of" operation in addition to the basic '+-* " operations.
I improved the YcsNo routine, so it would recognize Keyboard input of "Y N" for Yes or No, as well as clicking on the appropriate gadget.
[ let the arrow keys control Cell Selection, as well as keeping the ability to select a cell with the mouse pointer.
And finally, I increased the number of menu items with keyboard alternates.
Speaking of which, an undocumented feature of Galley's program is, when in the Cell Selection Mode, typing a "S" will select "Zero Cell" - Menu Item.
Unfortunately, with my extra routines, and only 512K memory, I had to delete the "Remove Row" command.
Also, I have a subroutine to read the initial Color Register values, so that the program will know what to reset the palette values to on exit. But again, ! Have insufficient memory for those routines.
Sincerely, Jonas S. Green Massachusetts Thank you for extending this program as we hoped all our readers will. Programs are published in AC as starting points, not completed projects. Each suggestion is presented to spur the reader on to a better understanding of the Amiga. By extending a published program and letting us know, you have paid AC and Mr. Catley a very high honor. If you send a disk with these refinements, we will add the code to a future Public Domain Disk and send you a copy as a further thank you.
Dear Amazing Computing, * How careless of you to overlook the expiration of my subscription! In an age where I am accustomed to getting "hurry, renew now" notices from lesser publications before the current subscription check has even cleared the bank, it's refreshing not to be bombarded with junk mail for months before the event. If some of these publications put half as much effort into editorial content as they do on promoting subscriptions, I might be inclined to resubscribe. On the other hand, 1 think AC is doing a great job of supporting the Amiga community, and I happily enclose my
check for another year.
Unlike the glossier Amiga specific publications, I think AC has grown with the Amiga and its user base, and I'd like to encourage you to continue to do so. We're not all beginners at this anymore, and though articles to help the new user are certainly useful, you can only run so many 'tips' on how to update your startup sequence.
I enjoy your more technical articles and programming tutorials and examples. I'd like to see more hardware projects, and would especially like to suggest a follow up article to your original 5 1 4" drive interface project. Although that circuit was fine for Transformer, it lacks the ID logic circuitry required to get it to operate as a half-size Amiga disk under 1.2, or to be recognized by the kernel to run PCUtils. I'd also like to see more articles on programming the Amiga in assembler, with examples of code that goes beyond the "hello world" type of example. Explanations of how to find
various system control blocks, how various Exec calls work, etc., would be interesting to a lot of people who have worked with low- level code on simpler machines and find the Amiga's environment a bit big and confusing.
I especially appreciate the new Bug Bytes column--it's often difficult to get this sort of information. I've enclosed a submission that might help another user avoid wasting a lot of time or a long distance phone call. Please continue this column and add as much of this type of information as you can get. It's a great service to the users of the software and a great way to judge responsiveness of different software publishers to the needs of their users before committing money to buying a product from them. By publishing this sort of column, you expose the purveyors of sloppy code and reward
those who are willing to correct the inevitable bugs that do get through.
Once again, thanks for putting out the best Amiga magazine on the market.
Amazing Dealers The following are Amazing Dealers, dedicated to supporting the Commodore-Amiga™.
They carry Amazing Computing™, your resource for information on the Amiga™.
If you are not an Amazing Dealer, but would like to become one, contact: PiM Publications, Inc.
P. O.Box 869 Fall River, MA. 02722 1-617-678-4200 PwtOrW C VpUteT
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Amazing Computing™ is also available in most B. Dalton
Booksellers, B. Dalton Software Stores, Crown Books, and
Software Etc. locations.
Please continue to devote your first efforts to quality content and leave the color glossies at the bottom of your priority list. I'm very pleased with the magazine and I feel you have been a great to the Amiga community and to the success of the Amiga.
Re: "Unable to load Instrument from Disk" message from Aegis SONIX.
A common problem encountered by users of Aegis SONIX (2.0) is an error message "unable to load Instrument from Disk" that occurs when trying to load an individual instrument from the directory list or when trying to load a score that requires instruments that appear in the current Instruments directory. The problem becomes especially apparent if you try to run SONIX on a single-drive system.
The underlying problem is that each of the 3 types of instruments has a corresponding ".tech" file containing code, presumably to handle that type of instrument. Since SONIX disables disk requestors, if you attempt to load a type of instrument that has not been loaded before while the program disk is not available, you get an error message without clear explanation of what the problem is, or an opportunity ta swap in the program disk.
To circumvent this problem, keep at least one instrument of each type on the program disk, and load one of each at the beginning of your SONIX session. Once you have done this, the files arc loaded and are available for additional instruments of the same type.
Other than this problem, I've had no trouble at all running SONIX with a single drive, though it is documented io require two drives.
Sincerely, Scott S. Denham Texas Thank you for the high praise and the good ideas. AC is always open to suggestions for improvement and your enclosed suggestions will be placed high on our lists.
Dear Mr. Hicks: * In previous letters that I have addressed to various members of your editorial staff (Mr. Viveiros, Mr. Cabral), I have pointed out grammatical errors, in Amazing Computing, that reveal ignorance of, and disregard for, the correct usage of certain Latin- derived words, especially the words "data" and "media," much used today and usually misused, in your journal and elsewhere.
The recent issue of Amazing Computing (Vol 3, No 2, page 39, third paragraph) contains the latest blooper that 1 cannot allow to go unchallenged: 'This data is then processed " should, of course, be "These data are then processed ".
Doesn't anyone proof-read articles before they are sent to the printer?
Doesn't anyone on the editorial staff care about the level of literacy displayed by vour publication?
I am getting the impression that your staff is insensitive regarding language and indifferent to the quality of the prose that you pass into print. I also have the impression that you people disregard my appeals for improved literary standards. When you display indifference, you send that signal to readers. Your last editorial spoke of the support provided by readers. My letters, in addition to my subscription fee, are my way of trying to support your ondeavor-by trying to elevate, just a little, the level of literacy of your magazine and mine.
William Dzombak Pennsylvania Thank you for your concern and obvious interest. I wish to assure you Amazing Computing has steadily increased its copy editing diligence, yet no matter how often we read or reread an article, errors can and do creep into print. The AC staff has been increased to handle the demand of producing the Amiga monthly magazine with the largest editorial content. Our best efforts to produce smooth, understandable text clash when faced with words and phrases exclusive to the Amiga. This jargon soTnetimes appears odd and even incorrect when compared to appropriate English
formats. We are niaking every effort at retraining and restraining these spirited new people.
However, as to the use of the word "data."
As defined by Webster's New Collegiate Dictionary © 1976 by G. & C. Merriam Co., "Data, a noun plural, but singular or plural in construction [plural of datum]."
Which means "data" is plural, yet the writer has the option of using either a singular or plural verb.
Common usage and perception of data (both word and concept) make the singular use the preferred use. Data, as a plural, sounds awkward to the ear and tends to distract the reader from the material.
Since communication is our goal, distracting the reader is counterproductive.
If this sounds as if the American English language is deteriorating through use, please remember our language's greatest strength is in its expanding use. Our language takes the best from other languages and incorporates these ideas and expressions into its expanding vocabulary.
Just like the Amiga.
Our task at Amazing Computing is to present a constant stream of interesting, topical, pertinent, and valuable infornia- tlon for the entire Amiga community. It has bee?t our goal from the beginning to provide this material through Amiga users who wish to share their observations, successes, and delights in their Amigas.
We encourage our authors to produce articles based on interest-theirs and our readers. We continue to stress content over style, the concept: gramnuir can be corrected, but valuable information cannot be manufactured and should not be ignored.
Since our first priority has been and always will be to provide this style of information, we are at a disadvantage to publications of a more literary and artistic nature. But, we don't mind.
• AC* Lattice C Compiler Lattice C has long been recognized as
the best C compiler. And now our new version 4.0 for Amiga™
increases our lead past the competition even further.
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) 129-t Dhrystones second
22. 20 Secs. (IEEE Format)
10. 16 Sees. (FFP Format)
47. 67 Secs. .000000J18 Accuracy 1010 Dhrystones second
98. 85 Secs. (IEEE Formal)
17. 60 Secs. (FFP Format)
119. 6 Secs. .000109 Accuracy recovery from undefined symbols.
And you'll have a faster compile and link cycle with support
for pre-linking.
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 i* i registered trademark of Lattice Incorporated Amiga » a trademark of Commodore-Amiga. Inc Man* H a registered indcmark of Minx Software Systems. Inc 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.
Cross the finish line.
Order your copy of the Lattice AmigaDOS C Compiler today. We'll supply the speed. You bring the running shoes.
Lattice. Incorporated 2500 S. Highland Avenue Lombard, 11.60148 Phone: 800 533-3577 In Illinois: 312 916-1600 Lattice Subsidiary of SAS Institute Inc. It!; ironic that, while a computer may be dismissed as "just a game machine," few applications require more sheer computing power than do the graphics and sound inherent to a good arcade game. Any M!S-DOS machine can handle a spreadsheet, but playing a game on one is like a trip back to the days of Mattel's lntellivision (if the computer even offers color).
Tire Macintosh may be a desktop publishing wiz, but its animation capabilities are embarrass- ingly primitive. Of course, neither of these computing giants offers much sound besides "plinks" and "beeps," without expensive third-party add-on hardware.
The Amiga is unique. It can handle serious applications, such as spreadsheets and desktop publishing, simultaneously, When the evening's work is done, the Amiga turns into a game machine superior to all but the most advanced coin-ops, with all the color, action, and sound that game gurus expect. It took a while for programmers to make the Amiga shine, but the fruits of their work have started to Hood the marketplace. Home gaining will never be the same.
Of course, that ability makes it tougher to decide which games are worth taking home. That's what this article is all about. On to the games!
"Welcome to our world," croaks a voice so sonorous and evil that it makes Darth Vader sound like Little Bo Peep. So begins Libyans In Space, the debut offering of T & L Products.
Libyans in Space Libyans just may be the first certifiable New-Wave game let me explain.
According to the prologue in the documentation, amorphic superior beings orbiting the earth in a strange space ship observe our own U.S. Navy mixing it up with Mohammar's marauders (yes, it's the old Amorphic Superior Beings scenario ... [sigh]). SAMs trace icy fingers toward fighter aircraft, small attack boats get blown to toothpicks by destroyers the original lousy time had by all, 'This is not a fair game!" Exclaims one of the Beings. With a wave of his hand, he creates a more balanced simulation in which the two sides may more equally settle their disputes. Libyans In Space is that
simulation.
Libyans In Space is, quite simply, the wackiest arcade game I've ever seen.
The game is not outstanding. It's a basic combat simulation each side is equipped with aircraft carriers, helicopters, fighter jets, frigates, and cruisers. You can represent either the Libyan side or the U.S. Navy, with one-, two-, or no-player modes (the computer plays both sides). The object of the game is to berserk the kapok out of the other guy (just like real life).
This dry description does nothing to portray what an experience playing Libyans really is. The action especially against the computer is fast and frantic. Each side unleashes barrages of particle beams, guided missiles, and other congenial stuff.
The graphics are, for the most part, sparse and functional, harkening back to earlier offerings for the Apple II, The sound is another story.
Mixed amid the "whup- whup-whup" of choppers and the whoosh of jets are car horns, dog barks, and even what sounds like one of the game's developers yelling in the bathroom.
While all this is going on, an urgent, hyped-up woman's voice keeps up a steady play-by-play: "LIBYA CRITICAL! U.S. NAVY CRITICAL!" She often takes off on an impromptu rap a la Max Headroom: "L-L-L-LIBYA CRITICAL!"
Many play options, including autopilot, firc-and-forget missiles, and the ability to change craft in mid-battle, make Libyans In Space an engaging challenge. The biggest challenge 1 faced was trying to shoot straight as 1 fell off my chair laughing at the game.
LIBYANS IN SPACE T & L Products 2645 Wilson Street Carlsbad, CA 9200$ (619) 729 1020 List price $ 2935 Copy protection: Documentation-based Graphics: Fair Playability: Fair Sound: Totally wacko!
Overall: A decent game which makes clever use of an attention-catching theme. What can I say? It worked.
1 or 2 players.
IF IT MOVES, SHOOT IT. IF IT IS STILL, BLAST IT, No, these are not blurbs from the cover of Libyans In Space II. Rather, these belligerent blurbs are from the attract-mode instructions to Goldrunner, a European import marketed by Micro- deal U.S.A. Micro- deal U.S.A. is the new banner of Goldrunner Michtron, a company that, until now, has specialized in Atari ST software. In fact. Microdeal U.S.A. included a flyer of Atari ST software with the Amiga version. Optimists, I suppose.
Goldrunner is one of those "drop-your-jaw- gorgeous graphics and silky-smooth animation" jobs that snatched more than their share of quarters in the heyday of the arcades. The Amiga translation is seamless; only the cigarette burns on the console near the joystick are missing. Perhaps that description doesn't do the game justice; the graphics are actually better than most coin-ops.
You play the part of the Goldrunner, a Han Solo-type recruited to subdue the treacherous Ring Worlds of Triton, which just happen to (continued) be populated by the most hostile race in the universe. You must clear the way for refugee Earthlings. Of course, you can't expect the residents of Triton to cooperate. They won't.
The action consists of your escapades in a shiny gold spacecraft, knocking out ground installations, while fending off air defenses weaving toward you in tightly choreographed formations.
Colliding with the crafts isn't a problem, but their pulsing disrupter bombs are. The bombs gTavitate towards you, slowly but surely.
You can outrun nearly anything. A click of the left mouse button shifts you to Turbo Boost. The ground scrolls by much too fast to see. That turns out to be no small drawback; the taller structures on Triton (identified by their long shadows) are sturdy enough to pound your craft into gold dust. If you survive long enough to deplete the energy resources of one Ring World, you enter a space-battle sequence on the way to the next World. Top scores are retained for each session, but not saved to disk.
As far as playability goes, Goldrunner's mouse control is a little loose. I needed an awful lot of desk to allow for the movement the game requires. I'm not one of those diehard purists who insist all arcade games must be played with a joystick Firebird's Starglider is a good example of a game enhanced by superior mouse-control but Goldrun- ner might be more enjoyable with a joystick option.
Upbeat Kraftwerk-ish music accompanies game play. The music quickly bitcomes monotonous, but can be toggled off with a function key. If only the same could be said for the digitized voice that continuously comments throughout.
"Welcome to Goldrunner," the voice booms at the outset. That's all right, except the voice continues to drop comments regularly which gets a little inane after a while. "Be careful!"
It cautions right after you smash broadside into a building. "Well played!" It congratulates at random intervals, "You're dead," it accuses at the end of a game. Perhaps the oddest comment of all is its sweeping, "WELcome!" Intoned right in the middle of an all-lasers-blasting dogfight. The nicest thing 1 can say about this voice is I wish there was some way to turn it off.
While the game doesn't need a lot of documentation, it needs more than what's been provided. Much information is contained on the game's Status Screen Display, but this display is not reproduced in the documentation. The short paragraph of explanation in the manual is not sufficient.
Amiga 2000 owners should be aware of a problem that exists between Goldrunner and some A2000s. Due to the way the game reads the keyboard, its response to keypresses (for instance, to pause or reset a game) is painfully slow up to a full minute, to register a keypress. That's pretty annoying when the phone's ringing and you want to pause the game. It's more annoying the first time you try to enter your name in the high score screen, and it takes ten minutes for the game to resume! It does not affect all Amiga 2000s, so my advice is to try before you buy. A bug fix is in the works.
Goldrunner is a lot of fun and quite playable, but lacks the extra touches and polish needed to ensure long-term interest. The shoot-'em-up theme could be done better, and has been, in another Microdcal title: Insanity Fight.
GOLDRUNNER Microdeal U.S.A. 576 South Telegraph Pontiac, MI 48053 (313) 334-8726 List price $ 39.95 Playability: Good Graphics: Very good Sound: Undistinguished Copy protection: Disk-based Overall: Lots of visual appeal and actwn for the arcade fan, but this one tends to get old fast. 1 or 2 players.
From the moment you boot Microdeal's Insanity Fight, you know it's something special. The opening screen is an out-thc-viewport shot of space, with multi-plane animation, giving a very real feeling of three- dimensionality to the starfield as it rushes by. Game credits and an introduction scroll over smoothly in blue-chrome letters so sharp they appear to be genlocked against the background. A haunting synthesized note builds to a crescendo, then a crash at the game's title. Whew.
Cimme air!
The game is no letdown, either. Little extras abound. At the beginning of each game, a Star Fighter appears, his face staring at you from inside his helmet. He winks, and his visor doses. "Star Fighter ready," he declares, and the game begins.
Insanity Fight is, in many ways, similar to Goldrunner. The object is to survive from one level to the next, while shooting up the landscape that scrolls smoothly under your craft. You must also avoid the nasties that wheel maliciously about.
The similarities end there. Insanity Fight's "look" is brighter and more colorful than Goldrunner's often macabre dark tones. You get the impression the designers took extra time building visual appeal into even the smallest details. Also, unlike Goldrunner, many of the ground targets in (continued on page 12) MicroBotics means Amiga-Power!
Whichever Amiga you own-or plan to buy-we have the expansion you need For the For the For the Amiga 200 Amiga 500... M501 Memory+Clock Half a Meg at a Great Price!
As we are all coming to realize, a 1- megabyte Amiga (at least) is a necessity not an option. When you add the inboard 512k memory and clock module to your A500, make it a MicroBotics-brand, plug compatible work-alike. It uses the exact same kind of memory and the exact same clock and battery. And note that just like Commodore and unlike some third-party expansions, we use a long-lived rechargeable Ni-cad battery' by Varta- which you'll never have to replace! Set the MicroBotics clock using the same software (on your WorkBench disk) as you use for the Commodore clock. What's the
difference? You get to keep $ 41 compared to the Commodore version. M501 has a suggested list price of only $ 159.
HardFrame 2000 Super Speed DMA SCSI Interface If your application calls for super-speed uninterrupted access to your harddisk, HardFrame 2000 is your answer. This is a high- end, no holds barred SCSI interface that operates at bus speeds. With cable pinouts designed for compatibility with low cost Macintosh hard drives, one HardFrame 2000 can support up to seven devices.
Word-Iength data transfer, FIFO buffering, true DMA, all mounted on a metal frame suitable for mounting standard SCSI 3.5" drives "hard-card" style (or, if you prefer, cable connected to a bay mounted or external disk). Available March April. Suggested List price $ 329.
SB2000 Adaptor Card StarBoard2 Portability Large numbers of MicroBotics Star- Board2 owners have moved over to the A2000. To protect their investment in our technology we've made available a simple, low-cost adaptor card that permits the installation of a "de-cased" StarBoard2 inside the Amiga 2000 (in the first 100-pin slot).
MicroBotics,Inc.
Great Products Since the Amiga Was Born!
811 Alpha Drive, Suite 335 Richardson, lexas 75081
(214) 437-5330 SOLD ONL Y THROUGH YOUR AMIGA DEALER Tell your
dealer he can quick-order from MicroBotics directly - no
minimum quantity -show him this ad!
StarBoard2 500 Two Megs and a Choice of Modules The premier memory expansion for the A1000 is now available on the A500. In a sleek, redesigned case with an independent power supply strong enough to power Star- Board2 and another AlOOO-style Star- Board2, all the power and flexibility of this great expansion device is available to you.
Up to 2 megabytes of autoconfiguring, zero- wait state FastRAM, Multifunction or SCSI module capability for either math chip StickyDisk functions or fast SCSI harddisk interfacing. StarBoard2 500 also has a unique LED diagnostic confidence light to indicate the powered up state of your Amiga and your expansion memory. Another A1000 style StarBoard2 can be connected to the expansion bus pass-UP (it exits through the top of the case) for a total of FOUR megabytes of memory and two modules. Suggested list price $ 495 and up.
When adapted to the 2000, StarBoardZ is still fully functional autoconfiguring memory plus you get access to all the StarBoard2 Multifunction options- StickyDisk, Math chip, parity or the new SCSI Module. Available now. Suggested list price is only $ 49.95. 8-UP! FastRAM Maximum Memory in One Slot!
The FastRAM card that every Amiga owner will eventually come to -why limit yourself to the possibility of only two megabytes per slot when 8-UP! Will take you all the way to the top of the autoconfiguration memory space of EIGHT MEGABYTES ! 8- UP! Uses an exclusive MicroBotics- designed memory module, PopSimm, that frees the user to install his own, conventional DIP-style DRAM in standard SIMM sockets on 8-UP!. If you use 256k PopSimms you can install two megabytes on 8-UP!; if you install 1 meg PopSimms, you can install eight megabytes on one card! In either case you can install the
memory chips yourself for maximum flexibility and mininum cost.
8-UP! Will also accept conventional SIMM memory. 8-UP! Is a power efficient, zero wait state, autoconfiguring design. 8-UP! Will be available 2nd quarter of 88. Suggested list prices start at $ 195.
Amiga 1000... StarBoard2 The Expansion Product of Choice The superb memory expansion for the Amiga 1000, still going strong! Up to 2 megabytes of zero-wait state, autoconfiguring FastRAM in a sleek, all steel Amiga-colored case plus the capability to accept either one of two daughterboard modules: the original Multifunction Module or the brand new SCSI Module. StarBoard2 is powered by the bus (up to two StarBoard2's can be supported by the A1000) and passes it on. Available now; suggested list price $ 495 and up.
MuItiFunction Module High Tech at Low Cost This "daughterboard" installs on any StarBoard2 (all three Amiga models). It features a socket and software to support the Motorola 68881 Math Chip as an I O device (MicroBotics pioneered this approach on the Amiga -now directly supported in the math libraries in the new AmigaDOS1.3). StickyDisk gives you the most "bulletproof" rebootable ram disk -its hardware write protection turns the whole device into a solid state, superspeed disk, alternately, parity checking of StarBoard2 memory can be enabled when extra parity RAM is installed. Finally,
the MuItiFunction Module carries an easy to use battery-backed clock to set your system time on start-up. Available now; suggested list price 599.95. StarDrive Module Speedy, Low-cost SCSI Interface As an alternative to the MuItiFunction Module, all models of StarBoard2 can accept this new hard disk interface. StarDrive affords you cost-effective, pseudo-DMA access to Macintosh compatible SCSI drives and other third-party SCSI devices. Fast, easy to install including driver software and disk diagnostics. StarDrive also has a battery backed dock to set your system time on boot-up.
Available now. Suggested list price: $ 129.95 MouseTime The Port Saving Clock The easiest-to-use, most cost effective implementation of a batten-backed mouse port clock for the A1000. MouseTime passes the port through for joysticks or other devices. Complete with WorkBench software.
Available now. Suggested list of $ 39.95. "Amiga" i$ a registered trademark ot Commodore-Amiga. "StarBoard2“, StarBoard2 500", "HardFrame 2000", "8-UPr, ‘PopSimm’ 'StarDrive* and "MouseTime"are trade names of MicroBotics products.
Insanity Fight shoot back, or present lethal surprises like the interplanetary equivalent of a mosquito zapper.
With the exception of a digitized rock score in the attract mode, there is no music. The game puts its full audio resources into a rich array of effects right from Star Wars. Put this sucker on the hi-fi and you won't be bothered by Klingons for weeks!
A lot happens in the course of a game; you will not master this one overnight.
Many strategic elements keep it from getting monotonous. From time to time, glowing rainbow arrows point the way. Sometimes they are helpful; sometimes they aim you into a wall.
Fly over a starburst and you are invisible usually more of a handicap than a help. Another symbol "mirrors" your position; that is, instantly sends your ship to the opposite side of the screen (and right into one of those mosquito zappers). Another adds cannons to your fighter, and yet another accelerates you to breakneck speed. One symbol replenishes your energy while draining your score; another does the opposite. To make sure you don't get bored, a leviathan Death Ship periodically looms across the screen like a spaceborne aircraft carrier menacing your craft. You can "take out" the Death
Ship, but you'd better be good to do it, Bubba.
Insanity Fight is colorful, action-packed, and addictive. Arcade games don't get much better than this one.
INSANITY FIGUT Microdeal U.S.A. 576 South Telegraph Pontiac, MI 48053 (313) 334-8726 List price $ 39.95 Playability: Very good Graphics: Excellent Sound: Very good Copy protection: Disk-based Overall: A proven shoot-em-up formula enhanced by many extras and surprises.
This one's a winner. 1 player.
Just when you thought it was safe to go out exploring the marsh, Psygnosis introduces Barbarian, a game addictive enough to earn a place on the FDA's Controlled Substances list.
In this game, you control Hegar, a blond-and-muscled Conan the Barbarian clone big on the deltoids, but more limited (one suspects) in IQ. Hegar's village has been ravaged by mysterious evil forces under the control of the nefarious Necron. Hegar decides Necron could use a good, healthy throat-wringing so off Hegar goes, crashing through the underbrush.
At this point, game play begins.
Hegar is a small, but well-detailed character; you can even see his white teeth as he clenches them resolutely.
As the game begins, Hegar is armed with only his broadsword and a generous helping of brute force and ignorance. Go ahead and laugh; this game will humble you.
Let me give you an example. In one game, I made it past a giant red killer frog (with pulsing eyes and a wonderful digitized THRRRRUMM sound), two werewolves, a booby-trapped falling stone (a camouflaged boulder that leapt off its ledge and tried to turn me into lunch), plus lizard-men, battle-axe wielding thugs, and the occasional rock-throwing gargoyle. I dodged falling spikes, did a running forward-flip to avoid a breakaway bridge, and found out the hard way it doesn't pay to retreat in this game. At the end, the screen informed me: YOU FAILED IN YOUR QUEST AND YOUR LIFE IS FORFEIT YOU
HAVE NOT SCORED YOU HAVE COMPLETED 12% OF BARBARIAN Twelve percent?! Say what?
If you get the idea there's a lot to this game, you're right. Dozens of nasties and traps lay between you and your goal, the power-crystal of Necron.
Destroying the crystal triggers the eruption of a neighboring volcano.
You have exactly the amount of time it took you to reach the crystal to retrace your steps back to the surface. People who have succeeded tell me the "winner" routine is quite nice. For now, I have to take their word for it.
Control is exceptionally flexible. A row of symbols, each corresponding to a different function (e.g., run, jump, stop, fight, and so on), appears along the lower quarter of the screen. You may point-and-click these buttons, use keyboard equivalents, or mix any combination of the two methods.
From what I have heard about getting past the traps at the higher levels, you must use both to get the timing on the moves right. The documentation notes that a joystick may also be used, but joystick play is not recommended.
Control is further enhanced by what Psygnosis calls "context sensitive animation." This means a control may have more than one function, depending upon the situation. Hitting the jump button while Hegar is walking executes a broad jump. If he's running when jump is clicked, he does a forward-flip. You must master both these moves to get very far.
The animation and graphics throughout are exceptional with lots of color, detail, and variety. Sound is limited to Hegar's grunts, yells, and whoops, plus different sound effects for each monster he encounters. All sound is digitized and very imaginative.
Though the subject is serious, the designers' approach is decidedly tongue-in-cheek. With his overdone posturing, Hegar is every macho fool you've ever seen; even at rest, he swings his sword and flexes his muscles. When you run him into a wall (as you will, believe me) he impacts with a explosive "WOOOOF!"
And staggers back, wide-eyed. You really should click on the Retreat button at least once.
Barbarian isn't perfect. Play action tends to slow down when several objects are moving on screen at once not that you really have time to dwell on it, but it is noticeable. Occasionally, when beginning a new game, Barbarian lapses into a slow-motion, single-step play which rebooting fixes. The quirks aside, if I were to make one change, 1 would add a "save game" feature.
Barbarian gets points for exceptional play value and originality so far, exactly what we've come to expect from Psygnosis. Pick this one up; you won't be disappointed.
• Use any IFF images, any resolution, any number of colors
• Fades, Dissolves. Blits, Wipes, Stencils
• Page tlip full or partial screens
• Preload images, fonts and sounds up to your memory limit
• Flexible script-based structure « Basic-like vocabulary:
For Next. Gosub Return, If Else Endif
• Arithmetic expressions, random number generator, variables
• Execute AmigaDOS commands from ihc script
• Text string and file input and output
• Keyboard and mouse interaction
• Digitized soundtrack module
• Supports HAM and overscan
• Supports IFF ANIM playback
• Built-in drawing commands
• No copy protection
• And much more . . .
TxA The Right Answers Group I s t Department C Box 3699 "7 M Torrance. CA 90510 (213) 325*1311 Amiga is a trademark of Commodore-Amiga. Inc BARBARIAN Psygnosis Liverpool L3 3AB United Kingdom 051 647 8118 List price $ 39.95 Playability: Very good, addictive Graphics; Very good Sound: *GRUNT*SNORT*AUGHHHH' Copy protection: Disk-based DEMO DISKS S10 each Probe Sequence(512k) KCH (1 meg) Overall: An involving hack-'n'-slash with more than a few Indiana jones-type traps to keep you on your toes. You'll be playing "just one more game" till way past your bedtime. 1 player.
Remember the excitement generated when Atari first introduced the 2600 video game system? Until that time, the only home videogames available were Pong and a shooting-gallery or two. Atari introduced the 2600 with its interchangeable ROM packs, and nothing has been the same since.
Here's one for the trivia buffs: What game cartridge was originally shipped with the Atari 2600?
The game was Combat, and, despite its blocky graphics and growly sound, more than one joystick got torqued into oblivion over it. Back then, if anyone had gotten a glimpse of Microillusions' debut One-To-One title, Fire Power, they would have thought they were looking at arcade heaven.
Fire Power is not a conventional tank game. You can play its two-player mode for hours without squaring off directly. While two combatants may choose to pound away at each other, that is largely a diversion. At its heart. Fire Pouter is a high-tech contest of Capture the Flag.
You begin the game parked snugly in your tank's armored garage, one of the few indestructible buildings in the game. As you rumble out the exit, fortified seige doors open. You are alone in the big, bad world.
The world of Fire Power is very big and most assuredly bad. The playfield is several times larger than your screen, and scrolls into view as you explore the rugged terrain. Often- mined roads make forays into the green broccoli-like forest an inviting alternative. Don't stay in one place enjoying the scenery too long if you do, the enemy locks on your position and sends attack helicopters to deliver $ 69.95 Check or money order payable to: Right Answer?
Plus $ 3 shipping and handling, Calif, residents add 6.5% sales ux armor-piercing calling cards. Ya knew the job was dangerous when ya took it. Corporal.
Your first goal is to locate the enemy compound; in a one-player game, that's not usually much of a trick, as the enemy fort sometimes adjoins your own. That strikes me as a little strange, as docs the appearance of mines inside the friendly fort; the work of infiltrators, perhaps.
Most of the time, the enemy finds you before you find him. The enemy compound is defended by scores of automatic turrets, high atop the fortress walls. These blasters track your tank at 45-dcgree increments.
You can use this limitation to carefully approach (from a 20-degTee angle, perhaps) and blast them into concrete dust without taking any hits.
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* CHICKEN LITTLE * AESOP'S FABLES
* LITTLE RED HEN * THREE LITTLE PIGS $ 29.95 each SUGGESTED
RETAIL: for the Amiga 512k your modem is Hayes compatible. If
your modem is not compatible, the game is not guaranteed to
work in this mode. That's something that should be stated on
the package. In practice, however, you should not have prob
lems. Most computer games are more fun when played against a
human adversary, and modem mode makes this convenient.
Like other tank games before it, control is a little tricky. Your best bet is a good, positive joystick like the Wico Boss, or, for aspiring Johnny Rambos out there. The Terminator from SuperSoft.
With the introduction of its One-To- One software line, Microillusions promised maximum arcade action and playability at a modest price. Fire Power delivers everything promised, and then some.
Once you dispatch the guns, you can knock a hole in the wall and clank through in search of the flag. While inside the compound, you can pick up extra points by freeing POWs.
AT YOUR FAVORITE COMPUTER STORE Hilton Android PO Box 7437, Huntington Beach, CA 92615
(714) 963-4584 Fire Power is unique in that each of its play
modes one player, two player, ard remote modem
play presents a different game. In one-player mode, staying
alive is a major consideration; five lives and you're out.
Both two- player modes let contestants play a single game
until their joystick-hands cramp, so play becomes bolder.
In local two-player mode, each player can see the other's
screen, which means if vou see your opponent getting too
close to your flag, you can quickly re:urn home to defend
your compound. In modem play, you see only vcur own
playfield. The right side of the screen is taken up by a
simple terminal which allows players to type messages while
the game is in progress. You can't see what your enemy is
up to; he might, for instance, be placing a row of mines
right outside the front door to your garage. Who would
even think of doing such a thing? Heh, heh, heh.)
Fire Power's graphics are nice and "arcadey." Sound is rich with explosions, artillery barrages, and even a little squish when your tank runs over an enemy soldier. (Programmers think of everything nowadays!)
The documentation comes entirely on the disk, and is very good, aside from some embarrassing misspellings. Pay close attention to it the first couple of times because you can't review it without rebooting. A quick reference card would be a welcome addition.
Modem mode is simple and straightforward, requiring almost no knowledge of telecommunication, as long as FIREPOWER Microillusions, Inc. 77408 Chatsworth St. Granada Hills, CA 97344
(878) 360-3775 List price $ 24.95 Playability: Excellent Graphics:
Very good Sound: World War II in your Amiga Copy
protection: Disk-based Overall: The new standard for tank
battles. Superior game play in both I and 2 player modes;
modem play is icing on the cake.
That's it for this month. If you would like to see a particular game reviewed (or just hear some hot gossip), please write to me care of this magazine, or send E-mail to one of the addresses at the head of this article. Until next month ... try not to be a Space Invader.
Special thanks to San Antonio's The Computer Experience for their assistance in the preparation of this article.
¦AC- How to keep an eye on your money.
I laicalc is the best valued spreadsheet available for the Amiga.
If you need to keep an eye on your money, you need Haicalc.
For only S59.95 you receive a powerful tool to project budgets, calculate expenses, prepare a financial statement or tackle any large financial or numeric task.
Haicalc fully utilizes the Amiga Intuition user interface. You have the convenience of simple point & click selection to start from Workbench, pull down menu selections for commands, and economical use of your computer’s memory the program with blank spreadsheet uses only 165k.
You harness the power of multi-tasking, multiwindowing, multiple fonts and styles with a maximum spreadsheet size of 9,000 by 9,000.
Compare this to the competition. I laicalc is a powerful solution for a painless price, Huicalc is a trademark of Hailes Resources Amiga is a registered trademark of Commodore*Amiga, Inc, HAITEX RESOURCES 208 Carrollton Park Suite 1207 Carrollton, Texas 75006 (214) 241-8030 A A4 A Z I N G REVIEWS ~ I fFACC by Graham Kinsey Plink ID: G KINSEY Forced to get by with floppy drives?
Speed up data accessing with this floppy caching program.
What do you do if you don't own a hard drive? Do you have to suffer with long access delays each time your floppy has to fetch yet another piece of data? Are you tempted to take a nap every time you type "dir opt a"?
IsljJfStf kt ntk Wtwrt Mt tajEwryw.ftet ta'tStd Fall!
StatsfcToWk, 3001"’ Reads Writes Remits &KtMEstt« Percentage * ¦BH 1 2 3 lotal' IS 299 299 9 583 I 99 94 9 139 9 179 198 9 278 9 93 39 9 47 IS 5 192 9 S12 Does your database program appear to be recovering from a hangover every time it has tc display records? There is a solution for Amiga owners who have to get by with floppy drives, but don't want to significantly reduce the amount of time they can actually use their Amigas. The answer is FACC II (Floppy Accelerator) from ASDG Inc. ktBfetsftri Bums LwHeuvfetiiii !«tt» Fever - Buffer Control Hore _ _lfrite Retention Is On P«rge(douMe
click) 812 3- , - Ignore Chiplhresh: 94 FastThresh: 512 LoufritrijIM
- tan Preference Spc: 29 Out: 93 Awl: 391 II t FACC II is a
floppy caching program.
Disk caching uses memory to improve the speed at which data is accessed frcm a disk drive. When a sector of data is first fetched from a disk drive by some program, the data is stored in a portion of memory provided by the caching program. So the next time that sector of disk data is needed by the program, the disk drive does not have to be accessed. Instead, the sector of data is fetched directly from the cache. As a result, disk caching saves a lot of time and wear-and-tear or your drives.
Before we discuss the features of FACC II, let's review FACC, its predecessor. FACC is also a floppy caching program, but it offers little more than the cache itself.
FACC's user interface consists solely of a small window, in which information about how the cache is operating is shown. The only control the user has over FACC is the amount of memory, in terms of buffers (one buffer being 512 bytes, the same as an AmigaDOS floppy disk sector) one could allocate to FACC. Even worse, FACC cannot be controlled from the CLI whatsoever.
You cannot even load FACC from a startup-sequence and tell FACC how many buffers it can have via the startup-sequence. Although FACC does have a shrink button to reduce the size of the FACC window, you must have that window present to run FACC. FACC also does not know the structure of an AmigaDOS disk, making FACC less efficient than it should be. FACC treats every disk sector with equal respect; when you reduce the allocated amount of buffers (forcing FACC to give up buffers), FACC just throws out the oldest one.
FACC is very incompetent with formatting and copying disks. You cannot be sure that the disk you just formatted with FACC is clean. The program is more destructive when performing a diskcopy; FACC often fills the destination disk with trash. FACC also does not know the true name of each floppy drive (dfO:, dfl:, df2:, and df3:). The first time you insert a disk into a floppy drive after loading FACC, that drive is automatically labeled drive "A" (the drives could be labeled A, B, C, or D), even if you insert a diskette into one of the external drives first
(i. e., not dfO:), This makes the statistics information in
FACC seem confusing, since you might assume that drive A is
dfO;. Of course, the tremendous savings in time produced by
FACC via its disk cache more than offset any problems created
by it. It is still a wonderful program, especially for a
first version. (ASDG certainly didn't release a product to
the Amiga marketplace that still needed beta- testing.)
FACC II is a great improvement over FACC. Many problems, large and small, have been addressed. One major change has to do with FACC II's user interface. The caching program itself has no user interface.
When you first execute FACC II, it buries itself in the operating system.
Never to be seen again. Instead of FACC's user interface window, FACC II has a totally separate program that serves a dual purpose. In addition to providing the user with a display and information window, it also serves as the user interface, allowing the user to communicate with FACC II.
Actually, FACC II comes with two such programs. The first version, called SatisFacction, duplicates FACC's user interface. This allows old users of FACC to start using FACC I! Immediately, without having to learn most of the new features. The second version is called Facction. Facction's window is much larger than FACC's and SatisFacction's display windows because Facction allows the user to access the new features found in FACC II. The top half of Facction's window appears to be identical to FACC's and SatisFacction's windows.
There have been a few important changes between FACC's user interface and SatisFacction (and the top portion of the Facction window). The shrink expand button now displays the amount of memory available when the Facction window is in shrunken form.
Free memory is now separated into CHIP and FAST memory, instead of being lumped together. The drive labels are now 0, 1, 2, and 3, and these labels now directly correspond with floppy drives dffl:, dfl, df2:, and df3:.
The Fewer and More buttons, which were the original way to control the number of buffers allocated to FACC FACC II, now operate more efficiently.
If you hold either button down long enough, the increment count jumps from one buffer to ten buffers at a time. The buffer control bar, which used to do absolutely nothing, now serves a purpose. If you click on the buffer control bar, the words "Buffer Control" are replaced by an integer gadget, with the amount of currently allocated buffers inside the gadget.
You can alter this number, and immediately change the number of buffers allocated. (This is referred to in the FACC II manual as "direct dialing.") All the changes in the top half of the Facction display also apply to SatisFacction's display.
The bottom portion of the Facction display (the portion that SatisFacction lacks) provides access to many of FACC II's new features. One new control box is the Write Retention box.
When a sector of data is written to a floppy disk, FACC always rereads that sector of data into the cache, even if the block of data had never been in the cache before. In FACC II, you can choose whether new sectors of data should be retained in the cache, or if the sector should only be kept if it was in the cache to begin with.
(continued) Whether Write Retention would ever matter to you depends on your situation. For example, if you have just saved a record from a database to disk, you obviously want the sector(s) of data retained in the cache, so you quickly access that record again. But if you are making a backup of a text file via the AmigaDOS copy command, you may only want to access the original file once it is backed up, without touching the backup.
Next to the Write Retention box is the Purge box. Whenever you eject a floppy disk, all buffers belonging to that floppy are immediately ejected from the cache (more on the consequences of this later). However, you may want to flush a floppy's buffers while the disk is still in the drive. For example, if you just loaded a huge program that you know you will not be loading into memory again (especially if you plan to keep the program running while you work on other tasks), why waste all your buffers on that program? The Purge box allows you to automatically flush the buffers that belong to
one floppy drive.
There are also two small buttons in the Facction display that are related to purging. The Dump button tells FACC II to give all allocated buffers that don't currently hold any disk sector information back to the free memory pool. The Freeze button, when activated, tells FACC II not to allocate any buffers to disk sectors that have just been read. The Freeze button allows you to make sure FACC II never throws out buffers that hold older disk sectors in favor of disk sectors that have just been read.
FACC II is much more intelligent than FACC. FACC II understands the structure of an AmigaDOS floppy disk.
FACC IE also knows that disk sectors which contain information about directories or files on that disk are bound to be accessed more often than a s 5ctor w'hich contains a piece of a data file. Therefore, FACC II can give special treatment to these sectors. The Buffer Replacement Button in Facction let's you tell FACC II to give special treatment to buffers which contain disk sectors with file or directory information. With the Buffer Replacement Button set to "Preference," FACC II throws away buffers which hold "ordinary" disk sectors first.
Facction has a window next to the Buffer Replacement which tells you how many of the buffers allocated to FACC II hold special disk sectors, how many hold ordinary disk sectors, and how many buffers are empty (available to hold disk sectors).
FACC II also has better manners than FACC. To be more precise, FACC II is not selfish with memory the most highly valued resource in the Amiga environment. Without memory, no program can meet its potential. The multi-tasking capabilities of the Amiga often cause free memory to be gobbled up by programs more quickly than seats during a game of musical chairs!
To make matters worse, FACC II is the type of program that can never have enough memory. The drive access speed increase that you receive from using FACC II is directly related to how' much memory you allocate to FACC II for its cache.
So what can be done to relieve an almost constant lack-of-memory crisis in an Amiga that is running FACC H wi:h other programs? ASDG's Low Memory Server (LMS) is a program (it is actually a library) that can detect low'-memory situations and ask programs if they could please deallocate memory they don't really need, so a program that really needs memory can obtain some. Clicking the Low Memory Action button in Facction tells FACC II to lookout for a low-memory situation; if the LMS does ask FACC II to give up memory, FACC II will sacrifice some of the memory used to store disk sectors so a
less fortunate program can use it. In addition to telling FACC II to monitor messages from the LMS, the Low Memory Action button can determine whether FACC II should give up buffers indiscriminately, or give up buffers holding ordinary disk sectors first.
There is another portion of the Facction window that deals with low memory situations. This is the area devoted to the Low Memory Threshold buttons. The LMS is actually nothing more than an alarm, which is set off whenever any task fails to make an AllocMemO call. Since the LMS is not intelligent, you can tell FACC II what it should consider to really be a low-memory situation, and, therefore, when it should accommodate the LMS and when it should consider the cries of the LMS to be a false alarm. The Low Memory Threshold buttons are actually two integer gadgets that allow you to define, in
terms of both CHIP and FAST memory, the critical amounts below which FACC II should give up memory when the LMS asks it to.
Feel free to allocate as much memory as you have, because with the Low Memory Action feature, you can be sure that FACC II will not disable a program that needs memory.
There is one feature that 1 haven't covered yet: the CLI interface portion of Facction. Every feature that can be accessed via Facction's display window can also be accessed via the CLI.
Besides the obvious convenience to those who like to use a command-line interpreter (or hate to use the mouse), this now makes it possible to control FACC II from a batch file. You can have all the default settings of FACC II changed via the startup-sequencc when you boot up. (Only Facction supports a CLI interface; SatisFacction has no CLI interface.)
After extensive use, I can find only two small faults with FACC II. When setting the low memory thresholds, you cannot set either value below 16K.
If you have some FAST memory, but not much, you may not mind if all of the FAST memory disappears completely, as long as there is a decent amount of CHIP memory left. Therefore, you arc forced to set your CHIP threshold 16K lower than you would like to. I don't think this problem will cause any major headaches, because when you have at least a megabyte of memory, 16K is little more than a drop in the bucket. (Those with 512K can ignore this problem completely, since they don't have any FAST memory to begin with.)
The second problem is that if you use the direct dial feature for changing the number of buffers allotted to the cache rapidly (several times in succession), FACC II produces a Guru. Fortunately, this doesn't happen often.
I can't find anything else wrong with FACC II. It does its job extremely well! I do have a long list of features that I would like to see in the upgrade to FACC II. One problem concerns only those who use the Amiga for more than a few minutes before they shut it off, and those who have only one floppy drive: Every time you eject a disk from a drive, all the buffers associated with that floppy are lost forever. The Freeze button dots NOT prevent this. So the more you swap disks, the less effective FACC II becomes, since the buffers that are built up are constantly thrown away.
It is apparent that FACC III should be able to remember the volume name of a floppy disk. This would allow the user to request that a floppy's buffers be put in storage while the user changes disks. Equally nice would be the option to freeze all the buffers in the cache, so that even when a disk is ejected, its buffers will still be retained in the cache (assuming, of course, that FACC III knew the volume name of the disk). Once this has been implemented, the next logical step is to create a special device for the cache (similar to a recoverable RAM disk), so that when you reboot the machine
or encounter the Guru, your buffers will not be lost.
Another nice feature would allow FACC 111 to automatically increase its buffers in some way, if there is plenty of free memory. Since FACC 11 can automatically give up memory if it's scarce, why not give FACC III the ability to allocate more memory to the cache if free memory is plentiful?
A great feature for FACC 111 would be the ability to fetch certain sectors of a floppy disk, upon your request, before a program that needs data actually forces the floppy drive to read that particular sector. Perry Kivolowitz, president of ASDG, has stated that one of the planned improvements in FACC III will be the ability to perform lookahead, which means that FACC 111 would actually load sectors that it thinks will be accessed soon into the cache before they are needed by a program. But it would be even better if the user could tell FACC III to fetch a sector of data, since the user
knows what he will be doing next, and FACC 11 can only guess.
Before I conclude, let's examine a small debate. When I mention FACC II to other Amiga users, they quickly say, "I presently use a RAM disk on my Amiga. Why should I use FACC II?" Well, let's take a look at the controversy of using FACC II versus using a RAM disk. First, both solutions use system memory to speed up floppy disk access. (Of course, you can use a RAM disk for a hard drive, but since FACC II doesn't apply to hard disks, let's leave that for now.)
That is where the similarity ends. The biggest difference between a RAM disk and FACC II is that a RAM disk deals with whole programs on a disk, while FACC I! Deals with the individual sectors of a disk.
What does this mean? This means that a RAM disk is an all-or-nothing affair. Either you have the program in the RAM disk, or you don't. On the other hand, FACC II is more flexible.
If you have 150K available in your RAM disk, and you want to put a 200K program in there, you simply can't do it. But if FACC II has only 150K in buffers allotted to it, it can keep most of the program in the cache. The next time you want to run the program, very little disk access will be required, since a majority of the program's data is already in the cache.
Of course, when you are able to fit a program in the RAM disk, you always know the program is there. You don't have that same level of confidence with FACC II, unless you use the Freeze button to make sure the buffers that arc related to a certain program don't get kicked out of the cache.
Another distinction that should be made is, while both methods require that the program be loaded from disk once before any benefit can be gained, FACC II allows you to load the program as an executable file, not just as a disk file in memory. I realize that this has little benefit for those who just load their CL1 commands into memory, but if you also load in regular programs that you will be executing in the near future, FACC II will allow you to run the program as soon as you load the data the first time.
For those who like the mouse, FACC II always can be controlled using the mouse with Facction and SatisFacction.
A RAM disk is much harder to control via the mouse, because not all programs and commands have icons associated with them (and if you don't have Workbench loaded, you can't control the RAM disk at all with the mouse).
FACC II has many features that allow the cache to be manipulated, while a RAM disk offers users little or no control. The default RAM disk on the Workbench disk has no control features, while ASDG's Recoverable Ram Disk (the most popular public domain RAM disk program) has a couple of commands to allow manipulation of that RAM disk. RAM disks still have features not found in FACC II, like the ability to survive a warm boot. In addition, a RAM disk program takes up much less room than FACC II. A RAM disk can also be easily loaded up with programs and commands via the startup-sequence.
I won't make any recommendations on which you should use, since your decision will have a lot to do with the amount of memory you have, the type of programs and commands you use, and how you use your Amiga in general. I hope everyone realizes that using a RAM disk is no reason to write off FACC II.
FACC II is worth much more than the $ 35 it retails for. It works very nicely, and is very flexible and easy to use.
FACC II is designed for everyone, from the new Amiga user to the experienced programmer. For new users, FACC II contains lots of documentation and icons for the Workbench. If you are a programmer, and you don't like the feel of either Facction or SatisFacction, FACC II comes with plenty of programmer documentation explaining how you can write your own user-interface for FACC II. How many commercial programs have you seen that allow users to rewrite part of the program to suit their tastes? ! Hope you'll take a look at FACC II, because it may do you a world of good.
• AC- The flaming wreck of your car lies a few hundred feet down
an embankment, brightly testifying to the fact that you are
stranded. To make matters worse, it looks like a storm is
coming up, and the only shelter within sight is a rather
gloomy-looking Gothic mansion just up the path. To top things
off, your little brother is missing. He wasn't in the car with
you when you awakened after the wreck (you checked), and he's
no- w'here in sight. Maybe he's inside that spooky house.
Although you really don't want to, you walk up and knock on the
door.
So begins Mindscape's newest graphics adventure, Uninvited. The game is based on the system that made Deja- Vu such a great success. ICOM Simulations, Inc. has developed another winner with this chilling tale of haunted house exploration. Digital sounds (The lightning made me look outside the first time I played!), excellent use of Intuition and Workbench features, and an enthralling plot make this a very playable game that will challenge and delight you for hours.
If you haven't played Deja-Vu, a word of explanation is in order so you have an accurate feci for Uninvited's gaming environment. Your screen is divided into several windows. Each represents a part of your environment, and you can interact with all of them via the mouse. Of course, a large window displays what you see. The graphics are very nice, with lots of subtle detail. There is a window with gadgets that perform the functions you'll need while searching for your lost brother. Another window shows all the exits from your present position. Clicking on any of the exits "With a dark, gloomy
evening to set the mood, you should be in fine shape to enjoy all that Uninvited has to offer."
Causes you to leave where you arc and go to the new spot. The inventory window displays everything you've picked up during your explorations.
When you come upon something you want to pick up, just click on it and drag it into the inventory window'.
What could be more intuitive?
One of the first things that really strikes you about Uninvited is how little "fluff" there is. Something is fluff if it appears in a description of a room, but you cannot interact with it.
Earlier text-based adventures were filled with fluff. Even some of the more modern graphic adventures include a maddening amount of the stuff. Not so in Uninvited! You can pick up and examine virtually everything in the house. Rugs, paintings on the walls, little boxes in the closets, everything! Granted, you can't take many of these things with you (what a surprise, that chest of drawers won't fit in my inventory!), but if you click on them, and then click on the Examine gadget, you'll get at least a couple of lines of description. It pays to click on everything, examine it, and even open
it. You'll be surprised by how many useful things are inside other things.
Having said all these glowing things about Uninvited, I guess it's about time to mention the couple of things that I don't like. [Stepping onto soapbox.] First and foremost is its copy protection. I understand the need for copy protection, especially in games, but disk-based copy protection stops no determined pirate, and only keeps legitimate users from making back-up copies. It prohibits putting the game in the Games directory of a hard drive. With the advent of text-based copy protection schemes (such as The Pawn) or dongles (which arc a lesser of two evils when compared to disk- based copy
protection schemes), it's a pity some companies still muck with the disk. Perhaps if we all do our part to hinder pirating, we'll see the death of this form of copy protection.
[Stepping off soapbox.] Another thing that may detract from your gaming enjoyment is one of the very things that makes the game so "Amiga-ized." You can actually only do a limited number of things. Your only possible actions are depicted by the gadgets in the upper right-hand corner initially. (You can move them anywhere on the screen.) Your choices are limited to Examine, Open, Close, Speak, Operate, Go, Hit, and Consume. That's it. You cannot type in commands of your own. In fact, the only typing you'll do is giving your saved file a name and talking to someone. You may not see this
drawback as all that bad, but if you are accustomed to a more "rich" command set, you may find it stifling.
It's a matter of taste. There is one good thing about a limited command set that's always visible: You never need to worry about forgetting a command or not knowing just the right word.
Back on the positive side, however, I have to say that Uninvited's text is as good as some of the best text-only adventure games. It really didn't strike me until I was well into the game. A good story line and excellent prose have always been the stock in trade of text adventures, because that's all they have to offer. In the past, many graphic text adventures relied on the novelty of pictures to support what wras otherwise a weakly-written story. Uninvited does not suffer from this weakness at all. It is surprising that it took me so long to notice how good the text is. Perhaps it was
because a graphics adventure game pulls your attention away from what the game is saying. You're too busy examining the picture for hints and clues. This attention to detail is important in Uninvited, since so many things that would have been fluff in another game are important here. I think that is one of the game's strongest points; it really demands your total concentration. This is not a game you will breeze through in a night or two.
Another positive aspect of Uninvited is the Exits window. (Actually, it's a part of the gaming system, because it was true of Deja-Vu as well.) You are no longer forced to guess where you can go and where you can't. The little squares in the Exits window tell you exactly where you are allowed to go.
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Why buy digitized instruments when you can SYNTIlIAsize them? ICIQ QG Requires AMIGA 512K Copyrighl©iyH7, THE OTHER GUYS Software • AMIGA is a registered trademark of Commodore Amiga PO Box H THE OTHER GUYS mm _ 55 North Main Street Suite 301-D Logan Utah ? 4321 (801] 753 -7620 C800) 942-9402 VISA Double-clicking on these little squares results in the action -if the door is closed, it opens; if the door is already open, then you go through it. Such discrimination on the program's part helps remove the play-mechanics as a layer between player and game. It helps make the experience just that
little bit more enjoyable.
Little scenes of animation in Uninvited constantly spring up to startle and delight you. One of my favorites is a little black spider that crawls across your view as you stand on the veranda. You cannot interact with these; your input is blocked while the animation is taking place. In that sense, they are fluff, but they add a nice element of realism, which 1 found quite pleasing and chilling, to the normally static pictures.
I also found another interesting thing to look for while exploring the mansion. Macintosh jokes! This game was originally designed and released on the Mac, and the authors obviously had Apple owners in mind when they hid these little jokes. As an example, examine the phonograph in the Rcc Room. A MacNifty label? What's that doing here in an Amiga game? There are lots more like that, and it can be kind of humorous discovering them from time to time.
It's very tempting when reviewing adventure games to give away all sorts of hints and clues. I'm going to resist that urge and instead give these three pieces of very helpful advice.
1. The Operate command may not work exactly as you would expect.
To squirt someone with a seltzer bottle (a purely hypothetical
situation in Uninvited, but useful as an example), you click
on the seltzer bottle (which should be in your possession),
click the operate gadget, then click the recipient of the
joke. You'll find this sequence very useful against bother
some belles.
2. Don't leave a room without Examining and trying to Open
everything in sight (even if it seems ridiculous or
impossible). Leave no stone unturned.
If you miss something, you may find yourself running back with an ugly, nasty creature chomping at your heels.
Those times can be very nerve-wracking, and give you no chance for a wrong turn. Do yourself a favor and look carefully at everything.
3. Last, but not least, save! Save! Save!
Everything happens pretty fast, and it's easy to die, so save regularly.
Nothing is more frustrating thanhav- ing to start over after playing for two hours. Do yourself a favor and save often.
With this good advice in mind, and a dark, gloomy evening to set the mood, you should be in fine shape to enjoy all that Uninvited has to offer And you'd better hurry ... You haven't seen your brother in a long time.
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PVS PUBLISHING • 3800 Botticelli, Suite 40 • Lake Oswego, OR • 503 636-8677 Pro Video Plus ©1988 JDK Images, all rights reserved Amiga is a trademark of Cammodore-Amiga, Inc. AMAZING REVIEWS Go with the Flow!
...an Idea Processor for the Amiga by Pamela Rothman Co-Sysop, A.M.U.G. BBS 318 234 6046 as four windows to cut and paste anything from a single word to an entire heading and all its subheadings.
Clicking and dragging the mouse highlights text from anywhere on the screen without taking a trip to the menu window first. Text enhancement, such as boldface, italics or underlining, can be added for emphasis. To make it easy to spot related ideas, you can add text enhancement to a heading so that all subheadings generated also carry that enhancement.
Version 2.0 of Flow includes some of the best editing aids I have ever seen, such as the option to highlight and delete text by typing substitute words, or by hitting DEL or backspace.
Flow's Easy Editing Row 1.0 (reviewed by Erv Bobo in AC VI.6) was an excellent program. Version
2. 0 is even better.
Flow 2.8 - £ 198? Neu Horizons Softuare glrevieu.flo: ~~ is S:idea processor?- a wilapsiWi outline lets you structure your flow of ideas eacourases the sortrns of ideas into prion tits and categories vhat is Hoik!
Flow lets you manipulate headings and subheadings within a seemingly endless hierarchy, it is similar to the way the Amiga stores files on a disk. Flow has the same editing functions as a word processor, and the two interact perfectly to take the ache out of facing a blank screen. Instead of wondering, "What will I say?" You can use Row to map out a path, putting your thoughts on the screen and arranging them as you go along.
A wporan sinilar in ujjJJLLliMiJgimklir- Print Cpsor.» Quality: OKLQ Sdraft _ Pages; ©All Often V *o ¦ E Copies i|MI[ Paper Type: 0Continuous Ocut Sheet SXCfl ¦ excel uhat can it do for tie? T 7.
Ergafiirins ideas can Mean organizing anythin?
Databases writ ins business items .... +CZZ Outlines in Motion The ability to expand and collapse headings and subheadings is the true heart of this program. (For quick reference, I can flip between Row and the word processor with left Amiga M and N, since Row is treated like a Workbench screen.) In the idea tree below, I've listed three to convince my boss to pay for this program.
You can use keyboard commands or menus to cut, copy, paste, or delete your text. You don't even have to arrange them in the correct order, since Row makes it so easy to rearrange them. Row supports as many get Boss to pjy for program What Is an Idea Processor?
Just as a word processor processes words, an idea processor processes ideas. An idea processor can be useful to anyone, because even people who don't need to process strings of words have ideas they need to organize. An idea processor lets you create an outline that you can expand or collapse to structure your flow of ideas. Remember the outlines you wrote in school? Your teacher was right; outlining helps you sort ideas into priorities and categories.
Explain how it will make me a better worker how I will use it for work so he should pay As you can see, 1 have one main heading, "get Boss to pay for program," with three subheadings. The main heading has a triangular symbol in the left margin to show that it has subheadings beneath it. 1 created the three subheadings by pressing shift return at the top line, and simple returns thereafter. Each time 1 hit return, the cursor creates a new line at the same level as the line above it.
You can set the program to indent from one to five spaces for each new level.
Get Boji to pay for program explain how it will make me a better worker how 1 will use it for work jo he lhould pay becauie I am a marvelouj pcrton Now that I look at it, 1 see the outline could be changed to present my ideas better.
Get Boil to pay for progTam explain how it will make me a better worker how I will uic it for work beeaujc I am a marveloui person 10 he should pay The cursor looks like an I-beam, and is referred to as such in the manual. I put the cursor on "so he should pay" and selected Move Up from the Subheadings Menu. Other options are Move Down, Expand, and Collapse. If you collapsed the outline above, it would consist of "get Boss to pay for program," with the other headings hidden beneath.
(continued) Choosing a New Direction I have some fine ideas in my outline, but they need to be better organized.
Perhaps this version would work better.
Gel Boil to piy for program why he should pay because it will make me a better worker became I would use it for work became I am a marvelous person I highlighted and dragged the heading "why he should pay" to the lino just below "get Boss to pay for program."
Then ! Used Tab once on the remaining three lines to move them to a new level. This better expresses my thoughts. I still need to add more subheadings under the three new headings, though.
Get Boss to pay for program why be should pay because it wiH make me a better worker I would be more organized at work became 1 would use it for work to structure my time and resources became I am a marvelous person I am always thinking about helping the company Eureka!
So far, I have tabbed over the three headings (ideas) I decided were subordinate to my main purpose. I have also expanded the three reasons why he should pay for Flow. Now I use the mouse to rearrange the headings, suddenly giving a subordinate idea enough importance to change the whole picture.
Get Boss to pay for program why he should pay became I am a marvelous person I am always thinking about helping (be company became it will make me a better worker I would be more organized at work because I would use it for work to structure my time and resources if I collapse the heading that reads, "because 1 am always thinking about helping the company," 1 get the spine of the memo I will write to my boss: get Boss to pay for program why be should pay became I am a marvelous person I am always thinking about helping the company Flow 2.0 - * 198? Heu Horizons Software remu.flo: tSiat is an
ides; S a collapsible outline lets you structure your floti of ideas encourages the sorting of ideas into priorities and categories rfiat is flow?
A prograii sinilar in use to a word processor cuts and pastes the sane excellent editing capabilities the sinpit way you can add tc your ideas keeping tilings in the sane subleoel together the cuttins-andpssting the uany nays to change intonation the iwvenent functions excellent presenting capabilities new printing options idiit can it do for tte?
Organizing ideas can nean organizing anything databases uniting business neuos ¦_M 1
* ( '-----l»w You can also use function keys or the menu to
create a new outline, open an existing outline, close, print,
or even revert to the version saved on disk if you have
hopelessly mangled your outline since the last time you saved.
You can sort headings in alphabetical order. The features Find and Find Next work within collapsed headings.
Features Loading and saving is done from the Project menu or by using keyboard shortcuts. The current directory is shown in a window with a gadget to scroti up and down. Clicking the disk gadget automatically moves you to the next logical device on the system, including floppies, RAM, VDO, & HDO.
Press right Amiga S to save the outline to disk in the same location as the last save. If you haven't named the outline yet, the program automatically brings up the Save window for you.
Row can save the outlines in its own format or in a text- only format. When a Flow text file is loaded into some word processors, the tabs are represented as spaces; this is not usually a problem with Flow.
With Flow's improved printing capabilities, the outlines can stand on their own. You can print with headers and footers, in draft or in NLQ, and the program will skip over perforations. The printing window shows the printer currently selected in Preferences, so you can find out if you have the wrong driver before you start printing. Sending to a printer with the wrong driver can cause all sorts of formatting problems and waste paper.
My husband and I have a switch box to let us use either the letter quality or the dot-matrix printer. This welcome feature has saved me twice from printing with the wrong driver.
Flow's Manual The manual is well designed, something I would expect from the company responsible for Flow'. (If their own program couldn't get them organized, I would worry about my purchase!) The manual is in a spiral ring binder, so it lies flat for easy reference. The manual is clear and easy to follow, The (continued on page 28) 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.
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Central Coast Software 268 Bowie Drive, Los Osos, California 93402 • (805) 528-4906 * FAX (805) 541-4745 The Introduction describes how to load from CLI or Workbench, and refers the beginner to the Amiga manual when appropriate. The tutorial, Learning Flow, shows you how to arrange and edit headings.
The next section, Using Flow, describes how to sort, cut, paste, etc. There is a complete reference section which includes a list of keyboard shortcuts, an itemized summary of the menus, and an index. I usually found what I was looking for quickly.
I found myself using the manual less often after my first reading because Flow is designed so that a lot of your natural keyboard instincts come into play. A nice touch would have been a function key labeling strip to go above the function keys, but that's just a minor quibble. (I think all software that uses the function keys should provide a simple reference strip.)
Why Not You?
Organizing ideas can mean organizing anything. Many programs, like databases, require a certain amount of planning. Flow simplifies this process, freeing you from the restrictions of paper and pen. My example of a business idea illustrates how Row can help you in public speaking, even if it's only an informal discussion with your boss. In only one evening, I wrote a three-page proposal to the president of my company using Row.
I think it would have taken me two or three evenings if I had been using a word processor. I even WTOto this review with the help of Row', With Row on the computer and a book in front of me, I can easily organize all the pertinent information on the screen, and later sort them by page numbers or subjects. For quick reference, I keep an outline for each piece I write.
What can an idea processor do for you? I predict that Row will become as indispensable to thinkers as word processing is to writers. Row could also be the ultimate note-taking program. If nothing else, Row lets you sit and think in front of the computer, and then have something to show for it. Programs like Row make the Amiga a boon to the creative person. Row is the first idea processor I have used, but I don't think my infatuation with the idea has blinded me to the program. With the release of Row 2.0, I think New Horizons Software has created a classic.
AC- Flow 2.0 New Horizons Software
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Peacock Systems, Inc., 2108-C Gallows Road, Vienna, VA 22180 by John S t e i n e r Bug Bytes The Bugs & Upgrades Column One of my major sources of information for bugs and upgrades is PeopleLink's AmigaZone, AmigaZone members provide a wealth of information about the Amiga, and events in the Amiga community.
I sometimes wonder if P-Link is worth the monthly bill of S25-S30, but last month one posting saved me at least that much in time. I don't remember who left the notice, but I wish to thank him. I saved several hours of hassle trying to transfer some IFF files to IBM format.
The A2088 Bridge Card DOS has a pair of commands called AREAD and AWR1TE. These commands are designed to transfer files between the Amiga and IBM sides of the A2000.
The commands work as promised in the manual with one exception: An undocumented option in AREAD and AWR1TE writes a true binary copy of a file. This omission from the manual has caused much grief among bridge board users. To make an identical binary copy of a file, just append the command with b. For example: AREAD AMIGAFILE.IFF IBMFILE.IFF B Omitting the b creates a file that is not an exact duplicate of the file being transferred. The b option is not necessary when transferring text files, but should be used when transferring IFF or ARC files.
By the way, typing AREAD ? (or AWRJTE ?) Gives you a list of options, one of which is the b.
Reports have persisted regarding a bug in early versions of Deluxe Paint II that causes a hard disk crash.
Several users have reported the problem in versions of Deluxe Paint with a DH: button (instead of a DHO: button) in the load file requester. You can tell if you have the latest version by checking the buttons on the load file requester.
If your requester has a DH: button, and you have the unprotected version of Deluxe Paint II, you may request a free updated disk by sending your original. If you have a new hard disk, and still have the protected version of Deluxe Paint II, you can get the unprotected version of Deluxe Paint II by sending in the card that came with your original program, and 520.00. You will receive the latest version.
Send all upgrade requests to: Electronic Arts Amiga Upgrades Box 7530 San Mateo, CA 94403 Electronic Arts requests no telephone upgrades. Send check, money order or Visa MC credit card info, and allow 4-6 weeks delivery.
The A2000 keyboard saga continues with Commodore's announcement of a fix for the missing first keystroke on the latest keyboard model. The repair simply requires the removal of two capacitors on the A2000 motherboard.
This alteration can be done under warranty by any Amiga authorized service center.
If you are brave enough to dive into your new A2000, capacitors C910 and C911 are the two that must be removed. These capacitors are two of several tiny blue capacitors just behind the keyboard connector. To get at them, remove the power supply disk drive cage. They are located under the drive assemblies at the front of the computer. Remember, you will probably void the warranty if you make the modification yourself. Since the fix is free, you might consider having a Commodore service agency make the repair.
Commodore is currently shipping revision 4.3 of the Amiga 2000 motherboard. It no longer has the problem with the missing first keystroke.
On the topic of Amiga hardware, several reports have popped up concerning problems installing the 2010 internal floppy drive on the A2000. When the drive is installed, it acts like a dffl:, rather than a dfl:. In other words, accessing dhO: causes both drives to run. Accessing dhl: causes no response from either drive.
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strangeness occurs because, until recently. Commodore had
been shipping all drives configured as unit dfl:. They are
now being shipped as dfO;.
The solution is simple. Before installing the drive, check the drive select jumper setting, (in most cases, the jumper block is located on the bottom of the drive.) Most drive jumpers are numbered 0, 1, 2 and 3 or 1, 2, 3, and
4. If the jumper is on the end, move it to the next position in
the row of four jumpers. If it is already located on the
second row of pins, it is probably correct.
Several reports have surfaced regarding a "bug" in the keyboard software that causes the A20Q0 and A500 to ignore the + sign, parentheses, and some other number pad keys. This is not a bug; it is most likely caused by booting the A2000 or A500 on an old Workbench 1.2 disk.
A500 and A2000 keyboards must have the keymap set to USA1. A1000 computers require US AO, to which the operating system defaults. If you have an A500 or A2000, and the plus key on the number pad doesn't work, check your startup sequence file to make sure the command SETMAP USA1 is included. If not, add it to the file. The SETMAP command is found in the System subdirectory on the Workbench disk, so you will need to add a PATH ADD SYSTEM to your startup sequence if it isn't already there. You can also just RENAME SYSTEM SETMAP AS C SETMAP, then delete the SETMAP.info file from the system
directory.
An upgrade is available for Transformer which allows it to run on Version 1.2 Kickstart Workbench.
(Officially, it runs on the 1000 and
500. ) Commodore wants the 2000 PC support to come from the
bridgecard.
Such support is much more elegant, but also a more costly solution for those who need PC compatibility from their Amigas.
To obtain the upgrade, bring your master Transformer disk to your dealer. If your dealer is unaware of the upgrade policy, or does not have the disk, a call to his Commodore regional rep will get it to him.
The Spirit board internal clock software has a bug involving the leap year logic for setting system date and time. Even though the clocks were set correctly, the internal system date comes up one day ahead of the hardware clock. A call to Spirit disclosed that the Leap Year hardware and software conflicts until the end of February of leap year. A quick fix is to simply back-date the battery-clock, which will accordingly right itself at the end of February. Another fix involves modifying the startup sequence (until February 29, of course).
After giving the command that reads the internal Sprirt Board dock, simply give a DATE TOMORROW command.
Mark Burton, (Plink ID, OER170) left me electronic mail regarding a problem with Dynamic E rums. When Dynamic Drums is booted up normally, the audio channels are full of noise. He discovered the program works properly only if the Mimetics Soundscape Sampler (attached to the second joystick port) is disconnected.
If you have had problems with Dynamic Drums and the Soundscape Sampler, let me know.
That's all for this month. If you have any bugs or upgrades to report, you may contact me at: John Steiner Bug Bytes c o Amazing Computing
P. O. Box 869 Fall River, MA 02722 You can also find me as
Publisher on Plink, or 73075,1735 on CompuServe.
¦AC- The Ultimate Video Accessory Part IV J by Larry White Let's boot up and start making our desktop video commercial.
The screen is blank.
Slowly a colorful pattern appears, growing more intense until the entire screen is filled. Then the titles slide into position as the Amiga logo, its colors flowing proudly, centers itself above the words "Desktop Video."
The color pattern wipes itself across the screen, behind the Amiga logo, which remains briefly as the entire screen fades to black.
This will make an exciting opening for our production, and we'll try a few of the most popular software packages as we go stcp-by-stcp through the process. We'll use Deluxe Video 1.2 (Electronic Arts) to choreograph all the action, so we'll have to be careful to keep all the pieces with proper resolution and palette for compatabil- ity.
The most complex part of this process will be capturing the Amiga logo and preparing it for animation by Deluxe Video (Dvideo). I found a clean color example of the logo on the box from my 1010 external drive, and cut it out so that it would be easier to handle.
To change something from printed art to a digital form that the Amiga can handle, you need a digitizer. Making Your Art Digital Digiview from Newr- Tek is a digitizer which has become somewhat of a staple among Amiga based video systems. The basic system consists of a color filter wheel, a video interface for the Amiga's parallel port, and a software package. (Due to the differences in the pin configuration between the A1000 and the A500 2000 you'll need a different version of the hardware adapter, depending on which Amiga you're using).
You'll also need a video camcTa. You can use a color video camera or camcorder if you have one, but an inexpensive, high-resolution black and white camera (the type often sold for security surveillance) works best.
You'll also need some lights and a tripod or copy stand to support the camera. The filter wheel shows the camera the separate red, green, and blue components of the object you're digitizing, and the Digiview program captures these three images separately, displaying the result in up to 4096 colors using the Amiga's HAM (Hold And Modify) mode, (continued) Digiview software does not display the live video image, which makes it somewhat difficult to set up the camera. If you're using an Amiga monitor, you can plug the video line into the NTSC composite jack and switch the monitor to composite
during setup. You can split the video signal using a Y connector, but this is still a bit awkward. A separate monitor is a better idea. I use an old black and white TV with an RF modulator.
Put the camera on the tripod or copystand with the filter wheel attached just in front of the Lens.
Place your artwork below the camera, preferably on a plain background, so that there are few extraneous colors.
Turn the filter wheel to the clear section and turn on the lights, camera and monitor. If you're using a camera with manual lens control (such as the Panasonic CCTV camera sold by NewTek), open the lens iris wide, then focus. Adjust the camera to subject distance until the artwork fills most of the screen, but keep important details away from the edges.
Now refocus the lens to get the sharpest possible picture, then gently close the lens iris until you find the point just before the image contrast looks flat.
Now boot the Digiview program. When the title screen appears, select 320X200 for compatability with Deluxe Video. Since we're digitizing for Dvideo, we can have only eight colors in the final image. Dvideo allows for two palettes of eight colors each, one for the background, one for the foreground and objects. There are several ways to achieve this: by image processing or conversion, or by letting Dpaint or Dvideo adjust the palette, but the best quality and most predictable result is obtained by setting the digitizer properly.
Select "Palette" from the control menu or press Amiga-P. A palette requester will appear. Adjust the colors slider to set the digitizer for a maximum of
8. Our logo will be a foreground object, so we'll need to keep
color 0 transparent so that the background will show through.
Click on Color 0 "Off"; this will limit the usable colors to
seven. Make sure that the "Make New Palette" selection is
highlighted, so that the computer will find the seven best
colors to match your artwork. Then click on the word "color"
to bring up the color requester. Set the mode to 8, and the
dither to "off."
Now click on the "OK" gadget to return to the main program.
Next, turn the filter wheel so that the camera looks through the red plastic filter. Select Digitize Red (or Amiga-r) to capture the red image. Then repeat for the blue (Amiga-b) and green (Amiga-g) images. From the control menu, select display. The color image will form in a few seconds. If the image looks good, you're ready to save it as an IFF file. If not, adjust the lighting and camera settings and try again.
If you plan to do a lot of digitizing, you might want to automate the process with NewTek's Digidroid, an Amiga-controlled motorized filter wheel which plugs into the second Amiga joystick port. With Digidroid, just select Digitize-Auto (Amiga-A) and the wheel will spin to each colored filter and digitize, then automatically switch to display the full color image. If you're already using Digiview 2.0, the Digidroid commands will be added to your menus when you boot Digiview with the Digidroid connected.
When you're satisfied with the image, select "Save" from the project menu .
You should see the message "saving 8 colors" as the file is written to disk in IFF standard format, Now, let's use some image processing to prepare the image for animation.
Digital Image Procressing Two image processing programs are Butcher (Eagle Tree Software) and Pixmate (Progressive Peripherals).
Although either could do the job, for this example I chose Pixmate. Pixmate is a total image processing system for the Amiga which can change pictures from one format to another, enhance contrast, edges, and grain, change colors, and even merge pictures.
If you look closely at the white background, you'll notice that it is really made of several different near white colors. Select "histograph" from the effects menu, and you'll see a bar chart which shows the number of pixels in the picture of each color.
Three colors together represent white.
Selecting the palette control from the Color Menu, adjust the sliders in the requester and change all three to the same white. Then, from the same menu, select "pack colors." This changes all pixels of the same color to the same selection from the palette .
From the Info Menu select "display format" and you should see a message indicating that the image is low resolution, with 8 colors possible and 5 used.
You might use Pixmate to further enhance image details and edges, but that type of enhancement can be quite time consuming until you're very familiar with the software and all its features and settings. Let's save this file and use Deluxe Paint II to make some final adjustments.
Color By Tire Numbers We'll use Dpaint to create the other parts of our title and background, taking special care to select the palettes for use with Deluxe Video.
Since we'll need large, clear letters, let's use Zuma fonts instead of the standard Amiga fonts. To do this, insert a Zuma font disk before loading Dpaint. Click on the Zuma disk and activate the font librarian. Select the fonts and sizes you want. Select "use" from the librarian, then exit from the librarian and start Dpaint II without rebooting the Amiga.
Select low resolution, 8 colors, from the Dpaint startup screen, then load the 5-color version of the logo.
Although we'll actually be removing -- Tj * li~ j J Wenlorjml rr the white background and replacing it with the transparent color 0, it's easier if we save that step for last.
First, let's set the palette. Press "P" and the palette requester will appear.
Color 0 is black, but since we'll need a opaque black in the letters, let's change color 0 so its location in the picture is obvious. Adjust the sliders so that color 0 is a color you don't want in the final image, such as violet.
As you adjust the sliders, the colors in the image will change, making it apparent which pixels are controlled by which palette color.
To get the most effective palette, let's examine the specific image. We need black, white, gray, red, yellow, blue, and green. If we want the colors in the "checkmark" to cycle, they must be next to each other in the palette with no extra colors between them.
This way, we can define them as a range (actually, this is true only in Dpaint, but not in Dvideo, where we can select each color and turn it on or off for cycling). Take one of the unused whites and change it to black.
Use the fill gadget to fill the letters with this black anywhere you have color 0 (violet). Now, using the magnify gadget, you can fix any edges or shadows of the letters using the draw and line gadgets (figure 1).
Make sure the outline of the checkmark is intact so that any fills you use will stay within bounds. Now use bright red, yellow, blue, and green to replace the colors in the checkmark.
Fill the background and the centers of the "A"s with color zero to make the background transparent. Now use the brush gadget to make the logo a brush, then store it using the "save brush" command to conserve memory.
Now let's clear the screen and create the background. Use the control control to restore Dpaint's default palette. Set page size to full video so that we'll have a borderless screen for videotaping. Select a range of colors using the palette requester. Click the right mouse button on the fill gadget to bring up the fill requester. Adjust the dither slider towards the right to produce a fine mixed pattern, then select gradient for fill type. Return to the main screen and select the fill gadget. Press F10 to remove the title bar and menu from the screen, and fill the entire area with the
dithered pattern. Save the full screen as an IFF file, then clear the screen.
Now, from the font menu select "load fonts." The fonts loaded will be those you specified from the Zuma Fonts disk. Once the fonts are loaded, select an appropiate font and a color which will contrast well with the previous background. Then select the text gadget, position the cursor, and type "VIDEO." Use the brush gadget to make the word a brush, select another color, and place the brush over the original word just slightly up and to the right, creating a drop shadow effect. Use the brush gadget to make the shadowed text a brush, then store the brush. Repeat these steps for the word
"Desktop" using a different font and different colors (from the same palette!). Save this brush and exit Dpaint, We now have all the parts we need for our video scene.
The Deluxe Way to Put It Together Run Deluxe Video. Dvideo is a program which loads these images and coordinates their movement on the screen. The program uses a timeline principle with tracks (horizontal lines) representing various images and effects representing specific movements and display commands indicating the start and end time (when appropriate).
Since we'll eventually be videotaping the video we're making, set the video for interlaced and overscan (to make the video borderless). Select "Restart" to make sure these settings will be in effect.
The video is composed of several scenes, but we'll just be creating one.
Click on the scene gadget to bring up the "Scene Script." Then pull down a (continued)
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Pull down another track requester and select "background." Pull down an effect box and choose "fade in." The position of the left arrow of the effect box determines when the fade will begin. The distance between the two arrows determines how long the fade will take. The default is one second, but you can grab the second arrow and move it to make the fade shorter or longer. To see what this fade looks like, press Amiga-k.
Pull down another track box and select "object." Load the brush containing the word "VIDEO" as this object. Put an effect box at the begining of the object track. When the effect requester comes up, select "appear." Another requester will pop up labeled "appear where?" You can respond three ways: by entering coordinates, by moving a representation of the object to the position on the scale screen, or by clicking on the TV set, which wilt produce your object and the video screen. (If you've already played the scene, the background should be visible). You can now grab your object and position it
exactly where you want it to appear. I put the "VIDEO" title off screen at top left.
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it. Put it below and to the right of the center.
You can play the scene to check the movement, clicking on the "move to" box if you want to change it. If you want to adjust the timing, click on the second arrow and move it.
Pull down another track and select "object." Now load the "Desktop" brush. Using the same technique as the "VIDEO" brush, make "Desktop" appear from the left side,(after the "VIDEO" object starts moving). Then move it towards the right so it stops at the same time as "VIDEO", spelling "Desktop VIDEO." By trial and error you should be able to make it appear as if the word "desktop" pushed the word "VIDEO" to the right.
We're almost ready for the Amiga logo. Remember, the logo has a different palette than the other two objects. If we were to introduce it suddenly, the other objects would change their colors because of the new palette. What we need to do is stamp the objects, copy them into the background, (which we created with the same palette), then make the objects disappear before wo introduce a new object and its palette.
Make the Amiga logo appear centered, just off the top of the screen, immediately after the other objects dissapear.
Then move the logo into position just above the words "Desktop Video."
Add another track to the scene, this time a foreground track. Pull down an effect box and position it so it starts simultaneously with the appearance of the Amiga logo. Make this a "cycle colors" effect, selecting the colors in the checkmark to cycle (I used 1-4).
Bring the end of the effect to the end of the scene. Press Amiga-k to play the scene and w’atch what happens!
I added a few touches to end this scene smoothly. First, 1 wiped the background from left to right, replacing the colored background but leaving the Amiga logo. Then I faded the foreground and background to black, ending the scene (See figure 2).
Of course, there's a lot more to Deluxe Video including the ability to animate an object as it moves, size an object, or even use a special text which can be rotated 360 degrees along three axes.
Add music tracks and digital sound effects and you'll have an even better impression of this powerful and fun program. I recently had the opportunity to attend a demonstration of two soon to be released programs from Electronic arts which will also sup- pliment Deluxe Video: Deluxe Productions (which I have previously referred to as Deluxe Titler) and Deluxe Photolab, a combination HAM paint program and image processor.
Next time we'll continue our video using the Director a programming language similar to Amiga basic, but with a number of video control commands.
• AC- Icons are great, and the Amiga's four- color Workbench is
really the best I've seen. Remember the first time you used
your Amiga? What power! The Workbench, however, is only the
surface; the Command Line Interface
(CLI) has even more power. CLI allows you to see files and
directories that don't appear on Workbench.
The Hidden Power Of CLI Batch File Processing To varying degrees, we all use CLI.
Some of us just use a few commands like Dir, List, Copy, Format, and Diskcopy. Some of us have set up virtual drives such as ASDG's Recoverable RAM Disk, or collected CLI Shells and dozens of PD commands and programs which we access through CLI. Even if you very rarely use CLI, knowing how Amiga Batch files work can make your Amiga easier to use.
A Batch file is basically an ASCII text file; the Execute command interprets each line as if it were a command typed on the CLI. Every time you boot up the machine, the Amiga uses a Batch file called the startup-se- quence, That file is stored in a disk directory called the s directory. The s directory has a very special property under AmigaDOS: every time someone uses the Execute command, AmigaDOS automatically looks for the filename after the word Execute in the s directory of the current Workbench Disk. It follows, then, that all Batch files should be stored in the s directory of the
Workbench disk with which you intend to use the files.
By Joe Rothman Amiga Mouse Users Group A.M.U.G. BBS 516-234-6046 Before I show you some sample Batch files, I would like to present a little tutorial on ED. You use ED, which is a DOS command, to create Batch files.
(Batch files can also be created using any word processor or text editor.)
Everyone has access to ED. You can create a new Batch file with ED by typing Run ED SYS.s filename. The ED screen appears with a cursor at the top and the message "Creating New File" at the bottom. If you use ED on an existing file, the ED screen has the existing text in the window when it opens.
Even if you very rarely use CLI, knowing how Amiga Batch files work can make your Amiga easier to use.
There are a few things you must know to use ED. When you enter a line of text into ED, you must hit return at the end of each line, because there is no word wrap. There is also no mouse support, so use the cursor keys to move things around; use the Backspace and Delete keys to edit the text. Press ESC, Q, and Return to quit without saving; press ESC, X, and (continued) Return to save and quit. The bottom of the ED screen is the command line, where special messages appear.
Format Batch File Let's try our first Batch file. Here are the ground rules for copying the examples in this article: upper and lower case letters are not important, but spacing and spelling must be exact.
Batch Disk Formatting Everyone formats disks, and there are several ways to do it. Workbench allows you to click on the disk and select Initialize from the disk menu.
That's easy, but if you want the disk to be named anything other than Empty, you will have to use the Rename command on the Workbench menu. And if you don't want the trashcan, you have to delete it from
CLI. Obviously, you don't have a lot of control when you use
Workbench to format disks, On the other hand, CLI allows you
to control everything, but makes you type a very long
command. Let's say I want a disk to be formatted in drive
DFO: without the Trashcan, and I want it to be called
PDGames. Here is the CLI command to do that: Format Drive
DFO: Name PDGames Noicons That's a lot to type just to
format one disk, and if you are not using a CLI Shell, you
will have to retype it every time you want to format a disk.
You could, however, make up a Batch file to format disks for
you. Create a file called Format stored in the s directory
of your Workbench disk. Since you intend to use the file to
format many disks, the name you may decide to use is
"Empty." The Batch file must consist of the following:
Format Drive DFO: Name Empty Noicorts There are three
problems with using a Format Batch file like the one above:
1) it always makes you format the disk in the DFO: drive; 2) it
always names the disk Empty; and 3) it returns an error
message from DOS, "Format failed retumcode 20," even though
the disk is formatted properly. The error message comes up
because of a minor difference in the way AmigaDOS treats Batch
files, as opposed to howr commands are actually entered at
the CLI prompt. (I don't know exactly why it happens, but I do
know what to do about it.)
Let's solve those three problems. We can make our Batch file format the disk in any drive, even a hard drive; we can make it demand that we give it a drive to format the disk by having it give us an error message if we don't; we can make it accept a different disk name from CLI, and call the disk Empty if no name is given. It sounds as if we will need a huge Batch file, but these "features" require only a three line Batch file: key Drlve a.Name Failat 25 Format Drive Drive Name NameSEmpty Noicons The .key statement must always be the first statement in the Batch file, just keep that in
mind if you decide to add anything to this file, or to use a .key statement in another Batch file.
Drive a requires that parameter Drive always be present, or you will get an error message. Name is optional, and Name$ Empty establishes Empty as the default name to use if none is supplied. Failat 25 supresses the phony "Format failed" error message I mentioned before. If you prefer to have the trashcan on your disks, just leave the word Noicons out of the Batch file.
Assuming that you called the Batch file "Format" and stored it in the s directory of your current Workbench disk, here is how to use it from CLI: Enter the command "Execute Format Dfl: PDCames [Return]" to format a disk in Dfl: with the name PDCames.
Enter the command "Execute Format DFO: I Return]" to format a disk in DFO: with the default name Empty.
As you can see, the Batch file called Format has given you as much versatility as typing the actual DOS command, without a lot of typing. By using the assign command, you can shorten the command even further. At the CLI prompt, enter "Assign x: sys:c Execute [Return]." Every time you type x:, the Amiga replaces it with sys:c Execute; now all you have to type is "x: Format Dfl: PDGames [Return]" to format a disk in Dfl: with the name PDGames.
Batch Alarm Clock The Amiga comes with a clock that has a built-in alarm. The alarm clock is not very good; it is hard to set and makes the screen flash only once at the specified time. If you happen to turn away at that moment, you might miss the alarm completely. Try this Batch file: .key Time a.Vefto.Noun .def Verb 'Do' .def Noun 'Sometblrvg' Wait until Tlme Echo “It’s time to Verb Noun ' Say ‘It's time to Verb Noun ' To test it, enter the following command at the CLI prompt (substitute an actual time in 24 hour format for the HH:MM).
Run Execute Alarm HH:MM (Return) The Batch alarm works best if you are running your system from RAM: or VEX): because the Echo and Say commands must be loaded from disk when the alarm goes off. The preceding example uses the defaults established in the .def statements and statements, and your Amiga waits until the specified time and then sends this message to the screen, "It's time to Do Something." When you set the alarm, you can replace the Verb and Noun defaults with anything you want. The replacement text can be one word or a string of words. (Use quotes to enclose the string so
Amiga DOS knows what to do about the spaces.) Here are two examples: Run Execute Alarm HH:MM Watch TV Run Execute Alarm HH:MM ‘Pick up' 'the Kids' Because the Wait command will tie up its CLI until the specified time, you must "Run Execute" instead of just "Execute" the Batch file alarm clock.
The Batch alarm writes a temporary file to the t directory of the disk you are Cded to if you don't want the temporary file written to your disk CD to RAM: before using the alarm. For some reason, CD will not work between the .key statement and the wait statement. You don't have to worry about whether or not the t directory exists, because if it doesn't, it is automatically created. If you wish to check whether the alarm task is active in the background, you can use Status [Return] at the CLI prompt, and you will see one of the tasks listed as "Wait." If Status says that the Wait command is
active in task 4, you can cancel it by using the command Break 4 [Return].
You can modify the Batch alarm to use the PD Beep command, instead of the Echo or Say commands. For that matter, anything can be tacked on after the wait command, allowing you to use it for fully-automated and unattended tasks. For example, you could have it run a terminal program which uses a script file to call an online service and captures some information at a specified time without any assistance!
Dirall This next Batch file will allow you to print an entire disk directory listing all the files in all the subdirectories on the target disk. Call this one "Dirall."
The Drive specifier is mandatory, but the Dest parameter will default to PRT: if no DriveiDirectory Filename is specified.
.key Drive a,Dest Dir DestSPRT: Dr1ve Opt a You can type either of these commands: Execute Dirall dff): [Return] Execute Dirotl dfO: Rom:DirZero (Return) Type Ram:DkZero (Return) Dcopy Let's make a universal Diskcopy Batch file that will work on one and two drive systems. Call it Dcopy and store it in the s directory. (Please be careful when you try this example; don't copy over a disk you need.)
.key From ajo a Diskcopy DF From : to DF To : Now try using Dcopy with these commands: Execute Dcopy 0 0 or Execute Dcopy 0 1 You can use the .key to create an argument template and .def statement to assign a default parameter in Batch files of all kinds. If you forget which parameters you are supposed to enter at the CLI to activate one of these special Batch files, all you have to do is enter "Execute filename" (substitute the name of the Batch file for "filename"). AmigaDOS responds by typing out an error message which names the parameters.
Experiment see if you can create your own useful Batch files, using the parameter substitution abilities of the Execute command, and pass them on to other Amiga users on BBSs and Networks throughout the land.
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Ail oidtn idd II ihipping As pnen In USS Ordar by phonal VISA. Maitarcard, AMSX welcome, US order* add 12 handling In, A Conference with Eric Graham Edited by John Foust This is a transcript of an online, electronic conference with Eric Graham, author of the Amiga modeling and animation programs Sculpt 3D and the upcoming Animate 3D.
The conference took place on November 18, 1987, in the Amigazone's weekly Wednesday night Graphics & Video slot. Other conference guests included Ken Offer of Byte by Byte, who had two winning entries in the BADGE Killer Demo contest.
The first portion of this transcript includes the opening remarks and a moderated question-and-answer portion. Eric Graham uses the handle ’ERICG) and Ken Offer is (’KEN).
The comments of other participants are prefaced with their handles.
(CBM’HARV) Welcome to our Wednesday night graphics and video conference. Tonight we have something special for you. Our special guests are Eric Graham, author of Sculpt 3D and creator of the "Juggler" animation, as well as Ken Offer, the creator of "Kahnankas" and other incredible Sculpt 3D animations. Eric, let's start with you. How did you come to the Amiga? What is your general background?
(’ERICG) OK. I wrote a ray tracing program in 1966, but there was no good computer to run it on. The only machine (the biggest in Europe) took many hours to make an image, and I had to print it out on a teletype. 80 by 66 pixels! I got the Amiga a year ago. It was the first machine with good enough graphics to do justice to ray tracing. "The Juggler" was produced in about a month, and on December 26th, I started writing Sculpt 3D. The difficult part was the interactive interface. It was finished in August, and because I immediately started on Animate 3D, I haven't even had enough time to
play with Sculpt.
Ken has had all the fun!
(’KEN) Sure! And I love every minute of it!
(CBM’HARV) Thanks Eric.
(CBM’HARV) Ken Offer? Do you care to tell us a little bit about yourself and your Amiga work?
(*KEN) Well, I am also one of your first Amiga owners, crazy about this machine from the start. My main interest in computers is my first love: art.
(CBM’HARV) Ken, can you name your Amiga animations for folks here who might not know which titles you created?
(’KEN) I work for Byte by Byte, so my opinions are totally my own. My animations are the "Kahnankas," the "RotAmiga," the "BotngMachine." 1 have done the sound upgrade for Movie, and new versions of all the animations currently exist.
(CBM’HARV) We'll be uploading "BoingMachine" into the Club library tonight. Thanks, Ken.
(*KEN) Great.
(CBM’HARV) Okay folks, any questions for our guests? Let's take them one at a time, please.
(CBM’STEVE) Eric, have you considered adding texture mapping for surfaces in Sculpt 3D? As in having an IFF picture defined and telling which object you'd like it mapped to?
(’ERICG) Yes, we should have texture mapping available soon. The principal difficulty is the user interface. How do you wrap King Tut around an elephant and know what to expect? We'll have a good interface soon.
(CBM’STEVE) Heh, heh. Understood! Thanks!
(JRH) Eric, are you using the ANIM standard or adding to the standard for Animate 3D?
(’ERICG) Yes, we use the ANIM standard, but have our own op-code.
It will be made public as soon as it is frozen.
(GSARFF) I was just wondering about the Movie utility. Why does the disk stay spinning and the light on when the animation is running?
(’ERICG) It seems to be a bug in the Manx C compiler overlay system. It doesn't do it on a hard disk. I will try to find a workaround for it.
(ROGER’B) Mr. Graham, will Sculpt 3D and Animate 3D support the MC68020 and 68881?
(*ERICG) Yes and no. The standard version of Sculpt uses the fast floating point library functions for speed, but we have a special version that uses the '020 and '881, and it is FAST. There will also be a version for Animate.
On People Link's AmigaZone m (SWALLOW) Could you list some specifications on Animate 3D as compared to Silver and the current version of Movie?
(*ERICG) Animate is fully interactive.
You use the mouse to design motion paths which can be hierarchical (wheels within wheels). Also, you can perform key frame animation. Unlike Movie, the whole process of generating an animation is done with one mouse click. No script files needed!
It also has all the features of Sculpt 3D so you can design really complicated objects, not just spheres and other simple shapes.
(CJCARTER) Are there any plans to make an ANIM player that will allow user input?
(*ERICG) Not at this time; we seem to fill all available time, so there isn't enough to allow the possibility of much useful interaction with a movie.
(DJJAMES) Ken, where did you come up with the name "Kahnankas?" I have a hard time spelling it.
(*KEN) Well, I really did not know what those things were called. I used to have a set as a kid. So I came up with a name that sounded like what they sound like. By the way, we have a new sound version of it that clicks.
(CBM*STEVE) Ken, were those animations designed using Sculpt 3D and Movie, or did you use a prerelease version of Animate 3D?
(*KEN) Yes, I made them totally through Sculpt 3D. I animated them through the script command system.
(ROGER*B) Eric, is the blitter used much, and how much memory is required?
(*ERICG) The blitter is used mostly for fast update of the Tri-View. Both Sculpt 3D and Animate 3D will take advantage of all the memory you have. Sculpt 3D will work on 512K, but really needs 1 meg. Animate NEEDS 1 meg.
(SWALLOW) Ken, what is the "sound" upgrade for Movie, and has it been made available yet?
(*KEN) The addition of sound is done in a similar manner to the PILBM command file. An additional parameter is given to Movie to specify this file. The file contains a list of IFF sounds, and a description of how to play those sounds. Foreground and background sounds are defineable.
The new version of Movie is called "NewMovie" and is available on the "Sculpt_Animl_w-sound" and "Sculpt_Anim3_w-sound" disks, just released into the public domain.
(WALRUS) Where can I get a copy of "Kahnankas" that clicks? That's the only thing that I thought was missing from a fantastic demo.
(continued) (*KEN) We are sending the disk to Harv. Also, I will be passing it out to members of our local user group and probably uploading it to the nets, along with documentation.
(AMICUS) I have it, so I can upload it... (CBM*STEVE) First, thanks to both of you for being here! I love Sculpt 3D!
Here's the question: Eric, how do Sculpt 3D and Animate 3D interact?
Or do they? Is Animate 3D a standalone package?
(*ERICG) Animate 3D requires Sculpt 3D. The first thing that you do is merge them together, Then you have one (big) program that combines all of Sculpt's features with the ability to interactively design animations.
(CBM*HARV) Eric, can you explain what "merge together" means?
(DJJAMES) Merge them together what a great idea.
(*ERICG) Both programs consist of lots of cooperating modules, so the merge is easy.
(DJJAMES) Eric: I'm not familiar with J compression. Can you explain it briefly? If not, just say so.
(*ERICG) It is an adaptive system that looks at the images and chooses compression schemes that suit the data. That way, you can squeeze a bit more compression and a bit more speed on playback.
(OJSANDS) Eric, are there constraints on the length of an ANIM animation?
How long is possible?
(*ERICG) It is only limited by the amount of RAM. Currently, if you use floppy disks, that limits you to 880K.
We must make it possible to do multifloppy ANIMs.
(ROGER*B) Mr. Graham, how many bitplanes are possible, and what is next after Animate 3D?
PERICG) HAM uses 6 bitplanes; that is all the Amiga can handle. More bells and whistles? What do you want? Texture mapping is on the top of the list.
(*KEN) Sculpt 3D can do 24 bitplanes, by the way.
(WALRUS) Will multi-floppy ANIMs be implemented any time soon?
(*ERICG) Let me know if you are ready for them! Not difficult, just give me a day of free time.
(*KEN) Marcus (a co-worker of mine) and I arc thinking about how to link animations.
(AMICUS) I think the splitting of animation files is an important problem that Aegis hasn't really addressed.
(AMIGA‘GREG) How long did it take to generate "Kahnankas" on a 68020?
(*KEN) About "Kahnankas" about six hours per frame and a total of 16 frames on a 68881 68020 without 32 bit memory.
(CBM*HARV) Eric, do you have a release date for Animate 3D yet? And what price?
PERICG) Real soon now. Animate 3D will list at $ 149.95. (AMIGA GREG) How in the world was the banker lamp made in "Kahnankas"? And how long?
(*KEN) The lamp was easy. A couple of mirror cylinders and a spin or two.
(CBM*STEVE) Ken, any general tips on animation for us novice animators?
(AMICUS) Ken, I'd love to hear more about your techniques for scripting animations for Sculpt 3D sometime ... even if Animate is coming soon.
(*KEN) General tips ... Well, I can name quite a few, and maybe I should write an article on it. It is a big subject. A little long for this conference.
77ns entire transcript is Copyright (c) 7987, the People link Amiga'Lcme and may be reprinted in pari or in whole only upon receipt of express written permission to do so.
Contact CrivVHARV on People Link for more information.
TxEd Plus... All the speed and simplicity of the original TxEd, Plus... Modular software is coming. With modular software, different programs talk to each other using a common macro language.
Apple Computer, Inc. has started a software division focusing on modular software, and Microsoft Inc's Bill Gates has been talking about it. Modular software lets ’’multitasking" mean more than just running two programs at the same time; you can run programs together, doing more than each program can do alone and letting you pick exactly the pieces you want to use.
O Fully configurable menus and keyboard O Powerful command line language, uses the AREXX macro processor.
O Includes functional AREXX demo O Many other new features.
Ouses ARP V 1.1 On the Amiga, modular applications are more than just next year's dream. They're available now, with two of the cornerstones ready to go. TxEd Plus, the text editor, and AREXX, the macro processor.
TxEd Plus $ 79.95 Even without the AREXX connection, TxEd Plus is the text editor of choice for the Amiga. With AREXX, TxEd Plus becomes more than just a text editor. The configurable menus allow you to create customized applications such as order entry systems, and that’s barely scratching the surface of the possibilities.
We don’t even know what the limits are yet.
Developers: find out about AREXX! The window is wide open, Users: demand AREXX capability in your software. You can get it now on your Amiga, or wait till next year, on a McClone.
Microsmiths, Inc PO Box 561, Cambridge, MA 02140
(617) 354-1224 BIX: cheath CIS: 74216,2117 Mass Residents add 5%.
Visa & MC accepted, Amiga is a trademark of Commodore
Business Machines, Inc. The term 'McClone' is a fictitious
conglomeration refering to nothing in particular.
AMAZING INTERVIEWS Amazing Computing Catches up with Perry Kivolowitz, President of ASDG Ltd.
By Ed Bcrcovits Perry Kivolowitz has been a major figure in Amiga user and developer communities since the earliest days of the machine. His company designed memory boards and card cages for the A1000. In early 1988, ASDG will release two new, innovative products.
The first, the 2001, is an expansion box for the Amiga 1000 (pre-summer release.) It will permit nearly full- functional equivalency to the 2000, with expansion slots for old and new Zorro cards, as well as IBM-AT standard cards, a co-processor slot, space for internal hard and floppy drives, and a 200-watt power supply.
The second product, planned for release in April, is the Satellite Disk Processor (SDP). This intelligent controller will support both SCSI and ST-506 drives. It will contain an onboard 68000 processor with 512K of cache RAM, and promises a multi-fold increase in hard disk input output over any other Amiga hard disk currently on the market. AC talked with Perry about these products, other software products, and the early days and future of the Amiga.
AC: Perry, with your articles in Amazing Computing, your active participation in major electronic networks like Usenet, CompuServe, and Plink, and your presentations to various users groups and at shows like AmiExpo, you've become rather a well-known figure in the Amiga community. How do you feel about this fame?
PK: All of this notoriety has just popped up on me. Favorable review by peers is an extremely strong motivator. I was very heavily involved in the Unix environment publishing papers and attending Unix conferences and never managed to get any closer to the inner circle than the outer fringes. It was very frustrating because I spent years working on it, while overnight I became a well- known personality in the Amiga world. That was a very strange adjustment. The novelty, of course, has passed, and I am still me. What gives me a great amount of pleasure is when people come and say, "You
did a good job. Perry." That has given me a tremendous feeling, both personally and professionally.
AC: I'm always fascinated by people's backgrounds before becoming involved with the Amiga. What was your experience?
I don’t think manufacturers should be in business strictly to make money if it is done at the expense of providing service.
If you can’t do both together, you shouldn’t be in business.
PK: I started with computers when I was about 10. There was a guy, who was nine years older than me and a friend of my older brother, who, when he was in high school, would be taking apart IBM machines and _(continued) putting them back together differently, but better than they were originally.
He introduced me to the world of computers.
So from 10 years old that was the thing for me. I started reading all the books I could find. I didn't have a computer or even know anyone who had a computer. 1 had to wait until I got to high school until I could even get near a computer. And that wasn't even at my high school; I had to take a bus across town to another school that had an IBM 1130. It had an amazing 4K of memory. ! Had to beg and bribe the other students to get any time at all on the computer. We did things like writing programs that moved hard disk heads around, thereby resulting in various types of radio frequency
interference which would cause varying sounds to be emitted from an AM radio. By controlling the movements and thus the sounds, we were able to produce our own "songs."
When I went to university, I found the undergraduate program lousy. The staff there basically considered me a hacker. I was a necessary evil because if hackers didn't exist none of the projects for their grants would get done. But to them, a hacker wasn't a theoretician or an academic.
Graduate school was where I learned why everything works the way it does; it was where I got my theoretical foundation. Once you know the theory, it allows you a repertoire of solutions broader than any hacker could have in his lifetime. A theorist by himself is useless, a hacker by himself is of limited usefulness, but put the two together and they can't be stopped. Hacking is great. You can't have a computer industry without hacking, but you can't have a computer art and science without theory.
So after graduate school, I wanted to get a steady job, so I went off to Wisconsin and worked for a company there as the Unix software products manager. Unfortunately, there were no Unix products, so I got to start the department. I should have known there was trouble coming when they said, "Before you start the department, there's a few things we want you to do," It turns out that they had sold software products two years before, but had never delivered. So I spent nine months doing those products to get rid of their backlog. Then I started to put together their department. It turns out that
they weren't really very interested in having a Unix software department. So I left. There was a parting of ways, and 1 came back to New jersey.
AC: So this was when you started getting involved with the Amiga?
PK: Yes. After returning from Wisconsin, i was getting real "antsy." 1 was about to buy a Macintosh because I was saying, "I'm getting into business for myself. I hate working for other people. I'm going to start writing software. I can do this just as well as anybody else."
Then I got a call from a friend (Rick Sperenbauer who later designed the Amcristar Ethernet board) who said, "Did you ever hear about an Amiga?"
So I started getting magazines and became the enemy of everybody I knew for a few weeks because every time I saw somebody with a magazine that had something to do with the Amiga, 1 would make it disappear. 1 needed the information. I was frenzied.
I got my Amiga in October 1985 on the first day they were available. 1 drove from New Jersey to the Eastern tip of Long Island and paid full list price (and to find out there was another store selling them the same day not more than 2 miles from my house).
I got half a meg of RAM, one disk drive, but 1 had to use my TV, instead of a monitor. 1 had to sit with the whole Amiga in my lap because my TV was one of these big jobs and 1 had no desk at home. All we had was Boing, Kaleidoscope, and Robocity to watch. You would be surprised [for] how many hours we were happy watching those.
At that time, I was always on Usenet as a Unix hacker, and, at that time, I put out the first public domain program for the Amiga on a major public network. This was the first program I wrote for the Amiga. It was a 3D animation of one of those kinetic desktop toys with silvered balls bouncing off each other in a pendulum frame. [Editor’s note: See "Balls" on Fred Fish Disk ft!.] There will always be a romantic attachment to the early days of the Amiga. Eric Lavitsky, my partner and Head of Technical Support Director at ASDG, is one of the most unsung heroes of the early days of the Amiga.
He started the Amiga Usenet group.
He and I went to Connecticut, New York, New Jersey, Delaware, and Pennsylvania we went everywhere showing Amigas. We were among the few people who had Amigas and knew what it was. We went to Amiga groups all over the place showing people the Amiga and making the early converts.
AC: You have developed a reputation as always being willing to help anyone, from a beginner to someone who is very experienced and is having a problem. Do you have a particular philosophy in this regard?
PK: Conveying information to other people, and having them learn it and understand it, is as satisfying as having someone come up to you and shake your hand and say, 'That was a great program that you wrote." It turns out that a lot of people are afraid of computers and they don't understand them.
Computer programming is really more like learning to navigate. If you're good at giving somebody directions to get from one place to another that they've never been before, then you can be a computer programmer.
Because after all, what is the computer? The computer is a naive traveller, and you set it upon a course; you're its navigator. If your directions are good, it gets where you want it to g°- People ask me, "How can I learn about computers?" I'll tell you how 1 learned. I had an interest in Unix and a curiosity, so I kept asking questions.
Luckily, there was a person around who was a Unix guru already. He was great. His philosophy and attitude towards people who had questions was to give everyone a budget of dumb or repetitive questions. If you were under budget, he would be real glad to answer you, even if you asked the same dumb question five times. But as you started using up your budget, he would give you less and less information, forcing you, if you were really interested, to find the answer out on your own.
So after a while I used up my budget of dumb questions, and I was given a stack of source code about an inch high and was told, "All the answers are in here. If you have any more questions, look in here." So I took the source code home and read it for days and days and days and weeks and months till I learned it.
So how do you learn something? Find a guru and use up your budget of dumb questions. After that, it's up to you. You've got to take the initiative to find the information that's out there. It's up to you to get it.
AC: One of your most well-known products is VDOthe Recoverable RAM Disk. Could you tell us a bit about its development?
PK: People tell me I don't write code like other people do. For example, the Recoverable RAM Disk I started Thursday night and finished Friday night. It would have worked the first time except every time I opened it directly, it worked great, while if I let Amiga DOS open it, it crashed, I was tearing my hair out and ended up not sleeping from Thursday to Sunday. I started looking at my source code and finally decided the problem wasn't there.
Then 1 started looking at the assembly language output of the compiler. I was using a really early version of Manx. I saw an instruction that was off by one bit. I changed it in the assembly language and it worked!
The next day I was so mad, I called up Jim Goodnow of Manx at home, and i started screaming at him about what happened. His response was, "Oh yeah, I know about that problem.
That was fixed weeks ago. You shouldn't be using that version of the compiler for developing." And, of course, he was right. Even so, I was still so mad that I yelled at him, 'Thanks a lot and have a good day," and hung up. This was in September,
1986.
The reason I wrote the Recoverable RAM Disk wasn't my idea. I heard a rumor that another hardware company was doing one, and I said to myself, "Uh oh, we're going to go out of business unless we have one." So I wrote it, but the company who I heard the rumor about didn't get their RRD out until mid-1987. Originally, it was proprietary (i.e., we only gave it to customers who bought ASDG hardware). But I had made a promise to myself that someday I would make it available to the whole Amiga community.
I'm really glad I did because that, in and of itself, gave me the personal satisfaction far beyond anything in my history of being involved with computers. It was something, for the first time, that I wrote that thousands of people were using, and they liked it.
Every time the RAM disk recovers, I still think it's magic.
The public has responded we've got 400 people who have sent in their 510.
If I had to do it over again, maybe I would have made it a commercial product. However, it certainly wouldn't have earned ASDG the positive notoriety that we have received.
AC: VDO: was released as very low-cost shareware. You've recently developed a commercial product, FACC, a floppy disk caching program. This product is noncopy-protected, is being sold at a low cost with an excellent price-value ratio, and has a policy of free, lifetime updates. In spite of this approach, FACC has been widely pirated. What's your response to what is becoming a major problem in the Amiga community?
PK: We are taking a novel approach with the piracy issue. Some people say pirates should be sued or put in jail. Some pirates are just "collectors," and there is nothing you can do about it. However, for most people, there is a legitimate need to determine whether or not you're going to make an informed purchase whether or not you're going to get quality. More consumer activism is what I think is the answer to piracy. I also think that if we don't do something about piracy on the Amiga, because of the enormous potential of the machine and the expandability of the machine, the software
industry will cease to exist.
AC: I'm not sure I'm following you.
Could you elaborate?
PK: Software piracy has always been a part of the industry. In the old days, a modem ran at 300 baud and a disk held 200 or 300K. So piracy was a self-limiting thing because you just couldn't do it fast enough.
The Amiga is one of the most enormously powerful machines of any sort. You can put a 9600 baud modem on it, you can put 8 megabytes of memory on it, and you can add 500 megabytes of hard disk.
Now there is a central chain of pirate bulletin boards that runs in an organized fashion, feeding each other at 9600 baud. They, in turn, feed statewide boards who, in turn, feed smaller city and town boards. There is a whole illegal and illicit distribution network. The self-limiting factors of the old days are gone.
In the early days of the Amiga, the people who bought the machine weren't, by their very nature, the type of people who would pirate. They were the most bizarre collection of people ever imagined buying Amigas: video junkies, computer junkies, and nobody in between. Now, with the 500, the general public those people who had 450 disks for the 64 and hadn't paid for any of them are now coming to the Amiga. The future of software production for the Amiga is in very serious danger.
AC: What do you see as the answer to the piracy problem?
PK: Recently, on a public conference on People Link, I proposed a contract.
For the software developer and distributor, there would be four responsibilities and one right, while the buyer would have four rights and one responsibility.
The only responsibility that the buyer has is to pay for the product, while the only right the developer distributor has is to be paid for his efforts.
Apart from that, the providers of the software are entirely beholden to the buyer. The buyer has a right to get his money's worth, a right to receive a quality product, a right to informative and accurate information before he makes a purchase, and a right to service and support on the product he has bought.
On the converse, the producer has the obligation and responsibility to fulfill the buyer's rights. However, if you take away the one right that the producer has, then it's like sawing off all four legs of a chair the entire industry falls down.
And who is hurt in the end? Certainly the small producers will be devastated. The big producers will also be hurt but there you're talking about a less well defined corporate entity, but it still affects individuals, even within a big company. But certainly the consumer will feel the impact if there's nothing good out there. This will happen if there's no incentive to produce good software.
And here's another interesting observation. Piracy favors the producers of junk, because the people who produce junk and sell it didn't put a lot of effort into that project. So any money they get back is all gravy. For the people who produce quality, it doesn't come free, because you've got to spend time to produce quality. They will not recoup their investment, and they won't do it again because it isn't profitable. So, in the end, it isn't profitable to produce quality; it's only profitable to produce junk.
A lot of people ask, "What should we do about pirates?" My opinion is that we should increase people's awareness, let them know the consequences of what they are doing. This also means not only increasing the awareness of the consumer so that they don't pirate but also increasing their awareness so they demand service.
They are entitled to it because they paid their money. I don't think manufacturers should be in business strictly to make money if it is done at the expense of providing service. If you can't do both together, you shouldn't be in business.
AC: On the subject of service, there is a perception among Amiga consumers that A5DG offers both service and quality in their hardware products. At the same time, however, the comment is often made that your prices are high in comparison to simitar products. How would you respond to this complaint?
PK: There are some other companies that do things that, quite frankly, we would never have thought of. We just don't know how to run a business that way. Our stuff always seems to come out more expensive than everybody else's. Our training is to produce quality stuff, as good quality stuff as we can produce.
Our background before coming to the Amiga was in the design of high- performance Unix workstations. When somebody spends $ 400,000 on a purchase, they don't want to hear any excuses for that amount, they expect the equipment to provide the services they require and for which they paid.
In the Amiga marketplace, we believe the consumer is unbelievably undemanding. They are being abused heavily, and nobody bats an eyelash.
1 see a lot of companies in the Amiga marketplace who don't share that opinion. I think the Amiga consumer is being far too passive. I can't tell you how many times I've heard a consumer say, "1 needed product x, so on July 5th and I ordered it. Today is July 9th and I got it and now I'm really happy." But he ordered it July 5th, 1986 and he got it July 9th, 1987!
It took him a year to get it and he’s really happy!? Or "I'm happy now, but I had to return to product seven times." So because of the shipping costs, he has had to pay double what the product was worth. I don't buy that.
The Amiga represents to us the first opportunity where we could manufacture our own design. So we got into it wholeheartedly. ASDG was started on my entire life savings. We are now only doing Amiga products. The things that we were doing before, we're not doing any more. I think a lot of people will say about ASDG that the company is run the way they would run the company. That's at least what 1 would hope they would say, and they are exactly right.
The way we do it is quality first. If it's not high quality, we won't do it.
If it's not high quality, we won't sell it. And if it's not high quality, we won't put our names on it. And that's it. That's first and last and only.
That has some secondary effects, in that our stuff has to be a little more expensive. We face very fierce competition from people who provide inferior products and even dangerous products. By and large in the Amiga hardware market, people out there arc producing good stuff. Some are cutting a few comers. Some are cutting no corners. We cut no corners.
We don't know how; that's not what our training is. We don't do it. But there are some companies that cut corners that shouldn't be cut.
AC: Could you expand on that comment?
PK: They produce stuff which is dangerous and that will blow up machines, especially on the 500. You will see 500s starting to blow up or smoke rising from them. I mean that seriously. The 1000 is one of the most forgiving machines you can imagine.
It has an 8 amp power supply, and the Amiga consumes 2.5 to 3 amps. So you have 5 amps of slack. The 500 consumes 4.5 amps, and the power supply is 4.5 amps. There are some companies that are selling internal boards that consume 2.5 amps. So you're talking about putting 7 amps on a 4.5 amp computer.
And then they say they guarantee they have the best stuff. It's false. It's not fair to the consumer, and it's not fair to us. I've had this conversation with Byte by Byte and CSA and everyone else whose products the public says are too expensive. We all feel the same way if people knew what they were getting, then they would pay the cost happily. And if they knew what they weren't getting, then they wouldn't buy the other products.
AC: With the introduction of the 2000, Commodore also introduced a new form factor for Zorro cards. In addition, the 500 saw the expansion port moved from the right to the left side of the machine.
As a hardware manufacturer, how did you view these changes?
PK: For ASDG, as soon as the 2000 was announced, it put us in a really bad financial position. We had just got our products for the 1000 out, and now we suddenly had to invest all the working capital we had into re-laying out and reproducing products we already had developed. If the 2000 had not come out, ASDG would be a lot bigger company than it is now.
But we've managed to survive, and we're growing. Nonetheless, the day we heard about the 2000 we recognized that it was the future and that it was a good idea. With the 1000, the single largest mistake was not having internal expansion. The 2000 fixed that very well. If it had been the old style Zorro boards, it would have been better.
The 2000, by the way, put some companies out of business. Some companies couldn't make the cut or the crossover. Certainly the real early developers like MicroForge and Tecmar they're history. I would really like to know why. What did they do or didn't do that set them up for the termination of their enterprises?
As for impact of having three different machines well, for the software manufacturers, it's been wonderful.
For us, it was at one time a problem, but it's a problem that won't happen again. At least it damn well better not happen again. In the design of the 2000, anything that is needed in the future can be incorporated in its design.
AC: What is your general view of the Amiga's future?
PK: The 500 and the 2000 are very important steps. The 500 represents both good and bad things.
It represents great things in that it is the most potent package of computing horsepower for its cost ever made.
Bar none. Everybody knows that. It represents bad things because as I was talking about before, it is so powerful and so cheap that the Golden Era of just video junkies, art junkies, and computer junkies is ending. Everybody will be buying it, and in some sense, it will be "spoiling the neighborhood." But we couldn't go anywhere if it was just the "junkies."
The 2000 now and for a long time to come is a very important factor in the long term success of the Amiga. If the 2000 had not come out, the 500 would have been an enormously successful home machine, but all it would have been was a game machine. It never would have been a business computer or a vertical market or a scientific academic computer. With the 2000, it has the possibility to be all those things. And on the other end, the 500 has the consumer market sewn up. So we've been behind the 2000 since the day it came out.
AC: Do you see the point in developing a machine beyond the 2000?
PK: Definitely. As a consumer machine, when the price of computing horsepower drops, everybody will have a 68020 at home. It's really a question, though, of where Commodore wants to go with it. Because you have to remember what their corporate history is. Their background is in the production of mass market machines.
Do they want to be in competition with people like DEC and Sun?
Because that's where they are heading.
Or will they play to their enormous strength, which is in the mass market?
So that's a question that has yet to be answered. Whether a 68020 machine comes out from Commodore is a question that has to be answered by the very highest levels of Commodore management by Irving Gould and God himself.
AC: Given AS DC's previous involvement in designing high end machines, how do you think the Amiga would do in that market?
I’K: 1 don't believe Commodore should go into high end workstations.
The competition there is already too fierce. It may come as a surprise to many people, but you can get a Sun workstation for just a little bit more than an Amiga 2000.
That doesn't mean that the 500 is the future of Commodore. The 2000 is there, too. The 2000 is stili at a price point were it represents a package that is enormously powerful for the money that you pay. But if they stick their necks above the clouds represented by the S5000 barrier, I don't think they will be equipped to compete against the people who arc there. Everybody else is already in the S5000 and above market, but nobody else can follow Commodore down to the $ 1000 and below market. The only other people are Atari but who cares. I wouldn't consider the ST as a serious computer.
AC: You have some new products coming out in the near future. Could you tell us about them?
I’K: We are producing the 2001 expansion box because we felt we had a responsibility. We don't expect to sell very many of them. If we do, we'll be very happy. But we promised our customers an upgrade, so we're going through the development and production expenses because of our promise to our Amiga 1000 owners to do something to keep them functionally current. And people ask me every time, "What do I get for $ 799?
Gee, it has no clock, no memory! It's just a box!" Well, unless you're building billions and billions of boxes, you have no idea how expensive they are. Mechanical things are phenomenally expensive because it's all manual labor.
The SDP is, in my humble opinion, the single most important thing that has happened to the Amiga in at least the last ten minutes! Seriously, it is really an important product for the Amiga.
What do you get on the average hard disk? 50,000 bytes per second peak or even maximum? With the SDP, we're talking upwards of 400,000 bytes per second. This controller, in the multibus and the VME market where we came from, is a S3000 controller. No punches pulled, and you can check out any magazine.
In the Amiga market, it will be priced in the neighborhood of $ 700 to $ 800.
We will be able to handle 56 SCSI devices. If you were doing free format I O at more than a megabyte per second average, not peak, we could use the Amiga as a real time digital video tape editing system.
You could use Amigas as effective file servers for much larger machines, The possibilities are endless. Previously when you put a 68020 on a 2000, you had a machine that computed as fast as a VAX, but its I O was bull-puckey because you couldn't squeeze the bits in and out fast enough. The SDP will kick the pants off a VAX's I O because they suffer the same sort of problems without a special controller like the SDP. The Unix environment imposes special restrictions on how fast you can do things because of the way the software is structured.
So now with a 68020 and the SDP, you can have the equivalent of a VAX 8600 or a Sun 3. You have a low cost package that blows the doors off a $ 400,000 computer. 1 don't mean to be vain or conceited or have an enlarged idea of what ASDG can do, but I very seriously doubt that there are more than one or two companies in the Amiga marketplace today who could have done an SDP.
AC: So what does the future hold for ASDG?
PK: We are going to continue to play to our strengths, which are in high end design. When we first came out with memory boards well memory is memory it runs at 7 Mhz.
With no wait states. Memory is like white bread it's a commodity. We tried to talk to people about quality, but that's really a secondary issue when it comes to memory. It's all based on price. In the future, we plan to do the things that only we or a very few other companies can do. If you think about what that might involve, you can probably predict what we're going to work on next.
AC: Well, Vm sure that statement will get some imaginations going. I'm equally sure we can look forward to some interesting developments from both you and ASDG. It certainly has been a pleasure talking to you.
• AC* Expanding Reference Volume 1 Number! Premiere 1986
3upir3(ihMt By K !y K-jScui An AfJ«K:&1S-CS poft D*»Vliui
ByJFsjS AaseisamriaayuAnfa' EZ-Term by K*Y Kauffman An Abasc
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caw InddtCLI byQ. Musw aguKtedineghtlntafie AmgaDw1* CLISummary
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Hcu Amiga Produeto A atng cl pm»ri w»d eipectod yvx 3 Volume 1
Number 2 March 1986 Bidronlc Arta Com** Through A ww o* soYware
from EA Inaids CLI: part two G Mjaaer CUBED A Summary ol ED
Commando Use! By ftch Mnor A remew at t e Bata Wtoon d Uv*1
Ontna and tha CTS FaiFta 242* ADH Modem by J, Fouit Supartwn V
1.0 By K. Kauffman Atorm. Prog m Amiga Baae A Workbench "Mors*
Program by RdtW h Amiga BBS numbera Volume 1 Number 3 April
1986 Analyn!* wriew Ey E'neC Wwriot Reviews ol Racter,
Baratacaa and Hndahado* Forth! The In* d our pn-gang trtorid
Dduxe Drawl! ByRWrch An Am ga Base art program Amiga Baak, A
begtrwi tutorial Indda CU: part 1 oy George Uusaer Gao ¦ye g
yea ut PW: Volume 1 Number* May 1986 BkyFox and Artkfoa
Ratrltwad Build your own S1J4 Driva Conneenr ByEnestVwoa Amiga
Baak Upa byftchMch Scrim per Pirt On* Dy P. Krvoknwtz prog to
pnnt Amiga icrwn uicroaol CD ROM Confer anew byJmOKean Amiga
BBS Humhara Uh 1W.M Mum Hrnozings Computinq r User (iruup Issue
Volume 1 Numbers 1986 TheHSitoRCB GonwrdonTooi by S Pebowcz
Color rranpusSor in BASIC Amiga Hofet by Rex Raa T"* Vr. Ef Te
Amiga mudc cokxnna Sdecar A Flnt Look by John FouR A f'S ‘l w
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Serlmpar Part Two by Parry Kwlowrtz Maraudw r a view ad by HfiA
Wrtfi Building Tool a byDand ary Volume 1 Number 6 1986 Ttmpie
of ApehaJTrldogy rrrowd by Stephen Pi trqmacZ The HaJiay
Prejaet: A Madon In our Solar System wwnved by $ *orv Perswa
Flcwr: woned by Enr Bobo Taxtrraft Rji a Flrat Look by Joe
Lowry How to startyour own Amiga Uau Group by Wl am Srp»n Amiga
UaerGroupa Mailing Ult by Kdly Kauffman a baic rail lr program
Pointer image Editor by Stephen Rerawicz Serlmpar: pul thrae by
Parry KvokmtZ Fun With ft* Amiga Dak Contrdkf by Thom Storing
OpImLre Your Ami g*Baa c Program* tar Spaad by Perowcr Volume 1
Number 71986 Aagla Draw: CAD com aa to the Amiga by Kdly Adams
Try 3D byJm Meadows an inkoducbon to 30graahcs Aagit knag*e(
Animator: a**v*wby EnrBobc Dduie Video Construed on Sic *wewed
by Joe Lowery Window rtquaston In Amiga Basic by Stove Mend ROT
ty Calm French a 3D yaphc* editor T C Whal Ithlnk* Ran F to'son
witi a lew CgrapHcpraga Your Menu Sir! By B C*Say program Amgi
Base meorea IFF Dru-tohto AmlgaBadc "BOB’ Baskedtar byM Swnger
Linking C Programs with Assembler Rouflnsa on tha Amiga by
Gerad Huii Volume 1 Number 81986 Th* Unirwrdty Amiga By
G.Gamble Am gah inrowJa at Wadingtsi Stato Uhrmity UcroEd a oak
c tor* rr an arr y for he A- g a fckroEd, The Learie and Cark
ExpadiSon wwned Fr 2ee ScribUa Vwalon 10 a review Computeri In
tha Ctairoom byflobertFnwit* Two tor Study bf Frutodi Dabovary
S TheTaldng Cotorr Book Tru ¦ Ba dc renewed by Brad Qrwr U dng
your printar with the Amiga Marti i Mi one* a renewed by Stoowi
Pdtrowcz Udng Fon*j fcom AmlgaBuk by Tut Jane* Scraan SaVer by
P. K-ooOMtz A mentor prstocton prog. NC LatSca MAKE Utility
rmnewed by Scoa P. Evemdar A Till of Dvm EMAC3 by Stove Poling
.bmapFIk Readar In Amiga Btaic by Tjone* Volume 1 Numbers 1986
* •*1-1 Hi e n*-*wu &j p*?**cz Mr a mi,km RarWwed by fttrwd
K-wpcar The Align Memory Board Reviewed by Ren Wftfl TiEd Rww«
oy Jin and Ckff Kant Amutng D-ectory A gj6t to Om ecjw co wyat
Amiga Developer* A irtng af Suboe'i * c Devwocws Puttie DomiJn
Catalog A liitng of An*.cut i.nu Fred Fan PCS Do* 2 Dm 'ere* ft
Knepper Transfer 1«from PC.1AS-OOSand AmgaBasc kfePRtn by
R hi*dKnepoerTh*ATigiSp'wesrw« Gixnci Of tnevwad Of Pear
Wijrsar Amiga afar The Loan feformtban Program oy Br an CaSey
Base prog, to for yaur fninail optoni Starting Your Own Amiga
fl«ti»d Buainaaa by W. Sr-own Keep Track of Your Buainatl Utagi
for Tuaa By Kjrtrm Tha Aoaof! Amiga Forf m Compiler '«v«ned By
R A Reae Uling Font* from AmlgaBulc.PirtTwoDyTni Jon« 58KC
Micro* on tha Amiga byCL KjI Acvanceyovr a&Tity.
TDI Uodia-2 Amiga Compiler wm By S F*w«e Volume 2 Number 1 1987 Wh«tO(gLVIawto_ Or.WhitCenroekfeicueBafbyJ Fx* AftrgaBatic Default Colon by 87*1 C«ey AmigiBattcTltloaby Brywi Catey A Public Domain Mcdji*-2 Syatam By Woven Bocm.
Ona am Com pita By Do jgas Lav*] l sng LlttM C»ti| angle arm syttom A Megabyte Without Megibudu by O'* hwg An Hamaf UegabyB upgraoe Dlgl-VI aw rmavwij by Ed Jabber Oa'andar of Crown revmed by K»5f Contort Laiisr Bc*rtf frvewnc By Chx* PaxWl* ReundNII Com putir Syatem'e PANEL 'ev-ewed by Ray Lance Qgi-P*Jnt,„by New Tak prev wd by Jtfin Fouat Da jia Pain H „trom Electronic Ana cr** wed by J. Fouat Volume 2 Number 21987 T a lie flam Of Jotpfi I Rcf-r-aj* eftortao" a BBS Syacp Mi 7oMcom -evened Of Stopnen R Retowa GEMM orlttakaatwotoTango' DyJmMeuow* Gaming befcmn m* rnec BBS-PC! 'ffrawM by
S»pnar R PmOnrtQ TheTrouble wifi Imodam byJoaeph L RoTman The ACO Predict Graphic Ttt aeon fertncing on tha Amiga by S. R Pebwrcr Fight Simulator JL..A Croa County TutorlW by JohnReVfy A Dak Llbnrtin In Am'gaSAStC by John Kwwn Creating and Ua.ng Amiga Workbwich loom by C Ha-aw Am g»DC3 raoon TJByOiffoid Kant Tha Amazing Mi Of Intarfmc* buDd your own By ftctivd R» AmlgaDOS Gpwiflng System Cilia and D»A Fta Itonagamait byD. Ffey*te Working with tha WorktoenchOyLoj* Amwniwf P-og:nC Volume 2 Number 3 Tha Amiga 200C™ by J Foj«1 A Frit look it tie nme, h»gh end Amiga™ Tha Amiga 500™by John Fouat A
took it tha n»v, cw pr *j Amga An Analyala of the New Amiga Pca by j. Fcxid SoacUilort on re Be* An aa Demini Pi-t 1 sy j,m Meodcwc Thacondudng arDda an Mr piay*r gamea Slbacrlpti and Supcracrl a In AmlgaBASIC by Knn C. SmiSi Tha Wintar Conaumar Elae&onlca »icw By Fouat AmigaTrta Of W. Bcot AT aTWjrwru* IntUflon Cidgtta By Hamat MayMcv Tolfy Ajxrnay tirxgh g*og«t land, uong C »anghal rrrfawad By Kef* U Corf Chaaamarrar 2000 A Diaaamtto rev**ec3by Edwin V Ac* j- 2ngf kom Uaridlan Software -evewad By Ed Bwcovtz Fomi by Jon Bryan G«sto-e3s nd into yo* Fo'th jyogrart Aiaembiy Languaga on ra
Amlga by Or sMann Roomara By r eBarxito Geiootj are Ena y tfveoog. A MQREin Am igaNotaa by ft P« Hu"* Bustoa . ‘No rereo?YnoT ThaAMCusNafwakbyJ Fouat CES.uaargrxpiaauea and Am ga Ei»‘ Volume 2 Number 4 1987 AmuJng Intorvltwt Jim Sacha by S. Hull Amga Art it Tha Mouia Thit Got Rr For ad by Jor Hu I and Boo Rnod* 9i.athing Pubiic Domain Data with CU by John FbjK Mighlghta from tna Sir FnndKO Comm odor a Show BySHjI Spaakar Seaaiani: S«n Frtndaco Commodore Show Htoly Tha Hoe.aana'd Inventory Syatem In AmlgiBASK™ byBCasay Seaaa of Screen Cximpa by NtSui Okyn Uilng Function Keya adfr MtoroEmaca Oy
(keg Douses Amigatrli U by Warren Bock More Am«ge inorcuti Bi*c Gadget* by Ek an Ccey Dmb gaogat Lnncna GrldfronweoeflbyK, CorVb Rea ootMT, ,ar?wA“ga Stir Fiat I Vardan 2.1 mewed by J. Tracy Ar-gei Space Tha TIC levrewed by J. Foutl Battorypowa’odClodi Calenov Uetoacopa eve* by H Tsiy An tasy-to-uae oetugjff Volume 2 Number S 1987 The Perfect Sound OigiHrar rtvw by R. Batte Tha Futura Sound ttgftlrtr By W. Blot* App'ed V*m'% SO Forth! Of J &yi.nco“parng jForfi trv kUlFafi 8aechputbyftC*3oy ArgaBASC mpttrMneV jmn Ml you» prog'e’n*.
WrltJrsg a JbuhdScipa Module in C by T. Fay Programming east MCI, Anga rfl SomflScia by SoundScape xhor.
Programming in 6SX0 Aaaa.moy Lmgjige by C. Marti Cot-U ng WTT Cbu'Ta-a & Acr«s Mooei UergFubjraSoundwIlh Am gaB AstC By J. Ueadawt AngaBASC Programi ng ublty with raei.og txed STEREO AmigaNotie by ft Raa A ravww of Mnayci Si CSca* Sxnd Sarpor More AmlgaNotaa by R Rae A k nor rm ww of Sunria’a Pertoc Scuxl.
Wavekxm Workahop in AmlgaSASC by J. S eci »dt A law ewiwtorm fcr waa n 7Tv A- aBASC progrira.
Tha Mmalca Pro MDI Studio by Su sa*. Jelery A -eve* of W-wx*' ruac •dty bay®'.
Intuition Gadgata PartHby H MayoociTofy Bobmi gadgea prcvoe To uie* wto in enfaff ueor miartode.
Volume 2 Number 6 1987 Fortilby J. Bryan Aocmi 'eaxrcoa m tw ROM Kami Tht Amulng Computing Hard Dak Revlaw by J. Foust A S. Lee*on h-oapclook*atJwCLid Mato On*. Urroooiei' UAS-O-W20, BytobyBytoiPAAJ'.. Sufyi'aiaAHre a-ti1 Keoec'i 372CH ha*fl Drive. Aw a tookatdKcFnwr aotMre cjrrenry iroar dortoorant Modula-2 AmlgiDOS UtlCaa by S. Fawszawn A C* 1 to AngaDOS and rw Rou karri, Amiga Ecptnalon ParlphtrilOyJ Fx Explanasono! Ang«**pen*on penphraia AmlgiTachnlcai Support by J-Fouat How and w*wi to get A-ga lech ucw't Goodbye Lea Gitoa by J Fo jft Ctoeng bi Gatoa ThaAmleua NatworkbyJ Fouat Weal Coast
Con putofFo'e Matacorrco Shall »nd TooBdtbyJ Fouat Areuww The Magic Sac tyJ Fxat Run Mac progrira on yo At What Ywj ShouidKnaa Bafori Chooairg in Anlgi tCOO Eipanalon Devica by S Grirt 7 Aaaar.B era for tha Amfgt by G. HvAl Cnoos* you' High Level Shaktvp Raplacea Top Mini gam ent at Commodora by S. Hull Pttar 1 Bacxor*by 5 Hu I Manager a; CE-U g r«« in -j. Oe doe Log it* A r raw by ftchwto Anappfrr Organizfby A review Rcfierd Anoppor datnoise.
BIO00 Aaaembty Lingua51 Programming on tie Amiga byO'iMarbr Supertoue Paracril Re attorj. Datioua by Ray McCabe An ; iNotee by Rae, Rcnato A look at Fui eSc jvi Comm ©flora Showa the Amiga 2000 and 500 it ti a Bottom Computw Soc-afy by H Uiyoew Toly Volume 2, Number 7 1987 Haw Breed ot Video Product! By Jom Four... Very flv(dl by Tim Grantham.«
V. daoand Your Am kgi by Oar Sanca II Amigaa A Waetier Foraeeatng
oy Brenoen Lwwn Asqulrtd and the Uvet Vldao Dgldxw by John
Fxit Aagla AnmitorSa ti endCW Anlmaflon by John F0.1t Quality
Video trwn a QueiIty Computer (7 Oran Sandt IL la IFF Ratty a
Standard? By Jom Fouc, Amiring Storlaa and tie Amiga™ By John
Fcj«*.
Ai! IDout Printw Drhrera by Rc"*id Bale Intuition Gadget! By HarretMayOeciTjiay.
Defuxe Viceo 2 by Bob Efhar Pto Video CG1 by O11 Stub 111 DgPVIew 10 D*g t xarSoftware by Jer-Hr M }r •.
Pham HAM Editor from knpufee by Jarrhir M Jik Elay! Drawing tabialby John Fcuet CSA * Turbo-Amigi Towtf by Afhed Axrto £ SOOQ Aaaar bfy Ling u*g a By CM* Mari i. SOI. Earl Weave* Baseball, Portal, TheSt gecn, Li-J* Computer People, Srbad.Ste'Glder, King's Quest 1. II and III F997 Tne Atfw"tjre, Uterra III, Floats o' Adventute, Vow Vegas and Bard's Tee Plus Am axing monthly column*... Amiga Notes. Roorrers.
Motiula-2, G6C00 Assembly Language and The Am-cus Network.
DI*k-3-D(ak by Werew Lews The Cofcrfom* Sta.nca.-o by John Foust Swrmy C Program* ey Robert Rere*sT.a, Jr.
Hidden Meeaigea In Your Am ga™ by John Foust The Coneumev Ejecfronlc* Show and Comdatby J Fous; Your Resource to the Commodore Amiga™ The phrase above is not just 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 Hack Issues contains articles from building your own IBM Disk controller, to setting up your own startup sequence. Amazing Computing™ has repeatedly been the first magazine to offer the Amiga users solid, indcpth reviews and hands on articles for their machines.
Volume 2 Number 12 1987 The UIS mile Video Accessory ty Larry White The Sony Connecton by Stewart Cobb 15-Purrieh AmfgiBASC by Zdtan Szeo&i Ufa, Put I: The Beginning by Gerald Hull The ultra-complex nne pit eodoon »the *Ga-re of Lie * Amiga Vlruet by Jorn Foust A new Amiga wus has sj'fncBd Rease cr.ocK your system.
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 to olTcr 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 complete information for their Amiga. Ibis store house of programs and information is still available through our back issues.
From the Premiere issue to the present, there are insights into the Amiga that any user will find usefull.
Sd.00 each!
Our Back Issue price is stilt $ 4.00 per issue! (Foreign orders, please add $ 1.00 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.)
Limited Supply Unforunately, nothing lasts forever, and the availabilty of some of our Back Issues is definitely limited.
Please complete your Amazing Computing™ library today, while these issues are still available. Please complete the order form in the rear of this tssue and mail with check or money order to: Back Issues, PiM Publications, Inc., P.O. Box 869, Fall River, MA 02722 (Please allow 4 to 6 weeks for delivery) CU Argument* in C by Paul Cestonguay MCI irrteHaee Adapter by BaryMasson Arga ICOOetyeMCH interface* can f: A2U33s orSCCs Modula-2 by SteveFawsxewskj First in a »f *, a command Inecaiailaty mModu'e-2 AmlgiNotaa by RidiartRae The auoo changes mace in the Anga 50C and 2C00.
Anlmelon ter C RooUee: Part 1C by M. Swnger teodrg double-buttering.
The Big Picture by Warner ftng At ga™ Assam by language programming for the brawl Karate Kid Rewlewby Ssphen R. Petnowcz GO! 64 rwlmr by John Foust JanesOXeare, and Rrt Wi-ch Three C-6 experts inwtgate e new Amg* 64 emiiabr.
A-Tilk-Ptue Review by Brendan Larsor.
‘Ftfl-iedged termnA program' & Tea»or cs capatxlties Calligrapher Review ty JohnFousi Animator: ApprenBco Review by John Foust Pitying Dynamic Drums on the Amiga py Oav J N. B'&k WordPedectReview by Stow HU IntfdtrfKwlkalart Review by Ernest P. Uvaros Sr RAW $ ROM expansion: Comments and nstaiatcn bps.
Bug Sytee by John Sterwr Forth! By Jon Bryan Durr pfiPort utfrty ter your Mut-Forth too!boa As I See ft ty Ebde Oiutfifl An ofbeat look on DguPunt Pood. Rd Vdeoscape 3D The Amlcue Network by John Foust The Commodore Show end Am.Expo: New Yorkl (Back Issue listing continued on page 111) Volume 2 Number 9 1987 Analyze 2JJ wevwc by Km Scha*er Impact Buaineee Graphic* *ev&vby Chuck Rucon* Heroflche Filer reviewoy HarvLasw Pegeeetter revew oy R rt With Glantu Productivity Set 2.0 rev*« by Bob E'dr Kirtwork fevevi by Ha.*v Laser Oga Telecommunlcaflone Pickage m by Hjl Mquh Time and Tim server ww by
JohnFouK teaider Memory Eapenelon -evew ty James Oxeane Mcrobotfca Sterboerd-2 revew by S. Favhszwrsai LttiherGoddeete of Phobos ¦e ewed 9f Harriet Mayoeck ToSy Lattice C Compiler Veraion 110 -evewed ty Ga-y SarM Manx 3Aa Update ¦evowed by John Fou« AC-BASIC reviewed by Sheldon Leeman AC-BASIC Complller an aftemert* comparison by B Catoy Modula-2 Programming Sfavrswws-j Raw Conaote Devce Everts Directory LleHnge Under AmlgiDOS DffreHsyrve AmlgtBASlC Pattemi ty Bran Cabey Programming with Soundacape Todor Fay manipulatesamples Bill Voik, Vice-President Aegi* Drvriopmant, ime vewed by Ste e Kil
Jm Coodnwr, Devekopcrof Mena'C* ntor**w ty Harret U Toly Volume 2 Number 10 1987 Max Headroom and the Amiga fy John Fx,st Tildng the Perfect Screen Shot oy Keth Canfort Amlgi Artill: Brian Willlame by John Foust Amiga Forum on CompuServe™... Software Publ I eh In g Conference Trinec rlpt by R chato Rae All About Online Conferencing sy Ro*a-d Rae dB MAN -evened oy Ciftertf Kent Amiga Piecal revovwrd by M cfae McNc!
AC-BASIC Compiler reviewed by Bryan Cetey Bug ByteebyJohn Sterner Am ga No tse by Richa-d Rse Roor ni ay The B*iette EB23G Asaembly Language by Oi-j Martn The AMICUS Network by John Fauat Amiga Programming: Amiga BASIC Structrreeby Steve Mchel Quirt and Dirty Bobs ty Mchae Swmger Dliectery Ljetinga Under Amiga-DOS, Part I by DaveHayne Fast File I0wi?i Module-2 Dy Steve FawwewK Wnd ow fO by Read PteOT ore Volume 2 Number 11 1987 Word Prcce*eo»a Rundown by Geo* Gam be PrcWr a. Scribble', *"d Wartifeftectcarpe-ec LPD Wrllu Review oy Manon Deand VlraWrite R evlew by Harv Laser Aedll flevH aw by
Warren 8-oat WordPerfect PjbvIbw by Ha-v Law Ju San Intenrlew by Ed Be-cavtx The awtnof of Sa-Gkje- speaks' Do-lt-youraeil Improvementa to the Amiga Genlort Digi-Pelnt Review oy Ha-v Laser Sculpt 3D Review tty Steve Perowcs Sfcedowgitt Review byLmdaKtpi an TeliGamee Review by Mcnaei T Cib'a Reaeon Prev1pw: ou(ck!o0katin in»rw g-a-Tmaretam.nason appkaton At I See It fcy Eddie Churchi l Peeking alWordPertecL Gimoz V2.Q and Z ng1 Keys Bug Byte a by John Ste-ner AmlgaNoiaa by R Pae4eec?o*c muse books Module-ZProgrammlng by Steve Fawisjewsxi devcos, lO, and serial port Roomers by TheBendito 66000
Aaiembiy Litguage by Cnr s Marin Cnr* w«ks rr&ugn re 0 stfiy routnes The AMCLIS Network by Jbhn Foust Desktep Pub'S*!ng A Seybo'd C Animation Pirt II by Mke Swnger Arrmalon Obects BASIC Text by Bran Gaiey Piei pertect Bit potiton ng Soundecepe Part II cy T«»' Fay VVJ Meter and T3-e Fun wfti Amiga Numbers by Am Same: Pie Browser ty Bryan Cattey FuT Feature BASC Fie Brows ng uilty by Steve Faiwiszewski Toying with the Gameport Device and Simple Hardware Sprites In this article. I'll discuss the gameport device and simple (hardware) sprites, then present a program demonstrating both in action.
The Gameport Device The gameport device provides access to the Amiga's two gameports. Unit O controls the front gameport connector; unit 1 controls the other. The front connector (connector 1) is usually used by an input device, so I'll only discuss unit 1.
The gameport device responds to the following commands: CPD_SETCTYPE,GPD ASKCTYPE, GPDSETTRIGGER, CPD_ASKTRIGCER, and CPD READEVENT. These commands are executed through the DoiO or SendIO system functions.
GPDJ3ETCTYPE This command selects the type of controller the gameport will use. There are currently four types of controllers: mouse, absolute joystick, relative joystick, and "no controller." A mouse controller can report events for as many as three buttons and for positive and negative (x,y) movements.
A trackball controller works like a mouse. An absolute joystick reports a single event for each change in its current direction. For example, if the joystick is in the center and the user pushes the stick backward, a backward-switch event is generated. A relative joystick is an absolute joystick with "autorepeat"; as long as the stick is not centered, the gameport continues to generate events.
GPD_ASKCTYPE Use this command to inquire about the gameport s controller type.
GPD_SETTRIGGER This command sets the conditions that trigger a gameport event. It must be used before you issue any read requests.
With the mouse, an event can be triggered by a move in either the x or y direction by pressing or releasing the buttons (on a timed basis), or a combination of the two.
With a joystick, an event can be triggered by button-up or button-down condition, changes in stick position, or a timed basis. The trigger setting information is placed into a GamePortTrigger record which is declared in the Benchmark Modula-2 package as follows: GamePortTrigger = RECORD gptKeys : GPTKeysSet; gptlimeout : CARDINAL; gptXDelta : CARDINAL; gptYDelta : CARDINAL; END; gptKeys can be set to GPTDownKeys, GPTUpKeys, or both.
The gptTimeout field specifies how often timed events should be generated. The timeout is expressed as the number of vertical blank units (1 60th of a second) that should occur before a timed event is triggered.
GPD_ASKTRIGGER Use this command to inquire about the conditions set for triggering.
GPD_READEVENT This reads one or more gameport events. The gameport generates an event and writes the information into a data area specified in the read command. (Note that once the device responds to a read request and reports all events that have been queued up, a new read request must be made, or no more events will be generated.) For details on device openings and device I O, see Amazing Computing V2.ll for more information.
Hardware Sprites The Amiga supports eight hardware sprites (simple sprites), as well as many software sprites, known as Vsprites (virtual sprites). Vsprites are more flexible than simple sprites, and more can be done with them, but they are also more complicated to use. Vsprites can be bound to an Intuition screen, but simple sprites cannot. Keep that fact in mind if you decide to use simple sprites because they will appear in front of any screen the user displays, including the Workbench screen. It is a bit strange to use a text editor and see an alien spaceship sitting on top of the text.
A sprite can be up to 16 pixels wide, and as high as the screen display (200 lines). Simple sprites are set up in pairs.
When you "steal" a simple sprite, you also steal its color registers, Since both sprites in the pair use the same color registers, you steal the other sprite too so you might as well ask for it. The sprite color registers are assigned as follows: Sprite Color Registers 0 & 1 16-19 2 & 3 20-23 4 & 5 24-27 6 & 7 28-31 Registers 16, 20, 24, and 28 always generate the "transparent" color for sprites, regardless of which color they actually contain. (Note that you are not granted exclusive use of the color registers; they can still be used to render into the display area. Exclusive use of a
sprite is obtained through the GetSprite call). The procedure is declared as: PROCEDURE GetSpriteCVAR sprite : SimpleSprite; pick : INTEGER): INTEGER; The parameter "sprite" is an instance of the SimpleSprite record to describe the sprite, SimpleSprite is declared as: SimpleSprite = RECORD poscltdata : ADDRESS; height : CARDINAL; x,y : CARDINAL; num : CARDINAL; END; "Pick" is the number of the desired sprite. Use -1 if any sprite will do. The call returns the number of the allocated sprite, or -1 if no sprites were allocated.
Once you obtain a sprite, the next thing is to set its shape.
To do this, set the height field in the SimpleSprite record, and then call to ChangeSprite, declared as: PROCEDURE ChangeSprite(VAR vp : Viewport; VAR s: SimpleSprite, newdata: ADDRESS); "vp" is the viewport structure relative to the sprite.
"Newdata" is the address of the sprite data. This consists of two position control CARDINALs, followed by the sprite image data, followed by two CARDINALs reserved for future use. The position control and reserved CARDINALs should be initialized to zero.
Moving hardware sprites is quite simple. Simply call MoveSprite, declared as: PROCEDURE MoveSprIt9(VAR vp; ViewPort; VAR sprit©: SimpleSprite; x,y: INTEGER); "x,y" are the coordinates to which the sprite should be moved.
Once you are finished using a hardware sprite, you must relinquish control of it. Do this with a call to FreeSprite, declared as: PROCEDURE FreeSprite(num); "num" is the sprite number. If your task does not free it, the sprite will be unavailable until the next reboot.
The Program The accompanying source listings are for a program demonstrating use of a joystick and a hardware sprite. EtchA- sketch lets you move a sprite around a screen to draw lines.
The program is made up of four modules: EtchGlobal contains some low level routines used by the other modules.
Etchjoystick contains all gameport-related code, and Etchln- tuiStuff does all intuition-related work. The main module contains the code that handles the sprite and draws the lines.
Note the use of the AddTerminatingProc and ExitGracefully procedures. The modula-2 language supports initialization code for each implementation module, but no such feature is available for exit code. These two procedures represent an attempt to create such a feature. This way, each module can designate a procedure which cleans up and releases all resources allocated by the module. Exit from the program is done by calling ExitGracefully, which, in turn, calls all designated terminating procedures.
All memory allocations are remembered by Intuition's AllocRcmcmbcr routine. This makes it easy to release all allocations simultaneously upon termination of the program.
[Note: The EtchAsketch described in this article is the author's own program and has no relation to Ohio Art's product of the same name.-Ed.I introducing a CASE Tool for AMIGA This powerful new Amiga CASE Computer Aided Software Engineering) tool is for software designers to automate the creation and maintenance of software from cradle to grave.
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Software Integration Solutions 16496 Bernardo Center Drive San Diego, CA. 92128 Tel: 619-451-3094 LISTING 1 DEFINITION MODULE EtchGlobal;
* ********** ...... Some low Level routir.es for
EtchAsketch *) *) Written for the Benchmark M2 compiler, *) *1
Steve FaiwiszewskI December 1987 tJ FROM Views IMPORT
ViewPortPtr; FRCM Rasters IMPORT RastPortPtr; FRCM Intuition
IMPORT RememberPtr, ScreenPtr; FROM SYSTEM IMPORT ADDRESS; VAR
MyScreen ; ScreenPtr; MyAPort : RastPortPtr; MyVPort :
ViewPortPtr; Rkey : RememberPtr; PROCEDURE Allocate(VAR ptr ;
ADDRESS; size : LCNCCARD); (* Allocate memory as MemPublic and
clear it, *) (* Track Is kept of the allocation thru the use of
*) (* Intuition's AllocRemember. *) PROCEDURE ChipAllocate (VAR
ptr : ADDRESS; size : LONGCARD) ; (* Allocate Chip memory as
MemPublic and clear it. *) (* Track is kept of the allocation
thru the use of *) (* Intuition's AllocRemember. *) PROCEDURE
AddTexminationProc(t ; PROC); (* Arid procedure t to the list
of procedures to be *) (* called upon graceful exit of the
program. *) PROCEDURE ExitGracefUlly; (* Call all the
designated terminating procedures, *1 (• and then halt. *} END
EtchGlobal.
LISTING 2 IMPLEMENTATION MODULE EtchGlobal; * Sone low level routines for EtchAsketch *) (* *} (* Written for the Benchmark M2 compiler. *) (* Steve FaiwiszewskI December 1987 *)
- --- FRCM Memory IMPORT MemReqSet, MemPublic, MemChlp, MemClear;
FRCM Intuition IMPORT FreeRemember, AllocRemember; FRCM
TermlnOut IMPORT WrlteString, WriteLn; FRCM RunTimeErrors
IMPORT InstallErrorHandler, RemoveErrorHandler; FRCM SYSTEM
IMPORT ADDRESS; VAR CurrentTermProc : CARDINAL; TermProcs :
ARRAY [0..50] OF PROC; PROCEDURE TheEnd; BEGIN
WrlteString('Releasing all allocations.'); WriteLn;
FreeRamember RKey, TRUE) ; RemoveErrorHandler; HALT END
TheEnd; PROCEDURE Allocate(VAR ptr ; ADDRESS; size ; LONGCARD);
BEGIN ptr :¦ AllocRemember(RKey, size, MemReqSet [Mem.Clear,
MemPubl ic)) ; END Allocate; PROCEDURE ChipAllocate(VAR ptr ;
ADDRESS; size : LONGCARD); BEGIN ptr := AllocRemember(RKey,
size, MemReqSet(MemClear,MemPublic,MemChlp)); END ChipAllocate;
PROCEDURE AddTemlnationProc(t : PROC); (* Insert procedure t
into the array of terminating ’) (* procedures (which are
called upon graceful exit. *) BEGIN TennProcs(CurrentTermProc]
:= t; INC(CurrentTermProc) END AddTemlnationProc; PROCEDURE
ExitGracefully; (* Call all the designated terminating
procedures. *) VAR i : CARDINAL; BEGIN FOR 1 :=
(CurrentTermProc-1) TO 0 BY -i DO TermProcs[i] END END
ExitGracefUlly; BEGIN Rkey := NIL; CurrentTermProc := 0;
AddTexminationProc(TheEnd); (* The error handler is installed
just in case we need it. *) InstallErrorHandler; END
EtchGlobal.
LISTING 3 DEFINITION MODULE EtchJoystick; )
* Joystick-related routines for the EtchAsketch program *
* Written for the Benchmark M2 compiler.
* ' Steve FaiwiszewskI December 1987 I ) ) ) ) ) FROM Tasks
IMPORT SignalSet; CONST Forward - -1?
Backward = 1; Left - -1; Right - 1; PROCEDURE OpenJoystick; (* Open the gameport device and set it up for a joystick *) PROCEDURE CioseJoystick; ' Release the gameport resource *) PROCEDURE PrepareToReadJoystick; (* Prepare the gameport device for a read. *) PROCEDURE SetTriggerTlme(Interval : CARDINAL): BOOLEAN; (* set the trigger interval for the joystick, *) (* Returns true if successful. * PROCEDURE Get JoystlckStatus (VAR 3uttonDown : BOOLrAN; VAR Xstick, Ystick : INTEGER) ; (* Assuming a message came from the joystick *) ’ (i.e. PrepareToReadJoystick was previously called) *) (*
examine joystick's direction and button condition *) PROCEDURE ListenToJoystick(VAR MySlgnalSet : SignalSet); (* Sec up the signalset to listen to gameport events ) END EtchJoystick.
LISTING 4 IMPLEMENTATION MODULE EtchJoystick; (• Joystick-related routines for the EtchAsketch program •} (’ Written for the Benchmark M2 compiler.
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Age’ *) (* December 1987 *) (* Steve Faiwlszewskl
(•*********«*•**•¦..... FROM EtchGlobal IMPORT
AddTeiminationProc, ExltGracefully; FROM GamePortDevice IMPORT
GPDSetTrigger, GPDSetCType, GPTDownKeys, GPTUpKeys, GPTKeysSet,
GamePortTrigger, GPCTNoController, GPCTAbsJoystick,
GPDReadEvent; FROM Ports IMPORT MsgPortPtr, GetMsg, KessagePtr;
FROM PortsUtll IMPORT CreatePort, DeletePort; FROM Tasks IMPORT
SignalSet; FROM IODevlcesUtll IMPORT CreateStdIO, DeleteStdIO;
FRCM XODevlces IMPORT IOStdReqPtr, lOFlagsSet, lOStdReq, DoIO,
SendlO, CmdWrite, CmdRead, OpenDevlce, CloseDevice; FROM
InputEvents IMPORT InputEvent, InputEventPtr, lECodeLButton,
iECodeUpPrefix; FRCM TermlnOut IMPORT Wrltestring, WriteLn;
FRCM SYSTEM IMPORT BYTE, ADR, TSI2E, LONGWORD; CONST
GamePortName - "gameport,device"; VAR END cleanup; PROCEDURE
abort(line : ARRAY OF CHAR; n : CARDINAL); BEGIN cleanup (1
ine, n) ; ExltGracefully END abort; PROCEDURE
SetTriggerTime(interval : CARDINAL): BOOLEAN; VAR MyTrigger :
GamePortTrigger; BEGIN WITH JoylORequest' DO loCommand
GPDSetTrigger; ioLength := TSIZE(GamePortTrigger); 1 oEata :•=
ADR (MyTrigger) ; END; WITH MyTrigger DO gptKeys :=
GPTKeysSet(GPTDownKeys, GPTUpKeys) ; gptTimeout :- interval;
gptXDelta := 1; gptYDelta := 1,- END; IF DoIO(JoylORequest)
OD THEN RETURN FALSE END; RETURN JoylORequest'.ioError ”
BYTE(0) END SetTriggerTlme; JoyMsgPort : MsgPortPtr;
JoylORequest : IOStdReqPtr; JoystickData : InputEvent;
PROCEDURE cleanup (line : ARRAY OF CHAR; n : CARDINAL); BEGIN
Wrltestring(1ine); WriteLn; IF n 2 THEN
CloseDevice(JoylDRequest) END; IF n 1 THEN DeleteStdIO
(JoylORequest) END; IF n 0 THEN DeletePort(JoyMsgPort") END;
PROCEDURE Set Type (type : BYTE) : 3COLEAN; (• Set the type of
gameport controller *) BEGIN WITH JoylORequest' DO ioCommand :=
GPDSetCType; ioLength :¦* 1; ioData ADR(type); END; IF
DoIC(JoylORequest) OD THEN RETURN FALSE END; RETURN
JoylORequesc'.ioError = BYTE(O) END SetType; PROCEDURE
PrepareToReadJoystick; ’ Do an asynchronous I O (SendIO),
telling the 2) (* joystick that we want to read an event. *)
BEGIN WITH JoylORequest" DO loConEtand ;= GPDReadEvent;
ioLength := TSIZE (InputEvent.) ; loData ADR(JoystickData);
ioFlags := IOFlagsSet ); END; SendIO(JoylORequest) END
PrepareToReadJoystick; PROCEDURE OpenJoystick; (* Opening the
gameport device requires the creation *) [* of a port,
allocation of XOStdReq record, and actual *} (* opening of the
device itself. *) BEGIN JoyMsgPort CreatePort(ADR("KyJoyPort")
,0); IF JoyMsgPort = NIL THEN abort(“Couldn't create joystick
Dort",0); END; JoylORequest CreateStdIO(JoyMsgPort"); IF
JoylORequest = NIL THEN abort(“Couldn't create joystick io
request",1); END; IF
CpenDevice(ADR(GamePortName),1,JoylORequest, LONGWORD(0)) OD
THEN abort(“Couldn't open joystick device",2) END; (* so far so
good. Now set the controller type *) (* to 'joystick' . F) IF
NOT SetType(BYTE (GSCTAbsJoystick)) THEN abort ("Couldn't set
controller type",3) END; (* We don't want to get timer events
as a default *) IF NOT SetTriggerTibe (0) THEN abort("Couldn't
set trigger",3) END; JoylORequest".ioMessage.mnReplyPort
JoyMsgPort; END OpenJoystick; PROCEDURE GetJoystickStatus[VAR
ButtonDown. : BOOLEAN; VAR Xstick, Ystick ; INTEGER); BEGIN
WITH JoystickData DO IF ieCode = IECodeLButton THEN ButtonDown
TRUE ELSIF ieCode ~ IECodeLButton + IECodeUpPrefix THEN
ButtonDown FALSE END; Ystick ieY; Xstick := leX; END; (* with
*) END GetJoystickstatus; PROCEDURE ListenToJoystick(VAR
MySignalSet : SlgnalSet); BEGIN
INCL(MySignalSet,CARDINAL(JoyMsgPort".mpSigBit)) END
ListenToJoystick; PROCEDURE Closejoystick; (* Set the gameport
type to 'no controller' *) BEGIN IF NOT
SetType(BYTE(GPCTNoController)) THEN WriteString('* Could not
reset Joystcik port *'); WriteLn END; cleanup(’Releasing
Joystick Resource.3); END Closejoystick; BEGIN
AddTeminationPrac(Closejoystick); END EtchJoystick,
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All PIONEER hard drive have an embedded SCSI controller build-in. This makes you compatible with other SCSI systems on the market (no interfaces needed between the computer host controller and your hard drive).
SCSI HOST CONTROLLER The SCSI host controller has been designed with growth and expansion in mind. The hardware and software provided with your SCSI host controller will allow you to connect, set-up and access information from any SCSI device.
The SCSI host controller allows AmigaDOS to deal with your hard drive at a system level using the same commands that you are now using with the standard Amiga 3.5” floppy drive.
The SCSI host controller will provide you with the fastest, most reliable and fully featured hard drive system available for the AMIGA 500, 1000 and 2000.
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South 200 Salt Lake City, UT 84121 942-1174 An Interview with
Avant Garde Artist, Jean “Moebius” Giraud by Edward L Fadigan
What do a twisted loop of paper and an airtight garage have in
common? They arc both creations of Moebius.
The Moebius of the Airtight Garage is French artist Jean Giraud. His nom-de- plume, "Moebius," is only borrowed from the very real German mathematician who created the famous twisted loop of paper known as the "Moebius Strip."
Moebius, the artist, was born in a suburb of Paris on May 8,1938. He spent a great deal of his childhood with his grandparents, and on their bookshelves, he discovered the works of famous nineteenth century illustrators, such as Gustave Dore. He was fascinated, not only by these classic illustrations, but by comic strips as well, especially Tarzan, Tintin, Flash Gordon, Spirou, Mandrake, and The Phantom. In fact, he was so impressed by The Phantom, he later paid homage to it in his graphic novel. The Airtight Garage.
At sixteen, Giraud began artistic studies at the Arts Appliques, a professional school in Paris. Around this time, he discovered the fascinating concepts being explored in science fiction, through the French edition of Fantasy & Science Fiction.
Besides having been published in many science fiction magazines, such as the European Metal Hurlant and its American counterpart, Heavy Metal, Moebius has lent his artistic hand to several science fiction films as well. He worked on Alien, designing a number of spacesuits and costumes. His influence can also be seen in TRON, the first film to use large amounts of computer animation.
In the past few years, Moebius has to contributed designs to the live-action feature Masters of the Universe, and has worked on Willow, a live-action fantasy picture to be produced by George Lucas and directed by Ron Howard.
Here is Moebius' work (on page 57), presented with a brand-new tool, the Amiga computer. Comparing this to his more traditional artwork (on page 56), it is easy to see that the Amiga in no way restricts an artist's style. This work is most definitely "Moebius."
AC: Tell me how you got involved with the Amiga, and computer graphics.
MOEBIUS: Well, after I bought the Amiga for my son Julien, he showed me all the really nice graphics it could do. It was then that I started to experiment with it. Once in a while 1 would sit down and play, just drawing computer pictures for the fun of it. Now that 1 feel more comfortable using it, I'd like to try some animation, julien just got "Video- Scape 3D." I'm really looking forward to using that one, but I'll have to wait until he knows it well enough to show me how to use it.
AC: Did you use any other drawing tools besides the mouse?
MOEBIUS: No, all of my Amiga drawings so far have been created using only the mouse. We're thinking of getting a drawing tablet soon, though. I think that'll make it a little easier for me.
AC: Do you find the mouse awkward after years of using traditional tools?
MOEBIUS: It was a little difficult at first, but after many hours, and a few drawings, I started to get the hang of it.
Besides, I like the "rough" look of some of my first computer pictures.
AC: One of the first was "Black Chair."
Tell me about that one.
MOEBIUS: I did that picture as a kind of technical training. The quality of the finished piece was not my first concern.
It was done mostly to get the feel of a new tool. I don't think it came out too bad, though.
AC: Did you sketch it out and plan it beforehand?
MOEBIUS: Not at all. I improvised directly on the screen with the paint program. But you're right; it's a good idea to do the initial sketches on paper, and, in the future, I'll be doing more of that.
AC: What do you think is the future for computer graphics?
MOEBIUS: I have no doubt it will grow even faster in the future than it is growing today. But I don't think I'll be very involved with it. I still prefer my paper and pencil.
AC: Do you think computer graphics can be an art in itself, or is it merely an instrument for use in more tangible mediums?
MOEBIUS: No technique is an art in itself. There are only tools for the creator.
AC: What are your plans for the Amiga in the future?
MOEBIUS: My son is my guide in this area. With his help, I have only the intention to enjoy and explore. Discover what? That's the best part. It will be a surprise! Voila!
¦AC- The Amiga Vision of PAL Help "A simple procedure you can follow to improve your Aiooo’s reliability..." by Perry Kivolowitz Since the introduction of the Amiga 1000, rumors concerning its ability to drive expansion devices have frequently surfaced. A common theory is that somehow Commodore botched things up when choosing vendors for several PAL devices on the A1000 daughterboard.
While it is true that PALs from different vendors exhibit different drive characteristics, I have found a simpler, more realistic explanation of the problems some AlOOOs have with expansion products. In this article, I'll detail a simple procedure you can follow to improve your AlOOOs reliability with expansion products.
We've all heard about instances in which one A1000 works properly with a brand x expansion peripheral, but another does not. At some point during the booting sequence, the A1000 hangs, or perhaps it crashes unexpectedly during a session and asks for the KickStart disk, instead of rebooting. Or the A1000 works perfectly with one expansion product, but fails when a second is installed.
These are common problems relating to the A1000 daughterboard (if not to the q| particular expansion product). % Of LU The daughterboard was not 5 originally part of the A1000. 2 Also called the KickStart RAM Tower, the daughterboard was thrown in to help speed the A1000 to market when no reliable ROM-based operating system was Figure One available. With 30 chips, the daughterboard replaces what only 4 chips would have provided in a ROM- based A1000. Consequently, the A1000 is more heavily burdened by the extra load than an A500 or A2000 would be.
One popular theory maintains that you must change four PALs on the daughterboard. According to this theory, replacing the existing PALs with stronger drive capability PALs compensates for the heavier load.
Evidence has shown, however, that changing four PALs is successful only fifty percent of the time. Considering the difficulty of desoldering a twenty- pin chip, and the likely damage to the printed circuitboard, a fifty-percent success rate may not be worth the effort or risk. Anyway, this solution is particularly ineffective in solving certain expansion problems, especially where 68020 accelerator boards are concerned.
REAR OF A1000 The daughterboard is connected to the motherboard by several one-inch metal pins. Two of the four PALs are locally grounded on the daughterboard itself, but the other two PALs are grounded on the motherboard, after traveling around the surface of the daughterboard and through the one-inch pins.
Because of the poor grounding, these PALs pick up a lot of noise, causing interference for signals coming out of the expansion port. Providing better grounding for these PALs dramatically reduces the noise coming through the expansion port, and is much simpler than replacing the PALs. Anyway, if enhancing the grounding of the daughterboard fails to solve your problem, you can still try replacing the PALs.
If you do not experience any difficulties with your expansion product, you don't need to make this change. (In other words, if it's not broken, don't fix it.) Otherwise, you may wish to try the following change with your A1000.
Alternatives You may wish to consider buying one of the KickStart ROM plug-in products available for the A1000, removing the daughterboard entirely (replacing it with what should have been there in the first place is a reasonable approach to this problem). However, these products are expensive and may produce unpleasant side effects for your A! 000.
N .6‘ Start by cutting four lengths of wire, each .85 inches long. Strip off 1 8 inch of insulation from each end. This should leave a bare section of wire .6 inches long. Using the needle-nose pliers, make a right angle bend at each end of the exposed wire.
Now let's remove the cover of your AIOOO. Disconnect the power, then remove all attached cables. Invert the A1000 and place it on a clean surface.
Locate the five recessed screws and use the phillips head screwdriver to remove them. Then slowly turn your A1000 right-side up. As you do so, the five screws will fall. Collect these and put them aside.
With your A1000 upright, turn the machine so that the right side (with the 86-pin expansion port) faces you.
Locate the slight indentations on the side of your A1000 in the plastic bottom cover. There will be one in the bottom cover just above mouse port 2, and one an inch from the rear of the cabinet.
Warning!
Neither ASDG Incorporated nor the publisher of this article can accept any liability for damage which may result from performing the change described below. This procedure is presented as a public service, and no warranties are expressed or implied. The procedure is safe and effective to the best of our knowledge.
Performing this procedure will, of course, wid your warranty from CBM.
How It's Done Here's what you'll need:
• Phillips head screwdriver
• Rat head screwdriver
• Pair of needle-nose pliers
• Soldering iron
• Solder
• Insulated wire
• Wire stripper Figure Two: Front of Aiooo Using the flat blade
screwdriver, gently pry the top cover away from the AIOOO by
inserting the flat blade screwdriver into the recess. You are
trying to pull a tab on the inside of the top cover out from
its catching place in the bottom cover.
After freeing the right side of the top cover, work the left side free, so that the top cover can be removed entirely.
You should now see the metal RF shield covering most of the inside of your AIOOO. Use the phillips screwdriver to remove the three screws along the power supply, one screw on the floppy disk drive, two screws along the front of the shield, and eight screws along the rear of it. Use your needle-nose pliers to pluck the screws out of the front and rear of the shield, since these are recessed beyond easy reach. Put these screws aside.
Before attempting to remove the metal shield, locate the four twist tabs securing the electrical contact between the ground of the motherboard and the shield. Two of these are located in the front of the AlOOO, one on the rear, and one on the right side. Using your needle-nose pliers, gently straighten the side and rear tabs so that the metal shield can be removed.
What you see should resemble Figure 1, Identify the daughterboard; it is the big green printed circuit board sitting one inch above the motherboard. Do not remove it.
Note: As you solder, the heat will be transmitted through the daughterboard to the actual PAL on the other side. To prevent damage to the PALs, be sure to solder quickly and accurately.
The resulting connections should be identical to those shown in Figure 2.
The new wires connect the ground and power pins of the better grounded PALs to the same pins on the poorly grounded PALs.
At this point, you may carefully connect the video and power cords to your AIOOO, as well as the expansion products you were having difficulty with. Be careful not to let anything fall into the open AIOOO. When you're done, reassemble the Amiga.
Your problems will probably have disappeared. If they persist, you may consider replacing the four PALs (J, K, L, & N), or eliminating the KickStart RAM Tower entirely. If your problems are not resolved, it's possible that your expansion products are at fault.
Using Figure 1, locate PALs marked J, K, L, & N. Using Figure 2, locate the pins on the top of J, K, L, & N. Connect the top left hand pins from J to K. Do the same from L to N. Using the remaining two wires, connect the bottom right pins of J & K, and connect the bottom right pins of L & N. Boolean Function Minimization A Digital Logic Design Tool in AmigaBASIC™ by Stephen M. Hart Of all the diverse fields in electronics, perhaps the most widely implemented is combinational (digital) logic design.
The applications of this technology are as limitless as the imagination of the designer who applies it. However, before a digital design process can be pursued, the designer must carefully consider several constraints:
1. Size - How much space can the circuit occupy? This category
directly correlates to the number of integrated circuit (1C)
packages utilized in the design.
2. Cost - How much money will the design require? Does the cost
justify the function of the circuit? Again, the number of Ics
directly correlates to this category.
Irutn laote - a taouiar representation inputs to a logic circuit, and the corresponding outputs (see Table 1),
3. NAND-NAND Realization - A Boolean function that can be
realized (implemented) with two levels of NAND gates (see
Figure 1).
Minterms - Decimal integer equivalents of the binary inputs to a logic circuit which yield 'high' or T outputs (sec Table 1).
4.
5. Don't Cares - Decimal integer equivalents of the binary inputs
to a logic circuit which are independent of or irrelevant to
the function of the circuit.
3. Fan-in - This is the number of inputs to a particular logic
gate. Generally, the greater the fan-in, the greater the cost.
6. Literal - Any variable or negated variable within a Boolean
expression.
LEVEL 1 ! LEVEL 2
7. Prime Implicants - Boolean terms which cannot be combined with
any other term(s) to produce a new term with fewer literals.
8. Essential Prime Implicants
- Boolean terms which must be present in the circuit im
plementation.
=t t 9, Nonessential Prime Implicants - All prime implicants which are not essential prime implicants. Nonessential prime implicants can be reduced to a minimum set required to implement the function.
With the above constraints and definitions in mind, let's step through the design of a simple combinational circuit. The truth table (see Table 1) illustrates a circuit with four possible inputs (A B C D) and one output (f). A "1"
5. Other considerations - This category will not be addressed in
the article, but is included for completeness. Other
considerations include operating voltage, operating frequency,
operating temperature, and propagation delay.
Before we attempt a design, let's define a few elementary terms:
1. Boolean Function - An algebraic expression in which variables
represent the state (ON or OFF) of the digital circuit (see
Functions 1, 2, and 3).
4. Fan-out - This is the number of logic gate inputs which can be
driven by the output of a single gate.
Serious problems may result if the design forces a gate to exceed its fan-out. The fan-out of a gate can be accurately calculated; however, for our purposes, a general rule of eight to ten per gate is acceptable.
Figure 1:2-Level NAND-NAND Circuit 7404 A 7410 A [ A B D 1 404 B L 7410 B [ 7404 o 7404 C
- t - 7410 Figure 2: Non-Minimized Realization of Table 1 Figure
3: Minimized Realization of Table I indicates a logical "high"
or "on" state, and a "0" represents a logical "low" or "off"
state. The truth table can be directly transformed into a
Boolean function representation: 4 inputs (ABCD) 1 7404 hex
inverter package 3 7421 dual 4-input positive-AND gate packages
2 7432 quadruple 2-input positive-OR gate packages This yields
a total requirement of 6 IC packages. Also notice that input
"B" is required to drive 5 separate logic gate inputs. This
requirement could present a problem if the quality of input "B"
is poor. We could alleviate the possibility of this problem by
passing input "B" through a line driver (another gate).
What can be done to improve our design? There are many Boolean function minimization techniques which can be applied to our original equation (Function 1). These include Boolean algebra, Karnaugh mapping, the Quine-McCluskey Method, and computer-aided design (CAD). Application of any of these techniques will yield the following simplified Boolean function: f = A'B'C'D + A'B'C D' + A'B C'D + A'BCD + AB C'D + ABCD (Function 1) We can now transform this equation into its combinational logic representation (see Figure 2). As illustrated in Figure 2, this implementation requires: (Function 2) An
additional design procedure, double negation of the function, will transform our reduced function into its NAND-NAND realization: (Function 3) The schematic for our reduced function is shown in Figure
3. This simplified design requires: 3 inputs (A B D).
1 7404 hex inverter package.
1 7410 triple 3-input positive-NAND gate package. I 1 (continued) MINTERMS INPUTS OUTPUT A B C D f 0 0 0 0 0 1 0 0 0 1 0 2 0 0 1 0 1 ill 0 0 1 1 0 i;: 0 1 0 0 0 5 0 1 0 1 1 0 1 1 0 0 1 0 1 1 1 1 1 0 0 0 0 1 0 0 1 0 1 0 1 0 0 1 0 1 1 0 1 1 0 0
o : 13 1 1 0 1 1 1 1 1 0 0 15 1 1 1 1 I f = A'B'C' + B D f = (
(A'B'C')'(B D)' )' Table 1- Combinational Logic Design Truth
Table The benefits of Boolean function minimization should be
apparent. Our simplified design (Figure 3) has yielded a 67%
reduction in the number of 1C packages, reduction in the
fan-out of all inputs, and complete removal of input "C". These
reductions translate into significant savings in cost and
physical size over the implementation in Figure 2.
As stated earlier, there are several minimization techniques which can be applied to Boolean functions. Listing 1 is a BASIC implementation of a CAD program. Listing 2 contains the output of the program for the design criteria of Table 1. The inputs to the program consist of the minterms and don't cares of the function. The output consists of the prime implicants (Pis), essential Pis, and nonessential Pis.
The output is interpreted as follows:
- A zero (0) indicates a negated variable.
- A one (1) indicates a non-negated variable.
- A dash (-) indicates an omitted variable.
The program was developed on an Amiga 1000, but should be portable to most BASIC interpreters.
In conclusion, the design considerations, general terms, and CAD program presented here should start the reader on the right track to understanding and implementing low-cost, well-designed, digital logic circuits.
Listing One Miiii CAD Boolean Function Minimizer ...... ¦ 320 Y-INNM 330 LG-INTRMIX) AND INTRMIY):IF LC-INTRM(X) THEN 370 340 Y Y-l:IF Y -1 THEN 330 350 X-X+liIF XCINNM THEN 320 360 GOTO 545 370 CS-"F":FOR V - 0 TO ORDER 380 TEMPO(0,VI -BINS(X,V) iIF BINS(X, V) 3IN$ (Y,VI THEN TEMPS(0, VI 390 NEXT V:MCH l:FSB-0 400 FOR A-0 TO ORDER!IF TEMPS(0,A)-"-"TH£N PSB-PSB*!
410 NEXT A:IF PS&-0 THEN HCH-1:GOTO 460 420 CAN-2'PSB:FOR D-0 TO INNM:SAM5 1sFOR A-0 TO ORDER 430 IF (TEMPS(0, A)-BINS(D, A)) OR (TEMPS10,A)I THEN SAME-SAME+1 440 NEXT A: IF SAME-ORDER THEN CAN-CAN-1 450 NEXT D:IF CAN-0 THEN MCH-1 460 IF MCHOl THEN 340 470 IF PINUM--1 THEN 520 480 FOR C-0 TO P INCH :CS-'T"; SAKE l;FOR D-0 TO ORDER 490 IF (TEMPS (0,D)-PI$ (C,D)) OR IPIS(C,DI-"-") THEN SAME-SAME*1 500 NEXT D: IF SAME-ORDER THEN CS-T" :C-P INUH 520 NEXT C:GOTO S30 520 PINUM-Q:FOR C-0 TO ORDER:PI$ 0,CI-TEMP5(0,C):NEX7 C 530 IF CS--F' THEN 340 535 PINUH-PINUH+1: FOR V-0 TO ORDER; PIS (PINUM, V)
-TEMPS (0, V) ; NEXT V 540 GOTO 340 545 REM OUTPUT THE PRIME IMPI.tCANTS 550 PRINT-PRIME IMPLICANTS:* 555 FOR V-0 TO PINUM:FCR T-0 TO ORDER 560 PRINT PIS(V,T ;:HEXT T|PRINT:NEXT V:PRINT 570 REM PRODUCE ESSENTIAL PRIME IMPLICANTS 560 FOR X-0 TO PINUM: SAV(X)-0 :NEX7 X: NSAV--1 :ESNM 1 590 FOR X-0 TO MN:CNT-Q:FOR Y-0 TO PINUM :MCH 1: FOR P-0 TO ORDER 600 IF |?IS(Y,P)-MNBS(X,Pn OR (P IS (Y, p) THEN MCH-MCH+1 610 NEXT P:IF MCH-CRDER THEM CNT-CNT+1:HOLD-Y 620 NEXT Y: IF CNTOl THEN 660 630 IF SAV(HOLD) 50 THEN 670 640 SAV(HOLD)-1:ESNM-ESNM+1 650 FOR 2-0 TO ORDER:ESPIS(ESNM,Z|-PIS(HOLD,2 I :NEXT Z
660 NSAV-N5AV+1! FOR V-0 TO ORDER: tWSINSAV,V|-MNBS|X,V) :NEXT V 670 NEXT X 680 NON I:FCR X-0 TO PINUM:IF SAV(X) 0 THEN 700 690 NON-NON+1:FOR Y-0 TO ORDER:NSPIS(NON,Y)-PIS(X, Y) :NEXT Y 700 NEXT X 710 REM OUTPUT ESSENTIAL PRIME IMPLICANTS 720 PRINT-ESSENTIAL PRIME IMPLICANTS;- 730 FOR V-0 TO ESNM:FOR T-0 TO ORDERjPRINT ESPIS(V,T); 740 NEXT T:PRINT:NEXT ViPRINT 750 REM OUTPUT NONESSENTIAL PRIME IMPLICANTS 760 IF NON 1 THEN PRINT"» NO NONESEHTIAL PRIME IMPLICANTS «’-:GOTO 000 770 IF ESNM 1 THEN PRINT*TKE FUNCTION IS CYCLIC"rPRINT 780 PRINT*NONESSENTIAL PRIME IMPLICANTS:" 790 FOR X-0 TO
NON:FOR Y-0 TO ORDERlPRINT NSPIS (X, Y):NEXT Y 795 PRINT:NEXT X 800 END 10 REM BCX3LEAN FUNCTION MINIMIZER BY STEPHEN M. HART 20 CL5:PRINT:CLEAR ,2S000:CL£AR ,500004 30 DIM INTRMU0OI ,MNTRM|100) ,BINS (100, B) ,PI$ (100, 8| ,ESPIS(100, 8) 40 DIM NSPIS (100,8) ,TEMP$ U. B) ,CN$ (100, 81 ,MNB$ (100,B) 50 MN 1:PRINT;PRINT"ENTER MINTERMS - TERMINATE KITH NEGATIVE NUMBER- 60 INPUT NM 65 IF NM 0 AND HN 0 THEN PRIHT"NO MINTERMS ENTEREDtGOTO 50 70 IF NM 0 THEN GOTO 100 80 MN-MN+1:IF KN5100 THEN PRINT"TOO MANY TERMS - 100 MAXIMUM":GOTO 800 90 MNTRMIMN)-NH:INTRMIMN)-NM:GOIO 60 100 INNM-MN:
PRINT:PRINT"ENTER DON'T CARES - TERMINATE WITH NEGATIVE NUMBER' 110 INPUT NM-.IF NM 0 THEN 140 120 1NNM-INNM+1!IF INNN 100 THEN PRINT"TOO MANY TERMS - 100 MAXIMUM":GOTO 800 130 IHTRM(INNMI-NM:ODTO 110 140 REH PUT TERMS IN ASCENDING ORDER 150 FOR X-0 TO TNNM-1:FOR Y-Xtl TO INNM 160 IF INTRMIX) INTRM(Y) THEN 1B0 170 A-INTRM(Y):INTRM(Y)-INTRM(X):INTRM(X)-A ISO NEXT YiNEXT X 190 ORDER-INT(LOG(INTEM(INNM)) LOG(2) 1 200 FOR X-0 TO MS-1!FOR Y-X+l TO MN 210 IF MNTRM|X) MHTRMIY) THEN 230 220 A-KNTRM(Y) :MNTRM(Y)-MNTRM(X) : MNTRM (X)-A 230 NEXT Y:NEXT X 235 FOR X-0 TO INNM:FOR Y-0 TO ORDER:BINS(X,Y)-"0”
237 IF XC-MN THEN MNBS(X,YI-"0" 239 NEXT Y:NEXT X 240 FOR X-0 TO INNM:CON-TNTRM(XI 245 IF CON-0 THEN 260 250 BIT-INT(lOG[CON) lX G(2l ) :CV-ORDEF-BIT:3INS (X, CVI-*1" 255 CON-CON-2'BI7:GOTO 245 260 NEXT X 270 FOR X-0 TO MN:CON-MNTRM(X1 275 IF CON-O THEN 290 280 BIT-INT(LOG(CON) LOG(2)):CV-ORDER-8IT:MNBSIX,CV|-"1" 285 CON-CCN-2*BIT:GOTO 275 290 NEXT X 300 REM PRODUCE THE PRIME IMPLICANTS 310 PINUM i:FOR X-0 TO ORDER: TEMPS (0, X] -* 0":NEXT X:X-D Listing Two CAD Minimization of Table 1 ENTER MINTERMS - TERMINATE WITH NEGATIVE NUMBER 0 2 5 7 13 15 -1 ENTER DON'T CARES - TERMINATE WITH NEGATIVE
NUMBER -1 PRIME IMPLICANTS: 00-0
- 1-1 ESSENTIAL PRIME IMPLICANTS: 00-0
- 1-1 » NO NONESSENTIAL PRIME IMPLICAMTS «
• AC- AmigaNotes Modify your A1000 to have a software-switchable
output filter, just like the A500 and A2000.
By Rick Rae CIS (76703,4253] This month's column is devoted to a neat little hack for the Amiga 1000.
With only five components that total under three dollars, you can now modify your A1000 to have a soft- ware-switchable output filter, just like the A500 and A2000.
Have your attention? Read on!
Do I AMIGA'S FILTER BYPASS OPERATION I won't try to convince you that I was the first person to investigate bypassing the Amiga's output filter. I never felt comfortable about running a column on it, though; once done, it couldn't be undone, unless you mounted a switch somewhere on the case. Although this is fine for the private hacker, I wanted to present something a bit "cleaner" here.
When Commodore released the A500 and A2000 with their software-controlled filters, the solution became obvious: develop a modification which looked exactly like the factory approach. After switching over to this new circuitry and testing it for a few months, I'm ready to pass the details along to AC readers.
If you're going to be crawling around inside your Amiga, I want the changes to be as simple, foolproof, and easily installed as possible. This design fits those criteria. Absolutely no trace cuts or modifications are required. No wires are soldered directly to Ics or other active devices. You can later remove the additional circuitry to restore your machine to its original state. Still, I am obliged to make a disclaimer: WARNING: Although this is a very simple project, is requires disassembly and direct soldered connections to your Amiga.
It will also void your warranty if your machine is new. In addition, the 4066 IC used is CMOS, and is therefore relatively sensitive to damage from static electricity while not wired into a circuit. If you are not confident about your electronic assembly skills, I strongly urge you to obtain assistance. Neither Amazing Computing nor I will be responsible for any damage resulting from attempting this modification.
Are you still interested? Then read through the column at least once, pick up the items in the parts list, and dig in!
PREPARING YOUR AMIGA FOR INSTALLATION The first step, of course, is to get inside your Amiga. To begin, turn off the power and gently flip the machine over onto a soft doth. (You might want to disconnect all the cables first.)
You will see five screws recessed in the bottom housing. Remove only these five screws.
Now flip the machine back over and pull the cover off. The top snaps into place, so it won't lift right off. Instead, you'll have to apply a slight inward pressure to the bottom near the rear while pulling outward slightly on the top. The rear comers should pop loose, at which point you will be able to lift off the cover and set it aside. (While you have the hood off, be sure to admire the embossed names of the Amiga team members.)
Under the plastic cover, you'll see the metal shield which keeps the FCC happy. This one has a lot of screws, so be sure to get them all. There are eight along the back edge, three along the left side, two along the front, and one on the right at the disk drive. Be careful not to drop any screws down into the machine.
Once the screws are out, you must twist several tabs before you can remove the shield. This is easiest when done with needle-nose pliers, although you may be able to use a small set of standard pliers if you work carefully.
Now gently lift the shield and set it aside. The inside of your Amiga should look something like mine (Figure 1). The large "S" shaped board is the WCS daughterboard.
(Notice the large "L" shaped board in Figure 1. This is my Insider 1 meg RAM board from Michigan Software.
I heartily recommend this card to anyone who needs extra memory; mine was the eleventh off the assembly line, and I've never had any problems with it. This board was reviewed in AC V2.12 if you'd like to know more.)
(continued) Figure 2: A diagram of how I mounted all the components on the 4066 IC. Notice that this view is from the bottom of the IC, so all pin numbers are reversed.
Small piece of perf- board and an IC socket. What I will describe is an even simpler approach, called "dead bug" style.
Dead bug modifications are performed by mounting the Ics upside down (hence the name) on the PC board. Components and wire connections are made directly to the pins of the IC.
The area in which you'll be working is inconveniently located under the WCS daughterboard. Remove the three screws holding the daughterboard in place, then slip your fingers under the edges and gently rock it up and off the motherboard pins. Work slowly and carefully, prying up alternate corners a bit at a time. Once the daughterboard comes free, set it aside.
Notice that one of the cover support posts passed through a hole in the daughterboard.
If you look just behind this post on the motherboard, you'll see U5G; this is the area where all but one of the connections will be made.
BUILDING THE CIRCUIT Now you're ready to start wiring.
Since this is a very straightforward modification, you can use just about any construction method you'd like.
If you're into overkill, you could make up a little PC board, but most people would probably be satisfied with a The advantage of this approach is simplicity: it can be done in minimal time with no extra parts required.
The disadvantage?
The IC is hard to replace if it goes bad, or if you damage it during installation.
Begin by tying pins 2, 7, 10, 11, 12, and 13 of the IC together; also tie pins 5 and 6 together. Next come the other components.
The layout is up to you, but all of them can be mounted neatly on the IC if you plan carefully. The 100K resistor goes between V+ (which is on pin
14) and pin 5 or 6, and can be mounted flat against the underside
of the 4066.
I mounted the 2N3904's collector and emitter directly to pins 5 and 7, respectively, bending the base lead back toward the center of the IC. The IK resistor goes between the base and V- (pin
7) , again flat against the IC. The 10K resistor connects to the
transistor's base, with the other end connected to pin 1.
Pin 1 has no effect on the circuit's operation; it is used
merely as a tie point to avoid a "flying" component.
Figure 2 is a bottom view of this parts layout.
Now that the components are mounted, it's time to install the circuit in the Amiga. Apply a piece of double-side foam tape to the top of the 4066 IC and fasten it, pins up, to your Amiga's motherboard; try to place it as close to U5G as possible.
To the left of U5G is a group of capacitors and, beyond that, an area with several traces and no components. This is where I installed my modification; see Figure 3.
Once you have the IC mounted, you can begin wiring it to the motherboard; see Figure 4 for a diagram of the connection points. Notice that there are two pads marked by silk- screened squares, one in front and the other behind U5G; these are intermediate signal outputs from the Amiga's sound circuitry. These must be connected to the inputs of the 4066 IC; you will wire the front pad to pin 8, the rear pad to pin 4, Now look at the row of components to the right of U5G. In the middle of this row, side by side, are two capacitors (they look like resistors) color- coded RED-RED-BROWN. These
are the only components in this row with that code, so you can't go wrong. The left end of each capacitor is an intermediate signal input, and this is Similarly, the right pin on C92 (the rearmost one) provides the negative voltage, and should be connected to pin 7.
The only other connection to be made is the control line. This one comes from the area near U6K; look to the right and back a bit. To the left of this 1C are a pair of resistors; you want the front lead of R61, the left resistor. Connect this lead to the end of the 10K resistor connected to pin 1 on the 4066.
Got it? Double check your wiring before going further. Be absolutely sure of your connections before applying power; once you flip the switch, it's too late to back out.
Leaving the covers off temporarily, reconnect all the Amiga's cables and boot the system. Be sure to listen for the series of tones played before KickStart is loaded. If you don't hear them, or if they sound much "brighter" than normal, something is wrong. Immediately power down and recheck your wiring.
Where the signal returns from our circuit. The front capacitor's left lead will be connected to pin 9, the rear one to pin 3.
Power supply voltages are available from the group of electrolytic capacitors to the left of U5G (and just to the right of where I installed my circuit).
In my Amiga, "C94" was missing; it may exist in your machine. In either case, the right pin supplies the positive voltage to be used, and should be connected to pin 14 on the 4066.
Once your Amiga is running, try any audio program which uses both channels to verify that things are still working properly. You should hear (continued) CSQ o o o Figure 4: This diagram shows the components on the Amiga motherboard around the audio output stage. The arrows mark the various connection points for the modification.
¦9H RLTER 1 v FILTER 3 FILTER 2 j. AUDIO OUT T T T T T Figure 5: A simplified schematic of the Amiga's audio output circuitry, showing the three filter sections.
The output from the D A converter, which is a series of stairstep voltages, is fed to one section of U5G, a quad opamp. This section is configured as an integrator, which is, in effect, a lowpass filter. The integrator's job is to smooth out the stairsteps, providing a smoother waveform.
The output from the integrator is fed to a second opamp, configured as a very sharp multi-pole lowpass filter; this is where most of the filtering action takes place. Notice the resistor capacitor ladder between the two opamps; these components, in conjunction with the second opamp section, comprise the filter.
Sound quality exactly like what you've heard since you bought your machine.
Now you need to flip the state of the power LED. I suggest FILT.ARC in DL15 of the Amigaforum, but for testing purposes I've included a very simple Manx C program which you can compile. If you don't have a C compiler, you could write a Basic program to do the same job; just set the second bit of address SBFEOOl to turn off the filter. Regardless of the method you use, run your audio program again once the power light is dimmed; you should be treated to a much brighter output, indicating that the filters are bypassed.
If everything seems okay, power your Amiga off, replace the metalshield (but don't bother with the twist tabs) and the cover. If you won't be moving your Amiga around, you can simply snap the cover on; this makes disassembly much easier if you ever need to go inside again. Otherwise, flip the machine over and put in the screws.
Replace the cables, and you're finished!
HOW IT WORKS Figure 5 is a simplified schematic of the Amiga's output circuitry; both channels are identical.
After the second opamp, a pair of back-to-back electrolytics block the DC voltage present, a voltage divider reduces the maximum output level to something more usable by a stereo system, and an RC network provides a final stage of filtration.
The output of the first opamp section is extremely low impedance, which means it will tend to "swamp out" any signals from a high impedance source. Notice the feedback from the second opamp which forms the filter: the output loops back through several capacitors and resistors before making its way back to the input. Because of this, the impedance of any filtered signal reaching the input will roughly equal the value of the resistors (fairly high) plus the impedance of the capacitors (also fairly high).
If we make a connection from the output of the first opamp to the input of the second opamp, the low impedance of the first stage blocks the operation of the filter. Effectively, the second opamp becomes a simple voltage follower and is totally transparent in its operation. (Thanks go to New Wave Software, the developers of Dynamic Efrums, for this technique.
My method was a bit simpler, but their approach required no modifications to the Amiga motherboard, and was easily adapted to my autoswitching circuit.)
Figure 6: The schematic for the filter BYPASS modification. Not shown are the power supply and ground pins, and the unused pins, all of which are tied to V-.
Now take a look at Figure 6, which is a schematic of the modification I've described. The 4066 is a quad analog switch and you guessed it we use two switches to connect the output of the first opamp to the input of the second for each channel.
The control signal is taken from the driver used for the power LED. Since the sense of the signal is backwards, a 2N3904 is used as an inverter to drive the control lines for the analog switches, (I had hoped to use one of the unused 4066 switch sections as an inverter; this would have made a one- component circuit! Unfortunately, the voltage swing at the LED control line is not sufficient to guarantee proper operation. The transistor, therefore, also acts as a level shifter and gain stage.)
•*•* ...
* Program FILTER: Toggle state of Amiga audio filter. *
* Note: This program operates directly on the Amiga's *
* hardware, if anyone knows a system call for access *
* to this bit please let me know; I couldn't find it, * »*
************* * * ?include hardware eia.h ¦ Include CIA
definition * void mainO short int temp; temp - ciaa.ciaddra;
* Get current DDR status • ciaa.ciaddra I- CIAF_LED; * Set
LED line to output * I ciaa.ciapra CIAF_L£D; * Flip state of
LED line * ciaa.ciaddra - temp; * Restore old DDR status •
if(ciaa.ciapra £ CIAF_LED) puts("Fllter is bypassed.*); else
puts ("Filter is enabled."); ) Figure 7 is a pinout of the
4066. With the exception of pin 7, all the pins which are tied
to V- are unused inputs or outputs; this prevents the excessive
current drain which would otherwise occur if any of these pins
drifted into their linear regions.
Although this method is not exactly the same as that used in the A500 and A2000, the audio results are effectively identical. Any program which switches the filter on the new machines should work properly with this circuit as well.
OTHER FILTERS You probably caught the reference to three filters, and may be wondering about going even farther. Although this is possible, it should be done with care.
The obvious step is to remove the final filter by clipping out C5 and C6 (located immediately adjacent to the audio output jacks). With the multi- pole filter enabled, you won't hear any difference to speak of, so this change doesn't impair normal operation. With the filter bypassed, you'll notice a considerably brighter top end. While this will make some signals sound better, others will sound worse because of aliasing distortion. This one will have to be your decision; I believe you'll generally like the sound better with the capacitors removed, but your ears are the ones that must be
satisfied.
What about the integrator, the first stage immediately after the D A converter? This "filter" can be bypassed by clipping C96 and C100. I don't recommend this change, however; with no filtration whatsoever, a digital system will tend to sound rather harsh and tiring. If you are interested in pursuing the highest possible audio quality, you could clip these two capacitors and use an external filter with a very sharp corner. I would urge the typical user, however, to leave the integrator alone.
That will do it for now. Have fun with your new "high fidelity" Amiga 1000, and I'll see you next month!
Nybbles, Rick | PARTS LIST IK Ohm 1 4 watt resistor; 10K Ohm 1 4 watt resistor; 100K Ohm 1 4 watt resistor; 4066 quad analog switch; 2N3904 NPN Transistor Notes: A 4016 may be substituted for the 4066, with some degradation of performance. Wire-wrap wire is suggested for connections, but any small-gauge wire may be used. A small piece of double-sided foam tape will be required if you wish to mount the IC "dead bug" style.
• AC* Have you been singing those Amiga 2000, MIDI
incompatibility blues? I just might be able to help you change
your tune and chase those blues away.
Amiga 1000 Serial Port and MIDI Compatibility For Your Amiga 2000!
| By Lynn Ritter and Gary Rentz Did you make a gender bender with the five-volt circuit from AC V2.12 and find it didn't work? After a little investigating, I found a better solution.
This article describes how to add a serial port to your A2000 that is the same as the one on your Amiga 1000, if you are into something other than MIDI.
As you know, the Amiga 2000's serial connector was changed to a male connector, and the +5 and -5 volts were dropped. That applies to the outside serial connector, but inside your Amiga 2000 is a different connector, with all the right things in all the right places on a user serial port header.
This internal serial connector is located on the main board right above (and about a half-inch from) the outside serial connector. Once you pop off the cover, find the outside connector and look inside at the same area to sec a header with two rows of thirteen pins sticking up. The connector runs parallel to the back wall of the computer, and there are two cover plates through which you can run your cable if you don't want to connect the DB25 to the Amiga.
The internal connector is a 26-pin header which mates with a berg connector (usually referred to as a DB 25 Pin 3 To Front of Amiga 1 Ground X 1 2 X 2 TX X 3 4 X 3 RX X 5 6 X 4 RTS X 7 8 X 5 CTS X 9 10 X 6 DSR X 11 12 X 7 Signal GND X 13 14 X 8 Carrier Detect X 15 16 X 9 - X 17 18 X 10 - X 19 20 X 11 -- X 21 22 X 12 - X 23 24 X 13 - X 25 26 X DB 25 Pin t
- 5 Volts 14 Audio Out 15 Audio In 16 Port Clock 17 Interrupt 18
LED Power 19 DTR 20 + 5 Volts 21
* Ring Indicator 22 +12 Volts 23 Clock 3.58 Mnz 24 Buffered Reset
25 26 2 X 13 - or however many pins are in one row). On an IBM,
this is the very same connector as the one that appears on the
serial cards, where a ribbon cable is brought out to the back
as a serial port and a DB25 male connector waits to be
connected to a female connector. With this ribbon cable from
the PC, all signals and voltages are in place for your MIDI.
You just need to connect a gender bender or cut off the male DB25 and solder on a female connector.
1 was helping a friend hook up his Golden Hawk MIDI. Once we found the inner serial connector, I made a fast trip home and tore apart my nearly useless PC clone to get a couple of female DB25s.
We then started to hook them up. At first my friend was skeptical, saying "It can't be that easy; the pin-outs won't check, the signals will be in the wrong places!" I reminded him that the Amiga 2000 was supposed to be IBM compatible. That is why we were having trouble in the first place, remember? Well, all the signals we needed were right where they were supposed to be after being traced through the ribbon cable.
1 soldered pins 1 through 4, 7, 14, 20, 21, and 23 between the two female DB25 connectors for a gender bender, and we had MIDI sound again. A regular gender bender from your local parts supplier will do nicely, but at 1 AM on Monday moming, it's hard to find an open store, so I did the soldering.
Now for the bad news! While those ribbon cables are common on Pcs and compatibles with serial boards in them, they might not be easy to buy as single items. I was lucky enough to have a clone with a cable in it to cannibalize. You might not be so lucky. I called several places and could not find any cables for sale.
If you can solder at all, any berg 2 X 13 connector with ribbon cable at least 6 inches long will do. If you can get the berg 2 X 13 connector (also called ribbon receptacle), you can hook up a ribbon-style, D-series female connector yourself. It is also possible to solder the ribbon cable, but that might not be easy. You can also use a berg 2 X 14 or longer, and cut the connector down with a pair of side cutters. That is what I did to get my PC cable back.
If you haven't seen the Commodore Amiga A500 A2000 Technical Reference Manual, I have included a listing of the connections from the 26-pin header to the DB25 connector. If you connect all 18 connections to the DB25, you will have a normal Amiga 1000 serial port.
If you are not a "do-it-yourselfer," you can contact the Illinois Computer Cable company (800-323-2612) and ask for an "Amiga 1000 to Amiga 2000 serial adapter cable." When I talked to them, the price was estimated at about 12 to 14 dollars. The adapter will also have the desired female connector, so your old serial cables and MIDI equipment will plug right in.
It's nice to know that you can upgrade to an Amiga 2000 and still use your old peripherals. It is up to you how you make the connection. If you have IBM connections, you might be able to get a cable like the one I used and use a gender charger. If you like to tinker and can find the connectors, you can make your own cable. If you are into electronics, you can build a multipurpose gender changer voltage changer circuit and hook your MIDI to the external serial connector (as long as you have enough current to power your MIDI).
So turn those Amiga 2000, MIDI incompatiblity blues back into your favorite style of music, and keep the music flowing. Music is food for the soul, so eat hearty.
• AC* TM F-BASIC A FAST Compiled Enhanced BASIC Language ? The
beginning programmer will appreciate the simplicity and ease of
use of the F-Basic™ system. An entire disk of sample programs
and a comprehensive manual are included.
C The advanced programmer will appreciate the many enhanced features supported by F-Basic™:
• Extensive Control Structures
• Recursive SUBROUTINES & FUNCTIONS
• LOCAL & GLOBAL Variables
• 32, 16, And 8 Bit INTEGERS
• Ultra Fast 9 Digit Floating Point Routines
• Powerful String Manipulation Facilities
• RECORD Structures And Pointers
• Easy High Level Access To AMIGA™ Screens, Windows, Menus,
Sound, Speech, And Graphics
• Direct Access To ROM Kernel Routines
• INCLUDE And APPEND Separate Files
• SNOBOL4™ Like PATTERN Matching
• Direct Access To 68000 Processor Registers and Bitwise
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(005) 341-2580 Electric Network Solutions i "...practical
routines for using matrix Introduction Matrix algebra is a
very powerful tool, particularly in the field of electrical
engineering. It is common for both engineers and engineering
students to look for tools to relieve them from repetitive
calculations. Personal computers and engineering work
stations perform these tedious operations with case.
This article is the second in a scries providing practical routines for using matrix algebra for engineering applications. A basic understanding of the principles set forth in the first article is needed to understand the applications provided. This article assumes that the reader has implemented the library functions supplied with the first article and is now ready to use them.
One of the most common uses for matrix algebra is in solving electric network problems. This article will show, by example, how to integrate the library functions with their applications in network analysis. You should have some working knowledge of electric networks and of Ohm's law.
All the example programs will include the matrix routines developed in the previous article. In the case of the BASIC examples, the routines are to be contained in the same file as the library matrix functions.
Loop and Node Equations and Kirchhoff's Laws The solutions to electric network problems in this article are based on the use of matrix algebra to solve loop and node equations. The network equations that will be formed into matrices are derived from Kirchhoff's Laws.
Kirchhoff developed two laws that apply to electric networks, a current law and a voltage law. The examples used to introduce these concepts will be based on DC voltage sources and purely resistive loads. However, the methods developed are not limited to these restrictions.
Kirchhoff's Voltage Law Kirchhoff's Voltage Law states that the algebraic summation of each branch voltage around a closed network loop will always equal zero. This means that by adding all voltage sources and all voltage loads in a network loop, you can account for all of the voltage potentials. In other words, the sum of the voltage rises are equal to the sum of the voltage drops around a closed loop of electrical elements.
Kirchhoff's Voltage Law demonstrates the principle of the conservation of energy. The energy in this example happens to be the voltage potentials (where voltage is work per unit of time). An example of this law is shown in the following three-element circuit.
In this example there are three branch voltages: Vac = the voltage across the generator; Vab = the voltage across resistive load Rl; Vbc = the voltage across resistive load R2.
Kirchhoff's voltage law demands that the following equations be true for the circuit above.
Vac = Vab + Vbc or Vac - Vab - Vbc = 0 the Matrix Way by Robert Ellis a algebra for engineering applications.
Rt Any change in voltage potential of the generator will be reflected in a change in the voltage potential across both of the load resistors. Because the voltage law- always holds true, the voltage source can be either a DC or an AC source to satisfy the equations.
This form is shown in the following matrix: Z11TI + Z12*I2 ... Z1i*li = V1 Z21T2 + Z22'i2 ... Z2i*li = V2 Zj1 *11 + Zj2*!2 ... ZjiTi = Vj Kirchhoff's Current Law Kirchhoff's current law states that the algebraic sum of all branch currents entering and leaving a node must always equal zero. This law is a restatement of the law of the conservation of charge.
This law can be demonstrated with the circuit in the first example (Figure 1). Because the circuit is a single closed loop, there is only one loop current. This loop current is the same everywhere in the loop. If we take node B as our reference node, then the following equations are true: lab = Ibc or lab - Ibc = 0 Because the equations are always presented with unknown values on the left side, one can easily set up the matrix equations for solution of the networks.
Two-Loop Example Using Determinants This example demonstrates the use of determinants in solving a simple network problem. The network contains a voltage source and three resistive loads. The configuration of the circuit is such that two distinct loops are formed.
The object is to form two simultaneous equations with two unknown variables.
The general form of loop equations is the summation of voltage potentials around a loop (Kirchhoff's voltage law).
This will result in the formation of equations where the values of the loads and voltage potentials are known. The next task is to find the loop currents which must exist to satisfy the law of the conservation of energy.
(continued) Where Z = branch impedances (a known quantity); V = source voltages (a known quantity) Using Cramer's rule (sec information box), each of the unknown currents becomes a ratio of two determinants.
Therefore, if we want to solve for 11, the following ratio must be evaluated: N1 11 = D where D = the determinant of the unknown variables and Ni = the determinant formed by substituting the resultant column matrix into the unknown column to be solved for.
A numerical example will demonstrate the operations described. The circuit in figure one is a simple two-loop circuit made up of resistive loads and a voltage source. To aid in setting up the equations and matrices required to solve for the currents, we will use a dummy voltage source in one loop.
Next, write out the loop equations for the two sections of the circuit. To write the first loop equation, find the voltage across each element in the loop.
24 volts = (4ohms * i1) + (6ohms * i1) - (6ohms * i2) 0 volts = (-6ohms * i1) + (12ohms ’ i2) + (6ohms * i2) INTERCHANGE ™ Share objects between Sculpt3D, VideoScape 3D & Forms in Flight NOW YOU CAN...
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Notice that each of the loops has a "current * resistance" term
from the other loop. Notice also that this term is subtracted
from the present loop's value. To see this more clearly, draw
the loop current as a complete circle with a direction arrow on
each side of the loop (bo* formed by included elements). Now
you can see that the 6 ohm resistor in the center has both loop
currents running through it, against each other. The
illustration shows why this term is subtracted from the
equation.
Reduce the equations above to the following form; 10il - 6i2 = 24
- 611 + 18i2 = 0 Then place the equations into a matrix
configuration. This new form will help you decide how to use
matrix library routines to get the unknown variables (which are
the loop currents il and i2).
M 10-6 = 24 2
- 6 18 I 0 Now solve for the unknown current of il, applying
Cramer's rule in the following way. The first determinant of
the square matrix (D) is found. Next substitute the result
column matrix for the il column in the square matrix and find
the determinant of the new square matrix (N). To obtain the
actual loop current il, scalar N is divided by scalar D. The
final il loop current should be 3 amperes.
10 -6 D =
- 6 18 determinant of D = (10 * 18) - (-6 * -6) = 144 N = 24 -6 0
18 determinant of N = (24 * 18) - (0 * -6) = 432 11 = N I D =
432 I 144 = 3 amperss Although this simple example was not
difficult to calculate, a real problem would be difficult and
time consuming.
V 2 With the tools provided, the matrix library routines do all the work. The following set of program statements (in AmigaBASIC) will perform the actual calculations for the example above.
R1, R2, and R3 are resistors.
10 -6 -6 18 a(0,0) a(1,0) a 0,1) a(1,1) V1 is a 24 volt DC supply.
V2 is a 0 volt DC dummy supply.
11 is the loop current for V1, R1, and R2.
12 is the loop current lor R3, R2 and dummy source V2.
B 0,0) = 24 b 1,0) = 0 b(0,1) = -6 b(1,1) = 18 REM Solving for only one loop current, matrix cover-up REM occurs CALL matdet(2,r1,b()) CALL matdet(2,d,a()) r = r1 d PRINT "Loop current i1 = ";r Two-Node Example Using Determinant Method This example also demonstrates the use of determinants to solve an electrical network. The network contains two current sources and three resistive loads. The circuit's configuration is such that there are two distinct nodes. The object is to form two simultaneous equations with the two unknown variables as the node voltages.
The general form of the node equations is the summation of the currents in the branches of the circuit (Kirchhoff's current law). Unlike the loop equation example, the values of the loads will be in admittance values, not in impedance values. This allows us to multiply the elements in the equations. The form of the node equations is shown in the following matrix; Y1TV1 + Y12*V2 ... Y1i*Vi = 11 Y21*V2 + Y22*V2 ... Y2i*Vi = 12 Yj1*V1 + Yj2'V2 ... Yji'Vi = Ij where Y = branch admittance ( 1 Z ) which is the reciprocal of the branch impedance I = source current Again using Cramer's rule, determine
each of the unknown branch voltages as a ratio of two determinants. To solve for the branch voltage VI, the following ratio must be evaluated: V1 = N1 D where D = the determinant of the admittance matrix.
Yb = .5 mhos ( 2 ohms ); Yc .125 mhos ( 8 ohms ); Yd = .25 mhos ( 4 ohms ) N = the determinant formed via the substitution of the resultant column matrix into the unknown column to be solved for.
Notice that the admittance matrix can be formed directly from an impedance matrix by taking the inverse of the impedance matrix. This will be useful to remember when performing both node and loop analysis on a circuit.
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Now an example of the methods described above will be demonstrated on a circuit with real values in it.
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Va Vb Va Vb To solve for one of the unknown voltages using the determinant method, we need to form the substitution matrix. To solve for Vb, we form the N2 matrix by substituting the second column of the admittance matrix with the resultant current matrix. The scalar result of the determinant for this newly formed matrix is then divided by the scalar result of the determinant of the full admittance matrix. The quotient will level us with the scalar value for the Vb node voltage (with respect to O the datum).
Now we have two equations in which the elements are composed of an impedance * a voltage. These two equations can be formed into a set of three matrices which will be voltage, admittance, and current. This is shown below.
Admittance (Yb + Yc) Yc = la Yc (Yc + Yd) le : .625 .125 3 .125 .375 2 220 West 2950 South Sail Lake City. Utah 84115 18011.485-4233 Major Credit Cards 1-800-433-7572 SPIRIT .625 .125 .125 .375 TECHNOLOGY SPIRIT TECHNOLOGY CORPORATION The arrows in Figure 4 show the direction of the flow of current in the circuit. The reference node is labeled O and is shown to be a ground potential. After the diagram has been drawn, the next step in solving the node voltages is to formulate the equations which will make up the matrix for the network.
La = lb + Ic lb = Yb 1 Va Ic . Yc * (Va - Vb)
- le == Ic + Id determinant of D = (.625 * .375) - (.125 * .125)
D = .21875 N2 .625 .125 delerminant of N2 = (.625 * 2) - (.125
* 3) N2 a .875 N2 D = .875 .21875 = 4 volts Id = Yd * Vd
Collecting like terms in the above set of equations yields the
following two equations. Again, the example used a small number
of unknowns and equations so it would be easy to follow. The
following set of program statements will perform the actual
calculations, la = ((Yb + Yc) * Va) - (Yc * Vb) K
- le = -(Yc ’ Va) + (Yc + Yd) * Vb) a(0,0) = .625 a(1,0) = .125
a(0,1) » .125 a(1,1) = .375 b(0,0) = .625 b(1,0) = .125 b(0,1)
= 3 b(1,1) = 2 REM Solving for only one node voltage, matrix
cover-up occurs CALL matdet(2,n,b )) CALL matdet(2,d,a()) r =
n d PRINT "Loop current i1 = “;r Two-Loop Example Using Inverse
Matrix Method As outlined in the first article, there is a
method which solves the unknown variables simultaneously. This
method requires the inverse matrix function. The following
outline uses the two-node network solution as an example of how
this operation is set up and performed.
Step I Set up the matrices from the two-node example so that the coefficients are separated from the unknown variables on the left side of the equation. The right side of the equation should contain the resultant column matrix. This yields the following form: [A] * [X] = [K] where [A] is the coefficient matrix and contains the following values 10 -6
- 6 18 [XI is the unknown variable column matrix and contains the
following variables for the circuit 11 12 [K] is the resultant
column matrix and contains the known voltages in the circuit 24
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Dealer inquiries invited dBASE IE is a trademark of Ashton-Tate, Inc. dbPRO and dbPROFESSIONAL are trademarks oi LampLighter Software. Inc. Step II The object of the next step is to isolate the unknown column matrix on the left side of the equation. This is done by multiplying the equation by the inverse of the coefficient matrix. This leaves you with a two step reduction on the left side. The first reduction to recognize that the multiplication of a matrix by its inverse leave the unity matrix. The next reduction comes from the fact that any matrix multiplied by the unit matrix is that
matrix (like multiplying something by 1). These operations leave you with the following: [X] “ [A]'1 * [K] il = 10 -6 * 24 i2 -6 18 0 An Evolution in Disk Utilities for Amiga™ Personal Computers!
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Amiga is a trademark of Commodore-Amiga, Inc. Dealer Inquiries Invited Step HI To find the unknowns, simply multiply the inverse coefficient matrix by the resultant column matrix. This leaves you with a column matrix containing the values of the unknown variables.
Listed below is a set of BASIC program statements which, used with the matrix library routines, will produce the results described above.
. Test case for simultaneous solutions of loop ' equations for circuit 1 ’**«*«* ' Iirpedance Coefficient matrix a(0,0 -10 a (0,1) 6 a (1,0) 6 a(l,l)-18 ' Known resulting current matrix b[0,0)»24 b(l,0)-0 b(0,l)-0 b(l,l)=0 PRINT "Starting coefficient matrix " CALL pmats (2,a ()) CALL matinv (2,a ()) PRINT "Inverse of coefficient matrix" CALL prats (2,a () ) PRINT "Known result column matrix" CALL pmats (2,bO ) CALL matmul (2,2,1, a (),b (), c ()) PRINT “Unknown current matrix solution" CALL pmats (2, c ()} PRINT hit return to continue" INPUT ch5 Conclusion These examples, along with the
program segments, show how to get numeric solutions to the network topologies.
The methods described here can be used perform time domain analysis, frequency domain analysis, and state- variable analysis. These analysis problems are performed with the aid of Fourier and Laplace transforms, which will be covered in future articles.
INTRODUCING.
Reference list Computer-Aided Analysis of Electrical Networks, Thomas W. Davis, Ray W. Palmer Network Analysis, M. E. Van Valkenburg Linear Control System Analysis and Design, John J. D'azzo, Constantine H. Houpis Electric Networks, Hugh Skilling Numerical Recipes: The Art of Scientific Computing, William H. Press, Brain P. Flannery, Saul A, Terukolsy, William T. Vetterin Cramer's Rule Information Box Cramer's rule is one way of solving simultaneous equations.
This method uses the scalar results of determinants to solve the unknown variable. To observe the operations, begin with three equations and three unknown variables, it is given that the result of each equation has a known scalar result. This type of operation also assumes that the coefficients of the equations are known. The following is starting point to the solution.
A11" + a12*Y + a13*Z = A a21“ + a22‘Y + a23*Z - B a31 “ + a32*Y + a33*Z - C You should note that the equations are set up so that the same unknowns are in one column.
The determinant of the matrix, formed by the unknown column of the equations, will be used to find each of the unknown variables. This determinant scalar value will be referred to as D. It should look like this: a11 a12 a13 D .
A21 a22 a23 a31 a32 a33 If the scalar value is zero, you need not go further since there will be no solution to the set of equations (this would mean a division by a value of zero, which will cause most implementations of BASIC to stop execution of the program being run with an error message).
The solutions for X, Y, and Z are found by the following equations; N1 N2 N3 X - Y= Z * I D D The scalar values of Nl, N2, and Nr3 are found by substituting the result column matrix (A, B, and C) in the column of the unknown variable to be solved. The next three matrices represent how to solve for the scalar N values.
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SEND CHECK OR MONEY ORDER TO: ONLY $ 4095 3 M-HlwCord all A a13 N2 - a21 B a23 a31 C a33 a11 a12 A N3 = a21 a22 B a31 a32 C a11 -a13 j a21 -a22 j Y „ ' Z [ all a12 | a21 a22 Again, no solution can be found if the evaluation of the determinant in the denominator is zero. It is therefore recommended that a check for a determinant operation returning a value of zero is made. This check can then be used to alter program flow to take the appropriate action.
There are two special cases to this solution set. The first occurs if the result column matrix is all zeros. In this case, all the unknown values will be zero. The second case occurs if the scalar value of D is zero and the result column matrix is zero. This case may have a solution if the equations are set up with all but one in the form; a11 * + a12Y = -a13Z a21‘ + a22Y = -a23Z File; matlib I-'unctlon: Floating point matrix library Language: AmigaBASIC VI.2 Date: Aug 1987 Author: Robert W. Ellis Copyright 1987 Robert w. Ellis Change list: The solutions then can be found with reference to
the Z variable by evaluation of the following matrices
- a13
- a23 a11 a21 a12 a22 a12 a22 ' Global data allocation DEFDBL
a,b,c,h,r,s,nl,d DIM allO, 10) DIM b(10,10) DIM c 10,10)
DEFItiT i,n
* Z Subroutine shared variables (continued) rec ive for NLY
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Upd‘_ ' ' Impedance Coefficient matrix a (0,0) =10 a (0,1) =-6
a (1,0) =-6 a(1,1)-18 ' Known resulting current matrix b (0,0)
=24 b(l,0)=0 b(0,l) =0 b(l, 1) =0
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Bradford Ontario L3Z 2A6 416-775-2225 ' subroutine mat_inv DIM
lpiv(ZO) DIM indxr(2D),Indxc(20) ' Main program and test area
PRINT “Electric Network solutions program"
* ***** ' Test case for determinant method of solution ' to node
equations for circuit 1
* ***** ' Impedance Coefficient matrix a (0,0! =10 a (0,1) 6
a|l, 0| 6 a (1,11 -18 ' N1 matrix formed by substitution b
(0,0) =24 b (1, 0) =0 b(0,1) 6 b(1,1}=1B ' Solving for only
one loop current, matrix ’ corruption occurs CALL matdet
(2,rl,b()} CALL raatdet 2,dra() r = rl d PRINT “Loop current
il =";r PRINT "hit return to continue" INPUT chS ' Test case
for simultaneous solutions of loop
* equations for circuit 1 PRINT "Starting coefficient matrix “
CALL pmats (2, a () ) CALL matinv(2,a()) PRINT "Invers of
coefficient matrix" CALL pmats (2,a ()) PRINT “Known result
coimun matrix" CALL pmats (2,b()) CALL matmul (2,2, l,a () ,b
(), c()) PRINT "Unknown current matrix solution" CALL pmats (2,
c()) PRINT "hit return to continue" INPUT chS PRINT "end of
main" END ' end of main program
* ************ ' Subroutine : mat_inv ' Function : invert a
matrix ' Inputs :
* ************ SUB matinv(n%,a(2)) STATIC SHARED ipiv(| SHARED
indxr () SHARED indxc [) PRINT "mat_inv" n= n-1 FOR j=0 TO n
ipiv(j) = 0 NEXT j FOR i=0 TO n blg=0!
FOR j=0 TO n IF ( ipiv(j) 1) THEN FOR k=0 TO n IF ( ipiv(k) = 0 ) THEN blg= ABS(a(j,k)) irow = j icol = k ELSEIF ( lpiv(k) 1) THEN PRINT "singular matrix" RETURN END IF NEXT k END IF NEXT j lpiv(icol) = ipiv(icol)+l IF( irow icol ) THEN FOR 1=0 TO n dum=a(irow,I) a (irow, i) - a (icol, 1) a(icol,1) = dum NEXT 1 END IF indxr(i) = irow indxc (i) = icol IF( a(icol, icol ) = 0! }THEN PRINT "singular matrix" RETURN WBExtras CLI WBExecute ~WBE TRAS by Peter Dunlap a (Icol,1| * pivinv SeePicture LoadPicture UnloadPicture S* ***** Subroutine Function Inputs
* *********** Subroutine : Function ; Inputs : Outputs :
* ****** ***** SU3 matmul (nra%, nca%, ncb%,a (2) ,b(2), c (2))
STATIC nra - nra - 1 neb • neb - 1 nca = nca - 1 FOR i-0 TO nra
FOR j»0 TO neb c(i,j) = 0!
FOR k=0 TO nca c(i,j) = c(i,j) + (a (1,k) * b(k, j)) NEXT k NEXT 3 NEXT i END SUB ' end of subroutine mat mul FOR 11-0 TO n IF( 11 icol ) THEN dura - a(11,icol) a(11,icol) = 0 FOR 1-0 TO n a (11,1) - a (11,1) - a (icol, 1) * dura NEXT 1 END IF NEXT 11 NEXT i FOR 1- n TO 0 STEP -1 IF ( indxr(l) indxc(l)) THEN FOR k=0 TO n dum - a(k,indxr(1)) a (k, indxr (!)) = a (k, indxc (1)) a (k, indxc (1)) = dum NEXT k END IF NEXT 1 SUB matdet(nsize%,rdet,b(2)) STATIC nsize = nsize -1 rdet = 1!
Tol = IE-10 FOR n=0 TO nsize ncol = n done = 0 mat_mul multiply two matrices a - input matrix A ira- number of rows in A ire- number of columns in A b - input matrix B icb- number of columns in B c - output matrix C mat_det multiply two matrices b - input matrix 3 nsize - size of square matrix rdet - determinant scalar FOR 1=0 TO n a (icol, 1) ¦ NEXT 1 end of subroutine mat inv END SUB
* * + * **** * END IF pivinv - i a (icol,icol) a(icol, icol)=1
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S3095 WHILE( done - 0 ) pivot - b(n,n) IF( n = (nsize) ) THEN rdet - rdet * pivot done = 1 ELSE IF( ABS( pivot ) tol ) THEN FCR j-0 TO nsize b(n, j) = b(n, j) pivot NEXT j k = n + 1 FCR i=k TO nsize dmul - b(i,n) FOR j=n TO nsize temp - -dmul * b(n,j) b(i, j) - b(i, j) + temp NEXT j NEXT i rdet - rdet * pivot done - 1 ELSE ncol - ncol + 1 FOR j=0 TO nsize b(j,n) = b(j,r.) + b[j,ncol| NEXT j IF ncol nsize ) THEN rdet = 0 END IF IF( rdet = 0 ) THEN GOTO defend END IF done = 0 Plus 3.00 for Shipping Colorado Res. Add Sales Tax
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Inouts a - Input matrix A nra - Number of RCWs in matrix A nca - Number of COLUMNS in matris A b - Input matrix B c - Output matrix C 1 Outputs SUB matsub(a (2) ,nra%, ncat,b(2), c(2)) STATIC nra - nra - 1 nca = nca - 1 FOR i-0 TO nca FOR j-0 TO nra c(i, j) = a (1, j) - b(i, j) NEXT j NEXT I END SUB i ...... en(j 0* subroutine mat_sub ******
* ************ ' Subroutine ; matcpy ' Function : copy a matrix '
Inputs a - Input matrix A nra - Number of ROWs in matrix A nca
- Number of COLUMNS in matris A b - Output matrix b Outputs :
* *********** SUS matcpy(a(2),nrat,ncni,b(21) STATIC nra = nra -
1 nca = nca - 1 FOR i=0 TO nca FOR j=0 TO nra b(i,j - a(i,j)
NEXT j NEXT i END SUB ’ ****** end of subroutine mat_cpy ** END
IF END IF WEND NEXT n detend: I************ ' Subroutine : '
Function : 1 Inputs Outnuts END SUB ' ****** end of subroutine
mat det mat_scl multipliy a matrix by a scalar a - Input matrix
A nra - Number of RCWs in matrix A nca - Number of COLUMNS in
matris A scl - scalar value a - Output matrix A mat add add two
matrices a - Input matrix A nra - Number of ROWs in matrix A
nca - Number of COLUMNS in matris A b - Input matrix B c -
Output matrix Z SUB matscl |a (2),nra*, r.cal, s!) STATIC nra =
nra - 1 %**»•¦¦******* ' Subroutine ' Function ’ Inputs 1
Outputs
* ************ nca = nca - 1 PRINT "nra ";nra;" nca";nca;"
scl";s!
FOR i=-Q TO nca FOR j=0 TO nra
- a (i, j) * s!
NEXT j NEXT 1 END SUB end of subroutine mat scl SOB mat add (a (2!, nra I, nca%,b(21, c (2)) STATIC nra = nra - 1 nca = nca - 1 ' Start of support and debug routines
* ******** FOR i“D TO nca FOR j=0 TO nra c(i,j) ¦= a (i, j) + b
II, 31 NEXT j NEXT i END SUB ’ **»*»* end of subroutine mat add
****** Subroutine ; mat_sub Function : subtract two matrices ’
Subroutine : pmats ' Function : print a square matrix
* ************ SUB pmats (n%,a 2) ) STATIC n « n-1 FOR i=0 TO n
PRINT I " ; FOR j=0 TO n PRINT USING NEXT j PRINT " r NEXT 1
END SU3
j) ;
• AC* AMAZING REVIEWS Benchmark Modula-2 Compiler by Richie
Bielak mrnrnm .. You’ll never want to program in Pascal again.
Until this fall, TDI Modula-2 was the only commercially available compiler for the Amiga. A public domain compiler was available, but its limited support of Amiga features and lack of documentation made it difficult to use.
I am always looking for better tools, so even though I had used TDI Modula-2 for over a year, I was very interested in the Benchmark Modula-2 compiler.
I obtained a pre-rclease version in August, and I have been using it ever since.
What It Is The Benchmark Modula-2 package contains not only a compiler and a linker, but also an editor (with a built- in linker), many library modules, some neat utilities, and many demo programs. The package provides an entire Modula-2 development environment for the Amiga.
For the most part, the Benchmark compiler conforms to the language definition from the third edition of N. Wirth's Programming in Modula-2, It is implemented as a single-pass compiler.
Since a single-pass compiler reads the source program only once, the compilation times are shorter. The benefit of faster compilation outweighs any disadvantages of single-pass compilation (such as having to declare objects before use). In fact, incredible compilation speed is one of best features of this product (see the benchmarks below).
Benchmark Modula-2 allows full access to all ROM Kernel, Intuition, and AmigaDOS routines. The interface to the Amiga is provided through library modules, in the usual Modula-2 fashion. Benchmark Modula-2 programs can be linked with Amiga binaries (for example, programs written in Amiga assembler), so you can develop interface modules for libraries other than the standard library.
The editor is based on the vrell-known Micro-Gnu-Emacs. As Gnu-Emacs is my favorite editor, I was very happy with the Benchmark editor. This editor has many nice features (as docs Micro-Gnu-Emacs), including the ability to edit and view many files at once, ease of cutting and pasting between files, and creating keyboard macros.
The main disadvantage of an Emacs- like editor is the command syntax. All commands consist of somewhat cryptic control sequences, usually one or two characters. Once learned, however, the commands are fast and easy to use. To make learning easier, the Benchmark editor provides menus for the most common commands.
The major incentive for learning the Benchmark editor is the ability to invoke both the compiler and the linker directly from the editor with a single keystroke. This arrangement is similar to the Turbo Pascal environment. The compile-link-run cycle is discussed in detail below.
(continued) The library modules provided with Benchmark Modula-2 include the "standard" Modula-2 collection: InOut, Terminal, FileSystem, etc. and also included are all expected Amiga libraries: ROM Kernel, Intuition, and AmigaDOS. In addition, other groups of useful modules are supplied, including IFF support modules, "C-style 1 O" modules, and "Simple Intuition" modules.
The "Simple" modules truly simplify access to the Amiga system. You can easily write programs that use many fancy Amiga features with these modules. The program in Listing 1 demonstrates use of the "SimpleWin- dows" and "SimpleGadgets" modules.
The program opens a window, attaches a gadget to it, and waits for the user to click on the gadget. The size of the program is an indication of how "Simple" modules simplify programming.
In addition to the compiler, linker, and editor, the package also includes a number of useful programs. A program that reconfigures the compiler, a cross reference utility, a program that converts Amiga binaries into Benchmark Modula-2 object files, and a utility to quickly load all library and symbol files into memory are all included.
Two utilities, M25TAT and AD- DIMAGE, are somewhat unusual.
M2STAT allows limited profiling of program execution. With this utility, you can see how many times each procedure in your program was called.
This data can be extremely useful in speeding up Modula-2 programs.
Furthermore, M2STAT can be used in testing and debugging you can make sure all procedures were executed.
The ADDIMAGE program converts IFF files brushes or pictures into bitmaps that can be used directly in a program. ADDIMAGE appends this data to the executable file. Once your program is loaded, the image data is automatically placed in CHIP memory and can be used whenever images arc needed. (Special modules allow easy access to all such images.) This arrangement eliminates the need for creation and initialization of large arrays containing bitmaps.
System Requirements Benchmark Modula-2 runs comfortably on a 512K Amiga with two drives.
The compiler can also be used on a single-drive system, but some effort is required to squeeze all the necessary files onto one disk.
A special utility tailors the compiler to your particular system configuration.
The M2CONHG program modifies internal compiler parameters, thus controlling how much memory the compiler uses. Some parameters, such as heap size, code buffer size, identifier buffer size, and constant buffer size, can be adjusted. Memory can be saved by making the parameters small.
Once you reconfigure the compiler, you may run into a program too large to compile. For example, the compiler might run out of heap space, but this is only a minor problem. While in the Benchmark editor, you can temporarily modify the settings of the compiler parameters. If you have enough memory, your program should then compile without a problem.
I use Benchmark Modula-2 with two disk drives and 1.5 meg of RAM. All the libraries needed for compilation fit in the memory on my machine, with adequate room left for the editor and compiler. I use the Virtual Disk device from ASDG, so all the library files reside in VDO:. (By the way, the Virtual Disk software is included in the Benchmark distribution it's a Shareware product.)
What You Get The Benchmark package consists of six disks and a two volume manual.
Remember, this is the pre-release version, so the final version may include additional items. Two disks contain all the basic elements needed to set up the Modula-2 environment.
The first disk contains the compiler, editor, linker, and extra utilities. The second disk is filled with library modules and a file which contains all the libraries compressed for quick loading into RAM. Three other disks contain demo programs and their sources, as well as sources to all IFF support modules.
The final disk contains Benchmark Modula-2 configured for a 512K system. If you boot the Amiga from this disk, you can immediately enter, compile, and run programs. You can start running Modula-2 programs without having to go through a painful installation process. Of course, if you have more than 512K of memory, you should eventually set up your system to take advantage of the extra RAM.
Documentation The documentation for Benchmark Modula-2, in its pre-release form, consists of two 400-page manuals.
About 60 pages of pre-release notes are also included.
The first volume includes an installation guide, a tutorial for the editor, and separate chapters describing the compiler, linker, and editor in full detail. Further chapters document selected library modules. For each module, each exported procedure is described with examples.
The bulk of the second volume is one 350-page chapter of all library definition modules. An index of all identifiers exported by all modules is also included. For each exported object, the index shows the module where the object is declared, and the object's type. For example, the entry for the procedure "GetMsg" is this: "GetMsg Ports PROCEDURE."
The chapter which includes definition modules and the index are absolutely essential for all except the very trivial programs. You look here to find out how various procedures are declared, in order to determine the orders and types of parameters. Unfortunately, the index's format leaves much to be desired.
Ideally, the index should list the module, type, and page number on which the identifier is declared.
Finding an identifier in a large module can be difficult. For example, the identifier "GadgetDown" is declared in the module "Intuition," but the "Intuition" definition module is 37 pages long. 1 hope the index is improved in the final release version.
The second volume also includes seven appendices. The first appendix contains the listing of all possible errors for the compiler, linker, or editor. Possible reasons for the error are given and a solution is suggested a very nice touch. These explanations were very helpful.
Other goodies in the appendices include a short glossary of related terms and a section on translating C programs to Modula-2.
I was also impressed by the release notes, which described the differences between the Beta and pre-release versions of the product. All changes were described in the release notes.
The corresponding documentation changes were also included. Finally, a four-page section gave hints on conserving memory, so the Benchmark product can be effectively used on a 512K machine.
Despite the few problems, the prerelease documentation for Benchmark Modula-2 was excellent. It was much better than the final documentation for some commercial products.
How It Works The compile-link-run cycle under Benchmark proceeds as follows. First, type the program into an editor buffer.
Compile the current buffer (remember, there can be many buffers), by pressing the F2 function key. If the compilation fails, use the FI function key to examine the errors. Each time you press FI, the cursor moves to the next error, and the error message is displayed at the bottom of the screen.
Once a clean compilation is achieved, the program is ready for linking.
Before a program can be linked for the first time, the main module's name must be set. To do this, press F6 and type in the module's name. Linking begins when you press the F3 function key. Finally, press F4 to run the program.
Since you usually work on one program for a while, the sequence of events to compile, link and run the program is as follows: press F2 to compile, fix any errors, press F3 to link, and press F4 to run. You can now see how Benchmark program development is similar to Turbo Pascal environment.
Besides the obvious convenience of fewer keystrokes, the above development cycle has other advantages.
First, the compiler is kept in memory, so it need not be loaded from disk for each compilation. The Benchmark linker is actually integrated into the editor (although a stand-alone version is provided), so the linker doesn't require loading either. Finally, the compiled program is read from the editor's buffer that is, from memory.
The compiler never reads the source from disk. This contributes to very fast compilation.
If you have enough memory to keep the library symbol and object files in memory, the compilations are lightning fast. On a 1.5 Mb Amiga, all libraries fit in memory. On a smaller machine, such as a 1 Mb Amiga 500, the most commonly used libraries can be placed in memory, and the compilations will still be very fast.
Placing the library files in many different directories presents no problem with Benchmark Modula-2.
The compiler and linker allow specification of search directories. For example, the compiler first looks for a symbol file in the current directory; if the file is not there, it checks any directories named in the search path.
Programs produced by the Benchmark Modula-2 system can be run from CLI or Workbench without changes. The only exceptions are programs expecting command line arguments. Such programs must be "smart" and realize they have been started from Workbench.
Runtime Environment The runtime environment of the Benchmark Modula-2 program differs slightly from the environments of programs written in TDI Modula-2 or in C. For example, the Benchmark startup code opens ail the ROM resident libraries by default. In this case, your program never needs to open Intuition library. This can sometimes be a disadvantage, because the programmer cannot check whether the correct release of Intuition is in use. This arrangement is very convenient for most programs, though.
A nice feature of Benchmark is that the support code takes care of the message sent to your program from Workbench (this applies only to programs started from Workbench).
The startup code obtains the Workbench message's address and makes it available to the rest of the program, while the exit code returns the message to Workbench. In addition, a window for normal input and output is opened for programs started from Workbench.
By default, the generated code does not check for possible runtime errors.
Separate compile options embedded in the program as special comments enable checking of array bounds, ranges, and overflow. Runtime checks do not help you recover from errors, though. To prevent the Amiga from crashing, you must install a handler to catch errors. Calling up the "InstallEr- rorFIandler" procedure (from module "RunTimeErrors") at the start of the program accomplishes this installation.
A complementary procedure, "Re- moveErrorHandler," must also be called before termination.
If a runtime error occurs, the error handler takes control and displays a window which shows values in all machine registers, type of trap, and program counter. Unfortunately, these numbers are difficult to connect with the crash-causing line in your Modula- 2 program.
The error window also lets you exit the program, or propagate the error to further handlers. The reason for propagating the error to other handlers is that Benchmark Modula-2 programs can be debugged with standard Amiga debuggers (such as Metadigm's Metascope). A compile and link option adds symbols to the Object and Executable files, and therefore allows symbolic debugging. I suspect the overall level of debugging is fairly low you must look at machine instructions and addresses.
In TDI Modula-2, runtime errors arc handled somewhat differently. Runtime errors are caught by the 'Trapper" module. The information printed by 'Trapper" after an error occurs allows you to determine which line caused the problem (it's not easy, though). In later releases of the TDI compiler, a Post-Mortem Debugger could be used to examine program variables and determine the problem line. On the other hand, TDI Modula- 2 programs could not be debugged with symbolic debuggers.
Non-standard Features Extensions Let's examine the contents of the pseudo-module SYSTEM. All expected types are exported from this module, including BYTE, WORD, LONG- WORD, and ADDRESS. BYTE, WORD, and LONGWORD represent the basic data types of the 68000 processor. ADDRESS is defined as POINTER TO BYTE. These types are treated specially by the compiler. For example, ADDRESS is compatible with every pointer type, but arithmetic operations can be performed on ADDRESS variables.
SYSTEM also includes the usual TS1ZE and ADR procedures. The TSIZE procedure returns the size, in bytes, of a given type. The ADR procedure obtains the address of an object. In most Modula-2 implementations, the ADR procedure works only with variables. The Benchmark compiler also allows use of ADR on string constants and procedures. This expression, for example, is legal: ADR ("Hello, world"). This extension is very convenient, since an Amiga programmer in the Amiga environment must often obtain addresses of strings.
Other procedures defined in SYSTEM include SHORT, LONG, SHIFT, SETREG, REG, and INLINE. SHORT and LONG perform type conversion between types whose lengths are two and four bytes. SHIFT procedure performs shifts (either left or right) by specified number of bits. Depending on whether the shifted variable is unsigned or signed, a logical or arithmetic shift is performed. The REG and SETREG procedures allow examination and modification of machine registers. Finally, INLINE procedure imbeds machine code (which must be in hex) in your Modula-2 programs.
The Modula-2 multi-tasking primitives type PROCESS, and procedures TRANSFER and IOTRANSFER are not implemented. These omissions can make transporting programs from other machines difficult; it does not, however, prevent you from writing multi-tasking programs on the Amiga.
You can use the services of the ROM Kernel.
"Standard" procedures NEW and DISPOSE are also missing from the Benchmark implementation. These procedures were removed from the Modula-2 definition by Niklaus Wirth, so they weren't included here. You can use the ALLOCATE and DEALLOCATE procedures from the "Storage" module instead.
Since Benchmark Modula-2 is a one- pass compiler, all procedures must be declared before being called. This can be a problem when mutually recursive procedures are needed (i.e., procedure A calls B, and B calls A). To handle this situation. Benchmark Modula-2 allows FORWARD procedure declarations. In a FORWARD declaration, you write down only the procedure header (the procedure name and the parameters), rather than the actual code.
Two compile options allow you to depart from some standard Modula-2 features. Modula-2 is a case-sensitive language (so is C, by the way); that is, it distinguishes between upper- and lower-case characters. A compile option avoids this discrepancy.
Another compile option allows the "J" (underscore) character in identifiers.
Again, "standard" Modula-2 identifiers are composed of letters or numbers. I discourage the use of such options; they make programs less portable to other systems.
Limitations and Problems The current version of the Benchmark compiler limits the sizes of code and variables that can exist in a single module. The maximum size of code generated for a single module is 32K .
This is hardly a problem the source must be very large to produce that much machine code. Anything the compiler can do to encourage small modules is good! Of course, a linked program, which consists of many modules, can be as large as necessary.
A more serious restriction is the size of variables that can be declared in a module. The limit is also 32K. It is the sum of all variables' sizes. This declaration, for example, is not possible: VAR al, a2, a3 : ARRAY (0. .20000] OF CHAR: There is a further limitation on the size of array subscripts the subscript cannot be larger than 32766. Therefore, this declaration is not acceptable: TYPE (* Subscript too large *) buff - ARRAY (0..40000] OF CHAR: Most programs never come up against those restrictions. Therefore, few programmers need to worry about these limits.
Another size restriction is imposed on the size of set types. The largest set can include only 32 elements, meaning SET OF CHAR is not allowed. If a program needs larger sets, a special module, "LargeSets," is provided. You can construct sets with up to 65,536 elements using procedures from this module.
The current version of the Benchmark compiler does not contain a LONG- REAL type. The REAL type is implemented using the Motorola FFP format. Consequently, the Amiga math library is used for the functions in the "MathLibO" module (sin, cos, log, etc.). An "optimize" option was added to the linker in a later release of the TDI Modula-2. This option instructs the linker to remove the procedures never called from the final executable file.
In many cases, this process results in a reduction of the linked program.
Right now, the Benchmark linker does not have such an option. Surprisingly, the executable files produced by Benchmark are not that much larger than corresponding optimized TDI files (see benchmarks below).
Benchmarks To evaluate the performance of the Benchmark Modula-2, I measured the compilation and link times, and the sizes of the object and executable files produced. I did not perform any execution time benchmarks; such tests did not seem necessary because I did not observe drastic execution speed differences between TDI and Benchmark Modula-2. Furthermore, for most users, these times arc not important. Remember, much of the code a program executes comes from Amiga libraries, and the same libraries arc used, regardless of the language.
1 used three different programs in my benchmarks: a "Hello, World!" Program, a "Simple Window" program, and a "Gadget Demo." The first program printed a single message; the second opened a window and wrote a message in it; the third opened a window, attached every type of gadget to it, and processed IDCMP messages.
In my first benchmark, 1 tried to attain maximum compilation and link speed by putting all sources and library files in memory. For Benchmark, I compiled and linked all programs from the editor. In the TDI benchmarks, I installed the compiler and the linker as resident, so there was no load time.
The results of this "turbo-charged" benchmark are summarized below;
* ** Benchmark Modula-2 *** Corepile time Link time Object Size
Exec Size Hello
1. 0
1. 0 148 2420 Window
4. 2
2. 0 391 1596 Gadgets
7. 2
3. 0 2470 80BB TDI Modula- 2 (Version 3, OOA) Corapilc time Link
time Object Size Exec Size Hello 2,0
6. 0 240 1548 Window
35. 0
17. 0 1376 1908 Gadgets
60. 0 20 5240 5420 As you can see, the Benchmark Modula-2 compile
times are amazingly fast. For the "Gadgets" demo, the
Benchmark compile is almost nine times faster than TDI
compiler. The Benchmark linker is even faster!
The code generated by Benchmark is also smaller than TDI's code. One reason the Benchmark compiler produced smaller objects modules is the generated code uses 16-bit relative addressing scheme whenever possible, so that only two bytes of address are needed to reference variables. The absolute (or 32-bit) addressing requires four bytes for every reference.
Benchmark's code is also smaller because calls to "OpenLibrary" procedure are not needed; they are done instead by the startup code. Within TDI programs, all libraries must be opened explicitly.
Despite the fact that the Benchmark compiler produces more compact code, its executable files are larger.
Benchmark's linker is not optimized to remove unused procedures. Note that the difference in size is not that significant, though Benchmark executables are about twenty to thirty percent larger.
For a more diverse comparison, the same benchmarks were run with the Lattice C compiler. The results, summarized below, were collected by Brian Maguire, Software Coordinator of AMUSE (N.Y.C. user's group). The aim was to obtain the best possible times therefore the compiler, linker (BLINK), libraries, and all sources were placed in memory.
* *• Lattice C Version 3.10 •** 1 Compile I Link 1 Exec I 1 time
| t lme 1 1 size 1 Hello 1 4.0 | 16 1 10232 i Window 1 22.0 1
16 1 6092 | Gadgets 1 32.0 1 17 1 13068 i My next benchmark
determined how well both Modula-2 compilers run on a 512K
system. For the Benchmark package, I used the boot disk pre
configured for a 512K machine. The setup still allowed the
compiler to be kept in memory, but generated objects and
library files remained on disk. In TDI's case, the compiler,
linker, and all library files were kept on disk. For both
compilers the T: directory was in RAM:. Here are the results of
the test:
* *“Benchmark*
* ** TDI ** I Compile 1 1 time 1 Link time I Icompile t 1 time 1
1 Link | time | Hello
18. 0 1
14. 0 1 1 21.0 1 33,0 | Window 1 18.0 I
20. 0 1 1 106,0 1 150.0 1 Gadgets 1 23.0 J
23. 0 I J 147.0 1 209.0 i Benchmark Modula-2 shines in this
particular test. The total time to compile and link the
"Gadget" demo under Benchmark is 43 seconds. The same
program takes nearly 6 minutes to compile and link using TDI!
You can speed up TDI's linker by avoiding the "optimize" option. The resulting executables are very large, however, and the time saving is minimal (about 10 percent).
The final comparison I made was in the sizes of symbol files. A symbol file is generated when a DEFINITION MODULE is compiled. The symbol file is read when the compiler needs to look at imported identifiers. Smaller symbol files speed up compilations because the compiler has less data to read. Furthermore, smaller symbol files take up less space on the disks.
Listing 2 contains the DEFINITION MODULE I compiled to compare the sizes of symbol files. Here are the results:
• r symbol file size **
• * Symbol file size *• Benchmark | TDI I 1869 | 11172 J + +
Again, you can see the dramatic difference in favor of the
Benchmark package.
As you can see from the numbers, the performance of the Benchmark Modula-2 system is impressive!
Summary 1 hope the information provided in this article helps you decide if Benchmark Modula-2 is for you. If you have been waiting for an Amiga version of Turbo Pascal, forget it! Get the Benchmark package and learn Modula-2. You'll never want to program in Pascal again. I think the Benchmark Modula-2 package is the best Amiga program development environment to date. 1 also received excellent support from Benchmark's author Leon Frenkel, both on the telephone and on the networks. None of my questions or suggestions went unanswered.
• AC* (* Here are examples of "SIMPLE" modules supplied with the
Benchmark Modula-2 package.
Written by Richie Bielak 10 4 1907 MODULE Window; FROM SYSTEM IMPORT ADR; FROM SlmpleWlndows IMPORT CreateWindow; FROM SimpleGadgets IMPORT 3egifiGadgetLlst, EndGadgetList, FreeGa dgetLi s t, AddCa dget TextButton ; FRCM Intuition IMPORT WindowPtr, CloseWindow, IDCMPFlags, IDCMPFlagsSet, WindowFlags, WindowFlagsSet, GadgetPtr; FRCM Ports IMPORT GetMsg, WaitPort, ReplyMsg, MessagePtr; CONST DefaultWindowFlags - WindowFlagsSet (Activate, WindowCIose, WindowDrag, WindowDepth, Windowsizing); DefaultTDCMPFlags - IDCMPFlagsSet (Closewindow, GadqetUp, GadgetDown}; VAR wp: WindowPtr; msgp: MessagePtr;
gp; GadgetPtr; PROCEDURE MakeGadget () : GadgetPtr; BEGIN BeginGadgetList (); AddGadgetTextButton (30, 20, ADRC’Click here!")); RETUKN EndGadgetList () ; END MakeGadget; BEGIN gp : = MakeGadget (); wp := CreateWindow (10, 20, 200, 50, DefaultIDCMPFlags, DefaultWindowFlags, gp, NIL, ADR ("Simple Window")I; msgp := WaitPort (wp'.UserPort'') ; msgp := GetMsg (wp".UserPort'}; ReplyMsg (msgp); ClaseWlndow (wpA); FreeGadgetList (gp') END Window.
LISTING 2 DEFINITION MODULE Dumbo; FROM Intuition IMPORT GadgetPtr; PROCEDURE Fly (gp : GadgetPtr); END Dumbo.
ROOMERS by The Bandito Inside Ami Expo... Deluxe Write R.I.P.??. New 1.3 Printer Drivers... Kickstart i.4 The second AmiExpo was held in Los Angeles this January. With all the electronics on hand, and the AmiExpo humming with many choice bytes of information, the Bandito's sensors were at full gain. A few strategic wiretaps helped ... but there's no need to detail the Bandito's methods. Some show highlights: As usual, Aegis showed some aweinspiring new Allen Hastings tapes.
Random bytes on the wire say that Allen is working on a full-length animated feature. Now that Vide- oScape offers more colors and features, Allen's animations will be even better.
Beats the heck out of little models hung on wires, at any rate.
Also at AmiExpo, a new company named Innovision showed off their Video Effects 3D software. The software creates 3D title effects at 60 frames per second in high-res. The results are stunning the titles look just like the professional effects you see on TV. With a retail price of $ 199.95, it's not for the casual hobbyist. Availability is the oft-promised "one month." Seems to the Bandito that most programmers work on a Mayan calendar, where the lunar period can be up to year long.
NewTek attracted big crowds with their Video Toaster, showing off their digital video special effects. Among the interested people were some engineers from ABC in New York who flew out especially to see the Toaster.
Hmmm, could it be they're thinking of replacing some of that expensive hardware they now use for video effects?
ABC wasn't the only company interested in the Toaster. There are some very interested people at other hardware companies who would like to have that kind of product, especially since it outdates a few products that haven't even reached the market yet.
Anybody know a good reverse engineer?
Well, well, the HAM paint program market is gonna get crowded what with PhotonPaint from Microlllusions and Deluxe Photo Lab (formerly D'Buddy from Digital Creations) from Electronic Arts challenging NewTck's Digi-Paint. At AmiExpo, NewTek announced Digi-Paint II, which will include texture mapping, anti-aliased fonts, work screens much larger than the monitor, and several new drawing modes, such as Colorize.
Microlllusions showed PhotonPaint, but once they saw the Digi-Paint II spec sheet, they turned several interesting HAM colors and announced PhotonPaint II (before they even shipped PhotonPaint 1!). After this, the joke at the show was, "What's PhotonPaint II gonna do? See Digi- Paint Ips spec sheet!" Looks like the consumer will be the winner in this competition all these programs have features so amazing that even the most jaded artist will find new ways to create digital paintings.
Microlllusions also demonstrated Photon Video and Music-X. Photon Video, a new animation package, uses some talented Hollywood animators to create animation for the program, which makes for some exciting demos (the rabbit is particularly impressive).
Music-X is an extremely powerful super sequencing program with a very clean interface. The only disappointment for some people is its inability to create SMUS files that Deluxe Music Construction Set or Sonix can read in.
Maybe in a future version ... the Bandito advises you to let Microlllusions know if you want this feature.
The more noise you make, the faster you'll see it.
P COMMODORE 6S»BMIGfl-*lgBn QQQQOQQBaoa QQQQ BQQOQQQsaaa aaaa laiiJiaiataLaiaEi i jdia [Ljutud QQQQQQosaaa oqqq BbqaaaaBaaa aaaa ==f. COMMODORE COMPUTERS G17-237-68MB The Memory Location 39G Washington 5t- Wellesley, MR 021B1 Commodore Specialists No-show at AmiExpo: Mimetics. They told everyone they would attend, with Imagens and ReaSyns available, but they pulled out at the last minute.
Seems like dat 'ole devil "production problems" is messing them. Mimetics is promising to meet the demand for Imagens "at any time." (Must be the same calendar programmers use.)
Everyone from Antic software was at the show, including the president and Tom Hudson. Are they considering moving their software to the Amiga?
Could be, especially since Atari raised the price on the 520 ST by $ 100 in December, and the holiday sales fell through the floor.
Electronic Arts' word processor for the Amiga, Deluxe Write (as Batteries Included fans might remember it) is dead, the Bandito's sources tell him.
EA's salespeople had been booking orders, but now they're cancelling.
Looks like WordPerfect is the 800 pound gorilla that has crushed yet another competitor.
Commodore has seeded developers with new 1.3 printer drivers, and the drivers are getting rave reviews. The new drivers have better color correction, sideways printing that works properly, no lines in color printouts (a problem on printers like the jX-80) and much faster printing (no more nasty delays for each line).
By the way, the Bandito has heard about a no-holds-barred battle in the marketplace between the Xerox 4020 and the HP PaintJet color printers.
The Bandito predicts the red ink in the street will be from Xerox. The prices of the two printers are the same and the Xerox has better color saturation, but the PaintJet is faster, quieter, smaller, and much more efficiently marketed. Look at the way the LaserJet has dominated the laser printer market. Xerox, a word to the wise: give up on the color printer and try to get a good, cheap, color copier out there before Sharp eats your lunch in that market.
Yes, Virginia, there is a KickStart 1.4 in progress. Just when you thought it was safe to burn 1.3 into ROM, it looks like Commodore's taking a peek at the Macintosh II, 'cause 1.4 will offer support for higher resolution screens and even multiple monitors!
Better start saving now those big- screen color monitors are expensive.
The Amiga is being featured on Computer Chronicles, the half-hour computer show on PBS (shown alt over the US and Canada). Products covered include Microltlusions' Music- X and Photon Video, and NewTek's Digi-View, Digi-Paint, and Video Toaster.
Finally, Commodore is rumored to be striking a deal with Toys T?' Us to get some of Commodore's now low-cost IBM clones on the shelves, since Nintendo has beaten up the market for the C64. C64 hardware sales are dropping, so the A500 looks to be the savior, if Commodore can make it as popular an item as the C64 has been.
It's going to take some time, but Commodore expects that the next holiday season will be very, very good for the Amiga 500. Let's help out by convincing everyone to buy an A500 instead of a Nintendo.
• AC* by Warren Ring 68000 Assembler Language Programming The
Unified Field Theory Discovered1.
Ever since I started using assembler languages, 1 have faced an obstacle that makes assembler really difficult to work with: Arguments to the various system calls are of all shapes and sizes. Disk I O requires one convention of arguments.
Character I O requires another. Certain functions, such as binary-to-ASCII conversion and floating-point packages, simply don't exist (except in shops having the manpower to invent them).
Just as CP M was becoming obsolete, I began to get a handle on a structure of argument passing that would be universal: a unified field. The requirements for a unified field are tough. It must handle text. It must handle binary data. It must be of different lengths, defined in different places in the program.
There can be no artificial limits (like 64K) to the field. It must have hooks, so routines that manipulate the field can detect the field's length and avoid clobbering data following the field.
And there must be hooks for fast manipulation no linear scanning to find the end.
You can use the field to pick off text arguments on the command line. You can pass it directly to the routine to open a disk file. You can convert it to a binary integer. You can copy it, concatenate onto it, extract from it. Anything! This discovery is the theme of my next few columns.
BufferlLength equ 10 Buffer 1
DC. L Bufferl Lengtti.O DS.B BufferlLength CNOP 0.2 The first
field is a long integer specifying the physical size of the
data field in bytes (the maximum length of a string you wish
to hold). Routines that write into the string buffer must
know the size of the data field to avoid writing beyond that
string buffer and destroying unrelated data or stack
variables.
The second field is a long integer specifying the current usage of the data field in bytes (the length of the string in the buffer).
The third field is the data field itself. In the example above, the current usage is zero, and the data field is uninitialized. The CNOP statement is an assembler directive that aligns the program counter to the next word boundary. If BufferlLength is an odd number, the assembler throws in an extra byte at the end of the buffer, so whatever follows is word-aligned.
Another example follows: GraphicsLib
12. 12 'grophics.lib' 02
DC. L
DC. B CNOP String Buffers Revealed The key to making these
high-level routines interface with one another is a common
field introduced as the "string buffer."
Buffers that hold strings are nothing new, but the unified field solves all the problems I have ever encountered in all kinds of arguments. String buffers solve problems your C friends tangle with every day. In my opinion, the two main credentials of a high-level language are rudimentary protection of code and data (subscript boundary checking and argument type checking), and a high number of functions debugged per hour. (C seems to lack the former, but that's another article.)
String buffers consist of three fields, shown in the following example: Use this example for a CONSTANT string one that doesn't change. The string buffer has a maximum capacity of 12 bytes.
It is currently using all 12 bytes, and "graphics.lib" is the data.
Notice that the string has no terminating zero byte.
The functions I have developed involve both macros and subroutines. The subroutines require the arguments to be in specified registers; the associated macros perform that setup.
Table 1 lists and describes these functions. There are too many functions to describe in only one column, so this topic will be continued in future articles. In previous articles, I showed examples of opening files, reading bytes, and sending them out to the CLI window. This macro and library package makes those functions far more uniform and much easier to use.
(continued) These luncthns handle disk, console, and port I O: Table 1 Function Summary At this point, the program package is not a library. It is an included file at assembly time. As soon as 1 discover how to make a library file from which the linker can selectively pull modules, I'll show you how it's done.
Open Opens a disk file Create Creates a disk file Delete Deletes a disk file Read Reads from a disk file, console, or port Write Writes to a disk file, console, or port WritCon Writes to the console Seek Seeks a specified position in a disk file Close Closes a disk file These functions handle literal output to the console: Display Displays an immediate text string Crlf Displays a CR LF Space Displays a space character These functbns perform siring handling and are best described by BASIC or C language equivalent expressions: Left A$ =LEFT$ (B$ ,I), gets leftmost chars Mid A$ =MIDS(At,!,J), gets
middle chars Right AJL=RIGHT$ (AS,I), gets rightmost chars StrCpy A$ =B$ , copies one string to another StrCat i; A$ =A$ +B$ , appends one string to another StrLen l=LEN(A$ ), gets a string length ItoA I =VAL A$ ), converts integer to ASCII Alol A$ =STR$ (l), converts ASCII to integer IbHbxASCII Indicates whether or not a string is oomposed of hex-ASCII char's (“0" -"9*, -A" |-F") AtoX t=HEX$ (AS), converts a string of hex-ASCI! Chars to an integer XstoA A$ =HEX8$ (I), converts a 4-byte integer to a String of 6 : hex-ASCII chars .
X4toA A$ =HEX4$ (I), converts a 2-byte integer to a 3tring of 4 hex-ASCII chars X2toA A$ «HEX2$ (I), converts a 2-byte integer to a String of 2 hex-ASCII chars XttoA A$ =HEX1$ (I), converts a 4-bit integer to a string of 1 hex-ASCII char These functions handle scanning of a string buffer to pick up words (including punctuation), alphanumeric words, or single characters: SetScan Sets scanning to the beginning of a string buffer Scanw Gets the next text word Scana Gets the next alphanumeric word Scanc Gets the next character These functions handle housekeeping at the beginning and end of a program:
Start Performs housekeeping at the beginning of a program; sets scanning to the command line residue Exit Performs housekeeping at the end of a program, and exits This function creates an empty string buffer: StrSuf Directs the assembler to deline an uninitialized string buffer mmmsssmssmemaBsmBsmmmssBBBsm The Example Program The macros and routines that incorporate string buffers are shown in Table 1. This month I will discuss a small test program that demonstrates some of them. Additional details regarding the actual arguments for functions used this month are shown in Table 2.
This test program consists of 22 instruction statements. You run it by entering the name of the program, "test," on the CLF line, followed by any number of words, separated by any number of spaces. This program picks up the first six English words on the CLI line following "test," and, for each word, performs the following steps: 1) displays that word; 2) converts that word, if possible, to a 4-byte signed integer; 3) adds that integer to a total; 4) converts that integer back to an ASCII string; 5) displays that string. A concatenation of the six words is displayed on the next line, and the
total of the signed integers is displayed on the next line. All that in 22 instruction statements! Who says you need a high-level language for fast development?
In case you missed last month's column, you may assemble the test file by entering: ossem test.osm -o test.o -I test.lst This produces object file "test.o" and list file "test.lst." Assuming you have no errors, you copy the "amiga.lib" file from the Metacomco disk to the directory you have assigned to libs:, and enter: alink test.o to test library libs:amlga.llb Listing 1 shows the source code for our test program. This program exercises the functions described this month. Assemble the source file using the Metacomco assembler.
Remember, macros and library labels are case-sensitive.
In the example program, arguments that reference string buffers are generally IMMEDIATE, shown with a number sign before the label. Arguments that are integers are generally DIRECT, shown simply as labels. There may be exceptions, depending on what you want to do.
Listing 2 shows the "macros.asm" file. Listing 3 shows the "warlib.asm" file. Listing 4 shows a sample run of TEST.
Macro arguments are separated by commas. There cannot be spaces between or within arguments, unless the argument is surrounded by angle brackets ( ). The Display macro requires angle brackets if there are any spaces in the text.
The comments in the listings are an implementation of what I described two months ago in this column. Each is a complete, machine-independent, English sentence. The only machine- dependent comments are in parentheses. You can follow the exact flow of logic without knowing any 68000 assembler instructions.
Debuggers I neglected to mention one tool in the last issue a debugging program. A debugging program is as essential to an assembler programmer as a hammer is to a carpenter. The only debugger I have found is MetaScope by Metadigm, Inc. I worked with MetaScope for a few hours and found it quite good. You can create as many windows as you wish, each displaying a disassembly, a section of memory, register values, and more.
It's very powerful.
There are a few inconveniences, however. First, you must read the entire 35-page instruction manual before you can really get a handle on the program. (You have to invest a couple of hours just to learn MetaScope, but that isn't so bad.) Second, once your program exits, MetaScope does not let you execute it again without unloading it and reloading it.
Third, when reloading, the program loads into a different location in RAM. This means all your absolute addresses Table 2 illttfkrieg at % Ariiennes (Made for the Amiga™ WW II battle simulator) Early in December 1944 America was waiting the return of its victorious armies in Europe. But on the other side of the Seigfried Line, Hitler had other plans, launching his last major surprise attack of the war, and introducing the new 80-ton Tiger tank. You are in command of either the Allied or the German forces. The die is cast. Make your command decision. This is the game that had to wait for the
Amiga™.
FEATURES:
• Easy to understand rules • V-2 Rocket attacks and concepts •
German saboteurs
• Detailed full-color • Paratroopers graphics • Play
customization
• Realistic sound elfects • Save Game function
• One or two players * Handicapping system for
• Seigfried Line play balance
• Artillery • Weather
• Supply • Fuel Dumps
• Terrain effects * Aerial bombardment $ 5295 ©©HUM]®
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Res. B% tax change. It also seems to indicate that some
resource is not getting freed during the unload operation.
After exiting MetaScope and entering Uedit, I have had
visits from the Guru (indicating memory corruption), but I
have not ascertained that MetaScope was at fault. Overall,
I find MetaScope to be everything it's advertised to be.
This Month’s Function Detail This table shows the argument values passed to each macro used in this month's example program.
Name Args Start 0 Exit 0 WritCon 1 SB containing text to send to the console SatScan 1 SB to scan later Scanw 1 SB to receive the next word scanned StrCat 2 First arg: SB to concatenate!
Second arg: SB to be concatenated onto Atol 2 First arg: SB to be converted . . Second arg: integer result: ItoA 2 First arg: integer to be converted Second arg: SB result Crlf 0 Space 0 Display t SB to be displayed on the console StrBuf 2 First arg: a string buffer label Second arg: the maximum length of the string buffer SB * the bcation ola string buffer Farting Words If you don't want to type in the listings in this article, I may be able to enter them into a bulletin board system. I regularly visit the Los Angeles Amiga User's Group BBS (LAAUG Line) at (213) 559-7367, and the "1939" BBS
at (818) 368-4248. You may leave messages for me at either of these boards. There is one problem -because of publishing deadlines, files I leave on a BBS are likely to be two months ahead of what appears in this column.
(continued) Arexx ... The B.EXX Language for the Amiga Arexx is a multitasking implementation of the REXX language, an elegant high-level language especially suited for macro-processing and general programming tasks.
Its clean, simple syntax makes REXX easy to learn ... an ideal “first- language.” And the powerful language features will appeal to experienced programmers as well!
• Interactive, interpreted operation
• Exceptional string-handling facilities
• Built-In library with over 75 functions
• Built-In source-level debugger
• Compact code only 32K!
Arexx defines a command interface that allows it to communicate with other software. The list of Amiga software products that support this interface includes:
• TxEd-Plus from C. Heath MicroSmiths
• C.A.P.E. 68K Assembler from Inovatronics
• AmigaTEX V2.9A from Radical Eye Software Written by the author
of “ConMan,” Arexx sells for ... Only $ 49.95!
Send check or money order for William S. Hawes $ '49.95 plus $ 2.00 shipping to: P.O. Box 308 (MA orders please add 5% sales tax) Maynard, MA 01754
(617) 568-8695 Amiga is a trademark of Commodore-Amiga, Inc.
MOVE.L Value,DO ;Add the integer value to ADD. L DO,Total ;
the total D3RA D2, XI ;Decrement the counter If the
counter is not yet z negative, then jump to XI WritCon
?Buffer Display the final string Crlf Display a CR
Display 'The total is: v ItoA Total, Buffer Convcrt the
total integer WritCon ? Buffer to a string, and display
it Crlf Display a CR Exit Perform ending ; housekeeping,
and exit include "warlib.asm” section data StrBuf Buffer,80
StrBuf Word,16 Value DS.L 1 Total DC.I 0 Listing 2 The
Macro File "macros.asm" MACROS.ASM Macros by Warren A. Ring
These macros place the passed arguments into the correct
registers for the library routines XREF LVOOpenLibrary XREF
_LVOOpen XREF _LVOClose XREF _LVOInput XREF _LVOOutput XREF
_LVORead XREF _LVOWrite XREF _LVOCloseLibrary XREF
AbsExecBase MACRO MOVE.L A7,SystemSP JSR OpenDOSLibrary
ENDM MACRO JSR CloseDOSLibrary MOVEA.L SystemSP,A7 RTS ENDM
MACRO MOVEM.L DO AQ-Al,-(A7} MOVE.L ConOut,AO MOVE.L ,A1
JSR WriteFile MOVEM.L (A7)+,D0 A0-A1 ENDM MACRO MOVEM.L
A0-A1,-(A7) .MOVE. L 2,A0 MOVE.L ,A1 JSR WriteFile
MOVEM.L (A7)+,A0-A1 ENDM MACRO MOVEM.L A0,-(A7) MOVEA.L ,
AO ADDQ.L ?4, AO MOVE.L (AO),ScanCounter ADDQ.L ?4,AO
MOVE.L AO,ScanPointer MOVEM.L (A7)+,A0 ENDM MACRO MOVEM.L
A0,-(A7) MOVEA.L , AO JSR Scanw MOVEM.L (A7)+, A0 ENDM
WritCon write Start MOVE.L Scanw Display WritCon Display
Space Atol ItoA WritCon StrCat Crlf ? 5, D2
• Word TEST.ASM This program picks up the first six English words
cn the CLI line following ’'TEST", and, for each word, displays
that word, converts that word, if possible, to a 4-byte signed
integer, adds that integer to a total, converts that integer
back to an ASCII string, and displays that string. A
concatenation of the six words is displayed on the next line,
and the total is displayed on the next line.
Section code include "lib3:types.i" include "libsidos.i" include "macros.asm" Display " "
• Word,Value Convert the word to an integer, and back to a
Value,?Word string ?Word Display the resulting ; string
?Word, Buffer Concatenate the word onto ; the final string
Display a CR ;Perform startup housekeeping Set the counter
to 5 Display the first (next) ; english word from ; the CLI
residue, surrounded by Listing 1 TEST ASM Source Code ?Word
StrCat MACRO MOVEM.L A0 A1,-(A7) MOVEA.L ,AO MOVEA.L 2,A1
JSR StrCat_ MOVEM.L A7)+,A0 Al ENDM AtOl MACRO MOVEM.L
DO AO,-(A7) MOVE.L ,AO JSR At Ol_ MOVE.L DO, 2 MOVEM.L
fA7)+,DO AO EHDM ItoA MACRO MOVEM.L DO AO,-(A7) MOVE.L ,D0
MOVE.L 2,AO JSR I tcA_ MOVEM.L (A7)+,D0 AQ ENDM Crlf MACRO JSR
Dlsplaycrlf ENDM Space MACRO JSR Displayspace ENDM Display
MACRO MOVEM.L DO,-(A7) Write Displ 0,ConOut BRA Displ_3 0
DlsplNf? DC.L Di3pl_2 e-Displ_l 0
DC. L Displ_2 e-Displ_l e Displ_l e DC.B Displ_2 0 CNOP 0,2
Dlspl_3 e MOVEM.L (A7)+,D0 ENDM StrBuf MACRO CNOP 0,2
DC. L 2,0 DS.B 2 CNOP 0,2 ENDM m PRODUCTS FOR THE AMIM sod
Announcing the PB-512 Memory Board Low cost 512K plug in
memory board with clock calender Available in OK
configuration, (User installs 16 - 256K RAM chips) Also
available with 512K installed.
Both boards utilize the same clock chip as 1he Commodore memory board, but use a longlife trouble free lithium battery.
NOW IN STOCK OK $ 89,95 512K S 149.95 Announcing the AMIGA 500 Monitor Stand Qualify Real Oak construction, with a light oak finish Designed for the Amiga 500, with custom cutouts for easy disk drive access, with the keyboard either pulled out for use, or retracted for game play.
NOW SHIPPING $ 44.95 Look tor lowcost 1.5MB internal memory boards for the Amiga 500, and the Amiga 1000 in the 2nd quarter ol 1988.
DEALER INQUIRIES WELCOME To order contact CPE SYSTEMS 6901 E. Earll Dr. Scottsdale. AZ 85251 or call (602) 949-8805 M-F 10am-6pm, Sat 10am-2pm Mtn. Time Amiga is a trademark of Ccmmodore-Amiga Inc Listing 3 The Library File "warlib.astn" ; WARLIB.ASM Library routines by Warren A. Ring OpenDOSLibrary .-This routine opens the DOS lilbrary MOVEM.L DQ A1 A5-A6, - (A7) ; (Push registers) MOVE.L AO,ScanPointer ;Set the ScanPointer MOVE.L D0,ScanCounter ; and ScanCounter to ; scan the CLI line MOVE.L _AbsExec3ase,A6 .-Open the dos library LEA.L DosNarre, Al MOVEQ 0,D0 ;(Specify any version) JSR
LVOCpenLibrary(A6) HOVE.L DO,DosLibraryHandle MOVE.L DosLibraryHandle,A5;Save the console JSR _LVOInput(A5) ; input handle locally MOVE.L D0rConIn MOVE.L DosLibraryHandle,A5;Save the console JSR _LVOOutput(AS) ; output handle locally MOVE.L DO,ConOut MOVEM.L (A7)+,D0M1 AS-A6; (Pop registers) RTS .'Return DosName DC.3 'dos.lihrary',Q CNOP 0,2 CloseDQSLibrary ;Thls routine closes the DOS library MOVEM.L A1 A6,-(A7) .'(Push registers) MOVE.L _AbsExec3ase,A6 :Clo3o the dos library MOVE.L DosLibraryHandle,Al JSR LVOClcseLibrary(A6) MOVEM.L (A7)+,A1 A6 ;(Pop registers) RTS ;Return ReadFile .•This
routine reads a record from a file ;In: AO - the file handle Al - a string buffer to receive the data from the file ;Out: DO - the number of characters read from the file ;Note: This routine overwrites any data already in the string buffer MOVEM.L D1-D3 A0-A1 AS,-(A7);(Push registers) MOVE.L A0,D1 .-(File specifier) MOVE.L A1,D2 ;(Buffer location) ADDO.L 8,D2 MOVE.L (Ai),D3 ; ( of bytes to get) MOVEM.L Al,-(A7) MOVE.L DosLibraryHandle,A5 JSR _LVORead(A5) MOVEM.L (A7)+,A1 ADDQ.L 4,Al MOVE.L DO,(Al) MOVEM.L (A7)+,D1-D3 A0-A1 AS;(Pop registers) RTS .-Return (continued) MOVEM.L
DQ-D2 A0-A1,-(A7) ;(Push registers) WriteFile ;This routine writes a record to a tile ;In: AO - the file handle A1 - a string buffer containing the data for the file ;Out: DO - the number of characters written to the Tile (-1 - write error, possibly disk full) MOVEM.L D1-D3 A0-A1 A5,- A1); Push registers} HOVE.L AO,D1 ; (File specifier) HOVE.L Al,D2 .-(Buffer location) ADDQ.L 8,D2 ADDQ.L 4,A1 MCVE.L (A1),D3 :( of bytes to write) MOVE.L DosLibraryHandle,A5 JSH _LVCWrite(A5) MOVEM.L |A7}+,D1-D3 A0-Al A5;(Pop registers) £75 ;Return DisplayCrlf WritCon DisplayCrlf_7 RTS DisplayCrlf_7
DC. L 1,1
DC. B 10 CNOP 0,2 DisplaySpace WritCon DisplaySpace_7 RTS
DisplaySpace_7 DC, L
DC. B C!JCP 1,1 0,2 MOVE.L (Al),DO ;(Set DO to the max length of
; BS) ADDQ.L +4,Al .-(Make Al point to the current : usage of
BS) ADDQ.L *4,AO ;(Make AO point to the current ; usage of
AS) MOVE.L (A1),D2 ;(Set D2 to the current U3ago ; of B$ )
MOVE.L (AO),Dl ;Set the byte counter (Dl) to ; the current
usage of AS ADD.L (Al),Dl : plus the current usage of BS
CMP.L DO,Dl :If the byte counter the rax ; length of BS,
BLE Strcat 1; then set the byte counter to ; the max usage of
BS MOVE.L DO,Dl Strcat_l MCVE.L Dl,(Al) ;Set the current
usage of B$ ; to the byte counter SUB.L D2, Dl .-Subtract the
current usage of ; BS from the byte counter TST-L Dl ;If the
byte counter Is now BEQ Strcat_9f- zero, then jump to
Strcat_9 ADDQ.L *4,AO ;(Hake AO point to the first ; data
byte of AS) ADDQ.L *4,Ai ;(Make Al point to the byte ; after
the last byte currently ADD.L D2,A1 ; used by BS) SUBQ.L
1,Dl ;Copy the bytes from AS to BS Strcat 2 MOVE.3
(AO)+,(Al)+ DBRA Dl,5treat_2 Strcat_9 MOVEM.L
A7)+,D0-D2 A0-A1;(Pop registers) rts .-Return ;This routine
scans a string for the next visible ; word ;BASIC Fn: BS - B$
+ AS ;In: AO - source buffer (AS) A1 - dest buffer (3S)
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String remaining to be 3EQ ItoA 5 then jump to ItoA 5 scanned NEG.L DO Complement I A0 - the dest buffer ItoA_l .-Out: ScanPointer, ScanCounter are updated CMP.L (Al) ,D0 If I - the table value.
BGE ItoA_2 then jump to ItoA 2 Note: Thi s routine skips over spaces, tabs, and ADDQ.L 44, Al Advance the table pointer ; ether invisible characters SUBQ.L 41,Dl Decrement the table counter CMPI.L 41, Dl If the table counter is not MOVEM.L D0-D2 A0
- A2,-(A7) (Push registers) BKE ItoA_l yet 1, then jump to ItoA
1 MOVE.L (A0) +,Dl; (set Dl to the max length of ItoA_2 ; AS)
MOVE.B I'O1, (A0) Set the character to '0' MOVE.L A0, Al
;(Make Al point to the current length of AS) ADDQ.L 1, D4
Increment the character counter MOVE.L 40,(Al) Set the current
usage of AS ¦ItcA_3 to 0 SUB. L (Al) ,D0 Subtract the table
value ADDQ.L 44,AO .-Advance the dest buffer from I pointer
(A0) to the first BMI ItoA_4 If I is negative, then jump to
data byte of AS ItoAjl MOVE,L ScanPointer, A2; (Set Al to the
scar.
ADDQ.B 41,(A0) Increment the data byte in AS pointer) BRA ItoA_3 Jump to ItoA_3 MOVE.L ScanCounter, D2;If the scan counter (D2) I toA_4 BEQ Scanw 9 is zero, then jump to Scanw_9 ADD.L (Al),DO Add the table value to I, Scanw_l making I positive again MOVE.B (A2)+,DO .-Fetch the character at which the scan pointer points, ADDQ.L 44, Al Advance the table pointer to the next value and advance the scan pointer SUBQ.L 41, Dl Decrement the table counter SUBQ.L + 1 ,D2 Decrement the scan counter BEQ ItoA_7 If the table counter is zerc, CMPI.B 4' !',D0 ;If the character is visible.
Then jump to ItoA_7 then jump to Scanw 2 ADDQ.L 41, A0 Advance the A$ pointer BLT Scanw_3 CMP.L C4 , D2 If the character counter - CMPI.B 4$ 7F,DO the limit value.
BLT Scanw_2 BGT 11 oA_2 ; then jump to ItoA_2 Scanw_3 lt0A_5 TST.L D2 ¦If the scan counter is zero.
MOVE.L D2, (A2) ; Set the current usage of AS BEQ Scanw_9 then jump to Scanw_9 to the max length of AS BRA Scanw 1
• Jump to Scanv_l SUBQ.L 41, D4 Fill the buffer with asterisks
Scanw 2 ItoA_6 MOVE.B DO,(AQ)+ Place the character into AS,
HOVE.3 4' ¦', (A4) + and advance the dest buffer DBRA C4,ItoA G
pointer BRA ItoA_8 Jump to Itoa_8 ADD.L 41* (AD ¦Increment the
current usage ItcA_7 of AS MOVE.L D4,(A2) Set the current
usage of AS CMP .L (Al) ,D1 If the current usage of A$ - the
max length of AS, ItoA_8 ; to the character count BEQ 5canw_9
then jump to 5canw_9 MOVEM.L (A7)+,D0-D4 A0-A4 .-(Pop
registers) TST.L D2 If the scan counter is zero.
RTS Return BEQ Scanw_9 ; then jump to Scanw 9 ItoAvalues
DC. L
DC. L
DC. L
DC. L
DC. L
DC. L
DC. L
DC. L
DC. L
DC. L HOVE.B (A2)+,D0;Feteh the character at which ; the scan
pointer points, 1000000000 100000000 10000000 1000000 100000
10000 1000 100 10 1 ; and advance the scan pointer SUBQ.L
i,D2 .‘Decrement the scan counter CMPI.B I'!', DO ; If the
character is visible, BCC Scanw_2 ; then jump to Scanu_2
Scanw_9 MOVE.L A2,ScanPointer (Update the scan : pointer)
HOVE.L D2,ScanCounter (Update the scan counter) AtoI_ ;BASIC
Fn: I - VAL(AS) (DO) (A0) MOVEH.L (A7)+,DQ-D2 A0-A2; (Pop
registers) RTS ;Return ItcA_ .-BASIC Fn: AS - SIRS (I) (AO)
(DO) ,-This routine converts a signed integer from ; binary
to a decimal ASCII string MOVEM.L D0-D4 A0-A4,-(A7);(Push
registers) MOVE.L 4ItoA_values,Al;Set the table pointer ;
(Al) to the beginning of ; the table MOVEQ.L 10,DI .-Set the
table counter (Dl) to ; the length of the table MOVEQ.L 40,
D4 .-Set the character counter (D4) t to 0 MOVE,L
(A0)+,D2 Set the limit value D2) to the max length of AS
MOVE.L AO,A2 (Make A2 point to the current ; usage of AS)
ADDQ.L 4,AO ;(Hake AO and A4 point to the ; first data byte
in AS) MOVE.L AO, A4 TST.L DO ;If I - 0, then jump to ItoA l
B?L ItoA_l MOVE.3 !'-•,(A0) + ,-Place a in AS, and ; advance
the AS pointer (continued) ADDQ.L 41, D4 Increment the
character This routine converts a decimal ASCII string to a
signed binary integer MOVEM.L D1-D4 A0
- A1,-(A7) (Push registers) MCVEQ.L 40,DO .-Set the character
field to ; zero MOVEQ.L 40, D2 Set the result (D2) to 0
MOVEQ.L 40,D3 Clear the negative flag (D3) ADDQ.L 44, A0
;(Make Al point to the current ; usage of AS) HOVE.L A0, Al
MOVE,L (A0)+,Di;5et the byte counter (Dl) to ; the current
usage of AS ;(Make A0 point to the first ; data byte in AS) BEQ
AtoI_9 IT the byte counter is zero.
; then jump to Atol 9 MOVE.B (A0)+,DO Fetch the first data byte in ; AS (Make A0 point to the ; second data byte in A$ ) CMPI.B 4* ,D0 ;If the byte is not a then BSE AtoI_l ; jump to Atol l MOVEQ.L 41,D3 Set the negative flag BRA AtoI_4 Jump to Atol 4 AtoI_l IFND DosLibraryHandle CM?I.B ' 0 * ,D0 ,*lf the byte is not numeric, DosLibraryHandle 3L7 Atol 9 ; then jump to AtoI_9 DS.L 1 CM?I.3 ?'91,D0 ENDC 3G7 AtoI_9 LSL.L ? 1, D2 .-Multiply the result by 10 IFND SystemSP MOVE.L D2,D4 SystemSP LSL. L 12, D2 DS.L 1 ADD. L D4,D2 ENDC SUBI¦B '0',D0 .-Convert the byte to binary ADD. L DQ,D2 ,-Add
the byte to the result Atcl_4 SUBQ.L + 1,D1 ;Decrement the byte counter AtoI_9 :If the byte counter is zero.
Listing 4 BEQ ? . MOVE.B ,* then jump to AtoI_9 (AQ)+, DO .-Fetch the next data byte in AS ; (Ka)ce AO point to the next Sample Runs ; data byte in AS) l test 12 23 34 45 56 67 78 89 90 BRA AtoI_l ,-Jump to AtoI_l
- 12- 12 AtoI_9
- 23- 23 TST.L D3 ;If the negative flag is clear.
- 34- 34 3EQ AtoI_A ; then jump to AtoI_A
- 45- 45 MEG. L D2 ;Negate the result
- 56- 56 AtoI_A
- 67- 67 MOVE.L D2,DO ;Set DO to the result 122334455667 7he
total is: 237 MOVEM.L (A7)*,D1-D4 A0-A1 ;(Pop registers) l test
12 -3 4r5 -33xx hello,world 55 RTS .•Return
- 12- 12
- 3- -3 IFND ScanPointer
- 4r5- 4 ScanPointer 33xx- -33 DS.L 1
- hello,world- 0 ENDC
- 55- 55 IFND ScanCounter 12-34-33055 ScanCounter The total is:
35 DS.L 1 ENDC l test 1234557890 0987654321 0C324 0345tt
- 1234567890- 1234567890 IFND Conln
- 0987654321- 987654321 Conln
- 00324- 324 DS.L 1
- 0345tt- 345 ENDC 0 0 IFND ConOut
123456789098765432132434500 ConOut The total is: -2072744416
DS.L 1 1 ENDC
• AC* SUBSCRIPTION PROBLEMS?
Oops Please don't forget to let us know.
If you are having a problem with your subscription or if you are planning to move, please write to: Amazing Computing Subscription Questions PiM Publications, Inc.
P. O. Box 869 Fall River, MA 02722 Please remember, we cannot
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Please allow four to six weeks for processing.
Our AiRT Review , published in AC V3.1, referred to three ''Figures." We planned to show some original features of PD] Software's innovative programming package. Regrettably, the figures were inadvertently omitted from the final copy. We apologize for any inconvenience caused by our error. Ed In the Public Domain by C.W. Flatte Aztec C. Includes a help screen and allows you to back up or redo a move. Only allows play against the computer. Backgammon, anyone?
The Fred Fish Public Domain Library continues to grow by bytes and bounds. Ten disks have been added to the collection, topping it out at 128 disks!
There are many highlights (don't miss Amoeba Invaders, the Space Invaders clone on FF 120), hotspots, tid-bits, and delights on the new entries, so let's go.
Fred Fish 119 This disk contains version 3.9e of Daniei Lawrence's variant of Dave Conroy's MicroEMACS. This is an update of the version released on Fred Fish 93.
On this disk only: the first appearance of extensive documentation on disk.
New features since version 3.8i (on Fred Fish 93) include a new standard startup file, twenty new variables, three new directives, and sixteen new functions. Also provided: an on-line "learn by doing'' tutorial.
Both Lattice C and Manx C compiled versions are provided as well as the source and documentation for both versions. NOTE: In order to get all the source and documentation files to fit on a single disk, Fred had to archive their contents with Zoo, which compresses the files about 30%-50%. (Zoo can be found on Fred Fish 108.) The executables and on-line tutorial are not archived, and can be run from the Workbench.
Fred Fish 120 Amoeba Invaders This clone of the original Space Invaders is one of the best freeware games for the Amiga to date.
Unlike many of the commercial games, it even works correctly in a multitasking environment.
THIS IS A GREAT GAME! It definitely qualifies as a don't-miss!!! It's not even shareware (you'll probably feel guilty, not sending the authors a donation... so send one anyway).
BackGammon V1.0 This graphical backgammon game was written by author Robert Pfister for an undergraduate Artificial Intelligence course project. Includes the source in Bank'n VIA This is a complete checkbook management system by programmer Hal Carter. Comprised of eight separate programs, the Bank'n system will allow you to keep track of your checking account with ease. The system boasts user- customized expense code tables, as well as several detail and summary reports, Also has the ability to search the checkbook journal for a desired argument, The screens are pleasantly designed and easy to
use and understand. Includes a very nice instructional program.
EgyptianRun Vl.l The pyramids have come alive and are out to take over the world! You are the world's only hope!
You have to maneuver your jeep past the oncoming missiles to get within firing range of the control pyramid. Nice graphics and smooth animation. Also good sound. By Chris Hames of Australia. The source, in C, is available from the author for a S10.00 donation.
Icon Image A program to replace an old image with a new image, without affecting icontype, drawer data, etc. A useful tool for manipulating icon images without changing the other parameters in the diskobject structure. By Denis Green.
Includes the source in C. Fred Fish 121 BasicStrip An AmigaBASIC program by George Trepal that helps convert programs written in other forms of BASIC to AmigaBASIC. It deletes line numbers, puts in its own jump labels, and tries to format the result as a structured program.
(continued) (Conflict tRecrcatinns, Jlnc.
PRESENTS AGE OF SAIL Age of Sail is the first of its Kind in warfare simulation. Centered around l7-19lh century sail powered warships, true renditions of classic naval battles will be reenacted.
Age of Sail is a multiplayer game that allows up to 40 ship captains to play via electronic bulletin boards (BBS), direct connect modem, or using one computer. Designed for play on differing computers. ASC II files with game data can be sent to anyone, anywhere via modem.
Age ol Sail faithfully recreates sailing allowing one degree turns and speed changes of one knot. Positions ere calculated with 64 bit accuracy to ensure ship movement even when drifting In low velocity winds.
Grapple up to four ships, assign boarding parties, and capture enemy ships, direct your gun captains In loadouts for firing shot. Give them their targets and let the broadside commence.
For 2-40 players Requires workbench 1.2, kickstart 1.2, and 512k.
Simulations for serious gamers.
NOW AVAILABLE FOR THE COMMODOREAMIGA A-1000.
COMING SOON FOR THE APPLE MACINTOSH AND THE ATARI ST. PRICE S39.95 + S3.00 SHIPPING AND HANDLING.
CONNECTICUT RESIDENTS INCLUDE SALES TAX ALLOW A TO 6 WEEKS FOR DELI VERY SEND CHECK OP MONEY ORDER TO: (Conflict iRccreationfl, ?)nr.
H I P.O. 0o. 272 Oakdale. CT 06373 WE SUPPORT ON LINE GAMING VIA COMPUSERVE- 75375, 555 PUNK: SILVER MAC BIX: GmcLEAN DEALER INQUIRIES ACCEPTED DataPlot DataPlot is a shareware plotting system, written in AmigaBASIC, by Dale Holt. It includes a least squares curve fitting program and many sample plot files. Printer output is supported.
Plot A shareware 3D graphing program, written in Amiga- BA5IC, by George Trepal. This program draws 3-D graphs as either wire frames or colored solids, with hidden lines eliminated. Includes three sample plot files. The source is available from the author.
Stairs This AmigaBASIC program by Gary Cuba demonstrates a musical illusion based upon perceptual circularity of widely spaced tones whose volumes are defined as a sinusoidial relationship to their frequency. (Say that three times fast.)
Will the tones ever stop ascending?
Uedit V2.3 Uedit is a very nice editor by Rick Stiles. Uedit's features include a learn mode, a command language, menu customization, and other user configurable features. An update to Fred Fish 60.
WBColors A little program by Stefan Lindahl of Sweden to change the Workbench colors to a predetermined color set. Can be used for programs that expect to be booted off their distribution disk, but instead are run from a hard disk. Includes the source in C. Fred Fish 122 Asteroids Asteriods is a nicely done "Asteriods-clone" game by Rico Mariani. A unique feature of this version is the end user's ability to replace the images (a single ILBM file) and sounds (8SVX sound files). Nice job, Rico!
Iff2Pcs VI .0 An interactive puzzle program, by Ali Ozer, which will take any IFF file (containing up to 16 colors), and break it up into squares to create a puzzle which the user can then piece back together. This is an outstanding program. Kudos to Ali Ozer. Includes the source in Manx C. Names Names is a generic shareware mailing list manager created by Ernie Nelson. It's a little bit rough right now, but it'll get the job done.
Pr Similar to the Unix "pr" program, this little utility by Samuel Paolucci prints listings in different formats. Includes the source in C. Pushover Here is an original board strategy game, written in AmigaBASIC by Russ Yost. The object of the game is to push your pieces on the board until you get five in a row in any direction. Includes the source in AmigaBASIC.
PuzzlePro vl.O Written in AmigaBASIC, this program by Syd Bolton creates a puzzle from an IFF picture, which the user can then piece back together. Please note, only the binary is included. The source is available from the author.
Fred Fish 123 Arp ARP is an acronym for "AmigaDOS Replacement Project."
Arp is an effort led by Charlie Heath of Microsmiths, Inc., to replace the current DOS in a compatible fashion, so current programs will continue to work. Arp also improves DOS wherever possible in an effort to alleviate some of its downfalls. Check it out!
Car Allen Hasting does it again with this entry to the Badge Killer Demo Contest. It is apparently an inside joke relating to a well-known Amigan's experience with a certain high-end graphics hardware manufacturer. Please note, you must have at least 1Mb RAM to view the entire loop. Good stuff... Fred Fish 124 Icons On this disk are two drawers full of animated icons by L. Pfost. Some are really good! (Some are really bad.) You may just find an icon for that little program you have been meaning to "Workbenchize."
Tarot Tarot is an AmigaBASIC program written by L. Pfost as an exercise for learning AmigaBASIC. It contains some very well done renditions of tarot cards. A good learning tool.
Fred Fish 125 EIGato OH NO! More entries to the Badge Killer Demo Contest!
This time Kevin Sullivan flaunts his talent. Some of the most incredible animation ever! This demo even includes a background music arrangement, which requires Sonix to use. The workbench icons are awesome! Please note, this demo requires an extra 256K of FAST RAM to run in its entirety.
Fred Fish 126 Colour This IFF file color manipulation program by John Russell allows a user to save color sets to data files, load color sets from data files, or interactively change the colors. Includes the source in C. Dance More entries to the Badge Kill Demo Contest. These two programs, "dancing polygons," are John Olsen's entries.
They are variations of one another; however, they do demonstrate the range of colors available on the Amiga.
Includes the source.
HBHill This animation is Kevin Sullivan's entry to the Badge Killer Demo Contest. It is the first known animation using the Amiga's "Extra Half Britc" mode.
Iconify Iconify is a subroutine by the infamous Leo Schwab that creates an icon on the Amiga screen that subsequently can be dragged around, and double-clicked on. You can use DYNAMIC DRUMS V 1.1 The program that transforms your Amiga™ into a professional drum machine.
• Incredibly realistic sound
• Create your own studio-quality drum tracks
• Real or step-time programming
• Graphic Editing
• Over fOO percussion samples included or use your own IFF
samples
• Fully adjustable volume and tuning levels
• Randomizing options for a dynamic, human feel
• Improved MIDI Implementation
• Velocity sensitive using external MIDI device Requires 512K
Amiga™ DEALER INQUIRIES INVITED Ml, FL & CA add sales lax See
your lacai Dealer or Send Check or Money Order for S79.95 to:
this to have your programs "iconify" themselves to temporar
ily get out of the user's way. Includes source and demo program
in C. OnlyAmiga This animation is Iqbal Singh Hans' entry to
the Badge Killer Demo Contest. It consists of three balls being
juggled by pyramids rotating on their tops. Freaky!
Suplib IT'S HERE! Finally the Matt Dillion support library needed to rebuild various programs of Matt's from the source, including DME, DTERM, etc. It even includes the source! Great!
Vcheck V1.2 This virus detection program is a very important piece of software. Viruses EX) CAUSE DAMAGE! This virus detector was developed by Bill Koester of Commodore Amiga Technical Support. This version tests for a virus in memory, or on specific disks.
Oh no! Gotta go! See you next time for disks 127 and 128.
Until then ... tell 'em CW sent you!
• AC* The A.M.U.G. BBS List 514 BBS Phone Numbers in U.S. and
Canada compiled by: Joe Rothman, Chet Solace, and Dororthy Dean
This is the A.M.U.G. list of all known Amiga-supporting BBSs
throughout the U.S. and Canada. It was compiled as a
cooperative effort by the BBS Sysops listed below. All listings
with a "C" next to the phone number have been confirmed by a
Sysop or another reliable source. If a "B" appears in the
Status column, we got a busy signal every time we called the
number.
Each Sysop has his own way of formatting. Chet's list is formatted as the phone directory of AM 1C PD Term by David Salas and the new 16 Color Access! By Keith Young.
Dorothy and Chet both list Foreign Amiga BBSs and track PC Pursuit compatibility. But, we all have one thing in common: We like to spread the word about Amiga telecommunications and PD. The latest versions of our respective lists are available for Download or Capture at the following BBSs:
A. M.U.G s BBSlist is now thoroughly confirmed. A modem
connection was made at least once on every number and someone
was able to complete a logon. All previously unconfirmed
numbers have been either confirmed or removed from the list.
Remember, any number can become inactive. Use the Status line to track any changes in operational status. If you find any changes in the name, phone number, operational status, hours, baud rate, or features of these BBSs, or if you are able to provide additional numbers or information, please contact us and leave a message with the information. Your cooperation is appreciated. We know more Amiga boards are out there; help us find them.
All added or changed numbers are marked with a 4 beside the phone number.
Joe Rothman
A. M.U.G. 516-234-6046 Chet Solace Amiga America 619-364-3816
BBSlist The Final List Delete or discard old copies of these
lists; some numbers have been changed to voice lines by the
phone company.
[NOTE: The format of the list is as follows: State, BBS Name, Phone Number, Status, Hours, Maximum Baud Rate, and Special Notes.)
Dorothy Dean PSA-BBS 414-278-5390 PSA-BBSs USA AX Nprhan Lights 907-337-413S C 24 HOUR 24 1st Alaska Cdor AX Norhsn Rode 907-452-1460 C 24 HOUR 12 Amiga Eehomai!
AX Mherium Falcon 907-372-5345 c 24 HOUR 12 Amiga'Color AL Tha System 205-349-2951 c 24 HOUR 3 Messagesordy AL Lighthouse 205-553-5322 c 24 HOUR 12 20 Mb. Amiga Seed cn AL Snorgasboard ¦205-745-3969 c 9PM-6PM 12 Amiga Section AL Boom County ‘205-772-6525 c 24 HOUR 24 30 Mb. Amiga Section AL Magndia 205-654-6407 c 24 HOUR 24 60 Mb, Amiga Seeded AL Comecton 205-654-9074 c 24 HOUR 24 Amiga Sectoo AR ThundM EES 501-329-6370 c 24 HOUR 12 Amiga Sector AR
C. CX. BBS 501-450-3400 c 24 HOUR 12 Coile, Amiga Sedon AR
C. IA- BBS 501-470-0624 c 24 HOUR 12
0126. Aniga Seclcr.
AR UBBSIUotAR) 501-568-9464 c 24 HOUR 12 Van. Huge Amiga section An Neil General on 501-666-0004 c 24 Amiga AZ flagam 126 602-230-1463 C 12 C128, Amiga Sedcn AZ Sob’s An s. Ma ch.
602-242-31SS C 12 Amiga Section AZ MasrerCcm 6C2-244-60« C 24 HOUR 24 BBS-PCI 30 Mb AZ G6GBBS '602-256-9377 C 24 HOUR 12 Amiga Section AZ GoWen Citadel 602-466-6750 C 12 C64, Amiga Sector AZ Cafe Americana '602-493-1260 C 12 AZ AmyHdcs ¦602-562-5174 C 24 HOUR 24 AZ Daemon's Den ¦602-841-0509 C 24 HOUR 12 20 Mb Amiga Seder AZ Loel Hotiicn 602-649-0110 c 12 Cl 28. Amiga Seeder AZ Cornerstone Manor ¦602-935-6519 c 12 C64. Amiga Sector AZ Space Station 602-976-4430 c 12 AZ Guilt's Hut ‘602-992 -0169 c 12 CA Amiga Techniques '209-436-1643 c 24 RBBS'BIG Amiga Secfcn CA Amiga Group Enthu 209-436 0510
c 24 HOUR 12 Ccmmlink CA KPS Mere BBS 209-761-1344 c Md-IOAM 24 60 Mb. Amiga Seed cn 6N1 CA Tele-Web 213-372-4050 c 12 Amiga Section CA Aegis Software '213-399-7316 c 24 HOUR 12 Aegis Dwabpement BBS CA Com pp Center 213-421-1041 c 12 Amiga Messages Only CA Areess-1 215637-3376 C 24 40 kb. PW: Genius CA Machine Do 2t5S483546 C 12 Rdo. Amiga seclon CA LA AU G. 213-559-7367 c 12 Los Angdes Amiga User Gr CA New Age BBS 213-559-4846 c 9PM-7AM 12 Tag BBS. Amiga CA Bibo's Hideaway 213-640-6104 c 12 Tag BBS CA ADS-BBS ‘213-623-1622 c 24 HOUR 12 Store TAG BBS CA Custom BBS '213-639-6667 c 12 AmyOevel.
Was Flying Bug CA Cr elans Cornet 213861-3830 C 24 HOUR 12 20 kb. 8N1, No trie limit CA Amiga Temple
• 406-241-7602 c 24 Amiga. BBS-PC CA Shark's Head 406-247-4610 c
12 Urii win Amiga Sig CA Shrink Tar* 406-257-0323 c 12 C- Lb.
Some Amiga CA Refuge 406-262-3963 c 12 Amiga Section CA
Developers Xchg.
406-372-1722 c 6PM-8AM 12 MaxCotp, 24 Hrs Wkends CA TheEichange '406-659-3078 c 12 Rdo. Amiga CA PorlalSys.l '406-725-0561 c 24 HOUR 12 Usenet access CA PcrtalSys.2 ‘400-7230569 c 24 HOUR 24 Usenet access CA HT-BBS 406-737-0900 c 7PM-6AM 12 Rtn by store CA Oigtat Mai box ‘409-946-6154 c 24 HOUR 24 Amiga Section CA Ami Addict ‘413222-9416 c 12 User Group BBS CA THE WELL 413332-6106 c 12 Rates 6281 * 58Mc CA Amiga West 4133537162 c 24 HOUR 12 20 Mb CA Records Depl 4134230470 c 12 Rdo. Ethomait CA
B. AC.C.
• 4134530410 c 24 HOUR 24 Amiga section CA Amiga Conneclcn
413562-7097 c 24 HOUR 24 CA Dream Machine 413661-3019 c 24 HOUR
24 68-kb, Amiga Seclon CA Missng Link ‘413561-9452 c 12 RBBSBig
Amiga Secfcn CA FA.U.G. 4135932479 c 6PM-7AM 12 24 Hrs. on
weekends CA RSYP-BBS 413659-9169 c 12 Rdo, Amiga Section CA
Nerd's Nook 413672-2504 c 24 Opus, Fido. Amiga Seclon CA
Entapf.se ‘4136931766 c 12 Amiga Secdcn CA BBSJC 413961-7250 c
24 HOUR 24 Amiga secdcn CA Computer Cutlet
* 619262-6615 c 24 EvesWeekends Amiga Sec.
CA El AMIGA ‘6192999604 c 24 HOUR 24 BBS-PCI CA Deeerl Amiga Bd 619323-1522 c 24 HOUR 12 BBS PCI CA Amiga America 619364-3316 c 24 HOUR 24 25 kb. Color use8N1 CA SO Mia Net 619452-0097 c 12 Amiga Ediomal CA Prides Xkng ‘619464-6271 c 24 HOUR 12 Amiga Section CA Far Star l '619460-9666 c 12 Amiga • Seclon 7 CA MouseTrap ¦619662-7447 c 24 BBS-PC CA Computer Bhrd '6195690565 c 24 HOUR 24 Amiga Section CA Computers Pius
• 619691-7062 c 24 HOUR 24 Aniga Secdon CA Fa Star 2
• 6197234419 c 24 Aniga • Seclon 7 CA Antarctica 6197633827 c 12
Tag-BBS, Color, 2 Drives CA AMIC 2000 G ‘707-6790522 c 24 HOUR
24 Huge Lfctary, Colot CA AMIC2000A 707-5790523 c 24 HOUR 24
Huge Lbtary. Color CA TheTarot '707-633-1805 c 12 CA Coast BBS
707-964-7114 c 24 HOUR 12 Erase 1st Oat Prompt CA
C. UT.E. 714-532-5698 c 24 HOUR 12 Ten Hes only CA King James
714-537-7355 c 24 Rdo. New Name CA The Blade Hda 714-543-6337
c 24 HOUR 24 40 Mb, 8N1 CA Mke's Rainbow ¦714-544-3369 c 24
Rdo, Amiga Section CA Bladt Chamber 714-6432723 c 24 HOUR 24
20 Mb.
CA Oragcn Soft 714-671-7831 c 24 HOUR 24 BBS PCI CA Misty Mountain ¦714-684-6553 c 12 Mainly Amiga CA Amiga Line 714-772-4097 c 24 HOUR 12 Color Many Res CA 77-Amiga 714-772-6442 c 24 HOUR 24 30 Mb CA Soft Cel er 714-772-9671 c 12 Amiga Section CA New Age BBS
• 714-822-2963 c 12 Amiga's 1 sl Metaphys bos CA Fontana
714-823-3673 c 24 HOUR 24 Amiga Section CA Point After
• 714-6230125 c 96 C126. AmigaSecdcn CA Khgdcm t 714-8296906 c 24
HOUR 12 BBS-PCI CA Mycc-D 714832-6016 c 12 Amiga Section CA
Leaning Race 714-8496332 c 12 Amiga Section CA Amiga Kingdom 3
7148743177 c 24 HOUR 12 CA Amiga Kingdom 2 7148830324 c 24 HOUR
12 CA Rancho Amiga BBS 714-945-1020 c 24 HOUR 24 CA Smorgasbord
714-957-0142 c 12 Amiga Section CA Light House B05-272-IB12 c
12 Amiga Secdon CA ATB-BBS 6034997151 c 24 HOUR 24 Name change
CA Vonpia TB3S 0036533746 c 24 HOUR 24 Amiga seeden CA Abacus
803632-7166 c 12 S Membership CA Amiga Project 8038349363 c 24
HOUR 12 BBS-PC! On Amiga CA LO.IS. ¦8039234225 c 24 HOUR 12
Bine, 24tu Amiga Secdon CA Ccmpucadon B03967-0895 c 24 HOUR 24
Amiga section CA 1839 BBS 8133634248 c 24 HOUR 12 5FVAUG CA
Message Cat let B18-353-8437 c 24 HOUR 12 Amiga Messages Only
CA LDVoyaga B13354-5065 c 12 Seadog, Color CA
C. A.B.BS. ¦8(83531336 c 12 Wildcat BBS, Amiga Section CA Computa
Lodge 818444-9650 c 4PM-7AM 12 48 Mb. 24 Hours weekends CA
Infinity ¦6187680943 c 12 Amiga secdcn, New Name CA House
Auetdes 8189637220 c 24 HOUR 12 Rdo. Amiga Section CA United
Computers 818962-8495 c 3PM-11P 24 BBS-PCI CA 68000 BBS
‘913351-1690 c 24 HOUR 24 ST. Amiga Section CA Hot Tub
9136894670 c 24 HOUR 12 'Steen 9PM Sun J 8AM Sat CO Network
Unlimited 303-2933210 c 12 Nights otly CO The Buck Bead
¦303-423 9263 c 24 HOUR 24 ¦Telegi hHir CO Buck Board
308427-9539 c 24 HOUR 24 TEBS, Aniga Seaton CO Green Line
¦303-4692053 c 12 Amiga Section CO Baidar Fido 3084978968 c 12
Amiga Section CO Opus BBS ¦3085443704 c 24 HOUR 12 Amiga
Section CO
M. A.E. BBS 3085640618 c 24 HOUR 12 BBS-PCI on Amiga CO The
Grotto 303-694-9050 c 24 HOUR 12 TBBS. Amiga Section CO Mie
high BBS 303-7382250 c 12 CO Stampede 3087999733 c 12 ST.
Amiga Seed on CO Com pula Discount ¦303-8238419 c 12 Slore
BBS, Amiga Section CO OSSyslem 30389G-5717 C 24 HOUR 12 Amiga
Section CO Enterprise 3089681304 C 12 CO Unknown TBBS
303-9883155 C 24 HOUR 12 Amiga Secdon CT
A. I. Bpert '203-2685763 C 24 HOUR 24 RDO. Some Amiga CT Shcteine
203-468 2653 C 12 Rdo. Amiga Secdon CT Wien Woods
'203-762-6481 C 24 Amiga Erhomal CT NO RAD ‘203-6483522 C 24
Milga Secdon * EchcWal CT PCC BBS 2086487373 C 24 HOUR 12
Aniga wh 2 Drives CT Flagship "203-871-1092 c 24 HOUR 24 Amiga
Secdon CT The Actives 2039389163 c 24 HOUR 24 Amiga Section DC
Concourse 202-3289737 c 24 HOUR 12 Amiga Secdon DC Amiga
Exchange 202-4396960 c 24 HOUR 12 MO Amiga Magazine DC » DC
Computer Ease ‘202-6583372 c 12 DE PC-NUG Bid 300-737-2294 c
24 HOUR 12 Rdo. Amiga Secdon FL ORAS ¦3052356752 c SPM-7AM 24
Men day - Friday FL Vptenhdm ¦3082580662 c 5PM-7AM 12 Amiga
Secdon FL Micros Etc. ¦3054257054 c 7PM-1CAM 12 FL ARIA
305-4359837 c 24 HOUR 24 FL Fortune Cookie 3054392136 c
12P-8AM 24 Amiga supported FL Commodore Cub ¦3084783006 c 12
LOCAL user group on C64 FL Nervous Syslem ¦305554-9332 c 12
Amiga Section FL NueOvri 3055680407 c 24 HOUR 24 R6BS. Amiga
Section, Colof FL AmigaLM
• 305622-7049 c 24 HOUR 12 Video. Graphics. Animation FL Dark
Casle "3086248123 c 12 Amiga Secdon FL Cocoa Beach Oriin
3056382664 c 24 Spacsecasl Amiga Users FL The Bug Shop
308641-1162 c 24 HOUR 24 Ccmputer Rea Market FL DOS BBS
305737-1644 c 12 FL Twiight Board 3057387539 c 24 HOUR 12
20riv95 FL Doctor Rdo 305744-7862 c 24 Amiga Section FL
MSSNighline 3057980773 c 5PM-9AM 24 New I 24 Hrs on Weekends FL
MSS-HO 3087980774 c 24 HOUR 96 1 Mcro Systems Software FL Amiga
Cave 3087983576 c 8PM-7AM 12 FL Amiga Cave 2 305796-8959 c 24
HOUR 12 FL Moos Etc. 308631-3241 c 7PM-10 AM 12 FL Commodore
Frxum 305832-7369 c 12 FL Tampa Ami Xchg ‘3056690226 c 24 HOUR
12 BBS-PCI. New Name FL IntuiLand '613-2983926 c 24 BBS-PCI,
Amiga FL Sun Coast ¦813-351 8050 c 24 Amiga echcmait FL Iron
Age BBS B13-527-2616 c 12 BBS-PCI, Amiga Secdtn FL The Wave
¦8155798037 c 24 HOUR 12 Amiga FL Pleasured ame 1 613-7993191 c
24 HOUR 24 kill ine 72 Mb FL Amlga-BBS 613-924-2626 c 24 HOUR
12 Run by Store FL Pleastnedame 2 813-942-1975 c 24 HOUR 24
MU!ine72 Mb FL
T. A.X. '613-932-2149 c 7PM-7AM 12 24 Hours Weekends FL ¦Mon Ami’
813-9857624 c 9PM-7AM 12 FL The Hobbit Hole 904-243-6219 c 24
HOUR 24 BBS-PCI. 50 Mb FL DataWest 904-262-9629 c 12 C64.
Amiga Secdon FL Short Circuit 904-561-1510 c 24 HOUR 12
BBS-PCI FL Commodore Xch 904-651-8906 c 12 C64, Amiga Secdon
FL Puppy Power 904-7291767 c 24 HOUR 12 BBS PCI on Amiga FL
Casa Mi Amiga 904-733-4515 c 24 HOUR 12 Fido. A1 Amiga FL
Socrates 904-771-7140 c 2 Amiga Secdon GA MebfLand
¦404-327-2327 c 24 HOUR 24 Amiga Messages GA Ccmm.Ccrner
• 404-3650105 c 12 Amiga Section GA Sanctuary ¦404 662-7033 c 24
HOUR 12 Amiga Messages GA Indei II ¦404-991-3569 c 24 HOUR 12
Amiga Secdon GA Index 1 ¦404-961-7366 c 24 HOUR 12 Amiga
Section GA TartSs 912-247-2194 c 24 HOUR 12 GA While Tower
912-2859146 c 24 HOUR 12 GA VSC-RBBS 912-3355975 c 24 HOUR 24
Color, Amiga Section HI Cyber Systems 008521-3306 c 24 HOUR 24
Amiga. BBSPCI IA The City 515283-1902 c 24 HOUR 24 BBS PCI on
Amiga IA Met ct Mack 515294-3977 c 24 Amiga Secdon IA Amiga
Ztne 712-3689747 c 24 HOUR 12 Tag BBS (PD) IL Anonymous
¦217-333-3301 c 24 HOUR 12 Rdo, Amiga Secdon IL Champagne RDO
* 217-3593431 c 24 HOUR 24 Amiga Section IL Tranqiitlyll
¦217-364-8173 c 24 HOUR 24 Massages only IL Gaiifrey All,
• 309797-6160 c 24 HOUR 12 Amiga Section IL Aiens BBS
312-257-7747 c 24 HOUR 24 Ram:,Color,Animation IL Blue Thunder
312-2891069 c 24 HOUR 24 30 Mb, Amiga Section IL Amiga Doc
312-351-6615 c 24 HOUR 24 IL Ccmputer Sales 2 312-359 3431 c 24
HOUR 24 Second Line IL Peeping Tern
• 312-543-8112 c 24 BBSPCI on Amiga IL GalSiey]![ 312-6356763 c
12 IL BBS 1984 312-841-2401 c 24 HOUR 24 Color. Amiga Support
IL BBS Chicago 312-842-1745 c 24 HOUR 24 Annared Color IL
A. S.U.G. BBS 6182653113 c 9AM-9PM 12 Saturday 6 Sunday Onlyf IL
Wovsed2O0 6183782133 c 5PM-0AM 24 Use Username:GUEST IL
Pegasoft 615284-3661 c 3 Days 12 Mon, Wed 4 Fri 7PM-10PM IL
Hacker's Tele Rag 8159355460 c 24 HOUR 12 C64,20 kb w Amiga
Sec IN
C. P.U.Inc ¦317-5484944 c 6PM-10AM 24 33 kb, 24 Hours Weekends IN
Fori Knoi ¦317-962-1244 c 24 BBSPCI. 2 drives KS Amig-Or
318283-9210 c 24 HOUR 24 BBS-PCI Ram: 3 Drive KS J J L
Rectories 318624-6068 c 6PM-9AM 24 Run by store KS Dataink
318651-0365 c 24 HOUR 24 BBSPCI On Amiga KS Srherer's Race
'318663-3660 c 24 HOUR 24 Amiga Section KS WwitoBBS
'316-943-6030 C LA Delta Designs 504-456-6334 C LA Fire Scene
504-641-4769 C LA Harbour BBS 504-673-8092 C MA Charnel 1
617-354-9073 C MA Amiga Ladd 617-399-7876 C MA FhotoTak
'617-472-0612 C MA COMM '617-598-5656 c MA Wcnderlaid
‘617-665-3796 c MA Ttobox 617-692-5476 c MA Lest Kingdom
617-734-3629 c .MA IDCMP 617-769-6444 c MA WndUnk
‘617-656-7420 c MA 9CS BBS 617-662-5779 c MA Davy Jews Locker
617-666-3290 c MA Canlelcpe 617-957-3921 C ME Acorn ESS
'207665-3004 c MD Citadel Cyberpunk 301-236-0039 c MD RovHey
'301-340-0246 c MO Amiga Exchange 301-4396960 c MD
T. JLC. 301-445-3777 c MD Univ. Maryland 1 301-455-3630 c MO
Sunrise BO 301-666-5703 c MD AMIBBS 301666-9109 c MD Holine
'301663-3914 c MD Univ. Marytnd 2 '301-744-8165 c MD BfteeiBBS
301-926-0260 c MD
A. P.E.X ‘301-964-1347 Ml Chess Board
• 313-255-2456 c Ml Novi Download 313-346-4479 c Ml PC-Amiga
'313-366-5301 c Ml Sipped Dsk 313-565-6315 c Ml Excelsior
313-662-6609 c Ml Stale Steel 313-663-OWC c Ml KidsKNb
313-626-3654 c Ml Metro Defot!
313-633-7773 c Ml
W. C.U.G.
• 313-971-2714 c Ml M Net 313-994-6633 c Ml Enterprise
517-3726037 c Ml Mult Bead 616-335-5119 c Ml Metropolitan
616-342-0076 c Ml Proto Vision 616-343-7721 c Ml SABBS
616-459-7261 c Ml Inner Sancum ’906-774-1622 c MN Phoenix
612-459-6095 c MN Impulse 612-535-6663 c MN Amiga Station
612-739-2370 c MN Twin Oily Express 612-776-0506 c MN Computer
Ptaee 612 669-3246 c MN Images ©Twii il 612-664-7951 c MO
MDCRCC 314-232-6831 c MO Palace BBS 314-335-4902 c MO Gateway
Kiasled 314-521-4527 c MO Patthencn 314-522-1460 c MO Links
Corner 314-772-9345 c MO CUGSL 314-879-6616 c MO Portal
‘314-667-9041 c MO SAI.N.T. BBS 616-461-2979 c MO Mebbsre
616-474-1052 c NC Exceleraied 704-541-9909 c NC Mountain Son
* 704-685-7887 c NC Deep Thought 919-471-6436 c NC Third Wave
919-556-7975 c NC Mssing Link 919-724-7526 c NC MMSII
919-772-9176 c NC MMS III 919-779-5059 c NC MMS 919-779-6674 c
NC Alan 919-945-2816 c ND Frozen Banana 701-746-5932 c NE Wind
Dragon 402-291-8053 c NE IANR Software Xc 402-472-5412 c NE
Cinderella 402-477-0016 c NE htada '402-558-4745 c NH TheTardrs
603-749-1017 c NH Amiga Exchange 603-749-3038 c NJ Excaltxrs
Realm 201-256-0691 c NJ The Power Pack '201-297-3442 c NJ Drew
U 11 201 -377-8193 c NJ Drew LI 1 201-377-6245 c NJ Vila
Strangiato ‘201-366-9150 c NJ Graph!os Dump 201-469-0049 c NJ
Moo Foie 201-494-3649 c NJ MANX 201-542-2793 c NJ JABS BBS
201-563-9057 c NJ SoupKildien 201-752-2820 c 24 HOUR 12 Amiga
Msgs oriy 24 HOUR 12 24 Hours Sunday-Thureday 12 24 HOUR 24 24
HOUR 96 Amiga Centerence 12 BBS-PCI 24 HOUR 24 Amiga ediomal
ONLY 24 Newr i Baud. Amiga Sec.
24 HOUR 24 NEW BAUD Fido Amiga Sec 24 HOUR 24 Amiga Section 12 12 12 Amiga Section 24 HOUR Fjdo, Am ga Sectcn 12 Amiga Sector 24 HOUR 24 Fido, Amiga Secton 24 HOUR 12 064, Amiga Secto 24 HOUR 24 12 120 Mb, 6N1, Amiga Sec.
12 Amiga Secto 24 HOUR 12 Amiga Magazine New 24 HOUR 24 BBS-PQ. 201* 24 HOUR 12 Fido, Amiga sector 12 24 Fido, 7E1 only 12 Amiga Section 24 HOUR 12 Rdo. Amiga Seed or 24 HOUR 24 BBS-PCI 24 Back on Une- Amiga 12 Amiga Socto 24 HOUR 12 349-4477 Vdce 1st 24 HOUR 12 201* 9PM-9AM 12 10PM-BPM 12 12 Weekdays 24 HOUR 12 20 Mb 24 HOUR 12 Amiga Secto 12 Amiga Sector 24 HOUR 12 RB8S, Prompt, Join Amiga 8PM-10AM 12 24 HOUR 12 24 HOUR 12 Amiga Secto 24 HOUR 12 Citadel, Color 24 HOUR 12 Fido, Amiga Section 12 Amiga Secto 24 HOUR 24 Hit Space al Connect 24 HOUR 24 Amiga Secto 24 HOUR 12 100% Amiga 24 HOUR
24 Amiga seclon 6PM-10AM 24 24 Horrscn weekends 24 HOUR 12 Hit Space at Connect 24 HOUR 24 McDormal'Dcuglas Club 24 HOUR 12 Owtee Games 6N1 24 HOUR 12 TBBS, Amiga Secto 12 Fido. Amiga Secto 7PM-5AM 12 C64, Amiga Secto 12 C61. Amiga Section 24 HOUR 12 20 Mb. Amiga Section 11P-11A 12 150 Mb. SnlCiladel Amiga 12 Amiga is secto 14 24 HOUR 24 Amiga secto 24 HOUR 24 SteteBBS 24 HOUR 24 Sotterare dsNlery 24 HOUR 12 5 Membashto 24 HOUR 12 24 HOUR 24 2nd ine Id MMS 24 HOUR 12 3rd line to MMS 24 HOUR 24 TBBS, 100Mb, Amiga sec BPM-BAM 12 24 HOUR 24 24 HOUR 24 Fido. Amiga Section 24 HOUR 12 Big Amiga
secto 24 HOUR 12 Amiga only 24 HOUR 96 Amigal 24 HOUR 24 BN1. Ana Color, 20 Mb PM-BAM 24 BBS-PCI 24 HOUR 12 BBS-PCI cn Amiga 24 HOUR 24 40 Mb, Amiga Section 24 HOUR 24 Amiga Secto 24 HOUR 12 Amiga Secto 24 HOUR 12 Amiga Secto 24 HOUR 12 Graphics 24 HOUR 12 Fchcnvai!
12 Aztec C Support 24 HOUR 12 JAUG Board 24 HOUR 12 ¦RN Amiga1 @ prompt NJ Amiga Air ex
• 201-798-1979 NJ AMLIN E 201-064-0121 NJ AGJ 201-686-0041 NJ
Dragon's Weyr 201-992-0834 NJ Dragon's Weyr II 201-992-9891 NJ
Boardroom 201-994-5195 NJ Viva! Amigal 609-227-8278 NJ K-M-M-M
• 609-232-0773 NJ Second Ring ¦609-629-3741 NJ Paranoia Central
609-768-8174 NM Altuquerque RCPM 506-299-5974 NM Fast-Kode
506437-2260 NM Messila Valey 506524-8372 NV (Albeit
702-322-8S77 NV The Other BBS 702438-3625 NV tevesbnent Haven
¦702-348-0998 NV Computer Addcts 702-731-3178 NV AMUSE
212-269-4679 NV Doisai Embassy 1 ‘212431-1944 NY Dorsal Embassy
2
• 21243I-I948 NY Jesuit BBS 212-579-2869 NY Dorsal Embassy 3
¦212-925-8231 NY Super 68000 212-927-8919 NY Dorse Embassy 4
• 212 9668406 NY Ckxsai Embassy 5
• 212-9664653 NY Chip Head BBS ‘315432-9071 NY Disaster Area
‘315866-9216 NY AM.U.G. 516-234-6046 NY Underground
'516-2864832 NY
Y. CA.M P. 516-295-0823 NY Lion's Den ¦516-399-1928 NY Rivmdel
‘516466-4623 NY Advantage 516-6614881 NY Ajler Images SysA
516-661-9284 NY Zeilgasl 516 689-3105 NY Computer Palace
516-696-6182 NY Land 01 Con fusion ‘516-737-2739 NY
C. U.B. ‘316-783-0260 NY Network 2000 BBS
• 516-667 4469 NY East Coast MIDI
• 516-9284966 NY Brand X Fido ¦518489-8968 NY Home Computer
¦716-272-0177 NY 5(i Generation 716-377-3995 NY Amiga Odeesey
‘716-394-3505 NY Raver's Nest 716-833-2852 NY Software Sales
716-073-5321 NY Amiga Charnel '716-331-3191 NY Compu-Nel II
716-331-3195 NY Galaway NRA 718-338-3501 NY Smurfs Turl
• 718-526-5395 NY Brass Tacks 718-699-2564 NY Broadway BBS
• 718-652-2823 NY Computer Diseoun 914-356-2949 NY MUSICNET
914-442-4006 NY Hu dsonVly Amicus 914-561-0664 NY ESP BBS
914-663-6912 NY Electronic NV 914-735-9362 NY Eyes (X K H
914-779-5886 OH Firebouse 216-352-9499 OH Telecomm Netwcr
216-466-0348 OH CAUG '216-581-2264 OH LCE 216-644-0026 OH Norte
Coast 216-953-6057 OH Shareware 513-5314654 OH Imaginato
513-767-3777 OH Rao4 Palace 513-868-7675 OH The Portal
614-237-0205 OH The Rom Chip 614-237-9455 OH Little Italy
614457-6337 OH MIDI info Exdi.
614-848-5947 OH Elect. Crcncte 614-655-1024 OH Earterise 614-868-0906 OK ate Hand Software
• 405-354-1024 OK Fronlsr 405-624-2429 OK Ckia City Amiga
405-631-9040 OR Amiga Board 503-284-0443 OR NAG BBS
503-288-1918 OR Aninagnato ‘503-342-1296 OR NAG BBS II 503
656-7393 OR OtUnd 503-726-1810 OR OrtUnd It 503-7466990 PA
DELCHUG 215-363-6625 PA Mere World 2154616352 PA Fhladelphia
Arnig 215-533-3191 PA KeyStone BBS ‘215-770-0774 PA PACS-1
• 215-951-1863 PA PACS2
• 215-951-1664 PA PACS-3
• 215-951-1865 PA PACS-4 ¦215-951-1666 C 12 C 8PM-6AM 12 Rite by
slere C 24 HOUR 24 Fido. Amiga Section C 24 HOUR 12 CragonSotl,
Amga Seed C 24 HOUR 12 CragonSolt. Amga Seda C 24 HOUR 12 Amiga
Secto c 24 HOUR 2 c 24 HOUR 96 PaKal, Amiga Secto c 24 HAM BBS
Amiga c 24 HOUR 12 Amiga Secto c 24 HOUR 24 RCPM, Amiga secto c
24 HOUR 24 Amiga secto c 24 HOUR 12 Big RCPM c 24 Mary Fites c
24 HOUR 24 cn Amiga 500 c 8PM-7AM 24 Amga Secto c 24 HOUR 12
C64, Amiga Fites c 24 HOUR 24 Fidonet 107 34 c 24 HOUR 12 256
Mb, Amiga Secto c 24 HOUR 12 256 Mj. Amiga Secto c 24 HOUR 24
TBBS. Amga Secto c 24 HOUR 24 256 Mb, Amga Secto c 24 HOUR 12
Amiga Secto c 24 HOUR 12 258 Mb, Amiga Secto c 24 HOUR 24 256
Mb, Amiga Secto c 6PM7AM 12 Mcrday - Friday c 24 HOUR 24 Amiga
Secto c 24 HOUR 24 AMIGA, BBS-PCI 420 c 24 HOUR 12 Amga c 24
HOUR 12 Amiga Music Sector c 24 HOUR 12 TAG BBS. Amiga c 24
HOUR 12 BBS-PCt, Amiga c 24 HOUR 12 BBS-PCI. Amiga c 24 HOUR 24
Citadel.lOkfc.AmigaSec. c 24 HOUR 24 Users, Developers. Stole c
24 HOUR 12 ST. Amiga Secto, Store c 24 HOUR 12 Odor, Amiga
Sectcn c 24 HOUR 12 1st Amiga 500 BBS c 24 HOUR 12 23 Mb.
BBS-PCI c 24 HOUR 24 MIDI. Amiga Secto c 24 HOUR 24 Formerly to
Connelcut c 24 HOUR 12 23 Mb c 24 HOUR 12 c 24 HOUR 12 22 Mb,
100% Amiga c 24 HOUR 24 Amiga secto c 8PM-9AM 24 24 Hours
Weekends c 12 Amiga c 24 HOUR 12 Amga Secto c 5PM 6AM 24 24
Hours Weekends c 24 HOUR 12 Amiga Message Section c 24 HOUR 24
Amga Secto c 24 HOUR 12 All Amigal c 7PM10A 12 Store c 24 HOUR
12 MIDI Board, S76ZYR c 24 HOUR 12 Amiga Secto c 24 HOUR 12
Fido, 30 Mb. Amiga Sec.
C 24 HOUR 24 Citadel. Hit space c 24 HOUR 12 C126. Amiga secto c 12 C64, Amiga Section 7E1 c 24 HOUR 24 Tnw Nodes c 24 HOUR 24 c 12 c 24 HOUR (2 c 24 HOUR 24 Amiga Secto 60 c 24 Amga Secto c 12 c 24 HOUR 24 IBM Al Amiga New Name c 24 HOUR 24 10034 Amiga c 24 HOUR 24 4 Mb Amiga c 24 HOUR 12 AmgaSectoi c 24 Amga Secto c 12 c 24 HOUR 24 Amiga. 50 Mb c 24 HOUR 24 Amga Section c 12 c 24 HOUR 24 Tsg-BBS, Formalyin LA.
C 12 Amiga Users Group c 12PU-9A 12 (ESAUG) c 12 Nag 2nd Ine c 22 HOUR 98 Fdvomal 6 Pies c 24 HOUR 24 SecondIne c 24 HOUR 24 TBBS, Amga Secto c 24 HOUR 12 c 24 HOUR 24 c 12 Amga Secto c 24 HOUR 12 Vdce 215-951 -12551st c 24 HOUR 12 Voice 21S-951-12551SI c 24 HOUR 12 Voice 21S-9S1-12S51st c 24 HOUR 12 Vdce 215-951-12551st PA Onix (Pay Board) 2156989020 C 24 HOUR 12 150 Mb, B Lines. S3 PA Thunderhird 412-795-5994 C 12 Alt Amiga PA Beacon H.l ‘412-9620514 C 24 HOUR 24 RBBS. Amiga Section PA The Ubtany 717-534-1460 C 24 HOUR 12 PA The Tusk 717-560-1750 c 24 HOUR 12 BBS-PCI on Amiga 20 kti PA
Liteuver 814-3396042 c 96 Amiga Section Rl Rl Underground 401-683-5482 c 24 HOUR 24 Colot, Amiga Section Rl Amiga Fcnxn 401-732-3286 c 24 HOUR 12 20 ht). Cola Menus SC Gaits Gulch 803-252-0220 c 24 HOUR 12
1. 5 MbAmiga. 3 Drtrw SC CriSeaf Mass 803-3666235 c 24 HOUR 24 SC
Board Rocm 803-548-1243 c 12 Amiga Sector SC Causers
803-796-3127 c SPM-9AM 12 Ail Day Soiday TN Amiga Atfrocato
615-228-3159 c 24 HOUR 24 Fido.AI Amiga TN Abel Supply
616453-0643 c 24 HOUR 12 On ine slore TN Cctnm-BBS
• 6166864162 c 12 C64, Amiga Section TN OucX Pond 901-7555330 c
12 Fido, Sboaid TX Rising Star 214-231-1372 c 24 HOUR 24
Fidonet toga Section 3 TX DMUG 214-2786902 c 24 HOUR 24
American MitS Users TX
S. C.O.P.E 214-2881537 c 24 HOUR 24 8N1. 60 Mb. Else TX Eicatibet
214-341-2775 c 24 HOUR 24 B8S-PCI Color Menus TX AAAII BBS
512-3397134 c 7PM-10A 12 S Mantiashp TX AAA III BBS
'512-440-1041 c 24 HOUR 12 20IA. 100% Amiga TX Starship Amiga
'512-5589732 c 24 B6S-PCI, Amiga TX Star Wars '512673-5355 c
12 BSS-PCI. Amiga TX LastPiecrct '512681-9448 c 24 Amiga
Section TX AMICOM 512-737-2552 c 24 HOUR 24 TX OutsutBBS
¦512-8295601 c 24 Amiga Section.
TX ToudiSlcne '512-834-0263 c 12 Amiga EchoMai TX Phydeaux House
• 713-482-7265 c 8PM-9AU 12 Amiga Section TX Pasadena Conn
713-4876715 c 12 Amiga Section TX Apple Astronomy 713-5285671 c
24 HOUR 24 toga Section TX Radar's Ul BBS 718931-3753 c 24 TX
Sugartand 7189382440 c 12 Fide. Amiga Section TX Into-Lite
¦718977-2702 c 6PM-9AM 12 Amiga Sertion TX Track |j BBS
817-244-4151 c 6PM-9AM 12 24 Hours SundaysTHolidays TX House of
Dave BBS 817-568 6746 c 24 HOUR 12 2 Drives. 15 Mb TX Non ads
Nook 817-9286922 c 24 HOUR 24 TX Iconoclast 9166383899 c 24
HOUR 12 Skytine BBS(BETA) UT Far Side 601-2968515 c 12 30 Mb.
Amiga Section UT Armadilo 801 -484-2766 c 12 Fido. Run by sore
UT Amiga Censal 801-943-2011 c 24 Amiga Section VA Empire
Icateway 703-352-1936 c 12 9PM Sun 10 5PM Ffl VA Amiga Cental
Ex.
703-3786294 c 6PM-7AM 12 24 Hours Sunday VA Argen 703-4365949 c 24 HOUR 24 VA Amiga Solutions 703-743 4326 c 10PM-8A 12 VA Commodore
• 800633-94CO c 24 HOUR 12 Ralos, 69.95 Monti * Time VA Amiga
East 604-4992266 c 24 Commlrk VA Ntuus
• 804-547-1065 c 9PM 6AM 12 40 It). Amiga VA Shadetee Soltwar
804-6481680 c 12 Fido. Amiga Sec. New name WA XAKEPOBO MECTO
208324-0830 c 24 HOUR 12 PC Ckne.30 MxAmiga Sec WA PD-Sk 2
2083476243 c 24 HOUR 12 WA Eskimo North 5 '208361-8753 c 24
HOUR 24 Alternate Number WA Eskimo North 6 ‘208361-6759 c 24
HOUR 24 Alternate Number WA Eskimo North S '2083660641 c 24
HOUR 24 Alternate Number WA Eskimo North 4 ‘2083661724 c 24
HOUR 24 Alternate Number WA Eskimo Norths '2083665456 c 24 HOUR
24 Alternate Number WA Esfemo North t ‘208 3 67-3837 c 24 HOUR
12 WA Eskimo North 2 ¦208367-6458 c 24 HOUR 24 Alienate Number
WA Eskimo North 7
• 208387-2379 c 24 HOUR 24 Alienate Number WA Amiga-X 2084692487
c 24 WA Start Computing 2084762287 c 12 Mac, Amiga Section WA
PD-Sk 3 2084884309 c 24 HOUR 12 WA TheFcrun 2085661476 c 12 WA
Computes* 208581-5155 e Evenings 12 Store BBS WA Random Access
208582-0906 c SPM-6AM 12 WA
C. C.U.G. 2087382626 c 7PM-9AM 12 C64. BNI. Amiga SectionA WA
N. W. Commodore 208743-6021 c 12 $ Ckrb User Group WA On ester
'208771-7758 c 12 Amiga Section WA A-Unk BBS 208774-4735 c 24
HOUR 12 40 MB. Amiga. Cdor WA PDSkj 1 2087762650 c 24 HOUR 12
Amiga Section WA Alkl Express 208937-5800 c 12 WA SPSAUG
208943-4546 c 24 WA Inta Mountain 5095297229 c 24 Ni its 8
Weekends Only Wl After Hours BBS 414-2369164 c 7PM-8AM 12 5PM
SAT. TO 8 AM MON. Wl PSA-BBS 414-27 85390 c 24 HOUR 24 20 Mb.
BBSPCI Wl Genaic BBS 414-262-4181 c 24 HOUR 12 Opus. Amiga
Ecbomai!
Wl Fax's Exchange ¦414-4684039 c 24 HOUR 24 Amiga Section Wl Kdns '414-547*6619 c 24 HOUR 24 Amiga Section Wl AppleGate 414-7381219 c 12 Opus. Amiga Section W!
SUE.
414-762-6475 c 24 HOUR 12 Mull User S Board Wl Ccmm-Lrik 414-784-2096 c 24 HOUR 24 30 Mb. Amiga Section Wl FDL-BBS 414-921-6446 c Noon-6AM 12 ST. Amiga Section Wl Amiga Zone 414-9682462 c 10P-7AM 12 Wl
M. 0.05.IE. 6082495657 c 24 HOUR 24 20kftSTS Amiga Wl MACUG
608251-6612 c 24 HOUR 12 CommMtfe Users Grcup Wl UACC
608263-6057 c 24 HOUR 24 RBBS Amiga at prcmpt Wl Soul Forge
608637-0453 c 24 HOUR 12 ST. Amiga Section Wl Amiga Works
6088384843 c 24 HOUR 12 Wl Daify Plane!
6088734700 c 24 HOUR 12 5 Reasons Why You’re Ready For MacroModem
1. You love lelcconi. But not memorization. MacroModem's user-
written macro libraries and companion help screens (36 macros
per file) store log on procedures, remote system menus and
commands,.....
2. You've always wanted to use the mouse after you're connected,
too. Write macros that mimic remote system commands and menus,
then execute them with the mouse or keyboard.
3. You like automation, but not script languages. Our macros use
normal commands from MacroModem. Remote systems, and
AntigaDOS, as well as text and control codes. A multi-windowed
MacroEditor is included. No new programming language to learn.
4. You want to do other things while downloading a file.
MacroModem is truly multi-tasking, with a NewCL! Available anytime, even during file transfers. And MacroModem's error checking won’t stop downloads unless you tell it to.
5. Of course MacroModem includes standard telecom software
features, too. Teach MacroModem what you want, and it will
remember for you.
MacroModem - the better way to do telecommunications. S693J5 Kent Engineering & Design
P. O. Box 178, Mottville, NY 13119
(315) 685-8237 WV BBS-WV 304-6389097 C 24 HOUR 24 20 Mb, Amiga
Section WV Graphi csConneol
• 304-7689360 0 24 HOUR 12 20Mb. Amiga Section CANADA CAN
Unseated Mnd 204-837-9044 C 24 Wmipeg Amiga CAN Bit Bucket
308352-3236 C 12 toiga Section CAN Cdgary Computet 403-243-2272
C 12 Amiga Section CAN Phase 4 403-2580644 c 630P-6A 12 24 Hour
Scteday. Ram: CAN Hindson's BBS '4083280320 c 6PM-9AM 12 32
ti». Amiga Section CAN Edmcnton RCPM 403-454-6093 c 12 RCPM CAN
C. S.S.
• 4182294514 c 12 Evenings & Weekends CAN
C. RS. ‘418231-0528 c 24 HOUR 12 Pcboard 11.8, Amiga Sec CAN
Inner Sphere '418231-9392 c 24 HOUR 12 Tag BBS, Amiga Sec CAN
Amiga Valley BBS '418272-4878 c 24 HOUR 12 BSS-PCI, 45 kb, CAN
Sofia ¦418265-6253 c 24 HOUR 12 Opus, toiga Sectitxi CAN AMCS1
418427-0266 c 24 HOUR 24 Fido. Amiga section CAN 0, Science C.
'4184291700 c 21 HOUR 12 Red Ryder CAN SLC &anptcn
• 418452-0406 c 24 HOUR 12 Opus. Amiga Section CAN Serial Bowl
• 418453-108!
C 4PM-10P 12 Comm irk, toiga Only CAN Milenkjm 1 '418462-9660 c 24 HOUR 12 Opus, Amiga Only CAN Excaibur ¦418484-0607 c 24 HOUR 12 BBS-PCI. Amiga Section CAN TROFF 4185296710 c 24 HOUR 24 Store Board CAN Track 36 418544-0011 c 24 HOUR 12 RBBS, 30 Mb, Amiga See CAN Amiga Intuition 418654-8847 c 24 HOUR 12 BBS-PCI. Amiga CAN Ziebmel
• 418654-0654 c 24 HOUR 12 Tag BBS. Amiga Section CAN wax
4186682076 c 24 HOUR 12 Whitby Info Exchange CAN BaeOUMB?
¦418694-4702 c 24 HOUR 12 Opue. Amiga Section CAN AMC1S 2 4187289195 c 24 HOUR 12 Rdo. Amiga section CAN Mlaiium 1 ¦418743-9167 c 24 HOUR 12 Opus, toga Section CAN A-Board 418783-7150 c 24 HOUR 12 BBS-PCI. Amiga CAN Neutral Zone ¦418097-2594 c 24 HOUR 12 Amiga 8 ST CAN Star Trek 418920-6639 c 6PM-BAM 12 toiga Only CAN CAN AMNET Le System Online 514-8483730 514-044-1567 c c 24 HOUR 12 24 835 Year Membaship CAN Montreal 514-9891567 c 24 HOUR 24 CAN Ottawa Onlne 6185284141 c 24 HOUR 12 CAN OMX 618731-3419 c 12 Color CAN Conned2 705-652-3506 c 24 HOUR 12 CAN NalnkBSS ¦607-9386671 c 12 toiga
Section ¦AC* Looking For More “Byte” For Your Dollar?
Here is the answer, the model PPI-1000 Expansion Unit for your Amiga 1000 by Palomar Peripherals.
? Full auto configuration ? Meets Zorro specifications ? Amiga buss pass-thru ? Built in power supply ? Power on off controlled by Amiga ? Real time clock with battery backup ? Fast RAM
- 2,4,6 or 8 megabytes
- No wait states ? Disk drives
- Supports up to 2 drives
- 20 or 40 megabyte hard drive(s)
- 3‘ a” or 5Va" floppy drive
- Fast DMA interface With 20 meg hard drive and 2 meg RAM price
is $ 1395 plus shipping and handling (Calif. Res. Add 6% sales
tax). Requires Amiga DOS 1.2.For further information call (619)
748-1202 or write to Palomar 15 Crosby Drive Bedford, MA
01730-0523 D - Five Associates
(617) 275_S892 C*4fl2»*fwi»hir«ti Tired of the high cost of
computer repairs?
- + FLAT Labor charges t ‘""It "*FREE Estimates
• 4 Warranty work Also; O: 1764 to 512K: '61 Com*o4on PC-10 128
64K vdc RAM: s40 NEW: C=1902 conversion to RGB-I:!40M Index of
Advertisers A-Squared Distributions Inc. 1 Central Coast
Software 27 COMMAND Simulations 91 Comp-U-Save 53 Computer Mart
94 Conflict Recreations 98 CPE Systems 93 D-Five Associates 104
Datamax Research Corp. 78 Delphi Noetic Systems, Inc. 69 Fuller
Computer Systems, Inc. 76 Geodesic Publications 73 Haitex
Resources 15 Hilton Android 14 HyperTek Siiicon Springs 37 Kent
Engineering & Design 103 LampLighter Software, Inc. 75 Lattice,
Inc. 7 Lightning Publishing 30 Lynn's Luna C 79 Megatronics CII
MicroBotics, Inc. 11 Microillusions cm Microsmiths, Inc. 40
NewTek CIV NewWave Software 99 Palomar Peripherals 104 Peacock
Systems, Inc. 28 Pioneer Computing 54 Prolific Inc. 3 PVS
Publishing 24 Rittinghouse Software Development Co.
77 Sedona Software 33 Software Advantage Consulting Corp. 80 Software Integration Solutions 52 Spirit Technology 74 Syndesis 72 The Memory Location 8tS The Other Guys 23 The Right Answers Group 13 TRU-JMAGE 3 William S. Hawes 92 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-OE-D which stands tor 'source, object file, executable and documentation'. Any combination o! These letters indicates what forms of the program are present. Basic programs are presented entirely in source code formal.
AMCUS Dtak 1 AMCUS Dish 2 senestc tors aenaJ por. Commands Amiga BaaIc Program*: Aeu c pragn.Tii: Graph:ea C program a: ae'sams c asa-pe of ar a »rt use (Mot*: Ueny of res* program sarep-eeert on AM CUS 3DSo a 3d sb cs rwe'ng prog wtar pe a b ArgiDQSopecik&'t'y maragar. S-E prrnrtrr aampte pr-rter irter*aoe code D*n 1. Sever* t* reae we*e ra-venao to Amga Beec, otafto ar ait ft* art*nw pogran.
Prtoase h pnnar oewce dehprtor* and«'« nOuded here.)
Ekoit caws axxt fisp a.b-crxiaiDCi.'jo* («t
* g-»sc fegon *at tvtog’am AddtesBoo?
¦ imp* access-wdstobsi* Cwb C C'BWS Cubtl sr« sm a Clf sn*i, S-£ aelawx w c* to imr'aot onfo f prog-am Be d'wvt a cai Duer o'iws pctores m 7 * rye Outer 9b. .sd U» ®mprta**n program* S-E setoarae c wire atr&utoi rft toe prtee’ port Dead program. Scs'WiCorrpuatnrthex Fsc»* d'kwt t-tea ¦notcapea YaonsC ifamla-game.S-E SetSengc ir. Toe ato-sutet tparty, nawrtfftrr' ?* 1 es to bmiry. 5-0 Hucen 30 drawing program, W ndoen in* Milmj a aimp* ’mak*1 p'ogra~r ng utirty, S-E angpayc »ng* piayfrd exarp* Ctae re game, btoiion w removi Emacs anaariy wajon cf 7*Amga**f*d3r, S-E-D apeeo'Cyc aoyoe to
narrator and pbo ebcs demo CdorArt artCtewing program Jpad (imp* part program Aaa*rr.Uar prognma: ineory.c *mo*tmeroemo OeuxeOraw re ff aiwng progra.m in the 3rd AC, SD Optical 0'3w severa aperahlluwna bsea'CT-asm pnary sea tn code 1m f.c execaupportpmr funcsons Elza cofNte'ttbc naJ computer payoidsgr.
PenSox trp* p*n*progim qaoriasm LlnU «rp*;o* tencloa icirc* Imrttotc more eaac aupport am*» fu.nclon* Ofello re gam*, as known at o‘ ShuS* d-awi Pi Shuts* m 3d wn'rr* ird C sc pogmm WrcnFortc foeds and as «y* ti av«iab e system tente RatMaa Sorarruegar* SpeceVt g-aphcs dems 997rpaam a* T£k)cod*for Latic*302 procesai and prtoa* i tnmeber ra.de ft es ROR bogging gtpncidemo Speaur wwchutiily Svpnntf Unn ays*™ V compaptia prmf(j eutofqrt.hl wem ngi ofdeaddcka eft auto'egjestera Shut5* orewa 30 pctorts of re apace rutse Spn*r* C-BW5 Jcnetel Tee? A Urn* «mp*6&a7e*0tuysor.OO ®nao*Otxt copy of 7* RKM
conao* LO O'actor Spelng ¦mpte RJ*linQ program SpfA d M color k vm (Thid aKteTianyhedfFipeaftcaionfrwandaxaTpet Snoe dttfonttrl wam.ngofditefonttaadingbug YoYo word zerogravty yo-yo derro. Tadt* TnreeDe* 3d ftjvraon pots ti t toac ia corsurdy updalad, V* FF soec ftoa hm b»an tfijntai 1st o'Adeftnea, macros ftjnaans yo-yo to the mouse Twagrapry antes: topography moved to Ter own dik in 7* AMICUS colector ) npuktee.bd pr* m nary copy of 7* inpul o*rce chapte- tiacuaua programa: W-«t draws o'oeg'icxxa John £ np*r Amiga Tutorial a; LrcenserrforT.abon on Wohoencnd.tPbuton kanse 3DcjO* Mod j a-2
cem d of a rotalrg cj» Xtra Caws ftaCa oanet anaacasei Anmas* dascrtsa an mason egonsvra prrw pra-raeeae capy of r* chapter on pr nar onv* , from Afttran sets a soccrc con image, dwtyed Abulc program*: Tool i Gadgets tutonil on gadgets FttM 1.1 vllte.tot 'dff of.tefecnangeaTomwraon 1.0 to 1.1 wh*n 7* con if coted AodtessBcok smpia database program ‘v aci'«»i Manus team a&x! Wulon mama v2M.df1 taftrofincfudt**crangeifroT vraon 2Bto 1,0 AmgaSptei a low butsrrpe sp*i crvy.tr. E-0 CedFie empte card ttecrjbi** program AMCUS Da* 3 AlfCUS Da*3 Rlaa bon tha Amlca Ur* IT U ARC frecompressor progra
Demo nJTwmdowdemo Cprognma: Amiga Information Network muatViaveftw teecam, E-0 Key Cod« fo« veytoees tar * key you pnf« X'*f a C crota-reVenc* gen, S-E Note that son* :J rase ft tea a* oc, arc rtte' to ocer ver irons of Bertrand gaptocsdemo Mea* run many A&asc program* from i menu Sfctofor •aja-na.n-bngrichp gtid*no,SE 7*ooetedngsystem The**fteiir*fromAmgtLnk. Fxa:m«, C wsavage prog to 'eacue rasred dsk*. EO UjreColyi way S gat r : * color* on re *creen b oe 7urc»tcrcp) ie* dovn to sj*. S-E Commador* aupoo'ted Amga bn mi AJN, for onireoeve-ocer KwkCopy a Quot but nasty caco atoxe. Utsng al
**ng Cea%,p rerrowa irtng* charaavt from »*: let teencs support. ItwatohSyupanorunnpg terseset wee«s program: gno*es error*, E-D
* .-*»$
* r-pSe cot - *r«p* deegner Sc*e.«Jt CR2LF corv*ds carrag* **rna
t Ir* teed* r Tbeaa fusdo notarry a warrany. Art are ta'
educcora pur- LbOr ir* innks in an ooject E-0 speech and
natfto' d r*o Angaftea.S-E pcseaory. Ofcouto*, 7*fa not u
aayreydonTwork.
SmLBM sa wt W7 screen as FF pc.E-0 7?
Abulc program*; Gimia Error aocs ®ro « *rmra to iCft*. S AdemooflnUkttenminuacatad'manudaimo1, In C aource ScreeriXrip srarmare Breen dump prog. E only BfoOut cosscconpute'brc* w* gar H*fo wxfcwD horn the RKU.S w*f*sc tno afttesearcing *! Ubd'ector-es StarTerm vrtoon 2.C, term program. XrodemE-D On* o
* 1*0 know, u 'go' Karmrt gene-c Kermrt implamerrtMon, ftakey.
Pobteste 900 prog'imrn ng Karp* Tette: St, CD' tmpt* Bvoal- rnjpgame no temnr* mooe.S-E sweep c ®- d rfTeaa example letoatMen Ipt on ling menj m Latloe Spaing am pi* talking so* ,tq game Sc*ee sound d*mo pays »cae*. SE Aaaandar II**: GdteOiv* maka your own 5 'H drive Toyflox svectabe g-iprcsoeno S*ewfi Rub k cube demo n h-fescofor*. S-E rrjtoev.Bim pa-p* dew* drwr Gk uUed expenaTte Guru nxrberf Abulc prOflf*m»:Soun da Amlga8a*cProga(dlr) my'b.am lamp* Ibriryexampte LatSCDbugi bug ;«t of Latte* C vernon 3.C3 Erwft»n*r p ays that tuna Automata ca Ur automata amulason myibu Mforgeftev user’s view
of the MaoForge HD HALSJ3S pwcs Tiireti compute* CriryEtghto card game myMv.r PrnSpOOtef ExcCUTE-oesefl pnntipooi prog.
Pa a err pit Dolce B*en acuro Graon ftjnccgn papmng prog'em* asrrSupp.i .BMAP flea: SugerPun pays Tr* 0*x* 0* 7* Sugar? .n WthngHour agar* macros: asaa d*' *x!jde*e* Tntae are 7* necessary 1 -as aedeeen Am-ga Bjst ardTte Fan**' AfiiitC propama; Taxta: rynm brarec T; -j acvi-jg* :4re A~ gi acaasd: tei C programs: Casmj game* of ookar, oiao abt, dc*. And ctoa amgatocxs ipaondfcommanda n Ban:, you need r*s*4*t BMAPiar*indu adfortaiif, AT rm arpa tonne: prograr. S-t Gorngky at: knowr U ‘o7*!o‘ «b * externa d *i aaeo'catc" 'ranade', taextart*. 'exec', Icon*. InLion1, layer s', 'marita‘, cc ad ta
comping wto Lane* C Sabotoge sort of in adver t* g*m* garaport ga-te port apec mi? ee oo«oea‘, -areeesr'gcii'. H-am-a', potji', 067*11 oaootte o* CONVERT ter aou Ejctcutafii* prognmt: para!*i panite wft cac Imtr’end tartetfiM*.
Omrecpm Dnssem *6dC00d sassemoer. E-D sera aarai port spec AMCUa DjJl I Dcry lo-rcecooa to T* ft cry w.ndowdemo CbSde ahowa agwnar.ef Ffpctirea.EO
vl. 1 update i*t af new teat a* in verson 1.1 Amiga Baaic
Program*: ecn« unu-eye f, ten am ea para, on, partal S.0-0
Arange t tat ferratong propsm, EO v1.1h.6d
WefircAdeltecnahgeiMrtoM.'ton FtghtSim ¦mpte light tr Jator
program 1u» p
• replans use of fast-floating pant matt AitemUr prognma: F -as
tar buying yoir own Dnrfter dnvers, indudng aospecaLc,
HuePte*t» expftns hbe, Seurcon, A hten&ty FxDete
f. m tul e dates on tl foe* on a o k S-E Argoterm terminal prognm
arti speer and Xmodem.
Epao-norxc, ntam, pnnter.c, prnter.ink, pf.ntertog.aim, Requester ex. Of tec.estersfrom Arga Base freed’® anrpe Wykaanci drawnnfl peg..S-E tender c andwartasm. 7h*d»doeieontojnanumberofftes SodOemo dsnonrrnt»oi" ng etpabiisei GfiMem g'Kyx: mamery usage inccaisr, S-E AMCUS Oak A File* hem Vi* origin* Amiga deeenbrg Tie FF speaftcalon. These are not the latest and Sf'toeaw sound prog'm Qrsp SDB'che? Br a giv«n it ng r a ft* wtl Tichnics1 BBS greatest f**a, but remen hre for hiitoncte p* p0Mi They Wo'dMip rnewa a map of 7* worid doci ham shows ofl 7* hokJ-and-mortty Notoffi; aom of 7**e 1** ra
okJ, and nW to o tor v*n;ona of ndude text l*i and C aouto* eumpies The latest IFF spec a EiacuteUiprogrima: m*7od of co'or g*n**aton 7* opening tyttom. Tr*»i*tc*meftcm7*S r*yttemi*ii;
• »wf’*rt in Tia l.brtry Bdingl ieteet Bo-ng dem o.veto aeectsse
apew.E BM2tagi ‘tr. M'! E caoe tribi ont»w.
Arvec at Amga •crnca, Lpoor: RQ for matt of 1JBS T ese AHCWS & Ft E FF Picture* 0rutei2C oorwtote’ FfbrutettoCcra an BM and an Ang* 1*« do not dairy a wararty. And ar* tor educcor* purpose* This* rxJjdM7*CPSk»progrir,wh pcanve«agver rc’ucot's. IAtatztbon coo*. E Ut-c* Maroebrp:»: program, S-E or.fy. Of caune, r-t?s ho:to jay r*y dorftwork.
Ae es of FF &cu*% nc r* ’row' program, ttvr, cn wa S--fi-2tor co"verts FF on,st b Bt cor. E ITICU* paarred g'acoc d«r a. S-E
• echfttettTteCcaotan icon The ptci es nauda a screen f*om Dure
grcyscs wmo. Tbcxs to mau«. E 3S*.Jt m m* U5e* C aPwct fht
•ymboia Cd-twto me n*arty . to a» C ao-rc* a 'mag**tf. Sn eery
Artcfox, l Degas dancer, 7* gjyt a* ElecTamc A-to, • gorill.
DeoGEL aswmber yyytn ftor ttoppng v so* b Wack, S-E wmon of T* bon Edr©'. Tha it a in* laky, but coupes and roraea. Icng Tut, ¦ ignrouae,«itxan Tom u»' e Uadress. R* 68010 errar S-E-0 QSACk :x ton ir-gi routna rjr*.
Bugs Bunny Mortar, a aill Tom an at) mow*, re Dr* Sra 3 Klodi meru-bar cocx anc Site d ipity, E 'IW
• umpi* aanp* wndow lO moving company, a acren Tom ftrtoaii
Cor-Tuccon Sat. « TV it* t garni of trte. E SD*.DCD fumapn
irwlacemoo*. S-E An kntutwn demo, In W C tcun, ndudmg R*a:
danomanu.Q newcatter. 7* PtintCen, a world map, a Porach*. A
sftva* Tm*Set tilntorvbaaedwaytoaetTtetimel On tperki q n-type
grapr« »mo. &£ d*momenu2,c, dmoreq.c, geaactc, roemox,
¦oemogjKie.
Rntsjem path, a tyrannoiaurui rax, a planet v«w, a VISA card, EMEmaca another Emaca, mote orented to wir sxpcuiio11 program*: Ktemo.naka, idmoafl.h, nodose, and Srwntox and a lan-apeed.
Word pnwewng, S-E-D aaoecnroy speech d*rnor.»Titon atodm*m.c add *rtBfn*‘memory to?* system AMICUS DtlK7 OfllVlewMAMdamo ptct ra dlafc MyCLI a CL 1 theft, wo'ks hi Taut the WtachFont displays all cvalab* forte bobtectc example of BOB uie Ths has p to e« iom toe E giV*w hokJ-ano-modify video Workbeneto, S€-D Tftxta: conto*Dx conao* Oeump* dgt»r. ItindutteaTtelacfceawitipenaiaarWioifypap Tteyounfl T*rta: 55C20 descr.o** 6®2D speedup board from CSA ?Ndortc create and cm* pens gn, 7* bUdoaaf, re -me ano buggy, re Byte raver, 7* FrcrKey* mad functon keyi from tag a Base AiSUl
• xparni uses of 7* ASSIGN command aetsto c «n atanoanJ K3
raqjesh dconarypage.7»r«otmdRob*n Thuryjuoas • program to
HackerSr txpanihdwto wnTtegam* h*c«*ra B l knewr bug l mLaSca
C1C2 creetasbc chcng aa exarpea w*n*acr- pc*r aecwitey.and
altogeTw as aecarate. A CBD* rtaoio guoe to msaTng a 650’C n yo
j taga QUCmJ reb'erce card ter Ang iDOS CU tfmo.C
e*ir!p of7Ka'**oandwr» actete*! Th fir* program, to tom ary
aceer pfc ar FF Bomgl teter.Bc ng! Oer.o.wT aaecto&eKwed. E
g,»o to ueng real doTy c tou to* to r* doty »xz*‘ damo pcue.
Bnjr2C rarv*n in FF Drun to C data commands ahor*'g- o* b Ar g OOS duapiay c x* pay*ro eu“p* AMCUS P ftl rabucMftte, Miirtron cade, E CU comr-andi (ood.c 'Mftarsfl C prognma: Bn.**2fcon co era FF bru* e an icar. E toccmmanea gjoeto?teEDed»r teen*p.c Pd w onoftemao" Browne text ftt*t on a d« u*ng r*r j* S-E-0 Dum y apmci orno, Tacxj a noun. E r-tenam * ArngtiXJb 1*ram* WOCTS gehjasx tool a ter V5pn»a and BCBa Crjrci temav*acomm*nto*id am apace DeoGB.
Aaaemser program for tx cong carvrtira gftLmem.c yaphememory ussga inttealor tom C fee, S-E 66010 errors, S-E-D Halirgftt
• ors rare pi pres chips mat can do helta.C wndow example ftrom
RKM bon Exec EXECUTE a t* ** of commands KkxK manu-ber cock and
date d ay, E mgr* colors inpuidav.e addrvg tn input handler to
7* input 57e*rr tom Workbench S-E lie he gam* of irle, E
ModamPnt J*scnplon of f* term portprvaut joyitkc reaong
rejoyrtck PDSaeen Dumpdumpa Raitpon ol hghest acraan to printer
TmeSet hUrtnn-bMedweytoaetthetme date, RAMdiki tpc on aamng up
your RAM: disk keyM.c drect keytMard read ng SetAltema* sets a
second image tor an con, EMEmaca another Emacs, men orented to
ROMWkA Spa on usrg ROMWadt Iryemesc liyri a rump* a wren cl
eked once SE word p»oceisng, S-E-D Sxndi
• xp'aniton of hstrumenl demo aounj rrouaportx wtmouMport SeWndow
makes wrtoowa tar aCLIprognm My CLI ¦ CLI ahel, wokkt vethoil
the
f. 4 format wehbc, to run under Wori®en Ji S-E WarkbenCn, S-6-0
; P**d rer.,aton of Amge s CPU and custom Clip spe«0 wmfiftim
ea,"p of making your oar itbraywMatoc* Sm el Coot a*m*ld-gtoi
doOunawrdowrterkJbar nnwti ipa on usng narx saiM'.c tests
pa'*« poncpmmandt Sotmper fe screen pn-tef in 7* faurTi AC
TES* FncrKeys e£ an now to read tuxSon from A-rvga Bat-c
HawerSh to si "S now to wn be gam* frac**'' isSflSia
gudebinstailrga6301 Oh your Annja PrrwTip sanding escaoe
secuences to your prims SaijpT p Ips on Kttng ip your
rjrtop-seqjence fie XfrnrReview listof Transformer prog mm i
Tut work Prlrrtir Driver*: Printer d wi for tie Canon PJ- 10M
A, he C ton Prowritef, an Imp-owed Epson driver that
ritrrinetot steakrg. He Epson LO&DD, he Gemin Sar-10.be
NECa02SA, the OuCea ML- 92 Te Panasonic KX-P1Cxx tamity. End
be Scrub-Corona D3C0. Ivh sdxuTemdescribingbe insaAibon
process AMCU5 PrK 10 hitrument sound demoe Thi it en
ieon-dtven demo, existed to iwiy detters. I: indjcea be sounds
of an acoustcguts, in firm, a banjo,* bass gutar. A bom *
criicpe. * car hom, cav«, we»r drip,
* «j guitor. I flute. • harp arpegio. T tocWrom, a marimba, a
organ minor chord, peopfe taXng, p-g*. A ppe organ, a Rhode*
pans, a saxoohone, a star, a snare drum, a ss* drum, bells, a
v.aropnon*. a ra n, a waiing guts, a horse whirry, and a
whiste.
AMLCUSDiakH C programs drvll htolon-besed, Cl.lfepacemert manager S-E cpr thews and adjusts pnorfy ef CLI processes. S-E P* stows rtto or CU processes. S-E vdtox ds)!*yiCoTpu«anreRLEp s,S-E AmgiBasc programs partered ponrer and spr* edar prag**m opqr, a opsmjason ej arrpie fron AC ar.ce caendar la-ge. Animated calendar. Da-y and date book program a non to loan amortizations brujntoBOe convert small IFFfcrushesto AmgaBatic BOB OBJECTS gr-d* emu and p ay warwrfoms hioart draws H oert curves nadib mad I b story generator maitafk taking roeimg list preyem ne«j»rsJO 30 graphics program, from A
Clarice mousetreck nxa backng example in n i»* m ode riot riot machine game rcacoe be game swtr pachmka-kkegarie wwd makes strange aounds Executable program* cp urix-fike copy command. E di screen dear, S-E diff unix-tike steam editor use* faifT output to ix t'es pm chart recorder oerVrnsncesindcaar Assembler programs ct* screen cear and CU argument* example Mo&i!*2 trail m oving-worm gr apfvcs demo casecorowrt convert Uodua-2 keyword* t uppercase Forb Brestohan ortSe fiigonbm eie-pfl Arayze 12 templates far be spreadsheet A*ayze Them are four programs here bat reed Commodore 64 pctjre fires,
They can translate Koala Pats, Doode, Print Stop and News Roc n yaphcs to FF farm at Gating be fiw from your C-64 to your Amiga Is be hard pad.
AMCU3.PIiU3 Executable programa bink ‘riink’compaobe linker, but fastor.E-D dean ipnithediktor dakdeeneri.E-D epsonae: setoiEpaon aetcngsto PAR from meruE-D stoBftg view h-retpesin!ow-fMfijp*fbtm*p, E-0 tpeaktrre tol be frme, E-D urefeiete undeletes a f*, E-0 convert Apple)[ low, ned'in and hign res ocvres to FF, E-D merued mar.u editor produces C cooe for manu*,E-0 quck quck d&k-to-dsk node coper, E-D quck£A cooes Bectronc Art* d *a ramoves protection, E-0 bee 1,3 demo of tat edtor from Waounbs.E-0 C programa spr3 rotatrg bbeks graphics demo, S-E-0 popd start a new C1.I at be press o1 a
button, like Sdekck, S-E-0 vsp*to Vspnto exaTpe code from Com rod ore. S-E-0 AmgaBBS Arga Base bJ«n boat! Prog, S-0 AuerrbU programa starts makes Star leids i *e Star Trek mJo E-O PcV es MountMandebrot 30 vewcf Mandeiorotset Sta- Desfoyer hi-res Star Wa-s sarshp Robot robotam grabbing a cylrider Texts vendor* Amiga wndors. Names, addresses cardco fx« » earfy Cardca memory boarcs eroWa craia-re'erence to C indude fkei mndwaiwr duettotMjrngbegarrewe1!
S'destow nake your own sloettows from be Kaledoscooedik AUCUSDfiX 13 A-ga Base progars Roulnes from Carofyn Scheppnar of CBM Tech Support, to reed and dsprfsy FF prctores from Artga Base. Wb docu- mmaloa A*o nduded i* a program to do screen prnta in Amga Bes c, and benewst SMAPfies, wb acorroctodCorv vertfD program. Wrb eiempia ptctoreA and be SeveHBW screen eapive program.
Roulnes to load ind pay FjlreSauraJ and FF sound files fron Amiga Baric, by John Fouc 'or A »plied Vson* Wfri ooajroefTtasor and C and a»emc*er «m* for wrong your own ibrarjea.andirtarlacng Cto asaemtie'in-traree. Wbexampre sound.
Executscke programs gravity So Aroer JarBSgrovtcon grachtc imJnon, S€-D Texts MOI make ycuv Oim MlOf irsbment interface, wb documental on end a hive* sctomatc proture, Amcusau.14 Sewral progrtrr* from Amazing Computing issues: Teds Dan Kay's C men moa« program. S-E-0 An.ga Base progra.Ts: BMAP Reader ay Tim Janes FF3'-Jffi2BO0 byUneSwnge' AutoRea stor example DOSHetw Wndmed help syne- far CLI comm and s. S-E-0 PETrans tranuates PET ASCII fiesta ASCII
* ba, S-E-0 C Squared Grapftc* program from Soemk Amancaa
Se(X86.S -D crif adds or removes cam age retrrns from f.les,
S-EO cpdecode decrypts Del me Pi n, romo vescopy protecson,ED
pueryWB tut Ye* or Ho from be use- rotxns ext code. S-6 ic
VsCtoc type scroscsree; no mouse coto .
E-0 vaew rrw5 tort f-eiwmw-deward rider gadget, E-D Oing, Sproing, yaBong, Zo ng are sprte-dased Boingi style demoA S-E-D CLCkxK. SCxx. WOock are wndow border docks. S-E -D Tart* An arfrde on long per sits nee ptosoor monltora. Spa on makirg brushes of ode snepei In Deluxe Paint, and recommend at on* on Kan interlace* from Com modore-Arr.iga. AMICUS Q»k 15 Tha C programa Induda: a f e mntng utlfy, whkr can print l-e* n be background, and wbine numbers and corrob charactoflttonng.
Tm’ djfJaysBtfianofbebocksalocBtod on a atk.
'Asx' queatons an in acute' lie, tetmi an error code to control be ewculon in batbrtchfie "StrT on enhanced verson ot AmigaDQS ¦stotus'carrmand.
Dsssve' random-dot dssoive demo dspieys FF pk jre riawly, tol by dot. In a random fashion, VopCU? Irwoke nwr CU wndow at be press of hit.
The BK.tiba programa Induda: Form1 f.le tomatang program b'ough be prmier diver to aeec: pn-nt Cy»* D skCaf catel og* e IhA maritam, sorts.me'ge* ksiiofdskfiea PsounC Sunfrze kxJusbes' tamped sound ed tori rocorper Vtomaker' make* icons tor mostprogrim* *0®!*’ drsvvsgeatfracta seascaoes and mountain scapes DOBrtekouf Sogiasse*. Create breokoulin a new di mention 'AmgaMomtor' ditplaytliito of opanfies, memory use, tasks, devce* and part* moie.
"Cosm aro * v«r»on ofasterodt'fortheArnge.
Szite-s’ fvgh resb jion grapr- cs demo written n Uoaj ft2 Tara: ¦«nri.W exp4nsescKtoEeqjence*rieCON: dev** responds to.
Fkey1 :ndud«ttempiato far mtotng paper to
* 3 in be frry at be top of be Amga keyboard.
Spawn' programmer1* document from Commodore Atkj a. descrba iwysto utefve Amga’s m JttesfangcapatHlbe* m your cwn program*, AmlgtBaric program a: TjrrPS' draw sound wive'orniB, and hear them played.
Ugrif a verson of be Tronlght-cyde video game.
UgaSoT a gone of aoiita e.
'Stats’ program to cricJato batong averages Were tytoyaba ba tags of money batyoucen.'
AmtOJS 1S sac md udea aw beeuhfJ FF octoro*. Of be anery wtkorsfrom fre Ktopwietm Star Win. And aoctoro of icheetm uggter* demo by EficGra.htm. a robot jugg nr Dounerg tireemrroredbeJSs. Wto aouwdeflecti Twenty-toi frames of HAM anmaton are flipped qwddy to produce bs mage. You carnal be speed of be lugging. The outer's doamentobon linS bat bis program might aomecay be ava abe es a product FF picture* parses of Cte covero of Avug* World and Amtrng Com pul ng magun** C progrims: Tnpubandser* exanpe of m ifrrg an input handier.
FueZapT bnary fie ed.tng arogram SiowPrinf dtaayt FF ocve, and pnna ft ’Gen’ program mdaxft* and retr res C Stucturw and vanabte t oecro-ec in be Am a no ude fre system.
Exeeutible Prognma: TsihfankZ* repersanexecutJiblepro amfiefareipanJed memory ¦msZtmua1 convert* Mu« Studio f4*t to IFF standard SMUS’format I have heard this program might nave a tew bugs, especoify r regards to very long tong*. But it work* in most cases.
W&ste' Amiga v*r»an of be Vtt&'e Command* vdeogame.
Tfrm* aw contoirro swera tie* of acerano* far Anga Fight SrmUtbr R. By putfrng arw of base seven f w* Cr a Warn djfc, and mserbg it in be one after oerfonrtivg a spearicommand h Hi* game, a number jf irr»*es:ng locator* are preset into be RuhtSmuiatof progrom, For exam pie. One scanaro pi acBsyoix plane on Acarax, white another you m Ontrii Pork AMICUS Oak 17 Toicomm umcalons dish whucti contain* ia terminal programs, ‘Comm*V1.33 term prog, wb Xmodem, Wxmodem, 'ATerm* V72 term prog, include* Supe* Kemmt 'VT-lOC'VZ.S Dave Wecker’s VT-100 omu itor wb Xmooem, Kermit, end icnparvg 'Amiga Kermit
VaD|060) port of be Unx C errat
* VTek* V23.1 Te eani graptscs terminal emulator cased on be
VT-1S0 prog. V2.3 and caroans latest Vcf fie oompressron
'AmgaHcst* V3 8 far CompuServe hbuoes RLE gramcs ibHifie* 6
CCS-B tie Wrtter protocol.
TuHltiIs* expansion memory necesty TiaOtj' remcite* garoege characters from modem receved tie* 7xf liters text He* from other systems to be read by be Ar.igaE.C. 'addmem* executoaote wr*an for use wib mem expansion artce in AC V2..1 'arc' liedocunenabonanda baecwonai anun ‘ardngfte* 'arcre' far rrakemg ’arc' Stea E C, Logo Amgi wr*on of be popMaoompuiar language, wb exarrpe program E-D Tw Text Demo verson of be TVTejc character generator PageSetter Freely cfcbbutaDie veraions of be updated PagePrint and PageFF program* far be PageSeher desktop publishing package FuCWnda Resizes any CU wndow
uthg only CLIcorrmand*, E-0 Lte3d 3-D verson of ConwayfrLFE prog'arr, E-0 Defaik CllulL fa re-ttssgn a new Workttentoi dsk. S-E-0 Caendar.VWS Utscompatbie worksneetbat rakes efi'encaro SetKey Dmo of keyboard key reprog* amrer, wb FF pdiro to rake fund on key latte i, E-0 W3 Yoea pa ern gererator tor aigrong monitor*, E-D HP-1CC ftevwed-Packard iM cafcu ator, E-D SetProla OangebeProteronces seangs on the fry, in C. S-E-0 SrorProbe Program ituc ej nelar evoluton.
C source indxted fry Amga and MS-DOS. SE-D ROT C vte'son of Cofm French's AmgaBasc ROT program from AnazngComputng. ROT «dts and dsriayi polygon* to create breedimen*ana! ACreca Upto 24 frames ol anm Brian can be created and dipleyed. E-D Scat Lka frig, wndow* on screen run wray from be mouse, E-D CK Decays' tie CL I wndow into dur, in Moduli 2 S-E-0 DopShadow? Adds layered shadows to Workbench vwodow*. E-0 AHCU3 Pah 19 ThisdskcarreiswerdprogramsfroT AmsnngCompjing. The FF petures on badk hdudeb* Ar go Wite partT-sfxniago, a txteen-calar hkes mage of Andy Qnfrb, and fve Amga Uvte (xctores from
be Arung Store* eatode bat featured be Arga.
Sofve Linear eq ual on talvwn attemay language, S-E-D Gadgets Bryn Cade * Am giBai-dJJbra.
Houaehod Bryan Cefrey's Am gaBasc household inventory program, S-D Waveform Jm Sited i* Waveform WoArsfrpf3esc, S-D Oskbb John Ken nan's Am gaBasrc disk ! Far ah an program, S-0 Subscripts Van St to's ArgaSas c subcc-pt exam pie, S-D Stung. Boolean C programs and executetoetfor Harret Maybeck Tori * frifartnn trtoretfc S-E-0 Shnny C Boo Fkemer*v a's e*am»e tor makng jmtH C progr*.ms. S-E-0 COMALh Msm C look like COMAL rteOor file, EmecaKey Umis Emacs faroon key delr.tons by Greg Douglas, S-0 Amonl.1 Snoop on eystem resource use. E-0 BTE Bard’s Tee cha'acfar edtor, E-0 Sze CLI program show* be
we of a gven set of flea, E-0 VanSize CLI wndowuiliryreazw current wndow, S-E-0 AMICUS Dtik 2Q Cot pectbr. Decoder S*ve Ucrel AmgaBaec toal*, &D SodEd BC6 and sp'iteedtor written m C.S-E-0 SpriteUasto'll Spnte eotor and an mator by &od Kefar. E-D Bilab B » enp exaiOfKon C prog*ar by Tana* Rokidu, S-E-0 FP hage processng program by Bob Busn dad* rrd saves FF images, tnanges bom wb smreraf tebrvqu** 6-0 Benkn Corrpieto home bankng program, be'incB your dwdtbooki E-0 cons Corsotedevcedemo program wbsupportng macro rout net.
Freemap Create* a V.sual dagrem ct free memory rputdev saTplerputhantfrer. Traps key or mxse wens joyrtcK Snow* howto set uofwgamepor.ctevca at ajoytoKfr, Keyboard demansfftes direct commnct- lontwb bekeytwaro.
Layer* &tms use ofbeiayero lbra,7 mandelbro t FF Ma-roei br o t progrsn rrause hook* up mouse fa nght joystick port one window console wndow demo parallel Demonf ites access to be parallel pot printer opening anduarvgbeprrtw, does a screen dim p. not work, ng pnntsippon Prniar auppart routine*, not miking, proctes; aanpte process croelon code, not working region demos spit d-wrrg regions samp ro arw torn wti rfr: cr creeung your owi senai Demos be *na! Pori sngePayflted C'Htes 32C x 2C3 pra ted apeecrooy fiteit verson of ate speech demo speeendemo amptfied versonofsoeecrosy, wb D mqu«is
tatdemo d s 'ay* oval atfe fonts tmer Oemoa l-rwr.dwoa use trockdisk demos fakedsk driver maaiM 21 Targe: Makes each mousedck sound Ike a girshot S-E-D Sand Smptegameof tend fiat foil aw* be mouse pjnter, E-0 PropGadgat H*rr«eiM*y5ecxTaly’iprop«tonai gadget a sir pie. S-E EHB Cheat* to see if you have tora-hfiTf-brgnt graprvci S-E-D P'i-’io Snake panasou-nd program CdScnpts MaK«oelaniT,aljnscnpcsfor Aegs Anmator, m AngaBesc This disk has electronic catalogs for AMKXlSdaks 1 to 20 and Fib driti 1 to 60. They are viewed wb be DskCet program, Induded here.
AMCUaPlifctt Cycles Lghtcyroregfime. E-D Show_Prrtl Vevrs ard pnnts FF actxea. Mdudirg larger ban screen Prl vGer23 Latest w ssn of a printer dr,vergenerabf ArrniioT* VoeoScape arimatxins of panes end bang bsl G wden Makes fr actoi1 ga-oenscaae s BascSorro Examples cfdna7sea-ch and rsaerlon so rt in AngaBasc AMICUS Dlak 33 An AM CDS d sk compte*y dedcated to music on t e Amga Thsdsk con tana Womusw payers, songs, instrument* and players to bmg the tiril of paying TJ-g Sound* on your Amiga hstrumenta acoHeccon of 25 insbnerrts for ptayng and 7oa:ng muse. The coAaction range* from Car non»
Marimba LHHS7R progrt,mtol*tbein*trjmentiDMCSwi: not load stwel at !stne ongrsfor any rsbjnem.
Mute a as'ted or jf 14 Clasacal pecm IfliaOverojre The 16 minuteciesecte faatore compete wrti Cannon!
Three Amiga Music Players: SMUSBay Uu*cCrBft2SMUS Uu*roSc. *o2SMUS AWCD3 Plllt Z4 Sectorm Adw xecc- eoto' fa' a-y ArgaDOS te- k-ucl red devwe, 'euver fret from a rained hard dtuc By Dtwd Janer ef hkroliusant ksnize Reduces be tae of FF mages, comp*r*on program. Reco ar. Remaps be perette colors of orepctxetousebe pwette color* of rober. Using bese programs and a tool to corven FF brushes to Workbench, cans, make cons took Ike runatue* of tha pwture*.
CodeDvmo ModPo-2 prog rom converts s sserrPer opecf flea to inline COOE Kmomena Come* wb a screen acroTing exarpe AmiBug Work&endi hack makes fe tame lywafs across tee sceen atranoom roerva t Oberwroe. Coropeialy harmless, BHTools Three etanpiet of ttsBT.bJy tenguage code from Bryce Nestxtt 1 Sed-isa.crog to awton rtasce onSoh Z Why. Repece AmgaOOCCLl Wiy 3 Loedlt, prog to ’oad a We into memory ixifrl a reboot (Only be most esatere hackers wk ind Loadltuaofa.)
Monolace Cuprog'sm resets Preferences to several colors of monodirame & intehace acreens C so irce is inducted, works nib Dspliyfref. A CU program wt*cn dspeys be current Preferences sett rigs Bang Mam no A ray-treced anmabon of a perpetual mot on Bomg-matong madtrw. Inckxtei tw latest ve'rion o! Be Movie program, aA*ch has be *b4ty to ptey sounds efang wb be aromalor. By Ken Offer Dasy Exampre of usmg be ttnriator and nanttoroevceBtomaxebeAmgatolk. T a written r C, QxkFn Scr fX-dr w animafron and ridetfaw program frpt brougri FF image*.
Bmon System morotor AmgaBasic program ; perform sirpe nanpUatonsof memory.
Moo*e Random beckgrourd program, a smrii windcrw opens wib a m oose fesembteng BdhMnVJesaying wtly phrases user Vw progs for faurxtong pmgs bom Workbench. Presenly only work* under CU.
Makes an con show a second image when dcked once tern ml emjator, with ASCII Xmodem, dalto, rrote.
Frpd Rah PakJJj A Bute* o' Bate ptogran a in ding: SetAfemate SterTerm ez soeak add bo ok am g a-copy bnck out colored** dated ogsa.'
Dynemctoeng* fi! Busier dart haurrtecfM mandel Dtoeiio gooimndom-ardes rgUest mantfefcro Agebra band canvas Copy tacte haiu hidden menu patch s Rord shaewt ByDOX 3d so vds ngseqi POX d’oe atoasa dr« eztem gonoku nafey lax mouse pnvmeei rgb speekspeach sphere supe-pad spaceart spaf stnpef fermintl BJDfShr DGCS Deu» Grocery Canttucton Set, amp* Hlu larvbasad prog for asaembfag and pmtng i g'ceefy SSL The Virus Check d'rectory holes several programs relaangto toe software virus that came to toe US bom piraSw m Europe as detai ed in Amazng Compulng V2.12. B4I Ko«b,'s ful expanaton oftoavmua code
ia induded. Cr* pogrom checks for he so*twre yrus on a Workbench dsk; h* eeeona program dvecks hr the wrya n memory, when could rtactoher daks.
AMICUS Djak 25 Harass Graphics derro pans through space towardatoa mythic* dark twin of the tun wifi woteedJ mu»c and *pocegro;h s.
The KidvPoy d rectory hoW* text tut Oescr.be* aavw'ai pachti to th* Kxxstor.Dik. ForAmga 1000 naefcaro who teal comtortatf petting a d«K in hexadecimal. K-ckFay offers the cnince to automatically do an ADOMEM for old expansion memory, as well as the shity to change the pctju of the ’Baert Workbench' hand. A program, is eso rteudeo tof restonng the cor feci checksum of the KxkstaT dsk.
KeyB'C BASCprogedskeymapa.adusttoe Worcbencr keyrcape or create your wm aColorWB Modifies the Workbench so three enplanes are used, tons can have eg hi colors, instead of toir. Eight-cotor icons are inducted Public domain program 'zap on1 or Vutfiacon’ converts egyiKdor FF brushes to «hs, to use Deune Ranta make cons for this new Workbench.
B'jshteon Convert brushes to icons (biia r docs).
Egraph Graphing prog reads [x,y) values bom a file and dspoys them on he screen, similar to the same-named Urn program.
Keep 1.1 Me*»ge-mnagng program torWecom* muncaions. Etsyou save messages bom anortme Terscrpr.ro arotoe'ftio, Lte*rstanas re message forma: of tne nasionai neworks and sewa: types of bM*1n board software. Moves through tie transact and saw messages Kiil.festf r Speed upd rectory accett.it Omtes a am el I ft* r each directory on a dtk wnch con tana the infermaton about the fee. Wi alio remove eft 7* 'fistA'twa bom each directory. Py CL Irma's auhys Tre LaceWB program changes between r tori ace and non- interlace Workbench. Prevousfy, you were forced to reboot after charting Preferences to an
inter'aeed screen. This program ftps between the norm al end Offended screen heghts.
PWUUty A shareware utlrty far ProWhte users cnang« margn wnngs and tent types.
Guru A CLI program, pen* out pro bade causes for Guru med aeons; C source inducted.
DskWoe Latest bom Software Qstllery, removes f lea bom directories or disk dnvet, much faster than ‘Delete.* Snow Ar.gaBasc -avess.nort'aseoesg-j. Met Ma rg ! S: cataoase.
Scheat stats Maintain aotfeel cutcsicst team recoca Dooge Short Modula-2 program moves Tie Workbench ayeen around after a period of tme, preverra monitor bum-in.
AHCUBOIakM Todor Fay's SoundScape module code bom he Arazng Com pulng articles. The source to Echo.
ChoaS, TX, arc VU s rduded. The Lsttce and Manx C source code is here, along wth the executable modules.
ImageMaker hferosing tool edits Image wvcMft* for C, loads 1 seres C cade directly.
Ciaz2 Update of prog to convert FF image* to PoatScnpt fesbr printng on laser prrtefs SOGecx-c Hardditebaocupprogwn Lempei-Zv com press on to reduce the necessary number ef dsks.
TC8 Prrts information about tesks and processes inr» system; assembler source Is rduded.
FuiBut Lets a tntfon key ad like a rapd d left mouse budon events.
DC A handy program far people who use an Argo 1020 5 Vi men prve as an At. GaDOS loppy. A Workoencn program that lends a DtskChange sgrtal to the operatng system; instead of typing ‘diskzsiange d'S:’ over and over again, just cfxA on Tie can. C source nduded System config F«te mikes screen 60 coLmns wde of lax!
In the Scrbde word processor Dcv2Ram 2 programs to move toe Scnbtte" spelling dctonary to anc bom the RAM d sx.
LexcaJ Anniyzes a text fie and gm Tie Gunning- Fog, Fleadi. And Kincud irxtcei v ixh measure readtBlty.
Hex Dump Mod Ja 2 program to dsplay memory locations r. hexadearral.
Tartan A-g»Base;desgn Tartan pieds
D. ‘Master Q sx catalog program.
BMP plays flSVXsampwJ sounds n ne background whfe something Pse is happening In the Amga. As your Amiga is bcobng. Lor example.
ShewPl CLI prog*om changes yoi pom*r» a grven ponte*.
AMCLlSZSaio has acorecson of rouse pointer & Wortfwncn program to daplay them EnlfklfliLL amigademo Grapfvcai bencnmarx for comparng am. Gas.
Am ga term srpio ccrr.muncaoons program wrth Xmodem ball emulatorv ofTvelcneSeTingy'wr ball on stongs caiorful Show* off use of hoW-and-modfy mode, crvystone Dry Cote benchmark program, dony So- « B he 'cony wnoow' demo on the Workbench disk, freecraw A on tel'pant* type Program wlhlnee, bo*»A et: gad John Oaoar*! Gadget Lion al p'ogr am gferem Graprtce; memory usage da ay pnjg.
He jnfe cfenonitrtBi ¦Exta-Het Brte* "¦ode.
Ri you have it hello ample window demo latffp atxessmg lie Motoroii Fast Floating Pont library bom C paette Sample prog, to desgn color oaiettes.
Track::!* Demonsretes useofttebKkdaiib-iwf.
Repueste't John Otcers roc jeste* t o-a and wempfe prograr, speech Sampe speech demo program.
Stopped down ‘speech&y', speechtoy Another speech demo program Frad FlahPsk2i a o Coec module Ibraran cc Uni-Ike framend for LitoceC camper.
DQug Mayo based C oeouggpg package Mathme independtm.
Make Subset of Umx make cwrnand.
Rrake2 Another make subset command, mcraemecs Small veraon of emKsedtor. Wrth macrct, r-o ex ten sons pytar Potable ftio archive', art DECUS C cross 'flfererce uWty.
Fred Flth PiKI: gothc Galhe font banter printer, roff A’ruff type text for matter, fl A very fan text form etter cfonh Ahighfy portabeferf pno»errente!»n.
Lo*of gooce*.
» sp X W t A. no t wvfeng conwcCy fnd Fii.hP.ik4; barter Prints horizontal banner bgrep A Boyer-Mooregtep-lke unity bran CNU Um 'eaacenant Yacc1, not working.
Brr. Anol»f Boyer-Moore grep-ike uflliy g'Bp DECDS g mo kemrt ample portasSe Kannitiaath no connect mooe.
MyCU Repocem.ent CLI ft)» lw Arga. V. 1.0 mandel A Manofebrot set program, EyRoOert French nrvd FU Meal EniEimiiL.5 cons Console device demo program* suoporjng macro routines.
Freemap Creates a msuai dagram of * e memo input dev temple input hander, trap* key or m ouae evens joystick Shown how to set up tho gameport device as a joysKk.
Keyboard oemonnreadrert com mun catena veto the kepoard.
Layers Show* ‘jm of he layer* Ibrm m ardebrot FF Mateeibnt program mou» hooks uo mouse » ng*t|OytteK port ote.ivrtJow consPe vrrdow demo pa'aJel DomontSates access to he per a tel port P'fitor opening and usng the printer, does a sew dump, tetworfe.’vg prnisuppon Printer support fOLftnea notworkrg proctest nmpeproceuceaton cooa.not wykng regon demos split drawng regon* sanpJetom sample font wtinb on oeatrgyour own serial Domos he serial Dort smgieRayfted Creates 320 x 200 playf-tfd spwehtoy teteslversan ofcjtesaeecnoomo speech, der. S tmplifted vwson of speechtay, veto 10 reouetts text demo
dsoifys ivelstoe fomi
• met demo* Imerpwwe -use tracXd.sk demoa laXcrtsk driver
EadHiliiM 5.
Compress Ike Unix compress, a lie squeezer caoc analog Pocx impersonator mcroemacs uoyaded verson of mcroemacsfrom dak 2 mull (emaves muftpla accurrg Irvet n f es sca es oemos usng cound and teidioiihcions aetpareliei Aflows cnengmg prelei port parameters tetsariaJ Alow* changng serial pan parameters, sort quckwrtbesed sort program, m C ttopc Stops commens and exia whtesoaoefrom C ssu-ce Eadf‘iftHi!f7; Thsc sk comans toeeaecutabfes of toe game Haca V 1.9.1. EalBtLBilL Tfiidisk corrjini tre C source to Hack on diW 7.
FfBdFilhDIlk g; more Dawi move patterns in Mack ate wn» M VP-FORTH Mounter Vew Press Forth, Wston
1. 0G 03A A shareware veroon of FORTH from Fantest Systerra pro+f
a more power+J teat formating program set ace F*og to tsggte
interlace mode on ate off Fred Fsh Public Domain Software
(r.flte; »rne p'ogtms i'e Abase, rrostlte Amgaaasic. Ate some
programs are presented in twto Eanguaget) z&mmiii amga3d
update of it 2, induoesCsourcetoa ill hidden surface removal
and 30 graphics oeep Source tor a Lncwn mat ger ies a DM0
50Una dex eabKSS tort bom wh nC*ou"c*f*s dmensoTS den ansYtte*
N dmanaan* graphc* tezap jpcate ofdisk 10. A He palto utlity
ghtmam upcate of bsk 1, graphe memory usage mdcator gi corvwts
IFF brush fie* to Image struct s’ Ctext pdterm ampeAFiSIVTlOO
femnnaieflvjator, tn 80 x 25 screen Svei ampieUnk tsh’sqte
shell temr.cap mostly Lbix compacPe tern cap" impementabon,
EnlfMDOi Sobs grapfKSdemo.liktUnx feormj' Cock ample
digiaJdodt program for toe bfle bar Dazze At »*ghi--fold
synmeiy daioe' program Rea Y prety!
Rtei dcibe Du*tetBd sequence cyce amneon of a fish Monopoy A reefy moo monopoly gam e written in AbasC OkdataDixrp Okdata ML92dnvef ate WorkSanch ecmen dump program.
PoycJraw A drawing program written in AbaaiC Fvybaeais A fncsaJ yog1 am woar. R AcasC Fred F shDtsk16: A compeB espy of he latest oevelope' FF dtk The NewTek Dg--Vew wdeo dgtizer HAM demo disk Fred Fish Dak li: AmgaOspiay dumb ferm.nal program wto bell, sefectetxeforte Aah f erenase C Stel-tke th* program, rtsto7, loops, efc- Browser wateers a file tree, di spltys ft let. Al wto toe mouse MC68010 docs on upgrading your Ariga to u» a McfiMTO Muvim roteteanNdmensonaiQjoawipajoysock PgLat n SAY command to a* te ks n Rg Latn Scnmper Screen n age printer Xapt S source, docs, ate ettcul for a Lisp
mte'pret.
FrrtFI.hDI.tH; BackJack text-oriented blickjack game Jaj*AnerS«' fea Sibes by Jay Mner. Amiga graphca chip desgner, sfiowng flowchart of toe Amiga inter naiA .n 643x400.
Keymap_T« »r program to tec he xeymappng rautnes LocxMon Find jnPoaedfiie loots, for programs ha; don't clean up.
Bvswq a rube's cube type demo iprtt moving urdse Graphics demo FredF*hP»ic1Q: conquest Ai nte'tteliaf adventufe smutaJongame dehex corvert* hex ftfeto binary llezap F ath program fer any type of Ife.
1x00] Strp gamage oft Xmodem tanaferred ft lei fl Rowtne* to reed and wr.te iff b'matfiet d empte drectory program a Mrvma! UNIX lA wto Una-tty* wiocardng. N C sq.usq f e squeeze and unsqueeze rek73 Star Trek game yecit Dwe game.
Fred Fljh Dftk 11; doa. De tebt now program ferdnpteyng FF image* wto m.ac*1! pcufei «mga3d &iow» a rotating 3 *mens on* told
* Amiga «gn‘.
AgoTerm a terminaJ emulator program, wBen in assembler arrowSd Shows irotebng 3dmensond wre ba.me anow.
D'ectory I.sang program Jpnd inooerr, ror bounce card I cubesl bagon E is tscape najgcco join mimpaupt pent Reearre sabotoge rutoe sx etc pad speec-easy spra!
Talk femtest whe*s U4 tan Exec SetWtecw topography xmoctnpaf FrfdFliha ffl; Ar.galoAtofi ra-wuAmgaobeclcodeto Atonform D'A afv prog*am to recover 1-es bom a Tasned Am gaDOS disk.
Hash «xwr-ple of too AmigaDOS d tk har.rg linrton Hd He* dump-Jllity ais Computer Language migazne, Apr 86 MateflBtotS MandolDrot contest winner* Uu-tTaskng Tutonal ate examples far Exec tore!
MUtfedung Pen stop* whtesqaca from C source PortHandef sampe Port-Handier program that performs. Stews BCPL envrormwit Random Rantem number generator in assembly, f or Cor number.
SedAouseS sets he mouse port to rght or left SoeettoTerm tern n al Em Mato rvato speech capes lies, Xmaden TkEd Demo editor from Mktesan h's Chart* Heato FndnihBrtt21 This is a copy ol Thomas Wean's Mandelbrot Set Explorer d sk. Very good!
FndFlifi MlS Tnid hcor*t*n* two new 'sSaihs* of meroemact Lamacs vers.an 3 6 ty Dar* Lawrence. For Urx* V7, BSD 4 2, AmgA MS-DOS, VMS Uses Amiga luncbon keyi, statos Ire, execute, rartup files, more.
Pemacs By Andy Pogg 0. Nww featores inckxte »ALT keys as Meta keys, mouae support hgher pnonty, betkup h*A word vrsp, t cfion keys.
FrrdFlth.Peta Dsk of sou’cefo' MooEmecs, smreral versona tor mast popular operatng systems on micros and marYramea. For people who want to port McoEmacs to their favorite macrufte.
End FlihKAM; Conques rtertSale'advenVesmulfaongime Cm uodite to shea on Dsk U, whbuttin commanas.rte.meo va.ratxes suDctilar.
Modula-2 A pre-'dease verson of he sing* pass Modula-2 compiler originally oo bped for Madntam at ETHZ. Thscooewaitnh»m:t»dtotheAMIGAandis eiecjtedohhe AMIGA u eng a spec a! Loader Binary bTy.
EnjjitLcm GrapreHaw A graphc vertfen ol to* game on d sxs 7 and 6 TN*lathe grapbes-orented Hmk game by John Toebes. Onfjrhe exaa.trs e il present FrcdFuhfflfeg Ur+lunk Processes toe Amga Tvrfe' loadfiei Cd lect code, date, site bu tetok* togeher, a ows iivJvdua; spectealo of code, daX ate t*s ang nt, ate generates bnary ft* wito format remnscant of Urn *adUt* format The output ft* can be easly processed ty a separate program to produce Motorola ‘S-records1 Eutat e for downloading io PROM pog'ammer. By Dc Back.
C-kermut Port of he Kermitfi* wafer program ate server, Ps Dewy and set process prorlei Alette Yet another program tor bunding up but hes ate naiirvg or postng hem as a angfefle unt EmmihBrt27 Abdemas Aniga Base demos; Caroiy Scheppner.
NewConwnFD creates.br.ipstromIdfiei SrtPfenes Inc* sad'esses of and writes to tsaane5 o* he saeen's btmap.
AbouIBMaps A lutonal on c'eaSon ana u» of bmape.
LoaoLBM dads and displays FF IBM pc*.
LoadACBM dads and displays ACBM pci ScreenPrnt creates a demo screen and dumps it to a graphic pnntef.
Dsasaem Smpe 66C0Q dsasaember Hewn BandAr ga object ties ate dttsaantiea hecadeaaclori Date aecCons are dumped i.n hex. TheactoaJ ctsassemberrdutmes are set up to be calabe from a user prog so instrucPons n memo can be disassembled dynamcaty. By dll Rogers D«faM eymao Example of a keym.ap soucira tor the Dvonk keyboard layout Ihondbut nci'joed because assem try eumpes are few ate far between. By Robert Burns Hypocydods Sprograph, bom Feb. W Byte.
LirwaDemo Example of proportionat gadgets to scroll a SuperBtMap, MemExpanaon Screnatcs and drectons tor buidng yO'yV own homebrew 1 Mb memory exptnwn, by Mcheei Fefbnger, SflfeMs oc Rogrom to oebug VnitiocO'cifl* SoenceOemos Convert Juian to sofar and s»oerod Ima, stellar postons ate radeJ veootf epoch catoulatons and Galilean satellite plater, By David Eagle.
FniF-ih p. ik a AbascgamesbyDawd Addison; Backgammon, Chobaga, Mdstone, ate Otoelo Cpp DECUS icpp’C preprocessor, & a modded toe' hat ktews about If* 'cpp', tor Mam C. Shar Unx-compalbfe shell arthivter, tor pdckwg ft tea tor travel.
SuoerBtMao Example of using a SaolLoyer, syncrg Super B tMa pe fefpnntng, andoeatng dummy RasRortl £aJ n.h Dirt 3 AegiDaa Demo Demo program whaul save and no doci AirratorDerra Payer lor the Aegs Anmatorfttea Cd Onx-W front-end lor Han* C SencP*o.*r Gene's purpoae aubroulne to tend Bern Demo copy ol &E.S.T. Butr**» EnlFuftO.K.S Enough Tests tor oiiStrcB of lyifen Ar g sDos pockets Uaragement Syitom.
Assgn Replacement tor A-geDOS'assgn'
* esou *oei, 1*t, and devcn SorfeMaaar Sex's edtor, can ¦« wont
as G data BoLsi AM of Arga Bulein Board Systoms com m end in C
RjOk Avr-aied Rook's code poyvr srucira. Sna-'awa'a by Ray
La.'ton Ce C cempier frantond*for Ua-j it Ultce C F'acta Ua «e
'andcm *Ti-aJ tor-art SdrgUb Traow* Ccwts try da rto *i*i fer
Copper A na'dware oopoar iatd naembw Pay. HAWPc y Warnoarm lypa
oe-oi t' marjig vn oo VT-100 wmim. Emulator wto Kermr. And
Necrxcbinan-.won. esanrw F*rFF Cornrers hrTumento otmo Bounci
to FF poygens r torec ex HAM X noden potocat enawfiierructore
Sharevwreby umpiod wunda UxGods Eia.mp* of mutual osduaon
gaog-ets FndFlihDiiUa &ad Wlaon.
PopColwra Adjust RGB colors ol any sown Simple doc* 11 d ukayad on a sprto wto GadgetText Taktronis4010 tormmif emu aar Several srart*vaf9 programs Tffl autoo't '©quest a Tn0opa30 space invieon game, formerly Spr1000ck TekAfllQ donation il you *rx3 toeir program uae*J, to to«y ctr wit cemmertialnbwpjtedemaift Rom above si screens Vt to* Vwtont 1.16 and 1.11 of ¦ Deluxe rot aoftSart Gacoeac P-acatons STEmJaar Ncn-amcus Aton ST mjator P*nHkedFa*rg program BBS an Am ga Base BBS by Ewan Grant"*” Taa Fav* tot* an ol tl Set m Lea Woruoercn progrmt bt on Frert Fan D«* fi FinaArt AT aafl
toJbd*ecton*s.
TieCU A-imaiona Oem 0 arimators wto peyar program tor FonfdW edtt ton, by Tn Rcbnton U-lkWf C pmprocessor to rerrwa gmen Vad Twc Unx mel stye wd cart mstcfing Aeg-s A.imator Mex Ector C*«o menu*, lave them a* C wuroe, AfoefdaecbonstilaNe.leavpg fra rout net ARCre Oeato* rename aenpts tor l es wth long byDattdPehrsori rest alone. ByDe Yo*!
Fred Fi h p*k u names so toey can be aaaly 'arcVd and StarTerm3.0 Veryncotoieccm by J. Nangax V®*t VT-100 amuiitx »B proyan bans Miicellireous cor* ur'ire'ed.
(Frtd Rtfi D»*3I it Vae if t*cjetW wr n o'd***fl with a: Raai we a Um ryetor NrwFF New FF rrttor* ton CBM tor ARP Pref-mmery Ar gaOOS red«c*r«r3 *r eee frw otoa4d*ki tom toacxerton.)
Ta-pert rocs arc nuac1 *s tor*ek, 'od'. 'tfimotf, Iscna'. Sea: to' ax' frlA IMlJMJl Jn i-*Ae tp' copy program ReyT'scePa Theferou* rayracrg pctraa.
MakacK Ito L'togare, usee bbw to da 1! 3 Goes Updalad varscn ol dock on drt 15 Iron FFF38. Now carywtod to FF H AM Compier Not toy pd'tod to toa Ar.ga. ton 1*a 6K:: C gerwiton* a second.
Can Mans toan'-i Ha ai httory, yenedaa. Efc.
Tormai tor faster vewng.
Oomptof. T wl produce ample aswnby Mabel eroi Vereon 3,0 ol Robert Frexfi’i program, DatAd Oetgaming ad organja* ¦acoee.
ViewLBM Dsplays normal and HAM IBM lea language cutout but needs a lot of work VjEiaruie Mu-a: exduscn gadget eunpe.
Caiorae Frrt FfliPlX*?
Spreadsheet Upd sto wto sou 'ce 01 toe t Ra m Speed Measure reAtve RAM speed, enp and ton Etro tnxorred Vro' cor-rrxd toiti CdX.
Cue Cue board gmw i?ve tc sreet 01 d sk 36 Set Repacemen* v re Mara "set' cursor aodtoseng Make Anatwr ’m*ia‘. Wifi m a *e fee tores TarSpH Port tf progrem to apirl Uh-x "aramrves canm rid tor eryranrent varibei.irri FxHjik Fus programs to totttom rynin Fatref Usew tneous cwrLm* Ultoncode Uufwt to encode and dacoc* prary ft«a for improvements.
EsBr*' memory Up} Hi Upctotof an orier dto wSi neww f** from ASCII *anemf»on, wparrtx to*m by 35* T'te Drawt a wcursve ree, green leafy type.
Fm Mapa Fa sacto'i a i» use* on ne cfik tnc?*rdtt ErtiLBJiLDliAJ4 not f-oa KotBencn Docs, program 9 make 1 snge dak Vfretot* Sea-cWB adsk tor 1*s oJoven -are Hara Solve* Tcewori ol Hanoi Rotrtm m ifi TiEd Crpped dero veraan ol Mkroamilh't Tstworki fsa a KcaitiifeWortOsrca Fred Fi|hDsk4« own Wpneercn wxow byAQier toil «5 tor, TiEd.
Lei Ccrputos Fog. F«cr, snd Knead Am Si-artowa 68013 macro auamber. ROM EM Port c1 a Ltox tfoen orentod, toetoO* ToflW FuU4aBB *ddrawng program by feacaa .y ol tout ftei Kern* Manual compaiM B* ng creo.tr (Esparaon RAW raquretf) Stopnan VerTeJen.
TjnnaV.wn Devd Add son A&asic 30 m aza OecxModem ¥®CLto‘fi* program oetocrs by Pace Wilsson Xcr tovok** ai was Forn can po'SDactva gar* presence of rrodem A Screen a" tot* o* bo«ng itie Lean DiOays tec HtaFom an cor.
fc Vs a to-ise spreedsneet cacutetor Egad Gadg*? Edtor hjm tie Programmers wXow by lap Bo!* Ew+*c’ Schwab £ueFiMLD!*M pr&yan.
Network Lw Dtojj* rvmber of taws Ji rjn queue, nvwa el over laatl. 5, tort I5mmu* ipC'BSt Ertroec addea book, ArgaBASiC woa Ve-ton 22 ol Dive Weoavy towcc- Jvt Traraterma a A* tom B isti to J ve Calender C**r*Sar«ary program, AmgaSASC prog'in My tb A b*ary oriy copy ol Mi fs atornasa tw od*. By Vaiam Rucrtdge Oo«Pui1 Fret v*.m* of CLI one-lad d*v*oo*r to** YaBong Ong1 rye game aojtr snowa ryrrSme library. AuTor: Mat Dion UOH00 1 Ftogra.m s to pltyAacord tiro gh toe DoiP 1js2 2nd vtfumaofCLIoremaaoeveopartoo1* w to col eon bracts RdTMbcdi Subeel Beiiwey ’ma1 and Ym‘ rrnaos tor MDIlF
byFatdCasa'ar EiKutaikes onY fiad Flaft Disk 37 ’proir MoreRows Prpgra,m to make toe Work Bendi Screen UecVew Vews MacPaint pea in Amiga low or hgh Th* d*M ii a portot Lnofry BuooA LrtSa SmafMalu sysiam, VsSpaak Trarsferm a a file tom Englidi to V«l*y la ga toin norm* by N*l Kaftn and ret, no aarp-e actor as, by Scot Evamder.
Dona by Bll Knnersjey atWato" ngton Stoto Unn*'*y, Spea* Jm Mooi’az Pun* Smucton o' pi-ZZ* ab rrovng Ejit
f. 'k nr Diix 2t RrtFk|kpahi7 Tit Program 10 ma*e you' Arga look
Ike SnowHAU V»w HAM actoe* Fom CLL Cscjarad Sep 36 Sc Antrctr,
Gnpe Squared 3D-Am Smuiaton cf a 'sbotc a m. vary good « ddn'
pass varalon tostrg Sabre A8**fC ga-e* jf Ctrtom and togsrrh-
grapNcsL toacftng too; ndudng C source.
By L« ’ 0o 1 Evtic' Strwab KoXve, **om Dave Add son.
FjOo Stpe garbage ol Xmodem. RtrsVec Agglar ErcGr iwn'l storr rg HAW vmton of a FrtdRahflA55 Sp.n3 Grapnel demo of wrmng cuoe*.
Oojectfiea robot |uggfer cm V2.D5 of Mat! Dion'i ctr l.ko rtiel (Modfed doube-bpfVedexanple.
Handler Am geOOS handlar (dawca) oxampto VT-100 VeTion 2.4 ol Dove Wacker*! Terminal to' M "x C). By Mat: Dhwi, Srryd Sword ol Flier Aige 1 **tadv*nve hum C-A amVator. WJi Xmodem and Karnrt file Modfted by Stove Dew gar* witen mAmga Base HplOc Umcs ¦ FP-10C caciator. Wtton ir tanjtofprotocds NeiwStarLpt New C Staao mod Jet: Trail Laaves a trai bennc ”xse. Tn ModJa2 Modula-2 FradFkabOski* Asar-casm wto 1.2 ft«s arrt p«iv 0.5I* handng.
FrtdFth Oft 33 FFEncada Saves toe pw as ar FF i &.
Atf"a verson of a r.ard d«a arcftv*' TwSartx as- OC*n* l SCO wxow Jing Jitr ssect by 2cm 3d wraon o' ff» ’stars* prjyam beam Toump Dumpc .rto about in FF lie Comm Veaon 1.x of a tormina! EmJator Ccmmoeora, Bgm® Low-eve grapres emTpie scro's Jsh BDS C-Ae ai rail wmpnone erector** pofwj t BY ty Carolyn ScTepper Wtnsp ven SaoiiVPort.
Nev Stat STATUS-ike program, rows Can Vertion 2.04 of Man Dllion*i Unit 'ah'-fika Palet» Oange anctoer progiam'i r.raencolon Dojf ge:5 Doube-buflerBd anrr.aton aiflrr.pie pnorrty, proceisec CLI repiaa»m*n!. Mduding by Carolyn Schepper tor BOB* and Vspn*i Revarsi Game ol Rwara. »r*or 6,1 Lasce and Marx C iol ge P©aO*«» Aow* f* raXard oj -t o' ore aocea to Dt'dUpo* Dspays sector af ocaton 0* loppy ow Uuoacod Ttantotto bnary f lea to tort. Un*- D*pert Ok bencfira.ni program to' Urn and Amga be lac » toe itoXard mout of an stow.
Ue-Vw V*w rnrrory n r*d »fr*. MovewT like programs Du Go"¦ pules d m storage of a 1* or 0 'aca*y by MrtOi'or .oyiiCA Vd’tw Oawng progrtm. V«r 1.U UmWatr Rogram to watr to' programs rat seri ow ScreenSere Sne trorrai or HAW mooe rtw a* Or Bouncrg da a oero VocaFia* DX M Dl tynreaar v*» *ler memory. Karismp;*tS repar-iadamage, ar FF le by Garoyi Scree pe' Sorong Ong. Rr?i sound e'ecto.
Program and puts up a at; jester to inform you ol toe ShanghtOamo Dam 0 of toe Actvwn game Snargh*.
ScrnenDurnp Dumps ngnecscreer orwndaw to toe Wndow Eiampseofcjeatng aOOSwndawona barege From toe Software DrJ &y SouxEiarrp* A doub* bu axd toux axamp* tor pnntor.
OiSbm acreen Prowler A reat me esecut on proffer fy Marx Mari C. by Jm Goodxw Sd& Sir pie detobase progriT tom a F;MnrDtiX2f C program tcudes C soj’oe V®r*w A wykrg vsprla aixTpla. By Ex CotXn DECUStope A-tEcno tocrto'. ¦tojcb*. V ba‘ wttan n aster Mr FritfFlihfllkW VtlX V26 o* Dm* Vt’CO lrT.ir(( mufror wto Sai StorFakJoemo.laaSto'Tree Dspey DsdtytHAM image*Fern arey- Cycxi* Updato cl al*ctonc sp'og'tpn tom dik 27 karmifandrmodem by DaveWecxer Te'rrpjt Tarmna. Program wt' caotom.
Traeng program, wffi eiamp pctutot DrtJli Enbencad varacn of Drlftl from din 35 Fred Rah Psfc 36 library, l cton «*yt, Xmodam, Over bam pie demc* civw aourca. Acta MutDrt Scars a set ol object modules and Ibrsmt ClpBoard Gpooard owxa nianaoi routxs. To povct CSBpotocola line RAM dtk searching tor muftpiy pgkned symbols a stardart ir rtace byAndyFnWe
V. 100 Vera on 20 of Dave Wecaerto VT-100 Xa XL® 1.7, a*ecuut e
orry MyUpdato Dsk updato ubWy wto opton* for CorPecMO Dam o*
7* use of DOS P»o eta.
EmJafi'.wTi scrpS S tonrton Fred FI ah Disk 40 strpprg cammanto tom C Header 1 as, and CorUrt as. Oy Ce'O'fi Screcpa' Fren Fiih OmJI APPSt TemrB am Jatsr wJf Xrooem, Kerrr.it intoracTvevenicaton oftoeucrtrtmg process GeDws Program to IX a) «vairt *Ci*kdevc8 Ahnt Support fie* tof Gimped Inf and CIS 0 protocol luncSon key*. Aoij*A Rot Compute* and display* 3 direr-eon* names trrt "etum totm u *1 ecec ittt. B tynUu chedw RLE ytprtcs anc corference modi.
Ltnetona m h'« Phiip Lnd*«y ftir* PO ‘Airtt'corrpaye Lnk*f Klw .bettor. ArgaMcrrtor Dynanicaliy dsjl ays tie macfine stoto.
Pofygsn Mo »e type ptnem genarato'color cyting GetVotoma Prognm to gal volume name ol toe Brew Updated to FF ’ 8 Vbwser', r tucb as open k*e. Ecpye **s. R«ou-c«.
Oufjuae Queries wnerer a mouie butar it pressed voXm tort a gven ft* * ernes on.
Manx.irto arc bart, bug ‘m *ree statoe. Mtomupa, fcrre«, port*, at Tvs can gv* a return code tort can try GuckUcMa'if free p-bee data ctxii'B exam pes Ac Popu‘r liecorprttton aytoe . •» custom jb a drip-SBquer'ca based on fcon2C Reees tr cor ft* ax wrtos out a St1 e*2 A*cttor wax ol Ttree’ candardbr tan* ngf« wwtoer l mouee butonwas pressed t«gm*rt 5* C code wto to* don data Appointment calendar varSn alarm.
AeaCode Program tret decooat area cooes Toucrt Example ol seSng toedatertarrpon a 51a, Me’geMem cuct-ms. By Carolyn Screppa4 u» Fla viewer, sea'chrg. Poaton ty percent, ire r jTBer.
Sets* 28-aw Am-ga fans Fom Fscvr 9 it* into state and locally.
‘alnk‘ replacement Irk*, verson 6.5 Trees usmg a toctonque from Commocofe-Ariga More ertonsjw verscn of toe Tees P'pg'am to merge toe MemLiSJ entries of sequentelyconlgy'ad RAW boards.
NewFonS Cor-o O521O A 'aster od s'don* Deta General D 2 ID Tart na em Jator program on Dsk 31 Frad Flah Dak SQ
- CAD by Carotyr Scheppar Ai o&wrt ox ed drawng ogj*m1 P
Eietigr: jna prrtui y. Eft Di-tJti W-ndpwed DOS nfcrtice
program, V 1 4 Am Ve'toor 1.1 of a nwn 6B0QQ macro V1 1 by Tr
Mooney DCSHeow Widowed AmgaDOS Cli n*p program aa**m *r,
compidbe win toe Uetocomco Emuaih pm 51 Request* opftxi W Otltl
Dslh* Pantype fie raouesto', PagePrinj Pr.m* tort 1*1 wto
leaders, page traaks. Ineni ibert a**BT&*f L11 rauoesar
ejarpemtup nod ike and more Motorola mnejmonc* Repeced by FT 87
Oua to Ccpynght prctotomi FrtdFlih Eud Rtf HiU5 A5evJpB;tet C
atfmpe of rak-ng wynchronou* lO ca'.t to a DOS hand*, artJ* by
C-A Ccr»*Wxbw C iu-p of get to* hut on por r a CON or RAW
emdow, tor 1* by C-A.
DfUti Walk toe cirecto7 Tee. Do CLI opetton* ton menus PopCLl Star®a new0.1 WiFi*rg!e keystroke, tom try program. W1F a Kree ay*to*b« Ve oxtewto 5 y»6d SpnaEdar acaswo somiest at-ma X Soe Spa ng eneow slews e&sto ‘as Fred RtovDtak41 AngiVantoa Oaeto your own tut wserve progr*n|in Arr.ijMJtic r h Ver«ivi 7 (El ol nibft1* C SP-IA* *Hel BreakCAt Dsaieo Fats eon Mssie FartoctSomd Sees Abnc* brwkoutgame. Uae*3-Dg asaas V**on 1,1 of apmgram toedtdsas anc ortry*im A enartCU toaacemertwr W edrlng and recal pi prprx*CO-mincs A Mss.* Commend-type game, wto mrrt, m asaembto' Sound editor tor a lowcofi
aourrt dgtior GrapNc* demos ASOG-rrd BgVew E Grach Hyper Base Ertremnfy jaatoji rtarewaro ¦woveritieramdsk. DyPrtry Krwlowti D®eyi any FF pe*.». ind«ano*nt oftoepryactid sp ay aze. -»ng ¦wcwa* xrtl By John Hodgson Reeds par* of 1 andy viuetom a oft filet me raws aloimntvcfg'apn- by Liu anece Turner Sha’dwt’a data management system VI ,5 DilAfi Anorer w*t (ipw bacutflbieody Macro based C detuggrg«*igto FF 12 example f'om CBM, uecato to Ftrton IhiAc Va1 a* ‘arc’ lor l u Svrtom Vmacrtnet n C Mem C*ar Walks to-ough to* he* memory 1*9. Inorg F*fl«.e«r UacVew Lattca C ‘a rsc uesw f-odun.
Oero drvar. Frsn O ra Haabi Vews UacPar*p ru*ea r Arga tow Dog DusRayfad Wombat Vr»an3.0l elDwtoWarkarts tomrnel emiiator FfaeFtohClakSI HewZAP
• ro* -iam57 aong twvwy byJarnHPdgson A to rt-genexton milfupoas
fe orngb ras.wti serpa pctores, by Gof 0 Heabi’s ia toC-*4iar,
wr so -res B»n GNU to* Uni* yacc’, worigng update to FF secpy
ec tng ubrty, V10 by John Hodg«r Pop PopCU Seal Evemd*’.
Srnpe ft sC* progrm S*to««-stye program iwokw ¦ r*w Cuwtoi autonabc screen banA ng LatX'el Lnes Sefont wmn GossrehtonceofLiacBSJB need»rfi*s Lne drawng damp program Or es tontuaad in a CU wndow ? 3 ol re VT-100 tominb aoar .
Compress Col D IS sec Updato to toe ft* compresaon prog'am onDaafi
• Wvrel of Forvne'-ype gam* n Ar gaBesc Urn-ike Uif and *ssed‘
for fndng toe R a "Barr SMUSPeyws A Maur®oe'-S y« nnocm
generator try Jam Hodgson Two SAWS play*, to play SMUS FF
mu*iciormRttod Nat by O o, Copy DwanportdsscDfters
dupicatocopy- Fffd FliiCfiiLll T s dskcontansan Amgaverson of
UcoGFAJEmac* plto'enaea betweer two Itot, and John Hodgaan M*
pnjiectod dwi.
Dual pay*a(C ei amp*, tarn C*A, toen reaar ng r* otoer, gn*n one lie, ax toe i*t of c Y-mrw Vtow V dump A iny LBM vww by John Hodgson JX-6C optr Jod wo'kbench pruiw sJxnw4Ms303i2bt( an« piaylac on a 320 s 20C1 2 plan* deep payteu fred Fiifi Disk43 Bas»cB&-g V- ifiue pogr dr 91 cags Iwg il a 30 cube Sa U*d Potatfe ver*PX ol toe CPA4 Kueezt tX -**3-*ea 1 rr. Oom not u» D-rpRPort. By Jo-X Hodgson , „ T,aa*,0an For PDS orders, Please use form on page 112 105 Amazing Computing V3.3 © 1988 Fed Flih I *k 59 Frid DukSl DopSnaoow Wbdrcpshodcws. V20UpdateFF53 E-D Ed Smple editor, amilar to Unix W, beseo
Browwr Update to browser program an disks 18 Asm 66k Maao assembler, v 1.0.3, E-0 FtiX* AmgaBASSC prog tracks mutua1 or itocka-0 on toe editor in Software Tool* and 34 S-E Bilab BrW exploring program, n C, S-E-0 Lass Ted viewing program, ike Unix GravtyWar* Game of planets, tips and black holes, Browsed Awtoer efferent browser progrem, E Corrran Ftepi acement con sole devcehanrSer adds
• more', vl .1, upda» to disk 34 S-E-0
vl. M, update to disk 70.
Cock Cock program wtn forte. Cab's. E Xing and fr story to try appcaion frtet Maker a e Scans C sou toe fies lX con iruo t HitekPed Adds legg parang to executeo-e* tor D-e Dilon text ed-tor V1.22 tor pfogrtflWMyED uses CON ;v0 B, E-0 vani la ‘makX«e’ in toe c renta rectoy Xmodem tangnssion.
DooCcth Puts pattern on Workbench Oacxdrop,ED ConsP fieptcmenlconioi* roulne*, h C, S-E-0 S€-0 Poefri order Ai AmigtDOS pipe devee whvert supports OcpSiBdow Puts shao?*s on Workbench wndow*, EC Dt Decays he screen c--, by b; uodcte to mCAD Obect-orerted drawng prog. W 24 PopCU named p-pe* and tapi Vt.2 FjsWB Sm iltr to & opOoto, but doesn't work yet.
Oik 66, n MXJi-2, S-E-0 Lpdata to FF 59.Sharewe e, E-0 V3.0 of a Xl-key to invotai a CLI window, S-D Rags Dtp ay»memory fragmemaiof listing Random &mpte raXom m nber generator ifl C. S-E-D Requester wto tew banker, update to d*k40.
MCAO Object-oriented drawing program, vers an the size of free memory blocks, in C, S-E-0 Toabug Monitors Oftvcm By irite'Cftpo ng Exec Update Ffli, He requester simitar to
1. 22. Much improved over dsn 56, bonType Change tie type of an
con, in C. S-E-0 SeXDQ and DoDQ vector*, m C.vI.O. DP*nt
Robofrofr Demo of arVmatod pointers on Workbentfi.
Make frnake*in Mara Ct S-E-D S€-0 ScotDwce V33.1 of a 'mouif aUe McroForge SCSI S-E-0 Mor.Ffroc Monitarsproces»sfor packet acfrvi , in UntB Corverts measurement* in efferent unta.
Driver.
Supemnort General compoundrx arodiBCon loan
C. SED indudes ‘Xarf option, in C. S-E-0 V«om Aiotoer Scnwab
hack, makes TV-1ke calculator. E-0 MouseCock Mouse pointer
into a dgtal dock,n C.SED Xcopy Repacementfor AngaDOS ‘opy’,
doemt stooc on screen Parody FrrdFthDlilL 60 Sb Browse* system
stuctms, from (toange toe date, use* Unx wildeard*. E-D Fmd
Fish Pah, 15 Varojs shareware and freeware programs Transactsr
magazne. Vl.0, in C, S-E-D Frid Fad Dltk75 V2.D6 of 0 ions
Csh'-lke tul Memory resder-t He vewrer. Very fast E-0 Spow
Gemw Nat one Etoj red-type Bexer Ply Vpto Bezer curves po-nt*
sX FieRaq Souroa to widcard He requeste' B'SForra Mares text a
j©ut taste'. E-0 XX'net from rules file, h C,S£-D gr r J try.
S-E-0 Koe Hoes ax Dans, or manwyliwn progrgm* Hax Snake
Terminal emulator wito VT52rVT1C!V Spool Tfr„xe programs to
damon*7i» Bspnes Pay arto b-spf.neg a* afeve. S-E-D IrageToai*
Shareware too* u manlputason IT VT102*upport E-0 miittasbng
and eotng in ¦ pnrrter Comm C eoixce for Comm terminal
program v1,3A LawMem mages Med MousW.ven text ector verson
2.1. E-0 sw er. In C, vt.2. S-E-D S-E-D ServerB* ved tvtrf to
ted in low memory PrtDvGen Generetes prrrer (rivers, version
1.1.S Wc Counte word * aSa Una W, but faster, in Copy
Repacament’copy'commaX vt.O. p«»rves Btualorts eralafcie from
author, E-D
C. S-ED date, in C.S-E-D PtatS A car posng program with source.
Show Slideshow-kke IFF viewer, V2.1. E-D Fred Fih Dlik70 Off Smpie tarff in C, S-E-D RawlO Example of Being raw mode on standst Uedit Customizable text editor V2.0. E-0 Thiaisadisltofshe’ewa.e proqrarrs.
DuM2 Anotoer DvLbl h Modula-2, vl.5, SE-0 rput UeUrbo ExampleUedrtaetupmacroi S-E-D AmigaMonitO' Explore* Mate ol the syitem.vl.lS Etes* Fast ’dr' program in C, S-E-0 Rocket Lunary lander hr Workbench, wtto source Fred Fih Dlak Bl Ac StaXard file compreuor and 1 bra'an.
Fd Faster dees' in C. S-E-D Vuore
• more*-liketextvewng u*. :*y,v!.Q SE ATPatch Patches
Troniformerto work under vC 23. A port ol MS-DOS vS.O E-0 Hard
Copy SeXsifrvucrptofaCLI sets on to a He, in Vnew* Smpie Unix
newt reader.
AngaDOS 1.2. S-E-D Back Book Pi-one book program,
C. S-E-0 Frrt flltl BUL» FHOsk Wnlaszeroes a free Peeks on a
DoTil barton-dr ven Me m in pU iter progrtm.v2.0. UouseOff
Update FF73, i r% off mouse jwmter, S-E-0
AutoFfryitAJto-aaiact* window under toe mouie pointer.
Dsk for security. S-E-D C's yWars Game of pi aret*. Nps *X back NbeAvl .C3. Sef ont Osnges toe font n a Wirnbencr screen.
CkkToFront v»r scmersavtef.
Lpstafr Path for prog ams that abort Jobe Axrnste user rterface to CU and WB, v2_1.
V2.D, S-E-D Dxiaecocs in wiXow brrgs rttafron; when loading under AmgaDQS 12 S-E-D Lex Magn:1e*area arouX mouse.
SpeedDr Aiclher fast Vir1. R asaem bier, S-E-0 Vt.I.MO MeroEmaes Conroy MtroEracs V3.&0. newer shows it in awXwr.vl 0 FrX Ffah Disk 78 177 Cmd V10 of a taol »redrect pr.nter output to* thandsk22 S-E-D Ute-3d 30 version of thedassicce'rIJar- These are auks 1 aX 2 dChnsGray's Draco dsdtjufron br fie.
FtearFont Lke Topaz. But rounded edges, autamatongane, vl2.
Tie Am ga Daca n ¦ compted, studred angusge FfelSG-Omo Demo of Sofrwood Rle 1 tag, * data base Te"am Generatas fractal scenery. S-E-D Logo Logo language interpreter mminsoentdxtt Card Pascal. A ill interlace to AmigaDOS monager wto sound aXg'spnes VspTiteS Mount 28 VtcriBS, fromSPfeCBook.
SeKey Demo keyrrap editor, vVO ax Hturton s tupp ed Be re to get both c w 75 eX 77.
Fria FihDteL 17 Fred Rah DlakM vpg Makes dapayt br atgnng vceo monitors.
AtvSys Axhwitura system from Byte May 198 , This is a pon of the Unix came Hack', by The Software v1.0. Cycles Cyde game Ike Trm , v1,0. T-D V1.2E-0 Dstiery, verson 1.0.30. Fred Fih Disk 71 EOMS Experts Only Mercenary Simulator game, £-0 AutokconOpen Fooit Workbench to open disk icons, VI.2 FredFlihPitkH ArFoi Makes arrfoila usng tie Jxikowsb UanddVroom Mandelbrot generator with enhanced pa ette updste to disk 73, S-E-D Ths IB a pod of the Untx came Larn', by toe Software Tarsfornaton, n C. S-E-D corfrols.fxedTlofltng Xln*-. Pmsets, Oil Converts FF ?tes to Pos cript, V2.0, SEO D*ir*y,v*r*on
12.0& Anga Base MsGeUxoui program* ncAbng 30pot vlSO.inUo.raC, S-E-D CommXi fresMsoL’az's Com.Toc-tes Eachange. An Frad Flah Dial 64 program, a kaiedoscaoe, C-A logo dramng RerfFl.hD.k7l exec • brary to manage input haXtef, vd * Tbs is an a*fc* IFF specfcaton dsk horn Commodore, an program ike compenaon ufrky s?ng ie«xh AamTaoii CLI tools m assember: etf-o, btdt, mounted.
Drff Update to ditei 75 of UfU-M* a(kf. S-EO update to dsa 16 program, S-E-0 ae»ce. Why; S-E-D Ome VI.27 of Drcn'stext editor, update FF74.E-0 Fred FlrtPlihSj Blocks Avarason of Tines', tkAwrth Att-grDev G*e oevoes mUfrpie names, n C, S-E-0 OropSfedbw V2.0 of program to* puts shadows on Bi« Unx text proces&o'. Kka 'a**'. Doesn 1 var abte cod' blocks. E-0 AuxHaXler Example of boss hander tnat alow* use of a Worxbentfi, S-6-0 work, but source it included. S-EO.
Comm Greattenrte program .v .W, E-D CU va toe serai port tnduoes source.
Eib Shared library example in Manx C. MWB Exam pe ol rerousng Work&enci wire cm DstX Uclrtyforexp'sOfrg 1lesysten,E-0 Author: Steve Dew D+taXler An ArrngaOOS device handler generates open call* fro another custom ween.
Fp« Smple image process prog'am Jxt Cmd RedfrecS printer output to i file, r C, S-E-D urrquo Pentfers, V1.0, S-E-D Verson 101, S-E-D operates on FF pcares. Wth seve'S hta AmgaOOS Wo' replacement, in C aX Install Aternato AmgeDOS "nsteT programs,SED CoseWB Exam pie for daang a custom iters, rwging mage*, E-0 assembler, S-E-D MemWafch Waits for tow memory trashing, V2.0, SED Workbench screen. S-E-0 bonMk Makes icons tar fles, v1,2a, EE) Kl Removes a task end its resources, r C.S-E-D MovePointor Moves pointer to gwnlocaton, S-E-D Cooke Generates one-lne forturfrcookie tons New icons U2E-tw
Osplay* error* from TDI Modula-2 comp'es.
MoveWXow Move wndowta given local on, S-E-0 aphorams. S-EC HewFor-3 Two new font*; ’shaltlB', an e*ector corjit S-E-D UurchrgSq Munching Squares hade, S-E-0 Jtime Bu Id-yqurrovw mouse port do«, (Mment font, sX tbrrS, a PC-i ke tant MonProc Update to process packet program from ditet Pane* Exampte nows testto sae if tois Is a PAL MenuB j'«* Oesvs C source 1« tor menus.
PbCU An Am gaBASJC CLI the program
69. MC, S-E-D machine, 5 0 based on text desaiERons. S-E-O.
FWDerro Oema o4? e commerce product Mounted P'og'am. Far testng rf a drve n presenL n s Sc Generates random scenery, S-E-D NewPacxets C8M totong on new pecxete and PowerWrdowq,v1.2. fracseeelanof acrpt h C, S-E-0 T»(A695 T«4695 printer dnver stuctyes in ArrogaDos 1.2. custom vnXows, menus, aX gadgets, Nro Anotner froff-style text formatter, in C, S-E-0 WBDuaPF Eiampe of dug-payfeid screen, update PascafTaC Pascg to Cfraniator, not so g-eat S-E-0 gXngCorassemby sou'oe. E-0 ParTtsk RXS parent task, m C, S-E-0 FF41, S -0 Rep tittor'-Ww FORTRAN preprocessor. S-E-D Rot Creates and animates SO
atjects, 0.5, E.D Query Any For scripts, asks a quesbon, accepts YfN, Wa'pText Fast text rtXering routneA S-E-0 RjiBeck Starts programs from CLI, allowing CLI Time Set Sets bre from Workbench, E-D gves return cade, to assembler, S-E-0 Yeff rExample FF reader. S-E-0 window to dose. E-0 Fied.FlahDlilL72 ScnSzer Resets pref eetlngs for screen liaa, in C.SED Zoo A lie arcfwer Ike ’arc', vl A2A, E-0 Su "Mouse This prog'am automabcaiiydicksin Thia is a disk of IFF pc&jwt Shared Lib Example, snared tb, in C 5 assemblar, S E-0 FrtdFihPik II IseeFrXFish 83) windows when Ta mouse is moved Fred
FihOlik73 Tfltk Smpie CreateTa*k() example in C. SEO FF Disk 88 has been removed due to copyright probems over them. Veraon 1.0, E-D Add Customizes existing program menjswto LM Una WiXwrs dientvl.0. In C, SE-D FndFlihO*ll Irtdim FwfreOI Ltd m D.i.1 SS Ange-heysXrtuts. Also induce* 'urai1.
Vfro LretateLSon reedy aX wet queues.
D* Master Oak catalogue program, VI,Qa, E-0 ArSCSi Preimmary plans tor a SCSI dA tetakfrt wats unti a gvwi wXwr is on*ted inC. S-E-0 FuncKey Sharowert frncaon key editor. V1.01, E-0 contofler Doa-d.
Shareware. MC. S-E-D.
Ttti Fllh Dlik 99 fsee FrX Fiah 90] MFF-Oemo Oemo of McroFvtoe Fier database prog Asm 68k Macro essenfcier. VeXon 1,0.1. E-0 Aubbo nOpen Fobs NB into thnfcjg mouse ha* RX Ftei M has been srfrxfrawn due to copyngfrt probemi SereenShift Aqu* screen pest or ie Preferances.SED Assgned Example for eroding DOS insert* XLM-ckwad cons, tn C, &-E-0 FredFiafiOlikr.
Snake Bouncing «; ugg y Ines demo, S-E-D dsk requester, by scannng tie lift Do Genenc Exec devce interface code for Aar-68«
VI. 1.0 of a macro fissembier AutoEng rer screen cortapton
requester mprevement of aagn'Bd ranes S-E-0 open ngibranea
gating mirtpieMD AutoFaoc Sharks the FACC nrndow and move* it
to S-E-D a Petenas to eat away at CLI che.nneit,
arjmchronouioperalox.eto. b toe beck DerroLton Dx&iy H ocx
S-E-0 wndow. S-E-0 c,s -o.
Brus.Xt S3 custom FF brushetof etactomc symbols Frtd Flitl DteK n »* Fred Fish 80) Rip Bps Aho'e sceen as ajoke. S-E-0 Dsaove SfoWy displays Ffties, alaNov66D'.
CXAFF Checks structure of an FF fte CtedV1.4 Ami Gazer f*ght sky newer of 1573 star* satdate, Foogo!
Faogol crass com pier geno'stes Dobbs program. HC, S-E-0 h Xate FF7A of a simple CLI 1 me. Day. E-D VAX assembly code. S€-0 Dtorm Flexible, reprogrammable terming Con man Repaces carwaie handler to odd edlng and CardFile AmigaBasc card file rtudy ad. E-D Free Pints amount of free space on a!! Drives.
Program vl.10. E-0 history to many program a Conman Contole haxier rep'acementgivesline S-E-D Expo® Re-arranges wXowisotoet at least ore For.t* Uses snecus tarts edfrng and history to most progk O.90.ED MaiocT 551 mdloo'free memory test program.
Diei of menu bar gadgets am exposed, ta ton V6.3 of toe Icon progrimming giguage ImandeiVroam Sight updste to disk 78 Mandelbrot &ED
C. S-E-D.
KeyLw* Freezes toe keyboard and mouse unfrl past program, E-D Mat Retends to mefr floe screen. S€-0 Ut Scan* a tet! Me, corned* to C-styte vwd entered N-wOemos Rep'acemerts to' I nes and boxes demos Nat Graphc tyng ifrmg demo, S-E-D prntatxe ttrngt.C.v2C, SE-D ScatDiplay fritx ceatod from 'Ing* to* take «s CPU 1me4 E-0 ftorty Easy way to a»i prrar err.Buies Lmv long Move*, program vewsse' e* of FF Smutei Smutetei an FF He.
Otoeio Game of OhHto, E-D from Workbench. E-0 pet* n quo Eucceeao". Upt ’.9 *ps.
Target Each mou*B d kc became* * gunshot PnnTeft Dspay* text*eswm gadgets, speech.
ReyTraoer Simp* ray 7acng program. E-0 Shgewwe, E-D RtelFlihDakC FF d stoey.vl. E-D SercPaoms Updated CBM exarpes of peaet MouseChf Mouse pdnte'bsappegs after ten aecaxs Adventore Port of toe dassc Crowtoer aX Woods game PrtOvGei A tomtfre pnn»f drv. Generator.v22b.ED rouines on d st 35. S-E-D d xn-use. H C. S-E-0 AnicTerm V0.50 of a teieammurvcaaons program, wto Rarfleneh C le* colors of WB baokorop or text ED SnepShot Memory resdent a?een dump. E-D PaOut Examples d confrb’ing pa'atd port «itn scrps, redg, beeps, enhanced f’e requester ShortCul Make* gngte-key shortcuts forontering TagBBS
Sharewwe BBS vyrtom, version 1,02.
Rescurce* instead oflhePAR;devioe.hi D2D-Oemo Dano veraon of Osk-2-D*k from Centra commonly Yped CucammaXkicustoTi rf d Fliti DieS 57
C. S-E-0 Coast Software macro* E-D AmCat Sharewore d w catalog
©mgr am.
PenPaFqnt Chita-ike font OX-Synfl Vooe filer program for Ywn sha OX series SxwPrnl Dsoey* and prints til stubs of IFF ptcures AmgaSpe!
Shareware InLilon spdl.ng RunBeckGroimd Svniar to RunBack on drak 66, rux syrtoeszars, update todsk 38 icontrol*brinter output*tyf«, v2.0 E-D Bouncer checker, V2.0. E-D program from the CLI slowing t-e CLI OskMan
VI. 0 of anotoa* DfLtai program Szztar* Graphics demos, wl.7.0.
E-0 3-D bounang fcal written in Mufr Forth, SEO Hpdowtodosa
friC,S-E-0 bon* Macaiareous new on* Tmnr Smal WoX»nch tm*r
cotr ts bre and V Comm Terminal program vert on 1.33, E
SnapShot ScreeXump ufrlty,update FF 66 E-D Pmf Ur versa MO
patoh panel, vl.2 mrute, £-0 CtxS Another rsion of DuUtf.
S-E-0 TypeAXTei Example rnstgis ¦ dwee ha.X©r Before Rocket
Atotoer Wo'toervn hack, payt Lunar Larder Tools hovafronca
tods a memo'y ed.tor. HexCac Hex. Octal. & decimal catcher.
E-D hlrton. AX scears otF rey is t is Sand Ga~e of
sancsfolowng your porter.
Memory dMase-mbier, ASCII cherL and bars Vo'ous tag ax a’terrae image cans.
Pressed. In C and assams-er, S-E-0 Ffid Fiah D ik H cacuat' E Martial a Max a1 a graphics and sound. E Xoor PriXsmb abouttyttem tea, n ¦PisdteLcorfjsnsademo versrondTeX from Nsqua ted, EadFiiii Dik 91 Pe'sMah Demo thare**-* personal file manager, a*wrr&~or. S-E-0 t is limited to smg flea and toe p’mrtewer Adventer* Datndon Language |ADL) a superset of an older RslGoxx Menj bar dock er*,on 1.1 E-0 Fred FI ah Dlik 74 c*nonydspi y ten page* or less, «X only language ca'ied CXX by Michael Urban, Chns Kortamck, flTaDes Grapfics demo of 30 cubes. E-D Cod Edite wxf recgls CLI commands, vl.3, E-0 a
tirgl number of fonts are p'ov-dX.
Michael Stem, Bruce Adtef, ax Warren Usui. ADL W-*e
• Wheel of Fortme'-type game.AmgaBASIC Control Intercepts graphic
printer dumpctels oX Piad Flih Dtik 4 oXonoomentsbyRossCunnfl.
Included are sources to the rfffl nil L iln vD accesses color
map. Wtath.and screen AudioTMiiPfograms from Rob Reek’s
JufyfAugust Amiga AOL compiler, interpreter, and debugger.
Brahes Thsisviiraori MG 1b of toeMjcroGNUEmacs. Source and
rewiulon. C.S-E-D WoX articJe combnedbyRots wMjtwa3.03.
CLJenVornmentorty.
Executobe aneinduded, as weJ as soya for one- Dme Smple WYSIWYG textedtor for 3,"Lao Bitter experimentation progra.m, VI.2, DocunentaTon is available from toe autoors.
Comoutera bes.de* toe Am gtL pr xyammers,v1 25 Upditeof FF59 E-D i xJatet) Ffra Derate 6502 mpWt, C *e. ce. ay J. Van fruit, Am go p&rt By Joef Swan* Text yccessy upca» tom FFB5 hspta jy UNK awk. Seeches * «fl for pearr*, perty-s 4*4532 3aw artonabeiedonpartera. ByBobBrodt A'rgapcrtoyJahan Wder hLriP*J uoca» of FF64 veraon. By J Hon tr .oasa an object fle to a rrulpe of 12A tjfm ter bettor imodam t-aroter, S E Loss Like Unix‘more4, beta f. vers on 1.2 update al FF74. Sort i Bat* wxJ f orwe-d. S E by Mark Nuoeiman. Amiga pert by Bob Leva-.
Mb' Lbwy toet n*nr!i ra 4£SO unx Cr sata rxmes by MxeMeyr S Fteroe Aacuroiv* oescw: exp-esam wrocr, compute*.
Arxipnni enorMigns oaudes Tonscenderte k ieton auppcrt c Source -cuded byJOroen She Tore programsto pat* andurpec* M! Archives rWubee C ioutji byFabPinG Dutoe SmiBLb B tmoa amalor A-i«ja lb ropacemerL bfiary only, by Bryce Nesbrtt Uuencode ErwwrtWecodertrwylieetera nail or text-only netooda Update of FF53. Mcuseschaoi* - techrque. Compete* wtortder ve-toni, pi.* rsnspa'n! To ad*r win opeara By Ma t Horton, majrtoc by Am Rsae'toei and Bryce Nm t FfrifltfiDlikM Dm* Vero-on 1.27 WYSWYG program meed tor Not aworflpr&casaar. Heuces **y roaoomg, ter ecron.ng, tte-l na stxtrtcs, miitpe wnaown,
atvtTytOicartfywindowi. Update of FF87, includes source code byMsr.Dila.n MocEracs Veraor 30, -update to FFSl incudes sc jcb frg by Dave Conroy muftpieroadsficiSona by Oanef Lrtwmca FartfljfaJMM urtcToo * Demo program* from Flab Pac*'aJJy Augj*B sue of A-'gaWo’VJ on accessing tie audio oevce Vzupdite of FfftA S.byRobPat* C *UpFfart &m-!irinture:ontoC-diToFfpntprDg|FF86|.
Bring wndowstofrontby ccking on any port of nem. V 1,0, Davo* Cervone SE Hal oiMouse Autanitcaly acavate a window amply by moving tie moute prtiitef in© tneeandow. V 1.0. teclioet sauna By Dawto Ovine FF2P* Co-wart any FF toe to poatacnpt to' tr npng or vwrg on ¦ postacrpt con-posrtedevce Varaon 1 2, by Wliam Mason try] Sam Paoucc E UodrtaToss Venous Mod Ja 2 crog-a rr ,ng rouirm tyJemyMack TananSd Piaudo-'andom 3d me* scenery gena'tfor, update of ‘sc', FFS7. By Chna Gray. 3d by Howard Hji IikLUj lELliSS Cmd redreo no serial davceo'parawloevc* ou autto a f la. Capax pnntjaw, ceoug or 'oHiV
prntng.VA By C Sereooner S£ CygrusEflOero Cans 3! Cjg-c (Sort's Cygo,s£d eoto* a mu!5pla**a, rrullpw bat;** edtor. Induces demo lOofMmoFXP by CygnysSc* Softoa-a E Qoml ‘Got Oua My Ftee’ tm Gun; go away b a!ow©a«n-uc4 r-.1*?*i»nor*o*my V1.0, by Cnnsan J onnaan E Joi naJ recrtdiwcuenaolmouw&lwyboa'dovana, stored in a file for btura playback, Good for derr.os or doajntentng bugs. E by D. Ca-vona UargeUem attempts me- rg of MemLCerrws of KjjT'a'y co gurad ram ooarcs W-*n unnl', alows ifocatng a secton of memory oncfi spans dot ooaros. V Z update of FFS6 by Caroyn Scroppner SE P'irvSteiar
Ajim-tarts 'Cmd5, i'ttws dverson Ojtpd Oestned *or pr mar to a Sia, Bnary o Tf. So jcb awte tom trc i by K Lnrsrtts & J-M Fogoas Ftecsrd-Reo'ay *mi|§r to ’Jotrna1!’, records and plays back mouia and keyboard events Bonly. Source aval, tom auVirtt, Mi livteiits & J-M Forgoes EagEltt PiiiM Ar Team tuHt and dsptyar by r» cam oned ortortf cf Voooscape, ScrtptJO, S ve'. Forrs- tvP gn‘, and Atmttor Appretceoy M Hamate Usenet ps sow Viga port non- Amge nertaoe. Hgh payetrlry. V 1.0, S. by J, Ste"6*c*. AmgaportbyB. Uvm prowoet souxe br W&Uteorag. Far arpanmenteann ft vaiditon of new ;rtert»ce
ideas,NoteWBrepecenert, by&flKmersiey Print labrt a eaffi eibdray te*L V 1 J, Sojxe ova!arte from autnor, M Hansen Produces Ine d****ngt based ononamg commands rc-ed n a textf hejdes demo rat c-tM tn ojsme mop of re USA and c*» be-oa-s. VI,0, SE. ByJobnOsen Einpwcoeeimpemantng po?K;pmafVjs, reaaonarty eorrpatNi wfi ttirton menus SE by OrekZmn Ta*toni *6Mf K pnnar Q-.* r. £E. By P Ste-o Far. And Oi p ran tosl prog,E by Btakanosrt Fast text rendering routnes, to be linked anti aprtcapon progs.T«it dispiey ‘a* fast or laser ?*n tiCt-. V2.0 uoda» b1 FF67, S by B’l Keify f ti Fi D:tKH
V. rPfyar Cness Hockbencfl Label Lnte aaW PopUpMeru TaMHS TmaFlam
WarpTest Heo aces FF57 for Ccpywte prco-ar» CvtA.t!Paste
Impemanaiansof Umoit and 34CD com-nands by John Wood Graphs
j ogr*ntop«aTP;*f'*«£»i*in2o'3 tJmenaom ty Ffynn Faman Jjjgw,
vl.2sli!!»s!iUMl«inn t«i Us«HA*l rode and ray bocrg (yErcGrmar
MouseHeajer Stsrewaro program to mad «« ftes ft vww IFF f»es
usng only tw mome. By Wliem Beti So res Prog to damonateto
fti-g ft ran- do- ng tecrtdjet by Howne fLee) Tartn &vr Snpie
graancs oeru. AwraE-ia* RKFirtgiiH sm atesne moaari of two
¦'te'acng pandL un hcudei Souxe byCr-'t Ec ss fralFlaMlattM
ta«s 1 Bert or termtnelprtogr an bated on Comm VI ,34 kneudes
Uaoo wndow. Custom gadgete, color lad man us. Ot V. Beta 0 IB
byKeiti Young,comm tyDJ James E. Bat*up Write* Arr.gsDos dnia
as Tfl bac*uc deSO - Erad Fifth Dlfcin aton recover fea from
Tie be M S*( Req j-es mwiuel decs ri on dsk Crud e by Aan
Kent SE DCOr-o OsnCst 2.3. a d » csttog program, oerr o
limited to catecgng 180 tl a tme by Ed Aford. McroAce Scrtwte
rtJDner WD-f M2-05 hard 4t* corrorer »wr. Ca'd ctpaOa of
mtrtanng 3 hard daks and 4 f opt *S tie dnror s taaerte of
orry one hard dale by Aan Kart SEO Otisse Ovot-Bese, a ‘U*l
Base Management utlrty*.defne md marten amsiitiurn of 200
racofds par t« by Kavn Hamsa E T te Tna snguegecuz progrsm
Speak vlypt ang'artTha: tarwnom tom suooked fte by AienKantSE
A Render Venor 3 t Ray- Tr«ng Constucton Sort for Stb At.g*
Corrpute' by Brian Reed ED Etflnm&AisQ Iat: see inmabon, by
Lao Schwab Cor so e handler rapiocamen; provdea line edtng and
coT-rtnd line Hstanes transooren: a appicaten orog uses CON:
wndowt SnaeweeV 0 byWHswet E. Wo-oentfi doty host game,
uag'adt of 'Rooat* an FF85, t w mb’ so j 3 eVeto.
Bartent Conman WSLander By Peter da Sjva E C'Pna CrcUar pana ganarato- br VdecScspaSD Generates icoowte onto ar »ygon urn Tb tote:tec n,mber a* wertbes. VI.0 by Thad Rory an SE IconAssenber Change Workbencn fcons w!i FF-brutfi fiiei by SB'anLPdahlE Ste-toaianesoa ngcneaer scars ten! « and report! Emoto. 1338 common word Lit 43,803 word man clovry wr mrttpe U serd 43 or any support. Hte-faceswr.
LAoaEMACS 3 9 wbi inemacs macro to step through the source fe. Stopbng at suspect wonts and iilowng toe sar to opSon. VI.0 by Damrt Lswonce, SKI mei iibray and J»frty set Hckxes Muti morttor, routng ujlity, natu* utliry, and more by B l Baron SEO Pwtecnpl lrte c«ter tuCs a-X provwwa
* « on tcreert by Greg Lee S(aesy!E Three C storuo t« -w sow-era
tor sane ax Asa t, port nd Lstevpob Opcona induoa (1J
BorStartop.oti. fc' toe Worpiflench progom* cr CL I pragriT s
arth onrtooutcomrard ire parameters, (2) WBStartuo oC tor
rtarifloncr progimio' CLIprsgto'tislhai roouro re command line
parameters (3) CL&MrtpOC| to- CU programs that require command
no parameters but do notreed to be WoriBench ruinate by Bryce
Necrtr. SE FridRihD-AlB Mctoapte PsHtrp Startups Dt jg Macrvne
noepenoart-acTO based Cda- rtug ng pecxage Update FF41. RtyF
Ftei profung suaocrt by BnayakBs.’te-ee SE Math-stoff Heavy
duty ter! Pebem romng cuf.
“C'jpes smoe match test replacement caparthy By Fhte Gocoo Seeofoma Recover dst or damaged Cato from loppy or hard desks or ropa r a damaged vrtume by Dave JonerE 51 Con Smart rputhr* riterprete'wrtow.ndrt* tor Miedtng Uogrode FFSC by Pgoodeve. E Xcon Use cars to cal up tcrps cor,artng CLI commands. V2.3 upgrode o' FF3l.oy Pa* GoooeveE FrtdRih HiLlffl A Trees Lcrary and »k prog. mpi*merf rxlnes tor croesng wvj usng teee he*d r nmoiy S A progrsmmarte RBI ciKb'itor.
Caic Oef DisKwk AC cross ref. Prog. S. A per of progs whch allows you to save im to one or m we 'foppei tor q-j« loedng Doesn't Bare Dos torrje.
A prog, to improve control and htnd'mg ef
* • ma*nA on tel dski m ’CU-eree' rtl»Chj5 A tert mpori utl tor
MkJoFrr* Fie demo on FF 831 and updates to eo-w PD ds*
hbri'yd stoasei Tetes tel fies toe f tes and pro. Or i d te ft
pe:u TW mu ¦ ange Ste tor mpotm Am.ga verwn ol Srtitere.
Sol fanLBMifliLlM An teytcalc Is ¦ large and powerful spreadsheet (y og ElUBMLEmOg Asm Progs Ust assemwy too* hexes ss-te S LeastSqua'f swi tees: sdutete crooo ft grochi r«ut* S Ba scrags Bsan Dm ouse FtmKry GravityWaro A'tpaDenenttorrtM'yeoc’commend S Archw prog ntte adflors ofdspity raw' S. Alows aeytcerd and m«i-se rtxts to be itxfced unti ¦ peanword » erteroc.
Game of pien« *,srtb* and back hoW. V2.8 update to FF04 V267 of Man D on a csh 'to the’.S A utl .emiliar to oTw common todT programs .
Sate prcnaes ex. Code of tec' tes such as F eC Reajesaer, Xter, DcRequest, ft lorte on how to program toe Am ga. Booa f 01.5 Some u»*U tool 5 Frti F.tet PiK'.a Con D1 PrsSj* SVTorta AL e. Or letng prog cased on LD4prgS D-Mafiar Dh* cotacgo'. V t 0b. Update to FFB9 S Doto-Ftertecs Pnntef Drver tor in Eptan MXS0 pnnterwffi upgrode kit instteled. S. MonCCMP Lets you monitor the Inta Messages to ct pass Trough er DCMP wndow Pn-tts T*reisage ces*.r-sj*eoo3rcre»a,oue Vr vsijea Groefw oeouggng. S. f irrPop A ufl to send coxmon co-TO setlngs to re PRT devoe S. Sectoroma Ul ites to recover lost or
demegod data from f oppei ft herd Os**, v 1,1. On update toFFId Tek WCOem etortwaTekrona A3t3 40U.|V2ft) update to FF52. S, Zoo Fjevcmw, Ito'irc', vl.246. uodsteto FF07 EfUtHMLCMLia Maci-ne Anewinmiton 5mCFV ACPMam.sfnJateaBO&O aongwnnt9 tmdesori S IPJpc Hooauo ytoi Amiga u a usenet node S VHOC V2.7 of vtlOO terror* enJitorwitokermtl L-wmfenrote, hcuoeaatewpgg 1*1 »i»c to Usenet rurty tv no poring of v2.7 Update to FF56. Hcudet 5 Po2C A u-tl. D arte a C-'eng oeVnon a mime he mUlon bcrw S Fve-e.-F; Et of creepng ft u*rg ree art processes S. Record Rertey Srriliirto‘Joume.,v2.0updi*toFf2& Fred
Fan Pak 106 Funaey Snamtet tonc»nkeyedtor,v1.f.pda»toFrBJ Souroa aval, tom aut-art,Aren Uarj MimArt A smal eeacOono! Tome Amga arteo-k.
QukARia An FF toesvw and oe animator prog,vfl.1l RittNolli A Fimeh game. Aao ca'ed Go-Mo u vt .0 ByDaveWocker WBLaroe' a apeaa verwn off*WBLarce'pjgram kam FfiCO Ending e jiquo. Eftectve ia of sound, hd.de* S ByFVterce Steal Kan Lenenbeuw FiriF.tiXUrtJU Kita Maatoffjl Vdeo corrrwdil of lie Amgs BatPes muaq recuire* ana meg of memory to nr. Bnary crfy. Byflobert W-1 Maroertod Anstoer Oevsuitprte ar«rtecdera wto loti ot ’in' jofcas S12K rwjj.red. ncw»s S Byteo ScHwab Fitti flrtDirttlfi Mcvwe Aram inmisontysten wto trwdVan; oxamp* anrnoni: Kihnankif Rx-w, S F-1 ft Kminku ft Ro *er run on e ftt2K
An gi ft show off over scai HAM mode, hcuceee anmatjon payer program (mo M), Onmaton builder program a fdiibm, pi'bm}. Ft itext'gap'icsdsdiy pogrom v om).
By Ere Grarar ft Ken Ota Frrtfiir.KrtllZ A44UC_Oem 0 A rea *y neat horjontte rating der.o tor 11 a 2438 1233 pro 32 color FF pcC e compoeed ef d vww inapwiote of member* of toe Amga Users of Ce gary. S4ter mpased on a vary wKte pel e ot toe Ctegary Sxylne B orSy. By Eteprw". Vermeuten ft Stephen Jeem ExP_Demo Demo veruon olExproa Point 1.1.,used to create toe scr&lng demo pcii* in toe AMUC Cte-ocrowro-to dw Boroy By Steprwn Verm*u*n FridFlrt Dirt 111 Empro Ttei is a compete rewrte, ham toe ground up, r Decc, of Ftear Langston's Enpro game A roU-pfyer gaT* of exp or 1: on, economea, war, ec, cm
last TtnrsPayad etoier by lx*J keytioard or trough mooero.Vl .0, sfiarewa-e, ft ndudes S code By.Chns Gray, orignal game by Pew Langston HAMmrom Dip ays lines who «e end points are bauncng erorXtoe screen, ehwh a adautie tx tered HAM sere*-’. Tne Y paat an* of too pora a-e corrorxiouay copwd mto on auo o erowtern to4 | payed on al teurchanrtes ft toe proto of a j-*t rroaned card a ovivec from tb awrag* X posrtan cf r«e ppra.
Jforn Boyce ByFfrii Bu-k Stars Based on ongr* eooe By Leo Scnwao, nai credits longer toon toe actual demo. Runs on 512K Amiga B only. ByHobte Orrs W-eOemo Damorutites toe Atgi *linecr*i«nng speed. Fai-w on ¦ 512K Amgi. Inc jOei S. By Mat: Diton flti FiMlSirtiU McroEMACS Ver»an 3 it t Danw Uwarce's vrurl a1 De* Conrcy'i ricoemeo. Thii*m uQCftototoeverota reeafod :nc» 83 Au nduded. Ter toe f*e tne. S eitrow dot nerfiatan m mactofi* reecarte terrr-.
Hduoe* source. Autoor Owe Conroy, MANY eonnrcanertaty Deroel Lewenoo FndRifiartia Amoeba Thtctone of Space hvaoernsoneofto* best fre*y rodtt butab* gam*i to* re
* 9* to Cute Untie rr any car mere*: games, rtew wts cor-ecly n
a mylitirtng emwanrwrt (by notroquirng you to reboot fill to
pfey ¦ gene). Hgny recmrroenoed Bn*-y ony A.tho*: LtteHgro
De oomerte BeaGeTTon AgrophcalBecgamroongar.eooneasa"
undergraduate A!. Course preset Veroon 1 O.incJudet wjree
A* hor; Robert Ptnte- Berfr-t A complete chedtbook system oHwed
by T* author as snarowero Vef*an 1.3, pnary arty A * ' Ha
Ce-ter Egypfrarfl ji C*ute toe 'road roce . Rurcl* type 94-*
Vrson 1.1, bmary onty, tfrowae, sauroa avefatM from e toor
Aurtoor. OnsHames too-H-ige P*ogrer to rop *ce an oW cor -age
wto 1 new mega wflnoul aVdng vtcnyp*. D'w*w data, ec. Txtooea
aouroe. A toor. Dor t G-een Fred Flrt Dirt 121 Base Stop An Aro
g aBASIC progr in toll he-' x to convert program! W aen m otoer
b-ni o4 Be sue to ArgaBASIC A.tar: Gea*g* TropeJ DltePot A
fj-iwt pOTng program, wrben t ArgeBASC. A so induces 8 toast
squaws anw it pagrir Autoar: De« Holt PO! A int-ewa-e 3-D
ytor.ng prog-am wrtten n Ar.-geBASC.wtosomeiampte ou ut pate.
So*rce era art* from autoor Autodf: George Trope Stars This ArmgaBASC program oemonttaBS a muecat il-ueon baaed upon peroepiol cmJerty c4 woeiy Kieced tones vho* vol -eat'eaetewd as a anus*dal 'eaionervps toe-rfrequency. Autort: 6a*y Cube Uect; Ve'eon Zloftoisroce irewrare eotor.
He* earn mode, a commend language, menu cuStom-nton and otor' user corhgjreoJrty and a*tom.iie *?y teiires, Bn onty.
Sherewere, update to verscn on disk 6C.
Ajtoor; Fsc* Sttoa WQCO'VI A empkf.Be program to change to Wwxdftnc*! Ea'ari to a msrtKM eaiar ue; tv programs rc cxc a at k:w aff tor dsrauton dak but r.osao art tun fran a "*rfl cits IxLOts ssuca Autor. Syr Liicnt kvaroot HasyOi’o *t ar to irBrobs’ rypegarre Unqute tsrajf« ii fiat tel to rragea and sOsTkJi &*b replaceable by to end user So instead of an ©t and f«xs, you can hew an Angaagansta horde c? LEMPCi 4 you wsr. Aunor ft® Mar an r2Pa An mwartve puzzle program ±« *®* a-y FF fie cornering up to 16 color* and breaks rtup into iqjarts d make a puzzfe which to user can ton pace beck
togatwr agan.
Verson 1.0, rtdudessou’ce. Aahor: Ai Ozer Names A shareware prog am to create and manage mahng i|te Eraryorty. Author. Errt* Melton Pr A Irfle unify b print Isings r dcfteront fernea. Similar to tha Unix ‘pr* program.
HdudasKwce. Author: Samuel Paduco PushOw A neat; use board srasgy game, w AmgaBASIC Putei you peoes onto to board imti you get fiw m a row wi any S'ectsm he .ooi aojrea. K*Tv. Rutt Yog PuzxtPo (Pee® a puzzJe horn an IFF pd e, whch he jser can !han pact back togeto' again, W-ton r AfgsBASIC. Verson 1,0, tinary ary. Shareware. Sojxe ftra abte tram autor Kj v: SydBotor Frpj Rppes Th-ia ammison a one of Awn Hasongs’ entres to to Badge Kjer Demo Con**4.
Unike most crw animtfoRA t rows a fsed ocwet from a m swrg D».t of vww. Rarer toan a mowg oejectlrom. A fwo pot of wew Autor: AtenHaergi FirJ Fir Dima Back Issues (continued from page 49) Ds A680C0C Bssem&er.wrttor n 6aCDC ¦asembtor. Hrtxtos source. Autor Greg bee DropCioto lea you pace aoaaan*, i2&t ana FF ft age or ¦ comtmaoon of a pram and image, into to WprxBench bacfalrop.
Version 2.2, torarewart, toniryoTy. A ior: Efcljvoky LkjCoO At eifrem toy simpie dock program, for interlaced ocreenaonly, hduoes source.
Auhor: AiOzer MRQackUp A hard dsk backup utLty, hat does a He by Ho copy to standard AirugaDOS loppy Ptu.
Heboes an intis on rtedace and fe corrpres*.on. Veton 1,1. Nctodes source Auhor: Mark R-rrfretPaint AsxnpiesCTeenpintngprogi .iwrttenin web. Requires web preprocess ng program to reomd tam wirce. Irdudes soiree h web Auhor: Gwg Lee PrOnver AprLnerdnvar b'toToflnbaTmona' pr n*r initiOume (batC mode, hdudas sorcemCand isaertser, Aurwr;Rca Mar am SCBeckUp A hard dsk backupurblty. CLI mtortoce ony.
Does file compression. Verson 1,1, brary only. Auhor. StowDrw Sed A dona o' he Lh i sec (Stoam Eotorj prjgrr hautSes sauxe kJVsr: Ere Retfrondw Keys A •hot-xeyt' program tat bndt xaytol'd tjncbon says to wrdow -anpu tton t xtons(wndow acvtion. Tant to b*dt.
Movng K'ws ell hcudei sou re.
Autor Denoe Cemne To Be Comb-tied.-. Iti-Caaclusion To the best o( our knowledge, tha materials in this library are freely distributable. This means they were either publicly posted and placed in the Public Domain by their Author, or they have restrictions published in their files to which we have adhered. If you become aware of any violation Di the author's wishes, please contact us by mail.
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• ••lit I'tnl 1 fit A - ° I Vcc.XMl’UTINC l« l ipndAMI|tr
Wfrflill R LASERS!
V Volume 3 Number 21988 AH-gaNotea by Rxtoto R« Dgol muttcgeraraioi cn t* Arxja.
C A* in «fl on Part nr by M tod Swrgw JuifHtonyoj tojghtnwaitatetoga saot r to C wstt-s Forth by John Bryan Sortng ourt CHP mo FAST nanory on to Amiga, Tha Big Plctyf* ty WanariRng Da-rvg micrrxr languaga programming; CLI syEtem call ard nantpuln.ng dsx. Liea.
BugBytea by John Sterner Roomara by Tha Band to Arga Doal.3?BC3fl6 basedBrcgoBcato to' to A20CC?Moraf Aa I See It by Ed *« Chi cfif!
Opationa, obsevatons, A to brth of a new sofbnte gona-nisr.
64000 Asaaembly LanguaaglProgramming by Crna Mar.n ‘Create a mu(B-cotor icraan witiouiusrvg htiaan iBJtnatl* ModUa-2 Programming by Sarw Fanwurwsx; A new contender bu*sa on tor*" od Ja-2 acanai The Amieua NaTwortc by John Foust F bedomun upoate, ComTodora po-tcs, snddevespa* nto.
Amfcua hlatwork Spadal Haport: Fil COMDEX by J. Foust Commodate al COMDEX and new products Tha uttlmiti Video kecmtoff : Part I by Larry Write Ufa: Part I by G *) H Ji 'A da a «d 'oak at aicwrt u® o' to Amiga bi Var' Form nUaator: Prolaaaianal DikForraSng Eng ha by Car Man- Put Btttf 'anguage to woki an to orudgery rt 6u tomaarg.
BsprMd by Bdtn Catay Afijf teotorad AmgaflASC Kreadnatyou ca.1 prog'tetl Amigiforum Trtoicript ad byRertara Rae Zoom m an Comr,adorer Argi's Daw Hayn*.
HaktecRnlaw by Oxxx RauCcns
* A Ctegrtfopward, easy a u*. Incbonte sc«‘MCs.'te«,.‘ VIP
Professional Rwlaw by S-rs-na Utto Ea cock portotto managemam
on to Amga Monty Mentor Haul aw Of StepnanKamp A parnrtai
finaxa ryfton bayond your ttockbooK Invwiw'* Advintege flmrltea
by Rchato Krapper pul Toor Man's Guda to to Stock Marxat* La
ear Light Shews ®ti tha Amiga Of Prjo, Uj?-y Uama and to Amga A
Dating Tandam ThalABmitf Vkao Accwsory: Pirtfl by Lar Whi* Ti®
to fine! Stepctoward dmgrxng you own vndwa Our First Desktop
Video by Larry White A itep-by -rec gude to otgnzmg and
praaantmg your fire Angavtoo Hooked on to Amiga tefth Frad Fah
by Ed BsmvS Fade rewt tom to man bennd tl r.saTaJ-' di x Photo
Ou telty Raproducdon wr, me Amiga Dg'-V.p* Stephen Labanj
S j-mrg Dg Vew mage* look yea! N hatecopy, tool Balancing your
Chackbopk «kth Wor sParf act lAxcroa 0, Stoste Hull Hand yoj
cr«cow» wor-ws rwr» to A-ga Mora Basic Taxi by Bryan Cr.ey
Doitfng tex! On to tceer can be ewn Ufa; Pvt ft by Grafd H*1
Tha trot wndi upwffi to temad ntne-tt JcafcJilon and Kt ce to
LFER Bokrtfont to Linear Algebra tvough Ihvlx ComputaBona
RsppedB-i Smpirty nr rbot ageaa wF base obef »m I rauinea, Tha
Amicua Network by JohnFouit A wspcook os* at Fa ycawi bennc to
Anga Roomara by Thebandto Angi3000, Virus newt, and Vsi to real
Lage* Toasw Pea® ttandup?* Bug Bytoa by John Sterner ModiJi-2
Programming by Stew Fewtamsj Cathrg up win CaJc-a aautea
taiow-up 64000 Aiternblir Lmgutga Programming by Ovni Martn
G-aphict- Part II of Aaaamgnm.
Arazak’aTomb by KennaJiE Schaefer 'A temfytg a«Aentura mb be world of to oocJL* ART by Stew Farwsztoteu An rno valve ccr-basece pQgrmm.rg lang u&ge, Fomi In Right by Stow Perbwdi Render end Ar rate 3C(ec3 n 3t Bllieon Oaani and tha Jew* ot Dantma® by K E Sch®W Hang on awry »w*d r tose cissc text abvani ea La aura ault Larry by KenreT E. Scaefcf ThiurtTate Nerd spend* one racy nghi in to fail line.
Teo Haw Envl® From Meroblofica by John Foute M50I E oar son & Starboard |i lA lFundfon beard.
MndlfgM 7 and Paapte Mat® by John Foust Ueet fcw A?ga poduca Rianiatei by Kenneth E. Senaeter Dp You* chano» r tv* ’manste* maRi'wti to Amazing Fmrlasjii Chatx:bt £dtar
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and Mexico, $ 35.00 overseas).
All funds must be in U.S. Currency on a U.S. Bank Back Issues: S4.00 each (foreign orders add SI.00 each for Postage and Handling) Please circle your Back issue choices below: Voll.l Voll.2 Volt.3 Voll.4 Voll.5 Voll.ft Volt .7 Voll.8 Voll.9 Vo!2.1 Vol2.2 Vol2.3 Vol2.4 Vol2.5 Vo 12.6 Vol2.7 Vo!2.8 Vol2.9 Vol2.10 Vol2.ll Vol2.12 Vol3.1 Vol3.2 Public Domain Software: Sb.OO each for subscribers (yes, even the new ones!)
S7.00 each for non subscribers Please circle your Public Domain Software choices below: Amicus: A1 A2 A3 A 4 A5 A6 A7 A8 A9 A10 All All A12 A13 A14 A15 A16 A17 A18 A19 A20 A21 A22 A23 A24 A25 A26 Fred FF1 Fish: FF2 FF3 FF4 FF5 FF6 FF7 FF8 FF9 FF10 FF11 FF12 FF13 FF14 FF15 FF16 FF17 FF18 FF1 9 FF20 FF21 FF22 FF23 FF24 FF29 FF26 FF27 FF28 FF29 FF30 FF31 FF32 FF33 FF34 FF35 FF36 FF37 FF38 FF39 FF40 FF41 FF42 FF43 FF4 4 FF45 FF4 6 FF47 FF48 FF49 FF50 FF51 FF52 FF53 FF54 FF55 FF56 FFNA FF58 FF59 FF60 FF61 FF62 FF63 FF64 FF65 FF66 FF67 FF68 FF69 FF70 FF71 FF72 FF73 FF74 FF75 FF76 FF77 FF78 FF7 9
FfNA FF81 FF82 FF83 FF84 FF85 FF86 FF87 FFNA FF89 FF90 FF91 FF92 FF93 FF'94 FF95 FF96 FF97 FF98 FF99 FF100 FF101 FF102 FF103 FF104 FF105 FF106 FF107 FF108 FF109 FF110 FF111 FF112 FF113 FF114 FF115 FF116 FF117 Ffllfi FF119 FF120 FF121 FF122 FF123 FF124 FF125 FF126 (NA denotes disks removed from the collection) Please complete this form and mail with check or money order to: PiM Publications, Inc.
P. O.Box 869 Fall River, MA 02722 Please allow 4 to 6 weeks for
delivery MUS C X SOFTWARE, like a fine instrument is crofted
from the heart. It is more than on excellent tool, it is olso
a work of art.
COMMITMENT: We have committed ourselves to pushing ahead state of the art in professional music software, enabling you to open new worlds of creativity at a cost, both in hardware and software, that is well within the budget of any serious musician.
NO COMPROMISES or shortcuts hove been tolerated os we designed this product.
The master clock is accurate to I millisecond with a resolution of 192 clocks per quarter note. Sequences and library data can be any iengtb, limited only by available memory if you want, you con dump a I00K or larger samp e into a library entry!
KEYBOARD MAPPING features allow almost any function of the sequencer to be controlled from a MIDI keyboard, footpedal, or other MIDI device. This includes starting stopping the sequencer, initiating sequences, and even changing the key map itself!
EDITING: An impressive battery of editing features will be supported, in fact, new editing features are being added daily as we interact with our network of working, professional musicians wbose input has greatly contributed to the quality of this program.
COMMITMENT: Our commitment to music production does not stop here. A future product, Patch Editor Construction Kit, will allow you to create graphical patch editors for virtually any synthesizer you may own. Some technical knowledge will be required, but since patch editors, once created, can be traded between users, you should have no problem getting an editor for your needs.
THE POWER: Pan of the power ofMusic-X comes from the computer it was created for: The Amiga, one of the most powerful and inexpensive personal computers available. At last you can run these many powerful applications in on environment that is a pleasure rather than a chore to use Ai CRO MIDI: Although Music-X will work with any of the many MJDf interfaces for the Amiga, we offer our own MIDI interface which we feel is a cut above. It features six outputs (each output switchable as OUT, THRU or OFF), two switch-selectable inputs, a channel loading indicator, and an external clock output
(sync start stop) for synchronizing older, non-MIDI drum machines, and a serial pass-thru!
REAL T ME: The system supports real-time recording of systems exc usive data, os well as full graphic-oriented and event-oriented editing of sequences. You can even record while in edit mode and watch notes appear on your edit display os you play them!
MICRO SMPTE: This complete SMPTF Reader will allow Music-X to synchronize with video or audio tape decks. It connects to the Amiga parallel interface and includes a pass-thru so as not to interfere with printer operation. Our Micro SMPTE is compatible with all Amiga mode s (A500 AWOOIA2000).
PHOTON VIDEO: Photon Video is a complete, integrated video animation system.
It includes facilities for both 2-D and 3-D animation, as well as automatic tape transport control and real time playback of rendered images. Our 3-D rendering module supports variable light sources, shadows, transparency, and reflections in a 3-D environment Other modules include Cel Animator, Object Editor and Transport Controller with SMPTE support.
CmmUif II II II tl M II II It II II II II II II It II II II tl II I* II II II II N U tl H IIII H COMMOOOBE vviiga yfcjryil yy y KEYMAP EDITOR PAGE: Create keymops by dragging the mouse over a selected area of the keyboard. The highlighted region can then be redefined in terms of real-time behavior.
PATCH EDITOR: A sample patch editor (CZ-1000) of the type that will be included with the product.
17408 Chatsworth St., Granada Hills, CA 91344 Inside CA 8181360-3715’ Outside CA 8001522-2041 FAX 818 360-1464 Insiil Clifjinp Ml I il 51 It mi -i w * i m n ii it ii il it ii n ii n ii ii ii i« ii ii ii ii ii ii it » ii w n t» ii ii n IIII UHIIIIII II IIII u IIIIII it n It II ii ii w ii h ii II : II 88 W .88!
I v si |RIC*X Safti: wri Commodore is a registered trademark of Commodore Electronics, Ltd., Amiga is a registered trademark of Commodore-Amiga, Inc., and die Commodore ¦ Amiga logo is a trademark of Commodare-Amiga, Inc. ?ICI VIEW DELIVERS ULTIMATE GRAPHICS POWER Bring the world into your Amiga with Digi-View, the 4096 color video digitizer. In seconds you can capture any photograph or object your video camera can see in full color and with clarity never before available on a home computer. Digi-View’s advanced features include:
• Dithering routines give up to 100,000 apparent colors on screen
• NewTek's exclusive Enhanced Hold-and-Modify mode allows for
exceptionally detailed images Digitize images in any number of
colors from 2 to 4096
• Print, animate, transmit, store, or manipulate images with
available IFF compatible programs
• Digitize in all Amiga resolution modes (320x200, 320x400,
640x200, AMIGA 640x400) “Digi-View sets new standards for
graphics hardware''-InfoWorld Digi-View is available now at
your local Amiga dealer or call: 1-800-843-8934 ONLY $ 199.95
NewTek INCORPORATED 1 do consider the Amiga a damn serious
computer. 1 wouldn't have gotten one otherwise. I wouldn't have
gotten the Amiga if 1 couldn't do the same things I was doing
on my VAX.
And now I like my Amiga better.
2 Refund must be made within 15 days of receipt of product.
3 Not provided on Amiga 1000 F-Boiic and FajtCcm are registered trademarks of DN5, Inc. AmlGATM jj Q registered trademark of Commodore AMIGA, Inc. 5NOBOL4 M ? Registered trademark of Bell Telephone Laboratories.
4 de'red system conotate. Recommended for deouggng puroosea only, uee toe s]pt»'C values | in progs' ByOsf Swbert Uinoo Anatoa mandabrotgenritor orogar, wto bte ft 5 fMjceso'cPehomC HeetoftRJ Me*. By.Off Sobort S Pootte Apopdltypetoetpieyai teBiowryour screen

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